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If reifying, there is a\n    // circular dependency so we must return our (partial) exports.\n    if (this.state === 'finalized' || this.state === 'reifying') {\n      return this.module.exports;\n    }\n\n\n    if (loader.wrapModules) {\n      this.callback = loader.wrapModules(this.id, this.callback);\n    }\n\n    this.reify();\n\n    var result = this.callback.apply(this, this.reified);\n    this.reified.length = 0;\n    this.state = 'finalized';\n\n    if (!(this.hasExportsAsDep && result === undefined)) {\n      this.module.exports = result;\n    }\n    if (loader.makeDefaultExport) {\n      this.makeDefaultExport();\n    }\n    return this.module.exports;\n  };\n\n  Module.prototype.unsee = function () {\n    this.state = 'new';\n    this.module = { exports: {} };\n  };\n\n  Module.prototype.reify = function () {\n    if (this.state === 'reified') {\n      return;\n    }\n    this.state = 'reifying';\n    try {\n      this.reified = this._reify();\n      this.state = 'reified';\n    } finally {\n      if (this.state === 'reifying') {\n        this.state = 'errored';\n      }\n    }\n  };\n\n  Module.prototype._reify = function () {\n    var reified = this.reified.slice();\n    for (var i = 0; i < reified.length; i++) {\n      var mod = reified[i];\n      reified[i] = mod.exports ? mod.exports : mod.module.exports();\n    }\n    return reified;\n  };\n\n  Module.prototype.findDeps = function (pending) {\n    if (this.state !== 'new') {\n      return;\n    }\n\n    this.state = 'pending';\n\n    var deps = this.deps;\n\n    for (var i = 0; i < deps.length; i++) {\n      var dep = deps[i];\n      var entry = this.reified[i] = { exports: undefined, module: undefined };\n      if (dep === 'exports') {\n        this.hasExportsAsDep = true;\n        entry.exports = this.module.exports;\n      } else if (dep === 'require') {\n        entry.exports = this.makeRequire();\n      } else if (dep === 'module') {\n        entry.exports = this.module;\n      } else {\n        entry.module = findModule(resolve(dep, this.id), this.id, pending);\n      }\n    }\n  };\n\n  Module.prototype.makeRequire = function () {\n    var id = this.id;\n    var r = function (dep) {\n      return require(resolve(dep, id));\n    };\n    r['default'] = r;\n    r.moduleId = id;\n    r.has = function (dep) {\n      return has(resolve(dep, id));\n    };\n    return r;\n  };\n\n  define = function (id, deps, callback) {\n    var module = registry[id];\n\n    // If a module for this id has already been defined and is in any state\n    // other than `new` (meaning it has been or is currently being required),\n    // then we return early to avoid redefinition.\n    if (module && module.state !== 'new') {\n      return;\n    }\n\n    if (arguments.length < 2) {\n      unsupportedModule(arguments.length);\n    }\n\n    if (!Array.isArray(deps)) {\n      callback = deps;\n      deps = [];\n    }\n\n    if (callback instanceof Alias) {\n      registry[id] = new Module(callback.id, deps, callback, true);\n    } else {\n      registry[id] = new Module(id, deps, callback, false);\n    }\n  };\n\n  define.exports = function (name, defaultExport) {\n    var module = registry[name];\n\n    // If a module for this name has already been defined and is in any state\n    // other than `new` (meaning it has been or is currently being required),\n    // then we return early to avoid redefinition.\n    if (module && module.state !== 'new') {\n      return;\n    }\n\n    module = new Module(name, [], noop, null);\n    module.module.exports = defaultExport;\n    module.state = 'finalized';\n    registry[name] = module;\n\n    return module;\n  };\n\n  function noop() {}\n  // we don't support all of AMD\n  // define.amd = {};\n\n  function Alias(id) {\n    this.id = id;\n  }\n\n  define.alias = function (id, target) {\n    if (arguments.length === 2) {\n      return define(target, new Alias(id));\n    }\n\n    return new Alias(id);\n  };\n\n  function missingModule(id, referrer) {\n    throw new Error('Could not find module `' + id + '` imported from `' + referrer + '`');\n  }\n\n  function findModule(id, referrer, pending) {\n    var mod = registry[id] || registry[id + '/index'];\n\n    while (mod && mod.isAlias) {\n      mod = registry[mod.id] || registry[mod.id + '/index'];\n    }\n\n    if (!mod) {\n      missingModule(id, referrer);\n    }\n\n    if (pending && mod.state !== 'pending' && mod.state !== 'finalized') {\n      mod.findDeps(pending);\n      pending.push(mod);\n    }\n    return mod;\n  }\n\n  function resolve(child, id) {\n    if (child.charAt(0) !== '.') {\n      return child;\n    }\n\n\n    var parts = child.split('/');\n    var nameParts = id.split('/');\n    var parentBase = nameParts.slice(0, -1);\n\n    for (var i = 0, l = parts.length; i < l; i++) {\n      var part = parts[i];\n\n      if (part === '..') {\n        if (parentBase.length === 0) {\n          throw new Error('Cannot access parent module of root');\n        }\n        parentBase.pop();\n      } else if (part === '.') {\n        continue;\n      } else {\n        parentBase.push(part);\n      }\n    }\n\n    return parentBase.join('/');\n  }\n\n  function has(id) {\n    return !!(registry[id] || registry[id + '/index']);\n  }\n\n  requirejs.entries = requirejs._eak_seen = registry;\n  requirejs.has = has;\n  requirejs.unsee = function (id) {\n    findModule(id, '(unsee)', false).unsee();\n  };\n\n  requirejs.clear = function () {\n    requirejs.entries = requirejs._eak_seen = registry = dict();\n    seen = dict();\n  };\n\n  // This code primes the JS engine for good performance by warming the\n  // JIT compiler for these functions.\n  define('foo', function () {});\n  define('foo/bar', [], function () {});\n  define('foo/asdf', ['module', 'exports', 'require'], function (module, exports, require) {\n    if (require.has('foo/bar')) {\n      require('foo/bar');\n    }\n  });\n  define('foo/baz', [], define.alias('foo'));\n  define('foo/quz', define.alias('foo'));\n  define.alias('foo', 'foo/qux');\n  define('foo/bar', ['foo', './quz', './baz', './asdf', './bar', '../foo'], function () {});\n  define('foo/main', ['foo/bar'], function () {});\n  define.exports('foo/exports', {});\n\n  require('foo/exports');\n  require('foo/main');\n  require.unsee('foo/bar');\n\n  requirejs.clear();\n\n  if (typeof exports === 'object' && typeof module === 'object' && module.exports) {\n    module.exports = { require: require, define: define };\n  }\n})(this);","(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require==\"function\"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error(\"Cannot find module '\"+o+\"'\");throw f.code=\"MODULE_NOT_FOUND\",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require==\"function\"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){\n(function (global){\n\"use strict\";\n\n_dereq_(327);\n\n_dereq_(328);\n\n_dereq_(2);\n\nif (global._babelPolyfill) {\n  throw new Error(\"only one instance of babel-polyfill is allowed\");\n}\nglobal._babelPolyfill = true;\n\nvar DEFINE_PROPERTY = \"defineProperty\";\nfunction define(O, key, value) {\n  O[key] || Object[DEFINE_PROPERTY](O, key, {\n    writable: true,\n    configurable: true,\n    value: value\n  });\n}\n\ndefine(String.prototype, \"padLeft\", \"\".padStart);\ndefine(String.prototype, \"padRight\", \"\".padEnd);\n\n\"pop,reverse,shift,keys,values,entries,indexOf,every,some,forEach,map,filter,find,findIndex,includes,join,slice,concat,push,splice,unshift,sort,lastIndexOf,reduce,reduceRight,copyWithin,fill\".split(\",\").forEach(function (key) {\n  [][key] && define(Array, key, Function.call.bind([][key]));\n});\n}).call(this,typeof global !== \"undefined\" ? global : typeof self !== \"undefined\" ? self : typeof window !== \"undefined\" ? window : {})\n},{\"2\":2,\"327\":327,\"328\":328}],2:[function(_dereq_,module,exports){\n_dereq_(130);\nmodule.exports = _dereq_(23).RegExp.escape;\n\n},{\"130\":130,\"23\":23}],3:[function(_dereq_,module,exports){\nmodule.exports = function (it) {\n  if (typeof it != 'function') throw TypeError(it + ' is not a function!');\n  return it;\n};\n\n},{}],4:[function(_dereq_,module,exports){\nvar cof = _dereq_(18);\nmodule.exports = function (it, msg) {\n  if (typeof it != 'number' && cof(it) != 'Number') throw TypeError(msg);\n  return +it;\n};\n\n},{\"18\":18}],5:[function(_dereq_,module,exports){\n// 22.1.3.31 Array.prototype[@@unscopables]\nvar UNSCOPABLES = _dereq_(128)('unscopables');\nvar ArrayProto = Array.prototype;\nif (ArrayProto[UNSCOPABLES] == undefined) _dereq_(42)(ArrayProto, UNSCOPABLES, {});\nmodule.exports = function (key) {\n  ArrayProto[UNSCOPABLES][key] = true;\n};\n\n},{\"128\":128,\"42\":42}],6:[function(_dereq_,module,exports){\nmodule.exports = function (it, Constructor, name, forbiddenField) {\n  if (!(it instanceof Constructor) || (forbiddenField !== undefined && forbiddenField in it)) {\n    throw TypeError(name + ': incorrect invocation!');\n  } return it;\n};\n\n},{}],7:[function(_dereq_,module,exports){\nvar isObject = _dereq_(51);\nmodule.exports = function (it) {\n  if (!isObject(it)) throw TypeError(it + ' is not an object!');\n  return it;\n};\n\n},{\"51\":51}],8:[function(_dereq_,module,exports){\n// 22.1.3.3 Array.prototype.copyWithin(target, start, end = this.length)\n'use strict';\nvar toObject = _dereq_(119);\nvar toAbsoluteIndex = _dereq_(114);\nvar toLength = _dereq_(118);\n\nmodule.exports = [].copyWithin || function copyWithin(target /* = 0 */, start /* = 0, end = @length */) {\n  var O = toObject(this);\n  var len = toLength(O.length);\n  var to = toAbsoluteIndex(target, len);\n  var from = toAbsoluteIndex(start, len);\n  var end = arguments.length > 2 ? arguments[2] : undefined;\n  var count = Math.min((end === undefined ? len : toAbsoluteIndex(end, len)) - from, len - to);\n  var inc = 1;\n  if (from < to && to < from + count) {\n    inc = -1;\n    from += count - 1;\n    to += count - 1;\n  }\n  while (count-- > 0) {\n    if (from in O) O[to] = O[from];\n    else delete O[to];\n    to += inc;\n    from += inc;\n  } return O;\n};\n\n},{\"114\":114,\"118\":118,\"119\":119}],9:[function(_dereq_,module,exports){\n// 22.1.3.6 Array.prototype.fill(value, start = 0, end = this.length)\n'use strict';\nvar toObject = _dereq_(119);\nvar toAbsoluteIndex = _dereq_(114);\nvar toLength = _dereq_(118);\nmodule.exports = function fill(value /* , start = 0, end = @length */) {\n  var O = toObject(this);\n  var length = toLength(O.length);\n  var aLen = arguments.length;\n  var index = toAbsoluteIndex(aLen > 1 ? arguments[1] : undefined, length);\n  var end = aLen > 2 ? arguments[2] : undefined;\n  var endPos = end === undefined ? length : toAbsoluteIndex(end, length);\n  while (endPos > index) O[index++] = value;\n  return O;\n};\n\n},{\"114\":114,\"118\":118,\"119\":119}],10:[function(_dereq_,module,exports){\nvar forOf = _dereq_(39);\n\nmodule.exports = function (iter, ITERATOR) {\n  var result = [];\n  forOf(iter, false, result.push, result, ITERATOR);\n  return result;\n};\n\n},{\"39\":39}],11:[function(_dereq_,module,exports){\n// false -> Array#indexOf\n// true  -> Array#includes\nvar toIObject = _dereq_(117);\nvar toLength = _dereq_(118);\nvar toAbsoluteIndex = _dereq_(114);\nmodule.exports = function (IS_INCLUDES) {\n  return function ($this, el, fromIndex) {\n    var O = toIObject($this);\n    var length = toLength(O.length);\n    var index = toAbsoluteIndex(fromIndex, length);\n    var value;\n    // Array#includes uses SameValueZero equality algorithm\n    // eslint-disable-next-line no-self-compare\n    if (IS_INCLUDES && el != el) while (length > index) {\n      value = O[index++];\n      // eslint-disable-next-line no-self-compare\n      if (value != value) return true;\n    // Array#indexOf ignores holes, Array#includes - not\n    } else for (;length > index; index++) if (IS_INCLUDES || index in O) {\n      if (O[index] === el) return IS_INCLUDES || index || 0;\n    } return !IS_INCLUDES && -1;\n  };\n};\n\n},{\"114\":114,\"117\":117,\"118\":118}],12:[function(_dereq_,module,exports){\n// 0 -> Array#forEach\n// 1 -> Array#map\n// 2 -> Array#filter\n// 3 -> Array#some\n// 4 -> Array#every\n// 5 -> Array#find\n// 6 -> Array#findIndex\nvar ctx = _dereq_(25);\nvar IObject = _dereq_(47);\nvar toObject = _dereq_(119);\nvar toLength = _dereq_(118);\nvar asc = _dereq_(15);\nmodule.exports = function (TYPE, $create) {\n  var IS_MAP = TYPE == 1;\n  var IS_FILTER = TYPE == 2;\n  var IS_SOME = TYPE == 3;\n  var IS_EVERY = TYPE == 4;\n  var IS_FIND_INDEX = TYPE == 6;\n  var NO_HOLES = TYPE == 5 || IS_FIND_INDEX;\n  var create = $create || asc;\n  return function ($this, callbackfn, that) {\n    var O = toObject($this);\n    var self = IObject(O);\n    var f = ctx(callbackfn, that, 3);\n    var length = toLength(self.length);\n    var index = 0;\n    var result = IS_MAP ? create($this, length) : IS_FILTER ? create($this, 0) : undefined;\n    var val, res;\n    for (;length > index; index++) if (NO_HOLES || index in self) {\n      val = self[index];\n      res = f(val, index, O);\n      if (TYPE) {\n        if (IS_MAP) result[index] = res;   // map\n        else if (res) switch (TYPE) {\n          case 3: return true;             // some\n          case 5: return val;              // find\n          case 6: return index;            // findIndex\n          case 2: result.push(val);        // filter\n        } else if (IS_EVERY) return false; // every\n      }\n    }\n    return IS_FIND_INDEX ? -1 : IS_SOME || IS_EVERY ? IS_EVERY : result;\n  };\n};\n\n},{\"118\":118,\"119\":119,\"15\":15,\"25\":25,\"47\":47}],13:[function(_dereq_,module,exports){\nvar aFunction = _dereq_(3);\nvar toObject = _dereq_(119);\nvar IObject = _dereq_(47);\nvar toLength = _dereq_(118);\n\nmodule.exports = function (that, callbackfn, aLen, memo, isRight) {\n  aFunction(callbackfn);\n  var O = toObject(that);\n  var self = IObject(O);\n  var length = toLength(O.length);\n  var index = isRight ? length - 1 : 0;\n  var i = isRight ? -1 : 1;\n  if (aLen < 2) for (;;) {\n    if (index in self) {\n      memo = self[index];\n      index += i;\n      break;\n    }\n    index += i;\n    if (isRight ? index < 0 : length <= index) {\n      throw TypeError('Reduce of empty array with no initial value');\n    }\n  }\n  for (;isRight ? index >= 0 : length > index; index += i) if (index in self) {\n    memo = callbackfn(memo, self[index], index, O);\n  }\n  return memo;\n};\n\n},{\"118\":118,\"119\":119,\"3\":3,\"47\":47}],14:[function(_dereq_,module,exports){\nvar isObject = _dereq_(51);\nvar isArray = _dereq_(49);\nvar SPECIES = _dereq_(128)('species');\n\nmodule.exports = function (original) {\n  var C;\n  if (isArray(original)) {\n    C = original.constructor;\n    // cross-realm fallback\n    if (typeof C == 'function' && (C === Array || isArray(C.prototype))) C = undefined;\n    if (isObject(C)) {\n      C = C[SPECIES];\n      if (C === null) C = undefined;\n    }\n  } return C === undefined ? Array : C;\n};\n\n},{\"128\":128,\"49\":49,\"51\":51}],15:[function(_dereq_,module,exports){\n// 9.4.2.3 ArraySpeciesCreate(originalArray, length)\nvar speciesConstructor = _dereq_(14);\n\nmodule.exports = function (original, length) {\n  return new (speciesConstructor(original))(length);\n};\n\n},{\"14\":14}],16:[function(_dereq_,module,exports){\n'use strict';\nvar aFunction = _dereq_(3);\nvar isObject = _dereq_(51);\nvar invoke = _dereq_(46);\nvar arraySlice = [].slice;\nvar factories = {};\n\nvar construct = function (F, len, args) {\n  if (!(len in factories)) {\n    for (var n = [], i = 0; i < len; i++) n[i] = 'a[' + i + ']';\n    // eslint-disable-next-line no-new-func\n    factories[len] = Function('F,a', 'return new F(' + n.join(',') + ')');\n  } return factories[len](F, args);\n};\n\nmodule.exports = Function.bind || function bind(that /* , ...args */) {\n  var fn = aFunction(this);\n  var partArgs = arraySlice.call(arguments, 1);\n  var bound = function (/* args... */) {\n    var args = partArgs.concat(arraySlice.call(arguments));\n    return this instanceof bound ? construct(fn, args.length, args) : invoke(fn, args, that);\n  };\n  if (isObject(fn.prototype)) bound.prototype = fn.prototype;\n  return bound;\n};\n\n},{\"3\":3,\"46\":46,\"51\":51}],17:[function(_dereq_,module,exports){\n// getting tag from 19.1.3.6 Object.prototype.toString()\nvar cof = _dereq_(18);\nvar TAG = _dereq_(128)('toStringTag');\n// ES3 wrong here\nvar ARG = cof(function () { return arguments; }()) == 'Arguments';\n\n// fallback for IE11 Script Access Denied error\nvar tryGet = function (it, key) {\n  try {\n    return it[key];\n  } catch (e) { /* empty */ }\n};\n\nmodule.exports = function (it) {\n  var O, T, B;\n  return it === undefined ? 'Undefined' : it === null ? 'Null'\n    // @@toStringTag case\n    : typeof (T = tryGet(O = Object(it), TAG)) == 'string' ? T\n    // builtinTag case\n    : ARG ? cof(O)\n    // ES3 arguments fallback\n    : (B = cof(O)) == 'Object' && typeof O.callee == 'function' ? 'Arguments' : B;\n};\n\n},{\"128\":128,\"18\":18}],18:[function(_dereq_,module,exports){\nvar toString = {}.toString;\n\nmodule.exports = function (it) {\n  return toString.call(it).slice(8, -1);\n};\n\n},{}],19:[function(_dereq_,module,exports){\n'use strict';\nvar dP = _dereq_(72).f;\nvar create = _dereq_(71);\nvar redefineAll = _dereq_(93);\nvar ctx = _dereq_(25);\nvar anInstance = _dereq_(6);\nvar forOf = _dereq_(39);\nvar $iterDefine = _dereq_(55);\nvar step = _dereq_(57);\nvar setSpecies = _dereq_(100);\nvar DESCRIPTORS = _dereq_(29);\nvar fastKey = _dereq_(66).fastKey;\nvar validate = _dereq_(125);\nvar SIZE = DESCRIPTORS ? '_s' : 'size';\n\nvar getEntry = function (that, key) {\n  // fast case\n  var index = fastKey(key);\n  var entry;\n  if (index !== 'F') return that._i[index];\n  // frozen object case\n  for (entry = that._f; entry; entry = entry.n) {\n    if (entry.k == key) return entry;\n  }\n};\n\nmodule.exports = {\n  getConstructor: function (wrapper, NAME, IS_MAP, ADDER) {\n    var C = wrapper(function (that, iterable) {\n      anInstance(that, C, NAME, '_i');\n      that._t = NAME;         // collection type\n      that._i = create(null); // index\n      that._f = undefined;    // first entry\n      that._l = undefined;    // last entry\n      that[SIZE] = 0;         // size\n      if (iterable != undefined) forOf(iterable, IS_MAP, that[ADDER], that);\n    });\n    redefineAll(C.prototype, {\n      // 23.1.3.1 Map.prototype.clear()\n      // 23.2.3.2 Set.prototype.clear()\n      clear: function clear() {\n        for (var that = validate(this, NAME), data = that._i, entry = that._f; entry; entry = entry.n) {\n          entry.r = true;\n          if (entry.p) entry.p = entry.p.n = undefined;\n          delete data[entry.i];\n        }\n        that._f = that._l = undefined;\n        that[SIZE] = 0;\n      },\n      // 23.1.3.3 Map.prototype.delete(key)\n      // 23.2.3.4 Set.prototype.delete(value)\n      'delete': function (key) {\n        var that = validate(this, NAME);\n        var entry = getEntry(that, key);\n        if (entry) {\n          var next = entry.n;\n          var prev = entry.p;\n          delete that._i[entry.i];\n          entry.r = true;\n          if (prev) prev.n = next;\n          if (next) next.p = prev;\n          if (that._f == entry) that._f = next;\n          if (that._l == entry) that._l = prev;\n          that[SIZE]--;\n        } return !!entry;\n      },\n      // 23.2.3.6 Set.prototype.forEach(callbackfn, thisArg = undefined)\n      // 23.1.3.5 Map.prototype.forEach(callbackfn, thisArg = undefined)\n      forEach: function forEach(callbackfn /* , that = undefined */) {\n        validate(this, NAME);\n        var f = ctx(callbackfn, arguments.length > 1 ? arguments[1] : undefined, 3);\n        var entry;\n        while (entry = entry ? entry.n : this._f) {\n          f(entry.v, entry.k, this);\n          // revert to the last existing entry\n          while (entry && entry.r) entry = entry.p;\n        }\n      },\n      // 23.1.3.7 Map.prototype.has(key)\n      // 23.2.3.7 Set.prototype.has(value)\n      has: function has(key) {\n        return !!getEntry(validate(this, NAME), key);\n      }\n    });\n    if (DESCRIPTORS) dP(C.prototype, 'size', {\n      get: function () {\n        return validate(this, NAME)[SIZE];\n      }\n    });\n    return C;\n  },\n  def: function (that, key, value) {\n    var entry = getEntry(that, key);\n    var prev, index;\n    // change existing entry\n    if (entry) {\n      entry.v = value;\n    // create new entry\n    } else {\n      that._l = entry = {\n        i: index = fastKey(key, true), // <- index\n        k: key,                        // <- key\n        v: value,                      // <- value\n        p: prev = that._l,             // <- previous entry\n        n: undefined,                  // <- next entry\n        r: false                       // <- removed\n      };\n      if (!that._f) that._f = entry;\n      if (prev) prev.n = entry;\n      that[SIZE]++;\n      // add to index\n      if (index !== 'F') that._i[index] = entry;\n    } return that;\n  },\n  getEntry: getEntry,\n  setStrong: function (C, NAME, IS_MAP) {\n    // add .keys, .values, .entries, [@@iterator]\n    // 23.1.3.4, 23.1.3.8, 23.1.3.11, 23.1.3.12, 23.2.3.5, 23.2.3.8, 23.2.3.10, 23.2.3.11\n    $iterDefine(C, NAME, function (iterated, kind) {\n      this._t = validate(iterated, NAME); // target\n      this._k = kind;                     // kind\n      this._l = undefined;                // previous\n    }, function () {\n      var that = this;\n      var kind = that._k;\n      var entry = that._l;\n      // revert to the last existing entry\n      while (entry && entry.r) entry = entry.p;\n      // get next entry\n      if (!that._t || !(that._l = entry = entry ? entry.n : that._t._f)) {\n        // or finish the iteration\n        that._t = undefined;\n        return step(1);\n      }\n      // return step by kind\n      if (kind == 'keys') return step(0, entry.k);\n      if (kind == 'values') return step(0, entry.v);\n      return step(0, [entry.k, entry.v]);\n    }, IS_MAP ? 'entries' : 'values', !IS_MAP, true);\n\n    // add [@@species], 23.1.2.2, 23.2.2.2\n    setSpecies(NAME);\n  }\n};\n\n},{\"100\":100,\"125\":125,\"25\":25,\"29\":29,\"39\":39,\"55\":55,\"57\":57,\"6\":6,\"66\":66,\"71\":71,\"72\":72,\"93\":93}],20:[function(_dereq_,module,exports){\n// https://github.com/DavidBruant/Map-Set.prototype.toJSON\nvar classof = _dereq_(17);\nvar from = _dereq_(10);\nmodule.exports = function (NAME) {\n  return function toJSON() {\n    if (classof(this) != NAME) throw TypeError(NAME + \"#toJSON isn't generic\");\n    return from(this);\n  };\n};\n\n},{\"10\":10,\"17\":17}],21:[function(_dereq_,module,exports){\n'use strict';\nvar redefineAll = _dereq_(93);\nvar getWeak = _dereq_(66).getWeak;\nvar anObject = _dereq_(7);\nvar isObject = _dereq_(51);\nvar anInstance = _dereq_(6);\nvar forOf = _dereq_(39);\nvar createArrayMethod = _dereq_(12);\nvar $has = _dereq_(41);\nvar validate = _dereq_(125);\nvar arrayFind = createArrayMethod(5);\nvar arrayFindIndex = createArrayMethod(6);\nvar id = 0;\n\n// fallback for uncaught frozen keys\nvar uncaughtFrozenStore = function (that) {\n  return that._l || (that._l = new UncaughtFrozenStore());\n};\nvar UncaughtFrozenStore = function () {\n  this.a = [];\n};\nvar findUncaughtFrozen = function (store, key) {\n  return arrayFind(store.a, function (it) {\n    return it[0] === key;\n  });\n};\nUncaughtFrozenStore.prototype = {\n  get: function (key) {\n    var entry = findUncaughtFrozen(this, key);\n    if (entry) return entry[1];\n  },\n  has: function (key) {\n    return !!findUncaughtFrozen(this, key);\n  },\n  set: function (key, value) {\n    var entry = findUncaughtFrozen(this, key);\n    if (entry) entry[1] = value;\n    else this.a.push([key, value]);\n  },\n  'delete': function (key) {\n    var index = arrayFindIndex(this.a, function (it) {\n      return it[0] === key;\n    });\n    if (~index) this.a.splice(index, 1);\n    return !!~index;\n  }\n};\n\nmodule.exports = {\n  getConstructor: function (wrapper, NAME, IS_MAP, ADDER) {\n    var C = wrapper(function (that, iterable) {\n      anInstance(that, C, NAME, '_i');\n      that._t = NAME;      // collection type\n      that._i = id++;      // collection id\n      that._l = undefined; // leak store for uncaught frozen objects\n      if (iterable != undefined) forOf(iterable, IS_MAP, that[ADDER], that);\n    });\n    redefineAll(C.prototype, {\n      // 23.3.3.2 WeakMap.prototype.delete(key)\n      // 23.4.3.3 WeakSet.prototype.delete(value)\n      'delete': function (key) {\n        if (!isObject(key)) return false;\n        var data = getWeak(key);\n        if (data === true) return uncaughtFrozenStore(validate(this, NAME))['delete'](key);\n        return data && $has(data, this._i) && delete data[this._i];\n      },\n      // 23.3.3.4 WeakMap.prototype.has(key)\n      // 23.4.3.4 WeakSet.prototype.has(value)\n      has: function has(key) {\n        if (!isObject(key)) return false;\n        var data = getWeak(key);\n        if (data === true) return uncaughtFrozenStore(validate(this, NAME)).has(key);\n        return data && $has(data, this._i);\n      }\n    });\n    return C;\n  },\n  def: function (that, key, value) {\n    var data = getWeak(anObject(key), true);\n    if (data === true) uncaughtFrozenStore(that).set(key, value);\n    else data[that._i] = value;\n    return that;\n  },\n  ufstore: uncaughtFrozenStore\n};\n\n},{\"12\":12,\"125\":125,\"39\":39,\"41\":41,\"51\":51,\"6\":6,\"66\":66,\"7\":7,\"93\":93}],22:[function(_dereq_,module,exports){\n'use strict';\nvar global = _dereq_(40);\nvar $export = _dereq_(33);\nvar redefine = _dereq_(94);\nvar redefineAll = _dereq_(93);\nvar meta = _dereq_(66);\nvar forOf = _dereq_(39);\nvar anInstance = _dereq_(6);\nvar isObject = _dereq_(51);\nvar fails = _dereq_(35);\nvar $iterDetect = _dereq_(56);\nvar setToStringTag = _dereq_(101);\nvar inheritIfRequired = _dereq_(45);\n\nmodule.exports = function (NAME, wrapper, methods, common, IS_MAP, IS_WEAK) {\n  var Base = global[NAME];\n  var C = Base;\n  var ADDER = IS_MAP ? 'set' : 'add';\n  var proto = C && C.prototype;\n  var O = {};\n  var fixMethod = function (KEY) {\n    var fn = proto[KEY];\n    redefine(proto, KEY,\n      KEY == 'delete' ? function (a) {\n        return IS_WEAK && !isObject(a) ? false : fn.call(this, a === 0 ? 0 : a);\n      } : KEY == 'has' ? function has(a) {\n        return IS_WEAK && !isObject(a) ? false : fn.call(this, a === 0 ? 0 : a);\n      } : KEY == 'get' ? function get(a) {\n        return IS_WEAK && !isObject(a) ? undefined : fn.call(this, a === 0 ? 0 : a);\n      } : KEY == 'add' ? function add(a) { fn.call(this, a === 0 ? 0 : a); return this; }\n        : function set(a, b) { fn.call(this, a === 0 ? 0 : a, b); return this; }\n    );\n  };\n  if (typeof C != 'function' || !(IS_WEAK || proto.forEach && !fails(function () {\n    new C().entries().next();\n  }))) {\n    // create collection constructor\n    C = common.getConstructor(wrapper, NAME, IS_MAP, ADDER);\n    redefineAll(C.prototype, methods);\n    meta.NEED = true;\n  } else {\n    var instance = new C();\n    // early implementations not supports chaining\n    var HASNT_CHAINING = instance[ADDER](IS_WEAK ? {} : -0, 1) != instance;\n    // V8 ~  Chromium 40- weak-collections throws on primitives, but should return false\n    var THROWS_ON_PRIMITIVES = fails(function () { instance.has(1); });\n    // most early implementations doesn't supports iterables, most modern - not close it correctly\n    var ACCEPT_ITERABLES = $iterDetect(function (iter) { new C(iter); }); // eslint-disable-line no-new\n    // for early implementations -0 and +0 not the same\n    var BUGGY_ZERO = !IS_WEAK && fails(function () {\n      // V8 ~ Chromium 42- fails only with 5+ elements\n      var $instance = new C();\n      var index = 5;\n      while (index--) $instance[ADDER](index, index);\n      return !$instance.has(-0);\n    });\n    if (!ACCEPT_ITERABLES) {\n      C = wrapper(function (target, iterable) {\n        anInstance(target, C, NAME);\n        var that = inheritIfRequired(new Base(), target, C);\n        if (iterable != undefined) forOf(iterable, IS_MAP, that[ADDER], that);\n        return that;\n      });\n      C.prototype = proto;\n      proto.constructor = C;\n    }\n    if (THROWS_ON_PRIMITIVES || BUGGY_ZERO) {\n      fixMethod('delete');\n      fixMethod('has');\n      IS_MAP && fixMethod('get');\n    }\n    if (BUGGY_ZERO || HASNT_CHAINING) fixMethod(ADDER);\n    // weak collections should not contains .clear method\n    if (IS_WEAK && proto.clear) delete proto.clear;\n  }\n\n  setToStringTag(C, NAME);\n\n  O[NAME] = C;\n  $export($export.G + $export.W + $export.F * (C != Base), O);\n\n  if (!IS_WEAK) common.setStrong(C, NAME, IS_MAP);\n\n  return C;\n};\n\n},{\"101\":101,\"33\":33,\"35\":35,\"39\":39,\"40\":40,\"45\":45,\"51\":51,\"56\":56,\"6\":6,\"66\":66,\"93\":93,\"94\":94}],23:[function(_dereq_,module,exports){\nvar core = module.exports = { version: '2.5.0' };\nif (typeof __e == 'number') __e = core; // eslint-disable-line no-undef\n\n},{}],24:[function(_dereq_,module,exports){\n'use strict';\nvar $defineProperty = _dereq_(72);\nvar createDesc = _dereq_(92);\n\nmodule.exports = function (object, index, value) {\n  if (index in object) $defineProperty.f(object, index, createDesc(0, value));\n  else object[index] = value;\n};\n\n},{\"72\":72,\"92\":92}],25:[function(_dereq_,module,exports){\n// optional / simple context binding\nvar aFunction = _dereq_(3);\nmodule.exports = function (fn, that, length) {\n  aFunction(fn);\n  if (that === undefined) return fn;\n  switch (length) {\n    case 1: return function (a) {\n      return fn.call(that, a);\n    };\n    case 2: return function (a, b) {\n      return fn.call(that, a, b);\n    };\n    case 3: return function (a, b, c) {\n      return fn.call(that, a, b, c);\n    };\n  }\n  return function (/* ...args */) {\n    return fn.apply(that, arguments);\n  };\n};\n\n},{\"3\":3}],26:[function(_dereq_,module,exports){\n'use strict';\n// 20.3.4.36 / 15.9.5.43 Date.prototype.toISOString()\nvar fails = _dereq_(35);\nvar getTime = Date.prototype.getTime;\nvar $toISOString = Date.prototype.toISOString;\n\nvar lz = function (num) {\n  return num > 9 ? num : '0' + num;\n};\n\n// PhantomJS / old WebKit has a broken implementations\nmodule.exports = (fails(function () {\n  return $toISOString.call(new Date(-5e13 - 1)) != '0385-07-25T07:06:39.999Z';\n}) || !fails(function () {\n  $toISOString.call(new Date(NaN));\n})) ? function toISOString() {\n  if (!isFinite(getTime.call(this))) throw RangeError('Invalid time value');\n  var d = this;\n  var y = d.getUTCFullYear();\n  var m = d.getUTCMilliseconds();\n  var s = y < 0 ? '-' : y > 9999 ? '+' : '';\n  return s + ('00000' + Math.abs(y)).slice(s ? -6 : -4) +\n    '-' + lz(d.getUTCMonth() + 1) + '-' + lz(d.getUTCDate()) +\n    'T' + lz(d.getUTCHours()) + ':' + lz(d.getUTCMinutes()) +\n    ':' + lz(d.getUTCSeconds()) + '.' + (m > 99 ? m : '0' + lz(m)) + 'Z';\n} : $toISOString;\n\n},{\"35\":35}],27:[function(_dereq_,module,exports){\n'use strict';\nvar anObject = _dereq_(7);\nvar toPrimitive = _dereq_(120);\nvar NUMBER = 'number';\n\nmodule.exports = function (hint) {\n  if (hint !== 'string' && hint !== NUMBER && hint !== 'default') throw TypeError('Incorrect hint');\n  return toPrimitive(anObject(this), hint != NUMBER);\n};\n\n},{\"120\":120,\"7\":7}],28:[function(_dereq_,module,exports){\n// 7.2.1 RequireObjectCoercible(argument)\nmodule.exports = function (it) {\n  if (it == undefined) throw TypeError(\"Can't call method on  \" + it);\n  return it;\n};\n\n},{}],29:[function(_dereq_,module,exports){\n// Thank's IE8 for his funny defineProperty\nmodule.exports = !_dereq_(35)(function () {\n  return Object.defineProperty({}, 'a', { get: function () { return 7; } }).a != 7;\n});\n\n},{\"35\":35}],30:[function(_dereq_,module,exports){\nvar isObject = _dereq_(51);\nvar document = _dereq_(40).document;\n// typeof document.createElement is 'object' in old IE\nvar is = isObject(document) && isObject(document.createElement);\nmodule.exports = function (it) {\n  return is ? document.createElement(it) : {};\n};\n\n},{\"40\":40,\"51\":51}],31:[function(_dereq_,module,exports){\n// IE 8- don't enum bug keys\nmodule.exports = (\n  'constructor,hasOwnProperty,isPrototypeOf,propertyIsEnumerable,toLocaleString,toString,valueOf'\n).split(',');\n\n},{}],32:[function(_dereq_,module,exports){\n// all enumerable object keys, includes symbols\nvar getKeys = _dereq_(81);\nvar gOPS = _dereq_(78);\nvar pIE = _dereq_(82);\nmodule.exports = function (it) {\n  var result = getKeys(it);\n  var getSymbols = gOPS.f;\n  if (getSymbols) {\n    var symbols = getSymbols(it);\n    var isEnum = pIE.f;\n    var i = 0;\n    var key;\n    while (symbols.length > i) if (isEnum.call(it, key = symbols[i++])) result.push(key);\n  } return result;\n};\n\n},{\"78\":78,\"81\":81,\"82\":82}],33:[function(_dereq_,module,exports){\nvar global = _dereq_(40);\nvar core = _dereq_(23);\nvar hide = _dereq_(42);\nvar redefine = _dereq_(94);\nvar ctx = _dereq_(25);\nvar PROTOTYPE = 'prototype';\n\nvar $export = function (type, name, source) {\n  var IS_FORCED = type & $export.F;\n  var IS_GLOBAL = type & $export.G;\n  var IS_STATIC = type & $export.S;\n  var IS_PROTO = type & $export.P;\n  var IS_BIND = type & $export.B;\n  var target = IS_GLOBAL ? global : IS_STATIC ? global[name] || (global[name] = {}) : (global[name] || {})[PROTOTYPE];\n  var exports = IS_GLOBAL ? core : core[name] || (core[name] = {});\n  var expProto = exports[PROTOTYPE] || (exports[PROTOTYPE] = {});\n  var key, own, out, exp;\n  if (IS_GLOBAL) source = name;\n  for (key in source) {\n    // contains in native\n    own = !IS_FORCED && target && target[key] !== undefined;\n    // export native or passed\n    out = (own ? target : source)[key];\n    // bind timers to global for call from export context\n    exp = IS_BIND && own ? ctx(out, global) : IS_PROTO && typeof out == 'function' ? ctx(Function.call, out) : out;\n    // extend global\n    if (target) redefine(target, key, out, type & $export.U);\n    // export\n    if (exports[key] != out) hide(exports, key, exp);\n    if (IS_PROTO && expProto[key] != out) expProto[key] = out;\n  }\n};\nglobal.core = core;\n// type bitmap\n$export.F = 1;   // forced\n$export.G = 2;   // global\n$export.S = 4;   // static\n$export.P = 8;   // proto\n$export.B = 16;  // bind\n$export.W = 32;  // wrap\n$export.U = 64;  // safe\n$export.R = 128; // real proto method for `library`\nmodule.exports = $export;\n\n},{\"23\":23,\"25\":25,\"40\":40,\"42\":42,\"94\":94}],34:[function(_dereq_,module,exports){\nvar MATCH = _dereq_(128)('match');\nmodule.exports = function (KEY) {\n  var re = /./;\n  try {\n    '/./'[KEY](re);\n  } catch (e) {\n    try {\n      re[MATCH] = false;\n      return !'/./'[KEY](re);\n    } catch (f) { /* empty */ }\n  } return true;\n};\n\n},{\"128\":128}],35:[function(_dereq_,module,exports){\nmodule.exports = function (exec) {\n  try {\n    return !!exec();\n  } catch (e) {\n    return true;\n  }\n};\n\n},{}],36:[function(_dereq_,module,exports){\n'use strict';\nvar hide = _dereq_(42);\nvar redefine = _dereq_(94);\nvar fails = _dereq_(35);\nvar defined = _dereq_(28);\nvar wks = _dereq_(128);\n\nmodule.exports = function (KEY, length, exec) {\n  var SYMBOL = wks(KEY);\n  var fns = exec(defined, SYMBOL, ''[KEY]);\n  var strfn = fns[0];\n  var rxfn = fns[1];\n  if (fails(function () {\n    var O = {};\n    O[SYMBOL] = function () { return 7; };\n    return ''[KEY](O) != 7;\n  })) {\n    redefine(String.prototype, KEY, strfn);\n    hide(RegExp.prototype, SYMBOL, length == 2\n      // 21.2.5.8 RegExp.prototype[@@replace](string, replaceValue)\n      // 21.2.5.11 RegExp.prototype[@@split](string, limit)\n      ? function (string, arg) { return rxfn.call(string, this, arg); }\n      // 21.2.5.6 RegExp.prototype[@@match](string)\n      // 21.2.5.9 RegExp.prototype[@@search](string)\n      : function (string) { return rxfn.call(string, this); }\n    );\n  }\n};\n\n},{\"128\":128,\"28\":28,\"35\":35,\"42\":42,\"94\":94}],37:[function(_dereq_,module,exports){\n'use strict';\n// 21.2.5.3 get RegExp.prototype.flags\nvar anObject = _dereq_(7);\nmodule.exports = function () {\n  var that = anObject(this);\n  var result = '';\n  if (that.global) result += 'g';\n  if (that.ignoreCase) result += 'i';\n  if (that.multiline) result += 'm';\n  if (that.unicode) result += 'u';\n  if (that.sticky) result += 'y';\n  return result;\n};\n\n},{\"7\":7}],38:[function(_dereq_,module,exports){\n'use strict';\n// https://tc39.github.io/proposal-flatMap/#sec-FlattenIntoArray\nvar isArray = _dereq_(49);\nvar isObject = _dereq_(51);\nvar toLength = _dereq_(118);\nvar ctx = _dereq_(25);\nvar IS_CONCAT_SPREADABLE = _dereq_(128)('isConcatSpreadable');\n\nfunction flattenIntoArray(target, original, source, sourceLen, start, depth, mapper, thisArg) {\n  var targetIndex = start;\n  var sourceIndex = 0;\n  var mapFn = mapper ? ctx(mapper, thisArg, 3) : false;\n  var element, spreadable;\n\n  while (sourceIndex < sourceLen) {\n    if (sourceIndex in source) {\n      element = mapFn ? mapFn(source[sourceIndex], sourceIndex, original) : source[sourceIndex];\n\n      spreadable = false;\n      if (isObject(element)) {\n        spreadable = element[IS_CONCAT_SPREADABLE];\n        spreadable = spreadable !== undefined ? !!spreadable : isArray(element);\n      }\n\n      if (spreadable && depth > 0) {\n        targetIndex = flattenIntoArray(target, original, element, toLength(element.length), targetIndex, depth - 1) - 1;\n      } else {\n        if (targetIndex >= 0x1fffffffffffff) throw TypeError();\n        target[targetIndex] = element;\n      }\n\n      targetIndex++;\n    }\n    sourceIndex++;\n  }\n  return targetIndex;\n}\n\nmodule.exports = flattenIntoArray;\n\n},{\"118\":118,\"128\":128,\"25\":25,\"49\":49,\"51\":51}],39:[function(_dereq_,module,exports){\nvar ctx = _dereq_(25);\nvar call = _dereq_(53);\nvar isArrayIter = _dereq_(48);\nvar anObject = _dereq_(7);\nvar toLength = _dereq_(118);\nvar getIterFn = _dereq_(129);\nvar BREAK = {};\nvar RETURN = {};\nvar exports = module.exports = function (iterable, entries, fn, that, ITERATOR) {\n  var iterFn = ITERATOR ? function () { return iterable; } : getIterFn(iterable);\n  var f = ctx(fn, that, entries ? 2 : 1);\n  var index = 0;\n  var length, step, iterator, result;\n  if (typeof iterFn != 'function') throw TypeError(iterable + ' is not iterable!');\n  // fast case for arrays with default iterator\n  if (isArrayIter(iterFn)) for (length = toLength(iterable.length); length > index; index++) {\n    result = entries ? f(anObject(step = iterable[index])[0], step[1]) : f(iterable[index]);\n    if (result === BREAK || result === RETURN) return result;\n  } else for (iterator = iterFn.call(iterable); !(step = iterator.next()).done;) {\n    result = call(iterator, f, step.value, entries);\n    if (result === BREAK || result === RETURN) return result;\n  }\n};\nexports.BREAK = BREAK;\nexports.RETURN = RETURN;\n\n},{\"118\":118,\"129\":129,\"25\":25,\"48\":48,\"53\":53,\"7\":7}],40:[function(_dereq_,module,exports){\n// https://github.com/zloirock/core-js/issues/86#issuecomment-115759028\nvar global = module.exports = typeof window != 'undefined' && window.Math == Math\n  ? window : typeof self != 'undefined' && self.Math == Math ? self\n  // eslint-disable-next-line no-new-func\n  : Function('return this')();\nif (typeof __g == 'number') __g = global; // eslint-disable-line no-undef\n\n},{}],41:[function(_dereq_,module,exports){\nvar hasOwnProperty = {}.hasOwnProperty;\nmodule.exports = function (it, key) {\n  return hasOwnProperty.call(it, key);\n};\n\n},{}],42:[function(_dereq_,module,exports){\nvar dP = _dereq_(72);\nvar createDesc = _dereq_(92);\nmodule.exports = _dereq_(29) ? function (object, key, value) {\n  return dP.f(object, key, createDesc(1, value));\n} : function (object, key, value) {\n  object[key] = value;\n  return object;\n};\n\n},{\"29\":29,\"72\":72,\"92\":92}],43:[function(_dereq_,module,exports){\nvar document = _dereq_(40).document;\nmodule.exports = document && document.documentElement;\n\n},{\"40\":40}],44:[function(_dereq_,module,exports){\nmodule.exports = !_dereq_(29) && !_dereq_(35)(function () {\n  return Object.defineProperty(_dereq_(30)('div'), 'a', { get: function () { return 7; } }).a != 7;\n});\n\n},{\"29\":29,\"30\":30,\"35\":35}],45:[function(_dereq_,module,exports){\nvar isObject = _dereq_(51);\nvar setPrototypeOf = _dereq_(99).set;\nmodule.exports = function (that, target, C) {\n  var S = target.constructor;\n  var P;\n  if (S !== C && typeof S == 'function' && (P = S.prototype) !== C.prototype && isObject(P) && setPrototypeOf) {\n    setPrototypeOf(that, P);\n  } return that;\n};\n\n},{\"51\":51,\"99\":99}],46:[function(_dereq_,module,exports){\n// fast apply, http://jsperf.lnkit.com/fast-apply/5\nmodule.exports = function (fn, args, that) {\n  var un = that === undefined;\n  switch (args.length) {\n    case 0: return un ? fn()\n                      : fn.call(that);\n    case 1: return un ? fn(args[0])\n                      : fn.call(that, args[0]);\n    case 2: return un ? fn(args[0], args[1])\n                      : fn.call(that, args[0], args[1]);\n    case 3: return un ? fn(args[0], args[1], args[2])\n                      : fn.call(that, args[0], args[1], args[2]);\n    case 4: return un ? fn(args[0], args[1], args[2], args[3])\n                      : fn.call(that, args[0], args[1], args[2], args[3]);\n  } return fn.apply(that, args);\n};\n\n},{}],47:[function(_dereq_,module,exports){\n// fallback for non-array-like ES3 and non-enumerable old V8 strings\nvar cof = _dereq_(18);\n// eslint-disable-next-line no-prototype-builtins\nmodule.exports = Object('z').propertyIsEnumerable(0) ? Object : function (it) {\n  return cof(it) == 'String' ? it.split('') : Object(it);\n};\n\n},{\"18\":18}],48:[function(_dereq_,module,exports){\n// check on default Array iterator\nvar Iterators = _dereq_(58);\nvar ITERATOR = _dereq_(128)('iterator');\nvar ArrayProto = Array.prototype;\n\nmodule.exports = function (it) {\n  return it !== undefined && (Iterators.Array === it || ArrayProto[ITERATOR] === it);\n};\n\n},{\"128\":128,\"58\":58}],49:[function(_dereq_,module,exports){\n// 7.2.2 IsArray(argument)\nvar cof = _dereq_(18);\nmodule.exports = Array.isArray || function isArray(arg) {\n  return cof(arg) == 'Array';\n};\n\n},{\"18\":18}],50:[function(_dereq_,module,exports){\n// 20.1.2.3 Number.isInteger(number)\nvar isObject = _dereq_(51);\nvar floor = Math.floor;\nmodule.exports = function isInteger(it) {\n  return !isObject(it) && isFinite(it) && floor(it) === it;\n};\n\n},{\"51\":51}],51:[function(_dereq_,module,exports){\nmodule.exports = function (it) {\n  return typeof it === 'object' ? it !== null : typeof it === 'function';\n};\n\n},{}],52:[function(_dereq_,module,exports){\n// 7.2.8 IsRegExp(argument)\nvar isObject = _dereq_(51);\nvar cof = _dereq_(18);\nvar MATCH = _dereq_(128)('match');\nmodule.exports = function (it) {\n  var isRegExp;\n  return isObject(it) && ((isRegExp = it[MATCH]) !== undefined ? !!isRegExp : cof(it) == 'RegExp');\n};\n\n},{\"128\":128,\"18\":18,\"51\":51}],53:[function(_dereq_,module,exports){\n// call something on iterator step with safe closing on error\nvar anObject = _dereq_(7);\nmodule.exports = function (iterator, fn, value, entries) {\n  try {\n    return entries ? fn(anObject(value)[0], value[1]) : fn(value);\n  // 7.4.6 IteratorClose(iterator, completion)\n  } catch (e) {\n    var ret = iterator['return'];\n    if (ret !== undefined) anObject(ret.call(iterator));\n    throw e;\n  }\n};\n\n},{\"7\":7}],54:[function(_dereq_,module,exports){\n'use strict';\nvar create = _dereq_(71);\nvar descriptor = _dereq_(92);\nvar setToStringTag = _dereq_(101);\nvar IteratorPrototype = {};\n\n// 25.1.2.1.1 %IteratorPrototype%[@@iterator]()\n_dereq_(42)(IteratorPrototype, _dereq_(128)('iterator'), function () { return this; });\n\nmodule.exports = function (Constructor, NAME, next) {\n  Constructor.prototype = create(IteratorPrototype, { next: descriptor(1, next) });\n  setToStringTag(Constructor, NAME + ' Iterator');\n};\n\n},{\"101\":101,\"128\":128,\"42\":42,\"71\":71,\"92\":92}],55:[function(_dereq_,module,exports){\n'use strict';\nvar LIBRARY = _dereq_(60);\nvar $export = _dereq_(33);\nvar redefine = _dereq_(94);\nvar hide = _dereq_(42);\nvar has = _dereq_(41);\nvar Iterators = _dereq_(58);\nvar $iterCreate = _dereq_(54);\nvar setToStringTag = _dereq_(101);\nvar getPrototypeOf = _dereq_(79);\nvar ITERATOR = _dereq_(128)('iterator');\nvar BUGGY = !([].keys && 'next' in [].keys()); // Safari has buggy iterators w/o `next`\nvar FF_ITERATOR = '@@iterator';\nvar KEYS = 'keys';\nvar VALUES = 'values';\n\nvar returnThis = function () { return this; };\n\nmodule.exports = function (Base, NAME, Constructor, next, DEFAULT, IS_SET, FORCED) {\n  $iterCreate(Constructor, NAME, next);\n  var getMethod = function (kind) {\n    if (!BUGGY && kind in proto) return proto[kind];\n    switch (kind) {\n      case KEYS: return function keys() { return new Constructor(this, kind); };\n      case VALUES: return function values() { return new Constructor(this, kind); };\n    } return function entries() { return new Constructor(this, kind); };\n  };\n  var TAG = NAME + ' Iterator';\n  var DEF_VALUES = DEFAULT == VALUES;\n  var VALUES_BUG = false;\n  var proto = Base.prototype;\n  var $native = proto[ITERATOR] || proto[FF_ITERATOR] || DEFAULT && proto[DEFAULT];\n  var $default = $native || getMethod(DEFAULT);\n  var $entries = DEFAULT ? !DEF_VALUES ? $default : getMethod('entries') : undefined;\n  var $anyNative = NAME == 'Array' ? proto.entries || $native : $native;\n  var methods, key, IteratorPrototype;\n  // Fix native\n  if ($anyNative) {\n    IteratorPrototype = getPrototypeOf($anyNative.call(new Base()));\n    if (IteratorPrototype !== Object.prototype && IteratorPrototype.next) {\n      // Set @@toStringTag to native iterators\n      setToStringTag(IteratorPrototype, TAG, true);\n      // fix for some old engines\n      if (!LIBRARY && !has(IteratorPrototype, ITERATOR)) hide(IteratorPrototype, ITERATOR, returnThis);\n    }\n  }\n  // fix Array#{values, @@iterator}.name in V8 / FF\n  if (DEF_VALUES && $native && $native.name !== VALUES) {\n    VALUES_BUG = true;\n    $default = function values() { return $native.call(this); };\n  }\n  // Define iterator\n  if ((!LIBRARY || FORCED) && (BUGGY || VALUES_BUG || !proto[ITERATOR])) {\n    hide(proto, ITERATOR, $default);\n  }\n  // Plug for library\n  Iterators[NAME] = $default;\n  Iterators[TAG] = returnThis;\n  if (DEFAULT) {\n    methods = {\n      values: DEF_VALUES ? $default : getMethod(VALUES),\n      keys: IS_SET ? $default : getMethod(KEYS),\n      entries: $entries\n    };\n    if (FORCED) for (key in methods) {\n      if (!(key in proto)) redefine(proto, key, methods[key]);\n    } else $export($export.P + $export.F * (BUGGY || VALUES_BUG), NAME, methods);\n  }\n  return methods;\n};\n\n},{\"101\":101,\"128\":128,\"33\":33,\"41\":41,\"42\":42,\"54\":54,\"58\":58,\"60\":60,\"79\":79,\"94\":94}],56:[function(_dereq_,module,exports){\nvar ITERATOR = _dereq_(128)('iterator');\nvar SAFE_CLOSING = false;\n\ntry {\n  var riter = [7][ITERATOR]();\n  riter['return'] = function () { SAFE_CLOSING = true; };\n  // eslint-disable-next-line no-throw-literal\n  Array.from(riter, function () { throw 2; });\n} catch (e) { /* empty */ }\n\nmodule.exports = function (exec, skipClosing) {\n  if (!skipClosing && !SAFE_CLOSING) return false;\n  var safe = false;\n  try {\n    var arr = [7];\n    var iter = arr[ITERATOR]();\n    iter.next = function () { return { done: safe = true }; };\n    arr[ITERATOR] = function () { return iter; };\n    exec(arr);\n  } catch (e) { /* empty */ }\n  return safe;\n};\n\n},{\"128\":128}],57:[function(_dereq_,module,exports){\nmodule.exports = function (done, value) {\n  return { value: value, done: !!done };\n};\n\n},{}],58:[function(_dereq_,module,exports){\nmodule.exports = {};\n\n},{}],59:[function(_dereq_,module,exports){\nvar getKeys = _dereq_(81);\nvar toIObject = _dereq_(117);\nmodule.exports = function (object, el) {\n  var O = toIObject(object);\n  var keys = getKeys(O);\n  var length = keys.length;\n  var index = 0;\n  var key;\n  while (length > index) if (O[key = keys[index++]] === el) return key;\n};\n\n},{\"117\":117,\"81\":81}],60:[function(_dereq_,module,exports){\nmodule.exports = false;\n\n},{}],61:[function(_dereq_,module,exports){\n// 20.2.2.14 Math.expm1(x)\nvar $expm1 = Math.expm1;\nmodule.exports = (!$expm1\n  // Old FF bug\n  || $expm1(10) > 22025.465794806719 || $expm1(10) < 22025.4657948067165168\n  // Tor Browser bug\n  || $expm1(-2e-17) != -2e-17\n) ? function expm1(x) {\n  return (x = +x) == 0 ? x : x > -1e-6 && x < 1e-6 ? x + x * x / 2 : Math.exp(x) - 1;\n} : $expm1;\n\n},{}],62:[function(_dereq_,module,exports){\n// 20.2.2.16 Math.fround(x)\nvar sign = _dereq_(65);\nvar pow = Math.pow;\nvar EPSILON = pow(2, -52);\nvar EPSILON32 = pow(2, -23);\nvar MAX32 = pow(2, 127) * (2 - EPSILON32);\nvar MIN32 = pow(2, -126);\n\nvar roundTiesToEven = function (n) {\n  return n + 1 / EPSILON - 1 / EPSILON;\n};\n\nmodule.exports = Math.fround || function fround(x) {\n  var $abs = Math.abs(x);\n  var $sign = sign(x);\n  var a, result;\n  if ($abs < MIN32) return $sign * roundTiesToEven($abs / MIN32 / EPSILON32) * MIN32 * EPSILON32;\n  a = (1 + EPSILON32 / EPSILON) * $abs;\n  result = a - (a - $abs);\n  // eslint-disable-next-line no-self-compare\n  if (result > MAX32 || result != result) return $sign * Infinity;\n  return $sign * result;\n};\n\n},{\"65\":65}],63:[function(_dereq_,module,exports){\n// 20.2.2.20 Math.log1p(x)\nmodule.exports = Math.log1p || function log1p(x) {\n  return (x = +x) > -1e-8 && x < 1e-8 ? x - x * x / 2 : Math.log(1 + x);\n};\n\n},{}],64:[function(_dereq_,module,exports){\n// https://rwaldron.github.io/proposal-math-extensions/\nmodule.exports = Math.scale || function scale(x, inLow, inHigh, outLow, outHigh) {\n  if (\n    arguments.length === 0\n      // eslint-disable-next-line no-self-compare\n      || x != x\n      // eslint-disable-next-line no-self-compare\n      || inLow != inLow\n      // eslint-disable-next-line no-self-compare\n      || inHigh != inHigh\n      // eslint-disable-next-line no-self-compare\n      || outLow != outLow\n      // eslint-disable-next-line no-self-compare\n      || outHigh != outHigh\n  ) return NaN;\n  if (x === Infinity || x === -Infinity) return x;\n  return (x - inLow) * (outHigh - outLow) / (inHigh - inLow) + outLow;\n};\n\n},{}],65:[function(_dereq_,module,exports){\n// 20.2.2.28 Math.sign(x)\nmodule.exports = Math.sign || function sign(x) {\n  // eslint-disable-next-line no-self-compare\n  return (x = +x) == 0 || x != x ? x : x < 0 ? -1 : 1;\n};\n\n},{}],66:[function(_dereq_,module,exports){\nvar META = _dereq_(124)('meta');\nvar isObject = _dereq_(51);\nvar has = _dereq_(41);\nvar setDesc = _dereq_(72).f;\nvar id = 0;\nvar isExtensible = Object.isExtensible || function () {\n  return true;\n};\nvar FREEZE = !_dereq_(35)(function () {\n  return isExtensible(Object.preventExtensions({}));\n});\nvar setMeta = function (it) {\n  setDesc(it, META, { value: {\n    i: 'O' + ++id, // object ID\n    w: {}          // weak collections IDs\n  } });\n};\nvar fastKey = function (it, create) {\n  // return primitive with prefix\n  if (!isObject(it)) return typeof it == 'symbol' ? it : (typeof it == 'string' ? 'S' : 'P') + it;\n  if (!has(it, META)) {\n    // can't set metadata to uncaught frozen object\n    if (!isExtensible(it)) return 'F';\n    // not necessary to add metadata\n    if (!create) return 'E';\n    // add missing metadata\n    setMeta(it);\n  // return object ID\n  } return it[META].i;\n};\nvar getWeak = function (it, create) {\n  if (!has(it, META)) {\n    // can't set metadata to uncaught frozen object\n    if (!isExtensible(it)) return true;\n    // not necessary to add metadata\n    if (!create) return false;\n    // add missing metadata\n    setMeta(it);\n  // return hash weak collections IDs\n  } return it[META].w;\n};\n// add metadata on freeze-family methods calling\nvar onFreeze = function (it) {\n  if (FREEZE && meta.NEED && isExtensible(it) && !has(it, META)) setMeta(it);\n  return it;\n};\nvar meta = module.exports = {\n  KEY: META,\n  NEED: false,\n  fastKey: fastKey,\n  getWeak: getWeak,\n  onFreeze: onFreeze\n};\n\n},{\"124\":124,\"35\":35,\"41\":41,\"51\":51,\"72\":72}],67:[function(_dereq_,module,exports){\nvar Map = _dereq_(160);\nvar $export = _dereq_(33);\nvar shared = _dereq_(103)('metadata');\nvar store = shared.store || (shared.store = new (_dereq_(266))());\n\nvar getOrCreateMetadataMap = function (target, targetKey, create) {\n  var targetMetadata = store.get(target);\n  if (!targetMetadata) {\n    if (!create) return undefined;\n    store.set(target, targetMetadata = new Map());\n  }\n  var keyMetadata = targetMetadata.get(targetKey);\n  if (!keyMetadata) {\n    if (!create) return undefined;\n    targetMetadata.set(targetKey, keyMetadata = new Map());\n  } return keyMetadata;\n};\nvar ordinaryHasOwnMetadata = function (MetadataKey, O, P) {\n  var metadataMap = getOrCreateMetadataMap(O, P, false);\n  return metadataMap === undefined ? false : metadataMap.has(MetadataKey);\n};\nvar ordinaryGetOwnMetadata = function (MetadataKey, O, P) {\n  var metadataMap = getOrCreateMetadataMap(O, P, false);\n  return metadataMap === undefined ? undefined : metadataMap.get(MetadataKey);\n};\nvar ordinaryDefineOwnMetadata = function (MetadataKey, MetadataValue, O, P) {\n  getOrCreateMetadataMap(O, P, true).set(MetadataKey, MetadataValue);\n};\nvar ordinaryOwnMetadataKeys = function (target, targetKey) {\n  var metadataMap = getOrCreateMetadataMap(target, targetKey, false);\n  var keys = [];\n  if (metadataMap) metadataMap.forEach(function (_, key) { keys.push(key); });\n  return keys;\n};\nvar toMetaKey = function (it) {\n  return it === undefined || typeof it == 'symbol' ? it : String(it);\n};\nvar exp = function (O) {\n  $export($export.S, 'Reflect', O);\n};\n\nmodule.exports = {\n  store: store,\n  map: getOrCreateMetadataMap,\n  has: ordinaryHasOwnMetadata,\n  get: ordinaryGetOwnMetadata,\n  set: ordinaryDefineOwnMetadata,\n  keys: ordinaryOwnMetadataKeys,\n  key: toMetaKey,\n  exp: exp\n};\n\n},{\"103\":103,\"160\":160,\"266\":266,\"33\":33}],68:[function(_dereq_,module,exports){\nvar global = _dereq_(40);\nvar macrotask = _dereq_(113).set;\nvar Observer = global.MutationObserver || global.WebKitMutationObserver;\nvar process = global.process;\nvar Promise = global.Promise;\nvar isNode = _dereq_(18)(process) == 'process';\n\nmodule.exports = function () {\n  var head, last, notify;\n\n  var flush = function () {\n    var parent, fn;\n    if (isNode && (parent = process.domain)) parent.exit();\n    while (head) {\n      fn = head.fn;\n      head = head.next;\n      try {\n        fn();\n      } catch (e) {\n        if (head) notify();\n        else last = undefined;\n        throw e;\n      }\n    } last = undefined;\n    if (parent) parent.enter();\n  };\n\n  // Node.js\n  if (isNode) {\n    notify = function () {\n      process.nextTick(flush);\n    };\n  // browsers with MutationObserver\n  } else if (Observer) {\n    var toggle = true;\n    var node = document.createTextNode('');\n    new Observer(flush).observe(node, { characterData: true }); // eslint-disable-line no-new\n    notify = function () {\n      node.data = toggle = !toggle;\n    };\n  // environments with maybe non-completely correct, but existent Promise\n  } else if (Promise && Promise.resolve) {\n    var promise = Promise.resolve();\n    notify = function () {\n      promise.then(flush);\n    };\n  // for other environments - macrotask based on:\n  // - setImmediate\n  // - MessageChannel\n  // - window.postMessag\n  // - onreadystatechange\n  // - setTimeout\n  } else {\n    notify = function () {\n      // strange IE + webpack dev server bug - use .call(global)\n      macrotask.call(global, flush);\n    };\n  }\n\n  return function (fn) {\n    var task = { fn: fn, next: undefined };\n    if (last) last.next = task;\n    if (!head) {\n      head = task;\n      notify();\n    } last = task;\n  };\n};\n\n},{\"113\":113,\"18\":18,\"40\":40}],69:[function(_dereq_,module,exports){\n'use strict';\n// 25.4.1.5 NewPromiseCapability(C)\nvar aFunction = _dereq_(3);\n\nfunction PromiseCapability(C) {\n  var resolve, reject;\n  this.promise = new C(function ($$resolve, $$reject) {\n    if (resolve !== undefined || reject !== undefined) throw TypeError('Bad Promise constructor');\n    resolve = $$resolve;\n    reject = $$reject;\n  });\n  this.resolve = aFunction(resolve);\n  this.reject = aFunction(reject);\n}\n\nmodule.exports.f = function (C) {\n  return new PromiseCapability(C);\n};\n\n},{\"3\":3}],70:[function(_dereq_,module,exports){\n'use strict';\n// 19.1.2.1 Object.assign(target, source, ...)\nvar getKeys = _dereq_(81);\nvar gOPS = _dereq_(78);\nvar pIE = _dereq_(82);\nvar toObject = _dereq_(119);\nvar IObject = _dereq_(47);\nvar $assign = Object.assign;\n\n// should work with symbols and should have deterministic property order (V8 bug)\nmodule.exports = !$assign || _dereq_(35)(function () {\n  var A = {};\n  var B = {};\n  // eslint-disable-next-line no-undef\n  var S = Symbol();\n  var K = 'abcdefghijklmnopqrst';\n  A[S] = 7;\n  K.split('').forEach(function (k) { B[k] = k; });\n  return $assign({}, A)[S] != 7 || Object.keys($assign({}, B)).join('') != K;\n}) ? function assign(target, source) { // eslint-disable-line no-unused-vars\n  var T = toObject(target);\n  var aLen = arguments.length;\n  var index = 1;\n  var getSymbols = gOPS.f;\n  var isEnum = pIE.f;\n  while (aLen > index) {\n    var S = IObject(arguments[index++]);\n    var keys = getSymbols ? getKeys(S).concat(getSymbols(S)) : getKeys(S);\n    var length = keys.length;\n    var j = 0;\n    var key;\n    while (length > j) if (isEnum.call(S, key = keys[j++])) T[key] = S[key];\n  } return T;\n} : $assign;\n\n},{\"119\":119,\"35\":35,\"47\":47,\"78\":78,\"81\":81,\"82\":82}],71:[function(_dereq_,module,exports){\n// 19.1.2.2 / 15.2.3.5 Object.create(O [, Properties])\nvar anObject = _dereq_(7);\nvar dPs = _dereq_(73);\nvar enumBugKeys = _dereq_(31);\nvar IE_PROTO = _dereq_(102)('IE_PROTO');\nvar Empty = function () { /* empty */ };\nvar PROTOTYPE = 'prototype';\n\n// Create object with fake `null` prototype: use iframe Object with cleared prototype\nvar createDict = function () {\n  // Thrash, waste and sodomy: IE GC bug\n  var iframe = _dereq_(30)('iframe');\n  var i = enumBugKeys.length;\n  var lt = '<';\n  var gt = '>';\n  var iframeDocument;\n  iframe.style.display = 'none';\n  _dereq_(43).appendChild(iframe);\n  iframe.src = 'javascript:'; // eslint-disable-line no-script-url\n  // createDict = iframe.contentWindow.Object;\n  // html.removeChild(iframe);\n  iframeDocument = iframe.contentWindow.document;\n  iframeDocument.open();\n  iframeDocument.write(lt + 'script' + gt + 'document.F=Object' + lt + '/script' + gt);\n  iframeDocument.close();\n  createDict = iframeDocument.F;\n  while (i--) delete createDict[PROTOTYPE][enumBugKeys[i]];\n  return createDict();\n};\n\nmodule.exports = Object.create || function create(O, Properties) {\n  var result;\n  if (O !== null) {\n    Empty[PROTOTYPE] = anObject(O);\n    result = new Empty();\n    Empty[PROTOTYPE] = null;\n    // add \"__proto__\" for Object.getPrototypeOf polyfill\n    result[IE_PROTO] = O;\n  } else result = createDict();\n  return Properties === undefined ? result : dPs(result, Properties);\n};\n\n},{\"102\":102,\"30\":30,\"31\":31,\"43\":43,\"7\":7,\"73\":73}],72:[function(_dereq_,module,exports){\nvar anObject = _dereq_(7);\nvar IE8_DOM_DEFINE = _dereq_(44);\nvar toPrimitive = _dereq_(120);\nvar dP = Object.defineProperty;\n\nexports.f = _dereq_(29) ? Object.defineProperty : function defineProperty(O, P, Attributes) {\n  anObject(O);\n  P = toPrimitive(P, true);\n  anObject(Attributes);\n  if (IE8_DOM_DEFINE) try {\n    return dP(O, P, Attributes);\n  } catch (e) { /* empty */ }\n  if ('get' in Attributes || 'set' in Attributes) throw TypeError('Accessors not supported!');\n  if ('value' in Attributes) O[P] = Attributes.value;\n  return O;\n};\n\n},{\"120\":120,\"29\":29,\"44\":44,\"7\":7}],73:[function(_dereq_,module,exports){\nvar dP = _dereq_(72);\nvar anObject = _dereq_(7);\nvar getKeys = _dereq_(81);\n\nmodule.exports = _dereq_(29) ? Object.defineProperties : function defineProperties(O, Properties) {\n  anObject(O);\n  var keys = getKeys(Properties);\n  var length = keys.length;\n  var i = 0;\n  var P;\n  while (length > i) dP.f(O, P = keys[i++], Properties[P]);\n  return O;\n};\n\n},{\"29\":29,\"7\":7,\"72\":72,\"81\":81}],74:[function(_dereq_,module,exports){\n'use strict';\n// Forced replacement prototype accessors methods\nmodule.exports = _dereq_(60) || !_dereq_(35)(function () {\n  var K = Math.random();\n  // In FF throws only define methods\n  // eslint-disable-next-line no-undef, no-useless-call\n  __defineSetter__.call(null, K, function () { /* empty */ });\n  delete _dereq_(40)[K];\n});\n\n},{\"35\":35,\"40\":40,\"60\":60}],75:[function(_dereq_,module,exports){\nvar pIE = _dereq_(82);\nvar createDesc = _dereq_(92);\nvar toIObject = _dereq_(117);\nvar toPrimitive = _dereq_(120);\nvar has = _dereq_(41);\nvar IE8_DOM_DEFINE = _dereq_(44);\nvar gOPD = Object.getOwnPropertyDescriptor;\n\nexports.f = _dereq_(29) ? gOPD : function getOwnPropertyDescriptor(O, P) {\n  O = toIObject(O);\n  P = toPrimitive(P, true);\n  if (IE8_DOM_DEFINE) try {\n    return gOPD(O, P);\n  } catch (e) { /* empty */ }\n  if (has(O, P)) return createDesc(!pIE.f.call(O, P), O[P]);\n};\n\n},{\"117\":117,\"120\":120,\"29\":29,\"41\":41,\"44\":44,\"82\":82,\"92\":92}],76:[function(_dereq_,module,exports){\n// fallback for IE11 buggy Object.getOwnPropertyNames with iframe and window\nvar toIObject = _dereq_(117);\nvar gOPN = _dereq_(77).f;\nvar toString = {}.toString;\n\nvar windowNames = typeof window == 'object' && window && Object.getOwnPropertyNames\n  ? Object.getOwnPropertyNames(window) : [];\n\nvar getWindowNames = function (it) {\n  try {\n    return gOPN(it);\n  } catch (e) {\n    return windowNames.slice();\n  }\n};\n\nmodule.exports.f = function getOwnPropertyNames(it) {\n  return windowNames && toString.call(it) == '[object Window]' ? getWindowNames(it) : gOPN(toIObject(it));\n};\n\n},{\"117\":117,\"77\":77}],77:[function(_dereq_,module,exports){\n// 19.1.2.7 / 15.2.3.4 Object.getOwnPropertyNames(O)\nvar $keys = _dereq_(80);\nvar hiddenKeys = _dereq_(31).concat('length', 'prototype');\n\nexports.f = Object.getOwnPropertyNames || function getOwnPropertyNames(O) {\n  return $keys(O, hiddenKeys);\n};\n\n},{\"31\":31,\"80\":80}],78:[function(_dereq_,module,exports){\nexports.f = Object.getOwnPropertySymbols;\n\n},{}],79:[function(_dereq_,module,exports){\n// 19.1.2.9 / 15.2.3.2 Object.getPrototypeOf(O)\nvar has = _dereq_(41);\nvar toObject = _dereq_(119);\nvar IE_PROTO = _dereq_(102)('IE_PROTO');\nvar ObjectProto = Object.prototype;\n\nmodule.exports = Object.getPrototypeOf || function (O) {\n  O = toObject(O);\n  if (has(O, IE_PROTO)) return O[IE_PROTO];\n  if (typeof O.constructor == 'function' && O instanceof O.constructor) {\n    return O.constructor.prototype;\n  } return O instanceof Object ? ObjectProto : null;\n};\n\n},{\"102\":102,\"119\":119,\"41\":41}],80:[function(_dereq_,module,exports){\nvar has = _dereq_(41);\nvar toIObject = _dereq_(117);\nvar arrayIndexOf = _dereq_(11)(false);\nvar IE_PROTO = _dereq_(102)('IE_PROTO');\n\nmodule.exports = function (object, names) {\n  var O = toIObject(object);\n  var i = 0;\n  var result = [];\n  var key;\n  for (key in O) if (key != IE_PROTO) has(O, key) && result.push(key);\n  // Don't enum bug & hidden keys\n  while (names.length > i) if (has(O, key = names[i++])) {\n    ~arrayIndexOf(result, key) || result.push(key);\n  }\n  return result;\n};\n\n},{\"102\":102,\"11\":11,\"117\":117,\"41\":41}],81:[function(_dereq_,module,exports){\n// 19.1.2.14 / 15.2.3.14 Object.keys(O)\nvar $keys = _dereq_(80);\nvar enumBugKeys = _dereq_(31);\n\nmodule.exports = Object.keys || function keys(O) {\n  return $keys(O, enumBugKeys);\n};\n\n},{\"31\":31,\"80\":80}],82:[function(_dereq_,module,exports){\nexports.f = {}.propertyIsEnumerable;\n\n},{}],83:[function(_dereq_,module,exports){\n// most Object methods by ES6 should accept primitives\nvar $export = _dereq_(33);\nvar core = _dereq_(23);\nvar fails = _dereq_(35);\nmodule.exports = function (KEY, exec) {\n  var fn = (core.Object || {})[KEY] || Object[KEY];\n  var exp = {};\n  exp[KEY] = exec(fn);\n  $export($export.S + $export.F * fails(function () { fn(1); }), 'Object', exp);\n};\n\n},{\"23\":23,\"33\":33,\"35\":35}],84:[function(_dereq_,module,exports){\nvar getKeys = _dereq_(81);\nvar toIObject = _dereq_(117);\nvar isEnum = _dereq_(82).f;\nmodule.exports = function (isEntries) {\n  return function (it) {\n    var O = toIObject(it);\n    var keys = getKeys(O);\n    var length = keys.length;\n    var i = 0;\n    var result = [];\n    var key;\n    while (length > i) if (isEnum.call(O, key = keys[i++])) {\n      result.push(isEntries ? [key, O[key]] : O[key]);\n    } return result;\n  };\n};\n\n},{\"117\":117,\"81\":81,\"82\":82}],85:[function(_dereq_,module,exports){\n// all object keys, includes non-enumerable and symbols\nvar gOPN = _dereq_(77);\nvar gOPS = _dereq_(78);\nvar anObject = _dereq_(7);\nvar Reflect = _dereq_(40).Reflect;\nmodule.exports = Reflect && Reflect.ownKeys || function ownKeys(it) {\n  var keys = gOPN.f(anObject(it));\n  var getSymbols = gOPS.f;\n  return getSymbols ? keys.concat(getSymbols(it)) : keys;\n};\n\n},{\"40\":40,\"7\":7,\"77\":77,\"78\":78}],86:[function(_dereq_,module,exports){\nvar $parseFloat = _dereq_(40).parseFloat;\nvar $trim = _dereq_(111).trim;\n\nmodule.exports = 1 / $parseFloat(_dereq_(112) + '-0') !== -Infinity ? function parseFloat(str) {\n  var string = $trim(String(str), 3);\n  var result = $parseFloat(string);\n  return result === 0 && string.charAt(0) == '-' ? -0 : result;\n} : $parseFloat;\n\n},{\"111\":111,\"112\":112,\"40\":40}],87:[function(_dereq_,module,exports){\nvar $parseInt = _dereq_(40).parseInt;\nvar $trim = _dereq_(111).trim;\nvar ws = _dereq_(112);\nvar hex = /^[-+]?0[xX]/;\n\nmodule.exports = $parseInt(ws + '08') !== 8 || $parseInt(ws + '0x16') !== 22 ? function parseInt(str, radix) {\n  var string = $trim(String(str), 3);\n  return $parseInt(string, (radix >>> 0) || (hex.test(string) ? 16 : 10));\n} : $parseInt;\n\n},{\"111\":111,\"112\":112,\"40\":40}],88:[function(_dereq_,module,exports){\n'use strict';\nvar path = _dereq_(89);\nvar invoke = _dereq_(46);\nvar aFunction = _dereq_(3);\nmodule.exports = function (/* ...pargs */) {\n  var fn = aFunction(this);\n  var length = arguments.length;\n  var pargs = Array(length);\n  var i = 0;\n  var _ = path._;\n  var holder = false;\n  while (length > i) if ((pargs[i] = arguments[i++]) === _) holder = true;\n  return function (/* ...args */) {\n    var that = this;\n    var aLen = arguments.length;\n    var j = 0;\n    var k = 0;\n    var args;\n    if (!holder && !aLen) return invoke(fn, pargs, that);\n    args = pargs.slice();\n    if (holder) for (;length > j; j++) if (args[j] === _) args[j] = arguments[k++];\n    while (aLen > k) args.push(arguments[k++]);\n    return invoke(fn, args, that);\n  };\n};\n\n},{\"3\":3,\"46\":46,\"89\":89}],89:[function(_dereq_,module,exports){\nmodule.exports = _dereq_(40);\n\n},{\"40\":40}],90:[function(_dereq_,module,exports){\nmodule.exports = function (exec) {\n  try {\n    return { e: false, v: exec() };\n  } catch (e) {\n    return { e: true, v: e };\n  }\n};\n\n},{}],91:[function(_dereq_,module,exports){\nvar newPromiseCapability = _dereq_(69);\n\nmodule.exports = function (C, x) {\n  var promiseCapability = newPromiseCapability.f(C);\n  var resolve = promiseCapability.resolve;\n  resolve(x);\n  return promiseCapability.promise;\n};\n\n},{\"69\":69}],92:[function(_dereq_,module,exports){\nmodule.exports = function (bitmap, value) {\n  return {\n    enumerable: !(bitmap & 1),\n    configurable: !(bitmap & 2),\n    writable: !(bitmap & 4),\n    value: value\n  };\n};\n\n},{}],93:[function(_dereq_,module,exports){\nvar redefine = _dereq_(94);\nmodule.exports = function (target, src, safe) {\n  for (var key in src) redefine(target, key, src[key], safe);\n  return target;\n};\n\n},{\"94\":94}],94:[function(_dereq_,module,exports){\nvar global = _dereq_(40);\nvar hide = _dereq_(42);\nvar has = _dereq_(41);\nvar SRC = _dereq_(124)('src');\nvar TO_STRING = 'toString';\nvar $toString = Function[TO_STRING];\nvar TPL = ('' + $toString).split(TO_STRING);\n\n_dereq_(23).inspectSource = function (it) {\n  return $toString.call(it);\n};\n\n(module.exports = function (O, key, val, safe) {\n  var isFunction = typeof val == 'function';\n  if (isFunction) has(val, 'name') || hide(val, 'name', key);\n  if (O[key] === val) return;\n  if (isFunction) has(val, SRC) || hide(val, SRC, O[key] ? '' + O[key] : TPL.join(String(key)));\n  if (O === global) {\n    O[key] = val;\n  } else if (!safe) {\n    delete O[key];\n    hide(O, key, val);\n  } else if (O[key]) {\n    O[key] = val;\n  } else {\n    hide(O, key, val);\n  }\n// add fake Function#toString for correct work wrapped methods / constructors with methods like LoDash isNative\n})(Function.prototype, TO_STRING, function toString() {\n  return typeof this == 'function' && this[SRC] || $toString.call(this);\n});\n\n},{\"124\":124,\"23\":23,\"40\":40,\"41\":41,\"42\":42}],95:[function(_dereq_,module,exports){\nmodule.exports = function (regExp, replace) {\n  var replacer = replace === Object(replace) ? function (part) {\n    return replace[part];\n  } : replace;\n  return function (it) {\n    return String(it).replace(regExp, replacer);\n  };\n};\n\n},{}],96:[function(_dereq_,module,exports){\n// 7.2.9 SameValue(x, y)\nmodule.exports = Object.is || function is(x, y) {\n  // eslint-disable-next-line no-self-compare\n  return x === y ? x !== 0 || 1 / x === 1 / y : x != x && y != y;\n};\n\n},{}],97:[function(_dereq_,module,exports){\n'use strict';\n// https://tc39.github.io/proposal-setmap-offrom/\nvar $export = _dereq_(33);\nvar aFunction = _dereq_(3);\nvar ctx = _dereq_(25);\nvar forOf = _dereq_(39);\n\nmodule.exports = function (COLLECTION) {\n  $export($export.S, COLLECTION, { from: function from(source /* , mapFn, thisArg */) {\n    var mapFn = arguments[1];\n    var mapping, A, n, cb;\n    aFunction(this);\n    mapping = mapFn !== undefined;\n    if (mapping) aFunction(mapFn);\n    if (source == undefined) return new this();\n    A = [];\n    if (mapping) {\n      n = 0;\n      cb = ctx(mapFn, arguments[2], 2);\n      forOf(source, false, function (nextItem) {\n        A.push(cb(nextItem, n++));\n      });\n    } else {\n      forOf(source, false, A.push, A);\n    }\n    return new this(A);\n  } });\n};\n\n},{\"25\":25,\"3\":3,\"33\":33,\"39\":39}],98:[function(_dereq_,module,exports){\n'use strict';\n// https://tc39.github.io/proposal-setmap-offrom/\nvar $export = _dereq_(33);\n\nmodule.exports = function (COLLECTION) {\n  $export($export.S, COLLECTION, { of: function of() {\n    var length = arguments.length;\n    var A = Array(length);\n    while (length--) A[length] = arguments[length];\n    return new this(A);\n  } });\n};\n\n},{\"33\":33}],99:[function(_dereq_,module,exports){\n// Works with __proto__ only. Old v8 can't work with null proto objects.\n/* eslint-disable no-proto */\nvar isObject = _dereq_(51);\nvar anObject = _dereq_(7);\nvar check = function (O, proto) {\n  anObject(O);\n  if (!isObject(proto) && proto !== null) throw TypeError(proto + \": can't set as prototype!\");\n};\nmodule.exports = {\n  set: Object.setPrototypeOf || ('__proto__' in {} ? // eslint-disable-line\n    function (test, buggy, set) {\n      try {\n        set = _dereq_(25)(Function.call, _dereq_(75).f(Object.prototype, '__proto__').set, 2);\n        set(test, []);\n        buggy = !(test instanceof Array);\n      } catch (e) { buggy = true; }\n      return function setPrototypeOf(O, proto) {\n        check(O, proto);\n        if (buggy) O.__proto__ = proto;\n        else set(O, proto);\n        return O;\n      };\n    }({}, false) : undefined),\n  check: check\n};\n\n},{\"25\":25,\"51\":51,\"7\":7,\"75\":75}],100:[function(_dereq_,module,exports){\n'use strict';\nvar global = _dereq_(40);\nvar dP = _dereq_(72);\nvar DESCRIPTORS = _dereq_(29);\nvar SPECIES = _dereq_(128)('species');\n\nmodule.exports = function (KEY) {\n  var C = global[KEY];\n  if (DESCRIPTORS && C && !C[SPECIES]) dP.f(C, SPECIES, {\n    configurable: true,\n    get: function () { return this; }\n  });\n};\n\n},{\"128\":128,\"29\":29,\"40\":40,\"72\":72}],101:[function(_dereq_,module,exports){\nvar def = _dereq_(72).f;\nvar has = _dereq_(41);\nvar TAG = _dereq_(128)('toStringTag');\n\nmodule.exports = function (it, tag, stat) {\n  if (it && !has(it = stat ? it : it.prototype, TAG)) def(it, TAG, { configurable: true, value: tag });\n};\n\n},{\"128\":128,\"41\":41,\"72\":72}],102:[function(_dereq_,module,exports){\nvar shared = _dereq_(103)('keys');\nvar uid = _dereq_(124);\nmodule.exports = function (key) {\n  return shared[key] || (shared[key] = uid(key));\n};\n\n},{\"103\":103,\"124\":124}],103:[function(_dereq_,module,exports){\nvar global = _dereq_(40);\nvar SHARED = '__core-js_shared__';\nvar store = global[SHARED] || (global[SHARED] = {});\nmodule.exports = function (key) {\n  return store[key] || (store[key] = {});\n};\n\n},{\"40\":40}],104:[function(_dereq_,module,exports){\n// 7.3.20 SpeciesConstructor(O, defaultConstructor)\nvar anObject = _dereq_(7);\nvar aFunction = _dereq_(3);\nvar SPECIES = _dereq_(128)('species');\nmodule.exports = function (O, D) {\n  var C = anObject(O).constructor;\n  var S;\n  return C === undefined || (S = anObject(C)[SPECIES]) == undefined ? D : aFunction(S);\n};\n\n},{\"128\":128,\"3\":3,\"7\":7}],105:[function(_dereq_,module,exports){\n'use strict';\nvar fails = _dereq_(35);\n\nmodule.exports = function (method, arg) {\n  return !!method && fails(function () {\n    // eslint-disable-next-line no-useless-call\n    arg ? method.call(null, function () { /* empty */ }, 1) : method.call(null);\n  });\n};\n\n},{\"35\":35}],106:[function(_dereq_,module,exports){\nvar toInteger = _dereq_(116);\nvar defined = _dereq_(28);\n// true  -> String#at\n// false -> String#codePointAt\nmodule.exports = function (TO_STRING) {\n  return function (that, pos) {\n    var s = String(defined(that));\n    var i = toInteger(pos);\n    var l = s.length;\n    var a, b;\n    if (i < 0 || i >= l) return TO_STRING ? '' : undefined;\n    a = s.charCodeAt(i);\n    return a < 0xd800 || a > 0xdbff || i + 1 === l || (b = s.charCodeAt(i + 1)) < 0xdc00 || b > 0xdfff\n      ? TO_STRING ? s.charAt(i) : a\n      : TO_STRING ? s.slice(i, i + 2) : (a - 0xd800 << 10) + (b - 0xdc00) + 0x10000;\n  };\n};\n\n},{\"116\":116,\"28\":28}],107:[function(_dereq_,module,exports){\n// helper for String#{startsWith, endsWith, includes}\nvar isRegExp = _dereq_(52);\nvar defined = _dereq_(28);\n\nmodule.exports = function (that, searchString, NAME) {\n  if (isRegExp(searchString)) throw TypeError('String#' + NAME + \" doesn't accept regex!\");\n  return String(defined(that));\n};\n\n},{\"28\":28,\"52\":52}],108:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar fails = _dereq_(35);\nvar defined = _dereq_(28);\nvar quot = /\"/g;\n// B.2.3.2.1 CreateHTML(string, tag, attribute, value)\nvar createHTML = function (string, tag, attribute, value) {\n  var S = String(defined(string));\n  var p1 = '<' + tag;\n  if (attribute !== '') p1 += ' ' + attribute + '=\"' + String(value).replace(quot, '&quot;') + '\"';\n  return p1 + '>' + S + '</' + tag + '>';\n};\nmodule.exports = function (NAME, exec) {\n  var O = {};\n  O[NAME] = exec(createHTML);\n  $export($export.P + $export.F * fails(function () {\n    var test = ''[NAME]('\"');\n    return test !== test.toLowerCase() || test.split('\"').length > 3;\n  }), 'String', O);\n};\n\n},{\"28\":28,\"33\":33,\"35\":35}],109:[function(_dereq_,module,exports){\n// https://github.com/tc39/proposal-string-pad-start-end\nvar toLength = _dereq_(118);\nvar repeat = _dereq_(110);\nvar defined = _dereq_(28);\n\nmodule.exports = function (that, maxLength, fillString, left) {\n  var S = String(defined(that));\n  var stringLength = S.length;\n  var fillStr = fillString === undefined ? ' ' : String(fillString);\n  var intMaxLength = toLength(maxLength);\n  if (intMaxLength <= stringLength || fillStr == '') return S;\n  var fillLen = intMaxLength - stringLength;\n  var stringFiller = repeat.call(fillStr, Math.ceil(fillLen / fillStr.length));\n  if (stringFiller.length > fillLen) stringFiller = stringFiller.slice(0, fillLen);\n  return left ? stringFiller + S : S + stringFiller;\n};\n\n},{\"110\":110,\"118\":118,\"28\":28}],110:[function(_dereq_,module,exports){\n'use strict';\nvar toInteger = _dereq_(116);\nvar defined = _dereq_(28);\n\nmodule.exports = function repeat(count) {\n  var str = String(defined(this));\n  var res = '';\n  var n = toInteger(count);\n  if (n < 0 || n == Infinity) throw RangeError(\"Count can't be negative\");\n  for (;n > 0; (n >>>= 1) && (str += str)) if (n & 1) res += str;\n  return res;\n};\n\n},{\"116\":116,\"28\":28}],111:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar defined = _dereq_(28);\nvar fails = _dereq_(35);\nvar spaces = _dereq_(112);\nvar space = '[' + spaces + ']';\nvar non = '\\u200b\\u0085';\nvar ltrim = RegExp('^' + space + space + '*');\nvar rtrim = RegExp(space + space + '*$');\n\nvar exporter = function (KEY, exec, ALIAS) {\n  var exp = {};\n  var FORCE = fails(function () {\n    return !!spaces[KEY]() || non[KEY]() != non;\n  });\n  var fn = exp[KEY] = FORCE ? exec(trim) : spaces[KEY];\n  if (ALIAS) exp[ALIAS] = fn;\n  $export($export.P + $export.F * FORCE, 'String', exp);\n};\n\n// 1 -> String#trimLeft\n// 2 -> String#trimRight\n// 3 -> String#trim\nvar trim = exporter.trim = function (string, TYPE) {\n  string = String(defined(string));\n  if (TYPE & 1) string = string.replace(ltrim, '');\n  if (TYPE & 2) string = string.replace(rtrim, '');\n  return string;\n};\n\nmodule.exports = exporter;\n\n},{\"112\":112,\"28\":28,\"33\":33,\"35\":35}],112:[function(_dereq_,module,exports){\nmodule.exports = '\\x09\\x0A\\x0B\\x0C\\x0D\\x20\\xA0\\u1680\\u180E\\u2000\\u2001\\u2002\\u2003' +\n  '\\u2004\\u2005\\u2006\\u2007\\u2008\\u2009\\u200A\\u202F\\u205F\\u3000\\u2028\\u2029\\uFEFF';\n\n},{}],113:[function(_dereq_,module,exports){\nvar ctx = _dereq_(25);\nvar invoke = _dereq_(46);\nvar html = _dereq_(43);\nvar cel = _dereq_(30);\nvar global = _dereq_(40);\nvar process = global.process;\nvar setTask = global.setImmediate;\nvar clearTask = global.clearImmediate;\nvar MessageChannel = global.MessageChannel;\nvar Dispatch = global.Dispatch;\nvar counter = 0;\nvar queue = {};\nvar ONREADYSTATECHANGE = 'onreadystatechange';\nvar defer, channel, port;\nvar run = function () {\n  var id = +this;\n  // eslint-disable-next-line no-prototype-builtins\n  if (queue.hasOwnProperty(id)) {\n    var fn = queue[id];\n    delete queue[id];\n    fn();\n  }\n};\nvar listener = function (event) {\n  run.call(event.data);\n};\n// Node.js 0.9+ & IE10+ has setImmediate, otherwise:\nif (!setTask || !clearTask) {\n  setTask = function setImmediate(fn) {\n    var args = [];\n    var i = 1;\n    while (arguments.length > i) args.push(arguments[i++]);\n    queue[++counter] = function () {\n      // eslint-disable-next-line no-new-func\n      invoke(typeof fn == 'function' ? fn : Function(fn), args);\n    };\n    defer(counter);\n    return counter;\n  };\n  clearTask = function clearImmediate(id) {\n    delete queue[id];\n  };\n  // Node.js 0.8-\n  if (_dereq_(18)(process) == 'process') {\n    defer = function (id) {\n      process.nextTick(ctx(run, id, 1));\n    };\n  // Sphere (JS game engine) Dispatch API\n  } else if (Dispatch && Dispatch.now) {\n    defer = function (id) {\n      Dispatch.now(ctx(run, id, 1));\n    };\n  // Browsers with MessageChannel, includes WebWorkers\n  } else if (MessageChannel) {\n    channel = new MessageChannel();\n    port = channel.port2;\n    channel.port1.onmessage = listener;\n    defer = ctx(port.postMessage, port, 1);\n  // Browsers with postMessage, skip WebWorkers\n  // IE8 has postMessage, but it's sync & typeof its postMessage is 'object'\n  } else if (global.addEventListener && typeof postMessage == 'function' && !global.importScripts) {\n    defer = function (id) {\n      global.postMessage(id + '', '*');\n    };\n    global.addEventListener('message', listener, false);\n  // IE8-\n  } else if (ONREADYSTATECHANGE in cel('script')) {\n    defer = function (id) {\n      html.appendChild(cel('script'))[ONREADYSTATECHANGE] = function () {\n        html.removeChild(this);\n        run.call(id);\n      };\n    };\n  // Rest old browsers\n  } else {\n    defer = function (id) {\n      setTimeout(ctx(run, id, 1), 0);\n    };\n  }\n}\nmodule.exports = {\n  set: setTask,\n  clear: clearTask\n};\n\n},{\"18\":18,\"25\":25,\"30\":30,\"40\":40,\"43\":43,\"46\":46}],114:[function(_dereq_,module,exports){\nvar toInteger = _dereq_(116);\nvar max = Math.max;\nvar min = Math.min;\nmodule.exports = function (index, length) {\n  index = toInteger(index);\n  return index < 0 ? max(index + length, 0) : min(index, length);\n};\n\n},{\"116\":116}],115:[function(_dereq_,module,exports){\n// https://tc39.github.io/ecma262/#sec-toindex\nvar toInteger = _dereq_(116);\nvar toLength = _dereq_(118);\nmodule.exports = function (it) {\n  if (it === undefined) return 0;\n  var number = toInteger(it);\n  var length = toLength(number);\n  if (number !== length) throw RangeError('Wrong length!');\n  return length;\n};\n\n},{\"116\":116,\"118\":118}],116:[function(_dereq_,module,exports){\n// 7.1.4 ToInteger\nvar ceil = Math.ceil;\nvar floor = Math.floor;\nmodule.exports = function (it) {\n  return isNaN(it = +it) ? 0 : (it > 0 ? floor : ceil)(it);\n};\n\n},{}],117:[function(_dereq_,module,exports){\n// to indexed object, toObject with fallback for non-array-like ES3 strings\nvar IObject = _dereq_(47);\nvar defined = _dereq_(28);\nmodule.exports = function (it) {\n  return IObject(defined(it));\n};\n\n},{\"28\":28,\"47\":47}],118:[function(_dereq_,module,exports){\n// 7.1.15 ToLength\nvar toInteger = _dereq_(116);\nvar min = Math.min;\nmodule.exports = function (it) {\n  return it > 0 ? min(toInteger(it), 0x1fffffffffffff) : 0; // pow(2, 53) - 1 == 9007199254740991\n};\n\n},{\"116\":116}],119:[function(_dereq_,module,exports){\n// 7.1.13 ToObject(argument)\nvar defined = _dereq_(28);\nmodule.exports = function (it) {\n  return Object(defined(it));\n};\n\n},{\"28\":28}],120:[function(_dereq_,module,exports){\n// 7.1.1 ToPrimitive(input [, PreferredType])\nvar isObject = _dereq_(51);\n// instead of the ES6 spec version, we didn't implement @@toPrimitive case\n// and the second argument - flag - preferred type is a string\nmodule.exports = function (it, S) {\n  if (!isObject(it)) return it;\n  var fn, val;\n  if (S && typeof (fn = it.toString) == 'function' && !isObject(val = fn.call(it))) return val;\n  if (typeof (fn = it.valueOf) == 'function' && !isObject(val = fn.call(it))) return val;\n  if (!S && typeof (fn = it.toString) == 'function' && !isObject(val = fn.call(it))) return val;\n  throw TypeError(\"Can't convert object to primitive value\");\n};\n\n},{\"51\":51}],121:[function(_dereq_,module,exports){\n'use strict';\nif (_dereq_(29)) {\n  var LIBRARY = _dereq_(60);\n  var global = _dereq_(40);\n  var fails = _dereq_(35);\n  var $export = _dereq_(33);\n  var $typed = _dereq_(123);\n  var $buffer = _dereq_(122);\n  var ctx = _dereq_(25);\n  var anInstance = _dereq_(6);\n  var propertyDesc = _dereq_(92);\n  var hide = _dereq_(42);\n  var redefineAll = _dereq_(93);\n  var toInteger = _dereq_(116);\n  var toLength = _dereq_(118);\n  var toIndex = _dereq_(115);\n  var toAbsoluteIndex = _dereq_(114);\n  var toPrimitive = _dereq_(120);\n  var has = _dereq_(41);\n  var classof = _dereq_(17);\n  var isObject = _dereq_(51);\n  var toObject = _dereq_(119);\n  var isArrayIter = _dereq_(48);\n  var create = _dereq_(71);\n  var getPrototypeOf = _dereq_(79);\n  var gOPN = _dereq_(77).f;\n  var getIterFn = _dereq_(129);\n  var uid = _dereq_(124);\n  var wks = _dereq_(128);\n  var createArrayMethod = _dereq_(12);\n  var createArrayIncludes = _dereq_(11);\n  var speciesConstructor = _dereq_(104);\n  var ArrayIterators = _dereq_(141);\n  var Iterators = _dereq_(58);\n  var $iterDetect = _dereq_(56);\n  var setSpecies = _dereq_(100);\n  var arrayFill = _dereq_(9);\n  var arrayCopyWithin = _dereq_(8);\n  var $DP = _dereq_(72);\n  var $GOPD = _dereq_(75);\n  var dP = $DP.f;\n  var gOPD = $GOPD.f;\n  var RangeError = global.RangeError;\n  var TypeError = global.TypeError;\n  var Uint8Array = global.Uint8Array;\n  var ARRAY_BUFFER = 'ArrayBuffer';\n  var SHARED_BUFFER = 'Shared' + ARRAY_BUFFER;\n  var BYTES_PER_ELEMENT = 'BYTES_PER_ELEMENT';\n  var PROTOTYPE = 'prototype';\n  var ArrayProto = Array[PROTOTYPE];\n  var $ArrayBuffer = $buffer.ArrayBuffer;\n  var $DataView = $buffer.DataView;\n  var arrayForEach = createArrayMethod(0);\n  var arrayFilter = createArrayMethod(2);\n  var arraySome = createArrayMethod(3);\n  var arrayEvery = createArrayMethod(4);\n  var arrayFind = createArrayMethod(5);\n  var arrayFindIndex = createArrayMethod(6);\n  var arrayIncludes = createArrayIncludes(true);\n  var arrayIndexOf = createArrayIncludes(false);\n  var arrayValues = ArrayIterators.values;\n  var arrayKeys = ArrayIterators.keys;\n  var arrayEntries = ArrayIterators.entries;\n  var arrayLastIndexOf = ArrayProto.lastIndexOf;\n  var arrayReduce = ArrayProto.reduce;\n  var arrayReduceRight = ArrayProto.reduceRight;\n  var arrayJoin = ArrayProto.join;\n  var arraySort = ArrayProto.sort;\n  var arraySlice = ArrayProto.slice;\n  var arrayToString = ArrayProto.toString;\n  var arrayToLocaleString = ArrayProto.toLocaleString;\n  var ITERATOR = wks('iterator');\n  var TAG = wks('toStringTag');\n  var TYPED_CONSTRUCTOR = uid('typed_constructor');\n  var DEF_CONSTRUCTOR = uid('def_constructor');\n  var ALL_CONSTRUCTORS = $typed.CONSTR;\n  var TYPED_ARRAY = $typed.TYPED;\n  var VIEW = $typed.VIEW;\n  var WRONG_LENGTH = 'Wrong length!';\n\n  var $map = createArrayMethod(1, function (O, length) {\n    return allocate(speciesConstructor(O, O[DEF_CONSTRUCTOR]), length);\n  });\n\n  var LITTLE_ENDIAN = fails(function () {\n    // eslint-disable-next-line no-undef\n    return new Uint8Array(new Uint16Array([1]).buffer)[0] === 1;\n  });\n\n  var FORCED_SET = !!Uint8Array && !!Uint8Array[PROTOTYPE].set && fails(function () {\n    new Uint8Array(1).set({});\n  });\n\n  var toOffset = function (it, BYTES) {\n    var offset = toInteger(it);\n    if (offset < 0 || offset % BYTES) throw RangeError('Wrong offset!');\n    return offset;\n  };\n\n  var validate = function (it) {\n    if (isObject(it) && TYPED_ARRAY in it) return it;\n    throw TypeError(it + ' is not a typed array!');\n  };\n\n  var allocate = function (C, length) {\n    if (!(isObject(C) && TYPED_CONSTRUCTOR in C)) {\n      throw TypeError('It is not a typed array constructor!');\n    } return new C(length);\n  };\n\n  var speciesFromList = function (O, list) {\n    return fromList(speciesConstructor(O, O[DEF_CONSTRUCTOR]), list);\n  };\n\n  var fromList = function (C, list) {\n    var index = 0;\n    var length = list.length;\n    var result = allocate(C, length);\n    while (length > index) result[index] = list[index++];\n    return result;\n  };\n\n  var addGetter = function (it, key, internal) {\n    dP(it, key, { get: function () { return this._d[internal]; } });\n  };\n\n  var $from = function from(source /* , mapfn, thisArg */) {\n    var O = toObject(source);\n    var aLen = arguments.length;\n    var mapfn = aLen > 1 ? arguments[1] : undefined;\n    var mapping = mapfn !== undefined;\n    var iterFn = getIterFn(O);\n    var i, length, values, result, step, iterator;\n    if (iterFn != undefined && !isArrayIter(iterFn)) {\n      for (iterator = iterFn.call(O), values = [], i = 0; !(step = iterator.next()).done; i++) {\n        values.push(step.value);\n      } O = values;\n    }\n    if (mapping && aLen > 2) mapfn = ctx(mapfn, arguments[2], 2);\n    for (i = 0, length = toLength(O.length), result = allocate(this, length); length > i; i++) {\n      result[i] = mapping ? mapfn(O[i], i) : O[i];\n    }\n    return result;\n  };\n\n  var $of = function of(/* ...items */) {\n    var index = 0;\n    var length = arguments.length;\n    var result = allocate(this, length);\n    while (length > index) result[index] = arguments[index++];\n    return result;\n  };\n\n  // iOS Safari 6.x fails here\n  var TO_LOCALE_BUG = !!Uint8Array && fails(function () { arrayToLocaleString.call(new Uint8Array(1)); });\n\n  var $toLocaleString = function toLocaleString() {\n    return arrayToLocaleString.apply(TO_LOCALE_BUG ? arraySlice.call(validate(this)) : validate(this), arguments);\n  };\n\n  var proto = {\n    copyWithin: function copyWithin(target, start /* , end */) {\n      return arrayCopyWithin.call(validate(this), target, start, arguments.length > 2 ? arguments[2] : undefined);\n    },\n    every: function every(callbackfn /* , thisArg */) {\n      return arrayEvery(validate(this), callbackfn, arguments.length > 1 ? arguments[1] : undefined);\n    },\n    fill: function fill(value /* , start, end */) { // eslint-disable-line no-unused-vars\n      return arrayFill.apply(validate(this), arguments);\n    },\n    filter: function filter(callbackfn /* , thisArg */) {\n      return speciesFromList(this, arrayFilter(validate(this), callbackfn,\n        arguments.length > 1 ? arguments[1] : undefined));\n    },\n    find: function find(predicate /* , thisArg */) {\n      return arrayFind(validate(this), predicate, arguments.length > 1 ? arguments[1] : undefined);\n    },\n    findIndex: function findIndex(predicate /* , thisArg */) {\n      return arrayFindIndex(validate(this), predicate, arguments.length > 1 ? arguments[1] : undefined);\n    },\n    forEach: function forEach(callbackfn /* , thisArg */) {\n      arrayForEach(validate(this), callbackfn, arguments.length > 1 ? arguments[1] : undefined);\n    },\n    indexOf: function indexOf(searchElement /* , fromIndex */) {\n      return arrayIndexOf(validate(this), searchElement, arguments.length > 1 ? arguments[1] : undefined);\n    },\n    includes: function includes(searchElement /* , fromIndex */) {\n      return arrayIncludes(validate(this), searchElement, arguments.length > 1 ? arguments[1] : undefined);\n    },\n    join: function join(separator) { // eslint-disable-line no-unused-vars\n      return arrayJoin.apply(validate(this), arguments);\n    },\n    lastIndexOf: function lastIndexOf(searchElement /* , fromIndex */) { // eslint-disable-line no-unused-vars\n      return arrayLastIndexOf.apply(validate(this), arguments);\n    },\n    map: function map(mapfn /* , thisArg */) {\n      return $map(validate(this), mapfn, arguments.length > 1 ? arguments[1] : undefined);\n    },\n    reduce: function reduce(callbackfn /* , initialValue */) { // eslint-disable-line no-unused-vars\n      return arrayReduce.apply(validate(this), arguments);\n    },\n    reduceRight: function reduceRight(callbackfn /* , initialValue */) { // eslint-disable-line no-unused-vars\n      return arrayReduceRight.apply(validate(this), arguments);\n    },\n    reverse: function reverse() {\n      var that = this;\n      var length = validate(that).length;\n      var middle = Math.floor(length / 2);\n      var index = 0;\n      var value;\n      while (index < middle) {\n        value = that[index];\n        that[index++] = that[--length];\n        that[length] = value;\n      } return that;\n    },\n    some: function some(callbackfn /* , thisArg */) {\n      return arraySome(validate(this), callbackfn, arguments.length > 1 ? arguments[1] : undefined);\n    },\n    sort: function sort(comparefn) {\n      return arraySort.call(validate(this), comparefn);\n    },\n    subarray: function subarray(begin, end) {\n      var O = validate(this);\n      var length = O.length;\n      var $begin = toAbsoluteIndex(begin, length);\n      return new (speciesConstructor(O, O[DEF_CONSTRUCTOR]))(\n        O.buffer,\n        O.byteOffset + $begin * O.BYTES_PER_ELEMENT,\n        toLength((end === undefined ? length : toAbsoluteIndex(end, length)) - $begin)\n      );\n    }\n  };\n\n  var $slice = function slice(start, end) {\n    return speciesFromList(this, arraySlice.call(validate(this), start, end));\n  };\n\n  var $set = function set(arrayLike /* , offset */) {\n    validate(this);\n    var offset = toOffset(arguments[1], 1);\n    var length = this.length;\n    var src = toObject(arrayLike);\n    var len = toLength(src.length);\n    var index = 0;\n    if (len + offset > length) throw RangeError(WRONG_LENGTH);\n    while (index < len) this[offset + index] = src[index++];\n  };\n\n  var $iterators = {\n    entries: function entries() {\n      return arrayEntries.call(validate(this));\n    },\n    keys: function keys() {\n      return arrayKeys.call(validate(this));\n    },\n    values: function values() {\n      return arrayValues.call(validate(this));\n    }\n  };\n\n  var isTAIndex = function (target, key) {\n    return isObject(target)\n      && target[TYPED_ARRAY]\n      && typeof key != 'symbol'\n      && key in target\n      && String(+key) == String(key);\n  };\n  var $getDesc = function getOwnPropertyDescriptor(target, key) {\n    return isTAIndex(target, key = toPrimitive(key, true))\n      ? propertyDesc(2, target[key])\n      : gOPD(target, key);\n  };\n  var $setDesc = function defineProperty(target, key, desc) {\n    if (isTAIndex(target, key = toPrimitive(key, true))\n      && isObject(desc)\n      && has(desc, 'value')\n      && !has(desc, 'get')\n      && !has(desc, 'set')\n      // TODO: add validation descriptor w/o calling accessors\n      && !desc.configurable\n      && (!has(desc, 'writable') || desc.writable)\n      && (!has(desc, 'enumerable') || desc.enumerable)\n    ) {\n      target[key] = desc.value;\n      return target;\n    } return dP(target, key, desc);\n  };\n\n  if (!ALL_CONSTRUCTORS) {\n    $GOPD.f = $getDesc;\n    $DP.f = $setDesc;\n  }\n\n  $export($export.S + $export.F * !ALL_CONSTRUCTORS, 'Object', {\n    getOwnPropertyDescriptor: $getDesc,\n    defineProperty: $setDesc\n  });\n\n  if (fails(function () { arrayToString.call({}); })) {\n    arrayToString = arrayToLocaleString = function toString() {\n      return arrayJoin.call(this);\n    };\n  }\n\n  var $TypedArrayPrototype$ = redefineAll({}, proto);\n  redefineAll($TypedArrayPrototype$, $iterators);\n  hide($TypedArrayPrototype$, ITERATOR, $iterators.values);\n  redefineAll($TypedArrayPrototype$, {\n    slice: $slice,\n    set: $set,\n    constructor: function () { /* noop */ },\n    toString: arrayToString,\n    toLocaleString: $toLocaleString\n  });\n  addGetter($TypedArrayPrototype$, 'buffer', 'b');\n  addGetter($TypedArrayPrototype$, 'byteOffset', 'o');\n  addGetter($TypedArrayPrototype$, 'byteLength', 'l');\n  addGetter($TypedArrayPrototype$, 'length', 'e');\n  dP($TypedArrayPrototype$, TAG, {\n    get: function () { return this[TYPED_ARRAY]; }\n  });\n\n  // eslint-disable-next-line max-statements\n  module.exports = function (KEY, BYTES, wrapper, CLAMPED) {\n    CLAMPED = !!CLAMPED;\n    var NAME = KEY + (CLAMPED ? 'Clamped' : '') + 'Array';\n    var GETTER = 'get' + KEY;\n    var SETTER = 'set' + KEY;\n    var TypedArray = global[NAME];\n    var Base = TypedArray || {};\n    var TAC = TypedArray && getPrototypeOf(TypedArray);\n    var FORCED = !TypedArray || !$typed.ABV;\n    var O = {};\n    var TypedArrayPrototype = TypedArray && TypedArray[PROTOTYPE];\n    var getter = function (that, index) {\n      var data = that._d;\n      return data.v[GETTER](index * BYTES + data.o, LITTLE_ENDIAN);\n    };\n    var setter = function (that, index, value) {\n      var data = that._d;\n      if (CLAMPED) value = (value = Math.round(value)) < 0 ? 0 : value > 0xff ? 0xff : value & 0xff;\n      data.v[SETTER](index * BYTES + data.o, value, LITTLE_ENDIAN);\n    };\n    var addElement = function (that, index) {\n      dP(that, index, {\n        get: function () {\n          return getter(this, index);\n        },\n        set: function (value) {\n          return setter(this, index, value);\n        },\n        enumerable: true\n      });\n    };\n    if (FORCED) {\n      TypedArray = wrapper(function (that, data, $offset, $length) {\n        anInstance(that, TypedArray, NAME, '_d');\n        var index = 0;\n        var offset = 0;\n        var buffer, byteLength, length, klass;\n        if (!isObject(data)) {\n          length = toIndex(data);\n          byteLength = length * BYTES;\n          buffer = new $ArrayBuffer(byteLength);\n        } else if (data instanceof $ArrayBuffer || (klass = classof(data)) == ARRAY_BUFFER || klass == SHARED_BUFFER) {\n          buffer = data;\n          offset = toOffset($offset, BYTES);\n          var $len = data.byteLength;\n          if ($length === undefined) {\n            if ($len % BYTES) throw RangeError(WRONG_LENGTH);\n            byteLength = $len - offset;\n            if (byteLength < 0) throw RangeError(WRONG_LENGTH);\n          } else {\n            byteLength = toLength($length) * BYTES;\n            if (byteLength + offset > $len) throw RangeError(WRONG_LENGTH);\n          }\n          length = byteLength / BYTES;\n        } else if (TYPED_ARRAY in data) {\n          return fromList(TypedArray, data);\n        } else {\n          return $from.call(TypedArray, data);\n        }\n        hide(that, '_d', {\n          b: buffer,\n          o: offset,\n          l: byteLength,\n          e: length,\n          v: new $DataView(buffer)\n        });\n        while (index < length) addElement(that, index++);\n      });\n      TypedArrayPrototype = TypedArray[PROTOTYPE] = create($TypedArrayPrototype$);\n      hide(TypedArrayPrototype, 'constructor', TypedArray);\n    } else if (!fails(function () {\n      TypedArray(1);\n    }) || !fails(function () {\n      new TypedArray(-1); // eslint-disable-line no-new\n    }) || !$iterDetect(function (iter) {\n      new TypedArray(); // eslint-disable-line no-new\n      new TypedArray(null); // eslint-disable-line no-new\n      new TypedArray(1.5); // eslint-disable-line no-new\n      new TypedArray(iter); // eslint-disable-line no-new\n    }, true)) {\n      TypedArray = wrapper(function (that, data, $offset, $length) {\n        anInstance(that, TypedArray, NAME);\n        var klass;\n        // `ws` module bug, temporarily remove validation length for Uint8Array\n        // https://github.com/websockets/ws/pull/645\n        if (!isObject(data)) return new Base(toIndex(data));\n        if (data instanceof $ArrayBuffer || (klass = classof(data)) == ARRAY_BUFFER || klass == SHARED_BUFFER) {\n          return $length !== undefined\n            ? new Base(data, toOffset($offset, BYTES), $length)\n            : $offset !== undefined\n              ? new Base(data, toOffset($offset, BYTES))\n              : new Base(data);\n        }\n        if (TYPED_ARRAY in data) return fromList(TypedArray, data);\n        return $from.call(TypedArray, data);\n      });\n      arrayForEach(TAC !== Function.prototype ? gOPN(Base).concat(gOPN(TAC)) : gOPN(Base), function (key) {\n        if (!(key in TypedArray)) hide(TypedArray, key, Base[key]);\n      });\n      TypedArray[PROTOTYPE] = TypedArrayPrototype;\n      if (!LIBRARY) TypedArrayPrototype.constructor = TypedArray;\n    }\n    var $nativeIterator = TypedArrayPrototype[ITERATOR];\n    var CORRECT_ITER_NAME = !!$nativeIterator\n      && ($nativeIterator.name == 'values' || $nativeIterator.name == undefined);\n    var $iterator = $iterators.values;\n    hide(TypedArray, TYPED_CONSTRUCTOR, true);\n    hide(TypedArrayPrototype, TYPED_ARRAY, NAME);\n    hide(TypedArrayPrototype, VIEW, true);\n    hide(TypedArrayPrototype, DEF_CONSTRUCTOR, TypedArray);\n\n    if (CLAMPED ? new TypedArray(1)[TAG] != NAME : !(TAG in TypedArrayPrototype)) {\n      dP(TypedArrayPrototype, TAG, {\n        get: function () { return NAME; }\n      });\n    }\n\n    O[NAME] = TypedArray;\n\n    $export($export.G + $export.W + $export.F * (TypedArray != Base), O);\n\n    $export($export.S, NAME, {\n      BYTES_PER_ELEMENT: BYTES\n    });\n\n    $export($export.S + $export.F * fails(function () { Base.of.call(TypedArray, 1); }), NAME, {\n      from: $from,\n      of: $of\n    });\n\n    if (!(BYTES_PER_ELEMENT in TypedArrayPrototype)) hide(TypedArrayPrototype, BYTES_PER_ELEMENT, BYTES);\n\n    $export($export.P, NAME, proto);\n\n    setSpecies(NAME);\n\n    $export($export.P + $export.F * FORCED_SET, NAME, { set: $set });\n\n    $export($export.P + $export.F * !CORRECT_ITER_NAME, NAME, $iterators);\n\n    if (!LIBRARY && TypedArrayPrototype.toString != arrayToString) TypedArrayPrototype.toString = arrayToString;\n\n    $export($export.P + $export.F * fails(function () {\n      new TypedArray(1).slice();\n    }), NAME, { slice: $slice });\n\n    $export($export.P + $export.F * (fails(function () {\n      return [1, 2].toLocaleString() != new TypedArray([1, 2]).toLocaleString();\n    }) || !fails(function () {\n      TypedArrayPrototype.toLocaleString.call([1, 2]);\n    })), NAME, { toLocaleString: $toLocaleString });\n\n    Iterators[NAME] = CORRECT_ITER_NAME ? $nativeIterator : $iterator;\n    if (!LIBRARY && !CORRECT_ITER_NAME) hide(TypedArrayPrototype, ITERATOR, $iterator);\n  };\n} else module.exports = function () { /* empty */ };\n\n},{\"100\":100,\"104\":104,\"11\":11,\"114\":114,\"115\":115,\"116\":116,\"118\":118,\"119\":119,\"12\":12,\"120\":120,\"122\":122,\"123\":123,\"124\":124,\"128\":128,\"129\":129,\"141\":141,\"17\":17,\"25\":25,\"29\":29,\"33\":33,\"35\":35,\"40\":40,\"41\":41,\"42\":42,\"48\":48,\"51\":51,\"56\":56,\"58\":58,\"6\":6,\"60\":60,\"71\":71,\"72\":72,\"75\":75,\"77\":77,\"79\":79,\"8\":8,\"9\":9,\"92\":92,\"93\":93}],122:[function(_dereq_,module,exports){\n'use strict';\nvar global = _dereq_(40);\nvar DESCRIPTORS = _dereq_(29);\nvar LIBRARY = _dereq_(60);\nvar $typed = _dereq_(123);\nvar hide = _dereq_(42);\nvar redefineAll = _dereq_(93);\nvar fails = _dereq_(35);\nvar anInstance = _dereq_(6);\nvar toInteger = _dereq_(116);\nvar toLength = _dereq_(118);\nvar toIndex = _dereq_(115);\nvar gOPN = _dereq_(77).f;\nvar dP = _dereq_(72).f;\nvar arrayFill = _dereq_(9);\nvar setToStringTag = _dereq_(101);\nvar ARRAY_BUFFER = 'ArrayBuffer';\nvar DATA_VIEW = 'DataView';\nvar PROTOTYPE = 'prototype';\nvar WRONG_LENGTH = 'Wrong length!';\nvar WRONG_INDEX = 'Wrong index!';\nvar $ArrayBuffer = global[ARRAY_BUFFER];\nvar $DataView = global[DATA_VIEW];\nvar Math = global.Math;\nvar RangeError = global.RangeError;\n// eslint-disable-next-line no-shadow-restricted-names\nvar Infinity = global.Infinity;\nvar BaseBuffer = $ArrayBuffer;\nvar abs = Math.abs;\nvar pow = Math.pow;\nvar floor = Math.floor;\nvar log = Math.log;\nvar LN2 = Math.LN2;\nvar BUFFER = 'buffer';\nvar BYTE_LENGTH = 'byteLength';\nvar BYTE_OFFSET = 'byteOffset';\nvar $BUFFER = DESCRIPTORS ? '_b' : BUFFER;\nvar $LENGTH = DESCRIPTORS ? '_l' : BYTE_LENGTH;\nvar $OFFSET = DESCRIPTORS ? '_o' : BYTE_OFFSET;\n\n// IEEE754 conversions based on https://github.com/feross/ieee754\nfunction packIEEE754(value, mLen, nBytes) {\n  var buffer = Array(nBytes);\n  var eLen = nBytes * 8 - mLen - 1;\n  var eMax = (1 << eLen) - 1;\n  var eBias = eMax >> 1;\n  var rt = mLen === 23 ? pow(2, -24) - pow(2, -77) : 0;\n  var i = 0;\n  var s = value < 0 || value === 0 && 1 / value < 0 ? 1 : 0;\n  var e, m, c;\n  value = abs(value);\n  // eslint-disable-next-line no-self-compare\n  if (value != value || value === Infinity) {\n    // eslint-disable-next-line no-self-compare\n    m = value != value ? 1 : 0;\n    e = eMax;\n  } else {\n    e = floor(log(value) / LN2);\n    if (value * (c = pow(2, -e)) < 1) {\n      e--;\n      c *= 2;\n    }\n    if (e + eBias >= 1) {\n      value += rt / c;\n    } else {\n      value += rt * pow(2, 1 - eBias);\n    }\n    if (value * c >= 2) {\n      e++;\n      c /= 2;\n    }\n    if (e + eBias >= eMax) {\n      m = 0;\n      e = eMax;\n    } else if (e + eBias >= 1) {\n      m = (value * c - 1) * pow(2, mLen);\n      e = e + eBias;\n    } else {\n      m = value * pow(2, eBias - 1) * pow(2, mLen);\n      e = 0;\n    }\n  }\n  for (; mLen >= 8; buffer[i++] = m & 255, m /= 256, mLen -= 8);\n  e = e << mLen | m;\n  eLen += mLen;\n  for (; eLen > 0; buffer[i++] = e & 255, e /= 256, eLen -= 8);\n  buffer[--i] |= s * 128;\n  return buffer;\n}\nfunction unpackIEEE754(buffer, mLen, nBytes) {\n  var eLen = nBytes * 8 - mLen - 1;\n  var eMax = (1 << eLen) - 1;\n  var eBias = eMax >> 1;\n  var nBits = eLen - 7;\n  var i = nBytes - 1;\n  var s = buffer[i--];\n  var e = s & 127;\n  var m;\n  s >>= 7;\n  for (; nBits > 0; e = e * 256 + buffer[i], i--, nBits -= 8);\n  m = e & (1 << -nBits) - 1;\n  e >>= -nBits;\n  nBits += mLen;\n  for (; nBits > 0; m = m * 256 + buffer[i], i--, nBits -= 8);\n  if (e === 0) {\n    e = 1 - eBias;\n  } else if (e === eMax) {\n    return m ? NaN : s ? -Infinity : Infinity;\n  } else {\n    m = m + pow(2, mLen);\n    e = e - eBias;\n  } return (s ? -1 : 1) * m * pow(2, e - mLen);\n}\n\nfunction unpackI32(bytes) {\n  return bytes[3] << 24 | bytes[2] << 16 | bytes[1] << 8 | bytes[0];\n}\nfunction packI8(it) {\n  return [it & 0xff];\n}\nfunction packI16(it) {\n  return [it & 0xff, it >> 8 & 0xff];\n}\nfunction packI32(it) {\n  return [it & 0xff, it >> 8 & 0xff, it >> 16 & 0xff, it >> 24 & 0xff];\n}\nfunction packF64(it) {\n  return packIEEE754(it, 52, 8);\n}\nfunction packF32(it) {\n  return packIEEE754(it, 23, 4);\n}\n\nfunction addGetter(C, key, internal) {\n  dP(C[PROTOTYPE], key, { get: function () { return this[internal]; } });\n}\n\nfunction get(view, bytes, index, isLittleEndian) {\n  var numIndex = +index;\n  var intIndex = toIndex(numIndex);\n  if (intIndex + bytes > view[$LENGTH]) throw RangeError(WRONG_INDEX);\n  var store = view[$BUFFER]._b;\n  var start = intIndex + view[$OFFSET];\n  var pack = store.slice(start, start + bytes);\n  return isLittleEndian ? pack : pack.reverse();\n}\nfunction set(view, bytes, index, conversion, value, isLittleEndian) {\n  var numIndex = +index;\n  var intIndex = toIndex(numIndex);\n  if (intIndex + bytes > view[$LENGTH]) throw RangeError(WRONG_INDEX);\n  var store = view[$BUFFER]._b;\n  var start = intIndex + view[$OFFSET];\n  var pack = conversion(+value);\n  for (var i = 0; i < bytes; i++) store[start + i] = pack[isLittleEndian ? i : bytes - i - 1];\n}\n\nif (!$typed.ABV) {\n  $ArrayBuffer = function ArrayBuffer(length) {\n    anInstance(this, $ArrayBuffer, ARRAY_BUFFER);\n    var byteLength = toIndex(length);\n    this._b = arrayFill.call(Array(byteLength), 0);\n    this[$LENGTH] = byteLength;\n  };\n\n  $DataView = function DataView(buffer, byteOffset, byteLength) {\n    anInstance(this, $DataView, DATA_VIEW);\n    anInstance(buffer, $ArrayBuffer, DATA_VIEW);\n    var bufferLength = buffer[$LENGTH];\n    var offset = toInteger(byteOffset);\n    if (offset < 0 || offset > bufferLength) throw RangeError('Wrong offset!');\n    byteLength = byteLength === undefined ? bufferLength - offset : toLength(byteLength);\n    if (offset + byteLength > bufferLength) throw RangeError(WRONG_LENGTH);\n    this[$BUFFER] = buffer;\n    this[$OFFSET] = offset;\n    this[$LENGTH] = byteLength;\n  };\n\n  if (DESCRIPTORS) {\n    addGetter($ArrayBuffer, BYTE_LENGTH, '_l');\n    addGetter($DataView, BUFFER, '_b');\n    addGetter($DataView, BYTE_LENGTH, '_l');\n    addGetter($DataView, BYTE_OFFSET, '_o');\n  }\n\n  redefineAll($DataView[PROTOTYPE], {\n    getInt8: function getInt8(byteOffset) {\n      return get(this, 1, byteOffset)[0] << 24 >> 24;\n    },\n    getUint8: function getUint8(byteOffset) {\n      return get(this, 1, byteOffset)[0];\n    },\n    getInt16: function getInt16(byteOffset /* , littleEndian */) {\n      var bytes = get(this, 2, byteOffset, arguments[1]);\n      return (bytes[1] << 8 | bytes[0]) << 16 >> 16;\n    },\n    getUint16: function getUint16(byteOffset /* , littleEndian */) {\n      var bytes = get(this, 2, byteOffset, arguments[1]);\n      return bytes[1] << 8 | bytes[0];\n    },\n    getInt32: function getInt32(byteOffset /* , littleEndian */) {\n      return unpackI32(get(this, 4, byteOffset, arguments[1]));\n    },\n    getUint32: function getUint32(byteOffset /* , littleEndian */) {\n      return unpackI32(get(this, 4, byteOffset, arguments[1])) >>> 0;\n    },\n    getFloat32: function getFloat32(byteOffset /* , littleEndian */) {\n      return unpackIEEE754(get(this, 4, byteOffset, arguments[1]), 23, 4);\n    },\n    getFloat64: function getFloat64(byteOffset /* , littleEndian */) {\n      return unpackIEEE754(get(this, 8, byteOffset, arguments[1]), 52, 8);\n    },\n    setInt8: function setInt8(byteOffset, value) {\n      set(this, 1, byteOffset, packI8, value);\n    },\n    setUint8: function setUint8(byteOffset, value) {\n      set(this, 1, byteOffset, packI8, value);\n    },\n    setInt16: function setInt16(byteOffset, value /* , littleEndian */) {\n      set(this, 2, byteOffset, packI16, value, arguments[2]);\n    },\n    setUint16: function setUint16(byteOffset, value /* , littleEndian */) {\n      set(this, 2, byteOffset, packI16, value, arguments[2]);\n    },\n    setInt32: function setInt32(byteOffset, value /* , littleEndian */) {\n      set(this, 4, byteOffset, packI32, value, arguments[2]);\n    },\n    setUint32: function setUint32(byteOffset, value /* , littleEndian */) {\n      set(this, 4, byteOffset, packI32, value, arguments[2]);\n    },\n    setFloat32: function setFloat32(byteOffset, value /* , littleEndian */) {\n      set(this, 4, byteOffset, packF32, value, arguments[2]);\n    },\n    setFloat64: function setFloat64(byteOffset, value /* , littleEndian */) {\n      set(this, 8, byteOffset, packF64, value, arguments[2]);\n    }\n  });\n} else {\n  if (!fails(function () {\n    $ArrayBuffer(1);\n  }) || !fails(function () {\n    new $ArrayBuffer(-1); // eslint-disable-line no-new\n  }) || fails(function () {\n    new $ArrayBuffer(); // eslint-disable-line no-new\n    new $ArrayBuffer(1.5); // eslint-disable-line no-new\n    new $ArrayBuffer(NaN); // eslint-disable-line no-new\n    return $ArrayBuffer.name != ARRAY_BUFFER;\n  })) {\n    $ArrayBuffer = function ArrayBuffer(length) {\n      anInstance(this, $ArrayBuffer);\n      return new BaseBuffer(toIndex(length));\n    };\n    var ArrayBufferProto = $ArrayBuffer[PROTOTYPE] = BaseBuffer[PROTOTYPE];\n    for (var keys = gOPN(BaseBuffer), j = 0, key; keys.length > j;) {\n      if (!((key = keys[j++]) in $ArrayBuffer)) hide($ArrayBuffer, key, BaseBuffer[key]);\n    }\n    if (!LIBRARY) ArrayBufferProto.constructor = $ArrayBuffer;\n  }\n  // iOS Safari 7.x bug\n  var view = new $DataView(new $ArrayBuffer(2));\n  var $setInt8 = $DataView[PROTOTYPE].setInt8;\n  view.setInt8(0, 2147483648);\n  view.setInt8(1, 2147483649);\n  if (view.getInt8(0) || !view.getInt8(1)) redefineAll($DataView[PROTOTYPE], {\n    setInt8: function setInt8(byteOffset, value) {\n      $setInt8.call(this, byteOffset, value << 24 >> 24);\n    },\n    setUint8: function setUint8(byteOffset, value) {\n      $setInt8.call(this, byteOffset, value << 24 >> 24);\n    }\n  }, true);\n}\nsetToStringTag($ArrayBuffer, ARRAY_BUFFER);\nsetToStringTag($DataView, DATA_VIEW);\nhide($DataView[PROTOTYPE], $typed.VIEW, true);\nexports[ARRAY_BUFFER] = $ArrayBuffer;\nexports[DATA_VIEW] = $DataView;\n\n},{\"101\":101,\"115\":115,\"116\":116,\"118\":118,\"123\":123,\"29\":29,\"35\":35,\"40\":40,\"42\":42,\"6\":6,\"60\":60,\"72\":72,\"77\":77,\"9\":9,\"93\":93}],123:[function(_dereq_,module,exports){\nvar global = _dereq_(40);\nvar hide = _dereq_(42);\nvar uid = _dereq_(124);\nvar TYPED = uid('typed_array');\nvar VIEW = uid('view');\nvar ABV = !!(global.ArrayBuffer && global.DataView);\nvar CONSTR = ABV;\nvar i = 0;\nvar l = 9;\nvar Typed;\n\nvar TypedArrayConstructors = (\n  'Int8Array,Uint8Array,Uint8ClampedArray,Int16Array,Uint16Array,Int32Array,Uint32Array,Float32Array,Float64Array'\n).split(',');\n\nwhile (i < l) {\n  if (Typed = global[TypedArrayConstructors[i++]]) {\n    hide(Typed.prototype, TYPED, true);\n    hide(Typed.prototype, VIEW, true);\n  } else CONSTR = false;\n}\n\nmodule.exports = {\n  ABV: ABV,\n  CONSTR: CONSTR,\n  TYPED: TYPED,\n  VIEW: VIEW\n};\n\n},{\"124\":124,\"40\":40,\"42\":42}],124:[function(_dereq_,module,exports){\nvar id = 0;\nvar px = Math.random();\nmodule.exports = function (key) {\n  return 'Symbol('.concat(key === undefined ? '' : key, ')_', (++id + px).toString(36));\n};\n\n},{}],125:[function(_dereq_,module,exports){\nvar isObject = _dereq_(51);\nmodule.exports = function (it, TYPE) {\n  if (!isObject(it) || it._t !== TYPE) throw TypeError('Incompatible receiver, ' + TYPE + ' required!');\n  return it;\n};\n\n},{\"51\":51}],126:[function(_dereq_,module,exports){\nvar global = _dereq_(40);\nvar core = _dereq_(23);\nvar LIBRARY = _dereq_(60);\nvar wksExt = _dereq_(127);\nvar defineProperty = _dereq_(72).f;\nmodule.exports = function (name) {\n  var $Symbol = core.Symbol || (core.Symbol = LIBRARY ? {} : global.Symbol || {});\n  if (name.charAt(0) != '_' && !(name in $Symbol)) defineProperty($Symbol, name, { value: wksExt.f(name) });\n};\n\n},{\"127\":127,\"23\":23,\"40\":40,\"60\":60,\"72\":72}],127:[function(_dereq_,module,exports){\nexports.f = _dereq_(128);\n\n},{\"128\":128}],128:[function(_dereq_,module,exports){\nvar store = _dereq_(103)('wks');\nvar uid = _dereq_(124);\nvar Symbol = _dereq_(40).Symbol;\nvar USE_SYMBOL = typeof Symbol == 'function';\n\nvar $exports = module.exports = function (name) {\n  return store[name] || (store[name] =\n    USE_SYMBOL && Symbol[name] || (USE_SYMBOL ? Symbol : uid)('Symbol.' + name));\n};\n\n$exports.store = store;\n\n},{\"103\":103,\"124\":124,\"40\":40}],129:[function(_dereq_,module,exports){\nvar classof = _dereq_(17);\nvar ITERATOR = _dereq_(128)('iterator');\nvar Iterators = _dereq_(58);\nmodule.exports = _dereq_(23).getIteratorMethod = function (it) {\n  if (it != undefined) return it[ITERATOR]\n    || it['@@iterator']\n    || Iterators[classof(it)];\n};\n\n},{\"128\":128,\"17\":17,\"23\":23,\"58\":58}],130:[function(_dereq_,module,exports){\n// https://github.com/benjamingr/RexExp.escape\nvar $export = _dereq_(33);\nvar $re = _dereq_(95)(/[\\\\^$*+?.()|[\\]{}]/g, '\\\\$&');\n\n$export($export.S, 'RegExp', { escape: function escape(it) { return $re(it); } });\n\n},{\"33\":33,\"95\":95}],131:[function(_dereq_,module,exports){\n// 22.1.3.3 Array.prototype.copyWithin(target, start, end = this.length)\nvar $export = _dereq_(33);\n\n$export($export.P, 'Array', { copyWithin: _dereq_(8) });\n\n_dereq_(5)('copyWithin');\n\n},{\"33\":33,\"5\":5,\"8\":8}],132:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $every = _dereq_(12)(4);\n\n$export($export.P + $export.F * !_dereq_(105)([].every, true), 'Array', {\n  // 22.1.3.5 / 15.4.4.16 Array.prototype.every(callbackfn [, thisArg])\n  every: function every(callbackfn /* , thisArg */) {\n    return $every(this, callbackfn, arguments[1]);\n  }\n});\n\n},{\"105\":105,\"12\":12,\"33\":33}],133:[function(_dereq_,module,exports){\n// 22.1.3.6 Array.prototype.fill(value, start = 0, end = this.length)\nvar $export = _dereq_(33);\n\n$export($export.P, 'Array', { fill: _dereq_(9) });\n\n_dereq_(5)('fill');\n\n},{\"33\":33,\"5\":5,\"9\":9}],134:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $filter = _dereq_(12)(2);\n\n$export($export.P + $export.F * !_dereq_(105)([].filter, true), 'Array', {\n  // 22.1.3.7 / 15.4.4.20 Array.prototype.filter(callbackfn [, thisArg])\n  filter: function filter(callbackfn /* , thisArg */) {\n    return $filter(this, callbackfn, arguments[1]);\n  }\n});\n\n},{\"105\":105,\"12\":12,\"33\":33}],135:[function(_dereq_,module,exports){\n'use strict';\n// 22.1.3.9 Array.prototype.findIndex(predicate, thisArg = undefined)\nvar $export = _dereq_(33);\nvar $find = _dereq_(12)(6);\nvar KEY = 'findIndex';\nvar forced = true;\n// Shouldn't skip holes\nif (KEY in []) Array(1)[KEY](function () { forced = false; });\n$export($export.P + $export.F * forced, 'Array', {\n  findIndex: function findIndex(callbackfn /* , that = undefined */) {\n    return $find(this, callbackfn, arguments.length > 1 ? arguments[1] : undefined);\n  }\n});\n_dereq_(5)(KEY);\n\n},{\"12\":12,\"33\":33,\"5\":5}],136:[function(_dereq_,module,exports){\n'use strict';\n// 22.1.3.8 Array.prototype.find(predicate, thisArg = undefined)\nvar $export = _dereq_(33);\nvar $find = _dereq_(12)(5);\nvar KEY = 'find';\nvar forced = true;\n// Shouldn't skip holes\nif (KEY in []) Array(1)[KEY](function () { forced = false; });\n$export($export.P + $export.F * forced, 'Array', {\n  find: function find(callbackfn /* , that = undefined */) {\n    return $find(this, callbackfn, arguments.length > 1 ? arguments[1] : undefined);\n  }\n});\n_dereq_(5)(KEY);\n\n},{\"12\":12,\"33\":33,\"5\":5}],137:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $forEach = _dereq_(12)(0);\nvar STRICT = _dereq_(105)([].forEach, true);\n\n$export($export.P + $export.F * !STRICT, 'Array', {\n  // 22.1.3.10 / 15.4.4.18 Array.prototype.forEach(callbackfn [, thisArg])\n  forEach: function forEach(callbackfn /* , thisArg */) {\n    return $forEach(this, callbackfn, arguments[1]);\n  }\n});\n\n},{\"105\":105,\"12\":12,\"33\":33}],138:[function(_dereq_,module,exports){\n'use strict';\nvar ctx = _dereq_(25);\nvar $export = _dereq_(33);\nvar toObject = _dereq_(119);\nvar call = _dereq_(53);\nvar isArrayIter = _dereq_(48);\nvar toLength = _dereq_(118);\nvar createProperty = _dereq_(24);\nvar getIterFn = _dereq_(129);\n\n$export($export.S + $export.F * !_dereq_(56)(function (iter) { Array.from(iter); }), 'Array', {\n  // 22.1.2.1 Array.from(arrayLike, mapfn = undefined, thisArg = undefined)\n  from: function from(arrayLike /* , mapfn = undefined, thisArg = undefined */) {\n    var O = toObject(arrayLike);\n    var C = typeof this == 'function' ? this : Array;\n    var aLen = arguments.length;\n    var mapfn = aLen > 1 ? arguments[1] : undefined;\n    var mapping = mapfn !== undefined;\n    var index = 0;\n    var iterFn = getIterFn(O);\n    var length, result, step, iterator;\n    if (mapping) mapfn = ctx(mapfn, aLen > 2 ? arguments[2] : undefined, 2);\n    // if object isn't iterable or it's array with default iterator - use simple case\n    if (iterFn != undefined && !(C == Array && isArrayIter(iterFn))) {\n      for (iterator = iterFn.call(O), result = new C(); !(step = iterator.next()).done; index++) {\n        createProperty(result, index, mapping ? call(iterator, mapfn, [step.value, index], true) : step.value);\n      }\n    } else {\n      length = toLength(O.length);\n      for (result = new C(length); length > index; index++) {\n        createProperty(result, index, mapping ? mapfn(O[index], index) : O[index]);\n      }\n    }\n    result.length = index;\n    return result;\n  }\n});\n\n},{\"118\":118,\"119\":119,\"129\":129,\"24\":24,\"25\":25,\"33\":33,\"48\":48,\"53\":53,\"56\":56}],139:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $indexOf = _dereq_(11)(false);\nvar $native = [].indexOf;\nvar NEGATIVE_ZERO = !!$native && 1 / [1].indexOf(1, -0) < 0;\n\n$export($export.P + $export.F * (NEGATIVE_ZERO || !_dereq_(105)($native)), 'Array', {\n  // 22.1.3.11 / 15.4.4.14 Array.prototype.indexOf(searchElement [, fromIndex])\n  indexOf: function indexOf(searchElement /* , fromIndex = 0 */) {\n    return NEGATIVE_ZERO\n      // convert -0 to +0\n      ? $native.apply(this, arguments) || 0\n      : $indexOf(this, searchElement, arguments[1]);\n  }\n});\n\n},{\"105\":105,\"11\":11,\"33\":33}],140:[function(_dereq_,module,exports){\n// 22.1.2.2 / 15.4.3.2 Array.isArray(arg)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Array', { isArray: _dereq_(49) });\n\n},{\"33\":33,\"49\":49}],141:[function(_dereq_,module,exports){\n'use strict';\nvar addToUnscopables = _dereq_(5);\nvar step = _dereq_(57);\nvar Iterators = _dereq_(58);\nvar toIObject = _dereq_(117);\n\n// 22.1.3.4 Array.prototype.entries()\n// 22.1.3.13 Array.prototype.keys()\n// 22.1.3.29 Array.prototype.values()\n// 22.1.3.30 Array.prototype[@@iterator]()\nmodule.exports = _dereq_(55)(Array, 'Array', function (iterated, kind) {\n  this._t = toIObject(iterated); // target\n  this._i = 0;                   // next index\n  this._k = kind;                // kind\n// 22.1.5.2.1 %ArrayIteratorPrototype%.next()\n}, function () {\n  var O = this._t;\n  var kind = this._k;\n  var index = this._i++;\n  if (!O || index >= O.length) {\n    this._t = undefined;\n    return step(1);\n  }\n  if (kind == 'keys') return step(0, index);\n  if (kind == 'values') return step(0, O[index]);\n  return step(0, [index, O[index]]);\n}, 'values');\n\n// argumentsList[@@iterator] is %ArrayProto_values% (9.4.4.6, 9.4.4.7)\nIterators.Arguments = Iterators.Array;\n\naddToUnscopables('keys');\naddToUnscopables('values');\naddToUnscopables('entries');\n\n},{\"117\":117,\"5\":5,\"55\":55,\"57\":57,\"58\":58}],142:[function(_dereq_,module,exports){\n'use strict';\n// 22.1.3.13 Array.prototype.join(separator)\nvar $export = _dereq_(33);\nvar toIObject = _dereq_(117);\nvar arrayJoin = [].join;\n\n// fallback for not array-like strings\n$export($export.P + $export.F * (_dereq_(47) != Object || !_dereq_(105)(arrayJoin)), 'Array', {\n  join: function join(separator) {\n    return arrayJoin.call(toIObject(this), separator === undefined ? ',' : separator);\n  }\n});\n\n},{\"105\":105,\"117\":117,\"33\":33,\"47\":47}],143:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar toIObject = _dereq_(117);\nvar toInteger = _dereq_(116);\nvar toLength = _dereq_(118);\nvar $native = [].lastIndexOf;\nvar NEGATIVE_ZERO = !!$native && 1 / [1].lastIndexOf(1, -0) < 0;\n\n$export($export.P + $export.F * (NEGATIVE_ZERO || !_dereq_(105)($native)), 'Array', {\n  // 22.1.3.14 / 15.4.4.15 Array.prototype.lastIndexOf(searchElement [, fromIndex])\n  lastIndexOf: function lastIndexOf(searchElement /* , fromIndex = @[*-1] */) {\n    // convert -0 to +0\n    if (NEGATIVE_ZERO) return $native.apply(this, arguments) || 0;\n    var O = toIObject(this);\n    var length = toLength(O.length);\n    var index = length - 1;\n    if (arguments.length > 1) index = Math.min(index, toInteger(arguments[1]));\n    if (index < 0) index = length + index;\n    for (;index >= 0; index--) if (index in O) if (O[index] === searchElement) return index || 0;\n    return -1;\n  }\n});\n\n},{\"105\":105,\"116\":116,\"117\":117,\"118\":118,\"33\":33}],144:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $map = _dereq_(12)(1);\n\n$export($export.P + $export.F * !_dereq_(105)([].map, true), 'Array', {\n  // 22.1.3.15 / 15.4.4.19 Array.prototype.map(callbackfn [, thisArg])\n  map: function map(callbackfn /* , thisArg */) {\n    return $map(this, callbackfn, arguments[1]);\n  }\n});\n\n},{\"105\":105,\"12\":12,\"33\":33}],145:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar createProperty = _dereq_(24);\n\n// WebKit Array.of isn't generic\n$export($export.S + $export.F * _dereq_(35)(function () {\n  function F() { /* empty */ }\n  return !(Array.of.call(F) instanceof F);\n}), 'Array', {\n  // 22.1.2.3 Array.of( ...items)\n  of: function of(/* ...args */) {\n    var index = 0;\n    var aLen = arguments.length;\n    var result = new (typeof this == 'function' ? this : Array)(aLen);\n    while (aLen > index) createProperty(result, index, arguments[index++]);\n    result.length = aLen;\n    return result;\n  }\n});\n\n},{\"24\":24,\"33\":33,\"35\":35}],146:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $reduce = _dereq_(13);\n\n$export($export.P + $export.F * !_dereq_(105)([].reduceRight, true), 'Array', {\n  // 22.1.3.19 / 15.4.4.22 Array.prototype.reduceRight(callbackfn [, initialValue])\n  reduceRight: function reduceRight(callbackfn /* , initialValue */) {\n    return $reduce(this, callbackfn, arguments.length, arguments[1], true);\n  }\n});\n\n},{\"105\":105,\"13\":13,\"33\":33}],147:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $reduce = _dereq_(13);\n\n$export($export.P + $export.F * !_dereq_(105)([].reduce, true), 'Array', {\n  // 22.1.3.18 / 15.4.4.21 Array.prototype.reduce(callbackfn [, initialValue])\n  reduce: function reduce(callbackfn /* , initialValue */) {\n    return $reduce(this, callbackfn, arguments.length, arguments[1], false);\n  }\n});\n\n},{\"105\":105,\"13\":13,\"33\":33}],148:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar html = _dereq_(43);\nvar cof = _dereq_(18);\nvar toAbsoluteIndex = _dereq_(114);\nvar toLength = _dereq_(118);\nvar arraySlice = [].slice;\n\n// fallback for not array-like ES3 strings and DOM objects\n$export($export.P + $export.F * _dereq_(35)(function () {\n  if (html) arraySlice.call(html);\n}), 'Array', {\n  slice: function slice(begin, end) {\n    var len = toLength(this.length);\n    var klass = cof(this);\n    end = end === undefined ? len : end;\n    if (klass == 'Array') return arraySlice.call(this, begin, end);\n    var start = toAbsoluteIndex(begin, len);\n    var upTo = toAbsoluteIndex(end, len);\n    var size = toLength(upTo - start);\n    var cloned = Array(size);\n    var i = 0;\n    for (; i < size; i++) cloned[i] = klass == 'String'\n      ? this.charAt(start + i)\n      : this[start + i];\n    return cloned;\n  }\n});\n\n},{\"114\":114,\"118\":118,\"18\":18,\"33\":33,\"35\":35,\"43\":43}],149:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $some = _dereq_(12)(3);\n\n$export($export.P + $export.F * !_dereq_(105)([].some, true), 'Array', {\n  // 22.1.3.23 / 15.4.4.17 Array.prototype.some(callbackfn [, thisArg])\n  some: function some(callbackfn /* , thisArg */) {\n    return $some(this, callbackfn, arguments[1]);\n  }\n});\n\n},{\"105\":105,\"12\":12,\"33\":33}],150:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar aFunction = _dereq_(3);\nvar toObject = _dereq_(119);\nvar fails = _dereq_(35);\nvar $sort = [].sort;\nvar test = [1, 2, 3];\n\n$export($export.P + $export.F * (fails(function () {\n  // IE8-\n  test.sort(undefined);\n}) || !fails(function () {\n  // V8 bug\n  test.sort(null);\n  // Old WebKit\n}) || !_dereq_(105)($sort)), 'Array', {\n  // 22.1.3.25 Array.prototype.sort(comparefn)\n  sort: function sort(comparefn) {\n    return comparefn === undefined\n      ? $sort.call(toObject(this))\n      : $sort.call(toObject(this), aFunction(comparefn));\n  }\n});\n\n},{\"105\":105,\"119\":119,\"3\":3,\"33\":33,\"35\":35}],151:[function(_dereq_,module,exports){\n_dereq_(100)('Array');\n\n},{\"100\":100}],152:[function(_dereq_,module,exports){\n// 20.3.3.1 / 15.9.4.4 Date.now()\nvar $export = _dereq_(33);\n\n$export($export.S, 'Date', { now: function () { return new Date().getTime(); } });\n\n},{\"33\":33}],153:[function(_dereq_,module,exports){\n// 20.3.4.36 / 15.9.5.43 Date.prototype.toISOString()\nvar $export = _dereq_(33);\nvar toISOString = _dereq_(26);\n\n// PhantomJS / old WebKit has a broken implementations\n$export($export.P + $export.F * (Date.prototype.toISOString !== toISOString), 'Date', {\n  toISOString: toISOString\n});\n\n},{\"26\":26,\"33\":33}],154:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar toObject = _dereq_(119);\nvar toPrimitive = _dereq_(120);\n\n$export($export.P + $export.F * _dereq_(35)(function () {\n  return new Date(NaN).toJSON() !== null\n    || Date.prototype.toJSON.call({ toISOString: function () { return 1; } }) !== 1;\n}), 'Date', {\n  // eslint-disable-next-line no-unused-vars\n  toJSON: function toJSON(key) {\n    var O = toObject(this);\n    var pv = toPrimitive(O);\n    return typeof pv == 'number' && !isFinite(pv) ? null : O.toISOString();\n  }\n});\n\n},{\"119\":119,\"120\":120,\"33\":33,\"35\":35}],155:[function(_dereq_,module,exports){\nvar TO_PRIMITIVE = _dereq_(128)('toPrimitive');\nvar proto = Date.prototype;\n\nif (!(TO_PRIMITIVE in proto)) _dereq_(42)(proto, TO_PRIMITIVE, _dereq_(27));\n\n},{\"128\":128,\"27\":27,\"42\":42}],156:[function(_dereq_,module,exports){\nvar DateProto = Date.prototype;\nvar INVALID_DATE = 'Invalid Date';\nvar TO_STRING = 'toString';\nvar $toString = DateProto[TO_STRING];\nvar getTime = DateProto.getTime;\nif (new Date(NaN) + '' != INVALID_DATE) {\n  _dereq_(94)(DateProto, TO_STRING, function toString() {\n    var value = getTime.call(this);\n    // eslint-disable-next-line no-self-compare\n    return value === value ? $toString.call(this) : INVALID_DATE;\n  });\n}\n\n},{\"94\":94}],157:[function(_dereq_,module,exports){\n// 19.2.3.2 / 15.3.4.5 Function.prototype.bind(thisArg, args...)\nvar $export = _dereq_(33);\n\n$export($export.P, 'Function', { bind: _dereq_(16) });\n\n},{\"16\":16,\"33\":33}],158:[function(_dereq_,module,exports){\n'use strict';\nvar isObject = _dereq_(51);\nvar getPrototypeOf = _dereq_(79);\nvar HAS_INSTANCE = _dereq_(128)('hasInstance');\nvar FunctionProto = Function.prototype;\n// 19.2.3.6 Function.prototype[@@hasInstance](V)\nif (!(HAS_INSTANCE in FunctionProto)) _dereq_(72).f(FunctionProto, HAS_INSTANCE, { value: function (O) {\n  if (typeof this != 'function' || !isObject(O)) return false;\n  if (!isObject(this.prototype)) return O instanceof this;\n  // for environment w/o native `@@hasInstance` logic enough `instanceof`, but add this:\n  while (O = getPrototypeOf(O)) if (this.prototype === O) return true;\n  return false;\n} });\n\n},{\"128\":128,\"51\":51,\"72\":72,\"79\":79}],159:[function(_dereq_,module,exports){\nvar dP = _dereq_(72).f;\nvar FProto = Function.prototype;\nvar nameRE = /^\\s*function ([^ (]*)/;\nvar NAME = 'name';\n\n// 19.2.4.2 name\nNAME in FProto || _dereq_(29) && dP(FProto, NAME, {\n  configurable: true,\n  get: function () {\n    try {\n      return ('' + this).match(nameRE)[1];\n    } catch (e) {\n      return '';\n    }\n  }\n});\n\n},{\"29\":29,\"72\":72}],160:[function(_dereq_,module,exports){\n'use strict';\nvar strong = _dereq_(19);\nvar validate = _dereq_(125);\nvar MAP = 'Map';\n\n// 23.1 Map Objects\nmodule.exports = _dereq_(22)(MAP, function (get) {\n  return function Map() { return get(this, arguments.length > 0 ? arguments[0] : undefined); };\n}, {\n  // 23.1.3.6 Map.prototype.get(key)\n  get: function get(key) {\n    var entry = strong.getEntry(validate(this, MAP), key);\n    return entry && entry.v;\n  },\n  // 23.1.3.9 Map.prototype.set(key, value)\n  set: function set(key, value) {\n    return strong.def(validate(this, MAP), key === 0 ? 0 : key, value);\n  }\n}, strong, true);\n\n},{\"125\":125,\"19\":19,\"22\":22}],161:[function(_dereq_,module,exports){\n// 20.2.2.3 Math.acosh(x)\nvar $export = _dereq_(33);\nvar log1p = _dereq_(63);\nvar sqrt = Math.sqrt;\nvar $acosh = Math.acosh;\n\n$export($export.S + $export.F * !($acosh\n  // V8 bug: https://code.google.com/p/v8/issues/detail?id=3509\n  && Math.floor($acosh(Number.MAX_VALUE)) == 710\n  // Tor Browser bug: Math.acosh(Infinity) -> NaN\n  && $acosh(Infinity) == Infinity\n), 'Math', {\n  acosh: function acosh(x) {\n    return (x = +x) < 1 ? NaN : x > 94906265.62425156\n      ? Math.log(x) + Math.LN2\n      : log1p(x - 1 + sqrt(x - 1) * sqrt(x + 1));\n  }\n});\n\n},{\"33\":33,\"63\":63}],162:[function(_dereq_,module,exports){\n// 20.2.2.5 Math.asinh(x)\nvar $export = _dereq_(33);\nvar $asinh = Math.asinh;\n\nfunction asinh(x) {\n  return !isFinite(x = +x) || x == 0 ? x : x < 0 ? -asinh(-x) : Math.log(x + Math.sqrt(x * x + 1));\n}\n\n// Tor Browser bug: Math.asinh(0) -> -0\n$export($export.S + $export.F * !($asinh && 1 / $asinh(0) > 0), 'Math', { asinh: asinh });\n\n},{\"33\":33}],163:[function(_dereq_,module,exports){\n// 20.2.2.7 Math.atanh(x)\nvar $export = _dereq_(33);\nvar $atanh = Math.atanh;\n\n// Tor Browser bug: Math.atanh(-0) -> 0\n$export($export.S + $export.F * !($atanh && 1 / $atanh(-0) < 0), 'Math', {\n  atanh: function atanh(x) {\n    return (x = +x) == 0 ? x : Math.log((1 + x) / (1 - x)) / 2;\n  }\n});\n\n},{\"33\":33}],164:[function(_dereq_,module,exports){\n// 20.2.2.9 Math.cbrt(x)\nvar $export = _dereq_(33);\nvar sign = _dereq_(65);\n\n$export($export.S, 'Math', {\n  cbrt: function cbrt(x) {\n    return sign(x = +x) * Math.pow(Math.abs(x), 1 / 3);\n  }\n});\n\n},{\"33\":33,\"65\":65}],165:[function(_dereq_,module,exports){\n// 20.2.2.11 Math.clz32(x)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  clz32: function clz32(x) {\n    return (x >>>= 0) ? 31 - Math.floor(Math.log(x + 0.5) * Math.LOG2E) : 32;\n  }\n});\n\n},{\"33\":33}],166:[function(_dereq_,module,exports){\n// 20.2.2.12 Math.cosh(x)\nvar $export = _dereq_(33);\nvar exp = Math.exp;\n\n$export($export.S, 'Math', {\n  cosh: function cosh(x) {\n    return (exp(x = +x) + exp(-x)) / 2;\n  }\n});\n\n},{\"33\":33}],167:[function(_dereq_,module,exports){\n// 20.2.2.14 Math.expm1(x)\nvar $export = _dereq_(33);\nvar $expm1 = _dereq_(61);\n\n$export($export.S + $export.F * ($expm1 != Math.expm1), 'Math', { expm1: $expm1 });\n\n},{\"33\":33,\"61\":61}],168:[function(_dereq_,module,exports){\n// 20.2.2.16 Math.fround(x)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', { fround: _dereq_(62) });\n\n},{\"33\":33,\"62\":62}],169:[function(_dereq_,module,exports){\n// 20.2.2.17 Math.hypot([value1[, value2[, … ]]])\nvar $export = _dereq_(33);\nvar abs = Math.abs;\n\n$export($export.S, 'Math', {\n  hypot: function hypot(value1, value2) { // eslint-disable-line no-unused-vars\n    var sum = 0;\n    var i = 0;\n    var aLen = arguments.length;\n    var larg = 0;\n    var arg, div;\n    while (i < aLen) {\n      arg = abs(arguments[i++]);\n      if (larg < arg) {\n        div = larg / arg;\n        sum = sum * div * div + 1;\n        larg = arg;\n      } else if (arg > 0) {\n        div = arg / larg;\n        sum += div * div;\n      } else sum += arg;\n    }\n    return larg === Infinity ? Infinity : larg * Math.sqrt(sum);\n  }\n});\n\n},{\"33\":33}],170:[function(_dereq_,module,exports){\n// 20.2.2.18 Math.imul(x, y)\nvar $export = _dereq_(33);\nvar $imul = Math.imul;\n\n// some WebKit versions fails with big numbers, some has wrong arity\n$export($export.S + $export.F * _dereq_(35)(function () {\n  return $imul(0xffffffff, 5) != -5 || $imul.length != 2;\n}), 'Math', {\n  imul: function imul(x, y) {\n    var UINT16 = 0xffff;\n    var xn = +x;\n    var yn = +y;\n    var xl = UINT16 & xn;\n    var yl = UINT16 & yn;\n    return 0 | xl * yl + ((UINT16 & xn >>> 16) * yl + xl * (UINT16 & yn >>> 16) << 16 >>> 0);\n  }\n});\n\n},{\"33\":33,\"35\":35}],171:[function(_dereq_,module,exports){\n// 20.2.2.21 Math.log10(x)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  log10: function log10(x) {\n    return Math.log(x) * Math.LOG10E;\n  }\n});\n\n},{\"33\":33}],172:[function(_dereq_,module,exports){\n// 20.2.2.20 Math.log1p(x)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', { log1p: _dereq_(63) });\n\n},{\"33\":33,\"63\":63}],173:[function(_dereq_,module,exports){\n// 20.2.2.22 Math.log2(x)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  log2: function log2(x) {\n    return Math.log(x) / Math.LN2;\n  }\n});\n\n},{\"33\":33}],174:[function(_dereq_,module,exports){\n// 20.2.2.28 Math.sign(x)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', { sign: _dereq_(65) });\n\n},{\"33\":33,\"65\":65}],175:[function(_dereq_,module,exports){\n// 20.2.2.30 Math.sinh(x)\nvar $export = _dereq_(33);\nvar expm1 = _dereq_(61);\nvar exp = Math.exp;\n\n// V8 near Chromium 38 has a problem with very small numbers\n$export($export.S + $export.F * _dereq_(35)(function () {\n  return !Math.sinh(-2e-17) != -2e-17;\n}), 'Math', {\n  sinh: function sinh(x) {\n    return Math.abs(x = +x) < 1\n      ? (expm1(x) - expm1(-x)) / 2\n      : (exp(x - 1) - exp(-x - 1)) * (Math.E / 2);\n  }\n});\n\n},{\"33\":33,\"35\":35,\"61\":61}],176:[function(_dereq_,module,exports){\n// 20.2.2.33 Math.tanh(x)\nvar $export = _dereq_(33);\nvar expm1 = _dereq_(61);\nvar exp = Math.exp;\n\n$export($export.S, 'Math', {\n  tanh: function tanh(x) {\n    var a = expm1(x = +x);\n    var b = expm1(-x);\n    return a == Infinity ? 1 : b == Infinity ? -1 : (a - b) / (exp(x) + exp(-x));\n  }\n});\n\n},{\"33\":33,\"61\":61}],177:[function(_dereq_,module,exports){\n// 20.2.2.34 Math.trunc(x)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  trunc: function trunc(it) {\n    return (it > 0 ? Math.floor : Math.ceil)(it);\n  }\n});\n\n},{\"33\":33}],178:[function(_dereq_,module,exports){\n'use strict';\nvar global = _dereq_(40);\nvar has = _dereq_(41);\nvar cof = _dereq_(18);\nvar inheritIfRequired = _dereq_(45);\nvar toPrimitive = _dereq_(120);\nvar fails = _dereq_(35);\nvar gOPN = _dereq_(77).f;\nvar gOPD = _dereq_(75).f;\nvar dP = _dereq_(72).f;\nvar $trim = _dereq_(111).trim;\nvar NUMBER = 'Number';\nvar $Number = global[NUMBER];\nvar Base = $Number;\nvar proto = $Number.prototype;\n// Opera ~12 has broken Object#toString\nvar BROKEN_COF = cof(_dereq_(71)(proto)) == NUMBER;\nvar TRIM = 'trim' in String.prototype;\n\n// 7.1.3 ToNumber(argument)\nvar toNumber = function (argument) {\n  var it = toPrimitive(argument, false);\n  if (typeof it == 'string' && it.length > 2) {\n    it = TRIM ? it.trim() : $trim(it, 3);\n    var first = it.charCodeAt(0);\n    var third, radix, maxCode;\n    if (first === 43 || first === 45) {\n      third = it.charCodeAt(2);\n      if (third === 88 || third === 120) return NaN; // Number('+0x1') should be NaN, old V8 fix\n    } else if (first === 48) {\n      switch (it.charCodeAt(1)) {\n        case 66: case 98: radix = 2; maxCode = 49; break; // fast equal /^0b[01]+$/i\n        case 79: case 111: radix = 8; maxCode = 55; break; // fast equal /^0o[0-7]+$/i\n        default: return +it;\n      }\n      for (var digits = it.slice(2), i = 0, l = digits.length, code; i < l; i++) {\n        code = digits.charCodeAt(i);\n        // parseInt parses a string to a first unavailable symbol\n        // but ToNumber should return NaN if a string contains unavailable symbols\n        if (code < 48 || code > maxCode) return NaN;\n      } return parseInt(digits, radix);\n    }\n  } return +it;\n};\n\nif (!$Number(' 0o1') || !$Number('0b1') || $Number('+0x1')) {\n  $Number = function Number(value) {\n    var it = arguments.length < 1 ? 0 : value;\n    var that = this;\n    return that instanceof $Number\n      // check on 1..constructor(foo) case\n      && (BROKEN_COF ? fails(function () { proto.valueOf.call(that); }) : cof(that) != NUMBER)\n        ? inheritIfRequired(new Base(toNumber(it)), that, $Number) : toNumber(it);\n  };\n  for (var keys = _dereq_(29) ? gOPN(Base) : (\n    // ES3:\n    'MAX_VALUE,MIN_VALUE,NaN,NEGATIVE_INFINITY,POSITIVE_INFINITY,' +\n    // ES6 (in case, if modules with ES6 Number statics required before):\n    'EPSILON,isFinite,isInteger,isNaN,isSafeInteger,MAX_SAFE_INTEGER,' +\n    'MIN_SAFE_INTEGER,parseFloat,parseInt,isInteger'\n  ).split(','), j = 0, key; keys.length > j; j++) {\n    if (has(Base, key = keys[j]) && !has($Number, key)) {\n      dP($Number, key, gOPD(Base, key));\n    }\n  }\n  $Number.prototype = proto;\n  proto.constructor = $Number;\n  _dereq_(94)(global, NUMBER, $Number);\n}\n\n},{\"111\":111,\"120\":120,\"18\":18,\"29\":29,\"35\":35,\"40\":40,\"41\":41,\"45\":45,\"71\":71,\"72\":72,\"75\":75,\"77\":77,\"94\":94}],179:[function(_dereq_,module,exports){\n// 20.1.2.1 Number.EPSILON\nvar $export = _dereq_(33);\n\n$export($export.S, 'Number', { EPSILON: Math.pow(2, -52) });\n\n},{\"33\":33}],180:[function(_dereq_,module,exports){\n// 20.1.2.2 Number.isFinite(number)\nvar $export = _dereq_(33);\nvar _isFinite = _dereq_(40).isFinite;\n\n$export($export.S, 'Number', {\n  isFinite: function isFinite(it) {\n    return typeof it == 'number' && _isFinite(it);\n  }\n});\n\n},{\"33\":33,\"40\":40}],181:[function(_dereq_,module,exports){\n// 20.1.2.3 Number.isInteger(number)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Number', { isInteger: _dereq_(50) });\n\n},{\"33\":33,\"50\":50}],182:[function(_dereq_,module,exports){\n// 20.1.2.4 Number.isNaN(number)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Number', {\n  isNaN: function isNaN(number) {\n    // eslint-disable-next-line no-self-compare\n    return number != number;\n  }\n});\n\n},{\"33\":33}],183:[function(_dereq_,module,exports){\n// 20.1.2.5 Number.isSafeInteger(number)\nvar $export = _dereq_(33);\nvar isInteger = _dereq_(50);\nvar abs = Math.abs;\n\n$export($export.S, 'Number', {\n  isSafeInteger: function isSafeInteger(number) {\n    return isInteger(number) && abs(number) <= 0x1fffffffffffff;\n  }\n});\n\n},{\"33\":33,\"50\":50}],184:[function(_dereq_,module,exports){\n// 20.1.2.6 Number.MAX_SAFE_INTEGER\nvar $export = _dereq_(33);\n\n$export($export.S, 'Number', { MAX_SAFE_INTEGER: 0x1fffffffffffff });\n\n},{\"33\":33}],185:[function(_dereq_,module,exports){\n// 20.1.2.10 Number.MIN_SAFE_INTEGER\nvar $export = _dereq_(33);\n\n$export($export.S, 'Number', { MIN_SAFE_INTEGER: -0x1fffffffffffff });\n\n},{\"33\":33}],186:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar $parseFloat = _dereq_(86);\n// 20.1.2.12 Number.parseFloat(string)\n$export($export.S + $export.F * (Number.parseFloat != $parseFloat), 'Number', { parseFloat: $parseFloat });\n\n},{\"33\":33,\"86\":86}],187:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar $parseInt = _dereq_(87);\n// 20.1.2.13 Number.parseInt(string, radix)\n$export($export.S + $export.F * (Number.parseInt != $parseInt), 'Number', { parseInt: $parseInt });\n\n},{\"33\":33,\"87\":87}],188:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar toInteger = _dereq_(116);\nvar aNumberValue = _dereq_(4);\nvar repeat = _dereq_(110);\nvar $toFixed = 1.0.toFixed;\nvar floor = Math.floor;\nvar data = [0, 0, 0, 0, 0, 0];\nvar ERROR = 'Number.toFixed: incorrect invocation!';\nvar ZERO = '0';\n\nvar multiply = function (n, c) {\n  var i = -1;\n  var c2 = c;\n  while (++i < 6) {\n    c2 += n * data[i];\n    data[i] = c2 % 1e7;\n    c2 = floor(c2 / 1e7);\n  }\n};\nvar divide = function (n) {\n  var i = 6;\n  var c = 0;\n  while (--i >= 0) {\n    c += data[i];\n    data[i] = floor(c / n);\n    c = (c % n) * 1e7;\n  }\n};\nvar numToString = function () {\n  var i = 6;\n  var s = '';\n  while (--i >= 0) {\n    if (s !== '' || i === 0 || data[i] !== 0) {\n      var t = String(data[i]);\n      s = s === '' ? t : s + repeat.call(ZERO, 7 - t.length) + t;\n    }\n  } return s;\n};\nvar pow = function (x, n, acc) {\n  return n === 0 ? acc : n % 2 === 1 ? pow(x, n - 1, acc * x) : pow(x * x, n / 2, acc);\n};\nvar log = function (x) {\n  var n = 0;\n  var x2 = x;\n  while (x2 >= 4096) {\n    n += 12;\n    x2 /= 4096;\n  }\n  while (x2 >= 2) {\n    n += 1;\n    x2 /= 2;\n  } return n;\n};\n\n$export($export.P + $export.F * (!!$toFixed && (\n  0.00008.toFixed(3) !== '0.000' ||\n  0.9.toFixed(0) !== '1' ||\n  1.255.toFixed(2) !== '1.25' ||\n  1000000000000000128.0.toFixed(0) !== '1000000000000000128'\n) || !_dereq_(35)(function () {\n  // V8 ~ Android 4.3-\n  $toFixed.call({});\n})), 'Number', {\n  toFixed: function toFixed(fractionDigits) {\n    var x = aNumberValue(this, ERROR);\n    var f = toInteger(fractionDigits);\n    var s = '';\n    var m = ZERO;\n    var e, z, j, k;\n    if (f < 0 || f > 20) throw RangeError(ERROR);\n    // eslint-disable-next-line no-self-compare\n    if (x != x) return 'NaN';\n    if (x <= -1e21 || x >= 1e21) return String(x);\n    if (x < 0) {\n      s = '-';\n      x = -x;\n    }\n    if (x > 1e-21) {\n      e = log(x * pow(2, 69, 1)) - 69;\n      z = e < 0 ? x * pow(2, -e, 1) : x / pow(2, e, 1);\n      z *= 0x10000000000000;\n      e = 52 - e;\n      if (e > 0) {\n        multiply(0, z);\n        j = f;\n        while (j >= 7) {\n          multiply(1e7, 0);\n          j -= 7;\n        }\n        multiply(pow(10, j, 1), 0);\n        j = e - 1;\n        while (j >= 23) {\n          divide(1 << 23);\n          j -= 23;\n        }\n        divide(1 << j);\n        multiply(1, 1);\n        divide(2);\n        m = numToString();\n      } else {\n        multiply(0, z);\n        multiply(1 << -e, 0);\n        m = numToString() + repeat.call(ZERO, f);\n      }\n    }\n    if (f > 0) {\n      k = m.length;\n      m = s + (k <= f ? '0.' + repeat.call(ZERO, f - k) + m : m.slice(0, k - f) + '.' + m.slice(k - f));\n    } else {\n      m = s + m;\n    } return m;\n  }\n});\n\n},{\"110\":110,\"116\":116,\"33\":33,\"35\":35,\"4\":4}],189:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $fails = _dereq_(35);\nvar aNumberValue = _dereq_(4);\nvar $toPrecision = 1.0.toPrecision;\n\n$export($export.P + $export.F * ($fails(function () {\n  // IE7-\n  return $toPrecision.call(1, undefined) !== '1';\n}) || !$fails(function () {\n  // V8 ~ Android 4.3-\n  $toPrecision.call({});\n})), 'Number', {\n  toPrecision: function toPrecision(precision) {\n    var that = aNumberValue(this, 'Number#toPrecision: incorrect invocation!');\n    return precision === undefined ? $toPrecision.call(that) : $toPrecision.call(that, precision);\n  }\n});\n\n},{\"33\":33,\"35\":35,\"4\":4}],190:[function(_dereq_,module,exports){\n// 19.1.3.1 Object.assign(target, source)\nvar $export = _dereq_(33);\n\n$export($export.S + $export.F, 'Object', { assign: _dereq_(70) });\n\n},{\"33\":33,\"70\":70}],191:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\n// 19.1.2.2 / 15.2.3.5 Object.create(O [, Properties])\n$export($export.S, 'Object', { create: _dereq_(71) });\n\n},{\"33\":33,\"71\":71}],192:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\n// 19.1.2.3 / 15.2.3.7 Object.defineProperties(O, Properties)\n$export($export.S + $export.F * !_dereq_(29), 'Object', { defineProperties: _dereq_(73) });\n\n},{\"29\":29,\"33\":33,\"73\":73}],193:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\n// 19.1.2.4 / 15.2.3.6 Object.defineProperty(O, P, Attributes)\n$export($export.S + $export.F * !_dereq_(29), 'Object', { defineProperty: _dereq_(72).f });\n\n},{\"29\":29,\"33\":33,\"72\":72}],194:[function(_dereq_,module,exports){\n// 19.1.2.5 Object.freeze(O)\nvar isObject = _dereq_(51);\nvar meta = _dereq_(66).onFreeze;\n\n_dereq_(83)('freeze', function ($freeze) {\n  return function freeze(it) {\n    return $freeze && isObject(it) ? $freeze(meta(it)) : it;\n  };\n});\n\n},{\"51\":51,\"66\":66,\"83\":83}],195:[function(_dereq_,module,exports){\n// 19.1.2.6 Object.getOwnPropertyDescriptor(O, P)\nvar toIObject = _dereq_(117);\nvar $getOwnPropertyDescriptor = _dereq_(75).f;\n\n_dereq_(83)('getOwnPropertyDescriptor', function () {\n  return function getOwnPropertyDescriptor(it, key) {\n    return $getOwnPropertyDescriptor(toIObject(it), key);\n  };\n});\n\n},{\"117\":117,\"75\":75,\"83\":83}],196:[function(_dereq_,module,exports){\n// 19.1.2.7 Object.getOwnPropertyNames(O)\n_dereq_(83)('getOwnPropertyNames', function () {\n  return _dereq_(76).f;\n});\n\n},{\"76\":76,\"83\":83}],197:[function(_dereq_,module,exports){\n// 19.1.2.9 Object.getPrototypeOf(O)\nvar toObject = _dereq_(119);\nvar $getPrototypeOf = _dereq_(79);\n\n_dereq_(83)('getPrototypeOf', function () {\n  return function getPrototypeOf(it) {\n    return $getPrototypeOf(toObject(it));\n  };\n});\n\n},{\"119\":119,\"79\":79,\"83\":83}],198:[function(_dereq_,module,exports){\n// 19.1.2.11 Object.isExtensible(O)\nvar isObject = _dereq_(51);\n\n_dereq_(83)('isExtensible', function ($isExtensible) {\n  return function isExtensible(it) {\n    return isObject(it) ? $isExtensible ? $isExtensible(it) : true : false;\n  };\n});\n\n},{\"51\":51,\"83\":83}],199:[function(_dereq_,module,exports){\n// 19.1.2.12 Object.isFrozen(O)\nvar isObject = _dereq_(51);\n\n_dereq_(83)('isFrozen', function ($isFrozen) {\n  return function isFrozen(it) {\n    return isObject(it) ? $isFrozen ? $isFrozen(it) : false : true;\n  };\n});\n\n},{\"51\":51,\"83\":83}],200:[function(_dereq_,module,exports){\n// 19.1.2.13 Object.isSealed(O)\nvar isObject = _dereq_(51);\n\n_dereq_(83)('isSealed', function ($isSealed) {\n  return function isSealed(it) {\n    return isObject(it) ? $isSealed ? $isSealed(it) : false : true;\n  };\n});\n\n},{\"51\":51,\"83\":83}],201:[function(_dereq_,module,exports){\n// 19.1.3.10 Object.is(value1, value2)\nvar $export = _dereq_(33);\n$export($export.S, 'Object', { is: _dereq_(96) });\n\n},{\"33\":33,\"96\":96}],202:[function(_dereq_,module,exports){\n// 19.1.2.14 Object.keys(O)\nvar toObject = _dereq_(119);\nvar $keys = _dereq_(81);\n\n_dereq_(83)('keys', function () {\n  return function keys(it) {\n    return $keys(toObject(it));\n  };\n});\n\n},{\"119\":119,\"81\":81,\"83\":83}],203:[function(_dereq_,module,exports){\n// 19.1.2.15 Object.preventExtensions(O)\nvar isObject = _dereq_(51);\nvar meta = _dereq_(66).onFreeze;\n\n_dereq_(83)('preventExtensions', function ($preventExtensions) {\n  return function preventExtensions(it) {\n    return $preventExtensions && isObject(it) ? $preventExtensions(meta(it)) : it;\n  };\n});\n\n},{\"51\":51,\"66\":66,\"83\":83}],204:[function(_dereq_,module,exports){\n// 19.1.2.17 Object.seal(O)\nvar isObject = _dereq_(51);\nvar meta = _dereq_(66).onFreeze;\n\n_dereq_(83)('seal', function ($seal) {\n  return function seal(it) {\n    return $seal && isObject(it) ? $seal(meta(it)) : it;\n  };\n});\n\n},{\"51\":51,\"66\":66,\"83\":83}],205:[function(_dereq_,module,exports){\n// 19.1.3.19 Object.setPrototypeOf(O, proto)\nvar $export = _dereq_(33);\n$export($export.S, 'Object', { setPrototypeOf: _dereq_(99).set });\n\n},{\"33\":33,\"99\":99}],206:[function(_dereq_,module,exports){\n'use strict';\n// 19.1.3.6 Object.prototype.toString()\nvar classof = _dereq_(17);\nvar test = {};\ntest[_dereq_(128)('toStringTag')] = 'z';\nif (test + '' != '[object z]') {\n  _dereq_(94)(Object.prototype, 'toString', function toString() {\n    return '[object ' + classof(this) + ']';\n  }, true);\n}\n\n},{\"128\":128,\"17\":17,\"94\":94}],207:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar $parseFloat = _dereq_(86);\n// 18.2.4 parseFloat(string)\n$export($export.G + $export.F * (parseFloat != $parseFloat), { parseFloat: $parseFloat });\n\n},{\"33\":33,\"86\":86}],208:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar $parseInt = _dereq_(87);\n// 18.2.5 parseInt(string, radix)\n$export($export.G + $export.F * (parseInt != $parseInt), { parseInt: $parseInt });\n\n},{\"33\":33,\"87\":87}],209:[function(_dereq_,module,exports){\n'use strict';\nvar LIBRARY = _dereq_(60);\nvar global = _dereq_(40);\nvar ctx = _dereq_(25);\nvar classof = _dereq_(17);\nvar $export = _dereq_(33);\nvar isObject = _dereq_(51);\nvar aFunction = _dereq_(3);\nvar anInstance = _dereq_(6);\nvar forOf = _dereq_(39);\nvar speciesConstructor = _dereq_(104);\nvar task = _dereq_(113).set;\nvar microtask = _dereq_(68)();\nvar newPromiseCapabilityModule = _dereq_(69);\nvar perform = _dereq_(90);\nvar promiseResolve = _dereq_(91);\nvar PROMISE = 'Promise';\nvar TypeError = global.TypeError;\nvar process = global.process;\nvar $Promise = global[PROMISE];\nvar isNode = classof(process) == 'process';\nvar empty = function () { /* empty */ };\nvar Internal, newGenericPromiseCapability, OwnPromiseCapability, Wrapper;\nvar newPromiseCapability = newGenericPromiseCapability = newPromiseCapabilityModule.f;\n\nvar USE_NATIVE = !!function () {\n  try {\n    // correct subclassing with @@species support\n    var promise = $Promise.resolve(1);\n    var FakePromise = (promise.constructor = {})[_dereq_(128)('species')] = function (exec) {\n      exec(empty, empty);\n    };\n    // unhandled rejections tracking support, NodeJS Promise without it fails @@species test\n    return (isNode || typeof PromiseRejectionEvent == 'function') && promise.then(empty) instanceof FakePromise;\n  } catch (e) { /* empty */ }\n}();\n\n// helpers\nvar sameConstructor = LIBRARY ? function (a, b) {\n  // with library wrapper special case\n  return a === b || a === $Promise && b === Wrapper;\n} : function (a, b) {\n  return a === b;\n};\nvar isThenable = function (it) {\n  var then;\n  return isObject(it) && typeof (then = it.then) == 'function' ? then : false;\n};\nvar notify = function (promise, isReject) {\n  if (promise._n) return;\n  promise._n = true;\n  var chain = promise._c;\n  microtask(function () {\n    var value = promise._v;\n    var ok = promise._s == 1;\n    var i = 0;\n    var run = function (reaction) {\n      var handler = ok ? reaction.ok : reaction.fail;\n      var resolve = reaction.resolve;\n      var reject = reaction.reject;\n      var domain = reaction.domain;\n      var result, then;\n      try {\n        if (handler) {\n          if (!ok) {\n            if (promise._h == 2) onHandleUnhandled(promise);\n            promise._h = 1;\n          }\n          if (handler === true) result = value;\n          else {\n            if (domain) domain.enter();\n            result = handler(value);\n            if (domain) domain.exit();\n          }\n          if (result === reaction.promise) {\n            reject(TypeError('Promise-chain cycle'));\n          } else if (then = isThenable(result)) {\n            then.call(result, resolve, reject);\n          } else resolve(result);\n        } else reject(value);\n      } catch (e) {\n        reject(e);\n      }\n    };\n    while (chain.length > i) run(chain[i++]); // variable length - can't use forEach\n    promise._c = [];\n    promise._n = false;\n    if (isReject && !promise._h) onUnhandled(promise);\n  });\n};\nvar onUnhandled = function (promise) {\n  task.call(global, function () {\n    var value = promise._v;\n    var unhandled = isUnhandled(promise);\n    var result, handler, console;\n    if (unhandled) {\n      result = perform(function () {\n        if (isNode) {\n          process.emit('unhandledRejection', value, promise);\n        } else if (handler = global.onunhandledrejection) {\n          handler({ promise: promise, reason: value });\n        } else if ((console = global.console) && console.error) {\n          console.error('Unhandled promise rejection', value);\n        }\n      });\n      // Browsers should not trigger `rejectionHandled` event if it was handled here, NodeJS - should\n      promise._h = isNode || isUnhandled(promise) ? 2 : 1;\n    } promise._a = undefined;\n    if (unhandled && result.e) throw result.v;\n  });\n};\nvar isUnhandled = function (promise) {\n  if (promise._h == 1) return false;\n  var chain = promise._a || promise._c;\n  var i = 0;\n  var reaction;\n  while (chain.length > i) {\n    reaction = chain[i++];\n    if (reaction.fail || !isUnhandled(reaction.promise)) return false;\n  } return true;\n};\nvar onHandleUnhandled = function (promise) {\n  task.call(global, function () {\n    var handler;\n    if (isNode) {\n      process.emit('rejectionHandled', promise);\n    } else if (handler = global.onrejectionhandled) {\n      handler({ promise: promise, reason: promise._v });\n    }\n  });\n};\nvar $reject = function (value) {\n  var promise = this;\n  if (promise._d) return;\n  promise._d = true;\n  promise = promise._w || promise; // unwrap\n  promise._v = value;\n  promise._s = 2;\n  if (!promise._a) promise._a = promise._c.slice();\n  notify(promise, true);\n};\nvar $resolve = function (value) {\n  var promise = this;\n  var then;\n  if (promise._d) return;\n  promise._d = true;\n  promise = promise._w || promise; // unwrap\n  try {\n    if (promise === value) throw TypeError(\"Promise can't be resolved itself\");\n    if (then = isThenable(value)) {\n      microtask(function () {\n        var wrapper = { _w: promise, _d: false }; // wrap\n        try {\n          then.call(value, ctx($resolve, wrapper, 1), ctx($reject, wrapper, 1));\n        } catch (e) {\n          $reject.call(wrapper, e);\n        }\n      });\n    } else {\n      promise._v = value;\n      promise._s = 1;\n      notify(promise, false);\n    }\n  } catch (e) {\n    $reject.call({ _w: promise, _d: false }, e); // wrap\n  }\n};\n\n// constructor polyfill\nif (!USE_NATIVE) {\n  // 25.4.3.1 Promise(executor)\n  $Promise = function Promise(executor) {\n    anInstance(this, $Promise, PROMISE, '_h');\n    aFunction(executor);\n    Internal.call(this);\n    try {\n      executor(ctx($resolve, this, 1), ctx($reject, this, 1));\n    } catch (err) {\n      $reject.call(this, err);\n    }\n  };\n  // eslint-disable-next-line no-unused-vars\n  Internal = function Promise(executor) {\n    this._c = [];             // <- awaiting reactions\n    this._a = undefined;      // <- checked in isUnhandled reactions\n    this._s = 0;              // <- state\n    this._d = false;          // <- done\n    this._v = undefined;      // <- value\n    this._h = 0;              // <- rejection state, 0 - default, 1 - handled, 2 - unhandled\n    this._n = false;          // <- notify\n  };\n  Internal.prototype = _dereq_(93)($Promise.prototype, {\n    // 25.4.5.3 Promise.prototype.then(onFulfilled, onRejected)\n    then: function then(onFulfilled, onRejected) {\n      var reaction = newPromiseCapability(speciesConstructor(this, $Promise));\n      reaction.ok = typeof onFulfilled == 'function' ? onFulfilled : true;\n      reaction.fail = typeof onRejected == 'function' && onRejected;\n      reaction.domain = isNode ? process.domain : undefined;\n      this._c.push(reaction);\n      if (this._a) this._a.push(reaction);\n      if (this._s) notify(this, false);\n      return reaction.promise;\n    },\n    // 25.4.5.1 Promise.prototype.catch(onRejected)\n    'catch': function (onRejected) {\n      return this.then(undefined, onRejected);\n    }\n  });\n  OwnPromiseCapability = function () {\n    var promise = new Internal();\n    this.promise = promise;\n    this.resolve = ctx($resolve, promise, 1);\n    this.reject = ctx($reject, promise, 1);\n  };\n  newPromiseCapabilityModule.f = newPromiseCapability = function (C) {\n    return sameConstructor($Promise, C)\n      ? new OwnPromiseCapability(C)\n      : newGenericPromiseCapability(C);\n  };\n}\n\n$export($export.G + $export.W + $export.F * !USE_NATIVE, { Promise: $Promise });\n_dereq_(101)($Promise, PROMISE);\n_dereq_(100)(PROMISE);\nWrapper = _dereq_(23)[PROMISE];\n\n// statics\n$export($export.S + $export.F * !USE_NATIVE, PROMISE, {\n  // 25.4.4.5 Promise.reject(r)\n  reject: function reject(r) {\n    var capability = newPromiseCapability(this);\n    var $$reject = capability.reject;\n    $$reject(r);\n    return capability.promise;\n  }\n});\n$export($export.S + $export.F * (LIBRARY || !USE_NATIVE), PROMISE, {\n  // 25.4.4.6 Promise.resolve(x)\n  resolve: function resolve(x) {\n    // instanceof instead of internal slot check because we should fix it without replacement native Promise core\n    if (x instanceof $Promise && sameConstructor(x.constructor, this)) return x;\n    return promiseResolve(this, x);\n  }\n});\n$export($export.S + $export.F * !(USE_NATIVE && _dereq_(56)(function (iter) {\n  $Promise.all(iter)['catch'](empty);\n})), PROMISE, {\n  // 25.4.4.1 Promise.all(iterable)\n  all: function all(iterable) {\n    var C = this;\n    var capability = newPromiseCapability(C);\n    var resolve = capability.resolve;\n    var reject = capability.reject;\n    var result = perform(function () {\n      var values = [];\n      var index = 0;\n      var remaining = 1;\n      forOf(iterable, false, function (promise) {\n        var $index = index++;\n        var alreadyCalled = false;\n        values.push(undefined);\n        remaining++;\n        C.resolve(promise).then(function (value) {\n          if (alreadyCalled) return;\n          alreadyCalled = true;\n          values[$index] = value;\n          --remaining || resolve(values);\n        }, reject);\n      });\n      --remaining || resolve(values);\n    });\n    if (result.e) reject(result.v);\n    return capability.promise;\n  },\n  // 25.4.4.4 Promise.race(iterable)\n  race: function race(iterable) {\n    var C = this;\n    var capability = newPromiseCapability(C);\n    var reject = capability.reject;\n    var result = perform(function () {\n      forOf(iterable, false, function (promise) {\n        C.resolve(promise).then(capability.resolve, reject);\n      });\n    });\n    if (result.e) reject(result.v);\n    return capability.promise;\n  }\n});\n\n},{\"100\":100,\"101\":101,\"104\":104,\"113\":113,\"128\":128,\"17\":17,\"23\":23,\"25\":25,\"3\":3,\"33\":33,\"39\":39,\"40\":40,\"51\":51,\"56\":56,\"6\":6,\"60\":60,\"68\":68,\"69\":69,\"90\":90,\"91\":91,\"93\":93}],210:[function(_dereq_,module,exports){\n// 26.1.1 Reflect.apply(target, thisArgument, argumentsList)\nvar $export = _dereq_(33);\nvar aFunction = _dereq_(3);\nvar anObject = _dereq_(7);\nvar rApply = (_dereq_(40).Reflect || {}).apply;\nvar fApply = Function.apply;\n// MS Edge argumentsList argument is optional\n$export($export.S + $export.F * !_dereq_(35)(function () {\n  rApply(function () { /* empty */ });\n}), 'Reflect', {\n  apply: function apply(target, thisArgument, argumentsList) {\n    var T = aFunction(target);\n    var L = anObject(argumentsList);\n    return rApply ? rApply(T, thisArgument, L) : fApply.call(T, thisArgument, L);\n  }\n});\n\n},{\"3\":3,\"33\":33,\"35\":35,\"40\":40,\"7\":7}],211:[function(_dereq_,module,exports){\n// 26.1.2 Reflect.construct(target, argumentsList [, newTarget])\nvar $export = _dereq_(33);\nvar create = _dereq_(71);\nvar aFunction = _dereq_(3);\nvar anObject = _dereq_(7);\nvar isObject = _dereq_(51);\nvar fails = _dereq_(35);\nvar bind = _dereq_(16);\nvar rConstruct = (_dereq_(40).Reflect || {}).construct;\n\n// MS Edge supports only 2 arguments and argumentsList argument is optional\n// FF Nightly sets third argument as `new.target`, but does not create `this` from it\nvar NEW_TARGET_BUG = fails(function () {\n  function F() { /* empty */ }\n  return !(rConstruct(function () { /* empty */ }, [], F) instanceof F);\n});\nvar ARGS_BUG = !fails(function () {\n  rConstruct(function () { /* empty */ });\n});\n\n$export($export.S + $export.F * (NEW_TARGET_BUG || ARGS_BUG), 'Reflect', {\n  construct: function construct(Target, args /* , newTarget */) {\n    aFunction(Target);\n    anObject(args);\n    var newTarget = arguments.length < 3 ? Target : aFunction(arguments[2]);\n    if (ARGS_BUG && !NEW_TARGET_BUG) return rConstruct(Target, args, newTarget);\n    if (Target == newTarget) {\n      // w/o altered newTarget, optimization for 0-4 arguments\n      switch (args.length) {\n        case 0: return new Target();\n        case 1: return new Target(args[0]);\n        case 2: return new Target(args[0], args[1]);\n        case 3: return new Target(args[0], args[1], args[2]);\n        case 4: return new Target(args[0], args[1], args[2], args[3]);\n      }\n      // w/o altered newTarget, lot of arguments case\n      var $args = [null];\n      $args.push.apply($args, args);\n      return new (bind.apply(Target, $args))();\n    }\n    // with altered newTarget, not support built-in constructors\n    var proto = newTarget.prototype;\n    var instance = create(isObject(proto) ? proto : Object.prototype);\n    var result = Function.apply.call(Target, instance, args);\n    return isObject(result) ? result : instance;\n  }\n});\n\n},{\"16\":16,\"3\":3,\"33\":33,\"35\":35,\"40\":40,\"51\":51,\"7\":7,\"71\":71}],212:[function(_dereq_,module,exports){\n// 26.1.3 Reflect.defineProperty(target, propertyKey, attributes)\nvar dP = _dereq_(72);\nvar $export = _dereq_(33);\nvar anObject = _dereq_(7);\nvar toPrimitive = _dereq_(120);\n\n// MS Edge has broken Reflect.defineProperty - throwing instead of returning false\n$export($export.S + $export.F * _dereq_(35)(function () {\n  // eslint-disable-next-line no-undef\n  Reflect.defineProperty(dP.f({}, 1, { value: 1 }), 1, { value: 2 });\n}), 'Reflect', {\n  defineProperty: function defineProperty(target, propertyKey, attributes) {\n    anObject(target);\n    propertyKey = toPrimitive(propertyKey, true);\n    anObject(attributes);\n    try {\n      dP.f(target, propertyKey, attributes);\n      return true;\n    } catch (e) {\n      return false;\n    }\n  }\n});\n\n},{\"120\":120,\"33\":33,\"35\":35,\"7\":7,\"72\":72}],213:[function(_dereq_,module,exports){\n// 26.1.4 Reflect.deleteProperty(target, propertyKey)\nvar $export = _dereq_(33);\nvar gOPD = _dereq_(75).f;\nvar anObject = _dereq_(7);\n\n$export($export.S, 'Reflect', {\n  deleteProperty: function deleteProperty(target, propertyKey) {\n    var desc = gOPD(anObject(target), propertyKey);\n    return desc && !desc.configurable ? false : delete target[propertyKey];\n  }\n});\n\n},{\"33\":33,\"7\":7,\"75\":75}],214:[function(_dereq_,module,exports){\n'use strict';\n// 26.1.5 Reflect.enumerate(target)\nvar $export = _dereq_(33);\nvar anObject = _dereq_(7);\nvar Enumerate = function (iterated) {\n  this._t = anObject(iterated); // target\n  this._i = 0;                  // next index\n  var keys = this._k = [];      // keys\n  var key;\n  for (key in iterated) keys.push(key);\n};\n_dereq_(54)(Enumerate, 'Object', function () {\n  var that = this;\n  var keys = that._k;\n  var key;\n  do {\n    if (that._i >= keys.length) return { value: undefined, done: true };\n  } while (!((key = keys[that._i++]) in that._t));\n  return { value: key, done: false };\n});\n\n$export($export.S, 'Reflect', {\n  enumerate: function enumerate(target) {\n    return new Enumerate(target);\n  }\n});\n\n},{\"33\":33,\"54\":54,\"7\":7}],215:[function(_dereq_,module,exports){\n// 26.1.7 Reflect.getOwnPropertyDescriptor(target, propertyKey)\nvar gOPD = _dereq_(75);\nvar $export = _dereq_(33);\nvar anObject = _dereq_(7);\n\n$export($export.S, 'Reflect', {\n  getOwnPropertyDescriptor: function getOwnPropertyDescriptor(target, propertyKey) {\n    return gOPD.f(anObject(target), propertyKey);\n  }\n});\n\n},{\"33\":33,\"7\":7,\"75\":75}],216:[function(_dereq_,module,exports){\n// 26.1.8 Reflect.getPrototypeOf(target)\nvar $export = _dereq_(33);\nvar getProto = _dereq_(79);\nvar anObject = _dereq_(7);\n\n$export($export.S, 'Reflect', {\n  getPrototypeOf: function getPrototypeOf(target) {\n    return getProto(anObject(target));\n  }\n});\n\n},{\"33\":33,\"7\":7,\"79\":79}],217:[function(_dereq_,module,exports){\n// 26.1.6 Reflect.get(target, propertyKey [, receiver])\nvar gOPD = _dereq_(75);\nvar getPrototypeOf = _dereq_(79);\nvar has = _dereq_(41);\nvar $export = _dereq_(33);\nvar isObject = _dereq_(51);\nvar anObject = _dereq_(7);\n\nfunction get(target, propertyKey /* , receiver */) {\n  var receiver = arguments.length < 3 ? target : arguments[2];\n  var desc, proto;\n  if (anObject(target) === receiver) return target[propertyKey];\n  if (desc = gOPD.f(target, propertyKey)) return has(desc, 'value')\n    ? desc.value\n    : desc.get !== undefined\n      ? desc.get.call(receiver)\n      : undefined;\n  if (isObject(proto = getPrototypeOf(target))) return get(proto, propertyKey, receiver);\n}\n\n$export($export.S, 'Reflect', { get: get });\n\n},{\"33\":33,\"41\":41,\"51\":51,\"7\":7,\"75\":75,\"79\":79}],218:[function(_dereq_,module,exports){\n// 26.1.9 Reflect.has(target, propertyKey)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Reflect', {\n  has: function has(target, propertyKey) {\n    return propertyKey in target;\n  }\n});\n\n},{\"33\":33}],219:[function(_dereq_,module,exports){\n// 26.1.10 Reflect.isExtensible(target)\nvar $export = _dereq_(33);\nvar anObject = _dereq_(7);\nvar $isExtensible = Object.isExtensible;\n\n$export($export.S, 'Reflect', {\n  isExtensible: function isExtensible(target) {\n    anObject(target);\n    return $isExtensible ? $isExtensible(target) : true;\n  }\n});\n\n},{\"33\":33,\"7\":7}],220:[function(_dereq_,module,exports){\n// 26.1.11 Reflect.ownKeys(target)\nvar $export = _dereq_(33);\n\n$export($export.S, 'Reflect', { ownKeys: _dereq_(85) });\n\n},{\"33\":33,\"85\":85}],221:[function(_dereq_,module,exports){\n// 26.1.12 Reflect.preventExtensions(target)\nvar $export = _dereq_(33);\nvar anObject = _dereq_(7);\nvar $preventExtensions = Object.preventExtensions;\n\n$export($export.S, 'Reflect', {\n  preventExtensions: function preventExtensions(target) {\n    anObject(target);\n    try {\n      if ($preventExtensions) $preventExtensions(target);\n      return true;\n    } catch (e) {\n      return false;\n    }\n  }\n});\n\n},{\"33\":33,\"7\":7}],222:[function(_dereq_,module,exports){\n// 26.1.14 Reflect.setPrototypeOf(target, proto)\nvar $export = _dereq_(33);\nvar setProto = _dereq_(99);\n\nif (setProto) $export($export.S, 'Reflect', {\n  setPrototypeOf: function setPrototypeOf(target, proto) {\n    setProto.check(target, proto);\n    try {\n      setProto.set(target, proto);\n      return true;\n    } catch (e) {\n      return false;\n    }\n  }\n});\n\n},{\"33\":33,\"99\":99}],223:[function(_dereq_,module,exports){\n// 26.1.13 Reflect.set(target, propertyKey, V [, receiver])\nvar dP = _dereq_(72);\nvar gOPD = _dereq_(75);\nvar getPrototypeOf = _dereq_(79);\nvar has = _dereq_(41);\nvar $export = _dereq_(33);\nvar createDesc = _dereq_(92);\nvar anObject = _dereq_(7);\nvar isObject = _dereq_(51);\n\nfunction set(target, propertyKey, V /* , receiver */) {\n  var receiver = arguments.length < 4 ? target : arguments[3];\n  var ownDesc = gOPD.f(anObject(target), propertyKey);\n  var existingDescriptor, proto;\n  if (!ownDesc) {\n    if (isObject(proto = getPrototypeOf(target))) {\n      return set(proto, propertyKey, V, receiver);\n    }\n    ownDesc = createDesc(0);\n  }\n  if (has(ownDesc, 'value')) {\n    if (ownDesc.writable === false || !isObject(receiver)) return false;\n    existingDescriptor = gOPD.f(receiver, propertyKey) || createDesc(0);\n    existingDescriptor.value = V;\n    dP.f(receiver, propertyKey, existingDescriptor);\n    return true;\n  }\n  return ownDesc.set === undefined ? false : (ownDesc.set.call(receiver, V), true);\n}\n\n$export($export.S, 'Reflect', { set: set });\n\n},{\"33\":33,\"41\":41,\"51\":51,\"7\":7,\"72\":72,\"75\":75,\"79\":79,\"92\":92}],224:[function(_dereq_,module,exports){\nvar global = _dereq_(40);\nvar inheritIfRequired = _dereq_(45);\nvar dP = _dereq_(72).f;\nvar gOPN = _dereq_(77).f;\nvar isRegExp = _dereq_(52);\nvar $flags = _dereq_(37);\nvar $RegExp = global.RegExp;\nvar Base = $RegExp;\nvar proto = $RegExp.prototype;\nvar re1 = /a/g;\nvar re2 = /a/g;\n// \"new\" creates a new object, old webkit buggy here\nvar CORRECT_NEW = new $RegExp(re1) !== re1;\n\nif (_dereq_(29) && (!CORRECT_NEW || _dereq_(35)(function () {\n  re2[_dereq_(128)('match')] = false;\n  // RegExp constructor can alter flags and IsRegExp works correct with @@match\n  return $RegExp(re1) != re1 || $RegExp(re2) == re2 || $RegExp(re1, 'i') != '/a/i';\n}))) {\n  $RegExp = function RegExp(p, f) {\n    var tiRE = this instanceof $RegExp;\n    var piRE = isRegExp(p);\n    var fiU = f === undefined;\n    return !tiRE && piRE && p.constructor === $RegExp && fiU ? p\n      : inheritIfRequired(CORRECT_NEW\n        ? new Base(piRE && !fiU ? p.source : p, f)\n        : Base((piRE = p instanceof $RegExp) ? p.source : p, piRE && fiU ? $flags.call(p) : f)\n      , tiRE ? this : proto, $RegExp);\n  };\n  var proxy = function (key) {\n    key in $RegExp || dP($RegExp, key, {\n      configurable: true,\n      get: function () { return Base[key]; },\n      set: function (it) { Base[key] = it; }\n    });\n  };\n  for (var keys = gOPN(Base), i = 0; keys.length > i;) proxy(keys[i++]);\n  proto.constructor = $RegExp;\n  $RegExp.prototype = proto;\n  _dereq_(94)(global, 'RegExp', $RegExp);\n}\n\n_dereq_(100)('RegExp');\n\n},{\"100\":100,\"128\":128,\"29\":29,\"35\":35,\"37\":37,\"40\":40,\"45\":45,\"52\":52,\"72\":72,\"77\":77,\"94\":94}],225:[function(_dereq_,module,exports){\n// 21.2.5.3 get RegExp.prototype.flags()\nif (_dereq_(29) && /./g.flags != 'g') _dereq_(72).f(RegExp.prototype, 'flags', {\n  configurable: true,\n  get: _dereq_(37)\n});\n\n},{\"29\":29,\"37\":37,\"72\":72}],226:[function(_dereq_,module,exports){\n// @@match logic\n_dereq_(36)('match', 1, function (defined, MATCH, $match) {\n  // 21.1.3.11 String.prototype.match(regexp)\n  return [function match(regexp) {\n    'use strict';\n    var O = defined(this);\n    var fn = regexp == undefined ? undefined : regexp[MATCH];\n    return fn !== undefined ? fn.call(regexp, O) : new RegExp(regexp)[MATCH](String(O));\n  }, $match];\n});\n\n},{\"36\":36}],227:[function(_dereq_,module,exports){\n// @@replace logic\n_dereq_(36)('replace', 2, function (defined, REPLACE, $replace) {\n  // 21.1.3.14 String.prototype.replace(searchValue, replaceValue)\n  return [function replace(searchValue, replaceValue) {\n    'use strict';\n    var O = defined(this);\n    var fn = searchValue == undefined ? undefined : searchValue[REPLACE];\n    return fn !== undefined\n      ? fn.call(searchValue, O, replaceValue)\n      : $replace.call(String(O), searchValue, replaceValue);\n  }, $replace];\n});\n\n},{\"36\":36}],228:[function(_dereq_,module,exports){\n// @@search logic\n_dereq_(36)('search', 1, function (defined, SEARCH, $search) {\n  // 21.1.3.15 String.prototype.search(regexp)\n  return [function search(regexp) {\n    'use strict';\n    var O = defined(this);\n    var fn = regexp == undefined ? undefined : regexp[SEARCH];\n    return fn !== undefined ? fn.call(regexp, O) : new RegExp(regexp)[SEARCH](String(O));\n  }, $search];\n});\n\n},{\"36\":36}],229:[function(_dereq_,module,exports){\n// @@split logic\n_dereq_(36)('split', 2, function (defined, SPLIT, $split) {\n  'use strict';\n  var isRegExp = _dereq_(52);\n  var _split = $split;\n  var $push = [].push;\n  var $SPLIT = 'split';\n  var LENGTH = 'length';\n  var LAST_INDEX = 'lastIndex';\n  if (\n    'abbc'[$SPLIT](/(b)*/)[1] == 'c' ||\n    'test'[$SPLIT](/(?:)/, -1)[LENGTH] != 4 ||\n    'ab'[$SPLIT](/(?:ab)*/)[LENGTH] != 2 ||\n    '.'[$SPLIT](/(.?)(.?)/)[LENGTH] != 4 ||\n    '.'[$SPLIT](/()()/)[LENGTH] > 1 ||\n    ''[$SPLIT](/.?/)[LENGTH]\n  ) {\n    var NPCG = /()??/.exec('')[1] === undefined; // nonparticipating capturing group\n    // based on es5-shim implementation, need to rework it\n    $split = function (separator, limit) {\n      var string = String(this);\n      if (separator === undefined && limit === 0) return [];\n      // If `separator` is not a regex, use native split\n      if (!isRegExp(separator)) return _split.call(string, separator, limit);\n      var output = [];\n      var flags = (separator.ignoreCase ? 'i' : '') +\n                  (separator.multiline ? 'm' : '') +\n                  (separator.unicode ? 'u' : '') +\n                  (separator.sticky ? 'y' : '');\n      var lastLastIndex = 0;\n      var splitLimit = limit === undefined ? 4294967295 : limit >>> 0;\n      // Make `global` and avoid `lastIndex` issues by working with a copy\n      var separatorCopy = new RegExp(separator.source, flags + 'g');\n      var separator2, match, lastIndex, lastLength, i;\n      // Doesn't need flags gy, but they don't hurt\n      if (!NPCG) separator2 = new RegExp('^' + separatorCopy.source + '$(?!\\\\s)', flags);\n      while (match = separatorCopy.exec(string)) {\n        // `separatorCopy.lastIndex` is not reliable cross-browser\n        lastIndex = match.index + match[0][LENGTH];\n        if (lastIndex > lastLastIndex) {\n          output.push(string.slice(lastLastIndex, match.index));\n          // Fix browsers whose `exec` methods don't consistently return `undefined` for NPCG\n          // eslint-disable-next-line no-loop-func\n          if (!NPCG && match[LENGTH] > 1) match[0].replace(separator2, function () {\n            for (i = 1; i < arguments[LENGTH] - 2; i++) if (arguments[i] === undefined) match[i] = undefined;\n          });\n          if (match[LENGTH] > 1 && match.index < string[LENGTH]) $push.apply(output, match.slice(1));\n          lastLength = match[0][LENGTH];\n          lastLastIndex = lastIndex;\n          if (output[LENGTH] >= splitLimit) break;\n        }\n        if (separatorCopy[LAST_INDEX] === match.index) separatorCopy[LAST_INDEX]++; // Avoid an infinite loop\n      }\n      if (lastLastIndex === string[LENGTH]) {\n        if (lastLength || !separatorCopy.test('')) output.push('');\n      } else output.push(string.slice(lastLastIndex));\n      return output[LENGTH] > splitLimit ? output.slice(0, splitLimit) : output;\n    };\n  // Chakra, V8\n  } else if ('0'[$SPLIT](undefined, 0)[LENGTH]) {\n    $split = function (separator, limit) {\n      return separator === undefined && limit === 0 ? [] : _split.call(this, separator, limit);\n    };\n  }\n  // 21.1.3.17 String.prototype.split(separator, limit)\n  return [function split(separator, limit) {\n    var O = defined(this);\n    var fn = separator == undefined ? undefined : separator[SPLIT];\n    return fn !== undefined ? fn.call(separator, O, limit) : $split.call(String(O), separator, limit);\n  }, $split];\n});\n\n},{\"36\":36,\"52\":52}],230:[function(_dereq_,module,exports){\n'use strict';\n_dereq_(225);\nvar anObject = _dereq_(7);\nvar $flags = _dereq_(37);\nvar DESCRIPTORS = _dereq_(29);\nvar TO_STRING = 'toString';\nvar $toString = /./[TO_STRING];\n\nvar define = function (fn) {\n  _dereq_(94)(RegExp.prototype, TO_STRING, fn, true);\n};\n\n// 21.2.5.14 RegExp.prototype.toString()\nif (_dereq_(35)(function () { return $toString.call({ source: 'a', flags: 'b' }) != '/a/b'; })) {\n  define(function toString() {\n    var R = anObject(this);\n    return '/'.concat(R.source, '/',\n      'flags' in R ? R.flags : !DESCRIPTORS && R instanceof RegExp ? $flags.call(R) : undefined);\n  });\n// FF44- RegExp#toString has a wrong name\n} else if ($toString.name != TO_STRING) {\n  define(function toString() {\n    return $toString.call(this);\n  });\n}\n\n},{\"225\":225,\"29\":29,\"35\":35,\"37\":37,\"7\":7,\"94\":94}],231:[function(_dereq_,module,exports){\n'use strict';\nvar strong = _dereq_(19);\nvar validate = _dereq_(125);\nvar SET = 'Set';\n\n// 23.2 Set Objects\nmodule.exports = _dereq_(22)(SET, function (get) {\n  return function Set() { return get(this, arguments.length > 0 ? arguments[0] : undefined); };\n}, {\n  // 23.2.3.1 Set.prototype.add(value)\n  add: function add(value) {\n    return strong.def(validate(this, SET), value = value === 0 ? 0 : value, value);\n  }\n}, strong);\n\n},{\"125\":125,\"19\":19,\"22\":22}],232:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.2 String.prototype.anchor(name)\n_dereq_(108)('anchor', function (createHTML) {\n  return function anchor(name) {\n    return createHTML(this, 'a', 'name', name);\n  };\n});\n\n},{\"108\":108}],233:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.3 String.prototype.big()\n_dereq_(108)('big', function (createHTML) {\n  return function big() {\n    return createHTML(this, 'big', '', '');\n  };\n});\n\n},{\"108\":108}],234:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.4 String.prototype.blink()\n_dereq_(108)('blink', function (createHTML) {\n  return function blink() {\n    return createHTML(this, 'blink', '', '');\n  };\n});\n\n},{\"108\":108}],235:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.5 String.prototype.bold()\n_dereq_(108)('bold', function (createHTML) {\n  return function bold() {\n    return createHTML(this, 'b', '', '');\n  };\n});\n\n},{\"108\":108}],236:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $at = _dereq_(106)(false);\n$export($export.P, 'String', {\n  // 21.1.3.3 String.prototype.codePointAt(pos)\n  codePointAt: function codePointAt(pos) {\n    return $at(this, pos);\n  }\n});\n\n},{\"106\":106,\"33\":33}],237:[function(_dereq_,module,exports){\n// 21.1.3.6 String.prototype.endsWith(searchString [, endPosition])\n'use strict';\nvar $export = _dereq_(33);\nvar toLength = _dereq_(118);\nvar context = _dereq_(107);\nvar ENDS_WITH = 'endsWith';\nvar $endsWith = ''[ENDS_WITH];\n\n$export($export.P + $export.F * _dereq_(34)(ENDS_WITH), 'String', {\n  endsWith: function endsWith(searchString /* , endPosition = @length */) {\n    var that = context(this, searchString, ENDS_WITH);\n    var endPosition = arguments.length > 1 ? arguments[1] : undefined;\n    var len = toLength(that.length);\n    var end = endPosition === undefined ? len : Math.min(toLength(endPosition), len);\n    var search = String(searchString);\n    return $endsWith\n      ? $endsWith.call(that, search, end)\n      : that.slice(end - search.length, end) === search;\n  }\n});\n\n},{\"107\":107,\"118\":118,\"33\":33,\"34\":34}],238:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.6 String.prototype.fixed()\n_dereq_(108)('fixed', function (createHTML) {\n  return function fixed() {\n    return createHTML(this, 'tt', '', '');\n  };\n});\n\n},{\"108\":108}],239:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.7 String.prototype.fontcolor(color)\n_dereq_(108)('fontcolor', function (createHTML) {\n  return function fontcolor(color) {\n    return createHTML(this, 'font', 'color', color);\n  };\n});\n\n},{\"108\":108}],240:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.8 String.prototype.fontsize(size)\n_dereq_(108)('fontsize', function (createHTML) {\n  return function fontsize(size) {\n    return createHTML(this, 'font', 'size', size);\n  };\n});\n\n},{\"108\":108}],241:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar toAbsoluteIndex = _dereq_(114);\nvar fromCharCode = String.fromCharCode;\nvar $fromCodePoint = String.fromCodePoint;\n\n// length should be 1, old FF problem\n$export($export.S + $export.F * (!!$fromCodePoint && $fromCodePoint.length != 1), 'String', {\n  // 21.1.2.2 String.fromCodePoint(...codePoints)\n  fromCodePoint: function fromCodePoint(x) { // eslint-disable-line no-unused-vars\n    var res = [];\n    var aLen = arguments.length;\n    var i = 0;\n    var code;\n    while (aLen > i) {\n      code = +arguments[i++];\n      if (toAbsoluteIndex(code, 0x10ffff) !== code) throw RangeError(code + ' is not a valid code point');\n      res.push(code < 0x10000\n        ? fromCharCode(code)\n        : fromCharCode(((code -= 0x10000) >> 10) + 0xd800, code % 0x400 + 0xdc00)\n      );\n    } return res.join('');\n  }\n});\n\n},{\"114\":114,\"33\":33}],242:[function(_dereq_,module,exports){\n// 21.1.3.7 String.prototype.includes(searchString, position = 0)\n'use strict';\nvar $export = _dereq_(33);\nvar context = _dereq_(107);\nvar INCLUDES = 'includes';\n\n$export($export.P + $export.F * _dereq_(34)(INCLUDES), 'String', {\n  includes: function includes(searchString /* , position = 0 */) {\n    return !!~context(this, searchString, INCLUDES)\n      .indexOf(searchString, arguments.length > 1 ? arguments[1] : undefined);\n  }\n});\n\n},{\"107\":107,\"33\":33,\"34\":34}],243:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.9 String.prototype.italics()\n_dereq_(108)('italics', function (createHTML) {\n  return function italics() {\n    return createHTML(this, 'i', '', '');\n  };\n});\n\n},{\"108\":108}],244:[function(_dereq_,module,exports){\n'use strict';\nvar $at = _dereq_(106)(true);\n\n// 21.1.3.27 String.prototype[@@iterator]()\n_dereq_(55)(String, 'String', function (iterated) {\n  this._t = String(iterated); // target\n  this._i = 0;                // next index\n// 21.1.5.2.1 %StringIteratorPrototype%.next()\n}, function () {\n  var O = this._t;\n  var index = this._i;\n  var point;\n  if (index >= O.length) return { value: undefined, done: true };\n  point = $at(O, index);\n  this._i += point.length;\n  return { value: point, done: false };\n});\n\n},{\"106\":106,\"55\":55}],245:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.10 String.prototype.link(url)\n_dereq_(108)('link', function (createHTML) {\n  return function link(url) {\n    return createHTML(this, 'a', 'href', url);\n  };\n});\n\n},{\"108\":108}],246:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar toIObject = _dereq_(117);\nvar toLength = _dereq_(118);\n\n$export($export.S, 'String', {\n  // 21.1.2.4 String.raw(callSite, ...substitutions)\n  raw: function raw(callSite) {\n    var tpl = toIObject(callSite.raw);\n    var len = toLength(tpl.length);\n    var aLen = arguments.length;\n    var res = [];\n    var i = 0;\n    while (len > i) {\n      res.push(String(tpl[i++]));\n      if (i < aLen) res.push(String(arguments[i]));\n    } return res.join('');\n  }\n});\n\n},{\"117\":117,\"118\":118,\"33\":33}],247:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\n\n$export($export.P, 'String', {\n  // 21.1.3.13 String.prototype.repeat(count)\n  repeat: _dereq_(110)\n});\n\n},{\"110\":110,\"33\":33}],248:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.11 String.prototype.small()\n_dereq_(108)('small', function (createHTML) {\n  return function small() {\n    return createHTML(this, 'small', '', '');\n  };\n});\n\n},{\"108\":108}],249:[function(_dereq_,module,exports){\n// 21.1.3.18 String.prototype.startsWith(searchString [, position ])\n'use strict';\nvar $export = _dereq_(33);\nvar toLength = _dereq_(118);\nvar context = _dereq_(107);\nvar STARTS_WITH = 'startsWith';\nvar $startsWith = ''[STARTS_WITH];\n\n$export($export.P + $export.F * _dereq_(34)(STARTS_WITH), 'String', {\n  startsWith: function startsWith(searchString /* , position = 0 */) {\n    var that = context(this, searchString, STARTS_WITH);\n    var index = toLength(Math.min(arguments.length > 1 ? arguments[1] : undefined, that.length));\n    var search = String(searchString);\n    return $startsWith\n      ? $startsWith.call(that, search, index)\n      : that.slice(index, index + search.length) === search;\n  }\n});\n\n},{\"107\":107,\"118\":118,\"33\":33,\"34\":34}],250:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.12 String.prototype.strike()\n_dereq_(108)('strike', function (createHTML) {\n  return function strike() {\n    return createHTML(this, 'strike', '', '');\n  };\n});\n\n},{\"108\":108}],251:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.13 String.prototype.sub()\n_dereq_(108)('sub', function (createHTML) {\n  return function sub() {\n    return createHTML(this, 'sub', '', '');\n  };\n});\n\n},{\"108\":108}],252:[function(_dereq_,module,exports){\n'use strict';\n// B.2.3.14 String.prototype.sup()\n_dereq_(108)('sup', function (createHTML) {\n  return function sup() {\n    return createHTML(this, 'sup', '', '');\n  };\n});\n\n},{\"108\":108}],253:[function(_dereq_,module,exports){\n'use strict';\n// 21.1.3.25 String.prototype.trim()\n_dereq_(111)('trim', function ($trim) {\n  return function trim() {\n    return $trim(this, 3);\n  };\n});\n\n},{\"111\":111}],254:[function(_dereq_,module,exports){\n'use strict';\n// ECMAScript 6 symbols shim\nvar global = _dereq_(40);\nvar has = _dereq_(41);\nvar DESCRIPTORS = _dereq_(29);\nvar $export = _dereq_(33);\nvar redefine = _dereq_(94);\nvar META = _dereq_(66).KEY;\nvar $fails = _dereq_(35);\nvar shared = _dereq_(103);\nvar setToStringTag = _dereq_(101);\nvar uid = _dereq_(124);\nvar wks = _dereq_(128);\nvar wksExt = _dereq_(127);\nvar wksDefine = _dereq_(126);\nvar keyOf = _dereq_(59);\nvar enumKeys = _dereq_(32);\nvar isArray = _dereq_(49);\nvar anObject = _dereq_(7);\nvar toIObject = _dereq_(117);\nvar toPrimitive = _dereq_(120);\nvar createDesc = _dereq_(92);\nvar _create = _dereq_(71);\nvar gOPNExt = _dereq_(76);\nvar $GOPD = _dereq_(75);\nvar $DP = _dereq_(72);\nvar $keys = _dereq_(81);\nvar gOPD = $GOPD.f;\nvar dP = $DP.f;\nvar gOPN = gOPNExt.f;\nvar $Symbol = global.Symbol;\nvar $JSON = global.JSON;\nvar _stringify = $JSON && $JSON.stringify;\nvar PROTOTYPE = 'prototype';\nvar HIDDEN = wks('_hidden');\nvar TO_PRIMITIVE = wks('toPrimitive');\nvar isEnum = {}.propertyIsEnumerable;\nvar SymbolRegistry = shared('symbol-registry');\nvar AllSymbols = shared('symbols');\nvar OPSymbols = shared('op-symbols');\nvar ObjectProto = Object[PROTOTYPE];\nvar USE_NATIVE = typeof $Symbol == 'function';\nvar QObject = global.QObject;\n// Don't use setters in Qt Script, https://github.com/zloirock/core-js/issues/173\nvar setter = !QObject || !QObject[PROTOTYPE] || !QObject[PROTOTYPE].findChild;\n\n// fallback for old Android, https://code.google.com/p/v8/issues/detail?id=687\nvar setSymbolDesc = DESCRIPTORS && $fails(function () {\n  return _create(dP({}, 'a', {\n    get: function () { return dP(this, 'a', { value: 7 }).a; }\n  })).a != 7;\n}) ? function (it, key, D) {\n  var protoDesc = gOPD(ObjectProto, key);\n  if (protoDesc) delete ObjectProto[key];\n  dP(it, key, D);\n  if (protoDesc && it !== ObjectProto) dP(ObjectProto, key, protoDesc);\n} : dP;\n\nvar wrap = function (tag) {\n  var sym = AllSymbols[tag] = _create($Symbol[PROTOTYPE]);\n  sym._k = tag;\n  return sym;\n};\n\nvar isSymbol = USE_NATIVE && typeof $Symbol.iterator == 'symbol' ? function (it) {\n  return typeof it == 'symbol';\n} : function (it) {\n  return it instanceof $Symbol;\n};\n\nvar $defineProperty = function defineProperty(it, key, D) {\n  if (it === ObjectProto) $defineProperty(OPSymbols, key, D);\n  anObject(it);\n  key = toPrimitive(key, true);\n  anObject(D);\n  if (has(AllSymbols, key)) {\n    if (!D.enumerable) {\n      if (!has(it, HIDDEN)) dP(it, HIDDEN, createDesc(1, {}));\n      it[HIDDEN][key] = true;\n    } else {\n      if (has(it, HIDDEN) && it[HIDDEN][key]) it[HIDDEN][key] = false;\n      D = _create(D, { enumerable: createDesc(0, false) });\n    } return setSymbolDesc(it, key, D);\n  } return dP(it, key, D);\n};\nvar $defineProperties = function defineProperties(it, P) {\n  anObject(it);\n  var keys = enumKeys(P = toIObject(P));\n  var i = 0;\n  var l = keys.length;\n  var key;\n  while (l > i) $defineProperty(it, key = keys[i++], P[key]);\n  return it;\n};\nvar $create = function create(it, P) {\n  return P === undefined ? _create(it) : $defineProperties(_create(it), P);\n};\nvar $propertyIsEnumerable = function propertyIsEnumerable(key) {\n  var E = isEnum.call(this, key = toPrimitive(key, true));\n  if (this === ObjectProto && has(AllSymbols, key) && !has(OPSymbols, key)) return false;\n  return E || !has(this, key) || !has(AllSymbols, key) || has(this, HIDDEN) && this[HIDDEN][key] ? E : true;\n};\nvar $getOwnPropertyDescriptor = function getOwnPropertyDescriptor(it, key) {\n  it = toIObject(it);\n  key = toPrimitive(key, true);\n  if (it === ObjectProto && has(AllSymbols, key) && !has(OPSymbols, key)) return;\n  var D = gOPD(it, key);\n  if (D && has(AllSymbols, key) && !(has(it, HIDDEN) && it[HIDDEN][key])) D.enumerable = true;\n  return D;\n};\nvar $getOwnPropertyNames = function getOwnPropertyNames(it) {\n  var names = gOPN(toIObject(it));\n  var result = [];\n  var i = 0;\n  var key;\n  while (names.length > i) {\n    if (!has(AllSymbols, key = names[i++]) && key != HIDDEN && key != META) result.push(key);\n  } return result;\n};\nvar $getOwnPropertySymbols = function getOwnPropertySymbols(it) {\n  var IS_OP = it === ObjectProto;\n  var names = gOPN(IS_OP ? OPSymbols : toIObject(it));\n  var result = [];\n  var i = 0;\n  var key;\n  while (names.length > i) {\n    if (has(AllSymbols, key = names[i++]) && (IS_OP ? has(ObjectProto, key) : true)) result.push(AllSymbols[key]);\n  } return result;\n};\n\n// 19.4.1.1 Symbol([description])\nif (!USE_NATIVE) {\n  $Symbol = function Symbol() {\n    if (this instanceof $Symbol) throw TypeError('Symbol is not a constructor!');\n    var tag = uid(arguments.length > 0 ? arguments[0] : undefined);\n    var $set = function (value) {\n      if (this === ObjectProto) $set.call(OPSymbols, value);\n      if (has(this, HIDDEN) && has(this[HIDDEN], tag)) this[HIDDEN][tag] = false;\n      setSymbolDesc(this, tag, createDesc(1, value));\n    };\n    if (DESCRIPTORS && setter) setSymbolDesc(ObjectProto, tag, { configurable: true, set: $set });\n    return wrap(tag);\n  };\n  redefine($Symbol[PROTOTYPE], 'toString', function toString() {\n    return this._k;\n  });\n\n  $GOPD.f = $getOwnPropertyDescriptor;\n  $DP.f = $defineProperty;\n  _dereq_(77).f = gOPNExt.f = $getOwnPropertyNames;\n  _dereq_(82).f = $propertyIsEnumerable;\n  _dereq_(78).f = $getOwnPropertySymbols;\n\n  if (DESCRIPTORS && !_dereq_(60)) {\n    redefine(ObjectProto, 'propertyIsEnumerable', $propertyIsEnumerable, true);\n  }\n\n  wksExt.f = function (name) {\n    return wrap(wks(name));\n  };\n}\n\n$export($export.G + $export.W + $export.F * !USE_NATIVE, { Symbol: $Symbol });\n\nfor (var es6Symbols = (\n  // 19.4.2.2, 19.4.2.3, 19.4.2.4, 19.4.2.6, 19.4.2.8, 19.4.2.9, 19.4.2.10, 19.4.2.11, 19.4.2.12, 19.4.2.13, 19.4.2.14\n  'hasInstance,isConcatSpreadable,iterator,match,replace,search,species,split,toPrimitive,toStringTag,unscopables'\n).split(','), j = 0; es6Symbols.length > j;)wks(es6Symbols[j++]);\n\nfor (var wellKnownSymbols = $keys(wks.store), k = 0; wellKnownSymbols.length > k;) wksDefine(wellKnownSymbols[k++]);\n\n$export($export.S + $export.F * !USE_NATIVE, 'Symbol', {\n  // 19.4.2.1 Symbol.for(key)\n  'for': function (key) {\n    return has(SymbolRegistry, key += '')\n      ? SymbolRegistry[key]\n      : SymbolRegistry[key] = $Symbol(key);\n  },\n  // 19.4.2.5 Symbol.keyFor(sym)\n  keyFor: function keyFor(key) {\n    if (isSymbol(key)) return keyOf(SymbolRegistry, key);\n    throw TypeError(key + ' is not a symbol!');\n  },\n  useSetter: function () { setter = true; },\n  useSimple: function () { setter = false; }\n});\n\n$export($export.S + $export.F * !USE_NATIVE, 'Object', {\n  // 19.1.2.2 Object.create(O [, Properties])\n  create: $create,\n  // 19.1.2.4 Object.defineProperty(O, P, Attributes)\n  defineProperty: $defineProperty,\n  // 19.1.2.3 Object.defineProperties(O, Properties)\n  defineProperties: $defineProperties,\n  // 19.1.2.6 Object.getOwnPropertyDescriptor(O, P)\n  getOwnPropertyDescriptor: $getOwnPropertyDescriptor,\n  // 19.1.2.7 Object.getOwnPropertyNames(O)\n  getOwnPropertyNames: $getOwnPropertyNames,\n  // 19.1.2.8 Object.getOwnPropertySymbols(O)\n  getOwnPropertySymbols: $getOwnPropertySymbols\n});\n\n// 24.3.2 JSON.stringify(value [, replacer [, space]])\n$JSON && $export($export.S + $export.F * (!USE_NATIVE || $fails(function () {\n  var S = $Symbol();\n  // MS Edge converts symbol values to JSON as {}\n  // WebKit converts symbol values to JSON as null\n  // V8 throws on boxed symbols\n  return _stringify([S]) != '[null]' || _stringify({ a: S }) != '{}' || _stringify(Object(S)) != '{}';\n})), 'JSON', {\n  stringify: function stringify(it) {\n    if (it === undefined || isSymbol(it)) return; // IE8 returns string on undefined\n    var args = [it];\n    var i = 1;\n    var replacer, $replacer;\n    while (arguments.length > i) args.push(arguments[i++]);\n    replacer = args[1];\n    if (typeof replacer == 'function') $replacer = replacer;\n    if ($replacer || !isArray(replacer)) replacer = function (key, value) {\n      if ($replacer) value = $replacer.call(this, key, value);\n      if (!isSymbol(value)) return value;\n    };\n    args[1] = replacer;\n    return _stringify.apply($JSON, args);\n  }\n});\n\n// 19.4.3.4 Symbol.prototype[@@toPrimitive](hint)\n$Symbol[PROTOTYPE][TO_PRIMITIVE] || _dereq_(42)($Symbol[PROTOTYPE], TO_PRIMITIVE, $Symbol[PROTOTYPE].valueOf);\n// 19.4.3.5 Symbol.prototype[@@toStringTag]\nsetToStringTag($Symbol, 'Symbol');\n// 20.2.1.9 Math[@@toStringTag]\nsetToStringTag(Math, 'Math', true);\n// 24.3.3 JSON[@@toStringTag]\nsetToStringTag(global.JSON, 'JSON', true);\n\n},{\"101\":101,\"103\":103,\"117\":117,\"120\":120,\"124\":124,\"126\":126,\"127\":127,\"128\":128,\"29\":29,\"32\":32,\"33\":33,\"35\":35,\"40\":40,\"41\":41,\"42\":42,\"49\":49,\"59\":59,\"60\":60,\"66\":66,\"7\":7,\"71\":71,\"72\":72,\"75\":75,\"76\":76,\"77\":77,\"78\":78,\"81\":81,\"82\":82,\"92\":92,\"94\":94}],255:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar $typed = _dereq_(123);\nvar buffer = _dereq_(122);\nvar anObject = _dereq_(7);\nvar toAbsoluteIndex = _dereq_(114);\nvar toLength = _dereq_(118);\nvar isObject = _dereq_(51);\nvar ArrayBuffer = _dereq_(40).ArrayBuffer;\nvar speciesConstructor = _dereq_(104);\nvar $ArrayBuffer = buffer.ArrayBuffer;\nvar $DataView = buffer.DataView;\nvar $isView = $typed.ABV && ArrayBuffer.isView;\nvar $slice = $ArrayBuffer.prototype.slice;\nvar VIEW = $typed.VIEW;\nvar ARRAY_BUFFER = 'ArrayBuffer';\n\n$export($export.G + $export.W + $export.F * (ArrayBuffer !== $ArrayBuffer), { ArrayBuffer: $ArrayBuffer });\n\n$export($export.S + $export.F * !$typed.CONSTR, ARRAY_BUFFER, {\n  // 24.1.3.1 ArrayBuffer.isView(arg)\n  isView: function isView(it) {\n    return $isView && $isView(it) || isObject(it) && VIEW in it;\n  }\n});\n\n$export($export.P + $export.U + $export.F * _dereq_(35)(function () {\n  return !new $ArrayBuffer(2).slice(1, undefined).byteLength;\n}), ARRAY_BUFFER, {\n  // 24.1.4.3 ArrayBuffer.prototype.slice(start, end)\n  slice: function slice(start, end) {\n    if ($slice !== undefined && end === undefined) return $slice.call(anObject(this), start); // FF fix\n    var len = anObject(this).byteLength;\n    var first = toAbsoluteIndex(start, len);\n    var final = toAbsoluteIndex(end === undefined ? len : end, len);\n    var result = new (speciesConstructor(this, $ArrayBuffer))(toLength(final - first));\n    var viewS = new $DataView(this);\n    var viewT = new $DataView(result);\n    var index = 0;\n    while (first < final) {\n      viewT.setUint8(index++, viewS.getUint8(first++));\n    } return result;\n  }\n});\n\n_dereq_(100)(ARRAY_BUFFER);\n\n},{\"100\":100,\"104\":104,\"114\":114,\"118\":118,\"122\":122,\"123\":123,\"33\":33,\"35\":35,\"40\":40,\"51\":51,\"7\":7}],256:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\n$export($export.G + $export.W + $export.F * !_dereq_(123).ABV, {\n  DataView: _dereq_(122).DataView\n});\n\n},{\"122\":122,\"123\":123,\"33\":33}],257:[function(_dereq_,module,exports){\n_dereq_(121)('Float32', 4, function (init) {\n  return function Float32Array(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n});\n\n},{\"121\":121}],258:[function(_dereq_,module,exports){\n_dereq_(121)('Float64', 8, function (init) {\n  return function Float64Array(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n});\n\n},{\"121\":121}],259:[function(_dereq_,module,exports){\n_dereq_(121)('Int16', 2, function (init) {\n  return function Int16Array(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n});\n\n},{\"121\":121}],260:[function(_dereq_,module,exports){\n_dereq_(121)('Int32', 4, function (init) {\n  return function Int32Array(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n});\n\n},{\"121\":121}],261:[function(_dereq_,module,exports){\n_dereq_(121)('Int8', 1, function (init) {\n  return function Int8Array(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n});\n\n},{\"121\":121}],262:[function(_dereq_,module,exports){\n_dereq_(121)('Uint16', 2, function (init) {\n  return function Uint16Array(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n});\n\n},{\"121\":121}],263:[function(_dereq_,module,exports){\n_dereq_(121)('Uint32', 4, function (init) {\n  return function Uint32Array(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n});\n\n},{\"121\":121}],264:[function(_dereq_,module,exports){\n_dereq_(121)('Uint8', 1, function (init) {\n  return function Uint8Array(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n});\n\n},{\"121\":121}],265:[function(_dereq_,module,exports){\n_dereq_(121)('Uint8', 1, function (init) {\n  return function Uint8ClampedArray(data, byteOffset, length) {\n    return init(this, data, byteOffset, length);\n  };\n}, true);\n\n},{\"121\":121}],266:[function(_dereq_,module,exports){\n'use strict';\nvar each = _dereq_(12)(0);\nvar redefine = _dereq_(94);\nvar meta = _dereq_(66);\nvar assign = _dereq_(70);\nvar weak = _dereq_(21);\nvar isObject = _dereq_(51);\nvar fails = _dereq_(35);\nvar validate = _dereq_(125);\nvar WEAK_MAP = 'WeakMap';\nvar getWeak = meta.getWeak;\nvar isExtensible = Object.isExtensible;\nvar uncaughtFrozenStore = weak.ufstore;\nvar tmp = {};\nvar InternalMap;\n\nvar wrapper = function (get) {\n  return function WeakMap() {\n    return get(this, arguments.length > 0 ? arguments[0] : undefined);\n  };\n};\n\nvar methods = {\n  // 23.3.3.3 WeakMap.prototype.get(key)\n  get: function get(key) {\n    if (isObject(key)) {\n      var data = getWeak(key);\n      if (data === true) return uncaughtFrozenStore(validate(this, WEAK_MAP)).get(key);\n      return data ? data[this._i] : undefined;\n    }\n  },\n  // 23.3.3.5 WeakMap.prototype.set(key, value)\n  set: function set(key, value) {\n    return weak.def(validate(this, WEAK_MAP), key, value);\n  }\n};\n\n// 23.3 WeakMap Objects\nvar $WeakMap = module.exports = _dereq_(22)(WEAK_MAP, wrapper, methods, weak, true, true);\n\n// IE11 WeakMap frozen keys fix\nif (fails(function () { return new $WeakMap().set((Object.freeze || Object)(tmp), 7).get(tmp) != 7; })) {\n  InternalMap = weak.getConstructor(wrapper, WEAK_MAP);\n  assign(InternalMap.prototype, methods);\n  meta.NEED = true;\n  each(['delete', 'has', 'get', 'set'], function (key) {\n    var proto = $WeakMap.prototype;\n    var method = proto[key];\n    redefine(proto, key, function (a, b) {\n      // store frozen objects on internal weakmap shim\n      if (isObject(a) && !isExtensible(a)) {\n        if (!this._f) this._f = new InternalMap();\n        var result = this._f[key](a, b);\n        return key == 'set' ? this : result;\n      // store all the rest on native weakmap\n      } return method.call(this, a, b);\n    });\n  });\n}\n\n},{\"12\":12,\"125\":125,\"21\":21,\"22\":22,\"35\":35,\"51\":51,\"66\":66,\"70\":70,\"94\":94}],267:[function(_dereq_,module,exports){\n'use strict';\nvar weak = _dereq_(21);\nvar validate = _dereq_(125);\nvar WEAK_SET = 'WeakSet';\n\n// 23.4 WeakSet Objects\n_dereq_(22)(WEAK_SET, function (get) {\n  return function WeakSet() { return get(this, arguments.length > 0 ? arguments[0] : undefined); };\n}, {\n  // 23.4.3.1 WeakSet.prototype.add(value)\n  add: function add(value) {\n    return weak.def(validate(this, WEAK_SET), value, true);\n  }\n}, weak, false, true);\n\n},{\"125\":125,\"21\":21,\"22\":22}],268:[function(_dereq_,module,exports){\n'use strict';\n// https://tc39.github.io/proposal-flatMap/#sec-Array.prototype.flatMap\nvar $export = _dereq_(33);\nvar flattenIntoArray = _dereq_(38);\nvar toObject = _dereq_(119);\nvar toLength = _dereq_(118);\nvar aFunction = _dereq_(3);\nvar arraySpeciesCreate = _dereq_(15);\n\n$export($export.P, 'Array', {\n  flatMap: function flatMap(callbackfn /* , thisArg */) {\n    var O = toObject(this);\n    var sourceLen, A;\n    aFunction(callbackfn);\n    sourceLen = toLength(O.length);\n    A = arraySpeciesCreate(O, 0);\n    flattenIntoArray(A, O, O, sourceLen, 0, 1, callbackfn, arguments[1]);\n    return A;\n  }\n});\n\n_dereq_(5)('flatMap');\n\n},{\"118\":118,\"119\":119,\"15\":15,\"3\":3,\"33\":33,\"38\":38,\"5\":5}],269:[function(_dereq_,module,exports){\n'use strict';\n// https://tc39.github.io/proposal-flatMap/#sec-Array.prototype.flatten\nvar $export = _dereq_(33);\nvar flattenIntoArray = _dereq_(38);\nvar toObject = _dereq_(119);\nvar toLength = _dereq_(118);\nvar toInteger = _dereq_(116);\nvar arraySpeciesCreate = _dereq_(15);\n\n$export($export.P, 'Array', {\n  flatten: function flatten(/* depthArg = 1 */) {\n    var depthArg = arguments[0];\n    var O = toObject(this);\n    var sourceLen = toLength(O.length);\n    var A = arraySpeciesCreate(O, 0);\n    flattenIntoArray(A, O, O, sourceLen, 0, depthArg === undefined ? 1 : toInteger(depthArg));\n    return A;\n  }\n});\n\n_dereq_(5)('flatten');\n\n},{\"116\":116,\"118\":118,\"119\":119,\"15\":15,\"33\":33,\"38\":38,\"5\":5}],270:[function(_dereq_,module,exports){\n'use strict';\n// https://github.com/tc39/Array.prototype.includes\nvar $export = _dereq_(33);\nvar $includes = _dereq_(11)(true);\n\n$export($export.P, 'Array', {\n  includes: function includes(el /* , fromIndex = 0 */) {\n    return $includes(this, el, arguments.length > 1 ? arguments[1] : undefined);\n  }\n});\n\n_dereq_(5)('includes');\n\n},{\"11\":11,\"33\":33,\"5\":5}],271:[function(_dereq_,module,exports){\n// https://github.com/rwaldron/tc39-notes/blob/master/es6/2014-09/sept-25.md#510-globalasap-for-enqueuing-a-microtask\nvar $export = _dereq_(33);\nvar microtask = _dereq_(68)();\nvar process = _dereq_(40).process;\nvar isNode = _dereq_(18)(process) == 'process';\n\n$export($export.G, {\n  asap: function asap(fn) {\n    var domain = isNode && process.domain;\n    microtask(domain ? domain.bind(fn) : fn);\n  }\n});\n\n},{\"18\":18,\"33\":33,\"40\":40,\"68\":68}],272:[function(_dereq_,module,exports){\n// https://github.com/ljharb/proposal-is-error\nvar $export = _dereq_(33);\nvar cof = _dereq_(18);\n\n$export($export.S, 'Error', {\n  isError: function isError(it) {\n    return cof(it) === 'Error';\n  }\n});\n\n},{\"18\":18,\"33\":33}],273:[function(_dereq_,module,exports){\n// https://github.com/tc39/proposal-global\nvar $export = _dereq_(33);\n\n$export($export.G, { global: _dereq_(40) });\n\n},{\"33\":33,\"40\":40}],274:[function(_dereq_,module,exports){\n// https://tc39.github.io/proposal-setmap-offrom/#sec-map.from\n_dereq_(97)('Map');\n\n},{\"97\":97}],275:[function(_dereq_,module,exports){\n// https://tc39.github.io/proposal-setmap-offrom/#sec-map.of\n_dereq_(98)('Map');\n\n},{\"98\":98}],276:[function(_dereq_,module,exports){\n// https://github.com/DavidBruant/Map-Set.prototype.toJSON\nvar $export = _dereq_(33);\n\n$export($export.P + $export.R, 'Map', { toJSON: _dereq_(20)('Map') });\n\n},{\"20\":20,\"33\":33}],277:[function(_dereq_,module,exports){\n// https://rwaldron.github.io/proposal-math-extensions/\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  clamp: function clamp(x, lower, upper) {\n    return Math.min(upper, Math.max(lower, x));\n  }\n});\n\n},{\"33\":33}],278:[function(_dereq_,module,exports){\n// https://rwaldron.github.io/proposal-math-extensions/\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', { DEG_PER_RAD: Math.PI / 180 });\n\n},{\"33\":33}],279:[function(_dereq_,module,exports){\n// https://rwaldron.github.io/proposal-math-extensions/\nvar $export = _dereq_(33);\nvar RAD_PER_DEG = 180 / Math.PI;\n\n$export($export.S, 'Math', {\n  degrees: function degrees(radians) {\n    return radians * RAD_PER_DEG;\n  }\n});\n\n},{\"33\":33}],280:[function(_dereq_,module,exports){\n// https://rwaldron.github.io/proposal-math-extensions/\nvar $export = _dereq_(33);\nvar scale = _dereq_(64);\nvar fround = _dereq_(62);\n\n$export($export.S, 'Math', {\n  fscale: function fscale(x, inLow, inHigh, outLow, outHigh) {\n    return fround(scale(x, inLow, inHigh, outLow, outHigh));\n  }\n});\n\n},{\"33\":33,\"62\":62,\"64\":64}],281:[function(_dereq_,module,exports){\n// https://gist.github.com/BrendanEich/4294d5c212a6d2254703\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  iaddh: function iaddh(x0, x1, y0, y1) {\n    var $x0 = x0 >>> 0;\n    var $x1 = x1 >>> 0;\n    var $y0 = y0 >>> 0;\n    return $x1 + (y1 >>> 0) + (($x0 & $y0 | ($x0 | $y0) & ~($x0 + $y0 >>> 0)) >>> 31) | 0;\n  }\n});\n\n},{\"33\":33}],282:[function(_dereq_,module,exports){\n// https://gist.github.com/BrendanEich/4294d5c212a6d2254703\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  imulh: function imulh(u, v) {\n    var UINT16 = 0xffff;\n    var $u = +u;\n    var $v = +v;\n    var u0 = $u & UINT16;\n    var v0 = $v & UINT16;\n    var u1 = $u >> 16;\n    var v1 = $v >> 16;\n    var t = (u1 * v0 >>> 0) + (u0 * v0 >>> 16);\n    return u1 * v1 + (t >> 16) + ((u0 * v1 >>> 0) + (t & UINT16) >> 16);\n  }\n});\n\n},{\"33\":33}],283:[function(_dereq_,module,exports){\n// https://gist.github.com/BrendanEich/4294d5c212a6d2254703\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  isubh: function isubh(x0, x1, y0, y1) {\n    var $x0 = x0 >>> 0;\n    var $x1 = x1 >>> 0;\n    var $y0 = y0 >>> 0;\n    return $x1 - (y1 >>> 0) - ((~$x0 & $y0 | ~($x0 ^ $y0) & $x0 - $y0 >>> 0) >>> 31) | 0;\n  }\n});\n\n},{\"33\":33}],284:[function(_dereq_,module,exports){\n// https://rwaldron.github.io/proposal-math-extensions/\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', { RAD_PER_DEG: 180 / Math.PI });\n\n},{\"33\":33}],285:[function(_dereq_,module,exports){\n// https://rwaldron.github.io/proposal-math-extensions/\nvar $export = _dereq_(33);\nvar DEG_PER_RAD = Math.PI / 180;\n\n$export($export.S, 'Math', {\n  radians: function radians(degrees) {\n    return degrees * DEG_PER_RAD;\n  }\n});\n\n},{\"33\":33}],286:[function(_dereq_,module,exports){\n// https://rwaldron.github.io/proposal-math-extensions/\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', { scale: _dereq_(64) });\n\n},{\"33\":33,\"64\":64}],287:[function(_dereq_,module,exports){\n// http://jfbastien.github.io/papers/Math.signbit.html\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', { signbit: function signbit(x) {\n  // eslint-disable-next-line no-self-compare\n  return (x = +x) != x ? x : x == 0 ? 1 / x == Infinity : x > 0;\n} });\n\n},{\"33\":33}],288:[function(_dereq_,module,exports){\n// https://gist.github.com/BrendanEich/4294d5c212a6d2254703\nvar $export = _dereq_(33);\n\n$export($export.S, 'Math', {\n  umulh: function umulh(u, v) {\n    var UINT16 = 0xffff;\n    var $u = +u;\n    var $v = +v;\n    var u0 = $u & UINT16;\n    var v0 = $v & UINT16;\n    var u1 = $u >>> 16;\n    var v1 = $v >>> 16;\n    var t = (u1 * v0 >>> 0) + (u0 * v0 >>> 16);\n    return u1 * v1 + (t >>> 16) + ((u0 * v1 >>> 0) + (t & UINT16) >>> 16);\n  }\n});\n\n},{\"33\":33}],289:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar toObject = _dereq_(119);\nvar aFunction = _dereq_(3);\nvar $defineProperty = _dereq_(72);\n\n// B.2.2.2 Object.prototype.__defineGetter__(P, getter)\n_dereq_(29) && $export($export.P + _dereq_(74), 'Object', {\n  __defineGetter__: function __defineGetter__(P, getter) {\n    $defineProperty.f(toObject(this), P, { get: aFunction(getter), enumerable: true, configurable: true });\n  }\n});\n\n},{\"119\":119,\"29\":29,\"3\":3,\"33\":33,\"72\":72,\"74\":74}],290:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar toObject = _dereq_(119);\nvar aFunction = _dereq_(3);\nvar $defineProperty = _dereq_(72);\n\n// B.2.2.3 Object.prototype.__defineSetter__(P, setter)\n_dereq_(29) && $export($export.P + _dereq_(74), 'Object', {\n  __defineSetter__: function __defineSetter__(P, setter) {\n    $defineProperty.f(toObject(this), P, { set: aFunction(setter), enumerable: true, configurable: true });\n  }\n});\n\n},{\"119\":119,\"29\":29,\"3\":3,\"33\":33,\"72\":72,\"74\":74}],291:[function(_dereq_,module,exports){\n// https://github.com/tc39/proposal-object-values-entries\nvar $export = _dereq_(33);\nvar $entries = _dereq_(84)(true);\n\n$export($export.S, 'Object', {\n  entries: function entries(it) {\n    return $entries(it);\n  }\n});\n\n},{\"33\":33,\"84\":84}],292:[function(_dereq_,module,exports){\n// https://github.com/tc39/proposal-object-getownpropertydescriptors\nvar $export = _dereq_(33);\nvar ownKeys = _dereq_(85);\nvar toIObject = _dereq_(117);\nvar gOPD = _dereq_(75);\nvar createProperty = _dereq_(24);\n\n$export($export.S, 'Object', {\n  getOwnPropertyDescriptors: function getOwnPropertyDescriptors(object) {\n    var O = toIObject(object);\n    var getDesc = gOPD.f;\n    var keys = ownKeys(O);\n    var result = {};\n    var i = 0;\n    var key, desc;\n    while (keys.length > i) {\n      desc = getDesc(O, key = keys[i++]);\n      if (desc !== undefined) createProperty(result, key, desc);\n    }\n    return result;\n  }\n});\n\n},{\"117\":117,\"24\":24,\"33\":33,\"75\":75,\"85\":85}],293:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar toObject = _dereq_(119);\nvar toPrimitive = _dereq_(120);\nvar getPrototypeOf = _dereq_(79);\nvar getOwnPropertyDescriptor = _dereq_(75).f;\n\n// B.2.2.4 Object.prototype.__lookupGetter__(P)\n_dereq_(29) && $export($export.P + _dereq_(74), 'Object', {\n  __lookupGetter__: function __lookupGetter__(P) {\n    var O = toObject(this);\n    var K = toPrimitive(P, true);\n    var D;\n    do {\n      if (D = getOwnPropertyDescriptor(O, K)) return D.get;\n    } while (O = getPrototypeOf(O));\n  }\n});\n\n},{\"119\":119,\"120\":120,\"29\":29,\"33\":33,\"74\":74,\"75\":75,\"79\":79}],294:[function(_dereq_,module,exports){\n'use strict';\nvar $export = _dereq_(33);\nvar toObject = _dereq_(119);\nvar toPrimitive = _dereq_(120);\nvar getPrototypeOf = _dereq_(79);\nvar getOwnPropertyDescriptor = _dereq_(75).f;\n\n// B.2.2.5 Object.prototype.__lookupSetter__(P)\n_dereq_(29) && $export($export.P + _dereq_(74), 'Object', {\n  __lookupSetter__: function __lookupSetter__(P) {\n    var O = toObject(this);\n    var K = toPrimitive(P, true);\n    var D;\n    do {\n      if (D = getOwnPropertyDescriptor(O, K)) return D.set;\n    } while (O = getPrototypeOf(O));\n  }\n});\n\n},{\"119\":119,\"120\":120,\"29\":29,\"33\":33,\"74\":74,\"75\":75,\"79\":79}],295:[function(_dereq_,module,exports){\n// https://github.com/tc39/proposal-object-values-entries\nvar $export = _dereq_(33);\nvar $values = _dereq_(84)(false);\n\n$export($export.S, 'Object', {\n  values: function values(it) {\n    return $values(it);\n  }\n});\n\n},{\"33\":33,\"84\":84}],296:[function(_dereq_,module,exports){\n'use strict';\n// https://github.com/zenparsing/es-observable\nvar $export = _dereq_(33);\nvar global = _dereq_(40);\nvar core = _dereq_(23);\nvar microtask = _dereq_(68)();\nvar OBSERVABLE = _dereq_(128)('observable');\nvar aFunction = _dereq_(3);\nvar anObject = _dereq_(7);\nvar anInstance = _dereq_(6);\nvar redefineAll = _dereq_(93);\nvar hide = _dereq_(42);\nvar forOf = _dereq_(39);\nvar RETURN = forOf.RETURN;\n\nvar getMethod = function (fn) {\n  return fn == null ? undefined : aFunction(fn);\n};\n\nvar cleanupSubscription = function (subscription) {\n  var cleanup = subscription._c;\n  if (cleanup) {\n    subscription._c = undefined;\n    cleanup();\n  }\n};\n\nvar subscriptionClosed = function (subscription) {\n  return subscription._o === undefined;\n};\n\nvar closeSubscription = function (subscription) {\n  if (!subscriptionClosed(subscription)) {\n    subscription._o = undefined;\n    cleanupSubscription(subscription);\n  }\n};\n\nvar Subscription = function (observer, subscriber) {\n  anObject(observer);\n  this._c = undefined;\n  this._o = observer;\n  observer = new SubscriptionObserver(this);\n  try {\n    var cleanup = subscriber(observer);\n    var subscription = cleanup;\n    if (cleanup != null) {\n      if (typeof cleanup.unsubscribe === 'function') cleanup = function () { subscription.unsubscribe(); };\n      else aFunction(cleanup);\n      this._c = cleanup;\n    }\n  } catch (e) {\n    observer.error(e);\n    return;\n  } if (subscriptionClosed(this)) cleanupSubscription(this);\n};\n\nSubscription.prototype = redefineAll({}, {\n  unsubscribe: function unsubscribe() { closeSubscription(this); }\n});\n\nvar SubscriptionObserver = function (subscription) {\n  this._s = subscription;\n};\n\nSubscriptionObserver.prototype = redefineAll({}, {\n  next: function next(value) {\n    var subscription = this._s;\n    if (!subscriptionClosed(subscription)) {\n      var observer = subscription._o;\n      try {\n        var m = getMethod(observer.next);\n        if (m) return m.call(observer, value);\n      } catch (e) {\n        try {\n          closeSubscription(subscription);\n        } finally {\n          throw e;\n        }\n      }\n    }\n  },\n  error: function error(value) {\n    var subscription = this._s;\n    if (subscriptionClosed(subscription)) throw value;\n    var observer = subscription._o;\n    subscription._o = undefined;\n    try {\n      var m = getMethod(observer.error);\n      if (!m) throw value;\n      value = m.call(observer, value);\n    } catch (e) {\n      try {\n        cleanupSubscription(subscription);\n      } finally {\n        throw e;\n      }\n    } cleanupSubscription(subscription);\n    return value;\n  },\n  complete: function complete(value) {\n    var subscription = this._s;\n    if (!subscriptionClosed(subscription)) {\n      var observer = subscription._o;\n      subscription._o = undefined;\n      try {\n        var m = getMethod(observer.complete);\n        value = m ? m.call(observer, value) : undefined;\n      } catch (e) {\n        try {\n          cleanupSubscription(subscription);\n        } finally {\n          throw e;\n        }\n      } cleanupSubscription(subscription);\n      return value;\n    }\n  }\n});\n\nvar $Observable = function Observable(subscriber) {\n  anInstance(this, $Observable, 'Observable', '_f')._f = aFunction(subscriber);\n};\n\nredefineAll($Observable.prototype, {\n  subscribe: function subscribe(observer) {\n    return new Subscription(observer, this._f);\n  },\n  forEach: function forEach(fn) {\n    var that = this;\n    return new (core.Promise || global.Promise)(function (resolve, reject) {\n      aFunction(fn);\n      var subscription = that.subscribe({\n        next: function (value) {\n          try {\n            return fn(value);\n          } catch (e) {\n            reject(e);\n            subscription.unsubscribe();\n          }\n        },\n        error: reject,\n        complete: resolve\n      });\n    });\n  }\n});\n\nredefineAll($Observable, {\n  from: function from(x) {\n    var C = typeof this === 'function' ? this : $Observable;\n    var method = getMethod(anObject(x)[OBSERVABLE]);\n    if (method) {\n      var observable = anObject(method.call(x));\n      return observable.constructor === C ? observable : new C(function (observer) {\n        return observable.subscribe(observer);\n      });\n    }\n    return new C(function (observer) {\n      var done = false;\n      microtask(function () {\n        if (!done) {\n          try {\n            if (forOf(x, false, function (it) {\n              observer.next(it);\n              if (done) return RETURN;\n            }) === RETURN) return;\n          } catch (e) {\n            if (done) throw e;\n            observer.error(e);\n            return;\n          } observer.complete();\n        }\n      });\n      return function () { done = true; };\n    });\n  },\n  of: function of() {\n    for (var i = 0, l = arguments.length, items = Array(l); i < l;) items[i] = arguments[i++];\n    return new (typeof this === 'function' ? this : $Observable)(function (observer) {\n      var done = false;\n      microtask(function () {\n        if (!done) {\n          for (var j = 0; j < items.length; ++j) {\n            observer.next(items[j]);\n            if (done) return;\n          } observer.complete();\n        }\n      });\n      return function () { done = true; };\n    });\n  }\n});\n\nhide($Observable.prototype, OBSERVABLE, function () { return this; });\n\n$export($export.G, { Observable: $Observable });\n\n_dereq_(100)('Observable');\n\n},{\"100\":100,\"128\":128,\"23\":23,\"3\":3,\"33\":33,\"39\":39,\"40\":40,\"42\":42,\"6\":6,\"68\":68,\"7\":7,\"93\":93}],297:[function(_dereq_,module,exports){\n// https://github.com/tc39/proposal-promise-finally\n'use strict';\nvar $export = _dereq_(33);\nvar core = _dereq_(23);\nvar global = _dereq_(40);\nvar speciesConstructor = _dereq_(104);\nvar promiseResolve = _dereq_(91);\n\n$export($export.P + $export.R, 'Promise', { 'finally': function (onFinally) {\n  var C = speciesConstructor(this, core.Promise || global.Promise);\n  var isFunction = typeof onFinally == 'function';\n  return this.then(\n    isFunction ? function (x) {\n      return promiseResolve(C, onFinally()).then(function () { return x; });\n    } : onFinally,\n    isFunction ? function (e) {\n      return promiseResolve(C, onFinally()).then(function () { throw e; });\n    } : onFinally\n  );\n} });\n\n},{\"104\":104,\"23\":23,\"33\":33,\"40\":40,\"91\":91}],298:[function(_dereq_,module,exports){\n'use strict';\n// https://github.com/tc39/proposal-promise-try\nvar $export = _dereq_(33);\nvar newPromiseCapability = _dereq_(69);\nvar perform = _dereq_(90);\n\n$export($export.S, 'Promise', { 'try': function (callbackfn) {\n  var promiseCapability = newPromiseCapability.f(this);\n  var result = perform(callbackfn);\n  (result.e ? promiseCapability.reject : promiseCapability.resolve)(result.v);\n  return promiseCapability.promise;\n} });\n\n},{\"33\":33,\"69\":69,\"90\":90}],299:[function(_dereq_,module,exports){\nvar metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar toMetaKey = metadata.key;\nvar ordinaryDefineOwnMetadata = metadata.set;\n\nmetadata.exp({ defineMetadata: function defineMetadata(metadataKey, metadataValue, target, targetKey) {\n  ordinaryDefineOwnMetadata(metadataKey, metadataValue, anObject(target), toMetaKey(targetKey));\n} });\n\n},{\"67\":67,\"7\":7}],300:[function(_dereq_,module,exports){\nvar metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar toMetaKey = metadata.key;\nvar getOrCreateMetadataMap = metadata.map;\nvar store = metadata.store;\n\nmetadata.exp({ deleteMetadata: function deleteMetadata(metadataKey, target /* , targetKey */) {\n  var targetKey = arguments.length < 3 ? undefined : toMetaKey(arguments[2]);\n  var metadataMap = getOrCreateMetadataMap(anObject(target), targetKey, false);\n  if (metadataMap === undefined || !metadataMap['delete'](metadataKey)) return false;\n  if (metadataMap.size) return true;\n  var targetMetadata = store.get(target);\n  targetMetadata['delete'](targetKey);\n  return !!targetMetadata.size || store['delete'](target);\n} });\n\n},{\"67\":67,\"7\":7}],301:[function(_dereq_,module,exports){\nvar Set = _dereq_(231);\nvar from = _dereq_(10);\nvar metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar getPrototypeOf = _dereq_(79);\nvar ordinaryOwnMetadataKeys = metadata.keys;\nvar toMetaKey = metadata.key;\n\nvar ordinaryMetadataKeys = function (O, P) {\n  var oKeys = ordinaryOwnMetadataKeys(O, P);\n  var parent = getPrototypeOf(O);\n  if (parent === null) return oKeys;\n  var pKeys = ordinaryMetadataKeys(parent, P);\n  return pKeys.length ? oKeys.length ? from(new Set(oKeys.concat(pKeys))) : pKeys : oKeys;\n};\n\nmetadata.exp({ getMetadataKeys: function getMetadataKeys(target /* , targetKey */) {\n  return ordinaryMetadataKeys(anObject(target), arguments.length < 2 ? undefined : toMetaKey(arguments[1]));\n} });\n\n},{\"10\":10,\"231\":231,\"67\":67,\"7\":7,\"79\":79}],302:[function(_dereq_,module,exports){\nvar metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar getPrototypeOf = _dereq_(79);\nvar ordinaryHasOwnMetadata = metadata.has;\nvar ordinaryGetOwnMetadata = metadata.get;\nvar toMetaKey = metadata.key;\n\nvar ordinaryGetMetadata = function (MetadataKey, O, P) {\n  var hasOwn = ordinaryHasOwnMetadata(MetadataKey, O, P);\n  if (hasOwn) return ordinaryGetOwnMetadata(MetadataKey, O, P);\n  var parent = getPrototypeOf(O);\n  return parent !== null ? ordinaryGetMetadata(MetadataKey, parent, P) : undefined;\n};\n\nmetadata.exp({ getMetadata: function getMetadata(metadataKey, target /* , targetKey */) {\n  return ordinaryGetMetadata(metadataKey, anObject(target), arguments.length < 3 ? undefined : toMetaKey(arguments[2]));\n} });\n\n},{\"67\":67,\"7\":7,\"79\":79}],303:[function(_dereq_,module,exports){\nvar metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar ordinaryOwnMetadataKeys = metadata.keys;\nvar toMetaKey = metadata.key;\n\nmetadata.exp({ getOwnMetadataKeys: function getOwnMetadataKeys(target /* , targetKey */) {\n  return ordinaryOwnMetadataKeys(anObject(target), arguments.length < 2 ? undefined : toMetaKey(arguments[1]));\n} });\n\n},{\"67\":67,\"7\":7}],304:[function(_dereq_,module,exports){\nvar metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar ordinaryGetOwnMetadata = metadata.get;\nvar toMetaKey = metadata.key;\n\nmetadata.exp({ getOwnMetadata: function getOwnMetadata(metadataKey, target /* , targetKey */) {\n  return ordinaryGetOwnMetadata(metadataKey, anObject(target)\n    , arguments.length < 3 ? undefined : toMetaKey(arguments[2]));\n} });\n\n},{\"67\":67,\"7\":7}],305:[function(_dereq_,module,exports){\nvar metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar getPrototypeOf = _dereq_(79);\nvar ordinaryHasOwnMetadata = metadata.has;\nvar toMetaKey = metadata.key;\n\nvar ordinaryHasMetadata = function (MetadataKey, O, P) {\n  var hasOwn = ordinaryHasOwnMetadata(MetadataKey, O, P);\n  if (hasOwn) return true;\n  var parent = getPrototypeOf(O);\n  return parent !== null ? ordinaryHasMetadata(MetadataKey, parent, P) : false;\n};\n\nmetadata.exp({ hasMetadata: function hasMetadata(metadataKey, target /* , targetKey */) {\n  return ordinaryHasMetadata(metadataKey, anObject(target), arguments.length < 3 ? undefined : toMetaKey(arguments[2]));\n} });\n\n},{\"67\":67,\"7\":7,\"79\":79}],306:[function(_dereq_,module,exports){\nvar metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar ordinaryHasOwnMetadata = metadata.has;\nvar toMetaKey = metadata.key;\n\nmetadata.exp({ hasOwnMetadata: function hasOwnMetadata(metadataKey, target /* , targetKey */) {\n  return ordinaryHasOwnMetadata(metadataKey, anObject(target)\n    , arguments.length < 3 ? undefined : toMetaKey(arguments[2]));\n} });\n\n},{\"67\":67,\"7\":7}],307:[function(_dereq_,module,exports){\nvar $metadata = _dereq_(67);\nvar anObject = _dereq_(7);\nvar aFunction = _dereq_(3);\nvar toMetaKey = $metadata.key;\nvar ordinaryDefineOwnMetadata = $metadata.set;\n\n$metadata.exp({ metadata: function metadata(metadataKey, metadataValue) {\n  return function decorator(target, targetKey) {\n    ordinaryDefineOwnMetadata(\n      metadataKey, metadataValue,\n      (targetKey !== undefined ? anObject : aFunction)(target),\n      toMetaKey(targetKey)\n    );\n  };\n} });\n\n},{\"3\":3,\"67\":67,\"7\":7}],308:[function(_dereq_,module,exports){\n// https://tc39.github.io/proposal-setmap-offrom/#sec-set.from\n_dereq_(97)('Set');\n\n},{\"97\":97}],309:[function(_dereq_,module,exports){\n// https://tc39.github.io/proposal-setmap-offrom/#sec-set.of\n_dereq_(98)('Set');\n\n},{\"98\":98}],310:[function(_dereq_,module,exports){\n// https://github.com/DavidBruant/Map-Set.prototype.toJSON\nvar $export = _dereq_(33);\n\n$export($export.P + $export.R, 'Set', { toJSON: _dereq_(20)('Set') });\n\n},{\"20\":20,\"33\":33}],311:[function(_dereq_,module,exports){\n'use strict';\n// https://github.com/mathiasbynens/String.prototype.at\nvar $export = _dereq_(33);\nvar $at = _dereq_(106)(true);\n\n$export($export.P, 'String', {\n  at: function at(pos) {\n    return $at(this, pos);\n  }\n});\n\n},{\"106\":106,\"33\":33}],312:[function(_dereq_,module,exports){\n'use strict';\n// https://tc39.github.io/String.prototype.matchAll/\nvar $export = _dereq_(33);\nvar defined = _dereq_(28);\nvar toLength = _dereq_(118);\nvar isRegExp = _dereq_(52);\nvar getFlags = _dereq_(37);\nvar RegExpProto = RegExp.prototype;\n\nvar $RegExpStringIterator = function (regexp, string) {\n  this._r = regexp;\n  this._s = string;\n};\n\n_dereq_(54)($RegExpStringIterator, 'RegExp String', function next() {\n  var match = this._r.exec(this._s);\n  return { value: match, done: match === null };\n});\n\n$export($export.P, 'String', {\n  matchAll: function matchAll(regexp) {\n    defined(this);\n    if (!isRegExp(regexp)) throw TypeError(regexp + ' is not a regexp!');\n    var S = String(this);\n    var flags = 'flags' in RegExpProto ? String(regexp.flags) : getFlags.call(regexp);\n    var rx = new RegExp(regexp.source, ~flags.indexOf('g') ? flags : 'g' + flags);\n    rx.lastIndex = toLength(regexp.lastIndex);\n    return new $RegExpStringIterator(rx, S);\n  }\n});\n\n},{\"118\":118,\"28\":28,\"33\":33,\"37\":37,\"52\":52,\"54\":54}],313:[function(_dereq_,module,exports){\n'use strict';\n// https://github.com/tc39/proposal-string-pad-start-end\nvar $export = _dereq_(33);\nvar $pad = _dereq_(109);\n\n$export($export.P, 'String', {\n  padEnd: function padEnd(maxLength /* , fillString = ' ' */) {\n    return $pad(this, maxLength, arguments.length > 1 ? arguments[1] : undefined, false);\n  }\n});\n\n},{\"109\":109,\"33\":33}],314:[function(_dereq_,module,exports){\n'use strict';\n// https://github.com/tc39/proposal-string-pad-start-end\nvar $export = _dereq_(33);\nvar $pad = _dereq_(109);\n\n$export($export.P, 'String', {\n  padStart: function padStart(maxLength /* , fillString = ' ' */) {\n    return $pad(this, maxLength, arguments.length > 1 ? arguments[1] : undefined, true);\n  }\n});\n\n},{\"109\":109,\"33\":33}],315:[function(_dereq_,module,exports){\n'use strict';\n// https://github.com/sebmarkbage/ecmascript-string-left-right-trim\n_dereq_(111)('trimLeft', function ($trim) {\n  return function trimLeft() {\n    return $trim(this, 1);\n  };\n}, 'trimStart');\n\n},{\"111\":111}],316:[function(_dereq_,module,exports){\n'use strict';\n// https://github.com/sebmarkbage/ecmascript-string-left-right-trim\n_dereq_(111)('trimRight', function ($trim) {\n  return function trimRight() {\n    return $trim(this, 2);\n  };\n}, 'trimEnd');\n\n},{\"111\":111}],317:[function(_dereq_,module,exports){\n_dereq_(126)('asyncIterator');\n\n},{\"126\":126}],318:[function(_dereq_,module,exports){\n_dereq_(126)('observable');\n\n},{\"126\":126}],319:[function(_dereq_,module,exports){\n// https://github.com/tc39/proposal-global\nvar $export = _dereq_(33);\n\n$export($export.S, 'System', { global: _dereq_(40) });\n\n},{\"33\":33,\"40\":40}],320:[function(_dereq_,module,exports){\n// https://tc39.github.io/proposal-setmap-offrom/#sec-weakmap.from\n_dereq_(97)('WeakMap');\n\n},{\"97\":97}],321:[function(_dereq_,module,exports){\n// https://tc39.github.io/proposal-setmap-offrom/#sec-weakmap.of\n_dereq_(98)('WeakMap');\n\n},{\"98\":98}],322:[function(_dereq_,module,exports){\n// https://tc39.github.io/proposal-setmap-offrom/#sec-weakset.from\n_dereq_(97)('WeakSet');\n\n},{\"97\":97}],323:[function(_dereq_,module,exports){\n// https://tc39.github.io/proposal-setmap-offrom/#sec-weakset.of\n_dereq_(98)('WeakSet');\n\n},{\"98\":98}],324:[function(_dereq_,module,exports){\nvar $iterators = _dereq_(141);\nvar getKeys = _dereq_(81);\nvar redefine = _dereq_(94);\nvar global = _dereq_(40);\nvar hide = _dereq_(42);\nvar Iterators = _dereq_(58);\nvar wks = _dereq_(128);\nvar ITERATOR = wks('iterator');\nvar TO_STRING_TAG = wks('toStringTag');\nvar ArrayValues = Iterators.Array;\n\nvar DOMIterables = {\n  CSSRuleList: true, // TODO: Not spec compliant, should be false.\n  CSSStyleDeclaration: false,\n  CSSValueList: false,\n  ClientRectList: false,\n  DOMRectList: false,\n  DOMStringList: false,\n  DOMTokenList: true,\n  DataTransferItemList: false,\n  FileList: false,\n  HTMLAllCollection: false,\n  HTMLCollection: false,\n  HTMLFormElement: false,\n  HTMLSelectElement: false,\n  MediaList: true, // TODO: Not spec compliant, should be false.\n  MimeTypeArray: false,\n  NamedNodeMap: false,\n  NodeList: true,\n  PaintRequestList: false,\n  Plugin: false,\n  PluginArray: false,\n  SVGLengthList: false,\n  SVGNumberList: false,\n  SVGPathSegList: false,\n  SVGPointList: false,\n  SVGStringList: false,\n  SVGTransformList: false,\n  SourceBufferList: false,\n  StyleSheetList: true, // TODO: Not spec compliant, should be false.\n  TextTrackCueList: false,\n  TextTrackList: false,\n  TouchList: false\n};\n\nfor (var collections = getKeys(DOMIterables), i = 0; i < collections.length; i++) {\n  var NAME = collections[i];\n  var explicit = DOMIterables[NAME];\n  var Collection = global[NAME];\n  var proto = Collection && Collection.prototype;\n  var key;\n  if (proto) {\n    if (!proto[ITERATOR]) hide(proto, ITERATOR, ArrayValues);\n    if (!proto[TO_STRING_TAG]) hide(proto, TO_STRING_TAG, NAME);\n    Iterators[NAME] = ArrayValues;\n    if (explicit) for (key in $iterators) if (!proto[key]) redefine(proto, key, $iterators[key], true);\n  }\n}\n\n},{\"128\":128,\"141\":141,\"40\":40,\"42\":42,\"58\":58,\"81\":81,\"94\":94}],325:[function(_dereq_,module,exports){\nvar $export = _dereq_(33);\nvar $task = _dereq_(113);\n$export($export.G + $export.B, {\n  setImmediate: $task.set,\n  clearImmediate: $task.clear\n});\n\n},{\"113\":113,\"33\":33}],326:[function(_dereq_,module,exports){\n// ie9- setTimeout & setInterval additional parameters fix\nvar global = _dereq_(40);\nvar $export = _dereq_(33);\nvar invoke = _dereq_(46);\nvar partial = _dereq_(88);\nvar navigator = global.navigator;\nvar MSIE = !!navigator && /MSIE .\\./.test(navigator.userAgent); // <- dirty ie9- check\nvar wrap = function (set) {\n  return MSIE ? function (fn, time /* , ...args */) {\n    return set(invoke(\n      partial,\n      [].slice.call(arguments, 2),\n      // eslint-disable-next-line no-new-func\n      typeof fn == 'function' ? fn : Function(fn)\n    ), time);\n  } : set;\n};\n$export($export.G + $export.B + $export.F * MSIE, {\n  setTimeout: wrap(global.setTimeout),\n  setInterval: wrap(global.setInterval)\n});\n\n},{\"33\":33,\"40\":40,\"46\":46,\"88\":88}],327:[function(_dereq_,module,exports){\n_dereq_(254);\n_dereq_(191);\n_dereq_(193);\n_dereq_(192);\n_dereq_(195);\n_dereq_(197);\n_dereq_(202);\n_dereq_(196);\n_dereq_(194);\n_dereq_(204);\n_dereq_(203);\n_dereq_(199);\n_dereq_(200);\n_dereq_(198);\n_dereq_(190);\n_dereq_(201);\n_dereq_(205);\n_dereq_(206);\n_dereq_(157);\n_dereq_(159);\n_dereq_(158);\n_dereq_(208);\n_dereq_(207);\n_dereq_(178);\n_dereq_(188);\n_dereq_(189);\n_dereq_(179);\n_dereq_(180);\n_dereq_(181);\n_dereq_(182);\n_dereq_(183);\n_dereq_(184);\n_dereq_(185);\n_dereq_(186);\n_dereq_(187);\n_dereq_(161);\n_dereq_(162);\n_dereq_(163);\n_dereq_(164);\n_dereq_(165);\n_dereq_(166);\n_dereq_(167);\n_dereq_(168);\n_dereq_(169);\n_dereq_(170);\n_dereq_(171);\n_dereq_(172);\n_dereq_(173);\n_dereq_(174);\n_dereq_(175);\n_dereq_(176);\n_dereq_(177);\n_dereq_(241);\n_dereq_(246);\n_dereq_(253);\n_dereq_(244);\n_dereq_(236);\n_dereq_(237);\n_dereq_(242);\n_dereq_(247);\n_dereq_(249);\n_dereq_(232);\n_dereq_(233);\n_dereq_(234);\n_dereq_(235);\n_dereq_(238);\n_dereq_(239);\n_dereq_(240);\n_dereq_(243);\n_dereq_(245);\n_dereq_(248);\n_dereq_(250);\n_dereq_(251);\n_dereq_(252);\n_dereq_(152);\n_dereq_(154);\n_dereq_(153);\n_dereq_(156);\n_dereq_(155);\n_dereq_(140);\n_dereq_(138);\n_dereq_(145);\n_dereq_(142);\n_dereq_(148);\n_dereq_(150);\n_dereq_(137);\n_dereq_(144);\n_dereq_(134);\n_dereq_(149);\n_dereq_(132);\n_dereq_(147);\n_dereq_(146);\n_dereq_(139);\n_dereq_(143);\n_dereq_(131);\n_dereq_(133);\n_dereq_(136);\n_dereq_(135);\n_dereq_(151);\n_dereq_(141);\n_dereq_(224);\n_dereq_(230);\n_dereq_(225);\n_dereq_(226);\n_dereq_(227);\n_dereq_(228);\n_dereq_(229);\n_dereq_(209);\n_dereq_(160);\n_dereq_(231);\n_dereq_(266);\n_dereq_(267);\n_dereq_(255);\n_dereq_(256);\n_dereq_(261);\n_dereq_(264);\n_dereq_(265);\n_dereq_(259);\n_dereq_(262);\n_dereq_(260);\n_dereq_(263);\n_dereq_(257);\n_dereq_(258);\n_dereq_(210);\n_dereq_(211);\n_dereq_(212);\n_dereq_(213);\n_dereq_(214);\n_dereq_(217);\n_dereq_(215);\n_dereq_(216);\n_dereq_(218);\n_dereq_(219);\n_dereq_(220);\n_dereq_(221);\n_dereq_(223);\n_dereq_(222);\n_dereq_(270);\n_dereq_(268);\n_dereq_(269);\n_dereq_(311);\n_dereq_(314);\n_dereq_(313);\n_dereq_(315);\n_dereq_(316);\n_dereq_(312);\n_dereq_(317);\n_dereq_(318);\n_dereq_(292);\n_dereq_(295);\n_dereq_(291);\n_dereq_(289);\n_dereq_(290);\n_dereq_(293);\n_dereq_(294);\n_dereq_(276);\n_dereq_(310);\n_dereq_(275);\n_dereq_(309);\n_dereq_(321);\n_dereq_(323);\n_dereq_(274);\n_dereq_(308);\n_dereq_(320);\n_dereq_(322);\n_dereq_(273);\n_dereq_(319);\n_dereq_(272);\n_dereq_(277);\n_dereq_(278);\n_dereq_(279);\n_dereq_(280);\n_dereq_(281);\n_dereq_(283);\n_dereq_(282);\n_dereq_(284);\n_dereq_(285);\n_dereq_(286);\n_dereq_(288);\n_dereq_(287);\n_dereq_(297);\n_dereq_(298);\n_dereq_(299);\n_dereq_(300);\n_dereq_(302);\n_dereq_(301);\n_dereq_(304);\n_dereq_(303);\n_dereq_(305);\n_dereq_(306);\n_dereq_(307);\n_dereq_(271);\n_dereq_(296);\n_dereq_(326);\n_dereq_(325);\n_dereq_(324);\nmodule.exports 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(global){\n/**\n * Copyright (c) 2014, Facebook, Inc.\n * All rights reserved.\n *\n * This source code is licensed under the BSD-style license found in the\n * https://raw.github.com/facebook/regenerator/master/LICENSE file. An\n * additional grant of patent rights can be found in the PATENTS file in\n * the same directory.\n */\n\n!(function(global) {\n  \"use strict\";\n\n  var Op = Object.prototype;\n  var hasOwn = Op.hasOwnProperty;\n  var undefined; // More compressible than void 0.\n  var $Symbol = typeof Symbol === \"function\" ? Symbol : {};\n  var iteratorSymbol = $Symbol.iterator || \"@@iterator\";\n  var asyncIteratorSymbol = $Symbol.asyncIterator || \"@@asyncIterator\";\n  var toStringTagSymbol = $Symbol.toStringTag || \"@@toStringTag\";\n\n  var inModule = typeof module === \"object\";\n  var runtime = global.regeneratorRuntime;\n  if (runtime) {\n    if (inModule) {\n      // If regeneratorRuntime is defined globally and we're in a module,\n      // make the exports object identical to regeneratorRuntime.\n      module.exports = runtime;\n    }\n    // Don't bother evaluating the rest of this file if the runtime was\n    // already defined globally.\n    return;\n  }\n\n  // Define the runtime globally (as expected by generated code) as either\n  // module.exports (if we're in a module) or a new, empty object.\n  runtime = global.regeneratorRuntime = inModule ? module.exports : {};\n\n  function wrap(innerFn, outerFn, self, tryLocsList) {\n    // If outerFn provided and outerFn.prototype is a Generator, then outerFn.prototype instanceof Generator.\n    var protoGenerator = outerFn && outerFn.prototype instanceof Generator ? outerFn : Generator;\n    var generator = Object.create(protoGenerator.prototype);\n    var context = new Context(tryLocsList || []);\n\n    // The ._invoke method unifies the implementations of the .next,\n    // .throw, and .return methods.\n    generator._invoke = makeInvokeMethod(innerFn, self, context);\n\n    return generator;\n  }\n  runtime.wrap = wrap;\n\n  // Try/catch helper to minimize deoptimizations. Returns a completion\n  // record like context.tryEntries[i].completion. This interface could\n  // have been (and was previously) designed to take a closure to be\n  // invoked without arguments, but in all the cases we care about we\n  // already have an existing method we want to call, so there's no need\n  // to create a new function object. We can even get away with assuming\n  // the method takes exactly one argument, since that happens to be true\n  // in every case, so we don't have to touch the arguments object. The\n  // only additional allocation required is the completion record, which\n  // has a stable shape and so hopefully should be cheap to allocate.\n  function tryCatch(fn, obj, arg) {\n    try {\n      return { type: \"normal\", arg: fn.call(obj, arg) };\n    } catch (err) {\n      return { type: \"throw\", arg: err };\n    }\n  }\n\n  var GenStateSuspendedStart = \"suspendedStart\";\n  var GenStateSuspendedYield = \"suspendedYield\";\n  var GenStateExecuting = \"executing\";\n  var GenStateCompleted = \"completed\";\n\n  // Returning this object from the innerFn has the same effect as\n  // breaking out of the dispatch switch statement.\n  var ContinueSentinel = {};\n\n  // Dummy constructor functions that we use as the .constructor and\n  // .constructor.prototype properties for functions that return Generator\n  // objects. For full spec compliance, you may wish to configure your\n  // minifier not to mangle the names of these two functions.\n  function Generator() {}\n  function GeneratorFunction() {}\n  function GeneratorFunctionPrototype() {}\n\n  // This is a polyfill for %IteratorPrototype% for environments that\n  // don't natively support it.\n  var IteratorPrototype = {};\n  IteratorPrototype[iteratorSymbol] = function () {\n    return this;\n  };\n\n  var getProto = Object.getPrototypeOf;\n  var NativeIteratorPrototype = getProto && getProto(getProto(values([])));\n  if (NativeIteratorPrototype &&\n      NativeIteratorPrototype !== Op &&\n      hasOwn.call(NativeIteratorPrototype, iteratorSymbol)) {\n    // This environment has a native %IteratorPrototype%; use it instead\n    // of the polyfill.\n    IteratorPrototype = NativeIteratorPrototype;\n  }\n\n  var Gp = GeneratorFunctionPrototype.prototype =\n    Generator.prototype = Object.create(IteratorPrototype);\n  GeneratorFunction.prototype = Gp.constructor = GeneratorFunctionPrototype;\n  GeneratorFunctionPrototype.constructor = GeneratorFunction;\n  GeneratorFunctionPrototype[toStringTagSymbol] =\n    GeneratorFunction.displayName = \"GeneratorFunction\";\n\n  // Helper for defining the .next, .throw, and .return methods of the\n  // Iterator interface in terms of a single ._invoke method.\n  function defineIteratorMethods(prototype) {\n    [\"next\", \"throw\", \"return\"].forEach(function(method) {\n      prototype[method] = function(arg) {\n        return this._invoke(method, arg);\n      };\n    });\n  }\n\n  runtime.isGeneratorFunction = function(genFun) {\n    var ctor = typeof genFun === \"function\" && genFun.constructor;\n    return ctor\n      ? ctor === GeneratorFunction ||\n        // For the native GeneratorFunction constructor, the best we can\n        // do is to check its .name property.\n        (ctor.displayName || ctor.name) === \"GeneratorFunction\"\n      : false;\n  };\n\n  runtime.mark = function(genFun) {\n    if (Object.setPrototypeOf) {\n      Object.setPrototypeOf(genFun, GeneratorFunctionPrototype);\n    } else {\n      genFun.__proto__ = GeneratorFunctionPrototype;\n      if (!(toStringTagSymbol in genFun)) {\n        genFun[toStringTagSymbol] = \"GeneratorFunction\";\n      }\n    }\n    genFun.prototype = Object.create(Gp);\n    return genFun;\n  };\n\n  // Within the body of any async function, `await x` is transformed to\n  // `yield regeneratorRuntime.awrap(x)`, so that the runtime can test\n  // `hasOwn.call(value, \"__await\")` to determine if the yielded value is\n  // meant to be awaited.\n  runtime.awrap = function(arg) {\n    return { __await: arg };\n  };\n\n  function AsyncIterator(generator) {\n    function invoke(method, arg, resolve, reject) {\n      var record = tryCatch(generator[method], generator, arg);\n      if (record.type === \"throw\") {\n        reject(record.arg);\n      } else {\n        var result = record.arg;\n        var value = result.value;\n        if (value &&\n            typeof value === \"object\" &&\n            hasOwn.call(value, \"__await\")) {\n          return Promise.resolve(value.__await).then(function(value) {\n            invoke(\"next\", value, resolve, reject);\n          }, function(err) {\n            invoke(\"throw\", err, resolve, reject);\n          });\n        }\n\n        return Promise.resolve(value).then(function(unwrapped) {\n          // When a yielded Promise is resolved, its final value becomes\n          // the .value of the Promise<{value,done}> result for the\n          // current iteration. If the Promise is rejected, however, the\n          // result for this iteration will be rejected with the same\n          // reason. Note that rejections of yielded Promises are not\n          // thrown back into the generator function, as is the case\n          // when an awaited Promise is rejected. This difference in\n          // behavior between yield and await is important, because it\n          // allows the consumer to decide what to do with the yielded\n          // rejection (swallow it and continue, manually .throw it back\n          // into the generator, abandon iteration, whatever). With\n          // await, by contrast, there is no opportunity to examine the\n          // rejection reason outside the generator function, so the\n          // only option is to throw it from the await expression, and\n          // let the generator function handle the exception.\n          result.value = unwrapped;\n          resolve(result);\n        }, reject);\n      }\n    }\n\n    if (typeof global.process === \"object\" && global.process.domain) {\n      invoke = global.process.domain.bind(invoke);\n    }\n\n    var previousPromise;\n\n    function enqueue(method, arg) {\n      function callInvokeWithMethodAndArg() {\n        return new Promise(function(resolve, reject) {\n          invoke(method, arg, resolve, reject);\n        });\n      }\n\n      return previousPromise =\n        // If enqueue has been called before, then we want to wait until\n        // all previous Promises have been resolved before calling invoke,\n        // so that results are always delivered in the correct order. If\n        // enqueue has not been called before, then it is important to\n        // call invoke immediately, without waiting on a callback to fire,\n        // so that the async generator function has the opportunity to do\n        // any necessary setup in a predictable way. This predictability\n        // is why the Promise constructor synchronously invokes its\n        // executor callback, and why async functions synchronously\n        // execute code before the first await. Since we implement simple\n        // async functions in terms of async generators, it is especially\n        // important to get this right, even though it requires care.\n        previousPromise ? previousPromise.then(\n          callInvokeWithMethodAndArg,\n          // Avoid propagating failures to Promises returned by later\n          // invocations of the iterator.\n          callInvokeWithMethodAndArg\n        ) : callInvokeWithMethodAndArg();\n    }\n\n    // Define the unified helper method that is used to implement .next,\n    // .throw, and .return (see defineIteratorMethods).\n    this._invoke = enqueue;\n  }\n\n  defineIteratorMethods(AsyncIterator.prototype);\n  AsyncIterator.prototype[asyncIteratorSymbol] = function () {\n    return this;\n  };\n  runtime.AsyncIterator = AsyncIterator;\n\n  // Note that simple async functions are implemented on top of\n  // AsyncIterator objects; they just return a Promise for the value of\n  // the final result produced by the iterator.\n  runtime.async = function(innerFn, outerFn, self, tryLocsList) {\n    var iter = new AsyncIterator(\n      wrap(innerFn, outerFn, self, tryLocsList)\n    );\n\n    return runtime.isGeneratorFunction(outerFn)\n      ? iter // If outerFn is a generator, return the full iterator.\n      : iter.next().then(function(result) {\n          return result.done ? result.value : iter.next();\n        });\n  };\n\n  function makeInvokeMethod(innerFn, self, context) {\n    var state = GenStateSuspendedStart;\n\n    return function invoke(method, arg) {\n      if (state === GenStateExecuting) {\n        throw new Error(\"Generator is already running\");\n      }\n\n      if (state === GenStateCompleted) {\n        if (method === \"throw\") {\n          throw arg;\n        }\n\n        // Be forgiving, per 25.3.3.3.3 of the spec:\n        // https://people.mozilla.org/~jorendorff/es6-draft.html#sec-generatorresume\n        return doneResult();\n      }\n\n      context.method = method;\n      context.arg = arg;\n\n      while (true) {\n        var delegate = context.delegate;\n        if (delegate) {\n          var delegateResult = maybeInvokeDelegate(delegate, context);\n          if (delegateResult) {\n            if (delegateResult === ContinueSentinel) continue;\n            return delegateResult;\n          }\n        }\n\n        if (context.method === \"next\") {\n          // Setting context._sent for legacy support of Babel's\n          // function.sent implementation.\n          context.sent = context._sent = context.arg;\n\n        } else if (context.method === \"throw\") {\n          if (state === GenStateSuspendedStart) {\n            state = GenStateCompleted;\n            throw context.arg;\n          }\n\n          context.dispatchException(context.arg);\n\n        } else if (context.method === \"return\") {\n          context.abrupt(\"return\", context.arg);\n        }\n\n        state = GenStateExecuting;\n\n        var record = tryCatch(innerFn, self, context);\n        if (record.type === \"normal\") {\n          // If an exception is thrown from innerFn, we leave state ===\n          // GenStateExecuting and loop back for another invocation.\n          state = context.done\n            ? GenStateCompleted\n            : GenStateSuspendedYield;\n\n          if (record.arg === ContinueSentinel) {\n            continue;\n          }\n\n          return {\n            value: record.arg,\n            done: context.done\n          };\n\n        } else if (record.type === \"throw\") {\n          state = GenStateCompleted;\n          // Dispatch the exception by looping back around to the\n          // context.dispatchException(context.arg) call above.\n          context.method = \"throw\";\n          context.arg = record.arg;\n        }\n      }\n    };\n  }\n\n  // Call delegate.iterator[context.method](context.arg) and handle the\n  // result, either by returning a { value, done } result from the\n  // delegate iterator, or by modifying context.method and context.arg,\n  // setting context.delegate to null, and returning the ContinueSentinel.\n  function maybeInvokeDelegate(delegate, context) {\n    var method = delegate.iterator[context.method];\n    if (method === undefined) {\n      // A .throw or .return when the delegate iterator has no .throw\n      // method always terminates the yield* loop.\n      context.delegate = null;\n\n      if (context.method === \"throw\") {\n        if (delegate.iterator.return) {\n          // If the delegate iterator has a return method, give it a\n          // chance to clean up.\n          context.method = \"return\";\n          context.arg = undefined;\n          maybeInvokeDelegate(delegate, context);\n\n          if (context.method === \"throw\") {\n            // If maybeInvokeDelegate(context) changed context.method from\n            // \"return\" to \"throw\", let that override the TypeError below.\n            return ContinueSentinel;\n          }\n        }\n\n        context.method = \"throw\";\n        context.arg = new TypeError(\n          \"The iterator does not provide a 'throw' method\");\n      }\n\n      return ContinueSentinel;\n    }\n\n    var record = tryCatch(method, delegate.iterator, context.arg);\n\n    if (record.type === \"throw\") {\n      context.method = \"throw\";\n      context.arg = record.arg;\n      context.delegate = null;\n      return ContinueSentinel;\n    }\n\n    var info = record.arg;\n\n    if (! info) {\n      context.method = \"throw\";\n      context.arg = new TypeError(\"iterator result is not an object\");\n      context.delegate = null;\n      return ContinueSentinel;\n    }\n\n    if (info.done) {\n      // Assign the result of the finished delegate to the temporary\n      // variable specified by delegate.resultName (see delegateYield).\n      context[delegate.resultName] = info.value;\n\n      // Resume execution at the desired location (see delegateYield).\n      context.next = delegate.nextLoc;\n\n      // If context.method was \"throw\" but the delegate handled the\n      // exception, let the outer generator proceed normally. If\n      // context.method was \"next\", forget context.arg since it has been\n      // \"consumed\" by the delegate iterator. If context.method was\n      // \"return\", allow the original .return call to continue in the\n      // outer generator.\n      if (context.method !== \"return\") {\n        context.method = \"next\";\n        context.arg = undefined;\n      }\n\n    } else {\n      // Re-yield the result returned by the delegate method.\n      return info;\n    }\n\n    // The delegate iterator is finished, so forget it and continue with\n    // the outer generator.\n    context.delegate = null;\n    return ContinueSentinel;\n  }\n\n  // Define Generator.prototype.{next,throw,return} in terms of the\n  // unified ._invoke helper method.\n  defineIteratorMethods(Gp);\n\n  Gp[toStringTagSymbol] = \"Generator\";\n\n  // A Generator should always return itself as the iterator object when the\n  // @@iterator function is called on it. Some browsers' implementations of the\n  // iterator prototype chain incorrectly implement this, causing the Generator\n  // object to not be returned from this call. This ensures that doesn't happen.\n  // See https://github.com/facebook/regenerator/issues/274 for more details.\n  Gp[iteratorSymbol] = function() {\n    return this;\n  };\n\n  Gp.toString = function() {\n    return \"[object Generator]\";\n  };\n\n  function pushTryEntry(locs) {\n    var entry = { tryLoc: locs[0] };\n\n    if (1 in locs) {\n      entry.catchLoc = locs[1];\n    }\n\n    if (2 in locs) {\n      entry.finallyLoc = locs[2];\n      entry.afterLoc = locs[3];\n    }\n\n    this.tryEntries.push(entry);\n  }\n\n  function resetTryEntry(entry) {\n    var record = entry.completion || {};\n    record.type = \"normal\";\n    delete record.arg;\n    entry.completion = record;\n  }\n\n  function Context(tryLocsList) {\n    // The root entry object (effectively a try statement without a catch\n    // or a finally block) gives us a place to store values thrown from\n    // locations where there is no enclosing try statement.\n    this.tryEntries = [{ tryLoc: \"root\" }];\n    tryLocsList.forEach(pushTryEntry, this);\n    this.reset(true);\n  }\n\n  runtime.keys = function(object) {\n    var keys = [];\n    for (var key in object) {\n      keys.push(key);\n    }\n    keys.reverse();\n\n    // Rather than returning an object with a next method, we keep\n    // things simple and return the next function itself.\n    return function next() {\n      while (keys.length) {\n        var key = keys.pop();\n        if (key in object) {\n          next.value = key;\n          next.done = false;\n          return next;\n        }\n      }\n\n      // To avoid creating an additional object, we just hang the .value\n      // and .done properties off the next function object itself. This\n      // also ensures that the minifier will not anonymize the function.\n      next.done = true;\n      return next;\n    };\n  };\n\n  function values(iterable) {\n    if (iterable) {\n      var iteratorMethod = iterable[iteratorSymbol];\n      if (iteratorMethod) {\n        return iteratorMethod.call(iterable);\n      }\n\n      if (typeof iterable.next === \"function\") {\n        return iterable;\n      }\n\n      if (!isNaN(iterable.length)) {\n        var i = -1, next = function next() {\n          while (++i < iterable.length) {\n            if (hasOwn.call(iterable, i)) {\n              next.value = iterable[i];\n              next.done = false;\n              return next;\n            }\n          }\n\n          next.value = undefined;\n          next.done = true;\n\n          return next;\n        };\n\n        return next.next = next;\n      }\n    }\n\n    // Return an iterator with no values.\n    return { next: doneResult };\n  }\n  runtime.values = values;\n\n  function doneResult() {\n    return { value: undefined, done: true };\n  }\n\n  Context.prototype = {\n    constructor: Context,\n\n    reset: function(skipTempReset) {\n      this.prev = 0;\n      this.next = 0;\n      // Resetting context._sent for legacy support of Babel's\n      // function.sent implementation.\n      this.sent = this._sent = undefined;\n      this.done = false;\n      this.delegate = null;\n\n      this.method = \"next\";\n      this.arg = undefined;\n\n      this.tryEntries.forEach(resetTryEntry);\n\n      if (!skipTempReset) {\n        for (var name in this) {\n          // Not sure about the optimal order of these conditions:\n          if (name.charAt(0) === \"t\" &&\n              hasOwn.call(this, name) &&\n              !isNaN(+name.slice(1))) {\n            this[name] = undefined;\n          }\n        }\n      }\n    },\n\n    stop: function() {\n      this.done = true;\n\n      var rootEntry = this.tryEntries[0];\n      var rootRecord = rootEntry.completion;\n      if (rootRecord.type === \"throw\") {\n        throw rootRecord.arg;\n      }\n\n      return this.rval;\n    },\n\n    dispatchException: function(exception) {\n      if (this.done) {\n        throw exception;\n      }\n\n      var context = this;\n      function handle(loc, caught) {\n        record.type = \"throw\";\n        record.arg = exception;\n        context.next = loc;\n\n        if (caught) {\n          // If the dispatched exception was caught by a catch block,\n          // then let that catch block handle the exception normally.\n          context.method = \"next\";\n          context.arg = undefined;\n        }\n\n        return !! caught;\n      }\n\n      for (var i = this.tryEntries.length - 1; i >= 0; --i) {\n        var entry = this.tryEntries[i];\n        var record = entry.completion;\n\n        if (entry.tryLoc === \"root\") {\n          // Exception thrown outside of any try block that could handle\n          // it, so set the completion value of the entire function to\n          // throw the exception.\n          return handle(\"end\");\n        }\n\n        if (entry.tryLoc <= this.prev) {\n          var hasCatch = hasOwn.call(entry, \"catchLoc\");\n          var hasFinally = hasOwn.call(entry, \"finallyLoc\");\n\n          if (hasCatch && hasFinally) {\n            if (this.prev < entry.catchLoc) {\n              return handle(entry.catchLoc, true);\n            } else if (this.prev < entry.finallyLoc) {\n              return handle(entry.finallyLoc);\n            }\n\n          } else if (hasCatch) {\n            if (this.prev < entry.catchLoc) {\n              return handle(entry.catchLoc, true);\n            }\n\n          } else if (hasFinally) {\n            if (this.prev < entry.finallyLoc) {\n              return handle(entry.finallyLoc);\n            }\n\n          } else {\n            throw new Error(\"try statement without catch or finally\");\n          }\n        }\n      }\n    },\n\n    abrupt: function(type, arg) {\n      for (var i = this.tryEntries.length - 1; i >= 0; --i) {\n        var entry = this.tryEntries[i];\n        if (entry.tryLoc <= this.prev &&\n            hasOwn.call(entry, \"finallyLoc\") &&\n            this.prev < entry.finallyLoc) {\n          var finallyEntry = entry;\n          break;\n        }\n      }\n\n      if (finallyEntry &&\n          (type === \"break\" ||\n           type === \"continue\") &&\n          finallyEntry.tryLoc <= arg &&\n          arg <= finallyEntry.finallyLoc) {\n        // Ignore the finally entry if control is not jumping to a\n        // location outside the try/catch block.\n        finallyEntry = null;\n      }\n\n      var record = finallyEntry ? finallyEntry.completion : {};\n      record.type = type;\n      record.arg = arg;\n\n      if (finallyEntry) {\n        this.method = \"next\";\n        this.next = finallyEntry.finallyLoc;\n        return ContinueSentinel;\n      }\n\n      return this.complete(record);\n    },\n\n    complete: function(record, afterLoc) {\n      if (record.type === \"throw\") {\n        throw record.arg;\n      }\n\n      if (record.type === \"break\" ||\n          record.type === \"continue\") {\n        this.next = record.arg;\n      } else if (record.type === \"return\") {\n        this.rval = this.arg = record.arg;\n        this.method = \"return\";\n        this.next = \"end\";\n      } else if (record.type === \"normal\" && afterLoc) {\n        this.next = afterLoc;\n      }\n\n      return ContinueSentinel;\n    },\n\n    finish: function(finallyLoc) {\n      for (var i = this.tryEntries.length - 1; i >= 0; --i) {\n        var entry = this.tryEntries[i];\n        if (entry.finallyLoc === finallyLoc) {\n          this.complete(entry.completion, entry.afterLoc);\n          resetTryEntry(entry);\n          return ContinueSentinel;\n        }\n      }\n    },\n\n    \"catch\": function(tryLoc) {\n      for (var i = this.tryEntries.length - 1; i >= 0; --i) {\n        var entry = this.tryEntries[i];\n        if (entry.tryLoc === tryLoc) {\n          var record = entry.completion;\n          if (record.type === \"throw\") {\n            var thrown = record.arg;\n            resetTryEntry(entry);\n          }\n          return thrown;\n        }\n      }\n\n      // The context.catch method must only be called with a location\n      // argument that corresponds to a known catch block.\n      throw new Error(\"illegal catch attempt\");\n    },\n\n    delegateYield: function(iterable, resultName, nextLoc) {\n      this.delegate = {\n        iterator: values(iterable),\n        resultName: resultName,\n        nextLoc: nextLoc\n      };\n\n      if (this.method === \"next\") {\n        // Deliberately forget the last sent value so that we don't\n        // accidentally pass it on to the delegate.\n        this.arg = undefined;\n      }\n\n      return ContinueSentinel;\n    }\n  };\n})(\n  // Among the various tricks for obtaining a reference to the global\n  // object, this seems to be the most reliable technique that does not\n  // use indirect eval (which violates Content Security Policy).\n  typeof global === \"object\" ? global :\n  typeof window === \"object\" ? window :\n  typeof self === \"object\" ? self : this\n);\n\n}).call(this,typeof global !== \"undefined\" ? global : typeof self !== \"undefined\" ? self : typeof window !== \"undefined\" ? window : {})\n},{}]},{},[1]);\n","if (typeof FastBoot === 'undefined') { //! moment.js\n//! version : 2.29.1\n//! authors : Tim Wood, Iskren Chernev, Moment.js contributors\n//! license : MIT\n//! momentjs.com\n\n;(function (global, factory) {\n    typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :\n    typeof define === 'function' && define.amd ? define(factory) :\n    global.moment = factory()\n}(this, (function () { 'use strict';\n\n    var hookCallback;\n\n    function hooks() {\n        return hookCallback.apply(null, arguments);\n    }\n\n    // This is done to register the method called with moment()\n    // without creating circular dependencies.\n    function setHookCallback(callback) {\n        hookCallback = callback;\n    }\n\n    function isArray(input) {\n        return (\n            input instanceof Array ||\n            Object.prototype.toString.call(input) === '[object Array]'\n        );\n    }\n\n    function isObject(input) {\n        // IE8 will treat undefined and null as object if it wasn't for\n        // input != null\n        return (\n            input != null &&\n            Object.prototype.toString.call(input) === '[object Object]'\n        );\n    }\n\n    function hasOwnProp(a, b) {\n        return Object.prototype.hasOwnProperty.call(a, b);\n    }\n\n    function isObjectEmpty(obj) {\n        if (Object.getOwnPropertyNames) {\n            return Object.getOwnPropertyNames(obj).length === 0;\n        } else {\n            var k;\n            for (k in obj) {\n                if (hasOwnProp(obj, k)) {\n                    return false;\n                }\n            }\n            return true;\n        }\n    }\n\n    function isUndefined(input) {\n        return input === void 0;\n    }\n\n    function isNumber(input) {\n        return (\n            typeof input === 'number' ||\n            Object.prototype.toString.call(input) === '[object Number]'\n        );\n    }\n\n    function isDate(input) {\n        return (\n            input instanceof Date ||\n            Object.prototype.toString.call(input) === '[object Date]'\n        );\n    }\n\n    function map(arr, fn) {\n        var res = [],\n            i;\n        for (i = 0; i < arr.length; ++i) {\n            res.push(fn(arr[i], i));\n        }\n        return res;\n    }\n\n    function extend(a, b) {\n        for (var i in b) {\n            if (hasOwnProp(b, i)) {\n                a[i] = b[i];\n            }\n        }\n\n        if (hasOwnProp(b, 'toString')) {\n            a.toString = b.toString;\n        }\n\n        if (hasOwnProp(b, 'valueOf')) {\n            a.valueOf = b.valueOf;\n        }\n\n        return a;\n    }\n\n    function createUTC(input, format, locale, strict) {\n        return createLocalOrUTC(input, format, locale, strict, true).utc();\n    }\n\n    function defaultParsingFlags() {\n        // We need to deep clone this object.\n        return {\n            empty: false,\n            unusedTokens: [],\n            unusedInput: [],\n            overflow: -2,\n            charsLeftOver: 0,\n            nullInput: false,\n            invalidEra: null,\n            invalidMonth: null,\n            invalidFormat: false,\n            userInvalidated: false,\n            iso: false,\n            parsedDateParts: [],\n            era: null,\n            meridiem: null,\n            rfc2822: false,\n            weekdayMismatch: false,\n        };\n    }\n\n    function getParsingFlags(m) {\n        if (m._pf == null) {\n            m._pf = defaultParsingFlags();\n        }\n        return m._pf;\n    }\n\n    var some;\n    if (Array.prototype.some) {\n        some = Array.prototype.some;\n    } else {\n        some = function (fun) {\n            var t = Object(this),\n                len = t.length >>> 0,\n                i;\n\n            for (i = 0; i < len; i++) {\n                if (i in t && fun.call(this, t[i], i, t)) {\n                    return true;\n                }\n            }\n\n            return false;\n        };\n    }\n\n    function isValid(m) {\n        if (m._isValid == null) {\n            var flags = getParsingFlags(m),\n                parsedParts = some.call(flags.parsedDateParts, function (i) {\n                    return i != null;\n                }),\n                isNowValid =\n                    !isNaN(m._d.getTime()) &&\n                    flags.overflow < 0 &&\n                    !flags.empty &&\n                    !flags.invalidEra &&\n                    !flags.invalidMonth &&\n                    !flags.invalidWeekday &&\n                    !flags.weekdayMismatch &&\n                    !flags.nullInput &&\n                    !flags.invalidFormat &&\n                    !flags.userInvalidated &&\n                    (!flags.meridiem || (flags.meridiem && parsedParts));\n\n            if (m._strict) {\n                isNowValid =\n                    isNowValid &&\n                    flags.charsLeftOver === 0 &&\n                    flags.unusedTokens.length === 0 &&\n                    flags.bigHour === undefined;\n            }\n\n            if (Object.isFrozen == null || !Object.isFrozen(m)) {\n                m._isValid = isNowValid;\n            } else {\n                return isNowValid;\n            }\n        }\n        return m._isValid;\n    }\n\n    function createInvalid(flags) {\n        var m = createUTC(NaN);\n        if (flags != null) {\n            extend(getParsingFlags(m), flags);\n        } else {\n            getParsingFlags(m).userInvalidated = true;\n        }\n\n        return m;\n    }\n\n    // Plugins that add properties should also add the key here (null value),\n    // so we can properly clone ourselves.\n    var momentProperties = (hooks.momentProperties = []),\n        updateInProgress = false;\n\n    function copyConfig(to, from) {\n        var i, prop, val;\n\n        if (!isUndefined(from._isAMomentObject)) {\n            to._isAMomentObject = from._isAMomentObject;\n        }\n        if (!isUndefined(from._i)) {\n            to._i = from._i;\n        }\n        if (!isUndefined(from._f)) {\n            to._f = from._f;\n        }\n        if (!isUndefined(from._l)) {\n            to._l = from._l;\n        }\n        if (!isUndefined(from._strict)) {\n            to._strict = from._strict;\n        }\n        if (!isUndefined(from._tzm)) {\n            to._tzm = from._tzm;\n        }\n        if (!isUndefined(from._isUTC)) {\n            to._isUTC = from._isUTC;\n        }\n        if (!isUndefined(from._offset)) {\n            to._offset = from._offset;\n        }\n        if (!isUndefined(from._pf)) {\n            to._pf = getParsingFlags(from);\n        }\n        if (!isUndefined(from._locale)) {\n            to._locale = from._locale;\n        }\n\n        if (momentProperties.length > 0) {\n            for (i = 0; i < momentProperties.length; i++) {\n                prop = momentProperties[i];\n                val = from[prop];\n                if (!isUndefined(val)) {\n                    to[prop] = val;\n                }\n            }\n        }\n\n        return to;\n    }\n\n    // Moment prototype object\n    function Moment(config) {\n        copyConfig(this, config);\n        this._d = new Date(config._d != null ? config._d.getTime() : NaN);\n        if (!this.isValid()) {\n            this._d = new Date(NaN);\n        }\n        // Prevent infinite loop in case updateOffset creates new moment\n        // objects.\n        if (updateInProgress === false) {\n            updateInProgress = true;\n            hooks.updateOffset(this);\n            updateInProgress = false;\n        }\n    }\n\n    function isMoment(obj) {\n        return (\n            obj instanceof Moment || (obj != null && obj._isAMomentObject != null)\n        );\n    }\n\n    function warn(msg) {\n        if (\n            hooks.suppressDeprecationWarnings === false &&\n            typeof console !== 'undefined' &&\n            console.warn\n        ) {\n            console.warn('Deprecation warning: ' + msg);\n        }\n    }\n\n    function deprecate(msg, fn) {\n        var firstTime = true;\n\n        return extend(function () {\n            if (hooks.deprecationHandler != null) {\n                hooks.deprecationHandler(null, msg);\n            }\n            if (firstTime) {\n                var args = [],\n                    arg,\n                    i,\n                    key;\n                for (i = 0; i < arguments.length; i++) {\n                    arg = '';\n                    if (typeof arguments[i] === 'object') {\n                        arg += '\\n[' + i + '] ';\n                        for (key in arguments[0]) {\n                            if (hasOwnProp(arguments[0], key)) {\n                                arg += key + ': ' + arguments[0][key] + ', ';\n                            }\n                        }\n                        arg = arg.slice(0, -2); // Remove trailing comma and space\n                    } else {\n                        arg = arguments[i];\n                    }\n                    args.push(arg);\n                }\n                warn(\n                    msg +\n                        '\\nArguments: ' +\n                        Array.prototype.slice.call(args).join('') +\n                        '\\n' +\n                        new Error().stack\n                );\n                firstTime = false;\n            }\n            return fn.apply(this, arguments);\n        }, fn);\n    }\n\n    var deprecations = {};\n\n    function deprecateSimple(name, msg) {\n        if (hooks.deprecationHandler != null) {\n            hooks.deprecationHandler(name, msg);\n        }\n        if (!deprecations[name]) {\n            warn(msg);\n            deprecations[name] = true;\n        }\n    }\n\n    hooks.suppressDeprecationWarnings = false;\n    hooks.deprecationHandler = null;\n\n    function isFunction(input) {\n        return (\n            (typeof Function !== 'undefined' && input instanceof Function) ||\n            Object.prototype.toString.call(input) === '[object Function]'\n        );\n    }\n\n    function set(config) {\n        var prop, i;\n        for (i in config) {\n            if (hasOwnProp(config, i)) {\n                prop = config[i];\n                if (isFunction(prop)) {\n                    this[i] = prop;\n                } else {\n                    this['_' + i] = prop;\n                }\n            }\n        }\n        this._config = config;\n        // Lenient ordinal parsing accepts just a number in addition to\n        // number + (possibly) stuff coming from _dayOfMonthOrdinalParse.\n        // TODO: Remove \"ordinalParse\" fallback in next major release.\n        this._dayOfMonthOrdinalParseLenient = new RegExp(\n            (this._dayOfMonthOrdinalParse.source || this._ordinalParse.source) +\n                '|' +\n                /\\d{1,2}/.source\n        );\n    }\n\n    function mergeConfigs(parentConfig, childConfig) {\n        var res = extend({}, parentConfig),\n            prop;\n        for (prop in childConfig) {\n            if (hasOwnProp(childConfig, prop)) {\n                if (isObject(parentConfig[prop]) && isObject(childConfig[prop])) {\n                    res[prop] = {};\n                    extend(res[prop], parentConfig[prop]);\n                    extend(res[prop], childConfig[prop]);\n                } else if (childConfig[prop] != null) {\n                    res[prop] = childConfig[prop];\n                } else {\n                    delete res[prop];\n                }\n            }\n        }\n        for (prop in parentConfig) {\n            if (\n                hasOwnProp(parentConfig, prop) &&\n                !hasOwnProp(childConfig, prop) &&\n                isObject(parentConfig[prop])\n            ) {\n                // make sure changes to properties don't modify parent config\n                res[prop] = extend({}, res[prop]);\n            }\n        }\n        return res;\n    }\n\n    function Locale(config) {\n        if (config != null) {\n            this.set(config);\n        }\n    }\n\n    var keys;\n\n    if (Object.keys) {\n        keys = Object.keys;\n    } else {\n        keys = function (obj) {\n            var i,\n                res = [];\n            for (i in obj) {\n                if (hasOwnProp(obj, i)) {\n                    res.push(i);\n                }\n            }\n            return res;\n        };\n    }\n\n    var defaultCalendar = {\n        sameDay: '[Today at] LT',\n        nextDay: '[Tomorrow at] LT',\n        nextWeek: 'dddd [at] LT',\n        lastDay: '[Yesterday at] LT',\n        lastWeek: '[Last] dddd [at] LT',\n        sameElse: 'L',\n    };\n\n    function calendar(key, mom, now) {\n        var output = this._calendar[key] || this._calendar['sameElse'];\n        return isFunction(output) ? output.call(mom, now) : output;\n    }\n\n    function zeroFill(number, targetLength, forceSign) {\n        var absNumber = '' + Math.abs(number),\n            zerosToFill = targetLength - absNumber.length,\n            sign = number >= 0;\n        return (\n            (sign ? (forceSign ? '+' : '') : '-') +\n            Math.pow(10, Math.max(0, zerosToFill)).toString().substr(1) +\n            absNumber\n        );\n    }\n\n    var formattingTokens = /(\\[[^\\[]*\\])|(\\\\)?([Hh]mm(ss)?|Mo|MM?M?M?|Do|DDDo|DD?D?D?|ddd?d?|do?|w[o|w]?|W[o|W]?|Qo?|N{1,5}|YYYYYY|YYYYY|YYYY|YY|y{2,4}|yo?|gg(ggg?)?|GG(GGG?)?|e|E|a|A|hh?|HH?|kk?|mm?|ss?|S{1,9}|x|X|zz?|ZZ?|.)/g,\n        localFormattingTokens = /(\\[[^\\[]*\\])|(\\\\)?(LTS|LT|LL?L?L?|l{1,4})/g,\n        formatFunctions = {},\n        formatTokenFunctions = {};\n\n    // token:    'M'\n    // padded:   ['MM', 2]\n    // ordinal:  'Mo'\n    // callback: function () { this.month() + 1 }\n    function addFormatToken(token, padded, ordinal, callback) {\n        var func = callback;\n        if (typeof callback === 'string') {\n            func = function () {\n                return this[callback]();\n            };\n        }\n        if (token) {\n            formatTokenFunctions[token] = func;\n        }\n        if (padded) {\n            formatTokenFunctions[padded[0]] = function () {\n                return zeroFill(func.apply(this, arguments), padded[1], padded[2]);\n            };\n        }\n        if (ordinal) {\n            formatTokenFunctions[ordinal] = function () {\n                return this.localeData().ordinal(\n                    func.apply(this, arguments),\n                    token\n                );\n            };\n        }\n    }\n\n    function removeFormattingTokens(input) {\n        if (input.match(/\\[[\\s\\S]/)) {\n            return input.replace(/^\\[|\\]$/g, '');\n        }\n        return input.replace(/\\\\/g, '');\n    }\n\n    function makeFormatFunction(format) {\n        var array = format.match(formattingTokens),\n            i,\n            length;\n\n        for (i = 0, length = array.length; i < length; i++) {\n            if (formatTokenFunctions[array[i]]) {\n                array[i] = formatTokenFunctions[array[i]];\n            } else {\n                array[i] = removeFormattingTokens(array[i]);\n            }\n        }\n\n        return function (mom) {\n            var output = '',\n                i;\n            for (i = 0; i < length; i++) {\n                output += isFunction(array[i])\n                    ? array[i].call(mom, format)\n                    : array[i];\n            }\n            return output;\n        };\n    }\n\n    // format date using native date object\n    function formatMoment(m, format) {\n        if (!m.isValid()) {\n            return m.localeData().invalidDate();\n        }\n\n        format = expandFormat(format, m.localeData());\n        formatFunctions[format] =\n            formatFunctions[format] || makeFormatFunction(format);\n\n        return formatFunctions[format](m);\n    }\n\n    function expandFormat(format, locale) {\n        var i = 5;\n\n        function replaceLongDateFormatTokens(input) {\n            return locale.longDateFormat(input) || input;\n        }\n\n        localFormattingTokens.lastIndex = 0;\n        while (i >= 0 && localFormattingTokens.test(format)) {\n            format = format.replace(\n                localFormattingTokens,\n                replaceLongDateFormatTokens\n            );\n            localFormattingTokens.lastIndex = 0;\n            i -= 1;\n        }\n\n        return format;\n    }\n\n    var defaultLongDateFormat = {\n        LTS: 'h:mm:ss A',\n        LT: 'h:mm A',\n        L: 'MM/DD/YYYY',\n        LL: 'MMMM D, YYYY',\n        LLL: 'MMMM D, YYYY h:mm A',\n        LLLL: 'dddd, MMMM D, YYYY h:mm A',\n    };\n\n    function longDateFormat(key) {\n        var format = this._longDateFormat[key],\n            formatUpper = this._longDateFormat[key.toUpperCase()];\n\n        if (format || !formatUpper) {\n            return format;\n        }\n\n        this._longDateFormat[key] = formatUpper\n            .match(formattingTokens)\n            .map(function (tok) {\n                if (\n                    tok === 'MMMM' ||\n                    tok === 'MM' ||\n                    tok === 'DD' ||\n                    tok === 'dddd'\n                ) {\n                    return tok.slice(1);\n                }\n                return tok;\n            })\n            .join('');\n\n        return this._longDateFormat[key];\n    }\n\n    var defaultInvalidDate = 'Invalid date';\n\n    function invalidDate() {\n        return this._invalidDate;\n    }\n\n    var defaultOrdinal = '%d',\n        defaultDayOfMonthOrdinalParse = /\\d{1,2}/;\n\n    function ordinal(number) {\n        return this._ordinal.replace('%d', number);\n    }\n\n    var defaultRelativeTime = {\n        future: 'in %s',\n        past: '%s ago',\n        s: 'a few seconds',\n        ss: '%d seconds',\n        m: 'a minute',\n        mm: '%d minutes',\n        h: 'an hour',\n        hh: '%d hours',\n        d: 'a day',\n        dd: '%d days',\n        w: 'a week',\n        ww: '%d weeks',\n        M: 'a month',\n        MM: '%d months',\n        y: 'a year',\n        yy: '%d years',\n    };\n\n    function relativeTime(number, withoutSuffix, string, isFuture) {\n        var output = this._relativeTime[string];\n        return isFunction(output)\n            ? output(number, withoutSuffix, string, isFuture)\n            : output.replace(/%d/i, number);\n    }\n\n    function pastFuture(diff, output) {\n        var format = this._relativeTime[diff > 0 ? 'future' : 'past'];\n        return isFunction(format) ? format(output) : format.replace(/%s/i, output);\n    }\n\n    var aliases = {};\n\n    function addUnitAlias(unit, shorthand) {\n        var lowerCase = unit.toLowerCase();\n        aliases[lowerCase] = aliases[lowerCase + 's'] = aliases[shorthand] = unit;\n    }\n\n    function normalizeUnits(units) {\n        return typeof units === 'string'\n            ? aliases[units] || aliases[units.toLowerCase()]\n            : undefined;\n    }\n\n    function normalizeObjectUnits(inputObject) {\n        var normalizedInput = {},\n            normalizedProp,\n            prop;\n\n        for (prop in inputObject) {\n            if (hasOwnProp(inputObject, prop)) {\n                normalizedProp = normalizeUnits(prop);\n                if (normalizedProp) {\n                    normalizedInput[normalizedProp] = inputObject[prop];\n                }\n            }\n        }\n\n        return normalizedInput;\n    }\n\n    var priorities = {};\n\n    function addUnitPriority(unit, priority) {\n        priorities[unit] = priority;\n    }\n\n    function getPrioritizedUnits(unitsObj) {\n        var units = [],\n            u;\n        for (u in unitsObj) {\n            if (hasOwnProp(unitsObj, u)) {\n                units.push({ unit: u, priority: priorities[u] });\n            }\n        }\n        units.sort(function (a, b) {\n            return a.priority - b.priority;\n        });\n        return units;\n    }\n\n    function isLeapYear(year) {\n        return (year % 4 === 0 && year % 100 !== 0) || year % 400 === 0;\n    }\n\n    function absFloor(number) {\n        if (number < 0) {\n            // -0 -> 0\n            return Math.ceil(number) || 0;\n        } else {\n            return Math.floor(number);\n        }\n    }\n\n    function toInt(argumentForCoercion) {\n        var coercedNumber = +argumentForCoercion,\n            value = 0;\n\n        if (coercedNumber !== 0 && isFinite(coercedNumber)) {\n            value = absFloor(coercedNumber);\n        }\n\n        return value;\n    }\n\n    function makeGetSet(unit, keepTime) {\n        return function (value) {\n            if (value != null) {\n                set$1(this, unit, value);\n                hooks.updateOffset(this, keepTime);\n                return this;\n            } else {\n                return get(this, unit);\n            }\n        };\n    }\n\n    function get(mom, unit) {\n        return mom.isValid()\n            ? mom._d['get' + (mom._isUTC ? 'UTC' : '') + unit]()\n            : NaN;\n    }\n\n    function set$1(mom, unit, value) {\n        if (mom.isValid() && !isNaN(value)) {\n            if (\n                unit === 'FullYear' &&\n                isLeapYear(mom.year()) &&\n                mom.month() === 1 &&\n                mom.date() === 29\n            ) {\n                value = toInt(value);\n                mom._d['set' + (mom._isUTC ? 'UTC' : '') + unit](\n                    value,\n                    mom.month(),\n                    daysInMonth(value, mom.month())\n                );\n            } else {\n                mom._d['set' + (mom._isUTC ? 'UTC' : '') + unit](value);\n            }\n        }\n    }\n\n    // MOMENTS\n\n    function stringGet(units) {\n        units = normalizeUnits(units);\n        if (isFunction(this[units])) {\n            return this[units]();\n        }\n        return this;\n    }\n\n    function stringSet(units, value) {\n        if (typeof units === 'object') {\n            units = normalizeObjectUnits(units);\n            var prioritized = getPrioritizedUnits(units),\n                i;\n            for (i = 0; i < prioritized.length; i++) {\n                this[prioritized[i].unit](units[prioritized[i].unit]);\n            }\n        } else {\n            units = normalizeUnits(units);\n            if (isFunction(this[units])) {\n                return this[units](value);\n            }\n        }\n        return this;\n    }\n\n    var match1 = /\\d/, //       0 - 9\n        match2 = /\\d\\d/, //      00 - 99\n        match3 = /\\d{3}/, //     000 - 999\n        match4 = /\\d{4}/, //    0000 - 9999\n        match6 = /[+-]?\\d{6}/, // -999999 - 999999\n        match1to2 = /\\d\\d?/, //       0 - 99\n        match3to4 = /\\d\\d\\d\\d?/, //     999 - 9999\n        match5to6 = /\\d\\d\\d\\d\\d\\d?/, //   99999 - 999999\n        match1to3 = /\\d{1,3}/, //       0 - 999\n        match1to4 = /\\d{1,4}/, //       0 - 9999\n        match1to6 = /[+-]?\\d{1,6}/, // -999999 - 999999\n        matchUnsigned = /\\d+/, //       0 - inf\n        matchSigned = /[+-]?\\d+/, //    -inf - inf\n        matchOffset = /Z|[+-]\\d\\d:?\\d\\d/gi, // +00:00 -00:00 +0000 -0000 or Z\n        matchShortOffset = /Z|[+-]\\d\\d(?::?\\d\\d)?/gi, // +00 -00 +00:00 -00:00 +0000 -0000 or Z\n        matchTimestamp = /[+-]?\\d+(\\.\\d{1,3})?/, // 123456789 123456789.123\n        // any word (or two) characters or numbers including two/three word month in arabic.\n        // includes scottish gaelic two word and hyphenated months\n        matchWord = /[0-9]{0,256}['a-z\\u00A0-\\u05FF\\u0700-\\uD7FF\\uF900-\\uFDCF\\uFDF0-\\uFF07\\uFF10-\\uFFEF]{1,256}|[\\u0600-\\u06FF\\/]{1,256}(\\s*?[\\u0600-\\u06FF]{1,256}){1,2}/i,\n        regexes;\n\n    regexes = {};\n\n    function addRegexToken(token, regex, strictRegex) {\n        regexes[token] = isFunction(regex)\n            ? regex\n            : function (isStrict, localeData) {\n                  return isStrict && strictRegex ? strictRegex : regex;\n              };\n    }\n\n    function getParseRegexForToken(token, config) {\n        if (!hasOwnProp(regexes, token)) {\n            return new RegExp(unescapeFormat(token));\n        }\n\n        return regexes[token](config._strict, config._locale);\n    }\n\n    // Code from http://stackoverflow.com/questions/3561493/is-there-a-regexp-escape-function-in-javascript\n    function unescapeFormat(s) {\n        return regexEscape(\n            s\n                .replace('\\\\', '')\n                .replace(/\\\\(\\[)|\\\\(\\])|\\[([^\\]\\[]*)\\]|\\\\(.)/g, function (\n                    matched,\n                    p1,\n                    p2,\n                    p3,\n                    p4\n                ) {\n                    return p1 || p2 || p3 || p4;\n                })\n        );\n    }\n\n    function regexEscape(s) {\n        return s.replace(/[-\\/\\\\^$*+?.()|[\\]{}]/g, '\\\\$&');\n    }\n\n    var tokens = {};\n\n    function addParseToken(token, callback) {\n        var i,\n            func = callback;\n        if (typeof token === 'string') {\n            token = [token];\n        }\n        if (isNumber(callback)) {\n            func = function (input, array) {\n                array[callback] = toInt(input);\n            };\n        }\n        for (i = 0; i < token.length; i++) {\n            tokens[token[i]] = func;\n        }\n    }\n\n    function addWeekParseToken(token, callback) {\n        addParseToken(token, function (input, array, config, token) {\n            config._w = config._w || {};\n            callback(input, config._w, config, token);\n        });\n    }\n\n    function addTimeToArrayFromToken(token, input, config) {\n        if (input != null && hasOwnProp(tokens, token)) {\n            tokens[token](input, config._a, config, token);\n        }\n    }\n\n    var YEAR = 0,\n        MONTH = 1,\n        DATE = 2,\n        HOUR = 3,\n        MINUTE = 4,\n        SECOND = 5,\n        MILLISECOND = 6,\n        WEEK = 7,\n        WEEKDAY = 8;\n\n    function mod(n, x) {\n        return ((n % x) + x) % x;\n    }\n\n    var indexOf;\n\n    if (Array.prototype.indexOf) {\n        indexOf = Array.prototype.indexOf;\n    } else {\n        indexOf = function (o) {\n            // I know\n            var i;\n            for (i = 0; i < this.length; ++i) {\n                if (this[i] === o) {\n                    return i;\n                }\n            }\n            return -1;\n        };\n    }\n\n    function daysInMonth(year, month) {\n        if (isNaN(year) || isNaN(month)) {\n            return NaN;\n        }\n        var modMonth = mod(month, 12);\n        year += (month - modMonth) / 12;\n        return modMonth === 1\n            ? isLeapYear(year)\n                ? 29\n                : 28\n            : 31 - ((modMonth % 7) % 2);\n    }\n\n    // FORMATTING\n\n    addFormatToken('M', ['MM', 2], 'Mo', function () {\n        return this.month() + 1;\n    });\n\n    addFormatToken('MMM', 0, 0, function (format) {\n        return this.localeData().monthsShort(this, format);\n    });\n\n    addFormatToken('MMMM', 0, 0, function (format) {\n        return this.localeData().months(this, format);\n    });\n\n    // ALIASES\n\n    addUnitAlias('month', 'M');\n\n    // PRIORITY\n\n    addUnitPriority('month', 8);\n\n    // PARSING\n\n    addRegexToken('M', match1to2);\n    addRegexToken('MM', match1to2, match2);\n    addRegexToken('MMM', function (isStrict, locale) {\n        return locale.monthsShortRegex(isStrict);\n    });\n    addRegexToken('MMMM', function (isStrict, locale) {\n        return locale.monthsRegex(isStrict);\n    });\n\n    addParseToken(['M', 'MM'], function (input, array) {\n        array[MONTH] = toInt(input) - 1;\n    });\n\n    addParseToken(['MMM', 'MMMM'], function (input, array, config, token) {\n        var month = config._locale.monthsParse(input, token, config._strict);\n        // if we didn't find a month name, mark the date as invalid.\n        if (month != null) {\n            array[MONTH] = month;\n        } else {\n            getParsingFlags(config).invalidMonth = input;\n        }\n    });\n\n    // LOCALES\n\n    var defaultLocaleMonths = 'January_February_March_April_May_June_July_August_September_October_November_December'.split(\n            '_'\n        ),\n        defaultLocaleMonthsShort = 'Jan_Feb_Mar_Apr_May_Jun_Jul_Aug_Sep_Oct_Nov_Dec'.split(\n            '_'\n        ),\n        MONTHS_IN_FORMAT = /D[oD]?(\\[[^\\[\\]]*\\]|\\s)+MMMM?/,\n        defaultMonthsShortRegex = matchWord,\n        defaultMonthsRegex = matchWord;\n\n    function localeMonths(m, format) {\n        if (!m) {\n            return isArray(this._months)\n                ? this._months\n                : this._months['standalone'];\n        }\n        return isArray(this._months)\n            ? this._months[m.month()]\n            : this._months[\n                  (this._months.isFormat || MONTHS_IN_FORMAT).test(format)\n                      ? 'format'\n                      : 'standalone'\n              ][m.month()];\n    }\n\n    function localeMonthsShort(m, format) {\n        if (!m) {\n            return isArray(this._monthsShort)\n                ? this._monthsShort\n                : this._monthsShort['standalone'];\n        }\n        return isArray(this._monthsShort)\n            ? this._monthsShort[m.month()]\n            : this._monthsShort[\n                  MONTHS_IN_FORMAT.test(format) ? 'format' : 'standalone'\n              ][m.month()];\n    }\n\n    function handleStrictParse(monthName, format, strict) {\n        var i,\n            ii,\n            mom,\n            llc = monthName.toLocaleLowerCase();\n        if (!this._monthsParse) {\n            // this is not used\n            this._monthsParse = [];\n            this._longMonthsParse = [];\n            this._shortMonthsParse = [];\n            for (i = 0; i < 12; ++i) {\n                mom = createUTC([2000, i]);\n                this._shortMonthsParse[i] = this.monthsShort(\n                    mom,\n                    ''\n                ).toLocaleLowerCase();\n                this._longMonthsParse[i] = this.months(mom, '').toLocaleLowerCase();\n            }\n        }\n\n        if (strict) {\n            if (format === 'MMM') {\n                ii = indexOf.call(this._shortMonthsParse, llc);\n                return ii !== -1 ? ii : null;\n            } else {\n                ii = indexOf.call(this._longMonthsParse, llc);\n                return ii !== -1 ? ii : null;\n            }\n        } else {\n            if (format === 'MMM') {\n                ii = indexOf.call(this._shortMonthsParse, llc);\n                if (ii !== -1) {\n                    return ii;\n                }\n                ii = indexOf.call(this._longMonthsParse, llc);\n                return ii !== -1 ? ii : null;\n            } else {\n                ii = indexOf.call(this._longMonthsParse, llc);\n                if (ii !== -1) {\n                    return ii;\n                }\n                ii = indexOf.call(this._shortMonthsParse, llc);\n                return ii !== -1 ? ii : null;\n            }\n        }\n    }\n\n    function localeMonthsParse(monthName, format, strict) {\n        var i, mom, regex;\n\n        if (this._monthsParseExact) {\n            return handleStrictParse.call(this, monthName, format, strict);\n        }\n\n        if (!this._monthsParse) {\n            this._monthsParse = [];\n            this._longMonthsParse = [];\n            this._shortMonthsParse = [];\n        }\n\n        // TODO: add sorting\n        // Sorting makes sure if one month (or abbr) is a prefix of another\n        // see sorting in computeMonthsParse\n        for (i = 0; i < 12; i++) {\n            // make the regex if we don't have it already\n            mom = createUTC([2000, i]);\n            if (strict && !this._longMonthsParse[i]) {\n                this._longMonthsParse[i] = new RegExp(\n                    '^' + this.months(mom, '').replace('.', '') + '$',\n                    'i'\n                );\n                this._shortMonthsParse[i] = new RegExp(\n                    '^' + this.monthsShort(mom, '').replace('.', '') + '$',\n                    'i'\n                );\n            }\n            if (!strict && !this._monthsParse[i]) {\n                regex =\n                    '^' + this.months(mom, '') + '|^' + this.monthsShort(mom, '');\n                this._monthsParse[i] = new RegExp(regex.replace('.', ''), 'i');\n            }\n            // test the regex\n            if (\n                strict &&\n                format === 'MMMM' &&\n                this._longMonthsParse[i].test(monthName)\n            ) {\n                return i;\n            } else if (\n                strict &&\n                format === 'MMM' &&\n                this._shortMonthsParse[i].test(monthName)\n            ) {\n                return i;\n            } else if (!strict && this._monthsParse[i].test(monthName)) {\n                return i;\n            }\n        }\n    }\n\n    // MOMENTS\n\n    function setMonth(mom, value) {\n        var dayOfMonth;\n\n        if (!mom.isValid()) {\n            // No op\n            return mom;\n        }\n\n        if (typeof value === 'string') {\n            if (/^\\d+$/.test(value)) {\n                value = toInt(value);\n            } else {\n                value = mom.localeData().monthsParse(value);\n                // TODO: Another silent failure?\n                if (!isNumber(value)) {\n                    return mom;\n                }\n            }\n        }\n\n        dayOfMonth = Math.min(mom.date(), daysInMonth(mom.year(), value));\n        mom._d['set' + (mom._isUTC ? 'UTC' : '') + 'Month'](value, dayOfMonth);\n        return mom;\n    }\n\n    function getSetMonth(value) {\n        if (value != null) {\n            setMonth(this, value);\n            hooks.updateOffset(this, true);\n            return this;\n        } else {\n            return get(this, 'Month');\n        }\n    }\n\n    function getDaysInMonth() {\n        return daysInMonth(this.year(), this.month());\n    }\n\n    function monthsShortRegex(isStrict) {\n        if (this._monthsParseExact) {\n            if (!hasOwnProp(this, '_monthsRegex')) {\n                computeMonthsParse.call(this);\n            }\n            if (isStrict) {\n                return this._monthsShortStrictRegex;\n            } else {\n                return this._monthsShortRegex;\n            }\n        } else {\n            if (!hasOwnProp(this, '_monthsShortRegex')) {\n                this._monthsShortRegex = defaultMonthsShortRegex;\n            }\n            return this._monthsShortStrictRegex && isStrict\n                ? this._monthsShortStrictRegex\n                : this._monthsShortRegex;\n        }\n    }\n\n    function monthsRegex(isStrict) {\n        if (this._monthsParseExact) {\n            if (!hasOwnProp(this, '_monthsRegex')) {\n                computeMonthsParse.call(this);\n            }\n            if (isStrict) {\n                return this._monthsStrictRegex;\n            } else {\n                return this._monthsRegex;\n            }\n        } else {\n            if (!hasOwnProp(this, '_monthsRegex')) {\n                this._monthsRegex = defaultMonthsRegex;\n            }\n            return this._monthsStrictRegex && isStrict\n                ? this._monthsStrictRegex\n                : this._monthsRegex;\n        }\n    }\n\n    function computeMonthsParse() {\n        function cmpLenRev(a, b) {\n            return b.length - a.length;\n        }\n\n        var shortPieces = [],\n            longPieces = [],\n            mixedPieces = [],\n            i,\n            mom;\n        for (i = 0; i < 12; i++) {\n            // make the regex if we don't have it already\n            mom = createUTC([2000, i]);\n            shortPieces.push(this.monthsShort(mom, ''));\n            longPieces.push(this.months(mom, ''));\n            mixedPieces.push(this.months(mom, ''));\n            mixedPieces.push(this.monthsShort(mom, ''));\n        }\n        // Sorting makes sure if one month (or abbr) is a prefix of another it\n        // will match the longer piece.\n        shortPieces.sort(cmpLenRev);\n        longPieces.sort(cmpLenRev);\n        mixedPieces.sort(cmpLenRev);\n        for (i = 0; i < 12; i++) {\n            shortPieces[i] = regexEscape(shortPieces[i]);\n            longPieces[i] = regexEscape(longPieces[i]);\n        }\n        for (i = 0; i < 24; i++) {\n            mixedPieces[i] = regexEscape(mixedPieces[i]);\n        }\n\n        this._monthsRegex = new RegExp('^(' + mixedPieces.join('|') + ')', 'i');\n        this._monthsShortRegex = this._monthsRegex;\n        this._monthsStrictRegex = new RegExp(\n            '^(' + longPieces.join('|') + ')',\n            'i'\n        );\n        this._monthsShortStrictRegex = new RegExp(\n            '^(' + shortPieces.join('|') + ')',\n            'i'\n        );\n    }\n\n    // FORMATTING\n\n    addFormatToken('Y', 0, 0, function () {\n        var y = this.year();\n        return y <= 9999 ? zeroFill(y, 4) : '+' + y;\n    });\n\n    addFormatToken(0, ['YY', 2], 0, function () {\n        return this.year() % 100;\n    });\n\n    addFormatToken(0, ['YYYY', 4], 0, 'year');\n    addFormatToken(0, ['YYYYY', 5], 0, 'year');\n    addFormatToken(0, ['YYYYYY', 6, true], 0, 'year');\n\n    // ALIASES\n\n    addUnitAlias('year', 'y');\n\n    // PRIORITIES\n\n    addUnitPriority('year', 1);\n\n    // PARSING\n\n    addRegexToken('Y', matchSigned);\n    addRegexToken('YY', match1to2, match2);\n    addRegexToken('YYYY', match1to4, match4);\n    addRegexToken('YYYYY', match1to6, match6);\n    addRegexToken('YYYYYY', match1to6, match6);\n\n    addParseToken(['YYYYY', 'YYYYYY'], YEAR);\n    addParseToken('YYYY', function (input, array) {\n        array[YEAR] =\n            input.length === 2 ? hooks.parseTwoDigitYear(input) : toInt(input);\n    });\n    addParseToken('YY', function (input, array) {\n        array[YEAR] = hooks.parseTwoDigitYear(input);\n    });\n    addParseToken('Y', function (input, array) {\n        array[YEAR] = parseInt(input, 10);\n    });\n\n    // HELPERS\n\n    function daysInYear(year) {\n        return isLeapYear(year) ? 366 : 365;\n    }\n\n    // HOOKS\n\n    hooks.parseTwoDigitYear = function (input) {\n        return toInt(input) + (toInt(input) > 68 ? 1900 : 2000);\n    };\n\n    // MOMENTS\n\n    var getSetYear = makeGetSet('FullYear', true);\n\n    function getIsLeapYear() {\n        return isLeapYear(this.year());\n    }\n\n    function createDate(y, m, d, h, M, s, ms) {\n        // can't just apply() to create a date:\n        // https://stackoverflow.com/q/181348\n        var date;\n        // the date constructor remaps years 0-99 to 1900-1999\n        if (y < 100 && y >= 0) {\n            // preserve leap years using a full 400 year cycle, then reset\n            date = new Date(y + 400, m, d, h, M, s, ms);\n            if (isFinite(date.getFullYear())) {\n                date.setFullYear(y);\n            }\n        } else {\n            date = new Date(y, m, d, h, M, s, ms);\n        }\n\n        return date;\n    }\n\n    function createUTCDate(y) {\n        var date, args;\n        // the Date.UTC function remaps years 0-99 to 1900-1999\n        if (y < 100 && y >= 0) {\n            args = Array.prototype.slice.call(arguments);\n            // preserve leap years using a full 400 year cycle, then reset\n            args[0] = y + 400;\n            date = new Date(Date.UTC.apply(null, args));\n            if (isFinite(date.getUTCFullYear())) {\n                date.setUTCFullYear(y);\n            }\n        } else {\n            date = new Date(Date.UTC.apply(null, arguments));\n        }\n\n        return date;\n    }\n\n    // start-of-first-week - start-of-year\n    function firstWeekOffset(year, dow, doy) {\n        var // first-week day -- which january is always in the first week (4 for iso, 1 for other)\n            fwd = 7 + dow - doy,\n            // first-week day local weekday -- which local weekday is fwd\n            fwdlw = (7 + createUTCDate(year, 0, fwd).getUTCDay() - dow) % 7;\n\n        return -fwdlw + fwd - 1;\n    }\n\n    // https://en.wikipedia.org/wiki/ISO_week_date#Calculating_a_date_given_the_year.2C_week_number_and_weekday\n    function dayOfYearFromWeeks(year, week, weekday, dow, doy) {\n        var localWeekday = (7 + weekday - dow) % 7,\n            weekOffset = firstWeekOffset(year, dow, doy),\n            dayOfYear = 1 + 7 * (week - 1) + localWeekday + weekOffset,\n            resYear,\n            resDayOfYear;\n\n        if (dayOfYear <= 0) {\n            resYear = year - 1;\n            resDayOfYear = daysInYear(resYear) + dayOfYear;\n        } else if (dayOfYear > daysInYear(year)) {\n            resYear = year + 1;\n            resDayOfYear = dayOfYear - daysInYear(year);\n        } else {\n            resYear = year;\n            resDayOfYear = dayOfYear;\n        }\n\n        return {\n            year: resYear,\n            dayOfYear: resDayOfYear,\n        };\n    }\n\n    function weekOfYear(mom, dow, doy) {\n        var weekOffset = firstWeekOffset(mom.year(), dow, doy),\n            week = Math.floor((mom.dayOfYear() - weekOffset - 1) / 7) + 1,\n            resWeek,\n            resYear;\n\n        if (week < 1) {\n            resYear = mom.year() - 1;\n            resWeek = week + weeksInYear(resYear, dow, doy);\n        } else if (week > weeksInYear(mom.year(), dow, doy)) {\n            resWeek = week - weeksInYear(mom.year(), dow, doy);\n            resYear = mom.year() + 1;\n        } else {\n            resYear = mom.year();\n            resWeek = week;\n        }\n\n        return {\n            week: resWeek,\n            year: resYear,\n        };\n    }\n\n    function weeksInYear(year, dow, doy) {\n        var weekOffset = firstWeekOffset(year, dow, doy),\n            weekOffsetNext = firstWeekOffset(year + 1, dow, doy);\n        return (daysInYear(year) - weekOffset + weekOffsetNext) / 7;\n    }\n\n    // FORMATTING\n\n    addFormatToken('w', ['ww', 2], 'wo', 'week');\n    addFormatToken('W', ['WW', 2], 'Wo', 'isoWeek');\n\n    // ALIASES\n\n    addUnitAlias('week', 'w');\n    addUnitAlias('isoWeek', 'W');\n\n    // PRIORITIES\n\n    addUnitPriority('week', 5);\n    addUnitPriority('isoWeek', 5);\n\n    // PARSING\n\n    addRegexToken('w', match1to2);\n    addRegexToken('ww', match1to2, match2);\n    addRegexToken('W', match1to2);\n    addRegexToken('WW', match1to2, match2);\n\n    addWeekParseToken(['w', 'ww', 'W', 'WW'], function (\n        input,\n        week,\n        config,\n        token\n    ) {\n        week[token.substr(0, 1)] = toInt(input);\n    });\n\n    // HELPERS\n\n    // LOCALES\n\n    function localeWeek(mom) {\n        return weekOfYear(mom, this._week.dow, this._week.doy).week;\n    }\n\n    var defaultLocaleWeek = {\n        dow: 0, // Sunday is the first day of the week.\n        doy: 6, // The week that contains Jan 6th is the first week of the year.\n    };\n\n    function localeFirstDayOfWeek() {\n        return this._week.dow;\n    }\n\n    function localeFirstDayOfYear() {\n        return this._week.doy;\n    }\n\n    // MOMENTS\n\n    function getSetWeek(input) {\n        var week = this.localeData().week(this);\n        return input == null ? week : this.add((input - week) * 7, 'd');\n    }\n\n    function getSetISOWeek(input) {\n        var week = weekOfYear(this, 1, 4).week;\n        return input == null ? week : this.add((input - week) * 7, 'd');\n    }\n\n    // FORMATTING\n\n    addFormatToken('d', 0, 'do', 'day');\n\n    addFormatToken('dd', 0, 0, function (format) {\n        return this.localeData().weekdaysMin(this, format);\n    });\n\n    addFormatToken('ddd', 0, 0, function (format) {\n        return this.localeData().weekdaysShort(this, format);\n    });\n\n    addFormatToken('dddd', 0, 0, function (format) {\n        return this.localeData().weekdays(this, format);\n    });\n\n    addFormatToken('e', 0, 0, 'weekday');\n    addFormatToken('E', 0, 0, 'isoWeekday');\n\n    // ALIASES\n\n    addUnitAlias('day', 'd');\n    addUnitAlias('weekday', 'e');\n    addUnitAlias('isoWeekday', 'E');\n\n    // PRIORITY\n    addUnitPriority('day', 11);\n    addUnitPriority('weekday', 11);\n    addUnitPriority('isoWeekday', 11);\n\n    // PARSING\n\n    addRegexToken('d', match1to2);\n    addRegexToken('e', match1to2);\n    addRegexToken('E', match1to2);\n    addRegexToken('dd', function (isStrict, locale) {\n        return locale.weekdaysMinRegex(isStrict);\n    });\n    addRegexToken('ddd', function (isStrict, locale) {\n        return locale.weekdaysShortRegex(isStrict);\n    });\n    addRegexToken('dddd', function (isStrict, locale) {\n        return locale.weekdaysRegex(isStrict);\n    });\n\n    addWeekParseToken(['dd', 'ddd', 'dddd'], function (input, week, config, token) {\n        var weekday = config._locale.weekdaysParse(input, token, config._strict);\n        // if we didn't get a weekday name, mark the date as invalid\n        if (weekday != null) {\n            week.d = weekday;\n        } else {\n            getParsingFlags(config).invalidWeekday = input;\n        }\n    });\n\n    addWeekParseToken(['d', 'e', 'E'], function (input, week, config, token) {\n        week[token] = toInt(input);\n    });\n\n    // HELPERS\n\n    function parseWeekday(input, locale) {\n        if (typeof input !== 'string') {\n            return input;\n        }\n\n        if (!isNaN(input)) {\n            return parseInt(input, 10);\n        }\n\n        input = locale.weekdaysParse(input);\n        if (typeof input === 'number') {\n            return input;\n        }\n\n        return null;\n    }\n\n    function parseIsoWeekday(input, locale) {\n        if (typeof input === 'string') {\n            return locale.weekdaysParse(input) % 7 || 7;\n        }\n        return isNaN(input) ? null : input;\n    }\n\n    // LOCALES\n    function shiftWeekdays(ws, n) {\n        return ws.slice(n, 7).concat(ws.slice(0, n));\n    }\n\n    var defaultLocaleWeekdays = 'Sunday_Monday_Tuesday_Wednesday_Thursday_Friday_Saturday'.split(\n            '_'\n        ),\n        defaultLocaleWeekdaysShort = 'Sun_Mon_Tue_Wed_Thu_Fri_Sat'.split('_'),\n        defaultLocaleWeekdaysMin = 'Su_Mo_Tu_We_Th_Fr_Sa'.split('_'),\n        defaultWeekdaysRegex = matchWord,\n        defaultWeekdaysShortRegex = matchWord,\n        defaultWeekdaysMinRegex = matchWord;\n\n    function localeWeekdays(m, format) {\n        var weekdays = isArray(this._weekdays)\n            ? this._weekdays\n            : this._weekdays[\n                  m && m !== true && this._weekdays.isFormat.test(format)\n                      ? 'format'\n                      : 'standalone'\n              ];\n        return m === true\n            ? shiftWeekdays(weekdays, this._week.dow)\n            : m\n            ? weekdays[m.day()]\n            : weekdays;\n    }\n\n    function localeWeekdaysShort(m) {\n        return m === true\n            ? shiftWeekdays(this._weekdaysShort, this._week.dow)\n            : m\n            ? this._weekdaysShort[m.day()]\n            : this._weekdaysShort;\n    }\n\n    function localeWeekdaysMin(m) {\n        return m === true\n            ? shiftWeekdays(this._weekdaysMin, this._week.dow)\n            : m\n            ? this._weekdaysMin[m.day()]\n            : this._weekdaysMin;\n    }\n\n    function handleStrictParse$1(weekdayName, format, strict) {\n        var i,\n            ii,\n            mom,\n            llc = weekdayName.toLocaleLowerCase();\n        if (!this._weekdaysParse) {\n            this._weekdaysParse = [];\n            this._shortWeekdaysParse = [];\n            this._minWeekdaysParse = [];\n\n            for (i = 0; i < 7; ++i) {\n                mom = createUTC([2000, 1]).day(i);\n                this._minWeekdaysParse[i] = this.weekdaysMin(\n                    mom,\n                    ''\n                ).toLocaleLowerCase();\n                this._shortWeekdaysParse[i] = this.weekdaysShort(\n                    mom,\n                    ''\n                ).toLocaleLowerCase();\n                this._weekdaysParse[i] = this.weekdays(mom, '').toLocaleLowerCase();\n            }\n        }\n\n        if (strict) {\n            if (format === 'dddd') {\n                ii = indexOf.call(this._weekdaysParse, llc);\n                return ii !== -1 ? ii : null;\n            } else if (format === 'ddd') {\n                ii = indexOf.call(this._shortWeekdaysParse, llc);\n                return ii !== -1 ? ii : null;\n            } else {\n                ii = indexOf.call(this._minWeekdaysParse, llc);\n                return ii !== -1 ? ii : null;\n            }\n        } else {\n            if (format === 'dddd') {\n                ii = indexOf.call(this._weekdaysParse, llc);\n                if (ii !== -1) {\n                    return ii;\n                }\n                ii = indexOf.call(this._shortWeekdaysParse, llc);\n                if (ii !== -1) {\n                    return ii;\n                }\n                ii = indexOf.call(this._minWeekdaysParse, llc);\n                return ii !== -1 ? ii : null;\n            } else if (format === 'ddd') {\n                ii = indexOf.call(this._shortWeekdaysParse, llc);\n                if (ii !== -1) {\n                    return ii;\n                }\n                ii = indexOf.call(this._weekdaysParse, llc);\n                if (ii !== -1) {\n                    return ii;\n                }\n                ii = indexOf.call(this._minWeekdaysParse, llc);\n                return ii !== -1 ? ii : null;\n            } else {\n                ii = indexOf.call(this._minWeekdaysParse, llc);\n                if (ii !== -1) {\n                    return ii;\n                }\n                ii = indexOf.call(this._weekdaysParse, llc);\n                if (ii !== -1) {\n                    return ii;\n                }\n                ii = indexOf.call(this._shortWeekdaysParse, llc);\n                return ii !== -1 ? ii : null;\n            }\n        }\n    }\n\n    function localeWeekdaysParse(weekdayName, format, strict) {\n        var i, mom, regex;\n\n        if (this._weekdaysParseExact) {\n            return handleStrictParse$1.call(this, weekdayName, format, strict);\n        }\n\n        if (!this._weekdaysParse) {\n            this._weekdaysParse = [];\n            this._minWeekdaysParse = [];\n            this._shortWeekdaysParse = [];\n            this._fullWeekdaysParse = [];\n        }\n\n        for (i = 0; i < 7; i++) {\n            // make the regex if we don't have it already\n\n            mom = createUTC([2000, 1]).day(i);\n            if (strict && !this._fullWeekdaysParse[i]) {\n                this._fullWeekdaysParse[i] = new RegExp(\n                    '^' + this.weekdays(mom, '').replace('.', '\\\\.?') + '$',\n                    'i'\n                );\n                this._shortWeekdaysParse[i] = new RegExp(\n                    '^' + this.weekdaysShort(mom, '').replace('.', '\\\\.?') + '$',\n                    'i'\n                );\n                this._minWeekdaysParse[i] = new RegExp(\n                    '^' + this.weekdaysMin(mom, '').replace('.', '\\\\.?') + '$',\n                    'i'\n                );\n            }\n            if (!this._weekdaysParse[i]) {\n                regex =\n                    '^' +\n                    this.weekdays(mom, '') +\n                    '|^' +\n                    this.weekdaysShort(mom, '') +\n                    '|^' +\n                    this.weekdaysMin(mom, '');\n                this._weekdaysParse[i] = new RegExp(regex.replace('.', ''), 'i');\n            }\n            // test the regex\n            if (\n                strict &&\n                format === 'dddd' &&\n                this._fullWeekdaysParse[i].test(weekdayName)\n            ) {\n                return i;\n            } else if (\n                strict &&\n                format === 'ddd' &&\n                this._shortWeekdaysParse[i].test(weekdayName)\n            ) {\n                return i;\n            } else if (\n                strict &&\n                format === 'dd' &&\n                this._minWeekdaysParse[i].test(weekdayName)\n            ) {\n                return i;\n            } else if (!strict && this._weekdaysParse[i].test(weekdayName)) {\n                return i;\n            }\n        }\n    }\n\n    // MOMENTS\n\n    function getSetDayOfWeek(input) {\n        if (!this.isValid()) {\n            return input != null ? this : NaN;\n        }\n        var day = this._isUTC ? this._d.getUTCDay() : this._d.getDay();\n        if (input != null) {\n            input = parseWeekday(input, this.localeData());\n            return this.add(input - day, 'd');\n        } else {\n            return day;\n        }\n    }\n\n    function getSetLocaleDayOfWeek(input) {\n        if (!this.isValid()) {\n            return input != null ? this : NaN;\n        }\n        var weekday = (this.day() + 7 - this.localeData()._week.dow) % 7;\n        return input == null ? weekday : this.add(input - weekday, 'd');\n    }\n\n    function getSetISODayOfWeek(input) {\n        if (!this.isValid()) {\n            return input != null ? this : NaN;\n        }\n\n        // behaves the same as moment#day except\n        // as a getter, returns 7 instead of 0 (1-7 range instead of 0-6)\n        // as a setter, sunday should belong to the previous week.\n\n        if (input != null) {\n            var weekday = parseIsoWeekday(input, this.localeData());\n            return this.day(this.day() % 7 ? weekday : weekday - 7);\n        } else {\n            return this.day() || 7;\n        }\n    }\n\n    function weekdaysRegex(isStrict) {\n        if (this._weekdaysParseExact) {\n            if (!hasOwnProp(this, '_weekdaysRegex')) {\n                computeWeekdaysParse.call(this);\n            }\n            if (isStrict) {\n                return this._weekdaysStrictRegex;\n            } else {\n                return this._weekdaysRegex;\n            }\n        } else {\n            if (!hasOwnProp(this, '_weekdaysRegex')) {\n                this._weekdaysRegex = defaultWeekdaysRegex;\n            }\n            return this._weekdaysStrictRegex && isStrict\n                ? this._weekdaysStrictRegex\n                : this._weekdaysRegex;\n        }\n    }\n\n    function weekdaysShortRegex(isStrict) {\n        if (this._weekdaysParseExact) {\n            if (!hasOwnProp(this, '_weekdaysRegex')) {\n                computeWeekdaysParse.call(this);\n            }\n            if (isStrict) {\n                return this._weekdaysShortStrictRegex;\n            } else {\n                return this._weekdaysShortRegex;\n            }\n        } else {\n            if (!hasOwnProp(this, '_weekdaysShortRegex')) {\n                this._weekdaysShortRegex = defaultWeekdaysShortRegex;\n            }\n            return this._weekdaysShortStrictRegex && isStrict\n                ? this._weekdaysShortStrictRegex\n                : this._weekdaysShortRegex;\n        }\n    }\n\n    function weekdaysMinRegex(isStrict) {\n        if (this._weekdaysParseExact) {\n            if (!hasOwnProp(this, '_weekdaysRegex')) {\n                computeWeekdaysParse.call(this);\n            }\n            if (isStrict) {\n                return this._weekdaysMinStrictRegex;\n            } else {\n                return this._weekdaysMinRegex;\n            }\n        } else {\n            if (!hasOwnProp(this, '_weekdaysMinRegex')) {\n                this._weekdaysMinRegex = defaultWeekdaysMinRegex;\n            }\n            return this._weekdaysMinStrictRegex && isStrict\n                ? this._weekdaysMinStrictRegex\n                : this._weekdaysMinRegex;\n        }\n    }\n\n    function computeWeekdaysParse() {\n        function cmpLenRev(a, b) {\n            return b.length - a.length;\n        }\n\n        var minPieces = [],\n            shortPieces = [],\n            longPieces = [],\n            mixedPieces = [],\n            i,\n            mom,\n            minp,\n            shortp,\n            longp;\n        for (i = 0; i < 7; i++) {\n            // make the regex if we don't have it already\n            mom = createUTC([2000, 1]).day(i);\n            minp = regexEscape(this.weekdaysMin(mom, ''));\n            shortp = regexEscape(this.weekdaysShort(mom, ''));\n            longp = regexEscape(this.weekdays(mom, ''));\n            minPieces.push(minp);\n            shortPieces.push(shortp);\n            longPieces.push(longp);\n            mixedPieces.push(minp);\n            mixedPieces.push(shortp);\n            mixedPieces.push(longp);\n        }\n        // Sorting makes sure if one weekday (or abbr) is a prefix of another it\n        // will match the longer piece.\n        minPieces.sort(cmpLenRev);\n        shortPieces.sort(cmpLenRev);\n        longPieces.sort(cmpLenRev);\n        mixedPieces.sort(cmpLenRev);\n\n        this._weekdaysRegex = new RegExp('^(' + mixedPieces.join('|') + ')', 'i');\n        this._weekdaysShortRegex = this._weekdaysRegex;\n        this._weekdaysMinRegex = this._weekdaysRegex;\n\n        this._weekdaysStrictRegex = new RegExp(\n            '^(' + longPieces.join('|') + ')',\n            'i'\n        );\n        this._weekdaysShortStrictRegex = new RegExp(\n            '^(' + shortPieces.join('|') + ')',\n            'i'\n        );\n        this._weekdaysMinStrictRegex = new RegExp(\n            '^(' + minPieces.join('|') + ')',\n            'i'\n        );\n    }\n\n    // FORMATTING\n\n    function hFormat() {\n        return this.hours() % 12 || 12;\n    }\n\n    function kFormat() {\n        return this.hours() || 24;\n    }\n\n    addFormatToken('H', ['HH', 2], 0, 'hour');\n    addFormatToken('h', ['hh', 2], 0, hFormat);\n    addFormatToken('k', ['kk', 2], 0, kFormat);\n\n    addFormatToken('hmm', 0, 0, function () {\n        return '' + hFormat.apply(this) + zeroFill(this.minutes(), 2);\n    });\n\n    addFormatToken('hmmss', 0, 0, function () {\n        return (\n            '' +\n            hFormat.apply(this) +\n            zeroFill(this.minutes(), 2) +\n            zeroFill(this.seconds(), 2)\n        );\n    });\n\n    addFormatToken('Hmm', 0, 0, function () {\n        return '' + this.hours() + zeroFill(this.minutes(), 2);\n    });\n\n    addFormatToken('Hmmss', 0, 0, function () {\n        return (\n            '' +\n            this.hours() +\n            zeroFill(this.minutes(), 2) +\n            zeroFill(this.seconds(), 2)\n        );\n    });\n\n    function meridiem(token, lowercase) {\n        addFormatToken(token, 0, 0, function () {\n            return this.localeData().meridiem(\n                this.hours(),\n                this.minutes(),\n                lowercase\n            );\n        });\n    }\n\n    meridiem('a', true);\n    meridiem('A', false);\n\n    // ALIASES\n\n    addUnitAlias('hour', 'h');\n\n    // PRIORITY\n    addUnitPriority('hour', 13);\n\n    // PARSING\n\n    function matchMeridiem(isStrict, locale) {\n        return locale._meridiemParse;\n    }\n\n    addRegexToken('a', matchMeridiem);\n    addRegexToken('A', matchMeridiem);\n    addRegexToken('H', match1to2);\n    addRegexToken('h', match1to2);\n    addRegexToken('k', match1to2);\n    addRegexToken('HH', match1to2, match2);\n    addRegexToken('hh', match1to2, match2);\n    addRegexToken('kk', match1to2, match2);\n\n    addRegexToken('hmm', match3to4);\n    addRegexToken('hmmss', match5to6);\n    addRegexToken('Hmm', match3to4);\n    addRegexToken('Hmmss', match5to6);\n\n    addParseToken(['H', 'HH'], HOUR);\n    addParseToken(['k', 'kk'], function (input, array, config) {\n        var kInput = toInt(input);\n        array[HOUR] = kInput === 24 ? 0 : kInput;\n    });\n    addParseToken(['a', 'A'], function (input, array, config) {\n        config._isPm = config._locale.isPM(input);\n        config._meridiem = input;\n    });\n    addParseToken(['h', 'hh'], function (input, array, config) {\n        array[HOUR] = toInt(input);\n        getParsingFlags(config).bigHour = true;\n    });\n    addParseToken('hmm', function (input, array, config) {\n        var pos = input.length - 2;\n        array[HOUR] = toInt(input.substr(0, pos));\n        array[MINUTE] = toInt(input.substr(pos));\n        getParsingFlags(config).bigHour = true;\n    });\n    addParseToken('hmmss', function (input, array, config) {\n        var pos1 = input.length - 4,\n            pos2 = input.length - 2;\n        array[HOUR] = toInt(input.substr(0, pos1));\n        array[MINUTE] = toInt(input.substr(pos1, 2));\n        array[SECOND] = toInt(input.substr(pos2));\n        getParsingFlags(config).bigHour = true;\n    });\n    addParseToken('Hmm', function (input, array, config) {\n        var pos = input.length - 2;\n        array[HOUR] = toInt(input.substr(0, pos));\n        array[MINUTE] = toInt(input.substr(pos));\n    });\n    addParseToken('Hmmss', function (input, array, config) {\n        var pos1 = input.length - 4,\n            pos2 = input.length - 2;\n        array[HOUR] = toInt(input.substr(0, pos1));\n        array[MINUTE] = toInt(input.substr(pos1, 2));\n        array[SECOND] = toInt(input.substr(pos2));\n    });\n\n    // LOCALES\n\n    function localeIsPM(input) {\n        // IE8 Quirks Mode & IE7 Standards Mode do not allow accessing strings like arrays\n        // Using charAt should be more compatible.\n        return (input + '').toLowerCase().charAt(0) === 'p';\n    }\n\n    var defaultLocaleMeridiemParse = /[ap]\\.?m?\\.?/i,\n        // Setting the hour should keep the time, because the user explicitly\n        // specified which hour they want. So trying to maintain the same hour (in\n        // a new timezone) makes sense. Adding/subtracting hours does not follow\n        // this rule.\n        getSetHour = makeGetSet('Hours', true);\n\n    function localeMeridiem(hours, minutes, isLower) {\n        if (hours > 11) {\n            return isLower ? 'pm' : 'PM';\n        } else {\n            return isLower ? 'am' : 'AM';\n        }\n    }\n\n    var baseConfig = {\n        calendar: defaultCalendar,\n        longDateFormat: defaultLongDateFormat,\n        invalidDate: defaultInvalidDate,\n        ordinal: defaultOrdinal,\n        dayOfMonthOrdinalParse: defaultDayOfMonthOrdinalParse,\n        relativeTime: defaultRelativeTime,\n\n        months: defaultLocaleMonths,\n        monthsShort: defaultLocaleMonthsShort,\n\n        week: defaultLocaleWeek,\n\n        weekdays: defaultLocaleWeekdays,\n        weekdaysMin: defaultLocaleWeekdaysMin,\n        weekdaysShort: defaultLocaleWeekdaysShort,\n\n        meridiemParse: defaultLocaleMeridiemParse,\n    };\n\n    // internal storage for locale config files\n    var locales = {},\n        localeFamilies = {},\n        globalLocale;\n\n    function commonPrefix(arr1, arr2) {\n        var i,\n            minl = Math.min(arr1.length, arr2.length);\n        for (i = 0; i < minl; i += 1) {\n            if (arr1[i] !== arr2[i]) {\n                return i;\n            }\n        }\n        return minl;\n    }\n\n    function normalizeLocale(key) {\n        return key ? key.toLowerCase().replace('_', '-') : key;\n    }\n\n    // pick the locale from the array\n    // try ['en-au', 'en-gb'] as 'en-au', 'en-gb', 'en', as in move through the list trying each\n    // substring from most specific to least, but move to the next array item if it's a more specific variant than the current root\n    function chooseLocale(names) {\n        var i = 0,\n            j,\n            next,\n            locale,\n            split;\n\n        while (i < names.length) {\n            split = normalizeLocale(names[i]).split('-');\n            j = split.length;\n            next = normalizeLocale(names[i + 1]);\n            next = next ? next.split('-') : null;\n            while (j > 0) {\n                locale = loadLocale(split.slice(0, j).join('-'));\n                if (locale) {\n                    return locale;\n                }\n                if (\n                    next &&\n                    next.length >= j &&\n                    commonPrefix(split, next) >= j - 1\n                ) {\n                    //the next array item is better than a shallower substring of this one\n                    break;\n                }\n                j--;\n            }\n            i++;\n        }\n        return globalLocale;\n    }\n\n    function loadLocale(name) {\n        var oldLocale = null,\n            aliasedRequire;\n        // TODO: Find a better way to register and load all the locales in Node\n        if (\n            locales[name] === undefined &&\n            typeof module !== 'undefined' &&\n            module &&\n            module.exports\n        ) {\n            try {\n                oldLocale = globalLocale._abbr;\n                aliasedRequire = require;\n                aliasedRequire('./locale/' + name);\n                getSetGlobalLocale(oldLocale);\n            } catch (e) {\n                // mark as not found to avoid repeating expensive file require call causing high CPU\n                // when trying to find en-US, en_US, en-us for every format call\n                locales[name] = null; // null means not found\n            }\n        }\n        return locales[name];\n    }\n\n    // This function will load locale and then set the global locale.  If\n    // no arguments are passed in, it will simply return the current global\n    // locale key.\n    function getSetGlobalLocale(key, values) {\n        var data;\n        if (key) {\n            if (isUndefined(values)) {\n                data = getLocale(key);\n            } else {\n                data = defineLocale(key, values);\n            }\n\n            if (data) {\n                // moment.duration._locale = moment._locale = data;\n                globalLocale = data;\n            } else {\n                if (typeof console !== 'undefined' && console.warn) {\n                    //warn user if arguments are passed but the locale could not be set\n                    console.warn(\n                        'Locale ' + key + ' not found. Did you forget to load it?'\n                    );\n                }\n            }\n        }\n\n        return globalLocale._abbr;\n    }\n\n    function defineLocale(name, config) {\n        if (config !== null) {\n            var locale,\n                parentConfig = baseConfig;\n            config.abbr = name;\n            if (locales[name] != null) {\n                deprecateSimple(\n                    'defineLocaleOverride',\n                    'use moment.updateLocale(localeName, config) to change ' +\n                        'an existing locale. moment.defineLocale(localeName, ' +\n                        'config) should only be used for creating a new locale ' +\n                        'See http://momentjs.com/guides/#/warnings/define-locale/ for more info.'\n                );\n                parentConfig = locales[name]._config;\n            } else if (config.parentLocale != null) {\n                if (locales[config.parentLocale] != null) {\n                    parentConfig = locales[config.parentLocale]._config;\n                } else {\n                    locale = loadLocale(config.parentLocale);\n                    if (locale != null) {\n                        parentConfig = locale._config;\n                    } else {\n                        if (!localeFamilies[config.parentLocale]) {\n                            localeFamilies[config.parentLocale] = [];\n                        }\n                        localeFamilies[config.parentLocale].push({\n                            name: name,\n                            config: config,\n                        });\n                        return null;\n                    }\n                }\n            }\n            locales[name] = new Locale(mergeConfigs(parentConfig, config));\n\n            if (localeFamilies[name]) {\n                localeFamilies[name].forEach(function (x) {\n                    defineLocale(x.name, x.config);\n                });\n            }\n\n            // backwards compat for now: also set the locale\n            // make sure we set the locale AFTER all child locales have been\n            // created, so we won't end up with the child locale set.\n            getSetGlobalLocale(name);\n\n            return locales[name];\n        } else {\n            // useful for testing\n            delete locales[name];\n            return null;\n        }\n    }\n\n    function updateLocale(name, config) {\n        if (config != null) {\n            var locale,\n                tmpLocale,\n                parentConfig = baseConfig;\n\n            if (locales[name] != null && locales[name].parentLocale != null) {\n                // Update existing child locale in-place to avoid memory-leaks\n                locales[name].set(mergeConfigs(locales[name]._config, config));\n            } else {\n                // MERGE\n                tmpLocale = loadLocale(name);\n                if (tmpLocale != null) {\n                    parentConfig = tmpLocale._config;\n                }\n                config = mergeConfigs(parentConfig, config);\n                if (tmpLocale == null) {\n                    // updateLocale is called for creating a new locale\n                    // Set abbr so it will have a name (getters return\n                    // undefined otherwise).\n                    config.abbr = name;\n                }\n                locale = new Locale(config);\n                locale.parentLocale = locales[name];\n                locales[name] = locale;\n            }\n\n            // backwards compat for now: also set the locale\n            getSetGlobalLocale(name);\n        } else {\n            // pass null for config to unupdate, useful for tests\n            if (locales[name] != null) {\n                if (locales[name].parentLocale != null) {\n                    locales[name] = locales[name].parentLocale;\n                    if (name === getSetGlobalLocale()) {\n                        getSetGlobalLocale(name);\n                    }\n                } else if (locales[name] != null) {\n                    delete locales[name];\n                }\n            }\n        }\n        return locales[name];\n    }\n\n    // returns locale data\n    function getLocale(key) {\n        var locale;\n\n        if (key && key._locale && key._locale._abbr) {\n            key = key._locale._abbr;\n        }\n\n        if (!key) {\n            return globalLocale;\n        }\n\n        if (!isArray(key)) {\n            //short-circuit everything else\n            locale = loadLocale(key);\n            if (locale) {\n                return locale;\n            }\n            key = [key];\n        }\n\n        return chooseLocale(key);\n    }\n\n    function listLocales() {\n        return keys(locales);\n    }\n\n    function checkOverflow(m) {\n        var overflow,\n            a = m._a;\n\n        if (a && getParsingFlags(m).overflow === -2) {\n            overflow =\n                a[MONTH] < 0 || a[MONTH] > 11\n                    ? MONTH\n                    : a[DATE] < 1 || a[DATE] > daysInMonth(a[YEAR], a[MONTH])\n                    ? DATE\n                    : a[HOUR] < 0 ||\n                      a[HOUR] > 24 ||\n                      (a[HOUR] === 24 &&\n                          (a[MINUTE] !== 0 ||\n                              a[SECOND] !== 0 ||\n                              a[MILLISECOND] !== 0))\n                    ? HOUR\n                    : a[MINUTE] < 0 || a[MINUTE] > 59\n                    ? MINUTE\n                    : a[SECOND] < 0 || a[SECOND] > 59\n                    ? SECOND\n                    : a[MILLISECOND] < 0 || a[MILLISECOND] > 999\n                    ? MILLISECOND\n                    : -1;\n\n            if (\n                getParsingFlags(m)._overflowDayOfYear &&\n                (overflow < YEAR || overflow > DATE)\n            ) {\n                overflow = DATE;\n            }\n            if (getParsingFlags(m)._overflowWeeks && overflow === -1) {\n                overflow = WEEK;\n            }\n            if (getParsingFlags(m)._overflowWeekday && overflow === -1) {\n                overflow = WEEKDAY;\n            }\n\n            getParsingFlags(m).overflow = overflow;\n        }\n\n        return m;\n    }\n\n    // iso 8601 regex\n    // 0000-00-00 0000-W00 or 0000-W00-0 + T + 00 or 00:00 or 00:00:00 or 00:00:00.000 + +00:00 or +0000 or +00)\n    var extendedIsoRegex = /^\\s*((?:[+-]\\d{6}|\\d{4})-(?:\\d\\d-\\d\\d|W\\d\\d-\\d|W\\d\\d|\\d\\d\\d|\\d\\d))(?:(T| )(\\d\\d(?::\\d\\d(?::\\d\\d(?:[.,]\\d+)?)?)?)([+-]\\d\\d(?::?\\d\\d)?|\\s*Z)?)?$/,\n        basicIsoRegex = /^\\s*((?:[+-]\\d{6}|\\d{4})(?:\\d\\d\\d\\d|W\\d\\d\\d|W\\d\\d|\\d\\d\\d|\\d\\d|))(?:(T| )(\\d\\d(?:\\d\\d(?:\\d\\d(?:[.,]\\d+)?)?)?)([+-]\\d\\d(?::?\\d\\d)?|\\s*Z)?)?$/,\n        tzRegex = /Z|[+-]\\d\\d(?::?\\d\\d)?/,\n        isoDates = [\n            ['YYYYYY-MM-DD', /[+-]\\d{6}-\\d\\d-\\d\\d/],\n            ['YYYY-MM-DD', /\\d{4}-\\d\\d-\\d\\d/],\n            ['GGGG-[W]WW-E', /\\d{4}-W\\d\\d-\\d/],\n            ['GGGG-[W]WW', /\\d{4}-W\\d\\d/, false],\n            ['YYYY-DDD', /\\d{4}-\\d{3}/],\n            ['YYYY-MM', /\\d{4}-\\d\\d/, false],\n            ['YYYYYYMMDD', /[+-]\\d{10}/],\n            ['YYYYMMDD', /\\d{8}/],\n            ['GGGG[W]WWE', /\\d{4}W\\d{3}/],\n            ['GGGG[W]WW', /\\d{4}W\\d{2}/, false],\n            ['YYYYDDD', /\\d{7}/],\n            ['YYYYMM', /\\d{6}/, false],\n            ['YYYY', /\\d{4}/, false],\n        ],\n        // iso time formats and regexes\n        isoTimes = [\n            ['HH:mm:ss.SSSS', /\\d\\d:\\d\\d:\\d\\d\\.\\d+/],\n            ['HH:mm:ss,SSSS', /\\d\\d:\\d\\d:\\d\\d,\\d+/],\n            ['HH:mm:ss', /\\d\\d:\\d\\d:\\d\\d/],\n            ['HH:mm', /\\d\\d:\\d\\d/],\n            ['HHmmss.SSSS', /\\d\\d\\d\\d\\d\\d\\.\\d+/],\n            ['HHmmss,SSSS', /\\d\\d\\d\\d\\d\\d,\\d+/],\n            ['HHmmss', /\\d\\d\\d\\d\\d\\d/],\n            ['HHmm', /\\d\\d\\d\\d/],\n            ['HH', /\\d\\d/],\n        ],\n        aspNetJsonRegex = /^\\/?Date\\((-?\\d+)/i,\n        // RFC 2822 regex: For details see https://tools.ietf.org/html/rfc2822#section-3.3\n        rfc2822 = /^(?:(Mon|Tue|Wed|Thu|Fri|Sat|Sun),?\\s)?(\\d{1,2})\\s(Jan|Feb|Mar|Apr|May|Jun|Jul|Aug|Sep|Oct|Nov|Dec)\\s(\\d{2,4})\\s(\\d\\d):(\\d\\d)(?::(\\d\\d))?\\s(?:(UT|GMT|[ECMP][SD]T)|([Zz])|([+-]\\d{4}))$/,\n        obsOffsets = {\n            UT: 0,\n            GMT: 0,\n            EDT: -4 * 60,\n            EST: -5 * 60,\n            CDT: -5 * 60,\n            CST: -6 * 60,\n            MDT: -6 * 60,\n            MST: -7 * 60,\n            PDT: -7 * 60,\n            PST: -8 * 60,\n        };\n\n    // date from iso format\n    function configFromISO(config) {\n        var i,\n            l,\n            string = config._i,\n            match = extendedIsoRegex.exec(string) || basicIsoRegex.exec(string),\n            allowTime,\n            dateFormat,\n            timeFormat,\n            tzFormat;\n\n        if (match) {\n            getParsingFlags(config).iso = true;\n\n            for (i = 0, l = isoDates.length; i < l; i++) {\n                if (isoDates[i][1].exec(match[1])) {\n                    dateFormat = isoDates[i][0];\n                    allowTime = isoDates[i][2] !== false;\n                    break;\n                }\n            }\n            if (dateFormat == null) {\n                config._isValid = false;\n                return;\n            }\n            if (match[3]) {\n                for (i = 0, l = isoTimes.length; i < l; i++) {\n                    if (isoTimes[i][1].exec(match[3])) {\n                        // match[2] should be 'T' or space\n                        timeFormat = (match[2] || ' ') + isoTimes[i][0];\n                        break;\n                    }\n                }\n                if (timeFormat == null) {\n                    config._isValid = false;\n                    return;\n                }\n            }\n            if (!allowTime && timeFormat != null) {\n                config._isValid = false;\n                return;\n            }\n            if (match[4]) {\n                if (tzRegex.exec(match[4])) {\n                    tzFormat = 'Z';\n                } else {\n                    config._isValid = false;\n                    return;\n                }\n            }\n            config._f = dateFormat + (timeFormat || '') + (tzFormat || '');\n            configFromStringAndFormat(config);\n        } else {\n            config._isValid = false;\n        }\n    }\n\n    function extractFromRFC2822Strings(\n        yearStr,\n        monthStr,\n        dayStr,\n        hourStr,\n        minuteStr,\n        secondStr\n    ) {\n        var result = [\n            untruncateYear(yearStr),\n            defaultLocaleMonthsShort.indexOf(monthStr),\n            parseInt(dayStr, 10),\n            parseInt(hourStr, 10),\n            parseInt(minuteStr, 10),\n        ];\n\n        if (secondStr) {\n            result.push(parseInt(secondStr, 10));\n        }\n\n        return result;\n    }\n\n    function untruncateYear(yearStr) {\n        var year = parseInt(yearStr, 10);\n        if (year <= 49) {\n            return 2000 + year;\n        } else if (year <= 999) {\n            return 1900 + year;\n        }\n        return year;\n    }\n\n    function preprocessRFC2822(s) {\n        // Remove comments and folding whitespace and replace multiple-spaces with a single space\n        return s\n            .replace(/\\([^)]*\\)|[\\n\\t]/g, ' ')\n            .replace(/(\\s\\s+)/g, ' ')\n            .replace(/^\\s\\s*/, '')\n            .replace(/\\s\\s*$/, '');\n    }\n\n    function checkWeekday(weekdayStr, parsedInput, config) {\n        if (weekdayStr) {\n            // TODO: Replace the vanilla JS Date object with an independent day-of-week check.\n            var weekdayProvided = defaultLocaleWeekdaysShort.indexOf(weekdayStr),\n                weekdayActual = new Date(\n                    parsedInput[0],\n                    parsedInput[1],\n                    parsedInput[2]\n                ).getDay();\n            if (weekdayProvided !== weekdayActual) {\n                getParsingFlags(config).weekdayMismatch = true;\n                config._isValid = false;\n                return false;\n            }\n        }\n        return true;\n    }\n\n    function calculateOffset(obsOffset, militaryOffset, numOffset) {\n        if (obsOffset) {\n            return obsOffsets[obsOffset];\n        } else if (militaryOffset) {\n            // the only allowed military tz is Z\n            return 0;\n        } else {\n            var hm = parseInt(numOffset, 10),\n                m = hm % 100,\n                h = (hm - m) / 100;\n            return h * 60 + m;\n        }\n    }\n\n    // date and time from ref 2822 format\n    function configFromRFC2822(config) {\n        var match = rfc2822.exec(preprocessRFC2822(config._i)),\n            parsedArray;\n        if (match) {\n            parsedArray = extractFromRFC2822Strings(\n                match[4],\n                match[3],\n                match[2],\n                match[5],\n                match[6],\n                match[7]\n            );\n            if (!checkWeekday(match[1], parsedArray, config)) {\n                return;\n            }\n\n            config._a = parsedArray;\n            config._tzm = calculateOffset(match[8], match[9], match[10]);\n\n            config._d = createUTCDate.apply(null, config._a);\n            config._d.setUTCMinutes(config._d.getUTCMinutes() - config._tzm);\n\n            getParsingFlags(config).rfc2822 = true;\n        } else {\n            config._isValid = false;\n        }\n    }\n\n    // date from 1) ASP.NET, 2) ISO, 3) RFC 2822 formats, or 4) optional fallback if parsing isn't strict\n    function configFromString(config) {\n        var matched = aspNetJsonRegex.exec(config._i);\n        if (matched !== null) {\n            config._d = new Date(+matched[1]);\n            return;\n        }\n\n        configFromISO(config);\n        if (config._isValid === false) {\n            delete config._isValid;\n        } else {\n            return;\n        }\n\n        configFromRFC2822(config);\n        if (config._isValid === false) {\n            delete config._isValid;\n        } else {\n            return;\n        }\n\n        if (config._strict) {\n            config._isValid = false;\n        } else {\n            // Final attempt, use Input Fallback\n            hooks.createFromInputFallback(config);\n        }\n    }\n\n    hooks.createFromInputFallback = deprecate(\n        'value provided is not in a recognized RFC2822 or ISO format. moment construction falls back to js Date(), ' +\n            'which is not reliable across all browsers and versions. Non RFC2822/ISO date formats are ' +\n            'discouraged. Please refer to http://momentjs.com/guides/#/warnings/js-date/ for more info.',\n        function (config) {\n            config._d = new Date(config._i + (config._useUTC ? ' UTC' : ''));\n        }\n    );\n\n    // Pick the first defined of two or three arguments.\n    function defaults(a, b, c) {\n        if (a != null) {\n            return a;\n        }\n        if (b != null) {\n            return b;\n        }\n        return c;\n    }\n\n    function currentDateArray(config) {\n        // hooks is actually the exported moment object\n        var nowValue = new Date(hooks.now());\n        if (config._useUTC) {\n            return [\n                nowValue.getUTCFullYear(),\n                nowValue.getUTCMonth(),\n                nowValue.getUTCDate(),\n            ];\n        }\n        return [nowValue.getFullYear(), nowValue.getMonth(), nowValue.getDate()];\n    }\n\n    // convert an array to a date.\n    // the array should mirror the parameters below\n    // note: all values past the year are optional and will default to the lowest possible value.\n    // [year, month, day , hour, minute, second, millisecond]\n    function configFromArray(config) {\n        var i,\n            date,\n            input = [],\n            currentDate,\n            expectedWeekday,\n            yearToUse;\n\n        if (config._d) {\n            return;\n        }\n\n        currentDate = currentDateArray(config);\n\n        //compute day of the year from weeks and weekdays\n        if (config._w && config._a[DATE] == null && config._a[MONTH] == null) {\n            dayOfYearFromWeekInfo(config);\n        }\n\n        //if the day of the year is set, figure out what it is\n        if (config._dayOfYear != null) {\n            yearToUse = defaults(config._a[YEAR], currentDate[YEAR]);\n\n            if (\n                config._dayOfYear > daysInYear(yearToUse) ||\n                config._dayOfYear === 0\n            ) {\n                getParsingFlags(config)._overflowDayOfYear = true;\n            }\n\n            date = createUTCDate(yearToUse, 0, config._dayOfYear);\n            config._a[MONTH] = date.getUTCMonth();\n            config._a[DATE] = date.getUTCDate();\n        }\n\n        // Default to current date.\n        // * if no year, month, day of month are given, default to today\n        // * if day of month is given, default month and year\n        // * if month is given, default only year\n        // * if year is given, don't default anything\n        for (i = 0; i < 3 && config._a[i] == null; ++i) {\n            config._a[i] = input[i] = currentDate[i];\n        }\n\n        // Zero out whatever was not defaulted, including time\n        for (; i < 7; i++) {\n            config._a[i] = input[i] =\n                config._a[i] == null ? (i === 2 ? 1 : 0) : config._a[i];\n        }\n\n        // Check for 24:00:00.000\n        if (\n            config._a[HOUR] === 24 &&\n            config._a[MINUTE] === 0 &&\n            config._a[SECOND] === 0 &&\n            config._a[MILLISECOND] === 0\n        ) {\n            config._nextDay = true;\n            config._a[HOUR] = 0;\n        }\n\n        config._d = (config._useUTC ? createUTCDate : createDate).apply(\n            null,\n            input\n        );\n        expectedWeekday = config._useUTC\n            ? config._d.getUTCDay()\n            : config._d.getDay();\n\n        // Apply timezone offset from input. The actual utcOffset can be changed\n        // with parseZone.\n        if (config._tzm != null) {\n            config._d.setUTCMinutes(config._d.getUTCMinutes() - config._tzm);\n        }\n\n        if (config._nextDay) {\n            config._a[HOUR] = 24;\n        }\n\n        // check for mismatching day of week\n        if (\n            config._w &&\n            typeof config._w.d !== 'undefined' &&\n            config._w.d !== expectedWeekday\n        ) {\n            getParsingFlags(config).weekdayMismatch = true;\n        }\n    }\n\n    function dayOfYearFromWeekInfo(config) {\n        var w, weekYear, week, weekday, dow, doy, temp, weekdayOverflow, curWeek;\n\n        w = config._w;\n        if (w.GG != null || w.W != null || w.E != null) {\n            dow = 1;\n            doy = 4;\n\n            // TODO: We need to take the current isoWeekYear, but that depends on\n            // how we interpret now (local, utc, fixed offset). So create\n            // a now version of current config (take local/utc/offset flags, and\n            // create now).\n            weekYear = defaults(\n                w.GG,\n                config._a[YEAR],\n                weekOfYear(createLocal(), 1, 4).year\n            );\n            week = defaults(w.W, 1);\n            weekday = defaults(w.E, 1);\n            if (weekday < 1 || weekday > 7) {\n                weekdayOverflow = true;\n            }\n        } else {\n            dow = config._locale._week.dow;\n            doy = config._locale._week.doy;\n\n            curWeek = weekOfYear(createLocal(), dow, doy);\n\n            weekYear = defaults(w.gg, config._a[YEAR], curWeek.year);\n\n            // Default to current week.\n            week = defaults(w.w, curWeek.week);\n\n            if (w.d != null) {\n                // weekday -- low day numbers are considered next week\n                weekday = w.d;\n                if (weekday < 0 || weekday > 6) {\n                    weekdayOverflow = true;\n                }\n            } else if (w.e != null) {\n                // local weekday -- counting starts from beginning of week\n                weekday = w.e + dow;\n                if (w.e < 0 || w.e > 6) {\n                    weekdayOverflow = true;\n                }\n            } else {\n                // default to beginning of week\n                weekday = dow;\n            }\n        }\n        if (week < 1 || week > weeksInYear(weekYear, dow, doy)) {\n            getParsingFlags(config)._overflowWeeks = true;\n        } else if (weekdayOverflow != null) {\n            getParsingFlags(config)._overflowWeekday = true;\n        } else {\n            temp = dayOfYearFromWeeks(weekYear, week, weekday, dow, doy);\n            config._a[YEAR] = temp.year;\n            config._dayOfYear = temp.dayOfYear;\n        }\n    }\n\n    // constant that refers to the ISO standard\n    hooks.ISO_8601 = function () {};\n\n    // constant that refers to the RFC 2822 form\n    hooks.RFC_2822 = function () {};\n\n    // date from string and format string\n    function configFromStringAndFormat(config) {\n        // TODO: Move this to another part of the creation flow to prevent circular deps\n        if (config._f === hooks.ISO_8601) {\n            configFromISO(config);\n            return;\n        }\n        if (config._f === hooks.RFC_2822) {\n            configFromRFC2822(config);\n            return;\n        }\n        config._a = [];\n        getParsingFlags(config).empty = true;\n\n        // This array is used to make a Date, either with `new Date` or `Date.UTC`\n        var string = '' + config._i,\n            i,\n            parsedInput,\n            tokens,\n            token,\n            skipped,\n            stringLength = string.length,\n            totalParsedInputLength = 0,\n            era;\n\n        tokens =\n            expandFormat(config._f, config._locale).match(formattingTokens) || [];\n\n        for (i = 0; i < tokens.length; i++) {\n            token = tokens[i];\n            parsedInput = (string.match(getParseRegexForToken(token, config)) ||\n                [])[0];\n            if (parsedInput) {\n                skipped = string.substr(0, string.indexOf(parsedInput));\n                if (skipped.length > 0) {\n                    getParsingFlags(config).unusedInput.push(skipped);\n                }\n                string = string.slice(\n                    string.indexOf(parsedInput) + parsedInput.length\n                );\n                totalParsedInputLength += parsedInput.length;\n            }\n            // don't parse if it's not a known token\n            if (formatTokenFunctions[token]) {\n                if (parsedInput) {\n                    getParsingFlags(config).empty = false;\n                } else {\n                    getParsingFlags(config).unusedTokens.push(token);\n                }\n                addTimeToArrayFromToken(token, parsedInput, config);\n            } else if (config._strict && !parsedInput) {\n                getParsingFlags(config).unusedTokens.push(token);\n            }\n        }\n\n        // add remaining unparsed input length to the string\n        getParsingFlags(config).charsLeftOver =\n            stringLength - totalParsedInputLength;\n        if (string.length > 0) {\n            getParsingFlags(config).unusedInput.push(string);\n        }\n\n        // clear _12h flag if hour is <= 12\n        if (\n            config._a[HOUR] <= 12 &&\n            getParsingFlags(config).bigHour === true &&\n            config._a[HOUR] > 0\n        ) {\n            getParsingFlags(config).bigHour = undefined;\n        }\n\n        getParsingFlags(config).parsedDateParts = config._a.slice(0);\n        getParsingFlags(config).meridiem = config._meridiem;\n        // handle meridiem\n        config._a[HOUR] = meridiemFixWrap(\n            config._locale,\n            config._a[HOUR],\n            config._meridiem\n        );\n\n        // handle era\n        era = getParsingFlags(config).era;\n        if (era !== null) {\n            config._a[YEAR] = config._locale.erasConvertYear(era, config._a[YEAR]);\n        }\n\n        configFromArray(config);\n        checkOverflow(config);\n    }\n\n    function meridiemFixWrap(locale, hour, meridiem) {\n        var isPm;\n\n        if (meridiem == null) {\n            // nothing to do\n            return hour;\n        }\n        if (locale.meridiemHour != null) {\n            return locale.meridiemHour(hour, meridiem);\n        } else if (locale.isPM != null) {\n            // Fallback\n            isPm = locale.isPM(meridiem);\n            if (isPm && hour < 12) {\n                hour += 12;\n            }\n            if (!isPm && hour === 12) {\n                hour = 0;\n            }\n            return hour;\n        } else {\n            // this is not supposed to happen\n            return hour;\n        }\n    }\n\n    // date from string and array of format strings\n    function configFromStringAndArray(config) {\n        var tempConfig,\n            bestMoment,\n            scoreToBeat,\n            i,\n            currentScore,\n            validFormatFound,\n            bestFormatIsValid = false;\n\n        if (config._f.length === 0) {\n            getParsingFlags(config).invalidFormat = true;\n            config._d = new Date(NaN);\n            return;\n        }\n\n        for (i = 0; i < config._f.length; i++) {\n            currentScore = 0;\n            validFormatFound = false;\n            tempConfig = copyConfig({}, config);\n            if (config._useUTC != null) {\n                tempConfig._useUTC = config._useUTC;\n            }\n            tempConfig._f = config._f[i];\n            configFromStringAndFormat(tempConfig);\n\n            if (isValid(tempConfig)) {\n                validFormatFound = true;\n            }\n\n            // if there is any input that was not parsed add a penalty for that format\n            currentScore += getParsingFlags(tempConfig).charsLeftOver;\n\n            //or tokens\n            currentScore += getParsingFlags(tempConfig).unusedTokens.length * 10;\n\n            getParsingFlags(tempConfig).score = currentScore;\n\n            if (!bestFormatIsValid) {\n                if (\n                    scoreToBeat == null ||\n                    currentScore < scoreToBeat ||\n                    validFormatFound\n                ) {\n                    scoreToBeat = currentScore;\n                    bestMoment = tempConfig;\n                    if (validFormatFound) {\n                        bestFormatIsValid = true;\n                    }\n                }\n            } else {\n                if (currentScore < scoreToBeat) {\n                    scoreToBeat = currentScore;\n                    bestMoment = tempConfig;\n                }\n            }\n        }\n\n        extend(config, bestMoment || tempConfig);\n    }\n\n    function configFromObject(config) {\n        if (config._d) {\n            return;\n        }\n\n        var i = normalizeObjectUnits(config._i),\n            dayOrDate = i.day === undefined ? i.date : i.day;\n        config._a = map(\n            [i.year, i.month, dayOrDate, i.hour, i.minute, i.second, i.millisecond],\n            function (obj) {\n                return obj && parseInt(obj, 10);\n            }\n        );\n\n        configFromArray(config);\n    }\n\n    function createFromConfig(config) {\n        var res = new Moment(checkOverflow(prepareConfig(config)));\n        if (res._nextDay) {\n            // Adding is smart enough around DST\n            res.add(1, 'd');\n            res._nextDay = undefined;\n        }\n\n        return res;\n    }\n\n    function prepareConfig(config) {\n        var input = config._i,\n            format = config._f;\n\n        config._locale = config._locale || getLocale(config._l);\n\n        if (input === null || (format === undefined && input === '')) {\n            return createInvalid({ nullInput: true });\n        }\n\n        if (typeof input === 'string') {\n            config._i = input = config._locale.preparse(input);\n        }\n\n        if (isMoment(input)) {\n            return new Moment(checkOverflow(input));\n        } else if (isDate(input)) {\n            config._d = input;\n        } else if (isArray(format)) {\n            configFromStringAndArray(config);\n        } else if (format) {\n            configFromStringAndFormat(config);\n        } else {\n            configFromInput(config);\n        }\n\n        if (!isValid(config)) {\n            config._d = null;\n        }\n\n        return config;\n    }\n\n    function configFromInput(config) {\n        var input = config._i;\n        if (isUndefined(input)) {\n            config._d = new Date(hooks.now());\n        } else if (isDate(input)) {\n            config._d = new Date(input.valueOf());\n        } else if (typeof input === 'string') {\n            configFromString(config);\n        } else if (isArray(input)) {\n            config._a = map(input.slice(0), function (obj) {\n                return parseInt(obj, 10);\n            });\n            configFromArray(config);\n        } else if (isObject(input)) {\n            configFromObject(config);\n        } else if (isNumber(input)) {\n            // from milliseconds\n            config._d = new Date(input);\n        } else {\n            hooks.createFromInputFallback(config);\n        }\n    }\n\n    function createLocalOrUTC(input, format, locale, strict, isUTC) {\n        var c = {};\n\n        if (format === true || format === false) {\n            strict = format;\n            format = undefined;\n        }\n\n        if (locale === true || locale === false) {\n            strict = locale;\n            locale = undefined;\n        }\n\n        if (\n            (isObject(input) && isObjectEmpty(input)) ||\n            (isArray(input) && input.length === 0)\n        ) {\n            input = undefined;\n        }\n        // object construction must be done this way.\n        // https://github.com/moment/moment/issues/1423\n        c._isAMomentObject = true;\n        c._useUTC = c._isUTC = isUTC;\n        c._l = locale;\n        c._i = input;\n        c._f = format;\n        c._strict = strict;\n\n        return createFromConfig(c);\n    }\n\n    function createLocal(input, format, locale, strict) {\n        return createLocalOrUTC(input, format, locale, strict, false);\n    }\n\n    var prototypeMin = deprecate(\n            'moment().min is deprecated, use moment.max instead. http://momentjs.com/guides/#/warnings/min-max/',\n            function () {\n                var other = createLocal.apply(null, arguments);\n                if (this.isValid() && other.isValid()) {\n                    return other < this ? this : other;\n                } else {\n                    return createInvalid();\n                }\n            }\n        ),\n        prototypeMax = deprecate(\n            'moment().max is deprecated, use moment.min instead. http://momentjs.com/guides/#/warnings/min-max/',\n            function () {\n                var other = createLocal.apply(null, arguments);\n                if (this.isValid() && other.isValid()) {\n                    return other > this ? this : other;\n                } else {\n                    return createInvalid();\n                }\n            }\n        );\n\n    // Pick a moment m from moments so that m[fn](other) is true for all\n    // other. This relies on the function fn to be transitive.\n    //\n    // moments should either be an array of moment objects or an array, whose\n    // first element is an array of moment objects.\n    function pickBy(fn, moments) {\n        var res, i;\n        if (moments.length === 1 && isArray(moments[0])) {\n            moments = moments[0];\n        }\n        if (!moments.length) {\n            return createLocal();\n        }\n        res = moments[0];\n        for (i = 1; i < moments.length; ++i) {\n            if (!moments[i].isValid() || moments[i][fn](res)) {\n                res = moments[i];\n            }\n        }\n        return res;\n    }\n\n    // TODO: Use [].sort instead?\n    function min() {\n        var args = [].slice.call(arguments, 0);\n\n        return pickBy('isBefore', args);\n    }\n\n    function max() {\n        var args = [].slice.call(arguments, 0);\n\n        return pickBy('isAfter', args);\n    }\n\n    var now = function () {\n        return Date.now ? Date.now() : +new Date();\n    };\n\n    var ordering = [\n        'year',\n        'quarter',\n        'month',\n        'week',\n        'day',\n        'hour',\n        'minute',\n        'second',\n        'millisecond',\n    ];\n\n    function isDurationValid(m) {\n        var key,\n            unitHasDecimal = false,\n            i;\n        for (key in m) {\n            if (\n                hasOwnProp(m, key) &&\n                !(\n                    indexOf.call(ordering, key) !== -1 &&\n                    (m[key] == null || !isNaN(m[key]))\n                )\n            ) {\n                return false;\n            }\n        }\n\n        for (i = 0; i < ordering.length; ++i) {\n            if (m[ordering[i]]) {\n                if (unitHasDecimal) {\n                    return false; // only allow non-integers for smallest unit\n                }\n                if (parseFloat(m[ordering[i]]) !== toInt(m[ordering[i]])) {\n                    unitHasDecimal = true;\n                }\n            }\n        }\n\n        return true;\n    }\n\n    function isValid$1() {\n        return this._isValid;\n    }\n\n    function createInvalid$1() {\n        return createDuration(NaN);\n    }\n\n    function Duration(duration) {\n        var normalizedInput = normalizeObjectUnits(duration),\n            years = normalizedInput.year || 0,\n            quarters = normalizedInput.quarter || 0,\n            months = normalizedInput.month || 0,\n            weeks = normalizedInput.week || normalizedInput.isoWeek || 0,\n            days = normalizedInput.day || 0,\n            hours = normalizedInput.hour || 0,\n            minutes = normalizedInput.minute || 0,\n            seconds = normalizedInput.second || 0,\n            milliseconds = normalizedInput.millisecond || 0;\n\n        this._isValid = isDurationValid(normalizedInput);\n\n        // representation for dateAddRemove\n        this._milliseconds =\n            +milliseconds +\n            seconds * 1e3 + // 1000\n            minutes * 6e4 + // 1000 * 60\n            hours * 1000 * 60 * 60; //using 1000 * 60 * 60 instead of 36e5 to avoid floating point rounding errors https://github.com/moment/moment/issues/2978\n        // Because of dateAddRemove treats 24 hours as different from a\n        // day when working around DST, we need to store them separately\n        this._days = +days + weeks * 7;\n        // It is impossible to translate months into days without knowing\n        // which months you are are talking about, so we have to store\n        // it separately.\n        this._months = +months + quarters * 3 + years * 12;\n\n        this._data = {};\n\n        this._locale = getLocale();\n\n        this._bubble();\n    }\n\n    function isDuration(obj) {\n        return obj instanceof Duration;\n    }\n\n    function absRound(number) {\n        if (number < 0) {\n            return Math.round(-1 * number) * -1;\n        } else {\n            return Math.round(number);\n        }\n    }\n\n    // compare two arrays, return the number of differences\n    function compareArrays(array1, array2, dontConvert) {\n        var len = Math.min(array1.length, array2.length),\n            lengthDiff = Math.abs(array1.length - array2.length),\n            diffs = 0,\n            i;\n        for (i = 0; i < len; i++) {\n            if (\n                (dontConvert && array1[i] !== array2[i]) ||\n                (!dontConvert && toInt(array1[i]) !== toInt(array2[i]))\n            ) {\n                diffs++;\n            }\n        }\n        return diffs + lengthDiff;\n    }\n\n    // FORMATTING\n\n    function offset(token, separator) {\n        addFormatToken(token, 0, 0, function () {\n            var offset = this.utcOffset(),\n                sign = '+';\n            if (offset < 0) {\n                offset = -offset;\n                sign = '-';\n            }\n            return (\n                sign +\n                zeroFill(~~(offset / 60), 2) +\n                separator +\n                zeroFill(~~offset % 60, 2)\n            );\n        });\n    }\n\n    offset('Z', ':');\n    offset('ZZ', '');\n\n    // PARSING\n\n    addRegexToken('Z', matchShortOffset);\n    addRegexToken('ZZ', matchShortOffset);\n    addParseToken(['Z', 'ZZ'], function (input, array, config) {\n        config._useUTC = true;\n        config._tzm = offsetFromString(matchShortOffset, input);\n    });\n\n    // HELPERS\n\n    // timezone chunker\n    // '+10:00' > ['10',  '00']\n    // '-1530'  > ['-15', '30']\n    var chunkOffset = /([\\+\\-]|\\d\\d)/gi;\n\n    function offsetFromString(matcher, string) {\n        var matches = (string || '').match(matcher),\n            chunk,\n            parts,\n            minutes;\n\n        if (matches === null) {\n            return null;\n        }\n\n        chunk = matches[matches.length - 1] || [];\n        parts = (chunk + '').match(chunkOffset) || ['-', 0, 0];\n        minutes = +(parts[1] * 60) + toInt(parts[2]);\n\n        return minutes === 0 ? 0 : parts[0] === '+' ? minutes : -minutes;\n    }\n\n    // Return a moment from input, that is local/utc/zone equivalent to model.\n    function cloneWithOffset(input, model) {\n        var res, diff;\n        if (model._isUTC) {\n            res = model.clone();\n            diff =\n                (isMoment(input) || isDate(input)\n                    ? input.valueOf()\n                    : createLocal(input).valueOf()) - res.valueOf();\n            // Use low-level api, because this fn is low-level api.\n            res._d.setTime(res._d.valueOf() + diff);\n            hooks.updateOffset(res, false);\n            return res;\n        } else {\n            return createLocal(input).local();\n        }\n    }\n\n    function getDateOffset(m) {\n        // On Firefox.24 Date#getTimezoneOffset returns a floating point.\n        // https://github.com/moment/moment/pull/1871\n        return -Math.round(m._d.getTimezoneOffset());\n    }\n\n    // HOOKS\n\n    // This function will be called whenever a moment is mutated.\n    // It is intended to keep the offset in sync with the timezone.\n    hooks.updateOffset = function () {};\n\n    // MOMENTS\n\n    // keepLocalTime = true means only change the timezone, without\n    // affecting the local hour. So 5:31:26 +0300 --[utcOffset(2, true)]-->\n    // 5:31:26 +0200 It is possible that 5:31:26 doesn't exist with offset\n    // +0200, so we adjust the time as needed, to be valid.\n    //\n    // Keeping the time actually adds/subtracts (one hour)\n    // from the actual represented time. That is why we call updateOffset\n    // a second time. In case it wants us to change the offset again\n    // _changeInProgress == true case, then we have to adjust, because\n    // there is no such time in the given timezone.\n    function getSetOffset(input, keepLocalTime, keepMinutes) {\n        var offset = this._offset || 0,\n            localAdjust;\n        if (!this.isValid()) {\n            return input != null ? this : NaN;\n        }\n        if (input != null) {\n            if (typeof input === 'string') {\n                input = offsetFromString(matchShortOffset, input);\n                if (input === null) {\n                    return this;\n                }\n            } else if (Math.abs(input) < 16 && !keepMinutes) {\n                input = input * 60;\n            }\n            if (!this._isUTC && keepLocalTime) {\n                localAdjust = getDateOffset(this);\n            }\n            this._offset = input;\n            this._isUTC = true;\n            if (localAdjust != null) {\n                this.add(localAdjust, 'm');\n            }\n            if (offset !== input) {\n                if (!keepLocalTime || this._changeInProgress) {\n                    addSubtract(\n                        this,\n                        createDuration(input - offset, 'm'),\n                        1,\n                        false\n                    );\n                } else if (!this._changeInProgress) {\n                    this._changeInProgress = true;\n                    hooks.updateOffset(this, true);\n                    this._changeInProgress = null;\n                }\n            }\n            return this;\n        } else {\n            return this._isUTC ? offset : getDateOffset(this);\n        }\n    }\n\n    function getSetZone(input, keepLocalTime) {\n        if (input != null) {\n            if (typeof input !== 'string') {\n                input = -input;\n            }\n\n            this.utcOffset(input, keepLocalTime);\n\n            return this;\n        } else {\n            return -this.utcOffset();\n        }\n    }\n\n    function setOffsetToUTC(keepLocalTime) {\n        return this.utcOffset(0, keepLocalTime);\n    }\n\n    function setOffsetToLocal(keepLocalTime) {\n        if (this._isUTC) {\n            this.utcOffset(0, keepLocalTime);\n            this._isUTC = false;\n\n            if (keepLocalTime) {\n                this.subtract(getDateOffset(this), 'm');\n            }\n        }\n        return this;\n    }\n\n    function setOffsetToParsedOffset() {\n        if (this._tzm != null) {\n            this.utcOffset(this._tzm, false, true);\n        } else if (typeof this._i === 'string') {\n            var tZone = offsetFromString(matchOffset, this._i);\n            if (tZone != null) {\n                this.utcOffset(tZone);\n            } else {\n                this.utcOffset(0, true);\n            }\n        }\n        return this;\n    }\n\n    function hasAlignedHourOffset(input) {\n        if (!this.isValid()) {\n            return false;\n        }\n        input = input ? createLocal(input).utcOffset() : 0;\n\n        return (this.utcOffset() - input) % 60 === 0;\n    }\n\n    function isDaylightSavingTime() {\n        return (\n            this.utcOffset() > this.clone().month(0).utcOffset() ||\n            this.utcOffset() > this.clone().month(5).utcOffset()\n        );\n    }\n\n    function isDaylightSavingTimeShifted() {\n        if (!isUndefined(this._isDSTShifted)) {\n            return this._isDSTShifted;\n        }\n\n        var c = {},\n            other;\n\n        copyConfig(c, this);\n        c = prepareConfig(c);\n\n        if (c._a) {\n            other = c._isUTC ? createUTC(c._a) : createLocal(c._a);\n            this._isDSTShifted =\n                this.isValid() && compareArrays(c._a, other.toArray()) > 0;\n        } else {\n            this._isDSTShifted = false;\n        }\n\n        return this._isDSTShifted;\n    }\n\n    function isLocal() {\n        return this.isValid() ? !this._isUTC : false;\n    }\n\n    function isUtcOffset() {\n        return this.isValid() ? this._isUTC : false;\n    }\n\n    function isUtc() {\n        return this.isValid() ? this._isUTC && this._offset === 0 : false;\n    }\n\n    // ASP.NET json date format regex\n    var aspNetRegex = /^(-|\\+)?(?:(\\d*)[. ])?(\\d+):(\\d+)(?::(\\d+)(\\.\\d*)?)?$/,\n        // from http://docs.closure-library.googlecode.com/git/closure_goog_date_date.js.source.html\n        // somewhat more in line with 4.4.3.2 2004 spec, but allows decimal anywhere\n        // and further modified to allow for strings containing both week and day\n        isoRegex = /^(-|\\+)?P(?:([-+]?[0-9,.]*)Y)?(?:([-+]?[0-9,.]*)M)?(?:([-+]?[0-9,.]*)W)?(?:([-+]?[0-9,.]*)D)?(?:T(?:([-+]?[0-9,.]*)H)?(?:([-+]?[0-9,.]*)M)?(?:([-+]?[0-9,.]*)S)?)?$/;\n\n    function createDuration(input, key) {\n        var duration = input,\n            // matching against regexp is expensive, do it on demand\n            match = null,\n            sign,\n            ret,\n            diffRes;\n\n        if (isDuration(input)) {\n            duration = {\n                ms: input._milliseconds,\n                d: input._days,\n                M: input._months,\n            };\n        } else if (isNumber(input) || !isNaN(+input)) {\n            duration = {};\n            if (key) {\n                duration[key] = +input;\n            } else {\n                duration.milliseconds = +input;\n            }\n        } else if ((match = aspNetRegex.exec(input))) {\n            sign = match[1] === '-' ? -1 : 1;\n            duration = {\n                y: 0,\n                d: toInt(match[DATE]) * sign,\n                h: toInt(match[HOUR]) * sign,\n                m: toInt(match[MINUTE]) * sign,\n                s: toInt(match[SECOND]) * sign,\n                ms: toInt(absRound(match[MILLISECOND] * 1000)) * sign, // the millisecond decimal point is included in the match\n            };\n        } else if ((match = isoRegex.exec(input))) {\n            sign = match[1] === '-' ? -1 : 1;\n            duration = {\n                y: parseIso(match[2], sign),\n                M: parseIso(match[3], sign),\n                w: parseIso(match[4], sign),\n                d: parseIso(match[5], sign),\n                h: parseIso(match[6], sign),\n                m: parseIso(match[7], sign),\n                s: parseIso(match[8], sign),\n            };\n        } else if (duration == null) {\n            // checks for null or undefined\n            duration = {};\n        } else if (\n            typeof duration === 'object' &&\n            ('from' in duration || 'to' in duration)\n        ) {\n            diffRes = momentsDifference(\n                createLocal(duration.from),\n                createLocal(duration.to)\n            );\n\n            duration = {};\n            duration.ms = diffRes.milliseconds;\n            duration.M = diffRes.months;\n        }\n\n        ret = new Duration(duration);\n\n        if (isDuration(input) && hasOwnProp(input, '_locale')) {\n            ret._locale = input._locale;\n        }\n\n        if (isDuration(input) && hasOwnProp(input, '_isValid')) {\n            ret._isValid = input._isValid;\n        }\n\n        return ret;\n    }\n\n    createDuration.fn = Duration.prototype;\n    createDuration.invalid = createInvalid$1;\n\n    function parseIso(inp, sign) {\n        // We'd normally use ~~inp for this, but unfortunately it also\n        // converts floats to ints.\n        // inp may be undefined, so careful calling replace on it.\n        var res = inp && parseFloat(inp.replace(',', '.'));\n        // apply sign while we're at it\n        return (isNaN(res) ? 0 : res) * sign;\n    }\n\n    function positiveMomentsDifference(base, other) {\n        var res = {};\n\n        res.months =\n            other.month() - base.month() + (other.year() - base.year()) * 12;\n        if (base.clone().add(res.months, 'M').isAfter(other)) {\n            --res.months;\n        }\n\n        res.milliseconds = +other - +base.clone().add(res.months, 'M');\n\n        return res;\n    }\n\n    function momentsDifference(base, other) {\n        var res;\n        if (!(base.isValid() && other.isValid())) {\n            return { milliseconds: 0, months: 0 };\n        }\n\n        other = cloneWithOffset(other, base);\n        if (base.isBefore(other)) {\n            res = positiveMomentsDifference(base, other);\n        } else {\n            res = positiveMomentsDifference(other, base);\n            res.milliseconds = -res.milliseconds;\n            res.months = -res.months;\n        }\n\n        return res;\n    }\n\n    // TODO: remove 'name' arg after deprecation is removed\n    function createAdder(direction, name) {\n        return function (val, period) {\n            var dur, tmp;\n            //invert the arguments, but complain about it\n            if (period !== null && !isNaN(+period)) {\n                deprecateSimple(\n                    name,\n                    'moment().' +\n                        name +\n                        '(period, number) is deprecated. Please use moment().' +\n                        name +\n                        '(number, period). ' +\n                        'See http://momentjs.com/guides/#/warnings/add-inverted-param/ for more info.'\n                );\n                tmp = val;\n                val = period;\n                period = tmp;\n            }\n\n            dur = createDuration(val, period);\n            addSubtract(this, dur, direction);\n            return this;\n        };\n    }\n\n    function addSubtract(mom, duration, isAdding, updateOffset) {\n        var milliseconds = duration._milliseconds,\n            days = absRound(duration._days),\n            months = absRound(duration._months);\n\n        if (!mom.isValid()) {\n            // No op\n            return;\n        }\n\n        updateOffset = updateOffset == null ? true : updateOffset;\n\n        if (months) {\n            setMonth(mom, get(mom, 'Month') + months * isAdding);\n        }\n        if (days) {\n            set$1(mom, 'Date', get(mom, 'Date') + days * isAdding);\n        }\n        if (milliseconds) {\n            mom._d.setTime(mom._d.valueOf() + milliseconds * isAdding);\n        }\n        if (updateOffset) {\n            hooks.updateOffset(mom, days || months);\n        }\n    }\n\n    var add = createAdder(1, 'add'),\n        subtract = createAdder(-1, 'subtract');\n\n    function isString(input) {\n        return typeof input === 'string' || input instanceof String;\n    }\n\n    // type MomentInput = Moment | Date | string | number | (number | string)[] | MomentInputObject | void; // null | undefined\n    function isMomentInput(input) {\n        return (\n            isMoment(input) ||\n            isDate(input) ||\n            isString(input) ||\n            isNumber(input) ||\n            isNumberOrStringArray(input) ||\n            isMomentInputObject(input) ||\n            input === null ||\n            input === undefined\n        );\n    }\n\n    function isMomentInputObject(input) {\n        var objectTest = isObject(input) && !isObjectEmpty(input),\n            propertyTest = false,\n            properties = [\n                'years',\n                'year',\n                'y',\n                'months',\n                'month',\n                'M',\n                'days',\n                'day',\n                'd',\n                'dates',\n                'date',\n                'D',\n                'hours',\n                'hour',\n                'h',\n                'minutes',\n                'minute',\n                'm',\n                'seconds',\n                'second',\n                's',\n                'milliseconds',\n                'millisecond',\n                'ms',\n            ],\n            i,\n            property;\n\n        for (i = 0; i < properties.length; i += 1) {\n            property = properties[i];\n            propertyTest = propertyTest || hasOwnProp(input, property);\n        }\n\n        return objectTest && propertyTest;\n    }\n\n    function isNumberOrStringArray(input) {\n        var arrayTest = isArray(input),\n            dataTypeTest = false;\n        if (arrayTest) {\n            dataTypeTest =\n                input.filter(function (item) {\n                    return !isNumber(item) && isString(input);\n                }).length === 0;\n        }\n        return arrayTest && dataTypeTest;\n    }\n\n    function isCalendarSpec(input) {\n        var objectTest = isObject(input) && !isObjectEmpty(input),\n            propertyTest = false,\n            properties = [\n                'sameDay',\n                'nextDay',\n                'lastDay',\n                'nextWeek',\n                'lastWeek',\n                'sameElse',\n            ],\n            i,\n            property;\n\n        for (i = 0; i < properties.length; i += 1) {\n            property = properties[i];\n            propertyTest = propertyTest || hasOwnProp(input, property);\n        }\n\n        return objectTest && propertyTest;\n    }\n\n    function getCalendarFormat(myMoment, now) {\n        var diff = myMoment.diff(now, 'days', true);\n        return diff < -6\n            ? 'sameElse'\n            : diff < -1\n            ? 'lastWeek'\n            : diff < 0\n            ? 'lastDay'\n            : diff < 1\n            ? 'sameDay'\n            : diff < 2\n            ? 'nextDay'\n            : diff < 7\n            ? 'nextWeek'\n            : 'sameElse';\n    }\n\n    function calendar$1(time, formats) {\n        // Support for single parameter, formats only overload to the calendar function\n        if (arguments.length === 1) {\n            if (!arguments[0]) {\n                time = undefined;\n                formats = undefined;\n            } else if (isMomentInput(arguments[0])) {\n                time = arguments[0];\n                formats = undefined;\n            } else if (isCalendarSpec(arguments[0])) {\n                formats = arguments[0];\n                time = undefined;\n            }\n        }\n        // We want to compare the start of today, vs this.\n        // Getting start-of-today depends on whether we're local/utc/offset or not.\n        var now = time || createLocal(),\n            sod = cloneWithOffset(now, this).startOf('day'),\n            format = hooks.calendarFormat(this, sod) || 'sameElse',\n            output =\n                formats &&\n                (isFunction(formats[format])\n                    ? formats[format].call(this, now)\n                    : formats[format]);\n\n        return this.format(\n            output || this.localeData().calendar(format, this, createLocal(now))\n        );\n    }\n\n    function clone() {\n        return new Moment(this);\n    }\n\n    function isAfter(input, units) {\n        var localInput = isMoment(input) ? input : createLocal(input);\n        if (!(this.isValid() && localInput.isValid())) {\n            return false;\n        }\n        units = normalizeUnits(units) || 'millisecond';\n        if (units === 'millisecond') {\n            return this.valueOf() > localInput.valueOf();\n        } else {\n            return localInput.valueOf() < this.clone().startOf(units).valueOf();\n        }\n    }\n\n    function isBefore(input, units) {\n        var localInput = isMoment(input) ? input : createLocal(input);\n        if (!(this.isValid() && localInput.isValid())) {\n            return false;\n        }\n        units = normalizeUnits(units) || 'millisecond';\n        if (units === 'millisecond') {\n            return this.valueOf() < localInput.valueOf();\n        } else {\n            return this.clone().endOf(units).valueOf() < localInput.valueOf();\n        }\n    }\n\n    function isBetween(from, to, units, inclusivity) {\n        var localFrom = isMoment(from) ? from : createLocal(from),\n            localTo = isMoment(to) ? to : createLocal(to);\n        if (!(this.isValid() && localFrom.isValid() && localTo.isValid())) {\n            return false;\n        }\n        inclusivity = inclusivity || '()';\n        return (\n            (inclusivity[0] === '('\n                ? this.isAfter(localFrom, units)\n                : !this.isBefore(localFrom, units)) &&\n            (inclusivity[1] === ')'\n                ? this.isBefore(localTo, units)\n                : !this.isAfter(localTo, units))\n        );\n    }\n\n    function isSame(input, units) {\n        var localInput = isMoment(input) ? input : createLocal(input),\n            inputMs;\n        if (!(this.isValid() && localInput.isValid())) {\n            return false;\n        }\n        units = normalizeUnits(units) || 'millisecond';\n        if (units === 'millisecond') {\n            return this.valueOf() === localInput.valueOf();\n        } else {\n            inputMs = localInput.valueOf();\n            return (\n                this.clone().startOf(units).valueOf() <= inputMs &&\n                inputMs <= this.clone().endOf(units).valueOf()\n            );\n        }\n    }\n\n    function isSameOrAfter(input, units) {\n        return this.isSame(input, units) || this.isAfter(input, units);\n    }\n\n    function isSameOrBefore(input, units) {\n        return this.isSame(input, units) || this.isBefore(input, units);\n    }\n\n    function diff(input, units, asFloat) {\n        var that, zoneDelta, output;\n\n        if (!this.isValid()) {\n            return NaN;\n        }\n\n        that = cloneWithOffset(input, this);\n\n        if (!that.isValid()) {\n            return NaN;\n        }\n\n        zoneDelta = (that.utcOffset() - this.utcOffset()) * 6e4;\n\n        units = normalizeUnits(units);\n\n        switch (units) {\n            case 'year':\n                output = monthDiff(this, that) / 12;\n                break;\n            case 'month':\n                output = monthDiff(this, that);\n                break;\n            case 'quarter':\n                output = monthDiff(this, that) / 3;\n                break;\n            case 'second':\n                output = (this - that) / 1e3;\n                break; // 1000\n            case 'minute':\n                output = (this - that) / 6e4;\n                break; // 1000 * 60\n            case 'hour':\n                output = (this - that) / 36e5;\n                break; // 1000 * 60 * 60\n            case 'day':\n                output = (this - that - zoneDelta) / 864e5;\n                break; // 1000 * 60 * 60 * 24, negate dst\n            case 'week':\n                output = (this - that - zoneDelta) / 6048e5;\n                break; // 1000 * 60 * 60 * 24 * 7, negate dst\n            default:\n                output = this - that;\n        }\n\n        return asFloat ? output : absFloor(output);\n    }\n\n    function monthDiff(a, b) {\n        if (a.date() < b.date()) {\n            // end-of-month calculations work correct when the start month has more\n            // days than the end month.\n            return -monthDiff(b, a);\n        }\n        // difference in months\n        var wholeMonthDiff = (b.year() - a.year()) * 12 + (b.month() - a.month()),\n            // b is in (anchor - 1 month, anchor + 1 month)\n            anchor = a.clone().add(wholeMonthDiff, 'months'),\n            anchor2,\n            adjust;\n\n        if (b - anchor < 0) {\n            anchor2 = a.clone().add(wholeMonthDiff - 1, 'months');\n            // linear across the month\n            adjust = (b - anchor) / (anchor - anchor2);\n        } else {\n            anchor2 = a.clone().add(wholeMonthDiff + 1, 'months');\n            // linear across the month\n            adjust = (b - anchor) / (anchor2 - anchor);\n        }\n\n        //check for negative zero, return zero if negative zero\n        return -(wholeMonthDiff + adjust) || 0;\n    }\n\n    hooks.defaultFormat = 'YYYY-MM-DDTHH:mm:ssZ';\n    hooks.defaultFormatUtc = 'YYYY-MM-DDTHH:mm:ss[Z]';\n\n    function toString() {\n        return this.clone().locale('en').format('ddd MMM DD YYYY HH:mm:ss [GMT]ZZ');\n    }\n\n    function toISOString(keepOffset) {\n        if (!this.isValid()) {\n            return null;\n        }\n        var utc = keepOffset !== true,\n            m = utc ? this.clone().utc() : this;\n        if (m.year() < 0 || m.year() > 9999) {\n            return formatMoment(\n                m,\n                utc\n                    ? 'YYYYYY-MM-DD[T]HH:mm:ss.SSS[Z]'\n                    : 'YYYYYY-MM-DD[T]HH:mm:ss.SSSZ'\n            );\n        }\n        if (isFunction(Date.prototype.toISOString)) {\n            // native implementation is ~50x faster, use it when we can\n            if (utc) {\n                return this.toDate().toISOString();\n            } else {\n                return new Date(this.valueOf() + this.utcOffset() * 60 * 1000)\n                    .toISOString()\n                    .replace('Z', formatMoment(m, 'Z'));\n            }\n        }\n        return formatMoment(\n            m,\n            utc ? 'YYYY-MM-DD[T]HH:mm:ss.SSS[Z]' : 'YYYY-MM-DD[T]HH:mm:ss.SSSZ'\n        );\n    }\n\n    /**\n     * Return a human readable representation of a moment that can\n     * also be evaluated to get a new moment which is the same\n     *\n     * @link https://nodejs.org/dist/latest/docs/api/util.html#util_custom_inspect_function_on_objects\n     */\n    function inspect() {\n        if (!this.isValid()) {\n            return 'moment.invalid(/* ' + this._i + ' */)';\n        }\n        var func = 'moment',\n            zone = '',\n            prefix,\n            year,\n            datetime,\n            suffix;\n        if (!this.isLocal()) {\n            func = this.utcOffset() === 0 ? 'moment.utc' : 'moment.parseZone';\n            zone = 'Z';\n        }\n        prefix = '[' + func + '(\"]';\n        year = 0 <= this.year() && this.year() <= 9999 ? 'YYYY' : 'YYYYYY';\n        datetime = '-MM-DD[T]HH:mm:ss.SSS';\n        suffix = zone + '[\")]';\n\n        return this.format(prefix + year + datetime + suffix);\n    }\n\n    function format(inputString) {\n        if (!inputString) {\n            inputString = this.isUtc()\n                ? hooks.defaultFormatUtc\n                : hooks.defaultFormat;\n        }\n        var output = formatMoment(this, inputString);\n        return this.localeData().postformat(output);\n    }\n\n    function from(time, withoutSuffix) {\n        if (\n            this.isValid() &&\n            ((isMoment(time) && time.isValid()) || createLocal(time).isValid())\n        ) {\n            return createDuration({ to: this, from: time })\n                .locale(this.locale())\n                .humanize(!withoutSuffix);\n        } else {\n            return this.localeData().invalidDate();\n        }\n    }\n\n    function fromNow(withoutSuffix) {\n        return this.from(createLocal(), withoutSuffix);\n    }\n\n    function to(time, withoutSuffix) {\n        if (\n            this.isValid() &&\n            ((isMoment(time) && time.isValid()) || createLocal(time).isValid())\n        ) {\n            return createDuration({ from: this, to: time })\n                .locale(this.locale())\n                .humanize(!withoutSuffix);\n        } else {\n            return this.localeData().invalidDate();\n        }\n    }\n\n    function toNow(withoutSuffix) {\n        return this.to(createLocal(), withoutSuffix);\n    }\n\n    // If passed a locale key, it will set the locale for this\n    // instance.  Otherwise, it will return the locale configuration\n    // variables for this instance.\n    function locale(key) {\n        var newLocaleData;\n\n        if (key === undefined) {\n            return this._locale._abbr;\n        } else {\n            newLocaleData = getLocale(key);\n            if (newLocaleData != null) {\n                this._locale = newLocaleData;\n            }\n            return this;\n        }\n    }\n\n    var lang = deprecate(\n        'moment().lang() is deprecated. Instead, use moment().localeData() to get the language configuration. Use moment().locale() to change languages.',\n        function (key) {\n            if (key === undefined) {\n                return this.localeData();\n            } else {\n                return this.locale(key);\n            }\n        }\n    );\n\n    function localeData() {\n        return this._locale;\n    }\n\n    var MS_PER_SECOND = 1000,\n        MS_PER_MINUTE = 60 * MS_PER_SECOND,\n        MS_PER_HOUR = 60 * MS_PER_MINUTE,\n        MS_PER_400_YEARS = (365 * 400 + 97) * 24 * MS_PER_HOUR;\n\n    // actual modulo - handles negative numbers (for dates before 1970):\n    function mod$1(dividend, divisor) {\n        return ((dividend % divisor) + divisor) % divisor;\n    }\n\n    function localStartOfDate(y, m, d) {\n        // the date constructor remaps years 0-99 to 1900-1999\n        if (y < 100 && y >= 0) {\n            // preserve leap years using a full 400 year cycle, then reset\n            return new Date(y + 400, m, d) - MS_PER_400_YEARS;\n        } else {\n            return new Date(y, m, d).valueOf();\n        }\n    }\n\n    function utcStartOfDate(y, m, d) {\n        // Date.UTC remaps years 0-99 to 1900-1999\n        if (y < 100 && y >= 0) {\n            // preserve leap years using a full 400 year cycle, then reset\n            return Date.UTC(y + 400, m, d) - MS_PER_400_YEARS;\n        } else {\n            return Date.UTC(y, m, d);\n        }\n    }\n\n    function startOf(units) {\n        var time, startOfDate;\n        units = normalizeUnits(units);\n        if (units === undefined || units === 'millisecond' || !this.isValid()) {\n            return this;\n        }\n\n        startOfDate = this._isUTC ? utcStartOfDate : localStartOfDate;\n\n        switch (units) {\n            case 'year':\n                time = startOfDate(this.year(), 0, 1);\n                break;\n            case 'quarter':\n                time = startOfDate(\n                    this.year(),\n                    this.month() - (this.month() % 3),\n                    1\n                );\n                break;\n            case 'month':\n                time = startOfDate(this.year(), this.month(), 1);\n                break;\n            case 'week':\n                time = startOfDate(\n                    this.year(),\n                    this.month(),\n                    this.date() - this.weekday()\n                );\n                break;\n            case 'isoWeek':\n                time = startOfDate(\n                    this.year(),\n                    this.month(),\n                    this.date() - (this.isoWeekday() - 1)\n                );\n                break;\n            case 'day':\n            case 'date':\n                time = startOfDate(this.year(), this.month(), this.date());\n                break;\n            case 'hour':\n                time = this._d.valueOf();\n                time -= mod$1(\n                    time + (this._isUTC ? 0 : this.utcOffset() * MS_PER_MINUTE),\n                    MS_PER_HOUR\n                );\n                break;\n            case 'minute':\n                time = this._d.valueOf();\n                time -= mod$1(time, MS_PER_MINUTE);\n                break;\n            case 'second':\n                time = this._d.valueOf();\n                time -= mod$1(time, MS_PER_SECOND);\n                break;\n        }\n\n        this._d.setTime(time);\n        hooks.updateOffset(this, true);\n        return this;\n    }\n\n    function endOf(units) {\n        var time, startOfDate;\n        units = normalizeUnits(units);\n        if (units === undefined || units === 'millisecond' || !this.isValid()) {\n            return this;\n        }\n\n        startOfDate = this._isUTC ? utcStartOfDate : localStartOfDate;\n\n        switch (units) {\n            case 'year':\n                time = startOfDate(this.year() + 1, 0, 1) - 1;\n                break;\n            case 'quarter':\n                time =\n                    startOfDate(\n                        this.year(),\n                        this.month() - (this.month() % 3) + 3,\n                        1\n                    ) - 1;\n                break;\n            case 'month':\n                time = startOfDate(this.year(), this.month() + 1, 1) - 1;\n                break;\n            case 'week':\n                time =\n                    startOfDate(\n                        this.year(),\n                        this.month(),\n                        this.date() - this.weekday() + 7\n                    ) - 1;\n                break;\n            case 'isoWeek':\n                time =\n                    startOfDate(\n                        this.year(),\n                        this.month(),\n                        this.date() - (this.isoWeekday() - 1) + 7\n                    ) - 1;\n                break;\n            case 'day':\n            case 'date':\n                time = startOfDate(this.year(), this.month(), this.date() + 1) - 1;\n                break;\n            case 'hour':\n                time = this._d.valueOf();\n                time +=\n                    MS_PER_HOUR -\n                    mod$1(\n                        time + (this._isUTC ? 0 : this.utcOffset() * MS_PER_MINUTE),\n                        MS_PER_HOUR\n                    ) -\n                    1;\n                break;\n            case 'minute':\n                time = this._d.valueOf();\n                time += MS_PER_MINUTE - mod$1(time, MS_PER_MINUTE) - 1;\n                break;\n            case 'second':\n                time = this._d.valueOf();\n                time += MS_PER_SECOND - mod$1(time, MS_PER_SECOND) - 1;\n                break;\n        }\n\n        this._d.setTime(time);\n        hooks.updateOffset(this, true);\n        return this;\n    }\n\n    function valueOf() {\n        return this._d.valueOf() - (this._offset || 0) * 60000;\n    }\n\n    function unix() {\n        return Math.floor(this.valueOf() / 1000);\n    }\n\n    function toDate() {\n        return new Date(this.valueOf());\n    }\n\n    function toArray() {\n        var m = this;\n        return [\n            m.year(),\n            m.month(),\n            m.date(),\n            m.hour(),\n            m.minute(),\n            m.second(),\n            m.millisecond(),\n        ];\n    }\n\n    function toObject() {\n        var m = this;\n        return {\n            years: m.year(),\n            months: m.month(),\n            date: m.date(),\n            hours: m.hours(),\n            minutes: m.minutes(),\n            seconds: m.seconds(),\n            milliseconds: m.milliseconds(),\n        };\n    }\n\n    function toJSON() {\n        // new Date(NaN).toJSON() === null\n        return this.isValid() ? this.toISOString() : null;\n    }\n\n    function isValid$2() {\n        return isValid(this);\n    }\n\n    function parsingFlags() {\n        return extend({}, getParsingFlags(this));\n    }\n\n    function invalidAt() {\n        return getParsingFlags(this).overflow;\n    }\n\n    function creationData() {\n        return {\n            input: this._i,\n            format: this._f,\n            locale: this._locale,\n            isUTC: this._isUTC,\n            strict: this._strict,\n        };\n    }\n\n    addFormatToken('N', 0, 0, 'eraAbbr');\n    addFormatToken('NN', 0, 0, 'eraAbbr');\n    addFormatToken('NNN', 0, 0, 'eraAbbr');\n    addFormatToken('NNNN', 0, 0, 'eraName');\n    addFormatToken('NNNNN', 0, 0, 'eraNarrow');\n\n    addFormatToken('y', ['y', 1], 'yo', 'eraYear');\n    addFormatToken('y', ['yy', 2], 0, 'eraYear');\n    addFormatToken('y', ['yyy', 3], 0, 'eraYear');\n    addFormatToken('y', ['yyyy', 4], 0, 'eraYear');\n\n    addRegexToken('N', matchEraAbbr);\n    addRegexToken('NN', matchEraAbbr);\n    addRegexToken('NNN', matchEraAbbr);\n    addRegexToken('NNNN', matchEraName);\n    addRegexToken('NNNNN', matchEraNarrow);\n\n    addParseToken(['N', 'NN', 'NNN', 'NNNN', 'NNNNN'], function (\n        input,\n        array,\n        config,\n        token\n    ) {\n        var era = config._locale.erasParse(input, token, config._strict);\n        if (era) {\n            getParsingFlags(config).era = era;\n        } else {\n            getParsingFlags(config).invalidEra = input;\n        }\n    });\n\n    addRegexToken('y', matchUnsigned);\n    addRegexToken('yy', matchUnsigned);\n    addRegexToken('yyy', matchUnsigned);\n    addRegexToken('yyyy', matchUnsigned);\n    addRegexToken('yo', matchEraYearOrdinal);\n\n    addParseToken(['y', 'yy', 'yyy', 'yyyy'], YEAR);\n    addParseToken(['yo'], function (input, array, config, token) {\n        var match;\n        if (config._locale._eraYearOrdinalRegex) {\n            match = input.match(config._locale._eraYearOrdinalRegex);\n        }\n\n        if (config._locale.eraYearOrdinalParse) {\n            array[YEAR] = config._locale.eraYearOrdinalParse(input, match);\n        } else {\n            array[YEAR] = parseInt(input, 10);\n        }\n    });\n\n    function localeEras(m, format) {\n        var i,\n            l,\n            date,\n            eras = this._eras || getLocale('en')._eras;\n        for (i = 0, l = eras.length; i < l; ++i) {\n            switch (typeof eras[i].since) {\n                case 'string':\n                    // truncate time\n                    date = hooks(eras[i].since).startOf('day');\n                    eras[i].since = date.valueOf();\n                    break;\n            }\n\n            switch (typeof eras[i].until) {\n                case 'undefined':\n                    eras[i].until = +Infinity;\n                    break;\n                case 'string':\n                    // truncate time\n                    date = hooks(eras[i].until).startOf('day').valueOf();\n                    eras[i].until = date.valueOf();\n                    break;\n            }\n        }\n        return eras;\n    }\n\n    function localeErasParse(eraName, format, strict) {\n        var i,\n            l,\n            eras = this.eras(),\n            name,\n            abbr,\n            narrow;\n        eraName = eraName.toUpperCase();\n\n        for (i = 0, l = eras.length; i < l; ++i) {\n            name = eras[i].name.toUpperCase();\n            abbr = eras[i].abbr.toUpperCase();\n            narrow = eras[i].narrow.toUpperCase();\n\n            if (strict) {\n                switch (format) {\n                    case 'N':\n                    case 'NN':\n                    case 'NNN':\n                        if (abbr === eraName) {\n                            return eras[i];\n                        }\n                        break;\n\n                    case 'NNNN':\n                        if (name === eraName) {\n                            return eras[i];\n                        }\n                        break;\n\n                    case 'NNNNN':\n                        if (narrow === eraName) {\n                            return eras[i];\n                        }\n                        break;\n                }\n            } else if ([name, abbr, narrow].indexOf(eraName) >= 0) {\n                return eras[i];\n            }\n        }\n    }\n\n    function localeErasConvertYear(era, year) {\n        var dir = era.since <= era.until ? +1 : -1;\n        if (year === undefined) {\n            return hooks(era.since).year();\n        } else {\n            return hooks(era.since).year() + (year - era.offset) * dir;\n        }\n    }\n\n    function getEraName() {\n        var i,\n            l,\n            val,\n            eras = this.localeData().eras();\n        for (i = 0, l = eras.length; i < l; ++i) {\n            // truncate time\n            val = this.clone().startOf('day').valueOf();\n\n            if (eras[i].since <= val && val <= eras[i].until) {\n                return eras[i].name;\n            }\n            if (eras[i].until <= val && val <= eras[i].since) {\n                return eras[i].name;\n            }\n        }\n\n        return '';\n    }\n\n    function getEraNarrow() {\n        var i,\n            l,\n            val,\n            eras = this.localeData().eras();\n        for (i = 0, l = eras.length; i < l; ++i) {\n            // truncate time\n            val = this.clone().startOf('day').valueOf();\n\n            if (eras[i].since <= val && val <= eras[i].until) {\n                return eras[i].narrow;\n            }\n            if (eras[i].until <= val && val <= eras[i].since) {\n                return eras[i].narrow;\n            }\n        }\n\n        return '';\n    }\n\n    function getEraAbbr() {\n        var i,\n            l,\n            val,\n            eras = this.localeData().eras();\n        for (i = 0, l = eras.length; i < l; ++i) {\n            // truncate time\n            val = this.clone().startOf('day').valueOf();\n\n            if (eras[i].since <= val && val <= eras[i].until) {\n                return eras[i].abbr;\n            }\n            if (eras[i].until <= val && val <= eras[i].since) {\n                return eras[i].abbr;\n            }\n        }\n\n        return '';\n    }\n\n    function getEraYear() {\n        var i,\n            l,\n            dir,\n            val,\n            eras = this.localeData().eras();\n        for (i = 0, l = eras.length; i < l; ++i) {\n            dir = eras[i].since <= eras[i].until ? +1 : -1;\n\n            // truncate time\n            val = this.clone().startOf('day').valueOf();\n\n            if (\n                (eras[i].since <= val && val <= eras[i].until) ||\n                (eras[i].until <= val && val <= eras[i].since)\n            ) {\n                return (\n                    (this.year() - hooks(eras[i].since).year()) * dir +\n                    eras[i].offset\n                );\n            }\n        }\n\n        return this.year();\n    }\n\n    function erasNameRegex(isStrict) {\n        if (!hasOwnProp(this, '_erasNameRegex')) {\n            computeErasParse.call(this);\n        }\n        return isStrict ? this._erasNameRegex : this._erasRegex;\n    }\n\n    function erasAbbrRegex(isStrict) {\n        if (!hasOwnProp(this, '_erasAbbrRegex')) {\n            computeErasParse.call(this);\n        }\n        return isStrict ? this._erasAbbrRegex : this._erasRegex;\n    }\n\n    function erasNarrowRegex(isStrict) {\n        if (!hasOwnProp(this, '_erasNarrowRegex')) {\n            computeErasParse.call(this);\n        }\n        return isStrict ? this._erasNarrowRegex : this._erasRegex;\n    }\n\n    function matchEraAbbr(isStrict, locale) {\n        return locale.erasAbbrRegex(isStrict);\n    }\n\n    function matchEraName(isStrict, locale) {\n        return locale.erasNameRegex(isStrict);\n    }\n\n    function matchEraNarrow(isStrict, locale) {\n        return locale.erasNarrowRegex(isStrict);\n    }\n\n    function matchEraYearOrdinal(isStrict, locale) {\n        return locale._eraYearOrdinalRegex || matchUnsigned;\n    }\n\n    function computeErasParse() {\n        var abbrPieces = [],\n            namePieces = [],\n            narrowPieces = [],\n            mixedPieces = [],\n            i,\n            l,\n            eras = this.eras();\n\n        for (i = 0, l = eras.length; i < l; ++i) {\n            namePieces.push(regexEscape(eras[i].name));\n            abbrPieces.push(regexEscape(eras[i].abbr));\n            narrowPieces.push(regexEscape(eras[i].narrow));\n\n            mixedPieces.push(regexEscape(eras[i].name));\n            mixedPieces.push(regexEscape(eras[i].abbr));\n            mixedPieces.push(regexEscape(eras[i].narrow));\n        }\n\n        this._erasRegex = new RegExp('^(' + mixedPieces.join('|') + ')', 'i');\n        this._erasNameRegex = new RegExp('^(' + namePieces.join('|') + ')', 'i');\n        this._erasAbbrRegex = new RegExp('^(' + abbrPieces.join('|') + ')', 'i');\n        this._erasNarrowRegex = new RegExp(\n            '^(' + narrowPieces.join('|') + ')',\n            'i'\n        );\n    }\n\n    // FORMATTING\n\n    addFormatToken(0, ['gg', 2], 0, function () {\n        return this.weekYear() % 100;\n    });\n\n    addFormatToken(0, ['GG', 2], 0, function () {\n        return this.isoWeekYear() % 100;\n    });\n\n    function addWeekYearFormatToken(token, getter) {\n        addFormatToken(0, [token, token.length], 0, getter);\n    }\n\n    addWeekYearFormatToken('gggg', 'weekYear');\n    addWeekYearFormatToken('ggggg', 'weekYear');\n    addWeekYearFormatToken('GGGG', 'isoWeekYear');\n    addWeekYearFormatToken('GGGGG', 'isoWeekYear');\n\n    // ALIASES\n\n    addUnitAlias('weekYear', 'gg');\n    addUnitAlias('isoWeekYear', 'GG');\n\n    // PRIORITY\n\n    addUnitPriority('weekYear', 1);\n    addUnitPriority('isoWeekYear', 1);\n\n    // PARSING\n\n    addRegexToken('G', matchSigned);\n    addRegexToken('g', matchSigned);\n    addRegexToken('GG', match1to2, match2);\n    addRegexToken('gg', match1to2, match2);\n    addRegexToken('GGGG', match1to4, match4);\n    addRegexToken('gggg', match1to4, match4);\n    addRegexToken('GGGGG', match1to6, match6);\n    addRegexToken('ggggg', match1to6, match6);\n\n    addWeekParseToken(['gggg', 'ggggg', 'GGGG', 'GGGGG'], function (\n        input,\n        week,\n        config,\n        token\n    ) {\n        week[token.substr(0, 2)] = toInt(input);\n    });\n\n    addWeekParseToken(['gg', 'GG'], function (input, week, config, token) {\n        week[token] = hooks.parseTwoDigitYear(input);\n    });\n\n    // MOMENTS\n\n    function getSetWeekYear(input) {\n        return getSetWeekYearHelper.call(\n            this,\n            input,\n            this.week(),\n            this.weekday(),\n            this.localeData()._week.dow,\n            this.localeData()._week.doy\n        );\n    }\n\n    function getSetISOWeekYear(input) {\n        return getSetWeekYearHelper.call(\n            this,\n            input,\n            this.isoWeek(),\n            this.isoWeekday(),\n            1,\n            4\n        );\n    }\n\n    function getISOWeeksInYear() {\n        return weeksInYear(this.year(), 1, 4);\n    }\n\n    function getISOWeeksInISOWeekYear() {\n        return weeksInYear(this.isoWeekYear(), 1, 4);\n    }\n\n    function getWeeksInYear() {\n        var weekInfo = this.localeData()._week;\n        return weeksInYear(this.year(), weekInfo.dow, weekInfo.doy);\n    }\n\n    function getWeeksInWeekYear() {\n        var weekInfo = this.localeData()._week;\n        return weeksInYear(this.weekYear(), weekInfo.dow, weekInfo.doy);\n    }\n\n    function getSetWeekYearHelper(input, week, weekday, dow, doy) {\n        var weeksTarget;\n        if (input == null) {\n            return weekOfYear(this, dow, doy).year;\n        } else {\n            weeksTarget = weeksInYear(input, dow, doy);\n            if (week > weeksTarget) {\n                week = weeksTarget;\n            }\n            return setWeekAll.call(this, input, week, weekday, dow, doy);\n        }\n    }\n\n    function setWeekAll(weekYear, week, weekday, dow, doy) {\n        var dayOfYearData = dayOfYearFromWeeks(weekYear, week, weekday, dow, doy),\n            date = createUTCDate(dayOfYearData.year, 0, dayOfYearData.dayOfYear);\n\n        this.year(date.getUTCFullYear());\n        this.month(date.getUTCMonth());\n        this.date(date.getUTCDate());\n        return this;\n    }\n\n    // FORMATTING\n\n    addFormatToken('Q', 0, 'Qo', 'quarter');\n\n    // ALIASES\n\n    addUnitAlias('quarter', 'Q');\n\n    // PRIORITY\n\n    addUnitPriority('quarter', 7);\n\n    // PARSING\n\n    addRegexToken('Q', match1);\n    addParseToken('Q', function (input, array) {\n        array[MONTH] = (toInt(input) - 1) * 3;\n    });\n\n    // MOMENTS\n\n    function getSetQuarter(input) {\n        return input == null\n            ? Math.ceil((this.month() + 1) / 3)\n            : this.month((input - 1) * 3 + (this.month() % 3));\n    }\n\n    // FORMATTING\n\n    addFormatToken('D', ['DD', 2], 'Do', 'date');\n\n    // ALIASES\n\n    addUnitAlias('date', 'D');\n\n    // PRIORITY\n    addUnitPriority('date', 9);\n\n    // PARSING\n\n    addRegexToken('D', match1to2);\n    addRegexToken('DD', match1to2, match2);\n    addRegexToken('Do', function (isStrict, locale) {\n        // TODO: Remove \"ordinalParse\" fallback in next major release.\n        return isStrict\n            ? locale._dayOfMonthOrdinalParse || locale._ordinalParse\n            : locale._dayOfMonthOrdinalParseLenient;\n    });\n\n    addParseToken(['D', 'DD'], DATE);\n    addParseToken('Do', function (input, array) {\n        array[DATE] = toInt(input.match(match1to2)[0]);\n    });\n\n    // MOMENTS\n\n    var getSetDayOfMonth = makeGetSet('Date', true);\n\n    // FORMATTING\n\n    addFormatToken('DDD', ['DDDD', 3], 'DDDo', 'dayOfYear');\n\n    // ALIASES\n\n    addUnitAlias('dayOfYear', 'DDD');\n\n    // PRIORITY\n    addUnitPriority('dayOfYear', 4);\n\n    // PARSING\n\n    addRegexToken('DDD', match1to3);\n    addRegexToken('DDDD', match3);\n    addParseToken(['DDD', 'DDDD'], function (input, array, config) {\n        config._dayOfYear = toInt(input);\n    });\n\n    // HELPERS\n\n    // MOMENTS\n\n    function getSetDayOfYear(input) {\n        var dayOfYear =\n            Math.round(\n                (this.clone().startOf('day') - this.clone().startOf('year')) / 864e5\n            ) + 1;\n        return input == null ? dayOfYear : this.add(input - dayOfYear, 'd');\n    }\n\n    // FORMATTING\n\n    addFormatToken('m', ['mm', 2], 0, 'minute');\n\n    // ALIASES\n\n    addUnitAlias('minute', 'm');\n\n    // PRIORITY\n\n    addUnitPriority('minute', 14);\n\n    // PARSING\n\n    addRegexToken('m', match1to2);\n    addRegexToken('mm', match1to2, match2);\n    addParseToken(['m', 'mm'], MINUTE);\n\n    // MOMENTS\n\n    var getSetMinute = makeGetSet('Minutes', false);\n\n    // FORMATTING\n\n    addFormatToken('s', ['ss', 2], 0, 'second');\n\n    // ALIASES\n\n    addUnitAlias('second', 's');\n\n    // PRIORITY\n\n    addUnitPriority('second', 15);\n\n    // PARSING\n\n    addRegexToken('s', match1to2);\n    addRegexToken('ss', match1to2, match2);\n    addParseToken(['s', 'ss'], SECOND);\n\n    // MOMENTS\n\n    var getSetSecond = makeGetSet('Seconds', false);\n\n    // FORMATTING\n\n    addFormatToken('S', 0, 0, function () {\n        return ~~(this.millisecond() / 100);\n    });\n\n    addFormatToken(0, ['SS', 2], 0, function () {\n        return ~~(this.millisecond() / 10);\n    });\n\n    addFormatToken(0, ['SSS', 3], 0, 'millisecond');\n    addFormatToken(0, ['SSSS', 4], 0, function () {\n        return this.millisecond() * 10;\n    });\n    addFormatToken(0, ['SSSSS', 5], 0, function () {\n        return this.millisecond() * 100;\n    });\n    addFormatToken(0, ['SSSSSS', 6], 0, function () {\n        return this.millisecond() * 1000;\n    });\n    addFormatToken(0, ['SSSSSSS', 7], 0, function () {\n        return this.millisecond() * 10000;\n    });\n    addFormatToken(0, ['SSSSSSSS', 8], 0, function () {\n        return this.millisecond() * 100000;\n    });\n    addFormatToken(0, ['SSSSSSSSS', 9], 0, function () {\n        return this.millisecond() * 1000000;\n    });\n\n    // ALIASES\n\n    addUnitAlias('millisecond', 'ms');\n\n    // PRIORITY\n\n    addUnitPriority('millisecond', 16);\n\n    // PARSING\n\n    addRegexToken('S', match1to3, match1);\n    addRegexToken('SS', match1to3, match2);\n    addRegexToken('SSS', match1to3, match3);\n\n    var token, getSetMillisecond;\n    for (token = 'SSSS'; token.length <= 9; token += 'S') {\n        addRegexToken(token, matchUnsigned);\n    }\n\n    function parseMs(input, array) {\n        array[MILLISECOND] = toInt(('0.' + input) * 1000);\n    }\n\n    for (token = 'S'; token.length <= 9; token += 'S') {\n        addParseToken(token, parseMs);\n    }\n\n    getSetMillisecond = makeGetSet('Milliseconds', false);\n\n    // FORMATTING\n\n    addFormatToken('z', 0, 0, 'zoneAbbr');\n    addFormatToken('zz', 0, 0, 'zoneName');\n\n    // MOMENTS\n\n    function getZoneAbbr() {\n        return this._isUTC ? 'UTC' : '';\n    }\n\n    function getZoneName() {\n        return this._isUTC ? 'Coordinated Universal Time' : '';\n    }\n\n    var proto = Moment.prototype;\n\n    proto.add = add;\n    proto.calendar = calendar$1;\n    proto.clone = clone;\n    proto.diff = diff;\n    proto.endOf = endOf;\n    proto.format = format;\n    proto.from = from;\n    proto.fromNow = fromNow;\n    proto.to = to;\n    proto.toNow = toNow;\n    proto.get = stringGet;\n    proto.invalidAt = invalidAt;\n    proto.isAfter = isAfter;\n    proto.isBefore = isBefore;\n    proto.isBetween = isBetween;\n    proto.isSame = isSame;\n    proto.isSameOrAfter = isSameOrAfter;\n    proto.isSameOrBefore = isSameOrBefore;\n    proto.isValid = isValid$2;\n    proto.lang = lang;\n    proto.locale = locale;\n    proto.localeData = localeData;\n    proto.max = prototypeMax;\n    proto.min = prototypeMin;\n    proto.parsingFlags = parsingFlags;\n    proto.set = stringSet;\n    proto.startOf = startOf;\n    proto.subtract = subtract;\n    proto.toArray = toArray;\n    proto.toObject = toObject;\n    proto.toDate = toDate;\n    proto.toISOString = toISOString;\n    proto.inspect = inspect;\n    if (typeof Symbol !== 'undefined' && Symbol.for != null) {\n        proto[Symbol.for('nodejs.util.inspect.custom')] = function () {\n            return 'Moment<' + this.format() + '>';\n        };\n    }\n    proto.toJSON = toJSON;\n    proto.toString = toString;\n    proto.unix = unix;\n    proto.valueOf = valueOf;\n    proto.creationData = creationData;\n    proto.eraName = getEraName;\n    proto.eraNarrow = getEraNarrow;\n    proto.eraAbbr = getEraAbbr;\n    proto.eraYear = getEraYear;\n    proto.year = getSetYear;\n    proto.isLeapYear = getIsLeapYear;\n    proto.weekYear = getSetWeekYear;\n    proto.isoWeekYear = getSetISOWeekYear;\n    proto.quarter = proto.quarters = getSetQuarter;\n    proto.month = getSetMonth;\n    proto.daysInMonth = getDaysInMonth;\n    proto.week = proto.weeks = getSetWeek;\n    proto.isoWeek = proto.isoWeeks = getSetISOWeek;\n    proto.weeksInYear = getWeeksInYear;\n    proto.weeksInWeekYear = getWeeksInWeekYear;\n    proto.isoWeeksInYear = getISOWeeksInYear;\n    proto.isoWeeksInISOWeekYear = getISOWeeksInISOWeekYear;\n    proto.date = getSetDayOfMonth;\n    proto.day = proto.days = getSetDayOfWeek;\n    proto.weekday = getSetLocaleDayOfWeek;\n    proto.isoWeekday = getSetISODayOfWeek;\n    proto.dayOfYear = getSetDayOfYear;\n    proto.hour = proto.hours = getSetHour;\n    proto.minute = proto.minutes = getSetMinute;\n    proto.second = proto.seconds = getSetSecond;\n    proto.millisecond = proto.milliseconds = getSetMillisecond;\n    proto.utcOffset = getSetOffset;\n    proto.utc = setOffsetToUTC;\n    proto.local = setOffsetToLocal;\n    proto.parseZone = setOffsetToParsedOffset;\n    proto.hasAlignedHourOffset = hasAlignedHourOffset;\n    proto.isDST = isDaylightSavingTime;\n    proto.isLocal = isLocal;\n    proto.isUtcOffset = isUtcOffset;\n    proto.isUtc = isUtc;\n    proto.isUTC = isUtc;\n    proto.zoneAbbr = getZoneAbbr;\n    proto.zoneName = getZoneName;\n    proto.dates = deprecate(\n        'dates accessor is deprecated. Use date instead.',\n        getSetDayOfMonth\n    );\n    proto.months = deprecate(\n        'months accessor is deprecated. Use month instead',\n        getSetMonth\n    );\n    proto.years = deprecate(\n        'years accessor is deprecated. Use year instead',\n        getSetYear\n    );\n    proto.zone = deprecate(\n        'moment().zone is deprecated, use moment().utcOffset instead. http://momentjs.com/guides/#/warnings/zone/',\n        getSetZone\n    );\n    proto.isDSTShifted = deprecate(\n        'isDSTShifted is deprecated. See http://momentjs.com/guides/#/warnings/dst-shifted/ for more information',\n        isDaylightSavingTimeShifted\n    );\n\n    function createUnix(input) {\n        return createLocal(input * 1000);\n    }\n\n    function createInZone() {\n        return createLocal.apply(null, arguments).parseZone();\n    }\n\n    function preParsePostFormat(string) {\n        return string;\n    }\n\n    var proto$1 = Locale.prototype;\n\n    proto$1.calendar = calendar;\n    proto$1.longDateFormat = longDateFormat;\n    proto$1.invalidDate = invalidDate;\n    proto$1.ordinal = ordinal;\n    proto$1.preparse = preParsePostFormat;\n    proto$1.postformat = preParsePostFormat;\n    proto$1.relativeTime = relativeTime;\n    proto$1.pastFuture = pastFuture;\n    proto$1.set = set;\n    proto$1.eras = localeEras;\n    proto$1.erasParse = localeErasParse;\n    proto$1.erasConvertYear = localeErasConvertYear;\n    proto$1.erasAbbrRegex = erasAbbrRegex;\n    proto$1.erasNameRegex = erasNameRegex;\n    proto$1.erasNarrowRegex = erasNarrowRegex;\n\n    proto$1.months = localeMonths;\n    proto$1.monthsShort = localeMonthsShort;\n    proto$1.monthsParse = localeMonthsParse;\n    proto$1.monthsRegex = monthsRegex;\n    proto$1.monthsShortRegex = monthsShortRegex;\n    proto$1.week = localeWeek;\n    proto$1.firstDayOfYear = localeFirstDayOfYear;\n    proto$1.firstDayOfWeek = localeFirstDayOfWeek;\n\n    proto$1.weekdays = localeWeekdays;\n    proto$1.weekdaysMin = localeWeekdaysMin;\n    proto$1.weekdaysShort = localeWeekdaysShort;\n    proto$1.weekdaysParse = localeWeekdaysParse;\n\n    proto$1.weekdaysRegex = weekdaysRegex;\n    proto$1.weekdaysShortRegex = weekdaysShortRegex;\n    proto$1.weekdaysMinRegex = weekdaysMinRegex;\n\n    proto$1.isPM = localeIsPM;\n    proto$1.meridiem = localeMeridiem;\n\n    function get$1(format, index, field, setter) {\n        var locale = getLocale(),\n            utc = createUTC().set(setter, index);\n        return locale[field](utc, format);\n    }\n\n    function listMonthsImpl(format, index, field) {\n        if (isNumber(format)) {\n            index = format;\n            format = undefined;\n        }\n\n        format = format || '';\n\n        if (index != null) {\n            return get$1(format, index, field, 'month');\n        }\n\n        var i,\n            out = [];\n        for (i = 0; i < 12; i++) {\n            out[i] = get$1(format, i, field, 'month');\n        }\n        return out;\n    }\n\n    // ()\n    // (5)\n    // (fmt, 5)\n    // (fmt)\n    // (true)\n    // (true, 5)\n    // (true, fmt, 5)\n    // (true, fmt)\n    function listWeekdaysImpl(localeSorted, format, index, field) {\n        if (typeof localeSorted === 'boolean') {\n            if (isNumber(format)) {\n                index = format;\n                format = undefined;\n            }\n\n            format = format || '';\n        } else {\n            format = localeSorted;\n            index = format;\n            localeSorted = false;\n\n            if (isNumber(format)) {\n                index = format;\n                format = undefined;\n            }\n\n            format = format || '';\n        }\n\n        var locale = getLocale(),\n            shift = localeSorted ? locale._week.dow : 0,\n            i,\n            out = [];\n\n        if (index != null) {\n            return get$1(format, (index + shift) % 7, field, 'day');\n        }\n\n        for (i = 0; i < 7; i++) {\n            out[i] = get$1(format, (i + shift) % 7, field, 'day');\n        }\n        return out;\n    }\n\n    function listMonths(format, index) {\n        return listMonthsImpl(format, index, 'months');\n    }\n\n    function listMonthsShort(format, index) {\n        return listMonthsImpl(format, index, 'monthsShort');\n    }\n\n    function listWeekdays(localeSorted, format, index) {\n        return listWeekdaysImpl(localeSorted, format, index, 'weekdays');\n    }\n\n    function listWeekdaysShort(localeSorted, format, index) {\n        return listWeekdaysImpl(localeSorted, format, index, 'weekdaysShort');\n    }\n\n    function listWeekdaysMin(localeSorted, format, index) {\n        return listWeekdaysImpl(localeSorted, format, index, 'weekdaysMin');\n    }\n\n    getSetGlobalLocale('en', {\n        eras: [\n            {\n                since: '0001-01-01',\n                until: +Infinity,\n                offset: 1,\n                name: 'Anno Domini',\n                narrow: 'AD',\n                abbr: 'AD',\n            },\n            {\n                since: '0000-12-31',\n                until: -Infinity,\n                offset: 1,\n                name: 'Before Christ',\n                narrow: 'BC',\n                abbr: 'BC',\n            },\n        ],\n        dayOfMonthOrdinalParse: /\\d{1,2}(th|st|nd|rd)/,\n        ordinal: function (number) {\n            var b = number % 10,\n                output =\n                    toInt((number % 100) / 10) === 1\n                        ? 'th'\n                        : b === 1\n                        ? 'st'\n                        : b === 2\n                        ? 'nd'\n                        : b === 3\n                        ? 'rd'\n                        : 'th';\n            return number + output;\n        },\n    });\n\n    // Side effect imports\n\n    hooks.lang = deprecate(\n        'moment.lang is deprecated. Use moment.locale instead.',\n        getSetGlobalLocale\n    );\n    hooks.langData = deprecate(\n        'moment.langData is deprecated. Use moment.localeData instead.',\n        getLocale\n    );\n\n    var mathAbs = Math.abs;\n\n    function abs() {\n        var data = this._data;\n\n        this._milliseconds = mathAbs(this._milliseconds);\n        this._days = mathAbs(this._days);\n        this._months = mathAbs(this._months);\n\n        data.milliseconds = mathAbs(data.milliseconds);\n        data.seconds = mathAbs(data.seconds);\n        data.minutes = mathAbs(data.minutes);\n        data.hours = mathAbs(data.hours);\n        data.months = mathAbs(data.months);\n        data.years = mathAbs(data.years);\n\n        return this;\n    }\n\n    function addSubtract$1(duration, input, value, direction) {\n        var other = createDuration(input, value);\n\n        duration._milliseconds += direction * other._milliseconds;\n        duration._days += direction * other._days;\n        duration._months += direction * other._months;\n\n        return duration._bubble();\n    }\n\n    // supports only 2.0-style add(1, 's') or add(duration)\n    function add$1(input, value) {\n        return addSubtract$1(this, input, value, 1);\n    }\n\n    // supports only 2.0-style subtract(1, 's') or subtract(duration)\n    function subtract$1(input, value) {\n        return addSubtract$1(this, input, value, -1);\n    }\n\n    function absCeil(number) {\n        if (number < 0) {\n            return Math.floor(number);\n        } else {\n            return Math.ceil(number);\n        }\n    }\n\n    function bubble() {\n        var milliseconds = this._milliseconds,\n            days = this._days,\n            months = this._months,\n            data = this._data,\n            seconds,\n            minutes,\n            hours,\n            years,\n            monthsFromDays;\n\n        // if we have a mix of positive and negative values, bubble down first\n        // check: https://github.com/moment/moment/issues/2166\n        if (\n            !(\n                (milliseconds >= 0 && days >= 0 && months >= 0) ||\n                (milliseconds <= 0 && days <= 0 && months <= 0)\n            )\n        ) {\n            milliseconds += absCeil(monthsToDays(months) + days) * 864e5;\n            days = 0;\n            months = 0;\n        }\n\n        // The following code bubbles up values, see the tests for\n        // examples of what that means.\n        data.milliseconds = milliseconds % 1000;\n\n        seconds = absFloor(milliseconds / 1000);\n        data.seconds = seconds % 60;\n\n        minutes = absFloor(seconds / 60);\n        data.minutes = minutes % 60;\n\n        hours = absFloor(minutes / 60);\n        data.hours = hours % 24;\n\n        days += absFloor(hours / 24);\n\n        // convert days to months\n        monthsFromDays = absFloor(daysToMonths(days));\n        months += monthsFromDays;\n        days -= absCeil(monthsToDays(monthsFromDays));\n\n        // 12 months -> 1 year\n        years = absFloor(months / 12);\n        months %= 12;\n\n        data.days = days;\n        data.months = months;\n        data.years = years;\n\n        return this;\n    }\n\n    function daysToMonths(days) {\n        // 400 years have 146097 days (taking into account leap year rules)\n        // 400 years have 12 months === 4800\n        return (days * 4800) / 146097;\n    }\n\n    function monthsToDays(months) {\n        // the reverse of daysToMonths\n        return (months * 146097) / 4800;\n    }\n\n    function as(units) {\n        if (!this.isValid()) {\n            return NaN;\n        }\n        var days,\n            months,\n            milliseconds = this._milliseconds;\n\n        units = normalizeUnits(units);\n\n        if (units === 'month' || units === 'quarter' || units === 'year') {\n            days = this._days + milliseconds / 864e5;\n            months = this._months + daysToMonths(days);\n            switch (units) {\n                case 'month':\n                    return months;\n                case 'quarter':\n                    return months / 3;\n                case 'year':\n                    return months / 12;\n            }\n        } else {\n            // handle milliseconds separately because of floating point math errors (issue #1867)\n            days = this._days + Math.round(monthsToDays(this._months));\n            switch (units) {\n                case 'week':\n                    return days / 7 + milliseconds / 6048e5;\n                case 'day':\n                    return days + milliseconds / 864e5;\n                case 'hour':\n                    return days * 24 + milliseconds / 36e5;\n                case 'minute':\n                    return days * 1440 + milliseconds / 6e4;\n                case 'second':\n                    return days * 86400 + milliseconds / 1000;\n                // Math.floor prevents floating point math errors here\n                case 'millisecond':\n                    return Math.floor(days * 864e5) + milliseconds;\n                default:\n                    throw new Error('Unknown unit ' + units);\n            }\n        }\n    }\n\n    // TODO: Use this.as('ms')?\n    function valueOf$1() {\n        if (!this.isValid()) {\n            return NaN;\n        }\n        return (\n            this._milliseconds +\n            this._days * 864e5 +\n            (this._months % 12) * 2592e6 +\n            toInt(this._months / 12) * 31536e6\n        );\n    }\n\n    function makeAs(alias) {\n        return function () {\n            return this.as(alias);\n        };\n    }\n\n    var asMilliseconds = makeAs('ms'),\n        asSeconds = makeAs('s'),\n        asMinutes = makeAs('m'),\n        asHours = makeAs('h'),\n        asDays = makeAs('d'),\n        asWeeks = makeAs('w'),\n        asMonths = makeAs('M'),\n        asQuarters = makeAs('Q'),\n        asYears = makeAs('y');\n\n    function clone$1() {\n        return createDuration(this);\n    }\n\n    function get$2(units) {\n        units = normalizeUnits(units);\n        return this.isValid() ? this[units + 's']() : NaN;\n    }\n\n    function makeGetter(name) {\n        return function () {\n            return this.isValid() ? this._data[name] : NaN;\n        };\n    }\n\n    var milliseconds = makeGetter('milliseconds'),\n        seconds = makeGetter('seconds'),\n        minutes = makeGetter('minutes'),\n        hours = makeGetter('hours'),\n        days = makeGetter('days'),\n        months = makeGetter('months'),\n        years = makeGetter('years');\n\n    function weeks() {\n        return absFloor(this.days() / 7);\n    }\n\n    var round = Math.round,\n        thresholds = {\n            ss: 44, // a few seconds to seconds\n            s: 45, // seconds to minute\n            m: 45, // minutes to hour\n            h: 22, // hours to day\n            d: 26, // days to month/week\n            w: null, // weeks to month\n            M: 11, // months to year\n        };\n\n    // helper function for moment.fn.from, moment.fn.fromNow, and moment.duration.fn.humanize\n    function substituteTimeAgo(string, number, withoutSuffix, isFuture, locale) {\n        return locale.relativeTime(number || 1, !!withoutSuffix, string, isFuture);\n    }\n\n    function relativeTime$1(posNegDuration, withoutSuffix, thresholds, locale) {\n        var duration = createDuration(posNegDuration).abs(),\n            seconds = round(duration.as('s')),\n            minutes = round(duration.as('m')),\n            hours = round(duration.as('h')),\n            days = round(duration.as('d')),\n            months = round(duration.as('M')),\n            weeks = round(duration.as('w')),\n            years = round(duration.as('y')),\n            a =\n                (seconds <= thresholds.ss && ['s', seconds]) ||\n                (seconds < thresholds.s && ['ss', seconds]) ||\n                (minutes <= 1 && ['m']) ||\n                (minutes < thresholds.m && ['mm', minutes]) ||\n                (hours <= 1 && ['h']) ||\n                (hours < thresholds.h && ['hh', hours]) ||\n                (days <= 1 && ['d']) ||\n                (days < thresholds.d && ['dd', days]);\n\n        if (thresholds.w != null) {\n            a =\n                a ||\n                (weeks <= 1 && ['w']) ||\n                (weeks < thresholds.w && ['ww', weeks]);\n        }\n        a = a ||\n            (months <= 1 && ['M']) ||\n            (months < thresholds.M && ['MM', months]) ||\n            (years <= 1 && ['y']) || ['yy', years];\n\n        a[2] = withoutSuffix;\n        a[3] = +posNegDuration > 0;\n        a[4] = locale;\n        return substituteTimeAgo.apply(null, a);\n    }\n\n    // This function allows you to set the rounding function for relative time strings\n    function getSetRelativeTimeRounding(roundingFunction) {\n        if (roundingFunction === undefined) {\n            return round;\n        }\n        if (typeof roundingFunction === 'function') {\n            round = roundingFunction;\n            return true;\n        }\n        return false;\n    }\n\n    // This function allows you to set a threshold for relative time strings\n    function getSetRelativeTimeThreshold(threshold, limit) {\n        if (thresholds[threshold] === undefined) {\n            return false;\n        }\n        if (limit === undefined) {\n            return thresholds[threshold];\n        }\n        thresholds[threshold] = limit;\n        if (threshold === 's') {\n            thresholds.ss = limit - 1;\n        }\n        return true;\n    }\n\n    function humanize(argWithSuffix, argThresholds) {\n        if (!this.isValid()) {\n            return this.localeData().invalidDate();\n        }\n\n        var withSuffix = false,\n            th = thresholds,\n            locale,\n            output;\n\n        if (typeof argWithSuffix === 'object') {\n            argThresholds = argWithSuffix;\n            argWithSuffix = false;\n        }\n        if (typeof argWithSuffix === 'boolean') {\n            withSuffix = argWithSuffix;\n        }\n        if (typeof argThresholds === 'object') {\n            th = Object.assign({}, thresholds, argThresholds);\n            if (argThresholds.s != null && argThresholds.ss == null) {\n                th.ss = argThresholds.s - 1;\n            }\n        }\n\n        locale = this.localeData();\n        output = relativeTime$1(this, !withSuffix, th, locale);\n\n        if (withSuffix) {\n            output = locale.pastFuture(+this, output);\n        }\n\n        return locale.postformat(output);\n    }\n\n    var abs$1 = Math.abs;\n\n    function sign(x) {\n        return (x > 0) - (x < 0) || +x;\n    }\n\n    function toISOString$1() {\n        // for ISO strings we do not use the normal bubbling rules:\n        //  * milliseconds bubble up until they become hours\n        //  * days do not bubble at all\n        //  * months bubble up until they become years\n        // This is because there is no context-free conversion between hours and days\n        // (think of clock changes)\n        // and also not between days and months (28-31 days per month)\n        if (!this.isValid()) {\n            return this.localeData().invalidDate();\n        }\n\n        var seconds = abs$1(this._milliseconds) / 1000,\n            days = abs$1(this._days),\n            months = abs$1(this._months),\n            minutes,\n            hours,\n            years,\n            s,\n            total = this.asSeconds(),\n            totalSign,\n            ymSign,\n            daysSign,\n            hmsSign;\n\n        if (!total) {\n            // this is the same as C#'s (Noda) and python (isodate)...\n            // but not other JS (goog.date)\n            return 'P0D';\n        }\n\n        // 3600 seconds -> 60 minutes -> 1 hour\n        minutes = absFloor(seconds / 60);\n        hours = absFloor(minutes / 60);\n        seconds %= 60;\n        minutes %= 60;\n\n        // 12 months -> 1 year\n        years = absFloor(months / 12);\n        months %= 12;\n\n        // inspired by https://github.com/dordille/moment-isoduration/blob/master/moment.isoduration.js\n        s = seconds ? seconds.toFixed(3).replace(/\\.?0+$/, '') : '';\n\n        totalSign = total < 0 ? '-' : '';\n        ymSign = sign(this._months) !== sign(total) ? '-' : '';\n        daysSign = sign(this._days) !== sign(total) ? '-' : '';\n        hmsSign = sign(this._milliseconds) !== sign(total) ? '-' : '';\n\n        return (\n            totalSign +\n            'P' +\n            (years ? ymSign + years + 'Y' : '') +\n            (months ? ymSign + months + 'M' : '') +\n            (days ? daysSign + days + 'D' : '') +\n            (hours || minutes || seconds ? 'T' : '') +\n            (hours ? hmsSign + hours + 'H' : '') +\n            (minutes ? hmsSign + minutes + 'M' : '') +\n            (seconds ? hmsSign + s + 'S' : '')\n        );\n    }\n\n    var proto$2 = Duration.prototype;\n\n    proto$2.isValid = isValid$1;\n    proto$2.abs = abs;\n    proto$2.add = add$1;\n    proto$2.subtract = subtract$1;\n    proto$2.as = as;\n    proto$2.asMilliseconds = asMilliseconds;\n    proto$2.asSeconds = asSeconds;\n    proto$2.asMinutes = asMinutes;\n    proto$2.asHours = asHours;\n    proto$2.asDays = asDays;\n    proto$2.asWeeks = asWeeks;\n    proto$2.asMonths = asMonths;\n    proto$2.asQuarters = asQuarters;\n    proto$2.asYears = asYears;\n    proto$2.valueOf = valueOf$1;\n    proto$2._bubble = bubble;\n    proto$2.clone = clone$1;\n    proto$2.get = get$2;\n    proto$2.milliseconds = milliseconds;\n    proto$2.seconds = seconds;\n    proto$2.minutes = minutes;\n    proto$2.hours = hours;\n    proto$2.days = days;\n    proto$2.weeks = weeks;\n    proto$2.months = months;\n    proto$2.years = years;\n    proto$2.humanize = humanize;\n    proto$2.toISOString = toISOString$1;\n    proto$2.toString = toISOString$1;\n    proto$2.toJSON = toISOString$1;\n    proto$2.locale = locale;\n    proto$2.localeData = localeData;\n\n    proto$2.toIsoString = deprecate(\n        'toIsoString() is deprecated. Please use toISOString() instead (notice the capitals)',\n        toISOString$1\n    );\n    proto$2.lang = lang;\n\n    // FORMATTING\n\n    addFormatToken('X', 0, 0, 'unix');\n    addFormatToken('x', 0, 0, 'valueOf');\n\n    // PARSING\n\n    addRegexToken('x', matchSigned);\n    addRegexToken('X', matchTimestamp);\n    addParseToken('X', function (input, array, config) {\n        config._d = new Date(parseFloat(input) * 1000);\n    });\n    addParseToken('x', function (input, array, config) {\n        config._d = new Date(toInt(input));\n    });\n\n    //! moment.js\n\n    hooks.version = '2.29.1';\n\n    setHookCallback(createLocal);\n\n    hooks.fn = proto;\n    hooks.min = min;\n    hooks.max = max;\n    hooks.now = now;\n    hooks.utc = createUTC;\n    hooks.unix = createUnix;\n    hooks.months = listMonths;\n    hooks.isDate = isDate;\n    hooks.locale = getSetGlobalLocale;\n    hooks.invalid = createInvalid;\n    hooks.duration = createDuration;\n    hooks.isMoment = isMoment;\n    hooks.weekdays = listWeekdays;\n    hooks.parseZone = createInZone;\n    hooks.localeData = getLocale;\n    hooks.isDuration = isDuration;\n    hooks.monthsShort = listMonthsShort;\n    hooks.weekdaysMin = listWeekdaysMin;\n    hooks.defineLocale = defineLocale;\n    hooks.updateLocale = updateLocale;\n    hooks.locales = listLocales;\n    hooks.weekdaysShort = listWeekdaysShort;\n    hooks.normalizeUnits = normalizeUnits;\n    hooks.relativeTimeRounding = getSetRelativeTimeRounding;\n    hooks.relativeTimeThreshold = getSetRelativeTimeThreshold;\n    hooks.calendarFormat = getCalendarFormat;\n    hooks.prototype = proto;\n\n    // currently HTML5 input type only supports 24-hour formats\n    hooks.HTML5_FMT = {\n        DATETIME_LOCAL: 'YYYY-MM-DDTHH:mm', // <input type=\"datetime-local\" />\n        DATETIME_LOCAL_SECONDS: 'YYYY-MM-DDTHH:mm:ss', // <input type=\"datetime-local\" step=\"1\" />\n        DATETIME_LOCAL_MS: 'YYYY-MM-DDTHH:mm:ss.SSS', // <input type=\"datetime-local\" step=\"0.001\" />\n        DATE: 'YYYY-MM-DD', // <input type=\"date\" />\n        TIME: 'HH:mm', // <input type=\"time\" />\n        TIME_SECONDS: 'HH:mm:ss', // <input type=\"time\" step=\"1\" />\n        TIME_MS: 'HH:mm:ss.SSS', // <input type=\"time\" step=\"0.001\" />\n        WEEK: 'GGGG-[W]WW', // <input type=\"week\" />\n        MONTH: 'YYYY-MM', // <input type=\"month\" />\n    };\n\n    return hooks;\n\n})));\n }","/*!\n * jQuery JavaScript Library v3.5.1\n * https://jquery.com/\n *\n * Includes Sizzle.js\n * https://sizzlejs.com/\n *\n * Copyright JS Foundation and other contributors\n * Released under the MIT license\n * https://jquery.org/license\n *\n * Date: 2020-05-04T22:49Z\n */\n( function( global, factory ) {\n\n\t\"use strict\";\n\n\tif ( typeof module === \"object\" && typeof module.exports === \"object\" ) {\n\n\t\t// For CommonJS and CommonJS-like environments where a proper `window`\n\t\t// is present, execute the factory and get jQuery.\n\t\t// For environments that do not have a `window` with a `document`\n\t\t// (such as Node.js), expose a factory as module.exports.\n\t\t// This accentuates the need for the creation of a real `window`.\n\t\t// e.g. var jQuery = require(\"jquery\")(window);\n\t\t// See ticket #14549 for more info.\n\t\tmodule.exports = global.document ?\n\t\t\tfactory( global, true ) :\n\t\t\tfunction( w ) {\n\t\t\t\tif ( !w.document ) {\n\t\t\t\t\tthrow new Error( \"jQuery requires a window with a document\" );\n\t\t\t\t}\n\t\t\t\treturn factory( w );\n\t\t\t};\n\t} else {\n\t\tfactory( global );\n\t}\n\n// Pass this if window is not defined yet\n} )( typeof window !== \"undefined\" ? window : this, function( window, noGlobal ) {\n\n// Edge <= 12 - 13+, Firefox <=18 - 45+, IE 10 - 11, Safari 5.1 - 9+, iOS 6 - 9.1\n// throw exceptions when non-strict code (e.g., ASP.NET 4.5) accesses strict mode\n// arguments.callee.caller (trac-13335). But as of jQuery 3.0 (2016), strict mode should be common\n// enough that all such attempts are guarded in a try block.\n\"use strict\";\n\nvar arr = [];\n\nvar getProto = Object.getPrototypeOf;\n\nvar slice = arr.slice;\n\nvar flat = arr.flat ? function( array ) {\n\treturn arr.flat.call( array );\n} : function( array ) {\n\treturn arr.concat.apply( [], array );\n};\n\n\nvar push = arr.push;\n\nvar indexOf = arr.indexOf;\n\nvar class2type = {};\n\nvar toString = class2type.toString;\n\nvar hasOwn = class2type.hasOwnProperty;\n\nvar fnToString = hasOwn.toString;\n\nvar ObjectFunctionString = fnToString.call( Object );\n\nvar support = {};\n\nvar isFunction = function isFunction( obj ) {\n\n      // Support: Chrome <=57, Firefox <=52\n      // In some browsers, typeof returns \"function\" for HTML <object> elements\n      // (i.e., `typeof document.createElement( \"object\" ) === \"function\"`).\n      // We don't want to classify *any* DOM node as a function.\n      return typeof obj === \"function\" && typeof obj.nodeType !== \"number\";\n  };\n\n\nvar isWindow = function isWindow( obj ) {\n\t\treturn obj != null && obj === obj.window;\n\t};\n\n\nvar document = window.document;\n\n\n\n\tvar preservedScriptAttributes = {\n\t\ttype: true,\n\t\tsrc: true,\n\t\tnonce: true,\n\t\tnoModule: true\n\t};\n\n\tfunction DOMEval( code, node, doc ) {\n\t\tdoc = doc || document;\n\n\t\tvar i, val,\n\t\t\tscript = doc.createElement( \"script\" );\n\n\t\tscript.text = code;\n\t\tif ( node ) {\n\t\t\tfor ( i in preservedScriptAttributes ) {\n\n\t\t\t\t// Support: Firefox 64+, Edge 18+\n\t\t\t\t// Some browsers don't support the \"nonce\" property on scripts.\n\t\t\t\t// On the other hand, just using `getAttribute` is not enough as\n\t\t\t\t// the `nonce` attribute is reset to an empty string whenever it\n\t\t\t\t// becomes browsing-context connected.\n\t\t\t\t// See https://github.com/whatwg/html/issues/2369\n\t\t\t\t// See https://html.spec.whatwg.org/#nonce-attributes\n\t\t\t\t// The `node.getAttribute` check was added for the sake of\n\t\t\t\t// `jQuery.globalEval` so that it can fake a nonce-containing node\n\t\t\t\t// via an object.\n\t\t\t\tval = node[ i ] || node.getAttribute && node.getAttribute( i );\n\t\t\t\tif ( val ) {\n\t\t\t\t\tscript.setAttribute( i, val );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tdoc.head.appendChild( script ).parentNode.removeChild( script );\n\t}\n\n\nfunction toType( obj ) {\n\tif ( obj == null ) {\n\t\treturn obj + \"\";\n\t}\n\n\t// Support: Android <=2.3 only (functionish RegExp)\n\treturn typeof obj === \"object\" || typeof obj === \"function\" ?\n\t\tclass2type[ toString.call( obj ) ] || \"object\" :\n\t\ttypeof obj;\n}\n/* global Symbol */\n// Defining this global in .eslintrc.json would create a danger of using the global\n// unguarded in another place, it seems safer to define global only for this module\n\n\n\nvar\n\tversion = \"3.5.1\",\n\n\t// Define a local copy of jQuery\n\tjQuery = function( selector, context ) {\n\n\t\t// The jQuery object is actually just the init constructor 'enhanced'\n\t\t// Need init if jQuery is called (just allow error to be thrown if not included)\n\t\treturn new jQuery.fn.init( selector, context );\n\t};\n\njQuery.fn = jQuery.prototype = {\n\n\t// The current version of jQuery being used\n\tjquery: version,\n\n\tconstructor: jQuery,\n\n\t// The default length of a jQuery object is 0\n\tlength: 0,\n\n\ttoArray: function() {\n\t\treturn slice.call( this );\n\t},\n\n\t// Get the Nth element in the matched element set OR\n\t// Get the whole matched element set as a clean array\n\tget: function( num ) {\n\n\t\t// Return all the elements in a clean array\n\t\tif ( num == null ) {\n\t\t\treturn slice.call( this );\n\t\t}\n\n\t\t// Return just the one element from the set\n\t\treturn num < 0 ? this[ num + this.length ] : this[ num ];\n\t},\n\n\t// Take an array of elements and push it onto the stack\n\t// (returning the new matched element set)\n\tpushStack: function( elems ) {\n\n\t\t// Build a new jQuery matched element set\n\t\tvar ret = jQuery.merge( this.constructor(), elems );\n\n\t\t// Add the old object onto the stack (as a reference)\n\t\tret.prevObject = this;\n\n\t\t// Return the newly-formed element set\n\t\treturn ret;\n\t},\n\n\t// Execute a callback for every element in the matched set.\n\teach: function( callback ) {\n\t\treturn jQuery.each( this, callback );\n\t},\n\n\tmap: function( callback ) {\n\t\treturn this.pushStack( jQuery.map( this, function( elem, i ) {\n\t\t\treturn callback.call( elem, i, elem );\n\t\t} ) );\n\t},\n\n\tslice: function() {\n\t\treturn this.pushStack( slice.apply( this, arguments ) );\n\t},\n\n\tfirst: function() {\n\t\treturn this.eq( 0 );\n\t},\n\n\tlast: function() {\n\t\treturn this.eq( -1 );\n\t},\n\n\teven: function() {\n\t\treturn this.pushStack( jQuery.grep( this, function( _elem, i ) {\n\t\t\treturn ( i + 1 ) % 2;\n\t\t} ) );\n\t},\n\n\todd: function() {\n\t\treturn this.pushStack( jQuery.grep( this, function( _elem, i ) {\n\t\t\treturn i % 2;\n\t\t} ) );\n\t},\n\n\teq: function( i ) {\n\t\tvar len = this.length,\n\t\t\tj = +i + ( i < 0 ? len : 0 );\n\t\treturn this.pushStack( j >= 0 && j < len ? [ this[ j ] ] : [] );\n\t},\n\n\tend: function() {\n\t\treturn this.prevObject || this.constructor();\n\t},\n\n\t// For internal use only.\n\t// Behaves like an Array's method, not like a jQuery method.\n\tpush: push,\n\tsort: arr.sort,\n\tsplice: arr.splice\n};\n\njQuery.extend = jQuery.fn.extend = function() {\n\tvar options, name, src, copy, copyIsArray, clone,\n\t\ttarget = arguments[ 0 ] || {},\n\t\ti = 1,\n\t\tlength = arguments.length,\n\t\tdeep = false;\n\n\t// Handle a deep copy situation\n\tif ( typeof target === \"boolean\" ) {\n\t\tdeep = target;\n\n\t\t// Skip the boolean and the target\n\t\ttarget = arguments[ i ] || {};\n\t\ti++;\n\t}\n\n\t// Handle case when target is a string or something (possible in deep copy)\n\tif ( typeof target !== \"object\" && !isFunction( target ) ) {\n\t\ttarget = {};\n\t}\n\n\t// Extend jQuery itself if only one argument is passed\n\tif ( i === length ) {\n\t\ttarget = this;\n\t\ti--;\n\t}\n\n\tfor ( ; i < length; i++ ) {\n\n\t\t// Only deal with non-null/undefined values\n\t\tif ( ( options = arguments[ i ] ) != null ) {\n\n\t\t\t// Extend the base object\n\t\t\tfor ( name in options ) {\n\t\t\t\tcopy = options[ name ];\n\n\t\t\t\t// Prevent Object.prototype pollution\n\t\t\t\t// Prevent never-ending loop\n\t\t\t\tif ( name === \"__proto__\" || target === copy ) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t// Recurse if we're merging plain objects or arrays\n\t\t\t\tif ( deep && copy && ( jQuery.isPlainObject( copy ) ||\n\t\t\t\t\t( copyIsArray = Array.isArray( copy ) ) ) ) {\n\t\t\t\t\tsrc = target[ name ];\n\n\t\t\t\t\t// Ensure proper type for the source value\n\t\t\t\t\tif ( copyIsArray && !Array.isArray( src ) ) {\n\t\t\t\t\t\tclone = [];\n\t\t\t\t\t} else if ( !copyIsArray && !jQuery.isPlainObject( src ) ) {\n\t\t\t\t\t\tclone = {};\n\t\t\t\t\t} else {\n\t\t\t\t\t\tclone = src;\n\t\t\t\t\t}\n\t\t\t\t\tcopyIsArray = false;\n\n\t\t\t\t\t// Never move original objects, clone them\n\t\t\t\t\ttarget[ name ] = jQuery.extend( deep, clone, copy );\n\n\t\t\t\t// Don't bring in undefined values\n\t\t\t\t} else if ( copy !== undefined ) {\n\t\t\t\t\ttarget[ name ] = copy;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// Return the modified object\n\treturn target;\n};\n\njQuery.extend( {\n\n\t// Unique for each copy of jQuery on the page\n\texpando: \"jQuery\" + ( version + Math.random() ).replace( /\\D/g, \"\" ),\n\n\t// Assume jQuery is ready without the ready module\n\tisReady: true,\n\n\terror: function( msg ) {\n\t\tthrow new Error( msg );\n\t},\n\n\tnoop: function() {},\n\n\tisPlainObject: function( obj ) {\n\t\tvar proto, Ctor;\n\n\t\t// Detect obvious negatives\n\t\t// Use toString instead of jQuery.type to catch host objects\n\t\tif ( !obj || toString.call( obj ) !== \"[object Object]\" ) {\n\t\t\treturn false;\n\t\t}\n\n\t\tproto = getProto( obj );\n\n\t\t// Objects with no prototype (e.g., `Object.create( null )`) are plain\n\t\tif ( !proto ) {\n\t\t\treturn true;\n\t\t}\n\n\t\t// Objects with prototype are plain iff they were constructed by a global Object function\n\t\tCtor = hasOwn.call( proto, \"constructor\" ) && proto.constructor;\n\t\treturn typeof Ctor === \"function\" && fnToString.call( Ctor ) === ObjectFunctionString;\n\t},\n\n\tisEmptyObject: function( obj ) {\n\t\tvar name;\n\n\t\tfor ( name in obj ) {\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t},\n\n\t// Evaluates a script in a provided context; falls back to the global one\n\t// if not specified.\n\tglobalEval: function( code, options, doc ) {\n\t\tDOMEval( code, { nonce: options && options.nonce }, doc );\n\t},\n\n\teach: function( obj, callback ) {\n\t\tvar length, i = 0;\n\n\t\tif ( isArrayLike( obj ) ) {\n\t\t\tlength = obj.length;\n\t\t\tfor ( ; i < length; i++ ) {\n\t\t\t\tif ( callback.call( obj[ i ], i, obj[ i ] ) === false ) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tfor ( i in obj ) {\n\t\t\t\tif ( callback.call( obj[ i ], i, obj[ i ] ) === false ) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn obj;\n\t},\n\n\t// results is for internal usage only\n\tmakeArray: function( arr, results ) {\n\t\tvar ret = results || [];\n\n\t\tif ( arr != null ) {\n\t\t\tif ( isArrayLike( Object( arr ) ) ) {\n\t\t\t\tjQuery.merge( ret,\n\t\t\t\t\ttypeof arr === \"string\" ?\n\t\t\t\t\t[ arr ] : arr\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tpush.call( ret, arr );\n\t\t\t}\n\t\t}\n\n\t\treturn ret;\n\t},\n\n\tinArray: function( elem, arr, i ) {\n\t\treturn arr == null ? -1 : indexOf.call( arr, elem, i );\n\t},\n\n\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t// push.apply(_, arraylike) throws on ancient WebKit\n\tmerge: function( first, second ) {\n\t\tvar len = +second.length,\n\t\t\tj = 0,\n\t\t\ti = first.length;\n\n\t\tfor ( ; j < len; j++ ) {\n\t\t\tfirst[ i++ ] = second[ j ];\n\t\t}\n\n\t\tfirst.length = i;\n\n\t\treturn first;\n\t},\n\n\tgrep: function( elems, callback, invert ) {\n\t\tvar callbackInverse,\n\t\t\tmatches = [],\n\t\t\ti = 0,\n\t\t\tlength = elems.length,\n\t\t\tcallbackExpect = !invert;\n\n\t\t// Go through the array, only saving the items\n\t\t// that pass the validator function\n\t\tfor ( ; i < length; i++ ) {\n\t\t\tcallbackInverse = !callback( elems[ i ], i );\n\t\t\tif ( callbackInverse !== callbackExpect ) {\n\t\t\t\tmatches.push( elems[ i ] );\n\t\t\t}\n\t\t}\n\n\t\treturn matches;\n\t},\n\n\t// arg is for internal usage only\n\tmap: function( elems, callback, arg ) {\n\t\tvar length, value,\n\t\t\ti = 0,\n\t\t\tret = [];\n\n\t\t// Go through the array, translating each of the items to their new values\n\t\tif ( isArrayLike( elems ) ) {\n\t\t\tlength = elems.length;\n\t\t\tfor ( ; i < length; i++ ) {\n\t\t\t\tvalue = callback( elems[ i ], i, arg );\n\n\t\t\t\tif ( value != null ) {\n\t\t\t\t\tret.push( value );\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Go through every key on the object,\n\t\t} else {\n\t\t\tfor ( i in elems ) {\n\t\t\t\tvalue = callback( elems[ i ], i, arg );\n\n\t\t\t\tif ( value != null ) {\n\t\t\t\t\tret.push( value );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Flatten any nested arrays\n\t\treturn flat( ret );\n\t},\n\n\t// A global GUID counter for objects\n\tguid: 1,\n\n\t// jQuery.support is not used in Core but other projects attach their\n\t// properties to it so it needs to exist.\n\tsupport: support\n} );\n\nif ( typeof Symbol === \"function\" ) {\n\tjQuery.fn[ Symbol.iterator ] = arr[ Symbol.iterator ];\n}\n\n// Populate the class2type map\njQuery.each( \"Boolean Number String Function Array Date RegExp Object Error Symbol\".split( \" \" ),\nfunction( _i, name ) {\n\tclass2type[ \"[object \" + name + \"]\" ] = name.toLowerCase();\n} );\n\nfunction isArrayLike( obj ) {\n\n\t// Support: real iOS 8.2 only (not reproducible in simulator)\n\t// `in` check used to prevent JIT error (gh-2145)\n\t// hasOwn isn't used here due to false negatives\n\t// regarding Nodelist length in IE\n\tvar length = !!obj && \"length\" in obj && obj.length,\n\t\ttype = toType( obj );\n\n\tif ( isFunction( obj ) || isWindow( obj ) ) {\n\t\treturn false;\n\t}\n\n\treturn type === \"array\" || length === 0 ||\n\t\ttypeof length === \"number\" && length > 0 && ( length - 1 ) in obj;\n}\nvar Sizzle =\n/*!\n * Sizzle CSS Selector Engine v2.3.5\n * https://sizzlejs.com/\n *\n * Copyright JS Foundation and other contributors\n * Released under the MIT license\n * https://js.foundation/\n *\n * Date: 2020-03-14\n */\n( function( window ) {\nvar i,\n\tsupport,\n\tExpr,\n\tgetText,\n\tisXML,\n\ttokenize,\n\tcompile,\n\tselect,\n\toutermostContext,\n\tsortInput,\n\thasDuplicate,\n\n\t// Local document vars\n\tsetDocument,\n\tdocument,\n\tdocElem,\n\tdocumentIsHTML,\n\trbuggyQSA,\n\trbuggyMatches,\n\tmatches,\n\tcontains,\n\n\t// Instance-specific data\n\texpando = \"sizzle\" + 1 * new Date(),\n\tpreferredDoc = window.document,\n\tdirruns = 0,\n\tdone = 0,\n\tclassCache = createCache(),\n\ttokenCache = createCache(),\n\tcompilerCache = createCache(),\n\tnonnativeSelectorCache = createCache(),\n\tsortOrder = function( a, b ) {\n\t\tif ( a === b ) {\n\t\t\thasDuplicate = true;\n\t\t}\n\t\treturn 0;\n\t},\n\n\t// Instance methods\n\thasOwn = ( {} ).hasOwnProperty,\n\tarr = [],\n\tpop = arr.pop,\n\tpushNative = arr.push,\n\tpush = arr.push,\n\tslice = arr.slice,\n\n\t// Use a stripped-down indexOf as it's faster than native\n\t// https://jsperf.com/thor-indexof-vs-for/5\n\tindexOf = function( list, elem ) {\n\t\tvar i = 0,\n\t\t\tlen = list.length;\n\t\tfor ( ; i < len; i++ ) {\n\t\t\tif ( list[ i ] === elem ) {\n\t\t\t\treturn i;\n\t\t\t}\n\t\t}\n\t\treturn -1;\n\t},\n\n\tbooleans = \"checked|selected|async|autofocus|autoplay|controls|defer|disabled|hidden|\" +\n\t\t\"ismap|loop|multiple|open|readonly|required|scoped\",\n\n\t// Regular expressions\n\n\t// http://www.w3.org/TR/css3-selectors/#whitespace\n\twhitespace = \"[\\\\x20\\\\t\\\\r\\\\n\\\\f]\",\n\n\t// https://www.w3.org/TR/css-syntax-3/#ident-token-diagram\n\tidentifier = \"(?:\\\\\\\\[\\\\da-fA-F]{1,6}\" + whitespace +\n\t\t\"?|\\\\\\\\[^\\\\r\\\\n\\\\f]|[\\\\w-]|[^\\0-\\\\x7f])+\",\n\n\t// Attribute selectors: http://www.w3.org/TR/selectors/#attribute-selectors\n\tattributes = \"\\\\[\" + whitespace + \"*(\" + identifier + \")(?:\" + whitespace +\n\n\t\t// Operator (capture 2)\n\t\t\"*([*^$|!~]?=)\" + whitespace +\n\n\t\t// \"Attribute values must be CSS identifiers [capture 5]\n\t\t// or strings [capture 3 or capture 4]\"\n\t\t\"*(?:'((?:\\\\\\\\.|[^\\\\\\\\'])*)'|\\\"((?:\\\\\\\\.|[^\\\\\\\\\\\"])*)\\\"|(\" + identifier + \"))|)\" +\n\t\twhitespace + \"*\\\\]\",\n\n\tpseudos = \":(\" + identifier + \")(?:\\\\((\" +\n\n\t\t// To reduce the number of selectors needing tokenize in the preFilter, prefer arguments:\n\t\t// 1. quoted (capture 3; capture 4 or capture 5)\n\t\t\"('((?:\\\\\\\\.|[^\\\\\\\\'])*)'|\\\"((?:\\\\\\\\.|[^\\\\\\\\\\\"])*)\\\")|\" +\n\n\t\t// 2. simple (capture 6)\n\t\t\"((?:\\\\\\\\.|[^\\\\\\\\()[\\\\]]|\" + attributes + \")*)|\" +\n\n\t\t// 3. anything else (capture 2)\n\t\t\".*\" +\n\t\t\")\\\\)|)\",\n\n\t// Leading and non-escaped trailing whitespace, capturing some non-whitespace characters preceding the latter\n\trwhitespace = new RegExp( whitespace + \"+\", \"g\" ),\n\trtrim = new RegExp( \"^\" + whitespace + \"+|((?:^|[^\\\\\\\\])(?:\\\\\\\\.)*)\" +\n\t\twhitespace + \"+$\", \"g\" ),\n\n\trcomma = new RegExp( \"^\" + whitespace + \"*,\" + whitespace + \"*\" ),\n\trcombinators = new RegExp( \"^\" + whitespace + \"*([>+~]|\" + whitespace + \")\" + whitespace +\n\t\t\"*\" ),\n\trdescend = new RegExp( whitespace + \"|>\" ),\n\n\trpseudo = new RegExp( pseudos ),\n\tridentifier = new RegExp( \"^\" + identifier + \"$\" ),\n\n\tmatchExpr = {\n\t\t\"ID\": new RegExp( \"^#(\" + identifier + \")\" ),\n\t\t\"CLASS\": new RegExp( \"^\\\\.(\" + identifier + \")\" ),\n\t\t\"TAG\": new RegExp( \"^(\" + identifier + \"|[*])\" ),\n\t\t\"ATTR\": new RegExp( \"^\" + attributes ),\n\t\t\"PSEUDO\": new RegExp( \"^\" + pseudos ),\n\t\t\"CHILD\": new RegExp( \"^:(only|first|last|nth|nth-last)-(child|of-type)(?:\\\\(\" +\n\t\t\twhitespace + \"*(even|odd|(([+-]|)(\\\\d*)n|)\" + whitespace + \"*(?:([+-]|)\" +\n\t\t\twhitespace + \"*(\\\\d+)|))\" + whitespace + \"*\\\\)|)\", \"i\" ),\n\t\t\"bool\": new RegExp( \"^(?:\" + booleans + \")$\", \"i\" ),\n\n\t\t// For use in libraries implementing .is()\n\t\t// We use this for POS matching in `select`\n\t\t\"needsContext\": new RegExp( \"^\" + whitespace +\n\t\t\t\"*[>+~]|:(even|odd|eq|gt|lt|nth|first|last)(?:\\\\(\" + whitespace +\n\t\t\t\"*((?:-\\\\d)?\\\\d*)\" + whitespace + \"*\\\\)|)(?=[^-]|$)\", \"i\" )\n\t},\n\n\trhtml = /HTML$/i,\n\trinputs = /^(?:input|select|textarea|button)$/i,\n\trheader = /^h\\d$/i,\n\n\trnative = /^[^{]+\\{\\s*\\[native \\w/,\n\n\t// Easily-parseable/retrievable ID or TAG or CLASS selectors\n\trquickExpr = /^(?:#([\\w-]+)|(\\w+)|\\.([\\w-]+))$/,\n\n\trsibling = /[+~]/,\n\n\t// CSS escapes\n\t// http://www.w3.org/TR/CSS21/syndata.html#escaped-characters\n\trunescape = new RegExp( \"\\\\\\\\[\\\\da-fA-F]{1,6}\" + whitespace + \"?|\\\\\\\\([^\\\\r\\\\n\\\\f])\", \"g\" ),\n\tfunescape = function( escape, nonHex ) {\n\t\tvar high = \"0x\" + escape.slice( 1 ) - 0x10000;\n\n\t\treturn nonHex ?\n\n\t\t\t// Strip the backslash prefix from a non-hex escape sequence\n\t\t\tnonHex :\n\n\t\t\t// Replace a hexadecimal escape sequence with the encoded Unicode code point\n\t\t\t// Support: IE <=11+\n\t\t\t// For values outside the Basic Multilingual Plane (BMP), manually construct a\n\t\t\t// surrogate pair\n\t\t\thigh < 0 ?\n\t\t\t\tString.fromCharCode( high + 0x10000 ) :\n\t\t\t\tString.fromCharCode( high >> 10 | 0xD800, high & 0x3FF | 0xDC00 );\n\t},\n\n\t// CSS string/identifier serialization\n\t// https://drafts.csswg.org/cssom/#common-serializing-idioms\n\trcssescape = /([\\0-\\x1f\\x7f]|^-?\\d)|^-$|[^\\0-\\x1f\\x7f-\\uFFFF\\w-]/g,\n\tfcssescape = function( ch, asCodePoint ) {\n\t\tif ( asCodePoint ) {\n\n\t\t\t// U+0000 NULL becomes U+FFFD REPLACEMENT CHARACTER\n\t\t\tif ( ch === \"\\0\" ) {\n\t\t\t\treturn \"\\uFFFD\";\n\t\t\t}\n\n\t\t\t// Control characters and (dependent upon position) numbers get escaped as code points\n\t\t\treturn ch.slice( 0, -1 ) + \"\\\\\" +\n\t\t\t\tch.charCodeAt( ch.length - 1 ).toString( 16 ) + \" \";\n\t\t}\n\n\t\t// Other potentially-special ASCII characters get backslash-escaped\n\t\treturn \"\\\\\" + ch;\n\t},\n\n\t// Used for iframes\n\t// See setDocument()\n\t// Removing the function wrapper causes a \"Permission Denied\"\n\t// error in IE\n\tunloadHandler = function() {\n\t\tsetDocument();\n\t},\n\n\tinDisabledFieldset = addCombinator(\n\t\tfunction( elem ) {\n\t\t\treturn elem.disabled === true && elem.nodeName.toLowerCase() === \"fieldset\";\n\t\t},\n\t\t{ dir: \"parentNode\", next: \"legend\" }\n\t);\n\n// Optimize for push.apply( _, NodeList )\ntry {\n\tpush.apply(\n\t\t( arr = slice.call( preferredDoc.childNodes ) ),\n\t\tpreferredDoc.childNodes\n\t);\n\n\t// Support: Android<4.0\n\t// Detect silently failing push.apply\n\t// eslint-disable-next-line no-unused-expressions\n\tarr[ preferredDoc.childNodes.length ].nodeType;\n} catch ( e ) {\n\tpush = { apply: arr.length ?\n\n\t\t// Leverage slice if possible\n\t\tfunction( target, els ) {\n\t\t\tpushNative.apply( target, slice.call( els ) );\n\t\t} :\n\n\t\t// Support: IE<9\n\t\t// Otherwise append directly\n\t\tfunction( target, els ) {\n\t\t\tvar j = target.length,\n\t\t\t\ti = 0;\n\n\t\t\t// Can't trust NodeList.length\n\t\t\twhile ( ( target[ j++ ] = els[ i++ ] ) ) {}\n\t\t\ttarget.length = j - 1;\n\t\t}\n\t};\n}\n\nfunction Sizzle( selector, context, results, seed ) {\n\tvar m, i, elem, nid, match, groups, newSelector,\n\t\tnewContext = context && context.ownerDocument,\n\n\t\t// nodeType defaults to 9, since context defaults to document\n\t\tnodeType = context ? context.nodeType : 9;\n\n\tresults = results || [];\n\n\t// Return early from calls with invalid selector or context\n\tif ( typeof selector !== \"string\" || !selector ||\n\t\tnodeType !== 1 && nodeType !== 9 && nodeType !== 11 ) {\n\n\t\treturn results;\n\t}\n\n\t// Try to shortcut find operations (as opposed to filters) in HTML documents\n\tif ( !seed ) {\n\t\tsetDocument( context );\n\t\tcontext = context || document;\n\n\t\tif ( documentIsHTML ) {\n\n\t\t\t// If the selector is sufficiently simple, try using a \"get*By*\" DOM method\n\t\t\t// (excepting DocumentFragment context, where the methods don't exist)\n\t\t\tif ( nodeType !== 11 && ( match = rquickExpr.exec( selector ) ) ) {\n\n\t\t\t\t// ID selector\n\t\t\t\tif ( ( m = match[ 1 ] ) ) {\n\n\t\t\t\t\t// Document context\n\t\t\t\t\tif ( nodeType === 9 ) {\n\t\t\t\t\t\tif ( ( elem = context.getElementById( m ) ) ) {\n\n\t\t\t\t\t\t\t// Support: IE, Opera, Webkit\n\t\t\t\t\t\t\t// TODO: identify versions\n\t\t\t\t\t\t\t// getElementById can match elements by name instead of ID\n\t\t\t\t\t\t\tif ( elem.id === m ) {\n\t\t\t\t\t\t\t\tresults.push( elem );\n\t\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t// Element context\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// Support: IE, Opera, Webkit\n\t\t\t\t\t\t// TODO: identify versions\n\t\t\t\t\t\t// getElementById can match elements by name instead of ID\n\t\t\t\t\t\tif ( newContext && ( elem = newContext.getElementById( m ) ) &&\n\t\t\t\t\t\t\tcontains( context, elem ) &&\n\t\t\t\t\t\t\telem.id === m ) {\n\n\t\t\t\t\t\t\tresults.push( elem );\n\t\t\t\t\t\t\treturn results;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t// Type selector\n\t\t\t\t} else if ( match[ 2 ] ) {\n\t\t\t\t\tpush.apply( results, context.getElementsByTagName( selector ) );\n\t\t\t\t\treturn results;\n\n\t\t\t\t// Class selector\n\t\t\t\t} else if ( ( m = match[ 3 ] ) && support.getElementsByClassName &&\n\t\t\t\t\tcontext.getElementsByClassName ) {\n\n\t\t\t\t\tpush.apply( results, context.getElementsByClassName( m ) );\n\t\t\t\t\treturn results;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Take advantage of querySelectorAll\n\t\t\tif ( support.qsa &&\n\t\t\t\t!nonnativeSelectorCache[ selector + \" \" ] &&\n\t\t\t\t( !rbuggyQSA || !rbuggyQSA.test( selector ) ) &&\n\n\t\t\t\t// Support: IE 8 only\n\t\t\t\t// Exclude object elements\n\t\t\t\t( nodeType !== 1 || context.nodeName.toLowerCase() !== \"object\" ) ) {\n\n\t\t\t\tnewSelector = selector;\n\t\t\t\tnewContext = context;\n\n\t\t\t\t// qSA considers elements outside a scoping root when evaluating child or\n\t\t\t\t// descendant combinators, which is not what we want.\n\t\t\t\t// In such cases, we work around the behavior by prefixing every selector in the\n\t\t\t\t// list with an ID selector referencing the scope context.\n\t\t\t\t// The technique has to be used as well when a leading combinator is used\n\t\t\t\t// as such selectors are not recognized by querySelectorAll.\n\t\t\t\t// Thanks to Andrew Dupont for this technique.\n\t\t\t\tif ( nodeType === 1 &&\n\t\t\t\t\t( rdescend.test( selector ) || rcombinators.test( selector ) ) ) {\n\n\t\t\t\t\t// Expand context for sibling selectors\n\t\t\t\t\tnewContext = rsibling.test( selector ) && testContext( context.parentNode ) ||\n\t\t\t\t\t\tcontext;\n\n\t\t\t\t\t// We can use :scope instead of the ID hack if the browser\n\t\t\t\t\t// supports it & if we're not changing the context.\n\t\t\t\t\tif ( newContext !== context || !support.scope ) {\n\n\t\t\t\t\t\t// Capture the context ID, setting it first if necessary\n\t\t\t\t\t\tif ( ( nid = context.getAttribute( \"id\" ) ) ) {\n\t\t\t\t\t\t\tnid = nid.replace( rcssescape, fcssescape );\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcontext.setAttribute( \"id\", ( nid = expando ) );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Prefix every selector in the list\n\t\t\t\t\tgroups = tokenize( selector );\n\t\t\t\t\ti = groups.length;\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tgroups[ i ] = ( nid ? \"#\" + nid : \":scope\" ) + \" \" +\n\t\t\t\t\t\t\ttoSelector( groups[ i ] );\n\t\t\t\t\t}\n\t\t\t\t\tnewSelector = groups.join( \",\" );\n\t\t\t\t}\n\n\t\t\t\ttry {\n\t\t\t\t\tpush.apply( results,\n\t\t\t\t\t\tnewContext.querySelectorAll( newSelector )\n\t\t\t\t\t);\n\t\t\t\t\treturn results;\n\t\t\t\t} catch ( qsaError ) {\n\t\t\t\t\tnonnativeSelectorCache( selector, true );\n\t\t\t\t} finally {\n\t\t\t\t\tif ( nid === expando ) {\n\t\t\t\t\t\tcontext.removeAttribute( \"id\" );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// All others\n\treturn select( selector.replace( rtrim, \"$1\" ), context, results, seed );\n}\n\n/**\n * Create key-value caches of limited size\n * @returns {function(string, object)} Returns the Object data after storing it on itself with\n *\tproperty name the (space-suffixed) string and (if the cache is larger than Expr.cacheLength)\n *\tdeleting the oldest entry\n */\nfunction createCache() {\n\tvar keys = [];\n\n\tfunction cache( key, value ) {\n\n\t\t// Use (key + \" \") to avoid collision with native prototype properties (see Issue #157)\n\t\tif ( keys.push( key + \" \" ) > Expr.cacheLength ) {\n\n\t\t\t// Only keep the most recent entries\n\t\t\tdelete cache[ keys.shift() ];\n\t\t}\n\t\treturn ( cache[ key + \" \" ] = value );\n\t}\n\treturn cache;\n}\n\n/**\n * Mark a function for special use by Sizzle\n * @param {Function} fn The function to mark\n */\nfunction markFunction( fn ) {\n\tfn[ expando ] = true;\n\treturn fn;\n}\n\n/**\n * Support testing using an element\n * @param {Function} fn Passed the created element and returns a boolean result\n */\nfunction assert( fn ) {\n\tvar el = document.createElement( \"fieldset\" );\n\n\ttry {\n\t\treturn !!fn( el );\n\t} catch ( e ) {\n\t\treturn false;\n\t} finally {\n\n\t\t// Remove from its parent by default\n\t\tif ( el.parentNode ) {\n\t\t\tel.parentNode.removeChild( el );\n\t\t}\n\n\t\t// release memory in IE\n\t\tel = null;\n\t}\n}\n\n/**\n * Adds the same handler for all of the specified attrs\n * @param {String} attrs Pipe-separated list of attributes\n * @param {Function} handler The method that will be applied\n */\nfunction addHandle( attrs, handler ) {\n\tvar arr = attrs.split( \"|\" ),\n\t\ti = arr.length;\n\n\twhile ( i-- ) {\n\t\tExpr.attrHandle[ arr[ i ] ] = handler;\n\t}\n}\n\n/**\n * Checks document order of two siblings\n * @param {Element} a\n * @param {Element} b\n * @returns {Number} Returns less than 0 if a precedes b, greater than 0 if a follows b\n */\nfunction siblingCheck( a, b ) {\n\tvar cur = b && a,\n\t\tdiff = cur && a.nodeType === 1 && b.nodeType === 1 &&\n\t\t\ta.sourceIndex - b.sourceIndex;\n\n\t// Use IE sourceIndex if available on both nodes\n\tif ( diff ) {\n\t\treturn diff;\n\t}\n\n\t// Check if b follows a\n\tif ( cur ) {\n\t\twhile ( ( cur = cur.nextSibling ) ) {\n\t\t\tif ( cur === b ) {\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t}\n\t}\n\n\treturn a ? 1 : -1;\n}\n\n/**\n * Returns a function to use in pseudos for input types\n * @param {String} type\n */\nfunction createInputPseudo( type ) {\n\treturn function( elem ) {\n\t\tvar name = elem.nodeName.toLowerCase();\n\t\treturn name === \"input\" && elem.type === type;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for buttons\n * @param {String} type\n */\nfunction createButtonPseudo( type ) {\n\treturn function( elem ) {\n\t\tvar name = elem.nodeName.toLowerCase();\n\t\treturn ( name === \"input\" || name === \"button\" ) && elem.type === type;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for :enabled/:disabled\n * @param {Boolean} disabled true for :disabled; false for :enabled\n */\nfunction createDisabledPseudo( disabled ) {\n\n\t// Known :disabled false positives: fieldset[disabled] > legend:nth-of-type(n+2) :can-disable\n\treturn function( elem ) {\n\n\t\t// Only certain elements can match :enabled or :disabled\n\t\t// https://html.spec.whatwg.org/multipage/scripting.html#selector-enabled\n\t\t// https://html.spec.whatwg.org/multipage/scripting.html#selector-disabled\n\t\tif ( \"form\" in elem ) {\n\n\t\t\t// Check for inherited disabledness on relevant non-disabled elements:\n\t\t\t// * listed form-associated elements in a disabled fieldset\n\t\t\t//   https://html.spec.whatwg.org/multipage/forms.html#category-listed\n\t\t\t//   https://html.spec.whatwg.org/multipage/forms.html#concept-fe-disabled\n\t\t\t// * option elements in a disabled optgroup\n\t\t\t//   https://html.spec.whatwg.org/multipage/forms.html#concept-option-disabled\n\t\t\t// All such elements have a \"form\" property.\n\t\t\tif ( elem.parentNode && elem.disabled === false ) {\n\n\t\t\t\t// Option elements defer to a parent optgroup if present\n\t\t\t\tif ( \"label\" in elem ) {\n\t\t\t\t\tif ( \"label\" in elem.parentNode ) {\n\t\t\t\t\t\treturn elem.parentNode.disabled === disabled;\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn elem.disabled === disabled;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Support: IE 6 - 11\n\t\t\t\t// Use the isDisabled shortcut property to check for disabled fieldset ancestors\n\t\t\t\treturn elem.isDisabled === disabled ||\n\n\t\t\t\t\t// Where there is no isDisabled, check manually\n\t\t\t\t\t/* jshint -W018 */\n\t\t\t\t\telem.isDisabled !== !disabled &&\n\t\t\t\t\tinDisabledFieldset( elem ) === disabled;\n\t\t\t}\n\n\t\t\treturn elem.disabled === disabled;\n\n\t\t// Try to winnow out elements that can't be disabled before trusting the disabled property.\n\t\t// Some victims get caught in our net (label, legend, menu, track), but it shouldn't\n\t\t// even exist on them, let alone have a boolean value.\n\t\t} else if ( \"label\" in elem ) {\n\t\t\treturn elem.disabled === disabled;\n\t\t}\n\n\t\t// Remaining elements are neither :enabled nor :disabled\n\t\treturn false;\n\t};\n}\n\n/**\n * Returns a function to use in pseudos for positionals\n * @param {Function} fn\n */\nfunction createPositionalPseudo( fn ) {\n\treturn markFunction( function( argument ) {\n\t\targument = +argument;\n\t\treturn markFunction( function( seed, matches ) {\n\t\t\tvar j,\n\t\t\t\tmatchIndexes = fn( [], seed.length, argument ),\n\t\t\t\ti = matchIndexes.length;\n\n\t\t\t// Match elements found at the specified indexes\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( seed[ ( j = matchIndexes[ i ] ) ] ) {\n\t\t\t\t\tseed[ j ] = !( matches[ j ] = seed[ j ] );\n\t\t\t\t}\n\t\t\t}\n\t\t} );\n\t} );\n}\n\n/**\n * Checks a node for validity as a Sizzle context\n * @param {Element|Object=} context\n * @returns {Element|Object|Boolean} The input node if acceptable, otherwise a falsy value\n */\nfunction testContext( context ) {\n\treturn context && typeof context.getElementsByTagName !== \"undefined\" && context;\n}\n\n// Expose support vars for convenience\nsupport = Sizzle.support = {};\n\n/**\n * Detects XML nodes\n * @param {Element|Object} elem An element or a document\n * @returns {Boolean} True iff elem is a non-HTML XML node\n */\nisXML = Sizzle.isXML = function( elem ) {\n\tvar namespace = elem.namespaceURI,\n\t\tdocElem = ( elem.ownerDocument || elem ).documentElement;\n\n\t// Support: IE <=8\n\t// Assume HTML when documentElement doesn't yet exist, such as inside loading iframes\n\t// https://bugs.jquery.com/ticket/4833\n\treturn !rhtml.test( namespace || docElem && docElem.nodeName || \"HTML\" );\n};\n\n/**\n * Sets document-related variables once based on the current document\n * @param {Element|Object} [doc] An element or document object to use to set the document\n * @returns {Object} Returns the current document\n */\nsetDocument = Sizzle.setDocument = function( node ) {\n\tvar hasCompare, subWindow,\n\t\tdoc = node ? node.ownerDocument || node : preferredDoc;\n\n\t// Return early if doc is invalid or already selected\n\t// Support: IE 11+, Edge 17 - 18+\n\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t// two documents; shallow comparisons work.\n\t// eslint-disable-next-line eqeqeq\n\tif ( doc == document || doc.nodeType !== 9 || !doc.documentElement ) {\n\t\treturn document;\n\t}\n\n\t// Update global variables\n\tdocument = doc;\n\tdocElem = document.documentElement;\n\tdocumentIsHTML = !isXML( document );\n\n\t// Support: IE 9 - 11+, Edge 12 - 18+\n\t// Accessing iframe documents after unload throws \"permission denied\" errors (jQuery #13936)\n\t// Support: IE 11+, Edge 17 - 18+\n\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t// two documents; shallow comparisons work.\n\t// eslint-disable-next-line eqeqeq\n\tif ( preferredDoc != document &&\n\t\t( subWindow = document.defaultView ) && subWindow.top !== subWindow ) {\n\n\t\t// Support: IE 11, Edge\n\t\tif ( subWindow.addEventListener ) {\n\t\t\tsubWindow.addEventListener( \"unload\", unloadHandler, false );\n\n\t\t// Support: IE 9 - 10 only\n\t\t} else if ( subWindow.attachEvent ) {\n\t\t\tsubWindow.attachEvent( \"onunload\", unloadHandler );\n\t\t}\n\t}\n\n\t// Support: IE 8 - 11+, Edge 12 - 18+, Chrome <=16 - 25 only, Firefox <=3.6 - 31 only,\n\t// Safari 4 - 5 only, Opera <=11.6 - 12.x only\n\t// IE/Edge & older browsers don't support the :scope pseudo-class.\n\t// Support: Safari 6.0 only\n\t// Safari 6.0 supports :scope but it's an alias of :root there.\n\tsupport.scope = assert( function( el ) {\n\t\tdocElem.appendChild( el ).appendChild( document.createElement( \"div\" ) );\n\t\treturn typeof el.querySelectorAll !== \"undefined\" &&\n\t\t\t!el.querySelectorAll( \":scope fieldset div\" ).length;\n\t} );\n\n\t/* Attributes\n\t---------------------------------------------------------------------- */\n\n\t// Support: IE<8\n\t// Verify that getAttribute really returns attributes and not properties\n\t// (excepting IE8 booleans)\n\tsupport.attributes = assert( function( el ) {\n\t\tel.className = \"i\";\n\t\treturn !el.getAttribute( \"className\" );\n\t} );\n\n\t/* getElement(s)By*\n\t---------------------------------------------------------------------- */\n\n\t// Check if getElementsByTagName(\"*\") returns only elements\n\tsupport.getElementsByTagName = assert( function( el ) {\n\t\tel.appendChild( document.createComment( \"\" ) );\n\t\treturn !el.getElementsByTagName( \"*\" ).length;\n\t} );\n\n\t// Support: IE<9\n\tsupport.getElementsByClassName = rnative.test( document.getElementsByClassName );\n\n\t// Support: IE<10\n\t// Check if getElementById returns elements by name\n\t// The broken getElementById methods don't pick up programmatically-set names,\n\t// so use a roundabout getElementsByName test\n\tsupport.getById = assert( function( el ) {\n\t\tdocElem.appendChild( el ).id = expando;\n\t\treturn !document.getElementsByName || !document.getElementsByName( expando ).length;\n\t} );\n\n\t// ID filter and find\n\tif ( support.getById ) {\n\t\tExpr.filter[ \"ID\" ] = function( id ) {\n\t\t\tvar attrId = id.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\treturn elem.getAttribute( \"id\" ) === attrId;\n\t\t\t};\n\t\t};\n\t\tExpr.find[ \"ID\" ] = function( id, context ) {\n\t\t\tif ( typeof context.getElementById !== \"undefined\" && documentIsHTML ) {\n\t\t\t\tvar elem = context.getElementById( id );\n\t\t\t\treturn elem ? [ elem ] : [];\n\t\t\t}\n\t\t};\n\t} else {\n\t\tExpr.filter[ \"ID\" ] =  function( id ) {\n\t\t\tvar attrId = id.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\tvar node = typeof elem.getAttributeNode !== \"undefined\" &&\n\t\t\t\t\telem.getAttributeNode( \"id\" );\n\t\t\t\treturn node && node.value === attrId;\n\t\t\t};\n\t\t};\n\n\t\t// Support: IE 6 - 7 only\n\t\t// getElementById is not reliable as a find shortcut\n\t\tExpr.find[ \"ID\" ] = function( id, context ) {\n\t\t\tif ( typeof context.getElementById !== \"undefined\" && documentIsHTML ) {\n\t\t\t\tvar node, i, elems,\n\t\t\t\t\telem = context.getElementById( id );\n\n\t\t\t\tif ( elem ) {\n\n\t\t\t\t\t// Verify the id attribute\n\t\t\t\t\tnode = elem.getAttributeNode( \"id\" );\n\t\t\t\t\tif ( node && node.value === id ) {\n\t\t\t\t\t\treturn [ elem ];\n\t\t\t\t\t}\n\n\t\t\t\t\t// Fall back on getElementsByName\n\t\t\t\t\telems = context.getElementsByName( id );\n\t\t\t\t\ti = 0;\n\t\t\t\t\twhile ( ( elem = elems[ i++ ] ) ) {\n\t\t\t\t\t\tnode = elem.getAttributeNode( \"id\" );\n\t\t\t\t\t\tif ( node && node.value === id ) {\n\t\t\t\t\t\t\treturn [ elem ];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [];\n\t\t\t}\n\t\t};\n\t}\n\n\t// Tag\n\tExpr.find[ \"TAG\" ] = support.getElementsByTagName ?\n\t\tfunction( tag, context ) {\n\t\t\tif ( typeof context.getElementsByTagName !== \"undefined\" ) {\n\t\t\t\treturn context.getElementsByTagName( tag );\n\n\t\t\t// DocumentFragment nodes don't have gEBTN\n\t\t\t} else if ( support.qsa ) {\n\t\t\t\treturn context.querySelectorAll( tag );\n\t\t\t}\n\t\t} :\n\n\t\tfunction( tag, context ) {\n\t\t\tvar elem,\n\t\t\t\ttmp = [],\n\t\t\t\ti = 0,\n\n\t\t\t\t// By happy coincidence, a (broken) gEBTN appears on DocumentFragment nodes too\n\t\t\t\tresults = context.getElementsByTagName( tag );\n\n\t\t\t// Filter out possible comments\n\t\t\tif ( tag === \"*\" ) {\n\t\t\t\twhile ( ( elem = results[ i++ ] ) ) {\n\t\t\t\t\tif ( elem.nodeType === 1 ) {\n\t\t\t\t\t\ttmp.push( elem );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn tmp;\n\t\t\t}\n\t\t\treturn results;\n\t\t};\n\n\t// Class\n\tExpr.find[ \"CLASS\" ] = support.getElementsByClassName && function( className, context ) {\n\t\tif ( typeof context.getElementsByClassName !== \"undefined\" && documentIsHTML ) {\n\t\t\treturn context.getElementsByClassName( className );\n\t\t}\n\t};\n\n\t/* QSA/matchesSelector\n\t---------------------------------------------------------------------- */\n\n\t// QSA and matchesSelector support\n\n\t// matchesSelector(:active) reports false when true (IE9/Opera 11.5)\n\trbuggyMatches = [];\n\n\t// qSa(:focus) reports false when true (Chrome 21)\n\t// We allow this because of a bug in IE8/9 that throws an error\n\t// whenever `document.activeElement` is accessed on an iframe\n\t// So, we allow :focus to pass through QSA all the time to avoid the IE error\n\t// See https://bugs.jquery.com/ticket/13378\n\trbuggyQSA = [];\n\n\tif ( ( support.qsa = rnative.test( document.querySelectorAll ) ) ) {\n\n\t\t// Build QSA regex\n\t\t// Regex strategy adopted from Diego Perini\n\t\tassert( function( el ) {\n\n\t\t\tvar input;\n\n\t\t\t// Select is set to empty string on purpose\n\t\t\t// This is to test IE's treatment of not explicitly\n\t\t\t// setting a boolean content attribute,\n\t\t\t// since its presence should be enough\n\t\t\t// https://bugs.jquery.com/ticket/12359\n\t\t\tdocElem.appendChild( el ).innerHTML = \"<a id='\" + expando + \"'></a>\" +\n\t\t\t\t\"<select id='\" + expando + \"-\\r\\\\' msallowcapture=''>\" +\n\t\t\t\t\"<option selected=''></option></select>\";\n\n\t\t\t// Support: IE8, Opera 11-12.16\n\t\t\t// Nothing should be selected when empty strings follow ^= or $= or *=\n\t\t\t// The test attribute must be unknown in Opera but \"safe\" for WinRT\n\t\t\t// https://msdn.microsoft.com/en-us/library/ie/hh465388.aspx#attribute_section\n\t\t\tif ( el.querySelectorAll( \"[msallowcapture^='']\" ).length ) {\n\t\t\t\trbuggyQSA.push( \"[*^$]=\" + whitespace + \"*(?:''|\\\"\\\")\" );\n\t\t\t}\n\n\t\t\t// Support: IE8\n\t\t\t// Boolean attributes and \"value\" are not treated correctly\n\t\t\tif ( !el.querySelectorAll( \"[selected]\" ).length ) {\n\t\t\t\trbuggyQSA.push( \"\\\\[\" + whitespace + \"*(?:value|\" + booleans + \")\" );\n\t\t\t}\n\n\t\t\t// Support: Chrome<29, Android<4.4, Safari<7.0+, iOS<7.0+, PhantomJS<1.9.8+\n\t\t\tif ( !el.querySelectorAll( \"[id~=\" + expando + \"-]\" ).length ) {\n\t\t\t\trbuggyQSA.push( \"~=\" );\n\t\t\t}\n\n\t\t\t// Support: IE 11+, Edge 15 - 18+\n\t\t\t// IE 11/Edge don't find elements on a `[name='']` query in some cases.\n\t\t\t// Adding a temporary attribute to the document before the selection works\n\t\t\t// around the issue.\n\t\t\t// Interestingly, IE 10 & older don't seem to have the issue.\n\t\t\tinput = document.createElement( \"input\" );\n\t\t\tinput.setAttribute( \"name\", \"\" );\n\t\t\tel.appendChild( input );\n\t\t\tif ( !el.querySelectorAll( \"[name='']\" ).length ) {\n\t\t\t\trbuggyQSA.push( \"\\\\[\" + whitespace + \"*name\" + whitespace + \"*=\" +\n\t\t\t\t\twhitespace + \"*(?:''|\\\"\\\")\" );\n\t\t\t}\n\n\t\t\t// Webkit/Opera - :checked should return selected option elements\n\t\t\t// http://www.w3.org/TR/2011/REC-css3-selectors-20110929/#checked\n\t\t\t// IE8 throws error here and will not see later tests\n\t\t\tif ( !el.querySelectorAll( \":checked\" ).length ) {\n\t\t\t\trbuggyQSA.push( \":checked\" );\n\t\t\t}\n\n\t\t\t// Support: Safari 8+, iOS 8+\n\t\t\t// https://bugs.webkit.org/show_bug.cgi?id=136851\n\t\t\t// In-page `selector#id sibling-combinator selector` fails\n\t\t\tif ( !el.querySelectorAll( \"a#\" + expando + \"+*\" ).length ) {\n\t\t\t\trbuggyQSA.push( \".#.+[+~]\" );\n\t\t\t}\n\n\t\t\t// Support: Firefox <=3.6 - 5 only\n\t\t\t// Old Firefox doesn't throw on a badly-escaped identifier.\n\t\t\tel.querySelectorAll( \"\\\\\\f\" );\n\t\t\trbuggyQSA.push( \"[\\\\r\\\\n\\\\f]\" );\n\t\t} );\n\n\t\tassert( function( el ) {\n\t\t\tel.innerHTML = \"<a href='' disabled='disabled'></a>\" +\n\t\t\t\t\"<select disabled='disabled'><option/></select>\";\n\n\t\t\t// Support: Windows 8 Native Apps\n\t\t\t// The type and name attributes are restricted during .innerHTML assignment\n\t\t\tvar input = document.createElement( \"input\" );\n\t\t\tinput.setAttribute( \"type\", \"hidden\" );\n\t\t\tel.appendChild( input ).setAttribute( \"name\", \"D\" );\n\n\t\t\t// Support: IE8\n\t\t\t// Enforce case-sensitivity of name attribute\n\t\t\tif ( el.querySelectorAll( \"[name=d]\" ).length ) {\n\t\t\t\trbuggyQSA.push( \"name\" + whitespace + \"*[*^$|!~]?=\" );\n\t\t\t}\n\n\t\t\t// FF 3.5 - :enabled/:disabled and hidden elements (hidden elements are still enabled)\n\t\t\t// IE8 throws error here and will not see later tests\n\t\t\tif ( el.querySelectorAll( \":enabled\" ).length !== 2 ) {\n\t\t\t\trbuggyQSA.push( \":enabled\", \":disabled\" );\n\t\t\t}\n\n\t\t\t// Support: IE9-11+\n\t\t\t// IE's :disabled selector does not pick up the children of disabled fieldsets\n\t\t\tdocElem.appendChild( el ).disabled = true;\n\t\t\tif ( el.querySelectorAll( \":disabled\" ).length !== 2 ) {\n\t\t\t\trbuggyQSA.push( \":enabled\", \":disabled\" );\n\t\t\t}\n\n\t\t\t// Support: Opera 10 - 11 only\n\t\t\t// Opera 10-11 does not throw on post-comma invalid pseudos\n\t\t\tel.querySelectorAll( \"*,:x\" );\n\t\t\trbuggyQSA.push( \",.*:\" );\n\t\t} );\n\t}\n\n\tif ( ( support.matchesSelector = rnative.test( ( matches = docElem.matches ||\n\t\tdocElem.webkitMatchesSelector ||\n\t\tdocElem.mozMatchesSelector ||\n\t\tdocElem.oMatchesSelector ||\n\t\tdocElem.msMatchesSelector ) ) ) ) {\n\n\t\tassert( function( el ) {\n\n\t\t\t// Check to see if it's possible to do matchesSelector\n\t\t\t// on a disconnected node (IE 9)\n\t\t\tsupport.disconnectedMatch = matches.call( el, \"*\" );\n\n\t\t\t// This should fail with an exception\n\t\t\t// Gecko does not error, returns false instead\n\t\t\tmatches.call( el, \"[s!='']:x\" );\n\t\t\trbuggyMatches.push( \"!=\", pseudos );\n\t\t} );\n\t}\n\n\trbuggyQSA = rbuggyQSA.length && new RegExp( rbuggyQSA.join( \"|\" ) );\n\trbuggyMatches = rbuggyMatches.length && new RegExp( rbuggyMatches.join( \"|\" ) );\n\n\t/* Contains\n\t---------------------------------------------------------------------- */\n\thasCompare = rnative.test( docElem.compareDocumentPosition );\n\n\t// Element contains another\n\t// Purposefully self-exclusive\n\t// As in, an element does not contain itself\n\tcontains = hasCompare || rnative.test( docElem.contains ) ?\n\t\tfunction( a, b ) {\n\t\t\tvar adown = a.nodeType === 9 ? a.documentElement : a,\n\t\t\t\tbup = b && b.parentNode;\n\t\t\treturn a === bup || !!( bup && bup.nodeType === 1 && (\n\t\t\t\tadown.contains ?\n\t\t\t\t\tadown.contains( bup ) :\n\t\t\t\t\ta.compareDocumentPosition && a.compareDocumentPosition( bup ) & 16\n\t\t\t) );\n\t\t} :\n\t\tfunction( a, b ) {\n\t\t\tif ( b ) {\n\t\t\t\twhile ( ( b = b.parentNode ) ) {\n\t\t\t\t\tif ( b === a ) {\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t/* Sorting\n\t---------------------------------------------------------------------- */\n\n\t// Document order sorting\n\tsortOrder = hasCompare ?\n\tfunction( a, b ) {\n\n\t\t// Flag for duplicate removal\n\t\tif ( a === b ) {\n\t\t\thasDuplicate = true;\n\t\t\treturn 0;\n\t\t}\n\n\t\t// Sort on method existence if only one input has compareDocumentPosition\n\t\tvar compare = !a.compareDocumentPosition - !b.compareDocumentPosition;\n\t\tif ( compare ) {\n\t\t\treturn compare;\n\t\t}\n\n\t\t// Calculate position if both inputs belong to the same document\n\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t// two documents; shallow comparisons work.\n\t\t// eslint-disable-next-line eqeqeq\n\t\tcompare = ( a.ownerDocument || a ) == ( b.ownerDocument || b ) ?\n\t\t\ta.compareDocumentPosition( b ) :\n\n\t\t\t// Otherwise we know they are disconnected\n\t\t\t1;\n\n\t\t// Disconnected nodes\n\t\tif ( compare & 1 ||\n\t\t\t( !support.sortDetached && b.compareDocumentPosition( a ) === compare ) ) {\n\n\t\t\t// Choose the first element that is related to our preferred document\n\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t// two documents; shallow comparisons work.\n\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\tif ( a == document || a.ownerDocument == preferredDoc &&\n\t\t\t\tcontains( preferredDoc, a ) ) {\n\t\t\t\treturn -1;\n\t\t\t}\n\n\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t// two documents; shallow comparisons work.\n\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\tif ( b == document || b.ownerDocument == preferredDoc &&\n\t\t\t\tcontains( preferredDoc, b ) ) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\t// Maintain original order\n\t\t\treturn sortInput ?\n\t\t\t\t( indexOf( sortInput, a ) - indexOf( sortInput, b ) ) :\n\t\t\t\t0;\n\t\t}\n\n\t\treturn compare & 4 ? -1 : 1;\n\t} :\n\tfunction( a, b ) {\n\n\t\t// Exit early if the nodes are identical\n\t\tif ( a === b ) {\n\t\t\thasDuplicate = true;\n\t\t\treturn 0;\n\t\t}\n\n\t\tvar cur,\n\t\t\ti = 0,\n\t\t\taup = a.parentNode,\n\t\t\tbup = b.parentNode,\n\t\t\tap = [ a ],\n\t\t\tbp = [ b ];\n\n\t\t// Parentless nodes are either documents or disconnected\n\t\tif ( !aup || !bup ) {\n\n\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t// two documents; shallow comparisons work.\n\t\t\t/* eslint-disable eqeqeq */\n\t\t\treturn a == document ? -1 :\n\t\t\t\tb == document ? 1 :\n\t\t\t\t/* eslint-enable eqeqeq */\n\t\t\t\taup ? -1 :\n\t\t\t\tbup ? 1 :\n\t\t\t\tsortInput ?\n\t\t\t\t( indexOf( sortInput, a ) - indexOf( sortInput, b ) ) :\n\t\t\t\t0;\n\n\t\t// If the nodes are siblings, we can do a quick check\n\t\t} else if ( aup === bup ) {\n\t\t\treturn siblingCheck( a, b );\n\t\t}\n\n\t\t// Otherwise we need full lists of their ancestors for comparison\n\t\tcur = a;\n\t\twhile ( ( cur = cur.parentNode ) ) {\n\t\t\tap.unshift( cur );\n\t\t}\n\t\tcur = b;\n\t\twhile ( ( cur = cur.parentNode ) ) {\n\t\t\tbp.unshift( cur );\n\t\t}\n\n\t\t// Walk down the tree looking for a discrepancy\n\t\twhile ( ap[ i ] === bp[ i ] ) {\n\t\t\ti++;\n\t\t}\n\n\t\treturn i ?\n\n\t\t\t// Do a sibling check if the nodes have a common ancestor\n\t\t\tsiblingCheck( ap[ i ], bp[ i ] ) :\n\n\t\t\t// Otherwise nodes in our document sort first\n\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t// two documents; shallow comparisons work.\n\t\t\t/* eslint-disable eqeqeq */\n\t\t\tap[ i ] == preferredDoc ? -1 :\n\t\t\tbp[ i ] == preferredDoc ? 1 :\n\t\t\t/* eslint-enable eqeqeq */\n\t\t\t0;\n\t};\n\n\treturn document;\n};\n\nSizzle.matches = function( expr, elements ) {\n\treturn Sizzle( expr, null, null, elements );\n};\n\nSizzle.matchesSelector = function( elem, expr ) {\n\tsetDocument( elem );\n\n\tif ( support.matchesSelector && documentIsHTML &&\n\t\t!nonnativeSelectorCache[ expr + \" \" ] &&\n\t\t( !rbuggyMatches || !rbuggyMatches.test( expr ) ) &&\n\t\t( !rbuggyQSA     || !rbuggyQSA.test( expr ) ) ) {\n\n\t\ttry {\n\t\t\tvar ret = matches.call( elem, expr );\n\n\t\t\t// IE 9's matchesSelector returns false on disconnected nodes\n\t\t\tif ( ret || support.disconnectedMatch ||\n\n\t\t\t\t// As well, disconnected nodes are said to be in a document\n\t\t\t\t// fragment in IE 9\n\t\t\t\telem.document && elem.document.nodeType !== 11 ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\t\t} catch ( e ) {\n\t\t\tnonnativeSelectorCache( expr, true );\n\t\t}\n\t}\n\n\treturn Sizzle( expr, document, null, [ elem ] ).length > 0;\n};\n\nSizzle.contains = function( context, elem ) {\n\n\t// Set document vars if needed\n\t// Support: IE 11+, Edge 17 - 18+\n\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t// two documents; shallow comparisons work.\n\t// eslint-disable-next-line eqeqeq\n\tif ( ( context.ownerDocument || context ) != document ) {\n\t\tsetDocument( context );\n\t}\n\treturn contains( context, elem );\n};\n\nSizzle.attr = function( elem, name ) {\n\n\t// Set document vars if needed\n\t// Support: IE 11+, Edge 17 - 18+\n\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t// two documents; shallow comparisons work.\n\t// eslint-disable-next-line eqeqeq\n\tif ( ( elem.ownerDocument || elem ) != document ) {\n\t\tsetDocument( elem );\n\t}\n\n\tvar fn = Expr.attrHandle[ name.toLowerCase() ],\n\n\t\t// Don't get fooled by Object.prototype properties (jQuery #13807)\n\t\tval = fn && hasOwn.call( Expr.attrHandle, name.toLowerCase() ) ?\n\t\t\tfn( elem, name, !documentIsHTML ) :\n\t\t\tundefined;\n\n\treturn val !== undefined ?\n\t\tval :\n\t\tsupport.attributes || !documentIsHTML ?\n\t\t\telem.getAttribute( name ) :\n\t\t\t( val = elem.getAttributeNode( name ) ) && val.specified ?\n\t\t\t\tval.value :\n\t\t\t\tnull;\n};\n\nSizzle.escape = function( sel ) {\n\treturn ( sel + \"\" ).replace( rcssescape, fcssescape );\n};\n\nSizzle.error = function( msg ) {\n\tthrow new Error( \"Syntax error, unrecognized expression: \" + msg );\n};\n\n/**\n * Document sorting and removing duplicates\n * @param {ArrayLike} results\n */\nSizzle.uniqueSort = function( results ) {\n\tvar elem,\n\t\tduplicates = [],\n\t\tj = 0,\n\t\ti = 0;\n\n\t// Unless we *know* we can detect duplicates, assume their presence\n\thasDuplicate = !support.detectDuplicates;\n\tsortInput = !support.sortStable && results.slice( 0 );\n\tresults.sort( sortOrder );\n\n\tif ( hasDuplicate ) {\n\t\twhile ( ( elem = results[ i++ ] ) ) {\n\t\t\tif ( elem === results[ i ] ) {\n\t\t\t\tj = duplicates.push( i );\n\t\t\t}\n\t\t}\n\t\twhile ( j-- ) {\n\t\t\tresults.splice( duplicates[ j ], 1 );\n\t\t}\n\t}\n\n\t// Clear input after sorting to release objects\n\t// See https://github.com/jquery/sizzle/pull/225\n\tsortInput = null;\n\n\treturn results;\n};\n\n/**\n * Utility function for retrieving the text value of an array of DOM nodes\n * @param {Array|Element} elem\n */\ngetText = Sizzle.getText = function( elem ) {\n\tvar node,\n\t\tret = \"\",\n\t\ti = 0,\n\t\tnodeType = elem.nodeType;\n\n\tif ( !nodeType ) {\n\n\t\t// If no nodeType, this is expected to be an array\n\t\twhile ( ( node = elem[ i++ ] ) ) {\n\n\t\t\t// Do not traverse comment nodes\n\t\t\tret += getText( node );\n\t\t}\n\t} else if ( nodeType === 1 || nodeType === 9 || nodeType === 11 ) {\n\n\t\t// Use textContent for elements\n\t\t// innerText usage removed for consistency of new lines (jQuery #11153)\n\t\tif ( typeof elem.textContent === \"string\" ) {\n\t\t\treturn elem.textContent;\n\t\t} else {\n\n\t\t\t// Traverse its children\n\t\t\tfor ( elem = elem.firstChild; elem; elem = elem.nextSibling ) {\n\t\t\t\tret += getText( elem );\n\t\t\t}\n\t\t}\n\t} else if ( nodeType === 3 || nodeType === 4 ) {\n\t\treturn elem.nodeValue;\n\t}\n\n\t// Do not include comment or processing instruction nodes\n\n\treturn ret;\n};\n\nExpr = Sizzle.selectors = {\n\n\t// Can be adjusted by the user\n\tcacheLength: 50,\n\n\tcreatePseudo: markFunction,\n\n\tmatch: matchExpr,\n\n\tattrHandle: {},\n\n\tfind: {},\n\n\trelative: {\n\t\t\">\": { dir: \"parentNode\", first: true },\n\t\t\" \": { dir: \"parentNode\" },\n\t\t\"+\": { dir: \"previousSibling\", first: true },\n\t\t\"~\": { dir: \"previousSibling\" }\n\t},\n\n\tpreFilter: {\n\t\t\"ATTR\": function( match ) {\n\t\t\tmatch[ 1 ] = match[ 1 ].replace( runescape, funescape );\n\n\t\t\t// Move the given value to match[3] whether quoted or unquoted\n\t\t\tmatch[ 3 ] = ( match[ 3 ] || match[ 4 ] ||\n\t\t\t\tmatch[ 5 ] || \"\" ).replace( runescape, funescape );\n\n\t\t\tif ( match[ 2 ] === \"~=\" ) {\n\t\t\t\tmatch[ 3 ] = \" \" + match[ 3 ] + \" \";\n\t\t\t}\n\n\t\t\treturn match.slice( 0, 4 );\n\t\t},\n\n\t\t\"CHILD\": function( match ) {\n\n\t\t\t/* matches from matchExpr[\"CHILD\"]\n\t\t\t\t1 type (only|nth|...)\n\t\t\t\t2 what (child|of-type)\n\t\t\t\t3 argument (even|odd|\\d*|\\d*n([+-]\\d+)?|...)\n\t\t\t\t4 xn-component of xn+y argument ([+-]?\\d*n|)\n\t\t\t\t5 sign of xn-component\n\t\t\t\t6 x of xn-component\n\t\t\t\t7 sign of y-component\n\t\t\t\t8 y of y-component\n\t\t\t*/\n\t\t\tmatch[ 1 ] = match[ 1 ].toLowerCase();\n\n\t\t\tif ( match[ 1 ].slice( 0, 3 ) === \"nth\" ) {\n\n\t\t\t\t// nth-* requires argument\n\t\t\t\tif ( !match[ 3 ] ) {\n\t\t\t\t\tSizzle.error( match[ 0 ] );\n\t\t\t\t}\n\n\t\t\t\t// numeric x and y parameters for Expr.filter.CHILD\n\t\t\t\t// remember that false/true cast respectively to 0/1\n\t\t\t\tmatch[ 4 ] = +( match[ 4 ] ?\n\t\t\t\t\tmatch[ 5 ] + ( match[ 6 ] || 1 ) :\n\t\t\t\t\t2 * ( match[ 3 ] === \"even\" || match[ 3 ] === \"odd\" ) );\n\t\t\t\tmatch[ 5 ] = +( ( match[ 7 ] + match[ 8 ] ) || match[ 3 ] === \"odd\" );\n\n\t\t\t\t// other types prohibit arguments\n\t\t\t} else if ( match[ 3 ] ) {\n\t\t\t\tSizzle.error( match[ 0 ] );\n\t\t\t}\n\n\t\t\treturn match;\n\t\t},\n\n\t\t\"PSEUDO\": function( match ) {\n\t\t\tvar excess,\n\t\t\t\tunquoted = !match[ 6 ] && match[ 2 ];\n\n\t\t\tif ( matchExpr[ \"CHILD\" ].test( match[ 0 ] ) ) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\t// Accept quoted arguments as-is\n\t\t\tif ( match[ 3 ] ) {\n\t\t\t\tmatch[ 2 ] = match[ 4 ] || match[ 5 ] || \"\";\n\n\t\t\t// Strip excess characters from unquoted arguments\n\t\t\t} else if ( unquoted && rpseudo.test( unquoted ) &&\n\n\t\t\t\t// Get excess from tokenize (recursively)\n\t\t\t\t( excess = tokenize( unquoted, true ) ) &&\n\n\t\t\t\t// advance to the next closing parenthesis\n\t\t\t\t( excess = unquoted.indexOf( \")\", unquoted.length - excess ) - unquoted.length ) ) {\n\n\t\t\t\t// excess is a negative index\n\t\t\t\tmatch[ 0 ] = match[ 0 ].slice( 0, excess );\n\t\t\t\tmatch[ 2 ] = unquoted.slice( 0, excess );\n\t\t\t}\n\n\t\t\t// Return only captures needed by the pseudo filter method (type and argument)\n\t\t\treturn match.slice( 0, 3 );\n\t\t}\n\t},\n\n\tfilter: {\n\n\t\t\"TAG\": function( nodeNameSelector ) {\n\t\t\tvar nodeName = nodeNameSelector.replace( runescape, funescape ).toLowerCase();\n\t\t\treturn nodeNameSelector === \"*\" ?\n\t\t\t\tfunction() {\n\t\t\t\t\treturn true;\n\t\t\t\t} :\n\t\t\t\tfunction( elem ) {\n\t\t\t\t\treturn elem.nodeName && elem.nodeName.toLowerCase() === nodeName;\n\t\t\t\t};\n\t\t},\n\n\t\t\"CLASS\": function( className ) {\n\t\t\tvar pattern = classCache[ className + \" \" ];\n\n\t\t\treturn pattern ||\n\t\t\t\t( pattern = new RegExp( \"(^|\" + whitespace +\n\t\t\t\t\t\")\" + className + \"(\" + whitespace + \"|$)\" ) ) && classCache(\n\t\t\t\t\t\tclassName, function( elem ) {\n\t\t\t\t\t\t\treturn pattern.test(\n\t\t\t\t\t\t\t\ttypeof elem.className === \"string\" && elem.className ||\n\t\t\t\t\t\t\t\ttypeof elem.getAttribute !== \"undefined\" &&\n\t\t\t\t\t\t\t\t\telem.getAttribute( \"class\" ) ||\n\t\t\t\t\t\t\t\t\"\"\n\t\t\t\t\t\t\t);\n\t\t\t\t} );\n\t\t},\n\n\t\t\"ATTR\": function( name, operator, check ) {\n\t\t\treturn function( elem ) {\n\t\t\t\tvar result = Sizzle.attr( elem, name );\n\n\t\t\t\tif ( result == null ) {\n\t\t\t\t\treturn operator === \"!=\";\n\t\t\t\t}\n\t\t\t\tif ( !operator ) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\n\t\t\t\tresult += \"\";\n\n\t\t\t\t/* eslint-disable max-len */\n\n\t\t\t\treturn operator === \"=\" ? result === check :\n\t\t\t\t\toperator === \"!=\" ? result !== check :\n\t\t\t\t\toperator === \"^=\" ? check && result.indexOf( check ) === 0 :\n\t\t\t\t\toperator === \"*=\" ? check && result.indexOf( check ) > -1 :\n\t\t\t\t\toperator === \"$=\" ? check && result.slice( -check.length ) === check :\n\t\t\t\t\toperator === \"~=\" ? ( \" \" + result.replace( rwhitespace, \" \" ) + \" \" ).indexOf( check ) > -1 :\n\t\t\t\t\toperator === \"|=\" ? result === check || result.slice( 0, check.length + 1 ) === check + \"-\" :\n\t\t\t\t\tfalse;\n\t\t\t\t/* eslint-enable max-len */\n\n\t\t\t};\n\t\t},\n\n\t\t\"CHILD\": function( type, what, _argument, first, last ) {\n\t\t\tvar simple = type.slice( 0, 3 ) !== \"nth\",\n\t\t\t\tforward = type.slice( -4 ) !== \"last\",\n\t\t\t\tofType = what === \"of-type\";\n\n\t\t\treturn first === 1 && last === 0 ?\n\n\t\t\t\t// Shortcut for :nth-*(n)\n\t\t\t\tfunction( elem ) {\n\t\t\t\t\treturn !!elem.parentNode;\n\t\t\t\t} :\n\n\t\t\t\tfunction( elem, _context, xml ) {\n\t\t\t\t\tvar cache, uniqueCache, outerCache, node, nodeIndex, start,\n\t\t\t\t\t\tdir = simple !== forward ? \"nextSibling\" : \"previousSibling\",\n\t\t\t\t\t\tparent = elem.parentNode,\n\t\t\t\t\t\tname = ofType && elem.nodeName.toLowerCase(),\n\t\t\t\t\t\tuseCache = !xml && !ofType,\n\t\t\t\t\t\tdiff = false;\n\n\t\t\t\t\tif ( parent ) {\n\n\t\t\t\t\t\t// :(first|last|only)-(child|of-type)\n\t\t\t\t\t\tif ( simple ) {\n\t\t\t\t\t\t\twhile ( dir ) {\n\t\t\t\t\t\t\t\tnode = elem;\n\t\t\t\t\t\t\t\twhile ( ( node = node[ dir ] ) ) {\n\t\t\t\t\t\t\t\t\tif ( ofType ?\n\t\t\t\t\t\t\t\t\t\tnode.nodeName.toLowerCase() === name :\n\t\t\t\t\t\t\t\t\t\tnode.nodeType === 1 ) {\n\n\t\t\t\t\t\t\t\t\t\treturn false;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t// Reverse direction for :only-* (if we haven't yet done so)\n\t\t\t\t\t\t\t\tstart = dir = type === \"only\" && !start && \"nextSibling\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstart = [ forward ? parent.firstChild : parent.lastChild ];\n\n\t\t\t\t\t\t// non-xml :nth-child(...) stores cache data on `parent`\n\t\t\t\t\t\tif ( forward && useCache ) {\n\n\t\t\t\t\t\t\t// Seek `elem` from a previously-cached index\n\n\t\t\t\t\t\t\t// ...in a gzip-friendly way\n\t\t\t\t\t\t\tnode = parent;\n\t\t\t\t\t\t\touterCache = node[ expando ] || ( node[ expando ] = {} );\n\n\t\t\t\t\t\t\t// Support: IE <9 only\n\t\t\t\t\t\t\t// Defend against cloned attroperties (jQuery gh-1709)\n\t\t\t\t\t\t\tuniqueCache = outerCache[ node.uniqueID ] ||\n\t\t\t\t\t\t\t\t( outerCache[ node.uniqueID ] = {} );\n\n\t\t\t\t\t\t\tcache = uniqueCache[ type ] || [];\n\t\t\t\t\t\t\tnodeIndex = cache[ 0 ] === dirruns && cache[ 1 ];\n\t\t\t\t\t\t\tdiff = nodeIndex && cache[ 2 ];\n\t\t\t\t\t\t\tnode = nodeIndex && parent.childNodes[ nodeIndex ];\n\n\t\t\t\t\t\t\twhile ( ( node = ++nodeIndex && node && node[ dir ] ||\n\n\t\t\t\t\t\t\t\t// Fallback to seeking `elem` from the start\n\t\t\t\t\t\t\t\t( diff = nodeIndex = 0 ) || start.pop() ) ) {\n\n\t\t\t\t\t\t\t\t// When found, cache indexes on `parent` and break\n\t\t\t\t\t\t\t\tif ( node.nodeType === 1 && ++diff && node === elem ) {\n\t\t\t\t\t\t\t\t\tuniqueCache[ type ] = [ dirruns, nodeIndex, diff ];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// Use previously-cached element index if available\n\t\t\t\t\t\t\tif ( useCache ) {\n\n\t\t\t\t\t\t\t\t// ...in a gzip-friendly way\n\t\t\t\t\t\t\t\tnode = elem;\n\t\t\t\t\t\t\t\touterCache = node[ expando ] || ( node[ expando ] = {} );\n\n\t\t\t\t\t\t\t\t// Support: IE <9 only\n\t\t\t\t\t\t\t\t// Defend against cloned attroperties (jQuery gh-1709)\n\t\t\t\t\t\t\t\tuniqueCache = outerCache[ node.uniqueID ] ||\n\t\t\t\t\t\t\t\t\t( outerCache[ node.uniqueID ] = {} );\n\n\t\t\t\t\t\t\t\tcache = uniqueCache[ type ] || [];\n\t\t\t\t\t\t\t\tnodeIndex = cache[ 0 ] === dirruns && cache[ 1 ];\n\t\t\t\t\t\t\t\tdiff = nodeIndex;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t// xml :nth-child(...)\n\t\t\t\t\t\t\t// or :nth-last-child(...) or :nth(-last)?-of-type(...)\n\t\t\t\t\t\t\tif ( diff === false ) {\n\n\t\t\t\t\t\t\t\t// Use the same loop as above to seek `elem` from the start\n\t\t\t\t\t\t\t\twhile ( ( node = ++nodeIndex && node && node[ dir ] ||\n\t\t\t\t\t\t\t\t\t( diff = nodeIndex = 0 ) || start.pop() ) ) {\n\n\t\t\t\t\t\t\t\t\tif ( ( ofType ?\n\t\t\t\t\t\t\t\t\t\tnode.nodeName.toLowerCase() === name :\n\t\t\t\t\t\t\t\t\t\tnode.nodeType === 1 ) &&\n\t\t\t\t\t\t\t\t\t\t++diff ) {\n\n\t\t\t\t\t\t\t\t\t\t// Cache the index of each encountered element\n\t\t\t\t\t\t\t\t\t\tif ( useCache ) {\n\t\t\t\t\t\t\t\t\t\t\touterCache = node[ expando ] ||\n\t\t\t\t\t\t\t\t\t\t\t\t( node[ expando ] = {} );\n\n\t\t\t\t\t\t\t\t\t\t\t// Support: IE <9 only\n\t\t\t\t\t\t\t\t\t\t\t// Defend against cloned attroperties (jQuery gh-1709)\n\t\t\t\t\t\t\t\t\t\t\tuniqueCache = outerCache[ node.uniqueID ] ||\n\t\t\t\t\t\t\t\t\t\t\t\t( outerCache[ node.uniqueID ] = {} );\n\n\t\t\t\t\t\t\t\t\t\t\tuniqueCache[ type ] = [ dirruns, diff ];\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tif ( node === elem ) {\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Incorporate the offset, then check against cycle size\n\t\t\t\t\t\tdiff -= last;\n\t\t\t\t\t\treturn diff === first || ( diff % first === 0 && diff / first >= 0 );\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t},\n\n\t\t\"PSEUDO\": function( pseudo, argument ) {\n\n\t\t\t// pseudo-class names are case-insensitive\n\t\t\t// http://www.w3.org/TR/selectors/#pseudo-classes\n\t\t\t// Prioritize by case sensitivity in case custom pseudos are added with uppercase letters\n\t\t\t// Remember that setFilters inherits from pseudos\n\t\t\tvar args,\n\t\t\t\tfn = Expr.pseudos[ pseudo ] || Expr.setFilters[ pseudo.toLowerCase() ] ||\n\t\t\t\t\tSizzle.error( \"unsupported pseudo: \" + pseudo );\n\n\t\t\t// The user may use createPseudo to indicate that\n\t\t\t// arguments are needed to create the filter function\n\t\t\t// just as Sizzle does\n\t\t\tif ( fn[ expando ] ) {\n\t\t\t\treturn fn( argument );\n\t\t\t}\n\n\t\t\t// But maintain support for old signatures\n\t\t\tif ( fn.length > 1 ) {\n\t\t\t\targs = [ pseudo, pseudo, \"\", argument ];\n\t\t\t\treturn Expr.setFilters.hasOwnProperty( pseudo.toLowerCase() ) ?\n\t\t\t\t\tmarkFunction( function( seed, matches ) {\n\t\t\t\t\t\tvar idx,\n\t\t\t\t\t\t\tmatched = fn( seed, argument ),\n\t\t\t\t\t\t\ti = matched.length;\n\t\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\t\tidx = indexOf( seed, matched[ i ] );\n\t\t\t\t\t\t\tseed[ idx ] = !( matches[ idx ] = matched[ i ] );\n\t\t\t\t\t\t}\n\t\t\t\t\t} ) :\n\t\t\t\t\tfunction( elem ) {\n\t\t\t\t\t\treturn fn( elem, 0, args );\n\t\t\t\t\t};\n\t\t\t}\n\n\t\t\treturn fn;\n\t\t}\n\t},\n\n\tpseudos: {\n\n\t\t// Potentially complex pseudos\n\t\t\"not\": markFunction( function( selector ) {\n\n\t\t\t// Trim the selector passed to compile\n\t\t\t// to avoid treating leading and trailing\n\t\t\t// spaces as combinators\n\t\t\tvar input = [],\n\t\t\t\tresults = [],\n\t\t\t\tmatcher = compile( selector.replace( rtrim, \"$1\" ) );\n\n\t\t\treturn matcher[ expando ] ?\n\t\t\t\tmarkFunction( function( seed, matches, _context, xml ) {\n\t\t\t\t\tvar elem,\n\t\t\t\t\t\tunmatched = matcher( seed, null, xml, [] ),\n\t\t\t\t\t\ti = seed.length;\n\n\t\t\t\t\t// Match elements unmatched by `matcher`\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tif ( ( elem = unmatched[ i ] ) ) {\n\t\t\t\t\t\t\tseed[ i ] = !( matches[ i ] = elem );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} ) :\n\t\t\t\tfunction( elem, _context, xml ) {\n\t\t\t\t\tinput[ 0 ] = elem;\n\t\t\t\t\tmatcher( input, null, xml, results );\n\n\t\t\t\t\t// Don't keep the element (issue #299)\n\t\t\t\t\tinput[ 0 ] = null;\n\t\t\t\t\treturn !results.pop();\n\t\t\t\t};\n\t\t} ),\n\n\t\t\"has\": markFunction( function( selector ) {\n\t\t\treturn function( elem ) {\n\t\t\t\treturn Sizzle( selector, elem ).length > 0;\n\t\t\t};\n\t\t} ),\n\n\t\t\"contains\": markFunction( function( text ) {\n\t\t\ttext = text.replace( runescape, funescape );\n\t\t\treturn function( elem ) {\n\t\t\t\treturn ( elem.textContent || getText( elem ) ).indexOf( text ) > -1;\n\t\t\t};\n\t\t} ),\n\n\t\t// \"Whether an element is represented by a :lang() selector\n\t\t// is based solely on the element's language value\n\t\t// being equal to the identifier C,\n\t\t// or beginning with the identifier C immediately followed by \"-\".\n\t\t// The matching of C against the element's language value is performed case-insensitively.\n\t\t// The identifier C does not have to be a valid language name.\"\n\t\t// http://www.w3.org/TR/selectors/#lang-pseudo\n\t\t\"lang\": markFunction( function( lang ) {\n\n\t\t\t// lang value must be a valid identifier\n\t\t\tif ( !ridentifier.test( lang || \"\" ) ) {\n\t\t\t\tSizzle.error( \"unsupported lang: \" + lang );\n\t\t\t}\n\t\t\tlang = lang.replace( runescape, funescape ).toLowerCase();\n\t\t\treturn function( elem ) {\n\t\t\t\tvar elemLang;\n\t\t\t\tdo {\n\t\t\t\t\tif ( ( elemLang = documentIsHTML ?\n\t\t\t\t\t\telem.lang :\n\t\t\t\t\t\telem.getAttribute( \"xml:lang\" ) || elem.getAttribute( \"lang\" ) ) ) {\n\n\t\t\t\t\t\telemLang = elemLang.toLowerCase();\n\t\t\t\t\t\treturn elemLang === lang || elemLang.indexOf( lang + \"-\" ) === 0;\n\t\t\t\t\t}\n\t\t\t\t} while ( ( elem = elem.parentNode ) && elem.nodeType === 1 );\n\t\t\t\treturn false;\n\t\t\t};\n\t\t} ),\n\n\t\t// Miscellaneous\n\t\t\"target\": function( elem ) {\n\t\t\tvar hash = window.location && window.location.hash;\n\t\t\treturn hash && hash.slice( 1 ) === elem.id;\n\t\t},\n\n\t\t\"root\": function( elem ) {\n\t\t\treturn elem === docElem;\n\t\t},\n\n\t\t\"focus\": function( elem ) {\n\t\t\treturn elem === document.activeElement &&\n\t\t\t\t( !document.hasFocus || document.hasFocus() ) &&\n\t\t\t\t!!( elem.type || elem.href || ~elem.tabIndex );\n\t\t},\n\n\t\t// Boolean properties\n\t\t\"enabled\": createDisabledPseudo( false ),\n\t\t\"disabled\": createDisabledPseudo( true ),\n\n\t\t\"checked\": function( elem ) {\n\n\t\t\t// In CSS3, :checked should return both checked and selected elements\n\t\t\t// http://www.w3.org/TR/2011/REC-css3-selectors-20110929/#checked\n\t\t\tvar nodeName = elem.nodeName.toLowerCase();\n\t\t\treturn ( nodeName === \"input\" && !!elem.checked ) ||\n\t\t\t\t( nodeName === \"option\" && !!elem.selected );\n\t\t},\n\n\t\t\"selected\": function( elem ) {\n\n\t\t\t// Accessing this property makes selected-by-default\n\t\t\t// options in Safari work properly\n\t\t\tif ( elem.parentNode ) {\n\t\t\t\t// eslint-disable-next-line no-unused-expressions\n\t\t\t\telem.parentNode.selectedIndex;\n\t\t\t}\n\n\t\t\treturn elem.selected === true;\n\t\t},\n\n\t\t// Contents\n\t\t\"empty\": function( elem ) {\n\n\t\t\t// http://www.w3.org/TR/selectors/#empty-pseudo\n\t\t\t// :empty is negated by element (1) or content nodes (text: 3; cdata: 4; entity ref: 5),\n\t\t\t//   but not by others (comment: 8; processing instruction: 7; etc.)\n\t\t\t// nodeType < 6 works because attributes (2) do not appear as children\n\t\t\tfor ( elem = elem.firstChild; elem; elem = elem.nextSibling ) {\n\t\t\t\tif ( elem.nodeType < 6 ) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t},\n\n\t\t\"parent\": function( elem ) {\n\t\t\treturn !Expr.pseudos[ \"empty\" ]( elem );\n\t\t},\n\n\t\t// Element/input types\n\t\t\"header\": function( elem ) {\n\t\t\treturn rheader.test( elem.nodeName );\n\t\t},\n\n\t\t\"input\": function( elem ) {\n\t\t\treturn rinputs.test( elem.nodeName );\n\t\t},\n\n\t\t\"button\": function( elem ) {\n\t\t\tvar name = elem.nodeName.toLowerCase();\n\t\t\treturn name === \"input\" && elem.type === \"button\" || name === \"button\";\n\t\t},\n\n\t\t\"text\": function( elem ) {\n\t\t\tvar attr;\n\t\t\treturn elem.nodeName.toLowerCase() === \"input\" &&\n\t\t\t\telem.type === \"text\" &&\n\n\t\t\t\t// Support: IE<8\n\t\t\t\t// New HTML5 attribute values (e.g., \"search\") appear with elem.type === \"text\"\n\t\t\t\t( ( attr = elem.getAttribute( \"type\" ) ) == null ||\n\t\t\t\t\tattr.toLowerCase() === \"text\" );\n\t\t},\n\n\t\t// Position-in-collection\n\t\t\"first\": createPositionalPseudo( function() {\n\t\t\treturn [ 0 ];\n\t\t} ),\n\n\t\t\"last\": createPositionalPseudo( function( _matchIndexes, length ) {\n\t\t\treturn [ length - 1 ];\n\t\t} ),\n\n\t\t\"eq\": createPositionalPseudo( function( _matchIndexes, length, argument ) {\n\t\t\treturn [ argument < 0 ? argument + length : argument ];\n\t\t} ),\n\n\t\t\"even\": createPositionalPseudo( function( matchIndexes, length ) {\n\t\t\tvar i = 0;\n\t\t\tfor ( ; i < length; i += 2 ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t} ),\n\n\t\t\"odd\": createPositionalPseudo( function( matchIndexes, length ) {\n\t\t\tvar i = 1;\n\t\t\tfor ( ; i < length; i += 2 ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t} ),\n\n\t\t\"lt\": createPositionalPseudo( function( matchIndexes, length, argument ) {\n\t\t\tvar i = argument < 0 ?\n\t\t\t\targument + length :\n\t\t\t\targument > length ?\n\t\t\t\t\tlength :\n\t\t\t\t\targument;\n\t\t\tfor ( ; --i >= 0; ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t} ),\n\n\t\t\"gt\": createPositionalPseudo( function( matchIndexes, length, argument ) {\n\t\t\tvar i = argument < 0 ? argument + length : argument;\n\t\t\tfor ( ; ++i < length; ) {\n\t\t\t\tmatchIndexes.push( i );\n\t\t\t}\n\t\t\treturn matchIndexes;\n\t\t} )\n\t}\n};\n\nExpr.pseudos[ \"nth\" ] = Expr.pseudos[ \"eq\" ];\n\n// Add button/input type pseudos\nfor ( i in { radio: true, checkbox: true, file: true, password: true, image: true } ) {\n\tExpr.pseudos[ i ] = createInputPseudo( i );\n}\nfor ( i in { submit: true, reset: true } ) {\n\tExpr.pseudos[ i ] = createButtonPseudo( i );\n}\n\n// Easy API for creating new setFilters\nfunction setFilters() {}\nsetFilters.prototype = Expr.filters = Expr.pseudos;\nExpr.setFilters = new setFilters();\n\ntokenize = Sizzle.tokenize = function( selector, parseOnly ) {\n\tvar matched, match, tokens, type,\n\t\tsoFar, groups, preFilters,\n\t\tcached = tokenCache[ selector + \" \" ];\n\n\tif ( cached ) {\n\t\treturn parseOnly ? 0 : cached.slice( 0 );\n\t}\n\n\tsoFar = selector;\n\tgroups = [];\n\tpreFilters = Expr.preFilter;\n\n\twhile ( soFar ) {\n\n\t\t// Comma and first run\n\t\tif ( !matched || ( match = rcomma.exec( soFar ) ) ) {\n\t\t\tif ( match ) {\n\n\t\t\t\t// Don't consume trailing commas as valid\n\t\t\t\tsoFar = soFar.slice( match[ 0 ].length ) || soFar;\n\t\t\t}\n\t\t\tgroups.push( ( tokens = [] ) );\n\t\t}\n\n\t\tmatched = false;\n\n\t\t// Combinators\n\t\tif ( ( match = rcombinators.exec( soFar ) ) ) {\n\t\t\tmatched = match.shift();\n\t\t\ttokens.push( {\n\t\t\t\tvalue: matched,\n\n\t\t\t\t// Cast descendant combinators to space\n\t\t\t\ttype: match[ 0 ].replace( rtrim, \" \" )\n\t\t\t} );\n\t\t\tsoFar = soFar.slice( matched.length );\n\t\t}\n\n\t\t// Filters\n\t\tfor ( type in Expr.filter ) {\n\t\t\tif ( ( match = matchExpr[ type ].exec( soFar ) ) && ( !preFilters[ type ] ||\n\t\t\t\t( match = preFilters[ type ]( match ) ) ) ) {\n\t\t\t\tmatched = match.shift();\n\t\t\t\ttokens.push( {\n\t\t\t\t\tvalue: matched,\n\t\t\t\t\ttype: type,\n\t\t\t\t\tmatches: match\n\t\t\t\t} );\n\t\t\t\tsoFar = soFar.slice( matched.length );\n\t\t\t}\n\t\t}\n\n\t\tif ( !matched ) {\n\t\t\tbreak;\n\t\t}\n\t}\n\n\t// Return the length of the invalid excess\n\t// if we're just parsing\n\t// Otherwise, throw an error or return tokens\n\treturn parseOnly ?\n\t\tsoFar.length :\n\t\tsoFar ?\n\t\t\tSizzle.error( selector ) :\n\n\t\t\t// Cache the tokens\n\t\t\ttokenCache( selector, groups ).slice( 0 );\n};\n\nfunction toSelector( tokens ) {\n\tvar i = 0,\n\t\tlen = tokens.length,\n\t\tselector = \"\";\n\tfor ( ; i < len; i++ ) {\n\t\tselector += tokens[ i ].value;\n\t}\n\treturn selector;\n}\n\nfunction addCombinator( matcher, combinator, base ) {\n\tvar dir = combinator.dir,\n\t\tskip = combinator.next,\n\t\tkey = skip || dir,\n\t\tcheckNonElements = base && key === \"parentNode\",\n\t\tdoneName = done++;\n\n\treturn combinator.first ?\n\n\t\t// Check against closest ancestor/preceding element\n\t\tfunction( elem, context, xml ) {\n\t\t\twhile ( ( elem = elem[ dir ] ) ) {\n\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\treturn matcher( elem, context, xml );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t} :\n\n\t\t// Check against all ancestor/preceding elements\n\t\tfunction( elem, context, xml ) {\n\t\t\tvar oldCache, uniqueCache, outerCache,\n\t\t\t\tnewCache = [ dirruns, doneName ];\n\n\t\t\t// We can't set arbitrary data on XML nodes, so they don't benefit from combinator caching\n\t\t\tif ( xml ) {\n\t\t\t\twhile ( ( elem = elem[ dir ] ) ) {\n\t\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\t\tif ( matcher( elem, context, xml ) ) {\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\twhile ( ( elem = elem[ dir ] ) ) {\n\t\t\t\t\tif ( elem.nodeType === 1 || checkNonElements ) {\n\t\t\t\t\t\touterCache = elem[ expando ] || ( elem[ expando ] = {} );\n\n\t\t\t\t\t\t// Support: IE <9 only\n\t\t\t\t\t\t// Defend against cloned attroperties (jQuery gh-1709)\n\t\t\t\t\t\tuniqueCache = outerCache[ elem.uniqueID ] ||\n\t\t\t\t\t\t\t( outerCache[ elem.uniqueID ] = {} );\n\n\t\t\t\t\t\tif ( skip && skip === elem.nodeName.toLowerCase() ) {\n\t\t\t\t\t\t\telem = elem[ dir ] || elem;\n\t\t\t\t\t\t} else if ( ( oldCache = uniqueCache[ key ] ) &&\n\t\t\t\t\t\t\toldCache[ 0 ] === dirruns && oldCache[ 1 ] === doneName ) {\n\n\t\t\t\t\t\t\t// Assign to newCache so results back-propagate to previous elements\n\t\t\t\t\t\t\treturn ( newCache[ 2 ] = oldCache[ 2 ] );\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// Reuse newcache so results back-propagate to previous elements\n\t\t\t\t\t\t\tuniqueCache[ key ] = newCache;\n\n\t\t\t\t\t\t\t// A match means we're done; a fail means we have to keep checking\n\t\t\t\t\t\t\tif ( ( newCache[ 2 ] = matcher( elem, context, xml ) ) ) {\n\t\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n}\n\nfunction elementMatcher( matchers ) {\n\treturn matchers.length > 1 ?\n\t\tfunction( elem, context, xml ) {\n\t\t\tvar i = matchers.length;\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( !matchers[ i ]( elem, context, xml ) ) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t} :\n\t\tmatchers[ 0 ];\n}\n\nfunction multipleContexts( selector, contexts, results ) {\n\tvar i = 0,\n\t\tlen = contexts.length;\n\tfor ( ; i < len; i++ ) {\n\t\tSizzle( selector, contexts[ i ], results );\n\t}\n\treturn results;\n}\n\nfunction condense( unmatched, map, filter, context, xml ) {\n\tvar elem,\n\t\tnewUnmatched = [],\n\t\ti = 0,\n\t\tlen = unmatched.length,\n\t\tmapped = map != null;\n\n\tfor ( ; i < len; i++ ) {\n\t\tif ( ( elem = unmatched[ i ] ) ) {\n\t\t\tif ( !filter || filter( elem, context, xml ) ) {\n\t\t\t\tnewUnmatched.push( elem );\n\t\t\t\tif ( mapped ) {\n\t\t\t\t\tmap.push( i );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn newUnmatched;\n}\n\nfunction setMatcher( preFilter, selector, matcher, postFilter, postFinder, postSelector ) {\n\tif ( postFilter && !postFilter[ expando ] ) {\n\t\tpostFilter = setMatcher( postFilter );\n\t}\n\tif ( postFinder && !postFinder[ expando ] ) {\n\t\tpostFinder = setMatcher( postFinder, postSelector );\n\t}\n\treturn markFunction( function( seed, results, context, xml ) {\n\t\tvar temp, i, elem,\n\t\t\tpreMap = [],\n\t\t\tpostMap = [],\n\t\t\tpreexisting = results.length,\n\n\t\t\t// Get initial elements from seed or context\n\t\t\telems = seed || multipleContexts(\n\t\t\t\tselector || \"*\",\n\t\t\t\tcontext.nodeType ? [ context ] : context,\n\t\t\t\t[]\n\t\t\t),\n\n\t\t\t// Prefilter to get matcher input, preserving a map for seed-results synchronization\n\t\t\tmatcherIn = preFilter && ( seed || !selector ) ?\n\t\t\t\tcondense( elems, preMap, preFilter, context, xml ) :\n\t\t\t\telems,\n\n\t\t\tmatcherOut = matcher ?\n\n\t\t\t\t// If we have a postFinder, or filtered seed, or non-seed postFilter or preexisting results,\n\t\t\t\tpostFinder || ( seed ? preFilter : preexisting || postFilter ) ?\n\n\t\t\t\t\t// ...intermediate processing is necessary\n\t\t\t\t\t[] :\n\n\t\t\t\t\t// ...otherwise use results directly\n\t\t\t\t\tresults :\n\t\t\t\tmatcherIn;\n\n\t\t// Find primary matches\n\t\tif ( matcher ) {\n\t\t\tmatcher( matcherIn, matcherOut, context, xml );\n\t\t}\n\n\t\t// Apply postFilter\n\t\tif ( postFilter ) {\n\t\t\ttemp = condense( matcherOut, postMap );\n\t\t\tpostFilter( temp, [], context, xml );\n\n\t\t\t// Un-match failing elements by moving them back to matcherIn\n\t\t\ti = temp.length;\n\t\t\twhile ( i-- ) {\n\t\t\t\tif ( ( elem = temp[ i ] ) ) {\n\t\t\t\t\tmatcherOut[ postMap[ i ] ] = !( matcherIn[ postMap[ i ] ] = elem );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif ( seed ) {\n\t\t\tif ( postFinder || preFilter ) {\n\t\t\t\tif ( postFinder ) {\n\n\t\t\t\t\t// Get the final matcherOut by condensing this intermediate into postFinder contexts\n\t\t\t\t\ttemp = [];\n\t\t\t\t\ti = matcherOut.length;\n\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\tif ( ( elem = matcherOut[ i ] ) ) {\n\n\t\t\t\t\t\t\t// Restore matcherIn since elem is not yet a final match\n\t\t\t\t\t\t\ttemp.push( ( matcherIn[ i ] = elem ) );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpostFinder( null, ( matcherOut = [] ), temp, xml );\n\t\t\t\t}\n\n\t\t\t\t// Move matched elements from seed to results to keep them synchronized\n\t\t\t\ti = matcherOut.length;\n\t\t\t\twhile ( i-- ) {\n\t\t\t\t\tif ( ( elem = matcherOut[ i ] ) &&\n\t\t\t\t\t\t( temp = postFinder ? indexOf( seed, elem ) : preMap[ i ] ) > -1 ) {\n\n\t\t\t\t\t\tseed[ temp ] = !( results[ temp ] = elem );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Add elements to results, through postFinder if defined\n\t\t} else {\n\t\t\tmatcherOut = condense(\n\t\t\t\tmatcherOut === results ?\n\t\t\t\t\tmatcherOut.splice( preexisting, matcherOut.length ) :\n\t\t\t\t\tmatcherOut\n\t\t\t);\n\t\t\tif ( postFinder ) {\n\t\t\t\tpostFinder( null, results, matcherOut, xml );\n\t\t\t} else {\n\t\t\t\tpush.apply( results, matcherOut );\n\t\t\t}\n\t\t}\n\t} );\n}\n\nfunction matcherFromTokens( tokens ) {\n\tvar checkContext, matcher, j,\n\t\tlen = tokens.length,\n\t\tleadingRelative = Expr.relative[ tokens[ 0 ].type ],\n\t\timplicitRelative = leadingRelative || Expr.relative[ \" \" ],\n\t\ti = leadingRelative ? 1 : 0,\n\n\t\t// The foundational matcher ensures that elements are reachable from top-level context(s)\n\t\tmatchContext = addCombinator( function( elem ) {\n\t\t\treturn elem === checkContext;\n\t\t}, implicitRelative, true ),\n\t\tmatchAnyContext = addCombinator( function( elem ) {\n\t\t\treturn indexOf( checkContext, elem ) > -1;\n\t\t}, implicitRelative, true ),\n\t\tmatchers = [ function( elem, context, xml ) {\n\t\t\tvar ret = ( !leadingRelative && ( xml || context !== outermostContext ) ) || (\n\t\t\t\t( checkContext = context ).nodeType ?\n\t\t\t\t\tmatchContext( elem, context, xml ) :\n\t\t\t\t\tmatchAnyContext( elem, context, xml ) );\n\n\t\t\t// Avoid hanging onto element (issue #299)\n\t\t\tcheckContext = null;\n\t\t\treturn ret;\n\t\t} ];\n\n\tfor ( ; i < len; i++ ) {\n\t\tif ( ( matcher = Expr.relative[ tokens[ i ].type ] ) ) {\n\t\t\tmatchers = [ addCombinator( elementMatcher( matchers ), matcher ) ];\n\t\t} else {\n\t\t\tmatcher = Expr.filter[ tokens[ i ].type ].apply( null, tokens[ i ].matches );\n\n\t\t\t// Return special upon seeing a positional matcher\n\t\t\tif ( matcher[ expando ] ) {\n\n\t\t\t\t// Find the next relative operator (if any) for proper handling\n\t\t\t\tj = ++i;\n\t\t\t\tfor ( ; j < len; j++ ) {\n\t\t\t\t\tif ( Expr.relative[ tokens[ j ].type ] ) {\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn setMatcher(\n\t\t\t\t\ti > 1 && elementMatcher( matchers ),\n\t\t\t\t\ti > 1 && toSelector(\n\n\t\t\t\t\t// If the preceding token was a descendant combinator, insert an implicit any-element `*`\n\t\t\t\t\ttokens\n\t\t\t\t\t\t.slice( 0, i - 1 )\n\t\t\t\t\t\t.concat( { value: tokens[ i - 2 ].type === \" \" ? \"*\" : \"\" } )\n\t\t\t\t\t).replace( rtrim, \"$1\" ),\n\t\t\t\t\tmatcher,\n\t\t\t\t\ti < j && matcherFromTokens( tokens.slice( i, j ) ),\n\t\t\t\t\tj < len && matcherFromTokens( ( tokens = tokens.slice( j ) ) ),\n\t\t\t\t\tj < len && toSelector( tokens )\n\t\t\t\t);\n\t\t\t}\n\t\t\tmatchers.push( matcher );\n\t\t}\n\t}\n\n\treturn elementMatcher( matchers );\n}\n\nfunction matcherFromGroupMatchers( elementMatchers, setMatchers ) {\n\tvar bySet = setMatchers.length > 0,\n\t\tbyElement = elementMatchers.length > 0,\n\t\tsuperMatcher = function( seed, context, xml, results, outermost ) {\n\t\t\tvar elem, j, matcher,\n\t\t\t\tmatchedCount = 0,\n\t\t\t\ti = \"0\",\n\t\t\t\tunmatched = seed && [],\n\t\t\t\tsetMatched = [],\n\t\t\t\tcontextBackup = outermostContext,\n\n\t\t\t\t// We must always have either seed elements or outermost context\n\t\t\t\telems = seed || byElement && Expr.find[ \"TAG\" ]( \"*\", outermost ),\n\n\t\t\t\t// Use integer dirruns iff this is the outermost matcher\n\t\t\t\tdirrunsUnique = ( dirruns += contextBackup == null ? 1 : Math.random() || 0.1 ),\n\t\t\t\tlen = elems.length;\n\n\t\t\tif ( outermost ) {\n\n\t\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t\t// two documents; shallow comparisons work.\n\t\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\t\toutermostContext = context == document || context || outermost;\n\t\t\t}\n\n\t\t\t// Add elements passing elementMatchers directly to results\n\t\t\t// Support: IE<9, Safari\n\t\t\t// Tolerate NodeList properties (IE: \"length\"; Safari: <number>) matching elements by id\n\t\t\tfor ( ; i !== len && ( elem = elems[ i ] ) != null; i++ ) {\n\t\t\t\tif ( byElement && elem ) {\n\t\t\t\t\tj = 0;\n\n\t\t\t\t\t// Support: IE 11+, Edge 17 - 18+\n\t\t\t\t\t// IE/Edge sometimes throw a \"Permission denied\" error when strict-comparing\n\t\t\t\t\t// two documents; shallow comparisons work.\n\t\t\t\t\t// eslint-disable-next-line eqeqeq\n\t\t\t\t\tif ( !context && elem.ownerDocument != document ) {\n\t\t\t\t\t\tsetDocument( elem );\n\t\t\t\t\t\txml = !documentIsHTML;\n\t\t\t\t\t}\n\t\t\t\t\twhile ( ( matcher = elementMatchers[ j++ ] ) ) {\n\t\t\t\t\t\tif ( matcher( elem, context || document, xml ) ) {\n\t\t\t\t\t\t\tresults.push( elem );\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ( outermost ) {\n\t\t\t\t\t\tdirruns = dirrunsUnique;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Track unmatched elements for set filters\n\t\t\t\tif ( bySet ) {\n\n\t\t\t\t\t// They will have gone through all possible matchers\n\t\t\t\t\tif ( ( elem = !matcher && elem ) ) {\n\t\t\t\t\t\tmatchedCount--;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Lengthen the array for every element, matched or not\n\t\t\t\t\tif ( seed ) {\n\t\t\t\t\t\tunmatched.push( elem );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// `i` is now the count of elements visited above, and adding it to `matchedCount`\n\t\t\t// makes the latter nonnegative.\n\t\t\tmatchedCount += i;\n\n\t\t\t// Apply set filters to unmatched elements\n\t\t\t// NOTE: This can be skipped if there are no unmatched elements (i.e., `matchedCount`\n\t\t\t// equals `i`), unless we didn't visit _any_ elements in the above loop because we have\n\t\t\t// no element matchers and no seed.\n\t\t\t// Incrementing an initially-string \"0\" `i` allows `i` to remain a string only in that\n\t\t\t// case, which will result in a \"00\" `matchedCount` that differs from `i` but is also\n\t\t\t// numerically zero.\n\t\t\tif ( bySet && i !== matchedCount ) {\n\t\t\t\tj = 0;\n\t\t\t\twhile ( ( matcher = setMatchers[ j++ ] ) ) {\n\t\t\t\t\tmatcher( unmatched, setMatched, context, xml );\n\t\t\t\t}\n\n\t\t\t\tif ( seed ) {\n\n\t\t\t\t\t// Reintegrate element matches to eliminate the need for sorting\n\t\t\t\t\tif ( matchedCount > 0 ) {\n\t\t\t\t\t\twhile ( i-- ) {\n\t\t\t\t\t\t\tif ( !( unmatched[ i ] || setMatched[ i ] ) ) {\n\t\t\t\t\t\t\t\tsetMatched[ i ] = pop.call( results );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Discard index placeholder values to get only actual matches\n\t\t\t\t\tsetMatched = condense( setMatched );\n\t\t\t\t}\n\n\t\t\t\t// Add matches to results\n\t\t\t\tpush.apply( results, setMatched );\n\n\t\t\t\t// Seedless set matches succeeding multiple successful matchers stipulate sorting\n\t\t\t\tif ( outermost && !seed && setMatched.length > 0 &&\n\t\t\t\t\t( matchedCount + setMatchers.length ) > 1 ) {\n\n\t\t\t\t\tSizzle.uniqueSort( results );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Override manipulation of globals by nested matchers\n\t\t\tif ( outermost ) {\n\t\t\t\tdirruns = dirrunsUnique;\n\t\t\t\toutermostContext = contextBackup;\n\t\t\t}\n\n\t\t\treturn unmatched;\n\t\t};\n\n\treturn bySet ?\n\t\tmarkFunction( superMatcher ) :\n\t\tsuperMatcher;\n}\n\ncompile = Sizzle.compile = function( selector, match /* Internal Use Only */ ) {\n\tvar i,\n\t\tsetMatchers = [],\n\t\telementMatchers = [],\n\t\tcached = compilerCache[ selector + \" \" ];\n\n\tif ( !cached ) {\n\n\t\t// Generate a function of recursive functions that can be used to check each element\n\t\tif ( !match ) {\n\t\t\tmatch = tokenize( selector );\n\t\t}\n\t\ti = match.length;\n\t\twhile ( i-- ) {\n\t\t\tcached = matcherFromTokens( match[ i ] );\n\t\t\tif ( cached[ expando ] ) {\n\t\t\t\tsetMatchers.push( cached );\n\t\t\t} else {\n\t\t\t\telementMatchers.push( cached );\n\t\t\t}\n\t\t}\n\n\t\t// Cache the compiled function\n\t\tcached = compilerCache(\n\t\t\tselector,\n\t\t\tmatcherFromGroupMatchers( elementMatchers, setMatchers )\n\t\t);\n\n\t\t// Save selector and tokenization\n\t\tcached.selector = selector;\n\t}\n\treturn cached;\n};\n\n/**\n * A low-level selection function that works with Sizzle's compiled\n *  selector functions\n * @param {String|Function} selector A selector or a pre-compiled\n *  selector function built with Sizzle.compile\n * @param {Element} context\n * @param {Array} [results]\n * @param {Array} [seed] A set of elements to match against\n */\nselect = Sizzle.select = function( selector, context, results, seed ) {\n\tvar i, tokens, token, type, find,\n\t\tcompiled = typeof selector === \"function\" && selector,\n\t\tmatch = !seed && tokenize( ( selector = compiled.selector || selector ) );\n\n\tresults = results || [];\n\n\t// Try to minimize operations if there is only one selector in the list and no seed\n\t// (the latter of which guarantees us context)\n\tif ( match.length === 1 ) {\n\n\t\t// Reduce context if the leading compound selector is an ID\n\t\ttokens = match[ 0 ] = match[ 0 ].slice( 0 );\n\t\tif ( tokens.length > 2 && ( token = tokens[ 0 ] ).type === \"ID\" &&\n\t\t\tcontext.nodeType === 9 && documentIsHTML && Expr.relative[ tokens[ 1 ].type ] ) {\n\n\t\t\tcontext = ( Expr.find[ \"ID\" ]( token.matches[ 0 ]\n\t\t\t\t.replace( runescape, funescape ), context ) || [] )[ 0 ];\n\t\t\tif ( !context ) {\n\t\t\t\treturn results;\n\n\t\t\t// Precompiled matchers will still verify ancestry, so step up a level\n\t\t\t} else if ( compiled ) {\n\t\t\t\tcontext = context.parentNode;\n\t\t\t}\n\n\t\t\tselector = selector.slice( tokens.shift().value.length );\n\t\t}\n\n\t\t// Fetch a seed set for right-to-left matching\n\t\ti = matchExpr[ \"needsContext\" ].test( selector ) ? 0 : tokens.length;\n\t\twhile ( i-- ) {\n\t\t\ttoken = tokens[ i ];\n\n\t\t\t// Abort if we hit a combinator\n\t\t\tif ( Expr.relative[ ( type = token.type ) ] ) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif ( ( find = Expr.find[ type ] ) ) {\n\n\t\t\t\t// Search, expanding context for leading sibling combinators\n\t\t\t\tif ( ( seed = find(\n\t\t\t\t\ttoken.matches[ 0 ].replace( runescape, funescape ),\n\t\t\t\t\trsibling.test( tokens[ 0 ].type ) && testContext( context.parentNode ) ||\n\t\t\t\t\t\tcontext\n\t\t\t\t) ) ) {\n\n\t\t\t\t\t// If seed is empty or no tokens remain, we can return early\n\t\t\t\t\ttokens.splice( i, 1 );\n\t\t\t\t\tselector = seed.length && toSelector( tokens );\n\t\t\t\t\tif ( !selector ) {\n\t\t\t\t\t\tpush.apply( results, seed );\n\t\t\t\t\t\treturn results;\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// Compile and execute a filtering function if one is not provided\n\t// Provide `match` to avoid retokenization if we modified the selector above\n\t( compiled || compile( selector, match ) )(\n\t\tseed,\n\t\tcontext,\n\t\t!documentIsHTML,\n\t\tresults,\n\t\t!context || rsibling.test( selector ) && testContext( context.parentNode ) || context\n\t);\n\treturn results;\n};\n\n// One-time assignments\n\n// Sort stability\nsupport.sortStable = expando.split( \"\" ).sort( sortOrder ).join( \"\" ) === expando;\n\n// Support: Chrome 14-35+\n// Always assume duplicates if they aren't passed to the comparison function\nsupport.detectDuplicates = !!hasDuplicate;\n\n// Initialize against the default document\nsetDocument();\n\n// Support: Webkit<537.32 - Safari 6.0.3/Chrome 25 (fixed in Chrome 27)\n// Detached nodes confoundingly follow *each other*\nsupport.sortDetached = assert( function( el ) {\n\n\t// Should return 1, but returns 4 (following)\n\treturn el.compareDocumentPosition( document.createElement( \"fieldset\" ) ) & 1;\n} );\n\n// Support: IE<8\n// Prevent attribute/property \"interpolation\"\n// https://msdn.microsoft.com/en-us/library/ms536429%28VS.85%29.aspx\nif ( !assert( function( el ) {\n\tel.innerHTML = \"<a href='#'></a>\";\n\treturn el.firstChild.getAttribute( \"href\" ) === \"#\";\n} ) ) {\n\taddHandle( \"type|href|height|width\", function( elem, name, isXML ) {\n\t\tif ( !isXML ) {\n\t\t\treturn elem.getAttribute( name, name.toLowerCase() === \"type\" ? 1 : 2 );\n\t\t}\n\t} );\n}\n\n// Support: IE<9\n// Use defaultValue in place of getAttribute(\"value\")\nif ( !support.attributes || !assert( function( el ) {\n\tel.innerHTML = \"<input/>\";\n\tel.firstChild.setAttribute( \"value\", \"\" );\n\treturn el.firstChild.getAttribute( \"value\" ) === \"\";\n} ) ) {\n\taddHandle( \"value\", function( elem, _name, isXML ) {\n\t\tif ( !isXML && elem.nodeName.toLowerCase() === \"input\" ) {\n\t\t\treturn elem.defaultValue;\n\t\t}\n\t} );\n}\n\n// Support: IE<9\n// Use getAttributeNode to fetch booleans when getAttribute lies\nif ( !assert( function( el ) {\n\treturn el.getAttribute( \"disabled\" ) == null;\n} ) ) {\n\taddHandle( booleans, function( elem, name, isXML ) {\n\t\tvar val;\n\t\tif ( !isXML ) {\n\t\t\treturn elem[ name ] === true ? name.toLowerCase() :\n\t\t\t\t( val = elem.getAttributeNode( name ) ) && val.specified ?\n\t\t\t\t\tval.value :\n\t\t\t\t\tnull;\n\t\t}\n\t} );\n}\n\nreturn Sizzle;\n\n} )( window );\n\n\n\njQuery.find = Sizzle;\njQuery.expr = Sizzle.selectors;\n\n// Deprecated\njQuery.expr[ \":\" ] = jQuery.expr.pseudos;\njQuery.uniqueSort = jQuery.unique = Sizzle.uniqueSort;\njQuery.text = Sizzle.getText;\njQuery.isXMLDoc = Sizzle.isXML;\njQuery.contains = Sizzle.contains;\njQuery.escapeSelector = Sizzle.escape;\n\n\n\n\nvar dir = function( elem, dir, until ) {\n\tvar matched = [],\n\t\ttruncate = until !== undefined;\n\n\twhile ( ( elem = elem[ dir ] ) && elem.nodeType !== 9 ) {\n\t\tif ( elem.nodeType === 1 ) {\n\t\t\tif ( truncate && jQuery( elem ).is( until ) ) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tmatched.push( elem );\n\t\t}\n\t}\n\treturn matched;\n};\n\n\nvar siblings = function( n, elem ) {\n\tvar matched = [];\n\n\tfor ( ; n; n = n.nextSibling ) {\n\t\tif ( n.nodeType === 1 && n !== elem ) {\n\t\t\tmatched.push( n );\n\t\t}\n\t}\n\n\treturn matched;\n};\n\n\nvar rneedsContext = jQuery.expr.match.needsContext;\n\n\n\nfunction nodeName( elem, name ) {\n\n  return elem.nodeName && elem.nodeName.toLowerCase() === name.toLowerCase();\n\n};\nvar rsingleTag = ( /^<([a-z][^\\/\\0>:\\x20\\t\\r\\n\\f]*)[\\x20\\t\\r\\n\\f]*\\/?>(?:<\\/\\1>|)$/i );\n\n\n\n// Implement the identical functionality for filter and not\nfunction winnow( elements, qualifier, not ) {\n\tif ( isFunction( qualifier ) ) {\n\t\treturn jQuery.grep( elements, function( elem, i ) {\n\t\t\treturn !!qualifier.call( elem, i, elem ) !== not;\n\t\t} );\n\t}\n\n\t// Single element\n\tif ( qualifier.nodeType ) {\n\t\treturn jQuery.grep( elements, function( elem ) {\n\t\t\treturn ( elem === qualifier ) !== not;\n\t\t} );\n\t}\n\n\t// Arraylike of elements (jQuery, arguments, Array)\n\tif ( typeof qualifier !== \"string\" ) {\n\t\treturn jQuery.grep( elements, function( elem ) {\n\t\t\treturn ( indexOf.call( qualifier, elem ) > -1 ) !== not;\n\t\t} );\n\t}\n\n\t// Filtered directly for both simple and complex selectors\n\treturn jQuery.filter( qualifier, elements, not );\n}\n\njQuery.filter = function( expr, elems, not ) {\n\tvar elem = elems[ 0 ];\n\n\tif ( not ) {\n\t\texpr = \":not(\" + expr + \")\";\n\t}\n\n\tif ( elems.length === 1 && elem.nodeType === 1 ) {\n\t\treturn jQuery.find.matchesSelector( elem, expr ) ? [ elem ] : [];\n\t}\n\n\treturn jQuery.find.matches( expr, jQuery.grep( elems, function( elem ) {\n\t\treturn elem.nodeType === 1;\n\t} ) );\n};\n\njQuery.fn.extend( {\n\tfind: function( selector ) {\n\t\tvar i, ret,\n\t\t\tlen = this.length,\n\t\t\tself = this;\n\n\t\tif ( typeof selector !== \"string\" ) {\n\t\t\treturn this.pushStack( jQuery( selector ).filter( function() {\n\t\t\t\tfor ( i = 0; i < len; i++ ) {\n\t\t\t\t\tif ( jQuery.contains( self[ i ], this ) ) {\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} ) );\n\t\t}\n\n\t\tret = this.pushStack( [] );\n\n\t\tfor ( i = 0; i < len; i++ ) {\n\t\t\tjQuery.find( selector, self[ i ], ret );\n\t\t}\n\n\t\treturn len > 1 ? jQuery.uniqueSort( ret ) : ret;\n\t},\n\tfilter: function( selector ) {\n\t\treturn this.pushStack( winnow( this, selector || [], false ) );\n\t},\n\tnot: function( selector ) {\n\t\treturn this.pushStack( winnow( this, selector || [], true ) );\n\t},\n\tis: function( selector ) {\n\t\treturn !!winnow(\n\t\t\tthis,\n\n\t\t\t// If this is a positional/relative selector, check membership in the returned set\n\t\t\t// so $(\"p:first\").is(\"p:last\") won't return true for a doc with two \"p\".\n\t\t\ttypeof selector === \"string\" && rneedsContext.test( selector ) ?\n\t\t\t\tjQuery( selector ) :\n\t\t\t\tselector || [],\n\t\t\tfalse\n\t\t).length;\n\t}\n} );\n\n\n// Initialize a jQuery object\n\n\n// A central reference to the root jQuery(document)\nvar rootjQuery,\n\n\t// A simple way to check for HTML strings\n\t// Prioritize #id over <tag> to avoid XSS via location.hash (#9521)\n\t// Strict HTML recognition (#11290: must start with <)\n\t// Shortcut simple #id case for speed\n\trquickExpr = /^(?:\\s*(<[\\w\\W]+>)[^>]*|#([\\w-]+))$/,\n\n\tinit = jQuery.fn.init = function( selector, context, root ) {\n\t\tvar match, elem;\n\n\t\t// HANDLE: $(\"\"), $(null), $(undefined), $(false)\n\t\tif ( !selector ) {\n\t\t\treturn this;\n\t\t}\n\n\t\t// Method init() accepts an alternate rootjQuery\n\t\t// so migrate can support jQuery.sub (gh-2101)\n\t\troot = root || rootjQuery;\n\n\t\t// Handle HTML strings\n\t\tif ( typeof selector === \"string\" ) {\n\t\t\tif ( selector[ 0 ] === \"<\" &&\n\t\t\t\tselector[ selector.length - 1 ] === \">\" &&\n\t\t\t\tselector.length >= 3 ) {\n\n\t\t\t\t// Assume that strings that start and end with <> are HTML and skip the regex check\n\t\t\t\tmatch = [ null, selector, null ];\n\n\t\t\t} else {\n\t\t\t\tmatch = rquickExpr.exec( selector );\n\t\t\t}\n\n\t\t\t// Match html or make sure no context is specified for #id\n\t\t\tif ( match && ( match[ 1 ] || !context ) ) {\n\n\t\t\t\t// HANDLE: $(html) -> $(array)\n\t\t\t\tif ( match[ 1 ] ) {\n\t\t\t\t\tcontext = context instanceof jQuery ? context[ 0 ] : context;\n\n\t\t\t\t\t// Option to run scripts is true for back-compat\n\t\t\t\t\t// Intentionally let the error be thrown if parseHTML is not present\n\t\t\t\t\tjQuery.merge( this, jQuery.parseHTML(\n\t\t\t\t\t\tmatch[ 1 ],\n\t\t\t\t\t\tcontext && context.nodeType ? context.ownerDocument || context : document,\n\t\t\t\t\t\ttrue\n\t\t\t\t\t) );\n\n\t\t\t\t\t// HANDLE: $(html, props)\n\t\t\t\t\tif ( rsingleTag.test( match[ 1 ] ) && jQuery.isPlainObject( context ) ) {\n\t\t\t\t\t\tfor ( match in context ) {\n\n\t\t\t\t\t\t\t// Properties of context are called as methods if possible\n\t\t\t\t\t\t\tif ( isFunction( this[ match ] ) ) {\n\t\t\t\t\t\t\t\tthis[ match ]( context[ match ] );\n\n\t\t\t\t\t\t\t// ...and otherwise set as attributes\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tthis.attr( match, context[ match ] );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\treturn this;\n\n\t\t\t\t// HANDLE: $(#id)\n\t\t\t\t} else {\n\t\t\t\t\telem = document.getElementById( match[ 2 ] );\n\n\t\t\t\t\tif ( elem ) {\n\n\t\t\t\t\t\t// Inject the element directly into the jQuery object\n\t\t\t\t\t\tthis[ 0 ] = elem;\n\t\t\t\t\t\tthis.length = 1;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\n\t\t\t// HANDLE: $(expr, $(...))\n\t\t\t} else if ( !context || context.jquery ) {\n\t\t\t\treturn ( context || root ).find( selector );\n\n\t\t\t// HANDLE: $(expr, context)\n\t\t\t// (which is just equivalent to: $(context).find(expr)\n\t\t\t} else {\n\t\t\t\treturn this.constructor( context ).find( selector );\n\t\t\t}\n\n\t\t// HANDLE: $(DOMElement)\n\t\t} else if ( selector.nodeType ) {\n\t\t\tthis[ 0 ] = selector;\n\t\t\tthis.length = 1;\n\t\t\treturn this;\n\n\t\t// HANDLE: $(function)\n\t\t// Shortcut for document ready\n\t\t} else if ( isFunction( selector ) ) {\n\t\t\treturn root.ready !== undefined ?\n\t\t\t\troot.ready( selector ) :\n\n\t\t\t\t// Execute immediately if ready is not present\n\t\t\t\tselector( jQuery );\n\t\t}\n\n\t\treturn jQuery.makeArray( selector, this );\n\t};\n\n// Give the init function the jQuery prototype for later instantiation\ninit.prototype = jQuery.fn;\n\n// Initialize central reference\nrootjQuery = jQuery( document );\n\n\nvar rparentsprev = /^(?:parents|prev(?:Until|All))/,\n\n\t// Methods guaranteed to produce a unique set when starting from a unique set\n\tguaranteedUnique = {\n\t\tchildren: true,\n\t\tcontents: true,\n\t\tnext: true,\n\t\tprev: true\n\t};\n\njQuery.fn.extend( {\n\thas: function( target ) {\n\t\tvar targets = jQuery( target, this ),\n\t\t\tl = targets.length;\n\n\t\treturn this.filter( function() {\n\t\t\tvar i = 0;\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tif ( jQuery.contains( this, targets[ i ] ) ) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t} );\n\t},\n\n\tclosest: function( selectors, context ) {\n\t\tvar cur,\n\t\t\ti = 0,\n\t\t\tl = this.length,\n\t\t\tmatched = [],\n\t\t\ttargets = typeof selectors !== \"string\" && jQuery( selectors );\n\n\t\t// Positional selectors never match, since there's no _selection_ context\n\t\tif ( !rneedsContext.test( selectors ) ) {\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tfor ( cur = this[ i ]; cur && cur !== context; cur = cur.parentNode ) {\n\n\t\t\t\t\t// Always skip document fragments\n\t\t\t\t\tif ( cur.nodeType < 11 && ( targets ?\n\t\t\t\t\t\ttargets.index( cur ) > -1 :\n\n\t\t\t\t\t\t// Don't pass non-elements to Sizzle\n\t\t\t\t\t\tcur.nodeType === 1 &&\n\t\t\t\t\t\t\tjQuery.find.matchesSelector( cur, selectors ) ) ) {\n\n\t\t\t\t\t\tmatched.push( cur );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn this.pushStack( matched.length > 1 ? jQuery.uniqueSort( matched ) : matched );\n\t},\n\n\t// Determine the position of an element within the set\n\tindex: function( elem ) {\n\n\t\t// No argument, return index in parent\n\t\tif ( !elem ) {\n\t\t\treturn ( this[ 0 ] && this[ 0 ].parentNode ) ? this.first().prevAll().length : -1;\n\t\t}\n\n\t\t// Index in selector\n\t\tif ( typeof elem === \"string\" ) {\n\t\t\treturn indexOf.call( jQuery( elem ), this[ 0 ] );\n\t\t}\n\n\t\t// Locate the position of the desired element\n\t\treturn indexOf.call( this,\n\n\t\t\t// If it receives a jQuery object, the first element is used\n\t\t\telem.jquery ? elem[ 0 ] : elem\n\t\t);\n\t},\n\n\tadd: function( selector, context ) {\n\t\treturn this.pushStack(\n\t\t\tjQuery.uniqueSort(\n\t\t\t\tjQuery.merge( this.get(), jQuery( selector, context ) )\n\t\t\t)\n\t\t);\n\t},\n\n\taddBack: function( selector ) {\n\t\treturn this.add( selector == null ?\n\t\t\tthis.prevObject : this.prevObject.filter( selector )\n\t\t);\n\t}\n} );\n\nfunction sibling( cur, dir ) {\n\twhile ( ( cur = cur[ dir ] ) && cur.nodeType !== 1 ) {}\n\treturn cur;\n}\n\njQuery.each( {\n\tparent: function( elem ) {\n\t\tvar parent = elem.parentNode;\n\t\treturn parent && parent.nodeType !== 11 ? parent : null;\n\t},\n\tparents: function( elem ) {\n\t\treturn dir( elem, \"parentNode\" );\n\t},\n\tparentsUntil: function( elem, _i, until ) {\n\t\treturn dir( elem, \"parentNode\", until );\n\t},\n\tnext: function( elem ) {\n\t\treturn sibling( elem, \"nextSibling\" );\n\t},\n\tprev: function( elem ) {\n\t\treturn sibling( elem, \"previousSibling\" );\n\t},\n\tnextAll: function( elem ) {\n\t\treturn dir( elem, \"nextSibling\" );\n\t},\n\tprevAll: function( elem ) {\n\t\treturn dir( elem, \"previousSibling\" );\n\t},\n\tnextUntil: function( elem, _i, until ) {\n\t\treturn dir( elem, \"nextSibling\", until );\n\t},\n\tprevUntil: function( elem, _i, until ) {\n\t\treturn dir( elem, \"previousSibling\", until );\n\t},\n\tsiblings: function( elem ) {\n\t\treturn siblings( ( elem.parentNode || {} ).firstChild, elem );\n\t},\n\tchildren: function( elem ) {\n\t\treturn siblings( elem.firstChild );\n\t},\n\tcontents: function( elem ) {\n\t\tif ( elem.contentDocument != null &&\n\n\t\t\t// Support: IE 11+\n\t\t\t// <object> elements with no `data` attribute has an object\n\t\t\t// `contentDocument` with a `null` prototype.\n\t\t\tgetProto( elem.contentDocument ) ) {\n\n\t\t\treturn elem.contentDocument;\n\t\t}\n\n\t\t// Support: IE 9 - 11 only, iOS 7 only, Android Browser <=4.3 only\n\t\t// Treat the template element as a regular one in browsers that\n\t\t// don't support it.\n\t\tif ( nodeName( elem, \"template\" ) ) {\n\t\t\telem = elem.content || elem;\n\t\t}\n\n\t\treturn jQuery.merge( [], elem.childNodes );\n\t}\n}, function( name, fn ) {\n\tjQuery.fn[ name ] = function( until, selector ) {\n\t\tvar matched = jQuery.map( this, fn, until );\n\n\t\tif ( name.slice( -5 ) !== \"Until\" ) {\n\t\t\tselector = until;\n\t\t}\n\n\t\tif ( selector && typeof selector === \"string\" ) {\n\t\t\tmatched = jQuery.filter( selector, matched );\n\t\t}\n\n\t\tif ( this.length > 1 ) {\n\n\t\t\t// Remove duplicates\n\t\t\tif ( !guaranteedUnique[ name ] ) {\n\t\t\t\tjQuery.uniqueSort( matched );\n\t\t\t}\n\n\t\t\t// Reverse order for parents* and prev-derivatives\n\t\t\tif ( rparentsprev.test( name ) ) {\n\t\t\t\tmatched.reverse();\n\t\t\t}\n\t\t}\n\n\t\treturn this.pushStack( matched );\n\t};\n} );\nvar rnothtmlwhite = ( /[^\\x20\\t\\r\\n\\f]+/g );\n\n\n\n// Convert String-formatted options into Object-formatted ones\nfunction createOptions( options ) {\n\tvar object = {};\n\tjQuery.each( options.match( rnothtmlwhite ) || [], function( _, flag ) {\n\t\tobject[ flag ] = true;\n\t} );\n\treturn object;\n}\n\n/*\n * Create a callback list using the following parameters:\n *\n *\toptions: an optional list of space-separated options that will change how\n *\t\t\tthe callback list behaves or a more traditional option object\n *\n * By default a callback list will act like an event callback list and can be\n * \"fired\" multiple times.\n *\n * Possible options:\n *\n *\tonce:\t\t\twill ensure the callback list can only be fired once (like a Deferred)\n *\n *\tmemory:\t\t\twill keep track of previous values and will call any callback added\n *\t\t\t\t\tafter the list has been fired right away with the latest \"memorized\"\n *\t\t\t\t\tvalues (like a Deferred)\n *\n *\tunique:\t\t\twill ensure a callback can only be added once (no duplicate in the list)\n *\n *\tstopOnFalse:\tinterrupt callings when a callback returns false\n *\n */\njQuery.Callbacks = function( options ) {\n\n\t// Convert options from String-formatted to Object-formatted if needed\n\t// (we check in cache first)\n\toptions = typeof options === \"string\" ?\n\t\tcreateOptions( options ) :\n\t\tjQuery.extend( {}, options );\n\n\tvar // Flag to know if list is currently firing\n\t\tfiring,\n\n\t\t// Last fire value for non-forgettable lists\n\t\tmemory,\n\n\t\t// Flag to know if list was already fired\n\t\tfired,\n\n\t\t// Flag to prevent firing\n\t\tlocked,\n\n\t\t// Actual callback list\n\t\tlist = [],\n\n\t\t// Queue of execution data for repeatable lists\n\t\tqueue = [],\n\n\t\t// Index of currently firing callback (modified by add/remove as needed)\n\t\tfiringIndex = -1,\n\n\t\t// Fire callbacks\n\t\tfire = function() {\n\n\t\t\t// Enforce single-firing\n\t\t\tlocked = locked || options.once;\n\n\t\t\t// Execute callbacks for all pending executions,\n\t\t\t// respecting firingIndex overrides and runtime changes\n\t\t\tfired = firing = true;\n\t\t\tfor ( ; queue.length; firingIndex = -1 ) {\n\t\t\t\tmemory = queue.shift();\n\t\t\t\twhile ( ++firingIndex < list.length ) {\n\n\t\t\t\t\t// Run callback and check for early termination\n\t\t\t\t\tif ( list[ firingIndex ].apply( memory[ 0 ], memory[ 1 ] ) === false &&\n\t\t\t\t\t\toptions.stopOnFalse ) {\n\n\t\t\t\t\t\t// Jump to end and forget the data so .add doesn't re-fire\n\t\t\t\t\t\tfiringIndex = list.length;\n\t\t\t\t\t\tmemory = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Forget the data if we're done with it\n\t\t\tif ( !options.memory ) {\n\t\t\t\tmemory = false;\n\t\t\t}\n\n\t\t\tfiring = false;\n\n\t\t\t// Clean up if we're done firing for good\n\t\t\tif ( locked ) {\n\n\t\t\t\t// Keep an empty list if we have data for future add calls\n\t\t\t\tif ( memory ) {\n\t\t\t\t\tlist = [];\n\n\t\t\t\t// Otherwise, this object is spent\n\t\t\t\t} else {\n\t\t\t\t\tlist = \"\";\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\t// Actual Callbacks object\n\t\tself = {\n\n\t\t\t// Add a callback or a collection of callbacks to the list\n\t\t\tadd: function() {\n\t\t\t\tif ( list ) {\n\n\t\t\t\t\t// If we have memory from a past run, we should fire after adding\n\t\t\t\t\tif ( memory && !firing ) {\n\t\t\t\t\t\tfiringIndex = list.length - 1;\n\t\t\t\t\t\tqueue.push( memory );\n\t\t\t\t\t}\n\n\t\t\t\t\t( function add( args ) {\n\t\t\t\t\t\tjQuery.each( args, function( _, arg ) {\n\t\t\t\t\t\t\tif ( isFunction( arg ) ) {\n\t\t\t\t\t\t\t\tif ( !options.unique || !self.has( arg ) ) {\n\t\t\t\t\t\t\t\t\tlist.push( arg );\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else if ( arg && arg.length && toType( arg ) !== \"string\" ) {\n\n\t\t\t\t\t\t\t\t// Inspect recursively\n\t\t\t\t\t\t\t\tadd( arg );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} );\n\t\t\t\t\t} )( arguments );\n\n\t\t\t\t\tif ( memory && !firing ) {\n\t\t\t\t\t\tfire();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Remove a callback from the list\n\t\t\tremove: function() {\n\t\t\t\tjQuery.each( arguments, function( _, arg ) {\n\t\t\t\t\tvar index;\n\t\t\t\t\twhile ( ( index = jQuery.inArray( arg, list, index ) ) > -1 ) {\n\t\t\t\t\t\tlist.splice( index, 1 );\n\n\t\t\t\t\t\t// Handle firing indexes\n\t\t\t\t\t\tif ( index <= firingIndex ) {\n\t\t\t\t\t\t\tfiringIndex--;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} );\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Check if a given callback is in the list.\n\t\t\t// If no argument is given, return whether or not list has callbacks attached.\n\t\t\thas: function( fn ) {\n\t\t\t\treturn fn ?\n\t\t\t\t\tjQuery.inArray( fn, list ) > -1 :\n\t\t\t\t\tlist.length > 0;\n\t\t\t},\n\n\t\t\t// Remove all callbacks from the list\n\t\t\tempty: function() {\n\t\t\t\tif ( list ) {\n\t\t\t\t\tlist = [];\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Disable .fire and .add\n\t\t\t// Abort any current/pending executions\n\t\t\t// Clear all callbacks and values\n\t\t\tdisable: function() {\n\t\t\t\tlocked = queue = [];\n\t\t\t\tlist = memory = \"\";\n\t\t\t\treturn this;\n\t\t\t},\n\t\t\tdisabled: function() {\n\t\t\t\treturn !list;\n\t\t\t},\n\n\t\t\t// Disable .fire\n\t\t\t// Also disable .add unless we have memory (since it would have no effect)\n\t\t\t// Abort any pending executions\n\t\t\tlock: function() {\n\t\t\t\tlocked = queue = [];\n\t\t\t\tif ( !memory && !firing ) {\n\t\t\t\t\tlist = memory = \"\";\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\t\t\tlocked: function() {\n\t\t\t\treturn !!locked;\n\t\t\t},\n\n\t\t\t// Call all callbacks with the given context and arguments\n\t\t\tfireWith: function( context, args ) {\n\t\t\t\tif ( !locked ) {\n\t\t\t\t\targs = args || [];\n\t\t\t\t\targs = [ context, args.slice ? args.slice() : args ];\n\t\t\t\t\tqueue.push( args );\n\t\t\t\t\tif ( !firing ) {\n\t\t\t\t\t\tfire();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// Call all the callbacks with the given arguments\n\t\t\tfire: function() {\n\t\t\t\tself.fireWith( this, arguments );\n\t\t\t\treturn this;\n\t\t\t},\n\n\t\t\t// To know if the callbacks have already been called at least once\n\t\t\tfired: function() {\n\t\t\t\treturn !!fired;\n\t\t\t}\n\t\t};\n\n\treturn self;\n};\n\n\nfunction Identity( v ) {\n\treturn v;\n}\nfunction Thrower( ex ) {\n\tthrow ex;\n}\n\nfunction adoptValue( value, resolve, reject, noValue ) {\n\tvar method;\n\n\ttry {\n\n\t\t// Check for promise aspect first to privilege synchronous behavior\n\t\tif ( value && isFunction( ( method = value.promise ) ) ) {\n\t\t\tmethod.call( value ).done( resolve ).fail( reject );\n\n\t\t// Other thenables\n\t\t} else if ( value && isFunction( ( method = value.then ) ) ) {\n\t\t\tmethod.call( value, resolve, reject );\n\n\t\t// Other non-thenables\n\t\t} else {\n\n\t\t\t// Control `resolve` arguments by letting Array#slice cast boolean `noValue` to integer:\n\t\t\t// * false: [ value ].slice( 0 ) => resolve( value )\n\t\t\t// * true: [ value ].slice( 1 ) => resolve()\n\t\t\tresolve.apply( undefined, [ value ].slice( noValue ) );\n\t\t}\n\n\t// For Promises/A+, convert exceptions into rejections\n\t// Since jQuery.when doesn't unwrap thenables, we can skip the extra checks appearing in\n\t// Deferred#then to conditionally suppress rejection.\n\t} catch ( value ) {\n\n\t\t// Support: Android 4.0 only\n\t\t// Strict mode functions invoked without .call/.apply get global-object context\n\t\treject.apply( undefined, [ value ] );\n\t}\n}\n\njQuery.extend( {\n\n\tDeferred: function( func ) {\n\t\tvar tuples = [\n\n\t\t\t\t// action, add listener, callbacks,\n\t\t\t\t// ... .then handlers, argument index, [final state]\n\t\t\t\t[ \"notify\", \"progress\", jQuery.Callbacks( \"memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"memory\" ), 2 ],\n\t\t\t\t[ \"resolve\", \"done\", jQuery.Callbacks( \"once memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"once memory\" ), 0, \"resolved\" ],\n\t\t\t\t[ \"reject\", \"fail\", jQuery.Callbacks( \"once memory\" ),\n\t\t\t\t\tjQuery.Callbacks( \"once memory\" ), 1, \"rejected\" ]\n\t\t\t],\n\t\t\tstate = \"pending\",\n\t\t\tpromise = {\n\t\t\t\tstate: function() {\n\t\t\t\t\treturn state;\n\t\t\t\t},\n\t\t\t\talways: function() {\n\t\t\t\t\tdeferred.done( arguments ).fail( arguments );\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\t\t\t\t\"catch\": function( fn ) {\n\t\t\t\t\treturn promise.then( null, fn );\n\t\t\t\t},\n\n\t\t\t\t// Keep pipe for back-compat\n\t\t\t\tpipe: function( /* fnDone, fnFail, fnProgress */ ) {\n\t\t\t\t\tvar fns = arguments;\n\n\t\t\t\t\treturn jQuery.Deferred( function( newDefer ) {\n\t\t\t\t\t\tjQuery.each( tuples, function( _i, tuple ) {\n\n\t\t\t\t\t\t\t// Map tuples (progress, done, fail) to arguments (done, fail, progress)\n\t\t\t\t\t\t\tvar fn = isFunction( fns[ tuple[ 4 ] ] ) && fns[ tuple[ 4 ] ];\n\n\t\t\t\t\t\t\t// deferred.progress(function() { bind to newDefer or newDefer.notify })\n\t\t\t\t\t\t\t// deferred.done(function() { bind to newDefer or newDefer.resolve })\n\t\t\t\t\t\t\t// deferred.fail(function() { bind to newDefer or newDefer.reject })\n\t\t\t\t\t\t\tdeferred[ tuple[ 1 ] ]( function() {\n\t\t\t\t\t\t\t\tvar returned = fn && fn.apply( this, arguments );\n\t\t\t\t\t\t\t\tif ( returned && isFunction( returned.promise ) ) {\n\t\t\t\t\t\t\t\t\treturned.promise()\n\t\t\t\t\t\t\t\t\t\t.progress( newDefer.notify )\n\t\t\t\t\t\t\t\t\t\t.done( newDefer.resolve )\n\t\t\t\t\t\t\t\t\t\t.fail( newDefer.reject );\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tnewDefer[ tuple[ 0 ] + \"With\" ](\n\t\t\t\t\t\t\t\t\t\tthis,\n\t\t\t\t\t\t\t\t\t\tfn ? [ returned ] : arguments\n\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} );\n\t\t\t\t\t\t} );\n\t\t\t\t\t\tfns = null;\n\t\t\t\t\t} ).promise();\n\t\t\t\t},\n\t\t\t\tthen: function( onFulfilled, onRejected, onProgress ) {\n\t\t\t\t\tvar maxDepth = 0;\n\t\t\t\t\tfunction resolve( depth, deferred, handler, special ) {\n\t\t\t\t\t\treturn function() {\n\t\t\t\t\t\t\tvar that = this,\n\t\t\t\t\t\t\t\targs = arguments,\n\t\t\t\t\t\t\t\tmightThrow = function() {\n\t\t\t\t\t\t\t\t\tvar returned, then;\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.3\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-59\n\t\t\t\t\t\t\t\t\t// Ignore double-resolution attempts\n\t\t\t\t\t\t\t\t\tif ( depth < maxDepth ) {\n\t\t\t\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\treturned = handler.apply( that, args );\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.1\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-48\n\t\t\t\t\t\t\t\t\tif ( returned === deferred.promise() ) {\n\t\t\t\t\t\t\t\t\t\tthrow new TypeError( \"Thenable self-resolution\" );\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t// Support: Promises/A+ sections 2.3.3.1, 3.5\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-54\n\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-75\n\t\t\t\t\t\t\t\t\t// Retrieve `then` only once\n\t\t\t\t\t\t\t\t\tthen = returned &&\n\n\t\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.4\n\t\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-64\n\t\t\t\t\t\t\t\t\t\t// Only check objects and functions for thenability\n\t\t\t\t\t\t\t\t\t\t( typeof returned === \"object\" ||\n\t\t\t\t\t\t\t\t\t\t\ttypeof returned === \"function\" ) &&\n\t\t\t\t\t\t\t\t\t\treturned.then;\n\n\t\t\t\t\t\t\t\t\t// Handle a returned thenable\n\t\t\t\t\t\t\t\t\tif ( isFunction( then ) ) {\n\n\t\t\t\t\t\t\t\t\t\t// Special processors (notify) just wait for resolution\n\t\t\t\t\t\t\t\t\t\tif ( special ) {\n\t\t\t\t\t\t\t\t\t\t\tthen.call(\n\t\t\t\t\t\t\t\t\t\t\t\treturned,\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Thrower, special )\n\t\t\t\t\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t\t\t\t\t// Normal processors (resolve) also hook into progress\n\t\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\t\t// ...and disregard older resolution values\n\t\t\t\t\t\t\t\t\t\t\tmaxDepth++;\n\n\t\t\t\t\t\t\t\t\t\t\tthen.call(\n\t\t\t\t\t\t\t\t\t\t\t\treturned,\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Thrower, special ),\n\t\t\t\t\t\t\t\t\t\t\t\tresolve( maxDepth, deferred, Identity,\n\t\t\t\t\t\t\t\t\t\t\t\t\tdeferred.notifyWith )\n\t\t\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t// Handle all other returned values\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\t// Only substitute handlers pass on context\n\t\t\t\t\t\t\t\t\t\t// and multiple values (non-spec behavior)\n\t\t\t\t\t\t\t\t\t\tif ( handler !== Identity ) {\n\t\t\t\t\t\t\t\t\t\t\tthat = undefined;\n\t\t\t\t\t\t\t\t\t\t\targs = [ returned ];\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t// Process the value(s)\n\t\t\t\t\t\t\t\t\t\t// Default process is resolve\n\t\t\t\t\t\t\t\t\t\t( special || deferred.resolveWith )( that, args );\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t},\n\n\t\t\t\t\t\t\t\t// Only normal processors (resolve) catch and reject exceptions\n\t\t\t\t\t\t\t\tprocess = special ?\n\t\t\t\t\t\t\t\t\tmightThrow :\n\t\t\t\t\t\t\t\t\tfunction() {\n\t\t\t\t\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\t\t\t\t\tmightThrow();\n\t\t\t\t\t\t\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t\t\t\t\t\t\tif ( jQuery.Deferred.exceptionHook ) {\n\t\t\t\t\t\t\t\t\t\t\t\tjQuery.Deferred.exceptionHook( e,\n\t\t\t\t\t\t\t\t\t\t\t\t\tprocess.stackTrace );\n\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.4.1\n\t\t\t\t\t\t\t\t\t\t\t// https://promisesaplus.com/#point-61\n\t\t\t\t\t\t\t\t\t\t\t// Ignore post-resolution exceptions\n\t\t\t\t\t\t\t\t\t\t\tif ( depth + 1 >= maxDepth ) {\n\n\t\t\t\t\t\t\t\t\t\t\t\t// Only substitute handlers pass on context\n\t\t\t\t\t\t\t\t\t\t\t\t// and multiple values (non-spec behavior)\n\t\t\t\t\t\t\t\t\t\t\t\tif ( handler !== Thrower ) {\n\t\t\t\t\t\t\t\t\t\t\t\t\tthat = undefined;\n\t\t\t\t\t\t\t\t\t\t\t\t\targs = [ e ];\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t\t\tdeferred.rejectWith( that, args );\n\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t};\n\n\t\t\t\t\t\t\t// Support: Promises/A+ section 2.3.3.3.1\n\t\t\t\t\t\t\t// https://promisesaplus.com/#point-57\n\t\t\t\t\t\t\t// Re-resolve promises immediately to dodge false rejection from\n\t\t\t\t\t\t\t// subsequent errors\n\t\t\t\t\t\t\tif ( depth ) {\n\t\t\t\t\t\t\t\tprocess();\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// Call an optional hook to record the stack, in case of exception\n\t\t\t\t\t\t\t\t// since it's otherwise lost when execution goes async\n\t\t\t\t\t\t\t\tif ( jQuery.Deferred.getStackHook ) {\n\t\t\t\t\t\t\t\t\tprocess.stackTrace = jQuery.Deferred.getStackHook();\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\twindow.setTimeout( process );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\n\t\t\t\t\treturn jQuery.Deferred( function( newDefer ) {\n\n\t\t\t\t\t\t// progress_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 0 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onProgress ) ?\n\t\t\t\t\t\t\t\t\tonProgress :\n\t\t\t\t\t\t\t\t\tIdentity,\n\t\t\t\t\t\t\t\tnewDefer.notifyWith\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\t// fulfilled_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 1 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onFulfilled ) ?\n\t\t\t\t\t\t\t\t\tonFulfilled :\n\t\t\t\t\t\t\t\t\tIdentity\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\t// rejected_handlers.add( ... )\n\t\t\t\t\t\ttuples[ 2 ][ 3 ].add(\n\t\t\t\t\t\t\tresolve(\n\t\t\t\t\t\t\t\t0,\n\t\t\t\t\t\t\t\tnewDefer,\n\t\t\t\t\t\t\t\tisFunction( onRejected ) ?\n\t\t\t\t\t\t\t\t\tonRejected :\n\t\t\t\t\t\t\t\t\tThrower\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\t);\n\t\t\t\t\t} ).promise();\n\t\t\t\t},\n\n\t\t\t\t// Get a promise for this deferred\n\t\t\t\t// If obj is provided, the promise aspect is added to the object\n\t\t\t\tpromise: function( obj ) {\n\t\t\t\t\treturn obj != null ? jQuery.extend( obj, promise ) : promise;\n\t\t\t\t}\n\t\t\t},\n\t\t\tdeferred = {};\n\n\t\t// Add list-specific methods\n\t\tjQuery.each( tuples, function( i, tuple ) {\n\t\t\tvar list = tuple[ 2 ],\n\t\t\t\tstateString = tuple[ 5 ];\n\n\t\t\t// promise.progress = list.add\n\t\t\t// promise.done = list.add\n\t\t\t// promise.fail = list.add\n\t\t\tpromise[ tuple[ 1 ] ] = list.add;\n\n\t\t\t// Handle state\n\t\t\tif ( stateString ) {\n\t\t\t\tlist.add(\n\t\t\t\t\tfunction() {\n\n\t\t\t\t\t\t// state = \"resolved\" (i.e., fulfilled)\n\t\t\t\t\t\t// state = \"rejected\"\n\t\t\t\t\t\tstate = stateString;\n\t\t\t\t\t},\n\n\t\t\t\t\t// rejected_callbacks.disable\n\t\t\t\t\t// fulfilled_callbacks.disable\n\t\t\t\t\ttuples[ 3 - i ][ 2 ].disable,\n\n\t\t\t\t\t// rejected_handlers.disable\n\t\t\t\t\t// fulfilled_handlers.disable\n\t\t\t\t\ttuples[ 3 - i ][ 3 ].disable,\n\n\t\t\t\t\t// progress_callbacks.lock\n\t\t\t\t\ttuples[ 0 ][ 2 ].lock,\n\n\t\t\t\t\t// progress_handlers.lock\n\t\t\t\t\ttuples[ 0 ][ 3 ].lock\n\t\t\t\t);\n\t\t\t}\n\n\t\t\t// progress_handlers.fire\n\t\t\t// fulfilled_handlers.fire\n\t\t\t// rejected_handlers.fire\n\t\t\tlist.add( tuple[ 3 ].fire );\n\n\t\t\t// deferred.notify = function() { deferred.notifyWith(...) }\n\t\t\t// deferred.resolve = function() { deferred.resolveWith(...) }\n\t\t\t// deferred.reject = function() { deferred.rejectWith(...) }\n\t\t\tdeferred[ tuple[ 0 ] ] = function() {\n\t\t\t\tdeferred[ tuple[ 0 ] + \"With\" ]( this === deferred ? undefined : this, arguments );\n\t\t\t\treturn this;\n\t\t\t};\n\n\t\t\t// deferred.notifyWith = list.fireWith\n\t\t\t// deferred.resolveWith = list.fireWith\n\t\t\t// deferred.rejectWith = list.fireWith\n\t\t\tdeferred[ tuple[ 0 ] + \"With\" ] = list.fireWith;\n\t\t} );\n\n\t\t// Make the deferred a promise\n\t\tpromise.promise( deferred );\n\n\t\t// Call given func if any\n\t\tif ( func ) {\n\t\t\tfunc.call( deferred, deferred );\n\t\t}\n\n\t\t// All done!\n\t\treturn deferred;\n\t},\n\n\t// Deferred helper\n\twhen: function( singleValue ) {\n\t\tvar\n\n\t\t\t// count of uncompleted subordinates\n\t\t\tremaining = arguments.length,\n\n\t\t\t// count of unprocessed arguments\n\t\t\ti = remaining,\n\n\t\t\t// subordinate fulfillment data\n\t\t\tresolveContexts = Array( i ),\n\t\t\tresolveValues = slice.call( arguments ),\n\n\t\t\t// the master Deferred\n\t\t\tmaster = jQuery.Deferred(),\n\n\t\t\t// subordinate callback factory\n\t\t\tupdateFunc = function( i ) {\n\t\t\t\treturn function( value ) {\n\t\t\t\t\tresolveContexts[ i ] = this;\n\t\t\t\t\tresolveValues[ i ] = arguments.length > 1 ? slice.call( arguments ) : value;\n\t\t\t\t\tif ( !( --remaining ) ) {\n\t\t\t\t\t\tmaster.resolveWith( resolveContexts, resolveValues );\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t};\n\n\t\t// Single- and empty arguments are adopted like Promise.resolve\n\t\tif ( remaining <= 1 ) {\n\t\t\tadoptValue( singleValue, master.done( updateFunc( i ) ).resolve, master.reject,\n\t\t\t\t!remaining );\n\n\t\t\t// Use .then() to unwrap secondary thenables (cf. gh-3000)\n\t\t\tif ( master.state() === \"pending\" ||\n\t\t\t\tisFunction( resolveValues[ i ] && resolveValues[ i ].then ) ) {\n\n\t\t\t\treturn master.then();\n\t\t\t}\n\t\t}\n\n\t\t// Multiple arguments are aggregated like Promise.all array elements\n\t\twhile ( i-- ) {\n\t\t\tadoptValue( resolveValues[ i ], updateFunc( i ), master.reject );\n\t\t}\n\n\t\treturn master.promise();\n\t}\n} );\n\n\n// These usually indicate a programmer mistake during development,\n// warn about them ASAP rather than swallowing them by default.\nvar rerrorNames = /^(Eval|Internal|Range|Reference|Syntax|Type|URI)Error$/;\n\njQuery.Deferred.exceptionHook = function( error, stack ) {\n\n\t// Support: IE 8 - 9 only\n\t// Console exists when dev tools are open, which can happen at any time\n\tif ( window.console && window.console.warn && error && rerrorNames.test( error.name ) ) {\n\t\twindow.console.warn( \"jQuery.Deferred exception: \" + error.message, error.stack, stack );\n\t}\n};\n\n\n\n\njQuery.readyException = function( error ) {\n\twindow.setTimeout( function() {\n\t\tthrow error;\n\t} );\n};\n\n\n\n\n// The deferred used on DOM ready\nvar readyList = jQuery.Deferred();\n\njQuery.fn.ready = function( fn ) {\n\n\treadyList\n\t\t.then( fn )\n\n\t\t// Wrap jQuery.readyException in a function so that the lookup\n\t\t// happens at the time of error handling instead of callback\n\t\t// registration.\n\t\t.catch( function( error ) {\n\t\t\tjQuery.readyException( error );\n\t\t} );\n\n\treturn this;\n};\n\njQuery.extend( {\n\n\t// Is the DOM ready to be used? Set to true once it occurs.\n\tisReady: false,\n\n\t// A counter to track how many items to wait for before\n\t// the ready event fires. See #6781\n\treadyWait: 1,\n\n\t// Handle when the DOM is ready\n\tready: function( wait ) {\n\n\t\t// Abort if there are pending holds or we're already ready\n\t\tif ( wait === true ? --jQuery.readyWait : jQuery.isReady ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Remember that the DOM is ready\n\t\tjQuery.isReady = true;\n\n\t\t// If a normal DOM Ready event fired, decrement, and wait if need be\n\t\tif ( wait !== true && --jQuery.readyWait > 0 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// If there are functions bound, to execute\n\t\treadyList.resolveWith( document, [ jQuery ] );\n\t}\n} );\n\njQuery.ready.then = readyList.then;\n\n// The ready event handler and self cleanup method\nfunction completed() {\n\tdocument.removeEventListener( \"DOMContentLoaded\", completed );\n\twindow.removeEventListener( \"load\", completed );\n\tjQuery.ready();\n}\n\n// Catch cases where $(document).ready() is called\n// after the browser event has already occurred.\n// Support: IE <=9 - 10 only\n// Older IE sometimes signals \"interactive\" too soon\nif ( document.readyState === \"complete\" ||\n\t( document.readyState !== \"loading\" && !document.documentElement.doScroll ) ) {\n\n\t// Handle it asynchronously to allow scripts the opportunity to delay ready\n\twindow.setTimeout( jQuery.ready );\n\n} else {\n\n\t// Use the handy event callback\n\tdocument.addEventListener( \"DOMContentLoaded\", completed );\n\n\t// A fallback to window.onload, that will always work\n\twindow.addEventListener( \"load\", completed );\n}\n\n\n\n\n// Multifunctional method to get and set values of a collection\n// The value/s can optionally be executed if it's a function\nvar access = function( elems, fn, key, value, chainable, emptyGet, raw ) {\n\tvar i = 0,\n\t\tlen = elems.length,\n\t\tbulk = key == null;\n\n\t// Sets many values\n\tif ( toType( key ) === \"object\" ) {\n\t\tchainable = true;\n\t\tfor ( i in key ) {\n\t\t\taccess( elems, fn, i, key[ i ], true, emptyGet, raw );\n\t\t}\n\n\t// Sets one value\n\t} else if ( value !== undefined ) {\n\t\tchainable = true;\n\n\t\tif ( !isFunction( value ) ) {\n\t\t\traw = true;\n\t\t}\n\n\t\tif ( bulk ) {\n\n\t\t\t// Bulk operations run against the entire set\n\t\t\tif ( raw ) {\n\t\t\t\tfn.call( elems, value );\n\t\t\t\tfn = null;\n\n\t\t\t// ...except when executing function values\n\t\t\t} else {\n\t\t\t\tbulk = fn;\n\t\t\t\tfn = function( elem, _key, value ) {\n\t\t\t\t\treturn bulk.call( jQuery( elem ), value );\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\n\t\tif ( fn ) {\n\t\t\tfor ( ; i < len; i++ ) {\n\t\t\t\tfn(\n\t\t\t\t\telems[ i ], key, raw ?\n\t\t\t\t\tvalue :\n\t\t\t\t\tvalue.call( elems[ i ], i, fn( elems[ i ], key ) )\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tif ( chainable ) {\n\t\treturn elems;\n\t}\n\n\t// Gets\n\tif ( bulk ) {\n\t\treturn fn.call( elems );\n\t}\n\n\treturn len ? fn( elems[ 0 ], key ) : emptyGet;\n};\n\n\n// Matches dashed string for camelizing\nvar rmsPrefix = /^-ms-/,\n\trdashAlpha = /-([a-z])/g;\n\n// Used by camelCase as callback to replace()\nfunction fcamelCase( _all, letter ) {\n\treturn letter.toUpperCase();\n}\n\n// Convert dashed to camelCase; used by the css and data modules\n// Support: IE <=9 - 11, Edge 12 - 15\n// Microsoft forgot to hump their vendor prefix (#9572)\nfunction camelCase( string ) {\n\treturn string.replace( rmsPrefix, \"ms-\" ).replace( rdashAlpha, fcamelCase );\n}\nvar acceptData = function( owner ) {\n\n\t// Accepts only:\n\t//  - Node\n\t//    - Node.ELEMENT_NODE\n\t//    - Node.DOCUMENT_NODE\n\t//  - Object\n\t//    - Any\n\treturn owner.nodeType === 1 || owner.nodeType === 9 || !( +owner.nodeType );\n};\n\n\n\n\nfunction Data() {\n\tthis.expando = jQuery.expando + Data.uid++;\n}\n\nData.uid = 1;\n\nData.prototype = {\n\n\tcache: function( owner ) {\n\n\t\t// Check if the owner object already has a cache\n\t\tvar value = owner[ this.expando ];\n\n\t\t// If not, create one\n\t\tif ( !value ) {\n\t\t\tvalue = {};\n\n\t\t\t// We can accept data for non-element nodes in modern browsers,\n\t\t\t// but we should not, see #8335.\n\t\t\t// Always return an empty object.\n\t\t\tif ( acceptData( owner ) ) {\n\n\t\t\t\t// If it is a node unlikely to be stringify-ed or looped over\n\t\t\t\t// use plain assignment\n\t\t\t\tif ( owner.nodeType ) {\n\t\t\t\t\towner[ this.expando ] = value;\n\n\t\t\t\t// Otherwise secure it in a non-enumerable property\n\t\t\t\t// configurable must be true to allow the property to be\n\t\t\t\t// deleted when data is removed\n\t\t\t\t} else {\n\t\t\t\t\tObject.defineProperty( owner, this.expando, {\n\t\t\t\t\t\tvalue: value,\n\t\t\t\t\t\tconfigurable: true\n\t\t\t\t\t} );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn value;\n\t},\n\tset: function( owner, data, value ) {\n\t\tvar prop,\n\t\t\tcache = this.cache( owner );\n\n\t\t// Handle: [ owner, key, value ] args\n\t\t// Always use camelCase key (gh-2257)\n\t\tif ( typeof data === \"string\" ) {\n\t\t\tcache[ camelCase( data ) ] = value;\n\n\t\t// Handle: [ owner, { properties } ] args\n\t\t} else {\n\n\t\t\t// Copy the properties one-by-one to the cache object\n\t\t\tfor ( prop in data ) {\n\t\t\t\tcache[ camelCase( prop ) ] = data[ prop ];\n\t\t\t}\n\t\t}\n\t\treturn cache;\n\t},\n\tget: function( owner, key ) {\n\t\treturn key === undefined ?\n\t\t\tthis.cache( owner ) :\n\n\t\t\t// Always use camelCase key (gh-2257)\n\t\t\towner[ this.expando ] && owner[ this.expando ][ camelCase( key ) ];\n\t},\n\taccess: function( owner, key, value ) {\n\n\t\t// In cases where either:\n\t\t//\n\t\t//   1. No key was specified\n\t\t//   2. A string key was specified, but no value provided\n\t\t//\n\t\t// Take the \"read\" path and allow the get method to determine\n\t\t// which value to return, respectively either:\n\t\t//\n\t\t//   1. The entire cache object\n\t\t//   2. The data stored at the key\n\t\t//\n\t\tif ( key === undefined ||\n\t\t\t\t( ( key && typeof key === \"string\" ) && value === undefined ) ) {\n\n\t\t\treturn this.get( owner, key );\n\t\t}\n\n\t\t// When the key is not a string, or both a key and value\n\t\t// are specified, set or extend (existing objects) with either:\n\t\t//\n\t\t//   1. An object of properties\n\t\t//   2. A key and value\n\t\t//\n\t\tthis.set( owner, key, value );\n\n\t\t// Since the \"set\" path can have two possible entry points\n\t\t// return the expected data based on which path was taken[*]\n\t\treturn value !== undefined ? value : key;\n\t},\n\tremove: function( owner, key ) {\n\t\tvar i,\n\t\t\tcache = owner[ this.expando ];\n\n\t\tif ( cache === undefined ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( key !== undefined ) {\n\n\t\t\t// Support array or space separated string of keys\n\t\t\tif ( Array.isArray( key ) ) {\n\n\t\t\t\t// If key is an array of keys...\n\t\t\t\t// We always set camelCase keys, so remove that.\n\t\t\t\tkey = key.map( camelCase );\n\t\t\t} else {\n\t\t\t\tkey = camelCase( key );\n\n\t\t\t\t// If a key with the spaces exists, use it.\n\t\t\t\t// Otherwise, create an array by matching non-whitespace\n\t\t\t\tkey = key in cache ?\n\t\t\t\t\t[ key ] :\n\t\t\t\t\t( key.match( rnothtmlwhite ) || [] );\n\t\t\t}\n\n\t\t\ti = key.length;\n\n\t\t\twhile ( i-- ) {\n\t\t\t\tdelete cache[ key[ i ] ];\n\t\t\t}\n\t\t}\n\n\t\t// Remove the expando if there's no more data\n\t\tif ( key === undefined || jQuery.isEmptyObject( cache ) ) {\n\n\t\t\t// Support: Chrome <=35 - 45\n\t\t\t// Webkit & Blink performance suffers when deleting properties\n\t\t\t// from DOM nodes, so set to undefined instead\n\t\t\t// https://bugs.chromium.org/p/chromium/issues/detail?id=378607 (bug restricted)\n\t\t\tif ( owner.nodeType ) {\n\t\t\t\towner[ this.expando ] = undefined;\n\t\t\t} else {\n\t\t\t\tdelete owner[ this.expando ];\n\t\t\t}\n\t\t}\n\t},\n\thasData: function( owner ) {\n\t\tvar cache = owner[ this.expando ];\n\t\treturn cache !== undefined && !jQuery.isEmptyObject( cache );\n\t}\n};\nvar dataPriv = new Data();\n\nvar dataUser = new Data();\n\n\n\n//\tImplementation Summary\n//\n//\t1. Enforce API surface and semantic compatibility with 1.9.x branch\n//\t2. Improve the module's maintainability by reducing the storage\n//\t\tpaths to a single mechanism.\n//\t3. Use the same single mechanism to support \"private\" and \"user\" data.\n//\t4. _Never_ expose \"private\" data to user code (TODO: Drop _data, _removeData)\n//\t5. Avoid exposing implementation details on user objects (eg. expando properties)\n//\t6. Provide a clear path for implementation upgrade to WeakMap in 2014\n\nvar rbrace = /^(?:\\{[\\w\\W]*\\}|\\[[\\w\\W]*\\])$/,\n\trmultiDash = /[A-Z]/g;\n\nfunction getData( data ) {\n\tif ( data === \"true\" ) {\n\t\treturn true;\n\t}\n\n\tif ( data === \"false\" ) {\n\t\treturn false;\n\t}\n\n\tif ( data === \"null\" ) {\n\t\treturn null;\n\t}\n\n\t// Only convert to a number if it doesn't change the string\n\tif ( data === +data + \"\" ) {\n\t\treturn +data;\n\t}\n\n\tif ( rbrace.test( data ) ) {\n\t\treturn JSON.parse( data );\n\t}\n\n\treturn data;\n}\n\nfunction dataAttr( elem, key, data ) {\n\tvar name;\n\n\t// If nothing was found internally, try to fetch any\n\t// data from the HTML5 data-* attribute\n\tif ( data === undefined && elem.nodeType === 1 ) {\n\t\tname = \"data-\" + key.replace( rmultiDash, \"-$&\" ).toLowerCase();\n\t\tdata = elem.getAttribute( name );\n\n\t\tif ( typeof data === \"string\" ) {\n\t\t\ttry {\n\t\t\t\tdata = getData( data );\n\t\t\t} catch ( e ) {}\n\n\t\t\t// Make sure we set the data so it isn't changed later\n\t\t\tdataUser.set( elem, key, data );\n\t\t} else {\n\t\t\tdata = undefined;\n\t\t}\n\t}\n\treturn data;\n}\n\njQuery.extend( {\n\thasData: function( elem ) {\n\t\treturn dataUser.hasData( elem ) || dataPriv.hasData( elem );\n\t},\n\n\tdata: function( elem, name, data ) {\n\t\treturn dataUser.access( elem, name, data );\n\t},\n\n\tremoveData: function( elem, name ) {\n\t\tdataUser.remove( elem, name );\n\t},\n\n\t// TODO: Now that all calls to _data and _removeData have been replaced\n\t// with direct calls to dataPriv methods, these can be deprecated.\n\t_data: function( elem, name, data ) {\n\t\treturn dataPriv.access( elem, name, data );\n\t},\n\n\t_removeData: function( elem, name ) {\n\t\tdataPriv.remove( elem, name );\n\t}\n} );\n\njQuery.fn.extend( {\n\tdata: function( key, value ) {\n\t\tvar i, name, data,\n\t\t\telem = this[ 0 ],\n\t\t\tattrs = elem && elem.attributes;\n\n\t\t// Gets all values\n\t\tif ( key === undefined ) {\n\t\t\tif ( this.length ) {\n\t\t\t\tdata = dataUser.get( elem );\n\n\t\t\t\tif ( elem.nodeType === 1 && !dataPriv.get( elem, \"hasDataAttrs\" ) ) {\n\t\t\t\t\ti = attrs.length;\n\t\t\t\t\twhile ( i-- ) {\n\n\t\t\t\t\t\t// Support: IE 11 only\n\t\t\t\t\t\t// The attrs elements can be null (#14894)\n\t\t\t\t\t\tif ( attrs[ i ] ) {\n\t\t\t\t\t\t\tname = attrs[ i ].name;\n\t\t\t\t\t\t\tif ( name.indexOf( \"data-\" ) === 0 ) {\n\t\t\t\t\t\t\t\tname = camelCase( name.slice( 5 ) );\n\t\t\t\t\t\t\t\tdataAttr( elem, name, data[ name ] );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tdataPriv.set( elem, \"hasDataAttrs\", true );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn data;\n\t\t}\n\n\t\t// Sets multiple values\n\t\tif ( typeof key === \"object\" ) {\n\t\t\treturn this.each( function() {\n\t\t\t\tdataUser.set( this, key );\n\t\t\t} );\n\t\t}\n\n\t\treturn access( this, function( value ) {\n\t\t\tvar data;\n\n\t\t\t// The calling jQuery object (element matches) is not empty\n\t\t\t// (and therefore has an element appears at this[ 0 ]) and the\n\t\t\t// `value` parameter was not undefined. An empty jQuery object\n\t\t\t// will result in `undefined` for elem = this[ 0 ] which will\n\t\t\t// throw an exception if an attempt to read a data cache is made.\n\t\t\tif ( elem && value === undefined ) {\n\n\t\t\t\t// Attempt to get data from the cache\n\t\t\t\t// The key will always be camelCased in Data\n\t\t\t\tdata = dataUser.get( elem, key );\n\t\t\t\tif ( data !== undefined ) {\n\t\t\t\t\treturn data;\n\t\t\t\t}\n\n\t\t\t\t// Attempt to \"discover\" the data in\n\t\t\t\t// HTML5 custom data-* attrs\n\t\t\t\tdata = dataAttr( elem, key );\n\t\t\t\tif ( data !== undefined ) {\n\t\t\t\t\treturn data;\n\t\t\t\t}\n\n\t\t\t\t// We tried really hard, but the data doesn't exist.\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Set the data...\n\t\t\tthis.each( function() {\n\n\t\t\t\t// We always store the camelCased key\n\t\t\t\tdataUser.set( this, key, value );\n\t\t\t} );\n\t\t}, null, value, arguments.length > 1, null, true );\n\t},\n\n\tremoveData: function( key ) {\n\t\treturn this.each( function() {\n\t\t\tdataUser.remove( this, key );\n\t\t} );\n\t}\n} );\n\n\njQuery.extend( {\n\tqueue: function( elem, type, data ) {\n\t\tvar queue;\n\n\t\tif ( elem ) {\n\t\t\ttype = ( type || \"fx\" ) + \"queue\";\n\t\t\tqueue = dataPriv.get( elem, type );\n\n\t\t\t// Speed up dequeue by getting out quickly if this is just a lookup\n\t\t\tif ( data ) {\n\t\t\t\tif ( !queue || Array.isArray( data ) ) {\n\t\t\t\t\tqueue = dataPriv.access( elem, type, jQuery.makeArray( data ) );\n\t\t\t\t} else {\n\t\t\t\t\tqueue.push( data );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn queue || [];\n\t\t}\n\t},\n\n\tdequeue: function( elem, type ) {\n\t\ttype = type || \"fx\";\n\n\t\tvar queue = jQuery.queue( elem, type ),\n\t\t\tstartLength = queue.length,\n\t\t\tfn = queue.shift(),\n\t\t\thooks = jQuery._queueHooks( elem, type ),\n\t\t\tnext = function() {\n\t\t\t\tjQuery.dequeue( elem, type );\n\t\t\t};\n\n\t\t// If the fx queue is dequeued, always remove the progress sentinel\n\t\tif ( fn === \"inprogress\" ) {\n\t\t\tfn = queue.shift();\n\t\t\tstartLength--;\n\t\t}\n\n\t\tif ( fn ) {\n\n\t\t\t// Add a progress sentinel to prevent the fx queue from being\n\t\t\t// automatically dequeued\n\t\t\tif ( type === \"fx\" ) {\n\t\t\t\tqueue.unshift( \"inprogress\" );\n\t\t\t}\n\n\t\t\t// Clear up the last queue stop function\n\t\t\tdelete hooks.stop;\n\t\t\tfn.call( elem, next, hooks );\n\t\t}\n\n\t\tif ( !startLength && hooks ) {\n\t\t\thooks.empty.fire();\n\t\t}\n\t},\n\n\t// Not public - generate a queueHooks object, or return the current one\n\t_queueHooks: function( elem, type ) {\n\t\tvar key = type + \"queueHooks\";\n\t\treturn dataPriv.get( elem, key ) || dataPriv.access( elem, key, {\n\t\t\tempty: jQuery.Callbacks( \"once memory\" ).add( function() {\n\t\t\t\tdataPriv.remove( elem, [ type + \"queue\", key ] );\n\t\t\t} )\n\t\t} );\n\t}\n} );\n\njQuery.fn.extend( {\n\tqueue: function( type, data ) {\n\t\tvar setter = 2;\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tdata = type;\n\t\t\ttype = \"fx\";\n\t\t\tsetter--;\n\t\t}\n\n\t\tif ( arguments.length < setter ) {\n\t\t\treturn jQuery.queue( this[ 0 ], type );\n\t\t}\n\n\t\treturn data === undefined ?\n\t\t\tthis :\n\t\t\tthis.each( function() {\n\t\t\t\tvar queue = jQuery.queue( this, type, data );\n\n\t\t\t\t// Ensure a hooks for this queue\n\t\t\t\tjQuery._queueHooks( this, type );\n\n\t\t\t\tif ( type === \"fx\" && queue[ 0 ] !== \"inprogress\" ) {\n\t\t\t\t\tjQuery.dequeue( this, type );\n\t\t\t\t}\n\t\t\t} );\n\t},\n\tdequeue: function( type ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.dequeue( this, type );\n\t\t} );\n\t},\n\tclearQueue: function( type ) {\n\t\treturn this.queue( type || \"fx\", [] );\n\t},\n\n\t// Get a promise resolved when queues of a certain type\n\t// are emptied (fx is the type by default)\n\tpromise: function( type, obj ) {\n\t\tvar tmp,\n\t\t\tcount = 1,\n\t\t\tdefer = jQuery.Deferred(),\n\t\t\telements = this,\n\t\t\ti = this.length,\n\t\t\tresolve = function() {\n\t\t\t\tif ( !( --count ) ) {\n\t\t\t\t\tdefer.resolveWith( elements, [ elements ] );\n\t\t\t\t}\n\t\t\t};\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tobj = type;\n\t\t\ttype = undefined;\n\t\t}\n\t\ttype = type || \"fx\";\n\n\t\twhile ( i-- ) {\n\t\t\ttmp = dataPriv.get( elements[ i ], type + \"queueHooks\" );\n\t\t\tif ( tmp && tmp.empty ) {\n\t\t\t\tcount++;\n\t\t\t\ttmp.empty.add( resolve );\n\t\t\t}\n\t\t}\n\t\tresolve();\n\t\treturn defer.promise( obj );\n\t}\n} );\nvar pnum = ( /[+-]?(?:\\d*\\.|)\\d+(?:[eE][+-]?\\d+|)/ ).source;\n\nvar rcssNum = new RegExp( \"^(?:([+-])=|)(\" + pnum + \")([a-z%]*)$\", \"i\" );\n\n\nvar cssExpand = [ \"Top\", \"Right\", \"Bottom\", \"Left\" ];\n\nvar documentElement = document.documentElement;\n\n\n\n\tvar isAttached = function( elem ) {\n\t\t\treturn jQuery.contains( elem.ownerDocument, elem );\n\t\t},\n\t\tcomposed = { composed: true };\n\n\t// Support: IE 9 - 11+, Edge 12 - 18+, iOS 10.0 - 10.2 only\n\t// Check attachment across shadow DOM boundaries when possible (gh-3504)\n\t// Support: iOS 10.0-10.2 only\n\t// Early iOS 10 versions support `attachShadow` but not `getRootNode`,\n\t// leading to errors. We need to check for `getRootNode`.\n\tif ( documentElement.getRootNode ) {\n\t\tisAttached = function( elem ) {\n\t\t\treturn jQuery.contains( elem.ownerDocument, elem ) ||\n\t\t\t\telem.getRootNode( composed ) === elem.ownerDocument;\n\t\t};\n\t}\nvar isHiddenWithinTree = function( elem, el ) {\n\n\t\t// isHiddenWithinTree might be called from jQuery#filter function;\n\t\t// in that case, element will be second argument\n\t\telem = el || elem;\n\n\t\t// Inline style trumps all\n\t\treturn elem.style.display === \"none\" ||\n\t\t\telem.style.display === \"\" &&\n\n\t\t\t// Otherwise, check computed style\n\t\t\t// Support: Firefox <=43 - 45\n\t\t\t// Disconnected elements can have computed display: none, so first confirm that elem is\n\t\t\t// in the document.\n\t\t\tisAttached( elem ) &&\n\n\t\t\tjQuery.css( elem, \"display\" ) === \"none\";\n\t};\n\n\n\nfunction adjustCSS( elem, prop, valueParts, tween ) {\n\tvar adjusted, scale,\n\t\tmaxIterations = 20,\n\t\tcurrentValue = tween ?\n\t\t\tfunction() {\n\t\t\t\treturn tween.cur();\n\t\t\t} :\n\t\t\tfunction() {\n\t\t\t\treturn jQuery.css( elem, prop, \"\" );\n\t\t\t},\n\t\tinitial = currentValue(),\n\t\tunit = valueParts && valueParts[ 3 ] || ( jQuery.cssNumber[ prop ] ? \"\" : \"px\" ),\n\n\t\t// Starting value computation is required for potential unit mismatches\n\t\tinitialInUnit = elem.nodeType &&\n\t\t\t( jQuery.cssNumber[ prop ] || unit !== \"px\" && +initial ) &&\n\t\t\trcssNum.exec( jQuery.css( elem, prop ) );\n\n\tif ( initialInUnit && initialInUnit[ 3 ] !== unit ) {\n\n\t\t// Support: Firefox <=54\n\t\t// Halve the iteration target value to prevent interference from CSS upper bounds (gh-2144)\n\t\tinitial = initial / 2;\n\n\t\t// Trust units reported by jQuery.css\n\t\tunit = unit || initialInUnit[ 3 ];\n\n\t\t// Iteratively approximate from a nonzero starting point\n\t\tinitialInUnit = +initial || 1;\n\n\t\twhile ( maxIterations-- ) {\n\n\t\t\t// Evaluate and update our best guess (doubling guesses that zero out).\n\t\t\t// Finish if the scale equals or crosses 1 (making the old*new product non-positive).\n\t\t\tjQuery.style( elem, prop, initialInUnit + unit );\n\t\t\tif ( ( 1 - scale ) * ( 1 - ( scale = currentValue() / initial || 0.5 ) ) <= 0 ) {\n\t\t\t\tmaxIterations = 0;\n\t\t\t}\n\t\t\tinitialInUnit = initialInUnit / scale;\n\n\t\t}\n\n\t\tinitialInUnit = initialInUnit * 2;\n\t\tjQuery.style( elem, prop, initialInUnit + unit );\n\n\t\t// Make sure we update the tween properties later on\n\t\tvalueParts = valueParts || [];\n\t}\n\n\tif ( valueParts ) {\n\t\tinitialInUnit = +initialInUnit || +initial || 0;\n\n\t\t// Apply relative offset (+=/-=) if specified\n\t\tadjusted = valueParts[ 1 ] ?\n\t\t\tinitialInUnit + ( valueParts[ 1 ] + 1 ) * valueParts[ 2 ] :\n\t\t\t+valueParts[ 2 ];\n\t\tif ( tween ) {\n\t\t\ttween.unit = unit;\n\t\t\ttween.start = initialInUnit;\n\t\t\ttween.end = adjusted;\n\t\t}\n\t}\n\treturn adjusted;\n}\n\n\nvar defaultDisplayMap = {};\n\nfunction getDefaultDisplay( elem ) {\n\tvar temp,\n\t\tdoc = elem.ownerDocument,\n\t\tnodeName = elem.nodeName,\n\t\tdisplay = defaultDisplayMap[ nodeName ];\n\n\tif ( display ) {\n\t\treturn display;\n\t}\n\n\ttemp = doc.body.appendChild( doc.createElement( nodeName ) );\n\tdisplay = jQuery.css( temp, \"display\" );\n\n\ttemp.parentNode.removeChild( temp );\n\n\tif ( display === \"none\" ) {\n\t\tdisplay = \"block\";\n\t}\n\tdefaultDisplayMap[ nodeName ] = display;\n\n\treturn display;\n}\n\nfunction showHide( elements, show ) {\n\tvar display, elem,\n\t\tvalues = [],\n\t\tindex = 0,\n\t\tlength = elements.length;\n\n\t// Determine new display value for elements that need to change\n\tfor ( ; index < length; index++ ) {\n\t\telem = elements[ index ];\n\t\tif ( !elem.style ) {\n\t\t\tcontinue;\n\t\t}\n\n\t\tdisplay = elem.style.display;\n\t\tif ( show ) {\n\n\t\t\t// Since we force visibility upon cascade-hidden elements, an immediate (and slow)\n\t\t\t// check is required in this first loop unless we have a nonempty display value (either\n\t\t\t// inline or about-to-be-restored)\n\t\t\tif ( display === \"none\" ) {\n\t\t\t\tvalues[ index ] = dataPriv.get( elem, \"display\" ) || null;\n\t\t\t\tif ( !values[ index ] ) {\n\t\t\t\t\telem.style.display = \"\";\n\t\t\t\t}\n\t\t\t}\n\t\t\tif ( elem.style.display === \"\" && isHiddenWithinTree( elem ) ) {\n\t\t\t\tvalues[ index ] = getDefaultDisplay( elem );\n\t\t\t}\n\t\t} else {\n\t\t\tif ( display !== \"none\" ) {\n\t\t\t\tvalues[ index ] = \"none\";\n\n\t\t\t\t// Remember what we're overwriting\n\t\t\t\tdataPriv.set( elem, \"display\", display );\n\t\t\t}\n\t\t}\n\t}\n\n\t// Set the display of the elements in a second loop to avoid constant reflow\n\tfor ( index = 0; index < length; index++ ) {\n\t\tif ( values[ index ] != null ) {\n\t\t\telements[ index ].style.display = values[ index ];\n\t\t}\n\t}\n\n\treturn elements;\n}\n\njQuery.fn.extend( {\n\tshow: function() {\n\t\treturn showHide( this, true );\n\t},\n\thide: function() {\n\t\treturn showHide( this );\n\t},\n\ttoggle: function( state ) {\n\t\tif ( typeof state === \"boolean\" ) {\n\t\t\treturn state ? this.show() : this.hide();\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tif ( isHiddenWithinTree( this ) ) {\n\t\t\t\tjQuery( this ).show();\n\t\t\t} else {\n\t\t\t\tjQuery( this ).hide();\n\t\t\t}\n\t\t} );\n\t}\n} );\nvar rcheckableType = ( /^(?:checkbox|radio)$/i );\n\nvar rtagName = ( /<([a-z][^\\/\\0>\\x20\\t\\r\\n\\f]*)/i );\n\nvar rscriptType = ( /^$|^module$|\\/(?:java|ecma)script/i );\n\n\n\n( function() {\n\tvar fragment = document.createDocumentFragment(),\n\t\tdiv = fragment.appendChild( document.createElement( \"div\" ) ),\n\t\tinput = document.createElement( \"input\" );\n\n\t// Support: Android 4.0 - 4.3 only\n\t// Check state lost if the name is set (#11217)\n\t// Support: Windows Web Apps (WWA)\n\t// `name` and `type` must use .setAttribute for WWA (#14901)\n\tinput.setAttribute( \"type\", \"radio\" );\n\tinput.setAttribute( \"checked\", \"checked\" );\n\tinput.setAttribute( \"name\", \"t\" );\n\n\tdiv.appendChild( input );\n\n\t// Support: Android <=4.1 only\n\t// Older WebKit doesn't clone checked state correctly in fragments\n\tsupport.checkClone = div.cloneNode( true ).cloneNode( true ).lastChild.checked;\n\n\t// Support: IE <=11 only\n\t// Make sure textarea (and checkbox) defaultValue is properly cloned\n\tdiv.innerHTML = \"<textarea>x</textarea>\";\n\tsupport.noCloneChecked = !!div.cloneNode( true ).lastChild.defaultValue;\n\n\t// Support: IE <=9 only\n\t// IE <=9 replaces <option> tags with their contents when inserted outside of\n\t// the select element.\n\tdiv.innerHTML = \"<option></option>\";\n\tsupport.option = !!div.lastChild;\n} )();\n\n\n// We have to close these tags to support XHTML (#13200)\nvar wrapMap = {\n\n\t// XHTML parsers do not magically insert elements in the\n\t// same way that tag soup parsers do. So we cannot shorten\n\t// this by omitting <tbody> or other required elements.\n\tthead: [ 1, \"<table>\", \"</table>\" ],\n\tcol: [ 2, \"<table><colgroup>\", \"</colgroup></table>\" ],\n\ttr: [ 2, \"<table><tbody>\", \"</tbody></table>\" ],\n\ttd: [ 3, \"<table><tbody><tr>\", \"</tr></tbody></table>\" ],\n\n\t_default: [ 0, \"\", \"\" ]\n};\n\nwrapMap.tbody = wrapMap.tfoot = wrapMap.colgroup = wrapMap.caption = wrapMap.thead;\nwrapMap.th = wrapMap.td;\n\n// Support: IE <=9 only\nif ( !support.option ) {\n\twrapMap.optgroup = wrapMap.option = [ 1, \"<select multiple='multiple'>\", \"</select>\" ];\n}\n\n\nfunction getAll( context, tag ) {\n\n\t// Support: IE <=9 - 11 only\n\t// Use typeof to avoid zero-argument method invocation on host objects (#15151)\n\tvar ret;\n\n\tif ( typeof context.getElementsByTagName !== \"undefined\" ) {\n\t\tret = context.getElementsByTagName( tag || \"*\" );\n\n\t} else if ( typeof context.querySelectorAll !== \"undefined\" ) {\n\t\tret = context.querySelectorAll( tag || \"*\" );\n\n\t} else {\n\t\tret = [];\n\t}\n\n\tif ( tag === undefined || tag && nodeName( context, tag ) ) {\n\t\treturn jQuery.merge( [ context ], ret );\n\t}\n\n\treturn ret;\n}\n\n\n// Mark scripts as having already been evaluated\nfunction setGlobalEval( elems, refElements ) {\n\tvar i = 0,\n\t\tl = elems.length;\n\n\tfor ( ; i < l; i++ ) {\n\t\tdataPriv.set(\n\t\t\telems[ i ],\n\t\t\t\"globalEval\",\n\t\t\t!refElements || dataPriv.get( refElements[ i ], \"globalEval\" )\n\t\t);\n\t}\n}\n\n\nvar rhtml = /<|&#?\\w+;/;\n\nfunction buildFragment( elems, context, scripts, selection, ignored ) {\n\tvar elem, tmp, tag, wrap, attached, j,\n\t\tfragment = context.createDocumentFragment(),\n\t\tnodes = [],\n\t\ti = 0,\n\t\tl = elems.length;\n\n\tfor ( ; i < l; i++ ) {\n\t\telem = elems[ i ];\n\n\t\tif ( elem || elem === 0 ) {\n\n\t\t\t// Add nodes directly\n\t\t\tif ( toType( elem ) === \"object\" ) {\n\n\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\tjQuery.merge( nodes, elem.nodeType ? [ elem ] : elem );\n\n\t\t\t// Convert non-html into a text node\n\t\t\t} else if ( !rhtml.test( elem ) ) {\n\t\t\t\tnodes.push( context.createTextNode( elem ) );\n\n\t\t\t// Convert html into DOM nodes\n\t\t\t} else {\n\t\t\t\ttmp = tmp || fragment.appendChild( context.createElement( \"div\" ) );\n\n\t\t\t\t// Deserialize a standard representation\n\t\t\t\ttag = ( rtagName.exec( elem ) || [ \"\", \"\" ] )[ 1 ].toLowerCase();\n\t\t\t\twrap = wrapMap[ tag ] || wrapMap._default;\n\t\t\t\ttmp.innerHTML = wrap[ 1 ] + jQuery.htmlPrefilter( elem ) + wrap[ 2 ];\n\n\t\t\t\t// Descend through wrappers to the right content\n\t\t\t\tj = wrap[ 0 ];\n\t\t\t\twhile ( j-- ) {\n\t\t\t\t\ttmp = tmp.lastChild;\n\t\t\t\t}\n\n\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\tjQuery.merge( nodes, tmp.childNodes );\n\n\t\t\t\t// Remember the top-level container\n\t\t\t\ttmp = fragment.firstChild;\n\n\t\t\t\t// Ensure the created nodes are orphaned (#12392)\n\t\t\t\ttmp.textContent = \"\";\n\t\t\t}\n\t\t}\n\t}\n\n\t// Remove wrapper from fragment\n\tfragment.textContent = \"\";\n\n\ti = 0;\n\twhile ( ( elem = nodes[ i++ ] ) ) {\n\n\t\t// Skip elements already in the context collection (trac-4087)\n\t\tif ( selection && jQuery.inArray( elem, selection ) > -1 ) {\n\t\t\tif ( ignored ) {\n\t\t\t\tignored.push( elem );\n\t\t\t}\n\t\t\tcontinue;\n\t\t}\n\n\t\tattached = isAttached( elem );\n\n\t\t// Append to fragment\n\t\ttmp = getAll( fragment.appendChild( elem ), \"script\" );\n\n\t\t// Preserve script evaluation history\n\t\tif ( attached ) {\n\t\t\tsetGlobalEval( tmp );\n\t\t}\n\n\t\t// Capture executables\n\t\tif ( scripts ) {\n\t\t\tj = 0;\n\t\t\twhile ( ( elem = tmp[ j++ ] ) ) {\n\t\t\t\tif ( rscriptType.test( elem.type || \"\" ) ) {\n\t\t\t\t\tscripts.push( elem );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn fragment;\n}\n\n\nvar\n\trkeyEvent = /^key/,\n\trmouseEvent = /^(?:mouse|pointer|contextmenu|drag|drop)|click/,\n\trtypenamespace = /^([^.]*)(?:\\.(.+)|)/;\n\nfunction returnTrue() {\n\treturn true;\n}\n\nfunction returnFalse() {\n\treturn false;\n}\n\n// Support: IE <=9 - 11+\n// focus() and blur() are asynchronous, except when they are no-op.\n// So expect focus to be synchronous when the element is already active,\n// and blur to be synchronous when the element is not already active.\n// (focus and blur are always synchronous in other supported browsers,\n// this just defines when we can count on it).\nfunction expectSync( elem, type ) {\n\treturn ( elem === safeActiveElement() ) === ( type === \"focus\" );\n}\n\n// Support: IE <=9 only\n// Accessing document.activeElement can throw unexpectedly\n// https://bugs.jquery.com/ticket/13393\nfunction safeActiveElement() {\n\ttry {\n\t\treturn document.activeElement;\n\t} catch ( err ) { }\n}\n\nfunction on( elem, types, selector, data, fn, one ) {\n\tvar origFn, type;\n\n\t// Types can be a map of types/handlers\n\tif ( typeof types === \"object\" ) {\n\n\t\t// ( types-Object, selector, data )\n\t\tif ( typeof selector !== \"string\" ) {\n\n\t\t\t// ( types-Object, data )\n\t\t\tdata = data || selector;\n\t\t\tselector = undefined;\n\t\t}\n\t\tfor ( type in types ) {\n\t\t\ton( elem, type, selector, data, types[ type ], one );\n\t\t}\n\t\treturn elem;\n\t}\n\n\tif ( data == null && fn == null ) {\n\n\t\t// ( types, fn )\n\t\tfn = selector;\n\t\tdata = selector = undefined;\n\t} else if ( fn == null ) {\n\t\tif ( typeof selector === \"string\" ) {\n\n\t\t\t// ( types, selector, fn )\n\t\t\tfn = data;\n\t\t\tdata = undefined;\n\t\t} else {\n\n\t\t\t// ( types, data, fn )\n\t\t\tfn = data;\n\t\t\tdata = selector;\n\t\t\tselector = undefined;\n\t\t}\n\t}\n\tif ( fn === false ) {\n\t\tfn = returnFalse;\n\t} else if ( !fn ) {\n\t\treturn elem;\n\t}\n\n\tif ( one === 1 ) {\n\t\torigFn = fn;\n\t\tfn = function( event ) {\n\n\t\t\t// Can use an empty set, since event contains the info\n\t\t\tjQuery().off( event );\n\t\t\treturn origFn.apply( this, arguments );\n\t\t};\n\n\t\t// Use same guid so caller can remove using origFn\n\t\tfn.guid = origFn.guid || ( origFn.guid = jQuery.guid++ );\n\t}\n\treturn elem.each( function() {\n\t\tjQuery.event.add( this, types, fn, data, selector );\n\t} );\n}\n\n/*\n * Helper functions for managing events -- not part of the public interface.\n * Props to Dean Edwards' addEvent library for many of the ideas.\n */\njQuery.event = {\n\n\tglobal: {},\n\n\tadd: function( elem, types, handler, data, selector ) {\n\n\t\tvar handleObjIn, eventHandle, tmp,\n\t\t\tevents, t, handleObj,\n\t\t\tspecial, handlers, type, namespaces, origType,\n\t\t\telemData = dataPriv.get( elem );\n\n\t\t// Only attach events to objects that accept data\n\t\tif ( !acceptData( elem ) ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Caller can pass in an object of custom data in lieu of the handler\n\t\tif ( handler.handler ) {\n\t\t\thandleObjIn = handler;\n\t\t\thandler = handleObjIn.handler;\n\t\t\tselector = handleObjIn.selector;\n\t\t}\n\n\t\t// Ensure that invalid selectors throw exceptions at attach time\n\t\t// Evaluate against documentElement in case elem is a non-element node (e.g., document)\n\t\tif ( selector ) {\n\t\t\tjQuery.find.matchesSelector( documentElement, selector );\n\t\t}\n\n\t\t// Make sure that the handler has a unique ID, used to find/remove it later\n\t\tif ( !handler.guid ) {\n\t\t\thandler.guid = jQuery.guid++;\n\t\t}\n\n\t\t// Init the element's event structure and main handler, if this is the first\n\t\tif ( !( events = elemData.events ) ) {\n\t\t\tevents = elemData.events = Object.create( null );\n\t\t}\n\t\tif ( !( eventHandle = elemData.handle ) ) {\n\t\t\teventHandle = elemData.handle = function( e ) {\n\n\t\t\t\t// Discard the second event of a jQuery.event.trigger() and\n\t\t\t\t// when an event is called after a page has unloaded\n\t\t\t\treturn typeof jQuery !== \"undefined\" && jQuery.event.triggered !== e.type ?\n\t\t\t\t\tjQuery.event.dispatch.apply( elem, arguments ) : undefined;\n\t\t\t};\n\t\t}\n\n\t\t// Handle multiple events separated by a space\n\t\ttypes = ( types || \"\" ).match( rnothtmlwhite ) || [ \"\" ];\n\t\tt = types.length;\n\t\twhile ( t-- ) {\n\t\t\ttmp = rtypenamespace.exec( types[ t ] ) || [];\n\t\t\ttype = origType = tmp[ 1 ];\n\t\t\tnamespaces = ( tmp[ 2 ] || \"\" ).split( \".\" ).sort();\n\n\t\t\t// There *must* be a type, no attaching namespace-only handlers\n\t\t\tif ( !type ) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// If event changes its type, use the special event handlers for the changed type\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\n\t\t\t// If selector defined, determine special event api type, otherwise given type\n\t\t\ttype = ( selector ? special.delegateType : special.bindType ) || type;\n\n\t\t\t// Update special based on newly reset type\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\n\t\t\t// handleObj is passed to all event handlers\n\t\t\thandleObj = jQuery.extend( {\n\t\t\t\ttype: type,\n\t\t\t\torigType: origType,\n\t\t\t\tdata: data,\n\t\t\t\thandler: handler,\n\t\t\t\tguid: handler.guid,\n\t\t\t\tselector: selector,\n\t\t\t\tneedsContext: selector && jQuery.expr.match.needsContext.test( selector ),\n\t\t\t\tnamespace: namespaces.join( \".\" )\n\t\t\t}, handleObjIn );\n\n\t\t\t// Init the event handler queue if we're the first\n\t\t\tif ( !( handlers = events[ type ] ) ) {\n\t\t\t\thandlers = events[ type ] = [];\n\t\t\t\thandlers.delegateCount = 0;\n\n\t\t\t\t// Only use addEventListener if the special events handler returns false\n\t\t\t\tif ( !special.setup ||\n\t\t\t\t\tspecial.setup.call( elem, data, namespaces, eventHandle ) === false ) {\n\n\t\t\t\t\tif ( elem.addEventListener ) {\n\t\t\t\t\t\telem.addEventListener( type, eventHandle );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif ( special.add ) {\n\t\t\t\tspecial.add.call( elem, handleObj );\n\n\t\t\t\tif ( !handleObj.handler.guid ) {\n\t\t\t\t\thandleObj.handler.guid = handler.guid;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Add to the element's handler list, delegates in front\n\t\t\tif ( selector ) {\n\t\t\t\thandlers.splice( handlers.delegateCount++, 0, handleObj );\n\t\t\t} else {\n\t\t\t\thandlers.push( handleObj );\n\t\t\t}\n\n\t\t\t// Keep track of which events have ever been used, for event optimization\n\t\t\tjQuery.event.global[ type ] = true;\n\t\t}\n\n\t},\n\n\t// Detach an event or set of events from an element\n\tremove: function( elem, types, handler, selector, mappedTypes ) {\n\n\t\tvar j, origCount, tmp,\n\t\t\tevents, t, handleObj,\n\t\t\tspecial, handlers, type, namespaces, origType,\n\t\t\telemData = dataPriv.hasData( elem ) && dataPriv.get( elem );\n\n\t\tif ( !elemData || !( events = elemData.events ) ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Once for each type.namespace in types; type may be omitted\n\t\ttypes = ( types || \"\" ).match( rnothtmlwhite ) || [ \"\" ];\n\t\tt = types.length;\n\t\twhile ( t-- ) {\n\t\t\ttmp = rtypenamespace.exec( types[ t ] ) || [];\n\t\t\ttype = origType = tmp[ 1 ];\n\t\t\tnamespaces = ( tmp[ 2 ] || \"\" ).split( \".\" ).sort();\n\n\t\t\t// Unbind all events (on this namespace, if provided) for the element\n\t\t\tif ( !type ) {\n\t\t\t\tfor ( type in events ) {\n\t\t\t\t\tjQuery.event.remove( elem, type + types[ t ], handler, selector, true );\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tspecial = jQuery.event.special[ type ] || {};\n\t\t\ttype = ( selector ? special.delegateType : special.bindType ) || type;\n\t\t\thandlers = events[ type ] || [];\n\t\t\ttmp = tmp[ 2 ] &&\n\t\t\t\tnew RegExp( \"(^|\\\\.)\" + namespaces.join( \"\\\\.(?:.*\\\\.|)\" ) + \"(\\\\.|$)\" );\n\n\t\t\t// Remove matching events\n\t\t\torigCount = j = handlers.length;\n\t\t\twhile ( j-- ) {\n\t\t\t\thandleObj = handlers[ j ];\n\n\t\t\t\tif ( ( mappedTypes || origType === handleObj.origType ) &&\n\t\t\t\t\t( !handler || handler.guid === handleObj.guid ) &&\n\t\t\t\t\t( !tmp || tmp.test( handleObj.namespace ) ) &&\n\t\t\t\t\t( !selector || selector === handleObj.selector ||\n\t\t\t\t\t\tselector === \"**\" && handleObj.selector ) ) {\n\t\t\t\t\thandlers.splice( j, 1 );\n\n\t\t\t\t\tif ( handleObj.selector ) {\n\t\t\t\t\t\thandlers.delegateCount--;\n\t\t\t\t\t}\n\t\t\t\t\tif ( special.remove ) {\n\t\t\t\t\t\tspecial.remove.call( elem, handleObj );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Remove generic event handler if we removed something and no more handlers exist\n\t\t\t// (avoids potential for endless recursion during removal of special event handlers)\n\t\t\tif ( origCount && !handlers.length ) {\n\t\t\t\tif ( !special.teardown ||\n\t\t\t\t\tspecial.teardown.call( elem, namespaces, elemData.handle ) === false ) {\n\n\t\t\t\t\tjQuery.removeEvent( elem, type, elemData.handle );\n\t\t\t\t}\n\n\t\t\t\tdelete events[ type ];\n\t\t\t}\n\t\t}\n\n\t\t// Remove data and the expando if it's no longer used\n\t\tif ( jQuery.isEmptyObject( events ) ) {\n\t\t\tdataPriv.remove( elem, \"handle events\" );\n\t\t}\n\t},\n\n\tdispatch: function( nativeEvent ) {\n\n\t\tvar i, j, ret, matched, handleObj, handlerQueue,\n\t\t\targs = new Array( arguments.length ),\n\n\t\t\t// Make a writable jQuery.Event from the native event object\n\t\t\tevent = jQuery.event.fix( nativeEvent ),\n\n\t\t\thandlers = (\n\t\t\t\t\tdataPriv.get( this, \"events\" ) || Object.create( null )\n\t\t\t\t)[ event.type ] || [],\n\t\t\tspecial = jQuery.event.special[ event.type ] || {};\n\n\t\t// Use the fix-ed jQuery.Event rather than the (read-only) native event\n\t\targs[ 0 ] = event;\n\n\t\tfor ( i = 1; i < arguments.length; i++ ) {\n\t\t\targs[ i ] = arguments[ i ];\n\t\t}\n\n\t\tevent.delegateTarget = this;\n\n\t\t// Call the preDispatch hook for the mapped type, and let it bail if desired\n\t\tif ( special.preDispatch && special.preDispatch.call( this, event ) === false ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Determine handlers\n\t\thandlerQueue = jQuery.event.handlers.call( this, event, handlers );\n\n\t\t// Run delegates first; they may want to stop propagation beneath us\n\t\ti = 0;\n\t\twhile ( ( matched = handlerQueue[ i++ ] ) && !event.isPropagationStopped() ) {\n\t\t\tevent.currentTarget = matched.elem;\n\n\t\t\tj = 0;\n\t\t\twhile ( ( handleObj = matched.handlers[ j++ ] ) &&\n\t\t\t\t!event.isImmediatePropagationStopped() ) {\n\n\t\t\t\t// If the event is namespaced, then each handler is only invoked if it is\n\t\t\t\t// specially universal or its namespaces are a superset of the event's.\n\t\t\t\tif ( !event.rnamespace || handleObj.namespace === false ||\n\t\t\t\t\tevent.rnamespace.test( handleObj.namespace ) ) {\n\n\t\t\t\t\tevent.handleObj = handleObj;\n\t\t\t\t\tevent.data = handleObj.data;\n\n\t\t\t\t\tret = ( ( jQuery.event.special[ handleObj.origType ] || {} ).handle ||\n\t\t\t\t\t\thandleObj.handler ).apply( matched.elem, args );\n\n\t\t\t\t\tif ( ret !== undefined ) {\n\t\t\t\t\t\tif ( ( event.result = ret ) === false ) {\n\t\t\t\t\t\t\tevent.preventDefault();\n\t\t\t\t\t\t\tevent.stopPropagation();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Call the postDispatch hook for the mapped type\n\t\tif ( special.postDispatch ) {\n\t\t\tspecial.postDispatch.call( this, event );\n\t\t}\n\n\t\treturn event.result;\n\t},\n\n\thandlers: function( event, handlers ) {\n\t\tvar i, handleObj, sel, matchedHandlers, matchedSelectors,\n\t\t\thandlerQueue = [],\n\t\t\tdelegateCount = handlers.delegateCount,\n\t\t\tcur = event.target;\n\n\t\t// Find delegate handlers\n\t\tif ( delegateCount &&\n\n\t\t\t// Support: IE <=9\n\t\t\t// Black-hole SVG <use> instance trees (trac-13180)\n\t\t\tcur.nodeType &&\n\n\t\t\t// Support: Firefox <=42\n\t\t\t// Suppress spec-violating clicks indicating a non-primary pointer button (trac-3861)\n\t\t\t// https://www.w3.org/TR/DOM-Level-3-Events/#event-type-click\n\t\t\t// Support: IE 11 only\n\t\t\t// ...but not arrow key \"clicks\" of radio inputs, which can have `button` -1 (gh-2343)\n\t\t\t!( event.type === \"click\" && event.button >= 1 ) ) {\n\n\t\t\tfor ( ; cur !== this; cur = cur.parentNode || this ) {\n\n\t\t\t\t// Don't check non-elements (#13208)\n\t\t\t\t// Don't process clicks on disabled elements (#6911, #8165, #11382, #11764)\n\t\t\t\tif ( cur.nodeType === 1 && !( event.type === \"click\" && cur.disabled === true ) ) {\n\t\t\t\t\tmatchedHandlers = [];\n\t\t\t\t\tmatchedSelectors = {};\n\t\t\t\t\tfor ( i = 0; i < delegateCount; i++ ) {\n\t\t\t\t\t\thandleObj = handlers[ i ];\n\n\t\t\t\t\t\t// Don't conflict with Object.prototype properties (#13203)\n\t\t\t\t\t\tsel = handleObj.selector + \" \";\n\n\t\t\t\t\t\tif ( matchedSelectors[ sel ] === undefined ) {\n\t\t\t\t\t\t\tmatchedSelectors[ sel ] = handleObj.needsContext ?\n\t\t\t\t\t\t\t\tjQuery( sel, this ).index( cur ) > -1 :\n\t\t\t\t\t\t\t\tjQuery.find( sel, this, null, [ cur ] ).length;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ( matchedSelectors[ sel ] ) {\n\t\t\t\t\t\t\tmatchedHandlers.push( handleObj );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif ( matchedHandlers.length ) {\n\t\t\t\t\t\thandlerQueue.push( { elem: cur, handlers: matchedHandlers } );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Add the remaining (directly-bound) handlers\n\t\tcur = this;\n\t\tif ( delegateCount < handlers.length ) {\n\t\t\thandlerQueue.push( { elem: cur, handlers: handlers.slice( delegateCount ) } );\n\t\t}\n\n\t\treturn handlerQueue;\n\t},\n\n\taddProp: function( name, hook ) {\n\t\tObject.defineProperty( jQuery.Event.prototype, name, {\n\t\t\tenumerable: true,\n\t\t\tconfigurable: true,\n\n\t\t\tget: isFunction( hook ) ?\n\t\t\t\tfunction() {\n\t\t\t\t\tif ( this.originalEvent ) {\n\t\t\t\t\t\t\treturn hook( this.originalEvent );\n\t\t\t\t\t}\n\t\t\t\t} :\n\t\t\t\tfunction() {\n\t\t\t\t\tif ( this.originalEvent ) {\n\t\t\t\t\t\t\treturn this.originalEvent[ name ];\n\t\t\t\t\t}\n\t\t\t\t},\n\n\t\t\tset: function( value ) {\n\t\t\t\tObject.defineProperty( this, name, {\n\t\t\t\t\tenumerable: true,\n\t\t\t\t\tconfigurable: true,\n\t\t\t\t\twritable: true,\n\t\t\t\t\tvalue: value\n\t\t\t\t} );\n\t\t\t}\n\t\t} );\n\t},\n\n\tfix: function( originalEvent ) {\n\t\treturn originalEvent[ jQuery.expando ] ?\n\t\t\toriginalEvent :\n\t\t\tnew jQuery.Event( originalEvent );\n\t},\n\n\tspecial: {\n\t\tload: {\n\n\t\t\t// Prevent triggered image.load events from bubbling to window.load\n\t\t\tnoBubble: true\n\t\t},\n\t\tclick: {\n\n\t\t\t// Utilize native event to ensure correct state for checkable inputs\n\t\t\tsetup: function( data ) {\n\n\t\t\t\t// For mutual compressibility with _default, replace `this` access with a local var.\n\t\t\t\t// `|| data` is dead code meant only to preserve the variable through minification.\n\t\t\t\tvar el = this || data;\n\n\t\t\t\t// Claim the first handler\n\t\t\t\tif ( rcheckableType.test( el.type ) &&\n\t\t\t\t\tel.click && nodeName( el, \"input\" ) ) {\n\n\t\t\t\t\t// dataPriv.set( el, \"click\", ... )\n\t\t\t\t\tleverageNative( el, \"click\", returnTrue );\n\t\t\t\t}\n\n\t\t\t\t// Return false to allow normal processing in the caller\n\t\t\t\treturn false;\n\t\t\t},\n\t\t\ttrigger: function( data ) {\n\n\t\t\t\t// For mutual compressibility with _default, replace `this` access with a local var.\n\t\t\t\t// `|| data` is dead code meant only to preserve the variable through minification.\n\t\t\t\tvar el = this || data;\n\n\t\t\t\t// Force setup before triggering a click\n\t\t\t\tif ( rcheckableType.test( el.type ) &&\n\t\t\t\t\tel.click && nodeName( el, \"input\" ) ) {\n\n\t\t\t\t\tleverageNative( el, \"click\" );\n\t\t\t\t}\n\n\t\t\t\t// Return non-false to allow normal event-path propagation\n\t\t\t\treturn true;\n\t\t\t},\n\n\t\t\t// For cross-browser consistency, suppress native .click() on links\n\t\t\t// Also prevent it if we're currently inside a leveraged native-event stack\n\t\t\t_default: function( event ) {\n\t\t\t\tvar target = event.target;\n\t\t\t\treturn rcheckableType.test( target.type ) &&\n\t\t\t\t\ttarget.click && nodeName( target, \"input\" ) &&\n\t\t\t\t\tdataPriv.get( target, \"click\" ) ||\n\t\t\t\t\tnodeName( target, \"a\" );\n\t\t\t}\n\t\t},\n\n\t\tbeforeunload: {\n\t\t\tpostDispatch: function( event ) {\n\n\t\t\t\t// Support: Firefox 20+\n\t\t\t\t// Firefox doesn't alert if the returnValue field is not set.\n\t\t\t\tif ( event.result !== undefined && event.originalEvent ) {\n\t\t\t\t\tevent.originalEvent.returnValue = event.result;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n};\n\n// Ensure the presence of an event listener that handles manually-triggered\n// synthetic events by interrupting progress until reinvoked in response to\n// *native* events that it fires directly, ensuring that state changes have\n// already occurred before other listeners are invoked.\nfunction leverageNative( el, type, expectSync ) {\n\n\t// Missing expectSync indicates a trigger call, which must force setup through jQuery.event.add\n\tif ( !expectSync ) {\n\t\tif ( dataPriv.get( el, type ) === undefined ) {\n\t\t\tjQuery.event.add( el, type, returnTrue );\n\t\t}\n\t\treturn;\n\t}\n\n\t// Register the controller as a special universal handler for all event namespaces\n\tdataPriv.set( el, type, false );\n\tjQuery.event.add( el, type, {\n\t\tnamespace: false,\n\t\thandler: function( event ) {\n\t\t\tvar notAsync, result,\n\t\t\t\tsaved = dataPriv.get( this, type );\n\n\t\t\tif ( ( event.isTrigger & 1 ) && this[ type ] ) {\n\n\t\t\t\t// Interrupt processing of the outer synthetic .trigger()ed event\n\t\t\t\t// Saved data should be false in such cases, but might be a leftover capture object\n\t\t\t\t// from an async native handler (gh-4350)\n\t\t\t\tif ( !saved.length ) {\n\n\t\t\t\t\t// Store arguments for use when handling the inner native event\n\t\t\t\t\t// There will always be at least one argument (an event object), so this array\n\t\t\t\t\t// will not be confused with a leftover capture object.\n\t\t\t\t\tsaved = slice.call( arguments );\n\t\t\t\t\tdataPriv.set( this, type, saved );\n\n\t\t\t\t\t// Trigger the native event and capture its result\n\t\t\t\t\t// Support: IE <=9 - 11+\n\t\t\t\t\t// focus() and blur() are asynchronous\n\t\t\t\t\tnotAsync = expectSync( this, type );\n\t\t\t\t\tthis[ type ]();\n\t\t\t\t\tresult = dataPriv.get( this, type );\n\t\t\t\t\tif ( saved !== result || notAsync ) {\n\t\t\t\t\t\tdataPriv.set( this, type, false );\n\t\t\t\t\t} else {\n\t\t\t\t\t\tresult = {};\n\t\t\t\t\t}\n\t\t\t\t\tif ( saved !== result ) {\n\n\t\t\t\t\t\t// Cancel the outer synthetic event\n\t\t\t\t\t\tevent.stopImmediatePropagation();\n\t\t\t\t\t\tevent.preventDefault();\n\t\t\t\t\t\treturn result.value;\n\t\t\t\t\t}\n\n\t\t\t\t// If this is an inner synthetic event for an event with a bubbling surrogate\n\t\t\t\t// (focus or blur), assume that the surrogate already propagated from triggering the\n\t\t\t\t// native event and prevent that from happening again here.\n\t\t\t\t// This technically gets the ordering wrong w.r.t. to `.trigger()` (in which the\n\t\t\t\t// bubbling surrogate propagates *after* the non-bubbling base), but that seems\n\t\t\t\t// less bad than duplication.\n\t\t\t\t} else if ( ( jQuery.event.special[ type ] || {} ).delegateType ) {\n\t\t\t\t\tevent.stopPropagation();\n\t\t\t\t}\n\n\t\t\t// If this is a native event triggered above, everything is now in order\n\t\t\t// Fire an inner synthetic event with the original arguments\n\t\t\t} else if ( saved.length ) {\n\n\t\t\t\t// ...and capture the result\n\t\t\t\tdataPriv.set( this, type, {\n\t\t\t\t\tvalue: jQuery.event.trigger(\n\n\t\t\t\t\t\t// Support: IE <=9 - 11+\n\t\t\t\t\t\t// Extend with the prototype to reset the above stopImmediatePropagation()\n\t\t\t\t\t\tjQuery.extend( saved[ 0 ], jQuery.Event.prototype ),\n\t\t\t\t\t\tsaved.slice( 1 ),\n\t\t\t\t\t\tthis\n\t\t\t\t\t)\n\t\t\t\t} );\n\n\t\t\t\t// Abort handling of the native event\n\t\t\t\tevent.stopImmediatePropagation();\n\t\t\t}\n\t\t}\n\t} );\n}\n\njQuery.removeEvent = function( elem, type, handle ) {\n\n\t// This \"if\" is needed for plain objects\n\tif ( elem.removeEventListener ) {\n\t\telem.removeEventListener( type, handle );\n\t}\n};\n\njQuery.Event = function( src, props ) {\n\n\t// Allow instantiation without the 'new' keyword\n\tif ( !( this instanceof jQuery.Event ) ) {\n\t\treturn new jQuery.Event( src, props );\n\t}\n\n\t// Event object\n\tif ( src && src.type ) {\n\t\tthis.originalEvent = src;\n\t\tthis.type = src.type;\n\n\t\t// Events bubbling up the document may have been marked as prevented\n\t\t// by a handler lower down the tree; reflect the correct value.\n\t\tthis.isDefaultPrevented = src.defaultPrevented ||\n\t\t\t\tsrc.defaultPrevented === undefined &&\n\n\t\t\t\t// Support: Android <=2.3 only\n\t\t\t\tsrc.returnValue === false ?\n\t\t\treturnTrue :\n\t\t\treturnFalse;\n\n\t\t// Create target properties\n\t\t// Support: Safari <=6 - 7 only\n\t\t// Target should not be a text node (#504, #13143)\n\t\tthis.target = ( src.target && src.target.nodeType === 3 ) ?\n\t\t\tsrc.target.parentNode :\n\t\t\tsrc.target;\n\n\t\tthis.currentTarget = src.currentTarget;\n\t\tthis.relatedTarget = src.relatedTarget;\n\n\t// Event type\n\t} else {\n\t\tthis.type = src;\n\t}\n\n\t// Put explicitly provided properties onto the event object\n\tif ( props ) {\n\t\tjQuery.extend( this, props );\n\t}\n\n\t// Create a timestamp if incoming event doesn't have one\n\tthis.timeStamp = src && src.timeStamp || Date.now();\n\n\t// Mark it as fixed\n\tthis[ jQuery.expando ] = true;\n};\n\n// jQuery.Event is based on DOM3 Events as specified by the ECMAScript Language Binding\n// https://www.w3.org/TR/2003/WD-DOM-Level-3-Events-20030331/ecma-script-binding.html\njQuery.Event.prototype = {\n\tconstructor: jQuery.Event,\n\tisDefaultPrevented: returnFalse,\n\tisPropagationStopped: returnFalse,\n\tisImmediatePropagationStopped: returnFalse,\n\tisSimulated: false,\n\n\tpreventDefault: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isDefaultPrevented = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.preventDefault();\n\t\t}\n\t},\n\tstopPropagation: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isPropagationStopped = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.stopPropagation();\n\t\t}\n\t},\n\tstopImmediatePropagation: function() {\n\t\tvar e = this.originalEvent;\n\n\t\tthis.isImmediatePropagationStopped = returnTrue;\n\n\t\tif ( e && !this.isSimulated ) {\n\t\t\te.stopImmediatePropagation();\n\t\t}\n\n\t\tthis.stopPropagation();\n\t}\n};\n\n// Includes all common event props including KeyEvent and MouseEvent specific props\njQuery.each( {\n\taltKey: true,\n\tbubbles: true,\n\tcancelable: true,\n\tchangedTouches: true,\n\tctrlKey: true,\n\tdetail: true,\n\teventPhase: true,\n\tmetaKey: true,\n\tpageX: true,\n\tpageY: true,\n\tshiftKey: true,\n\tview: true,\n\t\"char\": true,\n\tcode: true,\n\tcharCode: true,\n\tkey: true,\n\tkeyCode: true,\n\tbutton: true,\n\tbuttons: true,\n\tclientX: true,\n\tclientY: true,\n\toffsetX: true,\n\toffsetY: true,\n\tpointerId: true,\n\tpointerType: true,\n\tscreenX: true,\n\tscreenY: true,\n\ttargetTouches: true,\n\ttoElement: true,\n\ttouches: true,\n\n\twhich: function( event ) {\n\t\tvar button = event.button;\n\n\t\t// Add which for key events\n\t\tif ( event.which == null && rkeyEvent.test( event.type ) ) {\n\t\t\treturn event.charCode != null ? event.charCode : event.keyCode;\n\t\t}\n\n\t\t// Add which for click: 1 === left; 2 === middle; 3 === right\n\t\tif ( !event.which && button !== undefined && rmouseEvent.test( event.type ) ) {\n\t\t\tif ( button & 1 ) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\tif ( button & 2 ) {\n\t\t\t\treturn 3;\n\t\t\t}\n\n\t\t\tif ( button & 4 ) {\n\t\t\t\treturn 2;\n\t\t\t}\n\n\t\t\treturn 0;\n\t\t}\n\n\t\treturn event.which;\n\t}\n}, jQuery.event.addProp );\n\njQuery.each( { focus: \"focusin\", blur: \"focusout\" }, function( type, delegateType ) {\n\tjQuery.event.special[ type ] = {\n\n\t\t// Utilize native event if possible so blur/focus sequence is correct\n\t\tsetup: function() {\n\n\t\t\t// Claim the first handler\n\t\t\t// dataPriv.set( this, \"focus\", ... )\n\t\t\t// dataPriv.set( this, \"blur\", ... )\n\t\t\tleverageNative( this, type, expectSync );\n\n\t\t\t// Return false to allow normal processing in the caller\n\t\t\treturn false;\n\t\t},\n\t\ttrigger: function() {\n\n\t\t\t// Force setup before trigger\n\t\t\tleverageNative( this, type );\n\n\t\t\t// Return non-false to allow normal event-path propagation\n\t\t\treturn true;\n\t\t},\n\n\t\tdelegateType: delegateType\n\t};\n} );\n\n// Create mouseenter/leave events using mouseover/out and event-time checks\n// so that event delegation works in jQuery.\n// Do the same for pointerenter/pointerleave and pointerover/pointerout\n//\n// Support: Safari 7 only\n// Safari sends mouseenter too often; see:\n// https://bugs.chromium.org/p/chromium/issues/detail?id=470258\n// for the description of the bug (it existed in older Chrome versions as well).\njQuery.each( {\n\tmouseenter: \"mouseover\",\n\tmouseleave: \"mouseout\",\n\tpointerenter: \"pointerover\",\n\tpointerleave: \"pointerout\"\n}, function( orig, fix ) {\n\tjQuery.event.special[ orig ] = {\n\t\tdelegateType: fix,\n\t\tbindType: fix,\n\n\t\thandle: function( event ) {\n\t\t\tvar ret,\n\t\t\t\ttarget = this,\n\t\t\t\trelated = event.relatedTarget,\n\t\t\t\thandleObj = event.handleObj;\n\n\t\t\t// For mouseenter/leave call the handler if related is outside the target.\n\t\t\t// NB: No relatedTarget if the mouse left/entered the browser window\n\t\t\tif ( !related || ( related !== target && !jQuery.contains( target, related ) ) ) {\n\t\t\t\tevent.type = handleObj.origType;\n\t\t\t\tret = handleObj.handler.apply( this, arguments );\n\t\t\t\tevent.type = fix;\n\t\t\t}\n\t\t\treturn ret;\n\t\t}\n\t};\n} );\n\njQuery.fn.extend( {\n\n\ton: function( types, selector, data, fn ) {\n\t\treturn on( this, types, selector, data, fn );\n\t},\n\tone: function( types, selector, data, fn ) {\n\t\treturn on( this, types, selector, data, fn, 1 );\n\t},\n\toff: function( types, selector, fn ) {\n\t\tvar handleObj, type;\n\t\tif ( types && types.preventDefault && types.handleObj ) {\n\n\t\t\t// ( event )  dispatched jQuery.Event\n\t\t\thandleObj = types.handleObj;\n\t\t\tjQuery( types.delegateTarget ).off(\n\t\t\t\thandleObj.namespace ?\n\t\t\t\t\thandleObj.origType + \".\" + handleObj.namespace :\n\t\t\t\t\thandleObj.origType,\n\t\t\t\thandleObj.selector,\n\t\t\t\thandleObj.handler\n\t\t\t);\n\t\t\treturn this;\n\t\t}\n\t\tif ( typeof types === \"object\" ) {\n\n\t\t\t// ( types-object [, selector] )\n\t\t\tfor ( type in types ) {\n\t\t\t\tthis.off( type, selector, types[ type ] );\n\t\t\t}\n\t\t\treturn this;\n\t\t}\n\t\tif ( selector === false || typeof selector === \"function\" ) {\n\n\t\t\t// ( types [, fn] )\n\t\t\tfn = selector;\n\t\t\tselector = undefined;\n\t\t}\n\t\tif ( fn === false ) {\n\t\t\tfn = returnFalse;\n\t\t}\n\t\treturn this.each( function() {\n\t\t\tjQuery.event.remove( this, types, fn, selector );\n\t\t} );\n\t}\n} );\n\n\nvar\n\n\t// Support: IE <=10 - 11, Edge 12 - 13 only\n\t// In IE/Edge using regex groups here causes severe slowdowns.\n\t// See https://connect.microsoft.com/IE/feedback/details/1736512/\n\trnoInnerhtml = /<script|<style|<link/i,\n\n\t// checked=\"checked\" or checked\n\trchecked = /checked\\s*(?:[^=]|=\\s*.checked.)/i,\n\trcleanScript = /^\\s*<!(?:\\[CDATA\\[|--)|(?:\\]\\]|--)>\\s*$/g;\n\n// Prefer a tbody over its parent table for containing new rows\nfunction manipulationTarget( elem, content ) {\n\tif ( nodeName( elem, \"table\" ) &&\n\t\tnodeName( content.nodeType !== 11 ? content : content.firstChild, \"tr\" ) ) {\n\n\t\treturn jQuery( elem ).children( \"tbody\" )[ 0 ] || elem;\n\t}\n\n\treturn elem;\n}\n\n// Replace/restore the type attribute of script elements for safe DOM manipulation\nfunction disableScript( elem ) {\n\telem.type = ( elem.getAttribute( \"type\" ) !== null ) + \"/\" + elem.type;\n\treturn elem;\n}\nfunction restoreScript( elem ) {\n\tif ( ( elem.type || \"\" ).slice( 0, 5 ) === \"true/\" ) {\n\t\telem.type = elem.type.slice( 5 );\n\t} else {\n\t\telem.removeAttribute( \"type\" );\n\t}\n\n\treturn elem;\n}\n\nfunction cloneCopyEvent( src, dest ) {\n\tvar i, l, type, pdataOld, udataOld, udataCur, events;\n\n\tif ( dest.nodeType !== 1 ) {\n\t\treturn;\n\t}\n\n\t// 1. Copy private data: events, handlers, etc.\n\tif ( dataPriv.hasData( src ) ) {\n\t\tpdataOld = dataPriv.get( src );\n\t\tevents = pdataOld.events;\n\n\t\tif ( events ) {\n\t\t\tdataPriv.remove( dest, \"handle events\" );\n\n\t\t\tfor ( type in events ) {\n\t\t\t\tfor ( i = 0, l = events[ type ].length; i < l; i++ ) {\n\t\t\t\t\tjQuery.event.add( dest, type, events[ type ][ i ] );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// 2. Copy user data\n\tif ( dataUser.hasData( src ) ) {\n\t\tudataOld = dataUser.access( src );\n\t\tudataCur = jQuery.extend( {}, udataOld );\n\n\t\tdataUser.set( dest, udataCur );\n\t}\n}\n\n// Fix IE bugs, see support tests\nfunction fixInput( src, dest ) {\n\tvar nodeName = dest.nodeName.toLowerCase();\n\n\t// Fails to persist the checked state of a cloned checkbox or radio button.\n\tif ( nodeName === \"input\" && rcheckableType.test( src.type ) ) {\n\t\tdest.checked = src.checked;\n\n\t// Fails to return the selected option to the default selected state when cloning options\n\t} else if ( nodeName === \"input\" || nodeName === \"textarea\" ) {\n\t\tdest.defaultValue = src.defaultValue;\n\t}\n}\n\nfunction domManip( collection, args, callback, ignored ) {\n\n\t// Flatten any nested arrays\n\targs = flat( args );\n\n\tvar fragment, first, scripts, hasScripts, node, doc,\n\t\ti = 0,\n\t\tl = collection.length,\n\t\tiNoClone = l - 1,\n\t\tvalue = args[ 0 ],\n\t\tvalueIsFunction = isFunction( value );\n\n\t// We can't cloneNode fragments that contain checked, in WebKit\n\tif ( valueIsFunction ||\n\t\t\t( l > 1 && typeof value === \"string\" &&\n\t\t\t\t!support.checkClone && rchecked.test( value ) ) ) {\n\t\treturn collection.each( function( index ) {\n\t\t\tvar self = collection.eq( index );\n\t\t\tif ( valueIsFunction ) {\n\t\t\t\targs[ 0 ] = value.call( this, index, self.html() );\n\t\t\t}\n\t\t\tdomManip( self, args, callback, ignored );\n\t\t} );\n\t}\n\n\tif ( l ) {\n\t\tfragment = buildFragment( args, collection[ 0 ].ownerDocument, false, collection, ignored );\n\t\tfirst = fragment.firstChild;\n\n\t\tif ( fragment.childNodes.length === 1 ) {\n\t\t\tfragment = first;\n\t\t}\n\n\t\t// Require either new content or an interest in ignored elements to invoke the callback\n\t\tif ( first || ignored ) {\n\t\t\tscripts = jQuery.map( getAll( fragment, \"script\" ), disableScript );\n\t\t\thasScripts = scripts.length;\n\n\t\t\t// Use the original fragment for the last item\n\t\t\t// instead of the first because it can end up\n\t\t\t// being emptied incorrectly in certain situations (#8070).\n\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\tnode = fragment;\n\n\t\t\t\tif ( i !== iNoClone ) {\n\t\t\t\t\tnode = jQuery.clone( node, true, true );\n\n\t\t\t\t\t// Keep references to cloned scripts for later restoration\n\t\t\t\t\tif ( hasScripts ) {\n\n\t\t\t\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t\t\t\t// push.apply(_, arraylike) throws on ancient WebKit\n\t\t\t\t\t\tjQuery.merge( scripts, getAll( node, \"script\" ) );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tcallback.call( collection[ i ], node, i );\n\t\t\t}\n\n\t\t\tif ( hasScripts ) {\n\t\t\t\tdoc = scripts[ scripts.length - 1 ].ownerDocument;\n\n\t\t\t\t// Reenable scripts\n\t\t\t\tjQuery.map( scripts, restoreScript );\n\n\t\t\t\t// Evaluate executable scripts on first document insertion\n\t\t\t\tfor ( i = 0; i < hasScripts; i++ ) {\n\t\t\t\t\tnode = scripts[ i ];\n\t\t\t\t\tif ( rscriptType.test( node.type || \"\" ) &&\n\t\t\t\t\t\t!dataPriv.access( node, \"globalEval\" ) &&\n\t\t\t\t\t\tjQuery.contains( doc, node ) ) {\n\n\t\t\t\t\t\tif ( node.src && ( node.type || \"\" ).toLowerCase()  !== \"module\" ) {\n\n\t\t\t\t\t\t\t// Optional AJAX dependency, but won't run scripts if not present\n\t\t\t\t\t\t\tif ( jQuery._evalUrl && !node.noModule ) {\n\t\t\t\t\t\t\t\tjQuery._evalUrl( node.src, {\n\t\t\t\t\t\t\t\t\tnonce: node.nonce || node.getAttribute( \"nonce\" )\n\t\t\t\t\t\t\t\t}, doc );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tDOMEval( node.textContent.replace( rcleanScript, \"\" ), node, doc );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn collection;\n}\n\nfunction remove( elem, selector, keepData ) {\n\tvar node,\n\t\tnodes = selector ? jQuery.filter( selector, elem ) : elem,\n\t\ti = 0;\n\n\tfor ( ; ( node = nodes[ i ] ) != null; i++ ) {\n\t\tif ( !keepData && node.nodeType === 1 ) {\n\t\t\tjQuery.cleanData( getAll( node ) );\n\t\t}\n\n\t\tif ( node.parentNode ) {\n\t\t\tif ( keepData && isAttached( node ) ) {\n\t\t\t\tsetGlobalEval( getAll( node, \"script\" ) );\n\t\t\t}\n\t\t\tnode.parentNode.removeChild( node );\n\t\t}\n\t}\n\n\treturn elem;\n}\n\njQuery.extend( {\n\thtmlPrefilter: function( html ) {\n\t\treturn html;\n\t},\n\n\tclone: function( elem, dataAndEvents, deepDataAndEvents ) {\n\t\tvar i, l, srcElements, destElements,\n\t\t\tclone = elem.cloneNode( true ),\n\t\t\tinPage = isAttached( elem );\n\n\t\t// Fix IE cloning issues\n\t\tif ( !support.noCloneChecked && ( elem.nodeType === 1 || elem.nodeType === 11 ) &&\n\t\t\t\t!jQuery.isXMLDoc( elem ) ) {\n\n\t\t\t// We eschew Sizzle here for performance reasons: https://jsperf.com/getall-vs-sizzle/2\n\t\t\tdestElements = getAll( clone );\n\t\t\tsrcElements = getAll( elem );\n\n\t\t\tfor ( i = 0, l = srcElements.length; i < l; i++ ) {\n\t\t\t\tfixInput( srcElements[ i ], destElements[ i ] );\n\t\t\t}\n\t\t}\n\n\t\t// Copy the events from the original to the clone\n\t\tif ( dataAndEvents ) {\n\t\t\tif ( deepDataAndEvents ) {\n\t\t\t\tsrcElements = srcElements || getAll( elem );\n\t\t\t\tdestElements = destElements || getAll( clone );\n\n\t\t\t\tfor ( i = 0, l = srcElements.length; i < l; i++ ) {\n\t\t\t\t\tcloneCopyEvent( srcElements[ i ], destElements[ i ] );\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tcloneCopyEvent( elem, clone );\n\t\t\t}\n\t\t}\n\n\t\t// Preserve script evaluation history\n\t\tdestElements = getAll( clone, \"script\" );\n\t\tif ( destElements.length > 0 ) {\n\t\t\tsetGlobalEval( destElements, !inPage && getAll( elem, \"script\" ) );\n\t\t}\n\n\t\t// Return the cloned set\n\t\treturn clone;\n\t},\n\n\tcleanData: function( elems ) {\n\t\tvar data, elem, type,\n\t\t\tspecial = jQuery.event.special,\n\t\t\ti = 0;\n\n\t\tfor ( ; ( elem = elems[ i ] ) !== undefined; i++ ) {\n\t\t\tif ( acceptData( elem ) ) {\n\t\t\t\tif ( ( data = elem[ dataPriv.expando ] ) ) {\n\t\t\t\t\tif ( data.events ) {\n\t\t\t\t\t\tfor ( type in data.events ) {\n\t\t\t\t\t\t\tif ( special[ type ] ) {\n\t\t\t\t\t\t\t\tjQuery.event.remove( elem, type );\n\n\t\t\t\t\t\t\t// This is a shortcut to avoid jQuery.event.remove's overhead\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tjQuery.removeEvent( elem, type, data.handle );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Support: Chrome <=35 - 45+\n\t\t\t\t\t// Assign undefined instead of using delete, see Data#remove\n\t\t\t\t\telem[ dataPriv.expando ] = undefined;\n\t\t\t\t}\n\t\t\t\tif ( elem[ dataUser.expando ] ) {\n\n\t\t\t\t\t// Support: Chrome <=35 - 45+\n\t\t\t\t\t// Assign undefined instead of using delete, see Data#remove\n\t\t\t\t\telem[ dataUser.expando ] = undefined;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n} );\n\njQuery.fn.extend( {\n\tdetach: function( selector ) {\n\t\treturn remove( this, selector, true );\n\t},\n\n\tremove: function( selector ) {\n\t\treturn remove( this, selector );\n\t},\n\n\ttext: function( value ) {\n\t\treturn access( this, function( value ) {\n\t\t\treturn value === undefined ?\n\t\t\t\tjQuery.text( this ) :\n\t\t\t\tthis.empty().each( function() {\n\t\t\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\t\t\tthis.textContent = value;\n\t\t\t\t\t}\n\t\t\t\t} );\n\t\t}, null, value, arguments.length );\n\t},\n\n\tappend: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\tvar target = manipulationTarget( this, elem );\n\t\t\t\ttarget.appendChild( elem );\n\t\t\t}\n\t\t} );\n\t},\n\n\tprepend: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.nodeType === 1 || this.nodeType === 11 || this.nodeType === 9 ) {\n\t\t\t\tvar target = manipulationTarget( this, elem );\n\t\t\t\ttarget.insertBefore( elem, target.firstChild );\n\t\t\t}\n\t\t} );\n\t},\n\n\tbefore: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.parentNode ) {\n\t\t\t\tthis.parentNode.insertBefore( elem, this );\n\t\t\t}\n\t\t} );\n\t},\n\n\tafter: function() {\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tif ( this.parentNode ) {\n\t\t\t\tthis.parentNode.insertBefore( elem, this.nextSibling );\n\t\t\t}\n\t\t} );\n\t},\n\n\tempty: function() {\n\t\tvar elem,\n\t\t\ti = 0;\n\n\t\tfor ( ; ( elem = this[ i ] ) != null; i++ ) {\n\t\t\tif ( elem.nodeType === 1 ) {\n\n\t\t\t\t// Prevent memory leaks\n\t\t\t\tjQuery.cleanData( getAll( elem, false ) );\n\n\t\t\t\t// Remove any remaining nodes\n\t\t\t\telem.textContent = \"\";\n\t\t\t}\n\t\t}\n\n\t\treturn this;\n\t},\n\n\tclone: function( dataAndEvents, deepDataAndEvents ) {\n\t\tdataAndEvents = dataAndEvents == null ? false : dataAndEvents;\n\t\tdeepDataAndEvents = deepDataAndEvents == null ? dataAndEvents : deepDataAndEvents;\n\n\t\treturn this.map( function() {\n\t\t\treturn jQuery.clone( this, dataAndEvents, deepDataAndEvents );\n\t\t} );\n\t},\n\n\thtml: function( value ) {\n\t\treturn access( this, function( value ) {\n\t\t\tvar elem = this[ 0 ] || {},\n\t\t\t\ti = 0,\n\t\t\t\tl = this.length;\n\n\t\t\tif ( value === undefined && elem.nodeType === 1 ) {\n\t\t\t\treturn elem.innerHTML;\n\t\t\t}\n\n\t\t\t// See if we can take a shortcut and just use innerHTML\n\t\t\tif ( typeof value === \"string\" && !rnoInnerhtml.test( value ) &&\n\t\t\t\t!wrapMap[ ( rtagName.exec( value ) || [ \"\", \"\" ] )[ 1 ].toLowerCase() ] ) {\n\n\t\t\t\tvalue = jQuery.htmlPrefilter( value );\n\n\t\t\t\ttry {\n\t\t\t\t\tfor ( ; i < l; i++ ) {\n\t\t\t\t\t\telem = this[ i ] || {};\n\n\t\t\t\t\t\t// Remove element nodes and prevent memory leaks\n\t\t\t\t\t\tif ( elem.nodeType === 1 ) {\n\t\t\t\t\t\t\tjQuery.cleanData( getAll( elem, false ) );\n\t\t\t\t\t\t\telem.innerHTML = value;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\telem = 0;\n\n\t\t\t\t// If using innerHTML throws an exception, use the fallback method\n\t\t\t\t} catch ( e ) {}\n\t\t\t}\n\n\t\t\tif ( elem ) {\n\t\t\t\tthis.empty().append( value );\n\t\t\t}\n\t\t}, null, value, arguments.length );\n\t},\n\n\treplaceWith: function() {\n\t\tvar ignored = [];\n\n\t\t// Make the changes, replacing each non-ignored context element with the new content\n\t\treturn domManip( this, arguments, function( elem ) {\n\t\t\tvar parent = this.parentNode;\n\n\t\t\tif ( jQuery.inArray( this, ignored ) < 0 ) {\n\t\t\t\tjQuery.cleanData( getAll( this ) );\n\t\t\t\tif ( parent ) {\n\t\t\t\t\tparent.replaceChild( elem, this );\n\t\t\t\t}\n\t\t\t}\n\n\t\t// Force callback invocation\n\t\t}, ignored );\n\t}\n} );\n\njQuery.each( {\n\tappendTo: \"append\",\n\tprependTo: \"prepend\",\n\tinsertBefore: \"before\",\n\tinsertAfter: \"after\",\n\treplaceAll: \"replaceWith\"\n}, function( name, original ) {\n\tjQuery.fn[ name ] = function( selector ) {\n\t\tvar elems,\n\t\t\tret = [],\n\t\t\tinsert = jQuery( selector ),\n\t\t\tlast = insert.length - 1,\n\t\t\ti = 0;\n\n\t\tfor ( ; i <= last; i++ ) {\n\t\t\telems = i === last ? this : this.clone( true );\n\t\t\tjQuery( insert[ i ] )[ original ]( elems );\n\n\t\t\t// Support: Android <=4.0 only, PhantomJS 1 only\n\t\t\t// .get() because push.apply(_, arraylike) throws on ancient WebKit\n\t\t\tpush.apply( ret, elems.get() );\n\t\t}\n\n\t\treturn this.pushStack( ret );\n\t};\n} );\nvar rnumnonpx = new RegExp( \"^(\" + pnum + \")(?!px)[a-z%]+$\", \"i\" );\n\nvar getStyles = function( elem ) {\n\n\t\t// Support: IE <=11 only, Firefox <=30 (#15098, #14150)\n\t\t// IE throws on elements created in popups\n\t\t// FF meanwhile throws on frame elements through \"defaultView.getComputedStyle\"\n\t\tvar view = elem.ownerDocument.defaultView;\n\n\t\tif ( !view || !view.opener ) {\n\t\t\tview = window;\n\t\t}\n\n\t\treturn view.getComputedStyle( elem );\n\t};\n\nvar swap = function( elem, options, callback ) {\n\tvar ret, name,\n\t\told = {};\n\n\t// Remember the old values, and insert the new ones\n\tfor ( name in options ) {\n\t\told[ name ] = elem.style[ name ];\n\t\telem.style[ name ] = options[ name ];\n\t}\n\n\tret = callback.call( elem );\n\n\t// Revert the old values\n\tfor ( name in options ) {\n\t\telem.style[ name ] = old[ name ];\n\t}\n\n\treturn ret;\n};\n\n\nvar rboxStyle = new RegExp( cssExpand.join( \"|\" ), \"i\" );\n\n\n\n( function() {\n\n\t// Executing both pixelPosition & boxSizingReliable tests require only one layout\n\t// so they're executed at the same time to save the second computation.\n\tfunction computeStyleTests() {\n\n\t\t// This is a singleton, we need to execute it only once\n\t\tif ( !div ) {\n\t\t\treturn;\n\t\t}\n\n\t\tcontainer.style.cssText = \"position:absolute;left:-11111px;width:60px;\" +\n\t\t\t\"margin-top:1px;padding:0;border:0\";\n\t\tdiv.style.cssText =\n\t\t\t\"position:relative;display:block;box-sizing:border-box;overflow:scroll;\" +\n\t\t\t\"margin:auto;border:1px;padding:1px;\" +\n\t\t\t\"width:60%;top:1%\";\n\t\tdocumentElement.appendChild( container ).appendChild( div );\n\n\t\tvar divStyle = window.getComputedStyle( div );\n\t\tpixelPositionVal = divStyle.top !== \"1%\";\n\n\t\t// Support: Android 4.0 - 4.3 only, Firefox <=3 - 44\n\t\treliableMarginLeftVal = roundPixelMeasures( divStyle.marginLeft ) === 12;\n\n\t\t// Support: Android 4.0 - 4.3 only, Safari <=9.1 - 10.1, iOS <=7.0 - 9.3\n\t\t// Some styles come back with percentage values, even though they shouldn't\n\t\tdiv.style.right = \"60%\";\n\t\tpixelBoxStylesVal = roundPixelMeasures( divStyle.right ) === 36;\n\n\t\t// Support: IE 9 - 11 only\n\t\t// Detect misreporting of content dimensions for box-sizing:border-box elements\n\t\tboxSizingReliableVal = roundPixelMeasures( divStyle.width ) === 36;\n\n\t\t// Support: IE 9 only\n\t\t// Detect overflow:scroll screwiness (gh-3699)\n\t\t// Support: Chrome <=64\n\t\t// Don't get tricked when zoom affects offsetWidth (gh-4029)\n\t\tdiv.style.position = \"absolute\";\n\t\tscrollboxSizeVal = roundPixelMeasures( div.offsetWidth / 3 ) === 12;\n\n\t\tdocumentElement.removeChild( container );\n\n\t\t// Nullify the div so it wouldn't be stored in the memory and\n\t\t// it will also be a sign that checks already performed\n\t\tdiv = null;\n\t}\n\n\tfunction roundPixelMeasures( measure ) {\n\t\treturn Math.round( parseFloat( measure ) );\n\t}\n\n\tvar pixelPositionVal, boxSizingReliableVal, scrollboxSizeVal, pixelBoxStylesVal,\n\t\treliableTrDimensionsVal, reliableMarginLeftVal,\n\t\tcontainer = document.createElement( \"div\" ),\n\t\tdiv = document.createElement( \"div\" );\n\n\t// Finish early in limited (non-browser) environments\n\tif ( !div.style ) {\n\t\treturn;\n\t}\n\n\t// Support: IE <=9 - 11 only\n\t// Style of cloned element affects source element cloned (#8908)\n\tdiv.style.backgroundClip = \"content-box\";\n\tdiv.cloneNode( true ).style.backgroundClip = \"\";\n\tsupport.clearCloneStyle = div.style.backgroundClip === \"content-box\";\n\n\tjQuery.extend( support, {\n\t\tboxSizingReliable: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn boxSizingReliableVal;\n\t\t},\n\t\tpixelBoxStyles: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn pixelBoxStylesVal;\n\t\t},\n\t\tpixelPosition: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn pixelPositionVal;\n\t\t},\n\t\treliableMarginLeft: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn reliableMarginLeftVal;\n\t\t},\n\t\tscrollboxSize: function() {\n\t\t\tcomputeStyleTests();\n\t\t\treturn scrollboxSizeVal;\n\t\t},\n\n\t\t// Support: IE 9 - 11+, Edge 15 - 18+\n\t\t// IE/Edge misreport `getComputedStyle` of table rows with width/height\n\t\t// set in CSS while `offset*` properties report correct values.\n\t\t// Behavior in IE 9 is more subtle than in newer versions & it passes\n\t\t// some versions of this test; make sure not to make it pass there!\n\t\treliableTrDimensions: function() {\n\t\t\tvar table, tr, trChild, trStyle;\n\t\t\tif ( reliableTrDimensionsVal == null ) {\n\t\t\t\ttable = document.createElement( \"table\" );\n\t\t\t\ttr = document.createElement( \"tr\" );\n\t\t\t\ttrChild = document.createElement( \"div\" );\n\n\t\t\t\ttable.style.cssText = \"position:absolute;left:-11111px\";\n\t\t\t\ttr.style.height = \"1px\";\n\t\t\t\ttrChild.style.height = \"9px\";\n\n\t\t\t\tdocumentElement\n\t\t\t\t\t.appendChild( table )\n\t\t\t\t\t.appendChild( tr )\n\t\t\t\t\t.appendChild( trChild );\n\n\t\t\t\ttrStyle = window.getComputedStyle( tr );\n\t\t\t\treliableTrDimensionsVal = parseInt( trStyle.height ) > 3;\n\n\t\t\t\tdocumentElement.removeChild( table );\n\t\t\t}\n\t\t\treturn reliableTrDimensionsVal;\n\t\t}\n\t} );\n} )();\n\n\nfunction curCSS( elem, name, computed ) {\n\tvar width, minWidth, maxWidth, ret,\n\n\t\t// Support: Firefox 51+\n\t\t// Retrieving style before computed somehow\n\t\t// fixes an issue with getting wrong values\n\t\t// on detached elements\n\t\tstyle = elem.style;\n\n\tcomputed = computed || getStyles( elem );\n\n\t// getPropertyValue is needed for:\n\t//   .css('filter') (IE 9 only, #12537)\n\t//   .css('--customProperty) (#3144)\n\tif ( computed ) {\n\t\tret = computed.getPropertyValue( name ) || computed[ name ];\n\n\t\tif ( ret === \"\" && !isAttached( elem ) ) {\n\t\t\tret = jQuery.style( elem, name );\n\t\t}\n\n\t\t// A tribute to the \"awesome hack by Dean Edwards\"\n\t\t// Android Browser returns percentage for some values,\n\t\t// but width seems to be reliably pixels.\n\t\t// This is against the CSSOM draft spec:\n\t\t// https://drafts.csswg.org/cssom/#resolved-values\n\t\tif ( !support.pixelBoxStyles() && rnumnonpx.test( ret ) && rboxStyle.test( name ) ) {\n\n\t\t\t// Remember the original values\n\t\t\twidth = style.width;\n\t\t\tminWidth = style.minWidth;\n\t\t\tmaxWidth = style.maxWidth;\n\n\t\t\t// Put in the new values to get a computed value out\n\t\t\tstyle.minWidth = style.maxWidth = style.width = ret;\n\t\t\tret = computed.width;\n\n\t\t\t// Revert the changed values\n\t\t\tstyle.width = width;\n\t\t\tstyle.minWidth = minWidth;\n\t\t\tstyle.maxWidth = maxWidth;\n\t\t}\n\t}\n\n\treturn ret !== undefined ?\n\n\t\t// Support: IE <=9 - 11 only\n\t\t// IE returns zIndex value as an integer.\n\t\tret + \"\" :\n\t\tret;\n}\n\n\nfunction addGetHookIf( conditionFn, hookFn ) {\n\n\t// Define the hook, we'll check on the first run if it's really needed.\n\treturn {\n\t\tget: function() {\n\t\t\tif ( conditionFn() ) {\n\n\t\t\t\t// Hook not needed (or it's not possible to use it due\n\t\t\t\t// to missing dependency), remove it.\n\t\t\t\tdelete this.get;\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Hook needed; redefine it so that the support test is not executed again.\n\t\t\treturn ( this.get = hookFn ).apply( this, arguments );\n\t\t}\n\t};\n}\n\n\nvar cssPrefixes = [ \"Webkit\", \"Moz\", \"ms\" ],\n\temptyStyle = document.createElement( \"div\" ).style,\n\tvendorProps = {};\n\n// Return a vendor-prefixed property or undefined\nfunction vendorPropName( name ) {\n\n\t// Check for vendor prefixed names\n\tvar capName = name[ 0 ].toUpperCase() + name.slice( 1 ),\n\t\ti = cssPrefixes.length;\n\n\twhile ( i-- ) {\n\t\tname = cssPrefixes[ i ] + capName;\n\t\tif ( name in emptyStyle ) {\n\t\t\treturn name;\n\t\t}\n\t}\n}\n\n// Return a potentially-mapped jQuery.cssProps or vendor prefixed property\nfunction finalPropName( name ) {\n\tvar final = jQuery.cssProps[ name ] || vendorProps[ name ];\n\n\tif ( final ) {\n\t\treturn final;\n\t}\n\tif ( name in emptyStyle ) {\n\t\treturn name;\n\t}\n\treturn vendorProps[ name ] = vendorPropName( name ) || name;\n}\n\n\nvar\n\n\t// Swappable if display is none or starts with table\n\t// except \"table\", \"table-cell\", or \"table-caption\"\n\t// See here for display values: https://developer.mozilla.org/en-US/docs/CSS/display\n\trdisplayswap = /^(none|table(?!-c[ea]).+)/,\n\trcustomProp = /^--/,\n\tcssShow = { position: \"absolute\", visibility: \"hidden\", display: \"block\" },\n\tcssNormalTransform = {\n\t\tletterSpacing: \"0\",\n\t\tfontWeight: \"400\"\n\t};\n\nfunction setPositiveNumber( _elem, value, subtract ) {\n\n\t// Any relative (+/-) values have already been\n\t// normalized at this point\n\tvar matches = rcssNum.exec( value );\n\treturn matches ?\n\n\t\t// Guard against undefined \"subtract\", e.g., when used as in cssHooks\n\t\tMath.max( 0, matches[ 2 ] - ( subtract || 0 ) ) + ( matches[ 3 ] || \"px\" ) :\n\t\tvalue;\n}\n\nfunction boxModelAdjustment( elem, dimension, box, isBorderBox, styles, computedVal ) {\n\tvar i = dimension === \"width\" ? 1 : 0,\n\t\textra = 0,\n\t\tdelta = 0;\n\n\t// Adjustment may not be necessary\n\tif ( box === ( isBorderBox ? \"border\" : \"content\" ) ) {\n\t\treturn 0;\n\t}\n\n\tfor ( ; i < 4; i += 2 ) {\n\n\t\t// Both box models exclude margin\n\t\tif ( box === \"margin\" ) {\n\t\t\tdelta += jQuery.css( elem, box + cssExpand[ i ], true, styles );\n\t\t}\n\n\t\t// If we get here with a content-box, we're seeking \"padding\" or \"border\" or \"margin\"\n\t\tif ( !isBorderBox ) {\n\n\t\t\t// Add padding\n\t\t\tdelta += jQuery.css( elem, \"padding\" + cssExpand[ i ], true, styles );\n\n\t\t\t// For \"border\" or \"margin\", add border\n\t\t\tif ( box !== \"padding\" ) {\n\t\t\t\tdelta += jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\n\t\t\t// But still keep track of it otherwise\n\t\t\t} else {\n\t\t\t\textra += jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\t\t\t}\n\n\t\t// If we get here with a border-box (content + padding + border), we're seeking \"content\" or\n\t\t// \"padding\" or \"margin\"\n\t\t} else {\n\n\t\t\t// For \"content\", subtract padding\n\t\t\tif ( box === \"content\" ) {\n\t\t\t\tdelta -= jQuery.css( elem, \"padding\" + cssExpand[ i ], true, styles );\n\t\t\t}\n\n\t\t\t// For \"content\" or \"padding\", subtract border\n\t\t\tif ( box !== \"margin\" ) {\n\t\t\t\tdelta -= jQuery.css( elem, \"border\" + cssExpand[ i ] + \"Width\", true, styles );\n\t\t\t}\n\t\t}\n\t}\n\n\t// Account for positive content-box scroll gutter when requested by providing computedVal\n\tif ( !isBorderBox && computedVal >= 0 ) {\n\n\t\t// offsetWidth/offsetHeight is a rounded sum of content, padding, scroll gutter, and border\n\t\t// Assuming integer scroll gutter, subtract the rest and round down\n\t\tdelta += Math.max( 0, Math.ceil(\n\t\t\telem[ \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 ) ] -\n\t\t\tcomputedVal -\n\t\t\tdelta -\n\t\t\textra -\n\t\t\t0.5\n\n\t\t// If offsetWidth/offsetHeight is unknown, then we can't determine content-box scroll gutter\n\t\t// Use an explicit zero to avoid NaN (gh-3964)\n\t\t) ) || 0;\n\t}\n\n\treturn delta;\n}\n\nfunction getWidthOrHeight( elem, dimension, extra ) {\n\n\t// Start with computed style\n\tvar styles = getStyles( elem ),\n\n\t\t// To avoid forcing a reflow, only fetch boxSizing if we need it (gh-4322).\n\t\t// Fake content-box until we know it's needed to know the true value.\n\t\tboxSizingNeeded = !support.boxSizingReliable() || extra,\n\t\tisBorderBox = boxSizingNeeded &&\n\t\t\tjQuery.css( elem, \"boxSizing\", false, styles ) === \"border-box\",\n\t\tvalueIsBorderBox = isBorderBox,\n\n\t\tval = curCSS( elem, dimension, styles ),\n\t\toffsetProp = \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 );\n\n\t// Support: Firefox <=54\n\t// Return a confounding non-pixel value or feign ignorance, as appropriate.\n\tif ( rnumnonpx.test( val ) ) {\n\t\tif ( !extra ) {\n\t\t\treturn val;\n\t\t}\n\t\tval = \"auto\";\n\t}\n\n\n\t// Support: IE 9 - 11 only\n\t// Use offsetWidth/offsetHeight for when box sizing is unreliable.\n\t// In those cases, the computed value can be trusted to be border-box.\n\tif ( ( !support.boxSizingReliable() && isBorderBox ||\n\n\t\t// Support: IE 10 - 11+, Edge 15 - 18+\n\t\t// IE/Edge misreport `getComputedStyle` of table rows with width/height\n\t\t// set in CSS while `offset*` properties report correct values.\n\t\t// Interestingly, in some cases IE 9 doesn't suffer from this issue.\n\t\t!support.reliableTrDimensions() && nodeName( elem, \"tr\" ) ||\n\n\t\t// Fall back to offsetWidth/offsetHeight when value is \"auto\"\n\t\t// This happens for inline elements with no explicit setting (gh-3571)\n\t\tval === \"auto\" ||\n\n\t\t// Support: Android <=4.1 - 4.3 only\n\t\t// Also use offsetWidth/offsetHeight for misreported inline dimensions (gh-3602)\n\t\t!parseFloat( val ) && jQuery.css( elem, \"display\", false, styles ) === \"inline\" ) &&\n\n\t\t// Make sure the element is visible & connected\n\t\telem.getClientRects().length ) {\n\n\t\tisBorderBox = jQuery.css( elem, \"boxSizing\", false, styles ) === \"border-box\";\n\n\t\t// Where available, offsetWidth/offsetHeight approximate border box dimensions.\n\t\t// Where not available (e.g., SVG), assume unreliable box-sizing and interpret the\n\t\t// retrieved value as a content box dimension.\n\t\tvalueIsBorderBox = offsetProp in elem;\n\t\tif ( valueIsBorderBox ) {\n\t\t\tval = elem[ offsetProp ];\n\t\t}\n\t}\n\n\t// Normalize \"\" and auto\n\tval = parseFloat( val ) || 0;\n\n\t// Adjust for the element's box model\n\treturn ( val +\n\t\tboxModelAdjustment(\n\t\t\telem,\n\t\t\tdimension,\n\t\t\textra || ( isBorderBox ? \"border\" : \"content\" ),\n\t\t\tvalueIsBorderBox,\n\t\t\tstyles,\n\n\t\t\t// Provide the current computed size to request scroll gutter calculation (gh-3589)\n\t\t\tval\n\t\t)\n\t) + \"px\";\n}\n\njQuery.extend( {\n\n\t// Add in style property hooks for overriding the default\n\t// behavior of getting and setting a style property\n\tcssHooks: {\n\t\topacity: {\n\t\t\tget: function( elem, computed ) {\n\t\t\t\tif ( computed ) {\n\n\t\t\t\t\t// We should always get a number back from opacity\n\t\t\t\t\tvar ret = curCSS( elem, \"opacity\" );\n\t\t\t\t\treturn ret === \"\" ? \"1\" : ret;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t},\n\n\t// Don't automatically add \"px\" to these possibly-unitless properties\n\tcssNumber: {\n\t\t\"animationIterationCount\": true,\n\t\t\"columnCount\": true,\n\t\t\"fillOpacity\": true,\n\t\t\"flexGrow\": true,\n\t\t\"flexShrink\": true,\n\t\t\"fontWeight\": true,\n\t\t\"gridArea\": true,\n\t\t\"gridColumn\": true,\n\t\t\"gridColumnEnd\": true,\n\t\t\"gridColumnStart\": true,\n\t\t\"gridRow\": true,\n\t\t\"gridRowEnd\": true,\n\t\t\"gridRowStart\": true,\n\t\t\"lineHeight\": true,\n\t\t\"opacity\": true,\n\t\t\"order\": true,\n\t\t\"orphans\": true,\n\t\t\"widows\": true,\n\t\t\"zIndex\": true,\n\t\t\"zoom\": true\n\t},\n\n\t// Add in properties whose names you wish to fix before\n\t// setting or getting the value\n\tcssProps: {},\n\n\t// Get and set the style property on a DOM Node\n\tstyle: function( elem, name, value, extra ) {\n\n\t\t// Don't set styles on text and comment nodes\n\t\tif ( !elem || elem.nodeType === 3 || elem.nodeType === 8 || !elem.style ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Make sure that we're working with the right name\n\t\tvar ret, type, hooks,\n\t\t\torigName = camelCase( name ),\n\t\t\tisCustomProp = rcustomProp.test( name ),\n\t\t\tstyle = elem.style;\n\n\t\t// Make sure that we're working with the right name. We don't\n\t\t// want to query the value if it is a CSS custom property\n\t\t// since they are user-defined.\n\t\tif ( !isCustomProp ) {\n\t\t\tname = finalPropName( origName );\n\t\t}\n\n\t\t// Gets hook for the prefixed version, then unprefixed version\n\t\thooks = jQuery.cssHooks[ name ] || jQuery.cssHooks[ origName ];\n\n\t\t// Check if we're setting a value\n\t\tif ( value !== undefined ) {\n\t\t\ttype = typeof value;\n\n\t\t\t// Convert \"+=\" or \"-=\" to relative numbers (#7345)\n\t\t\tif ( type === \"string\" && ( ret = rcssNum.exec( value ) ) && ret[ 1 ] ) {\n\t\t\t\tvalue = adjustCSS( elem, name, ret );\n\n\t\t\t\t// Fixes bug #9237\n\t\t\t\ttype = \"number\";\n\t\t\t}\n\n\t\t\t// Make sure that null and NaN values aren't set (#7116)\n\t\t\tif ( value == null || value !== value ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// If a number was passed in, add the unit (except for certain CSS properties)\n\t\t\t// The isCustomProp check can be removed in jQuery 4.0 when we only auto-append\n\t\t\t// \"px\" to a few hardcoded values.\n\t\t\tif ( type === \"number\" && !isCustomProp ) {\n\t\t\t\tvalue += ret && ret[ 3 ] || ( jQuery.cssNumber[ origName ] ? \"\" : \"px\" );\n\t\t\t}\n\n\t\t\t// background-* props affect original clone's values\n\t\t\tif ( !support.clearCloneStyle && value === \"\" && name.indexOf( \"background\" ) === 0 ) {\n\t\t\t\tstyle[ name ] = \"inherit\";\n\t\t\t}\n\n\t\t\t// If a hook was provided, use that value, otherwise just set the specified value\n\t\t\tif ( !hooks || !( \"set\" in hooks ) ||\n\t\t\t\t( value = hooks.set( elem, value, extra ) ) !== undefined ) {\n\n\t\t\t\tif ( isCustomProp ) {\n\t\t\t\t\tstyle.setProperty( name, value );\n\t\t\t\t} else {\n\t\t\t\t\tstyle[ name ] = value;\n\t\t\t\t}\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// If a hook was provided get the non-computed value from there\n\t\t\tif ( hooks && \"get\" in hooks &&\n\t\t\t\t( ret = hooks.get( elem, false, extra ) ) !== undefined ) {\n\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\t// Otherwise just get the value from the style object\n\t\t\treturn style[ name ];\n\t\t}\n\t},\n\n\tcss: function( elem, name, extra, styles ) {\n\t\tvar val, num, hooks,\n\t\t\torigName = camelCase( name ),\n\t\t\tisCustomProp = rcustomProp.test( name );\n\n\t\t// Make sure that we're working with the right name. We don't\n\t\t// want to modify the value if it is a CSS custom property\n\t\t// since they are user-defined.\n\t\tif ( !isCustomProp ) {\n\t\t\tname = finalPropName( origName );\n\t\t}\n\n\t\t// Try prefixed name followed by the unprefixed name\n\t\thooks = jQuery.cssHooks[ name ] || jQuery.cssHooks[ origName ];\n\n\t\t// If a hook was provided get the computed value from there\n\t\tif ( hooks && \"get\" in hooks ) {\n\t\t\tval = hooks.get( elem, true, extra );\n\t\t}\n\n\t\t// Otherwise, if a way to get the computed value exists, use that\n\t\tif ( val === undefined ) {\n\t\t\tval = curCSS( elem, name, styles );\n\t\t}\n\n\t\t// Convert \"normal\" to computed value\n\t\tif ( val === \"normal\" && name in cssNormalTransform ) {\n\t\t\tval = cssNormalTransform[ name ];\n\t\t}\n\n\t\t// Make numeric if forced or a qualifier was provided and val looks numeric\n\t\tif ( extra === \"\" || extra ) {\n\t\t\tnum = parseFloat( val );\n\t\t\treturn extra === true || isFinite( num ) ? num || 0 : val;\n\t\t}\n\n\t\treturn val;\n\t}\n} );\n\njQuery.each( [ \"height\", \"width\" ], function( _i, dimension ) {\n\tjQuery.cssHooks[ dimension ] = {\n\t\tget: function( elem, computed, extra ) {\n\t\t\tif ( computed ) {\n\n\t\t\t\t// Certain elements can have dimension info if we invisibly show them\n\t\t\t\t// but it must have a current display style that would benefit\n\t\t\t\treturn rdisplayswap.test( jQuery.css( elem, \"display\" ) ) &&\n\n\t\t\t\t\t// Support: Safari 8+\n\t\t\t\t\t// Table columns in Safari have non-zero offsetWidth & zero\n\t\t\t\t\t// getBoundingClientRect().width unless display is changed.\n\t\t\t\t\t// Support: IE <=11 only\n\t\t\t\t\t// Running getBoundingClientRect on a disconnected node\n\t\t\t\t\t// in IE throws an error.\n\t\t\t\t\t( !elem.getClientRects().length || !elem.getBoundingClientRect().width ) ?\n\t\t\t\t\t\tswap( elem, cssShow, function() {\n\t\t\t\t\t\t\treturn getWidthOrHeight( elem, dimension, extra );\n\t\t\t\t\t\t} ) :\n\t\t\t\t\t\tgetWidthOrHeight( elem, dimension, extra );\n\t\t\t}\n\t\t},\n\n\t\tset: function( elem, value, extra ) {\n\t\t\tvar matches,\n\t\t\t\tstyles = getStyles( elem ),\n\n\t\t\t\t// Only read styles.position if the test has a chance to fail\n\t\t\t\t// to avoid forcing a reflow.\n\t\t\t\tscrollboxSizeBuggy = !support.scrollboxSize() &&\n\t\t\t\t\tstyles.position === \"absolute\",\n\n\t\t\t\t// To avoid forcing a reflow, only fetch boxSizing if we need it (gh-3991)\n\t\t\t\tboxSizingNeeded = scrollboxSizeBuggy || extra,\n\t\t\t\tisBorderBox = boxSizingNeeded &&\n\t\t\t\t\tjQuery.css( elem, \"boxSizing\", false, styles ) === \"border-box\",\n\t\t\t\tsubtract = extra ?\n\t\t\t\t\tboxModelAdjustment(\n\t\t\t\t\t\telem,\n\t\t\t\t\t\tdimension,\n\t\t\t\t\t\textra,\n\t\t\t\t\t\tisBorderBox,\n\t\t\t\t\t\tstyles\n\t\t\t\t\t) :\n\t\t\t\t\t0;\n\n\t\t\t// Account for unreliable border-box dimensions by comparing offset* to computed and\n\t\t\t// faking a content-box to get border and padding (gh-3699)\n\t\t\tif ( isBorderBox && scrollboxSizeBuggy ) {\n\t\t\t\tsubtract -= Math.ceil(\n\t\t\t\t\telem[ \"offset\" + dimension[ 0 ].toUpperCase() + dimension.slice( 1 ) ] -\n\t\t\t\t\tparseFloat( styles[ dimension ] ) -\n\t\t\t\t\tboxModelAdjustment( elem, dimension, \"border\", false, styles ) -\n\t\t\t\t\t0.5\n\t\t\t\t);\n\t\t\t}\n\n\t\t\t// Convert to pixels if value adjustment is needed\n\t\t\tif ( subtract && ( matches = rcssNum.exec( value ) ) &&\n\t\t\t\t( matches[ 3 ] || \"px\" ) !== \"px\" ) {\n\n\t\t\t\telem.style[ dimension ] = value;\n\t\t\t\tvalue = jQuery.css( elem, dimension );\n\t\t\t}\n\n\t\t\treturn setPositiveNumber( elem, value, subtract );\n\t\t}\n\t};\n} );\n\njQuery.cssHooks.marginLeft = addGetHookIf( support.reliableMarginLeft,\n\tfunction( elem, computed ) {\n\t\tif ( computed ) {\n\t\t\treturn ( parseFloat( curCSS( elem, \"marginLeft\" ) ) ||\n\t\t\t\telem.getBoundingClientRect().left -\n\t\t\t\t\tswap( elem, { marginLeft: 0 }, function() {\n\t\t\t\t\t\treturn elem.getBoundingClientRect().left;\n\t\t\t\t\t} )\n\t\t\t\t) + \"px\";\n\t\t}\n\t}\n);\n\n// These hooks are used by animate to expand properties\njQuery.each( {\n\tmargin: \"\",\n\tpadding: \"\",\n\tborder: \"Width\"\n}, function( prefix, suffix ) {\n\tjQuery.cssHooks[ prefix + suffix ] = {\n\t\texpand: function( value ) {\n\t\t\tvar i = 0,\n\t\t\t\texpanded = {},\n\n\t\t\t\t// Assumes a single number if not a string\n\t\t\t\tparts = typeof value === \"string\" ? value.split( \" \" ) : [ value ];\n\n\t\t\tfor ( ; i < 4; i++ ) {\n\t\t\t\texpanded[ prefix + cssExpand[ i ] + suffix ] =\n\t\t\t\t\tparts[ i ] || parts[ i - 2 ] || parts[ 0 ];\n\t\t\t}\n\n\t\t\treturn expanded;\n\t\t}\n\t};\n\n\tif ( prefix !== \"margin\" ) {\n\t\tjQuery.cssHooks[ prefix + suffix ].set = setPositiveNumber;\n\t}\n} );\n\njQuery.fn.extend( {\n\tcss: function( name, value ) {\n\t\treturn access( this, function( elem, name, value ) {\n\t\t\tvar styles, len,\n\t\t\t\tmap = {},\n\t\t\t\ti = 0;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\t\t\t\tstyles = getStyles( elem );\n\t\t\t\tlen = name.length;\n\n\t\t\t\tfor ( ; i < len; i++ ) {\n\t\t\t\t\tmap[ name[ i ] ] = jQuery.css( elem, name[ i ], false, styles );\n\t\t\t\t}\n\n\t\t\t\treturn map;\n\t\t\t}\n\n\t\t\treturn value !== undefined ?\n\t\t\t\tjQuery.style( elem, name, value ) :\n\t\t\t\tjQuery.css( elem, name );\n\t\t}, name, value, arguments.length > 1 );\n\t}\n} );\n\n\nfunction Tween( elem, options, prop, end, easing ) {\n\treturn new Tween.prototype.init( elem, options, prop, end, easing );\n}\njQuery.Tween = Tween;\n\nTween.prototype = {\n\tconstructor: Tween,\n\tinit: function( elem, options, prop, end, easing, unit ) {\n\t\tthis.elem = elem;\n\t\tthis.prop = prop;\n\t\tthis.easing = easing || jQuery.easing._default;\n\t\tthis.options = options;\n\t\tthis.start = this.now = this.cur();\n\t\tthis.end = end;\n\t\tthis.unit = unit || ( jQuery.cssNumber[ prop ] ? \"\" : \"px\" );\n\t},\n\tcur: function() {\n\t\tvar hooks = Tween.propHooks[ this.prop ];\n\n\t\treturn hooks && hooks.get ?\n\t\t\thooks.get( this ) :\n\t\t\tTween.propHooks._default.get( this );\n\t},\n\trun: function( percent ) {\n\t\tvar eased,\n\t\t\thooks = Tween.propHooks[ this.prop ];\n\n\t\tif ( this.options.duration ) {\n\t\t\tthis.pos = eased = jQuery.easing[ this.easing ](\n\t\t\t\tpercent, this.options.duration * percent, 0, 1, this.options.duration\n\t\t\t);\n\t\t} else {\n\t\t\tthis.pos = eased = percent;\n\t\t}\n\t\tthis.now = ( this.end - this.start ) * eased + this.start;\n\n\t\tif ( this.options.step ) {\n\t\t\tthis.options.step.call( this.elem, this.now, this );\n\t\t}\n\n\t\tif ( hooks && hooks.set ) {\n\t\t\thooks.set( this );\n\t\t} else {\n\t\t\tTween.propHooks._default.set( this );\n\t\t}\n\t\treturn this;\n\t}\n};\n\nTween.prototype.init.prototype = Tween.prototype;\n\nTween.propHooks = {\n\t_default: {\n\t\tget: function( tween ) {\n\t\t\tvar result;\n\n\t\t\t// Use a property on the element directly when it is not a DOM element,\n\t\t\t// or when there is no matching style property that exists.\n\t\t\tif ( tween.elem.nodeType !== 1 ||\n\t\t\t\ttween.elem[ tween.prop ] != null && tween.elem.style[ tween.prop ] == null ) {\n\t\t\t\treturn tween.elem[ tween.prop ];\n\t\t\t}\n\n\t\t\t// Passing an empty string as a 3rd parameter to .css will automatically\n\t\t\t// attempt a parseFloat and fallback to a string if the parse fails.\n\t\t\t// Simple values such as \"10px\" are parsed to Float;\n\t\t\t// complex values such as \"rotate(1rad)\" are returned as-is.\n\t\t\tresult = jQuery.css( tween.elem, tween.prop, \"\" );\n\n\t\t\t// Empty strings, null, undefined and \"auto\" are converted to 0.\n\t\t\treturn !result || result === \"auto\" ? 0 : result;\n\t\t},\n\t\tset: function( tween ) {\n\n\t\t\t// Use step hook for back compat.\n\t\t\t// Use cssHook if its there.\n\t\t\t// Use .style if available and use plain properties where available.\n\t\t\tif ( jQuery.fx.step[ tween.prop ] ) {\n\t\t\t\tjQuery.fx.step[ tween.prop ]( tween );\n\t\t\t} else if ( tween.elem.nodeType === 1 && (\n\t\t\t\t\tjQuery.cssHooks[ tween.prop ] ||\n\t\t\t\t\ttween.elem.style[ finalPropName( tween.prop ) ] != null ) ) {\n\t\t\t\tjQuery.style( tween.elem, tween.prop, tween.now + tween.unit );\n\t\t\t} else {\n\t\t\t\ttween.elem[ tween.prop ] = tween.now;\n\t\t\t}\n\t\t}\n\t}\n};\n\n// Support: IE <=9 only\n// Panic based approach to setting things on disconnected nodes\nTween.propHooks.scrollTop = Tween.propHooks.scrollLeft = {\n\tset: function( tween ) {\n\t\tif ( tween.elem.nodeType && tween.elem.parentNode ) {\n\t\t\ttween.elem[ tween.prop ] = tween.now;\n\t\t}\n\t}\n};\n\njQuery.easing = {\n\tlinear: function( p ) {\n\t\treturn p;\n\t},\n\tswing: function( p ) {\n\t\treturn 0.5 - Math.cos( p * Math.PI ) / 2;\n\t},\n\t_default: \"swing\"\n};\n\njQuery.fx = Tween.prototype.init;\n\n// Back compat <1.8 extension point\njQuery.fx.step = {};\n\n\n\n\nvar\n\tfxNow, inProgress,\n\trfxtypes = /^(?:toggle|show|hide)$/,\n\trrun = /queueHooks$/;\n\nfunction schedule() {\n\tif ( inProgress ) {\n\t\tif ( document.hidden === false && window.requestAnimationFrame ) {\n\t\t\twindow.requestAnimationFrame( schedule );\n\t\t} else {\n\t\t\twindow.setTimeout( schedule, jQuery.fx.interval );\n\t\t}\n\n\t\tjQuery.fx.tick();\n\t}\n}\n\n// Animations created synchronously will run synchronously\nfunction createFxNow() {\n\twindow.setTimeout( function() {\n\t\tfxNow = undefined;\n\t} );\n\treturn ( fxNow = Date.now() );\n}\n\n// Generate parameters to create a standard animation\nfunction genFx( type, includeWidth ) {\n\tvar which,\n\t\ti = 0,\n\t\tattrs = { height: type };\n\n\t// If we include width, step value is 1 to do all cssExpand values,\n\t// otherwise step value is 2 to skip over Left and Right\n\tincludeWidth = includeWidth ? 1 : 0;\n\tfor ( ; i < 4; i += 2 - includeWidth ) {\n\t\twhich = cssExpand[ i ];\n\t\tattrs[ \"margin\" + which ] = attrs[ \"padding\" + which ] = type;\n\t}\n\n\tif ( includeWidth ) {\n\t\tattrs.opacity = attrs.width = type;\n\t}\n\n\treturn attrs;\n}\n\nfunction createTween( value, prop, animation ) {\n\tvar tween,\n\t\tcollection = ( Animation.tweeners[ prop ] || [] ).concat( Animation.tweeners[ \"*\" ] ),\n\t\tindex = 0,\n\t\tlength = collection.length;\n\tfor ( ; index < length; index++ ) {\n\t\tif ( ( tween = collection[ index ].call( animation, prop, value ) ) ) {\n\n\t\t\t// We're done with this property\n\t\t\treturn tween;\n\t\t}\n\t}\n}\n\nfunction defaultPrefilter( elem, props, opts ) {\n\tvar prop, value, toggle, hooks, oldfire, propTween, restoreDisplay, display,\n\t\tisBox = \"width\" in props || \"height\" in props,\n\t\tanim = this,\n\t\torig = {},\n\t\tstyle = elem.style,\n\t\thidden = elem.nodeType && isHiddenWithinTree( elem ),\n\t\tdataShow = dataPriv.get( elem, \"fxshow\" );\n\n\t// Queue-skipping animations hijack the fx hooks\n\tif ( !opts.queue ) {\n\t\thooks = jQuery._queueHooks( elem, \"fx\" );\n\t\tif ( hooks.unqueued == null ) {\n\t\t\thooks.unqueued = 0;\n\t\t\toldfire = hooks.empty.fire;\n\t\t\thooks.empty.fire = function() {\n\t\t\t\tif ( !hooks.unqueued ) {\n\t\t\t\t\toldfire();\n\t\t\t\t}\n\t\t\t};\n\t\t}\n\t\thooks.unqueued++;\n\n\t\tanim.always( function() {\n\n\t\t\t// Ensure the complete handler is called before this completes\n\t\t\tanim.always( function() {\n\t\t\t\thooks.unqueued--;\n\t\t\t\tif ( !jQuery.queue( elem, \"fx\" ).length ) {\n\t\t\t\t\thooks.empty.fire();\n\t\t\t\t}\n\t\t\t} );\n\t\t} );\n\t}\n\n\t// Detect show/hide animations\n\tfor ( prop in props ) {\n\t\tvalue = props[ prop ];\n\t\tif ( rfxtypes.test( value ) ) {\n\t\t\tdelete props[ prop ];\n\t\t\ttoggle = toggle || value === \"toggle\";\n\t\t\tif ( value === ( hidden ? \"hide\" : \"show\" ) ) {\n\n\t\t\t\t// Pretend to be hidden if this is a \"show\" and\n\t\t\t\t// there is still data from a stopped show/hide\n\t\t\t\tif ( value === \"show\" && dataShow && dataShow[ prop ] !== undefined ) {\n\t\t\t\t\thidden = true;\n\n\t\t\t\t// Ignore all other no-op show/hide data\n\t\t\t\t} else {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\t\t\torig[ prop ] = dataShow && dataShow[ prop ] || jQuery.style( elem, prop );\n\t\t}\n\t}\n\n\t// Bail out if this is a no-op like .hide().hide()\n\tpropTween = !jQuery.isEmptyObject( props );\n\tif ( !propTween && jQuery.isEmptyObject( orig ) ) {\n\t\treturn;\n\t}\n\n\t// Restrict \"overflow\" and \"display\" styles during box animations\n\tif ( isBox && elem.nodeType === 1 ) {\n\n\t\t// Support: IE <=9 - 11, Edge 12 - 15\n\t\t// Record all 3 overflow attributes because IE does not infer the shorthand\n\t\t// from identically-valued overflowX and overflowY and Edge just mirrors\n\t\t// the overflowX value there.\n\t\topts.overflow = [ style.overflow, style.overflowX, style.overflowY ];\n\n\t\t// Identify a display type, preferring old show/hide data over the CSS cascade\n\t\trestoreDisplay = dataShow && dataShow.display;\n\t\tif ( restoreDisplay == null ) {\n\t\t\trestoreDisplay = dataPriv.get( elem, \"display\" );\n\t\t}\n\t\tdisplay = jQuery.css( elem, \"display\" );\n\t\tif ( display === \"none\" ) {\n\t\t\tif ( restoreDisplay ) {\n\t\t\t\tdisplay = restoreDisplay;\n\t\t\t} else {\n\n\t\t\t\t// Get nonempty value(s) by temporarily forcing visibility\n\t\t\t\tshowHide( [ elem ], true );\n\t\t\t\trestoreDisplay = elem.style.display || restoreDisplay;\n\t\t\t\tdisplay = jQuery.css( elem, \"display\" );\n\t\t\t\tshowHide( [ elem ] );\n\t\t\t}\n\t\t}\n\n\t\t// Animate inline elements as inline-block\n\t\tif ( display === \"inline\" || display === \"inline-block\" && restoreDisplay != null ) {\n\t\t\tif ( jQuery.css( elem, \"float\" ) === \"none\" ) {\n\n\t\t\t\t// Restore the original display value at the end of pure show/hide animations\n\t\t\t\tif ( !propTween ) {\n\t\t\t\t\tanim.done( function() {\n\t\t\t\t\t\tstyle.display = restoreDisplay;\n\t\t\t\t\t} );\n\t\t\t\t\tif ( restoreDisplay == null ) {\n\t\t\t\t\t\tdisplay = style.display;\n\t\t\t\t\t\trestoreDisplay = display === \"none\" ? \"\" : display;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tstyle.display = \"inline-block\";\n\t\t\t}\n\t\t}\n\t}\n\n\tif ( opts.overflow ) {\n\t\tstyle.overflow = \"hidden\";\n\t\tanim.always( function() {\n\t\t\tstyle.overflow = opts.overflow[ 0 ];\n\t\t\tstyle.overflowX = opts.overflow[ 1 ];\n\t\t\tstyle.overflowY = opts.overflow[ 2 ];\n\t\t} );\n\t}\n\n\t// Implement show/hide animations\n\tpropTween = false;\n\tfor ( prop in orig ) {\n\n\t\t// General show/hide setup for this element animation\n\t\tif ( !propTween ) {\n\t\t\tif ( dataShow ) {\n\t\t\t\tif ( \"hidden\" in dataShow ) {\n\t\t\t\t\thidden = dataShow.hidden;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tdataShow = dataPriv.access( elem, \"fxshow\", { display: restoreDisplay } );\n\t\t\t}\n\n\t\t\t// Store hidden/visible for toggle so `.stop().toggle()` \"reverses\"\n\t\t\tif ( toggle ) {\n\t\t\t\tdataShow.hidden = !hidden;\n\t\t\t}\n\n\t\t\t// Show elements before animating them\n\t\t\tif ( hidden ) {\n\t\t\t\tshowHide( [ elem ], true );\n\t\t\t}\n\n\t\t\t/* eslint-disable no-loop-func */\n\n\t\t\tanim.done( function() {\n\n\t\t\t/* eslint-enable no-loop-func */\n\n\t\t\t\t// The final step of a \"hide\" animation is actually hiding the element\n\t\t\t\tif ( !hidden ) {\n\t\t\t\t\tshowHide( [ elem ] );\n\t\t\t\t}\n\t\t\t\tdataPriv.remove( elem, \"fxshow\" );\n\t\t\t\tfor ( prop in orig ) {\n\t\t\t\t\tjQuery.style( elem, prop, orig[ prop ] );\n\t\t\t\t}\n\t\t\t} );\n\t\t}\n\n\t\t// Per-property setup\n\t\tpropTween = createTween( hidden ? dataShow[ prop ] : 0, prop, anim );\n\t\tif ( !( prop in dataShow ) ) {\n\t\t\tdataShow[ prop ] = propTween.start;\n\t\t\tif ( hidden ) {\n\t\t\t\tpropTween.end = propTween.start;\n\t\t\t\tpropTween.start = 0;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfunction propFilter( props, specialEasing ) {\n\tvar index, name, easing, value, hooks;\n\n\t// camelCase, specialEasing and expand cssHook pass\n\tfor ( index in props ) {\n\t\tname = camelCase( index );\n\t\teasing = specialEasing[ name ];\n\t\tvalue = props[ index ];\n\t\tif ( Array.isArray( value ) ) {\n\t\t\teasing = value[ 1 ];\n\t\t\tvalue = props[ index ] = value[ 0 ];\n\t\t}\n\n\t\tif ( index !== name ) {\n\t\t\tprops[ name ] = value;\n\t\t\tdelete props[ index ];\n\t\t}\n\n\t\thooks = jQuery.cssHooks[ name ];\n\t\tif ( hooks && \"expand\" in hooks ) {\n\t\t\tvalue = hooks.expand( value );\n\t\t\tdelete props[ name ];\n\n\t\t\t// Not quite $.extend, this won't overwrite existing keys.\n\t\t\t// Reusing 'index' because we have the correct \"name\"\n\t\t\tfor ( index in value ) {\n\t\t\t\tif ( !( index in props ) ) {\n\t\t\t\t\tprops[ index ] = value[ index ];\n\t\t\t\t\tspecialEasing[ index ] = easing;\n\t\t\t\t}\n\t\t\t}\n\t\t} else {\n\t\t\tspecialEasing[ name ] = easing;\n\t\t}\n\t}\n}\n\nfunction Animation( elem, properties, options ) {\n\tvar result,\n\t\tstopped,\n\t\tindex = 0,\n\t\tlength = Animation.prefilters.length,\n\t\tdeferred = jQuery.Deferred().always( function() {\n\n\t\t\t// Don't match elem in the :animated selector\n\t\t\tdelete tick.elem;\n\t\t} ),\n\t\ttick = function() {\n\t\t\tif ( stopped ) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tvar currentTime = fxNow || createFxNow(),\n\t\t\t\tremaining = Math.max( 0, animation.startTime + animation.duration - currentTime ),\n\n\t\t\t\t// Support: Android 2.3 only\n\t\t\t\t// Archaic crash bug won't allow us to use `1 - ( 0.5 || 0 )` (#12497)\n\t\t\t\ttemp = remaining / animation.duration || 0,\n\t\t\t\tpercent = 1 - temp,\n\t\t\t\tindex = 0,\n\t\t\t\tlength = animation.tweens.length;\n\n\t\t\tfor ( ; index < length; index++ ) {\n\t\t\t\tanimation.tweens[ index ].run( percent );\n\t\t\t}\n\n\t\t\tdeferred.notifyWith( elem, [ animation, percent, remaining ] );\n\n\t\t\t// If there's more to do, yield\n\t\t\tif ( percent < 1 && length ) {\n\t\t\t\treturn remaining;\n\t\t\t}\n\n\t\t\t// If this was an empty animation, synthesize a final progress notification\n\t\t\tif ( !length ) {\n\t\t\t\tdeferred.notifyWith( elem, [ animation, 1, 0 ] );\n\t\t\t}\n\n\t\t\t// Resolve the animation and report its conclusion\n\t\t\tdeferred.resolveWith( elem, [ animation ] );\n\t\t\treturn false;\n\t\t},\n\t\tanimation = deferred.promise( {\n\t\t\telem: elem,\n\t\t\tprops: jQuery.extend( {}, properties ),\n\t\t\topts: jQuery.extend( true, {\n\t\t\t\tspecialEasing: {},\n\t\t\t\teasing: jQuery.easing._default\n\t\t\t}, options ),\n\t\t\toriginalProperties: properties,\n\t\t\toriginalOptions: options,\n\t\t\tstartTime: fxNow || createFxNow(),\n\t\t\tduration: options.duration,\n\t\t\ttweens: [],\n\t\t\tcreateTween: function( prop, end ) {\n\t\t\t\tvar tween = jQuery.Tween( elem, animation.opts, prop, end,\n\t\t\t\t\t\tanimation.opts.specialEasing[ prop ] || animation.opts.easing );\n\t\t\t\tanimation.tweens.push( tween );\n\t\t\t\treturn tween;\n\t\t\t},\n\t\t\tstop: function( gotoEnd ) {\n\t\t\t\tvar index = 0,\n\n\t\t\t\t\t// If we are going to the end, we want to run all the tweens\n\t\t\t\t\t// otherwise we skip this part\n\t\t\t\t\tlength = gotoEnd ? animation.tweens.length : 0;\n\t\t\t\tif ( stopped ) {\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\t\t\t\tstopped = true;\n\t\t\t\tfor ( ; index < length; index++ ) {\n\t\t\t\t\tanimation.tweens[ index ].run( 1 );\n\t\t\t\t}\n\n\t\t\t\t// Resolve when we played the last frame; otherwise, reject\n\t\t\t\tif ( gotoEnd ) {\n\t\t\t\t\tdeferred.notifyWith( elem, [ animation, 1, 0 ] );\n\t\t\t\t\tdeferred.resolveWith( elem, [ animation, gotoEnd ] );\n\t\t\t\t} else {\n\t\t\t\t\tdeferred.rejectWith( elem, [ animation, gotoEnd ] );\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t}\n\t\t} ),\n\t\tprops = animation.props;\n\n\tpropFilter( props, animation.opts.specialEasing );\n\n\tfor ( ; index < length; index++ ) {\n\t\tresult = Animation.prefilters[ index ].call( animation, elem, props, animation.opts );\n\t\tif ( result ) {\n\t\t\tif ( isFunction( result.stop ) ) {\n\t\t\t\tjQuery._queueHooks( animation.elem, animation.opts.queue ).stop =\n\t\t\t\t\tresult.stop.bind( result );\n\t\t\t}\n\t\t\treturn result;\n\t\t}\n\t}\n\n\tjQuery.map( props, createTween, animation );\n\n\tif ( isFunction( animation.opts.start ) ) {\n\t\tanimation.opts.start.call( elem, animation );\n\t}\n\n\t// Attach callbacks from options\n\tanimation\n\t\t.progress( animation.opts.progress )\n\t\t.done( animation.opts.done, animation.opts.complete )\n\t\t.fail( animation.opts.fail )\n\t\t.always( animation.opts.always );\n\n\tjQuery.fx.timer(\n\t\tjQuery.extend( tick, {\n\t\t\telem: elem,\n\t\t\tanim: animation,\n\t\t\tqueue: animation.opts.queue\n\t\t} )\n\t);\n\n\treturn animation;\n}\n\njQuery.Animation = jQuery.extend( Animation, {\n\n\ttweeners: {\n\t\t\"*\": [ function( prop, value ) {\n\t\t\tvar tween = this.createTween( prop, value );\n\t\t\tadjustCSS( tween.elem, prop, rcssNum.exec( value ), tween );\n\t\t\treturn tween;\n\t\t} ]\n\t},\n\n\ttweener: function( props, callback ) {\n\t\tif ( isFunction( props ) ) {\n\t\t\tcallback = props;\n\t\t\tprops = [ \"*\" ];\n\t\t} else {\n\t\t\tprops = props.match( rnothtmlwhite );\n\t\t}\n\n\t\tvar prop,\n\t\t\tindex = 0,\n\t\t\tlength = props.length;\n\n\t\tfor ( ; index < length; index++ ) {\n\t\t\tprop = props[ index ];\n\t\t\tAnimation.tweeners[ prop ] = Animation.tweeners[ prop ] || [];\n\t\t\tAnimation.tweeners[ prop ].unshift( callback );\n\t\t}\n\t},\n\n\tprefilters: [ defaultPrefilter ],\n\n\tprefilter: function( callback, prepend ) {\n\t\tif ( prepend ) {\n\t\t\tAnimation.prefilters.unshift( callback );\n\t\t} else {\n\t\t\tAnimation.prefilters.push( callback );\n\t\t}\n\t}\n} );\n\njQuery.speed = function( speed, easing, fn ) {\n\tvar opt = speed && typeof speed === \"object\" ? jQuery.extend( {}, speed ) : {\n\t\tcomplete: fn || !fn && easing ||\n\t\t\tisFunction( speed ) && speed,\n\t\tduration: speed,\n\t\teasing: fn && easing || easing && !isFunction( easing ) && easing\n\t};\n\n\t// Go to the end state if fx are off\n\tif ( jQuery.fx.off ) {\n\t\topt.duration = 0;\n\n\t} else {\n\t\tif ( typeof opt.duration !== \"number\" ) {\n\t\t\tif ( opt.duration in jQuery.fx.speeds ) {\n\t\t\t\topt.duration = jQuery.fx.speeds[ opt.duration ];\n\n\t\t\t} else {\n\t\t\t\topt.duration = jQuery.fx.speeds._default;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Normalize opt.queue - true/undefined/null -> \"fx\"\n\tif ( opt.queue == null || opt.queue === true ) {\n\t\topt.queue = \"fx\";\n\t}\n\n\t// Queueing\n\topt.old = opt.complete;\n\n\topt.complete = function() {\n\t\tif ( isFunction( opt.old ) ) {\n\t\t\topt.old.call( this );\n\t\t}\n\n\t\tif ( opt.queue ) {\n\t\t\tjQuery.dequeue( this, opt.queue );\n\t\t}\n\t};\n\n\treturn opt;\n};\n\njQuery.fn.extend( {\n\tfadeTo: function( speed, to, easing, callback ) {\n\n\t\t// Show any hidden elements after setting opacity to 0\n\t\treturn this.filter( isHiddenWithinTree ).css( \"opacity\", 0 ).show()\n\n\t\t\t// Animate to the value specified\n\t\t\t.end().animate( { opacity: to }, speed, easing, callback );\n\t},\n\tanimate: function( prop, speed, easing, callback ) {\n\t\tvar empty = jQuery.isEmptyObject( prop ),\n\t\t\toptall = jQuery.speed( speed, easing, callback ),\n\t\t\tdoAnimation = function() {\n\n\t\t\t\t// Operate on a copy of prop so per-property easing won't be lost\n\t\t\t\tvar anim = Animation( this, jQuery.extend( {}, prop ), optall );\n\n\t\t\t\t// Empty animations, or finishing resolves immediately\n\t\t\t\tif ( empty || dataPriv.get( this, \"finish\" ) ) {\n\t\t\t\t\tanim.stop( true );\n\t\t\t\t}\n\t\t\t};\n\t\t\tdoAnimation.finish = doAnimation;\n\n\t\treturn empty || optall.queue === false ?\n\t\t\tthis.each( doAnimation ) :\n\t\t\tthis.queue( optall.queue, doAnimation );\n\t},\n\tstop: function( type, clearQueue, gotoEnd ) {\n\t\tvar stopQueue = function( hooks ) {\n\t\t\tvar stop = hooks.stop;\n\t\t\tdelete hooks.stop;\n\t\t\tstop( gotoEnd );\n\t\t};\n\n\t\tif ( typeof type !== \"string\" ) {\n\t\t\tgotoEnd = clearQueue;\n\t\t\tclearQueue = type;\n\t\t\ttype = undefined;\n\t\t}\n\t\tif ( clearQueue ) {\n\t\t\tthis.queue( type || \"fx\", [] );\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tvar dequeue = true,\n\t\t\t\tindex = type != null && type + \"queueHooks\",\n\t\t\t\ttimers = jQuery.timers,\n\t\t\t\tdata = dataPriv.get( this );\n\n\t\t\tif ( index ) {\n\t\t\t\tif ( data[ index ] && data[ index ].stop ) {\n\t\t\t\t\tstopQueue( data[ index ] );\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tfor ( index in data ) {\n\t\t\t\t\tif ( data[ index ] && data[ index ].stop && rrun.test( index ) ) {\n\t\t\t\t\t\tstopQueue( data[ index ] );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfor ( index = timers.length; index--; ) {\n\t\t\t\tif ( timers[ index ].elem === this &&\n\t\t\t\t\t( type == null || timers[ index ].queue === type ) ) {\n\n\t\t\t\t\ttimers[ index ].anim.stop( gotoEnd );\n\t\t\t\t\tdequeue = false;\n\t\t\t\t\ttimers.splice( index, 1 );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Start the next in the queue if the last step wasn't forced.\n\t\t\t// Timers currently will call their complete callbacks, which\n\t\t\t// will dequeue but only if they were gotoEnd.\n\t\t\tif ( dequeue || !gotoEnd ) {\n\t\t\t\tjQuery.dequeue( this, type );\n\t\t\t}\n\t\t} );\n\t},\n\tfinish: function( type ) {\n\t\tif ( type !== false ) {\n\t\t\ttype = type || \"fx\";\n\t\t}\n\t\treturn this.each( function() {\n\t\t\tvar index,\n\t\t\t\tdata = dataPriv.get( this ),\n\t\t\t\tqueue = data[ type + \"queue\" ],\n\t\t\t\thooks = data[ type + \"queueHooks\" ],\n\t\t\t\ttimers = jQuery.timers,\n\t\t\t\tlength = queue ? queue.length : 0;\n\n\t\t\t// Enable finishing flag on private data\n\t\t\tdata.finish = true;\n\n\t\t\t// Empty the queue first\n\t\t\tjQuery.queue( this, type, [] );\n\n\t\t\tif ( hooks && hooks.stop ) {\n\t\t\t\thooks.stop.call( this, true );\n\t\t\t}\n\n\t\t\t// Look for any active animations, and finish them\n\t\t\tfor ( index = timers.length; index--; ) {\n\t\t\t\tif ( timers[ index ].elem === this && timers[ index ].queue === type ) {\n\t\t\t\t\ttimers[ index ].anim.stop( true );\n\t\t\t\t\ttimers.splice( index, 1 );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Look for any animations in the old queue and finish them\n\t\t\tfor ( index = 0; index < length; index++ ) {\n\t\t\t\tif ( queue[ index ] && queue[ index ].finish ) {\n\t\t\t\t\tqueue[ index ].finish.call( this );\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Turn off finishing flag\n\t\t\tdelete data.finish;\n\t\t} );\n\t}\n} );\n\njQuery.each( [ \"toggle\", \"show\", \"hide\" ], function( _i, name ) {\n\tvar cssFn = jQuery.fn[ name ];\n\tjQuery.fn[ name ] = function( speed, easing, callback ) {\n\t\treturn speed == null || typeof speed === \"boolean\" ?\n\t\t\tcssFn.apply( this, arguments ) :\n\t\t\tthis.animate( genFx( name, true ), speed, easing, callback );\n\t};\n} );\n\n// Generate shortcuts for custom animations\njQuery.each( {\n\tslideDown: genFx( \"show\" ),\n\tslideUp: genFx( \"hide\" ),\n\tslideToggle: genFx( \"toggle\" ),\n\tfadeIn: { opacity: \"show\" },\n\tfadeOut: { opacity: \"hide\" },\n\tfadeToggle: { opacity: \"toggle\" }\n}, function( name, props ) {\n\tjQuery.fn[ name ] = function( speed, easing, callback ) {\n\t\treturn this.animate( props, speed, easing, callback );\n\t};\n} );\n\njQuery.timers = [];\njQuery.fx.tick = function() {\n\tvar timer,\n\t\ti = 0,\n\t\ttimers = jQuery.timers;\n\n\tfxNow = Date.now();\n\n\tfor ( ; i < timers.length; i++ ) {\n\t\ttimer = timers[ i ];\n\n\t\t// Run the timer and safely remove it when done (allowing for external removal)\n\t\tif ( !timer() && timers[ i ] === timer ) {\n\t\t\ttimers.splice( i--, 1 );\n\t\t}\n\t}\n\n\tif ( !timers.length ) {\n\t\tjQuery.fx.stop();\n\t}\n\tfxNow = undefined;\n};\n\njQuery.fx.timer = function( timer ) {\n\tjQuery.timers.push( timer );\n\tjQuery.fx.start();\n};\n\njQuery.fx.interval = 13;\njQuery.fx.start = function() {\n\tif ( inProgress ) {\n\t\treturn;\n\t}\n\n\tinProgress = true;\n\tschedule();\n};\n\njQuery.fx.stop = function() {\n\tinProgress = null;\n};\n\njQuery.fx.speeds = {\n\tslow: 600,\n\tfast: 200,\n\n\t// Default speed\n\t_default: 400\n};\n\n\n// Based off of the plugin by Clint Helfers, with permission.\n// https://web.archive.org/web/20100324014747/http://blindsignals.com/index.php/2009/07/jquery-delay/\njQuery.fn.delay = function( time, type ) {\n\ttime = jQuery.fx ? jQuery.fx.speeds[ time ] || time : time;\n\ttype = type || \"fx\";\n\n\treturn this.queue( type, function( next, hooks ) {\n\t\tvar timeout = window.setTimeout( next, time );\n\t\thooks.stop = function() {\n\t\t\twindow.clearTimeout( timeout );\n\t\t};\n\t} );\n};\n\n\n( function() {\n\tvar input = document.createElement( \"input\" ),\n\t\tselect = document.createElement( \"select\" ),\n\t\topt = select.appendChild( document.createElement( \"option\" ) );\n\n\tinput.type = \"checkbox\";\n\n\t// Support: Android <=4.3 only\n\t// Default value for a checkbox should be \"on\"\n\tsupport.checkOn = input.value !== \"\";\n\n\t// Support: IE <=11 only\n\t// Must access selectedIndex to make default options select\n\tsupport.optSelected = opt.selected;\n\n\t// Support: IE <=11 only\n\t// An input loses its value after becoming a radio\n\tinput = document.createElement( \"input\" );\n\tinput.value = \"t\";\n\tinput.type = \"radio\";\n\tsupport.radioValue = input.value === \"t\";\n} )();\n\n\nvar boolHook,\n\tattrHandle = jQuery.expr.attrHandle;\n\njQuery.fn.extend( {\n\tattr: function( name, value ) {\n\t\treturn access( this, jQuery.attr, name, value, arguments.length > 1 );\n\t},\n\n\tremoveAttr: function( name ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.removeAttr( this, name );\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tattr: function( elem, name, value ) {\n\t\tvar ret, hooks,\n\t\t\tnType = elem.nodeType;\n\n\t\t// Don't get/set attributes on text, comment and attribute nodes\n\t\tif ( nType === 3 || nType === 8 || nType === 2 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Fallback to prop when attributes are not supported\n\t\tif ( typeof elem.getAttribute === \"undefined\" ) {\n\t\t\treturn jQuery.prop( elem, name, value );\n\t\t}\n\n\t\t// Attribute hooks are determined by the lowercase version\n\t\t// Grab necessary hook if one is defined\n\t\tif ( nType !== 1 || !jQuery.isXMLDoc( elem ) ) {\n\t\t\thooks = jQuery.attrHooks[ name.toLowerCase() ] ||\n\t\t\t\t( jQuery.expr.match.bool.test( name ) ? boolHook : undefined );\n\t\t}\n\n\t\tif ( value !== undefined ) {\n\t\t\tif ( value === null ) {\n\t\t\t\tjQuery.removeAttr( elem, name );\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif ( hooks && \"set\" in hooks &&\n\t\t\t\t( ret = hooks.set( elem, value, name ) ) !== undefined ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\telem.setAttribute( name, value + \"\" );\n\t\t\treturn value;\n\t\t}\n\n\t\tif ( hooks && \"get\" in hooks && ( ret = hooks.get( elem, name ) ) !== null ) {\n\t\t\treturn ret;\n\t\t}\n\n\t\tret = jQuery.find.attr( elem, name );\n\n\t\t// Non-existent attributes return null, we normalize to undefined\n\t\treturn ret == null ? undefined : ret;\n\t},\n\n\tattrHooks: {\n\t\ttype: {\n\t\t\tset: function( elem, value ) {\n\t\t\t\tif ( !support.radioValue && value === \"radio\" &&\n\t\t\t\t\tnodeName( elem, \"input\" ) ) {\n\t\t\t\t\tvar val = elem.value;\n\t\t\t\t\telem.setAttribute( \"type\", value );\n\t\t\t\t\tif ( val ) {\n\t\t\t\t\t\telem.value = val;\n\t\t\t\t\t}\n\t\t\t\t\treturn value;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t},\n\n\tremoveAttr: function( elem, value ) {\n\t\tvar name,\n\t\t\ti = 0,\n\n\t\t\t// Attribute names can contain non-HTML whitespace characters\n\t\t\t// https://html.spec.whatwg.org/multipage/syntax.html#attributes-2\n\t\t\tattrNames = value && value.match( rnothtmlwhite );\n\n\t\tif ( attrNames && elem.nodeType === 1 ) {\n\t\t\twhile ( ( name = attrNames[ i++ ] ) ) {\n\t\t\t\telem.removeAttribute( name );\n\t\t\t}\n\t\t}\n\t}\n} );\n\n// Hooks for boolean attributes\nboolHook = {\n\tset: function( elem, value, name ) {\n\t\tif ( value === false ) {\n\n\t\t\t// Remove boolean attributes when set to false\n\t\t\tjQuery.removeAttr( elem, name );\n\t\t} else {\n\t\t\telem.setAttribute( name, name );\n\t\t}\n\t\treturn name;\n\t}\n};\n\njQuery.each( jQuery.expr.match.bool.source.match( /\\w+/g ), function( _i, name ) {\n\tvar getter = attrHandle[ name ] || jQuery.find.attr;\n\n\tattrHandle[ name ] = function( elem, name, isXML ) {\n\t\tvar ret, handle,\n\t\t\tlowercaseName = name.toLowerCase();\n\n\t\tif ( !isXML ) {\n\n\t\t\t// Avoid an infinite loop by temporarily removing this function from the getter\n\t\t\thandle = attrHandle[ lowercaseName ];\n\t\t\tattrHandle[ lowercaseName ] = ret;\n\t\t\tret = getter( elem, name, isXML ) != null ?\n\t\t\t\tlowercaseName :\n\t\t\t\tnull;\n\t\t\tattrHandle[ lowercaseName ] = handle;\n\t\t}\n\t\treturn ret;\n\t};\n} );\n\n\n\n\nvar rfocusable = /^(?:input|select|textarea|button)$/i,\n\trclickable = /^(?:a|area)$/i;\n\njQuery.fn.extend( {\n\tprop: function( name, value ) {\n\t\treturn access( this, jQuery.prop, name, value, arguments.length > 1 );\n\t},\n\n\tremoveProp: function( name ) {\n\t\treturn this.each( function() {\n\t\t\tdelete this[ jQuery.propFix[ name ] || name ];\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tprop: function( elem, name, value ) {\n\t\tvar ret, hooks,\n\t\t\tnType = elem.nodeType;\n\n\t\t// Don't get/set properties on text, comment and attribute nodes\n\t\tif ( nType === 3 || nType === 8 || nType === 2 ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( nType !== 1 || !jQuery.isXMLDoc( elem ) ) {\n\n\t\t\t// Fix name and attach hooks\n\t\t\tname = jQuery.propFix[ name ] || name;\n\t\t\thooks = jQuery.propHooks[ name ];\n\t\t}\n\n\t\tif ( value !== undefined ) {\n\t\t\tif ( hooks && \"set\" in hooks &&\n\t\t\t\t( ret = hooks.set( elem, value, name ) ) !== undefined ) {\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\treturn ( elem[ name ] = value );\n\t\t}\n\n\t\tif ( hooks && \"get\" in hooks && ( ret = hooks.get( elem, name ) ) !== null ) {\n\t\t\treturn ret;\n\t\t}\n\n\t\treturn elem[ name ];\n\t},\n\n\tpropHooks: {\n\t\ttabIndex: {\n\t\t\tget: function( elem ) {\n\n\t\t\t\t// Support: IE <=9 - 11 only\n\t\t\t\t// elem.tabIndex doesn't always return the\n\t\t\t\t// correct value when it hasn't been explicitly set\n\t\t\t\t// https://web.archive.org/web/20141116233347/http://fluidproject.org/blog/2008/01/09/getting-setting-and-removing-tabindex-values-with-javascript/\n\t\t\t\t// Use proper attribute retrieval(#12072)\n\t\t\t\tvar tabindex = jQuery.find.attr( elem, \"tabindex\" );\n\n\t\t\t\tif ( tabindex ) {\n\t\t\t\t\treturn parseInt( tabindex, 10 );\n\t\t\t\t}\n\n\t\t\t\tif (\n\t\t\t\t\trfocusable.test( elem.nodeName ) ||\n\t\t\t\t\trclickable.test( elem.nodeName ) &&\n\t\t\t\t\telem.href\n\t\t\t\t) {\n\t\t\t\t\treturn 0;\n\t\t\t\t}\n\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t}\n\t},\n\n\tpropFix: {\n\t\t\"for\": \"htmlFor\",\n\t\t\"class\": \"className\"\n\t}\n} );\n\n// Support: IE <=11 only\n// Accessing the selectedIndex property\n// forces the browser to respect setting selected\n// on the option\n// The getter ensures a default option is selected\n// when in an optgroup\n// eslint rule \"no-unused-expressions\" is disabled for this code\n// since it considers such accessions noop\nif ( !support.optSelected ) {\n\tjQuery.propHooks.selected = {\n\t\tget: function( elem ) {\n\n\t\t\t/* eslint no-unused-expressions: \"off\" */\n\n\t\t\tvar parent = elem.parentNode;\n\t\t\tif ( parent && parent.parentNode ) {\n\t\t\t\tparent.parentNode.selectedIndex;\n\t\t\t}\n\t\t\treturn null;\n\t\t},\n\t\tset: function( elem ) {\n\n\t\t\t/* eslint no-unused-expressions: \"off\" */\n\n\t\t\tvar parent = elem.parentNode;\n\t\t\tif ( parent ) {\n\t\t\t\tparent.selectedIndex;\n\n\t\t\t\tif ( parent.parentNode ) {\n\t\t\t\t\tparent.parentNode.selectedIndex;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n}\n\njQuery.each( [\n\t\"tabIndex\",\n\t\"readOnly\",\n\t\"maxLength\",\n\t\"cellSpacing\",\n\t\"cellPadding\",\n\t\"rowSpan\",\n\t\"colSpan\",\n\t\"useMap\",\n\t\"frameBorder\",\n\t\"contentEditable\"\n], function() {\n\tjQuery.propFix[ this.toLowerCase() ] = this;\n} );\n\n\n\n\n\t// Strip and collapse whitespace according to HTML spec\n\t// https://infra.spec.whatwg.org/#strip-and-collapse-ascii-whitespace\n\tfunction stripAndCollapse( value ) {\n\t\tvar tokens = value.match( rnothtmlwhite ) || [];\n\t\treturn tokens.join( \" \" );\n\t}\n\n\nfunction getClass( elem ) {\n\treturn elem.getAttribute && elem.getAttribute( \"class\" ) || \"\";\n}\n\nfunction classesToArray( value ) {\n\tif ( Array.isArray( value ) ) {\n\t\treturn value;\n\t}\n\tif ( typeof value === \"string\" ) {\n\t\treturn value.match( rnothtmlwhite ) || [];\n\t}\n\treturn [];\n}\n\njQuery.fn.extend( {\n\taddClass: function( value ) {\n\t\tvar classes, elem, cur, curValue, clazz, j, finalValue,\n\t\t\ti = 0;\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( j ) {\n\t\t\t\tjQuery( this ).addClass( value.call( this, j, getClass( this ) ) );\n\t\t\t} );\n\t\t}\n\n\t\tclasses = classesToArray( value );\n\n\t\tif ( classes.length ) {\n\t\t\twhile ( ( elem = this[ i++ ] ) ) {\n\t\t\t\tcurValue = getClass( elem );\n\t\t\t\tcur = elem.nodeType === 1 && ( \" \" + stripAndCollapse( curValue ) + \" \" );\n\n\t\t\t\tif ( cur ) {\n\t\t\t\t\tj = 0;\n\t\t\t\t\twhile ( ( clazz = classes[ j++ ] ) ) {\n\t\t\t\t\t\tif ( cur.indexOf( \" \" + clazz + \" \" ) < 0 ) {\n\t\t\t\t\t\t\tcur += clazz + \" \";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Only assign if different to avoid unneeded rendering.\n\t\t\t\t\tfinalValue = stripAndCollapse( cur );\n\t\t\t\t\tif ( curValue !== finalValue ) {\n\t\t\t\t\t\telem.setAttribute( \"class\", finalValue );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn this;\n\t},\n\n\tremoveClass: function( value ) {\n\t\tvar classes, elem, cur, curValue, clazz, j, finalValue,\n\t\t\ti = 0;\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( j ) {\n\t\t\t\tjQuery( this ).removeClass( value.call( this, j, getClass( this ) ) );\n\t\t\t} );\n\t\t}\n\n\t\tif ( !arguments.length ) {\n\t\t\treturn this.attr( \"class\", \"\" );\n\t\t}\n\n\t\tclasses = classesToArray( value );\n\n\t\tif ( classes.length ) {\n\t\t\twhile ( ( elem = this[ i++ ] ) ) {\n\t\t\t\tcurValue = getClass( elem );\n\n\t\t\t\t// This expression is here for better compressibility (see addClass)\n\t\t\t\tcur = elem.nodeType === 1 && ( \" \" + stripAndCollapse( curValue ) + \" \" );\n\n\t\t\t\tif ( cur ) {\n\t\t\t\t\tj = 0;\n\t\t\t\t\twhile ( ( clazz = classes[ j++ ] ) ) {\n\n\t\t\t\t\t\t// Remove *all* instances\n\t\t\t\t\t\twhile ( cur.indexOf( \" \" + clazz + \" \" ) > -1 ) {\n\t\t\t\t\t\t\tcur = cur.replace( \" \" + clazz + \" \", \" \" );\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Only assign if different to avoid unneeded rendering.\n\t\t\t\t\tfinalValue = stripAndCollapse( cur );\n\t\t\t\t\tif ( curValue !== finalValue ) {\n\t\t\t\t\t\telem.setAttribute( \"class\", finalValue );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn this;\n\t},\n\n\ttoggleClass: function( value, stateVal ) {\n\t\tvar type = typeof value,\n\t\t\tisValidValue = type === \"string\" || Array.isArray( value );\n\n\t\tif ( typeof stateVal === \"boolean\" && isValidValue ) {\n\t\t\treturn stateVal ? this.addClass( value ) : this.removeClass( value );\n\t\t}\n\n\t\tif ( isFunction( value ) ) {\n\t\t\treturn this.each( function( i ) {\n\t\t\t\tjQuery( this ).toggleClass(\n\t\t\t\t\tvalue.call( this, i, getClass( this ), stateVal ),\n\t\t\t\t\tstateVal\n\t\t\t\t);\n\t\t\t} );\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tvar className, i, self, classNames;\n\n\t\t\tif ( isValidValue ) {\n\n\t\t\t\t// Toggle individual class names\n\t\t\t\ti = 0;\n\t\t\t\tself = jQuery( this );\n\t\t\t\tclassNames = classesToArray( value );\n\n\t\t\t\twhile ( ( className = classNames[ i++ ] ) ) {\n\n\t\t\t\t\t// Check each className given, space separated list\n\t\t\t\t\tif ( self.hasClass( className ) ) {\n\t\t\t\t\t\tself.removeClass( className );\n\t\t\t\t\t} else {\n\t\t\t\t\t\tself.addClass( className );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t// Toggle whole class name\n\t\t\t} else if ( value === undefined || type === \"boolean\" ) {\n\t\t\t\tclassName = getClass( this );\n\t\t\t\tif ( className ) {\n\n\t\t\t\t\t// Store className if set\n\t\t\t\t\tdataPriv.set( this, \"__className__\", className );\n\t\t\t\t}\n\n\t\t\t\t// If the element has a class name or if we're passed `false`,\n\t\t\t\t// then remove the whole classname (if there was one, the above saved it).\n\t\t\t\t// Otherwise bring back whatever was previously saved (if anything),\n\t\t\t\t// falling back to the empty string if nothing was stored.\n\t\t\t\tif ( this.setAttribute ) {\n\t\t\t\t\tthis.setAttribute( \"class\",\n\t\t\t\t\t\tclassName || value === false ?\n\t\t\t\t\t\t\"\" :\n\t\t\t\t\t\tdataPriv.get( this, \"__className__\" ) || \"\"\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t}\n\t\t} );\n\t},\n\n\thasClass: function( selector ) {\n\t\tvar className, elem,\n\t\t\ti = 0;\n\n\t\tclassName = \" \" + selector + \" \";\n\t\twhile ( ( elem = this[ i++ ] ) ) {\n\t\t\tif ( elem.nodeType === 1 &&\n\t\t\t\t( \" \" + stripAndCollapse( getClass( elem ) ) + \" \" ).indexOf( className ) > -1 ) {\n\t\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\treturn false;\n\t}\n} );\n\n\n\n\nvar rreturn = /\\r/g;\n\njQuery.fn.extend( {\n\tval: function( value ) {\n\t\tvar hooks, ret, valueIsFunction,\n\t\t\telem = this[ 0 ];\n\n\t\tif ( !arguments.length ) {\n\t\t\tif ( elem ) {\n\t\t\t\thooks = jQuery.valHooks[ elem.type ] ||\n\t\t\t\t\tjQuery.valHooks[ elem.nodeName.toLowerCase() ];\n\n\t\t\t\tif ( hooks &&\n\t\t\t\t\t\"get\" in hooks &&\n\t\t\t\t\t( ret = hooks.get( elem, \"value\" ) ) !== undefined\n\t\t\t\t) {\n\t\t\t\t\treturn ret;\n\t\t\t\t}\n\n\t\t\t\tret = elem.value;\n\n\t\t\t\t// Handle most common string cases\n\t\t\t\tif ( typeof ret === \"string\" ) {\n\t\t\t\t\treturn ret.replace( rreturn, \"\" );\n\t\t\t\t}\n\n\t\t\t\t// Handle cases where value is null/undef or number\n\t\t\t\treturn ret == null ? \"\" : ret;\n\t\t\t}\n\n\t\t\treturn;\n\t\t}\n\n\t\tvalueIsFunction = isFunction( value );\n\n\t\treturn this.each( function( i ) {\n\t\t\tvar val;\n\n\t\t\tif ( this.nodeType !== 1 ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif ( valueIsFunction ) {\n\t\t\t\tval = value.call( this, i, jQuery( this ).val() );\n\t\t\t} else {\n\t\t\t\tval = value;\n\t\t\t}\n\n\t\t\t// Treat null/undefined as \"\"; convert numbers to string\n\t\t\tif ( val == null ) {\n\t\t\t\tval = \"\";\n\n\t\t\t} else if ( typeof val === \"number\" ) {\n\t\t\t\tval += \"\";\n\n\t\t\t} else if ( Array.isArray( val ) ) {\n\t\t\t\tval = jQuery.map( val, function( value ) {\n\t\t\t\t\treturn value == null ? \"\" : value + \"\";\n\t\t\t\t} );\n\t\t\t}\n\n\t\t\thooks = jQuery.valHooks[ this.type ] || jQuery.valHooks[ this.nodeName.toLowerCase() ];\n\n\t\t\t// If set returns undefined, fall back to normal setting\n\t\t\tif ( !hooks || !( \"set\" in hooks ) || hooks.set( this, val, \"value\" ) === undefined ) {\n\t\t\t\tthis.value = val;\n\t\t\t}\n\t\t} );\n\t}\n} );\n\njQuery.extend( {\n\tvalHooks: {\n\t\toption: {\n\t\t\tget: function( elem ) {\n\n\t\t\t\tvar val = jQuery.find.attr( elem, \"value\" );\n\t\t\t\treturn val != null ?\n\t\t\t\t\tval :\n\n\t\t\t\t\t// Support: IE <=10 - 11 only\n\t\t\t\t\t// option.text throws exceptions (#14686, #14858)\n\t\t\t\t\t// Strip and collapse whitespace\n\t\t\t\t\t// https://html.spec.whatwg.org/#strip-and-collapse-whitespace\n\t\t\t\t\tstripAndCollapse( jQuery.text( elem ) );\n\t\t\t}\n\t\t},\n\t\tselect: {\n\t\t\tget: function( elem ) {\n\t\t\t\tvar value, option, i,\n\t\t\t\t\toptions = elem.options,\n\t\t\t\t\tindex = elem.selectedIndex,\n\t\t\t\t\tone = elem.type === \"select-one\",\n\t\t\t\t\tvalues = one ? null : [],\n\t\t\t\t\tmax = one ? index + 1 : options.length;\n\n\t\t\t\tif ( index < 0 ) {\n\t\t\t\t\ti = max;\n\n\t\t\t\t} else {\n\t\t\t\t\ti = one ? index : 0;\n\t\t\t\t}\n\n\t\t\t\t// Loop through all the selected options\n\t\t\t\tfor ( ; i < max; i++ ) {\n\t\t\t\t\toption = options[ i ];\n\n\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t// IE8-9 doesn't update selected after form reset (#2551)\n\t\t\t\t\tif ( ( option.selected || i === index ) &&\n\n\t\t\t\t\t\t\t// Don't return options that are disabled or in a disabled optgroup\n\t\t\t\t\t\t\t!option.disabled &&\n\t\t\t\t\t\t\t( !option.parentNode.disabled ||\n\t\t\t\t\t\t\t\t!nodeName( option.parentNode, \"optgroup\" ) ) ) {\n\n\t\t\t\t\t\t// Get the specific value for the option\n\t\t\t\t\t\tvalue = jQuery( option ).val();\n\n\t\t\t\t\t\t// We don't need an array for one selects\n\t\t\t\t\t\tif ( one ) {\n\t\t\t\t\t\t\treturn value;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Multi-Selects return an array\n\t\t\t\t\t\tvalues.push( value );\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn values;\n\t\t\t},\n\n\t\t\tset: function( elem, value ) {\n\t\t\t\tvar optionSet, option,\n\t\t\t\t\toptions = elem.options,\n\t\t\t\t\tvalues = jQuery.makeArray( value ),\n\t\t\t\t\ti = options.length;\n\n\t\t\t\twhile ( i-- ) {\n\t\t\t\t\toption = options[ i ];\n\n\t\t\t\t\t/* eslint-disable no-cond-assign */\n\n\t\t\t\t\tif ( option.selected =\n\t\t\t\t\t\tjQuery.inArray( jQuery.valHooks.option.get( option ), values ) > -1\n\t\t\t\t\t) {\n\t\t\t\t\t\toptionSet = true;\n\t\t\t\t\t}\n\n\t\t\t\t\t/* eslint-enable no-cond-assign */\n\t\t\t\t}\n\n\t\t\t\t// Force browsers to behave consistently when non-matching value is set\n\t\t\t\tif ( !optionSet ) {\n\t\t\t\t\telem.selectedIndex = -1;\n\t\t\t\t}\n\t\t\t\treturn values;\n\t\t\t}\n\t\t}\n\t}\n} );\n\n// Radios and checkboxes getter/setter\njQuery.each( [ \"radio\", \"checkbox\" ], function() {\n\tjQuery.valHooks[ this ] = {\n\t\tset: function( elem, value ) {\n\t\t\tif ( Array.isArray( value ) ) {\n\t\t\t\treturn ( elem.checked = jQuery.inArray( jQuery( elem ).val(), value ) > -1 );\n\t\t\t}\n\t\t}\n\t};\n\tif ( !support.checkOn ) {\n\t\tjQuery.valHooks[ this ].get = function( elem ) {\n\t\t\treturn elem.getAttribute( \"value\" ) === null ? \"on\" : elem.value;\n\t\t};\n\t}\n} );\n\n\n\n\n// Return jQuery for attributes-only inclusion\n\n\nsupport.focusin = \"onfocusin\" in window;\n\n\nvar rfocusMorph = /^(?:focusinfocus|focusoutblur)$/,\n\tstopPropagationCallback = function( e ) {\n\t\te.stopPropagation();\n\t};\n\njQuery.extend( jQuery.event, {\n\n\ttrigger: function( event, data, elem, onlyHandlers ) {\n\n\t\tvar i, cur, tmp, bubbleType, ontype, handle, special, lastElement,\n\t\t\teventPath = [ elem || document ],\n\t\t\ttype = hasOwn.call( event, \"type\" ) ? event.type : event,\n\t\t\tnamespaces = hasOwn.call( event, \"namespace\" ) ? event.namespace.split( \".\" ) : [];\n\n\t\tcur = lastElement = tmp = elem = elem || document;\n\n\t\t// Don't do events on text and comment nodes\n\t\tif ( elem.nodeType === 3 || elem.nodeType === 8 ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// focus/blur morphs to focusin/out; ensure we're not firing them right now\n\t\tif ( rfocusMorph.test( type + jQuery.event.triggered ) ) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ( type.indexOf( \".\" ) > -1 ) {\n\n\t\t\t// Namespaced trigger; create a regexp to match event type in handle()\n\t\t\tnamespaces = type.split( \".\" );\n\t\t\ttype = namespaces.shift();\n\t\t\tnamespaces.sort();\n\t\t}\n\t\tontype = type.indexOf( \":\" ) < 0 && \"on\" + type;\n\n\t\t// Caller can pass in a jQuery.Event object, Object, or just an event type string\n\t\tevent = event[ jQuery.expando ] ?\n\t\t\tevent :\n\t\t\tnew jQuery.Event( type, typeof event === \"object\" && event );\n\n\t\t// Trigger bitmask: & 1 for native handlers; & 2 for jQuery (always true)\n\t\tevent.isTrigger = onlyHandlers ? 2 : 3;\n\t\tevent.namespace = namespaces.join( \".\" );\n\t\tevent.rnamespace = event.namespace ?\n\t\t\tnew RegExp( \"(^|\\\\.)\" + namespaces.join( \"\\\\.(?:.*\\\\.|)\" ) + \"(\\\\.|$)\" ) :\n\t\t\tnull;\n\n\t\t// Clean up the event in case it is being reused\n\t\tevent.result = undefined;\n\t\tif ( !event.target ) {\n\t\t\tevent.target = elem;\n\t\t}\n\n\t\t// Clone any incoming data and prepend the event, creating the handler arg list\n\t\tdata = data == null ?\n\t\t\t[ event ] :\n\t\t\tjQuery.makeArray( data, [ event ] );\n\n\t\t// Allow special events to draw outside the lines\n\t\tspecial = jQuery.event.special[ type ] || {};\n\t\tif ( !onlyHandlers && special.trigger && special.trigger.apply( elem, data ) === false ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Determine event propagation path in advance, per W3C events spec (#9951)\n\t\t// Bubble up to document, then to window; watch for a global ownerDocument var (#9724)\n\t\tif ( !onlyHandlers && !special.noBubble && !isWindow( elem ) ) {\n\n\t\t\tbubbleType = special.delegateType || type;\n\t\t\tif ( !rfocusMorph.test( bubbleType + type ) ) {\n\t\t\t\tcur = cur.parentNode;\n\t\t\t}\n\t\t\tfor ( ; cur; cur = cur.parentNode ) {\n\t\t\t\teventPath.push( cur );\n\t\t\t\ttmp = cur;\n\t\t\t}\n\n\t\t\t// Only add window if we got to document (e.g., not plain obj or detached DOM)\n\t\t\tif ( tmp === ( elem.ownerDocument || document ) ) {\n\t\t\t\teventPath.push( tmp.defaultView || tmp.parentWindow || window );\n\t\t\t}\n\t\t}\n\n\t\t// Fire handlers on the event path\n\t\ti = 0;\n\t\twhile ( ( cur = eventPath[ i++ ] ) && !event.isPropagationStopped() ) {\n\t\t\tlastElement = cur;\n\t\t\tevent.type = i > 1 ?\n\t\t\t\tbubbleType :\n\t\t\t\tspecial.bindType || type;\n\n\t\t\t// jQuery handler\n\t\t\thandle = (\n\t\t\t\t\tdataPriv.get( cur, \"events\" ) || Object.create( null )\n\t\t\t\t)[ event.type ] &&\n\t\t\t\tdataPriv.get( cur, \"handle\" );\n\t\t\tif ( handle ) {\n\t\t\t\thandle.apply( cur, data );\n\t\t\t}\n\n\t\t\t// Native handler\n\t\t\thandle = ontype && cur[ ontype ];\n\t\t\tif ( handle && handle.apply && acceptData( cur ) ) {\n\t\t\t\tevent.result = handle.apply( cur, data );\n\t\t\t\tif ( event.result === false ) {\n\t\t\t\t\tevent.preventDefault();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tevent.type = type;\n\n\t\t// If nobody prevented the default action, do it now\n\t\tif ( !onlyHandlers && !event.isDefaultPrevented() ) {\n\n\t\t\tif ( ( !special._default ||\n\t\t\t\tspecial._default.apply( eventPath.pop(), data ) === false ) &&\n\t\t\t\tacceptData( elem ) ) {\n\n\t\t\t\t// Call a native DOM method on the target with the same name as the event.\n\t\t\t\t// Don't do default actions on window, that's where global variables be (#6170)\n\t\t\t\tif ( ontype && isFunction( elem[ type ] ) && !isWindow( elem ) ) {\n\n\t\t\t\t\t// Don't re-trigger an onFOO event when we call its FOO() method\n\t\t\t\t\ttmp = elem[ ontype ];\n\n\t\t\t\t\tif ( tmp ) {\n\t\t\t\t\t\telem[ ontype ] = null;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Prevent re-triggering of the same event, since we already bubbled it above\n\t\t\t\t\tjQuery.event.triggered = type;\n\n\t\t\t\t\tif ( event.isPropagationStopped() ) {\n\t\t\t\t\t\tlastElement.addEventListener( type, stopPropagationCallback );\n\t\t\t\t\t}\n\n\t\t\t\t\telem[ type ]();\n\n\t\t\t\t\tif ( event.isPropagationStopped() ) {\n\t\t\t\t\t\tlastElement.removeEventListener( type, stopPropagationCallback );\n\t\t\t\t\t}\n\n\t\t\t\t\tjQuery.event.triggered = undefined;\n\n\t\t\t\t\tif ( tmp ) {\n\t\t\t\t\t\telem[ ontype ] = tmp;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn event.result;\n\t},\n\n\t// Piggyback on a donor event to simulate a different one\n\t// Used only for `focus(in | out)` events\n\tsimulate: function( type, elem, event ) {\n\t\tvar e = jQuery.extend(\n\t\t\tnew jQuery.Event(),\n\t\t\tevent,\n\t\t\t{\n\t\t\t\ttype: type,\n\t\t\t\tisSimulated: true\n\t\t\t}\n\t\t);\n\n\t\tjQuery.event.trigger( e, null, elem );\n\t}\n\n} );\n\njQuery.fn.extend( {\n\n\ttrigger: function( type, data ) {\n\t\treturn this.each( function() {\n\t\t\tjQuery.event.trigger( type, data, this );\n\t\t} );\n\t},\n\ttriggerHandler: function( type, data ) {\n\t\tvar elem = this[ 0 ];\n\t\tif ( elem ) {\n\t\t\treturn jQuery.event.trigger( type, data, elem, true );\n\t\t}\n\t}\n} );\n\n\n// Support: Firefox <=44\n// Firefox doesn't have focus(in | out) events\n// Related ticket - https://bugzilla.mozilla.org/show_bug.cgi?id=687787\n//\n// Support: Chrome <=48 - 49, Safari <=9.0 - 9.1\n// focus(in | out) events fire after focus & blur events,\n// which is spec violation - http://www.w3.org/TR/DOM-Level-3-Events/#events-focusevent-event-order\n// Related ticket - https://bugs.chromium.org/p/chromium/issues/detail?id=449857\nif ( !support.focusin ) {\n\tjQuery.each( { focus: \"focusin\", blur: \"focusout\" }, function( orig, fix ) {\n\n\t\t// Attach a single capturing handler on the document while someone wants focusin/focusout\n\t\tvar handler = function( event ) {\n\t\t\tjQuery.event.simulate( fix, event.target, jQuery.event.fix( event ) );\n\t\t};\n\n\t\tjQuery.event.special[ fix ] = {\n\t\t\tsetup: function() {\n\n\t\t\t\t// Handle: regular nodes (via `this.ownerDocument`), window\n\t\t\t\t// (via `this.document`) & document (via `this`).\n\t\t\t\tvar doc = this.ownerDocument || this.document || this,\n\t\t\t\t\tattaches = dataPriv.access( doc, fix );\n\n\t\t\t\tif ( !attaches ) {\n\t\t\t\t\tdoc.addEventListener( orig, handler, true );\n\t\t\t\t}\n\t\t\t\tdataPriv.access( doc, fix, ( attaches || 0 ) + 1 );\n\t\t\t},\n\t\t\tteardown: function() {\n\t\t\t\tvar doc = this.ownerDocument || this.document || this,\n\t\t\t\t\tattaches = dataPriv.access( doc, fix ) - 1;\n\n\t\t\t\tif ( !attaches ) {\n\t\t\t\t\tdoc.removeEventListener( orig, handler, true );\n\t\t\t\t\tdataPriv.remove( doc, fix );\n\n\t\t\t\t} else {\n\t\t\t\t\tdataPriv.access( doc, fix, attaches );\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t} );\n}\nvar location = window.location;\n\nvar nonce = { guid: Date.now() };\n\nvar rquery = ( /\\?/ );\n\n\n\n// Cross-browser xml parsing\njQuery.parseXML = function( data ) {\n\tvar xml;\n\tif ( !data || typeof data !== \"string\" ) {\n\t\treturn null;\n\t}\n\n\t// Support: IE 9 - 11 only\n\t// IE throws on parseFromString with invalid input.\n\ttry {\n\t\txml = ( new window.DOMParser() ).parseFromString( data, \"text/xml\" );\n\t} catch ( e ) {\n\t\txml = undefined;\n\t}\n\n\tif ( !xml || xml.getElementsByTagName( \"parsererror\" ).length ) {\n\t\tjQuery.error( \"Invalid XML: \" + data );\n\t}\n\treturn xml;\n};\n\n\nvar\n\trbracket = /\\[\\]$/,\n\trCRLF = /\\r?\\n/g,\n\trsubmitterTypes = /^(?:submit|button|image|reset|file)$/i,\n\trsubmittable = /^(?:input|select|textarea|keygen)/i;\n\nfunction buildParams( prefix, obj, traditional, add ) {\n\tvar name;\n\n\tif ( Array.isArray( obj ) ) {\n\n\t\t// Serialize array item.\n\t\tjQuery.each( obj, function( i, v ) {\n\t\t\tif ( traditional || rbracket.test( prefix ) ) {\n\n\t\t\t\t// Treat each array item as a scalar.\n\t\t\t\tadd( prefix, v );\n\n\t\t\t} else {\n\n\t\t\t\t// Item is non-scalar (array or object), encode its numeric index.\n\t\t\t\tbuildParams(\n\t\t\t\t\tprefix + \"[\" + ( typeof v === \"object\" && v != null ? i : \"\" ) + \"]\",\n\t\t\t\t\tv,\n\t\t\t\t\ttraditional,\n\t\t\t\t\tadd\n\t\t\t\t);\n\t\t\t}\n\t\t} );\n\n\t} else if ( !traditional && toType( obj ) === \"object\" ) {\n\n\t\t// Serialize object item.\n\t\tfor ( name in obj ) {\n\t\t\tbuildParams( prefix + \"[\" + name + \"]\", obj[ name ], traditional, add );\n\t\t}\n\n\t} else {\n\n\t\t// Serialize scalar item.\n\t\tadd( prefix, obj );\n\t}\n}\n\n// Serialize an array of form elements or a set of\n// key/values into a query string\njQuery.param = function( a, traditional ) {\n\tvar prefix,\n\t\ts = [],\n\t\tadd = function( key, valueOrFunction ) {\n\n\t\t\t// If value is a function, invoke it and use its return value\n\t\t\tvar value = isFunction( valueOrFunction ) ?\n\t\t\t\tvalueOrFunction() :\n\t\t\t\tvalueOrFunction;\n\n\t\t\ts[ s.length ] = encodeURIComponent( key ) + \"=\" +\n\t\t\t\tencodeURIComponent( value == null ? \"\" : value );\n\t\t};\n\n\tif ( a == null ) {\n\t\treturn \"\";\n\t}\n\n\t// If an array was passed in, assume that it is an array of form elements.\n\tif ( Array.isArray( a ) || ( a.jquery && !jQuery.isPlainObject( a ) ) ) {\n\n\t\t// Serialize the form elements\n\t\tjQuery.each( a, function() {\n\t\t\tadd( this.name, this.value );\n\t\t} );\n\n\t} else {\n\n\t\t// If traditional, encode the \"old\" way (the way 1.3.2 or older\n\t\t// did it), otherwise encode params recursively.\n\t\tfor ( prefix in a ) {\n\t\t\tbuildParams( prefix, a[ prefix ], traditional, add );\n\t\t}\n\t}\n\n\t// Return the resulting serialization\n\treturn s.join( \"&\" );\n};\n\njQuery.fn.extend( {\n\tserialize: function() {\n\t\treturn jQuery.param( this.serializeArray() );\n\t},\n\tserializeArray: function() {\n\t\treturn this.map( function() {\n\n\t\t\t// Can add propHook for \"elements\" to filter or add form elements\n\t\t\tvar elements = jQuery.prop( this, \"elements\" );\n\t\t\treturn elements ? jQuery.makeArray( elements ) : this;\n\t\t} )\n\t\t.filter( function() {\n\t\t\tvar type = this.type;\n\n\t\t\t// Use .is( \":disabled\" ) so that fieldset[disabled] works\n\t\t\treturn this.name && !jQuery( this ).is( \":disabled\" ) &&\n\t\t\t\trsubmittable.test( this.nodeName ) && !rsubmitterTypes.test( type ) &&\n\t\t\t\t( this.checked || !rcheckableType.test( type ) );\n\t\t} )\n\t\t.map( function( _i, elem ) {\n\t\t\tvar val = jQuery( this ).val();\n\n\t\t\tif ( val == null ) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tif ( Array.isArray( val ) ) {\n\t\t\t\treturn jQuery.map( val, function( val ) {\n\t\t\t\t\treturn { name: elem.name, value: val.replace( rCRLF, \"\\r\\n\" ) };\n\t\t\t\t} );\n\t\t\t}\n\n\t\t\treturn { name: elem.name, value: val.replace( rCRLF, \"\\r\\n\" ) };\n\t\t} ).get();\n\t}\n} );\n\n\nvar\n\tr20 = /%20/g,\n\trhash = /#.*$/,\n\trantiCache = /([?&])_=[^&]*/,\n\trheaders = /^(.*?):[ \\t]*([^\\r\\n]*)$/mg,\n\n\t// #7653, #8125, #8152: local protocol detection\n\trlocalProtocol = /^(?:about|app|app-storage|.+-extension|file|res|widget):$/,\n\trnoContent = /^(?:GET|HEAD)$/,\n\trprotocol = /^\\/\\//,\n\n\t/* Prefilters\n\t * 1) They are useful to introduce custom dataTypes (see ajax/jsonp.js for an example)\n\t * 2) These are called:\n\t *    - BEFORE asking for a transport\n\t *    - AFTER param serialization (s.data is a string if s.processData is true)\n\t * 3) key is the dataType\n\t * 4) the catchall symbol \"*\" can be used\n\t * 5) execution will start with transport dataType and THEN continue down to \"*\" if needed\n\t */\n\tprefilters = {},\n\n\t/* Transports bindings\n\t * 1) key is the dataType\n\t * 2) the catchall symbol \"*\" can be used\n\t * 3) selection will start with transport dataType and THEN go to \"*\" if needed\n\t */\n\ttransports = {},\n\n\t// Avoid comment-prolog char sequence (#10098); must appease lint and evade compression\n\tallTypes = \"*/\".concat( \"*\" ),\n\n\t// Anchor tag for parsing the document origin\n\toriginAnchor = document.createElement( \"a\" );\n\toriginAnchor.href = location.href;\n\n// Base \"constructor\" for jQuery.ajaxPrefilter and jQuery.ajaxTransport\nfunction addToPrefiltersOrTransports( structure ) {\n\n\t// dataTypeExpression is optional and defaults to \"*\"\n\treturn function( dataTypeExpression, func ) {\n\n\t\tif ( typeof dataTypeExpression !== \"string\" ) {\n\t\t\tfunc = dataTypeExpression;\n\t\t\tdataTypeExpression = \"*\";\n\t\t}\n\n\t\tvar dataType,\n\t\t\ti = 0,\n\t\t\tdataTypes = dataTypeExpression.toLowerCase().match( rnothtmlwhite ) || [];\n\n\t\tif ( isFunction( func ) ) {\n\n\t\t\t// For each dataType in the dataTypeExpression\n\t\t\twhile ( ( dataType = dataTypes[ i++ ] ) ) {\n\n\t\t\t\t// Prepend if requested\n\t\t\t\tif ( dataType[ 0 ] === \"+\" ) {\n\t\t\t\t\tdataType = dataType.slice( 1 ) || \"*\";\n\t\t\t\t\t( structure[ dataType ] = structure[ dataType ] || [] ).unshift( func );\n\n\t\t\t\t// Otherwise append\n\t\t\t\t} else {\n\t\t\t\t\t( structure[ dataType ] = structure[ dataType ] || [] ).push( func );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n}\n\n// Base inspection function for prefilters and transports\nfunction inspectPrefiltersOrTransports( structure, options, originalOptions, jqXHR ) {\n\n\tvar inspected = {},\n\t\tseekingTransport = ( structure === transports );\n\n\tfunction inspect( dataType ) {\n\t\tvar selected;\n\t\tinspected[ dataType ] = true;\n\t\tjQuery.each( structure[ dataType ] || [], function( _, prefilterOrFactory ) {\n\t\t\tvar dataTypeOrTransport = prefilterOrFactory( options, originalOptions, jqXHR );\n\t\t\tif ( typeof dataTypeOrTransport === \"string\" &&\n\t\t\t\t!seekingTransport && !inspected[ dataTypeOrTransport ] ) {\n\n\t\t\t\toptions.dataTypes.unshift( dataTypeOrTransport );\n\t\t\t\tinspect( dataTypeOrTransport );\n\t\t\t\treturn false;\n\t\t\t} else if ( seekingTransport ) {\n\t\t\t\treturn !( selected = dataTypeOrTransport );\n\t\t\t}\n\t\t} );\n\t\treturn selected;\n\t}\n\n\treturn inspect( options.dataTypes[ 0 ] ) || !inspected[ \"*\" ] && inspect( \"*\" );\n}\n\n// A special extend for ajax options\n// that takes \"flat\" options (not to be deep extended)\n// Fixes #9887\nfunction ajaxExtend( target, src ) {\n\tvar key, deep,\n\t\tflatOptions = jQuery.ajaxSettings.flatOptions || {};\n\n\tfor ( key in src ) {\n\t\tif ( src[ key ] !== undefined ) {\n\t\t\t( flatOptions[ key ] ? target : ( deep || ( deep = {} ) ) )[ key ] = src[ key ];\n\t\t}\n\t}\n\tif ( deep ) {\n\t\tjQuery.extend( true, target, deep );\n\t}\n\n\treturn target;\n}\n\n/* Handles responses to an ajax request:\n * - finds the right dataType (mediates between content-type and expected dataType)\n * - returns the corresponding response\n */\nfunction ajaxHandleResponses( s, jqXHR, responses ) {\n\n\tvar ct, type, finalDataType, firstDataType,\n\t\tcontents = s.contents,\n\t\tdataTypes = s.dataTypes;\n\n\t// Remove auto dataType and get content-type in the process\n\twhile ( dataTypes[ 0 ] === \"*\" ) {\n\t\tdataTypes.shift();\n\t\tif ( ct === undefined ) {\n\t\t\tct = s.mimeType || jqXHR.getResponseHeader( \"Content-Type\" );\n\t\t}\n\t}\n\n\t// Check if we're dealing with a known content-type\n\tif ( ct ) {\n\t\tfor ( type in contents ) {\n\t\t\tif ( contents[ type ] && contents[ type ].test( ct ) ) {\n\t\t\t\tdataTypes.unshift( type );\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Check to see if we have a response for the expected dataType\n\tif ( dataTypes[ 0 ] in responses ) {\n\t\tfinalDataType = dataTypes[ 0 ];\n\t} else {\n\n\t\t// Try convertible dataTypes\n\t\tfor ( type in responses ) {\n\t\t\tif ( !dataTypes[ 0 ] || s.converters[ type + \" \" + dataTypes[ 0 ] ] ) {\n\t\t\t\tfinalDataType = type;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif ( !firstDataType ) {\n\t\t\t\tfirstDataType = type;\n\t\t\t}\n\t\t}\n\n\t\t// Or just use first one\n\t\tfinalDataType = finalDataType || firstDataType;\n\t}\n\n\t// If we found a dataType\n\t// We add the dataType to the list if needed\n\t// and return the corresponding response\n\tif ( finalDataType ) {\n\t\tif ( finalDataType !== dataTypes[ 0 ] ) {\n\t\t\tdataTypes.unshift( finalDataType );\n\t\t}\n\t\treturn responses[ finalDataType ];\n\t}\n}\n\n/* Chain conversions given the request and the original response\n * Also sets the responseXXX fields on the jqXHR instance\n */\nfunction ajaxConvert( s, response, jqXHR, isSuccess ) {\n\tvar conv2, current, conv, tmp, prev,\n\t\tconverters = {},\n\n\t\t// Work with a copy of dataTypes in case we need to modify it for conversion\n\t\tdataTypes = s.dataTypes.slice();\n\n\t// Create converters map with lowercased keys\n\tif ( dataTypes[ 1 ] ) {\n\t\tfor ( conv in s.converters ) {\n\t\t\tconverters[ conv.toLowerCase() ] = s.converters[ conv ];\n\t\t}\n\t}\n\n\tcurrent = dataTypes.shift();\n\n\t// Convert to each sequential dataType\n\twhile ( current ) {\n\n\t\tif ( s.responseFields[ current ] ) {\n\t\t\tjqXHR[ s.responseFields[ current ] ] = response;\n\t\t}\n\n\t\t// Apply the dataFilter if provided\n\t\tif ( !prev && isSuccess && s.dataFilter ) {\n\t\t\tresponse = s.dataFilter( response, s.dataType );\n\t\t}\n\n\t\tprev = current;\n\t\tcurrent = dataTypes.shift();\n\n\t\tif ( current ) {\n\n\t\t\t// There's only work to do if current dataType is non-auto\n\t\t\tif ( current === \"*\" ) {\n\n\t\t\t\tcurrent = prev;\n\n\t\t\t// Convert response if prev dataType is non-auto and differs from current\n\t\t\t} else if ( prev !== \"*\" && prev !== current ) {\n\n\t\t\t\t// Seek a direct converter\n\t\t\t\tconv = converters[ prev + \" \" + current ] || converters[ \"* \" + current ];\n\n\t\t\t\t// If none found, seek a pair\n\t\t\t\tif ( !conv ) {\n\t\t\t\t\tfor ( conv2 in converters ) {\n\n\t\t\t\t\t\t// If conv2 outputs current\n\t\t\t\t\t\ttmp = conv2.split( \" \" );\n\t\t\t\t\t\tif ( tmp[ 1 ] === current ) {\n\n\t\t\t\t\t\t\t// If prev can be converted to accepted input\n\t\t\t\t\t\t\tconv = converters[ prev + \" \" + tmp[ 0 ] ] ||\n\t\t\t\t\t\t\t\tconverters[ \"* \" + tmp[ 0 ] ];\n\t\t\t\t\t\t\tif ( conv ) {\n\n\t\t\t\t\t\t\t\t// Condense equivalence converters\n\t\t\t\t\t\t\t\tif ( conv === true ) {\n\t\t\t\t\t\t\t\t\tconv = converters[ conv2 ];\n\n\t\t\t\t\t\t\t\t// Otherwise, insert the intermediate dataType\n\t\t\t\t\t\t\t\t} else if ( converters[ conv2 ] !== true ) {\n\t\t\t\t\t\t\t\t\tcurrent = tmp[ 0 ];\n\t\t\t\t\t\t\t\t\tdataTypes.unshift( tmp[ 1 ] );\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Apply converter (if not an equivalence)\n\t\t\t\tif ( conv !== true ) {\n\n\t\t\t\t\t// Unless errors are allowed to bubble, catch and return them\n\t\t\t\t\tif ( conv && s.throws ) {\n\t\t\t\t\t\tresponse = conv( response );\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\tresponse = conv( response );\n\t\t\t\t\t\t} catch ( e ) {\n\t\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\tstate: \"parsererror\",\n\t\t\t\t\t\t\t\terror: conv ? e : \"No conversion from \" + prev + \" to \" + current\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn { state: \"success\", data: response };\n}\n\njQuery.extend( {\n\n\t// Counter for holding the number of active queries\n\tactive: 0,\n\n\t// Last-Modified header cache for next request\n\tlastModified: {},\n\tetag: {},\n\n\tajaxSettings: {\n\t\turl: location.href,\n\t\ttype: \"GET\",\n\t\tisLocal: rlocalProtocol.test( location.protocol ),\n\t\tglobal: true,\n\t\tprocessData: true,\n\t\tasync: true,\n\t\tcontentType: \"application/x-www-form-urlencoded; charset=UTF-8\",\n\n\t\t/*\n\t\ttimeout: 0,\n\t\tdata: null,\n\t\tdataType: null,\n\t\tusername: null,\n\t\tpassword: null,\n\t\tcache: null,\n\t\tthrows: false,\n\t\ttraditional: false,\n\t\theaders: {},\n\t\t*/\n\n\t\taccepts: {\n\t\t\t\"*\": allTypes,\n\t\t\ttext: \"text/plain\",\n\t\t\thtml: \"text/html\",\n\t\t\txml: \"application/xml, text/xml\",\n\t\t\tjson: \"application/json, text/javascript\"\n\t\t},\n\n\t\tcontents: {\n\t\t\txml: /\\bxml\\b/,\n\t\t\thtml: /\\bhtml/,\n\t\t\tjson: /\\bjson\\b/\n\t\t},\n\n\t\tresponseFields: {\n\t\t\txml: \"responseXML\",\n\t\t\ttext: \"responseText\",\n\t\t\tjson: \"responseJSON\"\n\t\t},\n\n\t\t// Data converters\n\t\t// Keys separate source (or catchall \"*\") and destination types with a single space\n\t\tconverters: {\n\n\t\t\t// Convert anything to text\n\t\t\t\"* text\": String,\n\n\t\t\t// Text to html (true = no transformation)\n\t\t\t\"text html\": true,\n\n\t\t\t// Evaluate text as a json expression\n\t\t\t\"text json\": JSON.parse,\n\n\t\t\t// Parse text as xml\n\t\t\t\"text xml\": jQuery.parseXML\n\t\t},\n\n\t\t// For options that shouldn't be deep extended:\n\t\t// you can add your own custom options here if\n\t\t// and when you create one that shouldn't be\n\t\t// deep extended (see ajaxExtend)\n\t\tflatOptions: {\n\t\t\turl: true,\n\t\t\tcontext: true\n\t\t}\n\t},\n\n\t// Creates a full fledged settings object into target\n\t// with both ajaxSettings and settings fields.\n\t// If target is omitted, writes into ajaxSettings.\n\tajaxSetup: function( target, settings ) {\n\t\treturn settings ?\n\n\t\t\t// Building a settings object\n\t\t\tajaxExtend( ajaxExtend( target, jQuery.ajaxSettings ), settings ) :\n\n\t\t\t// Extending ajaxSettings\n\t\t\tajaxExtend( jQuery.ajaxSettings, target );\n\t},\n\n\tajaxPrefilter: addToPrefiltersOrTransports( prefilters ),\n\tajaxTransport: addToPrefiltersOrTransports( transports ),\n\n\t// Main method\n\tajax: function( url, options ) {\n\n\t\t// If url is an object, simulate pre-1.5 signature\n\t\tif ( typeof url === \"object\" ) {\n\t\t\toptions = url;\n\t\t\turl = undefined;\n\t\t}\n\n\t\t// Force options to be an object\n\t\toptions = options || {};\n\n\t\tvar transport,\n\n\t\t\t// URL without anti-cache param\n\t\t\tcacheURL,\n\n\t\t\t// Response headers\n\t\t\tresponseHeadersString,\n\t\t\tresponseHeaders,\n\n\t\t\t// timeout handle\n\t\t\ttimeoutTimer,\n\n\t\t\t// Url cleanup var\n\t\t\turlAnchor,\n\n\t\t\t// Request state (becomes false upon send and true upon completion)\n\t\t\tcompleted,\n\n\t\t\t// To know if global events are to be dispatched\n\t\t\tfireGlobals,\n\n\t\t\t// Loop variable\n\t\t\ti,\n\n\t\t\t// uncached part of the url\n\t\t\tuncached,\n\n\t\t\t// Create the final options object\n\t\t\ts = jQuery.ajaxSetup( {}, options ),\n\n\t\t\t// Callbacks context\n\t\t\tcallbackContext = s.context || s,\n\n\t\t\t// Context for global events is callbackContext if it is a DOM node or jQuery collection\n\t\t\tglobalEventContext = s.context &&\n\t\t\t\t( callbackContext.nodeType || callbackContext.jquery ) ?\n\t\t\t\t\tjQuery( callbackContext ) :\n\t\t\t\t\tjQuery.event,\n\n\t\t\t// Deferreds\n\t\t\tdeferred = jQuery.Deferred(),\n\t\t\tcompleteDeferred = jQuery.Callbacks( \"once memory\" ),\n\n\t\t\t// Status-dependent callbacks\n\t\t\tstatusCode = s.statusCode || {},\n\n\t\t\t// Headers (they are sent all at once)\n\t\t\trequestHeaders = {},\n\t\t\trequestHeadersNames = {},\n\n\t\t\t// Default abort message\n\t\t\tstrAbort = \"canceled\",\n\n\t\t\t// Fake xhr\n\t\t\tjqXHR = {\n\t\t\t\treadyState: 0,\n\n\t\t\t\t// Builds headers hashtable if needed\n\t\t\t\tgetResponseHeader: function( key ) {\n\t\t\t\t\tvar match;\n\t\t\t\t\tif ( completed ) {\n\t\t\t\t\t\tif ( !responseHeaders ) {\n\t\t\t\t\t\t\tresponseHeaders = {};\n\t\t\t\t\t\t\twhile ( ( match = rheaders.exec( responseHeadersString ) ) ) {\n\t\t\t\t\t\t\t\tresponseHeaders[ match[ 1 ].toLowerCase() + \" \" ] =\n\t\t\t\t\t\t\t\t\t( responseHeaders[ match[ 1 ].toLowerCase() + \" \" ] || [] )\n\t\t\t\t\t\t\t\t\t\t.concat( match[ 2 ] );\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmatch = responseHeaders[ key.toLowerCase() + \" \" ];\n\t\t\t\t\t}\n\t\t\t\t\treturn match == null ? null : match.join( \", \" );\n\t\t\t\t},\n\n\t\t\t\t// Raw string\n\t\t\t\tgetAllResponseHeaders: function() {\n\t\t\t\t\treturn completed ? responseHeadersString : null;\n\t\t\t\t},\n\n\t\t\t\t// Caches the header\n\t\t\t\tsetRequestHeader: function( name, value ) {\n\t\t\t\t\tif ( completed == null ) {\n\t\t\t\t\t\tname = requestHeadersNames[ name.toLowerCase() ] =\n\t\t\t\t\t\t\trequestHeadersNames[ name.toLowerCase() ] || name;\n\t\t\t\t\t\trequestHeaders[ name ] = value;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\n\t\t\t\t// Overrides response content-type header\n\t\t\t\toverrideMimeType: function( type ) {\n\t\t\t\t\tif ( completed == null ) {\n\t\t\t\t\t\ts.mimeType = type;\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\n\t\t\t\t// Status-dependent callbacks\n\t\t\t\tstatusCode: function( map ) {\n\t\t\t\t\tvar code;\n\t\t\t\t\tif ( map ) {\n\t\t\t\t\t\tif ( completed ) {\n\n\t\t\t\t\t\t\t// Execute the appropriate callbacks\n\t\t\t\t\t\t\tjqXHR.always( map[ jqXHR.status ] );\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// Lazy-add the new callbacks in a way that preserves old ones\n\t\t\t\t\t\t\tfor ( code in map ) {\n\t\t\t\t\t\t\t\tstatusCode[ code ] = [ statusCode[ code ], map[ code ] ];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t},\n\n\t\t\t\t// Cancel the request\n\t\t\t\tabort: function( statusText ) {\n\t\t\t\t\tvar finalText = statusText || strAbort;\n\t\t\t\t\tif ( transport ) {\n\t\t\t\t\t\ttransport.abort( finalText );\n\t\t\t\t\t}\n\t\t\t\t\tdone( 0, finalText );\n\t\t\t\t\treturn this;\n\t\t\t\t}\n\t\t\t};\n\n\t\t// Attach deferreds\n\t\tdeferred.promise( jqXHR );\n\n\t\t// Add protocol if not provided (prefilters might expect it)\n\t\t// Handle falsy url in the settings object (#10093: consistency with old signature)\n\t\t// We also use the url parameter if available\n\t\ts.url = ( ( url || s.url || location.href ) + \"\" )\n\t\t\t.replace( rprotocol, location.protocol + \"//\" );\n\n\t\t// Alias method option to type as per ticket #12004\n\t\ts.type = options.method || options.type || s.method || s.type;\n\n\t\t// Extract dataTypes list\n\t\ts.dataTypes = ( s.dataType || \"*\" ).toLowerCase().match( rnothtmlwhite ) || [ \"\" ];\n\n\t\t// A cross-domain request is in order when the origin doesn't match the current origin.\n\t\tif ( s.crossDomain == null ) {\n\t\t\turlAnchor = document.createElement( \"a\" );\n\n\t\t\t// Support: IE <=8 - 11, Edge 12 - 15\n\t\t\t// IE throws exception on accessing the href property if url is malformed,\n\t\t\t// e.g. http://example.com:80x/\n\t\t\ttry {\n\t\t\t\turlAnchor.href = s.url;\n\n\t\t\t\t// Support: IE <=8 - 11 only\n\t\t\t\t// Anchor's host property isn't correctly set when s.url is relative\n\t\t\t\turlAnchor.href = urlAnchor.href;\n\t\t\t\ts.crossDomain = originAnchor.protocol + \"//\" + originAnchor.host !==\n\t\t\t\t\turlAnchor.protocol + \"//\" + urlAnchor.host;\n\t\t\t} catch ( e ) {\n\n\t\t\t\t// If there is an error parsing the URL, assume it is crossDomain,\n\t\t\t\t// it can be rejected by the transport if it is invalid\n\t\t\t\ts.crossDomain = true;\n\t\t\t}\n\t\t}\n\n\t\t// Convert data if not already a string\n\t\tif ( s.data && s.processData && typeof s.data !== \"string\" ) {\n\t\t\ts.data = jQuery.param( s.data, s.traditional );\n\t\t}\n\n\t\t// Apply prefilters\n\t\tinspectPrefiltersOrTransports( prefilters, s, options, jqXHR );\n\n\t\t// If request was aborted inside a prefilter, stop there\n\t\tif ( completed ) {\n\t\t\treturn jqXHR;\n\t\t}\n\n\t\t// We can fire global events as of now if asked to\n\t\t// Don't fire events if jQuery.event is undefined in an AMD-usage scenario (#15118)\n\t\tfireGlobals = jQuery.event && s.global;\n\n\t\t// Watch for a new set of requests\n\t\tif ( fireGlobals && jQuery.active++ === 0 ) {\n\t\t\tjQuery.event.trigger( \"ajaxStart\" );\n\t\t}\n\n\t\t// Uppercase the type\n\t\ts.type = s.type.toUpperCase();\n\n\t\t// Determine if request has content\n\t\ts.hasContent = !rnoContent.test( s.type );\n\n\t\t// Save the URL in case we're toying with the If-Modified-Since\n\t\t// and/or If-None-Match header later on\n\t\t// Remove hash to simplify url manipulation\n\t\tcacheURL = s.url.replace( rhash, \"\" );\n\n\t\t// More options handling for requests with no content\n\t\tif ( !s.hasContent ) {\n\n\t\t\t// Remember the hash so we can put it back\n\t\t\tuncached = s.url.slice( cacheURL.length );\n\n\t\t\t// If data is available and should be processed, append data to url\n\t\t\tif ( s.data && ( s.processData || typeof s.data === \"string\" ) ) {\n\t\t\t\tcacheURL += ( rquery.test( cacheURL ) ? \"&\" : \"?\" ) + s.data;\n\n\t\t\t\t// #9682: remove data so that it's not used in an eventual retry\n\t\t\t\tdelete s.data;\n\t\t\t}\n\n\t\t\t// Add or update anti-cache param if needed\n\t\t\tif ( s.cache === false ) {\n\t\t\t\tcacheURL = cacheURL.replace( rantiCache, \"$1\" );\n\t\t\t\tuncached = ( rquery.test( cacheURL ) ? \"&\" : \"?\" ) + \"_=\" + ( nonce.guid++ ) +\n\t\t\t\t\tuncached;\n\t\t\t}\n\n\t\t\t// Put hash and anti-cache on the URL that will be requested (gh-1732)\n\t\t\ts.url = cacheURL + uncached;\n\n\t\t// Change '%20' to '+' if this is encoded form body content (gh-2658)\n\t\t} else if ( s.data && s.processData &&\n\t\t\t( s.contentType || \"\" ).indexOf( \"application/x-www-form-urlencoded\" ) === 0 ) {\n\t\t\ts.data = s.data.replace( r20, \"+\" );\n\t\t}\n\n\t\t// Set the If-Modified-Since and/or If-None-Match header, if in ifModified mode.\n\t\tif ( s.ifModified ) {\n\t\t\tif ( jQuery.lastModified[ cacheURL ] ) {\n\t\t\t\tjqXHR.setRequestHeader( \"If-Modified-Since\", jQuery.lastModified[ cacheURL ] );\n\t\t\t}\n\t\t\tif ( jQuery.etag[ cacheURL ] ) {\n\t\t\t\tjqXHR.setRequestHeader( \"If-None-Match\", jQuery.etag[ cacheURL ] );\n\t\t\t}\n\t\t}\n\n\t\t// Set the correct header, if data is being sent\n\t\tif ( s.data && s.hasContent && s.contentType !== false || options.contentType ) {\n\t\t\tjqXHR.setRequestHeader( \"Content-Type\", s.contentType );\n\t\t}\n\n\t\t// Set the Accepts header for the server, depending on the dataType\n\t\tjqXHR.setRequestHeader(\n\t\t\t\"Accept\",\n\t\t\ts.dataTypes[ 0 ] && s.accepts[ s.dataTypes[ 0 ] ] ?\n\t\t\t\ts.accepts[ s.dataTypes[ 0 ] ] +\n\t\t\t\t\t( s.dataTypes[ 0 ] !== \"*\" ? \", \" + allTypes + \"; q=0.01\" : \"\" ) :\n\t\t\t\ts.accepts[ \"*\" ]\n\t\t);\n\n\t\t// Check for headers option\n\t\tfor ( i in s.headers ) {\n\t\t\tjqXHR.setRequestHeader( i, s.headers[ i ] );\n\t\t}\n\n\t\t// Allow custom headers/mimetypes and early abort\n\t\tif ( s.beforeSend &&\n\t\t\t( s.beforeSend.call( callbackContext, jqXHR, s ) === false || completed ) ) {\n\n\t\t\t// Abort if not done already and return\n\t\t\treturn jqXHR.abort();\n\t\t}\n\n\t\t// Aborting is no longer a cancellation\n\t\tstrAbort = \"abort\";\n\n\t\t// Install callbacks on deferreds\n\t\tcompleteDeferred.add( s.complete );\n\t\tjqXHR.done( s.success );\n\t\tjqXHR.fail( s.error );\n\n\t\t// Get transport\n\t\ttransport = inspectPrefiltersOrTransports( transports, s, options, jqXHR );\n\n\t\t// If no transport, we auto-abort\n\t\tif ( !transport ) {\n\t\t\tdone( -1, \"No Transport\" );\n\t\t} else {\n\t\t\tjqXHR.readyState = 1;\n\n\t\t\t// Send global event\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( \"ajaxSend\", [ jqXHR, s ] );\n\t\t\t}\n\n\t\t\t// If request was aborted inside ajaxSend, stop there\n\t\t\tif ( completed ) {\n\t\t\t\treturn jqXHR;\n\t\t\t}\n\n\t\t\t// Timeout\n\t\t\tif ( s.async && s.timeout > 0 ) {\n\t\t\t\ttimeoutTimer = window.setTimeout( function() {\n\t\t\t\t\tjqXHR.abort( \"timeout\" );\n\t\t\t\t}, s.timeout );\n\t\t\t}\n\n\t\t\ttry {\n\t\t\t\tcompleted = false;\n\t\t\t\ttransport.send( requestHeaders, done );\n\t\t\t} catch ( e ) {\n\n\t\t\t\t// Rethrow post-completion exceptions\n\t\t\t\tif ( completed ) {\n\t\t\t\t\tthrow e;\n\t\t\t\t}\n\n\t\t\t\t// Propagate others as results\n\t\t\t\tdone( -1, e );\n\t\t\t}\n\t\t}\n\n\t\t// Callback for when everything is done\n\t\tfunction done( status, nativeStatusText, responses, headers ) {\n\t\t\tvar isSuccess, success, error, response, modified,\n\t\t\t\tstatusText = nativeStatusText;\n\n\t\t\t// Ignore repeat invocations\n\t\t\tif ( completed ) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tcompleted = true;\n\n\t\t\t// Clear timeout if it exists\n\t\t\tif ( timeoutTimer ) {\n\t\t\t\twindow.clearTimeout( timeoutTimer );\n\t\t\t}\n\n\t\t\t// Dereference transport for early garbage collection\n\t\t\t// (no matter how long the jqXHR object will be used)\n\t\t\ttransport = undefined;\n\n\t\t\t// Cache response headers\n\t\t\tresponseHeadersString = headers || \"\";\n\n\t\t\t// Set readyState\n\t\t\tjqXHR.readyState = status > 0 ? 4 : 0;\n\n\t\t\t// Determine if successful\n\t\t\tisSuccess = status >= 200 && status < 300 || status === 304;\n\n\t\t\t// Get response data\n\t\t\tif ( responses ) {\n\t\t\t\tresponse = ajaxHandleResponses( s, jqXHR, responses );\n\t\t\t}\n\n\t\t\t// Use a noop converter for missing script\n\t\t\tif ( !isSuccess && jQuery.inArray( \"script\", s.dataTypes ) > -1 ) {\n\t\t\t\ts.converters[ \"text script\" ] = function() {};\n\t\t\t}\n\n\t\t\t// Convert no matter what (that way responseXXX fields are always set)\n\t\t\tresponse = ajaxConvert( s, response, jqXHR, isSuccess );\n\n\t\t\t// If successful, handle type chaining\n\t\t\tif ( isSuccess ) {\n\n\t\t\t\t// Set the If-Modified-Since and/or If-None-Match header, if in ifModified mode.\n\t\t\t\tif ( s.ifModified ) {\n\t\t\t\t\tmodified = jqXHR.getResponseHeader( \"Last-Modified\" );\n\t\t\t\t\tif ( modified ) {\n\t\t\t\t\t\tjQuery.lastModified[ cacheURL ] = modified;\n\t\t\t\t\t}\n\t\t\t\t\tmodified = jqXHR.getResponseHeader( \"etag\" );\n\t\t\t\t\tif ( modified ) {\n\t\t\t\t\t\tjQuery.etag[ cacheURL ] = modified;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// if no content\n\t\t\t\tif ( status === 204 || s.type === \"HEAD\" ) {\n\t\t\t\t\tstatusText = \"nocontent\";\n\n\t\t\t\t// if not modified\n\t\t\t\t} else if ( status === 304 ) {\n\t\t\t\t\tstatusText = \"notmodified\";\n\n\t\t\t\t// If we have data, let's convert it\n\t\t\t\t} else {\n\t\t\t\t\tstatusText = response.state;\n\t\t\t\t\tsuccess = response.data;\n\t\t\t\t\terror = response.error;\n\t\t\t\t\tisSuccess = !error;\n\t\t\t\t}\n\t\t\t} else {\n\n\t\t\t\t// Extract error from statusText and normalize for non-aborts\n\t\t\t\terror = statusText;\n\t\t\t\tif ( status || !statusText ) {\n\t\t\t\t\tstatusText = \"error\";\n\t\t\t\t\tif ( status < 0 ) {\n\t\t\t\t\t\tstatus = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Set data for the fake xhr object\n\t\t\tjqXHR.status = status;\n\t\t\tjqXHR.statusText = ( nativeStatusText || statusText ) + \"\";\n\n\t\t\t// Success/Error\n\t\t\tif ( isSuccess ) {\n\t\t\t\tdeferred.resolveWith( callbackContext, [ success, statusText, jqXHR ] );\n\t\t\t} else {\n\t\t\t\tdeferred.rejectWith( callbackContext, [ jqXHR, statusText, error ] );\n\t\t\t}\n\n\t\t\t// Status-dependent callbacks\n\t\t\tjqXHR.statusCode( statusCode );\n\t\t\tstatusCode = undefined;\n\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( isSuccess ? \"ajaxSuccess\" : \"ajaxError\",\n\t\t\t\t\t[ jqXHR, s, isSuccess ? success : error ] );\n\t\t\t}\n\n\t\t\t// Complete\n\t\t\tcompleteDeferred.fireWith( callbackContext, [ jqXHR, statusText ] );\n\n\t\t\tif ( fireGlobals ) {\n\t\t\t\tglobalEventContext.trigger( \"ajaxComplete\", [ jqXHR, s ] );\n\n\t\t\t\t// Handle the global AJAX counter\n\t\t\t\tif ( !( --jQuery.active ) ) {\n\t\t\t\t\tjQuery.event.trigger( \"ajaxStop\" );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn jqXHR;\n\t},\n\n\tgetJSON: function( url, data, callback ) {\n\t\treturn jQuery.get( url, data, callback, \"json\" );\n\t},\n\n\tgetScript: function( url, callback ) {\n\t\treturn jQuery.get( url, undefined, callback, \"script\" );\n\t}\n} );\n\njQuery.each( [ \"get\", \"post\" ], function( _i, method ) {\n\tjQuery[ method ] = function( url, data, callback, type ) {\n\n\t\t// Shift arguments if data argument was omitted\n\t\tif ( isFunction( data ) ) {\n\t\t\ttype = type || callback;\n\t\t\tcallback = data;\n\t\t\tdata = undefined;\n\t\t}\n\n\t\t// The url can be an options object (which then must have .url)\n\t\treturn jQuery.ajax( jQuery.extend( {\n\t\t\turl: url,\n\t\t\ttype: method,\n\t\t\tdataType: type,\n\t\t\tdata: data,\n\t\t\tsuccess: callback\n\t\t}, jQuery.isPlainObject( url ) && url ) );\n\t};\n} );\n\njQuery.ajaxPrefilter( function( s ) {\n\tvar i;\n\tfor ( i in s.headers ) {\n\t\tif ( i.toLowerCase() === \"content-type\" ) {\n\t\t\ts.contentType = s.headers[ i ] || \"\";\n\t\t}\n\t}\n} );\n\n\njQuery._evalUrl = function( url, options, doc ) {\n\treturn jQuery.ajax( {\n\t\turl: url,\n\n\t\t// Make this explicit, since user can override this through ajaxSetup (#11264)\n\t\ttype: \"GET\",\n\t\tdataType: \"script\",\n\t\tcache: true,\n\t\tasync: false,\n\t\tglobal: false,\n\n\t\t// Only evaluate the response if it is successful (gh-4126)\n\t\t// dataFilter is not invoked for failure responses, so using it instead\n\t\t// of the default converter is kludgy but it works.\n\t\tconverters: {\n\t\t\t\"text script\": function() {}\n\t\t},\n\t\tdataFilter: function( response ) {\n\t\t\tjQuery.globalEval( response, options, doc );\n\t\t}\n\t} );\n};\n\n\njQuery.fn.extend( {\n\twrapAll: function( html ) {\n\t\tvar wrap;\n\n\t\tif ( this[ 0 ] ) {\n\t\t\tif ( isFunction( html ) ) {\n\t\t\t\thtml = html.call( this[ 0 ] );\n\t\t\t}\n\n\t\t\t// The elements to wrap the target around\n\t\t\twrap = jQuery( html, this[ 0 ].ownerDocument ).eq( 0 ).clone( true );\n\n\t\t\tif ( this[ 0 ].parentNode ) {\n\t\t\t\twrap.insertBefore( this[ 0 ] );\n\t\t\t}\n\n\t\t\twrap.map( function() {\n\t\t\t\tvar elem = this;\n\n\t\t\t\twhile ( elem.firstElementChild ) {\n\t\t\t\t\telem = elem.firstElementChild;\n\t\t\t\t}\n\n\t\t\t\treturn elem;\n\t\t\t} ).append( this );\n\t\t}\n\n\t\treturn this;\n\t},\n\n\twrapInner: function( html ) {\n\t\tif ( isFunction( html ) ) {\n\t\t\treturn this.each( function( i ) {\n\t\t\t\tjQuery( this ).wrapInner( html.call( this, i ) );\n\t\t\t} );\n\t\t}\n\n\t\treturn this.each( function() {\n\t\t\tvar self = jQuery( this ),\n\t\t\t\tcontents = self.contents();\n\n\t\t\tif ( contents.length ) {\n\t\t\t\tcontents.wrapAll( html );\n\n\t\t\t} else {\n\t\t\t\tself.append( html );\n\t\t\t}\n\t\t} );\n\t},\n\n\twrap: function( html ) {\n\t\tvar htmlIsFunction = isFunction( html );\n\n\t\treturn this.each( function( i ) {\n\t\t\tjQuery( this ).wrapAll( htmlIsFunction ? html.call( this, i ) : html );\n\t\t} );\n\t},\n\n\tunwrap: function( selector ) {\n\t\tthis.parent( selector ).not( \"body\" ).each( function() {\n\t\t\tjQuery( this ).replaceWith( this.childNodes );\n\t\t} );\n\t\treturn this;\n\t}\n} );\n\n\njQuery.expr.pseudos.hidden = function( elem ) {\n\treturn !jQuery.expr.pseudos.visible( elem );\n};\njQuery.expr.pseudos.visible = function( elem ) {\n\treturn !!( elem.offsetWidth || elem.offsetHeight || elem.getClientRects().length );\n};\n\n\n\n\njQuery.ajaxSettings.xhr = function() {\n\ttry {\n\t\treturn new window.XMLHttpRequest();\n\t} catch ( e ) {}\n};\n\nvar xhrSuccessStatus = {\n\n\t\t// File protocol always yields status code 0, assume 200\n\t\t0: 200,\n\n\t\t// Support: IE <=9 only\n\t\t// #1450: sometimes IE returns 1223 when it should be 204\n\t\t1223: 204\n\t},\n\txhrSupported = jQuery.ajaxSettings.xhr();\n\nsupport.cors = !!xhrSupported && ( \"withCredentials\" in xhrSupported );\nsupport.ajax = xhrSupported = !!xhrSupported;\n\njQuery.ajaxTransport( function( options ) {\n\tvar callback, errorCallback;\n\n\t// Cross domain only allowed if supported through XMLHttpRequest\n\tif ( support.cors || xhrSupported && !options.crossDomain ) {\n\t\treturn {\n\t\t\tsend: function( headers, complete ) {\n\t\t\t\tvar i,\n\t\t\t\t\txhr = options.xhr();\n\n\t\t\t\txhr.open(\n\t\t\t\t\toptions.type,\n\t\t\t\t\toptions.url,\n\t\t\t\t\toptions.async,\n\t\t\t\t\toptions.username,\n\t\t\t\t\toptions.password\n\t\t\t\t);\n\n\t\t\t\t// Apply custom fields if provided\n\t\t\t\tif ( options.xhrFields ) {\n\t\t\t\t\tfor ( i in options.xhrFields ) {\n\t\t\t\t\t\txhr[ i ] = options.xhrFields[ i ];\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Override mime type if needed\n\t\t\t\tif ( options.mimeType && xhr.overrideMimeType ) {\n\t\t\t\t\txhr.overrideMimeType( options.mimeType );\n\t\t\t\t}\n\n\t\t\t\t// X-Requested-With header\n\t\t\t\t// For cross-domain requests, seeing as conditions for a preflight are\n\t\t\t\t// akin to a jigsaw puzzle, we simply never set it to be sure.\n\t\t\t\t// (it can always be set on a per-request basis or even using ajaxSetup)\n\t\t\t\t// For same-domain requests, won't change header if already provided.\n\t\t\t\tif ( !options.crossDomain && !headers[ \"X-Requested-With\" ] ) {\n\t\t\t\t\theaders[ \"X-Requested-With\" ] = \"XMLHttpRequest\";\n\t\t\t\t}\n\n\t\t\t\t// Set headers\n\t\t\t\tfor ( i in headers ) {\n\t\t\t\t\txhr.setRequestHeader( i, headers[ i ] );\n\t\t\t\t}\n\n\t\t\t\t// Callback\n\t\t\t\tcallback = function( type ) {\n\t\t\t\t\treturn function() {\n\t\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\t\tcallback = errorCallback = xhr.onload =\n\t\t\t\t\t\t\t\txhr.onerror = xhr.onabort = xhr.ontimeout =\n\t\t\t\t\t\t\t\t\txhr.onreadystatechange = null;\n\n\t\t\t\t\t\t\tif ( type === \"abort\" ) {\n\t\t\t\t\t\t\t\txhr.abort();\n\t\t\t\t\t\t\t} else if ( type === \"error\" ) {\n\n\t\t\t\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t\t\t\t// On a manual native abort, IE9 throws\n\t\t\t\t\t\t\t\t// errors on any property access that is not readyState\n\t\t\t\t\t\t\t\tif ( typeof xhr.status !== \"number\" ) {\n\t\t\t\t\t\t\t\t\tcomplete( 0, \"error\" );\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tcomplete(\n\n\t\t\t\t\t\t\t\t\t\t// File: protocol always yields status 0; see #8605, #14207\n\t\t\t\t\t\t\t\t\t\txhr.status,\n\t\t\t\t\t\t\t\t\t\txhr.statusText\n\t\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tcomplete(\n\t\t\t\t\t\t\t\t\txhrSuccessStatus[ xhr.status ] || xhr.status,\n\t\t\t\t\t\t\t\t\txhr.statusText,\n\n\t\t\t\t\t\t\t\t\t// Support: IE <=9 only\n\t\t\t\t\t\t\t\t\t// IE9 has no XHR2 but throws on binary (trac-11426)\n\t\t\t\t\t\t\t\t\t// For XHR2 non-text, let the caller handle it (gh-2498)\n\t\t\t\t\t\t\t\t\t( xhr.responseType || \"text\" ) !== \"text\"  ||\n\t\t\t\t\t\t\t\t\ttypeof xhr.responseText !== \"string\" ?\n\t\t\t\t\t\t\t\t\t\t{ binary: xhr.response } :\n\t\t\t\t\t\t\t\t\t\t{ text: xhr.responseText },\n\t\t\t\t\t\t\t\t\txhr.getAllResponseHeaders()\n\t\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t\t};\n\n\t\t\t\t// Listen to events\n\t\t\t\txhr.onload = callback();\n\t\t\t\terrorCallback = xhr.onerror = xhr.ontimeout = callback( \"error\" );\n\n\t\t\t\t// Support: IE 9 only\n\t\t\t\t// Use onreadystatechange to replace onabort\n\t\t\t\t// to handle uncaught aborts\n\t\t\t\tif ( xhr.onabort !== undefined ) {\n\t\t\t\t\txhr.onabort = errorCallback;\n\t\t\t\t} else {\n\t\t\t\t\txhr.onreadystatechange = function() {\n\n\t\t\t\t\t\t// Check readyState before timeout as it changes\n\t\t\t\t\t\tif ( xhr.readyState === 4 ) {\n\n\t\t\t\t\t\t\t// Allow onerror to be called first,\n\t\t\t\t\t\t\t// but that will not handle a native abort\n\t\t\t\t\t\t\t// Also, save errorCallback to a variable\n\t\t\t\t\t\t\t// as xhr.onerror cannot be accessed\n\t\t\t\t\t\t\twindow.setTimeout( function() {\n\t\t\t\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\t\t\t\terrorCallback();\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} );\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t\t}\n\n\t\t\t\t// Create the abort callback\n\t\t\t\tcallback = callback( \"abort\" );\n\n\t\t\t\ttry {\n\n\t\t\t\t\t// Do send the request (this may raise an exception)\n\t\t\t\t\txhr.send( options.hasContent && options.data || null );\n\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t// #14683: Only rethrow if this hasn't been notified as an error yet\n\t\t\t\t\tif ( callback ) {\n\t\t\t\t\t\tthrow e;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tabort: function() {\n\t\t\t\tif ( callback ) {\n\t\t\t\t\tcallback();\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t}\n} );\n\n\n\n\n// Prevent auto-execution of scripts when no explicit dataType was provided (See gh-2432)\njQuery.ajaxPrefilter( function( s ) {\n\tif ( s.crossDomain ) {\n\t\ts.contents.script = false;\n\t}\n} );\n\n// Install script dataType\njQuery.ajaxSetup( {\n\taccepts: {\n\t\tscript: \"text/javascript, application/javascript, \" +\n\t\t\t\"application/ecmascript, application/x-ecmascript\"\n\t},\n\tcontents: {\n\t\tscript: /\\b(?:java|ecma)script\\b/\n\t},\n\tconverters: {\n\t\t\"text script\": function( text ) {\n\t\t\tjQuery.globalEval( text );\n\t\t\treturn text;\n\t\t}\n\t}\n} );\n\n// Handle cache's special case and crossDomain\njQuery.ajaxPrefilter( \"script\", function( s ) {\n\tif ( s.cache === undefined ) {\n\t\ts.cache = false;\n\t}\n\tif ( s.crossDomain ) {\n\t\ts.type = \"GET\";\n\t}\n} );\n\n// Bind script tag hack transport\njQuery.ajaxTransport( \"script\", function( s ) {\n\n\t// This transport only deals with cross domain or forced-by-attrs requests\n\tif ( s.crossDomain || s.scriptAttrs ) {\n\t\tvar script, callback;\n\t\treturn {\n\t\t\tsend: function( _, complete ) {\n\t\t\t\tscript = jQuery( \"<script>\" )\n\t\t\t\t\t.attr( s.scriptAttrs || {} )\n\t\t\t\t\t.prop( { charset: s.scriptCharset, src: s.url } )\n\t\t\t\t\t.on( \"load error\", callback = function( evt ) {\n\t\t\t\t\t\tscript.remove();\n\t\t\t\t\t\tcallback = null;\n\t\t\t\t\t\tif ( evt ) {\n\t\t\t\t\t\t\tcomplete( evt.type === \"error\" ? 404 : 200, evt.type );\n\t\t\t\t\t\t}\n\t\t\t\t\t} );\n\n\t\t\t\t// Use native DOM manipulation to avoid our domManip AJAX trickery\n\t\t\t\tdocument.head.appendChild( script[ 0 ] );\n\t\t\t},\n\t\t\tabort: function() {\n\t\t\t\tif ( callback ) {\n\t\t\t\t\tcallback();\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t}\n} );\n\n\n\n\nvar oldCallbacks = [],\n\trjsonp = /(=)\\?(?=&|$)|\\?\\?/;\n\n// Default jsonp settings\njQuery.ajaxSetup( {\n\tjsonp: \"callback\",\n\tjsonpCallback: function() {\n\t\tvar callback = oldCallbacks.pop() || ( jQuery.expando + \"_\" + ( nonce.guid++ ) );\n\t\tthis[ callback ] = true;\n\t\treturn callback;\n\t}\n} );\n\n// Detect, normalize options and install callbacks for jsonp requests\njQuery.ajaxPrefilter( \"json jsonp\", function( s, originalSettings, jqXHR ) {\n\n\tvar callbackName, overwritten, responseContainer,\n\t\tjsonProp = s.jsonp !== false && ( rjsonp.test( s.url ) ?\n\t\t\t\"url\" :\n\t\t\ttypeof s.data === \"string\" &&\n\t\t\t\t( s.contentType || \"\" )\n\t\t\t\t\t.indexOf( \"application/x-www-form-urlencoded\" ) === 0 &&\n\t\t\t\trjsonp.test( s.data ) && \"data\"\n\t\t);\n\n\t// Handle iff the expected data type is \"jsonp\" or we have a parameter to set\n\tif ( jsonProp || s.dataTypes[ 0 ] === \"jsonp\" ) {\n\n\t\t// Get callback name, remembering preexisting value associated with it\n\t\tcallbackName = s.jsonpCallback = isFunction( s.jsonpCallback ) ?\n\t\t\ts.jsonpCallback() :\n\t\t\ts.jsonpCallback;\n\n\t\t// Insert callback into url or form data\n\t\tif ( jsonProp ) {\n\t\t\ts[ jsonProp ] = s[ jsonProp ].replace( rjsonp, \"$1\" + callbackName );\n\t\t} else if ( s.jsonp !== false ) {\n\t\t\ts.url += ( rquery.test( s.url ) ? \"&\" : \"?\" ) + s.jsonp + \"=\" + callbackName;\n\t\t}\n\n\t\t// Use data converter to retrieve json after script execution\n\t\ts.converters[ \"script json\" ] = function() {\n\t\t\tif ( !responseContainer ) {\n\t\t\t\tjQuery.error( callbackName + \" was not called\" );\n\t\t\t}\n\t\t\treturn responseContainer[ 0 ];\n\t\t};\n\n\t\t// Force json dataType\n\t\ts.dataTypes[ 0 ] = \"json\";\n\n\t\t// Install callback\n\t\toverwritten = window[ callbackName ];\n\t\twindow[ callbackName ] = function() {\n\t\t\tresponseContainer = arguments;\n\t\t};\n\n\t\t// Clean-up function (fires after converters)\n\t\tjqXHR.always( function() {\n\n\t\t\t// If previous value didn't exist - remove it\n\t\t\tif ( overwritten === undefined ) {\n\t\t\t\tjQuery( window ).removeProp( callbackName );\n\n\t\t\t// Otherwise restore preexisting value\n\t\t\t} else {\n\t\t\t\twindow[ callbackName ] = overwritten;\n\t\t\t}\n\n\t\t\t// Save back as free\n\t\t\tif ( s[ callbackName ] ) {\n\n\t\t\t\t// Make sure that re-using the options doesn't screw things around\n\t\t\t\ts.jsonpCallback = originalSettings.jsonpCallback;\n\n\t\t\t\t// Save the callback name for future use\n\t\t\t\toldCallbacks.push( callbackName );\n\t\t\t}\n\n\t\t\t// Call if it was a function and we have a response\n\t\t\tif ( responseContainer && isFunction( overwritten ) ) {\n\t\t\t\toverwritten( responseContainer[ 0 ] );\n\t\t\t}\n\n\t\t\tresponseContainer = overwritten = undefined;\n\t\t} );\n\n\t\t// Delegate to script\n\t\treturn \"script\";\n\t}\n} );\n\n\n\n\n// Support: Safari 8 only\n// In Safari 8 documents created via document.implementation.createHTMLDocument\n// collapse sibling forms: the second one becomes a child of the first one.\n// Because of that, this security measure has to be disabled in Safari 8.\n// https://bugs.webkit.org/show_bug.cgi?id=137337\nsupport.createHTMLDocument = ( function() {\n\tvar body = document.implementation.createHTMLDocument( \"\" ).body;\n\tbody.innerHTML = \"<form></form><form></form>\";\n\treturn body.childNodes.length === 2;\n} )();\n\n\n// Argument \"data\" should be string of html\n// context (optional): If specified, the fragment will be created in this context,\n// defaults to document\n// keepScripts (optional): If true, will include scripts passed in the html string\njQuery.parseHTML = function( data, context, keepScripts ) {\n\tif ( typeof data !== \"string\" ) {\n\t\treturn [];\n\t}\n\tif ( typeof context === \"boolean\" ) {\n\t\tkeepScripts = context;\n\t\tcontext = false;\n\t}\n\n\tvar base, parsed, scripts;\n\n\tif ( !context ) {\n\n\t\t// Stop scripts or inline event handlers from being executed immediately\n\t\t// by using document.implementation\n\t\tif ( support.createHTMLDocument ) {\n\t\t\tcontext = document.implementation.createHTMLDocument( \"\" );\n\n\t\t\t// Set the base href for the created document\n\t\t\t// so any parsed elements with URLs\n\t\t\t// are based on the document's URL (gh-2965)\n\t\t\tbase = context.createElement( \"base\" );\n\t\t\tbase.href = document.location.href;\n\t\t\tcontext.head.appendChild( base );\n\t\t} else {\n\t\t\tcontext = document;\n\t\t}\n\t}\n\n\tparsed = rsingleTag.exec( data );\n\tscripts = !keepScripts && [];\n\n\t// Single tag\n\tif ( parsed ) {\n\t\treturn [ context.createElement( parsed[ 1 ] ) ];\n\t}\n\n\tparsed = buildFragment( [ data ], context, scripts );\n\n\tif ( scripts && scripts.length ) {\n\t\tjQuery( scripts ).remove();\n\t}\n\n\treturn jQuery.merge( [], parsed.childNodes );\n};\n\n\n/**\n * Load a url into a page\n */\njQuery.fn.load = function( url, params, callback ) {\n\tvar selector, type, response,\n\t\tself = this,\n\t\toff = url.indexOf( \" \" );\n\n\tif ( off > -1 ) {\n\t\tselector = stripAndCollapse( url.slice( off ) );\n\t\turl = url.slice( 0, off );\n\t}\n\n\t// If it's a function\n\tif ( isFunction( params ) ) {\n\n\t\t// We assume that it's the callback\n\t\tcallback = params;\n\t\tparams = undefined;\n\n\t// Otherwise, build a param string\n\t} else if ( params && typeof params === \"object\" ) {\n\t\ttype = \"POST\";\n\t}\n\n\t// If we have elements to modify, make the request\n\tif ( self.length > 0 ) {\n\t\tjQuery.ajax( {\n\t\t\turl: url,\n\n\t\t\t// If \"type\" variable is undefined, then \"GET\" method will be used.\n\t\t\t// Make value of this field explicit since\n\t\t\t// user can override it through ajaxSetup method\n\t\t\ttype: type || \"GET\",\n\t\t\tdataType: \"html\",\n\t\t\tdata: params\n\t\t} ).done( function( responseText ) {\n\n\t\t\t// Save response for use in complete callback\n\t\t\tresponse = arguments;\n\n\t\t\tself.html( selector ?\n\n\t\t\t\t// If a selector was specified, locate the right elements in a dummy div\n\t\t\t\t// Exclude scripts to avoid IE 'Permission Denied' errors\n\t\t\t\tjQuery( \"<div>\" ).append( jQuery.parseHTML( responseText ) ).find( selector ) :\n\n\t\t\t\t// Otherwise use the full result\n\t\t\t\tresponseText );\n\n\t\t// If the request succeeds, this function gets \"data\", \"status\", \"jqXHR\"\n\t\t// but they are ignored because response was set above.\n\t\t// If it fails, this function gets \"jqXHR\", \"status\", \"error\"\n\t\t} ).always( callback && function( jqXHR, status ) {\n\t\t\tself.each( function() {\n\t\t\t\tcallback.apply( this, response || [ jqXHR.responseText, status, jqXHR ] );\n\t\t\t} );\n\t\t} );\n\t}\n\n\treturn this;\n};\n\n\n\n\njQuery.expr.pseudos.animated = function( elem ) {\n\treturn jQuery.grep( jQuery.timers, function( fn ) {\n\t\treturn elem === fn.elem;\n\t} ).length;\n};\n\n\n\n\njQuery.offset = {\n\tsetOffset: function( elem, options, i ) {\n\t\tvar curPosition, curLeft, curCSSTop, curTop, curOffset, curCSSLeft, calculatePosition,\n\t\t\tposition = jQuery.css( elem, \"position\" ),\n\t\t\tcurElem = jQuery( elem ),\n\t\t\tprops = {};\n\n\t\t// Set position first, in-case top/left are set even on static elem\n\t\tif ( position === \"static\" ) {\n\t\t\telem.style.position = \"relative\";\n\t\t}\n\n\t\tcurOffset = curElem.offset();\n\t\tcurCSSTop = jQuery.css( elem, \"top\" );\n\t\tcurCSSLeft = jQuery.css( elem, \"left\" );\n\t\tcalculatePosition = ( position === \"absolute\" || position === \"fixed\" ) &&\n\t\t\t( curCSSTop + curCSSLeft ).indexOf( \"auto\" ) > -1;\n\n\t\t// Need to be able to calculate position if either\n\t\t// top or left is auto and position is either absolute or fixed\n\t\tif ( calculatePosition ) {\n\t\t\tcurPosition = curElem.position();\n\t\t\tcurTop = curPosition.top;\n\t\t\tcurLeft = curPosition.left;\n\n\t\t} else {\n\t\t\tcurTop = parseFloat( curCSSTop ) || 0;\n\t\t\tcurLeft = parseFloat( curCSSLeft ) || 0;\n\t\t}\n\n\t\tif ( isFunction( options ) ) {\n\n\t\t\t// Use jQuery.extend here to allow modification of coordinates argument (gh-1848)\n\t\t\toptions = options.call( elem, i, jQuery.extend( {}, curOffset ) );\n\t\t}\n\n\t\tif ( options.top != null ) {\n\t\t\tprops.top = ( options.top - curOffset.top ) + curTop;\n\t\t}\n\t\tif ( options.left != null ) {\n\t\t\tprops.left = ( options.left - curOffset.left ) + curLeft;\n\t\t}\n\n\t\tif ( \"using\" in options ) {\n\t\t\toptions.using.call( elem, props );\n\n\t\t} else {\n\t\t\tif ( typeof props.top === \"number\" ) {\n\t\t\t\tprops.top += \"px\";\n\t\t\t}\n\t\t\tif ( typeof props.left === \"number\" ) {\n\t\t\t\tprops.left += \"px\";\n\t\t\t}\n\t\t\tcurElem.css( props );\n\t\t}\n\t}\n};\n\njQuery.fn.extend( {\n\n\t// offset() relates an element's border box to the document origin\n\toffset: function( options ) {\n\n\t\t// Preserve chaining for setter\n\t\tif ( arguments.length ) {\n\t\t\treturn options === undefined ?\n\t\t\t\tthis :\n\t\t\t\tthis.each( function( i ) {\n\t\t\t\t\tjQuery.offset.setOffset( this, options, i );\n\t\t\t\t} );\n\t\t}\n\n\t\tvar rect, win,\n\t\t\telem = this[ 0 ];\n\n\t\tif ( !elem ) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Return zeros for disconnected and hidden (display: none) elements (gh-2310)\n\t\t// Support: IE <=11 only\n\t\t// Running getBoundingClientRect on a\n\t\t// disconnected node in IE throws an error\n\t\tif ( !elem.getClientRects().length ) {\n\t\t\treturn { top: 0, left: 0 };\n\t\t}\n\n\t\t// Get document-relative position by adding viewport scroll to viewport-relative gBCR\n\t\trect = elem.getBoundingClientRect();\n\t\twin = elem.ownerDocument.defaultView;\n\t\treturn {\n\t\t\ttop: rect.top + win.pageYOffset,\n\t\t\tleft: rect.left + win.pageXOffset\n\t\t};\n\t},\n\n\t// position() relates an element's margin box to its offset parent's padding box\n\t// This corresponds to the behavior of CSS absolute positioning\n\tposition: function() {\n\t\tif ( !this[ 0 ] ) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar offsetParent, offset, doc,\n\t\t\telem = this[ 0 ],\n\t\t\tparentOffset = { top: 0, left: 0 };\n\n\t\t// position:fixed elements are offset from the viewport, which itself always has zero offset\n\t\tif ( jQuery.css( elem, \"position\" ) === \"fixed\" ) {\n\n\t\t\t// Assume position:fixed implies availability of getBoundingClientRect\n\t\t\toffset = elem.getBoundingClientRect();\n\n\t\t} else {\n\t\t\toffset = this.offset();\n\n\t\t\t// Account for the *real* offset parent, which can be the document or its root element\n\t\t\t// when a statically positioned element is identified\n\t\t\tdoc = elem.ownerDocument;\n\t\t\toffsetParent = elem.offsetParent || doc.documentElement;\n\t\t\twhile ( offsetParent &&\n\t\t\t\t( offsetParent === doc.body || offsetParent === doc.documentElement ) &&\n\t\t\t\tjQuery.css( offsetParent, \"position\" ) === \"static\" ) {\n\n\t\t\t\toffsetParent = offsetParent.parentNode;\n\t\t\t}\n\t\t\tif ( offsetParent && offsetParent !== elem && offsetParent.nodeType === 1 ) {\n\n\t\t\t\t// Incorporate borders into its offset, since they are outside its content origin\n\t\t\t\tparentOffset = jQuery( offsetParent ).offset();\n\t\t\t\tparentOffset.top += jQuery.css( offsetParent, \"borderTopWidth\", true );\n\t\t\t\tparentOffset.left += jQuery.css( offsetParent, \"borderLeftWidth\", true );\n\t\t\t}\n\t\t}\n\n\t\t// Subtract parent offsets and element margins\n\t\treturn {\n\t\t\ttop: offset.top - parentOffset.top - jQuery.css( elem, \"marginTop\", true ),\n\t\t\tleft: offset.left - parentOffset.left - jQuery.css( elem, \"marginLeft\", true )\n\t\t};\n\t},\n\n\t// This method will return documentElement in the following cases:\n\t// 1) For the element inside the iframe without offsetParent, this method will return\n\t//    documentElement of the parent window\n\t// 2) For the hidden or detached element\n\t// 3) For body or html element, i.e. in case of the html node - it will return itself\n\t//\n\t// but those exceptions were never presented as a real life use-cases\n\t// and might be considered as more preferable results.\n\t//\n\t// This logic, however, is not guaranteed and can change at any point in the future\n\toffsetParent: function() {\n\t\treturn this.map( function() {\n\t\t\tvar offsetParent = this.offsetParent;\n\n\t\t\twhile ( offsetParent && jQuery.css( offsetParent, \"position\" ) === \"static\" ) {\n\t\t\t\toffsetParent = offsetParent.offsetParent;\n\t\t\t}\n\n\t\t\treturn offsetParent || documentElement;\n\t\t} );\n\t}\n} );\n\n// Create scrollLeft and scrollTop methods\njQuery.each( { scrollLeft: \"pageXOffset\", scrollTop: \"pageYOffset\" }, function( method, prop ) {\n\tvar top = \"pageYOffset\" === prop;\n\n\tjQuery.fn[ method ] = function( val ) {\n\t\treturn access( this, function( elem, method, val ) {\n\n\t\t\t// Coalesce documents and windows\n\t\t\tvar win;\n\t\t\tif ( isWindow( elem ) ) {\n\t\t\t\twin = elem;\n\t\t\t} else if ( elem.nodeType === 9 ) {\n\t\t\t\twin = elem.defaultView;\n\t\t\t}\n\n\t\t\tif ( val === undefined ) {\n\t\t\t\treturn win ? win[ prop ] : elem[ method ];\n\t\t\t}\n\n\t\t\tif ( win ) {\n\t\t\t\twin.scrollTo(\n\t\t\t\t\t!top ? val : win.pageXOffset,\n\t\t\t\t\ttop ? val : win.pageYOffset\n\t\t\t\t);\n\n\t\t\t} else {\n\t\t\t\telem[ method ] = val;\n\t\t\t}\n\t\t}, method, val, arguments.length );\n\t};\n} );\n\n// Support: Safari <=7 - 9.1, Chrome <=37 - 49\n// Add the top/left cssHooks using jQuery.fn.position\n// Webkit bug: https://bugs.webkit.org/show_bug.cgi?id=29084\n// Blink bug: https://bugs.chromium.org/p/chromium/issues/detail?id=589347\n// getComputedStyle returns percent when specified for top/left/bottom/right;\n// rather than make the css module depend on the offset module, just check for it here\njQuery.each( [ \"top\", \"left\" ], function( _i, prop ) {\n\tjQuery.cssHooks[ prop ] = addGetHookIf( support.pixelPosition,\n\t\tfunction( elem, computed ) {\n\t\t\tif ( computed ) {\n\t\t\t\tcomputed = curCSS( elem, prop );\n\n\t\t\t\t// If curCSS returns percentage, fallback to offset\n\t\t\t\treturn rnumnonpx.test( computed ) ?\n\t\t\t\t\tjQuery( elem ).position()[ prop ] + \"px\" :\n\t\t\t\t\tcomputed;\n\t\t\t}\n\t\t}\n\t);\n} );\n\n\n// Create innerHeight, innerWidth, height, width, outerHeight and outerWidth methods\njQuery.each( { Height: \"height\", Width: \"width\" }, function( name, type ) {\n\tjQuery.each( { padding: \"inner\" + name, content: type, \"\": \"outer\" + name },\n\t\tfunction( defaultExtra, funcName ) {\n\n\t\t// Margin is only for outerHeight, outerWidth\n\t\tjQuery.fn[ funcName ] = function( margin, value ) {\n\t\t\tvar chainable = arguments.length && ( defaultExtra || typeof margin !== \"boolean\" ),\n\t\t\t\textra = defaultExtra || ( margin === true || value === true ? \"margin\" : \"border\" );\n\n\t\t\treturn access( this, function( elem, type, value ) {\n\t\t\t\tvar doc;\n\n\t\t\t\tif ( isWindow( elem ) ) {\n\n\t\t\t\t\t// $( window ).outerWidth/Height return w/h including scrollbars (gh-1729)\n\t\t\t\t\treturn funcName.indexOf( \"outer\" ) === 0 ?\n\t\t\t\t\t\telem[ \"inner\" + name ] :\n\t\t\t\t\t\telem.document.documentElement[ \"client\" + name ];\n\t\t\t\t}\n\n\t\t\t\t// Get document width or height\n\t\t\t\tif ( elem.nodeType === 9 ) {\n\t\t\t\t\tdoc = elem.documentElement;\n\n\t\t\t\t\t// Either scroll[Width/Height] or offset[Width/Height] or client[Width/Height],\n\t\t\t\t\t// whichever is greatest\n\t\t\t\t\treturn Math.max(\n\t\t\t\t\t\telem.body[ \"scroll\" + name ], doc[ \"scroll\" + name ],\n\t\t\t\t\t\telem.body[ \"offset\" + name ], doc[ \"offset\" + name ],\n\t\t\t\t\t\tdoc[ \"client\" + name ]\n\t\t\t\t\t);\n\t\t\t\t}\n\n\t\t\t\treturn value === undefined ?\n\n\t\t\t\t\t// Get width or height on the element, requesting but not forcing parseFloat\n\t\t\t\t\tjQuery.css( elem, type, extra ) :\n\n\t\t\t\t\t// Set width or height on the element\n\t\t\t\t\tjQuery.style( elem, type, value, extra );\n\t\t\t}, type, chainable ? margin : undefined, chainable );\n\t\t};\n\t} );\n} );\n\n\njQuery.each( [\n\t\"ajaxStart\",\n\t\"ajaxStop\",\n\t\"ajaxComplete\",\n\t\"ajaxError\",\n\t\"ajaxSuccess\",\n\t\"ajaxSend\"\n], function( _i, type ) {\n\tjQuery.fn[ type ] = function( fn ) {\n\t\treturn this.on( type, fn );\n\t};\n} );\n\n\n\n\njQuery.fn.extend( {\n\n\tbind: function( types, data, fn ) {\n\t\treturn this.on( types, null, data, fn );\n\t},\n\tunbind: function( types, fn ) {\n\t\treturn this.off( types, null, fn );\n\t},\n\n\tdelegate: function( selector, types, data, fn ) {\n\t\treturn this.on( types, selector, data, fn );\n\t},\n\tundelegate: function( selector, types, fn ) {\n\n\t\t// ( namespace ) or ( selector, types [, fn] )\n\t\treturn arguments.length === 1 ?\n\t\t\tthis.off( selector, \"**\" ) :\n\t\t\tthis.off( types, selector || \"**\", fn );\n\t},\n\n\thover: function( fnOver, fnOut ) {\n\t\treturn this.mouseenter( fnOver ).mouseleave( fnOut || fnOver );\n\t}\n} );\n\njQuery.each( ( \"blur focus focusin focusout resize scroll click dblclick \" +\n\t\"mousedown mouseup mousemove mouseover mouseout mouseenter mouseleave \" +\n\t\"change select submit keydown keypress keyup contextmenu\" ).split( \" \" ),\n\tfunction( _i, name ) {\n\n\t\t// Handle event binding\n\t\tjQuery.fn[ name ] = function( data, fn ) {\n\t\t\treturn arguments.length > 0 ?\n\t\t\t\tthis.on( name, null, data, fn ) :\n\t\t\t\tthis.trigger( name );\n\t\t};\n\t} );\n\n\n\n\n// Support: Android <=4.0 only\n// Make sure we trim BOM and NBSP\nvar rtrim = /^[\\s\\uFEFF\\xA0]+|[\\s\\uFEFF\\xA0]+$/g;\n\n// Bind a function to a context, optionally partially applying any\n// arguments.\n// jQuery.proxy is deprecated to promote standards (specifically Function#bind)\n// However, it is not slated for removal any time soon\njQuery.proxy = function( fn, context ) {\n\tvar tmp, args, proxy;\n\n\tif ( typeof context === \"string\" ) {\n\t\ttmp = fn[ context ];\n\t\tcontext = fn;\n\t\tfn = tmp;\n\t}\n\n\t// Quick check to determine if target is callable, in the spec\n\t// this throws a TypeError, but we will just return undefined.\n\tif ( !isFunction( fn ) ) {\n\t\treturn undefined;\n\t}\n\n\t// Simulated bind\n\targs = slice.call( arguments, 2 );\n\tproxy = function() {\n\t\treturn fn.apply( context || this, args.concat( slice.call( arguments ) ) );\n\t};\n\n\t// Set the guid of unique handler to the same of original handler, so it can be removed\n\tproxy.guid = fn.guid = fn.guid || jQuery.guid++;\n\n\treturn proxy;\n};\n\njQuery.holdReady = function( hold ) {\n\tif ( hold ) {\n\t\tjQuery.readyWait++;\n\t} else {\n\t\tjQuery.ready( true );\n\t}\n};\njQuery.isArray = Array.isArray;\njQuery.parseJSON = JSON.parse;\njQuery.nodeName = nodeName;\njQuery.isFunction = isFunction;\njQuery.isWindow = isWindow;\njQuery.camelCase = camelCase;\njQuery.type = toType;\n\njQuery.now = Date.now;\n\njQuery.isNumeric = function( obj ) {\n\n\t// As of jQuery 3.0, isNumeric is limited to\n\t// strings and numbers (primitives or objects)\n\t// that can be coerced to finite numbers (gh-2662)\n\tvar type = jQuery.type( obj );\n\treturn ( type === \"number\" || type === \"string\" ) &&\n\n\t\t// parseFloat NaNs numeric-cast false positives (\"\")\n\t\t// ...but misinterprets leading-number strings, particularly hex literals (\"0x...\")\n\t\t// subtraction forces infinities to NaN\n\t\t!isNaN( obj - parseFloat( obj ) );\n};\n\njQuery.trim = function( text ) {\n\treturn text == null ?\n\t\t\"\" :\n\t\t( text + \"\" ).replace( rtrim, \"\" );\n};\n\n\n\n// Register as a named AMD module, since jQuery can be concatenated with other\n// files that may use define, but not via a proper concatenation script that\n// understands anonymous AMD modules. A named AMD is safest and most robust\n// way to register. Lowercase jquery is used because AMD module names are\n// derived from file names, and jQuery is normally delivered in a lowercase\n// file name. Do this after creating the global so that if an AMD module wants\n// to call noConflict to hide this version of jQuery, it will work.\n\n// Note that for maximum portability, libraries that are not jQuery should\n// declare themselves as anonymous modules, and avoid setting a global if an\n// AMD loader is present. jQuery is a special case. For more information, see\n// https://github.com/jrburke/requirejs/wiki/Updating-existing-libraries#wiki-anon\n\nif ( typeof define === \"function\" && define.amd ) {\n\tdefine( \"jquery\", [], function() {\n\t\treturn jQuery;\n\t} );\n}\n\n\n\n\nvar\n\n\t// Map over jQuery in case of overwrite\n\t_jQuery = window.jQuery,\n\n\t// Map over the $ in case of overwrite\n\t_$ = window.$;\n\njQuery.noConflict = function( deep ) {\n\tif ( window.$ === jQuery ) {\n\t\twindow.$ = _$;\n\t}\n\n\tif ( deep && window.jQuery === jQuery ) {\n\t\twindow.jQuery = _jQuery;\n\t}\n\n\treturn jQuery;\n};\n\n// Expose jQuery and $ identifiers, even in AMD\n// (#7102#comment:10, https://github.com/jquery/jquery/pull/557)\n// and CommonJS for browser emulators (#13566)\nif ( typeof noGlobal === \"undefined\" ) {\n\twindow.jQuery = window.$ = jQuery;\n}\n\n\n\n\nreturn jQuery;\n} );\n","/*!\n * @overview  Ember - JavaScript Application Framework\n * @copyright Copyright 2011-2017 Tilde Inc. and contributors\n *            Portions Copyright 2006-2011 Strobe Inc.\n *            Portions Copyright 2008-2011 Apple Inc. All rights reserved.\n * @license   Licensed under MIT license\n *            See https://raw.github.com/emberjs/ember.js/master/LICENSE\n * @version   2.18.2\n */\n","/*global process */\nvar enifed, requireModule, Ember;\nvar mainContext = this; // Used in ember-environment/lib/global.js\n\n(function() {\n    function missingModule(name, referrerName) {\n      if (referrerName) {\n        throw new Error('Could not find module ' + name + ' required by: ' + referrerName);\n      } else {\n        throw new Error('Could not find module ' + name);\n      }\n    }\n\n    function internalRequire(_name, referrerName) {\n      var name = _name;\n      var mod = registry[name];\n\n      if (!mod) {\n        name = name + '/index';\n        mod = registry[name];\n      }\n\n      var exports = seen[name];\n\n      if (exports !== undefined) {\n        return exports;\n      }\n\n      exports = seen[name] = {};\n\n      if (!mod) {\n        missingModule(_name, referrerName);\n      }\n\n      var deps = mod.deps;\n      var callback = mod.callback;\n      var reified = new Array(deps.length);\n\n      for (var i = 0; i < deps.length; i++) {\n        if (deps[i] === 'exports') {\n          reified[i] = exports;\n        } else if (deps[i] === 'require') {\n          reified[i] = requireModule;\n        } else {\n          reified[i] = internalRequire(deps[i], name);\n        }\n      }\n\n      callback.apply(this, reified);\n\n      return exports;\n    }\n\n  var isNode = typeof window === 'undefined' &&\n    typeof process !== 'undefined' && {}.toString.call(process) === '[object process]';\n\n  if (!isNode) {\n    Ember = this.Ember = this.Ember || {};\n  }\n\n  if (typeof Ember === 'undefined') { Ember = {}; }\n\n  if (typeof Ember.__loader === 'undefined') {\n    var registry = {};\n    var seen = {};\n\n    enifed = function(name, deps, callback) {\n      var value = { };\n\n      if (!callback) {\n        value.deps = [];\n        value.callback = deps;\n      } else {\n        value.deps = deps;\n        value.callback = callback;\n      }\n\n      registry[name] = value;\n    };\n\n    requireModule = function(name) {\n      return internalRequire(name, null);\n    };\n\n    // setup `require` module\n    requireModule['default'] = requireModule;\n\n    requireModule.has = function registryHas(moduleName) {\n      return !!registry[moduleName] || !!registry[moduleName + '/index'];\n    };\n\n    requireModule._eak_seen = registry;\n\n    Ember.__loader = {\n      define: enifed,\n      require: requireModule,\n      registry: registry\n    };\n  } else {\n    enifed = Ember.__loader.define;\n    requireModule = Ember.__loader.require;\n  }\n})();\n","enifed(\"@glimmer/node\", [\"exports\", \"@glimmer/runtime\"], function (exports, _runtime) {\n    \"use strict\";\n\n    exports.NodeDOMTreeConstruction = undefined;\n\n\n    function _defaults(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults(subClass, superClass);\n    }\n\n    var NodeDOMTreeConstruction = function (_DOMTreeConstruction) {\n        _inherits(NodeDOMTreeConstruction, _DOMTreeConstruction);\n\n        function NodeDOMTreeConstruction(doc) {\n            _classCallCheck(this, NodeDOMTreeConstruction);\n\n            return _possibleConstructorReturn(this, _DOMTreeConstruction.call(this, doc));\n        }\n        // override to prevent usage of `this.document` until after the constructor\n\n\n        NodeDOMTreeConstruction.prototype.setupUselessElement = function setupUselessElement() {};\n\n        NodeDOMTreeConstruction.prototype.insertHTMLBefore = function insertHTMLBefore(parent, reference, html) {\n            var prev = reference ? reference.previousSibling : parent.lastChild;\n            var raw = this.document.createRawHTMLSection(html);\n            parent.insertBefore(raw, reference);\n            var first = prev ? prev.nextSibling : parent.firstChild;\n            var last = reference ? reference.previousSibling : parent.lastChild;\n            return new _runtime.ConcreteBounds(parent, first, last);\n        };\n        // override to avoid SVG detection/work when in node (this is not needed in SSR)\n\n\n        NodeDOMTreeConstruction.prototype.createElement = function createElement(tag) {\n            return this.document.createElement(tag);\n        };\n        // override to avoid namespace shenanigans when in node (this is not needed in SSR)\n\n\n        NodeDOMTreeConstruction.prototype.setAttribute = function setAttribute(element, name, value) {\n            element.setAttribute(name, value);\n        };\n\n        return NodeDOMTreeConstruction;\n    }(_runtime.DOMTreeConstruction);\n\n    exports.NodeDOMTreeConstruction = NodeDOMTreeConstruction;\n});","enifed(\"@glimmer/reference\", [\"exports\", \"@glimmer/util\"], function (exports, _util) {\n    \"use strict\";\n\n    exports.isModified = exports.ReferenceCache = exports.map = exports.CachedReference = exports.UpdatableTag = exports.CachedTag = exports.combine = exports.combineSlice = exports.combineTagged = exports.DirtyableTag = exports.CURRENT_TAG = exports.VOLATILE_TAG = exports.CONSTANT_TAG = exports.TagWrapper = exports.RevisionTag = exports.VOLATILE = exports.INITIAL = exports.CONSTANT = exports.IteratorSynchronizer = exports.ReferenceIterator = exports.IterationArtifacts = exports.referenceFromParts = exports.ListItem = exports.isConst = exports.ConstReference = undefined;\n\n\n    function _defaults(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults(subClass, superClass);\n    }\n\n    function _classCallCheck$1(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var CONSTANT = 0;\n    var INITIAL = 1;\n    var VOLATILE = NaN;\n    var RevisionTag = function () {\n        function RevisionTag() {\n            _classCallCheck$1(this, RevisionTag);\n        }\n\n        RevisionTag.prototype.validate = function validate(snapshot) {\n            return this.value() === snapshot;\n        };\n\n        return RevisionTag;\n    }();\n    RevisionTag.id = 0;\n    var VALUE = [];\n    var VALIDATE = [];\n    var TagWrapper = function () {\n        function TagWrapper(type, inner) {\n            _classCallCheck$1(this, TagWrapper);\n\n            this.type = type;\n            this.inner = inner;\n        }\n\n        TagWrapper.prototype.value = function value() {\n            var func = VALUE[this.type];\n            return func(this.inner);\n        };\n\n        TagWrapper.prototype.validate = function validate(snapshot) {\n            var func = VALIDATE[this.type];\n            return func(this.inner, snapshot);\n        };\n\n        return TagWrapper;\n    }();\n    function register(Type) {\n        var type = VALUE.length;\n        VALUE.push(function (tag) {\n            return tag.value();\n        });\n        VALIDATE.push(function (tag, snapshot) {\n            return tag.validate(snapshot);\n        });\n        Type.id = type;\n    }\n    ///\n    // CONSTANT: 0\n    VALUE.push(function () {\n        return CONSTANT;\n    });\n    VALIDATE.push(function (_tag, snapshot) {\n        return snapshot === CONSTANT;\n    });\n    var CONSTANT_TAG = new TagWrapper(0, null);\n    // VOLATILE: 1\n    VALUE.push(function () {\n        return VOLATILE;\n    });\n    VALIDATE.push(function (_tag, snapshot) {\n        return snapshot === VOLATILE;\n    });\n    var VOLATILE_TAG = new TagWrapper(1, null);\n    // CURRENT: 2\n    VALUE.push(function () {\n        return $REVISION;\n    });\n    VALIDATE.push(function (_tag, snapshot) {\n        return snapshot === $REVISION;\n    });\n    var CURRENT_TAG = new TagWrapper(2, null);\n    ///\n    var $REVISION = INITIAL;\n    var DirtyableTag = function (_RevisionTag) {\n        _inherits(DirtyableTag, _RevisionTag);\n\n        DirtyableTag.create = function create() {\n            var revision = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : $REVISION;\n\n            return new TagWrapper(this.id, new DirtyableTag(revision));\n        };\n\n        function DirtyableTag() {\n            var revision = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : $REVISION;\n\n            _classCallCheck$1(this, DirtyableTag);\n\n            var _this = _possibleConstructorReturn(this, _RevisionTag.call(this));\n\n            _this.revision = revision;\n            return _this;\n        }\n\n        DirtyableTag.prototype.value = function value() {\n            return this.revision;\n        };\n\n        DirtyableTag.prototype.dirty = function dirty() {\n            this.revision = ++$REVISION;\n        };\n\n        return DirtyableTag;\n    }(RevisionTag);\n    register(DirtyableTag);\n    function combineTagged(tagged) {\n        var optimized = [];\n        for (var i = 0, l = tagged.length; i < l; i++) {\n            var tag = tagged[i].tag;\n            if (tag === VOLATILE_TAG) return VOLATILE_TAG;\n            if (tag === CONSTANT_TAG) continue;\n            optimized.push(tag);\n        }\n        return _combine(optimized);\n    }\n    function combineSlice(slice) {\n        var optimized = [];\n        var node = slice.head();\n        while (node !== null) {\n            var tag = node.tag;\n            if (tag === VOLATILE_TAG) return VOLATILE_TAG;\n            if (tag !== CONSTANT_TAG) optimized.push(tag);\n            node = slice.nextNode(node);\n        }\n        return _combine(optimized);\n    }\n    function combine(tags) {\n        var optimized = [];\n        for (var i = 0, l = tags.length; i < l; i++) {\n            var tag = tags[i];\n            if (tag === VOLATILE_TAG) return VOLATILE_TAG;\n            if (tag === CONSTANT_TAG) continue;\n            optimized.push(tag);\n        }\n        return _combine(optimized);\n    }\n    function _combine(tags) {\n        switch (tags.length) {\n            case 0:\n                return CONSTANT_TAG;\n            case 1:\n                return tags[0];\n            case 2:\n                return TagsPair.create(tags[0], tags[1]);\n            default:\n                return TagsCombinator.create(tags);\n        }\n    }\n    var CachedTag = function (_RevisionTag2) {\n        _inherits(CachedTag, _RevisionTag2);\n\n        function CachedTag() {\n            _classCallCheck$1(this, CachedTag);\n\n            var _this2 = _possibleConstructorReturn(this, _RevisionTag2.apply(this, arguments));\n\n            _this2.lastChecked = null;\n            _this2.lastValue = null;\n            return _this2;\n        }\n\n        CachedTag.prototype.value = function value() {\n            var lastChecked = this.lastChecked,\n                lastValue = this.lastValue;\n\n            if (lastChecked !== $REVISION) {\n                this.lastChecked = $REVISION;\n                this.lastValue = lastValue = this.compute();\n            }\n            return this.lastValue;\n        };\n\n        CachedTag.prototype.invalidate = function invalidate() {\n            this.lastChecked = null;\n        };\n\n        return CachedTag;\n    }(RevisionTag);\n\n    var TagsPair = function (_CachedTag) {\n        _inherits(TagsPair, _CachedTag);\n\n        TagsPair.create = function create(first, second) {\n            return new TagWrapper(this.id, new TagsPair(first, second));\n        };\n\n        function TagsPair(first, second) {\n            _classCallCheck$1(this, TagsPair);\n\n            var _this3 = _possibleConstructorReturn(this, _CachedTag.call(this));\n\n            _this3.first = first;\n            _this3.second = second;\n            return _this3;\n        }\n\n        TagsPair.prototype.compute = function compute() {\n            return Math.max(this.first.value(), this.second.value());\n        };\n\n        return TagsPair;\n    }(CachedTag);\n\n    register(TagsPair);\n\n    var TagsCombinator = function (_CachedTag2) {\n        _inherits(TagsCombinator, _CachedTag2);\n\n        TagsCombinator.create = function create(tags) {\n            return new TagWrapper(this.id, new TagsCombinator(tags));\n        };\n\n        function TagsCombinator(tags) {\n            _classCallCheck$1(this, TagsCombinator);\n\n            var _this4 = _possibleConstructorReturn(this, _CachedTag2.call(this));\n\n            _this4.tags = tags;\n            return _this4;\n        }\n\n        TagsCombinator.prototype.compute = function compute() {\n            var tags = this.tags;\n\n            var max = -1;\n            for (var i = 0; i < tags.length; i++) {\n                var value = tags[i].value();\n                max = Math.max(value, max);\n            }\n            return max;\n        };\n\n        return TagsCombinator;\n    }(CachedTag);\n\n    register(TagsCombinator);\n    var UpdatableTag = function (_CachedTag3) {\n        _inherits(UpdatableTag, _CachedTag3);\n\n        UpdatableTag.create = function create(tag) {\n            return new TagWrapper(this.id, new UpdatableTag(tag));\n        };\n\n        function UpdatableTag(tag) {\n            _classCallCheck$1(this, UpdatableTag);\n\n            var _this5 = _possibleConstructorReturn(this, _CachedTag3.call(this));\n\n            _this5.tag = tag;\n            _this5.lastUpdated = INITIAL;\n            return _this5;\n        }\n\n        UpdatableTag.prototype.compute = function compute() {\n            return Math.max(this.lastUpdated, this.tag.value());\n        };\n\n        UpdatableTag.prototype.update = function update(tag) {\n            if (tag !== this.tag) {\n                this.tag = tag;\n                this.lastUpdated = $REVISION;\n                this.invalidate();\n            }\n        };\n\n        return UpdatableTag;\n    }(CachedTag);\n    register(UpdatableTag);\n    var CachedReference = function () {\n        function CachedReference() {\n            _classCallCheck$1(this, CachedReference);\n\n            this.lastRevision = null;\n            this.lastValue = null;\n        }\n\n        CachedReference.prototype.value = function value() {\n            var tag = this.tag,\n                lastRevision = this.lastRevision,\n                lastValue = this.lastValue;\n\n            if (!lastRevision || !tag.validate(lastRevision)) {\n                lastValue = this.lastValue = this.compute();\n                this.lastRevision = tag.value();\n            }\n            return lastValue;\n        };\n\n        CachedReference.prototype.invalidate = function invalidate() {\n            this.lastRevision = null;\n        };\n\n        return CachedReference;\n    }();\n\n    var MapperReference = function (_CachedReference) {\n        _inherits(MapperReference, _CachedReference);\n\n        function MapperReference(reference, mapper) {\n            _classCallCheck$1(this, MapperReference);\n\n            var _this6 = _possibleConstructorReturn(this, _CachedReference.call(this));\n\n            _this6.tag = reference.tag;\n            _this6.reference = reference;\n            _this6.mapper = mapper;\n            return _this6;\n        }\n\n        MapperReference.prototype.compute = function compute() {\n            var reference = this.reference,\n                mapper = this.mapper;\n\n            return mapper(reference.value());\n        };\n\n        return MapperReference;\n    }(CachedReference);\n\n    function map(reference, mapper) {\n        return new MapperReference(reference, mapper);\n    }\n    //////////\n    var ReferenceCache = function () {\n        function ReferenceCache(reference) {\n            _classCallCheck$1(this, ReferenceCache);\n\n            this.lastValue = null;\n            this.lastRevision = null;\n            this.initialized = false;\n            this.tag = reference.tag;\n            this.reference = reference;\n        }\n\n        ReferenceCache.prototype.peek = function peek() {\n            if (!this.initialized) {\n                return this.initialize();\n            }\n            return this.lastValue;\n        };\n\n        ReferenceCache.prototype.revalidate = function revalidate() {\n            if (!this.initialized) {\n                return this.initialize();\n            }\n            var reference = this.reference,\n                lastRevision = this.lastRevision;\n\n            var tag = reference.tag;\n            if (tag.validate(lastRevision)) return NOT_MODIFIED;\n            this.lastRevision = tag.value();\n            var lastValue = this.lastValue;\n\n            var value = reference.value();\n            if (value === lastValue) return NOT_MODIFIED;\n            this.lastValue = value;\n            return value;\n        };\n\n        ReferenceCache.prototype.initialize = function initialize() {\n            var reference = this.reference;\n\n            var value = this.lastValue = reference.value();\n            this.lastRevision = reference.tag.value();\n            this.initialized = true;\n            return value;\n        };\n\n        return ReferenceCache;\n    }();\n    var NOT_MODIFIED = \"adb3b78e-3d22-4e4b-877a-6317c2c5c145\";\n    function isModified(value) {\n        return value !== NOT_MODIFIED;\n    }\n\n    function _classCallCheck(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var ConstReference = function () {\n        function ConstReference(inner) {\n            _classCallCheck(this, ConstReference);\n\n            this.inner = inner;\n            this.tag = CONSTANT_TAG;\n        }\n\n        ConstReference.prototype.value = function value() {\n            return this.inner;\n        };\n\n        return ConstReference;\n    }();\n    function isConst(reference) {\n        return reference.tag === CONSTANT_TAG;\n    }\n\n    function _defaults$1(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck$2(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn$1(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$1(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$1(subClass, superClass);\n    }\n\n    var ListItem = function (_ListNode) {\n        _inherits$1(ListItem, _ListNode);\n\n        function ListItem(iterable, result) {\n            _classCallCheck$2(this, ListItem);\n\n            var _this = _possibleConstructorReturn$1(this, _ListNode.call(this, iterable.valueReferenceFor(result)));\n\n            _this.retained = false;\n            _this.seen = false;\n            _this.key = result.key;\n            _this.iterable = iterable;\n            _this.memo = iterable.memoReferenceFor(result);\n            return _this;\n        }\n\n        ListItem.prototype.update = function update(item) {\n            this.retained = true;\n            this.iterable.updateValueReference(this.value, item);\n            this.iterable.updateMemoReference(this.memo, item);\n        };\n\n        ListItem.prototype.shouldRemove = function shouldRemove() {\n            return !this.retained;\n        };\n\n        ListItem.prototype.reset = function reset() {\n            this.retained = false;\n            this.seen = false;\n        };\n\n        return ListItem;\n    }(_util.ListNode);\n    var IterationArtifacts = function () {\n        function IterationArtifacts(iterable) {\n            _classCallCheck$2(this, IterationArtifacts);\n\n            this.map = (0, _util.dict)();\n            this.list = new _util.LinkedList();\n            this.tag = iterable.tag;\n            this.iterable = iterable;\n        }\n\n        IterationArtifacts.prototype.isEmpty = function isEmpty() {\n            var iterator = this.iterator = this.iterable.iterate();\n            return iterator.isEmpty();\n        };\n\n        IterationArtifacts.prototype.iterate = function iterate() {\n            var iterator = this.iterator || this.iterable.iterate();\n            this.iterator = null;\n            return iterator;\n        };\n\n        IterationArtifacts.prototype.has = function has(key) {\n            return !!this.map[key];\n        };\n\n        IterationArtifacts.prototype.get = function get(key) {\n            return this.map[key];\n        };\n\n        IterationArtifacts.prototype.wasSeen = function wasSeen(key) {\n            var node = this.map[key];\n            return node && node.seen;\n        };\n\n        IterationArtifacts.prototype.append = function append(item) {\n            var map = this.map,\n                list = this.list,\n                iterable = this.iterable;\n\n            var node = map[item.key] = new ListItem(iterable, item);\n            list.append(node);\n            return node;\n        };\n\n        IterationArtifacts.prototype.insertBefore = function insertBefore(item, reference) {\n            var map = this.map,\n                list = this.list,\n                iterable = this.iterable;\n\n            var node = map[item.key] = new ListItem(iterable, item);\n            node.retained = true;\n            list.insertBefore(node, reference);\n            return node;\n        };\n\n        IterationArtifacts.prototype.move = function move(item, reference) {\n            var list = this.list;\n\n            item.retained = true;\n            list.remove(item);\n            list.insertBefore(item, reference);\n        };\n\n        IterationArtifacts.prototype.remove = function remove(item) {\n            var list = this.list;\n\n            list.remove(item);\n            delete this.map[item.key];\n        };\n\n        IterationArtifacts.prototype.nextNode = function nextNode(item) {\n            return this.list.nextNode(item);\n        };\n\n        IterationArtifacts.prototype.head = function head() {\n            return this.list.head();\n        };\n\n        return IterationArtifacts;\n    }();\n    var ReferenceIterator = function () {\n        // if anyone needs to construct this object with something other than\n        // an iterable, let @wycats know.\n        function ReferenceIterator(iterable) {\n            _classCallCheck$2(this, ReferenceIterator);\n\n            this.iterator = null;\n            var artifacts = new IterationArtifacts(iterable);\n            this.artifacts = artifacts;\n        }\n\n        ReferenceIterator.prototype.next = function next() {\n            var artifacts = this.artifacts;\n\n            var iterator = this.iterator = this.iterator || artifacts.iterate();\n            var item = iterator.next();\n            if (!item) return null;\n            return artifacts.append(item);\n        };\n\n        return ReferenceIterator;\n    }();\n    var Phase;\n    (function (Phase) {\n        Phase[Phase[\"Append\"] = 0] = \"Append\";\n        Phase[Phase[\"Prune\"] = 1] = \"Prune\";\n        Phase[Phase[\"Done\"] = 2] = \"Done\";\n    })(Phase || (Phase = {}));\n    var IteratorSynchronizer = function () {\n        function IteratorSynchronizer(_ref) {\n            var target = _ref.target,\n                artifacts = _ref.artifacts;\n\n            _classCallCheck$2(this, IteratorSynchronizer);\n\n            this.target = target;\n            this.artifacts = artifacts;\n            this.iterator = artifacts.iterate();\n            this.current = artifacts.head();\n        }\n\n        IteratorSynchronizer.prototype.sync = function sync() {\n            var phase = Phase.Append;\n            while (true) {\n                switch (phase) {\n                    case Phase.Append:\n                        phase = this.nextAppend();\n                        break;\n                    case Phase.Prune:\n                        phase = this.nextPrune();\n                        break;\n                    case Phase.Done:\n                        this.nextDone();\n                        return;\n                }\n            }\n        };\n\n        IteratorSynchronizer.prototype.advanceToKey = function advanceToKey(key) {\n            var current = this.current,\n                artifacts = this.artifacts;\n\n            var seek = current;\n            while (seek && seek.key !== key) {\n                seek.seen = true;\n                seek = artifacts.nextNode(seek);\n            }\n            this.current = seek && artifacts.nextNode(seek);\n        };\n\n        IteratorSynchronizer.prototype.nextAppend = function nextAppend() {\n            var iterator = this.iterator,\n                current = this.current,\n                artifacts = this.artifacts;\n\n            var item = iterator.next();\n            if (item === null) {\n                return this.startPrune();\n            }\n            var key = item.key;\n\n            if (current && current.key === key) {\n                this.nextRetain(item);\n            } else if (artifacts.has(key)) {\n                this.nextMove(item);\n            } else {\n                this.nextInsert(item);\n            }\n            return Phase.Append;\n        };\n\n        IteratorSynchronizer.prototype.nextRetain = function nextRetain(item) {\n            var artifacts = this.artifacts,\n                current = this.current;\n\n            current = current;\n            current.update(item);\n            this.current = artifacts.nextNode(current);\n            this.target.retain(item.key, current.value, current.memo);\n        };\n\n        IteratorSynchronizer.prototype.nextMove = function nextMove(item) {\n            var current = this.current,\n                artifacts = this.artifacts,\n                target = this.target;\n            var key = item.key;\n\n            var found = artifacts.get(item.key);\n            found.update(item);\n            if (artifacts.wasSeen(item.key)) {\n                artifacts.move(found, current);\n                target.move(found.key, found.value, found.memo, current ? current.key : null);\n            } else {\n                this.advanceToKey(key);\n            }\n        };\n\n        IteratorSynchronizer.prototype.nextInsert = function nextInsert(item) {\n            var artifacts = this.artifacts,\n                target = this.target,\n                current = this.current;\n\n            var node = artifacts.insertBefore(item, current);\n            target.insert(node.key, node.value, node.memo, current ? current.key : null);\n        };\n\n        IteratorSynchronizer.prototype.startPrune = function startPrune() {\n            this.current = this.artifacts.head();\n            return Phase.Prune;\n        };\n\n        IteratorSynchronizer.prototype.nextPrune = function nextPrune() {\n            var artifacts = this.artifacts,\n                target = this.target,\n                current = this.current;\n\n            if (current === null) {\n                return Phase.Done;\n            }\n            var node = current;\n            this.current = artifacts.nextNode(node);\n            if (node.shouldRemove()) {\n                artifacts.remove(node);\n                target.delete(node.key);\n            } else {\n                node.reset();\n            }\n            return Phase.Prune;\n        };\n\n        IteratorSynchronizer.prototype.nextDone = function nextDone() {\n            this.target.done();\n        };\n\n        return IteratorSynchronizer;\n    }();\n\n    function referenceFromParts(root, parts) {\n        var reference = root;\n        for (var i = 0; i < parts.length; i++) {\n            reference = reference.get(parts[i]);\n        }\n        return reference;\n    }\n\n    exports.ConstReference = ConstReference;\n    exports.isConst = isConst;\n    exports.ListItem = ListItem;\n    exports.referenceFromParts = referenceFromParts;\n    exports.IterationArtifacts = IterationArtifacts;\n    exports.ReferenceIterator = ReferenceIterator;\n    exports.IteratorSynchronizer = IteratorSynchronizer;\n    exports.CONSTANT = CONSTANT;\n    exports.INITIAL = INITIAL;\n    exports.VOLATILE = VOLATILE;\n    exports.RevisionTag = RevisionTag;\n    exports.TagWrapper = TagWrapper;\n    exports.CONSTANT_TAG = CONSTANT_TAG;\n    exports.VOLATILE_TAG = VOLATILE_TAG;\n    exports.CURRENT_TAG = CURRENT_TAG;\n    exports.DirtyableTag = DirtyableTag;\n    exports.combineTagged = combineTagged;\n    exports.combineSlice = combineSlice;\n    exports.combine = combine;\n    exports.CachedTag = CachedTag;\n    exports.UpdatableTag = UpdatableTag;\n    exports.CachedReference = CachedReference;\n    exports.map = map;\n    exports.ReferenceCache = ReferenceCache;\n    exports.isModified = isModified;\n});","enifed('@glimmer/runtime', ['exports', '@glimmer/util', '@glimmer/reference', '@glimmer/wire-format'], function (exports, _util, _reference2, _wireFormat) {\n    'use strict';\n\n    exports.ConcreteBounds = exports.ElementStack = exports.insertHTMLBefore = exports.isWhitespace = exports.DOMTreeConstruction = exports.IDOMChanges = exports.DOMChanges = exports.isComponentDefinition = exports.ComponentDefinition = exports.PartialDefinition = exports.Environment = exports.Scope = exports.isSafeString = exports.RenderResult = exports.UpdatingVM = exports.compileExpression = exports.compileList = exports.InlineMacros = exports.BlockMacros = exports.getDynamicVar = exports.resetDebuggerCallback = exports.setDebuggerCallback = exports.normalizeTextValue = exports.debugSlice = exports.Register = exports.readDOMAttr = exports.defaultPropertyManagers = exports.defaultAttributeManagers = exports.defaultManagers = exports.INPUT_VALUE_PROPERTY_MANAGER = exports.PropertyManager = exports.AttributeManager = exports.IAttributeManager = exports.CompiledDynamicTemplate = exports.CompiledStaticTemplate = exports.compileLayout = exports.OpcodeBuilderDSL = exports.ConditionalReference = exports.PrimitiveReference = exports.UNDEFINED_REFERENCE = exports.NULL_REFERENCE = exports.templateFactory = exports.Simple = undefined;\n\n\n    function _defaults(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults(subClass, superClass);\n    }\n\n    function _classCallCheck(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    /**\n     * Registers\n     *\n     * For the most part, these follows MIPS naming conventions, however the\n     * register numbers are different.\n     */\n    var Register;\n    (function (Register) {\n        // $0 or $pc (program counter): pointer into `program` for the next insturction; -1 means exit\n        Register[Register[\"pc\"] = 0] = \"pc\";\n        // $1 or $ra (return address): pointer into `program` for the return\n        Register[Register[\"ra\"] = 1] = \"ra\";\n        // $2 or $fp (frame pointer): pointer into the `evalStack` for the base of the stack\n        Register[Register[\"fp\"] = 2] = \"fp\";\n        // $3 or $sp (stack pointer): pointer into the `evalStack` for the top of the stack\n        Register[Register[\"sp\"] = 3] = \"sp\";\n        // $4-$5 or $s0-$s1 (saved): callee saved general-purpose registers\n        Register[Register[\"s0\"] = 4] = \"s0\";\n        Register[Register[\"s1\"] = 5] = \"s1\";\n        // $6-$7 or $t0-$t1 (temporaries): caller saved general-purpose registers\n        Register[Register[\"t0\"] = 6] = \"t0\";\n        Register[Register[\"t1\"] = 7] = \"t1\";\n    })(Register || (exports.Register = Register = {}));\n    function debugSlice(env, start, end) {}\n    var AppendOpcodes = function () {\n        function AppendOpcodes() {\n            _classCallCheck(this, AppendOpcodes);\n\n            this.evaluateOpcode = (0, _util.fillNulls)(72 /* Size */).slice();\n        }\n\n        AppendOpcodes.prototype.add = function add(name, evaluate) {\n            this.evaluateOpcode[name] = evaluate;\n        };\n\n        AppendOpcodes.prototype.evaluate = function evaluate(vm, opcode, type) {\n            var func = this.evaluateOpcode[type];\n            func(vm, opcode);\n        };\n\n        return AppendOpcodes;\n    }();\n    var APPEND_OPCODES = new AppendOpcodes();\n    var AbstractOpcode = function () {\n        function AbstractOpcode() {\n            _classCallCheck(this, AbstractOpcode);\n\n            (0, _util.initializeGuid)(this);\n        }\n\n        AbstractOpcode.prototype.toJSON = function toJSON() {\n            return { guid: this._guid, type: this.type };\n        };\n\n        return AbstractOpcode;\n    }();\n    var UpdatingOpcode = function (_AbstractOpcode) {\n        _inherits(UpdatingOpcode, _AbstractOpcode);\n\n        function UpdatingOpcode() {\n            _classCallCheck(this, UpdatingOpcode);\n\n            var _this = _possibleConstructorReturn(this, _AbstractOpcode.apply(this, arguments));\n\n            _this.next = null;\n            _this.prev = null;\n            return _this;\n        }\n\n        return UpdatingOpcode;\n    }(AbstractOpcode);\n\n    function _defaults$1(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck$1(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn$1(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$1(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$1(subClass, superClass);\n    }\n\n    var PrimitiveReference = function (_ConstReference) {\n        _inherits$1(PrimitiveReference, _ConstReference);\n\n        function PrimitiveReference(value) {\n            _classCallCheck$1(this, PrimitiveReference);\n\n            return _possibleConstructorReturn$1(this, _ConstReference.call(this, value));\n        }\n\n        PrimitiveReference.create = function create(value) {\n            if (value === undefined) {\n                return UNDEFINED_REFERENCE;\n            } else if (value === null) {\n                return NULL_REFERENCE;\n            } else if (value === true) {\n                return TRUE_REFERENCE;\n            } else if (value === false) {\n                return FALSE_REFERENCE;\n            } else if (typeof value === 'number') {\n                return new ValueReference(value);\n            } else {\n                return new StringReference(value);\n            }\n        };\n\n        PrimitiveReference.prototype.get = function get(_key) {\n            return UNDEFINED_REFERENCE;\n        };\n\n        return PrimitiveReference;\n    }(_reference2.ConstReference);\n\n    var StringReference = function (_PrimitiveReference) {\n        _inherits$1(StringReference, _PrimitiveReference);\n\n        function StringReference() {\n            _classCallCheck$1(this, StringReference);\n\n            var _this2 = _possibleConstructorReturn$1(this, _PrimitiveReference.apply(this, arguments));\n\n            _this2.lengthReference = null;\n            return _this2;\n        }\n\n        StringReference.prototype.get = function get(key) {\n            if (key === 'length') {\n                var lengthReference = this.lengthReference;\n\n                if (lengthReference === null) {\n                    lengthReference = this.lengthReference = new ValueReference(this.inner.length);\n                }\n                return lengthReference;\n            } else {\n                return _PrimitiveReference.prototype.get.call(this, key);\n            }\n        };\n\n        return StringReference;\n    }(PrimitiveReference);\n\n    var ValueReference = function (_PrimitiveReference2) {\n        _inherits$1(ValueReference, _PrimitiveReference2);\n\n        function ValueReference(value) {\n            _classCallCheck$1(this, ValueReference);\n\n            return _possibleConstructorReturn$1(this, _PrimitiveReference2.call(this, value));\n        }\n\n        return ValueReference;\n    }(PrimitiveReference);\n\n    var UNDEFINED_REFERENCE = new ValueReference(undefined);\n    var NULL_REFERENCE = new ValueReference(null);\n    var TRUE_REFERENCE = new ValueReference(true);\n    var FALSE_REFERENCE = new ValueReference(false);\n    var ConditionalReference = function () {\n        function ConditionalReference(inner) {\n            _classCallCheck$1(this, ConditionalReference);\n\n            this.inner = inner;\n            this.tag = inner.tag;\n        }\n\n        ConditionalReference.prototype.value = function value() {\n            return this.toBool(this.inner.value());\n        };\n\n        ConditionalReference.prototype.toBool = function toBool(value) {\n            return !!value;\n        };\n\n        return ConditionalReference;\n    }();\n\n    function _defaults$2(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck$2(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn$2(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$2(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$2(subClass, superClass);\n    }\n\n    var ConcatReference = function (_CachedReference) {\n        _inherits$2(ConcatReference, _CachedReference);\n\n        function ConcatReference(parts) {\n            _classCallCheck$2(this, ConcatReference);\n\n            var _this = _possibleConstructorReturn$2(this, _CachedReference.call(this));\n\n            _this.parts = parts;\n            _this.tag = (0, _reference2.combineTagged)(parts);\n            return _this;\n        }\n\n        ConcatReference.prototype.compute = function compute() {\n            var parts = new Array();\n            for (var i = 0; i < this.parts.length; i++) {\n                var value = this.parts[i].value();\n                if (value !== null && value !== undefined) {\n                    parts[i] = castToString(value);\n                }\n            }\n            if (parts.length > 0) {\n                return parts.join('');\n            }\n            return null;\n        };\n\n        return ConcatReference;\n    }(_reference2.CachedReference);\n    function castToString(value) {\n        if (typeof value.toString !== 'function') {\n            return '';\n        }\n        return String(value);\n    }\n\n    APPEND_OPCODES.add(1 /* Helper */, function (vm, _ref) {\n        var _helper = _ref.op1;\n\n        var stack = vm.stack;\n        var helper = vm.constants.getFunction(_helper);\n        var args = stack.pop();\n        var value = helper(vm, args);\n        args.clear();\n        vm.stack.push(value);\n    });\n    APPEND_OPCODES.add(2 /* Function */, function (vm, _ref2) {\n        var _function = _ref2.op1;\n\n        var func = vm.constants.getFunction(_function);\n        vm.stack.push(func(vm));\n    });\n    APPEND_OPCODES.add(5 /* GetVariable */, function (vm, _ref3) {\n        var symbol = _ref3.op1;\n\n        var expr = vm.referenceForSymbol(symbol);\n        vm.stack.push(expr);\n    });\n    APPEND_OPCODES.add(4 /* SetVariable */, function (vm, _ref4) {\n        var symbol = _ref4.op1;\n\n        var expr = vm.stack.pop();\n        vm.scope().bindSymbol(symbol, expr);\n    });\n    APPEND_OPCODES.add(70 /* ResolveMaybeLocal */, function (vm, _ref5) {\n        var _name = _ref5.op1;\n\n        var name = vm.constants.getString(_name);\n        var locals = vm.scope().getPartialMap();\n        var ref = locals[name];\n        if (ref === undefined) {\n            ref = vm.getSelf().get(name);\n        }\n        vm.stack.push(ref);\n    });\n    APPEND_OPCODES.add(19 /* RootScope */, function (vm, _ref6) {\n        var symbols = _ref6.op1,\n            bindCallerScope = _ref6.op2;\n\n        vm.pushRootScope(symbols, !!bindCallerScope);\n    });\n    APPEND_OPCODES.add(6 /* GetProperty */, function (vm, _ref7) {\n        var _key = _ref7.op1;\n\n        var key = vm.constants.getString(_key);\n        var expr = vm.stack.pop();\n        vm.stack.push(expr.get(key));\n    });\n    APPEND_OPCODES.add(7 /* PushBlock */, function (vm, _ref8) {\n        var _block = _ref8.op1;\n\n        var block = _block ? vm.constants.getBlock(_block) : null;\n        vm.stack.push(block);\n    });\n    APPEND_OPCODES.add(8 /* GetBlock */, function (vm, _ref9) {\n        var _block = _ref9.op1;\n\n        vm.stack.push(vm.scope().getBlock(_block));\n    });\n    APPEND_OPCODES.add(9 /* HasBlock */, function (vm, _ref10) {\n        var _block = _ref10.op1;\n\n        var hasBlock = !!vm.scope().getBlock(_block);\n        vm.stack.push(hasBlock ? TRUE_REFERENCE : FALSE_REFERENCE);\n    });\n    APPEND_OPCODES.add(10 /* HasBlockParams */, function (vm, _ref11) {\n        var _block = _ref11.op1;\n\n        var block = vm.scope().getBlock(_block);\n        var hasBlockParams = block && block.symbolTable.parameters.length;\n        vm.stack.push(hasBlockParams ? TRUE_REFERENCE : FALSE_REFERENCE);\n    });\n    APPEND_OPCODES.add(11 /* Concat */, function (vm, _ref12) {\n        var count = _ref12.op1;\n\n        var out = [];\n        for (var i = count; i > 0; i--) {\n            out.push(vm.stack.pop());\n        }\n        vm.stack.push(new ConcatReference(out.reverse()));\n    });\n\n    var _createClass = function () {\n        function defineProperties(target, props) {\n            for (var i = 0; i < props.length; i++) {\n                var descriptor = props[i];descriptor.enumerable = descriptor.enumerable || false;descriptor.configurable = true;if (\"value\" in descriptor) descriptor.writable = true;Object.defineProperty(target, descriptor.key, descriptor);\n            }\n        }return function (Constructor, protoProps, staticProps) {\n            if (protoProps) defineProperties(Constructor.prototype, protoProps);if (staticProps) defineProperties(Constructor, staticProps);return Constructor;\n        };\n    }();\n\n    function _classCallCheck$4(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var Arguments = function () {\n        function Arguments() {\n            _classCallCheck$4(this, Arguments);\n\n            this.stack = null;\n            this.positional = new PositionalArguments();\n            this.named = new NamedArguments();\n        }\n\n        Arguments.prototype.empty = function empty() {\n            this.setup(null, true);\n            return this;\n        };\n\n        Arguments.prototype.setup = function setup(stack, synthetic) {\n            this.stack = stack;\n            var names = stack.fromTop(0);\n            var namedCount = names.length;\n            var positionalCount = stack.fromTop(namedCount + 1);\n            var start = positionalCount + namedCount + 2;\n            var positional = this.positional;\n            positional.setup(stack, start, positionalCount);\n            var named = this.named;\n            named.setup(stack, namedCount, names, synthetic);\n        };\n\n        Arguments.prototype.at = function at(pos) {\n            return this.positional.at(pos);\n        };\n\n        Arguments.prototype.get = function get(name) {\n            return this.named.get(name);\n        };\n\n        Arguments.prototype.capture = function capture() {\n            return {\n                tag: this.tag,\n                length: this.length,\n                positional: this.positional.capture(),\n                named: this.named.capture()\n            };\n        };\n\n        Arguments.prototype.clear = function clear() {\n            var stack = this.stack,\n                length = this.length;\n\n            stack.pop(length + 2);\n        };\n\n        _createClass(Arguments, [{\n            key: 'tag',\n            get: function () {\n                return (0, _reference2.combineTagged)([this.positional, this.named]);\n            }\n        }, {\n            key: 'length',\n            get: function () {\n                return this.positional.length + this.named.length;\n            }\n        }]);\n\n        return Arguments;\n    }();\n\n    var PositionalArguments = function () {\n        function PositionalArguments() {\n            _classCallCheck$4(this, PositionalArguments);\n\n            this.length = 0;\n            this.stack = null;\n            this.start = 0;\n            this._tag = null;\n            this._references = null;\n        }\n\n        PositionalArguments.prototype.setup = function setup(stack, start, length) {\n            this.stack = stack;\n            this.start = start;\n            this.length = length;\n            this._tag = null;\n            this._references = null;\n        };\n\n        PositionalArguments.prototype.at = function at(position) {\n            var start = this.start,\n                length = this.length;\n\n            if (position < 0 || position >= length) {\n                return UNDEFINED_REFERENCE;\n            }\n            // stack: pos1, pos2, pos3, named1, named2\n            // start: 4 (top - 4)\n            //\n            // at(0) === pos1 === top - start\n            // at(1) === pos2 === top - (start - 1)\n            // at(2) === pos3 === top - (start - 2)\n            var fromTop = start - position - 1;\n            return this.stack.fromTop(fromTop);\n        };\n\n        PositionalArguments.prototype.capture = function capture() {\n            return new CapturedPositionalArguments(this.tag, this.references);\n        };\n\n        _createClass(PositionalArguments, [{\n            key: 'tag',\n            get: function () {\n                var tag = this._tag;\n                if (!tag) {\n                    tag = this._tag = (0, _reference2.combineTagged)(this.references);\n                }\n                return tag;\n            }\n        }, {\n            key: 'references',\n            get: function () {\n                var references = this._references;\n                if (!references) {\n                    var length = this.length;\n\n                    references = this._references = new Array(length);\n                    for (var i = 0; i < length; i++) {\n                        references[i] = this.at(i);\n                    }\n                }\n                return references;\n            }\n        }]);\n\n        return PositionalArguments;\n    }();\n\n    var CapturedPositionalArguments = function () {\n        function CapturedPositionalArguments(tag, references) {\n            var length = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : references.length;\n\n            _classCallCheck$4(this, CapturedPositionalArguments);\n\n            this.tag = tag;\n            this.references = references;\n            this.length = length;\n        }\n\n        CapturedPositionalArguments.prototype.at = function at(position) {\n            return this.references[position];\n        };\n\n        CapturedPositionalArguments.prototype.value = function value() {\n            return this.references.map(this.valueOf);\n        };\n\n        CapturedPositionalArguments.prototype.get = function get(name) {\n            var references = this.references,\n                length = this.length;\n\n            if (name === 'length') {\n                return PrimitiveReference.create(length);\n            } else {\n                var idx = parseInt(name, 10);\n                if (idx < 0 || idx >= length) {\n                    return UNDEFINED_REFERENCE;\n                } else {\n                    return references[idx];\n                }\n            }\n        };\n\n        CapturedPositionalArguments.prototype.valueOf = function valueOf(reference) {\n            return reference.value();\n        };\n\n        return CapturedPositionalArguments;\n    }();\n\n    var NamedArguments = function () {\n        function NamedArguments() {\n            _classCallCheck$4(this, NamedArguments);\n\n            this.length = 0;\n            this._tag = null;\n            this._references = null;\n            this._names = null;\n            this._realNames = _util.EMPTY_ARRAY;\n        }\n\n        NamedArguments.prototype.setup = function setup(stack, length, names, synthetic) {\n            this.stack = stack;\n            this.length = length;\n            this._tag = null;\n            this._references = null;\n            if (synthetic) {\n                this._names = names;\n                this._realNames = _util.EMPTY_ARRAY;\n            } else {\n                this._names = null;\n                this._realNames = names;\n            }\n        };\n\n        NamedArguments.prototype.has = function has(name) {\n            return this.names.indexOf(name) !== -1;\n        };\n\n        NamedArguments.prototype.get = function get(name) {\n            var names = this.names,\n                length = this.length;\n\n            var idx = names.indexOf(name);\n            if (idx === -1) {\n                return UNDEFINED_REFERENCE;\n            }\n            // stack: pos1, pos2, pos3, named1, named2\n            // start: 4 (top - 4)\n            // namedDict: { named1: 1, named2: 0 };\n            //\n            // get('named1') === named1 === top - (start - 1)\n            // get('named2') === named2 === top - start\n            var fromTop = length - idx;\n            return this.stack.fromTop(fromTop);\n        };\n\n        NamedArguments.prototype.capture = function capture() {\n            return new CapturedNamedArguments(this.tag, this.names, this.references);\n        };\n\n        NamedArguments.prototype.sliceName = function sliceName(name) {\n            return name.slice(1);\n        };\n\n        _createClass(NamedArguments, [{\n            key: 'tag',\n            get: function () {\n                return (0, _reference2.combineTagged)(this.references);\n            }\n        }, {\n            key: 'names',\n            get: function () {\n                var names = this._names;\n                if (!names) {\n                    names = this._names = this._realNames.map(this.sliceName);\n                }\n                return names;\n            }\n        }, {\n            key: 'references',\n            get: function () {\n                var references = this._references;\n                if (!references) {\n                    var names = this.names,\n                        length = this.length;\n\n                    references = this._references = [];\n                    for (var i = 0; i < length; i++) {\n                        references[i] = this.get(names[i]);\n                    }\n                }\n                return references;\n            }\n        }]);\n\n        return NamedArguments;\n    }();\n\n    var CapturedNamedArguments = function () {\n        function CapturedNamedArguments(tag, names, references) {\n            _classCallCheck$4(this, CapturedNamedArguments);\n\n            this.tag = tag;\n            this.names = names;\n            this.references = references;\n            this.length = names.length;\n            this._map = null;\n        }\n\n        CapturedNamedArguments.prototype.has = function has(name) {\n            return this.names.indexOf(name) !== -1;\n        };\n\n        CapturedNamedArguments.prototype.get = function get(name) {\n            var names = this.names,\n                references = this.references;\n\n            var idx = names.indexOf(name);\n            if (idx === -1) {\n                return UNDEFINED_REFERENCE;\n            } else {\n                return references[idx];\n            }\n        };\n\n        CapturedNamedArguments.prototype.value = function value() {\n            var names = this.names,\n                references = this.references;\n\n            var out = (0, _util.dict)();\n            for (var i = 0; i < names.length; i++) {\n                var name = names[i];\n                out[name] = references[i].value();\n            }\n            return out;\n        };\n\n        _createClass(CapturedNamedArguments, [{\n            key: 'map',\n            get: function () {\n                var map$$1 = this._map;\n                if (!map$$1) {\n                    var names = this.names,\n                        references = this.references;\n\n                    map$$1 = this._map = (0, _util.dict)();\n                    for (var i = 0; i < names.length; i++) {\n                        var name = names[i];\n                        map$$1[name] = references[i];\n                    }\n                }\n                return map$$1;\n            }\n        }]);\n\n        return CapturedNamedArguments;\n    }();\n\n    var ARGS = new Arguments();\n\n    function _defaults$5(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck$6(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn$5(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$5(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$5(subClass, superClass);\n    }\n\n    APPEND_OPCODES.add(20 /* ChildScope */, function (vm) {\n        return vm.pushChildScope();\n    });\n    APPEND_OPCODES.add(21 /* PopScope */, function (vm) {\n        return vm.popScope();\n    });\n    APPEND_OPCODES.add(39 /* PushDynamicScope */, function (vm) {\n        return vm.pushDynamicScope();\n    });\n    APPEND_OPCODES.add(40 /* PopDynamicScope */, function (vm) {\n        return vm.popDynamicScope();\n    });\n    APPEND_OPCODES.add(12 /* Immediate */, function (vm, _ref) {\n        var number = _ref.op1;\n\n        vm.stack.push(number);\n    });\n    APPEND_OPCODES.add(13 /* Constant */, function (vm, _ref2) {\n        var other = _ref2.op1;\n\n        vm.stack.push(vm.constants.getOther(other));\n    });\n    APPEND_OPCODES.add(14 /* PrimitiveReference */, function (vm, _ref3) {\n        var primitive = _ref3.op1;\n\n        var stack = vm.stack;\n        var flag = (primitive & 3 << 30) >>> 30;\n        var value = primitive & ~(3 << 30);\n        switch (flag) {\n            case 0:\n                stack.push(PrimitiveReference.create(value));\n                break;\n            case 1:\n                stack.push(PrimitiveReference.create(vm.constants.getFloat(value)));\n                break;\n            case 2:\n                stack.push(PrimitiveReference.create(vm.constants.getString(value)));\n                break;\n            case 3:\n                switch (value) {\n                    case 0:\n                        stack.push(FALSE_REFERENCE);\n                        break;\n                    case 1:\n                        stack.push(TRUE_REFERENCE);\n                        break;\n                    case 2:\n                        stack.push(NULL_REFERENCE);\n                        break;\n                    case 3:\n                        stack.push(UNDEFINED_REFERENCE);\n                        break;\n                }\n                break;\n        }\n    });\n    APPEND_OPCODES.add(15 /* Dup */, function (vm, _ref4) {\n        var register = _ref4.op1,\n            offset = _ref4.op2;\n\n        var position = vm.fetchValue(register) - offset;\n        vm.stack.dup(position);\n    });\n    APPEND_OPCODES.add(16 /* Pop */, function (vm, _ref5) {\n        var count = _ref5.op1;\n        return vm.stack.pop(count);\n    });\n    APPEND_OPCODES.add(17 /* Load */, function (vm, _ref6) {\n        var register = _ref6.op1;\n        return vm.load(register);\n    });\n    APPEND_OPCODES.add(18 /* Fetch */, function (vm, _ref7) {\n        var register = _ref7.op1;\n        return vm.fetch(register);\n    });\n    APPEND_OPCODES.add(38 /* BindDynamicScope */, function (vm, _ref8) {\n        var _names = _ref8.op1;\n\n        var names = vm.constants.getArray(_names);\n        vm.bindDynamicScope(names);\n    });\n    APPEND_OPCODES.add(47 /* PushFrame */, function (vm) {\n        return vm.pushFrame();\n    });\n    APPEND_OPCODES.add(48 /* PopFrame */, function (vm) {\n        return vm.popFrame();\n    });\n    APPEND_OPCODES.add(49 /* Enter */, function (vm, _ref9) {\n        var args = _ref9.op1;\n        return vm.enter(args);\n    });\n    APPEND_OPCODES.add(50 /* Exit */, function (vm) {\n        return vm.exit();\n    });\n    APPEND_OPCODES.add(41 /* CompileDynamicBlock */, function (vm) {\n        var stack = vm.stack;\n        var block = stack.pop();\n        stack.push(block ? block.compileDynamic(vm.env) : null);\n    });\n    APPEND_OPCODES.add(42 /* InvokeStatic */, function (vm, _ref10) {\n        var _block = _ref10.op1;\n\n        var block = vm.constants.getBlock(_block);\n        var compiled = block.compileStatic(vm.env);\n        vm.call(compiled.handle);\n    });\n    APPEND_OPCODES.add(43 /* InvokeDynamic */, function (vm, _ref11) {\n        var _invoker = _ref11.op1;\n\n        var invoker = vm.constants.getOther(_invoker);\n        var block = vm.stack.pop();\n        invoker.invoke(vm, block);\n    });\n    APPEND_OPCODES.add(44 /* Jump */, function (vm, _ref12) {\n        var target = _ref12.op1;\n        return vm.goto(target);\n    });\n    APPEND_OPCODES.add(45 /* JumpIf */, function (vm, _ref13) {\n        var target = _ref13.op1;\n\n        var reference = vm.stack.pop();\n        if ((0, _reference2.isConst)(reference)) {\n            if (reference.value()) {\n                vm.goto(target);\n            }\n        } else {\n            var cache = new _reference2.ReferenceCache(reference);\n            if (cache.peek()) {\n                vm.goto(target);\n            }\n            vm.updateWith(new Assert(cache));\n        }\n    });\n    APPEND_OPCODES.add(46 /* JumpUnless */, function (vm, _ref14) {\n        var target = _ref14.op1;\n\n        var reference = vm.stack.pop();\n        if ((0, _reference2.isConst)(reference)) {\n            if (!reference.value()) {\n                vm.goto(target);\n            }\n        } else {\n            var cache = new _reference2.ReferenceCache(reference);\n            if (!cache.peek()) {\n                vm.goto(target);\n            }\n            vm.updateWith(new Assert(cache));\n        }\n    });\n    APPEND_OPCODES.add(22 /* Return */, function (vm) {\n        return vm.return();\n    });\n    APPEND_OPCODES.add(23 /* ReturnTo */, function (vm, _ref15) {\n        var relative = _ref15.op1;\n\n        vm.returnTo(relative);\n    });\n    var ConstTest = function (ref, _env) {\n        return new _reference2.ConstReference(!!ref.value());\n    };\n    var SimpleTest = function (ref, _env) {\n        return ref;\n    };\n    var EnvironmentTest = function (ref, env) {\n        return env.toConditionalReference(ref);\n    };\n    APPEND_OPCODES.add(51 /* Test */, function (vm, _ref16) {\n        var _func = _ref16.op1;\n\n        var stack = vm.stack;\n        var operand = stack.pop();\n        var func = vm.constants.getFunction(_func);\n        stack.push(func(operand, vm.env));\n    });\n    var Assert = function (_UpdatingOpcode) {\n        _inherits$5(Assert, _UpdatingOpcode);\n\n        function Assert(cache) {\n            _classCallCheck$6(this, Assert);\n\n            var _this = _possibleConstructorReturn$5(this, _UpdatingOpcode.call(this));\n\n            _this.type = 'assert';\n            _this.tag = cache.tag;\n            _this.cache = cache;\n            return _this;\n        }\n\n        Assert.prototype.evaluate = function evaluate(vm) {\n            var cache = this.cache;\n\n            if ((0, _reference2.isModified)(cache.revalidate())) {\n                vm.throw();\n            }\n        };\n\n        Assert.prototype.toJSON = function toJSON() {\n            var type = this.type,\n                _guid = this._guid,\n                cache = this.cache;\n\n            var expected = void 0;\n            try {\n                expected = JSON.stringify(cache.peek());\n            } catch (e) {\n                expected = String(cache.peek());\n            }\n            return {\n                args: [],\n                details: { expected: expected },\n                guid: _guid,\n                type: type\n            };\n        };\n\n        return Assert;\n    }(UpdatingOpcode);\n    var JumpIfNotModifiedOpcode = function (_UpdatingOpcode2) {\n        _inherits$5(JumpIfNotModifiedOpcode, _UpdatingOpcode2);\n\n        function JumpIfNotModifiedOpcode(tag, target) {\n            _classCallCheck$6(this, JumpIfNotModifiedOpcode);\n\n            var _this2 = _possibleConstructorReturn$5(this, _UpdatingOpcode2.call(this));\n\n            _this2.target = target;\n            _this2.type = 'jump-if-not-modified';\n            _this2.tag = tag;\n            _this2.lastRevision = tag.value();\n            return _this2;\n        }\n\n        JumpIfNotModifiedOpcode.prototype.evaluate = function evaluate(vm) {\n            var tag = this.tag,\n                target = this.target,\n                lastRevision = this.lastRevision;\n\n            if (!vm.alwaysRevalidate && tag.validate(lastRevision)) {\n                vm.goto(target);\n            }\n        };\n\n        JumpIfNotModifiedOpcode.prototype.didModify = function didModify() {\n            this.lastRevision = this.tag.value();\n        };\n\n        JumpIfNotModifiedOpcode.prototype.toJSON = function toJSON() {\n            return {\n                args: [JSON.stringify(this.target.inspect())],\n                guid: this._guid,\n                type: this.type\n            };\n        };\n\n        return JumpIfNotModifiedOpcode;\n    }(UpdatingOpcode);\n    var DidModifyOpcode = function (_UpdatingOpcode3) {\n        _inherits$5(DidModifyOpcode, _UpdatingOpcode3);\n\n        function DidModifyOpcode(target) {\n            _classCallCheck$6(this, DidModifyOpcode);\n\n            var _this3 = _possibleConstructorReturn$5(this, _UpdatingOpcode3.call(this));\n\n            _this3.target = target;\n            _this3.type = 'did-modify';\n            _this3.tag = _reference2.CONSTANT_TAG;\n            return _this3;\n        }\n\n        DidModifyOpcode.prototype.evaluate = function evaluate() {\n            this.target.didModify();\n        };\n\n        return DidModifyOpcode;\n    }(UpdatingOpcode);\n    var LabelOpcode = function () {\n        function LabelOpcode(label) {\n            _classCallCheck$6(this, LabelOpcode);\n\n            this.tag = _reference2.CONSTANT_TAG;\n            this.type = 'label';\n            this.label = null;\n            this.prev = null;\n            this.next = null;\n            (0, _util.initializeGuid)(this);\n            this.label = label;\n        }\n\n        LabelOpcode.prototype.evaluate = function evaluate() {};\n\n        LabelOpcode.prototype.inspect = function inspect$$1() {\n            return this.label + ' [' + this._guid + ']';\n        };\n\n        LabelOpcode.prototype.toJSON = function toJSON() {\n            return {\n                args: [JSON.stringify(this.inspect())],\n                guid: this._guid,\n                type: this.type\n            };\n        };\n\n        return LabelOpcode;\n    }();\n\n    function _defaults$4(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn$4(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$4(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$4(subClass, superClass);\n    }\n\n    function _classCallCheck$5(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    APPEND_OPCODES.add(24 /* Text */, function (vm, _ref) {\n        var text = _ref.op1;\n\n        vm.elements().appendText(vm.constants.getString(text));\n    });\n    APPEND_OPCODES.add(25 /* Comment */, function (vm, _ref2) {\n        var text = _ref2.op1;\n\n        vm.elements().appendComment(vm.constants.getString(text));\n    });\n    APPEND_OPCODES.add(27 /* OpenElement */, function (vm, _ref3) {\n        var tag = _ref3.op1;\n\n        vm.elements().openElement(vm.constants.getString(tag));\n    });\n    APPEND_OPCODES.add(28 /* OpenElementWithOperations */, function (vm, _ref4) {\n        var tag = _ref4.op1;\n\n        var tagName = vm.constants.getString(tag);\n        var operations = vm.stack.pop();\n        vm.elements().openElement(tagName, operations);\n    });\n    APPEND_OPCODES.add(29 /* OpenDynamicElement */, function (vm) {\n        var operations = vm.stack.pop();\n        var tagName = vm.stack.pop().value();\n        vm.elements().openElement(tagName, operations);\n    });\n    APPEND_OPCODES.add(36 /* PushRemoteElement */, function (vm) {\n        var elementRef = vm.stack.pop();\n        var nextSiblingRef = vm.stack.pop();\n        var element = void 0;\n        var nextSibling = void 0;\n        if ((0, _reference2.isConst)(elementRef)) {\n            element = elementRef.value();\n        } else {\n            var cache = new _reference2.ReferenceCache(elementRef);\n            element = cache.peek();\n            vm.updateWith(new Assert(cache));\n        }\n        if ((0, _reference2.isConst)(nextSiblingRef)) {\n            nextSibling = nextSiblingRef.value();\n        } else {\n            var _cache = new _reference2.ReferenceCache(nextSiblingRef);\n            nextSibling = _cache.peek();\n            vm.updateWith(new Assert(_cache));\n        }\n        vm.elements().pushRemoteElement(element, nextSibling);\n    });\n    APPEND_OPCODES.add(37 /* PopRemoteElement */, function (vm) {\n        return vm.elements().popRemoteElement();\n    });\n\n    var ClassList = function () {\n        function ClassList() {\n            _classCallCheck$5(this, ClassList);\n\n            this.list = null;\n            this.isConst = true;\n        }\n\n        ClassList.prototype.append = function append(reference) {\n            var list = this.list,\n                isConst$$1 = this.isConst;\n\n            if (list === null) list = this.list = [];\n            list.push(reference);\n            this.isConst = isConst$$1 && (0, _reference2.isConst)(reference);\n        };\n\n        ClassList.prototype.toReference = function toReference() {\n            var list = this.list,\n                isConst$$1 = this.isConst;\n\n            if (!list) return NULL_REFERENCE;\n            if (isConst$$1) return PrimitiveReference.create(toClassName(list));\n            return new ClassListReference(list);\n        };\n\n        return ClassList;\n    }();\n\n    var ClassListReference = function (_CachedReference) {\n        _inherits$4(ClassListReference, _CachedReference);\n\n        function ClassListReference(list) {\n            _classCallCheck$5(this, ClassListReference);\n\n            var _this = _possibleConstructorReturn$4(this, _CachedReference.call(this));\n\n            _this.list = [];\n            _this.tag = (0, _reference2.combineTagged)(list);\n            _this.list = list;\n            return _this;\n        }\n\n        ClassListReference.prototype.compute = function compute() {\n            return toClassName(this.list);\n        };\n\n        return ClassListReference;\n    }(_reference2.CachedReference);\n\n    function toClassName(list) {\n        var ret = [];\n        for (var i = 0; i < list.length; i++) {\n            var value = list[i].value();\n            if (value !== false && value !== null && value !== undefined) ret.push(value);\n        }\n        return ret.length === 0 ? null : ret.join(' ');\n    }\n    var SimpleElementOperations = function () {\n        function SimpleElementOperations(env) {\n            _classCallCheck$5(this, SimpleElementOperations);\n\n            this.env = env;\n            this.opcodes = null;\n            this.classList = null;\n        }\n\n        SimpleElementOperations.prototype.addStaticAttribute = function addStaticAttribute(element, name, value) {\n            if (name === 'class') {\n                this.addClass(PrimitiveReference.create(value));\n            } else {\n                this.env.getAppendOperations().setAttribute(element, name, value);\n            }\n        };\n\n        SimpleElementOperations.prototype.addStaticAttributeNS = function addStaticAttributeNS(element, namespace, name, value) {\n            this.env.getAppendOperations().setAttribute(element, name, value, namespace);\n        };\n\n        SimpleElementOperations.prototype.addDynamicAttribute = function addDynamicAttribute(element, name, reference, isTrusting) {\n            if (name === 'class') {\n                this.addClass(reference);\n            } else {\n                var attributeManager = this.env.attributeFor(element, name, isTrusting);\n                var attribute = new DynamicAttribute(element, attributeManager, name, reference);\n                this.addAttribute(attribute);\n            }\n        };\n\n        SimpleElementOperations.prototype.addDynamicAttributeNS = function addDynamicAttributeNS(element, namespace, name, reference, isTrusting) {\n            var attributeManager = this.env.attributeFor(element, name, isTrusting, namespace);\n            var nsAttribute = new DynamicAttribute(element, attributeManager, name, reference, namespace);\n            this.addAttribute(nsAttribute);\n        };\n\n        SimpleElementOperations.prototype.flush = function flush(element, vm) {\n            var env = vm.env;\n            var opcodes = this.opcodes,\n                classList = this.classList;\n\n            for (var i = 0; opcodes && i < opcodes.length; i++) {\n                vm.updateWith(opcodes[i]);\n            }\n            if (classList) {\n                var attributeManager = env.attributeFor(element, 'class', false);\n                var attribute = new DynamicAttribute(element, attributeManager, 'class', classList.toReference());\n                var opcode = attribute.flush(env);\n                if (opcode) {\n                    vm.updateWith(opcode);\n                }\n            }\n            this.opcodes = null;\n            this.classList = null;\n        };\n\n        SimpleElementOperations.prototype.addClass = function addClass(reference) {\n            var classList = this.classList;\n\n            if (!classList) {\n                classList = this.classList = new ClassList();\n            }\n            classList.append(reference);\n        };\n\n        SimpleElementOperations.prototype.addAttribute = function addAttribute(attribute) {\n            var opcode = attribute.flush(this.env);\n            if (opcode) {\n                var opcodes = this.opcodes;\n\n                if (!opcodes) {\n                    opcodes = this.opcodes = [];\n                }\n                opcodes.push(opcode);\n            }\n        };\n\n        return SimpleElementOperations;\n    }();\n    var ComponentElementOperations = function () {\n        function ComponentElementOperations(env) {\n            _classCallCheck$5(this, ComponentElementOperations);\n\n            this.env = env;\n            this.attributeNames = null;\n            this.attributes = null;\n            this.classList = null;\n        }\n\n        ComponentElementOperations.prototype.addStaticAttribute = function addStaticAttribute(element, name, value) {\n            if (name === 'class') {\n                this.addClass(PrimitiveReference.create(value));\n            } else if (this.shouldAddAttribute(name)) {\n                this.addAttribute(name, new StaticAttribute(element, name, value));\n            }\n        };\n\n        ComponentElementOperations.prototype.addStaticAttributeNS = function addStaticAttributeNS(element, namespace, name, value) {\n            if (this.shouldAddAttribute(name)) {\n                this.addAttribute(name, new StaticAttribute(element, name, value, namespace));\n            }\n        };\n\n        ComponentElementOperations.prototype.addDynamicAttribute = function addDynamicAttribute(element, name, reference, isTrusting) {\n            if (name === 'class') {\n                this.addClass(reference);\n            } else if (this.shouldAddAttribute(name)) {\n                var attributeManager = this.env.attributeFor(element, name, isTrusting);\n                var attribute = new DynamicAttribute(element, attributeManager, name, reference);\n                this.addAttribute(name, attribute);\n            }\n        };\n\n        ComponentElementOperations.prototype.addDynamicAttributeNS = function addDynamicAttributeNS(element, namespace, name, reference, isTrusting) {\n            if (this.shouldAddAttribute(name)) {\n                var attributeManager = this.env.attributeFor(element, name, isTrusting, namespace);\n                var nsAttribute = new DynamicAttribute(element, attributeManager, name, reference, namespace);\n                this.addAttribute(name, nsAttribute);\n            }\n        };\n\n        ComponentElementOperations.prototype.flush = function flush(element, vm) {\n            var env = this.env;\n            var attributes = this.attributes,\n                classList = this.classList;\n\n            for (var i = 0; attributes && i < attributes.length; i++) {\n                var opcode = attributes[i].flush(env);\n                if (opcode) {\n                    vm.updateWith(opcode);\n                }\n            }\n            if (classList) {\n                var attributeManager = env.attributeFor(element, 'class', false);\n                var attribute = new DynamicAttribute(element, attributeManager, 'class', classList.toReference());\n                var _opcode = attribute.flush(env);\n                if (_opcode) {\n                    vm.updateWith(_opcode);\n                }\n            }\n        };\n\n        ComponentElementOperations.prototype.shouldAddAttribute = function shouldAddAttribute(name) {\n            return !this.attributeNames || this.attributeNames.indexOf(name) === -1;\n        };\n\n        ComponentElementOperations.prototype.addClass = function addClass(reference) {\n            var classList = this.classList;\n\n            if (!classList) {\n                classList = this.classList = new ClassList();\n            }\n            classList.append(reference);\n        };\n\n        ComponentElementOperations.prototype.addAttribute = function addAttribute(name, attribute) {\n            var attributeNames = this.attributeNames,\n                attributes = this.attributes;\n\n            if (!attributeNames) {\n                attributeNames = this.attributeNames = [];\n                attributes = this.attributes = [];\n            }\n            attributeNames.push(name);\n            attributes.push(attribute);\n        };\n\n        return ComponentElementOperations;\n    }();\n    APPEND_OPCODES.add(33 /* FlushElement */, function (vm) {\n        var stack = vm.elements();\n        var action = 'FlushElementOpcode#evaluate';\n        stack.expectOperations(action).flush(stack.expectConstructing(action), vm);\n        stack.flushElement();\n    });\n    APPEND_OPCODES.add(34 /* CloseElement */, function (vm) {\n        return vm.elements().closeElement();\n    });\n    APPEND_OPCODES.add(30 /* StaticAttr */, function (vm, _ref5) {\n        var _name = _ref5.op1,\n            _value = _ref5.op2,\n            _namespace = _ref5.op3;\n\n        var name = vm.constants.getString(_name);\n        var value = vm.constants.getString(_value);\n        if (_namespace) {\n            var namespace = vm.constants.getString(_namespace);\n            vm.elements().setStaticAttributeNS(namespace, name, value);\n        } else {\n            vm.elements().setStaticAttribute(name, value);\n        }\n    });\n    APPEND_OPCODES.add(35 /* Modifier */, function (vm, _ref6) {\n        var _manager = _ref6.op1;\n\n        var manager = vm.constants.getOther(_manager);\n        var stack = vm.stack;\n        var args = stack.pop();\n        var tag = args.tag;\n\n        var _vm$elements = vm.elements(),\n            element = _vm$elements.constructing,\n            updateOperations = _vm$elements.updateOperations;\n\n        var dynamicScope = vm.dynamicScope();\n        var modifier = manager.create(element, args, dynamicScope, updateOperations);\n        args.clear();\n        vm.env.scheduleInstallModifier(modifier, manager);\n        var destructor = manager.getDestructor(modifier);\n        if (destructor) {\n            vm.newDestroyable(destructor);\n        }\n        vm.updateWith(new UpdateModifierOpcode(tag, manager, modifier));\n    });\n    var UpdateModifierOpcode = function (_UpdatingOpcode) {\n        _inherits$4(UpdateModifierOpcode, _UpdatingOpcode);\n\n        function UpdateModifierOpcode(tag, manager, modifier) {\n            _classCallCheck$5(this, UpdateModifierOpcode);\n\n            var _this2 = _possibleConstructorReturn$4(this, _UpdatingOpcode.call(this));\n\n            _this2.tag = tag;\n            _this2.manager = manager;\n            _this2.modifier = modifier;\n            _this2.type = 'update-modifier';\n            _this2.lastUpdated = tag.value();\n            return _this2;\n        }\n\n        UpdateModifierOpcode.prototype.evaluate = function evaluate(vm) {\n            var manager = this.manager,\n                modifier = this.modifier,\n                tag = this.tag,\n                lastUpdated = this.lastUpdated;\n\n            if (!tag.validate(lastUpdated)) {\n                vm.env.scheduleUpdateModifier(modifier, manager);\n                this.lastUpdated = tag.value();\n            }\n        };\n\n        UpdateModifierOpcode.prototype.toJSON = function toJSON() {\n            return {\n                guid: this._guid,\n                type: this.type\n            };\n        };\n\n        return UpdateModifierOpcode;\n    }(UpdatingOpcode);\n    var StaticAttribute = function () {\n        function StaticAttribute(element, name, value, namespace) {\n            _classCallCheck$5(this, StaticAttribute);\n\n            this.element = element;\n            this.name = name;\n            this.value = value;\n            this.namespace = namespace;\n        }\n\n        StaticAttribute.prototype.flush = function flush(env) {\n            env.getAppendOperations().setAttribute(this.element, this.name, this.value, this.namespace);\n            return null;\n        };\n\n        return StaticAttribute;\n    }();\n    var DynamicAttribute = function () {\n        function DynamicAttribute(element, attributeManager, name, reference, namespace) {\n            _classCallCheck$5(this, DynamicAttribute);\n\n            this.element = element;\n            this.attributeManager = attributeManager;\n            this.name = name;\n            this.reference = reference;\n            this.namespace = namespace;\n            this.cache = null;\n            this.tag = reference.tag;\n        }\n\n        DynamicAttribute.prototype.patch = function patch(env) {\n            var element = this.element,\n                cache = this.cache;\n\n            var value = cache.revalidate();\n            if ((0, _reference2.isModified)(value)) {\n                this.attributeManager.updateAttribute(env, element, value, this.namespace);\n            }\n        };\n\n        DynamicAttribute.prototype.flush = function flush(env) {\n            var reference = this.reference,\n                element = this.element;\n\n            if ((0, _reference2.isConst)(reference)) {\n                var value = reference.value();\n                this.attributeManager.setAttribute(env, element, value, this.namespace);\n                return null;\n            } else {\n                var cache = this.cache = new _reference2.ReferenceCache(reference);\n                var _value2 = cache.peek();\n                this.attributeManager.setAttribute(env, element, _value2, this.namespace);\n                return new PatchElementOpcode(this);\n            }\n        };\n\n        DynamicAttribute.prototype.toJSON = function toJSON() {\n            var element = this.element,\n                namespace = this.namespace,\n                name = this.name,\n                cache = this.cache;\n\n            var formattedElement = formatElement(element);\n            var lastValue = cache.peek();\n            if (namespace) {\n                return {\n                    element: formattedElement,\n                    lastValue: lastValue,\n                    name: name,\n                    namespace: namespace,\n                    type: 'attribute'\n                };\n            }\n            return {\n                element: formattedElement,\n                lastValue: lastValue,\n                name: name,\n                namespace: namespace === undefined ? null : namespace,\n                type: 'attribute'\n            };\n        };\n\n        return DynamicAttribute;\n    }();\n    function formatElement(element) {\n        return JSON.stringify('<' + element.tagName.toLowerCase() + ' />');\n    }\n    APPEND_OPCODES.add(32 /* DynamicAttrNS */, function (vm, _ref7) {\n        var _name = _ref7.op1,\n            _namespace = _ref7.op2,\n            trusting = _ref7.op3;\n\n        var name = vm.constants.getString(_name);\n        var namespace = vm.constants.getString(_namespace);\n        var reference = vm.stack.pop();\n        vm.elements().setDynamicAttributeNS(namespace, name, reference, !!trusting);\n    });\n    APPEND_OPCODES.add(31 /* DynamicAttr */, function (vm, _ref8) {\n        var _name = _ref8.op1,\n            trusting = _ref8.op2;\n\n        var name = vm.constants.getString(_name);\n        var reference = vm.stack.pop();\n        vm.elements().setDynamicAttribute(name, reference, !!trusting);\n    });\n    var PatchElementOpcode = function (_UpdatingOpcode2) {\n        _inherits$4(PatchElementOpcode, _UpdatingOpcode2);\n\n        function PatchElementOpcode(operation) {\n            _classCallCheck$5(this, PatchElementOpcode);\n\n            var _this3 = _possibleConstructorReturn$4(this, _UpdatingOpcode2.call(this));\n\n            _this3.type = 'patch-element';\n            _this3.tag = operation.tag;\n            _this3.operation = operation;\n            return _this3;\n        }\n\n        PatchElementOpcode.prototype.evaluate = function evaluate(vm) {\n            this.operation.patch(vm.env);\n        };\n\n        PatchElementOpcode.prototype.toJSON = function toJSON() {\n            var _guid = this._guid,\n                type = this.type,\n                operation = this.operation;\n\n            return {\n                details: operation.toJSON(),\n                guid: _guid,\n                type: type\n            };\n        };\n\n        return PatchElementOpcode;\n    }(UpdatingOpcode);\n\n    function _defaults$3(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck$3(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn$3(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$3(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$3(subClass, superClass);\n    }\n\n    APPEND_OPCODES.add(56 /* PushComponentManager */, function (vm, _ref) {\n        var _definition = _ref.op1;\n\n        var definition = vm.constants.getOther(_definition);\n        var stack = vm.stack;\n        stack.push({ definition: definition, manager: definition.manager, component: null });\n    });\n    APPEND_OPCODES.add(57 /* PushDynamicComponentManager */, function (vm) {\n        var stack = vm.stack;\n        var reference = stack.pop();\n        var cache = (0, _reference2.isConst)(reference) ? undefined : new _reference2.ReferenceCache(reference);\n        var definition = cache ? cache.peek() : reference.value();\n        stack.push({ definition: definition, manager: definition.manager, component: null });\n        if (cache) {\n            vm.updateWith(new Assert(cache));\n        }\n    });\n    APPEND_OPCODES.add(58 /* PushArgs */, function (vm, _ref2) {\n        var synthetic = _ref2.op1;\n\n        var stack = vm.stack;\n        ARGS.setup(stack, !!synthetic);\n        stack.push(ARGS);\n    });\n    APPEND_OPCODES.add(59 /* PrepareArgs */, function (vm, _ref3) {\n        var _state = _ref3.op1;\n\n        var stack = vm.stack;\n\n        var _vm$fetchValue = vm.fetchValue(_state),\n            definition = _vm$fetchValue.definition,\n            manager = _vm$fetchValue.manager;\n\n        var args = stack.pop();\n        var preparedArgs = manager.prepareArgs(definition, args);\n        if (preparedArgs) {\n            args.clear();\n            var positional = preparedArgs.positional,\n                named = preparedArgs.named;\n\n            var positionalCount = positional.length;\n            for (var i = 0; i < positionalCount; i++) {\n                stack.push(positional[i]);\n            }\n            stack.push(positionalCount);\n            var names = Object.keys(named);\n            var namedCount = names.length;\n            var atNames = [];\n            for (var _i = 0; _i < namedCount; _i++) {\n                var value = named[names[_i]];\n                var atName = '@' + names[_i];\n                stack.push(value);\n                atNames.push(atName);\n            }\n            stack.push(atNames);\n            args.setup(stack, false);\n        }\n        stack.push(args);\n    });\n    APPEND_OPCODES.add(60 /* CreateComponent */, function (vm, _ref4) {\n        var _vm$fetchValue2;\n\n        var flags = _ref4.op1,\n            _state = _ref4.op2;\n\n        var definition = void 0;\n        var manager = void 0;\n        var args = vm.stack.pop();\n        var dynamicScope = vm.dynamicScope();\n        var state = (_vm$fetchValue2 = vm.fetchValue(_state), definition = _vm$fetchValue2.definition, manager = _vm$fetchValue2.manager, _vm$fetchValue2);\n        var hasDefaultBlock = flags & 1;\n        var component = manager.create(vm.env, definition, args, dynamicScope, vm.getSelf(), !!hasDefaultBlock);\n        state.component = component;\n        vm.updateWith(new UpdateComponentOpcode(args.tag, definition.name, component, manager, dynamicScope));\n    });\n    APPEND_OPCODES.add(61 /* RegisterComponentDestructor */, function (vm, _ref5) {\n        var _state = _ref5.op1;\n\n        var _vm$fetchValue3 = vm.fetchValue(_state),\n            manager = _vm$fetchValue3.manager,\n            component = _vm$fetchValue3.component;\n\n        var destructor = manager.getDestructor(component);\n        if (destructor) vm.newDestroyable(destructor);\n    });\n    APPEND_OPCODES.add(65 /* BeginComponentTransaction */, function (vm) {\n        vm.beginCacheGroup();\n        vm.elements().pushSimpleBlock();\n    });\n    APPEND_OPCODES.add(62 /* PushComponentOperations */, function (vm) {\n        vm.stack.push(new ComponentElementOperations(vm.env));\n    });\n    APPEND_OPCODES.add(67 /* DidCreateElement */, function (vm, _ref6) {\n        var _state = _ref6.op1;\n\n        var _vm$fetchValue4 = vm.fetchValue(_state),\n            manager = _vm$fetchValue4.manager,\n            component = _vm$fetchValue4.component;\n\n        var action = 'DidCreateElementOpcode#evaluate';\n        manager.didCreateElement(component, vm.elements().expectConstructing(action), vm.elements().expectOperations(action));\n    });\n    APPEND_OPCODES.add(63 /* GetComponentSelf */, function (vm, _ref7) {\n        var _state = _ref7.op1;\n\n        var state = vm.fetchValue(_state);\n        vm.stack.push(state.manager.getSelf(state.component));\n    });\n    APPEND_OPCODES.add(64 /* GetComponentLayout */, function (vm, _ref8) {\n        var _state = _ref8.op1;\n\n        var _vm$fetchValue5 = vm.fetchValue(_state),\n            manager = _vm$fetchValue5.manager,\n            definition = _vm$fetchValue5.definition,\n            component = _vm$fetchValue5.component;\n\n        vm.stack.push(manager.layoutFor(definition, component, vm.env));\n    });\n    APPEND_OPCODES.add(68 /* DidRenderLayout */, function (vm, _ref9) {\n        var _state = _ref9.op1;\n\n        var _vm$fetchValue6 = vm.fetchValue(_state),\n            manager = _vm$fetchValue6.manager,\n            component = _vm$fetchValue6.component;\n\n        var bounds = vm.elements().popBlock();\n        manager.didRenderLayout(component, bounds);\n        vm.env.didCreate(component, manager);\n        vm.updateWith(new DidUpdateLayoutOpcode(manager, component, bounds));\n    });\n    APPEND_OPCODES.add(66 /* CommitComponentTransaction */, function (vm) {\n        return vm.commitCacheGroup();\n    });\n    var UpdateComponentOpcode = function (_UpdatingOpcode) {\n        _inherits$3(UpdateComponentOpcode, _UpdatingOpcode);\n\n        function UpdateComponentOpcode(tag, name, component, manager, dynamicScope) {\n            _classCallCheck$3(this, UpdateComponentOpcode);\n\n            var _this = _possibleConstructorReturn$3(this, _UpdatingOpcode.call(this));\n\n            _this.name = name;\n            _this.component = component;\n            _this.manager = manager;\n            _this.dynamicScope = dynamicScope;\n            _this.type = 'update-component';\n            var componentTag = manager.getTag(component);\n            if (componentTag) {\n                _this.tag = (0, _reference2.combine)([tag, componentTag]);\n            } else {\n                _this.tag = tag;\n            }\n            return _this;\n        }\n\n        UpdateComponentOpcode.prototype.evaluate = function evaluate(_vm) {\n            var component = this.component,\n                manager = this.manager,\n                dynamicScope = this.dynamicScope;\n\n            manager.update(component, dynamicScope);\n        };\n\n        UpdateComponentOpcode.prototype.toJSON = function toJSON() {\n            return {\n                args: [JSON.stringify(this.name)],\n                guid: this._guid,\n                type: this.type\n            };\n        };\n\n        return UpdateComponentOpcode;\n    }(UpdatingOpcode);\n    var DidUpdateLayoutOpcode = function (_UpdatingOpcode2) {\n        _inherits$3(DidUpdateLayoutOpcode, _UpdatingOpcode2);\n\n        function DidUpdateLayoutOpcode(manager, component, bounds) {\n            _classCallCheck$3(this, DidUpdateLayoutOpcode);\n\n            var _this2 = _possibleConstructorReturn$3(this, _UpdatingOpcode2.call(this));\n\n            _this2.manager = manager;\n            _this2.component = component;\n            _this2.bounds = bounds;\n            _this2.type = 'did-update-layout';\n            _this2.tag = _reference2.CONSTANT_TAG;\n            return _this2;\n        }\n\n        DidUpdateLayoutOpcode.prototype.evaluate = function evaluate(vm) {\n            var manager = this.manager,\n                component = this.component,\n                bounds = this.bounds;\n\n            manager.didUpdateLayout(component, bounds);\n            vm.env.didUpdate(component, manager);\n        };\n\n        return DidUpdateLayoutOpcode;\n    }(UpdatingOpcode);\n\n    function _classCallCheck$8(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var Cursor = function Cursor(element, nextSibling) {\n        _classCallCheck$8(this, Cursor);\n\n        this.element = element;\n        this.nextSibling = nextSibling;\n    };\n\n    var ConcreteBounds = function () {\n        function ConcreteBounds(parentNode, first, last) {\n            _classCallCheck$8(this, ConcreteBounds);\n\n            this.parentNode = parentNode;\n            this.first = first;\n            this.last = last;\n        }\n\n        ConcreteBounds.prototype.parentElement = function parentElement() {\n            return this.parentNode;\n        };\n\n        ConcreteBounds.prototype.firstNode = function firstNode() {\n            return this.first;\n        };\n\n        ConcreteBounds.prototype.lastNode = function lastNode() {\n            return this.last;\n        };\n\n        return ConcreteBounds;\n    }();\n    var SingleNodeBounds = function () {\n        function SingleNodeBounds(parentNode, node) {\n            _classCallCheck$8(this, SingleNodeBounds);\n\n            this.parentNode = parentNode;\n            this.node = node;\n        }\n\n        SingleNodeBounds.prototype.parentElement = function parentElement() {\n            return this.parentNode;\n        };\n\n        SingleNodeBounds.prototype.firstNode = function firstNode() {\n            return this.node;\n        };\n\n        SingleNodeBounds.prototype.lastNode = function lastNode() {\n            return this.node;\n        };\n\n        return SingleNodeBounds;\n    }();\n\n    function single(parent, node) {\n        return new SingleNodeBounds(parent, node);\n    }\n    function move(bounds, reference) {\n        var parent = bounds.parentElement();\n        var first = bounds.firstNode();\n        var last = bounds.lastNode();\n        var node = first;\n        while (node) {\n            var next = node.nextSibling;\n            parent.insertBefore(node, reference);\n            if (node === last) return next;\n            node = next;\n        }\n        return null;\n    }\n    function clear(bounds) {\n        var parent = bounds.parentElement();\n        var first = bounds.firstNode();\n        var last = bounds.lastNode();\n        var node = first;\n        while (node) {\n            var next = node.nextSibling;\n            parent.removeChild(node);\n            if (node === last) return next;\n            node = next;\n        }\n        return null;\n    }\n\n    function _defaults$7(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn$7(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$7(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$7(subClass, superClass);\n    }\n\n    function _classCallCheck$9(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var First = function () {\n        function First(node) {\n            _classCallCheck$9(this, First);\n\n            this.node = node;\n        }\n\n        First.prototype.firstNode = function firstNode() {\n            return this.node;\n        };\n\n        return First;\n    }();\n\n    var Last = function () {\n        function Last(node) {\n            _classCallCheck$9(this, Last);\n\n            this.node = node;\n        }\n\n        Last.prototype.lastNode = function lastNode() {\n            return this.node;\n        };\n\n        return Last;\n    }();\n\n    var Fragment = function () {\n        function Fragment(bounds$$1) {\n            _classCallCheck$9(this, Fragment);\n\n            this.bounds = bounds$$1;\n        }\n\n        Fragment.prototype.parentElement = function parentElement() {\n            return this.bounds.parentElement();\n        };\n\n        Fragment.prototype.firstNode = function firstNode() {\n            return this.bounds.firstNode();\n        };\n\n        Fragment.prototype.lastNode = function lastNode() {\n            return this.bounds.lastNode();\n        };\n\n        Fragment.prototype.update = function update(bounds$$1) {\n            this.bounds = bounds$$1;\n        };\n\n        return Fragment;\n    }();\n    var ElementStack = function () {\n        function ElementStack(env, parentNode, nextSibling) {\n            _classCallCheck$9(this, ElementStack);\n\n            this.constructing = null;\n            this.operations = null;\n            this.elementStack = new _util.Stack();\n            this.nextSiblingStack = new _util.Stack();\n            this.blockStack = new _util.Stack();\n            this.env = env;\n            this.dom = env.getAppendOperations();\n            this.updateOperations = env.getDOM();\n            this.element = parentNode;\n            this.nextSibling = nextSibling;\n            this.defaultOperations = new SimpleElementOperations(env);\n            this.pushSimpleBlock();\n            this.elementStack.push(this.element);\n            this.nextSiblingStack.push(this.nextSibling);\n        }\n\n        ElementStack.forInitialRender = function forInitialRender(env, parentNode, nextSibling) {\n            return new ElementStack(env, parentNode, nextSibling);\n        };\n\n        ElementStack.resume = function resume(env, tracker, nextSibling) {\n            var parentNode = tracker.parentElement();\n            var stack = new ElementStack(env, parentNode, nextSibling);\n            stack.pushBlockTracker(tracker);\n            return stack;\n        };\n\n        ElementStack.prototype.expectConstructing = function expectConstructing(method) {\n            return this.constructing;\n        };\n\n        ElementStack.prototype.expectOperations = function expectOperations(method) {\n            return this.operations;\n        };\n\n        ElementStack.prototype.block = function block() {\n            return this.blockStack.current;\n        };\n\n        ElementStack.prototype.popElement = function popElement() {\n            var elementStack = this.elementStack,\n                nextSiblingStack = this.nextSiblingStack;\n\n            var topElement = elementStack.pop();\n            nextSiblingStack.pop();\n            // LOGGER.debug(`-> element stack ${this.elementStack.toArray().map(e => e.tagName).join(', ')}`);\n            this.element = elementStack.current;\n            this.nextSibling = nextSiblingStack.current;\n            return topElement;\n        };\n\n        ElementStack.prototype.pushSimpleBlock = function pushSimpleBlock() {\n            var tracker = new SimpleBlockTracker(this.element);\n            this.pushBlockTracker(tracker);\n            return tracker;\n        };\n\n        ElementStack.prototype.pushUpdatableBlock = function pushUpdatableBlock() {\n            var tracker = new UpdatableBlockTracker(this.element);\n            this.pushBlockTracker(tracker);\n            return tracker;\n        };\n\n        ElementStack.prototype.pushBlockTracker = function pushBlockTracker(tracker) {\n            var isRemote = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false;\n\n            var current = this.blockStack.current;\n            if (current !== null) {\n                current.newDestroyable(tracker);\n                if (!isRemote) {\n                    current.newBounds(tracker);\n                }\n            }\n            this.blockStack.push(tracker);\n            return tracker;\n        };\n\n        ElementStack.prototype.pushBlockList = function pushBlockList(list) {\n            var tracker = new BlockListTracker(this.element, list);\n            var current = this.blockStack.current;\n            if (current !== null) {\n                current.newDestroyable(tracker);\n                current.newBounds(tracker);\n            }\n            this.blockStack.push(tracker);\n            return tracker;\n        };\n\n        ElementStack.prototype.popBlock = function popBlock() {\n            this.block().finalize(this);\n            return this.blockStack.pop();\n        };\n\n        ElementStack.prototype.openElement = function openElement(tag, _operations) {\n            // workaround argument.length transpile of arg initializer\n            var operations = _operations === undefined ? this.defaultOperations : _operations;\n            var element = this.dom.createElement(tag, this.element);\n            this.constructing = element;\n            this.operations = operations;\n            return element;\n        };\n\n        ElementStack.prototype.flushElement = function flushElement() {\n            var parent = this.element;\n            var element = this.constructing;\n            this.dom.insertBefore(parent, element, this.nextSibling);\n            this.constructing = null;\n            this.operations = null;\n            this.pushElement(element, null);\n            this.block().openElement(element);\n        };\n\n        ElementStack.prototype.pushRemoteElement = function pushRemoteElement(element) {\n            var nextSibling = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null;\n\n            this.pushElement(element, nextSibling);\n            var tracker = new RemoteBlockTracker(element);\n            this.pushBlockTracker(tracker, true);\n        };\n\n        ElementStack.prototype.popRemoteElement = function popRemoteElement() {\n            this.popBlock();\n            this.popElement();\n        };\n\n        ElementStack.prototype.pushElement = function pushElement(element, nextSibling) {\n            this.element = element;\n            this.elementStack.push(element);\n            // LOGGER.debug(`-> element stack ${this.elementStack.toArray().map(e => e.tagName).join(', ')}`);\n            this.nextSibling = nextSibling;\n            this.nextSiblingStack.push(nextSibling);\n        };\n\n        ElementStack.prototype.newDestroyable = function newDestroyable(d) {\n            this.block().newDestroyable(d);\n        };\n\n        ElementStack.prototype.newBounds = function newBounds(bounds$$1) {\n            this.block().newBounds(bounds$$1);\n        };\n\n        ElementStack.prototype.appendText = function appendText(string) {\n            var dom = this.dom;\n\n            var text = dom.createTextNode(string);\n            dom.insertBefore(this.element, text, this.nextSibling);\n            this.block().newNode(text);\n            return text;\n        };\n\n        ElementStack.prototype.appendComment = function appendComment(string) {\n            var dom = this.dom;\n\n            var comment = dom.createComment(string);\n            dom.insertBefore(this.element, comment, this.nextSibling);\n            this.block().newNode(comment);\n            return comment;\n        };\n\n        ElementStack.prototype.setStaticAttribute = function setStaticAttribute(name, value) {\n            this.expectOperations('setStaticAttribute').addStaticAttribute(this.expectConstructing('setStaticAttribute'), name, value);\n        };\n\n        ElementStack.prototype.setStaticAttributeNS = function setStaticAttributeNS(namespace, name, value) {\n            this.expectOperations('setStaticAttributeNS').addStaticAttributeNS(this.expectConstructing('setStaticAttributeNS'), namespace, name, value);\n        };\n\n        ElementStack.prototype.setDynamicAttribute = function setDynamicAttribute(name, reference, isTrusting) {\n            this.expectOperations('setDynamicAttribute').addDynamicAttribute(this.expectConstructing('setDynamicAttribute'), name, reference, isTrusting);\n        };\n\n        ElementStack.prototype.setDynamicAttributeNS = function setDynamicAttributeNS(namespace, name, reference, isTrusting) {\n            this.expectOperations('setDynamicAttributeNS').addDynamicAttributeNS(this.expectConstructing('setDynamicAttributeNS'), namespace, name, reference, isTrusting);\n        };\n\n        ElementStack.prototype.closeElement = function closeElement() {\n            this.block().closeElement();\n            this.popElement();\n        };\n\n        return ElementStack;\n    }();\n    var SimpleBlockTracker = function () {\n        function SimpleBlockTracker(parent) {\n            _classCallCheck$9(this, SimpleBlockTracker);\n\n            this.parent = parent;\n            this.first = null;\n            this.last = null;\n            this.destroyables = null;\n            this.nesting = 0;\n        }\n\n        SimpleBlockTracker.prototype.destroy = function destroy() {\n            var destroyables = this.destroyables;\n\n            if (destroyables && destroyables.length) {\n                for (var i = 0; i < destroyables.length; i++) {\n                    destroyables[i].destroy();\n                }\n            }\n        };\n\n        SimpleBlockTracker.prototype.parentElement = function parentElement() {\n            return this.parent;\n        };\n\n        SimpleBlockTracker.prototype.firstNode = function firstNode() {\n            return this.first && this.first.firstNode();\n        };\n\n        SimpleBlockTracker.prototype.lastNode = function lastNode() {\n            return this.last && this.last.lastNode();\n        };\n\n        SimpleBlockTracker.prototype.openElement = function openElement(element) {\n            this.newNode(element);\n            this.nesting++;\n        };\n\n        SimpleBlockTracker.prototype.closeElement = function closeElement() {\n            this.nesting--;\n        };\n\n        SimpleBlockTracker.prototype.newNode = function newNode(node) {\n            if (this.nesting !== 0) return;\n            if (!this.first) {\n                this.first = new First(node);\n            }\n            this.last = new Last(node);\n        };\n\n        SimpleBlockTracker.prototype.newBounds = function newBounds(bounds$$1) {\n            if (this.nesting !== 0) return;\n            if (!this.first) {\n                this.first = bounds$$1;\n            }\n            this.last = bounds$$1;\n        };\n\n        SimpleBlockTracker.prototype.newDestroyable = function newDestroyable(d) {\n            this.destroyables = this.destroyables || [];\n            this.destroyables.push(d);\n        };\n\n        SimpleBlockTracker.prototype.finalize = function finalize(stack) {\n            if (!this.first) {\n                stack.appendComment('');\n            }\n        };\n\n        return SimpleBlockTracker;\n    }();\n\n    var RemoteBlockTracker = function (_SimpleBlockTracker) {\n        _inherits$7(RemoteBlockTracker, _SimpleBlockTracker);\n\n        function RemoteBlockTracker() {\n            _classCallCheck$9(this, RemoteBlockTracker);\n\n            return _possibleConstructorReturn$7(this, _SimpleBlockTracker.apply(this, arguments));\n        }\n\n        RemoteBlockTracker.prototype.destroy = function destroy() {\n            _SimpleBlockTracker.prototype.destroy.call(this);\n            clear(this);\n        };\n\n        return RemoteBlockTracker;\n    }(SimpleBlockTracker);\n\n    var UpdatableBlockTracker = function (_SimpleBlockTracker2) {\n        _inherits$7(UpdatableBlockTracker, _SimpleBlockTracker2);\n\n        function UpdatableBlockTracker() {\n            _classCallCheck$9(this, UpdatableBlockTracker);\n\n            return _possibleConstructorReturn$7(this, _SimpleBlockTracker2.apply(this, arguments));\n        }\n\n        UpdatableBlockTracker.prototype.reset = function reset(env) {\n            var destroyables = this.destroyables;\n\n            if (destroyables && destroyables.length) {\n                for (var i = 0; i < destroyables.length; i++) {\n                    env.didDestroy(destroyables[i]);\n                }\n            }\n            var nextSibling = clear(this);\n            this.first = null;\n            this.last = null;\n            this.destroyables = null;\n            this.nesting = 0;\n            return nextSibling;\n        };\n\n        return UpdatableBlockTracker;\n    }(SimpleBlockTracker);\n\n    var BlockListTracker = function () {\n        function BlockListTracker(parent, boundList) {\n            _classCallCheck$9(this, BlockListTracker);\n\n            this.parent = parent;\n            this.boundList = boundList;\n            this.parent = parent;\n            this.boundList = boundList;\n        }\n\n        BlockListTracker.prototype.destroy = function destroy() {\n            this.boundList.forEachNode(function (node) {\n                return node.destroy();\n            });\n        };\n\n        BlockListTracker.prototype.parentElement = function parentElement() {\n            return this.parent;\n        };\n\n        BlockListTracker.prototype.firstNode = function firstNode() {\n            var head = this.boundList.head();\n            return head && head.firstNode();\n        };\n\n        BlockListTracker.prototype.lastNode = function lastNode() {\n            var tail = this.boundList.tail();\n            return tail && tail.lastNode();\n        };\n\n        BlockListTracker.prototype.openElement = function openElement(_element) {\n            (0, _util.assert)(false, 'Cannot openElement directly inside a block list');\n        };\n\n        BlockListTracker.prototype.closeElement = function closeElement() {\n            (0, _util.assert)(false, 'Cannot closeElement directly inside a block list');\n        };\n\n        BlockListTracker.prototype.newNode = function newNode(_node) {\n            (0, _util.assert)(false, 'Cannot create a new node directly inside a block list');\n        };\n\n        BlockListTracker.prototype.newBounds = function newBounds(_bounds) {};\n\n        BlockListTracker.prototype.newDestroyable = function newDestroyable(_d) {};\n\n        BlockListTracker.prototype.finalize = function finalize(_stack) {};\n\n        return BlockListTracker;\n    }();\n\n    function _classCallCheck$10(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var COMPONENT_DEFINITION_BRAND = 'COMPONENT DEFINITION [id=e59c754e-61eb-4392-8c4a-2c0ac72bfcd4]';\n    function isComponentDefinition(obj) {\n        return typeof obj === 'object' && obj !== null && obj[COMPONENT_DEFINITION_BRAND];\n    }\n    var ComponentDefinition = function ComponentDefinition(name, manager, ComponentClass) {\n        _classCallCheck$10(this, ComponentDefinition);\n\n        this[COMPONENT_DEFINITION_BRAND] = true;\n        this.name = name;\n        this.manager = manager;\n        this.ComponentClass = ComponentClass;\n    };\n\n    function _defaults$8(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn$8(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$8(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$8(subClass, superClass);\n    }\n\n    function _classCallCheck$11(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function isSafeString(value) {\n        return typeof value === 'object' && value !== null && typeof value.toHTML === 'function';\n    }\n    function isNode(value) {\n        return typeof value === 'object' && value !== null && typeof value.nodeType === 'number';\n    }\n    function isString(value) {\n        return typeof value === 'string';\n    }\n\n    var Upsert = function Upsert(bounds$$1) {\n        _classCallCheck$11(this, Upsert);\n\n        this.bounds = bounds$$1;\n    };\n\n    function cautiousInsert(dom, cursor, value) {\n        if (isString(value)) {\n            return TextUpsert.insert(dom, cursor, value);\n        }\n        if (isSafeString(value)) {\n            return SafeStringUpsert.insert(dom, cursor, value);\n        }\n        if (isNode(value)) {\n            return NodeUpsert.insert(dom, cursor, value);\n        }\n        throw (0, _util.unreachable)();\n    }\n    function trustingInsert(dom, cursor, value) {\n        if (isString(value)) {\n            return HTMLUpsert.insert(dom, cursor, value);\n        }\n        if (isNode(value)) {\n            return NodeUpsert.insert(dom, cursor, value);\n        }\n        throw (0, _util.unreachable)();\n    }\n\n    var TextUpsert = function (_Upsert) {\n        _inherits$8(TextUpsert, _Upsert);\n\n        TextUpsert.insert = function insert(dom, cursor, value) {\n            var textNode = dom.createTextNode(value);\n            dom.insertBefore(cursor.element, textNode, cursor.nextSibling);\n            var bounds$$1 = new SingleNodeBounds(cursor.element, textNode);\n            return new TextUpsert(bounds$$1, textNode);\n        };\n\n        function TextUpsert(bounds$$1, textNode) {\n            _classCallCheck$11(this, TextUpsert);\n\n            var _this = _possibleConstructorReturn$8(this, _Upsert.call(this, bounds$$1));\n\n            _this.textNode = textNode;\n            return _this;\n        }\n\n        TextUpsert.prototype.update = function update(_dom, value) {\n            if (isString(value)) {\n                var textNode = this.textNode;\n\n                textNode.nodeValue = value;\n                return true;\n            } else {\n                return false;\n            }\n        };\n\n        return TextUpsert;\n    }(Upsert);\n\n    var HTMLUpsert = function (_Upsert2) {\n        _inherits$8(HTMLUpsert, _Upsert2);\n\n        function HTMLUpsert() {\n            _classCallCheck$11(this, HTMLUpsert);\n\n            return _possibleConstructorReturn$8(this, _Upsert2.apply(this, arguments));\n        }\n\n        HTMLUpsert.insert = function insert(dom, cursor, value) {\n            var bounds$$1 = dom.insertHTMLBefore(cursor.element, cursor.nextSibling, value);\n            return new HTMLUpsert(bounds$$1);\n        };\n\n        HTMLUpsert.prototype.update = function update(dom, value) {\n            if (isString(value)) {\n                var bounds$$1 = this.bounds;\n\n                var parentElement = bounds$$1.parentElement();\n                var nextSibling = clear(bounds$$1);\n                this.bounds = dom.insertHTMLBefore(parentElement, nextSibling, value);\n                return true;\n            } else {\n                return false;\n            }\n        };\n\n        return HTMLUpsert;\n    }(Upsert);\n\n    var SafeStringUpsert = function (_Upsert3) {\n        _inherits$8(SafeStringUpsert, _Upsert3);\n\n        function SafeStringUpsert(bounds$$1, lastStringValue) {\n            _classCallCheck$11(this, SafeStringUpsert);\n\n            var _this3 = _possibleConstructorReturn$8(this, _Upsert3.call(this, bounds$$1));\n\n            _this3.lastStringValue = lastStringValue;\n            return _this3;\n        }\n\n        SafeStringUpsert.insert = function insert(dom, cursor, value) {\n            var stringValue = value.toHTML();\n            var bounds$$1 = dom.insertHTMLBefore(cursor.element, cursor.nextSibling, stringValue);\n            return new SafeStringUpsert(bounds$$1, stringValue);\n        };\n\n        SafeStringUpsert.prototype.update = function update(dom, value) {\n            if (isSafeString(value)) {\n                var stringValue = value.toHTML();\n                if (stringValue !== this.lastStringValue) {\n                    var bounds$$1 = this.bounds;\n\n                    var parentElement = bounds$$1.parentElement();\n                    var nextSibling = clear(bounds$$1);\n                    this.bounds = dom.insertHTMLBefore(parentElement, nextSibling, stringValue);\n                    this.lastStringValue = stringValue;\n                }\n                return true;\n            } else {\n                return false;\n            }\n        };\n\n        return SafeStringUpsert;\n    }(Upsert);\n\n    var NodeUpsert = function (_Upsert4) {\n        _inherits$8(NodeUpsert, _Upsert4);\n\n        function NodeUpsert() {\n            _classCallCheck$11(this, NodeUpsert);\n\n            return _possibleConstructorReturn$8(this, _Upsert4.apply(this, arguments));\n        }\n\n        NodeUpsert.insert = function insert(dom, cursor, node) {\n            dom.insertBefore(cursor.element, node, cursor.nextSibling);\n            return new NodeUpsert(single(cursor.element, node));\n        };\n\n        NodeUpsert.prototype.update = function update(dom, value) {\n            if (isNode(value)) {\n                var bounds$$1 = this.bounds;\n\n                var parentElement = bounds$$1.parentElement();\n                var nextSibling = clear(bounds$$1);\n                this.bounds = dom.insertNodeBefore(parentElement, value, nextSibling);\n                return true;\n            } else {\n                return false;\n            }\n        };\n\n        return NodeUpsert;\n    }(Upsert);\n\n    function _defaults$6(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn$6(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$6(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$6(subClass, superClass);\n    }\n\n    function _classCallCheck$7(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    APPEND_OPCODES.add(26 /* DynamicContent */, function (vm, _ref) {\n        var append = _ref.op1;\n\n        var opcode = vm.constants.getOther(append);\n        opcode.evaluate(vm);\n    });\n    function isEmpty(value) {\n        return value === null || value === undefined || typeof value.toString !== 'function';\n    }\n    function normalizeTextValue(value) {\n        if (isEmpty(value)) {\n            return '';\n        }\n        return String(value);\n    }\n    function normalizeTrustedValue(value) {\n        if (isEmpty(value)) {\n            return '';\n        }\n        if (isString(value)) {\n            return value;\n        }\n        if (isSafeString(value)) {\n            return value.toHTML();\n        }\n        if (isNode(value)) {\n            return value;\n        }\n        return String(value);\n    }\n    function normalizeValue(value) {\n        if (isEmpty(value)) {\n            return '';\n        }\n        if (isString(value)) {\n            return value;\n        }\n        if (isSafeString(value) || isNode(value)) {\n            return value;\n        }\n        return String(value);\n    }\n    var AppendDynamicOpcode = function () {\n        function AppendDynamicOpcode() {\n            _classCallCheck$7(this, AppendDynamicOpcode);\n        }\n\n        AppendDynamicOpcode.prototype.evaluate = function evaluate(vm) {\n            var reference = vm.stack.pop();\n            var normalized = this.normalize(reference);\n            var value = void 0;\n            var cache = void 0;\n            if ((0, _reference2.isConst)(reference)) {\n                value = normalized.value();\n            } else {\n                cache = new _reference2.ReferenceCache(normalized);\n                value = cache.peek();\n            }\n            var stack = vm.elements();\n            var upsert = this.insert(vm.env.getAppendOperations(), stack, value);\n            var bounds$$1 = new Fragment(upsert.bounds);\n            stack.newBounds(bounds$$1);\n            if (cache /* i.e. !isConst(reference) */) {\n                    vm.updateWith(this.updateWith(vm, reference, cache, bounds$$1, upsert));\n                }\n        };\n\n        return AppendDynamicOpcode;\n    }();\n    var IsComponentDefinitionReference = function (_ConditionalReference) {\n        _inherits$6(IsComponentDefinitionReference, _ConditionalReference);\n\n        function IsComponentDefinitionReference() {\n            _classCallCheck$7(this, IsComponentDefinitionReference);\n\n            return _possibleConstructorReturn$6(this, _ConditionalReference.apply(this, arguments));\n        }\n\n        IsComponentDefinitionReference.create = function create(inner) {\n            return new IsComponentDefinitionReference(inner);\n        };\n\n        IsComponentDefinitionReference.prototype.toBool = function toBool(value) {\n            return isComponentDefinition(value);\n        };\n\n        return IsComponentDefinitionReference;\n    }(ConditionalReference);\n\n    var UpdateOpcode = function (_UpdatingOpcode) {\n        _inherits$6(UpdateOpcode, _UpdatingOpcode);\n\n        function UpdateOpcode(cache, bounds$$1, upsert) {\n            _classCallCheck$7(this, UpdateOpcode);\n\n            var _this2 = _possibleConstructorReturn$6(this, _UpdatingOpcode.call(this));\n\n            _this2.cache = cache;\n            _this2.bounds = bounds$$1;\n            _this2.upsert = upsert;\n            _this2.tag = cache.tag;\n            return _this2;\n        }\n\n        UpdateOpcode.prototype.evaluate = function evaluate(vm) {\n            var value = this.cache.revalidate();\n            if ((0, _reference2.isModified)(value)) {\n                var bounds$$1 = this.bounds,\n                    upsert = this.upsert;\n                var dom = vm.dom;\n\n                if (!this.upsert.update(dom, value)) {\n                    var cursor = new Cursor(bounds$$1.parentElement(), clear(bounds$$1));\n                    upsert = this.upsert = this.insert(vm.env.getAppendOperations(), cursor, value);\n                }\n                bounds$$1.update(upsert.bounds);\n            }\n        };\n\n        UpdateOpcode.prototype.toJSON = function toJSON() {\n            var guid = this._guid,\n                type = this.type,\n                cache = this.cache;\n\n            return {\n                details: { lastValue: JSON.stringify(cache.peek()) },\n                guid: guid,\n                type: type\n            };\n        };\n\n        return UpdateOpcode;\n    }(UpdatingOpcode);\n\n    var OptimizedCautiousAppendOpcode = function (_AppendDynamicOpcode) {\n        _inherits$6(OptimizedCautiousAppendOpcode, _AppendDynamicOpcode);\n\n        function OptimizedCautiousAppendOpcode() {\n            _classCallCheck$7(this, OptimizedCautiousAppendOpcode);\n\n            var _this3 = _possibleConstructorReturn$6(this, _AppendDynamicOpcode.apply(this, arguments));\n\n            _this3.type = 'optimized-cautious-append';\n            return _this3;\n        }\n\n        OptimizedCautiousAppendOpcode.prototype.normalize = function normalize(reference) {\n            return (0, _reference2.map)(reference, normalizeValue);\n        };\n\n        OptimizedCautiousAppendOpcode.prototype.insert = function insert(dom, cursor, value) {\n            return cautiousInsert(dom, cursor, value);\n        };\n\n        OptimizedCautiousAppendOpcode.prototype.updateWith = function updateWith(_vm, _reference, cache, bounds$$1, upsert) {\n            return new OptimizedCautiousUpdateOpcode(cache, bounds$$1, upsert);\n        };\n\n        return OptimizedCautiousAppendOpcode;\n    }(AppendDynamicOpcode);\n\n    var OptimizedCautiousUpdateOpcode = function (_UpdateOpcode) {\n        _inherits$6(OptimizedCautiousUpdateOpcode, _UpdateOpcode);\n\n        function OptimizedCautiousUpdateOpcode() {\n            _classCallCheck$7(this, OptimizedCautiousUpdateOpcode);\n\n            var _this4 = _possibleConstructorReturn$6(this, _UpdateOpcode.apply(this, arguments));\n\n            _this4.type = 'optimized-cautious-update';\n            return _this4;\n        }\n\n        OptimizedCautiousUpdateOpcode.prototype.insert = function insert(dom, cursor, value) {\n            return cautiousInsert(dom, cursor, value);\n        };\n\n        return OptimizedCautiousUpdateOpcode;\n    }(UpdateOpcode);\n\n    var OptimizedTrustingAppendOpcode = function (_AppendDynamicOpcode2) {\n        _inherits$6(OptimizedTrustingAppendOpcode, _AppendDynamicOpcode2);\n\n        function OptimizedTrustingAppendOpcode() {\n            _classCallCheck$7(this, OptimizedTrustingAppendOpcode);\n\n            var _this5 = _possibleConstructorReturn$6(this, _AppendDynamicOpcode2.apply(this, arguments));\n\n            _this5.type = 'optimized-trusting-append';\n            return _this5;\n        }\n\n        OptimizedTrustingAppendOpcode.prototype.normalize = function normalize(reference) {\n            return (0, _reference2.map)(reference, normalizeTrustedValue);\n        };\n\n        OptimizedTrustingAppendOpcode.prototype.insert = function insert(dom, cursor, value) {\n            return trustingInsert(dom, cursor, value);\n        };\n\n        OptimizedTrustingAppendOpcode.prototype.updateWith = function updateWith(_vm, _reference, cache, bounds$$1, upsert) {\n            return new OptimizedTrustingUpdateOpcode(cache, bounds$$1, upsert);\n        };\n\n        return OptimizedTrustingAppendOpcode;\n    }(AppendDynamicOpcode);\n\n    var OptimizedTrustingUpdateOpcode = function (_UpdateOpcode2) {\n        _inherits$6(OptimizedTrustingUpdateOpcode, _UpdateOpcode2);\n\n        function OptimizedTrustingUpdateOpcode() {\n            _classCallCheck$7(this, OptimizedTrustingUpdateOpcode);\n\n            var _this6 = _possibleConstructorReturn$6(this, _UpdateOpcode2.apply(this, arguments));\n\n            _this6.type = 'optimized-trusting-update';\n            return _this6;\n        }\n\n        OptimizedTrustingUpdateOpcode.prototype.insert = function insert(dom, cursor, value) {\n            return trustingInsert(dom, cursor, value);\n        };\n\n        return OptimizedTrustingUpdateOpcode;\n    }(UpdateOpcode);\n\n    function _classCallCheck$12(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    /* tslint:disable */\n    function debugCallback(context, get) {\n        console.info('Use `context`, and `get(<path>)` to debug this template.');\n        // for example...\n        context === get('this');\n        debugger;\n    }\n    /* tslint:enable */\n    var callback = debugCallback;\n    // For testing purposes\n    function setDebuggerCallback(cb) {\n        callback = cb;\n    }\n    function resetDebuggerCallback() {\n        callback = debugCallback;\n    }\n\n    var ScopeInspector = function () {\n        function ScopeInspector(scope, symbols, evalInfo) {\n            _classCallCheck$12(this, ScopeInspector);\n\n            this.scope = scope;\n            this.locals = (0, _util.dict)();\n            for (var i = 0; i < evalInfo.length; i++) {\n                var slot = evalInfo[i];\n                var name = symbols[slot - 1];\n                var ref = scope.getSymbol(slot);\n                this.locals[name] = ref;\n            }\n        }\n\n        ScopeInspector.prototype.get = function get(path) {\n            var scope = this.scope,\n                locals = this.locals;\n\n            var parts = path.split('.');\n\n            var _path$split = path.split('.'),\n                head = _path$split[0],\n                tail = _path$split.slice(1);\n\n            var evalScope = scope.getEvalScope();\n            var ref = void 0;\n            if (head === 'this') {\n                ref = scope.getSelf();\n            } else if (locals[head]) {\n                ref = locals[head];\n            } else if (head.indexOf('@') === 0 && evalScope[head]) {\n                ref = evalScope[head];\n            } else {\n                ref = this.scope.getSelf();\n                tail = parts;\n            }\n            return tail.reduce(function (r, part) {\n                return r.get(part);\n            }, ref);\n        };\n\n        return ScopeInspector;\n    }();\n\n    APPEND_OPCODES.add(71 /* Debugger */, function (vm, _ref) {\n        var _symbols = _ref.op1,\n            _evalInfo = _ref.op2;\n\n        var symbols = vm.constants.getOther(_symbols);\n        var evalInfo = vm.constants.getArray(_evalInfo);\n        var inspector = new ScopeInspector(vm.scope(), symbols, evalInfo);\n        callback(vm.getSelf().value(), function (path) {\n            return inspector.get(path).value();\n        });\n    });\n\n    APPEND_OPCODES.add(69 /* GetPartialTemplate */, function (vm) {\n        var stack = vm.stack;\n        var definition = stack.pop();\n        stack.push(definition.value().template.asPartial());\n    });\n\n    function _classCallCheck$13(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var IterablePresenceReference = function () {\n        function IterablePresenceReference(artifacts) {\n            _classCallCheck$13(this, IterablePresenceReference);\n\n            this.tag = artifacts.tag;\n            this.artifacts = artifacts;\n        }\n\n        IterablePresenceReference.prototype.value = function value() {\n            return !this.artifacts.isEmpty();\n        };\n\n        return IterablePresenceReference;\n    }();\n\n    APPEND_OPCODES.add(54 /* PutIterator */, function (vm) {\n        var stack = vm.stack;\n        var listRef = stack.pop();\n        var key = stack.pop();\n        var iterable = vm.env.iterableFor(listRef, key.value());\n        var iterator = new _reference2.ReferenceIterator(iterable);\n        stack.push(iterator);\n        stack.push(new IterablePresenceReference(iterator.artifacts));\n    });\n    APPEND_OPCODES.add(52 /* EnterList */, function (vm, _ref) {\n        var relativeStart = _ref.op1;\n\n        vm.enterList(relativeStart);\n    });\n    APPEND_OPCODES.add(53 /* ExitList */, function (vm) {\n        return vm.exitList();\n    });\n    APPEND_OPCODES.add(55 /* Iterate */, function (vm, _ref2) {\n        var breaks = _ref2.op1;\n\n        var stack = vm.stack;\n        var item = stack.peek().next();\n        if (item) {\n            var tryOpcode = vm.iterate(item.memo, item.value);\n            vm.enterItem(item.key, tryOpcode);\n        } else {\n            vm.goto(breaks);\n        }\n    });\n\n    var Ops$2;\n    (function (Ops$$1) {\n        Ops$$1[Ops$$1[\"OpenComponentElement\"] = 0] = \"OpenComponentElement\";\n        Ops$$1[Ops$$1[\"DidCreateElement\"] = 1] = \"DidCreateElement\";\n        Ops$$1[Ops$$1[\"DidRenderLayout\"] = 2] = \"DidRenderLayout\";\n        Ops$$1[Ops$$1[\"FunctionExpression\"] = 3] = \"FunctionExpression\";\n    })(Ops$2 || (Ops$2 = {}));\n\n    function _classCallCheck$17(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var CompiledStaticTemplate = function CompiledStaticTemplate(handle) {\n        _classCallCheck$17(this, CompiledStaticTemplate);\n\n        this.handle = handle;\n    };\n    var CompiledDynamicTemplate = function CompiledDynamicTemplate(handle, symbolTable) {\n        _classCallCheck$17(this, CompiledDynamicTemplate);\n\n        this.handle = handle;\n        this.symbolTable = symbolTable;\n    };\n\n    var _createClass$2 = function () {\n        function defineProperties(target, props) {\n            for (var i = 0; i < props.length; i++) {\n                var descriptor = props[i];descriptor.enumerable = descriptor.enumerable || false;descriptor.configurable = true;if (\"value\" in descriptor) descriptor.writable = true;Object.defineProperty(target, descriptor.key, descriptor);\n            }\n        }return function (Constructor, protoProps, staticProps) {\n            if (protoProps) defineProperties(Constructor.prototype, protoProps);if (staticProps) defineProperties(Constructor, staticProps);return Constructor;\n        };\n    }();\n\n    function _classCallCheck$20(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function compileLayout(compilable, env) {\n        var builder = new ComponentLayoutBuilder(env);\n        compilable.compile(builder);\n        return builder.compile();\n    }\n\n    var ComponentLayoutBuilder = function () {\n        function ComponentLayoutBuilder(env) {\n            _classCallCheck$20(this, ComponentLayoutBuilder);\n\n            this.env = env;\n        }\n\n        ComponentLayoutBuilder.prototype.wrapLayout = function wrapLayout(layout) {\n            this.inner = new WrappedBuilder(this.env, layout);\n        };\n\n        ComponentLayoutBuilder.prototype.fromLayout = function fromLayout(componentName, layout) {\n            this.inner = new UnwrappedBuilder(this.env, componentName, layout);\n        };\n\n        ComponentLayoutBuilder.prototype.compile = function compile() {\n            return this.inner.compile();\n        };\n\n        _createClass$2(ComponentLayoutBuilder, [{\n            key: 'tag',\n            get: function () {\n                return this.inner.tag;\n            }\n        }, {\n            key: 'attrs',\n            get: function () {\n                return this.inner.attrs;\n            }\n        }]);\n\n        return ComponentLayoutBuilder;\n    }();\n\n    var WrappedBuilder = function () {\n        function WrappedBuilder(env, layout) {\n            _classCallCheck$20(this, WrappedBuilder);\n\n            this.env = env;\n            this.layout = layout;\n            this.tag = new ComponentTagBuilder();\n            this.attrs = new ComponentAttrsBuilder();\n        }\n\n        WrappedBuilder.prototype.compile = function compile() {\n            //========DYNAMIC\n            //        PutValue(TagExpr)\n            //        Test\n            //        JumpUnless(BODY)\n            //        OpenDynamicPrimitiveElement\n            //        DidCreateElement\n            //        ...attr statements...\n            //        FlushElement\n            // BODY:  Noop\n            //        ...body statements...\n            //        PutValue(TagExpr)\n            //        Test\n            //        JumpUnless(END)\n            //        CloseElement\n            // END:   Noop\n            //        DidRenderLayout\n            //        Exit\n            //\n            //========STATIC\n            //        OpenPrimitiveElementOpcode\n            //        DidCreateElement\n            //        ...attr statements...\n            //        FlushElement\n            //        ...body statements...\n            //        CloseElement\n            //        DidRenderLayout\n            //        Exit\n            var env = this.env,\n                layout = this.layout;\n\n            var meta = { templateMeta: layout.meta, symbols: layout.symbols, asPartial: false };\n            var dynamicTag = this.tag.getDynamic();\n            var staticTag = this.tag.getStatic();\n            var b = builder(env, meta);\n            b.startLabels();\n            if (dynamicTag) {\n                b.fetch(Register.s1);\n                expr(dynamicTag, b);\n                b.dup();\n                b.load(Register.s1);\n                b.test('simple');\n                b.jumpUnless('BODY');\n                b.fetch(Register.s1);\n                b.pushComponentOperations();\n                b.openDynamicElement();\n            } else if (staticTag) {\n                b.pushComponentOperations();\n                b.openElementWithOperations(staticTag);\n            }\n            if (dynamicTag || staticTag) {\n                b.didCreateElement(Register.s0);\n                var attrs = this.attrs.buffer;\n                for (var i = 0; i < attrs.length; i++) {\n                    compileStatement(attrs[i], b);\n                }\n                b.flushElement();\n            }\n            b.label('BODY');\n            b.invokeStatic(layout.asBlock());\n            if (dynamicTag) {\n                b.fetch(Register.s1);\n                b.test('simple');\n                b.jumpUnless('END');\n                b.closeElement();\n            } else if (staticTag) {\n                b.closeElement();\n            }\n            b.label('END');\n            b.didRenderLayout(Register.s0);\n            if (dynamicTag) {\n                b.load(Register.s1);\n            }\n            b.stopLabels();\n            var start = b.start;\n            var end = b.finalize();\n            return new CompiledDynamicTemplate(start, {\n                meta: meta,\n                hasEval: layout.hasEval,\n                symbols: layout.symbols.concat([ATTRS_BLOCK])\n            });\n        };\n\n        return WrappedBuilder;\n    }();\n\n    var UnwrappedBuilder = function () {\n        function UnwrappedBuilder(env, componentName, layout) {\n            _classCallCheck$20(this, UnwrappedBuilder);\n\n            this.env = env;\n            this.componentName = componentName;\n            this.layout = layout;\n            this.attrs = new ComponentAttrsBuilder();\n        }\n\n        UnwrappedBuilder.prototype.compile = function compile() {\n            var env = this.env,\n                layout = this.layout;\n\n            return layout.asLayout(this.componentName, this.attrs.buffer).compileDynamic(env);\n        };\n\n        _createClass$2(UnwrappedBuilder, [{\n            key: 'tag',\n            get: function () {\n                throw new Error('BUG: Cannot call `tag` on an UnwrappedBuilder');\n            }\n        }]);\n\n        return UnwrappedBuilder;\n    }();\n\n    var ComponentTagBuilder = function () {\n        function ComponentTagBuilder() {\n            _classCallCheck$20(this, ComponentTagBuilder);\n\n            this.isDynamic = null;\n            this.isStatic = null;\n            this.staticTagName = null;\n            this.dynamicTagName = null;\n        }\n\n        ComponentTagBuilder.prototype.getDynamic = function getDynamic() {\n            if (this.isDynamic) {\n                return this.dynamicTagName;\n            }\n        };\n\n        ComponentTagBuilder.prototype.getStatic = function getStatic() {\n            if (this.isStatic) {\n                return this.staticTagName;\n            }\n        };\n\n        ComponentTagBuilder.prototype.static = function _static(tagName) {\n            this.isStatic = true;\n            this.staticTagName = tagName;\n        };\n\n        ComponentTagBuilder.prototype.dynamic = function dynamic(tagName) {\n            this.isDynamic = true;\n            this.dynamicTagName = [_wireFormat.Ops.ClientSideExpression, Ops$2.FunctionExpression, tagName];\n        };\n\n        return ComponentTagBuilder;\n    }();\n\n    var ComponentAttrsBuilder = function () {\n        function ComponentAttrsBuilder() {\n            _classCallCheck$20(this, ComponentAttrsBuilder);\n\n            this.buffer = [];\n        }\n\n        ComponentAttrsBuilder.prototype.static = function _static(name, value) {\n            this.buffer.push([_wireFormat.Ops.StaticAttr, name, value, null]);\n        };\n\n        ComponentAttrsBuilder.prototype.dynamic = function dynamic(name, value) {\n            this.buffer.push([_wireFormat.Ops.DynamicAttr, name, [_wireFormat.Ops.ClientSideExpression, Ops$2.FunctionExpression, value], null]);\n        };\n\n        return ComponentAttrsBuilder;\n    }();\n\n    var ComponentBuilder = function () {\n        function ComponentBuilder(builder) {\n            _classCallCheck$20(this, ComponentBuilder);\n\n            this.builder = builder;\n            this.env = builder.env;\n        }\n\n        ComponentBuilder.prototype.static = function _static(definition, args) {\n            var params = args[0],\n                hash = args[1],\n                _default = args[2],\n                inverse = args[3];\n            var builder = this.builder;\n\n            builder.pushComponentManager(definition);\n            builder.invokeComponent(null, params, hash, _default, inverse);\n        };\n\n        ComponentBuilder.prototype.dynamic = function dynamic(definitionArgs, getDefinition, args) {\n            var params = args[0],\n                hash = args[1],\n                block = args[2],\n                inverse = args[3];\n            var builder = this.builder;\n\n            if (!definitionArgs || definitionArgs.length === 0) {\n                throw new Error(\"Dynamic syntax without an argument\");\n            }\n            var meta = this.builder.meta.templateMeta;\n            function helper(vm, a) {\n                return getDefinition(vm, a, meta);\n            }\n            builder.startLabels();\n            builder.pushFrame();\n            builder.returnTo('END');\n            builder.compileArgs(definitionArgs[0], definitionArgs[1], true);\n            builder.helper(helper);\n            builder.dup();\n            builder.test('simple');\n            builder.enter(2);\n            builder.jumpUnless('ELSE');\n            builder.pushDynamicComponentManager();\n            builder.invokeComponent(null, params, hash, block, inverse);\n            builder.label('ELSE');\n            builder.exit();\n            builder.return();\n            builder.label('END');\n            builder.popFrame();\n            builder.stopLabels();\n        };\n\n        return ComponentBuilder;\n    }();\n    function builder(env, meta) {\n        return new OpcodeBuilder(env, meta);\n    }\n\n    function _classCallCheck$21(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var RawInlineBlock = function () {\n        function RawInlineBlock(meta, statements, parameters) {\n            _classCallCheck$21(this, RawInlineBlock);\n\n            this.meta = meta;\n            this.statements = statements;\n            this.parameters = parameters;\n        }\n\n        RawInlineBlock.prototype.scan = function scan() {\n            return new CompilableTemplate(this.statements, { parameters: this.parameters, meta: this.meta });\n        };\n\n        return RawInlineBlock;\n    }();\n\n    var _createClass$1 = function () {\n        function defineProperties(target, props) {\n            for (var i = 0; i < props.length; i++) {\n                var descriptor = props[i];descriptor.enumerable = descriptor.enumerable || false;descriptor.configurable = true;if (\"value\" in descriptor) descriptor.writable = true;Object.defineProperty(target, descriptor.key, descriptor);\n            }\n        }return function (Constructor, protoProps, staticProps) {\n            if (protoProps) defineProperties(Constructor.prototype, protoProps);if (staticProps) defineProperties(Constructor, staticProps);return Constructor;\n        };\n    }();\n\n    function _defaults$9(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn$9(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$9(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$9(subClass, superClass);\n    }\n\n    function _classCallCheck$19(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var Labels = function () {\n        function Labels() {\n            _classCallCheck$19(this, Labels);\n\n            this.labels = (0, _util.dict)();\n            this.targets = [];\n        }\n\n        Labels.prototype.label = function label(name, index) {\n            this.labels[name] = index;\n        };\n\n        Labels.prototype.target = function target(at, Target, _target) {\n            this.targets.push({ at: at, Target: Target, target: _target });\n        };\n\n        Labels.prototype.patch = function patch(program) {\n            var targets = this.targets,\n                labels = this.labels;\n\n            for (var i = 0; i < targets.length; i++) {\n                var _targets$i = targets[i],\n                    at = _targets$i.at,\n                    target = _targets$i.target;\n\n                var goto = labels[target] - at;\n                program.heap.setbyaddr(at + 1, goto);\n            }\n        };\n\n        return Labels;\n    }();\n\n    var BasicOpcodeBuilder = function () {\n        function BasicOpcodeBuilder(env, meta, program) {\n            _classCallCheck$19(this, BasicOpcodeBuilder);\n\n            this.env = env;\n            this.meta = meta;\n            this.program = program;\n            this.labelsStack = new _util.Stack();\n            this.constants = program.constants;\n            this.heap = program.heap;\n            this.start = this.heap.malloc();\n        }\n\n        BasicOpcodeBuilder.prototype.upvars = function upvars(count) {\n            return (0, _util.fillNulls)(count);\n        };\n\n        BasicOpcodeBuilder.prototype.reserve = function reserve(name) {\n            this.push(name, 0, 0, 0);\n        };\n\n        BasicOpcodeBuilder.prototype.push = function push(name) {\n            var op1 = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n            var op2 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n            var op3 = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;\n\n            this.heap.push(name);\n            this.heap.push(op1);\n            this.heap.push(op2);\n            this.heap.push(op3);\n        };\n\n        BasicOpcodeBuilder.prototype.finalize = function finalize() {\n            this.push(22 /* Return */);\n            this.heap.finishMalloc(this.start);\n            return this.start;\n        };\n        // args\n\n\n        BasicOpcodeBuilder.prototype.pushArgs = function pushArgs(synthetic) {\n            this.push(58 /* PushArgs */, synthetic === true ? 1 : 0);\n        };\n        // helpers\n\n\n        BasicOpcodeBuilder.prototype.startLabels = function startLabels() {\n            this.labelsStack.push(new Labels());\n        };\n\n        BasicOpcodeBuilder.prototype.stopLabels = function stopLabels() {\n            var label = this.labelsStack.pop();\n            label.patch(this.program);\n        };\n        // components\n\n\n        BasicOpcodeBuilder.prototype.pushComponentManager = function pushComponentManager(definition) {\n            this.push(56 /* PushComponentManager */, this.other(definition));\n        };\n\n        BasicOpcodeBuilder.prototype.pushDynamicComponentManager = function pushDynamicComponentManager() {\n            this.push(57 /* PushDynamicComponentManager */);\n        };\n\n        BasicOpcodeBuilder.prototype.prepareArgs = function prepareArgs(state) {\n            this.push(59 /* PrepareArgs */, state);\n        };\n\n        BasicOpcodeBuilder.prototype.createComponent = function createComponent(state, hasDefault, hasInverse) {\n            var flag = (hasDefault === true ? 1 : 0) | (hasInverse === true ? 1 : 0) << 1;\n            this.push(60 /* CreateComponent */, flag, state);\n        };\n\n        BasicOpcodeBuilder.prototype.registerComponentDestructor = function registerComponentDestructor(state) {\n            this.push(61 /* RegisterComponentDestructor */, state);\n        };\n\n        BasicOpcodeBuilder.prototype.beginComponentTransaction = function beginComponentTransaction() {\n            this.push(65 /* BeginComponentTransaction */);\n        };\n\n        BasicOpcodeBuilder.prototype.commitComponentTransaction = function commitComponentTransaction() {\n            this.push(66 /* CommitComponentTransaction */);\n        };\n\n        BasicOpcodeBuilder.prototype.pushComponentOperations = function pushComponentOperations() {\n            this.push(62 /* PushComponentOperations */);\n        };\n\n        BasicOpcodeBuilder.prototype.getComponentSelf = function getComponentSelf(state) {\n            this.push(63 /* GetComponentSelf */, state);\n        };\n\n        BasicOpcodeBuilder.prototype.getComponentLayout = function getComponentLayout(state) {\n            this.push(64 /* GetComponentLayout */, state);\n        };\n\n        BasicOpcodeBuilder.prototype.didCreateElement = function didCreateElement(state) {\n            this.push(67 /* DidCreateElement */, state);\n        };\n\n        BasicOpcodeBuilder.prototype.didRenderLayout = function didRenderLayout(state) {\n            this.push(68 /* DidRenderLayout */, state);\n        };\n        // partial\n\n\n        BasicOpcodeBuilder.prototype.getPartialTemplate = function getPartialTemplate() {\n            this.push(69 /* GetPartialTemplate */);\n        };\n\n        BasicOpcodeBuilder.prototype.resolveMaybeLocal = function resolveMaybeLocal(name) {\n            this.push(70 /* ResolveMaybeLocal */, this.string(name));\n        };\n        // debugger\n\n\n        BasicOpcodeBuilder.prototype.debugger = function _debugger(symbols, evalInfo) {\n            this.push(71 /* Debugger */, this.constants.other(symbols), this.constants.array(evalInfo));\n        };\n        // content\n\n\n        BasicOpcodeBuilder.prototype.dynamicContent = function dynamicContent(Opcode) {\n            this.push(26 /* DynamicContent */, this.other(Opcode));\n        };\n\n        BasicOpcodeBuilder.prototype.cautiousAppend = function cautiousAppend() {\n            this.dynamicContent(new OptimizedCautiousAppendOpcode());\n        };\n\n        BasicOpcodeBuilder.prototype.trustingAppend = function trustingAppend() {\n            this.dynamicContent(new OptimizedTrustingAppendOpcode());\n        };\n        // dom\n\n\n        BasicOpcodeBuilder.prototype.text = function text(_text) {\n            this.push(24 /* Text */, this.constants.string(_text));\n        };\n\n        BasicOpcodeBuilder.prototype.openPrimitiveElement = function openPrimitiveElement(tag) {\n            this.push(27 /* OpenElement */, this.constants.string(tag));\n        };\n\n        BasicOpcodeBuilder.prototype.openElementWithOperations = function openElementWithOperations(tag) {\n            this.push(28 /* OpenElementWithOperations */, this.constants.string(tag));\n        };\n\n        BasicOpcodeBuilder.prototype.openDynamicElement = function openDynamicElement() {\n            this.push(29 /* OpenDynamicElement */);\n        };\n\n        BasicOpcodeBuilder.prototype.flushElement = function flushElement() {\n            this.push(33 /* FlushElement */);\n        };\n\n        BasicOpcodeBuilder.prototype.closeElement = function closeElement() {\n            this.push(34 /* CloseElement */);\n        };\n\n        BasicOpcodeBuilder.prototype.staticAttr = function staticAttr(_name, _namespace, _value) {\n            var name = this.constants.string(_name);\n            var namespace = _namespace ? this.constants.string(_namespace) : 0;\n            var value = this.constants.string(_value);\n            this.push(30 /* StaticAttr */, name, value, namespace);\n        };\n\n        BasicOpcodeBuilder.prototype.dynamicAttrNS = function dynamicAttrNS(_name, _namespace, trusting) {\n            var name = this.constants.string(_name);\n            var namespace = this.constants.string(_namespace);\n            this.push(32 /* DynamicAttrNS */, name, namespace, trusting === true ? 1 : 0);\n        };\n\n        BasicOpcodeBuilder.prototype.dynamicAttr = function dynamicAttr(_name, trusting) {\n            var name = this.constants.string(_name);\n            this.push(31 /* DynamicAttr */, name, trusting === true ? 1 : 0);\n        };\n\n        BasicOpcodeBuilder.prototype.comment = function comment(_comment) {\n            var comment = this.constants.string(_comment);\n            this.push(25 /* Comment */, comment);\n        };\n\n        BasicOpcodeBuilder.prototype.modifier = function modifier(_definition) {\n            this.push(35 /* Modifier */, this.other(_definition));\n        };\n        // lists\n\n\n        BasicOpcodeBuilder.prototype.putIterator = function putIterator() {\n            this.push(54 /* PutIterator */);\n        };\n\n        BasicOpcodeBuilder.prototype.enterList = function enterList(start) {\n            this.reserve(52 /* EnterList */);\n            this.labels.target(this.pos, 52 /* EnterList */, start);\n        };\n\n        BasicOpcodeBuilder.prototype.exitList = function exitList() {\n            this.push(53 /* ExitList */);\n        };\n\n        BasicOpcodeBuilder.prototype.iterate = function iterate(breaks) {\n            this.reserve(55 /* Iterate */);\n            this.labels.target(this.pos, 55 /* Iterate */, breaks);\n        };\n        // expressions\n\n\n        BasicOpcodeBuilder.prototype.setVariable = function setVariable(symbol) {\n            this.push(4 /* SetVariable */, symbol);\n        };\n\n        BasicOpcodeBuilder.prototype.getVariable = function getVariable(symbol) {\n            this.push(5 /* GetVariable */, symbol);\n        };\n\n        BasicOpcodeBuilder.prototype.getProperty = function getProperty(key) {\n            this.push(6 /* GetProperty */, this.string(key));\n        };\n\n        BasicOpcodeBuilder.prototype.getBlock = function getBlock(symbol) {\n            this.push(8 /* GetBlock */, symbol);\n        };\n\n        BasicOpcodeBuilder.prototype.hasBlock = function hasBlock(symbol) {\n            this.push(9 /* HasBlock */, symbol);\n        };\n\n        BasicOpcodeBuilder.prototype.hasBlockParams = function hasBlockParams(symbol) {\n            this.push(10 /* HasBlockParams */, symbol);\n        };\n\n        BasicOpcodeBuilder.prototype.concat = function concat(size) {\n            this.push(11 /* Concat */, size);\n        };\n\n        BasicOpcodeBuilder.prototype.function = function _function(f) {\n            this.push(2 /* Function */, this.func(f));\n        };\n\n        BasicOpcodeBuilder.prototype.load = function load(register) {\n            this.push(17 /* Load */, register);\n        };\n\n        BasicOpcodeBuilder.prototype.fetch = function fetch(register) {\n            this.push(18 /* Fetch */, register);\n        };\n\n        BasicOpcodeBuilder.prototype.dup = function dup() {\n            var register = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : Register.sp;\n            var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n\n            return this.push(15 /* Dup */, register, offset);\n        };\n\n        BasicOpcodeBuilder.prototype.pop = function pop() {\n            var count = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n\n            return this.push(16 /* Pop */, count);\n        };\n        // vm\n\n\n        BasicOpcodeBuilder.prototype.pushRemoteElement = function pushRemoteElement() {\n            this.push(36 /* PushRemoteElement */);\n        };\n\n        BasicOpcodeBuilder.prototype.popRemoteElement = function popRemoteElement() {\n            this.push(37 /* PopRemoteElement */);\n        };\n\n        BasicOpcodeBuilder.prototype.label = function label(name) {\n            this.labels.label(name, this.nextPos);\n        };\n\n        BasicOpcodeBuilder.prototype.pushRootScope = function pushRootScope(symbols, bindCallerScope) {\n            this.push(19 /* RootScope */, symbols, bindCallerScope ? 1 : 0);\n        };\n\n        BasicOpcodeBuilder.prototype.pushChildScope = function pushChildScope() {\n            this.push(20 /* ChildScope */);\n        };\n\n        BasicOpcodeBuilder.prototype.popScope = function popScope() {\n            this.push(21 /* PopScope */);\n        };\n\n        BasicOpcodeBuilder.prototype.returnTo = function returnTo(label) {\n            this.reserve(23 /* ReturnTo */);\n            this.labels.target(this.pos, 23 /* ReturnTo */, label);\n        };\n\n        BasicOpcodeBuilder.prototype.pushDynamicScope = function pushDynamicScope() {\n            this.push(39 /* PushDynamicScope */);\n        };\n\n        BasicOpcodeBuilder.prototype.popDynamicScope = function popDynamicScope() {\n            this.push(40 /* PopDynamicScope */);\n        };\n\n        BasicOpcodeBuilder.prototype.pushImmediate = function pushImmediate(value) {\n            this.push(13 /* Constant */, this.other(value));\n        };\n\n        BasicOpcodeBuilder.prototype.primitive = function primitive(_primitive) {\n            var flag = 0;\n            var primitive = void 0;\n            switch (typeof _primitive) {\n                case 'number':\n                    if (_primitive % 1 === 0 && _primitive > 0) {\n                        primitive = _primitive;\n                    } else {\n                        primitive = this.float(_primitive);\n                        flag = 1;\n                    }\n                    break;\n                case 'string':\n                    primitive = this.string(_primitive);\n                    flag = 2;\n                    break;\n                case 'boolean':\n                    primitive = _primitive | 0;\n                    flag = 3;\n                    break;\n                case 'object':\n                    // assume null\n                    primitive = 2;\n                    flag = 3;\n                    break;\n                case 'undefined':\n                    primitive = 3;\n                    flag = 3;\n                    break;\n                default:\n                    throw new Error('Invalid primitive passed to pushPrimitive');\n            }\n            this.push(14 /* PrimitiveReference */, flag << 30 | primitive);\n        };\n\n        BasicOpcodeBuilder.prototype.helper = function helper(func) {\n            this.push(1 /* Helper */, this.func(func));\n        };\n\n        BasicOpcodeBuilder.prototype.pushBlock = function pushBlock(block) {\n            this.push(7 /* PushBlock */, this.block(block));\n        };\n\n        BasicOpcodeBuilder.prototype.bindDynamicScope = function bindDynamicScope(_names) {\n            this.push(38 /* BindDynamicScope */, this.names(_names));\n        };\n\n        BasicOpcodeBuilder.prototype.enter = function enter(args) {\n            this.push(49 /* Enter */, args);\n        };\n\n        BasicOpcodeBuilder.prototype.exit = function exit() {\n            this.push(50 /* Exit */);\n        };\n\n        BasicOpcodeBuilder.prototype.return = function _return() {\n            this.push(22 /* Return */);\n        };\n\n        BasicOpcodeBuilder.prototype.pushFrame = function pushFrame() {\n            this.push(47 /* PushFrame */);\n        };\n\n        BasicOpcodeBuilder.prototype.popFrame = function popFrame() {\n            this.push(48 /* PopFrame */);\n        };\n\n        BasicOpcodeBuilder.prototype.compileDynamicBlock = function compileDynamicBlock() {\n            this.push(41 /* CompileDynamicBlock */);\n        };\n\n        BasicOpcodeBuilder.prototype.invokeDynamic = function invokeDynamic(invoker) {\n            this.push(43 /* InvokeDynamic */, this.other(invoker));\n        };\n\n        BasicOpcodeBuilder.prototype.invokeStatic = function invokeStatic(block) {\n            var callerCount = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n            var parameters = block.symbolTable.parameters;\n\n            var calleeCount = parameters.length;\n            var count = Math.min(callerCount, calleeCount);\n            this.pushFrame();\n            if (count) {\n                this.pushChildScope();\n                for (var i = 0; i < count; i++) {\n                    this.dup(Register.fp, callerCount - i);\n                    this.setVariable(parameters[i]);\n                }\n            }\n            var _block = this.constants.block(block);\n            this.push(42 /* InvokeStatic */, _block);\n            if (count) {\n                this.popScope();\n            }\n            this.popFrame();\n        };\n\n        BasicOpcodeBuilder.prototype.test = function test(testFunc) {\n            var _func = void 0;\n            if (testFunc === 'const') {\n                _func = ConstTest;\n            } else if (testFunc === 'simple') {\n                _func = SimpleTest;\n            } else if (testFunc === 'environment') {\n                _func = EnvironmentTest;\n            } else if (typeof testFunc === 'function') {\n                _func = testFunc;\n            } else {\n                throw new Error('unreachable');\n            }\n            var func = this.constants.function(_func);\n            this.push(51 /* Test */, func);\n        };\n\n        BasicOpcodeBuilder.prototype.jump = function jump(target) {\n            this.reserve(44 /* Jump */);\n            this.labels.target(this.pos, 44 /* Jump */, target);\n        };\n\n        BasicOpcodeBuilder.prototype.jumpIf = function jumpIf(target) {\n            this.reserve(45 /* JumpIf */);\n            this.labels.target(this.pos, 45 /* JumpIf */, target);\n        };\n\n        BasicOpcodeBuilder.prototype.jumpUnless = function jumpUnless(target) {\n            this.reserve(46 /* JumpUnless */);\n            this.labels.target(this.pos, 46 /* JumpUnless */, target);\n        };\n\n        BasicOpcodeBuilder.prototype.string = function string(_string) {\n            return this.constants.string(_string);\n        };\n\n        BasicOpcodeBuilder.prototype.float = function float(num) {\n            return this.constants.float(num);\n        };\n\n        BasicOpcodeBuilder.prototype.names = function names(_names) {\n            var names = [];\n            for (var i = 0; i < _names.length; i++) {\n                var n = _names[i];\n                names[i] = this.constants.string(n);\n            }\n            return this.constants.array(names);\n        };\n\n        BasicOpcodeBuilder.prototype.symbols = function symbols(_symbols) {\n            return this.constants.array(_symbols);\n        };\n\n        BasicOpcodeBuilder.prototype.other = function other(value) {\n            return this.constants.other(value);\n        };\n\n        BasicOpcodeBuilder.prototype.block = function block(_block2) {\n            return _block2 ? this.constants.block(_block2) : 0;\n        };\n\n        BasicOpcodeBuilder.prototype.func = function func(_func2) {\n            return this.constants.function(_func2);\n        };\n\n        _createClass$1(BasicOpcodeBuilder, [{\n            key: 'pos',\n            get: function () {\n                return (0, _util.typePos)(this.heap.size());\n            }\n        }, {\n            key: 'nextPos',\n            get: function () {\n                return this.heap.size();\n            }\n        }, {\n            key: 'labels',\n            get: function () {\n                return this.labelsStack.current;\n            }\n        }]);\n\n        return BasicOpcodeBuilder;\n    }();\n\n    function isCompilableExpression(expr$$1) {\n        return typeof expr$$1 === 'object' && expr$$1 !== null && typeof expr$$1.compile === 'function';\n    }\n\n    var OpcodeBuilder = function (_BasicOpcodeBuilder) {\n        _inherits$9(OpcodeBuilder, _BasicOpcodeBuilder);\n\n        function OpcodeBuilder(env, meta) {\n            var program = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : env.program;\n\n            _classCallCheck$19(this, OpcodeBuilder);\n\n            var _this = _possibleConstructorReturn$9(this, _BasicOpcodeBuilder.call(this, env, meta, program));\n\n            _this.component = new ComponentBuilder(_this);\n            return _this;\n        }\n\n        OpcodeBuilder.prototype.compileArgs = function compileArgs(params, hash, synthetic) {\n            var positional = 0;\n            if (params) {\n                for (var i = 0; i < params.length; i++) {\n                    expr(params[i], this);\n                }\n                positional = params.length;\n            }\n            this.pushImmediate(positional);\n            var names = _util.EMPTY_ARRAY;\n            if (hash) {\n                names = hash[0];\n                var val = hash[1];\n                for (var _i = 0; _i < val.length; _i++) {\n                    expr(val[_i], this);\n                }\n            }\n            this.pushImmediate(names);\n            this.pushArgs(synthetic);\n        };\n\n        OpcodeBuilder.prototype.compile = function compile(expr$$1) {\n            if (isCompilableExpression(expr$$1)) {\n                return expr$$1.compile(this);\n            } else {\n                return expr$$1;\n            }\n        };\n\n        OpcodeBuilder.prototype.guardedAppend = function guardedAppend(expression, trusting) {\n            this.startLabels();\n            this.pushFrame();\n            this.returnTo('END');\n            expr(expression, this);\n            this.dup();\n            this.test(function (reference) {\n                return IsComponentDefinitionReference.create(reference);\n            });\n            this.enter(2);\n            this.jumpUnless('ELSE');\n            this.pushDynamicComponentManager();\n            this.invokeComponent(null, null, null, null, null);\n            this.exit();\n            this.return();\n            this.label('ELSE');\n            if (trusting) {\n                this.trustingAppend();\n            } else {\n                this.cautiousAppend();\n            }\n            this.exit();\n            this.return();\n            this.label('END');\n            this.popFrame();\n            this.stopLabels();\n        };\n\n        OpcodeBuilder.prototype.invokeComponent = function invokeComponent(attrs, params, hash, block) {\n            var inverse = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : null;\n\n            this.fetch(Register.s0);\n            this.dup(Register.sp, 1);\n            this.load(Register.s0);\n            this.pushBlock(block);\n            this.pushBlock(inverse);\n            this.compileArgs(params, hash, false);\n            this.prepareArgs(Register.s0);\n            this.beginComponentTransaction();\n            this.pushDynamicScope();\n            this.createComponent(Register.s0, block !== null, inverse !== null);\n            this.registerComponentDestructor(Register.s0);\n            this.getComponentSelf(Register.s0);\n            this.getComponentLayout(Register.s0);\n            this.invokeDynamic(new InvokeDynamicLayout(attrs && attrs.scan()));\n            this.popFrame();\n            this.popScope();\n            this.popDynamicScope();\n            this.commitComponentTransaction();\n            this.load(Register.s0);\n        };\n\n        OpcodeBuilder.prototype.template = function template(block) {\n            if (!block) return null;\n            return new RawInlineBlock(this.meta, block.statements, block.parameters);\n        };\n\n        return OpcodeBuilder;\n    }(BasicOpcodeBuilder);\n\n    function _classCallCheck$18(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var Ops$3 = _wireFormat.Ops;\n    var ATTRS_BLOCK = '&attrs';\n\n    var Compilers = function () {\n        function Compilers() {\n            var offset = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n\n            _classCallCheck$18(this, Compilers);\n\n            this.offset = offset;\n            this.names = (0, _util.dict)();\n            this.funcs = [];\n        }\n\n        Compilers.prototype.add = function add(name, func) {\n            this.funcs.push(func);\n            this.names[name] = this.funcs.length - 1;\n        };\n\n        Compilers.prototype.compile = function compile(sexp, builder) {\n            var name = sexp[this.offset];\n            var index = this.names[name];\n            var func = this.funcs[index];\n            (0, _util.assert)(!!func, 'expected an implementation for ' + (this.offset === 0 ? Ops$3[sexp[0]] : Ops$2[sexp[1]]));\n            func(sexp, builder);\n        };\n\n        return Compilers;\n    }();\n\n    var STATEMENTS = new Compilers();\n    var CLIENT_SIDE = new Compilers(1);\n    STATEMENTS.add(Ops$3.Text, function (sexp, builder) {\n        builder.text(sexp[1]);\n    });\n    STATEMENTS.add(Ops$3.Comment, function (sexp, builder) {\n        builder.comment(sexp[1]);\n    });\n    STATEMENTS.add(Ops$3.CloseElement, function (_sexp, builder) {\n        builder.closeElement();\n    });\n    STATEMENTS.add(Ops$3.FlushElement, function (_sexp, builder) {\n        builder.flushElement();\n    });\n    STATEMENTS.add(Ops$3.Modifier, function (sexp, builder) {\n        var env = builder.env,\n            meta = builder.meta;\n        var name = sexp[1],\n            params = sexp[2],\n            hash = sexp[3];\n\n        if (env.hasModifier(name, meta.templateMeta)) {\n            builder.compileArgs(params, hash, true);\n            builder.modifier(env.lookupModifier(name, meta.templateMeta));\n        } else {\n            throw new Error('Compile Error ' + name + ' is not a modifier: Helpers may not be used in the element form.');\n        }\n    });\n    STATEMENTS.add(Ops$3.StaticAttr, function (sexp, builder) {\n        var name = sexp[1],\n            value = sexp[2],\n            namespace = sexp[3];\n\n        builder.staticAttr(name, namespace, value);\n    });\n    STATEMENTS.add(Ops$3.DynamicAttr, function (sexp, builder) {\n        dynamicAttr(sexp, false, builder);\n    });\n    STATEMENTS.add(Ops$3.TrustingAttr, function (sexp, builder) {\n        dynamicAttr(sexp, true, builder);\n    });\n    function dynamicAttr(sexp, trusting, builder) {\n        var name = sexp[1],\n            value = sexp[2],\n            namespace = sexp[3];\n\n        expr(value, builder);\n        if (namespace) {\n            builder.dynamicAttrNS(name, namespace, trusting);\n        } else {\n            builder.dynamicAttr(name, trusting);\n        }\n    }\n    STATEMENTS.add(Ops$3.OpenElement, function (sexp, builder) {\n        builder.openPrimitiveElement(sexp[1]);\n    });\n    CLIENT_SIDE.add(Ops$2.OpenComponentElement, function (sexp, builder) {\n        builder.pushComponentOperations();\n        builder.openElementWithOperations(sexp[2]);\n    });\n    CLIENT_SIDE.add(Ops$2.DidCreateElement, function (_sexp, builder) {\n        builder.didCreateElement(Register.s0);\n    });\n    CLIENT_SIDE.add(Ops$2.DidRenderLayout, function (_sexp, builder) {\n        builder.didRenderLayout(Register.s0);\n    });\n    STATEMENTS.add(Ops$3.Append, function (sexp, builder) {\n        var value = sexp[1],\n            trusting = sexp[2];\n\n        var _builder$env$macros = builder.env.macros(),\n            inlines = _builder$env$macros.inlines;\n\n        var returned = inlines.compile(sexp, builder) || value;\n        if (returned === true) return;\n        var isGet = E.isGet(value);\n        var isMaybeLocal = E.isMaybeLocal(value);\n        if (trusting) {\n            builder.guardedAppend(value, true);\n        } else {\n            if (isGet || isMaybeLocal) {\n                builder.guardedAppend(value, false);\n            } else {\n                expr(value, builder);\n                builder.cautiousAppend();\n            }\n        }\n    });\n    STATEMENTS.add(Ops$3.Block, function (sexp, builder) {\n        var name = sexp[1],\n            params = sexp[2],\n            hash = sexp[3],\n            _template = sexp[4],\n            _inverse = sexp[5];\n\n        var template = builder.template(_template);\n        var inverse = builder.template(_inverse);\n        var templateBlock = template && template.scan();\n        var inverseBlock = inverse && inverse.scan();\n\n        var _builder$env$macros2 = builder.env.macros(),\n            blocks = _builder$env$macros2.blocks;\n\n        blocks.compile(name, params, hash, templateBlock, inverseBlock, builder);\n    });\n    var InvokeDynamicLayout = function () {\n        function InvokeDynamicLayout(attrs) {\n            _classCallCheck$18(this, InvokeDynamicLayout);\n\n            this.attrs = attrs;\n        }\n\n        InvokeDynamicLayout.prototype.invoke = function invoke(vm, layout) {\n            var _layout$symbolTable = layout.symbolTable,\n                symbols = _layout$symbolTable.symbols,\n                hasEval = _layout$symbolTable.hasEval;\n\n            var stack = vm.stack;\n            var scope = vm.pushRootScope(symbols.length + 1, true);\n            scope.bindSelf(stack.pop());\n            scope.bindBlock(symbols.indexOf(ATTRS_BLOCK) + 1, this.attrs);\n            var lookup = null;\n            var $eval = -1;\n            if (hasEval) {\n                $eval = symbols.indexOf('$eval') + 1;\n                lookup = (0, _util.dict)();\n            }\n            var callerNames = stack.pop();\n            for (var i = callerNames.length - 1; i >= 0; i--) {\n                var symbol = symbols.indexOf(callerNames[i]);\n                var value = stack.pop();\n                if (symbol !== -1) scope.bindSymbol(symbol + 1, value);\n                if (hasEval) lookup[callerNames[i]] = value;\n            }\n            var numPositionalArgs = stack.pop();\n            (0, _util.assert)(typeof numPositionalArgs === 'number', '[BUG] Incorrect value of positional argument count found during invoke-dynamic-layout.');\n            // Currently we don't support accessing positional args in templates, so just throw them away\n            stack.pop(numPositionalArgs);\n            var inverseSymbol = symbols.indexOf('&inverse');\n            var inverse = stack.pop();\n            if (inverseSymbol !== -1) {\n                scope.bindBlock(inverseSymbol + 1, inverse);\n            }\n            if (lookup) lookup['&inverse'] = inverse;\n            var defaultSymbol = symbols.indexOf('&default');\n            var defaultBlock = stack.pop();\n            if (defaultSymbol !== -1) {\n                scope.bindBlock(defaultSymbol + 1, defaultBlock);\n            }\n            if (lookup) lookup['&default'] = defaultBlock;\n            if (lookup) scope.bindEvalScope(lookup);\n            vm.pushFrame();\n            vm.call(layout.handle);\n        };\n\n        InvokeDynamicLayout.prototype.toJSON = function toJSON() {\n            return { GlimmerDebug: '<invoke-dynamic-layout>' };\n        };\n\n        return InvokeDynamicLayout;\n    }();\n    STATEMENTS.add(Ops$3.Component, function (sexp, builder) {\n        var tag = sexp[1],\n            attrs = sexp[2],\n            args = sexp[3],\n            block = sexp[4];\n\n        if (builder.env.hasComponentDefinition(tag, builder.meta.templateMeta)) {\n            var child = builder.template(block);\n            var attrsBlock = new RawInlineBlock(builder.meta, attrs, _util.EMPTY_ARRAY);\n            var definition = builder.env.getComponentDefinition(tag, builder.meta.templateMeta);\n            builder.pushComponentManager(definition);\n            builder.invokeComponent(attrsBlock, null, args, child && child.scan());\n        } else if (block && block.parameters.length) {\n            throw new Error('Compile Error: Cannot find component ' + tag);\n        } else {\n            builder.openPrimitiveElement(tag);\n            for (var i = 0; i < attrs.length; i++) {\n                STATEMENTS.compile(attrs[i], builder);\n            }\n            builder.flushElement();\n            if (block) {\n                var stmts = block.statements;\n                for (var _i = 0; _i < stmts.length; _i++) {\n                    STATEMENTS.compile(stmts[_i], builder);\n                }\n            }\n            builder.closeElement();\n        }\n    });\n    var PartialInvoker = function () {\n        function PartialInvoker(outerSymbols, evalInfo) {\n            _classCallCheck$18(this, PartialInvoker);\n\n            this.outerSymbols = outerSymbols;\n            this.evalInfo = evalInfo;\n        }\n\n        PartialInvoker.prototype.invoke = function invoke(vm, _partial) {\n            var partial = _partial;\n            var partialSymbols = partial.symbolTable.symbols;\n            var outerScope = vm.scope();\n            var evalScope = outerScope.getEvalScope();\n            var partialScope = vm.pushRootScope(partialSymbols.length, false);\n            partialScope.bindCallerScope(outerScope.getCallerScope());\n            partialScope.bindEvalScope(evalScope);\n            partialScope.bindSelf(outerScope.getSelf());\n            var evalInfo = this.evalInfo,\n                outerSymbols = this.outerSymbols;\n\n            var locals = Object.create(outerScope.getPartialMap());\n            for (var i = 0; i < evalInfo.length; i++) {\n                var slot = evalInfo[i];\n                var name = outerSymbols[slot - 1];\n                var ref = outerScope.getSymbol(slot);\n                locals[name] = ref;\n            }\n            if (evalScope) {\n                for (var _i2 = 0; _i2 < partialSymbols.length; _i2++) {\n                    var _name = partialSymbols[_i2];\n                    var symbol = _i2 + 1;\n                    var value = evalScope[_name];\n                    if (value !== undefined) partialScope.bind(symbol, value);\n                }\n            }\n            partialScope.bindPartialMap(locals);\n            vm.pushFrame();\n            vm.call(partial.handle);\n        };\n\n        return PartialInvoker;\n    }();\n    STATEMENTS.add(Ops$3.Partial, function (sexp, builder) {\n        var name = sexp[1],\n            evalInfo = sexp[2];\n        var _builder$meta = builder.meta,\n            templateMeta = _builder$meta.templateMeta,\n            symbols = _builder$meta.symbols;\n\n        function helper(vm, args) {\n            var env = vm.env;\n\n            var nameRef = args.positional.at(0);\n            return (0, _reference2.map)(nameRef, function (n) {\n                if (typeof n === 'string' && n) {\n                    if (!env.hasPartial(n, templateMeta)) {\n                        throw new Error('Could not find a partial named \"' + n + '\"');\n                    }\n                    return env.lookupPartial(n, templateMeta);\n                } else if (n) {\n                    throw new Error('Could not find a partial named \"' + String(n) + '\"');\n                } else {\n                    return null;\n                }\n            });\n        }\n        builder.startLabels();\n        builder.pushFrame();\n        builder.returnTo('END');\n        expr(name, builder);\n        builder.pushImmediate(1);\n        builder.pushImmediate(_util.EMPTY_ARRAY);\n        builder.pushArgs(true);\n        builder.helper(helper);\n        builder.dup();\n        builder.test('simple');\n        builder.enter(2);\n        builder.jumpUnless('ELSE');\n        builder.getPartialTemplate();\n        builder.compileDynamicBlock();\n        builder.invokeDynamic(new PartialInvoker(symbols, evalInfo));\n        builder.popScope();\n        builder.popFrame();\n        builder.label('ELSE');\n        builder.exit();\n        builder.return();\n        builder.label('END');\n        builder.popFrame();\n        builder.stopLabels();\n    });\n\n    var InvokeDynamicYield = function () {\n        function InvokeDynamicYield(callerCount) {\n            _classCallCheck$18(this, InvokeDynamicYield);\n\n            this.callerCount = callerCount;\n        }\n\n        InvokeDynamicYield.prototype.invoke = function invoke(vm, block) {\n            var callerCount = this.callerCount;\n\n            var stack = vm.stack;\n            if (!block) {\n                // To balance the pop{Frame,Scope}\n                vm.pushFrame();\n                vm.pushCallerScope();\n                return;\n            }\n            var table = block.symbolTable;\n            var locals = table.parameters; // always present in inline blocks\n            var calleeCount = locals ? locals.length : 0;\n            var count = Math.min(callerCount, calleeCount);\n            vm.pushFrame();\n            vm.pushCallerScope(calleeCount > 0);\n            var scope = vm.scope();\n            for (var i = 0; i < count; i++) {\n                scope.bindSymbol(locals[i], stack.fromBase(callerCount - i));\n            }\n            vm.call(block.handle);\n        };\n\n        InvokeDynamicYield.prototype.toJSON = function toJSON() {\n            return { GlimmerDebug: '<invoke-dynamic-yield caller-count=' + this.callerCount + '>' };\n        };\n\n        return InvokeDynamicYield;\n    }();\n\n    STATEMENTS.add(Ops$3.Yield, function (sexp, builder) {\n        var to = sexp[1],\n            params = sexp[2];\n\n        var count = compileList(params, builder);\n        builder.getBlock(to);\n        builder.compileDynamicBlock();\n        builder.invokeDynamic(new InvokeDynamicYield(count));\n        builder.popScope();\n        builder.popFrame();\n        if (count) {\n            builder.pop(count);\n        }\n    });\n    STATEMENTS.add(Ops$3.Debugger, function (sexp, builder) {\n        var evalInfo = sexp[1];\n\n        builder.debugger(builder.meta.symbols, evalInfo);\n    });\n    STATEMENTS.add(Ops$3.ClientSideStatement, function (sexp, builder) {\n        CLIENT_SIDE.compile(sexp, builder);\n    });\n    var EXPRESSIONS = new Compilers();\n    var CLIENT_SIDE_EXPRS = new Compilers(1);\n    var E = _wireFormat.Expressions;\n    function expr(expression, builder) {\n        if (Array.isArray(expression)) {\n            EXPRESSIONS.compile(expression, builder);\n        } else {\n            builder.primitive(expression);\n        }\n    }\n    EXPRESSIONS.add(Ops$3.Unknown, function (sexp, builder) {\n        var name = sexp[1];\n        if (builder.env.hasHelper(name, builder.meta.templateMeta)) {\n            EXPRESSIONS.compile([Ops$3.Helper, name, _util.EMPTY_ARRAY, null], builder);\n        } else if (builder.meta.asPartial) {\n            builder.resolveMaybeLocal(name);\n        } else {\n            builder.getVariable(0);\n            builder.getProperty(name);\n        }\n    });\n    EXPRESSIONS.add(Ops$3.Concat, function (sexp, builder) {\n        var parts = sexp[1];\n        for (var i = 0; i < parts.length; i++) {\n            expr(parts[i], builder);\n        }\n        builder.concat(parts.length);\n    });\n    CLIENT_SIDE_EXPRS.add(Ops$2.FunctionExpression, function (sexp, builder) {\n        builder.function(sexp[2]);\n    });\n    EXPRESSIONS.add(Ops$3.Helper, function (sexp, builder) {\n        var env = builder.env,\n            meta = builder.meta;\n        var name = sexp[1],\n            params = sexp[2],\n            hash = sexp[3];\n\n        if (env.hasHelper(name, meta.templateMeta)) {\n            builder.compileArgs(params, hash, true);\n            builder.helper(env.lookupHelper(name, meta.templateMeta));\n        } else {\n            throw new Error('Compile Error: ' + name + ' is not a helper');\n        }\n    });\n    EXPRESSIONS.add(Ops$3.Get, function (sexp, builder) {\n        var head = sexp[1],\n            path = sexp[2];\n\n        builder.getVariable(head);\n        for (var i = 0; i < path.length; i++) {\n            builder.getProperty(path[i]);\n        }\n    });\n    EXPRESSIONS.add(Ops$3.MaybeLocal, function (sexp, builder) {\n        var path = sexp[1];\n\n        if (builder.meta.asPartial) {\n            var head = path[0];\n            path = path.slice(1);\n            builder.resolveMaybeLocal(head);\n        } else {\n            builder.getVariable(0);\n        }\n        for (var i = 0; i < path.length; i++) {\n            builder.getProperty(path[i]);\n        }\n    });\n    EXPRESSIONS.add(Ops$3.Undefined, function (_sexp, builder) {\n        return builder.primitive(undefined);\n    });\n    EXPRESSIONS.add(Ops$3.HasBlock, function (sexp, builder) {\n        builder.hasBlock(sexp[1]);\n    });\n    EXPRESSIONS.add(Ops$3.HasBlockParams, function (sexp, builder) {\n        builder.hasBlockParams(sexp[1]);\n    });\n    EXPRESSIONS.add(Ops$3.ClientSideExpression, function (sexp, builder) {\n        CLIENT_SIDE_EXPRS.compile(sexp, builder);\n    });\n    function compileList(params, builder) {\n        if (!params) return 0;\n        for (var i = 0; i < params.length; i++) {\n            expr(params[i], builder);\n        }\n        return params.length;\n    }\n    var Blocks = function () {\n        function Blocks() {\n            _classCallCheck$18(this, Blocks);\n\n            this.names = (0, _util.dict)();\n            this.funcs = [];\n        }\n\n        Blocks.prototype.add = function add(name, func) {\n            this.funcs.push(func);\n            this.names[name] = this.funcs.length - 1;\n        };\n\n        Blocks.prototype.addMissing = function addMissing(func) {\n            this.missing = func;\n        };\n\n        Blocks.prototype.compile = function compile(name, params, hash, template, inverse, builder) {\n            var index = this.names[name];\n            if (index === undefined) {\n                (0, _util.assert)(!!this.missing, name + ' not found, and no catch-all block handler was registered');\n                var func = this.missing;\n                var handled = func(name, params, hash, template, inverse, builder);\n                (0, _util.assert)(!!handled, name + ' not found, and the catch-all block handler didn\\'t handle it');\n            } else {\n                var _func = this.funcs[index];\n                _func(params, hash, template, inverse, builder);\n            }\n        };\n\n        return Blocks;\n    }();\n    var BLOCKS = new Blocks();\n    var Inlines = function () {\n        function Inlines() {\n            _classCallCheck$18(this, Inlines);\n\n            this.names = (0, _util.dict)();\n            this.funcs = [];\n        }\n\n        Inlines.prototype.add = function add(name, func) {\n            this.funcs.push(func);\n            this.names[name] = this.funcs.length - 1;\n        };\n\n        Inlines.prototype.addMissing = function addMissing(func) {\n            this.missing = func;\n        };\n\n        Inlines.prototype.compile = function compile(sexp, builder) {\n            var value = sexp[1];\n            // TODO: Fix this so that expression macros can return\n            // things like components, so that {{component foo}}\n            // is the same as {{(component foo)}}\n            if (!Array.isArray(value)) return ['expr', value];\n            var name = void 0;\n            var params = void 0;\n            var hash = void 0;\n            if (value[0] === Ops$3.Helper) {\n                name = value[1];\n                params = value[2];\n                hash = value[3];\n            } else if (value[0] === Ops$3.Unknown) {\n                name = value[1];\n                params = hash = null;\n            } else {\n                return ['expr', value];\n            }\n            var index = this.names[name];\n            if (index === undefined && this.missing) {\n                var func = this.missing;\n                var returned = func(name, params, hash, builder);\n                return returned === false ? ['expr', value] : returned;\n            } else if (index !== undefined) {\n                var _func2 = this.funcs[index];\n                var _returned = _func2(name, params, hash, builder);\n                return _returned === false ? ['expr', value] : _returned;\n            } else {\n                return ['expr', value];\n            }\n        };\n\n        return Inlines;\n    }();\n    var INLINES = new Inlines();\n    populateBuiltins(BLOCKS, INLINES);\n    function populateBuiltins() {\n        var blocks = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Blocks();\n        var inlines = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : new Inlines();\n\n        blocks.add('if', function (params, _hash, template, inverse, builder) {\n            //        PutArgs\n            //        Test(Environment)\n            //        Enter(BEGIN, END)\n            // BEGIN: Noop\n            //        JumpUnless(ELSE)\n            //        Evaluate(default)\n            //        Jump(END)\n            // ELSE:  Noop\n            //        Evalulate(inverse)\n            // END:   Noop\n            //        Exit\n            if (!params || params.length !== 1) {\n                throw new Error('SYNTAX ERROR: #if requires a single argument');\n            }\n            builder.startLabels();\n            builder.pushFrame();\n            builder.returnTo('END');\n            expr(params[0], builder);\n            builder.test('environment');\n            builder.enter(1);\n            builder.jumpUnless('ELSE');\n            builder.invokeStatic(template);\n            if (inverse) {\n                builder.jump('EXIT');\n                builder.label('ELSE');\n                builder.invokeStatic(inverse);\n                builder.label('EXIT');\n                builder.exit();\n                builder.return();\n            } else {\n                builder.label('ELSE');\n                builder.exit();\n                builder.return();\n            }\n            builder.label('END');\n            builder.popFrame();\n            builder.stopLabels();\n        });\n        blocks.add('unless', function (params, _hash, template, inverse, builder) {\n            //        PutArgs\n            //        Test(Environment)\n            //        Enter(BEGIN, END)\n            // BEGIN: Noop\n            //        JumpUnless(ELSE)\n            //        Evaluate(default)\n            //        Jump(END)\n            // ELSE:  Noop\n            //        Evalulate(inverse)\n            // END:   Noop\n            //        Exit\n            if (!params || params.length !== 1) {\n                throw new Error('SYNTAX ERROR: #unless requires a single argument');\n            }\n            builder.startLabels();\n            builder.pushFrame();\n            builder.returnTo('END');\n            expr(params[0], builder);\n            builder.test('environment');\n            builder.enter(1);\n            builder.jumpIf('ELSE');\n            builder.invokeStatic(template);\n            if (inverse) {\n                builder.jump('EXIT');\n                builder.label('ELSE');\n                builder.invokeStatic(inverse);\n                builder.label('EXIT');\n                builder.exit();\n                builder.return();\n            } else {\n                builder.label('ELSE');\n                builder.exit();\n                builder.return();\n            }\n            builder.label('END');\n            builder.popFrame();\n            builder.stopLabels();\n        });\n        blocks.add('with', function (params, _hash, template, inverse, builder) {\n            //        PutArgs\n            //        Test(Environment)\n            //        Enter(BEGIN, END)\n            // BEGIN: Noop\n            //        JumpUnless(ELSE)\n            //        Evaluate(default)\n            //        Jump(END)\n            // ELSE:  Noop\n            //        Evalulate(inverse)\n            // END:   Noop\n            //        Exit\n            if (!params || params.length !== 1) {\n                throw new Error('SYNTAX ERROR: #with requires a single argument');\n            }\n            builder.startLabels();\n            builder.pushFrame();\n            builder.returnTo('END');\n            expr(params[0], builder);\n            builder.dup();\n            builder.test('environment');\n            builder.enter(2);\n            builder.jumpUnless('ELSE');\n            builder.invokeStatic(template, 1);\n            if (inverse) {\n                builder.jump('EXIT');\n                builder.label('ELSE');\n                builder.invokeStatic(inverse);\n                builder.label('EXIT');\n                builder.exit();\n                builder.return();\n            } else {\n                builder.label('ELSE');\n                builder.exit();\n                builder.return();\n            }\n            builder.label('END');\n            builder.popFrame();\n            builder.stopLabels();\n        });\n        blocks.add('each', function (params, hash, template, inverse, builder) {\n            //         Enter(BEGIN, END)\n            // BEGIN:  Noop\n            //         PutArgs\n            //         PutIterable\n            //         JumpUnless(ELSE)\n            //         EnterList(BEGIN2, END2)\n            // ITER:   Noop\n            //         NextIter(BREAK)\n            // BEGIN2: Noop\n            //         PushChildScope\n            //         Evaluate(default)\n            //         PopScope\n            // END2:   Noop\n            //         Exit\n            //         Jump(ITER)\n            // BREAK:  Noop\n            //         ExitList\n            //         Jump(END)\n            // ELSE:   Noop\n            //         Evalulate(inverse)\n            // END:    Noop\n            //         Exit\n            builder.startLabels();\n            builder.pushFrame();\n            builder.returnTo('END');\n            if (hash && hash[0][0] === 'key') {\n                expr(hash[1][0], builder);\n            } else {\n                builder.primitive(null);\n            }\n            expr(params[0], builder);\n            builder.enter(2);\n            builder.putIterator();\n            builder.jumpUnless('ELSE');\n            builder.pushFrame();\n            builder.returnTo('ITER');\n            builder.dup(Register.fp, 1);\n            builder.enterList('BODY');\n            builder.label('ITER');\n            builder.iterate('BREAK');\n            builder.label('BODY');\n            builder.invokeStatic(template, 2);\n            builder.pop(2);\n            builder.exit();\n            builder.return();\n            builder.label('BREAK');\n            builder.exitList();\n            builder.popFrame();\n            if (inverse) {\n                builder.jump('EXIT');\n                builder.label('ELSE');\n                builder.invokeStatic(inverse);\n                builder.label('EXIT');\n                builder.exit();\n                builder.return();\n            } else {\n                builder.label('ELSE');\n                builder.exit();\n                builder.return();\n            }\n            builder.label('END');\n            builder.popFrame();\n            builder.stopLabels();\n        });\n        blocks.add('-in-element', function (params, hash, template, _inverse, builder) {\n            if (!params || params.length !== 1) {\n                throw new Error('SYNTAX ERROR: #-in-element requires a single argument');\n            }\n            builder.startLabels();\n            builder.pushFrame();\n            builder.returnTo('END');\n            if (hash && hash[0].length) {\n                var keys = hash[0],\n                    values = hash[1];\n\n                if (keys.length === 1 && keys[0] === 'nextSibling') {\n                    expr(values[0], builder);\n                } else {\n                    throw new Error('SYNTAX ERROR: #-in-element does not take a `' + keys[0] + '` option');\n                }\n            } else {\n                expr(null, builder);\n            }\n            expr(params[0], builder);\n            builder.dup();\n            builder.test('simple');\n            builder.enter(3);\n            builder.jumpUnless('ELSE');\n            builder.pushRemoteElement();\n            builder.invokeStatic(template);\n            builder.popRemoteElement();\n            builder.label('ELSE');\n            builder.exit();\n            builder.return();\n            builder.label('END');\n            builder.popFrame();\n            builder.stopLabels();\n        });\n        blocks.add('-with-dynamic-vars', function (_params, hash, template, _inverse, builder) {\n            if (hash) {\n                var names = hash[0],\n                    expressions = hash[1];\n\n                compileList(expressions, builder);\n                builder.pushDynamicScope();\n                builder.bindDynamicScope(names);\n                builder.invokeStatic(template);\n                builder.popDynamicScope();\n            } else {\n                builder.invokeStatic(template);\n            }\n        });\n        return { blocks: blocks, inlines: inlines };\n    }\n    function compileStatement(statement, builder) {\n        STATEMENTS.compile(statement, builder);\n    }\n    function compileStatements(statements, meta, env) {\n        var b = new OpcodeBuilder(env, meta);\n        for (var i = 0; i < statements.length; i++) {\n            compileStatement(statements[i], b);\n        }\n        return b;\n    }\n\n    function _classCallCheck$16(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var CompilableTemplate = function () {\n        function CompilableTemplate(statements, symbolTable) {\n            _classCallCheck$16(this, CompilableTemplate);\n\n            this.statements = statements;\n            this.symbolTable = symbolTable;\n            this.compiledStatic = null;\n            this.compiledDynamic = null;\n        }\n\n        CompilableTemplate.prototype.compileStatic = function compileStatic(env) {\n            var compiledStatic = this.compiledStatic;\n\n            if (!compiledStatic) {\n                var builder = compileStatements(this.statements, this.symbolTable.meta, env);\n                builder.finalize();\n                var handle = builder.start;\n                compiledStatic = this.compiledStatic = new CompiledStaticTemplate(handle);\n            }\n            return compiledStatic;\n        };\n\n        CompilableTemplate.prototype.compileDynamic = function compileDynamic(env) {\n            var compiledDynamic = this.compiledDynamic;\n\n            if (!compiledDynamic) {\n                var staticBlock = this.compileStatic(env);\n                compiledDynamic = new CompiledDynamicTemplate(staticBlock.handle, this.symbolTable);\n            }\n            return compiledDynamic;\n        };\n\n        return CompilableTemplate;\n    }();\n\n    function _classCallCheck$15(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var Ops$1 = _wireFormat.Ops;\n\n    var Scanner = function () {\n        function Scanner(block, env) {\n            _classCallCheck$15(this, Scanner);\n\n            this.block = block;\n            this.env = env;\n        }\n\n        Scanner.prototype.scanEntryPoint = function scanEntryPoint(meta) {\n            var block = this.block;\n            var statements = block.statements,\n                symbols = block.symbols,\n                hasEval = block.hasEval;\n\n            return new CompilableTemplate(statements, { meta: meta, symbols: symbols, hasEval: hasEval });\n        };\n\n        Scanner.prototype.scanBlock = function scanBlock(meta) {\n            var block = this.block;\n            var statements = block.statements;\n\n            return new CompilableTemplate(statements, { meta: meta, parameters: _util.EMPTY_ARRAY });\n        };\n\n        Scanner.prototype.scanLayout = function scanLayout(meta, attrs, componentName) {\n            var block = this.block;\n            var statements = block.statements,\n                symbols = block.symbols,\n                hasEval = block.hasEval;\n\n            var symbolTable = { meta: meta, hasEval: hasEval, symbols: symbols };\n            var newStatements = [];\n            var toplevel = void 0;\n            var inTopLevel = false;\n            for (var i = 0; i < statements.length; i++) {\n                var statement = statements[i];\n                if (_wireFormat.Statements.isComponent(statement)) {\n                    var tagName = statement[1];\n                    if (!this.env.hasComponentDefinition(tagName, meta.templateMeta)) {\n                        if (toplevel !== undefined) {\n                            newStatements.push([Ops$1.OpenElement, tagName]);\n                        } else {\n                            toplevel = tagName;\n                            decorateTopLevelElement(tagName, symbols, attrs, newStatements);\n                        }\n                        addFallback(statement, newStatements);\n                    } else {\n                        if (toplevel === undefined && tagName === componentName) {\n                            toplevel = tagName;\n                            decorateTopLevelElement(tagName, symbols, attrs, newStatements);\n                            addFallback(statement, newStatements);\n                        } else {\n                            newStatements.push(statement);\n                        }\n                    }\n                } else {\n                    if (toplevel === undefined && _wireFormat.Statements.isOpenElement(statement)) {\n                        toplevel = statement[1];\n                        inTopLevel = true;\n                        decorateTopLevelElement(toplevel, symbols, attrs, newStatements);\n                    } else {\n                        if (inTopLevel) {\n                            if (_wireFormat.Statements.isFlushElement(statement)) {\n                                inTopLevel = false;\n                            } else if (_wireFormat.Statements.isModifier(statement)) {\n                                throw Error('Found modifier \"' + statement[1] + '\" on the top-level element of \"' + componentName + '\". Modifiers cannot be on the top-level element');\n                            }\n                        }\n                        newStatements.push(statement);\n                    }\n                }\n            }\n            newStatements.push([Ops$1.ClientSideStatement, Ops$2.DidRenderLayout]);\n            return new CompilableTemplate(newStatements, symbolTable);\n        };\n\n        return Scanner;\n    }();\n\n    function addFallback(statement, buffer) {\n        var attrs = statement[2],\n            block = statement[4];\n\n        for (var i = 0; i < attrs.length; i++) {\n            buffer.push(attrs[i]);\n        }\n        buffer.push([Ops$1.FlushElement]);\n        if (block) {\n            var statements = block.statements;\n\n            for (var _i = 0; _i < statements.length; _i++) {\n                buffer.push(statements[_i]);\n            }\n        }\n        buffer.push([Ops$1.CloseElement]);\n    }\n    function decorateTopLevelElement(tagName, symbols, attrs, buffer) {\n        var attrsSymbol = symbols.push(ATTRS_BLOCK);\n        buffer.push([Ops$1.ClientSideStatement, Ops$2.OpenComponentElement, tagName]);\n        buffer.push([Ops$1.ClientSideStatement, Ops$2.DidCreateElement]);\n        buffer.push([Ops$1.Yield, attrsSymbol, _util.EMPTY_ARRAY]);\n        buffer.push.apply(buffer, attrs);\n    }\n\n    function _classCallCheck$24(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var Constants = function () {\n        function Constants() {\n            _classCallCheck$24(this, Constants);\n\n            // `0` means NULL\n            this.references = [];\n            this.strings = [];\n            this.expressions = [];\n            this.floats = [];\n            this.arrays = [];\n            this.blocks = [];\n            this.functions = [];\n            this.others = [];\n        }\n\n        Constants.prototype.getReference = function getReference(value) {\n            return this.references[value - 1];\n        };\n\n        Constants.prototype.reference = function reference(value) {\n            var index = this.references.length;\n            this.references.push(value);\n            return index + 1;\n        };\n\n        Constants.prototype.getString = function getString(value) {\n            return this.strings[value - 1];\n        };\n\n        Constants.prototype.getFloat = function getFloat(value) {\n            return this.floats[value - 1];\n        };\n\n        Constants.prototype.float = function float(value) {\n            return this.floats.push(value);\n        };\n\n        Constants.prototype.string = function string(value) {\n            var index = this.strings.length;\n            this.strings.push(value);\n            return index + 1;\n        };\n\n        Constants.prototype.getExpression = function getExpression(value) {\n            return this.expressions[value - 1];\n        };\n\n        Constants.prototype.getArray = function getArray(value) {\n            return this.arrays[value - 1];\n        };\n\n        Constants.prototype.getNames = function getNames(value) {\n            var _names = [];\n            var names = this.getArray(value);\n            for (var i = 0; i < names.length; i++) {\n                var n = names[i];\n                _names[i] = this.getString(n);\n            }\n            return _names;\n        };\n\n        Constants.prototype.array = function array(values) {\n            var index = this.arrays.length;\n            this.arrays.push(values);\n            return index + 1;\n        };\n\n        Constants.prototype.getBlock = function getBlock(value) {\n            return this.blocks[value - 1];\n        };\n\n        Constants.prototype.block = function block(_block) {\n            var index = this.blocks.length;\n            this.blocks.push(_block);\n            return index + 1;\n        };\n\n        Constants.prototype.getFunction = function getFunction(value) {\n            return this.functions[value - 1];\n        };\n\n        Constants.prototype.function = function _function(f) {\n            var index = this.functions.length;\n            this.functions.push(f);\n            return index + 1;\n        };\n\n        Constants.prototype.getOther = function getOther(value) {\n            return this.others[value - 1];\n        };\n\n        Constants.prototype.other = function other(_other) {\n            var index = this.others.length;\n            this.others.push(_other);\n            return index + 1;\n        };\n\n        return Constants;\n    }();\n\n    var badProtocols = ['javascript:', 'vbscript:'];\n    var badTags = ['A', 'BODY', 'LINK', 'IMG', 'IFRAME', 'BASE', 'FORM'];\n    var badTagsForDataURI = ['EMBED'];\n    var badAttributes = ['href', 'src', 'background', 'action'];\n    var badAttributesForDataURI = ['src'];\n    function has(array, item) {\n        return array.indexOf(item) !== -1;\n    }\n    function checkURI(tagName, attribute) {\n        return (tagName === null || has(badTags, tagName)) && has(badAttributes, attribute);\n    }\n    function checkDataURI(tagName, attribute) {\n        if (tagName === null) return false;\n        return has(badTagsForDataURI, tagName) && has(badAttributesForDataURI, attribute);\n    }\n    function requiresSanitization(tagName, attribute) {\n        return checkURI(tagName, attribute) || checkDataURI(tagName, attribute);\n    }\n    function sanitizeAttributeValue(env, element, attribute, value) {\n        var tagName = null;\n        if (value === null || value === undefined) {\n            return value;\n        }\n        if (isSafeString(value)) {\n            return value.toHTML();\n        }\n        if (!element) {\n            tagName = null;\n        } else {\n            tagName = element.tagName.toUpperCase();\n        }\n        var str = normalizeTextValue(value);\n        if (checkURI(tagName, attribute)) {\n            var protocol = env.protocolForURL(str);\n            if (has(badProtocols, protocol)) {\n                return 'unsafe:' + str;\n            }\n        }\n        if (checkDataURI(tagName, attribute)) {\n            return 'unsafe:' + str;\n        }\n        return str;\n    }\n\n    /*\n     * @method normalizeProperty\n     * @param element {HTMLElement}\n     * @param slotName {String}\n     * @returns {Object} { name, type }\n     */\n    function normalizeProperty(element, slotName) {\n        var type = void 0,\n            normalized = void 0;\n        if (slotName in element) {\n            normalized = slotName;\n            type = 'prop';\n        } else {\n            var lower = slotName.toLowerCase();\n            if (lower in element) {\n                type = 'prop';\n                normalized = lower;\n            } else {\n                type = 'attr';\n                normalized = slotName;\n            }\n        }\n        if (type === 'prop' && (normalized.toLowerCase() === 'style' || preferAttr(element.tagName, normalized))) {\n            type = 'attr';\n        }\n        return { normalized: normalized, type: type };\n    }\n\n    // properties that MUST be set as attributes, due to:\n    // * browser bug\n    // * strange spec outlier\n    var ATTR_OVERRIDES = {\n        // phantomjs < 2.0 lets you set it as a prop but won't reflect it\n        // back to the attribute. button.getAttribute('type') === null\n        BUTTON: { type: true, form: true },\n        INPUT: {\n            // Some version of IE (like IE9) actually throw an exception\n            // if you set input.type = 'something-unknown'\n            type: true,\n            form: true,\n            // Chrome 46.0.2464.0: 'autocorrect' in document.createElement('input') === false\n            // Safari 8.0.7: 'autocorrect' in document.createElement('input') === false\n            // Mobile Safari (iOS 8.4 simulator): 'autocorrect' in document.createElement('input') === true\n            autocorrect: true,\n            // Chrome 54.0.2840.98: 'list' in document.createElement('input') === true\n            // Safari 9.1.3: 'list' in document.createElement('input') === false\n            list: true\n        },\n        // element.form is actually a legitimate readOnly property, that is to be\n        // mutated, but must be mutated by setAttribute...\n        SELECT: { form: true },\n        OPTION: { form: true },\n        TEXTAREA: { form: true },\n        LABEL: { form: true },\n        FIELDSET: { form: true },\n        LEGEND: { form: true },\n        OBJECT: { form: true }\n    };\n    function preferAttr(tagName, propName) {\n        var tag = ATTR_OVERRIDES[tagName.toUpperCase()];\n        return tag && tag[propName.toLowerCase()] || false;\n    }\n\n    function _defaults$12(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck$27(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn$12(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$12(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$12(subClass, superClass);\n    }\n\n    var innerHTMLWrapper = {\n        colgroup: { depth: 2, before: '<table><colgroup>', after: '</colgroup></table>' },\n        table: { depth: 1, before: '<table>', after: '</table>' },\n        tbody: { depth: 2, before: '<table><tbody>', after: '</tbody></table>' },\n        tfoot: { depth: 2, before: '<table><tfoot>', after: '</tfoot></table>' },\n        thead: { depth: 2, before: '<table><thead>', after: '</thead></table>' },\n        tr: { depth: 3, before: '<table><tbody><tr>', after: '</tr></tbody></table>' }\n    };\n    // Patch:    innerHTML Fix\n    // Browsers: IE9\n    // Reason:   IE9 don't allow us to set innerHTML on col, colgroup, frameset,\n    //           html, style, table, tbody, tfoot, thead, title, tr.\n    // Fix:      Wrap the innerHTML we are about to set in its parents, apply the\n    //           wrapped innerHTML on a div, then move the unwrapped nodes into the\n    //           target position.\n    function domChanges(document, DOMChangesClass) {\n        if (!document) return DOMChangesClass;\n        if (!shouldApplyFix(document)) {\n            return DOMChangesClass;\n        }\n        var div = document.createElement('div');\n        return function (_DOMChangesClass) {\n            _inherits$12(DOMChangesWithInnerHTMLFix, _DOMChangesClass);\n\n            function DOMChangesWithInnerHTMLFix() {\n                _classCallCheck$27(this, DOMChangesWithInnerHTMLFix);\n\n                return _possibleConstructorReturn$12(this, _DOMChangesClass.apply(this, arguments));\n            }\n\n            DOMChangesWithInnerHTMLFix.prototype.insertHTMLBefore = function insertHTMLBefore$$1(parent, nextSibling, html) {\n                if (html === null || html === '') {\n                    return _DOMChangesClass.prototype.insertHTMLBefore.call(this, parent, nextSibling, html);\n                }\n                var parentTag = parent.tagName.toLowerCase();\n                var wrapper = innerHTMLWrapper[parentTag];\n                if (wrapper === undefined) {\n                    return _DOMChangesClass.prototype.insertHTMLBefore.call(this, parent, nextSibling, html);\n                }\n                return fixInnerHTML(parent, wrapper, div, html, nextSibling);\n            };\n\n            return DOMChangesWithInnerHTMLFix;\n        }(DOMChangesClass);\n    }\n    function treeConstruction(document, DOMTreeConstructionClass) {\n        if (!document) return DOMTreeConstructionClass;\n        if (!shouldApplyFix(document)) {\n            return DOMTreeConstructionClass;\n        }\n        var div = document.createElement('div');\n        return function (_DOMTreeConstructionC) {\n            _inherits$12(DOMTreeConstructionWithInnerHTMLFix, _DOMTreeConstructionC);\n\n            function DOMTreeConstructionWithInnerHTMLFix() {\n                _classCallCheck$27(this, DOMTreeConstructionWithInnerHTMLFix);\n\n                return _possibleConstructorReturn$12(this, _DOMTreeConstructionC.apply(this, arguments));\n            }\n\n            DOMTreeConstructionWithInnerHTMLFix.prototype.insertHTMLBefore = function insertHTMLBefore$$1(parent, referenceNode, html) {\n                if (html === null || html === '') {\n                    return _DOMTreeConstructionC.prototype.insertHTMLBefore.call(this, parent, referenceNode, html);\n                }\n                var parentTag = parent.tagName.toLowerCase();\n                var wrapper = innerHTMLWrapper[parentTag];\n                if (wrapper === undefined) {\n                    return _DOMTreeConstructionC.prototype.insertHTMLBefore.call(this, parent, referenceNode, html);\n                }\n                return fixInnerHTML(parent, wrapper, div, html, referenceNode);\n            };\n\n            return DOMTreeConstructionWithInnerHTMLFix;\n        }(DOMTreeConstructionClass);\n    }\n    function fixInnerHTML(parent, wrapper, div, html, reference) {\n        var wrappedHtml = wrapper.before + html + wrapper.after;\n        div.innerHTML = wrappedHtml;\n        var parentNode = div;\n        for (var i = 0; i < wrapper.depth; i++) {\n            parentNode = parentNode.childNodes[0];\n        }\n\n        var _moveNodesBefore = moveNodesBefore(parentNode, parent, reference),\n            first = _moveNodesBefore[0],\n            last = _moveNodesBefore[1];\n\n        return new ConcreteBounds(parent, first, last);\n    }\n    function shouldApplyFix(document) {\n        var table = document.createElement('table');\n        try {\n            table.innerHTML = '<tbody></tbody>';\n        } catch (e) {} finally {\n            if (table.childNodes.length !== 0) {\n                // It worked as expected, no fix required\n                return false;\n            }\n        }\n        return true;\n    }\n\n    function _defaults$13(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck$28(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn$13(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$13(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$13(subClass, superClass);\n    }\n\n    var SVG_NAMESPACE$1 = 'http://www.w3.org/2000/svg';\n    // Patch:    insertAdjacentHTML on SVG Fix\n    // Browsers: Safari, IE, Edge, Firefox ~33-34\n    // Reason:   insertAdjacentHTML does not exist on SVG elements in Safari. It is\n    //           present but throws an exception on IE and Edge. Old versions of\n    //           Firefox create nodes in the incorrect namespace.\n    // Fix:      Since IE and Edge silently fail to create SVG nodes using\n    //           innerHTML, and because Firefox may create nodes in the incorrect\n    //           namespace using innerHTML on SVG elements, an HTML-string wrapping\n    //           approach is used. A pre/post SVG tag is added to the string, then\n    //           that whole string is added to a div. The created nodes are plucked\n    //           out and applied to the target location on DOM.\n    function domChanges$1(document, DOMChangesClass, svgNamespace) {\n        if (!document) return DOMChangesClass;\n        if (!shouldApplyFix$1(document, svgNamespace)) {\n            return DOMChangesClass;\n        }\n        var div = document.createElement('div');\n        return function (_DOMChangesClass) {\n            _inherits$13(DOMChangesWithSVGInnerHTMLFix, _DOMChangesClass);\n\n            function DOMChangesWithSVGInnerHTMLFix() {\n                _classCallCheck$28(this, DOMChangesWithSVGInnerHTMLFix);\n\n                return _possibleConstructorReturn$13(this, _DOMChangesClass.apply(this, arguments));\n            }\n\n            DOMChangesWithSVGInnerHTMLFix.prototype.insertHTMLBefore = function insertHTMLBefore$$1(parent, nextSibling, html) {\n                if (html === null || html === '') {\n                    return _DOMChangesClass.prototype.insertHTMLBefore.call(this, parent, nextSibling, html);\n                }\n                if (parent.namespaceURI !== svgNamespace) {\n                    return _DOMChangesClass.prototype.insertHTMLBefore.call(this, parent, nextSibling, html);\n                }\n                return fixSVG(parent, div, html, nextSibling);\n            };\n\n            return DOMChangesWithSVGInnerHTMLFix;\n        }(DOMChangesClass);\n    }\n    function treeConstruction$1(document, TreeConstructionClass, svgNamespace) {\n        if (!document) return TreeConstructionClass;\n        if (!shouldApplyFix$1(document, svgNamespace)) {\n            return TreeConstructionClass;\n        }\n        var div = document.createElement('div');\n        return function (_TreeConstructionClas) {\n            _inherits$13(TreeConstructionWithSVGInnerHTMLFix, _TreeConstructionClas);\n\n            function TreeConstructionWithSVGInnerHTMLFix() {\n                _classCallCheck$28(this, TreeConstructionWithSVGInnerHTMLFix);\n\n                return _possibleConstructorReturn$13(this, _TreeConstructionClas.apply(this, arguments));\n            }\n\n            TreeConstructionWithSVGInnerHTMLFix.prototype.insertHTMLBefore = function insertHTMLBefore$$1(parent, reference, html) {\n                if (html === null || html === '') {\n                    return _TreeConstructionClas.prototype.insertHTMLBefore.call(this, parent, reference, html);\n                }\n                if (parent.namespaceURI !== svgNamespace) {\n                    return _TreeConstructionClas.prototype.insertHTMLBefore.call(this, parent, reference, html);\n                }\n                return fixSVG(parent, div, html, reference);\n            };\n\n            return TreeConstructionWithSVGInnerHTMLFix;\n        }(TreeConstructionClass);\n    }\n    function fixSVG(parent, div, html, reference) {\n        // IE, Edge: also do not correctly support using `innerHTML` on SVG\n        // namespaced elements. So here a wrapper is used.\n        var wrappedHtml = '<svg>' + html + '</svg>';\n        div.innerHTML = wrappedHtml;\n\n        var _moveNodesBefore = moveNodesBefore(div.firstChild, parent, reference),\n            first = _moveNodesBefore[0],\n            last = _moveNodesBefore[1];\n\n        return new ConcreteBounds(parent, first, last);\n    }\n    function shouldApplyFix$1(document, svgNamespace) {\n        var svg = document.createElementNS(svgNamespace, 'svg');\n        try {\n            svg['insertAdjacentHTML']('beforeend', '<circle></circle>');\n        } catch (e) {\n            // IE, Edge: Will throw, insertAdjacentHTML is unsupported on SVG\n            // Safari: Will throw, insertAdjacentHTML is not present on SVG\n        } finally {\n            // FF: Old versions will create a node in the wrong namespace\n            if (svg.childNodes.length === 1 && svg.firstChild.namespaceURI === SVG_NAMESPACE$1) {\n                // The test worked as expected, no fix required\n                return false;\n            }\n            return true;\n        }\n    }\n\n    function _defaults$14(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _classCallCheck$29(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn$14(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$14(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$14(subClass, superClass);\n    }\n\n    // Patch:    Adjacent text node merging fix\n    // Browsers: IE, Edge, Firefox w/o inspector open\n    // Reason:   These browsers will merge adjacent text nodes. For exmaple given\n    //           <div>Hello</div> with div.insertAdjacentHTML(' world') browsers\n    //           with proper behavior will populate div.childNodes with two items.\n    //           These browsers will populate it with one merged node instead.\n    // Fix:      Add these nodes to a wrapper element, then iterate the childNodes\n    //           of that wrapper and move the nodes to their target location. Note\n    //           that potential SVG bugs will have been handled before this fix.\n    //           Note that this fix must only apply to the previous text node, as\n    //           the base implementation of `insertHTMLBefore` already handles\n    //           following text nodes correctly.\n    function domChanges$2(document, DOMChangesClass) {\n        if (!document) return DOMChangesClass;\n        if (!shouldApplyFix$2(document)) {\n            return DOMChangesClass;\n        }\n        return function (_DOMChangesClass) {\n            _inherits$14(DOMChangesWithTextNodeMergingFix, _DOMChangesClass);\n\n            function DOMChangesWithTextNodeMergingFix(document) {\n                _classCallCheck$29(this, DOMChangesWithTextNodeMergingFix);\n\n                var _this = _possibleConstructorReturn$14(this, _DOMChangesClass.call(this, document));\n\n                _this.uselessComment = document.createComment('');\n                return _this;\n            }\n\n            DOMChangesWithTextNodeMergingFix.prototype.insertHTMLBefore = function insertHTMLBefore(parent, nextSibling, html) {\n                if (html === null) {\n                    return _DOMChangesClass.prototype.insertHTMLBefore.call(this, parent, nextSibling, html);\n                }\n                var didSetUselessComment = false;\n                var nextPrevious = nextSibling ? nextSibling.previousSibling : parent.lastChild;\n                if (nextPrevious && nextPrevious instanceof Text) {\n                    didSetUselessComment = true;\n                    parent.insertBefore(this.uselessComment, nextSibling);\n                }\n                var bounds = _DOMChangesClass.prototype.insertHTMLBefore.call(this, parent, nextSibling, html);\n                if (didSetUselessComment) {\n                    parent.removeChild(this.uselessComment);\n                }\n                return bounds;\n            };\n\n            return DOMChangesWithTextNodeMergingFix;\n        }(DOMChangesClass);\n    }\n    function treeConstruction$2(document, TreeConstructionClass) {\n        if (!document) return TreeConstructionClass;\n        if (!shouldApplyFix$2(document)) {\n            return TreeConstructionClass;\n        }\n        return function (_TreeConstructionClas) {\n            _inherits$14(TreeConstructionWithTextNodeMergingFix, _TreeConstructionClas);\n\n            function TreeConstructionWithTextNodeMergingFix(document) {\n                _classCallCheck$29(this, TreeConstructionWithTextNodeMergingFix);\n\n                var _this2 = _possibleConstructorReturn$14(this, _TreeConstructionClas.call(this, document));\n\n                _this2.uselessComment = _this2.createComment('');\n                return _this2;\n            }\n\n            TreeConstructionWithTextNodeMergingFix.prototype.insertHTMLBefore = function insertHTMLBefore(parent, reference, html) {\n                if (html === null) {\n                    return _TreeConstructionClas.prototype.insertHTMLBefore.call(this, parent, reference, html);\n                }\n                var didSetUselessComment = false;\n                var nextPrevious = reference ? reference.previousSibling : parent.lastChild;\n                if (nextPrevious && nextPrevious instanceof Text) {\n                    didSetUselessComment = true;\n                    parent.insertBefore(this.uselessComment, reference);\n                }\n                var bounds = _TreeConstructionClas.prototype.insertHTMLBefore.call(this, parent, reference, html);\n                if (didSetUselessComment) {\n                    parent.removeChild(this.uselessComment);\n                }\n                return bounds;\n            };\n\n            return TreeConstructionWithTextNodeMergingFix;\n        }(TreeConstructionClass);\n    }\n    function shouldApplyFix$2(document) {\n        var mergingTextDiv = document.createElement('div');\n        mergingTextDiv.innerHTML = 'first';\n        mergingTextDiv.insertAdjacentHTML('beforeend', 'second');\n        if (mergingTextDiv.childNodes.length === 2) {\n            // It worked as expected, no fix required\n            return false;\n        }\n        return true;\n    }\n\n    function _defaults$11(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn$11(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$11(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$11(subClass, superClass);\n    }\n\n    function _classCallCheck$26(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var SVG_NAMESPACE$$1 = 'http://www.w3.org/2000/svg';\n    // http://www.w3.org/TR/html/syntax.html#html-integration-point\n    var SVG_INTEGRATION_POINTS = { foreignObject: 1, desc: 1, title: 1 };\n    // http://www.w3.org/TR/html/syntax.html#adjust-svg-attributes\n    // TODO: Adjust SVG attributes\n    // http://www.w3.org/TR/html/syntax.html#parsing-main-inforeign\n    // TODO: Adjust SVG elements\n    // http://www.w3.org/TR/html/syntax.html#parsing-main-inforeign\n    var BLACKLIST_TABLE = Object.create(null);\n    [\"b\", \"big\", \"blockquote\", \"body\", \"br\", \"center\", \"code\", \"dd\", \"div\", \"dl\", \"dt\", \"em\", \"embed\", \"h1\", \"h2\", \"h3\", \"h4\", \"h5\", \"h6\", \"head\", \"hr\", \"i\", \"img\", \"li\", \"listing\", \"main\", \"meta\", \"nobr\", \"ol\", \"p\", \"pre\", \"ruby\", \"s\", \"small\", \"span\", \"strong\", \"strike\", \"sub\", \"sup\", \"table\", \"tt\", \"u\", \"ul\", \"var\"].forEach(function (tag) {\n        return BLACKLIST_TABLE[tag] = 1;\n    });\n    var WHITESPACE = /[\\t-\\r \\xA0\\u1680\\u180E\\u2000-\\u200A\\u2028\\u2029\\u202F\\u205F\\u3000\\uFEFF]/;\n    var doc = typeof document === 'undefined' ? null : document;\n    function isWhitespace(string) {\n        return WHITESPACE.test(string);\n    }\n    function moveNodesBefore(source, target, nextSibling) {\n        var first = source.firstChild;\n        var last = null;\n        var current = first;\n        while (current) {\n            last = current;\n            current = current.nextSibling;\n            target.insertBefore(last, nextSibling);\n        }\n        return [first, last];\n    }\n    var DOMOperations = function () {\n        function DOMOperations(document) {\n            _classCallCheck$26(this, DOMOperations);\n\n            this.document = document;\n            this.setupUselessElement();\n        }\n        // split into seperate method so that NodeDOMTreeConstruction\n        // can override it.\n\n\n        DOMOperations.prototype.setupUselessElement = function setupUselessElement() {\n            this.uselessElement = this.document.createElement('div');\n        };\n\n        DOMOperations.prototype.createElement = function createElement(tag, context) {\n            var isElementInSVGNamespace = void 0,\n                isHTMLIntegrationPoint = void 0;\n            if (context) {\n                isElementInSVGNamespace = context.namespaceURI === SVG_NAMESPACE$$1 || tag === 'svg';\n                isHTMLIntegrationPoint = SVG_INTEGRATION_POINTS[context.tagName];\n            } else {\n                isElementInSVGNamespace = tag === 'svg';\n                isHTMLIntegrationPoint = false;\n            }\n            if (isElementInSVGNamespace && !isHTMLIntegrationPoint) {\n                // FIXME: This does not properly handle <font> with color, face, or\n                // size attributes, which is also disallowed by the spec. We should fix\n                // this.\n                if (BLACKLIST_TABLE[tag]) {\n                    throw new Error('Cannot create a ' + tag + ' inside an SVG context');\n                }\n                return this.document.createElementNS(SVG_NAMESPACE$$1, tag);\n            } else {\n                return this.document.createElement(tag);\n            }\n        };\n\n        DOMOperations.prototype.insertBefore = function insertBefore(parent, node, reference) {\n            parent.insertBefore(node, reference);\n        };\n\n        DOMOperations.prototype.insertHTMLBefore = function insertHTMLBefore(_parent, nextSibling, html) {\n            return _insertHTMLBefore(this.uselessElement, _parent, nextSibling, html);\n        };\n\n        DOMOperations.prototype.createTextNode = function createTextNode(text) {\n            return this.document.createTextNode(text);\n        };\n\n        DOMOperations.prototype.createComment = function createComment(data) {\n            return this.document.createComment(data);\n        };\n\n        return DOMOperations;\n    }();\n    var DOM;\n    (function (DOM) {\n        var TreeConstruction = function (_DOMOperations) {\n            _inherits$11(TreeConstruction, _DOMOperations);\n\n            function TreeConstruction() {\n                _classCallCheck$26(this, TreeConstruction);\n\n                return _possibleConstructorReturn$11(this, _DOMOperations.apply(this, arguments));\n            }\n\n            TreeConstruction.prototype.createElementNS = function createElementNS(namespace, tag) {\n                return this.document.createElementNS(namespace, tag);\n            };\n\n            TreeConstruction.prototype.setAttribute = function setAttribute(element, name, value, namespace) {\n                if (namespace) {\n                    element.setAttributeNS(namespace, name, value);\n                } else {\n                    element.setAttribute(name, value);\n                }\n            };\n\n            return TreeConstruction;\n        }(DOMOperations);\n\n        DOM.TreeConstruction = TreeConstruction;\n        var appliedTreeContruction = TreeConstruction;\n        appliedTreeContruction = treeConstruction$2(doc, appliedTreeContruction);\n        appliedTreeContruction = treeConstruction(doc, appliedTreeContruction);\n        appliedTreeContruction = treeConstruction$1(doc, appliedTreeContruction, SVG_NAMESPACE$$1);\n        DOM.DOMTreeConstruction = appliedTreeContruction;\n    })(DOM || (DOM = {}));\n    var DOMChanges = function (_DOMOperations2) {\n        _inherits$11(DOMChanges, _DOMOperations2);\n\n        function DOMChanges(document) {\n            _classCallCheck$26(this, DOMChanges);\n\n            var _this2 = _possibleConstructorReturn$11(this, _DOMOperations2.call(this, document));\n\n            _this2.document = document;\n            _this2.namespace = null;\n            return _this2;\n        }\n\n        DOMChanges.prototype.setAttribute = function setAttribute(element, name, value) {\n            element.setAttribute(name, value);\n        };\n\n        DOMChanges.prototype.setAttributeNS = function setAttributeNS(element, namespace, name, value) {\n            element.setAttributeNS(namespace, name, value);\n        };\n\n        DOMChanges.prototype.removeAttribute = function removeAttribute(element, name) {\n            element.removeAttribute(name);\n        };\n\n        DOMChanges.prototype.removeAttributeNS = function removeAttributeNS(element, namespace, name) {\n            element.removeAttributeNS(namespace, name);\n        };\n\n        DOMChanges.prototype.insertNodeBefore = function insertNodeBefore(parent, node, reference) {\n            if (isDocumentFragment(node)) {\n                var firstChild = node.firstChild,\n                    lastChild = node.lastChild;\n\n                this.insertBefore(parent, node, reference);\n                return new ConcreteBounds(parent, firstChild, lastChild);\n            } else {\n                this.insertBefore(parent, node, reference);\n                return new SingleNodeBounds(parent, node);\n            }\n        };\n\n        DOMChanges.prototype.insertTextBefore = function insertTextBefore(parent, nextSibling, text) {\n            var textNode = this.createTextNode(text);\n            this.insertBefore(parent, textNode, nextSibling);\n            return textNode;\n        };\n\n        DOMChanges.prototype.insertBefore = function insertBefore(element, node, reference) {\n            element.insertBefore(node, reference);\n        };\n\n        DOMChanges.prototype.insertAfter = function insertAfter(element, node, reference) {\n            this.insertBefore(element, node, reference.nextSibling);\n        };\n\n        return DOMChanges;\n    }(DOMOperations);\n    function _insertHTMLBefore(_useless, _parent, _nextSibling, html) {\n        // TypeScript vendored an old version of the DOM spec where `insertAdjacentHTML`\n        // only exists on `HTMLElement` but not on `Element`. We actually work with the\n        // newer version of the DOM API here (and monkey-patch this method in `./compat`\n        // when we detect older browsers). This is a hack to work around this limitation.\n        var parent = _parent;\n        var useless = _useless;\n        var nextSibling = _nextSibling;\n        var prev = nextSibling ? nextSibling.previousSibling : parent.lastChild;\n        var last = void 0;\n        if (html === null || html === '') {\n            return new ConcreteBounds(parent, null, null);\n        }\n        if (nextSibling === null) {\n            parent.insertAdjacentHTML('beforeend', html);\n            last = parent.lastChild;\n        } else if (nextSibling instanceof HTMLElement) {\n            nextSibling.insertAdjacentHTML('beforebegin', html);\n            last = nextSibling.previousSibling;\n        } else {\n            // Non-element nodes do not support insertAdjacentHTML, so add an\n            // element and call it on that element. Then remove the element.\n            //\n            // This also protects Edge, IE and Firefox w/o the inspector open\n            // from merging adjacent text nodes. See ./compat/text-node-merging-fix.ts\n            parent.insertBefore(useless, nextSibling);\n            useless.insertAdjacentHTML('beforebegin', html);\n            last = useless.previousSibling;\n            parent.removeChild(useless);\n        }\n        var first = prev ? prev.nextSibling : parent.firstChild;\n        return new ConcreteBounds(parent, first, last);\n    }\n    function isDocumentFragment(node) {\n        return node.nodeType === Node.DOCUMENT_FRAGMENT_NODE;\n    }\n    var helper = DOMChanges;\n    helper = domChanges$2(doc, helper);\n    helper = domChanges(doc, helper);\n    helper = domChanges$1(doc, helper, SVG_NAMESPACE$$1);\n    var helper$1 = helper;\n    var DOMTreeConstruction = DOM.DOMTreeConstruction;\n\n    function _defaults$10(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    function _possibleConstructorReturn$10(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$10(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$10(subClass, superClass);\n    }\n\n    function _classCallCheck$25(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function defaultManagers(element, attr, _isTrusting, _namespace) {\n        var tagName = element.tagName;\n        var isSVG = element.namespaceURI === SVG_NAMESPACE$$1;\n        if (isSVG) {\n            return defaultAttributeManagers(tagName, attr);\n        }\n\n        var _normalizeProperty = normalizeProperty(element, attr),\n            type = _normalizeProperty.type,\n            normalized = _normalizeProperty.normalized;\n\n        if (type === 'attr') {\n            return defaultAttributeManagers(tagName, normalized);\n        } else {\n            return defaultPropertyManagers(tagName, normalized);\n        }\n    }\n    function defaultPropertyManagers(tagName, attr) {\n        if (requiresSanitization(tagName, attr)) {\n            return new SafePropertyManager(attr);\n        }\n        if (isUserInputValue(tagName, attr)) {\n            return INPUT_VALUE_PROPERTY_MANAGER;\n        }\n        if (isOptionSelected(tagName, attr)) {\n            return OPTION_SELECTED_MANAGER;\n        }\n        return new PropertyManager(attr);\n    }\n    function defaultAttributeManagers(tagName, attr) {\n        if (requiresSanitization(tagName, attr)) {\n            return new SafeAttributeManager(attr);\n        }\n        return new AttributeManager(attr);\n    }\n    function readDOMAttr(element, attr) {\n        var isSVG = element.namespaceURI === SVG_NAMESPACE$$1;\n\n        var _normalizeProperty2 = normalizeProperty(element, attr),\n            type = _normalizeProperty2.type,\n            normalized = _normalizeProperty2.normalized;\n\n        if (isSVG) {\n            return element.getAttribute(normalized);\n        }\n        if (type === 'attr') {\n            return element.getAttribute(normalized);\n        }\n        {\n            return element[normalized];\n        }\n    }\n\n    var AttributeManager = function () {\n        function AttributeManager(attr) {\n            _classCallCheck$25(this, AttributeManager);\n\n            this.attr = attr;\n        }\n\n        AttributeManager.prototype.setAttribute = function setAttribute(env, element, value, namespace) {\n            var dom = env.getAppendOperations();\n            var normalizedValue = normalizeAttributeValue(value);\n            if (!isAttrRemovalValue(normalizedValue)) {\n                dom.setAttribute(element, this.attr, normalizedValue, namespace);\n            }\n        };\n\n        AttributeManager.prototype.updateAttribute = function updateAttribute(env, element, value, namespace) {\n            if (value === null || value === undefined || value === false) {\n                if (namespace) {\n                    env.getDOM().removeAttributeNS(element, namespace, this.attr);\n                } else {\n                    env.getDOM().removeAttribute(element, this.attr);\n                }\n            } else {\n                this.setAttribute(env, element, value);\n            }\n        };\n\n        return AttributeManager;\n    }();\n\n    var PropertyManager = function (_AttributeManager) {\n        _inherits$10(PropertyManager, _AttributeManager);\n\n        function PropertyManager() {\n            _classCallCheck$25(this, PropertyManager);\n\n            return _possibleConstructorReturn$10(this, _AttributeManager.apply(this, arguments));\n        }\n\n        PropertyManager.prototype.setAttribute = function setAttribute(_env, element, value, _namespace) {\n            if (!isAttrRemovalValue(value)) {\n                element[this.attr] = value;\n            }\n        };\n\n        PropertyManager.prototype.removeAttribute = function removeAttribute(env, element, namespace) {\n            // TODO this sucks but to preserve properties first and to meet current\n            // semantics we must do this.\n            var attr = this.attr;\n\n            if (namespace) {\n                env.getDOM().removeAttributeNS(element, namespace, attr);\n            } else {\n                env.getDOM().removeAttribute(element, attr);\n            }\n        };\n\n        PropertyManager.prototype.updateAttribute = function updateAttribute(env, element, value, namespace) {\n            // ensure the property is always updated\n            element[this.attr] = value;\n            if (isAttrRemovalValue(value)) {\n                this.removeAttribute(env, element, namespace);\n            }\n        };\n\n        return PropertyManager;\n    }(AttributeManager);\n\n    function normalizeAttributeValue(value) {\n        if (value === false || value === undefined || value === null) {\n            return null;\n        }\n        if (value === true) {\n            return '';\n        }\n        // onclick function etc in SSR\n        if (typeof value === 'function') {\n            return null;\n        }\n        return String(value);\n    }\n    function isAttrRemovalValue(value) {\n        return value === null || value === undefined;\n    }\n\n    var SafePropertyManager = function (_PropertyManager) {\n        _inherits$10(SafePropertyManager, _PropertyManager);\n\n        function SafePropertyManager() {\n            _classCallCheck$25(this, SafePropertyManager);\n\n            return _possibleConstructorReturn$10(this, _PropertyManager.apply(this, arguments));\n        }\n\n        SafePropertyManager.prototype.setAttribute = function setAttribute(env, element, value) {\n            _PropertyManager.prototype.setAttribute.call(this, env, element, sanitizeAttributeValue(env, element, this.attr, value));\n        };\n\n        SafePropertyManager.prototype.updateAttribute = function updateAttribute(env, element, value) {\n            _PropertyManager.prototype.updateAttribute.call(this, env, element, sanitizeAttributeValue(env, element, this.attr, value));\n        };\n\n        return SafePropertyManager;\n    }(PropertyManager);\n\n    function isUserInputValue(tagName, attribute) {\n        return (tagName === 'INPUT' || tagName === 'TEXTAREA') && attribute === 'value';\n    }\n\n    var InputValuePropertyManager = function (_AttributeManager2) {\n        _inherits$10(InputValuePropertyManager, _AttributeManager2);\n\n        function InputValuePropertyManager() {\n            _classCallCheck$25(this, InputValuePropertyManager);\n\n            return _possibleConstructorReturn$10(this, _AttributeManager2.apply(this, arguments));\n        }\n\n        InputValuePropertyManager.prototype.setAttribute = function setAttribute(_env, element, value) {\n            var input = element;\n            input.value = normalizeTextValue(value);\n        };\n\n        InputValuePropertyManager.prototype.updateAttribute = function updateAttribute(_env, element, value) {\n            var input = element;\n            var currentValue = input.value;\n            var normalizedValue = normalizeTextValue(value);\n            if (currentValue !== normalizedValue) {\n                input.value = normalizedValue;\n            }\n        };\n\n        return InputValuePropertyManager;\n    }(AttributeManager);\n\n    var INPUT_VALUE_PROPERTY_MANAGER = new InputValuePropertyManager('value');\n    function isOptionSelected(tagName, attribute) {\n        return tagName === 'OPTION' && attribute === 'selected';\n    }\n\n    var OptionSelectedManager = function (_PropertyManager2) {\n        _inherits$10(OptionSelectedManager, _PropertyManager2);\n\n        function OptionSelectedManager() {\n            _classCallCheck$25(this, OptionSelectedManager);\n\n            return _possibleConstructorReturn$10(this, _PropertyManager2.apply(this, arguments));\n        }\n\n        OptionSelectedManager.prototype.setAttribute = function setAttribute(_env, element, value) {\n            if (value !== null && value !== undefined && value !== false) {\n                var option = element;\n                option.selected = true;\n            }\n        };\n\n        OptionSelectedManager.prototype.updateAttribute = function updateAttribute(_env, element, value) {\n            var option = element;\n            if (value) {\n                option.selected = true;\n            } else {\n                option.selected = false;\n            }\n        };\n\n        return OptionSelectedManager;\n    }(PropertyManager);\n\n    var OPTION_SELECTED_MANAGER = new OptionSelectedManager('selected');\n\n    var SafeAttributeManager = function (_AttributeManager3) {\n        _inherits$10(SafeAttributeManager, _AttributeManager3);\n\n        function SafeAttributeManager() {\n            _classCallCheck$25(this, SafeAttributeManager);\n\n            return _possibleConstructorReturn$10(this, _AttributeManager3.apply(this, arguments));\n        }\n\n        SafeAttributeManager.prototype.setAttribute = function setAttribute(env, element, value) {\n            _AttributeManager3.prototype.setAttribute.call(this, env, element, sanitizeAttributeValue(env, element, this.attr, value));\n        };\n\n        SafeAttributeManager.prototype.updateAttribute = function updateAttribute(env, element, value, _namespace) {\n            _AttributeManager3.prototype.updateAttribute.call(this, env, element, sanitizeAttributeValue(env, element, this.attr, value));\n        };\n\n        return SafeAttributeManager;\n    }(AttributeManager);\n\n    var _createClass$4 = function () {\n        function defineProperties(target, props) {\n            for (var i = 0; i < props.length; i++) {\n                var descriptor = props[i];descriptor.enumerable = descriptor.enumerable || false;descriptor.configurable = true;if (\"value\" in descriptor) descriptor.writable = true;Object.defineProperty(target, descriptor.key, descriptor);\n            }\n        }return function (Constructor, protoProps, staticProps) {\n            if (protoProps) defineProperties(Constructor.prototype, protoProps);if (staticProps) defineProperties(Constructor, staticProps);return Constructor;\n        };\n    }();\n\n    function _classCallCheck$23(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var Scope = function () {\n        function Scope(\n        // the 0th slot is `self`\n        slots, callerScope,\n        // named arguments and blocks passed to a layout that uses eval\n        evalScope,\n        // locals in scope when the partial was invoked\n        partialMap) {\n            _classCallCheck$23(this, Scope);\n\n            this.slots = slots;\n            this.callerScope = callerScope;\n            this.evalScope = evalScope;\n            this.partialMap = partialMap;\n        }\n\n        Scope.root = function root(self) {\n            var size = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n\n            var refs = new Array(size + 1);\n            for (var i = 0; i <= size; i++) {\n                refs[i] = UNDEFINED_REFERENCE;\n            }\n            return new Scope(refs, null, null, null).init({ self: self });\n        };\n\n        Scope.sized = function sized() {\n            var size = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n\n            var refs = new Array(size + 1);\n            for (var i = 0; i <= size; i++) {\n                refs[i] = UNDEFINED_REFERENCE;\n            }\n            return new Scope(refs, null, null, null);\n        };\n\n        Scope.prototype.init = function init(_ref) {\n            var self = _ref.self;\n\n            this.slots[0] = self;\n            return this;\n        };\n\n        Scope.prototype.getSelf = function getSelf() {\n            return this.get(0);\n        };\n\n        Scope.prototype.getSymbol = function getSymbol(symbol) {\n            return this.get(symbol);\n        };\n\n        Scope.prototype.getBlock = function getBlock(symbol) {\n            return this.get(symbol);\n        };\n\n        Scope.prototype.getEvalScope = function getEvalScope() {\n            return this.evalScope;\n        };\n\n        Scope.prototype.getPartialMap = function getPartialMap() {\n            return this.partialMap;\n        };\n\n        Scope.prototype.bind = function bind(symbol, value) {\n            this.set(symbol, value);\n        };\n\n        Scope.prototype.bindSelf = function bindSelf(self) {\n            this.set(0, self);\n        };\n\n        Scope.prototype.bindSymbol = function bindSymbol(symbol, value) {\n            this.set(symbol, value);\n        };\n\n        Scope.prototype.bindBlock = function bindBlock(symbol, value) {\n            this.set(symbol, value);\n        };\n\n        Scope.prototype.bindEvalScope = function bindEvalScope(map$$1) {\n            this.evalScope = map$$1;\n        };\n\n        Scope.prototype.bindPartialMap = function bindPartialMap(map$$1) {\n            this.partialMap = map$$1;\n        };\n\n        Scope.prototype.bindCallerScope = function bindCallerScope(scope) {\n            this.callerScope = scope;\n        };\n\n        Scope.prototype.getCallerScope = function getCallerScope() {\n            return this.callerScope;\n        };\n\n        Scope.prototype.child = function child() {\n            return new Scope(this.slots.slice(), this.callerScope, this.evalScope, this.partialMap);\n        };\n\n        Scope.prototype.get = function get(index) {\n            if (index >= this.slots.length) {\n                throw new RangeError('BUG: cannot get $' + index + ' from scope; length=' + this.slots.length);\n            }\n            return this.slots[index];\n        };\n\n        Scope.prototype.set = function set(index, value) {\n            if (index >= this.slots.length) {\n                throw new RangeError('BUG: cannot get $' + index + ' from scope; length=' + this.slots.length);\n            }\n            this.slots[index] = value;\n        };\n\n        return Scope;\n    }();\n\n    var Transaction = function () {\n        function Transaction() {\n            _classCallCheck$23(this, Transaction);\n\n            this.scheduledInstallManagers = [];\n            this.scheduledInstallModifiers = [];\n            this.scheduledUpdateModifierManagers = [];\n            this.scheduledUpdateModifiers = [];\n            this.createdComponents = [];\n            this.createdManagers = [];\n            this.updatedComponents = [];\n            this.updatedManagers = [];\n            this.destructors = [];\n        }\n\n        Transaction.prototype.didCreate = function didCreate(component, manager) {\n            this.createdComponents.push(component);\n            this.createdManagers.push(manager);\n        };\n\n        Transaction.prototype.didUpdate = function didUpdate(component, manager) {\n            this.updatedComponents.push(component);\n            this.updatedManagers.push(manager);\n        };\n\n        Transaction.prototype.scheduleInstallModifier = function scheduleInstallModifier(modifier, manager) {\n            this.scheduledInstallManagers.push(manager);\n            this.scheduledInstallModifiers.push(modifier);\n        };\n\n        Transaction.prototype.scheduleUpdateModifier = function scheduleUpdateModifier(modifier, manager) {\n            this.scheduledUpdateModifierManagers.push(manager);\n            this.scheduledUpdateModifiers.push(modifier);\n        };\n\n        Transaction.prototype.didDestroy = function didDestroy(d) {\n            this.destructors.push(d);\n        };\n\n        Transaction.prototype.commit = function commit() {\n            var createdComponents = this.createdComponents,\n                createdManagers = this.createdManagers;\n\n            for (var i = 0; i < createdComponents.length; i++) {\n                var component = createdComponents[i];\n                var manager = createdManagers[i];\n                manager.didCreate(component);\n            }\n            var updatedComponents = this.updatedComponents,\n                updatedManagers = this.updatedManagers;\n\n            for (var _i = 0; _i < updatedComponents.length; _i++) {\n                var _component = updatedComponents[_i];\n                var _manager = updatedManagers[_i];\n                _manager.didUpdate(_component);\n            }\n            var destructors = this.destructors;\n\n            for (var _i2 = 0; _i2 < destructors.length; _i2++) {\n                destructors[_i2].destroy();\n            }\n            var scheduledInstallManagers = this.scheduledInstallManagers,\n                scheduledInstallModifiers = this.scheduledInstallModifiers;\n\n            for (var _i3 = 0; _i3 < scheduledInstallManagers.length; _i3++) {\n                var _manager2 = scheduledInstallManagers[_i3];\n                var modifier = scheduledInstallModifiers[_i3];\n                _manager2.install(modifier);\n            }\n            var scheduledUpdateModifierManagers = this.scheduledUpdateModifierManagers,\n                scheduledUpdateModifiers = this.scheduledUpdateModifiers;\n\n            for (var _i4 = 0; _i4 < scheduledUpdateModifierManagers.length; _i4++) {\n                var _manager3 = scheduledUpdateModifierManagers[_i4];\n                var _modifier = scheduledUpdateModifiers[_i4];\n                _manager3.update(_modifier);\n            }\n        };\n\n        return Transaction;\n    }();\n\n    var Opcode = function () {\n        function Opcode(heap) {\n            _classCallCheck$23(this, Opcode);\n\n            this.heap = heap;\n            this.offset = 0;\n        }\n\n        _createClass$4(Opcode, [{\n            key: 'type',\n            get: function () {\n                return this.heap.getbyaddr(this.offset);\n            }\n        }, {\n            key: 'op1',\n            get: function () {\n                return this.heap.getbyaddr(this.offset + 1);\n            }\n        }, {\n            key: 'op2',\n            get: function () {\n                return this.heap.getbyaddr(this.offset + 2);\n            }\n        }, {\n            key: 'op3',\n            get: function () {\n                return this.heap.getbyaddr(this.offset + 3);\n            }\n        }]);\n\n        return Opcode;\n    }();\n    var TableSlotState;\n    (function (TableSlotState) {\n        TableSlotState[TableSlotState[\"Allocated\"] = 0] = \"Allocated\";\n        TableSlotState[TableSlotState[\"Freed\"] = 1] = \"Freed\";\n        TableSlotState[TableSlotState[\"Purged\"] = 2] = \"Purged\";\n        TableSlotState[TableSlotState[\"Pointer\"] = 3] = \"Pointer\";\n    })(TableSlotState || (TableSlotState = {}));\n    var Heap = function () {\n        function Heap() {\n            _classCallCheck$23(this, Heap);\n\n            this.heap = [];\n            this.offset = 0;\n            this.handle = 0;\n            /**\n             * layout:\n             *\n             * - pointer into heap\n             * - size\n             * - freed (0 or 1)\n             */\n            this.table = [];\n        }\n\n        Heap.prototype.push = function push(item) {\n            this.heap[this.offset++] = item;\n        };\n\n        Heap.prototype.getbyaddr = function getbyaddr(address) {\n            return this.heap[address];\n        };\n\n        Heap.prototype.setbyaddr = function setbyaddr(address, value) {\n            this.heap[address] = value;\n        };\n\n        Heap.prototype.malloc = function malloc() {\n            this.table.push(this.offset, 0, 0);\n            var handle = this.handle;\n            this.handle += 3;\n            return handle;\n        };\n\n        Heap.prototype.finishMalloc = function finishMalloc(handle) {\n            var start = this.table[handle];\n            var finish = this.offset;\n            this.table[handle + 1] = finish - start;\n        };\n\n        Heap.prototype.size = function size() {\n            return this.offset;\n        };\n        // It is illegal to close over this address, as compaction\n        // may move it. However, it is legal to use this address\n        // multiple times between compactions.\n\n\n        Heap.prototype.getaddr = function getaddr(handle) {\n            return this.table[handle];\n        };\n\n        Heap.prototype.gethandle = function gethandle(address) {\n            this.table.push(address, 0, TableSlotState.Pointer);\n            var handle = this.handle;\n            this.handle += 3;\n            return handle;\n        };\n\n        Heap.prototype.sizeof = function sizeof(handle) {\n            return -1;\n        };\n\n        Heap.prototype.free = function free(handle) {\n            this.table[handle + 2] = 1;\n        };\n\n        Heap.prototype.compact = function compact() {\n            var compactedSize = 0;\n            var table = this.table,\n                length = this.table.length,\n                heap = this.heap;\n\n            for (var i = 0; i < length; i += 3) {\n                var offset = table[i];\n                var size = table[i + 1];\n                var state = table[i + 2];\n                if (state === TableSlotState.Purged) {\n                    continue;\n                } else if (state === TableSlotState.Freed) {\n                    // transition to \"already freed\"\n                    // a good improvement would be to reuse\n                    // these slots\n                    table[i + 2] = 2;\n                    compactedSize += size;\n                } else if (state === TableSlotState.Allocated) {\n                    for (var j = offset; j <= i + size; j++) {\n                        heap[j - compactedSize] = heap[j];\n                    }\n                    table[i] = offset - compactedSize;\n                } else if (state === TableSlotState.Pointer) {\n                    table[i] = offset - compactedSize;\n                }\n            }\n            this.offset = this.offset - compactedSize;\n        };\n\n        return Heap;\n    }();\n    var Program = function () {\n        function Program() {\n            _classCallCheck$23(this, Program);\n\n            this.heap = new Heap();\n            this._opcode = new Opcode(this.heap);\n            this.constants = new Constants();\n        }\n\n        Program.prototype.opcode = function opcode(offset) {\n            this._opcode.offset = offset;\n            return this._opcode;\n        };\n\n        return Program;\n    }();\n    var Environment = function () {\n        function Environment(_ref2) {\n            var appendOperations = _ref2.appendOperations,\n                updateOperations = _ref2.updateOperations;\n\n            _classCallCheck$23(this, Environment);\n\n            this._macros = null;\n            this._transaction = null;\n            this.program = new Program();\n            this.appendOperations = appendOperations;\n            this.updateOperations = updateOperations;\n        }\n\n        Environment.prototype.toConditionalReference = function toConditionalReference(reference) {\n            return new ConditionalReference(reference);\n        };\n\n        Environment.prototype.getAppendOperations = function getAppendOperations() {\n            return this.appendOperations;\n        };\n\n        Environment.prototype.getDOM = function getDOM() {\n            return this.updateOperations;\n        };\n\n        Environment.prototype.getIdentity = function getIdentity(object) {\n            return (0, _util.ensureGuid)(object) + '';\n        };\n\n        Environment.prototype.begin = function begin() {\n            (0, _util.assert)(!this._transaction, 'a glimmer transaction was begun, but one already exists. You may have a nested transaction');\n            this._transaction = new Transaction();\n        };\n\n        Environment.prototype.didCreate = function didCreate(component, manager) {\n            this.transaction.didCreate(component, manager);\n        };\n\n        Environment.prototype.didUpdate = function didUpdate(component, manager) {\n            this.transaction.didUpdate(component, manager);\n        };\n\n        Environment.prototype.scheduleInstallModifier = function scheduleInstallModifier(modifier, manager) {\n            this.transaction.scheduleInstallModifier(modifier, manager);\n        };\n\n        Environment.prototype.scheduleUpdateModifier = function scheduleUpdateModifier(modifier, manager) {\n            this.transaction.scheduleUpdateModifier(modifier, manager);\n        };\n\n        Environment.prototype.didDestroy = function didDestroy(d) {\n            this.transaction.didDestroy(d);\n        };\n\n        Environment.prototype.commit = function commit() {\n            var transaction = this.transaction;\n            this._transaction = null;\n            transaction.commit();\n        };\n\n        Environment.prototype.attributeFor = function attributeFor(element, attr, isTrusting, namespace) {\n            return defaultManagers(element, attr, isTrusting, namespace === undefined ? null : namespace);\n        };\n\n        Environment.prototype.macros = function macros() {\n            var macros = this._macros;\n            if (!macros) {\n                this._macros = macros = this.populateBuiltins();\n            }\n            return macros;\n        };\n\n        Environment.prototype.populateBuiltins = function populateBuiltins$$1() {\n            return populateBuiltins();\n        };\n\n        _createClass$4(Environment, [{\n            key: 'transaction',\n            get: function () {\n                return this._transaction;\n            }\n        }]);\n\n        return Environment;\n    }();\n\n    function _defaults$15(obj, defaults) {\n        var keys = Object.getOwnPropertyNames(defaults);for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];var value = Object.getOwnPropertyDescriptor(defaults, key);if (value && value.configurable && obj[key] === undefined) {\n                Object.defineProperty(obj, key, value);\n            }\n        }return obj;\n    }\n\n    var _createClass$5 = function () {\n        function defineProperties(target, props) {\n            for (var i = 0; i < props.length; i++) {\n                var descriptor = props[i];descriptor.enumerable = descriptor.enumerable || false;descriptor.configurable = true;if (\"value\" in descriptor) descriptor.writable = true;Object.defineProperty(target, descriptor.key, descriptor);\n            }\n        }return function (Constructor, protoProps, staticProps) {\n            if (protoProps) defineProperties(Constructor.prototype, protoProps);if (staticProps) defineProperties(Constructor, staticProps);return Constructor;\n        };\n    }();\n\n    function _possibleConstructorReturn$15(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits$15(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } });if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : _defaults$15(subClass, superClass);\n    }\n\n    function _classCallCheck$30(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var UpdatingVM = function () {\n        function UpdatingVM(env, _ref) {\n            var _ref$alwaysRevalidate = _ref.alwaysRevalidate,\n                alwaysRevalidate = _ref$alwaysRevalidate === undefined ? false : _ref$alwaysRevalidate;\n\n            _classCallCheck$30(this, UpdatingVM);\n\n            this.frameStack = new _util.Stack();\n            this.env = env;\n            this.constants = env.program.constants;\n            this.dom = env.getDOM();\n            this.alwaysRevalidate = alwaysRevalidate;\n        }\n\n        UpdatingVM.prototype.execute = function execute(opcodes, handler) {\n            var frameStack = this.frameStack;\n\n            this.try(opcodes, handler);\n            while (true) {\n                if (frameStack.isEmpty()) break;\n                var opcode = this.frame.nextStatement();\n                if (opcode === null) {\n                    this.frameStack.pop();\n                    continue;\n                }\n                opcode.evaluate(this);\n            }\n        };\n\n        UpdatingVM.prototype.goto = function goto(op) {\n            this.frame.goto(op);\n        };\n\n        UpdatingVM.prototype.try = function _try(ops, handler) {\n            this.frameStack.push(new UpdatingVMFrame(this, ops, handler));\n        };\n\n        UpdatingVM.prototype.throw = function _throw() {\n            this.frame.handleException();\n            this.frameStack.pop();\n        };\n\n        UpdatingVM.prototype.evaluateOpcode = function evaluateOpcode(opcode) {\n            opcode.evaluate(this);\n        };\n\n        _createClass$5(UpdatingVM, [{\n            key: 'frame',\n            get: function () {\n                return this.frameStack.current;\n            }\n        }]);\n\n        return UpdatingVM;\n    }();\n\n    var BlockOpcode = function (_UpdatingOpcode) {\n        _inherits$15(BlockOpcode, _UpdatingOpcode);\n\n        function BlockOpcode(start, state, bounds$$1, children) {\n            _classCallCheck$30(this, BlockOpcode);\n\n            var _this = _possibleConstructorReturn$15(this, _UpdatingOpcode.call(this));\n\n            _this.start = start;\n            _this.type = \"block\";\n            _this.next = null;\n            _this.prev = null;\n            var env = state.env,\n                scope = state.scope,\n                dynamicScope = state.dynamicScope,\n                stack = state.stack;\n\n            _this.children = children;\n            _this.env = env;\n            _this.scope = scope;\n            _this.dynamicScope = dynamicScope;\n            _this.stack = stack;\n            _this.bounds = bounds$$1;\n            return _this;\n        }\n\n        BlockOpcode.prototype.parentElement = function parentElement() {\n            return this.bounds.parentElement();\n        };\n\n        BlockOpcode.prototype.firstNode = function firstNode() {\n            return this.bounds.firstNode();\n        };\n\n        BlockOpcode.prototype.lastNode = function lastNode() {\n            return this.bounds.lastNode();\n        };\n\n        BlockOpcode.prototype.evaluate = function evaluate(vm) {\n            vm.try(this.children, null);\n        };\n\n        BlockOpcode.prototype.destroy = function destroy() {\n            this.bounds.destroy();\n        };\n\n        BlockOpcode.prototype.didDestroy = function didDestroy() {\n            this.env.didDestroy(this.bounds);\n        };\n\n        BlockOpcode.prototype.toJSON = function toJSON() {\n            var details = (0, _util.dict)();\n            details[\"guid\"] = '' + this._guid;\n            return {\n                guid: this._guid,\n                type: this.type,\n                details: details,\n                children: this.children.toArray().map(function (op) {\n                    return op.toJSON();\n                })\n            };\n        };\n\n        return BlockOpcode;\n    }(UpdatingOpcode);\n    var TryOpcode = function (_BlockOpcode) {\n        _inherits$15(TryOpcode, _BlockOpcode);\n\n        function TryOpcode(start, state, bounds$$1, children) {\n            _classCallCheck$30(this, TryOpcode);\n\n            var _this2 = _possibleConstructorReturn$15(this, _BlockOpcode.call(this, start, state, bounds$$1, children));\n\n            _this2.type = \"try\";\n            _this2.tag = _this2._tag = _reference2.UpdatableTag.create(_reference2.CONSTANT_TAG);\n            return _this2;\n        }\n\n        TryOpcode.prototype.didInitializeChildren = function didInitializeChildren() {\n            this._tag.inner.update((0, _reference2.combineSlice)(this.children));\n        };\n\n        TryOpcode.prototype.evaluate = function evaluate(vm) {\n            vm.try(this.children, this);\n        };\n\n        TryOpcode.prototype.handleException = function handleException() {\n            var _this3 = this;\n\n            var env = this.env,\n                bounds$$1 = this.bounds,\n                children = this.children,\n                scope = this.scope,\n                dynamicScope = this.dynamicScope,\n                start = this.start,\n                stack = this.stack,\n                prev = this.prev,\n                next = this.next;\n\n            children.clear();\n            var elementStack = ElementStack.resume(env, bounds$$1, bounds$$1.reset(env));\n            var vm = new VM(env, scope, dynamicScope, elementStack);\n            var updating = new _util.LinkedList();\n            vm.execute(start, function (vm) {\n                vm.stack = EvaluationStack.restore(stack);\n                vm.updatingOpcodeStack.push(updating);\n                vm.updateWith(_this3);\n                vm.updatingOpcodeStack.push(children);\n            });\n            this.prev = prev;\n            this.next = next;\n        };\n\n        TryOpcode.prototype.toJSON = function toJSON() {\n            var json = _BlockOpcode.prototype.toJSON.call(this);\n            var details = json[\"details\"];\n            if (!details) {\n                details = json[\"details\"] = {};\n            }\n            return _BlockOpcode.prototype.toJSON.call(this);\n        };\n\n        return TryOpcode;\n    }(BlockOpcode);\n\n    var ListRevalidationDelegate = function () {\n        function ListRevalidationDelegate(opcode, marker) {\n            _classCallCheck$30(this, ListRevalidationDelegate);\n\n            this.opcode = opcode;\n            this.marker = marker;\n            this.didInsert = false;\n            this.didDelete = false;\n            this.map = opcode.map;\n            this.updating = opcode['children'];\n        }\n\n        ListRevalidationDelegate.prototype.insert = function insert(key, item, memo, before) {\n            var map$$1 = this.map,\n                opcode = this.opcode,\n                updating = this.updating;\n\n            var nextSibling = null;\n            var reference = null;\n            if (before) {\n                reference = map$$1[before];\n                nextSibling = reference['bounds'].firstNode();\n            } else {\n                nextSibling = this.marker;\n            }\n            var vm = opcode.vmForInsertion(nextSibling);\n            var tryOpcode = null;\n            var start = opcode.start;\n\n            vm.execute(start, function (vm) {\n                map$$1[key] = tryOpcode = vm.iterate(memo, item);\n                vm.updatingOpcodeStack.push(new _util.LinkedList());\n                vm.updateWith(tryOpcode);\n                vm.updatingOpcodeStack.push(tryOpcode.children);\n            });\n            updating.insertBefore(tryOpcode, reference);\n            this.didInsert = true;\n        };\n\n        ListRevalidationDelegate.prototype.retain = function retain(_key, _item, _memo) {};\n\n        ListRevalidationDelegate.prototype.move = function move$$1(key, _item, _memo, before) {\n            var map$$1 = this.map,\n                updating = this.updating;\n\n            var entry = map$$1[key];\n            var reference = map$$1[before] || null;\n            if (before) {\n                move(entry, reference.firstNode());\n            } else {\n                move(entry, this.marker);\n            }\n            updating.remove(entry);\n            updating.insertBefore(entry, reference);\n        };\n\n        ListRevalidationDelegate.prototype.delete = function _delete(key) {\n            var map$$1 = this.map;\n\n            var opcode = map$$1[key];\n            opcode.didDestroy();\n            clear(opcode);\n            this.updating.remove(opcode);\n            delete map$$1[key];\n            this.didDelete = true;\n        };\n\n        ListRevalidationDelegate.prototype.done = function done() {\n            this.opcode.didInitializeChildren(this.didInsert || this.didDelete);\n        };\n\n        return ListRevalidationDelegate;\n    }();\n\n    var ListBlockOpcode = function (_BlockOpcode2) {\n        _inherits$15(ListBlockOpcode, _BlockOpcode2);\n\n        function ListBlockOpcode(start, state, bounds$$1, children, artifacts) {\n            _classCallCheck$30(this, ListBlockOpcode);\n\n            var _this4 = _possibleConstructorReturn$15(this, _BlockOpcode2.call(this, start, state, bounds$$1, children));\n\n            _this4.type = \"list-block\";\n            _this4.map = (0, _util.dict)();\n            _this4.lastIterated = _reference2.INITIAL;\n            _this4.artifacts = artifacts;\n            var _tag = _this4._tag = _reference2.UpdatableTag.create(_reference2.CONSTANT_TAG);\n            _this4.tag = (0, _reference2.combine)([artifacts.tag, _tag]);\n            return _this4;\n        }\n\n        ListBlockOpcode.prototype.didInitializeChildren = function didInitializeChildren() {\n            var listDidChange = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : true;\n\n            this.lastIterated = this.artifacts.tag.value();\n            if (listDidChange) {\n                this._tag.inner.update((0, _reference2.combineSlice)(this.children));\n            }\n        };\n\n        ListBlockOpcode.prototype.evaluate = function evaluate(vm) {\n            var artifacts = this.artifacts,\n                lastIterated = this.lastIterated;\n\n            if (!artifacts.tag.validate(lastIterated)) {\n                var bounds$$1 = this.bounds;\n                var dom = vm.dom;\n\n                var marker = dom.createComment('');\n                dom.insertAfter(bounds$$1.parentElement(), marker, bounds$$1.lastNode());\n                var target = new ListRevalidationDelegate(this, marker);\n                var synchronizer = new _reference2.IteratorSynchronizer({ target: target, artifacts: artifacts });\n                synchronizer.sync();\n                this.parentElement().removeChild(marker);\n            }\n            // Run now-updated updating opcodes\n            _BlockOpcode2.prototype.evaluate.call(this, vm);\n        };\n\n        ListBlockOpcode.prototype.vmForInsertion = function vmForInsertion(nextSibling) {\n            var env = this.env,\n                scope = this.scope,\n                dynamicScope = this.dynamicScope;\n\n            var elementStack = ElementStack.forInitialRender(this.env, this.bounds.parentElement(), nextSibling);\n            return new VM(env, scope, dynamicScope, elementStack);\n        };\n\n        ListBlockOpcode.prototype.toJSON = function toJSON() {\n            var json = _BlockOpcode2.prototype.toJSON.call(this);\n            var map$$1 = this.map;\n            var inner = Object.keys(map$$1).map(function (key) {\n                return JSON.stringify(key) + ': ' + map$$1[key]._guid;\n            }).join(\", \");\n            var details = json[\"details\"];\n            if (!details) {\n                details = json[\"details\"] = {};\n            }\n            details[\"map\"] = '{' + inner + '}';\n            return json;\n        };\n\n        return ListBlockOpcode;\n    }(BlockOpcode);\n\n    var UpdatingVMFrame = function () {\n        function UpdatingVMFrame(vm, ops, exceptionHandler) {\n            _classCallCheck$30(this, UpdatingVMFrame);\n\n            this.vm = vm;\n            this.ops = ops;\n            this.exceptionHandler = exceptionHandler;\n            this.vm = vm;\n            this.ops = ops;\n            this.current = ops.head();\n        }\n\n        UpdatingVMFrame.prototype.goto = function goto(op) {\n            this.current = op;\n        };\n\n        UpdatingVMFrame.prototype.nextStatement = function nextStatement() {\n            var current = this.current,\n                ops = this.ops;\n\n            if (current) this.current = ops.nextNode(current);\n            return current;\n        };\n\n        UpdatingVMFrame.prototype.handleException = function handleException() {\n            if (this.exceptionHandler) {\n                this.exceptionHandler.handleException();\n            }\n        };\n\n        return UpdatingVMFrame;\n    }();\n\n    function _classCallCheck$31(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var RenderResult = function () {\n        function RenderResult(env, updating, bounds$$1) {\n            _classCallCheck$31(this, RenderResult);\n\n            this.env = env;\n            this.updating = updating;\n            this.bounds = bounds$$1;\n        }\n\n        RenderResult.prototype.rerender = function rerender() {\n            var _ref = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : { alwaysRevalidate: false },\n                _ref$alwaysRevalidate = _ref.alwaysRevalidate,\n                alwaysRevalidate = _ref$alwaysRevalidate === undefined ? false : _ref$alwaysRevalidate;\n\n            var env = this.env,\n                updating = this.updating;\n\n            var vm = new UpdatingVM(env, { alwaysRevalidate: alwaysRevalidate });\n            vm.execute(updating, this);\n        };\n\n        RenderResult.prototype.parentElement = function parentElement() {\n            return this.bounds.parentElement();\n        };\n\n        RenderResult.prototype.firstNode = function firstNode() {\n            return this.bounds.firstNode();\n        };\n\n        RenderResult.prototype.lastNode = function lastNode() {\n            return this.bounds.lastNode();\n        };\n\n        RenderResult.prototype.opcodes = function opcodes() {\n            return this.updating;\n        };\n\n        RenderResult.prototype.handleException = function handleException() {\n            throw \"this should never happen\";\n        };\n\n        RenderResult.prototype.destroy = function destroy() {\n            this.bounds.destroy();\n            clear(this.bounds);\n        };\n\n        return RenderResult;\n    }();\n\n    var _createClass$3 = function () {\n        function defineProperties(target, props) {\n            for (var i = 0; i < props.length; i++) {\n                var descriptor = props[i];descriptor.enumerable = descriptor.enumerable || false;descriptor.configurable = true;if (\"value\" in descriptor) descriptor.writable = true;Object.defineProperty(target, descriptor.key, descriptor);\n            }\n        }return function (Constructor, protoProps, staticProps) {\n            if (protoProps) defineProperties(Constructor.prototype, protoProps);if (staticProps) defineProperties(Constructor, staticProps);return Constructor;\n        };\n    }();\n\n    function _classCallCheck$22(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var EvaluationStack = function () {\n        function EvaluationStack(stack, fp, sp) {\n            _classCallCheck$22(this, EvaluationStack);\n\n            this.stack = stack;\n            this.fp = fp;\n            this.sp = sp;\n        }\n\n        EvaluationStack.empty = function empty() {\n            return new this([], 0, -1);\n        };\n\n        EvaluationStack.restore = function restore(snapshot) {\n            return new this(snapshot.slice(), 0, snapshot.length - 1);\n        };\n\n        EvaluationStack.prototype.isEmpty = function isEmpty() {\n            return this.sp === -1;\n        };\n\n        EvaluationStack.prototype.push = function push(value) {\n            this.stack[++this.sp] = value;\n        };\n\n        EvaluationStack.prototype.dup = function dup() {\n            var position = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.sp;\n\n            this.push(this.stack[position]);\n        };\n\n        EvaluationStack.prototype.pop = function pop() {\n            var n = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n\n            var top = this.stack[this.sp];\n            this.sp -= n;\n            return top;\n        };\n\n        EvaluationStack.prototype.peek = function peek() {\n            return this.stack[this.sp];\n        };\n\n        EvaluationStack.prototype.fromBase = function fromBase(offset) {\n            return this.stack[this.fp - offset];\n        };\n\n        EvaluationStack.prototype.fromTop = function fromTop(offset) {\n            return this.stack[this.sp - offset];\n        };\n\n        EvaluationStack.prototype.capture = function capture(items) {\n            var end = this.sp + 1;\n            var start = end - items;\n            return this.stack.slice(start, end);\n        };\n\n        EvaluationStack.prototype.reset = function reset() {\n            this.stack.length = 0;\n        };\n\n        EvaluationStack.prototype.toArray = function toArray() {\n            return this.stack.slice(this.fp, this.sp + 1);\n        };\n\n        return EvaluationStack;\n    }();\n\n    var VM = function () {\n        function VM(env, scope, dynamicScope, elementStack) {\n            _classCallCheck$22(this, VM);\n\n            this.env = env;\n            this.elementStack = elementStack;\n            this.dynamicScopeStack = new _util.Stack();\n            this.scopeStack = new _util.Stack();\n            this.updatingOpcodeStack = new _util.Stack();\n            this.cacheGroups = new _util.Stack();\n            this.listBlockStack = new _util.Stack();\n            this.stack = EvaluationStack.empty();\n            /* Registers */\n            this.pc = -1;\n            this.ra = -1;\n            this.s0 = null;\n            this.s1 = null;\n            this.t0 = null;\n            this.t1 = null;\n            this.env = env;\n            this.heap = env.program.heap;\n            this.constants = env.program.constants;\n            this.elementStack = elementStack;\n            this.scopeStack.push(scope);\n            this.dynamicScopeStack.push(dynamicScope);\n        }\n\n        // Fetch a value from a register onto the stack\n        VM.prototype.fetch = function fetch(register) {\n            this.stack.push(this[Register[register]]);\n        };\n        // Load a value from the stack into a register\n\n\n        VM.prototype.load = function load(register) {\n            this[Register[register]] = this.stack.pop();\n        };\n        // Fetch a value from a register\n\n\n        VM.prototype.fetchValue = function fetchValue(register) {\n            return this[Register[register]];\n        };\n        // Load a value into a register\n\n\n        VM.prototype.loadValue = function loadValue(register, value) {\n            this[Register[register]] = value;\n        };\n        // Start a new frame and save $ra and $fp on the stack\n\n\n        VM.prototype.pushFrame = function pushFrame() {\n            this.stack.push(this.ra);\n            this.stack.push(this.fp);\n            this.fp = this.sp - 1;\n        };\n        // Restore $ra, $sp and $fp\n\n\n        VM.prototype.popFrame = function popFrame() {\n            this.sp = this.fp - 1;\n            this.ra = this.stack.fromBase(0);\n            this.fp = this.stack.fromBase(-1);\n        };\n        // Jump to an address in `program`\n\n\n        VM.prototype.goto = function goto(offset) {\n            this.pc = (0, _util.typePos)(this.pc + offset);\n        };\n        // Save $pc into $ra, then jump to a new address in `program` (jal in MIPS)\n\n\n        VM.prototype.call = function call(handle) {\n            var pc = this.heap.getaddr(handle);\n            this.ra = this.pc;\n            this.pc = pc;\n        };\n        // Put a specific `program` address in $ra\n\n\n        VM.prototype.returnTo = function returnTo(offset) {\n            this.ra = (0, _util.typePos)(this.pc + offset);\n        };\n        // Return to the `program` address stored in $ra\n\n\n        VM.prototype.return = function _return() {\n            this.pc = this.ra;\n        };\n\n        VM.initial = function initial(env, self, dynamicScope, elementStack, program) {\n            var scope = Scope.root(self, program.symbolTable.symbols.length);\n            var vm = new VM(env, scope, dynamicScope, elementStack);\n            vm.pc = vm.heap.getaddr(program.handle);\n            vm.updatingOpcodeStack.push(new _util.LinkedList());\n            return vm;\n        };\n\n        VM.prototype.capture = function capture(args) {\n            return {\n                dynamicScope: this.dynamicScope(),\n                env: this.env,\n                scope: this.scope(),\n                stack: this.stack.capture(args)\n            };\n        };\n\n        VM.prototype.beginCacheGroup = function beginCacheGroup() {\n            this.cacheGroups.push(this.updating().tail());\n        };\n\n        VM.prototype.commitCacheGroup = function commitCacheGroup() {\n            //        JumpIfNotModified(END)\n            //        (head)\n            //        (....)\n            //        (tail)\n            //        DidModify\n            // END:   Noop\n            var END = new LabelOpcode(\"END\");\n            var opcodes = this.updating();\n            var marker = this.cacheGroups.pop();\n            var head = marker ? opcodes.nextNode(marker) : opcodes.head();\n            var tail = opcodes.tail();\n            var tag = (0, _reference2.combineSlice)(new _util.ListSlice(head, tail));\n            var guard = new JumpIfNotModifiedOpcode(tag, END);\n            opcodes.insertBefore(guard, head);\n            opcodes.append(new DidModifyOpcode(guard));\n            opcodes.append(END);\n        };\n\n        VM.prototype.enter = function enter(args) {\n            var updating = new _util.LinkedList();\n            var state = this.capture(args);\n            var tracker = this.elements().pushUpdatableBlock();\n            var tryOpcode = new TryOpcode(this.heap.gethandle(this.pc), state, tracker, updating);\n            this.didEnter(tryOpcode);\n        };\n\n        VM.prototype.iterate = function iterate(memo, value) {\n            var stack = this.stack;\n            stack.push(value);\n            stack.push(memo);\n            var state = this.capture(2);\n            var tracker = this.elements().pushUpdatableBlock();\n            // let ip = this.ip;\n            // this.ip = end + 4;\n            // this.frames.push(ip);\n            return new TryOpcode(this.heap.gethandle(this.pc), state, tracker, new _util.LinkedList());\n        };\n\n        VM.prototype.enterItem = function enterItem(key, opcode) {\n            this.listBlock().map[key] = opcode;\n            this.didEnter(opcode);\n        };\n\n        VM.prototype.enterList = function enterList(relativeStart) {\n            var updating = new _util.LinkedList();\n            var state = this.capture(0);\n            var tracker = this.elements().pushBlockList(updating);\n            var artifacts = this.stack.peek().artifacts;\n            var start = this.heap.gethandle((0, _util.typePos)(this.pc + relativeStart));\n            var opcode = new ListBlockOpcode(start, state, tracker, updating, artifacts);\n            this.listBlockStack.push(opcode);\n            this.didEnter(opcode);\n        };\n\n        VM.prototype.didEnter = function didEnter(opcode) {\n            this.updateWith(opcode);\n            this.updatingOpcodeStack.push(opcode.children);\n        };\n\n        VM.prototype.exit = function exit() {\n            this.elements().popBlock();\n            this.updatingOpcodeStack.pop();\n            var parent = this.updating().tail();\n            parent.didInitializeChildren();\n        };\n\n        VM.prototype.exitList = function exitList() {\n            this.exit();\n            this.listBlockStack.pop();\n        };\n\n        VM.prototype.updateWith = function updateWith(opcode) {\n            this.updating().append(opcode);\n        };\n\n        VM.prototype.listBlock = function listBlock() {\n            return this.listBlockStack.current;\n        };\n\n        VM.prototype.updating = function updating() {\n            return this.updatingOpcodeStack.current;\n        };\n\n        VM.prototype.elements = function elements() {\n            return this.elementStack;\n        };\n\n        VM.prototype.scope = function scope() {\n            return this.scopeStack.current;\n        };\n\n        VM.prototype.dynamicScope = function dynamicScope() {\n            return this.dynamicScopeStack.current;\n        };\n\n        VM.prototype.pushChildScope = function pushChildScope() {\n            this.scopeStack.push(this.scope().child());\n        };\n\n        VM.prototype.pushCallerScope = function pushCallerScope() {\n            var childScope = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;\n\n            var callerScope = this.scope().getCallerScope();\n            this.scopeStack.push(childScope ? callerScope.child() : callerScope);\n        };\n\n        VM.prototype.pushDynamicScope = function pushDynamicScope() {\n            var child = this.dynamicScope().child();\n            this.dynamicScopeStack.push(child);\n            return child;\n        };\n\n        VM.prototype.pushRootScope = function pushRootScope(size, bindCaller) {\n            var scope = Scope.sized(size);\n            if (bindCaller) scope.bindCallerScope(this.scope());\n            this.scopeStack.push(scope);\n            return scope;\n        };\n\n        VM.prototype.popScope = function popScope() {\n            this.scopeStack.pop();\n        };\n\n        VM.prototype.popDynamicScope = function popDynamicScope() {\n            this.dynamicScopeStack.pop();\n        };\n\n        VM.prototype.newDestroyable = function newDestroyable(d) {\n            this.elements().newDestroyable(d);\n        };\n        /// SCOPE HELPERS\n\n\n        VM.prototype.getSelf = function getSelf() {\n            return this.scope().getSelf();\n        };\n\n        VM.prototype.referenceForSymbol = function referenceForSymbol(symbol) {\n            return this.scope().getSymbol(symbol);\n        };\n        /// EXECUTION\n\n\n        VM.prototype.execute = function execute(start, initialize) {\n            this.pc = this.heap.getaddr(start);\n            if (initialize) initialize(this);\n            var result = void 0;\n            while (true) {\n                result = this.next();\n                if (result.done) break;\n            }\n            return result.value;\n        };\n\n        VM.prototype.next = function next() {\n            var env = this.env,\n                updatingOpcodeStack = this.updatingOpcodeStack,\n                elementStack = this.elementStack;\n\n            var opcode = this.nextStatement(env);\n            var result = void 0;\n            if (opcode !== null) {\n                APPEND_OPCODES.evaluate(this, opcode, opcode.type);\n                result = { done: false, value: null };\n            } else {\n                // Unload the stack\n                this.stack.reset();\n                result = {\n                    done: true,\n                    value: new RenderResult(env, updatingOpcodeStack.pop(), elementStack.popBlock())\n                };\n            }\n            return result;\n        };\n\n        VM.prototype.nextStatement = function nextStatement(env) {\n            var pc = this.pc;\n\n            if (pc === -1) {\n                return null;\n            }\n            var program = env.program;\n            this.pc += 4;\n            return program.opcode(pc);\n        };\n\n        VM.prototype.evaluateOpcode = function evaluateOpcode(opcode) {\n            APPEND_OPCODES.evaluate(this, opcode, opcode.type);\n        };\n\n        VM.prototype.bindDynamicScope = function bindDynamicScope(names) {\n            var scope = this.dynamicScope();\n            for (var i = names.length - 1; i >= 0; i--) {\n                var name = this.constants.getString(names[i]);\n                scope.set(name, this.stack.pop());\n            }\n        };\n\n        _createClass$3(VM, [{\n            key: 'fp',\n            get: function () {\n                return this.stack.fp;\n            },\n            set: function (fp) {\n                this.stack.fp = fp;\n            }\n        }, {\n            key: 'sp',\n            get: function () {\n                return this.stack.sp;\n            },\n            set: function (sp) {\n                this.stack.sp = sp;\n            }\n        }]);\n\n        return VM;\n    }();\n\n    function _classCallCheck$14(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var TemplateIterator = function () {\n        function TemplateIterator(vm) {\n            _classCallCheck$14(this, TemplateIterator);\n\n            this.vm = vm;\n        }\n\n        TemplateIterator.prototype.next = function next() {\n            return this.vm.next();\n        };\n\n        return TemplateIterator;\n    }();\n    var clientId = 0;\n    function templateFactory(_ref) {\n        var templateId = _ref.id,\n            meta = _ref.meta,\n            block = _ref.block;\n\n        var parsedBlock = void 0;\n        var id = templateId || 'client-' + clientId++;\n        var create = function (env, envMeta) {\n            var newMeta = envMeta ? (0, _util.assign)({}, envMeta, meta) : meta;\n            if (!parsedBlock) {\n                parsedBlock = JSON.parse(block);\n            }\n            return new ScannableTemplate(id, newMeta, env, parsedBlock);\n        };\n        return { id: id, meta: meta, create: create };\n    }\n\n    var ScannableTemplate = function () {\n        function ScannableTemplate(id, meta, env, rawBlock) {\n            _classCallCheck$14(this, ScannableTemplate);\n\n            this.id = id;\n            this.meta = meta;\n            this.env = env;\n            this.entryPoint = null;\n            this.layout = null;\n            this.partial = null;\n            this.block = null;\n            this.scanner = new Scanner(rawBlock, env);\n            this.symbols = rawBlock.symbols;\n            this.hasEval = rawBlock.hasEval;\n        }\n\n        ScannableTemplate.prototype.render = function render(self, appendTo, dynamicScope) {\n            var env = this.env;\n\n            var elementStack = ElementStack.forInitialRender(env, appendTo, null);\n            var compiled = this.asEntryPoint().compileDynamic(env);\n            var vm = VM.initial(env, self, dynamicScope, elementStack, compiled);\n            return new TemplateIterator(vm);\n        };\n\n        ScannableTemplate.prototype.asEntryPoint = function asEntryPoint() {\n            if (!this.entryPoint) this.entryPoint = this.scanner.scanEntryPoint(this.compilationMeta());\n            return this.entryPoint;\n        };\n\n        ScannableTemplate.prototype.asLayout = function asLayout(componentName, attrs) {\n            if (!this.layout) this.layout = this.scanner.scanLayout(this.compilationMeta(), attrs || _util.EMPTY_ARRAY, componentName);\n            return this.layout;\n        };\n\n        ScannableTemplate.prototype.asPartial = function asPartial() {\n            if (!this.partial) this.partial = this.scanner.scanEntryPoint(this.compilationMeta(true));\n            return this.partial;\n        };\n\n        ScannableTemplate.prototype.asBlock = function asBlock() {\n            if (!this.block) this.block = this.scanner.scanBlock(this.compilationMeta());\n            return this.block;\n        };\n\n        ScannableTemplate.prototype.compilationMeta = function compilationMeta() {\n            var asPartial = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;\n\n            return { templateMeta: this.meta, symbols: this.symbols, asPartial: asPartial };\n        };\n\n        return ScannableTemplate;\n    }();\n\n    function _classCallCheck$32(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var DynamicVarReference = function () {\n        function DynamicVarReference(scope, nameRef) {\n            _classCallCheck$32(this, DynamicVarReference);\n\n            this.scope = scope;\n            this.nameRef = nameRef;\n            var varTag = this.varTag = _reference2.UpdatableTag.create(_reference2.CONSTANT_TAG);\n            this.tag = (0, _reference2.combine)([nameRef.tag, varTag]);\n        }\n\n        DynamicVarReference.prototype.value = function value() {\n            return this.getVar().value();\n        };\n\n        DynamicVarReference.prototype.get = function get(key) {\n            return this.getVar().get(key);\n        };\n\n        DynamicVarReference.prototype.getVar = function getVar() {\n            var name = String(this.nameRef.value());\n            var ref = this.scope.get(name);\n            this.varTag.inner.update(ref.tag);\n            return ref;\n        };\n\n        return DynamicVarReference;\n    }();\n\n    function getDynamicVar(vm, args) {\n        var scope = vm.dynamicScope();\n        var nameRef = args.positional.at(0);\n        return new DynamicVarReference(scope, nameRef);\n    }\n\n    function _classCallCheck$33(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var PartialDefinition = function PartialDefinition(name, // for debugging\n    template) {\n        _classCallCheck$33(this, PartialDefinition);\n\n        this.name = name;\n        this.template = template;\n    };\n\n    var NodeType;\n    (function (NodeType) {\n        NodeType[NodeType[\"Element\"] = 0] = \"Element\";\n        NodeType[NodeType[\"Attribute\"] = 1] = \"Attribute\";\n        NodeType[NodeType[\"Text\"] = 2] = \"Text\";\n        NodeType[NodeType[\"CdataSection\"] = 3] = \"CdataSection\";\n        NodeType[NodeType[\"EntityReference\"] = 4] = \"EntityReference\";\n        NodeType[NodeType[\"Entity\"] = 5] = \"Entity\";\n        NodeType[NodeType[\"ProcessingInstruction\"] = 6] = \"ProcessingInstruction\";\n        NodeType[NodeType[\"Comment\"] = 7] = \"Comment\";\n        NodeType[NodeType[\"Document\"] = 8] = \"Document\";\n        NodeType[NodeType[\"DocumentType\"] = 9] = \"DocumentType\";\n        NodeType[NodeType[\"DocumentFragment\"] = 10] = \"DocumentFragment\";\n        NodeType[NodeType[\"Notation\"] = 11] = \"Notation\";\n    })(NodeType || (NodeType = {}));\n\n    var interfaces = Object.freeze({\n        get NodeType() {\n            return NodeType;\n        }\n    });\n\n    exports.Simple = interfaces;\n    exports.templateFactory = templateFactory;\n    exports.NULL_REFERENCE = NULL_REFERENCE;\n    exports.UNDEFINED_REFERENCE = UNDEFINED_REFERENCE;\n    exports.PrimitiveReference = PrimitiveReference;\n    exports.ConditionalReference = ConditionalReference;\n    exports.OpcodeBuilderDSL = OpcodeBuilder;\n    exports.compileLayout = compileLayout;\n    exports.CompiledStaticTemplate = CompiledStaticTemplate;\n    exports.CompiledDynamicTemplate = CompiledDynamicTemplate;\n    exports.IAttributeManager = AttributeManager;\n    exports.AttributeManager = AttributeManager;\n    exports.PropertyManager = PropertyManager;\n    exports.INPUT_VALUE_PROPERTY_MANAGER = INPUT_VALUE_PROPERTY_MANAGER;\n    exports.defaultManagers = defaultManagers;\n    exports.defaultAttributeManagers = defaultAttributeManagers;\n    exports.defaultPropertyManagers = defaultPropertyManagers;\n    exports.readDOMAttr = readDOMAttr;\n    exports.Register = Register;\n    exports.debugSlice = debugSlice;\n    exports.normalizeTextValue = normalizeTextValue;\n    exports.setDebuggerCallback = setDebuggerCallback;\n    exports.resetDebuggerCallback = resetDebuggerCallback;\n    exports.getDynamicVar = getDynamicVar;\n    exports.BlockMacros = Blocks;\n    exports.InlineMacros = Inlines;\n    exports.compileList = compileList;\n    exports.compileExpression = expr;\n    exports.UpdatingVM = UpdatingVM;\n    exports.RenderResult = RenderResult;\n    exports.isSafeString = isSafeString;\n    exports.Scope = Scope;\n    exports.Environment = Environment;\n    exports.PartialDefinition = PartialDefinition;\n    exports.ComponentDefinition = ComponentDefinition;\n    exports.isComponentDefinition = isComponentDefinition;\n    exports.DOMChanges = helper$1;\n    exports.IDOMChanges = DOMChanges;\n    exports.DOMTreeConstruction = DOMTreeConstruction;\n    exports.isWhitespace = isWhitespace;\n    exports.insertHTMLBefore = _insertHTMLBefore;\n    exports.ElementStack = ElementStack;\n    exports.ConcreteBounds = ConcreteBounds;\n});","enifed('@glimmer/util', ['exports'], function (exports) {\n    'use strict';\n\n    // There is a small whitelist of namespaced attributes specially\n    // enumerated in\n    // https://www.w3.org/TR/html/syntax.html#attributes-0\n    //\n    // > When a foreign element has one of the namespaced attributes given by\n    // > the local name and namespace of the first and second cells of a row\n    // > from the following table, it must be written using the name given by\n    // > the third cell from the same row.\n    //\n    // In all other cases, colons are interpreted as a regular character\n    // with no special meaning:\n    //\n    // > No other namespaced attribute can be expressed in the HTML syntax.\n    var XLINK = 'http://www.w3.org/1999/xlink';\n    var XML = 'http://www.w3.org/XML/1998/namespace';\n    var XMLNS = 'http://www.w3.org/2000/xmlns/';\n    var WHITELIST = {\n        'xlink:actuate': XLINK,\n        'xlink:arcrole': XLINK,\n        'xlink:href': XLINK,\n        'xlink:role': XLINK,\n        'xlink:show': XLINK,\n        'xlink:title': XLINK,\n        'xlink:type': XLINK,\n        'xml:base': XML,\n        'xml:lang': XML,\n        'xml:space': XML,\n        'xmlns': XMLNS,\n        'xmlns:xlink': XMLNS\n    };\n    function getAttrNamespace(attrName) {\n        return WHITELIST[attrName] || null;\n    }\n\n    function unwrap(val) {\n        if (val === null || val === undefined) throw new Error('Expected value to be present');\n        return val;\n    }\n    function expect(val, message) {\n        if (val === null || val === undefined) throw new Error(message);\n        return val;\n    }\n    function unreachable() {\n        return new Error('unreachable');\n    }\n    function typePos(lastOperand) {\n        return lastOperand - 4;\n    }\n\n    // import Logger from './logger';\n    // let alreadyWarned = false;\n    // import Logger from './logger';\n    function debugAssert(test, msg) {\n        // if (!alreadyWarned) {\n        //   alreadyWarned = true;\n        //   Logger.warn(\"Don't leave debug assertions on in public builds\");\n        // }\n        if (!test) {\n            throw new Error(msg || \"assertion failure\");\n        }\n    }\n\n    function _classCallCheck(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var LogLevel;\n    (function (LogLevel) {\n        LogLevel[LogLevel[\"Trace\"] = 0] = \"Trace\";\n        LogLevel[LogLevel[\"Debug\"] = 1] = \"Debug\";\n        LogLevel[LogLevel[\"Warn\"] = 2] = \"Warn\";\n        LogLevel[LogLevel[\"Error\"] = 3] = \"Error\";\n    })(LogLevel || (exports.LogLevel = LogLevel = {}));\n\n    var NullConsole = function () {\n        function NullConsole() {\n            _classCallCheck(this, NullConsole);\n        }\n\n        NullConsole.prototype.log = function log(_message) {};\n\n        NullConsole.prototype.warn = function warn(_message) {};\n\n        NullConsole.prototype.error = function error(_message) {};\n\n        NullConsole.prototype.trace = function trace() {};\n\n        return NullConsole;\n    }();\n\n    var ALWAYS = void 0;\n    var Logger = function () {\n        function Logger(_ref) {\n            var console = _ref.console,\n                level = _ref.level;\n\n            _classCallCheck(this, Logger);\n\n            this.f = ALWAYS;\n            this.force = ALWAYS;\n            this.console = console;\n            this.level = level;\n        }\n\n        Logger.prototype.skipped = function skipped(level) {\n            return level < this.level;\n        };\n\n        Logger.prototype.trace = function trace(message) {\n            var _ref2 = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},\n                _ref2$stackTrace = _ref2.stackTrace,\n                stackTrace = _ref2$stackTrace === undefined ? false : _ref2$stackTrace;\n\n            if (this.skipped(LogLevel.Trace)) return;\n            this.console.log(message);\n            if (stackTrace) this.console.trace();\n        };\n\n        Logger.prototype.debug = function debug(message) {\n            var _ref3 = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},\n                _ref3$stackTrace = _ref3.stackTrace,\n                stackTrace = _ref3$stackTrace === undefined ? false : _ref3$stackTrace;\n\n            if (this.skipped(LogLevel.Debug)) return;\n            this.console.log(message);\n            if (stackTrace) this.console.trace();\n        };\n\n        Logger.prototype.warn = function warn(message) {\n            var _ref4 = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},\n                _ref4$stackTrace = _ref4.stackTrace,\n                stackTrace = _ref4$stackTrace === undefined ? false : _ref4$stackTrace;\n\n            if (this.skipped(LogLevel.Warn)) return;\n            this.console.warn(message);\n            if (stackTrace) this.console.trace();\n        };\n\n        Logger.prototype.error = function error(message) {\n            if (this.skipped(LogLevel.Error)) return;\n            this.console.error(message);\n        };\n\n        return Logger;\n    }();\n    var _console = typeof console === 'undefined' ? new NullConsole() : console;\n    ALWAYS = new Logger({ console: _console, level: LogLevel.Trace });\n    var LOG_LEVEL = LogLevel.Debug;\n    var logger = new Logger({ console: _console, level: LOG_LEVEL });\n\n    var objKeys = Object.keys;\n\n    function assign(obj) {\n        for (var i = 1; i < arguments.length; i++) {\n            var assignment = arguments[i];\n            if (assignment === null || typeof assignment !== 'object') continue;\n            var keys = objKeys(assignment);\n            for (var j = 0; j < keys.length; j++) {\n                var key = keys[j];\n                obj[key] = assignment[key];\n            }\n        }\n        return obj;\n    }\n    function fillNulls(count) {\n        var arr = new Array(count);\n        for (var i = 0; i < count; i++) {\n            arr[i] = null;\n        }\n        return arr;\n    }\n\n    var GUID = 0;\n    function initializeGuid(object) {\n        return object._guid = ++GUID;\n    }\n    function ensureGuid(object) {\n        return object._guid || initializeGuid(object);\n    }\n\n    function _classCallCheck$1(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var proto = Object.create(null, {\n        // without this, we will always still end up with (new\n        // EmptyObject()).constructor === Object\n        constructor: {\n            value: undefined,\n            enumerable: false,\n            writable: true\n        }\n    });\n    function EmptyObject() {}\n    EmptyObject.prototype = proto;\n    function dict() {\n        // let d = Object.create(null);\n        // d.x = 1;\n        // delete d.x;\n        // return d;\n        return new EmptyObject();\n    }\n    var DictSet = function () {\n        function DictSet() {\n            _classCallCheck$1(this, DictSet);\n\n            this.dict = dict();\n        }\n\n        DictSet.prototype.add = function add(obj) {\n            if (typeof obj === 'string') this.dict[obj] = obj;else this.dict[ensureGuid(obj)] = obj;\n            return this;\n        };\n\n        DictSet.prototype.delete = function _delete(obj) {\n            if (typeof obj === 'string') delete this.dict[obj];else if (obj._guid) delete this.dict[obj._guid];\n        };\n\n        DictSet.prototype.forEach = function forEach(callback) {\n            var dict = this.dict;\n\n            var dictKeys = Object.keys(dict);\n            for (var i = 0; dictKeys.length; i++) {\n                callback(dict[dictKeys[i]]);\n            }\n        };\n\n        DictSet.prototype.toArray = function toArray() {\n            return Object.keys(this.dict);\n        };\n\n        return DictSet;\n    }();\n    var Stack = function () {\n        function Stack() {\n            _classCallCheck$1(this, Stack);\n\n            this.stack = [];\n            this.current = null;\n        }\n\n        Stack.prototype.toArray = function toArray() {\n            return this.stack;\n        };\n\n        Stack.prototype.push = function push(item) {\n            this.current = item;\n            this.stack.push(item);\n        };\n\n        Stack.prototype.pop = function pop() {\n            var item = this.stack.pop();\n            var len = this.stack.length;\n            this.current = len === 0 ? null : this.stack[len - 1];\n            return item === undefined ? null : item;\n        };\n\n        Stack.prototype.isEmpty = function isEmpty() {\n            return this.stack.length === 0;\n        };\n\n        return Stack;\n    }();\n\n    function _classCallCheck$2(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var ListNode = function ListNode(value) {\n        _classCallCheck$2(this, ListNode);\n\n        this.next = null;\n        this.prev = null;\n        this.value = value;\n    };\n    var LinkedList = function () {\n        function LinkedList() {\n            _classCallCheck$2(this, LinkedList);\n\n            this.clear();\n        }\n\n        LinkedList.fromSlice = function fromSlice(slice) {\n            var list = new LinkedList();\n            slice.forEachNode(function (n) {\n                return list.append(n.clone());\n            });\n            return list;\n        };\n\n        LinkedList.prototype.head = function head() {\n            return this._head;\n        };\n\n        LinkedList.prototype.tail = function tail() {\n            return this._tail;\n        };\n\n        LinkedList.prototype.clear = function clear() {\n            this._head = this._tail = null;\n        };\n\n        LinkedList.prototype.isEmpty = function isEmpty() {\n            return this._head === null;\n        };\n\n        LinkedList.prototype.toArray = function toArray() {\n            var out = [];\n            this.forEachNode(function (n) {\n                return out.push(n);\n            });\n            return out;\n        };\n\n        LinkedList.prototype.splice = function splice(start, end, reference) {\n            var before = void 0;\n            if (reference === null) {\n                before = this._tail;\n                this._tail = end;\n            } else {\n                before = reference.prev;\n                end.next = reference;\n                reference.prev = end;\n            }\n            if (before) {\n                before.next = start;\n                start.prev = before;\n            }\n        };\n\n        LinkedList.prototype.nextNode = function nextNode(node) {\n            return node.next;\n        };\n\n        LinkedList.prototype.prevNode = function prevNode(node) {\n            return node.prev;\n        };\n\n        LinkedList.prototype.forEachNode = function forEachNode(callback) {\n            var node = this._head;\n            while (node !== null) {\n                callback(node);\n                node = node.next;\n            }\n        };\n\n        LinkedList.prototype.contains = function contains(needle) {\n            var node = this._head;\n            while (node !== null) {\n                if (node === needle) return true;\n                node = node.next;\n            }\n            return false;\n        };\n\n        LinkedList.prototype.insertBefore = function insertBefore(node) {\n            var reference = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null;\n\n            if (reference === null) return this.append(node);\n            if (reference.prev) reference.prev.next = node;else this._head = node;\n            node.prev = reference.prev;\n            node.next = reference;\n            reference.prev = node;\n            return node;\n        };\n\n        LinkedList.prototype.append = function append(node) {\n            var tail = this._tail;\n            if (tail) {\n                tail.next = node;\n                node.prev = tail;\n                node.next = null;\n            } else {\n                this._head = node;\n            }\n            return this._tail = node;\n        };\n\n        LinkedList.prototype.pop = function pop() {\n            if (this._tail) return this.remove(this._tail);\n            return null;\n        };\n\n        LinkedList.prototype.prepend = function prepend(node) {\n            if (this._head) return this.insertBefore(node, this._head);\n            return this._head = this._tail = node;\n        };\n\n        LinkedList.prototype.remove = function remove(node) {\n            if (node.prev) node.prev.next = node.next;else this._head = node.next;\n            if (node.next) node.next.prev = node.prev;else this._tail = node.prev;\n            return node;\n        };\n\n        return LinkedList;\n    }();\n    var ListSlice = function () {\n        function ListSlice(head, tail) {\n            _classCallCheck$2(this, ListSlice);\n\n            this._head = head;\n            this._tail = tail;\n        }\n\n        ListSlice.toList = function toList(slice) {\n            var list = new LinkedList();\n            slice.forEachNode(function (n) {\n                return list.append(n.clone());\n            });\n            return list;\n        };\n\n        ListSlice.prototype.forEachNode = function forEachNode(callback) {\n            var node = this._head;\n            while (node !== null) {\n                callback(node);\n                node = this.nextNode(node);\n            }\n        };\n\n        ListSlice.prototype.contains = function contains(needle) {\n            var node = this._head;\n            while (node !== null) {\n                if (node === needle) return true;\n                node = node.next;\n            }\n            return false;\n        };\n\n        ListSlice.prototype.head = function head() {\n            return this._head;\n        };\n\n        ListSlice.prototype.tail = function tail() {\n            return this._tail;\n        };\n\n        ListSlice.prototype.toArray = function toArray() {\n            var out = [];\n            this.forEachNode(function (n) {\n                return out.push(n);\n            });\n            return out;\n        };\n\n        ListSlice.prototype.nextNode = function nextNode(node) {\n            if (node === this._tail) return null;\n            return node.next;\n        };\n\n        ListSlice.prototype.prevNode = function prevNode(node) {\n            if (node === this._head) return null;\n            return node.prev;\n        };\n\n        ListSlice.prototype.isEmpty = function isEmpty() {\n            return false;\n        };\n\n        return ListSlice;\n    }();\n    var EMPTY_SLICE = new ListSlice(null, null);\n\n    var HAS_NATIVE_WEAKMAP = function () {\n        // detect if `WeakMap` is even present\n        var hasWeakMap = typeof WeakMap === 'function';\n        if (!hasWeakMap) {\n            return false;\n        }\n        var instance = new WeakMap();\n        // use `Object`'s `.toString` directly to prevent us from detecting\n        // polyfills as native weakmaps\n        return Object.prototype.toString.call(instance) === '[object WeakMap]';\n    }();\n\n    var HAS_TYPED_ARRAYS = typeof Uint32Array !== 'undefined';\n    var A = void 0;\n    if (HAS_TYPED_ARRAYS) {\n        A = Uint32Array;\n    } else {\n        A = Array;\n    }\n    var A$1 = A;\n    var EMPTY_ARRAY = HAS_NATIVE_WEAKMAP ? Object.freeze([]) : [];\n\n    exports.getAttrNamespace = getAttrNamespace;\n    exports.assert = debugAssert;\n    exports.LOGGER = logger;\n    exports.Logger = Logger;\n    exports.LogLevel = LogLevel;\n    exports.assign = assign;\n    exports.fillNulls = fillNulls;\n    exports.ensureGuid = ensureGuid;\n    exports.initializeGuid = initializeGuid;\n    exports.Stack = Stack;\n    exports.DictSet = DictSet;\n    exports.dict = dict;\n    exports.EMPTY_SLICE = EMPTY_SLICE;\n    exports.LinkedList = LinkedList;\n    exports.ListNode = ListNode;\n    exports.ListSlice = ListSlice;\n    exports.A = A$1;\n    exports.EMPTY_ARRAY = EMPTY_ARRAY;\n    exports.HAS_NATIVE_WEAKMAP = HAS_NATIVE_WEAKMAP;\n    exports.unwrap = unwrap;\n    exports.expect = expect;\n    exports.unreachable = unreachable;\n    exports.typePos = typePos;\n});","enifed(\"@glimmer/wire-format\", [\"exports\"], function (exports) {\n    \"use strict\";\n\n    var Opcodes;\n    (function (Opcodes) {\n        // Statements\n        Opcodes[Opcodes[\"Text\"] = 0] = \"Text\";\n        Opcodes[Opcodes[\"Append\"] = 1] = \"Append\";\n        Opcodes[Opcodes[\"Comment\"] = 2] = \"Comment\";\n        Opcodes[Opcodes[\"Modifier\"] = 3] = \"Modifier\";\n        Opcodes[Opcodes[\"Block\"] = 4] = \"Block\";\n        Opcodes[Opcodes[\"Component\"] = 5] = \"Component\";\n        Opcodes[Opcodes[\"OpenElement\"] = 6] = \"OpenElement\";\n        Opcodes[Opcodes[\"FlushElement\"] = 7] = \"FlushElement\";\n        Opcodes[Opcodes[\"CloseElement\"] = 8] = \"CloseElement\";\n        Opcodes[Opcodes[\"StaticAttr\"] = 9] = \"StaticAttr\";\n        Opcodes[Opcodes[\"DynamicAttr\"] = 10] = \"DynamicAttr\";\n        Opcodes[Opcodes[\"Yield\"] = 11] = \"Yield\";\n        Opcodes[Opcodes[\"Partial\"] = 12] = \"Partial\";\n        Opcodes[Opcodes[\"DynamicArg\"] = 13] = \"DynamicArg\";\n        Opcodes[Opcodes[\"StaticArg\"] = 14] = \"StaticArg\";\n        Opcodes[Opcodes[\"TrustingAttr\"] = 15] = \"TrustingAttr\";\n        Opcodes[Opcodes[\"Debugger\"] = 16] = \"Debugger\";\n        Opcodes[Opcodes[\"ClientSideStatement\"] = 17] = \"ClientSideStatement\";\n        // Expressions\n        Opcodes[Opcodes[\"Unknown\"] = 18] = \"Unknown\";\n        Opcodes[Opcodes[\"Get\"] = 19] = \"Get\";\n        Opcodes[Opcodes[\"MaybeLocal\"] = 20] = \"MaybeLocal\";\n        Opcodes[Opcodes[\"FixThisBeforeWeMerge\"] = 21] = \"FixThisBeforeWeMerge\";\n        Opcodes[Opcodes[\"HasBlock\"] = 22] = \"HasBlock\";\n        Opcodes[Opcodes[\"HasBlockParams\"] = 23] = \"HasBlockParams\";\n        Opcodes[Opcodes[\"Undefined\"] = 24] = \"Undefined\";\n        Opcodes[Opcodes[\"Helper\"] = 25] = \"Helper\";\n        Opcodes[Opcodes[\"Concat\"] = 26] = \"Concat\";\n        Opcodes[Opcodes[\"ClientSideExpression\"] = 27] = \"ClientSideExpression\";\n    })(Opcodes || (exports.Ops = Opcodes = {}));\n\n    function is(variant) {\n        return function (value) {\n            return Array.isArray(value) && value[0] === variant;\n        };\n    }\n    var Expressions;\n    (function (Expressions) {\n        Expressions.isUnknown = is(Opcodes.Unknown);\n        Expressions.isGet = is(Opcodes.Get);\n        Expressions.isConcat = is(Opcodes.Concat);\n        Expressions.isHelper = is(Opcodes.Helper);\n        Expressions.isHasBlock = is(Opcodes.HasBlock);\n        Expressions.isHasBlockParams = is(Opcodes.HasBlockParams);\n        Expressions.isUndefined = is(Opcodes.Undefined);\n        Expressions.isClientSide = is(Opcodes.ClientSideExpression);\n        Expressions.isMaybeLocal = is(Opcodes.MaybeLocal);\n        function isPrimitiveValue(value) {\n            if (value === null) {\n                return true;\n            }\n            return typeof value !== 'object';\n        }\n        Expressions.isPrimitiveValue = isPrimitiveValue;\n    })(Expressions || (exports.Expressions = Expressions = {}));\n    var Statements;\n    (function (Statements) {\n        Statements.isText = is(Opcodes.Text);\n        Statements.isAppend = is(Opcodes.Append);\n        Statements.isComment = is(Opcodes.Comment);\n        Statements.isModifier = is(Opcodes.Modifier);\n        Statements.isBlock = is(Opcodes.Block);\n        Statements.isComponent = is(Opcodes.Component);\n        Statements.isOpenElement = is(Opcodes.OpenElement);\n        Statements.isFlushElement = is(Opcodes.FlushElement);\n        Statements.isCloseElement = is(Opcodes.CloseElement);\n        Statements.isStaticAttr = is(Opcodes.StaticAttr);\n        Statements.isDynamicAttr = is(Opcodes.DynamicAttr);\n        Statements.isYield = is(Opcodes.Yield);\n        Statements.isPartial = is(Opcodes.Partial);\n        Statements.isDynamicArg = is(Opcodes.DynamicArg);\n        Statements.isStaticArg = is(Opcodes.StaticArg);\n        Statements.isTrustingAttr = is(Opcodes.TrustingAttr);\n        Statements.isDebugger = is(Opcodes.Debugger);\n        Statements.isClientSide = is(Opcodes.ClientSideStatement);\n        function isAttribute(val) {\n            return val[0] === Opcodes.StaticAttr || val[0] === Opcodes.DynamicAttr || val[0] === Opcodes.TrustingAttr;\n        }\n        Statements.isAttribute = isAttribute;\n        function isArgument(val) {\n            return val[0] === Opcodes.StaticArg || val[0] === Opcodes.DynamicArg;\n        }\n        Statements.isArgument = isArgument;\n        function isParameter(val) {\n            return isAttribute(val) || isArgument(val);\n        }\n        Statements.isParameter = isParameter;\n        function getParameterName(s) {\n            return s[1];\n        }\n        Statements.getParameterName = getParameterName;\n    })(Statements || (exports.Statements = Statements = {}));\n\n    exports.is = is;\n    exports.Expressions = Expressions;\n    exports.Statements = Statements;\n    exports.Ops = Opcodes;\n});","enifed('backburner', ['exports', 'ember-babel'], function (exports, _emberBabel) {\n    'use strict';\n\n    var NUMBER = /\\d+/;\n    function isString(suspect) {\n        return typeof suspect === 'string';\n    }\n    function isFunction(suspect) {\n        return typeof suspect === 'function';\n    }\n    function isNumber(suspect) {\n        return typeof suspect === 'number';\n    }\n    function isCoercableNumber(suspect) {\n        return isNumber(suspect) && suspect === suspect || NUMBER.test(suspect);\n    }\n    function noSuchQueue(name) {\n        throw new Error('You attempted to schedule an action in a queue (' + name + ') that doesn\\'t exist');\n    }\n    function noSuchMethod(name) {\n        throw new Error('You attempted to schedule an action in a queue (' + name + ') for a method that doesn\\'t exist');\n    }\n    function getOnError(options) {\n        return options.onError || options.onErrorTarget && options.onErrorTarget[options.onErrorMethod];\n    }\n    function findItem(target, method, collection) {\n        var index = -1;\n        for (var i = 0, l = collection.length; i < l; i += 4) {\n            if (collection[i] === target && collection[i + 1] === method) {\n                index = i;\n                break;\n            }\n        }\n        return index;\n    }\n    function findTimer(timer, collection) {\n        var index = -1;\n        for (var i = 3; i < collection.length; i += 4) {\n            if (collection[i] === timer) {\n                index = i - 3;\n                break;\n            }\n        }\n        return index;\n    }\n\n    function binarySearch(time, timers) {\n        var start = 0;\n        var end = timers.length - 2;\n        var middle = void 0;\n        var l = void 0;\n        while (start < end) {\n            // since timers is an array of pairs 'l' will always\n            // be an integer\n            l = (end - start) / 2;\n            // compensate for the index in case even number\n            // of pairs inside timers\n            middle = start + l - l % 2;\n            if (time >= timers[middle]) {\n                start = middle + 2;\n            } else {\n                end = middle;\n            }\n        }\n        return time >= timers[start] ? start + 2 : start;\n    }\n\n    var Queue = function () {\n        function Queue(name) {\n            var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n            var globalOptions = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n            (0, _emberBabel.classCallCheck)(this, Queue);\n\n            this._queueBeingFlushed = [];\n            this.targetQueues = Object.create(null);\n            this.index = 0;\n            this._queue = [];\n            this.name = name;\n            this.options = options;\n            this.globalOptions = globalOptions;\n        }\n\n        Queue.prototype.push = function push(target, method, args, stack) {\n            this._queue.push(target, method, args, stack);\n            return {\n                queue: this,\n                target: target,\n                method: method\n            };\n        };\n\n        Queue.prototype.pushUnique = function pushUnique(target, method, args, stack) {\n            var guid = this.guidForTarget(target);\n            if (guid) {\n                this.pushUniqueWithGuid(guid, target, method, args, stack);\n            } else {\n                this.pushUniqueWithoutGuid(target, method, args, stack);\n            }\n            return {\n                queue: this,\n                target: target,\n                method: method\n            };\n        };\n\n        Queue.prototype.flush = function flush(sync) {\n            var _options = this.options,\n                before = _options.before,\n                after = _options.after;\n\n            var target = void 0;\n            var method = void 0;\n            var args = void 0;\n            var errorRecordedForStack = void 0;\n            this.targetQueues = Object.create(null);\n            if (this._queueBeingFlushed.length === 0) {\n                this._queueBeingFlushed = this._queue;\n                this._queue = [];\n            }\n            if (before !== undefined) {\n                before();\n            }\n            var invoke = void 0;\n            var queueItems = this._queueBeingFlushed;\n            if (queueItems.length > 0) {\n                var onError = getOnError(this.globalOptions);\n                invoke = onError ? this.invokeWithOnError : this.invoke;\n                for (var i = this.index; i < queueItems.length; i += 4) {\n                    this.index += 4;\n                    method = queueItems[i + 1];\n                    // method could have been nullified / canceled during flush\n                    if (method !== null) {\n                        //\n                        //    ** Attention intrepid developer **\n                        //\n                        //    To find out the stack of this task when it was scheduled onto\n                        //    the run loop, add the following to your app.js:\n                        //\n                        //    Ember.run.backburner.DEBUG = true; // NOTE: This slows your app, don't leave it on in production.\n                        //\n                        //    Once that is in place, when you are at a breakpoint and navigate\n                        //    here in the stack explorer, you can look at `errorRecordedForStack.stack`,\n                        //    which will be the captured stack when this job was scheduled.\n                        //\n                        //    One possible long-term solution is the following Chrome issue:\n                        //       https://bugs.chromium.org/p/chromium/issues/detail?id=332624\n                        //\n                        target = queueItems[i];\n                        args = queueItems[i + 2];\n                        errorRecordedForStack = queueItems[i + 3]; // Debugging assistance\n                        invoke(target, method, args, onError, errorRecordedForStack);\n                    }\n                    if (this.index !== this._queueBeingFlushed.length && this.globalOptions.mustYield && this.globalOptions.mustYield()) {\n                        return 1 /* Pause */;\n                    }\n                }\n            }\n            if (after !== undefined) {\n                after();\n            }\n            this._queueBeingFlushed.length = 0;\n            this.index = 0;\n            if (sync !== false && this._queue.length > 0) {\n                // check if new items have been added\n                this.flush(true);\n            }\n        };\n\n        Queue.prototype.hasWork = function hasWork() {\n            return this._queueBeingFlushed.length > 0 || this._queue.length > 0;\n        };\n\n        Queue.prototype.cancel = function cancel(_ref) {\n            var target = _ref.target,\n                method = _ref.method;\n\n            var queue = this._queue;\n            var guid = this.guidForTarget(target);\n            var targetQueue = guid ? this.targetQueues[guid] : undefined;\n            if (targetQueue !== undefined) {\n                var t = void 0;\n                for (var i = 0, l = targetQueue.length; i < l; i += 2) {\n                    t = targetQueue[i];\n                    if (t === method) {\n                        targetQueue.splice(i, 2);\n                        break;\n                    }\n                }\n            }\n            var index = findItem(target, method, queue);\n            if (index > -1) {\n                queue.splice(index, 4);\n                return true;\n            }\n            // if not found in current queue\n            // could be in the queue that is being flushed\n            queue = this._queueBeingFlushed;\n            index = findItem(target, method, queue);\n            if (index > -1) {\n                queue[index + 1] = null;\n                return true;\n            }\n            return false;\n        };\n\n        Queue.prototype.guidForTarget = function guidForTarget(target) {\n            if (!target) {\n                return;\n            }\n            var peekGuid = this.globalOptions.peekGuid;\n            if (peekGuid) {\n                return peekGuid(target);\n            }\n            var KEY = this.globalOptions.GUID_KEY;\n            if (KEY) {\n                return target[KEY];\n            }\n        };\n\n        Queue.prototype.pushUniqueWithoutGuid = function pushUniqueWithoutGuid(target, method, args, stack) {\n            var queue = this._queue;\n            var index = findItem(target, method, queue);\n            if (index > -1) {\n                queue[index + 2] = args; // replace args\n                queue[index + 3] = stack; // replace stack\n            } else {\n                queue.push(target, method, args, stack);\n            }\n        };\n\n        Queue.prototype.targetQueue = function targetQueue(_targetQueue, target, method, args, stack) {\n            var queue = this._queue;\n            for (var i = 0, l = _targetQueue.length; i < l; i += 2) {\n                var currentMethod = _targetQueue[i];\n                if (currentMethod === method) {\n                    var currentIndex = _targetQueue[i + 1];\n                    queue[currentIndex + 2] = args; // replace args\n                    queue[currentIndex + 3] = stack; // replace stack\n                    return;\n                }\n            }\n            _targetQueue.push(method, queue.push(target, method, args, stack) - 4);\n        };\n\n        Queue.prototype.pushUniqueWithGuid = function pushUniqueWithGuid(guid, target, method, args, stack) {\n            var localQueue = this.targetQueues[guid];\n            if (localQueue !== undefined) {\n                this.targetQueue(localQueue, target, method, args, stack);\n            } else {\n                this.targetQueues[guid] = [method, this._queue.push(target, method, args, stack) - 4];\n            }\n        };\n\n        Queue.prototype.invoke = function invoke(target, method, args /*, onError, errorRecordedForStack */) {\n            if (args !== undefined) {\n                method.apply(target, args);\n            } else {\n                method.call(target);\n            }\n        };\n\n        Queue.prototype.invokeWithOnError = function invokeWithOnError(target, method, args, onError, errorRecordedForStack) {\n            try {\n                if (args !== undefined) {\n                    method.apply(target, args);\n                } else {\n                    method.call(target);\n                }\n            } catch (error) {\n                onError(error, errorRecordedForStack);\n            }\n        };\n\n        return Queue;\n    }();\n\n    var DeferredActionQueues = function () {\n        function DeferredActionQueues() {\n            var queueNames = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n            var options = arguments[1];\n            (0, _emberBabel.classCallCheck)(this, DeferredActionQueues);\n\n            this.queues = {};\n            this.queueNameIndex = 0;\n            this.queueNames = queueNames;\n            queueNames.reduce(function (queues, queueName) {\n                queues[queueName] = new Queue(queueName, options[queueName], options);\n                return queues;\n            }, this.queues);\n        }\n        /*\n          @method schedule\n          @param {String} queueName\n          @param {Any} target\n          @param {Any} method\n          @param {Any} args\n          @param {Boolean} onceFlag\n          @param {Any} stack\n          @return queue\n        */\n\n\n        DeferredActionQueues.prototype.schedule = function schedule(queueName, target, method, args, onceFlag, stack) {\n            var queues = this.queues;\n            var queue = queues[queueName];\n            if (!queue) {\n                noSuchQueue(queueName);\n            }\n            if (!method) {\n                noSuchMethod(queueName);\n            }\n            if (onceFlag) {\n                return queue.pushUnique(target, method, args, stack);\n            } else {\n                return queue.push(target, method, args, stack);\n            }\n        };\n\n        DeferredActionQueues.prototype.flush = function flush() {\n            var queue = void 0;\n            var queueName = void 0;\n            var numberOfQueues = this.queueNames.length;\n            while (this.queueNameIndex < numberOfQueues) {\n                queueName = this.queueNames[this.queueNameIndex];\n                queue = this.queues[queueName];\n                if (queue.hasWork() === false) {\n                    this.queueNameIndex++;\n                } else {\n                    if (queue.flush(false /* async */) === 1 /* Pause */) {\n                            return 1 /* Pause */;\n                        }\n                    this.queueNameIndex = 0; // only reset to first queue if non-pause break\n                }\n            }\n        };\n\n        return DeferredActionQueues;\n    }();\n\n    // accepts a function that when invoked will return an iterator\n    // iterator will drain until completion\n    var iteratorDrain = function (fn) {\n        var iterator = fn();\n        var result = iterator.next();\n        while (result.done === false) {\n            result.value();\n            result = iterator.next();\n        }\n    };\n\n    var noop = function () {};\n    var SET_TIMEOUT = setTimeout;\n    function parseArgs() {\n        var length = arguments.length;\n        var method = void 0;\n        var target = void 0;\n        var args = void 0;\n        if (length === 1) {\n            method = arguments[0];\n            target = null;\n        } else {\n            target = arguments[0];\n            method = arguments[1];\n            if (isString(method)) {\n                method = target[method];\n            }\n            if (length > 2) {\n                args = new Array(length - 2);\n                for (var i = 0, l = length - 2; i < l; i++) {\n                    args[i] = arguments[i + 2];\n                }\n            }\n        }\n        return [target, method, args];\n    }\n\n    var Backburner = function () {\n        function Backburner(queueNames) {\n            var _this = this;\n\n            var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n            (0, _emberBabel.classCallCheck)(this, Backburner);\n\n            this.DEBUG = false;\n            this.currentInstance = null;\n            this._timerTimeoutId = null;\n            this._autorun = null;\n            this.queueNames = queueNames;\n            this.options = options;\n            if (!this.options.defaultQueue) {\n                this.options.defaultQueue = queueNames[0];\n            }\n            this.instanceStack = [];\n            this._timers = [];\n            this._debouncees = [];\n            this._throttlers = [];\n            this._eventCallbacks = {\n                end: [],\n                begin: []\n            };\n            this._onBegin = this.options.onBegin || noop;\n            this._onEnd = this.options.onEnd || noop;\n            var _platform = this.options._platform || {};\n            var platform = Object.create(null);\n            platform.setTimeout = _platform.setTimeout || function (fn, ms) {\n                return setTimeout(fn, ms);\n            };\n            platform.clearTimeout = _platform.clearTimeout || function (id) {\n                return clearTimeout(id);\n            };\n            platform.next = _platform.next || function (fn) {\n                return SET_TIMEOUT(fn, 0);\n            };\n            platform.clearNext = _platform.clearNext || platform.clearTimeout;\n            platform.now = _platform.now || function () {\n                return Date.now();\n            };\n            this._platform = platform;\n            this._boundRunExpiredTimers = function () {\n                _this._runExpiredTimers();\n            };\n            this._boundAutorunEnd = function () {\n                _this._autorun = null;\n                _this.end();\n            };\n        }\n        /*\n          @method begin\n          @return instantiated class DeferredActionQueues\n        */\n\n\n        Backburner.prototype.begin = function begin() {\n            var options = this.options;\n            var previousInstance = this.currentInstance;\n            var current = void 0;\n            if (this._autorun !== null) {\n                current = previousInstance;\n                this._cancelAutorun();\n            } else {\n                if (previousInstance !== null) {\n                    this.instanceStack.push(previousInstance);\n                }\n                current = this.currentInstance = new DeferredActionQueues(this.queueNames, options);\n                this._trigger('begin', current, previousInstance);\n            }\n            this._onBegin(current, previousInstance);\n            return current;\n        };\n\n        Backburner.prototype.end = function end() {\n            var currentInstance = this.currentInstance;\n            var nextInstance = null;\n            if (currentInstance === null) {\n                throw new Error('end called without begin');\n            }\n            // Prevent double-finally bug in Safari 6.0.2 and iOS 6\n            // This bug appears to be resolved in Safari 6.0.5 and iOS 7\n            var finallyAlreadyCalled = false;\n            var result = void 0;\n            try {\n                result = currentInstance.flush();\n            } finally {\n                if (!finallyAlreadyCalled) {\n                    finallyAlreadyCalled = true;\n                    if (result === 1 /* Pause */) {\n                            var next = this._platform.next;\n                            this._autorun = next(this._boundAutorunEnd);\n                        } else {\n                        this.currentInstance = null;\n                        if (this.instanceStack.length > 0) {\n                            nextInstance = this.instanceStack.pop();\n                            this.currentInstance = nextInstance;\n                        }\n                        this._trigger('end', currentInstance, nextInstance);\n                        this._onEnd(currentInstance, nextInstance);\n                    }\n                }\n            }\n        };\n\n        Backburner.prototype.on = function on(eventName, callback) {\n            if (typeof callback !== 'function') {\n                throw new TypeError('Callback must be a function');\n            }\n            var callbacks = this._eventCallbacks[eventName];\n            if (callbacks !== undefined) {\n                callbacks.push(callback);\n            } else {\n                throw new TypeError('Cannot on() event ' + eventName + ' because it does not exist');\n            }\n        };\n\n        Backburner.prototype.off = function off(eventName, callback) {\n            var callbacks = this._eventCallbacks[eventName];\n            if (!eventName || callbacks === undefined) {\n                throw new TypeError('Cannot off() event ' + eventName + ' because it does not exist');\n            }\n            var callbackFound = false;\n            if (callback) {\n                for (var i = 0; i < callbacks.length; i++) {\n                    if (callbacks[i] === callback) {\n                        callbackFound = true;\n                        callbacks.splice(i, 1);\n                        i--;\n                    }\n                }\n            }\n            if (!callbackFound) {\n                throw new TypeError('Cannot off() callback that does not exist');\n            }\n        };\n\n        Backburner.prototype.run = function run() {\n            var _parseArgs = parseArgs.apply(undefined, arguments),\n                target = _parseArgs[0],\n                method = _parseArgs[1],\n                args = _parseArgs[2];\n\n            return this._run(target, method, args);\n        };\n\n        Backburner.prototype.join = function join() {\n            var _parseArgs2 = parseArgs.apply(undefined, arguments),\n                target = _parseArgs2[0],\n                method = _parseArgs2[1],\n                args = _parseArgs2[2];\n\n            return this._join(target, method, args);\n        };\n\n        Backburner.prototype.defer = function defer() {\n            return this.schedule.apply(this, arguments);\n        };\n\n        Backburner.prototype.schedule = function schedule(queueName) {\n            for (var _len = arguments.length, _args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n                _args[_key - 1] = arguments[_key];\n            }\n\n            var _parseArgs3 = parseArgs.apply(undefined, _args),\n                target = _parseArgs3[0],\n                method = _parseArgs3[1],\n                args = _parseArgs3[2];\n\n            var stack = this.DEBUG ? new Error() : undefined;\n            return this._ensureInstance().schedule(queueName, target, method, args, false, stack);\n        };\n\n        Backburner.prototype.scheduleIterable = function scheduleIterable(queueName, iterable) {\n            var stack = this.DEBUG ? new Error() : undefined;\n            return this._ensureInstance().schedule(queueName, null, iteratorDrain, [iterable], false, stack);\n        };\n\n        Backburner.prototype.deferOnce = function deferOnce() {\n            return this.scheduleOnce.apply(this, arguments);\n        };\n\n        Backburner.prototype.scheduleOnce = function scheduleOnce(queueName) {\n            for (var _len2 = arguments.length, _args = Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {\n                _args[_key2 - 1] = arguments[_key2];\n            }\n\n            var _parseArgs4 = parseArgs.apply(undefined, _args),\n                target = _parseArgs4[0],\n                method = _parseArgs4[1],\n                args = _parseArgs4[2];\n\n            var stack = this.DEBUG ? new Error() : undefined;\n            return this._ensureInstance().schedule(queueName, target, method, args, true, stack);\n        };\n\n        Backburner.prototype.setTimeout = function setTimeout() {\n            return this.later.apply(this, arguments);\n        };\n\n        Backburner.prototype.later = function later() {\n            for (var _len3 = arguments.length, args = Array(_len3), _key3 = 0; _key3 < _len3; _key3++) {\n                args[_key3] = arguments[_key3];\n            }\n\n            var length = args.length;\n            var wait = 0;\n            var method = void 0;\n            var target = void 0;\n            var methodOrTarget = void 0;\n            var methodOrWait = void 0;\n            var methodOrArgs = void 0;\n            if (length === 0) {\n                return;\n            } else if (length === 1) {\n                method = args.shift();\n            } else if (length === 2) {\n                methodOrTarget = args[0];\n                methodOrWait = args[1];\n                if (isFunction(methodOrWait)) {\n                    target = args.shift();\n                    method = args.shift();\n                } else if (methodOrTarget !== null && isString(methodOrWait) && methodOrWait in methodOrTarget) {\n                    target = args.shift();\n                    method = target[args.shift()];\n                } else if (isCoercableNumber(methodOrWait)) {\n                    method = args.shift();\n                    wait = parseInt(args.shift(), 10);\n                } else {\n                    method = args.shift();\n                }\n            } else {\n                var last = args[args.length - 1];\n                if (isCoercableNumber(last)) {\n                    wait = parseInt(args.pop(), 10);\n                }\n                methodOrTarget = args[0];\n                methodOrArgs = args[1];\n                if (isFunction(methodOrArgs)) {\n                    target = args.shift();\n                    method = args.shift();\n                } else if (methodOrTarget !== null && isString(methodOrArgs) && methodOrArgs in methodOrTarget) {\n                    target = args.shift();\n                    method = target[args.shift()];\n                } else {\n                    method = args.shift();\n                }\n            }\n            var onError = getOnError(this.options);\n            var executeAt = this._platform.now() + wait;\n            var fn = void 0;\n            if (onError) {\n                fn = function () {\n                    try {\n                        method.apply(target, args);\n                    } catch (e) {\n                        onError(e);\n                    }\n                };\n            } else {\n                fn = function () {\n                    method.apply(target, args);\n                };\n            }\n            return this._setTimeout(fn, executeAt);\n        };\n\n        Backburner.prototype.throttle = function throttle(targetOrThisArgOrMethod) {\n            var _this2 = this;\n\n            var target = void 0;\n            var method = void 0;\n            var immediate = void 0;\n            var isImmediate = void 0;\n            var wait = void 0;\n\n            for (var _len4 = arguments.length, args = Array(_len4 > 1 ? _len4 - 1 : 0), _key4 = 1; _key4 < _len4; _key4++) {\n                args[_key4 - 1] = arguments[_key4];\n            }\n\n            if (args.length === 1) {\n                method = targetOrThisArgOrMethod;\n                wait = args.pop();\n                target = null;\n                isImmediate = true;\n            } else {\n                target = targetOrThisArgOrMethod;\n                method = args.shift();\n                immediate = args.pop();\n                if (isString(method)) {\n                    method = target[method];\n                } else if (!isFunction(method)) {\n                    args.unshift(method);\n                    method = target;\n                    target = null;\n                }\n                if (isCoercableNumber(immediate)) {\n                    wait = immediate;\n                    isImmediate = true;\n                } else {\n                    wait = args.pop();\n                    isImmediate = immediate === true;\n                }\n            }\n            var index = findItem(target, method, this._throttlers);\n            if (index > -1) {\n                this._throttlers[index + 2] = args;\n                return this._throttlers[index + 3];\n            } // throttled\n            wait = parseInt(wait, 10);\n            var timer = this._platform.setTimeout(function () {\n                var i = findTimer(timer, _this2._throttlers);\n\n                var _throttlers$splice = _this2._throttlers.splice(i, 4),\n                    context = _throttlers$splice[0],\n                    func = _throttlers$splice[1],\n                    params = _throttlers$splice[2];\n\n                if (isImmediate === false) {\n                    _this2._run(context, func, params);\n                }\n            }, wait);\n            if (isImmediate) {\n                this._join(target, method, args);\n            }\n            this._throttlers.push(target, method, args, timer);\n            return timer;\n        };\n\n        Backburner.prototype.debounce = function debounce(targetOrThisArgOrMethod) {\n            var _this3 = this;\n\n            var target = void 0;\n            var method = void 0;\n            var immediate = void 0;\n            var isImmediate = void 0;\n            var wait = void 0;\n\n            for (var _len5 = arguments.length, args = Array(_len5 > 1 ? _len5 - 1 : 0), _key5 = 1; _key5 < _len5; _key5++) {\n                args[_key5 - 1] = arguments[_key5];\n            }\n\n            if (args.length === 1) {\n                method = targetOrThisArgOrMethod;\n                wait = args.pop();\n                target = null;\n                isImmediate = false;\n            } else {\n                target = targetOrThisArgOrMethod;\n                method = args.shift();\n                immediate = args.pop();\n                if (isString(method)) {\n                    method = target[method];\n                } else if (!isFunction(method)) {\n                    args.unshift(method);\n                    method = target;\n                    target = null;\n                }\n                if (isCoercableNumber(immediate)) {\n                    wait = immediate;\n                    isImmediate = false;\n                } else {\n                    wait = args.pop();\n                    isImmediate = immediate === true;\n                }\n            }\n            wait = parseInt(wait, 10);\n            // Remove debouncee\n            var index = findItem(target, method, this._debouncees);\n            if (index > -1) {\n                var timerId = this._debouncees[index + 3];\n                this._platform.clearTimeout(timerId);\n                this._debouncees.splice(index, 4);\n            }\n            var timer = this._platform.setTimeout(function () {\n                var i = findTimer(timer, _this3._debouncees);\n\n                var _debouncees$splice = _this3._debouncees.splice(i, 4),\n                    context = _debouncees$splice[0],\n                    func = _debouncees$splice[1],\n                    params = _debouncees$splice[2];\n\n                if (isImmediate === false) {\n                    _this3._run(context, func, params);\n                }\n            }, wait);\n            if (isImmediate && index === -1) {\n                this._join(target, method, args);\n            }\n            this._debouncees.push(target, method, args, timer);\n            return timer;\n        };\n\n        Backburner.prototype.cancelTimers = function cancelTimers() {\n            for (var i = 3; i < this._throttlers.length; i += 4) {\n                this._platform.clearTimeout(this._throttlers[i]);\n            }\n            this._throttlers = [];\n            for (var t = 3; t < this._debouncees.length; t += 4) {\n                this._platform.clearTimeout(this._debouncees[t]);\n            }\n            this._debouncees = [];\n            this._clearTimerTimeout();\n            this._timers = [];\n            this._cancelAutorun();\n        };\n\n        Backburner.prototype.hasTimers = function hasTimers() {\n            return this._timers.length > 0 || this._debouncees.length > 0 || this._throttlers.length > 0 || this._autorun !== null;\n        };\n\n        Backburner.prototype.cancel = function cancel(timer) {\n            if (!timer) {\n                return false;\n            }\n            var timerType = typeof timer;\n            if (timerType === 'number' || timerType === 'string') {\n                return this._cancelItem(timer, this._throttlers) || this._cancelItem(timer, this._debouncees);\n            } else if (timerType === 'function') {\n                return this._cancelLaterTimer(timer);\n            } else if (timerType === 'object' && timer.queue && timer.method) {\n                return timer.queue.cancel(timer);\n            }\n            return false;\n        };\n\n        Backburner.prototype.ensureInstance = function ensureInstance() {\n            this._ensureInstance();\n        };\n\n        Backburner.prototype._join = function _join(target, method, args) {\n            if (this.currentInstance === null) {\n                return this._run(target, method, args);\n            }\n            if (target === undefined && args === undefined) {\n                return method();\n            } else {\n                return method.apply(target, args);\n            }\n        };\n\n        Backburner.prototype._run = function _run(target, method, args) {\n            var onError = getOnError(this.options);\n            this.begin();\n            if (onError) {\n                try {\n                    return method.apply(target, args);\n                } catch (error) {\n                    onError(error);\n                } finally {\n                    this.end();\n                }\n            } else {\n                try {\n                    return method.apply(target, args);\n                } finally {\n                    this.end();\n                }\n            }\n        };\n\n        Backburner.prototype._cancelAutorun = function _cancelAutorun() {\n            if (this._autorun !== null) {\n                this._platform.clearNext(this._autorun);\n                this._autorun = null;\n            }\n        };\n\n        Backburner.prototype._setTimeout = function _setTimeout(fn, executeAt) {\n            if (this._timers.length === 0) {\n                this._timers.push(executeAt, fn);\n                this._installTimerTimeout();\n                return fn;\n            }\n            // find position to insert\n            var i = binarySearch(executeAt, this._timers);\n            this._timers.splice(i, 0, executeAt, fn);\n            // we should be the new earliest timer if i == 0\n            if (i === 0) {\n                this._reinstallTimerTimeout();\n            }\n            return fn;\n        };\n\n        Backburner.prototype._cancelLaterTimer = function _cancelLaterTimer(timer) {\n            for (var i = 1; i < this._timers.length; i += 2) {\n                if (this._timers[i] === timer) {\n                    i = i - 1;\n                    this._timers.splice(i, 2); // remove the two elements\n                    if (i === 0) {\n                        this._reinstallTimerTimeout();\n                    }\n                    return true;\n                }\n            }\n            return false;\n        };\n\n        Backburner.prototype._cancelItem = function _cancelItem(timer, array) {\n            var index = findTimer(timer, array);\n            if (index > -1) {\n                this._platform.clearTimeout(timer);\n                array.splice(index, 4);\n                return true;\n            }\n            return false;\n        };\n\n        Backburner.prototype._trigger = function _trigger(eventName, arg1, arg2) {\n            var callbacks = this._eventCallbacks[eventName];\n            if (callbacks !== undefined) {\n                for (var i = 0; i < callbacks.length; i++) {\n                    callbacks[i](arg1, arg2);\n                }\n            }\n        };\n\n        Backburner.prototype._runExpiredTimers = function _runExpiredTimers() {\n            this._timerTimeoutId = null;\n            if (this._timers.length === 0) {\n                return;\n            }\n            this.begin();\n            this._scheduleExpiredTimers();\n            this.end();\n        };\n\n        Backburner.prototype._scheduleExpiredTimers = function _scheduleExpiredTimers() {\n            var timers = this._timers;\n            var l = timers.length;\n            var i = 0;\n            var defaultQueue = this.options.defaultQueue;\n            var n = this._platform.now();\n            for (; i < l; i += 2) {\n                var executeAt = timers[i];\n                if (executeAt <= n) {\n                    var fn = timers[i + 1];\n                    this.schedule(defaultQueue, null, fn);\n                } else {\n                    break;\n                }\n            }\n            timers.splice(0, i);\n            this._installTimerTimeout();\n        };\n\n        Backburner.prototype._reinstallTimerTimeout = function _reinstallTimerTimeout() {\n            this._clearTimerTimeout();\n            this._installTimerTimeout();\n        };\n\n        Backburner.prototype._clearTimerTimeout = function _clearTimerTimeout() {\n            if (this._timerTimeoutId === null) {\n                return;\n            }\n            this._platform.clearTimeout(this._timerTimeoutId);\n            this._timerTimeoutId = null;\n        };\n\n        Backburner.prototype._installTimerTimeout = function _installTimerTimeout() {\n            if (this._timers.length === 0) {\n                return;\n            }\n            var minExpiresAt = this._timers[0];\n            var n = this._platform.now();\n            var wait = Math.max(0, minExpiresAt - n);\n            this._timerTimeoutId = this._platform.setTimeout(this._boundRunExpiredTimers, wait);\n        };\n\n        Backburner.prototype._ensureInstance = function _ensureInstance() {\n            var currentInstance = this.currentInstance;\n            if (currentInstance === null) {\n                currentInstance = this.begin();\n                var next = this._platform.next;\n                this._autorun = next(this._boundAutorunEnd);\n            }\n            return currentInstance;\n        };\n\n        return Backburner;\n    }();\n\n    Backburner.Queue = Queue;\n\n    exports.default = Backburner;\n});","enifed('container', ['exports', 'ember-babel', 'ember-utils', 'ember-debug', 'ember/features'], function (exports, _emberBabel, _emberUtils, _emberDebug, _features) {\n  'use strict';\n\n  exports.Container = exports.privatize = exports.Registry = undefined;\n\n\n  /* globals Proxy */\n  var CONTAINER_OVERRIDE = (0, _emberUtils.symbol)('CONTAINER_OVERRIDE');\n\n  /**\n   A container used to instantiate and cache objects.\n  \n   Every `Container` must be associated with a `Registry`, which is referenced\n   to determine the factory and options that should be used to instantiate\n   objects.\n  \n   The public API for `Container` is still in flux and should not be considered\n   stable.\n  \n   @private\n   @class Container\n   */\n\n  var Container = function () {\n    function Container(registry) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n      (0, _emberBabel.classCallCheck)(this, Container);\n\n      this.registry = registry;\n      this.owner = options.owner || null;\n      this.cache = (0, _emberUtils.dictionary)(options.cache || null);\n      this.factoryManagerCache = (0, _emberUtils.dictionary)(options.factoryManagerCache || null);\n      this[CONTAINER_OVERRIDE] = undefined;\n      this.isDestroyed = false;\n\n      if (true) {\n        this.validationCache = (0, _emberUtils.dictionary)(options.validationCache || null);\n      }\n    }\n\n    /**\n     @private\n     @property registry\n     @type Registry\n     @since 1.11.0\n     */\n\n    /**\n     @private\n     @property cache\n     @type InheritingDict\n     */\n\n    /**\n     @private\n     @property validationCache\n     @type InheritingDict\n     */\n\n    /**\n     Given a fullName return a corresponding instance.\n      The default behavior is for lookup to return a singleton instance.\n     The singleton is scoped to the container, allowing multiple containers\n     to all have their own locally scoped singletons.\n      ```javascript\n     let registry = new Registry();\n     let container = registry.container();\n      registry.register('api:twitter', Twitter);\n      let twitter = container.lookup('api:twitter');\n      twitter instanceof Twitter; // => true\n      // by default the container will return singletons\n     let twitter2 = container.lookup('api:twitter');\n     twitter2 instanceof Twitter; // => true\n      twitter === twitter2; //=> true\n     ```\n      If singletons are not wanted, an optional flag can be provided at lookup.\n      ```javascript\n     let registry = new Registry();\n     let container = registry.container();\n      registry.register('api:twitter', Twitter);\n      let twitter = container.lookup('api:twitter', { singleton: false });\n     let twitter2 = container.lookup('api:twitter', { singleton: false });\n      twitter === twitter2; //=> false\n     ```\n      @private\n     @method lookup\n     @param {String} fullName\n     @param {Object} [options]\n     @param {String} [options.source] The fullname of the request source (used for local lookup)\n     @return {any}\n     */\n\n\n    Container.prototype.lookup = function lookup(fullName, options) {\n      (true && !(this.registry.isValidFullName(fullName)) && (0, _emberDebug.assert)('fullName must be a proper full name', this.registry.isValidFullName(fullName)));\n\n      return _lookup(this, this.registry.normalize(fullName), options);\n    };\n\n    Container.prototype.destroy = function destroy() {\n      destroyDestroyables(this);\n      this.isDestroyed = true;\n    };\n\n    Container.prototype.reset = function reset(fullName) {\n      if (fullName === undefined) {\n        resetCache(this);\n      } else {\n        resetMember(this, this.registry.normalize(fullName));\n      }\n    };\n\n    Container.prototype.ownerInjection = function ownerInjection() {\n      var _ref;\n\n      return _ref = {}, _ref[_emberUtils.OWNER] = this.owner, _ref;\n    };\n\n    Container.prototype._resolverCacheKey = function _resolverCacheKey(name, options) {\n      return this.registry.resolverCacheKey(name, options);\n    };\n\n    Container.prototype.factoryFor = function factoryFor(fullName) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      var normalizedName = this.registry.normalize(fullName);\n\n      (true && !(this.registry.isValidFullName(normalizedName)) && (0, _emberDebug.assert)('fullName must be a proper full name', this.registry.isValidFullName(normalizedName)));\n\n\n      if (options.source) {\n        var expandedFullName = this.registry.expandLocalLookup(fullName, options);\n        // if expandLocalLookup returns falsey, we do not support local lookup\n        if (!_features.EMBER_MODULE_UNIFICATION) {\n          if (!expandedFullName) {\n            return;\n          }\n\n          normalizedName = expandedFullName;\n        } else if (expandedFullName) {\n          // with ember-module-unification, if expandLocalLookup returns something,\n          // pass it to the resolve without the source\n          normalizedName = expandedFullName;\n          options = {};\n        }\n      }\n\n      var cacheKey = this._resolverCacheKey(normalizedName, options);\n      var cached = this.factoryManagerCache[cacheKey];\n\n      if (cached !== undefined) {\n        return cached;\n      }\n\n      var factory = _features.EMBER_MODULE_UNIFICATION ? this.registry.resolve(normalizedName, options) : this.registry.resolve(normalizedName);\n\n      if (factory === undefined) {\n        return;\n      }\n\n      if (true && factory && typeof factory._onLookup === 'function') {\n        factory._onLookup(fullName);\n      }\n\n      var manager = new FactoryManager(this, factory, fullName, normalizedName);\n\n      if (true) {\n        manager = wrapManagerInDeprecationProxy(manager);\n      }\n\n      this.factoryManagerCache[cacheKey] = manager;\n      return manager;\n    };\n\n    return Container;\n  }();\n\n  /*\n   * Wrap a factory manager in a proxy which will not permit properties to be\n   * set on the manager.\n   */\n  function wrapManagerInDeprecationProxy(manager) {\n    if (_emberUtils.HAS_NATIVE_PROXY) {\n      var validator = {\n        set: function (obj, prop, value) {\n          throw new Error('You attempted to set \"' + prop + '\" on a factory manager created by container#factoryFor. A factory manager is a read-only construct.');\n        }\n      };\n\n      // Note:\n      // We have to proxy access to the manager here so that private property\n      // access doesn't cause the above errors to occur.\n      var m = manager;\n      var proxiedManager = {\n        class: m.class,\n        create: function (props) {\n          return m.create(props);\n        }\n      };\n\n      return new Proxy(proxiedManager, validator);\n    }\n\n    return manager;\n  }\n\n  function isSingleton(container, fullName) {\n    return container.registry.getOption(fullName, 'singleton') !== false;\n  }\n\n  function isInstantiatable(container, fullName) {\n    return container.registry.getOption(fullName, 'instantiate') !== false;\n  }\n\n  function _lookup(container, fullName) {\n    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n\n    if (options.source) {\n      var expandedFullName = container.registry.expandLocalLookup(fullName, options);\n\n      if (!_features.EMBER_MODULE_UNIFICATION) {\n        // if expandLocalLookup returns falsey, we do not support local lookup\n        if (!expandedFullName) {\n          return;\n        }\n\n        fullName = expandedFullName;\n      } else if (expandedFullName) {\n        // with ember-module-unification, if expandLocalLookup returns something,\n        // pass it to the resolve without the source\n        fullName = expandedFullName;\n        options = {};\n      }\n    }\n\n    if (options.singleton !== false) {\n      var cacheKey = container._resolverCacheKey(fullName, options);\n      var cached = container.cache[cacheKey];\n      if (cached !== undefined) {\n        return cached;\n      }\n    }\n\n    return instantiateFactory(container, fullName, options);\n  }\n\n  function isSingletonClass(container, fullName, _ref2) {\n    var instantiate = _ref2.instantiate,\n        singleton = _ref2.singleton;\n\n    return singleton !== false && !instantiate && isSingleton(container, fullName) && !isInstantiatable(container, fullName);\n  }\n\n  function isSingletonInstance(container, fullName, _ref3) {\n    var instantiate = _ref3.instantiate,\n        singleton = _ref3.singleton;\n\n    return singleton !== false && instantiate !== false && isSingleton(container, fullName) && isInstantiatable(container, fullName);\n  }\n\n  function isFactoryClass(container, fullname, _ref4) {\n    var instantiate = _ref4.instantiate,\n        singleton = _ref4.singleton;\n\n    return instantiate === false && (singleton === false || !isSingleton(container, fullname)) && !isInstantiatable(container, fullname);\n  }\n\n  function isFactoryInstance(container, fullName, _ref5) {\n    var instantiate = _ref5.instantiate,\n        singleton = _ref5.singleton;\n\n    return instantiate !== false && (singleton !== false || isSingleton(container, fullName)) && isInstantiatable(container, fullName);\n  }\n\n  function instantiateFactory(container, fullName, options) {\n    var factoryManager = _features.EMBER_MODULE_UNIFICATION && options && options.source ? container.factoryFor(fullName, options) : container.factoryFor(fullName);\n\n    if (factoryManager === undefined) {\n      return;\n    }\n\n    // SomeClass { singleton: true, instantiate: true } | { singleton: true } | { instantiate: true } | {}\n    // By default majority of objects fall into this case\n    if (isSingletonInstance(container, fullName, options)) {\n      var cacheKey = container._resolverCacheKey(fullName, options);\n      return container.cache[cacheKey] = factoryManager.create();\n    }\n\n    // SomeClass { singleton: false, instantiate: true }\n    if (isFactoryInstance(container, fullName, options)) {\n      return factoryManager.create();\n    }\n\n    // SomeClass { singleton: true, instantiate: false } | { instantiate: false } | { singleton: false, instantiation: false }\n    if (isSingletonClass(container, fullName, options) || isFactoryClass(container, fullName, options)) {\n      return factoryManager.class;\n    }\n\n    throw new Error('Could not create factory');\n  }\n\n  function buildInjections(container, injections) {\n    var hash = {};\n    var isDynamic = false;\n\n    if (injections.length > 0) {\n      if (true) {\n        container.registry.validateInjections(injections);\n      }\n\n      var injection = void 0;\n      for (var i = 0; i < injections.length; i++) {\n        injection = injections[i];\n        hash[injection.property] = _lookup(container, injection.fullName);\n        if (!isDynamic) {\n          isDynamic = !isSingleton(container, injection.fullName);\n        }\n      }\n    }\n\n    return { injections: hash, isDynamic: isDynamic };\n  }\n\n  function injectionsFor(container, fullName) {\n    var registry = container.registry;\n\n    var _fullName$split = fullName.split(':'),\n        type = _fullName$split[0];\n\n    var injections = registry.getTypeInjections(type).concat(registry.getInjections(fullName));\n    return buildInjections(container, injections);\n  }\n\n  function destroyDestroyables(container) {\n    var cache = container.cache;\n    var keys = Object.keys(cache);\n\n    for (var i = 0; i < keys.length; i++) {\n      var key = keys[i];\n      var value = cache[key];\n\n      if (value.destroy) {\n        value.destroy();\n      }\n    }\n  }\n\n  function resetCache(container) {\n    destroyDestroyables(container);\n    container.cache = (0, _emberUtils.dictionary)(null);\n    container.factoryManagerCache = (0, _emberUtils.dictionary)(null);\n  }\n\n  function resetMember(container, fullName) {\n    var member = container.cache[fullName];\n\n    delete container.factoryManagerCache[fullName];\n\n    if (member) {\n      delete container.cache[fullName];\n\n      if (member.destroy) {\n        member.destroy();\n      }\n    }\n  }\n\n  var FactoryManager = function () {\n    function FactoryManager(container, factory, fullName, normalizedName) {\n      (0, _emberBabel.classCallCheck)(this, FactoryManager);\n\n      this.container = container;\n      this.owner = container.owner;\n      this.class = factory;\n      this.fullName = fullName;\n      this.normalizedName = normalizedName;\n      this.madeToString = undefined;\n      this.injections = undefined;\n    }\n\n    FactoryManager.prototype.toString = function toString() {\n      if (this.madeToString === undefined) {\n        this.madeToString = this.container.registry.makeToString(this.class, this.fullName);\n      }\n\n      return this.madeToString;\n    };\n\n    FactoryManager.prototype.create = function create() {\n      var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n      var injectionsCache = this.injections;\n      if (injectionsCache === undefined) {\n        var _injectionsFor = injectionsFor(this.container, this.normalizedName),\n            injections = _injectionsFor.injections,\n            isDynamic = _injectionsFor.isDynamic;\n\n        injectionsCache = injections;\n        if (!isDynamic) {\n          this.injections = injections;\n        }\n      }\n\n      var props = (0, _emberUtils.assign)({}, injectionsCache, options);\n\n      if (true) {\n        var lazyInjections = void 0;\n        var validationCache = this.container.validationCache;\n        // Ensure that all lazy injections are valid at instantiation time\n        if (!validationCache[this.fullName] && this.class && typeof this.class._lazyInjections === 'function') {\n          lazyInjections = this.class._lazyInjections();\n          lazyInjections = this.container.registry.normalizeInjectionsHash(lazyInjections);\n\n          this.container.registry.validateInjections(lazyInjections);\n        }\n\n        validationCache[this.fullName] = true;\n      }\n\n      if (!this.class.create) {\n        throw new Error('Failed to create an instance of \\'' + this.normalizedName + '\\'. Most likely an improperly defined class or' + ' an invalid module export.');\n      }\n\n      // required to allow access to things like\n      // the customized toString, _debugContainerKey,\n      // owner, etc. without a double extend and without\n      // modifying the objects properties\n      if (typeof this.class._initFactory === 'function') {\n        this.class._initFactory(this);\n      } else {\n        // in the non-EmberObject case we need to still setOwner\n        // this is required for supporting glimmer environment and\n        // template instantiation which rely heavily on\n        // `options[OWNER]` being passed into `create`\n        // TODO: clean this up, and remove in future versions\n        (0, _emberUtils.setOwner)(props, this.owner);\n      }\n\n      return this.class.create(props);\n    };\n\n    return FactoryManager;\n  }();\n\n  var VALID_FULL_NAME_REGEXP = /^[^:]+:[^:]+$/;\n\n  /**\n   A registry used to store factory and option information keyed\n   by type.\n  \n   A `Registry` stores the factory and option information needed by a\n   `Container` to instantiate and cache objects.\n  \n   The API for `Registry` is still in flux and should not be considered stable.\n  \n   @private\n   @class Registry\n   @since 1.11.0\n  */\n\n  var Registry = function () {\n    function Registry() {\n      var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n      (0, _emberBabel.classCallCheck)(this, Registry);\n\n      this.fallback = options.fallback || null;\n      this.resolver = options.resolver || null;\n\n      if (typeof this.resolver === 'function') {\n        deprecateResolverFunction(this);\n      }\n\n      this.registrations = (0, _emberUtils.dictionary)(options.registrations || null);\n\n      this._typeInjections = (0, _emberUtils.dictionary)(null);\n      this._injections = (0, _emberUtils.dictionary)(null);\n\n      this._localLookupCache = Object.create(null);\n      this._normalizeCache = (0, _emberUtils.dictionary)(null);\n      this._resolveCache = (0, _emberUtils.dictionary)(null);\n      this._failCache = (0, _emberUtils.dictionary)(null);\n\n      this._options = (0, _emberUtils.dictionary)(null);\n      this._typeOptions = (0, _emberUtils.dictionary)(null);\n    }\n\n    /**\n     A backup registry for resolving registrations when no matches can be found.\n      @private\n     @property fallback\n     @type Registry\n     */\n\n    /**\n     An object that has a `resolve` method that resolves a name.\n      @private\n     @property resolver\n     @type Resolver\n     */\n\n    /**\n     @private\n     @property registrations\n     @type InheritingDict\n     */\n\n    /**\n     @private\n      @property _typeInjections\n     @type InheritingDict\n     */\n\n    /**\n     @private\n      @property _injections\n     @type InheritingDict\n     */\n\n    /**\n     @private\n      @property _normalizeCache\n     @type InheritingDict\n     */\n\n    /**\n     @private\n      @property _resolveCache\n     @type InheritingDict\n     */\n\n    /**\n     @private\n      @property _options\n     @type InheritingDict\n     */\n\n    /**\n     @private\n      @property _typeOptions\n     @type InheritingDict\n     */\n\n    /**\n     Creates a container based on this registry.\n      @private\n     @method container\n     @param {Object} options\n     @return {Container} created container\n     */\n\n\n    Registry.prototype.container = function container(options) {\n      return new Container(this, options);\n    };\n\n    Registry.prototype.register = function register(fullName, factory) {\n      var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n      (true && !(this.isValidFullName(fullName)) && (0, _emberDebug.assert)('fullName must be a proper full name', this.isValidFullName(fullName)));\n      (true && !(factory !== undefined) && (0, _emberDebug.assert)('Attempting to register an unknown factory: \\'' + fullName + '\\'', factory !== undefined));\n\n\n      var normalizedName = this.normalize(fullName);\n      (true && !(!this._resolveCache[normalizedName]) && (0, _emberDebug.assert)('Cannot re-register: \\'' + fullName + '\\', as it has already been resolved.', !this._resolveCache[normalizedName]));\n\n\n      delete this._failCache[normalizedName];\n      this.registrations[normalizedName] = factory;\n      this._options[normalizedName] = options;\n    };\n\n    Registry.prototype.unregister = function unregister(fullName) {\n      (true && !(this.isValidFullName(fullName)) && (0, _emberDebug.assert)('fullName must be a proper full name', this.isValidFullName(fullName)));\n\n\n      var normalizedName = this.normalize(fullName);\n\n      this._localLookupCache = Object.create(null);\n\n      delete this.registrations[normalizedName];\n      delete this._resolveCache[normalizedName];\n      delete this._failCache[normalizedName];\n      delete this._options[normalizedName];\n    };\n\n    Registry.prototype.resolve = function resolve(fullName, options) {\n      (true && !(this.isValidFullName(fullName)) && (0, _emberDebug.assert)('fullName must be a proper full name', this.isValidFullName(fullName)));\n\n      var factory = _resolve(this, this.normalize(fullName), options);\n      if (factory === undefined && this.fallback !== null) {\n        var _fallback;\n\n        factory = (_fallback = this.fallback).resolve.apply(_fallback, arguments);\n      }\n      return factory;\n    };\n\n    Registry.prototype.describe = function describe(fullName) {\n      if (this.resolver !== null && this.resolver.lookupDescription) {\n        return this.resolver.lookupDescription(fullName);\n      } else if (this.fallback !== null) {\n        return this.fallback.describe(fullName);\n      } else {\n        return fullName;\n      }\n    };\n\n    Registry.prototype.normalizeFullName = function normalizeFullName(fullName) {\n      if (this.resolver !== null && this.resolver.normalize) {\n        return this.resolver.normalize(fullName);\n      } else if (this.fallback !== null) {\n        return this.fallback.normalizeFullName(fullName);\n      } else {\n        return fullName;\n      }\n    };\n\n    Registry.prototype.normalize = function normalize(fullName) {\n      return this._normalizeCache[fullName] || (this._normalizeCache[fullName] = this.normalizeFullName(fullName));\n    };\n\n    Registry.prototype.makeToString = function makeToString(factory, fullName) {\n      if (this.resolver !== null && this.resolver.makeToString) {\n        return this.resolver.makeToString(factory, fullName);\n      } else if (this.fallback !== null) {\n        return this.fallback.makeToString(factory, fullName);\n      } else {\n        return factory.toString();\n      }\n    };\n\n    Registry.prototype.has = function has(fullName, options) {\n      if (!this.isValidFullName(fullName)) {\n        return false;\n      }\n\n      var source = options && options.source && this.normalize(options.source);\n\n      return _has(this, this.normalize(fullName), source);\n    };\n\n    Registry.prototype.optionsForType = function optionsForType(type, options) {\n      this._typeOptions[type] = options;\n    };\n\n    Registry.prototype.getOptionsForType = function getOptionsForType(type) {\n      var optionsForType = this._typeOptions[type];\n      if (optionsForType === undefined && this.fallback !== null) {\n        optionsForType = this.fallback.getOptionsForType(type);\n      }\n      return optionsForType;\n    };\n\n    Registry.prototype.options = function options(fullName) {\n      var _options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      var normalizedName = this.normalize(fullName);\n      this._options[normalizedName] = _options;\n    };\n\n    Registry.prototype.getOptions = function getOptions(fullName) {\n      var normalizedName = this.normalize(fullName);\n      var options = this._options[normalizedName];\n\n      if (options === undefined && this.fallback !== null) {\n        options = this.fallback.getOptions(fullName);\n      }\n      return options;\n    };\n\n    Registry.prototype.getOption = function getOption(fullName, optionName) {\n      var options = this._options[fullName];\n\n      if (options && options[optionName] !== undefined) {\n        return options[optionName];\n      }\n\n      var type = fullName.split(':')[0];\n      options = this._typeOptions[type];\n\n      if (options && options[optionName] !== undefined) {\n        return options[optionName];\n      } else if (this.fallback !== null) {\n        return this.fallback.getOption(fullName, optionName);\n      }\n    };\n\n    Registry.prototype.typeInjection = function typeInjection(type, property, fullName) {\n      (true && !(this.isValidFullName(fullName)) && (0, _emberDebug.assert)('fullName must be a proper full name', this.isValidFullName(fullName)));\n\n\n      var fullNameType = fullName.split(':')[0];\n      (true && !(fullNameType !== type) && (0, _emberDebug.assert)('Cannot inject a \\'' + fullName + '\\' on other ' + type + '(s).', fullNameType !== type));\n\n\n      var injections = this._typeInjections[type] || (this._typeInjections[type] = []);\n\n      injections.push({ property: property, fullName: fullName });\n    };\n\n    Registry.prototype.injection = function injection(fullName, property, injectionName) {\n      (true && !(this.isValidFullName(injectionName)) && (0, _emberDebug.assert)('Invalid injectionName, expected: \\'type:name\\' got: ' + injectionName, this.isValidFullName(injectionName)));\n\n\n      var normalizedInjectionName = this.normalize(injectionName);\n\n      if (fullName.indexOf(':') === -1) {\n        return this.typeInjection(fullName, property, normalizedInjectionName);\n      }\n\n      (true && !(this.isValidFullName(fullName)) && (0, _emberDebug.assert)('fullName must be a proper full name', this.isValidFullName(fullName)));\n\n      var normalizedName = this.normalize(fullName);\n\n      var injections = this._injections[normalizedName] || (this._injections[normalizedName] = []);\n\n      injections.push({ property: property, fullName: normalizedInjectionName });\n    };\n\n    Registry.prototype.knownForType = function knownForType(type) {\n      var fallbackKnown = void 0,\n          resolverKnown = void 0;\n\n      var localKnown = (0, _emberUtils.dictionary)(null);\n      var registeredNames = Object.keys(this.registrations);\n      for (var index = 0; index < registeredNames.length; index++) {\n        var fullName = registeredNames[index];\n        var itemType = fullName.split(':')[0];\n\n        if (itemType === type) {\n          localKnown[fullName] = true;\n        }\n      }\n\n      if (this.fallback !== null) {\n        fallbackKnown = this.fallback.knownForType(type);\n      }\n\n      if (this.resolver !== null && this.resolver.knownForType) {\n        resolverKnown = this.resolver.knownForType(type);\n      }\n\n      return (0, _emberUtils.assign)({}, fallbackKnown, localKnown, resolverKnown);\n    };\n\n    Registry.prototype.isValidFullName = function isValidFullName(fullName) {\n      return VALID_FULL_NAME_REGEXP.test(fullName);\n    };\n\n    Registry.prototype.getInjections = function getInjections(fullName) {\n      var injections = this._injections[fullName] || [];\n      if (this.fallback !== null) {\n        injections = injections.concat(this.fallback.getInjections(fullName));\n      }\n      return injections;\n    };\n\n    Registry.prototype.getTypeInjections = function getTypeInjections(type) {\n      var injections = this._typeInjections[type] || [];\n      if (this.fallback !== null) {\n        injections = injections.concat(this.fallback.getTypeInjections(type));\n      }\n      return injections;\n    };\n\n    Registry.prototype.resolverCacheKey = function resolverCacheKey(name, options) {\n      if (!_features.EMBER_MODULE_UNIFICATION) {\n        return name;\n      }\n\n      return options && options.source ? options.source + ':' + name : name;\n    };\n\n    Registry.prototype.expandLocalLookup = function expandLocalLookup(fullName, options) {\n      if (this.resolver !== null && this.resolver.expandLocalLookup) {\n        (true && !(this.isValidFullName(fullName)) && (0, _emberDebug.assert)('fullName must be a proper full name', this.isValidFullName(fullName)));\n        (true && !(options && options.source) && (0, _emberDebug.assert)('options.source must be provided to expandLocalLookup', options && options.source));\n        (true && !(this.isValidFullName(options.source)) && (0, _emberDebug.assert)('options.source must be a proper full name', this.isValidFullName(options.source)));\n\n\n        var normalizedFullName = this.normalize(fullName);\n        var normalizedSource = this.normalize(options.source);\n\n        return _expandLocalLookup(this, normalizedFullName, normalizedSource);\n      } else if (this.fallback !== null) {\n        return this.fallback.expandLocalLookup(fullName, options);\n      } else {\n        return null;\n      }\n    };\n\n    return Registry;\n  }();\n\n  function deprecateResolverFunction(registry) {\n    (true && !(false) && (0, _emberDebug.deprecate)('Passing a `resolver` function into a Registry is deprecated. Please pass in a Resolver object with a `resolve` method.', false, { id: 'ember-application.registry-resolver-as-function', until: '3.0.0', url: 'https://emberjs.com/deprecations/v2.x#toc_registry-resolver-as-function' }));\n\n    registry.resolver = { resolve: registry.resolver };\n  }\n\n  if (true) {\n    Registry.prototype.normalizeInjectionsHash = function (hash) {\n      var injections = [];\n\n      for (var key in hash) {\n        if (hash.hasOwnProperty(key)) {\n          (true && !(this.isValidFullName(hash[key])) && (0, _emberDebug.assert)('Expected a proper full name, given \\'' + hash[key] + '\\'', this.isValidFullName(hash[key])));\n\n\n          injections.push({\n            property: key,\n            fullName: hash[key]\n          });\n        }\n      }\n\n      return injections;\n    };\n\n    Registry.prototype.validateInjections = function (injections) {\n      if (!injections) {\n        return;\n      }\n\n      var fullName = void 0;\n\n      for (var i = 0; i < injections.length; i++) {\n        fullName = injections[i].fullName;\n\n        (true && !(this.has(fullName)) && (0, _emberDebug.assert)('Attempting to inject an unknown injection: \\'' + fullName + '\\'', this.has(fullName)));\n      }\n    };\n  }\n\n  function _expandLocalLookup(registry, normalizedName, normalizedSource) {\n    var cache = registry._localLookupCache;\n    var normalizedNameCache = cache[normalizedName];\n\n    if (!normalizedNameCache) {\n      normalizedNameCache = cache[normalizedName] = Object.create(null);\n    }\n\n    var cached = normalizedNameCache[normalizedSource];\n\n    if (cached !== undefined) {\n      return cached;\n    }\n\n    var expanded = registry.resolver.expandLocalLookup(normalizedName, normalizedSource);\n\n    return normalizedNameCache[normalizedSource] = expanded;\n  }\n\n  function _resolve(registry, normalizedName, options) {\n    if (options && options.source) {\n      // when `source` is provided expand normalizedName\n      // and source into the full normalizedName\n      var expandedNormalizedName = registry.expandLocalLookup(normalizedName, options);\n\n      // if expandLocalLookup returns falsey, we do not support local lookup\n      if (!_features.EMBER_MODULE_UNIFICATION) {\n        if (!expandedNormalizedName) {\n          return;\n        }\n\n        normalizedName = expandedNormalizedName;\n      } else if (expandedNormalizedName) {\n        // with ember-module-unification, if expandLocalLookup returns something,\n        // pass it to the resolve without the source\n        normalizedName = expandedNormalizedName;\n        options = {};\n      }\n    }\n\n    var cacheKey = registry.resolverCacheKey(normalizedName, options);\n    var cached = registry._resolveCache[cacheKey];\n    if (cached !== undefined) {\n      return cached;\n    }\n    if (registry._failCache[cacheKey]) {\n      return;\n    }\n\n    var resolved = void 0;\n\n    if (registry.resolver) {\n      resolved = registry.resolver.resolve(normalizedName, options && options.source);\n    }\n\n    if (resolved === undefined) {\n      resolved = registry.registrations[normalizedName];\n    }\n\n    if (resolved === undefined) {\n      registry._failCache[cacheKey] = true;\n    } else {\n      registry._resolveCache[cacheKey] = resolved;\n    }\n\n    return resolved;\n  }\n\n  function _has(registry, fullName, source) {\n    return registry.resolve(fullName, { source: source }) !== undefined;\n  }\n\n  var privateNames = (0, _emberUtils.dictionary)(null);\n  var privateSuffix = ('' + Math.random() + Date.now()).replace('.', '');\n\n  function privatize(_ref6) {\n    var fullName = _ref6[0];\n\n    var name = privateNames[fullName];\n    if (name) {\n      return name;\n    }\n\n    var _fullName$split2 = fullName.split(':'),\n        type = _fullName$split2[0],\n        rawName = _fullName$split2[1];\n\n    return privateNames[fullName] = (0, _emberUtils.intern)(type + ':' + rawName + '-' + privateSuffix);\n  }\n\n  /*\n  Public API for the container is still in flux.\n  The public API, specified on the application namespace should be considered the stable API.\n  // @module container\n    @private\n  */\n\n  exports.Registry = Registry;\n  exports.privatize = privatize;\n  exports.Container = Container;\n});","enifed(\"dag-map\", [\"exports\"], function (exports) {\n    \"use strict\";\n\n    /**\n     * A topologically ordered map of key/value pairs with a simple API for adding constraints.\n     *\n     * Edges can forward reference keys that have not been added yet (the forward reference will\n     * map the key to undefined).\n     */\n    var DAG = function () {\n        function DAG() {\n            this._vertices = new Vertices();\n        }\n        /**\n         * Adds a key/value pair with dependencies on other key/value pairs.\n         *\n         * @public\n         * @param key    The key of the vertex to be added.\n         * @param value  The value of that vertex.\n         * @param before A key or array of keys of the vertices that must\n         *               be visited before this vertex.\n         * @param after  An string or array of strings with the keys of the\n         *               vertices that must be after this vertex is visited.\n         */\n        DAG.prototype.add = function (key, value, before, after) {\n            if (!key) throw new Error('argument `key` is required');\n            var vertices = this._vertices;\n            var v = vertices.add(key);\n            v.val = value;\n            if (before) {\n                if (typeof before === \"string\") {\n                    vertices.addEdge(v, vertices.add(before));\n                } else {\n                    for (var i = 0; i < before.length; i++) {\n                        vertices.addEdge(v, vertices.add(before[i]));\n                    }\n                }\n            }\n            if (after) {\n                if (typeof after === \"string\") {\n                    vertices.addEdge(vertices.add(after), v);\n                } else {\n                    for (var i = 0; i < after.length; i++) {\n                        vertices.addEdge(vertices.add(after[i]), v);\n                    }\n                }\n            }\n        };\n        /**\n         * @deprecated please use add.\n         */\n        DAG.prototype.addEdges = function (key, value, before, after) {\n            this.add(key, value, before, after);\n        };\n        /**\n         * Visits key/value pairs in topological order.\n         *\n         * @public\n         * @param callback The function to be invoked with each key/value.\n         */\n        DAG.prototype.each = function (callback) {\n            this._vertices.walk(callback);\n        };\n        /**\n         * @deprecated please use each.\n         */\n        DAG.prototype.topsort = function (callback) {\n            this.each(callback);\n        };\n        return DAG;\n    }();\n    exports.default = DAG;\n\n    /** @private */\n    var Vertices = function () {\n        function Vertices() {\n            this.length = 0;\n            this.stack = new IntStack();\n            this.path = new IntStack();\n            this.result = new IntStack();\n        }\n        Vertices.prototype.add = function (key) {\n            if (!key) throw new Error(\"missing key\");\n            var l = this.length | 0;\n            var vertex;\n            for (var i = 0; i < l; i++) {\n                vertex = this[i];\n                if (vertex.key === key) return vertex;\n            }\n            this.length = l + 1;\n            return this[l] = {\n                idx: l,\n                key: key,\n                val: undefined,\n                out: false,\n                flag: false,\n                length: 0\n            };\n        };\n        Vertices.prototype.addEdge = function (v, w) {\n            this.check(v, w.key);\n            var l = w.length | 0;\n            for (var i = 0; i < l; i++) {\n                if (w[i] === v.idx) return;\n            }\n            w.length = l + 1;\n            w[l] = v.idx;\n            v.out = true;\n        };\n        Vertices.prototype.walk = function (cb) {\n            this.reset();\n            for (var i = 0; i < this.length; i++) {\n                var vertex = this[i];\n                if (vertex.out) continue;\n                this.visit(vertex, \"\");\n            }\n            this.each(this.result, cb);\n        };\n        Vertices.prototype.check = function (v, w) {\n            if (v.key === w) {\n                throw new Error(\"cycle detected: \" + w + \" <- \" + w);\n            }\n            // quick check\n            if (v.length === 0) return;\n            // shallow check\n            for (var i = 0; i < v.length; i++) {\n                var key = this[v[i]].key;\n                if (key === w) {\n                    throw new Error(\"cycle detected: \" + w + \" <- \" + v.key + \" <- \" + w);\n                }\n            }\n            // deep check\n            this.reset();\n            this.visit(v, w);\n            if (this.path.length > 0) {\n                var msg_1 = \"cycle detected: \" + w;\n                this.each(this.path, function (key) {\n                    msg_1 += \" <- \" + key;\n                });\n                throw new Error(msg_1);\n            }\n        };\n        Vertices.prototype.reset = function () {\n            this.stack.length = 0;\n            this.path.length = 0;\n            this.result.length = 0;\n            for (var i = 0, l = this.length; i < l; i++) {\n                this[i].flag = false;\n            }\n        };\n        Vertices.prototype.visit = function (start, search) {\n            var _a = this,\n                stack = _a.stack,\n                path = _a.path,\n                result = _a.result;\n            stack.push(start.idx);\n            while (stack.length) {\n                var index = stack.pop() | 0;\n                if (index >= 0) {\n                    // enter\n                    var vertex = this[index];\n                    if (vertex.flag) continue;\n                    vertex.flag = true;\n                    path.push(index);\n                    if (search === vertex.key) break;\n                    // push exit\n                    stack.push(~index);\n                    this.pushIncoming(vertex);\n                } else {\n                    // exit\n                    path.pop();\n                    result.push(~index);\n                }\n            }\n        };\n        Vertices.prototype.pushIncoming = function (incomming) {\n            var stack = this.stack;\n            for (var i = incomming.length - 1; i >= 0; i--) {\n                var index = incomming[i];\n                if (!this[index].flag) {\n                    stack.push(index);\n                }\n            }\n        };\n        Vertices.prototype.each = function (indices, cb) {\n            for (var i = 0, l = indices.length; i < l; i++) {\n                var vertex = this[indices[i]];\n                cb(vertex.key, vertex.val);\n            }\n        };\n        return Vertices;\n    }();\n    /** @private */\n    var IntStack = function () {\n        function IntStack() {\n            this.length = 0;\n        }\n        IntStack.prototype.push = function (n) {\n            this[this.length++] = n | 0;\n        };\n        IntStack.prototype.pop = function () {\n            return this[--this.length] | 0;\n        };\n        return IntStack;\n    }();\n});","enifed('ember-application/index', ['exports', 'ember-application/system/application', 'ember-application/system/application-instance', 'ember-application/system/resolver', 'ember-application/system/engine', 'ember-application/system/engine-instance', 'ember-application/system/engine-parent', 'ember-application/initializers/dom-templates'], function (exports, _application, _applicationInstance, _resolver, _engine, _engineInstance, _engineParent) {\n  'use strict';\n\n  exports.setEngineParent = exports.getEngineParent = exports.EngineInstance = exports.Engine = exports.Resolver = exports.ApplicationInstance = exports.Application = undefined;\n  Object.defineProperty(exports, 'Application', {\n    enumerable: true,\n    get: function () {\n      return _application.default;\n    }\n  });\n  Object.defineProperty(exports, 'ApplicationInstance', {\n    enumerable: true,\n    get: function () {\n      return _applicationInstance.default;\n    }\n  });\n  Object.defineProperty(exports, 'Resolver', {\n    enumerable: true,\n    get: function () {\n      return _resolver.default;\n    }\n  });\n  Object.defineProperty(exports, 'Engine', {\n    enumerable: true,\n    get: function () {\n      return _engine.default;\n    }\n  });\n  Object.defineProperty(exports, 'EngineInstance', {\n    enumerable: true,\n    get: function () {\n      return _engineInstance.default;\n    }\n  });\n  Object.defineProperty(exports, 'getEngineParent', {\n    enumerable: true,\n    get: function () {\n      return _engineParent.getEngineParent;\n    }\n  });\n  Object.defineProperty(exports, 'setEngineParent', {\n    enumerable: true,\n    get: function () {\n      return _engineParent.setEngineParent;\n    }\n  });\n});","enifed('ember-application/initializers/dom-templates', ['require', 'ember-glimmer', 'ember-environment', 'ember-application/system/application'], function (_require2, _emberGlimmer, _emberEnvironment, _application) {\n  'use strict';\n\n  var bootstrap = function () {};\n\n  _application.default.initializer({\n    name: 'domTemplates',\n    initialize: function () {\n      var bootstrapModuleId = 'ember-template-compiler/system/bootstrap';\n      var context = void 0;\n      if (_emberEnvironment.environment.hasDOM && (0, _require2.has)(bootstrapModuleId)) {\n        bootstrap = (0, _require2.default)(bootstrapModuleId).default;\n        context = document;\n      }\n\n      bootstrap({ context: context, hasTemplate: _emberGlimmer.hasTemplate, setTemplate: _emberGlimmer.setTemplate });\n    }\n  });\n});","enifed('ember-application/system/application-instance', ['exports', 'ember-utils', 'ember-metal', 'ember-runtime', 'ember-environment', 'ember-views', 'ember-application/system/engine-instance'], function (exports, _emberUtils, _emberMetal, _emberRuntime, _emberEnvironment, _emberViews, _engineInstance) {\n  'use strict';\n\n  /**\n    The `ApplicationInstance` encapsulates all of the stateful aspects of a\n    running `Application`.\n  \n    At a high-level, we break application boot into two distinct phases:\n  \n    * Definition time, where all of the classes, templates, and other\n      dependencies are loaded (typically in the browser).\n    * Run time, where we begin executing the application once everything\n      has loaded.\n  \n    Definition time can be expensive and only needs to happen once since it is\n    an idempotent operation. For example, between test runs and FastBoot\n    requests, the application stays the same. It is only the state that we want\n    to reset.\n  \n    That state is what the `ApplicationInstance` manages: it is responsible for\n    creating the container that contains all application state, and disposing of\n    it once the particular test run or FastBoot request has finished.\n  \n    @public\n    @class ApplicationInstance\n    @extends EngineInstance\n  */\n\n  /**\n  @module @ember/application\n  */\n\n  var ApplicationInstance = _engineInstance.default.extend({\n    /**\n      The `Application` for which this is an instance.\n       @property {Application} application\n      @private\n    */\n    application: null,\n\n    /**\n      The DOM events for which the event dispatcher should listen.\n       By default, the application's `Ember.EventDispatcher` listens\n      for a set of standard DOM events, such as `mousedown` and\n      `keyup`, and delegates them to your application's `Ember.View`\n      instances.\n       @private\n      @property {Object} customEvents\n    */\n    customEvents: null,\n\n    /**\n      The root DOM element of the Application as an element or a\n      [jQuery-compatible selector\n      string](http://api.jquery.com/category/selectors/).\n       @private\n      @property {String|DOMElement} rootElement\n    */\n    rootElement: null,\n\n    init: function () {\n      this._super.apply(this, arguments);\n\n      // Register this instance in the per-instance registry.\n      //\n      // Why do we need to register the instance in the first place?\n      // Because we need a good way for the root route (a.k.a ApplicationRoute)\n      // to notify us when it has created the root-most view. That view is then\n      // appended to the rootElement, in the case of apps, to the fixture harness\n      // in tests, or rendered to a string in the case of FastBoot.\n      this.register('-application-instance:main', this, { instantiate: false });\n    },\n    _bootSync: function (options) {\n      if (this._booted) {\n        return this;\n      }\n\n      options = new BootOptions(options);\n\n      this.setupRegistry(options);\n\n      if (options.rootElement) {\n        this.rootElement = options.rootElement;\n      } else {\n        this.rootElement = this.application.rootElement;\n      }\n\n      if (options.location) {\n        var router = (0, _emberMetal.get)(this, 'router');\n        (0, _emberMetal.set)(router, 'location', options.location);\n      }\n\n      this.application.runInstanceInitializers(this);\n\n      if (options.isInteractive) {\n        this.setupEventDispatcher();\n      }\n\n      this._booted = true;\n\n      return this;\n    },\n    setupRegistry: function (options) {\n      this.constructor.setupRegistry(this.__registry__, options);\n    },\n\n\n    router: (0, _emberMetal.computed)(function () {\n      return this.lookup('router:main');\n    }).readOnly(),\n\n    didCreateRootView: function (view) {\n      view.appendTo(this.rootElement);\n    },\n    startRouting: function () {\n      var router = (0, _emberMetal.get)(this, 'router');\n      router.startRouting();\n      this._didSetupRouter = true;\n    },\n    setupRouter: function () {\n      if (this._didSetupRouter) {\n        return;\n      }\n      this._didSetupRouter = true;\n\n      var router = (0, _emberMetal.get)(this, 'router');\n      router.setupRouter();\n    },\n    handleURL: function (url) {\n      var router = (0, _emberMetal.get)(this, 'router');\n\n      this.setupRouter();\n      return router.handleURL(url);\n    },\n    setupEventDispatcher: function () {\n      var dispatcher = this.lookup('event_dispatcher:main');\n      var applicationCustomEvents = (0, _emberMetal.get)(this.application, 'customEvents');\n      var instanceCustomEvents = (0, _emberMetal.get)(this, 'customEvents');\n\n      var customEvents = (0, _emberUtils.assign)({}, applicationCustomEvents, instanceCustomEvents);\n      dispatcher.setup(customEvents, this.rootElement);\n\n      return dispatcher;\n    },\n    getURL: function () {\n      return (0, _emberMetal.get)(this, 'router.url');\n    },\n    visit: function (url) {\n      var _this = this;\n\n      this.setupRouter();\n\n      var bootOptions = this.__container__.lookup('-environment:main');\n\n      var router = (0, _emberMetal.get)(this, 'router');\n\n      var handleTransitionResolve = function () {\n        if (!bootOptions.options.shouldRender) {\n          // No rendering is needed, and routing has completed, simply return.\n          return _this;\n        } else {\n          return new _emberRuntime.RSVP.Promise(function (resolve) {\n            // Resolve once rendering is completed. `router.handleURL` returns the transition (as a thennable)\n            // which resolves once the transition is completed, but the transition completion only queues up\n            // a scheduled revalidation (into the `render` queue) in the Renderer.\n            //\n            // This uses `run.schedule('afterRender', ....)` to resolve after that rendering has completed.\n            _emberMetal.run.schedule('afterRender', null, resolve, _this);\n          });\n        }\n      };\n\n      var handleTransitionReject = function (error) {\n        if (error.error) {\n          throw error.error;\n        } else if (error.name === 'TransitionAborted' && router._routerMicrolib.activeTransition) {\n          return router._routerMicrolib.activeTransition.then(handleTransitionResolve, handleTransitionReject);\n        } else if (error.name === 'TransitionAborted') {\n          throw new Error(error.message);\n        } else {\n          throw error;\n        }\n      };\n\n      var location = (0, _emberMetal.get)(router, 'location');\n\n      // Keeps the location adapter's internal URL in-sync\n      location.setURL(url);\n\n      // getURL returns the set url with the rootURL stripped off\n      return router.handleURL(location.getURL()).then(handleTransitionResolve, handleTransitionReject);\n    }\n  });\n\n  ApplicationInstance.reopenClass({\n    setupRegistry: function (registry) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      if (!options.toEnvironment) {\n        options = new BootOptions(options);\n      }\n\n      registry.register('-environment:main', options.toEnvironment(), { instantiate: false });\n      registry.register('service:-document', options.document, { instantiate: false });\n\n      this._super(registry, options);\n    }\n  });\n\n  /**\n    A list of boot-time configuration options for customizing the behavior of\n    an `Ember.ApplicationInstance`.\n  \n    This is an interface class that exists purely to document the available\n    options; you do not need to construct it manually. Simply pass a regular\n    JavaScript object containing the desired options into methods that require\n    one of these options object:\n  \n    ```javascript\n    MyApp.visit(\"/\", { location: \"none\", rootElement: \"#container\" });\n    ```\n  \n    Not all combinations of the supported options are valid. See the documentation\n    on `Ember.Application#visit` for the supported configurations.\n  \n    Internal, experimental or otherwise unstable flags are marked as private.\n  \n    @class BootOptions\n    @namespace ApplicationInstance\n    @public\n  */\n  function BootOptions() {\n    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n    /**\n      Provide a specific instance of jQuery. This is useful in conjunction with\n      the `document` option, as it allows you to use a copy of `jQuery` that is\n      appropriately bound to the foreign `document` (e.g. a jsdom).\n       This is highly experimental and support very incomplete at the moment.\n       @property jQuery\n      @type Object\n      @default auto-detected\n      @private\n    */\n    this.jQuery = _emberViews.jQuery; // This default is overridable below\n\n    /**\n      Interactive mode: whether we need to set up event delegation and invoke\n      lifecycle callbacks on Components.\n       @property isInteractive\n      @type boolean\n      @default auto-detected\n      @private\n    */\n    this.isInteractive = _emberEnvironment.environment.hasDOM; // This default is overridable below\n\n    /**\n      Run in a full browser environment.\n       When this flag is set to `false`, it will disable most browser-specific\n      and interactive features. Specifically:\n       * It does not use `jQuery` to append the root view; the `rootElement`\n        (either specified as a subsequent option or on the application itself)\n        must already be an `Element` in the given `document` (as opposed to a\n        string selector).\n       * It does not set up an `EventDispatcher`.\n       * It does not run any `Component` lifecycle hooks (such as `didInsertElement`).\n       * It sets the `location` option to `\"none\"`. (If you would like to use\n        the location adapter specified in the app's router instead, you can also\n        specify `{ location: null }` to specifically opt-out.)\n       @property isBrowser\n      @type boolean\n      @default auto-detected\n      @public\n    */\n    if (options.isBrowser !== undefined) {\n      this.isBrowser = !!options.isBrowser;\n    } else {\n      this.isBrowser = _emberEnvironment.environment.hasDOM;\n    }\n\n    if (!this.isBrowser) {\n      this.jQuery = null;\n      this.isInteractive = false;\n      this.location = 'none';\n    }\n\n    /**\n      Disable rendering completely.\n       When this flag is set to `true`, it will disable the entire rendering\n      pipeline. Essentially, this puts the app into \"routing-only\" mode. No\n      templates will be rendered, and no Components will be created.\n       @property shouldRender\n      @type boolean\n      @default true\n      @public\n    */\n    if (options.shouldRender !== undefined) {\n      this.shouldRender = !!options.shouldRender;\n    } else {\n      this.shouldRender = true;\n    }\n\n    if (!this.shouldRender) {\n      this.jQuery = null;\n      this.isInteractive = false;\n    }\n\n    /**\n      If present, render into the given `Document` object instead of the\n      global `window.document` object.\n       In practice, this is only useful in non-browser environment or in\n      non-interactive mode, because Ember's `jQuery` dependency is\n      implicitly bound to the current document, causing event delegation\n      to not work properly when the app is rendered into a foreign\n      document object (such as an iframe's `contentDocument`).\n       In non-browser mode, this could be a \"`Document`-like\" object as\n      Ember only interact with a small subset of the DOM API in non-\n      interactive mode. While the exact requirements have not yet been\n      formalized, the `SimpleDOM` library's implementation is known to\n      work.\n       @property document\n      @type Document\n      @default the global `document` object\n      @public\n    */\n    if (options.document) {\n      this.document = options.document;\n    } else {\n      this.document = typeof document !== 'undefined' ? document : null;\n    }\n\n    /**\n      If present, overrides the application's `rootElement` property on\n      the instance. This is useful for testing environment, where you\n      might want to append the root view to a fixture area.\n       In non-browser mode, because Ember does not have access to jQuery,\n      this options must be specified as a DOM `Element` object instead of\n      a selector string.\n       See the documentation on `Ember.Applications`'s `rootElement` for\n      details.\n       @property rootElement\n      @type String|Element\n      @default null\n      @public\n     */\n    if (options.rootElement) {\n      this.rootElement = options.rootElement;\n    }\n\n    // Set these options last to give the user a chance to override the\n    // defaults from the \"combo\" options like `isBrowser` (although in\n    // practice, the resulting combination is probably invalid)\n\n    /**\n      If present, overrides the router's `location` property with this\n      value. This is useful for environments where trying to modify the\n      URL would be inappropriate.\n       @property location\n      @type string\n      @default null\n      @public\n    */\n    if (options.location !== undefined) {\n      this.location = options.location;\n    }\n\n    if (options.jQuery !== undefined) {\n      this.jQuery = options.jQuery;\n    }\n\n    if (options.isInteractive !== undefined) {\n      this.isInteractive = !!options.isInteractive;\n    }\n  }\n\n  BootOptions.prototype.toEnvironment = function () {\n    var env = (0, _emberUtils.assign)({}, _emberEnvironment.environment);\n    // For compatibility with existing code\n    env.hasDOM = this.isBrowser;\n    env.isInteractive = this.isInteractive;\n    env.options = this;\n    return env;\n  };\n\n  Object.defineProperty(ApplicationInstance.prototype, 'registry', {\n    configurable: true,\n    enumerable: false,\n    get: function () {\n      return (0, _emberRuntime.buildFakeRegistryWithDeprecations)(this, 'ApplicationInstance');\n    }\n  });\n\n  exports.default = ApplicationInstance;\n});","enifed('ember-application/system/application', ['exports', 'ember-babel', 'ember-utils', 'ember-environment', 'ember-debug', 'ember-metal', 'ember-runtime', 'ember-views', 'ember-routing', 'ember-application/system/application-instance', 'container', 'ember-application/system/engine', 'ember-glimmer', 'ember/features'], function (exports, _emberBabel, _emberUtils, _emberEnvironment, _emberDebug, _emberMetal, _emberRuntime, _emberViews, _emberRouting, _applicationInstance, _container, _engine, _emberGlimmer, _features) {\n  'use strict';\n\n  var _templateObject = (0, _emberBabel.taggedTemplateLiteralLoose)(['-bucket-cache:main'], ['-bucket-cache:main']);\n\n  var librariesRegistered = false;\n\n  /**\n    An instance of `Ember.Application` is the starting point for every Ember\n    application. It helps to instantiate, initialize and coordinate the many\n    objects that make up your app.\n  \n    Each Ember app has one and only one `Ember.Application` object. In fact, the\n    very first thing you should do in your application is create the instance:\n  \n    ```javascript\n    window.App = Ember.Application.create();\n    ```\n  \n    Typically, the application object is the only global variable. All other\n    classes in your app should be properties on the `Ember.Application` instance,\n    which highlights its first role: a global namespace.\n  \n    For example, if you define a view class, it might look like this:\n  \n    ```javascript\n    App.MyView = Ember.View.extend();\n    ```\n  \n    By default, calling `Ember.Application.create()` will automatically initialize\n    your application by calling the `Ember.Application.initialize()` method. If\n    you need to delay initialization, you can call your app's `deferReadiness()`\n    method. When you are ready for your app to be initialized, call its\n    `advanceReadiness()` method.\n  \n    You can define a `ready` method on the `Ember.Application` instance, which\n    will be run by Ember when the application is initialized.\n  \n    Because `Ember.Application` inherits from `Ember.Namespace`, any classes\n    you create will have useful string representations when calling `toString()`.\n    See the `Ember.Namespace` documentation for more information.\n  \n    While you can think of your `Ember.Application` as a container that holds the\n    other classes in your application, there are several other responsibilities\n    going on under-the-hood that you may want to understand.\n  \n    ### Event Delegation\n  \n    Ember uses a technique called _event delegation_. This allows the framework\n    to set up a global, shared event listener instead of requiring each view to\n    do it manually. For example, instead of each view registering its own\n    `mousedown` listener on its associated element, Ember sets up a `mousedown`\n    listener on the `body`.\n  \n    If a `mousedown` event occurs, Ember will look at the target of the event and\n    start walking up the DOM node tree, finding corresponding views and invoking\n    their `mouseDown` method as it goes.\n  \n    `Ember.Application` has a number of default events that it listens for, as\n    well as a mapping from lowercase events to camel-cased view method names. For\n    example, the `keypress` event causes the `keyPress` method on the view to be\n    called, the `dblclick` event causes `doubleClick` to be called, and so on.\n  \n    If there is a bubbling browser event that Ember does not listen for by\n    default, you can specify custom events and their corresponding view method\n    names by setting the application's `customEvents` property:\n  \n    ```javascript\n    let App = Ember.Application.create({\n      customEvents: {\n        // add support for the paste event\n        paste: 'paste'\n      }\n    });\n    ```\n  \n    To prevent Ember from setting up a listener for a default event,\n    specify the event name with a `null` value in the `customEvents`\n    property:\n  \n    ```javascript\n    let App = Ember.Application.create({\n      customEvents: {\n        // prevent listeners for mouseenter/mouseleave events\n        mouseenter: null,\n        mouseleave: null\n      }\n    });\n    ```\n  \n    By default, the application sets up these event listeners on the document\n    body. However, in cases where you are embedding an Ember application inside\n    an existing page, you may want it to set up the listeners on an element\n    inside the body.\n  \n    For example, if only events inside a DOM element with the ID of `ember-app`\n    should be delegated, set your application's `rootElement` property:\n  \n    ```javascript\n    let App = Ember.Application.create({\n      rootElement: '#ember-app'\n    });\n    ```\n  \n    The `rootElement` can be either a DOM element or a jQuery-compatible selector\n    string. Note that *views appended to the DOM outside the root element will\n    not receive events.* If you specify a custom root element, make sure you only\n    append views inside it!\n  \n    To learn more about the events Ember components use, see\n    [components/handling-events](https://guides.emberjs.com/v2.6.0/components/handling-events/#toc_event-names).\n  \n    ### Initializers\n  \n    Libraries on top of Ember can add initializers, like so:\n  \n    ```javascript\n    Ember.Application.initializer({\n      name: 'api-adapter',\n  \n      initialize: function(application) {\n        application.register('api-adapter:main', ApiAdapter);\n      }\n    });\n    ```\n  \n    Initializers provide an opportunity to access the internal registry, which\n    organizes the different components of an Ember application. Additionally\n    they provide a chance to access the instantiated application. Beyond\n    being used for libraries, initializers are also a great way to organize\n    dependency injection or setup in your own application.\n  \n    ### Routing\n  \n    In addition to creating your application's router, `Ember.Application` is\n    also responsible for telling the router when to start routing. Transitions\n    between routes can be logged with the `LOG_TRANSITIONS` flag, and more\n    detailed intra-transition logging can be logged with\n    the `LOG_TRANSITIONS_INTERNAL` flag:\n  \n    ```javascript\n    let App = Ember.Application.create({\n      LOG_TRANSITIONS: true, // basic logging of successful transitions\n      LOG_TRANSITIONS_INTERNAL: true // detailed logging of all routing steps\n    });\n    ```\n  \n    By default, the router will begin trying to translate the current URL into\n    application state once the browser emits the `DOMContentReady` event. If you\n    need to defer routing, you can call the application's `deferReadiness()`\n    method. Once routing can begin, call the `advanceReadiness()` method.\n  \n    If there is any setup required before routing begins, you can implement a\n    `ready()` method on your app that will be invoked immediately before routing\n    begins.\n  \n    @class Application\n    @extends Engine\n    @uses RegistryProxyMixin\n    @public\n  */\n\n  var Application = _engine.default.extend({\n    /**\n      The root DOM element of the Application. This can be specified as an\n      element or a\n      [jQuery-compatible selector string](http://api.jquery.com/category/selectors/).\n       This is the element that will be passed to the Application's,\n      `eventDispatcher`, which sets up the listeners for event delegation. Every\n      view in your application should be a child of the element you specify here.\n       @property rootElement\n      @type DOMElement\n      @default 'body'\n      @public\n    */\n    rootElement: 'body',\n\n    /**\n      The `Ember.EventDispatcher` responsible for delegating events to this\n      application's views.\n       The event dispatcher is created by the application at initialization time\n      and sets up event listeners on the DOM element described by the\n      application's `rootElement` property.\n       See the documentation for `Ember.EventDispatcher` for more information.\n       @property eventDispatcher\n      @type Ember.EventDispatcher\n      @default null\n      @public\n    */\n    eventDispatcher: null,\n\n    /**\n      The DOM events for which the event dispatcher should listen.\n       By default, the application's `Ember.EventDispatcher` listens\n      for a set of standard DOM events, such as `mousedown` and\n      `keyup`, and delegates them to your application's `Ember.View`\n      instances.\n       If you would like additional bubbling events to be delegated to your\n      views, set your `Ember.Application`'s `customEvents` property\n      to a hash containing the DOM event name as the key and the\n      corresponding view method name as the value. Setting an event to\n      a value of `null` will prevent a default event listener from being\n      added for that event.\n       To add new events to be listened to:\n       ```javascript\n      let App = Ember.Application.create({\n        customEvents: {\n          // add support for the paste event\n          paste: 'paste'\n        }\n      });\n      ```\n       To prevent default events from being listened to:\n       ```javascript\n      let App = Ember.Application.create({\n        customEvents: {\n          // remove support for mouseenter / mouseleave events\n          mouseenter: null,\n          mouseleave: null\n        }\n      });\n      ```\n      @property customEvents\n      @type Object\n      @default null\n      @public\n    */\n    customEvents: null,\n\n    /**\n      Whether the application should automatically start routing and render\n      templates to the `rootElement` on DOM ready. While default by true,\n      other environments such as FastBoot or a testing harness can set this\n      property to `false` and control the precise timing and behavior of the boot\n      process.\n       @property autoboot\n      @type Boolean\n      @default true\n      @private\n    */\n    autoboot: true,\n\n    /**\n      Whether the application should be configured for the legacy \"globals mode\".\n      Under this mode, the Application object serves as a global namespace for all\n      classes.\n       ```javascript\n      let App = Ember.Application.create({\n        ...\n      });\n       App.Router.reopen({\n        location: 'none'\n      });\n       App.Router.map({\n        ...\n      });\n       App.MyComponent = Ember.Component.extend({\n        ...\n      });\n      ```\n       This flag also exposes other internal APIs that assumes the existence of\n      a special \"default instance\", like `App.__container__.lookup(...)`.\n       This option is currently not configurable, its value is derived from\n      the `autoboot` flag – disabling `autoboot` also implies opting-out of\n      globals mode support, although they are ultimately orthogonal concerns.\n       Some of the global modes features are already deprecated in 1.x. The\n      existence of this flag is to untangle the globals mode code paths from\n      the autoboot code paths, so that these legacy features can be reviewed\n      for deprecation/removal separately.\n       Forcing the (autoboot=true, _globalsMode=false) here and running the tests\n      would reveal all the places where we are still relying on these legacy\n      behavior internally (mostly just tests).\n       @property _globalsMode\n      @type Boolean\n      @default true\n      @private\n    */\n    _globalsMode: true,\n\n    init: function (options) {\n      this._super.apply(this, arguments);\n\n      if (!this.$) {\n        this.$ = _emberViews.jQuery;\n      }\n\n      registerLibraries();\n\n      if (true) {\n        logLibraryVersions();\n      }\n\n      // Start off the number of deferrals at 1. This will be decremented by\n      // the Application's own `boot` method.\n      this._readinessDeferrals = 1;\n      this._booted = false;\n\n      this.autoboot = this._globalsMode = !!this.autoboot;\n\n      if (this._globalsMode) {\n        this._prepareForGlobalsMode();\n      }\n\n      if (this.autoboot) {\n        this.waitForDOMReady();\n      }\n    },\n    buildInstance: function () {\n      var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n      options.base = this;\n      options.application = this;\n      return _applicationInstance.default.create(options);\n    },\n    _prepareForGlobalsMode: function () {\n      // Create subclass of Ember.Router for this Application instance.\n      // This is to ensure that someone reopening `App.Router` does not\n      // tamper with the default `Ember.Router`.\n      this.Router = (this.Router || _emberRouting.Router).extend();\n\n      this._buildDeprecatedInstance();\n    },\n    _buildDeprecatedInstance: function () {\n      // Build a default instance\n      var instance = this.buildInstance();\n\n      // Legacy support for App.__container__ and other global methods\n      // on App that rely on a single, default instance.\n      this.__deprecatedInstance__ = instance;\n      this.__container__ = instance.__container__;\n    },\n    waitForDOMReady: function () {\n      if (!this.$ || this.$.isReady) {\n        _emberMetal.run.schedule('actions', this, 'domReady');\n      } else {\n        this.$().ready(_emberMetal.run.bind(this, 'domReady'));\n      }\n    },\n    domReady: function () {\n      if (this.isDestroyed) {\n        return;\n      }\n\n      this._bootSync();\n\n      // Continues to `didBecomeReady`\n    },\n    deferReadiness: function () {\n      (true && !(this instanceof Application) && (0, _emberDebug.assert)('You must call deferReadiness on an instance of Ember.Application', this instanceof Application));\n      (true && !(this._readinessDeferrals > 0) && (0, _emberDebug.assert)('You cannot defer readiness since the `ready()` hook has already been called.', this._readinessDeferrals > 0));\n\n      this._readinessDeferrals++;\n    },\n    advanceReadiness: function () {\n      (true && !(this instanceof Application) && (0, _emberDebug.assert)('You must call advanceReadiness on an instance of Ember.Application', this instanceof Application));\n\n      this._readinessDeferrals--;\n\n      if (this._readinessDeferrals === 0) {\n        _emberMetal.run.once(this, this.didBecomeReady);\n      }\n    },\n    boot: function () {\n      if (this._bootPromise) {\n        return this._bootPromise;\n      }\n\n      try {\n        this._bootSync();\n      } catch (_) {\n        // Ignore th error: in the asynchronous boot path, the error is already reflected\n        // in the promise rejection\n      }\n\n      return this._bootPromise;\n    },\n    _bootSync: function () {\n      if (this._booted) {\n        return;\n      }\n\n      // Even though this returns synchronously, we still need to make sure the\n      // boot promise exists for book-keeping purposes: if anything went wrong in\n      // the boot process, we need to store the error as a rejection on the boot\n      // promise so that a future caller of `boot()` can tell what failed.\n      var defer = this._bootResolver = _emberRuntime.RSVP.defer();\n      this._bootPromise = defer.promise;\n\n      try {\n        this.runInitializers();\n        (0, _emberRuntime.runLoadHooks)('application', this);\n        this.advanceReadiness();\n        // Continues to `didBecomeReady`\n      } catch (error) {\n        // For the asynchronous boot path\n        defer.reject(error);\n\n        // For the synchronous boot path\n        throw error;\n      }\n    },\n    reset: function () {\n      (true && !(this._globalsMode && this.autoboot) && (0, _emberDebug.assert)('Calling reset() on instances of `Ember.Application` is not\\n            supported when globals mode is disabled; call `visit()` to\\n            create new `Ember.ApplicationInstance`s and dispose them\\n            via their `destroy()` method instead.', this._globalsMode && this.autoboot));\n\n\n      var instance = this.__deprecatedInstance__;\n\n      this._readinessDeferrals = 1;\n      this._bootPromise = null;\n      this._bootResolver = null;\n      this._booted = false;\n\n      function handleReset() {\n        (0, _emberMetal.run)(instance, 'destroy');\n        this._buildDeprecatedInstance();\n        _emberMetal.run.schedule('actions', this, '_bootSync');\n      }\n\n      _emberMetal.run.join(this, handleReset);\n    },\n    didBecomeReady: function () {\n      try {\n        // TODO: Is this still needed for _globalsMode = false?\n        if (!(0, _emberDebug.isTesting)()) {\n          // Eagerly name all classes that are already loaded\n          _emberRuntime.Namespace.processAll();\n          (0, _emberRuntime.setNamespaceSearchDisabled)(true);\n        }\n\n        // See documentation on `_autoboot()` for details\n        if (this.autoboot) {\n          var instance = void 0;\n\n          if (this._globalsMode) {\n            // If we already have the __deprecatedInstance__ lying around, boot it to\n            // avoid unnecessary work\n            instance = this.__deprecatedInstance__;\n          } else {\n            // Otherwise, build an instance and boot it. This is currently unreachable,\n            // because we forced _globalsMode to === autoboot; but having this branch\n            // allows us to locally toggle that flag for weeding out legacy globals mode\n            // dependencies independently\n            instance = this.buildInstance();\n          }\n\n          instance._bootSync();\n\n          // TODO: App.ready() is not called when autoboot is disabled, is this correct?\n          this.ready();\n\n          instance.startRouting();\n        }\n\n        // For the asynchronous boot path\n        this._bootResolver.resolve(this);\n\n        // For the synchronous boot path\n        this._booted = true;\n      } catch (error) {\n        // For the asynchronous boot path\n        this._bootResolver.reject(error);\n\n        // For the synchronous boot path\n        throw error;\n      }\n    },\n    ready: function () {\n      return this;\n    },\n    willDestroy: function () {\n      this._super.apply(this, arguments);\n      (0, _emberRuntime.setNamespaceSearchDisabled)(false);\n      this._booted = false;\n      this._bootPromise = null;\n      this._bootResolver = null;\n\n      if (_emberRuntime._loaded.application === this) {\n        _emberRuntime._loaded.application = undefined;\n      }\n\n      if (this._globalsMode && this.__deprecatedInstance__) {\n        this.__deprecatedInstance__.destroy();\n      }\n    },\n    visit: function (url, options) {\n      var _this = this;\n\n      return this.boot().then(function () {\n        var instance = _this.buildInstance();\n\n        return instance.boot(options).then(function () {\n          return instance.visit(url);\n        }).catch(function (error) {\n          (0, _emberMetal.run)(instance, 'destroy');\n          throw error;\n        });\n      });\n    }\n  });\n\n  Object.defineProperty(Application.prototype, 'registry', {\n    configurable: true,\n    enumerable: false,\n    get: function () {\n      return (0, _emberRuntime.buildFakeRegistryWithDeprecations)(this, 'Application');\n    }\n  });\n\n  Application.reopenClass({\n    buildRegistry: function (application) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      var registry = this._super.apply(this, arguments);\n\n      commonSetupRegistry(registry);\n\n      (0, _emberGlimmer.setupApplicationRegistry)(registry);\n\n      return registry;\n    }\n  });\n\n  function commonSetupRegistry(registry) {\n    registry.register('router:main', _emberRouting.Router.extend());\n    registry.register('-view-registry:main', {\n      create: function () {\n        return (0, _emberUtils.dictionary)(null);\n      }\n    });\n\n    registry.register('route:basic', _emberRouting.Route);\n    registry.register('event_dispatcher:main', _emberViews.EventDispatcher);\n\n    registry.injection('router:main', 'namespace', 'application:main');\n\n    registry.register('location:auto', _emberRouting.AutoLocation);\n    registry.register('location:hash', _emberRouting.HashLocation);\n    registry.register('location:history', _emberRouting.HistoryLocation);\n    registry.register('location:none', _emberRouting.NoneLocation);\n\n    registry.register((0, _container.privatize)(_templateObject), _emberRouting.BucketCache);\n\n    if (_features.EMBER_ROUTING_ROUTER_SERVICE) {\n      registry.register('service:router', _emberRouting.RouterService);\n      registry.injection('service:router', '_router', 'router:main');\n    }\n  }\n\n  function registerLibraries() {\n    if (!librariesRegistered) {\n      librariesRegistered = true;\n\n      if (_emberEnvironment.environment.hasDOM && typeof _emberViews.jQuery === 'function') {\n        _emberMetal.libraries.registerCoreLibrary('jQuery', (0, _emberViews.jQuery)().jquery);\n      }\n    }\n  }\n\n  function logLibraryVersions() {\n    if (true) {\n      if (_emberEnvironment.ENV.LOG_VERSION) {\n        // we only need to see this once per Application#init\n        _emberEnvironment.ENV.LOG_VERSION = false;\n        var libs = _emberMetal.libraries._registry;\n\n        var nameLengths = libs.map(function (item) {\n          return (0, _emberMetal.get)(item, 'name.length');\n        });\n\n        var maxNameLength = Math.max.apply(this, nameLengths);\n\n        (0, _emberDebug.debug)('-------------------------------');\n        for (var i = 0; i < libs.length; i++) {\n          var lib = libs[i];\n          var spaces = new Array(maxNameLength - lib.name.length + 1).join(' ');\n          (0, _emberDebug.debug)([lib.name, spaces, ' : ', lib.version].join(''));\n        }\n        (0, _emberDebug.debug)('-------------------------------');\n      }\n    }\n  }\n\n  exports.default = Application;\n});","enifed('ember-application/system/engine-instance', ['exports', 'ember-babel', 'ember-utils', 'ember-runtime', 'ember-debug', 'ember-metal', 'container', 'ember-application/system/engine-parent'], function (exports, _emberBabel, _emberUtils, _emberRuntime, _emberDebug, _emberMetal, _container, _engineParent) {\n  'use strict';\n\n  var _templateObject = (0, _emberBabel.taggedTemplateLiteralLoose)(['-bucket-cache:main'], ['-bucket-cache:main']);\n\n  /**\n    The `EngineInstance` encapsulates all of the stateful aspects of a\n    running `Engine`.\n  \n    @public\n    @class EngineInstance\n    @extends EmberObject\n    @uses RegistryProxyMixin\n    @uses ContainerProxyMixin\n  */\n\n  var EngineInstance = _emberRuntime.Object.extend(_emberRuntime.RegistryProxyMixin, _emberRuntime.ContainerProxyMixin, {\n    /**\n      The base `Engine` for which this is an instance.\n       @property {Ember.Engine} engine\n      @private\n    */\n    base: null,\n\n    init: function () {\n      this._super.apply(this, arguments);\n\n      (0, _emberUtils.guidFor)(this);\n\n      var base = this.base;\n\n      if (!base) {\n        base = this.application;\n        this.base = base;\n      }\n\n      // Create a per-instance registry that will use the application's registry\n      // as a fallback for resolving registrations.\n      var registry = this.__registry__ = new _container.Registry({\n        fallback: base.__registry__\n      });\n\n      // Create a per-instance container from the instance's registry\n      this.__container__ = registry.container({ owner: this });\n\n      this._booted = false;\n    },\n    boot: function (options) {\n      var _this = this;\n\n      if (this._bootPromise) {\n        return this._bootPromise;\n      }\n\n      this._bootPromise = new _emberRuntime.RSVP.Promise(function (resolve) {\n        return resolve(_this._bootSync(options));\n      });\n\n      return this._bootPromise;\n    },\n    _bootSync: function (options) {\n      if (this._booted) {\n        return this;\n      }\n\n      (true && !((0, _engineParent.getEngineParent)(this)) && (0, _emberDebug.assert)('An engine instance\\'s parent must be set via `setEngineParent(engine, parent)` prior to calling `engine.boot()`.', (0, _engineParent.getEngineParent)(this)));\n\n\n      this.cloneParentDependencies();\n\n      this.setupRegistry(options);\n\n      this.base.runInstanceInitializers(this);\n\n      this._booted = true;\n\n      return this;\n    },\n    setupRegistry: function () {\n      var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.__container__.lookup('-environment:main');\n\n      this.constructor.setupRegistry(this.__registry__, options);\n    },\n    unregister: function (fullName) {\n      this.__container__.reset(fullName);\n      this._super.apply(this, arguments);\n    },\n    buildChildEngineInstance: function (name) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      var Engine = this.lookup('engine:' + name);\n\n      if (!Engine) {\n        throw new _emberDebug.Error('You attempted to mount the engine \\'' + name + '\\', but it is not registered with its parent.');\n      }\n\n      var engineInstance = Engine.buildInstance(options);\n\n      (0, _engineParent.setEngineParent)(engineInstance, this);\n\n      return engineInstance;\n    },\n    cloneParentDependencies: function () {\n      var _this2 = this;\n\n      var parent = (0, _engineParent.getEngineParent)(this);\n\n      var registrations = ['route:basic', 'service:-routing', 'service:-glimmer-environment'];\n\n      registrations.forEach(function (key) {\n        return _this2.register(key, parent.resolveRegistration(key));\n      });\n\n      var env = parent.lookup('-environment:main');\n      this.register('-environment:main', env, { instantiate: false });\n\n      var singletons = ['router:main', (0, _container.privatize)(_templateObject), '-view-registry:main', 'renderer:-' + (env.isInteractive ? 'dom' : 'inert'), 'service:-document'];\n\n      if (env.isInteractive) {\n        singletons.push('event_dispatcher:main');\n      }\n\n      singletons.forEach(function (key) {\n        return _this2.register(key, parent.lookup(key), { instantiate: false });\n      });\n\n      this.inject('view', '_environment', '-environment:main');\n      this.inject('route', '_environment', '-environment:main');\n    }\n  });\n\n  EngineInstance.reopenClass({\n    setupRegistry: function (registry, options) {\n      // when no options/environment is present, do nothing\n      if (!options) {\n        return;\n      }\n\n      registry.injection('view', '_environment', '-environment:main');\n      registry.injection('route', '_environment', '-environment:main');\n\n      if (options.isInteractive) {\n        registry.injection('view', 'renderer', 'renderer:-dom');\n        registry.injection('component', 'renderer', 'renderer:-dom');\n      } else {\n        registry.injection('view', 'renderer', 'renderer:-inert');\n        registry.injection('component', 'renderer', 'renderer:-inert');\n      }\n    }\n  });\n\n  exports.default = EngineInstance;\n});","enifed('ember-application/system/engine-parent', ['exports', 'ember-utils'], function (exports, _emberUtils) {\n  'use strict';\n\n  exports.ENGINE_PARENT = undefined;\n  exports.getEngineParent = getEngineParent;\n  exports.setEngineParent = setEngineParent;\n  var ENGINE_PARENT = exports.ENGINE_PARENT = (0, _emberUtils.symbol)('ENGINE_PARENT');\n\n  /**\n    `getEngineParent` retrieves an engine instance's parent instance.\n  \n    @method getEngineParent\n    @param {EngineInstance} engine An engine instance.\n    @return {EngineInstance} The parent engine instance.\n    @for @ember/engine\n    @static\n    @private\n  */\n  function getEngineParent(engine) {\n    return engine[ENGINE_PARENT];\n  }\n\n  /**\n    `setEngineParent` sets an engine instance's parent instance.\n  \n    @method setEngineParent\n    @param {EngineInstance} engine An engine instance.\n    @param {EngineInstance} parent The parent engine instance.\n    @private\n  */\n  function setEngineParent(engine, parent) {\n    engine[ENGINE_PARENT] = parent;\n  }\n});","enifed('ember-application/system/engine', ['exports', 'ember-babel', 'ember-utils', 'ember-runtime', 'container', 'dag-map', 'ember-debug', 'ember-metal', 'ember-application/system/resolver', 'ember-application/system/engine-instance', 'ember-routing', 'ember-extension-support', 'ember-views', 'ember-glimmer'], function (exports, _emberBabel, _emberUtils, _emberRuntime, _container, _dagMap, _emberDebug, _emberMetal, _resolver, _engineInstance, _emberRouting, _emberExtensionSupport, _emberViews, _emberGlimmer) {\n  'use strict';\n\n  var _templateObject = (0, _emberBabel.taggedTemplateLiteralLoose)(['-bucket-cache:main'], ['-bucket-cache:main']);\n\n  function props(obj) {\n    var properties = [];\n\n    for (var key in obj) {\n      properties.push(key);\n    }\n\n    return properties;\n  }\n\n  /**\n    The `Engine` class contains core functionality for both applications and\n    engines.\n  \n    Each engine manages a registry that's used for dependency injection and\n    exposed through `RegistryProxy`.\n  \n    Engines also manage initializers and instance initializers.\n  \n    Engines can spawn `EngineInstance` instances via `buildInstance()`.\n  \n    @class Engine\n    @extends Ember.Namespace\n    @uses RegistryProxy\n    @public\n  */\n  var Engine = _emberRuntime.Namespace.extend(_emberRuntime.RegistryProxyMixin, {\n    init: function () {\n      this._super.apply(this, arguments);\n\n      this.buildRegistry();\n    },\n\n\n    /**\n      A private flag indicating whether an engine's initializers have run yet.\n       @private\n      @property _initializersRan\n    */\n    _initializersRan: false,\n\n    ensureInitializers: function () {\n      if (!this._initializersRan) {\n        this.runInitializers();\n        this._initializersRan = true;\n      }\n    },\n    buildInstance: function () {\n      var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n      this.ensureInitializers();\n      options.base = this;\n      return _engineInstance.default.create(options);\n    },\n    buildRegistry: function () {\n      var registry = this.__registry__ = this.constructor.buildRegistry(this);\n\n      return registry;\n    },\n    initializer: function (options) {\n      this.constructor.initializer(options);\n    },\n    instanceInitializer: function (options) {\n      this.constructor.instanceInitializer(options);\n    },\n    runInitializers: function () {\n      var _this = this;\n\n      this._runInitializer('initializers', function (name, initializer) {\n        (true && !(!!initializer) && (0, _emberDebug.assert)('No application initializer named \\'' + name + '\\'', !!initializer));\n\n        if (initializer.initialize.length === 2) {\n          (true && !(false) && (0, _emberDebug.deprecate)('The `initialize` method for Application initializer \\'' + name + '\\' should take only one argument - `App`, an instance of an `Application`.', false, {\n            id: 'ember-application.app-initializer-initialize-arguments',\n            until: '3.0.0',\n            url: 'https://emberjs.com/deprecations/v2.x/#toc_initializer-arity'\n          }));\n\n\n          initializer.initialize(_this.__registry__, _this);\n        } else {\n          initializer.initialize(_this);\n        }\n      });\n    },\n    runInstanceInitializers: function (instance) {\n      this._runInitializer('instanceInitializers', function (name, initializer) {\n        (true && !(!!initializer) && (0, _emberDebug.assert)('No instance initializer named \\'' + name + '\\'', !!initializer));\n\n        initializer.initialize(instance);\n      });\n    },\n    _runInitializer: function (bucketName, cb) {\n      var initializersByName = (0, _emberMetal.get)(this.constructor, bucketName);\n      var initializers = props(initializersByName);\n      var graph = new _dagMap.default();\n      var initializer = void 0;\n\n      for (var i = 0; i < initializers.length; i++) {\n        initializer = initializersByName[initializers[i]];\n        graph.add(initializer.name, initializer, initializer.before, initializer.after);\n      }\n\n      graph.topsort(cb);\n    }\n  });\n\n  Engine.reopenClass({\n    initializers: Object.create(null),\n    instanceInitializers: Object.create(null),\n\n    /**\n      The goal of initializers should be to register dependencies and injections.\n      This phase runs once. Because these initializers may load code, they are\n      allowed to defer application readiness and advance it. If you need to access\n      the container or store you should use an InstanceInitializer that will be run\n      after all initializers and therefore after all code is loaded and the app is\n      ready.\n       Initializer receives an object which has the following attributes:\n      `name`, `before`, `after`, `initialize`. The only required attribute is\n      `initialize`, all others are optional.\n       * `name` allows you to specify under which name the initializer is registered.\n      This must be a unique name, as trying to register two initializers with the\n      same name will result in an error.\n       ```app/initializer/named-initializer.js\n      import { debug } from '@ember/debug';\n       export function initialize() {\n        debug('Running namedInitializer!');\n      }\n       export default {\n        name: 'named-initializer',\n        initialize\n      };\n      ```\n       * `before` and `after` are used to ensure that this initializer is ran prior\n      or after the one identified by the value. This value can be a single string\n      or an array of strings, referencing the `name` of other initializers.\n       An example of ordering initializers, we create an initializer named `first`:\n       ```app/initializer/first.js\n      import { debug } from '@ember/debug';\n       export function initialize() {\n        debug('First initializer!');\n      }\n       export default {\n        name: 'first',\n        initialize\n      };\n      ```\n       ```bash\n      // DEBUG: First initializer!\n      ```\n       We add another initializer named `second`, specifying that it should run\n      after the initializer named `first`:\n       ```app/initializer/second.js\n      import { debug } from '@ember/debug';\n       export function initialize() {\n        debug('Second initializer!');\n      }\n       export default {\n        name: 'second',\n        after: 'first',\n        initialize\n      };\n      ```\n       ```\n      // DEBUG: First initializer!\n      // DEBUG: Second initializer!\n      ```\n       Afterwards we add a further initializer named `pre`, this time specifying\n      that it should run before the initializer named `first`:\n       ```app/initializer/pre.js\n      import { debug } from '@ember/debug';\n       export function initialize() {\n        debug('Pre initializer!');\n      }\n       export default {\n        name: 'pre',\n        before: 'first',\n        initialize\n      };\n      ```\n       ```bash\n      // DEBUG: Pre initializer!\n      // DEBUG: First initializer!\n      // DEBUG: Second initializer!\n      ```\n       Finally we add an initializer named `post`, specifying it should run after\n      both the `first` and the `second` initializers:\n       ```app/initializer/post.js\n      import { debug } from '@ember/debug';\n       export function initialize() {\n        debug('Post initializer!');\n      }\n       export default {\n        name: 'post',\n        after: ['first', 'second'],\n        initialize\n      };\n      ```\n       ```bash\n      // DEBUG: Pre initializer!\n      // DEBUG: First initializer!\n      // DEBUG: Second initializer!\n      // DEBUG: Post initializer!\n      ```\n       * `initialize` is a callback function that receives one argument,\n        `application`, on which you can operate.\n       Example of using `application` to register an adapter:\n       ```app/initializer/api-adapter.js\n      import ApiAdapter from '../utils/api-adapter';\n       export function initialize(application) {\n        application.register('api-adapter:main', ApiAdapter);\n      }\n       export default {\n        name: 'post',\n        after: ['first', 'second'],\n        initialize\n      };\n      ```\n       @method initializer\n      @param initializer {Object}\n      @public\n    */\n\n    initializer: buildInitializerMethod('initializers', 'initializer'),\n\n    /**\n      Instance initializers run after all initializers have run. Because\n      instance initializers run after the app is fully set up. We have access\n      to the store, container, and other items. However, these initializers run\n      after code has loaded and are not allowed to defer readiness.\n       Instance initializer receives an object which has the following attributes:\n      `name`, `before`, `after`, `initialize`. The only required attribute is\n      `initialize`, all others are optional.\n       * `name` allows you to specify under which name the instanceInitializer is\n      registered. This must be a unique name, as trying to register two\n      instanceInitializer with the same name will result in an error.\n       ```app/initializer/named-instance-initializer.js\n      import { debug } from '@ember/debug';\n       export function initialize() {\n        debug('Running named-instance-initializer!');\n      }\n       export default {\n        name: 'named-instance-initializer',\n        initialize\n      };\n      ```\n       * `before` and `after` are used to ensure that this initializer is ran prior\n      or after the one identified by the value. This value can be a single string\n      or an array of strings, referencing the `name` of other initializers.\n       * See Ember.Application.initializer for discussion on the usage of before\n      and after.\n       Example instanceInitializer to preload data into the store.\n       ```app/initializer/preload-data.js\n      import $ from 'jquery';\n       export function initialize(application) {\n          var userConfig, userConfigEncoded, store;\n          // We have a HTML escaped JSON representation of the user's basic\n          // configuration generated server side and stored in the DOM of the main\n          // index.html file. This allows the app to have access to a set of data\n          // without making any additional remote calls. Good for basic data that is\n          // needed for immediate rendering of the page. Keep in mind, this data,\n          // like all local models and data can be manipulated by the user, so it\n          // should not be relied upon for security or authorization.\n           // Grab the encoded data from the meta tag\n          userConfigEncoded = $('head meta[name=app-user-config]').attr('content');\n           // Unescape the text, then parse the resulting JSON into a real object\n          userConfig = JSON.parse(unescape(userConfigEncoded));\n           // Lookup the store\n          store = application.lookup('service:store');\n           // Push the encoded JSON into the store\n          store.pushPayload(userConfig);\n      }\n       export default {\n        name: 'named-instance-initializer',\n        initialize\n      };\n      ```\n       @method instanceInitializer\n      @param instanceInitializer\n      @public\n    */\n    instanceInitializer: buildInitializerMethod('instanceInitializers', 'instance initializer'),\n\n    buildRegistry: function (namespace) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      var registry = new _container.Registry({\n        resolver: resolverFor(namespace)\n      });\n\n      registry.set = _emberMetal.set;\n\n      registry.register('application:main', namespace, { instantiate: false });\n\n      commonSetupRegistry(registry);\n      (0, _emberGlimmer.setupEngineRegistry)(registry);\n\n      return registry;\n    },\n\n\n    /**\n      Set this to provide an alternate class to `Ember.DefaultResolver`\n       @deprecated Use 'Resolver' instead\n      @property resolver\n      @public\n    */\n    resolver: null,\n\n    /**\n      Set this to provide an alternate class to `Ember.DefaultResolver`\n       @property resolver\n      @public\n    */\n    Resolver: null\n  });\n\n  /**\n    This function defines the default lookup rules for container lookups:\n  \n    * templates are looked up on `Ember.TEMPLATES`\n    * other names are looked up on the application after classifying the name.\n      For example, `controller:post` looks up `App.PostController` by default.\n    * if the default lookup fails, look for registered classes on the container\n  \n    This allows the application to register default injections in the container\n    that could be overridden by the normal naming convention.\n  \n    @private\n    @method resolverFor\n    @param {Ember.Namespace} namespace the namespace to look for classes\n    @return {*} the resolved value for a given lookup\n  */\n  function resolverFor(namespace) {\n    var ResolverClass = namespace.get('Resolver') || _resolver.default;\n\n    return ResolverClass.create({\n      namespace: namespace\n    });\n  }\n\n  function buildInitializerMethod(bucketName, humanName) {\n    return function (initializer) {\n      // If this is the first initializer being added to a subclass, we are going to reopen the class\n      // to make sure we have a new `initializers` object, which extends from the parent class' using\n      // prototypal inheritance. Without this, attempting to add initializers to the subclass would\n      // pollute the parent class as well as other subclasses.\n      if (this.superclass[bucketName] !== undefined && this.superclass[bucketName] === this[bucketName]) {\n        var attrs = {};\n        attrs[bucketName] = Object.create(this[bucketName]);\n        this.reopenClass(attrs);\n      }\n\n      (true && !(!this[bucketName][initializer.name]) && (0, _emberDebug.assert)('The ' + humanName + ' \\'' + initializer.name + '\\' has already been registered', !this[bucketName][initializer.name]));\n      (true && !((0, _emberUtils.canInvoke)(initializer, 'initialize')) && (0, _emberDebug.assert)('An ' + humanName + ' cannot be registered without an initialize function', (0, _emberUtils.canInvoke)(initializer, 'initialize')));\n      (true && !(initializer.name !== undefined) && (0, _emberDebug.assert)('An ' + humanName + ' cannot be registered without a name property', initializer.name !== undefined));\n\n\n      this[bucketName][initializer.name] = initializer;\n    };\n  }\n\n  function commonSetupRegistry(registry) {\n    registry.optionsForType('component', { singleton: false });\n    registry.optionsForType('view', { singleton: false });\n\n    registry.register('controller:basic', _emberRuntime.Controller, { instantiate: false });\n\n    registry.injection('view', '_viewRegistry', '-view-registry:main');\n    registry.injection('renderer', '_viewRegistry', '-view-registry:main');\n    registry.injection('event_dispatcher:main', '_viewRegistry', '-view-registry:main');\n\n    registry.injection('route', '_topLevelViewTemplate', 'template:-outlet');\n\n    registry.injection('view:-outlet', 'namespace', 'application:main');\n\n    registry.injection('controller', 'target', 'router:main');\n    registry.injection('controller', 'namespace', 'application:main');\n\n    registry.injection('router', '_bucketCache', (0, _container.privatize)(_templateObject));\n    registry.injection('route', '_bucketCache', (0, _container.privatize)(_templateObject));\n\n    registry.injection('route', 'router', 'router:main');\n\n    // Register the routing service...\n    registry.register('service:-routing', _emberRouting.RoutingService);\n    // Then inject the app router into it\n    registry.injection('service:-routing', 'router', 'router:main');\n\n    // DEBUGGING\n    registry.register('resolver-for-debugging:main', registry.resolver, { instantiate: false });\n    registry.injection('container-debug-adapter:main', 'resolver', 'resolver-for-debugging:main');\n    registry.injection('data-adapter:main', 'containerDebugAdapter', 'container-debug-adapter:main');\n    // Custom resolver authors may want to register their own ContainerDebugAdapter with this key\n\n    registry.register('container-debug-adapter:main', _emberExtensionSupport.ContainerDebugAdapter);\n\n    registry.register('component-lookup:main', _emberViews.ComponentLookup);\n  }\n\n  exports.default = Engine;\n});","enifed('ember-application/system/resolver', ['exports', 'ember-utils', 'ember-metal', 'ember-debug', 'ember-runtime', 'ember-application/utils/validate-type', 'ember-glimmer'], function (exports, _emberUtils, _emberMetal, _emberDebug, _emberRuntime, _validateType, _emberGlimmer) {\n  'use strict';\n\n  exports.Resolver = undefined;\n  /**\n  @module @ember/application\n  */\n\n  var Resolver = exports.Resolver = _emberRuntime.Object.extend({\n    /*\n      This will be set to the Application instance when it is\n      created.\n       @property namespace\n    */\n    namespace: null,\n    normalize: null, // required\n    resolve: null, // required\n    parseName: null, // required\n    lookupDescription: null, // required\n    makeToString: null, // required\n    resolveOther: null, // required\n    _logLookup: null // required\n  });\n\n  /**\n    The DefaultResolver defines the default lookup rules to resolve\n    container lookups before consulting the container for registered\n    items:\n  \n    * templates are looked up on `Ember.TEMPLATES`\n    * other names are looked up on the application after converting\n      the name. For example, `controller:post` looks up\n      `App.PostController` by default.\n    * there are some nuances (see examples below)\n  \n    ### How Resolving Works\n  \n    The container calls this object's `resolve` method with the\n    `fullName` argument.\n  \n    It first parses the fullName into an object using `parseName`.\n  \n    Then it checks for the presence of a type-specific instance\n    method of the form `resolve[Type]` and calls it if it exists.\n    For example if it was resolving 'template:post', it would call\n    the `resolveTemplate` method.\n  \n    Its last resort is to call the `resolveOther` method.\n  \n    The methods of this object are designed to be easy to override\n    in a subclass. For example, you could enhance how a template\n    is resolved like so:\n  \n    ```app/app.js\n    import Application from '@ember/application';\n    import GlobalsResolver from '@ember/application/globals-resolver';\n  \n    App = Application.create({\n      Resolver: GlobalsResolver.extend({\n        resolveTemplate(parsedName) {\n          let resolvedTemplate = this._super(parsedName);\n          if (resolvedTemplate) { return resolvedTemplate; }\n  \n          return Ember.TEMPLATES['not_found'];\n        }\n      })\n    });\n    ```\n  \n    Some examples of how names are resolved:\n  \n    ```text\n    'template:post'           //=> Ember.TEMPLATES['post']\n    'template:posts/byline'   //=> Ember.TEMPLATES['posts/byline']\n    'template:posts.byline'   //=> Ember.TEMPLATES['posts/byline']\n    'template:blogPost'       //=> Ember.TEMPLATES['blog-post']\n    'controller:post'         //=> App.PostController\n    'controller:posts.index'  //=> App.PostsIndexController\n    'controller:blog/post'    //=> Blog.PostController\n    'controller:basic'        //=> Controller\n    'route:post'              //=> App.PostRoute\n    'route:posts.index'       //=> App.PostsIndexRoute\n    'route:blog/post'         //=> Blog.PostRoute\n    'route:basic'             //=> Route\n    'foo:post'                //=> App.PostFoo\n    'model:post'              //=> App.Post\n    ```\n  \n    @class GlobalsResolver\n    @extends EmberObject\n    @public\n  */\n\n  var DefaultResolver = _emberRuntime.Object.extend({\n    /**\n      This will be set to the Application instance when it is\n      created.\n       @property namespace\n      @public\n    */\n    namespace: null,\n\n    init: function () {\n      this._parseNameCache = (0, _emberUtils.dictionary)(null);\n    },\n    normalize: function (fullName) {\n      var _fullName$split = fullName.split(':'),\n          type = _fullName$split[0],\n          name = _fullName$split[1];\n\n      (true && !(fullName.split(':').length === 2) && (0, _emberDebug.assert)('Tried to normalize a container name without a colon (:) in it. ' + 'You probably tried to lookup a name that did not contain a type, ' + 'a colon, and a name. A proper lookup name would be `view:post`.', fullName.split(':').length === 2));\n\n\n      if (type !== 'template') {\n        var result = name.replace(/(\\.|_|-)./g, function (m) {\n          return m.charAt(1).toUpperCase();\n        });\n\n        return type + ':' + result;\n      } else {\n        return fullName;\n      }\n    },\n    resolve: function (fullName) {\n      var parsedName = this.parseName(fullName);\n      var resolveMethodName = parsedName.resolveMethodName;\n      var resolved = void 0;\n\n      if (this[resolveMethodName]) {\n        resolved = this[resolveMethodName](parsedName);\n      }\n\n      resolved = resolved || this.resolveOther(parsedName);\n\n      if (true) {\n        if (parsedName.root && parsedName.root.LOG_RESOLVER) {\n          this._logLookup(resolved, parsedName);\n        }\n      }\n\n      if (resolved) {\n        (0, _validateType.default)(resolved, parsedName);\n      }\n\n      return resolved;\n    },\n    parseName: function (fullName) {\n      return this._parseNameCache[fullName] || (this._parseNameCache[fullName] = this._parseName(fullName));\n    },\n    _parseName: function (fullName) {\n      var _fullName$split2 = fullName.split(':'),\n          type = _fullName$split2[0],\n          fullNameWithoutType = _fullName$split2[1];\n\n      var name = fullNameWithoutType;\n      var namespace = (0, _emberMetal.get)(this, 'namespace');\n      var root = namespace;\n      var lastSlashIndex = name.lastIndexOf('/');\n      var dirname = lastSlashIndex !== -1 ? name.slice(0, lastSlashIndex) : null;\n\n      if (type !== 'template' && lastSlashIndex !== -1) {\n        var parts = name.split('/');\n        name = parts[parts.length - 1];\n        var namespaceName = _emberRuntime.String.capitalize(parts.slice(0, -1).join('.'));\n        root = _emberRuntime.Namespace.byName(namespaceName);\n\n        (true && !(root) && (0, _emberDebug.assert)('You are looking for a ' + name + ' ' + type + ' in the ' + namespaceName + ' namespace, but the namespace could not be found', root));\n      }\n\n      var resolveMethodName = fullNameWithoutType === 'main' ? 'Main' : _emberRuntime.String.classify(type);\n\n      if (!(name && type)) {\n        throw new TypeError('Invalid fullName: `' + fullName + '`, must be of the form `type:name` ');\n      }\n\n      return {\n        fullName: fullName,\n        type: type,\n        fullNameWithoutType: fullNameWithoutType,\n        dirname: dirname,\n        name: name,\n        root: root,\n        resolveMethodName: 'resolve' + resolveMethodName\n      };\n    },\n    lookupDescription: function (fullName) {\n      var parsedName = this.parseName(fullName);\n      var description = void 0;\n\n      if (parsedName.type === 'template') {\n        return 'template at ' + parsedName.fullNameWithoutType.replace(/\\./g, '/');\n      }\n\n      description = parsedName.root + '.' + _emberRuntime.String.classify(parsedName.name).replace(/\\./g, '');\n\n      if (parsedName.type !== 'model') {\n        description += _emberRuntime.String.classify(parsedName.type);\n      }\n\n      return description;\n    },\n    makeToString: function (factory, fullName) {\n      return factory.toString();\n    },\n    useRouterNaming: function (parsedName) {\n      if (parsedName.name === 'basic') {\n        parsedName.name = '';\n      } else {\n        parsedName.name = parsedName.name.replace(/\\./g, '_');\n      }\n    },\n    resolveTemplate: function (parsedName) {\n      var templateName = parsedName.fullNameWithoutType.replace(/\\./g, '/');\n\n      return (0, _emberGlimmer.getTemplate)(templateName) || (0, _emberGlimmer.getTemplate)(_emberRuntime.String.decamelize(templateName));\n    },\n    resolveView: function (parsedName) {\n      this.useRouterNaming(parsedName);\n      return this.resolveOther(parsedName);\n    },\n    resolveController: function (parsedName) {\n      this.useRouterNaming(parsedName);\n      return this.resolveOther(parsedName);\n    },\n    resolveRoute: function (parsedName) {\n      this.useRouterNaming(parsedName);\n      return this.resolveOther(parsedName);\n    },\n    resolveModel: function (parsedName) {\n      var className = _emberRuntime.String.classify(parsedName.name);\n      var factory = (0, _emberMetal.get)(parsedName.root, className);\n\n      return factory;\n    },\n    resolveHelper: function (parsedName) {\n      return this.resolveOther(parsedName);\n    },\n    resolveOther: function (parsedName) {\n      var className = _emberRuntime.String.classify(parsedName.name) + _emberRuntime.String.classify(parsedName.type);\n      var factory = (0, _emberMetal.get)(parsedName.root, className);\n      return factory;\n    },\n    resolveMain: function (parsedName) {\n      var className = _emberRuntime.String.classify(parsedName.type);\n      return (0, _emberMetal.get)(parsedName.root, className);\n    },\n    knownForType: function (type) {\n      var namespace = (0, _emberMetal.get)(this, 'namespace');\n      var suffix = _emberRuntime.String.classify(type);\n      var typeRegexp = new RegExp(suffix + '$');\n\n      var known = (0, _emberUtils.dictionary)(null);\n      var knownKeys = Object.keys(namespace);\n      for (var index = 0; index < knownKeys.length; index++) {\n        var name = knownKeys[index];\n\n        if (typeRegexp.test(name)) {\n          var containerName = this.translateToContainerFullname(type, name);\n\n          known[containerName] = true;\n        }\n      }\n\n      return known;\n    },\n    translateToContainerFullname: function (type, name) {\n      var suffix = _emberRuntime.String.classify(type);\n      var namePrefix = name.slice(0, suffix.length * -1);\n      var dasherizedName = _emberRuntime.String.dasherize(namePrefix);\n\n      return type + ':' + dasherizedName;\n    }\n  });\n\n  exports.default = DefaultResolver;\n\n\n  if (true) {\n    DefaultResolver.reopen({\n      _logLookup: function (found, parsedName) {\n        var symbol = found ? '[✓]' : '[ ]';\n\n        var padding = void 0;\n        if (parsedName.fullName.length > 60) {\n          padding = '.';\n        } else {\n          padding = new Array(60 - parsedName.fullName.length).join('.');\n        }\n\n        (0, _emberDebug.info)(symbol, parsedName.fullName, padding, this.lookupDescription(parsedName.fullName));\n      }\n    });\n  }\n});","enifed('ember-application/utils/validate-type', ['exports', 'ember-debug'], function (exports, _emberDebug) {\n  'use strict';\n\n  exports.default = validateType;\n\n\n  var VALIDATED_TYPES = {\n    route: ['assert', 'isRouteFactory', 'Ember.Route'],\n    component: ['deprecate', 'isComponentFactory', 'Ember.Component'],\n    view: ['deprecate', 'isViewFactory', 'Ember.View'],\n    service: ['deprecate', 'isServiceFactory', 'Ember.Service']\n  };\n\n  function validateType(resolvedType, parsedName) {\n    var validationAttributes = VALIDATED_TYPES[parsedName.type];\n\n    if (!validationAttributes) {\n      return;\n    }\n\n    var action = validationAttributes[0],\n        factoryFlag = validationAttributes[1],\n        expectedType = validationAttributes[2];\n    (true && !(!!resolvedType[factoryFlag]) && (0, _emberDebug.assert)('Expected ' + parsedName.fullName + ' to resolve to an ' + expectedType + ' but ' + ('instead it was ' + resolvedType + '.'), !!resolvedType[factoryFlag]));\n  }\n});","enifed('ember-babel', ['exports'], function (exports) {\n  'use strict';\n\n  exports.classCallCheck = classCallCheck;\n  exports.inherits = inherits;\n  exports.taggedTemplateLiteralLoose = taggedTemplateLiteralLoose;\n  exports.createClass = createClass;\n  exports.defaults = defaults;\n  function classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError('Cannot call a class as a function');\n    }\n  }\n\n  function inherits(subClass, superClass) {\n    if (typeof superClass !== 'function' && superClass !== null) {\n      throw new TypeError('Super expression must either be null or a function, not ' + typeof superClass);\n    }\n\n    subClass.prototype = Object.create(superClass && superClass.prototype, {\n      constructor: {\n        value: subClass,\n        enumerable: false,\n        writable: true,\n        configurable: true\n      }\n    });\n\n    if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : defaults(subClass, superClass);\n  }\n\n  function taggedTemplateLiteralLoose(strings, raw) {\n    strings.raw = raw;\n    return strings;\n  }\n\n  function defineProperties(target, props) {\n    for (var i = 0; i < props.length; i++) {\n      var descriptor = props[i];\n      descriptor.enumerable = descriptor.enumerable || false;\n      descriptor.configurable = true;\n      if ('value' in descriptor) descriptor.writable = true;\n      Object.defineProperty(target, descriptor.key, descriptor);\n    }\n  }\n\n  function createClass(Constructor, protoProps, staticProps) {\n    if (protoProps) defineProperties(Constructor.prototype, protoProps);\n    if (staticProps) defineProperties(Constructor, staticProps);\n    return Constructor;\n  }\n\n  function defaults(obj, defaults) {\n    var keys = Object.getOwnPropertyNames(defaults);\n    for (var i = 0; i < keys.length; i++) {\n      var key = keys[i];\n      var value = Object.getOwnPropertyDescriptor(defaults, key);\n      if (value && value.configurable && obj[key] === undefined) {\n        Object.defineProperty(obj, key, value);\n      }\n    }\n    return obj;\n  }\n\n  var possibleConstructorReturn = exports.possibleConstructorReturn = function (self, call) {\n    if (!self) {\n      throw new ReferenceError('this hasn\\'t been initialized - super() hasn\\'t been called');\n    }\n    return call && (typeof call === 'object' || typeof call === 'function') ? call : self;\n  };\n\n  var slice = exports.slice = Array.prototype.slice;\n});","enifed('ember-console', ['exports', 'ember-environment'], function (exports, _emberEnvironment) {\n  'use strict';\n\n  function K() {}\n\n  function consoleMethod(name) {\n    var consoleObj = void 0;\n    if (_emberEnvironment.context.imports.console) {\n      consoleObj = _emberEnvironment.context.imports.console;\n    } else if (typeof console !== 'undefined') {\n      // eslint-disable-line no-undef\n      consoleObj = console; // eslint-disable-line no-undef\n    }\n\n    var method = typeof consoleObj === 'object' ? consoleObj[name] : null;\n\n    if (typeof method !== 'function') {\n      return;\n    }\n\n    return method.bind(consoleObj);\n  }\n\n  function assertPolyfill(test, message) {\n    if (!test) {\n      try {\n        // attempt to preserve the stack\n        throw new Error('assertion failed: ' + message);\n      } catch (error) {\n        setTimeout(function () {\n          throw error;\n        }, 0);\n      }\n    }\n  }\n\n  /**\n    Inside Ember-Metal, simply uses the methods from `imports.console`.\n    Override this to provide more robust logging functionality.\n  \n    @class Logger\n    @namespace Ember\n    @public\n  */\n  var index = {\n    /**\n     Logs the arguments to the console.\n     You can pass as many arguments as you want and they will be joined together with a space.\n       ```javascript\n      var foo = 1;\n      Ember.Logger.log('log value of foo:', foo);\n      // \"log value of foo: 1\" will be printed to the console\n      ```\n      @method log\n     @for Ember.Logger\n     @param {*} arguments\n     @public\n    */\n    log: consoleMethod('log') || K,\n\n    /**\n     Prints the arguments to the console with a warning icon.\n     You can pass as many arguments as you want and they will be joined together with a space.\n       ```javascript\n      Ember.Logger.warn('Something happened!');\n      // \"Something happened!\" will be printed to the console with a warning icon.\n      ```\n      @method warn\n     @for Ember.Logger\n     @param {*} arguments\n     @public\n    */\n    warn: consoleMethod('warn') || K,\n\n    /**\n     Prints the arguments to the console with an error icon, red text and a stack trace.\n     You can pass as many arguments as you want and they will be joined together with a space.\n       ```javascript\n      Ember.Logger.error('Danger! Danger!');\n      // \"Danger! Danger!\" will be printed to the console in red text.\n      ```\n      @method error\n     @for Ember.Logger\n     @param {*} arguments\n     @public\n    */\n    error: consoleMethod('error') || K,\n\n    /**\n     Logs the arguments to the console.\n     You can pass as many arguments as you want and they will be joined together with a space.\n       ```javascript\n      var foo = 1;\n      Ember.Logger.info('log value of foo:', foo);\n      // \"log value of foo: 1\" will be printed to the console\n      ```\n      @method info\n     @for Ember.Logger\n     @param {*} arguments\n     @public\n    */\n    info: consoleMethod('info') || K,\n\n    /**\n     Logs the arguments to the console in blue text.\n     You can pass as many arguments as you want and they will be joined together with a space.\n       ```javascript\n      var foo = 1;\n      Ember.Logger.debug('log value of foo:', foo);\n      // \"log value of foo: 1\" will be printed to the console\n      ```\n      @method debug\n     @for Ember.Logger\n     @param {*} arguments\n     @public\n    */\n    debug: consoleMethod('debug') || consoleMethod('info') || K,\n\n    /**\n     If the value passed into `Ember.Logger.assert` is not truthy it will throw an error with a stack trace.\n       ```javascript\n      Ember.Logger.assert(true); // undefined\n      Ember.Logger.assert(true === false); // Throws an Assertion failed error.\n      Ember.Logger.assert(true === false, 'Something invalid'); // Throws an Assertion failed error with message.\n      ```\n      @method assert\n     @for Ember.Logger\n     @param {Boolean} bool Value to test\n     @param {String} message Assertion message on failed\n     @public\n    */\n    assert: consoleMethod('assert') || assertPolyfill\n  };\n\n  exports.default = index;\n});","enifed('ember-debug/deprecate', ['exports', 'ember-debug/error', 'ember-console', 'ember-environment', 'ember-debug/handlers'], function (exports, _error, _emberConsole, _emberEnvironment, _handlers) {\n  'use strict';\n\n  exports.missingOptionsUntilDeprecation = exports.missingOptionsIdDeprecation = exports.missingOptionsDeprecation = exports.registerHandler = undefined;\n\n  /**\n   @module @ember/debug\n   @public\n  */\n  /**\n    Allows for runtime registration of handler functions that override the default deprecation behavior.\n    Deprecations are invoked by calls to [Ember.deprecate](https://emberjs.com/api/classes/Ember.html#method_deprecate).\n    The following example demonstrates its usage by registering a handler that throws an error if the\n    message contains the word \"should\", otherwise defers to the default handler.\n  \n    ```javascript\n    Ember.Debug.registerDeprecationHandler((message, options, next) => {\n      if (message.indexOf('should') !== -1) {\n        throw new Error(`Deprecation message with should: ${message}`);\n      } else {\n        // defer to whatever handler was registered before this one\n        next(message, options);\n      }\n    });\n    ```\n  \n    The handler function takes the following arguments:\n  \n    <ul>\n      <li> <code>message</code> - The message received from the deprecation call.</li>\n      <li> <code>options</code> - An object passed in with the deprecation call containing additional information including:</li>\n        <ul>\n          <li> <code>id</code> - An id of the deprecation in the form of <code>package-name.specific-deprecation</code>.</li>\n          <li> <code>until</code> - The Ember version number the feature and deprecation will be removed in.</li>\n        </ul>\n      <li> <code>next</code> - A function that calls into the previously registered handler.</li>\n    </ul>\n  \n    @public\n    @static\n    @method registerDeprecationHandler\n    @for @ember/debug\n    @param handler {Function} A function to handle deprecation calls.\n    @since 2.1.0\n  */\n  var registerHandler = function () {}; /*global __fail__*/\n\n  var missingOptionsDeprecation = void 0,\n      missingOptionsIdDeprecation = void 0,\n      missingOptionsUntilDeprecation = void 0,\n      deprecate = void 0;\n\n  if (true) {\n    exports.registerHandler = registerHandler = function registerHandler(handler) {\n      (0, _handlers.registerHandler)('deprecate', handler);\n    };\n\n    var formatMessage = function formatMessage(_message, options) {\n      var message = _message;\n\n      if (options && options.id) {\n        message = message + (' [deprecation id: ' + options.id + ']');\n      }\n\n      if (options && options.url) {\n        message += ' See ' + options.url + ' for more details.';\n      }\n\n      return message;\n    };\n\n    registerHandler(function logDeprecationToConsole(message, options) {\n      var updatedMessage = formatMessage(message, options);\n\n      _emberConsole.default.warn('DEPRECATION: ' + updatedMessage);\n    });\n\n    var captureErrorForStack = void 0;\n\n    if (new Error().stack) {\n      captureErrorForStack = function () {\n        return new Error();\n      };\n    } else {\n      captureErrorForStack = function () {\n        try {\n          __fail__.fail();\n        } catch (e) {\n          return e;\n        }\n      };\n    }\n\n    registerHandler(function logDeprecationStackTrace(message, options, next) {\n      if (_emberEnvironment.ENV.LOG_STACKTRACE_ON_DEPRECATION) {\n        var stackStr = '';\n        var error = captureErrorForStack();\n        var stack = void 0;\n\n        if (error.stack) {\n          if (error['arguments']) {\n            // Chrome\n            stack = error.stack.replace(/^\\s+at\\s+/gm, '').replace(/^([^\\(]+?)([\\n$])/gm, '{anonymous}($1)$2').replace(/^Object.<anonymous>\\s*\\(([^\\)]+)\\)/gm, '{anonymous}($1)').split('\\n');\n            stack.shift();\n          } else {\n            // Firefox\n            stack = error.stack.replace(/(?:\\n@:0)?\\s+$/m, '').replace(/^\\(/gm, '{anonymous}(').split('\\n');\n          }\n\n          stackStr = '\\n    ' + stack.slice(2).join('\\n    ');\n        }\n\n        var updatedMessage = formatMessage(message, options);\n\n        _emberConsole.default.warn('DEPRECATION: ' + updatedMessage + stackStr);\n      } else {\n        next.apply(undefined, arguments);\n      }\n    });\n\n    registerHandler(function raiseOnDeprecation(message, options, next) {\n      if (_emberEnvironment.ENV.RAISE_ON_DEPRECATION) {\n        var updatedMessage = formatMessage(message);\n\n        throw new _error.default(updatedMessage);\n      } else {\n        next.apply(undefined, arguments);\n      }\n    });\n\n    exports.missingOptionsDeprecation = missingOptionsDeprecation = 'When calling `Ember.deprecate` you ' + 'must provide an `options` hash as the third parameter.  ' + '`options` should include `id` and `until` properties.';\n    exports.missingOptionsIdDeprecation = missingOptionsIdDeprecation = 'When calling `Ember.deprecate` you must provide `id` in options.';\n    exports.missingOptionsUntilDeprecation = missingOptionsUntilDeprecation = 'When calling `Ember.deprecate` you must provide `until` in options.';\n    /**\n     @module @ember/application\n     @public\n     */\n    /**\n      Display a deprecation warning with the provided message and a stack trace\n      (Chrome and Firefox only).\n       * In a production build, this method is defined as an empty function (NOP).\n      Uses of this method in Ember itself are stripped from the ember.prod.js build.\n       @method deprecate\n      @for @ember/application/deprecations\n      @param {String} message A description of the deprecation.\n      @param {Boolean} test A boolean. If falsy, the deprecation will be displayed.\n      @param {Object} options\n      @param {String} options.id A unique id for this deprecation. The id can be\n        used by Ember debugging tools to change the behavior (raise, log or silence)\n        for that specific deprecation. The id should be namespaced by dots, e.g.\n        \"view.helper.select\".\n      @param {string} options.until The version of Ember when this deprecation\n        warning will be removed.\n      @param {String} [options.url] An optional url to the transition guide on the\n        emberjs.com website.\n      @static\n      @public\n      @since 1.0.0\n    */\n    deprecate = function deprecate(message, test, options) {\n      if (!options || !options.id && !options.until) {\n        deprecate(missingOptionsDeprecation, false, {\n          id: 'ember-debug.deprecate-options-missing',\n          until: '3.0.0',\n          url: 'https://emberjs.com/deprecations/v2.x/#toc_ember-debug-function-options'\n        });\n      }\n\n      if (options && !options.id) {\n        deprecate(missingOptionsIdDeprecation, false, {\n          id: 'ember-debug.deprecate-id-missing',\n          until: '3.0.0',\n          url: 'https://emberjs.com/deprecations/v2.x/#toc_ember-debug-function-options'\n        });\n      }\n\n      if (options && !options.until) {\n        deprecate(missingOptionsUntilDeprecation, options && options.until, {\n          id: 'ember-debug.deprecate-until-missing',\n          until: '3.0.0',\n          url: 'https://emberjs.com/deprecations/v2.x/#toc_ember-debug-function-options'\n        });\n      }\n\n      _handlers.invoke.apply(undefined, ['deprecate'].concat(Array.prototype.slice.call(arguments)));\n    };\n  }\n\n  exports.default = deprecate;\n  exports.registerHandler = registerHandler;\n  exports.missingOptionsDeprecation = missingOptionsDeprecation;\n  exports.missingOptionsIdDeprecation = missingOptionsIdDeprecation;\n  exports.missingOptionsUntilDeprecation = missingOptionsUntilDeprecation;\n});","enifed(\"ember-debug/error\", [\"exports\", \"ember-babel\"], function (exports, _emberBabel) {\n  \"use strict\";\n\n  /**\n   @module @ember/error\n  */\n  function ExtendBuiltin(klass) {\n    function ExtendableBuiltin() {\n      klass.apply(this, arguments);\n    }\n\n    ExtendableBuiltin.prototype = Object.create(klass.prototype);\n    ExtendableBuiltin.prototype.constructor = ExtendableBuiltin;\n    return ExtendableBuiltin;\n  }\n\n  /**\n    A subclass of the JavaScript Error object for use in Ember.\n  \n    @class EmberError\n    @extends Error\n    @constructor\n    @public\n  */\n\n  var EmberError = function (_ExtendBuiltin) {\n    (0, _emberBabel.inherits)(EmberError, _ExtendBuiltin);\n\n    function EmberError(message) {\n      (0, _emberBabel.classCallCheck)(this, EmberError);\n\n      var _this = (0, _emberBabel.possibleConstructorReturn)(this, _ExtendBuiltin.call(this));\n\n      if (!(_this instanceof EmberError)) {\n        var _ret;\n\n        return _ret = new EmberError(message), (0, _emberBabel.possibleConstructorReturn)(_this, _ret);\n      }\n\n      var error = Error.call(_this, message);\n      _this.stack = error.stack;\n      _this.description = error.description;\n      _this.fileName = error.fileName;\n      _this.lineNumber = error.lineNumber;\n      _this.message = error.message;\n      _this.name = error.name;\n      _this.number = error.number;\n      _this.code = error.code;\n      return _this;\n    }\n\n    return EmberError;\n  }(ExtendBuiltin(Error));\n\n  exports.default = EmberError;\n});","enifed('ember-debug/features', ['exports', 'ember-environment', 'ember/features'], function (exports, _emberEnvironment, _features) {\n  'use strict';\n\n  exports.default = isEnabled;\n  var FEATURES = _features.FEATURES;\n\n\n  /**\n   @module ember\n  */\n\n  /**\n    The hash of enabled Canary features. Add to this, any canary features\n    before creating your application.\n  \n    Alternatively (and recommended), you can also define `EmberENV.FEATURES`\n    if you need to enable features flagged at runtime.\n  \n    @class FEATURES\n    @namespace Ember\n    @static\n    @since 1.1.0\n    @public\n  */\n\n  // Auto-generated\n\n  /**\n    Determine whether the specified `feature` is enabled. Used by Ember's\n    build tools to exclude experimental features from beta/stable builds.\n  \n    You can define the following configuration options:\n  \n    * `EmberENV.ENABLE_OPTIONAL_FEATURES` - enable any features that have not been explicitly\n      enabled/disabled.\n  \n    @method isEnabled\n    @param {String} feature The feature to check\n    @return {Boolean}\n    @for Ember.FEATURES\n    @since 1.1.0\n    @public\n  */\n  function isEnabled(feature) {\n    var featureValue = FEATURES[feature];\n\n    if (featureValue === true || featureValue === false || featureValue === undefined) {\n      return featureValue;\n    } else if (_emberEnvironment.ENV.ENABLE_OPTIONAL_FEATURES) {\n      return true;\n    } else {\n      return false;\n    }\n  }\n});","enifed('ember-debug/handlers', ['exports'], function (exports) {\n  'use strict';\n\n  var HANDLERS = exports.HANDLERS = {};\n\n  var registerHandler = function () {};\n  var invoke = function () {};\n\n  if (true) {\n    exports.registerHandler = registerHandler = function registerHandler(type, callback) {\n      var nextHandler = HANDLERS[type] || function () {};\n\n      HANDLERS[type] = function (message, options) {\n        callback(message, options, nextHandler);\n      };\n    };\n\n    exports.invoke = invoke = function invoke(type, message, test, options) {\n      if (test) {\n        return;\n      }\n\n      var handlerForType = HANDLERS[type];\n\n      if (handlerForType) {\n        handlerForType(message, options);\n      }\n    };\n  }\n\n  exports.registerHandler = registerHandler;\n  exports.invoke = invoke;\n});","enifed('ember-debug/index', ['exports', 'ember-debug/warn', 'ember-debug/deprecate', 'ember-debug/features', 'ember-debug/error', 'ember-debug/testing', 'ember-environment', 'ember-console', 'ember/features'], function (exports, _warn2, _deprecate2, _features, _error, _testing, _emberEnvironment, _emberConsole, _features2) {\n  'use strict';\n\n  exports._warnIfUsingStrippedFeatureFlags = exports.getDebugFunction = exports.setDebugFunction = exports.deprecateFunc = exports.runInDebug = exports.debugFreeze = exports.debugSeal = exports.deprecate = exports.debug = exports.warn = exports.info = exports.assert = exports.setTesting = exports.isTesting = exports.Error = exports.isFeatureEnabled = exports.registerDeprecationHandler = exports.registerWarnHandler = undefined;\n  Object.defineProperty(exports, 'registerWarnHandler', {\n    enumerable: true,\n    get: function () {\n      return _warn2.registerHandler;\n    }\n  });\n  Object.defineProperty(exports, 'registerDeprecationHandler', {\n    enumerable: true,\n    get: function () {\n      return _deprecate2.registerHandler;\n    }\n  });\n  Object.defineProperty(exports, 'isFeatureEnabled', {\n    enumerable: true,\n    get: function () {\n      return _features.default;\n    }\n  });\n  Object.defineProperty(exports, 'Error', {\n    enumerable: true,\n    get: function () {\n      return _error.default;\n    }\n  });\n  Object.defineProperty(exports, 'isTesting', {\n    enumerable: true,\n    get: function () {\n      return _testing.isTesting;\n    }\n  });\n  Object.defineProperty(exports, 'setTesting', {\n    enumerable: true,\n    get: function () {\n      return _testing.setTesting;\n    }\n  });\n  var DEFAULT_FEATURES = _features2.DEFAULT_FEATURES,\n      FEATURES = _features2.FEATURES;\n\n\n  // These are the default production build versions:\n  var noop = function () {};\n\n  var assert = noop;\n  var info = noop;\n  var warn = noop;\n  var debug = noop;\n  var deprecate = noop;\n  var debugSeal = noop;\n  var debugFreeze = noop;\n  var runInDebug = noop;\n  var setDebugFunction = noop;\n  var getDebugFunction = noop;\n\n  var deprecateFunc = function () {\n    return arguments[arguments.length - 1];\n  };\n\n  if (true) {\n    exports.setDebugFunction = setDebugFunction = function (type, callback) {\n      switch (type) {\n        case 'assert':\n          return exports.assert = assert = callback;\n        case 'info':\n          return exports.info = info = callback;\n        case 'warn':\n          return exports.warn = warn = callback;\n        case 'debug':\n          return exports.debug = debug = callback;\n        case 'deprecate':\n          return exports.deprecate = deprecate = callback;\n        case 'debugSeal':\n          return exports.debugSeal = debugSeal = callback;\n        case 'debugFreeze':\n          return exports.debugFreeze = debugFreeze = callback;\n        case 'runInDebug':\n          return exports.runInDebug = runInDebug = callback;\n        case 'deprecateFunc':\n          return exports.deprecateFunc = deprecateFunc = callback;\n      }\n    };\n\n    exports.getDebugFunction = getDebugFunction = function (type) {\n      switch (type) {\n        case 'assert':\n          return assert;\n        case 'info':\n          return info;\n        case 'warn':\n          return warn;\n        case 'debug':\n          return debug;\n        case 'deprecate':\n          return deprecate;\n        case 'debugSeal':\n          return debugSeal;\n        case 'debugFreeze':\n          return debugFreeze;\n        case 'runInDebug':\n          return runInDebug;\n        case 'deprecateFunc':\n          return deprecateFunc;\n      }\n    };\n  }\n\n  /**\n  @module @ember/debug\n  */\n\n  if (true) {\n    /**\n      Define an assertion that will throw an exception if the condition is not met.\n       * In a production build, this method is defined as an empty function (NOP).\n      Uses of this method in Ember itself are stripped from the ember.prod.js build.\n       ```javascript\n      import { assert } from '@ember/debug';\n       // Test for truthiness\n      assert('Must pass a valid object', obj);\n       // Fail unconditionally\n      assert('This code path should never be run');\n      ```\n       @method assert\n      @static\n      @for @ember/debug\n      @param {String} desc A description of the assertion. This will become\n        the text of the Error thrown if the assertion fails.\n      @param {Boolean} test Must be truthy for the assertion to pass. If\n        falsy, an exception will be thrown.\n      @public\n      @since 1.0.0\n    */\n    setDebugFunction('assert', function assert(desc, test) {\n      if (!test) {\n        throw new _error.default('Assertion Failed: ' + desc);\n      }\n    });\n\n    /**\n      Display a debug notice.\n       * In a production build, this method is defined as an empty function (NOP).\n      Uses of this method in Ember itself are stripped from the ember.prod.js build.\n       ```javascript\n      import { debug } from '@ember/debug';\n       debug('I\\'m a debug notice!');\n      ```\n       @method debug\n      @for @ember/debug\n      @static\n      @param {String} message A debug message to display.\n      @public\n    */\n    setDebugFunction('debug', function debug(message) {\n      _emberConsole.default.debug('DEBUG: ' + message);\n    });\n\n    /**\n      Display an info notice.\n       * In a production build, this method is defined as an empty function (NOP).\n      Uses of this method in Ember itself are stripped from the ember.prod.js build.\n       @method info\n      @private\n    */\n    setDebugFunction('info', function info() {\n      _emberConsole.default.info.apply(undefined, arguments);\n    });\n\n    /**\n     @module @ember/application\n     @public\n    */\n\n    /**\n      Alias an old, deprecated method with its new counterpart.\n       Display a deprecation warning with the provided message and a stack trace\n      (Chrome and Firefox only) when the assigned method is called.\n       * In a production build, this method is defined as an empty function (NOP).\n       ```javascript\n      Ember.oldMethod = Ember.deprecateFunc('Please use the new, updated method', Ember.newMethod);\n      ```\n       @method deprecateFunc\n      @static\n      @for @ember/application/deprecations\n      @param {String} message A description of the deprecation.\n      @param {Object} [options] The options object for Ember.deprecate.\n      @param {Function} func The new function called to replace its deprecated counterpart.\n      @return {Function} A new function that wraps the original function with a deprecation warning\n      @private\n    */\n    setDebugFunction('deprecateFunc', function deprecateFunc() {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      if (args.length === 3) {\n        var message = args[0],\n            options = args[1],\n            func = args[2];\n\n        return function () {\n          deprecate(message, false, options);\n          return func.apply(this, arguments);\n        };\n      } else {\n        var _message = args[0],\n            _func = args[1];\n\n        return function () {\n          deprecate(_message);\n          return _func.apply(this, arguments);\n        };\n      }\n    });\n\n    /**\n     @module @ember/debug\n     @public\n    */\n    /**\n      Run a function meant for debugging.\n       * In a production build, this method is defined as an empty function (NOP).\n      Uses of this method in Ember itself are stripped from the ember.prod.js build.\n       ```javascript\n      import Component from '@ember/component';\n      import { runInDebug } from '@ember/debug';\n       runInDebug(() => {\n        Component.reopen({\n          didInsertElement() {\n            console.log(\"I'm happy\");\n          }\n        });\n      });\n      ```\n       @method runInDebug\n      @for @ember/debug\n      @static\n      @param {Function} func The function to be executed.\n      @since 1.5.0\n      @public\n    */\n    setDebugFunction('runInDebug', function runInDebug(func) {\n      func();\n    });\n\n    setDebugFunction('debugSeal', function debugSeal(obj) {\n      Object.seal(obj);\n    });\n\n    setDebugFunction('debugFreeze', function debugFreeze(obj) {\n      Object.freeze(obj);\n    });\n\n    setDebugFunction('deprecate', _deprecate2.default);\n\n    setDebugFunction('warn', _warn2.default);\n  }\n\n  var _warnIfUsingStrippedFeatureFlags = void 0;\n\n  if (true && !(0, _testing.isTesting)()) {\n    /**\n       Will call `warn()` if ENABLE_OPTIONAL_FEATURES or\n       any specific FEATURES flag is truthy.\n        This method is called automatically in debug canary builds.\n        @private\n       @method _warnIfUsingStrippedFeatureFlags\n       @return {void}\n    */\n    exports._warnIfUsingStrippedFeatureFlags = _warnIfUsingStrippedFeatureFlags = function _warnIfUsingStrippedFeatureFlags(FEATURES, knownFeatures, featuresWereStripped) {\n      if (featuresWereStripped) {\n        warn('Ember.ENV.ENABLE_OPTIONAL_FEATURES is only available in canary builds.', !_emberEnvironment.ENV.ENABLE_OPTIONAL_FEATURES, { id: 'ember-debug.feature-flag-with-features-stripped' });\n\n        var keys = Object.keys(FEATURES || {});\n        for (var i = 0; i < keys.length; i++) {\n          var key = keys[i];\n          if (key === 'isEnabled' || !(key in knownFeatures)) {\n            continue;\n          }\n\n          warn('FEATURE[\"' + key + '\"] is set as enabled, but FEATURE flags are only available in canary builds.', !FEATURES[key], { id: 'ember-debug.feature-flag-with-features-stripped' });\n        }\n      }\n    };\n\n    // Complain if they're using FEATURE flags in builds other than canary\n    FEATURES['features-stripped-test'] = true;\n    var featuresWereStripped = true;\n\n    if ((0, _features.default)('features-stripped-test')) {\n      featuresWereStripped = false;\n    }\n\n    delete FEATURES['features-stripped-test'];\n    _warnIfUsingStrippedFeatureFlags(_emberEnvironment.ENV.FEATURES, DEFAULT_FEATURES, featuresWereStripped);\n\n    // Inform the developer about the Ember Inspector if not installed.\n    var isFirefox = _emberEnvironment.environment.isFirefox;\n    var isChrome = _emberEnvironment.environment.isChrome;\n\n    if (typeof window !== 'undefined' && (isFirefox || isChrome) && window.addEventListener) {\n      window.addEventListener('load', function () {\n        if (document.documentElement && document.documentElement.dataset && !document.documentElement.dataset.emberExtension) {\n          var downloadURL = void 0;\n\n          if (isChrome) {\n            downloadURL = 'https://chrome.google.com/webstore/detail/ember-inspector/bmdblncegkenkacieihfhpjfppoconhi';\n          } else if (isFirefox) {\n            downloadURL = 'https://addons.mozilla.org/en-US/firefox/addon/ember-inspector/';\n          }\n\n          debug('For more advanced debugging, install the Ember Inspector from ' + downloadURL);\n        }\n      }, false);\n    }\n  }\n\n  exports.assert = assert;\n  exports.info = info;\n  exports.warn = warn;\n  exports.debug = debug;\n  exports.deprecate = deprecate;\n  exports.debugSeal = debugSeal;\n  exports.debugFreeze = debugFreeze;\n  exports.runInDebug = runInDebug;\n  exports.deprecateFunc = deprecateFunc;\n  exports.setDebugFunction = setDebugFunction;\n  exports.getDebugFunction = getDebugFunction;\n  exports._warnIfUsingStrippedFeatureFlags = _warnIfUsingStrippedFeatureFlags;\n});","enifed(\"ember-debug/testing\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.isTesting = isTesting;\n  exports.setTesting = setTesting;\n  var testing = false;\n\n  function isTesting() {\n    return testing;\n  }\n\n  function setTesting(value) {\n    testing = !!value;\n  }\n});","enifed('ember-debug/warn', ['exports', 'ember-console', 'ember-debug/deprecate', 'ember-debug/handlers'], function (exports, _emberConsole, _deprecate, _handlers) {\n  'use strict';\n\n  exports.missingOptionsDeprecation = exports.missingOptionsIdDeprecation = exports.registerHandler = undefined;\n\n\n  var registerHandler = function () {};\n  var warn = function () {};\n  var missingOptionsDeprecation = void 0,\n      missingOptionsIdDeprecation = void 0;\n\n  /**\n  @module @ember/debug\n  */\n\n  if (true) {\n    /**\n      Allows for runtime registration of handler functions that override the default warning behavior.\n      Warnings are invoked by calls made to [warn](https://emberjs.com/api/classes/Ember.html#method_warn).\n      The following example demonstrates its usage by registering a handler that does nothing overriding Ember's\n      default warning behavior.\n       ```javascript\n      import { registerWarnHandler } from '@ember/debug';\n       // next is not called, so no warnings get the default behavior\n      registerWarnHandler(() => {});\n      ```\n       The handler function takes the following arguments:\n       <ul>\n        <li> <code>message</code> - The message received from the warn call. </li>\n        <li> <code>options</code> - An object passed in with the warn call containing additional information including:</li>\n          <ul>\n            <li> <code>id</code> - An id of the warning in the form of <code>package-name.specific-warning</code>.</li>\n          </ul>\n        <li> <code>next</code> - A function that calls into the previously registered handler.</li>\n      </ul>\n       @public\n      @static\n      @method registerWarnHandler\n      @for @ember/debug\n      @param handler {Function} A function to handle warnings.\n      @since 2.1.0\n    */\n    exports.registerHandler = registerHandler = function registerHandler(handler) {\n      (0, _handlers.registerHandler)('warn', handler);\n    };\n\n    registerHandler(function logWarning(message, options) {\n      _emberConsole.default.warn('WARNING: ' + message);\n      if ('trace' in _emberConsole.default) {\n        _emberConsole.default.trace();\n      }\n    });\n\n    exports.missingOptionsDeprecation = missingOptionsDeprecation = 'When calling `warn` you ' + 'must provide an `options` hash as the third parameter.  ' + '`options` should include an `id` property.';\n    exports.missingOptionsIdDeprecation = missingOptionsIdDeprecation = 'When calling `warn` you must provide `id` in options.';\n\n    /**\n      Display a warning with the provided message.\n       * In a production build, this method is defined as an empty function (NOP).\n      Uses of this method in Ember itself are stripped from the ember.prod.js build.\n       @method warn\n      @for @ember/debug\n      @static\n      @param {String} message A warning to display.\n      @param {Boolean} test An optional boolean. If falsy, the warning\n        will be displayed.\n      @param {Object} options An object that can be used to pass a unique\n        `id` for this warning.  The `id` can be used by Ember debugging tools\n        to change the behavior (raise, log, or silence) for that specific warning.\n        The `id` should be namespaced by dots, e.g. \"ember-debug.feature-flag-with-features-stripped\"\n      @public\n      @since 1.0.0\n    */\n    warn = function warn(message, test, options) {\n      if (arguments.length === 2 && typeof test === 'object') {\n        options = test;\n        test = false;\n      }\n      if (!options) {\n        (0, _deprecate.default)(missingOptionsDeprecation, false, {\n          id: 'ember-debug.warn-options-missing',\n          until: '3.0.0',\n          url: 'https://emberjs.com/deprecations/v2.x/#toc_ember-debug-function-options'\n        });\n      }\n\n      if (options && !options.id) {\n        (0, _deprecate.default)(missingOptionsIdDeprecation, false, {\n          id: 'ember-debug.warn-id-missing',\n          until: '3.0.0',\n          url: 'https://emberjs.com/deprecations/v2.x/#toc_ember-debug-function-options'\n        });\n      }\n\n      (0, _handlers.invoke)('warn', message, test, options);\n    };\n  }\n\n  exports.default = warn;\n  exports.registerHandler = registerHandler;\n  exports.missingOptionsIdDeprecation = missingOptionsIdDeprecation;\n  exports.missingOptionsDeprecation = missingOptionsDeprecation;\n});","enifed('ember-environment', ['exports'], function (exports) {\n  'use strict';\n\n  /* globals global, window, self, mainContext */\n\n  // from lodash to catch fake globals\n  function checkGlobal(value) {\n    return value && value.Object === Object ? value : undefined;\n  }\n\n  // element ids can ruin global miss checks\n  function checkElementIdShadowing(value) {\n    return value && value.nodeType === undefined ? value : undefined;\n  }\n\n  // export real global\n  var global$1 = checkGlobal(checkElementIdShadowing(typeof global === 'object' && global)) || checkGlobal(typeof self === 'object' && self) || checkGlobal(typeof window === 'object' && window) || mainContext || // set before strict mode in Ember loader/wrapper\n  new Function('return this')(); // eval outside of strict mode\n\n  function defaultTrue(v) {\n    return v === false ? false : true;\n  }\n\n  function defaultFalse(v) {\n    return v === true ? true : false;\n  }\n\n  function normalizeExtendPrototypes(obj) {\n    if (obj === false) {\n      return { String: false, Array: false, Function: false };\n    } else if (!obj || obj === true) {\n      return { String: true, Array: true, Function: true };\n    } else {\n      return {\n        String: defaultTrue(obj.String),\n        Array: defaultTrue(obj.Array),\n        Function: defaultTrue(obj.Function)\n      };\n    }\n  }\n\n  /* globals module */\n  /**\n    The hash of environment variables used to control various configuration\n    settings. To specify your own or override default settings, add the\n    desired properties to a global hash named `EmberENV` (or `ENV` for\n    backwards compatibility with earlier versions of Ember). The `EmberENV`\n    hash must be created before loading Ember.\n  \n    @class EmberENV\n    @type Object\n    @public\n  */\n  var ENV = typeof global$1.EmberENV === 'object' && global$1.EmberENV || typeof global$1.ENV === 'object' && global$1.ENV || {};\n\n  // ENABLE_ALL_FEATURES was documented, but you can't actually enable non optional features.\n  if (ENV.ENABLE_ALL_FEATURES) {\n    ENV.ENABLE_OPTIONAL_FEATURES = true;\n  }\n\n  /**\n    Determines whether Ember should add to `Array`, `Function`, and `String`\n    native object prototypes, a few extra methods in order to provide a more\n    friendly API.\n  \n    We generally recommend leaving this option set to true however, if you need\n    to turn it off, you can add the configuration property\n    `EXTEND_PROTOTYPES` to `EmberENV` and set it to `false`.\n  \n    Note, when disabled (the default configuration for Ember Addons), you will\n    instead have to access all methods and functions from the Ember\n    namespace.\n  \n    @property EXTEND_PROTOTYPES\n    @type Boolean\n    @default true\n    @for EmberENV\n    @public\n  */\n  ENV.EXTEND_PROTOTYPES = normalizeExtendPrototypes(ENV.EXTEND_PROTOTYPES);\n\n  /**\n    The `LOG_STACKTRACE_ON_DEPRECATION` property, when true, tells Ember to log\n    a full stack trace during deprecation warnings.\n  \n    @property LOG_STACKTRACE_ON_DEPRECATION\n    @type Boolean\n    @default true\n    @for EmberENV\n    @public\n  */\n  ENV.LOG_STACKTRACE_ON_DEPRECATION = defaultTrue(ENV.LOG_STACKTRACE_ON_DEPRECATION);\n\n  /**\n    The `LOG_VERSION` property, when true, tells Ember to log versions of all\n    dependent libraries in use.\n  \n    @property LOG_VERSION\n    @type Boolean\n    @default true\n    @for EmberENV\n    @public\n  */\n  ENV.LOG_VERSION = defaultTrue(ENV.LOG_VERSION);\n\n  /**\n    Debug parameter you can turn on. This will log all bindings that fire to\n    the console. This should be disabled in production code. Note that you\n    can also enable this from the console or temporarily.\n  \n    @property LOG_BINDINGS\n    @for EmberENV\n    @type Boolean\n    @default false\n    @public\n  */\n  ENV.LOG_BINDINGS = defaultFalse(ENV.LOG_BINDINGS);\n\n  ENV.RAISE_ON_DEPRECATION = defaultFalse(ENV.RAISE_ON_DEPRECATION);\n\n  // check if window exists and actually is the global\n  var hasDOM = typeof window !== 'undefined' && window === global$1 && window.document && window.document.createElement && !ENV.disableBrowserEnvironment; // is this a public thing?\n\n  // legacy imports/exports/lookup stuff (should we keep this??)\n  var originalContext = global$1.Ember || {};\n\n  var context = {\n    // import jQuery\n    imports: originalContext.imports || global$1,\n    // export Ember\n    exports: originalContext.exports || global$1,\n    // search for Namespaces\n    lookup: originalContext.lookup || global$1\n  };\n\n  // TODO: cleanup single source of truth issues with this stuff\n  var environment = hasDOM ? {\n    hasDOM: true,\n    isChrome: !!window.chrome && !window.opera,\n    isFirefox: typeof InstallTrigger !== 'undefined',\n    isPhantom: !!window.callPhantom,\n    location: window.location,\n    history: window.history,\n    userAgent: window.navigator.userAgent,\n    window: window\n  } : {\n    hasDOM: false,\n    isChrome: false,\n    isFirefox: false,\n    isPhantom: false,\n    location: null,\n    history: null,\n    userAgent: 'Lynx (textmode)',\n    window: null\n  };\n\n  exports.ENV = ENV;\n  exports.context = context;\n  exports.environment = environment;\n});","enifed('ember-extension-support/container_debug_adapter', ['exports', 'ember-metal', 'ember-runtime'], function (exports, _emberMetal, _emberRuntime) {\n  'use strict';\n\n  exports.default = _emberRuntime.Object.extend({\n    /**\n      The resolver instance of the application\n      being debugged. This property will be injected\n      on creation.\n       @property resolver\n      @default null\n      @public\n    */\n    resolver: null,\n\n    /**\n      Returns true if it is possible to catalog a list of available\n      classes in the resolver for a given type.\n       @method canCatalogEntriesByType\n      @param {String} type The type. e.g. \"model\", \"controller\", \"route\".\n      @return {boolean} whether a list is available for this type.\n      @public\n    */\n    canCatalogEntriesByType: function (type) {\n      if (type === 'model' || type === 'template') {\n        return false;\n      }\n\n      return true;\n    },\n\n\n    /**\n      Returns the available classes a given type.\n       @method catalogEntriesByType\n      @param {String} type The type. e.g. \"model\", \"controller\", \"route\".\n      @return {Array} An array of strings.\n      @public\n    */\n    catalogEntriesByType: function (type) {\n      var namespaces = (0, _emberRuntime.A)(_emberRuntime.Namespace.NAMESPACES);\n      var types = (0, _emberRuntime.A)();\n      var typeSuffixRegex = new RegExp(_emberRuntime.String.classify(type) + '$');\n\n      namespaces.forEach(function (namespace) {\n        if (namespace !== _emberMetal.default) {\n          for (var key in namespace) {\n            if (!namespace.hasOwnProperty(key)) {\n              continue;\n            }\n            if (typeSuffixRegex.test(key)) {\n              var klass = namespace[key];\n              if ((0, _emberRuntime.typeOf)(klass) === 'class') {\n                types.push(_emberRuntime.String.dasherize(key.replace(typeSuffixRegex, '')));\n              }\n            }\n          }\n        }\n      });\n      return types;\n    }\n  });\n});","enifed('ember-extension-support/data_adapter', ['exports', 'ember-utils', 'ember-metal', 'ember-runtime'], function (exports, _emberUtils, _emberMetal, _emberRuntime) {\n  'use strict';\n\n  exports.default = _emberRuntime.Object.extend({\n    init: function () {\n      this._super.apply(this, arguments);\n      this.releaseMethods = (0, _emberRuntime.A)();\n    },\n\n\n    /**\n      The container-debug-adapter which is used\n      to list all models.\n       @property containerDebugAdapter\n      @default undefined\n      @since 1.5.0\n      @public\n    **/\n    containerDebugAdapter: undefined,\n\n    /**\n      The number of attributes to send\n      as columns. (Enough to make the record\n      identifiable).\n       @private\n      @property attributeLimit\n      @default 3\n      @since 1.3.0\n    */\n    attributeLimit: 3,\n\n    /**\n       Ember Data > v1.0.0-beta.18\n       requires string model names to be passed\n       around instead of the actual factories.\n        This is a stamp for the Ember Inspector\n       to differentiate between the versions\n       to be able to support older versions too.\n        @public\n       @property acceptsModelName\n     */\n    acceptsModelName: true,\n\n    /**\n      Stores all methods that clear observers.\n      These methods will be called on destruction.\n       @private\n      @property releaseMethods\n      @since 1.3.0\n    */\n    releaseMethods: (0, _emberRuntime.A)(),\n\n    /**\n      Specifies how records can be filtered.\n      Records returned will need to have a `filterValues`\n      property with a key for every name in the returned array.\n       @public\n      @method getFilters\n      @return {Array} List of objects defining filters.\n       The object should have a `name` and `desc` property.\n    */\n    getFilters: function () {\n      return (0, _emberRuntime.A)();\n    },\n\n\n    /**\n      Fetch the model types and observe them for changes.\n       @public\n      @method watchModelTypes\n       @param {Function} typesAdded Callback to call to add types.\n      Takes an array of objects containing wrapped types (returned from `wrapModelType`).\n       @param {Function} typesUpdated Callback to call when a type has changed.\n      Takes an array of objects containing wrapped types.\n       @return {Function} Method to call to remove all observers\n    */\n    watchModelTypes: function (typesAdded, typesUpdated) {\n      var _this = this;\n\n      var modelTypes = this.getModelTypes();\n      var releaseMethods = (0, _emberRuntime.A)();\n      var typesToSend = void 0;\n\n      typesToSend = modelTypes.map(function (type) {\n        var klass = type.klass;\n        var wrapped = _this.wrapModelType(klass, type.name);\n        releaseMethods.push(_this.observeModelType(type.name, typesUpdated));\n        return wrapped;\n      });\n\n      typesAdded(typesToSend);\n\n      var release = function () {\n        releaseMethods.forEach(function (fn) {\n          return fn();\n        });\n        _this.releaseMethods.removeObject(release);\n      };\n      this.releaseMethods.pushObject(release);\n      return release;\n    },\n    _nameToClass: function (type) {\n      if (typeof type === 'string') {\n        var owner = (0, _emberUtils.getOwner)(this);\n        var Factory = owner.factoryFor('model:' + type);\n        type = Factory && Factory.class;\n      }\n      return type;\n    },\n\n\n    /**\n      Fetch the records of a given type and observe them for changes.\n       @public\n      @method watchRecords\n       @param {String} modelName The model name.\n       @param {Function} recordsAdded Callback to call to add records.\n      Takes an array of objects containing wrapped records.\n      The object should have the following properties:\n        columnValues: {Object} The key and value of a table cell.\n        object: {Object} The actual record object.\n       @param {Function} recordsUpdated Callback to call when a record has changed.\n      Takes an array of objects containing wrapped records.\n       @param {Function} recordsRemoved Callback to call when a record has removed.\n      Takes the following parameters:\n        index: The array index where the records were removed.\n        count: The number of records removed.\n       @return {Function} Method to call to remove all observers.\n    */\n    watchRecords: function (modelName, recordsAdded, recordsUpdated, recordsRemoved) {\n      var _this2 = this;\n\n      var releaseMethods = (0, _emberRuntime.A)();\n      var klass = this._nameToClass(modelName);\n      var records = this.getRecords(klass, modelName);\n      var release = void 0;\n\n      function recordUpdated(updatedRecord) {\n        recordsUpdated([updatedRecord]);\n      }\n\n      var recordsToSend = records.map(function (record) {\n        releaseMethods.push(_this2.observeRecord(record, recordUpdated));\n        return _this2.wrapRecord(record);\n      });\n\n      var contentDidChange = function (array, idx, removedCount, addedCount) {\n        for (var i = idx; i < idx + addedCount; i++) {\n          var record = (0, _emberRuntime.objectAt)(array, i);\n          var wrapped = _this2.wrapRecord(record);\n          releaseMethods.push(_this2.observeRecord(record, recordUpdated));\n          recordsAdded([wrapped]);\n        }\n\n        if (removedCount) {\n          recordsRemoved(idx, removedCount);\n        }\n      };\n\n      var observer = { didChange: contentDidChange, willChange: function () {\n          return this;\n        }\n      };\n      (0, _emberRuntime.addArrayObserver)(records, this, observer);\n\n      release = function () {\n        releaseMethods.forEach(function (fn) {\n          return fn();\n        });\n        (0, _emberRuntime.removeArrayObserver)(records, _this2, observer);\n        _this2.releaseMethods.removeObject(release);\n      };\n\n      recordsAdded(recordsToSend);\n\n      this.releaseMethods.pushObject(release);\n      return release;\n    },\n\n\n    /**\n      Clear all observers before destruction\n      @private\n      @method willDestroy\n    */\n    willDestroy: function () {\n      this._super.apply(this, arguments);\n      this.releaseMethods.forEach(function (fn) {\n        return fn();\n      });\n    },\n\n\n    /**\n      Detect whether a class is a model.\n       Test that against the model class\n      of your persistence library.\n       @private\n      @method detect\n      @param {Class} klass The class to test.\n      @return boolean Whether the class is a model class or not.\n    */\n    detect: function (klass) {\n      return false;\n    },\n\n\n    /**\n      Get the columns for a given model type.\n       @private\n      @method columnsForType\n      @param {Class} type The model type.\n      @return {Array} An array of columns of the following format:\n       name: {String} The name of the column.\n       desc: {String} Humanized description (what would show in a table column name).\n    */\n    columnsForType: function (type) {\n      return (0, _emberRuntime.A)();\n    },\n\n\n    /**\n      Adds observers to a model type class.\n       @private\n      @method observeModelType\n      @param {String} modelName The model type name.\n      @param {Function} typesUpdated Called when a type is modified.\n      @return {Function} The function to call to remove observers.\n    */\n\n    observeModelType: function (modelName, typesUpdated) {\n      var _this3 = this;\n\n      var klass = this._nameToClass(modelName);\n      var records = this.getRecords(klass, modelName);\n\n      function onChange() {\n        typesUpdated([this.wrapModelType(klass, modelName)]);\n      }\n\n      var observer = {\n        didChange: function (array, idx, removedCount, addedCount) {\n          // Only re-fetch records if the record count changed\n          // (which is all we care about as far as model types are concerned).\n          if (removedCount > 0 || addedCount > 0) {\n            _emberMetal.run.scheduleOnce('actions', this, onChange);\n          }\n        },\n        willChange: function () {\n          return this;\n        }\n      };\n\n      (0, _emberRuntime.addArrayObserver)(records, this, observer);\n\n      var release = function () {\n        return (0, _emberRuntime.removeArrayObserver)(records, _this3, observer);\n      };\n\n      return release;\n    },\n\n\n    /**\n      Wraps a given model type and observes changes to it.\n       @private\n      @method wrapModelType\n      @param {Class} klass A model class.\n      @param {String} modelName Name of the class.\n      @return {Object} Contains the wrapped type and the function to remove observers\n      Format:\n        type: {Object} The wrapped type.\n          The wrapped type has the following format:\n            name: {String} The name of the type.\n            count: {Integer} The number of records available.\n            columns: {Columns} An array of columns to describe the record.\n            object: {Class} The actual Model type class.\n        release: {Function} The function to remove observers.\n    */\n    wrapModelType: function (klass, name) {\n      var records = this.getRecords(klass, name);\n      var typeToSend = void 0;\n\n      typeToSend = {\n        name: name,\n        count: (0, _emberMetal.get)(records, 'length'),\n        columns: this.columnsForType(klass),\n        object: klass\n      };\n\n      return typeToSend;\n    },\n\n\n    /**\n      Fetches all models defined in the application.\n       @private\n      @method getModelTypes\n      @return {Array} Array of model types.\n    */\n    getModelTypes: function () {\n      var _this4 = this;\n\n      var containerDebugAdapter = this.get('containerDebugAdapter');\n      var types = void 0;\n\n      if (containerDebugAdapter.canCatalogEntriesByType('model')) {\n        types = containerDebugAdapter.catalogEntriesByType('model');\n      } else {\n        types = this._getObjectsOnNamespaces();\n      }\n\n      // New adapters return strings instead of classes.\n      types = (0, _emberRuntime.A)(types).map(function (name) {\n        return {\n          klass: _this4._nameToClass(name),\n          name: name\n        };\n      });\n      types = (0, _emberRuntime.A)(types).filter(function (type) {\n        return _this4.detect(type.klass);\n      });\n\n      return (0, _emberRuntime.A)(types);\n    },\n\n\n    /**\n      Loops over all namespaces and all objects\n      attached to them.\n       @private\n      @method _getObjectsOnNamespaces\n      @return {Array} Array of model type strings.\n    */\n    _getObjectsOnNamespaces: function () {\n      var _this5 = this;\n\n      var namespaces = (0, _emberRuntime.A)(_emberRuntime.Namespace.NAMESPACES);\n      var types = (0, _emberRuntime.A)();\n\n      namespaces.forEach(function (namespace) {\n        for (var key in namespace) {\n          if (!namespace.hasOwnProperty(key)) {\n            continue;\n          }\n          // Even though we will filter again in `getModelTypes`,\n          // we should not call `lookupFactory` on non-models\n          if (!_this5.detect(namespace[key])) {\n            continue;\n          }\n          var name = _emberRuntime.String.dasherize(key);\n          types.push(name);\n        }\n      });\n      return types;\n    },\n\n\n    /**\n      Fetches all loaded records for a given type.\n       @private\n      @method getRecords\n      @return {Array} An array of records.\n       This array will be observed for changes,\n       so it should update when new records are added/removed.\n    */\n    getRecords: function (type) {\n      return (0, _emberRuntime.A)();\n    },\n\n\n    /**\n      Wraps a record and observers changes to it.\n       @private\n      @method wrapRecord\n      @param {Object} record The record instance.\n      @return {Object} The wrapped record. Format:\n      columnValues: {Array}\n      searchKeywords: {Array}\n    */\n    wrapRecord: function (record) {\n      var recordToSend = { object: record };\n\n      recordToSend.columnValues = this.getRecordColumnValues(record);\n      recordToSend.searchKeywords = this.getRecordKeywords(record);\n      recordToSend.filterValues = this.getRecordFilterValues(record);\n      recordToSend.color = this.getRecordColor(record);\n\n      return recordToSend;\n    },\n\n\n    /**\n      Gets the values for each column.\n       @private\n      @method getRecordColumnValues\n      @return {Object} Keys should match column names defined\n      by the model type.\n    */\n    getRecordColumnValues: function (record) {\n      return {};\n    },\n\n\n    /**\n      Returns keywords to match when searching records.\n       @private\n      @method getRecordKeywords\n      @return {Array} Relevant keywords for search.\n    */\n    getRecordKeywords: function (record) {\n      return (0, _emberRuntime.A)();\n    },\n\n\n    /**\n      Returns the values of filters defined by `getFilters`.\n       @private\n      @method getRecordFilterValues\n      @param {Object} record The record instance.\n      @return {Object} The filter values.\n    */\n    getRecordFilterValues: function (record) {\n      return {};\n    },\n\n\n    /**\n      Each record can have a color that represents its state.\n       @private\n      @method getRecordColor\n      @param {Object} record The record instance\n      @return {String} The records color.\n        Possible options: black, red, blue, green.\n    */\n    getRecordColor: function (record) {\n      return null;\n    },\n\n\n    /**\n      Observes all relevant properties and re-sends the wrapped record\n      when a change occurs.\n       @private\n      @method observerRecord\n      @param {Object} record The record instance.\n      @param {Function} recordUpdated The callback to call when a record is updated.\n      @return {Function} The function to call to remove all observers.\n    */\n    observeRecord: function (record, recordUpdated) {\n      return function () {};\n    }\n  });\n});","enifed('ember-extension-support/index', ['exports', 'ember-extension-support/data_adapter', 'ember-extension-support/container_debug_adapter'], function (exports, _data_adapter, _container_debug_adapter) {\n  'use strict';\n\n  Object.defineProperty(exports, 'DataAdapter', {\n    enumerable: true,\n    get: function () {\n      return _data_adapter.default;\n    }\n  });\n  Object.defineProperty(exports, 'ContainerDebugAdapter', {\n    enumerable: true,\n    get: function () {\n      return _container_debug_adapter.default;\n    }\n  });\n});","enifed('ember-glimmer/component-managers/abstract', ['exports', 'ember-babel'], function (exports, _emberBabel) {\n    'use strict';\n\n    var AbstractManager = function () {\n        function AbstractManager() {\n            (0, _emberBabel.classCallCheck)(this, AbstractManager);\n\n            this.debugStack = undefined;\n        }\n\n        AbstractManager.prototype.prepareArgs = function prepareArgs(_definition, _args) {\n            return null;\n        };\n\n        AbstractManager.prototype.didCreateElement = function didCreateElement(_component, _element, _operations) {}\n        // noop\n\n        // inheritors should also call `this.debugStack.pop()` to\n        // ensure the rerendering assertion messages are properly\n        // maintained\n        ;\n\n        AbstractManager.prototype.didRenderLayout = function didRenderLayout(_component, _bounds) {\n            // noop\n        };\n\n        AbstractManager.prototype.didCreate = function didCreate(_bucket) {\n            // noop\n        };\n\n        AbstractManager.prototype.getTag = function getTag(_bucket) {\n            return null;\n        };\n\n        AbstractManager.prototype.update = function update(_bucket, _dynamicScope) {}\n        // noop\n\n        // inheritors should also call `this.debugStack.pop()` to\n        // ensure the rerendering assertion messages are properly\n        // maintained\n        ;\n\n        AbstractManager.prototype.didUpdateLayout = function didUpdateLayout(_bucket, _bounds) {\n            // noop\n        };\n\n        AbstractManager.prototype.didUpdate = function didUpdate(_bucket) {\n            // noop\n        };\n\n        return AbstractManager;\n    }();\n\n    exports.default = AbstractManager;\n\n    if (true) {\n        AbstractManager.prototype._pushToDebugStack = function (name, environment) {\n            this.debugStack = environment.debugStack;\n            this.debugStack.push(name);\n        };\n        AbstractManager.prototype._pushEngineToDebugStack = function (name, environment) {\n            this.debugStack = environment.debugStack;\n            this.debugStack.pushEngine(name);\n        };\n    }\n});","enifed('ember-glimmer/component-managers/curly', ['exports', 'ember-babel', '@glimmer/reference', '@glimmer/runtime', 'container', 'ember-debug', 'ember-metal', 'ember-utils', 'ember-views', 'ember-glimmer/component', 'ember-glimmer/utils/bindings', 'ember-glimmer/utils/curly-component-state-bucket', 'ember-glimmer/utils/process-args', 'ember-glimmer/utils/references', 'ember-glimmer/component-managers/abstract'], function (exports, _emberBabel, _reference, _runtime, _container, _emberDebug, _emberMetal, _emberUtils, _emberViews, _component, _bindings, _curlyComponentStateBucket, _processArgs, _references, _abstract) {\n    'use strict';\n\n    exports.CurlyComponentDefinition = exports.PositionalArgumentReference = undefined;\n    exports.validatePositionalParameters = validatePositionalParameters;\n    exports.processComponentInitializationAssertions = processComponentInitializationAssertions;\n    exports.initialRenderInstrumentDetails = initialRenderInstrumentDetails;\n    exports.rerenderInstrumentDetails = rerenderInstrumentDetails;\n\n    var _templateObject = (0, _emberBabel.taggedTemplateLiteralLoose)(['template:components/-default'], ['template:components/-default']);\n\n    var DEFAULT_LAYOUT = (0, _container.privatize)(_templateObject);\n    function aliasIdToElementId(args, props) {\n        if (args.named.has('id')) {\n            (true && !(!args.named.has('elementId')) && (0, _emberDebug.assert)('You cannot invoke a component with both \\'id\\' and \\'elementId\\' at the same time.', !args.named.has('elementId')));\n\n            props.elementId = props.id;\n        }\n    }\n    // We must traverse the attributeBindings in reverse keeping track of\n    // what has already been applied. This is essentially refining the concatenated\n    // properties applying right to left.\n    function applyAttributeBindings(element, attributeBindings, component, operations) {\n        var seen = [];\n        var i = attributeBindings.length - 1;\n        while (i !== -1) {\n            var binding = attributeBindings[i];\n            var parsed = _bindings.AttributeBinding.parse(binding);\n            var attribute = parsed[1];\n            if (seen.indexOf(attribute) === -1) {\n                seen.push(attribute);\n                _bindings.AttributeBinding.install(element, component, parsed, operations);\n            }\n            i--;\n        }\n        if (seen.indexOf('id') === -1) {\n            operations.addStaticAttribute(element, 'id', component.elementId);\n        }\n        if (seen.indexOf('style') === -1) {\n            _bindings.IsVisibleBinding.install(element, component, operations);\n        }\n    }\n    function tagName(vm) {\n        var dynamicScope = vm.dynamicScope();\n        // tslint:disable-next-line:no-shadowed-variable\n        var tagName = dynamicScope.view.tagName;\n\n        return _runtime.PrimitiveReference.create(tagName === '' ? null : tagName || 'div');\n    }\n    function ariaRole(vm) {\n        return vm.getSelf().get('ariaRole');\n    }\n\n    var CurlyComponentLayoutCompiler = function () {\n        function CurlyComponentLayoutCompiler(template) {\n            (0, _emberBabel.classCallCheck)(this, CurlyComponentLayoutCompiler);\n\n            this.template = template;\n        }\n\n        CurlyComponentLayoutCompiler.prototype.compile = function compile(builder) {\n            builder.wrapLayout(this.template);\n            builder.tag.dynamic(tagName);\n            builder.attrs.dynamic('role', ariaRole);\n            builder.attrs.static('class', 'ember-view');\n        };\n\n        return CurlyComponentLayoutCompiler;\n    }();\n\n    CurlyComponentLayoutCompiler.id = 'curly';\n\n    var PositionalArgumentReference = exports.PositionalArgumentReference = function () {\n        function PositionalArgumentReference(references) {\n            (0, _emberBabel.classCallCheck)(this, PositionalArgumentReference);\n\n            this.tag = (0, _reference.combineTagged)(references);\n            this._references = references;\n        }\n\n        PositionalArgumentReference.prototype.value = function value() {\n            return this._references.map(function (reference) {\n                return reference.value();\n            });\n        };\n\n        PositionalArgumentReference.prototype.get = function get(key) {\n            return _references.PropertyReference.create(this, key);\n        };\n\n        return PositionalArgumentReference;\n    }();\n\n    var CurlyComponentManager = function (_AbstractManager) {\n        (0, _emberBabel.inherits)(CurlyComponentManager, _AbstractManager);\n\n        function CurlyComponentManager() {\n            (0, _emberBabel.classCallCheck)(this, CurlyComponentManager);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _AbstractManager.apply(this, arguments));\n        }\n\n        CurlyComponentManager.prototype.prepareArgs = function prepareArgs(definition, args) {\n            var componentPositionalParamsDefinition = definition.ComponentClass.class.positionalParams;\n            if (true && componentPositionalParamsDefinition) {\n                validatePositionalParameters(args.named, args.positional, componentPositionalParamsDefinition);\n            }\n            var componentHasRestStylePositionalParams = typeof componentPositionalParamsDefinition === 'string';\n            var componentHasPositionalParams = componentHasRestStylePositionalParams || componentPositionalParamsDefinition.length > 0;\n            var needsPositionalParamMunging = componentHasPositionalParams && args.positional.length !== 0;\n            var isClosureComponent = definition.args;\n            if (!needsPositionalParamMunging && !isClosureComponent) {\n                return null;\n            }\n            var capturedArgs = args.capture();\n            // grab raw positional references array\n            var positional = capturedArgs.positional.references;\n            // handle prep for closure component with positional params\n            var curriedNamed = void 0;\n            if (definition.args) {\n                var remainingDefinitionPositionals = definition.args.positional.slice(positional.length);\n                positional = positional.concat(remainingDefinitionPositionals);\n                curriedNamed = definition.args.named;\n            }\n            // handle positionalParams\n            var positionalParamsToNamed = void 0;\n            if (componentHasRestStylePositionalParams) {\n                var _positionalParamsToNa;\n\n                positionalParamsToNamed = (_positionalParamsToNa = {}, _positionalParamsToNa[componentPositionalParamsDefinition] = new PositionalArgumentReference(positional), _positionalParamsToNa);\n                positional = [];\n            } else if (componentHasPositionalParams) {\n                positionalParamsToNamed = {};\n                var length = Math.min(positional.length, componentPositionalParamsDefinition.length);\n                for (var i = 0; i < length; i++) {\n                    var name = componentPositionalParamsDefinition[i];\n                    positionalParamsToNamed[name] = positional[i];\n                }\n            }\n            var named = (0, _emberUtils.assign)({}, curriedNamed, positionalParamsToNamed, capturedArgs.named.map);\n            return { positional: positional, named: named };\n        };\n\n        CurlyComponentManager.prototype.create = function create(environment, definition, args, dynamicScope, callerSelfRef, hasBlock) {\n            if (true) {\n                this._pushToDebugStack('component:' + definition.name, environment);\n            }\n            var parentView = dynamicScope.view;\n            var factory = definition.ComponentClass;\n            var capturedArgs = args.named.capture();\n            var props = (0, _processArgs.processComponentArgs)(capturedArgs);\n            aliasIdToElementId(args, props);\n            props.parentView = parentView;\n            props[_component.HAS_BLOCK] = hasBlock;\n            props._targetObject = callerSelfRef.value();\n            var component = factory.create(props);\n            var finalizer = (0, _emberMetal._instrumentStart)('render.component', initialRenderInstrumentDetails, component);\n            dynamicScope.view = component;\n            if (parentView !== null && parentView !== undefined) {\n                parentView.appendChild(component);\n            }\n            // We usually do this in the `didCreateElement`, but that hook doesn't fire for tagless components\n            if (component.tagName === '') {\n                if (environment.isInteractive) {\n                    component.trigger('willRender');\n                }\n                component._transitionTo('hasElement');\n                if (environment.isInteractive) {\n                    component.trigger('willInsertElement');\n                }\n            }\n            var bucket = new _curlyComponentStateBucket.default(environment, component, capturedArgs, finalizer);\n            if (args.named.has('class')) {\n                bucket.classRef = args.named.get('class');\n            }\n            if (true) {\n                processComponentInitializationAssertions(component, props);\n            }\n            if (environment.isInteractive && component.tagName !== '') {\n                component.trigger('willRender');\n            }\n            return bucket;\n        };\n\n        CurlyComponentManager.prototype.layoutFor = function layoutFor(definition, bucket, env) {\n            var template = definition.template;\n            if (!template) {\n                template = this.templateFor(bucket.component, env);\n            }\n            return env.getCompiledBlock(CurlyComponentLayoutCompiler, template);\n        };\n\n        CurlyComponentManager.prototype.templateFor = function templateFor(component, env) {\n            var Template = (0, _emberMetal.get)(component, 'layout');\n            var owner = component[_emberUtils.OWNER];\n            if (Template) {\n                return env.getTemplate(Template, owner);\n            }\n            var layoutName = (0, _emberMetal.get)(component, 'layoutName');\n            if (layoutName) {\n                var template = owner.lookup('template:' + layoutName);\n                if (template) {\n                    return template;\n                }\n            }\n            return owner.lookup(DEFAULT_LAYOUT);\n        };\n\n        CurlyComponentManager.prototype.getSelf = function getSelf(_ref) {\n            var component = _ref.component;\n\n            return component[_component.ROOT_REF];\n        };\n\n        CurlyComponentManager.prototype.didCreateElement = function didCreateElement(_ref2, element, operations) {\n            var component = _ref2.component,\n                classRef = _ref2.classRef,\n                environment = _ref2.environment;\n\n            (0, _emberViews.setViewElement)(component, element);\n            var attributeBindings = component.attributeBindings,\n                classNames = component.classNames,\n                classNameBindings = component.classNameBindings;\n\n            if (attributeBindings && attributeBindings.length) {\n                applyAttributeBindings(element, attributeBindings, component, operations);\n            } else {\n                operations.addStaticAttribute(element, 'id', component.elementId);\n                _bindings.IsVisibleBinding.install(element, component, operations);\n            }\n            if (classRef) {\n                // TODO should make addDynamicAttribute accept an opaque\n                operations.addDynamicAttribute(element, 'class', classRef, false);\n            }\n            if (classNames && classNames.length) {\n                classNames.forEach(function (name) {\n                    operations.addStaticAttribute(element, 'class', name);\n                });\n            }\n            if (classNameBindings && classNameBindings.length) {\n                classNameBindings.forEach(function (binding) {\n                    _bindings.ClassNameBinding.install(element, component, binding, operations);\n                });\n            }\n            component._transitionTo('hasElement');\n            if (environment.isInteractive) {\n                component.trigger('willInsertElement');\n            }\n        };\n\n        CurlyComponentManager.prototype.didRenderLayout = function didRenderLayout(bucket, bounds) {\n            bucket.component[_component.BOUNDS] = bounds;\n            bucket.finalize();\n            if (true) {\n                this.debugStack.pop();\n            }\n        };\n\n        CurlyComponentManager.prototype.getTag = function getTag(_ref3) {\n            var component = _ref3.component;\n\n            return component[_component.DIRTY_TAG];\n        };\n\n        CurlyComponentManager.prototype.didCreate = function didCreate(_ref4) {\n            var component = _ref4.component,\n                environment = _ref4.environment;\n\n            if (environment.isInteractive) {\n                component._transitionTo('inDOM');\n                component.trigger('didInsertElement');\n                component.trigger('didRender');\n            }\n        };\n\n        CurlyComponentManager.prototype.update = function update(bucket) {\n            var component = bucket.component,\n                args = bucket.args,\n                argsRevision = bucket.argsRevision,\n                environment = bucket.environment;\n\n            if (true) {\n                this._pushToDebugStack(component._debugContainerKey, environment);\n            }\n            bucket.finalizer = (0, _emberMetal._instrumentStart)('render.component', rerenderInstrumentDetails, component);\n            if (!args.tag.validate(argsRevision)) {\n                var props = (0, _processArgs.processComponentArgs)(args);\n                bucket.argsRevision = args.tag.value();\n                component[_component.IS_DISPATCHING_ATTRS] = true;\n                component.setProperties(props);\n                component[_component.IS_DISPATCHING_ATTRS] = false;\n                component.trigger('didUpdateAttrs');\n                component.trigger('didReceiveAttrs');\n            }\n            if (environment.isInteractive) {\n                component.trigger('willUpdate');\n                component.trigger('willRender');\n            }\n        };\n\n        CurlyComponentManager.prototype.didUpdateLayout = function didUpdateLayout(bucket) {\n            bucket.finalize();\n            if (true) {\n                this.debugStack.pop();\n            }\n        };\n\n        CurlyComponentManager.prototype.didUpdate = function didUpdate(_ref5) {\n            var component = _ref5.component,\n                environment = _ref5.environment;\n\n            if (environment.isInteractive) {\n                component.trigger('didUpdate');\n                component.trigger('didRender');\n            }\n        };\n\n        CurlyComponentManager.prototype.getDestructor = function getDestructor(stateBucket) {\n            return stateBucket;\n        };\n\n        return CurlyComponentManager;\n    }(_abstract.default);\n\n    exports.default = CurlyComponentManager;\n    function validatePositionalParameters(named, positional, positionalParamsDefinition) {\n        if (true) {\n            if (!named || !positional || !positional.length) {\n                return;\n            }\n            var paramType = typeof positionalParamsDefinition;\n            if (paramType === 'string') {\n                (true && !(!named.has(positionalParamsDefinition)) && (0, _emberDebug.assert)('You cannot specify positional parameters and the hash argument `' + positionalParamsDefinition + '`.', !named.has(positionalParamsDefinition)));\n            } else {\n                if (positional.length < positionalParamsDefinition.length) {\n                    positionalParamsDefinition = positionalParamsDefinition.slice(0, positional.length);\n                }\n                for (var i = 0; i < positionalParamsDefinition.length; i++) {\n                    var name = positionalParamsDefinition[i];\n                    (true && !(!named.has(name)) && (0, _emberDebug.assert)('You cannot specify both a positional param (at position ' + i + ') and the hash argument `' + name + '`.', !named.has(name)));\n                }\n            }\n        }\n    }\n    function processComponentInitializationAssertions(component, props) {\n        (true && !(function () {\n            var classNameBindings = component.classNameBindings;\n\n            for (var i = 0; i < classNameBindings.length; i++) {\n                var binding = classNameBindings[i];\n                if (typeof binding !== 'string' || binding.length === 0) {\n                    return false;\n                }\n            }\n            return true;\n        }()) && (0, _emberDebug.assert)('classNameBindings must be non-empty strings: ' + component, function () {\n            var classNameBindings = component.classNameBindings;\n            for (var i = 0; i < classNameBindings.length; i++) {\n                var binding = classNameBindings[i];if (typeof binding !== 'string' || binding.length === 0) {\n                    return false;\n                }\n            }return true;\n        }()));\n        (true && !(function () {\n            var classNameBindings = component.classNameBindings;\n\n            for (var i = 0; i < classNameBindings.length; i++) {\n                var binding = classNameBindings[i];\n                if (binding.split(' ').length > 1) {\n                    return false;\n                }\n            }\n            return true;\n        }()) && (0, _emberDebug.assert)('classNameBindings must not have spaces in them: ' + component, function () {\n            var classNameBindings = component.classNameBindings;\n            for (var i = 0; i < classNameBindings.length; i++) {\n                var binding = classNameBindings[i];if (binding.split(' ').length > 1) {\n                    return false;\n                }\n            }return true;\n        }()));\n        (true && !(component.tagName !== '' || !component.classNameBindings || component.classNameBindings.length === 0) && (0, _emberDebug.assert)('You cannot use `classNameBindings` on a tag-less component: ' + component, component.tagName !== '' || !component.classNameBindings || component.classNameBindings.length === 0));\n        (true && !(component.tagName !== '' || props.id === component.elementId || !component.elementId && component.elementId !== '') && (0, _emberDebug.assert)('You cannot use `elementId` on a tag-less component: ' + component, component.tagName !== '' || props.id === component.elementId || !component.elementId && component.elementId !== ''));\n        (true && !(component.tagName !== '' || !component.attributeBindings || component.attributeBindings.length === 0) && (0, _emberDebug.assert)('You cannot use `attributeBindings` on a tag-less component: ' + component, component.tagName !== '' || !component.attributeBindings || component.attributeBindings.length === 0));\n    }\n    function initialRenderInstrumentDetails(component) {\n        return component.instrumentDetails({ initialRender: true });\n    }\n    function rerenderInstrumentDetails(component) {\n        return component.instrumentDetails({ initialRender: false });\n    }\n    var MANAGER = new CurlyComponentManager();\n\n    var CurlyComponentDefinition = exports.CurlyComponentDefinition = function (_ComponentDefinition) {\n        (0, _emberBabel.inherits)(CurlyComponentDefinition, _ComponentDefinition);\n\n        // tslint:disable-next-line:no-shadowed-variable\n        function CurlyComponentDefinition(name, ComponentClass, template, args, customManager) {\n            (0, _emberBabel.classCallCheck)(this, CurlyComponentDefinition);\n\n            var _this2 = (0, _emberBabel.possibleConstructorReturn)(this, _ComponentDefinition.call(this, name, customManager || MANAGER, ComponentClass));\n\n            _this2.template = template;\n            _this2.args = args;\n            return _this2;\n        }\n\n        return CurlyComponentDefinition;\n    }(_runtime.ComponentDefinition);\n});","enifed('ember-glimmer/component-managers/mount', ['exports', 'ember-babel', '@glimmer/runtime', 'ember-routing', 'ember/features', 'ember-glimmer/utils/references', 'ember-glimmer/component-managers/abstract', 'ember-glimmer/component-managers/outlet'], function (exports, _emberBabel, _runtime, _emberRouting, _features, _references, _abstract, _outlet) {\n    'use strict';\n\n    exports.MountDefinition = undefined;\n\n    var MountManager = function (_AbstractManager) {\n        (0, _emberBabel.inherits)(MountManager, _AbstractManager);\n\n        function MountManager() {\n            (0, _emberBabel.classCallCheck)(this, MountManager);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _AbstractManager.apply(this, arguments));\n        }\n\n        MountManager.prototype.create = function create(environment, _ref, args) {\n            var name = _ref.name;\n\n            if (true) {\n                this._pushEngineToDebugStack('engine:' + name, environment);\n            }\n            var engine = environment.owner.buildChildEngineInstance(name);\n            engine.boot();\n            var bucket = { engine: engine };\n            if (_features.EMBER_ENGINES_MOUNT_PARAMS) {\n                bucket.modelReference = args.named.get('model');\n            }\n            return bucket;\n        };\n\n        MountManager.prototype.layoutFor = function layoutFor(_definition, _ref2, env) {\n            var engine = _ref2.engine;\n\n            var template = engine.lookup('template:application');\n            return env.getCompiledBlock(_outlet.OutletLayoutCompiler, template);\n        };\n\n        MountManager.prototype.getSelf = function getSelf(bucket) {\n            var engine = bucket.engine,\n                modelReference = bucket.modelReference;\n\n            var applicationFactory = engine.factoryFor('controller:application');\n            var controllerFactory = applicationFactory || (0, _emberRouting.generateControllerFactory)(engine, 'application');\n            var controller = bucket.controller = controllerFactory.create();\n            if (_features.EMBER_ENGINES_MOUNT_PARAMS) {\n                var model = modelReference.value();\n                bucket.modelRevision = modelReference.tag.value();\n                controller.set('model', model);\n            }\n            return new _references.RootReference(controller);\n        };\n\n        MountManager.prototype.getDestructor = function getDestructor(_ref3) {\n            var engine = _ref3.engine;\n\n            return engine;\n        };\n\n        MountManager.prototype.didRenderLayout = function didRenderLayout() {\n            if (true) {\n                this.debugStack.pop();\n            }\n        };\n\n        MountManager.prototype.update = function update(bucket) {\n            if (_features.EMBER_ENGINES_MOUNT_PARAMS) {\n                var controller = bucket.controller,\n                    modelReference = bucket.modelReference,\n                    modelRevision = bucket.modelRevision;\n\n                if (!modelReference.tag.validate(modelRevision)) {\n                    var model = modelReference.value();\n                    bucket.modelRevision = modelReference.tag.value();\n                    controller.set('model', model);\n                }\n            }\n        };\n\n        return MountManager;\n    }(_abstract.default);\n\n    var MOUNT_MANAGER = new MountManager();\n\n    var MountDefinition = exports.MountDefinition = function (_ComponentDefinition) {\n        (0, _emberBabel.inherits)(MountDefinition, _ComponentDefinition);\n\n        function MountDefinition(name) {\n            (0, _emberBabel.classCallCheck)(this, MountDefinition);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _ComponentDefinition.call(this, name, MOUNT_MANAGER, null));\n        }\n\n        return MountDefinition;\n    }(_runtime.ComponentDefinition);\n});","enifed('ember-glimmer/component-managers/outlet', ['exports', 'ember-babel', '@glimmer/runtime', 'ember-metal', 'ember-utils', 'ember-glimmer/utils/references', 'ember-glimmer/component-managers/abstract'], function (exports, _emberBabel, _runtime, _emberMetal, _emberUtils, _references, _abstract) {\n    'use strict';\n\n    exports.OutletLayoutCompiler = exports.OutletComponentDefinition = exports.TopLevelOutletComponentDefinition = undefined;\n\n    function instrumentationPayload(_ref) {\n        var _ref$render = _ref.render,\n            name = _ref$render.name,\n            outlet = _ref$render.outlet;\n\n        return { object: name + ':' + outlet };\n    }\n    function NOOP() {}\n\n    var StateBucket = function () {\n        function StateBucket(outletState) {\n            (0, _emberBabel.classCallCheck)(this, StateBucket);\n\n            this.outletState = outletState;\n            this.instrument();\n        }\n\n        StateBucket.prototype.instrument = function instrument() {\n            this.finalizer = (0, _emberMetal._instrumentStart)('render.outlet', instrumentationPayload, this.outletState);\n        };\n\n        StateBucket.prototype.finalize = function finalize() {\n            var finalizer = this.finalizer;\n\n            finalizer();\n            this.finalizer = NOOP;\n        };\n\n        return StateBucket;\n    }();\n\n    var OutletComponentManager = function (_AbstractManager) {\n        (0, _emberBabel.inherits)(OutletComponentManager, _AbstractManager);\n\n        function OutletComponentManager() {\n            (0, _emberBabel.classCallCheck)(this, OutletComponentManager);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _AbstractManager.apply(this, arguments));\n        }\n\n        OutletComponentManager.prototype.create = function create(environment, definition, _args, dynamicScope) {\n            if (true) {\n                this._pushToDebugStack('template:' + definition.template.meta.moduleName, environment);\n            }\n            var outletStateReference = dynamicScope.outletState = dynamicScope.outletState.get('outlets').get(definition.outletName);\n            var outletState = outletStateReference.value();\n            return new StateBucket(outletState);\n        };\n\n        OutletComponentManager.prototype.layoutFor = function layoutFor(definition, _bucket, env) {\n            return env.getCompiledBlock(OutletLayoutCompiler, definition.template);\n        };\n\n        OutletComponentManager.prototype.getSelf = function getSelf(_ref2) {\n            var outletState = _ref2.outletState;\n\n            return new _references.RootReference(outletState.render.controller);\n        };\n\n        OutletComponentManager.prototype.didRenderLayout = function didRenderLayout(bucket) {\n            bucket.finalize();\n            if (true) {\n                this.debugStack.pop();\n            }\n        };\n\n        OutletComponentManager.prototype.getDestructor = function getDestructor() {\n            return null;\n        };\n\n        return OutletComponentManager;\n    }(_abstract.default);\n\n    var MANAGER = new OutletComponentManager();\n\n    var TopLevelOutletComponentManager = function (_OutletComponentManag) {\n        (0, _emberBabel.inherits)(TopLevelOutletComponentManager, _OutletComponentManag);\n\n        function TopLevelOutletComponentManager() {\n            (0, _emberBabel.classCallCheck)(this, TopLevelOutletComponentManager);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _OutletComponentManag.apply(this, arguments));\n        }\n\n        TopLevelOutletComponentManager.prototype.create = function create(environment, definition, _args, dynamicScope) {\n            if (true) {\n                this._pushToDebugStack('template:' + definition.template.meta.moduleName, environment);\n            }\n            return new StateBucket(dynamicScope.outletState.value());\n        };\n\n        TopLevelOutletComponentManager.prototype.layoutFor = function layoutFor(definition, _bucket, env) {\n            return env.getCompiledBlock(TopLevelOutletLayoutCompiler, definition.template);\n        };\n\n        return TopLevelOutletComponentManager;\n    }(OutletComponentManager);\n\n    var TOP_LEVEL_MANAGER = new TopLevelOutletComponentManager();\n\n    var TopLevelOutletComponentDefinition = exports.TopLevelOutletComponentDefinition = function (_ComponentDefinition) {\n        (0, _emberBabel.inherits)(TopLevelOutletComponentDefinition, _ComponentDefinition);\n\n        function TopLevelOutletComponentDefinition(instance) {\n            (0, _emberBabel.classCallCheck)(this, TopLevelOutletComponentDefinition);\n\n            var _this3 = (0, _emberBabel.possibleConstructorReturn)(this, _ComponentDefinition.call(this, 'outlet', TOP_LEVEL_MANAGER, instance));\n\n            _this3.template = instance.template;\n            (0, _emberUtils.generateGuid)(_this3);\n            return _this3;\n        }\n\n        return TopLevelOutletComponentDefinition;\n    }(_runtime.ComponentDefinition);\n\n    var TopLevelOutletLayoutCompiler = function () {\n        function TopLevelOutletLayoutCompiler(template) {\n            (0, _emberBabel.classCallCheck)(this, TopLevelOutletLayoutCompiler);\n\n            this.template = template;\n        }\n\n        TopLevelOutletLayoutCompiler.prototype.compile = function compile(builder) {\n            builder.wrapLayout(this.template);\n            builder.tag.static('div');\n            builder.attrs.static('id', (0, _emberUtils.guidFor)(this));\n            builder.attrs.static('class', 'ember-view');\n        };\n\n        return TopLevelOutletLayoutCompiler;\n    }();\n\n    TopLevelOutletLayoutCompiler.id = 'top-level-outlet';\n\n    var OutletComponentDefinition = exports.OutletComponentDefinition = function (_ComponentDefinition2) {\n        (0, _emberBabel.inherits)(OutletComponentDefinition, _ComponentDefinition2);\n\n        function OutletComponentDefinition(outletName, template) {\n            (0, _emberBabel.classCallCheck)(this, OutletComponentDefinition);\n\n            var _this4 = (0, _emberBabel.possibleConstructorReturn)(this, _ComponentDefinition2.call(this, 'outlet', MANAGER, null));\n\n            _this4.outletName = outletName;\n            _this4.template = template;\n            (0, _emberUtils.generateGuid)(_this4);\n            return _this4;\n        }\n\n        return OutletComponentDefinition;\n    }(_runtime.ComponentDefinition);\n\n    var OutletLayoutCompiler = exports.OutletLayoutCompiler = function () {\n        function OutletLayoutCompiler(template) {\n            (0, _emberBabel.classCallCheck)(this, OutletLayoutCompiler);\n\n            this.template = template;\n        }\n\n        OutletLayoutCompiler.prototype.compile = function compile(builder) {\n            builder.wrapLayout(this.template);\n        };\n\n        return OutletLayoutCompiler;\n    }();\n\n    OutletLayoutCompiler.id = 'outlet';\n});","enifed('ember-glimmer/component-managers/render', ['exports', 'ember-babel', '@glimmer/runtime', 'ember-debug', 'ember-routing', 'ember-glimmer/utils/references', 'ember-glimmer/component-managers/abstract', 'ember-glimmer/component-managers/outlet'], function (exports, _emberBabel, _runtime, _emberDebug, _emberRouting, _references, _abstract, _outlet) {\n    'use strict';\n\n    exports.RenderDefinition = exports.NON_SINGLETON_RENDER_MANAGER = exports.SINGLETON_RENDER_MANAGER = exports.AbstractRenderManager = undefined;\n\n    var AbstractRenderManager = exports.AbstractRenderManager = function (_AbstractManager) {\n        (0, _emberBabel.inherits)(AbstractRenderManager, _AbstractManager);\n\n        function AbstractRenderManager() {\n            (0, _emberBabel.classCallCheck)(this, AbstractRenderManager);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _AbstractManager.apply(this, arguments));\n        }\n\n        AbstractRenderManager.prototype.layoutFor = function layoutFor(definition, _bucket, env) {\n            // only curly components can have lazy layout\n            (true && !(!!definition.template) && (0, _emberDebug.assert)('definition is missing a template', !!definition.template));\n\n            return env.getCompiledBlock(_outlet.OutletLayoutCompiler, definition.template);\n        };\n\n        AbstractRenderManager.prototype.getSelf = function getSelf(_ref) {\n            var controller = _ref.controller;\n\n            return new _references.RootReference(controller);\n        };\n\n        return AbstractRenderManager;\n    }(_abstract.default);\n\n    if (true) {\n        AbstractRenderManager.prototype.didRenderLayout = function () {\n            this.debugStack.pop();\n        };\n    }\n\n    var SingletonRenderManager = function (_AbstractRenderManage) {\n        (0, _emberBabel.inherits)(SingletonRenderManager, _AbstractRenderManage);\n\n        function SingletonRenderManager() {\n            (0, _emberBabel.classCallCheck)(this, SingletonRenderManager);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _AbstractRenderManage.apply(this, arguments));\n        }\n\n        SingletonRenderManager.prototype.create = function create(env, definition, _args, dynamicScope) {\n            var name = definition.name;\n\n            var controller = env.owner.lookup('controller:' + name) || (0, _emberRouting.generateController)(env.owner, name);\n            if (true) {\n                this._pushToDebugStack('controller:' + name + ' (with the render helper)', env);\n            }\n            if (dynamicScope.rootOutletState) {\n                dynamicScope.outletState = dynamicScope.rootOutletState.getOrphan(name);\n            }\n            return { controller: controller };\n        };\n\n        SingletonRenderManager.prototype.getDestructor = function getDestructor() {\n            return null;\n        };\n\n        return SingletonRenderManager;\n    }(AbstractRenderManager);\n\n    var SINGLETON_RENDER_MANAGER = exports.SINGLETON_RENDER_MANAGER = new SingletonRenderManager();\n\n    var NonSingletonRenderManager = function (_AbstractRenderManage2) {\n        (0, _emberBabel.inherits)(NonSingletonRenderManager, _AbstractRenderManage2);\n\n        function NonSingletonRenderManager() {\n            (0, _emberBabel.classCallCheck)(this, NonSingletonRenderManager);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _AbstractRenderManage2.apply(this, arguments));\n        }\n\n        NonSingletonRenderManager.prototype.create = function create(environment, definition, args, dynamicScope) {\n            var name = definition.name,\n                env = definition.env;\n\n            var modelRef = args.positional.at(0);\n            var controllerFactory = env.owner.factoryFor('controller:' + name);\n            var factory = controllerFactory || (0, _emberRouting.generateControllerFactory)(env.owner, name);\n            var controller = factory.create({ model: modelRef.value() });\n            if (true) {\n                this._pushToDebugStack('controller:' + name + ' (with the render helper)', environment);\n            }\n            if (dynamicScope.rootOutletState) {\n                dynamicScope.outletState = dynamicScope.rootOutletState.getOrphan(name);\n            }\n            return { controller: controller, model: modelRef };\n        };\n\n        NonSingletonRenderManager.prototype.update = function update(_ref2) {\n            var controller = _ref2.controller,\n                model = _ref2.model;\n\n            controller.set('model', model.value());\n        };\n\n        NonSingletonRenderManager.prototype.getDestructor = function getDestructor(_ref3) {\n            var controller = _ref3.controller;\n\n            return controller;\n        };\n\n        return NonSingletonRenderManager;\n    }(AbstractRenderManager);\n\n    var NON_SINGLETON_RENDER_MANAGER = exports.NON_SINGLETON_RENDER_MANAGER = new NonSingletonRenderManager();\n\n    var RenderDefinition = exports.RenderDefinition = function (_ComponentDefinition) {\n        (0, _emberBabel.inherits)(RenderDefinition, _ComponentDefinition);\n\n        function RenderDefinition(name, template, env, manager) {\n            (0, _emberBabel.classCallCheck)(this, RenderDefinition);\n\n            var _this4 = (0, _emberBabel.possibleConstructorReturn)(this, _ComponentDefinition.call(this, 'render', manager, null));\n\n            _this4.name = name;\n            _this4.template = template;\n            _this4.env = env;\n            return _this4;\n        }\n\n        return RenderDefinition;\n    }(_runtime.ComponentDefinition);\n});","enifed('ember-glimmer/component-managers/root', ['exports', 'ember-babel', '@glimmer/runtime', 'ember-metal', 'ember-glimmer/utils/curly-component-state-bucket', 'ember-glimmer/component-managers/curly'], function (exports, _emberBabel, _runtime, _emberMetal, _curlyComponentStateBucket, _curly) {\n    'use strict';\n\n    exports.RootComponentDefinition = undefined;\n\n    var RootComponentManager = function (_CurlyComponentManage) {\n        (0, _emberBabel.inherits)(RootComponentManager, _CurlyComponentManage);\n\n        function RootComponentManager() {\n            (0, _emberBabel.classCallCheck)(this, RootComponentManager);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _CurlyComponentManage.apply(this, arguments));\n        }\n\n        RootComponentManager.prototype.create = function create(environment, definition, args, dynamicScope) {\n            var component = definition.ComponentClass.create();\n            if (true) {\n                this._pushToDebugStack(component._debugContainerKey, environment);\n            }\n            var finalizer = (0, _emberMetal._instrumentStart)('render.component', _curly.initialRenderInstrumentDetails, component);\n            dynamicScope.view = component;\n            // We usually do this in the `didCreateElement`, but that hook doesn't fire for tagless components\n            if (component.tagName === '') {\n                if (environment.isInteractive) {\n                    component.trigger('willRender');\n                }\n                component._transitionTo('hasElement');\n                if (environment.isInteractive) {\n                    component.trigger('willInsertElement');\n                }\n            }\n            if (true) {\n                (0, _curly.processComponentInitializationAssertions)(component, {});\n            }\n            return new _curlyComponentStateBucket.default(environment, component, args.named.capture(), finalizer);\n        };\n\n        return RootComponentManager;\n    }(_curly.default);\n\n    var ROOT_MANAGER = new RootComponentManager();\n\n    var RootComponentDefinition = exports.RootComponentDefinition = function (_ComponentDefinition) {\n        (0, _emberBabel.inherits)(RootComponentDefinition, _ComponentDefinition);\n\n        function RootComponentDefinition(instance) {\n            (0, _emberBabel.classCallCheck)(this, RootComponentDefinition);\n\n            var _this2 = (0, _emberBabel.possibleConstructorReturn)(this, _ComponentDefinition.call(this, '-root', ROOT_MANAGER, {\n                class: instance.constructor,\n                create: function () {\n                    return instance;\n                }\n            }));\n\n            _this2.template = undefined;\n            _this2.args = undefined;\n            return _this2;\n        }\n\n        return RootComponentDefinition;\n    }(_runtime.ComponentDefinition);\n});","enifed('ember-glimmer/component', ['exports', '@glimmer/reference', '@glimmer/runtime', 'ember-debug', 'ember-metal', 'ember-runtime', 'ember-utils', 'ember-views', 'ember-glimmer/utils/references'], function (exports, _reference, _runtime, _emberDebug, _emberMetal, _emberRuntime, _emberUtils, _emberViews, _references) {\n  'use strict';\n\n  exports.BOUNDS = exports.HAS_BLOCK = exports.IS_DISPATCHING_ATTRS = exports.ROOT_REF = exports.ARGS = exports.DIRTY_TAG = undefined;\n\n  var _CoreView$extend;\n\n  var DIRTY_TAG = exports.DIRTY_TAG = (0, _emberUtils.symbol)('DIRTY_TAG');\n  var ARGS = exports.ARGS = (0, _emberUtils.symbol)('ARGS');\n  var ROOT_REF = exports.ROOT_REF = (0, _emberUtils.symbol)('ROOT_REF');\n  var IS_DISPATCHING_ATTRS = exports.IS_DISPATCHING_ATTRS = (0, _emberUtils.symbol)('IS_DISPATCHING_ATTRS');\n  var HAS_BLOCK = exports.HAS_BLOCK = (0, _emberUtils.symbol)('HAS_BLOCK');\n  var BOUNDS = exports.BOUNDS = (0, _emberUtils.symbol)('BOUNDS');\n  /**\n  @module @ember/component\n  */\n  /**\n    A `Component` is a view that is completely\n    isolated. Properties accessed in its templates go\n    to the view object and actions are targeted at\n    the view object. There is no access to the\n    surrounding context or outer controller; all\n    contextual information must be passed in.\n  \n    The easiest way to create a `Component` is via\n    a template. If you name a template\n    `app/components/my-foo.hbs`, you will be able to use\n    `{{my-foo}}` in other templates, which will make\n    an instance of the isolated component.\n  \n    ```app/components/my-foo.hbs\n    {{person-profile person=currentUser}}\n    ```\n  \n    ```app/components/person-profile.hbs\n    <h1>{{person.title}}</h1>\n    <img src={{person.avatar}}>\n    <p class='signature'>{{person.signature}}</p>\n    ```\n  \n    You can use `yield` inside a template to\n    include the **contents** of any block attached to\n    the component. The block will be executed in the\n    context of the surrounding context or outer controller:\n  \n    ```handlebars\n    {{#person-profile person=currentUser}}\n      <p>Admin mode</p>\n      {{! Executed in the controller's context. }}\n    {{/person-profile}}\n    ```\n  \n    ```app/components/person-profile.hbs\n    <h1>{{person.title}}</h1>\n    {{! Executed in the component's context. }}\n    {{yield}} {{! block contents }}\n    ```\n  \n    If you want to customize the component, in order to\n    handle events or actions, you implement a subclass\n    of `Component` named after the name of the\n    component.\n  \n    For example, you could implement the action\n    `hello` for the `person-profile` component:\n  \n    ```app/components/person-profile.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      actions: {\n        hello(name) {\n          console.log(\"Hello\", name);\n        }\n      }\n    });\n    ```\n  \n    And then use it in the component's template:\n  \n    ```app/templates/components/person-profile.hbs\n    <h1>{{person.title}}</h1>\n    {{yield}} <!-- block contents -->\n    <button {{action 'hello' person.name}}>\n      Say Hello to {{person.name}}\n    </button>\n    ```\n  \n    Components must have a `-` in their name to avoid\n    conflicts with built-in controls that wrap HTML\n    elements. This is consistent with the same\n    requirement in web components.\n  \n    ## HTML Tag\n  \n    The default HTML tag name used for a component's DOM representation is `div`.\n    This can be customized by setting the `tagName` property.\n    The following component class:\n  \n    ```app/components/emphasized-paragraph.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      tagName: 'em'\n    });\n    ```\n  \n    Would result in instances with the following HTML:\n  \n    ```html\n    <em id=\"ember1\" class=\"ember-view\"></em>\n    ```\n  \n    ## HTML `class` Attribute\n  \n    The HTML `class` attribute of a component's tag can be set by providing a\n    `classNames` property that is set to an array of strings:\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      classNames: ['my-class', 'my-other-class']\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view my-class my-other-class\"></div>\n    ```\n  \n    `class` attribute values can also be set by providing a `classNameBindings`\n    property set to an array of properties names for the component. The return value\n    of these properties will be added as part of the value for the components's `class`\n    attribute. These properties can be computed properties:\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n    import { computed } from '@ember/object';\n  \n    export default Component.extend({\n      classNameBindings: ['propertyA', 'propertyB'],\n  \n      propertyA: 'from-a',\n      propertyB: computed(function() {\n        if (someLogic) { return 'from-b'; }\n      })\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view from-a from-b\"></div>\n    ```\n  \n    If the value of a class name binding returns a boolean the property name\n    itself will be used as the class name if the property is true.\n    The class name will not be added if the value is `false` or `undefined`.\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      classNameBindings: ['hovered'],\n  \n      hovered: true\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view hovered\"></div>\n    ```\n  \n    When using boolean class name bindings you can supply a string value other\n    than the property name for use as the `class` HTML attribute by appending the\n    preferred value after a \":\" character when defining the binding:\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      classNameBindings: ['awesome:so-very-cool'],\n  \n      awesome: true\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view so-very-cool\"></div>\n    ```\n  \n    Boolean value class name bindings whose property names are in a\n    camelCase-style format will be converted to a dasherized format:\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      classNameBindings: ['isUrgent'],\n  \n      isUrgent: true\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view is-urgent\"></div>\n    ```\n  \n    Class name bindings can also refer to object values that are found by\n    traversing a path relative to the component itself:\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n    import EmberObject from '@ember/object';\n  \n    export default Component.extend({\n      classNameBindings: ['messages.empty'],\n  \n      messages: EmberObject.create({\n        empty: true\n      })\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view empty\"></div>\n    ```\n  \n    If you want to add a class name for a property which evaluates to true and\n    and a different class name if it evaluates to false, you can pass a binding\n    like this:\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      classNameBindings: ['isEnabled:enabled:disabled'],\n      isEnabled: true\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view enabled\"></div>\n    ```\n  \n    When isEnabled is `false`, the resulting HTML representation looks like\n    this:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view disabled\"></div>\n    ```\n  \n    This syntax offers the convenience to add a class if a property is `false`:\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n  \n    // Applies no class when isEnabled is true and class 'disabled' when isEnabled is false\n    export default Component.extend({\n      classNameBindings: ['isEnabled::disabled'],\n      isEnabled: true\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view\"></div>\n    ```\n  \n    When the `isEnabled` property on the component is set to `false`, it will result\n    in component instances with an HTML representation of:\n  \n    ```html\n    <div id=\"ember1\" class=\"ember-view disabled\"></div>\n    ```\n  \n    Updates to the value of a class name binding will result in automatic\n    update of the  HTML `class` attribute in the component's rendered HTML\n    representation. If the value becomes `false` or `undefined` the class name\n    will be removed.\n    Both `classNames` and `classNameBindings` are concatenated properties. See\n    [EmberObject](/api/classes/Ember.Object.html) documentation for more\n    information about concatenated properties.\n  \n    ## HTML Attributes\n  \n    The HTML attribute section of a component's tag can be set by providing an\n    `attributeBindings` property set to an array of property names on the component.\n    The return value of these properties will be used as the value of the component's\n    HTML associated attribute:\n  \n    ```app/components/my-anchor.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      tagName: 'a',\n      attributeBindings: ['href'],\n  \n      href: 'http://google.com'\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <a id=\"ember1\" class=\"ember-view\" href=\"http://google.com\"></a>\n    ```\n  \n    One property can be mapped on to another by placing a \":\" between\n    the source property and the destination property:\n  \n    ```app/components/my-anchor.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      tagName: 'a',\n      attributeBindings: ['url:href'],\n  \n      url: 'http://google.com'\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <a id=\"ember1\" class=\"ember-view\" href=\"http://google.com\"></a>\n    ```\n  \n    Namespaced attributes (e.g. `xlink:href`) are supported, but have to be\n    mapped, since `:` is not a valid character for properties in Javascript:\n  \n    ```app/components/my-use.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      tagName: 'use',\n      attributeBindings: ['xlinkHref:xlink:href'],\n  \n      xlinkHref: '#triangle'\n    });\n    ```\n  \n    Will result in component instances with an HTML representation of:\n  \n    ```html\n    <use xlink:href=\"#triangle\"></use>\n    ```\n  \n    If the return value of an `attributeBindings` monitored property is a boolean\n    the attribute will be present or absent depending on the value:\n  \n    ```app/components/my-text-input.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      tagName: 'input',\n      attributeBindings: ['disabled'],\n  \n      disabled: false\n    });\n    ```\n  \n    Will result in a component instance with an HTML representation of:\n  \n    ```html\n    <input id=\"ember1\" class=\"ember-view\" />\n    ```\n  \n    `attributeBindings` can refer to computed properties:\n  \n    ```app/components/my-text-input.js\n    import Component from '@ember/component';\n    import { computed } from '@ember/object';\n  \n    export default Component.extend({\n      tagName: 'input',\n      attributeBindings: ['disabled'],\n  \n      disabled: computed(function() {\n        if (someLogic) {\n          return true;\n        } else {\n          return false;\n        }\n      })\n    });\n    ```\n  \n    To prevent setting an attribute altogether, use `null` or `undefined` as the\n    return value of the `attributeBindings` monitored property:\n  \n    ```app/components/my-text-input.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      tagName: 'form',\n      attributeBindings: ['novalidate'],\n      novalidate: null\n    });\n    ```\n  \n    Updates to the property of an attribute binding will result in automatic\n    update of the  HTML attribute in the component's rendered HTML representation.\n    `attributeBindings` is a concatenated property. See [EmberObject](/api/classes/Ember.Object.html)\n    documentation for more information about concatenated properties.\n  \n    ## Layouts\n  \n    See [Ember.Templates.helpers.yield](/api/classes/Ember.Templates.helpers.html#method_yield)\n    for more information.\n  \n    Layout can be used to wrap content in a component. In addition\n    to wrapping content in a Component's template, you can also use\n    the public layout API in your Component JavaScript.\n  \n    ```app/templates/components/person-profile.hbs\n      <h1>Person's Title</h1>\n      <div class='details'>{{yield}}</div>\n    ```\n  \n    ```app/components/person-profile.js\n      import Component from '@ember/component';\n      import layout from '../templates/components/person-profile';\n  \n      export default Component.extend({\n        layout\n      });\n    ```\n  \n    The above will result in the following HTML output:\n  \n    ```html\n      <h1>Person's Title</h1>\n      <div class=\"details\">\n        <h2>Chief Basket Weaver</h2>\n        <h3>Fisherman Industries</h3>\n      </div>\n    ```\n  \n    ## Responding to Browser Events\n  \n    Components can respond to user-initiated events in one of three ways: method\n    implementation, through an event manager, and through `{{action}}` helper use\n    in their template or layout.\n  \n    ### Method Implementation\n  \n    Components can respond to user-initiated events by implementing a method that\n    matches the event name. A `jQuery.Event` object will be passed as the\n    argument to this method.\n  \n    ```app/components/my-widget.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      click(event) {\n        // will be called when an instance's\n        // rendered element is clicked\n      }\n    });\n    ```\n  \n    ### `{{action}}` Helper\n  \n    See [Ember.Templates.helpers.action](/api/classes/Ember.Templates.helpers.html#method_action).\n  \n    ### Event Names\n  \n    All of the event handling approaches described above respond to the same set\n    of events. The names of the built-in events are listed below. (The hash of\n    built-in events exists in `Ember.EventDispatcher`.) Additional, custom events\n    can be registered by using `Ember.Application.customEvents`.\n  \n    Touch events:\n  \n    * `touchStart`\n    * `touchMove`\n    * `touchEnd`\n    * `touchCancel`\n  \n    Keyboard events:\n  \n    * `keyDown`\n    * `keyUp`\n    * `keyPress`\n  \n    Mouse events:\n  \n    * `mouseDown`\n    * `mouseUp`\n    * `contextMenu`\n    * `click`\n    * `doubleClick`\n    * `mouseMove`\n    * `focusIn`\n    * `focusOut`\n    * `mouseEnter`\n    * `mouseLeave`\n  \n    Form events:\n  \n    * `submit`\n    * `change`\n    * `focusIn`\n    * `focusOut`\n    * `input`\n  \n    HTML5 drag and drop events:\n  \n    * `dragStart`\n    * `drag`\n    * `dragEnter`\n    * `dragLeave`\n    * `dragOver`\n    * `dragEnd`\n    * `drop`\n  \n    @class Component\n    @extends Ember.CoreView\n    @uses Ember.TargetActionSupport\n    @uses Ember.ClassNamesSupport\n    @uses Ember.ActionSupport\n    @uses Ember.ViewMixin\n    @uses Ember.ViewStateSupport\n    @public\n  */\n  var Component = _emberViews.CoreView.extend(_emberViews.ChildViewsSupport, _emberViews.ViewStateSupport, _emberViews.ClassNamesSupport, _emberRuntime.TargetActionSupport, _emberViews.ActionSupport, _emberViews.ViewMixin, (_CoreView$extend = {\n    isComponent: true,\n    init: function () {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n      this[IS_DISPATCHING_ATTRS] = false;\n      this[DIRTY_TAG] = new _reference.DirtyableTag();\n      this[ROOT_REF] = new _references.RootReference(this);\n      this[BOUNDS] = null;\n      // If a `defaultLayout` was specified move it to the `layout` prop.\n      // `layout` is no longer a CP, so this just ensures that the `defaultLayout`\n      // logic is supported with a deprecation\n      if (this.defaultLayout && !this.layout) {\n        (true && !(false) && (0, _emberDebug.deprecate)('Specifying `defaultLayout` to ' + this + ' is deprecated. Please use `layout` instead.', false, {\n          id: 'ember-views.component.defaultLayout',\n          until: '3.0.0',\n          url: 'https://emberjs.com/deprecations/v2.x/#toc_ember-component-defaultlayout'\n        }));\n\n        this.layout = this.defaultLayout;\n      }\n      // If in a tagless component, assert that no event handlers are defined\n      (true && !(this.tagName !== '' || !this.renderer._destinedForDOM || !function () {\n        var eventDispatcher = (0, _emberUtils.getOwner)(_this).lookup('event_dispatcher:main');\n        var events = eventDispatcher && eventDispatcher._finalEvents || {};\n        // tslint:disable-next-line:forin\n        for (var key in events) {\n          var methodName = events[key];\n          if (typeof _this[methodName] === 'function') {\n            return true; // indicate that the assertion should be triggered\n          }\n        }\n        return false;\n      }()) && (0, _emberDebug.assert)('You can not define a function that handles DOM events in the `' + this + '` tagless component since it doesn\\'t have any DOM element.', this.tagName !== '' || !this.renderer._destinedForDOM || !function () {\n        var eventDispatcher = (0, _emberUtils.getOwner)(_this).lookup('event_dispatcher:main');var events = eventDispatcher && eventDispatcher._finalEvents || {};for (var key in events) {\n          var methodName = events[key];if (typeof _this[methodName] === 'function') {\n            return true;\n          }\n        }return false;\n      }()));\n      (true && !(!(this.tagName && this.tagName.isDescriptor)) && (0, _emberDebug.assert)('You cannot use a computed property for the component\\'s `tagName` (' + this + ').', !(this.tagName && this.tagName.isDescriptor)));\n    },\n    rerender: function () {\n      this[DIRTY_TAG].dirty();\n      this._super();\n    },\n    __defineNonEnumerable: function (property) {\n      this[property.name] = property.descriptor.value;\n    }\n  }, _CoreView$extend[_emberMetal.PROPERTY_DID_CHANGE] = function (key) {\n    if (this[IS_DISPATCHING_ATTRS]) {\n      return;\n    }\n    var args = this[ARGS];\n    var reference = args && args[key];\n    if (reference) {\n      if (reference[_references.UPDATE]) {\n        reference[_references.UPDATE]((0, _emberMetal.get)(this, key));\n      }\n    }\n  }, _CoreView$extend.getAttr = function (key) {\n    // TODO Intimate API should be deprecated\n    return this.get(key);\n  }, _CoreView$extend.readDOMAttr = function (name) {\n    var element = (0, _emberViews.getViewElement)(this);\n    return (0, _runtime.readDOMAttr)(element, name);\n  }, _CoreView$extend));\n  Component[_emberUtils.NAME_KEY] = 'Ember.Component';\n  Component.reopenClass({\n    isComponentFactory: true,\n    positionalParams: []\n  });\n  exports.default = Component;\n});","enifed('ember-glimmer/components/checkbox', ['exports', 'ember-metal', 'ember-glimmer/component', 'ember-glimmer/templates/empty'], function (exports, _emberMetal, _component, _empty) {\n    'use strict';\n\n    exports.default = _component.default.extend({\n        layout: _empty.default,\n        classNames: ['ember-checkbox'],\n        tagName: 'input',\n        attributeBindings: ['type', 'checked', 'indeterminate', 'disabled', 'tabindex', 'name', 'autofocus', 'required', 'form'],\n        type: 'checkbox',\n        disabled: false,\n        indeterminate: false,\n        didInsertElement: function () {\n            this._super.apply(this, arguments);\n            (0, _emberMetal.get)(this, 'element').indeterminate = !!(0, _emberMetal.get)(this, 'indeterminate');\n        },\n        change: function () {\n            (0, _emberMetal.set)(this, 'checked', this.$().prop('checked'));\n        }\n    });\n});","enifed('ember-glimmer/components/link-to', ['exports', 'ember-debug', 'ember-metal', 'ember-runtime', 'ember-views', 'ember-glimmer/component', 'ember-glimmer/templates/link-to'], function (exports, _emberDebug, _emberMetal, _emberRuntime, _emberViews, _component, _linkTo) {\n    'use strict';\n\n    /**\n      @module @ember/routing\n    */\n    /**\n      `LinkComponent` renders an element whose `click` event triggers a\n      transition of the application's instance of `Router` to\n      a supplied route by name.\n    \n      `LinkComponent` components are invoked with {{#link-to}}. Properties\n      of this class can be overridden with `reopen` to customize application-wide\n      behavior.\n    \n      @class LinkComponent\n      @extends Component\n      @see {Ember.Templates.helpers.link-to}\n      @public\n    **/\n    var LinkComponent = _component.default.extend({\n        layout: _linkTo.default,\n        tagName: 'a',\n        /**\n          @deprecated Use current-when instead.\n          @property currentWhen\n          @private\n        */\n        currentWhen: (0, _emberRuntime.deprecatingAlias)('current-when', { id: 'ember-routing-view.deprecated-current-when', until: '3.0.0' }),\n        /**\n          Used to determine when this `LinkComponent` is active.\n             @property current-when\n          @public\n        */\n        'current-when': null,\n        /**\n          Sets the `title` attribute of the `LinkComponent`'s HTML element.\n             @property title\n          @default null\n          @public\n        **/\n        title: null,\n        /**\n          Sets the `rel` attribute of the `LinkComponent`'s HTML element.\n             @property rel\n          @default null\n          @public\n        **/\n        rel: null,\n        /**\n          Sets the `tabindex` attribute of the `LinkComponent`'s HTML element.\n             @property tabindex\n          @default null\n          @public\n        **/\n        tabindex: null,\n        /**\n          Sets the `target` attribute of the `LinkComponent`'s HTML element.\n             @since 1.8.0\n          @property target\n          @default null\n          @public\n        **/\n        target: null,\n        /**\n          The CSS class to apply to `LinkComponent`'s element when its `active`\n          property is `true`.\n             @property activeClass\n          @type String\n          @default active\n          @public\n        **/\n        activeClass: 'active',\n        /**\n          The CSS class to apply to `LinkComponent`'s element when its `loading`\n          property is `true`.\n             @property loadingClass\n          @type String\n          @default loading\n          @private\n        **/\n        loadingClass: 'loading',\n        /**\n          The CSS class to apply to a `LinkComponent`'s element when its `disabled`\n          property is `true`.\n             @property disabledClass\n          @type String\n          @default disabled\n          @private\n        **/\n        disabledClass: 'disabled',\n        /**\n          Determines whether the `LinkComponent` will trigger routing via\n          the `replaceWith` routing strategy.\n             @property replace\n          @type Boolean\n          @default false\n          @public\n        **/\n        replace: false,\n        /**\n          By default the `{{link-to}}` component will bind to the `href` and\n          `title` attributes. It's discouraged that you override these defaults,\n          however you can push onto the array if needed.\n             @property attributeBindings\n          @type Array | String\n          @default ['title', 'rel', 'tabindex', 'target']\n          @public\n        */\n        attributeBindings: ['href', 'title', 'rel', 'tabindex', 'target'],\n        /**\n          By default the `{{link-to}}` component will bind to the `active`, `loading`,\n          and `disabled` classes. It is discouraged to override these directly.\n             @property classNameBindings\n          @type Array\n          @default ['active', 'loading', 'disabled', 'ember-transitioning-in', 'ember-transitioning-out']\n          @public\n        */\n        classNameBindings: ['active', 'loading', 'disabled', 'transitioningIn', 'transitioningOut'],\n        /**\n          By default the `{{link-to}}` component responds to the `click` event. You\n          can override this globally by setting this property to your custom\n          event name.\n             This is particularly useful on mobile when one wants to avoid the 300ms\n          click delay using some sort of custom `tap` event.\n             @property eventName\n          @type String\n          @default click\n          @private\n        */\n        eventName: 'click',\n        init: function () {\n            this._super.apply(this, arguments);\n            // Map desired event name to invoke function\n            var eventName = (0, _emberMetal.get)(this, 'eventName');\n            this.on(eventName, this, this._invoke);\n        },\n\n        _routing: _emberRuntime.inject.service('-routing'),\n        /**\n          Accessed as a classname binding to apply the `LinkComponent`'s `disabledClass`\n          CSS `class` to the element when the link is disabled.\n             When `true` interactions with the element will not trigger route changes.\n          @property disabled\n          @private\n        */\n        disabled: (0, _emberMetal.computed)({\n            get: function (_key) {\n                // always returns false for `get` because (due to the `set` just below)\n                // the cached return value from the set will prevent this getter from _ever_\n                // being called after a set has occured\n                return false;\n            },\n            set: function (_key, value) {\n                this._isDisabled = value;\n                return value ? (0, _emberMetal.get)(this, 'disabledClass') : false;\n            }\n        }),\n        _isActive: function (routerState) {\n            if ((0, _emberMetal.get)(this, 'loading')) {\n                return false;\n            }\n            var currentWhen = (0, _emberMetal.get)(this, 'current-when');\n            if (typeof currentWhen === 'boolean') {\n                return currentWhen;\n            }\n            var isCurrentWhenSpecified = !!currentWhen;\n            currentWhen = currentWhen || (0, _emberMetal.get)(this, 'qualifiedRouteName');\n            currentWhen = currentWhen.split(' ');\n            var routing = (0, _emberMetal.get)(this, '_routing');\n            var models = (0, _emberMetal.get)(this, 'models');\n            var resolvedQueryParams = (0, _emberMetal.get)(this, 'resolvedQueryParams');\n            for (var i = 0; i < currentWhen.length; i++) {\n                if (routing.isActiveForRoute(models, resolvedQueryParams, currentWhen[i], routerState, isCurrentWhenSpecified)) {\n                    return true;\n                }\n            }\n            return false;\n        },\n\n        /**\n          Accessed as a classname binding to apply the `LinkComponent`'s `activeClass`\n          CSS `class` to the element when the link is active.\n             A `LinkComponent` is considered active when its `currentWhen` property is `true`\n          or the application's current route is the route the `LinkComponent` would trigger\n          transitions into.\n             The `currentWhen` property can match against multiple routes by separating\n          route names using the ` ` (space) character.\n             @property active\n          @private\n        */\n        active: (0, _emberMetal.computed)('activeClass', '_active', function computeLinkToComponentActiveClass() {\n            return this.get('_active') ? (0, _emberMetal.get)(this, 'activeClass') : false;\n        }),\n        _active: (0, _emberMetal.computed)('_routing.currentState', function computeLinkToComponentActive() {\n            var currentState = (0, _emberMetal.get)(this, '_routing.currentState');\n            if (!currentState) {\n                return false;\n            }\n            return this._isActive(currentState);\n        }),\n        willBeActive: (0, _emberMetal.computed)('_routing.targetState', function computeLinkToComponentWillBeActive() {\n            var routing = (0, _emberMetal.get)(this, '_routing');\n            var targetState = (0, _emberMetal.get)(routing, 'targetState');\n            if ((0, _emberMetal.get)(routing, 'currentState') === targetState) {\n                return;\n            }\n            return this._isActive(targetState);\n        }),\n        transitioningIn: (0, _emberMetal.computed)('active', 'willBeActive', function computeLinkToComponentTransitioningIn() {\n            if ((0, _emberMetal.get)(this, 'willBeActive') === true && !(0, _emberMetal.get)(this, '_active')) {\n                return 'ember-transitioning-in';\n            } else {\n                return false;\n            }\n        }),\n        transitioningOut: (0, _emberMetal.computed)('active', 'willBeActive', function computeLinkToComponentTransitioningOut() {\n            if ((0, _emberMetal.get)(this, 'willBeActive') === false && (0, _emberMetal.get)(this, '_active')) {\n                return 'ember-transitioning-out';\n            } else {\n                return false;\n            }\n        }),\n        _invoke: function (event) {\n            if (!(0, _emberViews.isSimpleClick)(event)) {\n                return true;\n            }\n            var preventDefault = (0, _emberMetal.get)(this, 'preventDefault');\n            var targetAttribute = (0, _emberMetal.get)(this, 'target');\n            if (preventDefault !== false) {\n                if (!targetAttribute || targetAttribute === '_self') {\n                    event.preventDefault();\n                }\n            }\n            if ((0, _emberMetal.get)(this, 'bubbles') === false) {\n                event.stopPropagation();\n            }\n            if (this._isDisabled) {\n                return false;\n            }\n            if ((0, _emberMetal.get)(this, 'loading')) {\n                (true && (0, _emberDebug.warn)('This link-to is in an inactive loading state because at least one of its parameters presently has a null/undefined value, or the provided route name is invalid.', false));\n\n                return false;\n            }\n            if (targetAttribute && targetAttribute !== '_self') {\n                return false;\n            }\n            var qualifiedRouteName = (0, _emberMetal.get)(this, 'qualifiedRouteName');\n            var models = (0, _emberMetal.get)(this, 'models');\n            var queryParams = (0, _emberMetal.get)(this, 'queryParams.values');\n            var shouldReplace = (0, _emberMetal.get)(this, 'replace');\n            var payload = {\n                queryParams: queryParams,\n                routeName: qualifiedRouteName\n            };\n            // tslint:disable-next-line:max-line-length\n            (0, _emberMetal.flaggedInstrument)('interaction.link-to', payload, this._generateTransition(payload, qualifiedRouteName, models, queryParams, shouldReplace));\n            return false;\n        },\n        _generateTransition: function (payload, qualifiedRouteName, models, queryParams, shouldReplace) {\n            var routing = (0, _emberMetal.get)(this, '_routing');\n            return function () {\n                payload.transition = routing.transitionTo(qualifiedRouteName, models, queryParams, shouldReplace);\n            };\n        },\n\n        queryParams: null,\n        qualifiedRouteName: (0, _emberMetal.computed)('targetRouteName', '_routing.currentState', function computeLinkToComponentQualifiedRouteName() {\n            var params = (0, _emberMetal.get)(this, 'params');\n            var paramsLength = params.length;\n            var lastParam = params[paramsLength - 1];\n            if (lastParam && lastParam.isQueryParams) {\n                paramsLength--;\n            }\n            var onlyQueryParamsSupplied = this[_component.HAS_BLOCK] ? paramsLength === 0 : paramsLength === 1;\n            if (onlyQueryParamsSupplied) {\n                return (0, _emberMetal.get)(this, '_routing.currentRouteName');\n            }\n            return (0, _emberMetal.get)(this, 'targetRouteName');\n        }),\n        resolvedQueryParams: (0, _emberMetal.computed)('queryParams', function computeLinkToComponentResolvedQueryParams() {\n            var resolvedQueryParams = {};\n            var queryParams = (0, _emberMetal.get)(this, 'queryParams');\n            if (!queryParams) {\n                return resolvedQueryParams;\n            }\n            var values = queryParams.values;\n            for (var key in values) {\n                if (!values.hasOwnProperty(key)) {\n                    continue;\n                }\n                resolvedQueryParams[key] = values[key];\n            }\n            return resolvedQueryParams;\n        }),\n        /**\n          Sets the element's `href` attribute to the url for\n          the `LinkComponent`'s targeted route.\n             If the `LinkComponent`'s `tagName` is changed to a value other\n          than `a`, this property will be ignored.\n             @property href\n          @private\n        */\n        href: (0, _emberMetal.computed)('models', 'qualifiedRouteName', function computeLinkToComponentHref() {\n            if ((0, _emberMetal.get)(this, 'tagName') !== 'a') {\n                return;\n            }\n            var qualifiedRouteName = (0, _emberMetal.get)(this, 'qualifiedRouteName');\n            var models = (0, _emberMetal.get)(this, 'models');\n            if ((0, _emberMetal.get)(this, 'loading')) {\n                return (0, _emberMetal.get)(this, 'loadingHref');\n            }\n            var routing = (0, _emberMetal.get)(this, '_routing');\n            var queryParams = (0, _emberMetal.get)(this, 'queryParams.values');\n            if (true) {\n                /*\n                 * Unfortunately, to get decent error messages, we need to do this.\n                 * In some future state we should be able to use a \"feature flag\"\n                 * which allows us to strip this without needing to call it twice.\n                 *\n                 * if (isDebugBuild()) {\n                 *   // Do the useful debug thing, probably including try/catch.\n                 * } else {\n                 *   // Do the performant thing.\n                 * }\n                 */\n                try {\n                    routing.generateURL(qualifiedRouteName, models, queryParams);\n                } catch (e) {\n                    (true && !(false) && (0, _emberDebug.assert)('You attempted to define a `{{link-to \"' + qualifiedRouteName + '\"}}` but did not pass the parameters required for generating its dynamic segments. ' + e.message));\n                }\n            }\n            return routing.generateURL(qualifiedRouteName, models, queryParams);\n        }),\n        loading: (0, _emberMetal.computed)('_modelsAreLoaded', 'qualifiedRouteName', function computeLinkToComponentLoading() {\n            var qualifiedRouteName = (0, _emberMetal.get)(this, 'qualifiedRouteName');\n            var modelsAreLoaded = (0, _emberMetal.get)(this, '_modelsAreLoaded');\n            if (!modelsAreLoaded || qualifiedRouteName === null || qualifiedRouteName === undefined) {\n                return (0, _emberMetal.get)(this, 'loadingClass');\n            }\n        }),\n        _modelsAreLoaded: (0, _emberMetal.computed)('models', function computeLinkToComponentModelsAreLoaded() {\n            var models = (0, _emberMetal.get)(this, 'models');\n            for (var i = 0; i < models.length; i++) {\n                var model = models[i];\n                if (model === null || model === undefined) {\n                    return false;\n                }\n            }\n            return true;\n        }),\n        _getModels: function (params) {\n            var modelCount = params.length - 1;\n            var models = new Array(modelCount);\n            for (var i = 0; i < modelCount; i++) {\n                var value = params[i + 1];\n                while (_emberRuntime.ControllerMixin.detect(value)) {\n                    (true && !(false) && (0, _emberDebug.deprecate)('Providing `{{link-to}}` with a param that is wrapped in a controller is deprecated. ' + (this.parentView ? 'Please update `' + this.parentView + '` to use `{{link-to \"post\" someController.model}}` instead.' : ''), false, { id: 'ember-routing-views.controller-wrapped-param', until: '3.0.0' }));\n\n                    value = value.get('model');\n                }\n                models[i] = value;\n            }\n            return models;\n        },\n\n        /**\n          The default href value to use while a link-to is loading.\n          Only applies when tagName is 'a'\n             @property loadingHref\n          @type String\n          @default #\n          @private\n        */\n        loadingHref: '#',\n        didReceiveAttrs: function () {\n            var queryParams = void 0;\n            var params = (0, _emberMetal.get)(this, 'params');\n            if (params) {\n                // Do not mutate params in place\n                params = params.slice();\n            }\n            (true && !(params && params.length) && (0, _emberDebug.assert)('You must provide one or more parameters to the link-to component.', params && params.length));\n\n            var disabledWhen = (0, _emberMetal.get)(this, 'disabledWhen');\n            if (disabledWhen !== undefined) {\n                this.set('disabled', disabledWhen);\n            }\n            // Process the positional arguments, in order.\n            // 1. Inline link title comes first, if present.\n            if (!this[_component.HAS_BLOCK]) {\n                this.set('linkTitle', params.shift());\n            }\n            // 2. `targetRouteName` is now always at index 0.\n            this.set('targetRouteName', params[0]);\n            // 3. The last argument (if still remaining) is the `queryParams` object.\n            var lastParam = params[params.length - 1];\n            if (lastParam && lastParam.isQueryParams) {\n                queryParams = params.pop();\n            } else {\n                queryParams = { values: {} };\n            }\n            this.set('queryParams', queryParams);\n            // 4. Any remaining indices (excepting `targetRouteName` at 0) are `models`.\n            if (params.length > 1) {\n                this.set('models', this._getModels(params));\n            } else {\n                this.set('models', []);\n            }\n        }\n    }); /**\n        @module ember\n        */\n    /**\n      The `{{link-to}}` component renders a link to the supplied\n      `routeName` passing an optionally supplied model to the\n      route as its `model` context of the route. The block\n      for `{{link-to}}` becomes the innerHTML of the rendered\n      element:\n    \n      ```handlebars\n      {{#link-to 'photoGallery'}}\n        Great Hamster Photos\n      {{/link-to}}\n      ```\n    \n      You can also use an inline form of `{{link-to}}` component by\n      passing the link text as the first argument\n      to the component:\n    \n      ```handlebars\n      {{link-to 'Great Hamster Photos' 'photoGallery'}}\n      ```\n    \n      Both will result in:\n    \n      ```html\n      <a href=\"/hamster-photos\">\n        Great Hamster Photos\n      </a>\n      ```\n    \n      ### Supplying a tagName\n      By default `{{link-to}}` renders an `<a>` element. This can\n      be overridden for a single use of `{{link-to}}` by supplying\n      a `tagName` option:\n    \n      ```handlebars\n      {{#link-to 'photoGallery' tagName=\"li\"}}\n        Great Hamster Photos\n      {{/link-to}}\n      ```\n    \n      ```html\n      <li>\n        Great Hamster Photos\n      </li>\n      ```\n    \n      To override this option for your entire application, see\n      \"Overriding Application-wide Defaults\".\n    \n      ### Disabling the `link-to` component\n      By default `{{link-to}}` is enabled.\n      any passed value to the `disabled` component property will disable\n      the `link-to` component.\n    \n      static use: the `disabled` option:\n    \n      ```handlebars\n      {{#link-to 'photoGallery' disabled=true}}\n        Great Hamster Photos\n      {{/link-to}}\n      ```\n    \n      dynamic use: the `disabledWhen` option:\n    \n      ```handlebars\n      {{#link-to 'photoGallery' disabledWhen=controller.someProperty}}\n        Great Hamster Photos\n      {{/link-to}}\n      ```\n    \n      any truthy value passed to `disabled` will disable it except `undefined`.\n    \n      See \"Overriding Application-wide Defaults\" for more.\n    \n      ### Handling `href`\n      `{{link-to}}` will use your application's Router to\n      fill the element's `href` property with a url that\n      matches the path to the supplied `routeName` for your\n      router's configured `Location` scheme, which defaults\n      to HashLocation.\n    \n      ### Handling current route\n      `{{link-to}}` will apply a CSS class name of 'active'\n      when the application's current route matches\n      the supplied routeName. For example, if the application's\n      current route is 'photoGallery.recent' the following\n      use of `{{link-to}}`:\n    \n      ```handlebars\n      {{#link-to 'photoGallery.recent'}}\n        Great Hamster Photos\n      {{/link-to}}\n      ```\n    \n      will result in\n    \n      ```html\n      <a href=\"/hamster-photos/this-week\" class=\"active\">\n        Great Hamster Photos\n      </a>\n      ```\n    \n      The CSS class name used for active classes can be customized\n      for a single use of `{{link-to}}` by passing an `activeClass`\n      option:\n    \n      ```handlebars\n      {{#link-to 'photoGallery.recent' activeClass=\"current-url\"}}\n        Great Hamster Photos\n      {{/link-to}}\n      ```\n    \n      ```html\n      <a href=\"/hamster-photos/this-week\" class=\"current-url\">\n        Great Hamster Photos\n      </a>\n      ```\n    \n      To override this option for your entire application, see\n      \"Overriding Application-wide Defaults\".\n    \n      ### Keeping a link active for other routes\n    \n      If you need a link to be 'active' even when it doesn't match\n      the current route, you can use the `current-when` argument.\n    \n      ```handlebars\n      {{#link-to 'photoGallery' current-when='photos'}}\n        Photo Gallery\n      {{/link-to}}\n      ```\n    \n      This may be helpful for keeping links active for:\n    \n      * non-nested routes that are logically related\n      * some secondary menu approaches\n      * 'top navigation' with 'sub navigation' scenarios\n    \n      A link will be active if `current-when` is `true` or the current\n      route is the route this link would transition to.\n    \n      To match multiple routes 'space-separate' the routes:\n    \n      ```handlebars\n      {{#link-to 'gallery' current-when='photos drawings paintings'}}\n        Art Gallery\n      {{/link-to}}\n      ```\n    \n      ### Supplying a model\n      An optional model argument can be used for routes whose\n      paths contain dynamic segments. This argument will become\n      the model context of the linked route:\n    \n      ```javascript\n      Router.map(function() {\n        this.route(\"photoGallery\", {path: \"hamster-photos/:photo_id\"});\n      });\n      ```\n    \n      ```handlebars\n      {{#link-to 'photoGallery' aPhoto}}\n        {{aPhoto.title}}\n      {{/link-to}}\n      ```\n    \n      ```html\n      <a href=\"/hamster-photos/42\">\n        Tomster\n      </a>\n      ```\n    \n      ### Supplying multiple models\n      For deep-linking to route paths that contain multiple\n      dynamic segments, multiple model arguments can be used.\n      As the router transitions through the route path, each\n      supplied model argument will become the context for the\n      route with the dynamic segments:\n    \n      ```javascript\n      Router.map(function() {\n        this.route(\"photoGallery\", { path: \"hamster-photos/:photo_id\" }, function() {\n          this.route(\"comment\", {path: \"comments/:comment_id\"});\n        });\n      });\n      ```\n      This argument will become the model context of the linked route:\n    \n      ```handlebars\n      {{#link-to 'photoGallery.comment' aPhoto comment}}\n        {{comment.body}}\n      {{/link-to}}\n      ```\n    \n      ```html\n      <a href=\"/hamster-photos/42/comments/718\">\n        A+++ would snuggle again.\n      </a>\n      ```\n    \n      ### Supplying an explicit dynamic segment value\n      If you don't have a model object available to pass to `{{link-to}}`,\n      an optional string or integer argument can be passed for routes whose\n      paths contain dynamic segments. This argument will become the value\n      of the dynamic segment:\n    \n      ```javascript\n      Router.map(function() {\n        this.route(\"photoGallery\", { path: \"hamster-photos/:photo_id\" });\n      });\n      ```\n    \n      ```handlebars\n      {{#link-to 'photoGallery' aPhotoId}}\n        {{aPhoto.title}}\n      {{/link-to}}\n      ```\n    \n      ```html\n      <a href=\"/hamster-photos/42\">\n        Tomster\n      </a>\n      ```\n    \n      When transitioning into the linked route, the `model` hook will\n      be triggered with parameters including this passed identifier.\n    \n      ### Allowing Default Action\n    \n      By default the `{{link-to}}` component prevents the default browser action\n      by calling `preventDefault()` as this sort of action bubbling is normally\n      handled internally and we do not want to take the browser to a new URL (for\n      example).\n    \n      If you need to override this behavior specify `preventDefault=false` in\n      your template:\n    \n      ```handlebars\n      {{#link-to 'photoGallery' aPhotoId preventDefault=false}}\n        {{aPhotoId.title}}\n      {{/link-to}}\n      ```\n    \n      ### Overriding attributes\n      You can override any given property of the `LinkComponent`\n      that is generated by the `{{link-to}}` component by passing\n      key/value pairs, like so:\n    \n      ```handlebars\n      {{#link-to  aPhoto tagName='li' title='Following this link will change your life' classNames='pic sweet'}}\n        Uh-mazing!\n      {{/link-to}}\n      ```\n    \n      See [LinkComponent](/api/classes/Ember.LinkComponent.html) for a\n      complete list of overrideable properties. Be sure to also\n      check out inherited properties of `LinkComponent`.\n    \n      ### Overriding Application-wide Defaults\n    \n      ``{{link-to}}`` creates an instance of `LinkComponent` for rendering. To\n      override options for your entire application, export your customized\n      `LinkComponent` from `app/components/link-to.js` with the desired overrides:\n    \n      ```javascript\n      // app/components/link-to.js\n      import LinkComponent from '@ember/routing/link-component';\n    \n      export default LinkComponent.extend({\n        activeClass: \"is-active\",\n        tagName: 'li'\n      })\n      ```\n    \n      It is also possible to override the default event in this manner:\n    \n      ```javascript\n      import LinkCompoennt from '@ember/routing/link-component';\n    \n      export default LinkComponent.extend({\n        eventName: 'customEventName'\n      });\n      ```\n    \n      @method link-to\n      @for Ember.Templates.helpers\n      @param {String} routeName\n      @param {Object} [context]*\n      @param [options] {Object} Handlebars key/value pairs of options, you can override any property of Ember.LinkComponent\n      @return {String} HTML string\n      @see {LinkComponent}\n      @public\n    */\n\n    LinkComponent.toString = function () {\n        return 'LinkComponent';\n    };\n    LinkComponent.reopenClass({\n        positionalParams: 'params'\n    });\n    exports.default = LinkComponent;\n});","enifed('ember-glimmer/components/text_area', ['exports', 'ember-views', 'ember-glimmer/component', 'ember-glimmer/templates/empty'], function (exports, _emberViews, _component, _empty) {\n  'use strict';\n\n  exports.default = _component.default.extend(_emberViews.TextSupport, {\n    classNames: ['ember-text-area'],\n    layout: _empty.default,\n    tagName: 'textarea',\n    attributeBindings: ['rows', 'cols', 'name', 'selectionEnd', 'selectionStart', 'wrap', 'lang', 'dir', 'value'],\n    rows: null,\n    cols: null\n  });\n});","enifed('ember-glimmer/components/text_field', ['exports', 'ember-environment', 'ember-metal', 'ember-views', 'ember-glimmer/component', 'ember-glimmer/templates/empty'], function (exports, _emberEnvironment, _emberMetal, _emberViews, _component, _empty) {\n    'use strict';\n\n    var inputTypes = Object.create(null); /**\n                                          @module @ember/component\n                                          */\n\n    function canSetTypeOfInput(type) {\n        if (type in inputTypes) {\n            return inputTypes[type];\n        }\n        // if running in outside of a browser always return the\n        // original type\n        if (!_emberEnvironment.environment.hasDOM) {\n            inputTypes[type] = type;\n            return type;\n        }\n        var inputTypeTestElement = document.createElement('input');\n        try {\n            inputTypeTestElement.type = type;\n        } catch (e) {\n            // ignored\n        }\n        return inputTypes[type] = inputTypeTestElement.type === type;\n    }\n    /**\n    \n      The internal class used to create text inputs when the `{{input}}`\n      helper is used with `type` of `text`.\n    \n      See [Ember.Templates.helpers.input](/api/classes/Ember.Templates.helpers.html#method_input)  for usage details.\n    \n      ## Layout and LayoutName properties\n    \n      Because HTML `input` elements are self closing `layout` and `layoutName`\n      properties will not be applied.\n    \n      @class TextField\n      @extends Component\n      @uses Ember.TextSupport\n      @public\n    */\n    exports.default = _component.default.extend(_emberViews.TextSupport, {\n        layout: _empty.default,\n        classNames: ['ember-text-field'],\n        tagName: 'input',\n        attributeBindings: ['accept', 'autocomplete', 'autosave', 'dir', 'formaction', 'formenctype', 'formmethod', 'formnovalidate', 'formtarget', 'height', 'inputmode', 'lang', 'list', 'type', 'max', 'min', 'multiple', 'name', 'pattern', 'size', 'step', 'value', 'width'],\n        /**\n          The `value` attribute of the input element. As the user inputs text, this\n          property is updated live.\n             @property value\n          @type String\n          @default \"\"\n          @public\n        */\n        value: '',\n        /**\n          The `type` attribute of the input element.\n             @property type\n          @type String\n          @default \"text\"\n          @public\n        */\n        type: (0, _emberMetal.computed)({\n            get: function () {\n                return 'text';\n            },\n            set: function (_key, value) {\n                var type = 'text';\n                if (canSetTypeOfInput(value)) {\n                    type = value;\n                }\n                return type;\n            }\n        }),\n        /**\n          The `size` of the text field in characters.\n             @property size\n          @type String\n          @default null\n          @public\n        */\n        size: null,\n        /**\n          The `pattern` attribute of input element.\n             @property pattern\n          @type String\n          @default null\n          @public\n        */\n        pattern: null,\n        /**\n          The `min` attribute of input element used with `type=\"number\"` or `type=\"range\"`.\n             @property min\n          @type String\n          @default null\n          @since 1.4.0\n          @public\n        */\n        min: null,\n        /**\n          The `max` attribute of input element used with `type=\"number\"` or `type=\"range\"`.\n             @property max\n          @type String\n          @default null\n          @since 1.4.0\n          @public\n        */\n        max: null\n    });\n});","enifed('ember-glimmer/dom', ['exports', '@glimmer/runtime', '@glimmer/node'], function (exports, _runtime, _node) {\n  'use strict';\n\n  Object.defineProperty(exports, 'DOMChanges', {\n    enumerable: true,\n    get: function () {\n      return _runtime.DOMChanges;\n    }\n  });\n  Object.defineProperty(exports, 'DOMTreeConstruction', {\n    enumerable: true,\n    get: function () {\n      return _runtime.DOMTreeConstruction;\n    }\n  });\n  Object.defineProperty(exports, 'NodeDOMTreeConstruction', {\n    enumerable: true,\n    get: function () {\n      return _node.NodeDOMTreeConstruction;\n    }\n  });\n});","enifed('ember-glimmer/environment', ['exports', 'ember-babel', '@glimmer/runtime', 'ember-debug', 'ember-metal', 'ember-utils', 'ember-views', 'ember-glimmer/component-managers/curly', 'ember-glimmer/syntax', 'ember-glimmer/utils/debug-stack', 'ember-glimmer/utils/iterable', 'ember-glimmer/utils/references', 'ember-glimmer/helpers/-class', 'ember-glimmer/helpers/-html-safe', 'ember-glimmer/helpers/-input-type', 'ember-glimmer/helpers/-normalize-class', 'ember-glimmer/helpers/action', 'ember-glimmer/helpers/component', 'ember-glimmer/helpers/concat', 'ember-glimmer/helpers/each-in', 'ember-glimmer/helpers/get', 'ember-glimmer/helpers/hash', 'ember-glimmer/helpers/if-unless', 'ember-glimmer/helpers/log', 'ember-glimmer/helpers/mut', 'ember-glimmer/helpers/query-param', 'ember-glimmer/helpers/readonly', 'ember-glimmer/helpers/unbound', 'ember-glimmer/modifiers/action', 'ember-glimmer/protocol-for-url', 'ember/features'], function (exports, _emberBabel, _runtime, _emberDebug, _emberMetal, _emberUtils, _emberViews, _curly, _syntax, _debugStack, _iterable, _references, _class, _htmlSafe, _inputType, _normalizeClass, _action, _component, _concat, _eachIn, _get, _hash, _ifUnless, _log, _mut, _queryParam, _readonly, _unbound, _action2, _protocolForUrl, _features) {\n    'use strict';\n\n    function instrumentationPayload(name) {\n        return { object: 'component:' + name };\n    }\n    function isTemplateFactory(template) {\n        return typeof template.create === 'function';\n    }\n\n    var Environment = function (_GlimmerEnvironment) {\n        (0, _emberBabel.inherits)(Environment, _GlimmerEnvironment);\n\n        Environment.create = function create(options) {\n            return new this(options);\n        };\n\n        function Environment(injections) {\n            (0, _emberBabel.classCallCheck)(this, Environment);\n\n            var _this = (0, _emberBabel.possibleConstructorReturn)(this, _GlimmerEnvironment.call(this, injections));\n\n            _this.owner = injections[_emberUtils.OWNER];\n            _this.isInteractive = _this.owner.lookup('-environment:main').isInteractive;\n            // can be removed once https://github.com/tildeio/glimmer/pull/305 lands\n            _this.destroyedComponents = [];\n            (0, _protocolForUrl.default)(_this);\n            _this._definitionCache = new _emberMetal.Cache(2000, function (_ref) {\n                var name = _ref.name,\n                    source = _ref.source,\n                    owner = _ref.owner;\n\n                var _lookupComponent = (0, _emberViews.lookupComponent)(owner, name, { source: source }),\n                    componentFactory = _lookupComponent.component,\n                    layout = _lookupComponent.layout;\n\n                var customManager = void 0;\n                if (componentFactory || layout) {\n                    if (_features.GLIMMER_CUSTOM_COMPONENT_MANAGER) {\n                        var managerId = layout && layout.meta.managerId;\n                        if (managerId) {\n                            customManager = owner.factoryFor('component-manager:' + managerId).class;\n                        }\n                    }\n                    return new _curly.CurlyComponentDefinition(name, componentFactory, layout, undefined, customManager);\n                }\n                return undefined;\n            }, function (_ref2) {\n                var name = _ref2.name,\n                    source = _ref2.source,\n                    owner = _ref2.owner;\n\n                var expandedName = source && _this._resolveLocalLookupName(name, source, owner) || name;\n                var ownerGuid = (0, _emberUtils.guidFor)(owner);\n                return ownerGuid + '|' + expandedName;\n            });\n            _this._templateCache = new _emberMetal.Cache(1000, function (_ref3) {\n                var Template = _ref3.Template,\n                    owner = _ref3.owner;\n\n                if (isTemplateFactory(Template)) {\n                    var _Template$create;\n\n                    // we received a factory\n                    return Template.create((_Template$create = { env: _this }, _Template$create[_emberUtils.OWNER] = owner, _Template$create));\n                } else {\n                    // we were provided an instance already\n                    return Template;\n                }\n            }, function (_ref4) {\n                var Template = _ref4.Template,\n                    owner = _ref4.owner;\n                return (0, _emberUtils.guidFor)(owner) + '|' + Template.id;\n            });\n            _this._compilerCache = new _emberMetal.Cache(10, function (Compiler) {\n                return new _emberMetal.Cache(2000, function (template) {\n                    var compilable = new Compiler(template);\n                    return (0, _runtime.compileLayout)(compilable, _this);\n                }, function (template) {\n                    var owner = template.meta.owner;\n                    return (0, _emberUtils.guidFor)(owner) + '|' + template.id;\n                });\n            }, function (Compiler) {\n                return Compiler.id;\n            });\n            _this.builtInModifiers = {\n                action: new _action2.default()\n            };\n            _this.builtInHelpers = {\n                'if': _ifUnless.inlineIf,\n                action: _action.default,\n                concat: _concat.default,\n                get: _get.default,\n                hash: _hash.default,\n                log: _log.default,\n                mut: _mut.default,\n                'query-params': _queryParam.default,\n                readonly: _readonly.default,\n                unbound: _unbound.default,\n                'unless': _ifUnless.inlineUnless,\n                '-class': _class.default,\n                '-each-in': _eachIn.default,\n                '-input-type': _inputType.default,\n                '-normalize-class': _normalizeClass.default,\n                '-html-safe': _htmlSafe.default,\n                '-get-dynamic-var': _runtime.getDynamicVar\n            };\n            if (true) {\n                _this.debugStack = new _debugStack.default();\n            }\n            return _this;\n        }\n        // this gets clobbered by installPlatformSpecificProtocolForURL\n        // it really should just delegate to a platform specific injection\n\n\n        Environment.prototype.protocolForURL = function protocolForURL(s) {\n            return s;\n        };\n\n        Environment.prototype._resolveLocalLookupName = function _resolveLocalLookupName(name, source, owner) {\n            return _features.EMBER_MODULE_UNIFICATION ? source + ':' + name : owner._resolveLocalLookupName(name, source);\n        };\n\n        Environment.prototype.macros = function macros() {\n            var macros = _GlimmerEnvironment.prototype.macros.call(this);\n            (0, _syntax.populateMacros)(macros.blocks, macros.inlines);\n            return macros;\n        };\n\n        Environment.prototype.hasComponentDefinition = function hasComponentDefinition() {\n            return false;\n        };\n\n        Environment.prototype.getComponentDefinition = function getComponentDefinition(name, _ref5) {\n            var owner = _ref5.owner,\n                moduleName = _ref5.moduleName;\n\n            var finalizer = (0, _emberMetal._instrumentStart)('render.getComponentDefinition', instrumentationPayload, name);\n            var source = moduleName && 'template:' + moduleName;\n            var definition = this._definitionCache.get({ name: name, source: source, owner: owner });\n            finalizer();\n            // TODO the glimmer-vm wants this to always have a def\n            // but internally we need it to sometimes be undefined\n            return definition;\n        };\n\n        Environment.prototype.getTemplate = function getTemplate(Template, owner) {\n            return this._templateCache.get({ Template: Template, owner: owner });\n        };\n\n        Environment.prototype.getCompiledBlock = function getCompiledBlock(Compiler, template) {\n            var compilerCache = this._compilerCache.get(Compiler);\n            return compilerCache.get(template);\n        };\n\n        Environment.prototype.hasPartial = function hasPartial(name, meta) {\n            return (0, _emberViews.hasPartial)(name, meta.owner);\n        };\n\n        Environment.prototype.lookupPartial = function lookupPartial(name, meta) {\n            var partial = {\n                name: name,\n                template: (0, _emberViews.lookupPartial)(name, meta.owner)\n            };\n            if (partial.template) {\n                return partial;\n            } else {\n                throw new Error(name + ' is not a partial');\n            }\n        };\n\n        Environment.prototype.hasHelper = function hasHelper(name, _ref6) {\n            var owner = _ref6.owner,\n                moduleName = _ref6.moduleName;\n\n            if (name === 'component' || this.builtInHelpers[name]) {\n                return true;\n            }\n            var options = { source: 'template:' + moduleName };\n            return owner.hasRegistration('helper:' + name, options) || owner.hasRegistration('helper:' + name);\n        };\n\n        Environment.prototype.lookupHelper = function lookupHelper(name, meta) {\n            if (name === 'component') {\n                return function (vm, args) {\n                    return (0, _component.default)(vm, args, meta);\n                };\n            }\n            var owner = meta.owner,\n                moduleName = meta.moduleName;\n\n            var helper = this.builtInHelpers[name];\n            if (helper) {\n                return helper;\n            }\n            var options = moduleName && { source: 'template:' + moduleName } || {};\n            var helperFactory = owner.factoryFor('helper:' + name, options) || owner.factoryFor('helper:' + name);\n            // TODO: try to unify this into a consistent protocol to avoid wasteful closure allocations\n            var HelperReference = void 0;\n            if (helperFactory.class.isSimpleHelperFactory) {\n                HelperReference = _references.SimpleHelperReference;\n            } else if (helperFactory.class.isHelperFactory) {\n                HelperReference = _references.ClassBasedHelperReference;\n            } else {\n                throw new Error(name + ' is not a helper');\n            }\n            return function (vm, args) {\n                return HelperReference.create(helperFactory, vm, args.capture());\n            };\n        };\n\n        Environment.prototype.hasModifier = function hasModifier(name) {\n            return !!this.builtInModifiers[name];\n        };\n\n        Environment.prototype.lookupModifier = function lookupModifier(name) {\n            var modifier = this.builtInModifiers[name];\n            if (modifier) {\n                return modifier;\n            } else {\n                throw new Error(name + ' is not a modifier');\n            }\n        };\n\n        Environment.prototype.toConditionalReference = function toConditionalReference(reference) {\n            return _references.ConditionalReference.create(reference);\n        };\n\n        Environment.prototype.iterableFor = function iterableFor(ref, key) {\n            return (0, _iterable.default)(ref, key);\n        };\n\n        Environment.prototype.scheduleInstallModifier = function scheduleInstallModifier(modifier, manager) {\n            if (this.isInteractive) {\n                _GlimmerEnvironment.prototype.scheduleInstallModifier.call(this, modifier, manager);\n            }\n        };\n\n        Environment.prototype.scheduleUpdateModifier = function scheduleUpdateModifier(modifier, manager) {\n            if (this.isInteractive) {\n                _GlimmerEnvironment.prototype.scheduleUpdateModifier.call(this, modifier, manager);\n            }\n        };\n\n        Environment.prototype.didDestroy = function didDestroy(destroyable) {\n            destroyable.destroy();\n        };\n\n        Environment.prototype.begin = function begin() {\n            this.inTransaction = true;\n            _GlimmerEnvironment.prototype.begin.call(this);\n        };\n\n        Environment.prototype.commit = function commit() {\n            var destroyedComponents = this.destroyedComponents;\n            this.destroyedComponents = [];\n            // components queued for destruction must be destroyed before firing\n            // `didCreate` to prevent errors when removing and adding a component\n            // with the same name (would throw an error when added to view registry)\n            for (var i = 0; i < destroyedComponents.length; i++) {\n                destroyedComponents[i].destroy();\n            }\n            try {\n                _GlimmerEnvironment.prototype.commit.call(this);\n            } finally {\n                this.inTransaction = false;\n            }\n        };\n\n        return Environment;\n    }(_runtime.Environment);\n\n    exports.default = Environment;\n\n    if (true) {\n        var StyleAttributeManager = function (_AttributeManager) {\n            (0, _emberBabel.inherits)(StyleAttributeManager, _AttributeManager);\n\n            function StyleAttributeManager() {\n                (0, _emberBabel.classCallCheck)(this, StyleAttributeManager);\n                return (0, _emberBabel.possibleConstructorReturn)(this, _AttributeManager.apply(this, arguments));\n            }\n\n            StyleAttributeManager.prototype.setAttribute = function setAttribute(dom, element, value) {\n                (true && (0, _emberDebug.warn)((0, _emberViews.constructStyleDeprecationMessage)(value), function () {\n                    if (value === null || value === undefined || (0, _runtime.isSafeString)(value)) {\n                        return true;\n                    }\n                    return false;\n                }(), { id: 'ember-htmlbars.style-xss-warning' }));\n\n                _AttributeManager.prototype.setAttribute.call(this, dom, element, value);\n            };\n\n            StyleAttributeManager.prototype.updateAttribute = function updateAttribute(dom, element, value) {\n                (true && (0, _emberDebug.warn)((0, _emberViews.constructStyleDeprecationMessage)(value), function () {\n                    if (value === null || value === undefined || (0, _runtime.isSafeString)(value)) {\n                        return true;\n                    }\n                    return false;\n                }(), { id: 'ember-htmlbars.style-xss-warning' }));\n\n                _AttributeManager.prototype.updateAttribute.call(this, dom, element, value);\n            };\n\n            return StyleAttributeManager;\n        }(_runtime.AttributeManager);\n\n        var STYLE_ATTRIBUTE_MANANGER = new StyleAttributeManager('style');\n        Environment.prototype.attributeFor = function (element, attribute, isTrusting) {\n            if (attribute === 'style' && !isTrusting) {\n                return STYLE_ATTRIBUTE_MANANGER;\n            }\n            return _runtime.Environment.prototype.attributeFor.call(this, element, attribute, isTrusting);\n        };\n    }\n});","enifed('ember-glimmer/helper', ['exports', 'ember-babel', '@glimmer/reference', 'ember-runtime', 'ember-utils'], function (exports, _emberBabel, _reference, _emberRuntime, _emberUtils) {\n    'use strict';\n\n    exports.SimpleHelper = exports.RECOMPUTE_TAG = undefined;\n    exports.helper = helper;\n    var RECOMPUTE_TAG = exports.RECOMPUTE_TAG = (0, _emberUtils.symbol)('RECOMPUTE_TAG');\n    /**\n      Ember Helpers are functions that can compute values, and are used in templates.\n      For example, this code calls a helper named `format-currency`:\n    \n      ```handlebars\n      <div>{{format-currency cents currency=\"$\"}}</div>\n      ```\n    \n      Additionally a helper can be called as a nested helper (sometimes called a\n      subexpression). In this example, the computed value of a helper is passed\n      to a component named `show-money`:\n    \n      ```handlebars\n      {{show-money amount=(format-currency cents currency=\"$\")}}\n      ```\n    \n      Helpers defined using a class must provide a `compute` function. For example:\n    \n      ```app/helpers/format-currency.js\n      import Helper from '@ember/component/helper';\n    \n      export default Helper.extend({\n        compute(params, hash) {\n          let cents = params[0];\n          let currency = hash.currency;\n          return `${currency}${cents * 0.01}`;\n        }\n      });\n      ```\n    \n      Each time the input to a helper changes, the `compute` function will be\n      called again.\n    \n      As instances, these helpers also have access to the container an will accept\n      injected dependencies.\n    \n      Additionally, class helpers can call `recompute` to force a new computation.\n    \n      @class Helper\n      @public\n      @since 1.13.0\n    */\n    /**\n    @module @ember/component\n    */\n    var Helper = _emberRuntime.FrameworkObject.extend({\n        isHelperInstance: true,\n        init: function () {\n            this._super.apply(this, arguments);\n            this[RECOMPUTE_TAG] = new _reference.DirtyableTag();\n        },\n        recompute: function () {\n            this[RECOMPUTE_TAG].dirty();\n        }\n    });\n    Helper.reopenClass({\n        isHelperFactory: true\n    });\n\n    var SimpleHelper = exports.SimpleHelper = function () {\n        function SimpleHelper(compute) {\n            (0, _emberBabel.classCallCheck)(this, SimpleHelper);\n\n            this.compute = compute;\n            this.isHelperFactory = true;\n            this.isHelperInstance = true;\n            this.isSimpleHelperFactory = true;\n        }\n\n        SimpleHelper.prototype.create = function create() {\n            return this;\n        };\n\n        return SimpleHelper;\n    }();\n\n    /**\n      In many cases, the ceremony of a full `Helper` class is not required.\n      The `helper` method create pure-function helpers without instances. For\n      example:\n    \n      ```app/helpers/format-currency.js\n      import { helper } from '@ember/component/helper';\n    \n      export default helper(function(params, hash) {\n        let cents = params[0];\n        let currency = hash.currency;\n        return `${currency}${cents * 0.01}`;\n      });\n      ```\n    \n      @static\n      @param {Function} helper The helper function\n      @method helper\n      @for @ember/component/helper\n      @public\n      @since 1.13.0\n    */\n    function helper(helperFn) {\n        return new SimpleHelper(helperFn);\n    }\n    exports.default = Helper;\n});","enifed('ember-glimmer/helpers/-class', ['exports', 'ember-runtime', 'ember-glimmer/utils/references'], function (exports, _emberRuntime, _references) {\n    'use strict';\n\n    exports.default = function (_vm, args) {\n        return new _references.InternalHelperReference(classHelper, args.capture());\n    };\n\n    function classHelper(_ref) {\n        var positional = _ref.positional;\n\n        var path = positional.at(0);\n        var args = positional.length;\n        var value = path.value();\n        if (value === true) {\n            if (args > 1) {\n                return _emberRuntime.String.dasherize(positional.at(1).value());\n            }\n            return null;\n        }\n        if (value === false) {\n            if (args > 2) {\n                return _emberRuntime.String.dasherize(positional.at(2).value());\n            }\n            return null;\n        }\n        return value;\n    }\n});","enifed('ember-glimmer/helpers/-html-safe', ['exports', 'ember-glimmer/utils/references', 'ember-glimmer/utils/string'], function (exports, _references, _string) {\n    'use strict';\n\n    exports.default = function (_vm, args) {\n        return new _references.InternalHelperReference(htmlSafe, args.capture());\n    };\n\n    function htmlSafe(_ref) {\n        var positional = _ref.positional;\n\n        var path = positional.at(0);\n        return new _string.SafeString(path.value());\n    }\n});","enifed('ember-glimmer/helpers/-input-type', ['exports', 'ember-glimmer/utils/references'], function (exports, _references) {\n    'use strict';\n\n    exports.default = function (_vm, args) {\n        return new _references.InternalHelperReference(inputTypeHelper, args.capture());\n    };\n\n    function inputTypeHelper(_ref) {\n        var positional = _ref.positional;\n\n        var type = positional.at(0).value();\n        if (type === 'checkbox') {\n            return '-checkbox';\n        }\n        return '-text-field';\n    }\n});","enifed('ember-glimmer/helpers/-normalize-class', ['exports', 'ember-runtime', 'ember-glimmer/utils/references'], function (exports, _emberRuntime, _references) {\n    'use strict';\n\n    exports.default = function (_vm, args) {\n        return new _references.InternalHelperReference(normalizeClass, args.capture());\n    };\n\n    function normalizeClass(_ref) {\n        var positional = _ref.positional;\n\n        var classNameParts = positional.at(0).value().split('.');\n        var className = classNameParts[classNameParts.length - 1];\n        var value = positional.at(1).value();\n        if (value === true) {\n            return _emberRuntime.String.dasherize(className);\n        } else if (!value && value !== 0) {\n            return '';\n        } else {\n            return String(value);\n        }\n    }\n});","enifed('ember-glimmer/helpers/action', ['exports', '@glimmer/reference', 'ember-debug', 'ember-metal', 'ember-utils', 'ember-glimmer/utils/references'], function (exports, _reference, _emberDebug, _emberMetal, _emberUtils, _references) {\n  'use strict';\n\n  exports.ACTION = exports.INVOKE = undefined;\n\n  exports.default = function (_vm, args) {\n    var named = args.named,\n        positional = args.positional;\n\n    var capturedArgs = positional.capture();\n    // The first two argument slots are reserved.\n    // pos[0] is the context (or `this`)\n    // pos[1] is the action name or function\n    // Anything else is an action argument.\n\n    var _capturedArgs$referen = capturedArgs.references,\n        context = _capturedArgs$referen[0],\n        action = _capturedArgs$referen[1],\n        restArgs = _capturedArgs$referen.slice(2);\n    // TODO: Is there a better way of doing this?\n\n\n    var debugKey = action._propertyKey;\n    var target = named.has('target') ? named.get('target') : context;\n    var processArgs = makeArgsProcessor(named.has('value') && named.get('value'), restArgs);\n    var fn = void 0;\n    if (typeof action[INVOKE] === 'function') {\n      fn = makeClosureAction(action, action, action[INVOKE], processArgs, debugKey);\n    } else if ((0, _reference.isConst)(target) && (0, _reference.isConst)(action)) {\n      fn = makeClosureAction(context.value(), target.value(), action.value(), processArgs, debugKey);\n    } else {\n      fn = makeDynamicClosureAction(context.value(), target, action, processArgs, debugKey);\n    }\n    fn[ACTION] = true;\n    return new _references.UnboundReference(fn);\n  };\n\n  var INVOKE = exports.INVOKE = (0, _emberUtils.symbol)('INVOKE'); /**\n                                                                   @module ember\n                                                                   */\n  var ACTION = exports.ACTION = (0, _emberUtils.symbol)('ACTION');\n  /**\n    The `{{action}}` helper provides a way to pass triggers for behavior (usually\n    just a function) between components, and into components from controllers.\n  \n    ### Passing functions with the action helper\n  \n    There are three contexts an action helper can be used in. The first two\n    contexts to discuss are attribute context, and Handlebars value context.\n  \n    ```handlebars\n    {{! An example of attribute context }}\n    <div onclick={{action \"save\"}}></div>\n    {{! Examples of Handlebars value context }}\n    {{input on-input=(action \"save\")}}\n    {{yield (action \"refreshData\") andAnotherParam}}\n    ```\n  \n    In these contexts,\n    the helper is called a \"closure action\" helper. Its behavior is simple:\n    If passed a function name, read that function off the `actions` property\n    of the current context. Once that function is read (or if a function was\n    passed), create a closure over that function and any arguments.\n    The resulting value of an action helper used this way is simply a function.\n  \n    For example, in the attribute context:\n  \n    ```handlebars\n    {{! An example of attribute context }}\n    <div onclick={{action \"save\"}}></div>\n    ```\n  \n    The resulting template render logic would be:\n  \n    ```js\n    var div = document.createElement('div');\n    var actionFunction = (function(context){\n      return function() {\n        return context.actions.save.apply(context, arguments);\n      };\n    })(context);\n    div.onclick = actionFunction;\n    ```\n  \n    Thus when the div is clicked, the action on that context is called.\n    Because the `actionFunction` is just a function, closure actions can be\n    passed between components and still execute in the correct context.\n  \n    Here is an example action handler on a component:\n  \n    ```app/components/my-component.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      actions: {\n        save() {\n          this.get('model').save();\n        }\n      }\n    });\n    ```\n  \n    Actions are always looked up on the `actions` property of the current context.\n    This avoids collisions in the naming of common actions, such as `destroy`.\n    Two options can be passed to the `action` helper when it is used in this way.\n  \n    * `target=someProperty` will look to `someProperty` instead of the current\n      context for the `actions` hash. This can be useful when targeting a\n      service for actions.\n    * `value=\"target.value\"` will read the path `target.value` off the first\n      argument to the action when it is called and rewrite the first argument\n      to be that value. This is useful when attaching actions to event listeners.\n  \n    ### Invoking an action\n  \n    Closure actions curry both their scope and any arguments. When invoked, any\n    additional arguments are added to the already curried list.\n    Actions should be invoked using the [sendAction](/api/classes/Ember.Component.html#method_sendAction)\n    method. The first argument to `sendAction` is the action to be called, and\n    additional arguments are passed to the action function. This has interesting\n    properties combined with currying of arguments. For example:\n  \n    ```app/components/my-component.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      actions: {\n        // Usage {{input on-input=(action (action 'setName' model) value=\"target.value\")}}\n        setName(model, name) {\n          model.set('name', name);\n        }\n      }\n    });\n    ```\n  \n    The first argument (`model`) was curried over, and the run-time argument (`event`)\n    becomes a second argument. Action calls can be nested this way because each simply\n    returns a function. Any function can be passed to the `{{action}}` helper, including\n    other actions.\n  \n    Actions invoked with `sendAction` have the same currying behavior as demonstrated\n    with `on-input` above. For example:\n  \n    ```app/components/my-input.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      actions: {\n        setName(model, name) {\n          model.set('name', name);\n        }\n      }\n    });\n    ```\n  \n    ```handlebars\n    {{my-input submit=(action 'setName' model)}}\n    ```\n  \n    ```app/components/my-component.js\n    import Component from '@ember/component';\n  \n    export default Component.extend({\n      click() {\n        // Note that model is not passed, it was curried in the template\n        this.sendAction('submit', 'bob');\n      }\n    });\n    ```\n  \n    ### Attaching actions to DOM elements\n  \n    The third context of the `{{action}}` helper can be called \"element space\".\n    For example:\n  \n    ```handlebars\n    {{! An example of element space }}\n    <div {{action \"save\"}}></div>\n    ```\n  \n    Used this way, the `{{action}}` helper provides a useful shortcut for\n    registering an HTML element in a template for a single DOM event and\n    forwarding that interaction to the template's context (controller or component).\n    If the context of a template is a controller, actions used this way will\n    bubble to routes when the controller does not implement the specified action.\n    Once an action hits a route, it will bubble through the route hierarchy.\n  \n    ### Event Propagation\n  \n    `{{action}}` helpers called in element space can control event bubbling. Note\n    that the closure style actions cannot.\n  \n    Events triggered through the action helper will automatically have\n    `.preventDefault()` called on them. You do not need to do so in your event\n    handlers. If you need to allow event propagation (to handle file inputs for\n    example) you can supply the `preventDefault=false` option to the `{{action}}` helper:\n  \n    ```handlebars\n    <div {{action \"sayHello\" preventDefault=false}}>\n      <input type=\"file\" />\n      <input type=\"checkbox\" />\n    </div>\n    ```\n  \n    To disable bubbling, pass `bubbles=false` to the helper:\n  \n    ```handlebars\n    <button {{action 'edit' post bubbles=false}}>Edit</button>\n    ```\n  \n    To disable bubbling with closure style actions you must create your own\n    wrapper helper that makes use of `event.stopPropagation()`:\n  \n    ```handlebars\n    <div onclick={{disable-bubbling (action \"sayHello\")}}>Hello</div>\n    ```\n  \n    ```app/helpers/disable-bubbling.js\n    import { helper } from '@ember/component/helper';\n  \n    export function disableBubbling([action]) {\n      return function(event) {\n        event.stopPropagation();\n        return action(event);\n      };\n    }\n    export default helper(disableBubbling);\n    ```\n  \n    If you need the default handler to trigger you should either register your\n    own event handler, or use event methods on your view class. See\n    [\"Responding to Browser Events\"](/api/classes/Ember.Component#responding-to-browser-events)\n    in the documentation for `Component` for more information.\n  \n    ### Specifying DOM event type\n  \n    `{{action}}` helpers called in element space can specify an event type.\n    By default the `{{action}}` helper registers for DOM `click` events. You can\n    supply an `on` option to the helper to specify a different DOM event name:\n  \n    ```handlebars\n    <div {{action \"anActionName\" on=\"doubleClick\"}}>\n      click me\n    </div>\n    ```\n  \n    See [\"Event Names\"](/api/classes/Ember.Component#event-names) for a list of\n    acceptable DOM event names.\n  \n    ### Specifying whitelisted modifier keys\n  \n    `{{action}}` helpers called in element space can specify modifier keys.\n    By default the `{{action}}` helper will ignore click events with pressed modifier\n    keys. You can supply an `allowedKeys` option to specify which keys should not be ignored.\n  \n    ```handlebars\n    <div {{action \"anActionName\" allowedKeys=\"alt\"}}>\n      click me\n    </div>\n    ```\n  \n    This way the action will fire when clicking with the alt key pressed down.\n    Alternatively, supply \"any\" to the `allowedKeys` option to accept any combination of modifier keys.\n  \n    ```handlebars\n    <div {{action \"anActionName\" allowedKeys=\"any\"}}>\n      click me with any key pressed\n    </div>\n    ```\n  \n    ### Specifying a Target\n  \n    A `target` option can be provided to the helper to change\n    which object will receive the method call. This option must be a path\n    to an object, accessible in the current context:\n  \n    ```app/templates/application.hbs\n    <div {{action \"anActionName\" target=someService}}>\n      click me\n    </div>\n    ```\n  \n    ```app/controllers/application.js\n    import Controller from '@ember/controller';\n    import { inject as service } from '@ember/service';\n  \n    export default Controller.extend({\n      someService: service()\n    });\n    ```\n  \n    @method action\n    @for Ember.Templates.helpers\n    @public\n  */\n\n  function NOOP(args) {\n    return args;\n  }\n  function makeArgsProcessor(valuePathRef, actionArgsRef) {\n    var mergeArgs = void 0;\n    if (actionArgsRef.length > 0) {\n      mergeArgs = function (args) {\n        return actionArgsRef.map(function (ref) {\n          return ref.value();\n        }).concat(args);\n      };\n    }\n    var readValue = void 0;\n    if (valuePathRef) {\n      readValue = function (args) {\n        var valuePath = valuePathRef.value();\n        if (valuePath && args.length > 0) {\n          args[0] = (0, _emberMetal.get)(args[0], valuePath);\n        }\n        return args;\n      };\n    }\n    if (mergeArgs && readValue) {\n      return function (args) {\n        return readValue(mergeArgs(args));\n      };\n    } else {\n      return mergeArgs || readValue || NOOP;\n    }\n  }\n  function makeDynamicClosureAction(context, targetRef, actionRef, processArgs, debugKey) {\n    // We don't allow undefined/null values, so this creates a throw-away action to trigger the assertions\n    if (true) {\n      makeClosureAction(context, targetRef.value(), actionRef.value(), processArgs, debugKey);\n    }\n    return function () {\n      return makeClosureAction(context, targetRef.value(), actionRef.value(), processArgs, debugKey).apply(undefined, arguments);\n    };\n  }\n  function makeClosureAction(context, target, action, processArgs, debugKey) {\n    var self = void 0;\n    var fn = void 0;\n    (true && !(!(0, _emberMetal.isNone)(action)) && (0, _emberDebug.assert)('Action passed is null or undefined in (action) from ' + target + '.', !(0, _emberMetal.isNone)(action)));\n\n    if (typeof action[INVOKE] === 'function') {\n      self = action;\n      fn = action[INVOKE];\n    } else {\n      var typeofAction = typeof action;\n      if (typeofAction === 'string') {\n        self = target;\n        fn = target.actions && target.actions[action];\n        (true && !(fn) && (0, _emberDebug.assert)('An action named \\'' + action + '\\' was not found in ' + target, fn));\n      } else if (typeofAction === 'function') {\n        self = context;\n        fn = action;\n      } else {\n        (true && !(false) && (0, _emberDebug.assert)('An action could not be made for `' + (debugKey || action) + '` in ' + target + '. Please confirm that you are using either a quoted action name (i.e. `(action \\'' + (debugKey || 'myAction') + '\\')`) or a function available in ' + target + '.', false));\n      }\n    }\n    return function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      var payload = { target: self, args: args, label: '@glimmer/closure-action' };\n      return (0, _emberMetal.flaggedInstrument)('interaction.ember-action', payload, function () {\n        return _emberMetal.run.join.apply(_emberMetal.run, [self, fn].concat(processArgs(args)));\n      });\n    };\n  }\n});","enifed('ember-glimmer/helpers/component', ['exports', 'ember-babel', '@glimmer/runtime', 'ember-debug', 'ember-utils', 'ember-glimmer/component-managers/curly', 'ember-glimmer/utils/references'], function (exports, _emberBabel, _runtime, _emberDebug, _emberUtils, _curly, _references) {\n  'use strict';\n\n  exports.ClosureComponentReference = undefined;\n\n  exports.default = function (vm, args, meta) {\n    return ClosureComponentReference.create(args.capture(), meta, vm.env);\n  };\n\n  var ClosureComponentReference = exports.ClosureComponentReference = function (_CachedReference) {\n    (0, _emberBabel.inherits)(ClosureComponentReference, _CachedReference);\n\n    ClosureComponentReference.create = function create(args, meta, env) {\n      return new ClosureComponentReference(args, meta, env);\n    };\n\n    function ClosureComponentReference(args, meta, env) {\n      (0, _emberBabel.classCallCheck)(this, ClosureComponentReference);\n\n      var _this = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference.call(this));\n\n      var firstArg = args.positional.at(0);\n      _this.defRef = firstArg;\n      _this.tag = firstArg.tag;\n      _this.args = args;\n      _this.meta = meta;\n      _this.env = env;\n      _this.lastDefinition = undefined;\n      _this.lastName = undefined;\n      return _this;\n    }\n\n    ClosureComponentReference.prototype.compute = function compute() {\n      // TODO: Figure out how to extract this because it's nearly identical to\n      // DynamicComponentReference::compute(). The only differences besides\n      // currying are in the assertion messages.\n      var args = this.args,\n          defRef = this.defRef,\n          env = this.env,\n          meta = this.meta,\n          lastDefinition = this.lastDefinition,\n          lastName = this.lastName;\n\n      var nameOrDef = defRef.value();\n      var definition = void 0;\n      if (nameOrDef && nameOrDef === lastName) {\n        return lastDefinition;\n      }\n      this.lastName = nameOrDef;\n      if (typeof nameOrDef === 'string') {\n        // tslint:disable-next-line:max-line-length\n        (true && !(nameOrDef !== 'input') && (0, _emberDebug.assert)('You cannot use the input helper as a contextual helper. Please extend TextField or Checkbox to use it as a contextual component.', nameOrDef !== 'input'));\n        // tslint:disable-next-line:max-line-length\n\n        (true && !(nameOrDef !== 'textarea') && (0, _emberDebug.assert)('You cannot use the textarea helper as a contextual helper. Please extend TextArea to use it as a contextual component.', nameOrDef !== 'textarea'));\n\n        definition = env.getComponentDefinition(nameOrDef, meta);\n        // tslint:disable-next-line:max-line-length\n        (true && !(!!definition) && (0, _emberDebug.assert)('The component helper cannot be used without a valid component name. You used \"' + nameOrDef + '\" via (component \"' + nameOrDef + '\")', !!definition));\n      } else if ((0, _runtime.isComponentDefinition)(nameOrDef)) {\n        definition = nameOrDef;\n      } else {\n        (true && !(nameOrDef) && (0, _emberDebug.assert)('You cannot create a component from ' + nameOrDef + ' using the {{component}} helper', nameOrDef));\n\n        return null;\n      }\n      var newDef = createCurriedDefinition(definition, args);\n      this.lastDefinition = newDef;\n      return newDef;\n    };\n\n    return ClosureComponentReference;\n  }(_references.CachedReference);\n\n  function createCurriedDefinition(definition, args) {\n    var curriedArgs = curryArgs(definition, args);\n    return new _curly.CurlyComponentDefinition(definition.name, definition.ComponentClass, definition.template, curriedArgs);\n  }\n  function curryArgs(definition, newArgs) {\n    var args = definition.args,\n        ComponentClass = definition.ComponentClass;\n\n    var positionalParams = ComponentClass.class.positionalParams;\n    // The args being passed in are from the (component ...) invocation,\n    // so the first positional argument is actually the name or component\n    // definition. It needs to be dropped in order for any actual positional\n    // args to coincide with the ComponentClass's positionParams.\n    // For \"normal\" curly components this slicing is done at the syntax layer,\n    // but we don't have that luxury here.\n\n    var _newArgs$positional$r = newArgs.positional.references,\n        slicedPositionalArgs = _newArgs$positional$r.slice(1);\n\n    if (positionalParams && slicedPositionalArgs.length) {\n      (0, _curly.validatePositionalParameters)(newArgs.named, slicedPositionalArgs, positionalParams);\n    }\n    var isRest = typeof positionalParams === 'string';\n    // For non-rest position params, we need to perform the position -> name mapping\n    // at each layer to avoid a collision later when the args are used to construct\n    // the component instance (inside of processArgs(), inside of create()).\n    var positionalToNamedParams = {};\n    if (!isRest && positionalParams.length > 0) {\n      var limit = Math.min(positionalParams.length, slicedPositionalArgs.length);\n      for (var i = 0; i < limit; i++) {\n        var name = positionalParams[i];\n        positionalToNamedParams[name] = slicedPositionalArgs[i];\n      }\n      slicedPositionalArgs.length = 0; // Throw them away since you're merged in.\n    }\n    // args (aka 'oldArgs') may be undefined or simply be empty args, so\n    // we need to fall back to an empty array or object.\n    var oldNamed = args && args.named || {};\n    var oldPositional = args && args.positional || [];\n    // Merge positional arrays\n    var positional = new Array(Math.max(oldPositional.length, slicedPositionalArgs.length));\n    positional.splice.apply(positional, [0, oldPositional.length].concat(oldPositional));\n    positional.splice.apply(positional, [0, slicedPositionalArgs.length].concat(slicedPositionalArgs));\n    // Merge named maps\n    var named = (0, _emberUtils.assign)({}, oldNamed, positionalToNamedParams, newArgs.named.map);\n    return { positional: positional, named: named };\n  }\n});","enifed('ember-glimmer/helpers/concat', ['exports', '@glimmer/runtime', 'ember-glimmer/utils/references'], function (exports, _runtime, _references) {\n    'use strict';\n\n    exports.default = function (_vm, args) {\n        return new _references.InternalHelperReference(concat, args.capture());\n    };\n\n    /**\n    @module ember\n    */\n    /**\n      Concatenates the given arguments into a string.\n    \n      Example:\n    \n      ```handlebars\n      {{some-component name=(concat firstName \" \" lastName)}}\n    \n      {{! would pass name=\"<first name value> <last name value>\" to the component}}\n      ```\n    \n      @public\n      @method concat\n      @for Ember.Templates.helpers\n      @since 1.13.0\n    */\n    function concat(_ref) {\n        var positional = _ref.positional;\n\n        return positional.value().map(_runtime.normalizeTextValue).join('');\n    }\n});","enifed('ember-glimmer/helpers/each-in', ['exports', 'ember-utils'], function (exports, _emberUtils) {\n  'use strict';\n\n  exports.isEachIn = isEachIn;\n\n  exports.default = function (_vm, args) {\n    var ref = Object.create(args.positional.at(0));\n    ref[EACH_IN_REFERENCE] = true;\n    return ref;\n  };\n\n  /**\n    The `{{#each}}` helper loops over elements in a collection. It is an extension\n    of the base Handlebars `{{#each}}` helper.\n    The default behavior of `{{#each}}` is to yield its inner block once for every\n    item in an array passing the item as the first block parameter.\n  \n    ```javascript\n    var developers = [{ name: 'Yehuda' },{ name: 'Tom' }, { name: 'Paul' }];\n    ```\n  \n    ```handlebars\n    {{#each developers key=\"name\" as |person|}}\n      {{person.name}}\n      {{! `this` is whatever it was outside the #each }}\n    {{/each}}\n    ```\n  \n    The same rules apply to arrays of primitives.\n  \n    ```javascript\n    var developerNames = ['Yehuda', 'Tom', 'Paul']\n    ```\n  \n    ```handlebars\n    {{#each developerNames key=\"@index\" as |name|}}\n      {{name}}\n    {{/each}}\n    ```\n  \n    During iteration, the index of each item in the array is provided as a second block parameter.\n  \n    ```handlebars\n    <ul>\n      {{#each people as |person index|}}\n        <li>Hello, {{person.name}}! You're number {{index}} in line</li>\n      {{/each}}\n    </ul>\n    ```\n  \n    ### Specifying Keys\n  \n    The `key` option is used to tell Ember how to determine if the array being\n    iterated over with `{{#each}}` has changed between renders. By helping Ember\n    detect that some elements in the array are the same, DOM elements can be\n    re-used, significantly improving rendering speed.\n  \n    For example, here's the `{{#each}}` helper with its `key` set to `id`:\n  \n    ```handlebars\n    {{#each model key=\"id\" as |item|}}\n    {{/each}}\n    ```\n  \n    When this `{{#each}}` re-renders, Ember will match up the previously rendered\n    items (and reorder the generated DOM elements) based on each item's `id`\n    property.\n    By default the item's own reference is used.\n  \n    ### {{else}} condition\n  \n    `{{#each}}` can have a matching `{{else}}`. The contents of this block will render\n    if the collection is empty.\n  \n    ```handlebars\n    {{#each developers as |person|}}\n      {{person.name}}\n    {{else}}\n      <p>Sorry, nobody is available for this task.</p>\n    {{/each}}\n    ```\n  \n    @method each\n    @for Ember.Templates.helpers\n    @public\n   */\n  /**\n    The `{{each-in}}` helper loops over properties on an object.\n  \n    For example, given a `user` object that looks like:\n  \n    ```javascript\n    {\n      \"name\": \"Shelly Sails\",\n      \"age\": 42\n    }\n    ```\n  \n    This template would display all properties on the `user`\n    object in a list:\n  \n    ```handlebars\n    <ul>\n    {{#each-in user as |key value|}}\n      <li>{{key}}: {{value}}</li>\n    {{/each-in}}\n    </ul>\n    ```\n  \n    Outputting their name and age.\n  \n    @method each-in\n    @for Ember.Templates.helpers\n    @public\n    @since 2.1.0\n  */\n  var EACH_IN_REFERENCE = (0, _emberUtils.symbol)('EACH_IN');\n  function isEachIn(ref) {\n    return ref && ref[EACH_IN_REFERENCE];\n  }\n});","enifed('ember-glimmer/helpers/get', ['exports', 'ember-babel', '@glimmer/reference', '@glimmer/runtime', 'ember-metal', 'ember-glimmer/utils/references'], function (exports, _emberBabel, _reference, _runtime, _emberMetal, _references) {\n    'use strict';\n\n    exports.default = function (_vm, args) {\n        return GetHelperReference.create(args.positional.at(0), args.positional.at(1));\n    };\n\n    var GetHelperReference = function (_CachedReference) {\n        (0, _emberBabel.inherits)(GetHelperReference, _CachedReference);\n\n        GetHelperReference.create = function create(sourceReference, pathReference) {\n            if ((0, _reference.isConst)(pathReference)) {\n                var parts = pathReference.value().split('.');\n                return (0, _reference.referenceFromParts)(sourceReference, parts);\n            } else {\n                return new GetHelperReference(sourceReference, pathReference);\n            }\n        };\n\n        function GetHelperReference(sourceReference, pathReference) {\n            (0, _emberBabel.classCallCheck)(this, GetHelperReference);\n\n            var _this = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference.call(this));\n\n            _this.sourceReference = sourceReference;\n            _this.pathReference = pathReference;\n            _this.lastPath = null;\n            _this.innerReference = _runtime.NULL_REFERENCE;\n            var innerTag = _this.innerTag = _reference.UpdatableTag.create(_reference.CONSTANT_TAG);\n            _this.tag = (0, _reference.combine)([sourceReference.tag, pathReference.tag, innerTag]);\n            return _this;\n        }\n\n        GetHelperReference.prototype.compute = function compute() {\n            var lastPath = this.lastPath,\n                innerReference = this.innerReference,\n                innerTag = this.innerTag;\n\n            var path = this.lastPath = this.pathReference.value();\n            if (path !== lastPath) {\n                if (path !== undefined && path !== null && path !== '') {\n                    var pathType = typeof path;\n                    if (pathType === 'string') {\n                        innerReference = (0, _reference.referenceFromParts)(this.sourceReference, path.split('.'));\n                    } else if (pathType === 'number') {\n                        innerReference = this.sourceReference.get('' + path);\n                    }\n                    innerTag.inner.update(innerReference.tag);\n                } else {\n                    innerReference = _runtime.NULL_REFERENCE;\n                    innerTag.inner.update(_reference.CONSTANT_TAG);\n                }\n                this.innerReference = innerReference;\n            }\n            return innerReference.value();\n        };\n\n        GetHelperReference.prototype[_references.UPDATE] = function (value) {\n            (0, _emberMetal.set)(this.sourceReference.value(), this.pathReference.value(), value);\n        };\n\n        return GetHelperReference;\n    }(_references.CachedReference);\n});","enifed(\"ember-glimmer/helpers/hash\", [\"exports\"], function (exports) {\n   \"use strict\";\n\n   exports.default = function (_vm, args) {\n      return args.named.capture();\n   };\n});","enifed('ember-glimmer/helpers/if-unless', ['exports', 'ember-babel', '@glimmer/reference', 'ember-debug', 'ember-glimmer/utils/references'], function (exports, _emberBabel, _reference, _emberDebug, _references) {\n    'use strict';\n\n    exports.inlineIf = inlineIf;\n    exports.inlineUnless = inlineUnless;\n\n    var ConditionalHelperReference = function (_CachedReference) {\n        (0, _emberBabel.inherits)(ConditionalHelperReference, _CachedReference);\n\n        ConditionalHelperReference.create = function create(_condRef, truthyRef, falsyRef) {\n            var condRef = _references.ConditionalReference.create(_condRef);\n            if ((0, _reference.isConst)(condRef)) {\n                return condRef.value() ? truthyRef : falsyRef;\n            } else {\n                return new ConditionalHelperReference(condRef, truthyRef, falsyRef);\n            }\n        };\n\n        function ConditionalHelperReference(cond, truthy, falsy) {\n            (0, _emberBabel.classCallCheck)(this, ConditionalHelperReference);\n\n            var _this = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference.call(this));\n\n            _this.branchTag = _reference.UpdatableTag.create(_reference.CONSTANT_TAG);\n            _this.tag = (0, _reference.combine)([cond.tag, _this.branchTag]);\n            _this.cond = cond;\n            _this.truthy = truthy;\n            _this.falsy = falsy;\n            return _this;\n        }\n\n        ConditionalHelperReference.prototype.compute = function compute() {\n            var branch = this.cond.value() ? this.truthy : this.falsy;\n            this.branchTag.inner.update(branch.tag);\n            return branch.value();\n        };\n\n        return ConditionalHelperReference;\n    }(_references.CachedReference);\n\n    /**\n      The `if` helper allows you to conditionally render one of two branches,\n      depending on the \"truthiness\" of a property.\n      For example the following values are all falsey: `false`, `undefined`, `null`, `\"\"`, `0`, `NaN` or an empty array.\n    \n      This helper has two forms, block and inline.\n    \n      ## Block form\n    \n      You can use the block form of `if` to conditionally render a section of the template.\n    \n      To use it, pass the conditional value to the `if` helper,\n      using the block form to wrap the section of template you want to conditionally render.\n      Like so:\n    \n      ```handlebars\n      {{! will not render if foo is falsey}}\n      {{#if foo}}\n        Welcome to the {{foo.bar}}\n      {{/if}}\n      ```\n    \n      You can also specify a template to show if the property is falsey by using\n      the `else` helper.\n    \n      ```handlebars\n      {{! is it raining outside?}}\n      {{#if isRaining}}\n        Yes, grab an umbrella!\n      {{else}}\n        No, it's lovely outside!\n      {{/if}}\n      ```\n    \n      You are also able to combine `else` and `if` helpers to create more complex\n      conditional logic.\n    \n      ```handlebars\n      {{#if isMorning}}\n        Good morning\n      {{else if isAfternoon}}\n        Good afternoon\n      {{else}}\n        Good night\n      {{/if}}\n      ```\n    \n      ## Inline form\n    \n      The inline `if` helper conditionally renders a single property or string.\n    \n      In this form, the `if` helper receives three arguments, the conditional value,\n      the value to render when truthy, and the value to render when falsey.\n    \n      For example, if `useLongGreeting` is truthy, the following:\n    \n      ```handlebars\n      {{if useLongGreeting \"Hello\" \"Hi\"}} Alex\n      ```\n    \n      Will render:\n    \n      ```html\n      Hello Alex\n      ```\n    \n      ### Nested `if`\n    \n      You can use the `if` helper inside another helper as a nested helper:\n    \n      ```handlebars\n      {{some-component height=(if isBig \"100\" \"10\")}}\n      ```\n    \n      One detail to keep in mind is that both branches of the `if` helper will be evaluated,\n      so if you have `{{if condition \"foo\" (expensive-operation \"bar\")`,\n      `expensive-operation` will always calculate.\n    \n      @method if\n      @for Ember.Templates.helpers\n      @public\n    */\n    function inlineIf(_vm, _ref) {\n        var positional = _ref.positional;\n        (true && !(positional.length === 3 || positional.length === 2) && (0, _emberDebug.assert)('The inline form of the `if` helper expects two or three arguments, e.g. ' + '`{{if trialExpired \"Expired\" expiryDate}}`.', positional.length === 3 || positional.length === 2));\n\n        return ConditionalHelperReference.create(positional.at(0), positional.at(1), positional.at(2));\n    }\n    /**\n      The inline `unless` helper conditionally renders a single property or string.\n      This helper acts like a ternary operator. If the first property is falsy,\n      the second argument will be displayed, otherwise, the third argument will be\n      displayed\n    \n      ```handlebars\n      {{unless useLongGreeting \"Hi\" \"Hello\"}} Ben\n      ```\n    \n      You can use the `unless` helper inside another helper as a subexpression.\n    \n      ```handlebars\n      {{some-component height=(unless isBig \"10\" \"100\")}}\n      ```\n    \n      @method unless\n      @for Ember.Templates.helpers\n      @public\n    */\n    function inlineUnless(_vm, _ref2) {\n        var positional = _ref2.positional;\n        (true && !(positional.length === 3 || positional.length === 2) && (0, _emberDebug.assert)('The inline form of the `unless` helper expects two or three arguments, e.g. ' + '`{{unless isFirstLogin \"Welcome back!\"}}`.', positional.length === 3 || positional.length === 2));\n\n        return ConditionalHelperReference.create(positional.at(0), positional.at(2), positional.at(1));\n    }\n});","enifed('ember-glimmer/helpers/loc', ['exports', 'ember-glimmer/helper', 'ember-runtime'], function (exports, _helper, _emberRuntime) {\n  'use strict';\n\n  exports.default = (0, _helper.helper)(function (params) {\n    return _emberRuntime.String.loc.apply(null, params);\n  });\n});","enifed('ember-glimmer/helpers/log', ['exports', 'ember-glimmer/utils/references', 'ember-console'], function (exports, _references, _emberConsole) {\n    'use strict';\n\n    exports.default = function (_vm, args) {\n        return new _references.InternalHelperReference(log, args.capture());\n    };\n\n    /**\n      `log` allows you to output the value of variables in the current rendering\n      context. `log` also accepts primitive types such as strings or numbers.\n    \n      ```handlebars\n      {{log \"myVariable:\" myVariable }}\n      ```\n    \n      @method log\n      @for Ember.Templates.helpers\n      @param {Array} params\n      @public\n    */\n    function log(_ref) {\n        var positional = _ref.positional;\n\n        _emberConsole.default.log.apply(null, positional.value());\n    }\n    /**\n    @module ember\n    */\n});","enifed('ember-glimmer/helpers/mut', ['exports', 'ember-debug', 'ember-utils', 'ember-glimmer/utils/references', 'ember-glimmer/helpers/action'], function (exports, _emberDebug, _emberUtils, _references, _action) {\n  'use strict';\n\n  exports.isMut = isMut;\n  exports.unMut = unMut;\n\n  exports.default = function (_vm, args) {\n    var rawRef = args.positional.at(0);\n    if (isMut(rawRef)) {\n      return rawRef;\n    }\n    // TODO: Improve this error message. This covers at least two distinct\n    // cases:\n    //\n    // 1. (mut \"not a path\") – passing a literal, result from a helper\n    //    invocation, etc\n    //\n    // 2. (mut receivedValue) – passing a value received from the caller\n    //    that was originally derived from a literal, result from a helper\n    //    invocation, etc\n    //\n    // This message is alright for the first case, but could be quite\n    // confusing for the second case.\n    (true && !(rawRef[_references.UPDATE]) && (0, _emberDebug.assert)('You can only pass a path to mut', rawRef[_references.UPDATE]));\n\n    var wrappedRef = Object.create(rawRef);\n    wrappedRef[SOURCE] = rawRef;\n    wrappedRef[_action.INVOKE] = rawRef[_references.UPDATE];\n    wrappedRef[MUT_REFERENCE] = true;\n    return wrappedRef;\n  };\n\n  /**\n    The `mut` helper lets you __clearly specify__ that a child `Component` can update the\n    (mutable) value passed to it, which will __change the value of the parent component__.\n  \n    To specify that a parameter is mutable, when invoking the child `Component`:\n  \n    ```handlebars\n    {{my-child childClickCount=(mut totalClicks)}}\n    ```\n  \n    The child `Component` can then modify the parent's value just by modifying its own\n    property:\n  \n    ```javascript\n    // my-child.js\n    export default Component.extend({\n      click() {\n        this.incrementProperty('childClickCount');\n      }\n    });\n    ```\n  \n    Note that for curly components (`{{my-component}}`) the bindings are already mutable,\n    making the `mut` unnecessary.\n  \n    Additionally, the `mut` helper can be combined with the `action` helper to\n    mutate a value. For example:\n  \n    ```handlebars\n    {{my-child childClickCount=totalClicks click-count-change=(action (mut totalClicks))}}\n    ```\n  \n    The child `Component` would invoke the action with the new click value:\n  \n    ```javascript\n    // my-child.js\n    export default Component.extend({\n      click() {\n        this.get('click-count-change')(this.get('childClickCount') + 1);\n      }\n    });\n    ```\n  \n    The `mut` helper changes the `totalClicks` value to what was provided as the action argument.\n  \n    The `mut` helper, when used with `action`, will return a function that\n    sets the value passed to `mut` to its first argument. This works like any other\n    closure action and interacts with the other features `action` provides.\n    As an example, we can create a button that increments a value passing the value\n    directly to the `action`:\n  \n    ```handlebars\n    {{! inc helper is not provided by Ember }}\n    <button onclick={{action (mut count) (inc count)}}>\n      Increment count\n    </button>\n    ```\n  \n    You can also use the `value` option:\n  \n    ```handlebars\n    <input value={{name}} oninput={{action (mut name) value=\"target.value\"}}>\n    ```\n  \n    @method mut\n    @param {Object} [attr] the \"two-way\" attribute that can be modified.\n    @for Ember.Templates.helpers\n    @public\n  */\n  var MUT_REFERENCE = (0, _emberUtils.symbol)('MUT');\n  var SOURCE = (0, _emberUtils.symbol)('SOURCE');\n  function isMut(ref) {\n    return ref && ref[MUT_REFERENCE];\n  }\n  function unMut(ref) {\n    return ref[SOURCE] || ref;\n  }\n});","enifed('ember-glimmer/helpers/query-param', ['exports', 'ember-debug', 'ember-routing', 'ember-utils', 'ember-glimmer/utils/references'], function (exports, _emberDebug, _emberRouting, _emberUtils, _references) {\n    'use strict';\n\n    exports.default = function (_vm, args) {\n        return new _references.InternalHelperReference(queryParams, args.capture());\n    };\n\n    /**\n      This is a helper to be used in conjunction with the link-to helper.\n      It will supply url query parameters to the target route.\n    \n      Example\n    \n      ```handlebars\n      {{#link-to 'posts' (query-params direction=\"asc\")}}Sort{{/link-to}}\n      ```\n    \n      @method query-params\n      @for Ember.Templates.helpers\n      @param {Object} hash takes a hash of query parameters\n      @return {Object} A `QueryParams` object for `{{link-to}}`\n      @public\n    */\n    function queryParams(_ref) {\n        var positional = _ref.positional,\n            named = _ref.named;\n        (true && !(positional.value().length === 0) && (0, _emberDebug.assert)('The `query-params` helper only accepts hash parameters, e.g. (query-params queryParamPropertyName=\\'foo\\') as opposed to just (query-params \\'foo\\')', positional.value().length === 0));\n\n        return _emberRouting.QueryParams.create({\n            values: (0, _emberUtils.assign)({}, named.value())\n        });\n    }\n});","enifed('ember-glimmer/helpers/readonly', ['exports', 'ember-glimmer/utils/references', 'ember-glimmer/helpers/mut'], function (exports, _references, _mut) {\n  'use strict';\n\n  exports.default = function (_vm, args) {\n    var ref = (0, _mut.unMut)(args.positional.at(0));\n    var wrapped = Object.create(ref);\n    wrapped[_references.UPDATE] = undefined;\n    return wrapped;\n  };\n});","enifed('ember-glimmer/helpers/unbound', ['exports', 'ember-debug', 'ember-glimmer/utils/references'], function (exports, _emberDebug, _references) {\n  'use strict';\n\n  exports.default = function (_vm, args) {\n    (true && !(args.positional.length === 1 && args.named.length === 0) && (0, _emberDebug.assert)('unbound helper cannot be called with multiple params or hash params', args.positional.length === 1 && args.named.length === 0));\n\n    return _references.UnboundReference.create(args.positional.at(0).value());\n  };\n});","enifed('ember-glimmer/index', ['exports', 'ember-glimmer/helpers/action', 'ember-glimmer/templates/root', 'ember-glimmer/template', 'ember-glimmer/components/checkbox', 'ember-glimmer/components/text_field', 'ember-glimmer/components/text_area', 'ember-glimmer/components/link-to', 'ember-glimmer/component', 'ember-glimmer/helper', 'ember-glimmer/environment', 'ember-glimmer/utils/string', 'ember-glimmer/renderer', 'ember-glimmer/template_registry', 'ember-glimmer/setup-registry', 'ember-glimmer/dom', 'ember-glimmer/syntax', 'ember-glimmer/component-managers/abstract'], function (exports, _action, _root, _template, _checkbox, _text_field, _text_area, _linkTo, _component, _helper, _environment, _string, _renderer, _template_registry, _setupRegistry, _dom, _syntax, _abstract) {\n  'use strict';\n\n  Object.defineProperty(exports, 'INVOKE', {\n    enumerable: true,\n    get: function () {\n      return _action.INVOKE;\n    }\n  });\n  Object.defineProperty(exports, 'RootTemplate', {\n    enumerable: true,\n    get: function () {\n      return _root.default;\n    }\n  });\n  Object.defineProperty(exports, 'template', {\n    enumerable: true,\n    get: function () {\n      return _template.default;\n    }\n  });\n  Object.defineProperty(exports, 'Checkbox', {\n    enumerable: true,\n    get: function () {\n      return _checkbox.default;\n    }\n  });\n  Object.defineProperty(exports, 'TextField', {\n    enumerable: true,\n    get: function () {\n      return _text_field.default;\n    }\n  });\n  Object.defineProperty(exports, 'TextArea', {\n    enumerable: true,\n    get: function () {\n      return _text_area.default;\n    }\n  });\n  Object.defineProperty(exports, 'LinkComponent', {\n    enumerable: true,\n    get: function () {\n      return _linkTo.default;\n    }\n  });\n  Object.defineProperty(exports, 'Component', {\n    enumerable: true,\n    get: function () {\n      return _component.default;\n    }\n  });\n  Object.defineProperty(exports, 'Helper', {\n    enumerable: true,\n    get: function () {\n      return _helper.default;\n    }\n  });\n  Object.defineProperty(exports, 'helper', {\n    enumerable: true,\n    get: function () {\n      return _helper.helper;\n    }\n  });\n  Object.defineProperty(exports, 'Environment', {\n    enumerable: true,\n    get: function () {\n      return _environment.default;\n    }\n  });\n  Object.defineProperty(exports, 'SafeString', {\n    enumerable: true,\n    get: function () {\n      return _string.SafeString;\n    }\n  });\n  Object.defineProperty(exports, 'escapeExpression', {\n    enumerable: true,\n    get: function () {\n      return _string.escapeExpression;\n    }\n  });\n  Object.defineProperty(exports, 'htmlSafe', {\n    enumerable: true,\n    get: function () {\n      return _string.htmlSafe;\n    }\n  });\n  Object.defineProperty(exports, 'isHTMLSafe', {\n    enumerable: true,\n    get: function () {\n      return _string.isHTMLSafe;\n    }\n  });\n  Object.defineProperty(exports, '_getSafeString', {\n    enumerable: true,\n    get: function () {\n      return _string.getSafeString;\n    }\n  });\n  Object.defineProperty(exports, 'Renderer', {\n    enumerable: true,\n    get: function () {\n      return _renderer.Renderer;\n    }\n  });\n  Object.defineProperty(exports, 'InertRenderer', {\n    enumerable: true,\n    get: function () {\n      return _renderer.InertRenderer;\n    }\n  });\n  Object.defineProperty(exports, 'InteractiveRenderer', {\n    enumerable: true,\n    get: function () {\n      return _renderer.InteractiveRenderer;\n    }\n  });\n  Object.defineProperty(exports, '_resetRenderers', {\n    enumerable: true,\n    get: function () {\n      return _renderer._resetRenderers;\n    }\n  });\n  Object.defineProperty(exports, 'getTemplate', {\n    enumerable: true,\n    get: function () {\n      return _template_registry.getTemplate;\n    }\n  });\n  Object.defineProperty(exports, 'setTemplate', {\n    enumerable: true,\n    get: function () {\n      return _template_registry.setTemplate;\n    }\n  });\n  Object.defineProperty(exports, 'hasTemplate', {\n    enumerable: true,\n    get: function () {\n      return _template_registry.hasTemplate;\n    }\n  });\n  Object.defineProperty(exports, 'getTemplates', {\n    enumerable: true,\n    get: function () {\n      return _template_registry.getTemplates;\n    }\n  });\n  Object.defineProperty(exports, 'setTemplates', {\n    enumerable: true,\n    get: function () {\n      return _template_registry.setTemplates;\n    }\n  });\n  Object.defineProperty(exports, 'setupEngineRegistry', {\n    enumerable: true,\n    get: function () {\n      return _setupRegistry.setupEngineRegistry;\n    }\n  });\n  Object.defineProperty(exports, 'setupApplicationRegistry', {\n    enumerable: true,\n    get: function () {\n      return _setupRegistry.setupApplicationRegistry;\n    }\n  });\n  Object.defineProperty(exports, 'DOMChanges', {\n    enumerable: true,\n    get: function () {\n      return _dom.DOMChanges;\n    }\n  });\n  Object.defineProperty(exports, 'NodeDOMTreeConstruction', {\n    enumerable: true,\n    get: function () {\n      return _dom.NodeDOMTreeConstruction;\n    }\n  });\n  Object.defineProperty(exports, 'DOMTreeConstruction', {\n    enumerable: true,\n    get: function () {\n      return _dom.DOMTreeConstruction;\n    }\n  });\n  Object.defineProperty(exports, '_registerMacros', {\n    enumerable: true,\n    get: function () {\n      return _syntax.registerMacros;\n    }\n  });\n  Object.defineProperty(exports, '_experimentalMacros', {\n    enumerable: true,\n    get: function () {\n      return _syntax.experimentalMacros;\n    }\n  });\n  Object.defineProperty(exports, 'AbstractComponentManager', {\n    enumerable: true,\n    get: function () {\n      return _abstract.default;\n    }\n  });\n});","enifed('ember-glimmer/modifiers/action', ['exports', 'ember-babel', 'ember-debug', 'ember-metal', 'ember-utils', 'ember-views', 'ember-glimmer/helpers/action'], function (exports, _emberBabel, _emberDebug, _emberMetal, _emberUtils, _emberViews, _action) {\n    'use strict';\n\n    exports.ActionState = exports.ActionHelper = undefined;\n\n    var MODIFIERS = ['alt', 'shift', 'meta', 'ctrl'];\n    var POINTER_EVENT_TYPE_REGEX = /^click|mouse|touch/;\n    function isAllowedEvent(event, allowedKeys) {\n        if (allowedKeys === null || allowedKeys === undefined) {\n            if (POINTER_EVENT_TYPE_REGEX.test(event.type)) {\n                return (0, _emberViews.isSimpleClick)(event);\n            } else {\n                allowedKeys = '';\n            }\n        }\n        if (allowedKeys.indexOf('any') >= 0) {\n            return true;\n        }\n        for (var i = 0; i < MODIFIERS.length; i++) {\n            if (event[MODIFIERS[i] + 'Key'] && allowedKeys.indexOf(MODIFIERS[i]) === -1) {\n                return false;\n            }\n        }\n        return true;\n    }\n    var ActionHelper = exports.ActionHelper = {\n        // registeredActions is re-exported for compatibility with older plugins\n        // that were using this undocumented API.\n        registeredActions: _emberViews.ActionManager.registeredActions,\n        registerAction: function (actionState) {\n            var actionId = actionState.actionId;\n\n            _emberViews.ActionManager.registeredActions[actionId] = actionState;\n            return actionId;\n        },\n        unregisterAction: function (actionState) {\n            var actionId = actionState.actionId;\n\n            delete _emberViews.ActionManager.registeredActions[actionId];\n        }\n    };\n\n    var ActionState = exports.ActionState = function () {\n        function ActionState(element, actionId, actionName, actionArgs, namedArgs, positionalArgs, implicitTarget, dom) {\n            (0, _emberBabel.classCallCheck)(this, ActionState);\n\n            this.element = element;\n            this.actionId = actionId;\n            this.actionName = actionName;\n            this.actionArgs = actionArgs;\n            this.namedArgs = namedArgs;\n            this.positional = positionalArgs;\n            this.implicitTarget = implicitTarget;\n            this.dom = dom;\n            this.eventName = this.getEventName();\n        }\n\n        ActionState.prototype.getEventName = function getEventName() {\n            return this.namedArgs.get('on').value() || 'click';\n        };\n\n        ActionState.prototype.getActionArgs = function getActionArgs() {\n            var result = new Array(this.actionArgs.length);\n            for (var i = 0; i < this.actionArgs.length; i++) {\n                result[i] = this.actionArgs[i].value();\n            }\n            return result;\n        };\n\n        ActionState.prototype.getTarget = function getTarget() {\n            var implicitTarget = this.implicitTarget,\n                namedArgs = this.namedArgs;\n\n            var target = void 0;\n            if (namedArgs.has('target')) {\n                target = namedArgs.get('target').value();\n            } else {\n                target = implicitTarget.value();\n            }\n            return target;\n        };\n\n        ActionState.prototype.handler = function handler(event) {\n            var _this = this;\n\n            var actionName = this.actionName,\n                namedArgs = this.namedArgs;\n\n            var bubbles = namedArgs.get('bubbles');\n            var preventDefault = namedArgs.get('preventDefault');\n            var allowedKeys = namedArgs.get('allowedKeys');\n            var target = this.getTarget();\n            if (!isAllowedEvent(event, allowedKeys.value())) {\n                return true;\n            }\n            if (preventDefault.value() !== false) {\n                event.preventDefault();\n            }\n            if (bubbles.value() === false) {\n                event.stopPropagation();\n            }\n            (0, _emberMetal.run)(function () {\n                var args = _this.getActionArgs();\n                var payload = {\n                    args: args,\n                    target: target,\n                    name: null\n                };\n                if (typeof actionName[_action.INVOKE] === 'function') {\n                    (0, _emberMetal.flaggedInstrument)('interaction.ember-action', payload, function () {\n                        actionName[_action.INVOKE].apply(actionName, args);\n                    });\n                    return;\n                }\n                if (typeof actionName === 'function') {\n                    (0, _emberMetal.flaggedInstrument)('interaction.ember-action', payload, function () {\n                        actionName.apply(target, args);\n                    });\n                    return;\n                }\n                payload.name = actionName;\n                if (target.send) {\n                    (0, _emberMetal.flaggedInstrument)('interaction.ember-action', payload, function () {\n                        target.send.apply(target, [actionName].concat(args));\n                    });\n                } else {\n                    (true && !(typeof target[actionName] === 'function') && (0, _emberDebug.assert)('The action \\'' + actionName + '\\' did not exist on ' + target, typeof target[actionName] === 'function'));\n\n                    (0, _emberMetal.flaggedInstrument)('interaction.ember-action', payload, function () {\n                        target[actionName].apply(target, args);\n                    });\n                }\n            });\n            return false;\n        };\n\n        ActionState.prototype.destroy = function destroy() {\n            ActionHelper.unregisterAction(this);\n        };\n\n        return ActionState;\n    }();\n\n    var ActionModifierManager = function () {\n        function ActionModifierManager() {\n            (0, _emberBabel.classCallCheck)(this, ActionModifierManager);\n        }\n\n        ActionModifierManager.prototype.create = function create(element, args, _dynamicScope, dom) {\n            var _args$capture = args.capture(),\n                named = _args$capture.named,\n                positional = _args$capture.positional;\n\n            var implicitTarget = void 0;\n            var actionName = void 0;\n            var actionNameRef = void 0;\n            if (positional.length > 1) {\n                implicitTarget = positional.at(0);\n                actionNameRef = positional.at(1);\n                if (actionNameRef[_action.INVOKE]) {\n                    actionName = actionNameRef;\n                } else {\n                    var actionLabel = actionNameRef._propertyKey;\n                    actionName = actionNameRef.value();\n                    (true && !(typeof actionName === 'string' || typeof actionName === 'function') && (0, _emberDebug.assert)('You specified a quoteless path, `' + actionLabel + '`, to the ' + '{{action}} helper which did not resolve to an action name (a ' + 'string). Perhaps you meant to use a quoted actionName? (e.g. ' + '{{action \"' + actionLabel + '\"}}).', typeof actionName === 'string' || typeof actionName === 'function'));\n                }\n            }\n            var actionArgs = [];\n            // The first two arguments are (1) `this` and (2) the action name.\n            // Everything else is a param.\n            for (var i = 2; i < positional.length; i++) {\n                actionArgs.push(positional.at(i));\n            }\n            var actionId = (0, _emberUtils.uuid)();\n            return new ActionState(element, actionId, actionName, actionArgs, named, positional, implicitTarget, dom);\n        };\n\n        ActionModifierManager.prototype.install = function install(actionState) {\n            var dom = actionState.dom,\n                element = actionState.element,\n                actionId = actionState.actionId;\n\n            ActionHelper.registerAction(actionState);\n            dom.setAttribute(element, 'data-ember-action', '');\n            dom.setAttribute(element, 'data-ember-action-' + actionId, actionId);\n        };\n\n        ActionModifierManager.prototype.update = function update(actionState) {\n            var positional = actionState.positional;\n\n            var actionNameRef = positional.at(1);\n            if (!actionNameRef[_action.INVOKE]) {\n                actionState.actionName = actionNameRef.value();\n            }\n            actionState.eventName = actionState.getEventName();\n        };\n\n        ActionModifierManager.prototype.getDestructor = function getDestructor(modifier) {\n            return modifier;\n        };\n\n        return ActionModifierManager;\n    }();\n\n    exports.default = ActionModifierManager;\n});","enifed('ember-glimmer/protocol-for-url', ['exports', 'ember-environment', 'node-module'], function (exports, _emberEnvironment, _nodeModule) {\n    'use strict';\n\n    exports.default = installProtocolForURL;\n    /* globals module, URL */\n    var nodeURL = void 0;\n    var parsingNode = void 0;\n    function installProtocolForURL(environment) {\n        var protocol = void 0;\n        if (_emberEnvironment.environment.hasDOM) {\n            protocol = browserProtocolForURL.call(environment, 'foobar:baz');\n        }\n        // Test to see if our DOM implementation parses\n        // and normalizes URLs.\n        if (protocol === 'foobar:') {\n            // Swap in the method that doesn't do this test now that\n            // we know it works.\n            environment.protocolForURL = browserProtocolForURL;\n        } else if (typeof URL === 'object') {\n            // URL globally provided, likely from FastBoot's sandbox\n            nodeURL = URL;\n            environment.protocolForURL = nodeProtocolForURL;\n        } else if (_nodeModule.IS_NODE) {\n            // Otherwise, we need to fall back to our own URL parsing.\n            // Global `require` is shadowed by Ember's loader so we have to use the fully\n            // qualified `module.require`.\n            // tslint:disable-next-line:no-require-imports\n            nodeURL = (0, _nodeModule.require)('url');\n            environment.protocolForURL = nodeProtocolForURL;\n        } else {\n            throw new Error('Could not find valid URL parsing mechanism for URL Sanitization');\n        }\n    }\n    function browserProtocolForURL(url) {\n        if (!parsingNode) {\n            parsingNode = document.createElement('a');\n        }\n        parsingNode.href = url;\n        return parsingNode.protocol;\n    }\n    function nodeProtocolForURL(url) {\n        var protocol = null;\n        if (typeof url === 'string') {\n            protocol = nodeURL.parse(url).protocol;\n        }\n        return protocol === null ? ':' : protocol;\n    }\n});","enifed('ember-glimmer/renderer', ['exports', 'ember-babel', '@glimmer/reference', 'ember-debug', 'ember-metal', 'ember-views', 'ember-glimmer/component', 'ember-glimmer/component-managers/outlet', 'ember-glimmer/component-managers/root', 'ember-glimmer/utils/references', '@glimmer/runtime'], function (exports, _emberBabel, _reference, _emberDebug, _emberMetal, _emberViews, _component, _outlet, _root2, _references, _runtime) {\n    'use strict';\n\n    exports.InteractiveRenderer = exports.InertRenderer = exports.Renderer = exports.DynamicScope = undefined;\n    exports._resetRenderers = _resetRenderers;\n    var backburner = _emberMetal.run.backburner;\n\n    var DynamicScope = exports.DynamicScope = function () {\n        function DynamicScope(view, outletState, rootOutletState) {\n            (0, _emberBabel.classCallCheck)(this, DynamicScope);\n\n            this.view = view;\n            this.outletState = outletState;\n            this.rootOutletState = rootOutletState;\n        }\n\n        DynamicScope.prototype.child = function child() {\n            return new DynamicScope(this.view, this.outletState, this.rootOutletState);\n        };\n\n        DynamicScope.prototype.get = function get(key) {\n            // tslint:disable-next-line:max-line-length\n            (true && !(key === 'outletState') && (0, _emberDebug.assert)('Using `-get-dynamic-scope` is only supported for `outletState` (you used `' + key + '`).', key === 'outletState'));\n\n            return this.outletState;\n        };\n\n        DynamicScope.prototype.set = function set(key, value) {\n            // tslint:disable-next-line:max-line-length\n            (true && !(key === 'outletState') && (0, _emberDebug.assert)('Using `-with-dynamic-scope` is only supported for `outletState` (you used `' + key + '`).', key === 'outletState'));\n\n            this.outletState = value;\n            return value;\n        };\n\n        return DynamicScope;\n    }();\n\n    var RootState = function () {\n        function RootState(root, env, template, self, parentElement, dynamicScope) {\n            var _this = this;\n\n            (0, _emberBabel.classCallCheck)(this, RootState);\n            (true && !(template !== undefined) && (0, _emberDebug.assert)('You cannot render `' + self.value() + '` without a template.', template !== undefined));\n\n            this.id = (0, _emberViews.getViewId)(root);\n            this.env = env;\n            this.root = root;\n            this.result = undefined;\n            this.shouldReflush = false;\n            this.destroyed = false;\n            this._removing = false;\n            var options = this.options = {\n                alwaysRevalidate: false\n            };\n            this.render = function () {\n                var iterator = template.render(self, parentElement, dynamicScope);\n                var iteratorResult = void 0;\n                do {\n                    iteratorResult = iterator.next();\n                } while (!iteratorResult.done);\n                var result = _this.result = iteratorResult.value;\n                // override .render function after initial render\n                _this.render = function () {\n                    return result.rerender(options);\n                };\n            };\n        }\n\n        RootState.prototype.isFor = function isFor(possibleRoot) {\n            return this.root === possibleRoot;\n        };\n\n        RootState.prototype.destroy = function destroy() {\n            var result = this.result,\n                env = this.env;\n\n            this.destroyed = true;\n            this.env = undefined;\n            this.root = null;\n            this.result = undefined;\n            this.render = undefined;\n            if (result) {\n                /*\n                 Handles these scenarios:\n                        * When roots are removed during standard rendering process, a transaction exists already\n                   `.begin()` / `.commit()` are not needed.\n                 * When roots are being destroyed manually (`component.append(); component.destroy() case), no\n                   transaction exists already.\n                 * When roots are being destroyed during `Renderer#destroy`, no transaction exists\n                        */\n                var needsTransaction = !env.inTransaction;\n                if (needsTransaction) {\n                    env.begin();\n                }\n                result.destroy();\n                if (needsTransaction) {\n                    env.commit();\n                }\n            }\n        };\n\n        return RootState;\n    }();\n\n    var renderers = [];\n    function _resetRenderers() {\n        renderers.length = 0;\n    }\n    (0, _emberMetal.setHasViews)(function () {\n        return renderers.length > 0;\n    });\n    function register(renderer) {\n        (true && !(renderers.indexOf(renderer) === -1) && (0, _emberDebug.assert)('Cannot register the same renderer twice', renderers.indexOf(renderer) === -1));\n\n        renderers.push(renderer);\n    }\n    function deregister(renderer) {\n        var index = renderers.indexOf(renderer);\n        (true && !(index !== -1) && (0, _emberDebug.assert)('Cannot deregister unknown unregistered renderer', index !== -1));\n\n        renderers.splice(index, 1);\n    }\n    function loopBegin() {\n        for (var i = 0; i < renderers.length; i++) {\n            renderers[i]._scheduleRevalidate();\n        }\n    }\n    function K() {}\n    var loops = 0;\n    function loopEnd() {\n        for (var i = 0; i < renderers.length; i++) {\n            if (!renderers[i]._isValid()) {\n                if (loops > 10) {\n                    loops = 0;\n                    // TODO: do something better\n                    renderers[i].destroy();\n                    throw new Error('infinite rendering invalidation detected');\n                }\n                loops++;\n                return backburner.join(null, K);\n            }\n        }\n        loops = 0;\n    }\n    backburner.on('begin', loopBegin);\n    backburner.on('end', loopEnd);\n\n    var Renderer = exports.Renderer = function () {\n        function Renderer(env, rootTemplate) {\n            var _viewRegistry = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : _emberViews.fallbackViewRegistry;\n\n            var destinedForDOM = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;\n            (0, _emberBabel.classCallCheck)(this, Renderer);\n\n            this._env = env;\n            this._rootTemplate = rootTemplate;\n            this._viewRegistry = _viewRegistry;\n            this._destinedForDOM = destinedForDOM;\n            this._destroyed = false;\n            this._roots = [];\n            this._lastRevision = -1;\n            this._isRenderingRoots = false;\n            this._removedRoots = [];\n        }\n        // renderer HOOKS\n\n\n        Renderer.prototype.appendOutletView = function appendOutletView(view, target) {\n            var definition = new _outlet.TopLevelOutletComponentDefinition(view);\n            var outletStateReference = view.toReference();\n            this._appendDefinition(view, definition, target, outletStateReference);\n        };\n\n        Renderer.prototype.appendTo = function appendTo(view, target) {\n            var rootDef = new _root2.RootComponentDefinition(view);\n            this._appendDefinition(view, rootDef, target);\n        };\n\n        Renderer.prototype._appendDefinition = function _appendDefinition(root, definition, target, outletStateReference) {\n            var self = new _references.RootReference(definition);\n            var dynamicScope = new DynamicScope(null, outletStateReference || _runtime.NULL_REFERENCE, outletStateReference);\n            var rootState = new RootState(root, this._env, this._rootTemplate, self, target, dynamicScope);\n            this._renderRoot(rootState);\n        };\n\n        Renderer.prototype.rerender = function rerender() {\n            this._scheduleRevalidate();\n        };\n\n        Renderer.prototype.register = function register(view) {\n            var id = (0, _emberViews.getViewId)(view);\n            (true && !(!this._viewRegistry[id]) && (0, _emberDebug.assert)('Attempted to register a view with an id already in use: ' + id, !this._viewRegistry[id]));\n\n            this._viewRegistry[id] = view;\n        };\n\n        Renderer.prototype.unregister = function unregister(view) {\n            delete this._viewRegistry[(0, _emberViews.getViewId)(view)];\n        };\n\n        Renderer.prototype.remove = function remove(view) {\n            view._transitionTo('destroying');\n            this.cleanupRootFor(view);\n            (0, _emberViews.setViewElement)(view, null);\n            if (this._destinedForDOM) {\n                view.trigger('didDestroyElement');\n            }\n            if (!view.isDestroying) {\n                view.destroy();\n            }\n        };\n\n        Renderer.prototype.cleanupRootFor = function cleanupRootFor(view) {\n            // no need to cleanup roots if we have already been destroyed\n            if (this._destroyed) {\n                return;\n            }\n            var roots = this._roots;\n            // traverse in reverse so we can remove items\n            // without mucking up the index\n            var i = this._roots.length;\n            while (i--) {\n                var root = roots[i];\n                if (root.isFor(view)) {\n                    root.destroy();\n                    roots.splice(i, 1);\n                }\n            }\n        };\n\n        Renderer.prototype.destroy = function destroy() {\n            if (this._destroyed) {\n                return;\n            }\n            this._destroyed = true;\n            this._clearAllRoots();\n        };\n\n        Renderer.prototype.getBounds = function getBounds(view) {\n            var bounds = view[_component.BOUNDS];\n            var parentElement = bounds.parentElement();\n            var firstNode = bounds.firstNode();\n            var lastNode = bounds.lastNode();\n            return { parentElement: parentElement, firstNode: firstNode, lastNode: lastNode };\n        };\n\n        Renderer.prototype.createElement = function createElement(tagName) {\n            return this._env.getAppendOperations().createElement(tagName);\n        };\n\n        Renderer.prototype._renderRoot = function _renderRoot(root) {\n            var roots = this._roots;\n\n            roots.push(root);\n            if (roots.length === 1) {\n                register(this);\n            }\n            this._renderRootsTransaction();\n        };\n\n        Renderer.prototype._renderRoots = function _renderRoots() {\n            var roots = this._roots,\n                env = this._env,\n                removedRoots = this._removedRoots;\n\n            var globalShouldReflush = void 0;\n            var initialRootsLength = void 0;\n            do {\n                env.begin();\n                // ensure that for the first iteration of the loop\n                // each root is processed\n                initialRootsLength = roots.length;\n                globalShouldReflush = false;\n                for (var i = 0; i < roots.length; i++) {\n                    var root = roots[i];\n                    if (root.destroyed) {\n                        // add to the list of roots to be removed\n                        // they will be removed from `this._roots` later\n                        removedRoots.push(root);\n                        // skip over roots that have been marked as destroyed\n                        continue;\n                    }\n                    var shouldReflush = root.shouldReflush;\n                    // when processing non-initial reflush loops,\n                    // do not process more roots than needed\n\n                    if (i >= initialRootsLength && !shouldReflush) {\n                        continue;\n                    }\n                    root.options.alwaysRevalidate = shouldReflush;\n                    // track shouldReflush based on this roots render result\n                    shouldReflush = root.shouldReflush = (0, _emberMetal.runInTransaction)(root, 'render');\n                    // globalShouldReflush should be `true` if *any* of\n                    // the roots need to reflush\n                    globalShouldReflush = globalShouldReflush || shouldReflush;\n                }\n                this._lastRevision = _reference.CURRENT_TAG.value();\n                env.commit();\n            } while (globalShouldReflush || roots.length > initialRootsLength);\n            // remove any roots that were destroyed during this transaction\n            while (removedRoots.length) {\n                var _root = removedRoots.pop();\n                var rootIndex = roots.indexOf(_root);\n                roots.splice(rootIndex, 1);\n            }\n            if (this._roots.length === 0) {\n                deregister(this);\n            }\n        };\n\n        Renderer.prototype._renderRootsTransaction = function _renderRootsTransaction() {\n            if (this._isRenderingRoots) {\n                // currently rendering roots, a new root was added and will\n                // be processed by the existing _renderRoots invocation\n                return;\n            }\n            // used to prevent calling _renderRoots again (see above)\n            // while we are actively rendering roots\n            this._isRenderingRoots = true;\n            var completedWithoutError = false;\n            try {\n                this._renderRoots();\n                completedWithoutError = true;\n            } finally {\n                if (!completedWithoutError) {\n                    this._lastRevision = _reference.CURRENT_TAG.value();\n                    if (this._env.inTransaction === true) {\n                        this._env.commit();\n                    }\n                }\n                this._isRenderingRoots = false;\n            }\n        };\n\n        Renderer.prototype._clearAllRoots = function _clearAllRoots() {\n            var roots = this._roots;\n            for (var i = 0; i < roots.length; i++) {\n                var root = roots[i];\n                root.destroy();\n            }\n            this._removedRoots.length = 0;\n            this._roots = [];\n            // if roots were present before destroying\n            // deregister this renderer instance\n            if (roots.length) {\n                deregister(this);\n            }\n        };\n\n        Renderer.prototype._scheduleRevalidate = function _scheduleRevalidate() {\n            backburner.scheduleOnce('render', this, this._revalidate);\n        };\n\n        Renderer.prototype._isValid = function _isValid() {\n            return this._destroyed || this._roots.length === 0 || _reference.CURRENT_TAG.validate(this._lastRevision);\n        };\n\n        Renderer.prototype._revalidate = function _revalidate() {\n            if (this._isValid()) {\n                return;\n            }\n            this._renderRootsTransaction();\n        };\n\n        return Renderer;\n    }();\n\n    var InertRenderer = exports.InertRenderer = function (_Renderer) {\n        (0, _emberBabel.inherits)(InertRenderer, _Renderer);\n\n        function InertRenderer() {\n            (0, _emberBabel.classCallCheck)(this, InertRenderer);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _Renderer.apply(this, arguments));\n        }\n\n        InertRenderer.create = function create(_ref) {\n            var env = _ref.env,\n                rootTemplate = _ref.rootTemplate,\n                _viewRegistry = _ref._viewRegistry;\n\n            return new this(env, rootTemplate, _viewRegistry, false);\n        };\n\n        InertRenderer.prototype.getElement = function getElement(_view) {\n            throw new Error('Accessing `this.element` is not allowed in non-interactive environments (such as FastBoot).');\n        };\n\n        return InertRenderer;\n    }(Renderer);\n\n    var InteractiveRenderer = exports.InteractiveRenderer = function (_Renderer2) {\n        (0, _emberBabel.inherits)(InteractiveRenderer, _Renderer2);\n\n        function InteractiveRenderer() {\n            (0, _emberBabel.classCallCheck)(this, InteractiveRenderer);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _Renderer2.apply(this, arguments));\n        }\n\n        InteractiveRenderer.create = function create(_ref2) {\n            var env = _ref2.env,\n                rootTemplate = _ref2.rootTemplate,\n                _viewRegistry = _ref2._viewRegistry;\n\n            return new this(env, rootTemplate, _viewRegistry, true);\n        };\n\n        InteractiveRenderer.prototype.getElement = function getElement(view) {\n            return (0, _emberViews.getViewElement)(view);\n        };\n\n        return InteractiveRenderer;\n    }(Renderer);\n});","enifed('ember-glimmer/setup-registry', ['exports', 'ember-babel', 'container', 'ember-environment', 'ember-glimmer/component', 'ember-glimmer/components/checkbox', 'ember-glimmer/components/link-to', 'ember-glimmer/components/text_area', 'ember-glimmer/components/text_field', 'ember-glimmer/dom', 'ember-glimmer/environment', 'ember-glimmer/renderer', 'ember-glimmer/templates/component', 'ember-glimmer/templates/outlet', 'ember-glimmer/templates/root', 'ember-glimmer/views/outlet', 'ember-glimmer/helpers/loc'], function (exports, _emberBabel, _container, _emberEnvironment, _component, _checkbox, _linkTo, _text_area, _text_field, _dom, _environment, _renderer, _component2, _outlet, _root, _outlet2, _loc) {\n    'use strict';\n\n    exports.setupApplicationRegistry = setupApplicationRegistry;\n    exports.setupEngineRegistry = setupEngineRegistry;\n\n    var _templateObject = (0, _emberBabel.taggedTemplateLiteralLoose)(['template:-root'], ['template:-root']),\n        _templateObject2 = (0, _emberBabel.taggedTemplateLiteralLoose)(['template:components/-default'], ['template:components/-default']),\n        _templateObject3 = (0, _emberBabel.taggedTemplateLiteralLoose)(['component:-default'], ['component:-default']);\n\n    function setupApplicationRegistry(registry) {\n        registry.injection('service:-glimmer-environment', 'appendOperations', 'service:-dom-tree-construction');\n        registry.injection('renderer', 'env', 'service:-glimmer-environment');\n        registry.register((0, _container.privatize)(_templateObject), _root.default);\n        registry.injection('renderer', 'rootTemplate', (0, _container.privatize)(_templateObject));\n        registry.register('renderer:-dom', _renderer.InteractiveRenderer);\n        registry.register('renderer:-inert', _renderer.InertRenderer);\n        if (_emberEnvironment.environment.hasDOM) {\n            registry.injection('service:-glimmer-environment', 'updateOperations', 'service:-dom-changes');\n        }\n        registry.register('service:-dom-changes', {\n            create: function (_ref) {\n                var document = _ref.document;\n\n                return new _dom.DOMChanges(document);\n            }\n        });\n        registry.register('service:-dom-tree-construction', {\n            create: function (_ref2) {\n                var document = _ref2.document;\n\n                var Implementation = _emberEnvironment.environment.hasDOM ? _dom.DOMTreeConstruction : _dom.NodeDOMTreeConstruction;\n                return new Implementation(document);\n            }\n        });\n    }\n    function setupEngineRegistry(registry) {\n        registry.register('view:-outlet', _outlet2.default);\n        registry.register('template:-outlet', _outlet.default);\n        registry.injection('view:-outlet', 'template', 'template:-outlet');\n        registry.injection('service:-dom-changes', 'document', 'service:-document');\n        registry.injection('service:-dom-tree-construction', 'document', 'service:-document');\n        registry.register((0, _container.privatize)(_templateObject2), _component2.default);\n        registry.register('service:-glimmer-environment', _environment.default);\n        registry.injection('template', 'env', 'service:-glimmer-environment');\n        registry.optionsForType('helper', { instantiate: false });\n        registry.register('helper:loc', _loc.default);\n        registry.register('component:-text-field', _text_field.default);\n        registry.register('component:-text-area', _text_area.default);\n        registry.register('component:-checkbox', _checkbox.default);\n        registry.register('component:link-to', _linkTo.default);\n        registry.register((0, _container.privatize)(_templateObject3), _component.default);\n    }\n});","enifed('ember-glimmer/syntax', ['exports', 'ember-debug', 'ember-glimmer/syntax/-text-area', 'ember-glimmer/syntax/dynamic-component', 'ember-glimmer/syntax/input', 'ember-glimmer/syntax/mount', 'ember-glimmer/syntax/outlet', 'ember-glimmer/syntax/render', 'ember-glimmer/syntax/utils', 'ember-glimmer/utils/bindings'], function (exports, _emberDebug, _textArea, _dynamicComponent, _input, _mount, _outlet, _render, _utils, _bindings) {\n    'use strict';\n\n    exports.experimentalMacros = undefined;\n    exports.registerMacros = registerMacros;\n    exports.populateMacros = populateMacros;\n\n    function refineInlineSyntax(name, params, hash, builder) {\n        (true && !(!(builder.env.builtInHelpers[name] && builder.env.owner.hasRegistration('helper:' + name))) && (0, _emberDebug.assert)('You attempted to overwrite the built-in helper \"' + name + '\" which is not allowed. Please rename the helper.', !(builder.env.builtInHelpers[name] && builder.env.owner.hasRegistration('helper:' + name))));\n\n        var definition = void 0;\n        if (name.indexOf('-') > -1) {\n            definition = builder.env.getComponentDefinition(name, builder.meta.templateMeta);\n        }\n        if (definition) {\n            (0, _bindings.wrapComponentClassAttribute)(hash);\n            builder.component.static(definition, [params, (0, _utils.hashToArgs)(hash), null, null]);\n            return true;\n        }\n        return false;\n    }\n    function refineBlockSyntax(name, params, hash, _default, inverse, builder) {\n        if (name.indexOf('-') === -1) {\n            return false;\n        }\n        var meta = builder.meta.templateMeta;\n        var definition = void 0;\n        if (name.indexOf('-') > -1) {\n            definition = builder.env.getComponentDefinition(name, meta);\n        }\n        if (definition) {\n            (0, _bindings.wrapComponentClassAttribute)(hash);\n            builder.component.static(definition, [params, (0, _utils.hashToArgs)(hash), _default, inverse]);\n            return true;\n        }\n        (true && !(builder.env.hasHelper(name, meta)) && (0, _emberDebug.assert)('A component or helper named \"' + name + '\" could not be found', builder.env.hasHelper(name, meta)));\n        (true && !(!builder.env.hasHelper(name, meta)) && (0, _emberDebug.assert)('Helpers may not be used in the block form, for example {{#' + name + '}}{{/' + name + '}}. Please use a component, or alternatively use the helper in combination with a built-in Ember helper, for example {{#if (' + name + ')}}{{/if}}.', !builder.env.hasHelper(name, meta)));\n\n        return false;\n    }\n    var experimentalMacros = exports.experimentalMacros = [];\n    // This is a private API to allow for experimental macros\n    // to be created in user space. Registering a macro should\n    // should be done in an initializer.\n    function registerMacros(macro) {\n        experimentalMacros.push(macro);\n    }\n    function populateMacros(blocks, inlines) {\n        inlines.add('outlet', _outlet.outletMacro);\n        inlines.add('component', _dynamicComponent.inlineComponentMacro);\n        inlines.add('render', _render.renderMacro);\n        inlines.add('mount', _mount.mountMacro);\n        inlines.add('input', _input.inputMacro);\n        inlines.add('textarea', _textArea.textAreaMacro);\n        inlines.addMissing(refineInlineSyntax);\n        blocks.add('component', _dynamicComponent.blockComponentMacro);\n        blocks.addMissing(refineBlockSyntax);\n        for (var i = 0; i < experimentalMacros.length; i++) {\n            var macro = experimentalMacros[i];\n            macro(blocks, inlines);\n        }\n        return { blocks: blocks, inlines: inlines };\n    }\n});","enifed('ember-glimmer/syntax/-text-area', ['exports', 'ember-glimmer/utils/bindings', 'ember-glimmer/syntax/utils'], function (exports, _bindings, _utils) {\n    'use strict';\n\n    exports.textAreaMacro = textAreaMacro;\n    function textAreaMacro(_name, params, hash, builder) {\n        var definition = builder.env.getComponentDefinition('-text-area', builder.meta.templateMeta);\n        (0, _bindings.wrapComponentClassAttribute)(hash);\n        builder.component.static(definition, [params, (0, _utils.hashToArgs)(hash), null, null]);\n        return true;\n    }\n});","enifed('ember-glimmer/syntax/dynamic-component', ['exports', 'ember-babel', '@glimmer/runtime', 'ember-debug', 'ember-glimmer/syntax/utils'], function (exports, _emberBabel, _runtime, _emberDebug, _utils) {\n    'use strict';\n\n    exports.dynamicComponentMacro = dynamicComponentMacro;\n    exports.blockComponentMacro = blockComponentMacro;\n    exports.inlineComponentMacro = inlineComponentMacro;\n\n    function dynamicComponentFor(vm, args, meta) {\n        var env = vm.env;\n        var nameRef = args.positional.at(0);\n        return new DynamicComponentReference({ nameRef: nameRef, env: env, meta: meta, args: null });\n    }\n    function dynamicComponentMacro(params, hash, _default, _inverse, builder) {\n        var definitionArgs = [params.slice(0, 1), null, null, null];\n        var args = [params.slice(1), (0, _utils.hashToArgs)(hash), null, null];\n        builder.component.dynamic(definitionArgs, dynamicComponentFor, args);\n        return true;\n    }\n    function blockComponentMacro(params, hash, _default, inverse, builder) {\n        var definitionArgs = [params.slice(0, 1), null, null, null];\n        var args = [params.slice(1), (0, _utils.hashToArgs)(hash), _default, inverse];\n        builder.component.dynamic(definitionArgs, dynamicComponentFor, args);\n        return true;\n    }\n    function inlineComponentMacro(_name, params, hash, builder) {\n        var definitionArgs = [params.slice(0, 1), null, null, null];\n        var args = [params.slice(1), (0, _utils.hashToArgs)(hash), null, null];\n        builder.component.dynamic(definitionArgs, dynamicComponentFor, args);\n        return true;\n    }\n\n    var DynamicComponentReference = function () {\n        function DynamicComponentReference(_ref) {\n            var nameRef = _ref.nameRef,\n                env = _ref.env,\n                meta = _ref.meta,\n                args = _ref.args;\n            (0, _emberBabel.classCallCheck)(this, DynamicComponentReference);\n\n            this.tag = nameRef.tag;\n            this.nameRef = nameRef;\n            this.env = env;\n            this.meta = meta;\n            this.args = args;\n        }\n\n        DynamicComponentReference.prototype.value = function value() {\n            var env = this.env,\n                nameRef = this.nameRef,\n                meta = this.meta;\n\n            var nameOrDef = nameRef.value();\n            if (typeof nameOrDef === 'string') {\n                var definition = env.getComponentDefinition(nameOrDef, meta);\n                // tslint:disable-next-line:max-line-length\n                (true && !(!!definition) && (0, _emberDebug.assert)('Could not find component named \"' + nameOrDef + '\" (no component or template with that name was found)', !!definition));\n\n                return definition;\n            } else if ((0, _runtime.isComponentDefinition)(nameOrDef)) {\n                return nameOrDef;\n            } else {\n                return null;\n            }\n        };\n\n        DynamicComponentReference.prototype.get = function get() {};\n\n        return DynamicComponentReference;\n    }();\n});","enifed('ember-glimmer/syntax/input', ['exports', 'ember-debug', 'ember-glimmer/utils/bindings', 'ember-glimmer/syntax/dynamic-component', 'ember-glimmer/syntax/utils'], function (exports, _emberDebug, _bindings, _dynamicComponent, _utils) {\n    'use strict';\n\n    exports.inputMacro = inputMacro;\n    /**\n    @module ember\n    */\n    function buildSyntax(type, params, hash, builder) {\n        var definition = builder.env.getComponentDefinition(type, builder.meta.templateMeta);\n        builder.component.static(definition, [params, (0, _utils.hashToArgs)(hash), null, null]);\n        return true;\n    }\n    /**\n      The `{{input}}` helper lets you create an HTML `<input />` component.\n      It causes an `TextField` component to be rendered.  For more info,\n      see the [TextField](/api/classes/Ember.TextField.html) docs and\n      the [templates guide](https://emberjs.com/guides/templates/input-helpers/).\n    \n      ```handlebars\n      {{input value=\"987\"}}\n      ```\n    \n      renders as:\n    \n      ```HTML\n      <input type=\"text\" value=\"987\" />\n      ```\n    \n      ### Text field\n    \n      If no `type` option is specified, a default of type 'text' is used.\n      Many of the standard HTML attributes may be passed to this helper.\n      <table>\n        <tr><td>`readonly`</td><td>`required`</td><td>`autofocus`</td></tr>\n        <tr><td>`value`</td><td>`placeholder`</td><td>`disabled`</td></tr>\n        <tr><td>`size`</td><td>`tabindex`</td><td>`maxlength`</td></tr>\n        <tr><td>`name`</td><td>`min`</td><td>`max`</td></tr>\n        <tr><td>`pattern`</td><td>`accept`</td><td>`autocomplete`</td></tr>\n        <tr><td>`autosave`</td><td>`formaction`</td><td>`formenctype`</td></tr>\n        <tr><td>`formmethod`</td><td>`formnovalidate`</td><td>`formtarget`</td></tr>\n        <tr><td>`height`</td><td>`inputmode`</td><td>`multiple`</td></tr>\n        <tr><td>`step`</td><td>`width`</td><td>`form`</td></tr>\n        <tr><td>`selectionDirection`</td><td>`spellcheck`</td><td>&nbsp;</td></tr>\n      </table>\n      When set to a quoted string, these values will be directly applied to the HTML\n      element. When left unquoted, these values will be bound to a property on the\n      template's current rendering context (most typically a controller instance).\n      A very common use of this helper is to bind the `value` of an input to an Object's attribute:\n    \n      ```handlebars\n      Search:\n      {{input value=searchWord}}\n      ```\n    \n      In this example, the initial value in the `<input />` will be set to the value of `searchWord`.\n      If the user changes the text, the value of `searchWord` will also be updated.\n    \n      ### Actions\n    \n      The helper can send multiple actions based on user events.\n      The action property defines the action which is sent when\n      the user presses the return key.\n    \n      ```handlebars\n      {{input action=\"submit\"}}\n      ```\n    \n      The helper allows some user events to send actions.\n    \n      * `enter`\n      * `insert-newline`\n      * `escape-press`\n      * `focus-in`\n      * `focus-out`\n      * `key-press`\n      * `key-up`\n    \n      For example, if you desire an action to be sent when the input is blurred,\n      you only need to setup the action name to the event name property.\n    \n      ```handlebars\n      {{input focus-out=\"alertMessage\"}}\n      ```\n      See more about [Text Support Actions](/api/classes/Ember.TextField.html)\n    \n      ### Extending `TextField`\n    \n      Internally, `{{input type=\"text\"}}` creates an instance of `TextField`, passing\n      arguments from the helper to `TextField`'s `create` method. You can extend the\n      capabilities of text inputs in your applications by reopening this class. For example,\n      if you are building a Bootstrap project where `data-*` attributes are used, you\n      can add one to the `TextField`'s `attributeBindings` property:\n    \n      ```javascript\n      import TextField from '@ember/component/text-field';\n      TextField.reopen({\n        attributeBindings: ['data-error']\n      });\n      ```\n    \n      Keep in mind when writing `TextField` subclasses that `TextField`\n      itself extends `Component`. Expect isolated component semantics, not\n      legacy 1.x view semantics (like `controller` being present).\n      See more about [Ember components](/api/classes/Ember.Component.html)\n    \n      ### Checkbox\n    \n      Checkboxes are special forms of the `{{input}}` helper.  To create a `<checkbox />`:\n    \n      ```handlebars\n      Emberize Everything:\n      {{input type=\"checkbox\" name=\"isEmberized\" checked=isEmberized}}\n      ```\n    \n      This will bind checked state of this checkbox to the value of `isEmberized`  -- if either one changes,\n      it will be reflected in the other.\n    \n      The following HTML attributes can be set via the helper:\n    \n      * `checked`\n      * `disabled`\n      * `tabindex`\n      * `indeterminate`\n      * `name`\n      * `autofocus`\n      * `form`\n    \n      ### Extending `Checkbox`\n    \n      Internally, `{{input type=\"checkbox\"}}` creates an instance of `Checkbox`, passing\n      arguments from the helper to `Checkbox`'s `create` method. You can extend the\n      capablilties of checkbox inputs in your applications by reopening this class. For example,\n      if you wanted to add a css class to all checkboxes in your application:\n    \n      ```javascript\n      import Checkbox from '@ember/component/checkbox';\n    \n      Checkbox.reopen({\n        classNames: ['my-app-checkbox']\n      });\n      ```\n    \n      @method input\n      @for Ember.Templates.helpers\n      @param {Hash} options\n      @public\n    */\n    function inputMacro(_name, params, hash, builder) {\n        var keys = void 0;\n        var values = void 0;\n        var typeIndex = -1;\n        var valueIndex = -1;\n        if (hash) {\n            keys = hash[0];\n            values = hash[1];\n            typeIndex = keys.indexOf('type');\n            valueIndex = keys.indexOf('value');\n        }\n        if (!params) {\n            params = [];\n        }\n        if (typeIndex > -1) {\n            var typeArg = values[typeIndex];\n            if (Array.isArray(typeArg)) {\n                return (0, _dynamicComponent.dynamicComponentMacro)(params, hash, null, null, builder);\n            } else if (typeArg === 'checkbox') {\n                (true && !(valueIndex === -1) && (0, _emberDebug.assert)('{{input type=\\'checkbox\\'}} does not support setting `value=someBooleanValue`; ' + 'you must use `checked=someBooleanValue` instead.', valueIndex === -1));\n\n                (0, _bindings.wrapComponentClassAttribute)(hash);\n                return buildSyntax('-checkbox', params, hash, builder);\n            }\n        }\n        return buildSyntax('-text-field', params, hash, builder);\n    }\n});","enifed('ember-glimmer/syntax/mount', ['exports', 'ember-babel', 'ember-debug', 'ember/features', 'ember-glimmer/component-managers/mount', 'ember-glimmer/syntax/utils'], function (exports, _emberBabel, _emberDebug, _features, _mount, _utils) {\n    'use strict';\n\n    exports.mountMacro = mountMacro;\n\n    function dynamicEngineFor(vm, args, meta) {\n        var env = vm.env;\n        var nameRef = args.positional.at(0);\n        return new DynamicEngineReference({ nameRef: nameRef, env: env, meta: meta });\n    }\n    /**\n      The `{{mount}}` helper lets you embed a routeless engine in a template.\n      Mounting an engine will cause an instance to be booted and its `application`\n      template to be rendered.\n    \n      For example, the following template mounts the `ember-chat` engine:\n    \n      ```handlebars\n      {{! application.hbs }}\n      {{mount \"ember-chat\"}}\n      ```\n    \n      Additionally, you can also pass in a `model` argument that will be\n      set as the engines model. This can be an existing object:\n    \n      ```\n      <div>\n        {{mount 'admin' model=userSettings}}\n      </div>\n      ```\n    \n      Or an inline `hash`, and you can even pass components:\n    \n      ```\n      <div>\n        <h1>Application template!</h1>\n        {{mount 'admin' model=(hash\n            title='Secret Admin'\n            signInButton=(component 'sign-in-button')\n        )}}\n      </div>\n      ```\n    \n      @method mount\n      @param {String} name Name of the engine to mount.\n      @param {Object} [model] Object that will be set as\n                              the model of the engine.\n      @for Ember.Templates.helpers\n      @category ember-application-engines\n      @public\n    */\n    function mountMacro(_name, params, hash, builder) {\n        if (_features.EMBER_ENGINES_MOUNT_PARAMS) {\n            (true && !(params.length === 1) && (0, _emberDebug.assert)('You can only pass a single positional argument to the {{mount}} helper, e.g. {{mount \"chat-engine\"}}.', params.length === 1));\n        } else {\n            (true && !(params.length === 1 && hash === null) && (0, _emberDebug.assert)('You can only pass a single argument to the {{mount}} helper, e.g. {{mount \"chat-engine\"}}.', params.length === 1 && hash === null));\n        }\n        var definitionArgs = [params.slice(0, 1), null, null, null];\n        var args = [null, (0, _utils.hashToArgs)(hash), null, null];\n        builder.component.dynamic(definitionArgs, dynamicEngineFor, args);\n        return true;\n    }\n\n    var DynamicEngineReference = function () {\n        function DynamicEngineReference(_ref) {\n            var nameRef = _ref.nameRef,\n                env = _ref.env,\n                meta = _ref.meta;\n            (0, _emberBabel.classCallCheck)(this, DynamicEngineReference);\n\n            this.tag = nameRef.tag;\n            this.nameRef = nameRef;\n            this.env = env;\n            this.meta = meta;\n            this._lastName = undefined;\n            this._lastDef = undefined;\n        }\n\n        DynamicEngineReference.prototype.value = function value() {\n            var env = this.env,\n                nameRef = this.nameRef;\n\n            var nameOrDef = nameRef.value();\n            if (typeof nameOrDef === 'string') {\n                if (this._lastName === nameOrDef) {\n                    return this._lastDef;\n                }\n                (true && !(env.owner.hasRegistration('engine:' + nameOrDef)) && (0, _emberDebug.assert)('You used `{{mount \\'' + nameOrDef + '\\'}}`, but the engine \\'' + nameOrDef + '\\' can not be found.', env.owner.hasRegistration('engine:' + nameOrDef)));\n\n                if (!env.owner.hasRegistration('engine:' + nameOrDef)) {\n                    return null;\n                }\n                this._lastName = nameOrDef;\n                this._lastDef = new _mount.MountDefinition(nameOrDef);\n                return this._lastDef;\n            } else {\n                (true && !(nameOrDef === null || nameOrDef === undefined) && (0, _emberDebug.assert)('Invalid engine name \\'' + nameOrDef + '\\' specified, engine name must be either a string, null or undefined.', nameOrDef === null || nameOrDef === undefined));\n\n                return null;\n            }\n        };\n\n        return DynamicEngineReference;\n    }();\n});","enifed('ember-glimmer/syntax/outlet', ['exports', 'ember-babel', '@glimmer/reference', 'ember-glimmer/component-managers/outlet'], function (exports, _emberBabel, _reference, _outlet) {\n    'use strict';\n\n    exports.outletMacro = outletMacro;\n\n    var OutletComponentReference = function () {\n        function OutletComponentReference(outletNameRef, parentOutletStateRef) {\n            (0, _emberBabel.classCallCheck)(this, OutletComponentReference);\n\n            this.outletNameRef = outletNameRef;\n            this.parentOutletStateRef = parentOutletStateRef;\n            this.definition = null;\n            this.lastState = null;\n            var outletStateTag = this.outletStateTag = _reference.UpdatableTag.create(parentOutletStateRef.tag);\n            this.tag = (0, _reference.combine)([outletStateTag.inner, outletNameRef.tag]);\n        }\n\n        OutletComponentReference.prototype.value = function value() {\n            var outletNameRef = this.outletNameRef,\n                parentOutletStateRef = this.parentOutletStateRef,\n                definition = this.definition,\n                lastState = this.lastState;\n\n            var outletName = outletNameRef.value();\n            var outletStateRef = parentOutletStateRef.get('outlets').get(outletName);\n            var newState = this.lastState = outletStateRef.value();\n            this.outletStateTag.inner.update(outletStateRef.tag);\n            definition = revalidate(definition, lastState, newState);\n            var hasTemplate = newState && newState.render.template;\n            if (definition) {\n                return definition;\n            } else if (hasTemplate) {\n                return this.definition = new _outlet.OutletComponentDefinition(outletName, newState.render.template);\n            } else {\n                return this.definition = null;\n            }\n        };\n\n        return OutletComponentReference;\n    }();\n\n    function revalidate(definition, lastState, newState) {\n        if (!lastState && !newState) {\n            return definition;\n        }\n        if (!lastState && newState || lastState && !newState) {\n            return null;\n        }\n        if (newState.render.template === lastState.render.template && newState.render.controller === lastState.render.controller) {\n            return definition;\n        }\n        return null;\n    }\n    function outletComponentFor(vm, args) {\n        var _vm$dynamicScope = vm.dynamicScope(),\n            outletState = _vm$dynamicScope.outletState;\n\n        var outletNameRef = void 0;\n        if (args.positional.length === 0) {\n            outletNameRef = new _reference.ConstReference('main');\n        } else {\n            outletNameRef = args.positional.at(0);\n        }\n        return new OutletComponentReference(outletNameRef, outletState);\n    }\n    /**\n      The `{{outlet}}` helper lets you specify where a child route will render in\n      your template. An important use of the `{{outlet}}` helper is in your\n      application's `application.hbs` file:\n    \n      ```handlebars\n      {{! app/templates/application.hbs }}\n      <!-- header content goes here, and will always display -->\n      {{my-header}}\n      <div class=\"my-dynamic-content\">\n        <!-- this content will change based on the current route, which depends on the current URL -->\n        {{outlet}}\n      </div>\n      <!-- footer content goes here, and will always display -->\n      {{my-footer}}\n      ```\n    \n      See [templates guide](https://emberjs.com/guides/templates/the-application-template/) for\n      additional information on using `{{outlet}}` in `application.hbs`.\n      You may also specify a name for the `{{outlet}}`, which is useful when using more than one\n      `{{outlet}}` in a template:\n    \n      ```handlebars\n      {{outlet \"menu\"}}\n      {{outlet \"sidebar\"}}\n      {{outlet \"main\"}}\n      ```\n    \n      Your routes can then render into a specific one of these `outlet`s by specifying the `outlet`\n      attribute in your `renderTemplate` function:\n    \n      ```app/routes/menu.js\n      import Route from '@ember/routing/route';\n    \n      export default Route.extend({\n        renderTemplate() {\n          this.render({ outlet: 'menu' });\n        }\n      });\n      ```\n    \n      See the [routing guide](https://emberjs.com/guides/routing/rendering-a-template/) for more\n      information on how your `route` interacts with the `{{outlet}}` helper.\n      Note: Your content __will not render__ if there isn't an `{{outlet}}` for it.\n    \n      @method outlet\n      @param {String} [name]\n      @for Ember.Templates.helpers\n      @public\n    */\n    function outletMacro(_name, params, _hash, builder) {\n        if (!params) {\n            params = [];\n        }\n        var definitionArgs = [params.slice(0, 1), null, null, null];\n        var emptyArgs = [[], null, null, null]; // FIXME\n        builder.component.dynamic(definitionArgs, outletComponentFor, emptyArgs);\n        return true;\n    }\n});","enifed('ember-glimmer/syntax/render', ['exports', '@glimmer/reference', 'ember-debug', 'ember-glimmer/component-managers/render', 'ember-glimmer/syntax/utils'], function (exports, _reference, _emberDebug, _render, _utils) {\n    'use strict';\n\n    exports.renderMacro = renderMacro;\n    /**\n    @module ember\n    */\n    function makeComponentDefinition(vm, args) {\n        var env = vm.env;\n        var nameRef = args.positional.at(0);\n        (true && !((0, _reference.isConst)(nameRef)) && (0, _emberDebug.assert)('The first argument of {{render}} must be quoted, e.g. {{render \"sidebar\"}}.', (0, _reference.isConst)(nameRef)));\n        (true && !(args.positional.length === 1 || !(0, _reference.isConst)(args.positional.at(1))) && (0, _emberDebug.assert)('The second argument of {{render}} must be a path, e.g. {{render \"post\" post}}.', args.positional.length === 1 || !(0, _reference.isConst)(args.positional.at(1))));\n\n        var templateName = nameRef.value();\n        // tslint:disable-next-line:max-line-length\n        (true && !(env.owner.hasRegistration('template:' + templateName)) && (0, _emberDebug.assert)('You used `{{render \\'' + templateName + '\\'}}`, but \\'' + templateName + '\\' can not be found as a template.', env.owner.hasRegistration('template:' + templateName)));\n\n        var template = env.owner.lookup('template:' + templateName);\n        var controllerName = void 0;\n        if (args.named.has('controller')) {\n            var controllerNameRef = args.named.get('controller');\n            // tslint:disable-next-line:max-line-length\n            (true && !((0, _reference.isConst)(controllerNameRef)) && (0, _emberDebug.assert)('The controller argument for {{render}} must be quoted, e.g. {{render \"sidebar\" controller=\"foo\"}}.', (0, _reference.isConst)(controllerNameRef)));\n\n            // TODO should be ensuring this to string here\n            controllerName = controllerNameRef.value();\n            // tslint:disable-next-line:max-line-length\n            (true && !(env.owner.hasRegistration('controller:' + controllerName)) && (0, _emberDebug.assert)('The controller name you supplied \\'' + controllerName + '\\' did not resolve to a controller.', env.owner.hasRegistration('controller:' + controllerName)));\n        } else {\n            controllerName = templateName;\n        }\n        if (args.positional.length === 1) {\n            return new _reference.ConstReference(new _render.RenderDefinition(controllerName, template, env, _render.SINGLETON_RENDER_MANAGER));\n        } else {\n            return new _reference.ConstReference(new _render.RenderDefinition(controllerName, template, env, _render.NON_SINGLETON_RENDER_MANAGER));\n        }\n    }\n    /**\n      Calling ``{{render}}`` from within a template will insert another\n      template that matches the provided name. The inserted template will\n      access its properties on its own controller (rather than the controller\n      of the parent template).\n    \n      If a view class with the same name exists, the view class also will be used.\n      Note: A given controller may only be used *once* in your app in this manner.\n      A singleton instance of the controller will be created for you.\n    \n      Example:\n    \n      ```app/controllers/navigation.js\n      import Controller from '@ember/controller';\n    \n      export default Controller.extend({\n        who: \"world\"\n      });\n      ```\n    \n      ```handlebars\n      <!-- navigation.hbs -->\n      Hello, {{who}}.\n      ```\n    \n      ```handlebars\n      <!-- application.hbs -->\n      <h1>My great app</h1>\n      {{render \"navigation\"}}\n      ```\n    \n      ```html\n      <h1>My great app</h1>\n      <div class='ember-view'>\n        Hello, world.\n      </div>\n      ```\n    \n      Optionally you may provide a second argument: a property path\n      that will be bound to the `model` property of the controller.\n      If a `model` property path is specified, then a new instance of the\n      controller will be created and `{{render}}` can be used multiple times\n      with the same name.\n    \n      For example if you had this `author` template.\n    \n      ```handlebars\n      <div class=\"author\">\n        Written by {{firstName}} {{lastName}}.\n        Total Posts: {{postCount}}\n      </div>\n      ```\n    \n      You could render it inside the `post` template using the `render` helper.\n    \n      ```handlebars\n      <div class=\"post\">\n        <h1>{{title}}</h1>\n        <div>{{body}}</div>\n        {{render \"author\" author}}\n      </div>\n      ```\n    \n      @method render\n      @for Ember.Templates.helpers\n      @param {String} name\n      @param {Object?} context\n      @param {Hash} options\n      @return {String} HTML string\n      @public\n      @deprecated Use a component instead\n    */\n    function renderMacro(_name, params, hash, builder) {\n        if (!params) {\n            params = [];\n        }\n        var definitionArgs = [params.slice(0), hash, null, null];\n        var args = [params.slice(1), (0, _utils.hashToArgs)(hash), null, null];\n        builder.component.dynamic(definitionArgs, makeComponentDefinition, args);\n        return true;\n    }\n});","enifed(\"ember-glimmer/syntax/utils\", [\"exports\"], function (exports) {\n    \"use strict\";\n\n    exports.hashToArgs = hashToArgs;\n    function hashToArgs(hash) {\n        if (hash === null) {\n            return null;\n        }\n        var names = hash[0].map(function (key) {\n            return \"@\" + key;\n        });\n        return [names, hash[1]];\n    }\n});","enifed('ember-glimmer/template', ['exports', 'ember-babel', '@glimmer/runtime', 'ember-utils'], function (exports, _emberBabel, _runtime, _emberUtils) {\n    'use strict';\n\n    exports.WrappedTemplateFactory = undefined;\n    exports.default = template;\n\n    var WrappedTemplateFactory = exports.WrappedTemplateFactory = function () {\n        function WrappedTemplateFactory(factory) {\n            (0, _emberBabel.classCallCheck)(this, WrappedTemplateFactory);\n\n            this.factory = factory;\n            this.id = factory.id;\n            this.meta = factory.meta;\n        }\n\n        WrappedTemplateFactory.prototype.create = function create(props) {\n            var owner = props[_emberUtils.OWNER];\n            return this.factory.create(props.env, { owner: owner });\n        };\n\n        return WrappedTemplateFactory;\n    }();\n\n    function template(json) {\n        var factory = (0, _runtime.templateFactory)(json);\n        return new WrappedTemplateFactory(factory);\n    }\n});","enifed(\"ember-glimmer/template_registry\", [\"exports\"], function (exports) {\n    \"use strict\";\n\n    exports.setTemplates = setTemplates;\n    exports.getTemplates = getTemplates;\n    exports.getTemplate = getTemplate;\n    exports.hasTemplate = hasTemplate;\n    exports.setTemplate = setTemplate;\n    var TEMPLATES = {};\n    function setTemplates(templates) {\n        TEMPLATES = templates;\n    }\n    function getTemplates() {\n        return TEMPLATES;\n    }\n    function getTemplate(name) {\n        if (TEMPLATES.hasOwnProperty(name)) {\n            return TEMPLATES[name];\n        }\n    }\n    function hasTemplate(name) {\n        return TEMPLATES.hasOwnProperty(name);\n    }\n    function setTemplate(name, template) {\n        return TEMPLATES[name] = template;\n    }\n});","enifed(\"ember-glimmer/templates/component\", [\"exports\", \"ember-glimmer/template\"], function (exports, _template) {\n  \"use strict\";\n\n  exports.default = (0, _template.default)({ \"id\": \"RxHsBKwy\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[11,1]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"packages/ember-glimmer/lib/templates/component.hbs\" } });\n});","enifed(\"ember-glimmer/templates/empty\", [\"exports\", \"ember-glimmer/template\"], function (exports, _template) {\n  \"use strict\";\n\n  exports.default = (0, _template.default)({ \"id\": \"5jp2oO+o\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"packages/ember-glimmer/lib/templates/empty.hbs\" } });\n});","enifed(\"ember-glimmer/templates/link-to\", [\"exports\", \"ember-glimmer/template\"], function (exports, _template) {\n  \"use strict\";\n\n  exports.default = (0, _template.default)({ \"id\": \"VZn3uSPL\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"linkTitle\\\"]]],null,{\\\"statements\\\":[[1,[18,\\\"linkTitle\\\"],false]],\\\"parameters\\\":[]},{\\\"statements\\\":[[11,1]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"packages/ember-glimmer/lib/templates/link-to.hbs\" } });\n});","enifed(\"ember-glimmer/templates/outlet\", [\"exports\", \"ember-glimmer/template\"], function (exports, _template) {\n  \"use strict\";\n\n  exports.default = (0, _template.default)({ \"id\": \"/7rqcQ85\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[1,[18,\\\"outlet\\\"],false]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"packages/ember-glimmer/lib/templates/outlet.hbs\" } });\n});","enifed(\"ember-glimmer/templates/root\", [\"exports\", \"ember-glimmer/template\"], function (exports, _template) {\n  \"use strict\";\n\n  exports.default = (0, _template.default)({ \"id\": \"AdIsk/cm\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[1,[25,\\\"component\\\",[[19,0,[]]],null],false]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"packages/ember-glimmer/lib/templates/root.hbs\" } });\n});","enifed('ember-glimmer/utils/bindings', ['exports', 'ember-babel', '@glimmer/reference', '@glimmer/wire-format', 'ember-debug', 'ember-metal', 'ember-runtime', 'ember-glimmer/component', 'ember-glimmer/utils/string'], function (exports, _emberBabel, _reference, _wireFormat, _emberDebug, _emberMetal, _emberRuntime, _component, _string) {\n    'use strict';\n\n    exports.ClassNameBinding = exports.IsVisibleBinding = exports.AttributeBinding = undefined;\n    exports.wrapComponentClassAttribute = wrapComponentClassAttribute;\n\n    function referenceForKey(component, key) {\n        return component[_component.ROOT_REF].get(key);\n    }\n    function referenceForParts(component, parts) {\n        var isAttrs = parts[0] === 'attrs';\n        // TODO deprecate this\n        if (isAttrs) {\n            parts.shift();\n            if (parts.length === 1) {\n                return referenceForKey(component, parts[0]);\n            }\n        }\n        return (0, _reference.referenceFromParts)(component[_component.ROOT_REF], parts);\n    }\n    // TODO we should probably do this transform at build time\n    function wrapComponentClassAttribute(hash) {\n        if (!hash) {\n            return hash;\n        }\n        var keys = hash[0],\n            values = hash[1];\n\n        var index = keys.indexOf('class');\n        if (index !== -1) {\n            var _values$index = values[index],\n                type = _values$index[0];\n\n            if (type === _wireFormat.Ops.Get || type === _wireFormat.Ops.MaybeLocal) {\n                var getExp = values[index];\n                var path = getExp[getExp.length - 1];\n                var propName = path[path.length - 1];\n                hash[1][index] = [_wireFormat.Ops.Helper, ['-class'], [getExp, propName]];\n            }\n        }\n        return hash;\n    }\n    var AttributeBinding = exports.AttributeBinding = {\n        parse: function (microsyntax) {\n            var colonIndex = microsyntax.indexOf(':');\n            if (colonIndex === -1) {\n                (true && !(microsyntax !== 'class') && (0, _emberDebug.assert)('You cannot use class as an attributeBinding, use classNameBindings instead.', microsyntax !== 'class'));\n\n                return [microsyntax, microsyntax, true];\n            } else {\n                var prop = microsyntax.substring(0, colonIndex);\n                var attribute = microsyntax.substring(colonIndex + 1);\n                (true && !(attribute !== 'class') && (0, _emberDebug.assert)('You cannot use class as an attributeBinding, use classNameBindings instead.', attribute !== 'class'));\n\n                return [prop, attribute, false];\n            }\n        },\n        install: function (element, component, parsed, operations) {\n            var prop = parsed[0],\n                attribute = parsed[1],\n                isSimple = parsed[2];\n\n            if (attribute === 'id') {\n                var elementId = (0, _emberMetal.get)(component, prop);\n                if (elementId === undefined || elementId === null) {\n                    elementId = component.elementId;\n                }\n                operations.addStaticAttribute(element, 'id', elementId);\n                return;\n            }\n            var isPath = prop.indexOf('.') > -1;\n            var reference = isPath ? referenceForParts(component, prop.split('.')) : referenceForKey(component, prop);\n            (true && !(!(isSimple && isPath)) && (0, _emberDebug.assert)('Illegal attributeBinding: \\'' + prop + '\\' is not a valid attribute name.', !(isSimple && isPath)));\n\n            if (attribute === 'style') {\n                reference = new StyleBindingReference(reference, referenceForKey(component, 'isVisible'));\n            }\n            operations.addDynamicAttribute(element, attribute, reference, false);\n        }\n    };\n    var DISPLAY_NONE = 'display: none;';\n    var SAFE_DISPLAY_NONE = (0, _string.htmlSafe)(DISPLAY_NONE);\n\n    var StyleBindingReference = function (_CachedReference) {\n        (0, _emberBabel.inherits)(StyleBindingReference, _CachedReference);\n\n        function StyleBindingReference(inner, isVisible) {\n            (0, _emberBabel.classCallCheck)(this, StyleBindingReference);\n\n            var _this = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference.call(this));\n\n            _this.inner = inner;\n            _this.isVisible = isVisible;\n            _this.tag = (0, _reference.combine)([inner.tag, isVisible.tag]);\n            return _this;\n        }\n\n        StyleBindingReference.prototype.compute = function compute() {\n            var value = this.inner.value();\n            var isVisible = this.isVisible.value();\n            if (isVisible !== false) {\n                return value;\n            } else if (!value) {\n                return SAFE_DISPLAY_NONE;\n            } else {\n                var style = value + ' ' + DISPLAY_NONE;\n                return (0, _string.isHTMLSafe)(value) ? (0, _string.htmlSafe)(style) : style;\n            }\n        };\n\n        return StyleBindingReference;\n    }(_reference.CachedReference);\n\n    var IsVisibleBinding = exports.IsVisibleBinding = {\n        install: function (element, component, operations) {\n            operations.addDynamicAttribute(element, 'style', (0, _reference.map)(referenceForKey(component, 'isVisible'), this.mapStyleValue), false);\n        },\n        mapStyleValue: function (isVisible) {\n            return isVisible === false ? SAFE_DISPLAY_NONE : null;\n        }\n    };\n    var ClassNameBinding = exports.ClassNameBinding = {\n        install: function (element, component, microsyntax, operations) {\n            var _microsyntax$split = microsyntax.split(':'),\n                prop = _microsyntax$split[0],\n                truthy = _microsyntax$split[1],\n                falsy = _microsyntax$split[2];\n\n            var isStatic = prop === '';\n            if (isStatic) {\n                operations.addStaticAttribute(element, 'class', truthy);\n            } else {\n                var isPath = prop.indexOf('.') > -1;\n                var parts = isPath ? prop.split('.') : [];\n                var value = isPath ? referenceForParts(component, parts) : referenceForKey(component, prop);\n                var ref = void 0;\n                if (truthy === undefined) {\n                    ref = new SimpleClassNameBindingReference(value, isPath ? parts[parts.length - 1] : prop);\n                } else {\n                    ref = new ColonClassNameBindingReference(value, truthy, falsy);\n                }\n                operations.addDynamicAttribute(element, 'class', ref, false);\n            }\n        }\n    };\n\n    var SimpleClassNameBindingReference = function (_CachedReference2) {\n        (0, _emberBabel.inherits)(SimpleClassNameBindingReference, _CachedReference2);\n\n        function SimpleClassNameBindingReference(inner, path) {\n            (0, _emberBabel.classCallCheck)(this, SimpleClassNameBindingReference);\n\n            var _this2 = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference2.call(this));\n\n            _this2.inner = inner;\n            _this2.path = path;\n            _this2.tag = inner.tag;\n            _this2.inner = inner;\n            _this2.path = path;\n            _this2.dasherizedPath = null;\n            return _this2;\n        }\n\n        SimpleClassNameBindingReference.prototype.compute = function compute() {\n            var value = this.inner.value();\n            if (value === true) {\n                var path = this.path,\n                    dasherizedPath = this.dasherizedPath;\n\n                return dasherizedPath || (this.dasherizedPath = _emberRuntime.String.dasherize(path));\n            } else if (value || value === 0) {\n                return String(value);\n            } else {\n                return null;\n            }\n        };\n\n        return SimpleClassNameBindingReference;\n    }(_reference.CachedReference);\n\n    var ColonClassNameBindingReference = function (_CachedReference3) {\n        (0, _emberBabel.inherits)(ColonClassNameBindingReference, _CachedReference3);\n\n        function ColonClassNameBindingReference(inner) {\n            var truthy = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null;\n            var falsy = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : null;\n            (0, _emberBabel.classCallCheck)(this, ColonClassNameBindingReference);\n\n            var _this3 = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference3.call(this));\n\n            _this3.inner = inner;\n            _this3.truthy = truthy;\n            _this3.falsy = falsy;\n            _this3.tag = inner.tag;\n            return _this3;\n        }\n\n        ColonClassNameBindingReference.prototype.compute = function compute() {\n            var inner = this.inner,\n                truthy = this.truthy,\n                falsy = this.falsy;\n\n            return inner.value() ? truthy : falsy;\n        };\n\n        return ColonClassNameBindingReference;\n    }(_reference.CachedReference);\n});","enifed('ember-glimmer/utils/curly-component-state-bucket', ['exports', 'ember-babel'], function (exports, _emberBabel) {\n    'use strict';\n\n    // tslint:disable-next-line:no-empty\n    function NOOP() {}\n    /**\n      @module ember\n    */\n    /**\n      Represents the internal state of the component.\n    \n      @class ComponentStateBucket\n      @private\n    */\n\n    var ComponentStateBucket = function () {\n        function ComponentStateBucket(environment, component, args, finalizer) {\n            (0, _emberBabel.classCallCheck)(this, ComponentStateBucket);\n\n            this.environment = environment;\n            this.component = component;\n            this.args = args;\n            this.finalizer = finalizer;\n            this.classRef = null;\n            this.classRef = null;\n            this.argsRevision = args.tag.value();\n        }\n\n        ComponentStateBucket.prototype.destroy = function destroy() {\n            var component = this.component,\n                environment = this.environment;\n\n            if (environment.isInteractive) {\n                component.trigger('willDestroyElement');\n                component.trigger('willClearRender');\n            }\n            environment.destroyedComponents.push(component);\n        };\n\n        ComponentStateBucket.prototype.finalize = function finalize() {\n            var finalizer = this.finalizer;\n\n            finalizer();\n            this.finalizer = NOOP;\n        };\n\n        return ComponentStateBucket;\n    }();\n\n    exports.default = ComponentStateBucket;\n});","enifed('ember-glimmer/utils/debug-stack', ['exports', 'ember-babel'], function (exports, _emberBabel) {\n    'use strict';\n\n    // @ts-check\n    var DebugStack = void 0;\n    if (true) {\n        var Element = function Element(name) {\n            (0, _emberBabel.classCallCheck)(this, Element);\n\n            this.name = name;\n        };\n\n        var TemplateElement = function (_Element) {\n            (0, _emberBabel.inherits)(TemplateElement, _Element);\n\n            function TemplateElement() {\n                (0, _emberBabel.classCallCheck)(this, TemplateElement);\n                return (0, _emberBabel.possibleConstructorReturn)(this, _Element.apply(this, arguments));\n            }\n\n            return TemplateElement;\n        }(Element);\n\n        var EngineElement = function (_Element2) {\n            (0, _emberBabel.inherits)(EngineElement, _Element2);\n\n            function EngineElement() {\n                (0, _emberBabel.classCallCheck)(this, EngineElement);\n                return (0, _emberBabel.possibleConstructorReturn)(this, _Element2.apply(this, arguments));\n            }\n\n            return EngineElement;\n        }(Element);\n\n        // tslint:disable-next-line:no-shadowed-variable\n        DebugStack = function () {\n            function DebugStack() {\n                (0, _emberBabel.classCallCheck)(this, DebugStack);\n\n                this._stack = [];\n            }\n\n            DebugStack.prototype.push = function push(name) {\n                this._stack.push(new TemplateElement(name));\n            };\n\n            DebugStack.prototype.pushEngine = function pushEngine(name) {\n                this._stack.push(new EngineElement(name));\n            };\n\n            DebugStack.prototype.pop = function pop() {\n                var element = this._stack.pop();\n                if (element) {\n                    return element.name;\n                }\n            };\n\n            DebugStack.prototype.peek = function peek() {\n                var template = this._currentTemplate();\n                var engine = this._currentEngine();\n                if (engine) {\n                    return '\"' + template + '\" (in \"' + engine + '\")';\n                } else if (template) {\n                    return '\"' + template + '\"';\n                }\n            };\n\n            DebugStack.prototype._currentTemplate = function _currentTemplate() {\n                return this._getCurrentByType(TemplateElement);\n            };\n\n            DebugStack.prototype._currentEngine = function _currentEngine() {\n                return this._getCurrentByType(EngineElement);\n            };\n\n            DebugStack.prototype._getCurrentByType = function _getCurrentByType(type) {\n                for (var i = this._stack.length; i >= 0; i--) {\n                    var element = this._stack[i];\n                    if (element instanceof type) {\n                        return element.name;\n                    }\n                }\n            };\n\n            return DebugStack;\n        }();\n    }\n    exports.default = DebugStack;\n});","enifed('ember-glimmer/utils/iterable', ['exports', 'ember-babel', '@glimmer/reference', 'ember-metal', 'ember-runtime', 'ember-utils', 'ember-glimmer/helpers/each-in', 'ember-glimmer/utils/references'], function (exports, _emberBabel, _reference, _emberMetal, _emberRuntime, _emberUtils, _eachIn, _references) {\n    'use strict';\n\n    exports.default = iterableFor;\n\n    var ITERATOR_KEY_GUID = 'be277757-bbbe-4620-9fcb-213ef433cca2';\n    function iterableFor(ref, keyPath) {\n        if ((0, _eachIn.isEachIn)(ref)) {\n            return new EachInIterable(ref, keyForEachIn(keyPath));\n        } else {\n            return new ArrayIterable(ref, keyForArray(keyPath));\n        }\n    }\n    function keyForEachIn(keyPath) {\n        switch (keyPath) {\n            case '@index':\n            case undefined:\n            case null:\n                return index;\n            case '@identity':\n                return identity;\n            default:\n                return function (item) {\n                    return (0, _emberMetal.get)(item, keyPath);\n                };\n        }\n    }\n    function keyForArray(keyPath) {\n        switch (keyPath) {\n            case '@index':\n                return index;\n            case '@identity':\n            case undefined:\n            case null:\n                return identity;\n            default:\n                return function (item) {\n                    return (0, _emberMetal.get)(item, keyPath);\n                };\n        }\n    }\n    function index(_item, i) {\n        return String(i);\n    }\n    function identity(item) {\n        switch (typeof item) {\n            case 'string':\n            case 'number':\n                return String(item);\n            default:\n                return (0, _emberUtils.guidFor)(item);\n        }\n    }\n    function ensureUniqueKey(seen, key) {\n        var seenCount = seen[key];\n        if (seenCount > 0) {\n            seen[key]++;\n            return '' + key + ITERATOR_KEY_GUID + seenCount;\n        } else {\n            seen[key] = 1;\n        }\n        return key;\n    }\n\n    var ArrayIterator = function () {\n        function ArrayIterator(array, keyFor) {\n            (0, _emberBabel.classCallCheck)(this, ArrayIterator);\n\n            this.array = array;\n            this.length = array.length;\n            this.keyFor = keyFor;\n            this.position = 0;\n            this.seen = Object.create(null);\n        }\n\n        ArrayIterator.prototype.isEmpty = function isEmpty() {\n            return false;\n        };\n\n        ArrayIterator.prototype.getMemo = function getMemo(position) {\n            return position;\n        };\n\n        ArrayIterator.prototype.getValue = function getValue(position) {\n            return this.array[position];\n        };\n\n        ArrayIterator.prototype.next = function next() {\n            var length = this.length,\n                keyFor = this.keyFor,\n                position = this.position,\n                seen = this.seen;\n\n            if (position >= length) {\n                return null;\n            }\n            var value = this.getValue(position);\n            var memo = this.getMemo(position);\n            var key = ensureUniqueKey(seen, keyFor(value, memo));\n            this.position++;\n            return { key: key, value: value, memo: memo };\n        };\n\n        return ArrayIterator;\n    }();\n\n    var EmberArrayIterator = function (_ArrayIterator) {\n        (0, _emberBabel.inherits)(EmberArrayIterator, _ArrayIterator);\n\n        function EmberArrayIterator(array, keyFor) {\n            (0, _emberBabel.classCallCheck)(this, EmberArrayIterator);\n\n            var _this = (0, _emberBabel.possibleConstructorReturn)(this, _ArrayIterator.call(this, array, keyFor));\n\n            _this.length = (0, _emberMetal.get)(array, 'length');\n            return _this;\n        }\n\n        EmberArrayIterator.prototype.getValue = function getValue(position) {\n            return (0, _emberRuntime.objectAt)(this.array, position);\n        };\n\n        return EmberArrayIterator;\n    }(ArrayIterator);\n\n    var ObjectKeysIterator = function (_ArrayIterator2) {\n        (0, _emberBabel.inherits)(ObjectKeysIterator, _ArrayIterator2);\n\n        function ObjectKeysIterator(keys, values, keyFor) {\n            (0, _emberBabel.classCallCheck)(this, ObjectKeysIterator);\n\n            var _this2 = (0, _emberBabel.possibleConstructorReturn)(this, _ArrayIterator2.call(this, values, keyFor));\n\n            _this2.keys = keys;\n            return _this2;\n        }\n\n        ObjectKeysIterator.prototype.getMemo = function getMemo(position) {\n            return this.keys[position];\n        };\n\n        return ObjectKeysIterator;\n    }(ArrayIterator);\n\n    var EmptyIterator = function () {\n        function EmptyIterator() {\n            (0, _emberBabel.classCallCheck)(this, EmptyIterator);\n        }\n\n        EmptyIterator.prototype.isEmpty = function isEmpty() {\n            return true;\n        };\n\n        EmptyIterator.prototype.next = function next() {\n            throw new Error('Cannot call next() on an empty iterator');\n        };\n\n        return EmptyIterator;\n    }();\n\n    var EMPTY_ITERATOR = new EmptyIterator();\n\n    var EachInIterable = function () {\n        function EachInIterable(ref, keyFor) {\n            (0, _emberBabel.classCallCheck)(this, EachInIterable);\n\n            this.ref = ref;\n            this.keyFor = keyFor;\n            var valueTag = this.valueTag = _reference.UpdatableTag.create(_reference.CONSTANT_TAG);\n            this.tag = (0, _reference.combine)([ref.tag, valueTag]);\n        }\n\n        EachInIterable.prototype.iterate = function iterate() {\n            var ref = this.ref,\n                keyFor = this.keyFor,\n                valueTag = this.valueTag;\n\n            var iterable = ref.value();\n            valueTag.inner.update((0, _emberMetal.tagFor)(iterable));\n            if ((0, _emberMetal.isProxy)(iterable)) {\n                iterable = (0, _emberMetal.get)(iterable, 'content');\n            }\n            var typeofIterable = typeof iterable;\n            if (iterable !== null && (typeofIterable === 'object' || typeofIterable === 'function')) {\n                var keys = Object.keys(iterable);\n                var values = keys.map(function (key) {\n                    return iterable[key];\n                });\n                return keys.length > 0 ? new ObjectKeysIterator(keys, values, keyFor) : EMPTY_ITERATOR;\n            } else {\n                return EMPTY_ITERATOR;\n            }\n        };\n\n        EachInIterable.prototype.valueReferenceFor = function valueReferenceFor(item) {\n            return new _references.UpdatablePrimitiveReference(item.memo);\n        };\n\n        EachInIterable.prototype.updateValueReference = function updateValueReference(reference, item) {\n            reference.update(item.memo);\n        };\n\n        EachInIterable.prototype.memoReferenceFor = function memoReferenceFor(item) {\n            return new _references.UpdatableReference(item.value);\n        };\n\n        EachInIterable.prototype.updateMemoReference = function updateMemoReference(reference, item) {\n            reference.update(item.value);\n        };\n\n        return EachInIterable;\n    }();\n\n    var ArrayIterable = function () {\n        function ArrayIterable(ref, keyFor) {\n            (0, _emberBabel.classCallCheck)(this, ArrayIterable);\n\n            this.ref = ref;\n            this.keyFor = keyFor;\n            var valueTag = this.valueTag = _reference.UpdatableTag.create(_reference.CONSTANT_TAG);\n            this.tag = (0, _reference.combine)([ref.tag, valueTag]);\n        }\n\n        ArrayIterable.prototype.iterate = function iterate() {\n            var ref = this.ref,\n                keyFor = this.keyFor,\n                valueTag = this.valueTag;\n\n            var iterable = ref.value();\n            valueTag.inner.update((0, _emberMetal.tagForProperty)(iterable, '[]'));\n            if (iterable === null || typeof iterable !== 'object') {\n                return EMPTY_ITERATOR;\n            }\n            if (Array.isArray(iterable)) {\n                return iterable.length > 0 ? new ArrayIterator(iterable, keyFor) : EMPTY_ITERATOR;\n            } else if ((0, _emberRuntime.isEmberArray)(iterable)) {\n                return (0, _emberMetal.get)(iterable, 'length') > 0 ? new EmberArrayIterator(iterable, keyFor) : EMPTY_ITERATOR;\n            } else if (typeof iterable.forEach === 'function') {\n                var array = [];\n                iterable.forEach(function (item) {\n                    array.push(item);\n                });\n                return array.length > 0 ? new ArrayIterator(array, keyFor) : EMPTY_ITERATOR;\n            } else {\n                return EMPTY_ITERATOR;\n            }\n        };\n\n        ArrayIterable.prototype.valueReferenceFor = function valueReferenceFor(item) {\n            return new _references.UpdatableReference(item.value);\n        };\n\n        ArrayIterable.prototype.updateValueReference = function updateValueReference(reference, item) {\n            reference.update(item.value);\n        };\n\n        ArrayIterable.prototype.memoReferenceFor = function memoReferenceFor(item) {\n            return new _references.UpdatablePrimitiveReference(item.memo);\n        };\n\n        ArrayIterable.prototype.updateMemoReference = function updateMemoReference(reference, item) {\n            reference.update(item.memo);\n        };\n\n        return ArrayIterable;\n    }();\n});","enifed('ember-glimmer/utils/process-args', ['exports', 'ember-babel', 'ember-utils', 'ember-views', 'ember-glimmer/component', 'ember-glimmer/helpers/action', 'ember-glimmer/utils/references'], function (exports, _emberBabel, _emberUtils, _emberViews, _component, _action, _references) {\n    'use strict';\n\n    exports.processComponentArgs = processComponentArgs;\n\n    // ComponentArgs takes EvaluatedNamedArgs and converts them into the\n    // inputs needed by CurlyComponents (attrs and props, with mutable\n    // cells, etc).\n    function processComponentArgs(namedArgs) {\n        var keys = namedArgs.names;\n        var attrs = namedArgs.value();\n        var props = Object.create(null);\n        var args = Object.create(null);\n        props[_component.ARGS] = args;\n        for (var i = 0; i < keys.length; i++) {\n            var name = keys[i];\n            var ref = namedArgs.get(name);\n            var value = attrs[name];\n            if (typeof value === 'function' && value[_action.ACTION]) {\n                attrs[name] = value;\n            } else if (ref[_references.UPDATE]) {\n                attrs[name] = new MutableCell(ref, value);\n            }\n            args[name] = ref;\n            props[name] = value;\n        }\n        props.attrs = attrs;\n        return props;\n    }\n    var REF = (0, _emberUtils.symbol)('REF');\n\n    var MutableCell = function () {\n        function MutableCell(ref, value) {\n            (0, _emberBabel.classCallCheck)(this, MutableCell);\n\n            this[_emberViews.MUTABLE_CELL] = true;\n            this[REF] = ref;\n            this.value = value;\n        }\n\n        MutableCell.prototype.update = function update(val) {\n            this[REF][_references.UPDATE](val);\n        };\n\n        return MutableCell;\n    }();\n});","enifed('ember-glimmer/utils/references', ['exports', 'ember-babel', '@glimmer/reference', '@glimmer/runtime', 'ember-metal', 'ember-utils', 'ember/features', 'ember-glimmer/helper', 'ember-glimmer/utils/to-bool'], function (exports, _emberBabel, _reference, _runtime, _emberMetal, _emberUtils, _features, _helper, _toBool) {\n    'use strict';\n\n    exports.UnboundReference = exports.InternalHelperReference = exports.ClassBasedHelperReference = exports.SimpleHelperReference = exports.ConditionalReference = exports.UpdatablePrimitiveReference = exports.UpdatableReference = exports.NestedPropertyReference = exports.RootPropertyReference = exports.PropertyReference = exports.RootReference = exports.CachedReference = exports.UPDATE = undefined;\n    var UPDATE = exports.UPDATE = (0, _emberUtils.symbol)('UPDATE');\n    var maybeFreeze = void 0;\n    if (true) {\n        // gaurding this in a DEBUG gaurd (as well as all invocations)\n        // so that it is properly stripped during the minification's\n        // dead code elimination\n        maybeFreeze = function (obj) {\n            // re-freezing an already frozen object introduces a significant\n            // performance penalty on Chrome (tested through 59).\n            //\n            // See: https://bugs.chromium.org/p/v8/issues/detail?id=6450\n            if (!Object.isFrozen(obj) && _emberUtils.HAS_NATIVE_WEAKMAP) {\n                Object.freeze(obj);\n            }\n        };\n    }\n    // @abstract\n    // @implements PathReference\n\n    var EmberPathReference = function () {\n        function EmberPathReference() {\n            (0, _emberBabel.classCallCheck)(this, EmberPathReference);\n        }\n\n        EmberPathReference.prototype.get = function get(key) {\n            return PropertyReference.create(this, key);\n        };\n\n        return EmberPathReference;\n    }();\n\n    var CachedReference = exports.CachedReference = function (_EmberPathReference) {\n        (0, _emberBabel.inherits)(CachedReference, _EmberPathReference);\n\n        function CachedReference() {\n            (0, _emberBabel.classCallCheck)(this, CachedReference);\n\n            var _this = (0, _emberBabel.possibleConstructorReturn)(this, _EmberPathReference.call(this));\n\n            _this._lastRevision = null;\n            _this._lastValue = null;\n            return _this;\n        }\n\n        CachedReference.prototype.compute = function compute() {};\n\n        CachedReference.prototype.value = function value() {\n            var tag = this.tag,\n                _lastRevision = this._lastRevision,\n                _lastValue = this._lastValue;\n\n            if (!_lastRevision || !tag.validate(_lastRevision)) {\n                _lastValue = this._lastValue = this.compute();\n                this._lastRevision = tag.value();\n            }\n            return _lastValue;\n        };\n\n        return CachedReference;\n    }(EmberPathReference);\n\n    var RootReference = exports.RootReference = function (_ConstReference) {\n        (0, _emberBabel.inherits)(RootReference, _ConstReference);\n\n        function RootReference(value) {\n            (0, _emberBabel.classCallCheck)(this, RootReference);\n\n            var _this2 = (0, _emberBabel.possibleConstructorReturn)(this, _ConstReference.call(this, value));\n\n            _this2.children = Object.create(null);\n            return _this2;\n        }\n\n        RootReference.prototype.get = function get(propertyKey) {\n            var ref = this.children[propertyKey];\n            if (ref === undefined) {\n                ref = this.children[propertyKey] = new RootPropertyReference(this.inner, propertyKey);\n            }\n            return ref;\n        };\n\n        return RootReference;\n    }(_reference.ConstReference);\n\n    var TwoWayFlushDetectionTag = void 0;\n    if (_features.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER || _features.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER) {\n        TwoWayFlushDetectionTag = function () {\n            function TwoWayFlushDetectionTag(tag, key, ref) {\n                (0, _emberBabel.classCallCheck)(this, TwoWayFlushDetectionTag);\n\n                this.tag = tag;\n                this.parent = null;\n                this.key = key;\n                this.ref = ref;\n            }\n\n            TwoWayFlushDetectionTag.prototype.value = function value() {\n                return this.tag.value();\n            };\n\n            TwoWayFlushDetectionTag.prototype.validate = function validate(ticket) {\n                var parent = this.parent,\n                    key = this.key;\n\n                var isValid = this.tag.validate(ticket);\n                if (isValid && parent) {\n                    (0, _emberMetal.didRender)(parent, key, this.ref);\n                }\n                return isValid;\n            };\n\n            TwoWayFlushDetectionTag.prototype.didCompute = function didCompute(parent) {\n                this.parent = parent;\n                (0, _emberMetal.didRender)(parent, this.key, this.ref);\n            };\n\n            return TwoWayFlushDetectionTag;\n        }();\n    }\n\n    var PropertyReference = exports.PropertyReference = function (_CachedReference) {\n        (0, _emberBabel.inherits)(PropertyReference, _CachedReference);\n\n        function PropertyReference() {\n            (0, _emberBabel.classCallCheck)(this, PropertyReference);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference.apply(this, arguments));\n        }\n\n        PropertyReference.create = function create(parentReference, propertyKey) {\n            if ((0, _reference.isConst)(parentReference)) {\n                return new RootPropertyReference(parentReference.value(), propertyKey);\n            } else {\n                return new NestedPropertyReference(parentReference, propertyKey);\n            }\n        };\n\n        PropertyReference.prototype.get = function get(key) {\n            return new NestedPropertyReference(this, key);\n        };\n\n        return PropertyReference;\n    }(CachedReference);\n\n    var RootPropertyReference = exports.RootPropertyReference = function (_PropertyReference) {\n        (0, _emberBabel.inherits)(RootPropertyReference, _PropertyReference);\n\n        function RootPropertyReference(parentValue, propertyKey) {\n            (0, _emberBabel.classCallCheck)(this, RootPropertyReference);\n\n            var _this4 = (0, _emberBabel.possibleConstructorReturn)(this, _PropertyReference.call(this));\n\n            _this4._parentValue = parentValue;\n            _this4._propertyKey = propertyKey;\n            if (_features.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER || _features.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER) {\n                _this4.tag = new TwoWayFlushDetectionTag((0, _emberMetal.tagForProperty)(parentValue, propertyKey), propertyKey, _this4);\n            } else {\n                _this4.tag = (0, _emberMetal.tagForProperty)(parentValue, propertyKey);\n            }\n            if (_features.MANDATORY_SETTER) {\n                (0, _emberMetal.watchKey)(parentValue, propertyKey);\n            }\n            return _this4;\n        }\n\n        RootPropertyReference.prototype.compute = function compute() {\n            var _parentValue = this._parentValue,\n                _propertyKey = this._propertyKey;\n\n            if (_features.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER || _features.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER) {\n                this.tag.didCompute(_parentValue);\n            }\n            return (0, _emberMetal.get)(_parentValue, _propertyKey);\n        };\n\n        RootPropertyReference.prototype[UPDATE] = function (value) {\n            (0, _emberMetal.set)(this._parentValue, this._propertyKey, value);\n        };\n\n        return RootPropertyReference;\n    }(PropertyReference);\n\n    var NestedPropertyReference = exports.NestedPropertyReference = function (_PropertyReference2) {\n        (0, _emberBabel.inherits)(NestedPropertyReference, _PropertyReference2);\n\n        function NestedPropertyReference(parentReference, propertyKey) {\n            (0, _emberBabel.classCallCheck)(this, NestedPropertyReference);\n\n            var _this5 = (0, _emberBabel.possibleConstructorReturn)(this, _PropertyReference2.call(this));\n\n            var parentReferenceTag = parentReference.tag;\n            var parentObjectTag = _reference.UpdatableTag.create(_reference.CONSTANT_TAG);\n            _this5._parentReference = parentReference;\n            _this5._parentObjectTag = parentObjectTag;\n            _this5._propertyKey = propertyKey;\n            if (_features.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER || _features.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER) {\n                var tag = (0, _reference.combine)([parentReferenceTag, parentObjectTag]);\n                _this5.tag = new TwoWayFlushDetectionTag(tag, propertyKey, _this5);\n            } else {\n                _this5.tag = (0, _reference.combine)([parentReferenceTag, parentObjectTag]);\n            }\n            return _this5;\n        }\n\n        NestedPropertyReference.prototype.compute = function compute() {\n            var _parentReference = this._parentReference,\n                _parentObjectTag = this._parentObjectTag,\n                _propertyKey = this._propertyKey;\n\n            var parentValue = _parentReference.value();\n            _parentObjectTag.inner.update((0, _emberMetal.tagForProperty)(parentValue, _propertyKey));\n            var parentValueType = typeof parentValue;\n            if (parentValueType === 'string' && _propertyKey === 'length') {\n                return parentValue.length;\n            }\n            if (parentValueType === 'object' && parentValue !== null || parentValueType === 'function') {\n                if (_features.MANDATORY_SETTER) {\n                    (0, _emberMetal.watchKey)(parentValue, _propertyKey);\n                }\n                if (_features.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER || _features.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER) {\n                    this.tag.didCompute(parentValue);\n                }\n                return (0, _emberMetal.get)(parentValue, _propertyKey);\n            } else {\n                return undefined;\n            }\n        };\n\n        NestedPropertyReference.prototype[UPDATE] = function (value) {\n            var parent = this._parentReference.value();\n            (0, _emberMetal.set)(parent, this._propertyKey, value);\n        };\n\n        return NestedPropertyReference;\n    }(PropertyReference);\n\n    var UpdatableReference = exports.UpdatableReference = function (_EmberPathReference2) {\n        (0, _emberBabel.inherits)(UpdatableReference, _EmberPathReference2);\n\n        function UpdatableReference(value) {\n            (0, _emberBabel.classCallCheck)(this, UpdatableReference);\n\n            var _this6 = (0, _emberBabel.possibleConstructorReturn)(this, _EmberPathReference2.call(this));\n\n            _this6.tag = _reference.DirtyableTag.create();\n            _this6._value = value;\n            return _this6;\n        }\n\n        UpdatableReference.prototype.value = function value() {\n            return this._value;\n        };\n\n        UpdatableReference.prototype.update = function update(value) {\n            var _value = this._value;\n\n            if (value !== _value) {\n                this.tag.inner.dirty();\n                this._value = value;\n            }\n        };\n\n        return UpdatableReference;\n    }(EmberPathReference);\n\n    var UpdatablePrimitiveReference = exports.UpdatablePrimitiveReference = function (_UpdatableReference) {\n        (0, _emberBabel.inherits)(UpdatablePrimitiveReference, _UpdatableReference);\n\n        function UpdatablePrimitiveReference() {\n            (0, _emberBabel.classCallCheck)(this, UpdatablePrimitiveReference);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _UpdatableReference.apply(this, arguments));\n        }\n\n        return UpdatablePrimitiveReference;\n    }(UpdatableReference);\n\n    var ConditionalReference = exports.ConditionalReference = function (_GlimmerConditionalRe) {\n        (0, _emberBabel.inherits)(ConditionalReference, _GlimmerConditionalRe);\n\n        ConditionalReference.create = function create(reference) {\n            if ((0, _reference.isConst)(reference)) {\n                var value = reference.value();\n                if ((0, _emberMetal.isProxy)(value)) {\n                    return new RootPropertyReference(value, 'isTruthy');\n                } else {\n                    return _runtime.PrimitiveReference.create((0, _toBool.default)(value));\n                }\n            }\n            return new ConditionalReference(reference);\n        };\n\n        function ConditionalReference(reference) {\n            (0, _emberBabel.classCallCheck)(this, ConditionalReference);\n\n            var _this8 = (0, _emberBabel.possibleConstructorReturn)(this, _GlimmerConditionalRe.call(this, reference));\n\n            _this8.objectTag = _reference.UpdatableTag.create(_reference.CONSTANT_TAG);\n            _this8.tag = (0, _reference.combine)([reference.tag, _this8.objectTag]);\n            return _this8;\n        }\n\n        ConditionalReference.prototype.toBool = function toBool(predicate) {\n            if ((0, _emberMetal.isProxy)(predicate)) {\n                this.objectTag.inner.update((0, _emberMetal.tagForProperty)(predicate, 'isTruthy'));\n                return (0, _emberMetal.get)(predicate, 'isTruthy');\n            } else {\n                this.objectTag.inner.update((0, _emberMetal.tagFor)(predicate));\n                return (0, _toBool.default)(predicate);\n            }\n        };\n\n        return ConditionalReference;\n    }(_runtime.ConditionalReference);\n\n    var SimpleHelperReference = exports.SimpleHelperReference = function (_CachedReference2) {\n        (0, _emberBabel.inherits)(SimpleHelperReference, _CachedReference2);\n\n        SimpleHelperReference.create = function create(Helper, _vm, args) {\n            var helper = Helper.create();\n            if ((0, _reference.isConst)(args)) {\n                var positional = args.positional,\n                    named = args.named;\n\n                var positionalValue = positional.value();\n                var namedValue = named.value();\n                if (true) {\n                    maybeFreeze(positionalValue);\n                    maybeFreeze(namedValue);\n                }\n                var result = helper.compute(positionalValue, namedValue);\n                if (typeof result === 'object' && result !== null || typeof result === 'function') {\n                    return new RootReference(result);\n                } else {\n                    return _runtime.PrimitiveReference.create(result);\n                }\n            } else {\n                return new SimpleHelperReference(helper.compute, args);\n            }\n        };\n\n        function SimpleHelperReference(helper, args) {\n            (0, _emberBabel.classCallCheck)(this, SimpleHelperReference);\n\n            var _this9 = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference2.call(this));\n\n            _this9.tag = args.tag;\n            _this9.helper = helper;\n            _this9.args = args;\n            return _this9;\n        }\n\n        SimpleHelperReference.prototype.compute = function compute() {\n            var helper = this.helper,\n                _args = this.args,\n                positional = _args.positional,\n                named = _args.named;\n\n            var positionalValue = positional.value();\n            var namedValue = named.value();\n            if (true) {\n                maybeFreeze(positionalValue);\n                maybeFreeze(namedValue);\n            }\n            return helper(positionalValue, namedValue);\n        };\n\n        return SimpleHelperReference;\n    }(CachedReference);\n\n    var ClassBasedHelperReference = exports.ClassBasedHelperReference = function (_CachedReference3) {\n        (0, _emberBabel.inherits)(ClassBasedHelperReference, _CachedReference3);\n\n        ClassBasedHelperReference.create = function create(helperClass, vm, args) {\n            var instance = helperClass.create();\n            vm.newDestroyable(instance);\n            return new ClassBasedHelperReference(instance, args);\n        };\n\n        function ClassBasedHelperReference(instance, args) {\n            (0, _emberBabel.classCallCheck)(this, ClassBasedHelperReference);\n\n            var _this10 = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference3.call(this));\n\n            _this10.tag = (0, _reference.combine)([instance[_helper.RECOMPUTE_TAG], args.tag]);\n            _this10.instance = instance;\n            _this10.args = args;\n            return _this10;\n        }\n\n        ClassBasedHelperReference.prototype.compute = function compute() {\n            var instance = this.instance,\n                _args2 = this.args,\n                positional = _args2.positional,\n                named = _args2.named;\n\n            var positionalValue = positional.value();\n            var namedValue = named.value();\n            if (true) {\n                maybeFreeze(positionalValue);\n                maybeFreeze(namedValue);\n            }\n            return instance.compute(positionalValue, namedValue);\n        };\n\n        return ClassBasedHelperReference;\n    }(CachedReference);\n\n    var InternalHelperReference = exports.InternalHelperReference = function (_CachedReference4) {\n        (0, _emberBabel.inherits)(InternalHelperReference, _CachedReference4);\n\n        function InternalHelperReference(helper, args) {\n            (0, _emberBabel.classCallCheck)(this, InternalHelperReference);\n\n            var _this11 = (0, _emberBabel.possibleConstructorReturn)(this, _CachedReference4.call(this));\n\n            _this11.tag = args.tag;\n            _this11.helper = helper;\n            _this11.args = args;\n            return _this11;\n        }\n\n        InternalHelperReference.prototype.compute = function compute() {\n            var helper = this.helper,\n                args = this.args;\n\n            return helper(args);\n        };\n\n        return InternalHelperReference;\n    }(CachedReference);\n\n    var UnboundReference = exports.UnboundReference = function (_ConstReference2) {\n        (0, _emberBabel.inherits)(UnboundReference, _ConstReference2);\n\n        function UnboundReference() {\n            (0, _emberBabel.classCallCheck)(this, UnboundReference);\n            return (0, _emberBabel.possibleConstructorReturn)(this, _ConstReference2.apply(this, arguments));\n        }\n\n        UnboundReference.create = function create(value) {\n            if (typeof value === 'object' && value !== null) {\n                return new UnboundReference(value);\n            } else {\n                return _runtime.PrimitiveReference.create(value);\n            }\n        };\n\n        UnboundReference.prototype.get = function get(key) {\n            return new UnboundReference((0, _emberMetal.get)(this.inner, key));\n        };\n\n        return UnboundReference;\n    }(_reference.ConstReference);\n});","enifed('ember-glimmer/utils/string', ['exports', 'ember-babel', 'ember-debug'], function (exports, _emberBabel, _emberDebug) {\n    'use strict';\n\n    exports.SafeString = undefined;\n    exports.getSafeString = getSafeString;\n    exports.escapeExpression = escapeExpression;\n    exports.htmlSafe = htmlSafe;\n    exports.isHTMLSafe = isHTMLSafe;\n\n    var SafeString = exports.SafeString = function () {\n        function SafeString(string) {\n            (0, _emberBabel.classCallCheck)(this, SafeString);\n\n            this.string = string;\n        }\n\n        SafeString.prototype.toString = function toString() {\n            return '' + this.string;\n        };\n\n        SafeString.prototype.toHTML = function toHTML() {\n            return this.toString();\n        };\n\n        return SafeString;\n    }();\n\n    function getSafeString() {\n        (true && !(false) && (0, _emberDebug.deprecate)('Ember.Handlebars.SafeString is deprecated in favor of Ember.String.htmlSafe', false, {\n            id: 'ember-htmlbars.ember-handlebars-safestring',\n            until: '3.0.0',\n            url: 'https://emberjs.com/deprecations/v2.x#toc_use-ember-string-htmlsafe-over-ember-handlebars-safestring'\n        }));\n\n        return SafeString;\n    }\n    var escape = {\n        '&': '&amp;',\n        '<': '&lt;',\n        '>': '&gt;',\n        '\"': '&quot;',\n        \"'\": '&#x27;',\n        '`': '&#x60;',\n        '=': '&#x3D;'\n    };\n    var possible = /[&<>\"'`=]/;\n    var badChars = /[&<>\"'`=]/g;\n    function escapeChar(chr) {\n        return escape[chr];\n    }\n    function escapeExpression(string) {\n        if (typeof string !== 'string') {\n            // don't escape SafeStrings, since they're already safe\n            if (string && string.toHTML) {\n                return string.toHTML();\n            } else if (string === null || string === undefined) {\n                return '';\n            } else if (!string) {\n                return string + '';\n            }\n            // Force a string conversion as this will be done by the append regardless and\n            // the regex test will do this transparently behind the scenes, causing issues if\n            // an object's to string has escaped characters in it.\n            string = '' + string;\n        }\n        if (!possible.test(string)) {\n            return string;\n        }\n        return string.replace(badChars, escapeChar);\n    }\n    /**\n      Mark a string as safe for unescaped output with Ember templates. If you\n      return HTML from a helper, use this function to\n      ensure Ember's rendering layer does not escape the HTML.\n    \n      ```javascript\n      import { htmlSafe } from '@ember/string';\n    \n      htmlSafe('<div>someString</div>')\n      ```\n    \n      @method htmlSafe\n      @for @ember/template\n      @static\n      @return {Handlebars.SafeString} A string that will not be HTML escaped by Handlebars.\n      @public\n    */\n    function htmlSafe(str) {\n        if (str === null || str === undefined) {\n            str = '';\n        } else if (typeof str !== 'string') {\n            str = '' + str;\n        }\n        return new SafeString(str);\n    }\n    /**\n      Detects if a string was decorated using `htmlSafe`.\n    \n      ```javascript\n      import { htmlSafe, isHTMLSafe } from '@ember/string';\n    \n      var plainString = 'plain string',\n          safeString = htmlSafe('<div>someValue</div>');\n    \n      isHTMLSafe(plainString); // false\n      isHTMLSafe(safeString);  // true\n      ```\n    \n      @method isHTMLSafe\n      @for @ember/template\n      @static\n      @return {Boolean} `true` if the string was decorated with `htmlSafe`, `false` otherwise.\n      @public\n    */\n    function isHTMLSafe(str) {\n        return str !== null && typeof str === 'object' && typeof str.toHTML === 'function';\n    }\n});","enifed('ember-glimmer/utils/to-bool', ['exports', 'ember-metal', 'ember-runtime'], function (exports, _emberMetal, _emberRuntime) {\n    'use strict';\n\n    exports.default = toBool;\n    function toBool(predicate) {\n        if (!predicate) {\n            return false;\n        }\n        if (predicate === true) {\n            return true;\n        }\n        if ((0, _emberRuntime.isArray)(predicate)) {\n            return (0, _emberMetal.get)(predicate, 'length') !== 0;\n        }\n        return true;\n    }\n});","enifed('ember-glimmer/views/outlet', ['exports', 'ember-babel', '@glimmer/reference', 'ember-environment', 'ember-metal', 'ember-utils'], function (exports, _emberBabel, _reference, _emberEnvironment, _emberMetal, _emberUtils) {\n    'use strict';\n\n    exports.RootOutletStateReference = undefined;\n\n    var RootOutletStateReference = exports.RootOutletStateReference = function () {\n        function RootOutletStateReference(outletView) {\n            (0, _emberBabel.classCallCheck)(this, RootOutletStateReference);\n\n            this.outletView = outletView;\n            this.tag = outletView._tag;\n        }\n\n        RootOutletStateReference.prototype.get = function get(key) {\n            return new ChildOutletStateReference(this, key);\n        };\n\n        RootOutletStateReference.prototype.value = function value() {\n            return this.outletView.outletState;\n        };\n\n        RootOutletStateReference.prototype.getOrphan = function getOrphan(name) {\n            return new OrphanedOutletStateReference(this, name);\n        };\n\n        RootOutletStateReference.prototype.update = function update(state) {\n            this.outletView.setOutletState(state);\n        };\n\n        return RootOutletStateReference;\n    }();\n\n    var OrphanedOutletStateReference = function (_RootOutletStateRefer) {\n        (0, _emberBabel.inherits)(OrphanedOutletStateReference, _RootOutletStateRefer);\n\n        function OrphanedOutletStateReference(root, name) {\n            (0, _emberBabel.classCallCheck)(this, OrphanedOutletStateReference);\n\n            var _this = (0, _emberBabel.possibleConstructorReturn)(this, _RootOutletStateRefer.call(this, root.outletView));\n\n            _this.root = root;\n            _this.name = name;\n            return _this;\n        }\n\n        OrphanedOutletStateReference.prototype.value = function value() {\n            var rootState = this.root.value();\n            var orphans = rootState.outlets.main.outlets.__ember_orphans__;\n            if (!orphans) {\n                return null;\n            }\n            var matched = orphans.outlets[this.name];\n            if (!matched) {\n                return null;\n            }\n            var state = Object.create(null);\n            state[matched.render.outlet] = matched;\n            matched.wasUsed = true;\n            return { outlets: state, render: undefined };\n        };\n\n        return OrphanedOutletStateReference;\n    }(RootOutletStateReference);\n\n    var ChildOutletStateReference = function () {\n        function ChildOutletStateReference(parent, key) {\n            (0, _emberBabel.classCallCheck)(this, ChildOutletStateReference);\n\n            this.parent = parent;\n            this.key = key;\n            this.tag = parent.tag;\n        }\n\n        ChildOutletStateReference.prototype.get = function get(key) {\n            return new ChildOutletStateReference(this, key);\n        };\n\n        ChildOutletStateReference.prototype.value = function value() {\n            var parent = this.parent.value();\n            return parent && parent[this.key];\n        };\n\n        return ChildOutletStateReference;\n    }();\n\n    var OutletView = function () {\n        OutletView.extend = function extend(injections) {\n            return function (_OutletView) {\n                (0, _emberBabel.inherits)(_class, _OutletView);\n\n                function _class() {\n                    (0, _emberBabel.classCallCheck)(this, _class);\n                    return (0, _emberBabel.possibleConstructorReturn)(this, _OutletView.apply(this, arguments));\n                }\n\n                _class.create = function create(options) {\n                    if (options) {\n                        return _OutletView.create.call(this, (0, _emberUtils.assign)({}, injections, options));\n                    } else {\n                        return _OutletView.create.call(this, injections);\n                    }\n                };\n\n                return _class;\n            }(OutletView);\n        };\n\n        OutletView.reopenClass = function reopenClass(injections) {\n            (0, _emberUtils.assign)(this, injections);\n        };\n\n        OutletView.create = function create(options) {\n            var _environment = options._environment,\n                renderer = options.renderer,\n                template = options.template;\n\n            var owner = options[_emberUtils.OWNER];\n            return new OutletView(_environment, renderer, owner, template);\n        };\n\n        function OutletView(_environment, renderer, owner, template) {\n            (0, _emberBabel.classCallCheck)(this, OutletView);\n\n            this._environment = _environment;\n            this.renderer = renderer;\n            this.owner = owner;\n            this.template = template;\n            this.outletState = null;\n            this._tag = _reference.DirtyableTag.create();\n        }\n\n        OutletView.prototype.appendTo = function appendTo(selector) {\n            var env = this._environment || _emberEnvironment.environment;\n            var target = void 0;\n            if (env.hasDOM) {\n                target = typeof selector === 'string' ? document.querySelector(selector) : selector;\n            } else {\n                target = selector;\n            }\n            _emberMetal.run.schedule('render', this.renderer, 'appendOutletView', this, target);\n        };\n\n        OutletView.prototype.rerender = function rerender() {};\n\n        OutletView.prototype.setOutletState = function setOutletState(state) {\n            this.outletState = {\n                outlets: {\n                    main: state\n                },\n                render: {\n                    owner: undefined,\n                    into: undefined,\n                    outlet: 'main',\n                    name: '-top-level',\n                    controller: undefined,\n                    template: undefined\n                }\n            };\n            this._tag.inner.dirty();\n        };\n\n        OutletView.prototype.toReference = function toReference() {\n            return new RootOutletStateReference(this);\n        };\n\n        OutletView.prototype.destroy = function destroy() {};\n\n        return OutletView;\n    }();\n\n    exports.default = OutletView;\n});","enifed('ember-metal', ['exports', 'ember-environment', 'ember-utils', 'ember-debug', 'ember-babel', 'ember/features', '@glimmer/reference', 'require', 'ember-console', 'backburner'], function (exports, emberEnvironment, emberUtils, emberDebug, emberBabel, ember_features, _glimmer_reference, require, Logger, Backburner) {\n  'use strict';\n\n  require = 'default' in require ? require['default'] : require;\n  Logger = 'default' in Logger ? Logger['default'] : Logger;\n  Backburner = 'default' in Backburner ? Backburner['default'] : Backburner;\n\n  /**\n  @module ember\n  */\n\n  /**\n    This namespace contains all Ember methods and functions. Future versions of\n    Ember may overwrite this namespace and therefore, you should avoid adding any\n    new properties.\n  \n    At the heart of Ember is Ember-Runtime, a set of core functions that provide\n    cross-platform compatibility and object property observing.  Ember-Runtime is\n    small and performance-focused so you can use it alongside other\n    cross-platform libraries such as jQuery. For more details, see\n    [Ember-Runtime](https://emberjs.com/api/modules/ember-runtime.html).\n  \n    @class Ember\n    @static\n    @public\n  */\n  var Ember = typeof emberEnvironment.context.imports.Ember === 'object' && emberEnvironment.context.imports.Ember || {};\n\n  // Make sure these are set whether Ember was already defined or not\n  Ember.isNamespace = true;\n  Ember.toString = function () {\n    return 'Ember';\n  };\n\n  /*\n   When we render a rich template hierarchy, the set of events that\n   *might* happen tends to be much larger than the set of events that\n   actually happen. This implies that we should make listener creation &\n   destruction cheap, even at the cost of making event dispatch more\n   expensive.\n  \n   Thus we store a new listener with a single push and no new\n   allocations, without even bothering to do deduplication -- we can\n   save that for dispatch time, if an event actually happens.\n   */\n\n  /* listener flags */\n  var ONCE = 1;\n  var SUSPENDED = 2;\n\n  var protoMethods = {\n    addToListeners: function (eventName, target, method, flags) {\n      if (this._listeners === undefined) {\n        this._listeners = [];\n      }\n      this._listeners.push(eventName, target, method, flags);\n    },\n    _finalizeListeners: function () {\n      if (this._listenersFinalized) {\n        return;\n      }\n      if (this._listeners === undefined) {\n        this._listeners = [];\n      }\n      var pointer = this.parent;\n      while (pointer !== undefined) {\n        var listeners = pointer._listeners;\n        if (listeners !== undefined) {\n          this._listeners = this._listeners.concat(listeners);\n        }\n        if (pointer._listenersFinalized) {\n          break;\n        }\n        pointer = pointer.parent;\n      }\n      this._listenersFinalized = true;\n    },\n    removeFromListeners: function (eventName, target, method, didRemove) {\n      var pointer = this;\n      while (pointer !== undefined) {\n        var listeners = pointer._listeners;\n        if (listeners !== undefined) {\n          for (var index = listeners.length - 4; index >= 0; index -= 4) {\n            if (listeners[index] === eventName && (!method || listeners[index + 1] === target && listeners[index + 2] === method)) {\n              if (pointer === this) {\n                // we are modifying our own list, so we edit directly\n                if (typeof didRemove === 'function') {\n                  didRemove(eventName, target, listeners[index + 2]);\n                }\n                listeners.splice(index, 4);\n              } else {\n                // we are trying to remove an inherited listener, so we do\n                // just-in-time copying to detach our own listeners from\n                // our inheritance chain.\n                this._finalizeListeners();\n                return this.removeFromListeners(eventName, target, method);\n              }\n            }\n          }\n        }\n        if (pointer._listenersFinalized) {\n          break;\n        }\n        pointer = pointer.parent;\n      }\n    },\n    matchingListeners: function (eventName) {\n      var pointer = this;\n      var result = void 0;\n      while (pointer !== undefined) {\n        var listeners = pointer._listeners;\n        if (listeners !== undefined) {\n          for (var index = 0; index < listeners.length; index += 4) {\n            if (listeners[index] === eventName) {\n              result = result || [];\n              pushUniqueListener(result, listeners, index);\n            }\n          }\n        }\n        if (pointer._listenersFinalized) {\n          break;\n        }\n        pointer = pointer.parent;\n      }\n      var sus = this._suspendedListeners;\n      if (sus !== undefined && result !== undefined) {\n        for (var susIndex = 0; susIndex < sus.length; susIndex += 3) {\n          if (eventName === sus[susIndex]) {\n            for (var resultIndex = 0; resultIndex < result.length; resultIndex += 3) {\n              if (result[resultIndex] === sus[susIndex + 1] && result[resultIndex + 1] === sus[susIndex + 2]) {\n                result[resultIndex + 2] |= SUSPENDED;\n              }\n            }\n          }\n        }\n      }\n      return result;\n    },\n    suspendListeners: function (eventNames, target, method, callback) {\n      var sus = this._suspendedListeners;\n      if (sus === undefined) {\n        sus = this._suspendedListeners = [];\n      }\n      for (var i = 0; i < eventNames.length; i++) {\n        sus.push(eventNames[i], target, method);\n      }\n      try {\n        return callback.call(target);\n      } finally {\n        if (sus.length === eventNames.length) {\n          this._suspendedListeners = undefined;\n        } else {\n          for (var _i = sus.length - 3; _i >= 0; _i -= 3) {\n            if (sus[_i + 1] === target && sus[_i + 2] === method && eventNames.indexOf(sus[_i]) !== -1) {\n              sus.splice(_i, 3);\n            }\n          }\n        }\n      }\n    },\n    watchedEvents: function () {\n      var pointer = this;\n      var names = {};\n      while (pointer !== undefined) {\n        var listeners = pointer._listeners;\n        if (listeners !== undefined) {\n          for (var index = 0; index < listeners.length; index += 4) {\n            names[listeners[index]] = true;\n          }\n        }\n        if (pointer._listenersFinalized) {\n          break;\n        }\n        pointer = pointer.parent;\n      }\n      return Object.keys(names);\n    }\n  };\n\n  function pushUniqueListener(destination, source, index) {\n    var target = source[index + 1];\n    var method = source[index + 2];\n    for (var destinationIndex = 0; destinationIndex < destination.length; destinationIndex += 3) {\n      if (destination[destinationIndex] === target && destination[destinationIndex + 1] === method) {\n        return;\n      }\n    }\n    destination.push(target, method, source[index + 3]);\n  }\n\n  /**\n  @module @ember/object\n  */\n  /*\n    The event system uses a series of nested hashes to store listeners on an\n    object. When a listener is registered, or when an event arrives, these\n    hashes are consulted to determine which target and action pair to invoke.\n  \n    The hashes are stored in the object's meta hash, and look like this:\n  \n        // Object's meta hash\n        {\n          listeners: {       // variable name: `listenerSet`\n            \"foo:changed\": [ // variable name: `actions`\n              target, method, flags\n            ]\n          }\n        }\n  \n  */\n\n  /**\n    Add an event listener\n  \n    @method addListener\n    @static\n    @for @ember/object/events\n    @param obj\n    @param {String} eventName\n    @param {Object|Function} target A target object or a function\n    @param {Function|String} method A function or the name of a function to be called on `target`\n    @param {Boolean} once A flag whether a function should only be called once\n    @public\n  */\n  function addListener(obj, eventName, target, method, once) {\n    true && !(!!obj && !!eventName) && emberDebug.assert('You must pass at least an object and event name to addListener', !!obj && !!eventName);\n    true && !(eventName !== 'didInitAttrs') && emberDebug.deprecate('didInitAttrs called in ' + (obj && obj.toString && obj.toString()) + '.', eventName !== 'didInitAttrs', {\n      id: 'ember-views.did-init-attrs',\n      until: '3.0.0',\n      url: 'https://emberjs.com/deprecations/v2.x#toc_ember-component-didinitattrs'\n    });\n\n    if (!method && 'function' === typeof target) {\n      method = target;\n      target = null;\n    }\n\n    var flags = 0;\n    if (once) {\n      flags |= ONCE;\n    }\n\n    meta(obj).addToListeners(eventName, target, method, flags);\n\n    if ('function' === typeof obj.didAddListener) {\n      obj.didAddListener(eventName, target, method);\n    }\n  }\n\n  /**\n    Remove an event listener\n  \n    Arguments should match those passed to `addListener`.\n  \n    @method removeListener\n    @static\n    @for @ember/object/events\n    @param obj\n    @param {String} eventName\n    @param {Object|Function} target A target object or a function\n    @param {Function|String} method A function or the name of a function to be called on `target`\n    @public\n  */\n  function removeListener(obj, eventName, target, method) {\n    true && !(!!obj && !!eventName) && emberDebug.assert('You must pass at least an object and event name to removeListener', !!obj && !!eventName);\n\n    if (!method && 'function' === typeof target) {\n      method = target;\n      target = null;\n    }\n\n    var func = 'function' === typeof obj.didRemoveListener ? obj.didRemoveListener.bind(obj) : function () {};\n    meta(obj).removeFromListeners(eventName, target, method, func);\n  }\n\n  /**\n    Suspend listener during callback.\n  \n    This should only be used by the target of the event listener\n    when it is taking an action that would cause the event, e.g.\n    an object might suspend its property change listener while it is\n    setting that property.\n  \n    @method suspendListener\n    @static\n    @for @ember/object/events\n  \n    @private\n    @param obj\n    @param {String} eventName\n    @param {Object|Function} target A target object or a function\n    @param {Function|String} method A function or the name of a function to be called on `target`\n    @param {Function} callback\n  */\n  function suspendListener(obj, eventName, target, method, callback) {\n    return suspendListeners(obj, [eventName], target, method, callback);\n  }\n\n  /**\n    Suspends multiple listeners during a callback.\n  \n    @method suspendListeners\n    @static\n    @for @ember/object/events\n  \n    @private\n    @param obj\n    @param {Array} eventNames Array of event names\n    @param {Object|Function} target A target object or a function\n    @param {Function|String} method A function or the name of a function to be called on `target`\n    @param {Function} callback\n  */\n  function suspendListeners(obj, eventNames, target, method, callback) {\n    if (!method && 'function' === typeof target) {\n      method = target;\n      target = null;\n    }\n    return meta(obj).suspendListeners(eventNames, target, method, callback);\n  }\n\n  /**\n    Return a list of currently watched events\n  \n    @private\n    @method watchedEvents\n    @static\n    @for @ember/object/events\n    @param obj\n  */\n  function watchedEvents(obj) {\n    var meta$$1 = exports.peekMeta(obj);\n    return meta$$1 !== undefined ? meta$$1.watchedEvents() : [];\n  }\n\n  /**\n    Send an event. The execution of suspended listeners\n    is skipped, and once listeners are removed. A listener without\n    a target is executed on the passed object. If an array of actions\n    is not passed, the actions stored on the passed object are invoked.\n  \n    @method sendEvent\n    @static\n    @for @ember/object/events\n    @param obj\n    @param {String} eventName\n    @param {Array} params Optional parameters for each listener.\n    @param {Array} actions Optional array of actions (listeners).\n    @param {Meta}  meta Optional meta to lookup listeners\n    @return true\n    @public\n  */\n  function sendEvent(obj, eventName, params, actions, _meta) {\n    if (actions === undefined) {\n      var meta$$1 = _meta === undefined ? exports.peekMeta(obj) : _meta;\n      actions = typeof meta$$1 === 'object' && meta$$1 !== null && meta$$1.matchingListeners(eventName);\n    }\n\n    if (actions === undefined || actions.length === 0) {\n      return false;\n    }\n\n    for (var i = actions.length - 3; i >= 0; i -= 3) {\n      // looping in reverse for once listeners\n      var target = actions[i];\n      var method = actions[i + 1];\n      var flags = actions[i + 2];\n\n      if (!method) {\n        continue;\n      }\n      if (flags & SUSPENDED) {\n        continue;\n      }\n      if (flags & ONCE) {\n        removeListener(obj, eventName, target, method);\n      }\n      if (!target) {\n        target = obj;\n      }\n      if ('string' === typeof method) {\n        if (params) {\n          emberUtils.applyStr(target, method, params);\n        } else {\n          target[method]();\n        }\n      } else {\n        if (params) {\n          method.apply(target, params);\n        } else {\n          method.call(target);\n        }\n      }\n    }\n    return true;\n  }\n\n  /**\n    @private\n    @method hasListeners\n    @static\n    @for @ember/object/events\n    @param obj\n    @param {String} eventName\n  */\n  function hasListeners(obj, eventName) {\n    var meta$$1 = exports.peekMeta(obj);\n    if (meta$$1 === undefined) {\n      return false;\n    }\n    var matched = meta$$1.matchingListeners(eventName);\n    return matched !== undefined && matched.length > 0;\n  }\n\n  /**\n    @private\n    @method listenersFor\n    @static\n    @for @ember/object/events\n    @param obj\n    @param {String} eventName\n  */\n  function listenersFor(obj, eventName) {\n    var ret = [];\n    var meta$$1 = exports.peekMeta(obj);\n    var actions = meta$$1 !== undefined ? meta$$1.matchingListeners(eventName) : undefined;\n\n    if (actions === undefined) {\n      return ret;\n    }\n\n    for (var i = 0; i < actions.length; i += 3) {\n      var target = actions[i];\n      var method = actions[i + 1];\n      ret.push([target, method]);\n    }\n\n    return ret;\n  }\n\n  /**\n    Define a property as a function that should be executed when\n    a specified event or events are triggered.\n  \n  \n    ``` javascript\n    import EmberObject from '@ember/object';\n    import { on } from '@ember/object/evented';\n    import { sendEvent } from '@ember/object/events';\n  \n    let Job = EmberObject.extend({\n      logCompleted: on('completed', function() {\n        console.log('Job completed!');\n      })\n    });\n  \n    let job = Job.create();\n  \n    sendEvent(job, 'completed'); // Logs 'Job completed!'\n   ```\n  \n    @method on\n    @static\n    @for @ember/object/evented\n    @param {String} eventNames*\n    @param {Function} func\n    @return func\n    @public\n  */\n  function on() {\n    for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n      args[_key] = arguments[_key];\n    }\n\n    var func = args.pop();\n    var events = args;\n\n    true && !(typeof func === 'function') && emberDebug.assert('on expects function as last argument', typeof func === 'function');\n    true && !(events.length > 0 && events.every(function (p) {\n      return typeof p === 'string' && p.length;\n    })) && emberDebug.assert('on called without valid event names', events.length > 0 && events.every(function (p) {\n      return typeof p === 'string' && p.length;\n    }));\n\n    func.__ember_listens__ = events;\n    return func;\n  }\n\n  var hasViews = function () {\n    return false;\n  };\n\n  function setHasViews(fn) {\n    hasViews = fn;\n  }\n\n  function makeTag() {\n    return new _glimmer_reference.DirtyableTag();\n  }\n\n  function tagForProperty(object, propertyKey, _meta) {\n    if (typeof object !== 'object' || object === null) {\n      return _glimmer_reference.CONSTANT_TAG;\n    }\n\n    var meta$$1 = _meta === undefined ? meta(object) : _meta;\n    if (meta$$1.isProxy()) {\n      return tagFor(object, meta$$1);\n    }\n\n    var tags = meta$$1.writableTags();\n    var tag = tags[propertyKey];\n    if (tag) {\n      return tag;\n    }\n\n    return tags[propertyKey] = makeTag();\n  }\n\n  function tagFor(object, _meta) {\n    if (typeof object === 'object' && object !== null) {\n      var meta$$1 = _meta === undefined ? meta(object) : _meta;\n      return meta$$1.writableTag(makeTag);\n    } else {\n      return _glimmer_reference.CONSTANT_TAG;\n    }\n  }\n\n  function markObjectAsDirty(meta$$1, propertyKey) {\n    var objectTag = meta$$1.readableTag();\n\n    if (objectTag !== undefined) {\n      objectTag.dirty();\n    }\n\n    var tags = meta$$1.readableTags();\n    var propertyTag = tags !== undefined ? tags[propertyKey] : undefined;\n\n    if (propertyTag !== undefined) {\n      propertyTag.dirty();\n    }\n\n    if (propertyKey === 'content' && meta$$1.isProxy()) {\n      objectTag.contentDidChange();\n    }\n\n    if (objectTag !== undefined || propertyTag !== undefined) {\n      ensureRunloop();\n    }\n  }\n\n  var backburner = void 0;\n  function ensureRunloop() {\n    if (backburner === undefined) {\n      backburner = require('ember-metal').run.backburner;\n    }\n\n    if (hasViews()) {\n      backburner.ensureInstance();\n    }\n  }\n\n  /*\n    this.observerSet = {\n      [senderGuid]: { // variable name: `keySet`\n        [keyName]: listIndex\n      }\n    },\n    this.observers = [\n      {\n        sender: obj,\n        keyName: keyName,\n        eventName: eventName,\n        listeners: [\n          [target, method, flags]\n        ]\n      },\n      ...\n    ]\n  */\n\n  var ObserverSet = function () {\n    function ObserverSet() {\n      emberBabel.classCallCheck(this, ObserverSet);\n\n      this.clear();\n    }\n\n    ObserverSet.prototype.add = function add(sender, keyName, eventName) {\n      var observerSet = this.observerSet;\n      var observers = this.observers;\n      var senderGuid = emberUtils.guidFor(sender);\n      var keySet = observerSet[senderGuid];\n\n      if (keySet === undefined) {\n        observerSet[senderGuid] = keySet = {};\n      }\n\n      var index = keySet[keyName];\n      if (index === undefined) {\n        index = observers.push({\n          sender: sender,\n          keyName: keyName,\n          eventName: eventName,\n          listeners: []\n        }) - 1;\n        keySet[keyName] = index;\n      }\n      return observers[index].listeners;\n    };\n\n    ObserverSet.prototype.flush = function flush() {\n      var observers = this.observers;\n      var observer = void 0,\n          sender = void 0;\n      this.clear();\n      for (var i = 0; i < observers.length; ++i) {\n        observer = observers[i];\n        sender = observer.sender;\n        if (sender.isDestroying || sender.isDestroyed) {\n          continue;\n        }\n        sendEvent(sender, observer.eventName, [sender, observer.keyName], observer.listeners);\n      }\n    };\n\n    ObserverSet.prototype.clear = function clear() {\n      this.observerSet = {};\n      this.observers = [];\n    };\n\n    return ObserverSet;\n  }();\n\n  /**\n   @module ember\n  */\n  var id = 0;\n\n  // Returns whether Type(value) is Object according to the terminology in the spec\n  function isObject$1(value) {\n    return typeof value === 'object' && value !== null || typeof value === 'function';\n  }\n\n  /*\n   * @class Ember.WeakMap\n   * @public\n   * @category ember-metal-weakmap\n   *\n   * A partial polyfill for [WeakMap](http://www.ecma-international.org/ecma-262/6.0/#sec-weakmap-objects).\n   *\n   * There is a small but important caveat. This implementation assumes that the\n   * weak map will live longer (in the sense of garbage collection) than all of its\n   * keys, otherwise it is possible to leak the values stored in the weak map. In\n   * practice, most use cases satisfy this limitation which is why it is included\n   * in ember-metal.\n   */\n  var WeakMapPolyfill = function () {\n    function WeakMapPolyfill(iterable) {\n      emberBabel.classCallCheck(this, WeakMapPolyfill);\n\n      this._id = emberUtils.GUID_KEY + id++;\n\n      if (iterable === null || iterable === undefined) {\n        return;\n      } else if (Array.isArray(iterable)) {\n        for (var i = 0; i < iterable.length; i++) {\n          var _iterable$i = iterable[i],\n              key = _iterable$i[0],\n              value = _iterable$i[1];\n\n          this.set(key, value);\n        }\n      } else {\n        throw new TypeError('The weak map constructor polyfill only supports an array argument');\n      }\n    }\n\n    /*\n     * @method get\n     * @param key {Object | Function}\n     * @return {Any} stored value\n     */\n\n    WeakMapPolyfill.prototype.get = function get(obj) {\n      if (!isObject$1(obj)) {\n        return undefined;\n      }\n\n      var meta$$1 = exports.peekMeta(obj);\n      if (meta$$1 !== undefined) {\n        var map = meta$$1.readableWeak();\n        if (map !== undefined) {\n          var val = map[this._id];\n          if (val === UNDEFINED) {\n            return undefined;\n          }\n          return val;\n        }\n      }\n    };\n\n    /*\n     * @method set\n     * @param key {Object | Function}\n     * @param value {Any}\n     * @return {WeakMap} the weak map\n     */\n\n    WeakMapPolyfill.prototype.set = function set(obj, value) {\n      if (!isObject$1(obj)) {\n        throw new TypeError('Invalid value used as weak map key');\n      }\n\n      if (value === undefined) {\n        value = UNDEFINED;\n      }\n\n      meta(obj).writableWeak()[this._id] = value;\n\n      return this;\n    };\n\n    /*\n     * @method has\n     * @param key {Object | Function}\n     * @return {boolean} if the key exists\n     */\n\n    WeakMapPolyfill.prototype.has = function has(obj) {\n      if (!isObject$1(obj)) {\n        return false;\n      }\n\n      var meta$$1 = exports.peekMeta(obj);\n      if (meta$$1 !== undefined) {\n        var map = meta$$1.readableWeak();\n        if (map !== undefined) {\n          return map[this._id] !== undefined;\n        }\n      }\n\n      return false;\n    };\n\n    /*\n     * @method delete\n     * @param key {Object | Function}\n     * @return {boolean} if the key was deleted\n     */\n\n    WeakMapPolyfill.prototype.delete = function _delete(obj) {\n      if (this.has(obj)) {\n        delete exports.peekMeta(obj).writableWeak()[this._id];\n        return true;\n      } else {\n        return false;\n      }\n    };\n\n    /*\n     * @method toString\n     * @return {String}\n     */\n\n    WeakMapPolyfill.prototype.toString = function toString$$1() {\n      return '[object WeakMap]';\n    };\n\n    return WeakMapPolyfill;\n  }();\n\n  var WeakMap$1 = emberUtils.HAS_NATIVE_WEAKMAP ? WeakMap : WeakMapPolyfill;\n\n  exports.runInTransaction = void 0;\n  exports.didRender = void 0;\n  exports.assertNotRendered = void 0;\n\n  // detect-backtracking-rerender by default is debug build only\n  // detect-glimmer-allow-backtracking-rerender can be enabled in custom builds\n  if (ember_features.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER || ember_features.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER) {\n\n    // there are 4 states\n\n    // NATIVE WEAKMAP AND DEBUG\n    // tracks lastRef and lastRenderedIn per rendered object and key during a transaction\n    // release everything via normal weakmap semantics by just derefencing the weakmap\n\n    // NATIVE WEAKMAP AND RELEASE\n    // tracks transactionId per rendered object and key during a transaction\n    // release everything via normal weakmap semantics by just derefencing the weakmap\n\n    // WEAKMAP POLYFILL AND DEBUG\n    // tracks lastRef and lastRenderedIn per rendered object and key during a transaction\n    // since lastRef retains a lot of app state (will have a ref to the Container)\n    // if the object rendered is retained (like a immutable POJO in module state)\n    // during acceptance tests this adds up and obfuscates finding other leaks.\n\n    // WEAKMAP POLYFILL AND RELEASE\n    // tracks transactionId per rendered object and key during a transaction\n    // leaks it because small and likely not worth tracking it since it will only\n    // be leaked if the object is retained\n\n    var TransactionRunner = function () {\n      function TransactionRunner() {\n        emberBabel.classCallCheck(this, TransactionRunner);\n\n        this.transactionId = 0;\n        this.inTransaction = false;\n        this.shouldReflush = false;\n        this.weakMap = new WeakMap$1();\n        {\n          // track templates\n          this.debugStack = undefined;\n\n          if (!emberUtils.HAS_NATIVE_WEAKMAP) {\n            // DEBUG AND POLYFILL\n            // needs obj tracking\n            this.objs = [];\n          }\n        }\n      }\n\n      TransactionRunner.prototype.runInTransaction = function runInTransaction(context$$1, methodName) {\n        this.before(context$$1);\n        try {\n          context$$1[methodName]();\n        } finally {\n          this.after();\n        }\n        return this.shouldReflush;\n      };\n\n      TransactionRunner.prototype.didRender = function didRender(object, key, reference) {\n        if (!this.inTransaction) {\n          return;\n        }\n        {\n          this.setKey(object, key, {\n            lastRef: reference,\n            lastRenderedIn: this.debugStack.peek()\n          });\n        }\n      };\n\n      TransactionRunner.prototype.assertNotRendered = function assertNotRendered(object, key) {\n        if (!this.inTransaction) {\n          return;\n        }\n        if (this.hasRendered(object, key)) {\n          {\n            var _getKey = this.getKey(object, key),\n                lastRef = _getKey.lastRef,\n                lastRenderedIn = _getKey.lastRenderedIn;\n\n            var currentlyIn = this.debugStack.peek();\n\n            var parts = [];\n            var label = void 0;\n\n            if (lastRef !== undefined) {\n              while (lastRef && lastRef._propertyKey) {\n                parts.unshift(lastRef._propertyKey);\n                lastRef = lastRef._parentReference;\n              }\n\n              label = parts.join('.');\n            } else {\n              label = 'the same value';\n            }\n\n            var message = 'You modified \"' + label + '\" twice on ' + object + ' in a single render. It was rendered in ' + lastRenderedIn + ' and modified in ' + currentlyIn + '. This was unreliable and slow in Ember 1.x and';\n\n            if (ember_features.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER) {\n              true && !false && emberDebug.deprecate(message + ' will be removed in Ember 3.0.', false, { id: 'ember-views.render-double-modify', until: '3.0.0' });\n            } else {\n              true && !false && emberDebug.assert(message + ' is no longer supported. See https://github.com/emberjs/ember.js/issues/13948 for more details.', false);\n            }\n          }\n\n          this.shouldReflush = true;\n        }\n      };\n\n      TransactionRunner.prototype.hasRendered = function hasRendered(object, key) {\n        if (!this.inTransaction) {\n          return false;\n        }\n        {\n          return this.getKey(object, key) !== undefined;\n        }\n        return this.getKey(object, key) === this.transactionId;\n      };\n\n      TransactionRunner.prototype.before = function before(context$$1) {\n        this.inTransaction = true;\n        this.shouldReflush = false;\n        {\n          this.debugStack = context$$1.env.debugStack;\n        }\n      };\n\n      TransactionRunner.prototype.after = function after() {\n        this.transactionId++;\n        this.inTransaction = false;\n        {\n          this.debugStack = undefined;\n        }\n        this.clearObjectMap();\n      };\n\n      TransactionRunner.prototype.createMap = function createMap(object) {\n        var map = Object.create(null);\n        this.weakMap.set(object, map);\n        if (true && !emberUtils.HAS_NATIVE_WEAKMAP) {\n          // POLYFILL AND DEBUG\n          // requires tracking objects\n          this.objs.push(object);\n        }\n        return map;\n      };\n\n      TransactionRunner.prototype.getOrCreateMap = function getOrCreateMap(object) {\n        var map = this.weakMap.get(object);\n        if (map === undefined) {\n          map = this.createMap(object);\n        }\n        return map;\n      };\n\n      TransactionRunner.prototype.setKey = function setKey(object, key, value) {\n        var map = this.getOrCreateMap(object);\n        map[key] = value;\n      };\n\n      TransactionRunner.prototype.getKey = function getKey(object, key) {\n        var map = this.weakMap.get(object);\n        if (map !== undefined) {\n          return map[key];\n        }\n      };\n\n      TransactionRunner.prototype.clearObjectMap = function clearObjectMap() {\n        if (emberUtils.HAS_NATIVE_WEAKMAP) {\n          // NATIVE AND (DEBUG OR RELEASE)\n          // if we have a real native weakmap\n          // releasing the ref will allow the values to be GCed\n          this.weakMap = new WeakMap$1();\n        } else {\n          // POLYFILL AND DEBUG\n          // with a polyfill the weakmap keys must be cleared since\n          // they have the last reference, acceptance tests will leak\n          // the container if you render a immutable object retained\n          // in module scope.\n          var objs = this.objs,\n              weakMap = this.weakMap;\n\n          this.objs = [];\n          for (var i = 0; i < objs.length; i++) {\n            weakMap.delete(objs[i]);\n          }\n        }\n        // POLYFILL AND RELEASE\n        // we leak the key map if the object is retained but this is\n        // a POJO of keys to transaction ids\n      };\n\n      return TransactionRunner;\n    }();\n\n    var runner = new TransactionRunner();\n\n    exports.runInTransaction = runner.runInTransaction.bind(runner);\n    exports.didRender = runner.didRender.bind(runner);\n    exports.assertNotRendered = runner.assertNotRendered.bind(runner);\n  } else {\n    // in production do nothing to detect reflushes\n    exports.runInTransaction = function (context$$1, methodName) {\n      context$$1[methodName]();\n      return false;\n    };\n  }\n\n  /**\n   @module ember\n   @private\n   */\n\n  var PROPERTY_DID_CHANGE = emberUtils.symbol('PROPERTY_DID_CHANGE');\n\n  var beforeObserverSet = new ObserverSet();\n  var observerSet = new ObserverSet();\n  var deferred = 0;\n\n  // ..........................................................\n  // PROPERTY CHANGES\n  //\n\n  /**\n    This function is called just before an object property is about to change.\n    It will notify any before observers and prepare caches among other things.\n  \n    Normally you will not need to call this method directly but if for some\n    reason you can't directly watch a property you can invoke this method\n    manually along with `Ember.propertyDidChange()` which you should call just\n    after the property value changes.\n  \n    @method propertyWillChange\n    @for Ember\n    @param {Object} obj The object with the property that will change\n    @param {String} keyName The property key (or path) that will change.\n    @return {void}\n    @private\n  */\n  function propertyWillChange(obj, keyName, _meta) {\n    var meta$$1 = _meta === undefined ? exports.peekMeta(obj) : _meta;\n    if (meta$$1 !== undefined && !meta$$1.isInitialized(obj)) {\n      return;\n    }\n\n    var watching = meta$$1 !== undefined && meta$$1.peekWatching(keyName) > 0;\n    var possibleDesc = obj[keyName];\n    var isDescriptor = possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor;\n\n    if (isDescriptor && possibleDesc.willChange) {\n      possibleDesc.willChange(obj, keyName);\n    }\n\n    if (watching) {\n      dependentKeysWillChange(obj, keyName, meta$$1);\n      chainsWillChange(obj, keyName, meta$$1);\n      notifyBeforeObservers(obj, keyName, meta$$1);\n    }\n  }\n\n  /**\n    This function is called just after an object property has changed.\n    It will notify any observers and clear caches among other things.\n  \n    Normally you will not need to call this method directly but if for some\n    reason you can't directly watch a property you can invoke this method\n    manually along with `Ember.propertyWillChange()` which you should call just\n    before the property value changes.\n  \n    @method propertyDidChange\n    @for Ember\n    @param {Object} obj The object with the property that will change\n    @param {String} keyName The property key (or path) that will change.\n    @param {Meta} meta The objects meta.\n    @return {void}\n    @private\n  */\n  function propertyDidChange(obj, keyName, _meta) {\n    var meta$$1 = _meta === undefined ? exports.peekMeta(obj) : _meta;\n    var hasMeta = meta$$1 !== undefined;\n\n    if (hasMeta && !meta$$1.isInitialized(obj)) {\n      return;\n    }\n\n    var possibleDesc = obj[keyName];\n    var isDescriptor = possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor;\n\n    // shouldn't this mean that we're watching this key?\n    if (isDescriptor && possibleDesc.didChange) {\n      possibleDesc.didChange(obj, keyName);\n    }\n\n    if (hasMeta && meta$$1.peekWatching(keyName) > 0) {\n      dependentKeysDidChange(obj, keyName, meta$$1);\n      chainsDidChange(obj, keyName, meta$$1);\n      notifyObservers(obj, keyName, meta$$1);\n    }\n\n    if (obj[PROPERTY_DID_CHANGE]) {\n      obj[PROPERTY_DID_CHANGE](keyName);\n    }\n\n    if (hasMeta) {\n      if (meta$$1.isSourceDestroying()) {\n        return;\n      }\n      markObjectAsDirty(meta$$1, keyName);\n    }\n\n    if (ember_features.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER || ember_features.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER) {\n      exports.assertNotRendered(obj, keyName, meta$$1);\n    }\n  }\n\n  var WILL_SEEN = void 0;\n  var DID_SEEN = void 0;\n  // called whenever a property is about to change to clear the cache of any dependent keys (and notify those properties of changes, etc...)\n  function dependentKeysWillChange(obj, depKey, meta$$1) {\n    if (meta$$1.isSourceDestroying() || !meta$$1.hasDeps(depKey)) {\n      return;\n    }\n    var seen = WILL_SEEN;\n    var top = !seen;\n\n    if (top) {\n      seen = WILL_SEEN = {};\n    }\n\n    iterDeps(propertyWillChange, obj, depKey, seen, meta$$1);\n\n    if (top) {\n      WILL_SEEN = null;\n    }\n  }\n\n  // called whenever a property has just changed to update dependent keys\n  function dependentKeysDidChange(obj, depKey, meta$$1) {\n    if (meta$$1.isSourceDestroying() || !meta$$1.hasDeps(depKey)) {\n      return;\n    }\n    var seen = DID_SEEN;\n    var top = !seen;\n\n    if (top) {\n      seen = DID_SEEN = {};\n    }\n\n    iterDeps(propertyDidChange, obj, depKey, seen, meta$$1);\n\n    if (top) {\n      DID_SEEN = null;\n    }\n  }\n\n  function iterDeps(method, obj, depKey, seen, meta$$1) {\n    var possibleDesc = void 0,\n        isDescriptor = void 0;\n    var guid = emberUtils.guidFor(obj);\n    var current = seen[guid];\n\n    if (!current) {\n      current = seen[guid] = {};\n    }\n\n    if (current[depKey]) {\n      return;\n    }\n\n    current[depKey] = true;\n\n    meta$$1.forEachInDeps(depKey, function (key, value) {\n      if (!value) {\n        return;\n      }\n\n      possibleDesc = obj[key];\n      isDescriptor = possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor;\n\n      if (isDescriptor && possibleDesc._suspended === obj) {\n        return;\n      }\n\n      method(obj, key, meta$$1);\n    });\n  }\n\n  function chainsWillChange(obj, keyName, meta$$1) {\n    var chainWatchers = meta$$1.readableChainWatchers();\n    if (chainWatchers !== undefined) {\n      chainWatchers.notify(keyName, false, propertyWillChange);\n    }\n  }\n\n  function chainsDidChange(obj, keyName, meta$$1) {\n    var chainWatchers = meta$$1.readableChainWatchers();\n    if (chainWatchers !== undefined) {\n      chainWatchers.notify(keyName, true, propertyDidChange);\n    }\n  }\n\n  function overrideChains(obj, keyName, meta$$1) {\n    var chainWatchers = meta$$1.readableChainWatchers();\n    if (chainWatchers !== undefined) {\n      chainWatchers.revalidate(keyName);\n    }\n  }\n\n  /**\n    @method beginPropertyChanges\n    @chainable\n    @private\n  */\n  function beginPropertyChanges() {\n    deferred++;\n  }\n\n  /**\n    @method endPropertyChanges\n    @private\n  */\n  function endPropertyChanges() {\n    deferred--;\n    if (deferred <= 0) {\n      beforeObserverSet.clear();\n      observerSet.flush();\n    }\n  }\n\n  /**\n    Make a series of property changes together in an\n    exception-safe way.\n  \n    ```javascript\n    Ember.changeProperties(function() {\n      obj1.set('foo', mayBlowUpWhenSet);\n      obj2.set('bar', baz);\n    });\n    ```\n  \n    @method changeProperties\n    @param {Function} callback\n    @param [binding]\n    @private\n  */\n  function changeProperties(callback, binding) {\n    beginPropertyChanges();\n    try {\n      callback.call(binding);\n    } finally {\n      endPropertyChanges();\n    }\n  }\n\n  function indexOf(array, target, method) {\n    var index = -1;\n    // hashes are added to the end of the event array\n    // so it makes sense to start searching at the end\n    // of the array and search in reverse\n    for (var i = array.length - 3; i >= 0; i -= 3) {\n      if (target === array[i] && method === array[i + 1]) {\n        index = i;\n        break;\n      }\n    }\n    return index;\n  }\n\n  function accumulateListeners(obj, eventName, otherActions, meta$$1) {\n    var actions = meta$$1.matchingListeners(eventName);\n    if (actions === undefined) {\n      return;\n    }\n    var newActions = [];\n\n    for (var i = actions.length - 3; i >= 0; i -= 3) {\n      var target = actions[i];\n      var method = actions[i + 1];\n      var flags = actions[i + 2];\n      var actionIndex = indexOf(otherActions, target, method);\n\n      if (actionIndex === -1) {\n        otherActions.push(target, method, flags);\n        newActions.push(target, method, flags);\n      }\n    }\n\n    return newActions;\n  }\n\n  function notifyBeforeObservers(obj, keyName, meta$$1) {\n    if (meta$$1.isSourceDestroying()) {\n      return;\n    }\n\n    var eventName = keyName + ':before';\n    var listeners = void 0,\n        added = void 0;\n    if (deferred > 0) {\n      listeners = beforeObserverSet.add(obj, keyName, eventName);\n      added = accumulateListeners(obj, eventName, listeners, meta$$1);\n    }\n    sendEvent(obj, eventName, [obj, keyName], added);\n  }\n\n  function notifyObservers(obj, keyName, meta$$1) {\n    if (meta$$1.isSourceDestroying()) {\n      return;\n    }\n\n    var eventName = keyName + ':change';\n    var listeners = void 0;\n    if (deferred > 0) {\n      listeners = observerSet.add(obj, keyName, eventName);\n      accumulateListeners(obj, eventName, listeners, meta$$1);\n    } else {\n      sendEvent(obj, eventName, [obj, keyName]);\n    }\n  }\n\n  /**\n  @module @ember/object\n  */\n\n  // ..........................................................\n  // DESCRIPTOR\n  //\n\n  /**\n    Objects of this type can implement an interface to respond to requests to\n    get and set. The default implementation handles simple properties.\n  \n    @class Descriptor\n    @private\n  */\n  function Descriptor() {\n    this.isDescriptor = true;\n  }\n\n  var REDEFINE_SUPPORTED = function () {\n    // https://github.com/spalger/kibana/commit/b7e35e6737df585585332857a4c397dc206e7ff9\n    var a = Object.create(Object.prototype, {\n      prop: {\n        configurable: true,\n        value: 1\n      }\n    });\n\n    Object.defineProperty(a, 'prop', {\n      configurable: true,\n      value: 2\n    });\n\n    return a.prop === 2;\n  }();\n  // ..........................................................\n  // DEFINING PROPERTIES API\n  //\n\n  function MANDATORY_SETTER_FUNCTION(name) {\n    function SETTER_FUNCTION(value) {\n      var m = exports.peekMeta(this);\n      if (!m.isInitialized(this)) {\n        m.writeValues(name, value);\n      } else {\n        true && !false && emberDebug.assert('You must use set() to set the `' + name + '` property (of ' + this + ') to `' + value + '`.', false);\n      }\n    }\n\n    SETTER_FUNCTION.isMandatorySetter = true;\n    return SETTER_FUNCTION;\n  }\n\n  function DEFAULT_GETTER_FUNCTION(name) {\n    return function GETTER_FUNCTION() {\n      var meta$$1 = exports.peekMeta(this);\n      if (meta$$1 !== undefined) {\n        return meta$$1.peekValues(name);\n      }\n    };\n  }\n\n  function INHERITING_GETTER_FUNCTION(name) {\n    function IGETTER_FUNCTION() {\n      var meta$$1 = exports.peekMeta(this);\n      var val = void 0;\n      if (meta$$1 !== undefined) {\n        val = meta$$1.readInheritedValue('values', name);\n      }\n\n      if (val === UNDEFINED) {\n        var proto = Object.getPrototypeOf(this);\n        return proto && proto[name];\n      } else {\n        return val;\n      }\n    }\n\n    IGETTER_FUNCTION.isInheritingGetter = true;\n    return IGETTER_FUNCTION;\n  }\n\n  /**\n    NOTE: This is a low-level method used by other parts of the API. You almost\n    never want to call this method directly. Instead you should use\n    `mixin()` to define new properties.\n  \n    Defines a property on an object. This method works much like the ES5\n    `Object.defineProperty()` method except that it can also accept computed\n    properties and other special descriptors.\n  \n    Normally this method takes only three parameters. However if you pass an\n    instance of `Descriptor` as the third param then you can pass an\n    optional value as the fourth parameter. This is often more efficient than\n    creating new descriptor hashes for each property.\n  \n    ## Examples\n  \n    ```javascript\n    import { defineProperty, computed } from '@ember/object';\n  \n    // ES5 compatible mode\n    defineProperty(contact, 'firstName', {\n      writable: true,\n      configurable: false,\n      enumerable: true,\n      value: 'Charles'\n    });\n  \n    // define a simple property\n    defineProperty(contact, 'lastName', undefined, 'Jolley');\n  \n    // define a computed property\n    defineProperty(contact, 'fullName', computed('firstName', 'lastName', function() {\n      return this.firstName+' '+this.lastName;\n    }));\n    ```\n  \n    @private\n    @method defineProperty\n    @for @ember/object\n    @param {Object} obj the object to define this property on. This may be a prototype.\n    @param {String} keyName the name of the property\n    @param {Descriptor} [desc] an instance of `Descriptor` (typically a\n      computed property) or an ES5 descriptor.\n      You must provide this or `data` but not both.\n    @param {*} [data] something other than a descriptor, that will\n      become the explicit value of this property.\n  */\n  function defineProperty(obj, keyName, desc, data, meta$$1) {\n    if (meta$$1 === undefined) {\n      meta$$1 = meta(obj);\n    }\n\n    var watchEntry = meta$$1.peekWatching(keyName);\n    var watching = watchEntry !== undefined && watchEntry > 0;\n    var possibleDesc = obj[keyName];\n    var isDescriptor = possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor;\n\n    if (isDescriptor) {\n      possibleDesc.teardown(obj, keyName, meta$$1);\n    }\n\n    var value = void 0;\n    if (desc instanceof Descriptor) {\n      value = desc;\n      if (ember_features.MANDATORY_SETTER) {\n        if (watching) {\n          Object.defineProperty(obj, keyName, {\n            configurable: true,\n            enumerable: true,\n            writable: true,\n            value: value\n          });\n        } else {\n          obj[keyName] = value;\n        }\n      } else {\n        obj[keyName] = value;\n      }\n\n      didDefineComputedProperty(obj.constructor);\n\n      if (typeof desc.setup === 'function') {\n        desc.setup(obj, keyName);\n      }\n    } else if (desc === undefined || desc === null) {\n      value = data;\n\n      if (ember_features.MANDATORY_SETTER) {\n        if (watching) {\n          meta$$1.writeValues(keyName, data);\n\n          var defaultDescriptor = {\n            configurable: true,\n            enumerable: true,\n            set: MANDATORY_SETTER_FUNCTION(keyName),\n            get: DEFAULT_GETTER_FUNCTION(keyName)\n          };\n\n          if (REDEFINE_SUPPORTED) {\n            Object.defineProperty(obj, keyName, defaultDescriptor);\n          } else {\n            handleBrokenPhantomDefineProperty(obj, keyName, defaultDescriptor);\n          }\n        } else {\n          obj[keyName] = data;\n        }\n      } else {\n        obj[keyName] = data;\n      }\n    } else {\n      value = desc;\n\n      // fallback to ES5\n      Object.defineProperty(obj, keyName, desc);\n    }\n\n    // if key is being watched, override chains that\n    // were initialized with the prototype\n    if (watching) {\n      overrideChains(obj, keyName, meta$$1);\n    }\n\n    // The `value` passed to the `didDefineProperty` hook is\n    // either the descriptor or data, whichever was passed.\n    if (typeof obj.didDefineProperty === 'function') {\n      obj.didDefineProperty(obj, keyName, value);\n    }\n\n    return this;\n  }\n\n  var hasCachedComputedProperties = false;\n  function _hasCachedComputedProperties() {\n    hasCachedComputedProperties = true;\n  }\n\n  function didDefineComputedProperty(constructor) {\n    if (hasCachedComputedProperties === false) {\n      return;\n    }\n    var cache = meta(constructor).readableCache();\n\n    if (cache && cache._computedProperties !== undefined) {\n      cache._computedProperties = undefined;\n    }\n  }\n\n  function handleBrokenPhantomDefineProperty(obj, keyName, desc) {\n    // https://github.com/ariya/phantomjs/issues/11856\n    Object.defineProperty(obj, keyName, { configurable: true, writable: true, value: 'iCry' });\n    Object.defineProperty(obj, keyName, desc);\n  }\n\n  var handleMandatorySetter = void 0;\n\n  function watchKey(obj, keyName, _meta) {\n    if (typeof obj !== 'object' || obj === null) {\n      return;\n    }\n\n    var meta$$1 = _meta === undefined ? meta(obj) : _meta;\n    var count = meta$$1.peekWatching(keyName) || 0;\n    meta$$1.writeWatching(keyName, count + 1);\n\n    if (count === 0) {\n      // activate watching first time\n      var possibleDesc = obj[keyName];\n      var isDescriptor = possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor;\n      if (isDescriptor && possibleDesc.willWatch) {\n        possibleDesc.willWatch(obj, keyName, meta$$1);\n      }\n\n      if (typeof obj.willWatchProperty === 'function') {\n        obj.willWatchProperty(keyName);\n      }\n\n      if (ember_features.MANDATORY_SETTER) {\n        // NOTE: this is dropped for prod + minified builds\n        handleMandatorySetter(meta$$1, obj, keyName);\n      }\n    }\n  }\n\n  if (ember_features.MANDATORY_SETTER) {\n    var _hasOwnProperty = function (obj, key) {\n      return Object.prototype.hasOwnProperty.call(obj, key);\n    };\n    var _propertyIsEnumerable = function (obj, key) {\n      return Object.prototype.propertyIsEnumerable.call(obj, key);\n    };\n\n    // Future traveler, although this code looks scary. It merely exists in\n    // development to aid in development asertions. Production builds of\n    // ember strip this entire block out\n    handleMandatorySetter = function handleMandatorySetter(m, obj, keyName) {\n      var descriptor = emberUtils.lookupDescriptor(obj, keyName);\n      var hasDescriptor = descriptor !== null;\n      var configurable = hasDescriptor ? descriptor.configurable : true;\n      var isWritable = hasDescriptor ? descriptor.writable : true;\n      var hasValue = hasDescriptor ? 'value' in descriptor : true;\n      var possibleDesc = hasDescriptor && descriptor.value;\n      var isDescriptor = possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor;\n\n      if (isDescriptor) {\n        return;\n      }\n\n      // this x in Y deopts, so keeping it in this function is better;\n      if (configurable && isWritable && hasValue && keyName in obj) {\n        var desc = {\n          configurable: true,\n          set: MANDATORY_SETTER_FUNCTION(keyName),\n          enumerable: _propertyIsEnumerable(obj, keyName),\n          get: undefined\n        };\n\n        if (_hasOwnProperty(obj, keyName)) {\n          m.writeValues(keyName, obj[keyName]);\n          desc.get = DEFAULT_GETTER_FUNCTION(keyName);\n        } else {\n          desc.get = INHERITING_GETTER_FUNCTION(keyName);\n        }\n\n        Object.defineProperty(obj, keyName, desc);\n      }\n    };\n  }\n\n  function unwatchKey(obj, keyName, _meta) {\n    if (typeof obj !== 'object' || obj === null) {\n      return;\n    }\n    var meta$$1 = _meta === undefined ? exports.peekMeta(obj) : _meta;\n\n    // do nothing of this object has already been destroyed\n    if (meta$$1 === undefined || meta$$1.isSourceDestroyed()) {\n      return;\n    }\n\n    var count = meta$$1.peekWatching(keyName);\n    if (count === 1) {\n      meta$$1.writeWatching(keyName, 0);\n\n      var possibleDesc = obj[keyName];\n      var isDescriptor = possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor;\n\n      if (isDescriptor && possibleDesc.didUnwatch) {\n        possibleDesc.didUnwatch(obj, keyName, meta$$1);\n      }\n\n      if (typeof obj.didUnwatchProperty === 'function') {\n        obj.didUnwatchProperty(keyName);\n      }\n\n      if (ember_features.MANDATORY_SETTER) {\n        // It is true, the following code looks quite WAT. But have no fear, It\n        // exists purely to improve development ergonomics and is removed from\n        // ember.min.js and ember.prod.js builds.\n        //\n        // Some further context: Once a property is watched by ember, bypassing `set`\n        // for mutation, will bypass observation. This code exists to assert when\n        // that occurs, and attempt to provide more helpful feedback. The alternative\n        // is tricky to debug partially observable properties.\n        if (!isDescriptor && keyName in obj) {\n          var maybeMandatoryDescriptor = emberUtils.lookupDescriptor(obj, keyName);\n\n          if (maybeMandatoryDescriptor.set && maybeMandatoryDescriptor.set.isMandatorySetter) {\n            if (maybeMandatoryDescriptor.get && maybeMandatoryDescriptor.get.isInheritingGetter) {\n              var possibleValue = meta$$1.readInheritedValue('values', keyName);\n              if (possibleValue === UNDEFINED) {\n                delete obj[keyName];\n                return;\n              }\n            }\n\n            Object.defineProperty(obj, keyName, {\n              configurable: true,\n              enumerable: Object.prototype.propertyIsEnumerable.call(obj, keyName),\n              writable: true,\n              value: meta$$1.peekValues(keyName)\n            });\n            meta$$1.deleteFromValues(keyName);\n          }\n        }\n      }\n    } else if (count > 1) {\n      meta$$1.writeWatching(keyName, count - 1);\n    }\n  }\n\n  function makeChainNode(obj) {\n    return new ChainNode(null, null, obj);\n  }\n\n  function watchPath(obj, keyPath, meta$$1) {\n    if (typeof obj !== 'object' || obj === null) {\n      return;\n    }\n    var m = meta$$1 === undefined ? meta(obj) : meta$$1;\n    var counter = m.peekWatching(keyPath) || 0;\n\n    m.writeWatching(keyPath, counter + 1);\n    if (counter === 0) {\n      // activate watching first time\n      m.writableChains(makeChainNode).add(keyPath);\n    }\n  }\n\n  function unwatchPath(obj, keyPath, meta$$1) {\n    if (typeof obj !== 'object' || obj === null) {\n      return;\n    }\n    var m = meta$$1 === undefined ? exports.peekMeta(obj) : meta$$1;\n\n    if (m === undefined) {\n      return;\n    }\n    var counter = m.peekWatching(keyPath) || 0;\n\n    if (counter === 1) {\n      m.writeWatching(keyPath, 0);\n      m.writableChains(makeChainNode).remove(keyPath);\n    } else if (counter > 1) {\n      m.writeWatching(keyPath, counter - 1);\n    }\n  }\n\n  var FIRST_KEY = /^([^\\.]+)/;\n\n  function firstKey(path) {\n    return path.match(FIRST_KEY)[0];\n  }\n\n  function isObject(obj) {\n    return typeof obj === 'object' && obj !== null;\n  }\n\n  function isVolatile(obj) {\n    return !(isObject(obj) && obj.isDescriptor && obj._volatile === false);\n  }\n\n  var ChainWatchers = function () {\n    function ChainWatchers() {\n      emberBabel.classCallCheck(this, ChainWatchers);\n\n      // chain nodes that reference a key in this obj by key\n      // we only create ChainWatchers when we are going to add them\n      // so create this upfront\n      this.chains = Object.create(null);\n    }\n\n    ChainWatchers.prototype.add = function add(key, node) {\n      var nodes = this.chains[key];\n      if (nodes === undefined) {\n        this.chains[key] = [node];\n      } else {\n        nodes.push(node);\n      }\n    };\n\n    ChainWatchers.prototype.remove = function remove(key, node) {\n      var nodes = this.chains[key];\n      if (nodes !== undefined) {\n        for (var i = 0; i < nodes.length; i++) {\n          if (nodes[i] === node) {\n            nodes.splice(i, 1);\n            break;\n          }\n        }\n      }\n    };\n\n    ChainWatchers.prototype.has = function has(key, node) {\n      var nodes = this.chains[key];\n      if (nodes !== undefined) {\n        for (var i = 0; i < nodes.length; i++) {\n          if (nodes[i] === node) {\n            return true;\n          }\n        }\n      }\n      return false;\n    };\n\n    ChainWatchers.prototype.revalidateAll = function revalidateAll() {\n      for (var key in this.chains) {\n        this.notify(key, true, undefined);\n      }\n    };\n\n    ChainWatchers.prototype.revalidate = function revalidate(key) {\n      this.notify(key, true, undefined);\n    };\n\n    // key: the string key that is part of a path changed\n    // revalidate: boolean; the chains that are watching this value should revalidate\n    // callback: function that will be called with the object and path that\n    //           will be/are invalidated by this key change, depending on\n    //           whether the revalidate flag is passed\n\n\n    ChainWatchers.prototype.notify = function notify(key, revalidate, callback) {\n      var nodes = this.chains[key];\n      if (nodes === undefined || nodes.length === 0) {\n        return;\n      }\n\n      var affected = void 0;\n\n      if (callback) {\n        affected = [];\n      }\n\n      for (var i = 0; i < nodes.length; i++) {\n        nodes[i].notify(revalidate, affected);\n      }\n\n      if (callback === undefined) {\n        return;\n      }\n\n      // we gather callbacks so we don't notify them during revalidation\n      for (var _i = 0; _i < affected.length; _i += 2) {\n        var obj = affected[_i];\n        var path = affected[_i + 1];\n        callback(obj, path);\n      }\n    };\n\n    return ChainWatchers;\n  }();\n\n  function makeChainWatcher() {\n    return new ChainWatchers();\n  }\n\n  function addChainWatcher(obj, keyName, node) {\n    var m = meta(obj);\n    m.writableChainWatchers(makeChainWatcher).add(keyName, node);\n    watchKey(obj, keyName, m);\n  }\n\n  function removeChainWatcher(obj, keyName, node, _meta) {\n    if (!isObject(obj)) {\n      return;\n    }\n\n    var meta$$1 = _meta === undefined ? exports.peekMeta(obj) : _meta;\n\n    if (meta$$1 === undefined || meta$$1.readableChainWatchers() === undefined) {\n      return;\n    }\n\n    // make meta writable\n    meta$$1 = meta(obj);\n\n    meta$$1.readableChainWatchers().remove(keyName, node);\n\n    unwatchKey(obj, keyName, meta$$1);\n  }\n\n  // A ChainNode watches a single key on an object. If you provide a starting\n  // value for the key then the node won't actually watch it. For a root node\n  // pass null for parent and key and object for value.\n\n  var ChainNode = function () {\n    function ChainNode(parent, key, value) {\n      emberBabel.classCallCheck(this, ChainNode);\n\n      this._parent = parent;\n      this._key = key;\n\n      // _watching is true when calling get(this._parent, this._key) will\n      // return the value of this node.\n      //\n      // It is false for the root of a chain (because we have no parent)\n      // and for global paths (because the parent node is the object with\n      // the observer on it)\n      var isWatching = this._watching = value === undefined;\n\n      this._chains = undefined;\n      this._object = undefined;\n      this.count = 0;\n\n      this._value = value;\n      this._paths = undefined;\n      if (isWatching) {\n        var obj = parent.value();\n\n        if (!isObject(obj)) {\n          return;\n        }\n\n        this._object = obj;\n\n        addChainWatcher(this._object, this._key, this);\n      }\n    }\n\n    ChainNode.prototype.value = function value() {\n      if (this._value === undefined && this._watching) {\n        var obj = this._parent.value();\n        this._value = lazyGet(obj, this._key);\n      }\n      return this._value;\n    };\n\n    ChainNode.prototype.destroy = function destroy() {\n      if (this._watching) {\n        removeChainWatcher(this._object, this._key, this);\n        this._watching = false; // so future calls do nothing\n      }\n    };\n\n    // copies a top level object only\n\n\n    ChainNode.prototype.copy = function copy(obj) {\n      var ret = new ChainNode(null, null, obj);\n      var paths = this._paths;\n      if (paths !== undefined) {\n        var path = void 0;\n        for (path in paths) {\n          if (paths[path] > 0) {\n            ret.add(path);\n          }\n        }\n      }\n      return ret;\n    };\n\n    // called on the root node of a chain to setup watchers on the specified\n    // path.\n\n\n    ChainNode.prototype.add = function add(path) {\n      var paths = this._paths || (this._paths = {});\n      paths[path] = (paths[path] || 0) + 1;\n\n      var key = firstKey(path);\n      var tail = path.slice(key.length + 1);\n\n      this.chain(key, tail);\n    };\n\n    // called on the root node of a chain to teardown watcher on the specified\n    // path\n\n\n    ChainNode.prototype.remove = function remove(path) {\n      var paths = this._paths;\n      if (paths === undefined) {\n        return;\n      }\n      if (paths[path] > 0) {\n        paths[path]--;\n      }\n\n      var key = firstKey(path);\n      var tail = path.slice(key.length + 1);\n\n      this.unchain(key, tail);\n    };\n\n    ChainNode.prototype.chain = function chain(key, path) {\n      var chains = this._chains;\n      var node = void 0;\n      if (chains === undefined) {\n        chains = this._chains = Object.create(null);\n      } else {\n        node = chains[key];\n      }\n\n      if (node === undefined) {\n        node = chains[key] = new ChainNode(this, key, undefined);\n      }\n\n      node.count++; // count chains...\n\n      // chain rest of path if there is one\n      if (path) {\n        key = firstKey(path);\n        path = path.slice(key.length + 1);\n        node.chain(key, path);\n      }\n    };\n\n    ChainNode.prototype.unchain = function unchain(key, path) {\n      var chains = this._chains;\n      var node = chains[key];\n\n      // unchain rest of path first...\n      if (path && path.length > 1) {\n        var nextKey = firstKey(path);\n        var nextPath = path.slice(nextKey.length + 1);\n        node.unchain(nextKey, nextPath);\n      }\n\n      // delete node if needed.\n      node.count--;\n      if (node.count <= 0) {\n        chains[node._key] = undefined;\n        node.destroy();\n      }\n    };\n\n    ChainNode.prototype.notify = function notify(revalidate, affected) {\n      if (revalidate && this._watching) {\n        var parentValue = this._parent.value();\n\n        if (parentValue !== this._object) {\n          removeChainWatcher(this._object, this._key, this);\n\n          if (isObject(parentValue)) {\n            this._object = parentValue;\n            addChainWatcher(parentValue, this._key, this);\n          } else {\n            this._object = undefined;\n          }\n        }\n        this._value = undefined;\n      }\n\n      // then notify chains...\n      var chains = this._chains;\n      if (chains !== undefined) {\n        var node = void 0;\n        for (var key in chains) {\n          node = chains[key];\n          if (node !== undefined) {\n            node.notify(revalidate, affected);\n          }\n        }\n      }\n\n      if (affected && this._parent) {\n        this._parent.populateAffected(this._key, 1, affected);\n      }\n    };\n\n    ChainNode.prototype.populateAffected = function populateAffected(path, depth, affected) {\n      if (this._key) {\n        path = this._key + '.' + path;\n      }\n\n      if (this._parent) {\n        this._parent.populateAffected(path, depth + 1, affected);\n      } else if (depth > 1) {\n        affected.push(this.value(), path);\n      }\n    };\n\n    return ChainNode;\n  }();\n\n  function lazyGet(obj, key) {\n    if (!isObject(obj)) {\n      return;\n    }\n\n    var meta$$1 = exports.peekMeta(obj);\n\n    // check if object meant only to be a prototype\n    if (meta$$1 !== undefined && meta$$1.proto === obj) {\n      return;\n    }\n\n    // Use `get` if the return value is an EachProxy or an uncacheable value.\n    if (isVolatile(obj[key])) {\n      return get(obj, key);\n      // Otherwise attempt to get the cached value of the computed property\n    } else {\n      var cache = meta$$1.readableCache();\n      if (cache !== undefined) {\n        return cacheFor.get(cache, key);\n      }\n    }\n  }\n\n  function finishChains(meta$$1) {\n    // finish any current chains node watchers that reference obj\n    var chainWatchers = meta$$1.readableChainWatchers();\n    if (chainWatchers !== undefined) {\n      chainWatchers.revalidateAll();\n    }\n    // ensure that if we have inherited any chains they have been\n    // copied onto our own meta.\n    if (meta$$1.readableChains() !== undefined) {\n      meta$$1.writableChains(makeChainNode);\n    }\n  }\n\n  var counters = void 0;\n  {\n    counters = {\n      peekCalls: 0,\n      peekParentCalls: 0,\n      peekPrototypeWalks: 0,\n      setCalls: 0,\n      deleteCalls: 0,\n      metaCalls: 0,\n      metaInstantiated: 0\n    };\n  }\n\n  /**\n  @module ember\n  */\n\n  var UNDEFINED = emberUtils.symbol('undefined');\n\n  // FLAGS\n  var SOURCE_DESTROYING = 1 << 1;\n  var SOURCE_DESTROYED = 1 << 2;\n  var META_DESTROYED = 1 << 3;\n  var IS_PROXY = 1 << 4;\n\n  var META_FIELD = '__ember_meta__';\n  var NODE_STACK = [];\n\n  var Meta = function () {\n    function Meta(obj, parentMeta) {\n      emberBabel.classCallCheck(this, Meta);\n\n      {\n        counters.metaInstantiated++;\n      }\n\n      this._cache = undefined;\n      this._weak = undefined;\n      this._watching = undefined;\n      this._mixins = undefined;\n      this._bindings = undefined;\n      this._values = undefined;\n      this._deps = undefined;\n      this._chainWatchers = undefined;\n      this._chains = undefined;\n      this._tag = undefined;\n      this._tags = undefined;\n      this._factory = undefined;\n\n      // initial value for all flags right now is false\n      // see FLAGS const for detailed list of flags used\n      this._flags = 0;\n\n      // used only internally\n      this.source = obj;\n\n      // when meta(obj).proto === obj, the object is intended to be only a\n      // prototype and doesn't need to actually be observable itself\n      this.proto = undefined;\n\n      // The next meta in our inheritance chain. We (will) track this\n      // explicitly instead of using prototypical inheritance because we\n      // have detailed knowledge of how each property should really be\n      // inherited, and we can optimize it much better than JS runtimes.\n      this.parent = parentMeta;\n\n      this._listeners = undefined;\n      this._listenersFinalized = false;\n      this._suspendedListeners = undefined;\n    }\n\n    Meta.prototype.isInitialized = function isInitialized(obj) {\n      return this.proto !== obj;\n    };\n\n    Meta.prototype.destroy = function destroy() {\n      if (this.isMetaDestroyed()) {\n        return;\n      }\n\n      // remove chainWatchers to remove circular references that would prevent GC\n      var nodes = void 0,\n          key = void 0,\n          nodeObject = void 0;\n      var node = this.readableChains();\n      if (node !== undefined) {\n        NODE_STACK.push(node);\n        // process tree\n        while (NODE_STACK.length > 0) {\n          node = NODE_STACK.pop();\n          // push children\n          nodes = node._chains;\n          if (nodes !== undefined) {\n            for (key in nodes) {\n              if (nodes[key] !== undefined) {\n                NODE_STACK.push(nodes[key]);\n              }\n            }\n          }\n\n          // remove chainWatcher in node object\n          if (node._watching) {\n            nodeObject = node._object;\n            if (nodeObject !== undefined) {\n              var foreignMeta = exports.peekMeta(nodeObject);\n              // avoid cleaning up chain watchers when both current and\n              // foreign objects are being destroyed\n              // if both are being destroyed manual cleanup is not needed\n              // as they will be GC'ed and no non-destroyed references will\n              // be remaining\n              if (foreignMeta && !foreignMeta.isSourceDestroying()) {\n                removeChainWatcher(nodeObject, node._key, node, foreignMeta);\n              }\n            }\n          }\n        }\n      }\n\n      this.setMetaDestroyed();\n    };\n\n    Meta.prototype.isSourceDestroying = function isSourceDestroying() {\n      return (this._flags & SOURCE_DESTROYING) !== 0;\n    };\n\n    Meta.prototype.setSourceDestroying = function setSourceDestroying() {\n      this._flags |= SOURCE_DESTROYING;\n    };\n\n    Meta.prototype.isSourceDestroyed = function isSourceDestroyed() {\n      return (this._flags & SOURCE_DESTROYED) !== 0;\n    };\n\n    Meta.prototype.setSourceDestroyed = function setSourceDestroyed() {\n      this._flags |= SOURCE_DESTROYED;\n    };\n\n    Meta.prototype.isMetaDestroyed = function isMetaDestroyed() {\n      return (this._flags & META_DESTROYED) !== 0;\n    };\n\n    Meta.prototype.setMetaDestroyed = function setMetaDestroyed() {\n      this._flags |= META_DESTROYED;\n    };\n\n    Meta.prototype.isProxy = function isProxy() {\n      return (this._flags & IS_PROXY) !== 0;\n    };\n\n    Meta.prototype.setProxy = function setProxy() {\n      this._flags |= IS_PROXY;\n    };\n\n    Meta.prototype._getOrCreateOwnMap = function _getOrCreateOwnMap(key) {\n      return this[key] || (this[key] = Object.create(null));\n    };\n\n    Meta.prototype._getInherited = function _getInherited(key) {\n      var pointer = this;\n      while (pointer !== undefined) {\n        var map = pointer[key];\n        if (map !== undefined) {\n          return map;\n        }\n        pointer = pointer.parent;\n      }\n    };\n\n    Meta.prototype._findInherited = function _findInherited(key, subkey) {\n      var pointer = this;\n      while (pointer !== undefined) {\n        var map = pointer[key];\n        if (map !== undefined) {\n          var value = map[subkey];\n          if (value !== undefined) {\n            return value;\n          }\n        }\n        pointer = pointer.parent;\n      }\n    };\n\n    // Implements a member that provides a lazily created map of maps,\n    // with inheritance at both levels.\n\n\n    Meta.prototype.writeDeps = function writeDeps(subkey, itemkey, value) {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot modify dependent keys for `' + itemkey + '` on `' + emberUtils.toString(this.source) + '` after it has been destroyed.', !this.isMetaDestroyed());\n\n      var outerMap = this._getOrCreateOwnMap('_deps');\n      var innerMap = outerMap[subkey];\n      if (innerMap === undefined) {\n        innerMap = outerMap[subkey] = Object.create(null);\n      }\n      innerMap[itemkey] = value;\n    };\n\n    Meta.prototype.peekDeps = function peekDeps(subkey, itemkey) {\n      var pointer = this;\n      while (pointer !== undefined) {\n        var map = pointer._deps;\n        if (map !== undefined) {\n          var value = map[subkey];\n          if (value !== undefined) {\n            var itemvalue = value[itemkey];\n            if (itemvalue !== undefined) {\n              return itemvalue;\n            }\n          }\n        }\n        pointer = pointer.parent;\n      }\n    };\n\n    Meta.prototype.hasDeps = function hasDeps(subkey) {\n      var pointer = this;\n      while (pointer !== undefined) {\n        var deps = pointer._deps;\n        if (deps !== undefined && deps[subkey] !== undefined) {\n          return true;\n        }\n        pointer = pointer.parent;\n      }\n      return false;\n    };\n\n    Meta.prototype.forEachInDeps = function forEachInDeps(subkey, fn) {\n      return this._forEachIn('_deps', subkey, fn);\n    };\n\n    Meta.prototype._forEachIn = function _forEachIn(key, subkey, fn) {\n      var pointer = this;\n      var seen = void 0;\n      var calls = void 0;\n      while (pointer !== undefined) {\n        var map = pointer[key];\n        if (map !== undefined) {\n          var innerMap = map[subkey];\n          if (innerMap !== undefined) {\n            for (var innerKey in innerMap) {\n              seen = seen || Object.create(null);\n              if (seen[innerKey] === undefined) {\n                seen[innerKey] = true;\n                calls = calls || [];\n                calls.push(innerKey, innerMap[innerKey]);\n              }\n            }\n          }\n        }\n        pointer = pointer.parent;\n      }\n\n      if (calls !== undefined) {\n        for (var i = 0; i < calls.length; i += 2) {\n          fn(calls[i], calls[i + 1]);\n        }\n      }\n    };\n\n    Meta.prototype.writableCache = function writableCache() {\n      return this._getOrCreateOwnMap('_cache');\n    };\n\n    Meta.prototype.readableCache = function readableCache() {\n      return this._cache;\n    };\n\n    Meta.prototype.writableWeak = function writableWeak() {\n      return this._getOrCreateOwnMap('_weak');\n    };\n\n    Meta.prototype.readableWeak = function readableWeak() {\n      return this._weak;\n    };\n\n    Meta.prototype.writableTags = function writableTags() {\n      return this._getOrCreateOwnMap('_tags');\n    };\n\n    Meta.prototype.readableTags = function readableTags() {\n      return this._tags;\n    };\n\n    Meta.prototype.writableTag = function writableTag(create) {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot create a new tag for `' + emberUtils.toString(this.source) + '` after it has been destroyed.', !this.isMetaDestroyed());\n\n      var ret = this._tag;\n      if (ret === undefined) {\n        ret = this._tag = create(this.source);\n      }\n      return ret;\n    };\n\n    Meta.prototype.readableTag = function readableTag() {\n      return this._tag;\n    };\n\n    Meta.prototype.writableChainWatchers = function writableChainWatchers(create) {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot create a new chain watcher for `' + emberUtils.toString(this.source) + '` after it has been destroyed.', !this.isMetaDestroyed());\n\n      var ret = this._chainWatchers;\n      if (ret === undefined) {\n        ret = this._chainWatchers = create(this.source);\n      }\n      return ret;\n    };\n\n    Meta.prototype.readableChainWatchers = function readableChainWatchers() {\n      return this._chainWatchers;\n    };\n\n    Meta.prototype.writableChains = function writableChains(create) {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot create a new chains for `' + emberUtils.toString(this.source) + '` after it has been destroyed.', !this.isMetaDestroyed());\n\n      var ret = this._chains;\n      if (ret === undefined) {\n        if (this.parent === undefined) {\n          ret = create(this.source);\n        } else {\n          ret = this.parent.writableChains(create).copy(this.source);\n        }\n        this._chains = ret;\n      }\n      return ret;\n    };\n\n    Meta.prototype.readableChains = function readableChains() {\n      return this._getInherited('_chains');\n    };\n\n    Meta.prototype.writeWatching = function writeWatching(subkey, value) {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot update watchers for `' + subkey + '` on `' + emberUtils.toString(this.source) + '` after it has been destroyed.', !this.isMetaDestroyed());\n\n      var map = this._getOrCreateOwnMap('_watching');\n      map[subkey] = value;\n    };\n\n    Meta.prototype.peekWatching = function peekWatching(subkey) {\n      return this._findInherited('_watching', subkey);\n    };\n\n    Meta.prototype.writeMixins = function writeMixins(subkey, value) {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot add mixins for `' + subkey + '` on `' + emberUtils.toString(this.source) + '` call writeMixins after it has been destroyed.', !this.isMetaDestroyed());\n\n      var map = this._getOrCreateOwnMap('_mixins');\n      map[subkey] = value;\n    };\n\n    Meta.prototype.peekMixins = function peekMixins(subkey) {\n      return this._findInherited('_mixins', subkey);\n    };\n\n    Meta.prototype.forEachMixins = function forEachMixins(fn) {\n      var pointer = this;\n      var seen = void 0;\n      while (pointer !== undefined) {\n        var map = pointer._mixins;\n        if (map !== undefined) {\n          for (var key in map) {\n            seen = seen || Object.create(null);\n            if (seen[key] === undefined) {\n              seen[key] = true;\n              fn(key, map[key]);\n            }\n          }\n        }\n        pointer = pointer.parent;\n      }\n    };\n\n    Meta.prototype.writeBindings = function writeBindings(subkey, value) {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot add a binding for `' + subkey + '` on `' + emberUtils.toString(this.source) + '` after it has been destroyed.', !this.isMetaDestroyed());\n\n      var map = this._getOrCreateOwnMap('_bindings');\n      map[subkey] = value;\n    };\n\n    Meta.prototype.peekBindings = function peekBindings(subkey) {\n      return this._findInherited('_bindings', subkey);\n    };\n\n    Meta.prototype.forEachBindings = function forEachBindings(fn) {\n      var pointer = this;\n      var seen = void 0;\n      while (pointer !== undefined) {\n        var map = pointer._bindings;\n        if (map !== undefined) {\n          for (var key in map) {\n            seen = seen || Object.create(null);\n            if (seen[key] === undefined) {\n              seen[key] = true;\n              fn(key, map[key]);\n            }\n          }\n        }\n        pointer = pointer.parent;\n      }\n    };\n\n    Meta.prototype.clearBindings = function clearBindings() {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot clear bindings on `' + emberUtils.toString(this.source) + '` after it has been destroyed.', !this.isMetaDestroyed());\n\n      this._bindings = undefined;\n    };\n\n    Meta.prototype.writeValues = function writeValues(subkey, value) {\n      true && !!this.isMetaDestroyed() && emberDebug.assert('Cannot set the value of `' + subkey + '` on `' + emberUtils.toString(this.source) + '` after it has been destroyed.', !this.isMetaDestroyed());\n\n      var map = this._getOrCreateOwnMap('_values');\n      map[subkey] = value;\n    };\n\n    Meta.prototype.peekValues = function peekValues(subkey) {\n      return this._findInherited('_values', subkey);\n    };\n\n    Meta.prototype.deleteFromValues = function deleteFromValues(subkey) {\n      delete this._getOrCreateOwnMap('_values')[subkey];\n    };\n\n    emberBabel.createClass(Meta, [{\n      key: 'factory',\n      set: function (factory) {\n        this._factory = factory;\n      },\n      get: function () {\n        return this._factory;\n      }\n    }]);\n\n    return Meta;\n  }();\n\n  for (var name in protoMethods) {\n    Meta.prototype[name] = protoMethods[name];\n  }\n\n  var META_DESC = {\n    writable: true,\n    configurable: true,\n    enumerable: false,\n    value: null\n  };\n\n  var EMBER_META_PROPERTY = {\n    name: META_FIELD,\n    descriptor: META_DESC\n  };\n\n  if (ember_features.MANDATORY_SETTER) {\n    Meta.prototype.readInheritedValue = function (key, subkey) {\n      var internalKey = '_' + key;\n\n      var pointer = this;\n\n      while (pointer !== undefined) {\n        var map = pointer[internalKey];\n        if (map !== undefined) {\n          var value = map[subkey];\n          if (value !== undefined || subkey in map) {\n            return value;\n          }\n        }\n        pointer = pointer.parent;\n      }\n\n      return UNDEFINED;\n    };\n\n    Meta.prototype.writeValue = function (obj, key, value) {\n      var descriptor = emberUtils.lookupDescriptor(obj, key);\n      var isMandatorySetter = descriptor !== null && descriptor.set && descriptor.set.isMandatorySetter;\n\n      if (isMandatorySetter) {\n        this.writeValues(key, value);\n      } else {\n        obj[key] = value;\n      }\n    };\n  }\n\n  var setMeta = void 0;\n  exports.peekMeta = void 0;\n\n  // choose the one appropriate for given platform\n  if (emberUtils.HAS_NATIVE_WEAKMAP) {\n    var getPrototypeOf = Object.getPrototypeOf;\n    var metaStore = new WeakMap();\n\n    setMeta = function WeakMap_setMeta(obj, meta) {\n      {\n        counters.setCalls++;\n      }\n      metaStore.set(obj, meta);\n    };\n\n    exports.peekMeta = function WeakMap_peekParentMeta(obj) {\n      var pointer = obj;\n      var meta = void 0;\n      while (pointer !== undefined && pointer !== null) {\n        meta = metaStore.get(pointer);\n        // jshint loopfunc:true\n        {\n          counters.peekCalls++;\n        }\n        if (meta !== undefined) {\n          return meta;\n        }\n\n        pointer = getPrototypeOf(pointer);\n        {\n          counters.peekPrototypeWalks++;\n        }\n      }\n    };\n  } else {\n    setMeta = function Fallback_setMeta(obj, meta) {\n      if (obj.__defineNonEnumerable) {\n        obj.__defineNonEnumerable(EMBER_META_PROPERTY);\n      } else {\n        Object.defineProperty(obj, META_FIELD, META_DESC);\n      }\n\n      obj[META_FIELD] = meta;\n    };\n\n    exports.peekMeta = function Fallback_peekMeta(obj) {\n      return obj[META_FIELD];\n    };\n  }\n\n  /**\n    Tears down the meta on an object so that it can be garbage collected.\n    Multiple calls will have no effect.\n  \n    @method deleteMeta\n    @for Ember\n    @param {Object} obj  the object to destroy\n    @return {void}\n    @private\n  */\n  function deleteMeta(obj) {\n    {\n      counters.deleteCalls++;\n    }\n\n    var meta = exports.peekMeta(obj);\n    if (meta !== undefined) {\n      meta.destroy();\n    }\n  }\n\n  /**\n    Retrieves the meta hash for an object. If `writable` is true ensures the\n    hash is writable for this object as well.\n  \n    The meta object contains information about computed property descriptors as\n    well as any watched properties and other information. You generally will\n    not access this information directly but instead work with higher level\n    methods that manipulate this hash indirectly.\n  \n    @method meta\n    @for Ember\n    @private\n  \n    @param {Object} obj The object to retrieve meta for\n    @param {Boolean} [writable=true] Pass `false` if you do not intend to modify\n      the meta hash, allowing the method to avoid making an unnecessary copy.\n    @return {Object} the meta hash for an object\n  */\n  function meta(obj) {\n    {\n      counters.metaCalls++;\n    }\n\n    var maybeMeta = exports.peekMeta(obj);\n    var parent = void 0;\n\n    // remove this code, in-favor of explicit parent\n    if (maybeMeta !== undefined) {\n      if (maybeMeta.source === obj) {\n        return maybeMeta;\n      }\n      parent = maybeMeta;\n    }\n\n    var newMeta = new Meta(obj, parent);\n    setMeta(obj, newMeta);\n    return newMeta;\n  }\n\n  var Cache = function () {\n    function Cache(limit, func, key, store) {\n      emberBabel.classCallCheck(this, Cache);\n\n      this.size = 0;\n      this.misses = 0;\n      this.hits = 0;\n      this.limit = limit;\n      this.func = func;\n      this.key = key;\n      this.store = store || new DefaultStore();\n    }\n\n    Cache.prototype.get = function get(obj) {\n      var key = this.key === undefined ? obj : this.key(obj);\n      var value = this.store.get(key);\n      if (value === undefined) {\n        this.misses++;\n        value = this._set(key, this.func(obj));\n      } else if (value === UNDEFINED) {\n        this.hits++;\n        value = undefined;\n      } else {\n        this.hits++;\n        // nothing to translate\n      }\n\n      return value;\n    };\n\n    Cache.prototype.set = function set(obj, value) {\n      var key = this.key === undefined ? obj : this.key(obj);\n      return this._set(key, value);\n    };\n\n    Cache.prototype._set = function _set(key, value) {\n      if (this.limit > this.size) {\n        this.size++;\n        if (value === undefined) {\n          this.store.set(key, UNDEFINED);\n        } else {\n          this.store.set(key, value);\n        }\n      }\n\n      return value;\n    };\n\n    Cache.prototype.purge = function purge() {\n      this.store.clear();\n      this.size = 0;\n      this.hits = 0;\n      this.misses = 0;\n    };\n\n    return Cache;\n  }();\n\n  var DefaultStore = function () {\n    function DefaultStore() {\n      emberBabel.classCallCheck(this, DefaultStore);\n\n      this.data = Object.create(null);\n    }\n\n    DefaultStore.prototype.get = function get(key) {\n      return this.data[key];\n    };\n\n    DefaultStore.prototype.set = function set(key, value) {\n      this.data[key] = value;\n    };\n\n    DefaultStore.prototype.clear = function clear() {\n      this.data = Object.create(null);\n    };\n\n    return DefaultStore;\n  }();\n\n  var IS_GLOBAL_PATH = /^[A-Z$].*[\\.]/;\n\n  var isGlobalPathCache = new Cache(1000, function (key) {\n    return IS_GLOBAL_PATH.test(key);\n  });\n  var firstDotIndexCache = new Cache(1000, function (key) {\n    return key.indexOf('.');\n  });\n\n  var firstKeyCache = new Cache(1000, function (path) {\n    var index = firstDotIndexCache.get(path);\n    return index === -1 ? path : path.slice(0, index);\n  });\n\n  var tailPathCache = new Cache(1000, function (path) {\n    var index = firstDotIndexCache.get(path);\n    return index === -1 ? undefined : path.slice(index + 1);\n  });\n\n  function isGlobalPath(path) {\n    return isGlobalPathCache.get(path);\n  }\n\n  function isPath(path) {\n    return firstDotIndexCache.get(path) !== -1;\n  }\n\n  function getFirstKey(path) {\n    return firstKeyCache.get(path);\n  }\n\n  function getTailPath(path) {\n    return tailPathCache.get(path);\n  }\n\n  /**\n  @module @ember/object\n  */\n\n  var ALLOWABLE_TYPES = {\n    object: true,\n    function: true,\n    string: true\n  };\n\n  // ..........................................................\n  // GET AND SET\n  //\n  // If we are on a platform that supports accessors we can use those.\n  // Otherwise simulate accessors by looking up the property directly on the\n  // object.\n\n  /**\n    Gets the value of a property on an object. If the property is computed,\n    the function will be invoked. If the property is not defined but the\n    object implements the `unknownProperty` method then that will be invoked.\n  \n    ```javascript\n    Ember.get(obj, \"name\");\n    ```\n  \n    If you plan to run on IE8 and older browsers then you should use this\n    method anytime you want to retrieve a property on an object that you don't\n    know for sure is private. (Properties beginning with an underscore '_'\n    are considered private.)\n  \n    On all newer browsers, you only need to use this method to retrieve\n    properties if the property might not be defined on the object and you want\n    to respect the `unknownProperty` handler. Otherwise you can ignore this\n    method.\n  \n    Note that if the object itself is `undefined`, this method will throw\n    an error.\n  \n    @method get\n    @for @ember/object\n    @static\n    @param {Object} obj The object to retrieve from.\n    @param {String} keyName The property key to retrieve\n    @return {Object} the property value or `null`.\n    @public\n  */\n  function get(obj, keyName) {\n    true && !(arguments.length === 2) && emberDebug.assert('Get must be called with two arguments; an object and a property key', arguments.length === 2);\n    true && !(obj !== undefined && obj !== null) && emberDebug.assert('Cannot call get with \\'' + keyName + '\\' on an undefined object.', obj !== undefined && obj !== null);\n    true && !(typeof keyName === 'string') && emberDebug.assert('The key provided to get must be a string, you passed ' + keyName, typeof keyName === 'string');\n    true && !(keyName.lastIndexOf('this.', 0) !== 0) && emberDebug.assert('\\'this\\' in paths is not supported', keyName.lastIndexOf('this.', 0) !== 0);\n    true && !(keyName !== '') && emberDebug.assert('Cannot call `Ember.get` with an empty string', keyName !== '');\n\n    var value = obj[keyName];\n    var isDescriptor = value !== null && typeof value === 'object' && value.isDescriptor;\n\n    if (isDescriptor) {\n      return value.get(obj, keyName);\n    } else if (isPath(keyName)) {\n      return _getPath(obj, keyName);\n    } else if (value === undefined && 'object' === typeof obj && !(keyName in obj) && typeof obj.unknownProperty === 'function') {\n      return obj.unknownProperty(keyName);\n    } else {\n      return value;\n    }\n  }\n\n  function _getPath(root, path) {\n    var obj = root;\n    var parts = path.split('.');\n\n    for (var i = 0; i < parts.length; i++) {\n      if (!isGettable(obj)) {\n        return undefined;\n      }\n\n      obj = get(obj, parts[i]);\n\n      if (obj && obj.isDestroyed) {\n        return undefined;\n      }\n    }\n\n    return obj;\n  }\n\n  function isGettable(obj) {\n    return obj !== undefined && obj !== null && ALLOWABLE_TYPES[typeof obj];\n  }\n\n  /**\n    Retrieves the value of a property from an Object, or a default value in the\n    case that the property returns `undefined`.\n  \n    ```javascript\n    Ember.getWithDefault(person, 'lastName', 'Doe');\n    ```\n  \n    @method getWithDefault\n    @for @ember/object\n    @static\n    @param {Object} obj The object to retrieve from.\n    @param {String} keyName The name of the property to retrieve\n    @param {Object} defaultValue The value to return if the property value is undefined\n    @return {Object} The property value or the defaultValue.\n    @public\n  */\n  function getWithDefault(root, key, defaultValue) {\n    var value = get(root, key);\n\n    if (value === undefined) {\n      return defaultValue;\n    }\n    return value;\n  }\n\n  /**\n   @module @ember/object\n  */\n  /**\n    Sets the value of a property on an object, respecting computed properties\n    and notifying observers and other listeners of the change. If the\n    property is not defined but the object implements the `setUnknownProperty`\n    method then that will be invoked as well.\n  \n    ```javascript\n    Ember.set(obj, \"name\", value);\n    ```\n  \n    @method set\n    @static\n    @for @ember/object\n    @param {Object} obj The object to modify.\n    @param {String} keyName The property key to set\n    @param {Object} value The value to set\n    @return {Object} the passed value.\n    @public\n  */\n  function set(obj, keyName, value, tolerant) {\n    true && !(arguments.length === 3 || arguments.length === 4) && emberDebug.assert('Set must be called with three or four arguments; an object, a property key, a value and tolerant true/false', arguments.length === 3 || arguments.length === 4);\n    true && !(obj && typeof obj === 'object' || typeof obj === 'function') && emberDebug.assert('Cannot call set with \\'' + keyName + '\\' on an undefined object.', obj && typeof obj === 'object' || typeof obj === 'function');\n    true && !(typeof keyName === 'string') && emberDebug.assert('The key provided to set must be a string, you passed ' + keyName, typeof keyName === 'string');\n    true && !(keyName.lastIndexOf('this.', 0) !== 0) && emberDebug.assert('\\'this\\' in paths is not supported', keyName.lastIndexOf('this.', 0) !== 0);\n    true && !!obj.isDestroyed && emberDebug.assert('calling set on destroyed object: ' + emberUtils.toString(obj) + '.' + keyName + ' = ' + emberUtils.toString(value), !obj.isDestroyed);\n\n    if (isPath(keyName)) {\n      return setPath(obj, keyName, value, tolerant);\n    }\n\n    var currentValue = obj[keyName];\n    var isDescriptor = currentValue !== null && typeof currentValue === 'object' && currentValue.isDescriptor;\n\n    if (isDescriptor) {\n      /* computed property */\n      currentValue.set(obj, keyName, value);\n    } else if (currentValue === undefined && 'object' === typeof obj && !(keyName in obj) && typeof obj.setUnknownProperty === 'function') {\n      /* unknown property */\n      obj.setUnknownProperty(keyName, value);\n    } else if (currentValue === value) {/* no change */\n    } else {\n      var meta$$1 = exports.peekMeta(obj);\n      propertyWillChange(obj, keyName, meta$$1);\n\n      if (ember_features.MANDATORY_SETTER) {\n        setWithMandatorySetter(meta$$1, obj, keyName, value);\n      } else {\n        obj[keyName] = value;\n      }\n\n      propertyDidChange(obj, keyName, meta$$1);\n    }\n\n    return value;\n  }\n\n  if (ember_features.MANDATORY_SETTER) {\n    var setWithMandatorySetter = function (meta$$1, obj, keyName, value) {\n      if (meta$$1 !== undefined && meta$$1.peekWatching(keyName) > 0) {\n        makeEnumerable(obj, keyName);\n        meta$$1.writeValue(obj, keyName, value);\n      } else {\n        obj[keyName] = value;\n      }\n    };\n\n    var makeEnumerable = function (obj, key) {\n      var desc = Object.getOwnPropertyDescriptor(obj, key);\n\n      if (desc && desc.set && desc.set.isMandatorySetter) {\n        desc.enumerable = true;\n        Object.defineProperty(obj, key, desc);\n      }\n    };\n  }\n\n  function setPath(root, path, value, tolerant) {\n    var parts = path.split('.');\n    var keyName = parts.pop();\n\n    true && !(keyName.trim().length > 0) && emberDebug.assert('Property set failed: You passed an empty path', keyName.trim().length > 0);\n\n    var newPath = parts.join('.');\n\n    var newRoot = _getPath(root, newPath);\n\n    if (newRoot) {\n      return set(newRoot, keyName, value);\n    } else if (!tolerant) {\n      throw new emberDebug.Error('Property set failed: object in path \"' + newPath + '\" could not be found or was destroyed.');\n    }\n  }\n\n  /**\n    Error-tolerant form of `Ember.set`. Will not blow up if any part of the\n    chain is `undefined`, `null`, or destroyed.\n  \n    This is primarily used when syncing bindings, which may try to update after\n    an object has been destroyed.\n  \n    @method trySet\n    @static\n    @for @ember/object\n    @param {Object} root The object to modify.\n    @param {String} path The property path to set\n    @param {Object} value The value to set\n    @public\n  */\n  function trySet(root, path, value) {\n    return set(root, path, value, true);\n  }\n\n  /**\n  @module @ember/object\n  */\n\n  var END_WITH_EACH_REGEX = /\\.@each$/;\n\n  /**\n    Expands `pattern`, invoking `callback` for each expansion.\n  \n    The only pattern supported is brace-expansion, anything else will be passed\n    once to `callback` directly.\n  \n    Example\n  \n    ```js\n    import { expandProperties } from '@ember/object/computed';\n  \n    function echo(arg){ console.log(arg); }\n  \n    expandProperties('foo.bar', echo);              //=> 'foo.bar'\n    expandProperties('{foo,bar}', echo);            //=> 'foo', 'bar'\n    expandProperties('foo.{bar,baz}', echo);        //=> 'foo.bar', 'foo.baz'\n    expandProperties('{foo,bar}.baz', echo);        //=> 'foo.baz', 'bar.baz'\n    expandProperties('foo.{bar,baz}.[]', echo)      //=> 'foo.bar.[]', 'foo.baz.[]'\n    expandProperties('{foo,bar}.{spam,eggs}', echo) //=> 'foo.spam', 'foo.eggs', 'bar.spam', 'bar.eggs'\n    expandProperties('{foo}.bar.{baz}')             //=> 'foo.bar.baz'\n    ```\n  \n    @method expandProperties\n    @static\n    @for @ember/object\n    @public\n    @param {String} pattern The property pattern to expand.\n    @param {Function} callback The callback to invoke.  It is invoked once per\n    expansion, and is passed the expansion.\n  */\n  function expandProperties(pattern, callback) {\n    true && !(typeof pattern === 'string') && emberDebug.assert('A computed property key must be a string, you passed ' + typeof pattern + ' ' + pattern, typeof pattern === 'string');\n    true && !(pattern.indexOf(' ') === -1) && emberDebug.assert('Brace expanded properties cannot contain spaces, e.g. \"user.{firstName, lastName}\" should be \"user.{firstName,lastName}\"', pattern.indexOf(' ') === -1);\n    // regex to look for double open, double close, or unclosed braces\n\n    true && !(pattern.match(/\\{[^}{]*\\{|\\}[^}{]*\\}|\\{[^}]*$/g) === null) && emberDebug.assert('Brace expanded properties have to be balanced and cannot be nested, pattern: ' + pattern, pattern.match(/\\{[^}{]*\\{|\\}[^}{]*\\}|\\{[^}]*$/g) === null);\n\n    var start = pattern.indexOf('{');\n    if (start < 0) {\n      callback(pattern.replace(END_WITH_EACH_REGEX, '.[]'));\n    } else {\n      dive('', pattern, start, callback);\n    }\n  }\n\n  function dive(prefix, pattern, start, callback) {\n    var end = pattern.indexOf('}'),\n        i = 0,\n        newStart = void 0,\n        arrayLength = void 0;\n    var tempArr = pattern.substring(start + 1, end).split(',');\n    var after = pattern.substring(end + 1);\n    prefix = prefix + pattern.substring(0, start);\n\n    arrayLength = tempArr.length;\n    while (i < arrayLength) {\n      newStart = after.indexOf('{');\n      if (newStart < 0) {\n        callback((prefix + tempArr[i++] + after).replace(END_WITH_EACH_REGEX, '.[]'));\n      } else {\n        dive(prefix + tempArr[i++], after, newStart, callback);\n      }\n    }\n  }\n\n  /**\n  @module ember\n  */\n  /**\n    Starts watching a property on an object. Whenever the property changes,\n    invokes `Ember.propertyWillChange` and `Ember.propertyDidChange`. This is the\n    primitive used by observers and dependent keys; usually you will never call\n    this method directly but instead use higher level methods like\n    `Ember.addObserver()`\n  \n    @private\n    @method watch\n    @for Ember\n    @param obj\n    @param {String} _keyPath\n  */\n  function watch(obj, _keyPath, m) {\n    if (isPath(_keyPath)) {\n      watchPath(obj, _keyPath, m);\n    } else {\n      watchKey(obj, _keyPath, m);\n    }\n  }\n\n  function isWatching(obj, key) {\n    return watcherCount(obj, key) > 0;\n  }\n\n  function watcherCount(obj, key) {\n    var meta$$1 = exports.peekMeta(obj);\n    return meta$$1 !== undefined && meta$$1.peekWatching(key) || 0;\n  }\n\n  function unwatch(obj, _keyPath, m) {\n    if (isPath(_keyPath)) {\n      unwatchPath(obj, _keyPath, m);\n    } else {\n      unwatchKey(obj, _keyPath, m);\n    }\n  }\n\n  // ..........................................................\n  // DEPENDENT KEYS\n  //\n\n  function addDependentKeys(desc, obj, keyName, meta) {\n    // the descriptor has a list of dependent keys, so\n    // add all of its dependent keys.\n    var depKeys = desc._dependentKeys;\n    if (depKeys === null || depKeys === undefined) {\n      return;\n    }\n\n    for (var idx = 0; idx < depKeys.length; idx++) {\n      var depKey = depKeys[idx];\n      // Increment the number of times depKey depends on keyName.\n      meta.writeDeps(depKey, keyName, (meta.peekDeps(depKey, keyName) || 0) + 1);\n      // Watch the depKey\n      watch(obj, depKey, meta);\n    }\n  }\n\n  function removeDependentKeys(desc, obj, keyName, meta) {\n    // the descriptor has a list of dependent keys, so\n    // remove all of its dependent keys.\n    var depKeys = desc._dependentKeys;\n    if (depKeys === null || depKeys === undefined) {\n      return;\n    }\n\n    for (var idx = 0; idx < depKeys.length; idx++) {\n      var depKey = depKeys[idx];\n      // Decrement the number of times depKey depends on keyName.\n      meta.writeDeps(depKey, keyName, (meta.peekDeps(depKey, keyName) || 0) - 1);\n      // Unwatch the depKey\n      unwatch(obj, depKey, meta);\n    }\n  }\n\n  /**\n  @module @ember/object\n  */\n\n  var DEEP_EACH_REGEX = /\\.@each\\.[^.]+\\./;\n\n  /**\n    A computed property transforms an object literal with object's accessor function(s) into a property.\n  \n    By default the function backing the computed property will only be called\n    once and the result will be cached. You can specify various properties\n    that your computed property depends on. This will force the cached\n    result to be recomputed if the dependencies are modified.\n  \n    In the following example we declare a computed property - `fullName` - by calling\n    `computed` with property dependencies (`firstName` and `lastName`) as leading arguments and getter accessor function. The `fullName` getter function\n    will be called once (regardless of how many times it is accessed) as long\n    as its dependencies have not changed. Once `firstName` or `lastName` are updated\n    any future calls (or anything bound) to `fullName` will incorporate the new\n    values.\n  \n    ```javascript\n    import EmberObject, { computed } from '@ember/object';\n  \n    let Person = EmberObject.extend({\n      // these will be supplied by `create`\n      firstName: null,\n      lastName: null,\n  \n      fullName: computed('firstName', 'lastName', function() {\n        let firstName = this.get('firstName'),\n            lastName  = this.get('lastName');\n  \n        return `${firstName} ${lastName}`;\n      })\n    });\n  \n    let tom = Person.create({\n      firstName: 'Tom',\n      lastName: 'Dale'\n    });\n  \n    tom.get('fullName') // 'Tom Dale'\n    ```\n  \n    You can also define what Ember should do when setting a computed property by providing additional function (`set`) in hash argument.\n    If you try to set a computed property, it will try to invoke setter accessor function with the key and\n    value you want to set it to as arguments.\n  \n    ```javascript\n    import EmberObject, { computed } from '@ember/object';\n  \n    let Person = EmberObject.extend({\n      // these will be supplied by `create`\n      firstName: null,\n      lastName: null,\n  \n      fullName: computed('firstName', 'lastName', {\n        get(key) {\n          let firstName = this.get('firstName'),\n              lastName  = this.get('lastName');\n  \n          return firstName + ' ' + lastName;\n        },\n        set(key, value) {\n          let [firstName, lastName] = value.split(' ');\n  \n          this.set('firstName', firstName);\n          this.set('lastName', lastName);\n  \n          return value;\n        }\n      })\n    });\n  \n    let person = Person.create();\n  \n    person.set('fullName', 'Peter Wagenet');\n    person.get('firstName'); // 'Peter'\n    person.get('lastName');  // 'Wagenet'\n    ```\n  \n    You can overwrite computed property with normal property (no longer computed), that won't change if dependencies change, if you set computed property and it won't have setter accessor function defined.\n  \n    You can also mark computed property as `.readOnly()` and block all attempts to set it.\n  \n    ```javascript\n    import EmberObject, { computed } from '@ember/object';\n  \n    let Person = EmberObject.extend({\n      // these will be supplied by `create`\n      firstName: null,\n      lastName: null,\n  \n      fullName: computed('firstName', 'lastName', {\n        get(key) {\n          let firstName = this.get('firstName');\n          let lastName  = this.get('lastName');\n  \n          return firstName + ' ' + lastName;\n        }\n      }).readOnly()\n    });\n  \n    let person = Person.create();\n    person.set('fullName', 'Peter Wagenet'); // Uncaught Error: Cannot set read-only property \"fullName\" on object: <(...):emberXXX>\n    ```\n  \n    Additional resources:\n    - [New CP syntax RFC](https://github.com/emberjs/rfcs/blob/master/text/0011-improved-cp-syntax.md)\n    - [New computed syntax explained in \"Ember 1.12 released\" ](https://emberjs.com/blog/2015/05/13/ember-1-12-released.html#toc_new-computed-syntax)\n  \n    @class ComputedProperty\n    @public\n  */\n  function ComputedProperty(config, opts) {\n    this.isDescriptor = true;\n    var hasGetterOnly = typeof config === 'function';\n    if (hasGetterOnly) {\n      this._getter = config;\n    } else {\n      true && !(typeof config === 'object' && !Array.isArray(config)) && emberDebug.assert('computed expects a function or an object as last argument.', typeof config === 'object' && !Array.isArray(config));\n      true && !Object.keys(config).every(function (key) {\n        return key === 'get' || key === 'set';\n      }) && emberDebug.assert('Config object passed to computed can only contain `get` or `set` keys.', Object.keys(config).every(function (key) {\n        return key === 'get' || key === 'set';\n      }));\n\n      this._getter = config.get;\n      this._setter = config.set;\n    }\n    true && !(!!this._getter || !!this._setter) && emberDebug.assert('Computed properties must receive a getter or a setter, you passed none.', !!this._getter || !!this._setter);\n\n    this._suspended = undefined;\n    this._meta = undefined;\n    this._volatile = false;\n\n    this._dependentKeys = opts && opts.dependentKeys;\n    this._readOnly = opts && hasGetterOnly && opts.readOnly === true;\n  }\n\n  ComputedProperty.prototype = new Descriptor();\n  ComputedProperty.prototype.constructor = ComputedProperty;\n\n  var ComputedPropertyPrototype = ComputedProperty.prototype;\n\n  /**\n    Call on a computed property to set it into non-cached mode. When in this\n    mode the computed property will not automatically cache the return value.\n  \n    It also does not automatically fire any change events. You must manually notify\n    any changes if you want to observe this property.\n  \n    Dependency keys have no effect on volatile properties as they are for cache\n    invalidation and notification when cached value is invalidated.\n  \n    ```javascript\n    import EmberObject, { computed } from '@ember/object';\n  \n    let outsideService = EmberObject.extend({\n      value: computed(function() {\n        return OutsideService.getValue();\n      }).volatile()\n    }).create();\n    ```\n  \n    @method volatile\n    @return {ComputedProperty} this\n    @chainable\n    @public\n  */\n  ComputedPropertyPrototype.volatile = function () {\n    this._volatile = true;\n    return this;\n  };\n\n  /**\n    Call on a computed property to set it into read-only mode. When in this\n    mode the computed property will throw an error when set.\n  \n    ```javascript\n    import EmberObject, { computed } from '@ember/object';\n  \n    let Person = EmberObject.extend({\n      guid: computed(function() {\n        return 'guid-guid-guid';\n      }).readOnly()\n    });\n  \n    let person = Person.create();\n  \n    person.set('guid', 'new-guid'); // will throw an exception\n    ```\n  \n    @method readOnly\n    @return {ComputedProperty} this\n    @chainable\n    @public\n  */\n  ComputedPropertyPrototype.readOnly = function () {\n    this._readOnly = true;\n    true && !!(this._readOnly && this._setter && this._setter !== this._getter) && emberDebug.assert('Computed properties that define a setter using the new syntax cannot be read-only', !(this._readOnly && this._setter && this._setter !== this._getter));\n\n    return this;\n  };\n\n  /**\n    Sets the dependent keys on this computed property. Pass any number of\n    arguments containing key paths that this computed property depends on.\n  \n    ```javascript\n    import EmberObject, { computed } from '@ember/object';\n  \n    let President = EmberObject.extend({\n      fullName: computed('firstName', 'lastName', function() {\n        return this.get('firstName') + ' ' + this.get('lastName');\n  \n        // Tell Ember that this computed property depends on firstName\n        // and lastName\n      })\n    });\n  \n    let president = President.create({\n      firstName: 'Barack',\n      lastName: 'Obama'\n    });\n  \n    president.get('fullName'); // 'Barack Obama'\n    ```\n  \n    @method property\n    @param {String} path* zero or more property paths\n    @return {ComputedProperty} this\n    @chainable\n    @public\n  */\n  ComputedPropertyPrototype.property = function () {\n    var args = [];\n\n    function addArg(property) {\n      true && emberDebug.warn('Dependent keys containing @each only work one level deep. ' + ('You used the key \"' + property + '\" which is invalid. ') + 'Please create an intermediary computed property.', DEEP_EACH_REGEX.test(property) === false, { id: 'ember-metal.computed-deep-each' });\n\n      args.push(property);\n    }\n\n    for (var i = 0; i < arguments.length; i++) {\n      expandProperties(arguments[i], addArg);\n    }\n\n    this._dependentKeys = args;\n    return this;\n  };\n\n  /**\n    In some cases, you may want to annotate computed properties with additional\n    metadata about how they function or what values they operate on. For example,\n    computed property functions may close over variables that are then no longer\n    available for introspection.\n  \n    You can pass a hash of these values to a computed property like this:\n  \n    ```\n    import { computed } from '@ember/object';\n    import Person from 'my-app/utils/person';\n  \n    person: computed(function() {\n      let personId = this.get('personId');\n      return Person.create({ id: personId });\n    }).meta({ type: Person })\n    ```\n  \n    The hash that you pass to the `meta()` function will be saved on the\n    computed property descriptor under the `_meta` key. Ember runtime\n    exposes a public API for retrieving these values from classes,\n    via the `metaForProperty()` function.\n  \n    @method meta\n    @param {Object} meta\n    @chainable\n    @public\n  */\n  ComputedPropertyPrototype.meta = function (meta$$1) {\n    if (arguments.length === 0) {\n      return this._meta || {};\n    } else {\n      this._meta = meta$$1;\n      return this;\n    }\n  };\n\n  // invalidate cache when CP key changes\n  ComputedPropertyPrototype.didChange = function (obj, keyName) {\n    // _suspended is set via a CP.set to ensure we don't clear\n    // the cached value set by the setter\n    if (this._volatile || this._suspended === obj) {\n      return;\n    }\n\n    // don't create objects just to invalidate\n    var meta$$1 = exports.peekMeta(obj);\n    if (meta$$1 === undefined || meta$$1.source !== obj) {\n      return;\n    }\n\n    var cache = meta$$1.readableCache();\n    if (cache !== undefined && cache[keyName] !== undefined) {\n      cache[keyName] = undefined;\n      removeDependentKeys(this, obj, keyName, meta$$1);\n    }\n  };\n\n  ComputedPropertyPrototype.get = function (obj, keyName) {\n    if (this._volatile) {\n      return this._getter.call(obj, keyName);\n    }\n\n    var meta$$1 = meta(obj);\n    var cache = meta$$1.writableCache();\n\n    var result = cache[keyName];\n    if (result === UNDEFINED) {\n      return undefined;\n    } else if (result !== undefined) {\n      return result;\n    }\n\n    var ret = this._getter.call(obj, keyName);\n\n    cache[keyName] = ret === undefined ? UNDEFINED : ret;\n\n    var chainWatchers = meta$$1.readableChainWatchers();\n    if (chainWatchers !== undefined) {\n      chainWatchers.revalidate(keyName);\n    }\n    addDependentKeys(this, obj, keyName, meta$$1);\n\n    return ret;\n  };\n\n  ComputedPropertyPrototype.set = function computedPropertySetEntry(obj, keyName, value) {\n    if (this._readOnly) {\n      this._throwReadOnlyError(obj, keyName);\n    }\n\n    if (!this._setter) {\n      return this.clobberSet(obj, keyName, value);\n    }\n\n    if (this._volatile) {\n      return this.volatileSet(obj, keyName, value);\n    }\n\n    return this.setWithSuspend(obj, keyName, value);\n  };\n\n  ComputedPropertyPrototype._throwReadOnlyError = function computedPropertyThrowReadOnlyError(obj, keyName) {\n    throw new emberDebug.Error('Cannot set read-only property \"' + keyName + '\" on object: ' + emberUtils.inspect(obj));\n  };\n\n  ComputedPropertyPrototype.clobberSet = function computedPropertyClobberSet(obj, keyName, value) {\n    var cachedValue = cacheFor(obj, keyName);\n    defineProperty(obj, keyName, null, cachedValue);\n    set(obj, keyName, value);\n    return value;\n  };\n\n  ComputedPropertyPrototype.volatileSet = function computedPropertyVolatileSet(obj, keyName, value) {\n    return this._setter.call(obj, keyName, value);\n  };\n\n  ComputedPropertyPrototype.setWithSuspend = function computedPropertySetWithSuspend(obj, keyName, value) {\n    var oldSuspended = this._suspended;\n    this._suspended = obj;\n    try {\n      return this._set(obj, keyName, value);\n    } finally {\n      this._suspended = oldSuspended;\n    }\n  };\n\n  ComputedPropertyPrototype._set = function computedPropertySet(obj, keyName, value) {\n    var meta$$1 = meta(obj);\n    var cache = meta$$1.writableCache();\n\n    var val = cache[keyName];\n    var hadCachedValue = val !== undefined;\n\n    var cachedValue = void 0;\n    if (hadCachedValue && val !== UNDEFINED) {\n      cachedValue = val;\n    }\n\n    var ret = this._setter.call(obj, keyName, value, cachedValue);\n\n    // allows setter to return the same value that is cached already\n    if (hadCachedValue && cachedValue === ret) {\n      return ret;\n    }\n\n    propertyWillChange(obj, keyName, meta$$1);\n\n    if (!hadCachedValue) {\n      addDependentKeys(this, obj, keyName, meta$$1);\n    }\n\n    cache[keyName] = ret === undefined ? UNDEFINED : ret;\n\n    propertyDidChange(obj, keyName, meta$$1);\n\n    return ret;\n  };\n\n  /* called before property is overridden */\n  ComputedPropertyPrototype.teardown = function (obj, keyName, meta$$1) {\n    if (this._volatile) {\n      return;\n    }\n    var cache = meta$$1.readableCache();\n    if (cache !== undefined && cache[keyName] !== undefined) {\n      removeDependentKeys(this, obj, keyName, meta$$1);\n      cache[keyName] = undefined;\n    }\n  };\n\n  /**\n    This helper returns a new property descriptor that wraps the passed\n    computed property function. You can use this helper to define properties\n    with mixins or via `defineProperty()`.\n  \n    If you pass a function as an argument, it will be used as a getter. A computed\n    property defined in this way might look like this:\n  \n    ```js\n    import EmberObject, { computed } from '@ember/object';\n  \n    let Person = EmberObject.extend({\n      init() {\n        this._super(...arguments);\n  \n        this.firstName = 'Betty';\n        this.lastName = 'Jones';\n      },\n  \n      fullName: computed('firstName', 'lastName', function() {\n        return `${this.get('firstName')} ${this.get('lastName')}`;\n      })\n    });\n  \n    let client = Person.create();\n  \n    client.get('fullName'); // 'Betty Jones'\n  \n    client.set('lastName', 'Fuller');\n    client.get('fullName'); // 'Betty Fuller'\n    ```\n  \n    You can pass a hash with two functions, `get` and `set`, as an\n    argument to provide both a getter and setter:\n  \n    ```js\n    import EmberObject, { computed } from '@ember/object';\n  \n    let Person = EmberObject.extend({\n      init() {\n        this._super(...arguments);\n  \n        this.firstName = 'Betty';\n        this.lastName = 'Jones';\n      },\n  \n      fullName: computed('firstName', 'lastName', {\n        get(key) {\n          return `${this.get('firstName')} ${this.get('lastName')}`;\n        },\n        set(key, value) {\n          let [firstName, lastName] = value.split(/\\s+/);\n          this.setProperties({ firstName, lastName });\n          return value;\n        }\n      })\n    });\n  \n    let client = Person.create();\n    client.get('firstName'); // 'Betty'\n  \n    client.set('fullName', 'Carroll Fuller');\n    client.get('firstName'); // 'Carroll'\n    ```\n  \n    The `set` function should accept two parameters, `key` and `value`. The value\n    returned from `set` will be the new value of the property.\n  \n    _Note: This is the preferred way to define computed properties when writing third-party\n    libraries that depend on or use Ember, since there is no guarantee that the user\n    will have [prototype Extensions](https://emberjs.com/guides/configuring-ember/disabling-prototype-extensions/) enabled._\n  \n    The alternative syntax, with prototype extensions, might look like:\n  \n    ```js\n    fullName: function() {\n      return this.get('firstName') + ' ' + this.get('lastName');\n    }.property('firstName', 'lastName')\n    ```\n  \n    @method computed\n    @for @ember/object\n    @static\n    @param {String} [dependentKeys*] Optional dependent keys that trigger this computed property.\n    @param {Function} func The computed property function.\n    @return {ComputedProperty} property descriptor instance\n    @public\n  */\n  function computed() {\n    for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n      args[_key] = arguments[_key];\n    }\n\n    var func = args.pop();\n\n    var cp = new ComputedProperty(func);\n\n    if (args.length > 0) {\n      cp.property.apply(cp, args);\n    }\n\n    return cp;\n  }\n\n  /**\n    Returns the cached value for a property, if one exists.\n    This can be useful for peeking at the value of a computed\n    property that is generated lazily, without accidentally causing\n    it to be created.\n  \n    @method cacheFor\n    @static\n    @for @ember/object/internals\n    @param {Object} obj the object whose property you want to check\n    @param {String} key the name of the property whose cached value you want\n      to return\n    @return {Object} the cached value\n    @public\n  */\n  function cacheFor(obj, key) {\n    var meta$$1 = exports.peekMeta(obj);\n    var cache = meta$$1 !== undefined ? meta$$1.source === obj && meta$$1.readableCache() : undefined;\n    var ret = cache !== undefined ? cache[key] : undefined;\n\n    if (ret === UNDEFINED) {\n      return undefined;\n    }\n    return ret;\n  }\n\n  cacheFor.set = function (cache, key, value) {\n    if (value === undefined) {\n      cache[key] = UNDEFINED;\n    } else {\n      cache[key] = value;\n    }\n  };\n\n  cacheFor.get = function (cache, key) {\n    var ret = cache[key];\n    if (ret === UNDEFINED) {\n      return undefined;\n    }\n    return ret;\n  };\n\n  cacheFor.remove = function (cache, key) {\n    cache[key] = undefined;\n  };\n\n  var CONSUMED = {};\n\n  function alias(altKey) {\n    return new AliasedProperty(altKey);\n  }\n\n  var AliasedProperty = function (_Descriptor) {\n    emberBabel.inherits(AliasedProperty, _Descriptor);\n\n    function AliasedProperty(altKey) {\n      emberBabel.classCallCheck(this, AliasedProperty);\n\n      var _this = emberBabel.possibleConstructorReturn(this, _Descriptor.call(this));\n\n      _this.isDescriptor = true;\n      _this.altKey = altKey;\n      _this._dependentKeys = [altKey];\n      return _this;\n    }\n\n    AliasedProperty.prototype.setup = function setup(obj, keyName) {\n      true && !(this.altKey !== keyName) && emberDebug.assert('Setting alias \\'' + keyName + '\\' on self', this.altKey !== keyName);\n\n      var meta$$1 = meta(obj);\n      if (meta$$1.peekWatching(keyName)) {\n        addDependentKeys(this, obj, keyName, meta$$1);\n      }\n    };\n\n    AliasedProperty.prototype.teardown = function teardown(obj, keyName, meta$$1) {\n      if (meta$$1.peekWatching(keyName)) {\n        removeDependentKeys(this, obj, keyName, meta$$1);\n      }\n    };\n\n    AliasedProperty.prototype.willWatch = function willWatch(obj, keyName, meta$$1) {\n      addDependentKeys(this, obj, keyName, meta$$1);\n    };\n\n    AliasedProperty.prototype.didUnwatch = function didUnwatch(obj, keyName, meta$$1) {\n      removeDependentKeys(this, obj, keyName, meta$$1);\n    };\n\n    AliasedProperty.prototype.get = function get$$1(obj, keyName) {\n      var ret = get(obj, this.altKey);\n      var meta$$1 = meta(obj);\n      var cache = meta$$1.writableCache();\n      if (cache[keyName] !== CONSUMED) {\n        cache[keyName] = CONSUMED;\n        addDependentKeys(this, obj, keyName, meta$$1);\n      }\n      return ret;\n    };\n\n    AliasedProperty.prototype.set = function set$$1(obj, keyName, value) {\n      return set(obj, this.altKey, value);\n    };\n\n    AliasedProperty.prototype.readOnly = function readOnly() {\n      this.set = AliasedProperty_readOnlySet;\n      return this;\n    };\n\n    AliasedProperty.prototype.oneWay = function oneWay() {\n      this.set = AliasedProperty_oneWaySet;\n      return this;\n    };\n\n    return AliasedProperty;\n  }(Descriptor);\n\n  function AliasedProperty_readOnlySet(obj, keyName, value) {\n    throw new emberDebug.Error('Cannot set read-only property \\'' + keyName + '\\' on object: ' + emberUtils.inspect(obj));\n  }\n\n  function AliasedProperty_oneWaySet(obj, keyName, value) {\n    defineProperty(obj, keyName, null);\n    return set(obj, keyName, value);\n  }\n\n  // Backwards compatibility with Ember Data.\n  AliasedProperty.prototype._meta = undefined;\n  AliasedProperty.prototype.meta = ComputedProperty.prototype.meta;\n\n  /**\n   @module @ember/polyfills\n  */\n  /**\n    Merge the contents of two objects together into the first object.\n  \n    ```javascript\n    import { merge } from '@ember/polyfills';\n  \n    merge({ first: 'Tom' }, { last: 'Dale' }); // { first: 'Tom', last: 'Dale' }\n    var a = { first: 'Yehuda' };\n    var b = { last: 'Katz' };\n    merge(a, b); // a == { first: 'Yehuda', last: 'Katz' }, b == { last: 'Katz' }\n    ```\n  \n    @method merge\n    @static\n    @for @ember/polyfills\n    @param {Object} original The object to merge into\n    @param {Object} updates The object to copy properties from\n    @return {Object}\n    @public\n  */\n  function merge(original, updates) {\n    if (updates === null || typeof updates !== 'object') {\n      return original;\n    }\n\n    var props = Object.keys(updates);\n    var prop = void 0;\n\n    for (var i = 0; i < props.length; i++) {\n      prop = props[i];\n      original[prop] = updates[prop];\n    }\n\n    return original;\n  }\n\n  /**\n  @module ember\n  */\n\n  /**\n    Used internally to allow changing properties in a backwards compatible way, and print a helpful\n    deprecation warning.\n  \n    @method deprecateProperty\n    @param {Object} object The object to add the deprecated property to.\n    @param {String} deprecatedKey The property to add (and print deprecation warnings upon accessing).\n    @param {String} newKey The property that will be aliased.\n    @private\n    @since 1.7.0\n  */\n\n  function deprecateProperty(object, deprecatedKey, newKey, options) {\n    function _deprecate() {\n      true && !false && emberDebug.deprecate('Usage of `' + deprecatedKey + '` is deprecated, use `' + newKey + '` instead.', false, options);\n    }\n\n    Object.defineProperty(object, deprecatedKey, {\n      configurable: true,\n      enumerable: false,\n      set: function (value) {\n        _deprecate();\n        set(this, newKey, value);\n      },\n      get: function () {\n        _deprecate();\n        return get(this, newKey);\n      }\n    });\n  }\n\n  /* eslint no-console:off */\n  /* global console */\n\n  /**\n  @module @ember/instrumentation\n  @private\n  */\n\n  /**\n    The purpose of the Ember Instrumentation module is\n    to provide efficient, general-purpose instrumentation\n    for Ember.\n  \n    Subscribe to a listener by using `subscribe`:\n  \n    ```javascript\n    import { subscribe } from '@ember/instrumentation';\n  \n    subscribe(\"render\", {\n      before(name, timestamp, payload) {\n  \n      },\n  \n      after(name, timestamp, payload) {\n  \n      }\n    });\n    ```\n  \n    If you return a value from the `before` callback, that same\n    value will be passed as a fourth parameter to the `after`\n    callback.\n  \n    Instrument a block of code by using `instrument`:\n  \n    ```javascript\n    import { instrument } from '@ember/instrumentation';\n  \n    instrument(\"render.handlebars\", payload, function() {\n      // rendering logic\n    }, binding);\n    ```\n  \n    Event names passed to `instrument` are namespaced\n    by periods, from more general to more specific. Subscribers\n    can listen for events by whatever level of granularity they\n    are interested in.\n  \n    In the above example, the event is `render.handlebars`,\n    and the subscriber listened for all events beginning with\n    `render`. It would receive callbacks for events named\n    `render`, `render.handlebars`, `render.container`, or\n    even `render.handlebars.layout`.\n  \n    @class Instrumentation\n    @static\n    @private\n  */\n  var subscribers = [];\n  var cache = {};\n\n  function populateListeners(name) {\n    var listeners = [];\n    var subscriber = void 0;\n\n    for (var i = 0; i < subscribers.length; i++) {\n      subscriber = subscribers[i];\n      if (subscriber.regex.test(name)) {\n        listeners.push(subscriber.object);\n      }\n    }\n\n    cache[name] = listeners;\n    return listeners;\n  }\n\n  var time = function () {\n    var perf = 'undefined' !== typeof window ? window.performance || {} : {};\n    var fn = perf.now || perf.mozNow || perf.webkitNow || perf.msNow || perf.oNow;\n    // fn.bind will be available in all the browsers that support the advanced window.performance... ;-)\n    return fn ? fn.bind(perf) : function () {\n      return +new Date();\n    };\n  }();\n\n  /**\n    Notifies event's subscribers, calls `before` and `after` hooks.\n  \n    @method instrument\n    @for @ember/instrumentation\n    @static\n    @param {String} [name] Namespaced event name.\n    @param {Object} _payload\n    @param {Function} callback Function that you're instrumenting.\n    @param {Object} binding Context that instrument function is called with.\n    @private\n  */\n  function instrument(name, _payload, callback, binding) {\n    if (arguments.length <= 3 && typeof _payload === 'function') {\n      binding = callback;\n      callback = _payload;\n      _payload = undefined;\n    }\n    if (subscribers.length === 0) {\n      return callback.call(binding);\n    }\n    var payload = _payload || {};\n    var finalizer = _instrumentStart(name, function () {\n      return payload;\n    });\n\n    if (finalizer) {\n      return withFinalizer(callback, finalizer, payload, binding);\n    } else {\n      return callback.call(binding);\n    }\n  }\n\n  exports.flaggedInstrument = void 0;\n  if (ember_features.EMBER_IMPROVED_INSTRUMENTATION) {\n    exports.flaggedInstrument = instrument;\n  } else {\n    exports.flaggedInstrument = function (name, payload, callback) {\n      return callback();\n    };\n  }\n  function withFinalizer(callback, finalizer, payload, binding) {\n    var result = void 0;\n    try {\n      result = callback.call(binding);\n    } catch (e) {\n      payload.exception = e;\n      result = payload;\n    } finally {\n      finalizer();\n    }\n    return result;\n  }\n\n  function NOOP() {}\n\n  // private for now\n  function _instrumentStart(name, _payload, _payloadParam) {\n    if (subscribers.length === 0) {\n      return NOOP;\n    }\n\n    var listeners = cache[name];\n\n    if (!listeners) {\n      listeners = populateListeners(name);\n    }\n\n    if (listeners.length === 0) {\n      return NOOP;\n    }\n\n    var payload = _payload(_payloadParam);\n\n    var STRUCTURED_PROFILE = emberEnvironment.ENV.STRUCTURED_PROFILE;\n    var timeName = void 0;\n    if (STRUCTURED_PROFILE) {\n      timeName = name + ': ' + payload.object;\n      console.time(timeName);\n    }\n\n    var beforeValues = new Array(listeners.length);\n    var i = void 0,\n        listener = void 0;\n    var timestamp = time();\n    for (i = 0; i < listeners.length; i++) {\n      listener = listeners[i];\n      beforeValues[i] = listener.before(name, timestamp, payload);\n    }\n\n    return function _instrumentEnd() {\n      var i = void 0,\n          listener = void 0;\n      var timestamp = time();\n      for (i = 0; i < listeners.length; i++) {\n        listener = listeners[i];\n        if (typeof listener.after === 'function') {\n          listener.after(name, timestamp, payload, beforeValues[i]);\n        }\n      }\n\n      if (STRUCTURED_PROFILE) {\n        console.timeEnd(timeName);\n      }\n    };\n  }\n\n  /**\n    Subscribes to a particular event or instrumented block of code.\n  \n    @method subscribe\n    @for @ember/instrumentation\n    @static\n  \n    @param {String} [pattern] Namespaced event name.\n    @param {Object} [object] Before and After hooks.\n  \n    @return {Subscriber}\n    @private\n  */\n  function subscribe(pattern, object) {\n    var paths = pattern.split('.');\n    var path = void 0;\n    var regex = [];\n\n    for (var i = 0; i < paths.length; i++) {\n      path = paths[i];\n      if (path === '*') {\n        regex.push('[^\\\\.]*');\n      } else {\n        regex.push(path);\n      }\n    }\n\n    regex = regex.join('\\\\.');\n    regex = regex + '(\\\\..*)?';\n\n    var subscriber = {\n      pattern: pattern,\n      regex: new RegExp('^' + regex + '$'),\n      object: object\n    };\n\n    subscribers.push(subscriber);\n    cache = {};\n\n    return subscriber;\n  }\n\n  /**\n    Unsubscribes from a particular event or instrumented block of code.\n  \n    @method unsubscribe\n    @for @ember/instrumentation\n    @static\n  \n    @param {Object} [subscriber]\n    @private\n  */\n  function unsubscribe(subscriber) {\n    var index = void 0;\n\n    for (var i = 0; i < subscribers.length; i++) {\n      if (subscribers[i] === subscriber) {\n        index = i;\n      }\n    }\n\n    subscribers.splice(index, 1);\n    cache = {};\n  }\n\n  /**\n    Resets `Instrumentation` by flushing list of subscribers.\n  \n    @method reset\n    @for @ember/instrumentation\n    @static\n    @private\n  */\n  function reset() {\n    subscribers.length = 0;\n    cache = {};\n  }\n\n  var onerror = void 0;\n  var onErrorTarget = {\n    get onerror() {\n      return onerror;\n    }\n  };\n\n  // Ember.onerror getter\n  function getOnerror() {\n    return onerror;\n  }\n  // Ember.onerror setter\n  function setOnerror(handler) {\n    onerror = handler;\n  }\n\n  var dispatchOverride = void 0;\n\n  // allows testing adapter to override dispatch\n  function getDispatchOverride() {\n    return dispatchOverride;\n  }\n  function setDispatchOverride(handler) {\n    dispatchOverride = handler;\n  }\n\n  /**\n   @module @ember/utils\n  */\n  /**\n    Returns true if the passed value is null or undefined. This avoids errors\n    from JSLint complaining about use of ==, which can be technically\n    confusing.\n  \n    ```javascript\n    isNone();              // true\n    isNone(null);          // true\n    isNone(undefined);     // true\n    isNone('');            // false\n    isNone([]);            // false\n    isNone(function() {}); // false\n    ```\n  \n    @method isNone\n    @static\n    @for @ember/utils\n    @param {Object} obj Value to test\n    @return {Boolean}\n    @public\n  */\n  function isNone(obj) {\n    return obj === null || obj === undefined;\n  }\n\n  /**\n   @module @ember/utils\n  */\n  /**\n    Verifies that a value is `null` or `undefined`, an empty string, or an empty\n    array.\n  \n    Constrains the rules on `isNone` by returning true for empty strings and\n    empty arrays.\n  \n    ```javascript\n    isEmpty();                // true\n    isEmpty(null);            // true\n    isEmpty(undefined);       // true\n    isEmpty('');              // true\n    isEmpty([]);              // true\n    isEmpty({});              // false\n    isEmpty('Adam Hawkins');  // false\n    isEmpty([0,1,2]);         // false\n    isEmpty('\\n\\t');          // false\n    isEmpty('  ');            // false\n    ```\n  \n    @method isEmpty\n    @static\n    @for @ember/utils\n    @param {Object} obj Value to test\n    @return {Boolean}\n    @public\n  */\n  function isEmpty(obj) {\n    var none = isNone(obj);\n    if (none) {\n      return none;\n    }\n\n    if (typeof obj.size === 'number') {\n      return !obj.size;\n    }\n\n    var objectType = typeof obj;\n\n    if (objectType === 'object') {\n      var size = get(obj, 'size');\n      if (typeof size === 'number') {\n        return !size;\n      }\n    }\n\n    if (typeof obj.length === 'number' && objectType !== 'function') {\n      return !obj.length;\n    }\n\n    if (objectType === 'object') {\n      var length = get(obj, 'length');\n      if (typeof length === 'number') {\n        return !length;\n      }\n    }\n\n    return false;\n  }\n\n  /**\n   @module @ember/utils\n  */\n  /**\n    A value is blank if it is empty or a whitespace string.\n  \n    ```javascript\n    import { isBlank } from '@ember/utils';\n  \n    isBlank();                // true\n    isBlank(null);            // true\n    isBlank(undefined);       // true\n    isBlank('');              // true\n    isBlank([]);              // true\n    isBlank('\\n\\t');          // true\n    isBlank('  ');            // true\n    isBlank({});              // false\n    isBlank('\\n\\t Hello');    // false\n    isBlank('Hello world');   // false\n    isBlank([1,2,3]);         // false\n    ```\n  \n    @method isBlank\n    @static\n    @for @ember/utils\n    @param {Object} obj Value to test\n    @return {Boolean}\n    @since 1.5.0\n    @public\n  */\n  function isBlank(obj) {\n    return isEmpty(obj) || typeof obj === 'string' && /\\S/.test(obj) === false;\n  }\n\n  /**\n   @module @ember/utils\n  */\n  /**\n    A value is present if it not `isBlank`.\n  \n    ```javascript\n    isPresent();                // false\n    isPresent(null);            // false\n    isPresent(undefined);       // false\n    isPresent('');              // false\n    isPresent('  ');            // false\n    isPresent('\\n\\t');          // false\n    isPresent([]);              // false\n    isPresent({ length: 0 })    // false\n    isPresent(false);           // true\n    isPresent(true);            // true\n    isPresent('string');        // true\n    isPresent(0);               // true\n    isPresent(function() {})    // true\n    isPresent({});              // true\n    isPresent(false);           // true\n    isPresent('\\n\\t Hello');    // true\n    isPresent([1,2,3]);         // true\n    ```\n  \n    @method isPresent\n    @static\n    @for @ember/utils\n    @param {Object} obj Value to test\n    @return {Boolean}\n    @since 1.8.0\n    @public\n  */\n  function isPresent(obj) {\n    return !isBlank(obj);\n  }\n\n  function onBegin(current) {\n    run.currentRunLoop = current;\n  }\n\n  function onEnd(current, next) {\n    run.currentRunLoop = next;\n  }\n\n  var backburner$1 = new Backburner(['sync', 'actions', 'destroy'], {\n    GUID_KEY: emberUtils.GUID_KEY,\n    sync: {\n      before: beginPropertyChanges,\n      after: endPropertyChanges\n    },\n    defaultQueue: 'actions',\n    onBegin: onBegin,\n    onEnd: onEnd,\n    onErrorTarget: onErrorTarget,\n    onErrorMethod: 'onerror'\n  });\n\n  /**\n   @module @ember/runloop\n  */\n  // ..........................................................\n  // run - this is ideally the only public API the dev sees\n  //\n\n  /**\n    Runs the passed target and method inside of a RunLoop, ensuring any\n    deferred actions including bindings and views updates are flushed at the\n    end.\n  \n    Normally you should not need to invoke this method yourself. However if\n    you are implementing raw event handlers when interfacing with other\n    libraries or plugins, you should probably wrap all of your code inside this\n    call.\n  \n    ```javascript\n    import { run } from '@ember/runloop';\n  \n    run(function() {\n      // code to be executed within a RunLoop\n    });\n    ```\n    @method run\n    @for @ember/runloop\n    @static\n    @param {Object} [target] target of method to call\n    @param {Function|String} method Method to invoke.\n      May be a function or a string. If you pass a string\n      then it will be looked up on the passed target.\n    @param {Object} [args*] Any additional arguments you wish to pass to the method.\n    @return {Object} return value from invoking the passed function.\n    @public\n  */\n  function run() {\n    return backburner$1.run.apply(backburner$1, arguments);\n  }\n\n  /**\n    If no run-loop is present, it creates a new one. If a run loop is\n    present it will queue itself to run on the existing run-loops action\n    queue.\n  \n    Please note: This is not for normal usage, and should be used sparingly.\n  \n    If invoked when not within a run loop:\n  \n    ```javascript\n    import { join } from '@ember/runloop';\n  \n    join(function() {\n      // creates a new run-loop\n    });\n    ```\n  \n    Alternatively, if called within an existing run loop:\n  \n    ```javascript\n    import { run, join } from '@ember/runloop';\n  \n    run(function() {\n      // creates a new run-loop\n  \n      join(function() {\n        // joins with the existing run-loop, and queues for invocation on\n        // the existing run-loops action queue.\n      });\n    });\n    ```\n  \n    @method join\n    @static\n    @for @ember/runloop\n    @param {Object} [target] target of method to call\n    @param {Function|String} method Method to invoke.\n      May be a function or a string. If you pass a string\n      then it will be looked up on the passed target.\n    @param {Object} [args*] Any additional arguments you wish to pass to the method.\n    @return {Object} Return value from invoking the passed function. Please note,\n    when called within an existing loop, no return value is possible.\n    @public\n  */\n  run.join = function () {\n    return backburner$1.join.apply(backburner$1, arguments);\n  };\n\n  /**\n    Allows you to specify which context to call the specified function in while\n    adding the execution of that function to the Ember run loop. This ability\n    makes this method a great way to asynchronously integrate third-party libraries\n    into your Ember application.\n  \n    `bind` takes two main arguments, the desired context and the function to\n    invoke in that context. Any additional arguments will be supplied as arguments\n    to the function that is passed in.\n  \n    Let's use the creation of a TinyMCE component as an example. Currently,\n    TinyMCE provides a setup configuration option we can use to do some processing\n    after the TinyMCE instance is initialized but before it is actually rendered.\n    We can use that setup option to do some additional setup for our component.\n    The component itself could look something like the following:\n  \n    ```app/components/rich-text-editor.js\n    import Component from '@ember/component';\n    import { on } from '@ember/object/evented';\n    import { bind } from '@ember/runloop';\n  \n    export default Component.extend({\n      initializeTinyMCE: on('didInsertElement', function() {\n        tinymce.init({\n          selector: '#' + this.$().prop('id'),\n          setup: Ember.run.bind(this, this.setupEditor)\n        });\n      }),\n      \n      didInsertElement() {\n        tinymce.init({\n          selector: '#' + this.$().prop('id'),\n          setup: Ember.run.bind(this, this.setupEditor)\n        });\n      }\n  \n      setupEditor(editor) {\n        this.set('editor', editor);\n  \n        editor.on('change', function() {\n          console.log('content changed!');\n        });\n      }\n    });\n    ```\n  \n    In this example, we use Ember.run.bind to bind the setupEditor method to the\n    context of the RichTextEditor component and to have the invocation of that\n    method be safely handled and executed by the Ember run loop.\n  \n    @method bind\n    @static\n    @for @ember/runloop\n    @param {Object} [target] target of method to call\n    @param {Function|String} method Method to invoke.\n      May be a function or a string. If you pass a string\n      then it will be looked up on the passed target.\n    @param {Object} [args*] Any additional arguments you wish to pass to the method.\n    @return {Function} returns a new function that will always have a particular context\n    @since 1.4.0\n    @public\n  */\n  run.bind = function () {\n    for (var _len = arguments.length, curried = Array(_len), _key = 0; _key < _len; _key++) {\n      curried[_key] = arguments[_key];\n    }\n\n    return function () {\n      for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n        args[_key2] = arguments[_key2];\n      }\n\n      return run.join.apply(run, curried.concat(args));\n    };\n  };\n\n  run.backburner = backburner$1;\n  run.currentRunLoop = null;\n  run.queues = backburner$1.queueNames;\n\n  /**\n    Begins a new RunLoop. Any deferred actions invoked after the begin will\n    be buffered until you invoke a matching call to `run.end()`. This is\n    a lower-level way to use a RunLoop instead of using `run()`.\n  \n    ```javascript\n    import { begin, end } from '@ember/runloop';\n  \n    begin();\n    // code to be executed within a RunLoop\n    end();\n    ```\n  \n    @method begin\n    @static\n    @for @ember/runloop\n    @return {void}\n    @public\n  */\n  run.begin = function () {\n    backburner$1.begin();\n  };\n\n  /**\n    Ends a RunLoop. This must be called sometime after you call\n    `run.begin()` to flush any deferred actions. This is a lower-level way\n    to use a RunLoop instead of using `run()`.\n  \n    ```javascript\n    import { begin, end } from '@ember/runloop';\n  \n    begin();\n    // code to be executed within a RunLoop\n    end();\n    ```\n  \n    @method end\n    @static\n    @for @ember/runloop\n    @return {void}\n    @public\n  */\n  run.end = function () {\n    backburner$1.end();\n  };\n\n  /**\n    Array of named queues. This array determines the order in which queues\n    are flushed at the end of the RunLoop. You can define your own queues by\n    simply adding the queue name to this array. Normally you should not need\n    to inspect or modify this property.\n  \n    @property queues\n    @type Array\n    @default ['sync', 'actions', 'destroy']\n    @private\n  */\n\n  /**\n    Adds the passed target/method and any optional arguments to the named\n    queue to be executed at the end of the RunLoop. If you have not already\n    started a RunLoop when calling this method one will be started for you\n    automatically.\n  \n    At the end of a RunLoop, any methods scheduled in this way will be invoked.\n    Methods will be invoked in an order matching the named queues defined in\n    the `run.queues` property.\n  \n    ```javascript\n    import { schedule } from '@ember/runloop';\n  \n    schedule('sync', this, function() {\n      // this will be executed in the first RunLoop queue, when bindings are synced\n      console.log('scheduled on sync queue');\n    });\n  \n    schedule('actions', this, function() {\n      // this will be executed in the 'actions' queue, after bindings have synced.\n      console.log('scheduled on actions queue');\n    });\n  \n    // Note the functions will be run in order based on the run queues order.\n    // Output would be:\n    //   scheduled on sync queue\n    //   scheduled on actions queue\n    ```\n  \n    @method schedule\n    @static\n    @for @ember/runloop\n    @param {String} queue The name of the queue to schedule against.\n      Default queues are 'sync' and 'actions'\n    @param {Object} [target] target object to use as the context when invoking a method.\n    @param {String|Function} method The method to invoke. If you pass a string it\n      will be resolved on the target object at the time the scheduled item is\n      invoked allowing you to change the target function.\n    @param {Object} [arguments*] Optional arguments to be passed to the queued method.\n    @return {*} Timer information for use in canceling, see `run.cancel`.\n    @public\n  */\n  run.schedule = function () /* queue, target, method */{\n    true && !(run.currentRunLoop || !emberDebug.isTesting()) && emberDebug.assert('You have turned on testing mode, which disabled the run-loop\\'s autorun. ' + 'You will need to wrap any code with asynchronous side-effects in a run', run.currentRunLoop || !emberDebug.isTesting());\n\n    return backburner$1.schedule.apply(backburner$1, arguments);\n  };\n\n  // Used by global test teardown\n  run.hasScheduledTimers = function () {\n    return backburner$1.hasTimers();\n  };\n\n  // Used by global test teardown\n  run.cancelTimers = function () {\n    backburner$1.cancelTimers();\n  };\n\n  /**\n    Immediately flushes any events scheduled in the 'sync' queue. Bindings\n    use this queue so this method is a useful way to immediately force all\n    bindings in the application to sync.\n  \n    You should call this method anytime you need any changed state to propagate\n    throughout the app immediately without repainting the UI (which happens\n    in the later 'render' queue added by the `ember-views` package).\n  \n    ```javascript\n    run.sync();\n    ```\n  \n    @method sync\n    @static\n    @for @ember/runloop\n    @return {void}\n    @private\n  */\n  run.sync = function () {\n    if (backburner$1.currentInstance) {\n      backburner$1.currentInstance.queues.sync.flush();\n    }\n  };\n\n  /**\n    Invokes the passed target/method and optional arguments after a specified\n    period of time. The last parameter of this method must always be a number\n    of milliseconds.\n  \n    You should use this method whenever you need to run some action after a\n    period of time instead of using `setTimeout()`. This method will ensure that\n    items that expire during the same script execution cycle all execute\n    together, which is often more efficient than using a real setTimeout.\n  \n    ```javascript\n    import { later } from '@ember/runloop';\n  \n    later(myContext, function() {\n      // code here will execute within a RunLoop in about 500ms with this == myContext\n    }, 500);\n    ```\n  \n    @method later\n    @static\n    @for @ember/runloop\n    @param {Object} [target] target of method to invoke\n    @param {Function|String} method The method to invoke.\n      If you pass a string it will be resolved on the\n      target at the time the method is invoked.\n    @param {Object} [args*] Optional arguments to pass to the timeout.\n    @param {Number} wait Number of milliseconds to wait.\n    @return {*} Timer information for use in canceling, see `run.cancel`.\n    @public\n  */\n  run.later = function () /*target, method*/{\n    return backburner$1.later.apply(backburner$1, arguments);\n  };\n\n  /**\n    Schedule a function to run one time during the current RunLoop. This is equivalent\n    to calling `scheduleOnce` with the \"actions\" queue.\n  \n    @method once\n    @static\n    @for @ember/runloop\n    @param {Object} [target] The target of the method to invoke.\n    @param {Function|String} method The method to invoke.\n      If you pass a string it will be resolved on the\n      target at the time the method is invoked.\n    @param {Object} [args*] Optional arguments to pass to the timeout.\n    @return {Object} Timer information for use in canceling, see `run.cancel`.\n    @public\n  */\n  run.once = function () {\n    true && !(run.currentRunLoop || !emberDebug.isTesting()) && emberDebug.assert('You have turned on testing mode, which disabled the run-loop\\'s autorun. ' + 'You will need to wrap any code with asynchronous side-effects in a run', run.currentRunLoop || !emberDebug.isTesting());\n\n    for (var _len3 = arguments.length, args = Array(_len3), _key3 = 0; _key3 < _len3; _key3++) {\n      args[_key3] = arguments[_key3];\n    }\n\n    args.unshift('actions');\n    return backburner$1.scheduleOnce.apply(backburner$1, args);\n  };\n\n  /**\n    Schedules a function to run one time in a given queue of the current RunLoop.\n    Calling this method with the same queue/target/method combination will have\n    no effect (past the initial call).\n  \n    Note that although you can pass optional arguments these will not be\n    considered when looking for duplicates. New arguments will replace previous\n    calls.\n  \n    ```javascript\n    import { run, scheduleOnce } from '@ember/runloop';\n  \n    function sayHi() {\n      console.log('hi');\n    }\n  \n    run(function() {\n      scheduleOnce('afterRender', myContext, sayHi);\n      scheduleOnce('afterRender', myContext, sayHi);\n      // sayHi will only be executed once, in the afterRender queue of the RunLoop\n    });\n    ```\n  \n    Also note that for `run.scheduleOnce` to prevent additional calls, you need to\n    pass the same function instance. The following case works as expected:\n  \n    ```javascript\n    function log() {\n      console.log('Logging only once');\n    }\n  \n    function scheduleIt() {\n      scheduleOnce('actions', myContext, log);\n    }\n  \n    scheduleIt();\n    scheduleIt();\n    ```\n  \n    But this other case will schedule the function multiple times:\n  \n    ```javascript\n    import { scheduleOnce } from '@ember/runloop';\n  \n    function scheduleIt() {\n      scheduleOnce('actions', myContext, function() {\n        console.log('Closure');\n      });\n    }\n  \n    scheduleIt();\n    scheduleIt();\n  \n    // \"Closure\" will print twice, even though we're using `run.scheduleOnce`,\n    // because the function we pass to it won't match the\n    // previously scheduled operation.\n    ```\n  \n    Available queues, and their order, can be found at `run.queues`\n  \n    @method scheduleOnce\n    @static\n    @for @ember/runloop\n    @param {String} [queue] The name of the queue to schedule against. Default queues are 'sync' and 'actions'.\n    @param {Object} [target] The target of the method to invoke.\n    @param {Function|String} method The method to invoke.\n      If you pass a string it will be resolved on the\n      target at the time the method is invoked.\n    @param {Object} [args*] Optional arguments to pass to the timeout.\n    @return {Object} Timer information for use in canceling, see `run.cancel`.\n    @public\n  */\n  run.scheduleOnce = function () /*queue, target, method*/{\n    true && !(run.currentRunLoop || !emberDebug.isTesting()) && emberDebug.assert('You have turned on testing mode, which disabled the run-loop\\'s autorun. ' + 'You will need to wrap any code with asynchronous side-effects in a run', run.currentRunLoop || !emberDebug.isTesting());\n\n    return backburner$1.scheduleOnce.apply(backburner$1, arguments);\n  };\n\n  /**\n    Schedules an item to run from within a separate run loop, after\n    control has been returned to the system. This is equivalent to calling\n    `run.later` with a wait time of 1ms.\n  \n    ```javascript\n    import { next } from '@ember/runloop';\n  \n    next(myContext, function() {\n      // code to be executed in the next run loop,\n      // which will be scheduled after the current one\n    });\n    ```\n  \n    Multiple operations scheduled with `run.next` will coalesce\n    into the same later run loop, along with any other operations\n    scheduled by `run.later` that expire right around the same\n    time that `run.next` operations will fire.\n  \n    Note that there are often alternatives to using `run.next`.\n    For instance, if you'd like to schedule an operation to happen\n    after all DOM element operations have completed within the current\n    run loop, you can make use of the `afterRender` run loop queue (added\n    by the `ember-views` package, along with the preceding `render` queue\n    where all the DOM element operations happen).\n  \n    Example:\n  \n    ```app/components/my-component.js\n    import Component from '@ember/component';\n    import { scheduleOnce } from '@ember/runloop';\n  \n    export Component.extend({\n      didInsertElement() {\n        this._super(...arguments);\n        scheduleOnce('afterRender', this, 'processChildElements');\n      },\n  \n      processChildElements() {\n        // ... do something with component's child component\n        // elements after they've finished rendering, which\n        // can't be done within this component's\n        // `didInsertElement` hook because that gets run\n        // before the child elements have been added to the DOM.\n      }\n    });\n    ```\n  \n    One benefit of the above approach compared to using `run.next` is\n    that you will be able to perform DOM/CSS operations before unprocessed\n    elements are rendered to the screen, which may prevent flickering or\n    other artifacts caused by delaying processing until after rendering.\n  \n    The other major benefit to the above approach is that `run.next`\n    introduces an element of non-determinism, which can make things much\n    harder to test, due to its reliance on `setTimeout`; it's much harder\n    to guarantee the order of scheduled operations when they are scheduled\n    outside of the current run loop, i.e. with `run.next`.\n  \n    @method next\n    @static\n    @for @ember/runloop\n    @param {Object} [target] target of method to invoke\n    @param {Function|String} method The method to invoke.\n      If you pass a string it will be resolved on the\n      target at the time the method is invoked.\n    @param {Object} [args*] Optional arguments to pass to the timeout.\n    @return {Object} Timer information for use in canceling, see `run.cancel`.\n    @public\n  */\n  run.next = function () {\n    for (var _len4 = arguments.length, args = Array(_len4), _key4 = 0; _key4 < _len4; _key4++) {\n      args[_key4] = arguments[_key4];\n    }\n\n    args.push(1);\n    return backburner$1.later.apply(backburner$1, args);\n  };\n\n  /**\n    Cancels a scheduled item. Must be a value returned by `later()`,\n    `once()`, `scheduleOnce()`, `next()`, `debounce()`, or\n    `throttle()`.\n  \n    ```javascript\n    import {\n      next,\n      cancel,\n      later,\n      scheduleOnce,\n      once,\n      throttle,\n      debounce\n    } from '@ember/runloop';\n  \n    let runNext = next(myContext, function() {\n      // will not be executed\n    });\n  \n    cancel(runNext);\n  \n    let runLater = later(myContext, function() {\n      // will not be executed\n    }, 500);\n  \n    cancel(runLater);\n  \n    let runScheduleOnce = scheduleOnce('afterRender', myContext, function() {\n      // will not be executed\n    });\n  \n    cancel(runScheduleOnce);\n  \n    let runOnce = once(myContext, function() {\n      // will not be executed\n    });\n  \n    cancel(runOnce);\n  \n    let throttle = throttle(myContext, function() {\n      // will not be executed\n    }, 1, false);\n  \n    cancel(throttle);\n  \n    let debounce = debounce(myContext, function() {\n      // will not be executed\n    }, 1);\n  \n    cancel(debounce);\n  \n    let debounceImmediate = debounce(myContext, function() {\n      // will be executed since we passed in true (immediate)\n    }, 100, true);\n  \n    // the 100ms delay until this method can be called again will be canceled\n    cancel(debounceImmediate);\n    ```\n  \n    @method cancel\n    @static\n    @for @ember/runloop\n    @param {Object} timer Timer object to cancel\n    @return {Boolean} true if canceled or false/undefined if it wasn't found\n    @public\n  */\n  run.cancel = function (timer) {\n    return backburner$1.cancel(timer);\n  };\n\n  /**\n    Delay calling the target method until the debounce period has elapsed\n    with no additional debounce calls. If `debounce` is called again before\n    the specified time has elapsed, the timer is reset and the entire period\n    must pass again before the target method is called.\n  \n    This method should be used when an event may be called multiple times\n    but the action should only be called once when the event is done firing.\n    A common example is for scroll events where you only want updates to\n    happen once scrolling has ceased.\n  \n    ```javascript\n    import { debounce } from '@ember/runloop';\n  \n    function whoRan() {\n      console.log(this.name + ' ran.');\n    }\n  \n    let myContext = { name: 'debounce' };\n  \n    debounce(myContext, whoRan, 150);\n  \n    // less than 150ms passes\n    debounce(myContext, whoRan, 150);\n  \n    // 150ms passes\n    // whoRan is invoked with context myContext\n    // console logs 'debounce ran.' one time.\n    ```\n  \n    Immediate allows you to run the function immediately, but debounce\n    other calls for this function until the wait time has elapsed. If\n    `debounce` is called again before the specified time has elapsed,\n    the timer is reset and the entire period must pass again before\n    the method can be called again.\n  \n    ```javascript\n    import { debounce } from '@ember/runloop';\n  \n    function whoRan() {\n      console.log(this.name + ' ran.');\n    }\n  \n    let myContext = { name: 'debounce' };\n  \n    debounce(myContext, whoRan, 150, true);\n  \n    // console logs 'debounce ran.' one time immediately.\n    // 100ms passes\n    debounce(myContext, whoRan, 150, true);\n  \n    // 150ms passes and nothing else is logged to the console and\n    // the debouncee is no longer being watched\n    debounce(myContext, whoRan, 150, true);\n  \n    // console logs 'debounce ran.' one time immediately.\n    // 150ms passes and nothing else is logged to the console and\n    // the debouncee is no longer being watched\n    ```\n  \n    @method debounce\n    @static\n    @for @ember/runloop\n    @param {Object} [target] target of method to invoke\n    @param {Function|String} method The method to invoke.\n      May be a function or a string. If you pass a string\n      then it will be looked up on the passed target.\n    @param {Object} [args*] Optional arguments to pass to the timeout.\n    @param {Number} wait Number of milliseconds to wait.\n    @param {Boolean} immediate Trigger the function on the leading instead\n      of the trailing edge of the wait interval. Defaults to false.\n    @return {Array} Timer information for use in canceling, see `run.cancel`.\n    @public\n  */\n  run.debounce = function () {\n    return backburner$1.debounce.apply(backburner$1, arguments);\n  };\n\n  /**\n    Ensure that the target method is never called more frequently than\n    the specified spacing period. The target method is called immediately.\n  \n    ```javascript\n    import { throttle } from '@ember/runloop';\n  \n    function whoRan() {\n      console.log(this.name + ' ran.');\n    }\n  \n    let myContext = { name: 'throttle' };\n  \n    throttle(myContext, whoRan, 150);\n    // whoRan is invoked with context myContext\n    // console logs 'throttle ran.'\n  \n    // 50ms passes\n    throttle(myContext, whoRan, 150);\n  \n    // 50ms passes\n    throttle(myContext, whoRan, 150);\n  \n    // 150ms passes\n    throttle(myContext, whoRan, 150);\n    // whoRan is invoked with context myContext\n    // console logs 'throttle ran.'\n    ```\n  \n    @method throttle\n    @static\n    @for @ember/runloop\n    @param {Object} [target] target of method to invoke\n    @param {Function|String} method The method to invoke.\n      May be a function or a string. If you pass a string\n      then it will be looked up on the passed target.\n    @param {Object} [args*] Optional arguments to pass to the timeout.\n    @param {Number} spacing Number of milliseconds to space out requests.\n    @param {Boolean} immediate Trigger the function on the leading instead\n      of the trailing edge of the wait interval. Defaults to true.\n    @return {Array} Timer information for use in canceling, see `run.cancel`.\n    @public\n  */\n  run.throttle = function () {\n    return backburner$1.throttle.apply(backburner$1, arguments);\n  };\n\n  /**\n    Add a new named queue after the specified queue.\n  \n    The queue to add will only be added once.\n  \n    @method _addQueue\n    @param {String} name the name of the queue to add.\n    @param {String} after the name of the queue to add after.\n    @private\n  */\n  run._addQueue = function (name, after) {\n    if (run.queues.indexOf(name) === -1) {\n      run.queues.splice(run.queues.indexOf(after) + 1, 0, name);\n    }\n  };\n\n  /**\n   @module ember\n  */\n  /**\n    Helper class that allows you to register your library with Ember.\n  \n    Singleton created at `Ember.libraries`.\n  \n    @class Libraries\n    @constructor\n    @private\n  */\n  var Libraries = function () {\n    function Libraries() {\n      emberBabel.classCallCheck(this, Libraries);\n\n      this._registry = [];\n      this._coreLibIndex = 0;\n    }\n\n    Libraries.prototype._getLibraryByName = function _getLibraryByName(name) {\n      var libs = this._registry;\n      var count = libs.length;\n\n      for (var i = 0; i < count; i++) {\n        if (libs[i].name === name) {\n          return libs[i];\n        }\n      }\n    };\n\n    Libraries.prototype.register = function register(name, version, isCoreLibrary) {\n      var index = this._registry.length;\n\n      if (!this._getLibraryByName(name)) {\n        if (isCoreLibrary) {\n          index = this._coreLibIndex++;\n        }\n        this._registry.splice(index, 0, { name: name, version: version });\n      } else {\n        true && emberDebug.warn('Library \"' + name + '\" is already registered with Ember.', false, { id: 'ember-metal.libraries-register' });\n      }\n    };\n\n    Libraries.prototype.registerCoreLibrary = function registerCoreLibrary(name, version) {\n      this.register(name, version, true);\n    };\n\n    Libraries.prototype.deRegister = function deRegister(name) {\n      var lib = this._getLibraryByName(name);\n      var index = void 0;\n\n      if (lib) {\n        index = this._registry.indexOf(lib);\n        this._registry.splice(index, 1);\n      }\n    };\n\n    return Libraries;\n  }();\n\n  if (ember_features.EMBER_LIBRARIES_ISREGISTERED) {\n    Libraries.prototype.isRegistered = function (name) {\n      return !!this._getLibraryByName(name);\n    };\n  }\n\n  var libraries = new Libraries();\n\n  /**\n  @module ember\n  */\n\n  /*\n    JavaScript (before ES6) does not have a Map implementation. Objects,\n    which are often used as dictionaries, may only have Strings as keys.\n  \n    Because Ember has a way to get a unique identifier for every object\n    via `guidFor`, we can implement a performant Map with arbitrary\n    keys. Because it is commonly used in low-level bookkeeping, Map is\n    implemented as a pure JavaScript object for performance.\n  \n    This implementation follows the current iteration of the ES6 proposal for\n    maps (http://wiki.ecmascript.org/doku.php?id=harmony:simple_maps_and_sets),\n    with one exception:  as we do not have the luxury of in-VM iteration, we implement a\n    forEach method for iteration.\n  \n    Map is mocked out to look like an Ember object, so you can do\n    `EmberMap.create()` for symmetry with other Ember classes.\n  */\n\n  function copyNull(obj) {\n    var output = Object.create(null);\n\n    for (var prop in obj) {\n      // hasOwnPropery is not needed because obj is Object.create(null);\n      output[prop] = obj[prop];\n    }\n\n    return output;\n  }\n\n  function copyMap(original, newObject) {\n    var keys = original._keys.copy();\n    var values = copyNull(original._values);\n\n    newObject._keys = keys;\n    newObject._values = values;\n    newObject.size = original.size;\n\n    return newObject;\n  }\n\n  /**\n    This class is used internally by Ember and Ember Data.\n    Please do not use it at this time. We plan to clean it up\n    and add many tests soon.\n  \n    @class OrderedSet\n    @namespace Ember\n    @constructor\n    @private\n  */\n\n  var OrderedSet = function () {\n    function OrderedSet() {\n      emberBabel.classCallCheck(this, OrderedSet);\n\n      this.clear();\n    }\n\n    /**\n      @method create\n      @static\n      @return {Ember.OrderedSet}\n      @private\n    */\n\n    OrderedSet.create = function create() {\n      var Constructor = this;\n      return new Constructor();\n    };\n\n    /**\n      @method clear\n      @private\n    */\n\n    OrderedSet.prototype.clear = function clear() {\n      this.presenceSet = Object.create(null);\n      this.list = [];\n      this.size = 0;\n    };\n\n    /**\n      @method add\n      @param obj\n      @param guid (optional, and for internal use)\n      @return {Ember.OrderedSet}\n      @private\n    */\n\n    OrderedSet.prototype.add = function add(obj, _guid) {\n      var guid = _guid || emberUtils.guidFor(obj);\n      var presenceSet = this.presenceSet;\n      var list = this.list;\n\n      if (presenceSet[guid] !== true) {\n        presenceSet[guid] = true;\n        this.size = list.push(obj);\n      }\n\n      return this;\n    };\n\n    /**\n      @since 1.8.0\n      @method delete\n      @param obj\n      @param _guid (optional and for internal use only)\n      @return {Boolean}\n      @private\n    */\n\n    OrderedSet.prototype.delete = function _delete(obj, _guid) {\n      var guid = _guid || emberUtils.guidFor(obj);\n      var presenceSet = this.presenceSet;\n      var list = this.list;\n\n      if (presenceSet[guid] === true) {\n        delete presenceSet[guid];\n        var index = list.indexOf(obj);\n        if (index > -1) {\n          list.splice(index, 1);\n        }\n        this.size = list.length;\n        return true;\n      } else {\n        return false;\n      }\n    };\n\n    /**\n      @method isEmpty\n      @return {Boolean}\n      @private\n    */\n\n    OrderedSet.prototype.isEmpty = function isEmpty() {\n      return this.size === 0;\n    };\n\n    /**\n      @method has\n      @param obj\n      @return {Boolean}\n      @private\n    */\n\n    OrderedSet.prototype.has = function has(obj) {\n      if (this.size === 0) {\n        return false;\n      }\n\n      var guid = emberUtils.guidFor(obj);\n      var presenceSet = this.presenceSet;\n\n      return presenceSet[guid] === true;\n    };\n\n    /**\n      @method forEach\n      @param {Function} fn\n      @param self\n      @private\n    */\n\n    OrderedSet.prototype.forEach = function forEach(fn /*, ...thisArg*/) {\n      true && !(typeof fn === 'function') && emberDebug.assert(Object.prototype.toString.call(fn) + ' is not a function', typeof fn === 'function');\n\n      if (this.size === 0) {\n        return;\n      }\n\n      var list = this.list;\n\n      if (arguments.length === 2) {\n        for (var i = 0; i < list.length; i++) {\n          fn.call(arguments[1], list[i]);\n        }\n      } else {\n        for (var _i = 0; _i < list.length; _i++) {\n          fn(list[_i]);\n        }\n      }\n    };\n\n    /**\n      @method toArray\n      @return {Array}\n      @private\n    */\n\n    OrderedSet.prototype.toArray = function toArray() {\n      return this.list.slice();\n    };\n\n    /**\n      @method copy\n      @return {Ember.OrderedSet}\n      @private\n    */\n\n    OrderedSet.prototype.copy = function copy() {\n      var Constructor = this.constructor;\n      var set = new Constructor();\n\n      set.presenceSet = copyNull(this.presenceSet);\n      set.list = this.toArray();\n      set.size = this.size;\n\n      return set;\n    };\n\n    return OrderedSet;\n  }();\n\n  /**\n    A Map stores values indexed by keys. Unlike JavaScript's\n    default Objects, the keys of a Map can be any JavaScript\n    object.\n  \n    Internally, a Map has two data structures:\n  \n    1. `keys`: an OrderedSet of all of the existing keys\n    2. `values`: a JavaScript Object indexed by the `guidFor(key)`\n  \n    When a key/value pair is added for the first time, we\n    add the key to the `keys` OrderedSet, and create or\n    replace an entry in `values`. When an entry is deleted,\n    we delete its entry in `keys` and `values`.\n  \n    @class Map\n    @namespace Ember\n    @private\n    @constructor\n  */\n\n  var Map = function () {\n    function Map() {\n      emberBabel.classCallCheck(this, Map);\n\n      this._keys = new OrderedSet();\n      this._values = Object.create(null);\n      this.size = 0;\n    }\n\n    /**\n      @method create\n      @static\n      @private\n    */\n\n    Map.create = function create() {\n      var Constructor = this;\n      return new Constructor();\n    };\n\n    /**\n      Retrieve the value associated with a given key.\n       @method get\n      @param {*} key\n      @return {*} the value associated with the key, or `undefined`\n      @private\n    */\n\n    Map.prototype.get = function get(key) {\n      if (this.size === 0) {\n        return;\n      }\n\n      var values = this._values;\n      var guid = emberUtils.guidFor(key);\n\n      return values[guid];\n    };\n\n    /**\n      Adds a value to the map. If a value for the given key has already been\n      provided, the new value will replace the old value.\n       @method set\n      @param {*} key\n      @param {*} value\n      @return {Ember.Map}\n      @private\n    */\n\n    Map.prototype.set = function set(key, value) {\n      var keys = this._keys;\n      var values = this._values;\n      var guid = emberUtils.guidFor(key);\n\n      // ensure we don't store -0\n      var k = key === -0 ? 0 : key;\n\n      keys.add(k, guid);\n\n      values[guid] = value;\n\n      this.size = keys.size;\n\n      return this;\n    };\n\n    /**\n      Removes a value from the map for an associated key.\n       @since 1.8.0\n      @method delete\n      @param {*} key\n      @return {Boolean} true if an item was removed, false otherwise\n      @private\n    */\n\n    Map.prototype.delete = function _delete(key) {\n      if (this.size === 0) {\n        return false;\n      }\n      // don't use ES6 \"delete\" because it will be annoying\n      // to use in browsers that are not ES6 friendly;\n      var keys = this._keys;\n      var values = this._values;\n      var guid = emberUtils.guidFor(key);\n\n      if (keys.delete(key, guid)) {\n        delete values[guid];\n        this.size = keys.size;\n        return true;\n      } else {\n        return false;\n      }\n    };\n\n    /**\n      Check whether a key is present.\n       @method has\n      @param {*} key\n      @return {Boolean} true if the item was present, false otherwise\n      @private\n    */\n\n    Map.prototype.has = function has(key) {\n      return this._keys.has(key);\n    };\n\n    /**\n      Iterate over all the keys and values. Calls the function once\n      for each key, passing in value, key, and the map being iterated over,\n      in that order.\n       The keys are guaranteed to be iterated over in insertion order.\n       @method forEach\n      @param {Function} callback\n      @param {*} self if passed, the `this` value inside the\n        callback. By default, `this` is the map.\n      @private\n    */\n\n    Map.prototype.forEach = function forEach(callback /*, ...thisArg*/) {\n      true && !(typeof callback === 'function') && emberDebug.assert(Object.prototype.toString.call(callback) + ' is not a function', typeof callback === 'function');\n\n      if (this.size === 0) {\n        return;\n      }\n\n      var map = this;\n      var cb = void 0,\n          thisArg = void 0;\n\n      if (arguments.length === 2) {\n        thisArg = arguments[1];\n        cb = function (key) {\n          return callback.call(thisArg, map.get(key), key, map);\n        };\n      } else {\n        cb = function (key) {\n          return callback(map.get(key), key, map);\n        };\n      }\n\n      this._keys.forEach(cb);\n    };\n\n    /**\n      @method clear\n      @private\n    */\n\n    Map.prototype.clear = function clear() {\n      this._keys.clear();\n      this._values = Object.create(null);\n      this.size = 0;\n    };\n\n    /**\n      @method copy\n      @return {Ember.Map}\n      @private\n    */\n\n    Map.prototype.copy = function copy() {\n      return copyMap(this, new Map());\n    };\n\n    return Map;\n  }();\n\n  /**\n    @class MapWithDefault\n    @namespace Ember\n    @extends Ember.Map\n    @private\n    @constructor\n    @param [options]\n      @param {*} [options.defaultValue]\n  */\n\n  var MapWithDefault = function (_Map) {\n    emberBabel.inherits(MapWithDefault, _Map);\n\n    function MapWithDefault(options) {\n      emberBabel.classCallCheck(this, MapWithDefault);\n\n      var _this = emberBabel.possibleConstructorReturn(this, _Map.call(this));\n\n      _this.defaultValue = options.defaultValue;\n      return _this;\n    }\n\n    /**\n      @method create\n      @static\n      @param [options]\n        @param {*} [options.defaultValue]\n      @return {Ember.MapWithDefault|Ember.Map} If options are passed, returns\n        `MapWithDefault` otherwise returns `EmberMap`\n      @private\n    */\n\n    MapWithDefault.create = function create(options) {\n      if (options) {\n        return new MapWithDefault(options);\n      } else {\n        return new Map();\n      }\n    };\n\n    /**\n      Retrieve the value associated with a given key.\n       @method get\n      @param {*} key\n      @return {*} the value associated with the key, or the default value\n      @private\n    */\n\n    MapWithDefault.prototype.get = function get(key) {\n      var hasValue = this.has(key);\n\n      if (hasValue) {\n        return _Map.prototype.get.call(this, key);\n      } else {\n        var defaultValue = this.defaultValue(key);\n        this.set(key, defaultValue);\n        return defaultValue;\n      }\n    };\n\n    /**\n      @method copy\n      @return {Ember.MapWithDefault}\n      @private\n    */\n\n    MapWithDefault.prototype.copy = function copy() {\n      var Constructor = this.constructor;\n      return copyMap(this, new Constructor({\n        defaultValue: this.defaultValue\n      }));\n    };\n\n    return MapWithDefault;\n  }(Map);\n\n  /**\n   @module @ember/object\n  */\n\n  /**\n    To get multiple properties at once, call `getProperties`\n    with an object followed by a list of strings or an array:\n  \n    ```javascript\n    import { getProperties } from '@ember/object';\n  \n    getProperties(record, 'firstName', 'lastName', 'zipCode');\n    // { firstName: 'John', lastName: 'Doe', zipCode: '10011' }\n    ```\n  \n    is equivalent to:\n  \n    ```javascript\n    import { getProperties } from '@ember/object';\n  \n    getProperties(record, ['firstName', 'lastName', 'zipCode']);\n    // { firstName: 'John', lastName: 'Doe', zipCode: '10011' }\n    ```\n  \n    @method getProperties\n    @static\n    @for @ember/object\n    @param {Object} obj\n    @param {String...|Array} list of keys to get\n    @return {Object}\n    @public\n  */\n  function getProperties(obj) {\n    var ret = {};\n    var propertyNames = arguments;\n    var i = 1;\n\n    if (arguments.length === 2 && Array.isArray(arguments[1])) {\n      i = 0;\n      propertyNames = arguments[1];\n    }\n    for (; i < propertyNames.length; i++) {\n      ret[propertyNames[i]] = get(obj, propertyNames[i]);\n    }\n    return ret;\n  }\n\n  /**\n   @module @ember/object\n  */\n  /**\n    Set a list of properties on an object. These properties are set inside\n    a single `beginPropertyChanges` and `endPropertyChanges` batch, so\n    observers will be buffered.\n  \n    ```javascript\n    let anObject = Ember.Object.create();\n  \n    anObject.setProperties({\n      firstName: 'Stanley',\n      lastName: 'Stuart',\n      age: 21\n    });\n    ```\n  \n    @method setProperties\n    @static\n    @for @ember/object\n    @param obj\n    @param {Object} properties\n    @return properties\n    @public\n  */\n  function setProperties(obj, properties) {\n    if (properties === null || typeof properties !== 'object') {\n      return properties;\n    }\n    changeProperties(function () {\n      var props = Object.keys(properties);\n      var propertyName = void 0;\n\n      for (var i = 0; i < props.length; i++) {\n        propertyName = props[i];\n\n        set(obj, propertyName, properties[propertyName]);\n      }\n    });\n    return properties;\n  }\n\n  /**\n  @module @ember/object\n  */\n\n  var AFTER_OBSERVERS = ':change';\n  var BEFORE_OBSERVERS = ':before';\n\n  function changeEvent(keyName) {\n    return keyName + AFTER_OBSERVERS;\n  }\n\n  function beforeEvent(keyName) {\n    return keyName + BEFORE_OBSERVERS;\n  }\n\n  /**\n    @method addObserver\n    @static\n    @for @ember/object/observers\n    @param obj\n    @param {String} _path\n    @param {Object|Function} target\n    @param {Function|String} [method]\n    @public\n  */\n  function addObserver(obj, _path, target, method) {\n    addListener(obj, changeEvent(_path), target, method);\n    watch(obj, _path);\n\n    return this;\n  }\n\n  function observersFor(obj, path) {\n    return listenersFor(obj, changeEvent(path));\n  }\n\n  /**\n    @method removeObserver\n    @static\n    @for @ember/object/observers\n    @param obj\n    @param {String} path\n    @param {Object|Function} target\n    @param {Function|String} [method]\n    @public\n  */\n  function removeObserver(obj, path, target, method) {\n    unwatch(obj, path);\n    removeListener(obj, changeEvent(path), target, method);\n\n    return this;\n  }\n\n  /**\n    @method _addBeforeObserver\n    @static\n    @for @ember/object/observers\n    @param obj\n    @param {String} path\n    @param {Object|Function} target\n    @param {Function|String} [method]\n    @deprecated\n    @private\n  */\n  function _addBeforeObserver(obj, path, target, method) {\n    addListener(obj, beforeEvent(path), target, method);\n    watch(obj, path);\n\n    return this;\n  }\n\n  // Suspend observer during callback.\n  //\n  // This should only be used by the target of the observer\n  // while it is setting the observed path.\n  function _suspendObserver(obj, path, target, method, callback) {\n    return suspendListener(obj, changeEvent(path), target, method, callback);\n  }\n\n  function _suspendObservers(obj, paths, target, method, callback) {\n    var events = paths.map(changeEvent);\n    return suspendListeners(obj, events, target, method, callback);\n  }\n\n  /**\n    @method removeBeforeObserver\n    @static\n    @for @ember/object/observers\n    @param obj\n    @param {String} path\n    @param {Object|Function} target\n    @param {Function|String} [method]\n    @deprecated\n    @private\n  */\n  function _removeBeforeObserver(obj, path, target, method) {\n    unwatch(obj, path);\n    removeListener(obj, beforeEvent(path), target, method);\n\n    return this;\n  }\n\n  /**\n  @module ember\n  */\n\n  // ..........................................................\n  // BINDING\n  //\n\n  var Binding = function () {\n    function Binding(toPath, fromPath) {\n      emberBabel.classCallCheck(this, Binding);\n\n      // Configuration\n      this._from = fromPath;\n      this._to = toPath;\n      this._oneWay = undefined;\n\n      // State\n      this._direction = undefined;\n      this._readyToSync = undefined;\n      this._fromObj = undefined;\n      this._fromPath = undefined;\n      this._toObj = undefined;\n    }\n\n    /**\n      @class Binding\n      @namespace Ember\n      @deprecated See https://emberjs.com/deprecations/v2.x#toc_ember-binding\n      @public\n    */\n\n    /**\n      This copies the Binding so it can be connected to another object.\n       @method copy\n      @return {Ember.Binding} `this`\n      @public\n    */\n\n    Binding.prototype.copy = function copy() {\n      var copy = new Binding(this._to, this._from);\n      if (this._oneWay) {\n        copy._oneWay = true;\n      }\n      return copy;\n    };\n\n    // ..........................................................\n    // CONFIG\n    //\n\n    /**\n      This will set `from` property path to the specified value. It will not\n      attempt to resolve this property path to an actual object until you\n      connect the binding.\n       The binding will search for the property path starting at the root object\n      you pass when you `connect()` the binding. It follows the same rules as\n      `get()` - see that method for more information.\n       @method from\n      @param {String} path The property path to connect to.\n      @return {Ember.Binding} `this`\n      @public\n    */\n\n    Binding.prototype.from = function from(path) {\n      this._from = path;\n      return this;\n    };\n\n    /**\n      This will set the `to` property path to the specified value. It will not\n      attempt to resolve this property path to an actual object until you\n      connect the binding.\n       The binding will search for the property path starting at the root object\n      you pass when you `connect()` the binding. It follows the same rules as\n      `get()` - see that method for more information.\n       @method to\n      @param {String|Tuple} path A property path or tuple.\n      @return {Ember.Binding} `this`\n      @public\n    */\n\n    Binding.prototype.to = function to(path) {\n      this._to = path;\n      return this;\n    };\n\n    /**\n      Configures the binding as one way. A one-way binding will relay changes\n      on the `from` side to the `to` side, but not the other way around. This\n      means that if you change the `to` side directly, the `from` side may have\n      a different value.\n       @method oneWay\n      @return {Ember.Binding} `this`\n      @public\n    */\n\n    Binding.prototype.oneWay = function oneWay() {\n      this._oneWay = true;\n      return this;\n    };\n\n    /**\n      @method toString\n      @return {String} string representation of binding\n      @public\n    */\n\n    Binding.prototype.toString = function toString$$1() {\n      var oneWay = this._oneWay ? '[oneWay]' : '';\n      return 'Ember.Binding<' + emberUtils.guidFor(this) + '>(' + this._from + ' -> ' + this._to + ')' + oneWay;\n    };\n\n    // ..........................................................\n    // CONNECT AND SYNC\n    //\n\n    /**\n      Attempts to connect this binding instance so that it can receive and relay\n      changes. This method will raise an exception if you have not set the\n      from/to properties yet.\n       @method connect\n      @param {Object} obj The root object for this binding.\n      @return {Ember.Binding} `this`\n      @public\n    */\n\n    Binding.prototype.connect = function connect(obj) {\n      true && !!!obj && emberDebug.assert('Must pass a valid object to Ember.Binding.connect()', !!obj);\n\n      var fromObj = void 0,\n          fromPath = void 0,\n          possibleGlobal = void 0;\n\n      // If the binding's \"from\" path could be interpreted as a global, verify\n      // whether the path refers to a global or not by consulting `Ember.lookup`.\n      if (isGlobalPath(this._from)) {\n        var name = getFirstKey(this._from);\n        possibleGlobal = emberEnvironment.context.lookup[name];\n\n        if (possibleGlobal) {\n          fromObj = possibleGlobal;\n          fromPath = getTailPath(this._from);\n        }\n      }\n\n      if (fromObj === undefined) {\n        fromObj = obj;\n        fromPath = this._from;\n      }\n\n      trySet(obj, this._to, get(fromObj, fromPath));\n\n      // Add an observer on the object to be notified when the binding should be updated.\n      addObserver(fromObj, fromPath, this, 'fromDidChange');\n\n      // If the binding is a two-way binding, also set up an observer on the target.\n      if (!this._oneWay) {\n        addObserver(obj, this._to, this, 'toDidChange');\n      }\n\n      addListener(obj, 'willDestroy', this, 'disconnect');\n\n      fireDeprecations(obj, this._to, this._from, possibleGlobal, this._oneWay, !possibleGlobal && !this._oneWay);\n\n      this._readyToSync = true;\n      this._fromObj = fromObj;\n      this._fromPath = fromPath;\n      this._toObj = obj;\n\n      return this;\n    };\n\n    /**\n      Disconnects the binding instance. Changes will no longer be relayed. You\n      will not usually need to call this method.\n       @method disconnect\n      @return {Ember.Binding} `this`\n      @public\n    */\n\n    Binding.prototype.disconnect = function disconnect() {\n      true && !!!this._toObj && emberDebug.assert('Must pass a valid object to Ember.Binding.disconnect()', !!this._toObj);\n\n      // Remove an observer on the object so we're no longer notified of\n      // changes that should update bindings.\n\n      removeObserver(this._fromObj, this._fromPath, this, 'fromDidChange');\n\n      // If the binding is two-way, remove the observer from the target as well.\n      if (!this._oneWay) {\n        removeObserver(this._toObj, this._to, this, 'toDidChange');\n      }\n\n      this._readyToSync = false; // Disable scheduled syncs...\n      return this;\n    };\n\n    // ..........................................................\n    // PRIVATE\n    //\n\n    /* Called when the from side changes. */\n\n    Binding.prototype.fromDidChange = function fromDidChange(target) {\n      this._scheduleSync('fwd');\n    };\n\n    /* Called when the to side changes. */\n\n    Binding.prototype.toDidChange = function toDidChange(target) {\n      this._scheduleSync('back');\n    };\n\n    Binding.prototype._scheduleSync = function _scheduleSync(dir) {\n      var existingDir = this._direction;\n\n      // If we haven't scheduled the binding yet, schedule it.\n      if (existingDir === undefined) {\n        run.schedule('sync', this, '_sync');\n        this._direction = dir;\n      }\n\n      // If both a 'back' and 'fwd' sync have been scheduled on the same object,\n      // default to a 'fwd' sync so that it remains deterministic.\n      if (existingDir === 'back' && dir === 'fwd') {\n        this._direction = 'fwd';\n      }\n    };\n\n    Binding.prototype._sync = function _sync() {\n      var log = emberEnvironment.ENV.LOG_BINDINGS;\n\n      var toObj = this._toObj;\n\n      // Don't synchronize destroyed objects or disconnected bindings.\n      if (toObj.isDestroyed || !this._readyToSync) {\n        return;\n      }\n\n      // Get the direction of the binding for the object we are\n      // synchronizing from.\n      var direction = this._direction;\n\n      var fromObj = this._fromObj;\n      var fromPath = this._fromPath;\n\n      this._direction = undefined;\n\n      // If we're synchronizing from the remote object...\n      if (direction === 'fwd') {\n        var fromValue = get(fromObj, fromPath);\n        if (log) {\n          Logger.log(' ', this.toString(), '->', fromValue, fromObj);\n        }\n        if (this._oneWay) {\n          trySet(toObj, this._to, fromValue);\n        } else {\n          _suspendObserver(toObj, this._to, this, 'toDidChange', function () {\n            trySet(toObj, this._to, fromValue);\n          });\n        }\n        // If we're synchronizing *to* the remote object.\n      } else if (direction === 'back') {\n        var toValue = get(toObj, this._to);\n        if (log) {\n          Logger.log(' ', this.toString(), '<-', toValue, toObj);\n        }\n        _suspendObserver(fromObj, fromPath, this, 'fromDidChange', function () {\n          trySet(fromObj, fromPath, toValue);\n        });\n      }\n    };\n\n    return Binding;\n  }();\n\n  function fireDeprecations(obj, toPath, fromPath, deprecateGlobal, deprecateOneWay, deprecateAlias) {\n    var deprecateGlobalMessage = '`Ember.Binding` is deprecated. Since you' + ' are binding to a global consider using a service instead.';\n    var deprecateOneWayMessage = '`Ember.Binding` is deprecated. Since you' + ' are using a `oneWay` binding consider using a `readOnly` computed' + ' property instead.';\n    var deprecateAliasMessage = '`Ember.Binding` is deprecated. Consider' + ' using an `alias` computed property instead.';\n\n    var objectInfo = 'The `' + toPath + '` property of `' + obj + '` is an `Ember.Binding` connected to `' + fromPath + '`, but ';\n    true && !!deprecateGlobal && emberDebug.deprecate(objectInfo + deprecateGlobalMessage, !deprecateGlobal, {\n      id: 'ember-metal.binding',\n      until: '3.0.0',\n      url: 'https://emberjs.com/deprecations/v2.x#toc_ember-binding'\n    });\n    true && !!deprecateOneWay && emberDebug.deprecate(objectInfo + deprecateOneWayMessage, !deprecateOneWay, {\n      id: 'ember-metal.binding',\n      until: '3.0.0',\n      url: 'https://emberjs.com/deprecations/v2.x#toc_ember-binding'\n    });\n    true && !!deprecateAlias && emberDebug.deprecate(objectInfo + deprecateAliasMessage, !deprecateAlias, {\n      id: 'ember-metal.binding',\n      until: '3.0.0',\n      url: 'https://emberjs.com/deprecations/v2.x#toc_ember-binding'\n    });\n  }\n\n  function mixinProperties$1(to, from) {\n    for (var key in from) {\n      if (from.hasOwnProperty(key)) {\n        to[key] = from[key];\n      }\n    }\n  }\n\n  mixinProperties$1(Binding, {\n\n    /*\n      See `Ember.Binding.from`.\n       @method from\n      @static\n    */\n    from: function (from) {\n      var C = this;\n      return new C(undefined, from);\n    },\n\n    /*\n      See `Ember.Binding.to`.\n       @method to\n      @static\n    */\n    to: function (to) {\n      var C = this;\n      return new C(to, undefined);\n    }\n  });\n  /**\n    An `Ember.Binding` connects the properties of two objects so that whenever\n    the value of one property changes, the other property will be changed also.\n  \n    ## Automatic Creation of Bindings with `/^*Binding/`-named Properties.\n  \n    You do not usually create Binding objects directly but instead describe\n    bindings in your class or object definition using automatic binding\n    detection.\n  \n    Properties ending in a `Binding` suffix will be converted to `Ember.Binding`\n    instances. The value of this property should be a string representing a path\n    to another object or a custom binding instance created using Binding helpers\n    (see \"One Way Bindings\"):\n  \n    ```\n    valueBinding: \"MyApp.someController.title\"\n    ```\n  \n    This will create a binding from `MyApp.someController.title` to the `value`\n    property of your object instance automatically. Now the two values will be\n    kept in sync.\n  \n    ## One Way Bindings\n  \n    One especially useful binding customization you can use is the `oneWay()`\n    helper. This helper tells Ember that you are only interested in\n    receiving changes on the object you are binding from. For example, if you\n    are binding to a preference and you want to be notified if the preference\n    has changed, but your object will not be changing the preference itself, you\n    could do:\n  \n    ```\n    bigTitlesBinding: Ember.Binding.oneWay(\"MyApp.preferencesController.bigTitles\")\n    ```\n  \n    This way if the value of `MyApp.preferencesController.bigTitles` changes the\n    `bigTitles` property of your object will change also. However, if you\n    change the value of your `bigTitles` property, it will not update the\n    `preferencesController`.\n  \n    One way bindings are almost twice as fast to setup and twice as fast to\n    execute because the binding only has to worry about changes to one side.\n  \n    You should consider using one way bindings anytime you have an object that\n    may be created frequently and you do not intend to change a property; only\n    to monitor it for changes (such as in the example above).\n  \n    ## Adding Bindings Manually\n  \n    All of the examples above show you how to configure a custom binding, but the\n    result of these customizations will be a binding template, not a fully active\n    Binding instance. The binding will actually become active only when you\n    instantiate the object the binding belongs to. It is useful, however, to\n    understand what actually happens when the binding is activated.\n  \n    For a binding to function it must have at least a `from` property and a `to`\n    property. The `from` property path points to the object/key that you want to\n    bind from while the `to` path points to the object/key you want to bind to.\n  \n    When you define a custom binding, you are usually describing the property\n    you want to bind from (such as `MyApp.someController.value` in the examples\n    above). When your object is created, it will automatically assign the value\n    you want to bind `to` based on the name of your binding key. In the\n    examples above, during init, Ember objects will effectively call\n    something like this on your binding:\n  \n    ```javascript\n    binding = Ember.Binding.from(\"valueBinding\").to(\"value\");\n    ```\n  \n    This creates a new binding instance based on the template you provide, and\n    sets the to path to the `value` property of the new object. Now that the\n    binding is fully configured with a `from` and a `to`, it simply needs to be\n    connected to become active. This is done through the `connect()` method:\n  \n    ```javascript\n    binding.connect(this);\n    ```\n  \n    Note that when you connect a binding you pass the object you want it to be\n    connected to. This object will be used as the root for both the from and\n    to side of the binding when inspecting relative paths. This allows the\n    binding to be automatically inherited by subclassed objects as well.\n  \n    This also allows you to bind between objects using the paths you declare in\n    `from` and `to`:\n  \n    ```javascript\n    // Example 1\n    binding = Ember.Binding.from(\"App.someObject.value\").to(\"value\");\n    binding.connect(this);\n  \n    // Example 2\n    binding = Ember.Binding.from(\"parentView.value\").to(\"App.someObject.value\");\n    binding.connect(this);\n    ```\n  \n    Now that the binding is connected, it will observe both the from and to side\n    and relay changes.\n  \n    If you ever needed to do so (you almost never will, but it is useful to\n    understand this anyway), you could manually create an active binding by\n    using the `Ember.bind()` helper method. (This is the same method used by\n    to setup your bindings on objects):\n  \n    ```javascript\n    Ember.bind(MyApp.anotherObject, \"value\", \"MyApp.someController.value\");\n    ```\n  \n    Both of these code fragments have the same effect as doing the most friendly\n    form of binding creation like so:\n  \n    ```javascript\n    MyApp.anotherObject = Ember.Object.create({\n      valueBinding: \"MyApp.someController.value\",\n  \n      // OTHER CODE FOR THIS OBJECT...\n    });\n    ```\n  \n    Ember's built in binding creation method makes it easy to automatically\n    create bindings for you. You should always use the highest-level APIs\n    available, even if you understand how it works underneath.\n  \n    @class Binding\n    @namespace Ember\n    @since Ember 0.9\n    @public\n  */\n  // Ember.Binding = Binding; ES6TODO: where to put this?\n\n\n  /**\n    Global helper method to create a new binding. Just pass the root object\n    along with a `to` and `from` path to create and connect the binding.\n  \n    @method bind\n    @for Ember\n    @param {Object} obj The root object of the transform.\n    @param {String} to The path to the 'to' side of the binding.\n      Must be relative to obj.\n    @param {String} from The path to the 'from' side of the binding.\n      Must be relative to obj or a global path.\n    @return {Ember.Binding} binding instance\n    @public\n  */\n  function bind(obj, to, from) {\n    return new Binding(to, from).connect(obj);\n  }\n\n  /**\n  @module @ember/object\n  */\n  var a_concat = Array.prototype.concat;\n  var isArray = Array.isArray;\n\n  function isMethod(obj) {\n    return 'function' === typeof obj && obj.isMethod !== false && obj !== Boolean && obj !== Object && obj !== Number && obj !== Array && obj !== Date && obj !== String;\n  }\n\n  var CONTINUE = {};\n\n  function mixinProperties(mixinsMeta, mixin) {\n    var guid = void 0;\n\n    if (mixin instanceof Mixin) {\n      guid = emberUtils.guidFor(mixin);\n      if (mixinsMeta.peekMixins(guid)) {\n        return CONTINUE;\n      }\n      mixinsMeta.writeMixins(guid, mixin);\n      return mixin.properties;\n    } else {\n      return mixin; // apply anonymous mixin properties\n    }\n  }\n\n  function concatenatedMixinProperties(concatProp, props, values, base) {\n    // reset before adding each new mixin to pickup concats from previous\n    var concats = values[concatProp] || base[concatProp];\n    if (props[concatProp]) {\n      concats = concats ? a_concat.call(concats, props[concatProp]) : props[concatProp];\n    }\n    return concats;\n  }\n\n  function giveDescriptorSuper(meta$$1, key, property, values, descs, base) {\n    var superProperty = void 0;\n\n    // Computed properties override methods, and do not call super to them\n    if (values[key] === undefined) {\n      // Find the original descriptor in a parent mixin\n      superProperty = descs[key];\n    }\n\n    // If we didn't find the original descriptor in a parent mixin, find\n    // it on the original object.\n    if (!superProperty) {\n      var possibleDesc = base[key];\n      var superDesc = possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor ? possibleDesc : undefined;\n\n      superProperty = superDesc;\n    }\n\n    if (superProperty === undefined || !(superProperty instanceof ComputedProperty)) {\n      return property;\n    }\n\n    // Since multiple mixins may inherit from the same parent, we need\n    // to clone the computed property so that other mixins do not receive\n    // the wrapped version.\n    property = Object.create(property);\n    property._getter = emberUtils.wrap(property._getter, superProperty._getter);\n    if (superProperty._setter) {\n      if (property._setter) {\n        property._setter = emberUtils.wrap(property._setter, superProperty._setter);\n      } else {\n        property._setter = superProperty._setter;\n      }\n    }\n\n    return property;\n  }\n\n  function giveMethodSuper(obj, key, method, values, descs) {\n    var superMethod = void 0;\n\n    // Methods overwrite computed properties, and do not call super to them.\n    if (descs[key] === undefined) {\n      // Find the original method in a parent mixin\n      superMethod = values[key];\n    }\n\n    // If we didn't find the original value in a parent mixin, find it in\n    // the original object\n    superMethod = superMethod || obj[key];\n\n    // Only wrap the new method if the original method was a function\n    if (superMethod === undefined || 'function' !== typeof superMethod) {\n      return method;\n    }\n\n    return emberUtils.wrap(method, superMethod);\n  }\n\n  function applyConcatenatedProperties(obj, key, value, values) {\n    var baseValue = values[key] || obj[key];\n    var ret = void 0;\n\n    if (baseValue === null || baseValue === undefined) {\n      ret = emberUtils.makeArray(value);\n    } else if (isArray(baseValue)) {\n      if (value === null || value === undefined) {\n        ret = baseValue;\n      } else {\n        ret = a_concat.call(baseValue, value);\n      }\n    } else {\n      ret = a_concat.call(emberUtils.makeArray(baseValue), value);\n    }\n\n    {\n      // it is possible to use concatenatedProperties with strings (which cannot be frozen)\n      // only freeze objects...\n      if (typeof ret === 'object' && ret !== null) {\n        // prevent mutating `concatenatedProperties` array after it is applied\n        Object.freeze(ret);\n      }\n    }\n\n    return ret;\n  }\n\n  function applyMergedProperties(obj, key, value, values) {\n    var baseValue = values[key] || obj[key];\n\n    true && !!isArray(value) && emberDebug.assert('You passed in `' + JSON.stringify(value) + '` as the value for `' + key + '` but `' + key + '` cannot be an Array', !isArray(value));\n\n    if (!baseValue) {\n      return value;\n    }\n\n    var newBase = emberUtils.assign({}, baseValue);\n    var hasFunction = false;\n\n    for (var prop in value) {\n      if (!value.hasOwnProperty(prop)) {\n        continue;\n      }\n\n      var propValue = value[prop];\n      if (isMethod(propValue)) {\n        // TODO: support for Computed Properties, etc?\n        hasFunction = true;\n        newBase[prop] = giveMethodSuper(obj, prop, propValue, baseValue, {});\n      } else {\n        newBase[prop] = propValue;\n      }\n    }\n\n    if (hasFunction) {\n      newBase._super = emberUtils.ROOT;\n    }\n\n    return newBase;\n  }\n\n  function addNormalizedProperty(base, key, value, meta$$1, descs, values, concats, mergings) {\n    if (value instanceof Descriptor) {\n      if (value === REQUIRED && descs[key]) {\n        return CONTINUE;\n      }\n\n      // Wrap descriptor function to implement\n      // _super() if needed\n      if (value._getter) {\n        value = giveDescriptorSuper(meta$$1, key, value, values, descs, base);\n      }\n\n      descs[key] = value;\n      values[key] = undefined;\n    } else {\n      if (concats && concats.indexOf(key) >= 0 || key === 'concatenatedProperties' || key === 'mergedProperties') {\n        value = applyConcatenatedProperties(base, key, value, values);\n      } else if (mergings && mergings.indexOf(key) > -1) {\n        value = applyMergedProperties(base, key, value, values);\n      } else if (isMethod(value)) {\n        value = giveMethodSuper(base, key, value, values, descs);\n      }\n\n      descs[key] = undefined;\n      values[key] = value;\n    }\n  }\n\n  function mergeMixins(mixins, meta$$1, descs, values, base, keys) {\n    var currentMixin = void 0,\n        props = void 0,\n        key = void 0,\n        concats = void 0,\n        mergings = void 0;\n\n    function removeKeys(keyName) {\n      delete descs[keyName];\n      delete values[keyName];\n    }\n\n    for (var i = 0; i < mixins.length; i++) {\n      currentMixin = mixins[i];\n      true && !(typeof currentMixin === 'object' && currentMixin !== null && Object.prototype.toString.call(currentMixin) !== '[object Array]') && emberDebug.assert('Expected hash or Mixin instance, got ' + Object.prototype.toString.call(currentMixin), typeof currentMixin === 'object' && currentMixin !== null && Object.prototype.toString.call(currentMixin) !== '[object Array]');\n\n      props = mixinProperties(meta$$1, currentMixin);\n      if (props === CONTINUE) {\n        continue;\n      }\n\n      if (props) {\n        if (base.willMergeMixin) {\n          base.willMergeMixin(props);\n        }\n        concats = concatenatedMixinProperties('concatenatedProperties', props, values, base);\n        mergings = concatenatedMixinProperties('mergedProperties', props, values, base);\n\n        for (key in props) {\n          if (!props.hasOwnProperty(key)) {\n            continue;\n          }\n          keys.push(key);\n          addNormalizedProperty(base, key, props[key], meta$$1, descs, values, concats, mergings);\n        }\n\n        // manually copy toString() because some JS engines do not enumerate it\n        if (props.hasOwnProperty('toString')) {\n          base.toString = props.toString;\n        }\n      } else if (currentMixin.mixins) {\n        mergeMixins(currentMixin.mixins, meta$$1, descs, values, base, keys);\n        if (currentMixin._without) {\n          currentMixin._without.forEach(removeKeys);\n        }\n      }\n    }\n  }\n\n  function detectBinding(key) {\n    var length = key.length;\n\n    return length > 7 && key.charCodeAt(length - 7) === 66 && key.indexOf('inding', length - 6) !== -1;\n  }\n  // warm both paths of above function\n  detectBinding('notbound');\n  detectBinding('fooBinding');\n\n  function connectBindings(obj, meta$$1) {\n    // TODO Mixin.apply(instance) should disconnect binding if exists\n    meta$$1.forEachBindings(function (key, binding) {\n      if (binding) {\n        var to = key.slice(0, -7); // strip Binding off end\n        if (binding instanceof Binding) {\n          binding = binding.copy(); // copy prototypes' instance\n          binding.to(to);\n        } else {\n          // binding is string path\n          binding = new Binding(to, binding);\n        }\n        binding.connect(obj);\n        obj[key] = binding;\n      }\n    });\n    // mark as applied\n    meta$$1.clearBindings();\n  }\n\n  function finishPartial(obj, meta$$1) {\n    connectBindings(obj, meta$$1 === undefined ? meta(obj) : meta$$1);\n    return obj;\n  }\n\n  function followAlias(obj, desc, descs, values) {\n    var altKey = desc.methodName;\n    var value = void 0;\n    var possibleDesc = void 0;\n    if (descs[altKey] || values[altKey]) {\n      value = values[altKey];\n      desc = descs[altKey];\n    } else if ((possibleDesc = obj[altKey]) && possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor) {\n      desc = possibleDesc;\n      value = undefined;\n    } else {\n      desc = undefined;\n      value = obj[altKey];\n    }\n\n    return { desc: desc, value: value };\n  }\n\n  function updateObserversAndListeners(obj, key, paths, updateMethod) {\n    if (paths) {\n      for (var i = 0; i < paths.length; i++) {\n        updateMethod(obj, paths[i], null, key);\n      }\n    }\n  }\n\n  function replaceObserversAndListeners(obj, key, observerOrListener) {\n    var prev = obj[key];\n\n    if (typeof prev === 'function') {\n      updateObserversAndListeners(obj, key, prev.__ember_observesBefore__, _removeBeforeObserver);\n      updateObserversAndListeners(obj, key, prev.__ember_observes__, removeObserver);\n      updateObserversAndListeners(obj, key, prev.__ember_listens__, removeListener);\n    }\n\n    if (typeof observerOrListener === 'function') {\n      updateObserversAndListeners(obj, key, observerOrListener.__ember_observesBefore__, _addBeforeObserver);\n      updateObserversAndListeners(obj, key, observerOrListener.__ember_observes__, addObserver);\n      updateObserversAndListeners(obj, key, observerOrListener.__ember_listens__, addListener);\n    }\n  }\n\n  function applyMixin(obj, mixins, partial) {\n    var descs = {};\n    var values = {};\n    var meta$$1 = meta(obj);\n    var keys = [];\n    var key = void 0,\n        value = void 0,\n        desc = void 0;\n\n    obj._super = emberUtils.ROOT;\n\n    // Go through all mixins and hashes passed in, and:\n    //\n    // * Handle concatenated properties\n    // * Handle merged properties\n    // * Set up _super wrapping if necessary\n    // * Set up computed property descriptors\n    // * Copying `toString` in broken browsers\n    mergeMixins(mixins, meta$$1, descs, values, obj, keys);\n\n    for (var i = 0; i < keys.length; i++) {\n      key = keys[i];\n      if (key === 'constructor' || !values.hasOwnProperty(key)) {\n        continue;\n      }\n\n      desc = descs[key];\n      value = values[key];\n\n      if (desc === REQUIRED) {\n        continue;\n      }\n\n      while (desc && desc instanceof Alias) {\n        var followed = followAlias(obj, desc, descs, values);\n        desc = followed.desc;\n        value = followed.value;\n      }\n\n      if (desc === undefined && value === undefined) {\n        continue;\n      }\n\n      replaceObserversAndListeners(obj, key, value);\n\n      if (detectBinding(key)) {\n        meta$$1.writeBindings(key, value);\n      }\n\n      defineProperty(obj, key, desc, value, meta$$1);\n    }\n\n    if (!partial) {\n      // don't apply to prototype\n      finishPartial(obj, meta$$1);\n    }\n\n    return obj;\n  }\n\n  /**\n    @method mixin\n    @param obj\n    @param mixins*\n    @return obj\n    @private\n  */\n  function mixin(obj) {\n    for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n      args[_key - 1] = arguments[_key];\n    }\n\n    applyMixin(obj, args, false);\n    return obj;\n  }\n\n  /**\n    The `Mixin` class allows you to create mixins, whose properties can be\n    added to other classes. For instance,\n  \n    ```javascript\n    import Mixin from '@ember/object/mixin';\n  \n    const EditableMixin = Mixin.create({\n      edit() {\n        console.log('starting to edit');\n        this.set('isEditing', true);\n      },\n      isEditing: false\n    });\n    ```\n  \n    ```javascript\n    import EmberObject from '@ember/object';\n    import EditableMixin from '../mixins/editable';\n  \n    // Mix mixins into classes by passing them as the first arguments to\n    // `.extend.`\n    const Comment = EmberObject.extend(EditableMixin, {\n      post: null\n    });\n  \n    let comment = Comment.create({\n      post: somePost\n    });\n  \n    comment.edit(); // outputs 'starting to edit'\n    ```\n  \n    Note that Mixins are created with `Mixin.create`, not\n    `Mixin.extend`.\n  \n    Note that mixins extend a constructor's prototype so arrays and object literals\n    defined as properties will be shared amongst objects that implement the mixin.\n    If you want to define a property in a mixin that is not shared, you can define\n    it either as a computed property or have it be created on initialization of the object.\n  \n    ```javascript\n    // filters array will be shared amongst any object implementing mixin\n    import Mixin from '@ember/object/mixin';\n    import { A } from '@ember/array';\n  \n    const FilterableMixin = Mixin.create({\n      filters: A()\n    });\n    ```\n  \n    ```javascript\n    import Mixin from '@ember/object/mixin';\n    import { A } from '@ember/array';\n    import { computed } from '@ember/object';\n  \n    // filters will be a separate array for every object implementing the mixin\n    const FilterableMixin = Mixin.create({\n      filters: computed(function() {\n        return A();\n      })\n    });\n    ```\n  \n    ```javascript\n    import Mixin from '@ember/object/mixin';\n    import { A } from '@ember/array';\n  \n    // filters will be created as a separate array during the object's initialization\n    const Filterable = Mixin.create({\n      filters: null,\n  \n      init() {\n        this._super(...arguments);\n        this.set(\"filters\", A());\n      }\n    });\n    ```\n  \n    @class Mixin\n    @public\n  */\n\n  var Mixin = function () {\n    function Mixin(mixins, properties) {\n      emberBabel.classCallCheck(this, Mixin);\n\n      this.properties = properties;\n\n      var length = mixins && mixins.length;\n\n      if (length > 0) {\n        var m = new Array(length);\n\n        for (var i = 0; i < length; i++) {\n          var x = mixins[i];\n          if (x instanceof Mixin) {\n            m[i] = x;\n          } else {\n            m[i] = new Mixin(undefined, x);\n          }\n        }\n\n        this.mixins = m;\n      } else {\n        this.mixins = undefined;\n      }\n      this.ownerConstructor = undefined;\n      this._without = undefined;\n      this[emberUtils.GUID_KEY] = null;\n      this[emberUtils.NAME_KEY] = null;\n      emberDebug.debugSeal(this);\n    }\n\n    Mixin.applyPartial = function applyPartial(obj) {\n      for (var _len2 = arguments.length, args = Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {\n        args[_key2 - 1] = arguments[_key2];\n      }\n\n      return applyMixin(obj, args, true);\n    };\n\n    /**\n      @method create\n      @for @ember/object/mixin\n      @static\n      @param arguments*\n      @public\n    */\n\n    Mixin.create = function create() {\n      // ES6TODO: this relies on a global state?\n      unprocessedFlag = true;\n      var M = this;\n\n      for (var _len3 = arguments.length, args = Array(_len3), _key3 = 0; _key3 < _len3; _key3++) {\n        args[_key3] = arguments[_key3];\n      }\n\n      return new M(args, undefined);\n    };\n\n    // returns the mixins currently applied to the specified object\n    // TODO: Make `mixin`\n\n\n    Mixin.mixins = function mixins(obj) {\n      var meta$$1 = exports.peekMeta(obj);\n      var ret = [];\n      if (meta$$1 === undefined) {\n        return ret;\n      }\n\n      meta$$1.forEachMixins(function (key, currentMixin) {\n        // skip primitive mixins since these are always anonymous\n        if (!currentMixin.properties) {\n          ret.push(currentMixin);\n        }\n      });\n\n      return ret;\n    };\n\n    /**\n      @method reopen\n      @param arguments*\n      @private\n    */\n\n    Mixin.prototype.reopen = function reopen() {\n      var currentMixin = void 0;\n\n      if (this.properties) {\n        currentMixin = new Mixin(undefined, this.properties);\n        this.properties = undefined;\n        this.mixins = [currentMixin];\n      } else if (!this.mixins) {\n        this.mixins = [];\n      }\n\n      var mixins = this.mixins;\n      var idx = void 0;\n\n      for (idx = 0; idx < arguments.length; idx++) {\n        currentMixin = arguments[idx];\n        true && !(typeof currentMixin === 'object' && currentMixin !== null && Object.prototype.toString.call(currentMixin) !== '[object Array]') && emberDebug.assert('Expected hash or Mixin instance, got ' + Object.prototype.toString.call(currentMixin), typeof currentMixin === 'object' && currentMixin !== null && Object.prototype.toString.call(currentMixin) !== '[object Array]');\n\n        if (currentMixin instanceof Mixin) {\n          mixins.push(currentMixin);\n        } else {\n          mixins.push(new Mixin(undefined, currentMixin));\n        }\n      }\n\n      return this;\n    };\n\n    /**\n      @method apply\n      @param obj\n      @return applied object\n      @private\n    */\n\n    Mixin.prototype.apply = function apply(obj) {\n      return applyMixin(obj, [this], false);\n    };\n\n    Mixin.prototype.applyPartial = function applyPartial(obj) {\n      return applyMixin(obj, [this], true);\n    };\n\n    /**\n      @method detect\n      @param obj\n      @return {Boolean}\n      @private\n    */\n\n    Mixin.prototype.detect = function detect(obj) {\n      if (typeof obj !== 'object' || obj === null) {\n        return false;\n      }\n      if (obj instanceof Mixin) {\n        return _detect(obj, this, {});\n      }\n      var meta$$1 = exports.peekMeta(obj);\n      if (meta$$1 === undefined) {\n        return false;\n      }\n      return !!meta$$1.peekMixins(emberUtils.guidFor(this));\n    };\n\n    Mixin.prototype.without = function without() {\n      var ret = new Mixin([this]);\n\n      for (var _len4 = arguments.length, args = Array(_len4), _key4 = 0; _key4 < _len4; _key4++) {\n        args[_key4] = arguments[_key4];\n      }\n\n      ret._without = args;\n      return ret;\n    };\n\n    Mixin.prototype.keys = function keys() {\n      var keys = {};\n      var seen = {};\n\n      _keys(keys, this, seen);\n      var ret = Object.keys(keys);\n      return ret;\n    };\n\n    return Mixin;\n  }();\n\n  Mixin._apply = applyMixin;\n  Mixin.finishPartial = finishPartial;\n\n  var MixinPrototype = Mixin.prototype;\n  MixinPrototype.toString = Object.toString;\n\n  emberDebug.debugSeal(MixinPrototype);\n\n  var unprocessedFlag = false;\n\n  function hasUnprocessedMixins() {\n    return unprocessedFlag;\n  }\n\n  function clearUnprocessedMixins() {\n    unprocessedFlag = false;\n  }\n\n  function _detect(curMixin, targetMixin, seen) {\n    var guid = emberUtils.guidFor(curMixin);\n\n    if (seen[guid]) {\n      return false;\n    }\n    seen[guid] = true;\n\n    if (curMixin === targetMixin) {\n      return true;\n    }\n    var mixins = curMixin.mixins;\n    var loc = mixins ? mixins.length : 0;\n    while (--loc >= 0) {\n      if (_detect(mixins[loc], targetMixin, seen)) {\n        return true;\n      }\n    }\n    return false;\n  }\n\n  function _keys(ret, mixin, seen) {\n    if (seen[emberUtils.guidFor(mixin)]) {\n      return;\n    }\n    seen[emberUtils.guidFor(mixin)] = true;\n\n    if (mixin.properties) {\n      var props = Object.keys(mixin.properties);\n      for (var i = 0; i < props.length; i++) {\n        var key = props[i];\n        ret[key] = true;\n      }\n    } else if (mixin.mixins) {\n      mixin.mixins.forEach(function (x) {\n        return _keys(ret, x, seen);\n      });\n    }\n  }\n\n  var REQUIRED = new Descriptor();\n  REQUIRED.toString = function () {\n    return '(Required Property)';\n  };\n\n  /**\n    Denotes a required property for a mixin\n  \n    @method required\n    @for Ember\n    @private\n  */\n  function required() {\n    true && !false && emberDebug.deprecate('Ember.required is deprecated as its behavior is inconsistent and unreliable.', false, { id: 'ember-metal.required', until: '3.0.0' });\n\n    return REQUIRED;\n  }\n\n  function Alias(methodName) {\n    this.isDescriptor = true;\n    this.methodName = methodName;\n  }\n\n  Alias.prototype = new Descriptor();\n\n  /**\n    Makes a method available via an additional name.\n  \n    ```app/utils/person.js\n    import EmberObject, {\n      aliasMethod\n    } from '@ember/object';\n  \n    export default EmberObject.extend({\n      name() {\n        return 'Tomhuda Katzdale';\n      },\n      moniker: aliasMethod('name')\n    });\n    ```\n  \n    ```javascript\n    let goodGuy = Person.create();\n  \n    goodGuy.name();    // 'Tomhuda Katzdale'\n    goodGuy.moniker(); // 'Tomhuda Katzdale'\n    ```\n  \n    @method aliasMethod\n    @static\n    @for @ember/object\n    @param {String} methodName name of the method to alias\n    @public\n  */\n  function aliasMethod(methodName) {\n    return new Alias(methodName);\n  }\n\n  // ..........................................................\n  // OBSERVER HELPER\n  //\n\n  /**\n    Specify a method that observes property changes.\n  \n    ```javascript\n    import EmberObject from '@ember/object';\n    import { observer } from '@ember/object';\n  \n    export default EmberObject.extend({\n      valueObserver: observer('value', function() {\n        // Executes whenever the \"value\" property changes\n      })\n    });\n    ```\n  \n    Also available as `Function.prototype.observes` if prototype extensions are\n    enabled.\n  \n    @method observer\n    @for @ember/object\n    @param {String} propertyNames*\n    @param {Function} func\n    @return func\n    @public\n    @static\n  */\n  function observer() {\n    var _paths = void 0,\n        func = void 0;\n\n    for (var _len5 = arguments.length, args = Array(_len5), _key5 = 0; _key5 < _len5; _key5++) {\n      args[_key5] = arguments[_key5];\n    }\n\n    if (typeof args[args.length - 1] !== 'function') {\n      // revert to old, soft-deprecated argument ordering\n      true && !false && emberDebug.deprecate('Passing the dependentKeys after the callback function in observer is deprecated. Ensure the callback function is the last argument.', false, { id: 'ember-metal.observer-argument-order', until: '3.0.0' });\n\n      func = args.shift();\n      _paths = args;\n    } else {\n      func = args.pop();\n      _paths = args;\n    }\n\n    true && !(typeof func === 'function') && emberDebug.assert('observer called without a function', typeof func === 'function');\n    true && !(_paths.length > 0 && _paths.every(function (p) {\n      return typeof p === 'string' && p.length;\n    })) && emberDebug.assert('observer called without valid path', _paths.length > 0 && _paths.every(function (p) {\n      return typeof p === 'string' && p.length;\n    }));\n\n    var paths = [];\n    var addWatchedProperty = function (path) {\n      return paths.push(path);\n    };\n\n    for (var i = 0; i < _paths.length; ++i) {\n      expandProperties(_paths[i], addWatchedProperty);\n    }\n\n    func.__ember_observes__ = paths;\n    return func;\n  }\n\n  /**\n    Specify a method that observes property changes.\n  \n    ```javascript\n    import EmberObject from '@ember/object';\n  \n    EmberObject.extend({\n      valueObserver: Ember.immediateObserver('value', function() {\n        // Executes whenever the \"value\" property changes\n      })\n    });\n    ```\n  \n    In the future, `observer` may become asynchronous. In this event,\n    `immediateObserver` will maintain the synchronous behavior.\n  \n    Also available as `Function.prototype.observesImmediately` if prototype extensions are\n    enabled.\n  \n    @method _immediateObserver\n    @for Ember\n    @param {String} propertyNames*\n    @param {Function} func\n    @deprecated Use `observer` instead.\n    @return func\n    @private\n  */\n  function _immediateObserver() {\n    true && !false && emberDebug.deprecate('Usage of `Ember.immediateObserver` is deprecated, use `observer` instead.', false, { id: 'ember-metal.immediate-observer', until: '3.0.0' });\n\n    for (var i = 0; i < arguments.length; i++) {\n      var arg = arguments[i];\n      true && !(typeof arg !== 'string' || arg.indexOf('.') === -1) && emberDebug.assert('Immediate observers must observe internal properties only, not properties on other objects.', typeof arg !== 'string' || arg.indexOf('.') === -1);\n    }\n\n    return observer.apply(this, arguments);\n  }\n\n  /**\n    When observers fire, they are called with the arguments `obj`, `keyName`.\n  \n    Note, `@each.property` observer is called per each add or replace of an element\n    and it's not called with a specific enumeration item.\n  \n    A `_beforeObserver` fires before a property changes.\n  \n    @method beforeObserver\n    @for Ember\n    @param {String} propertyNames*\n    @param {Function} func\n    @return func\n    @deprecated\n    @private\n  */\n  function _beforeObserver() {\n    for (var _len6 = arguments.length, args = Array(_len6), _key6 = 0; _key6 < _len6; _key6++) {\n      args[_key6] = arguments[_key6];\n    }\n\n    var func = args[args.length - 1];\n    var paths = void 0;\n\n    var addWatchedProperty = function (path) {\n      paths.push(path);\n    };\n\n    var _paths = args.slice(0, -1);\n\n    if (typeof func !== 'function') {\n      // revert to old, soft-deprecated argument ordering\n\n      func = args[0];\n      _paths = args.slice(1);\n    }\n\n    paths = [];\n\n    for (var i = 0; i < _paths.length; ++i) {\n      expandProperties(_paths[i], addWatchedProperty);\n    }\n\n    if (typeof func !== 'function') {\n      throw new emberDebug.EmberError('_beforeObserver called without a function');\n    }\n\n    func.__ember_observesBefore__ = paths;\n    return func;\n  }\n\n  /**\n   @module ember\n   @private\n   */\n\n  /**\n    Read-only property that returns the result of a container lookup.\n  \n    @class InjectedProperty\n    @namespace Ember\n    @constructor\n    @param {String} type The container type the property will lookup\n    @param {String} name (optional) The name the property will lookup, defaults\n           to the property's name\n    @private\n  */\n  function InjectedProperty(type, name) {\n    this.type = type;\n    this.name = name;\n\n    this._super$Constructor(injectedPropertyGet);\n    AliasedPropertyPrototype.oneWay.call(this);\n  }\n\n  function injectedPropertyGet(keyName) {\n    var desc = this[keyName];\n    var owner = emberUtils.getOwner(this) || this.container; // fallback to `container` for backwards compat\n\n    true && !(desc && desc.isDescriptor && desc.type) && emberDebug.assert('InjectedProperties should be defined with the inject computed property macros.', desc && desc.isDescriptor && desc.type);\n    true && !owner && emberDebug.assert('Attempting to lookup an injected property on an object without a container, ensure that the object was instantiated via a container.', owner);\n\n    return owner.lookup(desc.type + ':' + (desc.name || keyName));\n  }\n\n  InjectedProperty.prototype = Object.create(Descriptor.prototype);\n\n  var InjectedPropertyPrototype = InjectedProperty.prototype;\n  var ComputedPropertyPrototype$1 = ComputedProperty.prototype;\n  var AliasedPropertyPrototype = AliasedProperty.prototype;\n\n  InjectedPropertyPrototype._super$Constructor = ComputedProperty;\n\n  InjectedPropertyPrototype.get = ComputedPropertyPrototype$1.get;\n  InjectedPropertyPrototype.readOnly = ComputedPropertyPrototype$1.readOnly;\n  InjectedPropertyPrototype.teardown = ComputedPropertyPrototype$1.teardown;\n\n  var splice = Array.prototype.splice;\n\n  function replace(array, idx, amt, objects) {\n    var args = [].concat(objects);\n    var ret = [];\n    // https://code.google.com/p/chromium/issues/detail?id=56588\n    var size = 60000;\n    var start = idx;\n    var ends = amt;\n    var count = void 0,\n        chunk = void 0;\n\n    while (args.length) {\n      count = ends > size ? size : ends;\n      if (count <= 0) {\n        count = 0;\n      }\n\n      chunk = args.splice(0, size);\n      chunk = [start, count].concat(chunk);\n\n      start += size;\n      ends -= count;\n\n      ret = ret.concat(splice.apply(array, chunk));\n    }\n    return ret;\n  }\n\n  function isProxy(value) {\n    if (typeof value === 'object' && value !== null) {\n      var meta$$1 = exports.peekMeta(value);\n      return meta$$1 === undefined ? false : meta$$1.isProxy();\n    }\n\n    return false;\n  }\n\n  function descriptor(desc) {\n    return new Descriptor$1(desc);\n  }\n\n  /**\n    A wrapper for a native ES5 descriptor. In an ideal world, we wouldn't need\n    this at all, however, the way we currently flatten/merge our mixins require\n    a special value to denote a descriptor.\n  \n    @class Descriptor\n    @private\n  */\n\n  var Descriptor$1 = function (_EmberDescriptor) {\n    emberBabel.inherits(Descriptor$$1, _EmberDescriptor);\n\n    function Descriptor$$1(desc) {\n      emberBabel.classCallCheck(this, Descriptor$$1);\n\n      var _this = emberBabel.possibleConstructorReturn(this, _EmberDescriptor.call(this));\n\n      _this.desc = desc;\n      return _this;\n    }\n\n    Descriptor$$1.prototype.setup = function setup(obj, key) {\n      Object.defineProperty(obj, key, this.desc);\n    };\n\n    Descriptor$$1.prototype.teardown = function teardown(obj, key) {};\n\n    return Descriptor$$1;\n  }(Descriptor);\n\n  exports['default'] = Ember;\n  exports.computed = computed;\n  exports.cacheFor = cacheFor;\n  exports.ComputedProperty = ComputedProperty;\n  exports.alias = alias;\n  exports.merge = merge;\n  exports.deprecateProperty = deprecateProperty;\n  exports.instrument = instrument;\n  exports._instrumentStart = _instrumentStart;\n  exports.instrumentationReset = reset;\n  exports.instrumentationSubscribe = subscribe;\n  exports.instrumentationUnsubscribe = unsubscribe;\n  exports.getOnerror = getOnerror;\n  exports.setOnerror = setOnerror;\n  exports.setDispatchOverride = setDispatchOverride;\n  exports.getDispatchOverride = getDispatchOverride;\n  exports.META_DESC = META_DESC;\n  exports.meta = meta;\n  exports.deleteMeta = deleteMeta;\n  exports.Cache = Cache;\n  exports._getPath = _getPath;\n  exports.get = get;\n  exports.getWithDefault = getWithDefault;\n  exports.set = set;\n  exports.trySet = trySet;\n  exports.WeakMap = WeakMap$1;\n  exports.WeakMapPolyfill = WeakMapPolyfill;\n  exports.addListener = addListener;\n  exports.hasListeners = hasListeners;\n  exports.listenersFor = listenersFor;\n  exports.on = on;\n  exports.removeListener = removeListener;\n  exports.sendEvent = sendEvent;\n  exports.suspendListener = suspendListener;\n  exports.suspendListeners = suspendListeners;\n  exports.watchedEvents = watchedEvents;\n  exports.isNone = isNone;\n  exports.isEmpty = isEmpty;\n  exports.isBlank = isBlank;\n  exports.isPresent = isPresent;\n  exports.run = run;\n  exports.ObserverSet = ObserverSet;\n  exports.beginPropertyChanges = beginPropertyChanges;\n  exports.changeProperties = changeProperties;\n  exports.endPropertyChanges = endPropertyChanges;\n  exports.overrideChains = overrideChains;\n  exports.propertyDidChange = propertyDidChange;\n  exports.propertyWillChange = propertyWillChange;\n  exports.PROPERTY_DID_CHANGE = PROPERTY_DID_CHANGE;\n  exports.defineProperty = defineProperty;\n  exports.Descriptor = Descriptor;\n  exports._hasCachedComputedProperties = _hasCachedComputedProperties;\n  exports.watchKey = watchKey;\n  exports.unwatchKey = unwatchKey;\n  exports.ChainNode = ChainNode;\n  exports.finishChains = finishChains;\n  exports.removeChainWatcher = removeChainWatcher;\n  exports.watchPath = watchPath;\n  exports.unwatchPath = unwatchPath;\n  exports.isWatching = isWatching;\n  exports.unwatch = unwatch;\n  exports.watch = watch;\n  exports.watcherCount = watcherCount;\n  exports.libraries = libraries;\n  exports.Libraries = Libraries;\n  exports.Map = Map;\n  exports.MapWithDefault = MapWithDefault;\n  exports.OrderedSet = OrderedSet;\n  exports.getProperties = getProperties;\n  exports.setProperties = setProperties;\n  exports.expandProperties = expandProperties;\n  exports._suspendObserver = _suspendObserver;\n  exports._suspendObservers = _suspendObservers;\n  exports.addObserver = addObserver;\n  exports.observersFor = observersFor;\n  exports.removeObserver = removeObserver;\n  exports._addBeforeObserver = _addBeforeObserver;\n  exports._removeBeforeObserver = _removeBeforeObserver;\n  exports.Mixin = Mixin;\n  exports.aliasMethod = aliasMethod;\n  exports._immediateObserver = _immediateObserver;\n  exports._beforeObserver = _beforeObserver;\n  exports.mixin = mixin;\n  exports.observer = observer;\n  exports.required = required;\n  exports.REQUIRED = REQUIRED;\n  exports.hasUnprocessedMixins = hasUnprocessedMixins;\n  exports.clearUnprocessedMixins = clearUnprocessedMixins;\n  exports.detectBinding = detectBinding;\n  exports.Binding = Binding;\n  exports.bind = bind;\n  exports.isGlobalPath = isGlobalPath;\n  exports.InjectedProperty = InjectedProperty;\n  exports.setHasViews = setHasViews;\n  exports.tagForProperty = tagForProperty;\n  exports.tagFor = tagFor;\n  exports.markObjectAsDirty = markObjectAsDirty;\n  exports.replace = replace;\n  exports.isProxy = isProxy;\n  exports.descriptor = descriptor;\n\n  Object.defineProperty(exports, '__esModule', { value: true });\n});","enifed('ember-routing/ext/controller', ['exports', 'ember-metal', 'ember-runtime', 'ember-routing/utils'], function (exports, _emberMetal, _emberRuntime, _utils) {\n  'use strict';\n\n  /**\n  @module ember\n  */\n\n  _emberRuntime.ControllerMixin.reopen({\n    concatenatedProperties: ['queryParams'],\n\n    /**\n      Defines which query parameters the controller accepts.\n      If you give the names `['category','page']` it will bind\n      the values of these query parameters to the variables\n      `this.category` and `this.page`.\n      By default, Ember coerces query parameter values using `toggleProperty`.\n      This behavior may lead to unexpected results.\n      To explicitly configure a query parameter property so it coerces as expected, you must define a type property:\n      ```javascript\n        queryParams: [{\n          category: {\n            type: 'boolean'\n          }\n        }]\n      ```\n      @property queryParams\n      @public\n    */\n    queryParams: null,\n\n    /**\n     This property is updated to various different callback functions depending on\n     the current \"state\" of the backing route. It is used by\n     `Ember.Controller.prototype._qpChanged`.\n      The methods backing each state can be found in the `Ember.Route.prototype._qp` computed\n     property return value (the `.states` property). The current values are listed here for\n     the sanity of future travelers:\n      * `inactive` - This state is used when this controller instance is not part of the active\n       route hierarchy. Set in `Ember.Route.prototype._reset` (a `router.js` microlib hook) and\n       `Ember.Route.prototype.actions.finalizeQueryParamChange`.\n     * `active` - This state is used when this controller instance is part of the active\n       route hierarchy. Set in `Ember.Route.prototype.actions.finalizeQueryParamChange`.\n     * `allowOverrides` - This state is used in `Ember.Route.prototype.setup` (`route.js` microlib hook).\n       @method _qpDelegate\n      @private\n    */\n    _qpDelegate: null, _qpChanged: function (controller, _prop) {\n      var prop = _prop.substr(0, _prop.length - 3);\n\n      var delegate = controller._qpDelegate;\n      var value = (0, _emberMetal.get)(controller, prop);\n      delegate(prop, value);\n    },\n    transitionToRoute: function () {\n      // target may be either another controller or a router\n      var target = (0, _emberMetal.get)(this, 'target');\n      var method = target.transitionToRoute || target.transitionTo;\n\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      return method.apply(target, (0, _utils.prefixRouteNameArg)(this, args));\n    },\n    replaceRoute: function () {\n      // target may be either another controller or a router\n      var target = (0, _emberMetal.get)(this, 'target');\n      var method = target.replaceRoute || target.replaceWith;\n\n      for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n        args[_key2] = arguments[_key2];\n      }\n\n      return method.apply(target, (0, _utils.prefixRouteNameArg)(this, args));\n    }\n  });\n\n  exports.default = _emberRuntime.ControllerMixin;\n});","enifed('ember-routing/ext/run_loop', ['ember-metal'], function (_emberMetal) {\n  'use strict';\n\n  // Add a new named queue after the 'actions' queue (where RSVP promises\n  // resolve), which is used in router transitions to prevent unnecessary\n  // loading state entry if all context promises resolve on the\n  // 'actions' queue first.\n  _emberMetal.run._addQueue('routerTransitions', 'actions');\n});","enifed('ember-routing/index', ['exports', 'ember-routing/location/api', 'ember-routing/location/none_location', 'ember-routing/location/hash_location', 'ember-routing/location/history_location', 'ember-routing/location/auto_location', 'ember-routing/system/generate_controller', 'ember-routing/system/controller_for', 'ember-routing/system/dsl', 'ember-routing/system/router', 'ember-routing/system/route', 'ember-routing/system/query_params', 'ember-routing/services/routing', 'ember-routing/services/router', 'ember-routing/system/cache', 'ember-routing/ext/run_loop', 'ember-routing/ext/controller'], function (exports, _api, _none_location, _hash_location, _history_location, _auto_location, _generate_controller, _controller_for, _dsl, _router, _route, _query_params, _routing, _router2, _cache) {\n  'use strict';\n\n  exports.BucketCache = exports.RouterService = exports.RoutingService = exports.QueryParams = exports.Route = exports.Router = exports.RouterDSL = exports.controllerFor = exports.generateControllerFactory = exports.generateController = exports.AutoLocation = exports.HistoryLocation = exports.HashLocation = exports.NoneLocation = exports.Location = undefined;\n  Object.defineProperty(exports, 'Location', {\n    enumerable: true,\n    get: function () {\n      return _api.default;\n    }\n  });\n  Object.defineProperty(exports, 'NoneLocation', {\n    enumerable: true,\n    get: function () {\n      return _none_location.default;\n    }\n  });\n  Object.defineProperty(exports, 'HashLocation', {\n    enumerable: true,\n    get: function () {\n      return _hash_location.default;\n    }\n  });\n  Object.defineProperty(exports, 'HistoryLocation', {\n    enumerable: true,\n    get: function () {\n      return _history_location.default;\n    }\n  });\n  Object.defineProperty(exports, 'AutoLocation', {\n    enumerable: true,\n    get: function () {\n      return _auto_location.default;\n    }\n  });\n  Object.defineProperty(exports, 'generateController', {\n    enumerable: true,\n    get: function () {\n      return _generate_controller.default;\n    }\n  });\n  Object.defineProperty(exports, 'generateControllerFactory', {\n    enumerable: true,\n    get: function () {\n      return _generate_controller.generateControllerFactory;\n    }\n  });\n  Object.defineProperty(exports, 'controllerFor', {\n    enumerable: true,\n    get: function () {\n      return _controller_for.default;\n    }\n  });\n  Object.defineProperty(exports, 'RouterDSL', {\n    enumerable: true,\n    get: function () {\n      return _dsl.default;\n    }\n  });\n  Object.defineProperty(exports, 'Router', {\n    enumerable: true,\n    get: function () {\n      return _router.default;\n    }\n  });\n  Object.defineProperty(exports, 'Route', {\n    enumerable: true,\n    get: function () {\n      return _route.default;\n    }\n  });\n  Object.defineProperty(exports, 'QueryParams', {\n    enumerable: true,\n    get: function () {\n      return _query_params.default;\n    }\n  });\n  Object.defineProperty(exports, 'RoutingService', {\n    enumerable: true,\n    get: function () {\n      return _routing.default;\n    }\n  });\n  Object.defineProperty(exports, 'RouterService', {\n    enumerable: true,\n    get: function () {\n      return _router2.default;\n    }\n  });\n  Object.defineProperty(exports, 'BucketCache', {\n    enumerable: true,\n    get: function () {\n      return _cache.default;\n    }\n  });\n});","enifed('ember-routing/location/api', ['exports', 'ember-debug', 'ember-environment', 'ember-routing/location/util'], function (exports, _emberDebug, _emberEnvironment, _util) {\n  'use strict';\n\n  exports.default = {\n    /**\n     This is deprecated in favor of using the container to lookup the location\n     implementation as desired.\n      For example:\n      ```javascript\n     // Given a location registered as follows:\n     container.register('location:history-test', HistoryTestLocation);\n      // You could create a new instance via:\n     container.lookup('location:history-test');\n     ```\n       @method create\n      @param {Object} options\n      @return {Object} an instance of an implementation of the `location` API\n      @deprecated Use the container to lookup the location implementation that you\n      need.\n      @private\n    */\n    create: function (options) {\n      var implementation = options && options.implementation;\n      (true && !(!!implementation) && (0, _emberDebug.assert)('Ember.Location.create: you must specify a \\'implementation\\' option', !!implementation));\n\n\n      var implementationClass = this.implementations[implementation];\n      (true && !(!!implementationClass) && (0, _emberDebug.assert)('Ember.Location.create: ' + implementation + ' is not a valid implementation', !!implementationClass));\n\n\n      return implementationClass.create.apply(implementationClass, arguments);\n    },\n\n\n    implementations: {},\n    _location: _emberEnvironment.environment.location,\n\n    /**\n      Returns the current `location.hash` by parsing location.href since browsers\n      inconsistently URL-decode `location.hash`.\n       https://bugzilla.mozilla.org/show_bug.cgi?id=483304\n       @private\n      @method getHash\n      @since 1.4.0\n    */\n    _getHash: function () {\n      return (0, _util.getHash)(this.location);\n    }\n  };\n});","enifed('ember-routing/location/auto_location', ['exports', 'ember-utils', 'ember-metal', 'ember-debug', 'ember-runtime', 'ember-environment', 'ember-routing/location/util'], function (exports, _emberUtils, _emberMetal, _emberDebug, _emberRuntime, _emberEnvironment, _util) {\n  'use strict';\n\n  exports.getHistoryPath = getHistoryPath;\n  exports.getHashPath = getHashPath;\n  exports.default = _emberRuntime.Object.extend({\n    /**\n      @private\n       The browser's `location` object. This is typically equivalent to\n      `window.location`, but may be overridden for testing.\n       @property location\n      @default environment.location\n    */\n    location: _emberEnvironment.environment.location,\n\n    /**\n      @private\n       The browser's `history` object. This is typically equivalent to\n      `window.history`, but may be overridden for testing.\n       @since 1.5.1\n      @property history\n      @default environment.history\n    */\n    history: _emberEnvironment.environment.history,\n\n    /**\n     @private\n      The user agent's global variable. In browsers, this will be `window`.\n      @since 1.11\n     @property global\n     @default window\n    */\n    global: _emberEnvironment.environment.window,\n\n    /**\n      @private\n       The browser's `userAgent`. This is typically equivalent to\n      `navigator.userAgent`, but may be overridden for testing.\n       @since 1.5.1\n      @property userAgent\n      @default environment.history\n    */\n    userAgent: _emberEnvironment.environment.userAgent,\n\n    /**\n      @private\n       This property is used by the router to know whether to cancel the routing\n      setup process, which is needed while we redirect the browser.\n       @since 1.5.1\n      @property cancelRouterSetup\n      @default false\n    */\n    cancelRouterSetup: false,\n\n    /**\n      @private\n       Will be pre-pended to path upon state change.\n       @since 1.5.1\n      @property rootURL\n      @default '/'\n    */\n    rootURL: '/',\n\n    /**\n     Called by the router to instruct the location to do any feature detection\n     necessary. In the case of AutoLocation, we detect whether to use history\n     or hash concrete implementations.\n      @private\n    */\n    detect: function () {\n      var rootURL = this.rootURL;\n\n      (true && !(rootURL.charAt(rootURL.length - 1) === '/') && (0, _emberDebug.assert)('rootURL must end with a trailing forward slash e.g. \"/app/\"', rootURL.charAt(rootURL.length - 1) === '/'));\n\n\n      var implementation = detectImplementation({\n        location: this.location,\n        history: this.history,\n        userAgent: this.userAgent,\n        rootURL: rootURL,\n        documentMode: this.documentMode,\n        global: this.global\n      });\n\n      if (implementation === false) {\n        (0, _emberMetal.set)(this, 'cancelRouterSetup', true);\n        implementation = 'none';\n      }\n\n      var concrete = (0, _emberUtils.getOwner)(this).lookup('location:' + implementation);\n      (0, _emberMetal.set)(concrete, 'rootURL', rootURL);\n\n      (true && !(!!concrete) && (0, _emberDebug.assert)('Could not find location \\'' + implementation + '\\'.', !!concrete));\n\n\n      (0, _emberMetal.set)(this, 'concreteImplementation', concrete);\n    },\n\n\n    initState: delegateToConcreteImplementation('initState'),\n    getURL: delegateToConcreteImplementation('getURL'),\n    setURL: delegateToConcreteImplementation('setURL'),\n    replaceURL: delegateToConcreteImplementation('replaceURL'),\n    onUpdateURL: delegateToConcreteImplementation('onUpdateURL'),\n    formatURL: delegateToConcreteImplementation('formatURL'),\n\n    willDestroy: function () {\n      var concreteImplementation = (0, _emberMetal.get)(this, 'concreteImplementation');\n\n      if (concreteImplementation) {\n        concreteImplementation.destroy();\n      }\n    }\n  });\n\n\n  function delegateToConcreteImplementation(methodName) {\n    return function () {\n      var concreteImplementation = (0, _emberMetal.get)(this, 'concreteImplementation');\n      (true && !(!!concreteImplementation) && (0, _emberDebug.assert)('AutoLocation\\'s detect() method should be called before calling any other hooks.', !!concreteImplementation));\n\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      return (0, _emberUtils.tryInvoke)(concreteImplementation, methodName, args);\n    };\n  }\n\n  /*\n    Given the browser's `location`, `history` and `userAgent`, and a configured\n    root URL, this function detects whether the browser supports the [History\n    API](https://developer.mozilla.org/en-US/docs/Web/API/History) and returns a\n    string representing the Location object to use based on its determination.\n  \n    For example, if the page loads in an evergreen browser, this function would\n    return the string \"history\", meaning the history API and thus HistoryLocation\n    should be used. If the page is loaded in IE8, it will return the string\n    \"hash,\" indicating that the History API should be simulated by manipulating the\n    hash portion of the location.\n  \n  */\n\n  function detectImplementation(options) {\n    var location = options.location;\n    var userAgent = options.userAgent;\n    var history = options.history;\n    var documentMode = options.documentMode;\n    var global = options.global;\n    var rootURL = options.rootURL;\n\n    var implementation = 'none';\n    var cancelRouterSetup = false;\n    var currentPath = (0, _util.getFullPath)(location);\n\n    if ((0, _util.supportsHistory)(userAgent, history)) {\n      var historyPath = getHistoryPath(rootURL, location);\n\n      // If the browser supports history and we have a history path, we can use\n      // the history location with no redirects.\n      if (currentPath === historyPath) {\n        return 'history';\n      } else {\n        if (currentPath.substr(0, 2) === '/#') {\n          history.replaceState({ path: historyPath }, null, historyPath);\n          implementation = 'history';\n        } else {\n          cancelRouterSetup = true;\n          (0, _util.replacePath)(location, historyPath);\n        }\n      }\n    } else if ((0, _util.supportsHashChange)(documentMode, global)) {\n      var hashPath = getHashPath(rootURL, location);\n\n      // Be sure we're using a hashed path, otherwise let's switch over it to so\n      // we start off clean and consistent. We'll count an index path with no\n      // hash as \"good enough\" as well.\n      if (currentPath === hashPath || currentPath === '/' && hashPath === '/#/') {\n        implementation = 'hash';\n      } else {\n        // Our URL isn't in the expected hash-supported format, so we want to\n        // cancel the router setup and replace the URL to start off clean\n        cancelRouterSetup = true;\n        (0, _util.replacePath)(location, hashPath);\n      }\n    }\n\n    if (cancelRouterSetup) {\n      return false;\n    }\n\n    return implementation;\n  }\n\n  /**\n    @private\n  \n    Returns the current path as it should appear for HistoryLocation supported\n    browsers. This may very well differ from the real current path (e.g. if it\n    starts off as a hashed URL)\n  */\n  function getHistoryPath(rootURL, location) {\n    var path = (0, _util.getPath)(location);\n    var hash = (0, _util.getHash)(location);\n    var query = (0, _util.getQuery)(location);\n    var rootURLIndex = path.indexOf(rootURL);\n    var routeHash = void 0,\n        hashParts = void 0;\n\n    (true && !(rootURLIndex === 0) && (0, _emberDebug.assert)('Path ' + path + ' does not start with the provided rootURL ' + rootURL, rootURLIndex === 0));\n\n\n    // By convention, Ember.js routes using HashLocation are required to start\n    // with `#/`. Anything else should NOT be considered a route and should\n    // be passed straight through, without transformation.\n    if (hash.substr(0, 2) === '#/') {\n      // There could be extra hash segments after the route\n      hashParts = hash.substr(1).split('#');\n      // The first one is always the route url\n      routeHash = hashParts.shift();\n\n      // If the path already has a trailing slash, remove the one\n      // from the hashed route so we don't double up.\n      if (path.charAt(path.length - 1) === '/') {\n        routeHash = routeHash.substr(1);\n      }\n\n      // This is the \"expected\" final order\n      path += routeHash + query;\n\n      if (hashParts.length) {\n        path += '#' + hashParts.join('#');\n      }\n    } else {\n      path += query + hash;\n    }\n\n    return path;\n  }\n\n  /**\n    @private\n  \n    Returns the current path as it should appear for HashLocation supported\n    browsers. This may very well differ from the real current path.\n  \n    @method _getHashPath\n  */\n  function getHashPath(rootURL, location) {\n    var path = rootURL;\n    var historyPath = getHistoryPath(rootURL, location);\n    var routePath = historyPath.substr(rootURL.length);\n\n    if (routePath !== '') {\n      if (routePath[0] !== '/') {\n        routePath = '/' + routePath;\n      }\n\n      path += '#' + routePath;\n    }\n\n    return path;\n  }\n});","enifed('ember-routing/location/hash_location', ['exports', 'ember-metal', 'ember-runtime', 'ember-routing/location/api'], function (exports, _emberMetal, _emberRuntime, _api) {\n  'use strict';\n\n  exports.default = _emberRuntime.Object.extend({\n    implementation: 'hash',\n\n    init: function () {\n      (0, _emberMetal.set)(this, 'location', (0, _emberMetal.get)(this, '_location') || window.location);\n\n      this._hashchangeHandler = undefined;\n    },\n\n\n    /**\n      @private\n       Returns normalized location.hash\n       @since 1.5.1\n      @method getHash\n    */\n    getHash: _api.default._getHash,\n\n    /**\n      Returns the normalized URL, constructed from `location.hash`.\n       e.g. `#/foo` => `/foo` as well as `#/foo#bar` => `/foo#bar`.\n       By convention, hashed paths must begin with a forward slash, otherwise they\n      are not treated as a path so we can distinguish intent.\n       @private\n      @method getURL\n    */\n    getURL: function () {\n      var originalPath = this.getHash().substr(1);\n      var outPath = originalPath;\n\n      if (outPath[0] !== '/') {\n        outPath = '/';\n\n        // Only add the # if the path isn't empty.\n        // We do NOT want `/#` since the ampersand\n        // is only included (conventionally) when\n        // the location.hash has a value\n        if (originalPath) {\n          outPath += '#' + originalPath;\n        }\n      }\n\n      return outPath;\n    },\n\n\n    /**\n      Set the `location.hash` and remembers what was set. This prevents\n      `onUpdateURL` callbacks from triggering when the hash was set by\n      `HashLocation`.\n       @private\n      @method setURL\n      @param path {String}\n    */\n    setURL: function (path) {\n      (0, _emberMetal.get)(this, 'location').hash = path;\n      (0, _emberMetal.set)(this, 'lastSetURL', path);\n    },\n\n\n    /**\n      Uses location.replace to update the url without a page reload\n      or history modification.\n       @private\n      @method replaceURL\n      @param path {String}\n    */\n    replaceURL: function (path) {\n      (0, _emberMetal.get)(this, 'location').replace('#' + path);\n      (0, _emberMetal.set)(this, 'lastSetURL', path);\n    },\n\n\n    /**\n      Register a callback to be invoked when the hash changes. These\n      callbacks will execute when the user presses the back or forward\n      button, but not after `setURL` is invoked.\n       @private\n      @method onUpdateURL\n      @param callback {Function}\n    */\n    onUpdateURL: function (callback) {\n      this._removeEventListener();\n\n      this._hashchangeHandler = _emberMetal.run.bind(this, function () {\n        var path = this.getURL();\n        if ((0, _emberMetal.get)(this, 'lastSetURL') === path) {\n          return;\n        }\n\n        (0, _emberMetal.set)(this, 'lastSetURL', null);\n\n        callback(path);\n      });\n\n      window.addEventListener('hashchange', this._hashchangeHandler);\n    },\n\n\n    /**\n      Given a URL, formats it to be placed into the page as part\n      of an element's `href` attribute.\n       This is used, for example, when using the {{action}} helper\n      to generate a URL based on an event.\n       @private\n      @method formatURL\n      @param url {String}\n    */\n    formatURL: function (url) {\n      return '#' + url;\n    },\n\n\n    /**\n      Cleans up the HashLocation event listener.\n       @private\n      @method willDestroy\n    */\n    willDestroy: function () {\n      this._removeEventListener();\n    },\n    _removeEventListener: function () {\n      if (this._hashchangeHandler) {\n        window.removeEventListener('hashchange', this._hashchangeHandler);\n      }\n    }\n  });\n});","enifed('ember-routing/location/history_location', ['exports', 'ember-metal', 'ember-runtime', 'ember-routing/location/api'], function (exports, _emberMetal, _emberRuntime, _api) {\n  'use strict';\n\n  /**\n  @module @ember/routing\n  */\n\n  var popstateFired = false;\n\n  function _uuid() {\n    return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {\n      var r, v;\n      r = Math.random() * 16 | 0;\n      v = c === 'x' ? r : r & 3 | 8;\n      return v.toString(16);\n    });\n  }\n\n  /**\n    Ember.HistoryLocation implements the location API using the browser's\n    history.pushState API.\n  \n    Using `HistoryLocation` results in URLs that are indistinguishable from a\n    standard URL. This relies upon the browser's `history` API.\n  \n    Example:\n  \n    ```app/router.js\n    Router.map(function() {\n      this.route('posts', function() {\n        this.route('new');\n      });\n    });\n  \n    Router.reopen({\n      location: 'history'\n    });\n    ```\n  \n    This will result in a posts.new url of `/posts/new`.\n  \n    Keep in mind that your server must serve the Ember app at all the routes you\n    define.\n  \n    @class HistoryLocation\n    @extends EmberObject\n    @protected\n  */\n  exports.default = _emberRuntime.Object.extend({\n    implementation: 'history',\n\n    init: function () {\n      this._super.apply(this, arguments);\n\n      var base = document.querySelector('base');\n      var baseURL = '';\n      if (base) {\n        baseURL = base.getAttribute('href');\n      }\n\n      (0, _emberMetal.set)(this, 'baseURL', baseURL);\n      (0, _emberMetal.set)(this, 'location', (0, _emberMetal.get)(this, 'location') || window.location);\n\n      this._popstateHandler = undefined;\n    },\n\n\n    /**\n      Used to set state on first call to setURL\n       @private\n      @method initState\n    */\n    initState: function () {\n      var history = (0, _emberMetal.get)(this, 'history') || window.history;\n      (0, _emberMetal.set)(this, 'history', history);\n\n      if (history && 'state' in history) {\n        this.supportsHistory = true;\n      }\n\n      this.replaceState(this.formatURL(this.getURL()));\n    },\n\n\n    /**\n      Will be pre-pended to path upon state change\n       @property rootURL\n      @default '/'\n      @private\n    */\n    rootURL: '/',\n\n    /**\n      Returns the current `location.pathname` without `rootURL` or `baseURL`\n       @private\n      @method getURL\n      @return url {String}\n    */\n    getURL: function () {\n      var location = (0, _emberMetal.get)(this, 'location');\n      var path = location.pathname;\n\n      var rootURL = (0, _emberMetal.get)(this, 'rootURL');\n      var baseURL = (0, _emberMetal.get)(this, 'baseURL');\n\n      // remove trailing slashes if they exists\n      rootURL = rootURL.replace(/\\/$/, '');\n      baseURL = baseURL.replace(/\\/$/, '');\n\n      // remove baseURL and rootURL from start of path\n      var url = path.replace(new RegExp('^' + baseURL + '(?=/|$)'), '').replace(new RegExp('^' + rootURL + '(?=/|$)'), '').replace(/\\/\\/$/g, '/'); // remove extra slashes\n\n      var search = location.search || '';\n      url += search + this.getHash();\n\n      return url;\n    },\n\n\n    /**\n      Uses `history.pushState` to update the url without a page reload.\n       @private\n      @method setURL\n      @param path {String}\n    */\n    setURL: function (path) {\n      var state = this.getState();\n      path = this.formatURL(path);\n\n      if (!state || state.path !== path) {\n        this.pushState(path);\n      }\n    },\n\n\n    /**\n      Uses `history.replaceState` to update the url without a page reload\n      or history modification.\n       @private\n      @method replaceURL\n      @param path {String}\n    */\n    replaceURL: function (path) {\n      var state = this.getState();\n      path = this.formatURL(path);\n\n      if (!state || state.path !== path) {\n        this.replaceState(path);\n      }\n    },\n\n\n    /**\n      Get the current `history.state`. Checks for if a polyfill is\n      required and if so fetches this._historyState. The state returned\n      from getState may be null if an iframe has changed a window's\n      history.\n       The object returned will contain a `path` for the given state as well\n      as a unique state `id`. The state index will allow the app to distinguish\n      between two states with similar paths but should be unique from one another.\n       @private\n      @method getState\n      @return state {Object}\n    */\n    getState: function () {\n      if (this.supportsHistory) {\n        return (0, _emberMetal.get)(this, 'history').state;\n      }\n\n      return this._historyState;\n    },\n\n\n    /**\n     Pushes a new state.\n      @private\n     @method pushState\n     @param path {String}\n    */\n    pushState: function (path) {\n      var state = { path: path, uuid: _uuid() };\n\n      (0, _emberMetal.get)(this, 'history').pushState(state, null, path);\n\n      this._historyState = state;\n\n      // used for webkit workaround\n      this._previousURL = this.getURL();\n    },\n\n\n    /**\n     Replaces the current state.\n      @private\n     @method replaceState\n     @param path {String}\n    */\n    replaceState: function (path) {\n      var state = { path: path, uuid: _uuid() };\n\n      (0, _emberMetal.get)(this, 'history').replaceState(state, null, path);\n\n      this._historyState = state;\n\n      // used for webkit workaround\n      this._previousURL = this.getURL();\n    },\n\n\n    /**\n      Register a callback to be invoked whenever the browser\n      history changes, including using forward and back buttons.\n       @private\n      @method onUpdateURL\n      @param callback {Function}\n    */\n    onUpdateURL: function (callback) {\n      var _this = this;\n\n      this._removeEventListener();\n\n      this._popstateHandler = function () {\n        // Ignore initial page load popstate event in Chrome\n        if (!popstateFired) {\n          popstateFired = true;\n          if (_this.getURL() === _this._previousURL) {\n            return;\n          }\n        }\n        callback(_this.getURL());\n      };\n\n      window.addEventListener('popstate', this._popstateHandler);\n    },\n\n\n    /**\n      Used when using `{{action}}` helper.  The url is always appended to the rootURL.\n       @private\n      @method formatURL\n      @param url {String}\n      @return formatted url {String}\n    */\n    formatURL: function (url) {\n      var rootURL = (0, _emberMetal.get)(this, 'rootURL');\n      var baseURL = (0, _emberMetal.get)(this, 'baseURL');\n\n      if (url !== '') {\n        // remove trailing slashes if they exists\n        rootURL = rootURL.replace(/\\/$/, '');\n        baseURL = baseURL.replace(/\\/$/, '');\n      } else if (baseURL[0] === '/' && rootURL[0] === '/') {\n        // if baseURL and rootURL both start with a slash\n        // ... remove trailing slash from baseURL if it exists\n        baseURL = baseURL.replace(/\\/$/, '');\n      }\n\n      return baseURL + rootURL + url;\n    },\n\n\n    /**\n      Cleans up the HistoryLocation event listener.\n       @private\n      @method willDestroy\n    */\n    willDestroy: function () {\n      this._removeEventListener();\n    },\n\n\n    /**\n      @private\n       Returns normalized location.hash\n       @method getHash\n    */\n    getHash: _api.default._getHash,\n\n    _removeEventListener: function () {\n      if (this._popstateHandler) {\n        window.removeEventListener('popstate', this._popstateHandler);\n      }\n    }\n  });\n});","enifed('ember-routing/location/none_location', ['exports', 'ember-metal', 'ember-debug', 'ember-runtime'], function (exports, _emberMetal, _emberDebug, _emberRuntime) {\n  'use strict';\n\n  exports.default = _emberRuntime.Object.extend({\n    implementation: 'none',\n    path: '',\n\n    detect: function () {\n      var rootURL = this.rootURL;\n\n      (true && !(rootURL.charAt(rootURL.length - 1) === '/') && (0, _emberDebug.assert)('rootURL must end with a trailing forward slash e.g. \"/app/\"', rootURL.charAt(rootURL.length - 1) === '/'));\n    },\n\n\n    /**\n      Will be pre-pended to path.\n       @private\n      @property rootURL\n      @default '/'\n    */\n    rootURL: '/',\n\n    /**\n      Returns the current path without `rootURL`.\n       @private\n      @method getURL\n      @return {String} path\n    */\n    getURL: function () {\n      var path = (0, _emberMetal.get)(this, 'path');\n      var rootURL = (0, _emberMetal.get)(this, 'rootURL');\n\n      // remove trailing slashes if they exists\n      rootURL = rootURL.replace(/\\/$/, '');\n\n      // remove rootURL from url\n      return path.replace(new RegExp('^' + rootURL + '(?=/|$)'), '');\n    },\n\n\n    /**\n      Set the path and remembers what was set. Using this method\n      to change the path will not invoke the `updateURL` callback.\n       @private\n      @method setURL\n      @param path {String}\n    */\n    setURL: function (path) {\n      (0, _emberMetal.set)(this, 'path', path);\n    },\n\n\n    /**\n      Register a callback to be invoked when the path changes. These\n      callbacks will execute when the user presses the back or forward\n      button, but not after `setURL` is invoked.\n       @private\n      @method onUpdateURL\n      @param callback {Function}\n    */\n    onUpdateURL: function (callback) {\n      this.updateCallback = callback;\n    },\n\n\n    /**\n      Sets the path and calls the `updateURL` callback.\n       @private\n      @method handleURL\n      @param url {String}\n    */\n    handleURL: function (url) {\n      (0, _emberMetal.set)(this, 'path', url);\n      this.updateCallback(url);\n    },\n\n\n    /**\n      Given a URL, formats it to be placed into the page as part\n      of an element's `href` attribute.\n       This is used, for example, when using the {{action}} helper\n      to generate a URL based on an event.\n       @private\n      @method formatURL\n      @param url {String}\n      @return {String} url\n    */\n    formatURL: function (url) {\n      var rootURL = (0, _emberMetal.get)(this, 'rootURL');\n\n      if (url !== '') {\n        // remove trailing slashes if they exists\n        rootURL = rootURL.replace(/\\/$/, '');\n      }\n\n      return rootURL + url;\n    }\n  });\n});","enifed('ember-routing/location/util', ['exports'], function (exports) {\n  'use strict';\n\n  exports.getPath = getPath;\n  exports.getQuery = getQuery;\n  exports.getHash = getHash;\n  exports.getFullPath = getFullPath;\n  exports.getOrigin = getOrigin;\n  exports.supportsHashChange = supportsHashChange;\n  exports.supportsHistory = supportsHistory;\n  exports.replacePath = replacePath;\n  /**\n    @private\n  \n    Returns the current `location.pathname`, normalized for IE inconsistencies.\n  */\n  function getPath(location) {\n    var pathname = location.pathname;\n    // Various versions of IE/Opera don't always return a leading slash\n    if (pathname[0] !== '/') {\n      pathname = '/' + pathname;\n    }\n\n    return pathname;\n  }\n\n  /**\n    @private\n  \n    Returns the current `location.search`.\n  */\n  function getQuery(location) {\n    return location.search;\n  }\n\n  /**\n    @private\n  \n    Returns the current `location.hash` by parsing location.href since browsers\n    inconsistently URL-decode `location.hash`.\n  \n    Should be passed the browser's `location` object as the first argument.\n  \n    https://bugzilla.mozilla.org/show_bug.cgi?id=483304\n  */\n  function getHash(location) {\n    var href = location.href;\n    var hashIndex = href.indexOf('#');\n\n    if (hashIndex === -1) {\n      return '';\n    } else {\n      return href.substr(hashIndex);\n    }\n  }\n\n  function getFullPath(location) {\n    return getPath(location) + getQuery(location) + getHash(location);\n  }\n\n  function getOrigin(location) {\n    var origin = location.origin;\n\n    // Older browsers, especially IE, don't have origin\n    if (!origin) {\n      origin = location.protocol + '//' + location.hostname;\n\n      if (location.port) {\n        origin += ':' + location.port;\n      }\n    }\n\n    return origin;\n  }\n\n  /*\n    `documentMode` only exist in Internet Explorer, and it's tested because IE8 running in\n    IE7 compatibility mode claims to support `onhashchange` but actually does not.\n  \n    `global` is an object that may have an `onhashchange` property.\n  \n    @private\n    @function supportsHashChange\n  */\n  function supportsHashChange(documentMode, global) {\n    return 'onhashchange' in global && (documentMode === undefined || documentMode > 7);\n  }\n\n  /*\n    `userAgent` is a user agent string. We use user agent testing here, because\n    the stock Android browser is known to have buggy versions of the History API,\n    in some Android versions.\n  \n    @private\n    @function supportsHistory\n  */\n  function supportsHistory(userAgent, history) {\n    // Boosted from Modernizr: https://github.com/Modernizr/Modernizr/blob/master/feature-detects/history.js\n    // The stock browser on Android 2.2 & 2.3, and 4.0.x returns positive on history support\n    // Unfortunately support is really buggy and there is no clean way to detect\n    // these bugs, so we fall back to a user agent sniff :(\n\n    // We only want Android 2 and 4.0, stock browser, and not Chrome which identifies\n    // itself as 'Mobile Safari' as well, nor Windows Phone.\n    if ((userAgent.indexOf('Android 2.') !== -1 || userAgent.indexOf('Android 4.0') !== -1) && userAgent.indexOf('Mobile Safari') !== -1 && userAgent.indexOf('Chrome') === -1 && userAgent.indexOf('Windows Phone') === -1) {\n      return false;\n    }\n\n    return !!(history && 'pushState' in history);\n  }\n\n  /**\n    Replaces the current location, making sure we explicitly include the origin\n    to prevent redirecting to a different origin.\n  \n    @private\n  */\n  function replacePath(location, path) {\n    location.replace(getOrigin(location) + path);\n  }\n});","enifed('ember-routing/services/router', ['exports', 'ember-runtime', 'ember-routing/utils'], function (exports, _emberRuntime, _utils) {\n  'use strict';\n\n  /**\n     The Router service is the public API that provides component/view layer\n     access to the router.\n  \n     @public\n     @class RouterService\n     @category ember-routing-router-service\n   */\n  /**\n  @module ember\n  */\n\n  var RouterService = _emberRuntime.Service.extend({\n\n    /**\n       Name of the current route.\n        This property represent the logical name of the route,\n       which is comma separated.\n       For the following router:\n        ```app/router.js\n       Router.map(function() {\n         this.route('about);\n         this.route('blog', function () {\n           this.route('post', { path: ':post_id' });\n         });\n       });\n       ```\n        It will return:\n        * `index` when you visit `/`\n       * `about` when you visit `/about`\n       * `blog.index` when you visit `/blog`\n       * `blog.post` when you visit `/blog/some-post-id`\n        @property currentRouteName\n       @type String\n       @public\n     */\n    currentRouteName: (0, _emberRuntime.readOnly)('_router.currentRouteName'),\n\n    /**\n       Current URL for the application.\n       This property represent the URL path for this route.\n      For the following router:\n        ```app/router.js\n       Router.map(function() {\n         this.route('about);\n         this.route('blog', function () {\n           this.route('post', { path: ':post_id' });\n         });\n       });\n       ```\n        It will return:\n        * `/` when you visit `/`\n       * `/about` when you visit `/about`\n       * `/blog/index` when you visit `/blog`\n       * `/blog/post` when you visit `/blog/some-post-id`\n        @property currentURL\n       @type String\n       @public\n     */\n    currentURL: (0, _emberRuntime.readOnly)('_router.currentURL'),\n\n    /**\n      The `location` property determines the type of URL's that your\n      application will use.\n      The following location types are currently available:\n      * `auto`\n      * `hash`\n      * `history`\n      * `none`\n       @property location\n      @default 'hash'\n      @see {Ember.Location}\n      @public\n    */\n    location: (0, _emberRuntime.readOnly)('_router.location'),\n\n    /**\n      The `rootURL` property represents the URL of the root of\n      the application, '/' by default.\n      This prefix is assumed on all routes defined on this app.\n       IF you change the `rootURL` in your environment configuration\n      like so:\n       ```config/environment.js\n      'use strict';\n       module.exports = function(environment) {\n        let ENV = {\n          modulePrefix: 'router-service',\n          environment,\n          rootURL: '/my-root',\n        …\n        }\n      ]\n      ```\n       This property will return `/my-root`.\n       @property rootURL\n      @default '/'\n      @public\n    */\n    rootURL: (0, _emberRuntime.readOnly)('_router.rootURL'),\n    _router: null,\n\n    transitionTo: function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      if ((0, _utils.resemblesURL)(args[0])) {\n        return this._router._doURLTransition('transitionTo', args[0]);\n      }\n\n      var _extractRouteArgs = (0, _utils.extractRouteArgs)(args),\n          routeName = _extractRouteArgs.routeName,\n          models = _extractRouteArgs.models,\n          queryParams = _extractRouteArgs.queryParams;\n\n      var transition = this._router._doTransition(routeName, models, queryParams, true);\n      transition._keepDefaultQueryParamValues = true;\n\n      return transition;\n    },\n    replaceWith: function () /* routeNameOrUrl, ...models, options */{\n      return this.transitionTo.apply(this, arguments).method('replace');\n    },\n    urlFor: function () /* routeName, ...models, options */{\n      var _router;\n\n      return (_router = this._router).generate.apply(_router, arguments);\n    },\n    isActive: function () {\n      for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n        args[_key2] = arguments[_key2];\n      }\n\n      var _extractRouteArgs2 = (0, _utils.extractRouteArgs)(args),\n          routeName = _extractRouteArgs2.routeName,\n          models = _extractRouteArgs2.models,\n          queryParams = _extractRouteArgs2.queryParams;\n\n      var routerMicrolib = this._router._routerMicrolib;\n\n      if (!routerMicrolib.isActiveIntent(routeName, models, null)) {\n        return false;\n      }\n      var hasQueryParams = Object.keys(queryParams).length > 0;\n\n      if (hasQueryParams) {\n        this._router._prepareQueryParams(routeName, models, queryParams, true /* fromRouterService */);\n        return (0, _utils.shallowEqual)(queryParams, routerMicrolib.state.queryParams);\n      }\n\n      return true;\n    }\n  });\n\n  exports.default = RouterService;\n});","enifed('ember-routing/services/routing', ['exports', 'ember-utils', 'ember-runtime', 'ember-metal'], function (exports, _emberUtils, _emberRuntime, _emberMetal) {\n  'use strict';\n\n  exports.default = _emberRuntime.Service.extend({\n    router: null,\n\n    targetState: (0, _emberRuntime.readOnly)('router.targetState'),\n    currentState: (0, _emberRuntime.readOnly)('router.currentState'),\n    currentRouteName: (0, _emberRuntime.readOnly)('router.currentRouteName'),\n    currentPath: (0, _emberRuntime.readOnly)('router.currentPath'),\n\n    hasRoute: function (routeName) {\n      return (0, _emberMetal.get)(this, 'router').hasRoute(routeName);\n    },\n    transitionTo: function (routeName, models, queryParams, shouldReplace) {\n      var router = (0, _emberMetal.get)(this, 'router');\n\n      var transition = router._doTransition(routeName, models, queryParams);\n\n      if (shouldReplace) {\n        transition.method('replace');\n      }\n\n      return transition;\n    },\n    normalizeQueryParams: function (routeName, models, queryParams) {\n      (0, _emberMetal.get)(this, 'router')._prepareQueryParams(routeName, models, queryParams);\n    },\n    generateURL: function (routeName, models, queryParams) {\n      var router = (0, _emberMetal.get)(this, 'router');\n      // return early when the router microlib is not present, which is the case for {{link-to}} in integration tests\n      if (!router._routerMicrolib) {\n        return;\n      }\n\n      var visibleQueryParams = {};\n      if (queryParams) {\n        (0, _emberUtils.assign)(visibleQueryParams, queryParams);\n        this.normalizeQueryParams(routeName, models, visibleQueryParams);\n      }\n\n      return router.generate.apply(router, [routeName].concat(models, [{ queryParams: visibleQueryParams }]));\n    },\n    isActiveForRoute: function (contexts, queryParams, routeName, routerState, isCurrentWhenSpecified) {\n      var router = (0, _emberMetal.get)(this, 'router');\n\n      var handlers = router._routerMicrolib.recognizer.handlersFor(routeName);\n      var leafName = handlers[handlers.length - 1].handler;\n      var maximumContexts = numberOfContextsAcceptedByHandler(routeName, handlers);\n\n      // NOTE: any ugliness in the calculation of activeness is largely\n      // due to the fact that we support automatic normalizing of\n      // `resource` -> `resource.index`, even though there might be\n      // dynamic segments / query params defined on `resource.index`\n      // which complicates (and makes somewhat ambiguous) the calculation\n      // of activeness for links that link to `resource` instead of\n      // directly to `resource.index`.\n\n      // if we don't have enough contexts revert back to full route name\n      // this is because the leaf route will use one of the contexts\n      if (contexts.length > maximumContexts) {\n        routeName = leafName;\n      }\n\n      return routerState.isActiveIntent(routeName, contexts, queryParams, !isCurrentWhenSpecified);\n    }\n  });\n\n\n  function numberOfContextsAcceptedByHandler(handler, handlerInfos) {\n    var req = 0;\n    for (var i = 0; i < handlerInfos.length; i++) {\n      req += handlerInfos[i].names.length;\n      if (handlerInfos[i].handler === handler) {\n        break;\n      }\n    }\n\n    return req;\n  }\n});","enifed('ember-routing/system/cache', ['exports', 'ember-runtime'], function (exports, _emberRuntime) {\n  'use strict';\n\n  exports.default = _emberRuntime.Object.extend({\n    init: function () {\n      this.cache = Object.create(null);\n    },\n    has: function (bucketKey) {\n      return !!this.cache[bucketKey];\n    },\n    stash: function (bucketKey, key, value) {\n      var bucket = this.cache[bucketKey];\n\n      if (!bucket) {\n        bucket = this.cache[bucketKey] = Object.create(null);\n      }\n\n      bucket[key] = value;\n    },\n    lookup: function (bucketKey, prop, defaultValue) {\n      var cache = this.cache;\n      if (!this.has(bucketKey)) {\n        return defaultValue;\n      }\n\n      var bucket = cache[bucketKey];\n      if (prop in bucket && bucket[prop] !== undefined) {\n        return bucket[prop];\n      } else {\n        return defaultValue;\n      }\n    }\n  });\n});","enifed(\"ember-routing/system/controller_for\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.default = controllerFor;\n  /**\n  @module ember\n  */\n\n  /**\n    Finds a controller instance.\n  \n    @for Ember\n    @method controllerFor\n    @private\n  */\n  function controllerFor(container, controllerName, lookupOptions) {\n    return container.lookup(\"controller:\" + controllerName, lookupOptions);\n  }\n});","enifed('ember-routing/system/dsl', ['exports', 'ember-babel', 'ember-utils', 'ember-debug'], function (exports, _emberBabel, _emberUtils, _emberDebug) {\n  'use strict';\n\n  var uuid = 0;\n\n  var DSL = function () {\n    function DSL(name, options) {\n      (0, _emberBabel.classCallCheck)(this, DSL);\n\n      this.parent = name;\n      this.enableLoadingSubstates = options && options.enableLoadingSubstates;\n      this.matches = [];\n      this.explicitIndex = undefined;\n      this.options = options;\n    }\n\n    DSL.prototype.route = function route(name) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n      var callback = arguments[2];\n\n      var dummyErrorRoute = '/_unused_dummy_error_path_route_' + name + '/:error';\n      if (arguments.length === 2 && typeof options === 'function') {\n        callback = options;\n        options = {};\n      }\n\n      (true && !(function () {\n        if (options.overrideNameAssertion === true) {\n          return true;\n        }\n\n        return ['array', 'basic', 'object', 'application'].indexOf(name) === -1;\n      }()) && (0, _emberDebug.assert)('\\'' + name + '\\' cannot be used as a route name.', function () {\n        if (options.overrideNameAssertion === true) {\n          return true;\n        }return ['array', 'basic', 'object', 'application'].indexOf(name) === -1;\n      }()));\n\n\n      if (this.enableLoadingSubstates) {\n        createRoute(this, name + '_loading', { resetNamespace: options.resetNamespace });\n        createRoute(this, name + '_error', { resetNamespace: options.resetNamespace, path: dummyErrorRoute });\n      }\n\n      if (callback) {\n        var fullName = getFullName(this, name, options.resetNamespace);\n        var dsl = new DSL(fullName, this.options);\n\n        createRoute(dsl, 'loading');\n        createRoute(dsl, 'error', { path: dummyErrorRoute });\n\n        callback.call(dsl);\n\n        createRoute(this, name, options, dsl.generate());\n      } else {\n        createRoute(this, name, options);\n      }\n    };\n\n    DSL.prototype.push = function push(url, name, callback, serialize) {\n      var parts = name.split('.');\n\n      if (this.options.engineInfo) {\n        var localFullName = name.slice(this.options.engineInfo.fullName.length + 1);\n        var routeInfo = (0, _emberUtils.assign)({ localFullName: localFullName }, this.options.engineInfo);\n\n        if (serialize) {\n          routeInfo.serializeMethod = serialize;\n        }\n\n        this.options.addRouteForEngine(name, routeInfo);\n      } else if (serialize) {\n        throw new Error('Defining a route serializer on route \\'' + name + '\\' outside an Engine is not allowed.');\n      }\n\n      if (url === '' || url === '/' || parts[parts.length - 1] === 'index') {\n        this.explicitIndex = true;\n      }\n\n      this.matches.push(url, name, callback);\n    };\n\n    DSL.prototype.resource = function resource(name) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n      var callback = arguments[2];\n\n      if (arguments.length === 2 && typeof options === 'function') {\n        callback = options;\n        options = {};\n      }\n\n      options.resetNamespace = true;\n      (true && !(false) && (0, _emberDebug.deprecate)('this.resource() is deprecated. Use this.route(\\'name\\', { resetNamespace: true }, function () {}) instead.', false, { id: 'ember-routing.router-resource', until: '3.0.0' }));\n\n      this.route(name, options, callback);\n    };\n\n    DSL.prototype.generate = function generate() {\n      var dslMatches = this.matches;\n\n      if (!this.explicitIndex) {\n        this.route('index', { path: '/' });\n      }\n\n      return function (match) {\n        for (var i = 0; i < dslMatches.length; i += 3) {\n          match(dslMatches[i]).to(dslMatches[i + 1], dslMatches[i + 2]);\n        }\n      };\n    };\n\n    DSL.prototype.mount = function mount(_name) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      var engineRouteMap = this.options.resolveRouteMap(_name);\n      var name = _name;\n\n      if (options.as) {\n        name = options.as;\n      }\n\n      var fullName = getFullName(this, name, options.resetNamespace);\n\n      var engineInfo = {\n        name: _name,\n        instanceId: uuid++,\n        mountPoint: fullName,\n        fullName: fullName\n      };\n\n      var path = options.path;\n\n      if (typeof path !== 'string') {\n        path = '/' + name;\n      }\n\n      var callback = void 0;\n      var dummyErrorRoute = '/_unused_dummy_error_path_route_' + name + '/:error';\n      if (engineRouteMap) {\n        var shouldResetEngineInfo = false;\n        var oldEngineInfo = this.options.engineInfo;\n        if (oldEngineInfo) {\n          shouldResetEngineInfo = true;\n          this.options.engineInfo = engineInfo;\n        }\n\n        var optionsForChild = (0, _emberUtils.assign)({ engineInfo: engineInfo }, this.options);\n        var childDSL = new DSL(fullName, optionsForChild);\n\n        createRoute(childDSL, 'loading');\n        createRoute(childDSL, 'error', { path: dummyErrorRoute });\n\n        engineRouteMap.class.call(childDSL);\n\n        callback = childDSL.generate();\n\n        if (shouldResetEngineInfo) {\n          this.options.engineInfo = oldEngineInfo;\n        }\n      }\n\n      var localFullName = 'application';\n      var routeInfo = (0, _emberUtils.assign)({ localFullName: localFullName }, engineInfo);\n\n      if (this.enableLoadingSubstates) {\n        // These values are important to register the loading routes under their\n        // proper names for the Router and within the Engine's registry.\n        var substateName = name + '_loading';\n        var _localFullName = 'application_loading';\n        var _routeInfo = (0, _emberUtils.assign)({ localFullName: _localFullName }, engineInfo);\n        createRoute(this, substateName, { resetNamespace: options.resetNamespace });\n        this.options.addRouteForEngine(substateName, _routeInfo);\n\n        substateName = name + '_error';\n        _localFullName = 'application_error';\n        _routeInfo = (0, _emberUtils.assign)({ localFullName: _localFullName }, engineInfo);\n        createRoute(this, substateName, { resetNamespace: options.resetNamespace, path: dummyErrorRoute });\n        this.options.addRouteForEngine(substateName, _routeInfo);\n      }\n\n      this.options.addRouteForEngine(fullName, routeInfo);\n\n      this.push(path, fullName, callback);\n    };\n\n    return DSL;\n  }();\n\n  exports.default = DSL;\n\n\n  function canNest(dsl) {\n    return dsl.parent !== 'application';\n  }\n\n  function getFullName(dsl, name, resetNamespace) {\n    if (canNest(dsl) && resetNamespace !== true) {\n      return dsl.parent + '.' + name;\n    } else {\n      return name;\n    }\n  }\n\n  function createRoute(dsl, name) {\n    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n    var callback = arguments[3];\n\n    var fullName = getFullName(dsl, name, options.resetNamespace);\n\n    if (typeof options.path !== 'string') {\n      options.path = '/' + name;\n    }\n\n    dsl.push(options.path, fullName, callback, options.serialize);\n  }\n\n  DSL.map = function (callback) {\n    var dsl = new DSL();\n    callback.call(dsl);\n    return dsl;\n  };\n});","enifed('ember-routing/system/generate_controller', ['exports', 'ember-metal', 'ember-debug'], function (exports, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.generateControllerFactory = generateControllerFactory;\n  exports.default = generateController;\n\n  /**\n  @module ember\n  */\n\n  /**\n    Generates a controller factory\n  \n    @for Ember\n    @method generateControllerFactory\n    @private\n  */\n\n  function generateControllerFactory(owner, controllerName, context) {\n    var Factory = owner.factoryFor('controller:basic').class;\n\n    Factory = Factory.extend({\n      toString: function () {\n        return '(generated ' + controllerName + ' controller)';\n      }\n    });\n\n    var fullName = 'controller:' + controllerName;\n\n    owner.register(fullName, Factory);\n\n    return Factory;\n  }\n\n  /**\n    Generates and instantiates a controller extending from `controller:basic`\n    if present, or `Ember.Controller` if not.\n  \n    @for Ember\n    @method generateController\n    @private\n    @since 1.3.0\n  */\n  function generateController(owner, controllerName) {\n    generateControllerFactory(owner, controllerName);\n\n    var fullName = 'controller:' + controllerName;\n    var instance = owner.lookup(fullName);\n\n    if (true) {\n      if ((0, _emberMetal.get)(instance, 'namespace.LOG_ACTIVE_GENERATION')) {\n        (0, _emberDebug.info)('generated -> ' + fullName, { fullName: fullName });\n      }\n    }\n\n    return instance;\n  }\n});","enifed('ember-routing/system/query_params', ['exports', 'ember-runtime'], function (exports, _emberRuntime) {\n  'use strict';\n\n  exports.default = _emberRuntime.Object.extend({\n    isQueryParams: true,\n    values: null\n  });\n});","enifed('ember-routing/system/route', ['exports', 'ember-utils', 'ember-metal', 'ember-debug', 'ember-runtime', 'ember-routing/system/generate_controller', 'ember-routing/utils'], function (exports, _emberUtils, _emberMetal, _emberDebug, _emberRuntime, _generate_controller, _utils) {\n  'use strict';\n\n  exports.defaultSerialize = defaultSerialize;\n  exports.hasDefaultSerialize = hasDefaultSerialize;\n\n\n  function K() {\n    return this;\n  }\n\n  function defaultSerialize(model, params) {\n    if (params.length < 1 || !model) {\n      return;\n    }\n\n    var object = {};\n\n    if (params.length === 1) {\n      var name = params[0];\n      if (name in model) {\n        object[name] = (0, _emberMetal.get)(model, name);\n      } else if (/_id$/.test(name)) {\n        object[name] = (0, _emberMetal.get)(model, 'id');\n      }\n    } else {\n      object = (0, _emberMetal.getProperties)(model, params);\n    }\n\n    return object;\n  }\n\n  var DEFAULT_SERIALIZE = (0, _emberUtils.symbol)('DEFAULT_SERIALIZE');\n\n  defaultSerialize[DEFAULT_SERIALIZE] = true;\n\n  function hasDefaultSerialize(route) {\n    return !!route.serialize[DEFAULT_SERIALIZE];\n  }\n\n  /**\n  @module @ember/routing\n  */\n\n  /**\n    The `Ember.Route` class is used to define individual routes. Refer to\n    the [routing guide](https://emberjs.com/guides/routing/) for documentation.\n  \n    @class Route\n    @extends EmberObject\n    @uses Ember.ActionHandler\n    @uses Evented\n    @since 1.0.0\n    @public\n  */\n  var Route = _emberRuntime.Object.extend(_emberRuntime.ActionHandler, _emberRuntime.Evented, {\n    /**\n      Configuration hash for this route's queryParams. The possible\n      configuration options and their defaults are as follows\n      (assuming a query param whose controller property is `page`):\n       ```javascript\n      queryParams: {\n        page: {\n          // By default, controller query param properties don't\n          // cause a full transition when they are changed, but\n          // rather only cause the URL to update. Setting\n          // `refreshModel` to true will cause an \"in-place\"\n          // transition to occur, whereby the model hooks for\n          // this route (and any child routes) will re-fire, allowing\n          // you to reload models (e.g., from the server) using the\n          // updated query param values.\n          refreshModel: false,\n           // By default, changes to controller query param properties\n          // cause the URL to update via `pushState`, which means an\n          // item will be added to the browser's history, allowing\n          // you to use the back button to restore the app to the\n          // previous state before the query param property was changed.\n          // Setting `replace` to true will use `replaceState` (or its\n          // hash location equivalent), which causes no browser history\n          // item to be added. This options name and default value are\n          // the same as the `link-to` helper's `replace` option.\n          replace: false,\n           // By default, the query param URL key is the same name as\n          // the controller property name. Use `as` to specify a\n          // different URL key.\n          as: 'page'\n        }\n      }\n      ```\n       @property queryParams\n      @for Route\n      @type Object\n      @since 1.6.0\n      @public\n    */\n    queryParams: {},\n\n    _setRouteName: function (name) {\n      this.routeName = name;\n      this.fullRouteName = getEngineRouteName((0, _emberUtils.getOwner)(this), name);\n    },\n\n\n    /**\n      @private\n       @property _qp\n    */\n    _qp: (0, _emberMetal.computed)(function () {\n      var _this = this;\n\n      var combinedQueryParameterConfiguration = void 0;\n\n      var controllerName = this.controllerName || this.routeName;\n      var owner = (0, _emberUtils.getOwner)(this);\n      var controller = owner.lookup('controller:' + controllerName);\n      var queryParameterConfiguraton = (0, _emberMetal.get)(this, 'queryParams');\n      var hasRouterDefinedQueryParams = Object.keys(queryParameterConfiguraton).length > 0;\n\n      if (controller) {\n        // the developer has authored a controller class in their application for\n        // this route find its query params and normalize their object shape them\n        // merge in the query params for the route. As a mergedProperty,\n        // Route#queryParams is always at least `{}`\n\n        var controllerDefinedQueryParameterConfiguration = (0, _emberMetal.get)(controller, 'queryParams') || {};\n        var normalizedControllerQueryParameterConfiguration = (0, _utils.normalizeControllerQueryParams)(controllerDefinedQueryParameterConfiguration);\n        combinedQueryParameterConfiguration = mergeEachQueryParams(normalizedControllerQueryParameterConfiguration, queryParameterConfiguraton);\n      } else if (hasRouterDefinedQueryParams) {\n        // the developer has not defined a controller but *has* supplied route query params.\n        // Generate a class for them so we can later insert default values\n        controller = (0, _generate_controller.default)(owner, controllerName);\n        combinedQueryParameterConfiguration = queryParameterConfiguraton;\n      }\n\n      var qps = [];\n      var map = {};\n      var propertyNames = [];\n\n      for (var propName in combinedQueryParameterConfiguration) {\n        if (!combinedQueryParameterConfiguration.hasOwnProperty(propName)) {\n          continue;\n        }\n\n        // to support the dubious feature of using unknownProperty\n        // on queryParams configuration\n        if (propName === 'unknownProperty' || propName === '_super') {\n          // possible todo: issue deprecation warning?\n          continue;\n        }\n\n        var desc = combinedQueryParameterConfiguration[propName];\n        var scope = desc.scope || 'model';\n        var parts = void 0;\n\n        if (scope === 'controller') {\n          parts = [];\n        }\n\n        var urlKey = desc.as || this.serializeQueryParamKey(propName);\n        var defaultValue = (0, _emberMetal.get)(controller, propName);\n\n        if (Array.isArray(defaultValue)) {\n          defaultValue = (0, _emberRuntime.A)(defaultValue.slice());\n        }\n\n        var type = desc.type || (0, _emberRuntime.typeOf)(defaultValue);\n\n        var defaultValueSerialized = this.serializeQueryParam(defaultValue, urlKey, type);\n        var scopedPropertyName = controllerName + ':' + propName;\n        var qp = {\n          undecoratedDefaultValue: (0, _emberMetal.get)(controller, propName),\n          defaultValue: defaultValue,\n          serializedDefaultValue: defaultValueSerialized,\n          serializedValue: defaultValueSerialized,\n\n          type: type,\n          urlKey: urlKey,\n          prop: propName,\n          scopedPropertyName: scopedPropertyName,\n          controllerName: controllerName,\n          route: this,\n          parts: parts, // provided later when stashNames is called if 'model' scope\n          values: null, // provided later when setup is called. no idea why.\n          scope: scope\n        };\n\n        map[propName] = map[urlKey] = map[scopedPropertyName] = qp;\n        qps.push(qp);\n        propertyNames.push(propName);\n      }\n\n      return {\n        qps: qps,\n        map: map,\n        propertyNames: propertyNames,\n        states: {\n          /*\n            Called when a query parameter changes in the URL, this route cares\n            about that query parameter, but the route is not currently\n            in the active route hierarchy.\n          */\n          inactive: function (prop, value) {\n            var qp = map[prop];\n            _this._qpChanged(prop, value, qp);\n          },\n          /*\n            Called when a query parameter changes in the URL, this route cares\n            about that query parameter, and the route is currently\n            in the active route hierarchy.\n          */\n          active: function (prop, value) {\n            var qp = map[prop];\n            _this._qpChanged(prop, value, qp);\n            return _this._activeQPChanged(qp, value);\n          },\n          /*\n            Called when a value of a query parameter this route handles changes in a controller\n            and the route is currently in the active route hierarchy.\n          */\n          allowOverrides: function (prop, value) {\n            var qp = map[prop];\n            _this._qpChanged(prop, value, qp);\n            return _this._updatingQPChanged(qp);\n          }\n        }\n      };\n    }),\n\n    /**\n      @private\n       @property _names\n    */\n    _names: null,\n\n    _stashNames: function (handlerInfo, dynamicParent) {\n      if (this._names) {\n        return;\n      }\n      var names = this._names = handlerInfo._names;\n\n      if (!names.length) {\n        handlerInfo = dynamicParent;\n        names = handlerInfo && handlerInfo._names || [];\n      }\n\n      var qps = (0, _emberMetal.get)(this, '_qp.qps');\n\n      var namePaths = new Array(names.length);\n      for (var a = 0; a < names.length; ++a) {\n        namePaths[a] = handlerInfo.name + '.' + names[a];\n      }\n\n      for (var i = 0; i < qps.length; ++i) {\n        var qp = qps[i];\n        if (qp.scope === 'model') {\n          qp.parts = namePaths;\n        }\n      }\n    },\n    _activeQPChanged: function (qp, value) {\n      this.router._activeQPChanged(qp.scopedPropertyName, value);\n    },\n    _updatingQPChanged: function (qp) {\n      this.router._updatingQPChanged(qp.urlKey);\n    },\n\n\n    mergedProperties: ['queryParams'],\n\n    paramsFor: function (name) {\n      var _this2 = this;\n\n      var route = (0, _emberUtils.getOwner)(this).lookup('route:' + name);\n\n      if (!route) {\n        return {};\n      }\n\n      var transition = this.router._routerMicrolib.activeTransition;\n      var state = transition ? transition.state : this.router._routerMicrolib.state;\n\n      var fullName = route.fullRouteName;\n      var params = (0, _emberUtils.assign)({}, state.params[fullName]);\n      var queryParams = getQueryParamsFor(route, state);\n\n      return Object.keys(queryParams).reduce(function (params, key) {\n        (true && !(!params[key]) && (0, _emberDebug.assert)('The route \\'' + _this2.routeName + '\\' has both a dynamic segment and query param with name \\'' + key + '\\'. Please rename one to avoid collisions.', !params[key]));\n\n        params[key] = queryParams[key];\n        return params;\n      }, params);\n    },\n    serializeQueryParamKey: function (controllerPropertyName) {\n      return controllerPropertyName;\n    },\n    serializeQueryParam: function (value, urlKey, defaultValueType) {\n      // urlKey isn't used here, but anyone overriding\n      // can use it to provide serialization specific\n      // to a certain query param.\n      return this.router._serializeQueryParam(value, defaultValueType);\n    },\n    deserializeQueryParam: function (value, urlKey, defaultValueType) {\n      // urlKey isn't used here, but anyone overriding\n      // can use it to provide deserialization specific\n      // to a certain query param.\n      return this.router._deserializeQueryParam(value, defaultValueType);\n    },\n    _optionsForQueryParam: function (qp) {\n      return (0, _emberMetal.get)(this, 'queryParams.' + qp.urlKey) || (0, _emberMetal.get)(this, 'queryParams.' + qp.prop) || {};\n    },\n\n\n    /**\n      A hook you can use to reset controller values either when the model\n      changes or the route is exiting.\n       ```app/routes/articles.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        resetController(controller, isExiting, transition) {\n          if (isExiting && transition.targetName !== 'error') {\n            controller.set('page', 1);\n          }\n        }\n      });\n      ```\n       @method resetController\n      @param {Controller} controller instance\n      @param {Boolean} isExiting\n      @param {Object} transition\n      @since 1.7.0\n      @public\n    */\n    resetController: K,\n\n    exit: function () {\n      this.deactivate();\n      this.trigger('deactivate');\n      this.teardownViews();\n    },\n    _reset: function (isExiting, transition) {\n      var controller = this.controller;\n      controller._qpDelegate = (0, _emberMetal.get)(this, '_qp.states.inactive');\n\n      this.resetController(controller, isExiting, transition);\n    },\n    enter: function () {\n      this.connections = [];\n      this.activate();\n      this.trigger('activate');\n    },\n\n\n    /**\n      The name of the template to use by default when rendering this routes\n      template.\n       ```app/routes/posts/list.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        templateName: 'posts/list'\n      });\n      ```\n       ```app/routes/posts/index.js\n      import PostsList from '../posts/list';\n       export default PostsList.extend();\n      ```\n       ```app/routes/posts/archived.js\n      import PostsList from '../posts/list';\n       export default PostsList.extend();\n      ```\n       @property templateName\n      @type String\n      @default null\n      @since 1.4.0\n      @public\n    */\n    templateName: null,\n\n    /**\n      The name of the controller to associate with this route.\n       By default, Ember will lookup a route's controller that matches the name\n      of the route (i.e. `App.PostController` for `App.PostRoute`). However,\n      if you would like to define a specific controller to use, you can do so\n      using this property.\n       This is useful in many ways, as the controller specified will be:\n       * passed to the `setupController` method.\n      * used as the controller for the template being rendered by the route.\n      * returned from a call to `controllerFor` for the route.\n       @property controllerName\n      @type String\n      @default null\n      @since 1.4.0\n      @public\n    */\n    controllerName: null,\n\n    /**\n      The `willTransition` action is fired at the beginning of any\n      attempted transition with a `Transition` object as the sole\n      argument. This action can be used for aborting, redirecting,\n      or decorating the transition from the currently active routes.\n       A good example is preventing navigation when a form is\n      half-filled out:\n       ```app/routes/contact-form.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        actions: {\n          willTransition(transition) {\n            if (this.controller.get('userHasEnteredData')) {\n              this.controller.displayNavigationConfirm();\n              transition.abort();\n            }\n          }\n        }\n      });\n      ```\n       You can also redirect elsewhere by calling\n      `this.transitionTo('elsewhere')` from within `willTransition`.\n      Note that `willTransition` will not be fired for the\n      redirecting `transitionTo`, since `willTransition` doesn't\n      fire when there is already a transition underway. If you want\n      subsequent `willTransition` actions to fire for the redirecting\n      transition, you must first explicitly call\n      `transition.abort()`.\n       To allow the `willTransition` event to continue bubbling to the parent\n      route, use `return true;`. When the `willTransition` method has a\n      return value of `true` then the parent route's `willTransition` method\n      will be fired, enabling \"bubbling\" behavior for the event.\n       @event willTransition\n      @param {Transition} transition\n      @since 1.0.0\n      @public\n    */\n\n    /**\n      The `didTransition` action is fired after a transition has\n      successfully been completed. This occurs after the normal model\n      hooks (`beforeModel`, `model`, `afterModel`, `setupController`)\n      have resolved. The `didTransition` action has no arguments,\n      however, it can be useful for tracking page views or resetting\n      state on the controller.\n       ```app/routes/login.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        actions: {\n          didTransition() {\n            this.controller.get('errors.base').clear();\n            return true; // Bubble the didTransition event\n          }\n        }\n      });\n      ```\n       @event didTransition\n      @since 1.2.0\n      @public\n    */\n\n    /**\n      The `loading` action is fired on the route when a route's `model`\n      hook returns a promise that is not already resolved. The current\n      `Transition` object is the first parameter and the route that\n      triggered the loading event is the second parameter.\n       ```app/routes/application.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        actions: {\n          loading(transition, route) {\n            let controller = this.controllerFor('foo');\n            controller.set('currentlyLoading', true);\n             transition.finally(function() {\n              controller.set('currentlyLoading', false);\n            });\n          }\n        }\n      });\n      ```\n       @event loading\n      @param {Transition} transition\n      @param {Route} route The route that triggered the loading event\n      @since 1.2.0\n      @public\n    */\n\n    /**\n      When attempting to transition into a route, any of the hooks\n      may return a promise that rejects, at which point an `error`\n      action will be fired on the partially-entered routes, allowing\n      for per-route error handling logic, or shared error handling\n      logic defined on a parent route.\n       Here is an example of an error handler that will be invoked\n      for rejected promises from the various hooks on the route,\n      as well as any unhandled errors from child routes:\n       ```app/routes/admin.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        beforeModel() {\n          return Ember.RSVP.reject('bad things!');\n        },\n         actions: {\n          error(error, transition) {\n            // Assuming we got here due to the error in `beforeModel`,\n            // we can expect that error === \"bad things!\",\n            // but a promise model rejecting would also\n            // call this hook, as would any errors encountered\n            // in `afterModel`.\n             // The `error` hook is also provided the failed\n            // `transition`, which can be stored and later\n            // `.retry()`d if desired.\n             this.transitionTo('login');\n          }\n        }\n      });\n      ```\n       `error` actions that bubble up all the way to `ApplicationRoute`\n      will fire a default error handler that logs the error. You can\n      specify your own global default error handler by overriding the\n      `error` handler on `ApplicationRoute`:\n       ```app/routes/application.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        actions: {\n          error(error, transition) {\n            this.controllerFor('banner').displayError(error.message);\n          }\n        }\n      });\n      ```\n      @event error\n      @param {Error} error\n      @param {Transition} transition\n      @since 1.0.0\n      @public\n    */\n\n    /**\n      This event is triggered when the router enters the route. It is\n      not executed when the model for the route changes.\n       ```app/routes/application.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        collectAnalytics: Ember.on('activate', function(){\n          collectAnalytics();\n        })\n      });\n      ```\n       @event activate\n      @since 1.9.0\n      @public\n    */\n\n    /**\n      This event is triggered when the router completely exits this\n      route. It is not executed when the model for the route changes.\n       ```app/routes/index.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        trackPageLeaveAnalytics: Ember.on('deactivate', function(){\n          trackPageLeaveAnalytics();\n        })\n      });\n      ```\n       @event deactivate\n      @since 1.9.0\n      @public\n    */\n\n    /**\n      The controller associated with this route.\n       Example\n       ```app/routes/form.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        actions: {\n          willTransition(transition) {\n            if (this.controller.get('userHasEnteredData') &&\n                !confirm('Are you sure you want to abandon progress?')) {\n              transition.abort();\n            } else {\n              // Bubble the `willTransition` action so that\n              // parent routes can decide whether or not to abort.\n              return true;\n            }\n          }\n        }\n      });\n      ```\n       @property controller\n      @type Controller\n      @since 1.6.0\n      @public\n    */\n\n    actions: {\n      queryParamsDidChange: function (changed, totalPresent, removed) {\n        var qpMap = (0, _emberMetal.get)(this, '_qp').map;\n\n        var totalChanged = Object.keys(changed).concat(Object.keys(removed));\n        for (var i = 0; i < totalChanged.length; ++i) {\n          var qp = qpMap[totalChanged[i]];\n          if (qp && (0, _emberMetal.get)(this._optionsForQueryParam(qp), 'refreshModel') && this.router.currentState) {\n            this.refresh();\n            break;\n          }\n        }\n\n        return true;\n      },\n      finalizeQueryParamChange: function (params, finalParams, transition) {\n        if (this.fullRouteName !== 'application') {\n          return true;\n        }\n\n        // Transition object is absent for intermediate transitions.\n        if (!transition) {\n          return;\n        }\n\n        var handlerInfos = transition.state.handlerInfos;\n        var router = this.router;\n        var qpMeta = router._queryParamsFor(handlerInfos);\n        var changes = router._qpUpdates;\n        var replaceUrl = void 0;\n\n        (0, _utils.stashParamNames)(router, handlerInfos);\n\n        for (var i = 0; i < qpMeta.qps.length; ++i) {\n          var qp = qpMeta.qps[i];\n          var route = qp.route;\n          var controller = route.controller;\n          var presentKey = qp.urlKey in params && qp.urlKey;\n\n          // Do a reverse lookup to see if the changed query\n          // param URL key corresponds to a QP property on\n          // this controller.\n          var value = void 0,\n              svalue = void 0;\n          if (changes && qp.urlKey in changes) {\n            // Value updated in/before setupController\n            value = (0, _emberMetal.get)(controller, qp.prop);\n            svalue = route.serializeQueryParam(value, qp.urlKey, qp.type);\n          } else {\n            if (presentKey) {\n              svalue = params[presentKey];\n\n              if (svalue !== undefined) {\n                value = route.deserializeQueryParam(svalue, qp.urlKey, qp.type);\n              }\n            } else {\n              // No QP provided; use default value.\n              svalue = qp.serializedDefaultValue;\n              value = copyDefaultValue(qp.defaultValue);\n            }\n          }\n\n          controller._qpDelegate = (0, _emberMetal.get)(route, '_qp.states.inactive');\n\n          var thisQueryParamChanged = svalue !== qp.serializedValue;\n          if (thisQueryParamChanged) {\n            if (transition.queryParamsOnly && replaceUrl !== false) {\n              var options = route._optionsForQueryParam(qp);\n              var replaceConfigValue = (0, _emberMetal.get)(options, 'replace');\n              if (replaceConfigValue) {\n                replaceUrl = true;\n              } else if (replaceConfigValue === false) {\n                // Explicit pushState wins over any other replaceStates.\n                replaceUrl = false;\n              }\n            }\n\n            (0, _emberMetal.set)(controller, qp.prop, value);\n          }\n\n          // Stash current serialized value of controller.\n          qp.serializedValue = svalue;\n\n          var thisQueryParamHasDefaultValue = qp.serializedDefaultValue === svalue;\n          if (!thisQueryParamHasDefaultValue || transition._keepDefaultQueryParamValues) {\n            finalParams.push({\n              value: svalue,\n              visible: true,\n              key: presentKey || qp.urlKey\n            });\n          }\n        }\n\n        if (replaceUrl) {\n          transition.method('replace');\n        }\n\n        qpMeta.qps.forEach(function (qp) {\n          var routeQpMeta = (0, _emberMetal.get)(qp.route, '_qp');\n          var finalizedController = qp.route.controller;\n          finalizedController._qpDelegate = (0, _emberMetal.get)(routeQpMeta, 'states.active');\n        });\n\n        router._qpUpdates = null;\n      }\n    },\n\n    /**\n      This hook is executed when the router completely exits this route. It is\n      not executed when the model for the route changes.\n       @method deactivate\n      @since 1.0.0\n      @public\n    */\n    deactivate: K,\n\n    /**\n      This hook is executed when the router enters the route. It is not executed\n      when the model for the route changes.\n       @method activate\n      @since 1.0.0\n      @public\n    */\n    activate: K,\n\n    transitionTo: function (name, context) {\n      var _router;\n\n      return (_router = this.router).transitionTo.apply(_router, (0, _utils.prefixRouteNameArg)(this, arguments));\n    },\n    intermediateTransitionTo: function () {\n      var _router2;\n\n      (_router2 = this.router).intermediateTransitionTo.apply(_router2, (0, _utils.prefixRouteNameArg)(this, arguments));\n    },\n    refresh: function () {\n      return this.router._routerMicrolib.refresh(this);\n    },\n    replaceWith: function () {\n      var _router3;\n\n      return (_router3 = this.router).replaceWith.apply(_router3, (0, _utils.prefixRouteNameArg)(this, arguments));\n    },\n    send: function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      if (this.router && this.router._routerMicrolib || !(0, _emberDebug.isTesting)()) {\n        var _router4;\n\n        (_router4 = this.router).send.apply(_router4, args);\n      } else {\n        var name = args.shift();\n        var action = this.actions[name];\n        if (action) {\n          return action.apply(this, args);\n        }\n      }\n    },\n    setup: function (context, transition) {\n      var controller = void 0;\n\n      var controllerName = this.controllerName || this.routeName;\n      var definedController = this.controllerFor(controllerName, true);\n\n      if (definedController) {\n        controller = definedController;\n      } else {\n        controller = this.generateController(controllerName);\n      }\n\n      // Assign the route's controller so that it can more easily be\n      // referenced in action handlers. Side effects. Side effects everywhere.\n      if (!this.controller) {\n        var propNames = (0, _emberMetal.get)(this, '_qp.propertyNames');\n        addQueryParamsObservers(controller, propNames);\n        this.controller = controller;\n      }\n\n      var queryParams = (0, _emberMetal.get)(this, '_qp');\n\n      var states = queryParams.states;\n\n      controller._qpDelegate = states.allowOverrides;\n\n      if (transition) {\n        // Update the model dep values used to calculate cache keys.\n        (0, _utils.stashParamNames)(this.router, transition.state.handlerInfos);\n\n        var cache = this._bucketCache;\n        var params = transition.params;\n        var allParams = queryParams.propertyNames;\n\n        allParams.forEach(function (prop) {\n          var aQp = queryParams.map[prop];\n          aQp.values = params;\n\n          var cacheKey = (0, _utils.calculateCacheKey)(aQp.route.fullRouteName, aQp.parts, aQp.values);\n          var value = cache.lookup(cacheKey, prop, aQp.undecoratedDefaultValue);\n          (0, _emberMetal.set)(controller, prop, value);\n        });\n\n        var qpValues = getQueryParamsFor(this, transition.state);\n        (0, _emberMetal.setProperties)(controller, qpValues);\n      }\n\n      this.setupController(controller, context, transition);\n\n      if (this._environment.options.shouldRender) {\n        this.renderTemplate(controller, context);\n      }\n    },\n    _qpChanged: function (prop, value, qp) {\n      if (!qp) {\n        return;\n      }\n\n      // Update model-dep cache\n      var cache = this._bucketCache;\n      var cacheKey = (0, _utils.calculateCacheKey)(qp.route.fullRouteName, qp.parts, qp.values);\n      cache.stash(cacheKey, prop, value);\n    },\n\n\n    /**\n      This hook is the first of the route entry validation hooks\n      called when an attempt is made to transition into a route\n      or one of its children. It is called before `model` and\n      `afterModel`, and is appropriate for cases when:\n       1) A decision can be made to redirect elsewhere without\n         needing to resolve the model first.\n      2) Any async operations need to occur first before the\n         model is attempted to be resolved.\n       This hook is provided the current `transition` attempt\n      as a parameter, which can be used to `.abort()` the transition,\n      save it for a later `.retry()`, or retrieve values set\n      on it from a previous hook. You can also just call\n      `this.transitionTo` to another route to implicitly\n      abort the `transition`.\n       You can return a promise from this hook to pause the\n      transition until the promise resolves (or rejects). This could\n      be useful, for instance, for retrieving async code from\n      the server that is required to enter a route.\n       @method beforeModel\n      @param {Transition} transition\n      @return {any | Promise<any>} if the value returned from this hook is\n        a promise, the transition will pause until the transition\n        resolves. Otherwise, non-promise return values are not\n        utilized in any way.\n      @since 1.0.0\n      @public\n    */\n    beforeModel: K,\n\n    /**\n      This hook is called after this route's model has resolved.\n      It follows identical async/promise semantics to `beforeModel`\n      but is provided the route's resolved model in addition to\n      the `transition`, and is therefore suited to performing\n      logic that can only take place after the model has already\n      resolved.\n       ```app/routes/posts.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        afterModel(posts, transition) {\n          if (posts.get('length') === 1) {\n            this.transitionTo('post.show', posts.get('firstObject'));\n          }\n        }\n      });\n      ```\n       Refer to documentation for `beforeModel` for a description\n      of transition-pausing semantics when a promise is returned\n      from this hook.\n       @method afterModel\n      @param {Object} resolvedModel the value returned from `model`,\n        or its resolved value if it was a promise\n      @param {Transition} transition\n      @return {any | Promise<any>} if the value returned from this hook is\n        a promise, the transition will pause until the transition\n        resolves. Otherwise, non-promise return values are not\n        utilized in any way.\n      @since 1.0.0\n      @public\n     */\n    afterModel: K,\n\n    /**\n      A hook you can implement to optionally redirect to another route.\n       If you call `this.transitionTo` from inside of this hook, this route\n      will not be entered in favor of the other hook.\n       `redirect` and `afterModel` behave very similarly and are\n      called almost at the same time, but they have an important\n      distinction in the case that, from one of these hooks, a\n      redirect into a child route of this route occurs: redirects\n      from `afterModel` essentially invalidate the current attempt\n      to enter this route, and will result in this route's `beforeModel`,\n      `model`, and `afterModel` hooks being fired again within\n      the new, redirecting transition. Redirects that occur within\n      the `redirect` hook, on the other hand, will _not_ cause\n      these hooks to be fired again the second time around; in\n      other words, by the time the `redirect` hook has been called,\n      both the resolved model and attempted entry into this route\n      are considered to be fully validated.\n       @method redirect\n      @param {Object} model the model for this route\n      @param {Transition} transition the transition object associated with the current transition\n      @since 1.0.0\n      @public\n    */\n    redirect: K,\n\n    contextDidChange: function () {\n      this.currentModel = this.context;\n    },\n    model: function (params, transition) {\n      var name = void 0,\n          sawParams = void 0,\n          value = void 0;\n      var queryParams = (0, _emberMetal.get)(this, '_qp.map');\n\n      for (var prop in params) {\n        if (prop === 'queryParams' || queryParams && prop in queryParams) {\n          continue;\n        }\n\n        var match = prop.match(/^(.*)_id$/);\n        if (match !== null) {\n          name = match[1];\n          value = params[prop];\n        }\n        sawParams = true;\n      }\n\n      if (!name) {\n        if (sawParams) {\n          return (0, _emberRuntime.copy)(params);\n        } else {\n          if (transition.resolveIndex < 1) {\n            return;\n          }\n          return transition.state.handlerInfos[transition.resolveIndex - 1].context;\n        }\n      }\n\n      return this.findModel(name, value);\n    },\n    deserialize: function (params, transition) {\n      return this.model(this.paramsFor(this.routeName), transition);\n    },\n    findModel: function () {\n      var _get;\n\n      return (_get = (0, _emberMetal.get)(this, 'store')).find.apply(_get, arguments);\n    },\n\n\n    /**\n      Store property provides a hook for data persistence libraries to inject themselves.\n       By default, this store property provides the exact same functionality previously\n      in the model hook.\n       Currently, the required interface is:\n       `store.find(modelName, findArguments)`\n       @method store\n      @param {Object} store\n      @private\n    */\n    store: (0, _emberMetal.computed)(function () {\n      var owner = (0, _emberUtils.getOwner)(this);\n      var routeName = this.routeName;\n      var namespace = (0, _emberMetal.get)(this, 'router.namespace');\n\n      return {\n        find: function (name, value) {\n          var modelClass = owner.factoryFor('model:' + name);\n\n          (true && !(!!modelClass) && (0, _emberDebug.assert)('You used the dynamic segment ' + name + '_id in your route ' + routeName + ', but ' + namespace + '.' + _emberRuntime.String.classify(name) + ' did not exist and you did not override your route\\'s `model` hook.', !!modelClass));\n\n\n          if (!modelClass) {\n            return;\n          }\n\n          modelClass = modelClass.class;\n\n          (true && !(typeof modelClass.find === 'function') && (0, _emberDebug.assert)(_emberRuntime.String.classify(name) + ' has no method `find`.', typeof modelClass.find === 'function'));\n\n\n          return modelClass.find(value);\n        }\n      };\n    }),\n\n    /**\n      A hook you can implement to convert the route's model into parameters\n      for the URL.\n       ```app/router.js\n      // ...\n       Router.map(function() {\n        this.route('post', { path: '/posts/:post_id' });\n      });\n       ```\n       ```app/routes/post.js\n      import Route from '@ember/routing/route';\n       export default Route.extend({\n        model(params) {\n          // the server returns `{ id: 12 }`\n          return Ember.$.getJSON('/posts/' + params.post_id);\n        },\n         serialize(model) {\n          // this will make the URL `/posts/12`\n          return { post_id: model.id };\n        }\n      });\n      ```\n       The default `serialize` method will insert the model's `id` into the\n      route's dynamic segment (in this case, `:post_id`) if the segment contains '_id'.\n      If the route has multiple dynamic segments or does not contain '_id', `serialize`\n      will return `Ember.getProperties(model, params)`\n       This method is called when `transitionTo` is called with a context\n      in order to populate the URL.\n       @method serialize\n      @param {Object} model the routes model\n      @param {Array} params an Array of parameter names for the current\n        route (in the example, `['post_id']`.\n      @return {Object} the serialized parameters\n      @since 1.0.0\n      @public\n    */\n    serialize: defaultSerialize,\n\n    setupController: function (controller, context, transition) {\n      if (controller && context !== undefined) {\n        (0, _emberMetal.set)(controller, 'model', context);\n      }\n    },\n    controllerFor: function (name, _skipAssert) {\n      var owner = (0, _emberUtils.getOwner)(this);\n      var route = owner.lookup('route:' + name);\n      var controller = void 0;\n\n      if (route && route.controllerName) {\n        name = route.controllerName;\n      }\n\n      controller = owner.lookup('controller:' + name);\n\n      // NOTE: We're specifically checking that skipAssert is true, because according\n      //   to the old API the second parameter was model. We do not want people who\n      //   passed a model to skip the assertion.\n      (true && !(controller || _skipAssert === true) && (0, _emberDebug.assert)('The controller named \\'' + name + '\\' could not be found. Make sure that this route exists and has already been entered at least once. If you are accessing a controller not associated with a route, make sure the controller class is explicitly defined.', controller || _skipAssert === true));\n\n\n      return controller;\n    },\n    generateController: function (name) {\n      var owner = (0, _emberUtils.getOwner)(this);\n\n      return (0, _generate_controller.default)(owner, name);\n    },\n    modelFor: function (_name) {\n      var name = void 0;\n      var owner = (0, _emberUtils.getOwner)(this);\n      var transition = this.router ? this.router._routerMicrolib.activeTransition : null;\n\n      // Only change the route name when there is an active transition.\n      // Otherwise, use the passed in route name.\n      if (owner.routable && transition !== null) {\n        name = getEngineRouteName(owner, _name);\n      } else {\n        name = _name;\n      }\n\n      var route = owner.lookup('route:' + name);\n      // If we are mid-transition, we want to try and look up\n      // resolved parent contexts on the current transitionEvent.\n      if (transition !== null) {\n        var modelLookupName = route && route.routeName || name;\n        if (transition.resolvedModels.hasOwnProperty(modelLookupName)) {\n          return transition.resolvedModels[modelLookupName];\n        }\n      }\n\n      return route && route.currentModel;\n    },\n    renderTemplate: function (controller, model) {\n      this.render();\n    },\n    render: function (_name, options) {\n      var name = void 0;\n      var isDefaultRender = arguments.length === 0;\n      if (!isDefaultRender) {\n        if (typeof _name === 'object' && !options) {\n          name = this.templateName || this.routeName;\n          options = _name;\n        } else {\n          (true && !(!(0, _emberMetal.isEmpty)(_name)) && (0, _emberDebug.assert)('The name in the given arguments is undefined or empty string', !(0, _emberMetal.isEmpty)(_name)));\n\n          name = _name;\n        }\n      }\n\n      var renderOptions = buildRenderOptions(this, isDefaultRender, name, options);\n      this.connections.push(renderOptions);\n      _emberMetal.run.once(this.router, '_setOutlets');\n    },\n    disconnectOutlet: function (options) {\n      var outletName = void 0;\n      var parentView = void 0;\n      if (options) {\n        if (typeof options === 'string') {\n          outletName = options;\n        } else {\n          outletName = options.outlet;\n          parentView = options.parentView ? options.parentView.replace(/\\//g, '.') : undefined;\n\n          (true && !(!('outlet' in options && options.outlet === undefined)) && (0, _emberDebug.assert)('You passed undefined as the outlet name.', !('outlet' in options && options.outlet === undefined)));\n        }\n      }\n\n      outletName = outletName || 'main';\n      this._disconnectOutlet(outletName, parentView);\n      var handlerInfos = this.router._routerMicrolib.currentHandlerInfos;\n      for (var i = 0; i < handlerInfos.length; i++) {\n        // This non-local state munging is sadly necessary to maintain\n        // backward compatibility with our existing semantics, which allow\n        // any route to disconnectOutlet things originally rendered by any\n        // other route. This should all get cut in 2.0.\n        handlerInfos[i].handler._disconnectOutlet(outletName, parentView);\n      }\n    },\n    _disconnectOutlet: function (outletName, parentView) {\n      var parent = parentRoute(this);\n      if (parent && parentView === parent.routeName) {\n        parentView = undefined;\n      }\n      for (var i = 0; i < this.connections.length; i++) {\n        var connection = this.connections[i];\n        if (connection.outlet === outletName && connection.into === parentView) {\n          // This neuters the disconnected outlet such that it doesn't\n          // render anything, but it leaves an entry in the outlet\n          // hierarchy so that any existing other renders that target it\n          // don't suddenly blow up. They will still stick themselves\n          // into its outlets, which won't render anywhere. All of this\n          // statefulness should get the machete in 2.0.\n          this.connections[i] = {\n            owner: connection.owner,\n            into: connection.into,\n            outlet: connection.outlet,\n            name: connection.name,\n            controller: undefined,\n            template: undefined\n          };\n          _emberMetal.run.once(this.router, '_setOutlets');\n        }\n      }\n    },\n    willDestroy: function () {\n      this.teardownViews();\n    },\n    teardownViews: function () {\n      if (this.connections && this.connections.length > 0) {\n        this.connections = [];\n        _emberMetal.run.once(this.router, '_setOutlets');\n      }\n    }\n  });\n\n  (0, _emberRuntime.deprecateUnderscoreActions)(Route);\n\n  Route.reopenClass({\n    isRouteFactory: true\n  });\n\n  function parentRoute(route) {\n    var handlerInfo = handlerInfoFor(route, route.router._routerMicrolib.state.handlerInfos, -1);\n    return handlerInfo && handlerInfo.handler;\n  }\n\n  function handlerInfoFor(route, handlerInfos) {\n    var offset = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n\n    if (!handlerInfos) {\n      return;\n    }\n\n    var current = void 0;\n    for (var i = 0; i < handlerInfos.length; i++) {\n      current = handlerInfos[i].handler;\n      if (current === route) {\n        return handlerInfos[i + offset];\n      }\n    }\n  }\n\n  function buildRenderOptions(route, isDefaultRender, _name, options) {\n    (true && !(isDefaultRender || !(options && 'outlet' in options && options.outlet === undefined)) && (0, _emberDebug.assert)('You passed undefined as the outlet name.', isDefaultRender || !(options && 'outlet' in options && options.outlet === undefined)));\n\n\n    var owner = (0, _emberUtils.getOwner)(route);\n    var name = void 0,\n        templateName = void 0,\n        into = void 0,\n        outlet = void 0,\n        controller = void 0,\n        model = void 0;\n    if (options) {\n      into = options.into && options.into.replace(/\\//g, '.');\n      outlet = options.outlet;\n      controller = options.controller;\n      model = options.model;\n    }\n    outlet = outlet || 'main';\n\n    if (isDefaultRender) {\n      name = route.routeName;\n      templateName = route.templateName || name;\n    } else {\n      name = _name.replace(/\\//g, '.');\n      templateName = name;\n    }\n\n    if (!controller) {\n      if (isDefaultRender) {\n        controller = route.controllerName || owner.lookup('controller:' + name);\n      } else {\n        controller = owner.lookup('controller:' + name) || route.controllerName || route.routeName;\n      }\n    }\n\n    if (typeof controller === 'string') {\n      var controllerName = controller;\n      controller = owner.lookup('controller:' + controllerName);\n      (true && !(isDefaultRender || controller) && (0, _emberDebug.assert)('You passed `controller: \\'' + controllerName + '\\'` into the `render` method, but no such controller could be found.', isDefaultRender || controller));\n    }\n\n    if (model) {\n      controller.set('model', model);\n    }\n\n    var template = owner.lookup('template:' + templateName);\n    (true && !(isDefaultRender || template) && (0, _emberDebug.assert)('Could not find \"' + templateName + '\" template, view, or component.', isDefaultRender || template));\n\n\n    var parent = void 0;\n    if (into && (parent = parentRoute(route)) && into === parent.routeName) {\n      into = undefined;\n    }\n\n    var renderOptions = {\n      owner: owner,\n      into: into,\n      outlet: outlet,\n      name: name,\n      controller: controller,\n      template: template || route._topLevelViewTemplate\n    };\n\n    if (true) {\n      var LOG_VIEW_LOOKUPS = (0, _emberMetal.get)(route.router, 'namespace.LOG_VIEW_LOOKUPS');\n      if (LOG_VIEW_LOOKUPS && !template) {\n        (0, _emberDebug.info)('Could not find \"' + name + '\" template. Nothing will be rendered', { fullName: 'template:' + name });\n      }\n    }\n\n    return renderOptions;\n  }\n\n  function getFullQueryParams(router, state) {\n    if (state.fullQueryParams) {\n      return state.fullQueryParams;\n    }\n\n    state.fullQueryParams = {};\n    (0, _emberUtils.assign)(state.fullQueryParams, state.queryParams);\n\n    router._deserializeQueryParams(state.handlerInfos, state.fullQueryParams);\n    return state.fullQueryParams;\n  }\n\n  function getQueryParamsFor(route, state) {\n    state.queryParamsFor = state.queryParamsFor || {};\n    var name = route.fullRouteName;\n\n    if (state.queryParamsFor[name]) {\n      return state.queryParamsFor[name];\n    }\n\n    var fullQueryParams = getFullQueryParams(route.router, state);\n\n    var params = state.queryParamsFor[name] = {};\n\n    // Copy over all the query params for this route/controller into params hash.\n    var qpMeta = (0, _emberMetal.get)(route, '_qp');\n    var qps = qpMeta.qps;\n    for (var i = 0; i < qps.length; ++i) {\n      // Put deserialized qp on params hash.\n      var qp = qps[i];\n\n      var qpValueWasPassedIn = qp.prop in fullQueryParams;\n      params[qp.prop] = qpValueWasPassedIn ? fullQueryParams[qp.prop] : copyDefaultValue(qp.defaultValue);\n    }\n\n    return params;\n  }\n\n  function copyDefaultValue(value) {\n    if (Array.isArray(value)) {\n      return (0, _emberRuntime.A)(value.slice());\n    }\n    return value;\n  }\n\n  /*\n    Merges all query parameters from a controller with those from\n    a route, returning a new object and avoiding any mutations to\n    the existing objects.\n  */\n  function mergeEachQueryParams(controllerQP, routeQP) {\n    var qps = {};\n    var keysAlreadyMergedOrSkippable = {\n      defaultValue: true,\n      type: true,\n      scope: true,\n      as: true\n    };\n\n    // first loop over all controller qps, merging them with any matching route qps\n    // into a new empty object to avoid mutating.\n    for (var cqpName in controllerQP) {\n      if (!controllerQP.hasOwnProperty(cqpName)) {\n        continue;\n      }\n\n      var newControllerParameterConfiguration = {};\n      (0, _emberUtils.assign)(newControllerParameterConfiguration, controllerQP[cqpName], routeQP[cqpName]);\n\n      qps[cqpName] = newControllerParameterConfiguration;\n\n      // allows us to skip this QP when we check route QPs.\n      keysAlreadyMergedOrSkippable[cqpName] = true;\n    }\n\n    // loop over all route qps, skipping those that were merged in the first pass\n    // because they also appear in controller qps\n    for (var rqpName in routeQP) {\n      if (!routeQP.hasOwnProperty(rqpName) || keysAlreadyMergedOrSkippable[rqpName]) {\n        continue;\n      }\n\n      var newRouteParameterConfiguration = {};\n      (0, _emberUtils.assign)(newRouteParameterConfiguration, routeQP[rqpName], controllerQP[rqpName]);\n      qps[rqpName] = newRouteParameterConfiguration;\n    }\n\n    return qps;\n  }\n\n  function addQueryParamsObservers(controller, propNames) {\n    propNames.forEach(function (prop) {\n      controller.addObserver(prop + '.[]', controller, controller._qpChanged);\n    });\n  }\n\n  function getEngineRouteName(engine, routeName) {\n    if (engine.routable) {\n      var prefix = engine.mountPoint;\n\n      if (routeName === 'application') {\n        return prefix;\n      } else {\n        return prefix + '.' + routeName;\n      }\n    }\n\n    return routeName;\n  }\n\n  exports.default = Route;\n});","enifed('ember-routing/system/router', ['exports', 'ember-utils', 'ember-console', 'ember-metal', 'ember-debug', 'ember-runtime', 'ember-routing/system/route', 'ember-routing/system/dsl', 'ember-routing/location/api', 'ember-routing/utils', 'ember-routing/system/router_state', 'router'], function (exports, _emberUtils, _emberConsole, _emberMetal, _emberDebug, _emberRuntime, _route, _dsl, _api, _utils, _router_state, _router) {\n  'use strict';\n\n  exports.triggerEvent = triggerEvent;\n\n\n  function K() {\n    return this;\n  }\n\n  /**\n  @module @ember/routing\n  */\n\n  var slice = Array.prototype.slice;\n\n\n  /**\n    The `Ember.Router` class manages the application state and URLs. Refer to\n    the [routing guide](https://emberjs.com/guides/routing/) for documentation.\n  \n    @class Router\n    @extends EmberObject\n    @uses Evented\n    @public\n  */\n  var EmberRouter = _emberRuntime.Object.extend(_emberRuntime.Evented, {\n    /**\n      The `location` property determines the type of URL's that your\n      application will use.\n       The following location types are currently available:\n       * `history` - use the browser's history API to make the URLs look just like any standard URL\n      * `hash` - use `#` to separate the server part of the URL from the Ember part: `/blog/#/posts/new`\n      * `none` - do not store the Ember URL in the actual browser URL (mainly used for testing)\n      * `auto` - use the best option based on browser capabilities: `history` if possible, then `hash` if possible, otherwise `none`\n       This value is defaulted to `auto` by the `locationType` setting of `/config/environment.js`\n       @property location\n      @default 'hash'\n      @see {Location}\n      @public\n    */\n    location: 'hash',\n\n    /**\n     Represents the URL of the root of the application, often '/'. This prefix is\n     assumed on all routes defined on this router.\n      @property rootURL\n     @default '/'\n     @public\n    */\n    rootURL: '/',\n\n    _initRouterJs: function () {\n      var routerMicrolib = this._routerMicrolib = new _router.default();\n      routerMicrolib.triggerEvent = triggerEvent.bind(this);\n\n      routerMicrolib._triggerWillChangeContext = K;\n      routerMicrolib._triggerWillLeave = K;\n\n      var dslCallbacks = this.constructor.dslCallbacks || [K];\n      var dsl = this._buildDSL();\n\n      dsl.route('application', { path: '/', resetNamespace: true, overrideNameAssertion: true }, function () {\n        for (var i = 0; i < dslCallbacks.length; i++) {\n          dslCallbacks[i].call(this);\n        }\n      });\n\n      if (true) {\n        if ((0, _emberMetal.get)(this, 'namespace.LOG_TRANSITIONS_INTERNAL')) {\n          routerMicrolib.log = _emberConsole.default.debug;\n        }\n      }\n\n      routerMicrolib.map(dsl.generate());\n    },\n    _buildDSL: function () {\n      var enableLoadingSubstates = this._hasModuleBasedResolver();\n      var options = { enableLoadingSubstates: enableLoadingSubstates };\n\n      var owner = (0, _emberUtils.getOwner)(this);\n      var router = this;\n\n      options.resolveRouteMap = function (name) {\n        return owner.factoryFor('route-map:' + name);\n      };\n\n      options.addRouteForEngine = function (name, engineInfo) {\n        if (!router._engineInfoByRoute[name]) {\n          router._engineInfoByRoute[name] = engineInfo;\n        }\n      };\n\n      return new _dsl.default(null, options);\n    },\n    init: function () {\n      this._super.apply(this, arguments);\n\n      this.currentURL = null;\n      this.currentRouteName = null;\n      this.currentPath = null;\n\n      this._qpCache = Object.create(null);\n      this._resetQueuedQueryParameterChanges();\n      this._handledErrors = (0, _emberUtils.dictionary)(null);\n      this._engineInstances = Object.create(null);\n      this._engineInfoByRoute = Object.create(null);\n    },\n    _resetQueuedQueryParameterChanges: function () {\n      this._queuedQPChanges = {};\n    },\n\n\n    /**\n      Represents the current URL.\n       @method url\n      @return {String} The current URL.\n      @private\n    */\n    url: (0, _emberMetal.computed)(function () {\n      return (0, _emberMetal.get)(this, 'location').getURL();\n    }),\n\n    _hasModuleBasedResolver: function () {\n      var owner = (0, _emberUtils.getOwner)(this);\n      if (!owner) {\n        return false;\n      }\n\n      var resolver = (0, _emberMetal.get)(owner, 'application.__registry__.resolver.moduleBasedResolver');\n      return !!resolver;\n    },\n    startRouting: function () {\n      var initialURL = (0, _emberMetal.get)(this, 'initialURL');\n\n      if (this.setupRouter()) {\n        if (initialURL === undefined) {\n          initialURL = (0, _emberMetal.get)(this, 'location').getURL();\n        }\n        var initialTransition = this.handleURL(initialURL);\n        if (initialTransition && initialTransition.error) {\n          throw initialTransition.error;\n        }\n      }\n    },\n    setupRouter: function () {\n      var _this = this;\n\n      this._initRouterJs();\n      this._setupLocation();\n\n      var location = (0, _emberMetal.get)(this, 'location');\n\n      // Allow the Location class to cancel the router setup while it refreshes\n      // the page\n      if ((0, _emberMetal.get)(location, 'cancelRouterSetup')) {\n        return false;\n      }\n\n      this._setupRouter(location);\n\n      location.onUpdateURL(function (url) {\n        _this.handleURL(url);\n      });\n\n      return true;\n    },\n    didTransition: function (infos) {\n      updatePaths(this);\n\n      this._cancelSlowTransitionTimer();\n\n      this.notifyPropertyChange('url');\n      this.set('currentState', this.targetState);\n\n      // Put this in the runloop so url will be accurate. Seems\n      // less surprising than didTransition being out of sync.\n      _emberMetal.run.once(this, this.trigger, 'didTransition');\n\n      if (true) {\n        if ((0, _emberMetal.get)(this, 'namespace').LOG_TRANSITIONS) {\n          _emberConsole.default.log('Transitioned into \\'' + EmberRouter._routePath(infos) + '\\'');\n        }\n      }\n    },\n    _setOutlets: function () {\n      // This is triggered async during Ember.Route#willDestroy.\n      // If the router is also being destroyed we do not want to\n      // to create another this._toplevelView (and leak the renderer)\n      if (this.isDestroying || this.isDestroyed) {\n        return;\n      }\n\n      var handlerInfos = this._routerMicrolib.currentHandlerInfos;\n      var route = void 0;\n      var defaultParentState = void 0;\n      var liveRoutes = null;\n\n      if (!handlerInfos) {\n        return;\n      }\n\n      for (var i = 0; i < handlerInfos.length; i++) {\n        route = handlerInfos[i].handler;\n        var connections = route.connections;\n        var ownState = void 0;\n        for (var j = 0; j < connections.length; j++) {\n          var appended = appendLiveRoute(liveRoutes, defaultParentState, connections[j]);\n          liveRoutes = appended.liveRoutes;\n          if (appended.ownState.render.name === route.routeName || appended.ownState.render.outlet === 'main') {\n            ownState = appended.ownState;\n          }\n        }\n        if (connections.length === 0) {\n          ownState = representEmptyRoute(liveRoutes, defaultParentState, route);\n        }\n        defaultParentState = ownState;\n      }\n\n      // when a transitionTo happens after the validation phase\n      // during the initial transition _setOutlets is called\n      // when no routes are active. However, it will get called\n      // again with the correct values during the next turn of\n      // the runloop\n      if (!liveRoutes) {\n        return;\n      }\n\n      if (!this._toplevelView) {\n        var owner = (0, _emberUtils.getOwner)(this);\n        var OutletView = owner.factoryFor('view:-outlet');\n        this._toplevelView = OutletView.create();\n        this._toplevelView.setOutletState(liveRoutes);\n        var instance = owner.lookup('-application-instance:main');\n        instance.didCreateRootView(this._toplevelView);\n      } else {\n        this._toplevelView.setOutletState(liveRoutes);\n      }\n    },\n    willTransition: function (oldInfos, newInfos, transition) {\n      _emberMetal.run.once(this, this.trigger, 'willTransition', transition);\n\n      if (true) {\n        if ((0, _emberMetal.get)(this, 'namespace').LOG_TRANSITIONS) {\n          _emberConsole.default.log('Preparing to transition from \\'' + EmberRouter._routePath(oldInfos) + '\\' to \\'' + EmberRouter._routePath(newInfos) + '\\'');\n        }\n      }\n    },\n    handleURL: function (url) {\n      // Until we have an ember-idiomatic way of accessing #hashes, we need to\n      // remove it because router.js doesn't know how to handle it.\n      var _url = url.split(/#(.+)?/)[0];\n      return this._doURLTransition('handleURL', _url);\n    },\n    _doURLTransition: function (routerJsMethod, url) {\n      var transition = this._routerMicrolib[routerJsMethod](url || '/');\n      didBeginTransition(transition, this);\n      return transition;\n    },\n    transitionTo: function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      if ((0, _utils.resemblesURL)(args[0])) {\n        return this._doURLTransition('transitionTo', args[0]);\n      }\n\n      var _extractRouteArgs = (0, _utils.extractRouteArgs)(args),\n          routeName = _extractRouteArgs.routeName,\n          models = _extractRouteArgs.models,\n          queryParams = _extractRouteArgs.queryParams;\n\n      return this._doTransition(routeName, models, queryParams);\n    },\n    intermediateTransitionTo: function () {\n      var _routerMicrolib;\n\n      (_routerMicrolib = this._routerMicrolib).intermediateTransitionTo.apply(_routerMicrolib, arguments);\n\n      updatePaths(this);\n\n      if (true) {\n        var infos = this._routerMicrolib.currentHandlerInfos;\n        if ((0, _emberMetal.get)(this, 'namespace').LOG_TRANSITIONS) {\n          _emberConsole.default.log('Intermediate-transitioned into \\'' + EmberRouter._routePath(infos) + '\\'');\n        }\n      }\n    },\n    replaceWith: function () {\n      return this.transitionTo.apply(this, arguments).method('replace');\n    },\n    generate: function () {\n      var _routerMicrolib2;\n\n      var url = (_routerMicrolib2 = this._routerMicrolib).generate.apply(_routerMicrolib2, arguments);\n      return this.location.formatURL(url);\n    },\n    isActive: function () {\n      var _routerMicrolib3;\n\n      return (_routerMicrolib3 = this._routerMicrolib).isActive.apply(_routerMicrolib3, arguments);\n    },\n    isActiveIntent: function (routeName, models, queryParams) {\n      return this.currentState.isActiveIntent(routeName, models, queryParams);\n    },\n    send: function () {\n      var _routerMicrolib4;\n\n      /*name, context*/\n      (_routerMicrolib4 = this._routerMicrolib).trigger.apply(_routerMicrolib4, arguments);\n    },\n    hasRoute: function (route) {\n      return this._routerMicrolib.hasRoute(route);\n    },\n    reset: function () {\n      if (this._routerMicrolib) {\n        this._routerMicrolib.reset();\n      }\n    },\n    willDestroy: function () {\n      if (this._toplevelView) {\n        this._toplevelView.destroy();\n        this._toplevelView = null;\n      }\n\n      this._super.apply(this, arguments);\n\n      this.reset();\n\n      var instances = this._engineInstances;\n      for (var name in instances) {\n        for (var id in instances[name]) {\n          (0, _emberMetal.run)(instances[name][id], 'destroy');\n        }\n      }\n    },\n    _activeQPChanged: function (queryParameterName, newValue) {\n      this._queuedQPChanges[queryParameterName] = newValue;\n      _emberMetal.run.once(this, this._fireQueryParamTransition);\n    },\n    _updatingQPChanged: function (queryParameterName) {\n      if (!this._qpUpdates) {\n        this._qpUpdates = {};\n      }\n      this._qpUpdates[queryParameterName] = true;\n    },\n    _fireQueryParamTransition: function () {\n      this.transitionTo({ queryParams: this._queuedQPChanges });\n      this._resetQueuedQueryParameterChanges();\n    },\n    _setupLocation: function () {\n      var location = (0, _emberMetal.get)(this, 'location');\n      var rootURL = (0, _emberMetal.get)(this, 'rootURL');\n      var owner = (0, _emberUtils.getOwner)(this);\n\n      if ('string' === typeof location && owner) {\n        var resolvedLocation = owner.lookup('location:' + location);\n\n        if (resolvedLocation !== undefined) {\n          location = (0, _emberMetal.set)(this, 'location', resolvedLocation);\n        } else {\n          // Allow for deprecated registration of custom location API's\n          var options = {\n            implementation: location\n          };\n\n          location = (0, _emberMetal.set)(this, 'location', _api.default.create(options));\n        }\n      }\n\n      if (location !== null && typeof location === 'object') {\n        if (rootURL) {\n          (0, _emberMetal.set)(location, 'rootURL', rootURL);\n        }\n\n        // Allow the location to do any feature detection, such as AutoLocation\n        // detecting history support. This gives it a chance to set its\n        // `cancelRouterSetup` property which aborts routing.\n        if (typeof location.detect === 'function') {\n          location.detect();\n        }\n\n        // ensure that initState is called AFTER the rootURL is set on\n        // the location instance\n        if (typeof location.initState === 'function') {\n          location.initState();\n        }\n      }\n    },\n    _getHandlerFunction: function () {\n      var _this2 = this;\n\n      var seen = Object.create(null);\n      var owner = (0, _emberUtils.getOwner)(this);\n\n      return function (name) {\n        var routeName = name;\n        var routeOwner = owner;\n        var engineInfo = _this2._engineInfoByRoute[routeName];\n\n        if (engineInfo) {\n          var engineInstance = _this2._getEngineInstance(engineInfo);\n\n          routeOwner = engineInstance;\n          routeName = engineInfo.localFullName;\n        }\n\n        var fullRouteName = 'route:' + routeName;\n\n        var handler = routeOwner.lookup(fullRouteName);\n\n        if (seen[name]) {\n          return handler;\n        }\n\n        seen[name] = true;\n\n        if (!handler) {\n          var DefaultRoute = routeOwner.factoryFor('route:basic').class;\n          routeOwner.register(fullRouteName, DefaultRoute.extend());\n          handler = routeOwner.lookup(fullRouteName);\n\n          if (true) {\n            if ((0, _emberMetal.get)(_this2, 'namespace.LOG_ACTIVE_GENERATION')) {\n              (0, _emberDebug.info)('generated -> ' + fullRouteName, { fullName: fullRouteName });\n            }\n          }\n        }\n\n        handler._setRouteName(routeName);\n\n        if (engineInfo && !(0, _route.hasDefaultSerialize)(handler)) {\n          throw new Error('Defining a custom serialize method on an Engine route is not supported.');\n        }\n\n        return handler;\n      };\n    },\n    _getSerializerFunction: function () {\n      var _this3 = this;\n\n      return function (name) {\n        var engineInfo = _this3._engineInfoByRoute[name];\n\n        // If this is not an Engine route, we fall back to the handler for serialization\n        if (!engineInfo) {\n          return;\n        }\n\n        return engineInfo.serializeMethod || _route.defaultSerialize;\n      };\n    },\n    _setupRouter: function (location) {\n      var _this4 = this;\n\n      var lastURL = void 0;\n      var routerMicrolib = this._routerMicrolib;\n\n      routerMicrolib.getHandler = this._getHandlerFunction();\n      routerMicrolib.getSerializer = this._getSerializerFunction();\n\n      var doUpdateURL = function () {\n        location.setURL(lastURL);\n        (0, _emberMetal.set)(_this4, 'currentURL', lastURL);\n      };\n\n      routerMicrolib.updateURL = function (path) {\n        lastURL = path;\n        _emberMetal.run.once(doUpdateURL);\n      };\n\n      if (location.replaceURL) {\n        var doReplaceURL = function () {\n          location.replaceURL(lastURL);\n          (0, _emberMetal.set)(_this4, 'currentURL', lastURL);\n        };\n\n        routerMicrolib.replaceURL = function (path) {\n          lastURL = path;\n          _emberMetal.run.once(doReplaceURL);\n        };\n      }\n\n      routerMicrolib.didTransition = function (infos) {\n        _this4.didTransition(infos);\n      };\n\n      routerMicrolib.willTransition = function (oldInfos, newInfos, transition) {\n        _this4.willTransition(oldInfos, newInfos, transition);\n      };\n    },\n    _serializeQueryParams: function (handlerInfos, queryParams) {\n      var _this5 = this;\n\n      forEachQueryParam(this, handlerInfos, queryParams, function (key, value, qp) {\n        if (qp) {\n          delete queryParams[key];\n          queryParams[qp.urlKey] = qp.route.serializeQueryParam(value, qp.urlKey, qp.type);\n        } else if (value === undefined) {\n          return; // We don't serialize undefined values\n        } else {\n          queryParams[key] = _this5._serializeQueryParam(value, (0, _emberRuntime.typeOf)(value));\n        }\n      });\n    },\n    _serializeQueryParam: function (value, type) {\n      if (value === null || value === undefined) {\n        return value;\n      } else if (type === 'array') {\n        return JSON.stringify(value);\n      }\n\n      return '' + value;\n    },\n    _deserializeQueryParams: function (handlerInfos, queryParams) {\n      forEachQueryParam(this, handlerInfos, queryParams, function (key, value, qp) {\n        // If we don't have QP meta info for a given key, then we do nothing\n        // because all values will be treated as strings\n        if (qp) {\n          delete queryParams[key];\n          queryParams[qp.prop] = qp.route.deserializeQueryParam(value, qp.urlKey, qp.type);\n        }\n      });\n    },\n    _deserializeQueryParam: function (value, defaultType) {\n      if (value === null || value === undefined) {\n        return value;\n      } else if (defaultType === 'boolean') {\n        return value === 'true';\n      } else if (defaultType === 'number') {\n        return Number(value).valueOf();\n      } else if (defaultType === 'array') {\n        return (0, _emberRuntime.A)(JSON.parse(value));\n      }\n      return value;\n    },\n    _pruneDefaultQueryParamValues: function (handlerInfos, queryParams) {\n      var qps = this._queryParamsFor(handlerInfos);\n      for (var key in queryParams) {\n        var qp = qps.map[key];\n        if (qp && qp.serializedDefaultValue === queryParams[key]) {\n          delete queryParams[key];\n        }\n      }\n    },\n    _doTransition: function (_targetRouteName, models, _queryParams, _keepDefaultQueryParamValues) {\n      var _routerMicrolib5;\n\n      var targetRouteName = _targetRouteName || (0, _utils.getActiveTargetName)(this._routerMicrolib);\n      (true && !(targetRouteName && this._routerMicrolib.hasRoute(targetRouteName)) && (0, _emberDebug.assert)('The route ' + targetRouteName + ' was not found', targetRouteName && this._routerMicrolib.hasRoute(targetRouteName)));\n\n\n      var queryParams = {};\n\n      this._processActiveTransitionQueryParams(targetRouteName, models, queryParams, _queryParams);\n\n      (0, _emberUtils.assign)(queryParams, _queryParams);\n      this._prepareQueryParams(targetRouteName, models, queryParams, _keepDefaultQueryParamValues);\n\n      var transition = (_routerMicrolib5 = this._routerMicrolib).transitionTo.apply(_routerMicrolib5, [targetRouteName].concat(models, [{ queryParams: queryParams }]));\n\n      didBeginTransition(transition, this);\n\n      return transition;\n    },\n    _processActiveTransitionQueryParams: function (targetRouteName, models, queryParams, _queryParams) {\n      // merge in any queryParams from the active transition which could include\n      // queryParams from the url on initial load.\n      if (!this._routerMicrolib.activeTransition) {\n        return;\n      }\n\n      var unchangedQPs = {};\n      var qpUpdates = this._qpUpdates || {};\n      var params = this._routerMicrolib.activeTransition.queryParams;\n      for (var key in params) {\n        if (!qpUpdates[key]) {\n          unchangedQPs[key] = params[key];\n        }\n      }\n\n      // We need to fully scope queryParams so that we can create one object\n      // that represents both passed-in queryParams and ones that aren't changed\n      // from the active transition.\n      this._fullyScopeQueryParams(targetRouteName, models, _queryParams);\n      this._fullyScopeQueryParams(targetRouteName, models, unchangedQPs);\n      (0, _emberUtils.assign)(queryParams, unchangedQPs);\n    },\n    _prepareQueryParams: function (targetRouteName, models, queryParams, _fromRouterService) {\n      var state = calculatePostTransitionState(this, targetRouteName, models);\n      this._hydrateUnsuppliedQueryParams(state, queryParams, _fromRouterService);\n      this._serializeQueryParams(state.handlerInfos, queryParams);\n\n      if (!_fromRouterService) {\n        this._pruneDefaultQueryParamValues(state.handlerInfos, queryParams);\n      }\n    },\n    _getQPMeta: function (handlerInfo) {\n      var route = handlerInfo.handler;\n      return route && (0, _emberMetal.get)(route, '_qp');\n    },\n    _queryParamsFor: function (handlerInfos) {\n      var handlerInfoLength = handlerInfos.length;\n      var leafRouteName = handlerInfos[handlerInfoLength - 1].name;\n      var cached = this._qpCache[leafRouteName];\n      if (cached) {\n        return cached;\n      }\n\n      var shouldCache = true;\n      var qpsByUrlKey = {};\n      var map = {};\n      var qps = [];\n\n      for (var i = 0; i < handlerInfoLength; ++i) {\n        var qpMeta = this._getQPMeta(handlerInfos[i]);\n\n        if (!qpMeta) {\n          shouldCache = false;\n          continue;\n        }\n\n        // Loop over each QP to make sure we don't have any collisions by urlKey\n        for (var _i = 0; _i < qpMeta.qps.length; _i++) {\n          var qp = qpMeta.qps[_i];\n          var urlKey = qp.urlKey;\n          var qpOther = qpsByUrlKey[urlKey];\n\n          if (qpOther && qpOther.controllerName !== qp.controllerName) {\n            var otherQP = qpsByUrlKey[urlKey];\n            (true && !(false) && (0, _emberDebug.assert)('You\\'re not allowed to have more than one controller property map to the same query param key, but both `' + otherQP.scopedPropertyName + '` and `' + qp.scopedPropertyName + '` map to `' + urlKey + '`. You can fix this by mapping one of the controller properties to a different query param key via the `as` config option, e.g. `' + otherQP.prop + ': { as: \\'other-' + otherQP.prop + '\\' }`', false));\n          }\n\n          qpsByUrlKey[urlKey] = qp;\n          qps.push(qp);\n        }\n\n        (0, _emberUtils.assign)(map, qpMeta.map);\n      }\n\n      var finalQPMeta = { qps: qps, map: map };\n\n      if (shouldCache) {\n        this._qpCache[leafRouteName] = finalQPMeta;\n      }\n\n      return finalQPMeta;\n    },\n    _fullyScopeQueryParams: function (leafRouteName, contexts, queryParams) {\n      var state = calculatePostTransitionState(this, leafRouteName, contexts);\n      var handlerInfos = state.handlerInfos;\n\n      for (var i = 0, len = handlerInfos.length; i < len; ++i) {\n        var qpMeta = this._getQPMeta(handlerInfos[i]);\n\n        if (!qpMeta) {\n          continue;\n        }\n\n        for (var j = 0, qpLen = qpMeta.qps.length; j < qpLen; ++j) {\n          var qp = qpMeta.qps[j];\n\n          var presentProp = qp.prop in queryParams && qp.prop || qp.scopedPropertyName in queryParams && qp.scopedPropertyName || qp.urlKey in queryParams && qp.urlKey;\n\n          if (presentProp) {\n            if (presentProp !== qp.scopedPropertyName) {\n              queryParams[qp.scopedPropertyName] = queryParams[presentProp];\n              delete queryParams[presentProp];\n            }\n          }\n        }\n      }\n    },\n    _hydrateUnsuppliedQueryParams: function (state, queryParams, _fromRouterService) {\n      var handlerInfos = state.handlerInfos;\n      var appCache = this._bucketCache;\n\n      for (var i = 0; i < handlerInfos.length; ++i) {\n        var qpMeta = this._getQPMeta(handlerInfos[i]);\n\n        if (!qpMeta) {\n          continue;\n        }\n\n        for (var j = 0, qpLen = qpMeta.qps.length; j < qpLen; ++j) {\n          var qp = qpMeta.qps[j];\n\n          var presentProp = qp.prop in queryParams && qp.prop || qp.scopedPropertyName in queryParams && qp.scopedPropertyName || qp.urlKey in queryParams && qp.urlKey;\n\n          (true && !(function () {\n            if (qp.urlKey === presentProp) {\n              return true;\n            }\n\n            if (_fromRouterService && presentProp !== false) {\n              return false;\n            }\n\n            return true;\n          }()) && (0, _emberDebug.assert)('You passed the `' + presentProp + '` query parameter during a transition into ' + qp.route.routeName + ', please update to ' + qp.urlKey, function () {\n            if (qp.urlKey === presentProp) {\n              return true;\n            }if (_fromRouterService && presentProp !== false) {\n              return false;\n            }return true;\n          }()));\n\n\n          if (presentProp) {\n            if (presentProp !== qp.scopedPropertyName) {\n              queryParams[qp.scopedPropertyName] = queryParams[presentProp];\n              delete queryParams[presentProp];\n            }\n          } else {\n            var cacheKey = (0, _utils.calculateCacheKey)(qp.route.fullRouteName, qp.parts, state.params);\n            queryParams[qp.scopedPropertyName] = appCache.lookup(cacheKey, qp.prop, qp.defaultValue);\n          }\n        }\n      }\n    },\n    _scheduleLoadingEvent: function (transition, originRoute) {\n      this._cancelSlowTransitionTimer();\n      this._slowTransitionTimer = _emberMetal.run.scheduleOnce('routerTransitions', this, '_handleSlowTransition', transition, originRoute);\n    },\n\n\n    currentState: null,\n    targetState: null,\n\n    _handleSlowTransition: function (transition, originRoute) {\n      if (!this._routerMicrolib.activeTransition) {\n        // Don't fire an event if we've since moved on from\n        // the transition that put us in a loading state.\n        return;\n      }\n\n      this.set('targetState', _router_state.default.create({\n        emberRouter: this,\n        routerJs: this._routerMicrolib,\n        routerJsState: this._routerMicrolib.activeTransition.state\n      }));\n\n      transition.trigger(true, 'loading', transition, originRoute);\n    },\n    _cancelSlowTransitionTimer: function () {\n      if (this._slowTransitionTimer) {\n        _emberMetal.run.cancel(this._slowTransitionTimer);\n      }\n      this._slowTransitionTimer = null;\n    },\n    _markErrorAsHandled: function (errorGuid) {\n      this._handledErrors[errorGuid] = true;\n    },\n    _isErrorHandled: function (errorGuid) {\n      return this._handledErrors[errorGuid];\n    },\n    _clearHandledError: function (errorGuid) {\n      delete this._handledErrors[errorGuid];\n    },\n    _getEngineInstance: function (_ref) {\n      var name = _ref.name,\n          instanceId = _ref.instanceId,\n          mountPoint = _ref.mountPoint;\n\n      var engineInstances = this._engineInstances;\n\n      if (!engineInstances[name]) {\n        engineInstances[name] = Object.create(null);\n      }\n\n      var engineInstance = engineInstances[name][instanceId];\n\n      if (!engineInstance) {\n        var owner = (0, _emberUtils.getOwner)(this);\n\n        (true && !(owner.hasRegistration('engine:' + name)) && (0, _emberDebug.assert)('You attempted to mount the engine \\'' + name + '\\' in your router map, but the engine can not be found.', owner.hasRegistration('engine:' + name)));\n\n\n        engineInstance = owner.buildChildEngineInstance(name, {\n          routable: true,\n          mountPoint: mountPoint\n        });\n\n        engineInstance.boot();\n\n        engineInstances[name][instanceId] = engineInstance;\n      }\n\n      return engineInstance;\n    }\n  });\n\n  /*\n    Helper function for iterating over routes in a set of handlerInfos that are\n    at or above the given origin route. Example: if `originRoute` === 'foo.bar'\n    and the handlerInfos given were for 'foo.bar.baz', then the given callback\n    will be invoked with the routes for 'foo.bar', 'foo', and 'application'\n    individually.\n  \n    If the callback returns anything other than `true`, then iteration will stop.\n  \n    @private\n    @param {Route} originRoute\n    @param {Array<HandlerInfo>} handlerInfos\n    @param {Function} callback\n    @return {Void}\n   */\n  function forEachRouteAbove(handlerInfos, callback) {\n\n    for (var i = handlerInfos.length - 1; i >= 0; --i) {\n      var handlerInfo = handlerInfos[i];\n      var route = handlerInfo.handler;\n\n      // handlerInfo.handler being `undefined` generally means either:\n      //\n      // 1. an error occurred during creation of the route in question\n      // 2. the route is across an async boundary (e.g. within an engine)\n      //\n      // In both of these cases, we cannot invoke the callback on that specific\n      // route, because it just doesn't exist...\n      if (route === undefined) {\n        continue;\n      }\n\n      if (callback(route, handlerInfo) !== true) {\n        return;\n      }\n    }\n  }\n\n  // These get invoked when an action bubbles above ApplicationRoute\n  // and are not meant to be overridable.\n  var defaultActionHandlers = {\n    willResolveModel: function (handlerInfos, transition, originRoute) {\n      this._scheduleLoadingEvent(transition, originRoute);\n    },\n    error: function (handlerInfos, error, transition) {\n      var router = this;\n\n      var handlerInfoWithError = handlerInfos[handlerInfos.length - 1];\n\n      forEachRouteAbove(handlerInfos, function (route, handlerInfo) {\n        // We don't check the leaf most handlerInfo since that would\n        // technically be below where we're at in the route hierarchy.\n        if (handlerInfo !== handlerInfoWithError) {\n          // Check for the existence of an 'error' route.\n          var errorRouteName = findRouteStateName(route, 'error');\n          if (errorRouteName) {\n            var _errorId = (0, _emberUtils.guidFor)(error);\n            router._markErrorAsHandled(_errorId);\n            router.intermediateTransitionTo(errorRouteName, error);\n            return false;\n          }\n        }\n\n        // Check for an 'error' substate route\n        var errorSubstateName = findRouteSubstateName(route, 'error');\n        if (errorSubstateName) {\n          var errorId = (0, _emberUtils.guidFor)(error);\n          router._markErrorAsHandled(errorId);\n          router.intermediateTransitionTo(errorSubstateName, error);\n          return false;\n        }\n\n        return true;\n      });\n\n      logError(error, 'Error while processing route: ' + transition.targetName);\n    },\n    loading: function (handlerInfos, transition, originRoute) {\n      var router = this;\n\n      var handlerInfoWithSlowLoading = handlerInfos[handlerInfos.length - 1];\n\n      forEachRouteAbove(handlerInfos, function (route, handlerInfo) {\n        // We don't check the leaf most handlerInfo since that would\n        // technically be below where we're at in the route hierarchy.\n        if (handlerInfo !== handlerInfoWithSlowLoading) {\n          // Check for the existence of a 'loading' route.\n          var loadingRouteName = findRouteStateName(route, 'loading');\n          if (loadingRouteName) {\n            router.intermediateTransitionTo(loadingRouteName);\n            return false;\n          }\n        }\n\n        // Check for loading substate\n        var loadingSubstateName = findRouteSubstateName(route, 'loading');\n        if (loadingSubstateName) {\n          router.intermediateTransitionTo(loadingSubstateName);\n          return false;\n        }\n\n        // Don't bubble above pivot route.\n        return transition.pivotHandler !== route;\n      });\n    }\n  };\n\n  function logError(_error, initialMessage) {\n    var errorArgs = [];\n    var error = void 0;\n    if (_error && typeof _error === 'object' && typeof _error.errorThrown === 'object') {\n      error = _error.errorThrown;\n    } else {\n      error = _error;\n    }\n\n    if (initialMessage) {\n      errorArgs.push(initialMessage);\n    }\n\n    if (error) {\n      if (error.message) {\n        errorArgs.push(error.message);\n      }\n      if (error.stack) {\n        errorArgs.push(error.stack);\n      }\n\n      if (typeof error === 'string') {\n        errorArgs.push(error);\n      }\n    }\n\n    _emberConsole.default.error.apply(this, errorArgs);\n  }\n\n  /**\n    Finds the name of the substate route if it exists for the given route. A\n    substate route is of the form `route_state`, such as `foo_loading`.\n  \n    @private\n    @param {Route} route\n    @param {String} state\n    @return {String}\n  */\n  function findRouteSubstateName(route, state) {\n    var owner = (0, _emberUtils.getOwner)(route);\n    var routeName = route.routeName,\n        fullRouteName = route.fullRouteName,\n        router = route.router;\n\n\n    var substateName = routeName + '_' + state;\n    var substateNameFull = fullRouteName + '_' + state;\n\n    return routeHasBeenDefined(owner, router, substateName, substateNameFull) ? substateNameFull : '';\n  }\n\n  /**\n    Finds the name of the state route if it exists for the given route. A state\n    route is of the form `route.state`, such as `foo.loading`. Properly Handles\n    `application` named routes.\n  \n    @private\n    @param {Route} route\n    @param {String} state\n    @return {String}\n  */\n  function findRouteStateName(route, state) {\n    var owner = (0, _emberUtils.getOwner)(route);\n    var routeName = route.routeName,\n        fullRouteName = route.fullRouteName,\n        router = route.router;\n\n\n    var stateName = routeName === 'application' ? state : routeName + '.' + state;\n    var stateNameFull = fullRouteName === 'application' ? state : fullRouteName + '.' + state;\n\n    return routeHasBeenDefined(owner, router, stateName, stateNameFull) ? stateNameFull : '';\n  }\n\n  /**\n    Determines whether or not a route has been defined by checking that the route\n    is in the Router's map and the owner has a registration for that route.\n  \n    @private\n    @param {Owner} owner\n    @param {Router} router\n    @param {String} localName\n    @param {String} fullName\n    @return {Boolean}\n  */\n  function routeHasBeenDefined(owner, router, localName, fullName) {\n    var routerHasRoute = router.hasRoute(fullName);\n    var ownerHasRoute = owner.hasRegistration('template:' + localName) || owner.hasRegistration('route:' + localName);\n    return routerHasRoute && ownerHasRoute;\n  }\n\n  function triggerEvent(handlerInfos, ignoreFailure, args) {\n    var name = args.shift();\n\n    if (!handlerInfos) {\n      if (ignoreFailure) {\n        return;\n      }\n      throw new _emberDebug.Error('Can\\'t trigger action \\'' + name + '\\' because your app hasn\\'t finished transitioning into its first route. To trigger an action on destination routes during a transition, you can call `.send()` on the `Transition` object passed to the `model/beforeModel/afterModel` hooks.');\n    }\n\n    var eventWasHandled = false;\n    var handlerInfo = void 0,\n        handler = void 0,\n        actionHandler = void 0;\n\n    for (var i = handlerInfos.length - 1; i >= 0; i--) {\n      handlerInfo = handlerInfos[i];\n      handler = handlerInfo.handler;\n      actionHandler = handler && handler.actions && handler.actions[name];\n      if (actionHandler) {\n        if (actionHandler.apply(handler, args) === true) {\n          eventWasHandled = true;\n        } else {\n          // Should only hit here if a non-bubbling error action is triggered on a route.\n          if (name === 'error') {\n            var errorId = (0, _emberUtils.guidFor)(args[0]);\n            handler.router._markErrorAsHandled(errorId);\n          }\n          return;\n        }\n      }\n    }\n\n    var defaultHandler = defaultActionHandlers[name];\n    if (defaultHandler) {\n      defaultHandler.apply(this, [handlerInfos].concat(args));\n      return;\n    }\n\n    if (!eventWasHandled && !ignoreFailure) {\n      throw new _emberDebug.Error('Nothing handled the action \\'' + name + '\\'. If you did handle the action, this error can be caused by returning true from an action handler in a controller, causing the action to bubble.');\n    }\n  }\n\n  function calculatePostTransitionState(emberRouter, leafRouteName, contexts) {\n    var state = emberRouter._routerMicrolib.applyIntent(leafRouteName, contexts);\n    var handlerInfos = state.handlerInfos,\n        params = state.params;\n\n\n    for (var i = 0; i < handlerInfos.length; ++i) {\n      var handlerInfo = handlerInfos[i];\n\n      // If the handlerInfo is not resolved, we serialize the context into params\n      if (!handlerInfo.isResolved) {\n        params[handlerInfo.name] = handlerInfo.serialize(handlerInfo.context);\n      } else {\n        params[handlerInfo.name] = handlerInfo.params;\n      }\n    }\n    return state;\n  }\n\n  function updatePaths(router) {\n    var infos = router._routerMicrolib.currentHandlerInfos;\n    if (infos.length === 0) {\n      return;\n    }\n\n    var path = EmberRouter._routePath(infos);\n    var currentRouteName = infos[infos.length - 1].name;\n    var currentURL = router.get('location').getURL();\n\n    (0, _emberMetal.set)(router, 'currentPath', path);\n    (0, _emberMetal.set)(router, 'currentRouteName', currentRouteName);\n    (0, _emberMetal.set)(router, 'currentURL', currentURL);\n\n    var appController = (0, _emberUtils.getOwner)(router).lookup('controller:application');\n\n    if (!appController) {\n      // appController might not exist when top-level loading/error\n      // substates have been entered since ApplicationRoute hasn't\n      // actually been entered at that point.\n      return;\n    }\n\n    if (!('currentPath' in appController)) {\n      (0, _emberMetal.defineProperty)(appController, 'currentPath');\n    }\n\n    (0, _emberMetal.set)(appController, 'currentPath', path);\n\n    if (!('currentRouteName' in appController)) {\n      (0, _emberMetal.defineProperty)(appController, 'currentRouteName');\n    }\n\n    (0, _emberMetal.set)(appController, 'currentRouteName', currentRouteName);\n  }\n\n  EmberRouter.reopenClass({\n    map: function (callback) {\n      if (!this.dslCallbacks) {\n        this.dslCallbacks = [];\n        this.reopenClass({ dslCallbacks: this.dslCallbacks });\n      }\n\n      this.dslCallbacks.push(callback);\n\n      return this;\n    },\n    _routePath: function (handlerInfos) {\n      var path = [];\n\n      // We have to handle coalescing resource names that\n      // are prefixed with their parent's names, e.g.\n      // ['foo', 'foo.bar.baz'] => 'foo.bar.baz', not 'foo.foo.bar.baz'\n\n      function intersectionMatches(a1, a2) {\n        for (var i = 0; i < a1.length; ++i) {\n          if (a1[i] !== a2[i]) {\n            return false;\n          }\n        }\n        return true;\n      }\n\n      var name = void 0,\n          nameParts = void 0,\n          oldNameParts = void 0;\n      for (var i = 1; i < handlerInfos.length; i++) {\n        name = handlerInfos[i].name;\n        nameParts = name.split('.');\n        oldNameParts = slice.call(path);\n\n        while (oldNameParts.length) {\n          if (intersectionMatches(oldNameParts, nameParts)) {\n            break;\n          }\n          oldNameParts.shift();\n        }\n\n        path.push.apply(path, nameParts.slice(oldNameParts.length));\n      }\n\n      return path.join('.');\n    }\n  });\n\n  function didBeginTransition(transition, router) {\n    var routerState = _router_state.default.create({\n      emberRouter: router,\n      routerJs: router._routerMicrolib,\n      routerJsState: transition.state\n    });\n\n    if (!router.currentState) {\n      router.set('currentState', routerState);\n    }\n    router.set('targetState', routerState);\n\n    transition.promise = transition.catch(function (error) {\n      var errorId = (0, _emberUtils.guidFor)(error);\n\n      if (router._isErrorHandled(errorId)) {\n        router._clearHandledError(errorId);\n      } else {\n        throw error;\n      }\n    });\n  }\n\n  function forEachQueryParam(router, handlerInfos, queryParams, callback) {\n    var qpCache = router._queryParamsFor(handlerInfos);\n\n    for (var key in queryParams) {\n      if (!queryParams.hasOwnProperty(key)) {\n        continue;\n      }\n      var value = queryParams[key];\n      var qp = qpCache.map[key];\n\n      callback(key, value, qp);\n    }\n  }\n\n  function findLiveRoute(liveRoutes, name) {\n    if (!liveRoutes) {\n      return;\n    }\n    var stack = [liveRoutes];\n    while (stack.length > 0) {\n      var test = stack.shift();\n      if (test.render.name === name) {\n        return test;\n      }\n      var outlets = test.outlets;\n      for (var outletName in outlets) {\n        stack.push(outlets[outletName]);\n      }\n    }\n  }\n\n  function appendLiveRoute(liveRoutes, defaultParentState, renderOptions) {\n    var target = void 0;\n    var myState = {\n      render: renderOptions,\n      outlets: Object.create(null),\n      wasUsed: false\n    };\n    if (renderOptions.into) {\n      target = findLiveRoute(liveRoutes, renderOptions.into);\n    } else {\n      target = defaultParentState;\n    }\n    if (target) {\n      (0, _emberMetal.set)(target.outlets, renderOptions.outlet, myState);\n    } else {\n      if (renderOptions.into) {\n        (true && !(false) && (0, _emberDebug.deprecate)('Rendering into a {{render}} helper that resolves to an {{outlet}} is deprecated.', false, {\n          id: 'ember-routing.top-level-render-helper',\n          until: '3.0.0',\n          url: 'https://emberjs.com/deprecations/v2.x/#toc_rendering-into-a-render-helper-that-resolves-to-an-outlet'\n        }));\n\n\n        // Megahax time. Post-3.0-breaking-changes, we will just assert\n        // right here that the user tried to target a nonexistent\n        // thing. But for now we still need to support the `render`\n        // helper, and people are allowed to target templates rendered\n        // by the render helper. So instead we defer doing anyting with\n        // these orphan renders until afterRender.\n        appendOrphan(liveRoutes, renderOptions.into, myState);\n      } else {\n        liveRoutes = myState;\n      }\n    }\n    return {\n      liveRoutes: liveRoutes,\n      ownState: myState\n    };\n  }\n\n  function appendOrphan(liveRoutes, into, myState) {\n    if (!liveRoutes.outlets.__ember_orphans__) {\n      liveRoutes.outlets.__ember_orphans__ = {\n        render: {\n          name: '__ember_orphans__'\n        },\n        outlets: Object.create(null)\n      };\n    }\n    liveRoutes.outlets.__ember_orphans__.outlets[into] = myState;\n    _emberMetal.run.schedule('afterRender', function () {\n      (true && !(liveRoutes.outlets.__ember_orphans__.outlets[into].wasUsed) && (0, _emberDebug.assert)('You attempted to render into \\'' + into + '\\' but it was not found', liveRoutes.outlets.__ember_orphans__.outlets[into].wasUsed));\n    });\n  }\n\n  function representEmptyRoute(liveRoutes, defaultParentState, route) {\n    // the route didn't render anything\n    var alreadyAppended = findLiveRoute(liveRoutes, route.routeName);\n    if (alreadyAppended) {\n      // But some other route has already rendered our default\n      // template, so that becomes the default target for any\n      // children we may have.\n      return alreadyAppended;\n    } else {\n      // Create an entry to represent our default template name,\n      // just so other routes can target it and inherit its place\n      // in the outlet hierarchy.\n      defaultParentState.outlets.main = {\n        render: {\n          name: route.routeName,\n          outlet: 'main'\n        },\n        outlets: {}\n      };\n      return defaultParentState;\n    }\n  }\n\n  exports.default = EmberRouter;\n});","enifed('ember-routing/system/router_state', ['exports', 'ember-utils', 'ember-routing/utils', 'ember-runtime'], function (exports, _emberUtils, _utils, _emberRuntime) {\n  'use strict';\n\n  exports.default = _emberRuntime.Object.extend({\n    emberRouter: null,\n    routerJs: null,\n    routerJsState: null,\n\n    isActiveIntent: function (routeName, models, queryParams, queryParamsMustMatch) {\n      var state = this.routerJsState;\n      if (!this.routerJs.isActiveIntent(routeName, models, null, state)) {\n        return false;\n      }\n\n      if (queryParamsMustMatch && Object.keys(queryParams).length > 0) {\n        var visibleQueryParams = (0, _emberUtils.assign)({}, queryParams);\n\n        this.emberRouter._prepareQueryParams(routeName, models, visibleQueryParams);\n        return (0, _utils.shallowEqual)(visibleQueryParams, state.queryParams);\n      }\n\n      return true;\n    }\n  });\n});","enifed('ember-routing/utils', ['exports', 'ember-utils', 'ember-metal', 'ember-debug'], function (exports, _emberUtils, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.extractRouteArgs = extractRouteArgs;\n  exports.getActiveTargetName = getActiveTargetName;\n  exports.stashParamNames = stashParamNames;\n  exports.calculateCacheKey = calculateCacheKey;\n  exports.normalizeControllerQueryParams = normalizeControllerQueryParams;\n  exports.resemblesURL = resemblesURL;\n  exports.prefixRouteNameArg = prefixRouteNameArg;\n  exports.shallowEqual = shallowEqual;\n\n\n  var ALL_PERIODS_REGEX = /\\./g;\n\n  function extractRouteArgs(args) {\n    args = args.slice();\n    var possibleQueryParams = args[args.length - 1];\n\n    var queryParams = void 0;\n    if (possibleQueryParams && possibleQueryParams.hasOwnProperty('queryParams')) {\n      queryParams = args.pop().queryParams;\n    } else {\n      queryParams = {};\n    }\n\n    var routeName = args.shift();\n\n    return { routeName: routeName, models: args, queryParams: queryParams };\n  }\n\n  function getActiveTargetName(router) {\n    var handlerInfos = router.activeTransition ? router.activeTransition.state.handlerInfos : router.state.handlerInfos;\n    return handlerInfos[handlerInfos.length - 1].name;\n  }\n\n  function stashParamNames(router, handlerInfos) {\n    if (handlerInfos._namesStashed) {\n      return;\n    }\n\n    // This helper exists because router.js/route-recognizer.js awkwardly\n    // keeps separate a handlerInfo's list of parameter names depending\n    // on whether a URL transition or named transition is happening.\n    // Hopefully we can remove this in the future.\n    var targetRouteName = handlerInfos[handlerInfos.length - 1].name;\n    var recogHandlers = router._routerMicrolib.recognizer.handlersFor(targetRouteName);\n    var dynamicParent = null;\n\n    for (var i = 0; i < handlerInfos.length; ++i) {\n      var handlerInfo = handlerInfos[i];\n      var names = recogHandlers[i].names;\n\n      if (names.length) {\n        dynamicParent = handlerInfo;\n      }\n\n      handlerInfo._names = names;\n\n      var route = handlerInfo.handler;\n      route._stashNames(handlerInfo, dynamicParent);\n    }\n\n    handlerInfos._namesStashed = true;\n  }\n\n  function _calculateCacheValuePrefix(prefix, part) {\n    // calculates the dot separated sections from prefix that are also\n    // at the start of part - which gives us the route name\n\n    // given : prefix = site.article.comments, part = site.article.id\n    //      - returns: site.article (use get(values[site.article], 'id') to get the dynamic part - used below)\n\n    // given : prefix = site.article, part = site.article.id\n    //      - returns: site.article. (use get(values[site.article], 'id') to get the dynamic part - used below)\n\n    var prefixParts = prefix.split('.');\n    var currPrefix = '';\n\n    for (var i = 0; i < prefixParts.length; i++) {\n      var currPart = prefixParts.slice(0, i + 1).join('.');\n      if (part.indexOf(currPart) !== 0) {\n        break;\n      }\n      currPrefix = currPart;\n    }\n\n    return currPrefix;\n  }\n\n  /*\n    Stolen from Controller\n  */\n  function calculateCacheKey(prefix) {\n    var parts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];\n    var values = arguments[2];\n\n    var suffixes = '';\n    for (var i = 0; i < parts.length; ++i) {\n      var part = parts[i];\n      var cacheValuePrefix = _calculateCacheValuePrefix(prefix, part);\n      var value = void 0;\n      if (values) {\n        if (cacheValuePrefix && cacheValuePrefix in values) {\n          var partRemovedPrefix = part.indexOf(cacheValuePrefix) === 0 ? part.substr(cacheValuePrefix.length + 1) : part;\n          value = (0, _emberMetal.get)(values[cacheValuePrefix], partRemovedPrefix);\n        } else {\n          value = (0, _emberMetal.get)(values, part);\n        }\n      }\n      suffixes += '::' + part + ':' + value;\n    }\n    return prefix + suffixes.replace(ALL_PERIODS_REGEX, '-');\n  }\n\n  /*\n    Controller-defined query parameters can come in three shapes:\n  \n    Array\n      queryParams: ['foo', 'bar']\n    Array of simple objects where value is an alias\n      queryParams: [\n        {\n          'foo': 'rename_foo_to_this'\n        },\n        {\n          'bar': 'call_bar_this_instead'\n        }\n      ]\n    Array of fully defined objects\n      queryParams: [\n        {\n          'foo': {\n            as: 'rename_foo_to_this'\n          },\n        }\n        {\n          'bar': {\n            as: 'call_bar_this_instead',\n            scope: 'controller'\n          }\n        }\n      ]\n  \n    This helper normalizes all three possible styles into the\n    'Array of fully defined objects' style.\n  */\n  function normalizeControllerQueryParams(queryParams) {\n    var qpMap = {};\n\n    for (var i = 0; i < queryParams.length; ++i) {\n      accumulateQueryParamDescriptors(queryParams[i], qpMap);\n    }\n\n    return qpMap;\n  }\n\n  function accumulateQueryParamDescriptors(_desc, accum) {\n    var desc = _desc;\n    var tmp = void 0;\n    if (typeof desc === 'string') {\n      tmp = {};\n      tmp[desc] = { as: null };\n      desc = tmp;\n    }\n\n    for (var key in desc) {\n      if (!desc.hasOwnProperty(key)) {\n        return;\n      }\n\n      var singleDesc = desc[key];\n      if (typeof singleDesc === 'string') {\n        singleDesc = { as: singleDesc };\n      }\n\n      tmp = accum[key] || { as: null, scope: 'model' };\n      (0, _emberUtils.assign)(tmp, singleDesc);\n\n      accum[key] = tmp;\n    }\n  }\n\n  /*\n    Check if a routeName resembles a url instead\n  \n    @private\n  */\n  function resemblesURL(str) {\n    return typeof str === 'string' && (str === '' || str[0] === '/');\n  }\n\n  /*\n    Returns an arguments array where the route name arg is prefixed based on the mount point\n  \n    @private\n  */\n  function prefixRouteNameArg(route, args) {\n    var routeName = args[0];\n    var owner = (0, _emberUtils.getOwner)(route);\n    var prefix = owner.mountPoint;\n\n    // only alter the routeName if it's actually referencing a route.\n    if (owner.routable && typeof routeName === 'string') {\n      if (resemblesURL(routeName)) {\n        throw new _emberDebug.Error('Programmatic transitions by URL cannot be used within an Engine. Please use the route name instead.');\n      } else {\n        routeName = prefix + '.' + routeName;\n        args[0] = routeName;\n      }\n    }\n\n    return args;\n  }\n\n  function shallowEqual(a, b) {\n    var k = void 0;\n    var aCount = 0;\n    var bCount = 0;\n    for (k in a) {\n      if (a.hasOwnProperty(k)) {\n        if (a[k] !== b[k]) {\n          return false;\n        }\n        aCount++;\n      }\n    }\n\n    for (k in b) {\n      if (b.hasOwnProperty(k)) {\n        bCount++;\n      }\n    }\n\n    return aCount === bCount;\n  }\n});","enifed('ember-runtime/compare', ['exports', 'ember-runtime/utils', 'ember-runtime/mixins/comparable'], function (exports, _utils, _comparable) {\n  'use strict';\n\n  exports.default = compare;\n\n\n  var TYPE_ORDER = {\n    'undefined': 0,\n    'null': 1,\n    'boolean': 2,\n    'number': 3,\n    'string': 4,\n    'array': 5,\n    'object': 6,\n    'instance': 7,\n    'function': 8,\n    'class': 9,\n    'date': 10\n  };\n\n  //\n  // the spaceship operator\n  //\n  //                      `. ___\n  //                     __,' __`.                _..----....____\n  //         __...--.'``;.   ,.   ;``--..__     .'    ,-._    _.-'\n  //   _..-''-------'   `'   `'   `'     O ``-''._   (,;') _,'\n  // ,'________________                          \\`-._`-','\n  //  `._              ```````````------...___   '-.._'-:\n  //     ```--.._      ,.                     ````--...__\\-.\n  //             `.--. `-` \"INFINITY IS LESS     ____    |  |`\n  //               `. `.   THAN BEYOND\"        ,'`````.  ;  ;`\n  //                 `._`.        __________   `.      \\'__/`\n  //                    `-:._____/______/___/____`.     \\  `\n  //                                |       `._    `.    \\\n  //                                `._________`-.   `.   `.___\n  //                                              SSt  `------'`\n  function spaceship(a, b) {\n    var diff = a - b;\n    return (diff > 0) - (diff < 0);\n  }\n\n  /**\n   Compares two javascript values and returns:\n  \n    - -1 if the first is smaller than the second,\n    - 0 if both are equal,\n    - 1 if the first is greater than the second.\n  \n    ```javascript\n    Ember.compare('hello', 'hello');  // 0\n    Ember.compare('abc', 'dfg');      // -1\n    Ember.compare(2, 1);              // 1\n    ```\n  \n   If the types of the two objects are different precedence occurs in the\n   following order, with types earlier in the list considered `<` types\n   later in the list:\n  \n    - undefined\n    - null\n    - boolean\n    - number\n    - string\n    - array\n    - object\n    - instance\n    - function\n    - class\n    - date\n  \n    ```javascript\n    Ember.compare('hello', 50);       // 1\n    Ember.compare(50, 'hello');       // -1\n    ```\n  \n   @method compare\n   @for Ember\n   @param {Object} v First value to compare\n   @param {Object} w Second value to compare\n   @return {Number} -1 if v < w, 0 if v = w and 1 if v > w.\n   @public\n  */\n  function compare(v, w) {\n    if (v === w) {\n      return 0;\n    }\n\n    var type1 = (0, _utils.typeOf)(v);\n    var type2 = (0, _utils.typeOf)(w);\n\n    if (_comparable.default) {\n      if (type1 === 'instance' && _comparable.default.detect(v) && v.constructor.compare) {\n        return v.constructor.compare(v, w);\n      }\n\n      if (type2 === 'instance' && _comparable.default.detect(w) && w.constructor.compare) {\n        return w.constructor.compare(w, v) * -1;\n      }\n    }\n\n    var res = spaceship(TYPE_ORDER[type1], TYPE_ORDER[type2]);\n\n    if (res !== 0) {\n      return res;\n    }\n\n    // types are equal - so we have to check values now\n    switch (type1) {\n      case 'boolean':\n      case 'number':\n        return spaceship(v, w);\n\n      case 'string':\n        return spaceship(v.localeCompare(w), 0);\n\n      case 'array':\n        {\n          var vLen = v.length;\n          var wLen = w.length;\n          var len = Math.min(vLen, wLen);\n\n          for (var i = 0; i < len; i++) {\n            var r = compare(v[i], w[i]);\n            if (r !== 0) {\n              return r;\n            }\n          }\n\n          // all elements are equal now\n          // shorter array should be ordered first\n          return spaceship(vLen, wLen);\n        }\n      case 'instance':\n        if (_comparable.default && _comparable.default.detect(v)) {\n          return v.compare(v, w);\n        }\n        return 0;\n\n      case 'date':\n        return spaceship(v.getTime(), w.getTime());\n\n      default:\n        return 0;\n    }\n  }\n});","enifed('ember-runtime/computed/computed_macros', ['exports', 'ember-metal', 'ember-debug'], function (exports, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.or = exports.and = undefined;\n  exports.empty = empty;\n  exports.notEmpty = notEmpty;\n  exports.none = none;\n  exports.not = not;\n  exports.bool = bool;\n  exports.match = match;\n  exports.equal = equal;\n  exports.gt = gt;\n  exports.gte = gte;\n  exports.lt = lt;\n  exports.lte = lte;\n  exports.oneWay = oneWay;\n  exports.readOnly = readOnly;\n  exports.deprecatingAlias = deprecatingAlias;\n\n\n  /**\n  @module @ember/object\n  */\n\n  function expandPropertiesToArray(predicateName, properties) {\n    var expandedProperties = [];\n\n    function extractProperty(entry) {\n      expandedProperties.push(entry);\n    }\n\n    for (var i = 0; i < properties.length; i++) {\n      var property = properties[i];\n      (true && !(property.indexOf(' ') < 0) && (0, _emberDebug.assert)('Dependent keys passed to Ember.computed.' + predicateName + '() can\\'t have spaces.', property.indexOf(' ') < 0));\n\n\n      (0, _emberMetal.expandProperties)(property, extractProperty);\n    }\n\n    return expandedProperties;\n  }\n\n  function generateComputedWithPredicate(name, predicate) {\n    return function () {\n      for (var _len = arguments.length, properties = Array(_len), _key = 0; _key < _len; _key++) {\n        properties[_key] = arguments[_key];\n      }\n\n      var dependentKeys = expandPropertiesToArray(name, properties);\n\n      var computedFunc = new _emberMetal.ComputedProperty(function () {\n        var lastIdx = dependentKeys.length - 1;\n\n        for (var i = 0; i < lastIdx; i++) {\n          var value = (0, _emberMetal.get)(this, dependentKeys[i]);\n          if (!predicate(value)) {\n            return value;\n          }\n        }\n\n        return (0, _emberMetal.get)(this, dependentKeys[lastIdx]);\n      }, { dependentKeys: dependentKeys });\n\n      return computedFunc;\n    };\n  }\n\n  /**\n    A computed property that returns true if the value of the dependent\n    property is null, an empty string, empty array, or empty function.\n  \n    Example\n  \n    ```javascript\n    let ToDoList = Ember.Object.extend({\n      isDone: Ember.computed.empty('todos')\n    });\n  \n    let todoList = ToDoList.create({\n      todos: ['Unit Test', 'Documentation', 'Release']\n    });\n  \n    todoList.get('isDone'); // false\n    todoList.get('todos').clear();\n    todoList.get('isDone'); // true\n    ```\n  \n    @since 1.6.0\n    @method empty\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which returns true if\n    the value of the dependent property is null, an empty string, empty array,\n    or empty function and false if the underlying value is not empty.\n  \n    @public\n  */\n  function empty(dependentKey) {\n    return (0, _emberMetal.computed)(dependentKey + '.length', function () {\n      return (0, _emberMetal.isEmpty)((0, _emberMetal.get)(this, dependentKey));\n    });\n  }\n\n  /**\n    A computed property that returns true if the value of the dependent\n    property is NOT null, an empty string, empty array, or empty function.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      hasStuff: Ember.computed.notEmpty('backpack')\n    });\n  \n    let hamster = Hamster.create({ backpack: ['Food', 'Sleeping Bag', 'Tent'] });\n  \n    hamster.get('hasStuff');         // true\n    hamster.get('backpack').clear(); // []\n    hamster.get('hasStuff');         // false\n    ```\n  \n    @method notEmpty\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which returns true if\n    original value for property is not empty.\n    @public\n  */\n  function notEmpty(dependentKey) {\n    return (0, _emberMetal.computed)(dependentKey + '.length', function () {\n      return !(0, _emberMetal.isEmpty)((0, _emberMetal.get)(this, dependentKey));\n    });\n  }\n\n  /**\n    A computed property that returns true if the value of the dependent\n    property is null or undefined. This avoids errors from JSLint complaining\n    about use of ==, which can be technically confusing.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      isHungry: Ember.computed.none('food')\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.get('isHungry'); // true\n    hamster.set('food', 'Banana');\n    hamster.get('isHungry'); // false\n    hamster.set('food', null);\n    hamster.get('isHungry'); // true\n    ```\n  \n    @method none\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which\n    returns true if original value for property is null or undefined.\n    @public\n  */\n  function none(dependentKey) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      return (0, _emberMetal.isNone)((0, _emberMetal.get)(this, dependentKey));\n    });\n  }\n\n  /**\n    A computed property that returns the inverse boolean value\n    of the original value for the dependent property.\n  \n    Example\n  \n    ```javascript\n    let User = Ember.Object.extend({\n      isAnonymous: Ember.computed.not('loggedIn')\n    });\n  \n    let user = User.create({loggedIn: false});\n  \n    user.get('isAnonymous'); // true\n    user.set('loggedIn', true);\n    user.get('isAnonymous'); // false\n    ```\n  \n    @method not\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which returns\n    inverse of the original value for property\n    @public\n  */\n  function not(dependentKey) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      return !(0, _emberMetal.get)(this, dependentKey);\n    });\n  }\n\n  /**\n    A computed property that converts the provided dependent property\n    into a boolean value.\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      hasBananas: Ember.computed.bool('numBananas')\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.get('hasBananas'); // false\n    hamster.set('numBananas', 0);\n    hamster.get('hasBananas'); // false\n    hamster.set('numBananas', 1);\n    hamster.get('hasBananas'); // true\n    hamster.set('numBananas', null);\n    hamster.get('hasBananas'); // false\n    ```\n  \n    @method bool\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which converts\n    to boolean the original value for property\n    @public\n  */\n  function bool(dependentKey) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      return !!(0, _emberMetal.get)(this, dependentKey);\n    });\n  }\n\n  /**\n    A computed property which matches the original value for the\n    dependent property against a given RegExp, returning `true`\n    if the value matches the RegExp and `false` if it does not.\n  \n    Example\n  \n    ```javascript\n    let User = Ember.Object.extend({\n      hasValidEmail: Ember.computed.match('email', /^.+@.+\\..+$/)\n    });\n  \n    let user = User.create({loggedIn: false});\n  \n    user.get('hasValidEmail'); // false\n    user.set('email', '');\n    user.get('hasValidEmail'); // false\n    user.set('email', 'ember_hamster@example.com');\n    user.get('hasValidEmail'); // true\n    ```\n  \n    @method match\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @param {RegExp} regexp\n    @return {ComputedProperty} computed property which match\n    the original value for property against a given RegExp\n    @public\n  */\n  function match(dependentKey, regexp) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      var value = (0, _emberMetal.get)(this, dependentKey);\n      return regexp.test(value);\n    });\n  }\n\n  /**\n    A computed property that returns true if the provided dependent property\n    is equal to the given value.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      satisfied: Ember.computed.equal('percentCarrotsEaten', 100)\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.get('satisfied'); // false\n    hamster.set('percentCarrotsEaten', 100);\n    hamster.get('satisfied'); // true\n    hamster.set('percentCarrotsEaten', 50);\n    hamster.get('satisfied'); // false\n    ```\n  \n    @method equal\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @param {String|Number|Object} value\n    @return {ComputedProperty} computed property which returns true if\n    the original value for property is equal to the given value.\n    @public\n  */\n  function equal(dependentKey, value) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      return (0, _emberMetal.get)(this, dependentKey) === value;\n    });\n  }\n\n  /**\n    A computed property that returns true if the provided dependent property\n    is greater than the provided value.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      hasTooManyBananas: Ember.computed.gt('numBananas', 10)\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.get('hasTooManyBananas'); // false\n    hamster.set('numBananas', 3);\n    hamster.get('hasTooManyBananas'); // false\n    hamster.set('numBananas', 11);\n    hamster.get('hasTooManyBananas'); // true\n    ```\n  \n    @method gt\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @param {Number} value\n    @return {ComputedProperty} computed property which returns true if\n    the original value for property is greater than given value.\n    @public\n  */\n  function gt(dependentKey, value) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      return (0, _emberMetal.get)(this, dependentKey) > value;\n    });\n  }\n\n  /**\n    A computed property that returns true if the provided dependent property\n    is greater than or equal to the provided value.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      hasTooManyBananas: Ember.computed.gte('numBananas', 10)\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.get('hasTooManyBananas'); // false\n    hamster.set('numBananas', 3);\n    hamster.get('hasTooManyBananas'); // false\n    hamster.set('numBananas', 10);\n    hamster.get('hasTooManyBananas'); // true\n    ```\n  \n    @method gte\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @param {Number} value\n    @return {ComputedProperty} computed property which returns true if\n    the original value for property is greater or equal then given value.\n    @public\n  */\n  function gte(dependentKey, value) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      return (0, _emberMetal.get)(this, dependentKey) >= value;\n    });\n  }\n\n  /**\n    A computed property that returns true if the provided dependent property\n    is less than the provided value.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      needsMoreBananas: Ember.computed.lt('numBananas', 3)\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.get('needsMoreBananas'); // true\n    hamster.set('numBananas', 3);\n    hamster.get('needsMoreBananas'); // false\n    hamster.set('numBananas', 2);\n    hamster.get('needsMoreBananas'); // true\n    ```\n  \n    @method lt\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @param {Number} value\n    @return {ComputedProperty} computed property which returns true if\n    the original value for property is less then given value.\n    @public\n  */\n  function lt(dependentKey, value) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      return (0, _emberMetal.get)(this, dependentKey) < value;\n    });\n  }\n\n  /**\n    A computed property that returns true if the provided dependent property\n    is less than or equal to the provided value.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      needsMoreBananas: Ember.computed.lte('numBananas', 3)\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.get('needsMoreBananas'); // true\n    hamster.set('numBananas', 5);\n    hamster.get('needsMoreBananas'); // false\n    hamster.set('numBananas', 3);\n    hamster.get('needsMoreBananas'); // true\n    ```\n  \n    @method lte\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @param {Number} value\n    @return {ComputedProperty} computed property which returns true if\n    the original value for property is less or equal than given value.\n    @public\n  */\n  function lte(dependentKey, value) {\n    return (0, _emberMetal.computed)(dependentKey, function () {\n      return (0, _emberMetal.get)(this, dependentKey) <= value;\n    });\n  }\n\n  /**\n    A computed property that performs a logical `and` on the\n    original values for the provided dependent properties.\n  \n    You may pass in more than two properties and even use\n    property brace expansion.  The computed property will\n    return the first falsy value or last truthy value\n    just like JavaScript's `&&` operator.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      readyForCamp: Ember.computed.and('hasTent', 'hasBackpack'),\n      readyForHike: Ember.computed.and('hasWalkingStick', 'hasBackpack')\n    });\n  \n    let tomster = Hamster.create();\n  \n    tomster.get('readyForCamp'); // false\n    tomster.set('hasTent', true);\n    tomster.get('readyForCamp'); // false\n    tomster.set('hasBackpack', true);\n    tomster.get('readyForCamp'); // true\n    tomster.set('hasBackpack', 'Yes');\n    tomster.get('readyForCamp'); // 'Yes'\n    tomster.set('hasWalkingStick', null);\n    tomster.get('readyForHike'); // null\n    ```\n  \n    @method and\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey*\n    @return {ComputedProperty} computed property which performs\n    a logical `and` on the values of all the original values for properties.\n    @public\n  */\n  var and = exports.and = generateComputedWithPredicate('and', function (value) {\n    return value;\n  });\n\n  /**\n    A computed property which performs a logical `or` on the\n    original values for the provided dependent properties.\n  \n    You may pass in more than two properties and even use\n    property brace expansion.  The computed property will\n    return the first truthy value or last falsy value just\n    like JavaScript's `||` operator.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      readyForRain: Ember.computed.or('hasJacket', 'hasUmbrella'),\n      readyForBeach: Ember.computed.or('{hasSunscreen,hasUmbrella}')\n    });\n  \n    let tomster = Hamster.create();\n  \n    tomster.get('readyForRain'); // undefined\n    tomster.set('hasUmbrella', true);\n    tomster.get('readyForRain'); // true\n    tomster.set('hasJacket', 'Yes');\n    tomster.get('readyForRain'); // 'Yes'\n    tomster.set('hasSunscreen', 'Check');\n    tomster.get('readyForBeach'); // 'Check'\n    ```\n  \n    @method or\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey*\n    @return {ComputedProperty} computed property which performs\n    a logical `or` on the values of all the original values for properties.\n    @public\n  */\n  var or = exports.or = generateComputedWithPredicate('or', function (value) {\n    return !value;\n  });\n\n  /**\n    Creates a new property that is an alias for another property\n    on an object. Calls to `get` or `set` this property behave as\n    though they were called on the original property.\n  \n    ```javascript\n    let Person = Ember.Object.extend({\n      name: 'Alex Matchneer',\n      nomen: Ember.computed.alias('name')\n    });\n  \n    let alex = Person.create();\n  \n    alex.get('nomen'); // 'Alex Matchneer'\n    alex.get('name');  // 'Alex Matchneer'\n  \n    alex.set('nomen', '@machty');\n    alex.get('name');  // '@machty'\n    ```\n  \n    @method alias\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which creates an\n    alias to the original value for property.\n    @public\n  */\n\n  /**\n    Where `computed.alias` aliases `get` and `set`, and allows for bidirectional\n    data flow, `computed.oneWay` only provides an aliased `get`. The `set` will\n    not mutate the upstream property, rather causes the current property to\n    become the value set. This causes the downstream property to permanently\n    diverge from the upstream property.\n  \n    Example\n  \n    ```javascript\n    let User = Ember.Object.extend({\n      firstName: null,\n      lastName: null,\n      nickName: Ember.computed.oneWay('firstName')\n    });\n  \n    let teddy = User.create({\n      firstName: 'Teddy',\n      lastName: 'Zeenny'\n    });\n  \n    teddy.get('nickName');              // 'Teddy'\n    teddy.set('nickName', 'TeddyBear'); // 'TeddyBear'\n    teddy.get('firstName');             // 'Teddy'\n    ```\n  \n    @method oneWay\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which creates a\n    one way computed property to the original value for property.\n    @public\n  */\n  function oneWay(dependentKey) {\n    return (0, _emberMetal.alias)(dependentKey).oneWay();\n  }\n\n  /**\n    This is a more semantically meaningful alias of `computed.oneWay`,\n    whose name is somewhat ambiguous as to which direction the data flows.\n  \n    @method reads\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which creates a\n      one way computed property to the original value for property.\n    @public\n   */\n\n  /**\n    Where `computed.oneWay` provides oneWay bindings, `computed.readOnly` provides\n    a readOnly one way binding. Very often when using `computed.oneWay` one does\n    not also want changes to propagate back up, as they will replace the value.\n  \n    This prevents the reverse flow, and also throws an exception when it occurs.\n  \n    Example\n  \n    ```javascript\n    let User = Ember.Object.extend({\n      firstName: null,\n      lastName: null,\n      nickName: Ember.computed.readOnly('firstName')\n    });\n  \n    let teddy = User.create({\n      firstName: 'Teddy',\n      lastName:  'Zeenny'\n    });\n  \n    teddy.get('nickName');              // 'Teddy'\n    teddy.set('nickName', 'TeddyBear'); // throws Exception\n    // throw new Ember.Error('Cannot Set: nickName on: <User:ember27288>' );`\n    teddy.get('firstName');             // 'Teddy'\n    ```\n  \n    @method readOnly\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @return {ComputedProperty} computed property which creates a\n    one way computed property to the original value for property.\n    @since 1.5.0\n    @public\n  */\n  function readOnly(dependentKey) {\n    return (0, _emberMetal.alias)(dependentKey).readOnly();\n  }\n\n  /**\n    Creates a new property that is an alias for another property\n    on an object. Calls to `get` or `set` this property behave as\n    though they were called on the original property, but also\n    print a deprecation warning.\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      bananaCount: Ember.computed.deprecatingAlias('cavendishCount', {\n        id: 'hamster.deprecate-banana',\n        until: '3.0.0'\n      })\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.set('bananaCount', 5); // Prints a deprecation warning.\n    hamster.get('cavendishCount'); // 5\n    ```\n  \n    @method deprecatingAlias\n    @static\n    @for @ember/object/computed\n    @param {String} dependentKey\n    @param {Object} options Options for `Ember.deprecate`.\n    @return {ComputedProperty} computed property which creates an\n    alias with a deprecation to the original value for property.\n    @since 1.7.0\n    @public\n  */\n  function deprecatingAlias(dependentKey, options) {\n    return (0, _emberMetal.computed)(dependentKey, {\n      get: function (key) {\n        (true && !(false) && (0, _emberDebug.deprecate)('Usage of `' + key + '` is deprecated, use `' + dependentKey + '` instead.', false, options));\n\n        return (0, _emberMetal.get)(this, dependentKey);\n      },\n      set: function (key, value) {\n        (true && !(false) && (0, _emberDebug.deprecate)('Usage of `' + key + '` is deprecated, use `' + dependentKey + '` instead.', false, options));\n\n        (0, _emberMetal.set)(this, dependentKey, value);\n        return value;\n      }\n    });\n  }\n});","enifed('ember-runtime/computed/reduce_computed_macros', ['exports', 'ember-utils', 'ember-debug', 'ember-metal', 'ember-runtime/compare', 'ember-runtime/utils', 'ember-runtime/system/native_array'], function (exports, _emberUtils, _emberDebug, _emberMetal, _compare, _utils, _native_array) {\n  'use strict';\n\n  exports.union = undefined;\n  exports.sum = sum;\n  exports.max = max;\n  exports.min = min;\n  exports.map = map;\n  exports.mapBy = mapBy;\n  exports.filter = filter;\n  exports.filterBy = filterBy;\n  exports.uniq = uniq;\n  exports.uniqBy = uniqBy;\n  exports.intersect = intersect;\n  exports.setDiff = setDiff;\n  exports.collect = collect;\n  exports.sort = sort;\n  /**\n  @module @ember/object\n  */\n\n  function reduceMacro(dependentKey, callback, initialValue, name) {\n    (true && !(!/[\\[\\]\\{\\}]/g.test(dependentKey)) && (0, _emberDebug.assert)('Dependent key passed to `Ember.computed.' + name + '` shouldn\\'t contain brace expanding pattern.', !/[\\[\\]\\{\\}]/g.test(dependentKey)));\n\n\n    var cp = new _emberMetal.ComputedProperty(function () {\n      var arr = (0, _emberMetal.get)(this, dependentKey);\n      if (arr === null || typeof arr !== 'object') {\n        return initialValue;\n      }\n      return arr.reduce(callback, initialValue, this);\n    }, { dependentKeys: [dependentKey + '.[]'], readOnly: true });\n\n    return cp;\n  }\n\n  function arrayMacro(dependentKey, callback) {\n    // This is a bit ugly\n    var propertyName = void 0;\n    if (/@each/.test(dependentKey)) {\n      propertyName = dependentKey.replace(/\\.@each.*$/, '');\n    } else {\n      propertyName = dependentKey;\n      dependentKey += '.[]';\n    }\n\n    var cp = new _emberMetal.ComputedProperty(function () {\n      var value = (0, _emberMetal.get)(this, propertyName);\n      if ((0, _utils.isArray)(value)) {\n        return (0, _native_array.A)(callback.call(this, value));\n      } else {\n        return (0, _native_array.A)();\n      }\n    }, { readOnly: true });\n\n    cp.property(dependentKey); // this forces to expand properties GH #15855\n\n    return cp;\n  }\n\n  function multiArrayMacro(_dependentKeys, callback, name) {\n    (true && !(_dependentKeys.every(function (dependentKey) {\n      return !/[\\[\\]\\{\\}]/g.test(dependentKey);\n    })) && (0, _emberDebug.assert)('Dependent keys passed to `Ember.computed.' + name + '` shouldn\\'t contain brace expanding pattern.', _dependentKeys.every(function (dependentKey) {\n      return !/[\\[\\]\\{\\}]/g.test(dependentKey);\n    })));\n\n    var dependentKeys = _dependentKeys.map(function (key) {\n      return key + '.[]';\n    });\n\n    var cp = new _emberMetal.ComputedProperty(function () {\n      return (0, _native_array.A)(callback.call(this, _dependentKeys));\n    }, { dependentKeys: dependentKeys, readOnly: true });\n\n    return cp;\n  }\n\n  /**\n    A computed property that returns the sum of the values\n    in the dependent array.\n  \n    @method sum\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey\n    @return {Ember.ComputedProperty} computes the sum of all values in the dependentKey's array\n    @since 1.4.0\n    @public\n  */\n  function sum(dependentKey) {\n    return reduceMacro(dependentKey, function (sum, item) {\n      return sum + item;\n    }, 0, 'sum');\n  }\n\n  /**\n    A computed property that calculates the maximum value in the\n    dependent array. This will return `-Infinity` when the dependent\n    array is empty.\n  \n    ```javascript\n    let Person = Ember.Object.extend({\n      childAges: Ember.computed.mapBy('children', 'age'),\n      maxChildAge: Ember.computed.max('childAges')\n    });\n  \n    let lordByron = Person.create({ children: [] });\n  \n    lordByron.get('maxChildAge'); // -Infinity\n    lordByron.get('children').pushObject({\n      name: 'Augusta Ada Byron', age: 7\n    });\n    lordByron.get('maxChildAge'); // 7\n    lordByron.get('children').pushObjects([{\n      name: 'Allegra Byron',\n      age: 5\n    }, {\n      name: 'Elizabeth Medora Leigh',\n      age: 8\n    }]);\n    lordByron.get('maxChildAge'); // 8\n    ```\n  \n    If the types of the arguments are not numbers,\n    they will be converted to numbers and the type\n    of the return value will always be `Number`.\n    For example, the max of a list of Date objects will be\n    the highest timestamp as a `Number`.\n    This behavior is consistent with `Math.max`.\n  \n    @method max\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey\n    @return {Ember.ComputedProperty} computes the largest value in the dependentKey's array\n    @public\n  */\n  function max(dependentKey) {\n    return reduceMacro(dependentKey, function (max, item) {\n      return Math.max(max, item);\n    }, -Infinity, 'max');\n  }\n\n  /**\n    A computed property that calculates the minimum value in the\n    dependent array. This will return `Infinity` when the dependent\n    array is empty.\n  \n    ```javascript\n    let Person = Ember.Object.extend({\n      childAges: Ember.computed.mapBy('children', 'age'),\n      minChildAge: Ember.computed.min('childAges')\n    });\n  \n    let lordByron = Person.create({ children: [] });\n  \n    lordByron.get('minChildAge'); // Infinity\n    lordByron.get('children').pushObject({\n      name: 'Augusta Ada Byron', age: 7\n    });\n    lordByron.get('minChildAge'); // 7\n    lordByron.get('children').pushObjects([{\n      name: 'Allegra Byron',\n      age: 5\n    }, {\n      name: 'Elizabeth Medora Leigh',\n      age: 8\n    }]);\n    lordByron.get('minChildAge'); // 5\n    ```\n  \n    If the types of the arguments are not numbers,\n    they will be converted to numbers and the type\n    of the return value will always be `Number`.\n    For example, the min of a list of Date objects will be\n    the lowest timestamp as a `Number`.\n    This behavior is consistent with `Math.min`.\n  \n    @method min\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey\n    @return {Ember.ComputedProperty} computes the smallest value in the dependentKey's array\n    @public\n  */\n  function min(dependentKey) {\n    return reduceMacro(dependentKey, function (min, item) {\n      return Math.min(min, item);\n    }, Infinity, 'min');\n  }\n\n  /**\n    Returns an array mapped via the callback\n  \n    The callback method you provide should have the following signature.\n    `item` is the current item in the iteration.\n    `index` is the integer index of the current item in the iteration.\n  \n    ```javascript\n    function(item, index);\n    ```\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      excitingChores: Ember.computed.map('chores', function(chore, index) {\n        return chore.toUpperCase() + '!';\n      })\n    });\n  \n    let hamster = Hamster.create({\n      chores: ['clean', 'write more unit tests']\n    });\n  \n    hamster.get('excitingChores'); // ['CLEAN!', 'WRITE MORE UNIT TESTS!']\n    ```\n  \n    @method map\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey\n    @param {Function} callback\n    @return {Ember.ComputedProperty} an array mapped via the callback\n    @public\n  */\n  function map(dependentKey, callback) {\n    return arrayMacro(dependentKey, function (value) {\n      return value.map(callback, this);\n    });\n  }\n\n  /**\n    Returns an array mapped to the specified key.\n  \n    ```javascript\n    let Person = Ember.Object.extend({\n      childAges: Ember.computed.mapBy('children', 'age')\n    });\n  \n    let lordByron = Person.create({ children: [] });\n  \n    lordByron.get('childAges'); // []\n    lordByron.get('children').pushObject({ name: 'Augusta Ada Byron', age: 7 });\n    lordByron.get('childAges'); // [7]\n    lordByron.get('children').pushObjects([{\n      name: 'Allegra Byron',\n      age: 5\n    }, {\n      name: 'Elizabeth Medora Leigh',\n      age: 8\n    }]);\n    lordByron.get('childAges'); // [7, 5, 8]\n    ```\n  \n    @method mapBy\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey\n    @param {String} propertyKey\n    @return {Ember.ComputedProperty} an array mapped to the specified key\n    @public\n  */\n  function mapBy(dependentKey, propertyKey) {\n    (true && !(typeof propertyKey === 'string') && (0, _emberDebug.assert)('\\`Ember.computed.mapBy\\` expects a property string for its second argument, ' + 'perhaps you meant to use \"map\"', typeof propertyKey === 'string'));\n    (true && !(!/[\\[\\]\\{\\}]/g.test(dependentKey)) && (0, _emberDebug.assert)('Dependent key passed to `Ember.computed.mapBy` shouldn\\'t contain brace expanding pattern.', !/[\\[\\]\\{\\}]/g.test(dependentKey)));\n\n\n    return map(dependentKey + '.@each.' + propertyKey, function (item) {\n      return (0, _emberMetal.get)(item, propertyKey);\n    });\n  }\n\n  /**\n    Filters the array by the callback.\n  \n    The callback method you provide should have the following signature.\n    `item` is the current item in the iteration.\n    `index` is the integer index of the current item in the iteration.\n    `array` is the dependant array itself.\n  \n    ```javascript\n    function(item, index, array);\n    ```\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      remainingChores: Ember.computed.filter('chores', function(chore, index, array) {\n        return !chore.done;\n      })\n    });\n  \n    let hamster = Hamster.create({\n      chores: [\n        { name: 'cook', done: true },\n        { name: 'clean', done: true },\n        { name: 'write more unit tests', done: false }\n      ]\n    });\n  \n    hamster.get('remainingChores'); // [{name: 'write more unit tests', done: false}]\n    ```\n  \n    You can also use `@each.property` in your dependent key, the callback will still use the underlying array:\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      remainingChores: Ember.computed.filter('chores.@each.done', function(chore, index, array) {\n        return !chore.get('done');\n      })\n    });\n  \n    let hamster = Hamster.create({\n      chores: Ember.A([\n        Ember.Object.create({ name: 'cook', done: true }),\n        Ember.Object.create({ name: 'clean', done: true }),\n        Ember.Object.create({ name: 'write more unit tests', done: false })\n      ])\n    });\n    hamster.get('remainingChores'); // [{name: 'write more unit tests', done: false}]\n    hamster.get('chores').objectAt(2).set('done', true);\n    hamster.get('remainingChores'); // []\n    ```\n  \n  \n    @method filter\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey\n    @param {Function} callback\n    @return {Ember.ComputedProperty} the filtered array\n    @public\n  */\n  function filter(dependentKey, callback) {\n    return arrayMacro(dependentKey, function (value) {\n      return value.filter(callback, this);\n    });\n  }\n\n  /**\n    Filters the array by the property and value\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      remainingChores: Ember.computed.filterBy('chores', 'done', false)\n    });\n  \n    let hamster = Hamster.create({\n      chores: [\n        { name: 'cook', done: true },\n        { name: 'clean', done: true },\n        { name: 'write more unit tests', done: false }\n      ]\n    });\n  \n    hamster.get('remainingChores'); // [{ name: 'write more unit tests', done: false }]\n    ```\n  \n    @method filterBy\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey\n    @param {String} propertyKey\n    @param {*} value\n    @return {Ember.ComputedProperty} the filtered array\n    @public\n  */\n  function filterBy(dependentKey, propertyKey, value) {\n    (true && !(!/[\\[\\]\\{\\}]/g.test(dependentKey)) && (0, _emberDebug.assert)('Dependent key passed to `Ember.computed.filterBy` shouldn\\'t contain brace expanding pattern.', !/[\\[\\]\\{\\}]/g.test(dependentKey)));\n\n\n    var callback = void 0;\n    if (arguments.length === 2) {\n      callback = function (item) {\n        return (0, _emberMetal.get)(item, propertyKey);\n      };\n    } else {\n      callback = function (item) {\n        return (0, _emberMetal.get)(item, propertyKey) === value;\n      };\n    }\n\n    return filter(dependentKey + '.@each.' + propertyKey, callback);\n  }\n\n  /**\n    A computed property which returns a new array with all the unique\n    elements from one or more dependent arrays.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      uniqueFruits: Ember.computed.uniq('fruits')\n    });\n  \n    let hamster = Hamster.create({\n      fruits: [\n        'banana',\n        'grape',\n        'kale',\n        'banana'\n      ]\n    });\n  \n    hamster.get('uniqueFruits'); // ['banana', 'grape', 'kale']\n    ```\n  \n    @method uniq\n    @for @ember/object/computed\n    @static\n    @param {String} propertyKey*\n    @return {Ember.ComputedProperty} computes a new array with all the\n    unique elements from the dependent array\n    @public\n  */\n  function uniq() {\n    for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n      args[_key] = arguments[_key];\n    }\n\n    return multiArrayMacro(args, function (dependentKeys) {\n      var _this = this;\n\n      var uniq = (0, _native_array.A)();\n\n      dependentKeys.forEach(function (dependentKey) {\n        var value = (0, _emberMetal.get)(_this, dependentKey);\n        if ((0, _utils.isArray)(value)) {\n          value.forEach(function (item) {\n            if (uniq.indexOf(item) === -1) {\n              uniq.push(item);\n            }\n          });\n        }\n      });\n\n      return uniq;\n    }, 'uniq');\n  }\n\n  /**\n    A computed property which returns a new array with all the unique\n    elements from an array, with uniqueness determined by specific key.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      uniqueFruits: Ember.computed.uniqBy('fruits', 'id')\n    });\n    let hamster = Hamster.create({\n      fruits: [\n        { id: 1, 'banana' },\n        { id: 2, 'grape' },\n        { id: 3, 'peach' },\n        { id: 1, 'banana' }\n      ]\n    });\n    hamster.get('uniqueFruits'); // [ { id: 1, 'banana' }, { id: 2, 'grape' }, { id: 3, 'peach' }]\n    ```\n  \n    @method uniqBy\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey\n    @param {String} propertyKey\n    @return {Ember.ComputedProperty} computes a new array with all the\n    unique elements from the dependent array\n    @public\n  */\n  function uniqBy(dependentKey, propertyKey) {\n    (true && !(!/[\\[\\]\\{\\}]/g.test(dependentKey)) && (0, _emberDebug.assert)('Dependent key passed to `Ember.computed.uniqBy` shouldn\\'t contain brace expanding pattern.', !/[\\[\\]\\{\\}]/g.test(dependentKey)));\n\n\n    var cp = new _emberMetal.ComputedProperty(function () {\n      var uniq = (0, _native_array.A)();\n      var seen = Object.create(null);\n      var list = (0, _emberMetal.get)(this, dependentKey);\n      if ((0, _utils.isArray)(list)) {\n        list.forEach(function (item) {\n          var guid = (0, _emberUtils.guidFor)((0, _emberMetal.get)(item, propertyKey));\n          if (!(guid in seen)) {\n            seen[guid] = true;\n            uniq.push(item);\n          }\n        });\n      }\n      return uniq;\n    }, { dependentKeys: [dependentKey + '.[]'], readOnly: true });\n\n    return cp;\n  }\n\n  /**\n    A computed property which returns a new array with all the unique\n    elements from one or more dependent arrays.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      uniqueFruits: Ember.computed.union('fruits', 'vegetables')\n    });\n  \n    let hamster = Hamster.create({\n      fruits: [\n        'banana',\n        'grape',\n        'kale',\n        'banana',\n        'tomato'\n      ],\n      vegetables: [\n        'tomato',\n        'carrot',\n        'lettuce'\n      ]\n    });\n  \n    hamster.get('uniqueFruits'); // ['banana', 'grape', 'kale', 'tomato', 'carrot', 'lettuce']\n    ```\n  \n    @method union\n    @for @ember/object/computed\n    @static\n    @param {String} propertyKey*\n    @return {Ember.ComputedProperty} computes a new array with all the\n    unique elements from the dependent array\n    @public\n  */\n  var union = exports.union = uniq;\n\n  /**\n    A computed property which returns a new array with all the elements\n    two or more dependent arrays have in common.\n  \n    Example\n  \n    ```javascript\n    let obj = Ember.Object.extend({\n      friendsInCommon: Ember.computed.intersect('adaFriends', 'charlesFriends')\n    }).create({\n      adaFriends: ['Charles Babbage', 'John Hobhouse', 'William King', 'Mary Somerville'],\n      charlesFriends: ['William King', 'Mary Somerville', 'Ada Lovelace', 'George Peacock']\n    });\n  \n    obj.get('friendsInCommon'); // ['William King', 'Mary Somerville']\n    ```\n  \n    @method intersect\n    @for @ember/object/computed\n    @static\n    @param {String} propertyKey*\n    @return {Ember.ComputedProperty} computes a new array with all the\n    duplicated elements from the dependent arrays\n    @public\n  */\n  function intersect() {\n    for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n      args[_key2] = arguments[_key2];\n    }\n\n    return multiArrayMacro(args, function (dependentKeys) {\n      var _this2 = this;\n\n      var arrays = dependentKeys.map(function (dependentKey) {\n        var array = (0, _emberMetal.get)(_this2, dependentKey);\n        return (0, _utils.isArray)(array) ? array : [];\n      });\n\n      var results = arrays.pop().filter(function (candidate) {\n        for (var i = 0; i < arrays.length; i++) {\n          var found = false;\n          var array = arrays[i];\n          for (var j = 0; j < array.length; j++) {\n            if (array[j] === candidate) {\n              found = true;\n              break;\n            }\n          }\n\n          if (found === false) {\n            return false;\n          }\n        }\n\n        return true;\n      }, 'intersect');\n\n      return (0, _native_array.A)(results);\n    });\n  }\n\n  /**\n    A computed property which returns a new array with all the\n    properties from the first dependent array that are not in the second\n    dependent array.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      likes: ['banana', 'grape', 'kale'],\n      wants: Ember.computed.setDiff('likes', 'fruits')\n    });\n  \n    let hamster = Hamster.create({\n      fruits: [\n        'grape',\n        'kale',\n      ]\n    });\n  \n    hamster.get('wants'); // ['banana']\n    ```\n  \n    @method setDiff\n    @for @ember/object/computed\n    @static\n    @param {String} setAProperty\n    @param {String} setBProperty\n    @return {Ember.ComputedProperty} computes a new array with all the\n    items from the first dependent array that are not in the second\n    dependent array\n    @public\n  */\n  function setDiff(setAProperty, setBProperty) {\n    (true && !(arguments.length === 2) && (0, _emberDebug.assert)('\\`Ember.computed.setDiff\\` requires exactly two dependent arrays.', arguments.length === 2));\n    (true && !(!/[\\[\\]\\{\\}]/g.test(setAProperty) && !/[\\[\\]\\{\\}]/g.test(setBProperty)) && (0, _emberDebug.assert)('Dependent keys passed to `Ember.computed.setDiff` shouldn\\'t contain brace expanding pattern.', !/[\\[\\]\\{\\}]/g.test(setAProperty) && !/[\\[\\]\\{\\}]/g.test(setBProperty)));\n\n\n    var cp = new _emberMetal.ComputedProperty(function () {\n      var setA = this.get(setAProperty);\n      var setB = this.get(setBProperty);\n\n      if (!(0, _utils.isArray)(setA)) {\n        return (0, _native_array.A)();\n      }\n      if (!(0, _utils.isArray)(setB)) {\n        return (0, _native_array.A)(setA);\n      }\n\n      return setA.filter(function (x) {\n        return setB.indexOf(x) === -1;\n      });\n    }, {\n      dependentKeys: [setAProperty + '.[]', setBProperty + '.[]'],\n      readOnly: true\n    });\n\n    return cp;\n  }\n\n  /**\n    A computed property that returns the array of values\n    for the provided dependent properties.\n  \n    Example\n  \n    ```javascript\n    let Hamster = Ember.Object.extend({\n      clothes: Ember.computed.collect('hat', 'shirt')\n    });\n  \n    let hamster = Hamster.create();\n  \n    hamster.get('clothes'); // [null, null]\n    hamster.set('hat', 'Camp Hat');\n    hamster.set('shirt', 'Camp Shirt');\n    hamster.get('clothes'); // ['Camp Hat', 'Camp Shirt']\n    ```\n  \n    @method collect\n    @for @ember/object/computed\n    @static\n    @param {String} dependentKey*\n    @return {Ember.ComputedProperty} computed property which maps\n    values of all passed in properties to an array.\n    @public\n  */\n  function collect() {\n    for (var _len3 = arguments.length, dependentKeys = Array(_len3), _key3 = 0; _key3 < _len3; _key3++) {\n      dependentKeys[_key3] = arguments[_key3];\n    }\n\n    return multiArrayMacro(dependentKeys, function () {\n      var properties = (0, _emberMetal.getProperties)(this, dependentKeys);\n      var res = (0, _native_array.A)();\n      for (var key in properties) {\n        if (properties.hasOwnProperty(key)) {\n          if (properties[key] === undefined) {\n            res.push(null);\n          } else {\n            res.push(properties[key]);\n          }\n        }\n      }\n      return res;\n    }, 'collect');\n  }\n\n  /**\n    A computed property which returns a new array with all the\n    properties from the first dependent array sorted based on a property\n    or sort function.\n  \n    The callback method you provide should have the following signature:\n  \n    ```javascript\n    function(itemA, itemB);\n    ```\n  \n    - `itemA` the first item to compare.\n    - `itemB` the second item to compare.\n  \n    This function should return negative number (e.g. `-1`) when `itemA` should come before\n    `itemB`. It should return positive number (e.g. `1`) when `itemA` should come after\n    `itemB`. If the `itemA` and `itemB` are equal this function should return `0`.\n  \n    Therefore, if this function is comparing some numeric values, simple `itemA - itemB` or\n    `itemA.get( 'foo' ) - itemB.get( 'foo' )` can be used instead of series of `if`.\n  \n    Example\n  \n    ```javascript\n    let ToDoList = Ember.Object.extend({\n      // using standard ascending sort\n      todosSorting: ['name'],\n      sortedTodos: Ember.computed.sort('todos', 'todosSorting'),\n  \n      // using descending sort\n      todosSortingDesc: ['name:desc'],\n      sortedTodosDesc: Ember.computed.sort('todos', 'todosSortingDesc'),\n  \n      // using a custom sort function\n      priorityTodos: Ember.computed.sort('todos', function(a, b){\n        if (a.priority > b.priority) {\n          return 1;\n        } else if (a.priority < b.priority) {\n          return -1;\n        }\n  \n        return 0;\n      })\n    });\n  \n    let todoList = ToDoList.create({todos: [\n      { name: 'Unit Test', priority: 2 },\n      { name: 'Documentation', priority: 3 },\n      { name: 'Release', priority: 1 }\n    ]});\n  \n    todoList.get('sortedTodos');      // [{ name:'Documentation', priority:3 }, { name:'Release', priority:1 }, { name:'Unit Test', priority:2 }]\n    todoList.get('sortedTodosDesc');  // [{ name:'Unit Test', priority:2 }, { name:'Release', priority:1 }, { name:'Documentation', priority:3 }]\n    todoList.get('priorityTodos');    // [{ name:'Release', priority:1 }, { name:'Unit Test', priority:2 }, { name:'Documentation', priority:3 }]\n    ```\n  \n    @method sort\n    @for @ember/object/computed\n    @static\n    @param {String} itemsKey\n    @param {String or Function} sortDefinition a dependent key to an\n    array of sort properties (add `:desc` to the arrays sort properties to sort descending) or a function to use when sorting\n    @return {Ember.ComputedProperty} computes a new sorted array based\n    on the sort property array or callback function\n    @public\n  */\n  function sort(itemsKey, sortDefinition) {\n    (true && !(arguments.length === 2) && (0, _emberDebug.assert)('\\`Ember.computed.sort\\` requires two arguments: an array key to sort and ' + 'either a sort properties key or sort function', arguments.length === 2));\n\n\n    if (typeof sortDefinition === 'function') {\n      return customSort(itemsKey, sortDefinition);\n    } else {\n      return propertySort(itemsKey, sortDefinition);\n    }\n  }\n\n  function customSort(itemsKey, comparator) {\n    return arrayMacro(itemsKey, function (value) {\n      var _this3 = this;\n\n      return value.slice().sort(function (x, y) {\n        return comparator.call(_this3, x, y);\n      });\n    });\n  }\n\n  // This one needs to dynamically set up and tear down observers on the itemsKey\n  // depending on the sortProperties\n  function propertySort(itemsKey, sortPropertiesKey) {\n    var cp = new _emberMetal.ComputedProperty(function (key) {\n      var _this4 = this;\n\n      var sortProperties = (0, _emberMetal.get)(this, sortPropertiesKey);\n\n      (true && !((0, _utils.isArray)(sortProperties) && sortProperties.every(function (s) {\n        return typeof s === 'string';\n      })) && (0, _emberDebug.assert)('The sort definition for \\'' + key + '\\' on ' + this + ' must be a function or an array of strings', (0, _utils.isArray)(sortProperties) && sortProperties.every(function (s) {\n        return typeof s === 'string';\n      })));\n\n\n      // Add/remove property observers as required.\n      var activeObserversMap = cp._activeObserverMap || (cp._activeObserverMap = new _emberMetal.WeakMap());\n      var activeObservers = activeObserversMap.get(this);\n\n      if (activeObservers !== undefined) {\n        activeObservers.forEach(function (args) {\n          return _emberMetal.removeObserver.apply(undefined, args);\n        });\n      }\n\n      function sortPropertyDidChange() {\n        this.notifyPropertyChange(key);\n      }\n\n      var normalizedSortProperties = normalizeSortProperties(sortProperties);\n      activeObservers = normalizedSortProperties.map(function (_ref) {\n        var prop = _ref[0];\n\n        var path = itemsKeyIsAtThis ? '@each.' + prop : itemsKey + '.@each.' + prop;\n        (0, _emberMetal.addObserver)(_this4, path, sortPropertyDidChange);\n        return [_this4, path, sortPropertyDidChange];\n      });\n\n      activeObserversMap.set(this, activeObservers);\n\n      var itemsKeyIsAtThis = itemsKey === '@this';\n      var items = itemsKeyIsAtThis ? this : (0, _emberMetal.get)(this, itemsKey);\n      if (!(0, _utils.isArray)(items)) {\n        return (0, _native_array.A)();\n      }\n\n      return sortByNormalizedSortProperties(items, normalizedSortProperties);\n    }, { dependentKeys: [sortPropertiesKey + '.[]'], readOnly: true });\n\n    cp._activeObserverMap = undefined;\n\n    return cp;\n  }\n\n  function normalizeSortProperties(sortProperties) {\n    return sortProperties.map(function (p) {\n      var _p$split = p.split(':'),\n          prop = _p$split[0],\n          direction = _p$split[1];\n\n      direction = direction || 'asc';\n\n      return [prop, direction];\n    });\n  }\n\n  function sortByNormalizedSortProperties(items, normalizedSortProperties) {\n    return (0, _native_array.A)(items.slice().sort(function (itemA, itemB) {\n      for (var i = 0; i < normalizedSortProperties.length; i++) {\n        var _normalizedSortProper = normalizedSortProperties[i],\n            prop = _normalizedSortProper[0],\n            direction = _normalizedSortProper[1];\n\n        var result = (0, _compare.default)((0, _emberMetal.get)(itemA, prop), (0, _emberMetal.get)(itemB, prop));\n        if (result !== 0) {\n          return direction === 'desc' ? -1 * result : result;\n        }\n      }\n      return 0;\n    }));\n  }\n});","enifed('ember-runtime/controllers/controller', ['exports', 'ember-debug', 'ember-runtime/system/object', 'ember-runtime/mixins/controller', 'ember-runtime/inject', 'ember-runtime/mixins/action_handler'], function (exports, _emberDebug, _object, _controller, _inject, _action_handler) {\n  'use strict';\n\n  /**\n  @module @ember/controller\n  */\n\n  /**\n    @class Controller\n    @extends EmberObject\n    @uses Ember.ControllerMixin\n    @public\n  */\n  var Controller = _object.default.extend(_controller.default);\n\n  (0, _action_handler.deprecateUnderscoreActions)(Controller);\n\n  function controllerInjectionHelper(factory) {\n    (true && !(_controller.default.detect(factory.PrototypeMixin)) && (0, _emberDebug.assert)('Defining an injected controller property on a ' + 'non-controller is not allowed.', _controller.default.detect(factory.PrototypeMixin)));\n  }\n\n  /**\n    Creates a property that lazily looks up another controller in the container.\n    Can only be used when defining another controller.\n  \n    Example:\n  \n    ```app/controllers/post.js\n    import Controller, {\n      inject as controller\n    } from '@ember/controller';\n  \n    export default Controller.extend({\n      posts: controller()\n    });\n    ```\n  \n    This example will create a `posts` property on the `post` controller that\n    looks up the `posts` controller in the container, making it easy to\n    reference other controllers.\n  \n    @method inject\n    @static\n    @for @ember/controller\n    @since 1.10.0\n    @param {String} name (optional) name of the controller to inject, defaults\n           to the property's name\n    @return {Ember.InjectedProperty} injection descriptor instance\n    @public\n  */\n  (0, _inject.createInjectionHelper)('controller', controllerInjectionHelper);\n\n  exports.default = Controller;\n});","enifed('ember-runtime/copy', ['exports', 'ember-debug', 'ember-runtime/system/object', 'ember-runtime/mixins/copyable'], function (exports, _emberDebug, _object, _copyable) {\n  'use strict';\n\n  exports.default = copy;\n\n  /**\n   @module @ember/object\n  */\n  function _copy(obj, deep, seen, copies) {\n    var ret = void 0,\n        loc = void 0,\n        key = void 0;\n\n    // primitive data types are immutable, just return them.\n    if (typeof obj !== 'object' || obj === null) {\n      return obj;\n    }\n\n    // avoid cyclical loops\n    if (deep && (loc = seen.indexOf(obj)) >= 0) {\n      return copies[loc];\n    }\n\n    (true && !(!(obj instanceof _object.default) || _copyable.default && _copyable.default.detect(obj)) && (0, _emberDebug.assert)('Cannot clone an Ember.Object that does not implement Ember.Copyable', !(obj instanceof _object.default) || _copyable.default && _copyable.default.detect(obj)));\n\n\n    // IMPORTANT: this specific test will detect a native array only. Any other\n    // object will need to implement Copyable.\n    if (Array.isArray(obj)) {\n      ret = obj.slice();\n\n      if (deep) {\n        loc = ret.length;\n\n        while (--loc >= 0) {\n          ret[loc] = _copy(ret[loc], deep, seen, copies);\n        }\n      }\n    } else if (_copyable.default && _copyable.default.detect(obj)) {\n      ret = obj.copy(deep, seen, copies);\n    } else if (obj instanceof Date) {\n      ret = new Date(obj.getTime());\n    } else {\n      ret = {};\n\n      for (key in obj) {\n        // support Null prototype\n        if (!Object.prototype.hasOwnProperty.call(obj, key)) {\n          continue;\n        }\n\n        // Prevents browsers that don't respect non-enumerability from\n        // copying internal Ember properties\n        if (key.substring(0, 2) === '__') {\n          continue;\n        }\n\n        ret[key] = deep ? _copy(obj[key], deep, seen, copies) : obj[key];\n      }\n    }\n\n    if (deep) {\n      seen.push(obj);\n      copies.push(ret);\n    }\n\n    return ret;\n  }\n\n  /**\n    Creates a shallow copy of the passed object. A deep copy of the object is\n    returned if the optional `deep` argument is `true`.\n  \n    If the passed object implements the `Ember.Copyable` interface, then this\n    function will delegate to the object's `copy()` method and return the\n    result. See `Ember.Copyable` for further details.\n  \n    For primitive values (which are immutable in JavaScript), the passed object\n    is simply returned.\n  \n    @method copy\n    @static\n    @for @ember/object/internals\n    @param {Object} obj The object to clone\n    @param {Boolean} [deep=false] If true, a deep copy of the object is made.\n    @return {Object} The copied object\n    @public\n  */\n  function copy(obj, deep) {\n    // fast paths\n    if ('object' !== typeof obj || obj === null) {\n      return obj; // can't copy primitives\n    }\n\n    if (_copyable.default && _copyable.default.detect(obj)) {\n      return obj.copy(deep);\n    }\n\n    return _copy(obj, deep, deep ? [] : null, deep ? [] : null);\n  }\n});","enifed('ember-runtime/ext/function', ['ember-environment', 'ember-metal', 'ember-debug'], function (_emberEnvironment, _emberMetal, _emberDebug) {\n  'use strict';\n\n  var FunctionPrototype = Function.prototype; /**\n                                              @module ember\n                                              */\n\n  if (_emberEnvironment.ENV.EXTEND_PROTOTYPES.Function) {\n    /**\n      The `property` extension of Javascript's Function prototype is available\n      when `EmberENV.EXTEND_PROTOTYPES` or `EmberENV.EXTEND_PROTOTYPES.Function` is\n      `true`, which is the default.\n       Computed properties allow you to treat a function like a property:\n       ```app/utils/president.js\n      import EmberObject from '@ember/object';\n       export default EmberObject.extend({\n        firstName: '',\n        lastName:  '',\n         fullName: function() {\n          return this.get('firstName') + ' ' + this.get('lastName');\n        }.property() // Call this flag to mark the function as a property\n      });\n      ```\n       ```javascript\n      let president = President.create({\n        firstName: 'Barack',\n        lastName: 'Obama'\n      });\n       president.get('fullName'); // 'Barack Obama'\n      ```\n       Treating a function like a property is useful because they can work with\n      bindings, just like any other property.\n       Many computed properties have dependencies on other properties. For\n      example, in the above example, the `fullName` property depends on\n      `firstName` and `lastName` to determine its value. You can tell Ember\n      about these dependencies like this:\n       ```app/utils/president.js\n      import EmberObject from '@ember/object';\n       export default EmberObject.extend({\n        firstName: '',\n        lastName:  '',\n         fullName: function() {\n          return this.get('firstName') + ' ' + this.get('lastName');\n           // Tell Ember.js that this computed property depends on firstName\n          // and lastName\n        }.property('firstName', 'lastName')\n      });\n      ```\n       Make sure you list these dependencies so Ember knows when to update\n      bindings that connect to a computed property. Changing a dependency\n      will not immediately trigger an update of the computed property, but\n      will instead clear the cache so that it is updated when the next `get`\n      is called on the property.\n       See [Ember.ComputedProperty](/api/classes/Ember.ComputedProperty.html), [Ember.computed](/api/classes/Ember.computed.html).\n       @method property\n      @for Function\n      @public\n    */\n    FunctionPrototype.property = function () {\n      return _emberMetal.computed.apply(undefined, Array.prototype.slice.call(arguments).concat([this]));\n    };\n\n    /**\n      The `observes` extension of Javascript's Function prototype is available\n      when `EmberENV.EXTEND_PROTOTYPES` or `EmberENV.EXTEND_PROTOTYPES.Function` is\n      true, which is the default.\n       You can observe property changes simply by adding the `observes`\n      call to the end of your method declarations in classes that you write.\n      For example:\n       ```javascript\n      import EmberObject from '@ember/object';\n       EmberObject.extend({\n        valueObserver: function() {\n          // Executes whenever the \"value\" property changes\n        }.observes('value')\n      });\n      ```\n       In the future this method may become asynchronous.\n       See `observer`.\n       @method observes\n      @for Function\n      @public\n    */\n    FunctionPrototype.observes = function () {\n      return _emberMetal.observer.apply(undefined, Array.prototype.slice.call(arguments).concat([this]));\n    };\n\n    FunctionPrototype._observesImmediately = function () {\n      (true && !(function checkIsInternalProperty() {\n        for (var i = 0; i < arguments.length; i++) {\n          if (arguments[i].indexOf('.') !== -1) {\n            return false;\n          }\n        }\n        return true;\n      }) && (0, _emberDebug.assert)('Immediate observers must observe internal properties only, ' + 'not properties on other objects.', function checkIsInternalProperty() {\n        for (var i = 0; i < arguments.length; i++) {\n          if (arguments[i].indexOf('.') !== -1) {\n            return false;\n          }\n        }return true;\n      }));\n\n\n      // observes handles property expansion\n      return this.observes.apply(this, arguments);\n    };\n    /**\n      The `observesImmediately` extension of Javascript's Function prototype is\n      available when `EmberENV.EXTEND_PROTOTYPES` or\n      `EmberENV.EXTEND_PROTOTYPES.Function` is true, which is the default.\n       You can observe property changes simply by adding the `observesImmediately`\n      call to the end of your method declarations in classes that you write.\n      For example:\n       ```javascript\n      import EmberObject from '@ember/object';\n       EmberObject.extend({\n        valueObserver: function() {\n          // Executes immediately after the \"value\" property changes\n        }.observesImmediately('value')\n      });\n      ```\n       In the future, `observes` may become asynchronous. In this event,\n      `observesImmediately` will maintain the synchronous behavior.\n       See `Ember.immediateObserver`.\n       @method observesImmediately\n      @for Function\n      @deprecated\n      @private\n    */\n    FunctionPrototype.observesImmediately = (0, _emberDebug.deprecateFunc)('Function#observesImmediately is deprecated. Use Function#observes instead', { id: 'ember-runtime.ext-function', until: '3.0.0' }, FunctionPrototype._observesImmediately);\n\n    /**\n      The `on` extension of Javascript's Function prototype is available\n      when `EmberENV.EXTEND_PROTOTYPES` or `EmberENV.EXTEND_PROTOTYPES.Function` is\n      true, which is the default.\n       You can listen for events simply by adding the `on` call to the end of\n      your method declarations in classes or mixins that you write. For example:\n       ```javascript\n      import Mixin from '@ember/mixin';\n       Mixin.create({\n        doSomethingWithElement: function() {\n          // Executes whenever the \"didInsertElement\" event fires\n        }.on('didInsertElement')\n      });\n      ```\n       See `Ember.on`.\n       @method on\n      @for Function\n      @public\n    */\n    FunctionPrototype.on = function () {\n      return _emberMetal.on.apply(undefined, Array.prototype.slice.call(arguments).concat([this]));\n    };\n  }\n});","enifed('ember-runtime/ext/rsvp', ['exports', 'rsvp', 'ember-metal', 'ember-debug'], function (exports, _rsvp, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.onerrorDefault = onerrorDefault;\n\n\n  var backburner = _emberMetal.run.backburner;\n  _emberMetal.run._addQueue('rsvpAfter', 'destroy');\n\n  _rsvp.configure('async', function (callback, promise) {\n    backburner.schedule('actions', null, callback, promise);\n  });\n\n  _rsvp.configure('after', function (cb) {\n    backburner.schedule('rsvpAfter', null, cb);\n  });\n\n  _rsvp.on('error', onerrorDefault);\n\n  function onerrorDefault(reason) {\n    var error = errorFor(reason);\n    if (error) {\n      var overrideDispatch = (0, _emberMetal.getDispatchOverride)();\n      if (overrideDispatch) {\n        overrideDispatch(error);\n      } else {\n        throw error;\n      }\n    }\n  }\n\n  function errorFor(reason) {\n    if (!reason) return;\n\n    if (reason.errorThrown) {\n      return unwrapErrorThrown(reason);\n    }\n\n    if (reason.name === 'UnrecognizedURLError') {\n      (true && !(false) && (0, _emberDebug.assert)('The URL \\'' + reason.message + '\\' did not match any routes in your application', false));\n\n      return;\n    }\n\n    if (reason.name === 'TransitionAborted') {\n      return;\n    }\n\n    return reason;\n  }\n\n  function unwrapErrorThrown(reason) {\n    var error = reason.errorThrown;\n    if (typeof error === 'string') {\n      error = new Error(error);\n    }\n    Object.defineProperty(error, '__reason_with_error_thrown__', {\n      value: reason,\n      enumerable: false\n    });\n    return error;\n  }\n\n  exports.default = _rsvp;\n});","enifed('ember-runtime/ext/string', ['ember-environment', 'ember-runtime/system/string'], function (_emberEnvironment, _string) {\n  'use strict';\n\n  /**\n  @module @ember/string\n  */\n\n  var StringPrototype = String.prototype;\n\n  if (_emberEnvironment.ENV.EXTEND_PROTOTYPES.String) {\n    /**\n      See [Ember.String.fmt](/api/classes/Ember.String.html#method_fmt).\n       @method fmt\n      @for @ember/string\n      @static\n      @private\n      @deprecated\n    */\n    StringPrototype.fmt = function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      return (0, _string.fmt)(this, args);\n    };\n\n    /**\n      See [Ember.String.w](/api/classes/Ember.String.html#method_w).\n       @method w\n      @for @ember/string\n      @static\n      @private\n    */\n    StringPrototype.w = function () {\n      return (0, _string.w)(this);\n    };\n\n    /**\n      See [Ember.String.loc](/api/classes/Ember.String.html#method_loc).\n       @method loc\n      @for @ember/string\n      @static\n      @private\n    */\n    StringPrototype.loc = function () {\n      for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n        args[_key2] = arguments[_key2];\n      }\n\n      return (0, _string.loc)(this, args);\n    };\n\n    /**\n      See [Ember.String.camelize](/api/classes/Ember.String.html#method_camelize).\n       @method camelize\n      @for @ember/string\n      @static\n      @private\n    */\n    StringPrototype.camelize = function () {\n      return (0, _string.camelize)(this);\n    };\n\n    /**\n      See [Ember.String.decamelize](/api/classes/Ember.String.html#method_decamelize).\n       @method decamelize\n      @for @ember/string\n      @static\n      @private\n    */\n    StringPrototype.decamelize = function () {\n      return (0, _string.decamelize)(this);\n    };\n\n    /**\n      See [Ember.String.dasherize](/api/classes/Ember.String.html#method_dasherize).\n       @method dasherize\n      @for @ember/string\n      @static\n      @private\n    */\n    StringPrototype.dasherize = function () {\n      return (0, _string.dasherize)(this);\n    };\n\n    /**\n      See [Ember.String.underscore](/api/classes/Ember.String.html#method_underscore).\n       @method underscore\n      @for @ember/string\n      @static\n      @private\n    */\n    StringPrototype.underscore = function () {\n      return (0, _string.underscore)(this);\n    };\n\n    /**\n      See [Ember.String.classify](/api/classes/Ember.String.html#method_classify).\n       @method classify\n      @for @ember/string\n      @static\n      @private\n    */\n    StringPrototype.classify = function () {\n      return (0, _string.classify)(this);\n    };\n\n    /**\n      See [Ember.String.capitalize](/api/classes/Ember.String.html#method_capitalize).\n       @method capitalize\n      @for @ember/string\n      @static\n      @private\n    */\n    StringPrototype.capitalize = function () {\n      return (0, _string.capitalize)(this);\n    };\n  }\n});","enifed('ember-runtime/index', ['exports', 'ember-runtime/system/object', 'ember-runtime/system/string', 'ember-runtime/mixins/registry_proxy', 'ember-runtime/mixins/container_proxy', 'ember-runtime/copy', 'ember-runtime/inject', 'ember-runtime/compare', 'ember-runtime/is-equal', 'ember-runtime/mixins/array', 'ember-runtime/mixins/comparable', 'ember-runtime/system/namespace', 'ember-runtime/system/array_proxy', 'ember-runtime/system/object_proxy', 'ember-runtime/system/core_object', 'ember-runtime/system/native_array', 'ember-runtime/mixins/action_handler', 'ember-runtime/mixins/copyable', 'ember-runtime/mixins/enumerable', 'ember-runtime/mixins/freezable', 'ember-runtime/mixins/-proxy', 'ember-runtime/system/lazy_load', 'ember-runtime/mixins/observable', 'ember-runtime/mixins/mutable_enumerable', 'ember-runtime/mixins/mutable_array', 'ember-runtime/mixins/target_action_support', 'ember-runtime/mixins/evented', 'ember-runtime/mixins/promise_proxy', 'ember-runtime/computed/computed_macros', 'ember-runtime/computed/reduce_computed_macros', 'ember-runtime/controllers/controller', 'ember-runtime/mixins/controller', 'ember-runtime/system/service', 'ember-runtime/ext/rsvp', 'ember-runtime/utils', 'ember-runtime/string_registry', 'ember-runtime/ext/string', 'ember-runtime/ext/function'], function (exports, _object, _string, _registry_proxy, _container_proxy, _copy, _inject, _compare, _isEqual, _array, _comparable, _namespace, _array_proxy, _object_proxy, _core_object, _native_array, _action_handler, _copyable, _enumerable, _freezable, _proxy, _lazy_load, _observable, _mutable_enumerable, _mutable_array, _target_action_support, _evented, _promise_proxy, _computed_macros, _reduce_computed_macros, _controller, _controller2, _service, _rsvp, _utils, _string_registry) {\n  'use strict';\n\n  exports.setStrings = exports.getStrings = exports.typeOf = exports.isArray = exports.onerrorDefault = exports.RSVP = exports.Service = exports.ControllerMixin = exports.Controller = exports.collect = exports.intersect = exports.union = exports.uniqBy = exports.uniq = exports.filterBy = exports.filter = exports.mapBy = exports.setDiff = exports.sort = exports.map = exports.max = exports.min = exports.sum = exports.or = exports.and = exports.deprecatingAlias = exports.readOnly = exports.oneWay = exports.lte = exports.lt = exports.gte = exports.gt = exports.equal = exports.match = exports.bool = exports.not = exports.none = exports.notEmpty = exports.empty = exports.PromiseProxyMixin = exports.Evented = exports.TargetActionSupport = exports.removeAt = exports.MutableArray = exports.MutableEnumerable = exports.Observable = exports._loaded = exports.runLoadHooks = exports.onLoad = exports._ProxyMixin = exports.FROZEN_ERROR = exports.Freezable = exports.Enumerable = exports.Copyable = exports.deprecateUnderscoreActions = exports.ActionHandler = exports.A = exports.NativeArray = exports.CoreObject = exports.ObjectProxy = exports.ArrayProxy = exports.setNamespaceSearchDisabled = exports.isNamespaceSearchDisabled = exports.Namespace = exports.Comparable = exports.removeArrayObserver = exports.addArrayObserver = exports.isEmberArray = exports.objectAt = exports.Array = exports.isEqual = exports.compare = exports.inject = exports.copy = exports.ContainerProxyMixin = exports.buildFakeRegistryWithDeprecations = exports.RegistryProxyMixin = exports.String = exports.FrameworkObject = exports.Object = undefined;\n  Object.defineProperty(exports, 'Object', {\n    enumerable: true,\n    get: function () {\n      return _object.default;\n    }\n  });\n  Object.defineProperty(exports, 'FrameworkObject', {\n    enumerable: true,\n    get: function () {\n      return _object.FrameworkObject;\n    }\n  });\n  Object.defineProperty(exports, 'String', {\n    enumerable: true,\n    get: function () {\n      return _string.default;\n    }\n  });\n  Object.defineProperty(exports, 'RegistryProxyMixin', {\n    enumerable: true,\n    get: function () {\n      return _registry_proxy.default;\n    }\n  });\n  Object.defineProperty(exports, 'buildFakeRegistryWithDeprecations', {\n    enumerable: true,\n    get: function () {\n      return _registry_proxy.buildFakeRegistryWithDeprecations;\n    }\n  });\n  Object.defineProperty(exports, 'ContainerProxyMixin', {\n    enumerable: true,\n    get: function () {\n      return _container_proxy.default;\n    }\n  });\n  Object.defineProperty(exports, 'copy', {\n    enumerable: true,\n    get: function () {\n      return _copy.default;\n    }\n  });\n  Object.defineProperty(exports, 'inject', {\n    enumerable: true,\n    get: function () {\n      return _inject.default;\n    }\n  });\n  Object.defineProperty(exports, 'compare', {\n    enumerable: true,\n    get: function () {\n      return _compare.default;\n    }\n  });\n  Object.defineProperty(exports, 'isEqual', {\n    enumerable: true,\n    get: function () {\n      return _isEqual.default;\n    }\n  });\n  Object.defineProperty(exports, 'Array', {\n    enumerable: true,\n    get: function () {\n      return _array.default;\n    }\n  });\n  Object.defineProperty(exports, 'objectAt', {\n    enumerable: true,\n    get: function () {\n      return _array.objectAt;\n    }\n  });\n  Object.defineProperty(exports, 'isEmberArray', {\n    enumerable: true,\n    get: function () {\n      return _array.isEmberArray;\n    }\n  });\n  Object.defineProperty(exports, 'addArrayObserver', {\n    enumerable: true,\n    get: function () {\n      return _array.addArrayObserver;\n    }\n  });\n  Object.defineProperty(exports, 'removeArrayObserver', {\n    enumerable: true,\n    get: function () {\n      return _array.removeArrayObserver;\n    }\n  });\n  Object.defineProperty(exports, 'Comparable', {\n    enumerable: true,\n    get: function () {\n      return _comparable.default;\n    }\n  });\n  Object.defineProperty(exports, 'Namespace', {\n    enumerable: true,\n    get: function () {\n      return _namespace.default;\n    }\n  });\n  Object.defineProperty(exports, 'isNamespaceSearchDisabled', {\n    enumerable: true,\n    get: function () {\n      return _namespace.isSearchDisabled;\n    }\n  });\n  Object.defineProperty(exports, 'setNamespaceSearchDisabled', {\n    enumerable: true,\n    get: function () {\n      return _namespace.setSearchDisabled;\n    }\n  });\n  Object.defineProperty(exports, 'ArrayProxy', {\n    enumerable: true,\n    get: function () {\n      return _array_proxy.default;\n    }\n  });\n  Object.defineProperty(exports, 'ObjectProxy', {\n    enumerable: true,\n    get: function () {\n      return _object_proxy.default;\n    }\n  });\n  Object.defineProperty(exports, 'CoreObject', {\n    enumerable: true,\n    get: function () {\n      return _core_object.default;\n    }\n  });\n  Object.defineProperty(exports, 'NativeArray', {\n    enumerable: true,\n    get: function () {\n      return _native_array.default;\n    }\n  });\n  Object.defineProperty(exports, 'A', {\n    enumerable: true,\n    get: function () {\n      return _native_array.A;\n    }\n  });\n  Object.defineProperty(exports, 'ActionHandler', {\n    enumerable: true,\n    get: function () {\n      return _action_handler.default;\n    }\n  });\n  Object.defineProperty(exports, 'deprecateUnderscoreActions', {\n    enumerable: true,\n    get: function () {\n      return _action_handler.deprecateUnderscoreActions;\n    }\n  });\n  Object.defineProperty(exports, 'Copyable', {\n    enumerable: true,\n    get: function () {\n      return _copyable.default;\n    }\n  });\n  Object.defineProperty(exports, 'Enumerable', {\n    enumerable: true,\n    get: function () {\n      return _enumerable.default;\n    }\n  });\n  Object.defineProperty(exports, 'Freezable', {\n    enumerable: true,\n    get: function () {\n      return _freezable.Freezable;\n    }\n  });\n  Object.defineProperty(exports, 'FROZEN_ERROR', {\n    enumerable: true,\n    get: function () {\n      return _freezable.FROZEN_ERROR;\n    }\n  });\n  Object.defineProperty(exports, '_ProxyMixin', {\n    enumerable: true,\n    get: function () {\n      return _proxy.default;\n    }\n  });\n  Object.defineProperty(exports, 'onLoad', {\n    enumerable: true,\n    get: function () {\n      return _lazy_load.onLoad;\n    }\n  });\n  Object.defineProperty(exports, 'runLoadHooks', {\n    enumerable: true,\n    get: function () {\n      return _lazy_load.runLoadHooks;\n    }\n  });\n  Object.defineProperty(exports, '_loaded', {\n    enumerable: true,\n    get: function () {\n      return _lazy_load._loaded;\n    }\n  });\n  Object.defineProperty(exports, 'Observable', {\n    enumerable: true,\n    get: function () {\n      return _observable.default;\n    }\n  });\n  Object.defineProperty(exports, 'MutableEnumerable', {\n    enumerable: true,\n    get: function () {\n      return _mutable_enumerable.default;\n    }\n  });\n  Object.defineProperty(exports, 'MutableArray', {\n    enumerable: true,\n    get: function () {\n      return _mutable_array.default;\n    }\n  });\n  Object.defineProperty(exports, 'removeAt', {\n    enumerable: true,\n    get: function () {\n      return _mutable_array.removeAt;\n    }\n  });\n  Object.defineProperty(exports, 'TargetActionSupport', {\n    enumerable: true,\n    get: function () {\n      return _target_action_support.default;\n    }\n  });\n  Object.defineProperty(exports, 'Evented', {\n    enumerable: true,\n    get: function () {\n      return _evented.default;\n    }\n  });\n  Object.defineProperty(exports, 'PromiseProxyMixin', {\n    enumerable: true,\n    get: function () {\n      return _promise_proxy.default;\n    }\n  });\n  Object.defineProperty(exports, 'empty', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.empty;\n    }\n  });\n  Object.defineProperty(exports, 'notEmpty', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.notEmpty;\n    }\n  });\n  Object.defineProperty(exports, 'none', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.none;\n    }\n  });\n  Object.defineProperty(exports, 'not', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.not;\n    }\n  });\n  Object.defineProperty(exports, 'bool', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.bool;\n    }\n  });\n  Object.defineProperty(exports, 'match', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.match;\n    }\n  });\n  Object.defineProperty(exports, 'equal', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.equal;\n    }\n  });\n  Object.defineProperty(exports, 'gt', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.gt;\n    }\n  });\n  Object.defineProperty(exports, 'gte', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.gte;\n    }\n  });\n  Object.defineProperty(exports, 'lt', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.lt;\n    }\n  });\n  Object.defineProperty(exports, 'lte', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.lte;\n    }\n  });\n  Object.defineProperty(exports, 'oneWay', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.oneWay;\n    }\n  });\n  Object.defineProperty(exports, 'readOnly', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.readOnly;\n    }\n  });\n  Object.defineProperty(exports, 'deprecatingAlias', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.deprecatingAlias;\n    }\n  });\n  Object.defineProperty(exports, 'and', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.and;\n    }\n  });\n  Object.defineProperty(exports, 'or', {\n    enumerable: true,\n    get: function () {\n      return _computed_macros.or;\n    }\n  });\n  Object.defineProperty(exports, 'sum', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.sum;\n    }\n  });\n  Object.defineProperty(exports, 'min', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.min;\n    }\n  });\n  Object.defineProperty(exports, 'max', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.max;\n    }\n  });\n  Object.defineProperty(exports, 'map', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.map;\n    }\n  });\n  Object.defineProperty(exports, 'sort', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.sort;\n    }\n  });\n  Object.defineProperty(exports, 'setDiff', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.setDiff;\n    }\n  });\n  Object.defineProperty(exports, 'mapBy', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.mapBy;\n    }\n  });\n  Object.defineProperty(exports, 'filter', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.filter;\n    }\n  });\n  Object.defineProperty(exports, 'filterBy', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.filterBy;\n    }\n  });\n  Object.defineProperty(exports, 'uniq', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.uniq;\n    }\n  });\n  Object.defineProperty(exports, 'uniqBy', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.uniqBy;\n    }\n  });\n  Object.defineProperty(exports, 'union', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.union;\n    }\n  });\n  Object.defineProperty(exports, 'intersect', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.intersect;\n    }\n  });\n  Object.defineProperty(exports, 'collect', {\n    enumerable: true,\n    get: function () {\n      return _reduce_computed_macros.collect;\n    }\n  });\n  Object.defineProperty(exports, 'Controller', {\n    enumerable: true,\n    get: function () {\n      return _controller.default;\n    }\n  });\n  Object.defineProperty(exports, 'ControllerMixin', {\n    enumerable: true,\n    get: function () {\n      return _controller2.default;\n    }\n  });\n  Object.defineProperty(exports, 'Service', {\n    enumerable: true,\n    get: function () {\n      return _service.default;\n    }\n  });\n  Object.defineProperty(exports, 'RSVP', {\n    enumerable: true,\n    get: function () {\n      return _rsvp.default;\n    }\n  });\n  Object.defineProperty(exports, 'onerrorDefault', {\n    enumerable: true,\n    get: function () {\n      return _rsvp.onerrorDefault;\n    }\n  });\n  Object.defineProperty(exports, 'isArray', {\n    enumerable: true,\n    get: function () {\n      return _utils.isArray;\n    }\n  });\n  Object.defineProperty(exports, 'typeOf', {\n    enumerable: true,\n    get: function () {\n      return _utils.typeOf;\n    }\n  });\n  Object.defineProperty(exports, 'getStrings', {\n    enumerable: true,\n    get: function () {\n      return _string_registry.getStrings;\n    }\n  });\n  Object.defineProperty(exports, 'setStrings', {\n    enumerable: true,\n    get: function () {\n      return _string_registry.setStrings;\n    }\n  });\n});","enifed('ember-runtime/inject', ['exports', 'ember-metal', 'ember-debug'], function (exports, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.default = inject;\n  exports.createInjectionHelper = createInjectionHelper;\n  exports.validatePropertyInjections = validatePropertyInjections;\n\n\n  /**\n    Namespace for injection helper methods.\n  \n    @class inject\n    @namespace Ember\n    @static\n    @public\n  */\n  function inject() {\n    (true && !(false) && (0, _emberDebug.assert)('Injected properties must be created through helpers, see \\'' + Object.keys(inject).map(function (k) {\n      return '\\'inject.' + k + '\\'';\n    }).join(' or ') + '\\''));\n  }\n\n  // Dictionary of injection validations by type, added to by `createInjectionHelper`\n  var typeValidators = {};\n\n  /**\n    This method allows other Ember modules to register injection helpers for a\n    given container type. Helpers are exported to the `inject` namespace as the\n    container type itself.\n  \n    @private\n    @method createInjectionHelper\n    @since 1.10.0\n    @for Ember\n    @param {String} type The container type the helper will inject\n    @param {Function} validator A validation callback that is executed at mixin-time\n  */\n  function createInjectionHelper(type, validator) {\n    typeValidators[type] = validator;\n\n    inject[type] = function (name) {\n      return new _emberMetal.InjectedProperty(type, name);\n    };\n  }\n\n  /**\n    Validation function that runs per-type validation functions once for each\n    injected type encountered.\n  \n    @private\n    @method validatePropertyInjections\n    @since 1.10.0\n    @for Ember\n    @param {Object} factory The factory object\n  */\n  function validatePropertyInjections(factory) {\n    var proto = factory.proto();\n    var types = [];\n\n    for (var key in proto) {\n      var desc = proto[key];\n      if (desc instanceof _emberMetal.InjectedProperty && types.indexOf(desc.type) === -1) {\n        types.push(desc.type);\n      }\n    }\n\n    if (types.length) {\n      for (var i = 0; i < types.length; i++) {\n        var validator = typeValidators[types[i]];\n\n        if (typeof validator === 'function') {\n          validator(factory);\n        }\n      }\n    }\n\n    return true;\n  }\n});","enifed('ember-runtime/is-equal', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = isEqual;\n  /**\n    Compares two objects, returning true if they are equal.\n  \n    ```javascript\n    Ember.isEqual('hello', 'hello');                   // true\n    Ember.isEqual(1, 2);                               // false\n    ```\n  \n    `isEqual` is a more specific comparison than a triple equal comparison.\n    It will call the `isEqual` instance method on the objects being\n    compared, allowing finer control over when objects should be considered\n    equal to each other.\n  \n    ```javascript\n    let Person = Ember.Object.extend({\n      isEqual(other) { return this.ssn == other.ssn; }\n    });\n  \n    let personA = Person.create({name: 'Muhammad Ali', ssn: '123-45-6789'});\n    let personB = Person.create({name: 'Cassius Clay', ssn: '123-45-6789'});\n  \n    Ember.isEqual(personA, personB); // true\n    ```\n  \n    Due to the expense of array comparisons, collections will never be equal to\n    each other even if each of their items are equal to each other.\n  \n    ```javascript\n    Ember.isEqual([4, 2], [4, 2]);                     // false\n    ```\n  \n    @method isEqual\n    @for Ember\n    @param {Object} a first object to compare\n    @param {Object} b second object to compare\n    @return {Boolean}\n    @public\n  */\n  function isEqual(a, b) {\n    if (a && typeof a.isEqual === 'function') {\n      return a.isEqual(b);\n    }\n\n    if (a instanceof Date && b instanceof Date) {\n      return a.getTime() === b.getTime();\n    }\n\n    return a === b;\n  }\n});","enifed('ember-runtime/mixins/-proxy', ['exports', 'ember-babel', '@glimmer/reference', 'ember-metal', 'ember-debug', 'ember-runtime/computed/computed_macros'], function (exports, _emberBabel, _reference, _emberMetal, _emberDebug, _computed_macros) {\n  'use strict';\n\n  /**\n  @module ember\n  */\n\n  function contentPropertyWillChange(content, contentKey) {\n    var key = contentKey.slice(8); // remove \"content.\"\n    if (key in this) {\n      return;\n    } // if shadowed in proxy\n    (0, _emberMetal.propertyWillChange)(this, key);\n  }\n\n  function contentPropertyDidChange(content, contentKey) {\n    var key = contentKey.slice(8); // remove \"content.\"\n    if (key in this) {\n      return;\n    } // if shadowed in proxy\n    (0, _emberMetal.propertyDidChange)(this, key);\n  }\n\n  var ProxyTag = function (_CachedTag) {\n    (0, _emberBabel.inherits)(ProxyTag, _CachedTag);\n\n    function ProxyTag(proxy) {\n      (0, _emberBabel.classCallCheck)(this, ProxyTag);\n\n      var _this = (0, _emberBabel.possibleConstructorReturn)(this, _CachedTag.call(this));\n\n      var content = (0, _emberMetal.get)(proxy, 'content');\n\n      _this.proxy = proxy;\n      _this.proxyWrapperTag = new _reference.DirtyableTag();\n      _this.proxyContentTag = new _reference.UpdatableTag((0, _emberMetal.tagFor)(content));\n      return _this;\n    }\n\n    ProxyTag.prototype.compute = function compute() {\n      return Math.max(this.proxyWrapperTag.value(), this.proxyContentTag.value());\n    };\n\n    ProxyTag.prototype.dirty = function dirty() {\n      this.proxyWrapperTag.dirty();\n    };\n\n    ProxyTag.prototype.contentDidChange = function contentDidChange() {\n      var content = (0, _emberMetal.get)(this.proxy, 'content');\n      this.proxyContentTag.update((0, _emberMetal.tagFor)(content));\n    };\n\n    return ProxyTag;\n  }(_reference.CachedTag);\n\n  exports.default = _emberMetal.Mixin.create({\n    /**\n      The object whose properties will be forwarded.\n       @property content\n      @type Ember.Object\n      @default null\n      @private\n    */\n    content: null,\n\n    init: function () {\n      this._super.apply(this, arguments);\n      var m = (0, _emberMetal.meta)(this);\n      m.setProxy();\n      m.writableTag(function (source) {\n        return new ProxyTag(source);\n      });\n    },\n\n\n    isTruthy: (0, _computed_macros.bool)('content'),\n\n    willWatchProperty: function (key) {\n      var contentKey = 'content.' + key;\n      (0, _emberMetal._addBeforeObserver)(this, contentKey, null, contentPropertyWillChange);\n      (0, _emberMetal.addObserver)(this, contentKey, null, contentPropertyDidChange);\n    },\n    didUnwatchProperty: function (key) {\n      var contentKey = 'content.' + key;\n      (0, _emberMetal._removeBeforeObserver)(this, contentKey, null, contentPropertyWillChange);\n      (0, _emberMetal.removeObserver)(this, contentKey, null, contentPropertyDidChange);\n    },\n    unknownProperty: function (key) {\n      var content = (0, _emberMetal.get)(this, 'content');\n      if (content) {\n        (true && !(!this.isController) && (0, _emberDebug.deprecate)('You attempted to access `' + key + '` from `' + this + '`, but object proxying is deprecated. Please use `model.' + key + '` instead.', !this.isController, { id: 'ember-runtime.controller-proxy', until: '3.0.0' }));\n\n        return (0, _emberMetal.get)(content, key);\n      }\n    },\n    setUnknownProperty: function (key, value) {\n      var m = (0, _emberMetal.meta)(this);\n\n      if (m.proto === this) {\n        // if marked as prototype then just defineProperty\n        // rather than delegate\n        (0, _emberMetal.defineProperty)(this, key, null, value);\n        return value;\n      }\n\n      var content = (0, _emberMetal.get)(this, 'content');\n      (true && !(content) && (0, _emberDebug.assert)('Cannot delegate set(\\'' + key + '\\', ' + value + ') to the \\'content\\' property of object proxy ' + this + ': its \\'content\\' is undefined.', content));\n      (true && !(!this.isController) && (0, _emberDebug.deprecate)('You attempted to set `' + key + '` from `' + this + '`, but object proxying is deprecated. Please use `model.' + key + '` instead.', !this.isController, { id: 'ember-runtime.controller-proxy', until: '3.0.0' }));\n\n\n      return (0, _emberMetal.set)(content, key, value);\n    }\n  });\n});","enifed('ember-runtime/mixins/action_handler', ['exports', 'ember-metal', 'ember-debug'], function (exports, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.deprecateUnderscoreActions = deprecateUnderscoreActions;\n\n\n  /**\n    `Ember.ActionHandler` is available on some familiar classes including\n    `Ember.Route`, `Ember.Component`, and `Ember.Controller`.\n    (Internally the mixin is used by `Ember.CoreView`, `Ember.ControllerMixin`,\n    and `Ember.Route` and available to the above classes through\n    inheritance.)\n  \n    @class ActionHandler\n    @namespace Ember\n    @private\n  */\n  /**\n  @module ember\n  */\n\n  var ActionHandler = _emberMetal.Mixin.create({\n    mergedProperties: ['actions'],\n\n    send: function (actionName) {\n      for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        args[_key - 1] = arguments[_key];\n      }\n\n      if (this.actions && this.actions[actionName]) {\n        var shouldBubble = this.actions[actionName].apply(this, args) === true;\n        if (!shouldBubble) {\n          return;\n        }\n      }\n\n      var target = (0, _emberMetal.get)(this, 'target');\n      if (target) {\n        (true && !(typeof target.send === 'function') && (0, _emberDebug.assert)('The `target` for ' + this + ' (' + target + ') does not have a `send` method', typeof target.send === 'function'));\n\n        target.send.apply(target, arguments);\n      }\n    },\n    willMergeMixin: function (props) {\n      (true && !(!props.actions || !props._actions) && (0, _emberDebug.assert)('Specifying `_actions` and `actions` in the same mixin is not supported.', !props.actions || !props._actions));\n\n\n      if (props._actions) {\n        (true && !(false) && (0, _emberDebug.deprecate)('Specifying actions in `_actions` is deprecated, please use `actions` instead.', false, { id: 'ember-runtime.action-handler-_actions', until: '3.0.0' }));\n\n\n        props.actions = props._actions;\n        delete props._actions;\n      }\n    }\n  });\n\n  exports.default = ActionHandler;\n  function deprecateUnderscoreActions(factory) {\n    Object.defineProperty(factory.prototype, '_actions', {\n      configurable: true,\n      enumerable: false,\n      set: function (value) {\n        (true && !(false) && (0, _emberDebug.assert)('You cannot set `_actions` on ' + this + ', please use `actions` instead.'));\n      },\n      get: function () {\n        (true && !(false) && (0, _emberDebug.deprecate)('Usage of `_actions` is deprecated, use `actions` instead.', false, { id: 'ember-runtime.action-handler-_actions', until: '3.0.0' }));\n\n        return (0, _emberMetal.get)(this, 'actions');\n      }\n    });\n  }\n});","enifed('ember-runtime/mixins/array', ['exports', 'ember-utils', 'ember-metal', 'ember-debug', 'ember-runtime/mixins/enumerable'], function (exports, _emberUtils, _emberMetal, _emberDebug, _enumerable) {\n  'use strict';\n\n  exports.addArrayObserver = addArrayObserver;\n  exports.removeArrayObserver = removeArrayObserver;\n  exports.objectAt = objectAt;\n  exports.arrayContentWillChange = arrayContentWillChange;\n  exports.arrayContentDidChange = arrayContentDidChange;\n  exports.isEmberArray = isEmberArray;\n\n  var _Mixin$create;\n\n  function arrayObserversHelper(obj, target, opts, operation, notify) {\n    var willChange = opts && opts.willChange || 'arrayWillChange';\n    var didChange = opts && opts.didChange || 'arrayDidChange';\n    var hasObservers = (0, _emberMetal.get)(obj, 'hasArrayObservers');\n\n    if (hasObservers === notify) {\n      (0, _emberMetal.propertyWillChange)(obj, 'hasArrayObservers');\n    }\n\n    operation(obj, '@array:before', target, willChange);\n    operation(obj, '@array:change', target, didChange);\n\n    if (hasObservers === notify) {\n      (0, _emberMetal.propertyDidChange)(obj, 'hasArrayObservers');\n    }\n\n    return obj;\n  }\n\n  function addArrayObserver(array, target, opts) {\n    return arrayObserversHelper(array, target, opts, _emberMetal.addListener, false);\n  }\n\n  function removeArrayObserver(array, target, opts) {\n    return arrayObserversHelper(array, target, opts, _emberMetal.removeListener, true);\n  }\n\n  function objectAt(content, idx) {\n    return typeof content.objectAt === 'function' ? content.objectAt(idx) : content[idx];\n  }\n\n  function arrayContentWillChange(array, startIdx, removeAmt, addAmt) {\n    var removing = void 0,\n        lim = void 0;\n\n    // if no args are passed assume everything changes\n    if (startIdx === undefined) {\n      startIdx = 0;\n      removeAmt = addAmt = -1;\n    } else {\n      if (removeAmt === undefined) {\n        removeAmt = -1;\n      }\n\n      if (addAmt === undefined) {\n        addAmt = -1;\n      }\n    }\n\n    if (array.__each) {\n      array.__each.arrayWillChange(array, startIdx, removeAmt, addAmt);\n    }\n\n    (0, _emberMetal.sendEvent)(array, '@array:before', [array, startIdx, removeAmt, addAmt]);\n\n    if (startIdx >= 0 && removeAmt >= 0 && (0, _emberMetal.get)(array, 'hasEnumerableObservers')) {\n      removing = [];\n      lim = startIdx + removeAmt;\n\n      for (var idx = startIdx; idx < lim; idx++) {\n        removing.push(objectAt(array, idx));\n      }\n    } else {\n      removing = removeAmt;\n    }\n\n    array.enumerableContentWillChange(removing, addAmt);\n\n    return array;\n  }\n\n  function arrayContentDidChange(array, startIdx, removeAmt, addAmt) {\n    // if no args are passed assume everything changes\n    if (startIdx === undefined) {\n      startIdx = 0;\n      removeAmt = addAmt = -1;\n    } else {\n      if (removeAmt === undefined) {\n        removeAmt = -1;\n      }\n\n      if (addAmt === undefined) {\n        addAmt = -1;\n      }\n    }\n\n    var adding = void 0;\n    if (startIdx >= 0 && addAmt >= 0 && (0, _emberMetal.get)(array, 'hasEnumerableObservers')) {\n      adding = [];\n      var lim = startIdx + addAmt;\n\n      for (var idx = startIdx; idx < lim; idx++) {\n        adding.push(objectAt(array, idx));\n      }\n    } else {\n      adding = addAmt;\n    }\n\n    array.enumerableContentDidChange(removeAmt, adding);\n\n    if (array.__each) {\n      array.__each.arrayDidChange(array, startIdx, removeAmt, addAmt);\n    }\n\n    (0, _emberMetal.sendEvent)(array, '@array:change', [array, startIdx, removeAmt, addAmt]);\n\n    var meta = (0, _emberMetal.peekMeta)(array);\n    var cache = meta !== undefined ? meta.readableCache() : undefined;\n    if (cache !== undefined) {\n      var length = (0, _emberMetal.get)(array, 'length');\n      var addedAmount = addAmt === -1 ? 0 : addAmt;\n      var removedAmount = removeAmt === -1 ? 0 : removeAmt;\n      var delta = addedAmount - removedAmount;\n      var previousLength = length - delta;\n\n      var normalStartIdx = startIdx < 0 ? previousLength + startIdx : startIdx;\n      if (cache.firstObject !== undefined && normalStartIdx === 0) {\n        (0, _emberMetal.propertyWillChange)(array, 'firstObject', meta);\n        (0, _emberMetal.propertyDidChange)(array, 'firstObject', meta);\n      }\n\n      if (cache.lastObject !== undefined) {\n        var previousLastIndex = previousLength - 1;\n        var lastAffectedIndex = normalStartIdx + removedAmount;\n        if (previousLastIndex < lastAffectedIndex) {\n          (0, _emberMetal.propertyWillChange)(array, 'lastObject', meta);\n          (0, _emberMetal.propertyDidChange)(array, 'lastObject', meta);\n        }\n      }\n    }\n\n    return array;\n  }\n\n  var EMBER_ARRAY = (0, _emberUtils.symbol)('EMBER_ARRAY');\n\n  function isEmberArray(obj) {\n    return obj && obj[EMBER_ARRAY];\n  }\n\n  // ..........................................................\n  // ARRAY\n  //\n  /**\n    This mixin implements Observer-friendly Array-like behavior. It is not a\n    concrete implementation, but it can be used up by other classes that want\n    to appear like arrays.\n  \n    For example, ArrayProxy is a concrete classes that can\n    be instantiated to implement array-like behavior. Both of these classes use\n    the Array Mixin by way of the MutableArray mixin, which allows observable\n    changes to be made to the underlying array.\n  \n    Unlike `Ember.Enumerable,` this mixin defines methods specifically for\n    collections that provide index-ordered access to their contents. When you\n    are designing code that needs to accept any kind of Array-like object, you\n    should use these methods instead of Array primitives because these will\n    properly notify observers of changes to the array.\n  \n    Although these methods are efficient, they do add a layer of indirection to\n    your application so it is a good idea to use them only when you need the\n    flexibility of using both true JavaScript arrays and \"virtual\" arrays such\n    as controllers and collections.\n  \n    You can use the methods defined in this module to access and modify array\n    contents in a KVO-friendly way. You can also be notified whenever the\n    membership of an array changes by using `.observes('myArray.[]')`.\n  \n    To support `EmberArray` in your own class, you must override two\n    primitives to use it: `length()` and `objectAt()`.\n  \n    Note that the EmberArray mixin also incorporates the `Ember.Enumerable`\n    mixin. All `EmberArray`-like objects are also enumerable.\n  \n    @class EmberArray\n    @uses Enumerable\n    @since Ember 0.9.0\n    @public\n  */\n  var ArrayMixin = _emberMetal.Mixin.create(_enumerable.default, (_Mixin$create = {}, _Mixin$create[EMBER_ARRAY] = true, _Mixin$create.length = null, _Mixin$create.objectAt = function (idx) {\n    if (idx < 0 || idx >= (0, _emberMetal.get)(this, 'length')) {\n      return undefined;\n    }\n\n    return (0, _emberMetal.get)(this, idx);\n  }, _Mixin$create.objectsAt = function (indexes) {\n    var _this = this;\n\n    return indexes.map(function (idx) {\n      return objectAt(_this, idx);\n    });\n  }, _Mixin$create.nextObject = function (idx) {\n    return objectAt(this, idx);\n  }, _Mixin$create['[]'] = (0, _emberMetal.computed)({\n    get: function (key) {\n      return this;\n    },\n    set: function (key, value) {\n      this.replace(0, (0, _emberMetal.get)(this, 'length'), value);\n      return this;\n    }\n  }), _Mixin$create.firstObject = (0, _emberMetal.computed)(function () {\n    return objectAt(this, 0);\n  }).readOnly(), _Mixin$create.lastObject = (0, _emberMetal.computed)(function () {\n    return objectAt(this, (0, _emberMetal.get)(this, 'length') - 1);\n  }).readOnly(), _Mixin$create.contains = function (obj) {\n    (true && !(false) && (0, _emberDebug.deprecate)('`Enumerable#contains` is deprecated, use `Enumerable#includes` instead.', false, { id: 'ember-runtime.enumerable-contains', until: '3.0.0', url: 'https://emberjs.com/deprecations/v2.x#toc_enumerable-contains' }));\n\n\n    return this.indexOf(obj) >= 0;\n  }, _Mixin$create.slice = function (beginIndex, endIndex) {\n    var ret = _emberMetal.default.A();\n    var length = (0, _emberMetal.get)(this, 'length');\n\n    if ((0, _emberMetal.isNone)(beginIndex)) {\n      beginIndex = 0;\n    } else if (beginIndex < 0) {\n      beginIndex = length + beginIndex;\n    }\n\n    if ((0, _emberMetal.isNone)(endIndex) || endIndex > length) {\n      endIndex = length;\n    } else if (endIndex < 0) {\n      endIndex = length + endIndex;\n    }\n\n    while (beginIndex < endIndex) {\n      ret[ret.length] = objectAt(this, beginIndex++);\n    }\n\n    return ret;\n  }, _Mixin$create.indexOf = function (object, startAt) {\n    var len = (0, _emberMetal.get)(this, 'length');\n\n    if (startAt === undefined) {\n      startAt = 0;\n    }\n\n    if (startAt < 0) {\n      startAt += len;\n    }\n\n    for (var idx = startAt; idx < len; idx++) {\n      if (objectAt(this, idx) === object) {\n        return idx;\n      }\n    }\n\n    return -1;\n  }, _Mixin$create.lastIndexOf = function (object, startAt) {\n    var len = (0, _emberMetal.get)(this, 'length');\n\n    if (startAt === undefined || startAt >= len) {\n      startAt = len - 1;\n    }\n\n    if (startAt < 0) {\n      startAt += len;\n    }\n\n    for (var idx = startAt; idx >= 0; idx--) {\n      if (objectAt(this, idx) === object) {\n        return idx;\n      }\n    }\n\n    return -1;\n  }, _Mixin$create.addArrayObserver = function (target, opts) {\n    return addArrayObserver(this, target, opts);\n  }, _Mixin$create.removeArrayObserver = function (target, opts) {\n    return removeArrayObserver(this, target, opts);\n  }, _Mixin$create.hasArrayObservers = (0, _emberMetal.computed)(function () {\n    return (0, _emberMetal.hasListeners)(this, '@array:change') || (0, _emberMetal.hasListeners)(this, '@array:before');\n  }), _Mixin$create.arrayContentWillChange = function (startIdx, removeAmt, addAmt) {\n    return arrayContentWillChange(this, startIdx, removeAmt, addAmt);\n  }, _Mixin$create.arrayContentDidChange = function (startIdx, removeAmt, addAmt) {\n    return arrayContentDidChange(this, startIdx, removeAmt, addAmt);\n  }, _Mixin$create.includes = function (obj, startAt) {\n    var len = (0, _emberMetal.get)(this, 'length');\n\n    if (startAt === undefined) {\n      startAt = 0;\n    }\n\n    if (startAt < 0) {\n      startAt += len;\n    }\n\n    for (var idx = startAt; idx < len; idx++) {\n      var currentObj = objectAt(this, idx);\n\n      // SameValueZero comparison (NaN !== NaN)\n      if (obj === currentObj || obj !== obj && currentObj !== currentObj) {\n        return true;\n      }\n    }\n\n    return false;\n  }, _Mixin$create['@each'] = (0, _emberMetal.computed)(function () {\n    // TODO use Symbol or add to meta\n    if (!this.__each) {\n      this.__each = new EachProxy(this);\n    }\n\n    return this.__each;\n  }).volatile().readOnly(), _Mixin$create));\n\n  /**\n    This is the object instance returned when you get the `@each` property on an\n    array. It uses the unknownProperty handler to automatically create\n    EachArray instances for property names.\n    @class EachProxy\n    @private\n  */\n  function EachProxy(content) {\n    this._content = content;\n    this._keys = undefined;\n    (0, _emberMetal.meta)(this);\n  }\n\n  EachProxy.prototype = {\n    __defineNonEnumerable: function (property) {\n      this[property.name] = property.descriptor.value;\n    },\n    arrayWillChange: function (content, idx, removedCnt, addedCnt) {\n      var keys = this._keys;\n      var lim = removedCnt > 0 ? idx + removedCnt : -1;\n      var meta = (0, _emberMetal.peekMeta)(this);\n      for (var key in keys) {\n        if (lim > 0) {\n          removeObserverForContentKey(content, key, this, idx, lim);\n        }\n        (0, _emberMetal.propertyWillChange)(this, key, meta);\n      }\n    },\n    arrayDidChange: function (content, idx, removedCnt, addedCnt) {\n      var keys = this._keys;\n      var lim = addedCnt > 0 ? idx + addedCnt : -1;\n      var meta = (0, _emberMetal.peekMeta)(this);\n      for (var key in keys) {\n        if (lim > 0) {\n          addObserverForContentKey(content, key, this, idx, lim);\n        }\n        (0, _emberMetal.propertyDidChange)(this, key, meta);\n      }\n    },\n    willWatchProperty: function (property) {\n      this.beginObservingContentKey(property);\n    },\n    didUnwatchProperty: function (property) {\n      this.stopObservingContentKey(property);\n    },\n    beginObservingContentKey: function (keyName) {\n      var keys = this._keys;\n      if (!keys) {\n        keys = this._keys = Object.create(null);\n      }\n\n      if (!keys[keyName]) {\n        keys[keyName] = 1;\n        var content = this._content;\n        var len = (0, _emberMetal.get)(content, 'length');\n\n        addObserverForContentKey(content, keyName, this, 0, len);\n      } else {\n        keys[keyName]++;\n      }\n    },\n    stopObservingContentKey: function (keyName) {\n      var keys = this._keys;\n      if (keys && keys[keyName] > 0 && --keys[keyName] <= 0) {\n        var content = this._content;\n        var len = (0, _emberMetal.get)(content, 'length');\n\n        removeObserverForContentKey(content, keyName, this, 0, len);\n      }\n    },\n    contentKeyWillChange: function (obj, keyName) {\n      (0, _emberMetal.propertyWillChange)(this, keyName);\n    },\n    contentKeyDidChange: function (obj, keyName) {\n      (0, _emberMetal.propertyDidChange)(this, keyName);\n    }\n  };\n\n  function addObserverForContentKey(content, keyName, proxy, idx, loc) {\n    while (--loc >= idx) {\n      var item = objectAt(content, loc);\n      if (item) {\n        (true && !(typeof item === 'object') && (0, _emberDebug.assert)('When using @each to observe the array `' + (0, _emberUtils.toString)(content) + '`, the array must return an object', typeof item === 'object'));\n\n        (0, _emberMetal._addBeforeObserver)(item, keyName, proxy, 'contentKeyWillChange');\n        (0, _emberMetal.addObserver)(item, keyName, proxy, 'contentKeyDidChange');\n      }\n    }\n  }\n\n  function removeObserverForContentKey(content, keyName, proxy, idx, loc) {\n    while (--loc >= idx) {\n      var item = objectAt(content, loc);\n      if (item) {\n        (0, _emberMetal._removeBeforeObserver)(item, keyName, proxy, 'contentKeyWillChange');\n        (0, _emberMetal.removeObserver)(item, keyName, proxy, 'contentKeyDidChange');\n      }\n    }\n  }\n\n  exports.default = ArrayMixin;\n});","enifed('ember-runtime/mixins/comparable', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create({\n\n    /**\n      __Required.__ You must implement this method to apply this mixin.\n       Override to return the result of the comparison of the two parameters. The\n      compare method should return:\n       - `-1` if `a < b`\n      - `0` if `a == b`\n      - `1` if `a > b`\n       Default implementation raises an exception.\n       @method compare\n      @param a {Object} the first object to compare\n      @param b {Object} the second object to compare\n      @return {Number} the result of the comparison\n      @private\n    */\n    compare: null\n  });\n});","enifed('ember-runtime/mixins/container_proxy', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  /**\n    ContainerProxyMixin is used to provide public access to specific\n    container functionality.\n  \n    @class ContainerProxyMixin\n    @private\n  */\n  var containerProxyMixin = {\n    /**\n     The container stores state.\n      @private\n     @property {Ember.Container} __container__\n     */\n    __container__: null,\n\n    ownerInjection: function () {\n      return this.__container__.ownerInjection();\n    },\n    lookup: function (fullName, options) {\n      return this.__container__.lookup(fullName, options);\n    },\n    _resolveLocalLookupName: function (name, source) {\n      return this.__container__.registry.expandLocalLookup('component:' + name, {\n        source: source\n      });\n    },\n    willDestroy: function () {\n      this._super.apply(this, arguments);\n\n      if (this.__container__) {\n        (0, _emberMetal.run)(this.__container__, 'destroy');\n      }\n    },\n    factoryFor: function (fullName) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      return this.__container__.factoryFor(fullName, options);\n    }\n  }; /**\n     @module ember\n     */\n  exports.default = _emberMetal.Mixin.create(containerProxyMixin);\n});","enifed('ember-runtime/mixins/controller', ['exports', 'ember-metal', 'ember-runtime/computed/computed_macros', 'ember-runtime/mixins/action_handler'], function (exports, _emberMetal, _computed_macros, _action_handler) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create(_action_handler.default, {\n    /* ducktype as a controller */\n    isController: true,\n\n    /**\n      The object to which actions from the view should be sent.\n       For example, when a Handlebars template uses the `{{action}}` helper,\n      it will attempt to send the action to the view's controller's `target`.\n       By default, the value of the target property is set to the router, and\n      is injected when a controller is instantiated. This injection is applied\n      as part of the application's initialization process. In most cases the\n      `target` property will automatically be set to the logical consumer of\n      actions for the controller.\n       @property target\n      @default null\n      @public\n    */\n    target: null,\n\n    store: null,\n\n    /**\n      The controller's current model. When retrieving or modifying a controller's\n      model, this property should be used instead of the `content` property.\n       @property model\n      @public\n    */\n    model: null,\n\n    /**\n      @private\n    */\n    content: (0, _computed_macros.deprecatingAlias)('model', {\n      id: 'ember-runtime.controller.content-alias',\n      until: '2.17.0',\n      url: 'https://emberjs.com/deprecations/v2.x/#toc_controller-content-alias'\n    })\n  });\n});","enifed('ember-runtime/mixins/copyable', ['exports', 'ember-metal', 'ember-debug', 'ember-runtime/mixins/freezable'], function (exports, _emberMetal, _emberDebug, _freezable) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create({\n    /**\n      __Required.__ You must implement this method to apply this mixin.\n       Override to return a copy of the receiver. Default implementation raises\n      an exception.\n       @method copy\n      @param {Boolean} deep if `true`, a deep copy of the object should be made\n      @return {Object} copy of receiver\n      @private\n    */\n    copy: null,\n\n    /**\n      If the object implements `Ember.Freezable`, then this will return a new\n      copy if the object is not frozen and the receiver if the object is frozen.\n       Raises an exception if you try to call this method on a object that does\n      not support freezing.\n       You should use this method whenever you want a copy of a freezable object\n      since a freezable object can simply return itself without actually\n      consuming more memory.\n       @method frozenCopy\n      @return {Object} copy of receiver or receiver\n      @deprecated Use `Object.freeze` instead.\n      @private\n    */\n    frozenCopy: function () {\n      (true && !(false) && (0, _emberDebug.deprecate)('`frozenCopy` is deprecated, use `Object.freeze` instead.', false, { id: 'ember-runtime.frozen-copy', until: '3.0.0' }));\n\n      if (_freezable.Freezable && _freezable.Freezable.detect(this)) {\n        return (0, _emberMetal.get)(this, 'isFrozen') ? this : this.copy().freeze();\n      } else {\n        throw new _emberDebug.Error(this + ' does not support freezing');\n      }\n    }\n  });\n});","enifed('ember-runtime/mixins/enumerable', ['exports', 'ember-utils', 'ember-metal', 'ember-debug', 'ember-runtime/compare', 'require'], function (exports, _emberUtils, _emberMetal, _emberDebug, _compare, _require2) {\n  'use strict';\n\n  var _emberA = void 0; /**\n                        @module @ember/enumerable\n                        @private\n                        */\n\n  // ..........................................................\n  // HELPERS\n  //\n\n  function emberA() {\n    if (_emberA === undefined) {\n      _emberA = (0, _require2.default)('ember-runtime/system/native_array').A;\n    }\n    return _emberA();\n  }\n\n  var contexts = [];\n\n  function popCtx() {\n    return contexts.length === 0 ? {} : contexts.pop();\n  }\n\n  function pushCtx(ctx) {\n    contexts.push(ctx);\n    return null;\n  }\n\n  function iter(key, value) {\n    var valueProvided = arguments.length === 2;\n\n    return valueProvided ? function (item) {\n      return value === (0, _emberMetal.get)(item, key);\n    } : function (item) {\n      return !!(0, _emberMetal.get)(item, key);\n    };\n  }\n\n  /**\n    This mixin defines the common interface implemented by enumerable objects\n    in Ember. Most of these methods follow the standard Array iteration\n    API defined up to JavaScript 1.8 (excluding language-specific features that\n    cannot be emulated in older versions of JavaScript).\n  \n    This mixin is applied automatically to the Array class on page load, so you\n    can use any of these methods on simple arrays. If Array already implements\n    one of these methods, the mixin will not override them.\n  \n    ## Writing Your Own Enumerable\n  \n    To make your own custom class enumerable, you need two items:\n  \n    1. You must have a length property. This property should change whenever\n       the number of items in your enumerable object changes. If you use this\n       with an `Ember.Object` subclass, you should be sure to change the length\n       property using `set().`\n  \n    2. You must implement `nextObject().` See documentation.\n  \n    Once you have these two methods implemented, apply the `Ember.Enumerable` mixin\n    to your class and you will be able to enumerate the contents of your object\n    like any other collection.\n  \n    ## Using Ember Enumeration with Other Libraries\n  \n    Many other libraries provide some kind of iterator or enumeration like\n    facility. This is often where the most common API conflicts occur.\n    Ember's API is designed to be as friendly as possible with other\n    libraries by implementing only methods that mostly correspond to the\n    JavaScript 1.8 API.\n  \n    @class Enumerable\n    @since Ember 0.9\n    @private\n  */\n  var Enumerable = _emberMetal.Mixin.create({\n\n    /**\n      __Required.__ You must implement this method to apply this mixin.\n       Implement this method to make your class enumerable.\n       This method will be called repeatedly during enumeration. The index value\n      will always begin with 0 and increment monotonically. You don't have to\n      rely on the index value to determine what object to return, but you should\n      always check the value and start from the beginning when you see the\n      requested index is 0.\n       The `previousObject` is the object that was returned from the last call\n      to `nextObject` for the current iteration. This is a useful way to\n      manage iteration if you are tracing a linked list, for example.\n       Finally the context parameter will always contain a hash you can use as\n      a \"scratchpad\" to maintain any other state you need in order to iterate\n      properly. The context object is reused and is not reset between\n      iterations so make sure you setup the context with a fresh state whenever\n      the index parameter is 0.\n       Generally iterators will continue to call `nextObject` until the index\n      reaches the current length-1. If you run out of data before this\n      time for some reason, you should simply return undefined.\n       The default implementation of this method simply looks up the index.\n      This works great on any Array-like objects.\n       @method nextObject\n      @param {Number} index the current index of the iteration\n      @param {Object} previousObject the value returned by the last call to\n        `nextObject`.\n      @param {Object} context a context object you can use to maintain state.\n      @return {Object} the next object in the iteration or undefined\n      @private\n    */\n    nextObject: null,\n\n    /**\n      Helper method returns the first object from a collection. This is usually\n      used by bindings and other parts of the framework to extract a single\n      object if the enumerable contains only one item.\n       If you override this method, you should implement it so that it will\n      always return the same value each time it is called. If your enumerable\n      contains only one object, this method should always return that object.\n      If your enumerable is empty, this method should return `undefined`.\n       ```javascript\n      let arr = ['a', 'b', 'c'];\n      arr.get('firstObject');  // 'a'\n       let arr = [];\n      arr.get('firstObject');  // undefined\n      ```\n       @property firstObject\n      @return {Object} the object or undefined\n      @readOnly\n      @public\n    */\n    firstObject: (0, _emberMetal.computed)('[]', function () {\n      if ((0, _emberMetal.get)(this, 'length') === 0) {\n        return undefined;\n      }\n\n      // handle generic enumerables\n      var context = popCtx();\n      var ret = this.nextObject(0, null, context);\n\n      pushCtx(context);\n\n      return ret;\n    }).readOnly(),\n\n    /**\n      Helper method returns the last object from a collection. If your enumerable\n      contains only one object, this method should always return that object.\n      If your enumerable is empty, this method should return `undefined`.\n       ```javascript\n      let arr = ['a', 'b', 'c'];\n      arr.get('lastObject');  // 'c'\n       let arr = [];\n      arr.get('lastObject');  // undefined\n      ```\n       @property lastObject\n      @return {Object} the last object or undefined\n      @readOnly\n      @public\n    */\n    lastObject: (0, _emberMetal.computed)('[]', function () {\n      var len = (0, _emberMetal.get)(this, 'length');\n\n      if (len === 0) {\n        return undefined;\n      }\n\n      var context = popCtx();\n      var idx = 0;\n      var last = null;\n      var cur = void 0;\n\n      do {\n        last = cur;\n        cur = this.nextObject(idx++, last, context);\n      } while (cur !== undefined);\n\n      pushCtx(context);\n\n      return last;\n    }).readOnly(),\n\n    contains: function (obj) {\n      (true && !(false) && (0, _emberDebug.deprecate)('`Enumerable#contains` is deprecated, use `Enumerable#includes` instead.', false, { id: 'ember-runtime.enumerable-contains', until: '3.0.0', url: 'https://emberjs.com/deprecations/v2.x#toc_enumerable-contains' }));\n\n\n      var found = this.find(function (item) {\n        return item === obj;\n      });\n\n      return found !== undefined;\n    },\n    forEach: function (callback, target) {\n      (true && !(typeof callback === 'function') && (0, _emberDebug.assert)('Enumerable#forEach expects a function as first argument.', typeof callback === 'function'));\n\n\n      var context = popCtx();\n      var len = (0, _emberMetal.get)(this, 'length');\n      var last = null;\n\n      if (target === undefined) {\n        target = null;\n      }\n\n      for (var idx = 0; idx < len; idx++) {\n        var next = this.nextObject(idx, last, context);\n        callback.call(target, next, idx, this);\n        last = next;\n      }\n\n      last = null;\n      context = pushCtx(context);\n\n      return this;\n    },\n\n\n    /**\n      Alias for `mapBy`\n       @method getEach\n      @param {String} key name of the property\n      @return {Array} The mapped array.\n      @public\n    */\n    getEach: (0, _emberMetal.aliasMethod)('mapBy'),\n\n    setEach: function (key, value) {\n      return this.forEach(function (item) {\n        return (0, _emberMetal.set)(item, key, value);\n      });\n    },\n    map: function (callback, target) {\n      (true && !(typeof callback === 'function') && (0, _emberDebug.assert)('Enumerable#map expects a function as first argument.', typeof callback === 'function'));\n\n\n      var ret = emberA();\n\n      this.forEach(function (x, idx, i) {\n        return ret[idx] = callback.call(target, x, idx, i);\n      });\n\n      return ret;\n    },\n    mapBy: function (key) {\n      return this.map(function (next) {\n        return (0, _emberMetal.get)(next, key);\n      });\n    },\n    filter: function (callback, target) {\n      (true && !(typeof callback === 'function') && (0, _emberDebug.assert)('Enumerable#filter expects a function as first argument.', typeof callback === 'function'));\n\n\n      var ret = emberA();\n\n      this.forEach(function (x, idx, i) {\n        if (callback.call(target, x, idx, i)) {\n          ret.push(x);\n        }\n      });\n\n      return ret;\n    },\n    reject: function (callback, target) {\n      (true && !(typeof callback === 'function') && (0, _emberDebug.assert)('Enumerable#reject expects a function as first argument.', typeof callback === 'function'));\n\n\n      return this.filter(function () {\n        return !callback.apply(target, arguments);\n      });\n    },\n    filterBy: function (key, value) {\n      return this.filter(iter.apply(this, arguments));\n    },\n    rejectBy: function (key, value) {\n      var exactValue = function (item) {\n        return (0, _emberMetal.get)(item, key) === value;\n      };\n      var hasValue = function (item) {\n        return !!(0, _emberMetal.get)(item, key);\n      };\n      var use = arguments.length === 2 ? exactValue : hasValue;\n\n      return this.reject(use);\n    },\n    find: function (callback, target) {\n      (true && !(typeof callback === 'function') && (0, _emberDebug.assert)('Enumerable#find expects a function as first argument.', typeof callback === 'function'));\n\n\n      var len = (0, _emberMetal.get)(this, 'length');\n\n      if (target === undefined) {\n        target = null;\n      }\n\n      var context = popCtx();\n      var found = false;\n      var last = null;\n      var next = void 0,\n          ret = void 0;\n\n      for (var idx = 0; idx < len && !found; idx++) {\n        next = this.nextObject(idx, last, context);\n\n        found = callback.call(target, next, idx, this);\n        if (found) {\n          ret = next;\n        }\n\n        last = next;\n      }\n\n      next = last = null;\n      context = pushCtx(context);\n\n      return ret;\n    },\n    findBy: function (key, value) {\n      return this.find(iter.apply(this, arguments));\n    },\n    every: function (callback, target) {\n      (true && !(typeof callback === 'function') && (0, _emberDebug.assert)('Enumerable#every expects a function as first argument.', typeof callback === 'function'));\n\n\n      return !this.find(function (x, idx, i) {\n        return !callback.call(target, x, idx, i);\n      });\n    },\n    isEvery: function (key, value) {\n      return this.every(iter.apply(this, arguments));\n    },\n    any: function (callback, target) {\n      (true && !(typeof callback === 'function') && (0, _emberDebug.assert)('Enumerable#any expects a function as first argument.', typeof callback === 'function'));\n\n\n      var len = (0, _emberMetal.get)(this, 'length');\n      var context = popCtx();\n      var found = false;\n      var last = null;\n      var next = void 0;\n\n      if (target === undefined) {\n        target = null;\n      }\n\n      for (var idx = 0; idx < len && !found; idx++) {\n        next = this.nextObject(idx, last, context);\n        found = callback.call(target, next, idx, this);\n        last = next;\n      }\n\n      next = last = null;\n      context = pushCtx(context);\n      return found;\n    },\n    isAny: function (key, value) {\n      return this.any(iter.apply(this, arguments));\n    },\n    reduce: function (callback, initialValue, reducerProperty) {\n      (true && !(typeof callback === 'function') && (0, _emberDebug.assert)('Enumerable#reduce expects a function as first argument.', typeof callback === 'function'));\n\n\n      var ret = initialValue;\n\n      this.forEach(function (item, i) {\n        ret = callback(ret, item, i, this, reducerProperty);\n      }, this);\n\n      return ret;\n    },\n    invoke: function (methodName) {\n      for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        args[_key - 1] = arguments[_key];\n      }\n\n      var ret = emberA();\n\n      this.forEach(function (x, idx) {\n        var method = x && x[methodName];\n\n        if ('function' === typeof method) {\n          ret[idx] = args.length ? method.apply(x, args) : x[methodName]();\n        }\n      }, this);\n\n      return ret;\n    },\n    toArray: function () {\n      var ret = emberA();\n\n      this.forEach(function (o, idx) {\n        return ret[idx] = o;\n      });\n\n      return ret;\n    },\n    compact: function () {\n      return this.filter(function (value) {\n        return value != null;\n      });\n    },\n    without: function (value) {\n      if (!this.includes(value)) {\n        return this; // nothing to do\n      }\n\n      var ret = emberA();\n\n      this.forEach(function (k) {\n        // SameValueZero comparison (NaN !== NaN)\n        if (!(k === value || k !== k && value !== value)) {\n          ret[ret.length] = k;\n        }\n      });\n\n      return ret;\n    },\n    uniq: function () {\n      var ret = emberA();\n\n      this.forEach(function (k) {\n        if (ret.indexOf(k) < 0) {\n          ret.push(k);\n        }\n      });\n\n      return ret;\n    },\n\n\n    /**\n      This property will trigger anytime the enumerable's content changes.\n      You can observe this property to be notified of changes to the enumerable's\n      content.\n       For plain enumerables, this property is read only. `Array` overrides\n      this method.\n       @property []\n      @type Array\n      @return this\n      @private\n    */\n    '[]': (0, _emberMetal.computed)({\n      get: function (key) {\n        return this;\n      }\n    }),\n\n    addEnumerableObserver: function (target, opts) {\n      var willChange = opts && opts.willChange || 'enumerableWillChange';\n      var didChange = opts && opts.didChange || 'enumerableDidChange';\n      var hasObservers = (0, _emberMetal.get)(this, 'hasEnumerableObservers');\n\n      if (!hasObservers) {\n        (0, _emberMetal.propertyWillChange)(this, 'hasEnumerableObservers');\n      }\n\n      (0, _emberMetal.addListener)(this, '@enumerable:before', target, willChange);\n      (0, _emberMetal.addListener)(this, '@enumerable:change', target, didChange);\n\n      if (!hasObservers) {\n        (0, _emberMetal.propertyDidChange)(this, 'hasEnumerableObservers');\n      }\n\n      return this;\n    },\n    removeEnumerableObserver: function (target, opts) {\n      var willChange = opts && opts.willChange || 'enumerableWillChange';\n      var didChange = opts && opts.didChange || 'enumerableDidChange';\n      var hasObservers = (0, _emberMetal.get)(this, 'hasEnumerableObservers');\n\n      if (hasObservers) {\n        (0, _emberMetal.propertyWillChange)(this, 'hasEnumerableObservers');\n      }\n\n      (0, _emberMetal.removeListener)(this, '@enumerable:before', target, willChange);\n      (0, _emberMetal.removeListener)(this, '@enumerable:change', target, didChange);\n\n      if (hasObservers) {\n        (0, _emberMetal.propertyDidChange)(this, 'hasEnumerableObservers');\n      }\n\n      return this;\n    },\n\n\n    /**\n      Becomes true whenever the array currently has observers watching changes\n      on the array.\n       @property hasEnumerableObservers\n      @type Boolean\n      @private\n    */\n    hasEnumerableObservers: (0, _emberMetal.computed)(function () {\n      return (0, _emberMetal.hasListeners)(this, '@enumerable:change') || (0, _emberMetal.hasListeners)(this, '@enumerable:before');\n    }),\n\n    enumerableContentWillChange: function (removing, adding) {\n      var removeCnt = void 0,\n          addCnt = void 0,\n          hasDelta = void 0;\n\n      if ('number' === typeof removing) {\n        removeCnt = removing;\n      } else if (removing) {\n        removeCnt = (0, _emberMetal.get)(removing, 'length');\n      } else {\n        removeCnt = removing = -1;\n      }\n\n      if ('number' === typeof adding) {\n        addCnt = adding;\n      } else if (adding) {\n        addCnt = (0, _emberMetal.get)(adding, 'length');\n      } else {\n        addCnt = adding = -1;\n      }\n\n      hasDelta = addCnt < 0 || removeCnt < 0 || addCnt - removeCnt !== 0;\n\n      if (removing === -1) {\n        removing = null;\n      }\n\n      if (adding === -1) {\n        adding = null;\n      }\n\n      (0, _emberMetal.propertyWillChange)(this, '[]');\n\n      if (hasDelta) {\n        (0, _emberMetal.propertyWillChange)(this, 'length');\n      }\n\n      (0, _emberMetal.sendEvent)(this, '@enumerable:before', [this, removing, adding]);\n\n      return this;\n    },\n    enumerableContentDidChange: function (removing, adding) {\n      var removeCnt = void 0,\n          addCnt = void 0,\n          hasDelta = void 0;\n\n      if ('number' === typeof removing) {\n        removeCnt = removing;\n      } else if (removing) {\n        removeCnt = (0, _emberMetal.get)(removing, 'length');\n      } else {\n        removeCnt = removing = -1;\n      }\n\n      if ('number' === typeof adding) {\n        addCnt = adding;\n      } else if (adding) {\n        addCnt = (0, _emberMetal.get)(adding, 'length');\n      } else {\n        addCnt = adding = -1;\n      }\n\n      hasDelta = addCnt < 0 || removeCnt < 0 || addCnt - removeCnt !== 0;\n\n      if (removing === -1) {\n        removing = null;\n      }\n\n      if (adding === -1) {\n        adding = null;\n      }\n\n      (0, _emberMetal.sendEvent)(this, '@enumerable:change', [this, removing, adding]);\n\n      if (hasDelta) {\n        (0, _emberMetal.propertyDidChange)(this, 'length');\n      }\n\n      (0, _emberMetal.propertyDidChange)(this, '[]');\n\n      return this;\n    },\n    sortBy: function () {\n      var sortKeys = arguments;\n\n      return this.toArray().sort(function (a, b) {\n        for (var i = 0; i < sortKeys.length; i++) {\n          var key = sortKeys[i];\n          var propA = (0, _emberMetal.get)(a, key);\n          var propB = (0, _emberMetal.get)(b, key);\n          // return 1 or -1 else continue to the next sortKey\n          var compareValue = (0, _compare.default)(propA, propB);\n\n          if (compareValue) {\n            return compareValue;\n          }\n        }\n        return 0;\n      });\n    },\n    uniqBy: function (key) {\n      var ret = emberA();\n      var seen = Object.create(null);\n\n      this.forEach(function (item) {\n        var guid = (0, _emberUtils.guidFor)((0, _emberMetal.get)(item, key));\n        if (!(guid in seen)) {\n          seen[guid] = true;\n          ret.push(item);\n        }\n      });\n\n      return ret;\n    },\n    includes: function (obj) {\n      (true && !(arguments.length === 1) && (0, _emberDebug.assert)('Enumerable#includes cannot accept a second argument \"startAt\" as enumerable items are unordered.', arguments.length === 1));\n\n\n      var len = (0, _emberMetal.get)(this, 'length');\n      var idx = void 0,\n          next = void 0;\n      var last = null;\n      var found = false;\n\n      var context = popCtx();\n\n      for (idx = 0; idx < len && !found; idx++) {\n        next = this.nextObject(idx, last, context);\n\n        found = obj === next || obj !== obj && next !== next;\n\n        last = next;\n      }\n\n      next = last = null;\n      context = pushCtx(context);\n\n      return found;\n    }\n  });\n\n  exports.default = Enumerable;\n});","enifed('ember-runtime/mixins/evented', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create({\n\n    /**\n      Subscribes to a named event with given function.\n       ```javascript\n      person.on('didLoad', function() {\n        // fired once the person has loaded\n      });\n      ```\n       An optional target can be passed in as the 2nd argument that will\n      be set as the \"this\" for the callback. This is a good way to give your\n      function access to the object triggering the event. When the target\n      parameter is used the callback becomes the third argument.\n       @method on\n      @param {String} name The name of the event\n      @param {Object} [target] The \"this\" binding for the callback\n      @param {Function} method The callback to execute\n      @return this\n      @public\n    */\n    on: function (name, target, method) {\n      (0, _emberMetal.addListener)(this, name, target, method);\n      return this;\n    },\n\n\n    /**\n      Subscribes a function to a named event and then cancels the subscription\n      after the first time the event is triggered. It is good to use ``one`` when\n      you only care about the first time an event has taken place.\n       This function takes an optional 2nd argument that will become the \"this\"\n      value for the callback. If this argument is passed then the 3rd argument\n      becomes the function.\n       @method one\n      @param {String} name The name of the event\n      @param {Object} [target] The \"this\" binding for the callback\n      @param {Function} method The callback to execute\n      @return this\n      @public\n    */\n    one: function (name, target, method) {\n      if (!method) {\n        method = target;\n        target = null;\n      }\n\n      (0, _emberMetal.addListener)(this, name, target, method, true);\n      return this;\n    },\n\n\n    /**\n      Triggers a named event for the object. Any additional arguments\n      will be passed as parameters to the functions that are subscribed to the\n      event.\n       ```javascript\n      person.on('didEat', function(food) {\n        console.log('person ate some ' + food);\n      });\n       person.trigger('didEat', 'broccoli');\n       // outputs: person ate some broccoli\n      ```\n      @method trigger\n      @param {String} name The name of the event\n      @param {Object...} args Optional arguments to pass on\n      @public\n    */\n    trigger: function (name) {\n      for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        args[_key - 1] = arguments[_key];\n      }\n\n      (0, _emberMetal.sendEvent)(this, name, args);\n    },\n\n\n    /**\n      Cancels subscription for given name, target, and method.\n       @method off\n      @param {String} name The name of the event\n      @param {Object} target The target of the subscription\n      @param {Function} method The function of the subscription\n      @return this\n      @public\n    */\n    off: function (name, target, method) {\n      (0, _emberMetal.removeListener)(this, name, target, method);\n      return this;\n    },\n\n\n    /**\n      Checks to see if object has any subscriptions for named event.\n       @method has\n      @param {String} name The name of the event\n      @return {Boolean} does the object have a subscription for event\n      @public\n     */\n    has: function (name) {\n      return (0, _emberMetal.hasListeners)(this, name);\n    }\n  });\n});","enifed('ember-runtime/mixins/freezable', ['exports', 'ember-metal', 'ember-debug'], function (exports, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.FROZEN_ERROR = exports.Freezable = undefined;\n\n\n  /**\n    The `Ember.Freezable` mixin implements some basic methods for marking an\n    object as frozen. Once an object is frozen it should be read only. No changes\n    may be made the internal state of the object.\n  \n    ## Enforcement\n  \n    To fully support freezing in your subclass, you must include this mixin and\n    override any method that might alter any property on the object to instead\n    raise an exception. You can check the state of an object by checking the\n    `isFrozen` property.\n  \n    Although future versions of JavaScript may support language-level freezing\n    object objects, that is not the case today. Even if an object is freezable,\n    it is still technically possible to modify the object, even though it could\n    break other parts of your application that do not expect a frozen object to\n    change. It is, therefore, very important that you always respect the\n    `isFrozen` property on all freezable objects.\n  \n    ## Example Usage\n  \n    The example below shows a simple object that implement the `Ember.Freezable`\n    protocol.\n  \n    ```javascript\n    Contact = Ember.Object.extend(Ember.Freezable, {\n      firstName: null,\n      lastName: null,\n  \n      // swaps the names\n      swapNames: function() {\n        if (this.get('isFrozen')) throw Ember.FROZEN_ERROR;\n        var tmp = this.get('firstName');\n        this.set('firstName', this.get('lastName'));\n        this.set('lastName', tmp);\n        return this;\n      }\n  \n    });\n  \n    c = Contact.create({ firstName: \"John\", lastName: \"Doe\" });\n    c.swapNames();  // returns c\n    c.freeze();\n    c.swapNames();  // EXCEPTION\n    ```\n  \n    ## Copying\n  \n    Usually the `Ember.Freezable` protocol is implemented in cooperation with the\n    `Ember.Copyable` protocol, which defines a `frozenCopy()` method that will\n    return a frozen object, if the object implements this method as well.\n  \n    @class Freezable\n    @namespace Ember\n    @since Ember 0.9\n    @deprecated Use `Object.freeze` instead.\n    @private\n  */\n  /**\n  @module ember\n  */\n\n  var Freezable = exports.Freezable = _emberMetal.Mixin.create({\n    init: function () {\n      (true && !(false) && (0, _emberDebug.deprecate)('`Ember.Freezable` is deprecated, use `Object.freeze` instead.', false, { id: 'ember-runtime.freezable-init', until: '3.0.0' }));\n\n      this._super.apply(this, arguments);\n    },\n\n\n    /**\n      Set to `true` when the object is frozen. Use this property to detect\n      whether your object is frozen or not.\n       @property isFrozen\n      @type Boolean\n      @private\n    */\n    isFrozen: false,\n\n    /**\n      Freezes the object. Once this method has been called the object should\n      no longer allow any properties to be edited.\n       @method freeze\n      @return {Object} receiver\n      @private\n    */\n    freeze: function () {\n      if ((0, _emberMetal.get)(this, 'isFrozen')) {\n        return this;\n      }\n\n      (0, _emberMetal.set)(this, 'isFrozen', true);\n      return this;\n    }\n  });\n\n  var FROZEN_ERROR = exports.FROZEN_ERROR = 'Frozen object cannot be modified.';\n});","enifed('ember-runtime/mixins/mutable_array', ['exports', 'ember-metal', 'ember-runtime/mixins/array', 'ember-runtime/mixins/mutable_enumerable', 'ember-runtime/mixins/enumerable', 'ember-debug'], function (exports, _emberMetal, _array, _mutable_enumerable, _enumerable, _emberDebug) {\n  'use strict';\n\n  exports.removeAt = removeAt;\n  /**\n  @module @ember/array\n  */\n\n  var OUT_OF_RANGE_EXCEPTION = 'Index out of range';\n  var EMPTY = [];\n\n  // ..........................................................\n  // HELPERS\n  //\n\n  function removeAt(array, start, len) {\n    if ('number' === typeof start) {\n      if (start < 0 || start >= (0, _emberMetal.get)(array, 'length')) {\n        throw new _emberDebug.Error(OUT_OF_RANGE_EXCEPTION);\n      }\n\n      // fast case\n      if (len === undefined) {\n        len = 1;\n      }\n\n      array.replace(start, len, EMPTY);\n    }\n\n    return array;\n  }\n\n  /**\n    This mixin defines the API for modifying array-like objects. These methods\n    can be applied only to a collection that keeps its items in an ordered set.\n    It builds upon the Array mixin and adds methods to modify the array.\n    One concrete implementations of this class include ArrayProxy.\n  \n    It is important to use the methods in this class to modify arrays so that\n    changes are observable. This allows the binding system in Ember to function\n    correctly.\n  \n  \n    Note that an Array can change even if it does not implement this mixin.\n    For example, one might implement a SparseArray that cannot be directly\n    modified, but if its underlying enumerable changes, it will change also.\n  \n    @class MutableArray\n    @uses EmberArray\n    @uses Ember.MutableEnumerable\n    @public\n  */\n  exports.default = _emberMetal.Mixin.create(_array.default, _mutable_enumerable.default, {\n\n    /**\n      __Required.__ You must implement this method to apply this mixin.\n       This is one of the primitives you must implement to support `Ember.Array`.\n      You should replace amt objects started at idx with the objects in the\n      passed array. You should also call `this.enumerableContentDidChange()`\n       @method replace\n      @param {Number} idx Starting index in the array to replace. If\n        idx >= length, then append to the end of the array.\n      @param {Number} amt Number of elements that should be removed from\n        the array, starting at *idx*.\n      @param {EmberArray} objects An array of zero or more objects that should be\n        inserted into the array at *idx*\n      @public\n    */\n    replace: null,\n\n    /**\n      Remove all elements from the array. This is useful if you\n      want to reuse an existing array without having to recreate it.\n       ```javascript\n      let colors = ['red', 'green', 'blue'];\n       colors.length;  // 3\n      colors.clear(); // []\n      colors.length;  // 0\n      ```\n       @method clear\n      @return {Ember.Array} An empty Array.\n      @public\n    */\n    clear: function () {\n      var len = (0, _emberMetal.get)(this, 'length');\n      if (len === 0) {\n        return this;\n      }\n\n      this.replace(0, len, EMPTY);\n      return this;\n    },\n\n\n    /**\n      This will use the primitive `replace()` method to insert an object at the\n      specified index.\n       ```javascript\n      let colors = ['red', 'green', 'blue'];\n       colors.insertAt(2, 'yellow');  // ['red', 'green', 'yellow', 'blue']\n      colors.insertAt(5, 'orange');  // Error: Index out of range\n      ```\n       @method insertAt\n      @param {Number} idx index of insert the object at.\n      @param {Object} object object to insert\n      @return {EmberArray} receiver\n      @public\n    */\n    insertAt: function (idx, object) {\n      if (idx > (0, _emberMetal.get)(this, 'length')) {\n        throw new _emberDebug.Error(OUT_OF_RANGE_EXCEPTION);\n      }\n\n      this.replace(idx, 0, [object]);\n      return this;\n    },\n\n\n    /**\n      Remove an object at the specified index using the `replace()` primitive\n      method. You can pass either a single index, or a start and a length.\n       If you pass a start and length that is beyond the\n      length this method will throw an `OUT_OF_RANGE_EXCEPTION`.\n       ```javascript\n      let colors = ['red', 'green', 'blue', 'yellow', 'orange'];\n       colors.removeAt(0);     // ['green', 'blue', 'yellow', 'orange']\n      colors.removeAt(2, 2);  // ['green', 'blue']\n      colors.removeAt(4, 2);  // Error: Index out of range\n      ```\n       @method removeAt\n      @param {Number} start index, start of range\n      @param {Number} len length of passing range\n      @return {EmberArray} receiver\n      @public\n    */\n    removeAt: function (start, len) {\n      return removeAt(this, start, len);\n    },\n\n\n    /**\n      Push the object onto the end of the array. Works just like `push()` but it\n      is KVO-compliant.\n       ```javascript\n      let colors = ['red', 'green'];\n       colors.pushObject('black');     // ['red', 'green', 'black']\n      colors.pushObject(['yellow']);  // ['red', 'green', ['yellow']]\n      ```\n       @method pushObject\n      @param {*} obj object to push\n      @return object same object passed as a param\n      @public\n    */\n    pushObject: function (obj) {\n      this.insertAt((0, _emberMetal.get)(this, 'length'), obj);\n      return obj;\n    },\n\n\n    /**\n      Add the objects in the passed numerable to the end of the array. Defers\n      notifying observers of the change until all objects are added.\n       ```javascript\n      let colors = ['red'];\n       colors.pushObjects(['yellow', 'orange']);  // ['red', 'yellow', 'orange']\n      ```\n       @method pushObjects\n      @param {Enumerable} objects the objects to add\n      @return {EmberArray} receiver\n      @public\n    */\n    pushObjects: function (objects) {\n      if (!(_enumerable.default.detect(objects) || Array.isArray(objects))) {\n        throw new TypeError('Must pass Ember.Enumerable to Ember.MutableArray#pushObjects');\n      }\n      this.replace((0, _emberMetal.get)(this, 'length'), 0, objects);\n      return this;\n    },\n\n\n    /**\n      Pop object from array or nil if none are left. Works just like `pop()` but\n      it is KVO-compliant.\n       ```javascript\n      let colors = ['red', 'green', 'blue'];\n       colors.popObject();   // 'blue'\n      console.log(colors);  // ['red', 'green']\n      ```\n       @method popObject\n      @return object\n      @public\n    */\n    popObject: function () {\n      var len = (0, _emberMetal.get)(this, 'length');\n      if (len === 0) {\n        return null;\n      }\n\n      var ret = (0, _array.objectAt)(this, len - 1);\n      this.removeAt(len - 1, 1);\n      return ret;\n    },\n\n\n    /**\n      Shift an object from start of array or nil if none are left. Works just\n      like `shift()` but it is KVO-compliant.\n       ```javascript\n      let colors = ['red', 'green', 'blue'];\n       colors.shiftObject();  // 'red'\n      console.log(colors);   // ['green', 'blue']\n      ```\n       @method shiftObject\n      @return object\n      @public\n    */\n    shiftObject: function () {\n      if ((0, _emberMetal.get)(this, 'length') === 0) {\n        return null;\n      }\n\n      var ret = (0, _array.objectAt)(this, 0);\n      this.removeAt(0);\n      return ret;\n    },\n\n\n    /**\n      Unshift an object to start of array. Works just like `unshift()` but it is\n      KVO-compliant.\n       ```javascript\n      let colors = ['red'];\n       colors.unshiftObject('yellow');    // ['yellow', 'red']\n      colors.unshiftObject(['black']);   // [['black'], 'yellow', 'red']\n      ```\n       @method unshiftObject\n      @param {*} obj object to unshift\n      @return object same object passed as a param\n      @public\n    */\n    unshiftObject: function (obj) {\n      this.insertAt(0, obj);\n      return obj;\n    },\n\n\n    /**\n      Adds the named objects to the beginning of the array. Defers notifying\n      observers until all objects have been added.\n       ```javascript\n      let colors = ['red'];\n       colors.unshiftObjects(['black', 'white']);   // ['black', 'white', 'red']\n      colors.unshiftObjects('yellow'); // Type Error: 'undefined' is not a function\n      ```\n       @method unshiftObjects\n      @param {Enumberable} objects the objects to add\n      @return {EmberArray} receiver\n      @public\n    */\n    unshiftObjects: function (objects) {\n      this.replace(0, 0, objects);\n      return this;\n    },\n\n\n    /**\n      Reverse objects in the array. Works just like `reverse()` but it is\n      KVO-compliant.\n       @method reverseObjects\n      @return {EmberArray} receiver\n       @public\n    */\n    reverseObjects: function () {\n      var len = (0, _emberMetal.get)(this, 'length');\n      if (len === 0) {\n        return this;\n      }\n\n      var objects = this.toArray().reverse();\n      this.replace(0, len, objects);\n      return this;\n    },\n\n\n    /**\n      Replace all the receiver's content with content of the argument.\n      If argument is an empty array receiver will be cleared.\n       ```javascript\n      let colors = ['red', 'green', 'blue'];\n       colors.setObjects(['black', 'white']);  // ['black', 'white']\n      colors.setObjects([]);                  // []\n      ```\n       @method setObjects\n      @param {EmberArray} objects array whose content will be used for replacing\n          the content of the receiver\n      @return {EmberArray} receiver with the new content\n      @public\n    */\n    setObjects: function (objects) {\n      if (objects.length === 0) {\n        return this.clear();\n      }\n\n      var len = (0, _emberMetal.get)(this, 'length');\n      this.replace(0, len, objects);\n      return this;\n    },\n\n\n    // ..........................................................\n    // IMPLEMENT Ember.MutableEnumerable\n    //\n\n    /**\n      Remove all occurrences of an object in the array.\n       ```javascript\n      let cities = ['Chicago', 'Berlin', 'Lima', 'Chicago'];\n       cities.removeObject('Chicago');  // ['Berlin', 'Lima']\n      cities.removeObject('Lima');     // ['Berlin']\n      cities.removeObject('Tokyo')     // ['Berlin']\n      ```\n       @method removeObject\n      @param {*} obj object to remove\n      @return {EmberArray} receiver\n      @public\n    */\n    removeObject: function (obj) {\n      var loc = (0, _emberMetal.get)(this, 'length') || 0;\n      while (--loc >= 0) {\n        var curObject = (0, _array.objectAt)(this, loc);\n\n        if (curObject === obj) {\n          this.removeAt(loc);\n        }\n      }\n      return this;\n    },\n\n\n    /**\n      Push the object onto the end of the array if it is not already\n      present in the array.\n       ```javascript\n      let cities = ['Chicago', 'Berlin'];\n       cities.addObject('Lima');    // ['Chicago', 'Berlin', 'Lima']\n      cities.addObject('Berlin');  // ['Chicago', 'Berlin', 'Lima']\n      ```\n       @method addObject\n      @param {*} obj object to add, if not already present\n      @return {EmberArray} receiver\n      @public\n    */\n    addObject: function (obj) {\n      var included = this.includes(obj);\n\n      if (!included) {\n        this.pushObject(obj);\n      }\n\n      return this;\n    }\n  });\n});","enifed('ember-runtime/mixins/mutable_enumerable', ['exports', 'ember-runtime/mixins/enumerable', 'ember-metal'], function (exports, _enumerable, _emberMetal) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create(_enumerable.default, {\n\n    /**\n      __Required.__ You must implement this method to apply this mixin.\n       Attempts to add the passed object to the receiver if the object is not\n      already present in the collection. If the object is present, this method\n      has no effect.\n       If the passed object is of a type not supported by the receiver,\n      then this method should raise an exception.\n       @method addObject\n      @param {Object} object The object to add to the enumerable.\n      @return {Object} the passed object\n      @public\n    */\n    addObject: null,\n\n    /**\n      Adds each object in the passed enumerable to the receiver.\n       @method addObjects\n      @param {Ember.Enumerable} objects the objects to add.\n      @return {Object} receiver\n      @public\n    */\n    addObjects: function (objects) {\n      var _this = this;\n\n      (0, _emberMetal.beginPropertyChanges)(this);\n      objects.forEach(function (obj) {\n        return _this.addObject(obj);\n      });\n      (0, _emberMetal.endPropertyChanges)(this);\n      return this;\n    },\n\n\n    /**\n      __Required.__ You must implement this method to apply this mixin.\n       Attempts to remove the passed object from the receiver collection if the\n      object is present in the collection. If the object is not present,\n      this method has no effect.\n       If the passed object is of a type not supported by the receiver,\n      then this method should raise an exception.\n       @method removeObject\n      @param {Object} object The object to remove from the enumerable.\n      @return {Object} the passed object\n      @public\n    */\n    removeObject: null,\n\n    /**\n      Removes each object in the passed enumerable from the receiver.\n       @method removeObjects\n      @param {Ember.Enumerable} objects the objects to remove\n      @return {Object} receiver\n      @public\n    */\n    removeObjects: function (objects) {\n      (0, _emberMetal.beginPropertyChanges)(this);\n      for (var i = objects.length - 1; i >= 0; i--) {\n        this.removeObject(objects[i]);\n      }\n      (0, _emberMetal.endPropertyChanges)(this);\n      return this;\n    }\n  });\n});","enifed('ember-runtime/mixins/observable', ['exports', 'ember-metal', 'ember-debug'], function (exports, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create({\n\n    /**\n      Retrieves the value of a property from the object.\n       This method is usually similar to using `object[keyName]` or `object.keyName`,\n      however it supports both computed properties and the unknownProperty\n      handler.\n       Because `get` unifies the syntax for accessing all these kinds\n      of properties, it can make many refactorings easier, such as replacing a\n      simple property with a computed property, or vice versa.\n       ### Computed Properties\n       Computed properties are methods defined with the `property` modifier\n      declared at the end, such as:\n       ```javascript\n      fullName: Ember.computed('firstName', 'lastName', function() {\n        return this.get('firstName') + ' ' + this.get('lastName');\n      })\n      ```\n       When you call `get` on a computed property, the function will be\n      called and the return value will be returned instead of the function\n      itself.\n       ### Unknown Properties\n       Likewise, if you try to call `get` on a property whose value is\n      `undefined`, the `unknownProperty()` method will be called on the object.\n      If this method returns any value other than `undefined`, it will be returned\n      instead. This allows you to implement \"virtual\" properties that are\n      not defined upfront.\n       @method get\n      @param {String} keyName The property to retrieve\n      @return {Object} The property value or undefined.\n      @public\n    */\n    get: function (keyName) {\n      return (0, _emberMetal.get)(this, keyName);\n    },\n\n\n    /**\n      To get the values of multiple properties at once, call `getProperties`\n      with a list of strings or an array:\n       ```javascript\n      record.getProperties('firstName', 'lastName', 'zipCode');\n      // { firstName: 'John', lastName: 'Doe', zipCode: '10011' }\n      ```\n       is equivalent to:\n       ```javascript\n      record.getProperties(['firstName', 'lastName', 'zipCode']);\n      // { firstName: 'John', lastName: 'Doe', zipCode: '10011' }\n      ```\n       @method getProperties\n      @param {String...|Array} list of keys to get\n      @return {Object}\n      @public\n    */\n    getProperties: function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      return _emberMetal.getProperties.apply(undefined, [this].concat(args));\n    },\n\n\n    /**\n      Sets the provided key or path to the value.\n       ```javascript\n      record.set(\"key\", value);\n      ```\n       This method is generally very similar to calling `object[\"key\"] = value` or\n      `object.key = value`, except that it provides support for computed\n      properties, the `setUnknownProperty()` method and property observers.\n       ### Computed Properties\n       If you try to set a value on a key that has a computed property handler\n      defined (see the `get()` method for an example), then `set()` will call\n      that method, passing both the value and key instead of simply changing\n      the value itself. This is useful for those times when you need to\n      implement a property that is composed of one or more member\n      properties.\n       ### Unknown Properties\n       If you try to set a value on a key that is undefined in the target\n      object, then the `setUnknownProperty()` handler will be called instead. This\n      gives you an opportunity to implement complex \"virtual\" properties that\n      are not predefined on the object. If `setUnknownProperty()` returns\n      undefined, then `set()` will simply set the value on the object.\n       ### Property Observers\n       In addition to changing the property, `set()` will also register a property\n      change with the object. Unless you have placed this call inside of a\n      `beginPropertyChanges()` and `endPropertyChanges(),` any \"local\" observers\n      (i.e. observer methods declared on the same object), will be called\n      immediately. Any \"remote\" observers (i.e. observer methods declared on\n      another object) will be placed in a queue and called at a later time in a\n      coalesced manner.\n       @method set\n      @param {String} keyName The property to set\n      @param {Object} value The value to set or `null`.\n      @return {Object} The passed value\n      @public\n    */\n    set: function (keyName, value) {\n      return (0, _emberMetal.set)(this, keyName, value);\n    },\n\n\n    /**\n      Sets a list of properties at once. These properties are set inside\n      a single `beginPropertyChanges` and `endPropertyChanges` batch, so\n      observers will be buffered.\n       ```javascript\n      record.setProperties({ firstName: 'Charles', lastName: 'Jolley' });\n      ```\n       @method setProperties\n      @param {Object} hash the hash of keys and values to set\n      @return {Object} The passed in hash\n      @public\n    */\n    setProperties: function (hash) {\n      return (0, _emberMetal.setProperties)(this, hash);\n    },\n\n\n    /**\n      Begins a grouping of property changes.\n       You can use this method to group property changes so that notifications\n      will not be sent until the changes are finished. If you plan to make a\n      large number of changes to an object at one time, you should call this\n      method at the beginning of the changes to begin deferring change\n      notifications. When you are done making changes, call\n      `endPropertyChanges()` to deliver the deferred change notifications and end\n      deferring.\n       @method beginPropertyChanges\n      @return {Observable}\n      @private\n    */\n    beginPropertyChanges: function () {\n      (0, _emberMetal.beginPropertyChanges)();\n      return this;\n    },\n\n\n    /**\n      Ends a grouping of property changes.\n       You can use this method to group property changes so that notifications\n      will not be sent until the changes are finished. If you plan to make a\n      large number of changes to an object at one time, you should call\n      `beginPropertyChanges()` at the beginning of the changes to defer change\n      notifications. When you are done making changes, call this method to\n      deliver the deferred change notifications and end deferring.\n       @method endPropertyChanges\n      @return {Observable}\n      @private\n    */\n    endPropertyChanges: function () {\n      (0, _emberMetal.endPropertyChanges)();\n      return this;\n    },\n\n\n    /**\n      Notify the observer system that a property is about to change.\n       Sometimes you need to change a value directly or indirectly without\n      actually calling `get()` or `set()` on it. In this case, you can use this\n      method and `propertyDidChange()` instead. Calling these two methods\n      together will notify all observers that the property has potentially\n      changed value.\n       Note that you must always call `propertyWillChange` and `propertyDidChange`\n      as a pair. If you do not, it may get the property change groups out of\n      order and cause notifications to be delivered more often than you would\n      like.\n       @method propertyWillChange\n      @param {String} keyName The property key that is about to change.\n      @return {Observable}\n      @private\n    */\n    propertyWillChange: function (keyName) {\n      (0, _emberMetal.propertyWillChange)(this, keyName);\n      return this;\n    },\n\n\n    /**\n      Notify the observer system that a property has just changed.\n       Sometimes you need to change a value directly or indirectly without\n      actually calling `get()` or `set()` on it. In this case, you can use this\n      method and `propertyWillChange()` instead. Calling these two methods\n      together will notify all observers that the property has potentially\n      changed value.\n       Note that you must always call `propertyWillChange` and `propertyDidChange`\n      as a pair. If you do not, it may get the property change groups out of\n      order and cause notifications to be delivered more often than you would\n      like.\n       @method propertyDidChange\n      @param {String} keyName The property key that has just changed.\n      @return {Observable}\n      @private\n    */\n    propertyDidChange: function (keyName) {\n      (0, _emberMetal.propertyDidChange)(this, keyName);\n      return this;\n    },\n\n\n    /**\n      Convenience method to call `propertyWillChange` and `propertyDidChange` in\n      succession.\n       @method notifyPropertyChange\n      @param {String} keyName The property key to be notified about.\n      @return {Observable}\n      @public\n    */\n    notifyPropertyChange: function (keyName) {\n      this.propertyWillChange(keyName);\n      this.propertyDidChange(keyName);\n      return this;\n    },\n\n\n    /**\n      Adds an observer on a property.\n       This is the core method used to register an observer for a property.\n       Once you call this method, any time the key's value is set, your observer\n      will be notified. Note that the observers are triggered any time the\n      value is set, regardless of whether it has actually changed. Your\n      observer should be prepared to handle that.\n       ### Observer Methods\n       Observer methods have the following signature:\n       ```app/components/my-component.js\n      import Component from '@ember/component';\n       export default Component.extend({\n        init() {\n          this._super(...arguments);\n          this.addObserver('foo', this, 'fooDidChange');\n        },\n         fooDidChange(sender, key, value, rev) {\n          // your code\n        }\n      });\n      ```\n       The `sender` is the object that changed. The `key` is the property that\n      changes. The `value` property is currently reserved and unused. The `rev`\n      is the last property revision of the object when it changed, which you can\n      use to detect if the key value has really changed or not.\n       Usually you will not need the value or revision parameters at\n      the end. In this case, it is common to write observer methods that take\n      only a sender and key value as parameters or, if you aren't interested in\n      any of these values, to write an observer that has no parameters at all.\n       @method addObserver\n      @param {String} key The key to observe\n      @param {Object} target The target object to invoke\n      @param {String|Function} method The method to invoke\n      @return {Ember.Observable}\n      @public\n    */\n    addObserver: function (key, target, method) {\n      (0, _emberMetal.addObserver)(this, key, target, method);\n      return this;\n    },\n\n\n    /**\n      Remove an observer you have previously registered on this object. Pass\n      the same key, target, and method you passed to `addObserver()` and your\n      target will no longer receive notifications.\n       @method removeObserver\n      @param {String} key The key to observe\n      @param {Object} target The target object to invoke\n      @param {String|Function} method The method to invoke\n      @return {Ember.Observable}\n      @public\n    */\n    removeObserver: function (key, target, method) {\n      (0, _emberMetal.removeObserver)(this, key, target, method);\n      return this;\n    },\n\n\n    /**\n      Returns `true` if the object currently has observers registered for a\n      particular key. You can use this method to potentially defer performing\n      an expensive action until someone begins observing a particular property\n      on the object.\n       @method hasObserverFor\n      @param {String} key Key to check\n      @return {Boolean}\n      @private\n    */\n    hasObserverFor: function (key) {\n      return (0, _emberMetal.hasListeners)(this, key + ':change');\n    },\n\n\n    /**\n      Retrieves the value of a property, or a default value in the case that the\n      property returns `undefined`.\n       ```javascript\n      person.getWithDefault('lastName', 'Doe');\n      ```\n       @method getWithDefault\n      @param {String} keyName The name of the property to retrieve\n      @param {Object} defaultValue The value to return if the property value is undefined\n      @return {Object} The property value or the defaultValue.\n      @public\n    */\n    getWithDefault: function (keyName, defaultValue) {\n      return (0, _emberMetal.getWithDefault)(this, keyName, defaultValue);\n    },\n\n\n    /**\n      Set the value of a property to the current value plus some amount.\n       ```javascript\n      person.incrementProperty('age');\n      team.incrementProperty('score', 2);\n      ```\n       @method incrementProperty\n      @param {String} keyName The name of the property to increment\n      @param {Number} increment The amount to increment by. Defaults to 1\n      @return {Number} The new property value\n      @public\n    */\n    incrementProperty: function (keyName, increment) {\n      if ((0, _emberMetal.isNone)(increment)) {\n        increment = 1;\n      }\n      (true && !(!isNaN(parseFloat(increment)) && isFinite(increment)) && (0, _emberDebug.assert)('Must pass a numeric value to incrementProperty', !isNaN(parseFloat(increment)) && isFinite(increment)));\n\n      return (0, _emberMetal.set)(this, keyName, (parseFloat((0, _emberMetal.get)(this, keyName)) || 0) + increment);\n    },\n\n\n    /**\n      Set the value of a property to the current value minus some amount.\n       ```javascript\n      player.decrementProperty('lives');\n      orc.decrementProperty('health', 5);\n      ```\n       @method decrementProperty\n      @param {String} keyName The name of the property to decrement\n      @param {Number} decrement The amount to decrement by. Defaults to 1\n      @return {Number} The new property value\n      @public\n    */\n    decrementProperty: function (keyName, decrement) {\n      if ((0, _emberMetal.isNone)(decrement)) {\n        decrement = 1;\n      }\n      (true && !(!isNaN(parseFloat(decrement)) && isFinite(decrement)) && (0, _emberDebug.assert)('Must pass a numeric value to decrementProperty', !isNaN(parseFloat(decrement)) && isFinite(decrement)));\n\n      return (0, _emberMetal.set)(this, keyName, ((0, _emberMetal.get)(this, keyName) || 0) - decrement);\n    },\n\n\n    /**\n      Set the value of a boolean property to the opposite of its\n      current value.\n       ```javascript\n      starship.toggleProperty('warpDriveEngaged');\n      ```\n       @method toggleProperty\n      @param {String} keyName The name of the property to toggle\n      @return {Boolean} The new property value\n      @public\n    */\n    toggleProperty: function (keyName) {\n      return (0, _emberMetal.set)(this, keyName, !(0, _emberMetal.get)(this, keyName));\n    },\n\n\n    /**\n      Returns the cached value of a computed property, if it exists.\n      This allows you to inspect the value of a computed property\n      without accidentally invoking it if it is intended to be\n      generated lazily.\n       @method cacheFor\n      @param {String} keyName\n      @return {Object} The cached value of the computed property, if any\n      @public\n    */\n    cacheFor: function (keyName) {\n      return (0, _emberMetal.cacheFor)(this, keyName);\n    },\n\n\n    // intended for debugging purposes\n    observersForKey: function (keyName) {\n      return (0, _emberMetal.observersFor)(this, keyName);\n    }\n  });\n});","enifed('ember-runtime/mixins/promise_proxy', ['exports', 'ember-metal', 'ember-debug', 'ember-runtime/computed/computed_macros'], function (exports, _emberMetal, _emberDebug, _computed_macros) {\n  'use strict';\n\n  /**\n    @module @ember/object\n  */\n\n  function tap(proxy, promise) {\n    (0, _emberMetal.setProperties)(proxy, {\n      isFulfilled: false,\n      isRejected: false\n    });\n\n    return promise.then(function (value) {\n      if (!proxy.isDestroyed && !proxy.isDestroying) {\n        (0, _emberMetal.setProperties)(proxy, {\n          content: value,\n          isFulfilled: true\n        });\n      }\n      return value;\n    }, function (reason) {\n      if (!proxy.isDestroyed && !proxy.isDestroying) {\n        (0, _emberMetal.setProperties)(proxy, {\n          reason: reason,\n          isRejected: true\n        });\n      }\n      throw reason;\n    }, 'Ember: PromiseProxy');\n  }\n\n  /**\n    A low level mixin making ObjectProxy promise-aware.\n  \n    ```javascript\n    let ObjectPromiseProxy = Ember.ObjectProxy.extend(Ember.PromiseProxyMixin);\n  \n    let proxy = ObjectPromiseProxy.create({\n      promise: Ember.RSVP.resolve($.getJSON('/some/remote/data.json'))\n    });\n  \n    proxy.then(function(json){\n       // the json\n    }, function(reason) {\n       // the reason why you have no json\n    });\n    ```\n  \n    the proxy has bindable attributes which\n    track the promises life cycle\n  \n    ```javascript\n    proxy.get('isPending')   //=> true\n    proxy.get('isSettled')  //=> false\n    proxy.get('isRejected')  //=> false\n    proxy.get('isFulfilled') //=> false\n    ```\n  \n    When the $.getJSON completes, and the promise is fulfilled\n    with json, the life cycle attributes will update accordingly.\n    Note that $.getJSON doesn't return an ECMA specified promise,\n    it is useful to wrap this with an `RSVP.resolve` so that it behaves\n    as a spec compliant promise.\n  \n    ```javascript\n    proxy.get('isPending')   //=> false\n    proxy.get('isSettled')   //=> true\n    proxy.get('isRejected')  //=> false\n    proxy.get('isFulfilled') //=> true\n    ```\n  \n    As the proxy is an ObjectProxy, and the json now its content,\n    all the json properties will be available directly from the proxy.\n  \n    ```javascript\n    // Assuming the following json:\n    {\n      firstName: 'Stefan',\n      lastName: 'Penner'\n    }\n  \n    // both properties will accessible on the proxy\n    proxy.get('firstName') //=> 'Stefan'\n    proxy.get('lastName')  //=> 'Penner'\n    ```\n  \n    @class PromiseProxyMixin\n    @public\n  */\n  exports.default = _emberMetal.Mixin.create({\n    /**\n      If the proxied promise is rejected this will contain the reason\n      provided.\n       @property reason\n      @default null\n      @public\n    */\n    reason: null,\n\n    /**\n      Once the proxied promise has settled this will become `false`.\n       @property isPending\n      @default true\n      @public\n    */\n    isPending: (0, _computed_macros.not)('isSettled').readOnly(),\n\n    /**\n      Once the proxied promise has settled this will become `true`.\n       @property isSettled\n      @default false\n      @public\n    */\n    isSettled: (0, _computed_macros.or)('isRejected', 'isFulfilled').readOnly(),\n\n    /**\n      Will become `true` if the proxied promise is rejected.\n       @property isRejected\n      @default false\n      @public\n    */\n    isRejected: false,\n\n    /**\n      Will become `true` if the proxied promise is fulfilled.\n       @property isFulfilled\n      @default false\n      @public\n    */\n    isFulfilled: false,\n\n    /**\n      The promise whose fulfillment value is being proxied by this object.\n       This property must be specified upon creation, and should not be\n      changed once created.\n       Example:\n       ```javascript\n      Ember.ObjectProxy.extend(Ember.PromiseProxyMixin).create({\n        promise: <thenable>\n      });\n      ```\n       @property promise\n      @public\n    */\n    promise: (0, _emberMetal.computed)({\n      get: function () {\n        throw new _emberDebug.Error('PromiseProxy\\'s promise must be set');\n      },\n      set: function (key, promise) {\n        return tap(this, promise);\n      }\n    }),\n\n    /**\n      An alias to the proxied promise's `then`.\n       See RSVP.Promise.then.\n       @method then\n      @param {Function} callback\n      @return {RSVP.Promise}\n      @public\n    */\n    then: promiseAlias('then'),\n\n    /**\n      An alias to the proxied promise's `catch`.\n       See RSVP.Promise.catch.\n       @method catch\n      @param {Function} callback\n      @return {RSVP.Promise}\n      @since 1.3.0\n      @public\n    */\n    'catch': promiseAlias('catch'),\n\n    /**\n      An alias to the proxied promise's `finally`.\n       See RSVP.Promise.finally.\n       @method finally\n      @param {Function} callback\n      @return {RSVP.Promise}\n      @since 1.3.0\n      @public\n    */\n    'finally': promiseAlias('finally')\n\n  });\n\n\n  function promiseAlias(name) {\n    return function () {\n      var promise = (0, _emberMetal.get)(this, 'promise');\n      return promise[name].apply(promise, arguments);\n    };\n  }\n});","enifed('ember-runtime/mixins/registry_proxy', ['exports', 'ember-metal', 'ember-debug'], function (exports, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.buildFakeRegistryWithDeprecations = buildFakeRegistryWithDeprecations;\n  exports.default = _emberMetal.Mixin.create({\n    __registry__: null,\n\n    /**\n     Given a fullName return the corresponding factory.\n      @public\n     @method resolveRegistration\n     @param {String} fullName\n     @return {Function} fullName's factory\n     */\n    resolveRegistration: registryAlias('resolve'),\n\n    /**\n      Registers a factory that can be used for dependency injection (with\n      `inject`) or for service lookup. Each factory is registered with\n      a full name including two parts: `type:name`.\n       A simple example:\n       ```javascript\n      let App = Ember.Application.create();\n       App.Orange = Ember.Object.extend();\n      App.register('fruit:favorite', App.Orange);\n      ```\n       Ember will resolve factories from the `App` namespace automatically.\n      For example `App.CarsController` will be discovered and returned if\n      an application requests `controller:cars`.\n       An example of registering a controller with a non-standard name:\n       ```javascript\n      let App = Ember.Application.create();\n      let Session = Ember.Controller.extend();\n       App.register('controller:session', Session);\n       // The Session controller can now be treated like a normal controller,\n      // despite its non-standard name.\n      App.ApplicationController = Ember.Controller.extend({\n        needs: ['session']\n      });\n      ```\n       Registered factories are **instantiated** by having `create`\n      called on them. Additionally they are **singletons**, each time\n      they are looked up they return the same instance.\n       Some examples modifying that default behavior:\n       ```javascript\n      let App = Ember.Application.create();\n       App.Person = Ember.Object.extend();\n      App.Orange = Ember.Object.extend();\n      App.Email = Ember.Object.extend();\n      App.session = Ember.Object.create();\n       App.register('model:user', App.Person, { singleton: false });\n      App.register('fruit:favorite', App.Orange);\n      App.register('communication:main', App.Email, { singleton: false });\n      App.register('session', App.session, { instantiate: false });\n      ```\n       @method register\n      @param  fullName {String} type:name (e.g., 'model:user')\n      @param  factory {Function} (e.g., App.Person)\n      @param  options {Object} (optional) disable instantiation or singleton usage\n      @public\n     */\n    register: registryAlias('register'),\n\n    /**\n     Unregister a factory.\n      ```javascript\n     let App = Ember.Application.create();\n     let User = Ember.Object.extend();\n     App.register('model:user', User);\n      App.resolveRegistration('model:user').create() instanceof User //=> true\n      App.unregister('model:user')\n     App.resolveRegistration('model:user') === undefined //=> true\n     ```\n      @public\n     @method unregister\n     @param {String} fullName\n     */\n    unregister: registryAlias('unregister'),\n\n    /**\n     Check if a factory is registered.\n      @public\n     @method hasRegistration\n     @param {String} fullName\n     @return {Boolean}\n     */\n    hasRegistration: registryAlias('has'),\n\n    /**\n     Return a specific registered option for a particular factory.\n      @public\n     @method registeredOption\n     @param  {String} fullName\n     @param  {String} optionName\n     @return {Object} options\n     */\n    registeredOption: registryAlias('getOption'),\n\n    /**\n     Register options for a particular factory.\n      @public\n     @method registerOptions\n     @param {String} fullName\n     @param {Object} options\n     */\n    registerOptions: registryAlias('options'),\n\n    /**\n     Return registered options for a particular factory.\n      @public\n     @method registeredOptions\n     @param  {String} fullName\n     @return {Object} options\n     */\n    registeredOptions: registryAlias('getOptions'),\n\n    /**\n     Allow registering options for all factories of a type.\n      ```javascript\n     let App = Ember.Application.create();\n     let appInstance = App.buildInstance();\n      // if all of type `connection` must not be singletons\n     appInstance.registerOptionsForType('connection', { singleton: false });\n      appInstance.register('connection:twitter', TwitterConnection);\n     appInstance.register('connection:facebook', FacebookConnection);\n      let twitter = appInstance.lookup('connection:twitter');\n     let twitter2 = appInstance.lookup('connection:twitter');\n      twitter === twitter2; // => false\n      let facebook = appInstance.lookup('connection:facebook');\n     let facebook2 = appInstance.lookup('connection:facebook');\n      facebook === facebook2; // => false\n     ```\n      @public\n     @method registerOptionsForType\n     @param {String} type\n     @param {Object} options\n     */\n    registerOptionsForType: registryAlias('optionsForType'),\n\n    /**\n     Return the registered options for all factories of a type.\n      @public\n     @method registeredOptionsForType\n     @param {String} type\n     @return {Object} options\n     */\n    registeredOptionsForType: registryAlias('getOptionsForType'),\n\n    /**\n      Define a dependency injection onto a specific factory or all factories\n      of a type.\n       When Ember instantiates a controller, view, or other framework component\n      it can attach a dependency to that component. This is often used to\n      provide services to a set of framework components.\n       An example of providing a session object to all controllers:\n       ```javascript\n      let App = Ember.Application.create();\n      let Session = Ember.Object.extend({ isAuthenticated: false });\n       // A factory must be registered before it can be injected\n      App.register('session:main', Session);\n       // Inject 'session:main' onto all factories of the type 'controller'\n      // with the name 'session'\n      App.inject('controller', 'session', 'session:main');\n       App.IndexController = Ember.Controller.extend({\n        isLoggedIn: Ember.computed.alias('session.isAuthenticated')\n      });\n      ```\n       Injections can also be performed on specific factories.\n       ```javascript\n      App.inject(<full_name or type>, <property name>, <full_name>)\n      App.inject('route', 'source', 'source:main')\n      App.inject('route:application', 'email', 'model:email')\n      ```\n       It is important to note that injections can only be performed on\n      classes that are instantiated by Ember itself. Instantiating a class\n      directly (via `create` or `new`) bypasses the dependency injection\n      system.\n       @public\n      @method inject\n      @param  factoryNameOrType {String}\n      @param  property {String}\n      @param  injectionName {String}\n    **/\n    inject: registryAlias('injection')\n  });\n\n\n  function registryAlias(name) {\n    return function () {\n      var _registry__;\n\n      return (_registry__ = this.__registry__)[name].apply(_registry__, arguments);\n    };\n  }\n\n  function buildFakeRegistryWithDeprecations(instance, typeForMessage) {\n    var fakeRegistry = {};\n    var registryProps = {\n      resolve: 'resolveRegistration',\n      register: 'register',\n      unregister: 'unregister',\n      has: 'hasRegistration',\n      option: 'registerOption',\n      options: 'registerOptions',\n      getOptions: 'registeredOptions',\n      optionsForType: 'registerOptionsForType',\n      getOptionsForType: 'registeredOptionsForType',\n      injection: 'inject'\n    };\n\n    for (var deprecatedProperty in registryProps) {\n      fakeRegistry[deprecatedProperty] = buildFakeRegistryFunction(instance, typeForMessage, deprecatedProperty, registryProps[deprecatedProperty]);\n    }\n\n    return fakeRegistry;\n  }\n\n  function buildFakeRegistryFunction(instance, typeForMessage, deprecatedProperty, nonDeprecatedProperty) {\n    return function () {\n      (true && !(false) && (0, _emberDebug.deprecate)('Using `' + typeForMessage + '.registry.' + deprecatedProperty + '` is deprecated. Please use `' + typeForMessage + '.' + nonDeprecatedProperty + '` instead.', false, {\n        id: 'ember-application.app-instance-registry',\n        until: '3.0.0',\n        url: 'https://emberjs.com/deprecations/v2.x/#toc_ember-application-registry-ember-applicationinstance-registry'\n      }));\n\n      return instance[nonDeprecatedProperty].apply(instance, arguments);\n    };\n  }\n});","enifed('ember-runtime/mixins/target_action_support', ['exports', 'ember-environment', 'ember-metal', 'ember-debug'], function (exports, _emberEnvironment, _emberMetal, _emberDebug) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create({\n    target: null,\n    targetObject: (0, _emberMetal.descriptor)({\n      configurable: true,\n      enumerable: false,\n      get: function () {\n        var message = this + ' Usage of `targetObject` is deprecated. Please use `target` instead.';\n        var options = { id: 'ember-runtime.using-targetObject', until: '3.5.0' };\n        (true && !(false) && (0, _emberDebug.deprecate)(message, false, options));\n\n        return this._targetObject;\n      },\n      set: function (value) {\n        var message = this + ' Usage of `targetObject` is deprecated. Please use `target` instead.';\n        var options = { id: 'ember-runtime.using-targetObject', until: '3.5.0' };\n        (true && !(false) && (0, _emberDebug.deprecate)(message, false, options));\n\n        this._targetObject = value;\n      }\n    }),\n    action: null,\n    actionContext: null,\n\n    actionContextObject: (0, _emberMetal.computed)('actionContext', function () {\n      var actionContext = (0, _emberMetal.get)(this, 'actionContext');\n\n      if (typeof actionContext === 'string') {\n        var value = (0, _emberMetal.get)(this, actionContext);\n        if (value === undefined) {\n          value = (0, _emberMetal.get)(_emberEnvironment.context.lookup, actionContext);\n        }\n        return value;\n      } else {\n        return actionContext;\n      }\n    }),\n\n    /**\n    Send an `action` with an `actionContext` to a `target`. The action, actionContext\n    and target will be retrieved from properties of the object. For example:\n     ```javascript\n    App.SaveButtonView = Ember.View.extend(Ember.TargetActionSupport, {\n      target: Ember.computed.alias('controller'),\n      action: 'save',\n      actionContext: Ember.computed.alias('context'),\n      click() {\n        this.triggerAction(); // Sends the `save` action, along with the current context\n                              // to the current controller\n      }\n    });\n    ```\n     The `target`, `action`, and `actionContext` can be provided as properties of\n    an optional object argument to `triggerAction` as well.\n     ```javascript\n    App.SaveButtonView = Ember.View.extend(Ember.TargetActionSupport, {\n      click() {\n        this.triggerAction({\n          action: 'save',\n          target: this.get('controller'),\n          actionContext: this.get('context')\n        }); // Sends the `save` action, along with the current context\n            // to the current controller\n      }\n    });\n    ```\n     The `actionContext` defaults to the object you are mixing `TargetActionSupport` into.\n    But `target` and `action` must be specified either as properties or with the argument\n    to `triggerAction`, or a combination:\n     ```javascript\n    App.SaveButtonView = Ember.View.extend(Ember.TargetActionSupport, {\n      target: Ember.computed.alias('controller'),\n      click() {\n        this.triggerAction({\n          action: 'save'\n        }); // Sends the `save` action, along with a reference to `this`,\n            // to the current controller\n      }\n    });\n    ```\n     @method triggerAction\n    @param opts {Object} (optional, with the optional keys action, target and/or actionContext)\n    @return {Boolean} true if the action was sent successfully and did not return false\n    @private\n    */\n    triggerAction: function () {\n      var opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n      var action = opts.action,\n          target = opts.target,\n          actionContext = opts.actionContext;\n\n      action = action || (0, _emberMetal.get)(this, 'action');\n      target = target || getTarget(this);\n\n      if (actionContext === undefined) {\n        actionContext = (0, _emberMetal.get)(this, 'actionContextObject') || this;\n      }\n\n      if (target && action) {\n        var ret = void 0;\n\n        if (target.send) {\n          var _target;\n\n          ret = (_target = target).send.apply(_target, [action].concat(actionContext));\n        } else {\n          var _target2;\n\n          (true && !(typeof target[action] === 'function') && (0, _emberDebug.assert)('The action \\'' + action + '\\' did not exist on ' + target, typeof target[action] === 'function'));\n\n          ret = (_target2 = target)[action].apply(_target2, [].concat(actionContext));\n        }\n\n        if (ret !== false) {\n          return true;\n        }\n      }\n\n      return false;\n    }\n  });\n\n\n  function getTarget(instance) {\n    var target = (0, _emberMetal.get)(instance, 'target');\n    if (target) {\n      if (typeof target === 'string') {\n        var value = (0, _emberMetal.get)(instance, target);\n        if (value === undefined) {\n          value = (0, _emberMetal.get)(_emberEnvironment.context.lookup, target);\n        }\n\n        return value;\n      } else {\n        return target;\n      }\n    }\n\n    // if a `targetObject` CP was provided, use it\n    if (target) {\n      return target;\n    }\n\n    // if _targetObject use it\n    if (instance._targetObject) {\n      return instance._targetObject;\n    }\n\n    return null;\n  }\n});","enifed(\"ember-runtime/string_registry\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.setStrings = setStrings;\n  exports.getStrings = getStrings;\n  exports.get = get;\n  // STATE within a module is frowned upon, this exists\n  // to support Ember.STRINGS but shield ember internals from this legacy global\n  // API.\n  var STRINGS = {};\n\n  function setStrings(strings) {\n    STRINGS = strings;\n  }\n\n  function getStrings() {\n    return STRINGS;\n  }\n\n  function get(name) {\n    return STRINGS[name];\n  }\n});","enifed('ember-runtime/system/application', ['exports', 'ember-runtime/system/namespace'], function (exports, _namespace) {\n  'use strict';\n\n  exports.default = _namespace.default.extend();\n});","enifed('ember-runtime/system/array_proxy', ['exports', 'ember-metal', 'ember-runtime/utils', 'ember-runtime/system/object', 'ember-runtime/mixins/mutable_array', 'ember-runtime/mixins/enumerable', 'ember-runtime/mixins/array', 'ember-debug'], function (exports, _emberMetal, _utils, _object, _mutable_array, _enumerable, _array, _emberDebug) {\n  'use strict';\n\n  /**\n  @module @ember/array\n  */\n\n  var OUT_OF_RANGE_EXCEPTION = 'Index out of range';\n  var EMPTY = [];\n\n  function K() {\n    return this;\n  }\n\n  /**\n    An ArrayProxy wraps any other object that implements `Ember.Array` and/or\n    `Ember.MutableArray,` forwarding all requests. This makes it very useful for\n    a number of binding use cases or other cases where being able to swap\n    out the underlying array is useful.\n  \n    A simple example of usage:\n  \n    ```javascript\n    let pets = ['dog', 'cat', 'fish'];\n    let ap = Ember.ArrayProxy.create({ content: Ember.A(pets) });\n  \n    ap.get('firstObject');                        // 'dog'\n    ap.set('content', ['amoeba', 'paramecium']);\n    ap.get('firstObject');                        // 'amoeba'\n    ```\n  \n    This class can also be useful as a layer to transform the contents of\n    an array, as they are accessed. This can be done by overriding\n    `objectAtContent`:\n  \n    ```javascript\n    let pets = ['dog', 'cat', 'fish'];\n    let ap = Ember.ArrayProxy.create({\n        content: Ember.A(pets),\n        objectAtContent: function(idx) {\n            return this.get('content').objectAt(idx).toUpperCase();\n        }\n    });\n  \n    ap.get('firstObject'); // . 'DOG'\n    ```\n  \n    @class ArrayProxy\n    @extends EmberObject\n    @uses MutableArray\n    @public\n  */\n  exports.default = _object.default.extend(_mutable_array.default, {\n\n    /**\n      The content array. Must be an object that implements `Ember.Array` and/or\n      `Ember.MutableArray.`\n       @property content\n      @type EmberArray\n      @private\n    */\n    content: null,\n\n    /**\n     The array that the proxy pretends to be. In the default `ArrayProxy`\n     implementation, this and `content` are the same. Subclasses of `ArrayProxy`\n     can override this property to provide things like sorting and filtering.\n      @property arrangedContent\n     @private\n    */\n    arrangedContent: (0, _emberMetal.alias)('content'),\n\n    /**\n      Should actually retrieve the object at the specified index from the\n      content. You can override this method in subclasses to transform the\n      content item to something new.\n       This method will only be called if content is non-`null`.\n       @method objectAtContent\n      @param {Number} idx The index to retrieve.\n      @return {Object} the value or undefined if none found\n      @public\n    */\n    objectAtContent: function (idx) {\n      return (0, _array.objectAt)((0, _emberMetal.get)(this, 'arrangedContent'), idx);\n    },\n\n\n    /**\n      Should actually replace the specified objects on the content array.\n      You can override this method in subclasses to transform the content item\n      into something new.\n       This method will only be called if content is non-`null`.\n       @method replaceContent\n      @param {Number} idx The starting index\n      @param {Number} amt The number of items to remove from the content.\n      @param {EmberArray} objects Optional array of objects to insert or null if no\n        objects.\n      @return {void}\n      @private\n    */\n    replaceContent: function (idx, amt, objects) {\n      (0, _emberMetal.get)(this, 'content').replace(idx, amt, objects);\n    },\n\n\n    /**\n      Invoked when the content property is about to change. Notifies observers that the\n      entire array content will change.\n       @private\n      @method _contentWillChange\n    */\n    _contentWillChange: (0, _emberMetal._beforeObserver)('content', function () {\n      this._teardownContent();\n    }),\n\n    _teardownContent: function () {\n      var content = (0, _emberMetal.get)(this, 'content');\n\n      if (content) {\n        (0, _array.removeArrayObserver)(content, this, {\n          willChange: 'contentArrayWillChange',\n          didChange: 'contentArrayDidChange'\n        });\n      }\n    },\n\n\n    /**\n      Override to implement content array `willChange` observer.\n       @method contentArrayWillChange\n       @param {EmberArray} contentArray the content array\n      @param {Number} start starting index of the change\n      @param {Number} removeCount count of items removed\n      @param {Number} addCount count of items added\n      @private\n    */\n    contentArrayWillChange: K,\n    /**\n      Override to implement content array `didChange` observer.\n       @method contentArrayDidChange\n       @param {EmberArray} contentArray the content array\n      @param {Number} start starting index of the change\n      @param {Number} removeCount count of items removed\n      @param {Number} addCount count of items added\n      @private\n    */\n    contentArrayDidChange: K,\n\n    /**\n      Invoked when the content property changes. Notifies observers that the\n      entire array content has changed.\n       @private\n      @method _contentDidChange\n    */\n    _contentDidChange: (0, _emberMetal.observer)('content', function () {\n      var content = (0, _emberMetal.get)(this, 'content');\n\n      (true && !(content !== this) && (0, _emberDebug.assert)('Can\\'t set ArrayProxy\\'s content to itself', content !== this));\n\n\n      this._setupContent();\n    }),\n\n    _setupContent: function () {\n      var content = (0, _emberMetal.get)(this, 'content');\n\n      if (content) {\n        (true && !((0, _utils.isArray)(content) || content.isDestroyed) && (0, _emberDebug.assert)('ArrayProxy expects an Array or Ember.ArrayProxy, but you passed ' + typeof content, (0, _utils.isArray)(content) || content.isDestroyed));\n\n\n        (0, _array.addArrayObserver)(content, this, {\n          willChange: 'contentArrayWillChange',\n          didChange: 'contentArrayDidChange'\n        });\n      }\n    },\n\n\n    _arrangedContentWillChange: (0, _emberMetal._beforeObserver)('arrangedContent', function () {\n      var arrangedContent = (0, _emberMetal.get)(this, 'arrangedContent');\n      var len = arrangedContent ? (0, _emberMetal.get)(arrangedContent, 'length') : 0;\n\n      this.arrangedContentArrayWillChange(this, 0, len, undefined);\n      this.arrangedContentWillChange(this);\n\n      this._teardownArrangedContent(arrangedContent);\n    }),\n\n    _arrangedContentDidChange: (0, _emberMetal.observer)('arrangedContent', function () {\n      var arrangedContent = (0, _emberMetal.get)(this, 'arrangedContent');\n      var len = arrangedContent ? (0, _emberMetal.get)(arrangedContent, 'length') : 0;\n\n      (true && !(arrangedContent !== this) && (0, _emberDebug.assert)('Can\\'t set ArrayProxy\\'s content to itself', arrangedContent !== this));\n\n\n      this._setupArrangedContent();\n\n      this.arrangedContentDidChange(this);\n      this.arrangedContentArrayDidChange(this, 0, undefined, len);\n    }),\n\n    _setupArrangedContent: function () {\n      var arrangedContent = (0, _emberMetal.get)(this, 'arrangedContent');\n\n      if (arrangedContent) {\n        (true && !((0, _utils.isArray)(arrangedContent) || arrangedContent.isDestroyed) && (0, _emberDebug.assert)('ArrayProxy expects an Array or Ember.ArrayProxy, but you passed ' + typeof arrangedContent, (0, _utils.isArray)(arrangedContent) || arrangedContent.isDestroyed));\n\n\n        (0, _array.addArrayObserver)(arrangedContent, this, {\n          willChange: 'arrangedContentArrayWillChange',\n          didChange: 'arrangedContentArrayDidChange'\n        });\n      }\n    },\n    _teardownArrangedContent: function () {\n      var arrangedContent = (0, _emberMetal.get)(this, 'arrangedContent');\n\n      if (arrangedContent) {\n        (0, _array.removeArrayObserver)(arrangedContent, this, {\n          willChange: 'arrangedContentArrayWillChange',\n          didChange: 'arrangedContentArrayDidChange'\n        });\n      }\n    },\n\n\n    arrangedContentWillChange: K,\n    arrangedContentDidChange: K,\n\n    objectAt: function (idx) {\n      return (0, _emberMetal.get)(this, 'content') && this.objectAtContent(idx);\n    },\n\n\n    length: (0, _emberMetal.computed)(function () {\n      var arrangedContent = (0, _emberMetal.get)(this, 'arrangedContent');\n      return arrangedContent ? (0, _emberMetal.get)(arrangedContent, 'length') : 0;\n      // No dependencies since Enumerable notifies length of change\n    }),\n\n    _replace: function (idx, amt, objects) {\n      var content = (0, _emberMetal.get)(this, 'content');\n      (true && !(content) && (0, _emberDebug.assert)('The content property of ' + this.constructor + ' should be set before modifying it', content));\n\n      if (content) {\n        this.replaceContent(idx, amt, objects);\n      }\n\n      return this;\n    },\n    replace: function () {\n      if ((0, _emberMetal.get)(this, 'arrangedContent') === (0, _emberMetal.get)(this, 'content')) {\n        this._replace.apply(this, arguments);\n      } else {\n        throw new _emberDebug.Error('Using replace on an arranged ArrayProxy is not allowed.');\n      }\n    },\n    _insertAt: function (idx, object) {\n      if (idx > (0, _emberMetal.get)(this, 'content.length')) {\n        throw new _emberDebug.Error(OUT_OF_RANGE_EXCEPTION);\n      }\n\n      this._replace(idx, 0, [object]);\n      return this;\n    },\n    insertAt: function (idx, object) {\n      if ((0, _emberMetal.get)(this, 'arrangedContent') === (0, _emberMetal.get)(this, 'content')) {\n        return this._insertAt(idx, object);\n      } else {\n        throw new _emberDebug.Error('Using insertAt on an arranged ArrayProxy is not allowed.');\n      }\n    },\n    removeAt: function (start, len) {\n      if ('number' === typeof start) {\n        var content = (0, _emberMetal.get)(this, 'content');\n        var arrangedContent = (0, _emberMetal.get)(this, 'arrangedContent');\n        var indices = [];\n\n        if (start < 0 || start >= (0, _emberMetal.get)(this, 'length')) {\n          throw new _emberDebug.Error(OUT_OF_RANGE_EXCEPTION);\n        }\n\n        if (len === undefined) {\n          len = 1;\n        }\n\n        // Get a list of indices in original content to remove\n        for (var i = start; i < start + len; i++) {\n          // Use arrangedContent here so we avoid confusion with objects transformed by objectAtContent\n          indices.push(content.indexOf((0, _array.objectAt)(arrangedContent, i)));\n        }\n\n        // Replace in reverse order since indices will change\n        indices.sort(function (a, b) {\n          return b - a;\n        });\n\n        (0, _emberMetal.beginPropertyChanges)();\n        for (var _i = 0; _i < indices.length; _i++) {\n          this._replace(indices[_i], 1, EMPTY);\n        }\n        (0, _emberMetal.endPropertyChanges)();\n      }\n\n      return this;\n    },\n    pushObject: function (obj) {\n      this._insertAt((0, _emberMetal.get)(this, 'content.length'), obj);\n      return obj;\n    },\n    pushObjects: function (objects) {\n      if (!(_enumerable.default.detect(objects) || (0, _utils.isArray)(objects))) {\n        throw new TypeError('Must pass Ember.Enumerable to Ember.MutableArray#pushObjects');\n      }\n      this._replace((0, _emberMetal.get)(this, 'length'), 0, objects);\n      return this;\n    },\n    setObjects: function (objects) {\n      if (objects.length === 0) {\n        return this.clear();\n      }\n\n      var len = (0, _emberMetal.get)(this, 'length');\n      this._replace(0, len, objects);\n      return this;\n    },\n    unshiftObject: function (obj) {\n      this._insertAt(0, obj);\n      return obj;\n    },\n    unshiftObjects: function (objects) {\n      this._replace(0, 0, objects);\n      return this;\n    },\n    slice: function () {\n      var arr = this.toArray();\n      return arr.slice.apply(arr, arguments);\n    },\n    arrangedContentArrayWillChange: function (item, idx, removedCnt, addedCnt) {\n      this.arrayContentWillChange(idx, removedCnt, addedCnt);\n    },\n    arrangedContentArrayDidChange: function (item, idx, removedCnt, addedCnt) {\n      this.arrayContentDidChange(idx, removedCnt, addedCnt);\n    },\n    init: function () {\n      this._super.apply(this, arguments);\n      this._setupContent();\n      this._setupArrangedContent();\n    },\n    willDestroy: function () {\n      this._teardownArrangedContent();\n      this._teardownContent();\n    }\n  });\n});","enifed('ember-runtime/system/core_object', ['exports', 'ember-babel', 'ember-utils', 'ember-metal', 'ember-runtime/mixins/action_handler', 'ember-runtime/inject', 'ember-debug', 'ember/features'], function (exports, _emberBabel, _emberUtils, _emberMetal, _action_handler, _inject, _emberDebug, _features) {\n  'use strict';\n\n  exports.POST_INIT = undefined;\n\n  var _Mixin$create, _ClassMixinProps;\n\n  var schedule = _emberMetal.run.schedule;\n  var applyMixin = _emberMetal.Mixin._apply;\n  var finishPartial = _emberMetal.Mixin.finishPartial;\n  var reopen = _emberMetal.Mixin.prototype.reopen;\n\n  var POST_INIT = exports.POST_INIT = (0, _emberUtils.symbol)('POST_INIT');\n\n  function makeCtor() {\n    // Note: avoid accessing any properties on the object since it makes the\n    // method a lot faster. This is glue code so we want it to be as fast as\n    // possible.\n\n    var wasApplied = false;\n    var initProperties = void 0,\n        initFactory = void 0;\n\n    var Class = function () {\n      function Class() {\n        (0, _emberBabel.classCallCheck)(this, Class);\n\n        if (!wasApplied) {\n          Class.proto(); // prepare prototype...\n        }\n\n        if (arguments.length > 0) {\n          initProperties = [arguments[0]];\n        }\n\n        this.__defineNonEnumerable(_emberUtils.GUID_KEY_PROPERTY);\n        var m = (0, _emberMetal.meta)(this);\n        var proto = m.proto;\n        m.proto = this;\n\n        if (initFactory) {\n          m.factory = initFactory;\n          initFactory = null;\n        }\n        if (initProperties) {\n          // capture locally so we can clear the closed over variable\n          var props = initProperties;\n          initProperties = null;\n\n          var concatenatedProperties = this.concatenatedProperties;\n          var mergedProperties = this.mergedProperties;\n          var hasConcatenatedProps = concatenatedProperties && concatenatedProperties.length > 0;\n          var hasMergedProps = mergedProperties && mergedProperties.length > 0;\n\n          for (var i = 0; i < props.length; i++) {\n            var properties = props[i];\n\n            (true && !(typeof properties === 'object' || properties === undefined) && (0, _emberDebug.assert)('Ember.Object.create only accepts objects.', typeof properties === 'object' || properties === undefined));\n            (true && !(!(properties instanceof _emberMetal.Mixin)) && (0, _emberDebug.assert)('Ember.Object.create no longer supports mixing in other ' + 'definitions, use .extend & .create separately instead.', !(properties instanceof _emberMetal.Mixin)));\n\n\n            if (!properties) {\n              continue;\n            }\n\n            var keyNames = Object.keys(properties);\n\n            for (var j = 0; j < keyNames.length; j++) {\n              var keyName = keyNames[j];\n              var value = properties[keyName];\n\n              if ((0, _emberMetal.detectBinding)(keyName)) {\n                m.writeBindings(keyName, value);\n              }\n\n              (true && !(!(value instanceof _emberMetal.ComputedProperty)) && (0, _emberDebug.assert)('Ember.Object.create no longer supports defining computed ' + 'properties. Define computed properties using extend() or reopen() ' + 'before calling create().', !(value instanceof _emberMetal.ComputedProperty)));\n              (true && !(!(typeof value === 'function' && value.toString().indexOf('._super') !== -1)) && (0, _emberDebug.assert)('Ember.Object.create no longer supports defining methods that call _super.', !(typeof value === 'function' && value.toString().indexOf('._super') !== -1)));\n              (true && !(!(keyName === 'actions' && _action_handler.default.detect(this))) && (0, _emberDebug.assert)('`actions` must be provided at extend time, not at create time, ' + 'when Ember.ActionHandler is used (i.e. views, controllers & routes).', !(keyName === 'actions' && _action_handler.default.detect(this))));\n\n\n              var baseValue = this[keyName];\n              var isDescriptor = baseValue !== null && typeof baseValue === 'object' && baseValue.isDescriptor;\n\n              if (hasConcatenatedProps && concatenatedProperties.indexOf(keyName) > -1) {\n                if (baseValue) {\n                  value = (0, _emberUtils.makeArray)(baseValue).concat(value);\n                } else {\n                  value = (0, _emberUtils.makeArray)(value);\n                }\n              }\n\n              if (hasMergedProps && mergedProperties.indexOf(keyName) > -1) {\n                value = (0, _emberUtils.assign)({}, baseValue, value);\n              }\n\n              if (isDescriptor) {\n                baseValue.set(this, keyName, value);\n              } else if (typeof this.setUnknownProperty === 'function' && !(keyName in this)) {\n                this.setUnknownProperty(keyName, value);\n              } else {\n                if (_features.MANDATORY_SETTER) {\n                  (0, _emberMetal.defineProperty)(this, keyName, null, value); // setup mandatory setter\n                } else {\n                  this[keyName] = value;\n                }\n              }\n            }\n          }\n        }\n\n        finishPartial(this, m);\n\n        this.init.apply(this, arguments);\n\n        this[POST_INIT]();\n\n        m.proto = proto;\n        (0, _emberMetal.finishChains)(m);\n        (0, _emberMetal.sendEvent)(this, 'init', undefined, undefined, undefined, m);\n      }\n\n      Class.willReopen = function willReopen() {\n        if (wasApplied) {\n          Class.PrototypeMixin = _emberMetal.Mixin.create(Class.PrototypeMixin);\n        }\n\n        wasApplied = false;\n      };\n\n      Class._initProperties = function _initProperties(args) {\n        initProperties = args;\n      };\n\n      Class._initFactory = function _initFactory(factory) {\n        initFactory = factory;\n      };\n\n      Class.proto = function proto() {\n        var superclass = Class.superclass;\n        if (superclass) {\n          superclass.proto();\n        }\n\n        if (!wasApplied) {\n          wasApplied = true;\n          Class.PrototypeMixin.applyPartial(Class.prototype);\n        }\n\n        return this.prototype;\n      };\n\n      return Class;\n    }();\n\n    Class.toString = _emberMetal.Mixin.prototype.toString;\n\n    return Class;\n  }\n\n  /**\n    @class CoreObject\n    @public\n  */\n  var CoreObject = makeCtor();\n  CoreObject.toString = function () {\n    return 'Ember.CoreObject';\n  };\n  CoreObject.PrototypeMixin = _emberMetal.Mixin.create((_Mixin$create = {\n    reopen: function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      applyMixin(this, args, true);\n      return this;\n    },\n    init: function () {}\n  }, _Mixin$create[POST_INIT] = function () {}, _Mixin$create.__defineNonEnumerable = function (property) {\n    Object.defineProperty(this, property.name, property.descriptor);\n    //this[property.name] = property.descriptor.value;\n  }, _Mixin$create.concatenatedProperties = null, _Mixin$create.mergedProperties = null, _Mixin$create.isDestroyed = (0, _emberMetal.descriptor)({\n    get: function () {\n      return (0, _emberMetal.peekMeta)(this).isSourceDestroyed();\n    },\n    set: function (value) {\n      // prevent setting while applying mixins\n      if (value !== null && typeof value === 'object' && value.isDescriptor) {\n        return;\n      }\n\n      (true && !(false) && (0, _emberDebug.assert)('You cannot set `' + this + '.isDestroyed` directly, please use `.destroy()`.', false));\n    }\n  }), _Mixin$create.isDestroying = (0, _emberMetal.descriptor)({\n    get: function () {\n      return (0, _emberMetal.peekMeta)(this).isSourceDestroying();\n    },\n    set: function (value) {\n      // prevent setting while applying mixins\n      if (value !== null && typeof value === 'object' && value.isDescriptor) {\n        return;\n      }\n\n      (true && !(false) && (0, _emberDebug.assert)('You cannot set `' + this + '.isDestroying` directly, please use `.destroy()`.', false));\n    }\n  }), _Mixin$create.destroy = function () {\n    var m = (0, _emberMetal.peekMeta)(this);\n    if (m.isSourceDestroying()) {\n      return;\n    }\n\n    m.setSourceDestroying();\n\n    schedule('actions', this, this.willDestroy);\n    schedule('destroy', this, this._scheduledDestroy, m);\n\n    return this;\n  }, _Mixin$create.willDestroy = function () {}, _Mixin$create._scheduledDestroy = function (m) {\n    if (m.isSourceDestroyed()) {\n      return;\n    }\n    (0, _emberMetal.deleteMeta)(this);\n    m.setSourceDestroyed();\n  }, _Mixin$create.bind = function (to, from) {\n    if (!(from instanceof _emberMetal.Binding)) {\n      from = _emberMetal.Binding.from(from);\n    }\n    from.to(to).connect(this);\n    return from;\n  }, _Mixin$create.toString = function () {\n    var hasToStringExtension = typeof this.toStringExtension === 'function';\n    var extension = hasToStringExtension ? ':' + this.toStringExtension() : '';\n\n    var ret = '<' + (this[_emberUtils.NAME_KEY] || (0, _emberMetal.peekMeta)(this).factory || this.constructor.toString()) + ':' + (0, _emberUtils.guidFor)(this) + extension + '>';\n\n    return ret;\n  }, _Mixin$create));\n\n  CoreObject.PrototypeMixin.ownerConstructor = CoreObject;\n\n  CoreObject.__super__ = null;\n\n  var ClassMixinProps = (_ClassMixinProps = {\n\n    ClassMixin: _emberMetal.REQUIRED,\n\n    PrototypeMixin: _emberMetal.REQUIRED,\n\n    isClass: true,\n\n    isMethod: false\n  }, _ClassMixinProps[_emberUtils.NAME_KEY] = null, _ClassMixinProps[_emberUtils.GUID_KEY] = null, _ClassMixinProps.extend = function () {\n    var Class = makeCtor();\n    var proto = void 0;\n    Class.ClassMixin = _emberMetal.Mixin.create(this.ClassMixin);\n    Class.PrototypeMixin = _emberMetal.Mixin.create(this.PrototypeMixin);\n\n    Class.ClassMixin.ownerConstructor = Class;\n    Class.PrototypeMixin.ownerConstructor = Class;\n\n    reopen.apply(Class.PrototypeMixin, arguments);\n\n    Class.superclass = this;\n    Class.__super__ = this.prototype;\n\n    proto = Class.prototype = Object.create(this.prototype);\n    proto.constructor = Class;\n    (0, _emberUtils.generateGuid)(proto);\n    (0, _emberMetal.meta)(proto).proto = proto; // this will disable observers on prototype\n\n    Class.ClassMixin.apply(Class);\n    return Class;\n  }, _ClassMixinProps.create = function () {\n    var C = this;\n\n    for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n      args[_key2] = arguments[_key2];\n    }\n\n    if (args.length > 0) {\n      this._initProperties(args);\n    }\n    return new C();\n  }, _ClassMixinProps.reopen = function () {\n    this.willReopen();\n    reopen.apply(this.PrototypeMixin, arguments);\n    return this;\n  }, _ClassMixinProps.reopenClass = function () {\n    reopen.apply(this.ClassMixin, arguments);\n    applyMixin(this, arguments, false);\n    return this;\n  }, _ClassMixinProps.detect = function (obj) {\n    if ('function' !== typeof obj) {\n      return false;\n    }\n    while (obj) {\n      if (obj === this) {\n        return true;\n      }\n      obj = obj.superclass;\n    }\n    return false;\n  }, _ClassMixinProps.detectInstance = function (obj) {\n    return obj instanceof this;\n  }, _ClassMixinProps.metaForProperty = function (key) {\n    var proto = this.proto();\n    var possibleDesc = proto[key];\n\n    (true && !(possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor) && (0, _emberDebug.assert)('metaForProperty() could not find a computed property with key \\'' + key + '\\'.', possibleDesc !== null && typeof possibleDesc === 'object' && possibleDesc.isDescriptor));\n\n    return possibleDesc._meta || {};\n  }, _ClassMixinProps._computedProperties = (0, _emberMetal.computed)(function () {\n    (0, _emberMetal._hasCachedComputedProperties)();\n    var proto = this.proto();\n    var property = void 0;\n    var properties = [];\n\n    for (var name in proto) {\n      property = proto[name];\n\n      if (property !== null && typeof property === 'object' && property.isDescriptor) {\n        properties.push({\n          name: name,\n          meta: property._meta\n        });\n      }\n    }\n    return properties;\n  }).readOnly(), _ClassMixinProps.eachComputedProperty = function (callback, binding) {\n    var property = void 0;\n    var empty = {};\n\n    var properties = (0, _emberMetal.get)(this, '_computedProperties');\n\n    for (var i = 0; i < properties.length; i++) {\n      property = properties[i];\n      callback.call(binding || this, property.name, property.meta || empty);\n    }\n  }, _ClassMixinProps);\n\n  function injectedPropertyAssertion() {\n    (true && !((0, _inject.validatePropertyInjections)(this)) && (0, _emberDebug.assert)('Injected properties are invalid', (0, _inject.validatePropertyInjections)(this)));\n  }\n\n  if (true) {\n    /**\n      Provides lookup-time type validation for injected properties.\n       @private\n      @method _onLookup\n    */\n    ClassMixinProps._onLookup = injectedPropertyAssertion;\n    /**\n      Returns a hash of property names and container names that injected\n      properties will lookup on the container lazily.\n       @method _lazyInjections\n      @return {Object} Hash of all lazy injected property keys to container names\n      @private\n    */\n    ClassMixinProps._lazyInjections = function () {\n      var injections = {};\n      var proto = this.proto();\n      var key = void 0;\n      var desc = void 0;\n\n      for (key in proto) {\n        desc = proto[key];\n        if (desc instanceof _emberMetal.InjectedProperty) {\n          injections[key] = desc.type + ':' + (desc.name || key);\n        }\n      }\n\n      return injections;\n    };\n  }\n\n  var ClassMixin = _emberMetal.Mixin.create(ClassMixinProps);\n\n  ClassMixin.ownerConstructor = CoreObject;\n\n  CoreObject.ClassMixin = ClassMixin;\n\n  ClassMixin.apply(CoreObject);\n  exports.default = CoreObject;\n});","enifed('ember-runtime/system/lazy_load', ['exports', 'ember-environment'], function (exports, _emberEnvironment) {\n  'use strict';\n\n  exports._loaded = undefined;\n  exports.onLoad = onLoad;\n  exports.runLoadHooks = runLoadHooks;\n\n\n  /**\n    @module @ember/application\n  */\n\n  var loadHooks = _emberEnvironment.ENV.EMBER_LOAD_HOOKS || {}; /*globals CustomEvent */\n\n  var loaded = {};\n  var _loaded = exports._loaded = loaded;\n\n  /**\n    Detects when a specific package of Ember (e.g. 'Ember.Application')\n    has fully loaded and is available for extension.\n  \n    The provided `callback` will be called with the `name` passed\n    resolved from a string into the object:\n  \n    ``` javascript\n    Ember.onLoad('Ember.Application' function(hbars) {\n      hbars.registerHelper(...);\n    });\n    ```\n  \n    @method onLoad\n    @static\n    @for @ember/application\n    @param name {String} name of hook\n    @param callback {Function} callback to be called\n    @private\n  */\n  function onLoad(name, callback) {\n    var object = loaded[name];\n\n    loadHooks[name] = loadHooks[name] || [];\n    loadHooks[name].push(callback);\n\n    if (object) {\n      callback(object);\n    }\n  }\n\n  /**\n    Called when an Ember.js package (e.g Ember.Application) has finished\n    loading. Triggers any callbacks registered for this event.\n  \n    @method runLoadHooks\n    @static\n    @for @ember/application\n    @param name {String} name of hook\n    @param object {Object} object to pass to callbacks\n    @private\n  */\n  function runLoadHooks(name, object) {\n    loaded[name] = object;\n    var window = _emberEnvironment.environment.window;\n\n    if (window && typeof CustomEvent === 'function') {\n      var event = new CustomEvent(name, { detail: object, name: name });\n      window.dispatchEvent(event);\n    }\n\n    if (loadHooks[name]) {\n      loadHooks[name].forEach(function (callback) {\n        return callback(object);\n      });\n    }\n  }\n});","enifed('ember-runtime/system/namespace', ['exports', 'ember-utils', 'ember-metal', 'ember-environment', 'ember-runtime/system/object'], function (exports, _emberUtils, _emberMetal, _emberEnvironment, _object) {\n  'use strict';\n\n  exports.isSearchDisabled = isSearchDisabled;\n  exports.setSearchDisabled = setSearchDisabled;\n\n\n  var searchDisabled = false; // Preloaded into namespaces\n  /**\n  @module ember\n  */\n  function isSearchDisabled() {\n    return searchDisabled;\n  }\n\n  function setSearchDisabled(flag) {\n    searchDisabled = !!flag;\n  }\n\n  /**\n    A Namespace is an object usually used to contain other objects or methods\n    such as an application or framework. Create a namespace anytime you want\n    to define one of these new containers.\n  \n    # Example Usage\n  \n    ```javascript\n    MyFramework = Ember.Namespace.create({\n      VERSION: '1.0.0'\n    });\n    ```\n  \n    @class Namespace\n    @namespace Ember\n    @extends Ember.Object\n    @public\n  */\n  var Namespace = _object.default.extend({\n    isNamespace: true,\n\n    init: function () {\n      Namespace.NAMESPACES.push(this);\n      Namespace.PROCESSED = false;\n    },\n    toString: function () {\n      var name = (0, _emberMetal.get)(this, 'name') || (0, _emberMetal.get)(this, 'modulePrefix');\n      if (name) {\n        return name;\n      }\n\n      findNamespaces();\n      return this[_emberUtils.NAME_KEY];\n    },\n    nameClasses: function () {\n      processNamespace([this.toString()], this, {});\n    },\n    destroy: function () {\n      var namespaces = Namespace.NAMESPACES;\n      var toString = this.toString();\n\n      if (toString) {\n        _emberEnvironment.context.lookup[toString] = undefined;\n        delete Namespace.NAMESPACES_BY_ID[toString];\n      }\n      namespaces.splice(namespaces.indexOf(this), 1);\n      this._super.apply(this, arguments);\n    }\n  });\n\n  Namespace.reopenClass({\n    NAMESPACES: [_emberMetal.default],\n    NAMESPACES_BY_ID: {\n      Ember: _emberMetal.default\n    },\n    PROCESSED: false,\n    processAll: processAllNamespaces,\n    byName: function (name) {\n      if (!searchDisabled) {\n        processAllNamespaces();\n      }\n\n      return NAMESPACES_BY_ID[name];\n    }\n  });\n\n  var NAMESPACES_BY_ID = Namespace.NAMESPACES_BY_ID;\n\n  var hasOwnProp = {}.hasOwnProperty;\n\n  function processNamespace(paths, root, seen) {\n    var idx = paths.length;\n\n    NAMESPACES_BY_ID[paths.join('.')] = root;\n\n    // Loop over all of the keys in the namespace, looking for classes\n    for (var key in root) {\n      if (!hasOwnProp.call(root, key)) {\n        continue;\n      }\n      var obj = root[key];\n\n      // If we are processing the `Ember` namespace, for example, the\n      // `paths` will start with `[\"Ember\"]`. Every iteration through\n      // the loop will update the **second** element of this list with\n      // the key, so processing `Ember.View` will make the Array\n      // `['Ember', 'View']`.\n      paths[idx] = key;\n\n      // If we have found an unprocessed class\n      if (obj && obj.toString === classToString && !obj[_emberUtils.NAME_KEY]) {\n        // Replace the class' `toString` with the dot-separated path\n        // and set its `NAME_KEY`\n        obj[_emberUtils.NAME_KEY] = paths.join('.');\n\n        // Support nested namespaces\n      } else if (obj && obj.isNamespace) {\n        // Skip aliased namespaces\n        if (seen[(0, _emberUtils.guidFor)(obj)]) {\n          continue;\n        }\n        seen[(0, _emberUtils.guidFor)(obj)] = true;\n\n        // Process the child namespace\n        processNamespace(paths, obj, seen);\n      }\n    }\n\n    paths.length = idx; // cut out last item\n  }\n\n  function isUppercase(code) {\n    return code >= 65 && // A\n    code <= 90; // Z\n  }\n\n  function tryIsNamespace(lookup, prop) {\n    try {\n      var obj = lookup[prop];\n      return obj && obj.isNamespace && obj;\n    } catch (e) {\n      // continue\n    }\n  }\n\n  function findNamespaces() {\n    if (Namespace.PROCESSED) {\n      return;\n    }\n    var lookup = _emberEnvironment.context.lookup;\n    var keys = Object.keys(lookup);\n    for (var i = 0; i < keys.length; i++) {\n      var key = keys[i];\n      // Only process entities that start with uppercase A-Z\n      if (!isUppercase(key.charCodeAt(0))) {\n        continue;\n      }\n      var obj = tryIsNamespace(lookup, key);\n      if (obj) {\n        obj[_emberUtils.NAME_KEY] = key;\n      }\n    }\n  }\n\n  function superClassString(mixin) {\n    var superclass = mixin.superclass;\n    if (superclass) {\n      if (superclass[_emberUtils.NAME_KEY]) {\n        return superclass[_emberUtils.NAME_KEY];\n      }\n      return superClassString(superclass);\n    }\n  }\n\n  function calculateToString(target) {\n    var str = void 0;\n\n    if (!searchDisabled) {\n      processAllNamespaces();\n      // can also be set by processAllNamespaces\n      str = target[_emberUtils.NAME_KEY];\n      if (str) {\n        return str;\n      } else {\n        str = superClassString(target);\n        str = str ? '(subclass of ' + str + ')' : str;\n      }\n    }\n    if (str) {\n      return str;\n    } else {\n      return '(unknown mixin)';\n    }\n  }\n\n  function classToString() {\n    var name = this[_emberUtils.NAME_KEY];\n    if (name) {\n      return name;\n    }\n\n    return this[_emberUtils.NAME_KEY] = calculateToString(this);\n  }\n\n  function processAllNamespaces() {\n    var unprocessedNamespaces = !Namespace.PROCESSED;\n    var unprocessedMixins = (0, _emberMetal.hasUnprocessedMixins)();\n\n    if (unprocessedNamespaces) {\n      findNamespaces();\n      Namespace.PROCESSED = true;\n    }\n\n    if (unprocessedNamespaces || unprocessedMixins) {\n      var namespaces = Namespace.NAMESPACES;\n      var namespace = void 0;\n\n      for (var i = 0; i < namespaces.length; i++) {\n        namespace = namespaces[i];\n        processNamespace([namespace.toString()], namespace, {});\n      }\n\n      (0, _emberMetal.clearUnprocessedMixins)();\n    }\n  }\n\n  _emberMetal.Mixin.prototype.toString = classToString; // ES6TODO: altering imported objects. SBB.\n\n  exports.default = Namespace;\n});","enifed('ember-runtime/system/native_array', ['exports', 'ember-metal', 'ember-environment', 'ember-runtime/mixins/array', 'ember-runtime/mixins/mutable_array', 'ember-runtime/mixins/observable', 'ember-runtime/mixins/copyable', 'ember-debug', 'ember-runtime/mixins/freezable', 'ember-runtime/copy'], function (exports, _emberMetal, _emberEnvironment, _array, _mutable_array, _observable, _copyable, _emberDebug, _freezable, _copy) {\n  'use strict';\n\n  exports.NativeArray = exports.A = undefined;\n\n  var _NativeArray;\n\n  // Add Ember.Array to Array.prototype. Remove methods with native\n  // implementations and supply some more optimized versions of generic methods\n  // because they are so common.\n\n  /**\n    The NativeArray mixin contains the properties needed to make the native\n    Array support Ember.MutableArray and all of its dependent APIs. Unless you\n    have `EmberENV.EXTEND_PROTOTYPES` or `EmberENV.EXTEND_PROTOTYPES.Array` set to\n    false, this will be applied automatically. Otherwise you can apply the mixin\n    at anytime by calling `Ember.NativeArray.apply(Array.prototype)`.\n  \n    @class Ember.NativeArray\n    @uses MutableArray\n    @uses Observable\n    @uses Ember.Copyable\n    @public\n  */\n  var NativeArray = _emberMetal.Mixin.create(_mutable_array.default, _observable.default, _copyable.default, {\n    get: function (key) {\n      if ('number' === typeof key) {\n        return this[key];\n      } else {\n        return this._super(key);\n      }\n    },\n    objectAt: function (idx) {\n      return this[idx];\n    },\n    replace: function (idx, amt, objects) {\n      (true && !(!this.isFrozen) && (0, _emberDebug.assert)(_freezable.FROZEN_ERROR, !this.isFrozen));\n      (true && !(objects === null || objects === undefined || Array.isArray(objects)) && (0, _emberDebug.assert)('The third argument to replace needs to be an array.', objects === null || objects === undefined || Array.isArray(objects)));\n\n\n      // if we replaced exactly the same number of items, then pass only the\n      // replaced range. Otherwise, pass the full remaining array length\n      // since everything has shifted\n      var len = objects ? (0, _emberMetal.get)(objects, 'length') : 0;\n      (0, _array.arrayContentWillChange)(this, idx, amt, len);\n\n      if (len === 0) {\n        this.splice(idx, amt);\n      } else {\n        (0, _emberMetal.replace)(this, idx, amt, objects);\n      }\n\n      (0, _array.arrayContentDidChange)(this, idx, amt, len);\n      return this;\n    },\n    unknownProperty: function (key, value) {\n      var ret = void 0; // = this.reducedProperty(key, value);\n      if (value !== undefined && ret === undefined) {\n        ret = this[key] = value;\n      }\n      return ret;\n    },\n\n\n    indexOf: Array.prototype.indexOf,\n    lastIndexOf: Array.prototype.lastIndexOf,\n\n    copy: function (deep) {\n      if (deep) {\n        return this.map(function (item) {\n          return (0, _copy.default)(item, true);\n        });\n      }\n\n      return this.slice();\n    }\n  });\n\n  // Remove any methods implemented natively so we don't override them\n  var ignore = ['length'];\n  NativeArray.keys().forEach(function (methodName) {\n    if (Array.prototype[methodName]) {\n      ignore.push(methodName);\n    }\n  });\n\n  exports.NativeArray = NativeArray = (_NativeArray = NativeArray).without.apply(_NativeArray, ignore);\n  /**\n    @module @ember/array\n  */\n  /**\n    Creates an `Ember.NativeArray` from an Array-like object.\n    Does not modify the original object's contents. `A()` is not needed if\n    `EmberENV.EXTEND_PROTOTYPES` is `true` (the default value). However,\n    it is recommended that you use `A()` when creating addons for\n    ember or when you can not guarantee that `EmberENV.EXTEND_PROTOTYPES`\n    will be `true`.\n  \n    Example\n  \n    ```app/components/my-component.js\n    import Component from '@ember/component';\n    import { A } from '@ember/array';\n  \n    export default Component.extend({\n      tagName: 'ul',\n      classNames: ['pagination'],\n  \n      init() {\n        this._super(...arguments);\n  \n        if (!this.get('content')) {\n          this.set('content', A());\n          this.set('otherContent', A([1,2,3]));\n        }\n      }\n    });\n    ```\n  \n    @method A\n    @static\n    @for @ember/array\n    @return {Ember.NativeArray}\n    @public\n  */\n  var A = void 0;\n\n  if (_emberEnvironment.ENV.EXTEND_PROTOTYPES.Array) {\n    NativeArray.apply(Array.prototype);\n    exports.A = A = function (arr) {\n      return arr || [];\n    };\n  } else {\n    exports.A = A = function (arr) {\n      if (!arr) {\n        arr = [];\n      }\n      return _array.default.detect(arr) ? arr : NativeArray.apply(arr);\n    };\n  }\n\n  _emberMetal.default.A = A;\n  exports.A = A;\n  exports.NativeArray = NativeArray;\n  exports.default = NativeArray;\n});","enifed('ember-runtime/system/object', ['exports', 'ember-utils', 'ember-metal', 'ember-runtime/system/core_object', 'ember-runtime/mixins/observable', 'ember-debug'], function (exports, _emberUtils, _emberMetal, _core_object, _observable, _emberDebug) {\n  'use strict';\n\n  exports.FrameworkObject = undefined;\n\n  var _CoreObject$extend;\n\n  var OVERRIDE_CONTAINER_KEY = (0, _emberUtils.symbol)('OVERRIDE_CONTAINER_KEY');\n  var OVERRIDE_OWNER = (0, _emberUtils.symbol)('OVERRIDE_OWNER');\n\n  /**\n    `Ember.Object` is the main base class for all Ember objects. It is a subclass\n    of `Ember.CoreObject` with the `Ember.Observable` mixin applied. For details,\n    see the documentation for each of these.\n  \n    @class EmberObject\n    @extends CoreObject\n    @uses Observable\n    @public\n  */\n  var EmberObject = _core_object.default.extend(_observable.default, (_CoreObject$extend = {\n    _debugContainerKey: (0, _emberMetal.descriptor)({\n      enumerable: false,\n      get: function () {\n        if (this[OVERRIDE_CONTAINER_KEY]) {\n          return this[OVERRIDE_CONTAINER_KEY];\n        }\n\n        var meta = (0, _emberMetal.peekMeta)(this);\n        var factory = meta.factory;\n\n\n        return factory && factory.fullName;\n      }\n    })\n\n  }, _CoreObject$extend[_emberUtils.OWNER] = (0, _emberMetal.descriptor)({\n    enumerable: false,\n    get: function () {\n      if (this[OVERRIDE_OWNER]) {\n        return this[OVERRIDE_OWNER];\n      }\n\n      var meta = (0, _emberMetal.peekMeta)(this);\n      var factory = meta.factory;\n\n\n      return factory && factory.owner;\n    },\n    set: function (value) {\n      this[OVERRIDE_OWNER] = value;\n    }\n  }), _CoreObject$extend));\n\n  EmberObject.toString = function () {\n    return 'Ember.Object';\n  };\n\n  var FrameworkObject = exports.FrameworkObject = EmberObject;\n\n  if (true) {\n    var _EmberObject$extend;\n\n    var INIT_WAS_CALLED = (0, _emberUtils.symbol)('INIT_WAS_CALLED');\n    var ASSERT_INIT_WAS_CALLED = (0, _emberUtils.symbol)('ASSERT_INIT_WAS_CALLED');\n\n    exports.FrameworkObject = FrameworkObject = EmberObject.extend((_EmberObject$extend = {\n      init: function () {\n        this._super.apply(this, arguments);\n        this[INIT_WAS_CALLED] = true;\n      }\n    }, _EmberObject$extend[ASSERT_INIT_WAS_CALLED] = (0, _emberMetal.on)('init', function () {\n      (true && !(this[INIT_WAS_CALLED]) && (0, _emberDebug.assert)('You must call `this._super(...arguments);` when overriding `init` on a framework object. Please update ' + this + ' to call `this._super(...arguments);` from `init`.', this[INIT_WAS_CALLED]));\n    }), _EmberObject$extend));\n  }\n\n  exports.default = EmberObject;\n});","enifed('ember-runtime/system/object_proxy', ['exports', 'ember-runtime/system/object', 'ember-runtime/mixins/-proxy'], function (exports, _object, _proxy) {\n  'use strict';\n\n  exports.default = _object.default.extend(_proxy.default);\n});","enifed('ember-runtime/system/service', ['exports', 'ember-runtime/system/object', 'ember-runtime/inject'], function (exports, _object, _inject) {\n  'use strict';\n\n  /**\n   @module @ember/service\n   @public\n   */\n\n  /**\n    Creates a property that lazily looks up a service in the container. There\n    are no restrictions as to what objects a service can be injected into.\n  \n    Example:\n  \n    ```app/routes/application.js\n    import Route from '@ember/routing/route';\n    import { inject as service } from '@ember/service';\n  \n    export default Route.extend({\n      authManager: service('auth'),\n  \n      model() {\n        return this.get('authManager').findCurrentUser();\n      }\n    });\n    ```\n  \n    This example will create an `authManager` property on the application route\n    that looks up the `auth` service in the container, making it easily\n    accessible in the `model` hook.\n  \n    @method inject\n    @static\n    @since 1.10.0\n    @for @ember/service\n    @param {String} name (optional) name of the service to inject, defaults to\n           the property's name\n    @return {Ember.InjectedProperty} injection descriptor instance\n    @public\n  */\n  (0, _inject.createInjectionHelper)('service');\n\n  /**\n    @class Service\n  \n    @since 1.10.0\n    @public\n  */\n  var Service = _object.default.extend();\n\n  Service.reopenClass({\n    isServiceFactory: true\n  });\n\n  exports.default = Service;\n});","enifed('ember-runtime/system/string', ['exports', 'ember-metal', 'ember-debug', 'ember-utils', 'ember-runtime/utils', 'ember-runtime/string_registry'], function (exports, _emberMetal, _emberDebug, _emberUtils, _utils, _string_registry) {\n  'use strict';\n\n  exports.capitalize = exports.underscore = exports.classify = exports.camelize = exports.dasherize = exports.decamelize = exports.w = exports.loc = exports.fmt = undefined;\n\n\n  var STRING_DASHERIZE_REGEXP = /[ _]/g; /**\n                                         @module @ember/string\n                                         */\n\n\n  var STRING_DASHERIZE_CACHE = new _emberMetal.Cache(1000, function (key) {\n    return decamelize(key).replace(STRING_DASHERIZE_REGEXP, '-');\n  });\n\n  var STRING_CAMELIZE_REGEXP_1 = /(\\-|\\_|\\.|\\s)+(.)?/g;\n  var STRING_CAMELIZE_REGEXP_2 = /(^|\\/)([A-Z])/g;\n\n  var CAMELIZE_CACHE = new _emberMetal.Cache(1000, function (key) {\n    return key.replace(STRING_CAMELIZE_REGEXP_1, function (match, separator, chr) {\n      return chr ? chr.toUpperCase() : '';\n    }).replace(STRING_CAMELIZE_REGEXP_2, function (match, separator, chr) {\n      return match.toLowerCase();\n    });\n  });\n\n  var STRING_CLASSIFY_REGEXP_1 = /^(\\-|_)+(.)?/;\n  var STRING_CLASSIFY_REGEXP_2 = /(.)(\\-|\\_|\\.|\\s)+(.)?/g;\n  var STRING_CLASSIFY_REGEXP_3 = /(^|\\/|\\.)([a-z])/g;\n\n  var CLASSIFY_CACHE = new _emberMetal.Cache(1000, function (str) {\n    var replace1 = function (match, separator, chr) {\n      return chr ? '_' + chr.toUpperCase() : '';\n    };\n    var replace2 = function (match, initialChar, separator, chr) {\n      return initialChar + (chr ? chr.toUpperCase() : '');\n    };\n    var parts = str.split('/');\n    for (var i = 0; i < parts.length; i++) {\n      parts[i] = parts[i].replace(STRING_CLASSIFY_REGEXP_1, replace1).replace(STRING_CLASSIFY_REGEXP_2, replace2);\n    }\n    return parts.join('/').replace(STRING_CLASSIFY_REGEXP_3, function (match, separator, chr) {\n      return match.toUpperCase();\n    });\n  });\n\n  var STRING_UNDERSCORE_REGEXP_1 = /([a-z\\d])([A-Z]+)/g;\n  var STRING_UNDERSCORE_REGEXP_2 = /\\-|\\s+/g;\n\n  var UNDERSCORE_CACHE = new _emberMetal.Cache(1000, function (str) {\n    return str.replace(STRING_UNDERSCORE_REGEXP_1, '$1_$2').replace(STRING_UNDERSCORE_REGEXP_2, '_').toLowerCase();\n  });\n\n  var STRING_CAPITALIZE_REGEXP = /(^|\\/)([a-z\\u00C0-\\u024F])/g;\n\n  var CAPITALIZE_CACHE = new _emberMetal.Cache(1000, function (str) {\n    return str.replace(STRING_CAPITALIZE_REGEXP, function (match, separator, chr) {\n      return match.toUpperCase();\n    });\n  });\n\n  var STRING_DECAMELIZE_REGEXP = /([a-z\\d])([A-Z])/g;\n\n  var DECAMELIZE_CACHE = new _emberMetal.Cache(1000, function (str) {\n    return str.replace(STRING_DECAMELIZE_REGEXP, '$1_$2').toLowerCase();\n  });\n\n  function _fmt(str, formats) {\n    var cachedFormats = formats;\n\n    if (!(0, _utils.isArray)(cachedFormats) || arguments.length > 2) {\n      cachedFormats = new Array(arguments.length - 1);\n\n      for (var i = 1; i < arguments.length; i++) {\n        cachedFormats[i - 1] = arguments[i];\n      }\n    }\n\n    // first, replace any ORDERED replacements.\n    var idx = 0; // the current index for non-numerical replacements\n    return str.replace(/%@([0-9]+)?/g, function (s, argIndex) {\n      argIndex = argIndex ? parseInt(argIndex, 10) - 1 : idx++;\n      s = cachedFormats[argIndex];\n      return s === null ? '(null)' : s === undefined ? '' : (0, _emberUtils.inspect)(s);\n    });\n  }\n\n  function fmt(str, formats) {\n    (true && !(false) && (0, _emberDebug.deprecate)('Ember.String.fmt is deprecated, use ES6 template strings instead.', false, { id: 'ember-string-utils.fmt', until: '3.0.0', url: 'http://babeljs.io/docs/learn-es2015/#template-strings' }));\n\n    return _fmt.apply(undefined, arguments);\n  }\n\n  function loc(str, formats) {\n    if (!(0, _utils.isArray)(formats) || arguments.length > 2) {\n      formats = Array.prototype.slice.call(arguments, 1);\n    }\n\n    str = (0, _string_registry.get)(str) || str;\n    return _fmt(str, formats);\n  }\n\n  function w(str) {\n    return str.split(/\\s+/);\n  }\n\n  function decamelize(str) {\n    return DECAMELIZE_CACHE.get(str);\n  }\n\n  function dasherize(str) {\n    return STRING_DASHERIZE_CACHE.get(str);\n  }\n\n  function camelize(str) {\n    return CAMELIZE_CACHE.get(str);\n  }\n\n  function classify(str) {\n    return CLASSIFY_CACHE.get(str);\n  }\n\n  function underscore(str) {\n    return UNDERSCORE_CACHE.get(str);\n  }\n\n  function capitalize(str) {\n    return CAPITALIZE_CACHE.get(str);\n  }\n\n  /**\n    Defines string helper methods including string formatting and localization.\n    Unless `EmberENV.EXTEND_PROTOTYPES.String` is `false` these methods will also be\n    added to the `String.prototype` as well.\n  \n    @class String\n    @public\n  */\n  exports.default = {\n    /**\n      Apply formatting options to the string. This will look for occurrences\n      of \"%@\" in your string and substitute them with the arguments you pass into\n      this method. If you want to control the specific order of replacement,\n      you can add a number after the key as well to indicate which argument\n      you want to insert.\n       Ordered insertions are most useful when building loc strings where values\n      you need to insert may appear in different orders.\n       ```javascript\n      \"Hello %@ %@\".fmt('John', 'Doe');     // \"Hello John Doe\"\n      \"Hello %@2, %@1\".fmt('John', 'Doe');  // \"Hello Doe, John\"\n      ```\n       @method fmt\n      @param {String} str The string to format\n      @param {Array} formats An array of parameters to interpolate into string.\n      @return {String} formatted string\n      @public\n      @deprecated Use ES6 template strings instead: http://babeljs.io/docs/learn-es2015/#template-strings\n    */\n    fmt: fmt,\n\n    /**\n      Formats the passed string, but first looks up the string in the localized\n      strings hash. This is a convenient way to localize text. See\n      `Ember.String.fmt()` for more information on formatting.\n       Note that it is traditional but not required to prefix localized string\n      keys with an underscore or other character so you can easily identify\n      localized strings.\n       ```javascript\n      Ember.STRINGS = {\n        '_Hello World': 'Bonjour le monde',\n        '_Hello %@ %@': 'Bonjour %@ %@'\n      };\n       Ember.String.loc(\"_Hello World\");  // 'Bonjour le monde';\n      Ember.String.loc(\"_Hello %@ %@\", [\"John\", \"Smith\"]);  // \"Bonjour John Smith\";\n      ```\n       @method loc\n      @param {String} str The string to format\n      @param {Array} formats Optional array of parameters to interpolate into string.\n      @return {String} formatted string\n      @public\n    */\n    loc: loc,\n\n    /**\n      Splits a string into separate units separated by spaces, eliminating any\n      empty strings in the process. This is a convenience method for split that\n      is mostly useful when applied to the `String.prototype`.\n       ```javascript\n      Ember.String.w(\"alpha beta gamma\").forEach(function(key) {\n        console.log(key);\n      });\n       // > alpha\n      // > beta\n      // > gamma\n      ```\n       @method w\n      @param {String} str The string to split\n      @return {Array} array containing the split strings\n      @public\n    */\n    w: w,\n\n    /**\n      Converts a camelized string into all lower case separated by underscores.\n       ```javascript\n      'innerHTML'.decamelize();           // 'inner_html'\n      'action_name'.decamelize();        // 'action_name'\n      'css-class-name'.decamelize();     // 'css-class-name'\n      'my favorite items'.decamelize();  // 'my favorite items'\n      ```\n       @method decamelize\n      @param {String} str The string to decamelize.\n      @return {String} the decamelized string.\n      @public\n    */\n    decamelize: decamelize,\n\n    /**\n      Replaces underscores, spaces, or camelCase with dashes.\n       ```javascript\n      'innerHTML'.dasherize();          // 'inner-html'\n      'action_name'.dasherize();        // 'action-name'\n      'css-class-name'.dasherize();     // 'css-class-name'\n      'my favorite items'.dasherize();  // 'my-favorite-items'\n      'privateDocs/ownerInvoice'.dasherize(); // 'private-docs/owner-invoice'\n      ```\n       @method dasherize\n      @param {String} str The string to dasherize.\n      @return {String} the dasherized string.\n      @public\n    */\n    dasherize: dasherize,\n\n    /**\n      Returns the lowerCamelCase form of a string.\n       ```javascript\n      'innerHTML'.camelize();          // 'innerHTML'\n      'action_name'.camelize();        // 'actionName'\n      'css-class-name'.camelize();     // 'cssClassName'\n      'my favorite items'.camelize();  // 'myFavoriteItems'\n      'My Favorite Items'.camelize();  // 'myFavoriteItems'\n      'private-docs/owner-invoice'.camelize(); // 'privateDocs/ownerInvoice'\n      ```\n       @method camelize\n      @param {String} str The string to camelize.\n      @return {String} the camelized string.\n      @public\n    */\n    camelize: camelize,\n\n    /**\n      Returns the UpperCamelCase form of a string.\n       ```javascript\n      'innerHTML'.classify();          // 'InnerHTML'\n      'action_name'.classify();        // 'ActionName'\n      'css-class-name'.classify();     // 'CssClassName'\n      'my favorite items'.classify();  // 'MyFavoriteItems'\n      'private-docs/owner-invoice'.classify(); // 'PrivateDocs/OwnerInvoice'\n      ```\n       @method classify\n      @param {String} str the string to classify\n      @return {String} the classified string\n      @public\n    */\n    classify: classify,\n\n    /**\n      More general than decamelize. Returns the lower\\_case\\_and\\_underscored\n      form of a string.\n       ```javascript\n      'innerHTML'.underscore();          // 'inner_html'\n      'action_name'.underscore();        // 'action_name'\n      'css-class-name'.underscore();     // 'css_class_name'\n      'my favorite items'.underscore();  // 'my_favorite_items'\n      'privateDocs/ownerInvoice'.underscore(); // 'private_docs/owner_invoice'\n      ```\n       @method underscore\n      @param {String} str The string to underscore.\n      @return {String} the underscored string.\n      @public\n    */\n    underscore: underscore,\n\n    /**\n      Returns the Capitalized form of a string\n       ```javascript\n      'innerHTML'.capitalize()         // 'InnerHTML'\n      'action_name'.capitalize()       // 'Action_name'\n      'css-class-name'.capitalize()    // 'Css-class-name'\n      'my favorite items'.capitalize() // 'My favorite items'\n      'privateDocs/ownerInvoice'.capitalize(); // 'PrivateDocs/ownerInvoice'\n      ```\n       @method capitalize\n      @param {String} str The string to capitalize.\n      @return {String} The capitalized string.\n      @public\n    */\n    capitalize: capitalize\n  };\n  exports.fmt = fmt;\n  exports.loc = loc;\n  exports.w = w;\n  exports.decamelize = decamelize;\n  exports.dasherize = dasherize;\n  exports.camelize = camelize;\n  exports.classify = classify;\n  exports.underscore = underscore;\n  exports.capitalize = capitalize;\n});","enifed('ember-runtime/utils', ['exports', 'ember-runtime/mixins/array', 'ember-runtime/system/object'], function (exports, _array, _object) {\n  'use strict';\n\n  exports.isArray = isArray;\n  exports.typeOf = typeOf;\n\n\n  // ........................................\n  // TYPING & ARRAY MESSAGING\n  //\n  var TYPE_MAP = {\n    '[object Boolean]': 'boolean',\n    '[object Number]': 'number',\n    '[object String]': 'string',\n    '[object Function]': 'function',\n    '[object Array]': 'array',\n    '[object Date]': 'date',\n    '[object RegExp]': 'regexp',\n    '[object Object]': 'object',\n    '[object FileList]': 'filelist'\n  };\n\n  var toString = Object.prototype.toString;\n\n  /**\n   @module @ember/array\n  */\n  /**\n    Returns true if the passed object is an array or Array-like.\n  \n    Objects are considered Array-like if any of the following are true:\n  \n      - the object is a native Array\n      - the object has an objectAt property\n      - the object is an Object, and has a length property\n  \n    Unlike `Ember.typeOf` this method returns true even if the passed object is\n    not formally an array but appears to be array-like (i.e. implements `Ember.Array`)\n  \n    ```javascript\n    Ember.isArray();                                          // false\n    Ember.isArray([]);                                        // true\n    Ember.isArray(Ember.ArrayProxy.create({ content: [] }));  // true\n    ```\n  \n    @method isArray\n    @static\n    @for @ember/array\n    @param {Object} obj The object to test\n    @return {Boolean} true if the passed object is an array or Array-like\n    @public\n  */\n  function isArray(obj) {\n    if (!obj || obj.setInterval) {\n      return false;\n    }\n    if (Array.isArray(obj)) {\n      return true;\n    }\n    if (_array.default.detect(obj)) {\n      return true;\n    }\n\n    var type = typeOf(obj);\n    if ('array' === type) {\n      return true;\n    }\n    var length = obj.length;\n    if (typeof length === 'number' && length === length && 'object' === type) {\n      return true;\n    }\n    return false;\n  }\n  /**\n   @module @ember/utils\n  */\n  /**\n    Returns a consistent type for the passed object.\n  \n    Use this instead of the built-in `typeof` to get the type of an item.\n    It will return the same result across all browsers and includes a bit\n    more detail. Here is what will be returned:\n  \n        | Return Value  | Meaning                                              |\n        |---------------|------------------------------------------------------|\n        | 'string'      | String primitive or String object.                   |\n        | 'number'      | Number primitive or Number object.                   |\n        | 'boolean'     | Boolean primitive or Boolean object.                 |\n        | 'null'        | Null value                                           |\n        | 'undefined'   | Undefined value                                      |\n        | 'function'    | A function                                           |\n        | 'array'       | An instance of Array                                 |\n        | 'regexp'      | An instance of RegExp                                |\n        | 'date'        | An instance of Date                                  |\n        | 'filelist'    | An instance of FileList                              |\n        | 'class'       | An Ember class (created using Ember.Object.extend()) |\n        | 'instance'    | An Ember object instance                             |\n        | 'error'       | An instance of the Error object                      |\n        | 'object'      | A JavaScript object not inheriting from Ember.Object |\n  \n    Examples:\n  \n    ```javascript\n    Ember.typeOf();                       // 'undefined'\n    Ember.typeOf(null);                   // 'null'\n    Ember.typeOf(undefined);              // 'undefined'\n    Ember.typeOf('michael');              // 'string'\n    Ember.typeOf(new String('michael'));  // 'string'\n    Ember.typeOf(101);                    // 'number'\n    Ember.typeOf(new Number(101));        // 'number'\n    Ember.typeOf(true);                   // 'boolean'\n    Ember.typeOf(new Boolean(true));      // 'boolean'\n    Ember.typeOf(Ember.A);                // 'function'\n    Ember.typeOf([1, 2, 90]);             // 'array'\n    Ember.typeOf(/abc/);                  // 'regexp'\n    Ember.typeOf(new Date());             // 'date'\n    Ember.typeOf(event.target.files);     // 'filelist'\n    Ember.typeOf(Ember.Object.extend());  // 'class'\n    Ember.typeOf(Ember.Object.create());  // 'instance'\n    Ember.typeOf(new Error('teamocil'));  // 'error'\n  \n    // 'normal' JavaScript object\n    Ember.typeOf({ a: 'b' });             // 'object'\n    ```\n  \n    @method typeOf\n    @for @ember/utils\n    @param {Object} item the item to check\n    @return {String} the type\n    @public\n    @static\n  */\n  function typeOf(item) {\n    if (item === null) {\n      return 'null';\n    }\n    if (item === undefined) {\n      return 'undefined';\n    }\n    var ret = TYPE_MAP[toString.call(item)] || 'object';\n\n    if (ret === 'function') {\n      if (_object.default.detect(item)) {\n        ret = 'class';\n      }\n    } else if (ret === 'object') {\n      if (item instanceof Error) {\n        ret = 'error';\n      } else if (item instanceof _object.default) {\n        ret = 'instance';\n      } else if (item instanceof Date) {\n        ret = 'date';\n      }\n    }\n\n    return ret;\n  }\n});","enifed('ember-template-compiler/compat', ['ember-metal', 'ember-template-compiler/system/precompile', 'ember-template-compiler/system/compile', 'ember-template-compiler/system/compile-options'], function (_emberMetal, _precompile, _compile, _compileOptions) {\n  'use strict';\n\n  var EmberHandlebars = _emberMetal.default.Handlebars = _emberMetal.default.Handlebars || {}; // reexports\n\n  var EmberHTMLBars = _emberMetal.default.HTMLBars = _emberMetal.default.HTMLBars || {};\n\n  EmberHTMLBars.precompile = EmberHandlebars.precompile = _precompile.default;\n  EmberHTMLBars.compile = EmberHandlebars.compile = _compile.default;\n  EmberHTMLBars.registerPlugin = _compileOptions.registerPlugin;\n});","enifed('ember-template-compiler/index', ['exports', 'ember-template-compiler/system/precompile', 'ember-template-compiler/system/compile', 'ember-template-compiler/system/compile-options', 'ember-template-compiler/plugins', 'ember-metal', 'ember/features', 'ember-environment', 'ember/version', 'ember-template-compiler/compat', 'ember-template-compiler/system/bootstrap'], function (exports, _precompile, _compile, _compileOptions, _plugins, _emberMetal, _features, _emberEnvironment, _version) {\n  'use strict';\n\n  exports.defaultPlugins = exports.registerPlugin = exports.compileOptions = exports.compile = exports.precompile = exports._Ember = undefined;\n  Object.defineProperty(exports, 'precompile', {\n    enumerable: true,\n    get: function () {\n      return _precompile.default;\n    }\n  });\n  Object.defineProperty(exports, 'compile', {\n    enumerable: true,\n    get: function () {\n      return _compile.default;\n    }\n  });\n  Object.defineProperty(exports, 'compileOptions', {\n    enumerable: true,\n    get: function () {\n      return _compileOptions.default;\n    }\n  });\n  Object.defineProperty(exports, 'registerPlugin', {\n    enumerable: true,\n    get: function () {\n      return _compileOptions.registerPlugin;\n    }\n  });\n  Object.defineProperty(exports, 'defaultPlugins', {\n    enumerable: true,\n    get: function () {\n      return _plugins.default;\n    }\n  });\n\n\n  // private API used by ember-cli-htmlbars to setup ENV and FEATURES\n  if (!_emberMetal.default.ENV) {\n    _emberMetal.default.ENV = _emberEnvironment.ENV;\n  }\n  if (!_emberMetal.default.FEATURES) {\n    _emberMetal.default.FEATURES = _features.FEATURES;\n  }\n  if (!_emberMetal.default.VERSION) {\n    _emberMetal.default.VERSION = _version.default;\n  }\n\n  exports._Ember = _emberMetal.default;\n});","enifed('ember-template-compiler/plugins/assert-input-helper-without-block', ['exports', 'ember-debug', 'ember-template-compiler/system/calculate-location-display'], function (exports, _emberDebug, _calculateLocationDisplay) {\n  'use strict';\n\n  exports.default = errorOnInputWithContent;\n  function errorOnInputWithContent(env) {\n    var moduleName = env.meta.moduleName;\n\n\n    return {\n      name: 'assert-input-helper-without-block',\n\n      visitors: {\n        BlockStatement: function (node) {\n          if (node.path.original !== 'input') {\n            return;\n          }\n\n          (true && !(false) && (0, _emberDebug.assert)(assertMessage(moduleName, node)));\n        }\n      }\n    };\n  }\n\n  function assertMessage(moduleName, node) {\n    var sourceInformation = (0, _calculateLocationDisplay.default)(moduleName, node.loc);\n\n    return 'The {{input}} helper cannot be used in block form. ' + sourceInformation;\n  }\n});","enifed('ember-template-compiler/plugins/assert-reserved-named-arguments', ['exports', 'ember-debug', 'ember-template-compiler/system/calculate-location-display'], function (exports, _emberDebug, _calculateLocationDisplay) {\n  'use strict';\n\n  exports.default = assertReservedNamedArguments;\n  function assertReservedNamedArguments(env) {\n    var moduleName = env.meta.moduleName;\n\n\n    return {\n      name: 'assert-reserved-named-arguments',\n\n      visitors: {\n        PathExpression: function (node) {\n          if (node.original[0] === '@') {\n            (true && !(false) && (0, _emberDebug.assert)(assertMessage(moduleName, node)));\n          }\n        }\n      }\n    };\n  }\n\n  function assertMessage(moduleName, node) {\n    var path = node.original;\n    var source = (0, _calculateLocationDisplay.default)(moduleName, node.loc);\n\n    return '\\'' + path + '\\' is not a valid path. ' + source;\n  }\n});","enifed('ember-template-compiler/plugins/deprecate-render-model', ['exports', 'ember-debug', 'ember-template-compiler/system/calculate-location-display'], function (exports, _emberDebug, _calculateLocationDisplay) {\n  'use strict';\n\n  exports.default = deprecateRenderModel;\n  function deprecateRenderModel(env) {\n    var moduleName = env.meta.moduleName;\n\n\n    return {\n      name: 'deprecate-render-model',\n\n      visitors: {\n        MustacheStatement: function (node) {\n          if (node.path.original === 'render' && node.params.length > 1) {\n            node.params.forEach(function (param) {\n              if (param.type !== 'PathExpression') {\n                return;\n              }\n\n              (true && !(false) && (0, _emberDebug.deprecate)(deprecationMessage(moduleName, node, param), false, {\n                id: 'ember-template-compiler.deprecate-render-model',\n                until: '3.0.0',\n                url: 'https://emberjs.com/deprecations/v2.x#toc_model-param-in-code-render-code-helper'\n              }));\n            });\n          }\n        }\n      }\n    };\n  }\n\n  function deprecationMessage(moduleName, node, param) {\n    var sourceInformation = (0, _calculateLocationDisplay.default)(moduleName, node.loc);\n    var componentName = node.params[0].original;\n    var modelName = param.original;\n    var original = '{{render \"' + componentName + '\" ' + modelName + '}}';\n    var preferred = '{{' + componentName + ' model=' + modelName + '}}';\n\n    return 'Please refactor `' + original + '` to a component and invoke via' + (' `' + preferred + '`. ' + sourceInformation);\n  }\n});","enifed('ember-template-compiler/plugins/deprecate-render', ['exports', 'ember-debug', 'ember-template-compiler/system/calculate-location-display'], function (exports, _emberDebug, _calculateLocationDisplay) {\n  'use strict';\n\n  exports.default = deprecateRender;\n  function deprecateRender(env) {\n    var moduleName = env.meta.moduleName;\n\n\n    return {\n      name: 'deprecate-render',\n\n      visitors: {\n        MustacheStatement: function (node) {\n          if (node.path.original !== 'render') {\n            return;\n          }\n          if (node.params.length !== 1) {\n            return;\n          }\n\n          each(node.params, function (param) {\n            if (param.type !== 'StringLiteral') {\n              return;\n            }\n\n            (true && !(false) && (0, _emberDebug.deprecate)(deprecationMessage(moduleName, node), false, {\n              id: 'ember-template-compiler.deprecate-render',\n              until: '3.0.0',\n              url: 'https://emberjs.com/deprecations/v2.x#toc_code-render-code-helper'\n            }));\n          });\n        }\n      }\n    };\n  }\n\n  function each(list, callback) {\n    for (var i = 0, l = list.length; i < l; i++) {\n      callback(list[i]);\n    }\n  }\n\n  function deprecationMessage(moduleName, node) {\n    var sourceInformation = (0, _calculateLocationDisplay.default)(moduleName, node.loc);\n    var componentName = node.params[0].original;\n    var original = '{{render \"' + componentName + '\"}}';\n    var preferred = '{{' + componentName + '}}';\n\n    return 'Please refactor `' + original + '` to a component and invoke via' + (' `' + preferred + '`. ' + sourceInformation);\n  }\n});","enifed('ember-template-compiler/plugins/extract-pragma-tag', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = extractPragmaTag;\n  var PRAGMA_TAG = 'use-component-manager';\n\n  function extractPragmaTag(env) {\n    var meta = env.meta;\n\n\n    return {\n      name: 'exract-pragma-tag',\n\n      visitors: {\n        MustacheStatement: {\n          enter: function (node) {\n            if (node.path.type === 'PathExpression' && node.path.original === PRAGMA_TAG) {\n              meta.managerId = node.params[0].value;\n              return null;\n            }\n          }\n        }\n      }\n    };\n  }\n});","enifed('ember-template-compiler/plugins/index', ['exports', 'ember-template-compiler/plugins/transform-old-binding-syntax', 'ember-template-compiler/plugins/transform-angle-bracket-components', 'ember-template-compiler/plugins/transform-input-on-to-onEvent', 'ember-template-compiler/plugins/transform-top-level-components', 'ember-template-compiler/plugins/transform-inline-link-to', 'ember-template-compiler/plugins/transform-old-class-binding-syntax', 'ember-template-compiler/plugins/transform-quoted-bindings-into-just-bindings', 'ember-template-compiler/plugins/deprecate-render-model', 'ember-template-compiler/plugins/deprecate-render', 'ember-template-compiler/plugins/assert-reserved-named-arguments', 'ember-template-compiler/plugins/transform-action-syntax', 'ember-template-compiler/plugins/transform-input-type-syntax', 'ember-template-compiler/plugins/transform-attrs-into-args', 'ember-template-compiler/plugins/transform-each-in-into-each', 'ember-template-compiler/plugins/transform-has-block-syntax', 'ember-template-compiler/plugins/transform-dot-component-invocation', 'ember-template-compiler/plugins/extract-pragma-tag', 'ember-template-compiler/plugins/assert-input-helper-without-block', 'ember/features'], function (exports, _transformOldBindingSyntax, _transformAngleBracketComponents, _transformInputOnToOnEvent, _transformTopLevelComponents, _transformInlineLinkTo, _transformOldClassBindingSyntax, _transformQuotedBindingsIntoJustBindings, _deprecateRenderModel, _deprecateRender, _assertReservedNamedArguments, _transformActionSyntax, _transformInputTypeSyntax, _transformAttrsIntoArgs, _transformEachInIntoEach, _transformHasBlockSyntax, _transformDotComponentInvocation, _extractPragmaTag, _assertInputHelperWithoutBlock, _features) {\n  'use strict';\n\n  var transforms = [_transformDotComponentInvocation.default, _transformOldBindingSyntax.default, _transformAngleBracketComponents.default, _transformInputOnToOnEvent.default, _transformTopLevelComponents.default, _transformInlineLinkTo.default, _transformOldClassBindingSyntax.default, _transformQuotedBindingsIntoJustBindings.default, _deprecateRenderModel.default, _deprecateRender.default, _assertReservedNamedArguments.default, _transformActionSyntax.default, _transformInputTypeSyntax.default, _transformAttrsIntoArgs.default, _transformEachInIntoEach.default, _transformHasBlockSyntax.default, _assertInputHelperWithoutBlock.default];\n\n  if (_features.GLIMMER_CUSTOM_COMPONENT_MANAGER) {\n    transforms.push(_extractPragmaTag.default);\n  }\n\n  exports.default = Object.freeze(transforms);\n});","enifed('ember-template-compiler/plugins/transform-action-syntax', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformActionSyntax;\n  /**\n   @module ember\n  */\n\n  /**\n    A Glimmer2 AST transformation that replaces all instances of\n  \n    ```handlebars\n   <button {{action 'foo'}}>\n   <button onblur={{action 'foo'}}>\n   <button onblur={{action (action 'foo') 'bar'}}>\n    ```\n  \n    with\n  \n    ```handlebars\n   <button {{action this 'foo'}}>\n   <button onblur={{action this 'foo'}}>\n   <button onblur={{action this (action this 'foo') 'bar'}}>\n    ```\n  \n    @private\n    @class TransformActionSyntax\n  */\n\n  function transformActionSyntax(_ref) {\n    var syntax = _ref.syntax;\n    var b = syntax.builders;\n\n\n    return {\n      name: 'transform-action-syntax',\n\n      visitors: {\n        ElementModifierStatement: function (node) {\n          if (isAction(node)) {\n            insertThisAsFirstParam(node, b);\n          }\n        },\n        MustacheStatement: function (node) {\n          if (isAction(node)) {\n            insertThisAsFirstParam(node, b);\n          }\n        },\n        SubExpression: function (node) {\n          if (isAction(node)) {\n            insertThisAsFirstParam(node, b);\n          }\n        }\n      }\n    };\n  }\n\n  function isAction(node) {\n    return node.path.original === 'action';\n  }\n\n  function insertThisAsFirstParam(node, builders) {\n    node.params.unshift(builders.path('this'));\n  }\n});","enifed('ember-template-compiler/plugins/transform-angle-bracket-components', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformAngleBracketComponents;\n  function transformAngleBracketComponents(env) {\n    return {\n      name: 'transform-angle-bracket-components',\n\n      visitors: {\n        ComponentNode: function (node) {\n          node.tag = '<' + node.tag + '>';\n        }\n      }\n    };\n  }\n});","enifed('ember-template-compiler/plugins/transform-attrs-into-args', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformAttrsIntoArgs;\n  /**\n   @module ember\n  */\n\n  /**\n    A Glimmer2 AST transformation that replaces all instances of\n  \n    ```handlebars\n   {{attrs.foo.bar}}\n    ```\n  \n    to\n  \n    ```handlebars\n   {{@foo.bar}}\n    ```\n  \n    as well as `{{#if attrs.foo}}`, `{{deeply (nested attrs.foobar.baz)}}`,\n    `{{this.attrs.foo}}` etc\n  \n    @private\n    @class TransformAttrsToProps\n  */\n\n  function transformAttrsIntoArgs(env) {\n    var b = env.syntax.builders;\n\n\n    var stack = [[]];\n\n    return {\n      name: 'transform-attrs-into-args',\n\n      visitors: {\n        Program: {\n          enter: function (node) {\n            var parent = stack[stack.length - 1];\n            stack.push(parent.concat(node.blockParams));\n          },\n          exit: function (node) {\n            stack.pop();\n          }\n        },\n\n        PathExpression: function (node) {\n          if (isAttrs(node, stack[stack.length - 1])) {\n            var path = b.path(node.original.substr(6));\n            path.original = '@' + path.original;\n            path.data = true;\n            return path;\n          }\n        }\n      }\n    };\n  }\n\n  function isAttrs(node, symbols) {\n    var name = node.parts[0];\n\n    if (symbols.indexOf(name) !== -1) {\n      return false;\n    }\n\n    if (name === 'attrs') {\n      if (node.this === true) {\n        node.parts.shift();\n        node.original = node.original.slice(5);\n      }\n\n      return true;\n    }\n\n    return false;\n  }\n});","enifed('ember-template-compiler/plugins/transform-dot-component-invocation', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformDotComponentInvocation;\n\n  /**\n    Transforms dot invocation of closure components to be wrapped\n    with the component helper. This allows for a more static invocation\n    of the component.\n  \n    ```handlebars\n   {{#my-component as |comps|}}\n    {{comp.dropdown isOpen=false}}\n   {{/my-component}}\n    ```\n  \n    with\n  \n    ```handlebars\n    {{#my-component as |comps|}}\n      {{component comp.dropdown isOpen=false}}\n    {{/my-component}}\n    ```\n    and\n  \n    ```handlebars\n   {{#my-component as |comps|}}\n    {{comp.dropdown isOpen}}\n   {{/my-component}}\n    ```\n  \n    with\n  \n    ```handlebars\n    {{#my-component as |comps|}}\n      {{component comp.dropdown isOpen}}\n    {{/my-component}}\n    ```\n  \n    and\n  \n    ```handlebars\n    {{#my-component as |comps|}}\n      {{#comp.dropdown}}Open{{/comp.dropdown}}\n    {{/my-component}}\n    ```\n  \n    with\n  \n    ```handlebars\n    {{#my-component as |comps|}}\n      {{#component comp.dropdown}}Open{{/component}}\n    {{/my-component}}\n    ```\n  \n    @private\n    @class TransFormDotComponentInvocation\n  */\n  function transformDotComponentInvocation(env) {\n    var b = env.syntax.builders;\n\n\n    return {\n      name: 'transform-dot-component-invocation',\n\n      visitors: {\n        MustacheStatement: function (node) {\n          if (isInlineInvocation(node.path, node.params, node.hash)) {\n            wrapInComponent(node, b);\n          }\n        },\n        BlockStatement: function (node) {\n          if (isMultipartPath(node.path)) {\n            wrapInComponent(node, b);\n          }\n        }\n      }\n    };\n  }\n\n  function isMultipartPath(path) {\n    return path.parts && path.parts.length > 1;\n  }\n\n  function isInlineInvocation(path, params, hash) {\n    if (isMultipartPath(path)) {\n      if (params.length > 0 || hash.pairs.length > 0) {\n        return true;\n      }\n    }\n\n    return false;\n  }\n\n  function wrapInComponent(node, builder) {\n    var component = node.path;\n    var componentHelper = builder.path('component');\n    node.path = componentHelper;\n    node.params.unshift(component);\n  }\n});","enifed('ember-template-compiler/plugins/transform-each-in-into-each', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformEachInIntoEach;\n  /**\n   @module ember\n  */\n\n  /**\n    A Glimmer2 AST transformation that replaces all instances of\n  \n    ```handlebars\n   {{#each-in iterableThing as |key value|}}\n    ```\n  \n    with\n  \n    ```handlebars\n   {{#each (-each-in iterableThing) as |key value|}}\n    ```\n  \n    @private\n    @class TransformHasBlockSyntax\n  */\n  function transformEachInIntoEach(env) {\n    var b = env.syntax.builders;\n\n\n    return {\n      name: 'transform-each-in-into-each',\n\n      visitors: {\n        BlockStatement: function (node) {\n          if (node.path.original === 'each-in') {\n            node.params[0] = b.sexpr(b.path('-each-in'), [node.params[0]]);\n            return b.block(b.path('each'), node.params, node.hash, node.program, node.inverse, node.loc);\n          }\n        }\n      }\n    };\n  }\n});","enifed('ember-template-compiler/plugins/transform-has-block-syntax', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformHasBlockSyntax;\n  /**\n   @module ember\n  */\n\n  /**\n    A Glimmer2 AST transformation that replaces all instances of\n  \n    ```handlebars\n   {{hasBlock}}\n    ```\n  \n    with\n  \n    ```handlebars\n   {{has-block}}\n    ```\n  \n    @private\n    @class TransformHasBlockSyntax\n  */\n\n  var TRANSFORMATIONS = {\n    hasBlock: 'has-block',\n    hasBlockParams: 'has-block-params'\n  };\n\n  function transformHasBlockSyntax(env) {\n    var b = env.syntax.builders;\n\n\n    return {\n      name: 'transform-has-block-syntax',\n\n      visitors: {\n        PathExpression: function (node) {\n          if (TRANSFORMATIONS[node.original]) {\n            return b.sexpr(b.path(TRANSFORMATIONS[node.original]));\n          }\n        },\n        MustacheStatement: function (node) {\n          if (TRANSFORMATIONS[node.path.original]) {\n            return b.mustache(b.path(TRANSFORMATIONS[node.path.original]), node.params, node.hash, null, node.loc);\n          }\n        },\n        SubExpression: function (node) {\n          if (TRANSFORMATIONS[node.path.original]) {\n            return b.sexpr(b.path(TRANSFORMATIONS[node.path.original]), node.params, node.hash);\n          }\n        }\n      }\n    };\n  }\n});","enifed('ember-template-compiler/plugins/transform-inline-link-to', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformInlineLinkTo;\n  function buildProgram(b, content, loc) {\n    return b.program([buildStatement(b, content, loc)], null, loc);\n  }\n\n  function buildStatement(b, content, loc) {\n    switch (content.type) {\n      case 'PathExpression':\n        return b.mustache(content, null, null, null, loc);\n\n      case 'SubExpression':\n        return b.mustache(content.path, content.params, content.hash, null, loc);\n\n      // The default case handles literals.\n      default:\n        return b.text('' + content.value, loc);\n    }\n  }\n\n  function unsafeHtml(b, expr) {\n    return b.sexpr('-html-safe', [expr]);\n  }\n\n  function transformInlineLinkTo(env) {\n    var b = env.syntax.builders;\n\n\n    return {\n      name: 'transform-inline-link-to',\n\n      visitors: {\n        MustacheStatement: function (node) {\n          if (node.path.original === 'link-to') {\n            var content = node.escaped ? node.params[0] : unsafeHtml(b, node.params[0]);\n            return b.block('link-to', node.params.slice(1), node.hash, buildProgram(b, content, node.loc), null, node.loc);\n          }\n        }\n      }\n    };\n  }\n});","enifed('ember-template-compiler/plugins/transform-input-on-to-onEvent', ['exports', 'ember-debug', 'ember-template-compiler/system/calculate-location-display'], function (exports, _emberDebug, _calculateLocationDisplay) {\n  'use strict';\n\n  exports.default = transformInputOnToOnEvent;\n\n\n  /**\n   @module ember\n  */\n\n  /**\n    An HTMLBars AST transformation that replaces all instances of\n  \n    ```handlebars\n   {{input on=\"enter\" action=\"doStuff\"}}\n   {{input on=\"key-press\" action=\"doStuff\"}}\n    ```\n  \n    with\n  \n    ```handlebars\n   {{input enter=\"doStuff\"}}\n   {{input key-press=\"doStuff\"}}\n    ```\n  \n    @private\n    @class TransformInputOnToOnEvent\n  */\n  function transformInputOnToOnEvent(env) {\n    var b = env.syntax.builders;\n    var moduleName = env.meta.moduleName;\n\n\n    return {\n      name: 'transform-input-on-to-onEvent',\n\n      visitors: {\n        MustacheStatement: function (node) {\n          if (node.path.original !== 'input') {\n            return;\n          }\n\n          var action = hashPairForKey(node.hash, 'action');\n          var on = hashPairForKey(node.hash, 'on');\n          var onEvent = hashPairForKey(node.hash, 'onEvent');\n\n          if (!action && !on && !onEvent) {\n            return;\n          }\n\n          var normalizedOn = on || onEvent;\n          var moduleInfo = (0, _calculateLocationDisplay.default)(moduleName, node.loc);\n\n          if (normalizedOn && normalizedOn.value.type !== 'StringLiteral') {\n            (true && !(false) && (0, _emberDebug.deprecate)('Using a dynamic value for \\'#{normalizedOn.key}=\\' with the \\'{{input}}\\' helper ' + moduleInfo + 'is deprecated.', false, { id: 'ember-template-compiler.transform-input-on-to-onEvent.dynamic-value', until: '3.0.0' }));\n\n\n            normalizedOn.key = 'onEvent';\n            return; // exit early, as we cannot transform further\n          }\n\n          removeFromHash(node.hash, normalizedOn);\n          removeFromHash(node.hash, action);\n\n          if (!action) {\n            (true && !(false) && (0, _emberDebug.deprecate)('Using \\'{{input ' + normalizedOn.key + '=\"' + normalizedOn.value.value + '\" ...}}\\' without specifying an action ' + moduleInfo + 'will do nothing.', false, { id: 'ember-template-compiler.transform-input-on-to-onEvent.no-action', until: '3.0.0' }));\n\n\n            return; // exit early, if no action was available there is nothing to do\n          }\n\n          var specifiedOn = normalizedOn ? normalizedOn.key + '=\"' + normalizedOn.value.value + '\" ' : '';\n          if (normalizedOn && normalizedOn.value.value === 'keyPress') {\n            // using `keyPress` in the root of the component will\n            // clobber the keyPress event handler\n            normalizedOn.value.value = 'key-press';\n          }\n\n          var expected = (normalizedOn ? normalizedOn.value.value : 'enter') + '=\"' + action.value.original + '\"';\n\n          (true && !(false) && (0, _emberDebug.deprecate)('Using \\'{{input ' + specifiedOn + 'action=\"' + action.value.original + '\"}}\\' ' + moduleInfo + 'is deprecated. Please use \\'{{input ' + expected + '}}\\' instead.', false, { id: 'ember-template-compiler.transform-input-on-to-onEvent.normalized-on', until: '3.0.0' }));\n\n          if (!normalizedOn) {\n            normalizedOn = b.pair('onEvent', b.string('enter'));\n          }\n\n          node.hash.pairs.push(b.pair(normalizedOn.value.value, action.value));\n        }\n      }\n    };\n  }\n\n  function hashPairForKey(hash, key) {\n    for (var i = 0; i < hash.pairs.length; i++) {\n      var pair = hash.pairs[i];\n      if (pair.key === key) {\n        return pair;\n      }\n    }\n\n    return false;\n  }\n\n  function removeFromHash(hash, pairToRemove) {\n    var newPairs = [];\n    for (var i = 0; i < hash.pairs.length; i++) {\n      var pair = hash.pairs[i];\n\n      if (pair !== pairToRemove) {\n        newPairs.push(pair);\n      }\n    }\n\n    hash.pairs = newPairs;\n  }\n});","enifed('ember-template-compiler/plugins/transform-input-type-syntax', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformInputTypeSyntax;\n  /**\n   @module ember\n  */\n\n  /**\n    A Glimmer2 AST transformation that replaces all instances of\n  \n    ```handlebars\n   {{input type=boundType}}\n    ```\n  \n    with\n  \n    ```handlebars\n   {{input (-input-type boundType) type=boundType}}\n    ```\n  \n    Note that the type parameters is not removed as the -input-type helpers\n    is only used to select the component class. The component still needs\n    the type parameter to function.\n  \n    @private\n    @class TransformInputTypeSyntax\n  */\n\n  function transformInputTypeSyntax(env) {\n    var b = env.syntax.builders;\n\n    return {\n      name: 'transform-input-type-syntax',\n\n      visitors: {\n        MustacheStatement: function (node) {\n          if (isInput(node)) {\n            insertTypeHelperParameter(node, b);\n          }\n        }\n      }\n    };\n  }\n\n  function isInput(node) {\n    return node.path.original === 'input';\n  }\n\n  function insertTypeHelperParameter(node, builders) {\n    var pairs = node.hash.pairs;\n    var pair = null;\n    for (var i = 0; i < pairs.length; i++) {\n      if (pairs[i].key === 'type') {\n        pair = pairs[i];\n        break;\n      }\n    }\n    if (pair && pair.value.type !== 'StringLiteral') {\n      node.params.unshift(builders.sexpr('-input-type', [pair.value], null, pair.loc));\n    }\n  }\n});","enifed('ember-template-compiler/plugins/transform-old-binding-syntax', ['exports', 'ember-debug', 'ember-template-compiler/system/calculate-location-display'], function (exports, _emberDebug, _calculateLocationDisplay) {\n  'use strict';\n\n  exports.default = transformOldBindingSyntax;\n  function transformOldBindingSyntax(env) {\n    var moduleName = env.meta.moduleName;\n\n    var b = env.syntax.builders;\n\n    return {\n      name: 'transform-old-binding-syntax',\n\n      visitors: {\n        BlockStatement: function (node) {\n          processHash(b, node, moduleName);\n        },\n        MustacheStatement: function (node) {\n          processHash(b, node, moduleName);\n        }\n      }\n    };\n  }\n\n  function processHash(b, node, moduleName) {\n    for (var i = 0; i < node.hash.pairs.length; i++) {\n      var pair = node.hash.pairs[i];\n      var key = pair.key,\n          value = pair.value;\n\n\n      var sourceInformation = (0, _calculateLocationDisplay.default)(moduleName, pair.loc);\n\n      if (key === 'classBinding') {\n        return;\n      }\n\n      (true && !(key !== 'attributeBindings') && (0, _emberDebug.assert)('Setting \\'attributeBindings\\' via template helpers is not allowed ' + sourceInformation, key !== 'attributeBindings'));\n\n\n      if (key.substr(-7) === 'Binding') {\n        var newKey = key.slice(0, -7);\n\n        (true && !(false) && (0, _emberDebug.deprecate)('You\\'re using legacy binding syntax: ' + key + '=' + exprToString(value) + ' ' + sourceInformation + '. Please replace with ' + newKey + '=' + value.original, false, { id: 'ember-template-compiler.transform-old-binding-syntax', until: '3.0.0' }));\n\n\n        pair.key = newKey;\n        if (value.type === 'StringLiteral') {\n          pair.value = b.path(value.original);\n        }\n      }\n    }\n  }\n\n  function exprToString(expr) {\n    switch (expr.type) {\n      case 'StringLiteral':\n        return '\"' + expr.original + '\"';\n      case 'PathExpression':\n        return expr.original;\n    }\n  }\n});","enifed('ember-template-compiler/plugins/transform-old-class-binding-syntax', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformOldClassBindingSyntax;\n  function transformOldClassBindingSyntax(env) {\n    var b = env.syntax.builders;\n\n    return {\n      name: 'transform-old-class-binding-syntax',\n\n      visitors: {\n        MustacheStatement: function (node) {\n          process(b, node);\n        },\n        BlockStatement: function (node) {\n          process(b, node);\n        }\n      }\n    };\n  }\n\n  function process(b, node) {\n    var allOfTheMicrosyntaxes = [];\n    var allOfTheMicrosyntaxIndexes = [];\n    var classPair = void 0;\n\n    each(node.hash.pairs, function (pair, index) {\n      var key = pair.key;\n\n\n      if (key === 'classBinding' || key === 'classNameBindings') {\n        allOfTheMicrosyntaxIndexes.push(index);\n        allOfTheMicrosyntaxes.push(pair);\n      } else if (key === 'class') {\n        classPair = pair;\n      }\n    });\n\n    if (allOfTheMicrosyntaxes.length === 0) {\n      return;\n    }\n\n    var classValue = [];\n\n    if (classPair) {\n      classValue.push(classPair.value);\n      classValue.push(b.string(' '));\n    } else {\n      classPair = b.pair('class', null);\n      node.hash.pairs.push(classPair);\n    }\n\n    each(allOfTheMicrosyntaxIndexes, function (index) {\n      node.hash.pairs.splice(index, 1);\n    });\n\n    each(allOfTheMicrosyntaxes, function (_ref) {\n      var value = _ref.value,\n          loc = _ref.loc;\n\n      var sexprs = [];\n      // TODO: add helpful deprecation when both `classNames` and `classNameBindings` can\n      // be removed.\n\n      if (value.type === 'StringLiteral') {\n        var microsyntax = parseMicrosyntax(value.original);\n\n        buildSexprs(microsyntax, sexprs, b);\n\n        classValue.push.apply(classValue, sexprs);\n      }\n    });\n\n    var hash = b.hash();\n    classPair.value = b.sexpr(b.path('concat'), classValue, hash);\n  }\n\n  function buildSexprs(microsyntax, sexprs, b) {\n    for (var i = 0; i < microsyntax.length; i++) {\n      var _microsyntax$i = microsyntax[i],\n          propName = _microsyntax$i[0],\n          activeClass = _microsyntax$i[1],\n          inactiveClass = _microsyntax$i[2];\n\n      var sexpr = void 0;\n\n      // :my-class-name microsyntax for static values\n      if (propName === '') {\n        sexpr = b.string(activeClass);\n      } else {\n        var params = [b.path(propName)];\n\n        if (activeClass || activeClass === '') {\n          params.push(b.string(activeClass));\n        } else {\n          var sexprParams = [b.string(propName), b.path(propName)];\n\n          var hash = b.hash();\n          if (activeClass !== undefined) {\n            hash.pairs.push(b.pair('activeClass', b.string(activeClass)));\n          }\n\n          if (inactiveClass !== undefined) {\n            hash.pairs.push(b.pair('inactiveClass', b.string(inactiveClass)));\n          }\n\n          params.push(b.sexpr(b.path('-normalize-class'), sexprParams, hash));\n        }\n\n        if (inactiveClass || inactiveClass === '') {\n          params.push(b.string(inactiveClass));\n        }\n\n        sexpr = b.sexpr(b.path('if'), params);\n      }\n\n      sexprs.push(sexpr);\n      sexprs.push(b.string(' '));\n    }\n  }\n\n  function each(list, callback) {\n    for (var i = 0; i < list.length; i++) {\n      callback(list[i], i);\n    }\n  }\n\n  function parseMicrosyntax(string) {\n    var segments = string.split(' ');\n\n    for (var i = 0; i < segments.length; i++) {\n      segments[i] = segments[i].split(':');\n    }\n\n    return segments;\n  }\n});","enifed('ember-template-compiler/plugins/transform-quoted-bindings-into-just-bindings', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformQuotedBindingsIntoJustBindings;\n  function transformQuotedBindingsIntoJustBindings(env) {\n\n    return {\n      name: 'transform-quoted-bindings-into-just-bindings',\n\n      visitors: {\n        ElementNode: function (node) {\n          var styleAttr = getStyleAttr(node);\n\n          if (!validStyleAttr(styleAttr)) {\n            return;\n          }\n\n          styleAttr.value = styleAttr.value.parts[0];\n        }\n      }\n    };\n  }\n\n  function validStyleAttr(attr) {\n    if (!attr) {\n      return false;\n    }\n\n    var value = attr.value;\n\n    if (!value || value.type !== 'ConcatStatement' || value.parts.length !== 1) {\n      return false;\n    }\n\n    var onlyPart = value.parts[0];\n\n    return onlyPart.type === 'MustacheStatement';\n  }\n\n  function getStyleAttr(node) {\n    var attributes = node.attributes;\n\n    for (var i = 0; i < attributes.length; i++) {\n      if (attributes[i].name === 'style') {\n        return attributes[i];\n      }\n    }\n  }\n});","enifed('ember-template-compiler/plugins/transform-top-level-components', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = transformTopLevelComponent;\n  function transformTopLevelComponent(env) {\n    return {\n      name: 'transform-top-level-component',\n\n      visitors: {\n        Program: function (node) {\n          hasSingleComponentNode(node, function (component) {\n            component.tag = '@' + component.tag;\n            component.isStatic = true;\n          });\n        }\n      }\n    };\n  }\n\n  function hasSingleComponentNode(program, componentCallback) {\n    var loc = program.loc,\n        body = program.body;\n\n    if (!loc || loc.start.line !== 1 || loc.start.column !== 0) {\n      return;\n    }\n\n    var lastComponentNode = void 0;\n    var nodeCount = 0;\n\n    for (var i = 0; i < body.length; i++) {\n      var curr = body[i];\n\n      // text node with whitespace only\n      if (curr.type === 'TextNode' && /^[\\s]*$/.test(curr.chars)) {\n        continue;\n      }\n\n      // has multiple root elements if we've been here before\n      if (nodeCount++ > 0) {\n        return false;\n      }\n\n      if (curr.type === 'ComponentNode' || curr.type === 'ElementNode') {\n        lastComponentNode = curr;\n      }\n    }\n\n    if (!lastComponentNode) {\n      return;\n    }\n\n    if (lastComponentNode.type === 'ComponentNode') {\n      componentCallback(lastComponentNode);\n    }\n  }\n});","enifed('ember-template-compiler/system/bootstrap', ['exports', 'ember-debug', 'ember-template-compiler/system/compile'], function (exports, _emberDebug, _compile) {\n  'use strict';\n\n  /**\n    Find templates stored in the head tag as script tags and make them available\n    to `Ember.CoreView` in the global `Ember.TEMPLATES` object.\n  \n    Script tags with `text/x-handlebars` will be compiled\n    with Ember's template compiler and are suitable for use as a view's template.\n  \n    @private\n    @method bootstrap\n    @for Ember.HTMLBars\n    @static\n    @param ctx\n  */\n  /**\n  @module ember\n  */\n\n  function bootstrap(_ref) {\n    var context = _ref.context,\n        hasTemplate = _ref.hasTemplate,\n        setTemplate = _ref.setTemplate;\n\n    if (!context) {\n      context = document;\n    }\n\n    var selector = 'script[type=\"text/x-handlebars\"]';\n\n    var elements = context.querySelectorAll(selector);\n\n    for (var i = 0; i < elements.length; i++) {\n      var script = elements[i];\n\n      // Get the name of the script\n      // First look for data-template-name attribute, then fall back to its\n      // id if no name is found.\n      var templateName = script.getAttribute('data-template-name') || script.getAttribute('id') || 'application';\n      var template = void 0;\n\n      template = (0, _compile.default)(script.innerHTML, {\n        moduleName: templateName\n      });\n\n      // Check if template of same name already exists.\n      if (hasTemplate(templateName)) {\n        throw new _emberDebug.Error('Template named \"' + templateName + '\" already exists.');\n      }\n\n      // For templates which have a name, we save them and then remove them from the DOM.\n      setTemplate(templateName, template);\n\n      // Remove script tag from DOM.\n      script.parentNode.removeChild(script);\n    }\n  }\n\n  exports.default = bootstrap;\n});","enifed('ember-template-compiler/system/calculate-location-display', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = calculateLocationDisplay;\n  function calculateLocationDisplay(moduleName) {\n    var loc = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n    var _ref = loc.start || {},\n        column = _ref.column,\n        line = _ref.line;\n\n    var moduleInfo = '';\n    if (moduleName) {\n      moduleInfo += '\\'' + moduleName + '\\' ';\n    }\n\n    if (line !== undefined && column !== undefined) {\n      if (moduleName) {\n        // only prepend @ if the moduleName was present\n        moduleInfo += '@ ';\n      }\n      moduleInfo += 'L' + line + ':C' + column;\n    }\n\n    if (moduleInfo) {\n      moduleInfo = '(' + moduleInfo + ') ';\n    }\n\n    return moduleInfo;\n  }\n});","enifed('ember-template-compiler/system/compile-options', ['exports', 'ember-utils', 'ember-template-compiler/plugins'], function (exports, _emberUtils, _plugins) {\n  'use strict';\n\n  exports.default = compileOptions;\n  exports.registerPlugin = registerPlugin;\n  exports.unregisterPlugin = unregisterPlugin;\n\n\n  var USER_PLUGINS = [];\n\n  function compileOptions(_options) {\n    var options = (0, _emberUtils.assign)({ meta: {} }, _options);\n\n    // move `moduleName` into `meta` property\n    if (options.moduleName) {\n      var meta = options.meta;\n      meta.moduleName = options.moduleName;\n    }\n\n    if (!options.plugins) {\n      options.plugins = { ast: [].concat(USER_PLUGINS, _plugins.default) };\n    } else {\n      var potententialPugins = [].concat(USER_PLUGINS, _plugins.default);\n      var providedPlugins = options.plugins.ast.map(function (plugin) {\n        return wrapLegacyPluginIfNeeded(plugin);\n      });\n      var pluginsToAdd = potententialPugins.filter(function (plugin) {\n        return options.plugins.ast.indexOf(plugin) === -1;\n      });\n      options.plugins.ast = providedPlugins.concat(pluginsToAdd);\n    }\n\n    return options;\n  }\n\n  function wrapLegacyPluginIfNeeded(_plugin) {\n    var plugin = _plugin;\n    if (_plugin.prototype && _plugin.prototype.transform) {\n      plugin = function (env) {\n        var pluginInstantiated = false;\n\n        return {\n          name: _plugin.constructor && _plugin.constructor.name,\n\n          visitors: {\n            Program: function (node) {\n              if (!pluginInstantiated) {\n\n                pluginInstantiated = true;\n                var _plugin2 = new _plugin(env);\n\n                _plugin2.syntax = env.syntax;\n\n                return _plugin2.transform(node);\n              }\n            }\n          }\n        };\n      };\n\n      plugin.__raw = _plugin;\n    }\n\n    return plugin;\n  }\n\n  function registerPlugin(type, _plugin) {\n    if (type !== 'ast') {\n      throw new Error('Attempting to register ' + _plugin + ' as \"' + type + '\" which is not a valid Glimmer plugin type.');\n    }\n\n    for (var i = 0; i < USER_PLUGINS.length; i++) {\n      var PLUGIN = USER_PLUGINS[i];\n      if (PLUGIN === _plugin || PLUGIN.__raw === _plugin) {\n        return;\n      }\n    }\n\n    var plugin = wrapLegacyPluginIfNeeded(_plugin);\n\n    USER_PLUGINS = [plugin].concat(USER_PLUGINS);\n  }\n\n  function unregisterPlugin(type, PluginClass) {\n    if (type !== 'ast') {\n      throw new Error('Attempting to unregister ' + PluginClass + ' as \"' + type + '\" which is not a valid Glimmer plugin type.');\n    }\n\n    USER_PLUGINS = USER_PLUGINS.filter(function (plugin) {\n      return plugin !== PluginClass && plugin.__raw !== PluginClass;\n    });\n  }\n});","enifed('ember-template-compiler/system/compile', ['exports', 'require', 'ember-template-compiler/system/precompile'], function (exports, _require2, _precompile) {\n  'use strict';\n\n  exports.default = compile;\n  /**\n  @module ember\n  */\n  var template = void 0;\n\n  /**\n    Uses HTMLBars `compile` function to process a string into a compiled template.\n  \n    This is not present in production builds.\n  \n    @private\n    @method compile\n    @param {String} templateString This is the string to be compiled by HTMLBars.\n    @param {Object} options This is an options hash to augment the compiler options.\n  */\n  function compile(templateString, options) {\n    if (!template && (0, _require2.has)('ember-glimmer')) {\n      template = (0, _require2.default)('ember-glimmer').template;\n    }\n\n    if (!template) {\n      throw new Error('Cannot call `compile` with only the template compiler loaded. Please load `ember.debug.js` or `ember.prod.js` prior to calling `compile`.');\n    }\n\n    var precompiledTemplateString = (0, _precompile.default)(templateString, options);\n    var templateJS = new Function('return ' + precompiledTemplateString)();\n    return template(templateJS);\n  }\n});","enifed('ember-template-compiler/system/precompile', ['exports', 'ember-template-compiler/system/compile-options', 'require'], function (exports, _compileOptions, _require2) {\n  'use strict';\n\n  exports.default = precompile;\n  /**\n  @module ember\n  */\n\n  var glimmerPrecompile = void 0;\n\n  /**\n    Uses HTMLBars `compile` function to process a string into a compiled template string.\n    The returned string must be passed through `Ember.HTMLBars.template`.\n  \n    This is not present in production builds.\n  \n    @private\n    @method precompile\n    @param {String} templateString This is the string to be compiled by HTMLBars.\n  */\n  function precompile(templateString, options) {\n    if (!glimmerPrecompile && (0, _require2.has)('@glimmer/compiler')) {\n      glimmerPrecompile = (0, _require2.default)('@glimmer/compiler').precompile;\n    }\n\n    if (!glimmerPrecompile) {\n      throw new Error('Cannot call `compile` without the template compiler loaded. Please load `ember-template-compiler.js` prior to calling `compile`.');\n    }\n\n    return glimmerPrecompile(templateString, (0, _compileOptions.default)(options));\n  }\n});","enifed('ember-testing/adapters/adapter', ['exports', 'ember-runtime'], function (exports, _emberRuntime) {\n  'use strict';\n\n  function K() {\n    return this;\n  }\n\n  /**\n   @module @ember/test\n  */\n\n  /**\n    The primary purpose of this class is to create hooks that can be implemented\n    by an adapter for various test frameworks.\n  \n    @class Adapter\n    @public\n  */\n  exports.default = _emberRuntime.Object.extend({\n    /**\n      This callback will be called whenever an async operation is about to start.\n       Override this to call your framework's methods that handle async\n      operations.\n       @public\n      @method asyncStart\n    */\n    asyncStart: K,\n\n    /**\n      This callback will be called whenever an async operation has completed.\n       @public\n      @method asyncEnd\n    */\n    asyncEnd: K,\n\n    /**\n      Override this method with your testing framework's false assertion.\n      This function is called whenever an exception occurs causing the testing\n      promise to fail.\n       QUnit example:\n       ```javascript\n        exception: function(error) {\n          ok(false, error);\n        };\n      ```\n       @public\n      @method exception\n      @param {String} error The exception to be raised.\n    */\n    exception: function (error) {\n      throw error;\n    }\n  });\n});","enifed('ember-testing/adapters/qunit', ['exports', 'ember-utils', 'ember-testing/adapters/adapter'], function (exports, _emberUtils, _adapter) {\n  'use strict';\n\n  exports.default = _adapter.default.extend({\n    asyncStart: function () {\n      QUnit.stop();\n    },\n    asyncEnd: function () {\n      QUnit.start();\n    },\n    exception: function (error) {\n      ok(false, (0, _emberUtils.inspect)(error));\n    }\n  });\n});","enifed('ember-testing/events', ['exports', 'ember-views', 'ember-metal'], function (exports, _emberViews, _emberMetal) {\n  'use strict';\n\n  exports.focus = focus;\n  exports.fireEvent = fireEvent;\n\n\n  var DEFAULT_EVENT_OPTIONS = { canBubble: true, cancelable: true };\n  var KEYBOARD_EVENT_TYPES = ['keydown', 'keypress', 'keyup'];\n  var MOUSE_EVENT_TYPES = ['click', 'mousedown', 'mouseup', 'dblclick', 'mouseenter', 'mouseleave', 'mousemove', 'mouseout', 'mouseover'];\n\n  function focus(el) {\n    if (!el) {\n      return;\n    }\n    var $el = (0, _emberViews.jQuery)(el);\n    if ($el.is(':input, [contenteditable=true]')) {\n      var type = $el.prop('type');\n      if (type !== 'checkbox' && type !== 'radio' && type !== 'hidden') {\n        (0, _emberMetal.run)(null, function () {\n          // Firefox does not trigger the `focusin` event if the window\n          // does not have focus. If the document doesn't have focus just\n          // use trigger('focusin') instead.\n\n          if (!document.hasFocus || document.hasFocus()) {\n            el.focus();\n          } else {\n            $el.trigger('focusin');\n          }\n        });\n      }\n    }\n  }\n\n  function fireEvent(element, type) {\n    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n\n    if (!element) {\n      return;\n    }\n    var event = void 0;\n    if (KEYBOARD_EVENT_TYPES.indexOf(type) > -1) {\n      event = buildKeyboardEvent(type, options);\n    } else if (MOUSE_EVENT_TYPES.indexOf(type) > -1) {\n      var rect = element.getBoundingClientRect();\n      var x = rect.left + 1;\n      var y = rect.top + 1;\n      var simulatedCoordinates = {\n        screenX: x + 5,\n        screenY: y + 95,\n        clientX: x,\n        clientY: y\n      };\n      event = buildMouseEvent(type, _emberViews.jQuery.extend(simulatedCoordinates, options));\n    } else {\n      event = buildBasicEvent(type, options);\n    }\n    element.dispatchEvent(event);\n  }\n\n  function buildBasicEvent(type) {\n    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n    var event = document.createEvent('Events');\n    event.initEvent(type, true, true);\n    _emberViews.jQuery.extend(event, options);\n    return event;\n  }\n\n  function buildMouseEvent(type) {\n    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n    var event = void 0;\n    try {\n      event = document.createEvent('MouseEvents');\n      var eventOpts = _emberViews.jQuery.extend({}, DEFAULT_EVENT_OPTIONS, options);\n      event.initMouseEvent(type, eventOpts.canBubble, eventOpts.cancelable, window, eventOpts.detail, eventOpts.screenX, eventOpts.screenY, eventOpts.clientX, eventOpts.clientY, eventOpts.ctrlKey, eventOpts.altKey, eventOpts.shiftKey, eventOpts.metaKey, eventOpts.button, eventOpts.relatedTarget);\n    } catch (e) {\n      event = buildBasicEvent(type, options);\n    }\n    return event;\n  }\n\n  function buildKeyboardEvent(type) {\n    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n    var event = void 0;\n    try {\n      event = document.createEvent('KeyEvents');\n      var eventOpts = _emberViews.jQuery.extend({}, DEFAULT_EVENT_OPTIONS, options);\n      event.initKeyEvent(type, eventOpts.canBubble, eventOpts.cancelable, window, eventOpts.ctrlKey, eventOpts.altKey, eventOpts.shiftKey, eventOpts.metaKey, eventOpts.keyCode, eventOpts.charCode);\n    } catch (e) {\n      event = buildBasicEvent(type, options);\n    }\n    return event;\n  }\n});","enifed('ember-testing/ext/application', ['ember-application', 'ember-testing/setup_for_testing', 'ember-testing/test/helpers', 'ember-testing/test/promise', 'ember-testing/test/run', 'ember-testing/test/on_inject_helpers', 'ember-testing/test/adapter'], function (_emberApplication, _setup_for_testing, _helpers, _promise, _run, _on_inject_helpers, _adapter) {\n  'use strict';\n\n  _emberApplication.Application.reopen({\n    /**\n     This property contains the testing helpers for the current application. These\n     are created once you call `injectTestHelpers` on your `Ember.Application`\n     instance. The included helpers are also available on the `window` object by\n     default, but can be used from this object on the individual application also.\n       @property testHelpers\n      @type {Object}\n      @default {}\n      @public\n    */\n    testHelpers: {},\n\n    /**\n     This property will contain the original methods that were registered\n     on the `helperContainer` before `injectTestHelpers` is called.\n      When `removeTestHelpers` is called, these methods are restored to the\n     `helperContainer`.\n       @property originalMethods\n      @type {Object}\n      @default {}\n      @private\n      @since 1.3.0\n    */\n    originalMethods: {},\n\n    /**\n    This property indicates whether or not this application is currently in\n    testing mode. This is set when `setupForTesting` is called on the current\n    application.\n     @property testing\n    @type {Boolean}\n    @default false\n    @since 1.3.0\n    @public\n    */\n    testing: false,\n\n    setupForTesting: function () {\n      (0, _setup_for_testing.default)();\n\n      this.testing = true;\n\n      this.resolveRegistration('router:main').reopen({\n        location: 'none'\n      });\n    },\n\n\n    /**\n      This will be used as the container to inject the test helpers into. By\n      default the helpers are injected into `window`.\n       @property helperContainer\n      @type {Object} The object to be used for test helpers.\n      @default window\n      @since 1.2.0\n      @private\n    */\n    helperContainer: null,\n\n    injectTestHelpers: function (helperContainer) {\n      if (helperContainer) {\n        this.helperContainer = helperContainer;\n      } else {\n        this.helperContainer = window;\n      }\n\n      this.reopen({\n        willDestroy: function () {\n          this._super.apply(this, arguments);\n          this.removeTestHelpers();\n        }\n      });\n\n      this.testHelpers = {};\n      for (var name in _helpers.helpers) {\n        this.originalMethods[name] = this.helperContainer[name];\n        this.testHelpers[name] = this.helperContainer[name] = helper(this, name);\n        protoWrap(_promise.default.prototype, name, helper(this, name), _helpers.helpers[name].meta.wait);\n      }\n\n      (0, _on_inject_helpers.invokeInjectHelpersCallbacks)(this);\n    },\n    removeTestHelpers: function () {\n      if (!this.helperContainer) {\n        return;\n      }\n\n      for (var name in _helpers.helpers) {\n        this.helperContainer[name] = this.originalMethods[name];\n        delete _promise.default.prototype[name];\n        delete this.testHelpers[name];\n        delete this.originalMethods[name];\n      }\n    }\n  });\n\n  // This method is no longer needed\n  // But still here for backwards compatibility\n  // of helper chaining\n  function protoWrap(proto, name, callback, isAsync) {\n    proto[name] = function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      if (isAsync) {\n        return callback.apply(this, args);\n      } else {\n        return this.then(function () {\n          return callback.apply(this, args);\n        });\n      }\n    };\n  }\n\n  function helper(app, name) {\n    var fn = _helpers.helpers[name].method;\n    var meta = _helpers.helpers[name].meta;\n    if (!meta.wait) {\n      return function () {\n        for (var _len2 = arguments.length, args = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n          args[_key2] = arguments[_key2];\n        }\n\n        return fn.apply(app, [app].concat(args));\n      };\n    }\n\n    return function () {\n      for (var _len3 = arguments.length, args = Array(_len3), _key3 = 0; _key3 < _len3; _key3++) {\n        args[_key3] = arguments[_key3];\n      }\n\n      var lastPromise = (0, _run.default)(function () {\n        return (0, _promise.resolve)((0, _promise.getLastPromise)());\n      });\n\n      // wait for last helper's promise to resolve and then\n      // execute. To be safe, we need to tell the adapter we're going\n      // asynchronous here, because fn may not be invoked before we\n      // return.\n      (0, _adapter.asyncStart)();\n      return lastPromise.then(function () {\n        return fn.apply(app, [app].concat(args));\n      }).finally(_adapter.asyncEnd);\n    };\n  }\n});","enifed('ember-testing/ext/rsvp', ['exports', 'ember-runtime', 'ember-metal', 'ember-debug', 'ember-testing/test/adapter'], function (exports, _emberRuntime, _emberMetal, _emberDebug, _adapter) {\n  'use strict';\n\n  _emberRuntime.RSVP.configure('async', function (callback, promise) {\n    // if schedule will cause autorun, we need to inform adapter\n    if ((0, _emberDebug.isTesting)() && !_emberMetal.run.backburner.currentInstance) {\n      (0, _adapter.asyncStart)();\n      _emberMetal.run.backburner.schedule('actions', function () {\n        (0, _adapter.asyncEnd)();\n        callback(promise);\n      });\n    } else {\n      _emberMetal.run.backburner.schedule('actions', function () {\n        return callback(promise);\n      });\n    }\n  });\n\n  exports.default = _emberRuntime.RSVP;\n});","enifed('ember-testing/helpers', ['ember-testing/test/helpers', 'ember-testing/helpers/and_then', 'ember-testing/helpers/click', 'ember-testing/helpers/current_path', 'ember-testing/helpers/current_route_name', 'ember-testing/helpers/current_url', 'ember-testing/helpers/fill_in', 'ember-testing/helpers/find', 'ember-testing/helpers/find_with_assert', 'ember-testing/helpers/key_event', 'ember-testing/helpers/pause_test', 'ember-testing/helpers/trigger_event', 'ember-testing/helpers/visit', 'ember-testing/helpers/wait'], function (_helpers, _and_then, _click, _current_path, _current_route_name, _current_url, _fill_in, _find, _find_with_assert, _key_event, _pause_test, _trigger_event, _visit, _wait) {\n  'use strict';\n\n  (0, _helpers.registerAsyncHelper)('visit', _visit.default);\n  (0, _helpers.registerAsyncHelper)('click', _click.default);\n  (0, _helpers.registerAsyncHelper)('keyEvent', _key_event.default);\n  (0, _helpers.registerAsyncHelper)('fillIn', _fill_in.default);\n  (0, _helpers.registerAsyncHelper)('wait', _wait.default);\n  (0, _helpers.registerAsyncHelper)('andThen', _and_then.default);\n  (0, _helpers.registerAsyncHelper)('pauseTest', _pause_test.pauseTest);\n  (0, _helpers.registerAsyncHelper)('triggerEvent', _trigger_event.default);\n\n  (0, _helpers.registerHelper)('find', _find.default);\n  (0, _helpers.registerHelper)('findWithAssert', _find_with_assert.default);\n  (0, _helpers.registerHelper)('currentRouteName', _current_route_name.default);\n  (0, _helpers.registerHelper)('currentPath', _current_path.default);\n  (0, _helpers.registerHelper)('currentURL', _current_url.default);\n  (0, _helpers.registerHelper)('resumeTest', _pause_test.resumeTest);\n});","enifed(\"ember-testing/helpers/and_then\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.default = andThen;\n  function andThen(app, callback) {\n    return app.testHelpers.wait(callback(app));\n  }\n});","enifed('ember-testing/helpers/click', ['exports', 'ember-testing/events'], function (exports, _events) {\n  'use strict';\n\n  exports.default = click;\n\n\n  /**\n    Clicks an element and triggers any actions triggered by the element's `click`\n    event.\n  \n    Example:\n  \n    ```javascript\n    click('.some-jQuery-selector').then(function() {\n      // assert something\n    });\n    ```\n  \n    @method click\n    @param {String} selector jQuery selector for finding element on the DOM\n    @param {Object} context A DOM Element, Document, or jQuery to use as context\n    @return {RSVP.Promise<undefined>}\n    @public\n  */\n  function click(app, selector, context) {\n    var $el = app.testHelpers.findWithAssert(selector, context);\n    var el = $el[0];\n\n    (0, _events.fireEvent)(el, 'mousedown');\n\n    (0, _events.focus)(el);\n\n    (0, _events.fireEvent)(el, 'mouseup');\n    (0, _events.fireEvent)(el, 'click');\n\n    return app.testHelpers.wait();\n  } /**\n    @module ember\n    */\n});","enifed('ember-testing/helpers/current_path', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = currentPath;\n\n\n  /**\n    Returns the current path.\n  \n  Example:\n  \n  ```javascript\n  function validateURL() {\n    equal(currentPath(), 'some.path.index', \"correct path was transitioned into.\");\n  }\n  \n  click('#some-link-id').then(validateURL);\n  ```\n  \n  @method currentPath\n  @return {Object} The currently active path.\n  @since 1.5.0\n  @public\n  */\n  function currentPath(app) {\n    var routingService = app.__container__.lookup('service:-routing');\n    return (0, _emberMetal.get)(routingService, 'currentPath');\n  } /**\n    @module ember\n    */\n});","enifed('ember-testing/helpers/current_route_name', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = currentRouteName;\n\n  /**\n    Returns the currently active route name.\n  \n  Example:\n  \n  ```javascript\n  function validateRouteName() {\n    equal(currentRouteName(), 'some.path', \"correct route was transitioned into.\");\n  }\n  visit('/some/path').then(validateRouteName)\n  ```\n  \n  @method currentRouteName\n  @return {Object} The name of the currently active route.\n  @since 1.5.0\n  @public\n  */\n  function currentRouteName(app) {\n    var routingService = app.__container__.lookup('service:-routing');\n    return (0, _emberMetal.get)(routingService, 'currentRouteName');\n  } /**\n    @module ember\n    */\n});","enifed('ember-testing/helpers/current_url', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = currentURL;\n\n\n  /**\n    Returns the current URL.\n  \n  Example:\n  \n  ```javascript\n  function validateURL() {\n    equal(currentURL(), '/some/path', \"correct URL was transitioned into.\");\n  }\n  \n  click('#some-link-id').then(validateURL);\n  ```\n  \n  @method currentURL\n  @return {Object} The currently active URL.\n  @since 1.5.0\n  @public\n  */\n  function currentURL(app) {\n    var router = app.__container__.lookup('router:main');\n    return (0, _emberMetal.get)(router, 'location').getURL();\n  } /**\n    @module ember\n    */\n});","enifed('ember-testing/helpers/fill_in', ['exports', 'ember-testing/events'], function (exports, _events) {\n  'use strict';\n\n  exports.default = fillIn;\n\n\n  /**\n    Fills in an input element with some text.\n  \n    Example:\n  \n    ```javascript\n    fillIn('#email', 'you@example.com').then(function() {\n      // assert something\n    });\n    ```\n  \n    @method fillIn\n    @param {String} selector jQuery selector finding an input element on the DOM\n    to fill text with\n    @param {String} text text to place inside the input element\n    @return {RSVP.Promise<undefined>}\n    @public\n  */\n  function fillIn(app, selector, contextOrText, text) {\n    var $el = void 0,\n        el = void 0,\n        context = void 0;\n    if (text === undefined) {\n      text = contextOrText;\n    } else {\n      context = contextOrText;\n    }\n    $el = app.testHelpers.findWithAssert(selector, context);\n    el = $el[0];\n    (0, _events.focus)(el);\n\n    $el.eq(0).val(text);\n    (0, _events.fireEvent)(el, 'input');\n    (0, _events.fireEvent)(el, 'change');\n\n    return app.testHelpers.wait();\n  } /**\n    @module ember\n    */\n});","enifed('ember-testing/helpers/find', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = find;\n\n\n  /**\n    Finds an element in the context of the app's container element. A simple alias\n    for `app.$(selector)`.\n  \n    Example:\n  \n    ```javascript\n    var $el = find('.my-selector');\n    ```\n  \n    With the `context` param:\n  \n    ```javascript\n    var $el = find('.my-selector', '.parent-element-class');\n    ```\n  \n    @method find\n    @param {String} selector jQuery string selector for element lookup\n    @param {String} [context] (optional) jQuery selector that will limit the selector\n                              argument to find only within the context's children\n    @return {Object} jQuery object representing the results of the query\n    @public\n  */\n  function find(app, selector, context) {\n    var $el = void 0;\n    context = context || (0, _emberMetal.get)(app, 'rootElement');\n    $el = app.$(selector, context);\n    return $el;\n  } /**\n    @module ember\n    */\n});","enifed('ember-testing/helpers/find_with_assert', ['exports'], function (exports) {\n  'use strict';\n\n  exports.default = findWithAssert;\n  /**\n  @module ember\n  */\n  /**\n    Like `find`, but throws an error if the element selector returns no results.\n  \n    Example:\n  \n    ```javascript\n    var $el = findWithAssert('.doesnt-exist'); // throws error\n    ```\n  \n    With the `context` param:\n  \n    ```javascript\n    var $el = findWithAssert('.selector-id', '.parent-element-class'); // assert will pass\n    ```\n  \n    @method findWithAssert\n    @param {String} selector jQuery selector string for finding an element within\n    the DOM\n    @param {String} [context] (optional) jQuery selector that will limit the\n    selector argument to find only within the context's children\n    @return {Object} jQuery object representing the results of the query\n    @throws {Error} throws error if jQuery object returned has a length of 0\n    @public\n  */\n  function findWithAssert(app, selector, context) {\n    var $el = app.testHelpers.find(selector, context);\n    if ($el.length === 0) {\n      throw new Error('Element ' + selector + ' not found.');\n    }\n    return $el;\n  }\n});","enifed(\"ember-testing/helpers/key_event\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.default = keyEvent;\n  /**\n  @module ember\n  */\n  /**\n    Simulates a key event, e.g. `keypress`, `keydown`, `keyup` with the desired keyCode\n    Example:\n    ```javascript\n    keyEvent('.some-jQuery-selector', 'keypress', 13).then(function() {\n     // assert something\n    });\n    ```\n    @method keyEvent\n    @param {String} selector jQuery selector for finding element on the DOM\n    @param {String} type the type of key event, e.g. `keypress`, `keydown`, `keyup`\n    @param {Number} keyCode the keyCode of the simulated key event\n    @return {RSVP.Promise<undefined>}\n    @since 1.5.0\n    @public\n  */\n  function keyEvent(app, selector, contextOrType, typeOrKeyCode, keyCode) {\n    var context = void 0,\n        type = void 0;\n\n    if (keyCode === undefined) {\n      context = null;\n      keyCode = typeOrKeyCode;\n      type = contextOrType;\n    } else {\n      context = contextOrType;\n      type = typeOrKeyCode;\n    }\n\n    return app.testHelpers.triggerEvent(selector, context, type, { keyCode: keyCode, which: keyCode });\n  }\n});","enifed('ember-testing/helpers/pause_test', ['exports', 'ember-runtime', 'ember-console', 'ember-debug'], function (exports, _emberRuntime, _emberConsole, _emberDebug) {\n  'use strict';\n\n  exports.resumeTest = resumeTest;\n  exports.pauseTest = pauseTest;\n\n\n  var resume = void 0;\n\n  /**\n   Resumes a test paused by `pauseTest`.\n  \n   @method resumeTest\n   @return {void}\n   @public\n  */\n  /**\n  @module ember\n  */\n  function resumeTest() {\n    (true && !(resume) && (0, _emberDebug.assert)('Testing has not been paused. There is nothing to resume.', resume));\n\n    resume();\n    resume = undefined;\n  }\n\n  /**\n   Pauses the current test - this is useful for debugging while testing or for test-driving.\n   It allows you to inspect the state of your application at any point.\n   Example (The test will pause before clicking the button):\n  \n   ```javascript\n   visit('/')\n   return pauseTest();\n   click('.btn');\n   ```\n  \n   You may want to turn off the timeout before pausing.\n  \n   qunit (as of 2.4.0):\n  \n   ```\n   visit('/');\n   assert.timeout(0);\n   return pauseTest();\n   click('.btn');\n   ```\n  \n   mocha:\n  \n   ```\n   visit('/');\n   this.timeout(0);\n   return pauseTest();\n   click('.btn');\n   ```\n  \n  \n   @since 1.9.0\n   @method pauseTest\n   @return {Object} A promise that will never resolve\n   @public\n  */\n  function pauseTest() {\n    _emberConsole.default.info('Testing paused. Use `resumeTest()` to continue.');\n\n    return new _emberRuntime.RSVP.Promise(function (resolve) {\n      resume = resolve;\n    }, 'TestAdapter paused promise');\n  }\n});","enifed('ember-testing/helpers/trigger_event', ['exports', 'ember-testing/events'], function (exports, _events) {\n  'use strict';\n\n  exports.default = triggerEvent;\n\n  /**\n    Triggers the given DOM event on the element identified by the provided selector.\n    Example:\n    ```javascript\n    triggerEvent('#some-elem-id', 'blur');\n    ```\n    This is actually used internally by the `keyEvent` helper like so:\n    ```javascript\n    triggerEvent('#some-elem-id', 'keypress', { keyCode: 13 });\n    ```\n   @method triggerEvent\n   @param {String} selector jQuery selector for finding element on the DOM\n   @param {String} [context] jQuery selector that will limit the selector\n                             argument to find only within the context's children\n   @param {String} type The event type to be triggered.\n   @param {Object} [options] The options to be passed to jQuery.Event.\n   @return {RSVP.Promise<undefined>}\n   @since 1.5.0\n   @public\n  */\n  function triggerEvent(app, selector, contextOrType, typeOrOptions, possibleOptions) {\n    var arity = arguments.length;\n    var context = void 0,\n        type = void 0,\n        options = void 0;\n\n    if (arity === 3) {\n      // context and options are optional, so this is\n      // app, selector, type\n      context = null;\n      type = contextOrType;\n      options = {};\n    } else if (arity === 4) {\n      // context and options are optional, so this is\n      if (typeof typeOrOptions === 'object') {\n        // either\n        // app, selector, type, options\n        context = null;\n        type = contextOrType;\n        options = typeOrOptions;\n      } else {\n        // or\n        // app, selector, context, type\n        context = contextOrType;\n        type = typeOrOptions;\n        options = {};\n      }\n    } else {\n      context = contextOrType;\n      type = typeOrOptions;\n      options = possibleOptions;\n    }\n\n    var $el = app.testHelpers.findWithAssert(selector, context);\n    var el = $el[0];\n\n    (0, _events.fireEvent)(el, type, options);\n\n    return app.testHelpers.wait();\n  } /**\n    @module ember\n    */\n});","enifed('ember-testing/helpers/visit', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = visit;\n\n\n  /**\n    Loads a route, sets up any controllers, and renders any templates associated\n    with the route as though a real user had triggered the route change while\n    using your app.\n  \n    Example:\n  \n    ```javascript\n    visit('posts/index').then(function() {\n      // assert something\n    });\n    ```\n  \n    @method visit\n    @param {String} url the name of the route\n    @return {RSVP.Promise<undefined>}\n    @public\n  */\n  function visit(app, url) {\n    var router = app.__container__.lookup('router:main');\n    var shouldHandleURL = false;\n\n    app.boot().then(function () {\n      router.location.setURL(url);\n\n      if (shouldHandleURL) {\n        (0, _emberMetal.run)(app.__deprecatedInstance__, 'handleURL', url);\n      }\n    });\n\n    if (app._readinessDeferrals > 0) {\n      router['initialURL'] = url;\n      (0, _emberMetal.run)(app, 'advanceReadiness');\n      delete router['initialURL'];\n    } else {\n      shouldHandleURL = true;\n    }\n\n    return app.testHelpers.wait();\n  } /**\n    @module ember\n    */\n});","enifed('ember-testing/helpers/wait', ['exports', 'ember-testing/test/waiters', 'ember-runtime', 'ember-metal', 'ember-testing/test/pending_requests'], function (exports, _waiters, _emberRuntime, _emberMetal, _pending_requests) {\n  'use strict';\n\n  exports.default = wait;\n\n\n  /**\n    Causes the run loop to process any pending events. This is used to ensure that\n    any async operations from other helpers (or your assertions) have been processed.\n  \n    This is most often used as the return value for the helper functions (see 'click',\n    'fillIn','visit',etc). However, there is a method to register a test helper which\n    utilizes this method without the need to actually call `wait()` in your helpers.\n  \n    The `wait` helper is built into `registerAsyncHelper` by default. You will not need\n    to `return app.testHelpers.wait();` - the wait behavior is provided for you.\n  \n    Example:\n  \n    ```javascript\n    Ember.Test.registerAsyncHelper('loginUser', function(app, username, password) {\n      visit('secured/path/here')\n        .fillIn('#username', username)\n        .fillIn('#password', password)\n        .click('.submit');\n    });\n    ```\n  \n    @method wait\n    @param {Object} value The value to be returned.\n    @return {RSVP.Promise<any>} Promise that resolves to the passed value.\n    @public\n    @since 1.0.0\n  */\n  /**\n  @module ember\n  */\n  function wait(app, value) {\n    return new _emberRuntime.RSVP.Promise(function (resolve) {\n      var router = app.__container__.lookup('router:main');\n\n      // Every 10ms, poll for the async thing to have finished\n      var watcher = setInterval(function () {\n        // 1. If the router is loading, keep polling\n        var routerIsLoading = router._routerMicrolib && !!router._routerMicrolib.activeTransition;\n        if (routerIsLoading) {\n          return;\n        }\n\n        // 2. If there are pending Ajax requests, keep polling\n        if ((0, _pending_requests.pendingRequests)()) {\n          return;\n        }\n\n        // 3. If there are scheduled timers or we are inside of a run loop, keep polling\n        if (_emberMetal.run.hasScheduledTimers() || _emberMetal.run.currentRunLoop) {\n          return;\n        }\n\n        if ((0, _waiters.checkWaiters)()) {\n          return;\n        }\n\n        // Stop polling\n        clearInterval(watcher);\n\n        // Synchronously resolve the promise\n        (0, _emberMetal.run)(null, resolve, value);\n      }, 10);\n    });\n  }\n});","enifed('ember-testing/index', ['exports', 'ember-testing/test', 'ember-testing/adapters/adapter', 'ember-testing/setup_for_testing', 'ember-testing/adapters/qunit', 'ember-testing/support', 'ember-testing/ext/application', 'ember-testing/ext/rsvp', 'ember-testing/helpers', 'ember-testing/initializers'], function (exports, _test, _adapter, _setup_for_testing, _qunit) {\n  'use strict';\n\n  exports.QUnitAdapter = exports.setupForTesting = exports.Adapter = exports.Test = undefined;\n  Object.defineProperty(exports, 'Test', {\n    enumerable: true,\n    get: function () {\n      return _test.default;\n    }\n  });\n  Object.defineProperty(exports, 'Adapter', {\n    enumerable: true,\n    get: function () {\n      return _adapter.default;\n    }\n  });\n  Object.defineProperty(exports, 'setupForTesting', {\n    enumerable: true,\n    get: function () {\n      return _setup_for_testing.default;\n    }\n  });\n  Object.defineProperty(exports, 'QUnitAdapter', {\n    enumerable: true,\n    get: function () {\n      return _qunit.default;\n    }\n  });\n});","enifed('ember-testing/initializers', ['ember-runtime'], function (_emberRuntime) {\n  'use strict';\n\n  var name = 'deferReadiness in `testing` mode';\n\n  (0, _emberRuntime.onLoad)('Ember.Application', function (Application) {\n    if (!Application.initializers[name]) {\n      Application.initializer({\n        name: name,\n\n        initialize: function (application) {\n          if (application.testing) {\n            application.deferReadiness();\n          }\n        }\n      });\n    }\n  });\n});","enifed('ember-testing/setup_for_testing', ['exports', 'ember-debug', 'ember-views', 'ember-testing/test/adapter', 'ember-testing/test/pending_requests', 'ember-testing/adapters/adapter', 'ember-testing/adapters/qunit'], function (exports, _emberDebug, _emberViews, _adapter, _pending_requests, _adapter2, _qunit) {\n  'use strict';\n\n  exports.default = setupForTesting;\n\n\n  /**\n    Sets Ember up for testing. This is useful to perform\n    basic setup steps in order to unit test.\n  \n    Use `App.setupForTesting` to perform integration tests (full\n    application testing).\n  \n    @method setupForTesting\n    @namespace Ember\n    @since 1.5.0\n    @private\n  */\n  /* global self */\n\n  function setupForTesting() {\n    (0, _emberDebug.setTesting)(true);\n\n    var adapter = (0, _adapter.getAdapter)();\n    // if adapter is not manually set default to QUnit\n    if (!adapter) {\n      (0, _adapter.setAdapter)(typeof self.QUnit === 'undefined' ? new _adapter2.default() : new _qunit.default());\n    }\n\n    if (_emberViews.jQuery) {\n      (0, _emberViews.jQuery)(document).off('ajaxSend', _pending_requests.incrementPendingRequests);\n      (0, _emberViews.jQuery)(document).off('ajaxComplete', _pending_requests.decrementPendingRequests);\n\n      (0, _pending_requests.clearPendingRequests)();\n\n      (0, _emberViews.jQuery)(document).on('ajaxSend', _pending_requests.incrementPendingRequests);\n      (0, _emberViews.jQuery)(document).on('ajaxComplete', _pending_requests.decrementPendingRequests);\n    }\n  }\n});","enifed('ember-testing/support', ['ember-debug', 'ember-views', 'ember-environment'], function (_emberDebug, _emberViews, _emberEnvironment) {\n  'use strict';\n\n  /**\n    @module ember\n  */\n\n  var $ = _emberViews.jQuery;\n\n  /**\n    This method creates a checkbox and triggers the click event to fire the\n    passed in handler. It is used to correct for a bug in older versions\n    of jQuery (e.g 1.8.3).\n  \n    @private\n    @method testCheckboxClick\n  */\n  function testCheckboxClick(handler) {\n    var input = document.createElement('input');\n    $(input).attr('type', 'checkbox').css({ position: 'absolute', left: '-1000px', top: '-1000px' }).appendTo('body').on('click', handler).trigger('click').remove();\n  }\n\n  if (_emberEnvironment.environment.hasDOM && typeof $ === 'function') {\n    $(function () {\n      /*\n        Determine whether a checkbox checked using jQuery's \"click\" method will have\n        the correct value for its checked property.\n         If we determine that the current jQuery version exhibits this behavior,\n        patch it to work correctly as in the commit for the actual fix:\n        https://github.com/jquery/jquery/commit/1fb2f92.\n      */\n      testCheckboxClick(function () {\n        if (!this.checked && !$.event.special.click) {\n          $.event.special.click = {\n            trigger: function () {\n              if ($.nodeName(this, 'input') && this.type === 'checkbox' && this.click) {\n                this.click();\n                return false;\n              }\n            }\n          };\n        }\n      });\n\n      // Try again to verify that the patch took effect or blow up.\n      testCheckboxClick(function () {\n        (true && (0, _emberDebug.warn)('clicked checkboxes should be checked! the jQuery patch didn\\'t work', this.checked, { id: 'ember-testing.test-checkbox-click' }));\n      });\n    });\n  }\n});","enifed('ember-testing/test', ['exports', 'ember-testing/test/helpers', 'ember-testing/test/on_inject_helpers', 'ember-testing/test/promise', 'ember-testing/test/waiters', 'ember-testing/test/adapter'], function (exports, _helpers, _on_inject_helpers, _promise, _waiters, _adapter) {\n  'use strict';\n\n  /**\n    This is a container for an assortment of testing related functionality:\n  \n    * Choose your default test adapter (for your framework of choice).\n    * Register/Unregister additional test helpers.\n    * Setup callbacks to be fired when the test helpers are injected into\n      your application.\n  \n    @class Test\n    @namespace Ember\n    @public\n  */\n  var Test = {\n    /**\n      Hash containing all known test helpers.\n       @property _helpers\n      @private\n      @since 1.7.0\n    */\n    _helpers: _helpers.helpers,\n\n    registerHelper: _helpers.registerHelper,\n    registerAsyncHelper: _helpers.registerAsyncHelper,\n    unregisterHelper: _helpers.unregisterHelper,\n    onInjectHelpers: _on_inject_helpers.onInjectHelpers,\n    Promise: _promise.default,\n    promise: _promise.promise,\n    resolve: _promise.resolve,\n    registerWaiter: _waiters.registerWaiter,\n    unregisterWaiter: _waiters.unregisterWaiter,\n    checkWaiters: _waiters.checkWaiters\n  };\n\n  /**\n   Used to allow ember-testing to communicate with a specific testing\n   framework.\n  \n   You can manually set it before calling `App.setupForTesting()`.\n  \n   Example:\n  \n   ```javascript\n   Ember.Test.adapter = MyCustomAdapter.create()\n   ```\n  \n   If you do not set it, ember-testing will default to `Ember.Test.QUnitAdapter`.\n  \n   @public\n   @for Ember.Test\n   @property adapter\n   @type {Class} The adapter to be used.\n   @default Ember.Test.QUnitAdapter\n  */\n  /**\n    @module ember\n  */\n  Object.defineProperty(Test, 'adapter', {\n    get: _adapter.getAdapter,\n    set: _adapter.setAdapter\n  });\n\n  exports.default = Test;\n});","enifed('ember-testing/test/adapter', ['exports', 'ember-console', 'ember-metal'], function (exports, _emberConsole, _emberMetal) {\n  'use strict';\n\n  exports.getAdapter = getAdapter;\n  exports.setAdapter = setAdapter;\n  exports.asyncStart = asyncStart;\n  exports.asyncEnd = asyncEnd;\n\n\n  var adapter = void 0;\n  function getAdapter() {\n    return adapter;\n  }\n\n  function setAdapter(value) {\n    adapter = value;\n    if (value && typeof value.exception === 'function') {\n      (0, _emberMetal.setDispatchOverride)(adapterDispatch);\n    } else {\n      (0, _emberMetal.setDispatchOverride)(null);\n    }\n  }\n\n  function asyncStart() {\n    if (adapter) {\n      adapter.asyncStart();\n    }\n  }\n\n  function asyncEnd() {\n    if (adapter) {\n      adapter.asyncEnd();\n    }\n  }\n\n  function adapterDispatch(error) {\n    adapter.exception(error);\n    _emberConsole.default.error(error.stack);\n  }\n});","enifed('ember-testing/test/helpers', ['exports', 'ember-testing/test/promise'], function (exports, _promise) {\n  'use strict';\n\n  exports.helpers = undefined;\n  exports.registerHelper = registerHelper;\n  exports.registerAsyncHelper = registerAsyncHelper;\n  exports.unregisterHelper = unregisterHelper;\n  var helpers = exports.helpers = {};\n  /**\n   @module @ember/test\n  */\n\n  /**\n    `registerHelper` is used to register a test helper that will be injected\n    when `App.injectTestHelpers` is called.\n  \n    The helper method will always be called with the current Application as\n    the first parameter.\n  \n    For example:\n  \n    ```javascript\n    Ember.Test.registerHelper('boot', function(app) {\n      Ember.run(app, app.advanceReadiness);\n    });\n    ```\n  \n    This helper can later be called without arguments because it will be\n    called with `app` as the first parameter.\n  \n    ```javascript\n    App = Ember.Application.create();\n    App.injectTestHelpers();\n    boot();\n    ```\n  \n    @public\n    @for @ember/test\n    @static\n    @method registerHelper\n    @param {String} name The name of the helper method to add.\n    @param {Function} helperMethod\n    @param options {Object}\n  */\n  function registerHelper(name, helperMethod) {\n    helpers[name] = {\n      method: helperMethod,\n      meta: { wait: false }\n    };\n  }\n\n  /**\n    `registerAsyncHelper` is used to register an async test helper that will be injected\n    when `App.injectTestHelpers` is called.\n  \n    The helper method will always be called with the current Application as\n    the first parameter.\n  \n    For example:\n  \n    ```javascript\n    Ember.Test.registerAsyncHelper('boot', function(app) {\n      Ember.run(app, app.advanceReadiness);\n    });\n    ```\n  \n    The advantage of an async helper is that it will not run\n    until the last async helper has completed.  All async helpers\n    after it will wait for it complete before running.\n  \n  \n    For example:\n  \n    ```javascript\n    Ember.Test.registerAsyncHelper('deletePost', function(app, postId) {\n      click('.delete-' + postId);\n    });\n  \n    // ... in your test\n    visit('/post/2');\n    deletePost(2);\n    visit('/post/3');\n    deletePost(3);\n    ```\n  \n    @public\n    @for @ember/test\n    @method registerAsyncHelper\n    @param {String} name The name of the helper method to add.\n    @param {Function} helperMethod\n    @since 1.2.0\n  */\n  function registerAsyncHelper(name, helperMethod) {\n    helpers[name] = {\n      method: helperMethod,\n      meta: { wait: true }\n    };\n  }\n\n  /**\n    Remove a previously added helper method.\n  \n    Example:\n  \n    ```javascript\n    Ember.Test.unregisterHelper('wait');\n    ```\n  \n    @public\n    @method unregisterHelper\n    @static\n    @for @ember/test\n    @param {String} name The helper to remove.\n  */\n  function unregisterHelper(name) {\n    delete helpers[name];\n    delete _promise.default.prototype[name];\n  }\n});","enifed(\"ember-testing/test/on_inject_helpers\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.onInjectHelpers = onInjectHelpers;\n  exports.invokeInjectHelpersCallbacks = invokeInjectHelpersCallbacks;\n  var callbacks = exports.callbacks = [];\n\n  /**\n    Used to register callbacks to be fired whenever `App.injectTestHelpers`\n    is called.\n  \n    The callback will receive the current application as an argument.\n  \n    Example:\n  \n    ```javascript\n    Ember.Test.onInjectHelpers(function() {\n      Ember.$(document).ajaxSend(function() {\n        Test.pendingRequests++;\n      });\n  \n      Ember.$(document).ajaxComplete(function() {\n        Test.pendingRequests--;\n      });\n    });\n    ```\n  \n    @public\n    @for Ember.Test\n    @method onInjectHelpers\n    @param {Function} callback The function to be called.\n  */\n  function onInjectHelpers(callback) {\n    callbacks.push(callback);\n  }\n\n  function invokeInjectHelpersCallbacks(app) {\n    for (var i = 0; i < callbacks.length; i++) {\n      callbacks[i](app);\n    }\n  }\n});","enifed(\"ember-testing/test/pending_requests\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.pendingRequests = pendingRequests;\n  exports.clearPendingRequests = clearPendingRequests;\n  exports.incrementPendingRequests = incrementPendingRequests;\n  exports.decrementPendingRequests = decrementPendingRequests;\n  var requests = [];\n\n  function pendingRequests() {\n    return requests.length;\n  }\n\n  function clearPendingRequests() {\n    requests.length = 0;\n  }\n\n  function incrementPendingRequests(_, xhr) {\n    requests.push(xhr);\n  }\n\n  function decrementPendingRequests(_, xhr) {\n    for (var i = 0; i < requests.length; i++) {\n      if (xhr === requests[i]) {\n        requests.splice(i, 1);\n        break;\n      }\n    }\n  }\n});","enifed('ember-testing/test/promise', ['exports', 'ember-babel', 'ember-runtime', 'ember-testing/test/run'], function (exports, _emberBabel, _emberRuntime, _run) {\n  'use strict';\n\n  exports.promise = promise;\n  exports.resolve = resolve;\n  exports.getLastPromise = getLastPromise;\n\n\n  var lastPromise = void 0;\n\n  var TestPromise = function (_RSVP$Promise) {\n    (0, _emberBabel.inherits)(TestPromise, _RSVP$Promise);\n\n    function TestPromise() {\n      (0, _emberBabel.classCallCheck)(this, TestPromise);\n\n      var _this = (0, _emberBabel.possibleConstructorReturn)(this, _RSVP$Promise.apply(this, arguments));\n\n      lastPromise = _this;\n      return _this;\n    }\n\n    TestPromise.prototype.then = function then(_onFulfillment) {\n      var _RSVP$Promise$prototy;\n\n      var onFulfillment = typeof _onFulfillment === 'function' ? function (result) {\n        return isolate(_onFulfillment, result);\n      } : undefined;\n\n      for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        args[_key - 1] = arguments[_key];\n      }\n\n      return (_RSVP$Promise$prototy = _RSVP$Promise.prototype.then).call.apply(_RSVP$Promise$prototy, [this, onFulfillment].concat(args));\n    };\n\n    return TestPromise;\n  }(_emberRuntime.RSVP.Promise);\n\n  exports.default = TestPromise;\n\n\n  /**\n    This returns a thenable tailored for testing.  It catches failed\n    `onSuccess` callbacks and invokes the `Ember.Test.adapter.exception`\n    callback in the last chained then.\n  \n    This method should be returned by async helpers such as `wait`.\n  \n    @public\n    @for Ember.Test\n    @method promise\n    @param {Function} resolver The function used to resolve the promise.\n    @param {String} label An optional string for identifying the promise.\n  */\n  function promise(resolver, label) {\n    var fullLabel = 'Ember.Test.promise: ' + (label || '<Unknown Promise>');\n    return new TestPromise(resolver, fullLabel);\n  }\n\n  /**\n    Replacement for `Ember.RSVP.resolve`\n    The only difference is this uses\n    an instance of `Ember.Test.Promise`\n  \n    @public\n    @for Ember.Test\n    @method resolve\n    @param {Mixed} The value to resolve\n    @since 1.2.0\n  */\n  function resolve(result, label) {\n    return TestPromise.resolve(result, label);\n  }\n\n  function getLastPromise() {\n    return lastPromise;\n  }\n\n  // This method isolates nested async methods\n  // so that they don't conflict with other last promises.\n  //\n  // 1. Set `Ember.Test.lastPromise` to null\n  // 2. Invoke method\n  // 3. Return the last promise created during method\n  function isolate(onFulfillment, result) {\n    // Reset lastPromise for nested helpers\n    lastPromise = null;\n\n    var value = onFulfillment(result);\n\n    var promise = lastPromise;\n    lastPromise = null;\n\n    // If the method returned a promise\n    // return that promise. If not,\n    // return the last async helper's promise\n    if (value && value instanceof TestPromise || !promise) {\n      return value;\n    } else {\n      return (0, _run.default)(function () {\n        return resolve(promise).then(function () {\n          return value;\n        });\n      });\n    }\n  }\n});","enifed('ember-testing/test/run', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = run;\n  function run(fn) {\n    if (!_emberMetal.run.currentRunLoop) {\n      return (0, _emberMetal.run)(fn);\n    } else {\n      return fn();\n    }\n  }\n});","enifed('ember-testing/test/waiters', ['exports', 'ember-debug'], function (exports, _emberDebug) {\n  'use strict';\n\n  exports.registerWaiter = registerWaiter;\n  exports.unregisterWaiter = unregisterWaiter;\n  exports.checkWaiters = checkWaiters;\n\n\n  /**\n   @module @ember/test\n  */\n  var contexts = [];\n  var callbacks = [];\n\n  /**\n     This allows ember-testing to play nicely with other asynchronous\n     events, such as an application that is waiting for a CSS3\n     transition or an IndexDB transaction. The waiter runs periodically\n     after each async helper (i.e. `click`, `andThen`, `visit`, etc) has executed,\n     until the returning result is truthy. After the waiters finish, the next async helper\n     is executed and the process repeats.\n  \n     For example:\n  \n     ```javascript\n     Ember.Test.registerWaiter(function() {\n       return myPendingTransactions() == 0;\n     });\n     ```\n     The `context` argument allows you to optionally specify the `this`\n     with which your callback will be invoked.\n  \n     For example:\n  \n     ```javascript\n     Ember.Test.registerWaiter(MyDB, MyDB.hasPendingTransactions);\n     ```\n  \n     @public\n     @for @ember/test\n     @static\n     @method registerWaiter\n     @param {Object} context (optional)\n     @param {Function} callback\n     @since 1.2.0\n  */\n  function registerWaiter(context, callback) {\n    if (arguments.length === 1) {\n      callback = context;\n      context = null;\n    }\n    if (indexOf(context, callback) > -1) {\n      return;\n    }\n    contexts.push(context);\n    callbacks.push(callback);\n  }\n\n  /**\n     `unregisterWaiter` is used to unregister a callback that was\n     registered with `registerWaiter`.\n  \n     @public\n     @for @ember/test\n     @static\n     @method unregisterWaiter\n     @param {Object} context (optional)\n     @param {Function} callback\n     @since 1.2.0\n  */\n  function unregisterWaiter(context, callback) {\n    if (!callbacks.length) {\n      return;\n    }\n    if (arguments.length === 1) {\n      callback = context;\n      context = null;\n    }\n    var i = indexOf(context, callback);\n    if (i === -1) {\n      return;\n    }\n    contexts.splice(i, 1);\n    callbacks.splice(i, 1);\n  }\n\n  /**\n    Iterates through each registered test waiter, and invokes\n    its callback. If any waiter returns false, this method will return\n    true indicating that the waiters have not settled yet.\n  \n    This is generally used internally from the acceptance/integration test\n    infrastructure.\n  \n    @public\n    @for @ember/test\n    @static\n    @method checkWaiters\n  */\n  function checkWaiters() {\n    if (!callbacks.length) {\n      return false;\n    }\n    for (var i = 0; i < callbacks.length; i++) {\n      var context = contexts[i];\n      var callback = callbacks[i];\n      if (!callback.call(context)) {\n        return true;\n      }\n    }\n    return false;\n  }\n\n  function indexOf(context, callback) {\n    for (var i = 0; i < callbacks.length; i++) {\n      if (callbacks[i] === callback && contexts[i] === context) {\n        return i;\n      }\n    }\n    return -1;\n  }\n});","enifed('ember-utils', ['exports'], function (exports) {\n  'use strict';\n\n  /**\n    Strongly hint runtimes to intern the provided string.\n  \n    When do I need to use this function?\n  \n    For the most part, never. Pre-mature optimization is bad, and often the\n    runtime does exactly what you need it to, and more often the trade-off isn't\n    worth it.\n  \n    Why?\n  \n    Runtimes store strings in at least 2 different representations:\n    Ropes and Symbols (interned strings). The Rope provides a memory efficient\n    data-structure for strings created from concatenation or some other string\n    manipulation like splitting.\n  \n    Unfortunately checking equality of different ropes can be quite costly as\n    runtimes must resort to clever string comparison algorithms. These\n    algorithms typically cost in proportion to the length of the string.\n    Luckily, this is where the Symbols (interned strings) shine. As Symbols are\n    unique by their string content, equality checks can be done by pointer\n    comparison.\n  \n    How do I know if my string is a rope or symbol?\n  \n    Typically (warning general sweeping statement, but truthy in runtimes at\n    present) static strings created as part of the JS source are interned.\n    Strings often used for comparisons can be interned at runtime if some\n    criteria are met.  One of these criteria can be the size of the entire rope.\n    For example, in chrome 38 a rope longer then 12 characters will not\n    intern, nor will segments of that rope.\n  \n    Some numbers: http://jsperf.com/eval-vs-keys/8\n  \n    Known Trick™\n  \n    @private\n    @return {String} interned version of the provided string\n  */\n  function intern(str) {\n    var obj = {};\n    obj[str] = 1;\n    for (var key in obj) {\n      if (key === str) {\n        return key;\n      }\n    }\n    return str;\n  }\n\n  /**\n   @module @ember/object\n  */\n\n  /**\n   Previously we used `Ember.$.uuid`, however `$.uuid` has been removed from\n   jQuery master. We'll just bootstrap our own uuid now.\n  \n   @private\n   @return {Number} the uuid\n   */\n  var _uuid = 0;\n\n  /**\n   Generates a universally unique identifier. This method\n   is used internally by Ember for assisting with\n   the generation of GUID's and other unique identifiers.\n  \n   @public\n   @return {Number} [description]\n   */\n  function uuid() {\n    return ++_uuid;\n  }\n\n  /**\n   Prefix used for guids through out Ember.\n   @private\n   @property GUID_PREFIX\n   @for Ember\n   @type String\n   @final\n   */\n  var GUID_PREFIX = 'ember';\n\n  // Used for guid generation...\n  var numberCache = [];\n  var stringCache = {};\n\n  /**\n    A unique key used to assign guids and other private metadata to objects.\n    If you inspect an object in your browser debugger you will often see these.\n    They can be safely ignored.\n  \n    On browsers that support it, these properties are added with enumeration\n    disabled so they won't show up when you iterate over your properties.\n  \n    @private\n    @property GUID_KEY\n    @for Ember\n    @type String\n    @final\n  */\n  var GUID_KEY = intern('__ember' + +new Date());\n\n  var GUID_DESC = {\n    writable: true,\n    configurable: true,\n    enumerable: false,\n    value: null\n  };\n\n  var nullDescriptor = {\n    configurable: true,\n    writable: true,\n    enumerable: false,\n    value: null\n  };\n\n  var GUID_KEY_PROPERTY = {\n    name: GUID_KEY,\n    descriptor: nullDescriptor\n  };\n\n  /**\n    Generates a new guid, optionally saving the guid to the object that you\n    pass in. You will rarely need to use this method. Instead you should\n    call `Ember.guidFor(obj)`, which return an existing guid if available.\n  \n    @private\n    @method generateGuid\n    @static\n    @for @ember/object/internals\n    @param {Object} [obj] Object the guid will be used for. If passed in, the guid will\n      be saved on the object and reused whenever you pass the same object\n      again.\n  \n      If no object is passed, just generate a new guid.\n    @param {String} [prefix] Prefix to place in front of the guid. Useful when you want to\n      separate the guid into separate namespaces.\n    @return {String} the guid\n  */\n  function generateGuid(obj) {\n    var prefix = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : GUID_PREFIX;\n\n    var ret = prefix + uuid();\n    if (obj !== undefined && obj !== null) {\n      if (obj[GUID_KEY] === null) {\n        obj[GUID_KEY] = ret;\n      } else {\n        GUID_DESC.value = ret;\n        if (obj.__defineNonEnumerable) {\n          obj.__defineNonEnumerable(GUID_KEY_PROPERTY);\n        } else {\n          Object.defineProperty(obj, GUID_KEY, GUID_DESC);\n        }\n      }\n    }\n    return ret;\n  }\n\n  /**\n    Returns a unique id for the object. If the object does not yet have a guid,\n    one will be assigned to it. You can call this on any object,\n    `Ember.Object`-based or not, but be aware that it will add a `_guid`\n    property.\n  \n    You can also use this method on DOM Element objects.\n  \n    @public\n    @static\n    @method guidFor\n    @for @ember/object/internals\n    @param {Object} obj any object, string, number, Element, or primitive\n    @return {String} the unique guid for this instance.\n  */\n  function guidFor(obj) {\n    // special cases where we don't want to add a key to object\n    if (obj === undefined) {\n      return '(undefined)';\n    }\n\n    if (obj === null) {\n      return '(null)';\n    }\n\n    var type = typeof obj;\n    if ((type === 'object' || type === 'function') && obj[GUID_KEY]) {\n      return obj[GUID_KEY];\n    }\n\n    var ret = void 0;\n    // Don't allow prototype changes to String etc. to change the guidFor\n    switch (type) {\n      case 'number':\n        ret = numberCache[obj];\n\n        if (!ret) {\n          ret = numberCache[obj] = 'nu' + obj;\n        }\n\n        return ret;\n\n      case 'string':\n        ret = stringCache[obj];\n\n        if (!ret) {\n          ret = stringCache[obj] = 'st' + uuid();\n        }\n\n        return ret;\n\n      case 'boolean':\n        return obj ? '(true)' : '(false)';\n\n      default:\n        if (obj === Object) {\n          return '(Object)';\n        }\n\n        if (obj === Array) {\n          return '(Array)';\n        }\n\n        return generateGuid(obj);\n    }\n  }\n\n  function symbol(debugName) {\n    // TODO: Investigate using platform symbols, but we do not\n    // want to require non-enumerability for this API, which\n    // would introduce a large cost.\n    var id = GUID_KEY + Math.floor(Math.random() * new Date());\n    return intern('__' + debugName + id + '__');\n  }\n\n  /**\n  @module @ember/application\n  */\n\n  var OWNER = symbol('OWNER');\n\n  /**\n    Framework objects in an Ember application (components, services, routes, etc.)\n    are created via a factory and dependency injection system. Each of these\n    objects is the responsibility of an \"owner\", which handled its\n    instantiation and manages its lifetime.\n  \n    `getOwner` fetches the owner object responsible for an instance. This can\n    be used to lookup or resolve other class instances, or register new factories\n    into the owner.\n  \n    For example, this component dynamically looks up a service based on the\n    `audioType` passed as an attribute:\n  \n    ```app/components/play-audio.js\n    import Component from '@ember/component';\n    import { computed } from '@ember/object';\n    import { getOwner } from '@ember/application';\n  \n    // Usage:\n    //\n    //   {{play-audio audioType=model.audioType audioFile=model.file}}\n    //\n    export default Component.extend({\n      audioService: computed('audioType', function() {\n        let owner = getOwner(this);\n        return owner.lookup(`service:${this.get('audioType')}`);\n      }),\n  \n      click() {\n        let player = this.get('audioService');\n        player.play(this.get('audioFile'));\n      }\n    });\n    ```\n  \n    @method getOwner\n    @static\n    @for @ember/application\n    @param {Object} object An object with an owner.\n    @return {Object} An owner object.\n    @since 2.3.0\n    @public\n  */\n  function getOwner(object) {\n    return object[OWNER];\n  }\n\n  /**\n    `setOwner` forces a new owner on a given object instance. This is primarily\n    useful in some testing cases.\n  \n    @method setOwner\n    @static\n    @for @ember/application\n    @param {Object} object An object instance.\n    @param {Object} object The new owner object of the object instance.\n    @since 2.3.0\n    @public\n  */\n  function setOwner(object, owner) {\n    object[OWNER] = owner;\n  }\n\n  /**\n   @module @ember/polyfills\n  */\n  /**\n    Copy properties from a source object to a target object.\n  \n    ```javascript\n    var a = { first: 'Yehuda' };\n    var b = { last: 'Katz' };\n    var c = { company: 'Tilde Inc.' };\n    Ember.assign(a, b, c); // a === { first: 'Yehuda', last: 'Katz', company: 'Tilde Inc.' }, b === { last: 'Katz' }, c === { company: 'Tilde Inc.' }\n    ```\n  \n    @method assign\n    @for @ember/polyfills\n    @param {Object} original The object to assign into\n    @param {Object} ...args The objects to copy properties from\n    @return {Object}\n    @public\n    @static\n  */\n  function assign(original) {\n    for (var i = 1; i < arguments.length; i++) {\n      var arg = arguments[i];\n      if (!arg) {\n        continue;\n      }\n\n      var updates = Object.keys(arg);\n\n      for (var _i = 0; _i < updates.length; _i++) {\n        var prop = updates[_i];\n        original[prop] = arg[prop];\n      }\n    }\n\n    return original;\n  }\n\n  var assign$1 = Object.assign || assign;\n\n  // the delete is meant to hint at runtimes that this object should remain in\n  // dictionary mode. This is clearly a runtime specific hack, but currently it\n  // appears worthwhile in some usecases. Please note, these deletes do increase\n  // the cost of creation dramatically over a plain Object.create. And as this\n  // only makes sense for long-lived dictionaries that aren't instantiated often.\n  function makeDictionary(parent) {\n    var dict = Object.create(parent);\n    dict['_dict'] = null;\n    delete dict['_dict'];\n    return dict;\n  }\n\n  var HAS_SUPER_PATTERN = /\\.(_super|call\\(this|apply\\(this)/;\n  var fnToString = Function.prototype.toString;\n\n  var checkHasSuper = function () {\n    var sourceAvailable = fnToString.call(function () {\n      return this;\n    }).indexOf('return this') > -1;\n\n    if (sourceAvailable) {\n      return function checkHasSuper(func) {\n        return HAS_SUPER_PATTERN.test(fnToString.call(func));\n      };\n    }\n\n    return function checkHasSuper() {\n      return true;\n    };\n  }();\n\n  function ROOT() {}\n  ROOT.__hasSuper = false;\n\n  function hasSuper(func) {\n    if (func.__hasSuper === undefined) {\n      func.__hasSuper = checkHasSuper(func);\n    }\n    return func.__hasSuper;\n  }\n\n  /**\n    Wraps the passed function so that `this._super` will point to the superFunc\n    when the function is invoked. This is the primitive we use to implement\n    calls to super.\n  \n    @private\n    @method wrap\n    @for Ember\n    @param {Function} func The function to call\n    @param {Function} superFunc The super function.\n    @return {Function} wrapped function.\n  */\n  function wrap(func, superFunc) {\n    if (!hasSuper(func)) {\n      return func;\n    }\n    // ensure an unwrapped super that calls _super is wrapped with a terminal _super\n    if (!superFunc.wrappedFunction && hasSuper(superFunc)) {\n      return _wrap(func, _wrap(superFunc, ROOT));\n    }\n    return _wrap(func, superFunc);\n  }\n\n  function _wrap(func, superFunc) {\n    function superWrapper() {\n      var orig = this._super;\n      this._super = superFunc;\n      var ret = func.apply(this, arguments);\n      this._super = orig;\n      return ret;\n    }\n\n    superWrapper.wrappedFunction = func;\n    superWrapper.__ember_observes__ = func.__ember_observes__;\n    superWrapper.__ember_observesBefore__ = func.__ember_observesBefore__;\n    superWrapper.__ember_listens__ = func.__ember_listens__;\n\n    return superWrapper;\n  }\n\n  var objectToString = Object.prototype.toString;\n  /**\n   @module @ember/debug\n  */\n  /**\n    Convenience method to inspect an object. This method will attempt to\n    convert the object into a useful string description.\n  \n    It is a pretty simple implementation. If you want something more robust,\n    use something like JSDump: https://github.com/NV/jsDump\n  \n    @method inspect\n    @static\n    @param {Object} obj The object you want to inspect.\n    @return {String} A description of the object\n    @since 1.4.0\n    @private\n  */\n  function inspect(obj) {\n    if (obj === null) {\n      return 'null';\n    }\n    if (obj === undefined) {\n      return 'undefined';\n    }\n    if (Array.isArray(obj)) {\n      return '[' + obj + ']';\n    }\n    // for non objects\n    var type = typeof obj;\n    if (type !== 'object' && type !== 'symbol') {\n      return '' + obj;\n    }\n    // overridden toString\n    if (typeof obj.toString === 'function' && obj.toString !== objectToString) {\n      return obj.toString();\n    }\n\n    // Object.prototype.toString === {}.toString\n    var v = void 0;\n    var ret = [];\n    for (var key in obj) {\n      if (obj.hasOwnProperty(key)) {\n        v = obj[key];\n        if (v === 'toString') {\n          continue;\n        } // ignore useless items\n        if (typeof v === 'function') {\n          v = 'function() { ... }';\n        }\n\n        if (v && typeof v.toString !== 'function') {\n          ret.push(key + ': ' + objectToString.call(v));\n        } else {\n          ret.push(key + ': ' + v);\n        }\n      }\n    }\n    return '{' + ret.join(', ') + '}';\n  }\n\n  function lookupDescriptor(obj, keyName) {\n    var current = obj;\n    while (current) {\n      var descriptor = Object.getOwnPropertyDescriptor(current, keyName);\n\n      if (descriptor) {\n        return descriptor;\n      }\n\n      current = Object.getPrototypeOf(current);\n    }\n\n    return null;\n  }\n\n  /**\n   @param {Object} t target\n   @param {String} m method\n   @param {Array} a args\n   @private\n   */\n  function applyStr(t, m, a) {\n    var l = a && a.length;\n    if (!a || !l) {\n      return t[m]();\n    }\n    switch (l) {\n      case 1:\n        return t[m](a[0]);\n      case 2:\n        return t[m](a[0], a[1]);\n      case 3:\n        return t[m](a[0], a[1], a[2]);\n      case 4:\n        return t[m](a[0], a[1], a[2], a[3]);\n      case 5:\n        return t[m](a[0], a[1], a[2], a[3], a[4]);\n      default:\n        return t[m].apply(t, a);\n    }\n  }\n\n  /**\n    Checks to see if the `methodName` exists on the `obj`.\n  \n    ```javascript\n    let foo = { bar: function() { return 'bar'; }, baz: null };\n  \n    Ember.canInvoke(foo, 'bar'); // true\n    Ember.canInvoke(foo, 'baz'); // false\n    Ember.canInvoke(foo, 'bat'); // false\n    ```\n  \n    @method canInvoke\n    @for Ember\n    @param {Object} obj The object to check for the method\n    @param {String} methodName The method name to check for\n    @return {Boolean}\n    @private\n  */\n  function canInvoke(obj, methodName) {\n    return obj !== null && obj !== undefined && typeof obj[methodName] === 'function';\n  }\n\n  /**\n    Checks to see if the `methodName` exists on the `obj`,\n    and if it does, invokes it with the arguments passed.\n  \n    ```javascript\n    let d = new Date('03/15/2013');\n  \n    Ember.tryInvoke(d, 'getTime');              // 1363320000000\n    Ember.tryInvoke(d, 'setFullYear', [2014]);  // 1394856000000\n    Ember.tryInvoke(d, 'noSuchMethod', [2014]); // undefined\n    ```\n  \n    @method tryInvoke\n    @for Ember\n    @param {Object} obj The object to check for the method\n    @param {String} methodName The method name to check for\n    @param {Array} [args] The arguments to pass to the method\n    @return {*} the return value of the invoked method or undefined if it cannot be invoked\n    @public\n  */\n  function tryInvoke(obj, methodName, args) {\n    if (canInvoke(obj, methodName)) {\n      return applyStr(obj, methodName, args);\n    }\n  }\n\n  var isArray = Array.isArray;\n\n  /**\n   @module @ember/array\n  */\n  /**\n   Forces the passed object to be part of an array. If the object is already\n   an array, it will return the object. Otherwise, it will add the object to\n   an array. If obj is `null` or `undefined`, it will return an empty array.\n  \n   ```javascript\n   Ember.makeArray();            // []\n   Ember.makeArray(null);        // []\n   Ember.makeArray(undefined);   // []\n   Ember.makeArray('lindsay');   // ['lindsay']\n   Ember.makeArray([1, 2, 42]);  // [1, 2, 42]\n  \n   let controller = Ember.ArrayProxy.create({ content: [] });\n  \n   Ember.makeArray(controller) === controller;  // true\n   ```\n  \n   @method makeArray\n   @static\n   @for @ember/array\n   @param {Object} obj the object\n   @return {Array}\n   @private\n   */\n  function makeArray(obj) {\n    if (obj === null || obj === undefined) {\n      return [];\n    }\n    return isArray(obj) ? obj : [obj];\n  }\n\n  var name = symbol('NAME_KEY');\n\n  var objectToString$1 = Object.prototype.toString;\n\n  function isNone(obj) {\n    return obj === null || obj === undefined;\n  }\n\n  /*\n   A `toString` util function that supports objects without a `toString`\n   method, e.g. an object created with `Object.create(null)`.\n  */\n  function toString(obj) {\n    var type = typeof obj;\n    if (type === \"string\") {\n      return obj;\n    }\n\n    if (Array.isArray(obj)) {\n      // Reimplement Array.prototype.join according to spec (22.1.3.13)\n      // Changing ToString(element) with this safe version of ToString.\n      var len = obj.length;\n      var sep = ',';\n      var r = '';\n\n      for (var k = 0; k < len; k++) {\n        if (k > 0) {\n          r += ',';\n        }\n\n        if (!isNone(obj[k])) {\n          r += toString(obj[k]);\n        }\n      }\n\n      return r;\n    } else if (obj != null && typeof obj.toString === 'function') {\n      return obj.toString();\n    } else {\n      return objectToString$1.call(obj);\n    }\n  }\n\n  var HAS_NATIVE_WEAKMAP = function () {\n    // detect if `WeakMap` is even present\n    var hasWeakMap = typeof WeakMap === 'function';\n    if (!hasWeakMap) {\n      return false;\n    }\n\n    var instance = new WeakMap();\n    // use `Object`'s `.toString` directly to prevent us from detecting\n    // polyfills as native weakmaps\n    return Object.prototype.toString.call(instance) === '[object WeakMap]';\n  }();\n\n  var HAS_NATIVE_PROXY = typeof Proxy === 'function';\n\n  /*\n   This package will be eagerly parsed and should have no dependencies on external\n   packages.\n  \n   It is intended to be used to share utility methods that will be needed\n   by every Ember application (and is **not** a dumping ground of useful utilities).\n  \n   Utility methods that are needed in < 80% of cases should be placed\n   elsewhere (so they can be lazily evaluated / parsed).\n  */\n\n  exports.symbol = symbol;\n  exports.getOwner = getOwner;\n  exports.setOwner = setOwner;\n  exports.OWNER = OWNER;\n  exports.assign = assign$1;\n  exports.assignPolyfill = assign;\n  exports.dictionary = makeDictionary;\n  exports.uuid = uuid;\n  exports.GUID_KEY = GUID_KEY;\n  exports.GUID_DESC = GUID_DESC;\n  exports.GUID_KEY_PROPERTY = GUID_KEY_PROPERTY;\n  exports.generateGuid = generateGuid;\n  exports.guidFor = guidFor;\n  exports.intern = intern;\n  exports.checkHasSuper = checkHasSuper;\n  exports.ROOT = ROOT;\n  exports.wrap = wrap;\n  exports.inspect = inspect;\n  exports.lookupDescriptor = lookupDescriptor;\n  exports.canInvoke = canInvoke;\n  exports.tryInvoke = tryInvoke;\n  exports.makeArray = makeArray;\n  exports.applyStr = applyStr;\n  exports.NAME_KEY = name;\n  exports.toString = toString;\n  exports.HAS_NATIVE_WEAKMAP = HAS_NATIVE_WEAKMAP;\n  exports.HAS_NATIVE_PROXY = HAS_NATIVE_PROXY;\n});","enifed('ember-views/compat/attrs', ['exports', 'ember-utils'], function (exports, _emberUtils) {\n  'use strict';\n\n  exports.MUTABLE_CELL = undefined;\n  var MUTABLE_CELL = exports.MUTABLE_CELL = (0, _emberUtils.symbol)('MUTABLE_CELL');\n});","enifed('ember-views/compat/fallback-view-registry', ['exports', 'ember-utils'], function (exports, _emberUtils) {\n  'use strict';\n\n  exports.default = (0, _emberUtils.dictionary)(null);\n});","enifed('ember-views/component_lookup', ['exports', 'ember-debug', 'ember-runtime'], function (exports, _emberDebug, _emberRuntime) {\n  'use strict';\n\n  exports.default = _emberRuntime.Object.extend({\n    componentFor: function (name, owner, options) {\n      (true && !(~name.indexOf('-')) && (0, _emberDebug.assert)('You cannot use \\'' + name + '\\' as a component name. Component names must contain a hyphen.', ~name.indexOf('-')));\n\n      var fullName = 'component:' + name;\n      return owner.factoryFor(fullName, options);\n    },\n    layoutFor: function (name, owner, options) {\n      (true && !(~name.indexOf('-')) && (0, _emberDebug.assert)('You cannot use \\'' + name + '\\' as a component name. Component names must contain a hyphen.', ~name.indexOf('-')));\n\n\n      var templateFullName = 'template:components/' + name;\n      return owner.lookup(templateFullName, options);\n    }\n  });\n});","enifed('ember-views/index', ['exports', 'ember-views/system/jquery', 'ember-views/system/utils', 'ember-views/system/event_dispatcher', 'ember-views/component_lookup', 'ember-views/mixins/text_support', 'ember-views/views/core_view', 'ember-views/mixins/class_names_support', 'ember-views/mixins/child_views_support', 'ember-views/mixins/view_state_support', 'ember-views/mixins/view_support', 'ember-views/mixins/action_support', 'ember-views/compat/attrs', 'ember-views/system/lookup_partial', 'ember-views/utils/lookup-component', 'ember-views/system/action_manager', 'ember-views/compat/fallback-view-registry', 'ember-views/system/ext'], function (exports, _jquery, _utils, _event_dispatcher, _component_lookup, _text_support, _core_view, _class_names_support, _child_views_support, _view_state_support, _view_support, _action_support, _attrs, _lookup_partial, _lookupComponent, _action_manager, _fallbackViewRegistry) {\n  'use strict';\n\n  exports.fallbackViewRegistry = exports.ActionManager = exports.lookupComponent = exports.hasPartial = exports.lookupPartial = exports.MUTABLE_CELL = exports.ActionSupport = exports.ViewMixin = exports.ViewStateSupport = exports.ChildViewsSupport = exports.ClassNamesSupport = exports.CoreView = exports.TextSupport = exports.ComponentLookup = exports.EventDispatcher = exports.constructStyleDeprecationMessage = exports.setViewElement = exports.getViewElement = exports.getViewId = exports.getChildViews = exports.getRootViews = exports.getViewBoundingClientRect = exports.getViewClientRects = exports.getViewBounds = exports.isSimpleClick = exports.jQuery = undefined;\n  Object.defineProperty(exports, 'jQuery', {\n    enumerable: true,\n    get: function () {\n      return _jquery.default;\n    }\n  });\n  Object.defineProperty(exports, 'isSimpleClick', {\n    enumerable: true,\n    get: function () {\n      return _utils.isSimpleClick;\n    }\n  });\n  Object.defineProperty(exports, 'getViewBounds', {\n    enumerable: true,\n    get: function () {\n      return _utils.getViewBounds;\n    }\n  });\n  Object.defineProperty(exports, 'getViewClientRects', {\n    enumerable: true,\n    get: function () {\n      return _utils.getViewClientRects;\n    }\n  });\n  Object.defineProperty(exports, 'getViewBoundingClientRect', {\n    enumerable: true,\n    get: function () {\n      return _utils.getViewBoundingClientRect;\n    }\n  });\n  Object.defineProperty(exports, 'getRootViews', {\n    enumerable: true,\n    get: function () {\n      return _utils.getRootViews;\n    }\n  });\n  Object.defineProperty(exports, 'getChildViews', {\n    enumerable: true,\n    get: function () {\n      return _utils.getChildViews;\n    }\n  });\n  Object.defineProperty(exports, 'getViewId', {\n    enumerable: true,\n    get: function () {\n      return _utils.getViewId;\n    }\n  });\n  Object.defineProperty(exports, 'getViewElement', {\n    enumerable: true,\n    get: function () {\n      return _utils.getViewElement;\n    }\n  });\n  Object.defineProperty(exports, 'setViewElement', {\n    enumerable: true,\n    get: function () {\n      return _utils.setViewElement;\n    }\n  });\n  Object.defineProperty(exports, 'constructStyleDeprecationMessage', {\n    enumerable: true,\n    get: function () {\n      return _utils.constructStyleDeprecationMessage;\n    }\n  });\n  Object.defineProperty(exports, 'EventDispatcher', {\n    enumerable: true,\n    get: function () {\n      return _event_dispatcher.default;\n    }\n  });\n  Object.defineProperty(exports, 'ComponentLookup', {\n    enumerable: true,\n    get: function () {\n      return _component_lookup.default;\n    }\n  });\n  Object.defineProperty(exports, 'TextSupport', {\n    enumerable: true,\n    get: function () {\n      return _text_support.default;\n    }\n  });\n  Object.defineProperty(exports, 'CoreView', {\n    enumerable: true,\n    get: function () {\n      return _core_view.default;\n    }\n  });\n  Object.defineProperty(exports, 'ClassNamesSupport', {\n    enumerable: true,\n    get: function () {\n      return _class_names_support.default;\n    }\n  });\n  Object.defineProperty(exports, 'ChildViewsSupport', {\n    enumerable: true,\n    get: function () {\n      return _child_views_support.default;\n    }\n  });\n  Object.defineProperty(exports, 'ViewStateSupport', {\n    enumerable: true,\n    get: function () {\n      return _view_state_support.default;\n    }\n  });\n  Object.defineProperty(exports, 'ViewMixin', {\n    enumerable: true,\n    get: function () {\n      return _view_support.default;\n    }\n  });\n  Object.defineProperty(exports, 'ActionSupport', {\n    enumerable: true,\n    get: function () {\n      return _action_support.default;\n    }\n  });\n  Object.defineProperty(exports, 'MUTABLE_CELL', {\n    enumerable: true,\n    get: function () {\n      return _attrs.MUTABLE_CELL;\n    }\n  });\n  Object.defineProperty(exports, 'lookupPartial', {\n    enumerable: true,\n    get: function () {\n      return _lookup_partial.default;\n    }\n  });\n  Object.defineProperty(exports, 'hasPartial', {\n    enumerable: true,\n    get: function () {\n      return _lookup_partial.hasPartial;\n    }\n  });\n  Object.defineProperty(exports, 'lookupComponent', {\n    enumerable: true,\n    get: function () {\n      return _lookupComponent.default;\n    }\n  });\n  Object.defineProperty(exports, 'ActionManager', {\n    enumerable: true,\n    get: function () {\n      return _action_manager.default;\n    }\n  });\n  Object.defineProperty(exports, 'fallbackViewRegistry', {\n    enumerable: true,\n    get: function () {\n      return _fallbackViewRegistry.default;\n    }\n  });\n});","enifed('ember-views/mixins/action_support', ['exports', 'ember-utils', 'ember-metal', 'ember-debug', 'ember-views/compat/attrs'], function (exports, _emberUtils, _emberMetal, _emberDebug, _attrs) {\n  'use strict';\n\n  /**\n   @module ember\n  */\n  function validateAction(component, actionName) {\n    if (actionName && actionName[_attrs.MUTABLE_CELL]) {\n      actionName = actionName.value;\n    }\n\n    (true && !((0, _emberMetal.isNone)(actionName) || typeof actionName === 'string' || typeof actionName === 'function') && (0, _emberDebug.assert)('The default action was triggered on the component ' + component.toString() + ', but the action name (' + actionName + ') was not a string.', (0, _emberMetal.isNone)(actionName) || typeof actionName === 'string' || typeof actionName === 'function'));\n\n    return actionName;\n  }\n\n  /**\n   @class ActionSupport\n   @namespace Ember\n   @private\n  */\n  exports.default = _emberMetal.Mixin.create({\n    /**\n      Calls an action passed to a component.\n       For example a component for playing or pausing music may translate click events\n      into action notifications of \"play\" or \"stop\" depending on some internal state\n      of the component:\n       ```app/components/play-button.js\n      import Component from '@ember/component';\n       export default Component.extend({\n        click() {\n          if (this.get('isPlaying')) {\n            this.sendAction('play');\n          } else {\n            this.sendAction('stop');\n          }\n        }\n      });\n      ```\n       The actions \"play\" and \"stop\" must be passed to this `play-button` component:\n       ```handlebars\n      {{! app/templates/application.hbs }}\n      {{play-button play=(action \"musicStarted\") stop=(action \"musicStopped\")}}\n      ```\n       When the component receives a browser `click` event it translate this\n      interaction into application-specific semantics (\"play\" or \"stop\") and\n      calls the specified action.\n       ```app/controller/application.js\n      import Controller from '@ember/controller';\n       export default Controller.extend({\n        actions: {\n          musicStarted() {\n            // called when the play button is clicked\n            // and the music started playing\n          },\n          musicStopped() {\n            // called when the play button is clicked\n            // and the music stopped playing\n          }\n        }\n      });\n      ```\n       If no action is passed to `sendAction` a default name of \"action\"\n      is assumed.\n       ```app/components/next-button.js\n      import Component from '@ember/component';\n       export default Component.extend({\n        click() {\n          this.sendAction();\n        }\n      });\n      ```\n       ```handlebars\n      {{! app/templates/application.hbs }}\n      {{next-button action=(action \"playNextSongInAlbum\")}}\n      ```\n       ```app/controllers/application.js\n      import Controller from '@ember/controller';\n       export default Controller.extend({\n        actions: {\n          playNextSongInAlbum() {\n            ...\n          }\n        }\n      });\n      ```\n       @method sendAction\n      @param [action] {String} the action to call\n      @param [params] {*} arguments for the action\n      @public\n    */\n    sendAction: function (action) {\n      for (var _len = arguments.length, contexts = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        contexts[_key - 1] = arguments[_key];\n      }\n\n      var actionName = void 0;\n\n      // Send the default action\n      if (action === undefined) {\n        action = 'action';\n      }\n      actionName = (0, _emberMetal.get)(this, 'attrs.' + action) || (0, _emberMetal.get)(this, action);\n      actionName = validateAction(this, actionName);\n\n      // If no action name for that action could be found, just abort.\n      if (actionName === undefined) {\n        return;\n      }\n\n      if (typeof actionName === 'function') {\n        actionName.apply(undefined, contexts);\n      } else {\n        this.triggerAction({\n          action: actionName,\n          actionContext: contexts\n        });\n      }\n    },\n    send: function (actionName) {\n      for (var _len2 = arguments.length, args = Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {\n        args[_key2 - 1] = arguments[_key2];\n      }\n\n      var action = this.actions && this.actions[actionName];\n\n      if (action) {\n        var shouldBubble = action.apply(this, args) === true;\n        if (!shouldBubble) {\n          return;\n        }\n      }\n\n      var target = (0, _emberMetal.get)(this, 'target');\n      if (target) {\n        (true && !(typeof target.send === 'function') && (0, _emberDebug.assert)('The `target` for ' + this + ' (' + target + ') does not have a `send` method', typeof target.send === 'function'));\n\n        target.send.apply(target, arguments);\n      } else {\n        (true && !(action) && (0, _emberDebug.assert)((0, _emberUtils.inspect)(this) + ' had no action handler for: ' + actionName, action));\n      }\n    }\n  });\n});","enifed('ember-views/mixins/child_views_support', ['exports', 'ember-utils', 'ember-metal', 'ember-views/system/utils'], function (exports, _emberUtils, _emberMetal, _utils) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create({\n    init: function () {\n      this._super.apply(this, arguments);\n      (0, _utils.initChildViews)(this);\n    },\n\n\n    /**\n      Array of child views. You should never edit this array directly.\n       @property childViews\n      @type Array\n      @default []\n      @private\n    */\n    childViews: (0, _emberMetal.descriptor)({\n      configurable: false,\n      enumerable: false,\n      get: function () {\n        return (0, _utils.getChildViews)(this);\n      }\n    }),\n\n    appendChild: function (view) {\n      this.linkChild(view);\n      (0, _utils.addChildView)(this, view);\n    },\n    linkChild: function (instance) {\n      if (!(0, _emberUtils.getOwner)(instance)) {\n        (0, _emberUtils.setOwner)(instance, (0, _emberUtils.getOwner)(this));\n      }\n    }\n  });\n});","enifed('ember-views/mixins/class_names_support', ['exports', 'ember-metal', 'ember-debug'], function (exports, _emberMetal, _emberDebug) {\n  'use strict';\n\n  /**\n  @module ember\n  */\n\n  var EMPTY_ARRAY = Object.freeze([]);\n\n  /**\n    @class ClassNamesSupport\n    @namespace Ember\n    @private\n  */\n  exports.default = _emberMetal.Mixin.create({\n    concatenatedProperties: ['classNames', 'classNameBindings'],\n\n    init: function () {\n      this._super.apply(this, arguments);\n\n      (true && !(Array.isArray(this.classNameBindings)) && (0, _emberDebug.assert)('Only arrays are allowed for \\'classNameBindings\\'', Array.isArray(this.classNameBindings)));\n      (true && !(Array.isArray(this.classNames)) && (0, _emberDebug.assert)('Only arrays of static class strings are allowed for \\'classNames\\'. For dynamic classes, use \\'classNameBindings\\'.', Array.isArray(this.classNames)));\n    },\n\n\n    /**\n      Standard CSS class names to apply to the view's outer element. This\n      property automatically inherits any class names defined by the view's\n      superclasses as well.\n       @property classNames\n      @type Array\n      @default ['ember-view']\n      @public\n    */\n    classNames: EMPTY_ARRAY,\n\n    /**\n      A list of properties of the view to apply as class names. If the property\n      is a string value, the value of that string will be applied as a class\n      name.\n       ```javascript\n      // Applies the 'high' class to the view element\n      Ember.Component.extend({\n        classNameBindings: ['priority'],\n        priority: 'high'\n      });\n      ```\n       If the value of the property is a Boolean, the name of that property is\n      added as a dasherized class name.\n       ```javascript\n      // Applies the 'is-urgent' class to the view element\n      Ember.Component.extend({\n        classNameBindings: ['isUrgent'],\n        isUrgent: true\n      });\n      ```\n       If you would prefer to use a custom value instead of the dasherized\n      property name, you can pass a binding like this:\n       ```javascript\n      // Applies the 'urgent' class to the view element\n      Ember.Component.extend({\n        classNameBindings: ['isUrgent:urgent'],\n        isUrgent: true\n      });\n      ```\n       This list of properties is inherited from the component's superclasses as well.\n       @property classNameBindings\n      @type Array\n      @default []\n      @public\n    */\n    classNameBindings: EMPTY_ARRAY\n  });\n});","enifed('ember-views/mixins/text_support', ['exports', 'ember-metal', 'ember-runtime'], function (exports, _emberMetal, _emberRuntime) {\n  'use strict';\n\n  /**\n  @module ember\n  */\n\n  var KEY_EVENTS = {\n    13: 'insertNewline',\n    27: 'cancel'\n  };\n\n  /**\n    `TextSupport` is a shared mixin used by both `Ember.TextField` and\n    `Ember.TextArea`. `TextSupport` adds a number of methods that allow you to\n    specify a controller action to invoke when a certain event is fired on your\n    text field or textarea. The specified controller action would get the current\n    value of the field passed in as the only argument unless the value of\n    the field is empty. In that case, the instance of the field itself is passed\n    in as the only argument.\n  \n    Let's use the pressing of the escape key as an example. If you wanted to\n    invoke a controller action when a user presses the escape key while on your\n    field, you would use the `escape-press` attribute on your field like so:\n  \n    ```handlebars\n      {{! application.hbs}}\n  \n      {{input escape-press='alertUser'}}\n    ```\n  \n    ```javascript\n        App = Ember.Application.create();\n  \n        App.ApplicationController = Ember.Controller.extend({\n          actions: {\n            alertUser: function ( currentValue ) {\n              alert( 'escape pressed, current value: ' + currentValue );\n            }\n          }\n        });\n    ```\n  \n    The following chart is a visual representation of what takes place when the\n    escape key is pressed in this scenario:\n  \n    ```\n    The Template\n    +---------------------------+\n    |                           |\n    | escape-press='alertUser'  |\n    |                           |          TextSupport Mixin\n    +----+----------------------+          +-------------------------------+\n         |                                 | cancel method                 |\n         |      escape button pressed      |                               |\n         +-------------------------------> | checks for the `escape-press` |\n                                           | attribute and pulls out the   |\n         +-------------------------------+ | `alertUser` value             |\n         |     action name 'alertUser'     +-------------------------------+\n         |     sent to controller\n         v\n    Controller\n    +------------------------------------------ +\n    |                                           |\n    |  actions: {                               |\n    |     alertUser: function( currentValue ){  |\n    |       alert( 'the esc key was pressed!' ) |\n    |     }                                     |\n    |  }                                        |\n    |                                           |\n    +-------------------------------------------+\n    ```\n  \n    Here are the events that we currently support along with the name of the\n    attribute you would need to use on your field. To reiterate, you would use the\n    attribute name like so:\n  \n    ```handlebars\n      {{input attribute-name='controllerAction'}}\n    ```\n  \n    ```\n    +--------------------+----------------+\n    |                    |                |\n    | event              | attribute name |\n    +--------------------+----------------+\n    | new line inserted  | insert-newline |\n    |                    |                |\n    | enter key pressed  | insert-newline |\n    |                    |                |\n    | cancel key pressed | escape-press   |\n    |                    |                |\n    | focusin            | focus-in       |\n    |                    |                |\n    | focusout           | focus-out      |\n    |                    |                |\n    | keypress           | key-press      |\n    |                    |                |\n    | keyup              | key-up         |\n    |                    |                |\n    | keydown            | key-down       |\n    +--------------------+----------------+\n    ```\n  \n    @class TextSupport\n    @namespace Ember\n    @uses Ember.TargetActionSupport\n    @extends Mixin\n    @private\n  */\n  exports.default = _emberMetal.Mixin.create(_emberRuntime.TargetActionSupport, {\n    value: '',\n\n    attributeBindings: ['autocapitalize', 'autocorrect', 'autofocus', 'disabled', 'form', 'maxlength', 'minlength', 'placeholder', 'readonly', 'required', 'selectionDirection', 'spellcheck', 'tabindex', 'title'],\n    placeholder: null,\n    disabled: false,\n    maxlength: null,\n\n    init: function () {\n      this._super.apply(this, arguments);\n      this.on('paste', this, this._elementValueDidChange);\n      this.on('cut', this, this._elementValueDidChange);\n      this.on('input', this, this._elementValueDidChange);\n    },\n\n\n    /**\n      The action to be sent when the user presses the return key.\n       This is similar to the `{{action}}` helper, but is fired when\n      the user presses the return key when editing a text field, and sends\n      the value of the field as the context.\n       @property action\n      @type String\n      @default null\n      @private\n    */\n    action: null,\n\n    /**\n      The event that should send the action.\n       Options are:\n       * `enter`: the user pressed enter\n      * `keyPress`: the user pressed a key\n       @property onEvent\n      @type String\n      @default enter\n      @private\n    */\n    onEvent: 'enter',\n\n    /**\n      Whether the `keyUp` event that triggers an `action` to be sent continues\n      propagating to other views.\n       By default, when the user presses the return key on their keyboard and\n      the text field has an `action` set, the action will be sent to the view's\n      controller and the key event will stop propagating.\n       If you would like parent views to receive the `keyUp` event even after an\n      action has been dispatched, set `bubbles` to true.\n       @property bubbles\n      @type Boolean\n      @default false\n      @private\n    */\n    bubbles: false,\n\n    interpretKeyEvents: function (event) {\n      var map = KEY_EVENTS;\n      var method = map[event.keyCode];\n\n      this._elementValueDidChange();\n      if (method) {\n        return this[method](event);\n      }\n    },\n    _elementValueDidChange: function () {\n      (0, _emberMetal.set)(this, 'value', this.element.value);\n    },\n    change: function (event) {\n      this._elementValueDidChange(event);\n    },\n\n\n    /**\n      Allows you to specify a controller action to invoke when either the `enter`\n      key is pressed or, in the case of the field being a textarea, when a newline\n      is inserted. To use this method, give your field an `insert-newline`\n      attribute. The value of that attribute should be the name of the action\n      in your controller that you wish to invoke.\n       For an example on how to use the `insert-newline` attribute, please\n      reference the example near the top of this file.\n       @method insertNewline\n      @param {Event} event\n      @private\n    */\n    insertNewline: function (event) {\n      sendAction('enter', this, event);\n      sendAction('insert-newline', this, event);\n    },\n\n\n    /**\n      Allows you to specify a controller action to invoke when the escape button\n      is pressed. To use this method, give your field an `escape-press`\n      attribute. The value of that attribute should be the name of the action\n      in your controller that you wish to invoke.\n       For an example on how to use the `escape-press` attribute, please reference\n      the example near the top of this file.\n       @method cancel\n      @param {Event} event\n      @private\n    */\n    cancel: function (event) {\n      sendAction('escape-press', this, event);\n    },\n\n\n    /**\n      Allows you to specify a controller action to invoke when a field receives\n      focus. To use this method, give your field a `focus-in` attribute. The value\n      of that attribute should be the name of the action in your controller\n      that you wish to invoke.\n       For an example on how to use the `focus-in` attribute, please reference the\n      example near the top of this file.\n       @method focusIn\n      @param {Event} event\n      @private\n    */\n    focusIn: function (event) {\n      sendAction('focus-in', this, event);\n    },\n\n\n    /**\n      Allows you to specify a controller action to invoke when a field loses\n      focus. To use this method, give your field a `focus-out` attribute. The value\n      of that attribute should be the name of the action in your controller\n      that you wish to invoke.\n       For an example on how to use the `focus-out` attribute, please reference the\n      example near the top of this file.\n       @method focusOut\n      @param {Event} event\n      @private\n    */\n    focusOut: function (event) {\n      this._elementValueDidChange(event);\n      sendAction('focus-out', this, event);\n    },\n\n\n    /**\n      Allows you to specify a controller action to invoke when a key is pressed.\n      To use this method, give your field a `key-press` attribute. The value of\n      that attribute should be the name of the action in your controller you\n      that wish to invoke.\n       For an example on how to use the `key-press` attribute, please reference the\n      example near the top of this file.\n       @method keyPress\n      @param {Event} event\n      @private\n    */\n    keyPress: function (event) {\n      sendAction('key-press', this, event);\n    },\n\n\n    /**\n      Allows you to specify a controller action to invoke when a key-up event is\n      fired. To use this method, give your field a `key-up` attribute. The value\n      of that attribute should be the name of the action in your controller\n      that you wish to invoke.\n       For an example on how to use the `key-up` attribute, please reference the\n      example near the top of this file.\n       @method keyUp\n      @param {Event} event\n      @private\n    */\n    keyUp: function (event) {\n      this.interpretKeyEvents(event);\n\n      this.sendAction('key-up', (0, _emberMetal.get)(this, 'value'), event);\n    },\n\n\n    /**\n      Allows you to specify a controller action to invoke when a key-down event is\n      fired. To use this method, give your field a `key-down` attribute. The value\n      of that attribute should be the name of the action in your controller that\n      you wish to invoke.\n       For an example on how to use the `key-down` attribute, please reference the\n      example near the top of this file.\n       @method keyDown\n      @param {Event} event\n      @private\n    */\n    keyDown: function (event) {\n      this.sendAction('key-down', (0, _emberMetal.get)(this, 'value'), event);\n    }\n  });\n\n\n  // In principle, this shouldn't be necessary, but the legacy\n  // sendAction semantics for TextField are different from\n  // the component semantics so this method normalizes them.\n  function sendAction(eventName, view, event) {\n    var action = (0, _emberMetal.get)(view, 'attrs.' + eventName) || (0, _emberMetal.get)(view, eventName);\n    var on = (0, _emberMetal.get)(view, 'onEvent');\n    var value = (0, _emberMetal.get)(view, 'value');\n\n    // back-compat support for keyPress as an event name even though\n    // it's also a method name that consumes the event (and therefore\n    // incompatible with sendAction semantics).\n    if (on === eventName || on === 'keyPress' && eventName === 'key-press') {\n      view.sendAction('action', value);\n    }\n\n    view.sendAction(eventName, value);\n\n    if (action || on === eventName) {\n      if (!(0, _emberMetal.get)(view, 'bubbles')) {\n        event.stopPropagation();\n      }\n    }\n  }\n});","enifed('ember-views/mixins/view_state_support', ['exports', 'ember-metal'], function (exports, _emberMetal) {\n  'use strict';\n\n  exports.default = _emberMetal.Mixin.create({\n    _transitionTo: function (state) {\n      var priorState = this._currentState;\n      var currentState = this._currentState = this._states[state];\n      this._state = state;\n\n      if (priorState && priorState.exit) {\n        priorState.exit(this);\n      }\n      if (currentState.enter) {\n        currentState.enter(this);\n      }\n    }\n  });\n});","enifed('ember-views/mixins/view_support', ['exports', 'ember-utils', 'ember-metal', 'ember-debug', 'ember-environment', 'ember-views/system/utils', 'ember-runtime/system/core_object', 'ember-views/system/jquery'], function (exports, _emberUtils, _emberMetal, _emberDebug, _emberEnvironment, _utils, _core_object, _jquery) {\n  'use strict';\n\n  var _Mixin$create;\n\n  function K() {\n    return this;\n  }\n\n  /**\n   @class ViewMixin\n   @namespace Ember\n   @private\n  */\n  exports.default = _emberMetal.Mixin.create((_Mixin$create = {\n    /**\n      A list of properties of the view to apply as attributes. If the property\n      is a string value, the value of that string will be applied as the value\n      for an attribute of the property's name.\n       The following example creates a tag like `<div priority=\"high\" />`.\n       ```app/components/my-component.js\n      import Component from '@ember/component';\n       export default Component.extend({\n        attributeBindings: ['priority'],\n        priority: 'high'\n      });\n      ```\n       If the value of the property is a Boolean, the attribute is treated as\n      an HTML Boolean attribute. It will be present if the property is `true`\n      and omitted if the property is `false`.\n       The following example creates markup like `<div visible />`.\n       ```app/components/my-component.js\n      import Component from '@ember/component';\n       export default Component.extend({\n        attributeBindings: ['visible'],\n        visible: true\n      });\n      ```\n       If you would prefer to use a custom value instead of the property name,\n      you can create the same markup as the last example with a binding like\n      this:\n       ```app/components/my-component.js\n      import Component from '@ember/component';\n       export default Component.extend({\n        attributeBindings: ['isVisible:visible'],\n        isVisible: true\n      });\n      ```\n       This list of attributes is inherited from the component's superclasses,\n      as well.\n       @property attributeBindings\n      @type Array\n      @default []\n      @public\n     */\n    concatenatedProperties: ['attributeBindings']\n\n  }, _Mixin$create[_core_object.POST_INIT] = function () {\n    this.trigger('didInitAttrs');\n    this.trigger('didReceiveAttrs');\n  }, _Mixin$create.nearestOfType = function (klass) {\n    var view = this.parentView;\n    var isOfType = klass instanceof _emberMetal.Mixin ? function (view) {\n      return klass.detect(view);\n    } : function (view) {\n      return klass.detect(view.constructor);\n    };\n\n    while (view) {\n      if (isOfType(view)) {\n        return view;\n      }\n      view = view.parentView;\n    }\n  }, _Mixin$create.nearestWithProperty = function (property) {\n    var view = this.parentView;\n\n    while (view) {\n      if (property in view) {\n        return view;\n      }\n      view = view.parentView;\n    }\n  }, _Mixin$create.rerender = function () {\n    return this._currentState.rerender(this);\n  }, _Mixin$create.element = (0, _emberMetal.descriptor)({\n    configurable: false,\n    enumerable: false,\n    get: function () {\n      return this.renderer.getElement(this);\n    }\n  }), _Mixin$create.$ = function (sel) {\n    (true && !(this.tagName !== '') && (0, _emberDebug.assert)('You cannot access this.$() on a component with `tagName: \\'\\'` specified.', this.tagName !== ''));\n\n    if (this.element) {\n      return sel ? (0, _jquery.default)(sel, this.element) : (0, _jquery.default)(this.element);\n    }\n  }, _Mixin$create.appendTo = function (selector) {\n    var env = this._environment || _emberEnvironment.environment;\n    var target = void 0;\n\n    if (env.hasDOM) {\n      target = typeof selector === 'string' ? document.querySelector(selector) : selector;\n\n      (true && !(target) && (0, _emberDebug.assert)('You tried to append to (' + selector + ') but that isn\\'t in the DOM', target));\n      (true && !(!(0, _utils.matches)(target, '.ember-view')) && (0, _emberDebug.assert)('You cannot append to an existing Ember.View.', !(0, _utils.matches)(target, '.ember-view')));\n      (true && !(function () {\n        var node = target.parentNode;\n        while (node) {\n          if (node.nodeType !== 9 && (0, _utils.matches)(node, '.ember-view')) {\n            return false;\n          }\n\n          node = node.parentNode;\n        }\n\n        return true;\n      }()) && (0, _emberDebug.assert)('You cannot append to an existing Ember.View.', function () {\n        var node = target.parentNode;while (node) {\n          if (node.nodeType !== 9 && (0, _utils.matches)(node, '.ember-view')) {\n            return false;\n          }node = node.parentNode;\n        }return true;\n      }()));\n    } else {\n      target = selector;\n\n      (true && !(typeof target !== 'string') && (0, _emberDebug.assert)('You tried to append to a selector string (' + selector + ') in an environment without jQuery', typeof target !== 'string'));\n      (true && !(typeof selector.appendChild === 'function') && (0, _emberDebug.assert)('You tried to append to a non-Element (' + selector + ') in an environment without jQuery', typeof selector.appendChild === 'function'));\n    }\n\n    this.renderer.appendTo(this, target);\n\n    return this;\n  }, _Mixin$create.append = function () {\n    return this.appendTo(document.body);\n  }, _Mixin$create.elementId = null, _Mixin$create.findElementInParentElement = function (parentElem) {\n    var id = '#' + this.elementId;\n    return (0, _jquery.default)(id)[0] || (0, _jquery.default)(id, parentElem)[0];\n  }, _Mixin$create.willInsertElement = K, _Mixin$create.didInsertElement = K, _Mixin$create.willClearRender = K, _Mixin$create.destroy = function () {\n    this._super.apply(this, arguments);\n    this._currentState.destroy(this);\n  }, _Mixin$create.willDestroyElement = K, _Mixin$create.parentViewDidChange = K, _Mixin$create.tagName = null, _Mixin$create.init = function () {\n    this._super.apply(this, arguments);\n\n    if (!this.elementId && this.tagName !== '') {\n      this.elementId = (0, _emberUtils.guidFor)(this);\n    }\n\n    // if we find an `eventManager` property, deopt the\n    // `EventDispatcher`'s `canDispatchToEventManager` property\n    // if `null`\n    if (this.eventManager) {\n      var owner = (0, _emberUtils.getOwner)(this);\n      var dispatcher = owner && owner.lookup('event_dispatcher:main');\n\n      (true && !(false) && (0, _emberDebug.deprecate)('`eventManager` has been deprecated in ' + this + '.', false, {\n        id: 'ember-views.event-dispatcher.canDispatchToEventManager',\n        until: '2.17.0'\n      }));\n\n\n      if (dispatcher && !('canDispatchToEventManager' in dispatcher)) {\n        dispatcher.canDispatchToEventManager = true;\n      }\n    }\n\n    (true && !(typeof this.didInitAttrs !== 'function') && (0, _emberDebug.deprecate)('[DEPRECATED] didInitAttrs called in ' + this.toString() + '.', typeof this.didInitAttrs !== 'function', {\n      id: 'ember-views.did-init-attrs',\n      until: '3.0.0',\n      url: 'https://emberjs.com/deprecations/v2.x#toc_ember-component-didinitattrs'\n    }));\n    (true && !(!this.render) && (0, _emberDebug.assert)('Using a custom `.render` function is no longer supported.', !this.render));\n  }, _Mixin$create.__defineNonEnumerable = function (property) {\n    this[property.name] = property.descriptor.value;\n  }, _Mixin$create.handleEvent = function (eventName, evt) {\n    return this._currentState.handleEvent(this, eventName, evt);\n  }, _Mixin$create));\n});","enifed(\"ember-views/system/action_manager\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.default = ActionManager;\n  /**\n  @module ember\n  */\n\n  function ActionManager() {}\n\n  /**\n    Global action id hash.\n  \n    @private\n    @property registeredActions\n    @type Object\n  */\n  ActionManager.registeredActions = {};\n});","enifed('ember-views/system/event_dispatcher', ['exports', 'ember-utils', 'ember-debug', 'ember-metal', 'ember-runtime', 'ember-views/system/jquery', 'ember-views/system/action_manager', 'ember-views/compat/fallback-view-registry'], function (exports, _emberUtils, _emberDebug, _emberMetal, _emberRuntime, _jquery, _action_manager, _fallbackViewRegistry) {\n  'use strict';\n\n  /**\n  @module ember\n  */\n\n  var ROOT_ELEMENT_CLASS = 'ember-application';\n  var ROOT_ELEMENT_SELECTOR = '.' + ROOT_ELEMENT_CLASS;\n\n  /**\n    `Ember.EventDispatcher` handles delegating browser events to their\n    corresponding `Ember.Views.` For example, when you click on a view,\n    `Ember.EventDispatcher` ensures that that view's `mouseDown` method gets\n    called.\n  \n    @class EventDispatcher\n    @namespace Ember\n    @private\n    @extends Ember.Object\n  */\n  exports.default = _emberRuntime.Object.extend({\n\n    /**\n      The set of events names (and associated handler function names) to be setup\n      and dispatched by the `EventDispatcher`. Modifications to this list can be done\n      at setup time, generally via the `Ember.Application.customEvents` hash.\n       To add new events to be listened to:\n       ```javascript\n      let App = Ember.Application.create({\n        customEvents: {\n          paste: 'paste'\n        }\n      });\n      ```\n       To prevent default events from being listened to:\n       ```javascript\n      let App = Ember.Application.create({\n        customEvents: {\n          mouseenter: null,\n          mouseleave: null\n        }\n      });\n      ```\n      @property events\n      @type Object\n      @private\n    */\n    events: {\n      touchstart: 'touchStart',\n      touchmove: 'touchMove',\n      touchend: 'touchEnd',\n      touchcancel: 'touchCancel',\n      keydown: 'keyDown',\n      keyup: 'keyUp',\n      keypress: 'keyPress',\n      mousedown: 'mouseDown',\n      mouseup: 'mouseUp',\n      contextmenu: 'contextMenu',\n      click: 'click',\n      dblclick: 'doubleClick',\n      mousemove: 'mouseMove',\n      focusin: 'focusIn',\n      focusout: 'focusOut',\n      mouseenter: 'mouseEnter',\n      mouseleave: 'mouseLeave',\n      submit: 'submit',\n      input: 'input',\n      change: 'change',\n      dragstart: 'dragStart',\n      drag: 'drag',\n      dragenter: 'dragEnter',\n      dragleave: 'dragLeave',\n      dragover: 'dragOver',\n      drop: 'drop',\n      dragend: 'dragEnd'\n    },\n\n    /**\n      The root DOM element to which event listeners should be attached. Event\n      listeners will be attached to the document unless this is overridden.\n       Can be specified as a DOMElement or a selector string.\n       The default body is a string since this may be evaluated before document.body\n      exists in the DOM.\n       @private\n      @property rootElement\n      @type DOMElement\n      @default 'body'\n    */\n    rootElement: 'body',\n\n    /**\n      It enables events to be dispatched to the view's `eventManager.` When present,\n      this object takes precedence over handling of events on the view itself.\n       Note that most Ember applications do not use this feature. If your app also\n      does not use it, consider setting this property to false to gain some performance\n      improvement by allowing the EventDispatcher to skip the search for the\n      `eventManager` on the view tree.\n       ```javascript\n      let EventDispatcher = Em.EventDispatcher.extend({\n        events: {\n            click       : 'click',\n            focusin     : 'focusIn',\n            focusout    : 'focusOut',\n            change      : 'change'\n        },\n        canDispatchToEventManager: false\n      });\n      container.register('event_dispatcher:main', EventDispatcher);\n      ```\n       @property canDispatchToEventManager\n      @type boolean\n      @default false\n      @since 1.7.0\n      @deprecated\n      @private\n    */\n\n    init: function () {\n      var _this = this;\n\n      this._super();\n\n      (true && !(function () {\n        var owner = (0, _emberUtils.getOwner)(_this);\n        var environment = owner.lookup('-environment:main');\n\n        return environment.isInteractive;\n      }()) && (0, _emberDebug.assert)('EventDispatcher should never be instantiated in fastboot mode. Please report this as an Ember bug.', function () {\n        var owner = (0, _emberUtils.getOwner)(_this);var environment = owner.lookup('-environment:main');return environment.isInteractive;\n      }()));\n      (true && !(!('canDispatchToEventManager' in this)) && (0, _emberDebug.deprecate)('`canDispatchToEventManager` has been deprecated in ' + this + '.', !('canDispatchToEventManager' in this), {\n        id: 'ember-views.event-dispatcher.canDispatchToEventManager',\n        until: '2.17.0'\n      }));\n    },\n\n\n    /**\n      Sets up event listeners for standard browser events.\n       This will be called after the browser sends a `DOMContentReady` event. By\n      default, it will set up all of the listeners on the document body. If you\n      would like to register the listeners on a different element, set the event\n      dispatcher's `root` property.\n       @private\n      @method setup\n      @param addedEvents {Object}\n    */\n    setup: function (addedEvents, rootElement) {\n      var event = void 0;\n      var events = this._finalEvents = (0, _emberUtils.assign)({}, (0, _emberMetal.get)(this, 'events'), addedEvents);\n\n      if ((0, _emberMetal.isNone)(rootElement)) {\n        rootElement = (0, _emberMetal.get)(this, 'rootElement');\n      } else {\n        (0, _emberMetal.set)(this, 'rootElement', rootElement);\n      }\n\n      rootElement = (0, _jquery.default)(rootElement);\n\n      (true && !(!rootElement.is(ROOT_ELEMENT_SELECTOR)) && (0, _emberDebug.assert)('You cannot use the same root element (' + (rootElement.selector || rootElement[0].tagName) + ') multiple times in an Ember.Application', !rootElement.is(ROOT_ELEMENT_SELECTOR)));\n      (true && !(!rootElement.closest(ROOT_ELEMENT_SELECTOR).length) && (0, _emberDebug.assert)('You cannot make a new Ember.Application using a root element that is a descendent of an existing Ember.Application', !rootElement.closest(ROOT_ELEMENT_SELECTOR).length));\n      (true && !(!rootElement.find(ROOT_ELEMENT_SELECTOR).length) && (0, _emberDebug.assert)('You cannot make a new Ember.Application using a root element that is an ancestor of an existing Ember.Application', !rootElement.find(ROOT_ELEMENT_SELECTOR).length));\n\n\n      rootElement.addClass(ROOT_ELEMENT_CLASS);\n\n      if (!rootElement.is(ROOT_ELEMENT_SELECTOR)) {\n        throw new TypeError('Unable to add \\'' + ROOT_ELEMENT_CLASS + '\\' class to root element (' + (rootElement.selector || rootElement[0].tagName) + '). Make sure you set rootElement to the body or an element in the body.');\n      }\n\n      var viewRegistry = this._getViewRegistry();\n\n      for (event in events) {\n        if (events.hasOwnProperty(event)) {\n          this.setupHandler(rootElement, event, events[event], viewRegistry);\n        }\n      }\n    },\n\n\n    /**\n      Registers an event listener on the rootElement. If the given event is\n      triggered, the provided event handler will be triggered on the target view.\n       If the target view does not implement the event handler, or if the handler\n      returns `false`, the parent view will be called. The event will continue to\n      bubble to each successive parent view until it reaches the top.\n       @private\n      @method setupHandler\n      @param {Element} rootElement\n      @param {String} event the browser-originated event to listen to\n      @param {String} eventName the name of the method to call on the view\n      @param {Object} viewRegistry\n    */\n    setupHandler: function (rootElement, event, eventName, viewRegistry) {\n      var self = this;\n\n      if (eventName === null) {\n        return;\n      }\n\n      rootElement.on(event + '.ember', '.ember-view', function (evt, triggeringManager) {\n        var view = viewRegistry[this.id];\n        var result = true;\n\n        var manager = self.canDispatchToEventManager ? self._findNearestEventManager(view, eventName) : null;\n\n        if (manager && manager !== triggeringManager) {\n          result = self._dispatchEvent(manager, evt, eventName, view);\n        } else if (view) {\n          result = self._bubbleEvent(view, evt, eventName);\n        }\n\n        return result;\n      });\n\n      rootElement.on(event + '.ember', '[data-ember-action]', function (evt) {\n        var attributes = evt.currentTarget.attributes;\n        var handledActions = [];\n\n        for (var i = 0; i < attributes.length; i++) {\n          var attr = attributes.item(i);\n          var attrName = attr.name;\n\n          if (attrName.lastIndexOf('data-ember-action-', 0) !== -1) {\n            var action = _action_manager.default.registeredActions[attr.value];\n\n            // We have to check for action here since in some cases, jQuery will trigger\n            // an event on `removeChild` (i.e. focusout) after we've already torn down the\n            // action handlers for the view.\n            if (action && action.eventName === eventName && handledActions.indexOf(action) === -1) {\n              action.handler(evt);\n              // Action handlers can mutate state which in turn creates new attributes on the element.\n              // This effect could cause the `data-ember-action` attribute to shift down and be invoked twice.\n              // To avoid this, we keep track of which actions have been handled.\n              handledActions.push(action);\n            }\n          }\n        }\n      });\n    },\n    _getViewRegistry: function () {\n      var owner = (0, _emberUtils.getOwner)(this);\n      var viewRegistry = owner && owner.lookup('-view-registry:main') || _fallbackViewRegistry.default;\n\n      return viewRegistry;\n    },\n    _findNearestEventManager: function (view, eventName) {\n      var manager = null;\n\n      while (view) {\n        manager = (0, _emberMetal.get)(view, 'eventManager');\n        if (manager && manager[eventName]) {\n          break;\n        }\n\n        view = (0, _emberMetal.get)(view, 'parentView');\n      }\n\n      return manager;\n    },\n    _dispatchEvent: function (object, evt, eventName, view) {\n      var result = true;\n\n      var handler = object[eventName];\n      if (typeof handler === 'function') {\n        result = (0, _emberMetal.run)(object, handler, evt, view);\n        // Do not preventDefault in eventManagers.\n        evt.stopPropagation();\n      } else {\n        result = this._bubbleEvent(view, evt, eventName);\n      }\n\n      return result;\n    },\n    _bubbleEvent: function (view, evt, eventName) {\n      return view.handleEvent(eventName, evt);\n    },\n    destroy: function () {\n      var rootElement = (0, _emberMetal.get)(this, 'rootElement');\n      (0, _jquery.default)(rootElement).off('.ember', '**').removeClass(ROOT_ELEMENT_CLASS);\n      return this._super.apply(this, arguments);\n    },\n    toString: function () {\n      return '(EventDispatcher)';\n    }\n  });\n});","enifed('ember-views/system/ext', ['ember-metal'], function (_emberMetal) {\n  'use strict';\n\n  // Add a new named queue for rendering views that happens\n  // after bindings have synced, and a queue for scheduling actions\n  // that should occur after view rendering.\n  _emberMetal.run._addQueue('render', 'actions');\n  _emberMetal.run._addQueue('afterRender', 'render');\n});","enifed('ember-views/system/jquery', ['exports', 'ember-environment'], function (exports, _emberEnvironment) {\n  'use strict';\n\n  var jQuery = void 0;\n\n  if (_emberEnvironment.environment.hasDOM) {\n    jQuery = _emberEnvironment.context.imports.jQuery;\n\n    if (jQuery) {\n      if (jQuery.event.addProp) {\n        jQuery.event.addProp('dataTransfer');\n      } else {\n        // http://www.whatwg.org/specs/web-apps/current-work/multipage/dnd.html#dndevents\n        ['dragstart', 'drag', 'dragenter', 'dragleave', 'dragover', 'drop', 'dragend'].forEach(function (eventName) {\n          jQuery.event.fixHooks[eventName] = {\n            props: ['dataTransfer']\n          };\n        });\n      }\n    }\n  }\n\n  exports.default = jQuery;\n});","enifed('ember-views/system/lookup_partial', ['exports', 'ember-debug'], function (exports, _emberDebug) {\n  'use strict';\n\n  exports.default = lookupPartial;\n  exports.hasPartial = hasPartial;\n\n\n  function parseUnderscoredName(templateName) {\n    var nameParts = templateName.split('/');\n    var lastPart = nameParts[nameParts.length - 1];\n\n    nameParts[nameParts.length - 1] = '_' + lastPart;\n\n    return nameParts.join('/');\n  }\n\n  function lookupPartial(templateName, owner) {\n    if (templateName == null) {\n      return;\n    }\n\n    var template = templateFor(owner, parseUnderscoredName(templateName), templateName);\n\n    (true && !(!!template) && (0, _emberDebug.assert)('Unable to find partial with name \"' + templateName + '\"', !!template));\n\n\n    return template;\n  }\n\n  function hasPartial(name, owner) {\n    if (!owner) {\n      throw new _emberDebug.Error('Container was not found when looking up a views template. ' + 'This is most likely due to manually instantiating an Ember.View. ' + 'See: http://git.io/EKPpnA');\n    }\n\n    return owner.hasRegistration('template:' + parseUnderscoredName(name)) || owner.hasRegistration('template:' + name);\n  }\n\n  function templateFor(owner, underscored, name) {\n    if (!name) {\n      return;\n    }\n    (true && !(name.indexOf('.') === -1) && (0, _emberDebug.assert)('templateNames are not allowed to contain periods: ' + name, name.indexOf('.') === -1));\n\n\n    if (!owner) {\n      throw new _emberDebug.Error('Container was not found when looking up a views template. ' + 'This is most likely due to manually instantiating an Ember.View. ' + 'See: http://git.io/EKPpnA');\n    }\n\n    return owner.lookup('template:' + underscored) || owner.lookup('template:' + name);\n  }\n});","enifed('ember-views/system/utils', ['exports', 'ember-utils'], function (exports, _emberUtils) {\n  'use strict';\n\n  exports.elMatches = undefined;\n  exports.isSimpleClick = isSimpleClick;\n  exports.constructStyleDeprecationMessage = constructStyleDeprecationMessage;\n  exports.getRootViews = getRootViews;\n  exports.getViewId = getViewId;\n  exports.getViewElement = getViewElement;\n  exports.initViewElement = initViewElement;\n  exports.setViewElement = setViewElement;\n  exports.getChildViews = getChildViews;\n  exports.initChildViews = initChildViews;\n  exports.addChildView = addChildView;\n  exports.collectChildViews = collectChildViews;\n  exports.getViewBounds = getViewBounds;\n  exports.getViewRange = getViewRange;\n  exports.getViewClientRects = getViewClientRects;\n  exports.getViewBoundingClientRect = getViewBoundingClientRect;\n  exports.matches = matches;\n\n\n  /**\n  @module ember\n  */\n\n  function isSimpleClick(event) {\n    var modifier = event.shiftKey || event.metaKey || event.altKey || event.ctrlKey;\n    var secondaryClick = event.which > 1; // IE9 may return undefined\n\n    return !modifier && !secondaryClick;\n  } /* globals Element */\n  function constructStyleDeprecationMessage(affectedStyle) {\n    return '' + 'Binding style attributes may introduce cross-site scripting vulnerabilities; ' + 'please ensure that values being bound are properly escaped. For more information, ' + 'including how to disable this warning, see ' + 'https://emberjs.com/deprecations/v1.x/#toc_binding-style-attributes. ' + 'Style affected: \"' + affectedStyle + '\"';\n  }\n\n  /**\n    @private\n    @method getRootViews\n    @param {Object} owner\n  */\n  function getRootViews(owner) {\n    var registry = owner.lookup('-view-registry:main');\n\n    var rootViews = [];\n\n    Object.keys(registry).forEach(function (id) {\n      var view = registry[id];\n\n      if (view.parentView === null) {\n        rootViews.push(view);\n      }\n    });\n\n    return rootViews;\n  }\n\n  /**\n    @private\n    @method getViewId\n    @param {Ember.View} view\n   */\n  function getViewId(view) {\n    if (view.tagName === '') {\n      return (0, _emberUtils.guidFor)(view);\n    } else {\n      return view.elementId || (0, _emberUtils.guidFor)(view);\n    }\n  }\n\n  var VIEW_ELEMENT = (0, _emberUtils.symbol)('VIEW_ELEMENT');\n\n  /**\n    @private\n    @method getViewElement\n    @param {Ember.View} view\n   */\n  function getViewElement(view) {\n    return view[VIEW_ELEMENT];\n  }\n\n  function initViewElement(view) {\n    view[VIEW_ELEMENT] = null;\n  }\n\n  function setViewElement(view, element) {\n    return view[VIEW_ELEMENT] = element;\n  }\n\n  var CHILD_VIEW_IDS = (0, _emberUtils.symbol)('CHILD_VIEW_IDS');\n\n  /**\n    @private\n    @method getChildViews\n    @param {Ember.View} view\n  */\n  function getChildViews(view) {\n    var owner = (0, _emberUtils.getOwner)(view);\n    var registry = owner.lookup('-view-registry:main');\n    return collectChildViews(view, registry);\n  }\n\n  function initChildViews(view) {\n    view[CHILD_VIEW_IDS] = [];\n  }\n\n  function addChildView(parent, child) {\n    parent[CHILD_VIEW_IDS].push(getViewId(child));\n  }\n\n  function collectChildViews(view, registry) {\n    var ids = [];\n    var views = [];\n\n    view[CHILD_VIEW_IDS].forEach(function (id) {\n      var view = registry[id];\n\n      if (view && !view.isDestroying && !view.isDestroyed && ids.indexOf(id) === -1) {\n        ids.push(id);\n        views.push(view);\n      }\n    });\n\n    view[CHILD_VIEW_IDS] = ids;\n\n    return views;\n  }\n\n  /**\n    @private\n    @method getViewBounds\n    @param {Ember.View} view\n  */\n  function getViewBounds(view) {\n    return view.renderer.getBounds(view);\n  }\n\n  /**\n    @private\n    @method getViewRange\n    @param {Ember.View} view\n  */\n  function getViewRange(view) {\n    var bounds = getViewBounds(view);\n\n    var range = document.createRange();\n    range.setStartBefore(bounds.firstNode);\n    range.setEndAfter(bounds.lastNode);\n\n    return range;\n  }\n\n  /**\n    `getViewClientRects` provides information about the position of the border\n    box edges of a view relative to the viewport.\n  \n    It is only intended to be used by development tools like the Ember Inspector\n    and may not work on older browsers.\n  \n    @private\n    @method getViewClientRects\n    @param {Ember.View} view\n  */\n  function getViewClientRects(view) {\n    var range = getViewRange(view);\n    return range.getClientRects();\n  }\n\n  /**\n    `getViewBoundingClientRect` provides information about the position of the\n    bounding border box edges of a view relative to the viewport.\n  \n    It is only intended to be used by development tools like the Ember Inspector\n    and may not work on older browsers.\n  \n    @private\n    @method getViewBoundingClientRect\n    @param {Ember.View} view\n  */\n  function getViewBoundingClientRect(view) {\n    var range = getViewRange(view);\n    return range.getBoundingClientRect();\n  }\n\n  /**\n    Determines if the element matches the specified selector.\n  \n    @private\n    @method matches\n    @param {DOMElement} el\n    @param {String} selector\n  */\n  var elMatches = exports.elMatches = typeof Element !== 'undefined' && (Element.prototype.matches || Element.prototype.matchesSelector || Element.prototype.mozMatchesSelector || Element.prototype.msMatchesSelector || Element.prototype.oMatchesSelector || Element.prototype.webkitMatchesSelector);\n\n  function matches(el, selector) {\n    return elMatches.call(el, selector);\n  }\n});","enifed('ember-views/utils/lookup-component', ['exports', 'ember-babel', 'container', 'ember/features'], function (exports, _emberBabel, _container, _features) {\n  'use strict';\n\n  exports.default = lookupComponent;\n\n  var _templateObject = (0, _emberBabel.taggedTemplateLiteralLoose)(['component:-default'], ['component:-default']);\n\n  function lookupModuleUnificationComponentPair(componentLookup, owner, name, options) {\n    var localComponent = componentLookup.componentFor(name, owner, options);\n    var localLayout = componentLookup.layoutFor(name, owner, options);\n\n    var globalComponent = componentLookup.componentFor(name, owner);\n    var globalLayout = componentLookup.layoutFor(name, owner);\n\n    var localAndUniqueComponent = !!localComponent && (!globalComponent || localComponent.class !== globalComponent.class);\n    var localAndUniqueLayout = !!localLayout && (!globalLayout || localLayout.meta.moduleName !== globalLayout.meta.moduleName);\n\n    if (localAndUniqueComponent && localAndUniqueLayout) {\n      return { layout: localLayout, component: localComponent };\n    }\n\n    if (localAndUniqueComponent && !localAndUniqueLayout) {\n      return { layout: null, component: localComponent };\n    }\n\n    var defaultComponentFactory = owner.factoryFor((0, _container.privatize)(_templateObject));\n\n    if (!localAndUniqueComponent && localAndUniqueLayout) {\n      return { layout: localLayout, component: defaultComponentFactory };\n    }\n\n    var component = globalComponent || globalLayout && defaultComponentFactory;\n    return { layout: globalLayout, component: component };\n  }\n\n  function lookupComponentPair(componentLookup, owner, name, options) {\n    if (_features.EMBER_MODULE_UNIFICATION) {\n      return lookupModuleUnificationComponentPair(componentLookup, owner, name, options);\n    }\n\n    var component = componentLookup.componentFor(name, owner, options);\n    var layout = componentLookup.layoutFor(name, owner, options);\n\n    var result = { layout: layout, component: component };\n\n    if (layout && !component) {\n      result.component = owner.factoryFor((0, _container.privatize)(_templateObject));\n    }\n\n    return result;\n  }\n\n  function lookupComponent(owner, name, options) {\n    var componentLookup = owner.lookup('component-lookup:main');\n\n    var source = options && options.source;\n\n    if (source) {\n      var localResult = lookupComponentPair(componentLookup, owner, name, options);\n\n      if (localResult.component || localResult.layout) {\n        return localResult;\n      }\n    }\n\n    return lookupComponentPair(componentLookup, owner, name);\n  }\n});","enifed('ember-views/views/core_view', ['exports', 'ember-runtime', 'ember-views/system/utils', 'ember-views/views/states'], function (exports, _emberRuntime, _utils, _states) {\n  'use strict';\n\n  /**\n    `Ember.CoreView` is an abstract class that exists to give view-like behavior\n    to both Ember's main view class `Ember.Component` and other classes that don't need\n    the full functionality of `Ember.Component`.\n  \n    Unless you have specific needs for `CoreView`, you will use `Ember.Component`\n    in your applications.\n  \n    @class CoreView\n    @namespace Ember\n    @extends EmberObject\n    @deprecated Use `Component` instead.\n    @uses Evented\n    @uses Ember.ActionHandler\n    @private\n  */\n  var CoreView = _emberRuntime.FrameworkObject.extend(_emberRuntime.Evented, _emberRuntime.ActionHandler, {\n    isView: true,\n\n    _states: (0, _states.cloneStates)(_states.states),\n\n    init: function () {\n      this._super.apply(this, arguments);\n      this._state = 'preRender';\n      this._currentState = this._states.preRender;\n\n      (0, _utils.initViewElement)(this);\n\n      if (!this.renderer) {\n        throw new Error('Cannot instantiate a component without a renderer. Please ensure that you are creating ' + this + ' with a proper container/registry.');\n      }\n    },\n\n\n    /**\n      If the view is currently inserted into the DOM of a parent view, this\n      property will point to the parent of the view.\n       @property parentView\n      @type Ember.View\n      @default null\n      @private\n    */\n    parentView: null,\n\n    instrumentDetails: function (hash) {\n      hash.object = this.toString();\n      hash.containerKey = this._debugContainerKey;\n      hash.view = this;\n      return hash;\n    },\n    trigger: function (name) {\n      for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        args[_key - 1] = arguments[_key];\n      }\n\n      this._super.apply(this, arguments);\n      var method = this[name];\n      if (typeof method === 'function') {\n        return method.apply(this, args);\n      }\n    },\n    has: function (name) {\n      return typeof this[name] === 'function' || this._super(name);\n    }\n  });\n\n  (0, _emberRuntime.deprecateUnderscoreActions)(CoreView);\n\n  CoreView.reopenClass({\n    isViewFactory: true\n  });\n\n  exports.default = CoreView;\n});","enifed('ember-views/views/states', ['exports', 'ember-utils', 'ember-views/views/states/default', 'ember-views/views/states/pre_render', 'ember-views/views/states/has_element', 'ember-views/views/states/in_dom', 'ember-views/views/states/destroying'], function (exports, _emberUtils, _default2, _pre_render, _has_element, _in_dom, _destroying) {\n  'use strict';\n\n  exports.states = undefined;\n  exports.cloneStates = cloneStates;\n  function cloneStates(from) {\n    var into = {};\n\n    into._default = {};\n    into.preRender = Object.create(into._default);\n    into.destroying = Object.create(into._default);\n    into.hasElement = Object.create(into._default);\n    into.inDOM = Object.create(into.hasElement);\n\n    for (var stateName in from) {\n      if (!from.hasOwnProperty(stateName)) {\n        continue;\n      }\n      (0, _emberUtils.assign)(into[stateName], from[stateName]);\n    }\n\n    return into;\n  }\n\n  /*\n    Describe how the specified actions should behave in the various\n    states that a view can exist in. Possible states:\n  \n    * preRender: when a view is first instantiated, and after its\n      element was destroyed, it is in the preRender state\n    * hasElement: the DOM representation of the view is created,\n      and is ready to be inserted\n    * inDOM: once a view has been inserted into the DOM it is in\n      the inDOM state. A view spends the vast majority of its\n      existence in this state.\n    * destroyed: once a view has been destroyed (using the destroy\n      method), it is in this state. No further actions can be invoked\n      on a destroyed view.\n  */\n  var states = exports.states = {\n    _default: _default2.default,\n    preRender: _pre_render.default,\n    inDOM: _in_dom.default,\n    hasElement: _has_element.default,\n    destroying: _destroying.default\n  };\n});","enifed('ember-views/views/states/default', ['exports', 'ember-debug'], function (exports, _emberDebug) {\n  'use strict';\n\n  exports.default = {\n    // appendChild is only legal while rendering the buffer.\n    appendChild: function () {\n      throw new _emberDebug.EmberError('You can\\'t use appendChild outside of the rendering process');\n    },\n\n\n    // Handle events from `Ember.EventDispatcher`\n    handleEvent: function () {\n      return true; // continue event propagation\n    },\n    rerender: function () {},\n    destroy: function () {}\n  };\n});","enifed('ember-views/views/states/destroying', ['exports', 'ember-utils', 'ember-debug', 'ember-views/views/states/default'], function (exports, _emberUtils, _emberDebug, _default2) {\n  'use strict';\n\n  var destroying = Object.create(_default2.default);\n\n  (0, _emberUtils.assign)(destroying, {\n    appendChild: function () {\n      throw new _emberDebug.Error('You can\\'t call appendChild on a view being destroyed');\n    },\n    rerender: function () {\n      throw new _emberDebug.Error('You can\\'t call rerender on a view being destroyed');\n    }\n  });\n\n  exports.default = destroying;\n});","enifed('ember-views/views/states/has_element', ['exports', 'ember-utils', 'ember-views/views/states/default', 'ember-metal'], function (exports, _emberUtils, _default2, _emberMetal) {\n  'use strict';\n\n  var hasElement = Object.create(_default2.default);\n\n  (0, _emberUtils.assign)(hasElement, {\n    rerender: function (view) {\n      view.renderer.rerender(view);\n    },\n    destroy: function (view) {\n      view.renderer.remove(view);\n    },\n    handleEvent: function (view, eventName, event) {\n      if (view.has(eventName)) {\n        // Handler should be able to re-dispatch events, so we don't\n        // preventDefault or stopPropagation.\n        return (0, _emberMetal.flaggedInstrument)('interaction.' + eventName, { event: event, view: view }, function () {\n          return _emberMetal.run.join(view, view.trigger, eventName, event);\n        });\n      } else {\n        return true; // continue event propagation\n      }\n    }\n  });\n\n  exports.default = hasElement;\n});","enifed('ember-views/views/states/in_dom', ['exports', 'ember-utils', 'ember-metal', 'ember-debug', 'ember-views/views/states/has_element'], function (exports, _emberUtils, _emberMetal, _emberDebug, _has_element) {\n  'use strict';\n\n  var inDOM = Object.create(_has_element.default);\n\n  (0, _emberUtils.assign)(inDOM, {\n    enter: function (view) {\n      // Register the view for event handling. This hash is used by\n      // Ember.EventDispatcher to dispatch incoming events.\n      view.renderer.register(view);\n\n      if (true) {\n        (0, _emberMetal._addBeforeObserver)(view, 'elementId', function () {\n          throw new _emberDebug.Error('Changing a view\\'s elementId after creation is not allowed');\n        });\n      }\n    },\n    exit: function (view) {\n      view.renderer.unregister(view);\n    }\n  });\n\n  exports.default = inDOM;\n});","enifed('ember-views/views/states/pre_render', ['exports', 'ember-views/views/states/default'], function (exports, _default2) {\n  'use strict';\n\n  exports.default = Object.create(_default2.default);\n});","enifed('ember/features', ['exports', 'ember-environment', 'ember-utils'], function (exports, _emberEnvironment, _emberUtils) {\n    'use strict';\n\n    exports.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER = exports.MANDATORY_SETTER = exports.GLIMMER_CUSTOM_COMPONENT_MANAGER = exports.EMBER_MODULE_UNIFICATION = exports.EMBER_ENGINES_MOUNT_PARAMS = exports.EMBER_ROUTING_ROUTER_SERVICE = exports.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER = exports.EMBER_METAL_WEAKMAP = exports.EMBER_IMPROVED_INSTRUMENTATION = exports.EMBER_LIBRARIES_ISREGISTERED = exports.FEATURES_STRIPPED_TEST = exports.FEATURES = exports.DEFAULT_FEATURES = undefined;\n    var DEFAULT_FEATURES = exports.DEFAULT_FEATURES = { \"features-stripped-test\": false, \"ember-libraries-isregistered\": false, \"ember-improved-instrumentation\": false, \"ember-metal-weakmap\": false, \"ember-glimmer-allow-backtracking-rerender\": false, \"ember-routing-router-service\": true, \"ember-engines-mount-params\": true, \"ember-module-unification\": false, \"glimmer-custom-component-manager\": false, \"mandatory-setter\": true, \"ember-glimmer-detect-backtracking-rerender\": true };\n    var FEATURES = exports.FEATURES = (0, _emberUtils.assign)(DEFAULT_FEATURES, _emberEnvironment.ENV.FEATURES);\n\n    var FEATURES_STRIPPED_TEST = exports.FEATURES_STRIPPED_TEST = FEATURES[\"features-stripped-test\"];\n    var EMBER_LIBRARIES_ISREGISTERED = exports.EMBER_LIBRARIES_ISREGISTERED = FEATURES[\"ember-libraries-isregistered\"];\n    var EMBER_IMPROVED_INSTRUMENTATION = exports.EMBER_IMPROVED_INSTRUMENTATION = FEATURES[\"ember-improved-instrumentation\"];\n    var EMBER_METAL_WEAKMAP = exports.EMBER_METAL_WEAKMAP = FEATURES[\"ember-metal-weakmap\"];\n    var EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER = exports.EMBER_GLIMMER_ALLOW_BACKTRACKING_RERENDER = FEATURES[\"ember-glimmer-allow-backtracking-rerender\"];\n    var EMBER_ROUTING_ROUTER_SERVICE = exports.EMBER_ROUTING_ROUTER_SERVICE = FEATURES[\"ember-routing-router-service\"];\n    var EMBER_ENGINES_MOUNT_PARAMS = exports.EMBER_ENGINES_MOUNT_PARAMS = FEATURES[\"ember-engines-mount-params\"];\n    var EMBER_MODULE_UNIFICATION = exports.EMBER_MODULE_UNIFICATION = FEATURES[\"ember-module-unification\"];\n    var GLIMMER_CUSTOM_COMPONENT_MANAGER = exports.GLIMMER_CUSTOM_COMPONENT_MANAGER = FEATURES[\"glimmer-custom-component-manager\"];\n    var MANDATORY_SETTER = exports.MANDATORY_SETTER = FEATURES[\"mandatory-setter\"];\n    var EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER = exports.EMBER_GLIMMER_DETECT_BACKTRACKING_RERENDER = FEATURES[\"ember-glimmer-detect-backtracking-rerender\"];\n});","enifed('ember/index', ['exports', 'require', 'ember-environment', 'node-module', 'ember-utils', 'container', 'ember-metal', 'ember/features', 'ember-debug', 'backburner', 'ember-console', 'ember-runtime', 'ember-glimmer', 'ember/version', 'ember-views', 'ember-routing', 'ember-application', 'ember-extension-support'], function (exports, _require2, _emberEnvironment, _nodeModule, _emberUtils, _container, _emberMetal, _features, _emberDebug, _backburner, _emberConsole, _emberRuntime, _emberGlimmer, _version, _emberViews, _emberRouting, _emberApplication, _emberExtensionSupport) {\n  'use strict';\n\n  exports.VERSION = undefined;\n\n\n  // ember-utils exports\n  _emberMetal.default.getOwner = _emberUtils.getOwner;\n\n  // ****ember-metal****\n\n\n  // ****ember-environment****\n\n  _emberMetal.default.setOwner = _emberUtils.setOwner;\n  _emberMetal.default.generateGuid = _emberUtils.generateGuid;\n  _emberMetal.default.GUID_KEY = _emberUtils.GUID_KEY;\n  _emberMetal.default.guidFor = _emberUtils.guidFor;\n  _emberMetal.default.inspect = _emberUtils.inspect;\n  _emberMetal.default.makeArray = _emberUtils.makeArray;\n  _emberMetal.default.canInvoke = _emberUtils.canInvoke;\n  _emberMetal.default.tryInvoke = _emberUtils.tryInvoke;\n  _emberMetal.default.wrap = _emberUtils.wrap;\n  _emberMetal.default.applyStr = _emberUtils.applyStr;\n  _emberMetal.default.uuid = _emberUtils.uuid;\n  _emberMetal.default.assign = _emberUtils.assign;\n\n  // container exports\n  _emberMetal.default.Container = _container.Container;\n  _emberMetal.default.Registry = _container.Registry;\n\n  // need to import this directly, to ensure the babel feature\n  // flag plugin works properly\n\n\n  var computed = _emberMetal.computed;\n  computed.alias = _emberMetal.alias;\n  _emberMetal.default.computed = computed;\n  _emberMetal.default.ComputedProperty = _emberMetal.ComputedProperty;\n  _emberMetal.default.cacheFor = _emberMetal.cacheFor;\n\n  _emberMetal.default.assert = _emberDebug.assert;\n  _emberMetal.default.warn = _emberDebug.warn;\n  _emberMetal.default.debug = _emberDebug.debug;\n  _emberMetal.default.deprecate = _emberDebug.deprecate;\n  _emberMetal.default.deprecateFunc = _emberDebug.deprecateFunc;\n  _emberMetal.default.runInDebug = _emberDebug.runInDebug;\n  /**\n    @public\n    @class Ember.Debug\n  */\n  _emberMetal.default.Debug = {\n    registerDeprecationHandler: _emberDebug.registerDeprecationHandler,\n    registerWarnHandler: _emberDebug.registerWarnHandler\n  };\n  _emberMetal.default.merge = _emberMetal.merge;\n\n  _emberMetal.default.instrument = _emberMetal.instrument;\n  _emberMetal.default.subscribe = _emberMetal.instrumentationSubscribe;\n  _emberMetal.default.Instrumentation = {\n    instrument: _emberMetal.instrument,\n    subscribe: _emberMetal.instrumentationSubscribe,\n    unsubscribe: _emberMetal.instrumentationUnsubscribe,\n    reset: _emberMetal.instrumentationReset\n  };\n\n  _emberMetal.default.Error = _emberDebug.Error;\n  _emberMetal.default.META_DESC = _emberMetal.META_DESC;\n  _emberMetal.default.meta = _emberMetal.meta;\n  _emberMetal.default.get = _emberMetal.get;\n  _emberMetal.default.getWithDefault = _emberMetal.getWithDefault;\n  _emberMetal.default._getPath = _emberMetal._getPath;\n  _emberMetal.default.set = _emberMetal.set;\n  _emberMetal.default.trySet = _emberMetal.trySet;\n  _emberMetal.default.FEATURES = _features.FEATURES;\n  _emberMetal.default.FEATURES.isEnabled = _emberDebug.isFeatureEnabled;\n  _emberMetal.default._Cache = _emberMetal.Cache;\n  _emberMetal.default.on = _emberMetal.on;\n  _emberMetal.default.addListener = _emberMetal.addListener;\n  _emberMetal.default.removeListener = _emberMetal.removeListener;\n  _emberMetal.default._suspendListener = _emberMetal.suspendListener;\n  _emberMetal.default._suspendListeners = _emberMetal.suspendListeners;\n  _emberMetal.default.sendEvent = _emberMetal.sendEvent;\n  _emberMetal.default.hasListeners = _emberMetal.hasListeners;\n  _emberMetal.default.watchedEvents = _emberMetal.watchedEvents;\n  _emberMetal.default.listenersFor = _emberMetal.listenersFor;\n  _emberMetal.default.isNone = _emberMetal.isNone;\n  _emberMetal.default.isEmpty = _emberMetal.isEmpty;\n  _emberMetal.default.isBlank = _emberMetal.isBlank;\n  _emberMetal.default.isPresent = _emberMetal.isPresent;\n  _emberMetal.default.run = _emberMetal.run;\n  _emberMetal.default._ObserverSet = _emberMetal.ObserverSet;\n  _emberMetal.default.propertyWillChange = _emberMetal.propertyWillChange;\n  _emberMetal.default.propertyDidChange = _emberMetal.propertyDidChange;\n  _emberMetal.default.overrideChains = _emberMetal.overrideChains;\n  _emberMetal.default.beginPropertyChanges = _emberMetal.beginPropertyChanges;\n  _emberMetal.default.endPropertyChanges = _emberMetal.endPropertyChanges;\n  _emberMetal.default.changeProperties = _emberMetal.changeProperties;\n  _emberMetal.default.platform = {\n    defineProperty: true,\n    hasPropertyAccessors: true\n  };\n  _emberMetal.default.defineProperty = _emberMetal.defineProperty;\n  _emberMetal.default.watchKey = _emberMetal.watchKey;\n  _emberMetal.default.unwatchKey = _emberMetal.unwatchKey;\n  _emberMetal.default.removeChainWatcher = _emberMetal.removeChainWatcher;\n  _emberMetal.default._ChainNode = _emberMetal.ChainNode;\n  _emberMetal.default.finishChains = _emberMetal.finishChains;\n  _emberMetal.default.watchPath = _emberMetal.watchPath;\n  _emberMetal.default.unwatchPath = _emberMetal.unwatchPath;\n  _emberMetal.default.watch = _emberMetal.watch;\n  _emberMetal.default.isWatching = _emberMetal.isWatching;\n  _emberMetal.default.unwatch = _emberMetal.unwatch;\n  _emberMetal.default.destroy = _emberMetal.deleteMeta;\n  _emberMetal.default.libraries = _emberMetal.libraries;\n  _emberMetal.default.OrderedSet = _emberMetal.OrderedSet;\n  _emberMetal.default.Map = _emberMetal.Map;\n  _emberMetal.default.MapWithDefault = _emberMetal.MapWithDefault;\n  _emberMetal.default.getProperties = _emberMetal.getProperties;\n  _emberMetal.default.setProperties = _emberMetal.setProperties;\n  _emberMetal.default.expandProperties = _emberMetal.expandProperties;\n  _emberMetal.default.NAME_KEY = _emberUtils.NAME_KEY;\n  _emberMetal.default.addObserver = _emberMetal.addObserver;\n  _emberMetal.default.observersFor = _emberMetal.observersFor;\n  _emberMetal.default.removeObserver = _emberMetal.removeObserver;\n  _emberMetal.default._suspendObserver = _emberMetal._suspendObserver;\n  _emberMetal.default._suspendObservers = _emberMetal._suspendObservers;\n  _emberMetal.default.required = _emberMetal.required;\n  _emberMetal.default.aliasMethod = _emberMetal.aliasMethod;\n  _emberMetal.default.observer = _emberMetal.observer;\n  _emberMetal.default.immediateObserver = _emberMetal._immediateObserver;\n  _emberMetal.default.mixin = _emberMetal.mixin;\n  _emberMetal.default.Mixin = _emberMetal.Mixin;\n  _emberMetal.default.bind = _emberMetal.bind;\n  _emberMetal.default.Binding = _emberMetal.Binding;\n  _emberMetal.default.isGlobalPath = _emberMetal.isGlobalPath;\n\n  if (_features.EMBER_METAL_WEAKMAP) {\n    _emberMetal.default.WeakMap = _emberMetal.WeakMap;\n  }\n\n  Object.defineProperty(_emberMetal.default, 'ENV', {\n    get: function () {\n      return _emberEnvironment.ENV;\n    },\n\n    enumerable: false\n  });\n\n  /**\n   The context that Ember searches for namespace instances on.\n  \n   @private\n   */\n  Object.defineProperty(_emberMetal.default, 'lookup', {\n    get: function () {\n      return _emberEnvironment.context.lookup;\n    },\n    set: function (value) {\n      _emberEnvironment.context.lookup = value;\n    },\n\n    enumerable: false\n  });\n\n  _emberMetal.default.EXTEND_PROTOTYPES = _emberEnvironment.ENV.EXTEND_PROTOTYPES;\n\n  // BACKWARDS COMPAT ACCESSORS FOR ENV FLAGS\n  Object.defineProperty(_emberMetal.default, 'LOG_STACKTRACE_ON_DEPRECATION', {\n    get: function () {\n      return _emberEnvironment.ENV.LOG_STACKTRACE_ON_DEPRECATION;\n    },\n    set: function (value) {\n      _emberEnvironment.ENV.LOG_STACKTRACE_ON_DEPRECATION = !!value;\n    },\n\n    enumerable: false\n  });\n\n  Object.defineProperty(_emberMetal.default, 'LOG_VERSION', {\n    get: function () {\n      return _emberEnvironment.ENV.LOG_VERSION;\n    },\n    set: function (value) {\n      _emberEnvironment.ENV.LOG_VERSION = !!value;\n    },\n\n    enumerable: false\n  });\n\n  if (true) {\n    Object.defineProperty(_emberMetal.default, 'MODEL_FACTORY_INJECTIONS', {\n      get: function () {\n        return false;\n      },\n      set: function (value) {\n        (true && !(false) && (0, _emberDebug.deprecate)('Ember.MODEL_FACTORY_INJECTIONS is no longer required', false, {\n          id: 'ember-metal.model_factory_injections',\n          until: '2.17.0',\n          url: 'https://emberjs.com/deprecations/v2.x/#toc_id-ember-metal-model_factory_injections'\n        }));\n      },\n\n      enumerable: false\n    });\n  }\n\n  Object.defineProperty(_emberMetal.default, 'LOG_BINDINGS', {\n    get: function () {\n      return _emberEnvironment.ENV.LOG_BINDINGS;\n    },\n    set: function (value) {\n      _emberEnvironment.ENV.LOG_BINDINGS = !!value;\n    },\n\n    enumerable: false\n  });\n\n  /**\n    A function may be assigned to `Ember.onerror` to be called when Ember\n    internals encounter an error. This is useful for specialized error handling\n    and reporting code.\n  \n    ```javascript\n    Ember.onerror = function(error) {\n      Em.$.ajax('/report-error', 'POST', {\n        stack: error.stack,\n        otherInformation: 'whatever app state you want to provide'\n      });\n    };\n    ```\n  \n    Internally, `Ember.onerror` is used as Backburner's error handler.\n  \n    @event onerror\n    @for Ember\n    @param {Exception} error the error object\n    @public\n  */\n  Object.defineProperty(_emberMetal.default, 'onerror', {\n    get: _emberMetal.getOnerror,\n    set: _emberMetal.setOnerror,\n    enumerable: false\n  });\n\n  /**\n    An empty function useful for some operations. Always returns `this`.\n  \n    @method K\n    @return {Object}\n    @public\n    @deprecated\n  */\n  function deprecatedEmberK() {\n    return this;\n  }\n\n  Object.defineProperty(_emberMetal.default, 'K', {\n    get: function () {\n      (true && !(false) && (0, _emberDebug.deprecate)('Ember.K is deprecated in favor of defining a function inline.', false, {\n        id: 'ember-metal.ember-k',\n        until: '3.0.0',\n        url: 'https://emberjs.com/deprecations/v2.x#toc_code-ember-k-code'\n      }));\n\n\n      return deprecatedEmberK;\n    }\n  });\n\n  Object.defineProperty(_emberMetal.default, 'testing', {\n    get: _emberDebug.isTesting,\n    set: _emberDebug.setTesting,\n    enumerable: false\n  });\n\n  _emberMetal.default._Backburner = _backburner.default;\n\n  _emberMetal.default.Logger = _emberConsole.default;\n\n  // ****ember-runtime****\n\n  _emberMetal.default.String = _emberRuntime.String;\n  _emberMetal.default.Object = _emberRuntime.Object;\n  _emberMetal.default._RegistryProxyMixin = _emberRuntime.RegistryProxyMixin;\n  _emberMetal.default._ContainerProxyMixin = _emberRuntime.ContainerProxyMixin;\n  _emberMetal.default.compare = _emberRuntime.compare;\n  _emberMetal.default.copy = _emberRuntime.copy;\n  _emberMetal.default.isEqual = _emberRuntime.isEqual;\n  _emberMetal.default.inject = _emberRuntime.inject;\n  _emberMetal.default.Array = _emberRuntime.Array;\n  _emberMetal.default.Comparable = _emberRuntime.Comparable;\n  _emberMetal.default.Enumerable = _emberRuntime.Enumerable;\n  _emberMetal.default.ArrayProxy = _emberRuntime.ArrayProxy;\n  _emberMetal.default.ObjectProxy = _emberRuntime.ObjectProxy;\n  _emberMetal.default.ActionHandler = _emberRuntime.ActionHandler;\n  _emberMetal.default.CoreObject = _emberRuntime.CoreObject;\n  _emberMetal.default.NativeArray = _emberRuntime.NativeArray;\n  _emberMetal.default.Copyable = _emberRuntime.Copyable;\n  _emberMetal.default.Freezable = _emberRuntime.Freezable;\n  _emberMetal.default.FROZEN_ERROR = _emberRuntime.FROZEN_ERROR;\n  _emberMetal.default.MutableEnumerable = _emberRuntime.MutableEnumerable;\n  _emberMetal.default.MutableArray = _emberRuntime.MutableArray;\n  _emberMetal.default.TargetActionSupport = _emberRuntime.TargetActionSupport;\n  _emberMetal.default.Evented = _emberRuntime.Evented;\n  _emberMetal.default.PromiseProxyMixin = _emberRuntime.PromiseProxyMixin;\n  _emberMetal.default.Observable = _emberRuntime.Observable;\n  _emberMetal.default.typeOf = _emberRuntime.typeOf;\n  _emberMetal.default.isArray = _emberRuntime.isArray;\n  _emberMetal.default.Object = _emberRuntime.Object;\n  _emberMetal.default.onLoad = _emberRuntime.onLoad;\n  _emberMetal.default.runLoadHooks = _emberRuntime.runLoadHooks;\n  _emberMetal.default.Controller = _emberRuntime.Controller;\n  _emberMetal.default.ControllerMixin = _emberRuntime.ControllerMixin;\n  _emberMetal.default.Service = _emberRuntime.Service;\n  _emberMetal.default._ProxyMixin = _emberRuntime._ProxyMixin;\n  _emberMetal.default.RSVP = _emberRuntime.RSVP;\n  _emberMetal.default.Namespace = _emberRuntime.Namespace;\n\n  // ES6TODO: this seems a less than ideal way/place to add properties to Ember.computed\n  computed.empty = _emberRuntime.empty;\n  computed.notEmpty = _emberRuntime.notEmpty;\n  computed.none = _emberRuntime.none;\n  computed.not = _emberRuntime.not;\n  computed.bool = _emberRuntime.bool;\n  computed.match = _emberRuntime.match;\n  computed.equal = _emberRuntime.equal;\n  computed.gt = _emberRuntime.gt;\n  computed.gte = _emberRuntime.gte;\n  computed.lt = _emberRuntime.lt;\n  computed.lte = _emberRuntime.lte;\n  computed.oneWay = _emberRuntime.oneWay;\n  computed.reads = _emberRuntime.oneWay;\n  computed.readOnly = _emberRuntime.readOnly;\n  computed.deprecatingAlias = _emberRuntime.deprecatingAlias;\n  computed.and = _emberRuntime.and;\n  computed.or = _emberRuntime.or;\n  computed.any = _emberRuntime.any;\n\n  computed.sum = _emberRuntime.sum;\n  computed.min = _emberRuntime.min;\n  computed.max = _emberRuntime.max;\n  computed.map = _emberRuntime.map;\n  computed.sort = _emberRuntime.sort;\n  computed.setDiff = _emberRuntime.setDiff;\n  computed.mapBy = _emberRuntime.mapBy;\n  computed.filter = _emberRuntime.filter;\n  computed.filterBy = _emberRuntime.filterBy;\n  computed.uniq = _emberRuntime.uniq;\n\n  computed.uniqBy = _emberRuntime.uniqBy;\n  computed.union = _emberRuntime.union;\n  computed.intersect = _emberRuntime.intersect;\n  computed.collect = _emberRuntime.collect;\n\n  /**\n    Defines the hash of localized strings for the current language. Used by\n    the `Ember.String.loc()` helper. To localize, add string values to this\n    hash.\n  \n    @property STRINGS\n    @for Ember\n    @type Object\n    @private\n  */\n  Object.defineProperty(_emberMetal.default, 'STRINGS', {\n    configurable: false,\n    get: _emberRuntime.getStrings,\n    set: _emberRuntime.setStrings\n  });\n\n  /**\n    Whether searching on the global for new Namespace instances is enabled.\n  \n    This is only exported here as to not break any addons.  Given the new\n    visit API, you will have issues if you treat this as a indicator of\n    booted.\n  \n    Internally this is only exposing a flag in Namespace.\n  \n    @property BOOTED\n    @for Ember\n    @type Boolean\n    @private\n  */\n  Object.defineProperty(_emberMetal.default, 'BOOTED', {\n    configurable: false,\n    enumerable: false,\n    get: _emberRuntime.isNamespaceSearchDisabled,\n    set: _emberRuntime.setNamespaceSearchDisabled\n  });\n\n  _emberMetal.default.Component = _emberGlimmer.Component;\n  _emberGlimmer.Helper.helper = _emberGlimmer.helper;\n  _emberMetal.default.Helper = _emberGlimmer.Helper;\n  _emberMetal.default.Checkbox = _emberGlimmer.Checkbox;\n  _emberMetal.default.TextField = _emberGlimmer.TextField;\n  _emberMetal.default.TextArea = _emberGlimmer.TextArea;\n  _emberMetal.default.LinkComponent = _emberGlimmer.LinkComponent;\n\n  if (_emberEnvironment.ENV.EXTEND_PROTOTYPES.String) {\n    String.prototype.htmlSafe = function () {\n      return (0, _emberGlimmer.htmlSafe)(this);\n    };\n  }\n\n  var EmberHandlebars = _emberMetal.default.Handlebars = _emberMetal.default.Handlebars || {};\n  var EmberHTMLBars = _emberMetal.default.HTMLBars = _emberMetal.default.HTMLBars || {};\n  var EmberHandleBarsUtils = EmberHandlebars.Utils = EmberHandlebars.Utils || {};\n\n  Object.defineProperty(EmberHandlebars, 'SafeString', {\n    get: _emberGlimmer._getSafeString\n  });\n\n  EmberHTMLBars.template = EmberHandlebars.template = _emberGlimmer.template;\n  EmberHandleBarsUtils.escapeExpression = _emberGlimmer.escapeExpression;\n  _emberRuntime.String.htmlSafe = _emberGlimmer.htmlSafe;\n\n  _emberRuntime.String.isHTMLSafe = _emberGlimmer.isHTMLSafe;\n\n  /**\n    Global hash of shared templates. This will automatically be populated\n    by the build tools so that you can store your Handlebars templates in\n    separate files that get loaded into JavaScript at buildtime.\n  \n    @property TEMPLATES\n    @for Ember\n    @type Object\n    @private\n  */\n  Object.defineProperty(_emberMetal.default, 'TEMPLATES', {\n    get: _emberGlimmer.getTemplates,\n    set: _emberGlimmer.setTemplates,\n    configurable: false,\n    enumerable: false\n  });\n\n  exports.VERSION = _version.default;\n\n\n  /**\n    The semantic version\n  \n    @property VERSION\n    @type String\n    @public\n  */\n  _emberMetal.default.VERSION = _version.default;\n\n  _emberMetal.libraries.registerCoreLibrary('Ember', _version.default);\n\n  // require the main entry points for each of these packages\n  // this is so that the global exports occur properly\n\n\n  _emberMetal.default.$ = _emberViews.jQuery;\n\n  _emberMetal.default.ViewTargetActionSupport = _emberViews.ViewTargetActionSupport;\n\n  _emberMetal.default.ViewUtils = {\n    isSimpleClick: _emberViews.isSimpleClick,\n    getViewElement: _emberViews.getViewElement,\n    getViewBounds: _emberViews.getViewBounds,\n    getViewClientRects: _emberViews.getViewClientRects,\n    getViewBoundingClientRect: _emberViews.getViewBoundingClientRect,\n    getRootViews: _emberViews.getRootViews,\n    getChildViews: _emberViews.getChildViews\n  };\n\n  _emberMetal.default.TextSupport = _emberViews.TextSupport;\n  _emberMetal.default.ComponentLookup = _emberViews.ComponentLookup;\n  _emberMetal.default.EventDispatcher = _emberViews.EventDispatcher;\n\n  _emberMetal.default.Location = _emberRouting.Location;\n  _emberMetal.default.AutoLocation = _emberRouting.AutoLocation;\n  _emberMetal.default.HashLocation = _emberRouting.HashLocation;\n  _emberMetal.default.HistoryLocation = _emberRouting.HistoryLocation;\n  _emberMetal.default.NoneLocation = _emberRouting.NoneLocation;\n  _emberMetal.default.controllerFor = _emberRouting.controllerFor;\n  _emberMetal.default.generateControllerFactory = _emberRouting.generateControllerFactory;\n  _emberMetal.default.generateController = _emberRouting.generateController;\n  _emberMetal.default.RouterDSL = _emberRouting.RouterDSL;\n  _emberMetal.default.Router = _emberRouting.Router;\n  _emberMetal.default.Route = _emberRouting.Route;\n\n  _emberMetal.default.Application = _emberApplication.Application;\n  _emberMetal.default.ApplicationInstance = _emberApplication.ApplicationInstance;\n  _emberMetal.default.Engine = _emberApplication.Engine;\n  _emberMetal.default.EngineInstance = _emberApplication.EngineInstance;\n  _emberMetal.default.DefaultResolver = _emberMetal.default.Resolver = _emberApplication.Resolver;\n\n  (0, _emberRuntime.runLoadHooks)('Ember.Application', _emberApplication.Application);\n\n  _emberMetal.default.DataAdapter = _emberExtensionSupport.DataAdapter;\n  _emberMetal.default.ContainerDebugAdapter = _emberExtensionSupport.ContainerDebugAdapter;\n\n  if ((0, _require2.has)('ember-template-compiler')) {\n    (0, _require2.default)('ember-template-compiler');\n  }\n\n  // do this to ensure that Ember.Test is defined properly on the global\n  // if it is present.\n  if ((0, _require2.has)('ember-testing')) {\n    var testing = (0, _require2.default)('ember-testing');\n\n    _emberMetal.default.Test = testing.Test;\n    _emberMetal.default.Test.Adapter = testing.Adapter;\n    _emberMetal.default.Test.QUnitAdapter = testing.QUnitAdapter;\n    _emberMetal.default.setupForTesting = testing.setupForTesting;\n  }\n\n  (0, _emberRuntime.runLoadHooks)('Ember');\n\n  /**\n    @module ember\n    @private\n  */\n  exports.default = _emberMetal.default;\n\n\n  /* globals module */\n  if (_nodeModule.IS_NODE) {\n    _nodeModule.module.exports = _emberMetal.default;\n  } else {\n    _emberEnvironment.context.exports.Ember = _emberEnvironment.context.exports.Em = _emberMetal.default;\n  }\n\n  /**\n   @module jquery\n   @public\n   */\n\n  /**\n   @class jquery\n   @public\n   @static\n   */\n\n  /**\n    Alias for jQuery\n  \n    @for jquery\n    @method $\n    @static\n    @public\n  */\n});","enifed(\"ember/version\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.default = \"2.18.2\";\n});","enifed(\"handlebars\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  // File ignored in coverage tests via setting in .istanbul.yml\n  /* Jison generated parser */\n  var handlebars = function () {\n    var parser = { trace: function trace() {},\n      yy: {},\n      symbols_: { \"error\": 2, \"root\": 3, \"program\": 4, \"EOF\": 5, \"program_repetition0\": 6, \"statement\": 7, \"mustache\": 8, \"block\": 9, \"rawBlock\": 10, \"partial\": 11, \"partialBlock\": 12, \"content\": 13, \"COMMENT\": 14, \"CONTENT\": 15, \"openRawBlock\": 16, \"rawBlock_repetition_plus0\": 17, \"END_RAW_BLOCK\": 18, \"OPEN_RAW_BLOCK\": 19, \"helperName\": 20, \"openRawBlock_repetition0\": 21, \"openRawBlock_option0\": 22, \"CLOSE_RAW_BLOCK\": 23, \"openBlock\": 24, \"block_option0\": 25, \"closeBlock\": 26, \"openInverse\": 27, \"block_option1\": 28, \"OPEN_BLOCK\": 29, \"openBlock_repetition0\": 30, \"openBlock_option0\": 31, \"openBlock_option1\": 32, \"CLOSE\": 33, \"OPEN_INVERSE\": 34, \"openInverse_repetition0\": 35, \"openInverse_option0\": 36, \"openInverse_option1\": 37, \"openInverseChain\": 38, \"OPEN_INVERSE_CHAIN\": 39, \"openInverseChain_repetition0\": 40, \"openInverseChain_option0\": 41, \"openInverseChain_option1\": 42, \"inverseAndProgram\": 43, \"INVERSE\": 44, \"inverseChain\": 45, \"inverseChain_option0\": 46, \"OPEN_ENDBLOCK\": 47, \"OPEN\": 48, \"mustache_repetition0\": 49, \"mustache_option0\": 50, \"OPEN_UNESCAPED\": 51, \"mustache_repetition1\": 52, \"mustache_option1\": 53, \"CLOSE_UNESCAPED\": 54, \"OPEN_PARTIAL\": 55, \"partialName\": 56, \"partial_repetition0\": 57, \"partial_option0\": 58, \"openPartialBlock\": 59, \"OPEN_PARTIAL_BLOCK\": 60, \"openPartialBlock_repetition0\": 61, \"openPartialBlock_option0\": 62, \"param\": 63, \"sexpr\": 64, \"OPEN_SEXPR\": 65, \"sexpr_repetition0\": 66, \"sexpr_option0\": 67, \"CLOSE_SEXPR\": 68, \"hash\": 69, \"hash_repetition_plus0\": 70, \"hashSegment\": 71, \"ID\": 72, \"EQUALS\": 73, \"blockParams\": 74, \"OPEN_BLOCK_PARAMS\": 75, \"blockParams_repetition_plus0\": 76, \"CLOSE_BLOCK_PARAMS\": 77, \"path\": 78, \"dataName\": 79, \"STRING\": 80, \"NUMBER\": 81, \"BOOLEAN\": 82, \"UNDEFINED\": 83, \"NULL\": 84, \"DATA\": 85, \"pathSegments\": 86, \"SEP\": 87, \"$accept\": 0, \"$end\": 1 },\n      terminals_: { 2: \"error\", 5: \"EOF\", 14: \"COMMENT\", 15: \"CONTENT\", 18: \"END_RAW_BLOCK\", 19: \"OPEN_RAW_BLOCK\", 23: \"CLOSE_RAW_BLOCK\", 29: \"OPEN_BLOCK\", 33: \"CLOSE\", 34: \"OPEN_INVERSE\", 39: \"OPEN_INVERSE_CHAIN\", 44: \"INVERSE\", 47: \"OPEN_ENDBLOCK\", 48: \"OPEN\", 51: \"OPEN_UNESCAPED\", 54: \"CLOSE_UNESCAPED\", 55: \"OPEN_PARTIAL\", 60: \"OPEN_PARTIAL_BLOCK\", 65: \"OPEN_SEXPR\", 68: \"CLOSE_SEXPR\", 72: \"ID\", 73: \"EQUALS\", 75: \"OPEN_BLOCK_PARAMS\", 77: \"CLOSE_BLOCK_PARAMS\", 80: \"STRING\", 81: \"NUMBER\", 82: \"BOOLEAN\", 83: \"UNDEFINED\", 84: \"NULL\", 85: \"DATA\", 87: \"SEP\" },\n      productions_: [0, [3, 2], [4, 1], [7, 1], [7, 1], [7, 1], [7, 1], [7, 1], [7, 1], [7, 1], [13, 1], [10, 3], [16, 5], [9, 4], [9, 4], [24, 6], [27, 6], [38, 6], [43, 2], [45, 3], [45, 1], [26, 3], [8, 5], [8, 5], [11, 5], [12, 3], [59, 5], [63, 1], [63, 1], [64, 5], [69, 1], [71, 3], [74, 3], [20, 1], [20, 1], [20, 1], [20, 1], [20, 1], [20, 1], [20, 1], [56, 1], [56, 1], [79, 2], [78, 1], [86, 3], [86, 1], [6, 0], [6, 2], [17, 1], [17, 2], [21, 0], [21, 2], [22, 0], [22, 1], [25, 0], [25, 1], [28, 0], [28, 1], [30, 0], [30, 2], [31, 0], [31, 1], [32, 0], [32, 1], [35, 0], [35, 2], [36, 0], [36, 1], [37, 0], [37, 1], [40, 0], [40, 2], [41, 0], [41, 1], [42, 0], [42, 1], [46, 0], [46, 1], [49, 0], [49, 2], [50, 0], [50, 1], [52, 0], [52, 2], [53, 0], [53, 1], [57, 0], [57, 2], [58, 0], [58, 1], [61, 0], [61, 2], [62, 0], [62, 1], [66, 0], [66, 2], [67, 0], [67, 1], [70, 1], [70, 2], [76, 1], [76, 2]],\n      performAction: function anonymous(yytext, yyleng, yylineno, yy, yystate, $$, _$\n      /**/) {\n\n        var $0 = $$.length - 1;\n        switch (yystate) {\n          case 1:\n            return $$[$0 - 1];\n            break;\n          case 2:\n            this.$ = yy.prepareProgram($$[$0]);\n            break;\n          case 3:\n            this.$ = $$[$0];\n            break;\n          case 4:\n            this.$ = $$[$0];\n            break;\n          case 5:\n            this.$ = $$[$0];\n            break;\n          case 6:\n            this.$ = $$[$0];\n            break;\n          case 7:\n            this.$ = $$[$0];\n            break;\n          case 8:\n            this.$ = $$[$0];\n            break;\n          case 9:\n            this.$ = {\n              type: 'CommentStatement',\n              value: yy.stripComment($$[$0]),\n              strip: yy.stripFlags($$[$0], $$[$0]),\n              loc: yy.locInfo(this._$)\n            };\n\n            break;\n          case 10:\n            this.$ = {\n              type: 'ContentStatement',\n              original: $$[$0],\n              value: $$[$0],\n              loc: yy.locInfo(this._$)\n            };\n\n            break;\n          case 11:\n            this.$ = yy.prepareRawBlock($$[$0 - 2], $$[$0 - 1], $$[$0], this._$);\n            break;\n          case 12:\n            this.$ = { path: $$[$0 - 3], params: $$[$0 - 2], hash: $$[$0 - 1] };\n            break;\n          case 13:\n            this.$ = yy.prepareBlock($$[$0 - 3], $$[$0 - 2], $$[$0 - 1], $$[$0], false, this._$);\n            break;\n          case 14:\n            this.$ = yy.prepareBlock($$[$0 - 3], $$[$0 - 2], $$[$0 - 1], $$[$0], true, this._$);\n            break;\n          case 15:\n            this.$ = { open: $$[$0 - 5], path: $$[$0 - 4], params: $$[$0 - 3], hash: $$[$0 - 2], blockParams: $$[$0 - 1], strip: yy.stripFlags($$[$0 - 5], $$[$0]) };\n            break;\n          case 16:\n            this.$ = { path: $$[$0 - 4], params: $$[$0 - 3], hash: $$[$0 - 2], blockParams: $$[$0 - 1], strip: yy.stripFlags($$[$0 - 5], $$[$0]) };\n            break;\n          case 17:\n            this.$ = { path: $$[$0 - 4], params: $$[$0 - 3], hash: $$[$0 - 2], blockParams: $$[$0 - 1], strip: yy.stripFlags($$[$0 - 5], $$[$0]) };\n            break;\n          case 18:\n            this.$ = { strip: yy.stripFlags($$[$0 - 1], $$[$0 - 1]), program: $$[$0] };\n            break;\n          case 19:\n            var inverse = yy.prepareBlock($$[$0 - 2], $$[$0 - 1], $$[$0], $$[$0], false, this._$),\n                program = yy.prepareProgram([inverse], $$[$0 - 1].loc);\n            program.chained = true;\n\n            this.$ = { strip: $$[$0 - 2].strip, program: program, chain: true };\n\n            break;\n          case 20:\n            this.$ = $$[$0];\n            break;\n          case 21:\n            this.$ = { path: $$[$0 - 1], strip: yy.stripFlags($$[$0 - 2], $$[$0]) };\n            break;\n          case 22:\n            this.$ = yy.prepareMustache($$[$0 - 3], $$[$0 - 2], $$[$0 - 1], $$[$0 - 4], yy.stripFlags($$[$0 - 4], $$[$0]), this._$);\n            break;\n          case 23:\n            this.$ = yy.prepareMustache($$[$0 - 3], $$[$0 - 2], $$[$0 - 1], $$[$0 - 4], yy.stripFlags($$[$0 - 4], $$[$0]), this._$);\n            break;\n          case 24:\n            this.$ = {\n              type: 'PartialStatement',\n              name: $$[$0 - 3],\n              params: $$[$0 - 2],\n              hash: $$[$0 - 1],\n              indent: '',\n              strip: yy.stripFlags($$[$0 - 4], $$[$0]),\n              loc: yy.locInfo(this._$)\n            };\n\n            break;\n          case 25:\n            this.$ = yy.preparePartialBlock($$[$0 - 2], $$[$0 - 1], $$[$0], this._$);\n            break;\n          case 26:\n            this.$ = { path: $$[$0 - 3], params: $$[$0 - 2], hash: $$[$0 - 1], strip: yy.stripFlags($$[$0 - 4], $$[$0]) };\n            break;\n          case 27:\n            this.$ = $$[$0];\n            break;\n          case 28:\n            this.$ = $$[$0];\n            break;\n          case 29:\n            this.$ = {\n              type: 'SubExpression',\n              path: $$[$0 - 3],\n              params: $$[$0 - 2],\n              hash: $$[$0 - 1],\n              loc: yy.locInfo(this._$)\n            };\n\n            break;\n          case 30:\n            this.$ = { type: 'Hash', pairs: $$[$0], loc: yy.locInfo(this._$) };\n            break;\n          case 31:\n            this.$ = { type: 'HashPair', key: yy.id($$[$0 - 2]), value: $$[$0], loc: yy.locInfo(this._$) };\n            break;\n          case 32:\n            this.$ = yy.id($$[$0 - 1]);\n            break;\n          case 33:\n            this.$ = $$[$0];\n            break;\n          case 34:\n            this.$ = $$[$0];\n            break;\n          case 35:\n            this.$ = { type: 'StringLiteral', value: $$[$0], original: $$[$0], loc: yy.locInfo(this._$) };\n            break;\n          case 36:\n            this.$ = { type: 'NumberLiteral', value: Number($$[$0]), original: Number($$[$0]), loc: yy.locInfo(this._$) };\n            break;\n          case 37:\n            this.$ = { type: 'BooleanLiteral', value: $$[$0] === 'true', original: $$[$0] === 'true', loc: yy.locInfo(this._$) };\n            break;\n          case 38:\n            this.$ = { type: 'UndefinedLiteral', original: undefined, value: undefined, loc: yy.locInfo(this._$) };\n            break;\n          case 39:\n            this.$ = { type: 'NullLiteral', original: null, value: null, loc: yy.locInfo(this._$) };\n            break;\n          case 40:\n            this.$ = $$[$0];\n            break;\n          case 41:\n            this.$ = $$[$0];\n            break;\n          case 42:\n            this.$ = yy.preparePath(true, $$[$0], this._$);\n            break;\n          case 43:\n            this.$ = yy.preparePath(false, $$[$0], this._$);\n            break;\n          case 44:\n            $$[$0 - 2].push({ part: yy.id($$[$0]), original: $$[$0], separator: $$[$0 - 1] });this.$ = $$[$0 - 2];\n            break;\n          case 45:\n            this.$ = [{ part: yy.id($$[$0]), original: $$[$0] }];\n            break;\n          case 46:\n            this.$ = [];\n            break;\n          case 47:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 48:\n            this.$ = [$$[$0]];\n            break;\n          case 49:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 50:\n            this.$ = [];\n            break;\n          case 51:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 58:\n            this.$ = [];\n            break;\n          case 59:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 64:\n            this.$ = [];\n            break;\n          case 65:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 70:\n            this.$ = [];\n            break;\n          case 71:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 78:\n            this.$ = [];\n            break;\n          case 79:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 82:\n            this.$ = [];\n            break;\n          case 83:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 86:\n            this.$ = [];\n            break;\n          case 87:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 90:\n            this.$ = [];\n            break;\n          case 91:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 94:\n            this.$ = [];\n            break;\n          case 95:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 98:\n            this.$ = [$$[$0]];\n            break;\n          case 99:\n            $$[$0 - 1].push($$[$0]);\n            break;\n          case 100:\n            this.$ = [$$[$0]];\n            break;\n          case 101:\n            $$[$0 - 1].push($$[$0]);\n            break;\n        }\n      },\n      table: [{ 3: 1, 4: 2, 5: [2, 46], 6: 3, 14: [2, 46], 15: [2, 46], 19: [2, 46], 29: [2, 46], 34: [2, 46], 48: [2, 46], 51: [2, 46], 55: [2, 46], 60: [2, 46] }, { 1: [3] }, { 5: [1, 4] }, { 5: [2, 2], 7: 5, 8: 6, 9: 7, 10: 8, 11: 9, 12: 10, 13: 11, 14: [1, 12], 15: [1, 20], 16: 17, 19: [1, 23], 24: 15, 27: 16, 29: [1, 21], 34: [1, 22], 39: [2, 2], 44: [2, 2], 47: [2, 2], 48: [1, 13], 51: [1, 14], 55: [1, 18], 59: 19, 60: [1, 24] }, { 1: [2, 1] }, { 5: [2, 47], 14: [2, 47], 15: [2, 47], 19: [2, 47], 29: [2, 47], 34: [2, 47], 39: [2, 47], 44: [2, 47], 47: [2, 47], 48: [2, 47], 51: [2, 47], 55: [2, 47], 60: [2, 47] }, { 5: [2, 3], 14: [2, 3], 15: [2, 3], 19: [2, 3], 29: [2, 3], 34: [2, 3], 39: [2, 3], 44: [2, 3], 47: [2, 3], 48: [2, 3], 51: [2, 3], 55: [2, 3], 60: [2, 3] }, { 5: [2, 4], 14: [2, 4], 15: [2, 4], 19: [2, 4], 29: [2, 4], 34: [2, 4], 39: [2, 4], 44: [2, 4], 47: [2, 4], 48: [2, 4], 51: [2, 4], 55: [2, 4], 60: [2, 4] }, { 5: [2, 5], 14: [2, 5], 15: [2, 5], 19: [2, 5], 29: [2, 5], 34: [2, 5], 39: [2, 5], 44: [2, 5], 47: [2, 5], 48: [2, 5], 51: [2, 5], 55: [2, 5], 60: [2, 5] }, { 5: [2, 6], 14: [2, 6], 15: [2, 6], 19: [2, 6], 29: [2, 6], 34: [2, 6], 39: [2, 6], 44: [2, 6], 47: [2, 6], 48: [2, 6], 51: [2, 6], 55: [2, 6], 60: [2, 6] }, { 5: [2, 7], 14: [2, 7], 15: [2, 7], 19: [2, 7], 29: [2, 7], 34: [2, 7], 39: [2, 7], 44: [2, 7], 47: [2, 7], 48: [2, 7], 51: [2, 7], 55: [2, 7], 60: [2, 7] }, { 5: [2, 8], 14: [2, 8], 15: [2, 8], 19: [2, 8], 29: [2, 8], 34: [2, 8], 39: [2, 8], 44: [2, 8], 47: [2, 8], 48: [2, 8], 51: [2, 8], 55: [2, 8], 60: [2, 8] }, { 5: [2, 9], 14: [2, 9], 15: [2, 9], 19: [2, 9], 29: [2, 9], 34: [2, 9], 39: [2, 9], 44: [2, 9], 47: [2, 9], 48: [2, 9], 51: [2, 9], 55: [2, 9], 60: [2, 9] }, { 20: 25, 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 20: 36, 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 4: 37, 6: 3, 14: [2, 46], 15: [2, 46], 19: [2, 46], 29: [2, 46], 34: [2, 46], 39: [2, 46], 44: [2, 46], 47: [2, 46], 48: [2, 46], 51: [2, 46], 55: [2, 46], 60: [2, 46] }, { 4: 38, 6: 3, 14: [2, 46], 15: [2, 46], 19: [2, 46], 29: [2, 46], 34: [2, 46], 44: [2, 46], 47: [2, 46], 48: [2, 46], 51: [2, 46], 55: [2, 46], 60: [2, 46] }, { 13: 40, 15: [1, 20], 17: 39 }, { 20: 42, 56: 41, 64: 43, 65: [1, 44], 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 4: 45, 6: 3, 14: [2, 46], 15: [2, 46], 19: [2, 46], 29: [2, 46], 34: [2, 46], 47: [2, 46], 48: [2, 46], 51: [2, 46], 55: [2, 46], 60: [2, 46] }, { 5: [2, 10], 14: [2, 10], 15: [2, 10], 18: [2, 10], 19: [2, 10], 29: [2, 10], 34: [2, 10], 39: [2, 10], 44: [2, 10], 47: [2, 10], 48: [2, 10], 51: [2, 10], 55: [2, 10], 60: [2, 10] }, { 20: 46, 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 20: 47, 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 20: 48, 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 20: 42, 56: 49, 64: 43, 65: [1, 44], 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 33: [2, 78], 49: 50, 65: [2, 78], 72: [2, 78], 80: [2, 78], 81: [2, 78], 82: [2, 78], 83: [2, 78], 84: [2, 78], 85: [2, 78] }, { 23: [2, 33], 33: [2, 33], 54: [2, 33], 65: [2, 33], 68: [2, 33], 72: [2, 33], 75: [2, 33], 80: [2, 33], 81: [2, 33], 82: [2, 33], 83: [2, 33], 84: [2, 33], 85: [2, 33] }, { 23: [2, 34], 33: [2, 34], 54: [2, 34], 65: [2, 34], 68: [2, 34], 72: [2, 34], 75: [2, 34], 80: [2, 34], 81: [2, 34], 82: [2, 34], 83: [2, 34], 84: [2, 34], 85: [2, 34] }, { 23: [2, 35], 33: [2, 35], 54: [2, 35], 65: [2, 35], 68: [2, 35], 72: [2, 35], 75: [2, 35], 80: [2, 35], 81: [2, 35], 82: [2, 35], 83: [2, 35], 84: [2, 35], 85: [2, 35] }, { 23: [2, 36], 33: [2, 36], 54: [2, 36], 65: [2, 36], 68: [2, 36], 72: [2, 36], 75: [2, 36], 80: [2, 36], 81: [2, 36], 82: [2, 36], 83: [2, 36], 84: [2, 36], 85: [2, 36] }, { 23: [2, 37], 33: [2, 37], 54: [2, 37], 65: [2, 37], 68: [2, 37], 72: [2, 37], 75: [2, 37], 80: [2, 37], 81: [2, 37], 82: [2, 37], 83: [2, 37], 84: [2, 37], 85: [2, 37] }, { 23: [2, 38], 33: [2, 38], 54: [2, 38], 65: [2, 38], 68: [2, 38], 72: [2, 38], 75: [2, 38], 80: [2, 38], 81: [2, 38], 82: [2, 38], 83: [2, 38], 84: [2, 38], 85: [2, 38] }, { 23: [2, 39], 33: [2, 39], 54: [2, 39], 65: [2, 39], 68: [2, 39], 72: [2, 39], 75: [2, 39], 80: [2, 39], 81: [2, 39], 82: [2, 39], 83: [2, 39], 84: [2, 39], 85: [2, 39] }, { 23: [2, 43], 33: [2, 43], 54: [2, 43], 65: [2, 43], 68: [2, 43], 72: [2, 43], 75: [2, 43], 80: [2, 43], 81: [2, 43], 82: [2, 43], 83: [2, 43], 84: [2, 43], 85: [2, 43], 87: [1, 51] }, { 72: [1, 35], 86: 52 }, { 23: [2, 45], 33: [2, 45], 54: [2, 45], 65: [2, 45], 68: [2, 45], 72: [2, 45], 75: [2, 45], 80: [2, 45], 81: [2, 45], 82: [2, 45], 83: [2, 45], 84: [2, 45], 85: [2, 45], 87: [2, 45] }, { 52: 53, 54: [2, 82], 65: [2, 82], 72: [2, 82], 80: [2, 82], 81: [2, 82], 82: [2, 82], 83: [2, 82], 84: [2, 82], 85: [2, 82] }, { 25: 54, 38: 56, 39: [1, 58], 43: 57, 44: [1, 59], 45: 55, 47: [2, 54] }, { 28: 60, 43: 61, 44: [1, 59], 47: [2, 56] }, { 13: 63, 15: [1, 20], 18: [1, 62] }, { 15: [2, 48], 18: [2, 48] }, { 33: [2, 86], 57: 64, 65: [2, 86], 72: [2, 86], 80: [2, 86], 81: [2, 86], 82: [2, 86], 83: [2, 86], 84: [2, 86], 85: [2, 86] }, { 33: [2, 40], 65: [2, 40], 72: [2, 40], 80: [2, 40], 81: [2, 40], 82: [2, 40], 83: [2, 40], 84: [2, 40], 85: [2, 40] }, { 33: [2, 41], 65: [2, 41], 72: [2, 41], 80: [2, 41], 81: [2, 41], 82: [2, 41], 83: [2, 41], 84: [2, 41], 85: [2, 41] }, { 20: 65, 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 26: 66, 47: [1, 67] }, { 30: 68, 33: [2, 58], 65: [2, 58], 72: [2, 58], 75: [2, 58], 80: [2, 58], 81: [2, 58], 82: [2, 58], 83: [2, 58], 84: [2, 58], 85: [2, 58] }, { 33: [2, 64], 35: 69, 65: [2, 64], 72: [2, 64], 75: [2, 64], 80: [2, 64], 81: [2, 64], 82: [2, 64], 83: [2, 64], 84: [2, 64], 85: [2, 64] }, { 21: 70, 23: [2, 50], 65: [2, 50], 72: [2, 50], 80: [2, 50], 81: [2, 50], 82: [2, 50], 83: [2, 50], 84: [2, 50], 85: [2, 50] }, { 33: [2, 90], 61: 71, 65: [2, 90], 72: [2, 90], 80: [2, 90], 81: [2, 90], 82: [2, 90], 83: [2, 90], 84: [2, 90], 85: [2, 90] }, { 20: 75, 33: [2, 80], 50: 72, 63: 73, 64: 76, 65: [1, 44], 69: 74, 70: 77, 71: 78, 72: [1, 79], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 72: [1, 80] }, { 23: [2, 42], 33: [2, 42], 54: [2, 42], 65: [2, 42], 68: [2, 42], 72: [2, 42], 75: [2, 42], 80: [2, 42], 81: [2, 42], 82: [2, 42], 83: [2, 42], 84: [2, 42], 85: [2, 42], 87: [1, 51] }, { 20: 75, 53: 81, 54: [2, 84], 63: 82, 64: 76, 65: [1, 44], 69: 83, 70: 77, 71: 78, 72: [1, 79], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 26: 84, 47: [1, 67] }, { 47: [2, 55] }, { 4: 85, 6: 3, 14: [2, 46], 15: [2, 46], 19: [2, 46], 29: [2, 46], 34: [2, 46], 39: [2, 46], 44: [2, 46], 47: [2, 46], 48: [2, 46], 51: [2, 46], 55: [2, 46], 60: [2, 46] }, { 47: [2, 20] }, { 20: 86, 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 4: 87, 6: 3, 14: [2, 46], 15: [2, 46], 19: [2, 46], 29: [2, 46], 34: [2, 46], 47: [2, 46], 48: [2, 46], 51: [2, 46], 55: [2, 46], 60: [2, 46] }, { 26: 88, 47: [1, 67] }, { 47: [2, 57] }, { 5: [2, 11], 14: [2, 11], 15: [2, 11], 19: [2, 11], 29: [2, 11], 34: [2, 11], 39: [2, 11], 44: [2, 11], 47: [2, 11], 48: [2, 11], 51: [2, 11], 55: [2, 11], 60: [2, 11] }, { 15: [2, 49], 18: [2, 49] }, { 20: 75, 33: [2, 88], 58: 89, 63: 90, 64: 76, 65: [1, 44], 69: 91, 70: 77, 71: 78, 72: [1, 79], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 65: [2, 94], 66: 92, 68: [2, 94], 72: [2, 94], 80: [2, 94], 81: [2, 94], 82: [2, 94], 83: [2, 94], 84: [2, 94], 85: [2, 94] }, { 5: [2, 25], 14: [2, 25], 15: [2, 25], 19: [2, 25], 29: [2, 25], 34: [2, 25], 39: [2, 25], 44: [2, 25], 47: [2, 25], 48: [2, 25], 51: [2, 25], 55: [2, 25], 60: [2, 25] }, { 20: 93, 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 20: 75, 31: 94, 33: [2, 60], 63: 95, 64: 76, 65: [1, 44], 69: 96, 70: 77, 71: 78, 72: [1, 79], 75: [2, 60], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 20: 75, 33: [2, 66], 36: 97, 63: 98, 64: 76, 65: [1, 44], 69: 99, 70: 77, 71: 78, 72: [1, 79], 75: [2, 66], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 20: 75, 22: 100, 23: [2, 52], 63: 101, 64: 76, 65: [1, 44], 69: 102, 70: 77, 71: 78, 72: [1, 79], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 20: 75, 33: [2, 92], 62: 103, 63: 104, 64: 76, 65: [1, 44], 69: 105, 70: 77, 71: 78, 72: [1, 79], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 33: [1, 106] }, { 33: [2, 79], 65: [2, 79], 72: [2, 79], 80: [2, 79], 81: [2, 79], 82: [2, 79], 83: [2, 79], 84: [2, 79], 85: [2, 79] }, { 33: [2, 81] }, { 23: [2, 27], 33: [2, 27], 54: [2, 27], 65: [2, 27], 68: [2, 27], 72: [2, 27], 75: [2, 27], 80: [2, 27], 81: [2, 27], 82: [2, 27], 83: [2, 27], 84: [2, 27], 85: [2, 27] }, { 23: [2, 28], 33: [2, 28], 54: [2, 28], 65: [2, 28], 68: [2, 28], 72: [2, 28], 75: [2, 28], 80: [2, 28], 81: [2, 28], 82: [2, 28], 83: [2, 28], 84: [2, 28], 85: [2, 28] }, { 23: [2, 30], 33: [2, 30], 54: [2, 30], 68: [2, 30], 71: 107, 72: [1, 108], 75: [2, 30] }, { 23: [2, 98], 33: [2, 98], 54: [2, 98], 68: [2, 98], 72: [2, 98], 75: [2, 98] }, { 23: [2, 45], 33: [2, 45], 54: [2, 45], 65: [2, 45], 68: [2, 45], 72: [2, 45], 73: [1, 109], 75: [2, 45], 80: [2, 45], 81: [2, 45], 82: [2, 45], 83: [2, 45], 84: [2, 45], 85: [2, 45], 87: [2, 45] }, { 23: [2, 44], 33: [2, 44], 54: [2, 44], 65: [2, 44], 68: [2, 44], 72: [2, 44], 75: [2, 44], 80: [2, 44], 81: [2, 44], 82: [2, 44], 83: [2, 44], 84: [2, 44], 85: [2, 44], 87: [2, 44] }, { 54: [1, 110] }, { 54: [2, 83], 65: [2, 83], 72: [2, 83], 80: [2, 83], 81: [2, 83], 82: [2, 83], 83: [2, 83], 84: [2, 83], 85: [2, 83] }, { 54: [2, 85] }, { 5: [2, 13], 14: [2, 13], 15: [2, 13], 19: [2, 13], 29: [2, 13], 34: [2, 13], 39: [2, 13], 44: [2, 13], 47: [2, 13], 48: [2, 13], 51: [2, 13], 55: [2, 13], 60: [2, 13] }, { 38: 56, 39: [1, 58], 43: 57, 44: [1, 59], 45: 112, 46: 111, 47: [2, 76] }, { 33: [2, 70], 40: 113, 65: [2, 70], 72: [2, 70], 75: [2, 70], 80: [2, 70], 81: [2, 70], 82: [2, 70], 83: [2, 70], 84: [2, 70], 85: [2, 70] }, { 47: [2, 18] }, { 5: [2, 14], 14: [2, 14], 15: [2, 14], 19: [2, 14], 29: [2, 14], 34: [2, 14], 39: [2, 14], 44: [2, 14], 47: [2, 14], 48: [2, 14], 51: [2, 14], 55: [2, 14], 60: [2, 14] }, { 33: [1, 114] }, { 33: [2, 87], 65: [2, 87], 72: [2, 87], 80: [2, 87], 81: [2, 87], 82: [2, 87], 83: [2, 87], 84: [2, 87], 85: [2, 87] }, { 33: [2, 89] }, { 20: 75, 63: 116, 64: 76, 65: [1, 44], 67: 115, 68: [2, 96], 69: 117, 70: 77, 71: 78, 72: [1, 79], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 33: [1, 118] }, { 32: 119, 33: [2, 62], 74: 120, 75: [1, 121] }, { 33: [2, 59], 65: [2, 59], 72: [2, 59], 75: [2, 59], 80: [2, 59], 81: [2, 59], 82: [2, 59], 83: [2, 59], 84: [2, 59], 85: [2, 59] }, { 33: [2, 61], 75: [2, 61] }, { 33: [2, 68], 37: 122, 74: 123, 75: [1, 121] }, { 33: [2, 65], 65: [2, 65], 72: [2, 65], 75: [2, 65], 80: [2, 65], 81: [2, 65], 82: [2, 65], 83: [2, 65], 84: [2, 65], 85: [2, 65] }, { 33: [2, 67], 75: [2, 67] }, { 23: [1, 124] }, { 23: [2, 51], 65: [2, 51], 72: [2, 51], 80: [2, 51], 81: [2, 51], 82: [2, 51], 83: [2, 51], 84: [2, 51], 85: [2, 51] }, { 23: [2, 53] }, { 33: [1, 125] }, { 33: [2, 91], 65: [2, 91], 72: [2, 91], 80: [2, 91], 81: [2, 91], 82: [2, 91], 83: [2, 91], 84: [2, 91], 85: [2, 91] }, { 33: [2, 93] }, { 5: [2, 22], 14: [2, 22], 15: [2, 22], 19: [2, 22], 29: [2, 22], 34: [2, 22], 39: [2, 22], 44: [2, 22], 47: [2, 22], 48: [2, 22], 51: [2, 22], 55: [2, 22], 60: [2, 22] }, { 23: [2, 99], 33: [2, 99], 54: [2, 99], 68: [2, 99], 72: [2, 99], 75: [2, 99] }, { 73: [1, 109] }, { 20: 75, 63: 126, 64: 76, 65: [1, 44], 72: [1, 35], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 5: [2, 23], 14: [2, 23], 15: [2, 23], 19: [2, 23], 29: [2, 23], 34: [2, 23], 39: [2, 23], 44: [2, 23], 47: [2, 23], 48: [2, 23], 51: [2, 23], 55: [2, 23], 60: [2, 23] }, { 47: [2, 19] }, { 47: [2, 77] }, { 20: 75, 33: [2, 72], 41: 127, 63: 128, 64: 76, 65: [1, 44], 69: 129, 70: 77, 71: 78, 72: [1, 79], 75: [2, 72], 78: 26, 79: 27, 80: [1, 28], 81: [1, 29], 82: [1, 30], 83: [1, 31], 84: [1, 32], 85: [1, 34], 86: 33 }, { 5: [2, 24], 14: [2, 24], 15: [2, 24], 19: [2, 24], 29: [2, 24], 34: [2, 24], 39: [2, 24], 44: [2, 24], 47: [2, 24], 48: [2, 24], 51: [2, 24], 55: [2, 24], 60: [2, 24] }, { 68: [1, 130] }, { 65: [2, 95], 68: [2, 95], 72: [2, 95], 80: [2, 95], 81: [2, 95], 82: [2, 95], 83: [2, 95], 84: [2, 95], 85: [2, 95] }, { 68: [2, 97] }, { 5: [2, 21], 14: [2, 21], 15: [2, 21], 19: [2, 21], 29: [2, 21], 34: [2, 21], 39: [2, 21], 44: [2, 21], 47: [2, 21], 48: [2, 21], 51: [2, 21], 55: [2, 21], 60: [2, 21] }, { 33: [1, 131] }, { 33: [2, 63] }, { 72: [1, 133], 76: 132 }, { 33: [1, 134] }, { 33: [2, 69] }, { 15: [2, 12] }, { 14: [2, 26], 15: [2, 26], 19: [2, 26], 29: [2, 26], 34: [2, 26], 47: [2, 26], 48: [2, 26], 51: [2, 26], 55: [2, 26], 60: [2, 26] }, { 23: [2, 31], 33: [2, 31], 54: [2, 31], 68: [2, 31], 72: [2, 31], 75: [2, 31] }, { 33: [2, 74], 42: 135, 74: 136, 75: [1, 121] }, { 33: [2, 71], 65: [2, 71], 72: [2, 71], 75: [2, 71], 80: [2, 71], 81: [2, 71], 82: [2, 71], 83: [2, 71], 84: [2, 71], 85: [2, 71] }, { 33: [2, 73], 75: [2, 73] }, { 23: [2, 29], 33: [2, 29], 54: [2, 29], 65: [2, 29], 68: [2, 29], 72: [2, 29], 75: [2, 29], 80: [2, 29], 81: [2, 29], 82: [2, 29], 83: [2, 29], 84: [2, 29], 85: [2, 29] }, { 14: [2, 15], 15: [2, 15], 19: [2, 15], 29: [2, 15], 34: [2, 15], 39: [2, 15], 44: [2, 15], 47: [2, 15], 48: [2, 15], 51: [2, 15], 55: [2, 15], 60: [2, 15] }, { 72: [1, 138], 77: [1, 137] }, { 72: [2, 100], 77: [2, 100] }, { 14: [2, 16], 15: [2, 16], 19: [2, 16], 29: [2, 16], 34: [2, 16], 44: [2, 16], 47: [2, 16], 48: [2, 16], 51: [2, 16], 55: [2, 16], 60: [2, 16] }, { 33: [1, 139] }, { 33: [2, 75] }, { 33: [2, 32] }, { 72: [2, 101], 77: [2, 101] }, { 14: [2, 17], 15: [2, 17], 19: [2, 17], 29: [2, 17], 34: [2, 17], 39: [2, 17], 44: [2, 17], 47: [2, 17], 48: [2, 17], 51: [2, 17], 55: [2, 17], 60: [2, 17] }],\n      defaultActions: { 4: [2, 1], 55: [2, 55], 57: [2, 20], 61: [2, 57], 74: [2, 81], 83: [2, 85], 87: [2, 18], 91: [2, 89], 102: [2, 53], 105: [2, 93], 111: [2, 19], 112: [2, 77], 117: [2, 97], 120: [2, 63], 123: [2, 69], 124: [2, 12], 136: [2, 75], 137: [2, 32] },\n      parseError: function parseError(str, hash) {\n        throw new Error(str);\n      },\n      parse: function parse(input) {\n        var self = this,\n            stack = [0],\n            vstack = [null],\n            lstack = [],\n            table = this.table,\n            yytext = \"\",\n            yylineno = 0,\n            yyleng = 0,\n            recovering = 0,\n            TERROR = 2,\n            EOF = 1;\n        this.lexer.setInput(input);\n        this.lexer.yy = this.yy;\n        this.yy.lexer = this.lexer;\n        this.yy.parser = this;\n        if (typeof this.lexer.yylloc == \"undefined\") this.lexer.yylloc = {};\n        var yyloc = this.lexer.yylloc;\n        lstack.push(yyloc);\n        var ranges = this.lexer.options && this.lexer.options.ranges;\n        if (typeof this.yy.parseError === \"function\") this.parseError = this.yy.parseError;\n        function lex() {\n          var token;\n          token = self.lexer.lex() || 1;\n          if (typeof token !== \"number\") {\n            token = self.symbols_[token] || token;\n          }\n          return token;\n        }\n        var symbol,\n            preErrorSymbol,\n            state,\n            action,\n            a,\n            r,\n            yyval = {},\n            p,\n            len,\n            newState,\n            expected;\n        while (true) {\n          state = stack[stack.length - 1];\n          if (this.defaultActions[state]) {\n            action = this.defaultActions[state];\n          } else {\n            if (symbol === null || typeof symbol == \"undefined\") {\n              symbol = lex();\n            }\n            action = table[state] && table[state][symbol];\n          }\n          if (typeof action === \"undefined\" || !action.length || !action[0]) {\n            var errStr = \"\";\n            if (!recovering) {\n              expected = [];\n              for (p in table[state]) {\n                if (this.terminals_[p] && p > 2) {\n                  expected.push(\"'\" + this.terminals_[p] + \"'\");\n                }\n              }if (this.lexer.showPosition) {\n                errStr = \"Parse error on line \" + (yylineno + 1) + \":\\n\" + this.lexer.showPosition() + \"\\nExpecting \" + expected.join(\", \") + \", got '\" + (this.terminals_[symbol] || symbol) + \"'\";\n              } else {\n                errStr = \"Parse error on line \" + (yylineno + 1) + \": Unexpected \" + (symbol == 1 ? \"end of input\" : \"'\" + (this.terminals_[symbol] || symbol) + \"'\");\n              }\n              this.parseError(errStr, { text: this.lexer.match, token: this.terminals_[symbol] || symbol, line: this.lexer.yylineno, loc: yyloc, expected: expected });\n            }\n          }\n          if (action[0] instanceof Array && action.length > 1) {\n            throw new Error(\"Parse Error: multiple actions possible at state: \" + state + \", token: \" + symbol);\n          }\n          switch (action[0]) {\n            case 1:\n              stack.push(symbol);\n              vstack.push(this.lexer.yytext);\n              lstack.push(this.lexer.yylloc);\n              stack.push(action[1]);\n              symbol = null;\n              if (!preErrorSymbol) {\n                yyleng = this.lexer.yyleng;\n                yytext = this.lexer.yytext;\n                yylineno = this.lexer.yylineno;\n                yyloc = this.lexer.yylloc;\n                if (recovering > 0) recovering--;\n              } else {\n                symbol = preErrorSymbol;\n                preErrorSymbol = null;\n              }\n              break;\n            case 2:\n              len = this.productions_[action[1]][1];\n              yyval.$ = vstack[vstack.length - len];\n              yyval._$ = { first_line: lstack[lstack.length - (len || 1)].first_line, last_line: lstack[lstack.length - 1].last_line, first_column: lstack[lstack.length - (len || 1)].first_column, last_column: lstack[lstack.length - 1].last_column };\n              if (ranges) {\n                yyval._$.range = [lstack[lstack.length - (len || 1)].range[0], lstack[lstack.length - 1].range[1]];\n              }\n              r = this.performAction.call(yyval, yytext, yyleng, yylineno, this.yy, action[1], vstack, lstack);\n              if (typeof r !== \"undefined\") {\n                return r;\n              }\n              if (len) {\n                stack = stack.slice(0, -1 * len * 2);\n                vstack = vstack.slice(0, -1 * len);\n                lstack = lstack.slice(0, -1 * len);\n              }\n              stack.push(this.productions_[action[1]][0]);\n              vstack.push(yyval.$);\n              lstack.push(yyval._$);\n              newState = table[stack[stack.length - 2]][stack[stack.length - 1]];\n              stack.push(newState);\n              break;\n            case 3:\n              return true;\n          }\n        }\n        return true;\n      }\n    };\n    /* Jison generated lexer */\n    var lexer = function () {\n      var lexer = { EOF: 1,\n        parseError: function parseError(str, hash) {\n          if (this.yy.parser) {\n            this.yy.parser.parseError(str, hash);\n          } else {\n            throw new Error(str);\n          }\n        },\n        setInput: function (input) {\n          this._input = input;\n          this._more = this._less = this.done = false;\n          this.yylineno = this.yyleng = 0;\n          this.yytext = this.matched = this.match = '';\n          this.conditionStack = ['INITIAL'];\n          this.yylloc = { first_line: 1, first_column: 0, last_line: 1, last_column: 0 };\n          if (this.options.ranges) this.yylloc.range = [0, 0];\n          this.offset = 0;\n          return this;\n        },\n        input: function () {\n          var ch = this._input[0];\n          this.yytext += ch;\n          this.yyleng++;\n          this.offset++;\n          this.match += ch;\n          this.matched += ch;\n          var lines = ch.match(/(?:\\r\\n?|\\n).*/g);\n          if (lines) {\n            this.yylineno++;\n            this.yylloc.last_line++;\n          } else {\n            this.yylloc.last_column++;\n          }\n          if (this.options.ranges) this.yylloc.range[1]++;\n\n          this._input = this._input.slice(1);\n          return ch;\n        },\n        unput: function (ch) {\n          var len = ch.length;\n          var lines = ch.split(/(?:\\r\\n?|\\n)/g);\n\n          this._input = ch + this._input;\n          this.yytext = this.yytext.substr(0, this.yytext.length - len - 1);\n          //this.yyleng -= len;\n          this.offset -= len;\n          var oldLines = this.match.split(/(?:\\r\\n?|\\n)/g);\n          this.match = this.match.substr(0, this.match.length - 1);\n          this.matched = this.matched.substr(0, this.matched.length - 1);\n\n          if (lines.length - 1) this.yylineno -= lines.length - 1;\n          var r = this.yylloc.range;\n\n          this.yylloc = { first_line: this.yylloc.first_line,\n            last_line: this.yylineno + 1,\n            first_column: this.yylloc.first_column,\n            last_column: lines ? (lines.length === oldLines.length ? this.yylloc.first_column : 0) + oldLines[oldLines.length - lines.length].length - lines[0].length : this.yylloc.first_column - len\n          };\n\n          if (this.options.ranges) {\n            this.yylloc.range = [r[0], r[0] + this.yyleng - len];\n          }\n          return this;\n        },\n        more: function () {\n          this._more = true;\n          return this;\n        },\n        less: function (n) {\n          this.unput(this.match.slice(n));\n        },\n        pastInput: function () {\n          var past = this.matched.substr(0, this.matched.length - this.match.length);\n          return (past.length > 20 ? '...' : '') + past.substr(-20).replace(/\\n/g, \"\");\n        },\n        upcomingInput: function () {\n          var next = this.match;\n          if (next.length < 20) {\n            next += this._input.substr(0, 20 - next.length);\n          }\n          return (next.substr(0, 20) + (next.length > 20 ? '...' : '')).replace(/\\n/g, \"\");\n        },\n        showPosition: function () {\n          var pre = this.pastInput();\n          var c = new Array(pre.length + 1).join(\"-\");\n          return pre + this.upcomingInput() + \"\\n\" + c + \"^\";\n        },\n        next: function () {\n          if (this.done) {\n            return this.EOF;\n          }\n          if (!this._input) this.done = true;\n\n          var token, match, tempMatch, index, col, lines;\n          if (!this._more) {\n            this.yytext = '';\n            this.match = '';\n          }\n          var rules = this._currentRules();\n          for (var i = 0; i < rules.length; i++) {\n            tempMatch = this._input.match(this.rules[rules[i]]);\n            if (tempMatch && (!match || tempMatch[0].length > match[0].length)) {\n              match = tempMatch;\n              index = i;\n              if (!this.options.flex) break;\n            }\n          }\n          if (match) {\n            lines = match[0].match(/(?:\\r\\n?|\\n).*/g);\n            if (lines) this.yylineno += lines.length;\n            this.yylloc = { first_line: this.yylloc.last_line,\n              last_line: this.yylineno + 1,\n              first_column: this.yylloc.last_column,\n              last_column: lines ? lines[lines.length - 1].length - lines[lines.length - 1].match(/\\r?\\n?/)[0].length : this.yylloc.last_column + match[0].length };\n            this.yytext += match[0];\n            this.match += match[0];\n            this.matches = match;\n            this.yyleng = this.yytext.length;\n            if (this.options.ranges) {\n              this.yylloc.range = [this.offset, this.offset += this.yyleng];\n            }\n            this._more = false;\n            this._input = this._input.slice(match[0].length);\n            this.matched += match[0];\n            token = this.performAction.call(this, this.yy, this, rules[index], this.conditionStack[this.conditionStack.length - 1]);\n            if (this.done && this._input) this.done = false;\n            if (token) return token;else return;\n          }\n          if (this._input === \"\") {\n            return this.EOF;\n          } else {\n            return this.parseError('Lexical error on line ' + (this.yylineno + 1) + '. Unrecognized text.\\n' + this.showPosition(), { text: \"\", token: null, line: this.yylineno });\n          }\n        },\n        lex: function lex() {\n          var r = this.next();\n          if (typeof r !== 'undefined') {\n            return r;\n          } else {\n            return this.lex();\n          }\n        },\n        begin: function begin(condition) {\n          this.conditionStack.push(condition);\n        },\n        popState: function popState() {\n          return this.conditionStack.pop();\n        },\n        _currentRules: function _currentRules() {\n          return this.conditions[this.conditionStack[this.conditionStack.length - 1]].rules;\n        },\n        topState: function () {\n          return this.conditionStack[this.conditionStack.length - 2];\n        },\n        pushState: function begin(condition) {\n          this.begin(condition);\n        } };\n      lexer.options = {};\n      lexer.performAction = function anonymous(yy, yy_, $avoiding_name_collisions, YY_START\n      /**/) {\n\n        function strip(start, end) {\n          return yy_.yytext = yy_.yytext.substr(start, yy_.yyleng - end);\n        }\n\n        var YYSTATE = YY_START;\n        switch ($avoiding_name_collisions) {\n          case 0:\n            if (yy_.yytext.slice(-2) === \"\\\\\\\\\") {\n              strip(0, 1);\n              this.begin(\"mu\");\n            } else if (yy_.yytext.slice(-1) === \"\\\\\") {\n              strip(0, 1);\n              this.begin(\"emu\");\n            } else {\n              this.begin(\"mu\");\n            }\n            if (yy_.yytext) return 15;\n\n            break;\n          case 1:\n            return 15;\n            break;\n          case 2:\n            this.popState();\n            return 15;\n\n            break;\n          case 3:\n            this.begin('raw');return 15;\n            break;\n          case 4:\n            this.popState();\n            // Should be using `this.topState()` below, but it currently\n            // returns the second top instead of the first top. Opened an\n            // issue about it at https://github.com/zaach/jison/issues/291\n            if (this.conditionStack[this.conditionStack.length - 1] === 'raw') {\n              return 15;\n            } else {\n              yy_.yytext = yy_.yytext.substr(5, yy_.yyleng - 9);\n              return 'END_RAW_BLOCK';\n            }\n\n            break;\n          case 5:\n            return 15;\n            break;\n          case 6:\n            this.popState();\n            return 14;\n\n            break;\n          case 7:\n            return 65;\n            break;\n          case 8:\n            return 68;\n            break;\n          case 9:\n            return 19;\n            break;\n          case 10:\n            this.popState();\n            this.begin('raw');\n            return 23;\n\n            break;\n          case 11:\n            return 55;\n            break;\n          case 12:\n            return 60;\n            break;\n          case 13:\n            return 29;\n            break;\n          case 14:\n            return 47;\n            break;\n          case 15:\n            this.popState();return 44;\n            break;\n          case 16:\n            this.popState();return 44;\n            break;\n          case 17:\n            return 34;\n            break;\n          case 18:\n            return 39;\n            break;\n          case 19:\n            return 51;\n            break;\n          case 20:\n            return 48;\n            break;\n          case 21:\n            this.unput(yy_.yytext);\n            this.popState();\n            this.begin('com');\n\n            break;\n          case 22:\n            this.popState();\n            return 14;\n\n            break;\n          case 23:\n            return 48;\n            break;\n          case 24:\n            return 73;\n            break;\n          case 25:\n            return 72;\n            break;\n          case 26:\n            return 72;\n            break;\n          case 27:\n            return 87;\n            break;\n          case 28:\n            // ignore whitespace\n            break;\n          case 29:\n            this.popState();return 54;\n            break;\n          case 30:\n            this.popState();return 33;\n            break;\n          case 31:\n            yy_.yytext = strip(1, 2).replace(/\\\\\"/g, '\"');return 80;\n            break;\n          case 32:\n            yy_.yytext = strip(1, 2).replace(/\\\\'/g, \"'\");return 80;\n            break;\n          case 33:\n            return 85;\n            break;\n          case 34:\n            return 82;\n            break;\n          case 35:\n            return 82;\n            break;\n          case 36:\n            return 83;\n            break;\n          case 37:\n            return 84;\n            break;\n          case 38:\n            return 81;\n            break;\n          case 39:\n            return 75;\n            break;\n          case 40:\n            return 77;\n            break;\n          case 41:\n            return 72;\n            break;\n          case 42:\n            yy_.yytext = yy_.yytext.replace(/\\\\([\\\\\\]])/g, '$1');return 72;\n            break;\n          case 43:\n            return 'INVALID';\n            break;\n          case 44:\n            return 5;\n            break;\n        }\n      };\n      lexer.rules = [/^(?:[^\\x00]*?(?=(\\{\\{)))/, /^(?:[^\\x00]+)/, /^(?:[^\\x00]{2,}?(?=(\\{\\{|\\\\\\{\\{|\\\\\\\\\\{\\{|$)))/, /^(?:\\{\\{\\{\\{(?=[^\\/]))/, /^(?:\\{\\{\\{\\{\\/[^\\s!\"#%-,\\.\\/;->@\\[-\\^`\\{-~]+(?=[=}\\s\\/.])\\}\\}\\}\\})/, /^(?:[^\\x00]*?(?=(\\{\\{\\{\\{)))/, /^(?:[\\s\\S]*?--(~)?\\}\\})/, /^(?:\\()/, /^(?:\\))/, /^(?:\\{\\{\\{\\{)/, /^(?:\\}\\}\\}\\})/, /^(?:\\{\\{(~)?>)/, /^(?:\\{\\{(~)?#>)/, /^(?:\\{\\{(~)?#\\*?)/, /^(?:\\{\\{(~)?\\/)/, /^(?:\\{\\{(~)?\\^\\s*(~)?\\}\\})/, /^(?:\\{\\{(~)?\\s*else\\s*(~)?\\}\\})/, /^(?:\\{\\{(~)?\\^)/, /^(?:\\{\\{(~)?\\s*else\\b)/, /^(?:\\{\\{(~)?\\{)/, /^(?:\\{\\{(~)?&)/, /^(?:\\{\\{(~)?!--)/, /^(?:\\{\\{(~)?![\\s\\S]*?\\}\\})/, /^(?:\\{\\{(~)?\\*?)/, /^(?:=)/, /^(?:\\.\\.)/, /^(?:\\.(?=([=~}\\s\\/.)|])))/, /^(?:[\\/.])/, /^(?:\\s+)/, /^(?:\\}(~)?\\}\\})/, /^(?:(~)?\\}\\})/, /^(?:\"(\\\\[\"]|[^\"])*\")/, /^(?:'(\\\\[']|[^'])*')/, /^(?:@)/, /^(?:true(?=([~}\\s)])))/, /^(?:false(?=([~}\\s)])))/, /^(?:undefined(?=([~}\\s)])))/, /^(?:null(?=([~}\\s)])))/, /^(?:-?[0-9]+(?:\\.[0-9]+)?(?=([~}\\s)])))/, /^(?:as\\s+\\|)/, /^(?:\\|)/, /^(?:([^\\s!\"#%-,\\.\\/;->@\\[-\\^`\\{-~]+(?=([=~}\\s\\/.)|]))))/, /^(?:\\[(\\\\\\]|[^\\]])*\\])/, /^(?:.)/, /^(?:$)/];\n      lexer.conditions = { \"mu\": { \"rules\": [7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44], \"inclusive\": false }, \"emu\": { \"rules\": [2], \"inclusive\": false }, \"com\": { \"rules\": [6], \"inclusive\": false }, \"raw\": { \"rules\": [3, 4, 5], \"inclusive\": false }, \"INITIAL\": { \"rules\": [0, 1, 44], \"inclusive\": true } };\n      return lexer;\n    }();\n    parser.lexer = lexer;\n    function Parser() {\n      this.yy = {};\n    }Parser.prototype = parser;parser.Parser = Parser;\n    return new Parser();\n  }();\n\n  var errorProps = ['description', 'fileName', 'lineNumber', 'message', 'name', 'number', 'stack'];\n\n  function Exception(message, node) {\n    var loc = node && node.loc,\n        line = void 0,\n        column = void 0;\n    if (loc) {\n      line = loc.start.line;\n      column = loc.start.column;\n\n      message += ' - ' + line + ':' + column;\n    }\n\n    var tmp = Error.prototype.constructor.call(this, message);\n\n    // Unfortunately errors are not enumerable in Chrome (at least), so `for prop in tmp` doesn't work.\n    for (var idx = 0; idx < errorProps.length; idx++) {\n      this[errorProps[idx]] = tmp[errorProps[idx]];\n    }\n\n    /* istanbul ignore else */\n    if (Error.captureStackTrace) {\n      Error.captureStackTrace(this, Exception);\n    }\n\n    try {\n      if (loc) {\n        this.lineNumber = line;\n\n        // Work around issue under safari where we can't directly set the column value\n        /* istanbul ignore next */\n        if (Object.defineProperty) {\n          Object.defineProperty(this, 'column', {\n            value: column,\n            enumerable: true\n          });\n        } else {\n          this.column = column;\n        }\n      }\n    } catch (nop) {\n      /* Ignore if the browser is very particular */\n    }\n  }\n\n  Exception.prototype = new Error();\n\n  function Visitor() {\n    this.parents = [];\n  }\n\n  Visitor.prototype = {\n    constructor: Visitor,\n    mutating: false,\n\n    // Visits a given value. If mutating, will replace the value if necessary.\n    acceptKey: function (node, name) {\n      var value = this.accept(node[name]);\n      if (this.mutating) {\n        // Hacky sanity check: This may have a few false positives for type for the helper\n        // methods but will generally do the right thing without a lot of overhead.\n        if (value && !Visitor.prototype[value.type]) {\n          throw new Exception('Unexpected node type \"' + value.type + '\" found when accepting ' + name + ' on ' + node.type);\n        }\n        node[name] = value;\n      }\n    },\n\n    // Performs an accept operation with added sanity check to ensure\n    // required keys are not removed.\n    acceptRequired: function (node, name) {\n      this.acceptKey(node, name);\n\n      if (!node[name]) {\n        throw new Exception(node.type + ' requires ' + name);\n      }\n    },\n\n    // Traverses a given array. If mutating, empty respnses will be removed\n    // for child elements.\n    acceptArray: function (array) {\n      for (var i = 0, l = array.length; i < l; i++) {\n        this.acceptKey(array, i);\n\n        if (!array[i]) {\n          array.splice(i, 1);\n          i--;\n          l--;\n        }\n      }\n    },\n\n    accept: function (object) {\n      if (!object) {\n        return;\n      }\n\n      /* istanbul ignore next: Sanity code */\n      if (!this[object.type]) {\n        throw new Exception('Unknown type: ' + object.type, object);\n      }\n\n      if (this.current) {\n        this.parents.unshift(this.current);\n      }\n      this.current = object;\n\n      var ret = this[object.type](object);\n\n      this.current = this.parents.shift();\n\n      if (!this.mutating || ret) {\n        return ret;\n      } else if (ret !== false) {\n        return object;\n      }\n    },\n\n    Program: function (program) {\n      this.acceptArray(program.body);\n    },\n\n    MustacheStatement: visitSubExpression,\n    Decorator: visitSubExpression,\n\n    BlockStatement: visitBlock,\n    DecoratorBlock: visitBlock,\n\n    PartialStatement: visitPartial,\n    PartialBlockStatement: function (partial) {\n      visitPartial.call(this, partial);\n\n      this.acceptKey(partial, 'program');\n    },\n\n    ContentStatement: function () /* content */{},\n    CommentStatement: function () /* comment */{},\n\n    SubExpression: visitSubExpression,\n\n    PathExpression: function () /* path */{},\n\n    StringLiteral: function () /* string */{},\n    NumberLiteral: function () /* number */{},\n    BooleanLiteral: function () /* bool */{},\n    UndefinedLiteral: function () /* literal */{},\n    NullLiteral: function () /* literal */{},\n\n    Hash: function (hash) {\n      this.acceptArray(hash.pairs);\n    },\n    HashPair: function (pair) {\n      this.acceptRequired(pair, 'value');\n    }\n  };\n\n  function visitSubExpression(mustache) {\n    this.acceptRequired(mustache, 'path');\n    this.acceptArray(mustache.params);\n    this.acceptKey(mustache, 'hash');\n  }\n  function visitBlock(block) {\n    visitSubExpression.call(this, block);\n\n    this.acceptKey(block, 'program');\n    this.acceptKey(block, 'inverse');\n  }\n  function visitPartial(partial) {\n    this.acceptRequired(partial, 'name');\n    this.acceptArray(partial.params);\n    this.acceptKey(partial, 'hash');\n  }\n\n  function WhitespaceControl() {\n    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n    this.options = options;\n  }\n  WhitespaceControl.prototype = new Visitor();\n\n  WhitespaceControl.prototype.Program = function (program) {\n    var doStandalone = !this.options.ignoreStandalone;\n\n    var isRoot = !this.isRootSeen;\n    this.isRootSeen = true;\n\n    var body = program.body;\n    for (var i = 0, l = body.length; i < l; i++) {\n      var current = body[i],\n          strip = this.accept(current);\n\n      if (!strip) {\n        continue;\n      }\n\n      var _isPrevWhitespace = isPrevWhitespace(body, i, isRoot),\n          _isNextWhitespace = isNextWhitespace(body, i, isRoot),\n          openStandalone = strip.openStandalone && _isPrevWhitespace,\n          closeStandalone = strip.closeStandalone && _isNextWhitespace,\n          inlineStandalone = strip.inlineStandalone && _isPrevWhitespace && _isNextWhitespace;\n\n      if (strip.close) {\n        omitRight(body, i, true);\n      }\n      if (strip.open) {\n        omitLeft(body, i, true);\n      }\n\n      if (doStandalone && inlineStandalone) {\n        omitRight(body, i);\n\n        if (omitLeft(body, i)) {\n          // If we are on a standalone node, save the indent info for partials\n          if (current.type === 'PartialStatement') {\n            // Pull out the whitespace from the final line\n            current.indent = /([ \\t]+$)/.exec(body[i - 1].original)[1];\n          }\n        }\n      }\n      if (doStandalone && openStandalone) {\n        omitRight((current.program || current.inverse).body);\n\n        // Strip out the previous content node if it's whitespace only\n        omitLeft(body, i);\n      }\n      if (doStandalone && closeStandalone) {\n        // Always strip the next node\n        omitRight(body, i);\n\n        omitLeft((current.inverse || current.program).body);\n      }\n    }\n\n    return program;\n  };\n\n  WhitespaceControl.prototype.BlockStatement = WhitespaceControl.prototype.DecoratorBlock = WhitespaceControl.prototype.PartialBlockStatement = function (block) {\n    this.accept(block.program);\n    this.accept(block.inverse);\n\n    // Find the inverse program that is involed with whitespace stripping.\n    var program = block.program || block.inverse,\n        inverse = block.program && block.inverse,\n        firstInverse = inverse,\n        lastInverse = inverse;\n\n    if (inverse && inverse.chained) {\n      firstInverse = inverse.body[0].program;\n\n      // Walk the inverse chain to find the last inverse that is actually in the chain.\n      while (lastInverse.chained) {\n        lastInverse = lastInverse.body[lastInverse.body.length - 1].program;\n      }\n    }\n\n    var strip = {\n      open: block.openStrip.open,\n      close: block.closeStrip.close,\n\n      // Determine the standalone candiacy. Basically flag our content as being possibly standalone\n      // so our parent can determine if we actually are standalone\n      openStandalone: isNextWhitespace(program.body),\n      closeStandalone: isPrevWhitespace((firstInverse || program).body)\n    };\n\n    if (block.openStrip.close) {\n      omitRight(program.body, null, true);\n    }\n\n    if (inverse) {\n      var inverseStrip = block.inverseStrip;\n\n      if (inverseStrip.open) {\n        omitLeft(program.body, null, true);\n      }\n\n      if (inverseStrip.close) {\n        omitRight(firstInverse.body, null, true);\n      }\n      if (block.closeStrip.open) {\n        omitLeft(lastInverse.body, null, true);\n      }\n\n      // Find standalone else statments\n      if (!this.options.ignoreStandalone && isPrevWhitespace(program.body) && isNextWhitespace(firstInverse.body)) {\n        omitLeft(program.body);\n        omitRight(firstInverse.body);\n      }\n    } else if (block.closeStrip.open) {\n      omitLeft(program.body, null, true);\n    }\n\n    return strip;\n  };\n\n  WhitespaceControl.prototype.Decorator = WhitespaceControl.prototype.MustacheStatement = function (mustache) {\n    return mustache.strip;\n  };\n\n  WhitespaceControl.prototype.PartialStatement = WhitespaceControl.prototype.CommentStatement = function (node) {\n    /* istanbul ignore next */\n    var strip = node.strip || {};\n    return {\n      inlineStandalone: true,\n      open: strip.open,\n      close: strip.close\n    };\n  };\n\n  function isPrevWhitespace(body, i, isRoot) {\n    if (i === undefined) {\n      i = body.length;\n    }\n\n    // Nodes that end with newlines are considered whitespace (but are special\n    // cased for strip operations)\n    var prev = body[i - 1],\n        sibling = body[i - 2];\n    if (!prev) {\n      return isRoot;\n    }\n\n    if (prev.type === 'ContentStatement') {\n      return (sibling || !isRoot ? /\\r?\\n\\s*?$/ : /(^|\\r?\\n)\\s*?$/).test(prev.original);\n    }\n  }\n  function isNextWhitespace(body, i, isRoot) {\n    if (i === undefined) {\n      i = -1;\n    }\n\n    var next = body[i + 1],\n        sibling = body[i + 2];\n    if (!next) {\n      return isRoot;\n    }\n\n    if (next.type === 'ContentStatement') {\n      return (sibling || !isRoot ? /^\\s*?\\r?\\n/ : /^\\s*?(\\r?\\n|$)/).test(next.original);\n    }\n  }\n\n  // Marks the node to the right of the position as omitted.\n  // I.e. {{foo}}' ' will mark the ' ' node as omitted.\n  //\n  // If i is undefined, then the first child will be marked as such.\n  //\n  // If mulitple is truthy then all whitespace will be stripped out until non-whitespace\n  // content is met.\n  function omitRight(body, i, multiple) {\n    var current = body[i == null ? 0 : i + 1];\n    if (!current || current.type !== 'ContentStatement' || !multiple && current.rightStripped) {\n      return;\n    }\n\n    var original = current.value;\n    current.value = current.value.replace(multiple ? /^\\s+/ : /^[ \\t]*\\r?\\n?/, '');\n    current.rightStripped = current.value !== original;\n  }\n\n  // Marks the node to the left of the position as omitted.\n  // I.e. ' '{{foo}} will mark the ' ' node as omitted.\n  //\n  // If i is undefined then the last child will be marked as such.\n  //\n  // If mulitple is truthy then all whitespace will be stripped out until non-whitespace\n  // content is met.\n  function omitLeft(body, i, multiple) {\n    var current = body[i == null ? body.length - 1 : i - 1];\n    if (!current || current.type !== 'ContentStatement' || !multiple && current.leftStripped) {\n      return;\n    }\n\n    // We omit the last node if it's whitespace only and not preceeded by a non-content node.\n    var original = current.value;\n    current.value = current.value.replace(multiple ? /\\s+$/ : /[ \\t]+$/, '');\n    current.leftStripped = current.value !== original;\n    return current.leftStripped;\n  }\n\n  function validateClose(open, close) {\n    close = close.path ? close.path.original : close;\n\n    if (open.path.original !== close) {\n      var errorNode = { loc: open.path.loc };\n\n      throw new Exception(open.path.original + \" doesn't match \" + close, errorNode);\n    }\n  }\n\n  function SourceLocation(source, locInfo) {\n    this.source = source;\n    this.start = {\n      line: locInfo.first_line,\n      column: locInfo.first_column\n    };\n    this.end = {\n      line: locInfo.last_line,\n      column: locInfo.last_column\n    };\n  }\n\n  function id(token) {\n    if (/^\\[.*\\]$/.test(token)) {\n      return token.substr(1, token.length - 2);\n    } else {\n      return token;\n    }\n  }\n\n  function stripFlags(open, close) {\n    return {\n      open: open.charAt(2) === '~',\n      close: close.charAt(close.length - 3) === '~'\n    };\n  }\n\n  function stripComment(comment) {\n    return comment.replace(/^\\{\\{~?\\!-?-?/, '').replace(/-?-?~?\\}\\}$/, '');\n  }\n\n  function preparePath(data, parts, loc) {\n    loc = this.locInfo(loc);\n\n    var original = data ? '@' : '',\n        dig = [],\n        depth = 0,\n        depthString = '';\n\n    for (var i = 0, l = parts.length; i < l; i++) {\n      var part = parts[i].part,\n\n      // If we have [] syntax then we do not treat path references as operators,\n      // i.e. foo.[this] resolves to approximately context.foo['this']\n      isLiteral = parts[i].original !== part;\n      original += (parts[i].separator || '') + part;\n\n      if (!isLiteral && (part === '..' || part === '.' || part === 'this')) {\n        if (dig.length > 0) {\n          throw new Exception('Invalid path: ' + original, { loc: loc });\n        } else if (part === '..') {\n          depth++;\n          depthString += '../';\n        }\n      } else {\n        dig.push(part);\n      }\n    }\n\n    return {\n      type: 'PathExpression',\n      data: data,\n      depth: depth,\n      parts: dig,\n      original: original,\n      loc: loc\n    };\n  }\n\n  function prepareMustache(path, params, hash, open, strip, locInfo) {\n    // Must use charAt to support IE pre-10\n    var escapeFlag = open.charAt(3) || open.charAt(2),\n        escaped = escapeFlag !== '{' && escapeFlag !== '&';\n\n    var decorator = /\\*/.test(open);\n    return {\n      type: decorator ? 'Decorator' : 'MustacheStatement',\n      path: path,\n      params: params,\n      hash: hash,\n      escaped: escaped,\n      strip: strip,\n      loc: this.locInfo(locInfo)\n    };\n  }\n\n  function prepareRawBlock(openRawBlock, contents, close, locInfo) {\n    validateClose(openRawBlock, close);\n\n    locInfo = this.locInfo(locInfo);\n    var program = {\n      type: 'Program',\n      body: contents,\n      strip: {},\n      loc: locInfo\n    };\n\n    return {\n      type: 'BlockStatement',\n      path: openRawBlock.path,\n      params: openRawBlock.params,\n      hash: openRawBlock.hash,\n      program: program,\n      openStrip: {},\n      inverseStrip: {},\n      closeStrip: {},\n      loc: locInfo\n    };\n  }\n\n  function prepareBlock(openBlock, program, inverseAndProgram, close, inverted, locInfo) {\n    if (close && close.path) {\n      validateClose(openBlock, close);\n    }\n\n    var decorator = /\\*/.test(openBlock.open);\n\n    program.blockParams = openBlock.blockParams;\n\n    var inverse = void 0,\n        inverseStrip = void 0;\n\n    if (inverseAndProgram) {\n      if (decorator) {\n        throw new Exception('Unexpected inverse block on decorator', inverseAndProgram);\n      }\n\n      if (inverseAndProgram.chain) {\n        inverseAndProgram.program.body[0].closeStrip = close.strip;\n      }\n\n      inverseStrip = inverseAndProgram.strip;\n      inverse = inverseAndProgram.program;\n    }\n\n    if (inverted) {\n      inverted = inverse;\n      inverse = program;\n      program = inverted;\n    }\n\n    return {\n      type: decorator ? 'DecoratorBlock' : 'BlockStatement',\n      path: openBlock.path,\n      params: openBlock.params,\n      hash: openBlock.hash,\n      program: program,\n      inverse: inverse,\n      openStrip: openBlock.strip,\n      inverseStrip: inverseStrip,\n      closeStrip: close && close.strip,\n      loc: this.locInfo(locInfo)\n    };\n  }\n\n  function prepareProgram(statements, loc) {\n    if (!loc && statements.length) {\n      var firstLoc = statements[0].loc,\n          lastLoc = statements[statements.length - 1].loc;\n\n      /* istanbul ignore else */\n      if (firstLoc && lastLoc) {\n        loc = {\n          source: firstLoc.source,\n          start: {\n            line: firstLoc.start.line,\n            column: firstLoc.start.column\n          },\n          end: {\n            line: lastLoc.end.line,\n            column: lastLoc.end.column\n          }\n        };\n      }\n    }\n\n    return {\n      type: 'Program',\n      body: statements,\n      strip: {},\n      loc: loc\n    };\n  }\n\n  function preparePartialBlock(open, program, close, locInfo) {\n    validateClose(open, close);\n\n    return {\n      type: 'PartialBlockStatement',\n      name: open.path,\n      params: open.params,\n      hash: open.hash,\n      program: program,\n      openStrip: open.strip,\n      closeStrip: close && close.strip,\n      loc: this.locInfo(locInfo)\n    };\n  }\n\n  var Helpers = Object.freeze({\n    SourceLocation: SourceLocation,\n    id: id,\n    stripFlags: stripFlags,\n    stripComment: stripComment,\n    preparePath: preparePath,\n    prepareMustache: prepareMustache,\n    prepareRawBlock: prepareRawBlock,\n    prepareBlock: prepareBlock,\n    prepareProgram: prepareProgram,\n    preparePartialBlock: preparePartialBlock\n  });\n\n  function extend(obj /* , ...source */) {\n    for (var i = 1; i < arguments.length; i++) {\n      for (var key in arguments[i]) {\n        if (Object.prototype.hasOwnProperty.call(arguments[i], key)) {\n          obj[key] = arguments[i][key];\n        }\n      }\n    }\n\n    return obj;\n  }\n\n  var toString = Object.prototype.toString;\n\n  // Sourced from lodash\n  // https://github.com/bestiejs/lodash/blob/master/LICENSE.txt\n  /* eslint-disable func-style */\n  var isFunction = function (value) {\n    return typeof value === 'function';\n  };\n  // fallback for older versions of Chrome and Safari\n  /* istanbul ignore next */\n  if (isFunction(/x/)) {\n    isFunction = function (value) {\n      return typeof value === 'function' && toString.call(value) === '[object Function]';\n    };\n  }\n  /* eslint-enable func-style */\n\n  /* istanbul ignore next */\n\n  // Older IE versions do not directly support indexOf so we must implement our own, sadly.\n\n  var yy = {};\n  extend(yy, Helpers);\n\n  function parse(input, options) {\n    // Just return if an already-compiled AST was passed in.\n    if (input.type === 'Program') {\n      return input;\n    }\n\n    handlebars.yy = yy;\n\n    // Altering the shared object here, but this is ok as parser is a sync operation\n    yy.locInfo = function (locInfo) {\n      return new yy.SourceLocation(options && options.srcName, locInfo);\n    };\n\n    var strip = new WhitespaceControl(options);\n    return strip.accept(handlebars.parse(input));\n  }\n\n  exports.parser = handlebars;\n  exports.parse = parse;\n});","/*global enifed */\nenifed('node-module', ['exports'], function(_exports) {\n  var IS_NODE = typeof module === 'object' && typeof module.require === 'function';\n  if (IS_NODE) {\n    _exports.require = module.require;\n    _exports.module = module;\n    _exports.IS_NODE = IS_NODE;\n  } else {\n    _exports.require = null;\n    _exports.module = null;\n    _exports.IS_NODE = IS_NODE;\n  }\n});","enifed(\"route-recognizer\", [\"exports\"], function (exports) {\n    \"use strict\";\n\n    var createObject = Object.create;\n    function createMap() {\n        var map = createObject(null);\n        map[\"__\"] = undefined;\n        delete map[\"__\"];\n        return map;\n    }\n\n    var Target = function Target(path, matcher, delegate) {\n        this.path = path;\n        this.matcher = matcher;\n        this.delegate = delegate;\n    };\n    Target.prototype.to = function to(target, callback) {\n        var delegate = this.delegate;\n        if (delegate && delegate.willAddRoute) {\n            target = delegate.willAddRoute(this.matcher.target, target);\n        }\n        this.matcher.add(this.path, target);\n        if (callback) {\n            if (callback.length === 0) {\n                throw new Error(\"You must have an argument in the function passed to `to`\");\n            }\n            this.matcher.addChild(this.path, target, callback, this.delegate);\n        }\n    };\n    var Matcher = function Matcher(target) {\n        this.routes = createMap();\n        this.children = createMap();\n        this.target = target;\n    };\n    Matcher.prototype.add = function add(path, target) {\n        this.routes[path] = target;\n    };\n    Matcher.prototype.addChild = function addChild(path, target, callback, delegate) {\n        var matcher = new Matcher(target);\n        this.children[path] = matcher;\n        var match = generateMatch(path, matcher, delegate);\n        if (delegate && delegate.contextEntered) {\n            delegate.contextEntered(target, match);\n        }\n        callback(match);\n    };\n    function generateMatch(startingPath, matcher, delegate) {\n        function match(path, callback) {\n            var fullPath = startingPath + path;\n            if (callback) {\n                callback(generateMatch(fullPath, matcher, delegate));\n            } else {\n                return new Target(fullPath, matcher, delegate);\n            }\n        }\n\n        return match;\n    }\n    function addRoute(routeArray, path, handler) {\n        var len = 0;\n        for (var i = 0; i < routeArray.length; i++) {\n            len += routeArray[i].path.length;\n        }\n        path = path.substr(len);\n        var route = { path: path, handler: handler };\n        routeArray.push(route);\n    }\n    function eachRoute(baseRoute, matcher, callback, binding) {\n        var routes = matcher.routes;\n        var paths = Object.keys(routes);\n        for (var i = 0; i < paths.length; i++) {\n            var path = paths[i];\n            var routeArray = baseRoute.slice();\n            addRoute(routeArray, path, routes[path]);\n            var nested = matcher.children[path];\n            if (nested) {\n                eachRoute(routeArray, nested, callback, binding);\n            } else {\n                callback.call(binding, routeArray);\n            }\n        }\n    }\n    var map = function (callback, addRouteCallback) {\n        var matcher = new Matcher();\n        callback(generateMatch(\"\", matcher, this.delegate));\n        eachRoute([], matcher, function (routes) {\n            if (addRouteCallback) {\n                addRouteCallback(this, routes);\n            } else {\n                this.add(routes);\n            }\n        }, this);\n    };\n\n    // Normalizes percent-encoded values in `path` to upper-case and decodes percent-encoded\n    // values that are not reserved (i.e., unicode characters, emoji, etc). The reserved\n    // chars are \"/\" and \"%\".\n    // Safe to call multiple times on the same path.\n    // Normalizes percent-encoded values in `path` to upper-case and decodes percent-encoded\n    function normalizePath(path) {\n        return path.split(\"/\").map(normalizeSegment).join(\"/\");\n    }\n    // We want to ensure the characters \"%\" and \"/\" remain in percent-encoded\n    // form when normalizing paths, so replace them with their encoded form after\n    // decoding the rest of the path\n    var SEGMENT_RESERVED_CHARS = /%|\\//g;\n    function normalizeSegment(segment) {\n        if (segment.length < 3 || segment.indexOf(\"%\") === -1) {\n            return segment;\n        }\n        return decodeURIComponent(segment).replace(SEGMENT_RESERVED_CHARS, encodeURIComponent);\n    }\n    // We do not want to encode these characters when generating dynamic path segments\n    // See https://tools.ietf.org/html/rfc3986#section-3.3\n    // sub-delims: \"!\", \"$\", \"&\", \"'\", \"(\", \")\", \"*\", \"+\", \",\", \";\", \"=\"\n    // others allowed by RFC 3986: \":\", \"@\"\n    //\n    // First encode the entire path segment, then decode any of the encoded special chars.\n    //\n    // The chars \"!\", \"'\", \"(\", \")\", \"*\" do not get changed by `encodeURIComponent`,\n    // so the possible encoded chars are:\n    // ['%24', '%26', '%2B', '%2C', '%3B', '%3D', '%3A', '%40'].\n    var PATH_SEGMENT_ENCODINGS = /%(?:2(?:4|6|B|C)|3(?:B|D|A)|40)/g;\n    function encodePathSegment(str) {\n        return encodeURIComponent(str).replace(PATH_SEGMENT_ENCODINGS, decodeURIComponent);\n    }\n\n    var escapeRegex = /(\\/|\\.|\\*|\\+|\\?|\\||\\(|\\)|\\[|\\]|\\{|\\}|\\\\)/g;\n    var isArray = Array.isArray;\n    var hasOwnProperty = Object.prototype.hasOwnProperty;\n    function getParam(params, key) {\n        if (typeof params !== \"object\" || params === null) {\n            throw new Error(\"You must pass an object as the second argument to `generate`.\");\n        }\n        if (!hasOwnProperty.call(params, key)) {\n            throw new Error(\"You must provide param `\" + key + \"` to `generate`.\");\n        }\n        var value = params[key];\n        var str = typeof value === \"string\" ? value : \"\" + value;\n        if (str.length === 0) {\n            throw new Error(\"You must provide a param `\" + key + \"`.\");\n        }\n        return str;\n    }\n    var eachChar = [];\n    eachChar[0 /* Static */] = function (segment, currentState) {\n        var state = currentState;\n        var value = segment.value;\n        for (var i = 0; i < value.length; i++) {\n            var ch = value.charCodeAt(i);\n            state = state.put(ch, false, false);\n        }\n        return state;\n    };\n    eachChar[1 /* Dynamic */] = function (_, currentState) {\n        return currentState.put(47 /* SLASH */, true, true);\n    };\n    eachChar[2 /* Star */] = function (_, currentState) {\n        return currentState.put(-1 /* ANY */, false, true);\n    };\n    eachChar[4 /* Epsilon */] = function (_, currentState) {\n        return currentState;\n    };\n    var regex = [];\n    regex[0 /* Static */] = function (segment) {\n        return segment.value.replace(escapeRegex, \"\\\\$1\");\n    };\n    regex[1 /* Dynamic */] = function () {\n        return \"([^/]+)\";\n    };\n    regex[2 /* Star */] = function () {\n        return \"(.+)\";\n    };\n    regex[4 /* Epsilon */] = function () {\n        return \"\";\n    };\n    var generate = [];\n    generate[0 /* Static */] = function (segment) {\n        return segment.value;\n    };\n    generate[1 /* Dynamic */] = function (segment, params) {\n        var value = getParam(params, segment.value);\n        if (RouteRecognizer.ENCODE_AND_DECODE_PATH_SEGMENTS) {\n            return encodePathSegment(value);\n        } else {\n            return value;\n        }\n    };\n    generate[2 /* Star */] = function (segment, params) {\n        return getParam(params, segment.value);\n    };\n    generate[4 /* Epsilon */] = function () {\n        return \"\";\n    };\n    var EmptyObject = Object.freeze({});\n    var EmptyArray = Object.freeze([]);\n    // The `names` will be populated with the paramter name for each dynamic/star\n    // segment. `shouldDecodes` will be populated with a boolean for each dyanamic/star\n    // segment, indicating whether it should be decoded during recognition.\n    function parse(segments, route, types) {\n        // normalize route as not starting with a \"/\". Recognition will\n        // also normalize.\n        if (route.length > 0 && route.charCodeAt(0) === 47 /* SLASH */) {\n                route = route.substr(1);\n            }\n        var parts = route.split(\"/\");\n        var names = undefined;\n        var shouldDecodes = undefined;\n        for (var i = 0; i < parts.length; i++) {\n            var part = parts[i];\n            var flags = 0;\n            var type = 0;\n            if (part === \"\") {\n                type = 4 /* Epsilon */;\n            } else if (part.charCodeAt(0) === 58 /* COLON */) {\n                    type = 1 /* Dynamic */;\n                } else if (part.charCodeAt(0) === 42 /* STAR */) {\n                    type = 2 /* Star */;\n                } else {\n                type = 0 /* Static */;\n            }\n            flags = 2 << type;\n            if (flags & 12 /* Named */) {\n                    part = part.slice(1);\n                    names = names || [];\n                    names.push(part);\n                    shouldDecodes = shouldDecodes || [];\n                    shouldDecodes.push((flags & 4 /* Decoded */) !== 0);\n                }\n            if (flags & 14 /* Counted */) {\n                    types[type]++;\n                }\n            segments.push({\n                type: type,\n                value: normalizeSegment(part)\n            });\n        }\n        return {\n            names: names || EmptyArray,\n            shouldDecodes: shouldDecodes || EmptyArray\n        };\n    }\n    function isEqualCharSpec(spec, char, negate) {\n        return spec.char === char && spec.negate === negate;\n    }\n    // A State has a character specification and (`charSpec`) and a list of possible\n    // subsequent states (`nextStates`).\n    //\n    // If a State is an accepting state, it will also have several additional\n    // properties:\n    //\n    // * `regex`: A regular expression that is used to extract parameters from paths\n    //   that reached this accepting state.\n    // * `handlers`: Information on how to convert the list of captures into calls\n    //   to registered handlers with the specified parameters\n    // * `types`: How many static, dynamic or star segments in this route. Used to\n    //   decide which route to use if multiple registered routes match a path.\n    //\n    // Currently, State is implemented naively by looping over `nextStates` and\n    // comparing a character specification against a character. A more efficient\n    // implementation would use a hash of keys pointing at one or more next states.\n    var State = function State(states, id, char, negate, repeat) {\n        this.states = states;\n        this.id = id;\n        this.char = char;\n        this.negate = negate;\n        this.nextStates = repeat ? id : null;\n        this.pattern = \"\";\n        this._regex = undefined;\n        this.handlers = undefined;\n        this.types = undefined;\n    };\n    State.prototype.regex = function regex$1() {\n        if (!this._regex) {\n            this._regex = new RegExp(this.pattern);\n        }\n        return this._regex;\n    };\n    State.prototype.get = function get(char, negate) {\n        var this$1 = this;\n\n        var nextStates = this.nextStates;\n        if (nextStates === null) {\n            return;\n        }\n        if (isArray(nextStates)) {\n            for (var i = 0; i < nextStates.length; i++) {\n                var child = this$1.states[nextStates[i]];\n                if (isEqualCharSpec(child, char, negate)) {\n                    return child;\n                }\n            }\n        } else {\n            var child$1 = this.states[nextStates];\n            if (isEqualCharSpec(child$1, char, negate)) {\n                return child$1;\n            }\n        }\n    };\n    State.prototype.put = function put(char, negate, repeat) {\n        var state;\n        // If the character specification already exists in a child of the current\n        // state, just return that state.\n        if (state = this.get(char, negate)) {\n            return state;\n        }\n        // Make a new state for the character spec\n        var states = this.states;\n        state = new State(states, states.length, char, negate, repeat);\n        states[states.length] = state;\n        // Insert the new state as a child of the current state\n        if (this.nextStates == null) {\n            this.nextStates = state.id;\n        } else if (isArray(this.nextStates)) {\n            this.nextStates.push(state.id);\n        } else {\n            this.nextStates = [this.nextStates, state.id];\n        }\n        // Return the new state\n        return state;\n    };\n    // Find a list of child states matching the next character\n    State.prototype.match = function match(ch) {\n        var this$1 = this;\n\n        var nextStates = this.nextStates;\n        if (!nextStates) {\n            return [];\n        }\n        var returned = [];\n        if (isArray(nextStates)) {\n            for (var i = 0; i < nextStates.length; i++) {\n                var child = this$1.states[nextStates[i]];\n                if (isMatch(child, ch)) {\n                    returned.push(child);\n                }\n            }\n        } else {\n            var child$1 = this.states[nextStates];\n            if (isMatch(child$1, ch)) {\n                returned.push(child$1);\n            }\n        }\n        return returned;\n    };\n    function isMatch(spec, char) {\n        return spec.negate ? spec.char !== char && spec.char !== -1 /* ANY */ : spec.char === char || spec.char === -1 /* ANY */;\n    }\n    // This is a somewhat naive strategy, but should work in a lot of cases\n    // A better strategy would properly resolve /posts/:id/new and /posts/edit/:id.\n    //\n    // This strategy generally prefers more static and less dynamic matching.\n    // Specifically, it\n    //\n    //  * prefers fewer stars to more, then\n    //  * prefers using stars for less of the match to more, then\n    //  * prefers fewer dynamic segments to more, then\n    //  * prefers more static segments to more\n    function sortSolutions(states) {\n        return states.sort(function (a, b) {\n            var ref = a.types || [0, 0, 0];\n            var astatics = ref[0];\n            var adynamics = ref[1];\n            var astars = ref[2];\n            var ref$1 = b.types || [0, 0, 0];\n            var bstatics = ref$1[0];\n            var bdynamics = ref$1[1];\n            var bstars = ref$1[2];\n            if (astars !== bstars) {\n                return astars - bstars;\n            }\n            if (astars) {\n                if (astatics !== bstatics) {\n                    return bstatics - astatics;\n                }\n                if (adynamics !== bdynamics) {\n                    return bdynamics - adynamics;\n                }\n            }\n            if (adynamics !== bdynamics) {\n                return adynamics - bdynamics;\n            }\n            if (astatics !== bstatics) {\n                return bstatics - astatics;\n            }\n            return 0;\n        });\n    }\n    function recognizeChar(states, ch) {\n        var nextStates = [];\n        for (var i = 0, l = states.length; i < l; i++) {\n            var state = states[i];\n            nextStates = nextStates.concat(state.match(ch));\n        }\n        return nextStates;\n    }\n    var RecognizeResults = function RecognizeResults(queryParams) {\n        this.length = 0;\n        this.queryParams = queryParams || {};\n    };\n\n    RecognizeResults.prototype.splice = Array.prototype.splice;\n    RecognizeResults.prototype.slice = Array.prototype.slice;\n    RecognizeResults.prototype.push = Array.prototype.push;\n    function findHandler(state, originalPath, queryParams) {\n        var handlers = state.handlers;\n        var regex = state.regex();\n        if (!regex || !handlers) {\n            throw new Error(\"state not initialized\");\n        }\n        var captures = originalPath.match(regex);\n        var currentCapture = 1;\n        var result = new RecognizeResults(queryParams);\n        result.length = handlers.length;\n        for (var i = 0; i < handlers.length; i++) {\n            var handler = handlers[i];\n            var names = handler.names;\n            var shouldDecodes = handler.shouldDecodes;\n            var params = EmptyObject;\n            var isDynamic = false;\n            if (names !== EmptyArray && shouldDecodes !== EmptyArray) {\n                for (var j = 0; j < names.length; j++) {\n                    isDynamic = true;\n                    var name = names[j];\n                    var capture = captures && captures[currentCapture++];\n                    if (params === EmptyObject) {\n                        params = {};\n                    }\n                    if (RouteRecognizer.ENCODE_AND_DECODE_PATH_SEGMENTS && shouldDecodes[j]) {\n                        params[name] = capture && decodeURIComponent(capture);\n                    } else {\n                        params[name] = capture;\n                    }\n                }\n            }\n            result[i] = {\n                handler: handler.handler,\n                params: params,\n                isDynamic: isDynamic\n            };\n        }\n        return result;\n    }\n    function decodeQueryParamPart(part) {\n        // http://www.w3.org/TR/html401/interact/forms.html#h-17.13.4.1\n        part = part.replace(/\\+/gm, \"%20\");\n        var result;\n        try {\n            result = decodeURIComponent(part);\n        } catch (error) {\n            result = \"\";\n        }\n        return result;\n    }\n    var RouteRecognizer = function RouteRecognizer() {\n        this.names = createMap();\n        var states = [];\n        var state = new State(states, 0, -1 /* ANY */, true, false);\n        states[0] = state;\n        this.states = states;\n        this.rootState = state;\n    };\n    RouteRecognizer.prototype.add = function add(routes, options) {\n        var currentState = this.rootState;\n        var pattern = \"^\";\n        var types = [0, 0, 0];\n        var handlers = new Array(routes.length);\n        var allSegments = [];\n        var isEmpty = true;\n        var j = 0;\n        for (var i = 0; i < routes.length; i++) {\n            var route = routes[i];\n            var ref = parse(allSegments, route.path, types);\n            var names = ref.names;\n            var shouldDecodes = ref.shouldDecodes;\n            // preserve j so it points to the start of newly added segments\n            for (; j < allSegments.length; j++) {\n                var segment = allSegments[j];\n                if (segment.type === 4 /* Epsilon */) {\n                        continue;\n                    }\n                isEmpty = false;\n                // Add a \"/\" for the new segment\n                currentState = currentState.put(47 /* SLASH */, false, false);\n                pattern += \"/\";\n                // Add a representation of the segment to the NFA and regex\n                currentState = eachChar[segment.type](segment, currentState);\n                pattern += regex[segment.type](segment);\n            }\n            handlers[i] = {\n                handler: route.handler,\n                names: names,\n                shouldDecodes: shouldDecodes\n            };\n        }\n        if (isEmpty) {\n            currentState = currentState.put(47 /* SLASH */, false, false);\n            pattern += \"/\";\n        }\n        currentState.handlers = handlers;\n        currentState.pattern = pattern + \"$\";\n        currentState.types = types;\n        var name;\n        if (typeof options === \"object\" && options !== null && options.as) {\n            name = options.as;\n        }\n        if (name) {\n            // if (this.names[name]) {\n            //   throw new Error(\"You may not add a duplicate route named `\" + name + \"`.\");\n            // }\n            this.names[name] = {\n                segments: allSegments,\n                handlers: handlers\n            };\n        }\n    };\n    RouteRecognizer.prototype.handlersFor = function handlersFor(name) {\n        var route = this.names[name];\n        if (!route) {\n            throw new Error(\"There is no route named \" + name);\n        }\n        var result = new Array(route.handlers.length);\n        for (var i = 0; i < route.handlers.length; i++) {\n            var handler = route.handlers[i];\n            result[i] = handler;\n        }\n        return result;\n    };\n    RouteRecognizer.prototype.hasRoute = function hasRoute(name) {\n        return !!this.names[name];\n    };\n    RouteRecognizer.prototype.generate = function generate$1(name, params) {\n        var route = this.names[name];\n        var output = \"\";\n        if (!route) {\n            throw new Error(\"There is no route named \" + name);\n        }\n        var segments = route.segments;\n        for (var i = 0; i < segments.length; i++) {\n            var segment = segments[i];\n            if (segment.type === 4 /* Epsilon */) {\n                    continue;\n                }\n            output += \"/\";\n            output += generate[segment.type](segment, params);\n        }\n        if (output.charAt(0) !== \"/\") {\n            output = \"/\" + output;\n        }\n        if (params && params.queryParams) {\n            output += this.generateQueryString(params.queryParams);\n        }\n        return output;\n    };\n    RouteRecognizer.prototype.generateQueryString = function generateQueryString(params) {\n        var pairs = [];\n        var keys = Object.keys(params);\n        keys.sort();\n        for (var i = 0; i < keys.length; i++) {\n            var key = keys[i];\n            var value = params[key];\n            if (value == null) {\n                continue;\n            }\n            var pair = encodeURIComponent(key);\n            if (isArray(value)) {\n                for (var j = 0; j < value.length; j++) {\n                    var arrayPair = key + \"[]\" + \"=\" + encodeURIComponent(value[j]);\n                    pairs.push(arrayPair);\n                }\n            } else {\n                pair += \"=\" + encodeURIComponent(value);\n                pairs.push(pair);\n            }\n        }\n        if (pairs.length === 0) {\n            return \"\";\n        }\n        return \"?\" + pairs.join(\"&\");\n    };\n    RouteRecognizer.prototype.parseQueryString = function parseQueryString(queryString) {\n        var pairs = queryString.split(\"&\");\n        var queryParams = {};\n        for (var i = 0; i < pairs.length; i++) {\n            var pair = pairs[i].split(\"=\"),\n                key = decodeQueryParamPart(pair[0]),\n                keyLength = key.length,\n                isArray = false,\n                value = void 0;\n            if (pair.length === 1) {\n                value = \"true\";\n            } else {\n                // Handle arrays\n                if (keyLength > 2 && key.slice(keyLength - 2) === \"[]\") {\n                    isArray = true;\n                    key = key.slice(0, keyLength - 2);\n                    if (!queryParams[key]) {\n                        queryParams[key] = [];\n                    }\n                }\n                value = pair[1] ? decodeQueryParamPart(pair[1]) : \"\";\n            }\n            if (isArray) {\n                queryParams[key].push(value);\n            } else {\n                queryParams[key] = value;\n            }\n        }\n        return queryParams;\n    };\n    RouteRecognizer.prototype.recognize = function recognize(path) {\n        var results;\n        var states = [this.rootState];\n        var queryParams = {};\n        var isSlashDropped = false;\n        var hashStart = path.indexOf(\"#\");\n        if (hashStart !== -1) {\n            path = path.substr(0, hashStart);\n        }\n        var queryStart = path.indexOf(\"?\");\n        if (queryStart !== -1) {\n            var queryString = path.substr(queryStart + 1, path.length);\n            path = path.substr(0, queryStart);\n            queryParams = this.parseQueryString(queryString);\n        }\n        if (path.charAt(0) !== \"/\") {\n            path = \"/\" + path;\n        }\n        var originalPath = path;\n        if (RouteRecognizer.ENCODE_AND_DECODE_PATH_SEGMENTS) {\n            path = normalizePath(path);\n        } else {\n            path = decodeURI(path);\n            originalPath = decodeURI(originalPath);\n        }\n        var pathLen = path.length;\n        if (pathLen > 1 && path.charAt(pathLen - 1) === \"/\") {\n            path = path.substr(0, pathLen - 1);\n            originalPath = originalPath.substr(0, originalPath.length - 1);\n            isSlashDropped = true;\n        }\n        for (var i = 0; i < path.length; i++) {\n            states = recognizeChar(states, path.charCodeAt(i));\n            if (!states.length) {\n                break;\n            }\n        }\n        var solutions = [];\n        for (var i$1 = 0; i$1 < states.length; i$1++) {\n            if (states[i$1].handlers) {\n                solutions.push(states[i$1]);\n            }\n        }\n        states = sortSolutions(solutions);\n        var state = solutions[0];\n        if (state && state.handlers) {\n            // if a trailing slash was dropped and a star segment is the last segment\n            // specified, put the trailing slash back\n            if (isSlashDropped && state.pattern && state.pattern.slice(-5) === \"(.+)$\") {\n                originalPath = originalPath + \"/\";\n            }\n            results = findHandler(state, originalPath, queryParams);\n        }\n        return results;\n    };\n    RouteRecognizer.VERSION = \"0.3.3\";\n    // Set to false to opt-out of encoding and decoding path segments.\n    // See https://github.com/tildeio/route-recognizer/pull/55\n    RouteRecognizer.ENCODE_AND_DECODE_PATH_SEGMENTS = true;\n    RouteRecognizer.Normalizer = {\n        normalizeSegment: normalizeSegment, normalizePath: normalizePath, encodePathSegment: encodePathSegment\n    };\n    RouteRecognizer.prototype.map = map;\n\n    exports.default = RouteRecognizer;\n});","enifed('router', ['exports', 'ember-babel', 'route-recognizer', 'rsvp'], function (exports, _emberBabel, _routeRecognizer, _rsvp) {\n  'use strict';\n\n  exports.Transition = undefined;\n\n\n  var slice = Array.prototype.slice;\n  var hasOwnProperty = Object.prototype.hasOwnProperty;\n\n  /**\n    Determines if an object is Promise by checking if it is \"thenable\".\n  **/\n  function isPromise(obj) {\n    return (typeof obj === 'object' && obj !== null || typeof obj === 'function') && typeof obj.then === 'function';\n  }\n\n  function merge(hash, other) {\n    for (var prop in other) {\n      if (hasOwnProperty.call(other, prop)) {\n        hash[prop] = other[prop];\n      }\n    }\n  }\n\n  /**\n    @private\n  \n    Extracts query params from the end of an array\n  **/\n  function extractQueryParams(array) {\n    var len = array && array.length,\n        head = void 0,\n        queryParams = void 0;\n\n    if (len && len > 0 && array[len - 1] && array[len - 1].hasOwnProperty('queryParams')) {\n      queryParams = array[len - 1].queryParams;\n      head = slice.call(array, 0, len - 1);\n      return [head, queryParams];\n    } else {\n      return [array, null];\n    }\n  }\n\n  /**\n    @private\n  \n    Coerces query param properties and array elements into strings.\n  **/\n  function coerceQueryParamsToString(queryParams) {\n    for (var key in queryParams) {\n      if (typeof queryParams[key] === 'number') {\n        queryParams[key] = '' + queryParams[key];\n      } else if (Array.isArray(queryParams[key])) {\n        for (var i = 0, l = queryParams[key].length; i < l; i++) {\n          queryParams[key][i] = '' + queryParams[key][i];\n        }\n      }\n    }\n  }\n  /**\n    @private\n   */\n  function _log(router, sequence, msg) {\n    if (!router.log) {\n      return;\n    }\n\n    if (arguments.length === 3) {\n      router.log('Transition #' + sequence + ': ' + msg);\n    } else {\n      msg = sequence;\n      router.log(msg);\n    }\n  }\n\n  function isParam(object) {\n    return typeof object === 'string' || object instanceof String || typeof object === 'number' || object instanceof Number;\n  }\n\n  function forEach(array, callback) {\n    for (var i = 0, l = array.length; i < l && false !== callback(array[i]); i++) {\n      // empty intentionally\n    }\n  }\n\n  function _trigger(router, handlerInfos, ignoreFailure, args) {\n    if (router.triggerEvent) {\n      router.triggerEvent(handlerInfos, ignoreFailure, args);\n      return;\n    }\n\n    var name = args.shift();\n\n    if (!handlerInfos) {\n      if (ignoreFailure) {\n        return;\n      }\n      throw new Error(\"Could not trigger event '\" + name + \"'. There are no active handlers\");\n    }\n\n    var eventWasHandled = false;\n\n    function delayedEvent(name, args, handler) {\n      handler.events[name].apply(handler, args);\n    }\n\n    for (var i = handlerInfos.length - 1; i >= 0; i--) {\n      var handlerInfo = handlerInfos[i],\n          handler = handlerInfo.handler;\n\n      // If there is no handler, it means the handler hasn't resolved yet which\n      // means that we should trigger the event later when the handler is available\n      if (!handler) {\n        handlerInfo.handlerPromise.then(delayedEvent.bind(null, name, args));\n        continue;\n      }\n\n      if (handler.events && handler.events[name]) {\n        if (handler.events[name].apply(handler, args) === true) {\n          eventWasHandled = true;\n        } else {\n          return;\n        }\n      }\n    }\n\n    // In the case that we got an UnrecognizedURLError as an event with no handler,\n    // let it bubble up\n    if (name === 'error' && args[0].name === 'UnrecognizedURLError') {\n      throw args[0];\n    } else if (!eventWasHandled && !ignoreFailure) {\n      throw new Error(\"Nothing handled the event '\" + name + \"'.\");\n    }\n  }\n\n  function getChangelist(oldObject, newObject) {\n    var key = void 0;\n    var results = {\n      all: {},\n      changed: {},\n      removed: {}\n    };\n\n    merge(results.all, newObject);\n\n    var didChange = false;\n    coerceQueryParamsToString(oldObject);\n    coerceQueryParamsToString(newObject);\n\n    // Calculate removals\n    for (key in oldObject) {\n      if (hasOwnProperty.call(oldObject, key)) {\n        if (!hasOwnProperty.call(newObject, key)) {\n          didChange = true;\n          results.removed[key] = oldObject[key];\n        }\n      }\n    }\n\n    // Calculate changes\n    for (key in newObject) {\n      if (hasOwnProperty.call(newObject, key)) {\n        if (Array.isArray(oldObject[key]) && Array.isArray(newObject[key])) {\n          if (oldObject[key].length !== newObject[key].length) {\n            results.changed[key] = newObject[key];\n            didChange = true;\n          } else {\n            for (var i = 0, l = oldObject[key].length; i < l; i++) {\n              if (oldObject[key][i] !== newObject[key][i]) {\n                results.changed[key] = newObject[key];\n                didChange = true;\n              }\n            }\n          }\n        } else {\n          if (oldObject[key] !== newObject[key]) {\n            results.changed[key] = newObject[key];\n            didChange = true;\n          }\n        }\n      }\n    }\n\n    return didChange && results;\n  }\n\n  function _promiseLabel(label) {\n    return 'Router: ' + label;\n  }\n\n  function resolveHook(obj, hookName) {\n    if (!obj) {\n      return;\n    }\n    var underscored = '_' + hookName;\n    return obj[underscored] && underscored || obj[hookName] && hookName;\n  }\n\n  function callHook(obj, _hookName, arg1, arg2) {\n    var hookName = resolveHook(obj, _hookName);\n    return hookName && obj[hookName].call(obj, arg1, arg2);\n  }\n\n  function applyHook(obj, _hookName, args) {\n    var hookName = resolveHook(obj, _hookName);\n    if (hookName) {\n      if (args.length === 0) {\n        return obj[hookName].call(obj);\n      } else if (args.length === 1) {\n        return obj[hookName].call(obj, args[0]);\n      } else if (args.length === 2) {\n        return obj[hookName].call(obj, args[0], args[1]);\n      } else {\n        return obj[hookName].apply(obj, args);\n      }\n    }\n  }\n\n  function TransitionState() {\n    this.handlerInfos = [];\n    this.queryParams = {};\n    this.params = {};\n  }\n\n  TransitionState.prototype = {\n    promiseLabel: function (label) {\n      var targetName = '';\n      forEach(this.handlerInfos, function (handlerInfo) {\n        if (targetName !== '') {\n          targetName += '.';\n        }\n        targetName += handlerInfo.name;\n      });\n      return _promiseLabel(\"'\" + targetName + \"': \" + label);\n    },\n\n    resolve: function (shouldContinue, payload) {\n      // First, calculate params for this state. This is useful\n      // information to provide to the various route hooks.\n      var params = this.params;\n      forEach(this.handlerInfos, function (handlerInfo) {\n        params[handlerInfo.name] = handlerInfo.params || {};\n      });\n\n      payload = payload || {};\n      payload.resolveIndex = 0;\n\n      var currentState = this;\n      var wasAborted = false;\n\n      // The prelude RSVP.resolve() asyncs us into the promise land.\n      return _rsvp.Promise.resolve(null, this.promiseLabel('Start transition')).then(resolveOneHandlerInfo, null, this.promiseLabel('Resolve handler')).catch(handleError, this.promiseLabel('Handle error'));\n\n      function innerShouldContinue() {\n        return _rsvp.Promise.resolve(shouldContinue(), currentState.promiseLabel('Check if should continue')).catch(function (reason) {\n          // We distinguish between errors that occurred\n          // during resolution (e.g. before\"Model/model/afterModel),\n          // and aborts due to a rejecting promise from shouldContinue().\n          wasAborted = true;\n          return _rsvp.Promise.reject(reason);\n        }, currentState.promiseLabel('Handle abort'));\n      }\n\n      function handleError(error) {\n        // This is the only possible\n        // reject value of TransitionState#resolve\n        var handlerInfos = currentState.handlerInfos;\n        var errorHandlerIndex = payload.resolveIndex >= handlerInfos.length ? handlerInfos.length - 1 : payload.resolveIndex;\n        return _rsvp.Promise.reject({\n          error: error,\n          handlerWithError: currentState.handlerInfos[errorHandlerIndex].handler,\n          wasAborted: wasAborted,\n          state: currentState\n        });\n      }\n\n      function proceed(resolvedHandlerInfo) {\n        var wasAlreadyResolved = currentState.handlerInfos[payload.resolveIndex].isResolved;\n\n        // Swap the previously unresolved handlerInfo with\n        // the resolved handlerInfo\n        currentState.handlerInfos[payload.resolveIndex++] = resolvedHandlerInfo;\n\n        if (!wasAlreadyResolved) {\n          // Call the redirect hook. The reason we call it here\n          // vs. afterModel is so that redirects into child\n          // routes don't re-run the model hooks for this\n          // already-resolved route.\n          var handler = resolvedHandlerInfo.handler;\n          callHook(handler, 'redirect', resolvedHandlerInfo.context, payload);\n        }\n\n        // Proceed after ensuring that the redirect hook\n        // didn't abort this transition by transitioning elsewhere.\n        return innerShouldContinue().then(resolveOneHandlerInfo, null, currentState.promiseLabel('Resolve handler'));\n      }\n\n      function resolveOneHandlerInfo() {\n        if (payload.resolveIndex === currentState.handlerInfos.length) {\n          // This is is the only possible\n          // fulfill value of TransitionState#resolve\n          return {\n            error: null,\n            state: currentState\n          };\n        }\n\n        var handlerInfo = currentState.handlerInfos[payload.resolveIndex];\n\n        return handlerInfo.resolve(innerShouldContinue, payload).then(proceed, null, currentState.promiseLabel('Proceed'));\n      }\n    }\n  };\n\n  function TransitionAbortedError(message) {\n    if (!(this instanceof TransitionAbortedError)) {\n      return new TransitionAbortedError(message);\n    }\n\n    var error = Error.call(this, message);\n\n    if (Error.captureStackTrace) {\n      Error.captureStackTrace(this, TransitionAbortedError);\n    } else {\n      this.stack = error.stack;\n    }\n\n    this.description = error.description;\n    this.fileName = error.fileName;\n    this.lineNumber = error.lineNumber;\n    this.message = error.message || 'TransitionAborted';\n    this.name = 'TransitionAborted';\n    this.number = error.number;\n    this.code = error.code;\n  }\n\n  TransitionAbortedError.prototype = Object.create(Error.prototype);\n\n  /**\n    A Transition is a thennable (a promise-like object) that represents\n    an attempt to transition to another route. It can be aborted, either\n    explicitly via `abort` or by attempting another transition while a\n    previous one is still underway. An aborted transition can also\n    be `retry()`d later.\n  \n    @class Transition\n    @constructor\n    @param {Object} router\n    @param {Object} intent\n    @param {Object} state\n    @param {Object} error\n    @private\n   */\n\n  var Transition = function () {\n    function Transition(router, intent, state, error, previousTransition) {\n      var _this = this;\n\n      (0, _emberBabel.classCallCheck)(this, Transition);\n\n      this.state = state || router.state;\n      this.intent = intent;\n      this.router = router;\n      this.data = this.intent && this.intent.data || {};\n      this.resolvedModels = {};\n      this.queryParams = {};\n      this.promise = undefined;\n      this.error = undefined;\n      this.params = undefined;\n      this.handlerInfos = undefined;\n      this.targetName = undefined;\n      this.pivotHandler = undefined;\n      this.sequence = undefined;\n      this.isAborted = false;\n      this.isActive = true;\n      this.urlMethod = 'update';\n      this.resolveIndex = 0;\n      this.queryParamsOnly = false;\n      this.isTransition = true;\n\n      if (error) {\n        this.promise = _rsvp.Promise.reject(error);\n        this.error = error;\n        return;\n      }\n\n      // if you're doing multiple redirects, need the new transition to know if it\n      // is actually part of the first transition or not. Any further redirects\n      // in the initial transition also need to know if they are part of the\n      // initial transition\n      this.isCausedByAbortingTransition = !!previousTransition;\n      this.isCausedByInitialTransition = previousTransition && (previousTransition.isCausedByInitialTransition || previousTransition.sequence === 0);\n\n      if (state) {\n        this.params = state.params;\n        this.queryParams = state.queryParams;\n        this.handlerInfos = state.handlerInfos;\n\n        var len = state.handlerInfos.length;\n        if (len) {\n          this.targetName = state.handlerInfos[len - 1].name;\n        }\n\n        for (var i = 0; i < len; ++i) {\n          var handlerInfo = state.handlerInfos[i];\n\n          // TODO: this all seems hacky\n          if (!handlerInfo.isResolved) {\n            break;\n          }\n          this.pivotHandler = handlerInfo.handler;\n        }\n\n        this.sequence = router.currentSequence++;\n        this.promise = state.resolve(function () {\n          if (_this.isAborted) {\n            return _rsvp.Promise.reject(undefined, _promiseLabel('Transition aborted - reject'));\n          }\n        }, this).catch(function (result) {\n          if (result.wasAborted || _this.isAborted) {\n            return _rsvp.Promise.reject(logAbort(_this));\n          } else {\n            _this.trigger('error', result.error, _this, result.handlerWithError);\n            _this.abort();\n            return _rsvp.Promise.reject(result.error);\n          }\n        }, _promiseLabel('Handle Abort'));\n      } else {\n        this.promise = _rsvp.Promise.resolve(this.state);\n        this.params = {};\n      }\n    }\n\n    Transition.prototype.isExiting = function isExiting(handler) {\n      var handlerInfos = this.handlerInfos;\n      for (var i = 0, len = handlerInfos.length; i < len; ++i) {\n        var handlerInfo = handlerInfos[i];\n        if (handlerInfo.name === handler || handlerInfo.handler === handler) {\n          return false;\n        }\n      }\n      return true;\n    };\n\n    Transition.prototype.then = function then(onFulfilled, onRejected, label) {\n      return this.promise.then(onFulfilled, onRejected, label);\n    };\n\n    Transition.prototype.catch = function _catch(onRejection, label) {\n      return this.promise.catch(onRejection, label);\n    };\n\n    Transition.prototype.finally = function _finally(callback, label) {\n      return this.promise.finally(callback, label);\n    };\n\n    Transition.prototype.abort = function abort() {\n      if (this.isAborted) {\n        return this;\n      }\n      _log(this.router, this.sequence, this.targetName + ': transition was aborted');\n      this.intent.preTransitionState = this.router.state;\n      this.isAborted = true;\n      this.isActive = false;\n      this.router.activeTransition = null;\n      return this;\n    };\n\n    Transition.prototype.retry = function retry() {\n      // TODO: add tests for merged state retry()s\n      this.abort();\n      var newTransition = this.router.transitionByIntent(this.intent, false);\n\n      // inheriting a `null` urlMethod is not valid\n      // the urlMethod is only set to `null` when\n      // the transition is initiated *after* the url\n      // has been updated (i.e. `router.handleURL`)\n      //\n      // in that scenario, the url method cannot be\n      // inherited for a new transition because then\n      // the url would not update even though it should\n      if (this.urlMethod !== null) {\n        newTransition.method(this.urlMethod);\n      }\n      return newTransition;\n    };\n\n    Transition.prototype.method = function method(_method) {\n      this.urlMethod = _method;\n      return this;\n    };\n\n    Transition.prototype.trigger = function trigger(ignoreFailure) {\n      var args = slice.call(arguments);\n      if (typeof ignoreFailure === 'boolean') {\n        args.shift();\n      } else {\n        // Throw errors on unhandled trigger events by default\n        ignoreFailure = false;\n      }\n      _trigger(this.router, this.state.handlerInfos.slice(0, this.resolveIndex + 1), ignoreFailure, args);\n    };\n\n    Transition.prototype.followRedirects = function followRedirects() {\n      var router = this.router;\n      return this.promise.catch(function (reason) {\n        if (router.activeTransition) {\n          return router.activeTransition.followRedirects();\n        }\n        return _rsvp.Promise.reject(reason);\n      });\n    };\n\n    Transition.prototype.toString = function toString() {\n      return 'Transition (sequence ' + this.sequence + ')';\n    };\n\n    Transition.prototype.log = function log(message) {\n      _log(this.router, this.sequence, message);\n    };\n\n    return Transition;\n  }();\n\n  // Alias 'trigger' as 'send'\n  Transition.prototype.send = Transition.prototype.trigger;\n\n  /**\n    @private\n  \n    Logs and returns an instance of TransitionAborted.\n   */\n  function logAbort(transition) {\n    _log(transition.router, transition.sequence, 'detected abort.');\n    return new TransitionAbortedError();\n  }\n\n  var TransitionIntent = function TransitionIntent() {\n    (0, _emberBabel.classCallCheck)(this, TransitionIntent);\n\n    this.data = this.data || {};\n  };\n\n  var DEFAULT_HANDLER = Object.freeze({});\n\n  var HandlerInfo = function () {\n    function HandlerInfo(_props) {\n      (0, _emberBabel.classCallCheck)(this, HandlerInfo);\n\n      var props = _props || {};\n\n      // initialize local properties to ensure consistent object shape\n      this._handler = DEFAULT_HANDLER;\n      this._handlerPromise = null;\n      this.factory = null; // Injected by the handler info factory\n      this.name = props.name;\n\n      for (var prop in props) {\n        if (prop === 'handler') {\n          this._processHandler(props.handler);\n        } else {\n          this[prop] = props[prop];\n        }\n      }\n    }\n\n    HandlerInfo.prototype.getHandler = function getHandler() {};\n\n    HandlerInfo.prototype.fetchHandler = function fetchHandler() {\n      var handler = this.getHandler(this.name);\n\n      return this._processHandler(handler);\n    };\n\n    HandlerInfo.prototype._processHandler = function _processHandler(handler) {\n      var _this2 = this;\n\n      // Setup a handlerPromise so that we can wait for asynchronously loaded handlers\n      this.handlerPromise = _rsvp.Promise.resolve(handler);\n\n      // Wait until the 'handler' property has been updated when chaining to a handler\n      // that is a promise\n      if (isPromise(handler)) {\n        this.handlerPromise = this.handlerPromise.then(function (h) {\n          return _this2.updateHandler(h);\n        });\n        // set to undefined to avoid recursive loop in the handler getter\n        return this.handler = undefined;\n      } else if (handler) {\n        return this.updateHandler(handler);\n      }\n    };\n\n    HandlerInfo.prototype.log = function log(payload, message) {\n      if (payload.log) {\n        payload.log(this.name + ': ' + message);\n      }\n    };\n\n    HandlerInfo.prototype.promiseLabel = function promiseLabel(label) {\n      return _promiseLabel(\"'\" + this.name + \"' \" + label);\n    };\n\n    HandlerInfo.prototype.getUnresolved = function getUnresolved() {\n      return this;\n    };\n\n    HandlerInfo.prototype.serialize = function serialize() {\n      return this.params || {};\n    };\n\n    HandlerInfo.prototype.updateHandler = function updateHandler(handler) {\n      // Store the name of the handler on the handler for easy checks later\n      handler._handlerName = this.name;\n      return this.handler = handler;\n    };\n\n    HandlerInfo.prototype.resolve = function resolve(shouldContinue, payload) {\n      var checkForAbort = this.checkForAbort.bind(this, shouldContinue),\n          beforeModel = this.runBeforeModelHook.bind(this, payload),\n          model = this.getModel.bind(this, payload),\n          afterModel = this.runAfterModelHook.bind(this, payload),\n          becomeResolved = this.becomeResolved.bind(this, payload),\n          self = this;\n\n      return _rsvp.Promise.resolve(this.handlerPromise, this.promiseLabel('Start handler')).then(function (handler) {\n        // We nest this chain in case the handlerPromise has an error so that\n        // we don't have to bubble it through every step\n        return _rsvp.Promise.resolve(handler).then(checkForAbort, null, self.promiseLabel('Check for abort')).then(beforeModel, null, self.promiseLabel('Before model')).then(checkForAbort, null, self.promiseLabel(\"Check if aborted during 'beforeModel' hook\")).then(model, null, self.promiseLabel('Model')).then(checkForAbort, null, self.promiseLabel(\"Check if aborted in 'model' hook\")).then(afterModel, null, self.promiseLabel('After model')).then(checkForAbort, null, self.promiseLabel(\"Check if aborted in 'afterModel' hook\")).then(becomeResolved, null, self.promiseLabel('Become resolved'));\n      }, function (error) {\n        throw error;\n      });\n    };\n\n    HandlerInfo.prototype.runBeforeModelHook = function runBeforeModelHook(payload) {\n      if (payload.trigger) {\n        payload.trigger(true, 'willResolveModel', payload, this.handler);\n      }\n      return this.runSharedModelHook(payload, 'beforeModel', []);\n    };\n\n    HandlerInfo.prototype.runAfterModelHook = function runAfterModelHook(payload, resolvedModel) {\n      // Stash the resolved model on the payload.\n      // This makes it possible for users to swap out\n      // the resolved model in afterModel.\n      var name = this.name;\n      this.stashResolvedModel(payload, resolvedModel);\n\n      return this.runSharedModelHook(payload, 'afterModel', [resolvedModel]).then(function () {\n        // Ignore the fulfilled value returned from afterModel.\n        // Return the value stashed in resolvedModels, which\n        // might have been swapped out in afterModel.\n        return payload.resolvedModels[name];\n      }, null, this.promiseLabel('Ignore fulfillment value and return model value'));\n    };\n\n    HandlerInfo.prototype.runSharedModelHook = function runSharedModelHook(payload, hookName, args) {\n      this.log(payload, 'calling ' + hookName + ' hook');\n\n      if (this.queryParams) {\n        args.push(this.queryParams);\n      }\n      args.push(payload);\n\n      var result = applyHook(this.handler, hookName, args);\n\n      if (result && result.isTransition) {\n        result = null;\n      }\n\n      return _rsvp.Promise.resolve(result, this.promiseLabel('Resolve value returned from one of the model hooks'));\n    };\n\n    HandlerInfo.prototype.getModel = function getModel() {};\n\n    HandlerInfo.prototype.checkForAbort = function checkForAbort(shouldContinue, promiseValue) {\n      return _rsvp.Promise.resolve(shouldContinue(), this.promiseLabel('Check for abort')).then(function () {\n        // We don't care about shouldContinue's resolve value;\n        // pass along the original value passed to this fn.\n        return promiseValue;\n      }, null, this.promiseLabel('Ignore fulfillment value and continue'));\n    };\n\n    HandlerInfo.prototype.stashResolvedModel = function stashResolvedModel(payload, resolvedModel) {\n      payload.resolvedModels = payload.resolvedModels || {};\n      payload.resolvedModels[this.name] = resolvedModel;\n    };\n\n    HandlerInfo.prototype.becomeResolved = function becomeResolved(payload, resolvedContext) {\n      var params = this.serialize(resolvedContext);\n\n      if (payload) {\n        this.stashResolvedModel(payload, resolvedContext);\n        payload.params = payload.params || {};\n        payload.params[this.name] = params;\n      }\n\n      return this.factory('resolved', {\n        context: resolvedContext,\n        name: this.name,\n        handler: this.handler,\n        params: params\n      });\n    };\n\n    HandlerInfo.prototype.shouldSupercede = function shouldSupercede(other) {\n      // Prefer this newer handlerInfo over `other` if:\n      // 1) The other one doesn't exist\n      // 2) The names don't match\n      // 3) This handler has a context that doesn't match\n      //    the other one (or the other one doesn't have one).\n      // 4) This handler has parameters that don't match the other.\n      if (!other) {\n        return true;\n      }\n\n      var contextsMatch = other.context === this.context;\n      return other.name !== this.name || this.hasOwnProperty('context') && !contextsMatch || this.hasOwnProperty('params') && !paramsMatch(this.params, other.params);\n    };\n\n    (0, _emberBabel.createClass)(HandlerInfo, [{\n      key: 'handler',\n      get: function () {\n        // _handler could be set to either a handler object or undefined, so we\n        // compare against a default reference to know when it's been set\n        if (this._handler !== DEFAULT_HANDLER) {\n          return this._handler;\n        }\n\n        return this.fetchHandler();\n      },\n      set: function (handler) {\n        return this._handler = handler;\n      }\n    }, {\n      key: 'handlerPromise',\n      get: function () {\n        if (this._handlerPromise !== null) {\n          return this._handlerPromise;\n        }\n\n        this.fetchHandler();\n\n        return this._handlerPromise;\n      },\n      set: function (handlerPromise) {\n        this._handlerPromise = handlerPromise;\n\n        return handlerPromise;\n      }\n    }]);\n    return HandlerInfo;\n  }();\n\n  // this is bonkers, we require that `context` be set on on the\n  // HandlerInfo prototype to null because the checks in\n  // `NamedTransitionIntent.prototype.applyToHandlers` here\n  // https://github.com/tildeio/router.js/blob/v1.2.8/lib/router/transition-intent/named-transition-intent.js#L76-L81\n  // check of `oldHandlerInfo.context === newHandlerInfo.context` and assumes\n  // that the params _must_ match also in that case.\n  //\n  // The only reason `oldHandlerInfo.context` and `newHandlerInfo.context` did not\n  // match in prior versions is because if the context isn't set yet (on newHandlerInfo)\n  // is because it inherits the `null` from the prototype vs `undefined` (on\n  // the oldHandlerInfo).\n  //\n  // A future refactoring should remove that conditional, and fix the hand full of\n  // failing tests.\n  HandlerInfo.prototype.context = null;\n\n  function paramsMatch(a, b) {\n    if (!a ^ !b) {\n      // Only one is null.\n      return false;\n    }\n\n    if (!a) {\n      // Both must be null.\n      return true;\n    }\n\n    // Note: this assumes that both params have the same\n    // number of keys, but since we're comparing the\n    // same handlers, they should.\n    for (var k in a) {\n      if (a.hasOwnProperty(k) && a[k] !== b[k]) {\n        return false;\n      }\n    }\n    return true;\n  }\n\n  var ResolvedHandlerInfo = function (_HandlerInfo) {\n    (0, _emberBabel.inherits)(ResolvedHandlerInfo, _HandlerInfo);\n\n    function ResolvedHandlerInfo(props) {\n      (0, _emberBabel.classCallCheck)(this, ResolvedHandlerInfo);\n\n      var _this3 = (0, _emberBabel.possibleConstructorReturn)(this, _HandlerInfo.call(this, props));\n\n      _this3.isResolved = true;\n      return _this3;\n    }\n\n    ResolvedHandlerInfo.prototype.resolve = function resolve(shouldContinue, payload) {\n      // A ResolvedHandlerInfo just resolved with itself.\n      if (payload && payload.resolvedModels) {\n        payload.resolvedModels[this.name] = this.context;\n      }\n      return _rsvp.Promise.resolve(this, this.promiseLabel('Resolve'));\n    };\n\n    ResolvedHandlerInfo.prototype.getUnresolved = function getUnresolved() {\n      return this.factory('param', {\n        name: this.name,\n        handler: this.handler,\n        params: this.params\n      });\n    };\n\n    return ResolvedHandlerInfo;\n  }(HandlerInfo);\n\n  var UnresolvedHandlerInfoByObject = function (_HandlerInfo2) {\n    (0, _emberBabel.inherits)(UnresolvedHandlerInfoByObject, _HandlerInfo2);\n\n    function UnresolvedHandlerInfoByObject(props) {\n      (0, _emberBabel.classCallCheck)(this, UnresolvedHandlerInfoByObject);\n\n      var _this4 = (0, _emberBabel.possibleConstructorReturn)(this, _HandlerInfo2.call(this, props));\n\n      _this4.names = _this4.names || [];\n      return _this4;\n    }\n\n    UnresolvedHandlerInfoByObject.prototype.getModel = function getModel(payload) {\n      this.log(payload, this.name + ': resolving provided model');\n      return _rsvp.Promise.resolve(this.context);\n    };\n\n    UnresolvedHandlerInfoByObject.prototype.serialize = function serialize(_model) {\n      var model = _model || this.context,\n          names = this.names;\n\n      var object = {};\n      if (isParam(model)) {\n        object[names[0]] = model;\n        return object;\n      }\n\n      // Use custom serialize if it exists.\n      if (this.serializer) {\n        // invoke this.serializer unbound (getSerializer returns a stateless function)\n        return this.serializer.call(null, model, names);\n      } else if (this.handler && this.handler.serialize) {\n        return this.handler.serialize(model, names);\n      }\n\n      if (names.length !== 1) {\n        return;\n      }\n\n      var name = names[0];\n\n      if (/_id$/.test(name)) {\n        object[name] = model.id;\n      } else {\n        object[name] = model;\n      }\n      return object;\n    };\n\n    return UnresolvedHandlerInfoByObject;\n  }(HandlerInfo);\n\n  var UnresolvedHandlerInfoByParam = function (_HandlerInfo3) {\n    (0, _emberBabel.inherits)(UnresolvedHandlerInfoByParam, _HandlerInfo3);\n\n    function UnresolvedHandlerInfoByParam(props) {\n      (0, _emberBabel.classCallCheck)(this, UnresolvedHandlerInfoByParam);\n\n      var _this5 = (0, _emberBabel.possibleConstructorReturn)(this, _HandlerInfo3.call(this, props));\n\n      _this5.params = _this5.params || {};\n      return _this5;\n    }\n\n    UnresolvedHandlerInfoByParam.prototype.getModel = function getModel(payload) {\n      var fullParams = this.params;\n      if (payload && payload.queryParams) {\n        fullParams = {};\n        merge(fullParams, this.params);\n        fullParams.queryParams = payload.queryParams;\n      }\n\n      var handler = this.handler;\n      var hookName = resolveHook(handler, 'deserialize') || resolveHook(handler, 'model');\n\n      return this.runSharedModelHook(payload, hookName, [fullParams]);\n    };\n\n    return UnresolvedHandlerInfoByParam;\n  }(HandlerInfo);\n\n  handlerInfoFactory.klasses = {\n    resolved: ResolvedHandlerInfo,\n    param: UnresolvedHandlerInfoByParam,\n    object: UnresolvedHandlerInfoByObject\n  };\n\n  function handlerInfoFactory(name, props) {\n    var klass = handlerInfoFactory.klasses[name];\n    var handlerInfo = new klass(props || {});\n    handlerInfo.factory = handlerInfoFactory;\n    return handlerInfo;\n  }\n\n  var NamedTransitionIntent = function (_TransitionIntent) {\n    (0, _emberBabel.inherits)(NamedTransitionIntent, _TransitionIntent);\n\n    function NamedTransitionIntent(props) {\n      (0, _emberBabel.classCallCheck)(this, NamedTransitionIntent);\n\n      var _this6 = (0, _emberBabel.possibleConstructorReturn)(this, _TransitionIntent.call(this, props));\n\n      _this6.name = props.name;\n      _this6.pivotHandler = props.pivotHandler;\n      _this6.contexts = props.contexts || [];\n      _this6.queryParams = props.queryParams;\n      return _this6;\n    }\n\n    NamedTransitionIntent.prototype.applyToState = function applyToState(oldState, recognizer, getHandler, isIntermediate, getSerializer) {\n      var partitionedArgs = extractQueryParams([this.name].concat(this.contexts)),\n          pureArgs = partitionedArgs[0],\n          handlers = recognizer.handlersFor(pureArgs[0]);\n\n      var targetRouteName = handlers[handlers.length - 1].handler;\n\n      return this.applyToHandlers(oldState, handlers, getHandler, targetRouteName, isIntermediate, null, getSerializer);\n    };\n\n    NamedTransitionIntent.prototype.applyToHandlers = function applyToHandlers(oldState, handlers, getHandler, targetRouteName, isIntermediate, checkingIfActive, getSerializer) {\n      var i, len;\n      var newState = new TransitionState();\n      var objects = this.contexts.slice(0);\n\n      var invalidateIndex = handlers.length;\n\n      // Pivot handlers are provided for refresh transitions\n      if (this.pivotHandler) {\n        for (i = 0, len = handlers.length; i < len; ++i) {\n          if (handlers[i].handler === this.pivotHandler._handlerName) {\n            invalidateIndex = i;\n            break;\n          }\n        }\n      }\n\n      for (i = handlers.length - 1; i >= 0; --i) {\n        var result = handlers[i];\n        var name = result.handler;\n\n        var oldHandlerInfo = oldState.handlerInfos[i];\n        var newHandlerInfo = null;\n\n        if (result.names.length > 0) {\n          if (i >= invalidateIndex) {\n            newHandlerInfo = this.createParamHandlerInfo(name, getHandler, result.names, objects, oldHandlerInfo);\n          } else {\n            var serializer = getSerializer(name);\n            newHandlerInfo = this.getHandlerInfoForDynamicSegment(name, getHandler, result.names, objects, oldHandlerInfo, targetRouteName, i, serializer);\n          }\n        } else {\n          // This route has no dynamic segment.\n          // Therefore treat as a param-based handlerInfo\n          // with empty params. This will cause the `model`\n          // hook to be called with empty params, which is desirable.\n          newHandlerInfo = this.createParamHandlerInfo(name, getHandler, result.names, objects, oldHandlerInfo);\n        }\n\n        if (checkingIfActive) {\n          // If we're performing an isActive check, we want to\n          // serialize URL params with the provided context, but\n          // ignore mismatches between old and new context.\n          newHandlerInfo = newHandlerInfo.becomeResolved(null, newHandlerInfo.context);\n          var oldContext = oldHandlerInfo && oldHandlerInfo.context;\n          if (result.names.length > 0 && newHandlerInfo.context === oldContext) {\n            // If contexts match in isActive test, assume params also match.\n            // This allows for flexibility in not requiring that every last\n            // handler provide a `serialize` method\n            newHandlerInfo.params = oldHandlerInfo && oldHandlerInfo.params;\n          }\n          newHandlerInfo.context = oldContext;\n        }\n\n        var handlerToUse = oldHandlerInfo;\n        if (i >= invalidateIndex || newHandlerInfo.shouldSupercede(oldHandlerInfo)) {\n          invalidateIndex = Math.min(i, invalidateIndex);\n          handlerToUse = newHandlerInfo;\n        }\n\n        if (isIntermediate && !checkingIfActive) {\n          handlerToUse = handlerToUse.becomeResolved(null, handlerToUse.context);\n        }\n\n        newState.handlerInfos.unshift(handlerToUse);\n      }\n\n      if (objects.length > 0) {\n        throw new Error('More context objects were passed than there are dynamic segments for the route: ' + targetRouteName);\n      }\n\n      if (!isIntermediate) {\n        this.invalidateChildren(newState.handlerInfos, invalidateIndex);\n      }\n\n      merge(newState.queryParams, this.queryParams || {});\n\n      return newState;\n    };\n\n    NamedTransitionIntent.prototype.invalidateChildren = function invalidateChildren(handlerInfos, invalidateIndex) {\n      for (var i = invalidateIndex, l = handlerInfos.length; i < l; ++i) {\n        var handlerInfo = handlerInfos[i];\n        handlerInfos[i] = handlerInfo.getUnresolved();\n      }\n    };\n\n    NamedTransitionIntent.prototype.getHandlerInfoForDynamicSegment = function getHandlerInfoForDynamicSegment(name, getHandler, names, objects, oldHandlerInfo, targetRouteName, i, serializer) {\n      var objectToUse;\n      if (objects.length > 0) {\n        // Use the objects provided for this transition.\n        objectToUse = objects[objects.length - 1];\n        if (isParam(objectToUse)) {\n          return this.createParamHandlerInfo(name, getHandler, names, objects, oldHandlerInfo);\n        } else {\n          objects.pop();\n        }\n      } else if (oldHandlerInfo && oldHandlerInfo.name === name) {\n        // Reuse the matching oldHandlerInfo\n        return oldHandlerInfo;\n      } else {\n        if (this.preTransitionState) {\n          var preTransitionHandlerInfo = this.preTransitionState.handlerInfos[i];\n          objectToUse = preTransitionHandlerInfo && preTransitionHandlerInfo.context;\n        } else {\n          // Ideally we should throw this error to provide maximal\n          // information to the user that not enough context objects\n          // were provided, but this proves too cumbersome in Ember\n          // in cases where inner template helpers are evaluated\n          // before parent helpers un-render, in which cases this\n          // error somewhat prematurely fires.\n          //throw new Error(\"Not enough context objects were provided to complete a transition to \" + targetRouteName + \". Specifically, the \" + name + \" route needs an object that can be serialized into its dynamic URL segments [\" + names.join(', ') + \"]\");\n          return oldHandlerInfo;\n        }\n      }\n\n      return handlerInfoFactory('object', {\n        name: name,\n        getHandler: getHandler,\n        serializer: serializer,\n        context: objectToUse,\n        names: names\n      });\n    };\n\n    NamedTransitionIntent.prototype.createParamHandlerInfo = function createParamHandlerInfo(name, getHandler, names, objects, oldHandlerInfo) {\n      var params = {};\n\n      // Soak up all the provided string/numbers\n      var numNames = names.length;\n      while (numNames--) {\n        // Only use old params if the names match with the new handler\n        var oldParams = oldHandlerInfo && name === oldHandlerInfo.name && oldHandlerInfo.params || {};\n\n        var peek = objects[objects.length - 1];\n        var paramName = names[numNames];\n        if (isParam(peek)) {\n          params[paramName] = '' + objects.pop();\n        } else {\n          // If we're here, this means only some of the params\n          // were string/number params, so try and use a param\n          // value from a previous handler.\n          if (oldParams.hasOwnProperty(paramName)) {\n            params[paramName] = oldParams[paramName];\n          } else {\n            throw new Error(\"You didn't provide enough string/numeric parameters to satisfy all of the dynamic segments for route \" + name);\n          }\n        }\n      }\n\n      return handlerInfoFactory('param', {\n        name: name,\n        getHandler: getHandler,\n        params: params\n      });\n    };\n\n    return NamedTransitionIntent;\n  }(TransitionIntent);\n\n  function UnrecognizedURLError(message) {\n    if (!(this instanceof UnrecognizedURLError)) {\n      return new UnrecognizedURLError(message);\n    }\n\n    var error = Error.call(this, message);\n\n    if (Error.captureStackTrace) {\n      Error.captureStackTrace(this, UnrecognizedURLError);\n    } else {\n      this.stack = error.stack;\n    }\n\n    this.description = error.description;\n    this.fileName = error.fileName;\n    this.lineNumber = error.lineNumber;\n    this.message = error.message || 'UnrecognizedURL';\n    this.name = 'UnrecognizedURLError';\n    this.number = error.number;\n    this.code = error.code;\n  }\n\n  UnrecognizedURLError.prototype = Object.create(Error.prototype);\n\n  var URLTransitionIntent = function (_TransitionIntent2) {\n    (0, _emberBabel.inherits)(URLTransitionIntent, _TransitionIntent2);\n\n    function URLTransitionIntent(props) {\n      (0, _emberBabel.classCallCheck)(this, URLTransitionIntent);\n\n      var _this7 = (0, _emberBabel.possibleConstructorReturn)(this, _TransitionIntent2.call(this, props));\n\n      _this7.url = props.url;\n      return _this7;\n    }\n\n    URLTransitionIntent.prototype.applyToState = function applyToState(oldState, recognizer, getHandler) {\n      var newState = new TransitionState();\n\n      var results = recognizer.recognize(this.url),\n          i,\n          len;\n\n      if (!results) {\n        throw new UnrecognizedURLError(this.url);\n      }\n\n      var statesDiffer = false;\n      var url = this.url;\n\n      // Checks if a handler is accessible by URL. If it is not, an error is thrown.\n      // For the case where the handler is loaded asynchronously, the error will be\n      // thrown once it is loaded.\n      function checkHandlerAccessibility(handler) {\n        if (handler && handler.inaccessibleByURL) {\n          throw new UnrecognizedURLError(url);\n        }\n\n        return handler;\n      }\n\n      for (i = 0, len = results.length; i < len; ++i) {\n        var result = results[i];\n        var name = result.handler;\n        var newHandlerInfo = handlerInfoFactory('param', {\n          name: name,\n          getHandler: getHandler,\n          params: result.params\n        });\n        var handler = newHandlerInfo.handler;\n\n        if (handler) {\n          checkHandlerAccessibility(handler);\n        } else {\n          // If the hanlder is being loaded asynchronously, check if we can\n          // access it after it has resolved\n          newHandlerInfo.handlerPromise = newHandlerInfo.handlerPromise.then(checkHandlerAccessibility);\n        }\n\n        var oldHandlerInfo = oldState.handlerInfos[i];\n        if (statesDiffer || newHandlerInfo.shouldSupercede(oldHandlerInfo)) {\n          statesDiffer = true;\n          newState.handlerInfos[i] = newHandlerInfo;\n        } else {\n          newState.handlerInfos[i] = oldHandlerInfo;\n        }\n      }\n\n      merge(newState.queryParams, results.queryParams);\n\n      return newState;\n    };\n\n    return URLTransitionIntent;\n  }(TransitionIntent);\n\n  var pop = Array.prototype.pop;\n\n  function Router(_options) {\n    var options = _options || {};\n    this.getHandler = options.getHandler || this.getHandler;\n    this.getSerializer = options.getSerializer || this.getSerializer;\n    this.updateURL = options.updateURL || this.updateURL;\n    this.replaceURL = options.replaceURL || this.replaceURL;\n    this.didTransition = options.didTransition || this.didTransition;\n    this.willTransition = options.willTransition || this.willTransition;\n    this.delegate = options.delegate || this.delegate;\n    this.triggerEvent = options.triggerEvent || this.triggerEvent;\n    this.log = options.log || this.log;\n    this.dslCallBacks = []; // NOTE: set by Ember\n    this.state = undefined;\n    this.activeTransition = undefined;\n    this._changedQueryParams = undefined;\n    this.oldState = undefined;\n    this.currentHandlerInfos = undefined;\n    this.currentSequence = 0;\n\n    this.recognizer = new _routeRecognizer.default();\n    this.reset();\n  }\n\n  function getTransitionByIntent(intent, isIntermediate) {\n    var wasTransitioning = !!this.activeTransition;\n    var oldState = wasTransitioning ? this.activeTransition.state : this.state;\n    var newTransition;\n\n    var newState = intent.applyToState(oldState, this.recognizer, this.getHandler, isIntermediate, this.getSerializer);\n    var queryParamChangelist = getChangelist(oldState.queryParams, newState.queryParams);\n\n    if (handlerInfosEqual(newState.handlerInfos, oldState.handlerInfos)) {\n      // This is a no-op transition. See if query params changed.\n      if (queryParamChangelist) {\n        newTransition = this.queryParamsTransition(queryParamChangelist, wasTransitioning, oldState, newState);\n        if (newTransition) {\n          newTransition.queryParamsOnly = true;\n          return newTransition;\n        }\n      }\n\n      // No-op. No need to create a new transition.\n      return this.activeTransition || new Transition(this);\n    }\n\n    if (isIntermediate) {\n      setupContexts(this, newState);\n      return;\n    }\n\n    // Create a new transition to the destination route.\n    newTransition = new Transition(this, intent, newState, undefined, this.activeTransition);\n\n    // transition is to same route with same params, only query params differ.\n    // not caught above probably because refresh() has been used\n    if (handlerInfosSameExceptQueryParams(newState.handlerInfos, oldState.handlerInfos)) {\n      newTransition.queryParamsOnly = true;\n    }\n\n    // Abort and usurp any previously active transition.\n    if (this.activeTransition) {\n      this.activeTransition.abort();\n    }\n    this.activeTransition = newTransition;\n\n    // Transition promises by default resolve with resolved state.\n    // For our purposes, swap out the promise to resolve\n    // after the transition has been finalized.\n    newTransition.promise = newTransition.promise.then(function (result) {\n      return finalizeTransition(newTransition, result.state);\n    }, null, _promiseLabel('Settle transition promise when transition is finalized'));\n\n    if (!wasTransitioning) {\n      notifyExistingHandlers(this, newState, newTransition);\n    }\n\n    fireQueryParamDidChange(this, newState, queryParamChangelist);\n\n    return newTransition;\n  }\n\n  Router.prototype = {\n    /**\n      The main entry point into the router. The API is essentially\n      the same as the `map` method in `route-recognizer`.\n       This method extracts the String handler at the last `.to()`\n      call and uses it as the name of the whole route.\n       @param {Function} callback\n    */\n    map: function (callback) {\n      this.recognizer.delegate = this.delegate;\n\n      this.recognizer.map(callback, function (recognizer, routes) {\n        for (var i = routes.length - 1, proceed = true; i >= 0 && proceed; --i) {\n          var route = routes[i];\n          recognizer.add(routes, { as: route.handler });\n          proceed = route.path === '/' || route.path === '' || route.handler.slice(-6) === '.index';\n        }\n      });\n    },\n\n    hasRoute: function (route) {\n      return this.recognizer.hasRoute(route);\n    },\n\n    getHandler: function () {},\n\n    getSerializer: function () {},\n\n    queryParamsTransition: function (changelist, wasTransitioning, oldState, newState) {\n      var router = this;\n\n      fireQueryParamDidChange(this, newState, changelist);\n\n      if (!wasTransitioning && this.activeTransition) {\n        // One of the handlers in queryParamsDidChange\n        // caused a transition. Just return that transition.\n        return this.activeTransition;\n      } else {\n        // Running queryParamsDidChange didn't change anything.\n        // Just update query params and be on our way.\n\n        // We have to return a noop transition that will\n        // perform a URL update at the end. This gives\n        // the user the ability to set the url update\n        // method (default is replaceState).\n        var newTransition = new Transition(this);\n        newTransition.queryParamsOnly = true;\n\n        oldState.queryParams = finalizeQueryParamChange(this, newState.handlerInfos, newState.queryParams, newTransition);\n\n        newTransition.promise = newTransition.promise.then(function (result) {\n          updateURL(newTransition, oldState, true);\n          if (router.didTransition) {\n            router.didTransition(router.currentHandlerInfos);\n          }\n          return result;\n        }, null, _promiseLabel('Transition complete'));\n        return newTransition;\n      }\n    },\n\n    // NOTE: this doesn't really belong here, but here\n    // it shall remain until our ES6 transpiler can\n    // handle cyclical deps.\n    transitionByIntent: function (intent /*, isIntermediate*/) {\n      try {\n        return getTransitionByIntent.apply(this, arguments);\n      } catch (e) {\n        return new Transition(this, intent, null, e);\n      }\n    },\n\n    /**\n      Clears the current and target route handlers and triggers exit\n      on each of them starting at the leaf and traversing up through\n      its ancestors.\n    */\n    reset: function () {\n      if (this.state) {\n        forEach(this.state.handlerInfos.slice().reverse(), function (handlerInfo) {\n          var handler = handlerInfo.handler;\n          callHook(handler, 'exit');\n        });\n      }\n\n      this.oldState = undefined;\n      this.state = new TransitionState();\n      this.currentHandlerInfos = null;\n    },\n\n    activeTransition: null,\n\n    /**\n      var handler = handlerInfo.handler;\n      The entry point for handling a change to the URL (usually\n      via the back and forward button).\n       Returns an Array of handlers and the parameters associated\n      with those parameters.\n       @param {String} url a URL to process\n       @return {Array} an Array of `[handler, parameter]` tuples\n    */\n    handleURL: function (url) {\n      // Perform a URL-based transition, but don't change\n      // the URL afterward, since it already happened.\n      var args = slice.call(arguments);\n      if (url.charAt(0) !== '/') {\n        args[0] = '/' + url;\n      }\n\n      return doTransition(this, args).method(null);\n    },\n\n    /**\n      Hook point for updating the URL.\n       @param {String} url a URL to update to\n    */\n    updateURL: function () {\n      throw new Error('updateURL is not implemented');\n    },\n\n    /**\n      Hook point for replacing the current URL, i.e. with replaceState\n       By default this behaves the same as `updateURL`\n       @param {String} url a URL to update to\n    */\n    replaceURL: function (url) {\n      this.updateURL(url);\n    },\n\n    /**\n      Transition into the specified named route.\n       If necessary, trigger the exit callback on any handlers\n      that are no longer represented by the target route.\n       @param {String} name the name of the route\n    */\n    transitionTo: function () /*name*/{\n      return doTransition(this, arguments);\n    },\n\n    intermediateTransitionTo: function () /*name*/{\n      return doTransition(this, arguments, true);\n    },\n\n    refresh: function (pivotHandler) {\n      var previousTransition = this.activeTransition;\n      var state = previousTransition ? previousTransition.state : this.state;\n      var handlerInfos = state.handlerInfos;\n\n      _log(this, 'Starting a refresh transition');\n      var intent = new NamedTransitionIntent({\n        name: handlerInfos[handlerInfos.length - 1].name,\n        pivotHandler: pivotHandler || handlerInfos[0].handler,\n        contexts: [], // TODO collect contexts...?\n        queryParams: this._changedQueryParams || state.queryParams || {}\n      });\n\n      var newTransition = this.transitionByIntent(intent, false);\n\n      // if the previous transition is a replace transition, that needs to be preserved\n      if (previousTransition && previousTransition.urlMethod === 'replace') {\n        newTransition.method(previousTransition.urlMethod);\n      }\n\n      return newTransition;\n    },\n\n    /**\n      Identical to `transitionTo` except that the current URL will be replaced\n      if possible.\n       This method is intended primarily for use with `replaceState`.\n       @param {String} name the name of the route\n    */\n    replaceWith: function () /*name*/{\n      return doTransition(this, arguments).method('replace');\n    },\n\n    /**\n      Take a named route and context objects and generate a\n      URL.\n       @param {String} name the name of the route to generate\n        a URL for\n      @param {...Object} objects a list of objects to serialize\n       @return {String} a URL\n    */\n    generate: function (handlerName) {\n      var partitionedArgs = extractQueryParams(slice.call(arguments, 1)),\n          suppliedParams = partitionedArgs[0],\n          queryParams = partitionedArgs[1];\n\n      // Construct a TransitionIntent with the provided params\n      // and apply it to the present state of the router.\n      var intent = new NamedTransitionIntent({\n        name: handlerName,\n        contexts: suppliedParams\n      });\n      var state = intent.applyToState(this.state, this.recognizer, this.getHandler, null, this.getSerializer);\n      var params = {};\n\n      for (var i = 0, len = state.handlerInfos.length; i < len; ++i) {\n        var handlerInfo = state.handlerInfos[i];\n        var handlerParams = handlerInfo.serialize();\n        merge(params, handlerParams);\n      }\n      params.queryParams = queryParams;\n\n      return this.recognizer.generate(handlerName, params);\n    },\n\n    applyIntent: function (handlerName, contexts) {\n      var intent = new NamedTransitionIntent({\n        name: handlerName,\n        contexts: contexts\n      });\n\n      var state = this.activeTransition && this.activeTransition.state || this.state;\n      return intent.applyToState(state, this.recognizer, this.getHandler, null, this.getSerializer);\n    },\n\n    isActiveIntent: function (handlerName, contexts, queryParams, _state) {\n      var state = _state || this.state,\n          targetHandlerInfos = state.handlerInfos,\n          handlerInfo,\n          len;\n\n      if (!targetHandlerInfos.length) {\n        return false;\n      }\n\n      var targetHandler = targetHandlerInfos[targetHandlerInfos.length - 1].name;\n      var recogHandlers = this.recognizer.handlersFor(targetHandler);\n\n      var index = 0;\n      for (len = recogHandlers.length; index < len; ++index) {\n        handlerInfo = targetHandlerInfos[index];\n        if (handlerInfo.name === handlerName) {\n          break;\n        }\n      }\n\n      if (index === recogHandlers.length) {\n        // The provided route name isn't even in the route hierarchy.\n        return false;\n      }\n\n      var testState = new TransitionState();\n      testState.handlerInfos = targetHandlerInfos.slice(0, index + 1);\n      recogHandlers = recogHandlers.slice(0, index + 1);\n\n      var intent = new NamedTransitionIntent({\n        name: targetHandler,\n        contexts: contexts\n      });\n\n      var newState = intent.applyToHandlers(testState, recogHandlers, this.getHandler, targetHandler, true, true, this.getSerializer);\n\n      var handlersEqual = handlerInfosEqual(newState.handlerInfos, testState.handlerInfos);\n      if (!queryParams || !handlersEqual) {\n        return handlersEqual;\n      }\n\n      // Get a hash of QPs that will still be active on new route\n      var activeQPsOnNewHandler = {};\n      merge(activeQPsOnNewHandler, queryParams);\n\n      var activeQueryParams = state.queryParams;\n      for (var key in activeQueryParams) {\n        if (activeQueryParams.hasOwnProperty(key) && activeQPsOnNewHandler.hasOwnProperty(key)) {\n          activeQPsOnNewHandler[key] = activeQueryParams[key];\n        }\n      }\n\n      return handlersEqual && !getChangelist(activeQPsOnNewHandler, queryParams);\n    },\n\n    isActive: function (handlerName) {\n      var partitionedArgs = extractQueryParams(slice.call(arguments, 1));\n      return this.isActiveIntent(handlerName, partitionedArgs[0], partitionedArgs[1]);\n    },\n\n    trigger: function () /*name*/{\n      var args = slice.call(arguments);\n      _trigger(this, this.currentHandlerInfos, false, args);\n    },\n\n    /**\n      Hook point for logging transition status updates.\n       @param {String} message The message to log.\n    */\n    log: null\n  };\n\n  /**\n    @private\n  \n    Fires queryParamsDidChange event\n  */\n  function fireQueryParamDidChange(router, newState, queryParamChangelist) {\n    // If queryParams changed trigger event\n    if (queryParamChangelist) {\n      // This is a little hacky but we need some way of storing\n      // changed query params given that no activeTransition\n      // is guaranteed to have occurred.\n      router._changedQueryParams = queryParamChangelist.all;\n      _trigger(router, newState.handlerInfos, true, ['queryParamsDidChange', queryParamChangelist.changed, queryParamChangelist.all, queryParamChangelist.removed]);\n      router._changedQueryParams = null;\n    }\n  }\n\n  /**\n    @private\n  \n    Takes an Array of `HandlerInfo`s, figures out which ones are\n    exiting, entering, or changing contexts, and calls the\n    proper handler hooks.\n  \n    For example, consider the following tree of handlers. Each handler is\n    followed by the URL segment it handles.\n  \n    ```\n    |~index (\"/\")\n    | |~posts (\"/posts\")\n    | | |-showPost (\"/:id\")\n    | | |-newPost (\"/new\")\n    | | |-editPost (\"/edit\")\n    | |~about (\"/about/:id\")\n    ```\n  \n    Consider the following transitions:\n  \n    1. A URL transition to `/posts/1`.\n       1. Triggers the `*model` callbacks on the\n          `index`, `posts`, and `showPost` handlers\n       2. Triggers the `enter` callback on the same\n       3. Triggers the `setup` callback on the same\n    2. A direct transition to `newPost`\n       1. Triggers the `exit` callback on `showPost`\n       2. Triggers the `enter` callback on `newPost`\n       3. Triggers the `setup` callback on `newPost`\n    3. A direct transition to `about` with a specified\n       context object\n       1. Triggers the `exit` callback on `newPost`\n          and `posts`\n       2. Triggers the `serialize` callback on `about`\n       3. Triggers the `enter` callback on `about`\n       4. Triggers the `setup` callback on `about`\n  \n    @param {Router} transition\n    @param {TransitionState} newState\n  */\n  function setupContexts(router, newState, transition) {\n    var partition = partitionHandlers(router.state, newState);\n    var i, l, handler;\n\n    for (i = 0, l = partition.exited.length; i < l; i++) {\n      handler = partition.exited[i].handler;\n      delete handler.context;\n\n      callHook(handler, 'reset', true, transition);\n      callHook(handler, 'exit', transition);\n    }\n\n    var oldState = router.oldState = router.state;\n    router.state = newState;\n    var currentHandlerInfos = router.currentHandlerInfos = partition.unchanged.slice();\n\n    try {\n      for (i = 0, l = partition.reset.length; i < l; i++) {\n        handler = partition.reset[i].handler;\n        callHook(handler, 'reset', false, transition);\n      }\n\n      for (i = 0, l = partition.updatedContext.length; i < l; i++) {\n        handlerEnteredOrUpdated(currentHandlerInfos, partition.updatedContext[i], false, transition);\n      }\n\n      for (i = 0, l = partition.entered.length; i < l; i++) {\n        handlerEnteredOrUpdated(currentHandlerInfos, partition.entered[i], true, transition);\n      }\n    } catch (e) {\n      router.state = oldState;\n      router.currentHandlerInfos = oldState.handlerInfos;\n      throw e;\n    }\n\n    router.state.queryParams = finalizeQueryParamChange(router, currentHandlerInfos, newState.queryParams, transition);\n  }\n\n  /**\n    @private\n  \n    Helper method used by setupContexts. Handles errors or redirects\n    that may happen in enter/setup.\n  */\n  function handlerEnteredOrUpdated(currentHandlerInfos, handlerInfo, enter, transition) {\n    var handler = handlerInfo.handler,\n        context = handlerInfo.context;\n\n    function _handlerEnteredOrUpdated(handler) {\n      if (enter) {\n        callHook(handler, 'enter', transition);\n      }\n\n      if (transition && transition.isAborted) {\n        throw new TransitionAbortedError();\n      }\n\n      handler.context = context;\n      callHook(handler, 'contextDidChange');\n\n      callHook(handler, 'setup', context, transition);\n      if (transition && transition.isAborted) {\n        throw new TransitionAbortedError();\n      }\n\n      currentHandlerInfos.push(handlerInfo);\n    }\n\n    // If the handler doesn't exist, it means we haven't resolved the handler promise yet\n    if (!handler) {\n      handlerInfo.handlerPromise = handlerInfo.handlerPromise.then(_handlerEnteredOrUpdated);\n    } else {\n      _handlerEnteredOrUpdated(handler);\n    }\n\n    return true;\n  }\n\n  /**\n    @private\n  \n    This function is called when transitioning from one URL to\n    another to determine which handlers are no longer active,\n    which handlers are newly active, and which handlers remain\n    active but have their context changed.\n  \n    Take a list of old handlers and new handlers and partition\n    them into four buckets:\n  \n    * unchanged: the handler was active in both the old and\n      new URL, and its context remains the same\n    * updated context: the handler was active in both the\n      old and new URL, but its context changed. The handler's\n      `setup` method, if any, will be called with the new\n      context.\n    * exited: the handler was active in the old URL, but is\n      no longer active.\n    * entered: the handler was not active in the old URL, but\n      is now active.\n  \n    The PartitionedHandlers structure has four fields:\n  \n    * `updatedContext`: a list of `HandlerInfo` objects that\n      represent handlers that remain active but have a changed\n      context\n    * `entered`: a list of `HandlerInfo` objects that represent\n      handlers that are newly active\n    * `exited`: a list of `HandlerInfo` objects that are no\n      longer active.\n    * `unchanged`: a list of `HanderInfo` objects that remain active.\n  \n    @param {Array[HandlerInfo]} oldHandlers a list of the handler\n      information for the previous URL (or `[]` if this is the\n      first handled transition)\n    @param {Array[HandlerInfo]} newHandlers a list of the handler\n      information for the new URL\n  \n    @return {Partition}\n  */\n  function partitionHandlers(oldState, newState) {\n    var oldHandlers = oldState.handlerInfos;\n    var newHandlers = newState.handlerInfos;\n\n    var handlers = {\n      updatedContext: [],\n      exited: [],\n      entered: [],\n      unchanged: [],\n      reset: undefined\n    };\n\n    var handlerChanged,\n        contextChanged = false,\n        i,\n        l;\n\n    for (i = 0, l = newHandlers.length; i < l; i++) {\n      var oldHandler = oldHandlers[i],\n          newHandler = newHandlers[i];\n\n      if (!oldHandler || oldHandler.handler !== newHandler.handler) {\n        handlerChanged = true;\n      }\n\n      if (handlerChanged) {\n        handlers.entered.push(newHandler);\n        if (oldHandler) {\n          handlers.exited.unshift(oldHandler);\n        }\n      } else if (contextChanged || oldHandler.context !== newHandler.context) {\n        contextChanged = true;\n        handlers.updatedContext.push(newHandler);\n      } else {\n        handlers.unchanged.push(oldHandler);\n      }\n    }\n\n    for (i = newHandlers.length, l = oldHandlers.length; i < l; i++) {\n      handlers.exited.unshift(oldHandlers[i]);\n    }\n\n    handlers.reset = handlers.updatedContext.slice();\n    handlers.reset.reverse();\n\n    return handlers;\n  }\n\n  function updateURL(transition, state /*, inputUrl*/) {\n    var urlMethod = transition.urlMethod;\n\n    if (!urlMethod) {\n      return;\n    }\n\n    var router = transition.router,\n        handlerInfos = state.handlerInfos,\n        handlerName = handlerInfos[handlerInfos.length - 1].name,\n        params = {};\n\n    for (var i = handlerInfos.length - 1; i >= 0; --i) {\n      var handlerInfo = handlerInfos[i];\n      merge(params, handlerInfo.params);\n      if (handlerInfo.handler.inaccessibleByURL) {\n        urlMethod = null;\n      }\n    }\n\n    if (urlMethod) {\n      params.queryParams = transition._visibleQueryParams || state.queryParams;\n      var url = router.recognizer.generate(handlerName, params);\n\n      // transitions during the initial transition must always use replaceURL.\n      // When the app boots, you are at a url, e.g. /foo. If some handler\n      // redirects to bar as part of the initial transition, you don't want to\n      // add a history entry for /foo. If you do, pressing back will immediately\n      // hit the redirect again and take you back to /bar, thus killing the back\n      // button\n      var initial = transition.isCausedByInitialTransition;\n\n      // say you are at / and you click a link to route /foo. In /foo's\n      // handler, the transition is aborted using replacewith('/bar').\n      // Because the current url is still /, the history entry for / is\n      // removed from the history. Clicking back will take you to the page\n      // you were on before /, which is often not even the app, thus killing\n      // the back button. That's why updateURL is always correct for an\n      // aborting transition that's not the initial transition\n      var replaceAndNotAborting = urlMethod === 'replace' && !transition.isCausedByAbortingTransition;\n\n      // because calling refresh causes an aborted transition, this needs to be\n      // special cased - if the initial transition is a replace transition, the\n      // urlMethod should be honored here.\n      var isQueryParamsRefreshTransition = transition.queryParamsOnly && urlMethod === 'replace';\n\n      if (initial || replaceAndNotAborting || isQueryParamsRefreshTransition) {\n        router.replaceURL(url);\n      } else {\n        router.updateURL(url);\n      }\n    }\n  }\n\n  /**\n    @private\n  \n    Updates the URL (if necessary) and calls `setupContexts`\n    to update the router's array of `currentHandlerInfos`.\n   */\n  function finalizeTransition(transition, newState) {\n    try {\n      _log(transition.router, transition.sequence, 'Resolved all models on destination route; finalizing transition.');\n\n      var router = transition.router,\n          handlerInfos = newState.handlerInfos;\n\n      // Run all the necessary enter/setup/exit hooks\n      setupContexts(router, newState, transition);\n\n      // Check if a redirect occurred in enter/setup\n      if (transition.isAborted) {\n        // TODO: cleaner way? distinguish b/w targetHandlerInfos?\n        router.state.handlerInfos = router.currentHandlerInfos;\n        return _rsvp.Promise.reject(logAbort(transition));\n      }\n\n      updateURL(transition, newState, transition.intent.url);\n\n      transition.isActive = false;\n      router.activeTransition = null;\n\n      _trigger(router, router.currentHandlerInfos, true, ['didTransition']);\n\n      if (router.didTransition) {\n        router.didTransition(router.currentHandlerInfos);\n      }\n\n      _log(router, transition.sequence, 'TRANSITION COMPLETE.');\n\n      // Resolve with the final handler.\n      return handlerInfos[handlerInfos.length - 1].handler;\n    } catch (e) {\n      if (!(e instanceof TransitionAbortedError)) {\n        //var erroneousHandler = handlerInfos.pop();\n        var infos = transition.state.handlerInfos;\n        transition.trigger(true, 'error', e, transition, infos[infos.length - 1].handler);\n        transition.abort();\n      }\n\n      throw e;\n    }\n  }\n\n  /**\n    @private\n  \n    Begins and returns a Transition based on the provided\n    arguments. Accepts arguments in the form of both URL\n    transitions and named transitions.\n  \n    @param {Router} router\n    @param {Array[Object]} args arguments passed to transitionTo,\n      replaceWith, or handleURL\n  */\n  function doTransition(router, args, isIntermediate) {\n    // Normalize blank transitions to root URL transitions.\n    var name = args[0] || '/';\n\n    var lastArg = args[args.length - 1];\n    var queryParams = {};\n    if (lastArg && lastArg.hasOwnProperty('queryParams')) {\n      queryParams = pop.call(args).queryParams;\n    }\n\n    var intent;\n    if (args.length === 0) {\n      _log(router, 'Updating query params');\n\n      // A query param update is really just a transition\n      // into the route you're already on.\n      var handlerInfos = router.state.handlerInfos;\n      intent = new NamedTransitionIntent({\n        name: handlerInfos[handlerInfos.length - 1].name,\n        contexts: [],\n        queryParams: queryParams\n      });\n    } else if (name.charAt(0) === '/') {\n      _log(router, 'Attempting URL transition to ' + name);\n      intent = new URLTransitionIntent({ url: name });\n    } else {\n      _log(router, 'Attempting transition to ' + name);\n      intent = new NamedTransitionIntent({\n        name: args[0],\n        contexts: slice.call(args, 1),\n        queryParams: queryParams\n      });\n    }\n\n    return router.transitionByIntent(intent, isIntermediate);\n  }\n\n  function handlerInfosEqual(handlerInfos, otherHandlerInfos) {\n    if (handlerInfos.length !== otherHandlerInfos.length) {\n      return false;\n    }\n\n    for (var i = 0, len = handlerInfos.length; i < len; ++i) {\n      if (handlerInfos[i] !== otherHandlerInfos[i]) {\n        return false;\n      }\n    }\n    return true;\n  }\n\n  function handlerInfosSameExceptQueryParams(handlerInfos, otherHandlerInfos) {\n    if (handlerInfos.length !== otherHandlerInfos.length) {\n      return false;\n    }\n\n    for (var i = 0, len = handlerInfos.length; i < len; ++i) {\n      if (handlerInfos[i].name !== otherHandlerInfos[i].name) {\n        return false;\n      }\n\n      if (!paramsEqual(handlerInfos[i].params, otherHandlerInfos[i].params)) {\n        return false;\n      }\n    }\n    return true;\n  }\n\n  function paramsEqual(params, otherParams) {\n    if (!params && !otherParams) {\n      return true;\n    } else if (!params && !!otherParams || !!params && !otherParams) {\n      // one is falsy but other is not;\n      return false;\n    }\n    var keys = Object.keys(params);\n    var otherKeys = Object.keys(otherParams);\n\n    if (keys.length !== otherKeys.length) {\n      return false;\n    }\n\n    for (var i = 0, len = keys.length; i < len; ++i) {\n      var key = keys[i];\n\n      if (params[key] !== otherParams[key]) {\n        return false;\n      }\n    }\n\n    return true;\n  }\n\n  function finalizeQueryParamChange(router, resolvedHandlers, newQueryParams, transition) {\n    // We fire a finalizeQueryParamChange event which\n    // gives the new route hierarchy a chance to tell\n    // us which query params it's consuming and what\n    // their final values are. If a query param is\n    // no longer consumed in the final route hierarchy,\n    // its serialized segment will be removed\n    // from the URL.\n\n    for (var k in newQueryParams) {\n      if (newQueryParams.hasOwnProperty(k) && newQueryParams[k] === null) {\n        delete newQueryParams[k];\n      }\n    }\n\n    var finalQueryParamsArray = [];\n    _trigger(router, resolvedHandlers, true, ['finalizeQueryParamChange', newQueryParams, finalQueryParamsArray, transition]);\n\n    if (transition) {\n      transition._visibleQueryParams = {};\n    }\n\n    var finalQueryParams = {};\n    for (var i = 0, len = finalQueryParamsArray.length; i < len; ++i) {\n      var qp = finalQueryParamsArray[i];\n      finalQueryParams[qp.key] = qp.value;\n      if (transition && qp.visible !== false) {\n        transition._visibleQueryParams[qp.key] = qp.value;\n      }\n    }\n    return finalQueryParams;\n  }\n\n  function notifyExistingHandlers(router, newState, newTransition) {\n    var oldHandlers = router.state.handlerInfos,\n        changing = [],\n        i,\n        oldHandlerLen,\n        oldHandler,\n        newHandler;\n\n    oldHandlerLen = oldHandlers.length;\n    for (i = 0; i < oldHandlerLen; i++) {\n      oldHandler = oldHandlers[i];\n      newHandler = newState.handlerInfos[i];\n\n      if (!newHandler || oldHandler.name !== newHandler.name) {\n        break;\n      }\n\n      if (!newHandler.isResolved) {\n        changing.push(oldHandler);\n      }\n    }\n\n    _trigger(router, oldHandlers, true, ['willTransition', newTransition]);\n\n    if (router.willTransition) {\n      router.willTransition(oldHandlers, newState.handlerInfos, newTransition);\n    }\n  }\n\n  exports.Transition = Transition;\n  exports.default = Router;\n});","enifed('rsvp', ['exports', 'ember-babel', 'node-module'], function (exports, _emberBabel, _nodeModule) {\n  'use strict';\n\n  exports.filter = exports.async = exports.map = exports.reject = exports.resolve = exports.off = exports.on = exports.configure = exports.denodeify = exports.defer = exports.rethrow = exports.hashSettled = exports.hash = exports.race = exports.allSettled = exports.all = exports.EventTarget = exports.Promise = exports.cast = exports.asap = undefined;\n\n  var _rsvp;\n\n  function callbacksFor(object) {\n    var callbacks = object._promiseCallbacks;\n\n    if (!callbacks) {\n      callbacks = object._promiseCallbacks = {};\n    }\n\n    return callbacks;\n  }\n\n  /**\n    @class RSVP.EventTarget\n  */\n  var EventTarget = {\n    mixin: function (object) {\n      object['on'] = this['on'];\n      object['off'] = this['off'];\n      object['trigger'] = this['trigger'];\n      object._promiseCallbacks = undefined;\n      return object;\n    },\n    on: function (eventName, callback) {\n      if (typeof callback !== 'function') {\n        throw new TypeError('Callback must be a function');\n      }\n\n      var allCallbacks = callbacksFor(this),\n          callbacks = void 0;\n\n      callbacks = allCallbacks[eventName];\n\n      if (!callbacks) {\n        callbacks = allCallbacks[eventName] = [];\n      }\n\n      if (callbacks.indexOf(callback)) {\n        callbacks.push(callback);\n      }\n    },\n    off: function (eventName, callback) {\n      var allCallbacks = callbacksFor(this),\n          callbacks = void 0,\n          index = void 0;\n\n      if (!callback) {\n        allCallbacks[eventName] = [];\n        return;\n      }\n\n      callbacks = allCallbacks[eventName];\n\n      index = callbacks.indexOf(callback);\n\n      if (index !== -1) {\n        callbacks.splice(index, 1);\n      }\n    },\n    trigger: function (eventName, options, label) {\n      var allCallbacks = callbacksFor(this),\n          callbacks = void 0,\n          callback = void 0;\n\n      if (callbacks = allCallbacks[eventName]) {\n        // Don't cache the callbacks.length since it may grow\n        for (var i = 0; i < callbacks.length; i++) {\n          callback = callbacks[i];\n\n          callback(options, label);\n        }\n      }\n    }\n  };\n\n  var config = {\n    instrument: false\n  };\n\n  EventTarget['mixin'](config);\n\n  function configure(name, value) {\n    if (arguments.length === 2) {\n      config[name] = value;\n    } else {\n      return config[name];\n    }\n  }\n\n  var queue = [];\n\n  function scheduleFlush() {\n    setTimeout(function () {\n      for (var i = 0; i < queue.length; i++) {\n        var entry = queue[i];\n\n        var payload = entry.payload;\n\n        payload.guid = payload.key + payload.id;\n        payload.childGuid = payload.key + payload.childId;\n        if (payload.error) {\n          payload.stack = payload.error.stack;\n        }\n\n        config['trigger'](entry.name, entry.payload);\n      }\n      queue.length = 0;\n    }, 50);\n  }\n\n  function instrument(eventName, promise, child) {\n    if (1 === queue.push({\n      name: eventName,\n      payload: {\n        key: promise._guidKey,\n        id: promise._id,\n        eventName: eventName,\n        detail: promise._result,\n        childId: child && child._id,\n        label: promise._label,\n        timeStamp: Date.now(),\n        error: config[\"instrument-with-stack\"] ? new Error(promise._label) : null\n      } })) {\n      scheduleFlush();\n    }\n  }\n\n  /**\n    `RSVP.Promise.resolve` returns a promise that will become resolved with the\n    passed `value`. It is shorthand for the following:\n  \n    ```javascript\n    let promise = new RSVP.Promise(function(resolve, reject){\n      resolve(1);\n    });\n  \n    promise.then(function(value){\n      // value === 1\n    });\n    ```\n  \n    Instead of writing the above, your code now simply becomes the following:\n  \n    ```javascript\n    let promise = RSVP.Promise.resolve(1);\n  \n    promise.then(function(value){\n      // value === 1\n    });\n    ```\n  \n    @method resolve\n    @static\n    @param {*} object value that the returned promise will be resolved with\n    @param {String} label optional string for identifying the returned promise.\n    Useful for tooling.\n    @return {Promise} a promise that will become fulfilled with the given\n    `value`\n  */\n  function resolve$1(object, label) {\n    /*jshint validthis:true */\n    var Constructor = this;\n\n    if (object && typeof object === 'object' && object.constructor === Constructor) {\n      return object;\n    }\n\n    var promise = new Constructor(noop, label);\n    resolve(promise, object);\n    return promise;\n  }\n\n  function withOwnPromise() {\n    return new TypeError('A promises callback cannot return that same promise.');\n  }\n\n  function objectOrFunction(x) {\n    var type = typeof x;\n    return x !== null && (type === 'object' || type === 'function');\n  }\n\n  function noop() {}\n\n  var PENDING = void 0;\n  var FULFILLED = 1;\n  var REJECTED = 2;\n\n  function ErrorObject() {\n    this.error = null;\n  }\n\n  var GET_THEN_ERROR = new ErrorObject();\n\n  function getThen(promise) {\n    try {\n      return promise.then;\n    } catch (error) {\n      GET_THEN_ERROR.error = error;\n      return GET_THEN_ERROR;\n    }\n  }\n\n  var TRY_CATCH_ERROR = new ErrorObject();\n\n  var tryCatchCallback = void 0;\n  function tryCatcher() {\n    try {\n      var target = tryCatchCallback;\n      tryCatchCallback = null;\n      return target.apply(this, arguments);\n    } catch (e) {\n      TRY_CATCH_ERROR.error = e;\n      return TRY_CATCH_ERROR;\n    }\n  }\n\n  function tryCatch(fn) {\n    tryCatchCallback = fn;\n    return tryCatcher;\n  }\n\n  function tryThen(then$$1, value, fulfillmentHandler, rejectionHandler) {\n    try {\n      then$$1.call(value, fulfillmentHandler, rejectionHandler);\n    } catch (e) {\n      return e;\n    }\n  }\n\n  function handleForeignThenable(promise, thenable, then$$1) {\n    config.async(function (promise) {\n      var sealed = false;\n      var error = tryThen(then$$1, thenable, function (value) {\n        if (sealed) {\n          return;\n        }\n        sealed = true;\n        if (thenable !== value) {\n          resolve(promise, value, undefined);\n        } else {\n          fulfill(promise, value);\n        }\n      }, function (reason) {\n        if (sealed) {\n          return;\n        }\n        sealed = true;\n\n        reject(promise, reason);\n      }, 'Settle: ' + (promise._label || ' unknown promise'));\n\n      if (!sealed && error) {\n        sealed = true;\n        reject(promise, error);\n      }\n    }, promise);\n  }\n\n  function handleOwnThenable(promise, thenable) {\n    if (thenable._state === FULFILLED) {\n      fulfill(promise, thenable._result);\n    } else if (thenable._state === REJECTED) {\n      thenable._onError = null;\n      reject(promise, thenable._result);\n    } else {\n      subscribe(thenable, undefined, function (value) {\n        if (thenable === value) {\n          fulfill(promise, value);\n        } else {\n          resolve(promise, value);\n        }\n      }, function (reason) {\n        return reject(promise, reason);\n      });\n    }\n  }\n\n  function handleMaybeThenable(promise, maybeThenable, then$$1) {\n    var isOwnThenable = maybeThenable.constructor === promise.constructor && then$$1 === then && promise.constructor.resolve === resolve$1;\n\n    if (isOwnThenable) {\n      handleOwnThenable(promise, maybeThenable);\n    } else if (then$$1 === GET_THEN_ERROR) {\n      var error = GET_THEN_ERROR.error;\n      GET_THEN_ERROR.error = null;\n      reject(promise, error);\n    } else if (typeof then$$1 === 'function') {\n      handleForeignThenable(promise, maybeThenable, then$$1);\n    } else {\n      fulfill(promise, maybeThenable);\n    }\n  }\n\n  function resolve(promise, value) {\n    if (promise === value) {\n      fulfill(promise, value);\n    } else if (objectOrFunction(value)) {\n      handleMaybeThenable(promise, value, getThen(value));\n    } else {\n      fulfill(promise, value);\n    }\n  }\n\n  function publishRejection(promise) {\n    if (promise._onError) {\n      promise._onError(promise._result);\n    }\n\n    publish(promise);\n  }\n\n  function fulfill(promise, value) {\n    if (promise._state !== PENDING) {\n      return;\n    }\n\n    promise._result = value;\n    promise._state = FULFILLED;\n\n    if (promise._subscribers.length === 0) {\n      if (config.instrument) {\n        instrument('fulfilled', promise);\n      }\n    } else {\n      config.async(publish, promise);\n    }\n  }\n\n  function reject(promise, reason) {\n    if (promise._state !== PENDING) {\n      return;\n    }\n    promise._state = REJECTED;\n    promise._result = reason;\n    config.async(publishRejection, promise);\n  }\n\n  function subscribe(parent, child, onFulfillment, onRejection) {\n    var subscribers = parent._subscribers;\n    var length = subscribers.length;\n\n    parent._onError = null;\n\n    subscribers[length] = child;\n    subscribers[length + FULFILLED] = onFulfillment;\n    subscribers[length + REJECTED] = onRejection;\n\n    if (length === 0 && parent._state) {\n      config.async(publish, parent);\n    }\n  }\n\n  function publish(promise) {\n    var subscribers = promise._subscribers;\n    var settled = promise._state;\n\n    if (config.instrument) {\n      instrument(settled === FULFILLED ? 'fulfilled' : 'rejected', promise);\n    }\n\n    if (subscribers.length === 0) {\n      return;\n    }\n\n    var child = void 0,\n        callback = void 0,\n        result = promise._result;\n\n    for (var i = 0; i < subscribers.length; i += 3) {\n      child = subscribers[i];\n      callback = subscribers[i + settled];\n\n      if (child) {\n        invokeCallback(settled, child, callback, result);\n      } else {\n        callback(result);\n      }\n    }\n\n    promise._subscribers.length = 0;\n  }\n\n  function invokeCallback(state, promise, callback, result) {\n    var hasCallback = typeof callback === 'function';\n    var value = void 0;\n\n    if (hasCallback) {\n      value = tryCatch(callback)(result);\n    } else {\n      value = result;\n    }\n\n    if (promise._state !== PENDING) {\n      // noop\n    } else if (value === promise) {\n      reject(promise, withOwnPromise());\n    } else if (value === TRY_CATCH_ERROR) {\n      var error = value.error;\n      value.error = null; // release\n      reject(promise, error);\n    } else if (hasCallback) {\n      resolve(promise, value);\n    } else if (state === FULFILLED) {\n      fulfill(promise, value);\n    } else if (state === REJECTED) {\n      reject(promise, value);\n    }\n  }\n\n  function initializePromise(promise, resolver) {\n    var resolved = false;\n    try {\n      resolver(function (value) {\n        if (resolved) {\n          return;\n        }\n        resolved = true;\n        resolve(promise, value);\n      }, function (reason) {\n        if (resolved) {\n          return;\n        }\n        resolved = true;\n        reject(promise, reason);\n      });\n    } catch (e) {\n      reject(promise, e);\n    }\n  }\n\n  function then(onFulfillment, onRejection, label) {\n    var parent = this;\n    var state = parent._state;\n\n    if (state === FULFILLED && !onFulfillment || state === REJECTED && !onRejection) {\n      config.instrument && instrument('chained', parent, parent);\n      return parent;\n    }\n\n    parent._onError = null;\n\n    var child = new parent.constructor(noop, label);\n    var result = parent._result;\n\n    config.instrument && instrument('chained', parent, child);\n\n    if (state === PENDING) {\n      subscribe(parent, child, onFulfillment, onRejection);\n    } else {\n      var callback = state === FULFILLED ? onFulfillment : onRejection;\n      config.async(function () {\n        return invokeCallback(state, child, callback, result);\n      });\n    }\n\n    return child;\n  }\n\n  var Enumerator = function () {\n    function Enumerator(Constructor, input, abortOnReject, label) {\n      (0, _emberBabel.classCallCheck)(this, Enumerator);\n\n      this._instanceConstructor = Constructor;\n      this.promise = new Constructor(noop, label);\n      this._abortOnReject = abortOnReject;\n      this.isUsingOwnPromise = Constructor === Promise;\n\n      this._init.apply(this, arguments);\n    }\n\n    Enumerator.prototype._init = function _init(Constructor, input) {\n      var len = input.length || 0;\n      this.length = len;\n      this._remaining = len;\n      this._result = new Array(len);\n\n      this._enumerate(input);\n    };\n\n    Enumerator.prototype._enumerate = function _enumerate(input) {\n      var length = this.length;\n      var promise = this.promise;\n\n      for (var i = 0; promise._state === PENDING && i < length; i++) {\n        this._eachEntry(input[i], i, true);\n      }\n\n      this._checkFullfillment();\n    };\n\n    Enumerator.prototype._checkFullfillment = function _checkFullfillment() {\n      if (this._remaining === 0) {\n        fulfill(this.promise, this._result);\n      }\n    };\n\n    Enumerator.prototype._settleMaybeThenable = function _settleMaybeThenable(entry, i, firstPass) {\n      var c = this._instanceConstructor;\n      var resolve$$1 = c.resolve;\n\n      if (resolve$$1 === resolve$1) {\n        var then$$1 = getThen(entry);\n\n        if (then$$1 === then && entry._state !== PENDING) {\n          entry._onError = null;\n          this._settledAt(entry._state, i, entry._result, firstPass);\n        } else if (typeof then$$1 !== 'function') {\n          this._settledAt(FULFILLED, i, entry, firstPass);\n        } else if (this.isUsingOwnPromise) {\n          var promise = new c(noop);\n          handleMaybeThenable(promise, entry, then$$1);\n          this._willSettleAt(promise, i, firstPass);\n        } else {\n          this._willSettleAt(new c(function (resolve$$1) {\n            return resolve$$1(entry);\n          }), i, firstPass);\n        }\n      } else {\n        this._willSettleAt(resolve$$1(entry), i, firstPass);\n      }\n    };\n\n    Enumerator.prototype._eachEntry = function _eachEntry(entry, i, firstPass) {\n      if (entry !== null && typeof entry === 'object') {\n        this._settleMaybeThenable(entry, i, firstPass);\n      } else {\n        this._setResultAt(FULFILLED, i, entry, firstPass);\n      }\n    };\n\n    Enumerator.prototype._settledAt = function _settledAt(state, i, value, firstPass) {\n      var promise = this.promise;\n\n      if (promise._state === PENDING) {\n        if (this._abortOnReject && state === REJECTED) {\n          reject(promise, value);\n        } else {\n          this._setResultAt(state, i, value, firstPass);\n          this._checkFullfillment();\n        }\n      }\n    };\n\n    Enumerator.prototype._setResultAt = function _setResultAt(state, i, value, firstPass) {\n      this._remaining--;\n      this._result[i] = value;\n    };\n\n    Enumerator.prototype._willSettleAt = function _willSettleAt(promise, i, firstPass) {\n      var _this = this;\n\n      subscribe(promise, undefined, function (value) {\n        return _this._settledAt(FULFILLED, i, value, firstPass);\n      }, function (reason) {\n        return _this._settledAt(REJECTED, i, reason, firstPass);\n      });\n    };\n\n    return Enumerator;\n  }();\n\n  function setSettledResult(state, i, value) {\n    this._remaining--;\n    if (state === FULFILLED) {\n      this._result[i] = {\n        state: 'fulfilled',\n        value: value\n      };\n    } else {\n      this._result[i] = {\n        state: 'rejected',\n        reason: value\n      };\n    }\n  }\n\n  /**\n    `RSVP.Promise.all` accepts an array of promises, and returns a new promise which\n    is fulfilled with an array of fulfillment values for the passed promises, or\n    rejected with the reason of the first passed promise to be rejected. It casts all\n    elements of the passed iterable to promises as it runs this algorithm.\n  \n    Example:\n  \n    ```javascript\n    let promise1 = RSVP.resolve(1);\n    let promise2 = RSVP.resolve(2);\n    let promise3 = RSVP.resolve(3);\n    let promises = [ promise1, promise2, promise3 ];\n  \n    RSVP.Promise.all(promises).then(function(array){\n      // The array here would be [ 1, 2, 3 ];\n    });\n    ```\n  \n    If any of the `promises` given to `RSVP.all` are rejected, the first promise\n    that is rejected will be given as an argument to the returned promises's\n    rejection handler. For example:\n  \n    Example:\n  \n    ```javascript\n    let promise1 = RSVP.resolve(1);\n    let promise2 = RSVP.reject(new Error(\"2\"));\n    let promise3 = RSVP.reject(new Error(\"3\"));\n    let promises = [ promise1, promise2, promise3 ];\n  \n    RSVP.Promise.all(promises).then(function(array){\n      // Code here never runs because there are rejected promises!\n    }, function(error) {\n      // error.message === \"2\"\n    });\n    ```\n  \n    @method all\n    @static\n    @param {Array} entries array of promises\n    @param {String} label optional string for labeling the promise.\n    Useful for tooling.\n    @return {Promise} promise that is fulfilled when all `promises` have been\n    fulfilled, or rejected if any of them become rejected.\n    @static\n  */\n  function all(entries, label) {\n    if (!Array.isArray(entries)) {\n      return this.reject(new TypeError(\"Promise.all must be called with an array\"), label);\n    }\n    return new Enumerator(this, entries, true /* abort on reject */, label).promise;\n  }\n\n  /**\n    `RSVP.Promise.race` returns a new promise which is settled in the same way as the\n    first passed promise to settle.\n  \n    Example:\n  \n    ```javascript\n    let promise1 = new RSVP.Promise(function(resolve, reject){\n      setTimeout(function(){\n        resolve('promise 1');\n      }, 200);\n    });\n  \n    let promise2 = new RSVP.Promise(function(resolve, reject){\n      setTimeout(function(){\n        resolve('promise 2');\n      }, 100);\n    });\n  \n    RSVP.Promise.race([promise1, promise2]).then(function(result){\n      // result === 'promise 2' because it was resolved before promise1\n      // was resolved.\n    });\n    ```\n  \n    `RSVP.Promise.race` is deterministic in that only the state of the first\n    settled promise matters. For example, even if other promises given to the\n    `promises` array argument are resolved, but the first settled promise has\n    become rejected before the other promises became fulfilled, the returned\n    promise will become rejected:\n  \n    ```javascript\n    let promise1 = new RSVP.Promise(function(resolve, reject){\n      setTimeout(function(){\n        resolve('promise 1');\n      }, 200);\n    });\n  \n    let promise2 = new RSVP.Promise(function(resolve, reject){\n      setTimeout(function(){\n        reject(new Error('promise 2'));\n      }, 100);\n    });\n  \n    RSVP.Promise.race([promise1, promise2]).then(function(result){\n      // Code here never runs\n    }, function(reason){\n      // reason.message === 'promise 2' because promise 2 became rejected before\n      // promise 1 became fulfilled\n    });\n    ```\n  \n    An example real-world use case is implementing timeouts:\n  \n    ```javascript\n    RSVP.Promise.race([ajax('foo.json'), timeout(5000)])\n    ```\n  \n    @method race\n    @static\n    @param {Array} entries array of promises to observe\n    @param {String} label optional string for describing the promise returned.\n    Useful for tooling.\n    @return {Promise} a promise which settles in the same way as the first passed\n    promise to settle.\n  */\n  function race(entries, label) {\n    /*jshint validthis:true */\n    var Constructor = this;\n\n    var promise = new Constructor(noop, label);\n\n    if (!Array.isArray(entries)) {\n      reject(promise, new TypeError('Promise.race must be called with an array'));\n      return promise;\n    }\n\n    for (var i = 0; promise._state === PENDING && i < entries.length; i++) {\n      subscribe(Constructor.resolve(entries[i]), undefined, function (value) {\n        return resolve(promise, value);\n      }, function (reason) {\n        return reject(promise, reason);\n      });\n    }\n\n    return promise;\n  }\n\n  /**\n    `RSVP.Promise.reject` returns a promise rejected with the passed `reason`.\n    It is shorthand for the following:\n  \n    ```javascript\n    let promise = new RSVP.Promise(function(resolve, reject){\n      reject(new Error('WHOOPS'));\n    });\n  \n    promise.then(function(value){\n      // Code here doesn't run because the promise is rejected!\n    }, function(reason){\n      // reason.message === 'WHOOPS'\n    });\n    ```\n  \n    Instead of writing the above, your code now simply becomes the following:\n  \n    ```javascript\n    let promise = RSVP.Promise.reject(new Error('WHOOPS'));\n  \n    promise.then(function(value){\n      // Code here doesn't run because the promise is rejected!\n    }, function(reason){\n      // reason.message === 'WHOOPS'\n    });\n    ```\n  \n    @method reject\n    @static\n    @param {*} reason value that the returned promise will be rejected with.\n    @param {String} label optional string for identifying the returned promise.\n    Useful for tooling.\n    @return {Promise} a promise rejected with the given `reason`.\n  */\n  function reject$1(reason, label) {\n    /*jshint validthis:true */\n    var Constructor = this;\n    var promise = new Constructor(noop, label);\n    reject(promise, reason);\n    return promise;\n  }\n\n  var guidKey = 'rsvp_' + Date.now() + '-';\n  var counter = 0;\n\n  function needsResolver() {\n    throw new TypeError('You must pass a resolver function as the first argument to the promise constructor');\n  }\n\n  function needsNew() {\n    throw new TypeError(\"Failed to construct 'Promise': Please use the 'new' operator, this object constructor cannot be called as a function.\");\n  }\n\n  /**\n    Promise objects represent the eventual result of an asynchronous operation. The\n    primary way of interacting with a promise is through its `then` method, which\n    registers callbacks to receive either a promise’s eventual value or the reason\n    why the promise cannot be fulfilled.\n  \n    Terminology\n    -----------\n  \n    - `promise` is an object or function with a `then` method whose behavior conforms to this specification.\n    - `thenable` is an object or function that defines a `then` method.\n    - `value` is any legal JavaScript value (including undefined, a thenable, or a promise).\n    - `exception` is a value that is thrown using the throw statement.\n    - `reason` is a value that indicates why a promise was rejected.\n    - `settled` the final resting state of a promise, fulfilled or rejected.\n  \n    A promise can be in one of three states: pending, fulfilled, or rejected.\n  \n    Promises that are fulfilled have a fulfillment value and are in the fulfilled\n    state.  Promises that are rejected have a rejection reason and are in the\n    rejected state.  A fulfillment value is never a thenable.\n  \n    Promises can also be said to *resolve* a value.  If this value is also a\n    promise, then the original promise's settled state will match the value's\n    settled state.  So a promise that *resolves* a promise that rejects will\n    itself reject, and a promise that *resolves* a promise that fulfills will\n    itself fulfill.\n  \n  \n    Basic Usage:\n    ------------\n  \n    ```js\n    let promise = new Promise(function(resolve, reject) {\n      // on success\n      resolve(value);\n  \n      // on failure\n      reject(reason);\n    });\n  \n    promise.then(function(value) {\n      // on fulfillment\n    }, function(reason) {\n      // on rejection\n    });\n    ```\n  \n    Advanced Usage:\n    ---------------\n  \n    Promises shine when abstracting away asynchronous interactions such as\n    `XMLHttpRequest`s.\n  \n    ```js\n    function getJSON(url) {\n      return new Promise(function(resolve, reject){\n        let xhr = new XMLHttpRequest();\n  \n        xhr.open('GET', url);\n        xhr.onreadystatechange = handler;\n        xhr.responseType = 'json';\n        xhr.setRequestHeader('Accept', 'application/json');\n        xhr.send();\n  \n        function handler() {\n          if (this.readyState === this.DONE) {\n            if (this.status === 200) {\n              resolve(this.response);\n            } else {\n              reject(new Error('getJSON: `' + url + '` failed with status: [' + this.status + ']'));\n            }\n          }\n        };\n      });\n    }\n  \n    getJSON('/posts.json').then(function(json) {\n      // on fulfillment\n    }, function(reason) {\n      // on rejection\n    });\n    ```\n  \n    Unlike callbacks, promises are great composable primitives.\n  \n    ```js\n    Promise.all([\n      getJSON('/posts'),\n      getJSON('/comments')\n    ]).then(function(values){\n      values[0] // => postsJSON\n      values[1] // => commentsJSON\n  \n      return values;\n    });\n    ```\n  \n    @class RSVP.Promise\n    @param {function} resolver\n    @param {String} label optional string for labeling the promise.\n    Useful for tooling.\n    @constructor\n  */\n\n  var Promise = function () {\n    function Promise(resolver, label) {\n      (0, _emberBabel.classCallCheck)(this, Promise);\n\n      this._id = counter++;\n      this._label = label;\n      this._state = undefined;\n      this._result = undefined;\n      this._subscribers = [];\n\n      config.instrument && instrument('created', this);\n\n      if (noop !== resolver) {\n        typeof resolver !== 'function' && needsResolver();\n        this instanceof Promise ? initializePromise(this, resolver) : needsNew();\n      }\n    }\n\n    Promise.prototype._onError = function _onError(reason) {\n      var _this2 = this;\n\n      config.after(function () {\n        if (_this2._onError) {\n          config.trigger('error', reason, _this2._label);\n        }\n      });\n    };\n\n    Promise.prototype.catch = function _catch(onRejection, label) {\n      return this.then(undefined, onRejection, label);\n    };\n\n    Promise.prototype.finally = function _finally(callback, label) {\n      var promise = this;\n      var constructor = promise.constructor;\n\n      return promise.then(function (value) {\n        return constructor.resolve(callback()).then(function () {\n          return value;\n        });\n      }, function (reason) {\n        return constructor.resolve(callback()).then(function () {\n          throw reason;\n        });\n      }, label);\n    };\n\n    return Promise;\n  }();\n\n  Promise.cast = resolve$1; // deprecated\n  Promise.all = all;\n  Promise.race = race;\n  Promise.resolve = resolve$1;\n  Promise.reject = reject$1;\n\n  Promise.prototype._guidKey = guidKey;\n\n  /**\n    The primary way of interacting with a promise is through its `then` method,\n    which registers callbacks to receive either a promise's eventual value or the\n    reason why the promise cannot be fulfilled.\n  \n    ```js\n    findUser().then(function(user){\n      // user is available\n    }, function(reason){\n      // user is unavailable, and you are given the reason why\n    });\n    ```\n  \n    Chaining\n    --------\n  \n    The return value of `then` is itself a promise.  This second, 'downstream'\n    promise is resolved with the return value of the first promise's fulfillment\n    or rejection handler, or rejected if the handler throws an exception.\n  \n    ```js\n    findUser().then(function (user) {\n      return user.name;\n    }, function (reason) {\n      return 'default name';\n    }).then(function (userName) {\n      // If `findUser` fulfilled, `userName` will be the user's name, otherwise it\n      // will be `'default name'`\n    });\n  \n    findUser().then(function (user) {\n      throw new Error('Found user, but still unhappy');\n    }, function (reason) {\n      throw new Error('`findUser` rejected and we\\'re unhappy');\n    }).then(function (value) {\n      // never reached\n    }, function (reason) {\n      // if `findUser` fulfilled, `reason` will be 'Found user, but still unhappy'.\n      // If `findUser` rejected, `reason` will be '`findUser` rejected and we\\'re unhappy'.\n    });\n    ```\n    If the downstream promise does not specify a rejection handler, rejection reasons will be propagated further downstream.\n  \n    ```js\n    findUser().then(function (user) {\n      throw new PedagogicalException('Upstream error');\n    }).then(function (value) {\n      // never reached\n    }).then(function (value) {\n      // never reached\n    }, function (reason) {\n      // The `PedgagocialException` is propagated all the way down to here\n    });\n    ```\n  \n    Assimilation\n    ------------\n  \n    Sometimes the value you want to propagate to a downstream promise can only be\n    retrieved asynchronously. This can be achieved by returning a promise in the\n    fulfillment or rejection handler. The downstream promise will then be pending\n    until the returned promise is settled. This is called *assimilation*.\n  \n    ```js\n    findUser().then(function (user) {\n      return findCommentsByAuthor(user);\n    }).then(function (comments) {\n      // The user's comments are now available\n    });\n    ```\n  \n    If the assimliated promise rejects, then the downstream promise will also reject.\n  \n    ```js\n    findUser().then(function (user) {\n      return findCommentsByAuthor(user);\n    }).then(function (comments) {\n      // If `findCommentsByAuthor` fulfills, we'll have the value here\n    }, function (reason) {\n      // If `findCommentsByAuthor` rejects, we'll have the reason here\n    });\n    ```\n  \n    Simple Example\n    --------------\n  \n    Synchronous Example\n  \n    ```javascript\n    let result;\n  \n    try {\n      result = findResult();\n      // success\n    } catch(reason) {\n      // failure\n    }\n    ```\n  \n    Errback Example\n  \n    ```js\n    findResult(function(result, err){\n      if (err) {\n        // failure\n      } else {\n        // success\n      }\n    });\n    ```\n  \n    Promise Example;\n  \n    ```javascript\n    findResult().then(function(result){\n      // success\n    }, function(reason){\n      // failure\n    });\n    ```\n  \n    Advanced Example\n    --------------\n  \n    Synchronous Example\n  \n    ```javascript\n    let author, books;\n  \n    try {\n      author = findAuthor();\n      books  = findBooksByAuthor(author);\n      // success\n    } catch(reason) {\n      // failure\n    }\n    ```\n  \n    Errback Example\n  \n    ```js\n  \n    function foundBooks(books) {\n  \n    }\n  \n    function failure(reason) {\n  \n    }\n  \n    findAuthor(function(author, err){\n      if (err) {\n        failure(err);\n        // failure\n      } else {\n        try {\n          findBoooksByAuthor(author, function(books, err) {\n            if (err) {\n              failure(err);\n            } else {\n              try {\n                foundBooks(books);\n              } catch(reason) {\n                failure(reason);\n              }\n            }\n          });\n        } catch(error) {\n          failure(err);\n        }\n        // success\n      }\n    });\n    ```\n  \n    Promise Example;\n  \n    ```javascript\n    findAuthor().\n      then(findBooksByAuthor).\n      then(function(books){\n        // found books\n    }).catch(function(reason){\n      // something went wrong\n    });\n    ```\n  \n    @method then\n    @param {Function} onFulfillment\n    @param {Function} onRejection\n    @param {String} label optional string for labeling the promise.\n    Useful for tooling.\n    @return {Promise}\n  */\n  Promise.prototype.then = then;\n\n  function Result() {\n    this.value = undefined;\n  }\n\n  var ERROR = new Result();\n  var GET_THEN_ERROR$1 = new Result();\n\n  function getThen$1(obj) {\n    try {\n      return obj.then;\n    } catch (error) {\n      ERROR.value = error;\n      return ERROR;\n    }\n  }\n\n  function tryApply(f, s, a) {\n    try {\n      f.apply(s, a);\n    } catch (error) {\n      ERROR.value = error;\n      return ERROR;\n    }\n  }\n\n  function makeObject(_, argumentNames) {\n    var obj = {};\n    var length = _.length;\n    var args = new Array(length);\n\n    for (var x = 0; x < length; x++) {\n      args[x] = _[x];\n    }\n\n    for (var i = 0; i < argumentNames.length; i++) {\n      var name = argumentNames[i];\n      obj[name] = args[i + 1];\n    }\n\n    return obj;\n  }\n\n  function arrayResult(_) {\n    var length = _.length;\n    var args = new Array(length - 1);\n\n    for (var i = 1; i < length; i++) {\n      args[i - 1] = _[i];\n    }\n\n    return args;\n  }\n\n  function wrapThenable(then, promise) {\n    return {\n      then: function (onFulFillment, onRejection) {\n        return then.call(promise, onFulFillment, onRejection);\n      }\n    };\n  }\n\n  /**\n    `RSVP.denodeify` takes a 'node-style' function and returns a function that\n    will return an `RSVP.Promise`. You can use `denodeify` in Node.js or the\n    browser when you'd prefer to use promises over using callbacks. For example,\n    `denodeify` transforms the following:\n  \n    ```javascript\n    let fs = require('fs');\n  \n    fs.readFile('myfile.txt', function(err, data){\n      if (err) return handleError(err);\n      handleData(data);\n    });\n    ```\n  \n    into:\n  \n    ```javascript\n    let fs = require('fs');\n    let readFile = RSVP.denodeify(fs.readFile);\n  \n    readFile('myfile.txt').then(handleData, handleError);\n    ```\n  \n    If the node function has multiple success parameters, then `denodeify`\n    just returns the first one:\n  \n    ```javascript\n    let request = RSVP.denodeify(require('request'));\n  \n    request('http://example.com').then(function(res) {\n      // ...\n    });\n    ```\n  \n    However, if you need all success parameters, setting `denodeify`'s\n    second parameter to `true` causes it to return all success parameters\n    as an array:\n  \n    ```javascript\n    let request = RSVP.denodeify(require('request'), true);\n  \n    request('http://example.com').then(function(result) {\n      // result[0] -> res\n      // result[1] -> body\n    });\n    ```\n  \n    Or if you pass it an array with names it returns the parameters as a hash:\n  \n    ```javascript\n    let request = RSVP.denodeify(require('request'), ['res', 'body']);\n  \n    request('http://example.com').then(function(result) {\n      // result.res\n      // result.body\n    });\n    ```\n  \n    Sometimes you need to retain the `this`:\n  \n    ```javascript\n    let app = require('express')();\n    let render = RSVP.denodeify(app.render.bind(app));\n    ```\n  \n    The denodified function inherits from the original function. It works in all\n    environments, except IE 10 and below. Consequently all properties of the original\n    function are available to you. However, any properties you change on the\n    denodeified function won't be changed on the original function. Example:\n  \n    ```javascript\n    let request = RSVP.denodeify(require('request')),\n        cookieJar = request.jar(); // <- Inheritance is used here\n  \n    request('http://example.com', {jar: cookieJar}).then(function(res) {\n      // cookieJar.cookies holds now the cookies returned by example.com\n    });\n    ```\n  \n    Using `denodeify` makes it easier to compose asynchronous operations instead\n    of using callbacks. For example, instead of:\n  \n    ```javascript\n    let fs = require('fs');\n  \n    fs.readFile('myfile.txt', function(err, data){\n      if (err) { ... } // Handle error\n      fs.writeFile('myfile2.txt', data, function(err){\n        if (err) { ... } // Handle error\n        console.log('done')\n      });\n    });\n    ```\n  \n    you can chain the operations together using `then` from the returned promise:\n  \n    ```javascript\n    let fs = require('fs');\n    let readFile = RSVP.denodeify(fs.readFile);\n    let writeFile = RSVP.denodeify(fs.writeFile);\n  \n    readFile('myfile.txt').then(function(data){\n      return writeFile('myfile2.txt', data);\n    }).then(function(){\n      console.log('done')\n    }).catch(function(error){\n      // Handle error\n    });\n    ```\n  \n    @method denodeify\n    @static\n    @for RSVP\n    @param {Function} nodeFunc a 'node-style' function that takes a callback as\n    its last argument. The callback expects an error to be passed as its first\n    argument (if an error occurred, otherwise null), and the value from the\n    operation as its second argument ('function(err, value){ }').\n    @param {Boolean|Array} [options] An optional paramter that if set\n    to `true` causes the promise to fulfill with the callback's success arguments\n    as an array. This is useful if the node function has multiple success\n    paramters. If you set this paramter to an array with names, the promise will\n    fulfill with a hash with these names as keys and the success parameters as\n    values.\n    @return {Function} a function that wraps `nodeFunc` to return an\n    `RSVP.Promise`\n    @static\n  */\n  function denodeify(nodeFunc, options) {\n    var fn = function () {\n      var self = this;\n      var l = arguments.length;\n      var args = new Array(l + 1);\n      var promiseInput = false;\n\n      for (var i = 0; i < l; ++i) {\n        var arg = arguments[i];\n\n        if (!promiseInput) {\n          // TODO: clean this up\n          promiseInput = needsPromiseInput(arg);\n          if (promiseInput === GET_THEN_ERROR$1) {\n            var p = new Promise(noop);\n            reject(p, GET_THEN_ERROR$1.value);\n            return p;\n          } else if (promiseInput && promiseInput !== true) {\n            arg = wrapThenable(promiseInput, arg);\n          }\n        }\n        args[i] = arg;\n      }\n\n      var promise = new Promise(noop);\n\n      args[l] = function (err, val) {\n        if (err) reject(promise, err);else if (options === undefined) resolve(promise, val);else if (options === true) resolve(promise, arrayResult(arguments));else if (Array.isArray(options)) resolve(promise, makeObject(arguments, options));else resolve(promise, val);\n      };\n\n      if (promiseInput) {\n        return handlePromiseInput(promise, args, nodeFunc, self);\n      } else {\n        return handleValueInput(promise, args, nodeFunc, self);\n      }\n    };\n\n    (0, _emberBabel.defaults)(fn, nodeFunc);\n\n\n    return fn;\n  }\n\n  function handleValueInput(promise, args, nodeFunc, self) {\n    var result = tryApply(nodeFunc, self, args);\n    if (result === ERROR) {\n      reject(promise, result.value);\n    }\n    return promise;\n  }\n\n  function handlePromiseInput(promise, args, nodeFunc, self) {\n    return Promise.all(args).then(function (args) {\n      var result = tryApply(nodeFunc, self, args);\n      if (result === ERROR) {\n        reject(promise, result.value);\n      }\n      return promise;\n    });\n  }\n\n  function needsPromiseInput(arg) {\n    if (arg && typeof arg === 'object') {\n      if (arg.constructor === Promise) {\n        return true;\n      } else {\n        return getThen$1(arg);\n      }\n    } else {\n      return false;\n    }\n  }\n\n  /**\n    This is a convenient alias for `RSVP.Promise.all`.\n  \n    @method all\n    @static\n    @for RSVP\n    @param {Array} array Array of promises.\n    @param {String} label An optional label. This is useful\n    for tooling.\n  */\n  function all$1(array, label) {\n    return Promise.all(array, label);\n  }\n\n  var AllSettled = function (_Enumerator) {\n    (0, _emberBabel.inherits)(AllSettled, _Enumerator);\n\n    function AllSettled(Constructor, entries, label) {\n      (0, _emberBabel.classCallCheck)(this, AllSettled);\n      return (0, _emberBabel.possibleConstructorReturn)(this, _Enumerator.call(this, Constructor, entries, false /* don't abort on reject */, label));\n    }\n\n    return AllSettled;\n  }(Enumerator);\n\n  AllSettled.prototype._setResultAt = setSettledResult;\n\n  /**\n  `RSVP.allSettled` is similar to `RSVP.all`, but instead of implementing\n  a fail-fast method, it waits until all the promises have returned and\n  shows you all the results. This is useful if you want to handle multiple\n  promises' failure states together as a set.\n   Returns a promise that is fulfilled when all the given promises have been\n  settled. The return promise is fulfilled with an array of the states of\n  the promises passed into the `promises` array argument.\n   Each state object will either indicate fulfillment or rejection, and\n  provide the corresponding value or reason. The states will take one of\n  the following formats:\n   ```javascript\n  { state: 'fulfilled', value: value }\n    or\n  { state: 'rejected', reason: reason }\n  ```\n   Example:\n   ```javascript\n  let promise1 = RSVP.Promise.resolve(1);\n  let promise2 = RSVP.Promise.reject(new Error('2'));\n  let promise3 = RSVP.Promise.reject(new Error('3'));\n  let promises = [ promise1, promise2, promise3 ];\n   RSVP.allSettled(promises).then(function(array){\n    // array == [\n    //   { state: 'fulfilled', value: 1 },\n    //   { state: 'rejected', reason: Error },\n    //   { state: 'rejected', reason: Error }\n    // ]\n    // Note that for the second item, reason.message will be '2', and for the\n    // third item, reason.message will be '3'.\n  }, function(error) {\n    // Not run. (This block would only be called if allSettled had failed,\n    // for instance if passed an incorrect argument type.)\n  });\n  ```\n   @method allSettled\n  @static\n  @for RSVP\n  @param {Array} entries\n  @param {String} label - optional string that describes the promise.\n  Useful for tooling.\n  @return {Promise} promise that is fulfilled with an array of the settled\n  states of the constituent promises.\n  */\n\n  function allSettled(entries, label) {\n    if (!Array.isArray(entries)) {\n      return Promise.reject(new TypeError(\"Promise.allSettled must be called with an array\"), label);\n    }\n\n    return new AllSettled(Promise, entries, label).promise;\n  }\n\n  /**\n    This is a convenient alias for `RSVP.Promise.race`.\n  \n    @method race\n    @static\n    @for RSVP\n    @param {Array} array Array of promises.\n    @param {String} label An optional label. This is useful\n    for tooling.\n   */\n  function race$1(array, label) {\n    return Promise.race(array, label);\n  }\n\n  var hasOwnProperty = Object.prototype.hasOwnProperty;\n\n  var PromiseHash = function (_Enumerator2) {\n    (0, _emberBabel.inherits)(PromiseHash, _Enumerator2);\n\n    function PromiseHash(Constructor, object) {\n      var abortOnReject = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;\n      var label = arguments[3];\n      (0, _emberBabel.classCallCheck)(this, PromiseHash);\n      return (0, _emberBabel.possibleConstructorReturn)(this, _Enumerator2.call(this, Constructor, object, abortOnReject, label));\n    }\n\n    PromiseHash.prototype._init = function _init(Constructor, object) {\n      this._result = {};\n\n      this._enumerate(object);\n      if (this._remaining === 0) {\n        fulfill(this.promise, this._result);\n      }\n    };\n\n    PromiseHash.prototype._enumerate = function _enumerate(input) {\n      var promise = this.promise;\n      var results = [];\n\n      for (var key in input) {\n        if (hasOwnProperty.call(input, key)) {\n          results.push({\n            position: key,\n            entry: input[key]\n          });\n        }\n      }\n\n      var length = results.length;\n      this._remaining = length;\n      var result = void 0;\n\n      for (var i = 0; promise._state === PENDING && i < length; i++) {\n        result = results[i];\n        this._eachEntry(result.entry, result.position);\n      }\n    };\n\n    return PromiseHash;\n  }(Enumerator);\n\n  /**\n    `RSVP.hash` is similar to `RSVP.all`, but takes an object instead of an array\n    for its `promises` argument.\n  \n    Returns a promise that is fulfilled when all the given promises have been\n    fulfilled, or rejected if any of them become rejected. The returned promise\n    is fulfilled with a hash that has the same key names as the `promises` object\n    argument. If any of the values in the object are not promises, they will\n    simply be copied over to the fulfilled object.\n  \n    Example:\n  \n    ```javascript\n    let promises = {\n      myPromise: RSVP.resolve(1),\n      yourPromise: RSVP.resolve(2),\n      theirPromise: RSVP.resolve(3),\n      notAPromise: 4\n    };\n  \n    RSVP.hash(promises).then(function(hash){\n      // hash here is an object that looks like:\n      // {\n      //   myPromise: 1,\n      //   yourPromise: 2,\n      //   theirPromise: 3,\n      //   notAPromise: 4\n      // }\n    });\n    ````\n  \n    If any of the `promises` given to `RSVP.hash` are rejected, the first promise\n    that is rejected will be given as the reason to the rejection handler.\n  \n    Example:\n  \n    ```javascript\n    let promises = {\n      myPromise: RSVP.resolve(1),\n      rejectedPromise: RSVP.reject(new Error('rejectedPromise')),\n      anotherRejectedPromise: RSVP.reject(new Error('anotherRejectedPromise')),\n    };\n  \n    RSVP.hash(promises).then(function(hash){\n      // Code here never runs because there are rejected promises!\n    }, function(reason) {\n      // reason.message === 'rejectedPromise'\n    });\n    ```\n  \n    An important note: `RSVP.hash` is intended for plain JavaScript objects that\n    are just a set of keys and values. `RSVP.hash` will NOT preserve prototype\n    chains.\n  \n    Example:\n  \n    ```javascript\n    function MyConstructor(){\n      this.example = RSVP.resolve('Example');\n    }\n  \n    MyConstructor.prototype = {\n      protoProperty: RSVP.resolve('Proto Property')\n    };\n  \n    let myObject = new MyConstructor();\n  \n    RSVP.hash(myObject).then(function(hash){\n      // protoProperty will not be present, instead you will just have an\n      // object that looks like:\n      // {\n      //   example: 'Example'\n      // }\n      //\n      // hash.hasOwnProperty('protoProperty'); // false\n      // 'undefined' === typeof hash.protoProperty\n    });\n    ```\n  \n    @method hash\n    @static\n    @for RSVP\n    @param {Object} object\n    @param {String} label optional string that describes the promise.\n    Useful for tooling.\n    @return {Promise} promise that is fulfilled when all properties of `promises`\n    have been fulfilled, or rejected if any of them become rejected.\n  */\n  function hash(object, label) {\n    if (object === null || typeof object !== 'object') {\n      return Promise.reject(new TypeError(\"Promise.hash must be called with an object\"), label);\n    }\n\n    return new PromiseHash(Promise, object, label).promise;\n  }\n\n  var HashSettled = function (_PromiseHash) {\n    (0, _emberBabel.inherits)(HashSettled, _PromiseHash);\n\n    function HashSettled(Constructor, object, label) {\n      (0, _emberBabel.classCallCheck)(this, HashSettled);\n      return (0, _emberBabel.possibleConstructorReturn)(this, _PromiseHash.call(this, Constructor, object, false, label));\n    }\n\n    return HashSettled;\n  }(PromiseHash);\n\n  HashSettled.prototype._setResultAt = setSettledResult;\n\n  /**\n    `RSVP.hashSettled` is similar to `RSVP.allSettled`, but takes an object\n    instead of an array for its `promises` argument.\n  \n    Unlike `RSVP.all` or `RSVP.hash`, which implement a fail-fast method,\n    but like `RSVP.allSettled`, `hashSettled` waits until all the\n    constituent promises have returned and then shows you all the results\n    with their states and values/reasons. This is useful if you want to\n    handle multiple promises' failure states together as a set.\n  \n    Returns a promise that is fulfilled when all the given promises have been\n    settled, or rejected if the passed parameters are invalid.\n  \n    The returned promise is fulfilled with a hash that has the same key names as\n    the `promises` object argument. If any of the values in the object are not\n    promises, they will be copied over to the fulfilled object and marked with state\n    'fulfilled'.\n  \n    Example:\n  \n    ```javascript\n    let promises = {\n      myPromise: RSVP.Promise.resolve(1),\n      yourPromise: RSVP.Promise.resolve(2),\n      theirPromise: RSVP.Promise.resolve(3),\n      notAPromise: 4\n    };\n  \n    RSVP.hashSettled(promises).then(function(hash){\n      // hash here is an object that looks like:\n      // {\n      //   myPromise: { state: 'fulfilled', value: 1 },\n      //   yourPromise: { state: 'fulfilled', value: 2 },\n      //   theirPromise: { state: 'fulfilled', value: 3 },\n      //   notAPromise: { state: 'fulfilled', value: 4 }\n      // }\n    });\n    ```\n  \n    If any of the `promises` given to `RSVP.hash` are rejected, the state will\n    be set to 'rejected' and the reason for rejection provided.\n  \n    Example:\n  \n    ```javascript\n    let promises = {\n      myPromise: RSVP.Promise.resolve(1),\n      rejectedPromise: RSVP.Promise.reject(new Error('rejection')),\n      anotherRejectedPromise: RSVP.Promise.reject(new Error('more rejection')),\n    };\n  \n    RSVP.hashSettled(promises).then(function(hash){\n      // hash here is an object that looks like:\n      // {\n      //   myPromise:              { state: 'fulfilled', value: 1 },\n      //   rejectedPromise:        { state: 'rejected', reason: Error },\n      //   anotherRejectedPromise: { state: 'rejected', reason: Error },\n      // }\n      // Note that for rejectedPromise, reason.message == 'rejection',\n      // and for anotherRejectedPromise, reason.message == 'more rejection'.\n    });\n    ```\n  \n    An important note: `RSVP.hashSettled` is intended for plain JavaScript objects that\n    are just a set of keys and values. `RSVP.hashSettled` will NOT preserve prototype\n    chains.\n  \n    Example:\n  \n    ```javascript\n    function MyConstructor(){\n      this.example = RSVP.Promise.resolve('Example');\n    }\n  \n    MyConstructor.prototype = {\n      protoProperty: RSVP.Promise.resolve('Proto Property')\n    };\n  \n    let myObject = new MyConstructor();\n  \n    RSVP.hashSettled(myObject).then(function(hash){\n      // protoProperty will not be present, instead you will just have an\n      // object that looks like:\n      // {\n      //   example: { state: 'fulfilled', value: 'Example' }\n      // }\n      //\n      // hash.hasOwnProperty('protoProperty'); // false\n      // 'undefined' === typeof hash.protoProperty\n    });\n    ```\n  \n    @method hashSettled\n    @for RSVP\n    @param {Object} object\n    @param {String} label optional string that describes the promise.\n    Useful for tooling.\n    @return {Promise} promise that is fulfilled when when all properties of `promises`\n    have been settled.\n    @static\n  */\n\n  function hashSettled(object, label) {\n    if (object === null || typeof object !== 'object') {\n      return Promise.reject(new TypeError(\"RSVP.hashSettled must be called with an object\"), label);\n    }\n\n    return new HashSettled(Promise, object, false, label).promise;\n  }\n\n  /**\n    `RSVP.rethrow` will rethrow an error on the next turn of the JavaScript event\n    loop in order to aid debugging.\n  \n    Promises A+ specifies that any exceptions that occur with a promise must be\n    caught by the promises implementation and bubbled to the last handler. For\n    this reason, it is recommended that you always specify a second rejection\n    handler function to `then`. However, `RSVP.rethrow` will throw the exception\n    outside of the promise, so it bubbles up to your console if in the browser,\n    or domain/cause uncaught exception in Node. `rethrow` will also throw the\n    error again so the error can be handled by the promise per the spec.\n  \n    ```javascript\n    function throws(){\n      throw new Error('Whoops!');\n    }\n  \n    let promise = new RSVP.Promise(function(resolve, reject){\n      throws();\n    });\n  \n    promise.catch(RSVP.rethrow).then(function(){\n      // Code here doesn't run because the promise became rejected due to an\n      // error!\n    }, function (err){\n      // handle the error here\n    });\n    ```\n  \n    The 'Whoops' error will be thrown on the next turn of the event loop\n    and you can watch for it in your console. You can also handle it using a\n    rejection handler given to `.then` or `.catch` on the returned promise.\n  \n    @method rethrow\n    @static\n    @for RSVP\n    @param {Error} reason reason the promise became rejected.\n    @throws Error\n    @static\n  */\n  function rethrow(reason) {\n    setTimeout(function () {\n      throw reason;\n    });\n    throw reason;\n  }\n\n  /**\n    `RSVP.defer` returns an object similar to jQuery's `$.Deferred`.\n    `RSVP.defer` should be used when porting over code reliant on `$.Deferred`'s\n    interface. New code should use the `RSVP.Promise` constructor instead.\n  \n    The object returned from `RSVP.defer` is a plain object with three properties:\n  \n    * promise - an `RSVP.Promise`.\n    * reject - a function that causes the `promise` property on this object to\n      become rejected\n    * resolve - a function that causes the `promise` property on this object to\n      become fulfilled.\n  \n    Example:\n  \n     ```javascript\n     let deferred = RSVP.defer();\n  \n     deferred.resolve(\"Success!\");\n  \n     deferred.promise.then(function(value){\n       // value here is \"Success!\"\n     });\n     ```\n  \n    @method defer\n    @static\n    @for RSVP\n    @param {String} label optional string for labeling the promise.\n    Useful for tooling.\n    @return {Object}\n   */\n\n  function defer(label) {\n    var deferred = { resolve: undefined, reject: undefined };\n\n    deferred.promise = new Promise(function (resolve, reject) {\n      deferred.resolve = resolve;\n      deferred.reject = reject;\n    }, label);\n\n    return deferred;\n  }\n\n  var MapEnumerator = function (_Enumerator3) {\n    (0, _emberBabel.inherits)(MapEnumerator, _Enumerator3);\n\n    function MapEnumerator(Constructor, entries, mapFn, label) {\n      (0, _emberBabel.classCallCheck)(this, MapEnumerator);\n      return (0, _emberBabel.possibleConstructorReturn)(this, _Enumerator3.call(this, Constructor, entries, true, label, mapFn));\n    }\n\n    MapEnumerator.prototype._init = function _init(Constructor, input, bool, label, mapFn) {\n      var len = input.length || 0;\n      this.length = len;\n      this._remaining = len;\n      this._result = new Array(len);\n      this._mapFn = mapFn;\n\n      this._enumerate(input);\n    };\n\n    MapEnumerator.prototype._setResultAt = function _setResultAt(state, i, value, firstPass) {\n      if (firstPass) {\n        var val = tryCatch(this._mapFn)(value, i);\n        if (val === TRY_CATCH_ERROR) {\n          this._settledAt(REJECTED, i, val.error, false);\n        } else {\n          this._eachEntry(val, i, false);\n        }\n      } else {\n        this._remaining--;\n        this._result[i] = value;\n      }\n    };\n\n    return MapEnumerator;\n  }(Enumerator);\n\n  /**\n   `RSVP.map` is similar to JavaScript's native `map` method. `mapFn` is eagerly called\n    meaning that as soon as any promise resolves its value will be passed to `mapFn`.\n    `RSVP.map` returns a promise that will become fulfilled with the result of running\n    `mapFn` on the values the promises become fulfilled with.\n  \n    For example:\n  \n    ```javascript\n  \n    let promise1 = RSVP.resolve(1);\n    let promise2 = RSVP.resolve(2);\n    let promise3 = RSVP.resolve(3);\n    let promises = [ promise1, promise2, promise3 ];\n  \n    let mapFn = function(item){\n      return item + 1;\n    };\n  \n    RSVP.map(promises, mapFn).then(function(result){\n      // result is [ 2, 3, 4 ]\n    });\n    ```\n  \n    If any of the `promises` given to `RSVP.map` are rejected, the first promise\n    that is rejected will be given as an argument to the returned promise's\n    rejection handler. For example:\n  \n    ```javascript\n    let promise1 = RSVP.resolve(1);\n    let promise2 = RSVP.reject(new Error('2'));\n    let promise3 = RSVP.reject(new Error('3'));\n    let promises = [ promise1, promise2, promise3 ];\n  \n    let mapFn = function(item){\n      return item + 1;\n    };\n  \n    RSVP.map(promises, mapFn).then(function(array){\n      // Code here never runs because there are rejected promises!\n    }, function(reason) {\n      // reason.message === '2'\n    });\n    ```\n  \n    `RSVP.map` will also wait if a promise is returned from `mapFn`. For example,\n    say you want to get all comments from a set of blog posts, but you need\n    the blog posts first because they contain a url to those comments.\n  \n    ```javscript\n  \n    let mapFn = function(blogPost){\n      // getComments does some ajax and returns an RSVP.Promise that is fulfilled\n      // with some comments data\n      return getComments(blogPost.comments_url);\n    };\n  \n    // getBlogPosts does some ajax and returns an RSVP.Promise that is fulfilled\n    // with some blog post data\n    RSVP.map(getBlogPosts(), mapFn).then(function(comments){\n      // comments is the result of asking the server for the comments\n      // of all blog posts returned from getBlogPosts()\n    });\n    ```\n  \n    @method map\n    @static\n    @for RSVP\n    @param {Array} promises\n    @param {Function} mapFn function to be called on each fulfilled promise.\n    @param {String} label optional string for labeling the promise.\n    Useful for tooling.\n    @return {Promise} promise that is fulfilled with the result of calling\n    `mapFn` on each fulfilled promise or value when they become fulfilled.\n     The promise will be rejected if any of the given `promises` become rejected.\n    @static\n  */\n  function map(promises, mapFn, label) {\n    if (!Array.isArray(promises)) {\n      return Promise.reject(new TypeError(\"RSVP.map must be called with an array\"), label);\n    }\n\n    if (typeof mapFn !== 'function') {\n      return Promise.reject(new TypeError(\"RSVP.map expects a function as a second argument\"), label);\n    }\n\n    return new MapEnumerator(Promise, promises, mapFn, label).promise;\n  }\n\n  /**\n    This is a convenient alias for `RSVP.Promise.resolve`.\n  \n    @method resolve\n    @static\n    @for RSVP\n    @param {*} value value that the returned promise will be resolved with\n    @param {String} label optional string for identifying the returned promise.\n    Useful for tooling.\n    @return {Promise} a promise that will become fulfilled with the given\n    `value`\n  */\n  function resolve$2(value, label) {\n    return Promise.resolve(value, label);\n  }\n\n  /**\n    This is a convenient alias for `RSVP.Promise.reject`.\n  \n    @method reject\n    @static\n    @for RSVP\n    @param {*} reason value that the returned promise will be rejected with.\n    @param {String} label optional string for identifying the returned promise.\n    Useful for tooling.\n    @return {Promise} a promise rejected with the given `reason`.\n  */\n  function reject$2(reason, label) {\n    return Promise.reject(reason, label);\n  }\n\n  var EMPTY_OBJECT = {};\n\n  var FilterEnumerator = function (_Enumerator4) {\n    (0, _emberBabel.inherits)(FilterEnumerator, _Enumerator4);\n\n    function FilterEnumerator(Constructor, entries, filterFn, label) {\n      (0, _emberBabel.classCallCheck)(this, FilterEnumerator);\n      return (0, _emberBabel.possibleConstructorReturn)(this, _Enumerator4.call(this, Constructor, entries, true, label, filterFn));\n    }\n\n    FilterEnumerator.prototype._init = function _init(Constructor, input, bool, label, filterFn) {\n      var len = input.length || 0;\n      this.length = len;\n      this._remaining = len;\n\n      this._result = new Array(len);\n      this._filterFn = filterFn;\n\n      this._enumerate(input);\n    };\n\n    FilterEnumerator.prototype._checkFullfillment = function _checkFullfillment() {\n      if (this._remaining === 0) {\n        this._result = this._result.filter(function (val) {\n          return val !== EMPTY_OBJECT;\n        });\n        fulfill(this.promise, this._result);\n      }\n    };\n\n    FilterEnumerator.prototype._setResultAt = function _setResultAt(state, i, value, firstPass) {\n      if (firstPass) {\n        this._result[i] = value;\n        var val = tryCatch(this._filterFn)(value, i);\n        if (val === TRY_CATCH_ERROR) {\n          this._settledAt(REJECTED, i, val.error, false);\n        } else {\n          this._eachEntry(val, i, false);\n        }\n      } else {\n        this._remaining--;\n        if (!value) {\n          this._result[i] = EMPTY_OBJECT;\n        }\n      }\n    };\n\n    return FilterEnumerator;\n  }(Enumerator);\n\n  /**\n   `RSVP.filter` is similar to JavaScript's native `filter` method.\n   `filterFn` is eagerly called meaning that as soon as any promise\n    resolves its value will be passed to `filterFn`. `RSVP.filter` returns\n    a promise that will become fulfilled with the result of running\n    `filterFn` on the values the promises become fulfilled with.\n  \n    For example:\n  \n    ```javascript\n  \n    let promise1 = RSVP.resolve(1);\n    let promise2 = RSVP.resolve(2);\n    let promise3 = RSVP.resolve(3);\n  \n    let promises = [promise1, promise2, promise3];\n  \n    let filterFn = function(item){\n      return item > 1;\n    };\n  \n    RSVP.filter(promises, filterFn).then(function(result){\n      // result is [ 2, 3 ]\n    });\n    ```\n  \n    If any of the `promises` given to `RSVP.filter` are rejected, the first promise\n    that is rejected will be given as an argument to the returned promise's\n    rejection handler. For example:\n  \n    ```javascript\n    let promise1 = RSVP.resolve(1);\n    let promise2 = RSVP.reject(new Error('2'));\n    let promise3 = RSVP.reject(new Error('3'));\n    let promises = [ promise1, promise2, promise3 ];\n  \n    let filterFn = function(item){\n      return item > 1;\n    };\n  \n    RSVP.filter(promises, filterFn).then(function(array){\n      // Code here never runs because there are rejected promises!\n    }, function(reason) {\n      // reason.message === '2'\n    });\n    ```\n  \n    `RSVP.filter` will also wait for any promises returned from `filterFn`.\n    For instance, you may want to fetch a list of users then return a subset\n    of those users based on some asynchronous operation:\n  \n    ```javascript\n  \n    let alice = { name: 'alice' };\n    let bob   = { name: 'bob' };\n    let users = [ alice, bob ];\n  \n    let promises = users.map(function(user){\n      return RSVP.resolve(user);\n    });\n  \n    let filterFn = function(user){\n      // Here, Alice has permissions to create a blog post, but Bob does not.\n      return getPrivilegesForUser(user).then(function(privs){\n        return privs.can_create_blog_post === true;\n      });\n    };\n    RSVP.filter(promises, filterFn).then(function(users){\n      // true, because the server told us only Alice can create a blog post.\n      users.length === 1;\n      // false, because Alice is the only user present in `users`\n      users[0] === bob;\n    });\n    ```\n  \n    @method filter\n    @static\n    @for RSVP\n    @param {Array} promises\n    @param {Function} filterFn - function to be called on each resolved value to\n    filter the final results.\n    @param {String} label optional string describing the promise. Useful for\n    tooling.\n    @return {Promise}\n  */\n\n  function filter(promises, filterFn, label) {\n    if (!Array.isArray(promises) && !(promises !== null && typeof promises === 'object' && promises.then !== undefined)) {\n      return Promise.reject(new TypeError(\"RSVP.filter must be called with an array or promise\"), label);\n    }\n\n    if (typeof filterFn !== 'function') {\n      return Promise.reject(new TypeError(\"RSVP.filter expects function as a second argument\"), label);\n    }\n\n    return Promise.resolve(promises, label).then(function (promises) {\n      return new FilterEnumerator(Promise, promises, filterFn, label).promise;\n    });\n  }\n\n  var len = 0;\n  var vertxNext = void 0;\n  function asap(callback, arg) {\n    queue$1[len] = callback;\n    queue$1[len + 1] = arg;\n    len += 2;\n    if (len === 2) {\n      // If len is 1, that means that we need to schedule an async flush.\n      // If additional callbacks are queued before the queue is flushed, they\n      // will be processed by this flush that we are scheduling.\n      scheduleFlush$1();\n    }\n  }\n\n  var browserWindow = typeof window !== 'undefined' ? window : undefined;\n  var browserGlobal = browserWindow || {};\n  var BrowserMutationObserver = browserGlobal.MutationObserver || browserGlobal.WebKitMutationObserver;\n  var isNode = typeof self === 'undefined' && typeof process !== 'undefined' && {}.toString.call(process) === '[object process]';\n\n  // test for web worker but not in IE10\n  var isWorker = typeof Uint8ClampedArray !== 'undefined' && typeof importScripts !== 'undefined' && typeof MessageChannel !== 'undefined';\n\n  // node\n  function useNextTick() {\n    var nextTick = process.nextTick;\n    // node version 0.10.x displays a deprecation warning when nextTick is used recursively\n    // setImmediate should be used instead instead\n    var version = process.versions.node.match(/^(?:(\\d+)\\.)?(?:(\\d+)\\.)?(\\*|\\d+)$/);\n    if (Array.isArray(version) && version[1] === '0' && version[2] === '10') {\n      nextTick = setImmediate;\n    }\n    return function () {\n      return nextTick(flush);\n    };\n  }\n\n  // vertx\n  function useVertxTimer() {\n    if (typeof vertxNext !== 'undefined') {\n      return function () {\n        vertxNext(flush);\n      };\n    }\n    return useSetTimeout();\n  }\n\n  function useMutationObserver() {\n    var iterations = 0;\n    var observer = new BrowserMutationObserver(flush);\n    var node = document.createTextNode('');\n    observer.observe(node, { characterData: true });\n\n    return function () {\n      return node.data = iterations = ++iterations % 2;\n    };\n  }\n\n  // web worker\n  function useMessageChannel() {\n    var channel = new MessageChannel();\n    channel.port1.onmessage = flush;\n    return function () {\n      return channel.port2.postMessage(0);\n    };\n  }\n\n  function useSetTimeout() {\n    return function () {\n      return setTimeout(flush, 1);\n    };\n  }\n\n  var queue$1 = new Array(1000);\n\n  function flush() {\n    for (var i = 0; i < len; i += 2) {\n      var callback = queue$1[i];\n      var arg = queue$1[i + 1];\n\n      callback(arg);\n\n      queue$1[i] = undefined;\n      queue$1[i + 1] = undefined;\n    }\n\n    len = 0;\n  }\n\n  function attemptVertex() {\n    try {\n      var r = _nodeModule.require;\n      var vertx = r('vertx');\n      vertxNext = vertx.runOnLoop || vertx.runOnContext;\n      return useVertxTimer();\n    } catch (e) {\n      return useSetTimeout();\n    }\n  }\n\n  var scheduleFlush$1 = void 0;\n  // Decide what async method to use to triggering processing of queued callbacks:\n  if (isNode) {\n    scheduleFlush$1 = useNextTick();\n  } else if (BrowserMutationObserver) {\n    scheduleFlush$1 = useMutationObserver();\n  } else if (isWorker) {\n    scheduleFlush$1 = useMessageChannel();\n  } else if (browserWindow === undefined && typeof _nodeModule.require === 'function') {\n    scheduleFlush$1 = attemptVertex();\n  } else {\n    scheduleFlush$1 = useSetTimeout();\n  }\n\n  var platform = void 0;\n\n  /* global self */\n  if (typeof self === 'object') {\n    platform = self;\n\n    /* global global */\n  } else if (typeof global === 'object') {\n    platform = global;\n  } else {\n    throw new Error('no global: `self` or `global` found');\n  }\n\n  // defaults\n  config.async = asap;\n  config.after = function (cb) {\n    return setTimeout(cb, 0);\n  };\n  var cast = resolve$2;\n\n  var async = function (callback, arg) {\n    return config.async(callback, arg);\n  };\n\n  function on() {\n    config['on'].apply(config, arguments);\n  }\n\n  function off() {\n    config['off'].apply(config, arguments);\n  }\n\n  // Set up instrumentation through `window.__PROMISE_INTRUMENTATION__`\n  if (typeof window !== 'undefined' && typeof window['__PROMISE_INSTRUMENTATION__'] === 'object') {\n    var callbacks = window['__PROMISE_INSTRUMENTATION__'];\n    configure('instrument', true);\n    for (var eventName in callbacks) {\n      if (callbacks.hasOwnProperty(eventName)) {\n        on(eventName, callbacks[eventName]);\n      }\n    }\n  }\n\n  // the default export here is for backwards compat:\n  //   https://github.com/tildeio/rsvp.js/issues/434\n  var rsvp = (_rsvp = {\n    asap: asap,\n    cast: cast,\n    Promise: Promise,\n    EventTarget: EventTarget,\n    all: all$1,\n    allSettled: allSettled,\n    race: race$1,\n    hash: hash,\n    hashSettled: hashSettled,\n    rethrow: rethrow,\n    defer: defer,\n    denodeify: denodeify,\n    configure: configure,\n    on: on,\n    off: off,\n    resolve: resolve$2,\n    reject: reject$2,\n    map: map\n  }, _rsvp['async'] = async, _rsvp.filter = filter, _rsvp);\n\n  exports.asap = asap;\n  exports.cast = cast;\n  exports.Promise = Promise;\n  exports.EventTarget = EventTarget;\n  exports.all = all$1;\n  exports.allSettled = allSettled;\n  exports.race = race$1;\n  exports.hash = hash;\n  exports.hashSettled = hashSettled;\n  exports.rethrow = rethrow;\n  exports.defer = defer;\n  exports.denodeify = denodeify;\n  exports.configure = configure;\n  exports.on = on;\n  exports.off = off;\n  exports.resolve = resolve$2;\n  exports.reject = reject$2;\n  exports.map = map;\n  exports.async = async;\n  exports.filter = filter;\n  exports.default = rsvp;\n});","requireModule('ember')","/**\n* @version: 3.1\n* @author: Dan Grossman http://www.dangrossman.info/\n* @copyright: Copyright (c) 2012-2019 Dan Grossman. All rights reserved.\n* @license: Licensed under the MIT license. See http://www.opensource.org/licenses/mit-license.php\n* @website: http://www.daterangepicker.com/\n*/\n// Following the UMD template https://github.com/umdjs/umd/blob/master/templates/returnExportsGlobal.js\n(function (root, factory) {\n    if (typeof define === 'function' && define.amd) {\n        // AMD. Make globaly available as well\n        define(['moment', 'jquery'], function (moment, jquery) {\n            if (!jquery.fn) jquery.fn = {}; // webpack server rendering\n            if (typeof moment !== 'function' && moment.hasOwnProperty('default')) moment = moment['default']\n            return factory(moment, jquery);\n        });\n    } else if (typeof module === 'object' && module.exports) {\n        // Node / Browserify\n        //isomorphic issue\n        var jQuery = (typeof window != 'undefined') ? window.jQuery : undefined;\n        if (!jQuery) {\n            jQuery = require('jquery');\n            if (!jQuery.fn) jQuery.fn = {};\n        }\n        var moment = (typeof window != 'undefined' && typeof window.moment != 'undefined') ? window.moment : require('moment');\n        module.exports = factory(moment, jQuery);\n    } else {\n        // Browser globals\n        root.daterangepicker = factory(root.moment, root.jQuery);\n    }\n}(this, function(moment, $) {\n    var DateRangePicker = function(element, options, cb) {\n\n        //default settings for options\n        this.parentEl = 'body';\n        this.element = $(element);\n        this.startDate = moment().startOf('day');\n        this.endDate = moment().endOf('day');\n        this.minDate = false;\n        this.maxDate = false;\n        this.maxSpan = false;\n        this.autoApply = false;\n        this.singleDatePicker = false;\n        this.showDropdowns = false;\n        this.minYear = moment().subtract(100, 'year').format('YYYY');\n        this.maxYear = moment().add(100, 'year').format('YYYY');\n        this.showWeekNumbers = false;\n        this.showISOWeekNumbers = false;\n        this.showCustomRangeLabel = true;\n        this.timePicker = false;\n        this.timePicker24Hour = false;\n        this.timePickerIncrement = 1;\n        this.timePickerSeconds = false;\n        this.linkedCalendars = true;\n        this.autoUpdateInput = true;\n        this.alwaysShowCalendars = false;\n        this.ranges = {};\n\n        this.opens = 'right';\n        if (this.element.hasClass('pull-right'))\n            this.opens = 'left';\n\n        this.drops = 'down';\n        if (this.element.hasClass('dropup'))\n            this.drops = 'up';\n\n        this.buttonClasses = 'btn btn-sm';\n        this.applyButtonClasses = 'btn-primary';\n        this.cancelButtonClasses = 'btn-default';\n\n        this.locale = {\n            direction: 'ltr',\n            format: moment.localeData().longDateFormat('L'),\n            separator: ' - ',\n            applyLabel: 'Apply',\n            cancelLabel: 'Cancel',\n            weekLabel: 'W',\n            customRangeLabel: 'Custom Range',\n            daysOfWeek: moment.weekdaysMin(),\n            monthNames: moment.monthsShort(),\n            firstDay: moment.localeData().firstDayOfWeek()\n        };\n\n        this.callback = function() { };\n\n        //some state information\n        this.isShowing = false;\n        this.leftCalendar = {};\n        this.rightCalendar = {};\n\n        //custom options from user\n        if (typeof options !== 'object' || options === null)\n            options = {};\n\n        //allow setting options with data attributes\n        //data-api options will be overwritten with custom javascript options\n        options = $.extend(this.element.data(), options);\n\n        //html template for the picker UI\n        if (typeof options.template !== 'string' && !(options.template instanceof $))\n            options.template =\n            '<div class=\"daterangepicker\">' +\n                '<div class=\"ranges\"></div>' +\n                '<div class=\"drp-calendar left\">' +\n                    '<div class=\"calendar-table\"></div>' +\n                    '<div class=\"calendar-time\"></div>' +\n                '</div>' +\n                '<div class=\"drp-calendar right\">' +\n                    '<div class=\"calendar-table\"></div>' +\n                    '<div class=\"calendar-time\"></div>' +\n                '</div>' +\n                '<div class=\"drp-buttons\">' +\n                    '<span class=\"drp-selected\"></span>' +\n                    '<button class=\"cancelBtn\" type=\"button\"></button>' +\n                    '<button class=\"applyBtn\" disabled=\"disabled\" type=\"button\"></button> ' +\n                '</div>' +\n            '</div>';\n\n        this.parentEl = (options.parentEl && $(options.parentEl).length) ? $(options.parentEl) : $(this.parentEl);\n        this.container = $(options.template).appendTo(this.parentEl);\n\n        //\n        // handle all the possible options overriding defaults\n        //\n\n        if (typeof options.locale === 'object') {\n\n            if (typeof options.locale.direction === 'string')\n                this.locale.direction = options.locale.direction;\n\n            if (typeof options.locale.format === 'string')\n                this.locale.format = options.locale.format;\n\n            if (typeof options.locale.separator === 'string')\n                this.locale.separator = options.locale.separator;\n\n            if (typeof options.locale.daysOfWeek === 'object')\n                this.locale.daysOfWeek = options.locale.daysOfWeek.slice();\n\n            if (typeof options.locale.monthNames === 'object')\n              this.locale.monthNames = options.locale.monthNames.slice();\n\n            if (typeof options.locale.firstDay === 'number')\n              this.locale.firstDay = options.locale.firstDay;\n\n            if (typeof options.locale.applyLabel === 'string')\n              this.locale.applyLabel = options.locale.applyLabel;\n\n            if (typeof options.locale.cancelLabel === 'string')\n              this.locale.cancelLabel = options.locale.cancelLabel;\n\n            if (typeof options.locale.weekLabel === 'string')\n              this.locale.weekLabel = options.locale.weekLabel;\n\n            if (typeof options.locale.customRangeLabel === 'string'){\n                //Support unicode chars in the custom range name.\n                var elem = document.createElement('textarea');\n                elem.innerHTML = options.locale.customRangeLabel;\n                var rangeHtml = elem.value;\n                this.locale.customRangeLabel = rangeHtml;\n            }\n        }\n        this.container.addClass(this.locale.direction);\n\n        if (typeof options.startDate === 'string')\n            this.startDate = moment(options.startDate, this.locale.format);\n\n        if (typeof options.endDate === 'string')\n            this.endDate = moment(options.endDate, this.locale.format);\n\n        if (typeof options.minDate === 'string')\n            this.minDate = moment(options.minDate, this.locale.format);\n\n        if (typeof options.maxDate === 'string')\n            this.maxDate = moment(options.maxDate, this.locale.format);\n\n        if (typeof options.startDate === 'object')\n            this.startDate = moment(options.startDate);\n\n        if (typeof options.endDate === 'object')\n            this.endDate = moment(options.endDate);\n\n        if (typeof options.minDate === 'object')\n            this.minDate = moment(options.minDate);\n\n        if (typeof options.maxDate === 'object')\n            this.maxDate = moment(options.maxDate);\n\n        // sanity check for bad options\n        if (this.minDate && this.startDate.isBefore(this.minDate))\n            this.startDate = this.minDate.clone();\n\n        // sanity check for bad options\n        if (this.maxDate && this.endDate.isAfter(this.maxDate))\n            this.endDate = this.maxDate.clone();\n\n        if (typeof options.applyButtonClasses === 'string')\n            this.applyButtonClasses = options.applyButtonClasses;\n\n        if (typeof options.applyClass === 'string') //backwards compat\n            this.applyButtonClasses = options.applyClass;\n\n        if (typeof options.cancelButtonClasses === 'string')\n            this.cancelButtonClasses = options.cancelButtonClasses;\n\n        if (typeof options.cancelClass === 'string') //backwards compat\n            this.cancelButtonClasses = options.cancelClass;\n\n        if (typeof options.maxSpan === 'object')\n            this.maxSpan = options.maxSpan;\n\n        if (typeof options.dateLimit === 'object') //backwards compat\n            this.maxSpan = options.dateLimit;\n\n        if (typeof options.opens === 'string')\n            this.opens = options.opens;\n\n        if (typeof options.drops === 'string')\n            this.drops = options.drops;\n\n        if (typeof options.showWeekNumbers === 'boolean')\n            this.showWeekNumbers = options.showWeekNumbers;\n\n        if (typeof options.showISOWeekNumbers === 'boolean')\n            this.showISOWeekNumbers = options.showISOWeekNumbers;\n\n        if (typeof options.buttonClasses === 'string')\n            this.buttonClasses = options.buttonClasses;\n\n        if (typeof options.buttonClasses === 'object')\n            this.buttonClasses = options.buttonClasses.join(' ');\n\n        if (typeof options.showDropdowns === 'boolean')\n            this.showDropdowns = options.showDropdowns;\n\n        if (typeof options.minYear === 'number')\n            this.minYear = options.minYear;\n\n        if (typeof options.maxYear === 'number')\n            this.maxYear = options.maxYear;\n\n        if (typeof options.showCustomRangeLabel === 'boolean')\n            this.showCustomRangeLabel = options.showCustomRangeLabel;\n\n        if (typeof options.singleDatePicker === 'boolean') {\n            this.singleDatePicker = options.singleDatePicker;\n            if (this.singleDatePicker)\n                this.endDate = this.startDate.clone();\n        }\n\n        if (typeof options.timePicker === 'boolean')\n            this.timePicker = options.timePicker;\n\n        if (typeof options.timePickerSeconds === 'boolean')\n            this.timePickerSeconds = options.timePickerSeconds;\n\n        if (typeof options.timePickerIncrement === 'number')\n            this.timePickerIncrement = options.timePickerIncrement;\n\n        if (typeof options.timePicker24Hour === 'boolean')\n            this.timePicker24Hour = options.timePicker24Hour;\n\n        if (typeof options.autoApply === 'boolean')\n            this.autoApply = options.autoApply;\n\n        if (typeof options.autoUpdateInput === 'boolean')\n            this.autoUpdateInput = options.autoUpdateInput;\n\n        if (typeof options.linkedCalendars === 'boolean')\n            this.linkedCalendars = options.linkedCalendars;\n\n        if (typeof options.isInvalidDate === 'function')\n            this.isInvalidDate = options.isInvalidDate;\n\n        if (typeof options.isCustomDate === 'function')\n            this.isCustomDate = options.isCustomDate;\n\n        if (typeof options.alwaysShowCalendars === 'boolean')\n            this.alwaysShowCalendars = options.alwaysShowCalendars;\n\n        // update day names order to firstDay\n        if (this.locale.firstDay != 0) {\n            var iterator = this.locale.firstDay;\n            while (iterator > 0) {\n                this.locale.daysOfWeek.push(this.locale.daysOfWeek.shift());\n                iterator--;\n            }\n        }\n\n        var start, end, range;\n\n        //if no start/end dates set, check if an input element contains initial values\n        if (typeof options.startDate === 'undefined' && typeof options.endDate === 'undefined') {\n            if ($(this.element).is(':text')) {\n                var val = $(this.element).val(),\n                    split = val.split(this.locale.separator);\n\n                start = end = null;\n\n                if (split.length == 2) {\n                    start = moment(split[0], this.locale.format);\n                    end = moment(split[1], this.locale.format);\n                } else if (this.singleDatePicker && val !== \"\") {\n                    start = moment(val, this.locale.format);\n                    end = moment(val, this.locale.format);\n                }\n                if (start !== null && end !== null) {\n                    this.setStartDate(start);\n                    this.setEndDate(end);\n                }\n            }\n        }\n\n        if (typeof options.ranges === 'object') {\n            for (range in options.ranges) {\n\n                if (typeof options.ranges[range][0] === 'string')\n                    start = moment(options.ranges[range][0], this.locale.format);\n                else\n                    start = moment(options.ranges[range][0]);\n\n                if (typeof options.ranges[range][1] === 'string')\n                    end = moment(options.ranges[range][1], this.locale.format);\n                else\n                    end = moment(options.ranges[range][1]);\n\n                // If the start or end date exceed those allowed by the minDate or maxSpan\n                // options, shorten the range to the allowable period.\n                if (this.minDate && start.isBefore(this.minDate))\n                    start = this.minDate.clone();\n\n                var maxDate = this.maxDate;\n                if (this.maxSpan && maxDate && start.clone().add(this.maxSpan).isAfter(maxDate))\n                    maxDate = start.clone().add(this.maxSpan);\n                if (maxDate && end.isAfter(maxDate))\n                    end = maxDate.clone();\n\n                // If the end of the range is before the minimum or the start of the range is\n                // after the maximum, don't display this range option at all.\n                if ((this.minDate && end.isBefore(this.minDate, this.timepicker ? 'minute' : 'day'))\n                  || (maxDate && start.isAfter(maxDate, this.timepicker ? 'minute' : 'day')))\n                    continue;\n\n                //Support unicode chars in the range names.\n                var elem = document.createElement('textarea');\n                elem.innerHTML = range;\n                var rangeHtml = elem.value;\n\n                this.ranges[rangeHtml] = [start, end];\n            }\n\n            var list = '<ul>';\n            for (range in this.ranges) {\n                list += '<li data-range-key=\"' + range + '\">' + range + '</li>';\n            }\n            if (this.showCustomRangeLabel) {\n                list += '<li data-range-key=\"' + this.locale.customRangeLabel + '\">' + this.locale.customRangeLabel + '</li>';\n            }\n            list += '</ul>';\n            this.container.find('.ranges').prepend(list);\n        }\n\n        if (typeof cb === 'function') {\n            this.callback = cb;\n        }\n\n        if (!this.timePicker) {\n            this.startDate = this.startDate.startOf('day');\n            this.endDate = this.endDate.endOf('day');\n            this.container.find('.calendar-time').hide();\n        }\n\n        //can't be used together for now\n        if (this.timePicker && this.autoApply)\n            this.autoApply = false;\n\n        if (this.autoApply) {\n            this.container.addClass('auto-apply');\n        }\n\n        if (typeof options.ranges === 'object')\n            this.container.addClass('show-ranges');\n\n        if (this.singleDatePicker) {\n            this.container.addClass('single');\n            this.container.find('.drp-calendar.left').addClass('single');\n            this.container.find('.drp-calendar.left').show();\n            this.container.find('.drp-calendar.right').hide();\n            if (!this.timePicker && this.autoApply) {\n                this.container.addClass('auto-apply');\n            }\n        }\n\n        if ((typeof options.ranges === 'undefined' && !this.singleDatePicker) || this.alwaysShowCalendars) {\n            this.container.addClass('show-calendar');\n        }\n\n        this.container.addClass('opens' + this.opens);\n\n        //apply CSS classes and labels to buttons\n        this.container.find('.applyBtn, .cancelBtn').addClass(this.buttonClasses);\n        if (this.applyButtonClasses.length)\n            this.container.find('.applyBtn').addClass(this.applyButtonClasses);\n        if (this.cancelButtonClasses.length)\n            this.container.find('.cancelBtn').addClass(this.cancelButtonClasses);\n        this.container.find('.applyBtn').html(this.locale.applyLabel);\n        this.container.find('.cancelBtn').html(this.locale.cancelLabel);\n\n        //\n        // event listeners\n        //\n\n        this.container.find('.drp-calendar')\n            .on('click.daterangepicker', '.prev', $.proxy(this.clickPrev, this))\n            .on('click.daterangepicker', '.next', $.proxy(this.clickNext, this))\n            .on('mousedown.daterangepicker', 'td.available', $.proxy(this.clickDate, this))\n            .on('mouseenter.daterangepicker', 'td.available', $.proxy(this.hoverDate, this))\n            .on('change.daterangepicker', 'select.yearselect', $.proxy(this.monthOrYearChanged, this))\n            .on('change.daterangepicker', 'select.monthselect', $.proxy(this.monthOrYearChanged, this))\n            .on('change.daterangepicker', 'select.hourselect,select.minuteselect,select.secondselect,select.ampmselect', $.proxy(this.timeChanged, this));\n\n        this.container.find('.ranges')\n            .on('click.daterangepicker', 'li', $.proxy(this.clickRange, this));\n\n        this.container.find('.drp-buttons')\n            .on('click.daterangepicker', 'button.applyBtn', $.proxy(this.clickApply, this))\n            .on('click.daterangepicker', 'button.cancelBtn', $.proxy(this.clickCancel, this));\n\n        if (this.element.is('input') || this.element.is('button')) {\n            this.element.on({\n                'click.daterangepicker': $.proxy(this.show, this),\n                'focus.daterangepicker': $.proxy(this.show, this),\n                'keyup.daterangepicker': $.proxy(this.elementChanged, this),\n                'keydown.daterangepicker': $.proxy(this.keydown, this) //IE 11 compatibility\n            });\n        } else {\n            this.element.on('click.daterangepicker', $.proxy(this.toggle, this));\n            this.element.on('keydown.daterangepicker', $.proxy(this.toggle, this));\n        }\n\n        //\n        // if attached to a text input, set the initial value\n        //\n\n        this.updateElement();\n\n    };\n\n    DateRangePicker.prototype = {\n\n        constructor: DateRangePicker,\n\n        setStartDate: function(startDate) {\n            if (typeof startDate === 'string')\n                this.startDate = moment(startDate, this.locale.format);\n\n            if (typeof startDate === 'object')\n                this.startDate = moment(startDate);\n\n            if (!this.timePicker)\n                this.startDate = this.startDate.startOf('day');\n\n            if (this.timePicker && this.timePickerIncrement)\n                this.startDate.minute(Math.round(this.startDate.minute() / this.timePickerIncrement) * this.timePickerIncrement);\n\n            if (this.minDate && this.startDate.isBefore(this.minDate)) {\n                this.startDate = this.minDate.clone();\n                if (this.timePicker && this.timePickerIncrement)\n                    this.startDate.minute(Math.round(this.startDate.minute() / this.timePickerIncrement) * this.timePickerIncrement);\n            }\n\n            if (this.maxDate && this.startDate.isAfter(this.maxDate)) {\n                this.startDate = this.maxDate.clone();\n                if (this.timePicker && this.timePickerIncrement)\n                    this.startDate.minute(Math.floor(this.startDate.minute() / this.timePickerIncrement) * this.timePickerIncrement);\n            }\n\n            if (!this.isShowing)\n                this.updateElement();\n\n            this.updateMonthsInView();\n        },\n\n        setEndDate: function(endDate) {\n            if (typeof endDate === 'string')\n                this.endDate = moment(endDate, this.locale.format);\n\n            if (typeof endDate === 'object')\n                this.endDate = moment(endDate);\n\n            if (!this.timePicker)\n                this.endDate = this.endDate.endOf('day');\n\n            if (this.timePicker && this.timePickerIncrement)\n                this.endDate.minute(Math.round(this.endDate.minute() / this.timePickerIncrement) * this.timePickerIncrement);\n\n            if (this.endDate.isBefore(this.startDate))\n                this.endDate = this.startDate.clone();\n\n            if (this.maxDate && this.endDate.isAfter(this.maxDate))\n                this.endDate = this.maxDate.clone();\n\n            if (this.maxSpan && this.startDate.clone().add(this.maxSpan).isBefore(this.endDate))\n                this.endDate = this.startDate.clone().add(this.maxSpan);\n\n            this.previousRightTime = this.endDate.clone();\n\n            this.container.find('.drp-selected').html(this.startDate.format(this.locale.format) + this.locale.separator + this.endDate.format(this.locale.format));\n\n            if (!this.isShowing)\n                this.updateElement();\n\n            this.updateMonthsInView();\n        },\n\n        isInvalidDate: function() {\n            return false;\n        },\n\n        isCustomDate: function() {\n            return false;\n        },\n\n        updateView: function() {\n            if (this.timePicker) {\n                this.renderTimePicker('left');\n                this.renderTimePicker('right');\n                if (!this.endDate) {\n                    this.container.find('.right .calendar-time select').prop('disabled', true).addClass('disabled');\n                } else {\n                    this.container.find('.right .calendar-time select').prop('disabled', false).removeClass('disabled');\n                }\n            }\n            if (this.endDate)\n                this.container.find('.drp-selected').html(this.startDate.format(this.locale.format) + this.locale.separator + this.endDate.format(this.locale.format));\n            this.updateMonthsInView();\n            this.updateCalendars();\n            this.updateFormInputs();\n        },\n\n        updateMonthsInView: function() {\n            if (this.endDate) {\n\n                //if both dates are visible already, do nothing\n                if (!this.singleDatePicker && this.leftCalendar.month && this.rightCalendar.month &&\n                    (this.startDate.format('YYYY-MM') == this.leftCalendar.month.format('YYYY-MM') || this.startDate.format('YYYY-MM') == this.rightCalendar.month.format('YYYY-MM'))\n                    &&\n                    (this.endDate.format('YYYY-MM') == this.leftCalendar.month.format('YYYY-MM') || this.endDate.format('YYYY-MM') == this.rightCalendar.month.format('YYYY-MM'))\n                    ) {\n                    return;\n                }\n\n                this.leftCalendar.month = this.startDate.clone().date(2);\n                if (!this.linkedCalendars && (this.endDate.month() != this.startDate.month() || this.endDate.year() != this.startDate.year())) {\n                    this.rightCalendar.month = this.endDate.clone().date(2);\n                } else {\n                    this.rightCalendar.month = this.startDate.clone().date(2).add(1, 'month');\n                }\n\n            } else {\n                if (this.leftCalendar.month.format('YYYY-MM') != this.startDate.format('YYYY-MM') && this.rightCalendar.month.format('YYYY-MM') != this.startDate.format('YYYY-MM')) {\n                    this.leftCalendar.month = this.startDate.clone().date(2);\n                    this.rightCalendar.month = this.startDate.clone().date(2).add(1, 'month');\n                }\n            }\n            if (this.maxDate && this.linkedCalendars && !this.singleDatePicker && this.rightCalendar.month > this.maxDate) {\n              this.rightCalendar.month = this.maxDate.clone().date(2);\n              this.leftCalendar.month = this.maxDate.clone().date(2).subtract(1, 'month');\n            }\n        },\n\n        updateCalendars: function() {\n\n            if (this.timePicker) {\n                var hour, minute, second;\n                if (this.endDate) {\n                    hour = parseInt(this.container.find('.left .hourselect').val(), 10);\n                    minute = parseInt(this.container.find('.left .minuteselect').val(), 10);\n                    if (isNaN(minute)) {\n                        minute = parseInt(this.container.find('.left .minuteselect option:last').val(), 10);\n                    }\n                    second = this.timePickerSeconds ? parseInt(this.container.find('.left .secondselect').val(), 10) : 0;\n                    if (!this.timePicker24Hour) {\n                        var ampm = this.container.find('.left .ampmselect').val();\n                        if (ampm === 'PM' && hour < 12)\n                            hour += 12;\n                        if (ampm === 'AM' && hour === 12)\n                            hour = 0;\n                    }\n                } else {\n                    hour = parseInt(this.container.find('.right .hourselect').val(), 10);\n                    minute = parseInt(this.container.find('.right .minuteselect').val(), 10);\n                    if (isNaN(minute)) {\n                        minute = parseInt(this.container.find('.right .minuteselect option:last').val(), 10);\n                    }\n                    second = this.timePickerSeconds ? parseInt(this.container.find('.right .secondselect').val(), 10) : 0;\n                    if (!this.timePicker24Hour) {\n                        var ampm = this.container.find('.right .ampmselect').val();\n                        if (ampm === 'PM' && hour < 12)\n                            hour += 12;\n                        if (ampm === 'AM' && hour === 12)\n                            hour = 0;\n                    }\n                }\n                this.leftCalendar.month.hour(hour).minute(minute).second(second);\n                this.rightCalendar.month.hour(hour).minute(minute).second(second);\n            }\n\n            this.renderCalendar('left');\n            this.renderCalendar('right');\n\n            //highlight any predefined range matching the current start and end dates\n            this.container.find('.ranges li').removeClass('active');\n            if (this.endDate == null) return;\n\n            this.calculateChosenLabel();\n        },\n\n        renderCalendar: function(side) {\n\n            //\n            // Build the matrix of dates that will populate the calendar\n            //\n\n            var calendar = side == 'left' ? this.leftCalendar : this.rightCalendar;\n            var month = calendar.month.month();\n            var year = calendar.month.year();\n            var hour = calendar.month.hour();\n            var minute = calendar.month.minute();\n            var second = calendar.month.second();\n            var daysInMonth = moment([year, month]).daysInMonth();\n            var firstDay = moment([year, month, 1]);\n            var lastDay = moment([year, month, daysInMonth]);\n            var lastMonth = moment(firstDay).subtract(1, 'month').month();\n            var lastYear = moment(firstDay).subtract(1, 'month').year();\n            var daysInLastMonth = moment([lastYear, lastMonth]).daysInMonth();\n            var dayOfWeek = firstDay.day();\n\n            //initialize a 6 rows x 7 columns array for the calendar\n            var calendar = [];\n            calendar.firstDay = firstDay;\n            calendar.lastDay = lastDay;\n\n            for (var i = 0; i < 6; i++) {\n                calendar[i] = [];\n            }\n\n            //populate the calendar with date objects\n            var startDay = daysInLastMonth - dayOfWeek + this.locale.firstDay + 1;\n            if (startDay > daysInLastMonth)\n                startDay -= 7;\n\n            if (dayOfWeek == this.locale.firstDay)\n                startDay = daysInLastMonth - 6;\n\n            var curDate = moment([lastYear, lastMonth, startDay, 12, minute, second]);\n\n            var col, row;\n            for (var i = 0, col = 0, row = 0; i < 42; i++, col++, curDate = moment(curDate).add(24, 'hour')) {\n                if (i > 0 && col % 7 === 0) {\n                    col = 0;\n                    row++;\n                }\n                calendar[row][col] = curDate.clone().hour(hour).minute(minute).second(second);\n                curDate.hour(12);\n\n                if (this.minDate && calendar[row][col].format('YYYY-MM-DD') == this.minDate.format('YYYY-MM-DD') && calendar[row][col].isBefore(this.minDate) && side == 'left') {\n                    calendar[row][col] = this.minDate.clone();\n                }\n\n                if (this.maxDate && calendar[row][col].format('YYYY-MM-DD') == this.maxDate.format('YYYY-MM-DD') && calendar[row][col].isAfter(this.maxDate) && side == 'right') {\n                    calendar[row][col] = this.maxDate.clone();\n                }\n\n            }\n\n            //make the calendar object available to hoverDate/clickDate\n            if (side == 'left') {\n                this.leftCalendar.calendar = calendar;\n            } else {\n                this.rightCalendar.calendar = calendar;\n            }\n\n            //\n            // Display the calendar\n            //\n\n            var minDate = side == 'left' ? this.minDate : this.startDate;\n            var maxDate = this.maxDate;\n            var selected = side == 'left' ? this.startDate : this.endDate;\n            var arrow = this.locale.direction == 'ltr' ? {left: 'chevron-left', right: 'chevron-right'} : {left: 'chevron-right', right: 'chevron-left'};\n\n            var html = '<table class=\"table-condensed\">';\n            html += '<thead>';\n            html += '<tr>';\n\n            // add empty cell for week number\n            if (this.showWeekNumbers || this.showISOWeekNumbers)\n                html += '<th></th>';\n\n            if ((!minDate || minDate.isBefore(calendar.firstDay)) && (!this.linkedCalendars || side == 'left')) {\n                html += '<th class=\"prev available\"><span></span></th>';\n            } else {\n                html += '<th></th>';\n            }\n\n            var dateHtml = this.locale.monthNames[calendar[1][1].month()] + calendar[1][1].format(\" YYYY\");\n\n            if (this.showDropdowns) {\n                var currentMonth = calendar[1][1].month();\n                var currentYear = calendar[1][1].year();\n                var maxYear = (maxDate && maxDate.year()) || (this.maxYear);\n                var minYear = (minDate && minDate.year()) || (this.minYear);\n                var inMinYear = currentYear == minYear;\n                var inMaxYear = currentYear == maxYear;\n\n                var monthHtml = '<select class=\"monthselect\">';\n                for (var m = 0; m < 12; m++) {\n                    if ((!inMinYear || (minDate && m >= minDate.month())) && (!inMaxYear || (maxDate && m <= maxDate.month()))) {\n                        monthHtml += \"<option value='\" + m + \"'\" +\n                            (m === currentMonth ? \" selected='selected'\" : \"\") +\n                            \">\" + this.locale.monthNames[m] + \"</option>\";\n                    } else {\n                        monthHtml += \"<option value='\" + m + \"'\" +\n                            (m === currentMonth ? \" selected='selected'\" : \"\") +\n                            \" disabled='disabled'>\" + this.locale.monthNames[m] + \"</option>\";\n                    }\n                }\n                monthHtml += \"</select>\";\n\n                var yearHtml = '<select class=\"yearselect\">';\n                for (var y = minYear; y <= maxYear; y++) {\n                    yearHtml += '<option value=\"' + y + '\"' +\n                        (y === currentYear ? ' selected=\"selected\"' : '') +\n                        '>' + y + '</option>';\n                }\n                yearHtml += '</select>';\n\n                dateHtml = monthHtml + yearHtml;\n            }\n\n            html += '<th colspan=\"5\" class=\"month\">' + dateHtml + '</th>';\n            if ((!maxDate || maxDate.isAfter(calendar.lastDay)) && (!this.linkedCalendars || side == 'right' || this.singleDatePicker)) {\n                html += '<th class=\"next available\"><span></span></th>';\n            } else {\n                html += '<th></th>';\n            }\n\n            html += '</tr>';\n            html += '<tr>';\n\n            // add week number label\n            if (this.showWeekNumbers || this.showISOWeekNumbers)\n                html += '<th class=\"week\">' + this.locale.weekLabel + '</th>';\n\n            $.each(this.locale.daysOfWeek, function(index, dayOfWeek) {\n                html += '<th>' + dayOfWeek + '</th>';\n            });\n\n            html += '</tr>';\n            html += '</thead>';\n            html += '<tbody>';\n\n            //adjust maxDate to reflect the maxSpan setting in order to\n            //grey out end dates beyond the maxSpan\n            if (this.endDate == null && this.maxSpan) {\n                var maxLimit = this.startDate.clone().add(this.maxSpan).endOf('day');\n                if (!maxDate || maxLimit.isBefore(maxDate)) {\n                    maxDate = maxLimit;\n                }\n            }\n\n            for (var row = 0; row < 6; row++) {\n                html += '<tr>';\n\n                // add week number\n                if (this.showWeekNumbers)\n                    html += '<td class=\"week\">' + calendar[row][0].week() + '</td>';\n                else if (this.showISOWeekNumbers)\n                    html += '<td class=\"week\">' + calendar[row][0].isoWeek() + '</td>';\n\n                for (var col = 0; col < 7; col++) {\n\n                    var classes = [];\n\n                    //highlight today's date\n                    if (calendar[row][col].isSame(new Date(), \"day\"))\n                        classes.push('today');\n\n                    //highlight weekends\n                    if (calendar[row][col].isoWeekday() > 5)\n                        classes.push('weekend');\n\n                    //grey out the dates in other months displayed at beginning and end of this calendar\n                    if (calendar[row][col].month() != calendar[1][1].month())\n                        classes.push('off', 'ends');\n\n                    //don't allow selection of dates before the minimum date\n                    if (this.minDate && calendar[row][col].isBefore(this.minDate, 'day'))\n                        classes.push('off', 'disabled');\n\n                    //don't allow selection of dates after the maximum date\n                    if (maxDate && calendar[row][col].isAfter(maxDate, 'day'))\n                        classes.push('off', 'disabled');\n\n                    //don't allow selection of date if a custom function decides it's invalid\n                    if (this.isInvalidDate(calendar[row][col]))\n                        classes.push('off', 'disabled');\n\n                    //highlight the currently selected start date\n                    if (calendar[row][col].format('YYYY-MM-DD') == this.startDate.format('YYYY-MM-DD'))\n                        classes.push('active', 'start-date');\n\n                    //highlight the currently selected end date\n                    if (this.endDate != null && calendar[row][col].format('YYYY-MM-DD') == this.endDate.format('YYYY-MM-DD'))\n                        classes.push('active', 'end-date');\n\n                    //highlight dates in-between the selected dates\n                    if (this.endDate != null && calendar[row][col] > this.startDate && calendar[row][col] < this.endDate)\n                        classes.push('in-range');\n\n                    //apply custom classes for this date\n                    var isCustom = this.isCustomDate(calendar[row][col]);\n                    if (isCustom !== false) {\n                        if (typeof isCustom === 'string')\n                            classes.push(isCustom);\n                        else\n                            Array.prototype.push.apply(classes, isCustom);\n                    }\n\n                    var cname = '', disabled = false;\n                    for (var i = 0; i < classes.length; i++) {\n                        cname += classes[i] + ' ';\n                        if (classes[i] == 'disabled')\n                            disabled = true;\n                    }\n                    if (!disabled)\n                        cname += 'available';\n\n                    html += '<td class=\"' + cname.replace(/^\\s+|\\s+$/g, '') + '\" data-title=\"' + 'r' + row + 'c' + col + '\">' + calendar[row][col].date() + '</td>';\n\n                }\n                html += '</tr>';\n            }\n\n            html += '</tbody>';\n            html += '</table>';\n\n            this.container.find('.drp-calendar.' + side + ' .calendar-table').html(html);\n\n        },\n\n        renderTimePicker: function(side) {\n\n            // Don't bother updating the time picker if it's currently disabled\n            // because an end date hasn't been clicked yet\n            if (side == 'right' && !this.endDate) return;\n\n            var html, selected, minDate, maxDate = this.maxDate;\n\n            if (this.maxSpan && (!this.maxDate || this.startDate.clone().add(this.maxSpan).isBefore(this.maxDate)))\n                maxDate = this.startDate.clone().add(this.maxSpan);\n\n            if (side == 'left') {\n                selected = this.startDate.clone();\n                minDate = this.minDate;\n            } else if (side == 'right') {\n                selected = this.endDate.clone();\n                minDate = this.startDate;\n\n                //Preserve the time already selected\n                var timeSelector = this.container.find('.drp-calendar.right .calendar-time');\n                if (timeSelector.html() != '') {\n\n                    selected.hour(!isNaN(selected.hour()) ? selected.hour() : timeSelector.find('.hourselect option:selected').val());\n                    selected.minute(!isNaN(selected.minute()) ? selected.minute() : timeSelector.find('.minuteselect option:selected').val());\n                    selected.second(!isNaN(selected.second()) ? selected.second() : timeSelector.find('.secondselect option:selected').val());\n\n                    if (!this.timePicker24Hour) {\n                        var ampm = timeSelector.find('.ampmselect option:selected').val();\n                        if (ampm === 'PM' && selected.hour() < 12)\n                            selected.hour(selected.hour() + 12);\n                        if (ampm === 'AM' && selected.hour() === 12)\n                            selected.hour(0);\n                    }\n\n                }\n\n                if (selected.isBefore(this.startDate))\n                    selected = this.startDate.clone();\n\n                if (maxDate && selected.isAfter(maxDate))\n                    selected = maxDate.clone();\n\n            }\n\n            //\n            // hours\n            //\n\n            html = '<select class=\"hourselect\">';\n\n            var start = this.timePicker24Hour ? 0 : 1;\n            var end = this.timePicker24Hour ? 23 : 12;\n\n            for (var i = start; i <= end; i++) {\n                var i_in_24 = i;\n                if (!this.timePicker24Hour)\n                    i_in_24 = selected.hour() >= 12 ? (i == 12 ? 12 : i + 12) : (i == 12 ? 0 : i);\n\n                var time = selected.clone().hour(i_in_24);\n                var disabled = false;\n                if (minDate && time.minute(59).isBefore(minDate))\n                    disabled = true;\n                if (maxDate && time.minute(0).isAfter(maxDate))\n                    disabled = true;\n\n                if (i_in_24 == selected.hour() && !disabled) {\n                    html += '<option value=\"' + i + '\" selected=\"selected\">' + i + '</option>';\n                } else if (disabled) {\n                    html += '<option value=\"' + i + '\" disabled=\"disabled\" class=\"disabled\">' + i + '</option>';\n                } else {\n                    html += '<option value=\"' + i + '\">' + i + '</option>';\n                }\n            }\n\n            html += '</select> ';\n\n            //\n            // minutes\n            //\n\n            html += ': <select class=\"minuteselect\">';\n\n            for (var i = 0; i < 60; i += this.timePickerIncrement) {\n                var padded = i < 10 ? '0' + i : i;\n                var time = selected.clone().minute(i);\n\n                var disabled = false;\n                if (minDate && time.second(59).isBefore(minDate))\n                    disabled = true;\n                if (maxDate && time.second(0).isAfter(maxDate))\n                    disabled = true;\n\n                if (selected.minute() == i && !disabled) {\n                    html += '<option value=\"' + i + '\" selected=\"selected\">' + padded + '</option>';\n                } else if (disabled) {\n                    html += '<option value=\"' + i + '\" disabled=\"disabled\" class=\"disabled\">' + padded + '</option>';\n                } else {\n                    html += '<option value=\"' + i + '\">' + padded + '</option>';\n                }\n            }\n\n            html += '</select> ';\n\n            //\n            // seconds\n            //\n\n            if (this.timePickerSeconds) {\n                html += ': <select class=\"secondselect\">';\n\n                for (var i = 0; i < 60; i++) {\n                    var padded = i < 10 ? '0' + i : i;\n                    var time = selected.clone().second(i);\n\n                    var disabled = false;\n                    if (minDate && time.isBefore(minDate))\n                        disabled = true;\n                    if (maxDate && time.isAfter(maxDate))\n                        disabled = true;\n\n                    if (selected.second() == i && !disabled) {\n                        html += '<option value=\"' + i + '\" selected=\"selected\">' + padded + '</option>';\n                    } else if (disabled) {\n                        html += '<option value=\"' + i + '\" disabled=\"disabled\" class=\"disabled\">' + padded + '</option>';\n                    } else {\n                        html += '<option value=\"' + i + '\">' + padded + '</option>';\n                    }\n                }\n\n                html += '</select> ';\n            }\n\n            //\n            // AM/PM\n            //\n\n            if (!this.timePicker24Hour) {\n                html += '<select class=\"ampmselect\">';\n\n                var am_html = '';\n                var pm_html = '';\n\n                if (minDate && selected.clone().hour(12).minute(0).second(0).isBefore(minDate))\n                    am_html = ' disabled=\"disabled\" class=\"disabled\"';\n\n                if (maxDate && selected.clone().hour(0).minute(0).second(0).isAfter(maxDate))\n                    pm_html = ' disabled=\"disabled\" class=\"disabled\"';\n\n                if (selected.hour() >= 12) {\n                    html += '<option value=\"AM\"' + am_html + '>AM</option><option value=\"PM\" selected=\"selected\"' + pm_html + '>PM</option>';\n                } else {\n                    html += '<option value=\"AM\" selected=\"selected\"' + am_html + '>AM</option><option value=\"PM\"' + pm_html + '>PM</option>';\n                }\n\n                html += '</select>';\n            }\n\n            this.container.find('.drp-calendar.' + side + ' .calendar-time').html(html);\n\n        },\n\n        updateFormInputs: function() {\n\n            if (this.singleDatePicker || (this.endDate && (this.startDate.isBefore(this.endDate) || this.startDate.isSame(this.endDate)))) {\n                this.container.find('button.applyBtn').prop('disabled', false);\n            } else {\n                this.container.find('button.applyBtn').prop('disabled', true);\n            }\n\n        },\n\n        move: function() {\n            var parentOffset = { top: 0, left: 0 },\n                containerTop,\n                drops = this.drops;\n\n            var parentRightEdge = $(window).width();\n            if (!this.parentEl.is('body')) {\n                parentOffset = {\n                    top: this.parentEl.offset().top - this.parentEl.scrollTop(),\n                    left: this.parentEl.offset().left - this.parentEl.scrollLeft()\n                };\n                parentRightEdge = this.parentEl[0].clientWidth + this.parentEl.offset().left;\n            }\n\n            switch (drops) {\n            case 'auto':\n                containerTop = this.element.offset().top + this.element.outerHeight() - parentOffset.top;\n                if (containerTop + this.container.outerHeight() >= this.parentEl[0].scrollHeight) {\n                    containerTop = this.element.offset().top - this.container.outerHeight() - parentOffset.top;\n                    drops = 'up';\n                }\n                break;\n            case 'up':\n                containerTop = this.element.offset().top - this.container.outerHeight() - parentOffset.top;\n                break;\n            default:\n                containerTop = this.element.offset().top + this.element.outerHeight() - parentOffset.top;\n                break;\n            }\n\n            // Force the container to it's actual width\n            this.container.css({\n              top: 0,\n              left: 0,\n              right: 'auto'\n            });\n            var containerWidth = this.container.outerWidth();\n\n            this.container.toggleClass('drop-up', drops == 'up');\n\n            if (this.opens == 'left') {\n                var containerRight = parentRightEdge - this.element.offset().left - this.element.outerWidth();\n                if (containerWidth + containerRight > $(window).width()) {\n                    this.container.css({\n                        top: containerTop,\n                        right: 'auto',\n                        left: 9\n                    });\n                } else {\n                    this.container.css({\n                        top: containerTop,\n                        right: containerRight,\n                        left: 'auto'\n                    });\n                }\n            } else if (this.opens == 'center') {\n                var containerLeft = this.element.offset().left - parentOffset.left + this.element.outerWidth() / 2\n                                        - containerWidth / 2;\n                if (containerLeft < 0) {\n                    this.container.css({\n                        top: containerTop,\n                        right: 'auto',\n                        left: 9\n                    });\n                } else if (containerLeft + containerWidth > $(window).width()) {\n                    this.container.css({\n                        top: containerTop,\n                        left: 'auto',\n                        right: 0\n                    });\n                } else {\n                    this.container.css({\n                        top: containerTop,\n                        left: containerLeft,\n                        right: 'auto'\n                    });\n                }\n            } else {\n                var containerLeft = this.element.offset().left - parentOffset.left;\n                if (containerLeft + containerWidth > $(window).width()) {\n                    this.container.css({\n                        top: containerTop,\n                        left: 'auto',\n                        right: 0\n                    });\n                } else {\n                    this.container.css({\n                        top: containerTop,\n                        left: containerLeft,\n                        right: 'auto'\n                    });\n                }\n            }\n        },\n\n        show: function(e) {\n            if (this.isShowing) return;\n\n            // Create a click proxy that is private to this instance of datepicker, for unbinding\n            this._outsideClickProxy = $.proxy(function(e) { this.outsideClick(e); }, this);\n\n            // Bind global datepicker mousedown for hiding and\n            $(document)\n              .on('mousedown.daterangepicker', this._outsideClickProxy)\n              // also support mobile devices\n              .on('touchend.daterangepicker', this._outsideClickProxy)\n              // also explicitly play nice with Bootstrap dropdowns, which stopPropagation when clicking them\n              .on('click.daterangepicker', '[data-toggle=dropdown]', this._outsideClickProxy)\n              // and also close when focus changes to outside the picker (eg. tabbing between controls)\n              .on('focusin.daterangepicker', this._outsideClickProxy);\n\n            // Reposition the picker if the window is resized while it's open\n            $(window).on('resize.daterangepicker', $.proxy(function(e) { this.move(e); }, this));\n\n            this.oldStartDate = this.startDate.clone();\n            this.oldEndDate = this.endDate.clone();\n            this.previousRightTime = this.endDate.clone();\n\n            this.updateView();\n            this.container.show();\n            this.move();\n            this.element.trigger('show.daterangepicker', this);\n            this.isShowing = true;\n        },\n\n        hide: function(e) {\n            if (!this.isShowing) return;\n\n            //incomplete date selection, revert to last values\n            if (!this.endDate) {\n                this.startDate = this.oldStartDate.clone();\n                this.endDate = this.oldEndDate.clone();\n            }\n\n            //if a new date range was selected, invoke the user callback function\n            if (!this.startDate.isSame(this.oldStartDate) || !this.endDate.isSame(this.oldEndDate))\n                this.callback(this.startDate.clone(), this.endDate.clone(), this.chosenLabel);\n\n            //if picker is attached to a text input, update it\n            this.updateElement();\n\n            $(document).off('.daterangepicker');\n            $(window).off('.daterangepicker');\n            this.container.hide();\n            this.element.trigger('hide.daterangepicker', this);\n            this.isShowing = false;\n        },\n\n        toggle: function(e) {\n            if (this.isShowing) {\n                this.hide();\n            } else {\n                this.show();\n            }\n        },\n\n        outsideClick: function(e) {\n            var target = $(e.target);\n            // if the page is clicked anywhere except within the daterangerpicker/button\n            // itself then call this.hide()\n            if (\n                // ie modal dialog fix\n                e.type == \"focusin\" ||\n                target.closest(this.element).length ||\n                target.closest(this.container).length ||\n                target.closest('.calendar-table').length\n                ) return;\n            this.hide();\n            this.element.trigger('outsideClick.daterangepicker', this);\n        },\n\n        showCalendars: function() {\n            this.container.addClass('show-calendar');\n            this.move();\n            this.element.trigger('showCalendar.daterangepicker', this);\n        },\n\n        hideCalendars: function() {\n            this.container.removeClass('show-calendar');\n            this.element.trigger('hideCalendar.daterangepicker', this);\n        },\n\n        clickRange: function(e) {\n            var label = e.target.getAttribute('data-range-key');\n            this.chosenLabel = label;\n            if (label == this.locale.customRangeLabel) {\n                this.showCalendars();\n            } else {\n                var dates = this.ranges[label];\n                this.startDate = dates[0];\n                this.endDate = dates[1];\n\n                if (!this.timePicker) {\n                    this.startDate.startOf('day');\n                    this.endDate.endOf('day');\n                }\n\n                if (!this.alwaysShowCalendars)\n                    this.hideCalendars();\n                this.clickApply();\n            }\n        },\n\n        clickPrev: function(e) {\n            var cal = $(e.target).parents('.drp-calendar');\n            if (cal.hasClass('left')) {\n                this.leftCalendar.month.subtract(1, 'month');\n                if (this.linkedCalendars)\n                    this.rightCalendar.month.subtract(1, 'month');\n            } else {\n                this.rightCalendar.month.subtract(1, 'month');\n            }\n            this.updateCalendars();\n        },\n\n        clickNext: function(e) {\n            var cal = $(e.target).parents('.drp-calendar');\n            if (cal.hasClass('left')) {\n                this.leftCalendar.month.add(1, 'month');\n            } else {\n                this.rightCalendar.month.add(1, 'month');\n                if (this.linkedCalendars)\n                    this.leftCalendar.month.add(1, 'month');\n            }\n            this.updateCalendars();\n        },\n\n        hoverDate: function(e) {\n\n            //ignore dates that can't be selected\n            if (!$(e.target).hasClass('available')) return;\n\n            var title = $(e.target).attr('data-title');\n            var row = title.substr(1, 1);\n            var col = title.substr(3, 1);\n            var cal = $(e.target).parents('.drp-calendar');\n            var date = cal.hasClass('left') ? this.leftCalendar.calendar[row][col] : this.rightCalendar.calendar[row][col];\n\n            //highlight the dates between the start date and the date being hovered as a potential end date\n            var leftCalendar = this.leftCalendar;\n            var rightCalendar = this.rightCalendar;\n            var startDate = this.startDate;\n            if (!this.endDate) {\n                this.container.find('.drp-calendar tbody td').each(function(index, el) {\n\n                    //skip week numbers, only look at dates\n                    if ($(el).hasClass('week')) return;\n\n                    var title = $(el).attr('data-title');\n                    var row = title.substr(1, 1);\n                    var col = title.substr(3, 1);\n                    var cal = $(el).parents('.drp-calendar');\n                    var dt = cal.hasClass('left') ? leftCalendar.calendar[row][col] : rightCalendar.calendar[row][col];\n\n                    if ((dt.isAfter(startDate) && dt.isBefore(date)) || dt.isSame(date, 'day')) {\n                        $(el).addClass('in-range');\n                    } else {\n                        $(el).removeClass('in-range');\n                    }\n\n                });\n            }\n\n        },\n\n        clickDate: function(e) {\n\n            if (!$(e.target).hasClass('available')) return;\n\n            var title = $(e.target).attr('data-title');\n            var row = title.substr(1, 1);\n            var col = title.substr(3, 1);\n            var cal = $(e.target).parents('.drp-calendar');\n            var date = cal.hasClass('left') ? this.leftCalendar.calendar[row][col] : this.rightCalendar.calendar[row][col];\n\n            //\n            // this function needs to do a few things:\n            // * alternate between selecting a start and end date for the range,\n            // * if the time picker is enabled, apply the hour/minute/second from the select boxes to the clicked date\n            // * if autoapply is enabled, and an end date was chosen, apply the selection\n            // * if single date picker mode, and time picker isn't enabled, apply the selection immediately\n            // * if one of the inputs above the calendars was focused, cancel that manual input\n            //\n\n            if (this.endDate || date.isBefore(this.startDate, 'day')) { //picking start\n                if (this.timePicker) {\n                    var hour = parseInt(this.container.find('.left .hourselect').val(), 10);\n                    if (!this.timePicker24Hour) {\n                        var ampm = this.container.find('.left .ampmselect').val();\n                        if (ampm === 'PM' && hour < 12)\n                            hour += 12;\n                        if (ampm === 'AM' && hour === 12)\n                            hour = 0;\n                    }\n                    var minute = parseInt(this.container.find('.left .minuteselect').val(), 10);\n                    if (isNaN(minute)) {\n                        minute = parseInt(this.container.find('.left .minuteselect option:last').val(), 10);\n                    }\n                    var second = this.timePickerSeconds ? parseInt(this.container.find('.left .secondselect').val(), 10) : 0;\n                    date = date.clone().hour(hour).minute(minute).second(second);\n                }\n                this.endDate = null;\n                this.setStartDate(date.clone());\n            } else if (!this.endDate && date.isBefore(this.startDate)) {\n                //special case: clicking the same date for start/end,\n                //but the time of the end date is before the start date\n                this.setEndDate(this.startDate.clone());\n            } else { // picking end\n                if (this.timePicker) {\n                    var hour = parseInt(this.container.find('.right .hourselect').val(), 10);\n                    if (!this.timePicker24Hour) {\n                        var ampm = this.container.find('.right .ampmselect').val();\n                        if (ampm === 'PM' && hour < 12)\n                            hour += 12;\n                        if (ampm === 'AM' && hour === 12)\n                            hour = 0;\n                    }\n                    var minute = parseInt(this.container.find('.right .minuteselect').val(), 10);\n                    if (isNaN(minute)) {\n                        minute = parseInt(this.container.find('.right .minuteselect option:last').val(), 10);\n                    }\n                    var second = this.timePickerSeconds ? parseInt(this.container.find('.right .secondselect').val(), 10) : 0;\n                    date = date.clone().hour(hour).minute(minute).second(second);\n                }\n                this.setEndDate(date.clone());\n                if (this.autoApply) {\n                  this.calculateChosenLabel();\n                  this.clickApply();\n                }\n            }\n\n            if (this.singleDatePicker) {\n                this.setEndDate(this.startDate);\n                if (!this.timePicker && this.autoApply)\n                    this.clickApply();\n            }\n\n            this.updateView();\n\n            //This is to cancel the blur event handler if the mouse was in one of the inputs\n            e.stopPropagation();\n\n        },\n\n        calculateChosenLabel: function () {\n            var customRange = true;\n            var i = 0;\n            for (var range in this.ranges) {\n              if (this.timePicker) {\n                    var format = this.timePickerSeconds ? \"YYYY-MM-DD HH:mm:ss\" : \"YYYY-MM-DD HH:mm\";\n                    //ignore times when comparing dates if time picker seconds is not enabled\n                    if (this.startDate.format(format) == this.ranges[range][0].format(format) && this.endDate.format(format) == this.ranges[range][1].format(format)) {\n                        customRange = false;\n                        this.chosenLabel = this.container.find('.ranges li:eq(' + i + ')').addClass('active').attr('data-range-key');\n                        break;\n                    }\n                } else {\n                    //ignore times when comparing dates if time picker is not enabled\n                    if (this.startDate.format('YYYY-MM-DD') == this.ranges[range][0].format('YYYY-MM-DD') && this.endDate.format('YYYY-MM-DD') == this.ranges[range][1].format('YYYY-MM-DD')) {\n                        customRange = false;\n                        this.chosenLabel = this.container.find('.ranges li:eq(' + i + ')').addClass('active').attr('data-range-key');\n                        break;\n                    }\n                }\n                i++;\n            }\n            if (customRange) {\n                if (this.showCustomRangeLabel) {\n                    this.chosenLabel = this.container.find('.ranges li:last').addClass('active').attr('data-range-key');\n                } else {\n                    this.chosenLabel = null;\n                }\n                this.showCalendars();\n            }\n        },\n\n        clickApply: function(e) {\n            this.hide();\n            this.element.trigger('apply.daterangepicker', this);\n        },\n\n        clickCancel: function(e) {\n            this.startDate = this.oldStartDate;\n            this.endDate = this.oldEndDate;\n            this.hide();\n            this.element.trigger('cancel.daterangepicker', this);\n        },\n\n        monthOrYearChanged: function(e) {\n            var isLeft = $(e.target).closest('.drp-calendar').hasClass('left'),\n                leftOrRight = isLeft ? 'left' : 'right',\n                cal = this.container.find('.drp-calendar.'+leftOrRight);\n\n            // Month must be Number for new moment versions\n            var month = parseInt(cal.find('.monthselect').val(), 10);\n            var year = cal.find('.yearselect').val();\n\n            if (!isLeft) {\n                if (year < this.startDate.year() || (year == this.startDate.year() && month < this.startDate.month())) {\n                    month = this.startDate.month();\n                    year = this.startDate.year();\n                }\n            }\n\n            if (this.minDate) {\n                if (year < this.minDate.year() || (year == this.minDate.year() && month < this.minDate.month())) {\n                    month = this.minDate.month();\n                    year = this.minDate.year();\n                }\n            }\n\n            if (this.maxDate) {\n                if (year > this.maxDate.year() || (year == this.maxDate.year() && month > this.maxDate.month())) {\n                    month = this.maxDate.month();\n                    year = this.maxDate.year();\n                }\n            }\n\n            if (isLeft) {\n                this.leftCalendar.month.month(month).year(year);\n                if (this.linkedCalendars)\n                    this.rightCalendar.month = this.leftCalendar.month.clone().add(1, 'month');\n            } else {\n                this.rightCalendar.month.month(month).year(year);\n                if (this.linkedCalendars)\n                    this.leftCalendar.month = this.rightCalendar.month.clone().subtract(1, 'month');\n            }\n            this.updateCalendars();\n        },\n\n        timeChanged: function(e) {\n\n            var cal = $(e.target).closest('.drp-calendar'),\n                isLeft = cal.hasClass('left');\n\n            var hour = parseInt(cal.find('.hourselect').val(), 10);\n            var minute = parseInt(cal.find('.minuteselect').val(), 10);\n            if (isNaN(minute)) {\n                minute = parseInt(cal.find('.minuteselect option:last').val(), 10);\n            }\n            var second = this.timePickerSeconds ? parseInt(cal.find('.secondselect').val(), 10) : 0;\n\n            if (!this.timePicker24Hour) {\n                var ampm = cal.find('.ampmselect').val();\n                if (ampm === 'PM' && hour < 12)\n                    hour += 12;\n                if (ampm === 'AM' && hour === 12)\n                    hour = 0;\n            }\n\n            if (isLeft) {\n                var start = this.startDate.clone();\n                start.hour(hour);\n                start.minute(minute);\n                start.second(second);\n                this.setStartDate(start);\n                if (this.singleDatePicker) {\n                    this.endDate = this.startDate.clone();\n                } else if (this.endDate && this.endDate.format('YYYY-MM-DD') == start.format('YYYY-MM-DD') && this.endDate.isBefore(start)) {\n                    this.setEndDate(start.clone());\n                }\n            } else if (this.endDate) {\n                var end = this.endDate.clone();\n                end.hour(hour);\n                end.minute(minute);\n                end.second(second);\n                this.setEndDate(end);\n            }\n\n            //update the calendars so all clickable dates reflect the new time component\n            this.updateCalendars();\n\n            //update the form inputs above the calendars with the new time\n            this.updateFormInputs();\n\n            //re-render the time pickers because changing one selection can affect what's enabled in another\n            this.renderTimePicker('left');\n            this.renderTimePicker('right');\n\n        },\n\n        elementChanged: function() {\n            if (!this.element.is('input')) return;\n            if (!this.element.val().length) return;\n\n            var dateString = this.element.val().split(this.locale.separator),\n                start = null,\n                end = null;\n\n            if (dateString.length === 2) {\n                start = moment(dateString[0], this.locale.format);\n                end = moment(dateString[1], this.locale.format);\n            }\n\n            if (this.singleDatePicker || start === null || end === null) {\n                start = moment(this.element.val(), this.locale.format);\n                end = start;\n            }\n\n            if (!start.isValid() || !end.isValid()) return;\n\n            this.setStartDate(start);\n            this.setEndDate(end);\n            this.updateView();\n        },\n\n        keydown: function(e) {\n            //hide on tab or enter\n            if ((e.keyCode === 9) || (e.keyCode === 13)) {\n                this.hide();\n            }\n\n            //hide on esc and prevent propagation\n            if (e.keyCode === 27) {\n                e.preventDefault();\n                e.stopPropagation();\n\n                this.hide();\n            }\n        },\n\n        updateElement: function() {\n            if (this.element.is('input') && this.autoUpdateInput) {\n                var newValue = this.startDate.format(this.locale.format);\n                if (!this.singleDatePicker) {\n                    newValue += this.locale.separator + this.endDate.format(this.locale.format);\n                }\n                if (newValue !== this.element.val()) {\n                    this.element.val(newValue).trigger('change');\n                }\n            }\n        },\n\n        remove: function() {\n            this.container.remove();\n            this.element.off('.daterangepicker');\n            this.element.removeData();\n        }\n\n    };\n\n    $.fn.daterangepicker = function(options, callback) {\n        var implementOptions = $.extend(true, {}, $.fn.daterangepicker.defaultOptions, options);\n        this.each(function() {\n            var el = $(this);\n            if (el.data('daterangepicker'))\n                el.data('daterangepicker').remove();\n            el.data('daterangepicker', new DateRangePicker(el, implementOptions, callback));\n        });\n        return this;\n    };\n\n    return DateRangePicker;\n\n}));\n","if (typeof FastBoot === 'undefined') {\n/*!\n * Chart.js v2.9.4\n * https://www.chartjs.org\n * (c) 2020 Chart.js Contributors\n * Released under the MIT License\n */\n(function (global, factory) {\ntypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(function() { try { return require('moment'); } catch(e) { } }()) :\ntypeof define === 'function' && define.amd ? define(['require'], function(require) { return factory(function() { try { return require('moment'); } catch(e) { } }()); }) :\n(global = global || self, global.Chart = factory(global.moment));\n}(this, (function (moment) { 'use strict';\n\nmoment = moment && moment.hasOwnProperty('default') ? moment['default'] : moment;\n\nfunction createCommonjsModule(fn, module) {\n\treturn module = { exports: {} }, fn(module, module.exports), module.exports;\n}\n\nfunction getCjsExportFromNamespace (n) {\n\treturn n && n['default'] || n;\n}\n\nvar colorName = {\n\t\"aliceblue\": [240, 248, 255],\n\t\"antiquewhite\": [250, 235, 215],\n\t\"aqua\": [0, 255, 255],\n\t\"aquamarine\": [127, 255, 212],\n\t\"azure\": [240, 255, 255],\n\t\"beige\": [245, 245, 220],\n\t\"bisque\": [255, 228, 196],\n\t\"black\": [0, 0, 0],\n\t\"blanchedalmond\": [255, 235, 205],\n\t\"blue\": [0, 0, 255],\n\t\"blueviolet\": [138, 43, 226],\n\t\"brown\": [165, 42, 42],\n\t\"burlywood\": [222, 184, 135],\n\t\"cadetblue\": [95, 158, 160],\n\t\"chartreuse\": [127, 255, 0],\n\t\"chocolate\": [210, 105, 30],\n\t\"coral\": [255, 127, 80],\n\t\"cornflowerblue\": [100, 149, 237],\n\t\"cornsilk\": [255, 248, 220],\n\t\"crimson\": [220, 20, 60],\n\t\"cyan\": [0, 255, 255],\n\t\"darkblue\": [0, 0, 139],\n\t\"darkcyan\": [0, 139, 139],\n\t\"darkgoldenrod\": [184, 134, 11],\n\t\"darkgray\": [169, 169, 169],\n\t\"darkgreen\": [0, 100, 0],\n\t\"darkgrey\": [169, 169, 169],\n\t\"darkkhaki\": [189, 183, 107],\n\t\"darkmagenta\": [139, 0, 139],\n\t\"darkolivegreen\": [85, 107, 47],\n\t\"darkorange\": [255, 140, 0],\n\t\"darkorchid\": [153, 50, 204],\n\t\"darkred\": [139, 0, 0],\n\t\"darksalmon\": [233, 150, 122],\n\t\"darkseagreen\": [143, 188, 143],\n\t\"darkslateblue\": [72, 61, 139],\n\t\"darkslategray\": [47, 79, 79],\n\t\"darkslategrey\": [47, 79, 79],\n\t\"darkturquoise\": [0, 206, 209],\n\t\"darkviolet\": [148, 0, 211],\n\t\"deeppink\": [255, 20, 147],\n\t\"deepskyblue\": [0, 191, 255],\n\t\"dimgray\": [105, 105, 105],\n\t\"dimgrey\": [105, 105, 105],\n\t\"dodgerblue\": [30, 144, 255],\n\t\"firebrick\": [178, 34, 34],\n\t\"floralwhite\": [255, 250, 240],\n\t\"forestgreen\": [34, 139, 34],\n\t\"fuchsia\": [255, 0, 255],\n\t\"gainsboro\": [220, 220, 220],\n\t\"ghostwhite\": [248, 248, 255],\n\t\"gold\": [255, 215, 0],\n\t\"goldenrod\": [218, 165, 32],\n\t\"gray\": [128, 128, 128],\n\t\"green\": [0, 128, 0],\n\t\"greenyellow\": [173, 255, 47],\n\t\"grey\": [128, 128, 128],\n\t\"honeydew\": [240, 255, 240],\n\t\"hotpink\": [255, 105, 180],\n\t\"indianred\": [205, 92, 92],\n\t\"indigo\": [75, 0, 130],\n\t\"ivory\": [255, 255, 240],\n\t\"khaki\": [240, 230, 140],\n\t\"lavender\": [230, 230, 250],\n\t\"lavenderblush\": [255, 240, 245],\n\t\"lawngreen\": [124, 252, 0],\n\t\"lemonchiffon\": [255, 250, 205],\n\t\"lightblue\": [173, 216, 230],\n\t\"lightcoral\": [240, 128, 128],\n\t\"lightcyan\": [224, 255, 255],\n\t\"lightgoldenrodyellow\": [250, 250, 210],\n\t\"lightgray\": [211, 211, 211],\n\t\"lightgreen\": [144, 238, 144],\n\t\"lightgrey\": [211, 211, 211],\n\t\"lightpink\": [255, 182, 193],\n\t\"lightsalmon\": [255, 160, 122],\n\t\"lightseagreen\": [32, 178, 170],\n\t\"lightskyblue\": [135, 206, 250],\n\t\"lightslategray\": [119, 136, 153],\n\t\"lightslategrey\": [119, 136, 153],\n\t\"lightsteelblue\": [176, 196, 222],\n\t\"lightyellow\": [255, 255, 224],\n\t\"lime\": [0, 255, 0],\n\t\"limegreen\": [50, 205, 50],\n\t\"linen\": [250, 240, 230],\n\t\"magenta\": [255, 0, 255],\n\t\"maroon\": [128, 0, 0],\n\t\"mediumaquamarine\": [102, 205, 170],\n\t\"mediumblue\": [0, 0, 205],\n\t\"mediumorchid\": [186, 85, 211],\n\t\"mediumpurple\": [147, 112, 219],\n\t\"mediumseagreen\": [60, 179, 113],\n\t\"mediumslateblue\": [123, 104, 238],\n\t\"mediumspringgreen\": [0, 250, 154],\n\t\"mediumturquoise\": [72, 209, 204],\n\t\"mediumvioletred\": [199, 21, 133],\n\t\"midnightblue\": [25, 25, 112],\n\t\"mintcream\": [245, 255, 250],\n\t\"mistyrose\": [255, 228, 225],\n\t\"moccasin\": [255, 228, 181],\n\t\"navajowhite\": [255, 222, 173],\n\t\"navy\": [0, 0, 128],\n\t\"oldlace\": [253, 245, 230],\n\t\"olive\": [128, 128, 0],\n\t\"olivedrab\": [107, 142, 35],\n\t\"orange\": [255, 165, 0],\n\t\"orangered\": [255, 69, 0],\n\t\"orchid\": [218, 112, 214],\n\t\"palegoldenrod\": [238, 232, 170],\n\t\"palegreen\": [152, 251, 152],\n\t\"paleturquoise\": [175, 238, 238],\n\t\"palevioletred\": [219, 112, 147],\n\t\"papayawhip\": [255, 239, 213],\n\t\"peachpuff\": [255, 218, 185],\n\t\"peru\": [205, 133, 63],\n\t\"pink\": [255, 192, 203],\n\t\"plum\": [221, 160, 221],\n\t\"powderblue\": [176, 224, 230],\n\t\"purple\": [128, 0, 128],\n\t\"rebeccapurple\": [102, 51, 153],\n\t\"red\": [255, 0, 0],\n\t\"rosybrown\": [188, 143, 143],\n\t\"royalblue\": [65, 105, 225],\n\t\"saddlebrown\": [139, 69, 19],\n\t\"salmon\": [250, 128, 114],\n\t\"sandybrown\": [244, 164, 96],\n\t\"seagreen\": [46, 139, 87],\n\t\"seashell\": [255, 245, 238],\n\t\"sienna\": [160, 82, 45],\n\t\"silver\": [192, 192, 192],\n\t\"skyblue\": [135, 206, 235],\n\t\"slateblue\": [106, 90, 205],\n\t\"slategray\": [112, 128, 144],\n\t\"slategrey\": [112, 128, 144],\n\t\"snow\": [255, 250, 250],\n\t\"springgreen\": [0, 255, 127],\n\t\"steelblue\": [70, 130, 180],\n\t\"tan\": [210, 180, 140],\n\t\"teal\": [0, 128, 128],\n\t\"thistle\": [216, 191, 216],\n\t\"tomato\": [255, 99, 71],\n\t\"turquoise\": [64, 224, 208],\n\t\"violet\": [238, 130, 238],\n\t\"wheat\": [245, 222, 179],\n\t\"white\": [255, 255, 255],\n\t\"whitesmoke\": [245, 245, 245],\n\t\"yellow\": [255, 255, 0],\n\t\"yellowgreen\": [154, 205, 50]\n};\n\nvar conversions = createCommonjsModule(function (module) {\n/* MIT license */\n\n\n// NOTE: conversions should only return primitive values (i.e. arrays, or\n//       values that give correct `typeof` results).\n//       do not use box values types (i.e. Number(), String(), etc.)\n\nvar reverseKeywords = {};\nfor (var key in colorName) {\n\tif (colorName.hasOwnProperty(key)) {\n\t\treverseKeywords[colorName[key]] = key;\n\t}\n}\n\nvar convert = module.exports = {\n\trgb: {channels: 3, labels: 'rgb'},\n\thsl: {channels: 3, labels: 'hsl'},\n\thsv: {channels: 3, labels: 'hsv'},\n\thwb: {channels: 3, labels: 'hwb'},\n\tcmyk: {channels: 4, labels: 'cmyk'},\n\txyz: {channels: 3, labels: 'xyz'},\n\tlab: {channels: 3, labels: 'lab'},\n\tlch: {channels: 3, labels: 'lch'},\n\thex: {channels: 1, labels: ['hex']},\n\tkeyword: {channels: 1, labels: ['keyword']},\n\tansi16: {channels: 1, labels: ['ansi16']},\n\tansi256: {channels: 1, labels: ['ansi256']},\n\thcg: {channels: 3, labels: ['h', 'c', 'g']},\n\tapple: {channels: 3, labels: ['r16', 'g16', 'b16']},\n\tgray: {channels: 1, labels: ['gray']}\n};\n\n// hide .channels and .labels properties\nfor (var model in convert) {\n\tif (convert.hasOwnProperty(model)) {\n\t\tif (!('channels' in convert[model])) {\n\t\t\tthrow new Error('missing channels property: ' + model);\n\t\t}\n\n\t\tif (!('labels' in convert[model])) {\n\t\t\tthrow new Error('missing channel labels property: ' + model);\n\t\t}\n\n\t\tif (convert[model].labels.length !== convert[model].channels) {\n\t\t\tthrow new Error('channel and label counts mismatch: ' + model);\n\t\t}\n\n\t\tvar channels = convert[model].channels;\n\t\tvar labels = convert[model].labels;\n\t\tdelete convert[model].channels;\n\t\tdelete convert[model].labels;\n\t\tObject.defineProperty(convert[model], 'channels', {value: channels});\n\t\tObject.defineProperty(convert[model], 'labels', {value: labels});\n\t}\n}\n\nconvert.rgb.hsl = function (rgb) {\n\tvar r = rgb[0] / 255;\n\tvar g = rgb[1] / 255;\n\tvar b = rgb[2] / 255;\n\tvar min = Math.min(r, g, b);\n\tvar max = Math.max(r, g, b);\n\tvar delta = max - min;\n\tvar h;\n\tvar s;\n\tvar l;\n\n\tif (max === min) {\n\t\th = 0;\n\t} else if (r === max) {\n\t\th = (g - b) / delta;\n\t} else if (g === max) {\n\t\th = 2 + (b - r) / delta;\n\t} else if (b === max) {\n\t\th = 4 + (r - g) / delta;\n\t}\n\n\th = Math.min(h * 60, 360);\n\n\tif (h < 0) {\n\t\th += 360;\n\t}\n\n\tl = (min + max) / 2;\n\n\tif (max === min) {\n\t\ts = 0;\n\t} else if (l <= 0.5) {\n\t\ts = delta / (max + min);\n\t} else {\n\t\ts = delta / (2 - max - min);\n\t}\n\n\treturn [h, s * 100, l * 100];\n};\n\nconvert.rgb.hsv = function (rgb) {\n\tvar rdif;\n\tvar gdif;\n\tvar bdif;\n\tvar h;\n\tvar s;\n\n\tvar r = rgb[0] / 255;\n\tvar g = rgb[1] / 255;\n\tvar b = rgb[2] / 255;\n\tvar v = Math.max(r, g, b);\n\tvar diff = v - Math.min(r, g, b);\n\tvar diffc = function (c) {\n\t\treturn (v - c) / 6 / diff + 1 / 2;\n\t};\n\n\tif (diff === 0) {\n\t\th = s = 0;\n\t} else {\n\t\ts = diff / v;\n\t\trdif = diffc(r);\n\t\tgdif = diffc(g);\n\t\tbdif = diffc(b);\n\n\t\tif (r === v) {\n\t\t\th = bdif - gdif;\n\t\t} else if (g === v) {\n\t\t\th = (1 / 3) + rdif - bdif;\n\t\t} else if (b === v) {\n\t\t\th = (2 / 3) + gdif - rdif;\n\t\t}\n\t\tif (h < 0) {\n\t\t\th += 1;\n\t\t} else if (h > 1) {\n\t\t\th -= 1;\n\t\t}\n\t}\n\n\treturn [\n\t\th * 360,\n\t\ts * 100,\n\t\tv * 100\n\t];\n};\n\nconvert.rgb.hwb = function (rgb) {\n\tvar r = rgb[0];\n\tvar g = rgb[1];\n\tvar b = rgb[2];\n\tvar h = convert.rgb.hsl(rgb)[0];\n\tvar w = 1 / 255 * Math.min(r, Math.min(g, b));\n\n\tb = 1 - 1 / 255 * Math.max(r, Math.max(g, b));\n\n\treturn [h, w * 100, b * 100];\n};\n\nconvert.rgb.cmyk = function (rgb) {\n\tvar r = rgb[0] / 255;\n\tvar g = rgb[1] / 255;\n\tvar b = rgb[2] / 255;\n\tvar c;\n\tvar m;\n\tvar y;\n\tvar k;\n\n\tk = Math.min(1 - r, 1 - g, 1 - b);\n\tc = (1 - r - k) / (1 - k) || 0;\n\tm = (1 - g - k) / (1 - k) || 0;\n\ty = (1 - b - k) / (1 - k) || 0;\n\n\treturn [c * 100, m * 100, y * 100, k * 100];\n};\n\n/**\n * See https://en.m.wikipedia.org/wiki/Euclidean_distance#Squared_Euclidean_distance\n * */\nfunction comparativeDistance(x, y) {\n\treturn (\n\t\tMath.pow(x[0] - y[0], 2) +\n\t\tMath.pow(x[1] - y[1], 2) +\n\t\tMath.pow(x[2] - y[2], 2)\n\t);\n}\n\nconvert.rgb.keyword = function (rgb) {\n\tvar reversed = reverseKeywords[rgb];\n\tif (reversed) {\n\t\treturn reversed;\n\t}\n\n\tvar currentClosestDistance = Infinity;\n\tvar currentClosestKeyword;\n\n\tfor (var keyword in colorName) {\n\t\tif (colorName.hasOwnProperty(keyword)) {\n\t\t\tvar value = colorName[keyword];\n\n\t\t\t// Compute comparative distance\n\t\t\tvar distance = comparativeDistance(rgb, value);\n\n\t\t\t// Check if its less, if so set as closest\n\t\t\tif (distance < currentClosestDistance) {\n\t\t\t\tcurrentClosestDistance = distance;\n\t\t\t\tcurrentClosestKeyword = keyword;\n\t\t\t}\n\t\t}\n\t}\n\n\treturn currentClosestKeyword;\n};\n\nconvert.keyword.rgb = function (keyword) {\n\treturn colorName[keyword];\n};\n\nconvert.rgb.xyz = function (rgb) {\n\tvar r = rgb[0] / 255;\n\tvar g = rgb[1] / 255;\n\tvar b = rgb[2] / 255;\n\n\t// assume sRGB\n\tr = r > 0.04045 ? Math.pow(((r + 0.055) / 1.055), 2.4) : (r / 12.92);\n\tg = g > 0.04045 ? Math.pow(((g + 0.055) / 1.055), 2.4) : (g / 12.92);\n\tb = b > 0.04045 ? Math.pow(((b + 0.055) / 1.055), 2.4) : (b / 12.92);\n\n\tvar x = (r * 0.4124) + (g * 0.3576) + (b * 0.1805);\n\tvar y = (r * 0.2126) + (g * 0.7152) + (b * 0.0722);\n\tvar z = (r * 0.0193) + (g * 0.1192) + (b * 0.9505);\n\n\treturn [x * 100, y * 100, z * 100];\n};\n\nconvert.rgb.lab = function (rgb) {\n\tvar xyz = convert.rgb.xyz(rgb);\n\tvar x = xyz[0];\n\tvar y = xyz[1];\n\tvar z = xyz[2];\n\tvar l;\n\tvar a;\n\tvar b;\n\n\tx /= 95.047;\n\ty /= 100;\n\tz /= 108.883;\n\n\tx = x > 0.008856 ? Math.pow(x, 1 / 3) : (7.787 * x) + (16 / 116);\n\ty = y > 0.008856 ? Math.pow(y, 1 / 3) : (7.787 * y) + (16 / 116);\n\tz = z > 0.008856 ? Math.pow(z, 1 / 3) : (7.787 * z) + (16 / 116);\n\n\tl = (116 * y) - 16;\n\ta = 500 * (x - y);\n\tb = 200 * (y - z);\n\n\treturn [l, a, b];\n};\n\nconvert.hsl.rgb = function (hsl) {\n\tvar h = hsl[0] / 360;\n\tvar s = hsl[1] / 100;\n\tvar l = hsl[2] / 100;\n\tvar t1;\n\tvar t2;\n\tvar t3;\n\tvar rgb;\n\tvar val;\n\n\tif (s === 0) {\n\t\tval = l * 255;\n\t\treturn [val, val, val];\n\t}\n\n\tif (l < 0.5) {\n\t\tt2 = l * (1 + s);\n\t} else {\n\t\tt2 = l + s - l * s;\n\t}\n\n\tt1 = 2 * l - t2;\n\n\trgb = [0, 0, 0];\n\tfor (var i = 0; i < 3; i++) {\n\t\tt3 = h + 1 / 3 * -(i - 1);\n\t\tif (t3 < 0) {\n\t\t\tt3++;\n\t\t}\n\t\tif (t3 > 1) {\n\t\t\tt3--;\n\t\t}\n\n\t\tif (6 * t3 < 1) {\n\t\t\tval = t1 + (t2 - t1) * 6 * t3;\n\t\t} else if (2 * t3 < 1) {\n\t\t\tval = t2;\n\t\t} else if (3 * t3 < 2) {\n\t\t\tval = t1 + (t2 - t1) * (2 / 3 - t3) * 6;\n\t\t} else {\n\t\t\tval = t1;\n\t\t}\n\n\t\trgb[i] = val * 255;\n\t}\n\n\treturn rgb;\n};\n\nconvert.hsl.hsv = function (hsl) {\n\tvar h = hsl[0];\n\tvar s = hsl[1] / 100;\n\tvar l = hsl[2] / 100;\n\tvar smin = s;\n\tvar lmin = Math.max(l, 0.01);\n\tvar sv;\n\tvar v;\n\n\tl *= 2;\n\ts *= (l <= 1) ? l : 2 - l;\n\tsmin *= lmin <= 1 ? lmin : 2 - lmin;\n\tv = (l + s) / 2;\n\tsv = l === 0 ? (2 * smin) / (lmin + smin) : (2 * s) / (l + s);\n\n\treturn [h, sv * 100, v * 100];\n};\n\nconvert.hsv.rgb = function (hsv) {\n\tvar h = hsv[0] / 60;\n\tvar s = hsv[1] / 100;\n\tvar v = hsv[2] / 100;\n\tvar hi = Math.floor(h) % 6;\n\n\tvar f = h - Math.floor(h);\n\tvar p = 255 * v * (1 - s);\n\tvar q = 255 * v * (1 - (s * f));\n\tvar t = 255 * v * (1 - (s * (1 - f)));\n\tv *= 255;\n\n\tswitch (hi) {\n\t\tcase 0:\n\t\t\treturn [v, t, p];\n\t\tcase 1:\n\t\t\treturn [q, v, p];\n\t\tcase 2:\n\t\t\treturn [p, v, t];\n\t\tcase 3:\n\t\t\treturn [p, q, v];\n\t\tcase 4:\n\t\t\treturn [t, p, v];\n\t\tcase 5:\n\t\t\treturn [v, p, q];\n\t}\n};\n\nconvert.hsv.hsl = function (hsv) {\n\tvar h = hsv[0];\n\tvar s = hsv[1] / 100;\n\tvar v = hsv[2] / 100;\n\tvar vmin = Math.max(v, 0.01);\n\tvar lmin;\n\tvar sl;\n\tvar l;\n\n\tl = (2 - s) * v;\n\tlmin = (2 - s) * vmin;\n\tsl = s * vmin;\n\tsl /= (lmin <= 1) ? lmin : 2 - lmin;\n\tsl = sl || 0;\n\tl /= 2;\n\n\treturn [h, sl * 100, l * 100];\n};\n\n// http://dev.w3.org/csswg/css-color/#hwb-to-rgb\nconvert.hwb.rgb = function (hwb) {\n\tvar h = hwb[0] / 360;\n\tvar wh = hwb[1] / 100;\n\tvar bl = hwb[2] / 100;\n\tvar ratio = wh + bl;\n\tvar i;\n\tvar v;\n\tvar f;\n\tvar n;\n\n\t// wh + bl cant be > 1\n\tif (ratio > 1) {\n\t\twh /= ratio;\n\t\tbl /= ratio;\n\t}\n\n\ti = Math.floor(6 * h);\n\tv = 1 - bl;\n\tf = 6 * h - i;\n\n\tif ((i & 0x01) !== 0) {\n\t\tf = 1 - f;\n\t}\n\n\tn = wh + f * (v - wh); // linear interpolation\n\n\tvar r;\n\tvar g;\n\tvar b;\n\tswitch (i) {\n\t\tdefault:\n\t\tcase 6:\n\t\tcase 0: r = v; g = n; b = wh; break;\n\t\tcase 1: r = n; g = v; b = wh; break;\n\t\tcase 2: r = wh; g = v; b = n; break;\n\t\tcase 3: r = wh; g = n; b = v; break;\n\t\tcase 4: r = n; g = wh; b = v; break;\n\t\tcase 5: r = v; g = wh; b = n; break;\n\t}\n\n\treturn [r * 255, g * 255, b * 255];\n};\n\nconvert.cmyk.rgb = function (cmyk) {\n\tvar c = cmyk[0] / 100;\n\tvar m = cmyk[1] / 100;\n\tvar y = cmyk[2] / 100;\n\tvar k = cmyk[3] / 100;\n\tvar r;\n\tvar g;\n\tvar b;\n\n\tr = 1 - Math.min(1, c * (1 - k) + k);\n\tg = 1 - Math.min(1, m * (1 - k) + k);\n\tb = 1 - Math.min(1, y * (1 - k) + k);\n\n\treturn [r * 255, g * 255, b * 255];\n};\n\nconvert.xyz.rgb = function (xyz) {\n\tvar x = xyz[0] / 100;\n\tvar y = xyz[1] / 100;\n\tvar z = xyz[2] / 100;\n\tvar r;\n\tvar g;\n\tvar b;\n\n\tr = (x * 3.2406) + (y * -1.5372) + (z * -0.4986);\n\tg = (x * -0.9689) + (y * 1.8758) + (z * 0.0415);\n\tb = (x * 0.0557) + (y * -0.2040) + (z * 1.0570);\n\n\t// assume sRGB\n\tr = r > 0.0031308\n\t\t? ((1.055 * Math.pow(r, 1.0 / 2.4)) - 0.055)\n\t\t: r * 12.92;\n\n\tg = g > 0.0031308\n\t\t? ((1.055 * Math.pow(g, 1.0 / 2.4)) - 0.055)\n\t\t: g * 12.92;\n\n\tb = b > 0.0031308\n\t\t? ((1.055 * Math.pow(b, 1.0 / 2.4)) - 0.055)\n\t\t: b * 12.92;\n\n\tr = Math.min(Math.max(0, r), 1);\n\tg = Math.min(Math.max(0, g), 1);\n\tb = Math.min(Math.max(0, b), 1);\n\n\treturn [r * 255, g * 255, b * 255];\n};\n\nconvert.xyz.lab = function (xyz) {\n\tvar x = xyz[0];\n\tvar y = xyz[1];\n\tvar z = xyz[2];\n\tvar l;\n\tvar a;\n\tvar b;\n\n\tx /= 95.047;\n\ty /= 100;\n\tz /= 108.883;\n\n\tx = x > 0.008856 ? Math.pow(x, 1 / 3) : (7.787 * x) + (16 / 116);\n\ty = y > 0.008856 ? Math.pow(y, 1 / 3) : (7.787 * y) + (16 / 116);\n\tz = z > 0.008856 ? Math.pow(z, 1 / 3) : (7.787 * z) + (16 / 116);\n\n\tl = (116 * y) - 16;\n\ta = 500 * (x - y);\n\tb = 200 * (y - z);\n\n\treturn [l, a, b];\n};\n\nconvert.lab.xyz = function (lab) {\n\tvar l = lab[0];\n\tvar a = lab[1];\n\tvar b = lab[2];\n\tvar x;\n\tvar y;\n\tvar z;\n\n\ty = (l + 16) / 116;\n\tx = a / 500 + y;\n\tz = y - b / 200;\n\n\tvar y2 = Math.pow(y, 3);\n\tvar x2 = Math.pow(x, 3);\n\tvar z2 = Math.pow(z, 3);\n\ty = y2 > 0.008856 ? y2 : (y - 16 / 116) / 7.787;\n\tx = x2 > 0.008856 ? x2 : (x - 16 / 116) / 7.787;\n\tz = z2 > 0.008856 ? z2 : (z - 16 / 116) / 7.787;\n\n\tx *= 95.047;\n\ty *= 100;\n\tz *= 108.883;\n\n\treturn [x, y, z];\n};\n\nconvert.lab.lch = function (lab) {\n\tvar l = lab[0];\n\tvar a = lab[1];\n\tvar b = lab[2];\n\tvar hr;\n\tvar h;\n\tvar c;\n\n\thr = Math.atan2(b, a);\n\th = hr * 360 / 2 / Math.PI;\n\n\tif (h < 0) {\n\t\th += 360;\n\t}\n\n\tc = Math.sqrt(a * a + b * b);\n\n\treturn [l, c, h];\n};\n\nconvert.lch.lab = function (lch) {\n\tvar l = lch[0];\n\tvar c = lch[1];\n\tvar h = lch[2];\n\tvar a;\n\tvar b;\n\tvar hr;\n\n\thr = h / 360 * 2 * Math.PI;\n\ta = c * Math.cos(hr);\n\tb = c * Math.sin(hr);\n\n\treturn [l, a, b];\n};\n\nconvert.rgb.ansi16 = function (args) {\n\tvar r = args[0];\n\tvar g = args[1];\n\tvar b = args[2];\n\tvar value = 1 in arguments ? arguments[1] : convert.rgb.hsv(args)[2]; // hsv -> ansi16 optimization\n\n\tvalue = Math.round(value / 50);\n\n\tif (value === 0) {\n\t\treturn 30;\n\t}\n\n\tvar ansi = 30\n\t\t+ ((Math.round(b / 255) << 2)\n\t\t| (Math.round(g / 255) << 1)\n\t\t| Math.round(r / 255));\n\n\tif (value === 2) {\n\t\tansi += 60;\n\t}\n\n\treturn ansi;\n};\n\nconvert.hsv.ansi16 = function (args) {\n\t// optimization here; we already know the value and don't need to get\n\t// it converted for us.\n\treturn convert.rgb.ansi16(convert.hsv.rgb(args), args[2]);\n};\n\nconvert.rgb.ansi256 = function (args) {\n\tvar r = args[0];\n\tvar g = args[1];\n\tvar b = args[2];\n\n\t// we use the extended greyscale palette here, with the exception of\n\t// black and white. normal palette only has 4 greyscale shades.\n\tif (r === g && g === b) {\n\t\tif (r < 8) {\n\t\t\treturn 16;\n\t\t}\n\n\t\tif (r > 248) {\n\t\t\treturn 231;\n\t\t}\n\n\t\treturn Math.round(((r - 8) / 247) * 24) + 232;\n\t}\n\n\tvar ansi = 16\n\t\t+ (36 * Math.round(r / 255 * 5))\n\t\t+ (6 * Math.round(g / 255 * 5))\n\t\t+ Math.round(b / 255 * 5);\n\n\treturn ansi;\n};\n\nconvert.ansi16.rgb = function (args) {\n\tvar color = args % 10;\n\n\t// handle greyscale\n\tif (color === 0 || color === 7) {\n\t\tif (args > 50) {\n\t\t\tcolor += 3.5;\n\t\t}\n\n\t\tcolor = color / 10.5 * 255;\n\n\t\treturn [color, color, color];\n\t}\n\n\tvar mult = (~~(args > 50) + 1) * 0.5;\n\tvar r = ((color & 1) * mult) * 255;\n\tvar g = (((color >> 1) & 1) * mult) * 255;\n\tvar b = (((color >> 2) & 1) * mult) * 255;\n\n\treturn [r, g, b];\n};\n\nconvert.ansi256.rgb = function (args) {\n\t// handle greyscale\n\tif (args >= 232) {\n\t\tvar c = (args - 232) * 10 + 8;\n\t\treturn [c, c, c];\n\t}\n\n\targs -= 16;\n\n\tvar rem;\n\tvar r = Math.floor(args / 36) / 5 * 255;\n\tvar g = Math.floor((rem = args % 36) / 6) / 5 * 255;\n\tvar b = (rem % 6) / 5 * 255;\n\n\treturn [r, g, b];\n};\n\nconvert.rgb.hex = function (args) {\n\tvar integer = ((Math.round(args[0]) & 0xFF) << 16)\n\t\t+ ((Math.round(args[1]) & 0xFF) << 8)\n\t\t+ (Math.round(args[2]) & 0xFF);\n\n\tvar string = integer.toString(16).toUpperCase();\n\treturn '000000'.substring(string.length) + string;\n};\n\nconvert.hex.rgb = function (args) {\n\tvar match = args.toString(16).match(/[a-f0-9]{6}|[a-f0-9]{3}/i);\n\tif (!match) {\n\t\treturn [0, 0, 0];\n\t}\n\n\tvar colorString = match[0];\n\n\tif (match[0].length === 3) {\n\t\tcolorString = colorString.split('').map(function (char) {\n\t\t\treturn char + char;\n\t\t}).join('');\n\t}\n\n\tvar integer = parseInt(colorString, 16);\n\tvar r = (integer >> 16) & 0xFF;\n\tvar g = (integer >> 8) & 0xFF;\n\tvar b = integer & 0xFF;\n\n\treturn [r, g, b];\n};\n\nconvert.rgb.hcg = function (rgb) {\n\tvar r = rgb[0] / 255;\n\tvar g = rgb[1] / 255;\n\tvar b = rgb[2] / 255;\n\tvar max = Math.max(Math.max(r, g), b);\n\tvar min = Math.min(Math.min(r, g), b);\n\tvar chroma = (max - min);\n\tvar grayscale;\n\tvar hue;\n\n\tif (chroma < 1) {\n\t\tgrayscale = min / (1 - chroma);\n\t} else {\n\t\tgrayscale = 0;\n\t}\n\n\tif (chroma <= 0) {\n\t\thue = 0;\n\t} else\n\tif (max === r) {\n\t\thue = ((g - b) / chroma) % 6;\n\t} else\n\tif (max === g) {\n\t\thue = 2 + (b - r) / chroma;\n\t} else {\n\t\thue = 4 + (r - g) / chroma + 4;\n\t}\n\n\thue /= 6;\n\thue %= 1;\n\n\treturn [hue * 360, chroma * 100, grayscale * 100];\n};\n\nconvert.hsl.hcg = function (hsl) {\n\tvar s = hsl[1] / 100;\n\tvar l = hsl[2] / 100;\n\tvar c = 1;\n\tvar f = 0;\n\n\tif (l < 0.5) {\n\t\tc = 2.0 * s * l;\n\t} else {\n\t\tc = 2.0 * s * (1.0 - l);\n\t}\n\n\tif (c < 1.0) {\n\t\tf = (l - 0.5 * c) / (1.0 - c);\n\t}\n\n\treturn [hsl[0], c * 100, f * 100];\n};\n\nconvert.hsv.hcg = function (hsv) {\n\tvar s = hsv[1] / 100;\n\tvar v = hsv[2] / 100;\n\n\tvar c = s * v;\n\tvar f = 0;\n\n\tif (c < 1.0) {\n\t\tf = (v - c) / (1 - c);\n\t}\n\n\treturn [hsv[0], c * 100, f * 100];\n};\n\nconvert.hcg.rgb = function (hcg) {\n\tvar h = hcg[0] / 360;\n\tvar c = hcg[1] / 100;\n\tvar g = hcg[2] / 100;\n\n\tif (c === 0.0) {\n\t\treturn [g * 255, g * 255, g * 255];\n\t}\n\n\tvar pure = [0, 0, 0];\n\tvar hi = (h % 1) * 6;\n\tvar v = hi % 1;\n\tvar w = 1 - v;\n\tvar mg = 0;\n\n\tswitch (Math.floor(hi)) {\n\t\tcase 0:\n\t\t\tpure[0] = 1; pure[1] = v; pure[2] = 0; break;\n\t\tcase 1:\n\t\t\tpure[0] = w; pure[1] = 1; pure[2] = 0; break;\n\t\tcase 2:\n\t\t\tpure[0] = 0; pure[1] = 1; pure[2] = v; break;\n\t\tcase 3:\n\t\t\tpure[0] = 0; pure[1] = w; pure[2] = 1; break;\n\t\tcase 4:\n\t\t\tpure[0] = v; pure[1] = 0; pure[2] = 1; break;\n\t\tdefault:\n\t\t\tpure[0] = 1; pure[1] = 0; pure[2] = w;\n\t}\n\n\tmg = (1.0 - c) * g;\n\n\treturn [\n\t\t(c * pure[0] + mg) * 255,\n\t\t(c * pure[1] + mg) * 255,\n\t\t(c * pure[2] + mg) * 255\n\t];\n};\n\nconvert.hcg.hsv = function (hcg) {\n\tvar c = hcg[1] / 100;\n\tvar g = hcg[2] / 100;\n\n\tvar v = c + g * (1.0 - c);\n\tvar f = 0;\n\n\tif (v > 0.0) {\n\t\tf = c / v;\n\t}\n\n\treturn [hcg[0], f * 100, v * 100];\n};\n\nconvert.hcg.hsl = function (hcg) {\n\tvar c = hcg[1] / 100;\n\tvar g = hcg[2] / 100;\n\n\tvar l = g * (1.0 - c) + 0.5 * c;\n\tvar s = 0;\n\n\tif (l > 0.0 && l < 0.5) {\n\t\ts = c / (2 * l);\n\t} else\n\tif (l >= 0.5 && l < 1.0) {\n\t\ts = c / (2 * (1 - l));\n\t}\n\n\treturn [hcg[0], s * 100, l * 100];\n};\n\nconvert.hcg.hwb = function (hcg) {\n\tvar c = hcg[1] / 100;\n\tvar g = hcg[2] / 100;\n\tvar v = c + g * (1.0 - c);\n\treturn [hcg[0], (v - c) * 100, (1 - v) * 100];\n};\n\nconvert.hwb.hcg = function (hwb) {\n\tvar w = hwb[1] / 100;\n\tvar b = hwb[2] / 100;\n\tvar v = 1 - b;\n\tvar c = v - w;\n\tvar g = 0;\n\n\tif (c < 1) {\n\t\tg = (v - c) / (1 - c);\n\t}\n\n\treturn [hwb[0], c * 100, g * 100];\n};\n\nconvert.apple.rgb = function (apple) {\n\treturn [(apple[0] / 65535) * 255, (apple[1] / 65535) * 255, (apple[2] / 65535) * 255];\n};\n\nconvert.rgb.apple = function (rgb) {\n\treturn [(rgb[0] / 255) * 65535, (rgb[1] / 255) * 65535, (rgb[2] / 255) * 65535];\n};\n\nconvert.gray.rgb = function (args) {\n\treturn [args[0] / 100 * 255, args[0] / 100 * 255, args[0] / 100 * 255];\n};\n\nconvert.gray.hsl = convert.gray.hsv = function (args) {\n\treturn [0, 0, args[0]];\n};\n\nconvert.gray.hwb = function (gray) {\n\treturn [0, 100, gray[0]];\n};\n\nconvert.gray.cmyk = function (gray) {\n\treturn [0, 0, 0, gray[0]];\n};\n\nconvert.gray.lab = function (gray) {\n\treturn [gray[0], 0, 0];\n};\n\nconvert.gray.hex = function (gray) {\n\tvar val = Math.round(gray[0] / 100 * 255) & 0xFF;\n\tvar integer = (val << 16) + (val << 8) + val;\n\n\tvar string = integer.toString(16).toUpperCase();\n\treturn '000000'.substring(string.length) + string;\n};\n\nconvert.rgb.gray = function (rgb) {\n\tvar val = (rgb[0] + rgb[1] + rgb[2]) / 3;\n\treturn [val / 255 * 100];\n};\n});\nvar conversions_1 = conversions.rgb;\nvar conversions_2 = conversions.hsl;\nvar conversions_3 = conversions.hsv;\nvar conversions_4 = conversions.hwb;\nvar conversions_5 = conversions.cmyk;\nvar conversions_6 = conversions.xyz;\nvar conversions_7 = conversions.lab;\nvar conversions_8 = conversions.lch;\nvar conversions_9 = conversions.hex;\nvar conversions_10 = conversions.keyword;\nvar conversions_11 = conversions.ansi16;\nvar conversions_12 = conversions.ansi256;\nvar conversions_13 = conversions.hcg;\nvar conversions_14 = conversions.apple;\nvar conversions_15 = conversions.gray;\n\n/*\n\tthis function routes a model to all other models.\n\n\tall functions that are routed have a property `.conversion` attached\n\tto the returned synthetic function. This property is an array\n\tof strings, each with the steps in between the 'from' and 'to'\n\tcolor models (inclusive).\n\n\tconversions that are not possible simply are not included.\n*/\n\nfunction buildGraph() {\n\tvar graph = {};\n\t// https://jsperf.com/object-keys-vs-for-in-with-closure/3\n\tvar models = Object.keys(conversions);\n\n\tfor (var len = models.length, i = 0; i < len; i++) {\n\t\tgraph[models[i]] = {\n\t\t\t// http://jsperf.com/1-vs-infinity\n\t\t\t// micro-opt, but this is simple.\n\t\t\tdistance: -1,\n\t\t\tparent: null\n\t\t};\n\t}\n\n\treturn graph;\n}\n\n// https://en.wikipedia.org/wiki/Breadth-first_search\nfunction deriveBFS(fromModel) {\n\tvar graph = buildGraph();\n\tvar queue = [fromModel]; // unshift -> queue -> pop\n\n\tgraph[fromModel].distance = 0;\n\n\twhile (queue.length) {\n\t\tvar current = queue.pop();\n\t\tvar adjacents = Object.keys(conversions[current]);\n\n\t\tfor (var len = adjacents.length, i = 0; i < len; i++) {\n\t\t\tvar adjacent = adjacents[i];\n\t\t\tvar node = graph[adjacent];\n\n\t\t\tif (node.distance === -1) {\n\t\t\t\tnode.distance = graph[current].distance + 1;\n\t\t\t\tnode.parent = current;\n\t\t\t\tqueue.unshift(adjacent);\n\t\t\t}\n\t\t}\n\t}\n\n\treturn graph;\n}\n\nfunction link(from, to) {\n\treturn function (args) {\n\t\treturn to(from(args));\n\t};\n}\n\nfunction wrapConversion(toModel, graph) {\n\tvar path = [graph[toModel].parent, toModel];\n\tvar fn = conversions[graph[toModel].parent][toModel];\n\n\tvar cur = graph[toModel].parent;\n\twhile (graph[cur].parent) {\n\t\tpath.unshift(graph[cur].parent);\n\t\tfn = link(conversions[graph[cur].parent][cur], fn);\n\t\tcur = graph[cur].parent;\n\t}\n\n\tfn.conversion = path;\n\treturn fn;\n}\n\nvar route = function (fromModel) {\n\tvar graph = deriveBFS(fromModel);\n\tvar conversion = {};\n\n\tvar models = Object.keys(graph);\n\tfor (var len = models.length, i = 0; i < len; i++) {\n\t\tvar toModel = models[i];\n\t\tvar node = graph[toModel];\n\n\t\tif (node.parent === null) {\n\t\t\t// no possible conversion, or this node is the source model.\n\t\t\tcontinue;\n\t\t}\n\n\t\tconversion[toModel] = wrapConversion(toModel, graph);\n\t}\n\n\treturn conversion;\n};\n\nvar convert = {};\n\nvar models = Object.keys(conversions);\n\nfunction wrapRaw(fn) {\n\tvar wrappedFn = function (args) {\n\t\tif (args === undefined || args === null) {\n\t\t\treturn args;\n\t\t}\n\n\t\tif (arguments.length > 1) {\n\t\t\targs = Array.prototype.slice.call(arguments);\n\t\t}\n\n\t\treturn fn(args);\n\t};\n\n\t// preserve .conversion property if there is one\n\tif ('conversion' in fn) {\n\t\twrappedFn.conversion = fn.conversion;\n\t}\n\n\treturn wrappedFn;\n}\n\nfunction wrapRounded(fn) {\n\tvar wrappedFn = function (args) {\n\t\tif (args === undefined || args === null) {\n\t\t\treturn args;\n\t\t}\n\n\t\tif (arguments.length > 1) {\n\t\t\targs = Array.prototype.slice.call(arguments);\n\t\t}\n\n\t\tvar result = fn(args);\n\n\t\t// we're assuming the result is an array here.\n\t\t// see notice in conversions.js; don't use box types\n\t\t// in conversion functions.\n\t\tif (typeof result === 'object') {\n\t\t\tfor (var len = result.length, i = 0; i < len; i++) {\n\t\t\t\tresult[i] = Math.round(result[i]);\n\t\t\t}\n\t\t}\n\n\t\treturn result;\n\t};\n\n\t// preserve .conversion property if there is one\n\tif ('conversion' in fn) {\n\t\twrappedFn.conversion = fn.conversion;\n\t}\n\n\treturn wrappedFn;\n}\n\nmodels.forEach(function (fromModel) {\n\tconvert[fromModel] = {};\n\n\tObject.defineProperty(convert[fromModel], 'channels', {value: conversions[fromModel].channels});\n\tObject.defineProperty(convert[fromModel], 'labels', {value: conversions[fromModel].labels});\n\n\tvar routes = route(fromModel);\n\tvar routeModels = Object.keys(routes);\n\n\trouteModels.forEach(function (toModel) {\n\t\tvar fn = routes[toModel];\n\n\t\tconvert[fromModel][toModel] = wrapRounded(fn);\n\t\tconvert[fromModel][toModel].raw = wrapRaw(fn);\n\t});\n});\n\nvar colorConvert = convert;\n\nvar colorName$1 = {\n\t\"aliceblue\": [240, 248, 255],\n\t\"antiquewhite\": [250, 235, 215],\n\t\"aqua\": [0, 255, 255],\n\t\"aquamarine\": [127, 255, 212],\n\t\"azure\": [240, 255, 255],\n\t\"beige\": [245, 245, 220],\n\t\"bisque\": [255, 228, 196],\n\t\"black\": [0, 0, 0],\n\t\"blanchedalmond\": [255, 235, 205],\n\t\"blue\": [0, 0, 255],\n\t\"blueviolet\": [138, 43, 226],\n\t\"brown\": [165, 42, 42],\n\t\"burlywood\": [222, 184, 135],\n\t\"cadetblue\": [95, 158, 160],\n\t\"chartreuse\": [127, 255, 0],\n\t\"chocolate\": [210, 105, 30],\n\t\"coral\": [255, 127, 80],\n\t\"cornflowerblue\": [100, 149, 237],\n\t\"cornsilk\": [255, 248, 220],\n\t\"crimson\": [220, 20, 60],\n\t\"cyan\": [0, 255, 255],\n\t\"darkblue\": [0, 0, 139],\n\t\"darkcyan\": [0, 139, 139],\n\t\"darkgoldenrod\": [184, 134, 11],\n\t\"darkgray\": [169, 169, 169],\n\t\"darkgreen\": [0, 100, 0],\n\t\"darkgrey\": [169, 169, 169],\n\t\"darkkhaki\": [189, 183, 107],\n\t\"darkmagenta\": [139, 0, 139],\n\t\"darkolivegreen\": [85, 107, 47],\n\t\"darkorange\": [255, 140, 0],\n\t\"darkorchid\": [153, 50, 204],\n\t\"darkred\": [139, 0, 0],\n\t\"darksalmon\": [233, 150, 122],\n\t\"darkseagreen\": [143, 188, 143],\n\t\"darkslateblue\": [72, 61, 139],\n\t\"darkslategray\": [47, 79, 79],\n\t\"darkslategrey\": [47, 79, 79],\n\t\"darkturquoise\": [0, 206, 209],\n\t\"darkviolet\": [148, 0, 211],\n\t\"deeppink\": [255, 20, 147],\n\t\"deepskyblue\": [0, 191, 255],\n\t\"dimgray\": [105, 105, 105],\n\t\"dimgrey\": [105, 105, 105],\n\t\"dodgerblue\": [30, 144, 255],\n\t\"firebrick\": [178, 34, 34],\n\t\"floralwhite\": [255, 250, 240],\n\t\"forestgreen\": [34, 139, 34],\n\t\"fuchsia\": [255, 0, 255],\n\t\"gainsboro\": [220, 220, 220],\n\t\"ghostwhite\": [248, 248, 255],\n\t\"gold\": [255, 215, 0],\n\t\"goldenrod\": [218, 165, 32],\n\t\"gray\": [128, 128, 128],\n\t\"green\": [0, 128, 0],\n\t\"greenyellow\": [173, 255, 47],\n\t\"grey\": [128, 128, 128],\n\t\"honeydew\": [240, 255, 240],\n\t\"hotpink\": [255, 105, 180],\n\t\"indianred\": [205, 92, 92],\n\t\"indigo\": [75, 0, 130],\n\t\"ivory\": [255, 255, 240],\n\t\"khaki\": [240, 230, 140],\n\t\"lavender\": [230, 230, 250],\n\t\"lavenderblush\": [255, 240, 245],\n\t\"lawngreen\": [124, 252, 0],\n\t\"lemonchiffon\": [255, 250, 205],\n\t\"lightblue\": [173, 216, 230],\n\t\"lightcoral\": [240, 128, 128],\n\t\"lightcyan\": [224, 255, 255],\n\t\"lightgoldenrodyellow\": [250, 250, 210],\n\t\"lightgray\": [211, 211, 211],\n\t\"lightgreen\": [144, 238, 144],\n\t\"lightgrey\": [211, 211, 211],\n\t\"lightpink\": [255, 182, 193],\n\t\"lightsalmon\": [255, 160, 122],\n\t\"lightseagreen\": [32, 178, 170],\n\t\"lightskyblue\": [135, 206, 250],\n\t\"lightslategray\": [119, 136, 153],\n\t\"lightslategrey\": [119, 136, 153],\n\t\"lightsteelblue\": [176, 196, 222],\n\t\"lightyellow\": [255, 255, 224],\n\t\"lime\": [0, 255, 0],\n\t\"limegreen\": [50, 205, 50],\n\t\"linen\": [250, 240, 230],\n\t\"magenta\": [255, 0, 255],\n\t\"maroon\": [128, 0, 0],\n\t\"mediumaquamarine\": [102, 205, 170],\n\t\"mediumblue\": [0, 0, 205],\n\t\"mediumorchid\": [186, 85, 211],\n\t\"mediumpurple\": [147, 112, 219],\n\t\"mediumseagreen\": [60, 179, 113],\n\t\"mediumslateblue\": [123, 104, 238],\n\t\"mediumspringgreen\": [0, 250, 154],\n\t\"mediumturquoise\": [72, 209, 204],\n\t\"mediumvioletred\": [199, 21, 133],\n\t\"midnightblue\": [25, 25, 112],\n\t\"mintcream\": [245, 255, 250],\n\t\"mistyrose\": [255, 228, 225],\n\t\"moccasin\": [255, 228, 181],\n\t\"navajowhite\": [255, 222, 173],\n\t\"navy\": [0, 0, 128],\n\t\"oldlace\": [253, 245, 230],\n\t\"olive\": [128, 128, 0],\n\t\"olivedrab\": [107, 142, 35],\n\t\"orange\": [255, 165, 0],\n\t\"orangered\": [255, 69, 0],\n\t\"orchid\": [218, 112, 214],\n\t\"palegoldenrod\": [238, 232, 170],\n\t\"palegreen\": [152, 251, 152],\n\t\"paleturquoise\": [175, 238, 238],\n\t\"palevioletred\": [219, 112, 147],\n\t\"papayawhip\": [255, 239, 213],\n\t\"peachpuff\": [255, 218, 185],\n\t\"peru\": [205, 133, 63],\n\t\"pink\": [255, 192, 203],\n\t\"plum\": [221, 160, 221],\n\t\"powderblue\": [176, 224, 230],\n\t\"purple\": [128, 0, 128],\n\t\"rebeccapurple\": [102, 51, 153],\n\t\"red\": [255, 0, 0],\n\t\"rosybrown\": [188, 143, 143],\n\t\"royalblue\": [65, 105, 225],\n\t\"saddlebrown\": [139, 69, 19],\n\t\"salmon\": [250, 128, 114],\n\t\"sandybrown\": [244, 164, 96],\n\t\"seagreen\": [46, 139, 87],\n\t\"seashell\": [255, 245, 238],\n\t\"sienna\": [160, 82, 45],\n\t\"silver\": [192, 192, 192],\n\t\"skyblue\": [135, 206, 235],\n\t\"slateblue\": [106, 90, 205],\n\t\"slategray\": [112, 128, 144],\n\t\"slategrey\": [112, 128, 144],\n\t\"snow\": [255, 250, 250],\n\t\"springgreen\": [0, 255, 127],\n\t\"steelblue\": [70, 130, 180],\n\t\"tan\": [210, 180, 140],\n\t\"teal\": [0, 128, 128],\n\t\"thistle\": [216, 191, 216],\n\t\"tomato\": [255, 99, 71],\n\t\"turquoise\": [64, 224, 208],\n\t\"violet\": [238, 130, 238],\n\t\"wheat\": [245, 222, 179],\n\t\"white\": [255, 255, 255],\n\t\"whitesmoke\": [245, 245, 245],\n\t\"yellow\": [255, 255, 0],\n\t\"yellowgreen\": [154, 205, 50]\n};\n\n/* MIT license */\n\n\nvar colorString = {\n   getRgba: getRgba,\n   getHsla: getHsla,\n   getRgb: getRgb,\n   getHsl: getHsl,\n   getHwb: getHwb,\n   getAlpha: getAlpha,\n\n   hexString: hexString,\n   rgbString: rgbString,\n   rgbaString: rgbaString,\n   percentString: percentString,\n   percentaString: percentaString,\n   hslString: hslString,\n   hslaString: hslaString,\n   hwbString: hwbString,\n   keyword: keyword\n};\n\nfunction getRgba(string) {\n   if (!string) {\n      return;\n   }\n   var abbr =  /^#([a-fA-F0-9]{3,4})$/i,\n       hex =  /^#([a-fA-F0-9]{6}([a-fA-F0-9]{2})?)$/i,\n       rgba = /^rgba?\\(\\s*([+-]?\\d+)\\s*,\\s*([+-]?\\d+)\\s*,\\s*([+-]?\\d+)\\s*(?:,\\s*([+-]?[\\d\\.]+)\\s*)?\\)$/i,\n       per = /^rgba?\\(\\s*([+-]?[\\d\\.]+)\\%\\s*,\\s*([+-]?[\\d\\.]+)\\%\\s*,\\s*([+-]?[\\d\\.]+)\\%\\s*(?:,\\s*([+-]?[\\d\\.]+)\\s*)?\\)$/i,\n       keyword = /(\\w+)/;\n\n   var rgb = [0, 0, 0],\n       a = 1,\n       match = string.match(abbr),\n       hexAlpha = \"\";\n   if (match) {\n      match = match[1];\n      hexAlpha = match[3];\n      for (var i = 0; i < rgb.length; i++) {\n         rgb[i] = parseInt(match[i] + match[i], 16);\n      }\n      if (hexAlpha) {\n         a = Math.round((parseInt(hexAlpha + hexAlpha, 16) / 255) * 100) / 100;\n      }\n   }\n   else if (match = string.match(hex)) {\n      hexAlpha = match[2];\n      match = match[1];\n      for (var i = 0; i < rgb.length; i++) {\n         rgb[i] = parseInt(match.slice(i * 2, i * 2 + 2), 16);\n      }\n      if (hexAlpha) {\n         a = Math.round((parseInt(hexAlpha, 16) / 255) * 100) / 100;\n      }\n   }\n   else if (match = string.match(rgba)) {\n      for (var i = 0; i < rgb.length; i++) {\n         rgb[i] = parseInt(match[i + 1]);\n      }\n      a = parseFloat(match[4]);\n   }\n   else if (match = string.match(per)) {\n      for (var i = 0; i < rgb.length; i++) {\n         rgb[i] = Math.round(parseFloat(match[i + 1]) * 2.55);\n      }\n      a = parseFloat(match[4]);\n   }\n   else if (match = string.match(keyword)) {\n      if (match[1] == \"transparent\") {\n         return [0, 0, 0, 0];\n      }\n      rgb = colorName$1[match[1]];\n      if (!rgb) {\n         return;\n      }\n   }\n\n   for (var i = 0; i < rgb.length; i++) {\n      rgb[i] = scale(rgb[i], 0, 255);\n   }\n   if (!a && a != 0) {\n      a = 1;\n   }\n   else {\n      a = scale(a, 0, 1);\n   }\n   rgb[3] = a;\n   return rgb;\n}\n\nfunction getHsla(string) {\n   if (!string) {\n      return;\n   }\n   var hsl = /^hsla?\\(\\s*([+-]?\\d+)(?:deg)?\\s*,\\s*([+-]?[\\d\\.]+)%\\s*,\\s*([+-]?[\\d\\.]+)%\\s*(?:,\\s*([+-]?[\\d\\.]+)\\s*)?\\)/;\n   var match = string.match(hsl);\n   if (match) {\n      var alpha = parseFloat(match[4]);\n      var h = scale(parseInt(match[1]), 0, 360),\n          s = scale(parseFloat(match[2]), 0, 100),\n          l = scale(parseFloat(match[3]), 0, 100),\n          a = scale(isNaN(alpha) ? 1 : alpha, 0, 1);\n      return [h, s, l, a];\n   }\n}\n\nfunction getHwb(string) {\n   if (!string) {\n      return;\n   }\n   var hwb = /^hwb\\(\\s*([+-]?\\d+)(?:deg)?\\s*,\\s*([+-]?[\\d\\.]+)%\\s*,\\s*([+-]?[\\d\\.]+)%\\s*(?:,\\s*([+-]?[\\d\\.]+)\\s*)?\\)/;\n   var match = string.match(hwb);\n   if (match) {\n    var alpha = parseFloat(match[4]);\n      var h = scale(parseInt(match[1]), 0, 360),\n          w = scale(parseFloat(match[2]), 0, 100),\n          b = scale(parseFloat(match[3]), 0, 100),\n          a = scale(isNaN(alpha) ? 1 : alpha, 0, 1);\n      return [h, w, b, a];\n   }\n}\n\nfunction getRgb(string) {\n   var rgba = getRgba(string);\n   return rgba && rgba.slice(0, 3);\n}\n\nfunction getHsl(string) {\n  var hsla = getHsla(string);\n  return hsla && hsla.slice(0, 3);\n}\n\nfunction getAlpha(string) {\n   var vals = getRgba(string);\n   if (vals) {\n      return vals[3];\n   }\n   else if (vals = getHsla(string)) {\n      return vals[3];\n   }\n   else if (vals = getHwb(string)) {\n      return vals[3];\n   }\n}\n\n// generators\nfunction hexString(rgba, a) {\n   var a = (a !== undefined && rgba.length === 3) ? a : rgba[3];\n   return \"#\" + hexDouble(rgba[0]) \n              + hexDouble(rgba[1])\n              + hexDouble(rgba[2])\n              + (\n                 (a >= 0 && a < 1)\n                 ? hexDouble(Math.round(a * 255))\n                 : \"\"\n              );\n}\n\nfunction rgbString(rgba, alpha) {\n   if (alpha < 1 || (rgba[3] && rgba[3] < 1)) {\n      return rgbaString(rgba, alpha);\n   }\n   return \"rgb(\" + rgba[0] + \", \" + rgba[1] + \", \" + rgba[2] + \")\";\n}\n\nfunction rgbaString(rgba, alpha) {\n   if (alpha === undefined) {\n      alpha = (rgba[3] !== undefined ? rgba[3] : 1);\n   }\n   return \"rgba(\" + rgba[0] + \", \" + rgba[1] + \", \" + rgba[2]\n           + \", \" + alpha + \")\";\n}\n\nfunction percentString(rgba, alpha) {\n   if (alpha < 1 || (rgba[3] && rgba[3] < 1)) {\n      return percentaString(rgba, alpha);\n   }\n   var r = Math.round(rgba[0]/255 * 100),\n       g = Math.round(rgba[1]/255 * 100),\n       b = Math.round(rgba[2]/255 * 100);\n\n   return \"rgb(\" + r + \"%, \" + g + \"%, \" + b + \"%)\";\n}\n\nfunction percentaString(rgba, alpha) {\n   var r = Math.round(rgba[0]/255 * 100),\n       g = Math.round(rgba[1]/255 * 100),\n       b = Math.round(rgba[2]/255 * 100);\n   return \"rgba(\" + r + \"%, \" + g + \"%, \" + b + \"%, \" + (alpha || rgba[3] || 1) + \")\";\n}\n\nfunction hslString(hsla, alpha) {\n   if (alpha < 1 || (hsla[3] && hsla[3] < 1)) {\n      return hslaString(hsla, alpha);\n   }\n   return \"hsl(\" + hsla[0] + \", \" + hsla[1] + \"%, \" + hsla[2] + \"%)\";\n}\n\nfunction hslaString(hsla, alpha) {\n   if (alpha === undefined) {\n      alpha = (hsla[3] !== undefined ? hsla[3] : 1);\n   }\n   return \"hsla(\" + hsla[0] + \", \" + hsla[1] + \"%, \" + hsla[2] + \"%, \"\n           + alpha + \")\";\n}\n\n// hwb is a bit different than rgb(a) & hsl(a) since there is no alpha specific syntax\n// (hwb have alpha optional & 1 is default value)\nfunction hwbString(hwb, alpha) {\n   if (alpha === undefined) {\n      alpha = (hwb[3] !== undefined ? hwb[3] : 1);\n   }\n   return \"hwb(\" + hwb[0] + \", \" + hwb[1] + \"%, \" + hwb[2] + \"%\"\n           + (alpha !== undefined && alpha !== 1 ? \", \" + alpha : \"\") + \")\";\n}\n\nfunction keyword(rgb) {\n  return reverseNames[rgb.slice(0, 3)];\n}\n\n// helpers\nfunction scale(num, min, max) {\n   return Math.min(Math.max(min, num), max);\n}\n\nfunction hexDouble(num) {\n  var str = num.toString(16).toUpperCase();\n  return (str.length < 2) ? \"0\" + str : str;\n}\n\n\n//create a list of reverse color names\nvar reverseNames = {};\nfor (var name in colorName$1) {\n   reverseNames[colorName$1[name]] = name;\n}\n\n/* MIT license */\n\n\n\nvar Color = function (obj) {\n\tif (obj instanceof Color) {\n\t\treturn obj;\n\t}\n\tif (!(this instanceof Color)) {\n\t\treturn new Color(obj);\n\t}\n\n\tthis.valid = false;\n\tthis.values = {\n\t\trgb: [0, 0, 0],\n\t\thsl: [0, 0, 0],\n\t\thsv: [0, 0, 0],\n\t\thwb: [0, 0, 0],\n\t\tcmyk: [0, 0, 0, 0],\n\t\talpha: 1\n\t};\n\n\t// parse Color() argument\n\tvar vals;\n\tif (typeof obj === 'string') {\n\t\tvals = colorString.getRgba(obj);\n\t\tif (vals) {\n\t\t\tthis.setValues('rgb', vals);\n\t\t} else if (vals = colorString.getHsla(obj)) {\n\t\t\tthis.setValues('hsl', vals);\n\t\t} else if (vals = colorString.getHwb(obj)) {\n\t\t\tthis.setValues('hwb', vals);\n\t\t}\n\t} else if (typeof obj === 'object') {\n\t\tvals = obj;\n\t\tif (vals.r !== undefined || vals.red !== undefined) {\n\t\t\tthis.setValues('rgb', vals);\n\t\t} else if (vals.l !== undefined || vals.lightness !== undefined) {\n\t\t\tthis.setValues('hsl', vals);\n\t\t} else if (vals.v !== undefined || vals.value !== undefined) {\n\t\t\tthis.setValues('hsv', vals);\n\t\t} else if (vals.w !== undefined || vals.whiteness !== undefined) {\n\t\t\tthis.setValues('hwb', vals);\n\t\t} else if (vals.c !== undefined || vals.cyan !== undefined) {\n\t\t\tthis.setValues('cmyk', vals);\n\t\t}\n\t}\n};\n\nColor.prototype = {\n\tisValid: function () {\n\t\treturn this.valid;\n\t},\n\trgb: function () {\n\t\treturn this.setSpace('rgb', arguments);\n\t},\n\thsl: function () {\n\t\treturn this.setSpace('hsl', arguments);\n\t},\n\thsv: function () {\n\t\treturn this.setSpace('hsv', arguments);\n\t},\n\thwb: function () {\n\t\treturn this.setSpace('hwb', arguments);\n\t},\n\tcmyk: function () {\n\t\treturn this.setSpace('cmyk', arguments);\n\t},\n\n\trgbArray: function () {\n\t\treturn this.values.rgb;\n\t},\n\thslArray: function () {\n\t\treturn this.values.hsl;\n\t},\n\thsvArray: function () {\n\t\treturn this.values.hsv;\n\t},\n\thwbArray: function () {\n\t\tvar values = this.values;\n\t\tif (values.alpha !== 1) {\n\t\t\treturn values.hwb.concat([values.alpha]);\n\t\t}\n\t\treturn values.hwb;\n\t},\n\tcmykArray: function () {\n\t\treturn this.values.cmyk;\n\t},\n\trgbaArray: function () {\n\t\tvar values = this.values;\n\t\treturn values.rgb.concat([values.alpha]);\n\t},\n\thslaArray: function () {\n\t\tvar values = this.values;\n\t\treturn values.hsl.concat([values.alpha]);\n\t},\n\talpha: function (val) {\n\t\tif (val === undefined) {\n\t\t\treturn this.values.alpha;\n\t\t}\n\t\tthis.setValues('alpha', val);\n\t\treturn this;\n\t},\n\n\tred: function (val) {\n\t\treturn this.setChannel('rgb', 0, val);\n\t},\n\tgreen: function (val) {\n\t\treturn this.setChannel('rgb', 1, val);\n\t},\n\tblue: function (val) {\n\t\treturn this.setChannel('rgb', 2, val);\n\t},\n\thue: function (val) {\n\t\tif (val) {\n\t\t\tval %= 360;\n\t\t\tval = val < 0 ? 360 + val : val;\n\t\t}\n\t\treturn this.setChannel('hsl', 0, val);\n\t},\n\tsaturation: function (val) {\n\t\treturn this.setChannel('hsl', 1, val);\n\t},\n\tlightness: function (val) {\n\t\treturn this.setChannel('hsl', 2, val);\n\t},\n\tsaturationv: function (val) {\n\t\treturn this.setChannel('hsv', 1, val);\n\t},\n\twhiteness: function (val) {\n\t\treturn this.setChannel('hwb', 1, val);\n\t},\n\tblackness: function (val) {\n\t\treturn this.setChannel('hwb', 2, val);\n\t},\n\tvalue: function (val) {\n\t\treturn this.setChannel('hsv', 2, val);\n\t},\n\tcyan: function (val) {\n\t\treturn this.setChannel('cmyk', 0, val);\n\t},\n\tmagenta: function (val) {\n\t\treturn this.setChannel('cmyk', 1, val);\n\t},\n\tyellow: function (val) {\n\t\treturn this.setChannel('cmyk', 2, val);\n\t},\n\tblack: function (val) {\n\t\treturn this.setChannel('cmyk', 3, val);\n\t},\n\n\thexString: function () {\n\t\treturn colorString.hexString(this.values.rgb);\n\t},\n\trgbString: function () {\n\t\treturn colorString.rgbString(this.values.rgb, this.values.alpha);\n\t},\n\trgbaString: function () {\n\t\treturn colorString.rgbaString(this.values.rgb, this.values.alpha);\n\t},\n\tpercentString: function () {\n\t\treturn colorString.percentString(this.values.rgb, this.values.alpha);\n\t},\n\thslString: function () {\n\t\treturn colorString.hslString(this.values.hsl, this.values.alpha);\n\t},\n\thslaString: function () {\n\t\treturn colorString.hslaString(this.values.hsl, this.values.alpha);\n\t},\n\thwbString: function () {\n\t\treturn colorString.hwbString(this.values.hwb, this.values.alpha);\n\t},\n\tkeyword: function () {\n\t\treturn colorString.keyword(this.values.rgb, this.values.alpha);\n\t},\n\n\trgbNumber: function () {\n\t\tvar rgb = this.values.rgb;\n\t\treturn (rgb[0] << 16) | (rgb[1] << 8) | rgb[2];\n\t},\n\n\tluminosity: function () {\n\t\t// http://www.w3.org/TR/WCAG20/#relativeluminancedef\n\t\tvar rgb = this.values.rgb;\n\t\tvar lum = [];\n\t\tfor (var i = 0; i < rgb.length; i++) {\n\t\t\tvar chan = rgb[i] / 255;\n\t\t\tlum[i] = (chan <= 0.03928) ? chan / 12.92 : Math.pow(((chan + 0.055) / 1.055), 2.4);\n\t\t}\n\t\treturn 0.2126 * lum[0] + 0.7152 * lum[1] + 0.0722 * lum[2];\n\t},\n\n\tcontrast: function (color2) {\n\t\t// http://www.w3.org/TR/WCAG20/#contrast-ratiodef\n\t\tvar lum1 = this.luminosity();\n\t\tvar lum2 = color2.luminosity();\n\t\tif (lum1 > lum2) {\n\t\t\treturn (lum1 + 0.05) / (lum2 + 0.05);\n\t\t}\n\t\treturn (lum2 + 0.05) / (lum1 + 0.05);\n\t},\n\n\tlevel: function (color2) {\n\t\tvar contrastRatio = this.contrast(color2);\n\t\tif (contrastRatio >= 7.1) {\n\t\t\treturn 'AAA';\n\t\t}\n\n\t\treturn (contrastRatio >= 4.5) ? 'AA' : '';\n\t},\n\n\tdark: function () {\n\t\t// YIQ equation from http://24ways.org/2010/calculating-color-contrast\n\t\tvar rgb = this.values.rgb;\n\t\tvar yiq = (rgb[0] * 299 + rgb[1] * 587 + rgb[2] * 114) / 1000;\n\t\treturn yiq < 128;\n\t},\n\n\tlight: function () {\n\t\treturn !this.dark();\n\t},\n\n\tnegate: function () {\n\t\tvar rgb = [];\n\t\tfor (var i = 0; i < 3; i++) {\n\t\t\trgb[i] = 255 - this.values.rgb[i];\n\t\t}\n\t\tthis.setValues('rgb', rgb);\n\t\treturn this;\n\t},\n\n\tlighten: function (ratio) {\n\t\tvar hsl = this.values.hsl;\n\t\thsl[2] += hsl[2] * ratio;\n\t\tthis.setValues('hsl', hsl);\n\t\treturn this;\n\t},\n\n\tdarken: function (ratio) {\n\t\tvar hsl = this.values.hsl;\n\t\thsl[2] -= hsl[2] * ratio;\n\t\tthis.setValues('hsl', hsl);\n\t\treturn this;\n\t},\n\n\tsaturate: function (ratio) {\n\t\tvar hsl = this.values.hsl;\n\t\thsl[1] += hsl[1] * ratio;\n\t\tthis.setValues('hsl', hsl);\n\t\treturn this;\n\t},\n\n\tdesaturate: function (ratio) {\n\t\tvar hsl = this.values.hsl;\n\t\thsl[1] -= hsl[1] * ratio;\n\t\tthis.setValues('hsl', hsl);\n\t\treturn this;\n\t},\n\n\twhiten: function (ratio) {\n\t\tvar hwb = this.values.hwb;\n\t\thwb[1] += hwb[1] * ratio;\n\t\tthis.setValues('hwb', hwb);\n\t\treturn this;\n\t},\n\n\tblacken: function (ratio) {\n\t\tvar hwb = this.values.hwb;\n\t\thwb[2] += hwb[2] * ratio;\n\t\tthis.setValues('hwb', hwb);\n\t\treturn this;\n\t},\n\n\tgreyscale: function () {\n\t\tvar rgb = this.values.rgb;\n\t\t// http://en.wikipedia.org/wiki/Grayscale#Converting_color_to_grayscale\n\t\tvar val = rgb[0] * 0.3 + rgb[1] * 0.59 + rgb[2] * 0.11;\n\t\tthis.setValues('rgb', [val, val, val]);\n\t\treturn this;\n\t},\n\n\tclearer: function (ratio) {\n\t\tvar alpha = this.values.alpha;\n\t\tthis.setValues('alpha', alpha - (alpha * ratio));\n\t\treturn this;\n\t},\n\n\topaquer: function (ratio) {\n\t\tvar alpha = this.values.alpha;\n\t\tthis.setValues('alpha', alpha + (alpha * ratio));\n\t\treturn this;\n\t},\n\n\trotate: function (degrees) {\n\t\tvar hsl = this.values.hsl;\n\t\tvar hue = (hsl[0] + degrees) % 360;\n\t\thsl[0] = hue < 0 ? 360 + hue : hue;\n\t\tthis.setValues('hsl', hsl);\n\t\treturn this;\n\t},\n\n\t/**\n\t * Ported from sass implementation in C\n\t * https://github.com/sass/libsass/blob/0e6b4a2850092356aa3ece07c6b249f0221caced/functions.cpp#L209\n\t */\n\tmix: function (mixinColor, weight) {\n\t\tvar color1 = this;\n\t\tvar color2 = mixinColor;\n\t\tvar p = weight === undefined ? 0.5 : weight;\n\n\t\tvar w = 2 * p - 1;\n\t\tvar a = color1.alpha() - color2.alpha();\n\n\t\tvar w1 = (((w * a === -1) ? w : (w + a) / (1 + w * a)) + 1) / 2.0;\n\t\tvar w2 = 1 - w1;\n\n\t\treturn this\n\t\t\t.rgb(\n\t\t\t\tw1 * color1.red() + w2 * color2.red(),\n\t\t\t\tw1 * color1.green() + w2 * color2.green(),\n\t\t\t\tw1 * color1.blue() + w2 * color2.blue()\n\t\t\t)\n\t\t\t.alpha(color1.alpha() * p + color2.alpha() * (1 - p));\n\t},\n\n\ttoJSON: function () {\n\t\treturn this.rgb();\n\t},\n\n\tclone: function () {\n\t\t// NOTE(SB): using node-clone creates a dependency to Buffer when using browserify,\n\t\t// making the final build way to big to embed in Chart.js. So let's do it manually,\n\t\t// assuming that values to clone are 1 dimension arrays containing only numbers,\n\t\t// except 'alpha' which is a number.\n\t\tvar result = new Color();\n\t\tvar source = this.values;\n\t\tvar target = result.values;\n\t\tvar value, type;\n\n\t\tfor (var prop in source) {\n\t\t\tif (source.hasOwnProperty(prop)) {\n\t\t\t\tvalue = source[prop];\n\t\t\t\ttype = ({}).toString.call(value);\n\t\t\t\tif (type === '[object Array]') {\n\t\t\t\t\ttarget[prop] = value.slice(0);\n\t\t\t\t} else if (type === '[object Number]') {\n\t\t\t\t\ttarget[prop] = value;\n\t\t\t\t} else {\n\t\t\t\t\tconsole.error('unexpected color value:', value);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn result;\n\t}\n};\n\nColor.prototype.spaces = {\n\trgb: ['red', 'green', 'blue'],\n\thsl: ['hue', 'saturation', 'lightness'],\n\thsv: ['hue', 'saturation', 'value'],\n\thwb: ['hue', 'whiteness', 'blackness'],\n\tcmyk: ['cyan', 'magenta', 'yellow', 'black']\n};\n\nColor.prototype.maxes = {\n\trgb: [255, 255, 255],\n\thsl: [360, 100, 100],\n\thsv: [360, 100, 100],\n\thwb: [360, 100, 100],\n\tcmyk: [100, 100, 100, 100]\n};\n\nColor.prototype.getValues = function (space) {\n\tvar values = this.values;\n\tvar vals = {};\n\n\tfor (var i = 0; i < space.length; i++) {\n\t\tvals[space.charAt(i)] = values[space][i];\n\t}\n\n\tif (values.alpha !== 1) {\n\t\tvals.a = values.alpha;\n\t}\n\n\t// {r: 255, g: 255, b: 255, a: 0.4}\n\treturn vals;\n};\n\nColor.prototype.setValues = function (space, vals) {\n\tvar values = this.values;\n\tvar spaces = this.spaces;\n\tvar maxes = this.maxes;\n\tvar alpha = 1;\n\tvar i;\n\n\tthis.valid = true;\n\n\tif (space === 'alpha') {\n\t\talpha = vals;\n\t} else if (vals.length) {\n\t\t// [10, 10, 10]\n\t\tvalues[space] = vals.slice(0, space.length);\n\t\talpha = vals[space.length];\n\t} else if (vals[space.charAt(0)] !== undefined) {\n\t\t// {r: 10, g: 10, b: 10}\n\t\tfor (i = 0; i < space.length; i++) {\n\t\t\tvalues[space][i] = vals[space.charAt(i)];\n\t\t}\n\n\t\talpha = vals.a;\n\t} else if (vals[spaces[space][0]] !== undefined) {\n\t\t// {red: 10, green: 10, blue: 10}\n\t\tvar chans = spaces[space];\n\n\t\tfor (i = 0; i < space.length; i++) {\n\t\t\tvalues[space][i] = vals[chans[i]];\n\t\t}\n\n\t\talpha = vals.alpha;\n\t}\n\n\tvalues.alpha = Math.max(0, Math.min(1, (alpha === undefined ? values.alpha : alpha)));\n\n\tif (space === 'alpha') {\n\t\treturn false;\n\t}\n\n\tvar capped;\n\n\t// cap values of the space prior converting all values\n\tfor (i = 0; i < space.length; i++) {\n\t\tcapped = Math.max(0, Math.min(maxes[space][i], values[space][i]));\n\t\tvalues[space][i] = Math.round(capped);\n\t}\n\n\t// convert to all the other color spaces\n\tfor (var sname in spaces) {\n\t\tif (sname !== space) {\n\t\t\tvalues[sname] = colorConvert[space][sname](values[space]);\n\t\t}\n\t}\n\n\treturn true;\n};\n\nColor.prototype.setSpace = function (space, args) {\n\tvar vals = args[0];\n\n\tif (vals === undefined) {\n\t\t// color.rgb()\n\t\treturn this.getValues(space);\n\t}\n\n\t// color.rgb(10, 10, 10)\n\tif (typeof vals === 'number') {\n\t\tvals = Array.prototype.slice.call(args);\n\t}\n\n\tthis.setValues(space, vals);\n\treturn this;\n};\n\nColor.prototype.setChannel = function (space, index, val) {\n\tvar svalues = this.values[space];\n\tif (val === undefined) {\n\t\t// color.red()\n\t\treturn svalues[index];\n\t} else if (val === svalues[index]) {\n\t\t// color.red(color.red())\n\t\treturn this;\n\t}\n\n\t// color.red(100)\n\tsvalues[index] = val;\n\tthis.setValues(space, svalues);\n\n\treturn this;\n};\n\nif (typeof window !== 'undefined') {\n\twindow.Color = Color;\n}\n\nvar chartjsColor = Color;\n\nfunction isValidKey(key) {\n\treturn ['__proto__', 'prototype', 'constructor'].indexOf(key) === -1;\n}\n\n/**\n * @namespace Chart.helpers\n */\nvar helpers = {\n\t/**\n\t * An empty function that can be used, for example, for optional callback.\n\t */\n\tnoop: function() {},\n\n\t/**\n\t * Returns a unique id, sequentially generated from a global variable.\n\t * @returns {number}\n\t * @function\n\t */\n\tuid: (function() {\n\t\tvar id = 0;\n\t\treturn function() {\n\t\t\treturn id++;\n\t\t};\n\t}()),\n\n\t/**\n\t * Returns true if `value` is neither null nor undefined, else returns false.\n\t * @param {*} value - The value to test.\n\t * @returns {boolean}\n\t * @since 2.7.0\n\t */\n\tisNullOrUndef: function(value) {\n\t\treturn value === null || typeof value === 'undefined';\n\t},\n\n\t/**\n\t * Returns true if `value` is an array (including typed arrays), else returns false.\n\t * @param {*} value - The value to test.\n\t * @returns {boolean}\n\t * @function\n\t */\n\tisArray: function(value) {\n\t\tif (Array.isArray && Array.isArray(value)) {\n\t\t\treturn true;\n\t\t}\n\t\tvar type = Object.prototype.toString.call(value);\n\t\tif (type.substr(0, 7) === '[object' && type.substr(-6) === 'Array]') {\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t},\n\n\t/**\n\t * Returns true if `value` is an object (excluding null), else returns false.\n\t * @param {*} value - The value to test.\n\t * @returns {boolean}\n\t * @since 2.7.0\n\t */\n\tisObject: function(value) {\n\t\treturn value !== null && Object.prototype.toString.call(value) === '[object Object]';\n\t},\n\n\t/**\n\t * Returns true if `value` is a finite number, else returns false\n\t * @param {*} value  - The value to test.\n\t * @returns {boolean}\n\t */\n\tisFinite: function(value) {\n\t\treturn (typeof value === 'number' || value instanceof Number) && isFinite(value);\n\t},\n\n\t/**\n\t * Returns `value` if defined, else returns `defaultValue`.\n\t * @param {*} value - The value to return if defined.\n\t * @param {*} defaultValue - The value to return if `value` is undefined.\n\t * @returns {*}\n\t */\n\tvalueOrDefault: function(value, defaultValue) {\n\t\treturn typeof value === 'undefined' ? defaultValue : value;\n\t},\n\n\t/**\n\t * Returns value at the given `index` in array if defined, else returns `defaultValue`.\n\t * @param {Array} value - The array to lookup for value at `index`.\n\t * @param {number} index - The index in `value` to lookup for value.\n\t * @param {*} defaultValue - The value to return if `value[index]` is undefined.\n\t * @returns {*}\n\t */\n\tvalueAtIndexOrDefault: function(value, index, defaultValue) {\n\t\treturn helpers.valueOrDefault(helpers.isArray(value) ? value[index] : value, defaultValue);\n\t},\n\n\t/**\n\t * Calls `fn` with the given `args` in the scope defined by `thisArg` and returns the\n\t * value returned by `fn`. If `fn` is not a function, this method returns undefined.\n\t * @param {function} fn - The function to call.\n\t * @param {Array|undefined|null} args - The arguments with which `fn` should be called.\n\t * @param {object} [thisArg] - The value of `this` provided for the call to `fn`.\n\t * @returns {*}\n\t */\n\tcallback: function(fn, args, thisArg) {\n\t\tif (fn && typeof fn.call === 'function') {\n\t\t\treturn fn.apply(thisArg, args);\n\t\t}\n\t},\n\n\t/**\n\t * Note(SB) for performance sake, this method should only be used when loopable type\n\t * is unknown or in none intensive code (not called often and small loopable). Else\n\t * it's preferable to use a regular for() loop and save extra function calls.\n\t * @param {object|Array} loopable - The object or array to be iterated.\n\t * @param {function} fn - The function to call for each item.\n\t * @param {object} [thisArg] - The value of `this` provided for the call to `fn`.\n\t * @param {boolean} [reverse] - If true, iterates backward on the loopable.\n\t */\n\teach: function(loopable, fn, thisArg, reverse) {\n\t\tvar i, len, keys;\n\t\tif (helpers.isArray(loopable)) {\n\t\t\tlen = loopable.length;\n\t\t\tif (reverse) {\n\t\t\t\tfor (i = len - 1; i >= 0; i--) {\n\t\t\t\t\tfn.call(thisArg, loopable[i], i);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tfor (i = 0; i < len; i++) {\n\t\t\t\t\tfn.call(thisArg, loopable[i], i);\n\t\t\t\t}\n\t\t\t}\n\t\t} else if (helpers.isObject(loopable)) {\n\t\t\tkeys = Object.keys(loopable);\n\t\t\tlen = keys.length;\n\t\t\tfor (i = 0; i < len; i++) {\n\t\t\t\tfn.call(thisArg, loopable[keys[i]], keys[i]);\n\t\t\t}\n\t\t}\n\t},\n\n\t/**\n\t * Returns true if the `a0` and `a1` arrays have the same content, else returns false.\n\t * @see https://stackoverflow.com/a/14853974\n\t * @param {Array} a0 - The array to compare\n\t * @param {Array} a1 - The array to compare\n\t * @returns {boolean}\n\t */\n\tarrayEquals: function(a0, a1) {\n\t\tvar i, ilen, v0, v1;\n\n\t\tif (!a0 || !a1 || a0.length !== a1.length) {\n\t\t\treturn false;\n\t\t}\n\n\t\tfor (i = 0, ilen = a0.length; i < ilen; ++i) {\n\t\t\tv0 = a0[i];\n\t\t\tv1 = a1[i];\n\n\t\t\tif (v0 instanceof Array && v1 instanceof Array) {\n\t\t\t\tif (!helpers.arrayEquals(v0, v1)) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t} else if (v0 !== v1) {\n\t\t\t\t// NOTE: two different object instances will never be equal: {x:20} != {x:20}\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\t\treturn true;\n\t},\n\n\t/**\n\t * Returns a deep copy of `source` without keeping references on objects and arrays.\n\t * @param {*} source - The value to clone.\n\t * @returns {*}\n\t */\n\tclone: function(source) {\n\t\tif (helpers.isArray(source)) {\n\t\t\treturn source.map(helpers.clone);\n\t\t}\n\n\t\tif (helpers.isObject(source)) {\n\t\t\tvar target = Object.create(source);\n\t\t\tvar keys = Object.keys(source);\n\t\t\tvar klen = keys.length;\n\t\t\tvar k = 0;\n\n\t\t\tfor (; k < klen; ++k) {\n\t\t\t\ttarget[keys[k]] = helpers.clone(source[keys[k]]);\n\t\t\t}\n\n\t\t\treturn target;\n\t\t}\n\n\t\treturn source;\n\t},\n\n\t/**\n\t * The default merger when Chart.helpers.merge is called without merger option.\n\t * Note(SB): also used by mergeConfig and mergeScaleConfig as fallback.\n\t * @private\n\t */\n\t_merger: function(key, target, source, options) {\n\t\tif (!isValidKey(key)) {\n\t\t\t// We want to ensure we do not copy prototypes over\n\t\t\t// as this can pollute global namespaces\n\t\t\treturn;\n\t\t}\n\n\t\tvar tval = target[key];\n\t\tvar sval = source[key];\n\n\t\tif (helpers.isObject(tval) && helpers.isObject(sval)) {\n\t\t\thelpers.merge(tval, sval, options);\n\t\t} else {\n\t\t\ttarget[key] = helpers.clone(sval);\n\t\t}\n\t},\n\n\t/**\n\t * Merges source[key] in target[key] only if target[key] is undefined.\n\t * @private\n\t */\n\t_mergerIf: function(key, target, source) {\n\t\tif (!isValidKey(key)) {\n\t\t\t// We want to ensure we do not copy prototypes over\n\t\t\t// as this can pollute global namespaces\n\t\t\treturn;\n\t\t}\n\n\t\tvar tval = target[key];\n\t\tvar sval = source[key];\n\n\t\tif (helpers.isObject(tval) && helpers.isObject(sval)) {\n\t\t\thelpers.mergeIf(tval, sval);\n\t\t} else if (!target.hasOwnProperty(key)) {\n\t\t\ttarget[key] = helpers.clone(sval);\n\t\t}\n\t},\n\n\t/**\n\t * Recursively deep copies `source` properties into `target` with the given `options`.\n\t * IMPORTANT: `target` is not cloned and will be updated with `source` properties.\n\t * @param {object} target - The target object in which all sources are merged into.\n\t * @param {object|object[]} source - Object(s) to merge into `target`.\n\t * @param {object} [options] - Merging options:\n\t * @param {function} [options.merger] - The merge method (key, target, source, options)\n\t * @returns {object} The `target` object.\n\t */\n\tmerge: function(target, source, options) {\n\t\tvar sources = helpers.isArray(source) ? source : [source];\n\t\tvar ilen = sources.length;\n\t\tvar merge, i, keys, klen, k;\n\n\t\tif (!helpers.isObject(target)) {\n\t\t\treturn target;\n\t\t}\n\n\t\toptions = options || {};\n\t\tmerge = options.merger || helpers._merger;\n\n\t\tfor (i = 0; i < ilen; ++i) {\n\t\t\tsource = sources[i];\n\t\t\tif (!helpers.isObject(source)) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tkeys = Object.keys(source);\n\t\t\tfor (k = 0, klen = keys.length; k < klen; ++k) {\n\t\t\t\tmerge(keys[k], target, source, options);\n\t\t\t}\n\t\t}\n\n\t\treturn target;\n\t},\n\n\t/**\n\t * Recursively deep copies `source` properties into `target` *only* if not defined in target.\n\t * IMPORTANT: `target` is not cloned and will be updated with `source` properties.\n\t * @param {object} target - The target object in which all sources are merged into.\n\t * @param {object|object[]} source - Object(s) to merge into `target`.\n\t * @returns {object} The `target` object.\n\t */\n\tmergeIf: function(target, source) {\n\t\treturn helpers.merge(target, source, {merger: helpers._mergerIf});\n\t},\n\n\t/**\n\t * Applies the contents of two or more objects together into the first object.\n\t * @param {object} target - The target object in which all objects are merged into.\n\t * @param {object} arg1 - Object containing additional properties to merge in target.\n\t * @param {object} argN - Additional objects containing properties to merge in target.\n\t * @returns {object} The `target` object.\n\t */\n\textend: Object.assign || function(target) {\n\t\treturn helpers.merge(target, [].slice.call(arguments, 1), {\n\t\t\tmerger: function(key, dst, src) {\n\t\t\t\tdst[key] = src[key];\n\t\t\t}\n\t\t});\n\t},\n\n\t/**\n\t * Basic javascript inheritance based on the model created in Backbone.js\n\t */\n\tinherits: function(extensions) {\n\t\tvar me = this;\n\t\tvar ChartElement = (extensions && extensions.hasOwnProperty('constructor')) ? extensions.constructor : function() {\n\t\t\treturn me.apply(this, arguments);\n\t\t};\n\n\t\tvar Surrogate = function() {\n\t\t\tthis.constructor = ChartElement;\n\t\t};\n\n\t\tSurrogate.prototype = me.prototype;\n\t\tChartElement.prototype = new Surrogate();\n\t\tChartElement.extend = helpers.inherits;\n\n\t\tif (extensions) {\n\t\t\thelpers.extend(ChartElement.prototype, extensions);\n\t\t}\n\n\t\tChartElement.__super__ = me.prototype;\n\t\treturn ChartElement;\n\t},\n\n\t_deprecated: function(scope, value, previous, current) {\n\t\tif (value !== undefined) {\n\t\t\tconsole.warn(scope + ': \"' + previous +\n\t\t\t\t'\" is deprecated. Please use \"' + current + '\" instead');\n\t\t}\n\t}\n};\n\nvar helpers_core = helpers;\n\n// DEPRECATIONS\n\n/**\n * Provided for backward compatibility, use Chart.helpers.callback instead.\n * @function Chart.helpers.callCallback\n * @deprecated since version 2.6.0\n * @todo remove at version 3\n * @private\n */\nhelpers.callCallback = helpers.callback;\n\n/**\n * Provided for backward compatibility, use Array.prototype.indexOf instead.\n * Array.prototype.indexOf compatibility: Chrome, Opera, Safari, FF1.5+, IE9+\n * @function Chart.helpers.indexOf\n * @deprecated since version 2.7.0\n * @todo remove at version 3\n * @private\n */\nhelpers.indexOf = function(array, item, fromIndex) {\n\treturn Array.prototype.indexOf.call(array, item, fromIndex);\n};\n\n/**\n * Provided for backward compatibility, use Chart.helpers.valueOrDefault instead.\n * @function Chart.helpers.getValueOrDefault\n * @deprecated since version 2.7.0\n * @todo remove at version 3\n * @private\n */\nhelpers.getValueOrDefault = helpers.valueOrDefault;\n\n/**\n * Provided for backward compatibility, use Chart.helpers.valueAtIndexOrDefault instead.\n * @function Chart.helpers.getValueAtIndexOrDefault\n * @deprecated since version 2.7.0\n * @todo remove at version 3\n * @private\n */\nhelpers.getValueAtIndexOrDefault = helpers.valueAtIndexOrDefault;\n\n/**\n * Easing functions adapted from Robert Penner's easing equations.\n * @namespace Chart.helpers.easingEffects\n * @see http://www.robertpenner.com/easing/\n */\nvar effects = {\n\tlinear: function(t) {\n\t\treturn t;\n\t},\n\n\teaseInQuad: function(t) {\n\t\treturn t * t;\n\t},\n\n\teaseOutQuad: function(t) {\n\t\treturn -t * (t - 2);\n\t},\n\n\teaseInOutQuad: function(t) {\n\t\tif ((t /= 0.5) < 1) {\n\t\t\treturn 0.5 * t * t;\n\t\t}\n\t\treturn -0.5 * ((--t) * (t - 2) - 1);\n\t},\n\n\teaseInCubic: function(t) {\n\t\treturn t * t * t;\n\t},\n\n\teaseOutCubic: function(t) {\n\t\treturn (t = t - 1) * t * t + 1;\n\t},\n\n\teaseInOutCubic: function(t) {\n\t\tif ((t /= 0.5) < 1) {\n\t\t\treturn 0.5 * t * t * t;\n\t\t}\n\t\treturn 0.5 * ((t -= 2) * t * t + 2);\n\t},\n\n\teaseInQuart: function(t) {\n\t\treturn t * t * t * t;\n\t},\n\n\teaseOutQuart: function(t) {\n\t\treturn -((t = t - 1) * t * t * t - 1);\n\t},\n\n\teaseInOutQuart: function(t) {\n\t\tif ((t /= 0.5) < 1) {\n\t\t\treturn 0.5 * t * t * t * t;\n\t\t}\n\t\treturn -0.5 * ((t -= 2) * t * t * t - 2);\n\t},\n\n\teaseInQuint: function(t) {\n\t\treturn t * t * t * t * t;\n\t},\n\n\teaseOutQuint: function(t) {\n\t\treturn (t = t - 1) * t * t * t * t + 1;\n\t},\n\n\teaseInOutQuint: function(t) {\n\t\tif ((t /= 0.5) < 1) {\n\t\t\treturn 0.5 * t * t * t * t * t;\n\t\t}\n\t\treturn 0.5 * ((t -= 2) * t * t * t * t + 2);\n\t},\n\n\teaseInSine: function(t) {\n\t\treturn -Math.cos(t * (Math.PI / 2)) + 1;\n\t},\n\n\teaseOutSine: function(t) {\n\t\treturn Math.sin(t * (Math.PI / 2));\n\t},\n\n\teaseInOutSine: function(t) {\n\t\treturn -0.5 * (Math.cos(Math.PI * t) - 1);\n\t},\n\n\teaseInExpo: function(t) {\n\t\treturn (t === 0) ? 0 : Math.pow(2, 10 * (t - 1));\n\t},\n\n\teaseOutExpo: function(t) {\n\t\treturn (t === 1) ? 1 : -Math.pow(2, -10 * t) + 1;\n\t},\n\n\teaseInOutExpo: function(t) {\n\t\tif (t === 0) {\n\t\t\treturn 0;\n\t\t}\n\t\tif (t === 1) {\n\t\t\treturn 1;\n\t\t}\n\t\tif ((t /= 0.5) < 1) {\n\t\t\treturn 0.5 * Math.pow(2, 10 * (t - 1));\n\t\t}\n\t\treturn 0.5 * (-Math.pow(2, -10 * --t) + 2);\n\t},\n\n\teaseInCirc: function(t) {\n\t\tif (t >= 1) {\n\t\t\treturn t;\n\t\t}\n\t\treturn -(Math.sqrt(1 - t * t) - 1);\n\t},\n\n\teaseOutCirc: function(t) {\n\t\treturn Math.sqrt(1 - (t = t - 1) * t);\n\t},\n\n\teaseInOutCirc: function(t) {\n\t\tif ((t /= 0.5) < 1) {\n\t\t\treturn -0.5 * (Math.sqrt(1 - t * t) - 1);\n\t\t}\n\t\treturn 0.5 * (Math.sqrt(1 - (t -= 2) * t) + 1);\n\t},\n\n\teaseInElastic: function(t) {\n\t\tvar s = 1.70158;\n\t\tvar p = 0;\n\t\tvar a = 1;\n\t\tif (t === 0) {\n\t\t\treturn 0;\n\t\t}\n\t\tif (t === 1) {\n\t\t\treturn 1;\n\t\t}\n\t\tif (!p) {\n\t\t\tp = 0.3;\n\t\t}\n\t\tif (a < 1) {\n\t\t\ta = 1;\n\t\t\ts = p / 4;\n\t\t} else {\n\t\t\ts = p / (2 * Math.PI) * Math.asin(1 / a);\n\t\t}\n\t\treturn -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t - s) * (2 * Math.PI) / p));\n\t},\n\n\teaseOutElastic: function(t) {\n\t\tvar s = 1.70158;\n\t\tvar p = 0;\n\t\tvar a = 1;\n\t\tif (t === 0) {\n\t\t\treturn 0;\n\t\t}\n\t\tif (t === 1) {\n\t\t\treturn 1;\n\t\t}\n\t\tif (!p) {\n\t\t\tp = 0.3;\n\t\t}\n\t\tif (a < 1) {\n\t\t\ta = 1;\n\t\t\ts = p / 4;\n\t\t} else {\n\t\t\ts = p / (2 * Math.PI) * Math.asin(1 / a);\n\t\t}\n\t\treturn a * Math.pow(2, -10 * t) * Math.sin((t - s) * (2 * Math.PI) / p) + 1;\n\t},\n\n\teaseInOutElastic: function(t) {\n\t\tvar s = 1.70158;\n\t\tvar p = 0;\n\t\tvar a = 1;\n\t\tif (t === 0) {\n\t\t\treturn 0;\n\t\t}\n\t\tif ((t /= 0.5) === 2) {\n\t\t\treturn 1;\n\t\t}\n\t\tif (!p) {\n\t\t\tp = 0.45;\n\t\t}\n\t\tif (a < 1) {\n\t\t\ta = 1;\n\t\t\ts = p / 4;\n\t\t} else {\n\t\t\ts = p / (2 * Math.PI) * Math.asin(1 / a);\n\t\t}\n\t\tif (t < 1) {\n\t\t\treturn -0.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t - s) * (2 * Math.PI) / p));\n\t\t}\n\t\treturn a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t - s) * (2 * Math.PI) / p) * 0.5 + 1;\n\t},\n\teaseInBack: function(t) {\n\t\tvar s = 1.70158;\n\t\treturn t * t * ((s + 1) * t - s);\n\t},\n\n\teaseOutBack: function(t) {\n\t\tvar s = 1.70158;\n\t\treturn (t = t - 1) * t * ((s + 1) * t + s) + 1;\n\t},\n\n\teaseInOutBack: function(t) {\n\t\tvar s = 1.70158;\n\t\tif ((t /= 0.5) < 1) {\n\t\t\treturn 0.5 * (t * t * (((s *= (1.525)) + 1) * t - s));\n\t\t}\n\t\treturn 0.5 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2);\n\t},\n\n\teaseInBounce: function(t) {\n\t\treturn 1 - effects.easeOutBounce(1 - t);\n\t},\n\n\teaseOutBounce: function(t) {\n\t\tif (t < (1 / 2.75)) {\n\t\t\treturn 7.5625 * t * t;\n\t\t}\n\t\tif (t < (2 / 2.75)) {\n\t\t\treturn 7.5625 * (t -= (1.5 / 2.75)) * t + 0.75;\n\t\t}\n\t\tif (t < (2.5 / 2.75)) {\n\t\t\treturn 7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375;\n\t\t}\n\t\treturn 7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375;\n\t},\n\n\teaseInOutBounce: function(t) {\n\t\tif (t < 0.5) {\n\t\t\treturn effects.easeInBounce(t * 2) * 0.5;\n\t\t}\n\t\treturn effects.easeOutBounce(t * 2 - 1) * 0.5 + 0.5;\n\t}\n};\n\nvar helpers_easing = {\n\teffects: effects\n};\n\n// DEPRECATIONS\n\n/**\n * Provided for backward compatibility, use Chart.helpers.easing.effects instead.\n * @function Chart.helpers.easingEffects\n * @deprecated since version 2.7.0\n * @todo remove at version 3\n * @private\n */\nhelpers_core.easingEffects = effects;\n\nvar PI = Math.PI;\nvar RAD_PER_DEG = PI / 180;\nvar DOUBLE_PI = PI * 2;\nvar HALF_PI = PI / 2;\nvar QUARTER_PI = PI / 4;\nvar TWO_THIRDS_PI = PI * 2 / 3;\n\n/**\n * @namespace Chart.helpers.canvas\n */\nvar exports$1 = {\n\t/**\n\t * Clears the entire canvas associated to the given `chart`.\n\t * @param {Chart} chart - The chart for which to clear the canvas.\n\t */\n\tclear: function(chart) {\n\t\tchart.ctx.clearRect(0, 0, chart.width, chart.height);\n\t},\n\n\t/**\n\t * Creates a \"path\" for a rectangle with rounded corners at position (x, y) with a\n\t * given size (width, height) and the same `radius` for all corners.\n\t * @param {CanvasRenderingContext2D} ctx - The canvas 2D Context.\n\t * @param {number} x - The x axis of the coordinate for the rectangle starting point.\n\t * @param {number} y - The y axis of the coordinate for the rectangle starting point.\n\t * @param {number} width - The rectangle's width.\n\t * @param {number} height - The rectangle's height.\n\t * @param {number} radius - The rounded amount (in pixels) for the four corners.\n\t * @todo handle `radius` as top-left, top-right, bottom-right, bottom-left array/object?\n\t */\n\troundedRect: function(ctx, x, y, width, height, radius) {\n\t\tif (radius) {\n\t\t\tvar r = Math.min(radius, height / 2, width / 2);\n\t\t\tvar left = x + r;\n\t\t\tvar top = y + r;\n\t\t\tvar right = x + width - r;\n\t\t\tvar bottom = y + height - r;\n\n\t\t\tctx.moveTo(x, top);\n\t\t\tif (left < right && top < bottom) {\n\t\t\t\tctx.arc(left, top, r, -PI, -HALF_PI);\n\t\t\t\tctx.arc(right, top, r, -HALF_PI, 0);\n\t\t\t\tctx.arc(right, bottom, r, 0, HALF_PI);\n\t\t\t\tctx.arc(left, bottom, r, HALF_PI, PI);\n\t\t\t} else if (left < right) {\n\t\t\t\tctx.moveTo(left, y);\n\t\t\t\tctx.arc(right, top, r, -HALF_PI, HALF_PI);\n\t\t\t\tctx.arc(left, top, r, HALF_PI, PI + HALF_PI);\n\t\t\t} else if (top < bottom) {\n\t\t\t\tctx.arc(left, top, r, -PI, 0);\n\t\t\t\tctx.arc(left, bottom, r, 0, PI);\n\t\t\t} else {\n\t\t\t\tctx.arc(left, top, r, -PI, PI);\n\t\t\t}\n\t\t\tctx.closePath();\n\t\t\tctx.moveTo(x, y);\n\t\t} else {\n\t\t\tctx.rect(x, y, width, height);\n\t\t}\n\t},\n\n\tdrawPoint: function(ctx, style, radius, x, y, rotation) {\n\t\tvar type, xOffset, yOffset, size, cornerRadius;\n\t\tvar rad = (rotation || 0) * RAD_PER_DEG;\n\n\t\tif (style && typeof style === 'object') {\n\t\t\ttype = style.toString();\n\t\t\tif (type === '[object HTMLImageElement]' || type === '[object HTMLCanvasElement]') {\n\t\t\t\tctx.save();\n\t\t\t\tctx.translate(x, y);\n\t\t\t\tctx.rotate(rad);\n\t\t\t\tctx.drawImage(style, -style.width / 2, -style.height / 2, style.width, style.height);\n\t\t\t\tctx.restore();\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\n\t\tif (isNaN(radius) || radius <= 0) {\n\t\t\treturn;\n\t\t}\n\n\t\tctx.beginPath();\n\n\t\tswitch (style) {\n\t\t// Default includes circle\n\t\tdefault:\n\t\t\tctx.arc(x, y, radius, 0, DOUBLE_PI);\n\t\t\tctx.closePath();\n\t\t\tbreak;\n\t\tcase 'triangle':\n\t\t\tctx.moveTo(x + Math.sin(rad) * radius, y - Math.cos(rad) * radius);\n\t\t\trad += TWO_THIRDS_PI;\n\t\t\tctx.lineTo(x + Math.sin(rad) * radius, y - Math.cos(rad) * radius);\n\t\t\trad += TWO_THIRDS_PI;\n\t\t\tctx.lineTo(x + Math.sin(rad) * radius, y - Math.cos(rad) * radius);\n\t\t\tctx.closePath();\n\t\t\tbreak;\n\t\tcase 'rectRounded':\n\t\t\t// NOTE: the rounded rect implementation changed to use `arc` instead of\n\t\t\t// `quadraticCurveTo` since it generates better results when rect is\n\t\t\t// almost a circle. 0.516 (instead of 0.5) produces results with visually\n\t\t\t// closer proportion to the previous impl and it is inscribed in the\n\t\t\t// circle with `radius`. For more details, see the following PRs:\n\t\t\t// https://github.com/chartjs/Chart.js/issues/5597\n\t\t\t// https://github.com/chartjs/Chart.js/issues/5858\n\t\t\tcornerRadius = radius * 0.516;\n\t\t\tsize = radius - cornerRadius;\n\t\t\txOffset = Math.cos(rad + QUARTER_PI) * size;\n\t\t\tyOffset = Math.sin(rad + QUARTER_PI) * size;\n\t\t\tctx.arc(x - xOffset, y - yOffset, cornerRadius, rad - PI, rad - HALF_PI);\n\t\t\tctx.arc(x + yOffset, y - xOffset, cornerRadius, rad - HALF_PI, rad);\n\t\t\tctx.arc(x + xOffset, y + yOffset, cornerRadius, rad, rad + HALF_PI);\n\t\t\tctx.arc(x - yOffset, y + xOffset, cornerRadius, rad + HALF_PI, rad + PI);\n\t\t\tctx.closePath();\n\t\t\tbreak;\n\t\tcase 'rect':\n\t\t\tif (!rotation) {\n\t\t\t\tsize = Math.SQRT1_2 * radius;\n\t\t\t\tctx.rect(x - size, y - size, 2 * size, 2 * size);\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\trad += QUARTER_PI;\n\t\t\t/* falls through */\n\t\tcase 'rectRot':\n\t\t\txOffset = Math.cos(rad) * radius;\n\t\t\tyOffset = Math.sin(rad) * radius;\n\t\t\tctx.moveTo(x - xOffset, y - yOffset);\n\t\t\tctx.lineTo(x + yOffset, y - xOffset);\n\t\t\tctx.lineTo(x + xOffset, y + yOffset);\n\t\t\tctx.lineTo(x - yOffset, y + xOffset);\n\t\t\tctx.closePath();\n\t\t\tbreak;\n\t\tcase 'crossRot':\n\t\t\trad += QUARTER_PI;\n\t\t\t/* falls through */\n\t\tcase 'cross':\n\t\t\txOffset = Math.cos(rad) * radius;\n\t\t\tyOffset = Math.sin(rad) * radius;\n\t\t\tctx.moveTo(x - xOffset, y - yOffset);\n\t\t\tctx.lineTo(x + xOffset, y + yOffset);\n\t\t\tctx.moveTo(x + yOffset, y - xOffset);\n\t\t\tctx.lineTo(x - yOffset, y + xOffset);\n\t\t\tbreak;\n\t\tcase 'star':\n\t\t\txOffset = Math.cos(rad) * radius;\n\t\t\tyOffset = Math.sin(rad) * radius;\n\t\t\tctx.moveTo(x - xOffset, y - yOffset);\n\t\t\tctx.lineTo(x + xOffset, y + yOffset);\n\t\t\tctx.moveTo(x + yOffset, y - xOffset);\n\t\t\tctx.lineTo(x - yOffset, y + xOffset);\n\t\t\trad += QUARTER_PI;\n\t\t\txOffset = Math.cos(rad) * radius;\n\t\t\tyOffset = Math.sin(rad) * radius;\n\t\t\tctx.moveTo(x - xOffset, y - yOffset);\n\t\t\tctx.lineTo(x + xOffset, y + yOffset);\n\t\t\tctx.moveTo(x + yOffset, y - xOffset);\n\t\t\tctx.lineTo(x - yOffset, y + xOffset);\n\t\t\tbreak;\n\t\tcase 'line':\n\t\t\txOffset = Math.cos(rad) * radius;\n\t\t\tyOffset = Math.sin(rad) * radius;\n\t\t\tctx.moveTo(x - xOffset, y - yOffset);\n\t\t\tctx.lineTo(x + xOffset, y + yOffset);\n\t\t\tbreak;\n\t\tcase 'dash':\n\t\t\tctx.moveTo(x, y);\n\t\t\tctx.lineTo(x + Math.cos(rad) * radius, y + Math.sin(rad) * radius);\n\t\t\tbreak;\n\t\t}\n\n\t\tctx.fill();\n\t\tctx.stroke();\n\t},\n\n\t/**\n\t * Returns true if the point is inside the rectangle\n\t * @param {object} point - The point to test\n\t * @param {object} area - The rectangle\n\t * @returns {boolean}\n\t * @private\n\t */\n\t_isPointInArea: function(point, area) {\n\t\tvar epsilon = 1e-6; // 1e-6 is margin in pixels for accumulated error.\n\n\t\treturn point.x > area.left - epsilon && point.x < area.right + epsilon &&\n\t\t\tpoint.y > area.top - epsilon && point.y < area.bottom + epsilon;\n\t},\n\n\tclipArea: function(ctx, area) {\n\t\tctx.save();\n\t\tctx.beginPath();\n\t\tctx.rect(area.left, area.top, area.right - area.left, area.bottom - area.top);\n\t\tctx.clip();\n\t},\n\n\tunclipArea: function(ctx) {\n\t\tctx.restore();\n\t},\n\n\tlineTo: function(ctx, previous, target, flip) {\n\t\tvar stepped = target.steppedLine;\n\t\tif (stepped) {\n\t\t\tif (stepped === 'middle') {\n\t\t\t\tvar midpoint = (previous.x + target.x) / 2.0;\n\t\t\t\tctx.lineTo(midpoint, flip ? target.y : previous.y);\n\t\t\t\tctx.lineTo(midpoint, flip ? previous.y : target.y);\n\t\t\t} else if ((stepped === 'after' && !flip) || (stepped !== 'after' && flip)) {\n\t\t\t\tctx.lineTo(previous.x, target.y);\n\t\t\t} else {\n\t\t\t\tctx.lineTo(target.x, previous.y);\n\t\t\t}\n\t\t\tctx.lineTo(target.x, target.y);\n\t\t\treturn;\n\t\t}\n\n\t\tif (!target.tension) {\n\t\t\tctx.lineTo(target.x, target.y);\n\t\t\treturn;\n\t\t}\n\n\t\tctx.bezierCurveTo(\n\t\t\tflip ? previous.controlPointPreviousX : previous.controlPointNextX,\n\t\t\tflip ? previous.controlPointPreviousY : previous.controlPointNextY,\n\t\t\tflip ? target.controlPointNextX : target.controlPointPreviousX,\n\t\t\tflip ? target.controlPointNextY : target.controlPointPreviousY,\n\t\t\ttarget.x,\n\t\t\ttarget.y);\n\t}\n};\n\nvar helpers_canvas = exports$1;\n\n// DEPRECATIONS\n\n/**\n * Provided for backward compatibility, use Chart.helpers.canvas.clear instead.\n * @namespace Chart.helpers.clear\n * @deprecated since version 2.7.0\n * @todo remove at version 3\n * @private\n */\nhelpers_core.clear = exports$1.clear;\n\n/**\n * Provided for backward compatibility, use Chart.helpers.canvas.roundedRect instead.\n * @namespace Chart.helpers.drawRoundedRectangle\n * @deprecated since version 2.7.0\n * @todo remove at version 3\n * @private\n */\nhelpers_core.drawRoundedRectangle = function(ctx) {\n\tctx.beginPath();\n\texports$1.roundedRect.apply(exports$1, arguments);\n};\n\nvar defaults = {\n\t/**\n\t * @private\n\t */\n\t_set: function(scope, values) {\n\t\treturn helpers_core.merge(this[scope] || (this[scope] = {}), values);\n\t}\n};\n\n// TODO(v3): remove 'global' from namespace.  all default are global and\n// there's inconsistency around which options are under 'global'\ndefaults._set('global', {\n\tdefaultColor: 'rgba(0,0,0,0.1)',\n\tdefaultFontColor: '#666',\n\tdefaultFontFamily: \"'Helvetica Neue', 'Helvetica', 'Arial', sans-serif\",\n\tdefaultFontSize: 12,\n\tdefaultFontStyle: 'normal',\n\tdefaultLineHeight: 1.2,\n\tshowLines: true\n});\n\nvar core_defaults = defaults;\n\nvar valueOrDefault = helpers_core.valueOrDefault;\n\n/**\n * Converts the given font object into a CSS font string.\n * @param {object} font - A font object.\n * @return {string} The CSS font string. See https://developer.mozilla.org/en-US/docs/Web/CSS/font\n * @private\n */\nfunction toFontString(font) {\n\tif (!font || helpers_core.isNullOrUndef(font.size) || helpers_core.isNullOrUndef(font.family)) {\n\t\treturn null;\n\t}\n\n\treturn (font.style ? font.style + ' ' : '')\n\t\t+ (font.weight ? font.weight + ' ' : '')\n\t\t+ font.size + 'px '\n\t\t+ font.family;\n}\n\n/**\n * @alias Chart.helpers.options\n * @namespace\n */\nvar helpers_options = {\n\t/**\n\t * Converts the given line height `value` in pixels for a specific font `size`.\n\t * @param {number|string} value - The lineHeight to parse (eg. 1.6, '14px', '75%', '1.6em').\n\t * @param {number} size - The font size (in pixels) used to resolve relative `value`.\n\t * @returns {number} The effective line height in pixels (size * 1.2 if value is invalid).\n\t * @see https://developer.mozilla.org/en-US/docs/Web/CSS/line-height\n\t * @since 2.7.0\n\t */\n\ttoLineHeight: function(value, size) {\n\t\tvar matches = ('' + value).match(/^(normal|(\\d+(?:\\.\\d+)?)(px|em|%)?)$/);\n\t\tif (!matches || matches[1] === 'normal') {\n\t\t\treturn size * 1.2;\n\t\t}\n\n\t\tvalue = +matches[2];\n\n\t\tswitch (matches[3]) {\n\t\tcase 'px':\n\t\t\treturn value;\n\t\tcase '%':\n\t\t\tvalue /= 100;\n\t\t\tbreak;\n\t\t}\n\n\t\treturn size * value;\n\t},\n\n\t/**\n\t * Converts the given value into a padding object with pre-computed width/height.\n\t * @param {number|object} value - If a number, set the value to all TRBL component,\n\t *  else, if and object, use defined properties and sets undefined ones to 0.\n\t * @returns {object} The padding values (top, right, bottom, left, width, height)\n\t * @since 2.7.0\n\t */\n\ttoPadding: function(value) {\n\t\tvar t, r, b, l;\n\n\t\tif (helpers_core.isObject(value)) {\n\t\t\tt = +value.top || 0;\n\t\t\tr = +value.right || 0;\n\t\t\tb = +value.bottom || 0;\n\t\t\tl = +value.left || 0;\n\t\t} else {\n\t\t\tt = r = b = l = +value || 0;\n\t\t}\n\n\t\treturn {\n\t\t\ttop: t,\n\t\t\tright: r,\n\t\t\tbottom: b,\n\t\t\tleft: l,\n\t\t\theight: t + b,\n\t\t\twidth: l + r\n\t\t};\n\t},\n\n\t/**\n\t * Parses font options and returns the font object.\n\t * @param {object} options - A object that contains font options to be parsed.\n\t * @return {object} The font object.\n\t * @todo Support font.* options and renamed to toFont().\n\t * @private\n\t */\n\t_parseFont: function(options) {\n\t\tvar globalDefaults = core_defaults.global;\n\t\tvar size = valueOrDefault(options.fontSize, globalDefaults.defaultFontSize);\n\t\tvar font = {\n\t\t\tfamily: valueOrDefault(options.fontFamily, globalDefaults.defaultFontFamily),\n\t\t\tlineHeight: helpers_core.options.toLineHeight(valueOrDefault(options.lineHeight, globalDefaults.defaultLineHeight), size),\n\t\t\tsize: size,\n\t\t\tstyle: valueOrDefault(options.fontStyle, globalDefaults.defaultFontStyle),\n\t\t\tweight: null,\n\t\t\tstring: ''\n\t\t};\n\n\t\tfont.string = toFontString(font);\n\t\treturn font;\n\t},\n\n\t/**\n\t * Evaluates the given `inputs` sequentially and returns the first defined value.\n\t * @param {Array} inputs - An array of values, falling back to the last value.\n\t * @param {object} [context] - If defined and the current value is a function, the value\n\t * is called with `context` as first argument and the result becomes the new input.\n\t * @param {number} [index] - If defined and the current value is an array, the value\n\t * at `index` become the new input.\n\t * @param {object} [info] - object to return information about resolution in\n\t * @param {boolean} [info.cacheable] - Will be set to `false` if option is not cacheable.\n\t * @since 2.7.0\n\t */\n\tresolve: function(inputs, context, index, info) {\n\t\tvar cacheable = true;\n\t\tvar i, ilen, value;\n\n\t\tfor (i = 0, ilen = inputs.length; i < ilen; ++i) {\n\t\t\tvalue = inputs[i];\n\t\t\tif (value === undefined) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tif (context !== undefined && typeof value === 'function') {\n\t\t\t\tvalue = value(context);\n\t\t\t\tcacheable = false;\n\t\t\t}\n\t\t\tif (index !== undefined && helpers_core.isArray(value)) {\n\t\t\t\tvalue = value[index];\n\t\t\t\tcacheable = false;\n\t\t\t}\n\t\t\tif (value !== undefined) {\n\t\t\t\tif (info && !cacheable) {\n\t\t\t\t\tinfo.cacheable = false;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\t\t}\n\t}\n};\n\n/**\n * @alias Chart.helpers.math\n * @namespace\n */\nvar exports$2 = {\n\t/**\n\t * Returns an array of factors sorted from 1 to sqrt(value)\n\t * @private\n\t */\n\t_factorize: function(value) {\n\t\tvar result = [];\n\t\tvar sqrt = Math.sqrt(value);\n\t\tvar i;\n\n\t\tfor (i = 1; i < sqrt; i++) {\n\t\t\tif (value % i === 0) {\n\t\t\t\tresult.push(i);\n\t\t\t\tresult.push(value / i);\n\t\t\t}\n\t\t}\n\t\tif (sqrt === (sqrt | 0)) { // if value is a square number\n\t\t\tresult.push(sqrt);\n\t\t}\n\n\t\tresult.sort(function(a, b) {\n\t\t\treturn a - b;\n\t\t}).pop();\n\t\treturn result;\n\t},\n\n\tlog10: Math.log10 || function(x) {\n\t\tvar exponent = Math.log(x) * Math.LOG10E; // Math.LOG10E = 1 / Math.LN10.\n\t\t// Check for whole powers of 10,\n\t\t// which due to floating point rounding error should be corrected.\n\t\tvar powerOf10 = Math.round(exponent);\n\t\tvar isPowerOf10 = x === Math.pow(10, powerOf10);\n\n\t\treturn isPowerOf10 ? powerOf10 : exponent;\n\t}\n};\n\nvar helpers_math = exports$2;\n\n// DEPRECATIONS\n\n/**\n * Provided for backward compatibility, use Chart.helpers.math.log10 instead.\n * @namespace Chart.helpers.log10\n * @deprecated since version 2.9.0\n * @todo remove at version 3\n * @private\n */\nhelpers_core.log10 = exports$2.log10;\n\nvar getRtlAdapter = function(rectX, width) {\n\treturn {\n\t\tx: function(x) {\n\t\t\treturn rectX + rectX + width - x;\n\t\t},\n\t\tsetWidth: function(w) {\n\t\t\twidth = w;\n\t\t},\n\t\ttextAlign: function(align) {\n\t\t\tif (align === 'center') {\n\t\t\t\treturn align;\n\t\t\t}\n\t\t\treturn align === 'right' ? 'left' : 'right';\n\t\t},\n\t\txPlus: function(x, value) {\n\t\t\treturn x - value;\n\t\t},\n\t\tleftForLtr: function(x, itemWidth) {\n\t\t\treturn x - itemWidth;\n\t\t},\n\t};\n};\n\nvar getLtrAdapter = function() {\n\treturn {\n\t\tx: function(x) {\n\t\t\treturn x;\n\t\t},\n\t\tsetWidth: function(w) { // eslint-disable-line no-unused-vars\n\t\t},\n\t\ttextAlign: function(align) {\n\t\t\treturn align;\n\t\t},\n\t\txPlus: function(x, value) {\n\t\t\treturn x + value;\n\t\t},\n\t\tleftForLtr: function(x, _itemWidth) { // eslint-disable-line no-unused-vars\n\t\t\treturn x;\n\t\t},\n\t};\n};\n\nvar getAdapter = function(rtl, rectX, width) {\n\treturn rtl ? getRtlAdapter(rectX, width) : getLtrAdapter();\n};\n\nvar overrideTextDirection = function(ctx, direction) {\n\tvar style, original;\n\tif (direction === 'ltr' || direction === 'rtl') {\n\t\tstyle = ctx.canvas.style;\n\t\toriginal = [\n\t\t\tstyle.getPropertyValue('direction'),\n\t\t\tstyle.getPropertyPriority('direction'),\n\t\t];\n\n\t\tstyle.setProperty('direction', direction, 'important');\n\t\tctx.prevTextDirection = original;\n\t}\n};\n\nvar restoreTextDirection = function(ctx) {\n\tvar original = ctx.prevTextDirection;\n\tif (original !== undefined) {\n\t\tdelete ctx.prevTextDirection;\n\t\tctx.canvas.style.setProperty('direction', original[0], original[1]);\n\t}\n};\n\nvar helpers_rtl = {\n\tgetRtlAdapter: getAdapter,\n\toverrideTextDirection: overrideTextDirection,\n\trestoreTextDirection: restoreTextDirection,\n};\n\nvar helpers$1 = helpers_core;\nvar easing = helpers_easing;\nvar canvas = helpers_canvas;\nvar options = helpers_options;\nvar math = helpers_math;\nvar rtl = helpers_rtl;\nhelpers$1.easing = easing;\nhelpers$1.canvas = canvas;\nhelpers$1.options = options;\nhelpers$1.math = math;\nhelpers$1.rtl = rtl;\n\nfunction interpolate(start, view, model, ease) {\n\tvar keys = Object.keys(model);\n\tvar i, ilen, key, actual, origin, target, type, c0, c1;\n\n\tfor (i = 0, ilen = keys.length; i < ilen; ++i) {\n\t\tkey = keys[i];\n\n\t\ttarget = model[key];\n\n\t\t// if a value is added to the model after pivot() has been called, the view\n\t\t// doesn't contain it, so let's initialize the view to the target value.\n\t\tif (!view.hasOwnProperty(key)) {\n\t\t\tview[key] = target;\n\t\t}\n\n\t\tactual = view[key];\n\n\t\tif (actual === target || key[0] === '_') {\n\t\t\tcontinue;\n\t\t}\n\n\t\tif (!start.hasOwnProperty(key)) {\n\t\t\tstart[key] = actual;\n\t\t}\n\n\t\torigin = start[key];\n\n\t\ttype = typeof target;\n\n\t\tif (type === typeof origin) {\n\t\t\tif (type === 'string') {\n\t\t\t\tc0 = chartjsColor(origin);\n\t\t\t\tif (c0.valid) {\n\t\t\t\t\tc1 = chartjsColor(target);\n\t\t\t\t\tif (c1.valid) {\n\t\t\t\t\t\tview[key] = c1.mix(c0, ease).rgbString();\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (helpers$1.isFinite(origin) && helpers$1.isFinite(target)) {\n\t\t\t\tview[key] = origin + (target - origin) * ease;\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t}\n\n\t\tview[key] = target;\n\t}\n}\n\nvar Element = function(configuration) {\n\thelpers$1.extend(this, configuration);\n\tthis.initialize.apply(this, arguments);\n};\n\nhelpers$1.extend(Element.prototype, {\n\t_type: undefined,\n\n\tinitialize: function() {\n\t\tthis.hidden = false;\n\t},\n\n\tpivot: function() {\n\t\tvar me = this;\n\t\tif (!me._view) {\n\t\t\tme._view = helpers$1.extend({}, me._model);\n\t\t}\n\t\tme._start = {};\n\t\treturn me;\n\t},\n\n\ttransition: function(ease) {\n\t\tvar me = this;\n\t\tvar model = me._model;\n\t\tvar start = me._start;\n\t\tvar view = me._view;\n\n\t\t// No animation -> No Transition\n\t\tif (!model || ease === 1) {\n\t\t\tme._view = helpers$1.extend({}, model);\n\t\t\tme._start = null;\n\t\t\treturn me;\n\t\t}\n\n\t\tif (!view) {\n\t\t\tview = me._view = {};\n\t\t}\n\n\t\tif (!start) {\n\t\t\tstart = me._start = {};\n\t\t}\n\n\t\tinterpolate(start, view, model, ease);\n\n\t\treturn me;\n\t},\n\n\ttooltipPosition: function() {\n\t\treturn {\n\t\t\tx: this._model.x,\n\t\t\ty: this._model.y\n\t\t};\n\t},\n\n\thasValue: function() {\n\t\treturn helpers$1.isNumber(this._model.x) && helpers$1.isNumber(this._model.y);\n\t}\n});\n\nElement.extend = helpers$1.inherits;\n\nvar core_element = Element;\n\nvar exports$3 = core_element.extend({\n\tchart: null, // the animation associated chart instance\n\tcurrentStep: 0, // the current animation step\n\tnumSteps: 60, // default number of steps\n\teasing: '', // the easing to use for this animation\n\trender: null, // render function used by the animation service\n\n\tonAnimationProgress: null, // user specified callback to fire on each step of the animation\n\tonAnimationComplete: null, // user specified callback to fire when the animation finishes\n});\n\nvar core_animation = exports$3;\n\n// DEPRECATIONS\n\n/**\n * Provided for backward compatibility, use Chart.Animation instead\n * @prop Chart.Animation#animationObject\n * @deprecated since version 2.6.0\n * @todo remove at version 3\n */\nObject.defineProperty(exports$3.prototype, 'animationObject', {\n\tget: function() {\n\t\treturn this;\n\t}\n});\n\n/**\n * Provided for backward compatibility, use Chart.Animation#chart instead\n * @prop Chart.Animation#chartInstance\n * @deprecated since version 2.6.0\n * @todo remove at version 3\n */\nObject.defineProperty(exports$3.prototype, 'chartInstance', {\n\tget: function() {\n\t\treturn this.chart;\n\t},\n\tset: function(value) {\n\t\tthis.chart = value;\n\t}\n});\n\ncore_defaults._set('global', {\n\tanimation: {\n\t\tduration: 1000,\n\t\teasing: 'easeOutQuart',\n\t\tonProgress: helpers$1.noop,\n\t\tonComplete: helpers$1.noop\n\t}\n});\n\nvar core_animations = {\n\tanimations: [],\n\trequest: null,\n\n\t/**\n\t * @param {Chart} chart - The chart to animate.\n\t * @param {Chart.Animation} animation - The animation that we will animate.\n\t * @param {number} duration - The animation duration in ms.\n\t * @param {boolean} lazy - if true, the chart is not marked as animating to enable more responsive interactions\n\t */\n\taddAnimation: function(chart, animation, duration, lazy) {\n\t\tvar animations = this.animations;\n\t\tvar i, ilen;\n\n\t\tanimation.chart = chart;\n\t\tanimation.startTime = Date.now();\n\t\tanimation.duration = duration;\n\n\t\tif (!lazy) {\n\t\t\tchart.animating = true;\n\t\t}\n\n\t\tfor (i = 0, ilen = animations.length; i < ilen; ++i) {\n\t\t\tif (animations[i].chart === chart) {\n\t\t\t\tanimations[i] = animation;\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\n\t\tanimations.push(animation);\n\n\t\t// If there are no animations queued, manually kickstart a digest, for lack of a better word\n\t\tif (animations.length === 1) {\n\t\t\tthis.requestAnimationFrame();\n\t\t}\n\t},\n\n\tcancelAnimation: function(chart) {\n\t\tvar index = helpers$1.findIndex(this.animations, function(animation) {\n\t\t\treturn animation.chart === chart;\n\t\t});\n\n\t\tif (index !== -1) {\n\t\t\tthis.animations.splice(index, 1);\n\t\t\tchart.animating = false;\n\t\t}\n\t},\n\n\trequestAnimationFrame: function() {\n\t\tvar me = this;\n\t\tif (me.request === null) {\n\t\t\t// Skip animation frame requests until the active one is executed.\n\t\t\t// This can happen when processing mouse events, e.g. 'mousemove'\n\t\t\t// and 'mouseout' events will trigger multiple renders.\n\t\t\tme.request = helpers$1.requestAnimFrame.call(window, function() {\n\t\t\t\tme.request = null;\n\t\t\t\tme.startDigest();\n\t\t\t});\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\tstartDigest: function() {\n\t\tvar me = this;\n\n\t\tme.advance();\n\n\t\t// Do we have more stuff to animate?\n\t\tif (me.animations.length > 0) {\n\t\t\tme.requestAnimationFrame();\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\tadvance: function() {\n\t\tvar animations = this.animations;\n\t\tvar animation, chart, numSteps, nextStep;\n\t\tvar i = 0;\n\n\t\t// 1 animation per chart, so we are looping charts here\n\t\twhile (i < animations.length) {\n\t\t\tanimation = animations[i];\n\t\t\tchart = animation.chart;\n\t\t\tnumSteps = animation.numSteps;\n\n\t\t\t// Make sure that currentStep starts at 1\n\t\t\t// https://github.com/chartjs/Chart.js/issues/6104\n\t\t\tnextStep = Math.floor((Date.now() - animation.startTime) / animation.duration * numSteps) + 1;\n\t\t\tanimation.currentStep = Math.min(nextStep, numSteps);\n\n\t\t\thelpers$1.callback(animation.render, [chart, animation], chart);\n\t\t\thelpers$1.callback(animation.onAnimationProgress, [animation], chart);\n\n\t\t\tif (animation.currentStep >= numSteps) {\n\t\t\t\thelpers$1.callback(animation.onAnimationComplete, [animation], chart);\n\t\t\t\tchart.animating = false;\n\t\t\t\tanimations.splice(i, 1);\n\t\t\t} else {\n\t\t\t\t++i;\n\t\t\t}\n\t\t}\n\t}\n};\n\nvar resolve = helpers$1.options.resolve;\n\nvar arrayEvents = ['push', 'pop', 'shift', 'splice', 'unshift'];\n\n/**\n * Hooks the array methods that add or remove values ('push', pop', 'shift', 'splice',\n * 'unshift') and notify the listener AFTER the array has been altered. Listeners are\n * called on the 'onData*' callbacks (e.g. onDataPush, etc.) with same arguments.\n */\nfunction listenArrayEvents(array, listener) {\n\tif (array._chartjs) {\n\t\tarray._chartjs.listeners.push(listener);\n\t\treturn;\n\t}\n\n\tObject.defineProperty(array, '_chartjs', {\n\t\tconfigurable: true,\n\t\tenumerable: false,\n\t\tvalue: {\n\t\t\tlisteners: [listener]\n\t\t}\n\t});\n\n\tarrayEvents.forEach(function(key) {\n\t\tvar method = 'onData' + key.charAt(0).toUpperCase() + key.slice(1);\n\t\tvar base = array[key];\n\n\t\tObject.defineProperty(array, key, {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: false,\n\t\t\tvalue: function() {\n\t\t\t\tvar args = Array.prototype.slice.call(arguments);\n\t\t\t\tvar res = base.apply(this, args);\n\n\t\t\t\thelpers$1.each(array._chartjs.listeners, function(object) {\n\t\t\t\t\tif (typeof object[method] === 'function') {\n\t\t\t\t\t\tobject[method].apply(object, args);\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t\treturn res;\n\t\t\t}\n\t\t});\n\t});\n}\n\n/**\n * Removes the given array event listener and cleanup extra attached properties (such as\n * the _chartjs stub and overridden methods) if array doesn't have any more listeners.\n */\nfunction unlistenArrayEvents(array, listener) {\n\tvar stub = array._chartjs;\n\tif (!stub) {\n\t\treturn;\n\t}\n\n\tvar listeners = stub.listeners;\n\tvar index = listeners.indexOf(listener);\n\tif (index !== -1) {\n\t\tlisteners.splice(index, 1);\n\t}\n\n\tif (listeners.length > 0) {\n\t\treturn;\n\t}\n\n\tarrayEvents.forEach(function(key) {\n\t\tdelete array[key];\n\t});\n\n\tdelete array._chartjs;\n}\n\n// Base class for all dataset controllers (line, bar, etc)\nvar DatasetController = function(chart, datasetIndex) {\n\tthis.initialize(chart, datasetIndex);\n};\n\nhelpers$1.extend(DatasetController.prototype, {\n\n\t/**\n\t * Element type used to generate a meta dataset (e.g. Chart.element.Line).\n\t * @type {Chart.core.element}\n\t */\n\tdatasetElementType: null,\n\n\t/**\n\t * Element type used to generate a meta data (e.g. Chart.element.Point).\n\t * @type {Chart.core.element}\n\t */\n\tdataElementType: null,\n\n\t/**\n\t * Dataset element option keys to be resolved in _resolveDatasetElementOptions.\n\t * A derived controller may override this to resolve controller-specific options.\n\t * The keys defined here are for backward compatibility for legend styles.\n\t * @private\n\t */\n\t_datasetElementOptions: [\n\t\t'backgroundColor',\n\t\t'borderCapStyle',\n\t\t'borderColor',\n\t\t'borderDash',\n\t\t'borderDashOffset',\n\t\t'borderJoinStyle',\n\t\t'borderWidth'\n\t],\n\n\t/**\n\t * Data element option keys to be resolved in _resolveDataElementOptions.\n\t * A derived controller may override this to resolve controller-specific options.\n\t * The keys defined here are for backward compatibility for legend styles.\n\t * @private\n\t */\n\t_dataElementOptions: [\n\t\t'backgroundColor',\n\t\t'borderColor',\n\t\t'borderWidth',\n\t\t'pointStyle'\n\t],\n\n\tinitialize: function(chart, datasetIndex) {\n\t\tvar me = this;\n\t\tme.chart = chart;\n\t\tme.index = datasetIndex;\n\t\tme.linkScales();\n\t\tme.addElements();\n\t\tme._type = me.getMeta().type;\n\t},\n\n\tupdateIndex: function(datasetIndex) {\n\t\tthis.index = datasetIndex;\n\t},\n\n\tlinkScales: function() {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar chart = me.chart;\n\t\tvar scales = chart.scales;\n\t\tvar dataset = me.getDataset();\n\t\tvar scalesOpts = chart.options.scales;\n\n\t\tif (meta.xAxisID === null || !(meta.xAxisID in scales) || dataset.xAxisID) {\n\t\t\tmeta.xAxisID = dataset.xAxisID || scalesOpts.xAxes[0].id;\n\t\t}\n\t\tif (meta.yAxisID === null || !(meta.yAxisID in scales) || dataset.yAxisID) {\n\t\t\tmeta.yAxisID = dataset.yAxisID || scalesOpts.yAxes[0].id;\n\t\t}\n\t},\n\n\tgetDataset: function() {\n\t\treturn this.chart.data.datasets[this.index];\n\t},\n\n\tgetMeta: function() {\n\t\treturn this.chart.getDatasetMeta(this.index);\n\t},\n\n\tgetScaleForId: function(scaleID) {\n\t\treturn this.chart.scales[scaleID];\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getValueScaleId: function() {\n\t\treturn this.getMeta().yAxisID;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getIndexScaleId: function() {\n\t\treturn this.getMeta().xAxisID;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getValueScale: function() {\n\t\treturn this.getScaleForId(this._getValueScaleId());\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getIndexScale: function() {\n\t\treturn this.getScaleForId(this._getIndexScaleId());\n\t},\n\n\treset: function() {\n\t\tthis._update(true);\n\t},\n\n\t/**\n\t * @private\n\t */\n\tdestroy: function() {\n\t\tif (this._data) {\n\t\t\tunlistenArrayEvents(this._data, this);\n\t\t}\n\t},\n\n\tcreateMetaDataset: function() {\n\t\tvar me = this;\n\t\tvar type = me.datasetElementType;\n\t\treturn type && new type({\n\t\t\t_chart: me.chart,\n\t\t\t_datasetIndex: me.index\n\t\t});\n\t},\n\n\tcreateMetaData: function(index) {\n\t\tvar me = this;\n\t\tvar type = me.dataElementType;\n\t\treturn type && new type({\n\t\t\t_chart: me.chart,\n\t\t\t_datasetIndex: me.index,\n\t\t\t_index: index\n\t\t});\n\t},\n\n\taddElements: function() {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar data = me.getDataset().data || [];\n\t\tvar metaData = meta.data;\n\t\tvar i, ilen;\n\n\t\tfor (i = 0, ilen = data.length; i < ilen; ++i) {\n\t\t\tmetaData[i] = metaData[i] || me.createMetaData(i);\n\t\t}\n\n\t\tmeta.dataset = meta.dataset || me.createMetaDataset();\n\t},\n\n\taddElementAndReset: function(index) {\n\t\tvar element = this.createMetaData(index);\n\t\tthis.getMeta().data.splice(index, 0, element);\n\t\tthis.updateElement(element, index, true);\n\t},\n\n\tbuildOrUpdateElements: function() {\n\t\tvar me = this;\n\t\tvar dataset = me.getDataset();\n\t\tvar data = dataset.data || (dataset.data = []);\n\n\t\t// In order to correctly handle data addition/deletion animation (an thus simulate\n\t\t// real-time charts), we need to monitor these data modifications and synchronize\n\t\t// the internal meta data accordingly.\n\t\tif (me._data !== data) {\n\t\t\tif (me._data) {\n\t\t\t\t// This case happens when the user replaced the data array instance.\n\t\t\t\tunlistenArrayEvents(me._data, me);\n\t\t\t}\n\n\t\t\tif (data && Object.isExtensible(data)) {\n\t\t\t\tlistenArrayEvents(data, me);\n\t\t\t}\n\t\t\tme._data = data;\n\t\t}\n\n\t\t// Re-sync meta data in case the user replaced the data array or if we missed\n\t\t// any updates and so make sure that we handle number of datapoints changing.\n\t\tme.resyncElements();\n\t},\n\n\t/**\n\t * Returns the merged user-supplied and default dataset-level options\n\t * @private\n\t */\n\t_configure: function() {\n\t\tvar me = this;\n\t\tme._config = helpers$1.merge(Object.create(null), [\n\t\t\tme.chart.options.datasets[me._type],\n\t\t\tme.getDataset(),\n\t\t], {\n\t\t\tmerger: function(key, target, source) {\n\t\t\t\tif (key !== '_meta' && key !== 'data') {\n\t\t\t\t\thelpers$1._merger(key, target, source);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t},\n\n\t_update: function(reset) {\n\t\tvar me = this;\n\t\tme._configure();\n\t\tme._cachedDataOpts = null;\n\t\tme.update(reset);\n\t},\n\n\tupdate: helpers$1.noop,\n\n\ttransition: function(easingValue) {\n\t\tvar meta = this.getMeta();\n\t\tvar elements = meta.data || [];\n\t\tvar ilen = elements.length;\n\t\tvar i = 0;\n\n\t\tfor (; i < ilen; ++i) {\n\t\t\telements[i].transition(easingValue);\n\t\t}\n\n\t\tif (meta.dataset) {\n\t\t\tmeta.dataset.transition(easingValue);\n\t\t}\n\t},\n\n\tdraw: function() {\n\t\tvar meta = this.getMeta();\n\t\tvar elements = meta.data || [];\n\t\tvar ilen = elements.length;\n\t\tvar i = 0;\n\n\t\tif (meta.dataset) {\n\t\t\tmeta.dataset.draw();\n\t\t}\n\n\t\tfor (; i < ilen; ++i) {\n\t\t\telements[i].draw();\n\t\t}\n\t},\n\n\t/**\n\t * Returns a set of predefined style properties that should be used to represent the dataset\n\t * or the data if the index is specified\n\t * @param {number} index - data index\n\t * @return {IStyleInterface} style object\n\t */\n\tgetStyle: function(index) {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar dataset = meta.dataset;\n\t\tvar style;\n\n\t\tme._configure();\n\t\tif (dataset && index === undefined) {\n\t\t\tstyle = me._resolveDatasetElementOptions(dataset || {});\n\t\t} else {\n\t\t\tindex = index || 0;\n\t\t\tstyle = me._resolveDataElementOptions(meta.data[index] || {}, index);\n\t\t}\n\n\t\tif (style.fill === false || style.fill === null) {\n\t\t\tstyle.backgroundColor = style.borderColor;\n\t\t}\n\n\t\treturn style;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_resolveDatasetElementOptions: function(element, hover) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar datasetOpts = me._config;\n\t\tvar custom = element.custom || {};\n\t\tvar options = chart.options.elements[me.datasetElementType.prototype._type] || {};\n\t\tvar elementOptions = me._datasetElementOptions;\n\t\tvar values = {};\n\t\tvar i, ilen, key, readKey;\n\n\t\t// Scriptable options\n\t\tvar context = {\n\t\t\tchart: chart,\n\t\t\tdataset: me.getDataset(),\n\t\t\tdatasetIndex: me.index,\n\t\t\thover: hover\n\t\t};\n\n\t\tfor (i = 0, ilen = elementOptions.length; i < ilen; ++i) {\n\t\t\tkey = elementOptions[i];\n\t\t\treadKey = hover ? 'hover' + key.charAt(0).toUpperCase() + key.slice(1) : key;\n\t\t\tvalues[key] = resolve([\n\t\t\t\tcustom[readKey],\n\t\t\t\tdatasetOpts[readKey],\n\t\t\t\toptions[readKey]\n\t\t\t], context);\n\t\t}\n\n\t\treturn values;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_resolveDataElementOptions: function(element, index) {\n\t\tvar me = this;\n\t\tvar custom = element && element.custom;\n\t\tvar cached = me._cachedDataOpts;\n\t\tif (cached && !custom) {\n\t\t\treturn cached;\n\t\t}\n\t\tvar chart = me.chart;\n\t\tvar datasetOpts = me._config;\n\t\tvar options = chart.options.elements[me.dataElementType.prototype._type] || {};\n\t\tvar elementOptions = me._dataElementOptions;\n\t\tvar values = {};\n\n\t\t// Scriptable options\n\t\tvar context = {\n\t\t\tchart: chart,\n\t\t\tdataIndex: index,\n\t\t\tdataset: me.getDataset(),\n\t\t\tdatasetIndex: me.index\n\t\t};\n\n\t\t// `resolve` sets cacheable to `false` if any option is indexed or scripted\n\t\tvar info = {cacheable: !custom};\n\n\t\tvar keys, i, ilen, key;\n\n\t\tcustom = custom || {};\n\n\t\tif (helpers$1.isArray(elementOptions)) {\n\t\t\tfor (i = 0, ilen = elementOptions.length; i < ilen; ++i) {\n\t\t\t\tkey = elementOptions[i];\n\t\t\t\tvalues[key] = resolve([\n\t\t\t\t\tcustom[key],\n\t\t\t\t\tdatasetOpts[key],\n\t\t\t\t\toptions[key]\n\t\t\t\t], context, index, info);\n\t\t\t}\n\t\t} else {\n\t\t\tkeys = Object.keys(elementOptions);\n\t\t\tfor (i = 0, ilen = keys.length; i < ilen; ++i) {\n\t\t\t\tkey = keys[i];\n\t\t\t\tvalues[key] = resolve([\n\t\t\t\t\tcustom[key],\n\t\t\t\t\tdatasetOpts[elementOptions[key]],\n\t\t\t\t\tdatasetOpts[key],\n\t\t\t\t\toptions[key]\n\t\t\t\t], context, index, info);\n\t\t\t}\n\t\t}\n\n\t\tif (info.cacheable) {\n\t\t\tme._cachedDataOpts = Object.freeze(values);\n\t\t}\n\n\t\treturn values;\n\t},\n\n\tremoveHoverStyle: function(element) {\n\t\thelpers$1.merge(element._model, element.$previousStyle || {});\n\t\tdelete element.$previousStyle;\n\t},\n\n\tsetHoverStyle: function(element) {\n\t\tvar dataset = this.chart.data.datasets[element._datasetIndex];\n\t\tvar index = element._index;\n\t\tvar custom = element.custom || {};\n\t\tvar model = element._model;\n\t\tvar getHoverColor = helpers$1.getHoverColor;\n\n\t\telement.$previousStyle = {\n\t\t\tbackgroundColor: model.backgroundColor,\n\t\t\tborderColor: model.borderColor,\n\t\t\tborderWidth: model.borderWidth\n\t\t};\n\n\t\tmodel.backgroundColor = resolve([custom.hoverBackgroundColor, dataset.hoverBackgroundColor, getHoverColor(model.backgroundColor)], undefined, index);\n\t\tmodel.borderColor = resolve([custom.hoverBorderColor, dataset.hoverBorderColor, getHoverColor(model.borderColor)], undefined, index);\n\t\tmodel.borderWidth = resolve([custom.hoverBorderWidth, dataset.hoverBorderWidth, model.borderWidth], undefined, index);\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_removeDatasetHoverStyle: function() {\n\t\tvar element = this.getMeta().dataset;\n\n\t\tif (element) {\n\t\t\tthis.removeHoverStyle(element);\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_setDatasetHoverStyle: function() {\n\t\tvar element = this.getMeta().dataset;\n\t\tvar prev = {};\n\t\tvar i, ilen, key, keys, hoverOptions, model;\n\n\t\tif (!element) {\n\t\t\treturn;\n\t\t}\n\n\t\tmodel = element._model;\n\t\thoverOptions = this._resolveDatasetElementOptions(element, true);\n\n\t\tkeys = Object.keys(hoverOptions);\n\t\tfor (i = 0, ilen = keys.length; i < ilen; ++i) {\n\t\t\tkey = keys[i];\n\t\t\tprev[key] = model[key];\n\t\t\tmodel[key] = hoverOptions[key];\n\t\t}\n\n\t\telement.$previousStyle = prev;\n\t},\n\n\t/**\n\t * @private\n\t */\n\tresyncElements: function() {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar data = me.getDataset().data;\n\t\tvar numMeta = meta.data.length;\n\t\tvar numData = data.length;\n\n\t\tif (numData < numMeta) {\n\t\t\tmeta.data.splice(numData, numMeta - numData);\n\t\t} else if (numData > numMeta) {\n\t\t\tme.insertElements(numMeta, numData - numMeta);\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\tinsertElements: function(start, count) {\n\t\tfor (var i = 0; i < count; ++i) {\n\t\t\tthis.addElementAndReset(start + i);\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\tonDataPush: function() {\n\t\tvar count = arguments.length;\n\t\tthis.insertElements(this.getDataset().data.length - count, count);\n\t},\n\n\t/**\n\t * @private\n\t */\n\tonDataPop: function() {\n\t\tthis.getMeta().data.pop();\n\t},\n\n\t/**\n\t * @private\n\t */\n\tonDataShift: function() {\n\t\tthis.getMeta().data.shift();\n\t},\n\n\t/**\n\t * @private\n\t */\n\tonDataSplice: function(start, count) {\n\t\tthis.getMeta().data.splice(start, count);\n\t\tthis.insertElements(start, arguments.length - 2);\n\t},\n\n\t/**\n\t * @private\n\t */\n\tonDataUnshift: function() {\n\t\tthis.insertElements(0, arguments.length);\n\t}\n});\n\nDatasetController.extend = helpers$1.inherits;\n\nvar core_datasetController = DatasetController;\n\nvar TAU = Math.PI * 2;\n\ncore_defaults._set('global', {\n\telements: {\n\t\tarc: {\n\t\t\tbackgroundColor: core_defaults.global.defaultColor,\n\t\t\tborderColor: '#fff',\n\t\t\tborderWidth: 2,\n\t\t\tborderAlign: 'center'\n\t\t}\n\t}\n});\n\nfunction clipArc(ctx, arc) {\n\tvar startAngle = arc.startAngle;\n\tvar endAngle = arc.endAngle;\n\tvar pixelMargin = arc.pixelMargin;\n\tvar angleMargin = pixelMargin / arc.outerRadius;\n\tvar x = arc.x;\n\tvar y = arc.y;\n\n\t// Draw an inner border by cliping the arc and drawing a double-width border\n\t// Enlarge the clipping arc by 0.33 pixels to eliminate glitches between borders\n\tctx.beginPath();\n\tctx.arc(x, y, arc.outerRadius, startAngle - angleMargin, endAngle + angleMargin);\n\tif (arc.innerRadius > pixelMargin) {\n\t\tangleMargin = pixelMargin / arc.innerRadius;\n\t\tctx.arc(x, y, arc.innerRadius - pixelMargin, endAngle + angleMargin, startAngle - angleMargin, true);\n\t} else {\n\t\tctx.arc(x, y, pixelMargin, endAngle + Math.PI / 2, startAngle - Math.PI / 2);\n\t}\n\tctx.closePath();\n\tctx.clip();\n}\n\nfunction drawFullCircleBorders(ctx, vm, arc, inner) {\n\tvar endAngle = arc.endAngle;\n\tvar i;\n\n\tif (inner) {\n\t\tarc.endAngle = arc.startAngle + TAU;\n\t\tclipArc(ctx, arc);\n\t\tarc.endAngle = endAngle;\n\t\tif (arc.endAngle === arc.startAngle && arc.fullCircles) {\n\t\t\tarc.endAngle += TAU;\n\t\t\tarc.fullCircles--;\n\t\t}\n\t}\n\n\tctx.beginPath();\n\tctx.arc(arc.x, arc.y, arc.innerRadius, arc.startAngle + TAU, arc.startAngle, true);\n\tfor (i = 0; i < arc.fullCircles; ++i) {\n\t\tctx.stroke();\n\t}\n\n\tctx.beginPath();\n\tctx.arc(arc.x, arc.y, vm.outerRadius, arc.startAngle, arc.startAngle + TAU);\n\tfor (i = 0; i < arc.fullCircles; ++i) {\n\t\tctx.stroke();\n\t}\n}\n\nfunction drawBorder(ctx, vm, arc) {\n\tvar inner = vm.borderAlign === 'inner';\n\n\tif (inner) {\n\t\tctx.lineWidth = vm.borderWidth * 2;\n\t\tctx.lineJoin = 'round';\n\t} else {\n\t\tctx.lineWidth = vm.borderWidth;\n\t\tctx.lineJoin = 'bevel';\n\t}\n\n\tif (arc.fullCircles) {\n\t\tdrawFullCircleBorders(ctx, vm, arc, inner);\n\t}\n\n\tif (inner) {\n\t\tclipArc(ctx, arc);\n\t}\n\n\tctx.beginPath();\n\tctx.arc(arc.x, arc.y, vm.outerRadius, arc.startAngle, arc.endAngle);\n\tctx.arc(arc.x, arc.y, arc.innerRadius, arc.endAngle, arc.startAngle, true);\n\tctx.closePath();\n\tctx.stroke();\n}\n\nvar element_arc = core_element.extend({\n\t_type: 'arc',\n\n\tinLabelRange: function(mouseX) {\n\t\tvar vm = this._view;\n\n\t\tif (vm) {\n\t\t\treturn (Math.pow(mouseX - vm.x, 2) < Math.pow(vm.radius + vm.hoverRadius, 2));\n\t\t}\n\t\treturn false;\n\t},\n\n\tinRange: function(chartX, chartY) {\n\t\tvar vm = this._view;\n\n\t\tif (vm) {\n\t\t\tvar pointRelativePosition = helpers$1.getAngleFromPoint(vm, {x: chartX, y: chartY});\n\t\t\tvar angle = pointRelativePosition.angle;\n\t\t\tvar distance = pointRelativePosition.distance;\n\n\t\t\t// Sanitise angle range\n\t\t\tvar startAngle = vm.startAngle;\n\t\t\tvar endAngle = vm.endAngle;\n\t\t\twhile (endAngle < startAngle) {\n\t\t\t\tendAngle += TAU;\n\t\t\t}\n\t\t\twhile (angle > endAngle) {\n\t\t\t\tangle -= TAU;\n\t\t\t}\n\t\t\twhile (angle < startAngle) {\n\t\t\t\tangle += TAU;\n\t\t\t}\n\n\t\t\t// Check if within the range of the open/close angle\n\t\t\tvar betweenAngles = (angle >= startAngle && angle <= endAngle);\n\t\t\tvar withinRadius = (distance >= vm.innerRadius && distance <= vm.outerRadius);\n\n\t\t\treturn (betweenAngles && withinRadius);\n\t\t}\n\t\treturn false;\n\t},\n\n\tgetCenterPoint: function() {\n\t\tvar vm = this._view;\n\t\tvar halfAngle = (vm.startAngle + vm.endAngle) / 2;\n\t\tvar halfRadius = (vm.innerRadius + vm.outerRadius) / 2;\n\t\treturn {\n\t\t\tx: vm.x + Math.cos(halfAngle) * halfRadius,\n\t\t\ty: vm.y + Math.sin(halfAngle) * halfRadius\n\t\t};\n\t},\n\n\tgetArea: function() {\n\t\tvar vm = this._view;\n\t\treturn Math.PI * ((vm.endAngle - vm.startAngle) / (2 * Math.PI)) * (Math.pow(vm.outerRadius, 2) - Math.pow(vm.innerRadius, 2));\n\t},\n\n\ttooltipPosition: function() {\n\t\tvar vm = this._view;\n\t\tvar centreAngle = vm.startAngle + ((vm.endAngle - vm.startAngle) / 2);\n\t\tvar rangeFromCentre = (vm.outerRadius - vm.innerRadius) / 2 + vm.innerRadius;\n\n\t\treturn {\n\t\t\tx: vm.x + (Math.cos(centreAngle) * rangeFromCentre),\n\t\t\ty: vm.y + (Math.sin(centreAngle) * rangeFromCentre)\n\t\t};\n\t},\n\n\tdraw: function() {\n\t\tvar ctx = this._chart.ctx;\n\t\tvar vm = this._view;\n\t\tvar pixelMargin = (vm.borderAlign === 'inner') ? 0.33 : 0;\n\t\tvar arc = {\n\t\t\tx: vm.x,\n\t\t\ty: vm.y,\n\t\t\tinnerRadius: vm.innerRadius,\n\t\t\touterRadius: Math.max(vm.outerRadius - pixelMargin, 0),\n\t\t\tpixelMargin: pixelMargin,\n\t\t\tstartAngle: vm.startAngle,\n\t\t\tendAngle: vm.endAngle,\n\t\t\tfullCircles: Math.floor(vm.circumference / TAU)\n\t\t};\n\t\tvar i;\n\n\t\tctx.save();\n\n\t\tctx.fillStyle = vm.backgroundColor;\n\t\tctx.strokeStyle = vm.borderColor;\n\n\t\tif (arc.fullCircles) {\n\t\t\tarc.endAngle = arc.startAngle + TAU;\n\t\t\tctx.beginPath();\n\t\t\tctx.arc(arc.x, arc.y, arc.outerRadius, arc.startAngle, arc.endAngle);\n\t\t\tctx.arc(arc.x, arc.y, arc.innerRadius, arc.endAngle, arc.startAngle, true);\n\t\t\tctx.closePath();\n\t\t\tfor (i = 0; i < arc.fullCircles; ++i) {\n\t\t\t\tctx.fill();\n\t\t\t}\n\t\t\tarc.endAngle = arc.startAngle + vm.circumference % TAU;\n\t\t}\n\n\t\tctx.beginPath();\n\t\tctx.arc(arc.x, arc.y, arc.outerRadius, arc.startAngle, arc.endAngle);\n\t\tctx.arc(arc.x, arc.y, arc.innerRadius, arc.endAngle, arc.startAngle, true);\n\t\tctx.closePath();\n\t\tctx.fill();\n\n\t\tif (vm.borderWidth) {\n\t\t\tdrawBorder(ctx, vm, arc);\n\t\t}\n\n\t\tctx.restore();\n\t}\n});\n\nvar valueOrDefault$1 = helpers$1.valueOrDefault;\n\nvar defaultColor = core_defaults.global.defaultColor;\n\ncore_defaults._set('global', {\n\telements: {\n\t\tline: {\n\t\t\ttension: 0.4,\n\t\t\tbackgroundColor: defaultColor,\n\t\t\tborderWidth: 3,\n\t\t\tborderColor: defaultColor,\n\t\t\tborderCapStyle: 'butt',\n\t\t\tborderDash: [],\n\t\t\tborderDashOffset: 0.0,\n\t\t\tborderJoinStyle: 'miter',\n\t\t\tcapBezierPoints: true,\n\t\t\tfill: true, // do we fill in the area between the line and its base axis\n\t\t}\n\t}\n});\n\nvar element_line = core_element.extend({\n\t_type: 'line',\n\n\tdraw: function() {\n\t\tvar me = this;\n\t\tvar vm = me._view;\n\t\tvar ctx = me._chart.ctx;\n\t\tvar spanGaps = vm.spanGaps;\n\t\tvar points = me._children.slice(); // clone array\n\t\tvar globalDefaults = core_defaults.global;\n\t\tvar globalOptionLineElements = globalDefaults.elements.line;\n\t\tvar lastDrawnIndex = -1;\n\t\tvar closePath = me._loop;\n\t\tvar index, previous, currentVM;\n\n\t\tif (!points.length) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (me._loop) {\n\t\t\tfor (index = 0; index < points.length; ++index) {\n\t\t\t\tprevious = helpers$1.previousItem(points, index);\n\t\t\t\t// If the line has an open path, shift the point array\n\t\t\t\tif (!points[index]._view.skip && previous._view.skip) {\n\t\t\t\t\tpoints = points.slice(index).concat(points.slice(0, index));\n\t\t\t\t\tclosePath = spanGaps;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t\t// If the line has a close path, add the first point again\n\t\t\tif (closePath) {\n\t\t\t\tpoints.push(points[0]);\n\t\t\t}\n\t\t}\n\n\t\tctx.save();\n\n\t\t// Stroke Line Options\n\t\tctx.lineCap = vm.borderCapStyle || globalOptionLineElements.borderCapStyle;\n\n\t\t// IE 9 and 10 do not support line dash\n\t\tif (ctx.setLineDash) {\n\t\t\tctx.setLineDash(vm.borderDash || globalOptionLineElements.borderDash);\n\t\t}\n\n\t\tctx.lineDashOffset = valueOrDefault$1(vm.borderDashOffset, globalOptionLineElements.borderDashOffset);\n\t\tctx.lineJoin = vm.borderJoinStyle || globalOptionLineElements.borderJoinStyle;\n\t\tctx.lineWidth = valueOrDefault$1(vm.borderWidth, globalOptionLineElements.borderWidth);\n\t\tctx.strokeStyle = vm.borderColor || globalDefaults.defaultColor;\n\n\t\t// Stroke Line\n\t\tctx.beginPath();\n\n\t\t// First point moves to it's starting position no matter what\n\t\tcurrentVM = points[0]._view;\n\t\tif (!currentVM.skip) {\n\t\t\tctx.moveTo(currentVM.x, currentVM.y);\n\t\t\tlastDrawnIndex = 0;\n\t\t}\n\n\t\tfor (index = 1; index < points.length; ++index) {\n\t\t\tcurrentVM = points[index]._view;\n\t\t\tprevious = lastDrawnIndex === -1 ? helpers$1.previousItem(points, index) : points[lastDrawnIndex];\n\n\t\t\tif (!currentVM.skip) {\n\t\t\t\tif ((lastDrawnIndex !== (index - 1) && !spanGaps) || lastDrawnIndex === -1) {\n\t\t\t\t\t// There was a gap and this is the first point after the gap\n\t\t\t\t\tctx.moveTo(currentVM.x, currentVM.y);\n\t\t\t\t} else {\n\t\t\t\t\t// Line to next point\n\t\t\t\t\thelpers$1.canvas.lineTo(ctx, previous._view, currentVM);\n\t\t\t\t}\n\t\t\t\tlastDrawnIndex = index;\n\t\t\t}\n\t\t}\n\n\t\tif (closePath) {\n\t\t\tctx.closePath();\n\t\t}\n\n\t\tctx.stroke();\n\t\tctx.restore();\n\t}\n});\n\nvar valueOrDefault$2 = helpers$1.valueOrDefault;\n\nvar defaultColor$1 = core_defaults.global.defaultColor;\n\ncore_defaults._set('global', {\n\telements: {\n\t\tpoint: {\n\t\t\tradius: 3,\n\t\t\tpointStyle: 'circle',\n\t\t\tbackgroundColor: defaultColor$1,\n\t\t\tborderColor: defaultColor$1,\n\t\t\tborderWidth: 1,\n\t\t\t// Hover\n\t\t\thitRadius: 1,\n\t\t\thoverRadius: 4,\n\t\t\thoverBorderWidth: 1\n\t\t}\n\t}\n});\n\nfunction xRange(mouseX) {\n\tvar vm = this._view;\n\treturn vm ? (Math.abs(mouseX - vm.x) < vm.radius + vm.hitRadius) : false;\n}\n\nfunction yRange(mouseY) {\n\tvar vm = this._view;\n\treturn vm ? (Math.abs(mouseY - vm.y) < vm.radius + vm.hitRadius) : false;\n}\n\nvar element_point = core_element.extend({\n\t_type: 'point',\n\n\tinRange: function(mouseX, mouseY) {\n\t\tvar vm = this._view;\n\t\treturn vm ? ((Math.pow(mouseX - vm.x, 2) + Math.pow(mouseY - vm.y, 2)) < Math.pow(vm.hitRadius + vm.radius, 2)) : false;\n\t},\n\n\tinLabelRange: xRange,\n\tinXRange: xRange,\n\tinYRange: yRange,\n\n\tgetCenterPoint: function() {\n\t\tvar vm = this._view;\n\t\treturn {\n\t\t\tx: vm.x,\n\t\t\ty: vm.y\n\t\t};\n\t},\n\n\tgetArea: function() {\n\t\treturn Math.PI * Math.pow(this._view.radius, 2);\n\t},\n\n\ttooltipPosition: function() {\n\t\tvar vm = this._view;\n\t\treturn {\n\t\t\tx: vm.x,\n\t\t\ty: vm.y,\n\t\t\tpadding: vm.radius + vm.borderWidth\n\t\t};\n\t},\n\n\tdraw: function(chartArea) {\n\t\tvar vm = this._view;\n\t\tvar ctx = this._chart.ctx;\n\t\tvar pointStyle = vm.pointStyle;\n\t\tvar rotation = vm.rotation;\n\t\tvar radius = vm.radius;\n\t\tvar x = vm.x;\n\t\tvar y = vm.y;\n\t\tvar globalDefaults = core_defaults.global;\n\t\tvar defaultColor = globalDefaults.defaultColor; // eslint-disable-line no-shadow\n\n\t\tif (vm.skip) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Clipping for Points.\n\t\tif (chartArea === undefined || helpers$1.canvas._isPointInArea(vm, chartArea)) {\n\t\t\tctx.strokeStyle = vm.borderColor || defaultColor;\n\t\t\tctx.lineWidth = valueOrDefault$2(vm.borderWidth, globalDefaults.elements.point.borderWidth);\n\t\t\tctx.fillStyle = vm.backgroundColor || defaultColor;\n\t\t\thelpers$1.canvas.drawPoint(ctx, pointStyle, radius, x, y, rotation);\n\t\t}\n\t}\n});\n\nvar defaultColor$2 = core_defaults.global.defaultColor;\n\ncore_defaults._set('global', {\n\telements: {\n\t\trectangle: {\n\t\t\tbackgroundColor: defaultColor$2,\n\t\t\tborderColor: defaultColor$2,\n\t\t\tborderSkipped: 'bottom',\n\t\t\tborderWidth: 0\n\t\t}\n\t}\n});\n\nfunction isVertical(vm) {\n\treturn vm && vm.width !== undefined;\n}\n\n/**\n * Helper function to get the bounds of the bar regardless of the orientation\n * @param bar {Chart.Element.Rectangle} the bar\n * @return {Bounds} bounds of the bar\n * @private\n */\nfunction getBarBounds(vm) {\n\tvar x1, x2, y1, y2, half;\n\n\tif (isVertical(vm)) {\n\t\thalf = vm.width / 2;\n\t\tx1 = vm.x - half;\n\t\tx2 = vm.x + half;\n\t\ty1 = Math.min(vm.y, vm.base);\n\t\ty2 = Math.max(vm.y, vm.base);\n\t} else {\n\t\thalf = vm.height / 2;\n\t\tx1 = Math.min(vm.x, vm.base);\n\t\tx2 = Math.max(vm.x, vm.base);\n\t\ty1 = vm.y - half;\n\t\ty2 = vm.y + half;\n\t}\n\n\treturn {\n\t\tleft: x1,\n\t\ttop: y1,\n\t\tright: x2,\n\t\tbottom: y2\n\t};\n}\n\nfunction swap(orig, v1, v2) {\n\treturn orig === v1 ? v2 : orig === v2 ? v1 : orig;\n}\n\nfunction parseBorderSkipped(vm) {\n\tvar edge = vm.borderSkipped;\n\tvar res = {};\n\n\tif (!edge) {\n\t\treturn res;\n\t}\n\n\tif (vm.horizontal) {\n\t\tif (vm.base > vm.x) {\n\t\t\tedge = swap(edge, 'left', 'right');\n\t\t}\n\t} else if (vm.base < vm.y) {\n\t\tedge = swap(edge, 'bottom', 'top');\n\t}\n\n\tres[edge] = true;\n\treturn res;\n}\n\nfunction parseBorderWidth(vm, maxW, maxH) {\n\tvar value = vm.borderWidth;\n\tvar skip = parseBorderSkipped(vm);\n\tvar t, r, b, l;\n\n\tif (helpers$1.isObject(value)) {\n\t\tt = +value.top || 0;\n\t\tr = +value.right || 0;\n\t\tb = +value.bottom || 0;\n\t\tl = +value.left || 0;\n\t} else {\n\t\tt = r = b = l = +value || 0;\n\t}\n\n\treturn {\n\t\tt: skip.top || (t < 0) ? 0 : t > maxH ? maxH : t,\n\t\tr: skip.right || (r < 0) ? 0 : r > maxW ? maxW : r,\n\t\tb: skip.bottom || (b < 0) ? 0 : b > maxH ? maxH : b,\n\t\tl: skip.left || (l < 0) ? 0 : l > maxW ? maxW : l\n\t};\n}\n\nfunction boundingRects(vm) {\n\tvar bounds = getBarBounds(vm);\n\tvar width = bounds.right - bounds.left;\n\tvar height = bounds.bottom - bounds.top;\n\tvar border = parseBorderWidth(vm, width / 2, height / 2);\n\n\treturn {\n\t\touter: {\n\t\t\tx: bounds.left,\n\t\t\ty: bounds.top,\n\t\t\tw: width,\n\t\t\th: height\n\t\t},\n\t\tinner: {\n\t\t\tx: bounds.left + border.l,\n\t\t\ty: bounds.top + border.t,\n\t\t\tw: width - border.l - border.r,\n\t\t\th: height - border.t - border.b\n\t\t}\n\t};\n}\n\nfunction inRange(vm, x, y) {\n\tvar skipX = x === null;\n\tvar skipY = y === null;\n\tvar bounds = !vm || (skipX && skipY) ? false : getBarBounds(vm);\n\n\treturn bounds\n\t\t&& (skipX || x >= bounds.left && x <= bounds.right)\n\t\t&& (skipY || y >= bounds.top && y <= bounds.bottom);\n}\n\nvar element_rectangle = core_element.extend({\n\t_type: 'rectangle',\n\n\tdraw: function() {\n\t\tvar ctx = this._chart.ctx;\n\t\tvar vm = this._view;\n\t\tvar rects = boundingRects(vm);\n\t\tvar outer = rects.outer;\n\t\tvar inner = rects.inner;\n\n\t\tctx.fillStyle = vm.backgroundColor;\n\t\tctx.fillRect(outer.x, outer.y, outer.w, outer.h);\n\n\t\tif (outer.w === inner.w && outer.h === inner.h) {\n\t\t\treturn;\n\t\t}\n\n\t\tctx.save();\n\t\tctx.beginPath();\n\t\tctx.rect(outer.x, outer.y, outer.w, outer.h);\n\t\tctx.clip();\n\t\tctx.fillStyle = vm.borderColor;\n\t\tctx.rect(inner.x, inner.y, inner.w, inner.h);\n\t\tctx.fill('evenodd');\n\t\tctx.restore();\n\t},\n\n\theight: function() {\n\t\tvar vm = this._view;\n\t\treturn vm.base - vm.y;\n\t},\n\n\tinRange: function(mouseX, mouseY) {\n\t\treturn inRange(this._view, mouseX, mouseY);\n\t},\n\n\tinLabelRange: function(mouseX, mouseY) {\n\t\tvar vm = this._view;\n\t\treturn isVertical(vm)\n\t\t\t? inRange(vm, mouseX, null)\n\t\t\t: inRange(vm, null, mouseY);\n\t},\n\n\tinXRange: function(mouseX) {\n\t\treturn inRange(this._view, mouseX, null);\n\t},\n\n\tinYRange: function(mouseY) {\n\t\treturn inRange(this._view, null, mouseY);\n\t},\n\n\tgetCenterPoint: function() {\n\t\tvar vm = this._view;\n\t\tvar x, y;\n\t\tif (isVertical(vm)) {\n\t\t\tx = vm.x;\n\t\t\ty = (vm.y + vm.base) / 2;\n\t\t} else {\n\t\t\tx = (vm.x + vm.base) / 2;\n\t\t\ty = vm.y;\n\t\t}\n\n\t\treturn {x: x, y: y};\n\t},\n\n\tgetArea: function() {\n\t\tvar vm = this._view;\n\n\t\treturn isVertical(vm)\n\t\t\t? vm.width * Math.abs(vm.y - vm.base)\n\t\t\t: vm.height * Math.abs(vm.x - vm.base);\n\t},\n\n\ttooltipPosition: function() {\n\t\tvar vm = this._view;\n\t\treturn {\n\t\t\tx: vm.x,\n\t\t\ty: vm.y\n\t\t};\n\t}\n});\n\nvar elements = {};\nvar Arc = element_arc;\nvar Line = element_line;\nvar Point = element_point;\nvar Rectangle = element_rectangle;\nelements.Arc = Arc;\nelements.Line = Line;\nelements.Point = Point;\nelements.Rectangle = Rectangle;\n\nvar deprecated = helpers$1._deprecated;\nvar valueOrDefault$3 = helpers$1.valueOrDefault;\n\ncore_defaults._set('bar', {\n\thover: {\n\t\tmode: 'label'\n\t},\n\n\tscales: {\n\t\txAxes: [{\n\t\t\ttype: 'category',\n\t\t\toffset: true,\n\t\t\tgridLines: {\n\t\t\t\toffsetGridLines: true\n\t\t\t}\n\t\t}],\n\n\t\tyAxes: [{\n\t\t\ttype: 'linear'\n\t\t}]\n\t}\n});\n\ncore_defaults._set('global', {\n\tdatasets: {\n\t\tbar: {\n\t\t\tcategoryPercentage: 0.8,\n\t\t\tbarPercentage: 0.9\n\t\t}\n\t}\n});\n\n/**\n * Computes the \"optimal\" sample size to maintain bars equally sized while preventing overlap.\n * @private\n */\nfunction computeMinSampleSize(scale, pixels) {\n\tvar min = scale._length;\n\tvar prev, curr, i, ilen;\n\n\tfor (i = 1, ilen = pixels.length; i < ilen; ++i) {\n\t\tmin = Math.min(min, Math.abs(pixels[i] - pixels[i - 1]));\n\t}\n\n\tfor (i = 0, ilen = scale.getTicks().length; i < ilen; ++i) {\n\t\tcurr = scale.getPixelForTick(i);\n\t\tmin = i > 0 ? Math.min(min, Math.abs(curr - prev)) : min;\n\t\tprev = curr;\n\t}\n\n\treturn min;\n}\n\n/**\n * Computes an \"ideal\" category based on the absolute bar thickness or, if undefined or null,\n * uses the smallest interval (see computeMinSampleSize) that prevents bar overlapping. This\n * mode currently always generates bars equally sized (until we introduce scriptable options?).\n * @private\n */\nfunction computeFitCategoryTraits(index, ruler, options) {\n\tvar thickness = options.barThickness;\n\tvar count = ruler.stackCount;\n\tvar curr = ruler.pixels[index];\n\tvar min = helpers$1.isNullOrUndef(thickness)\n\t\t? computeMinSampleSize(ruler.scale, ruler.pixels)\n\t\t: -1;\n\tvar size, ratio;\n\n\tif (helpers$1.isNullOrUndef(thickness)) {\n\t\tsize = min * options.categoryPercentage;\n\t\tratio = options.barPercentage;\n\t} else {\n\t\t// When bar thickness is enforced, category and bar percentages are ignored.\n\t\t// Note(SB): we could add support for relative bar thickness (e.g. barThickness: '50%')\n\t\t// and deprecate barPercentage since this value is ignored when thickness is absolute.\n\t\tsize = thickness * count;\n\t\tratio = 1;\n\t}\n\n\treturn {\n\t\tchunk: size / count,\n\t\tratio: ratio,\n\t\tstart: curr - (size / 2)\n\t};\n}\n\n/**\n * Computes an \"optimal\" category that globally arranges bars side by side (no gap when\n * percentage options are 1), based on the previous and following categories. This mode\n * generates bars with different widths when data are not evenly spaced.\n * @private\n */\nfunction computeFlexCategoryTraits(index, ruler, options) {\n\tvar pixels = ruler.pixels;\n\tvar curr = pixels[index];\n\tvar prev = index > 0 ? pixels[index - 1] : null;\n\tvar next = index < pixels.length - 1 ? pixels[index + 1] : null;\n\tvar percent = options.categoryPercentage;\n\tvar start, size;\n\n\tif (prev === null) {\n\t\t// first data: its size is double based on the next point or,\n\t\t// if it's also the last data, we use the scale size.\n\t\tprev = curr - (next === null ? ruler.end - ruler.start : next - curr);\n\t}\n\n\tif (next === null) {\n\t\t// last data: its size is also double based on the previous point.\n\t\tnext = curr + curr - prev;\n\t}\n\n\tstart = curr - (curr - Math.min(prev, next)) / 2 * percent;\n\tsize = Math.abs(next - prev) / 2 * percent;\n\n\treturn {\n\t\tchunk: size / ruler.stackCount,\n\t\tratio: options.barPercentage,\n\t\tstart: start\n\t};\n}\n\nvar controller_bar = core_datasetController.extend({\n\n\tdataElementType: elements.Rectangle,\n\n\t/**\n\t * @private\n\t */\n\t_dataElementOptions: [\n\t\t'backgroundColor',\n\t\t'borderColor',\n\t\t'borderSkipped',\n\t\t'borderWidth',\n\t\t'barPercentage',\n\t\t'barThickness',\n\t\t'categoryPercentage',\n\t\t'maxBarThickness',\n\t\t'minBarLength'\n\t],\n\n\tinitialize: function() {\n\t\tvar me = this;\n\t\tvar meta, scaleOpts;\n\n\t\tcore_datasetController.prototype.initialize.apply(me, arguments);\n\n\t\tmeta = me.getMeta();\n\t\tmeta.stack = me.getDataset().stack;\n\t\tmeta.bar = true;\n\n\t\tscaleOpts = me._getIndexScale().options;\n\t\tdeprecated('bar chart', scaleOpts.barPercentage, 'scales.[x/y]Axes.barPercentage', 'dataset.barPercentage');\n\t\tdeprecated('bar chart', scaleOpts.barThickness, 'scales.[x/y]Axes.barThickness', 'dataset.barThickness');\n\t\tdeprecated('bar chart', scaleOpts.categoryPercentage, 'scales.[x/y]Axes.categoryPercentage', 'dataset.categoryPercentage');\n\t\tdeprecated('bar chart', me._getValueScale().options.minBarLength, 'scales.[x/y]Axes.minBarLength', 'dataset.minBarLength');\n\t\tdeprecated('bar chart', scaleOpts.maxBarThickness, 'scales.[x/y]Axes.maxBarThickness', 'dataset.maxBarThickness');\n\t},\n\n\tupdate: function(reset) {\n\t\tvar me = this;\n\t\tvar rects = me.getMeta().data;\n\t\tvar i, ilen;\n\n\t\tme._ruler = me.getRuler();\n\n\t\tfor (i = 0, ilen = rects.length; i < ilen; ++i) {\n\t\t\tme.updateElement(rects[i], i, reset);\n\t\t}\n\t},\n\n\tupdateElement: function(rectangle, index, reset) {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar dataset = me.getDataset();\n\t\tvar options = me._resolveDataElementOptions(rectangle, index);\n\n\t\trectangle._xScale = me.getScaleForId(meta.xAxisID);\n\t\trectangle._yScale = me.getScaleForId(meta.yAxisID);\n\t\trectangle._datasetIndex = me.index;\n\t\trectangle._index = index;\n\t\trectangle._model = {\n\t\t\tbackgroundColor: options.backgroundColor,\n\t\t\tborderColor: options.borderColor,\n\t\t\tborderSkipped: options.borderSkipped,\n\t\t\tborderWidth: options.borderWidth,\n\t\t\tdatasetLabel: dataset.label,\n\t\t\tlabel: me.chart.data.labels[index]\n\t\t};\n\n\t\tif (helpers$1.isArray(dataset.data[index])) {\n\t\t\trectangle._model.borderSkipped = null;\n\t\t}\n\n\t\tme._updateElementGeometry(rectangle, index, reset, options);\n\n\t\trectangle.pivot();\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_updateElementGeometry: function(rectangle, index, reset, options) {\n\t\tvar me = this;\n\t\tvar model = rectangle._model;\n\t\tvar vscale = me._getValueScale();\n\t\tvar base = vscale.getBasePixel();\n\t\tvar horizontal = vscale.isHorizontal();\n\t\tvar ruler = me._ruler || me.getRuler();\n\t\tvar vpixels = me.calculateBarValuePixels(me.index, index, options);\n\t\tvar ipixels = me.calculateBarIndexPixels(me.index, index, ruler, options);\n\n\t\tmodel.horizontal = horizontal;\n\t\tmodel.base = reset ? base : vpixels.base;\n\t\tmodel.x = horizontal ? reset ? base : vpixels.head : ipixels.center;\n\t\tmodel.y = horizontal ? ipixels.center : reset ? base : vpixels.head;\n\t\tmodel.height = horizontal ? ipixels.size : undefined;\n\t\tmodel.width = horizontal ? undefined : ipixels.size;\n\t},\n\n\t/**\n\t * Returns the stacks based on groups and bar visibility.\n\t * @param {number} [last] - The dataset index\n\t * @returns {string[]} The list of stack IDs\n\t * @private\n\t */\n\t_getStacks: function(last) {\n\t\tvar me = this;\n\t\tvar scale = me._getIndexScale();\n\t\tvar metasets = scale._getMatchingVisibleMetas(me._type);\n\t\tvar stacked = scale.options.stacked;\n\t\tvar ilen = metasets.length;\n\t\tvar stacks = [];\n\t\tvar i, meta;\n\n\t\tfor (i = 0; i < ilen; ++i) {\n\t\t\tmeta = metasets[i];\n\t\t\t// stacked   | meta.stack\n\t\t\t//           | found | not found | undefined\n\t\t\t// false     |   x   |     x     |     x\n\t\t\t// true      |       |     x     |\n\t\t\t// undefined |       |     x     |     x\n\t\t\tif (stacked === false || stacks.indexOf(meta.stack) === -1 ||\n\t\t\t\t(stacked === undefined && meta.stack === undefined)) {\n\t\t\t\tstacks.push(meta.stack);\n\t\t\t}\n\t\t\tif (meta.index === last) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\treturn stacks;\n\t},\n\n\t/**\n\t * Returns the effective number of stacks based on groups and bar visibility.\n\t * @private\n\t */\n\tgetStackCount: function() {\n\t\treturn this._getStacks().length;\n\t},\n\n\t/**\n\t * Returns the stack index for the given dataset based on groups and bar visibility.\n\t * @param {number} [datasetIndex] - The dataset index\n\t * @param {string} [name] - The stack name to find\n\t * @returns {number} The stack index\n\t * @private\n\t */\n\tgetStackIndex: function(datasetIndex, name) {\n\t\tvar stacks = this._getStacks(datasetIndex);\n\t\tvar index = (name !== undefined)\n\t\t\t? stacks.indexOf(name)\n\t\t\t: -1; // indexOf returns -1 if element is not present\n\n\t\treturn (index === -1)\n\t\t\t? stacks.length - 1\n\t\t\t: index;\n\t},\n\n\t/**\n\t * @private\n\t */\n\tgetRuler: function() {\n\t\tvar me = this;\n\t\tvar scale = me._getIndexScale();\n\t\tvar pixels = [];\n\t\tvar i, ilen;\n\n\t\tfor (i = 0, ilen = me.getMeta().data.length; i < ilen; ++i) {\n\t\t\tpixels.push(scale.getPixelForValue(null, i, me.index));\n\t\t}\n\n\t\treturn {\n\t\t\tpixels: pixels,\n\t\t\tstart: scale._startPixel,\n\t\t\tend: scale._endPixel,\n\t\t\tstackCount: me.getStackCount(),\n\t\t\tscale: scale\n\t\t};\n\t},\n\n\t/**\n\t * Note: pixel values are not clamped to the scale area.\n\t * @private\n\t */\n\tcalculateBarValuePixels: function(datasetIndex, index, options) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar scale = me._getValueScale();\n\t\tvar isHorizontal = scale.isHorizontal();\n\t\tvar datasets = chart.data.datasets;\n\t\tvar metasets = scale._getMatchingVisibleMetas(me._type);\n\t\tvar value = scale._parseValue(datasets[datasetIndex].data[index]);\n\t\tvar minBarLength = options.minBarLength;\n\t\tvar stacked = scale.options.stacked;\n\t\tvar stack = me.getMeta().stack;\n\t\tvar start = value.start === undefined ? 0 : value.max >= 0 && value.min >= 0 ? value.min : value.max;\n\t\tvar length = value.start === undefined ? value.end : value.max >= 0 && value.min >= 0 ? value.max - value.min : value.min - value.max;\n\t\tvar ilen = metasets.length;\n\t\tvar i, imeta, ivalue, base, head, size, stackLength;\n\n\t\tif (stacked || (stacked === undefined && stack !== undefined)) {\n\t\t\tfor (i = 0; i < ilen; ++i) {\n\t\t\t\timeta = metasets[i];\n\n\t\t\t\tif (imeta.index === datasetIndex) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tif (imeta.stack === stack) {\n\t\t\t\t\tstackLength = scale._parseValue(datasets[imeta.index].data[index]);\n\t\t\t\t\tivalue = stackLength.start === undefined ? stackLength.end : stackLength.min >= 0 && stackLength.max >= 0 ? stackLength.max : stackLength.min;\n\n\t\t\t\t\tif ((value.min < 0 && ivalue < 0) || (value.max >= 0 && ivalue > 0)) {\n\t\t\t\t\t\tstart += ivalue;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tbase = scale.getPixelForValue(start);\n\t\thead = scale.getPixelForValue(start + length);\n\t\tsize = head - base;\n\n\t\tif (minBarLength !== undefined && Math.abs(size) < minBarLength) {\n\t\t\tsize = minBarLength;\n\t\t\tif (length >= 0 && !isHorizontal || length < 0 && isHorizontal) {\n\t\t\t\thead = base - minBarLength;\n\t\t\t} else {\n\t\t\t\thead = base + minBarLength;\n\t\t\t}\n\t\t}\n\n\t\treturn {\n\t\t\tsize: size,\n\t\t\tbase: base,\n\t\t\thead: head,\n\t\t\tcenter: head + size / 2\n\t\t};\n\t},\n\n\t/**\n\t * @private\n\t */\n\tcalculateBarIndexPixels: function(datasetIndex, index, ruler, options) {\n\t\tvar me = this;\n\t\tvar range = options.barThickness === 'flex'\n\t\t\t? computeFlexCategoryTraits(index, ruler, options)\n\t\t\t: computeFitCategoryTraits(index, ruler, options);\n\n\t\tvar stackIndex = me.getStackIndex(datasetIndex, me.getMeta().stack);\n\t\tvar center = range.start + (range.chunk * stackIndex) + (range.chunk / 2);\n\t\tvar size = Math.min(\n\t\t\tvalueOrDefault$3(options.maxBarThickness, Infinity),\n\t\t\trange.chunk * range.ratio);\n\n\t\treturn {\n\t\t\tbase: center - size / 2,\n\t\t\thead: center + size / 2,\n\t\t\tcenter: center,\n\t\t\tsize: size\n\t\t};\n\t},\n\n\tdraw: function() {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar scale = me._getValueScale();\n\t\tvar rects = me.getMeta().data;\n\t\tvar dataset = me.getDataset();\n\t\tvar ilen = rects.length;\n\t\tvar i = 0;\n\n\t\thelpers$1.canvas.clipArea(chart.ctx, chart.chartArea);\n\n\t\tfor (; i < ilen; ++i) {\n\t\t\tvar val = scale._parseValue(dataset.data[i]);\n\t\t\tif (!isNaN(val.min) && !isNaN(val.max)) {\n\t\t\t\trects[i].draw();\n\t\t\t}\n\t\t}\n\n\t\thelpers$1.canvas.unclipArea(chart.ctx);\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_resolveDataElementOptions: function() {\n\t\tvar me = this;\n\t\tvar values = helpers$1.extend({}, core_datasetController.prototype._resolveDataElementOptions.apply(me, arguments));\n\t\tvar indexOpts = me._getIndexScale().options;\n\t\tvar valueOpts = me._getValueScale().options;\n\n\t\tvalues.barPercentage = valueOrDefault$3(indexOpts.barPercentage, values.barPercentage);\n\t\tvalues.barThickness = valueOrDefault$3(indexOpts.barThickness, values.barThickness);\n\t\tvalues.categoryPercentage = valueOrDefault$3(indexOpts.categoryPercentage, values.categoryPercentage);\n\t\tvalues.maxBarThickness = valueOrDefault$3(indexOpts.maxBarThickness, values.maxBarThickness);\n\t\tvalues.minBarLength = valueOrDefault$3(valueOpts.minBarLength, values.minBarLength);\n\n\t\treturn values;\n\t}\n\n});\n\nvar valueOrDefault$4 = helpers$1.valueOrDefault;\nvar resolve$1 = helpers$1.options.resolve;\n\ncore_defaults._set('bubble', {\n\thover: {\n\t\tmode: 'single'\n\t},\n\n\tscales: {\n\t\txAxes: [{\n\t\t\ttype: 'linear', // bubble should probably use a linear scale by default\n\t\t\tposition: 'bottom',\n\t\t\tid: 'x-axis-0' // need an ID so datasets can reference the scale\n\t\t}],\n\t\tyAxes: [{\n\t\t\ttype: 'linear',\n\t\t\tposition: 'left',\n\t\t\tid: 'y-axis-0'\n\t\t}]\n\t},\n\n\ttooltips: {\n\t\tcallbacks: {\n\t\t\ttitle: function() {\n\t\t\t\t// Title doesn't make sense for scatter since we format the data as a point\n\t\t\t\treturn '';\n\t\t\t},\n\t\t\tlabel: function(item, data) {\n\t\t\t\tvar datasetLabel = data.datasets[item.datasetIndex].label || '';\n\t\t\t\tvar dataPoint = data.datasets[item.datasetIndex].data[item.index];\n\t\t\t\treturn datasetLabel + ': (' + item.xLabel + ', ' + item.yLabel + ', ' + dataPoint.r + ')';\n\t\t\t}\n\t\t}\n\t}\n});\n\nvar controller_bubble = core_datasetController.extend({\n\t/**\n\t * @protected\n\t */\n\tdataElementType: elements.Point,\n\n\t/**\n\t * @private\n\t */\n\t_dataElementOptions: [\n\t\t'backgroundColor',\n\t\t'borderColor',\n\t\t'borderWidth',\n\t\t'hoverBackgroundColor',\n\t\t'hoverBorderColor',\n\t\t'hoverBorderWidth',\n\t\t'hoverRadius',\n\t\t'hitRadius',\n\t\t'pointStyle',\n\t\t'rotation'\n\t],\n\n\t/**\n\t * @protected\n\t */\n\tupdate: function(reset) {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar points = meta.data;\n\n\t\t// Update Points\n\t\thelpers$1.each(points, function(point, index) {\n\t\t\tme.updateElement(point, index, reset);\n\t\t});\n\t},\n\n\t/**\n\t * @protected\n\t */\n\tupdateElement: function(point, index, reset) {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar custom = point.custom || {};\n\t\tvar xScale = me.getScaleForId(meta.xAxisID);\n\t\tvar yScale = me.getScaleForId(meta.yAxisID);\n\t\tvar options = me._resolveDataElementOptions(point, index);\n\t\tvar data = me.getDataset().data[index];\n\t\tvar dsIndex = me.index;\n\n\t\tvar x = reset ? xScale.getPixelForDecimal(0.5) : xScale.getPixelForValue(typeof data === 'object' ? data : NaN, index, dsIndex);\n\t\tvar y = reset ? yScale.getBasePixel() : yScale.getPixelForValue(data, index, dsIndex);\n\n\t\tpoint._xScale = xScale;\n\t\tpoint._yScale = yScale;\n\t\tpoint._options = options;\n\t\tpoint._datasetIndex = dsIndex;\n\t\tpoint._index = index;\n\t\tpoint._model = {\n\t\t\tbackgroundColor: options.backgroundColor,\n\t\t\tborderColor: options.borderColor,\n\t\t\tborderWidth: options.borderWidth,\n\t\t\thitRadius: options.hitRadius,\n\t\t\tpointStyle: options.pointStyle,\n\t\t\trotation: options.rotation,\n\t\t\tradius: reset ? 0 : options.radius,\n\t\t\tskip: custom.skip || isNaN(x) || isNaN(y),\n\t\t\tx: x,\n\t\t\ty: y,\n\t\t};\n\n\t\tpoint.pivot();\n\t},\n\n\t/**\n\t * @protected\n\t */\n\tsetHoverStyle: function(point) {\n\t\tvar model = point._model;\n\t\tvar options = point._options;\n\t\tvar getHoverColor = helpers$1.getHoverColor;\n\n\t\tpoint.$previousStyle = {\n\t\t\tbackgroundColor: model.backgroundColor,\n\t\t\tborderColor: model.borderColor,\n\t\t\tborderWidth: model.borderWidth,\n\t\t\tradius: model.radius\n\t\t};\n\n\t\tmodel.backgroundColor = valueOrDefault$4(options.hoverBackgroundColor, getHoverColor(options.backgroundColor));\n\t\tmodel.borderColor = valueOrDefault$4(options.hoverBorderColor, getHoverColor(options.borderColor));\n\t\tmodel.borderWidth = valueOrDefault$4(options.hoverBorderWidth, options.borderWidth);\n\t\tmodel.radius = options.radius + options.hoverRadius;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_resolveDataElementOptions: function(point, index) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar dataset = me.getDataset();\n\t\tvar custom = point.custom || {};\n\t\tvar data = dataset.data[index] || {};\n\t\tvar values = core_datasetController.prototype._resolveDataElementOptions.apply(me, arguments);\n\n\t\t// Scriptable options\n\t\tvar context = {\n\t\t\tchart: chart,\n\t\t\tdataIndex: index,\n\t\t\tdataset: dataset,\n\t\t\tdatasetIndex: me.index\n\t\t};\n\n\t\t// In case values were cached (and thus frozen), we need to clone the values\n\t\tif (me._cachedDataOpts === values) {\n\t\t\tvalues = helpers$1.extend({}, values);\n\t\t}\n\n\t\t// Custom radius resolution\n\t\tvalues.radius = resolve$1([\n\t\t\tcustom.radius,\n\t\t\tdata.r,\n\t\t\tme._config.radius,\n\t\t\tchart.options.elements.point.radius\n\t\t], context, index);\n\n\t\treturn values;\n\t}\n});\n\nvar valueOrDefault$5 = helpers$1.valueOrDefault;\n\nvar PI$1 = Math.PI;\nvar DOUBLE_PI$1 = PI$1 * 2;\nvar HALF_PI$1 = PI$1 / 2;\n\ncore_defaults._set('doughnut', {\n\tanimation: {\n\t\t// Boolean - Whether we animate the rotation of the Doughnut\n\t\tanimateRotate: true,\n\t\t// Boolean - Whether we animate scaling the Doughnut from the centre\n\t\tanimateScale: false\n\t},\n\thover: {\n\t\tmode: 'single'\n\t},\n\tlegendCallback: function(chart) {\n\t\tvar list = document.createElement('ul');\n\t\tvar data = chart.data;\n\t\tvar datasets = data.datasets;\n\t\tvar labels = data.labels;\n\t\tvar i, ilen, listItem, listItemSpan;\n\n\t\tlist.setAttribute('class', chart.id + '-legend');\n\t\tif (datasets.length) {\n\t\t\tfor (i = 0, ilen = datasets[0].data.length; i < ilen; ++i) {\n\t\t\t\tlistItem = list.appendChild(document.createElement('li'));\n\t\t\t\tlistItemSpan = listItem.appendChild(document.createElement('span'));\n\t\t\t\tlistItemSpan.style.backgroundColor = datasets[0].backgroundColor[i];\n\t\t\t\tif (labels[i]) {\n\t\t\t\t\tlistItem.appendChild(document.createTextNode(labels[i]));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn list.outerHTML;\n\t},\n\tlegend: {\n\t\tlabels: {\n\t\t\tgenerateLabels: function(chart) {\n\t\t\t\tvar data = chart.data;\n\t\t\t\tif (data.labels.length && data.datasets.length) {\n\t\t\t\t\treturn data.labels.map(function(label, i) {\n\t\t\t\t\t\tvar meta = chart.getDatasetMeta(0);\n\t\t\t\t\t\tvar style = meta.controller.getStyle(i);\n\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\ttext: label,\n\t\t\t\t\t\t\tfillStyle: style.backgroundColor,\n\t\t\t\t\t\t\tstrokeStyle: style.borderColor,\n\t\t\t\t\t\t\tlineWidth: style.borderWidth,\n\t\t\t\t\t\t\thidden: isNaN(data.datasets[0].data[i]) || meta.data[i].hidden,\n\n\t\t\t\t\t\t\t// Extra data used for toggling the correct item\n\t\t\t\t\t\t\tindex: i\n\t\t\t\t\t\t};\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\treturn [];\n\t\t\t}\n\t\t},\n\n\t\tonClick: function(e, legendItem) {\n\t\t\tvar index = legendItem.index;\n\t\t\tvar chart = this.chart;\n\t\t\tvar i, ilen, meta;\n\n\t\t\tfor (i = 0, ilen = (chart.data.datasets || []).length; i < ilen; ++i) {\n\t\t\t\tmeta = chart.getDatasetMeta(i);\n\t\t\t\t// toggle visibility of index if exists\n\t\t\t\tif (meta.data[index]) {\n\t\t\t\t\tmeta.data[index].hidden = !meta.data[index].hidden;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tchart.update();\n\t\t}\n\t},\n\n\t// The percentage of the chart that we cut out of the middle.\n\tcutoutPercentage: 50,\n\n\t// The rotation of the chart, where the first data arc begins.\n\trotation: -HALF_PI$1,\n\n\t// The total circumference of the chart.\n\tcircumference: DOUBLE_PI$1,\n\n\t// Need to override these to give a nice default\n\ttooltips: {\n\t\tcallbacks: {\n\t\t\ttitle: function() {\n\t\t\t\treturn '';\n\t\t\t},\n\t\t\tlabel: function(tooltipItem, data) {\n\t\t\t\tvar dataLabel = data.labels[tooltipItem.index];\n\t\t\t\tvar value = ': ' + data.datasets[tooltipItem.datasetIndex].data[tooltipItem.index];\n\n\t\t\t\tif (helpers$1.isArray(dataLabel)) {\n\t\t\t\t\t// show value on first line of multiline label\n\t\t\t\t\t// need to clone because we are changing the value\n\t\t\t\t\tdataLabel = dataLabel.slice();\n\t\t\t\t\tdataLabel[0] += value;\n\t\t\t\t} else {\n\t\t\t\t\tdataLabel += value;\n\t\t\t\t}\n\n\t\t\t\treturn dataLabel;\n\t\t\t}\n\t\t}\n\t}\n});\n\nvar controller_doughnut = core_datasetController.extend({\n\n\tdataElementType: elements.Arc,\n\n\tlinkScales: helpers$1.noop,\n\n\t/**\n\t * @private\n\t */\n\t_dataElementOptions: [\n\t\t'backgroundColor',\n\t\t'borderColor',\n\t\t'borderWidth',\n\t\t'borderAlign',\n\t\t'hoverBackgroundColor',\n\t\t'hoverBorderColor',\n\t\t'hoverBorderWidth',\n\t],\n\n\t// Get index of the dataset in relation to the visible datasets. This allows determining the inner and outer radius correctly\n\tgetRingIndex: function(datasetIndex) {\n\t\tvar ringIndex = 0;\n\n\t\tfor (var j = 0; j < datasetIndex; ++j) {\n\t\t\tif (this.chart.isDatasetVisible(j)) {\n\t\t\t\t++ringIndex;\n\t\t\t}\n\t\t}\n\n\t\treturn ringIndex;\n\t},\n\n\tupdate: function(reset) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar chartArea = chart.chartArea;\n\t\tvar opts = chart.options;\n\t\tvar ratioX = 1;\n\t\tvar ratioY = 1;\n\t\tvar offsetX = 0;\n\t\tvar offsetY = 0;\n\t\tvar meta = me.getMeta();\n\t\tvar arcs = meta.data;\n\t\tvar cutout = opts.cutoutPercentage / 100 || 0;\n\t\tvar circumference = opts.circumference;\n\t\tvar chartWeight = me._getRingWeight(me.index);\n\t\tvar maxWidth, maxHeight, i, ilen;\n\n\t\t// If the chart's circumference isn't a full circle, calculate size as a ratio of the width/height of the arc\n\t\tif (circumference < DOUBLE_PI$1) {\n\t\t\tvar startAngle = opts.rotation % DOUBLE_PI$1;\n\t\t\tstartAngle += startAngle >= PI$1 ? -DOUBLE_PI$1 : startAngle < -PI$1 ? DOUBLE_PI$1 : 0;\n\t\t\tvar endAngle = startAngle + circumference;\n\t\t\tvar startX = Math.cos(startAngle);\n\t\t\tvar startY = Math.sin(startAngle);\n\t\t\tvar endX = Math.cos(endAngle);\n\t\t\tvar endY = Math.sin(endAngle);\n\t\t\tvar contains0 = (startAngle <= 0 && endAngle >= 0) || endAngle >= DOUBLE_PI$1;\n\t\t\tvar contains90 = (startAngle <= HALF_PI$1 && endAngle >= HALF_PI$1) || endAngle >= DOUBLE_PI$1 + HALF_PI$1;\n\t\t\tvar contains180 = startAngle === -PI$1 || endAngle >= PI$1;\n\t\t\tvar contains270 = (startAngle <= -HALF_PI$1 && endAngle >= -HALF_PI$1) || endAngle >= PI$1 + HALF_PI$1;\n\t\t\tvar minX = contains180 ? -1 : Math.min(startX, startX * cutout, endX, endX * cutout);\n\t\t\tvar minY = contains270 ? -1 : Math.min(startY, startY * cutout, endY, endY * cutout);\n\t\t\tvar maxX = contains0 ? 1 : Math.max(startX, startX * cutout, endX, endX * cutout);\n\t\t\tvar maxY = contains90 ? 1 : Math.max(startY, startY * cutout, endY, endY * cutout);\n\t\t\tratioX = (maxX - minX) / 2;\n\t\t\tratioY = (maxY - minY) / 2;\n\t\t\toffsetX = -(maxX + minX) / 2;\n\t\t\toffsetY = -(maxY + minY) / 2;\n\t\t}\n\n\t\tfor (i = 0, ilen = arcs.length; i < ilen; ++i) {\n\t\t\tarcs[i]._options = me._resolveDataElementOptions(arcs[i], i);\n\t\t}\n\n\t\tchart.borderWidth = me.getMaxBorderWidth();\n\t\tmaxWidth = (chartArea.right - chartArea.left - chart.borderWidth) / ratioX;\n\t\tmaxHeight = (chartArea.bottom - chartArea.top - chart.borderWidth) / ratioY;\n\t\tchart.outerRadius = Math.max(Math.min(maxWidth, maxHeight) / 2, 0);\n\t\tchart.innerRadius = Math.max(chart.outerRadius * cutout, 0);\n\t\tchart.radiusLength = (chart.outerRadius - chart.innerRadius) / (me._getVisibleDatasetWeightTotal() || 1);\n\t\tchart.offsetX = offsetX * chart.outerRadius;\n\t\tchart.offsetY = offsetY * chart.outerRadius;\n\n\t\tmeta.total = me.calculateTotal();\n\n\t\tme.outerRadius = chart.outerRadius - chart.radiusLength * me._getRingWeightOffset(me.index);\n\t\tme.innerRadius = Math.max(me.outerRadius - chart.radiusLength * chartWeight, 0);\n\n\t\tfor (i = 0, ilen = arcs.length; i < ilen; ++i) {\n\t\t\tme.updateElement(arcs[i], i, reset);\n\t\t}\n\t},\n\n\tupdateElement: function(arc, index, reset) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar chartArea = chart.chartArea;\n\t\tvar opts = chart.options;\n\t\tvar animationOpts = opts.animation;\n\t\tvar centerX = (chartArea.left + chartArea.right) / 2;\n\t\tvar centerY = (chartArea.top + chartArea.bottom) / 2;\n\t\tvar startAngle = opts.rotation; // non reset case handled later\n\t\tvar endAngle = opts.rotation; // non reset case handled later\n\t\tvar dataset = me.getDataset();\n\t\tvar circumference = reset && animationOpts.animateRotate ? 0 : arc.hidden ? 0 : me.calculateCircumference(dataset.data[index]) * (opts.circumference / DOUBLE_PI$1);\n\t\tvar innerRadius = reset && animationOpts.animateScale ? 0 : me.innerRadius;\n\t\tvar outerRadius = reset && animationOpts.animateScale ? 0 : me.outerRadius;\n\t\tvar options = arc._options || {};\n\n\t\thelpers$1.extend(arc, {\n\t\t\t// Utility\n\t\t\t_datasetIndex: me.index,\n\t\t\t_index: index,\n\n\t\t\t// Desired view properties\n\t\t\t_model: {\n\t\t\t\tbackgroundColor: options.backgroundColor,\n\t\t\t\tborderColor: options.borderColor,\n\t\t\t\tborderWidth: options.borderWidth,\n\t\t\t\tborderAlign: options.borderAlign,\n\t\t\t\tx: centerX + chart.offsetX,\n\t\t\t\ty: centerY + chart.offsetY,\n\t\t\t\tstartAngle: startAngle,\n\t\t\t\tendAngle: endAngle,\n\t\t\t\tcircumference: circumference,\n\t\t\t\touterRadius: outerRadius,\n\t\t\t\tinnerRadius: innerRadius,\n\t\t\t\tlabel: helpers$1.valueAtIndexOrDefault(dataset.label, index, chart.data.labels[index])\n\t\t\t}\n\t\t});\n\n\t\tvar model = arc._model;\n\n\t\t// Set correct angles if not resetting\n\t\tif (!reset || !animationOpts.animateRotate) {\n\t\t\tif (index === 0) {\n\t\t\t\tmodel.startAngle = opts.rotation;\n\t\t\t} else {\n\t\t\t\tmodel.startAngle = me.getMeta().data[index - 1]._model.endAngle;\n\t\t\t}\n\n\t\t\tmodel.endAngle = model.startAngle + model.circumference;\n\t\t}\n\n\t\tarc.pivot();\n\t},\n\n\tcalculateTotal: function() {\n\t\tvar dataset = this.getDataset();\n\t\tvar meta = this.getMeta();\n\t\tvar total = 0;\n\t\tvar value;\n\n\t\thelpers$1.each(meta.data, function(element, index) {\n\t\t\tvalue = dataset.data[index];\n\t\t\tif (!isNaN(value) && !element.hidden) {\n\t\t\t\ttotal += Math.abs(value);\n\t\t\t}\n\t\t});\n\n\t\t/* if (total === 0) {\n\t\t\ttotal = NaN;\n\t\t}*/\n\n\t\treturn total;\n\t},\n\n\tcalculateCircumference: function(value) {\n\t\tvar total = this.getMeta().total;\n\t\tif (total > 0 && !isNaN(value)) {\n\t\t\treturn DOUBLE_PI$1 * (Math.abs(value) / total);\n\t\t}\n\t\treturn 0;\n\t},\n\n\t// gets the max border or hover width to properly scale pie charts\n\tgetMaxBorderWidth: function(arcs) {\n\t\tvar me = this;\n\t\tvar max = 0;\n\t\tvar chart = me.chart;\n\t\tvar i, ilen, meta, arc, controller, options, borderWidth, hoverWidth;\n\n\t\tif (!arcs) {\n\t\t\t// Find the outmost visible dataset\n\t\t\tfor (i = 0, ilen = chart.data.datasets.length; i < ilen; ++i) {\n\t\t\t\tif (chart.isDatasetVisible(i)) {\n\t\t\t\t\tmeta = chart.getDatasetMeta(i);\n\t\t\t\t\tarcs = meta.data;\n\t\t\t\t\tif (i !== me.index) {\n\t\t\t\t\t\tcontroller = meta.controller;\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (!arcs) {\n\t\t\treturn 0;\n\t\t}\n\n\t\tfor (i = 0, ilen = arcs.length; i < ilen; ++i) {\n\t\t\tarc = arcs[i];\n\t\t\tif (controller) {\n\t\t\t\tcontroller._configure();\n\t\t\t\toptions = controller._resolveDataElementOptions(arc, i);\n\t\t\t} else {\n\t\t\t\toptions = arc._options;\n\t\t\t}\n\t\t\tif (options.borderAlign !== 'inner') {\n\t\t\t\tborderWidth = options.borderWidth;\n\t\t\t\thoverWidth = options.hoverBorderWidth;\n\n\t\t\t\tmax = borderWidth > max ? borderWidth : max;\n\t\t\t\tmax = hoverWidth > max ? hoverWidth : max;\n\t\t\t}\n\t\t}\n\t\treturn max;\n\t},\n\n\t/**\n\t * @protected\n\t */\n\tsetHoverStyle: function(arc) {\n\t\tvar model = arc._model;\n\t\tvar options = arc._options;\n\t\tvar getHoverColor = helpers$1.getHoverColor;\n\n\t\tarc.$previousStyle = {\n\t\t\tbackgroundColor: model.backgroundColor,\n\t\t\tborderColor: model.borderColor,\n\t\t\tborderWidth: model.borderWidth,\n\t\t};\n\n\t\tmodel.backgroundColor = valueOrDefault$5(options.hoverBackgroundColor, getHoverColor(options.backgroundColor));\n\t\tmodel.borderColor = valueOrDefault$5(options.hoverBorderColor, getHoverColor(options.borderColor));\n\t\tmodel.borderWidth = valueOrDefault$5(options.hoverBorderWidth, options.borderWidth);\n\t},\n\n\t/**\n\t * Get radius length offset of the dataset in relation to the visible datasets weights. This allows determining the inner and outer radius correctly\n\t * @private\n\t */\n\t_getRingWeightOffset: function(datasetIndex) {\n\t\tvar ringWeightOffset = 0;\n\n\t\tfor (var i = 0; i < datasetIndex; ++i) {\n\t\t\tif (this.chart.isDatasetVisible(i)) {\n\t\t\t\tringWeightOffset += this._getRingWeight(i);\n\t\t\t}\n\t\t}\n\n\t\treturn ringWeightOffset;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getRingWeight: function(dataSetIndex) {\n\t\treturn Math.max(valueOrDefault$5(this.chart.data.datasets[dataSetIndex].weight, 1), 0);\n\t},\n\n\t/**\n\t * Returns the sum of all visibile data set weights.  This value can be 0.\n\t * @private\n\t */\n\t_getVisibleDatasetWeightTotal: function() {\n\t\treturn this._getRingWeightOffset(this.chart.data.datasets.length);\n\t}\n});\n\ncore_defaults._set('horizontalBar', {\n\thover: {\n\t\tmode: 'index',\n\t\taxis: 'y'\n\t},\n\n\tscales: {\n\t\txAxes: [{\n\t\t\ttype: 'linear',\n\t\t\tposition: 'bottom'\n\t\t}],\n\n\t\tyAxes: [{\n\t\t\ttype: 'category',\n\t\t\tposition: 'left',\n\t\t\toffset: true,\n\t\t\tgridLines: {\n\t\t\t\toffsetGridLines: true\n\t\t\t}\n\t\t}]\n\t},\n\n\telements: {\n\t\trectangle: {\n\t\t\tborderSkipped: 'left'\n\t\t}\n\t},\n\n\ttooltips: {\n\t\tmode: 'index',\n\t\taxis: 'y'\n\t}\n});\n\ncore_defaults._set('global', {\n\tdatasets: {\n\t\thorizontalBar: {\n\t\t\tcategoryPercentage: 0.8,\n\t\t\tbarPercentage: 0.9\n\t\t}\n\t}\n});\n\nvar controller_horizontalBar = controller_bar.extend({\n\t/**\n\t * @private\n\t */\n\t_getValueScaleId: function() {\n\t\treturn this.getMeta().xAxisID;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getIndexScaleId: function() {\n\t\treturn this.getMeta().yAxisID;\n\t}\n});\n\nvar valueOrDefault$6 = helpers$1.valueOrDefault;\nvar resolve$2 = helpers$1.options.resolve;\nvar isPointInArea = helpers$1.canvas._isPointInArea;\n\ncore_defaults._set('line', {\n\tshowLines: true,\n\tspanGaps: false,\n\n\thover: {\n\t\tmode: 'label'\n\t},\n\n\tscales: {\n\t\txAxes: [{\n\t\t\ttype: 'category',\n\t\t\tid: 'x-axis-0'\n\t\t}],\n\t\tyAxes: [{\n\t\t\ttype: 'linear',\n\t\t\tid: 'y-axis-0'\n\t\t}]\n\t}\n});\n\nfunction scaleClip(scale, halfBorderWidth) {\n\tvar tickOpts = scale && scale.options.ticks || {};\n\tvar reverse = tickOpts.reverse;\n\tvar min = tickOpts.min === undefined ? halfBorderWidth : 0;\n\tvar max = tickOpts.max === undefined ? halfBorderWidth : 0;\n\treturn {\n\t\tstart: reverse ? max : min,\n\t\tend: reverse ? min : max\n\t};\n}\n\nfunction defaultClip(xScale, yScale, borderWidth) {\n\tvar halfBorderWidth = borderWidth / 2;\n\tvar x = scaleClip(xScale, halfBorderWidth);\n\tvar y = scaleClip(yScale, halfBorderWidth);\n\n\treturn {\n\t\ttop: y.end,\n\t\tright: x.end,\n\t\tbottom: y.start,\n\t\tleft: x.start\n\t};\n}\n\nfunction toClip(value) {\n\tvar t, r, b, l;\n\n\tif (helpers$1.isObject(value)) {\n\t\tt = value.top;\n\t\tr = value.right;\n\t\tb = value.bottom;\n\t\tl = value.left;\n\t} else {\n\t\tt = r = b = l = value;\n\t}\n\n\treturn {\n\t\ttop: t,\n\t\tright: r,\n\t\tbottom: b,\n\t\tleft: l\n\t};\n}\n\n\nvar controller_line = core_datasetController.extend({\n\n\tdatasetElementType: elements.Line,\n\n\tdataElementType: elements.Point,\n\n\t/**\n\t * @private\n\t */\n\t_datasetElementOptions: [\n\t\t'backgroundColor',\n\t\t'borderCapStyle',\n\t\t'borderColor',\n\t\t'borderDash',\n\t\t'borderDashOffset',\n\t\t'borderJoinStyle',\n\t\t'borderWidth',\n\t\t'cubicInterpolationMode',\n\t\t'fill'\n\t],\n\n\t/**\n\t * @private\n\t */\n\t_dataElementOptions: {\n\t\tbackgroundColor: 'pointBackgroundColor',\n\t\tborderColor: 'pointBorderColor',\n\t\tborderWidth: 'pointBorderWidth',\n\t\thitRadius: 'pointHitRadius',\n\t\thoverBackgroundColor: 'pointHoverBackgroundColor',\n\t\thoverBorderColor: 'pointHoverBorderColor',\n\t\thoverBorderWidth: 'pointHoverBorderWidth',\n\t\thoverRadius: 'pointHoverRadius',\n\t\tpointStyle: 'pointStyle',\n\t\tradius: 'pointRadius',\n\t\trotation: 'pointRotation'\n\t},\n\n\tupdate: function(reset) {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar line = meta.dataset;\n\t\tvar points = meta.data || [];\n\t\tvar options = me.chart.options;\n\t\tvar config = me._config;\n\t\tvar showLine = me._showLine = valueOrDefault$6(config.showLine, options.showLines);\n\t\tvar i, ilen;\n\n\t\tme._xScale = me.getScaleForId(meta.xAxisID);\n\t\tme._yScale = me.getScaleForId(meta.yAxisID);\n\n\t\t// Update Line\n\t\tif (showLine) {\n\t\t\t// Compatibility: If the properties are defined with only the old name, use those values\n\t\t\tif (config.tension !== undefined && config.lineTension === undefined) {\n\t\t\t\tconfig.lineTension = config.tension;\n\t\t\t}\n\n\t\t\t// Utility\n\t\t\tline._scale = me._yScale;\n\t\t\tline._datasetIndex = me.index;\n\t\t\t// Data\n\t\t\tline._children = points;\n\t\t\t// Model\n\t\t\tline._model = me._resolveDatasetElementOptions(line);\n\n\t\t\tline.pivot();\n\t\t}\n\n\t\t// Update Points\n\t\tfor (i = 0, ilen = points.length; i < ilen; ++i) {\n\t\t\tme.updateElement(points[i], i, reset);\n\t\t}\n\n\t\tif (showLine && line._model.tension !== 0) {\n\t\t\tme.updateBezierControlPoints();\n\t\t}\n\n\t\t// Now pivot the point for animation\n\t\tfor (i = 0, ilen = points.length; i < ilen; ++i) {\n\t\t\tpoints[i].pivot();\n\t\t}\n\t},\n\n\tupdateElement: function(point, index, reset) {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar custom = point.custom || {};\n\t\tvar dataset = me.getDataset();\n\t\tvar datasetIndex = me.index;\n\t\tvar value = dataset.data[index];\n\t\tvar xScale = me._xScale;\n\t\tvar yScale = me._yScale;\n\t\tvar lineModel = meta.dataset._model;\n\t\tvar x, y;\n\n\t\tvar options = me._resolveDataElementOptions(point, index);\n\n\t\tx = xScale.getPixelForValue(typeof value === 'object' ? value : NaN, index, datasetIndex);\n\t\ty = reset ? yScale.getBasePixel() : me.calculatePointY(value, index, datasetIndex);\n\n\t\t// Utility\n\t\tpoint._xScale = xScale;\n\t\tpoint._yScale = yScale;\n\t\tpoint._options = options;\n\t\tpoint._datasetIndex = datasetIndex;\n\t\tpoint._index = index;\n\n\t\t// Desired view properties\n\t\tpoint._model = {\n\t\t\tx: x,\n\t\t\ty: y,\n\t\t\tskip: custom.skip || isNaN(x) || isNaN(y),\n\t\t\t// Appearance\n\t\t\tradius: options.radius,\n\t\t\tpointStyle: options.pointStyle,\n\t\t\trotation: options.rotation,\n\t\t\tbackgroundColor: options.backgroundColor,\n\t\t\tborderColor: options.borderColor,\n\t\t\tborderWidth: options.borderWidth,\n\t\t\ttension: valueOrDefault$6(custom.tension, lineModel ? lineModel.tension : 0),\n\t\t\tsteppedLine: lineModel ? lineModel.steppedLine : false,\n\t\t\t// Tooltip\n\t\t\thitRadius: options.hitRadius\n\t\t};\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_resolveDatasetElementOptions: function(element) {\n\t\tvar me = this;\n\t\tvar config = me._config;\n\t\tvar custom = element.custom || {};\n\t\tvar options = me.chart.options;\n\t\tvar lineOptions = options.elements.line;\n\t\tvar values = core_datasetController.prototype._resolveDatasetElementOptions.apply(me, arguments);\n\n\t\t// The default behavior of lines is to break at null values, according\n\t\t// to https://github.com/chartjs/Chart.js/issues/2435#issuecomment-216718158\n\t\t// This option gives lines the ability to span gaps\n\t\tvalues.spanGaps = valueOrDefault$6(config.spanGaps, options.spanGaps);\n\t\tvalues.tension = valueOrDefault$6(config.lineTension, lineOptions.tension);\n\t\tvalues.steppedLine = resolve$2([custom.steppedLine, config.steppedLine, lineOptions.stepped]);\n\t\tvalues.clip = toClip(valueOrDefault$6(config.clip, defaultClip(me._xScale, me._yScale, values.borderWidth)));\n\n\t\treturn values;\n\t},\n\n\tcalculatePointY: function(value, index, datasetIndex) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar yScale = me._yScale;\n\t\tvar sumPos = 0;\n\t\tvar sumNeg = 0;\n\t\tvar i, ds, dsMeta, stackedRightValue, rightValue, metasets, ilen;\n\n\t\tif (yScale.options.stacked) {\n\t\t\trightValue = +yScale.getRightValue(value);\n\t\t\tmetasets = chart._getSortedVisibleDatasetMetas();\n\t\t\tilen = metasets.length;\n\n\t\t\tfor (i = 0; i < ilen; ++i) {\n\t\t\t\tdsMeta = metasets[i];\n\t\t\t\tif (dsMeta.index === datasetIndex) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tds = chart.data.datasets[dsMeta.index];\n\t\t\t\tif (dsMeta.type === 'line' && dsMeta.yAxisID === yScale.id) {\n\t\t\t\t\tstackedRightValue = +yScale.getRightValue(ds.data[index]);\n\t\t\t\t\tif (stackedRightValue < 0) {\n\t\t\t\t\t\tsumNeg += stackedRightValue || 0;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tsumPos += stackedRightValue || 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (rightValue < 0) {\n\t\t\t\treturn yScale.getPixelForValue(sumNeg + rightValue);\n\t\t\t}\n\t\t\treturn yScale.getPixelForValue(sumPos + rightValue);\n\t\t}\n\t\treturn yScale.getPixelForValue(value);\n\t},\n\n\tupdateBezierControlPoints: function() {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar meta = me.getMeta();\n\t\tvar lineModel = meta.dataset._model;\n\t\tvar area = chart.chartArea;\n\t\tvar points = meta.data || [];\n\t\tvar i, ilen, model, controlPoints;\n\n\t\t// Only consider points that are drawn in case the spanGaps option is used\n\t\tif (lineModel.spanGaps) {\n\t\t\tpoints = points.filter(function(pt) {\n\t\t\t\treturn !pt._model.skip;\n\t\t\t});\n\t\t}\n\n\t\tfunction capControlPoint(pt, min, max) {\n\t\t\treturn Math.max(Math.min(pt, max), min);\n\t\t}\n\n\t\tif (lineModel.cubicInterpolationMode === 'monotone') {\n\t\t\thelpers$1.splineCurveMonotone(points);\n\t\t} else {\n\t\t\tfor (i = 0, ilen = points.length; i < ilen; ++i) {\n\t\t\t\tmodel = points[i]._model;\n\t\t\t\tcontrolPoints = helpers$1.splineCurve(\n\t\t\t\t\thelpers$1.previousItem(points, i)._model,\n\t\t\t\t\tmodel,\n\t\t\t\t\thelpers$1.nextItem(points, i)._model,\n\t\t\t\t\tlineModel.tension\n\t\t\t\t);\n\t\t\t\tmodel.controlPointPreviousX = controlPoints.previous.x;\n\t\t\t\tmodel.controlPointPreviousY = controlPoints.previous.y;\n\t\t\t\tmodel.controlPointNextX = controlPoints.next.x;\n\t\t\t\tmodel.controlPointNextY = controlPoints.next.y;\n\t\t\t}\n\t\t}\n\n\t\tif (chart.options.elements.line.capBezierPoints) {\n\t\t\tfor (i = 0, ilen = points.length; i < ilen; ++i) {\n\t\t\t\tmodel = points[i]._model;\n\t\t\t\tif (isPointInArea(model, area)) {\n\t\t\t\t\tif (i > 0 && isPointInArea(points[i - 1]._model, area)) {\n\t\t\t\t\t\tmodel.controlPointPreviousX = capControlPoint(model.controlPointPreviousX, area.left, area.right);\n\t\t\t\t\t\tmodel.controlPointPreviousY = capControlPoint(model.controlPointPreviousY, area.top, area.bottom);\n\t\t\t\t\t}\n\t\t\t\t\tif (i < points.length - 1 && isPointInArea(points[i + 1]._model, area)) {\n\t\t\t\t\t\tmodel.controlPointNextX = capControlPoint(model.controlPointNextX, area.left, area.right);\n\t\t\t\t\t\tmodel.controlPointNextY = capControlPoint(model.controlPointNextY, area.top, area.bottom);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t},\n\n\tdraw: function() {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar meta = me.getMeta();\n\t\tvar points = meta.data || [];\n\t\tvar area = chart.chartArea;\n\t\tvar canvas = chart.canvas;\n\t\tvar i = 0;\n\t\tvar ilen = points.length;\n\t\tvar clip;\n\n\t\tif (me._showLine) {\n\t\t\tclip = meta.dataset._model.clip;\n\n\t\t\thelpers$1.canvas.clipArea(chart.ctx, {\n\t\t\t\tleft: clip.left === false ? 0 : area.left - clip.left,\n\t\t\t\tright: clip.right === false ? canvas.width : area.right + clip.right,\n\t\t\t\ttop: clip.top === false ? 0 : area.top - clip.top,\n\t\t\t\tbottom: clip.bottom === false ? canvas.height : area.bottom + clip.bottom\n\t\t\t});\n\n\t\t\tmeta.dataset.draw();\n\n\t\t\thelpers$1.canvas.unclipArea(chart.ctx);\n\t\t}\n\n\t\t// Draw the points\n\t\tfor (; i < ilen; ++i) {\n\t\t\tpoints[i].draw(area);\n\t\t}\n\t},\n\n\t/**\n\t * @protected\n\t */\n\tsetHoverStyle: function(point) {\n\t\tvar model = point._model;\n\t\tvar options = point._options;\n\t\tvar getHoverColor = helpers$1.getHoverColor;\n\n\t\tpoint.$previousStyle = {\n\t\t\tbackgroundColor: model.backgroundColor,\n\t\t\tborderColor: model.borderColor,\n\t\t\tborderWidth: model.borderWidth,\n\t\t\tradius: model.radius\n\t\t};\n\n\t\tmodel.backgroundColor = valueOrDefault$6(options.hoverBackgroundColor, getHoverColor(options.backgroundColor));\n\t\tmodel.borderColor = valueOrDefault$6(options.hoverBorderColor, getHoverColor(options.borderColor));\n\t\tmodel.borderWidth = valueOrDefault$6(options.hoverBorderWidth, options.borderWidth);\n\t\tmodel.radius = valueOrDefault$6(options.hoverRadius, options.radius);\n\t},\n});\n\nvar resolve$3 = helpers$1.options.resolve;\n\ncore_defaults._set('polarArea', {\n\tscale: {\n\t\ttype: 'radialLinear',\n\t\tangleLines: {\n\t\t\tdisplay: false\n\t\t},\n\t\tgridLines: {\n\t\t\tcircular: true\n\t\t},\n\t\tpointLabels: {\n\t\t\tdisplay: false\n\t\t},\n\t\tticks: {\n\t\t\tbeginAtZero: true\n\t\t}\n\t},\n\n\t// Boolean - Whether to animate the rotation of the chart\n\tanimation: {\n\t\tanimateRotate: true,\n\t\tanimateScale: true\n\t},\n\n\tstartAngle: -0.5 * Math.PI,\n\tlegendCallback: function(chart) {\n\t\tvar list = document.createElement('ul');\n\t\tvar data = chart.data;\n\t\tvar datasets = data.datasets;\n\t\tvar labels = data.labels;\n\t\tvar i, ilen, listItem, listItemSpan;\n\n\t\tlist.setAttribute('class', chart.id + '-legend');\n\t\tif (datasets.length) {\n\t\t\tfor (i = 0, ilen = datasets[0].data.length; i < ilen; ++i) {\n\t\t\t\tlistItem = list.appendChild(document.createElement('li'));\n\t\t\t\tlistItemSpan = listItem.appendChild(document.createElement('span'));\n\t\t\t\tlistItemSpan.style.backgroundColor = datasets[0].backgroundColor[i];\n\t\t\t\tif (labels[i]) {\n\t\t\t\t\tlistItem.appendChild(document.createTextNode(labels[i]));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn list.outerHTML;\n\t},\n\tlegend: {\n\t\tlabels: {\n\t\t\tgenerateLabels: function(chart) {\n\t\t\t\tvar data = chart.data;\n\t\t\t\tif (data.labels.length && data.datasets.length) {\n\t\t\t\t\treturn data.labels.map(function(label, i) {\n\t\t\t\t\t\tvar meta = chart.getDatasetMeta(0);\n\t\t\t\t\t\tvar style = meta.controller.getStyle(i);\n\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\ttext: label,\n\t\t\t\t\t\t\tfillStyle: style.backgroundColor,\n\t\t\t\t\t\t\tstrokeStyle: style.borderColor,\n\t\t\t\t\t\t\tlineWidth: style.borderWidth,\n\t\t\t\t\t\t\thidden: isNaN(data.datasets[0].data[i]) || meta.data[i].hidden,\n\n\t\t\t\t\t\t\t// Extra data used for toggling the correct item\n\t\t\t\t\t\t\tindex: i\n\t\t\t\t\t\t};\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\treturn [];\n\t\t\t}\n\t\t},\n\n\t\tonClick: function(e, legendItem) {\n\t\t\tvar index = legendItem.index;\n\t\t\tvar chart = this.chart;\n\t\t\tvar i, ilen, meta;\n\n\t\t\tfor (i = 0, ilen = (chart.data.datasets || []).length; i < ilen; ++i) {\n\t\t\t\tmeta = chart.getDatasetMeta(i);\n\t\t\t\tmeta.data[index].hidden = !meta.data[index].hidden;\n\t\t\t}\n\n\t\t\tchart.update();\n\t\t}\n\t},\n\n\t// Need to override these to give a nice default\n\ttooltips: {\n\t\tcallbacks: {\n\t\t\ttitle: function() {\n\t\t\t\treturn '';\n\t\t\t},\n\t\t\tlabel: function(item, data) {\n\t\t\t\treturn data.labels[item.index] + ': ' + item.yLabel;\n\t\t\t}\n\t\t}\n\t}\n});\n\nvar controller_polarArea = core_datasetController.extend({\n\n\tdataElementType: elements.Arc,\n\n\tlinkScales: helpers$1.noop,\n\n\t/**\n\t * @private\n\t */\n\t_dataElementOptions: [\n\t\t'backgroundColor',\n\t\t'borderColor',\n\t\t'borderWidth',\n\t\t'borderAlign',\n\t\t'hoverBackgroundColor',\n\t\t'hoverBorderColor',\n\t\t'hoverBorderWidth',\n\t],\n\n\t/**\n\t * @private\n\t */\n\t_getIndexScaleId: function() {\n\t\treturn this.chart.scale.id;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getValueScaleId: function() {\n\t\treturn this.chart.scale.id;\n\t},\n\n\tupdate: function(reset) {\n\t\tvar me = this;\n\t\tvar dataset = me.getDataset();\n\t\tvar meta = me.getMeta();\n\t\tvar start = me.chart.options.startAngle || 0;\n\t\tvar starts = me._starts = [];\n\t\tvar angles = me._angles = [];\n\t\tvar arcs = meta.data;\n\t\tvar i, ilen, angle;\n\n\t\tme._updateRadius();\n\n\t\tmeta.count = me.countVisibleElements();\n\n\t\tfor (i = 0, ilen = dataset.data.length; i < ilen; i++) {\n\t\t\tstarts[i] = start;\n\t\t\tangle = me._computeAngle(i);\n\t\t\tangles[i] = angle;\n\t\t\tstart += angle;\n\t\t}\n\n\t\tfor (i = 0, ilen = arcs.length; i < ilen; ++i) {\n\t\t\tarcs[i]._options = me._resolveDataElementOptions(arcs[i], i);\n\t\t\tme.updateElement(arcs[i], i, reset);\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_updateRadius: function() {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar chartArea = chart.chartArea;\n\t\tvar opts = chart.options;\n\t\tvar minSize = Math.min(chartArea.right - chartArea.left, chartArea.bottom - chartArea.top);\n\n\t\tchart.outerRadius = Math.max(minSize / 2, 0);\n\t\tchart.innerRadius = Math.max(opts.cutoutPercentage ? (chart.outerRadius / 100) * (opts.cutoutPercentage) : 1, 0);\n\t\tchart.radiusLength = (chart.outerRadius - chart.innerRadius) / chart.getVisibleDatasetCount();\n\n\t\tme.outerRadius = chart.outerRadius - (chart.radiusLength * me.index);\n\t\tme.innerRadius = me.outerRadius - chart.radiusLength;\n\t},\n\n\tupdateElement: function(arc, index, reset) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar dataset = me.getDataset();\n\t\tvar opts = chart.options;\n\t\tvar animationOpts = opts.animation;\n\t\tvar scale = chart.scale;\n\t\tvar labels = chart.data.labels;\n\n\t\tvar centerX = scale.xCenter;\n\t\tvar centerY = scale.yCenter;\n\n\t\t// var negHalfPI = -0.5 * Math.PI;\n\t\tvar datasetStartAngle = opts.startAngle;\n\t\tvar distance = arc.hidden ? 0 : scale.getDistanceFromCenterForValue(dataset.data[index]);\n\t\tvar startAngle = me._starts[index];\n\t\tvar endAngle = startAngle + (arc.hidden ? 0 : me._angles[index]);\n\n\t\tvar resetRadius = animationOpts.animateScale ? 0 : scale.getDistanceFromCenterForValue(dataset.data[index]);\n\t\tvar options = arc._options || {};\n\n\t\thelpers$1.extend(arc, {\n\t\t\t// Utility\n\t\t\t_datasetIndex: me.index,\n\t\t\t_index: index,\n\t\t\t_scale: scale,\n\n\t\t\t// Desired view properties\n\t\t\t_model: {\n\t\t\t\tbackgroundColor: options.backgroundColor,\n\t\t\t\tborderColor: options.borderColor,\n\t\t\t\tborderWidth: options.borderWidth,\n\t\t\t\tborderAlign: options.borderAlign,\n\t\t\t\tx: centerX,\n\t\t\t\ty: centerY,\n\t\t\t\tinnerRadius: 0,\n\t\t\t\touterRadius: reset ? resetRadius : distance,\n\t\t\t\tstartAngle: reset && animationOpts.animateRotate ? datasetStartAngle : startAngle,\n\t\t\t\tendAngle: reset && animationOpts.animateRotate ? datasetStartAngle : endAngle,\n\t\t\t\tlabel: helpers$1.valueAtIndexOrDefault(labels, index, labels[index])\n\t\t\t}\n\t\t});\n\n\t\tarc.pivot();\n\t},\n\n\tcountVisibleElements: function() {\n\t\tvar dataset = this.getDataset();\n\t\tvar meta = this.getMeta();\n\t\tvar count = 0;\n\n\t\thelpers$1.each(meta.data, function(element, index) {\n\t\t\tif (!isNaN(dataset.data[index]) && !element.hidden) {\n\t\t\t\tcount++;\n\t\t\t}\n\t\t});\n\n\t\treturn count;\n\t},\n\n\t/**\n\t * @protected\n\t */\n\tsetHoverStyle: function(arc) {\n\t\tvar model = arc._model;\n\t\tvar options = arc._options;\n\t\tvar getHoverColor = helpers$1.getHoverColor;\n\t\tvar valueOrDefault = helpers$1.valueOrDefault;\n\n\t\tarc.$previousStyle = {\n\t\t\tbackgroundColor: model.backgroundColor,\n\t\t\tborderColor: model.borderColor,\n\t\t\tborderWidth: model.borderWidth,\n\t\t};\n\n\t\tmodel.backgroundColor = valueOrDefault(options.hoverBackgroundColor, getHoverColor(options.backgroundColor));\n\t\tmodel.borderColor = valueOrDefault(options.hoverBorderColor, getHoverColor(options.borderColor));\n\t\tmodel.borderWidth = valueOrDefault(options.hoverBorderWidth, options.borderWidth);\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_computeAngle: function(index) {\n\t\tvar me = this;\n\t\tvar count = this.getMeta().count;\n\t\tvar dataset = me.getDataset();\n\t\tvar meta = me.getMeta();\n\n\t\tif (isNaN(dataset.data[index]) || meta.data[index].hidden) {\n\t\t\treturn 0;\n\t\t}\n\n\t\t// Scriptable options\n\t\tvar context = {\n\t\t\tchart: me.chart,\n\t\t\tdataIndex: index,\n\t\t\tdataset: dataset,\n\t\t\tdatasetIndex: me.index\n\t\t};\n\n\t\treturn resolve$3([\n\t\t\tme.chart.options.elements.arc.angle,\n\t\t\t(2 * Math.PI) / count\n\t\t], context, index);\n\t}\n});\n\ncore_defaults._set('pie', helpers$1.clone(core_defaults.doughnut));\ncore_defaults._set('pie', {\n\tcutoutPercentage: 0\n});\n\n// Pie charts are Doughnut chart with different defaults\nvar controller_pie = controller_doughnut;\n\nvar valueOrDefault$7 = helpers$1.valueOrDefault;\n\ncore_defaults._set('radar', {\n\tspanGaps: false,\n\tscale: {\n\t\ttype: 'radialLinear'\n\t},\n\telements: {\n\t\tline: {\n\t\t\tfill: 'start',\n\t\t\ttension: 0 // no bezier in radar\n\t\t}\n\t}\n});\n\nvar controller_radar = core_datasetController.extend({\n\tdatasetElementType: elements.Line,\n\n\tdataElementType: elements.Point,\n\n\tlinkScales: helpers$1.noop,\n\n\t/**\n\t * @private\n\t */\n\t_datasetElementOptions: [\n\t\t'backgroundColor',\n\t\t'borderWidth',\n\t\t'borderColor',\n\t\t'borderCapStyle',\n\t\t'borderDash',\n\t\t'borderDashOffset',\n\t\t'borderJoinStyle',\n\t\t'fill'\n\t],\n\n\t/**\n\t * @private\n\t */\n\t_dataElementOptions: {\n\t\tbackgroundColor: 'pointBackgroundColor',\n\t\tborderColor: 'pointBorderColor',\n\t\tborderWidth: 'pointBorderWidth',\n\t\thitRadius: 'pointHitRadius',\n\t\thoverBackgroundColor: 'pointHoverBackgroundColor',\n\t\thoverBorderColor: 'pointHoverBorderColor',\n\t\thoverBorderWidth: 'pointHoverBorderWidth',\n\t\thoverRadius: 'pointHoverRadius',\n\t\tpointStyle: 'pointStyle',\n\t\tradius: 'pointRadius',\n\t\trotation: 'pointRotation'\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getIndexScaleId: function() {\n\t\treturn this.chart.scale.id;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getValueScaleId: function() {\n\t\treturn this.chart.scale.id;\n\t},\n\n\tupdate: function(reset) {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar line = meta.dataset;\n\t\tvar points = meta.data || [];\n\t\tvar scale = me.chart.scale;\n\t\tvar config = me._config;\n\t\tvar i, ilen;\n\n\t\t// Compatibility: If the properties are defined with only the old name, use those values\n\t\tif (config.tension !== undefined && config.lineTension === undefined) {\n\t\t\tconfig.lineTension = config.tension;\n\t\t}\n\n\t\t// Utility\n\t\tline._scale = scale;\n\t\tline._datasetIndex = me.index;\n\t\t// Data\n\t\tline._children = points;\n\t\tline._loop = true;\n\t\t// Model\n\t\tline._model = me._resolveDatasetElementOptions(line);\n\n\t\tline.pivot();\n\n\t\t// Update Points\n\t\tfor (i = 0, ilen = points.length; i < ilen; ++i) {\n\t\t\tme.updateElement(points[i], i, reset);\n\t\t}\n\n\t\t// Update bezier control points\n\t\tme.updateBezierControlPoints();\n\n\t\t// Now pivot the point for animation\n\t\tfor (i = 0, ilen = points.length; i < ilen; ++i) {\n\t\t\tpoints[i].pivot();\n\t\t}\n\t},\n\n\tupdateElement: function(point, index, reset) {\n\t\tvar me = this;\n\t\tvar custom = point.custom || {};\n\t\tvar dataset = me.getDataset();\n\t\tvar scale = me.chart.scale;\n\t\tvar pointPosition = scale.getPointPositionForValue(index, dataset.data[index]);\n\t\tvar options = me._resolveDataElementOptions(point, index);\n\t\tvar lineModel = me.getMeta().dataset._model;\n\t\tvar x = reset ? scale.xCenter : pointPosition.x;\n\t\tvar y = reset ? scale.yCenter : pointPosition.y;\n\n\t\t// Utility\n\t\tpoint._scale = scale;\n\t\tpoint._options = options;\n\t\tpoint._datasetIndex = me.index;\n\t\tpoint._index = index;\n\n\t\t// Desired view properties\n\t\tpoint._model = {\n\t\t\tx: x, // value not used in dataset scale, but we want a consistent API between scales\n\t\t\ty: y,\n\t\t\tskip: custom.skip || isNaN(x) || isNaN(y),\n\t\t\t// Appearance\n\t\t\tradius: options.radius,\n\t\t\tpointStyle: options.pointStyle,\n\t\t\trotation: options.rotation,\n\t\t\tbackgroundColor: options.backgroundColor,\n\t\t\tborderColor: options.borderColor,\n\t\t\tborderWidth: options.borderWidth,\n\t\t\ttension: valueOrDefault$7(custom.tension, lineModel ? lineModel.tension : 0),\n\n\t\t\t// Tooltip\n\t\t\thitRadius: options.hitRadius\n\t\t};\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_resolveDatasetElementOptions: function() {\n\t\tvar me = this;\n\t\tvar config = me._config;\n\t\tvar options = me.chart.options;\n\t\tvar values = core_datasetController.prototype._resolveDatasetElementOptions.apply(me, arguments);\n\n\t\tvalues.spanGaps = valueOrDefault$7(config.spanGaps, options.spanGaps);\n\t\tvalues.tension = valueOrDefault$7(config.lineTension, options.elements.line.tension);\n\n\t\treturn values;\n\t},\n\n\tupdateBezierControlPoints: function() {\n\t\tvar me = this;\n\t\tvar meta = me.getMeta();\n\t\tvar area = me.chart.chartArea;\n\t\tvar points = meta.data || [];\n\t\tvar i, ilen, model, controlPoints;\n\n\t\t// Only consider points that are drawn in case the spanGaps option is used\n\t\tif (meta.dataset._model.spanGaps) {\n\t\t\tpoints = points.filter(function(pt) {\n\t\t\t\treturn !pt._model.skip;\n\t\t\t});\n\t\t}\n\n\t\tfunction capControlPoint(pt, min, max) {\n\t\t\treturn Math.max(Math.min(pt, max), min);\n\t\t}\n\n\t\tfor (i = 0, ilen = points.length; i < ilen; ++i) {\n\t\t\tmodel = points[i]._model;\n\t\t\tcontrolPoints = helpers$1.splineCurve(\n\t\t\t\thelpers$1.previousItem(points, i, true)._model,\n\t\t\t\tmodel,\n\t\t\t\thelpers$1.nextItem(points, i, true)._model,\n\t\t\t\tmodel.tension\n\t\t\t);\n\n\t\t\t// Prevent the bezier going outside of the bounds of the graph\n\t\t\tmodel.controlPointPreviousX = capControlPoint(controlPoints.previous.x, area.left, area.right);\n\t\t\tmodel.controlPointPreviousY = capControlPoint(controlPoints.previous.y, area.top, area.bottom);\n\t\t\tmodel.controlPointNextX = capControlPoint(controlPoints.next.x, area.left, area.right);\n\t\t\tmodel.controlPointNextY = capControlPoint(controlPoints.next.y, area.top, area.bottom);\n\t\t}\n\t},\n\n\tsetHoverStyle: function(point) {\n\t\tvar model = point._model;\n\t\tvar options = point._options;\n\t\tvar getHoverColor = helpers$1.getHoverColor;\n\n\t\tpoint.$previousStyle = {\n\t\t\tbackgroundColor: model.backgroundColor,\n\t\t\tborderColor: model.borderColor,\n\t\t\tborderWidth: model.borderWidth,\n\t\t\tradius: model.radius\n\t\t};\n\n\t\tmodel.backgroundColor = valueOrDefault$7(options.hoverBackgroundColor, getHoverColor(options.backgroundColor));\n\t\tmodel.borderColor = valueOrDefault$7(options.hoverBorderColor, getHoverColor(options.borderColor));\n\t\tmodel.borderWidth = valueOrDefault$7(options.hoverBorderWidth, options.borderWidth);\n\t\tmodel.radius = valueOrDefault$7(options.hoverRadius, options.radius);\n\t}\n});\n\ncore_defaults._set('scatter', {\n\thover: {\n\t\tmode: 'single'\n\t},\n\n\tscales: {\n\t\txAxes: [{\n\t\t\tid: 'x-axis-1',    // need an ID so datasets can reference the scale\n\t\t\ttype: 'linear',    // scatter should not use a category axis\n\t\t\tposition: 'bottom'\n\t\t}],\n\t\tyAxes: [{\n\t\t\tid: 'y-axis-1',\n\t\t\ttype: 'linear',\n\t\t\tposition: 'left'\n\t\t}]\n\t},\n\n\ttooltips: {\n\t\tcallbacks: {\n\t\t\ttitle: function() {\n\t\t\t\treturn '';     // doesn't make sense for scatter since data are formatted as a point\n\t\t\t},\n\t\t\tlabel: function(item) {\n\t\t\t\treturn '(' + item.xLabel + ', ' + item.yLabel + ')';\n\t\t\t}\n\t\t}\n\t}\n});\n\ncore_defaults._set('global', {\n\tdatasets: {\n\t\tscatter: {\n\t\t\tshowLine: false\n\t\t}\n\t}\n});\n\n// Scatter charts use line controllers\nvar controller_scatter = controller_line;\n\n// NOTE export a map in which the key represents the controller type, not\n// the class, and so must be CamelCase in order to be correctly retrieved\n// by the controller in core.controller.js (`controllers[meta.type]`).\n\nvar controllers = {\n\tbar: controller_bar,\n\tbubble: controller_bubble,\n\tdoughnut: controller_doughnut,\n\thorizontalBar: controller_horizontalBar,\n\tline: controller_line,\n\tpolarArea: controller_polarArea,\n\tpie: controller_pie,\n\tradar: controller_radar,\n\tscatter: controller_scatter\n};\n\n/**\n * Helper function to get relative position for an event\n * @param {Event|IEvent} event - The event to get the position for\n * @param {Chart} chart - The chart\n * @returns {object} the event position\n */\nfunction getRelativePosition(e, chart) {\n\tif (e.native) {\n\t\treturn {\n\t\t\tx: e.x,\n\t\t\ty: e.y\n\t\t};\n\t}\n\n\treturn helpers$1.getRelativePosition(e, chart);\n}\n\n/**\n * Helper function to traverse all of the visible elements in the chart\n * @param {Chart} chart - the chart\n * @param {function} handler - the callback to execute for each visible item\n */\nfunction parseVisibleItems(chart, handler) {\n\tvar metasets = chart._getSortedVisibleDatasetMetas();\n\tvar metadata, i, j, ilen, jlen, element;\n\n\tfor (i = 0, ilen = metasets.length; i < ilen; ++i) {\n\t\tmetadata = metasets[i].data;\n\t\tfor (j = 0, jlen = metadata.length; j < jlen; ++j) {\n\t\t\telement = metadata[j];\n\t\t\tif (!element._view.skip) {\n\t\t\t\thandler(element);\n\t\t\t}\n\t\t}\n\t}\n}\n\n/**\n * Helper function to get the items that intersect the event position\n * @param {ChartElement[]} items - elements to filter\n * @param {object} position - the point to be nearest to\n * @return {ChartElement[]} the nearest items\n */\nfunction getIntersectItems(chart, position) {\n\tvar elements = [];\n\n\tparseVisibleItems(chart, function(element) {\n\t\tif (element.inRange(position.x, position.y)) {\n\t\t\telements.push(element);\n\t\t}\n\t});\n\n\treturn elements;\n}\n\n/**\n * Helper function to get the items nearest to the event position considering all visible items in teh chart\n * @param {Chart} chart - the chart to look at elements from\n * @param {object} position - the point to be nearest to\n * @param {boolean} intersect - if true, only consider items that intersect the position\n * @param {function} distanceMetric - function to provide the distance between points\n * @return {ChartElement[]} the nearest items\n */\nfunction getNearestItems(chart, position, intersect, distanceMetric) {\n\tvar minDistance = Number.POSITIVE_INFINITY;\n\tvar nearestItems = [];\n\n\tparseVisibleItems(chart, function(element) {\n\t\tif (intersect && !element.inRange(position.x, position.y)) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar center = element.getCenterPoint();\n\t\tvar distance = distanceMetric(position, center);\n\t\tif (distance < minDistance) {\n\t\t\tnearestItems = [element];\n\t\t\tminDistance = distance;\n\t\t} else if (distance === minDistance) {\n\t\t\t// Can have multiple items at the same distance in which case we sort by size\n\t\t\tnearestItems.push(element);\n\t\t}\n\t});\n\n\treturn nearestItems;\n}\n\n/**\n * Get a distance metric function for two points based on the\n * axis mode setting\n * @param {string} axis - the axis mode. x|y|xy\n */\nfunction getDistanceMetricForAxis(axis) {\n\tvar useX = axis.indexOf('x') !== -1;\n\tvar useY = axis.indexOf('y') !== -1;\n\n\treturn function(pt1, pt2) {\n\t\tvar deltaX = useX ? Math.abs(pt1.x - pt2.x) : 0;\n\t\tvar deltaY = useY ? Math.abs(pt1.y - pt2.y) : 0;\n\t\treturn Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, 2));\n\t};\n}\n\nfunction indexMode(chart, e, options) {\n\tvar position = getRelativePosition(e, chart);\n\t// Default axis for index mode is 'x' to match old behaviour\n\toptions.axis = options.axis || 'x';\n\tvar distanceMetric = getDistanceMetricForAxis(options.axis);\n\tvar items = options.intersect ? getIntersectItems(chart, position) : getNearestItems(chart, position, false, distanceMetric);\n\tvar elements = [];\n\n\tif (!items.length) {\n\t\treturn [];\n\t}\n\n\tchart._getSortedVisibleDatasetMetas().forEach(function(meta) {\n\t\tvar element = meta.data[items[0]._index];\n\n\t\t// don't count items that are skipped (null data)\n\t\tif (element && !element._view.skip) {\n\t\t\telements.push(element);\n\t\t}\n\t});\n\n\treturn elements;\n}\n\n/**\n * @interface IInteractionOptions\n */\n/**\n * If true, only consider items that intersect the point\n * @name IInterfaceOptions#boolean\n * @type Boolean\n */\n\n/**\n * Contains interaction related functions\n * @namespace Chart.Interaction\n */\nvar core_interaction = {\n\t// Helper function for different modes\n\tmodes: {\n\t\tsingle: function(chart, e) {\n\t\t\tvar position = getRelativePosition(e, chart);\n\t\t\tvar elements = [];\n\n\t\t\tparseVisibleItems(chart, function(element) {\n\t\t\t\tif (element.inRange(position.x, position.y)) {\n\t\t\t\t\telements.push(element);\n\t\t\t\t\treturn elements;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\treturn elements.slice(0, 1);\n\t\t},\n\n\t\t/**\n\t\t * @function Chart.Interaction.modes.label\n\t\t * @deprecated since version 2.4.0\n\t\t * @todo remove at version 3\n\t\t * @private\n\t\t */\n\t\tlabel: indexMode,\n\n\t\t/**\n\t\t * Returns items at the same index. If the options.intersect parameter is true, we only return items if we intersect something\n\t\t * If the options.intersect mode is false, we find the nearest item and return the items at the same index as that item\n\t\t * @function Chart.Interaction.modes.index\n\t\t * @since v2.4.0\n\t\t * @param {Chart} chart - the chart we are returning items from\n\t\t * @param {Event} e - the event we are find things at\n\t\t * @param {IInteractionOptions} options - options to use during interaction\n\t\t * @return {Chart.Element[]} Array of elements that are under the point. If none are found, an empty array is returned\n\t\t */\n\t\tindex: indexMode,\n\n\t\t/**\n\t\t * Returns items in the same dataset. If the options.intersect parameter is true, we only return items if we intersect something\n\t\t * If the options.intersect is false, we find the nearest item and return the items in that dataset\n\t\t * @function Chart.Interaction.modes.dataset\n\t\t * @param {Chart} chart - the chart we are returning items from\n\t\t * @param {Event} e - the event we are find things at\n\t\t * @param {IInteractionOptions} options - options to use during interaction\n\t\t * @return {Chart.Element[]} Array of elements that are under the point. If none are found, an empty array is returned\n\t\t */\n\t\tdataset: function(chart, e, options) {\n\t\t\tvar position = getRelativePosition(e, chart);\n\t\t\toptions.axis = options.axis || 'xy';\n\t\t\tvar distanceMetric = getDistanceMetricForAxis(options.axis);\n\t\t\tvar items = options.intersect ? getIntersectItems(chart, position) : getNearestItems(chart, position, false, distanceMetric);\n\n\t\t\tif (items.length > 0) {\n\t\t\t\titems = chart.getDatasetMeta(items[0]._datasetIndex).data;\n\t\t\t}\n\n\t\t\treturn items;\n\t\t},\n\n\t\t/**\n\t\t * @function Chart.Interaction.modes.x-axis\n\t\t * @deprecated since version 2.4.0. Use index mode and intersect == true\n\t\t * @todo remove at version 3\n\t\t * @private\n\t\t */\n\t\t'x-axis': function(chart, e) {\n\t\t\treturn indexMode(chart, e, {intersect: false});\n\t\t},\n\n\t\t/**\n\t\t * Point mode returns all elements that hit test based on the event position\n\t\t * of the event\n\t\t * @function Chart.Interaction.modes.intersect\n\t\t * @param {Chart} chart - the chart we are returning items from\n\t\t * @param {Event} e - the event we are find things at\n\t\t * @return {Chart.Element[]} Array of elements that are under the point. If none are found, an empty array is returned\n\t\t */\n\t\tpoint: function(chart, e) {\n\t\t\tvar position = getRelativePosition(e, chart);\n\t\t\treturn getIntersectItems(chart, position);\n\t\t},\n\n\t\t/**\n\t\t * nearest mode returns the element closest to the point\n\t\t * @function Chart.Interaction.modes.intersect\n\t\t * @param {Chart} chart - the chart we are returning items from\n\t\t * @param {Event} e - the event we are find things at\n\t\t * @param {IInteractionOptions} options - options to use\n\t\t * @return {Chart.Element[]} Array of elements that are under the point. If none are found, an empty array is returned\n\t\t */\n\t\tnearest: function(chart, e, options) {\n\t\t\tvar position = getRelativePosition(e, chart);\n\t\t\toptions.axis = options.axis || 'xy';\n\t\t\tvar distanceMetric = getDistanceMetricForAxis(options.axis);\n\t\t\treturn getNearestItems(chart, position, options.intersect, distanceMetric);\n\t\t},\n\n\t\t/**\n\t\t * x mode returns the elements that hit-test at the current x coordinate\n\t\t * @function Chart.Interaction.modes.x\n\t\t * @param {Chart} chart - the chart we are returning items from\n\t\t * @param {Event} e - the event we are find things at\n\t\t * @param {IInteractionOptions} options - options to use\n\t\t * @return {Chart.Element[]} Array of elements that are under the point. If none are found, an empty array is returned\n\t\t */\n\t\tx: function(chart, e, options) {\n\t\t\tvar position = getRelativePosition(e, chart);\n\t\t\tvar items = [];\n\t\t\tvar intersectsItem = false;\n\n\t\t\tparseVisibleItems(chart, function(element) {\n\t\t\t\tif (element.inXRange(position.x)) {\n\t\t\t\t\titems.push(element);\n\t\t\t\t}\n\n\t\t\t\tif (element.inRange(position.x, position.y)) {\n\t\t\t\t\tintersectsItem = true;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\t// If we want to trigger on an intersect and we don't have any items\n\t\t\t// that intersect the position, return nothing\n\t\t\tif (options.intersect && !intersectsItem) {\n\t\t\t\titems = [];\n\t\t\t}\n\t\t\treturn items;\n\t\t},\n\n\t\t/**\n\t\t * y mode returns the elements that hit-test at the current y coordinate\n\t\t * @function Chart.Interaction.modes.y\n\t\t * @param {Chart} chart - the chart we are returning items from\n\t\t * @param {Event} e - the event we are find things at\n\t\t * @param {IInteractionOptions} options - options to use\n\t\t * @return {Chart.Element[]} Array of elements that are under the point. If none are found, an empty array is returned\n\t\t */\n\t\ty: function(chart, e, options) {\n\t\t\tvar position = getRelativePosition(e, chart);\n\t\t\tvar items = [];\n\t\t\tvar intersectsItem = false;\n\n\t\t\tparseVisibleItems(chart, function(element) {\n\t\t\t\tif (element.inYRange(position.y)) {\n\t\t\t\t\titems.push(element);\n\t\t\t\t}\n\n\t\t\t\tif (element.inRange(position.x, position.y)) {\n\t\t\t\t\tintersectsItem = true;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\t// If we want to trigger on an intersect and we don't have any items\n\t\t\t// that intersect the position, return nothing\n\t\t\tif (options.intersect && !intersectsItem) {\n\t\t\t\titems = [];\n\t\t\t}\n\t\t\treturn items;\n\t\t}\n\t}\n};\n\nvar extend = helpers$1.extend;\n\nfunction filterByPosition(array, position) {\n\treturn helpers$1.where(array, function(v) {\n\t\treturn v.pos === position;\n\t});\n}\n\nfunction sortByWeight(array, reverse) {\n\treturn array.sort(function(a, b) {\n\t\tvar v0 = reverse ? b : a;\n\t\tvar v1 = reverse ? a : b;\n\t\treturn v0.weight === v1.weight ?\n\t\t\tv0.index - v1.index :\n\t\t\tv0.weight - v1.weight;\n\t});\n}\n\nfunction wrapBoxes(boxes) {\n\tvar layoutBoxes = [];\n\tvar i, ilen, box;\n\n\tfor (i = 0, ilen = (boxes || []).length; i < ilen; ++i) {\n\t\tbox = boxes[i];\n\t\tlayoutBoxes.push({\n\t\t\tindex: i,\n\t\t\tbox: box,\n\t\t\tpos: box.position,\n\t\t\thorizontal: box.isHorizontal(),\n\t\t\tweight: box.weight\n\t\t});\n\t}\n\treturn layoutBoxes;\n}\n\nfunction setLayoutDims(layouts, params) {\n\tvar i, ilen, layout;\n\tfor (i = 0, ilen = layouts.length; i < ilen; ++i) {\n\t\tlayout = layouts[i];\n\t\t// store width used instead of chartArea.w in fitBoxes\n\t\tlayout.width = layout.horizontal\n\t\t\t? layout.box.fullWidth && params.availableWidth\n\t\t\t: params.vBoxMaxWidth;\n\t\t// store height used instead of chartArea.h in fitBoxes\n\t\tlayout.height = layout.horizontal && params.hBoxMaxHeight;\n\t}\n}\n\nfunction buildLayoutBoxes(boxes) {\n\tvar layoutBoxes = wrapBoxes(boxes);\n\tvar left = sortByWeight(filterByPosition(layoutBoxes, 'left'), true);\n\tvar right = sortByWeight(filterByPosition(layoutBoxes, 'right'));\n\tvar top = sortByWeight(filterByPosition(layoutBoxes, 'top'), true);\n\tvar bottom = sortByWeight(filterByPosition(layoutBoxes, 'bottom'));\n\n\treturn {\n\t\tleftAndTop: left.concat(top),\n\t\trightAndBottom: right.concat(bottom),\n\t\tchartArea: filterByPosition(layoutBoxes, 'chartArea'),\n\t\tvertical: left.concat(right),\n\t\thorizontal: top.concat(bottom)\n\t};\n}\n\nfunction getCombinedMax(maxPadding, chartArea, a, b) {\n\treturn Math.max(maxPadding[a], chartArea[a]) + Math.max(maxPadding[b], chartArea[b]);\n}\n\nfunction updateDims(chartArea, params, layout) {\n\tvar box = layout.box;\n\tvar maxPadding = chartArea.maxPadding;\n\tvar newWidth, newHeight;\n\n\tif (layout.size) {\n\t\t// this layout was already counted for, lets first reduce old size\n\t\tchartArea[layout.pos] -= layout.size;\n\t}\n\tlayout.size = layout.horizontal ? box.height : box.width;\n\tchartArea[layout.pos] += layout.size;\n\n\tif (box.getPadding) {\n\t\tvar boxPadding = box.getPadding();\n\t\tmaxPadding.top = Math.max(maxPadding.top, boxPadding.top);\n\t\tmaxPadding.left = Math.max(maxPadding.left, boxPadding.left);\n\t\tmaxPadding.bottom = Math.max(maxPadding.bottom, boxPadding.bottom);\n\t\tmaxPadding.right = Math.max(maxPadding.right, boxPadding.right);\n\t}\n\n\tnewWidth = params.outerWidth - getCombinedMax(maxPadding, chartArea, 'left', 'right');\n\tnewHeight = params.outerHeight - getCombinedMax(maxPadding, chartArea, 'top', 'bottom');\n\n\tif (newWidth !== chartArea.w || newHeight !== chartArea.h) {\n\t\tchartArea.w = newWidth;\n\t\tchartArea.h = newHeight;\n\n\t\t// return true if chart area changed in layout's direction\n\t\tvar sizes = layout.horizontal ? [newWidth, chartArea.w] : [newHeight, chartArea.h];\n\t\treturn sizes[0] !== sizes[1] && (!isNaN(sizes[0]) || !isNaN(sizes[1]));\n\t}\n}\n\nfunction handleMaxPadding(chartArea) {\n\tvar maxPadding = chartArea.maxPadding;\n\n\tfunction updatePos(pos) {\n\t\tvar change = Math.max(maxPadding[pos] - chartArea[pos], 0);\n\t\tchartArea[pos] += change;\n\t\treturn change;\n\t}\n\tchartArea.y += updatePos('top');\n\tchartArea.x += updatePos('left');\n\tupdatePos('right');\n\tupdatePos('bottom');\n}\n\nfunction getMargins(horizontal, chartArea) {\n\tvar maxPadding = chartArea.maxPadding;\n\n\tfunction marginForPositions(positions) {\n\t\tvar margin = {left: 0, top: 0, right: 0, bottom: 0};\n\t\tpositions.forEach(function(pos) {\n\t\t\tmargin[pos] = Math.max(chartArea[pos], maxPadding[pos]);\n\t\t});\n\t\treturn margin;\n\t}\n\n\treturn horizontal\n\t\t? marginForPositions(['left', 'right'])\n\t\t: marginForPositions(['top', 'bottom']);\n}\n\nfunction fitBoxes(boxes, chartArea, params) {\n\tvar refitBoxes = [];\n\tvar i, ilen, layout, box, refit, changed;\n\n\tfor (i = 0, ilen = boxes.length; i < ilen; ++i) {\n\t\tlayout = boxes[i];\n\t\tbox = layout.box;\n\n\t\tbox.update(\n\t\t\tlayout.width || chartArea.w,\n\t\t\tlayout.height || chartArea.h,\n\t\t\tgetMargins(layout.horizontal, chartArea)\n\t\t);\n\t\tif (updateDims(chartArea, params, layout)) {\n\t\t\tchanged = true;\n\t\t\tif (refitBoxes.length) {\n\t\t\t\t// Dimensions changed and there were non full width boxes before this\n\t\t\t\t// -> we have to refit those\n\t\t\t\trefit = true;\n\t\t\t}\n\t\t}\n\t\tif (!box.fullWidth) { // fullWidth boxes don't need to be re-fitted in any case\n\t\t\trefitBoxes.push(layout);\n\t\t}\n\t}\n\n\treturn refit ? fitBoxes(refitBoxes, chartArea, params) || changed : changed;\n}\n\nfunction placeBoxes(boxes, chartArea, params) {\n\tvar userPadding = params.padding;\n\tvar x = chartArea.x;\n\tvar y = chartArea.y;\n\tvar i, ilen, layout, box;\n\n\tfor (i = 0, ilen = boxes.length; i < ilen; ++i) {\n\t\tlayout = boxes[i];\n\t\tbox = layout.box;\n\t\tif (layout.horizontal) {\n\t\t\tbox.left = box.fullWidth ? userPadding.left : chartArea.left;\n\t\t\tbox.right = box.fullWidth ? params.outerWidth - userPadding.right : chartArea.left + chartArea.w;\n\t\t\tbox.top = y;\n\t\t\tbox.bottom = y + box.height;\n\t\t\tbox.width = box.right - box.left;\n\t\t\ty = box.bottom;\n\t\t} else {\n\t\t\tbox.left = x;\n\t\t\tbox.right = x + box.width;\n\t\t\tbox.top = chartArea.top;\n\t\t\tbox.bottom = chartArea.top + chartArea.h;\n\t\t\tbox.height = box.bottom - box.top;\n\t\t\tx = box.right;\n\t\t}\n\t}\n\n\tchartArea.x = x;\n\tchartArea.y = y;\n}\n\ncore_defaults._set('global', {\n\tlayout: {\n\t\tpadding: {\n\t\t\ttop: 0,\n\t\t\tright: 0,\n\t\t\tbottom: 0,\n\t\t\tleft: 0\n\t\t}\n\t}\n});\n\n/**\n * @interface ILayoutItem\n * @prop {string} position - The position of the item in the chart layout. Possible values are\n * 'left', 'top', 'right', 'bottom', and 'chartArea'\n * @prop {number} weight - The weight used to sort the item. Higher weights are further away from the chart area\n * @prop {boolean} fullWidth - if true, and the item is horizontal, then push vertical boxes down\n * @prop {function} isHorizontal - returns true if the layout item is horizontal (ie. top or bottom)\n * @prop {function} update - Takes two parameters: width and height. Returns size of item\n * @prop {function} getPadding -  Returns an object with padding on the edges\n * @prop {number} width - Width of item. Must be valid after update()\n * @prop {number} height - Height of item. Must be valid after update()\n * @prop {number} left - Left edge of the item. Set by layout system and cannot be used in update\n * @prop {number} top - Top edge of the item. Set by layout system and cannot be used in update\n * @prop {number} right - Right edge of the item. Set by layout system and cannot be used in update\n * @prop {number} bottom - Bottom edge of the item. Set by layout system and cannot be used in update\n */\n\n// The layout service is very self explanatory.  It's responsible for the layout within a chart.\n// Scales, Legends and Plugins all rely on the layout service and can easily register to be placed anywhere they need\n// It is this service's responsibility of carrying out that layout.\nvar core_layouts = {\n\tdefaults: {},\n\n\t/**\n\t * Register a box to a chart.\n\t * A box is simply a reference to an object that requires layout. eg. Scales, Legend, Title.\n\t * @param {Chart} chart - the chart to use\n\t * @param {ILayoutItem} item - the item to add to be layed out\n\t */\n\taddBox: function(chart, item) {\n\t\tif (!chart.boxes) {\n\t\t\tchart.boxes = [];\n\t\t}\n\n\t\t// initialize item with default values\n\t\titem.fullWidth = item.fullWidth || false;\n\t\titem.position = item.position || 'top';\n\t\titem.weight = item.weight || 0;\n\t\titem._layers = item._layers || function() {\n\t\t\treturn [{\n\t\t\t\tz: 0,\n\t\t\t\tdraw: function() {\n\t\t\t\t\titem.draw.apply(item, arguments);\n\t\t\t\t}\n\t\t\t}];\n\t\t};\n\n\t\tchart.boxes.push(item);\n\t},\n\n\t/**\n\t * Remove a layoutItem from a chart\n\t * @param {Chart} chart - the chart to remove the box from\n\t * @param {ILayoutItem} layoutItem - the item to remove from the layout\n\t */\n\tremoveBox: function(chart, layoutItem) {\n\t\tvar index = chart.boxes ? chart.boxes.indexOf(layoutItem) : -1;\n\t\tif (index !== -1) {\n\t\t\tchart.boxes.splice(index, 1);\n\t\t}\n\t},\n\n\t/**\n\t * Sets (or updates) options on the given `item`.\n\t * @param {Chart} chart - the chart in which the item lives (or will be added to)\n\t * @param {ILayoutItem} item - the item to configure with the given options\n\t * @param {object} options - the new item options.\n\t */\n\tconfigure: function(chart, item, options) {\n\t\tvar props = ['fullWidth', 'position', 'weight'];\n\t\tvar ilen = props.length;\n\t\tvar i = 0;\n\t\tvar prop;\n\n\t\tfor (; i < ilen; ++i) {\n\t\t\tprop = props[i];\n\t\t\tif (options.hasOwnProperty(prop)) {\n\t\t\t\titem[prop] = options[prop];\n\t\t\t}\n\t\t}\n\t},\n\n\t/**\n\t * Fits boxes of the given chart into the given size by having each box measure itself\n\t * then running a fitting algorithm\n\t * @param {Chart} chart - the chart\n\t * @param {number} width - the width to fit into\n\t * @param {number} height - the height to fit into\n\t */\n\tupdate: function(chart, width, height) {\n\t\tif (!chart) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar layoutOptions = chart.options.layout || {};\n\t\tvar padding = helpers$1.options.toPadding(layoutOptions.padding);\n\n\t\tvar availableWidth = width - padding.width;\n\t\tvar availableHeight = height - padding.height;\n\t\tvar boxes = buildLayoutBoxes(chart.boxes);\n\t\tvar verticalBoxes = boxes.vertical;\n\t\tvar horizontalBoxes = boxes.horizontal;\n\n\t\t// Essentially we now have any number of boxes on each of the 4 sides.\n\t\t// Our canvas looks like the following.\n\t\t// The areas L1 and L2 are the left axes. R1 is the right axis, T1 is the top axis and\n\t\t// B1 is the bottom axis\n\t\t// There are also 4 quadrant-like locations (left to right instead of clockwise) reserved for chart overlays\n\t\t// These locations are single-box locations only, when trying to register a chartArea location that is already taken,\n\t\t// an error will be thrown.\n\t\t//\n\t\t// |----------------------------------------------------|\n\t\t// |                  T1 (Full Width)                   |\n\t\t// |----------------------------------------------------|\n\t\t// |    |    |                 T2                  |    |\n\t\t// |    |----|-------------------------------------|----|\n\t\t// |    |    | C1 |                           | C2 |    |\n\t\t// |    |    |----|                           |----|    |\n\t\t// |    |    |                                     |    |\n\t\t// | L1 | L2 |           ChartArea (C0)            | R1 |\n\t\t// |    |    |                                     |    |\n\t\t// |    |    |----|                           |----|    |\n\t\t// |    |    | C3 |                           | C4 |    |\n\t\t// |    |----|-------------------------------------|----|\n\t\t// |    |    |                 B1                  |    |\n\t\t// |----------------------------------------------------|\n\t\t// |                  B2 (Full Width)                   |\n\t\t// |----------------------------------------------------|\n\t\t//\n\n\t\tvar params = Object.freeze({\n\t\t\touterWidth: width,\n\t\t\touterHeight: height,\n\t\t\tpadding: padding,\n\t\t\tavailableWidth: availableWidth,\n\t\t\tvBoxMaxWidth: availableWidth / 2 / verticalBoxes.length,\n\t\t\thBoxMaxHeight: availableHeight / 2\n\t\t});\n\t\tvar chartArea = extend({\n\t\t\tmaxPadding: extend({}, padding),\n\t\t\tw: availableWidth,\n\t\t\th: availableHeight,\n\t\t\tx: padding.left,\n\t\t\ty: padding.top\n\t\t}, padding);\n\n\t\tsetLayoutDims(verticalBoxes.concat(horizontalBoxes), params);\n\n\t\t// First fit vertical boxes\n\t\tfitBoxes(verticalBoxes, chartArea, params);\n\n\t\t// Then fit horizontal boxes\n\t\tif (fitBoxes(horizontalBoxes, chartArea, params)) {\n\t\t\t// if the area changed, re-fit vertical boxes\n\t\t\tfitBoxes(verticalBoxes, chartArea, params);\n\t\t}\n\n\t\thandleMaxPadding(chartArea);\n\n\t\t// Finally place the boxes to correct coordinates\n\t\tplaceBoxes(boxes.leftAndTop, chartArea, params);\n\n\t\t// Move to opposite side of chart\n\t\tchartArea.x += chartArea.w;\n\t\tchartArea.y += chartArea.h;\n\n\t\tplaceBoxes(boxes.rightAndBottom, chartArea, params);\n\n\t\tchart.chartArea = {\n\t\t\tleft: chartArea.left,\n\t\t\ttop: chartArea.top,\n\t\t\tright: chartArea.left + chartArea.w,\n\t\t\tbottom: chartArea.top + chartArea.h\n\t\t};\n\n\t\t// Finally update boxes in chartArea (radial scale for example)\n\t\thelpers$1.each(boxes.chartArea, function(layout) {\n\t\t\tvar box = layout.box;\n\t\t\textend(box, chart.chartArea);\n\t\t\tbox.update(chartArea.w, chartArea.h);\n\t\t});\n\t}\n};\n\n/**\n * Platform fallback implementation (minimal).\n * @see https://github.com/chartjs/Chart.js/pull/4591#issuecomment-319575939\n */\n\nvar platform_basic = {\n\tacquireContext: function(item) {\n\t\tif (item && item.canvas) {\n\t\t\t// Support for any object associated to a canvas (including a context2d)\n\t\t\titem = item.canvas;\n\t\t}\n\n\t\treturn item && item.getContext('2d') || null;\n\t}\n};\n\nvar platform_dom = \"/*\\r\\n * DOM element rendering detection\\r\\n * https://davidwalsh.name/detect-node-insertion\\r\\n */\\r\\n@keyframes chartjs-render-animation {\\r\\n\\tfrom { opacity: 0.99; }\\r\\n\\tto { opacity: 1; }\\r\\n}\\r\\n\\r\\n.chartjs-render-monitor {\\r\\n\\tanimation: chartjs-render-animation 0.001s;\\r\\n}\\r\\n\\r\\n/*\\r\\n * DOM element resizing detection\\r\\n * https://github.com/marcj/css-element-queries\\r\\n */\\r\\n.chartjs-size-monitor,\\r\\n.chartjs-size-monitor-expand,\\r\\n.chartjs-size-monitor-shrink {\\r\\n\\tposition: absolute;\\r\\n\\tdirection: ltr;\\r\\n\\tleft: 0;\\r\\n\\ttop: 0;\\r\\n\\tright: 0;\\r\\n\\tbottom: 0;\\r\\n\\toverflow: hidden;\\r\\n\\tpointer-events: none;\\r\\n\\tvisibility: hidden;\\r\\n\\tz-index: -1;\\r\\n}\\r\\n\\r\\n.chartjs-size-monitor-expand > div {\\r\\n\\tposition: absolute;\\r\\n\\twidth: 1000000px;\\r\\n\\theight: 1000000px;\\r\\n\\tleft: 0;\\r\\n\\ttop: 0;\\r\\n}\\r\\n\\r\\n.chartjs-size-monitor-shrink > div {\\r\\n\\tposition: absolute;\\r\\n\\twidth: 200%;\\r\\n\\theight: 200%;\\r\\n\\tleft: 0;\\r\\n\\ttop: 0;\\r\\n}\\r\\n\";\n\nvar platform_dom$1 = /*#__PURE__*/Object.freeze({\n__proto__: null,\n'default': platform_dom\n});\n\nvar stylesheet = getCjsExportFromNamespace(platform_dom$1);\n\nvar EXPANDO_KEY = '$chartjs';\nvar CSS_PREFIX = 'chartjs-';\nvar CSS_SIZE_MONITOR = CSS_PREFIX + 'size-monitor';\nvar CSS_RENDER_MONITOR = CSS_PREFIX + 'render-monitor';\nvar CSS_RENDER_ANIMATION = CSS_PREFIX + 'render-animation';\nvar ANIMATION_START_EVENTS = ['animationstart', 'webkitAnimationStart'];\n\n/**\n * DOM event types -> Chart.js event types.\n * Note: only events with different types are mapped.\n * @see https://developer.mozilla.org/en-US/docs/Web/Events\n */\nvar EVENT_TYPES = {\n\ttouchstart: 'mousedown',\n\ttouchmove: 'mousemove',\n\ttouchend: 'mouseup',\n\tpointerenter: 'mouseenter',\n\tpointerdown: 'mousedown',\n\tpointermove: 'mousemove',\n\tpointerup: 'mouseup',\n\tpointerleave: 'mouseout',\n\tpointerout: 'mouseout'\n};\n\n/**\n * The \"used\" size is the final value of a dimension property after all calculations have\n * been performed. This method uses the computed style of `element` but returns undefined\n * if the computed style is not expressed in pixels. That can happen in some cases where\n * `element` has a size relative to its parent and this last one is not yet displayed,\n * for example because of `display: none` on a parent node.\n * @see https://developer.mozilla.org/en-US/docs/Web/CSS/used_value\n * @returns {number} Size in pixels or undefined if unknown.\n */\nfunction readUsedSize(element, property) {\n\tvar value = helpers$1.getStyle(element, property);\n\tvar matches = value && value.match(/^(\\d+)(\\.\\d+)?px$/);\n\treturn matches ? Number(matches[1]) : undefined;\n}\n\n/**\n * Initializes the canvas style and render size without modifying the canvas display size,\n * since responsiveness is handled by the controller.resize() method. The config is used\n * to determine the aspect ratio to apply in case no explicit height has been specified.\n */\nfunction initCanvas(canvas, config) {\n\tvar style = canvas.style;\n\n\t// NOTE(SB) canvas.getAttribute('width') !== canvas.width: in the first case it\n\t// returns null or '' if no explicit value has been set to the canvas attribute.\n\tvar renderHeight = canvas.getAttribute('height');\n\tvar renderWidth = canvas.getAttribute('width');\n\n\t// Chart.js modifies some canvas values that we want to restore on destroy\n\tcanvas[EXPANDO_KEY] = {\n\t\tinitial: {\n\t\t\theight: renderHeight,\n\t\t\twidth: renderWidth,\n\t\t\tstyle: {\n\t\t\t\tdisplay: style.display,\n\t\t\t\theight: style.height,\n\t\t\t\twidth: style.width\n\t\t\t}\n\t\t}\n\t};\n\n\t// Force canvas to display as block to avoid extra space caused by inline\n\t// elements, which would interfere with the responsive resize process.\n\t// https://github.com/chartjs/Chart.js/issues/2538\n\tstyle.display = style.display || 'block';\n\n\tif (renderWidth === null || renderWidth === '') {\n\t\tvar displayWidth = readUsedSize(canvas, 'width');\n\t\tif (displayWidth !== undefined) {\n\t\t\tcanvas.width = displayWidth;\n\t\t}\n\t}\n\n\tif (renderHeight === null || renderHeight === '') {\n\t\tif (canvas.style.height === '') {\n\t\t\t// If no explicit render height and style height, let's apply the aspect ratio,\n\t\t\t// which one can be specified by the user but also by charts as default option\n\t\t\t// (i.e. options.aspectRatio). If not specified, use canvas aspect ratio of 2.\n\t\t\tcanvas.height = canvas.width / (config.options.aspectRatio || 2);\n\t\t} else {\n\t\t\tvar displayHeight = readUsedSize(canvas, 'height');\n\t\t\tif (displayWidth !== undefined) {\n\t\t\t\tcanvas.height = displayHeight;\n\t\t\t}\n\t\t}\n\t}\n\n\treturn canvas;\n}\n\n/**\n * Detects support for options object argument in addEventListener.\n * https://developer.mozilla.org/en-US/docs/Web/API/EventTarget/addEventListener#Safely_detecting_option_support\n * @private\n */\nvar supportsEventListenerOptions = (function() {\n\tvar supports = false;\n\ttry {\n\t\tvar options = Object.defineProperty({}, 'passive', {\n\t\t\t// eslint-disable-next-line getter-return\n\t\t\tget: function() {\n\t\t\t\tsupports = true;\n\t\t\t}\n\t\t});\n\t\twindow.addEventListener('e', null, options);\n\t} catch (e) {\n\t\t// continue regardless of error\n\t}\n\treturn supports;\n}());\n\n// Default passive to true as expected by Chrome for 'touchstart' and 'touchend' events.\n// https://github.com/chartjs/Chart.js/issues/4287\nvar eventListenerOptions = supportsEventListenerOptions ? {passive: true} : false;\n\nfunction addListener(node, type, listener) {\n\tnode.addEventListener(type, listener, eventListenerOptions);\n}\n\nfunction removeListener(node, type, listener) {\n\tnode.removeEventListener(type, listener, eventListenerOptions);\n}\n\nfunction createEvent(type, chart, x, y, nativeEvent) {\n\treturn {\n\t\ttype: type,\n\t\tchart: chart,\n\t\tnative: nativeEvent || null,\n\t\tx: x !== undefined ? x : null,\n\t\ty: y !== undefined ? y : null,\n\t};\n}\n\nfunction fromNativeEvent(event, chart) {\n\tvar type = EVENT_TYPES[event.type] || event.type;\n\tvar pos = helpers$1.getRelativePosition(event, chart);\n\treturn createEvent(type, chart, pos.x, pos.y, event);\n}\n\nfunction throttled(fn, thisArg) {\n\tvar ticking = false;\n\tvar args = [];\n\n\treturn function() {\n\t\targs = Array.prototype.slice.call(arguments);\n\t\tthisArg = thisArg || this;\n\n\t\tif (!ticking) {\n\t\t\tticking = true;\n\t\t\thelpers$1.requestAnimFrame.call(window, function() {\n\t\t\t\tticking = false;\n\t\t\t\tfn.apply(thisArg, args);\n\t\t\t});\n\t\t}\n\t};\n}\n\nfunction createDiv(cls) {\n\tvar el = document.createElement('div');\n\tel.className = cls || '';\n\treturn el;\n}\n\n// Implementation based on https://github.com/marcj/css-element-queries\nfunction createResizer(handler) {\n\tvar maxSize = 1000000;\n\n\t// NOTE(SB) Don't use innerHTML because it could be considered unsafe.\n\t// https://github.com/chartjs/Chart.js/issues/5902\n\tvar resizer = createDiv(CSS_SIZE_MONITOR);\n\tvar expand = createDiv(CSS_SIZE_MONITOR + '-expand');\n\tvar shrink = createDiv(CSS_SIZE_MONITOR + '-shrink');\n\n\texpand.appendChild(createDiv());\n\tshrink.appendChild(createDiv());\n\n\tresizer.appendChild(expand);\n\tresizer.appendChild(shrink);\n\tresizer._reset = function() {\n\t\texpand.scrollLeft = maxSize;\n\t\texpand.scrollTop = maxSize;\n\t\tshrink.scrollLeft = maxSize;\n\t\tshrink.scrollTop = maxSize;\n\t};\n\n\tvar onScroll = function() {\n\t\tresizer._reset();\n\t\thandler();\n\t};\n\n\taddListener(expand, 'scroll', onScroll.bind(expand, 'expand'));\n\taddListener(shrink, 'scroll', onScroll.bind(shrink, 'shrink'));\n\n\treturn resizer;\n}\n\n// https://davidwalsh.name/detect-node-insertion\nfunction watchForRender(node, handler) {\n\tvar expando = node[EXPANDO_KEY] || (node[EXPANDO_KEY] = {});\n\tvar proxy = expando.renderProxy = function(e) {\n\t\tif (e.animationName === CSS_RENDER_ANIMATION) {\n\t\t\thandler();\n\t\t}\n\t};\n\n\thelpers$1.each(ANIMATION_START_EVENTS, function(type) {\n\t\taddListener(node, type, proxy);\n\t});\n\n\t// #4737: Chrome might skip the CSS animation when the CSS_RENDER_MONITOR class\n\t// is removed then added back immediately (same animation frame?). Accessing the\n\t// `offsetParent` property will force a reflow and re-evaluate the CSS animation.\n\t// https://gist.github.com/paulirish/5d52fb081b3570c81e3a#box-metrics\n\t// https://github.com/chartjs/Chart.js/issues/4737\n\texpando.reflow = !!node.offsetParent;\n\n\tnode.classList.add(CSS_RENDER_MONITOR);\n}\n\nfunction unwatchForRender(node) {\n\tvar expando = node[EXPANDO_KEY] || {};\n\tvar proxy = expando.renderProxy;\n\n\tif (proxy) {\n\t\thelpers$1.each(ANIMATION_START_EVENTS, function(type) {\n\t\t\tremoveListener(node, type, proxy);\n\t\t});\n\n\t\tdelete expando.renderProxy;\n\t}\n\n\tnode.classList.remove(CSS_RENDER_MONITOR);\n}\n\nfunction addResizeListener(node, listener, chart) {\n\tvar expando = node[EXPANDO_KEY] || (node[EXPANDO_KEY] = {});\n\n\t// Let's keep track of this added resizer and thus avoid DOM query when removing it.\n\tvar resizer = expando.resizer = createResizer(throttled(function() {\n\t\tif (expando.resizer) {\n\t\t\tvar container = chart.options.maintainAspectRatio && node.parentNode;\n\t\t\tvar w = container ? container.clientWidth : 0;\n\t\t\tlistener(createEvent('resize', chart));\n\t\t\tif (container && container.clientWidth < w && chart.canvas) {\n\t\t\t\t// If the container size shrank during chart resize, let's assume\n\t\t\t\t// scrollbar appeared. So we resize again with the scrollbar visible -\n\t\t\t\t// effectively making chart smaller and the scrollbar hidden again.\n\t\t\t\t// Because we are inside `throttled`, and currently `ticking`, scroll\n\t\t\t\t// events are ignored during this whole 2 resize process.\n\t\t\t\t// If we assumed wrong and something else happened, we are resizing\n\t\t\t\t// twice in a frame (potential performance issue)\n\t\t\t\tlistener(createEvent('resize', chart));\n\t\t\t}\n\t\t}\n\t}));\n\n\t// The resizer needs to be attached to the node parent, so we first need to be\n\t// sure that `node` is attached to the DOM before injecting the resizer element.\n\twatchForRender(node, function() {\n\t\tif (expando.resizer) {\n\t\t\tvar container = node.parentNode;\n\t\t\tif (container && container !== resizer.parentNode) {\n\t\t\t\tcontainer.insertBefore(resizer, container.firstChild);\n\t\t\t}\n\n\t\t\t// The container size might have changed, let's reset the resizer state.\n\t\t\tresizer._reset();\n\t\t}\n\t});\n}\n\nfunction removeResizeListener(node) {\n\tvar expando = node[EXPANDO_KEY] || {};\n\tvar resizer = expando.resizer;\n\n\tdelete expando.resizer;\n\tunwatchForRender(node);\n\n\tif (resizer && resizer.parentNode) {\n\t\tresizer.parentNode.removeChild(resizer);\n\t}\n}\n\n/**\n * Injects CSS styles inline if the styles are not already present.\n * @param {HTMLDocument|ShadowRoot} rootNode - the node to contain the <style>.\n * @param {string} css - the CSS to be injected.\n */\nfunction injectCSS(rootNode, css) {\n\t// https://stackoverflow.com/q/3922139\n\tvar expando = rootNode[EXPANDO_KEY] || (rootNode[EXPANDO_KEY] = {});\n\tif (!expando.containsStyles) {\n\t\texpando.containsStyles = true;\n\t\tcss = '/* Chart.js */\\n' + css;\n\t\tvar style = document.createElement('style');\n\t\tstyle.setAttribute('type', 'text/css');\n\t\tstyle.appendChild(document.createTextNode(css));\n\t\trootNode.appendChild(style);\n\t}\n}\n\nvar platform_dom$2 = {\n\t/**\n\t * When `true`, prevents the automatic injection of the stylesheet required to\n\t * correctly detect when the chart is added to the DOM and then resized. This\n\t * switch has been added to allow external stylesheet (`dist/Chart(.min)?.js`)\n\t * to be manually imported to make this library compatible with any CSP.\n\t * See https://github.com/chartjs/Chart.js/issues/5208\n\t */\n\tdisableCSSInjection: false,\n\n\t/**\n\t * This property holds whether this platform is enabled for the current environment.\n\t * Currently used by platform.js to select the proper implementation.\n\t * @private\n\t */\n\t_enabled: typeof window !== 'undefined' && typeof document !== 'undefined',\n\n\t/**\n\t * Initializes resources that depend on platform options.\n\t * @param {HTMLCanvasElement} canvas - The Canvas element.\n\t * @private\n\t */\n\t_ensureLoaded: function(canvas) {\n\t\tif (!this.disableCSSInjection) {\n\t\t\t// If the canvas is in a shadow DOM, then the styles must also be inserted\n\t\t\t// into the same shadow DOM.\n\t\t\t// https://github.com/chartjs/Chart.js/issues/5763\n\t\t\tvar root = canvas.getRootNode ? canvas.getRootNode() : document;\n\t\t\tvar targetNode = root.host ? root : document.head;\n\t\t\tinjectCSS(targetNode, stylesheet);\n\t\t}\n\t},\n\n\tacquireContext: function(item, config) {\n\t\tif (typeof item === 'string') {\n\t\t\titem = document.getElementById(item);\n\t\t} else if (item.length) {\n\t\t\t// Support for array based queries (such as jQuery)\n\t\t\titem = item[0];\n\t\t}\n\n\t\tif (item && item.canvas) {\n\t\t\t// Support for any object associated to a canvas (including a context2d)\n\t\t\titem = item.canvas;\n\t\t}\n\n\t\t// To prevent canvas fingerprinting, some add-ons undefine the getContext\n\t\t// method, for example: https://github.com/kkapsner/CanvasBlocker\n\t\t// https://github.com/chartjs/Chart.js/issues/2807\n\t\tvar context = item && item.getContext && item.getContext('2d');\n\n\t\t// `instanceof HTMLCanvasElement/CanvasRenderingContext2D` fails when the item is\n\t\t// inside an iframe or when running in a protected environment. We could guess the\n\t\t// types from their toString() value but let's keep things flexible and assume it's\n\t\t// a sufficient condition if the item has a context2D which has item as `canvas`.\n\t\t// https://github.com/chartjs/Chart.js/issues/3887\n\t\t// https://github.com/chartjs/Chart.js/issues/4102\n\t\t// https://github.com/chartjs/Chart.js/issues/4152\n\t\tif (context && context.canvas === item) {\n\t\t\t// Load platform resources on first chart creation, to make it possible to\n\t\t\t// import the library before setting platform options.\n\t\t\tthis._ensureLoaded(item);\n\t\t\tinitCanvas(item, config);\n\t\t\treturn context;\n\t\t}\n\n\t\treturn null;\n\t},\n\n\treleaseContext: function(context) {\n\t\tvar canvas = context.canvas;\n\t\tif (!canvas[EXPANDO_KEY]) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar initial = canvas[EXPANDO_KEY].initial;\n\t\t['height', 'width'].forEach(function(prop) {\n\t\t\tvar value = initial[prop];\n\t\t\tif (helpers$1.isNullOrUndef(value)) {\n\t\t\t\tcanvas.removeAttribute(prop);\n\t\t\t} else {\n\t\t\t\tcanvas.setAttribute(prop, value);\n\t\t\t}\n\t\t});\n\n\t\thelpers$1.each(initial.style || {}, function(value, key) {\n\t\t\tcanvas.style[key] = value;\n\t\t});\n\n\t\t// The canvas render size might have been changed (and thus the state stack discarded),\n\t\t// we can't use save() and restore() to restore the initial state. So make sure that at\n\t\t// least the canvas context is reset to the default state by setting the canvas width.\n\t\t// https://www.w3.org/TR/2011/WD-html5-20110525/the-canvas-element.html\n\t\t// eslint-disable-next-line no-self-assign\n\t\tcanvas.width = canvas.width;\n\n\t\tdelete canvas[EXPANDO_KEY];\n\t},\n\n\taddEventListener: function(chart, type, listener) {\n\t\tvar canvas = chart.canvas;\n\t\tif (type === 'resize') {\n\t\t\t// Note: the resize event is not supported on all browsers.\n\t\t\taddResizeListener(canvas, listener, chart);\n\t\t\treturn;\n\t\t}\n\n\t\tvar expando = listener[EXPANDO_KEY] || (listener[EXPANDO_KEY] = {});\n\t\tvar proxies = expando.proxies || (expando.proxies = {});\n\t\tvar proxy = proxies[chart.id + '_' + type] = function(event) {\n\t\t\tlistener(fromNativeEvent(event, chart));\n\t\t};\n\n\t\taddListener(canvas, type, proxy);\n\t},\n\n\tremoveEventListener: function(chart, type, listener) {\n\t\tvar canvas = chart.canvas;\n\t\tif (type === 'resize') {\n\t\t\t// Note: the resize event is not supported on all browsers.\n\t\t\tremoveResizeListener(canvas);\n\t\t\treturn;\n\t\t}\n\n\t\tvar expando = listener[EXPANDO_KEY] || {};\n\t\tvar proxies = expando.proxies || {};\n\t\tvar proxy = proxies[chart.id + '_' + type];\n\t\tif (!proxy) {\n\t\t\treturn;\n\t\t}\n\n\t\tremoveListener(canvas, type, proxy);\n\t}\n};\n\n// DEPRECATIONS\n\n/**\n * Provided for backward compatibility, use EventTarget.addEventListener instead.\n * EventTarget.addEventListener compatibility: Chrome, Opera 7, Safari, FF1.5+, IE9+\n * @see https://developer.mozilla.org/en-US/docs/Web/API/EventTarget/addEventListener\n * @function Chart.helpers.addEvent\n * @deprecated since version 2.7.0\n * @todo remove at version 3\n * @private\n */\nhelpers$1.addEvent = addListener;\n\n/**\n * Provided for backward compatibility, use EventTarget.removeEventListener instead.\n * EventTarget.removeEventListener compatibility: Chrome, Opera 7, Safari, FF1.5+, IE9+\n * @see https://developer.mozilla.org/en-US/docs/Web/API/EventTarget/removeEventListener\n * @function Chart.helpers.removeEvent\n * @deprecated since version 2.7.0\n * @todo remove at version 3\n * @private\n */\nhelpers$1.removeEvent = removeListener;\n\n// @TODO Make possible to select another platform at build time.\nvar implementation = platform_dom$2._enabled ? platform_dom$2 : platform_basic;\n\n/**\n * @namespace Chart.platform\n * @see https://chartjs.gitbooks.io/proposals/content/Platform.html\n * @since 2.4.0\n */\nvar platform = helpers$1.extend({\n\t/**\n\t * @since 2.7.0\n\t */\n\tinitialize: function() {},\n\n\t/**\n\t * Called at chart construction time, returns a context2d instance implementing\n\t * the [W3C Canvas 2D Context API standard]{@link https://www.w3.org/TR/2dcontext/}.\n\t * @param {*} item - The native item from which to acquire context (platform specific)\n\t * @param {object} options - The chart options\n\t * @returns {CanvasRenderingContext2D} context2d instance\n\t */\n\tacquireContext: function() {},\n\n\t/**\n\t * Called at chart destruction time, releases any resources associated to the context\n\t * previously returned by the acquireContext() method.\n\t * @param {CanvasRenderingContext2D} context - The context2d instance\n\t * @returns {boolean} true if the method succeeded, else false\n\t */\n\treleaseContext: function() {},\n\n\t/**\n\t * Registers the specified listener on the given chart.\n\t * @param {Chart} chart - Chart from which to listen for event\n\t * @param {string} type - The ({@link IEvent}) type to listen for\n\t * @param {function} listener - Receives a notification (an object that implements\n\t * the {@link IEvent} interface) when an event of the specified type occurs.\n\t */\n\taddEventListener: function() {},\n\n\t/**\n\t * Removes the specified listener previously registered with addEventListener.\n\t * @param {Chart} chart - Chart from which to remove the listener\n\t * @param {string} type - The ({@link IEvent}) type to remove\n\t * @param {function} listener - The listener function to remove from the event target.\n\t */\n\tremoveEventListener: function() {}\n\n}, implementation);\n\ncore_defaults._set('global', {\n\tplugins: {}\n});\n\n/**\n * The plugin service singleton\n * @namespace Chart.plugins\n * @since 2.1.0\n */\nvar core_plugins = {\n\t/**\n\t * Globally registered plugins.\n\t * @private\n\t */\n\t_plugins: [],\n\n\t/**\n\t * This identifier is used to invalidate the descriptors cache attached to each chart\n\t * when a global plugin is registered or unregistered. In this case, the cache ID is\n\t * incremented and descriptors are regenerated during following API calls.\n\t * @private\n\t */\n\t_cacheId: 0,\n\n\t/**\n\t * Registers the given plugin(s) if not already registered.\n\t * @param {IPlugin[]|IPlugin} plugins plugin instance(s).\n\t */\n\tregister: function(plugins) {\n\t\tvar p = this._plugins;\n\t\t([]).concat(plugins).forEach(function(plugin) {\n\t\t\tif (p.indexOf(plugin) === -1) {\n\t\t\t\tp.push(plugin);\n\t\t\t}\n\t\t});\n\n\t\tthis._cacheId++;\n\t},\n\n\t/**\n\t * Unregisters the given plugin(s) only if registered.\n\t * @param {IPlugin[]|IPlugin} plugins plugin instance(s).\n\t */\n\tunregister: function(plugins) {\n\t\tvar p = this._plugins;\n\t\t([]).concat(plugins).forEach(function(plugin) {\n\t\t\tvar idx = p.indexOf(plugin);\n\t\t\tif (idx !== -1) {\n\t\t\t\tp.splice(idx, 1);\n\t\t\t}\n\t\t});\n\n\t\tthis._cacheId++;\n\t},\n\n\t/**\n\t * Remove all registered plugins.\n\t * @since 2.1.5\n\t */\n\tclear: function() {\n\t\tthis._plugins = [];\n\t\tthis._cacheId++;\n\t},\n\n\t/**\n\t * Returns the number of registered plugins?\n\t * @returns {number}\n\t * @since 2.1.5\n\t */\n\tcount: function() {\n\t\treturn this._plugins.length;\n\t},\n\n\t/**\n\t * Returns all registered plugin instances.\n\t * @returns {IPlugin[]} array of plugin objects.\n\t * @since 2.1.5\n\t */\n\tgetAll: function() {\n\t\treturn this._plugins;\n\t},\n\n\t/**\n\t * Calls enabled plugins for `chart` on the specified hook and with the given args.\n\t * This method immediately returns as soon as a plugin explicitly returns false. The\n\t * returned value can be used, for instance, to interrupt the current action.\n\t * @param {Chart} chart - The chart instance for which plugins should be called.\n\t * @param {string} hook - The name of the plugin method to call (e.g. 'beforeUpdate').\n\t * @param {Array} [args] - Extra arguments to apply to the hook call.\n\t * @returns {boolean} false if any of the plugins return false, else returns true.\n\t */\n\tnotify: function(chart, hook, args) {\n\t\tvar descriptors = this.descriptors(chart);\n\t\tvar ilen = descriptors.length;\n\t\tvar i, descriptor, plugin, params, method;\n\n\t\tfor (i = 0; i < ilen; ++i) {\n\t\t\tdescriptor = descriptors[i];\n\t\t\tplugin = descriptor.plugin;\n\t\t\tmethod = plugin[hook];\n\t\t\tif (typeof method === 'function') {\n\t\t\t\tparams = [chart].concat(args || []);\n\t\t\t\tparams.push(descriptor.options);\n\t\t\t\tif (method.apply(plugin, params) === false) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn true;\n\t},\n\n\t/**\n\t * Returns descriptors of enabled plugins for the given chart.\n\t * @returns {object[]} [{ plugin, options }]\n\t * @private\n\t */\n\tdescriptors: function(chart) {\n\t\tvar cache = chart.$plugins || (chart.$plugins = {});\n\t\tif (cache.id === this._cacheId) {\n\t\t\treturn cache.descriptors;\n\t\t}\n\n\t\tvar plugins = [];\n\t\tvar descriptors = [];\n\t\tvar config = (chart && chart.config) || {};\n\t\tvar options = (config.options && config.options.plugins) || {};\n\n\t\tthis._plugins.concat(config.plugins || []).forEach(function(plugin) {\n\t\t\tvar idx = plugins.indexOf(plugin);\n\t\t\tif (idx !== -1) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar id = plugin.id;\n\t\t\tvar opts = options[id];\n\t\t\tif (opts === false) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (opts === true) {\n\t\t\t\topts = helpers$1.clone(core_defaults.global.plugins[id]);\n\t\t\t}\n\n\t\t\tplugins.push(plugin);\n\t\t\tdescriptors.push({\n\t\t\t\tplugin: plugin,\n\t\t\t\toptions: opts || {}\n\t\t\t});\n\t\t});\n\n\t\tcache.descriptors = descriptors;\n\t\tcache.id = this._cacheId;\n\t\treturn descriptors;\n\t},\n\n\t/**\n\t * Invalidates cache for the given chart: descriptors hold a reference on plugin option,\n\t * but in some cases, this reference can be changed by the user when updating options.\n\t * https://github.com/chartjs/Chart.js/issues/5111#issuecomment-355934167\n\t * @private\n\t */\n\t_invalidate: function(chart) {\n\t\tdelete chart.$plugins;\n\t}\n};\n\nvar core_scaleService = {\n\t// Scale registration object. Extensions can register new scale types (such as log or DB scales) and then\n\t// use the new chart options to grab the correct scale\n\tconstructors: {},\n\t// Use a registration function so that we can move to an ES6 map when we no longer need to support\n\t// old browsers\n\n\t// Scale config defaults\n\tdefaults: {},\n\tregisterScaleType: function(type, scaleConstructor, scaleDefaults) {\n\t\tthis.constructors[type] = scaleConstructor;\n\t\tthis.defaults[type] = helpers$1.clone(scaleDefaults);\n\t},\n\tgetScaleConstructor: function(type) {\n\t\treturn this.constructors.hasOwnProperty(type) ? this.constructors[type] : undefined;\n\t},\n\tgetScaleDefaults: function(type) {\n\t\t// Return the scale defaults merged with the global settings so that we always use the latest ones\n\t\treturn this.defaults.hasOwnProperty(type) ? helpers$1.merge(Object.create(null), [core_defaults.scale, this.defaults[type]]) : {};\n\t},\n\tupdateScaleDefaults: function(type, additions) {\n\t\tvar me = this;\n\t\tif (me.defaults.hasOwnProperty(type)) {\n\t\t\tme.defaults[type] = helpers$1.extend(me.defaults[type], additions);\n\t\t}\n\t},\n\taddScalesToLayout: function(chart) {\n\t\t// Adds each scale to the chart.boxes array to be sized accordingly\n\t\thelpers$1.each(chart.scales, function(scale) {\n\t\t\t// Set ILayoutItem parameters for backwards compatibility\n\t\t\tscale.fullWidth = scale.options.fullWidth;\n\t\t\tscale.position = scale.options.position;\n\t\t\tscale.weight = scale.options.weight;\n\t\t\tcore_layouts.addBox(chart, scale);\n\t\t});\n\t}\n};\n\nvar valueOrDefault$8 = helpers$1.valueOrDefault;\nvar getRtlHelper = helpers$1.rtl.getRtlAdapter;\n\ncore_defaults._set('global', {\n\ttooltips: {\n\t\tenabled: true,\n\t\tcustom: null,\n\t\tmode: 'nearest',\n\t\tposition: 'average',\n\t\tintersect: true,\n\t\tbackgroundColor: 'rgba(0,0,0,0.8)',\n\t\ttitleFontStyle: 'bold',\n\t\ttitleSpacing: 2,\n\t\ttitleMarginBottom: 6,\n\t\ttitleFontColor: '#fff',\n\t\ttitleAlign: 'left',\n\t\tbodySpacing: 2,\n\t\tbodyFontColor: '#fff',\n\t\tbodyAlign: 'left',\n\t\tfooterFontStyle: 'bold',\n\t\tfooterSpacing: 2,\n\t\tfooterMarginTop: 6,\n\t\tfooterFontColor: '#fff',\n\t\tfooterAlign: 'left',\n\t\tyPadding: 6,\n\t\txPadding: 6,\n\t\tcaretPadding: 2,\n\t\tcaretSize: 5,\n\t\tcornerRadius: 6,\n\t\tmultiKeyBackground: '#fff',\n\t\tdisplayColors: true,\n\t\tborderColor: 'rgba(0,0,0,0)',\n\t\tborderWidth: 0,\n\t\tcallbacks: {\n\t\t\t// Args are: (tooltipItems, data)\n\t\t\tbeforeTitle: helpers$1.noop,\n\t\t\ttitle: function(tooltipItems, data) {\n\t\t\t\tvar title = '';\n\t\t\t\tvar labels = data.labels;\n\t\t\t\tvar labelCount = labels ? labels.length : 0;\n\n\t\t\t\tif (tooltipItems.length > 0) {\n\t\t\t\t\tvar item = tooltipItems[0];\n\t\t\t\t\tif (item.label) {\n\t\t\t\t\t\ttitle = item.label;\n\t\t\t\t\t} else if (item.xLabel) {\n\t\t\t\t\t\ttitle = item.xLabel;\n\t\t\t\t\t} else if (labelCount > 0 && item.index < labelCount) {\n\t\t\t\t\t\ttitle = labels[item.index];\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn title;\n\t\t\t},\n\t\t\tafterTitle: helpers$1.noop,\n\n\t\t\t// Args are: (tooltipItems, data)\n\t\t\tbeforeBody: helpers$1.noop,\n\n\t\t\t// Args are: (tooltipItem, data)\n\t\t\tbeforeLabel: helpers$1.noop,\n\t\t\tlabel: function(tooltipItem, data) {\n\t\t\t\tvar label = data.datasets[tooltipItem.datasetIndex].label || '';\n\n\t\t\t\tif (label) {\n\t\t\t\t\tlabel += ': ';\n\t\t\t\t}\n\t\t\t\tif (!helpers$1.isNullOrUndef(tooltipItem.value)) {\n\t\t\t\t\tlabel += tooltipItem.value;\n\t\t\t\t} else {\n\t\t\t\t\tlabel += tooltipItem.yLabel;\n\t\t\t\t}\n\t\t\t\treturn label;\n\t\t\t},\n\t\t\tlabelColor: function(tooltipItem, chart) {\n\t\t\t\tvar meta = chart.getDatasetMeta(tooltipItem.datasetIndex);\n\t\t\t\tvar activeElement = meta.data[tooltipItem.index];\n\t\t\t\tvar view = activeElement._view;\n\t\t\t\treturn {\n\t\t\t\t\tborderColor: view.borderColor,\n\t\t\t\t\tbackgroundColor: view.backgroundColor\n\t\t\t\t};\n\t\t\t},\n\t\t\tlabelTextColor: function() {\n\t\t\t\treturn this._options.bodyFontColor;\n\t\t\t},\n\t\t\tafterLabel: helpers$1.noop,\n\n\t\t\t// Args are: (tooltipItems, data)\n\t\t\tafterBody: helpers$1.noop,\n\n\t\t\t// Args are: (tooltipItems, data)\n\t\t\tbeforeFooter: helpers$1.noop,\n\t\t\tfooter: helpers$1.noop,\n\t\t\tafterFooter: helpers$1.noop\n\t\t}\n\t}\n});\n\nvar positioners = {\n\t/**\n\t * Average mode places the tooltip at the average position of the elements shown\n\t * @function Chart.Tooltip.positioners.average\n\t * @param elements {ChartElement[]} the elements being displayed in the tooltip\n\t * @returns {object} tooltip position\n\t */\n\taverage: function(elements) {\n\t\tif (!elements.length) {\n\t\t\treturn false;\n\t\t}\n\n\t\tvar i, len;\n\t\tvar x = 0;\n\t\tvar y = 0;\n\t\tvar count = 0;\n\n\t\tfor (i = 0, len = elements.length; i < len; ++i) {\n\t\t\tvar el = elements[i];\n\t\t\tif (el && el.hasValue()) {\n\t\t\t\tvar pos = el.tooltipPosition();\n\t\t\t\tx += pos.x;\n\t\t\t\ty += pos.y;\n\t\t\t\t++count;\n\t\t\t}\n\t\t}\n\n\t\treturn {\n\t\t\tx: x / count,\n\t\t\ty: y / count\n\t\t};\n\t},\n\n\t/**\n\t * Gets the tooltip position nearest of the item nearest to the event position\n\t * @function Chart.Tooltip.positioners.nearest\n\t * @param elements {Chart.Element[]} the tooltip elements\n\t * @param eventPosition {object} the position of the event in canvas coordinates\n\t * @returns {object} the tooltip position\n\t */\n\tnearest: function(elements, eventPosition) {\n\t\tvar x = eventPosition.x;\n\t\tvar y = eventPosition.y;\n\t\tvar minDistance = Number.POSITIVE_INFINITY;\n\t\tvar i, len, nearestElement;\n\n\t\tfor (i = 0, len = elements.length; i < len; ++i) {\n\t\t\tvar el = elements[i];\n\t\t\tif (el && el.hasValue()) {\n\t\t\t\tvar center = el.getCenterPoint();\n\t\t\t\tvar d = helpers$1.distanceBetweenPoints(eventPosition, center);\n\n\t\t\t\tif (d < minDistance) {\n\t\t\t\t\tminDistance = d;\n\t\t\t\t\tnearestElement = el;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (nearestElement) {\n\t\t\tvar tp = nearestElement.tooltipPosition();\n\t\t\tx = tp.x;\n\t\t\ty = tp.y;\n\t\t}\n\n\t\treturn {\n\t\t\tx: x,\n\t\t\ty: y\n\t\t};\n\t}\n};\n\n// Helper to push or concat based on if the 2nd parameter is an array or not\nfunction pushOrConcat(base, toPush) {\n\tif (toPush) {\n\t\tif (helpers$1.isArray(toPush)) {\n\t\t\t// base = base.concat(toPush);\n\t\t\tArray.prototype.push.apply(base, toPush);\n\t\t} else {\n\t\t\tbase.push(toPush);\n\t\t}\n\t}\n\n\treturn base;\n}\n\n/**\n * Returns array of strings split by newline\n * @param {string} value - The value to split by newline.\n * @returns {string[]} value if newline present - Returned from String split() method\n * @function\n */\nfunction splitNewlines(str) {\n\tif ((typeof str === 'string' || str instanceof String) && str.indexOf('\\n') > -1) {\n\t\treturn str.split('\\n');\n\t}\n\treturn str;\n}\n\n\n/**\n * Private helper to create a tooltip item model\n * @param element - the chart element (point, arc, bar) to create the tooltip item for\n * @return new tooltip item\n */\nfunction createTooltipItem(element) {\n\tvar xScale = element._xScale;\n\tvar yScale = element._yScale || element._scale; // handle radar || polarArea charts\n\tvar index = element._index;\n\tvar datasetIndex = element._datasetIndex;\n\tvar controller = element._chart.getDatasetMeta(datasetIndex).controller;\n\tvar indexScale = controller._getIndexScale();\n\tvar valueScale = controller._getValueScale();\n\n\treturn {\n\t\txLabel: xScale ? xScale.getLabelForIndex(index, datasetIndex) : '',\n\t\tyLabel: yScale ? yScale.getLabelForIndex(index, datasetIndex) : '',\n\t\tlabel: indexScale ? '' + indexScale.getLabelForIndex(index, datasetIndex) : '',\n\t\tvalue: valueScale ? '' + valueScale.getLabelForIndex(index, datasetIndex) : '',\n\t\tindex: index,\n\t\tdatasetIndex: datasetIndex,\n\t\tx: element._model.x,\n\t\ty: element._model.y\n\t};\n}\n\n/**\n * Helper to get the reset model for the tooltip\n * @param tooltipOpts {object} the tooltip options\n */\nfunction getBaseModel(tooltipOpts) {\n\tvar globalDefaults = core_defaults.global;\n\n\treturn {\n\t\t// Positioning\n\t\txPadding: tooltipOpts.xPadding,\n\t\tyPadding: tooltipOpts.yPadding,\n\t\txAlign: tooltipOpts.xAlign,\n\t\tyAlign: tooltipOpts.yAlign,\n\n\t\t// Drawing direction and text direction\n\t\trtl: tooltipOpts.rtl,\n\t\ttextDirection: tooltipOpts.textDirection,\n\n\t\t// Body\n\t\tbodyFontColor: tooltipOpts.bodyFontColor,\n\t\t_bodyFontFamily: valueOrDefault$8(tooltipOpts.bodyFontFamily, globalDefaults.defaultFontFamily),\n\t\t_bodyFontStyle: valueOrDefault$8(tooltipOpts.bodyFontStyle, globalDefaults.defaultFontStyle),\n\t\t_bodyAlign: tooltipOpts.bodyAlign,\n\t\tbodyFontSize: valueOrDefault$8(tooltipOpts.bodyFontSize, globalDefaults.defaultFontSize),\n\t\tbodySpacing: tooltipOpts.bodySpacing,\n\n\t\t// Title\n\t\ttitleFontColor: tooltipOpts.titleFontColor,\n\t\t_titleFontFamily: valueOrDefault$8(tooltipOpts.titleFontFamily, globalDefaults.defaultFontFamily),\n\t\t_titleFontStyle: valueOrDefault$8(tooltipOpts.titleFontStyle, globalDefaults.defaultFontStyle),\n\t\ttitleFontSize: valueOrDefault$8(tooltipOpts.titleFontSize, globalDefaults.defaultFontSize),\n\t\t_titleAlign: tooltipOpts.titleAlign,\n\t\ttitleSpacing: tooltipOpts.titleSpacing,\n\t\ttitleMarginBottom: tooltipOpts.titleMarginBottom,\n\n\t\t// Footer\n\t\tfooterFontColor: tooltipOpts.footerFontColor,\n\t\t_footerFontFamily: valueOrDefault$8(tooltipOpts.footerFontFamily, globalDefaults.defaultFontFamily),\n\t\t_footerFontStyle: valueOrDefault$8(tooltipOpts.footerFontStyle, globalDefaults.defaultFontStyle),\n\t\tfooterFontSize: valueOrDefault$8(tooltipOpts.footerFontSize, globalDefaults.defaultFontSize),\n\t\t_footerAlign: tooltipOpts.footerAlign,\n\t\tfooterSpacing: tooltipOpts.footerSpacing,\n\t\tfooterMarginTop: tooltipOpts.footerMarginTop,\n\n\t\t// Appearance\n\t\tcaretSize: tooltipOpts.caretSize,\n\t\tcornerRadius: tooltipOpts.cornerRadius,\n\t\tbackgroundColor: tooltipOpts.backgroundColor,\n\t\topacity: 0,\n\t\tlegendColorBackground: tooltipOpts.multiKeyBackground,\n\t\tdisplayColors: tooltipOpts.displayColors,\n\t\tborderColor: tooltipOpts.borderColor,\n\t\tborderWidth: tooltipOpts.borderWidth\n\t};\n}\n\n/**\n * Get the size of the tooltip\n */\nfunction getTooltipSize(tooltip, model) {\n\tvar ctx = tooltip._chart.ctx;\n\n\tvar height = model.yPadding * 2; // Tooltip Padding\n\tvar width = 0;\n\n\t// Count of all lines in the body\n\tvar body = model.body;\n\tvar combinedBodyLength = body.reduce(function(count, bodyItem) {\n\t\treturn count + bodyItem.before.length + bodyItem.lines.length + bodyItem.after.length;\n\t}, 0);\n\tcombinedBodyLength += model.beforeBody.length + model.afterBody.length;\n\n\tvar titleLineCount = model.title.length;\n\tvar footerLineCount = model.footer.length;\n\tvar titleFontSize = model.titleFontSize;\n\tvar bodyFontSize = model.bodyFontSize;\n\tvar footerFontSize = model.footerFontSize;\n\n\theight += titleLineCount * titleFontSize; // Title Lines\n\theight += titleLineCount ? (titleLineCount - 1) * model.titleSpacing : 0; // Title Line Spacing\n\theight += titleLineCount ? model.titleMarginBottom : 0; // Title's bottom Margin\n\theight += combinedBodyLength * bodyFontSize; // Body Lines\n\theight += combinedBodyLength ? (combinedBodyLength - 1) * model.bodySpacing : 0; // Body Line Spacing\n\theight += footerLineCount ? model.footerMarginTop : 0; // Footer Margin\n\theight += footerLineCount * (footerFontSize); // Footer Lines\n\theight += footerLineCount ? (footerLineCount - 1) * model.footerSpacing : 0; // Footer Line Spacing\n\n\t// Title width\n\tvar widthPadding = 0;\n\tvar maxLineWidth = function(line) {\n\t\twidth = Math.max(width, ctx.measureText(line).width + widthPadding);\n\t};\n\n\tctx.font = helpers$1.fontString(titleFontSize, model._titleFontStyle, model._titleFontFamily);\n\thelpers$1.each(model.title, maxLineWidth);\n\n\t// Body width\n\tctx.font = helpers$1.fontString(bodyFontSize, model._bodyFontStyle, model._bodyFontFamily);\n\thelpers$1.each(model.beforeBody.concat(model.afterBody), maxLineWidth);\n\n\t// Body lines may include some extra width due to the color box\n\twidthPadding = model.displayColors ? (bodyFontSize + 2) : 0;\n\thelpers$1.each(body, function(bodyItem) {\n\t\thelpers$1.each(bodyItem.before, maxLineWidth);\n\t\thelpers$1.each(bodyItem.lines, maxLineWidth);\n\t\thelpers$1.each(bodyItem.after, maxLineWidth);\n\t});\n\n\t// Reset back to 0\n\twidthPadding = 0;\n\n\t// Footer width\n\tctx.font = helpers$1.fontString(footerFontSize, model._footerFontStyle, model._footerFontFamily);\n\thelpers$1.each(model.footer, maxLineWidth);\n\n\t// Add padding\n\twidth += 2 * model.xPadding;\n\n\treturn {\n\t\twidth: width,\n\t\theight: height\n\t};\n}\n\n/**\n * Helper to get the alignment of a tooltip given the size\n */\nfunction determineAlignment(tooltip, size) {\n\tvar model = tooltip._model;\n\tvar chart = tooltip._chart;\n\tvar chartArea = tooltip._chart.chartArea;\n\tvar xAlign = 'center';\n\tvar yAlign = 'center';\n\n\tif (model.y < size.height) {\n\t\tyAlign = 'top';\n\t} else if (model.y > (chart.height - size.height)) {\n\t\tyAlign = 'bottom';\n\t}\n\n\tvar lf, rf; // functions to determine left, right alignment\n\tvar olf, orf; // functions to determine if left/right alignment causes tooltip to go outside chart\n\tvar yf; // function to get the y alignment if the tooltip goes outside of the left or right edges\n\tvar midX = (chartArea.left + chartArea.right) / 2;\n\tvar midY = (chartArea.top + chartArea.bottom) / 2;\n\n\tif (yAlign === 'center') {\n\t\tlf = function(x) {\n\t\t\treturn x <= midX;\n\t\t};\n\t\trf = function(x) {\n\t\t\treturn x > midX;\n\t\t};\n\t} else {\n\t\tlf = function(x) {\n\t\t\treturn x <= (size.width / 2);\n\t\t};\n\t\trf = function(x) {\n\t\t\treturn x >= (chart.width - (size.width / 2));\n\t\t};\n\t}\n\n\tolf = function(x) {\n\t\treturn x + size.width + model.caretSize + model.caretPadding > chart.width;\n\t};\n\torf = function(x) {\n\t\treturn x - size.width - model.caretSize - model.caretPadding < 0;\n\t};\n\tyf = function(y) {\n\t\treturn y <= midY ? 'top' : 'bottom';\n\t};\n\n\tif (lf(model.x)) {\n\t\txAlign = 'left';\n\n\t\t// Is tooltip too wide and goes over the right side of the chart.?\n\t\tif (olf(model.x)) {\n\t\t\txAlign = 'center';\n\t\t\tyAlign = yf(model.y);\n\t\t}\n\t} else if (rf(model.x)) {\n\t\txAlign = 'right';\n\n\t\t// Is tooltip too wide and goes outside left edge of canvas?\n\t\tif (orf(model.x)) {\n\t\t\txAlign = 'center';\n\t\t\tyAlign = yf(model.y);\n\t\t}\n\t}\n\n\tvar opts = tooltip._options;\n\treturn {\n\t\txAlign: opts.xAlign ? opts.xAlign : xAlign,\n\t\tyAlign: opts.yAlign ? opts.yAlign : yAlign\n\t};\n}\n\n/**\n * Helper to get the location a tooltip needs to be placed at given the initial position (via the vm) and the size and alignment\n */\nfunction getBackgroundPoint(vm, size, alignment, chart) {\n\t// Background Position\n\tvar x = vm.x;\n\tvar y = vm.y;\n\n\tvar caretSize = vm.caretSize;\n\tvar caretPadding = vm.caretPadding;\n\tvar cornerRadius = vm.cornerRadius;\n\tvar xAlign = alignment.xAlign;\n\tvar yAlign = alignment.yAlign;\n\tvar paddingAndSize = caretSize + caretPadding;\n\tvar radiusAndPadding = cornerRadius + caretPadding;\n\n\tif (xAlign === 'right') {\n\t\tx -= size.width;\n\t} else if (xAlign === 'center') {\n\t\tx -= (size.width / 2);\n\t\tif (x + size.width > chart.width) {\n\t\t\tx = chart.width - size.width;\n\t\t}\n\t\tif (x < 0) {\n\t\t\tx = 0;\n\t\t}\n\t}\n\n\tif (yAlign === 'top') {\n\t\ty += paddingAndSize;\n\t} else if (yAlign === 'bottom') {\n\t\ty -= size.height + paddingAndSize;\n\t} else {\n\t\ty -= (size.height / 2);\n\t}\n\n\tif (yAlign === 'center') {\n\t\tif (xAlign === 'left') {\n\t\t\tx += paddingAndSize;\n\t\t} else if (xAlign === 'right') {\n\t\t\tx -= paddingAndSize;\n\t\t}\n\t} else if (xAlign === 'left') {\n\t\tx -= radiusAndPadding;\n\t} else if (xAlign === 'right') {\n\t\tx += radiusAndPadding;\n\t}\n\n\treturn {\n\t\tx: x,\n\t\ty: y\n\t};\n}\n\nfunction getAlignedX(vm, align) {\n\treturn align === 'center'\n\t\t? vm.x + vm.width / 2\n\t\t: align === 'right'\n\t\t\t? vm.x + vm.width - vm.xPadding\n\t\t\t: vm.x + vm.xPadding;\n}\n\n/**\n * Helper to build before and after body lines\n */\nfunction getBeforeAfterBodyLines(callback) {\n\treturn pushOrConcat([], splitNewlines(callback));\n}\n\nvar exports$4 = core_element.extend({\n\tinitialize: function() {\n\t\tthis._model = getBaseModel(this._options);\n\t\tthis._lastActive = [];\n\t},\n\n\t// Get the title\n\t// Args are: (tooltipItem, data)\n\tgetTitle: function() {\n\t\tvar me = this;\n\t\tvar opts = me._options;\n\t\tvar callbacks = opts.callbacks;\n\n\t\tvar beforeTitle = callbacks.beforeTitle.apply(me, arguments);\n\t\tvar title = callbacks.title.apply(me, arguments);\n\t\tvar afterTitle = callbacks.afterTitle.apply(me, arguments);\n\n\t\tvar lines = [];\n\t\tlines = pushOrConcat(lines, splitNewlines(beforeTitle));\n\t\tlines = pushOrConcat(lines, splitNewlines(title));\n\t\tlines = pushOrConcat(lines, splitNewlines(afterTitle));\n\n\t\treturn lines;\n\t},\n\n\t// Args are: (tooltipItem, data)\n\tgetBeforeBody: function() {\n\t\treturn getBeforeAfterBodyLines(this._options.callbacks.beforeBody.apply(this, arguments));\n\t},\n\n\t// Args are: (tooltipItem, data)\n\tgetBody: function(tooltipItems, data) {\n\t\tvar me = this;\n\t\tvar callbacks = me._options.callbacks;\n\t\tvar bodyItems = [];\n\n\t\thelpers$1.each(tooltipItems, function(tooltipItem) {\n\t\t\tvar bodyItem = {\n\t\t\t\tbefore: [],\n\t\t\t\tlines: [],\n\t\t\t\tafter: []\n\t\t\t};\n\t\t\tpushOrConcat(bodyItem.before, splitNewlines(callbacks.beforeLabel.call(me, tooltipItem, data)));\n\t\t\tpushOrConcat(bodyItem.lines, callbacks.label.call(me, tooltipItem, data));\n\t\t\tpushOrConcat(bodyItem.after, splitNewlines(callbacks.afterLabel.call(me, tooltipItem, data)));\n\n\t\t\tbodyItems.push(bodyItem);\n\t\t});\n\n\t\treturn bodyItems;\n\t},\n\n\t// Args are: (tooltipItem, data)\n\tgetAfterBody: function() {\n\t\treturn getBeforeAfterBodyLines(this._options.callbacks.afterBody.apply(this, arguments));\n\t},\n\n\t// Get the footer and beforeFooter and afterFooter lines\n\t// Args are: (tooltipItem, data)\n\tgetFooter: function() {\n\t\tvar me = this;\n\t\tvar callbacks = me._options.callbacks;\n\n\t\tvar beforeFooter = callbacks.beforeFooter.apply(me, arguments);\n\t\tvar footer = callbacks.footer.apply(me, arguments);\n\t\tvar afterFooter = callbacks.afterFooter.apply(me, arguments);\n\n\t\tvar lines = [];\n\t\tlines = pushOrConcat(lines, splitNewlines(beforeFooter));\n\t\tlines = pushOrConcat(lines, splitNewlines(footer));\n\t\tlines = pushOrConcat(lines, splitNewlines(afterFooter));\n\n\t\treturn lines;\n\t},\n\n\tupdate: function(changed) {\n\t\tvar me = this;\n\t\tvar opts = me._options;\n\n\t\t// Need to regenerate the model because its faster than using extend and it is necessary due to the optimization in Chart.Element.transition\n\t\t// that does _view = _model if ease === 1. This causes the 2nd tooltip update to set properties in both the view and model at the same time\n\t\t// which breaks any animations.\n\t\tvar existingModel = me._model;\n\t\tvar model = me._model = getBaseModel(opts);\n\t\tvar active = me._active;\n\n\t\tvar data = me._data;\n\n\t\t// In the case where active.length === 0 we need to keep these at existing values for good animations\n\t\tvar alignment = {\n\t\t\txAlign: existingModel.xAlign,\n\t\t\tyAlign: existingModel.yAlign\n\t\t};\n\t\tvar backgroundPoint = {\n\t\t\tx: existingModel.x,\n\t\t\ty: existingModel.y\n\t\t};\n\t\tvar tooltipSize = {\n\t\t\twidth: existingModel.width,\n\t\t\theight: existingModel.height\n\t\t};\n\t\tvar tooltipPosition = {\n\t\t\tx: existingModel.caretX,\n\t\t\ty: existingModel.caretY\n\t\t};\n\n\t\tvar i, len;\n\n\t\tif (active.length) {\n\t\t\tmodel.opacity = 1;\n\n\t\t\tvar labelColors = [];\n\t\t\tvar labelTextColors = [];\n\t\t\ttooltipPosition = positioners[opts.position].call(me, active, me._eventPosition);\n\n\t\t\tvar tooltipItems = [];\n\t\t\tfor (i = 0, len = active.length; i < len; ++i) {\n\t\t\t\ttooltipItems.push(createTooltipItem(active[i]));\n\t\t\t}\n\n\t\t\t// If the user provided a filter function, use it to modify the tooltip items\n\t\t\tif (opts.filter) {\n\t\t\t\ttooltipItems = tooltipItems.filter(function(a) {\n\t\t\t\t\treturn opts.filter(a, data);\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t// If the user provided a sorting function, use it to modify the tooltip items\n\t\t\tif (opts.itemSort) {\n\t\t\t\ttooltipItems = tooltipItems.sort(function(a, b) {\n\t\t\t\t\treturn opts.itemSort(a, b, data);\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t// Determine colors for boxes\n\t\t\thelpers$1.each(tooltipItems, function(tooltipItem) {\n\t\t\t\tlabelColors.push(opts.callbacks.labelColor.call(me, tooltipItem, me._chart));\n\t\t\t\tlabelTextColors.push(opts.callbacks.labelTextColor.call(me, tooltipItem, me._chart));\n\t\t\t});\n\n\n\t\t\t// Build the Text Lines\n\t\t\tmodel.title = me.getTitle(tooltipItems, data);\n\t\t\tmodel.beforeBody = me.getBeforeBody(tooltipItems, data);\n\t\t\tmodel.body = me.getBody(tooltipItems, data);\n\t\t\tmodel.afterBody = me.getAfterBody(tooltipItems, data);\n\t\t\tmodel.footer = me.getFooter(tooltipItems, data);\n\n\t\t\t// Initial positioning and colors\n\t\t\tmodel.x = tooltipPosition.x;\n\t\t\tmodel.y = tooltipPosition.y;\n\t\t\tmodel.caretPadding = opts.caretPadding;\n\t\t\tmodel.labelColors = labelColors;\n\t\t\tmodel.labelTextColors = labelTextColors;\n\n\t\t\t// data points\n\t\t\tmodel.dataPoints = tooltipItems;\n\n\t\t\t// We need to determine alignment of the tooltip\n\t\t\ttooltipSize = getTooltipSize(this, model);\n\t\t\talignment = determineAlignment(this, tooltipSize);\n\t\t\t// Final Size and Position\n\t\t\tbackgroundPoint = getBackgroundPoint(model, tooltipSize, alignment, me._chart);\n\t\t} else {\n\t\t\tmodel.opacity = 0;\n\t\t}\n\n\t\tmodel.xAlign = alignment.xAlign;\n\t\tmodel.yAlign = alignment.yAlign;\n\t\tmodel.x = backgroundPoint.x;\n\t\tmodel.y = backgroundPoint.y;\n\t\tmodel.width = tooltipSize.width;\n\t\tmodel.height = tooltipSize.height;\n\n\t\t// Point where the caret on the tooltip points to\n\t\tmodel.caretX = tooltipPosition.x;\n\t\tmodel.caretY = tooltipPosition.y;\n\n\t\tme._model = model;\n\n\t\tif (changed && opts.custom) {\n\t\t\topts.custom.call(me, model);\n\t\t}\n\n\t\treturn me;\n\t},\n\n\tdrawCaret: function(tooltipPoint, size) {\n\t\tvar ctx = this._chart.ctx;\n\t\tvar vm = this._view;\n\t\tvar caretPosition = this.getCaretPosition(tooltipPoint, size, vm);\n\n\t\tctx.lineTo(caretPosition.x1, caretPosition.y1);\n\t\tctx.lineTo(caretPosition.x2, caretPosition.y2);\n\t\tctx.lineTo(caretPosition.x3, caretPosition.y3);\n\t},\n\tgetCaretPosition: function(tooltipPoint, size, vm) {\n\t\tvar x1, x2, x3, y1, y2, y3;\n\t\tvar caretSize = vm.caretSize;\n\t\tvar cornerRadius = vm.cornerRadius;\n\t\tvar xAlign = vm.xAlign;\n\t\tvar yAlign = vm.yAlign;\n\t\tvar ptX = tooltipPoint.x;\n\t\tvar ptY = tooltipPoint.y;\n\t\tvar width = size.width;\n\t\tvar height = size.height;\n\n\t\tif (yAlign === 'center') {\n\t\t\ty2 = ptY + (height / 2);\n\n\t\t\tif (xAlign === 'left') {\n\t\t\t\tx1 = ptX;\n\t\t\t\tx2 = x1 - caretSize;\n\t\t\t\tx3 = x1;\n\n\t\t\t\ty1 = y2 + caretSize;\n\t\t\t\ty3 = y2 - caretSize;\n\t\t\t} else {\n\t\t\t\tx1 = ptX + width;\n\t\t\t\tx2 = x1 + caretSize;\n\t\t\t\tx3 = x1;\n\n\t\t\t\ty1 = y2 - caretSize;\n\t\t\t\ty3 = y2 + caretSize;\n\t\t\t}\n\t\t} else {\n\t\t\tif (xAlign === 'left') {\n\t\t\t\tx2 = ptX + cornerRadius + (caretSize);\n\t\t\t\tx1 = x2 - caretSize;\n\t\t\t\tx3 = x2 + caretSize;\n\t\t\t} else if (xAlign === 'right') {\n\t\t\t\tx2 = ptX + width - cornerRadius - caretSize;\n\t\t\t\tx1 = x2 - caretSize;\n\t\t\t\tx3 = x2 + caretSize;\n\t\t\t} else {\n\t\t\t\tx2 = vm.caretX;\n\t\t\t\tx1 = x2 - caretSize;\n\t\t\t\tx3 = x2 + caretSize;\n\t\t\t}\n\t\t\tif (yAlign === 'top') {\n\t\t\t\ty1 = ptY;\n\t\t\t\ty2 = y1 - caretSize;\n\t\t\t\ty3 = y1;\n\t\t\t} else {\n\t\t\t\ty1 = ptY + height;\n\t\t\t\ty2 = y1 + caretSize;\n\t\t\t\ty3 = y1;\n\t\t\t\t// invert drawing order\n\t\t\t\tvar tmp = x3;\n\t\t\t\tx3 = x1;\n\t\t\t\tx1 = tmp;\n\t\t\t}\n\t\t}\n\t\treturn {x1: x1, x2: x2, x3: x3, y1: y1, y2: y2, y3: y3};\n\t},\n\n\tdrawTitle: function(pt, vm, ctx) {\n\t\tvar title = vm.title;\n\t\tvar length = title.length;\n\t\tvar titleFontSize, titleSpacing, i;\n\n\t\tif (length) {\n\t\t\tvar rtlHelper = getRtlHelper(vm.rtl, vm.x, vm.width);\n\n\t\t\tpt.x = getAlignedX(vm, vm._titleAlign);\n\n\t\t\tctx.textAlign = rtlHelper.textAlign(vm._titleAlign);\n\t\t\tctx.textBaseline = 'middle';\n\n\t\t\ttitleFontSize = vm.titleFontSize;\n\t\t\ttitleSpacing = vm.titleSpacing;\n\n\t\t\tctx.fillStyle = vm.titleFontColor;\n\t\t\tctx.font = helpers$1.fontString(titleFontSize, vm._titleFontStyle, vm._titleFontFamily);\n\n\t\t\tfor (i = 0; i < length; ++i) {\n\t\t\t\tctx.fillText(title[i], rtlHelper.x(pt.x), pt.y + titleFontSize / 2);\n\t\t\t\tpt.y += titleFontSize + titleSpacing; // Line Height and spacing\n\n\t\t\t\tif (i + 1 === length) {\n\t\t\t\t\tpt.y += vm.titleMarginBottom - titleSpacing; // If Last, add margin, remove spacing\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t},\n\n\tdrawBody: function(pt, vm, ctx) {\n\t\tvar bodyFontSize = vm.bodyFontSize;\n\t\tvar bodySpacing = vm.bodySpacing;\n\t\tvar bodyAlign = vm._bodyAlign;\n\t\tvar body = vm.body;\n\t\tvar drawColorBoxes = vm.displayColors;\n\t\tvar xLinePadding = 0;\n\t\tvar colorX = drawColorBoxes ? getAlignedX(vm, 'left') : 0;\n\n\t\tvar rtlHelper = getRtlHelper(vm.rtl, vm.x, vm.width);\n\n\t\tvar fillLineOfText = function(line) {\n\t\t\tctx.fillText(line, rtlHelper.x(pt.x + xLinePadding), pt.y + bodyFontSize / 2);\n\t\t\tpt.y += bodyFontSize + bodySpacing;\n\t\t};\n\n\t\tvar bodyItem, textColor, labelColors, lines, i, j, ilen, jlen;\n\t\tvar bodyAlignForCalculation = rtlHelper.textAlign(bodyAlign);\n\n\t\tctx.textAlign = bodyAlign;\n\t\tctx.textBaseline = 'middle';\n\t\tctx.font = helpers$1.fontString(bodyFontSize, vm._bodyFontStyle, vm._bodyFontFamily);\n\n\t\tpt.x = getAlignedX(vm, bodyAlignForCalculation);\n\n\t\t// Before body lines\n\t\tctx.fillStyle = vm.bodyFontColor;\n\t\thelpers$1.each(vm.beforeBody, fillLineOfText);\n\n\t\txLinePadding = drawColorBoxes && bodyAlignForCalculation !== 'right'\n\t\t\t? bodyAlign === 'center' ? (bodyFontSize / 2 + 1) : (bodyFontSize + 2)\n\t\t\t: 0;\n\n\t\t// Draw body lines now\n\t\tfor (i = 0, ilen = body.length; i < ilen; ++i) {\n\t\t\tbodyItem = body[i];\n\t\t\ttextColor = vm.labelTextColors[i];\n\t\t\tlabelColors = vm.labelColors[i];\n\n\t\t\tctx.fillStyle = textColor;\n\t\t\thelpers$1.each(bodyItem.before, fillLineOfText);\n\n\t\t\tlines = bodyItem.lines;\n\t\t\tfor (j = 0, jlen = lines.length; j < jlen; ++j) {\n\t\t\t\t// Draw Legend-like boxes if needed\n\t\t\t\tif (drawColorBoxes) {\n\t\t\t\t\tvar rtlColorX = rtlHelper.x(colorX);\n\n\t\t\t\t\t// Fill a white rect so that colours merge nicely if the opacity is < 1\n\t\t\t\t\tctx.fillStyle = vm.legendColorBackground;\n\t\t\t\t\tctx.fillRect(rtlHelper.leftForLtr(rtlColorX, bodyFontSize), pt.y, bodyFontSize, bodyFontSize);\n\n\t\t\t\t\t// Border\n\t\t\t\t\tctx.lineWidth = 1;\n\t\t\t\t\tctx.strokeStyle = labelColors.borderColor;\n\t\t\t\t\tctx.strokeRect(rtlHelper.leftForLtr(rtlColorX, bodyFontSize), pt.y, bodyFontSize, bodyFontSize);\n\n\t\t\t\t\t// Inner square\n\t\t\t\t\tctx.fillStyle = labelColors.backgroundColor;\n\t\t\t\t\tctx.fillRect(rtlHelper.leftForLtr(rtlHelper.xPlus(rtlColorX, 1), bodyFontSize - 2), pt.y + 1, bodyFontSize - 2, bodyFontSize - 2);\n\t\t\t\t\tctx.fillStyle = textColor;\n\t\t\t\t}\n\n\t\t\t\tfillLineOfText(lines[j]);\n\t\t\t}\n\n\t\t\thelpers$1.each(bodyItem.after, fillLineOfText);\n\t\t}\n\n\t\t// Reset back to 0 for after body\n\t\txLinePadding = 0;\n\n\t\t// After body lines\n\t\thelpers$1.each(vm.afterBody, fillLineOfText);\n\t\tpt.y -= bodySpacing; // Remove last body spacing\n\t},\n\n\tdrawFooter: function(pt, vm, ctx) {\n\t\tvar footer = vm.footer;\n\t\tvar length = footer.length;\n\t\tvar footerFontSize, i;\n\n\t\tif (length) {\n\t\t\tvar rtlHelper = getRtlHelper(vm.rtl, vm.x, vm.width);\n\n\t\t\tpt.x = getAlignedX(vm, vm._footerAlign);\n\t\t\tpt.y += vm.footerMarginTop;\n\n\t\t\tctx.textAlign = rtlHelper.textAlign(vm._footerAlign);\n\t\t\tctx.textBaseline = 'middle';\n\n\t\t\tfooterFontSize = vm.footerFontSize;\n\n\t\t\tctx.fillStyle = vm.footerFontColor;\n\t\t\tctx.font = helpers$1.fontString(footerFontSize, vm._footerFontStyle, vm._footerFontFamily);\n\n\t\t\tfor (i = 0; i < length; ++i) {\n\t\t\t\tctx.fillText(footer[i], rtlHelper.x(pt.x), pt.y + footerFontSize / 2);\n\t\t\t\tpt.y += footerFontSize + vm.footerSpacing;\n\t\t\t}\n\t\t}\n\t},\n\n\tdrawBackground: function(pt, vm, ctx, tooltipSize) {\n\t\tctx.fillStyle = vm.backgroundColor;\n\t\tctx.strokeStyle = vm.borderColor;\n\t\tctx.lineWidth = vm.borderWidth;\n\t\tvar xAlign = vm.xAlign;\n\t\tvar yAlign = vm.yAlign;\n\t\tvar x = pt.x;\n\t\tvar y = pt.y;\n\t\tvar width = tooltipSize.width;\n\t\tvar height = tooltipSize.height;\n\t\tvar radius = vm.cornerRadius;\n\n\t\tctx.beginPath();\n\t\tctx.moveTo(x + radius, y);\n\t\tif (yAlign === 'top') {\n\t\t\tthis.drawCaret(pt, tooltipSize);\n\t\t}\n\t\tctx.lineTo(x + width - radius, y);\n\t\tctx.quadraticCurveTo(x + width, y, x + width, y + radius);\n\t\tif (yAlign === 'center' && xAlign === 'right') {\n\t\t\tthis.drawCaret(pt, tooltipSize);\n\t\t}\n\t\tctx.lineTo(x + width, y + height - radius);\n\t\tctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);\n\t\tif (yAlign === 'bottom') {\n\t\t\tthis.drawCaret(pt, tooltipSize);\n\t\t}\n\t\tctx.lineTo(x + radius, y + height);\n\t\tctx.quadraticCurveTo(x, y + height, x, y + height - radius);\n\t\tif (yAlign === 'center' && xAlign === 'left') {\n\t\t\tthis.drawCaret(pt, tooltipSize);\n\t\t}\n\t\tctx.lineTo(x, y + radius);\n\t\tctx.quadraticCurveTo(x, y, x + radius, y);\n\t\tctx.closePath();\n\n\t\tctx.fill();\n\n\t\tif (vm.borderWidth > 0) {\n\t\t\tctx.stroke();\n\t\t}\n\t},\n\n\tdraw: function() {\n\t\tvar ctx = this._chart.ctx;\n\t\tvar vm = this._view;\n\n\t\tif (vm.opacity === 0) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar tooltipSize = {\n\t\t\twidth: vm.width,\n\t\t\theight: vm.height\n\t\t};\n\t\tvar pt = {\n\t\t\tx: vm.x,\n\t\t\ty: vm.y\n\t\t};\n\n\t\t// IE11/Edge does not like very small opacities, so snap to 0\n\t\tvar opacity = Math.abs(vm.opacity < 1e-3) ? 0 : vm.opacity;\n\n\t\t// Truthy/falsey value for empty tooltip\n\t\tvar hasTooltipContent = vm.title.length || vm.beforeBody.length || vm.body.length || vm.afterBody.length || vm.footer.length;\n\n\t\tif (this._options.enabled && hasTooltipContent) {\n\t\t\tctx.save();\n\t\t\tctx.globalAlpha = opacity;\n\n\t\t\t// Draw Background\n\t\t\tthis.drawBackground(pt, vm, ctx, tooltipSize);\n\n\t\t\t// Draw Title, Body, and Footer\n\t\t\tpt.y += vm.yPadding;\n\n\t\t\thelpers$1.rtl.overrideTextDirection(ctx, vm.textDirection);\n\n\t\t\t// Titles\n\t\t\tthis.drawTitle(pt, vm, ctx);\n\n\t\t\t// Body\n\t\t\tthis.drawBody(pt, vm, ctx);\n\n\t\t\t// Footer\n\t\t\tthis.drawFooter(pt, vm, ctx);\n\n\t\t\thelpers$1.rtl.restoreTextDirection(ctx, vm.textDirection);\n\n\t\t\tctx.restore();\n\t\t}\n\t},\n\n\t/**\n\t * Handle an event\n\t * @private\n\t * @param {IEvent} event - The event to handle\n\t * @returns {boolean} true if the tooltip changed\n\t */\n\thandleEvent: function(e) {\n\t\tvar me = this;\n\t\tvar options = me._options;\n\t\tvar changed = false;\n\n\t\tme._lastActive = me._lastActive || [];\n\n\t\t// Find Active Elements for tooltips\n\t\tif (e.type === 'mouseout') {\n\t\t\tme._active = [];\n\t\t} else {\n\t\t\tme._active = me._chart.getElementsAtEventForMode(e, options.mode, options);\n\t\t\tif (options.reverse) {\n\t\t\t\tme._active.reverse();\n\t\t\t}\n\t\t}\n\n\t\t// Remember Last Actives\n\t\tchanged = !helpers$1.arrayEquals(me._active, me._lastActive);\n\n\t\t// Only handle target event on tooltip change\n\t\tif (changed) {\n\t\t\tme._lastActive = me._active;\n\n\t\t\tif (options.enabled || options.custom) {\n\t\t\t\tme._eventPosition = {\n\t\t\t\t\tx: e.x,\n\t\t\t\t\ty: e.y\n\t\t\t\t};\n\n\t\t\t\tme.update(true);\n\t\t\t\tme.pivot();\n\t\t\t}\n\t\t}\n\n\t\treturn changed;\n\t}\n});\n\n/**\n * @namespace Chart.Tooltip.positioners\n */\nvar positioners_1 = positioners;\n\nvar core_tooltip = exports$4;\ncore_tooltip.positioners = positioners_1;\n\nvar valueOrDefault$9 = helpers$1.valueOrDefault;\n\ncore_defaults._set('global', {\n\telements: {},\n\tevents: [\n\t\t'mousemove',\n\t\t'mouseout',\n\t\t'click',\n\t\t'touchstart',\n\t\t'touchmove'\n\t],\n\thover: {\n\t\tonHover: null,\n\t\tmode: 'nearest',\n\t\tintersect: true,\n\t\tanimationDuration: 400\n\t},\n\tonClick: null,\n\tmaintainAspectRatio: true,\n\tresponsive: true,\n\tresponsiveAnimationDuration: 0\n});\n\n/**\n * Recursively merge the given config objects representing the `scales` option\n * by incorporating scale defaults in `xAxes` and `yAxes` array items, then\n * returns a deep copy of the result, thus doesn't alter inputs.\n */\nfunction mergeScaleConfig(/* config objects ... */) {\n\treturn helpers$1.merge(Object.create(null), [].slice.call(arguments), {\n\t\tmerger: function(key, target, source, options) {\n\t\t\tif (key === 'xAxes' || key === 'yAxes') {\n\t\t\t\tvar slen = source[key].length;\n\t\t\t\tvar i, type, scale;\n\n\t\t\t\tif (!target[key]) {\n\t\t\t\t\ttarget[key] = [];\n\t\t\t\t}\n\n\t\t\t\tfor (i = 0; i < slen; ++i) {\n\t\t\t\t\tscale = source[key][i];\n\t\t\t\t\ttype = valueOrDefault$9(scale.type, key === 'xAxes' ? 'category' : 'linear');\n\n\t\t\t\t\tif (i >= target[key].length) {\n\t\t\t\t\t\ttarget[key].push({});\n\t\t\t\t\t}\n\n\t\t\t\t\tif (!target[key][i].type || (scale.type && scale.type !== target[key][i].type)) {\n\t\t\t\t\t\t// new/untyped scale or type changed: let's apply the new defaults\n\t\t\t\t\t\t// then merge source scale to correctly overwrite the defaults.\n\t\t\t\t\t\thelpers$1.merge(target[key][i], [core_scaleService.getScaleDefaults(type), scale]);\n\t\t\t\t\t} else {\n\t\t\t\t\t\t// scales type are the same\n\t\t\t\t\t\thelpers$1.merge(target[key][i], scale);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\thelpers$1._merger(key, target, source, options);\n\t\t\t}\n\t\t}\n\t});\n}\n\n/**\n * Recursively merge the given config objects as the root options by handling\n * default scale options for the `scales` and `scale` properties, then returns\n * a deep copy of the result, thus doesn't alter inputs.\n */\nfunction mergeConfig(/* config objects ... */) {\n\treturn helpers$1.merge(Object.create(null), [].slice.call(arguments), {\n\t\tmerger: function(key, target, source, options) {\n\t\t\tvar tval = target[key] || Object.create(null);\n\t\t\tvar sval = source[key];\n\n\t\t\tif (key === 'scales') {\n\t\t\t\t// scale config merging is complex. Add our own function here for that\n\t\t\t\ttarget[key] = mergeScaleConfig(tval, sval);\n\t\t\t} else if (key === 'scale') {\n\t\t\t\t// used in polar area & radar charts since there is only one scale\n\t\t\t\ttarget[key] = helpers$1.merge(tval, [core_scaleService.getScaleDefaults(sval.type), sval]);\n\t\t\t} else {\n\t\t\t\thelpers$1._merger(key, target, source, options);\n\t\t\t}\n\t\t}\n\t});\n}\n\nfunction initConfig(config) {\n\tconfig = config || Object.create(null);\n\n\t// Do NOT use mergeConfig for the data object because this method merges arrays\n\t// and so would change references to labels and datasets, preventing data updates.\n\tvar data = config.data = config.data || {};\n\tdata.datasets = data.datasets || [];\n\tdata.labels = data.labels || [];\n\n\tconfig.options = mergeConfig(\n\t\tcore_defaults.global,\n\t\tcore_defaults[config.type],\n\t\tconfig.options || {});\n\n\treturn config;\n}\n\nfunction updateConfig(chart) {\n\tvar newOptions = chart.options;\n\n\thelpers$1.each(chart.scales, function(scale) {\n\t\tcore_layouts.removeBox(chart, scale);\n\t});\n\n\tnewOptions = mergeConfig(\n\t\tcore_defaults.global,\n\t\tcore_defaults[chart.config.type],\n\t\tnewOptions);\n\n\tchart.options = chart.config.options = newOptions;\n\tchart.ensureScalesHaveIDs();\n\tchart.buildOrUpdateScales();\n\n\t// Tooltip\n\tchart.tooltip._options = newOptions.tooltips;\n\tchart.tooltip.initialize();\n}\n\nfunction nextAvailableScaleId(axesOpts, prefix, index) {\n\tvar id;\n\tvar hasId = function(obj) {\n\t\treturn obj.id === id;\n\t};\n\n\tdo {\n\t\tid = prefix + index++;\n\t} while (helpers$1.findIndex(axesOpts, hasId) >= 0);\n\n\treturn id;\n}\n\nfunction positionIsHorizontal(position) {\n\treturn position === 'top' || position === 'bottom';\n}\n\nfunction compare2Level(l1, l2) {\n\treturn function(a, b) {\n\t\treturn a[l1] === b[l1]\n\t\t\t? a[l2] - b[l2]\n\t\t\t: a[l1] - b[l1];\n\t};\n}\n\nvar Chart = function(item, config) {\n\tthis.construct(item, config);\n\treturn this;\n};\n\nhelpers$1.extend(Chart.prototype, /** @lends Chart */ {\n\t/**\n\t * @private\n\t */\n\tconstruct: function(item, config) {\n\t\tvar me = this;\n\n\t\tconfig = initConfig(config);\n\n\t\tvar context = platform.acquireContext(item, config);\n\t\tvar canvas = context && context.canvas;\n\t\tvar height = canvas && canvas.height;\n\t\tvar width = canvas && canvas.width;\n\n\t\tme.id = helpers$1.uid();\n\t\tme.ctx = context;\n\t\tme.canvas = canvas;\n\t\tme.config = config;\n\t\tme.width = width;\n\t\tme.height = height;\n\t\tme.aspectRatio = height ? width / height : null;\n\t\tme.options = config.options;\n\t\tme._bufferedRender = false;\n\t\tme._layers = [];\n\n\t\t/**\n\t\t * Provided for backward compatibility, Chart and Chart.Controller have been merged,\n\t\t * the \"instance\" still need to be defined since it might be called from plugins.\n\t\t * @prop Chart#chart\n\t\t * @deprecated since version 2.6.0\n\t\t * @todo remove at version 3\n\t\t * @private\n\t\t */\n\t\tme.chart = me;\n\t\tme.controller = me; // chart.chart.controller #inception\n\n\t\t// Add the chart instance to the global namespace\n\t\tChart.instances[me.id] = me;\n\n\t\t// Define alias to the config data: `chart.data === chart.config.data`\n\t\tObject.defineProperty(me, 'data', {\n\t\t\tget: function() {\n\t\t\t\treturn me.config.data;\n\t\t\t},\n\t\t\tset: function(value) {\n\t\t\t\tme.config.data = value;\n\t\t\t}\n\t\t});\n\n\t\tif (!context || !canvas) {\n\t\t\t// The given item is not a compatible context2d element, let's return before finalizing\n\t\t\t// the chart initialization but after setting basic chart / controller properties that\n\t\t\t// can help to figure out that the chart is not valid (e.g chart.canvas !== null);\n\t\t\t// https://github.com/chartjs/Chart.js/issues/2807\n\t\t\tconsole.error(\"Failed to create chart: can't acquire context from the given item\");\n\t\t\treturn;\n\t\t}\n\n\t\tme.initialize();\n\t\tme.update();\n\t},\n\n\t/**\n\t * @private\n\t */\n\tinitialize: function() {\n\t\tvar me = this;\n\n\t\t// Before init plugin notification\n\t\tcore_plugins.notify(me, 'beforeInit');\n\n\t\thelpers$1.retinaScale(me, me.options.devicePixelRatio);\n\n\t\tme.bindEvents();\n\n\t\tif (me.options.responsive) {\n\t\t\t// Initial resize before chart draws (must be silent to preserve initial animations).\n\t\t\tme.resize(true);\n\t\t}\n\n\t\tme.initToolTip();\n\n\t\t// After init plugin notification\n\t\tcore_plugins.notify(me, 'afterInit');\n\n\t\treturn me;\n\t},\n\n\tclear: function() {\n\t\thelpers$1.canvas.clear(this);\n\t\treturn this;\n\t},\n\n\tstop: function() {\n\t\t// Stops any current animation loop occurring\n\t\tcore_animations.cancelAnimation(this);\n\t\treturn this;\n\t},\n\n\tresize: function(silent) {\n\t\tvar me = this;\n\t\tvar options = me.options;\n\t\tvar canvas = me.canvas;\n\t\tvar aspectRatio = (options.maintainAspectRatio && me.aspectRatio) || null;\n\n\t\t// the canvas render width and height will be casted to integers so make sure that\n\t\t// the canvas display style uses the same integer values to avoid blurring effect.\n\n\t\t// Set to 0 instead of canvas.size because the size defaults to 300x150 if the element is collapsed\n\t\tvar newWidth = Math.max(0, Math.floor(helpers$1.getMaximumWidth(canvas)));\n\t\tvar newHeight = Math.max(0, Math.floor(aspectRatio ? newWidth / aspectRatio : helpers$1.getMaximumHeight(canvas)));\n\n\t\tif (me.width === newWidth && me.height === newHeight) {\n\t\t\treturn;\n\t\t}\n\n\t\tcanvas.width = me.width = newWidth;\n\t\tcanvas.height = me.height = newHeight;\n\t\tcanvas.style.width = newWidth + 'px';\n\t\tcanvas.style.height = newHeight + 'px';\n\n\t\thelpers$1.retinaScale(me, options.devicePixelRatio);\n\n\t\tif (!silent) {\n\t\t\t// Notify any plugins about the resize\n\t\t\tvar newSize = {width: newWidth, height: newHeight};\n\t\t\tcore_plugins.notify(me, 'resize', [newSize]);\n\n\t\t\t// Notify of resize\n\t\t\tif (options.onResize) {\n\t\t\t\toptions.onResize(me, newSize);\n\t\t\t}\n\n\t\t\tme.stop();\n\t\t\tme.update({\n\t\t\t\tduration: options.responsiveAnimationDuration\n\t\t\t});\n\t\t}\n\t},\n\n\tensureScalesHaveIDs: function() {\n\t\tvar options = this.options;\n\t\tvar scalesOptions = options.scales || {};\n\t\tvar scaleOptions = options.scale;\n\n\t\thelpers$1.each(scalesOptions.xAxes, function(xAxisOptions, index) {\n\t\t\tif (!xAxisOptions.id) {\n\t\t\t\txAxisOptions.id = nextAvailableScaleId(scalesOptions.xAxes, 'x-axis-', index);\n\t\t\t}\n\t\t});\n\n\t\thelpers$1.each(scalesOptions.yAxes, function(yAxisOptions, index) {\n\t\t\tif (!yAxisOptions.id) {\n\t\t\t\tyAxisOptions.id = nextAvailableScaleId(scalesOptions.yAxes, 'y-axis-', index);\n\t\t\t}\n\t\t});\n\n\t\tif (scaleOptions) {\n\t\t\tscaleOptions.id = scaleOptions.id || 'scale';\n\t\t}\n\t},\n\n\t/**\n\t * Builds a map of scale ID to scale object for future lookup.\n\t */\n\tbuildOrUpdateScales: function() {\n\t\tvar me = this;\n\t\tvar options = me.options;\n\t\tvar scales = me.scales || {};\n\t\tvar items = [];\n\t\tvar updated = Object.keys(scales).reduce(function(obj, id) {\n\t\t\tobj[id] = false;\n\t\t\treturn obj;\n\t\t}, {});\n\n\t\tif (options.scales) {\n\t\t\titems = items.concat(\n\t\t\t\t(options.scales.xAxes || []).map(function(xAxisOptions) {\n\t\t\t\t\treturn {options: xAxisOptions, dtype: 'category', dposition: 'bottom'};\n\t\t\t\t}),\n\t\t\t\t(options.scales.yAxes || []).map(function(yAxisOptions) {\n\t\t\t\t\treturn {options: yAxisOptions, dtype: 'linear', dposition: 'left'};\n\t\t\t\t})\n\t\t\t);\n\t\t}\n\n\t\tif (options.scale) {\n\t\t\titems.push({\n\t\t\t\toptions: options.scale,\n\t\t\t\tdtype: 'radialLinear',\n\t\t\t\tisDefault: true,\n\t\t\t\tdposition: 'chartArea'\n\t\t\t});\n\t\t}\n\n\t\thelpers$1.each(items, function(item) {\n\t\t\tvar scaleOptions = item.options;\n\t\t\tvar id = scaleOptions.id;\n\t\t\tvar scaleType = valueOrDefault$9(scaleOptions.type, item.dtype);\n\n\t\t\tif (positionIsHorizontal(scaleOptions.position) !== positionIsHorizontal(item.dposition)) {\n\t\t\t\tscaleOptions.position = item.dposition;\n\t\t\t}\n\n\t\t\tupdated[id] = true;\n\t\t\tvar scale = null;\n\t\t\tif (id in scales && scales[id].type === scaleType) {\n\t\t\t\tscale = scales[id];\n\t\t\t\tscale.options = scaleOptions;\n\t\t\t\tscale.ctx = me.ctx;\n\t\t\t\tscale.chart = me;\n\t\t\t} else {\n\t\t\t\tvar scaleClass = core_scaleService.getScaleConstructor(scaleType);\n\t\t\t\tif (!scaleClass) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tscale = new scaleClass({\n\t\t\t\t\tid: id,\n\t\t\t\t\ttype: scaleType,\n\t\t\t\t\toptions: scaleOptions,\n\t\t\t\t\tctx: me.ctx,\n\t\t\t\t\tchart: me\n\t\t\t\t});\n\t\t\t\tscales[scale.id] = scale;\n\t\t\t}\n\n\t\t\tscale.mergeTicksOptions();\n\n\t\t\t// TODO(SB): I think we should be able to remove this custom case (options.scale)\n\t\t\t// and consider it as a regular scale part of the \"scales\"\" map only! This would\n\t\t\t// make the logic easier and remove some useless? custom code.\n\t\t\tif (item.isDefault) {\n\t\t\t\tme.scale = scale;\n\t\t\t}\n\t\t});\n\t\t// clear up discarded scales\n\t\thelpers$1.each(updated, function(hasUpdated, id) {\n\t\t\tif (!hasUpdated) {\n\t\t\t\tdelete scales[id];\n\t\t\t}\n\t\t});\n\n\t\tme.scales = scales;\n\n\t\tcore_scaleService.addScalesToLayout(this);\n\t},\n\n\tbuildOrUpdateControllers: function() {\n\t\tvar me = this;\n\t\tvar newControllers = [];\n\t\tvar datasets = me.data.datasets;\n\t\tvar i, ilen;\n\n\t\tfor (i = 0, ilen = datasets.length; i < ilen; i++) {\n\t\t\tvar dataset = datasets[i];\n\t\t\tvar meta = me.getDatasetMeta(i);\n\t\t\tvar type = dataset.type || me.config.type;\n\n\t\t\tif (meta.type && meta.type !== type) {\n\t\t\t\tme.destroyDatasetMeta(i);\n\t\t\t\tmeta = me.getDatasetMeta(i);\n\t\t\t}\n\t\t\tmeta.type = type;\n\t\t\tmeta.order = dataset.order || 0;\n\t\t\tmeta.index = i;\n\n\t\t\tif (meta.controller) {\n\t\t\t\tmeta.controller.updateIndex(i);\n\t\t\t\tmeta.controller.linkScales();\n\t\t\t} else {\n\t\t\t\tvar ControllerClass = controllers[meta.type];\n\t\t\t\tif (ControllerClass === undefined) {\n\t\t\t\t\tthrow new Error('\"' + meta.type + '\" is not a chart type.');\n\t\t\t\t}\n\n\t\t\t\tmeta.controller = new ControllerClass(me, i);\n\t\t\t\tnewControllers.push(meta.controller);\n\t\t\t}\n\t\t}\n\n\t\treturn newControllers;\n\t},\n\n\t/**\n\t * Reset the elements of all datasets\n\t * @private\n\t */\n\tresetElements: function() {\n\t\tvar me = this;\n\t\thelpers$1.each(me.data.datasets, function(dataset, datasetIndex) {\n\t\t\tme.getDatasetMeta(datasetIndex).controller.reset();\n\t\t}, me);\n\t},\n\n\t/**\n\t* Resets the chart back to it's state before the initial animation\n\t*/\n\treset: function() {\n\t\tthis.resetElements();\n\t\tthis.tooltip.initialize();\n\t},\n\n\tupdate: function(config) {\n\t\tvar me = this;\n\t\tvar i, ilen;\n\n\t\tif (!config || typeof config !== 'object') {\n\t\t\t// backwards compatibility\n\t\t\tconfig = {\n\t\t\t\tduration: config,\n\t\t\t\tlazy: arguments[1]\n\t\t\t};\n\t\t}\n\n\t\tupdateConfig(me);\n\n\t\t// plugins options references might have change, let's invalidate the cache\n\t\t// https://github.com/chartjs/Chart.js/issues/5111#issuecomment-355934167\n\t\tcore_plugins._invalidate(me);\n\n\t\tif (core_plugins.notify(me, 'beforeUpdate') === false) {\n\t\t\treturn;\n\t\t}\n\n\t\t// In case the entire data object changed\n\t\tme.tooltip._data = me.data;\n\n\t\t// Make sure dataset controllers are updated and new controllers are reset\n\t\tvar newControllers = me.buildOrUpdateControllers();\n\n\t\t// Make sure all dataset controllers have correct meta data counts\n\t\tfor (i = 0, ilen = me.data.datasets.length; i < ilen; i++) {\n\t\t\tme.getDatasetMeta(i).controller.buildOrUpdateElements();\n\t\t}\n\n\t\tme.updateLayout();\n\n\t\t// Can only reset the new controllers after the scales have been updated\n\t\tif (me.options.animation && me.options.animation.duration) {\n\t\t\thelpers$1.each(newControllers, function(controller) {\n\t\t\t\tcontroller.reset();\n\t\t\t});\n\t\t}\n\n\t\tme.updateDatasets();\n\n\t\t// Need to reset tooltip in case it is displayed with elements that are removed\n\t\t// after update.\n\t\tme.tooltip.initialize();\n\n\t\t// Last active contains items that were previously in the tooltip.\n\t\t// When we reset the tooltip, we need to clear it\n\t\tme.lastActive = [];\n\n\t\t// Do this before render so that any plugins that need final scale updates can use it\n\t\tcore_plugins.notify(me, 'afterUpdate');\n\n\t\tme._layers.sort(compare2Level('z', '_idx'));\n\n\t\tif (me._bufferedRender) {\n\t\t\tme._bufferedRequest = {\n\t\t\t\tduration: config.duration,\n\t\t\t\teasing: config.easing,\n\t\t\t\tlazy: config.lazy\n\t\t\t};\n\t\t} else {\n\t\t\tme.render(config);\n\t\t}\n\t},\n\n\t/**\n\t * Updates the chart layout unless a plugin returns `false` to the `beforeLayout`\n\t * hook, in which case, plugins will not be called on `afterLayout`.\n\t * @private\n\t */\n\tupdateLayout: function() {\n\t\tvar me = this;\n\n\t\tif (core_plugins.notify(me, 'beforeLayout') === false) {\n\t\t\treturn;\n\t\t}\n\n\t\tcore_layouts.update(this, this.width, this.height);\n\n\t\tme._layers = [];\n\t\thelpers$1.each(me.boxes, function(box) {\n\t\t\t// _configure is called twice, once in core.scale.update and once here.\n\t\t\t// Here the boxes are fully updated and at their final positions.\n\t\t\tif (box._configure) {\n\t\t\t\tbox._configure();\n\t\t\t}\n\t\t\tme._layers.push.apply(me._layers, box._layers());\n\t\t}, me);\n\n\t\tme._layers.forEach(function(item, index) {\n\t\t\titem._idx = index;\n\t\t});\n\n\t\t/**\n\t\t * Provided for backward compatibility, use `afterLayout` instead.\n\t\t * @method IPlugin#afterScaleUpdate\n\t\t * @deprecated since version 2.5.0\n\t\t * @todo remove at version 3\n\t\t * @private\n\t\t */\n\t\tcore_plugins.notify(me, 'afterScaleUpdate');\n\t\tcore_plugins.notify(me, 'afterLayout');\n\t},\n\n\t/**\n\t * Updates all datasets unless a plugin returns `false` to the `beforeDatasetsUpdate`\n\t * hook, in which case, plugins will not be called on `afterDatasetsUpdate`.\n\t * @private\n\t */\n\tupdateDatasets: function() {\n\t\tvar me = this;\n\n\t\tif (core_plugins.notify(me, 'beforeDatasetsUpdate') === false) {\n\t\t\treturn;\n\t\t}\n\n\t\tfor (var i = 0, ilen = me.data.datasets.length; i < ilen; ++i) {\n\t\t\tme.updateDataset(i);\n\t\t}\n\n\t\tcore_plugins.notify(me, 'afterDatasetsUpdate');\n\t},\n\n\t/**\n\t * Updates dataset at index unless a plugin returns `false` to the `beforeDatasetUpdate`\n\t * hook, in which case, plugins will not be called on `afterDatasetUpdate`.\n\t * @private\n\t */\n\tupdateDataset: function(index) {\n\t\tvar me = this;\n\t\tvar meta = me.getDatasetMeta(index);\n\t\tvar args = {\n\t\t\tmeta: meta,\n\t\t\tindex: index\n\t\t};\n\n\t\tif (core_plugins.notify(me, 'beforeDatasetUpdate', [args]) === false) {\n\t\t\treturn;\n\t\t}\n\n\t\tmeta.controller._update();\n\n\t\tcore_plugins.notify(me, 'afterDatasetUpdate', [args]);\n\t},\n\n\trender: function(config) {\n\t\tvar me = this;\n\n\t\tif (!config || typeof config !== 'object') {\n\t\t\t// backwards compatibility\n\t\t\tconfig = {\n\t\t\t\tduration: config,\n\t\t\t\tlazy: arguments[1]\n\t\t\t};\n\t\t}\n\n\t\tvar animationOptions = me.options.animation;\n\t\tvar duration = valueOrDefault$9(config.duration, animationOptions && animationOptions.duration);\n\t\tvar lazy = config.lazy;\n\n\t\tif (core_plugins.notify(me, 'beforeRender') === false) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar onComplete = function(animation) {\n\t\t\tcore_plugins.notify(me, 'afterRender');\n\t\t\thelpers$1.callback(animationOptions && animationOptions.onComplete, [animation], me);\n\t\t};\n\n\t\tif (animationOptions && duration) {\n\t\t\tvar animation = new core_animation({\n\t\t\t\tnumSteps: duration / 16.66, // 60 fps\n\t\t\t\teasing: config.easing || animationOptions.easing,\n\n\t\t\t\trender: function(chart, animationObject) {\n\t\t\t\t\tvar easingFunction = helpers$1.easing.effects[animationObject.easing];\n\t\t\t\t\tvar currentStep = animationObject.currentStep;\n\t\t\t\t\tvar stepDecimal = currentStep / animationObject.numSteps;\n\n\t\t\t\t\tchart.draw(easingFunction(stepDecimal), stepDecimal, currentStep);\n\t\t\t\t},\n\n\t\t\t\tonAnimationProgress: animationOptions.onProgress,\n\t\t\t\tonAnimationComplete: onComplete\n\t\t\t});\n\n\t\t\tcore_animations.addAnimation(me, animation, duration, lazy);\n\t\t} else {\n\t\t\tme.draw();\n\n\t\t\t// See https://github.com/chartjs/Chart.js/issues/3781\n\t\t\tonComplete(new core_animation({numSteps: 0, chart: me}));\n\t\t}\n\n\t\treturn me;\n\t},\n\n\tdraw: function(easingValue) {\n\t\tvar me = this;\n\t\tvar i, layers;\n\n\t\tme.clear();\n\n\t\tif (helpers$1.isNullOrUndef(easingValue)) {\n\t\t\teasingValue = 1;\n\t\t}\n\n\t\tme.transition(easingValue);\n\n\t\tif (me.width <= 0 || me.height <= 0) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (core_plugins.notify(me, 'beforeDraw', [easingValue]) === false) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Because of plugin hooks (before/afterDatasetsDraw), datasets can't\n\t\t// currently be part of layers. Instead, we draw\n\t\t// layers <= 0 before(default, backward compat), and the rest after\n\t\tlayers = me._layers;\n\t\tfor (i = 0; i < layers.length && layers[i].z <= 0; ++i) {\n\t\t\tlayers[i].draw(me.chartArea);\n\t\t}\n\n\t\tme.drawDatasets(easingValue);\n\n\t\t// Rest of layers\n\t\tfor (; i < layers.length; ++i) {\n\t\t\tlayers[i].draw(me.chartArea);\n\t\t}\n\n\t\tme._drawTooltip(easingValue);\n\n\t\tcore_plugins.notify(me, 'afterDraw', [easingValue]);\n\t},\n\n\t/**\n\t * @private\n\t */\n\ttransition: function(easingValue) {\n\t\tvar me = this;\n\n\t\tfor (var i = 0, ilen = (me.data.datasets || []).length; i < ilen; ++i) {\n\t\t\tif (me.isDatasetVisible(i)) {\n\t\t\t\tme.getDatasetMeta(i).controller.transition(easingValue);\n\t\t\t}\n\t\t}\n\n\t\tme.tooltip.transition(easingValue);\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getSortedDatasetMetas: function(filterVisible) {\n\t\tvar me = this;\n\t\tvar datasets = me.data.datasets || [];\n\t\tvar result = [];\n\t\tvar i, ilen;\n\n\t\tfor (i = 0, ilen = datasets.length; i < ilen; ++i) {\n\t\t\tif (!filterVisible || me.isDatasetVisible(i)) {\n\t\t\t\tresult.push(me.getDatasetMeta(i));\n\t\t\t}\n\t\t}\n\n\t\tresult.sort(compare2Level('order', 'index'));\n\n\t\treturn result;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getSortedVisibleDatasetMetas: function() {\n\t\treturn this._getSortedDatasetMetas(true);\n\t},\n\n\t/**\n\t * Draws all datasets unless a plugin returns `false` to the `beforeDatasetsDraw`\n\t * hook, in which case, plugins will not be called on `afterDatasetsDraw`.\n\t * @private\n\t */\n\tdrawDatasets: function(easingValue) {\n\t\tvar me = this;\n\t\tvar metasets, i;\n\n\t\tif (core_plugins.notify(me, 'beforeDatasetsDraw', [easingValue]) === false) {\n\t\t\treturn;\n\t\t}\n\n\t\tmetasets = me._getSortedVisibleDatasetMetas();\n\t\tfor (i = metasets.length - 1; i >= 0; --i) {\n\t\t\tme.drawDataset(metasets[i], easingValue);\n\t\t}\n\n\t\tcore_plugins.notify(me, 'afterDatasetsDraw', [easingValue]);\n\t},\n\n\t/**\n\t * Draws dataset at index unless a plugin returns `false` to the `beforeDatasetDraw`\n\t * hook, in which case, plugins will not be called on `afterDatasetDraw`.\n\t * @private\n\t */\n\tdrawDataset: function(meta, easingValue) {\n\t\tvar me = this;\n\t\tvar args = {\n\t\t\tmeta: meta,\n\t\t\tindex: meta.index,\n\t\t\teasingValue: easingValue\n\t\t};\n\n\t\tif (core_plugins.notify(me, 'beforeDatasetDraw', [args]) === false) {\n\t\t\treturn;\n\t\t}\n\n\t\tmeta.controller.draw(easingValue);\n\n\t\tcore_plugins.notify(me, 'afterDatasetDraw', [args]);\n\t},\n\n\t/**\n\t * Draws tooltip unless a plugin returns `false` to the `beforeTooltipDraw`\n\t * hook, in which case, plugins will not be called on `afterTooltipDraw`.\n\t * @private\n\t */\n\t_drawTooltip: function(easingValue) {\n\t\tvar me = this;\n\t\tvar tooltip = me.tooltip;\n\t\tvar args = {\n\t\t\ttooltip: tooltip,\n\t\t\teasingValue: easingValue\n\t\t};\n\n\t\tif (core_plugins.notify(me, 'beforeTooltipDraw', [args]) === false) {\n\t\t\treturn;\n\t\t}\n\n\t\ttooltip.draw();\n\n\t\tcore_plugins.notify(me, 'afterTooltipDraw', [args]);\n\t},\n\n\t/**\n\t * Get the single element that was clicked on\n\t * @return An object containing the dataset index and element index of the matching element. Also contains the rectangle that was draw\n\t */\n\tgetElementAtEvent: function(e) {\n\t\treturn core_interaction.modes.single(this, e);\n\t},\n\n\tgetElementsAtEvent: function(e) {\n\t\treturn core_interaction.modes.label(this, e, {intersect: true});\n\t},\n\n\tgetElementsAtXAxis: function(e) {\n\t\treturn core_interaction.modes['x-axis'](this, e, {intersect: true});\n\t},\n\n\tgetElementsAtEventForMode: function(e, mode, options) {\n\t\tvar method = core_interaction.modes[mode];\n\t\tif (typeof method === 'function') {\n\t\t\treturn method(this, e, options);\n\t\t}\n\n\t\treturn [];\n\t},\n\n\tgetDatasetAtEvent: function(e) {\n\t\treturn core_interaction.modes.dataset(this, e, {intersect: true});\n\t},\n\n\tgetDatasetMeta: function(datasetIndex) {\n\t\tvar me = this;\n\t\tvar dataset = me.data.datasets[datasetIndex];\n\t\tif (!dataset._meta) {\n\t\t\tdataset._meta = {};\n\t\t}\n\n\t\tvar meta = dataset._meta[me.id];\n\t\tif (!meta) {\n\t\t\tmeta = dataset._meta[me.id] = {\n\t\t\t\ttype: null,\n\t\t\t\tdata: [],\n\t\t\t\tdataset: null,\n\t\t\t\tcontroller: null,\n\t\t\t\thidden: null,\t\t\t// See isDatasetVisible() comment\n\t\t\t\txAxisID: null,\n\t\t\t\tyAxisID: null,\n\t\t\t\torder: dataset.order || 0,\n\t\t\t\tindex: datasetIndex\n\t\t\t};\n\t\t}\n\n\t\treturn meta;\n\t},\n\n\tgetVisibleDatasetCount: function() {\n\t\tvar count = 0;\n\t\tfor (var i = 0, ilen = this.data.datasets.length; i < ilen; ++i) {\n\t\t\tif (this.isDatasetVisible(i)) {\n\t\t\t\tcount++;\n\t\t\t}\n\t\t}\n\t\treturn count;\n\t},\n\n\tisDatasetVisible: function(datasetIndex) {\n\t\tvar meta = this.getDatasetMeta(datasetIndex);\n\n\t\t// meta.hidden is a per chart dataset hidden flag override with 3 states: if true or false,\n\t\t// the dataset.hidden value is ignored, else if null, the dataset hidden state is returned.\n\t\treturn typeof meta.hidden === 'boolean' ? !meta.hidden : !this.data.datasets[datasetIndex].hidden;\n\t},\n\n\tgenerateLegend: function() {\n\t\treturn this.options.legendCallback(this);\n\t},\n\n\t/**\n\t * @private\n\t */\n\tdestroyDatasetMeta: function(datasetIndex) {\n\t\tvar id = this.id;\n\t\tvar dataset = this.data.datasets[datasetIndex];\n\t\tvar meta = dataset._meta && dataset._meta[id];\n\n\t\tif (meta) {\n\t\t\tmeta.controller.destroy();\n\t\t\tdelete dataset._meta[id];\n\t\t}\n\t},\n\n\tdestroy: function() {\n\t\tvar me = this;\n\t\tvar canvas = me.canvas;\n\t\tvar i, ilen;\n\n\t\tme.stop();\n\n\t\t// dataset controllers need to cleanup associated data\n\t\tfor (i = 0, ilen = me.data.datasets.length; i < ilen; ++i) {\n\t\t\tme.destroyDatasetMeta(i);\n\t\t}\n\n\t\tif (canvas) {\n\t\t\tme.unbindEvents();\n\t\t\thelpers$1.canvas.clear(me);\n\t\t\tplatform.releaseContext(me.ctx);\n\t\t\tme.canvas = null;\n\t\t\tme.ctx = null;\n\t\t}\n\n\t\tcore_plugins.notify(me, 'destroy');\n\n\t\tdelete Chart.instances[me.id];\n\t},\n\n\ttoBase64Image: function() {\n\t\treturn this.canvas.toDataURL.apply(this.canvas, arguments);\n\t},\n\n\tinitToolTip: function() {\n\t\tvar me = this;\n\t\tme.tooltip = new core_tooltip({\n\t\t\t_chart: me,\n\t\t\t_chartInstance: me, // deprecated, backward compatibility\n\t\t\t_data: me.data,\n\t\t\t_options: me.options.tooltips\n\t\t}, me);\n\t},\n\n\t/**\n\t * @private\n\t */\n\tbindEvents: function() {\n\t\tvar me = this;\n\t\tvar listeners = me._listeners = {};\n\t\tvar listener = function() {\n\t\t\tme.eventHandler.apply(me, arguments);\n\t\t};\n\n\t\thelpers$1.each(me.options.events, function(type) {\n\t\t\tplatform.addEventListener(me, type, listener);\n\t\t\tlisteners[type] = listener;\n\t\t});\n\n\t\t// Elements used to detect size change should not be injected for non responsive charts.\n\t\t// See https://github.com/chartjs/Chart.js/issues/2210\n\t\tif (me.options.responsive) {\n\t\t\tlistener = function() {\n\t\t\t\tme.resize();\n\t\t\t};\n\n\t\t\tplatform.addEventListener(me, 'resize', listener);\n\t\t\tlisteners.resize = listener;\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\tunbindEvents: function() {\n\t\tvar me = this;\n\t\tvar listeners = me._listeners;\n\t\tif (!listeners) {\n\t\t\treturn;\n\t\t}\n\n\t\tdelete me._listeners;\n\t\thelpers$1.each(listeners, function(listener, type) {\n\t\t\tplatform.removeEventListener(me, type, listener);\n\t\t});\n\t},\n\n\tupdateHoverStyle: function(elements, mode, enabled) {\n\t\tvar prefix = enabled ? 'set' : 'remove';\n\t\tvar element, i, ilen;\n\n\t\tfor (i = 0, ilen = elements.length; i < ilen; ++i) {\n\t\t\telement = elements[i];\n\t\t\tif (element) {\n\t\t\t\tthis.getDatasetMeta(element._datasetIndex).controller[prefix + 'HoverStyle'](element);\n\t\t\t}\n\t\t}\n\n\t\tif (mode === 'dataset') {\n\t\t\tthis.getDatasetMeta(elements[0]._datasetIndex).controller['_' + prefix + 'DatasetHoverStyle']();\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\teventHandler: function(e) {\n\t\tvar me = this;\n\t\tvar tooltip = me.tooltip;\n\n\t\tif (core_plugins.notify(me, 'beforeEvent', [e]) === false) {\n\t\t\treturn;\n\t\t}\n\n\t\t// Buffer any update calls so that renders do not occur\n\t\tme._bufferedRender = true;\n\t\tme._bufferedRequest = null;\n\n\t\tvar changed = me.handleEvent(e);\n\t\t// for smooth tooltip animations issue #4989\n\t\t// the tooltip should be the source of change\n\t\t// Animation check workaround:\n\t\t// tooltip._start will be null when tooltip isn't animating\n\t\tif (tooltip) {\n\t\t\tchanged = tooltip._start\n\t\t\t\t? tooltip.handleEvent(e)\n\t\t\t\t: changed | tooltip.handleEvent(e);\n\t\t}\n\n\t\tcore_plugins.notify(me, 'afterEvent', [e]);\n\n\t\tvar bufferedRequest = me._bufferedRequest;\n\t\tif (bufferedRequest) {\n\t\t\t// If we have an update that was triggered, we need to do a normal render\n\t\t\tme.render(bufferedRequest);\n\t\t} else if (changed && !me.animating) {\n\t\t\t// If entering, leaving, or changing elements, animate the change via pivot\n\t\t\tme.stop();\n\n\t\t\t// We only need to render at this point. Updating will cause scales to be\n\t\t\t// recomputed generating flicker & using more memory than necessary.\n\t\t\tme.render({\n\t\t\t\tduration: me.options.hover.animationDuration,\n\t\t\t\tlazy: true\n\t\t\t});\n\t\t}\n\n\t\tme._bufferedRender = false;\n\t\tme._bufferedRequest = null;\n\n\t\treturn me;\n\t},\n\n\t/**\n\t * Handle an event\n\t * @private\n\t * @param {IEvent} event the event to handle\n\t * @return {boolean} true if the chart needs to re-render\n\t */\n\thandleEvent: function(e) {\n\t\tvar me = this;\n\t\tvar options = me.options || {};\n\t\tvar hoverOptions = options.hover;\n\t\tvar changed = false;\n\n\t\tme.lastActive = me.lastActive || [];\n\n\t\t// Find Active Elements for hover and tooltips\n\t\tif (e.type === 'mouseout') {\n\t\t\tme.active = [];\n\t\t} else {\n\t\t\tme.active = me.getElementsAtEventForMode(e, hoverOptions.mode, hoverOptions);\n\t\t}\n\n\t\t// Invoke onHover hook\n\t\t// Need to call with native event here to not break backwards compatibility\n\t\thelpers$1.callback(options.onHover || options.hover.onHover, [e.native, me.active], me);\n\n\t\tif (e.type === 'mouseup' || e.type === 'click') {\n\t\t\tif (options.onClick) {\n\t\t\t\t// Use e.native here for backwards compatibility\n\t\t\t\toptions.onClick.call(me, e.native, me.active);\n\t\t\t}\n\t\t}\n\n\t\t// Remove styling for last active (even if it may still be active)\n\t\tif (me.lastActive.length) {\n\t\t\tme.updateHoverStyle(me.lastActive, hoverOptions.mode, false);\n\t\t}\n\n\t\t// Built in hover styling\n\t\tif (me.active.length && hoverOptions.mode) {\n\t\t\tme.updateHoverStyle(me.active, hoverOptions.mode, true);\n\t\t}\n\n\t\tchanged = !helpers$1.arrayEquals(me.active, me.lastActive);\n\n\t\t// Remember Last Actives\n\t\tme.lastActive = me.active;\n\n\t\treturn changed;\n\t}\n});\n\n/**\n * NOTE(SB) We actually don't use this container anymore but we need to keep it\n * for backward compatibility. Though, it can still be useful for plugins that\n * would need to work on multiple charts?!\n */\nChart.instances = {};\n\nvar core_controller = Chart;\n\n// DEPRECATIONS\n\n/**\n * Provided for backward compatibility, use Chart instead.\n * @class Chart.Controller\n * @deprecated since version 2.6\n * @todo remove at version 3\n * @private\n */\nChart.Controller = Chart;\n\n/**\n * Provided for backward compatibility, not available anymore.\n * @namespace Chart\n * @deprecated since version 2.8\n * @todo remove at version 3\n * @private\n */\nChart.types = {};\n\n/**\n * Provided for backward compatibility, not available anymore.\n * @namespace Chart.helpers.configMerge\n * @deprecated since version 2.8.0\n * @todo remove at version 3\n * @private\n */\nhelpers$1.configMerge = mergeConfig;\n\n/**\n * Provided for backward compatibility, not available anymore.\n * @namespace Chart.helpers.scaleMerge\n * @deprecated since version 2.8.0\n * @todo remove at version 3\n * @private\n */\nhelpers$1.scaleMerge = mergeScaleConfig;\n\nvar core_helpers = function() {\n\n\t// -- Basic js utility methods\n\n\thelpers$1.where = function(collection, filterCallback) {\n\t\tif (helpers$1.isArray(collection) && Array.prototype.filter) {\n\t\t\treturn collection.filter(filterCallback);\n\t\t}\n\t\tvar filtered = [];\n\n\t\thelpers$1.each(collection, function(item) {\n\t\t\tif (filterCallback(item)) {\n\t\t\t\tfiltered.push(item);\n\t\t\t}\n\t\t});\n\n\t\treturn filtered;\n\t};\n\thelpers$1.findIndex = Array.prototype.findIndex ?\n\t\tfunction(array, callback, scope) {\n\t\t\treturn array.findIndex(callback, scope);\n\t\t} :\n\t\tfunction(array, callback, scope) {\n\t\t\tscope = scope === undefined ? array : scope;\n\t\t\tfor (var i = 0, ilen = array.length; i < ilen; ++i) {\n\t\t\t\tif (callback.call(scope, array[i], i, array)) {\n\t\t\t\t\treturn i;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn -1;\n\t\t};\n\thelpers$1.findNextWhere = function(arrayToSearch, filterCallback, startIndex) {\n\t\t// Default to start of the array\n\t\tif (helpers$1.isNullOrUndef(startIndex)) {\n\t\t\tstartIndex = -1;\n\t\t}\n\t\tfor (var i = startIndex + 1; i < arrayToSearch.length; i++) {\n\t\t\tvar currentItem = arrayToSearch[i];\n\t\t\tif (filterCallback(currentItem)) {\n\t\t\t\treturn currentItem;\n\t\t\t}\n\t\t}\n\t};\n\thelpers$1.findPreviousWhere = function(arrayToSearch, filterCallback, startIndex) {\n\t\t// Default to end of the array\n\t\tif (helpers$1.isNullOrUndef(startIndex)) {\n\t\t\tstartIndex = arrayToSearch.length;\n\t\t}\n\t\tfor (var i = startIndex - 1; i >= 0; i--) {\n\t\t\tvar currentItem = arrayToSearch[i];\n\t\t\tif (filterCallback(currentItem)) {\n\t\t\t\treturn currentItem;\n\t\t\t}\n\t\t}\n\t};\n\n\t// -- Math methods\n\thelpers$1.isNumber = function(n) {\n\t\treturn !isNaN(parseFloat(n)) && isFinite(n);\n\t};\n\thelpers$1.almostEquals = function(x, y, epsilon) {\n\t\treturn Math.abs(x - y) < epsilon;\n\t};\n\thelpers$1.almostWhole = function(x, epsilon) {\n\t\tvar rounded = Math.round(x);\n\t\treturn ((rounded - epsilon) <= x) && ((rounded + epsilon) >= x);\n\t};\n\thelpers$1.max = function(array) {\n\t\treturn array.reduce(function(max, value) {\n\t\t\tif (!isNaN(value)) {\n\t\t\t\treturn Math.max(max, value);\n\t\t\t}\n\t\t\treturn max;\n\t\t}, Number.NEGATIVE_INFINITY);\n\t};\n\thelpers$1.min = function(array) {\n\t\treturn array.reduce(function(min, value) {\n\t\t\tif (!isNaN(value)) {\n\t\t\t\treturn Math.min(min, value);\n\t\t\t}\n\t\t\treturn min;\n\t\t}, Number.POSITIVE_INFINITY);\n\t};\n\thelpers$1.sign = Math.sign ?\n\t\tfunction(x) {\n\t\t\treturn Math.sign(x);\n\t\t} :\n\t\tfunction(x) {\n\t\t\tx = +x; // convert to a number\n\t\t\tif (x === 0 || isNaN(x)) {\n\t\t\t\treturn x;\n\t\t\t}\n\t\t\treturn x > 0 ? 1 : -1;\n\t\t};\n\thelpers$1.toRadians = function(degrees) {\n\t\treturn degrees * (Math.PI / 180);\n\t};\n\thelpers$1.toDegrees = function(radians) {\n\t\treturn radians * (180 / Math.PI);\n\t};\n\n\t/**\n\t * Returns the number of decimal places\n\t * i.e. the number of digits after the decimal point, of the value of this Number.\n\t * @param {number} x - A number.\n\t * @returns {number} The number of decimal places.\n\t * @private\n\t */\n\thelpers$1._decimalPlaces = function(x) {\n\t\tif (!helpers$1.isFinite(x)) {\n\t\t\treturn;\n\t\t}\n\t\tvar e = 1;\n\t\tvar p = 0;\n\t\twhile (Math.round(x * e) / e !== x) {\n\t\t\te *= 10;\n\t\t\tp++;\n\t\t}\n\t\treturn p;\n\t};\n\n\t// Gets the angle from vertical upright to the point about a centre.\n\thelpers$1.getAngleFromPoint = function(centrePoint, anglePoint) {\n\t\tvar distanceFromXCenter = anglePoint.x - centrePoint.x;\n\t\tvar distanceFromYCenter = anglePoint.y - centrePoint.y;\n\t\tvar radialDistanceFromCenter = Math.sqrt(distanceFromXCenter * distanceFromXCenter + distanceFromYCenter * distanceFromYCenter);\n\n\t\tvar angle = Math.atan2(distanceFromYCenter, distanceFromXCenter);\n\n\t\tif (angle < (-0.5 * Math.PI)) {\n\t\t\tangle += 2.0 * Math.PI; // make sure the returned angle is in the range of (-PI/2, 3PI/2]\n\t\t}\n\n\t\treturn {\n\t\t\tangle: angle,\n\t\t\tdistance: radialDistanceFromCenter\n\t\t};\n\t};\n\thelpers$1.distanceBetweenPoints = function(pt1, pt2) {\n\t\treturn Math.sqrt(Math.pow(pt2.x - pt1.x, 2) + Math.pow(pt2.y - pt1.y, 2));\n\t};\n\n\t/**\n\t * Provided for backward compatibility, not available anymore\n\t * @function Chart.helpers.aliasPixel\n\t * @deprecated since version 2.8.0\n\t * @todo remove at version 3\n\t */\n\thelpers$1.aliasPixel = function(pixelWidth) {\n\t\treturn (pixelWidth % 2 === 0) ? 0 : 0.5;\n\t};\n\n\t/**\n\t * Returns the aligned pixel value to avoid anti-aliasing blur\n\t * @param {Chart} chart - The chart instance.\n\t * @param {number} pixel - A pixel value.\n\t * @param {number} width - The width of the element.\n\t * @returns {number} The aligned pixel value.\n\t * @private\n\t */\n\thelpers$1._alignPixel = function(chart, pixel, width) {\n\t\tvar devicePixelRatio = chart.currentDevicePixelRatio;\n\t\tvar halfWidth = width / 2;\n\t\treturn Math.round((pixel - halfWidth) * devicePixelRatio) / devicePixelRatio + halfWidth;\n\t};\n\n\thelpers$1.splineCurve = function(firstPoint, middlePoint, afterPoint, t) {\n\t\t// Props to Rob Spencer at scaled innovation for his post on splining between points\n\t\t// http://scaledinnovation.com/analytics/splines/aboutSplines.html\n\n\t\t// This function must also respect \"skipped\" points\n\n\t\tvar previous = firstPoint.skip ? middlePoint : firstPoint;\n\t\tvar current = middlePoint;\n\t\tvar next = afterPoint.skip ? middlePoint : afterPoint;\n\n\t\tvar d01 = Math.sqrt(Math.pow(current.x - previous.x, 2) + Math.pow(current.y - previous.y, 2));\n\t\tvar d12 = Math.sqrt(Math.pow(next.x - current.x, 2) + Math.pow(next.y - current.y, 2));\n\n\t\tvar s01 = d01 / (d01 + d12);\n\t\tvar s12 = d12 / (d01 + d12);\n\n\t\t// If all points are the same, s01 & s02 will be inf\n\t\ts01 = isNaN(s01) ? 0 : s01;\n\t\ts12 = isNaN(s12) ? 0 : s12;\n\n\t\tvar fa = t * s01; // scaling factor for triangle Ta\n\t\tvar fb = t * s12;\n\n\t\treturn {\n\t\t\tprevious: {\n\t\t\t\tx: current.x - fa * (next.x - previous.x),\n\t\t\t\ty: current.y - fa * (next.y - previous.y)\n\t\t\t},\n\t\t\tnext: {\n\t\t\t\tx: current.x + fb * (next.x - previous.x),\n\t\t\t\ty: current.y + fb * (next.y - previous.y)\n\t\t\t}\n\t\t};\n\t};\n\thelpers$1.EPSILON = Number.EPSILON || 1e-14;\n\thelpers$1.splineCurveMonotone = function(points) {\n\t\t// This function calculates Bézier control points in a similar way than |splineCurve|,\n\t\t// but preserves monotonicity of the provided data and ensures no local extremums are added\n\t\t// between the dataset discrete points due to the interpolation.\n\t\t// See : https://en.wikipedia.org/wiki/Monotone_cubic_interpolation\n\n\t\tvar pointsWithTangents = (points || []).map(function(point) {\n\t\t\treturn {\n\t\t\t\tmodel: point._model,\n\t\t\t\tdeltaK: 0,\n\t\t\t\tmK: 0\n\t\t\t};\n\t\t});\n\n\t\t// Calculate slopes (deltaK) and initialize tangents (mK)\n\t\tvar pointsLen = pointsWithTangents.length;\n\t\tvar i, pointBefore, pointCurrent, pointAfter;\n\t\tfor (i = 0; i < pointsLen; ++i) {\n\t\t\tpointCurrent = pointsWithTangents[i];\n\t\t\tif (pointCurrent.model.skip) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tpointBefore = i > 0 ? pointsWithTangents[i - 1] : null;\n\t\t\tpointAfter = i < pointsLen - 1 ? pointsWithTangents[i + 1] : null;\n\t\t\tif (pointAfter && !pointAfter.model.skip) {\n\t\t\t\tvar slopeDeltaX = (pointAfter.model.x - pointCurrent.model.x);\n\n\t\t\t\t// In the case of two points that appear at the same x pixel, slopeDeltaX is 0\n\t\t\t\tpointCurrent.deltaK = slopeDeltaX !== 0 ? (pointAfter.model.y - pointCurrent.model.y) / slopeDeltaX : 0;\n\t\t\t}\n\n\t\t\tif (!pointBefore || pointBefore.model.skip) {\n\t\t\t\tpointCurrent.mK = pointCurrent.deltaK;\n\t\t\t} else if (!pointAfter || pointAfter.model.skip) {\n\t\t\t\tpointCurrent.mK = pointBefore.deltaK;\n\t\t\t} else if (this.sign(pointBefore.deltaK) !== this.sign(pointCurrent.deltaK)) {\n\t\t\t\tpointCurrent.mK = 0;\n\t\t\t} else {\n\t\t\t\tpointCurrent.mK = (pointBefore.deltaK + pointCurrent.deltaK) / 2;\n\t\t\t}\n\t\t}\n\n\t\t// Adjust tangents to ensure monotonic properties\n\t\tvar alphaK, betaK, tauK, squaredMagnitude;\n\t\tfor (i = 0; i < pointsLen - 1; ++i) {\n\t\t\tpointCurrent = pointsWithTangents[i];\n\t\t\tpointAfter = pointsWithTangents[i + 1];\n\t\t\tif (pointCurrent.model.skip || pointAfter.model.skip) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (helpers$1.almostEquals(pointCurrent.deltaK, 0, this.EPSILON)) {\n\t\t\t\tpointCurrent.mK = pointAfter.mK = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\talphaK = pointCurrent.mK / pointCurrent.deltaK;\n\t\t\tbetaK = pointAfter.mK / pointCurrent.deltaK;\n\t\t\tsquaredMagnitude = Math.pow(alphaK, 2) + Math.pow(betaK, 2);\n\t\t\tif (squaredMagnitude <= 9) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\ttauK = 3 / Math.sqrt(squaredMagnitude);\n\t\t\tpointCurrent.mK = alphaK * tauK * pointCurrent.deltaK;\n\t\t\tpointAfter.mK = betaK * tauK * pointCurrent.deltaK;\n\t\t}\n\n\t\t// Compute control points\n\t\tvar deltaX;\n\t\tfor (i = 0; i < pointsLen; ++i) {\n\t\t\tpointCurrent = pointsWithTangents[i];\n\t\t\tif (pointCurrent.model.skip) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tpointBefore = i > 0 ? pointsWithTangents[i - 1] : null;\n\t\t\tpointAfter = i < pointsLen - 1 ? pointsWithTangents[i + 1] : null;\n\t\t\tif (pointBefore && !pointBefore.model.skip) {\n\t\t\t\tdeltaX = (pointCurrent.model.x - pointBefore.model.x) / 3;\n\t\t\t\tpointCurrent.model.controlPointPreviousX = pointCurrent.model.x - deltaX;\n\t\t\t\tpointCurrent.model.controlPointPreviousY = pointCurrent.model.y - deltaX * pointCurrent.mK;\n\t\t\t}\n\t\t\tif (pointAfter && !pointAfter.model.skip) {\n\t\t\t\tdeltaX = (pointAfter.model.x - pointCurrent.model.x) / 3;\n\t\t\t\tpointCurrent.model.controlPointNextX = pointCurrent.model.x + deltaX;\n\t\t\t\tpointCurrent.model.controlPointNextY = pointCurrent.model.y + deltaX * pointCurrent.mK;\n\t\t\t}\n\t\t}\n\t};\n\thelpers$1.nextItem = function(collection, index, loop) {\n\t\tif (loop) {\n\t\t\treturn index >= collection.length - 1 ? collection[0] : collection[index + 1];\n\t\t}\n\t\treturn index >= collection.length - 1 ? collection[collection.length - 1] : collection[index + 1];\n\t};\n\thelpers$1.previousItem = function(collection, index, loop) {\n\t\tif (loop) {\n\t\t\treturn index <= 0 ? collection[collection.length - 1] : collection[index - 1];\n\t\t}\n\t\treturn index <= 0 ? collection[0] : collection[index - 1];\n\t};\n\t// Implementation of the nice number algorithm used in determining where axis labels will go\n\thelpers$1.niceNum = function(range, round) {\n\t\tvar exponent = Math.floor(helpers$1.log10(range));\n\t\tvar fraction = range / Math.pow(10, exponent);\n\t\tvar niceFraction;\n\n\t\tif (round) {\n\t\t\tif (fraction < 1.5) {\n\t\t\t\tniceFraction = 1;\n\t\t\t} else if (fraction < 3) {\n\t\t\t\tniceFraction = 2;\n\t\t\t} else if (fraction < 7) {\n\t\t\t\tniceFraction = 5;\n\t\t\t} else {\n\t\t\t\tniceFraction = 10;\n\t\t\t}\n\t\t} else if (fraction <= 1.0) {\n\t\t\tniceFraction = 1;\n\t\t} else if (fraction <= 2) {\n\t\t\tniceFraction = 2;\n\t\t} else if (fraction <= 5) {\n\t\t\tniceFraction = 5;\n\t\t} else {\n\t\t\tniceFraction = 10;\n\t\t}\n\n\t\treturn niceFraction * Math.pow(10, exponent);\n\t};\n\t// Request animation polyfill - https://www.paulirish.com/2011/requestanimationframe-for-smart-animating/\n\thelpers$1.requestAnimFrame = (function() {\n\t\tif (typeof window === 'undefined') {\n\t\t\treturn function(callback) {\n\t\t\t\tcallback();\n\t\t\t};\n\t\t}\n\t\treturn window.requestAnimationFrame ||\n\t\t\twindow.webkitRequestAnimationFrame ||\n\t\t\twindow.mozRequestAnimationFrame ||\n\t\t\twindow.oRequestAnimationFrame ||\n\t\t\twindow.msRequestAnimationFrame ||\n\t\t\tfunction(callback) {\n\t\t\t\treturn window.setTimeout(callback, 1000 / 60);\n\t\t\t};\n\t}());\n\t// -- DOM methods\n\thelpers$1.getRelativePosition = function(evt, chart) {\n\t\tvar mouseX, mouseY;\n\t\tvar e = evt.originalEvent || evt;\n\t\tvar canvas = evt.target || evt.srcElement;\n\t\tvar boundingRect = canvas.getBoundingClientRect();\n\n\t\tvar touches = e.touches;\n\t\tif (touches && touches.length > 0) {\n\t\t\tmouseX = touches[0].clientX;\n\t\t\tmouseY = touches[0].clientY;\n\n\t\t} else {\n\t\t\tmouseX = e.clientX;\n\t\t\tmouseY = e.clientY;\n\t\t}\n\n\t\t// Scale mouse coordinates into canvas coordinates\n\t\t// by following the pattern laid out by 'jerryj' in the comments of\n\t\t// https://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/\n\t\tvar paddingLeft = parseFloat(helpers$1.getStyle(canvas, 'padding-left'));\n\t\tvar paddingTop = parseFloat(helpers$1.getStyle(canvas, 'padding-top'));\n\t\tvar paddingRight = parseFloat(helpers$1.getStyle(canvas, 'padding-right'));\n\t\tvar paddingBottom = parseFloat(helpers$1.getStyle(canvas, 'padding-bottom'));\n\t\tvar width = boundingRect.right - boundingRect.left - paddingLeft - paddingRight;\n\t\tvar height = boundingRect.bottom - boundingRect.top - paddingTop - paddingBottom;\n\n\t\t// We divide by the current device pixel ratio, because the canvas is scaled up by that amount in each direction. However\n\t\t// the backend model is in unscaled coordinates. Since we are going to deal with our model coordinates, we go back here\n\t\tmouseX = Math.round((mouseX - boundingRect.left - paddingLeft) / (width) * canvas.width / chart.currentDevicePixelRatio);\n\t\tmouseY = Math.round((mouseY - boundingRect.top - paddingTop) / (height) * canvas.height / chart.currentDevicePixelRatio);\n\n\t\treturn {\n\t\t\tx: mouseX,\n\t\t\ty: mouseY\n\t\t};\n\n\t};\n\n\t// Private helper function to convert max-width/max-height values that may be percentages into a number\n\tfunction parseMaxStyle(styleValue, node, parentProperty) {\n\t\tvar valueInPixels;\n\t\tif (typeof styleValue === 'string') {\n\t\t\tvalueInPixels = parseInt(styleValue, 10);\n\n\t\t\tif (styleValue.indexOf('%') !== -1) {\n\t\t\t\t// percentage * size in dimension\n\t\t\t\tvalueInPixels = valueInPixels / 100 * node.parentNode[parentProperty];\n\t\t\t}\n\t\t} else {\n\t\t\tvalueInPixels = styleValue;\n\t\t}\n\n\t\treturn valueInPixels;\n\t}\n\n\t/**\n\t * Returns if the given value contains an effective constraint.\n\t * @private\n\t */\n\tfunction isConstrainedValue(value) {\n\t\treturn value !== undefined && value !== null && value !== 'none';\n\t}\n\n\t/**\n\t * Returns the max width or height of the given DOM node in a cross-browser compatible fashion\n\t * @param {HTMLElement} domNode - the node to check the constraint on\n\t * @param {string} maxStyle - the style that defines the maximum for the direction we are using ('max-width' / 'max-height')\n\t * @param {string} percentageProperty - property of parent to use when calculating width as a percentage\n\t * @see {@link https://www.nathanaeljones.com/blog/2013/reading-max-width-cross-browser}\n\t */\n\tfunction getConstraintDimension(domNode, maxStyle, percentageProperty) {\n\t\tvar view = document.defaultView;\n\t\tvar parentNode = helpers$1._getParentNode(domNode);\n\t\tvar constrainedNode = view.getComputedStyle(domNode)[maxStyle];\n\t\tvar constrainedContainer = view.getComputedStyle(parentNode)[maxStyle];\n\t\tvar hasCNode = isConstrainedValue(constrainedNode);\n\t\tvar hasCContainer = isConstrainedValue(constrainedContainer);\n\t\tvar infinity = Number.POSITIVE_INFINITY;\n\n\t\tif (hasCNode || hasCContainer) {\n\t\t\treturn Math.min(\n\t\t\t\thasCNode ? parseMaxStyle(constrainedNode, domNode, percentageProperty) : infinity,\n\t\t\t\thasCContainer ? parseMaxStyle(constrainedContainer, parentNode, percentageProperty) : infinity);\n\t\t}\n\n\t\treturn 'none';\n\t}\n\t// returns Number or undefined if no constraint\n\thelpers$1.getConstraintWidth = function(domNode) {\n\t\treturn getConstraintDimension(domNode, 'max-width', 'clientWidth');\n\t};\n\t// returns Number or undefined if no constraint\n\thelpers$1.getConstraintHeight = function(domNode) {\n\t\treturn getConstraintDimension(domNode, 'max-height', 'clientHeight');\n\t};\n\t/**\n\t * @private\n \t */\n\thelpers$1._calculatePadding = function(container, padding, parentDimension) {\n\t\tpadding = helpers$1.getStyle(container, padding);\n\n\t\treturn padding.indexOf('%') > -1 ? parentDimension * parseInt(padding, 10) / 100 : parseInt(padding, 10);\n\t};\n\t/**\n\t * @private\n\t */\n\thelpers$1._getParentNode = function(domNode) {\n\t\tvar parent = domNode.parentNode;\n\t\tif (parent && parent.toString() === '[object ShadowRoot]') {\n\t\t\tparent = parent.host;\n\t\t}\n\t\treturn parent;\n\t};\n\thelpers$1.getMaximumWidth = function(domNode) {\n\t\tvar container = helpers$1._getParentNode(domNode);\n\t\tif (!container) {\n\t\t\treturn domNode.clientWidth;\n\t\t}\n\n\t\tvar clientWidth = container.clientWidth;\n\t\tvar paddingLeft = helpers$1._calculatePadding(container, 'padding-left', clientWidth);\n\t\tvar paddingRight = helpers$1._calculatePadding(container, 'padding-right', clientWidth);\n\n\t\tvar w = clientWidth - paddingLeft - paddingRight;\n\t\tvar cw = helpers$1.getConstraintWidth(domNode);\n\t\treturn isNaN(cw) ? w : Math.min(w, cw);\n\t};\n\thelpers$1.getMaximumHeight = function(domNode) {\n\t\tvar container = helpers$1._getParentNode(domNode);\n\t\tif (!container) {\n\t\t\treturn domNode.clientHeight;\n\t\t}\n\n\t\tvar clientHeight = container.clientHeight;\n\t\tvar paddingTop = helpers$1._calculatePadding(container, 'padding-top', clientHeight);\n\t\tvar paddingBottom = helpers$1._calculatePadding(container, 'padding-bottom', clientHeight);\n\n\t\tvar h = clientHeight - paddingTop - paddingBottom;\n\t\tvar ch = helpers$1.getConstraintHeight(domNode);\n\t\treturn isNaN(ch) ? h : Math.min(h, ch);\n\t};\n\thelpers$1.getStyle = function(el, property) {\n\t\treturn el.currentStyle ?\n\t\t\tel.currentStyle[property] :\n\t\t\tdocument.defaultView.getComputedStyle(el, null).getPropertyValue(property);\n\t};\n\thelpers$1.retinaScale = function(chart, forceRatio) {\n\t\tvar pixelRatio = chart.currentDevicePixelRatio = forceRatio || (typeof window !== 'undefined' && window.devicePixelRatio) || 1;\n\t\tif (pixelRatio === 1) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar canvas = chart.canvas;\n\t\tvar height = chart.height;\n\t\tvar width = chart.width;\n\n\t\tcanvas.height = height * pixelRatio;\n\t\tcanvas.width = width * pixelRatio;\n\t\tchart.ctx.scale(pixelRatio, pixelRatio);\n\n\t\t// If no style has been set on the canvas, the render size is used as display size,\n\t\t// making the chart visually bigger, so let's enforce it to the \"correct\" values.\n\t\t// See https://github.com/chartjs/Chart.js/issues/3575\n\t\tif (!canvas.style.height && !canvas.style.width) {\n\t\t\tcanvas.style.height = height + 'px';\n\t\t\tcanvas.style.width = width + 'px';\n\t\t}\n\t};\n\t// -- Canvas methods\n\thelpers$1.fontString = function(pixelSize, fontStyle, fontFamily) {\n\t\treturn fontStyle + ' ' + pixelSize + 'px ' + fontFamily;\n\t};\n\thelpers$1.longestText = function(ctx, font, arrayOfThings, cache) {\n\t\tcache = cache || {};\n\t\tvar data = cache.data = cache.data || {};\n\t\tvar gc = cache.garbageCollect = cache.garbageCollect || [];\n\n\t\tif (cache.font !== font) {\n\t\t\tdata = cache.data = {};\n\t\t\tgc = cache.garbageCollect = [];\n\t\t\tcache.font = font;\n\t\t}\n\n\t\tctx.font = font;\n\t\tvar longest = 0;\n\t\tvar ilen = arrayOfThings.length;\n\t\tvar i, j, jlen, thing, nestedThing;\n\t\tfor (i = 0; i < ilen; i++) {\n\t\t\tthing = arrayOfThings[i];\n\n\t\t\t// Undefined strings and arrays should not be measured\n\t\t\tif (thing !== undefined && thing !== null && helpers$1.isArray(thing) !== true) {\n\t\t\t\tlongest = helpers$1.measureText(ctx, data, gc, longest, thing);\n\t\t\t} else if (helpers$1.isArray(thing)) {\n\t\t\t\t// if it is an array lets measure each element\n\t\t\t\t// to do maybe simplify this function a bit so we can do this more recursively?\n\t\t\t\tfor (j = 0, jlen = thing.length; j < jlen; j++) {\n\t\t\t\t\tnestedThing = thing[j];\n\t\t\t\t\t// Undefined strings and arrays should not be measured\n\t\t\t\t\tif (nestedThing !== undefined && nestedThing !== null && !helpers$1.isArray(nestedThing)) {\n\t\t\t\t\t\tlongest = helpers$1.measureText(ctx, data, gc, longest, nestedThing);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tvar gcLen = gc.length / 2;\n\t\tif (gcLen > arrayOfThings.length) {\n\t\t\tfor (i = 0; i < gcLen; i++) {\n\t\t\t\tdelete data[gc[i]];\n\t\t\t}\n\t\t\tgc.splice(0, gcLen);\n\t\t}\n\t\treturn longest;\n\t};\n\thelpers$1.measureText = function(ctx, data, gc, longest, string) {\n\t\tvar textWidth = data[string];\n\t\tif (!textWidth) {\n\t\t\ttextWidth = data[string] = ctx.measureText(string).width;\n\t\t\tgc.push(string);\n\t\t}\n\t\tif (textWidth > longest) {\n\t\t\tlongest = textWidth;\n\t\t}\n\t\treturn longest;\n\t};\n\n\t/**\n\t * @deprecated\n\t */\n\thelpers$1.numberOfLabelLines = function(arrayOfThings) {\n\t\tvar numberOfLines = 1;\n\t\thelpers$1.each(arrayOfThings, function(thing) {\n\t\t\tif (helpers$1.isArray(thing)) {\n\t\t\t\tif (thing.length > numberOfLines) {\n\t\t\t\t\tnumberOfLines = thing.length;\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t\treturn numberOfLines;\n\t};\n\n\thelpers$1.color = !chartjsColor ?\n\t\tfunction(value) {\n\t\t\tconsole.error('Color.js not found!');\n\t\t\treturn value;\n\t\t} :\n\t\tfunction(value) {\n\t\t\t/* global CanvasGradient */\n\t\t\tif (value instanceof CanvasGradient) {\n\t\t\t\tvalue = core_defaults.global.defaultColor;\n\t\t\t}\n\n\t\t\treturn chartjsColor(value);\n\t\t};\n\n\thelpers$1.getHoverColor = function(colorValue) {\n\t\t/* global CanvasPattern */\n\t\treturn (colorValue instanceof CanvasPattern || colorValue instanceof CanvasGradient) ?\n\t\t\tcolorValue :\n\t\t\thelpers$1.color(colorValue).saturate(0.5).darken(0.1).rgbString();\n\t};\n};\n\nfunction abstract() {\n\tthrow new Error(\n\t\t'This method is not implemented: either no adapter can ' +\n\t\t'be found or an incomplete integration was provided.'\n\t);\n}\n\n/**\n * Date adapter (current used by the time scale)\n * @namespace Chart._adapters._date\n * @memberof Chart._adapters\n * @private\n */\n\n/**\n * Currently supported unit string values.\n * @typedef {('millisecond'|'second'|'minute'|'hour'|'day'|'week'|'month'|'quarter'|'year')}\n * @memberof Chart._adapters._date\n * @name Unit\n */\n\n/**\n * @class\n */\nfunction DateAdapter(options) {\n\tthis.options = options || {};\n}\n\nhelpers$1.extend(DateAdapter.prototype, /** @lends DateAdapter */ {\n\t/**\n\t * Returns a map of time formats for the supported formatting units defined\n\t * in Unit as well as 'datetime' representing a detailed date/time string.\n\t * @returns {{string: string}}\n\t */\n\tformats: abstract,\n\n\t/**\n\t * Parses the given `value` and return the associated timestamp.\n\t * @param {any} value - the value to parse (usually comes from the data)\n\t * @param {string} [format] - the expected data format\n\t * @returns {(number|null)}\n\t * @function\n\t */\n\tparse: abstract,\n\n\t/**\n\t * Returns the formatted date in the specified `format` for a given `timestamp`.\n\t * @param {number} timestamp - the timestamp to format\n\t * @param {string} format - the date/time token\n\t * @return {string}\n\t * @function\n\t */\n\tformat: abstract,\n\n\t/**\n\t * Adds the specified `amount` of `unit` to the given `timestamp`.\n\t * @param {number} timestamp - the input timestamp\n\t * @param {number} amount - the amount to add\n\t * @param {Unit} unit - the unit as string\n\t * @return {number}\n\t * @function\n\t */\n\tadd: abstract,\n\n\t/**\n\t * Returns the number of `unit` between the given timestamps.\n\t * @param {number} max - the input timestamp (reference)\n\t * @param {number} min - the timestamp to substract\n\t * @param {Unit} unit - the unit as string\n\t * @return {number}\n\t * @function\n\t */\n\tdiff: abstract,\n\n\t/**\n\t * Returns start of `unit` for the given `timestamp`.\n\t * @param {number} timestamp - the input timestamp\n\t * @param {Unit} unit - the unit as string\n\t * @param {number} [weekday] - the ISO day of the week with 1 being Monday\n\t * and 7 being Sunday (only needed if param *unit* is `isoWeek`).\n\t * @function\n\t */\n\tstartOf: abstract,\n\n\t/**\n\t * Returns end of `unit` for the given `timestamp`.\n\t * @param {number} timestamp - the input timestamp\n\t * @param {Unit} unit - the unit as string\n\t * @function\n\t */\n\tendOf: abstract,\n\n\t// DEPRECATIONS\n\n\t/**\n\t * Provided for backward compatibility for scale.getValueForPixel(),\n\t * this method should be overridden only by the moment adapter.\n\t * @deprecated since version 2.8.0\n\t * @todo remove at version 3\n\t * @private\n\t */\n\t_create: function(value) {\n\t\treturn value;\n\t}\n});\n\nDateAdapter.override = function(members) {\n\thelpers$1.extend(DateAdapter.prototype, members);\n};\n\nvar _date = DateAdapter;\n\nvar core_adapters = {\n\t_date: _date\n};\n\n/**\n * Namespace to hold static tick generation functions\n * @namespace Chart.Ticks\n */\nvar core_ticks = {\n\t/**\n\t * Namespace to hold formatters for different types of ticks\n\t * @namespace Chart.Ticks.formatters\n\t */\n\tformatters: {\n\t\t/**\n\t\t * Formatter for value labels\n\t\t * @method Chart.Ticks.formatters.values\n\t\t * @param value the value to display\n\t\t * @return {string|string[]} the label to display\n\t\t */\n\t\tvalues: function(value) {\n\t\t\treturn helpers$1.isArray(value) ? value : '' + value;\n\t\t},\n\n\t\t/**\n\t\t * Formatter for linear numeric ticks\n\t\t * @method Chart.Ticks.formatters.linear\n\t\t * @param tickValue {number} the value to be formatted\n\t\t * @param index {number} the position of the tickValue parameter in the ticks array\n\t\t * @param ticks {number[]} the list of ticks being converted\n\t\t * @return {string} string representation of the tickValue parameter\n\t\t */\n\t\tlinear: function(tickValue, index, ticks) {\n\t\t\t// If we have lots of ticks, don't use the ones\n\t\t\tvar delta = ticks.length > 3 ? ticks[2] - ticks[1] : ticks[1] - ticks[0];\n\n\t\t\t// If we have a number like 2.5 as the delta, figure out how many decimal places we need\n\t\t\tif (Math.abs(delta) > 1) {\n\t\t\t\tif (tickValue !== Math.floor(tickValue)) {\n\t\t\t\t\t// not an integer\n\t\t\t\t\tdelta = tickValue - Math.floor(tickValue);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tvar logDelta = helpers$1.log10(Math.abs(delta));\n\t\t\tvar tickString = '';\n\n\t\t\tif (tickValue !== 0) {\n\t\t\t\tvar maxTick = Math.max(Math.abs(ticks[0]), Math.abs(ticks[ticks.length - 1]));\n\t\t\t\tif (maxTick < 1e-4) { // all ticks are small numbers; use scientific notation\n\t\t\t\t\tvar logTick = helpers$1.log10(Math.abs(tickValue));\n\t\t\t\t\tvar numExponential = Math.floor(logTick) - Math.floor(logDelta);\n\t\t\t\t\tnumExponential = Math.max(Math.min(numExponential, 20), 0);\n\t\t\t\t\ttickString = tickValue.toExponential(numExponential);\n\t\t\t\t} else {\n\t\t\t\t\tvar numDecimal = -1 * Math.floor(logDelta);\n\t\t\t\t\tnumDecimal = Math.max(Math.min(numDecimal, 20), 0); // toFixed has a max of 20 decimal places\n\t\t\t\t\ttickString = tickValue.toFixed(numDecimal);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttickString = '0'; // never show decimal places for 0\n\t\t\t}\n\n\t\t\treturn tickString;\n\t\t},\n\n\t\tlogarithmic: function(tickValue, index, ticks) {\n\t\t\tvar remain = tickValue / (Math.pow(10, Math.floor(helpers$1.log10(tickValue))));\n\n\t\t\tif (tickValue === 0) {\n\t\t\t\treturn '0';\n\t\t\t} else if (remain === 1 || remain === 2 || remain === 5 || index === 0 || index === ticks.length - 1) {\n\t\t\t\treturn tickValue.toExponential();\n\t\t\t}\n\t\t\treturn '';\n\t\t}\n\t}\n};\n\nvar isArray = helpers$1.isArray;\nvar isNullOrUndef = helpers$1.isNullOrUndef;\nvar valueOrDefault$a = helpers$1.valueOrDefault;\nvar valueAtIndexOrDefault = helpers$1.valueAtIndexOrDefault;\n\ncore_defaults._set('scale', {\n\tdisplay: true,\n\tposition: 'left',\n\toffset: false,\n\n\t// grid line settings\n\tgridLines: {\n\t\tdisplay: true,\n\t\tcolor: 'rgba(0,0,0,0.1)',\n\t\tlineWidth: 1,\n\t\tdrawBorder: true,\n\t\tdrawOnChartArea: true,\n\t\tdrawTicks: true,\n\t\ttickMarkLength: 10,\n\t\tzeroLineWidth: 1,\n\t\tzeroLineColor: 'rgba(0,0,0,0.25)',\n\t\tzeroLineBorderDash: [],\n\t\tzeroLineBorderDashOffset: 0.0,\n\t\toffsetGridLines: false,\n\t\tborderDash: [],\n\t\tborderDashOffset: 0.0\n\t},\n\n\t// scale label\n\tscaleLabel: {\n\t\t// display property\n\t\tdisplay: false,\n\n\t\t// actual label\n\t\tlabelString: '',\n\n\t\t// top/bottom padding\n\t\tpadding: {\n\t\t\ttop: 4,\n\t\t\tbottom: 4\n\t\t}\n\t},\n\n\t// label settings\n\tticks: {\n\t\tbeginAtZero: false,\n\t\tminRotation: 0,\n\t\tmaxRotation: 50,\n\t\tmirror: false,\n\t\tpadding: 0,\n\t\treverse: false,\n\t\tdisplay: true,\n\t\tautoSkip: true,\n\t\tautoSkipPadding: 0,\n\t\tlabelOffset: 0,\n\t\t// We pass through arrays to be rendered as multiline labels, we convert Others to strings here.\n\t\tcallback: core_ticks.formatters.values,\n\t\tminor: {},\n\t\tmajor: {}\n\t}\n});\n\n/** Returns a new array containing numItems from arr */\nfunction sample(arr, numItems) {\n\tvar result = [];\n\tvar increment = arr.length / numItems;\n\tvar i = 0;\n\tvar len = arr.length;\n\n\tfor (; i < len; i += increment) {\n\t\tresult.push(arr[Math.floor(i)]);\n\t}\n\treturn result;\n}\n\nfunction getPixelForGridLine(scale, index, offsetGridLines) {\n\tvar length = scale.getTicks().length;\n\tvar validIndex = Math.min(index, length - 1);\n\tvar lineValue = scale.getPixelForTick(validIndex);\n\tvar start = scale._startPixel;\n\tvar end = scale._endPixel;\n\tvar epsilon = 1e-6; // 1e-6 is margin in pixels for accumulated error.\n\tvar offset;\n\n\tif (offsetGridLines) {\n\t\tif (length === 1) {\n\t\t\toffset = Math.max(lineValue - start, end - lineValue);\n\t\t} else if (index === 0) {\n\t\t\toffset = (scale.getPixelForTick(1) - lineValue) / 2;\n\t\t} else {\n\t\t\toffset = (lineValue - scale.getPixelForTick(validIndex - 1)) / 2;\n\t\t}\n\t\tlineValue += validIndex < index ? offset : -offset;\n\n\t\t// Return undefined if the pixel is out of the range\n\t\tif (lineValue < start - epsilon || lineValue > end + epsilon) {\n\t\t\treturn;\n\t\t}\n\t}\n\treturn lineValue;\n}\n\nfunction garbageCollect(caches, length) {\n\thelpers$1.each(caches, function(cache) {\n\t\tvar gc = cache.gc;\n\t\tvar gcLen = gc.length / 2;\n\t\tvar i;\n\t\tif (gcLen > length) {\n\t\t\tfor (i = 0; i < gcLen; ++i) {\n\t\t\t\tdelete cache.data[gc[i]];\n\t\t\t}\n\t\t\tgc.splice(0, gcLen);\n\t\t}\n\t});\n}\n\n/**\n * Returns {width, height, offset} objects for the first, last, widest, highest tick\n * labels where offset indicates the anchor point offset from the top in pixels.\n */\nfunction computeLabelSizes(ctx, tickFonts, ticks, caches) {\n\tvar length = ticks.length;\n\tvar widths = [];\n\tvar heights = [];\n\tvar offsets = [];\n\tvar widestLabelSize = 0;\n\tvar highestLabelSize = 0;\n\tvar i, j, jlen, label, tickFont, fontString, cache, lineHeight, width, height, nestedLabel, widest, highest;\n\n\tfor (i = 0; i < length; ++i) {\n\t\tlabel = ticks[i].label;\n\t\ttickFont = ticks[i].major ? tickFonts.major : tickFonts.minor;\n\t\tctx.font = fontString = tickFont.string;\n\t\tcache = caches[fontString] = caches[fontString] || {data: {}, gc: []};\n\t\tlineHeight = tickFont.lineHeight;\n\t\twidth = height = 0;\n\t\t// Undefined labels and arrays should not be measured\n\t\tif (!isNullOrUndef(label) && !isArray(label)) {\n\t\t\twidth = helpers$1.measureText(ctx, cache.data, cache.gc, width, label);\n\t\t\theight = lineHeight;\n\t\t} else if (isArray(label)) {\n\t\t\t// if it is an array let's measure each element\n\t\t\tfor (j = 0, jlen = label.length; j < jlen; ++j) {\n\t\t\t\tnestedLabel = label[j];\n\t\t\t\t// Undefined labels and arrays should not be measured\n\t\t\t\tif (!isNullOrUndef(nestedLabel) && !isArray(nestedLabel)) {\n\t\t\t\t\twidth = helpers$1.measureText(ctx, cache.data, cache.gc, width, nestedLabel);\n\t\t\t\t\theight += lineHeight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\twidths.push(width);\n\t\theights.push(height);\n\t\toffsets.push(lineHeight / 2);\n\t\twidestLabelSize = Math.max(width, widestLabelSize);\n\t\thighestLabelSize = Math.max(height, highestLabelSize);\n\t}\n\tgarbageCollect(caches, length);\n\n\twidest = widths.indexOf(widestLabelSize);\n\thighest = heights.indexOf(highestLabelSize);\n\n\tfunction valueAt(idx) {\n\t\treturn {\n\t\t\twidth: widths[idx] || 0,\n\t\t\theight: heights[idx] || 0,\n\t\t\toffset: offsets[idx] || 0\n\t\t};\n\t}\n\n\treturn {\n\t\tfirst: valueAt(0),\n\t\tlast: valueAt(length - 1),\n\t\twidest: valueAt(widest),\n\t\thighest: valueAt(highest)\n\t};\n}\n\nfunction getTickMarkLength(options) {\n\treturn options.drawTicks ? options.tickMarkLength : 0;\n}\n\nfunction getScaleLabelHeight(options) {\n\tvar font, padding;\n\n\tif (!options.display) {\n\t\treturn 0;\n\t}\n\n\tfont = helpers$1.options._parseFont(options);\n\tpadding = helpers$1.options.toPadding(options.padding);\n\n\treturn font.lineHeight + padding.height;\n}\n\nfunction parseFontOptions(options, nestedOpts) {\n\treturn helpers$1.extend(helpers$1.options._parseFont({\n\t\tfontFamily: valueOrDefault$a(nestedOpts.fontFamily, options.fontFamily),\n\t\tfontSize: valueOrDefault$a(nestedOpts.fontSize, options.fontSize),\n\t\tfontStyle: valueOrDefault$a(nestedOpts.fontStyle, options.fontStyle),\n\t\tlineHeight: valueOrDefault$a(nestedOpts.lineHeight, options.lineHeight)\n\t}), {\n\t\tcolor: helpers$1.options.resolve([nestedOpts.fontColor, options.fontColor, core_defaults.global.defaultFontColor])\n\t});\n}\n\nfunction parseTickFontOptions(options) {\n\tvar minor = parseFontOptions(options, options.minor);\n\tvar major = options.major.enabled ? parseFontOptions(options, options.major) : minor;\n\n\treturn {minor: minor, major: major};\n}\n\nfunction nonSkipped(ticksToFilter) {\n\tvar filtered = [];\n\tvar item, index, len;\n\tfor (index = 0, len = ticksToFilter.length; index < len; ++index) {\n\t\titem = ticksToFilter[index];\n\t\tif (typeof item._index !== 'undefined') {\n\t\t\tfiltered.push(item);\n\t\t}\n\t}\n\treturn filtered;\n}\n\nfunction getEvenSpacing(arr) {\n\tvar len = arr.length;\n\tvar i, diff;\n\n\tif (len < 2) {\n\t\treturn false;\n\t}\n\n\tfor (diff = arr[0], i = 1; i < len; ++i) {\n\t\tif (arr[i] - arr[i - 1] !== diff) {\n\t\t\treturn false;\n\t\t}\n\t}\n\treturn diff;\n}\n\nfunction calculateSpacing(majorIndices, ticks, axisLength, ticksLimit) {\n\tvar evenMajorSpacing = getEvenSpacing(majorIndices);\n\tvar spacing = (ticks.length - 1) / ticksLimit;\n\tvar factors, factor, i, ilen;\n\n\t// If the major ticks are evenly spaced apart, place the minor ticks\n\t// so that they divide the major ticks into even chunks\n\tif (!evenMajorSpacing) {\n\t\treturn Math.max(spacing, 1);\n\t}\n\n\tfactors = helpers$1.math._factorize(evenMajorSpacing);\n\tfor (i = 0, ilen = factors.length - 1; i < ilen; i++) {\n\t\tfactor = factors[i];\n\t\tif (factor > spacing) {\n\t\t\treturn factor;\n\t\t}\n\t}\n\treturn Math.max(spacing, 1);\n}\n\nfunction getMajorIndices(ticks) {\n\tvar result = [];\n\tvar i, ilen;\n\tfor (i = 0, ilen = ticks.length; i < ilen; i++) {\n\t\tif (ticks[i].major) {\n\t\t\tresult.push(i);\n\t\t}\n\t}\n\treturn result;\n}\n\nfunction skipMajors(ticks, majorIndices, spacing) {\n\tvar count = 0;\n\tvar next = majorIndices[0];\n\tvar i, tick;\n\n\tspacing = Math.ceil(spacing);\n\tfor (i = 0; i < ticks.length; i++) {\n\t\ttick = ticks[i];\n\t\tif (i === next) {\n\t\t\ttick._index = i;\n\t\t\tcount++;\n\t\t\tnext = majorIndices[count * spacing];\n\t\t} else {\n\t\t\tdelete tick.label;\n\t\t}\n\t}\n}\n\nfunction skip(ticks, spacing, majorStart, majorEnd) {\n\tvar start = valueOrDefault$a(majorStart, 0);\n\tvar end = Math.min(valueOrDefault$a(majorEnd, ticks.length), ticks.length);\n\tvar count = 0;\n\tvar length, i, tick, next;\n\n\tspacing = Math.ceil(spacing);\n\tif (majorEnd) {\n\t\tlength = majorEnd - majorStart;\n\t\tspacing = length / Math.floor(length / spacing);\n\t}\n\n\tnext = start;\n\n\twhile (next < 0) {\n\t\tcount++;\n\t\tnext = Math.round(start + count * spacing);\n\t}\n\n\tfor (i = Math.max(start, 0); i < end; i++) {\n\t\ttick = ticks[i];\n\t\tif (i === next) {\n\t\t\ttick._index = i;\n\t\t\tcount++;\n\t\t\tnext = Math.round(start + count * spacing);\n\t\t} else {\n\t\t\tdelete tick.label;\n\t\t}\n\t}\n}\n\nvar Scale = core_element.extend({\n\n\tzeroLineIndex: 0,\n\n\t/**\n\t * Get the padding needed for the scale\n\t * @method getPadding\n\t * @private\n\t * @returns {Padding} the necessary padding\n\t */\n\tgetPadding: function() {\n\t\tvar me = this;\n\t\treturn {\n\t\t\tleft: me.paddingLeft || 0,\n\t\t\ttop: me.paddingTop || 0,\n\t\t\tright: me.paddingRight || 0,\n\t\t\tbottom: me.paddingBottom || 0\n\t\t};\n\t},\n\n\t/**\n\t * Returns the scale tick objects ({label, major})\n\t * @since 2.7\n\t */\n\tgetTicks: function() {\n\t\treturn this._ticks;\n\t},\n\n\t/**\n\t* @private\n\t*/\n\t_getLabels: function() {\n\t\tvar data = this.chart.data;\n\t\treturn this.options.labels || (this.isHorizontal() ? data.xLabels : data.yLabels) || data.labels || [];\n\t},\n\n\t// These methods are ordered by lifecyle. Utilities then follow.\n\t// Any function defined here is inherited by all scale types.\n\t// Any function can be extended by the scale type\n\n\t/**\n\t * Provided for backward compatibility, not available anymore\n\t * @function Chart.Scale.mergeTicksOptions\n\t * @deprecated since version 2.8.0\n\t * @todo remove at version 3\n\t */\n\tmergeTicksOptions: function() {\n\t\t// noop\n\t},\n\n\tbeforeUpdate: function() {\n\t\thelpers$1.callback(this.options.beforeUpdate, [this]);\n\t},\n\n\t/**\n\t * @param {number} maxWidth - the max width in pixels\n\t * @param {number} maxHeight - the max height in pixels\n\t * @param {object} margins - the space between the edge of the other scales and edge of the chart\n\t *   This space comes from two sources:\n\t *     - padding - space that's required to show the labels at the edges of the scale\n\t *     - thickness of scales or legends in another orientation\n\t */\n\tupdate: function(maxWidth, maxHeight, margins) {\n\t\tvar me = this;\n\t\tvar tickOpts = me.options.ticks;\n\t\tvar sampleSize = tickOpts.sampleSize;\n\t\tvar i, ilen, labels, ticks, samplingEnabled;\n\n\t\t// Update Lifecycle - Probably don't want to ever extend or overwrite this function ;)\n\t\tme.beforeUpdate();\n\n\t\t// Absorb the master measurements\n\t\tme.maxWidth = maxWidth;\n\t\tme.maxHeight = maxHeight;\n\t\tme.margins = helpers$1.extend({\n\t\t\tleft: 0,\n\t\t\tright: 0,\n\t\t\ttop: 0,\n\t\t\tbottom: 0\n\t\t}, margins);\n\n\t\tme._ticks = null;\n\t\tme.ticks = null;\n\t\tme._labelSizes = null;\n\t\tme._maxLabelLines = 0;\n\t\tme.longestLabelWidth = 0;\n\t\tme.longestTextCache = me.longestTextCache || {};\n\t\tme._gridLineItems = null;\n\t\tme._labelItems = null;\n\n\t\t// Dimensions\n\t\tme.beforeSetDimensions();\n\t\tme.setDimensions();\n\t\tme.afterSetDimensions();\n\n\t\t// Data min/max\n\t\tme.beforeDataLimits();\n\t\tme.determineDataLimits();\n\t\tme.afterDataLimits();\n\n\t\t// Ticks - `this.ticks` is now DEPRECATED!\n\t\t// Internal ticks are now stored as objects in the PRIVATE `this._ticks` member\n\t\t// and must not be accessed directly from outside this class. `this.ticks` being\n\t\t// around for long time and not marked as private, we can't change its structure\n\t\t// without unexpected breaking changes. If you need to access the scale ticks,\n\t\t// use scale.getTicks() instead.\n\n\t\tme.beforeBuildTicks();\n\n\t\t// New implementations should return an array of objects but for BACKWARD COMPAT,\n\t\t// we still support no return (`this.ticks` internally set by calling this method).\n\t\tticks = me.buildTicks() || [];\n\n\t\t// Allow modification of ticks in callback.\n\t\tticks = me.afterBuildTicks(ticks) || ticks;\n\n\t\t// Ensure ticks contains ticks in new tick format\n\t\tif ((!ticks || !ticks.length) && me.ticks) {\n\t\t\tticks = [];\n\t\t\tfor (i = 0, ilen = me.ticks.length; i < ilen; ++i) {\n\t\t\t\tticks.push({\n\t\t\t\t\tvalue: me.ticks[i],\n\t\t\t\t\tmajor: false\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\tme._ticks = ticks;\n\n\t\t// Compute tick rotation and fit using a sampled subset of labels\n\t\t// We generally don't need to compute the size of every single label for determining scale size\n\t\tsamplingEnabled = sampleSize < ticks.length;\n\t\tlabels = me._convertTicksToLabels(samplingEnabled ? sample(ticks, sampleSize) : ticks);\n\n\t\t// _configure is called twice, once here, once from core.controller.updateLayout.\n\t\t// Here we haven't been positioned yet, but dimensions are correct.\n\t\t// Variables set in _configure are needed for calculateTickRotation, and\n\t\t// it's ok that coordinates are not correct there, only dimensions matter.\n\t\tme._configure();\n\n\t\t// Tick Rotation\n\t\tme.beforeCalculateTickRotation();\n\t\tme.calculateTickRotation();\n\t\tme.afterCalculateTickRotation();\n\n\t\tme.beforeFit();\n\t\tme.fit();\n\t\tme.afterFit();\n\n\t\t// Auto-skip\n\t\tme._ticksToDraw = tickOpts.display && (tickOpts.autoSkip || tickOpts.source === 'auto') ? me._autoSkip(ticks) : ticks;\n\n\t\tif (samplingEnabled) {\n\t\t\t// Generate labels using all non-skipped ticks\n\t\t\tlabels = me._convertTicksToLabels(me._ticksToDraw);\n\t\t}\n\n\t\tme.ticks = labels;   // BACKWARD COMPATIBILITY\n\n\t\t// IMPORTANT: after this point, we consider that `this.ticks` will NEVER change!\n\n\t\tme.afterUpdate();\n\n\t\t// TODO(v3): remove minSize as a public property and return value from all layout boxes. It is unused\n\t\t// make maxWidth and maxHeight private\n\t\treturn me.minSize;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_configure: function() {\n\t\tvar me = this;\n\t\tvar reversePixels = me.options.ticks.reverse;\n\t\tvar startPixel, endPixel;\n\n\t\tif (me.isHorizontal()) {\n\t\t\tstartPixel = me.left;\n\t\t\tendPixel = me.right;\n\t\t} else {\n\t\t\tstartPixel = me.top;\n\t\t\tendPixel = me.bottom;\n\t\t\t// by default vertical scales are from bottom to top, so pixels are reversed\n\t\t\treversePixels = !reversePixels;\n\t\t}\n\t\tme._startPixel = startPixel;\n\t\tme._endPixel = endPixel;\n\t\tme._reversePixels = reversePixels;\n\t\tme._length = endPixel - startPixel;\n\t},\n\n\tafterUpdate: function() {\n\t\thelpers$1.callback(this.options.afterUpdate, [this]);\n\t},\n\n\t//\n\n\tbeforeSetDimensions: function() {\n\t\thelpers$1.callback(this.options.beforeSetDimensions, [this]);\n\t},\n\tsetDimensions: function() {\n\t\tvar me = this;\n\t\t// Set the unconstrained dimension before label rotation\n\t\tif (me.isHorizontal()) {\n\t\t\t// Reset position before calculating rotation\n\t\t\tme.width = me.maxWidth;\n\t\t\tme.left = 0;\n\t\t\tme.right = me.width;\n\t\t} else {\n\t\t\tme.height = me.maxHeight;\n\n\t\t\t// Reset position before calculating rotation\n\t\t\tme.top = 0;\n\t\t\tme.bottom = me.height;\n\t\t}\n\n\t\t// Reset padding\n\t\tme.paddingLeft = 0;\n\t\tme.paddingTop = 0;\n\t\tme.paddingRight = 0;\n\t\tme.paddingBottom = 0;\n\t},\n\tafterSetDimensions: function() {\n\t\thelpers$1.callback(this.options.afterSetDimensions, [this]);\n\t},\n\n\t// Data limits\n\tbeforeDataLimits: function() {\n\t\thelpers$1.callback(this.options.beforeDataLimits, [this]);\n\t},\n\tdetermineDataLimits: helpers$1.noop,\n\tafterDataLimits: function() {\n\t\thelpers$1.callback(this.options.afterDataLimits, [this]);\n\t},\n\n\t//\n\tbeforeBuildTicks: function() {\n\t\thelpers$1.callback(this.options.beforeBuildTicks, [this]);\n\t},\n\tbuildTicks: helpers$1.noop,\n\tafterBuildTicks: function(ticks) {\n\t\tvar me = this;\n\t\t// ticks is empty for old axis implementations here\n\t\tif (isArray(ticks) && ticks.length) {\n\t\t\treturn helpers$1.callback(me.options.afterBuildTicks, [me, ticks]);\n\t\t}\n\t\t// Support old implementations (that modified `this.ticks` directly in buildTicks)\n\t\tme.ticks = helpers$1.callback(me.options.afterBuildTicks, [me, me.ticks]) || me.ticks;\n\t\treturn ticks;\n\t},\n\n\tbeforeTickToLabelConversion: function() {\n\t\thelpers$1.callback(this.options.beforeTickToLabelConversion, [this]);\n\t},\n\tconvertTicksToLabels: function() {\n\t\tvar me = this;\n\t\t// Convert ticks to strings\n\t\tvar tickOpts = me.options.ticks;\n\t\tme.ticks = me.ticks.map(tickOpts.userCallback || tickOpts.callback, this);\n\t},\n\tafterTickToLabelConversion: function() {\n\t\thelpers$1.callback(this.options.afterTickToLabelConversion, [this]);\n\t},\n\n\t//\n\n\tbeforeCalculateTickRotation: function() {\n\t\thelpers$1.callback(this.options.beforeCalculateTickRotation, [this]);\n\t},\n\tcalculateTickRotation: function() {\n\t\tvar me = this;\n\t\tvar options = me.options;\n\t\tvar tickOpts = options.ticks;\n\t\tvar numTicks = me.getTicks().length;\n\t\tvar minRotation = tickOpts.minRotation || 0;\n\t\tvar maxRotation = tickOpts.maxRotation;\n\t\tvar labelRotation = minRotation;\n\t\tvar labelSizes, maxLabelWidth, maxLabelHeight, maxWidth, tickWidth, maxHeight, maxLabelDiagonal;\n\n\t\tif (!me._isVisible() || !tickOpts.display || minRotation >= maxRotation || numTicks <= 1 || !me.isHorizontal()) {\n\t\t\tme.labelRotation = minRotation;\n\t\t\treturn;\n\t\t}\n\n\t\tlabelSizes = me._getLabelSizes();\n\t\tmaxLabelWidth = labelSizes.widest.width;\n\t\tmaxLabelHeight = labelSizes.highest.height - labelSizes.highest.offset;\n\n\t\t// Estimate the width of each grid based on the canvas width, the maximum\n\t\t// label width and the number of tick intervals\n\t\tmaxWidth = Math.min(me.maxWidth, me.chart.width - maxLabelWidth);\n\t\ttickWidth = options.offset ? me.maxWidth / numTicks : maxWidth / (numTicks - 1);\n\n\t\t// Allow 3 pixels x2 padding either side for label readability\n\t\tif (maxLabelWidth + 6 > tickWidth) {\n\t\t\ttickWidth = maxWidth / (numTicks - (options.offset ? 0.5 : 1));\n\t\t\tmaxHeight = me.maxHeight - getTickMarkLength(options.gridLines)\n\t\t\t\t- tickOpts.padding - getScaleLabelHeight(options.scaleLabel);\n\t\t\tmaxLabelDiagonal = Math.sqrt(maxLabelWidth * maxLabelWidth + maxLabelHeight * maxLabelHeight);\n\t\t\tlabelRotation = helpers$1.toDegrees(Math.min(\n\t\t\t\tMath.asin(Math.min((labelSizes.highest.height + 6) / tickWidth, 1)),\n\t\t\t\tMath.asin(Math.min(maxHeight / maxLabelDiagonal, 1)) - Math.asin(maxLabelHeight / maxLabelDiagonal)\n\t\t\t));\n\t\t\tlabelRotation = Math.max(minRotation, Math.min(maxRotation, labelRotation));\n\t\t}\n\n\t\tme.labelRotation = labelRotation;\n\t},\n\tafterCalculateTickRotation: function() {\n\t\thelpers$1.callback(this.options.afterCalculateTickRotation, [this]);\n\t},\n\n\t//\n\n\tbeforeFit: function() {\n\t\thelpers$1.callback(this.options.beforeFit, [this]);\n\t},\n\tfit: function() {\n\t\tvar me = this;\n\t\t// Reset\n\t\tvar minSize = me.minSize = {\n\t\t\twidth: 0,\n\t\t\theight: 0\n\t\t};\n\n\t\tvar chart = me.chart;\n\t\tvar opts = me.options;\n\t\tvar tickOpts = opts.ticks;\n\t\tvar scaleLabelOpts = opts.scaleLabel;\n\t\tvar gridLineOpts = opts.gridLines;\n\t\tvar display = me._isVisible();\n\t\tvar isBottom = opts.position === 'bottom';\n\t\tvar isHorizontal = me.isHorizontal();\n\n\t\t// Width\n\t\tif (isHorizontal) {\n\t\t\tminSize.width = me.maxWidth;\n\t\t} else if (display) {\n\t\t\tminSize.width = getTickMarkLength(gridLineOpts) + getScaleLabelHeight(scaleLabelOpts);\n\t\t}\n\n\t\t// height\n\t\tif (!isHorizontal) {\n\t\t\tminSize.height = me.maxHeight; // fill all the height\n\t\t} else if (display) {\n\t\t\tminSize.height = getTickMarkLength(gridLineOpts) + getScaleLabelHeight(scaleLabelOpts);\n\t\t}\n\n\t\t// Don't bother fitting the ticks if we are not showing the labels\n\t\tif (tickOpts.display && display) {\n\t\t\tvar tickFonts = parseTickFontOptions(tickOpts);\n\t\t\tvar labelSizes = me._getLabelSizes();\n\t\t\tvar firstLabelSize = labelSizes.first;\n\t\t\tvar lastLabelSize = labelSizes.last;\n\t\t\tvar widestLabelSize = labelSizes.widest;\n\t\t\tvar highestLabelSize = labelSizes.highest;\n\t\t\tvar lineSpace = tickFonts.minor.lineHeight * 0.4;\n\t\t\tvar tickPadding = tickOpts.padding;\n\n\t\t\tif (isHorizontal) {\n\t\t\t\t// A horizontal axis is more constrained by the height.\n\t\t\t\tvar isRotated = me.labelRotation !== 0;\n\t\t\t\tvar angleRadians = helpers$1.toRadians(me.labelRotation);\n\t\t\t\tvar cosRotation = Math.cos(angleRadians);\n\t\t\t\tvar sinRotation = Math.sin(angleRadians);\n\n\t\t\t\tvar labelHeight = sinRotation * widestLabelSize.width\n\t\t\t\t\t+ cosRotation * (highestLabelSize.height - (isRotated ? highestLabelSize.offset : 0))\n\t\t\t\t\t+ (isRotated ? 0 : lineSpace); // padding\n\n\t\t\t\tminSize.height = Math.min(me.maxHeight, minSize.height + labelHeight + tickPadding);\n\n\t\t\t\tvar offsetLeft = me.getPixelForTick(0) - me.left;\n\t\t\t\tvar offsetRight = me.right - me.getPixelForTick(me.getTicks().length - 1);\n\t\t\t\tvar paddingLeft, paddingRight;\n\n\t\t\t\t// Ensure that our ticks are always inside the canvas. When rotated, ticks are right aligned\n\t\t\t\t// which means that the right padding is dominated by the font height\n\t\t\t\tif (isRotated) {\n\t\t\t\t\tpaddingLeft = isBottom ?\n\t\t\t\t\t\tcosRotation * firstLabelSize.width + sinRotation * firstLabelSize.offset :\n\t\t\t\t\t\tsinRotation * (firstLabelSize.height - firstLabelSize.offset);\n\t\t\t\t\tpaddingRight = isBottom ?\n\t\t\t\t\t\tsinRotation * (lastLabelSize.height - lastLabelSize.offset) :\n\t\t\t\t\t\tcosRotation * lastLabelSize.width + sinRotation * lastLabelSize.offset;\n\t\t\t\t} else {\n\t\t\t\t\tpaddingLeft = firstLabelSize.width / 2;\n\t\t\t\t\tpaddingRight = lastLabelSize.width / 2;\n\t\t\t\t}\n\n\t\t\t\t// Adjust padding taking into account changes in offsets\n\t\t\t\t// and add 3 px to move away from canvas edges\n\t\t\t\tme.paddingLeft = Math.max((paddingLeft - offsetLeft) * me.width / (me.width - offsetLeft), 0) + 3;\n\t\t\t\tme.paddingRight = Math.max((paddingRight - offsetRight) * me.width / (me.width - offsetRight), 0) + 3;\n\t\t\t} else {\n\t\t\t\t// A vertical axis is more constrained by the width. Labels are the\n\t\t\t\t// dominant factor here, so get that length first and account for padding\n\t\t\t\tvar labelWidth = tickOpts.mirror ? 0 :\n\t\t\t\t\t// use lineSpace for consistency with horizontal axis\n\t\t\t\t\t// tickPadding is not implemented for horizontal\n\t\t\t\t\twidestLabelSize.width + tickPadding + lineSpace;\n\n\t\t\t\tminSize.width = Math.min(me.maxWidth, minSize.width + labelWidth);\n\n\t\t\t\tme.paddingTop = firstLabelSize.height / 2;\n\t\t\t\tme.paddingBottom = lastLabelSize.height / 2;\n\t\t\t}\n\t\t}\n\n\t\tme.handleMargins();\n\n\t\tif (isHorizontal) {\n\t\t\tme.width = me._length = chart.width - me.margins.left - me.margins.right;\n\t\t\tme.height = minSize.height;\n\t\t} else {\n\t\t\tme.width = minSize.width;\n\t\t\tme.height = me._length = chart.height - me.margins.top - me.margins.bottom;\n\t\t}\n\t},\n\n\t/**\n\t * Handle margins and padding interactions\n\t * @private\n\t */\n\thandleMargins: function() {\n\t\tvar me = this;\n\t\tif (me.margins) {\n\t\t\tme.margins.left = Math.max(me.paddingLeft, me.margins.left);\n\t\t\tme.margins.top = Math.max(me.paddingTop, me.margins.top);\n\t\t\tme.margins.right = Math.max(me.paddingRight, me.margins.right);\n\t\t\tme.margins.bottom = Math.max(me.paddingBottom, me.margins.bottom);\n\t\t}\n\t},\n\n\tafterFit: function() {\n\t\thelpers$1.callback(this.options.afterFit, [this]);\n\t},\n\n\t// Shared Methods\n\tisHorizontal: function() {\n\t\tvar pos = this.options.position;\n\t\treturn pos === 'top' || pos === 'bottom';\n\t},\n\tisFullWidth: function() {\n\t\treturn this.options.fullWidth;\n\t},\n\n\t// Get the correct value. NaN bad inputs, If the value type is object get the x or y based on whether we are horizontal or not\n\tgetRightValue: function(rawValue) {\n\t\t// Null and undefined values first\n\t\tif (isNullOrUndef(rawValue)) {\n\t\t\treturn NaN;\n\t\t}\n\t\t// isNaN(object) returns true, so make sure NaN is checking for a number; Discard Infinite values\n\t\tif ((typeof rawValue === 'number' || rawValue instanceof Number) && !isFinite(rawValue)) {\n\t\t\treturn NaN;\n\t\t}\n\n\t\t// If it is in fact an object, dive in one more level\n\t\tif (rawValue) {\n\t\t\tif (this.isHorizontal()) {\n\t\t\t\tif (rawValue.x !== undefined) {\n\t\t\t\t\treturn this.getRightValue(rawValue.x);\n\t\t\t\t}\n\t\t\t} else if (rawValue.y !== undefined) {\n\t\t\t\treturn this.getRightValue(rawValue.y);\n\t\t\t}\n\t\t}\n\n\t\t// Value is good, return it\n\t\treturn rawValue;\n\t},\n\n\t_convertTicksToLabels: function(ticks) {\n\t\tvar me = this;\n\t\tvar labels, i, ilen;\n\n\t\tme.ticks = ticks.map(function(tick) {\n\t\t\treturn tick.value;\n\t\t});\n\n\t\tme.beforeTickToLabelConversion();\n\n\t\t// New implementations should return the formatted tick labels but for BACKWARD\n\t\t// COMPAT, we still support no return (`this.ticks` internally changed by calling\n\t\t// this method and supposed to contain only string values).\n\t\tlabels = me.convertTicksToLabels(ticks) || me.ticks;\n\n\t\tme.afterTickToLabelConversion();\n\n\t\t// BACKWARD COMPAT: synchronize `_ticks` with labels (so potentially `this.ticks`)\n\t\tfor (i = 0, ilen = ticks.length; i < ilen; ++i) {\n\t\t\tticks[i].label = labels[i];\n\t\t}\n\n\t\treturn labels;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getLabelSizes: function() {\n\t\tvar me = this;\n\t\tvar labelSizes = me._labelSizes;\n\n\t\tif (!labelSizes) {\n\t\t\tme._labelSizes = labelSizes = computeLabelSizes(me.ctx, parseTickFontOptions(me.options.ticks), me.getTicks(), me.longestTextCache);\n\t\t\tme.longestLabelWidth = labelSizes.widest.width;\n\t\t}\n\n\t\treturn labelSizes;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_parseValue: function(value) {\n\t\tvar start, end, min, max;\n\n\t\tif (isArray(value)) {\n\t\t\tstart = +this.getRightValue(value[0]);\n\t\t\tend = +this.getRightValue(value[1]);\n\t\t\tmin = Math.min(start, end);\n\t\t\tmax = Math.max(start, end);\n\t\t} else {\n\t\t\tvalue = +this.getRightValue(value);\n\t\t\tstart = undefined;\n\t\t\tend = value;\n\t\t\tmin = value;\n\t\t\tmax = value;\n\t\t}\n\n\t\treturn {\n\t\t\tmin: min,\n\t\t\tmax: max,\n\t\t\tstart: start,\n\t\t\tend: end\n\t\t};\n\t},\n\n\t/**\n\t* @private\n\t*/\n\t_getScaleLabel: function(rawValue) {\n\t\tvar v = this._parseValue(rawValue);\n\t\tif (v.start !== undefined) {\n\t\t\treturn '[' + v.start + ', ' + v.end + ']';\n\t\t}\n\n\t\treturn +this.getRightValue(rawValue);\n\t},\n\n\t/**\n\t * Used to get the value to display in the tooltip for the data at the given index\n\t * @param index\n\t * @param datasetIndex\n\t */\n\tgetLabelForIndex: helpers$1.noop,\n\n\t/**\n\t * Returns the location of the given data point. Value can either be an index or a numerical value\n\t * The coordinate (0, 0) is at the upper-left corner of the canvas\n\t * @param value\n\t * @param index\n\t * @param datasetIndex\n\t */\n\tgetPixelForValue: helpers$1.noop,\n\n\t/**\n\t * Used to get the data value from a given pixel. This is the inverse of getPixelForValue\n\t * The coordinate (0, 0) is at the upper-left corner of the canvas\n\t * @param pixel\n\t */\n\tgetValueForPixel: helpers$1.noop,\n\n\t/**\n\t * Returns the location of the tick at the given index\n\t * The coordinate (0, 0) is at the upper-left corner of the canvas\n\t */\n\tgetPixelForTick: function(index) {\n\t\tvar me = this;\n\t\tvar offset = me.options.offset;\n\t\tvar numTicks = me._ticks.length;\n\t\tvar tickWidth = 1 / Math.max(numTicks - (offset ? 0 : 1), 1);\n\n\t\treturn index < 0 || index > numTicks - 1\n\t\t\t? null\n\t\t\t: me.getPixelForDecimal(index * tickWidth + (offset ? tickWidth / 2 : 0));\n\t},\n\n\t/**\n\t * Utility for getting the pixel location of a percentage of scale\n\t * The coordinate (0, 0) is at the upper-left corner of the canvas\n\t */\n\tgetPixelForDecimal: function(decimal) {\n\t\tvar me = this;\n\n\t\tif (me._reversePixels) {\n\t\t\tdecimal = 1 - decimal;\n\t\t}\n\n\t\treturn me._startPixel + decimal * me._length;\n\t},\n\n\tgetDecimalForPixel: function(pixel) {\n\t\tvar decimal = (pixel - this._startPixel) / this._length;\n\t\treturn this._reversePixels ? 1 - decimal : decimal;\n\t},\n\n\t/**\n\t * Returns the pixel for the minimum chart value\n\t * The coordinate (0, 0) is at the upper-left corner of the canvas\n\t */\n\tgetBasePixel: function() {\n\t\treturn this.getPixelForValue(this.getBaseValue());\n\t},\n\n\tgetBaseValue: function() {\n\t\tvar me = this;\n\t\tvar min = me.min;\n\t\tvar max = me.max;\n\n\t\treturn me.beginAtZero ? 0 :\n\t\t\tmin < 0 && max < 0 ? max :\n\t\t\tmin > 0 && max > 0 ? min :\n\t\t\t0;\n\t},\n\n\t/**\n\t * Returns a subset of ticks to be plotted to avoid overlapping labels.\n\t * @private\n\t */\n\t_autoSkip: function(ticks) {\n\t\tvar me = this;\n\t\tvar tickOpts = me.options.ticks;\n\t\tvar axisLength = me._length;\n\t\tvar ticksLimit = tickOpts.maxTicksLimit || axisLength / me._tickSize() + 1;\n\t\tvar majorIndices = tickOpts.major.enabled ? getMajorIndices(ticks) : [];\n\t\tvar numMajorIndices = majorIndices.length;\n\t\tvar first = majorIndices[0];\n\t\tvar last = majorIndices[numMajorIndices - 1];\n\t\tvar i, ilen, spacing, avgMajorSpacing;\n\n\t\t// If there are too many major ticks to display them all\n\t\tif (numMajorIndices > ticksLimit) {\n\t\t\tskipMajors(ticks, majorIndices, numMajorIndices / ticksLimit);\n\t\t\treturn nonSkipped(ticks);\n\t\t}\n\n\t\tspacing = calculateSpacing(majorIndices, ticks, axisLength, ticksLimit);\n\n\t\tif (numMajorIndices > 0) {\n\t\t\tfor (i = 0, ilen = numMajorIndices - 1; i < ilen; i++) {\n\t\t\t\tskip(ticks, spacing, majorIndices[i], majorIndices[i + 1]);\n\t\t\t}\n\t\t\tavgMajorSpacing = numMajorIndices > 1 ? (last - first) / (numMajorIndices - 1) : null;\n\t\t\tskip(ticks, spacing, helpers$1.isNullOrUndef(avgMajorSpacing) ? 0 : first - avgMajorSpacing, first);\n\t\t\tskip(ticks, spacing, last, helpers$1.isNullOrUndef(avgMajorSpacing) ? ticks.length : last + avgMajorSpacing);\n\t\t\treturn nonSkipped(ticks);\n\t\t}\n\t\tskip(ticks, spacing);\n\t\treturn nonSkipped(ticks);\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_tickSize: function() {\n\t\tvar me = this;\n\t\tvar optionTicks = me.options.ticks;\n\n\t\t// Calculate space needed by label in axis direction.\n\t\tvar rot = helpers$1.toRadians(me.labelRotation);\n\t\tvar cos = Math.abs(Math.cos(rot));\n\t\tvar sin = Math.abs(Math.sin(rot));\n\n\t\tvar labelSizes = me._getLabelSizes();\n\t\tvar padding = optionTicks.autoSkipPadding || 0;\n\t\tvar w = labelSizes ? labelSizes.widest.width + padding : 0;\n\t\tvar h = labelSizes ? labelSizes.highest.height + padding : 0;\n\n\t\t// Calculate space needed for 1 tick in axis direction.\n\t\treturn me.isHorizontal()\n\t\t\t? h * cos > w * sin ? w / cos : h / sin\n\t\t\t: h * sin < w * cos ? h / cos : w / sin;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_isVisible: function() {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar display = me.options.display;\n\t\tvar i, ilen, meta;\n\n\t\tif (display !== 'auto') {\n\t\t\treturn !!display;\n\t\t}\n\n\t\t// When 'auto', the scale is visible if at least one associated dataset is visible.\n\t\tfor (i = 0, ilen = chart.data.datasets.length; i < ilen; ++i) {\n\t\t\tif (chart.isDatasetVisible(i)) {\n\t\t\t\tmeta = chart.getDatasetMeta(i);\n\t\t\t\tif (meta.xAxisID === me.id || meta.yAxisID === me.id) {\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn false;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_computeGridLineItems: function(chartArea) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar options = me.options;\n\t\tvar gridLines = options.gridLines;\n\t\tvar position = options.position;\n\t\tvar offsetGridLines = gridLines.offsetGridLines;\n\t\tvar isHorizontal = me.isHorizontal();\n\t\tvar ticks = me._ticksToDraw;\n\t\tvar ticksLength = ticks.length + (offsetGridLines ? 1 : 0);\n\n\t\tvar tl = getTickMarkLength(gridLines);\n\t\tvar items = [];\n\t\tvar axisWidth = gridLines.drawBorder ? valueAtIndexOrDefault(gridLines.lineWidth, 0, 0) : 0;\n\t\tvar axisHalfWidth = axisWidth / 2;\n\t\tvar alignPixel = helpers$1._alignPixel;\n\t\tvar alignBorderValue = function(pixel) {\n\t\t\treturn alignPixel(chart, pixel, axisWidth);\n\t\t};\n\t\tvar borderValue, i, tick, lineValue, alignedLineValue;\n\t\tvar tx1, ty1, tx2, ty2, x1, y1, x2, y2, lineWidth, lineColor, borderDash, borderDashOffset;\n\n\t\tif (position === 'top') {\n\t\t\tborderValue = alignBorderValue(me.bottom);\n\t\t\tty1 = me.bottom - tl;\n\t\t\tty2 = borderValue - axisHalfWidth;\n\t\t\ty1 = alignBorderValue(chartArea.top) + axisHalfWidth;\n\t\t\ty2 = chartArea.bottom;\n\t\t} else if (position === 'bottom') {\n\t\t\tborderValue = alignBorderValue(me.top);\n\t\t\ty1 = chartArea.top;\n\t\t\ty2 = alignBorderValue(chartArea.bottom) - axisHalfWidth;\n\t\t\tty1 = borderValue + axisHalfWidth;\n\t\t\tty2 = me.top + tl;\n\t\t} else if (position === 'left') {\n\t\t\tborderValue = alignBorderValue(me.right);\n\t\t\ttx1 = me.right - tl;\n\t\t\ttx2 = borderValue - axisHalfWidth;\n\t\t\tx1 = alignBorderValue(chartArea.left) + axisHalfWidth;\n\t\t\tx2 = chartArea.right;\n\t\t} else {\n\t\t\tborderValue = alignBorderValue(me.left);\n\t\t\tx1 = chartArea.left;\n\t\t\tx2 = alignBorderValue(chartArea.right) - axisHalfWidth;\n\t\t\ttx1 = borderValue + axisHalfWidth;\n\t\t\ttx2 = me.left + tl;\n\t\t}\n\n\t\tfor (i = 0; i < ticksLength; ++i) {\n\t\t\ttick = ticks[i] || {};\n\n\t\t\t// autoskipper skipped this tick (#4635)\n\t\t\tif (isNullOrUndef(tick.label) && i < ticks.length) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (i === me.zeroLineIndex && options.offset === offsetGridLines) {\n\t\t\t\t// Draw the first index specially\n\t\t\t\tlineWidth = gridLines.zeroLineWidth;\n\t\t\t\tlineColor = gridLines.zeroLineColor;\n\t\t\t\tborderDash = gridLines.zeroLineBorderDash || [];\n\t\t\t\tborderDashOffset = gridLines.zeroLineBorderDashOffset || 0.0;\n\t\t\t} else {\n\t\t\t\tlineWidth = valueAtIndexOrDefault(gridLines.lineWidth, i, 1);\n\t\t\t\tlineColor = valueAtIndexOrDefault(gridLines.color, i, 'rgba(0,0,0,0.1)');\n\t\t\t\tborderDash = gridLines.borderDash || [];\n\t\t\t\tborderDashOffset = gridLines.borderDashOffset || 0.0;\n\t\t\t}\n\n\t\t\tlineValue = getPixelForGridLine(me, tick._index || i, offsetGridLines);\n\n\t\t\t// Skip if the pixel is out of the range\n\t\t\tif (lineValue === undefined) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\talignedLineValue = alignPixel(chart, lineValue, lineWidth);\n\n\t\t\tif (isHorizontal) {\n\t\t\t\ttx1 = tx2 = x1 = x2 = alignedLineValue;\n\t\t\t} else {\n\t\t\t\tty1 = ty2 = y1 = y2 = alignedLineValue;\n\t\t\t}\n\n\t\t\titems.push({\n\t\t\t\ttx1: tx1,\n\t\t\t\tty1: ty1,\n\t\t\t\ttx2: tx2,\n\t\t\t\tty2: ty2,\n\t\t\t\tx1: x1,\n\t\t\t\ty1: y1,\n\t\t\t\tx2: x2,\n\t\t\t\ty2: y2,\n\t\t\t\twidth: lineWidth,\n\t\t\t\tcolor: lineColor,\n\t\t\t\tborderDash: borderDash,\n\t\t\t\tborderDashOffset: borderDashOffset,\n\t\t\t});\n\t\t}\n\n\t\titems.ticksLength = ticksLength;\n\t\titems.borderValue = borderValue;\n\n\t\treturn items;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_computeLabelItems: function() {\n\t\tvar me = this;\n\t\tvar options = me.options;\n\t\tvar optionTicks = options.ticks;\n\t\tvar position = options.position;\n\t\tvar isMirrored = optionTicks.mirror;\n\t\tvar isHorizontal = me.isHorizontal();\n\t\tvar ticks = me._ticksToDraw;\n\t\tvar fonts = parseTickFontOptions(optionTicks);\n\t\tvar tickPadding = optionTicks.padding;\n\t\tvar tl = getTickMarkLength(options.gridLines);\n\t\tvar rotation = -helpers$1.toRadians(me.labelRotation);\n\t\tvar items = [];\n\t\tvar i, ilen, tick, label, x, y, textAlign, pixel, font, lineHeight, lineCount, textOffset;\n\n\t\tif (position === 'top') {\n\t\t\ty = me.bottom - tl - tickPadding;\n\t\t\ttextAlign = !rotation ? 'center' : 'left';\n\t\t} else if (position === 'bottom') {\n\t\t\ty = me.top + tl + tickPadding;\n\t\t\ttextAlign = !rotation ? 'center' : 'right';\n\t\t} else if (position === 'left') {\n\t\t\tx = me.right - (isMirrored ? 0 : tl) - tickPadding;\n\t\t\ttextAlign = isMirrored ? 'left' : 'right';\n\t\t} else {\n\t\t\tx = me.left + (isMirrored ? 0 : tl) + tickPadding;\n\t\t\ttextAlign = isMirrored ? 'right' : 'left';\n\t\t}\n\n\t\tfor (i = 0, ilen = ticks.length; i < ilen; ++i) {\n\t\t\ttick = ticks[i];\n\t\t\tlabel = tick.label;\n\n\t\t\t// autoskipper skipped this tick (#4635)\n\t\t\tif (isNullOrUndef(label)) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tpixel = me.getPixelForTick(tick._index || i) + optionTicks.labelOffset;\n\t\t\tfont = tick.major ? fonts.major : fonts.minor;\n\t\t\tlineHeight = font.lineHeight;\n\t\t\tlineCount = isArray(label) ? label.length : 1;\n\n\t\t\tif (isHorizontal) {\n\t\t\t\tx = pixel;\n\t\t\t\ttextOffset = position === 'top'\n\t\t\t\t\t? ((!rotation ? 0.5 : 1) - lineCount) * lineHeight\n\t\t\t\t\t: (!rotation ? 0.5 : 0) * lineHeight;\n\t\t\t} else {\n\t\t\t\ty = pixel;\n\t\t\t\ttextOffset = (1 - lineCount) * lineHeight / 2;\n\t\t\t}\n\n\t\t\titems.push({\n\t\t\t\tx: x,\n\t\t\t\ty: y,\n\t\t\t\trotation: rotation,\n\t\t\t\tlabel: label,\n\t\t\t\tfont: font,\n\t\t\t\ttextOffset: textOffset,\n\t\t\t\ttextAlign: textAlign\n\t\t\t});\n\t\t}\n\n\t\treturn items;\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_drawGrid: function(chartArea) {\n\t\tvar me = this;\n\t\tvar gridLines = me.options.gridLines;\n\n\t\tif (!gridLines.display) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar ctx = me.ctx;\n\t\tvar chart = me.chart;\n\t\tvar alignPixel = helpers$1._alignPixel;\n\t\tvar axisWidth = gridLines.drawBorder ? valueAtIndexOrDefault(gridLines.lineWidth, 0, 0) : 0;\n\t\tvar items = me._gridLineItems || (me._gridLineItems = me._computeGridLineItems(chartArea));\n\t\tvar width, color, i, ilen, item;\n\n\t\tfor (i = 0, ilen = items.length; i < ilen; ++i) {\n\t\t\titem = items[i];\n\t\t\twidth = item.width;\n\t\t\tcolor = item.color;\n\n\t\t\tif (width && color) {\n\t\t\t\tctx.save();\n\t\t\t\tctx.lineWidth = width;\n\t\t\t\tctx.strokeStyle = color;\n\t\t\t\tif (ctx.setLineDash) {\n\t\t\t\t\tctx.setLineDash(item.borderDash);\n\t\t\t\t\tctx.lineDashOffset = item.borderDashOffset;\n\t\t\t\t}\n\n\t\t\t\tctx.beginPath();\n\n\t\t\t\tif (gridLines.drawTicks) {\n\t\t\t\t\tctx.moveTo(item.tx1, item.ty1);\n\t\t\t\t\tctx.lineTo(item.tx2, item.ty2);\n\t\t\t\t}\n\n\t\t\t\tif (gridLines.drawOnChartArea) {\n\t\t\t\t\tctx.moveTo(item.x1, item.y1);\n\t\t\t\t\tctx.lineTo(item.x2, item.y2);\n\t\t\t\t}\n\n\t\t\t\tctx.stroke();\n\t\t\t\tctx.restore();\n\t\t\t}\n\t\t}\n\n\t\tif (axisWidth) {\n\t\t\t// Draw the line at the edge of the axis\n\t\t\tvar firstLineWidth = axisWidth;\n\t\t\tvar lastLineWidth = valueAtIndexOrDefault(gridLines.lineWidth, items.ticksLength - 1, 1);\n\t\t\tvar borderValue = items.borderValue;\n\t\t\tvar x1, x2, y1, y2;\n\n\t\t\tif (me.isHorizontal()) {\n\t\t\t\tx1 = alignPixel(chart, me.left, firstLineWidth) - firstLineWidth / 2;\n\t\t\t\tx2 = alignPixel(chart, me.right, lastLineWidth) + lastLineWidth / 2;\n\t\t\t\ty1 = y2 = borderValue;\n\t\t\t} else {\n\t\t\t\ty1 = alignPixel(chart, me.top, firstLineWidth) - firstLineWidth / 2;\n\t\t\t\ty2 = alignPixel(chart, me.bottom, lastLineWidth) + lastLineWidth / 2;\n\t\t\t\tx1 = x2 = borderValue;\n\t\t\t}\n\n\t\t\tctx.lineWidth = axisWidth;\n\t\t\tctx.strokeStyle = valueAtIndexOrDefault(gridLines.color, 0);\n\t\t\tctx.beginPath();\n\t\t\tctx.moveTo(x1, y1);\n\t\t\tctx.lineTo(x2, y2);\n\t\t\tctx.stroke();\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_drawLabels: function() {\n\t\tvar me = this;\n\t\tvar optionTicks = me.options.ticks;\n\n\t\tif (!optionTicks.display) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar ctx = me.ctx;\n\t\tvar items = me._labelItems || (me._labelItems = me._computeLabelItems());\n\t\tvar i, j, ilen, jlen, item, tickFont, label, y;\n\n\t\tfor (i = 0, ilen = items.length; i < ilen; ++i) {\n\t\t\titem = items[i];\n\t\t\ttickFont = item.font;\n\n\t\t\t// Make sure we draw text in the correct color and font\n\t\t\tctx.save();\n\t\t\tctx.translate(item.x, item.y);\n\t\t\tctx.rotate(item.rotation);\n\t\t\tctx.font = tickFont.string;\n\t\t\tctx.fillStyle = tickFont.color;\n\t\t\tctx.textBaseline = 'middle';\n\t\t\tctx.textAlign = item.textAlign;\n\n\t\t\tlabel = item.label;\n\t\t\ty = item.textOffset;\n\t\t\tif (isArray(label)) {\n\t\t\t\tfor (j = 0, jlen = label.length; j < jlen; ++j) {\n\t\t\t\t\t// We just make sure the multiline element is a string here..\n\t\t\t\t\tctx.fillText('' + label[j], 0, y);\n\t\t\t\t\ty += tickFont.lineHeight;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tctx.fillText(label, 0, y);\n\t\t\t}\n\t\t\tctx.restore();\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_drawTitle: function() {\n\t\tvar me = this;\n\t\tvar ctx = me.ctx;\n\t\tvar options = me.options;\n\t\tvar scaleLabel = options.scaleLabel;\n\n\t\tif (!scaleLabel.display) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar scaleLabelFontColor = valueOrDefault$a(scaleLabel.fontColor, core_defaults.global.defaultFontColor);\n\t\tvar scaleLabelFont = helpers$1.options._parseFont(scaleLabel);\n\t\tvar scaleLabelPadding = helpers$1.options.toPadding(scaleLabel.padding);\n\t\tvar halfLineHeight = scaleLabelFont.lineHeight / 2;\n\t\tvar position = options.position;\n\t\tvar rotation = 0;\n\t\tvar scaleLabelX, scaleLabelY;\n\n\t\tif (me.isHorizontal()) {\n\t\t\tscaleLabelX = me.left + me.width / 2; // midpoint of the width\n\t\t\tscaleLabelY = position === 'bottom'\n\t\t\t\t? me.bottom - halfLineHeight - scaleLabelPadding.bottom\n\t\t\t\t: me.top + halfLineHeight + scaleLabelPadding.top;\n\t\t} else {\n\t\t\tvar isLeft = position === 'left';\n\t\t\tscaleLabelX = isLeft\n\t\t\t\t? me.left + halfLineHeight + scaleLabelPadding.top\n\t\t\t\t: me.right - halfLineHeight - scaleLabelPadding.top;\n\t\t\tscaleLabelY = me.top + me.height / 2;\n\t\t\trotation = isLeft ? -0.5 * Math.PI : 0.5 * Math.PI;\n\t\t}\n\n\t\tctx.save();\n\t\tctx.translate(scaleLabelX, scaleLabelY);\n\t\tctx.rotate(rotation);\n\t\tctx.textAlign = 'center';\n\t\tctx.textBaseline = 'middle';\n\t\tctx.fillStyle = scaleLabelFontColor; // render in correct colour\n\t\tctx.font = scaleLabelFont.string;\n\t\tctx.fillText(scaleLabel.labelString, 0, 0);\n\t\tctx.restore();\n\t},\n\n\tdraw: function(chartArea) {\n\t\tvar me = this;\n\n\t\tif (!me._isVisible()) {\n\t\t\treturn;\n\t\t}\n\n\t\tme._drawGrid(chartArea);\n\t\tme._drawTitle();\n\t\tme._drawLabels();\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_layers: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar tz = opts.ticks && opts.ticks.z || 0;\n\t\tvar gz = opts.gridLines && opts.gridLines.z || 0;\n\n\t\tif (!me._isVisible() || tz === gz || me.draw !== me._draw) {\n\t\t\t// backward compatibility: draw has been overridden by custom scale\n\t\t\treturn [{\n\t\t\t\tz: tz,\n\t\t\t\tdraw: function() {\n\t\t\t\t\tme.draw.apply(me, arguments);\n\t\t\t\t}\n\t\t\t}];\n\t\t}\n\n\t\treturn [{\n\t\t\tz: gz,\n\t\t\tdraw: function() {\n\t\t\t\tme._drawGrid.apply(me, arguments);\n\t\t\t\tme._drawTitle.apply(me, arguments);\n\t\t\t}\n\t\t}, {\n\t\t\tz: tz,\n\t\t\tdraw: function() {\n\t\t\t\tme._drawLabels.apply(me, arguments);\n\t\t\t}\n\t\t}];\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getMatchingVisibleMetas: function(type) {\n\t\tvar me = this;\n\t\tvar isHorizontal = me.isHorizontal();\n\t\treturn me.chart._getSortedVisibleDatasetMetas()\n\t\t\t.filter(function(meta) {\n\t\t\t\treturn (!type || meta.type === type)\n\t\t\t\t\t&& (isHorizontal ? meta.xAxisID === me.id : meta.yAxisID === me.id);\n\t\t\t});\n\t}\n});\n\nScale.prototype._draw = Scale.prototype.draw;\n\nvar core_scale = Scale;\n\nvar isNullOrUndef$1 = helpers$1.isNullOrUndef;\n\nvar defaultConfig = {\n\tposition: 'bottom'\n};\n\nvar scale_category = core_scale.extend({\n\tdetermineDataLimits: function() {\n\t\tvar me = this;\n\t\tvar labels = me._getLabels();\n\t\tvar ticksOpts = me.options.ticks;\n\t\tvar min = ticksOpts.min;\n\t\tvar max = ticksOpts.max;\n\t\tvar minIndex = 0;\n\t\tvar maxIndex = labels.length - 1;\n\t\tvar findIndex;\n\n\t\tif (min !== undefined) {\n\t\t\t// user specified min value\n\t\t\tfindIndex = labels.indexOf(min);\n\t\t\tif (findIndex >= 0) {\n\t\t\t\tminIndex = findIndex;\n\t\t\t}\n\t\t}\n\n\t\tif (max !== undefined) {\n\t\t\t// user specified max value\n\t\t\tfindIndex = labels.indexOf(max);\n\t\t\tif (findIndex >= 0) {\n\t\t\t\tmaxIndex = findIndex;\n\t\t\t}\n\t\t}\n\n\t\tme.minIndex = minIndex;\n\t\tme.maxIndex = maxIndex;\n\t\tme.min = labels[minIndex];\n\t\tme.max = labels[maxIndex];\n\t},\n\n\tbuildTicks: function() {\n\t\tvar me = this;\n\t\tvar labels = me._getLabels();\n\t\tvar minIndex = me.minIndex;\n\t\tvar maxIndex = me.maxIndex;\n\n\t\t// If we are viewing some subset of labels, slice the original array\n\t\tme.ticks = (minIndex === 0 && maxIndex === labels.length - 1) ? labels : labels.slice(minIndex, maxIndex + 1);\n\t},\n\n\tgetLabelForIndex: function(index, datasetIndex) {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\n\t\tif (chart.getDatasetMeta(datasetIndex).controller._getValueScaleId() === me.id) {\n\t\t\treturn me.getRightValue(chart.data.datasets[datasetIndex].data[index]);\n\t\t}\n\n\t\treturn me._getLabels()[index];\n\t},\n\n\t_configure: function() {\n\t\tvar me = this;\n\t\tvar offset = me.options.offset;\n\t\tvar ticks = me.ticks;\n\n\t\tcore_scale.prototype._configure.call(me);\n\n\t\tif (!me.isHorizontal()) {\n\t\t\t// For backward compatibility, vertical category scale reverse is inverted.\n\t\t\tme._reversePixels = !me._reversePixels;\n\t\t}\n\n\t\tif (!ticks) {\n\t\t\treturn;\n\t\t}\n\n\t\tme._startValue = me.minIndex - (offset ? 0.5 : 0);\n\t\tme._valueRange = Math.max(ticks.length - (offset ? 0 : 1), 1);\n\t},\n\n\t// Used to get data value locations.  Value can either be an index or a numerical value\n\tgetPixelForValue: function(value, index, datasetIndex) {\n\t\tvar me = this;\n\t\tvar valueCategory, labels, idx;\n\n\t\tif (!isNullOrUndef$1(index) && !isNullOrUndef$1(datasetIndex)) {\n\t\t\tvalue = me.chart.data.datasets[datasetIndex].data[index];\n\t\t}\n\n\t\t// If value is a data object, then index is the index in the data array,\n\t\t// not the index of the scale. We need to change that.\n\t\tif (!isNullOrUndef$1(value)) {\n\t\t\tvalueCategory = me.isHorizontal() ? value.x : value.y;\n\t\t}\n\t\tif (valueCategory !== undefined || (value !== undefined && isNaN(index))) {\n\t\t\tlabels = me._getLabels();\n\t\t\tvalue = helpers$1.valueOrDefault(valueCategory, value);\n\t\t\tidx = labels.indexOf(value);\n\t\t\tindex = idx !== -1 ? idx : index;\n\t\t\tif (isNaN(index)) {\n\t\t\t\tindex = value;\n\t\t\t}\n\t\t}\n\t\treturn me.getPixelForDecimal((index - me._startValue) / me._valueRange);\n\t},\n\n\tgetPixelForTick: function(index) {\n\t\tvar ticks = this.ticks;\n\t\treturn index < 0 || index > ticks.length - 1\n\t\t\t? null\n\t\t\t: this.getPixelForValue(ticks[index], index + this.minIndex);\n\t},\n\n\tgetValueForPixel: function(pixel) {\n\t\tvar me = this;\n\t\tvar value = Math.round(me._startValue + me.getDecimalForPixel(pixel) * me._valueRange);\n\t\treturn Math.min(Math.max(value, 0), me.ticks.length - 1);\n\t},\n\n\tgetBasePixel: function() {\n\t\treturn this.bottom;\n\t}\n});\n\n// INTERNAL: static default options, registered in src/index.js\nvar _defaults = defaultConfig;\nscale_category._defaults = _defaults;\n\nvar noop = helpers$1.noop;\nvar isNullOrUndef$2 = helpers$1.isNullOrUndef;\n\n/**\n * Generate a set of linear ticks\n * @param generationOptions the options used to generate the ticks\n * @param dataRange the range of the data\n * @returns {number[]} array of tick values\n */\nfunction generateTicks(generationOptions, dataRange) {\n\tvar ticks = [];\n\t// To get a \"nice\" value for the tick spacing, we will use the appropriately named\n\t// \"nice number\" algorithm. See https://stackoverflow.com/questions/8506881/nice-label-algorithm-for-charts-with-minimum-ticks\n\t// for details.\n\n\tvar MIN_SPACING = 1e-14;\n\tvar stepSize = generationOptions.stepSize;\n\tvar unit = stepSize || 1;\n\tvar maxNumSpaces = generationOptions.maxTicks - 1;\n\tvar min = generationOptions.min;\n\tvar max = generationOptions.max;\n\tvar precision = generationOptions.precision;\n\tvar rmin = dataRange.min;\n\tvar rmax = dataRange.max;\n\tvar spacing = helpers$1.niceNum((rmax - rmin) / maxNumSpaces / unit) * unit;\n\tvar factor, niceMin, niceMax, numSpaces;\n\n\t// Beyond MIN_SPACING floating point numbers being to lose precision\n\t// such that we can't do the math necessary to generate ticks\n\tif (spacing < MIN_SPACING && isNullOrUndef$2(min) && isNullOrUndef$2(max)) {\n\t\treturn [rmin, rmax];\n\t}\n\n\tnumSpaces = Math.ceil(rmax / spacing) - Math.floor(rmin / spacing);\n\tif (numSpaces > maxNumSpaces) {\n\t\t// If the calculated num of spaces exceeds maxNumSpaces, recalculate it\n\t\tspacing = helpers$1.niceNum(numSpaces * spacing / maxNumSpaces / unit) * unit;\n\t}\n\n\tif (stepSize || isNullOrUndef$2(precision)) {\n\t\t// If a precision is not specified, calculate factor based on spacing\n\t\tfactor = Math.pow(10, helpers$1._decimalPlaces(spacing));\n\t} else {\n\t\t// If the user specified a precision, round to that number of decimal places\n\t\tfactor = Math.pow(10, precision);\n\t\tspacing = Math.ceil(spacing * factor) / factor;\n\t}\n\n\tniceMin = Math.floor(rmin / spacing) * spacing;\n\tniceMax = Math.ceil(rmax / spacing) * spacing;\n\n\t// If min, max and stepSize is set and they make an evenly spaced scale use it.\n\tif (stepSize) {\n\t\t// If very close to our whole number, use it.\n\t\tif (!isNullOrUndef$2(min) && helpers$1.almostWhole(min / spacing, spacing / 1000)) {\n\t\t\tniceMin = min;\n\t\t}\n\t\tif (!isNullOrUndef$2(max) && helpers$1.almostWhole(max / spacing, spacing / 1000)) {\n\t\t\tniceMax = max;\n\t\t}\n\t}\n\n\tnumSpaces = (niceMax - niceMin) / spacing;\n\t// If very close to our rounded value, use it.\n\tif (helpers$1.almostEquals(numSpaces, Math.round(numSpaces), spacing / 1000)) {\n\t\tnumSpaces = Math.round(numSpaces);\n\t} else {\n\t\tnumSpaces = Math.ceil(numSpaces);\n\t}\n\n\tniceMin = Math.round(niceMin * factor) / factor;\n\tniceMax = Math.round(niceMax * factor) / factor;\n\tticks.push(isNullOrUndef$2(min) ? niceMin : min);\n\tfor (var j = 1; j < numSpaces; ++j) {\n\t\tticks.push(Math.round((niceMin + j * spacing) * factor) / factor);\n\t}\n\tticks.push(isNullOrUndef$2(max) ? niceMax : max);\n\n\treturn ticks;\n}\n\nvar scale_linearbase = core_scale.extend({\n\tgetRightValue: function(value) {\n\t\tif (typeof value === 'string') {\n\t\t\treturn +value;\n\t\t}\n\t\treturn core_scale.prototype.getRightValue.call(this, value);\n\t},\n\n\thandleTickRangeOptions: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar tickOpts = opts.ticks;\n\n\t\t// If we are forcing it to begin at 0, but 0 will already be rendered on the chart,\n\t\t// do nothing since that would make the chart weird. If the user really wants a weird chart\n\t\t// axis, they can manually override it\n\t\tif (tickOpts.beginAtZero) {\n\t\t\tvar minSign = helpers$1.sign(me.min);\n\t\t\tvar maxSign = helpers$1.sign(me.max);\n\n\t\t\tif (minSign < 0 && maxSign < 0) {\n\t\t\t\t// move the top up to 0\n\t\t\t\tme.max = 0;\n\t\t\t} else if (minSign > 0 && maxSign > 0) {\n\t\t\t\t// move the bottom down to 0\n\t\t\t\tme.min = 0;\n\t\t\t}\n\t\t}\n\n\t\tvar setMin = tickOpts.min !== undefined || tickOpts.suggestedMin !== undefined;\n\t\tvar setMax = tickOpts.max !== undefined || tickOpts.suggestedMax !== undefined;\n\n\t\tif (tickOpts.min !== undefined) {\n\t\t\tme.min = tickOpts.min;\n\t\t} else if (tickOpts.suggestedMin !== undefined) {\n\t\t\tif (me.min === null) {\n\t\t\t\tme.min = tickOpts.suggestedMin;\n\t\t\t} else {\n\t\t\t\tme.min = Math.min(me.min, tickOpts.suggestedMin);\n\t\t\t}\n\t\t}\n\n\t\tif (tickOpts.max !== undefined) {\n\t\t\tme.max = tickOpts.max;\n\t\t} else if (tickOpts.suggestedMax !== undefined) {\n\t\t\tif (me.max === null) {\n\t\t\t\tme.max = tickOpts.suggestedMax;\n\t\t\t} else {\n\t\t\t\tme.max = Math.max(me.max, tickOpts.suggestedMax);\n\t\t\t}\n\t\t}\n\n\t\tif (setMin !== setMax) {\n\t\t\t// We set the min or the max but not both.\n\t\t\t// So ensure that our range is good\n\t\t\t// Inverted or 0 length range can happen when\n\t\t\t// ticks.min is set, and no datasets are visible\n\t\t\tif (me.min >= me.max) {\n\t\t\t\tif (setMin) {\n\t\t\t\t\tme.max = me.min + 1;\n\t\t\t\t} else {\n\t\t\t\t\tme.min = me.max - 1;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (me.min === me.max) {\n\t\t\tme.max++;\n\n\t\t\tif (!tickOpts.beginAtZero) {\n\t\t\t\tme.min--;\n\t\t\t}\n\t\t}\n\t},\n\n\tgetTickLimit: function() {\n\t\tvar me = this;\n\t\tvar tickOpts = me.options.ticks;\n\t\tvar stepSize = tickOpts.stepSize;\n\t\tvar maxTicksLimit = tickOpts.maxTicksLimit;\n\t\tvar maxTicks;\n\n\t\tif (stepSize) {\n\t\t\tmaxTicks = Math.ceil(me.max / stepSize) - Math.floor(me.min / stepSize) + 1;\n\t\t} else {\n\t\t\tmaxTicks = me._computeTickLimit();\n\t\t\tmaxTicksLimit = maxTicksLimit || 11;\n\t\t}\n\n\t\tif (maxTicksLimit) {\n\t\t\tmaxTicks = Math.min(maxTicksLimit, maxTicks);\n\t\t}\n\n\t\treturn maxTicks;\n\t},\n\n\t_computeTickLimit: function() {\n\t\treturn Number.POSITIVE_INFINITY;\n\t},\n\n\thandleDirectionalChanges: noop,\n\n\tbuildTicks: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar tickOpts = opts.ticks;\n\n\t\t// Figure out what the max number of ticks we can support it is based on the size of\n\t\t// the axis area. For now, we say that the minimum tick spacing in pixels must be 40\n\t\t// We also limit the maximum number of ticks to 11 which gives a nice 10 squares on\n\t\t// the graph. Make sure we always have at least 2 ticks\n\t\tvar maxTicks = me.getTickLimit();\n\t\tmaxTicks = Math.max(2, maxTicks);\n\n\t\tvar numericGeneratorOptions = {\n\t\t\tmaxTicks: maxTicks,\n\t\t\tmin: tickOpts.min,\n\t\t\tmax: tickOpts.max,\n\t\t\tprecision: tickOpts.precision,\n\t\t\tstepSize: helpers$1.valueOrDefault(tickOpts.fixedStepSize, tickOpts.stepSize)\n\t\t};\n\t\tvar ticks = me.ticks = generateTicks(numericGeneratorOptions, me);\n\n\t\tme.handleDirectionalChanges();\n\n\t\t// At this point, we need to update our max and min given the tick values since we have expanded the\n\t\t// range of the scale\n\t\tme.max = helpers$1.max(ticks);\n\t\tme.min = helpers$1.min(ticks);\n\n\t\tif (tickOpts.reverse) {\n\t\t\tticks.reverse();\n\n\t\t\tme.start = me.max;\n\t\t\tme.end = me.min;\n\t\t} else {\n\t\t\tme.start = me.min;\n\t\t\tme.end = me.max;\n\t\t}\n\t},\n\n\tconvertTicksToLabels: function() {\n\t\tvar me = this;\n\t\tme.ticksAsNumbers = me.ticks.slice();\n\t\tme.zeroLineIndex = me.ticks.indexOf(0);\n\n\t\tcore_scale.prototype.convertTicksToLabels.call(me);\n\t},\n\n\t_configure: function() {\n\t\tvar me = this;\n\t\tvar ticks = me.getTicks();\n\t\tvar start = me.min;\n\t\tvar end = me.max;\n\t\tvar offset;\n\n\t\tcore_scale.prototype._configure.call(me);\n\n\t\tif (me.options.offset && ticks.length) {\n\t\t\toffset = (end - start) / Math.max(ticks.length - 1, 1) / 2;\n\t\t\tstart -= offset;\n\t\t\tend += offset;\n\t\t}\n\t\tme._startValue = start;\n\t\tme._endValue = end;\n\t\tme._valueRange = end - start;\n\t}\n});\n\nvar defaultConfig$1 = {\n\tposition: 'left',\n\tticks: {\n\t\tcallback: core_ticks.formatters.linear\n\t}\n};\n\nvar DEFAULT_MIN = 0;\nvar DEFAULT_MAX = 1;\n\nfunction getOrCreateStack(stacks, stacked, meta) {\n\tvar key = [\n\t\tmeta.type,\n\t\t// we have a separate stack for stack=undefined datasets when the opts.stacked is undefined\n\t\tstacked === undefined && meta.stack === undefined ? meta.index : '',\n\t\tmeta.stack\n\t].join('.');\n\n\tif (stacks[key] === undefined) {\n\t\tstacks[key] = {\n\t\t\tpos: [],\n\t\t\tneg: []\n\t\t};\n\t}\n\n\treturn stacks[key];\n}\n\nfunction stackData(scale, stacks, meta, data) {\n\tvar opts = scale.options;\n\tvar stacked = opts.stacked;\n\tvar stack = getOrCreateStack(stacks, stacked, meta);\n\tvar pos = stack.pos;\n\tvar neg = stack.neg;\n\tvar ilen = data.length;\n\tvar i, value;\n\n\tfor (i = 0; i < ilen; ++i) {\n\t\tvalue = scale._parseValue(data[i]);\n\t\tif (isNaN(value.min) || isNaN(value.max) || meta.data[i].hidden) {\n\t\t\tcontinue;\n\t\t}\n\n\t\tpos[i] = pos[i] || 0;\n\t\tneg[i] = neg[i] || 0;\n\n\t\tif (opts.relativePoints) {\n\t\t\tpos[i] = 100;\n\t\t} else if (value.min < 0 || value.max < 0) {\n\t\t\tneg[i] += value.min;\n\t\t} else {\n\t\t\tpos[i] += value.max;\n\t\t}\n\t}\n}\n\nfunction updateMinMax(scale, meta, data) {\n\tvar ilen = data.length;\n\tvar i, value;\n\n\tfor (i = 0; i < ilen; ++i) {\n\t\tvalue = scale._parseValue(data[i]);\n\t\tif (isNaN(value.min) || isNaN(value.max) || meta.data[i].hidden) {\n\t\t\tcontinue;\n\t\t}\n\n\t\tscale.min = Math.min(scale.min, value.min);\n\t\tscale.max = Math.max(scale.max, value.max);\n\t}\n}\n\nvar scale_linear = scale_linearbase.extend({\n\tdetermineDataLimits: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar chart = me.chart;\n\t\tvar datasets = chart.data.datasets;\n\t\tvar metasets = me._getMatchingVisibleMetas();\n\t\tvar hasStacks = opts.stacked;\n\t\tvar stacks = {};\n\t\tvar ilen = metasets.length;\n\t\tvar i, meta, data, values;\n\n\t\tme.min = Number.POSITIVE_INFINITY;\n\t\tme.max = Number.NEGATIVE_INFINITY;\n\n\t\tif (hasStacks === undefined) {\n\t\t\tfor (i = 0; !hasStacks && i < ilen; ++i) {\n\t\t\t\tmeta = metasets[i];\n\t\t\t\thasStacks = meta.stack !== undefined;\n\t\t\t}\n\t\t}\n\n\t\tfor (i = 0; i < ilen; ++i) {\n\t\t\tmeta = metasets[i];\n\t\t\tdata = datasets[meta.index].data;\n\t\t\tif (hasStacks) {\n\t\t\t\tstackData(me, stacks, meta, data);\n\t\t\t} else {\n\t\t\t\tupdateMinMax(me, meta, data);\n\t\t\t}\n\t\t}\n\n\t\thelpers$1.each(stacks, function(stackValues) {\n\t\t\tvalues = stackValues.pos.concat(stackValues.neg);\n\t\t\tme.min = Math.min(me.min, helpers$1.min(values));\n\t\t\tme.max = Math.max(me.max, helpers$1.max(values));\n\t\t});\n\n\t\tme.min = helpers$1.isFinite(me.min) && !isNaN(me.min) ? me.min : DEFAULT_MIN;\n\t\tme.max = helpers$1.isFinite(me.max) && !isNaN(me.max) ? me.max : DEFAULT_MAX;\n\n\t\t// Common base implementation to handle ticks.min, ticks.max, ticks.beginAtZero\n\t\tme.handleTickRangeOptions();\n\t},\n\n\t// Returns the maximum number of ticks based on the scale dimension\n\t_computeTickLimit: function() {\n\t\tvar me = this;\n\t\tvar tickFont;\n\n\t\tif (me.isHorizontal()) {\n\t\t\treturn Math.ceil(me.width / 40);\n\t\t}\n\t\ttickFont = helpers$1.options._parseFont(me.options.ticks);\n\t\treturn Math.ceil(me.height / tickFont.lineHeight);\n\t},\n\n\t// Called after the ticks are built. We need\n\thandleDirectionalChanges: function() {\n\t\tif (!this.isHorizontal()) {\n\t\t\t// We are in a vertical orientation. The top value is the highest. So reverse the array\n\t\t\tthis.ticks.reverse();\n\t\t}\n\t},\n\n\tgetLabelForIndex: function(index, datasetIndex) {\n\t\treturn this._getScaleLabel(this.chart.data.datasets[datasetIndex].data[index]);\n\t},\n\n\t// Utils\n\tgetPixelForValue: function(value) {\n\t\tvar me = this;\n\t\treturn me.getPixelForDecimal((+me.getRightValue(value) - me._startValue) / me._valueRange);\n\t},\n\n\tgetValueForPixel: function(pixel) {\n\t\treturn this._startValue + this.getDecimalForPixel(pixel) * this._valueRange;\n\t},\n\n\tgetPixelForTick: function(index) {\n\t\tvar ticks = this.ticksAsNumbers;\n\t\tif (index < 0 || index > ticks.length - 1) {\n\t\t\treturn null;\n\t\t}\n\t\treturn this.getPixelForValue(ticks[index]);\n\t}\n});\n\n// INTERNAL: static default options, registered in src/index.js\nvar _defaults$1 = defaultConfig$1;\nscale_linear._defaults = _defaults$1;\n\nvar valueOrDefault$b = helpers$1.valueOrDefault;\nvar log10 = helpers$1.math.log10;\n\n/**\n * Generate a set of logarithmic ticks\n * @param generationOptions the options used to generate the ticks\n * @param dataRange the range of the data\n * @returns {number[]} array of tick values\n */\nfunction generateTicks$1(generationOptions, dataRange) {\n\tvar ticks = [];\n\n\tvar tickVal = valueOrDefault$b(generationOptions.min, Math.pow(10, Math.floor(log10(dataRange.min))));\n\n\tvar endExp = Math.floor(log10(dataRange.max));\n\tvar endSignificand = Math.ceil(dataRange.max / Math.pow(10, endExp));\n\tvar exp, significand;\n\n\tif (tickVal === 0) {\n\t\texp = Math.floor(log10(dataRange.minNotZero));\n\t\tsignificand = Math.floor(dataRange.minNotZero / Math.pow(10, exp));\n\n\t\tticks.push(tickVal);\n\t\ttickVal = significand * Math.pow(10, exp);\n\t} else {\n\t\texp = Math.floor(log10(tickVal));\n\t\tsignificand = Math.floor(tickVal / Math.pow(10, exp));\n\t}\n\tvar precision = exp < 0 ? Math.pow(10, Math.abs(exp)) : 1;\n\n\tdo {\n\t\tticks.push(tickVal);\n\n\t\t++significand;\n\t\tif (significand === 10) {\n\t\t\tsignificand = 1;\n\t\t\t++exp;\n\t\t\tprecision = exp >= 0 ? 1 : precision;\n\t\t}\n\n\t\ttickVal = Math.round(significand * Math.pow(10, exp) * precision) / precision;\n\t} while (exp < endExp || (exp === endExp && significand < endSignificand));\n\n\tvar lastTick = valueOrDefault$b(generationOptions.max, tickVal);\n\tticks.push(lastTick);\n\n\treturn ticks;\n}\n\nvar defaultConfig$2 = {\n\tposition: 'left',\n\n\t// label settings\n\tticks: {\n\t\tcallback: core_ticks.formatters.logarithmic\n\t}\n};\n\n// TODO(v3): change this to positiveOrDefault\nfunction nonNegativeOrDefault(value, defaultValue) {\n\treturn helpers$1.isFinite(value) && value >= 0 ? value : defaultValue;\n}\n\nvar scale_logarithmic = core_scale.extend({\n\tdetermineDataLimits: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar chart = me.chart;\n\t\tvar datasets = chart.data.datasets;\n\t\tvar isHorizontal = me.isHorizontal();\n\t\tfunction IDMatches(meta) {\n\t\t\treturn isHorizontal ? meta.xAxisID === me.id : meta.yAxisID === me.id;\n\t\t}\n\t\tvar datasetIndex, meta, value, data, i, ilen;\n\n\t\t// Calculate Range\n\t\tme.min = Number.POSITIVE_INFINITY;\n\t\tme.max = Number.NEGATIVE_INFINITY;\n\t\tme.minNotZero = Number.POSITIVE_INFINITY;\n\n\t\tvar hasStacks = opts.stacked;\n\t\tif (hasStacks === undefined) {\n\t\t\tfor (datasetIndex = 0; datasetIndex < datasets.length; datasetIndex++) {\n\t\t\t\tmeta = chart.getDatasetMeta(datasetIndex);\n\t\t\t\tif (chart.isDatasetVisible(datasetIndex) && IDMatches(meta) &&\n\t\t\t\t\tmeta.stack !== undefined) {\n\t\t\t\t\thasStacks = true;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (opts.stacked || hasStacks) {\n\t\t\tvar valuesPerStack = {};\n\n\t\t\tfor (datasetIndex = 0; datasetIndex < datasets.length; datasetIndex++) {\n\t\t\t\tmeta = chart.getDatasetMeta(datasetIndex);\n\t\t\t\tvar key = [\n\t\t\t\t\tmeta.type,\n\t\t\t\t\t// we have a separate stack for stack=undefined datasets when the opts.stacked is undefined\n\t\t\t\t\t((opts.stacked === undefined && meta.stack === undefined) ? datasetIndex : ''),\n\t\t\t\t\tmeta.stack\n\t\t\t\t].join('.');\n\n\t\t\t\tif (chart.isDatasetVisible(datasetIndex) && IDMatches(meta)) {\n\t\t\t\t\tif (valuesPerStack[key] === undefined) {\n\t\t\t\t\t\tvaluesPerStack[key] = [];\n\t\t\t\t\t}\n\n\t\t\t\t\tdata = datasets[datasetIndex].data;\n\t\t\t\t\tfor (i = 0, ilen = data.length; i < ilen; i++) {\n\t\t\t\t\t\tvar values = valuesPerStack[key];\n\t\t\t\t\t\tvalue = me._parseValue(data[i]);\n\t\t\t\t\t\t// invalid, hidden and negative values are ignored\n\t\t\t\t\t\tif (isNaN(value.min) || isNaN(value.max) || meta.data[i].hidden || value.min < 0 || value.max < 0) {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tvalues[i] = values[i] || 0;\n\t\t\t\t\t\tvalues[i] += value.max;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\thelpers$1.each(valuesPerStack, function(valuesForType) {\n\t\t\t\tif (valuesForType.length > 0) {\n\t\t\t\t\tvar minVal = helpers$1.min(valuesForType);\n\t\t\t\t\tvar maxVal = helpers$1.max(valuesForType);\n\t\t\t\t\tme.min = Math.min(me.min, minVal);\n\t\t\t\t\tme.max = Math.max(me.max, maxVal);\n\t\t\t\t}\n\t\t\t});\n\n\t\t} else {\n\t\t\tfor (datasetIndex = 0; datasetIndex < datasets.length; datasetIndex++) {\n\t\t\t\tmeta = chart.getDatasetMeta(datasetIndex);\n\t\t\t\tif (chart.isDatasetVisible(datasetIndex) && IDMatches(meta)) {\n\t\t\t\t\tdata = datasets[datasetIndex].data;\n\t\t\t\t\tfor (i = 0, ilen = data.length; i < ilen; i++) {\n\t\t\t\t\t\tvalue = me._parseValue(data[i]);\n\t\t\t\t\t\t// invalid, hidden and negative values are ignored\n\t\t\t\t\t\tif (isNaN(value.min) || isNaN(value.max) || meta.data[i].hidden || value.min < 0 || value.max < 0) {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tme.min = Math.min(value.min, me.min);\n\t\t\t\t\t\tme.max = Math.max(value.max, me.max);\n\n\t\t\t\t\t\tif (value.min !== 0) {\n\t\t\t\t\t\t\tme.minNotZero = Math.min(value.min, me.minNotZero);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tme.min = helpers$1.isFinite(me.min) ? me.min : null;\n\t\tme.max = helpers$1.isFinite(me.max) ? me.max : null;\n\t\tme.minNotZero = helpers$1.isFinite(me.minNotZero) ? me.minNotZero : null;\n\n\t\t// Common base implementation to handle ticks.min, ticks.max\n\t\tthis.handleTickRangeOptions();\n\t},\n\n\thandleTickRangeOptions: function() {\n\t\tvar me = this;\n\t\tvar tickOpts = me.options.ticks;\n\t\tvar DEFAULT_MIN = 1;\n\t\tvar DEFAULT_MAX = 10;\n\n\t\tme.min = nonNegativeOrDefault(tickOpts.min, me.min);\n\t\tme.max = nonNegativeOrDefault(tickOpts.max, me.max);\n\n\t\tif (me.min === me.max) {\n\t\t\tif (me.min !== 0 && me.min !== null) {\n\t\t\t\tme.min = Math.pow(10, Math.floor(log10(me.min)) - 1);\n\t\t\t\tme.max = Math.pow(10, Math.floor(log10(me.max)) + 1);\n\t\t\t} else {\n\t\t\t\tme.min = DEFAULT_MIN;\n\t\t\t\tme.max = DEFAULT_MAX;\n\t\t\t}\n\t\t}\n\t\tif (me.min === null) {\n\t\t\tme.min = Math.pow(10, Math.floor(log10(me.max)) - 1);\n\t\t}\n\t\tif (me.max === null) {\n\t\t\tme.max = me.min !== 0\n\t\t\t\t? Math.pow(10, Math.floor(log10(me.min)) + 1)\n\t\t\t\t: DEFAULT_MAX;\n\t\t}\n\t\tif (me.minNotZero === null) {\n\t\t\tif (me.min > 0) {\n\t\t\t\tme.minNotZero = me.min;\n\t\t\t} else if (me.max < 1) {\n\t\t\t\tme.minNotZero = Math.pow(10, Math.floor(log10(me.max)));\n\t\t\t} else {\n\t\t\t\tme.minNotZero = DEFAULT_MIN;\n\t\t\t}\n\t\t}\n\t},\n\n\tbuildTicks: function() {\n\t\tvar me = this;\n\t\tvar tickOpts = me.options.ticks;\n\t\tvar reverse = !me.isHorizontal();\n\n\t\tvar generationOptions = {\n\t\t\tmin: nonNegativeOrDefault(tickOpts.min),\n\t\t\tmax: nonNegativeOrDefault(tickOpts.max)\n\t\t};\n\t\tvar ticks = me.ticks = generateTicks$1(generationOptions, me);\n\n\t\t// At this point, we need to update our max and min given the tick values since we have expanded the\n\t\t// range of the scale\n\t\tme.max = helpers$1.max(ticks);\n\t\tme.min = helpers$1.min(ticks);\n\n\t\tif (tickOpts.reverse) {\n\t\t\treverse = !reverse;\n\t\t\tme.start = me.max;\n\t\t\tme.end = me.min;\n\t\t} else {\n\t\t\tme.start = me.min;\n\t\t\tme.end = me.max;\n\t\t}\n\t\tif (reverse) {\n\t\t\tticks.reverse();\n\t\t}\n\t},\n\n\tconvertTicksToLabels: function() {\n\t\tthis.tickValues = this.ticks.slice();\n\n\t\tcore_scale.prototype.convertTicksToLabels.call(this);\n\t},\n\n\t// Get the correct tooltip label\n\tgetLabelForIndex: function(index, datasetIndex) {\n\t\treturn this._getScaleLabel(this.chart.data.datasets[datasetIndex].data[index]);\n\t},\n\n\tgetPixelForTick: function(index) {\n\t\tvar ticks = this.tickValues;\n\t\tif (index < 0 || index > ticks.length - 1) {\n\t\t\treturn null;\n\t\t}\n\t\treturn this.getPixelForValue(ticks[index]);\n\t},\n\n\t/**\n\t * Returns the value of the first tick.\n\t * @param {number} value - The minimum not zero value.\n\t * @return {number} The first tick value.\n\t * @private\n\t */\n\t_getFirstTickValue: function(value) {\n\t\tvar exp = Math.floor(log10(value));\n\t\tvar significand = Math.floor(value / Math.pow(10, exp));\n\n\t\treturn significand * Math.pow(10, exp);\n\t},\n\n\t_configure: function() {\n\t\tvar me = this;\n\t\tvar start = me.min;\n\t\tvar offset = 0;\n\n\t\tcore_scale.prototype._configure.call(me);\n\n\t\tif (start === 0) {\n\t\t\tstart = me._getFirstTickValue(me.minNotZero);\n\t\t\toffset = valueOrDefault$b(me.options.ticks.fontSize, core_defaults.global.defaultFontSize) / me._length;\n\t\t}\n\n\t\tme._startValue = log10(start);\n\t\tme._valueOffset = offset;\n\t\tme._valueRange = (log10(me.max) - log10(start)) / (1 - offset);\n\t},\n\n\tgetPixelForValue: function(value) {\n\t\tvar me = this;\n\t\tvar decimal = 0;\n\n\t\tvalue = +me.getRightValue(value);\n\n\t\tif (value > me.min && value > 0) {\n\t\t\tdecimal = (log10(value) - me._startValue) / me._valueRange + me._valueOffset;\n\t\t}\n\t\treturn me.getPixelForDecimal(decimal);\n\t},\n\n\tgetValueForPixel: function(pixel) {\n\t\tvar me = this;\n\t\tvar decimal = me.getDecimalForPixel(pixel);\n\t\treturn decimal === 0 && me.min === 0\n\t\t\t? 0\n\t\t\t: Math.pow(10, me._startValue + (decimal - me._valueOffset) * me._valueRange);\n\t}\n});\n\n// INTERNAL: static default options, registered in src/index.js\nvar _defaults$2 = defaultConfig$2;\nscale_logarithmic._defaults = _defaults$2;\n\nvar valueOrDefault$c = helpers$1.valueOrDefault;\nvar valueAtIndexOrDefault$1 = helpers$1.valueAtIndexOrDefault;\nvar resolve$4 = helpers$1.options.resolve;\n\nvar defaultConfig$3 = {\n\tdisplay: true,\n\n\t// Boolean - Whether to animate scaling the chart from the centre\n\tanimate: true,\n\tposition: 'chartArea',\n\n\tangleLines: {\n\t\tdisplay: true,\n\t\tcolor: 'rgba(0,0,0,0.1)',\n\t\tlineWidth: 1,\n\t\tborderDash: [],\n\t\tborderDashOffset: 0.0\n\t},\n\n\tgridLines: {\n\t\tcircular: false\n\t},\n\n\t// label settings\n\tticks: {\n\t\t// Boolean - Show a backdrop to the scale label\n\t\tshowLabelBackdrop: true,\n\n\t\t// String - The colour of the label backdrop\n\t\tbackdropColor: 'rgba(255,255,255,0.75)',\n\n\t\t// Number - The backdrop padding above & below the label in pixels\n\t\tbackdropPaddingY: 2,\n\n\t\t// Number - The backdrop padding to the side of the label in pixels\n\t\tbackdropPaddingX: 2,\n\n\t\tcallback: core_ticks.formatters.linear\n\t},\n\n\tpointLabels: {\n\t\t// Boolean - if true, show point labels\n\t\tdisplay: true,\n\n\t\t// Number - Point label font size in pixels\n\t\tfontSize: 10,\n\n\t\t// Function - Used to convert point labels\n\t\tcallback: function(label) {\n\t\t\treturn label;\n\t\t}\n\t}\n};\n\nfunction getTickBackdropHeight(opts) {\n\tvar tickOpts = opts.ticks;\n\n\tif (tickOpts.display && opts.display) {\n\t\treturn valueOrDefault$c(tickOpts.fontSize, core_defaults.global.defaultFontSize) + tickOpts.backdropPaddingY * 2;\n\t}\n\treturn 0;\n}\n\nfunction measureLabelSize(ctx, lineHeight, label) {\n\tif (helpers$1.isArray(label)) {\n\t\treturn {\n\t\t\tw: helpers$1.longestText(ctx, ctx.font, label),\n\t\t\th: label.length * lineHeight\n\t\t};\n\t}\n\n\treturn {\n\t\tw: ctx.measureText(label).width,\n\t\th: lineHeight\n\t};\n}\n\nfunction determineLimits(angle, pos, size, min, max) {\n\tif (angle === min || angle === max) {\n\t\treturn {\n\t\t\tstart: pos - (size / 2),\n\t\t\tend: pos + (size / 2)\n\t\t};\n\t} else if (angle < min || angle > max) {\n\t\treturn {\n\t\t\tstart: pos - size,\n\t\t\tend: pos\n\t\t};\n\t}\n\n\treturn {\n\t\tstart: pos,\n\t\tend: pos + size\n\t};\n}\n\n/**\n * Helper function to fit a radial linear scale with point labels\n */\nfunction fitWithPointLabels(scale) {\n\n\t// Right, this is really confusing and there is a lot of maths going on here\n\t// The gist of the problem is here: https://gist.github.com/nnnick/696cc9c55f4b0beb8fe9\n\t//\n\t// Reaction: https://dl.dropboxusercontent.com/u/34601363/toomuchscience.gif\n\t//\n\t// Solution:\n\t//\n\t// We assume the radius of the polygon is half the size of the canvas at first\n\t// at each index we check if the text overlaps.\n\t//\n\t// Where it does, we store that angle and that index.\n\t//\n\t// After finding the largest index and angle we calculate how much we need to remove\n\t// from the shape radius to move the point inwards by that x.\n\t//\n\t// We average the left and right distances to get the maximum shape radius that can fit in the box\n\t// along with labels.\n\t//\n\t// Once we have that, we can find the centre point for the chart, by taking the x text protrusion\n\t// on each side, removing that from the size, halving it and adding the left x protrusion width.\n\t//\n\t// This will mean we have a shape fitted to the canvas, as large as it can be with the labels\n\t// and position it in the most space efficient manner\n\t//\n\t// https://dl.dropboxusercontent.com/u/34601363/yeahscience.gif\n\n\tvar plFont = helpers$1.options._parseFont(scale.options.pointLabels);\n\n\t// Get maximum radius of the polygon. Either half the height (minus the text width) or half the width.\n\t// Use this to calculate the offset + change. - Make sure L/R protrusion is at least 0 to stop issues with centre points\n\tvar furthestLimits = {\n\t\tl: 0,\n\t\tr: scale.width,\n\t\tt: 0,\n\t\tb: scale.height - scale.paddingTop\n\t};\n\tvar furthestAngles = {};\n\tvar i, textSize, pointPosition;\n\n\tscale.ctx.font = plFont.string;\n\tscale._pointLabelSizes = [];\n\n\tvar valueCount = scale.chart.data.labels.length;\n\tfor (i = 0; i < valueCount; i++) {\n\t\tpointPosition = scale.getPointPosition(i, scale.drawingArea + 5);\n\t\ttextSize = measureLabelSize(scale.ctx, plFont.lineHeight, scale.pointLabels[i]);\n\t\tscale._pointLabelSizes[i] = textSize;\n\n\t\t// Add quarter circle to make degree 0 mean top of circle\n\t\tvar angleRadians = scale.getIndexAngle(i);\n\t\tvar angle = helpers$1.toDegrees(angleRadians) % 360;\n\t\tvar hLimits = determineLimits(angle, pointPosition.x, textSize.w, 0, 180);\n\t\tvar vLimits = determineLimits(angle, pointPosition.y, textSize.h, 90, 270);\n\n\t\tif (hLimits.start < furthestLimits.l) {\n\t\t\tfurthestLimits.l = hLimits.start;\n\t\t\tfurthestAngles.l = angleRadians;\n\t\t}\n\n\t\tif (hLimits.end > furthestLimits.r) {\n\t\t\tfurthestLimits.r = hLimits.end;\n\t\t\tfurthestAngles.r = angleRadians;\n\t\t}\n\n\t\tif (vLimits.start < furthestLimits.t) {\n\t\t\tfurthestLimits.t = vLimits.start;\n\t\t\tfurthestAngles.t = angleRadians;\n\t\t}\n\n\t\tif (vLimits.end > furthestLimits.b) {\n\t\t\tfurthestLimits.b = vLimits.end;\n\t\t\tfurthestAngles.b = angleRadians;\n\t\t}\n\t}\n\n\tscale.setReductions(scale.drawingArea, furthestLimits, furthestAngles);\n}\n\nfunction getTextAlignForAngle(angle) {\n\tif (angle === 0 || angle === 180) {\n\t\treturn 'center';\n\t} else if (angle < 180) {\n\t\treturn 'left';\n\t}\n\n\treturn 'right';\n}\n\nfunction fillText(ctx, text, position, lineHeight) {\n\tvar y = position.y + lineHeight / 2;\n\tvar i, ilen;\n\n\tif (helpers$1.isArray(text)) {\n\t\tfor (i = 0, ilen = text.length; i < ilen; ++i) {\n\t\t\tctx.fillText(text[i], position.x, y);\n\t\t\ty += lineHeight;\n\t\t}\n\t} else {\n\t\tctx.fillText(text, position.x, y);\n\t}\n}\n\nfunction adjustPointPositionForLabelHeight(angle, textSize, position) {\n\tif (angle === 90 || angle === 270) {\n\t\tposition.y -= (textSize.h / 2);\n\t} else if (angle > 270 || angle < 90) {\n\t\tposition.y -= textSize.h;\n\t}\n}\n\nfunction drawPointLabels(scale) {\n\tvar ctx = scale.ctx;\n\tvar opts = scale.options;\n\tvar pointLabelOpts = opts.pointLabels;\n\tvar tickBackdropHeight = getTickBackdropHeight(opts);\n\tvar outerDistance = scale.getDistanceFromCenterForValue(opts.ticks.reverse ? scale.min : scale.max);\n\tvar plFont = helpers$1.options._parseFont(pointLabelOpts);\n\n\tctx.save();\n\n\tctx.font = plFont.string;\n\tctx.textBaseline = 'middle';\n\n\tfor (var i = scale.chart.data.labels.length - 1; i >= 0; i--) {\n\t\t// Extra pixels out for some label spacing\n\t\tvar extra = (i === 0 ? tickBackdropHeight / 2 : 0);\n\t\tvar pointLabelPosition = scale.getPointPosition(i, outerDistance + extra + 5);\n\n\t\t// Keep this in loop since we may support array properties here\n\t\tvar pointLabelFontColor = valueAtIndexOrDefault$1(pointLabelOpts.fontColor, i, core_defaults.global.defaultFontColor);\n\t\tctx.fillStyle = pointLabelFontColor;\n\n\t\tvar angleRadians = scale.getIndexAngle(i);\n\t\tvar angle = helpers$1.toDegrees(angleRadians);\n\t\tctx.textAlign = getTextAlignForAngle(angle);\n\t\tadjustPointPositionForLabelHeight(angle, scale._pointLabelSizes[i], pointLabelPosition);\n\t\tfillText(ctx, scale.pointLabels[i], pointLabelPosition, plFont.lineHeight);\n\t}\n\tctx.restore();\n}\n\nfunction drawRadiusLine(scale, gridLineOpts, radius, index) {\n\tvar ctx = scale.ctx;\n\tvar circular = gridLineOpts.circular;\n\tvar valueCount = scale.chart.data.labels.length;\n\tvar lineColor = valueAtIndexOrDefault$1(gridLineOpts.color, index - 1);\n\tvar lineWidth = valueAtIndexOrDefault$1(gridLineOpts.lineWidth, index - 1);\n\tvar pointPosition;\n\n\tif ((!circular && !valueCount) || !lineColor || !lineWidth) {\n\t\treturn;\n\t}\n\n\tctx.save();\n\tctx.strokeStyle = lineColor;\n\tctx.lineWidth = lineWidth;\n\tif (ctx.setLineDash) {\n\t\tctx.setLineDash(gridLineOpts.borderDash || []);\n\t\tctx.lineDashOffset = gridLineOpts.borderDashOffset || 0.0;\n\t}\n\n\tctx.beginPath();\n\tif (circular) {\n\t\t// Draw circular arcs between the points\n\t\tctx.arc(scale.xCenter, scale.yCenter, radius, 0, Math.PI * 2);\n\t} else {\n\t\t// Draw straight lines connecting each index\n\t\tpointPosition = scale.getPointPosition(0, radius);\n\t\tctx.moveTo(pointPosition.x, pointPosition.y);\n\n\t\tfor (var i = 1; i < valueCount; i++) {\n\t\t\tpointPosition = scale.getPointPosition(i, radius);\n\t\t\tctx.lineTo(pointPosition.x, pointPosition.y);\n\t\t}\n\t}\n\tctx.closePath();\n\tctx.stroke();\n\tctx.restore();\n}\n\nfunction numberOrZero(param) {\n\treturn helpers$1.isNumber(param) ? param : 0;\n}\n\nvar scale_radialLinear = scale_linearbase.extend({\n\tsetDimensions: function() {\n\t\tvar me = this;\n\n\t\t// Set the unconstrained dimension before label rotation\n\t\tme.width = me.maxWidth;\n\t\tme.height = me.maxHeight;\n\t\tme.paddingTop = getTickBackdropHeight(me.options) / 2;\n\t\tme.xCenter = Math.floor(me.width / 2);\n\t\tme.yCenter = Math.floor((me.height - me.paddingTop) / 2);\n\t\tme.drawingArea = Math.min(me.height - me.paddingTop, me.width) / 2;\n\t},\n\n\tdetermineDataLimits: function() {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar min = Number.POSITIVE_INFINITY;\n\t\tvar max = Number.NEGATIVE_INFINITY;\n\n\t\thelpers$1.each(chart.data.datasets, function(dataset, datasetIndex) {\n\t\t\tif (chart.isDatasetVisible(datasetIndex)) {\n\t\t\t\tvar meta = chart.getDatasetMeta(datasetIndex);\n\n\t\t\t\thelpers$1.each(dataset.data, function(rawValue, index) {\n\t\t\t\t\tvar value = +me.getRightValue(rawValue);\n\t\t\t\t\tif (isNaN(value) || meta.data[index].hidden) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tmin = Math.min(value, min);\n\t\t\t\t\tmax = Math.max(value, max);\n\t\t\t\t});\n\t\t\t}\n\t\t});\n\n\t\tme.min = (min === Number.POSITIVE_INFINITY ? 0 : min);\n\t\tme.max = (max === Number.NEGATIVE_INFINITY ? 0 : max);\n\n\t\t// Common base implementation to handle ticks.min, ticks.max, ticks.beginAtZero\n\t\tme.handleTickRangeOptions();\n\t},\n\n\t// Returns the maximum number of ticks based on the scale dimension\n\t_computeTickLimit: function() {\n\t\treturn Math.ceil(this.drawingArea / getTickBackdropHeight(this.options));\n\t},\n\n\tconvertTicksToLabels: function() {\n\t\tvar me = this;\n\n\t\tscale_linearbase.prototype.convertTicksToLabels.call(me);\n\n\t\t// Point labels\n\t\tme.pointLabels = me.chart.data.labels.map(function() {\n\t\t\tvar label = helpers$1.callback(me.options.pointLabels.callback, arguments, me);\n\t\t\treturn label || label === 0 ? label : '';\n\t\t});\n\t},\n\n\tgetLabelForIndex: function(index, datasetIndex) {\n\t\treturn +this.getRightValue(this.chart.data.datasets[datasetIndex].data[index]);\n\t},\n\n\tfit: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\n\t\tif (opts.display && opts.pointLabels.display) {\n\t\t\tfitWithPointLabels(me);\n\t\t} else {\n\t\t\tme.setCenterPoint(0, 0, 0, 0);\n\t\t}\n\t},\n\n\t/**\n\t * Set radius reductions and determine new radius and center point\n\t * @private\n\t */\n\tsetReductions: function(largestPossibleRadius, furthestLimits, furthestAngles) {\n\t\tvar me = this;\n\t\tvar radiusReductionLeft = furthestLimits.l / Math.sin(furthestAngles.l);\n\t\tvar radiusReductionRight = Math.max(furthestLimits.r - me.width, 0) / Math.sin(furthestAngles.r);\n\t\tvar radiusReductionTop = -furthestLimits.t / Math.cos(furthestAngles.t);\n\t\tvar radiusReductionBottom = -Math.max(furthestLimits.b - (me.height - me.paddingTop), 0) / Math.cos(furthestAngles.b);\n\n\t\tradiusReductionLeft = numberOrZero(radiusReductionLeft);\n\t\tradiusReductionRight = numberOrZero(radiusReductionRight);\n\t\tradiusReductionTop = numberOrZero(radiusReductionTop);\n\t\tradiusReductionBottom = numberOrZero(radiusReductionBottom);\n\n\t\tme.drawingArea = Math.min(\n\t\t\tMath.floor(largestPossibleRadius - (radiusReductionLeft + radiusReductionRight) / 2),\n\t\t\tMath.floor(largestPossibleRadius - (radiusReductionTop + radiusReductionBottom) / 2));\n\t\tme.setCenterPoint(radiusReductionLeft, radiusReductionRight, radiusReductionTop, radiusReductionBottom);\n\t},\n\n\tsetCenterPoint: function(leftMovement, rightMovement, topMovement, bottomMovement) {\n\t\tvar me = this;\n\t\tvar maxRight = me.width - rightMovement - me.drawingArea;\n\t\tvar maxLeft = leftMovement + me.drawingArea;\n\t\tvar maxTop = topMovement + me.drawingArea;\n\t\tvar maxBottom = (me.height - me.paddingTop) - bottomMovement - me.drawingArea;\n\n\t\tme.xCenter = Math.floor(((maxLeft + maxRight) / 2) + me.left);\n\t\tme.yCenter = Math.floor(((maxTop + maxBottom) / 2) + me.top + me.paddingTop);\n\t},\n\n\tgetIndexAngle: function(index) {\n\t\tvar chart = this.chart;\n\t\tvar angleMultiplier = 360 / chart.data.labels.length;\n\t\tvar options = chart.options || {};\n\t\tvar startAngle = options.startAngle || 0;\n\n\t\t// Start from the top instead of right, so remove a quarter of the circle\n\t\tvar angle = (index * angleMultiplier + startAngle) % 360;\n\n\t\treturn (angle < 0 ? angle + 360 : angle) * Math.PI * 2 / 360;\n\t},\n\n\tgetDistanceFromCenterForValue: function(value) {\n\t\tvar me = this;\n\n\t\tif (helpers$1.isNullOrUndef(value)) {\n\t\t\treturn NaN;\n\t\t}\n\n\t\t// Take into account half font size + the yPadding of the top value\n\t\tvar scalingFactor = me.drawingArea / (me.max - me.min);\n\t\tif (me.options.ticks.reverse) {\n\t\t\treturn (me.max - value) * scalingFactor;\n\t\t}\n\t\treturn (value - me.min) * scalingFactor;\n\t},\n\n\tgetPointPosition: function(index, distanceFromCenter) {\n\t\tvar me = this;\n\t\tvar thisAngle = me.getIndexAngle(index) - (Math.PI / 2);\n\t\treturn {\n\t\t\tx: Math.cos(thisAngle) * distanceFromCenter + me.xCenter,\n\t\t\ty: Math.sin(thisAngle) * distanceFromCenter + me.yCenter\n\t\t};\n\t},\n\n\tgetPointPositionForValue: function(index, value) {\n\t\treturn this.getPointPosition(index, this.getDistanceFromCenterForValue(value));\n\t},\n\n\tgetBasePosition: function(index) {\n\t\tvar me = this;\n\t\tvar min = me.min;\n\t\tvar max = me.max;\n\n\t\treturn me.getPointPositionForValue(index || 0,\n\t\t\tme.beginAtZero ? 0 :\n\t\t\tmin < 0 && max < 0 ? max :\n\t\t\tmin > 0 && max > 0 ? min :\n\t\t\t0);\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_drawGrid: function() {\n\t\tvar me = this;\n\t\tvar ctx = me.ctx;\n\t\tvar opts = me.options;\n\t\tvar gridLineOpts = opts.gridLines;\n\t\tvar angleLineOpts = opts.angleLines;\n\t\tvar lineWidth = valueOrDefault$c(angleLineOpts.lineWidth, gridLineOpts.lineWidth);\n\t\tvar lineColor = valueOrDefault$c(angleLineOpts.color, gridLineOpts.color);\n\t\tvar i, offset, position;\n\n\t\tif (opts.pointLabels.display) {\n\t\t\tdrawPointLabels(me);\n\t\t}\n\n\t\tif (gridLineOpts.display) {\n\t\t\thelpers$1.each(me.ticks, function(label, index) {\n\t\t\t\tif (index !== 0) {\n\t\t\t\t\toffset = me.getDistanceFromCenterForValue(me.ticksAsNumbers[index]);\n\t\t\t\t\tdrawRadiusLine(me, gridLineOpts, offset, index);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\n\t\tif (angleLineOpts.display && lineWidth && lineColor) {\n\t\t\tctx.save();\n\t\t\tctx.lineWidth = lineWidth;\n\t\t\tctx.strokeStyle = lineColor;\n\t\t\tif (ctx.setLineDash) {\n\t\t\t\tctx.setLineDash(resolve$4([angleLineOpts.borderDash, gridLineOpts.borderDash, []]));\n\t\t\t\tctx.lineDashOffset = resolve$4([angleLineOpts.borderDashOffset, gridLineOpts.borderDashOffset, 0.0]);\n\t\t\t}\n\n\t\t\tfor (i = me.chart.data.labels.length - 1; i >= 0; i--) {\n\t\t\t\toffset = me.getDistanceFromCenterForValue(opts.ticks.reverse ? me.min : me.max);\n\t\t\t\tposition = me.getPointPosition(i, offset);\n\t\t\t\tctx.beginPath();\n\t\t\t\tctx.moveTo(me.xCenter, me.yCenter);\n\t\t\t\tctx.lineTo(position.x, position.y);\n\t\t\t\tctx.stroke();\n\t\t\t}\n\n\t\t\tctx.restore();\n\t\t}\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_drawLabels: function() {\n\t\tvar me = this;\n\t\tvar ctx = me.ctx;\n\t\tvar opts = me.options;\n\t\tvar tickOpts = opts.ticks;\n\n\t\tif (!tickOpts.display) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar startAngle = me.getIndexAngle(0);\n\t\tvar tickFont = helpers$1.options._parseFont(tickOpts);\n\t\tvar tickFontColor = valueOrDefault$c(tickOpts.fontColor, core_defaults.global.defaultFontColor);\n\t\tvar offset, width;\n\n\t\tctx.save();\n\t\tctx.font = tickFont.string;\n\t\tctx.translate(me.xCenter, me.yCenter);\n\t\tctx.rotate(startAngle);\n\t\tctx.textAlign = 'center';\n\t\tctx.textBaseline = 'middle';\n\n\t\thelpers$1.each(me.ticks, function(label, index) {\n\t\t\tif (index === 0 && !tickOpts.reverse) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\toffset = me.getDistanceFromCenterForValue(me.ticksAsNumbers[index]);\n\n\t\t\tif (tickOpts.showLabelBackdrop) {\n\t\t\t\twidth = ctx.measureText(label).width;\n\t\t\t\tctx.fillStyle = tickOpts.backdropColor;\n\n\t\t\t\tctx.fillRect(\n\t\t\t\t\t-width / 2 - tickOpts.backdropPaddingX,\n\t\t\t\t\t-offset - tickFont.size / 2 - tickOpts.backdropPaddingY,\n\t\t\t\t\twidth + tickOpts.backdropPaddingX * 2,\n\t\t\t\t\ttickFont.size + tickOpts.backdropPaddingY * 2\n\t\t\t\t);\n\t\t\t}\n\n\t\t\tctx.fillStyle = tickFontColor;\n\t\t\tctx.fillText(label, 0, -offset);\n\t\t});\n\n\t\tctx.restore();\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_drawTitle: helpers$1.noop\n});\n\n// INTERNAL: static default options, registered in src/index.js\nvar _defaults$3 = defaultConfig$3;\nscale_radialLinear._defaults = _defaults$3;\n\nvar deprecated$1 = helpers$1._deprecated;\nvar resolve$5 = helpers$1.options.resolve;\nvar valueOrDefault$d = helpers$1.valueOrDefault;\n\n// Integer constants are from the ES6 spec.\nvar MIN_INTEGER = Number.MIN_SAFE_INTEGER || -9007199254740991;\nvar MAX_INTEGER = Number.MAX_SAFE_INTEGER || 9007199254740991;\n\nvar INTERVALS = {\n\tmillisecond: {\n\t\tcommon: true,\n\t\tsize: 1,\n\t\tsteps: 1000\n\t},\n\tsecond: {\n\t\tcommon: true,\n\t\tsize: 1000,\n\t\tsteps: 60\n\t},\n\tminute: {\n\t\tcommon: true,\n\t\tsize: 60000,\n\t\tsteps: 60\n\t},\n\thour: {\n\t\tcommon: true,\n\t\tsize: 3600000,\n\t\tsteps: 24\n\t},\n\tday: {\n\t\tcommon: true,\n\t\tsize: 86400000,\n\t\tsteps: 30\n\t},\n\tweek: {\n\t\tcommon: false,\n\t\tsize: 604800000,\n\t\tsteps: 4\n\t},\n\tmonth: {\n\t\tcommon: true,\n\t\tsize: 2.628e9,\n\t\tsteps: 12\n\t},\n\tquarter: {\n\t\tcommon: false,\n\t\tsize: 7.884e9,\n\t\tsteps: 4\n\t},\n\tyear: {\n\t\tcommon: true,\n\t\tsize: 3.154e10\n\t}\n};\n\nvar UNITS = Object.keys(INTERVALS);\n\nfunction sorter(a, b) {\n\treturn a - b;\n}\n\nfunction arrayUnique(items) {\n\tvar hash = {};\n\tvar out = [];\n\tvar i, ilen, item;\n\n\tfor (i = 0, ilen = items.length; i < ilen; ++i) {\n\t\titem = items[i];\n\t\tif (!hash[item]) {\n\t\t\thash[item] = true;\n\t\t\tout.push(item);\n\t\t}\n\t}\n\n\treturn out;\n}\n\nfunction getMin(options) {\n\treturn helpers$1.valueOrDefault(options.time.min, options.ticks.min);\n}\n\nfunction getMax(options) {\n\treturn helpers$1.valueOrDefault(options.time.max, options.ticks.max);\n}\n\n/**\n * Returns an array of {time, pos} objects used to interpolate a specific `time` or position\n * (`pos`) on the scale, by searching entries before and after the requested value. `pos` is\n * a decimal between 0 and 1: 0 being the start of the scale (left or top) and 1 the other\n * extremity (left + width or top + height). Note that it would be more optimized to directly\n * store pre-computed pixels, but the scale dimensions are not guaranteed at the time we need\n * to create the lookup table. The table ALWAYS contains at least two items: min and max.\n *\n * @param {number[]} timestamps - timestamps sorted from lowest to highest.\n * @param {string} distribution - If 'linear', timestamps will be spread linearly along the min\n * and max range, so basically, the table will contains only two items: {min, 0} and {max, 1}.\n * If 'series', timestamps will be positioned at the same distance from each other. In this\n * case, only timestamps that break the time linearity are registered, meaning that in the\n * best case, all timestamps are linear, the table contains only min and max.\n */\nfunction buildLookupTable(timestamps, min, max, distribution) {\n\tif (distribution === 'linear' || !timestamps.length) {\n\t\treturn [\n\t\t\t{time: min, pos: 0},\n\t\t\t{time: max, pos: 1}\n\t\t];\n\t}\n\n\tvar table = [];\n\tvar items = [min];\n\tvar i, ilen, prev, curr, next;\n\n\tfor (i = 0, ilen = timestamps.length; i < ilen; ++i) {\n\t\tcurr = timestamps[i];\n\t\tif (curr > min && curr < max) {\n\t\t\titems.push(curr);\n\t\t}\n\t}\n\n\titems.push(max);\n\n\tfor (i = 0, ilen = items.length; i < ilen; ++i) {\n\t\tnext = items[i + 1];\n\t\tprev = items[i - 1];\n\t\tcurr = items[i];\n\n\t\t// only add points that breaks the scale linearity\n\t\tif (prev === undefined || next === undefined || Math.round((next + prev) / 2) !== curr) {\n\t\t\ttable.push({time: curr, pos: i / (ilen - 1)});\n\t\t}\n\t}\n\n\treturn table;\n}\n\n// @see adapted from https://www.anujgakhar.com/2014/03/01/binary-search-in-javascript/\nfunction lookup(table, key, value) {\n\tvar lo = 0;\n\tvar hi = table.length - 1;\n\tvar mid, i0, i1;\n\n\twhile (lo >= 0 && lo <= hi) {\n\t\tmid = (lo + hi) >> 1;\n\t\ti0 = table[mid - 1] || null;\n\t\ti1 = table[mid];\n\n\t\tif (!i0) {\n\t\t\t// given value is outside table (before first item)\n\t\t\treturn {lo: null, hi: i1};\n\t\t} else if (i1[key] < value) {\n\t\t\tlo = mid + 1;\n\t\t} else if (i0[key] > value) {\n\t\t\thi = mid - 1;\n\t\t} else {\n\t\t\treturn {lo: i0, hi: i1};\n\t\t}\n\t}\n\n\t// given value is outside table (after last item)\n\treturn {lo: i1, hi: null};\n}\n\n/**\n * Linearly interpolates the given source `value` using the table items `skey` values and\n * returns the associated `tkey` value. For example, interpolate(table, 'time', 42, 'pos')\n * returns the position for a timestamp equal to 42. If value is out of bounds, values at\n * index [0, 1] or [n - 1, n] are used for the interpolation.\n */\nfunction interpolate$1(table, skey, sval, tkey) {\n\tvar range = lookup(table, skey, sval);\n\n\t// Note: the lookup table ALWAYS contains at least 2 items (min and max)\n\tvar prev = !range.lo ? table[0] : !range.hi ? table[table.length - 2] : range.lo;\n\tvar next = !range.lo ? table[1] : !range.hi ? table[table.length - 1] : range.hi;\n\n\tvar span = next[skey] - prev[skey];\n\tvar ratio = span ? (sval - prev[skey]) / span : 0;\n\tvar offset = (next[tkey] - prev[tkey]) * ratio;\n\n\treturn prev[tkey] + offset;\n}\n\nfunction toTimestamp(scale, input) {\n\tvar adapter = scale._adapter;\n\tvar options = scale.options.time;\n\tvar parser = options.parser;\n\tvar format = parser || options.format;\n\tvar value = input;\n\n\tif (typeof parser === 'function') {\n\t\tvalue = parser(value);\n\t}\n\n\t// Only parse if its not a timestamp already\n\tif (!helpers$1.isFinite(value)) {\n\t\tvalue = typeof format === 'string'\n\t\t\t? adapter.parse(value, format)\n\t\t\t: adapter.parse(value);\n\t}\n\n\tif (value !== null) {\n\t\treturn +value;\n\t}\n\n\t// Labels are in an incompatible format and no `parser` has been provided.\n\t// The user might still use the deprecated `format` option for parsing.\n\tif (!parser && typeof format === 'function') {\n\t\tvalue = format(input);\n\n\t\t// `format` could return something else than a timestamp, if so, parse it\n\t\tif (!helpers$1.isFinite(value)) {\n\t\t\tvalue = adapter.parse(value);\n\t\t}\n\t}\n\n\treturn value;\n}\n\nfunction parse(scale, input) {\n\tif (helpers$1.isNullOrUndef(input)) {\n\t\treturn null;\n\t}\n\n\tvar options = scale.options.time;\n\tvar value = toTimestamp(scale, scale.getRightValue(input));\n\tif (value === null) {\n\t\treturn value;\n\t}\n\n\tif (options.round) {\n\t\tvalue = +scale._adapter.startOf(value, options.round);\n\t}\n\n\treturn value;\n}\n\n/**\n * Figures out what unit results in an appropriate number of auto-generated ticks\n */\nfunction determineUnitForAutoTicks(minUnit, min, max, capacity) {\n\tvar ilen = UNITS.length;\n\tvar i, interval, factor;\n\n\tfor (i = UNITS.indexOf(minUnit); i < ilen - 1; ++i) {\n\t\tinterval = INTERVALS[UNITS[i]];\n\t\tfactor = interval.steps ? interval.steps : MAX_INTEGER;\n\n\t\tif (interval.common && Math.ceil((max - min) / (factor * interval.size)) <= capacity) {\n\t\t\treturn UNITS[i];\n\t\t}\n\t}\n\n\treturn UNITS[ilen - 1];\n}\n\n/**\n * Figures out what unit to format a set of ticks with\n */\nfunction determineUnitForFormatting(scale, numTicks, minUnit, min, max) {\n\tvar i, unit;\n\n\tfor (i = UNITS.length - 1; i >= UNITS.indexOf(minUnit); i--) {\n\t\tunit = UNITS[i];\n\t\tif (INTERVALS[unit].common && scale._adapter.diff(max, min, unit) >= numTicks - 1) {\n\t\t\treturn unit;\n\t\t}\n\t}\n\n\treturn UNITS[minUnit ? UNITS.indexOf(minUnit) : 0];\n}\n\nfunction determineMajorUnit(unit) {\n\tfor (var i = UNITS.indexOf(unit) + 1, ilen = UNITS.length; i < ilen; ++i) {\n\t\tif (INTERVALS[UNITS[i]].common) {\n\t\t\treturn UNITS[i];\n\t\t}\n\t}\n}\n\n/**\n * Generates a maximum of `capacity` timestamps between min and max, rounded to the\n * `minor` unit using the given scale time `options`.\n * Important: this method can return ticks outside the min and max range, it's the\n * responsibility of the calling code to clamp values if needed.\n */\nfunction generate(scale, min, max, capacity) {\n\tvar adapter = scale._adapter;\n\tvar options = scale.options;\n\tvar timeOpts = options.time;\n\tvar minor = timeOpts.unit || determineUnitForAutoTicks(timeOpts.minUnit, min, max, capacity);\n\tvar stepSize = resolve$5([timeOpts.stepSize, timeOpts.unitStepSize, 1]);\n\tvar weekday = minor === 'week' ? timeOpts.isoWeekday : false;\n\tvar first = min;\n\tvar ticks = [];\n\tvar time;\n\n\t// For 'week' unit, handle the first day of week option\n\tif (weekday) {\n\t\tfirst = +adapter.startOf(first, 'isoWeek', weekday);\n\t}\n\n\t// Align first ticks on unit\n\tfirst = +adapter.startOf(first, weekday ? 'day' : minor);\n\n\t// Prevent browser from freezing in case user options request millions of milliseconds\n\tif (adapter.diff(max, min, minor) > 100000 * stepSize) {\n\t\tthrow min + ' and ' + max + ' are too far apart with stepSize of ' + stepSize + ' ' + minor;\n\t}\n\n\tfor (time = first; time < max; time = +adapter.add(time, stepSize, minor)) {\n\t\tticks.push(time);\n\t}\n\n\tif (time === max || options.bounds === 'ticks') {\n\t\tticks.push(time);\n\t}\n\n\treturn ticks;\n}\n\n/**\n * Returns the start and end offsets from edges in the form of {start, end}\n * where each value is a relative width to the scale and ranges between 0 and 1.\n * They add extra margins on the both sides by scaling down the original scale.\n * Offsets are added when the `offset` option is true.\n */\nfunction computeOffsets(table, ticks, min, max, options) {\n\tvar start = 0;\n\tvar end = 0;\n\tvar first, last;\n\n\tif (options.offset && ticks.length) {\n\t\tfirst = interpolate$1(table, 'time', ticks[0], 'pos');\n\t\tif (ticks.length === 1) {\n\t\t\tstart = 1 - first;\n\t\t} else {\n\t\t\tstart = (interpolate$1(table, 'time', ticks[1], 'pos') - first) / 2;\n\t\t}\n\t\tlast = interpolate$1(table, 'time', ticks[ticks.length - 1], 'pos');\n\t\tif (ticks.length === 1) {\n\t\t\tend = last;\n\t\t} else {\n\t\t\tend = (last - interpolate$1(table, 'time', ticks[ticks.length - 2], 'pos')) / 2;\n\t\t}\n\t}\n\n\treturn {start: start, end: end, factor: 1 / (start + 1 + end)};\n}\n\nfunction setMajorTicks(scale, ticks, map, majorUnit) {\n\tvar adapter = scale._adapter;\n\tvar first = +adapter.startOf(ticks[0].value, majorUnit);\n\tvar last = ticks[ticks.length - 1].value;\n\tvar major, index;\n\n\tfor (major = first; major <= last; major = +adapter.add(major, 1, majorUnit)) {\n\t\tindex = map[major];\n\t\tif (index >= 0) {\n\t\t\tticks[index].major = true;\n\t\t}\n\t}\n\treturn ticks;\n}\n\nfunction ticksFromTimestamps(scale, values, majorUnit) {\n\tvar ticks = [];\n\tvar map = {};\n\tvar ilen = values.length;\n\tvar i, value;\n\n\tfor (i = 0; i < ilen; ++i) {\n\t\tvalue = values[i];\n\t\tmap[value] = i;\n\n\t\tticks.push({\n\t\t\tvalue: value,\n\t\t\tmajor: false\n\t\t});\n\t}\n\n\t// We set the major ticks separately from the above loop because calling startOf for every tick\n\t// is expensive when there is a large number of ticks\n\treturn (ilen === 0 || !majorUnit) ? ticks : setMajorTicks(scale, ticks, map, majorUnit);\n}\n\nvar defaultConfig$4 = {\n\tposition: 'bottom',\n\n\t/**\n\t * Data distribution along the scale:\n\t * - 'linear': data are spread according to their time (distances can vary),\n\t * - 'series': data are spread at the same distance from each other.\n\t * @see https://github.com/chartjs/Chart.js/pull/4507\n\t * @since 2.7.0\n\t */\n\tdistribution: 'linear',\n\n\t/**\n\t * Scale boundary strategy (bypassed by min/max time options)\n\t * - `data`: make sure data are fully visible, ticks outside are removed\n\t * - `ticks`: make sure ticks are fully visible, data outside are truncated\n\t * @see https://github.com/chartjs/Chart.js/pull/4556\n\t * @since 2.7.0\n\t */\n\tbounds: 'data',\n\n\tadapters: {},\n\ttime: {\n\t\tparser: false, // false == a pattern string from https://momentjs.com/docs/#/parsing/string-format/ or a custom callback that converts its argument to a moment\n\t\tunit: false, // false == automatic or override with week, month, year, etc.\n\t\tround: false, // none, or override with week, month, year, etc.\n\t\tdisplayFormat: false, // DEPRECATED\n\t\tisoWeekday: false, // override week start day - see https://momentjs.com/docs/#/get-set/iso-weekday/\n\t\tminUnit: 'millisecond',\n\t\tdisplayFormats: {}\n\t},\n\tticks: {\n\t\tautoSkip: false,\n\n\t\t/**\n\t\t * Ticks generation input values:\n\t\t * - 'auto': generates \"optimal\" ticks based on scale size and time options.\n\t\t * - 'data': generates ticks from data (including labels from data {t|x|y} objects).\n\t\t * - 'labels': generates ticks from user given `data.labels` values ONLY.\n\t\t * @see https://github.com/chartjs/Chart.js/pull/4507\n\t\t * @since 2.7.0\n\t\t */\n\t\tsource: 'auto',\n\n\t\tmajor: {\n\t\t\tenabled: false\n\t\t}\n\t}\n};\n\nvar scale_time = core_scale.extend({\n\tinitialize: function() {\n\t\tthis.mergeTicksOptions();\n\t\tcore_scale.prototype.initialize.call(this);\n\t},\n\n\tupdate: function() {\n\t\tvar me = this;\n\t\tvar options = me.options;\n\t\tvar time = options.time || (options.time = {});\n\t\tvar adapter = me._adapter = new core_adapters._date(options.adapters.date);\n\n\t\t// DEPRECATIONS: output a message only one time per update\n\t\tdeprecated$1('time scale', time.format, 'time.format', 'time.parser');\n\t\tdeprecated$1('time scale', time.min, 'time.min', 'ticks.min');\n\t\tdeprecated$1('time scale', time.max, 'time.max', 'ticks.max');\n\n\t\t// Backward compatibility: before introducing adapter, `displayFormats` was\n\t\t// supposed to contain *all* unit/string pairs but this can't be resolved\n\t\t// when loading the scale (adapters are loaded afterward), so let's populate\n\t\t// missing formats on update\n\t\thelpers$1.mergeIf(time.displayFormats, adapter.formats());\n\n\t\treturn core_scale.prototype.update.apply(me, arguments);\n\t},\n\n\t/**\n\t * Allows data to be referenced via 't' attribute\n\t */\n\tgetRightValue: function(rawValue) {\n\t\tif (rawValue && rawValue.t !== undefined) {\n\t\t\trawValue = rawValue.t;\n\t\t}\n\t\treturn core_scale.prototype.getRightValue.call(this, rawValue);\n\t},\n\n\tdetermineDataLimits: function() {\n\t\tvar me = this;\n\t\tvar chart = me.chart;\n\t\tvar adapter = me._adapter;\n\t\tvar options = me.options;\n\t\tvar unit = options.time.unit || 'day';\n\t\tvar min = MAX_INTEGER;\n\t\tvar max = MIN_INTEGER;\n\t\tvar timestamps = [];\n\t\tvar datasets = [];\n\t\tvar labels = [];\n\t\tvar i, j, ilen, jlen, data, timestamp, labelsAdded;\n\t\tvar dataLabels = me._getLabels();\n\n\t\tfor (i = 0, ilen = dataLabels.length; i < ilen; ++i) {\n\t\t\tlabels.push(parse(me, dataLabels[i]));\n\t\t}\n\n\t\tfor (i = 0, ilen = (chart.data.datasets || []).length; i < ilen; ++i) {\n\t\t\tif (chart.isDatasetVisible(i)) {\n\t\t\t\tdata = chart.data.datasets[i].data;\n\n\t\t\t\t// Let's consider that all data have the same format.\n\t\t\t\tif (helpers$1.isObject(data[0])) {\n\t\t\t\t\tdatasets[i] = [];\n\n\t\t\t\t\tfor (j = 0, jlen = data.length; j < jlen; ++j) {\n\t\t\t\t\t\ttimestamp = parse(me, data[j]);\n\t\t\t\t\t\ttimestamps.push(timestamp);\n\t\t\t\t\t\tdatasets[i][j] = timestamp;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tdatasets[i] = labels.slice(0);\n\t\t\t\t\tif (!labelsAdded) {\n\t\t\t\t\t\ttimestamps = timestamps.concat(labels);\n\t\t\t\t\t\tlabelsAdded = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tdatasets[i] = [];\n\t\t\t}\n\t\t}\n\n\t\tif (labels.length) {\n\t\t\tmin = Math.min(min, labels[0]);\n\t\t\tmax = Math.max(max, labels[labels.length - 1]);\n\t\t}\n\n\t\tif (timestamps.length) {\n\t\t\ttimestamps = ilen > 1 ? arrayUnique(timestamps).sort(sorter) : timestamps.sort(sorter);\n\t\t\tmin = Math.min(min, timestamps[0]);\n\t\t\tmax = Math.max(max, timestamps[timestamps.length - 1]);\n\t\t}\n\n\t\tmin = parse(me, getMin(options)) || min;\n\t\tmax = parse(me, getMax(options)) || max;\n\n\t\t// In case there is no valid min/max, set limits based on unit time option\n\t\tmin = min === MAX_INTEGER ? +adapter.startOf(Date.now(), unit) : min;\n\t\tmax = max === MIN_INTEGER ? +adapter.endOf(Date.now(), unit) + 1 : max;\n\n\t\t// Make sure that max is strictly higher than min (required by the lookup table)\n\t\tme.min = Math.min(min, max);\n\t\tme.max = Math.max(min + 1, max);\n\n\t\t// PRIVATE\n\t\tme._table = [];\n\t\tme._timestamps = {\n\t\t\tdata: timestamps,\n\t\t\tdatasets: datasets,\n\t\t\tlabels: labels\n\t\t};\n\t},\n\n\tbuildTicks: function() {\n\t\tvar me = this;\n\t\tvar min = me.min;\n\t\tvar max = me.max;\n\t\tvar options = me.options;\n\t\tvar tickOpts = options.ticks;\n\t\tvar timeOpts = options.time;\n\t\tvar timestamps = me._timestamps;\n\t\tvar ticks = [];\n\t\tvar capacity = me.getLabelCapacity(min);\n\t\tvar source = tickOpts.source;\n\t\tvar distribution = options.distribution;\n\t\tvar i, ilen, timestamp;\n\n\t\tif (source === 'data' || (source === 'auto' && distribution === 'series')) {\n\t\t\ttimestamps = timestamps.data;\n\t\t} else if (source === 'labels') {\n\t\t\ttimestamps = timestamps.labels;\n\t\t} else {\n\t\t\ttimestamps = generate(me, min, max, capacity);\n\t\t}\n\n\t\tif (options.bounds === 'ticks' && timestamps.length) {\n\t\t\tmin = timestamps[0];\n\t\t\tmax = timestamps[timestamps.length - 1];\n\t\t}\n\n\t\t// Enforce limits with user min/max options\n\t\tmin = parse(me, getMin(options)) || min;\n\t\tmax = parse(me, getMax(options)) || max;\n\n\t\t// Remove ticks outside the min/max range\n\t\tfor (i = 0, ilen = timestamps.length; i < ilen; ++i) {\n\t\t\ttimestamp = timestamps[i];\n\t\t\tif (timestamp >= min && timestamp <= max) {\n\t\t\t\tticks.push(timestamp);\n\t\t\t}\n\t\t}\n\n\t\tme.min = min;\n\t\tme.max = max;\n\n\t\t// PRIVATE\n\t\t// determineUnitForFormatting relies on the number of ticks so we don't use it when\n\t\t// autoSkip is enabled because we don't yet know what the final number of ticks will be\n\t\tme._unit = timeOpts.unit || (tickOpts.autoSkip\n\t\t\t? determineUnitForAutoTicks(timeOpts.minUnit, me.min, me.max, capacity)\n\t\t\t: determineUnitForFormatting(me, ticks.length, timeOpts.minUnit, me.min, me.max));\n\t\tme._majorUnit = !tickOpts.major.enabled || me._unit === 'year' ? undefined\n\t\t\t: determineMajorUnit(me._unit);\n\t\tme._table = buildLookupTable(me._timestamps.data, min, max, distribution);\n\t\tme._offsets = computeOffsets(me._table, ticks, min, max, options);\n\n\t\tif (tickOpts.reverse) {\n\t\t\tticks.reverse();\n\t\t}\n\n\t\treturn ticksFromTimestamps(me, ticks, me._majorUnit);\n\t},\n\n\tgetLabelForIndex: function(index, datasetIndex) {\n\t\tvar me = this;\n\t\tvar adapter = me._adapter;\n\t\tvar data = me.chart.data;\n\t\tvar timeOpts = me.options.time;\n\t\tvar label = data.labels && index < data.labels.length ? data.labels[index] : '';\n\t\tvar value = data.datasets[datasetIndex].data[index];\n\n\t\tif (helpers$1.isObject(value)) {\n\t\t\tlabel = me.getRightValue(value);\n\t\t}\n\t\tif (timeOpts.tooltipFormat) {\n\t\t\treturn adapter.format(toTimestamp(me, label), timeOpts.tooltipFormat);\n\t\t}\n\t\tif (typeof label === 'string') {\n\t\t\treturn label;\n\t\t}\n\t\treturn adapter.format(toTimestamp(me, label), timeOpts.displayFormats.datetime);\n\t},\n\n\t/**\n\t * Function to format an individual tick mark\n\t * @private\n\t */\n\ttickFormatFunction: function(time, index, ticks, format) {\n\t\tvar me = this;\n\t\tvar adapter = me._adapter;\n\t\tvar options = me.options;\n\t\tvar formats = options.time.displayFormats;\n\t\tvar minorFormat = formats[me._unit];\n\t\tvar majorUnit = me._majorUnit;\n\t\tvar majorFormat = formats[majorUnit];\n\t\tvar tick = ticks[index];\n\t\tvar tickOpts = options.ticks;\n\t\tvar major = majorUnit && majorFormat && tick && tick.major;\n\t\tvar label = adapter.format(time, format ? format : major ? majorFormat : minorFormat);\n\t\tvar nestedTickOpts = major ? tickOpts.major : tickOpts.minor;\n\t\tvar formatter = resolve$5([\n\t\t\tnestedTickOpts.callback,\n\t\t\tnestedTickOpts.userCallback,\n\t\t\ttickOpts.callback,\n\t\t\ttickOpts.userCallback\n\t\t]);\n\n\t\treturn formatter ? formatter(label, index, ticks) : label;\n\t},\n\n\tconvertTicksToLabels: function(ticks) {\n\t\tvar labels = [];\n\t\tvar i, ilen;\n\n\t\tfor (i = 0, ilen = ticks.length; i < ilen; ++i) {\n\t\t\tlabels.push(this.tickFormatFunction(ticks[i].value, i, ticks));\n\t\t}\n\n\t\treturn labels;\n\t},\n\n\t/**\n\t * @private\n\t */\n\tgetPixelForOffset: function(time) {\n\t\tvar me = this;\n\t\tvar offsets = me._offsets;\n\t\tvar pos = interpolate$1(me._table, 'time', time, 'pos');\n\t\treturn me.getPixelForDecimal((offsets.start + pos) * offsets.factor);\n\t},\n\n\tgetPixelForValue: function(value, index, datasetIndex) {\n\t\tvar me = this;\n\t\tvar time = null;\n\n\t\tif (index !== undefined && datasetIndex !== undefined) {\n\t\t\ttime = me._timestamps.datasets[datasetIndex][index];\n\t\t}\n\n\t\tif (time === null) {\n\t\t\ttime = parse(me, value);\n\t\t}\n\n\t\tif (time !== null) {\n\t\t\treturn me.getPixelForOffset(time);\n\t\t}\n\t},\n\n\tgetPixelForTick: function(index) {\n\t\tvar ticks = this.getTicks();\n\t\treturn index >= 0 && index < ticks.length ?\n\t\t\tthis.getPixelForOffset(ticks[index].value) :\n\t\t\tnull;\n\t},\n\n\tgetValueForPixel: function(pixel) {\n\t\tvar me = this;\n\t\tvar offsets = me._offsets;\n\t\tvar pos = me.getDecimalForPixel(pixel) / offsets.factor - offsets.end;\n\t\tvar time = interpolate$1(me._table, 'pos', pos, 'time');\n\n\t\t// DEPRECATION, we should return time directly\n\t\treturn me._adapter._create(time);\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getLabelSize: function(label) {\n\t\tvar me = this;\n\t\tvar ticksOpts = me.options.ticks;\n\t\tvar tickLabelWidth = me.ctx.measureText(label).width;\n\t\tvar angle = helpers$1.toRadians(me.isHorizontal() ? ticksOpts.maxRotation : ticksOpts.minRotation);\n\t\tvar cosRotation = Math.cos(angle);\n\t\tvar sinRotation = Math.sin(angle);\n\t\tvar tickFontSize = valueOrDefault$d(ticksOpts.fontSize, core_defaults.global.defaultFontSize);\n\n\t\treturn {\n\t\t\tw: (tickLabelWidth * cosRotation) + (tickFontSize * sinRotation),\n\t\t\th: (tickLabelWidth * sinRotation) + (tickFontSize * cosRotation)\n\t\t};\n\t},\n\n\t/**\n\t * Crude approximation of what the label width might be\n\t * @private\n\t */\n\tgetLabelWidth: function(label) {\n\t\treturn this._getLabelSize(label).w;\n\t},\n\n\t/**\n\t * @private\n\t */\n\tgetLabelCapacity: function(exampleTime) {\n\t\tvar me = this;\n\t\tvar timeOpts = me.options.time;\n\t\tvar displayFormats = timeOpts.displayFormats;\n\n\t\t// pick the longest format (milliseconds) for guestimation\n\t\tvar format = displayFormats[timeOpts.unit] || displayFormats.millisecond;\n\t\tvar exampleLabel = me.tickFormatFunction(exampleTime, 0, ticksFromTimestamps(me, [exampleTime], me._majorUnit), format);\n\t\tvar size = me._getLabelSize(exampleLabel);\n\t\tvar capacity = Math.floor(me.isHorizontal() ? me.width / size.w : me.height / size.h);\n\n\t\tif (me.options.offset) {\n\t\t\tcapacity--;\n\t\t}\n\n\t\treturn capacity > 0 ? capacity : 1;\n\t}\n});\n\n// INTERNAL: static default options, registered in src/index.js\nvar _defaults$4 = defaultConfig$4;\nscale_time._defaults = _defaults$4;\n\nvar scales = {\n\tcategory: scale_category,\n\tlinear: scale_linear,\n\tlogarithmic: scale_logarithmic,\n\tradialLinear: scale_radialLinear,\n\ttime: scale_time\n};\n\nvar FORMATS = {\n\tdatetime: 'MMM D, YYYY, h:mm:ss a',\n\tmillisecond: 'h:mm:ss.SSS a',\n\tsecond: 'h:mm:ss a',\n\tminute: 'h:mm a',\n\thour: 'hA',\n\tday: 'MMM D',\n\tweek: 'll',\n\tmonth: 'MMM YYYY',\n\tquarter: '[Q]Q - YYYY',\n\tyear: 'YYYY'\n};\n\ncore_adapters._date.override(typeof moment === 'function' ? {\n\t_id: 'moment', // DEBUG ONLY\n\n\tformats: function() {\n\t\treturn FORMATS;\n\t},\n\n\tparse: function(value, format) {\n\t\tif (typeof value === 'string' && typeof format === 'string') {\n\t\t\tvalue = moment(value, format);\n\t\t} else if (!(value instanceof moment)) {\n\t\t\tvalue = moment(value);\n\t\t}\n\t\treturn value.isValid() ? value.valueOf() : null;\n\t},\n\n\tformat: function(time, format) {\n\t\treturn moment(time).format(format);\n\t},\n\n\tadd: function(time, amount, unit) {\n\t\treturn moment(time).add(amount, unit).valueOf();\n\t},\n\n\tdiff: function(max, min, unit) {\n\t\treturn moment(max).diff(moment(min), unit);\n\t},\n\n\tstartOf: function(time, unit, weekday) {\n\t\ttime = moment(time);\n\t\tif (unit === 'isoWeek') {\n\t\t\treturn time.isoWeekday(weekday).valueOf();\n\t\t}\n\t\treturn time.startOf(unit).valueOf();\n\t},\n\n\tendOf: function(time, unit) {\n\t\treturn moment(time).endOf(unit).valueOf();\n\t},\n\n\t// DEPRECATIONS\n\n\t/**\n\t * Provided for backward compatibility with scale.getValueForPixel().\n\t * @deprecated since version 2.8.0\n\t * @todo remove at version 3\n\t * @private\n\t */\n\t_create: function(time) {\n\t\treturn moment(time);\n\t},\n} : {});\n\ncore_defaults._set('global', {\n\tplugins: {\n\t\tfiller: {\n\t\t\tpropagate: true\n\t\t}\n\t}\n});\n\nvar mappers = {\n\tdataset: function(source) {\n\t\tvar index = source.fill;\n\t\tvar chart = source.chart;\n\t\tvar meta = chart.getDatasetMeta(index);\n\t\tvar visible = meta && chart.isDatasetVisible(index);\n\t\tvar points = (visible && meta.dataset._children) || [];\n\t\tvar length = points.length || 0;\n\n\t\treturn !length ? null : function(point, i) {\n\t\t\treturn (i < length && points[i]._view) || null;\n\t\t};\n\t},\n\n\tboundary: function(source) {\n\t\tvar boundary = source.boundary;\n\t\tvar x = boundary ? boundary.x : null;\n\t\tvar y = boundary ? boundary.y : null;\n\n\t\tif (helpers$1.isArray(boundary)) {\n\t\t\treturn function(point, i) {\n\t\t\t\treturn boundary[i];\n\t\t\t};\n\t\t}\n\n\t\treturn function(point) {\n\t\t\treturn {\n\t\t\t\tx: x === null ? point.x : x,\n\t\t\t\ty: y === null ? point.y : y,\n\t\t\t};\n\t\t};\n\t}\n};\n\n// @todo if (fill[0] === '#')\nfunction decodeFill(el, index, count) {\n\tvar model = el._model || {};\n\tvar fill = model.fill;\n\tvar target;\n\n\tif (fill === undefined) {\n\t\tfill = !!model.backgroundColor;\n\t}\n\n\tif (fill === false || fill === null) {\n\t\treturn false;\n\t}\n\n\tif (fill === true) {\n\t\treturn 'origin';\n\t}\n\n\ttarget = parseFloat(fill, 10);\n\tif (isFinite(target) && Math.floor(target) === target) {\n\t\tif (fill[0] === '-' || fill[0] === '+') {\n\t\t\ttarget = index + target;\n\t\t}\n\n\t\tif (target === index || target < 0 || target >= count) {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn target;\n\t}\n\n\tswitch (fill) {\n\t// compatibility\n\tcase 'bottom':\n\t\treturn 'start';\n\tcase 'top':\n\t\treturn 'end';\n\tcase 'zero':\n\t\treturn 'origin';\n\t// supported boundaries\n\tcase 'origin':\n\tcase 'start':\n\tcase 'end':\n\t\treturn fill;\n\t// invalid fill values\n\tdefault:\n\t\treturn false;\n\t}\n}\n\nfunction computeLinearBoundary(source) {\n\tvar model = source.el._model || {};\n\tvar scale = source.el._scale || {};\n\tvar fill = source.fill;\n\tvar target = null;\n\tvar horizontal;\n\n\tif (isFinite(fill)) {\n\t\treturn null;\n\t}\n\n\t// Backward compatibility: until v3, we still need to support boundary values set on\n\t// the model (scaleTop, scaleBottom and scaleZero) because some external plugins and\n\t// controllers might still use it (e.g. the Smith chart).\n\n\tif (fill === 'start') {\n\t\ttarget = model.scaleBottom === undefined ? scale.bottom : model.scaleBottom;\n\t} else if (fill === 'end') {\n\t\ttarget = model.scaleTop === undefined ? scale.top : model.scaleTop;\n\t} else if (model.scaleZero !== undefined) {\n\t\ttarget = model.scaleZero;\n\t} else if (scale.getBasePixel) {\n\t\ttarget = scale.getBasePixel();\n\t}\n\n\tif (target !== undefined && target !== null) {\n\t\tif (target.x !== undefined && target.y !== undefined) {\n\t\t\treturn target;\n\t\t}\n\n\t\tif (helpers$1.isFinite(target)) {\n\t\t\thorizontal = scale.isHorizontal();\n\t\t\treturn {\n\t\t\t\tx: horizontal ? target : null,\n\t\t\t\ty: horizontal ? null : target\n\t\t\t};\n\t\t}\n\t}\n\n\treturn null;\n}\n\nfunction computeCircularBoundary(source) {\n\tvar scale = source.el._scale;\n\tvar options = scale.options;\n\tvar length = scale.chart.data.labels.length;\n\tvar fill = source.fill;\n\tvar target = [];\n\tvar start, end, center, i, point;\n\n\tif (!length) {\n\t\treturn null;\n\t}\n\n\tstart = options.ticks.reverse ? scale.max : scale.min;\n\tend = options.ticks.reverse ? scale.min : scale.max;\n\tcenter = scale.getPointPositionForValue(0, start);\n\tfor (i = 0; i < length; ++i) {\n\t\tpoint = fill === 'start' || fill === 'end'\n\t\t\t? scale.getPointPositionForValue(i, fill === 'start' ? start : end)\n\t\t\t: scale.getBasePosition(i);\n\t\tif (options.gridLines.circular) {\n\t\t\tpoint.cx = center.x;\n\t\t\tpoint.cy = center.y;\n\t\t\tpoint.angle = scale.getIndexAngle(i) - Math.PI / 2;\n\t\t}\n\t\ttarget.push(point);\n\t}\n\treturn target;\n}\n\nfunction computeBoundary(source) {\n\tvar scale = source.el._scale || {};\n\n\tif (scale.getPointPositionForValue) {\n\t\treturn computeCircularBoundary(source);\n\t}\n\treturn computeLinearBoundary(source);\n}\n\nfunction resolveTarget(sources, index, propagate) {\n\tvar source = sources[index];\n\tvar fill = source.fill;\n\tvar visited = [index];\n\tvar target;\n\n\tif (!propagate) {\n\t\treturn fill;\n\t}\n\n\twhile (fill !== false && visited.indexOf(fill) === -1) {\n\t\tif (!isFinite(fill)) {\n\t\t\treturn fill;\n\t\t}\n\n\t\ttarget = sources[fill];\n\t\tif (!target) {\n\t\t\treturn false;\n\t\t}\n\n\t\tif (target.visible) {\n\t\t\treturn fill;\n\t\t}\n\n\t\tvisited.push(fill);\n\t\tfill = target.fill;\n\t}\n\n\treturn false;\n}\n\nfunction createMapper(source) {\n\tvar fill = source.fill;\n\tvar type = 'dataset';\n\n\tif (fill === false) {\n\t\treturn null;\n\t}\n\n\tif (!isFinite(fill)) {\n\t\ttype = 'boundary';\n\t}\n\n\treturn mappers[type](source);\n}\n\nfunction isDrawable(point) {\n\treturn point && !point.skip;\n}\n\nfunction drawArea(ctx, curve0, curve1, len0, len1) {\n\tvar i, cx, cy, r;\n\n\tif (!len0 || !len1) {\n\t\treturn;\n\t}\n\n\t// building first area curve (normal)\n\tctx.moveTo(curve0[0].x, curve0[0].y);\n\tfor (i = 1; i < len0; ++i) {\n\t\thelpers$1.canvas.lineTo(ctx, curve0[i - 1], curve0[i]);\n\t}\n\n\tif (curve1[0].angle !== undefined) {\n\t\tcx = curve1[0].cx;\n\t\tcy = curve1[0].cy;\n\t\tr = Math.sqrt(Math.pow(curve1[0].x - cx, 2) + Math.pow(curve1[0].y - cy, 2));\n\t\tfor (i = len1 - 1; i > 0; --i) {\n\t\t\tctx.arc(cx, cy, r, curve1[i].angle, curve1[i - 1].angle, true);\n\t\t}\n\t\treturn;\n\t}\n\n\t// joining the two area curves\n\tctx.lineTo(curve1[len1 - 1].x, curve1[len1 - 1].y);\n\n\t// building opposite area curve (reverse)\n\tfor (i = len1 - 1; i > 0; --i) {\n\t\thelpers$1.canvas.lineTo(ctx, curve1[i], curve1[i - 1], true);\n\t}\n}\n\nfunction doFill(ctx, points, mapper, view, color, loop) {\n\tvar count = points.length;\n\tvar span = view.spanGaps;\n\tvar curve0 = [];\n\tvar curve1 = [];\n\tvar len0 = 0;\n\tvar len1 = 0;\n\tvar i, ilen, index, p0, p1, d0, d1, loopOffset;\n\n\tctx.beginPath();\n\n\tfor (i = 0, ilen = count; i < ilen; ++i) {\n\t\tindex = i % count;\n\t\tp0 = points[index]._view;\n\t\tp1 = mapper(p0, index, view);\n\t\td0 = isDrawable(p0);\n\t\td1 = isDrawable(p1);\n\n\t\tif (loop && loopOffset === undefined && d0) {\n\t\t\tloopOffset = i + 1;\n\t\t\tilen = count + loopOffset;\n\t\t}\n\n\t\tif (d0 && d1) {\n\t\t\tlen0 = curve0.push(p0);\n\t\t\tlen1 = curve1.push(p1);\n\t\t} else if (len0 && len1) {\n\t\t\tif (!span) {\n\t\t\t\tdrawArea(ctx, curve0, curve1, len0, len1);\n\t\t\t\tlen0 = len1 = 0;\n\t\t\t\tcurve0 = [];\n\t\t\t\tcurve1 = [];\n\t\t\t} else {\n\t\t\t\tif (d0) {\n\t\t\t\t\tcurve0.push(p0);\n\t\t\t\t}\n\t\t\t\tif (d1) {\n\t\t\t\t\tcurve1.push(p1);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tdrawArea(ctx, curve0, curve1, len0, len1);\n\n\tctx.closePath();\n\tctx.fillStyle = color;\n\tctx.fill();\n}\n\nvar plugin_filler = {\n\tid: 'filler',\n\n\tafterDatasetsUpdate: function(chart, options) {\n\t\tvar count = (chart.data.datasets || []).length;\n\t\tvar propagate = options.propagate;\n\t\tvar sources = [];\n\t\tvar meta, i, el, source;\n\n\t\tfor (i = 0; i < count; ++i) {\n\t\t\tmeta = chart.getDatasetMeta(i);\n\t\t\tel = meta.dataset;\n\t\t\tsource = null;\n\n\t\t\tif (el && el._model && el instanceof elements.Line) {\n\t\t\t\tsource = {\n\t\t\t\t\tvisible: chart.isDatasetVisible(i),\n\t\t\t\t\tfill: decodeFill(el, i, count),\n\t\t\t\t\tchart: chart,\n\t\t\t\t\tel: el\n\t\t\t\t};\n\t\t\t}\n\n\t\t\tmeta.$filler = source;\n\t\t\tsources.push(source);\n\t\t}\n\n\t\tfor (i = 0; i < count; ++i) {\n\t\t\tsource = sources[i];\n\t\t\tif (!source) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tsource.fill = resolveTarget(sources, i, propagate);\n\t\t\tsource.boundary = computeBoundary(source);\n\t\t\tsource.mapper = createMapper(source);\n\t\t}\n\t},\n\n\tbeforeDatasetsDraw: function(chart) {\n\t\tvar metasets = chart._getSortedVisibleDatasetMetas();\n\t\tvar ctx = chart.ctx;\n\t\tvar meta, i, el, view, points, mapper, color;\n\n\t\tfor (i = metasets.length - 1; i >= 0; --i) {\n\t\t\tmeta = metasets[i].$filler;\n\n\t\t\tif (!meta || !meta.visible) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tel = meta.el;\n\t\t\tview = el._view;\n\t\t\tpoints = el._children || [];\n\t\t\tmapper = meta.mapper;\n\t\t\tcolor = view.backgroundColor || core_defaults.global.defaultColor;\n\n\t\t\tif (mapper && color && points.length) {\n\t\t\t\thelpers$1.canvas.clipArea(ctx, chart.chartArea);\n\t\t\t\tdoFill(ctx, points, mapper, view, color, el._loop);\n\t\t\t\thelpers$1.canvas.unclipArea(ctx);\n\t\t\t}\n\t\t}\n\t}\n};\n\nvar getRtlHelper$1 = helpers$1.rtl.getRtlAdapter;\nvar noop$1 = helpers$1.noop;\nvar valueOrDefault$e = helpers$1.valueOrDefault;\n\ncore_defaults._set('global', {\n\tlegend: {\n\t\tdisplay: true,\n\t\tposition: 'top',\n\t\talign: 'center',\n\t\tfullWidth: true,\n\t\treverse: false,\n\t\tweight: 1000,\n\n\t\t// a callback that will handle\n\t\tonClick: function(e, legendItem) {\n\t\t\tvar index = legendItem.datasetIndex;\n\t\t\tvar ci = this.chart;\n\t\t\tvar meta = ci.getDatasetMeta(index);\n\n\t\t\t// See controller.isDatasetVisible comment\n\t\t\tmeta.hidden = meta.hidden === null ? !ci.data.datasets[index].hidden : null;\n\n\t\t\t// We hid a dataset ... rerender the chart\n\t\t\tci.update();\n\t\t},\n\n\t\tonHover: null,\n\t\tonLeave: null,\n\n\t\tlabels: {\n\t\t\tboxWidth: 40,\n\t\t\tpadding: 10,\n\t\t\t// Generates labels shown in the legend\n\t\t\t// Valid properties to return:\n\t\t\t// text : text to display\n\t\t\t// fillStyle : fill of coloured box\n\t\t\t// strokeStyle: stroke of coloured box\n\t\t\t// hidden : if this legend item refers to a hidden item\n\t\t\t// lineCap : cap style for line\n\t\t\t// lineDash\n\t\t\t// lineDashOffset :\n\t\t\t// lineJoin :\n\t\t\t// lineWidth :\n\t\t\tgenerateLabels: function(chart) {\n\t\t\t\tvar datasets = chart.data.datasets;\n\t\t\t\tvar options = chart.options.legend || {};\n\t\t\t\tvar usePointStyle = options.labels && options.labels.usePointStyle;\n\n\t\t\t\treturn chart._getSortedDatasetMetas().map(function(meta) {\n\t\t\t\t\tvar style = meta.controller.getStyle(usePointStyle ? 0 : undefined);\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\ttext: datasets[meta.index].label,\n\t\t\t\t\t\tfillStyle: style.backgroundColor,\n\t\t\t\t\t\thidden: !chart.isDatasetVisible(meta.index),\n\t\t\t\t\t\tlineCap: style.borderCapStyle,\n\t\t\t\t\t\tlineDash: style.borderDash,\n\t\t\t\t\t\tlineDashOffset: style.borderDashOffset,\n\t\t\t\t\t\tlineJoin: style.borderJoinStyle,\n\t\t\t\t\t\tlineWidth: style.borderWidth,\n\t\t\t\t\t\tstrokeStyle: style.borderColor,\n\t\t\t\t\t\tpointStyle: style.pointStyle,\n\t\t\t\t\t\trotation: style.rotation,\n\n\t\t\t\t\t\t// Below is extra data used for toggling the datasets\n\t\t\t\t\t\tdatasetIndex: meta.index\n\t\t\t\t\t};\n\t\t\t\t}, this);\n\t\t\t}\n\t\t}\n\t},\n\n\tlegendCallback: function(chart) {\n\t\tvar list = document.createElement('ul');\n\t\tvar datasets = chart.data.datasets;\n\t\tvar i, ilen, listItem, listItemSpan;\n\n\t\tlist.setAttribute('class', chart.id + '-legend');\n\n\t\tfor (i = 0, ilen = datasets.length; i < ilen; i++) {\n\t\t\tlistItem = list.appendChild(document.createElement('li'));\n\t\t\tlistItemSpan = listItem.appendChild(document.createElement('span'));\n\t\t\tlistItemSpan.style.backgroundColor = datasets[i].backgroundColor;\n\t\t\tif (datasets[i].label) {\n\t\t\t\tlistItem.appendChild(document.createTextNode(datasets[i].label));\n\t\t\t}\n\t\t}\n\n\t\treturn list.outerHTML;\n\t}\n});\n\n/**\n * Helper function to get the box width based on the usePointStyle option\n * @param {object} labelopts - the label options on the legend\n * @param {number} fontSize - the label font size\n * @return {number} width of the color box area\n */\nfunction getBoxWidth(labelOpts, fontSize) {\n\treturn labelOpts.usePointStyle && labelOpts.boxWidth > fontSize ?\n\t\tfontSize :\n\t\tlabelOpts.boxWidth;\n}\n\n/**\n * IMPORTANT: this class is exposed publicly as Chart.Legend, backward compatibility required!\n */\nvar Legend = core_element.extend({\n\n\tinitialize: function(config) {\n\t\tvar me = this;\n\t\thelpers$1.extend(me, config);\n\n\t\t// Contains hit boxes for each dataset (in dataset order)\n\t\tme.legendHitBoxes = [];\n\n\t\t/**\n \t\t * @private\n \t\t */\n\t\tme._hoveredItem = null;\n\n\t\t// Are we in doughnut mode which has a different data type\n\t\tme.doughnutMode = false;\n\t},\n\n\t// These methods are ordered by lifecycle. Utilities then follow.\n\t// Any function defined here is inherited by all legend types.\n\t// Any function can be extended by the legend type\n\n\tbeforeUpdate: noop$1,\n\tupdate: function(maxWidth, maxHeight, margins) {\n\t\tvar me = this;\n\n\t\t// Update Lifecycle - Probably don't want to ever extend or overwrite this function ;)\n\t\tme.beforeUpdate();\n\n\t\t// Absorb the master measurements\n\t\tme.maxWidth = maxWidth;\n\t\tme.maxHeight = maxHeight;\n\t\tme.margins = margins;\n\n\t\t// Dimensions\n\t\tme.beforeSetDimensions();\n\t\tme.setDimensions();\n\t\tme.afterSetDimensions();\n\t\t// Labels\n\t\tme.beforeBuildLabels();\n\t\tme.buildLabels();\n\t\tme.afterBuildLabels();\n\n\t\t// Fit\n\t\tme.beforeFit();\n\t\tme.fit();\n\t\tme.afterFit();\n\t\t//\n\t\tme.afterUpdate();\n\n\t\treturn me.minSize;\n\t},\n\tafterUpdate: noop$1,\n\n\t//\n\n\tbeforeSetDimensions: noop$1,\n\tsetDimensions: function() {\n\t\tvar me = this;\n\t\t// Set the unconstrained dimension before label rotation\n\t\tif (me.isHorizontal()) {\n\t\t\t// Reset position before calculating rotation\n\t\t\tme.width = me.maxWidth;\n\t\t\tme.left = 0;\n\t\t\tme.right = me.width;\n\t\t} else {\n\t\t\tme.height = me.maxHeight;\n\n\t\t\t// Reset position before calculating rotation\n\t\t\tme.top = 0;\n\t\t\tme.bottom = me.height;\n\t\t}\n\n\t\t// Reset padding\n\t\tme.paddingLeft = 0;\n\t\tme.paddingTop = 0;\n\t\tme.paddingRight = 0;\n\t\tme.paddingBottom = 0;\n\n\t\t// Reset minSize\n\t\tme.minSize = {\n\t\t\twidth: 0,\n\t\t\theight: 0\n\t\t};\n\t},\n\tafterSetDimensions: noop$1,\n\n\t//\n\n\tbeforeBuildLabels: noop$1,\n\tbuildLabels: function() {\n\t\tvar me = this;\n\t\tvar labelOpts = me.options.labels || {};\n\t\tvar legendItems = helpers$1.callback(labelOpts.generateLabels, [me.chart], me) || [];\n\n\t\tif (labelOpts.filter) {\n\t\t\tlegendItems = legendItems.filter(function(item) {\n\t\t\t\treturn labelOpts.filter(item, me.chart.data);\n\t\t\t});\n\t\t}\n\n\t\tif (me.options.reverse) {\n\t\t\tlegendItems.reverse();\n\t\t}\n\n\t\tme.legendItems = legendItems;\n\t},\n\tafterBuildLabels: noop$1,\n\n\t//\n\n\tbeforeFit: noop$1,\n\tfit: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar labelOpts = opts.labels;\n\t\tvar display = opts.display;\n\n\t\tvar ctx = me.ctx;\n\n\t\tvar labelFont = helpers$1.options._parseFont(labelOpts);\n\t\tvar fontSize = labelFont.size;\n\n\t\t// Reset hit boxes\n\t\tvar hitboxes = me.legendHitBoxes = [];\n\n\t\tvar minSize = me.minSize;\n\t\tvar isHorizontal = me.isHorizontal();\n\n\t\tif (isHorizontal) {\n\t\t\tminSize.width = me.maxWidth; // fill all the width\n\t\t\tminSize.height = display ? 10 : 0;\n\t\t} else {\n\t\t\tminSize.width = display ? 10 : 0;\n\t\t\tminSize.height = me.maxHeight; // fill all the height\n\t\t}\n\n\t\t// Increase sizes here\n\t\tif (!display) {\n\t\t\tme.width = minSize.width = me.height = minSize.height = 0;\n\t\t\treturn;\n\t\t}\n\t\tctx.font = labelFont.string;\n\n\t\tif (isHorizontal) {\n\t\t\t// Labels\n\n\t\t\t// Width of each line of legend boxes. Labels wrap onto multiple lines when there are too many to fit on one\n\t\t\tvar lineWidths = me.lineWidths = [0];\n\t\t\tvar totalHeight = 0;\n\n\t\t\tctx.textAlign = 'left';\n\t\t\tctx.textBaseline = 'middle';\n\n\t\t\thelpers$1.each(me.legendItems, function(legendItem, i) {\n\t\t\t\tvar boxWidth = getBoxWidth(labelOpts, fontSize);\n\t\t\t\tvar width = boxWidth + (fontSize / 2) + ctx.measureText(legendItem.text).width;\n\n\t\t\t\tif (i === 0 || lineWidths[lineWidths.length - 1] + width + 2 * labelOpts.padding > minSize.width) {\n\t\t\t\t\ttotalHeight += fontSize + labelOpts.padding;\n\t\t\t\t\tlineWidths[lineWidths.length - (i > 0 ? 0 : 1)] = 0;\n\t\t\t\t}\n\n\t\t\t\t// Store the hitbox width and height here. Final position will be updated in `draw`\n\t\t\t\thitboxes[i] = {\n\t\t\t\t\tleft: 0,\n\t\t\t\t\ttop: 0,\n\t\t\t\t\twidth: width,\n\t\t\t\t\theight: fontSize\n\t\t\t\t};\n\n\t\t\t\tlineWidths[lineWidths.length - 1] += width + labelOpts.padding;\n\t\t\t});\n\n\t\t\tminSize.height += totalHeight;\n\n\t\t} else {\n\t\t\tvar vPadding = labelOpts.padding;\n\t\t\tvar columnWidths = me.columnWidths = [];\n\t\t\tvar columnHeights = me.columnHeights = [];\n\t\t\tvar totalWidth = labelOpts.padding;\n\t\t\tvar currentColWidth = 0;\n\t\t\tvar currentColHeight = 0;\n\n\t\t\thelpers$1.each(me.legendItems, function(legendItem, i) {\n\t\t\t\tvar boxWidth = getBoxWidth(labelOpts, fontSize);\n\t\t\t\tvar itemWidth = boxWidth + (fontSize / 2) + ctx.measureText(legendItem.text).width;\n\n\t\t\t\t// If too tall, go to new column\n\t\t\t\tif (i > 0 && currentColHeight + fontSize + 2 * vPadding > minSize.height) {\n\t\t\t\t\ttotalWidth += currentColWidth + labelOpts.padding;\n\t\t\t\t\tcolumnWidths.push(currentColWidth); // previous column width\n\t\t\t\t\tcolumnHeights.push(currentColHeight);\n\t\t\t\t\tcurrentColWidth = 0;\n\t\t\t\t\tcurrentColHeight = 0;\n\t\t\t\t}\n\n\t\t\t\t// Get max width\n\t\t\t\tcurrentColWidth = Math.max(currentColWidth, itemWidth);\n\t\t\t\tcurrentColHeight += fontSize + vPadding;\n\n\t\t\t\t// Store the hitbox width and height here. Final position will be updated in `draw`\n\t\t\t\thitboxes[i] = {\n\t\t\t\t\tleft: 0,\n\t\t\t\t\ttop: 0,\n\t\t\t\t\twidth: itemWidth,\n\t\t\t\t\theight: fontSize\n\t\t\t\t};\n\t\t\t});\n\n\t\t\ttotalWidth += currentColWidth;\n\t\t\tcolumnWidths.push(currentColWidth);\n\t\t\tcolumnHeights.push(currentColHeight);\n\t\t\tminSize.width += totalWidth;\n\t\t}\n\n\t\tme.width = minSize.width;\n\t\tme.height = minSize.height;\n\t},\n\tafterFit: noop$1,\n\n\t// Shared Methods\n\tisHorizontal: function() {\n\t\treturn this.options.position === 'top' || this.options.position === 'bottom';\n\t},\n\n\t// Actually draw the legend on the canvas\n\tdraw: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar labelOpts = opts.labels;\n\t\tvar globalDefaults = core_defaults.global;\n\t\tvar defaultColor = globalDefaults.defaultColor;\n\t\tvar lineDefault = globalDefaults.elements.line;\n\t\tvar legendHeight = me.height;\n\t\tvar columnHeights = me.columnHeights;\n\t\tvar legendWidth = me.width;\n\t\tvar lineWidths = me.lineWidths;\n\n\t\tif (!opts.display) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar rtlHelper = getRtlHelper$1(opts.rtl, me.left, me.minSize.width);\n\t\tvar ctx = me.ctx;\n\t\tvar fontColor = valueOrDefault$e(labelOpts.fontColor, globalDefaults.defaultFontColor);\n\t\tvar labelFont = helpers$1.options._parseFont(labelOpts);\n\t\tvar fontSize = labelFont.size;\n\t\tvar cursor;\n\n\t\t// Canvas setup\n\t\tctx.textAlign = rtlHelper.textAlign('left');\n\t\tctx.textBaseline = 'middle';\n\t\tctx.lineWidth = 0.5;\n\t\tctx.strokeStyle = fontColor; // for strikethrough effect\n\t\tctx.fillStyle = fontColor; // render in correct colour\n\t\tctx.font = labelFont.string;\n\n\t\tvar boxWidth = getBoxWidth(labelOpts, fontSize);\n\t\tvar hitboxes = me.legendHitBoxes;\n\n\t\t// current position\n\t\tvar drawLegendBox = function(x, y, legendItem) {\n\t\t\tif (isNaN(boxWidth) || boxWidth <= 0) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Set the ctx for the box\n\t\t\tctx.save();\n\n\t\t\tvar lineWidth = valueOrDefault$e(legendItem.lineWidth, lineDefault.borderWidth);\n\t\t\tctx.fillStyle = valueOrDefault$e(legendItem.fillStyle, defaultColor);\n\t\t\tctx.lineCap = valueOrDefault$e(legendItem.lineCap, lineDefault.borderCapStyle);\n\t\t\tctx.lineDashOffset = valueOrDefault$e(legendItem.lineDashOffset, lineDefault.borderDashOffset);\n\t\t\tctx.lineJoin = valueOrDefault$e(legendItem.lineJoin, lineDefault.borderJoinStyle);\n\t\t\tctx.lineWidth = lineWidth;\n\t\t\tctx.strokeStyle = valueOrDefault$e(legendItem.strokeStyle, defaultColor);\n\n\t\t\tif (ctx.setLineDash) {\n\t\t\t\t// IE 9 and 10 do not support line dash\n\t\t\t\tctx.setLineDash(valueOrDefault$e(legendItem.lineDash, lineDefault.borderDash));\n\t\t\t}\n\n\t\t\tif (labelOpts && labelOpts.usePointStyle) {\n\t\t\t\t// Recalculate x and y for drawPoint() because its expecting\n\t\t\t\t// x and y to be center of figure (instead of top left)\n\t\t\t\tvar radius = boxWidth * Math.SQRT2 / 2;\n\t\t\t\tvar centerX = rtlHelper.xPlus(x, boxWidth / 2);\n\t\t\t\tvar centerY = y + fontSize / 2;\n\n\t\t\t\t// Draw pointStyle as legend symbol\n\t\t\t\thelpers$1.canvas.drawPoint(ctx, legendItem.pointStyle, radius, centerX, centerY, legendItem.rotation);\n\t\t\t} else {\n\t\t\t\t// Draw box as legend symbol\n\t\t\t\tctx.fillRect(rtlHelper.leftForLtr(x, boxWidth), y, boxWidth, fontSize);\n\t\t\t\tif (lineWidth !== 0) {\n\t\t\t\t\tctx.strokeRect(rtlHelper.leftForLtr(x, boxWidth), y, boxWidth, fontSize);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tctx.restore();\n\t\t};\n\n\t\tvar fillText = function(x, y, legendItem, textWidth) {\n\t\t\tvar halfFontSize = fontSize / 2;\n\t\t\tvar xLeft = rtlHelper.xPlus(x, boxWidth + halfFontSize);\n\t\t\tvar yMiddle = y + halfFontSize;\n\n\t\t\tctx.fillText(legendItem.text, xLeft, yMiddle);\n\n\t\t\tif (legendItem.hidden) {\n\t\t\t\t// Strikethrough the text if hidden\n\t\t\t\tctx.beginPath();\n\t\t\t\tctx.lineWidth = 2;\n\t\t\t\tctx.moveTo(xLeft, yMiddle);\n\t\t\t\tctx.lineTo(rtlHelper.xPlus(xLeft, textWidth), yMiddle);\n\t\t\t\tctx.stroke();\n\t\t\t}\n\t\t};\n\n\t\tvar alignmentOffset = function(dimension, blockSize) {\n\t\t\tswitch (opts.align) {\n\t\t\tcase 'start':\n\t\t\t\treturn labelOpts.padding;\n\t\t\tcase 'end':\n\t\t\t\treturn dimension - blockSize;\n\t\t\tdefault: // center\n\t\t\t\treturn (dimension - blockSize + labelOpts.padding) / 2;\n\t\t\t}\n\t\t};\n\n\t\t// Horizontal\n\t\tvar isHorizontal = me.isHorizontal();\n\t\tif (isHorizontal) {\n\t\t\tcursor = {\n\t\t\t\tx: me.left + alignmentOffset(legendWidth, lineWidths[0]),\n\t\t\t\ty: me.top + labelOpts.padding,\n\t\t\t\tline: 0\n\t\t\t};\n\t\t} else {\n\t\t\tcursor = {\n\t\t\t\tx: me.left + labelOpts.padding,\n\t\t\t\ty: me.top + alignmentOffset(legendHeight, columnHeights[0]),\n\t\t\t\tline: 0\n\t\t\t};\n\t\t}\n\n\t\thelpers$1.rtl.overrideTextDirection(me.ctx, opts.textDirection);\n\n\t\tvar itemHeight = fontSize + labelOpts.padding;\n\t\thelpers$1.each(me.legendItems, function(legendItem, i) {\n\t\t\tvar textWidth = ctx.measureText(legendItem.text).width;\n\t\t\tvar width = boxWidth + (fontSize / 2) + textWidth;\n\t\t\tvar x = cursor.x;\n\t\t\tvar y = cursor.y;\n\n\t\t\trtlHelper.setWidth(me.minSize.width);\n\n\t\t\t// Use (me.left + me.minSize.width) and (me.top + me.minSize.height)\n\t\t\t// instead of me.right and me.bottom because me.width and me.height\n\t\t\t// may have been changed since me.minSize was calculated\n\t\t\tif (isHorizontal) {\n\t\t\t\tif (i > 0 && x + width + labelOpts.padding > me.left + me.minSize.width) {\n\t\t\t\t\ty = cursor.y += itemHeight;\n\t\t\t\t\tcursor.line++;\n\t\t\t\t\tx = cursor.x = me.left + alignmentOffset(legendWidth, lineWidths[cursor.line]);\n\t\t\t\t}\n\t\t\t} else if (i > 0 && y + itemHeight > me.top + me.minSize.height) {\n\t\t\t\tx = cursor.x = x + me.columnWidths[cursor.line] + labelOpts.padding;\n\t\t\t\tcursor.line++;\n\t\t\t\ty = cursor.y = me.top + alignmentOffset(legendHeight, columnHeights[cursor.line]);\n\t\t\t}\n\n\t\t\tvar realX = rtlHelper.x(x);\n\n\t\t\tdrawLegendBox(realX, y, legendItem);\n\n\t\t\thitboxes[i].left = rtlHelper.leftForLtr(realX, hitboxes[i].width);\n\t\t\thitboxes[i].top = y;\n\n\t\t\t// Fill the actual label\n\t\t\tfillText(realX, y, legendItem, textWidth);\n\n\t\t\tif (isHorizontal) {\n\t\t\t\tcursor.x += width + labelOpts.padding;\n\t\t\t} else {\n\t\t\t\tcursor.y += itemHeight;\n\t\t\t}\n\t\t});\n\n\t\thelpers$1.rtl.restoreTextDirection(me.ctx, opts.textDirection);\n\t},\n\n\t/**\n\t * @private\n\t */\n\t_getLegendItemAt: function(x, y) {\n\t\tvar me = this;\n\t\tvar i, hitBox, lh;\n\n\t\tif (x >= me.left && x <= me.right && y >= me.top && y <= me.bottom) {\n\t\t\t// See if we are touching one of the dataset boxes\n\t\t\tlh = me.legendHitBoxes;\n\t\t\tfor (i = 0; i < lh.length; ++i) {\n\t\t\t\thitBox = lh[i];\n\n\t\t\t\tif (x >= hitBox.left && x <= hitBox.left + hitBox.width && y >= hitBox.top && y <= hitBox.top + hitBox.height) {\n\t\t\t\t\t// Touching an element\n\t\t\t\t\treturn me.legendItems[i];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn null;\n\t},\n\n\t/**\n\t * Handle an event\n\t * @private\n\t * @param {IEvent} event - The event to handle\n\t */\n\thandleEvent: function(e) {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar type = e.type === 'mouseup' ? 'click' : e.type;\n\t\tvar hoveredItem;\n\n\t\tif (type === 'mousemove') {\n\t\t\tif (!opts.onHover && !opts.onLeave) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t} else if (type === 'click') {\n\t\t\tif (!opts.onClick) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t} else {\n\t\t\treturn;\n\t\t}\n\n\t\t// Chart event already has relative position in it\n\t\thoveredItem = me._getLegendItemAt(e.x, e.y);\n\n\t\tif (type === 'click') {\n\t\t\tif (hoveredItem && opts.onClick) {\n\t\t\t\t// use e.native for backwards compatibility\n\t\t\t\topts.onClick.call(me, e.native, hoveredItem);\n\t\t\t}\n\t\t} else {\n\t\t\tif (opts.onLeave && hoveredItem !== me._hoveredItem) {\n\t\t\t\tif (me._hoveredItem) {\n\t\t\t\t\topts.onLeave.call(me, e.native, me._hoveredItem);\n\t\t\t\t}\n\t\t\t\tme._hoveredItem = hoveredItem;\n\t\t\t}\n\n\t\t\tif (opts.onHover && hoveredItem) {\n\t\t\t\t// use e.native for backwards compatibility\n\t\t\t\topts.onHover.call(me, e.native, hoveredItem);\n\t\t\t}\n\t\t}\n\t}\n});\n\nfunction createNewLegendAndAttach(chart, legendOpts) {\n\tvar legend = new Legend({\n\t\tctx: chart.ctx,\n\t\toptions: legendOpts,\n\t\tchart: chart\n\t});\n\n\tcore_layouts.configure(chart, legend, legendOpts);\n\tcore_layouts.addBox(chart, legend);\n\tchart.legend = legend;\n}\n\nvar plugin_legend = {\n\tid: 'legend',\n\n\t/**\n\t * Backward compatibility: since 2.1.5, the legend is registered as a plugin, making\n\t * Chart.Legend obsolete. To avoid a breaking change, we export the Legend as part of\n\t * the plugin, which one will be re-exposed in the chart.js file.\n\t * https://github.com/chartjs/Chart.js/pull/2640\n\t * @private\n\t */\n\t_element: Legend,\n\n\tbeforeInit: function(chart) {\n\t\tvar legendOpts = chart.options.legend;\n\n\t\tif (legendOpts) {\n\t\t\tcreateNewLegendAndAttach(chart, legendOpts);\n\t\t}\n\t},\n\n\tbeforeUpdate: function(chart) {\n\t\tvar legendOpts = chart.options.legend;\n\t\tvar legend = chart.legend;\n\n\t\tif (legendOpts) {\n\t\t\thelpers$1.mergeIf(legendOpts, core_defaults.global.legend);\n\n\t\t\tif (legend) {\n\t\t\t\tcore_layouts.configure(chart, legend, legendOpts);\n\t\t\t\tlegend.options = legendOpts;\n\t\t\t} else {\n\t\t\t\tcreateNewLegendAndAttach(chart, legendOpts);\n\t\t\t}\n\t\t} else if (legend) {\n\t\t\tcore_layouts.removeBox(chart, legend);\n\t\t\tdelete chart.legend;\n\t\t}\n\t},\n\n\tafterEvent: function(chart, e) {\n\t\tvar legend = chart.legend;\n\t\tif (legend) {\n\t\t\tlegend.handleEvent(e);\n\t\t}\n\t}\n};\n\nvar noop$2 = helpers$1.noop;\n\ncore_defaults._set('global', {\n\ttitle: {\n\t\tdisplay: false,\n\t\tfontStyle: 'bold',\n\t\tfullWidth: true,\n\t\tpadding: 10,\n\t\tposition: 'top',\n\t\ttext: '',\n\t\tweight: 2000         // by default greater than legend (1000) to be above\n\t}\n});\n\n/**\n * IMPORTANT: this class is exposed publicly as Chart.Legend, backward compatibility required!\n */\nvar Title = core_element.extend({\n\tinitialize: function(config) {\n\t\tvar me = this;\n\t\thelpers$1.extend(me, config);\n\n\t\t// Contains hit boxes for each dataset (in dataset order)\n\t\tme.legendHitBoxes = [];\n\t},\n\n\t// These methods are ordered by lifecycle. Utilities then follow.\n\n\tbeforeUpdate: noop$2,\n\tupdate: function(maxWidth, maxHeight, margins) {\n\t\tvar me = this;\n\n\t\t// Update Lifecycle - Probably don't want to ever extend or overwrite this function ;)\n\t\tme.beforeUpdate();\n\n\t\t// Absorb the master measurements\n\t\tme.maxWidth = maxWidth;\n\t\tme.maxHeight = maxHeight;\n\t\tme.margins = margins;\n\n\t\t// Dimensions\n\t\tme.beforeSetDimensions();\n\t\tme.setDimensions();\n\t\tme.afterSetDimensions();\n\t\t// Labels\n\t\tme.beforeBuildLabels();\n\t\tme.buildLabels();\n\t\tme.afterBuildLabels();\n\n\t\t// Fit\n\t\tme.beforeFit();\n\t\tme.fit();\n\t\tme.afterFit();\n\t\t//\n\t\tme.afterUpdate();\n\n\t\treturn me.minSize;\n\n\t},\n\tafterUpdate: noop$2,\n\n\t//\n\n\tbeforeSetDimensions: noop$2,\n\tsetDimensions: function() {\n\t\tvar me = this;\n\t\t// Set the unconstrained dimension before label rotation\n\t\tif (me.isHorizontal()) {\n\t\t\t// Reset position before calculating rotation\n\t\t\tme.width = me.maxWidth;\n\t\t\tme.left = 0;\n\t\t\tme.right = me.width;\n\t\t} else {\n\t\t\tme.height = me.maxHeight;\n\n\t\t\t// Reset position before calculating rotation\n\t\t\tme.top = 0;\n\t\t\tme.bottom = me.height;\n\t\t}\n\n\t\t// Reset padding\n\t\tme.paddingLeft = 0;\n\t\tme.paddingTop = 0;\n\t\tme.paddingRight = 0;\n\t\tme.paddingBottom = 0;\n\n\t\t// Reset minSize\n\t\tme.minSize = {\n\t\t\twidth: 0,\n\t\t\theight: 0\n\t\t};\n\t},\n\tafterSetDimensions: noop$2,\n\n\t//\n\n\tbeforeBuildLabels: noop$2,\n\tbuildLabels: noop$2,\n\tafterBuildLabels: noop$2,\n\n\t//\n\n\tbeforeFit: noop$2,\n\tfit: function() {\n\t\tvar me = this;\n\t\tvar opts = me.options;\n\t\tvar minSize = me.minSize = {};\n\t\tvar isHorizontal = me.isHorizontal();\n\t\tvar lineCount, textSize;\n\n\t\tif (!opts.display) {\n\t\t\tme.width = minSize.width = me.height = minSize.height = 0;\n\t\t\treturn;\n\t\t}\n\n\t\tlineCount = helpers$1.isArray(opts.text) ? opts.text.length : 1;\n\t\ttextSize = lineCount * helpers$1.options._parseFont(opts).lineHeight + opts.padding * 2;\n\n\t\tme.width = minSize.width = isHorizontal ? me.maxWidth : textSize;\n\t\tme.height = minSize.height = isHorizontal ? textSize : me.maxHeight;\n\t},\n\tafterFit: noop$2,\n\n\t// Shared Methods\n\tisHorizontal: function() {\n\t\tvar pos = this.options.position;\n\t\treturn pos === 'top' || pos === 'bottom';\n\t},\n\n\t// Actually draw the title block on the canvas\n\tdraw: function() {\n\t\tvar me = this;\n\t\tvar ctx = me.ctx;\n\t\tvar opts = me.options;\n\n\t\tif (!opts.display) {\n\t\t\treturn;\n\t\t}\n\n\t\tvar fontOpts = helpers$1.options._parseFont(opts);\n\t\tvar lineHeight = fontOpts.lineHeight;\n\t\tvar offset = lineHeight / 2 + opts.padding;\n\t\tvar rotation = 0;\n\t\tvar top = me.top;\n\t\tvar left = me.left;\n\t\tvar bottom = me.bottom;\n\t\tvar right = me.right;\n\t\tvar maxWidth, titleX, titleY;\n\n\t\tctx.fillStyle = helpers$1.valueOrDefault(opts.fontColor, core_defaults.global.defaultFontColor); // render in correct colour\n\t\tctx.font = fontOpts.string;\n\n\t\t// Horizontal\n\t\tif (me.isHorizontal()) {\n\t\t\ttitleX = left + ((right - left) / 2); // midpoint of the width\n\t\t\ttitleY = top + offset;\n\t\t\tmaxWidth = right - left;\n\t\t} else {\n\t\t\ttitleX = opts.position === 'left' ? left + offset : right - offset;\n\t\t\ttitleY = top + ((bottom - top) / 2);\n\t\t\tmaxWidth = bottom - top;\n\t\t\trotation = Math.PI * (opts.position === 'left' ? -0.5 : 0.5);\n\t\t}\n\n\t\tctx.save();\n\t\tctx.translate(titleX, titleY);\n\t\tctx.rotate(rotation);\n\t\tctx.textAlign = 'center';\n\t\tctx.textBaseline = 'middle';\n\n\t\tvar text = opts.text;\n\t\tif (helpers$1.isArray(text)) {\n\t\t\tvar y = 0;\n\t\t\tfor (var i = 0; i < text.length; ++i) {\n\t\t\t\tctx.fillText(text[i], 0, y, maxWidth);\n\t\t\t\ty += lineHeight;\n\t\t\t}\n\t\t} else {\n\t\t\tctx.fillText(text, 0, 0, maxWidth);\n\t\t}\n\n\t\tctx.restore();\n\t}\n});\n\nfunction createNewTitleBlockAndAttach(chart, titleOpts) {\n\tvar title = new Title({\n\t\tctx: chart.ctx,\n\t\toptions: titleOpts,\n\t\tchart: chart\n\t});\n\n\tcore_layouts.configure(chart, title, titleOpts);\n\tcore_layouts.addBox(chart, title);\n\tchart.titleBlock = title;\n}\n\nvar plugin_title = {\n\tid: 'title',\n\n\t/**\n\t * Backward compatibility: since 2.1.5, the title is registered as a plugin, making\n\t * Chart.Title obsolete. To avoid a breaking change, we export the Title as part of\n\t * the plugin, which one will be re-exposed in the chart.js file.\n\t * https://github.com/chartjs/Chart.js/pull/2640\n\t * @private\n\t */\n\t_element: Title,\n\n\tbeforeInit: function(chart) {\n\t\tvar titleOpts = chart.options.title;\n\n\t\tif (titleOpts) {\n\t\t\tcreateNewTitleBlockAndAttach(chart, titleOpts);\n\t\t}\n\t},\n\n\tbeforeUpdate: function(chart) {\n\t\tvar titleOpts = chart.options.title;\n\t\tvar titleBlock = chart.titleBlock;\n\n\t\tif (titleOpts) {\n\t\t\thelpers$1.mergeIf(titleOpts, core_defaults.global.title);\n\n\t\t\tif (titleBlock) {\n\t\t\t\tcore_layouts.configure(chart, titleBlock, titleOpts);\n\t\t\t\ttitleBlock.options = titleOpts;\n\t\t\t} else {\n\t\t\t\tcreateNewTitleBlockAndAttach(chart, titleOpts);\n\t\t\t}\n\t\t} else if (titleBlock) {\n\t\t\tcore_layouts.removeBox(chart, titleBlock);\n\t\t\tdelete chart.titleBlock;\n\t\t}\n\t}\n};\n\nvar plugins = {};\nvar filler = plugin_filler;\nvar legend = plugin_legend;\nvar title = plugin_title;\nplugins.filler = filler;\nplugins.legend = legend;\nplugins.title = title;\n\n/**\n * @namespace Chart\n */\n\n\ncore_controller.helpers = helpers$1;\n\n// @todo dispatch these helpers into appropriated helpers/helpers.* file and write unit tests!\ncore_helpers();\n\ncore_controller._adapters = core_adapters;\ncore_controller.Animation = core_animation;\ncore_controller.animationService = core_animations;\ncore_controller.controllers = controllers;\ncore_controller.DatasetController = core_datasetController;\ncore_controller.defaults = core_defaults;\ncore_controller.Element = core_element;\ncore_controller.elements = elements;\ncore_controller.Interaction = core_interaction;\ncore_controller.layouts = core_layouts;\ncore_controller.platform = platform;\ncore_controller.plugins = core_plugins;\ncore_controller.Scale = core_scale;\ncore_controller.scaleService = core_scaleService;\ncore_controller.Ticks = core_ticks;\ncore_controller.Tooltip = core_tooltip;\n\n// Register built-in scales\n\ncore_controller.helpers.each(scales, function(scale, type) {\n\tcore_controller.scaleService.registerScaleType(type, scale, scale._defaults);\n});\n\n// Load to register built-in adapters (as side effects)\n\n\n// Loading built-in plugins\n\nfor (var k in plugins) {\n\tif (plugins.hasOwnProperty(k)) {\n\t\tcore_controller.plugins.register(plugins[k]);\n\t}\n}\n\ncore_controller.platform.initialize();\n\nvar src = core_controller;\nif (typeof window !== 'undefined') {\n\twindow.Chart = core_controller;\n}\n\n// DEPRECATIONS\n\n/**\n * Provided for backward compatibility, not available anymore\n * @namespace Chart.Chart\n * @deprecated since version 2.8.0\n * @todo remove at version 3\n * @private\n */\ncore_controller.Chart = core_controller;\n\n/**\n * Provided for backward compatibility, not available anymore\n * @namespace Chart.Legend\n * @deprecated since version 2.1.5\n * @todo remove at version 3\n * @private\n */\ncore_controller.Legend = plugins.legend._element;\n\n/**\n * Provided for backward compatibility, not available anymore\n * @namespace Chart.Title\n * @deprecated since version 2.1.5\n * @todo remove at version 3\n * @private\n */\ncore_controller.Title = plugins.title._element;\n\n/**\n * Provided for backward compatibility, use Chart.plugins instead\n * @namespace Chart.pluginService\n * @deprecated since version 2.1.5\n * @todo remove at version 3\n * @private\n */\ncore_controller.pluginService = core_controller.plugins;\n\n/**\n * Provided for backward compatibility, inheriting from Chart.PlugingBase has no\n * effect, instead simply create/register plugins via plain JavaScript objects.\n * @interface Chart.PluginBase\n * @deprecated since version 2.5.0\n * @todo remove at version 3\n * @private\n */\ncore_controller.PluginBase = core_controller.Element.extend({});\n\n/**\n * Provided for backward compatibility, use Chart.helpers.canvas instead.\n * @namespace Chart.canvasHelpers\n * @deprecated since version 2.6.0\n * @todo remove at version 3\n * @private\n */\ncore_controller.canvasHelpers = core_controller.helpers.canvas;\n\n/**\n * Provided for backward compatibility, use Chart.layouts instead.\n * @namespace Chart.layoutService\n * @deprecated since version 2.7.3\n * @todo remove at version 3\n * @private\n */\ncore_controller.layoutService = core_controller.layouts;\n\n/**\n * Provided for backward compatibility, not available anymore.\n * @namespace Chart.LinearScaleBase\n * @deprecated since version 2.8\n * @todo remove at version 3\n * @private\n */\ncore_controller.LinearScaleBase = scale_linearbase;\n\n/**\n * Provided for backward compatibility, instead we should create a new Chart\n * by setting the type in the config (`new Chart(id, {type: '{chart-type}'}`).\n * @deprecated since version 2.8.0\n * @todo remove at version 3\n */\ncore_controller.helpers.each(\n\t[\n\t\t'Bar',\n\t\t'Bubble',\n\t\t'Doughnut',\n\t\t'Line',\n\t\t'PolarArea',\n\t\t'Radar',\n\t\t'Scatter'\n\t],\n\tfunction(klass) {\n\t\tcore_controller[klass] = function(ctx, cfg) {\n\t\t\treturn new core_controller(ctx, core_controller.helpers.merge(cfg || {}, {\n\t\t\t\ttype: klass.charAt(0).toLowerCase() + klass.slice(1)\n\t\t\t}));\n\t\t};\n\t}\n);\n\nreturn src;\n\n})));\n\n}","/* globals Ember, require */\n\n(function() {\n  var _Ember;\n  var id = 0;\n  var dateKey = new Date().getTime();\n\n  if (typeof Ember !== 'undefined') {\n    _Ember = Ember;\n  } else {\n    _Ember = require('ember').default;\n  }\n\n  function symbol() {\n    return '__ember' + dateKey + id++;\n  }\n\n  function UNDEFINED() {}\n\n  function FakeWeakMap(iterable) {\n    this._id = symbol();\n\n    if (iterable === null || iterable === undefined) {\n      return;\n    } else if (Array.isArray(iterable)) {\n      for (var i = 0; i < iterable.length; i++) {\n        var key = iterable[i][0];\n        var value = iterable[i][1];\n        this.set(key, value);\n      }\n    } else {\n      throw new TypeError('The weak map constructor polyfill only supports an array argument');\n    }\n  }\n\n  if (!_Ember.WeakMap) {\n    var meta = _Ember.meta;\n    var metaKey = symbol();\n\n    /*\n     * @method get\n     * @param key {Object}\n     * @return {*} stored value\n     */\n    FakeWeakMap.prototype.get = function(obj) {\n      var metaInfo = meta(obj);\n      var metaObject = metaInfo[metaKey];\n\n      if (metaInfo && metaObject) {\n        if (metaObject[this._id] === UNDEFINED) {\n          return undefined;\n        }\n\n        return metaObject[this._id];\n      }\n    }\n\n    /*\n     * @method set\n     * @param key {Object}\n     * @param value {Any}\n     * @return {Any} stored value\n     */\n    FakeWeakMap.prototype.set = function(obj, value) {\n      var type = typeof obj;\n\n      if (!obj || (type !== 'object' && type !== 'function')) {\n        throw new TypeError('Invalid value used as weak map key');\n      }\n\n      var metaInfo = meta(obj);\n      if (value === undefined) {\n        value = UNDEFINED;\n      }\n\n      if (!metaInfo[metaKey]) {\n        metaInfo[metaKey] = {};\n      }\n\n      metaInfo[metaKey][this._id] = value;\n      return this;\n    }\n\n    /*\n     * @method has\n     * @param key {Object}\n     * @return {Boolean} if the key exists\n     */\n    FakeWeakMap.prototype.has = function(obj) {\n      var metaInfo   = meta(obj);\n      var metaObject = metaInfo[metaKey];\n\n      return (metaObject && metaObject[this._id] !== undefined);\n    }\n\n    /*\n     * @method delete\n     * @param key {Object}\n     */\n    FakeWeakMap.prototype.delete = function(obj) {\n      var metaInfo = meta(obj);\n\n      if (this.has(obj)) {\n        delete metaInfo[metaKey][this._id];\n\n        return true;\n      }\n\n      return false;\n    }\n\n    if (typeof WeakMap === 'function' && typeof window !== 'undefined' && window.OVERRIDE_WEAKMAP !== true) {\n      _Ember.WeakMap = WeakMap;\n    } else {\n      _Ember.WeakMap = FakeWeakMap;\n    }\n  }\n})();\n","if (typeof FastBoot === 'undefined') {\n/*!\n * Bootstrap v3.4.1 (https://getbootstrap.com/)\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under the MIT license\n */\n\nif (typeof jQuery === 'undefined') {\n  throw new Error('Bootstrap\\'s JavaScript requires jQuery')\n}\n\n+function ($) {\n  'use strict';\n  var version = $.fn.jquery.split(' ')[0].split('.')\n  if ((version[0] < 2 && version[1] < 9) || (version[0] == 1 && version[1] == 9 && version[2] < 1) || (version[0] > 3)) {\n    throw new Error('Bootstrap\\'s JavaScript requires jQuery version 1.9.1 or higher, but lower than version 4')\n  }\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: transition.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#transitions\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // CSS TRANSITION SUPPORT (Shoutout: https://modernizr.com/)\n  // ============================================================\n\n  function transitionEnd() {\n    var el = document.createElement('bootstrap')\n\n    var transEndEventNames = {\n      WebkitTransition : 'webkitTransitionEnd',\n      MozTransition    : 'transitionend',\n      OTransition      : 'oTransitionEnd otransitionend',\n      transition       : 'transitionend'\n    }\n\n    for (var name in transEndEventNames) {\n      if (el.style[name] !== undefined) {\n        return { end: transEndEventNames[name] }\n      }\n    }\n\n    return false // explicit for ie8 (  ._.)\n  }\n\n  // https://blog.alexmaccaw.com/css-transitions\n  $.fn.emulateTransitionEnd = function (duration) {\n    var called = false\n    var $el = this\n    $(this).one('bsTransitionEnd', function () { called = true })\n    var callback = function () { if (!called) $($el).trigger($.support.transition.end) }\n    setTimeout(callback, duration)\n    return this\n  }\n\n  $(function () {\n    $.support.transition = transitionEnd()\n\n    if (!$.support.transition) return\n\n    $.event.special.bsTransitionEnd = {\n      bindType: $.support.transition.end,\n      delegateType: $.support.transition.end,\n      handle: function (e) {\n        if ($(e.target).is(this)) return e.handleObj.handler.apply(this, arguments)\n      }\n    }\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: alert.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#alerts\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // ALERT CLASS DEFINITION\n  // ======================\n\n  var dismiss = '[data-dismiss=\"alert\"]'\n  var Alert   = function (el) {\n    $(el).on('click', dismiss, this.close)\n  }\n\n  Alert.VERSION = '3.4.1'\n\n  Alert.TRANSITION_DURATION = 150\n\n  Alert.prototype.close = function (e) {\n    var $this    = $(this)\n    var selector = $this.attr('data-target')\n\n    if (!selector) {\n      selector = $this.attr('href')\n      selector = selector && selector.replace(/.*(?=#[^\\s]*$)/, '') // strip for ie7\n    }\n\n    selector    = selector === '#' ? [] : selector\n    var $parent = $(document).find(selector)\n\n    if (e) e.preventDefault()\n\n    if (!$parent.length) {\n      $parent = $this.closest('.alert')\n    }\n\n    $parent.trigger(e = $.Event('close.bs.alert'))\n\n    if (e.isDefaultPrevented()) return\n\n    $parent.removeClass('in')\n\n    function removeElement() {\n      // detach from parent, fire event then clean up data\n      $parent.detach().trigger('closed.bs.alert').remove()\n    }\n\n    $.support.transition && $parent.hasClass('fade') ?\n      $parent\n        .one('bsTransitionEnd', removeElement)\n        .emulateTransitionEnd(Alert.TRANSITION_DURATION) :\n      removeElement()\n  }\n\n\n  // ALERT PLUGIN DEFINITION\n  // =======================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this = $(this)\n      var data  = $this.data('bs.alert')\n\n      if (!data) $this.data('bs.alert', (data = new Alert(this)))\n      if (typeof option == 'string') data[option].call($this)\n    })\n  }\n\n  var old = $.fn.alert\n\n  $.fn.alert             = Plugin\n  $.fn.alert.Constructor = Alert\n\n\n  // ALERT NO CONFLICT\n  // =================\n\n  $.fn.alert.noConflict = function () {\n    $.fn.alert = old\n    return this\n  }\n\n\n  // ALERT DATA-API\n  // ==============\n\n  $(document).on('click.bs.alert.data-api', dismiss, Alert.prototype.close)\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: button.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#buttons\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // BUTTON PUBLIC CLASS DEFINITION\n  // ==============================\n\n  var Button = function (element, options) {\n    this.$element  = $(element)\n    this.options   = $.extend({}, Button.DEFAULTS, options)\n    this.isLoading = false\n  }\n\n  Button.VERSION  = '3.4.1'\n\n  Button.DEFAULTS = {\n    loadingText: 'loading...'\n  }\n\n  Button.prototype.setState = function (state) {\n    var d    = 'disabled'\n    var $el  = this.$element\n    var val  = $el.is('input') ? 'val' : 'html'\n    var data = $el.data()\n\n    state += 'Text'\n\n    if (data.resetText == null) $el.data('resetText', $el[val]())\n\n    // push to event loop to allow forms to submit\n    setTimeout($.proxy(function () {\n      $el[val](data[state] == null ? this.options[state] : data[state])\n\n      if (state == 'loadingText') {\n        this.isLoading = true\n        $el.addClass(d).attr(d, d).prop(d, true)\n      } else if (this.isLoading) {\n        this.isLoading = false\n        $el.removeClass(d).removeAttr(d).prop(d, false)\n      }\n    }, this), 0)\n  }\n\n  Button.prototype.toggle = function () {\n    var changed = true\n    var $parent = this.$element.closest('[data-toggle=\"buttons\"]')\n\n    if ($parent.length) {\n      var $input = this.$element.find('input')\n      if ($input.prop('type') == 'radio') {\n        if ($input.prop('checked')) changed = false\n        $parent.find('.active').removeClass('active')\n        this.$element.addClass('active')\n      } else if ($input.prop('type') == 'checkbox') {\n        if (($input.prop('checked')) !== this.$element.hasClass('active')) changed = false\n        this.$element.toggleClass('active')\n      }\n      $input.prop('checked', this.$element.hasClass('active'))\n      if (changed) $input.trigger('change')\n    } else {\n      this.$element.attr('aria-pressed', !this.$element.hasClass('active'))\n      this.$element.toggleClass('active')\n    }\n  }\n\n\n  // BUTTON PLUGIN DEFINITION\n  // ========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.button')\n      var options = typeof option == 'object' && option\n\n      if (!data) $this.data('bs.button', (data = new Button(this, options)))\n\n      if (option == 'toggle') data.toggle()\n      else if (option) data.setState(option)\n    })\n  }\n\n  var old = $.fn.button\n\n  $.fn.button             = Plugin\n  $.fn.button.Constructor = Button\n\n\n  // BUTTON NO CONFLICT\n  // ==================\n\n  $.fn.button.noConflict = function () {\n    $.fn.button = old\n    return this\n  }\n\n\n  // BUTTON DATA-API\n  // ===============\n\n  $(document)\n    .on('click.bs.button.data-api', '[data-toggle^=\"button\"]', function (e) {\n      var $btn = $(e.target).closest('.btn')\n      Plugin.call($btn, 'toggle')\n      if (!($(e.target).is('input[type=\"radio\"], input[type=\"checkbox\"]'))) {\n        // Prevent double click on radios, and the double selections (so cancellation) on checkboxes\n        e.preventDefault()\n        // The target component still receive the focus\n        if ($btn.is('input,button')) $btn.trigger('focus')\n        else $btn.find('input:visible,button:visible').first().trigger('focus')\n      }\n    })\n    .on('focus.bs.button.data-api blur.bs.button.data-api', '[data-toggle^=\"button\"]', function (e) {\n      $(e.target).closest('.btn').toggleClass('focus', /^focus(in)?$/.test(e.type))\n    })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: carousel.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#carousel\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // CAROUSEL CLASS DEFINITION\n  // =========================\n\n  var Carousel = function (element, options) {\n    this.$element    = $(element)\n    this.$indicators = this.$element.find('.carousel-indicators')\n    this.options     = options\n    this.paused      = null\n    this.sliding     = null\n    this.interval    = null\n    this.$active     = null\n    this.$items      = null\n\n    this.options.keyboard && this.$element.on('keydown.bs.carousel', $.proxy(this.keydown, this))\n\n    this.options.pause == 'hover' && !('ontouchstart' in document.documentElement) && this.$element\n      .on('mouseenter.bs.carousel', $.proxy(this.pause, this))\n      .on('mouseleave.bs.carousel', $.proxy(this.cycle, this))\n  }\n\n  Carousel.VERSION  = '3.4.1'\n\n  Carousel.TRANSITION_DURATION = 600\n\n  Carousel.DEFAULTS = {\n    interval: 5000,\n    pause: 'hover',\n    wrap: true,\n    keyboard: true\n  }\n\n  Carousel.prototype.keydown = function (e) {\n    if (/input|textarea/i.test(e.target.tagName)) return\n    switch (e.which) {\n      case 37: this.prev(); break\n      case 39: this.next(); break\n      default: return\n    }\n\n    e.preventDefault()\n  }\n\n  Carousel.prototype.cycle = function (e) {\n    e || (this.paused = false)\n\n    this.interval && clearInterval(this.interval)\n\n    this.options.interval\n      && !this.paused\n      && (this.interval = setInterval($.proxy(this.next, this), this.options.interval))\n\n    return this\n  }\n\n  Carousel.prototype.getItemIndex = function (item) {\n    this.$items = item.parent().children('.item')\n    return this.$items.index(item || this.$active)\n  }\n\n  Carousel.prototype.getItemForDirection = function (direction, active) {\n    var activeIndex = this.getItemIndex(active)\n    var willWrap = (direction == 'prev' && activeIndex === 0)\n                || (direction == 'next' && activeIndex == (this.$items.length - 1))\n    if (willWrap && !this.options.wrap) return active\n    var delta = direction == 'prev' ? -1 : 1\n    var itemIndex = (activeIndex + delta) % this.$items.length\n    return this.$items.eq(itemIndex)\n  }\n\n  Carousel.prototype.to = function (pos) {\n    var that        = this\n    var activeIndex = this.getItemIndex(this.$active = this.$element.find('.item.active'))\n\n    if (pos > (this.$items.length - 1) || pos < 0) return\n\n    if (this.sliding)       return this.$element.one('slid.bs.carousel', function () { that.to(pos) }) // yes, \"slid\"\n    if (activeIndex == pos) return this.pause().cycle()\n\n    return this.slide(pos > activeIndex ? 'next' : 'prev', this.$items.eq(pos))\n  }\n\n  Carousel.prototype.pause = function (e) {\n    e || (this.paused = true)\n\n    if (this.$element.find('.next, .prev').length && $.support.transition) {\n      this.$element.trigger($.support.transition.end)\n      this.cycle(true)\n    }\n\n    this.interval = clearInterval(this.interval)\n\n    return this\n  }\n\n  Carousel.prototype.next = function () {\n    if (this.sliding) return\n    return this.slide('next')\n  }\n\n  Carousel.prototype.prev = function () {\n    if (this.sliding) return\n    return this.slide('prev')\n  }\n\n  Carousel.prototype.slide = function (type, next) {\n    var $active   = this.$element.find('.item.active')\n    var $next     = next || this.getItemForDirection(type, $active)\n    var isCycling = this.interval\n    var direction = type == 'next' ? 'left' : 'right'\n    var that      = this\n\n    if ($next.hasClass('active')) return (this.sliding = false)\n\n    var relatedTarget = $next[0]\n    var slideEvent = $.Event('slide.bs.carousel', {\n      relatedTarget: relatedTarget,\n      direction: direction\n    })\n    this.$element.trigger(slideEvent)\n    if (slideEvent.isDefaultPrevented()) return\n\n    this.sliding = true\n\n    isCycling && this.pause()\n\n    if (this.$indicators.length) {\n      this.$indicators.find('.active').removeClass('active')\n      var $nextIndicator = $(this.$indicators.children()[this.getItemIndex($next)])\n      $nextIndicator && $nextIndicator.addClass('active')\n    }\n\n    var slidEvent = $.Event('slid.bs.carousel', { relatedTarget: relatedTarget, direction: direction }) // yes, \"slid\"\n    if ($.support.transition && this.$element.hasClass('slide')) {\n      $next.addClass(type)\n      if (typeof $next === 'object' && $next.length) {\n        $next[0].offsetWidth // force reflow\n      }\n      $active.addClass(direction)\n      $next.addClass(direction)\n      $active\n        .one('bsTransitionEnd', function () {\n          $next.removeClass([type, direction].join(' ')).addClass('active')\n          $active.removeClass(['active', direction].join(' '))\n          that.sliding = false\n          setTimeout(function () {\n            that.$element.trigger(slidEvent)\n          }, 0)\n        })\n        .emulateTransitionEnd(Carousel.TRANSITION_DURATION)\n    } else {\n      $active.removeClass('active')\n      $next.addClass('active')\n      this.sliding = false\n      this.$element.trigger(slidEvent)\n    }\n\n    isCycling && this.cycle()\n\n    return this\n  }\n\n\n  // CAROUSEL PLUGIN DEFINITION\n  // ==========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.carousel')\n      var options = $.extend({}, Carousel.DEFAULTS, $this.data(), typeof option == 'object' && option)\n      var action  = typeof option == 'string' ? option : options.slide\n\n      if (!data) $this.data('bs.carousel', (data = new Carousel(this, options)))\n      if (typeof option == 'number') data.to(option)\n      else if (action) data[action]()\n      else if (options.interval) data.pause().cycle()\n    })\n  }\n\n  var old = $.fn.carousel\n\n  $.fn.carousel             = Plugin\n  $.fn.carousel.Constructor = Carousel\n\n\n  // CAROUSEL NO CONFLICT\n  // ====================\n\n  $.fn.carousel.noConflict = function () {\n    $.fn.carousel = old\n    return this\n  }\n\n\n  // CAROUSEL DATA-API\n  // =================\n\n  var clickHandler = function (e) {\n    var $this   = $(this)\n    var href    = $this.attr('href')\n    if (href) {\n      href = href.replace(/.*(?=#[^\\s]+$)/, '') // strip for ie7\n    }\n\n    var target  = $this.attr('data-target') || href\n    var $target = $(document).find(target)\n\n    if (!$target.hasClass('carousel')) return\n\n    var options = $.extend({}, $target.data(), $this.data())\n    var slideIndex = $this.attr('data-slide-to')\n    if (slideIndex) options.interval = false\n\n    Plugin.call($target, options)\n\n    if (slideIndex) {\n      $target.data('bs.carousel').to(slideIndex)\n    }\n\n    e.preventDefault()\n  }\n\n  $(document)\n    .on('click.bs.carousel.data-api', '[data-slide]', clickHandler)\n    .on('click.bs.carousel.data-api', '[data-slide-to]', clickHandler)\n\n  $(window).on('load', function () {\n    $('[data-ride=\"carousel\"]').each(function () {\n      var $carousel = $(this)\n      Plugin.call($carousel, $carousel.data())\n    })\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: collapse.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#collapse\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n/* jshint latedef: false */\n\n+function ($) {\n  'use strict';\n\n  // COLLAPSE PUBLIC CLASS DEFINITION\n  // ================================\n\n  var Collapse = function (element, options) {\n    this.$element      = $(element)\n    this.options       = $.extend({}, Collapse.DEFAULTS, options)\n    this.$trigger      = $('[data-toggle=\"collapse\"][href=\"#' + element.id + '\"],' +\n                           '[data-toggle=\"collapse\"][data-target=\"#' + element.id + '\"]')\n    this.transitioning = null\n\n    if (this.options.parent) {\n      this.$parent = this.getParent()\n    } else {\n      this.addAriaAndCollapsedClass(this.$element, this.$trigger)\n    }\n\n    if (this.options.toggle) this.toggle()\n  }\n\n  Collapse.VERSION  = '3.4.1'\n\n  Collapse.TRANSITION_DURATION = 350\n\n  Collapse.DEFAULTS = {\n    toggle: true\n  }\n\n  Collapse.prototype.dimension = function () {\n    var hasWidth = this.$element.hasClass('width')\n    return hasWidth ? 'width' : 'height'\n  }\n\n  Collapse.prototype.show = function () {\n    if (this.transitioning || this.$element.hasClass('in')) return\n\n    var activesData\n    var actives = this.$parent && this.$parent.children('.panel').children('.in, .collapsing')\n\n    if (actives && actives.length) {\n      activesData = actives.data('bs.collapse')\n      if (activesData && activesData.transitioning) return\n    }\n\n    var startEvent = $.Event('show.bs.collapse')\n    this.$element.trigger(startEvent)\n    if (startEvent.isDefaultPrevented()) return\n\n    if (actives && actives.length) {\n      Plugin.call(actives, 'hide')\n      activesData || actives.data('bs.collapse', null)\n    }\n\n    var dimension = this.dimension()\n\n    this.$element\n      .removeClass('collapse')\n      .addClass('collapsing')[dimension](0)\n      .attr('aria-expanded', true)\n\n    this.$trigger\n      .removeClass('collapsed')\n      .attr('aria-expanded', true)\n\n    this.transitioning = 1\n\n    var complete = function () {\n      this.$element\n        .removeClass('collapsing')\n        .addClass('collapse in')[dimension]('')\n      this.transitioning = 0\n      this.$element\n        .trigger('shown.bs.collapse')\n    }\n\n    if (!$.support.transition) return complete.call(this)\n\n    var scrollSize = $.camelCase(['scroll', dimension].join('-'))\n\n    this.$element\n      .one('bsTransitionEnd', $.proxy(complete, this))\n      .emulateTransitionEnd(Collapse.TRANSITION_DURATION)[dimension](this.$element[0][scrollSize])\n  }\n\n  Collapse.prototype.hide = function () {\n    if (this.transitioning || !this.$element.hasClass('in')) return\n\n    var startEvent = $.Event('hide.bs.collapse')\n    this.$element.trigger(startEvent)\n    if (startEvent.isDefaultPrevented()) return\n\n    var dimension = this.dimension()\n\n    this.$element[dimension](this.$element[dimension]())[0].offsetHeight\n\n    this.$element\n      .addClass('collapsing')\n      .removeClass('collapse in')\n      .attr('aria-expanded', false)\n\n    this.$trigger\n      .addClass('collapsed')\n      .attr('aria-expanded', false)\n\n    this.transitioning = 1\n\n    var complete = function () {\n      this.transitioning = 0\n      this.$element\n        .removeClass('collapsing')\n        .addClass('collapse')\n        .trigger('hidden.bs.collapse')\n    }\n\n    if (!$.support.transition) return complete.call(this)\n\n    this.$element\n      [dimension](0)\n      .one('bsTransitionEnd', $.proxy(complete, this))\n      .emulateTransitionEnd(Collapse.TRANSITION_DURATION)\n  }\n\n  Collapse.prototype.toggle = function () {\n    this[this.$element.hasClass('in') ? 'hide' : 'show']()\n  }\n\n  Collapse.prototype.getParent = function () {\n    return $(document).find(this.options.parent)\n      .find('[data-toggle=\"collapse\"][data-parent=\"' + this.options.parent + '\"]')\n      .each($.proxy(function (i, element) {\n        var $element = $(element)\n        this.addAriaAndCollapsedClass(getTargetFromTrigger($element), $element)\n      }, this))\n      .end()\n  }\n\n  Collapse.prototype.addAriaAndCollapsedClass = function ($element, $trigger) {\n    var isOpen = $element.hasClass('in')\n\n    $element.attr('aria-expanded', isOpen)\n    $trigger\n      .toggleClass('collapsed', !isOpen)\n      .attr('aria-expanded', isOpen)\n  }\n\n  function getTargetFromTrigger($trigger) {\n    var href\n    var target = $trigger.attr('data-target')\n      || (href = $trigger.attr('href')) && href.replace(/.*(?=#[^\\s]+$)/, '') // strip for ie7\n\n    return $(document).find(target)\n  }\n\n\n  // COLLAPSE PLUGIN DEFINITION\n  // ==========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.collapse')\n      var options = $.extend({}, Collapse.DEFAULTS, $this.data(), typeof option == 'object' && option)\n\n      if (!data && options.toggle && /show|hide/.test(option)) options.toggle = false\n      if (!data) $this.data('bs.collapse', (data = new Collapse(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.collapse\n\n  $.fn.collapse             = Plugin\n  $.fn.collapse.Constructor = Collapse\n\n\n  // COLLAPSE NO CONFLICT\n  // ====================\n\n  $.fn.collapse.noConflict = function () {\n    $.fn.collapse = old\n    return this\n  }\n\n\n  // COLLAPSE DATA-API\n  // =================\n\n  $(document).on('click.bs.collapse.data-api', '[data-toggle=\"collapse\"]', function (e) {\n    var $this   = $(this)\n\n    if (!$this.attr('data-target')) e.preventDefault()\n\n    var $target = getTargetFromTrigger($this)\n    var data    = $target.data('bs.collapse')\n    var option  = data ? 'toggle' : $this.data()\n\n    Plugin.call($target, option)\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: dropdown.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#dropdowns\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // DROPDOWN CLASS DEFINITION\n  // =========================\n\n  var backdrop = '.dropdown-backdrop'\n  var toggle   = '[data-toggle=\"dropdown\"]'\n  var Dropdown = function (element) {\n    $(element).on('click.bs.dropdown', this.toggle)\n  }\n\n  Dropdown.VERSION = '3.4.1'\n\n  function getParent($this) {\n    var selector = $this.attr('data-target')\n\n    if (!selector) {\n      selector = $this.attr('href')\n      selector = selector && /#[A-Za-z]/.test(selector) && selector.replace(/.*(?=#[^\\s]*$)/, '') // strip for ie7\n    }\n\n    var $parent = selector !== '#' ? $(document).find(selector) : null\n\n    return $parent && $parent.length ? $parent : $this.parent()\n  }\n\n  function clearMenus(e) {\n    if (e && e.which === 3) return\n    $(backdrop).remove()\n    $(toggle).each(function () {\n      var $this         = $(this)\n      var $parent       = getParent($this)\n      var relatedTarget = { relatedTarget: this }\n\n      if (!$parent.hasClass('open')) return\n\n      if (e && e.type == 'click' && /input|textarea/i.test(e.target.tagName) && $.contains($parent[0], e.target)) return\n\n      $parent.trigger(e = $.Event('hide.bs.dropdown', relatedTarget))\n\n      if (e.isDefaultPrevented()) return\n\n      $this.attr('aria-expanded', 'false')\n      $parent.removeClass('open').trigger($.Event('hidden.bs.dropdown', relatedTarget))\n    })\n  }\n\n  Dropdown.prototype.toggle = function (e) {\n    var $this = $(this)\n\n    if ($this.is('.disabled, :disabled')) return\n\n    var $parent  = getParent($this)\n    var isActive = $parent.hasClass('open')\n\n    clearMenus()\n\n    if (!isActive) {\n      if ('ontouchstart' in document.documentElement && !$parent.closest('.navbar-nav').length) {\n        // if mobile we use a backdrop because click events don't delegate\n        $(document.createElement('div'))\n          .addClass('dropdown-backdrop')\n          .insertAfter($(this))\n          .on('click', clearMenus)\n      }\n\n      var relatedTarget = { relatedTarget: this }\n      $parent.trigger(e = $.Event('show.bs.dropdown', relatedTarget))\n\n      if (e.isDefaultPrevented()) return\n\n      $this\n        .trigger('focus')\n        .attr('aria-expanded', 'true')\n\n      $parent\n        .toggleClass('open')\n        .trigger($.Event('shown.bs.dropdown', relatedTarget))\n    }\n\n    return false\n  }\n\n  Dropdown.prototype.keydown = function (e) {\n    if (!/(38|40|27|32)/.test(e.which) || /input|textarea/i.test(e.target.tagName)) return\n\n    var $this = $(this)\n\n    e.preventDefault()\n    e.stopPropagation()\n\n    if ($this.is('.disabled, :disabled')) return\n\n    var $parent  = getParent($this)\n    var isActive = $parent.hasClass('open')\n\n    if (!isActive && e.which != 27 || isActive && e.which == 27) {\n      if (e.which == 27) $parent.find(toggle).trigger('focus')\n      return $this.trigger('click')\n    }\n\n    var desc = ' li:not(.disabled):visible a'\n    var $items = $parent.find('.dropdown-menu' + desc)\n\n    if (!$items.length) return\n\n    var index = $items.index(e.target)\n\n    if (e.which == 38 && index > 0)                 index--         // up\n    if (e.which == 40 && index < $items.length - 1) index++         // down\n    if (!~index)                                    index = 0\n\n    $items.eq(index).trigger('focus')\n  }\n\n\n  // DROPDOWN PLUGIN DEFINITION\n  // ==========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this = $(this)\n      var data  = $this.data('bs.dropdown')\n\n      if (!data) $this.data('bs.dropdown', (data = new Dropdown(this)))\n      if (typeof option == 'string') data[option].call($this)\n    })\n  }\n\n  var old = $.fn.dropdown\n\n  $.fn.dropdown             = Plugin\n  $.fn.dropdown.Constructor = Dropdown\n\n\n  // DROPDOWN NO CONFLICT\n  // ====================\n\n  $.fn.dropdown.noConflict = function () {\n    $.fn.dropdown = old\n    return this\n  }\n\n\n  // APPLY TO STANDARD DROPDOWN ELEMENTS\n  // ===================================\n\n  $(document)\n    .on('click.bs.dropdown.data-api', clearMenus)\n    .on('click.bs.dropdown.data-api', '.dropdown form', function (e) { e.stopPropagation() })\n    .on('click.bs.dropdown.data-api', toggle, Dropdown.prototype.toggle)\n    .on('keydown.bs.dropdown.data-api', toggle, Dropdown.prototype.keydown)\n    .on('keydown.bs.dropdown.data-api', '.dropdown-menu', Dropdown.prototype.keydown)\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: modal.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#modals\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // MODAL CLASS DEFINITION\n  // ======================\n\n  var Modal = function (element, options) {\n    this.options = options\n    this.$body = $(document.body)\n    this.$element = $(element)\n    this.$dialog = this.$element.find('.modal-dialog')\n    this.$backdrop = null\n    this.isShown = null\n    this.originalBodyPad = null\n    this.scrollbarWidth = 0\n    this.ignoreBackdropClick = false\n    this.fixedContent = '.navbar-fixed-top, .navbar-fixed-bottom'\n\n    if (this.options.remote) {\n      this.$element\n        .find('.modal-content')\n        .load(this.options.remote, $.proxy(function () {\n          this.$element.trigger('loaded.bs.modal')\n        }, this))\n    }\n  }\n\n  Modal.VERSION = '3.4.1'\n\n  Modal.TRANSITION_DURATION = 300\n  Modal.BACKDROP_TRANSITION_DURATION = 150\n\n  Modal.DEFAULTS = {\n    backdrop: true,\n    keyboard: true,\n    show: true\n  }\n\n  Modal.prototype.toggle = function (_relatedTarget) {\n    return this.isShown ? this.hide() : this.show(_relatedTarget)\n  }\n\n  Modal.prototype.show = function (_relatedTarget) {\n    var that = this\n    var e = $.Event('show.bs.modal', { relatedTarget: _relatedTarget })\n\n    this.$element.trigger(e)\n\n    if (this.isShown || e.isDefaultPrevented()) return\n\n    this.isShown = true\n\n    this.checkScrollbar()\n    this.setScrollbar()\n    this.$body.addClass('modal-open')\n\n    this.escape()\n    this.resize()\n\n    this.$element.on('click.dismiss.bs.modal', '[data-dismiss=\"modal\"]', $.proxy(this.hide, this))\n\n    this.$dialog.on('mousedown.dismiss.bs.modal', function () {\n      that.$element.one('mouseup.dismiss.bs.modal', function (e) {\n        if ($(e.target).is(that.$element)) that.ignoreBackdropClick = true\n      })\n    })\n\n    this.backdrop(function () {\n      var transition = $.support.transition && that.$element.hasClass('fade')\n\n      if (!that.$element.parent().length) {\n        that.$element.appendTo(that.$body) // don't move modals dom position\n      }\n\n      that.$element\n        .show()\n        .scrollTop(0)\n\n      that.adjustDialog()\n\n      if (transition) {\n        that.$element[0].offsetWidth // force reflow\n      }\n\n      that.$element.addClass('in')\n\n      that.enforceFocus()\n\n      var e = $.Event('shown.bs.modal', { relatedTarget: _relatedTarget })\n\n      transition ?\n        that.$dialog // wait for modal to slide in\n          .one('bsTransitionEnd', function () {\n            that.$element.trigger('focus').trigger(e)\n          })\n          .emulateTransitionEnd(Modal.TRANSITION_DURATION) :\n        that.$element.trigger('focus').trigger(e)\n    })\n  }\n\n  Modal.prototype.hide = function (e) {\n    if (e) e.preventDefault()\n\n    e = $.Event('hide.bs.modal')\n\n    this.$element.trigger(e)\n\n    if (!this.isShown || e.isDefaultPrevented()) return\n\n    this.isShown = false\n\n    this.escape()\n    this.resize()\n\n    $(document).off('focusin.bs.modal')\n\n    this.$element\n      .removeClass('in')\n      .off('click.dismiss.bs.modal')\n      .off('mouseup.dismiss.bs.modal')\n\n    this.$dialog.off('mousedown.dismiss.bs.modal')\n\n    $.support.transition && this.$element.hasClass('fade') ?\n      this.$element\n        .one('bsTransitionEnd', $.proxy(this.hideModal, this))\n        .emulateTransitionEnd(Modal.TRANSITION_DURATION) :\n      this.hideModal()\n  }\n\n  Modal.prototype.enforceFocus = function () {\n    $(document)\n      .off('focusin.bs.modal') // guard against infinite focus loop\n      .on('focusin.bs.modal', $.proxy(function (e) {\n        if (document !== e.target &&\n          this.$element[0] !== e.target &&\n          !this.$element.has(e.target).length) {\n          this.$element.trigger('focus')\n        }\n      }, this))\n  }\n\n  Modal.prototype.escape = function () {\n    if (this.isShown && this.options.keyboard) {\n      this.$element.on('keydown.dismiss.bs.modal', $.proxy(function (e) {\n        e.which == 27 && this.hide()\n      }, this))\n    } else if (!this.isShown) {\n      this.$element.off('keydown.dismiss.bs.modal')\n    }\n  }\n\n  Modal.prototype.resize = function () {\n    if (this.isShown) {\n      $(window).on('resize.bs.modal', $.proxy(this.handleUpdate, this))\n    } else {\n      $(window).off('resize.bs.modal')\n    }\n  }\n\n  Modal.prototype.hideModal = function () {\n    var that = this\n    this.$element.hide()\n    this.backdrop(function () {\n      that.$body.removeClass('modal-open')\n      that.resetAdjustments()\n      that.resetScrollbar()\n      that.$element.trigger('hidden.bs.modal')\n    })\n  }\n\n  Modal.prototype.removeBackdrop = function () {\n    this.$backdrop && this.$backdrop.remove()\n    this.$backdrop = null\n  }\n\n  Modal.prototype.backdrop = function (callback) {\n    var that = this\n    var animate = this.$element.hasClass('fade') ? 'fade' : ''\n\n    if (this.isShown && this.options.backdrop) {\n      var doAnimate = $.support.transition && animate\n\n      this.$backdrop = $(document.createElement('div'))\n        .addClass('modal-backdrop ' + animate)\n        .appendTo(this.$body)\n\n      this.$element.on('click.dismiss.bs.modal', $.proxy(function (e) {\n        if (this.ignoreBackdropClick) {\n          this.ignoreBackdropClick = false\n          return\n        }\n        if (e.target !== e.currentTarget) return\n        this.options.backdrop == 'static'\n          ? this.$element[0].focus()\n          : this.hide()\n      }, this))\n\n      if (doAnimate) this.$backdrop[0].offsetWidth // force reflow\n\n      this.$backdrop.addClass('in')\n\n      if (!callback) return\n\n      doAnimate ?\n        this.$backdrop\n          .one('bsTransitionEnd', callback)\n          .emulateTransitionEnd(Modal.BACKDROP_TRANSITION_DURATION) :\n        callback()\n\n    } else if (!this.isShown && this.$backdrop) {\n      this.$backdrop.removeClass('in')\n\n      var callbackRemove = function () {\n        that.removeBackdrop()\n        callback && callback()\n      }\n      $.support.transition && this.$element.hasClass('fade') ?\n        this.$backdrop\n          .one('bsTransitionEnd', callbackRemove)\n          .emulateTransitionEnd(Modal.BACKDROP_TRANSITION_DURATION) :\n        callbackRemove()\n\n    } else if (callback) {\n      callback()\n    }\n  }\n\n  // these following methods are used to handle overflowing modals\n\n  Modal.prototype.handleUpdate = function () {\n    this.adjustDialog()\n  }\n\n  Modal.prototype.adjustDialog = function () {\n    var modalIsOverflowing = this.$element[0].scrollHeight > document.documentElement.clientHeight\n\n    this.$element.css({\n      paddingLeft: !this.bodyIsOverflowing && modalIsOverflowing ? this.scrollbarWidth : '',\n      paddingRight: this.bodyIsOverflowing && !modalIsOverflowing ? this.scrollbarWidth : ''\n    })\n  }\n\n  Modal.prototype.resetAdjustments = function () {\n    this.$element.css({\n      paddingLeft: '',\n      paddingRight: ''\n    })\n  }\n\n  Modal.prototype.checkScrollbar = function () {\n    var fullWindowWidth = window.innerWidth\n    if (!fullWindowWidth) { // workaround for missing window.innerWidth in IE8\n      var documentElementRect = document.documentElement.getBoundingClientRect()\n      fullWindowWidth = documentElementRect.right - Math.abs(documentElementRect.left)\n    }\n    this.bodyIsOverflowing = document.body.clientWidth < fullWindowWidth\n    this.scrollbarWidth = this.measureScrollbar()\n  }\n\n  Modal.prototype.setScrollbar = function () {\n    var bodyPad = parseInt((this.$body.css('padding-right') || 0), 10)\n    this.originalBodyPad = document.body.style.paddingRight || ''\n    var scrollbarWidth = this.scrollbarWidth\n    if (this.bodyIsOverflowing) {\n      this.$body.css('padding-right', bodyPad + scrollbarWidth)\n      $(this.fixedContent).each(function (index, element) {\n        var actualPadding = element.style.paddingRight\n        var calculatedPadding = $(element).css('padding-right')\n        $(element)\n          .data('padding-right', actualPadding)\n          .css('padding-right', parseFloat(calculatedPadding) + scrollbarWidth + 'px')\n      })\n    }\n  }\n\n  Modal.prototype.resetScrollbar = function () {\n    this.$body.css('padding-right', this.originalBodyPad)\n    $(this.fixedContent).each(function (index, element) {\n      var padding = $(element).data('padding-right')\n      $(element).removeData('padding-right')\n      element.style.paddingRight = padding ? padding : ''\n    })\n  }\n\n  Modal.prototype.measureScrollbar = function () { // thx walsh\n    var scrollDiv = document.createElement('div')\n    scrollDiv.className = 'modal-scrollbar-measure'\n    this.$body.append(scrollDiv)\n    var scrollbarWidth = scrollDiv.offsetWidth - scrollDiv.clientWidth\n    this.$body[0].removeChild(scrollDiv)\n    return scrollbarWidth\n  }\n\n\n  // MODAL PLUGIN DEFINITION\n  // =======================\n\n  function Plugin(option, _relatedTarget) {\n    return this.each(function () {\n      var $this = $(this)\n      var data = $this.data('bs.modal')\n      var options = $.extend({}, Modal.DEFAULTS, $this.data(), typeof option == 'object' && option)\n\n      if (!data) $this.data('bs.modal', (data = new Modal(this, options)))\n      if (typeof option == 'string') data[option](_relatedTarget)\n      else if (options.show) data.show(_relatedTarget)\n    })\n  }\n\n  var old = $.fn.modal\n\n  $.fn.modal = Plugin\n  $.fn.modal.Constructor = Modal\n\n\n  // MODAL NO CONFLICT\n  // =================\n\n  $.fn.modal.noConflict = function () {\n    $.fn.modal = old\n    return this\n  }\n\n\n  // MODAL DATA-API\n  // ==============\n\n  $(document).on('click.bs.modal.data-api', '[data-toggle=\"modal\"]', function (e) {\n    var $this = $(this)\n    var href = $this.attr('href')\n    var target = $this.attr('data-target') ||\n      (href && href.replace(/.*(?=#[^\\s]+$)/, '')) // strip for ie7\n\n    var $target = $(document).find(target)\n    var option = $target.data('bs.modal') ? 'toggle' : $.extend({ remote: !/#/.test(href) && href }, $target.data(), $this.data())\n\n    if ($this.is('a')) e.preventDefault()\n\n    $target.one('show.bs.modal', function (showEvent) {\n      if (showEvent.isDefaultPrevented()) return // only register focus restorer if modal will actually get shown\n      $target.one('hidden.bs.modal', function () {\n        $this.is(':visible') && $this.trigger('focus')\n      })\n    })\n    Plugin.call($target, option, this)\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: tooltip.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#tooltip\n * Inspired by the original jQuery.tipsy by Jason Frame\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n+function ($) {\n  'use strict';\n\n  var DISALLOWED_ATTRIBUTES = ['sanitize', 'whiteList', 'sanitizeFn']\n\n  var uriAttrs = [\n    'background',\n    'cite',\n    'href',\n    'itemtype',\n    'longdesc',\n    'poster',\n    'src',\n    'xlink:href'\n  ]\n\n  var ARIA_ATTRIBUTE_PATTERN = /^aria-[\\w-]*$/i\n\n  var DefaultWhitelist = {\n    // Global attributes allowed on any supplied element below.\n    '*': ['class', 'dir', 'id', 'lang', 'role', ARIA_ATTRIBUTE_PATTERN],\n    a: ['target', 'href', 'title', 'rel'],\n    area: [],\n    b: [],\n    br: [],\n    col: [],\n    code: [],\n    div: [],\n    em: [],\n    hr: [],\n    h1: [],\n    h2: [],\n    h3: [],\n    h4: [],\n    h5: [],\n    h6: [],\n    i: [],\n    img: ['src', 'alt', 'title', 'width', 'height'],\n    li: [],\n    ol: [],\n    p: [],\n    pre: [],\n    s: [],\n    small: [],\n    span: [],\n    sub: [],\n    sup: [],\n    strong: [],\n    u: [],\n    ul: []\n  }\n\n  /**\n   * A pattern that recognizes a commonly useful subset of URLs that are safe.\n   *\n   * Shoutout to Angular 7 https://github.com/angular/angular/blob/7.2.4/packages/core/src/sanitization/url_sanitizer.ts\n   */\n  var SAFE_URL_PATTERN = /^(?:(?:https?|mailto|ftp|tel|file):|[^&:/?#]*(?:[/?#]|$))/gi\n\n  /**\n   * A pattern that matches safe data URLs. Only matches image, video and audio types.\n   *\n   * Shoutout to Angular 7 https://github.com/angular/angular/blob/7.2.4/packages/core/src/sanitization/url_sanitizer.ts\n   */\n  var DATA_URL_PATTERN = /^data:(?:image\\/(?:bmp|gif|jpeg|jpg|png|tiff|webp)|video\\/(?:mpeg|mp4|ogg|webm)|audio\\/(?:mp3|oga|ogg|opus));base64,[a-z0-9+/]+=*$/i\n\n  function allowedAttribute(attr, allowedAttributeList) {\n    var attrName = attr.nodeName.toLowerCase()\n\n    if ($.inArray(attrName, allowedAttributeList) !== -1) {\n      if ($.inArray(attrName, uriAttrs) !== -1) {\n        return Boolean(attr.nodeValue.match(SAFE_URL_PATTERN) || attr.nodeValue.match(DATA_URL_PATTERN))\n      }\n\n      return true\n    }\n\n    var regExp = $(allowedAttributeList).filter(function (index, value) {\n      return value instanceof RegExp\n    })\n\n    // Check if a regular expression validates the attribute.\n    for (var i = 0, l = regExp.length; i < l; i++) {\n      if (attrName.match(regExp[i])) {\n        return true\n      }\n    }\n\n    return false\n  }\n\n  function sanitizeHtml(unsafeHtml, whiteList, sanitizeFn) {\n    if (unsafeHtml.length === 0) {\n      return unsafeHtml\n    }\n\n    if (sanitizeFn && typeof sanitizeFn === 'function') {\n      return sanitizeFn(unsafeHtml)\n    }\n\n    // IE 8 and below don't support createHTMLDocument\n    if (!document.implementation || !document.implementation.createHTMLDocument) {\n      return unsafeHtml\n    }\n\n    var createdDocument = document.implementation.createHTMLDocument('sanitization')\n    createdDocument.body.innerHTML = unsafeHtml\n\n    var whitelistKeys = $.map(whiteList, function (el, i) { return i })\n    var elements = $(createdDocument.body).find('*')\n\n    for (var i = 0, len = elements.length; i < len; i++) {\n      var el = elements[i]\n      var elName = el.nodeName.toLowerCase()\n\n      if ($.inArray(elName, whitelistKeys) === -1) {\n        el.parentNode.removeChild(el)\n\n        continue\n      }\n\n      var attributeList = $.map(el.attributes, function (el) { return el })\n      var whitelistedAttributes = [].concat(whiteList['*'] || [], whiteList[elName] || [])\n\n      for (var j = 0, len2 = attributeList.length; j < len2; j++) {\n        if (!allowedAttribute(attributeList[j], whitelistedAttributes)) {\n          el.removeAttribute(attributeList[j].nodeName)\n        }\n      }\n    }\n\n    return createdDocument.body.innerHTML\n  }\n\n  // TOOLTIP PUBLIC CLASS DEFINITION\n  // ===============================\n\n  var Tooltip = function (element, options) {\n    this.type       = null\n    this.options    = null\n    this.enabled    = null\n    this.timeout    = null\n    this.hoverState = null\n    this.$element   = null\n    this.inState    = null\n\n    this.init('tooltip', element, options)\n  }\n\n  Tooltip.VERSION  = '3.4.1'\n\n  Tooltip.TRANSITION_DURATION = 150\n\n  Tooltip.DEFAULTS = {\n    animation: true,\n    placement: 'top',\n    selector: false,\n    template: '<div class=\"tooltip\" role=\"tooltip\"><div class=\"tooltip-arrow\"></div><div class=\"tooltip-inner\"></div></div>',\n    trigger: 'hover focus',\n    title: '',\n    delay: 0,\n    html: false,\n    container: false,\n    viewport: {\n      selector: 'body',\n      padding: 0\n    },\n    sanitize : true,\n    sanitizeFn : null,\n    whiteList : DefaultWhitelist\n  }\n\n  Tooltip.prototype.init = function (type, element, options) {\n    this.enabled   = true\n    this.type      = type\n    this.$element  = $(element)\n    this.options   = this.getOptions(options)\n    this.$viewport = this.options.viewport && $(document).find($.isFunction(this.options.viewport) ? this.options.viewport.call(this, this.$element) : (this.options.viewport.selector || this.options.viewport))\n    this.inState   = { click: false, hover: false, focus: false }\n\n    if (this.$element[0] instanceof document.constructor && !this.options.selector) {\n      throw new Error('`selector` option must be specified when initializing ' + this.type + ' on the window.document object!')\n    }\n\n    var triggers = this.options.trigger.split(' ')\n\n    for (var i = triggers.length; i--;) {\n      var trigger = triggers[i]\n\n      if (trigger == 'click') {\n        this.$element.on('click.' + this.type, this.options.selector, $.proxy(this.toggle, this))\n      } else if (trigger != 'manual') {\n        var eventIn  = trigger == 'hover' ? 'mouseenter' : 'focusin'\n        var eventOut = trigger == 'hover' ? 'mouseleave' : 'focusout'\n\n        this.$element.on(eventIn  + '.' + this.type, this.options.selector, $.proxy(this.enter, this))\n        this.$element.on(eventOut + '.' + this.type, this.options.selector, $.proxy(this.leave, this))\n      }\n    }\n\n    this.options.selector ?\n      (this._options = $.extend({}, this.options, { trigger: 'manual', selector: '' })) :\n      this.fixTitle()\n  }\n\n  Tooltip.prototype.getDefaults = function () {\n    return Tooltip.DEFAULTS\n  }\n\n  Tooltip.prototype.getOptions = function (options) {\n    var dataAttributes = this.$element.data()\n\n    for (var dataAttr in dataAttributes) {\n      if (dataAttributes.hasOwnProperty(dataAttr) && $.inArray(dataAttr, DISALLOWED_ATTRIBUTES) !== -1) {\n        delete dataAttributes[dataAttr]\n      }\n    }\n\n    options = $.extend({}, this.getDefaults(), dataAttributes, options)\n\n    if (options.delay && typeof options.delay == 'number') {\n      options.delay = {\n        show: options.delay,\n        hide: options.delay\n      }\n    }\n\n    if (options.sanitize) {\n      options.template = sanitizeHtml(options.template, options.whiteList, options.sanitizeFn)\n    }\n\n    return options\n  }\n\n  Tooltip.prototype.getDelegateOptions = function () {\n    var options  = {}\n    var defaults = this.getDefaults()\n\n    this._options && $.each(this._options, function (key, value) {\n      if (defaults[key] != value) options[key] = value\n    })\n\n    return options\n  }\n\n  Tooltip.prototype.enter = function (obj) {\n    var self = obj instanceof this.constructor ?\n      obj : $(obj.currentTarget).data('bs.' + this.type)\n\n    if (!self) {\n      self = new this.constructor(obj.currentTarget, this.getDelegateOptions())\n      $(obj.currentTarget).data('bs.' + this.type, self)\n    }\n\n    if (obj instanceof $.Event) {\n      self.inState[obj.type == 'focusin' ? 'focus' : 'hover'] = true\n    }\n\n    if (self.tip().hasClass('in') || self.hoverState == 'in') {\n      self.hoverState = 'in'\n      return\n    }\n\n    clearTimeout(self.timeout)\n\n    self.hoverState = 'in'\n\n    if (!self.options.delay || !self.options.delay.show) return self.show()\n\n    self.timeout = setTimeout(function () {\n      if (self.hoverState == 'in') self.show()\n    }, self.options.delay.show)\n  }\n\n  Tooltip.prototype.isInStateTrue = function () {\n    for (var key in this.inState) {\n      if (this.inState[key]) return true\n    }\n\n    return false\n  }\n\n  Tooltip.prototype.leave = function (obj) {\n    var self = obj instanceof this.constructor ?\n      obj : $(obj.currentTarget).data('bs.' + this.type)\n\n    if (!self) {\n      self = new this.constructor(obj.currentTarget, this.getDelegateOptions())\n      $(obj.currentTarget).data('bs.' + this.type, self)\n    }\n\n    if (obj instanceof $.Event) {\n      self.inState[obj.type == 'focusout' ? 'focus' : 'hover'] = false\n    }\n\n    if (self.isInStateTrue()) return\n\n    clearTimeout(self.timeout)\n\n    self.hoverState = 'out'\n\n    if (!self.options.delay || !self.options.delay.hide) return self.hide()\n\n    self.timeout = setTimeout(function () {\n      if (self.hoverState == 'out') self.hide()\n    }, self.options.delay.hide)\n  }\n\n  Tooltip.prototype.show = function () {\n    var e = $.Event('show.bs.' + this.type)\n\n    if (this.hasContent() && this.enabled) {\n      this.$element.trigger(e)\n\n      var inDom = $.contains(this.$element[0].ownerDocument.documentElement, this.$element[0])\n      if (e.isDefaultPrevented() || !inDom) return\n      var that = this\n\n      var $tip = this.tip()\n\n      var tipId = this.getUID(this.type)\n\n      this.setContent()\n      $tip.attr('id', tipId)\n      this.$element.attr('aria-describedby', tipId)\n\n      if (this.options.animation) $tip.addClass('fade')\n\n      var placement = typeof this.options.placement == 'function' ?\n        this.options.placement.call(this, $tip[0], this.$element[0]) :\n        this.options.placement\n\n      var autoToken = /\\s?auto?\\s?/i\n      var autoPlace = autoToken.test(placement)\n      if (autoPlace) placement = placement.replace(autoToken, '') || 'top'\n\n      $tip\n        .detach()\n        .css({ top: 0, left: 0, display: 'block' })\n        .addClass(placement)\n        .data('bs.' + this.type, this)\n\n      this.options.container ? $tip.appendTo($(document).find(this.options.container)) : $tip.insertAfter(this.$element)\n      this.$element.trigger('inserted.bs.' + this.type)\n\n      var pos          = this.getPosition()\n      var actualWidth  = $tip[0].offsetWidth\n      var actualHeight = $tip[0].offsetHeight\n\n      if (autoPlace) {\n        var orgPlacement = placement\n        var viewportDim = this.getPosition(this.$viewport)\n\n        placement = placement == 'bottom' && pos.bottom + actualHeight > viewportDim.bottom ? 'top'    :\n                    placement == 'top'    && pos.top    - actualHeight < viewportDim.top    ? 'bottom' :\n                    placement == 'right'  && pos.right  + actualWidth  > viewportDim.width  ? 'left'   :\n                    placement == 'left'   && pos.left   - actualWidth  < viewportDim.left   ? 'right'  :\n                    placement\n\n        $tip\n          .removeClass(orgPlacement)\n          .addClass(placement)\n      }\n\n      var calculatedOffset = this.getCalculatedOffset(placement, pos, actualWidth, actualHeight)\n\n      this.applyPlacement(calculatedOffset, placement)\n\n      var complete = function () {\n        var prevHoverState = that.hoverState\n        that.$element.trigger('shown.bs.' + that.type)\n        that.hoverState = null\n\n        if (prevHoverState == 'out') that.leave(that)\n      }\n\n      $.support.transition && this.$tip.hasClass('fade') ?\n        $tip\n          .one('bsTransitionEnd', complete)\n          .emulateTransitionEnd(Tooltip.TRANSITION_DURATION) :\n        complete()\n    }\n  }\n\n  Tooltip.prototype.applyPlacement = function (offset, placement) {\n    var $tip   = this.tip()\n    var width  = $tip[0].offsetWidth\n    var height = $tip[0].offsetHeight\n\n    // manually read margins because getBoundingClientRect includes difference\n    var marginTop = parseInt($tip.css('margin-top'), 10)\n    var marginLeft = parseInt($tip.css('margin-left'), 10)\n\n    // we must check for NaN for ie 8/9\n    if (isNaN(marginTop))  marginTop  = 0\n    if (isNaN(marginLeft)) marginLeft = 0\n\n    offset.top  += marginTop\n    offset.left += marginLeft\n\n    // $.fn.offset doesn't round pixel values\n    // so we use setOffset directly with our own function B-0\n    $.offset.setOffset($tip[0], $.extend({\n      using: function (props) {\n        $tip.css({\n          top: Math.round(props.top),\n          left: Math.round(props.left)\n        })\n      }\n    }, offset), 0)\n\n    $tip.addClass('in')\n\n    // check to see if placing tip in new offset caused the tip to resize itself\n    var actualWidth  = $tip[0].offsetWidth\n    var actualHeight = $tip[0].offsetHeight\n\n    if (placement == 'top' && actualHeight != height) {\n      offset.top = offset.top + height - actualHeight\n    }\n\n    var delta = this.getViewportAdjustedDelta(placement, offset, actualWidth, actualHeight)\n\n    if (delta.left) offset.left += delta.left\n    else offset.top += delta.top\n\n    var isVertical          = /top|bottom/.test(placement)\n    var arrowDelta          = isVertical ? delta.left * 2 - width + actualWidth : delta.top * 2 - height + actualHeight\n    var arrowOffsetPosition = isVertical ? 'offsetWidth' : 'offsetHeight'\n\n    $tip.offset(offset)\n    this.replaceArrow(arrowDelta, $tip[0][arrowOffsetPosition], isVertical)\n  }\n\n  Tooltip.prototype.replaceArrow = function (delta, dimension, isVertical) {\n    this.arrow()\n      .css(isVertical ? 'left' : 'top', 50 * (1 - delta / dimension) + '%')\n      .css(isVertical ? 'top' : 'left', '')\n  }\n\n  Tooltip.prototype.setContent = function () {\n    var $tip  = this.tip()\n    var title = this.getTitle()\n\n    if (this.options.html) {\n      if (this.options.sanitize) {\n        title = sanitizeHtml(title, this.options.whiteList, this.options.sanitizeFn)\n      }\n\n      $tip.find('.tooltip-inner').html(title)\n    } else {\n      $tip.find('.tooltip-inner').text(title)\n    }\n\n    $tip.removeClass('fade in top bottom left right')\n  }\n\n  Tooltip.prototype.hide = function (callback) {\n    var that = this\n    var $tip = $(this.$tip)\n    var e    = $.Event('hide.bs.' + this.type)\n\n    function complete() {\n      if (that.hoverState != 'in') $tip.detach()\n      if (that.$element) { // TODO: Check whether guarding this code with this `if` is really necessary.\n        that.$element\n          .removeAttr('aria-describedby')\n          .trigger('hidden.bs.' + that.type)\n      }\n      callback && callback()\n    }\n\n    this.$element.trigger(e)\n\n    if (e.isDefaultPrevented()) return\n\n    $tip.removeClass('in')\n\n    $.support.transition && $tip.hasClass('fade') ?\n      $tip\n        .one('bsTransitionEnd', complete)\n        .emulateTransitionEnd(Tooltip.TRANSITION_DURATION) :\n      complete()\n\n    this.hoverState = null\n\n    return this\n  }\n\n  Tooltip.prototype.fixTitle = function () {\n    var $e = this.$element\n    if ($e.attr('title') || typeof $e.attr('data-original-title') != 'string') {\n      $e.attr('data-original-title', $e.attr('title') || '').attr('title', '')\n    }\n  }\n\n  Tooltip.prototype.hasContent = function () {\n    return this.getTitle()\n  }\n\n  Tooltip.prototype.getPosition = function ($element) {\n    $element   = $element || this.$element\n\n    var el     = $element[0]\n    var isBody = el.tagName == 'BODY'\n\n    var elRect    = el.getBoundingClientRect()\n    if (elRect.width == null) {\n      // width and height are missing in IE8, so compute them manually; see https://github.com/twbs/bootstrap/issues/14093\n      elRect = $.extend({}, elRect, { width: elRect.right - elRect.left, height: elRect.bottom - elRect.top })\n    }\n    var isSvg = window.SVGElement && el instanceof window.SVGElement\n    // Avoid using $.offset() on SVGs since it gives incorrect results in jQuery 3.\n    // See https://github.com/twbs/bootstrap/issues/20280\n    var elOffset  = isBody ? { top: 0, left: 0 } : (isSvg ? null : $element.offset())\n    var scroll    = { scroll: isBody ? document.documentElement.scrollTop || document.body.scrollTop : $element.scrollTop() }\n    var outerDims = isBody ? { width: $(window).width(), height: $(window).height() } : null\n\n    return $.extend({}, elRect, scroll, outerDims, elOffset)\n  }\n\n  Tooltip.prototype.getCalculatedOffset = function (placement, pos, actualWidth, actualHeight) {\n    return placement == 'bottom' ? { top: pos.top + pos.height,   left: pos.left + pos.width / 2 - actualWidth / 2 } :\n           placement == 'top'    ? { top: pos.top - actualHeight, left: pos.left + pos.width / 2 - actualWidth / 2 } :\n           placement == 'left'   ? { top: pos.top + pos.height / 2 - actualHeight / 2, left: pos.left - actualWidth } :\n        /* placement == 'right' */ { top: pos.top + pos.height / 2 - actualHeight / 2, left: pos.left + pos.width }\n\n  }\n\n  Tooltip.prototype.getViewportAdjustedDelta = function (placement, pos, actualWidth, actualHeight) {\n    var delta = { top: 0, left: 0 }\n    if (!this.$viewport) return delta\n\n    var viewportPadding = this.options.viewport && this.options.viewport.padding || 0\n    var viewportDimensions = this.getPosition(this.$viewport)\n\n    if (/right|left/.test(placement)) {\n      var topEdgeOffset    = pos.top - viewportPadding - viewportDimensions.scroll\n      var bottomEdgeOffset = pos.top + viewportPadding - viewportDimensions.scroll + actualHeight\n      if (topEdgeOffset < viewportDimensions.top) { // top overflow\n        delta.top = viewportDimensions.top - topEdgeOffset\n      } else if (bottomEdgeOffset > viewportDimensions.top + viewportDimensions.height) { // bottom overflow\n        delta.top = viewportDimensions.top + viewportDimensions.height - bottomEdgeOffset\n      }\n    } else {\n      var leftEdgeOffset  = pos.left - viewportPadding\n      var rightEdgeOffset = pos.left + viewportPadding + actualWidth\n      if (leftEdgeOffset < viewportDimensions.left) { // left overflow\n        delta.left = viewportDimensions.left - leftEdgeOffset\n      } else if (rightEdgeOffset > viewportDimensions.right) { // right overflow\n        delta.left = viewportDimensions.left + viewportDimensions.width - rightEdgeOffset\n      }\n    }\n\n    return delta\n  }\n\n  Tooltip.prototype.getTitle = function () {\n    var title\n    var $e = this.$element\n    var o  = this.options\n\n    title = $e.attr('data-original-title')\n      || (typeof o.title == 'function' ? o.title.call($e[0]) :  o.title)\n\n    return title\n  }\n\n  Tooltip.prototype.getUID = function (prefix) {\n    do prefix += ~~(Math.random() * 1000000)\n    while (document.getElementById(prefix))\n    return prefix\n  }\n\n  Tooltip.prototype.tip = function () {\n    if (!this.$tip) {\n      this.$tip = $(this.options.template)\n      if (this.$tip.length != 1) {\n        throw new Error(this.type + ' `template` option must consist of exactly 1 top-level element!')\n      }\n    }\n    return this.$tip\n  }\n\n  Tooltip.prototype.arrow = function () {\n    return (this.$arrow = this.$arrow || this.tip().find('.tooltip-arrow'))\n  }\n\n  Tooltip.prototype.enable = function () {\n    this.enabled = true\n  }\n\n  Tooltip.prototype.disable = function () {\n    this.enabled = false\n  }\n\n  Tooltip.prototype.toggleEnabled = function () {\n    this.enabled = !this.enabled\n  }\n\n  Tooltip.prototype.toggle = function (e) {\n    var self = this\n    if (e) {\n      self = $(e.currentTarget).data('bs.' + this.type)\n      if (!self) {\n        self = new this.constructor(e.currentTarget, this.getDelegateOptions())\n        $(e.currentTarget).data('bs.' + this.type, self)\n      }\n    }\n\n    if (e) {\n      self.inState.click = !self.inState.click\n      if (self.isInStateTrue()) self.enter(self)\n      else self.leave(self)\n    } else {\n      self.tip().hasClass('in') ? self.leave(self) : self.enter(self)\n    }\n  }\n\n  Tooltip.prototype.destroy = function () {\n    var that = this\n    clearTimeout(this.timeout)\n    this.hide(function () {\n      that.$element.off('.' + that.type).removeData('bs.' + that.type)\n      if (that.$tip) {\n        that.$tip.detach()\n      }\n      that.$tip = null\n      that.$arrow = null\n      that.$viewport = null\n      that.$element = null\n    })\n  }\n\n  Tooltip.prototype.sanitizeHtml = function (unsafeHtml) {\n    return sanitizeHtml(unsafeHtml, this.options.whiteList, this.options.sanitizeFn)\n  }\n\n  // TOOLTIP PLUGIN DEFINITION\n  // =========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.tooltip')\n      var options = typeof option == 'object' && option\n\n      if (!data && /destroy|hide/.test(option)) return\n      if (!data) $this.data('bs.tooltip', (data = new Tooltip(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.tooltip\n\n  $.fn.tooltip             = Plugin\n  $.fn.tooltip.Constructor = Tooltip\n\n\n  // TOOLTIP NO CONFLICT\n  // ===================\n\n  $.fn.tooltip.noConflict = function () {\n    $.fn.tooltip = old\n    return this\n  }\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: popover.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#popovers\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // POPOVER PUBLIC CLASS DEFINITION\n  // ===============================\n\n  var Popover = function (element, options) {\n    this.init('popover', element, options)\n  }\n\n  if (!$.fn.tooltip) throw new Error('Popover requires tooltip.js')\n\n  Popover.VERSION  = '3.4.1'\n\n  Popover.DEFAULTS = $.extend({}, $.fn.tooltip.Constructor.DEFAULTS, {\n    placement: 'right',\n    trigger: 'click',\n    content: '',\n    template: '<div class=\"popover\" role=\"tooltip\"><div class=\"arrow\"></div><h3 class=\"popover-title\"></h3><div class=\"popover-content\"></div></div>'\n  })\n\n\n  // NOTE: POPOVER EXTENDS tooltip.js\n  // ================================\n\n  Popover.prototype = $.extend({}, $.fn.tooltip.Constructor.prototype)\n\n  Popover.prototype.constructor = Popover\n\n  Popover.prototype.getDefaults = function () {\n    return Popover.DEFAULTS\n  }\n\n  Popover.prototype.setContent = function () {\n    var $tip    = this.tip()\n    var title   = this.getTitle()\n    var content = this.getContent()\n\n    if (this.options.html) {\n      var typeContent = typeof content\n\n      if (this.options.sanitize) {\n        title = this.sanitizeHtml(title)\n\n        if (typeContent === 'string') {\n          content = this.sanitizeHtml(content)\n        }\n      }\n\n      $tip.find('.popover-title').html(title)\n      $tip.find('.popover-content').children().detach().end()[\n        typeContent === 'string' ? 'html' : 'append'\n      ](content)\n    } else {\n      $tip.find('.popover-title').text(title)\n      $tip.find('.popover-content').children().detach().end().text(content)\n    }\n\n    $tip.removeClass('fade top bottom left right in')\n\n    // IE8 doesn't accept hiding via the `:empty` pseudo selector, we have to do\n    // this manually by checking the contents.\n    if (!$tip.find('.popover-title').html()) $tip.find('.popover-title').hide()\n  }\n\n  Popover.prototype.hasContent = function () {\n    return this.getTitle() || this.getContent()\n  }\n\n  Popover.prototype.getContent = function () {\n    var $e = this.$element\n    var o  = this.options\n\n    return $e.attr('data-content')\n      || (typeof o.content == 'function' ?\n        o.content.call($e[0]) :\n        o.content)\n  }\n\n  Popover.prototype.arrow = function () {\n    return (this.$arrow = this.$arrow || this.tip().find('.arrow'))\n  }\n\n\n  // POPOVER PLUGIN DEFINITION\n  // =========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.popover')\n      var options = typeof option == 'object' && option\n\n      if (!data && /destroy|hide/.test(option)) return\n      if (!data) $this.data('bs.popover', (data = new Popover(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.popover\n\n  $.fn.popover             = Plugin\n  $.fn.popover.Constructor = Popover\n\n\n  // POPOVER NO CONFLICT\n  // ===================\n\n  $.fn.popover.noConflict = function () {\n    $.fn.popover = old\n    return this\n  }\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: scrollspy.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#scrollspy\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // SCROLLSPY CLASS DEFINITION\n  // ==========================\n\n  function ScrollSpy(element, options) {\n    this.$body          = $(document.body)\n    this.$scrollElement = $(element).is(document.body) ? $(window) : $(element)\n    this.options        = $.extend({}, ScrollSpy.DEFAULTS, options)\n    this.selector       = (this.options.target || '') + ' .nav li > a'\n    this.offsets        = []\n    this.targets        = []\n    this.activeTarget   = null\n    this.scrollHeight   = 0\n\n    this.$scrollElement.on('scroll.bs.scrollspy', $.proxy(this.process, this))\n    this.refresh()\n    this.process()\n  }\n\n  ScrollSpy.VERSION  = '3.4.1'\n\n  ScrollSpy.DEFAULTS = {\n    offset: 10\n  }\n\n  ScrollSpy.prototype.getScrollHeight = function () {\n    return this.$scrollElement[0].scrollHeight || Math.max(this.$body[0].scrollHeight, document.documentElement.scrollHeight)\n  }\n\n  ScrollSpy.prototype.refresh = function () {\n    var that          = this\n    var offsetMethod  = 'offset'\n    var offsetBase    = 0\n\n    this.offsets      = []\n    this.targets      = []\n    this.scrollHeight = this.getScrollHeight()\n\n    if (!$.isWindow(this.$scrollElement[0])) {\n      offsetMethod = 'position'\n      offsetBase   = this.$scrollElement.scrollTop()\n    }\n\n    this.$body\n      .find(this.selector)\n      .map(function () {\n        var $el   = $(this)\n        var href  = $el.data('target') || $el.attr('href')\n        var $href = /^#./.test(href) && $(href)\n\n        return ($href\n          && $href.length\n          && $href.is(':visible')\n          && [[$href[offsetMethod]().top + offsetBase, href]]) || null\n      })\n      .sort(function (a, b) { return a[0] - b[0] })\n      .each(function () {\n        that.offsets.push(this[0])\n        that.targets.push(this[1])\n      })\n  }\n\n  ScrollSpy.prototype.process = function () {\n    var scrollTop    = this.$scrollElement.scrollTop() + this.options.offset\n    var scrollHeight = this.getScrollHeight()\n    var maxScroll    = this.options.offset + scrollHeight - this.$scrollElement.height()\n    var offsets      = this.offsets\n    var targets      = this.targets\n    var activeTarget = this.activeTarget\n    var i\n\n    if (this.scrollHeight != scrollHeight) {\n      this.refresh()\n    }\n\n    if (scrollTop >= maxScroll) {\n      return activeTarget != (i = targets[targets.length - 1]) && this.activate(i)\n    }\n\n    if (activeTarget && scrollTop < offsets[0]) {\n      this.activeTarget = null\n      return this.clear()\n    }\n\n    for (i = offsets.length; i--;) {\n      activeTarget != targets[i]\n        && scrollTop >= offsets[i]\n        && (offsets[i + 1] === undefined || scrollTop < offsets[i + 1])\n        && this.activate(targets[i])\n    }\n  }\n\n  ScrollSpy.prototype.activate = function (target) {\n    this.activeTarget = target\n\n    this.clear()\n\n    var selector = this.selector +\n      '[data-target=\"' + target + '\"],' +\n      this.selector + '[href=\"' + target + '\"]'\n\n    var active = $(selector)\n      .parents('li')\n      .addClass('active')\n\n    if (active.parent('.dropdown-menu').length) {\n      active = active\n        .closest('li.dropdown')\n        .addClass('active')\n    }\n\n    active.trigger('activate.bs.scrollspy')\n  }\n\n  ScrollSpy.prototype.clear = function () {\n    $(this.selector)\n      .parentsUntil(this.options.target, '.active')\n      .removeClass('active')\n  }\n\n\n  // SCROLLSPY PLUGIN DEFINITION\n  // ===========================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.scrollspy')\n      var options = typeof option == 'object' && option\n\n      if (!data) $this.data('bs.scrollspy', (data = new ScrollSpy(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.scrollspy\n\n  $.fn.scrollspy             = Plugin\n  $.fn.scrollspy.Constructor = ScrollSpy\n\n\n  // SCROLLSPY NO CONFLICT\n  // =====================\n\n  $.fn.scrollspy.noConflict = function () {\n    $.fn.scrollspy = old\n    return this\n  }\n\n\n  // SCROLLSPY DATA-API\n  // ==================\n\n  $(window).on('load.bs.scrollspy.data-api', function () {\n    $('[data-spy=\"scroll\"]').each(function () {\n      var $spy = $(this)\n      Plugin.call($spy, $spy.data())\n    })\n  })\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: tab.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#tabs\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // TAB CLASS DEFINITION\n  // ====================\n\n  var Tab = function (element) {\n    // jscs:disable requireDollarBeforejQueryAssignment\n    this.element = $(element)\n    // jscs:enable requireDollarBeforejQueryAssignment\n  }\n\n  Tab.VERSION = '3.4.1'\n\n  Tab.TRANSITION_DURATION = 150\n\n  Tab.prototype.show = function () {\n    var $this    = this.element\n    var $ul      = $this.closest('ul:not(.dropdown-menu)')\n    var selector = $this.data('target')\n\n    if (!selector) {\n      selector = $this.attr('href')\n      selector = selector && selector.replace(/.*(?=#[^\\s]*$)/, '') // strip for ie7\n    }\n\n    if ($this.parent('li').hasClass('active')) return\n\n    var $previous = $ul.find('.active:last a')\n    var hideEvent = $.Event('hide.bs.tab', {\n      relatedTarget: $this[0]\n    })\n    var showEvent = $.Event('show.bs.tab', {\n      relatedTarget: $previous[0]\n    })\n\n    $previous.trigger(hideEvent)\n    $this.trigger(showEvent)\n\n    if (showEvent.isDefaultPrevented() || hideEvent.isDefaultPrevented()) return\n\n    var $target = $(document).find(selector)\n\n    this.activate($this.closest('li'), $ul)\n    this.activate($target, $target.parent(), function () {\n      $previous.trigger({\n        type: 'hidden.bs.tab',\n        relatedTarget: $this[0]\n      })\n      $this.trigger({\n        type: 'shown.bs.tab',\n        relatedTarget: $previous[0]\n      })\n    })\n  }\n\n  Tab.prototype.activate = function (element, container, callback) {\n    var $active    = container.find('> .active')\n    var transition = callback\n      && $.support.transition\n      && ($active.length && $active.hasClass('fade') || !!container.find('> .fade').length)\n\n    function next() {\n      $active\n        .removeClass('active')\n        .find('> .dropdown-menu > .active')\n        .removeClass('active')\n        .end()\n        .find('[data-toggle=\"tab\"]')\n        .attr('aria-expanded', false)\n\n      element\n        .addClass('active')\n        .find('[data-toggle=\"tab\"]')\n        .attr('aria-expanded', true)\n\n      if (transition) {\n        element[0].offsetWidth // reflow for transition\n        element.addClass('in')\n      } else {\n        element.removeClass('fade')\n      }\n\n      if (element.parent('.dropdown-menu').length) {\n        element\n          .closest('li.dropdown')\n          .addClass('active')\n          .end()\n          .find('[data-toggle=\"tab\"]')\n          .attr('aria-expanded', true)\n      }\n\n      callback && callback()\n    }\n\n    $active.length && transition ?\n      $active\n        .one('bsTransitionEnd', next)\n        .emulateTransitionEnd(Tab.TRANSITION_DURATION) :\n      next()\n\n    $active.removeClass('in')\n  }\n\n\n  // TAB PLUGIN DEFINITION\n  // =====================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this = $(this)\n      var data  = $this.data('bs.tab')\n\n      if (!data) $this.data('bs.tab', (data = new Tab(this)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.tab\n\n  $.fn.tab             = Plugin\n  $.fn.tab.Constructor = Tab\n\n\n  // TAB NO CONFLICT\n  // ===============\n\n  $.fn.tab.noConflict = function () {\n    $.fn.tab = old\n    return this\n  }\n\n\n  // TAB DATA-API\n  // ============\n\n  var clickHandler = function (e) {\n    e.preventDefault()\n    Plugin.call($(this), 'show')\n  }\n\n  $(document)\n    .on('click.bs.tab.data-api', '[data-toggle=\"tab\"]', clickHandler)\n    .on('click.bs.tab.data-api', '[data-toggle=\"pill\"]', clickHandler)\n\n}(jQuery);\n\n/* ========================================================================\n * Bootstrap: affix.js v3.4.1\n * https://getbootstrap.com/docs/3.4/javascript/#affix\n * ========================================================================\n * Copyright 2011-2019 Twitter, Inc.\n * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE)\n * ======================================================================== */\n\n\n+function ($) {\n  'use strict';\n\n  // AFFIX CLASS DEFINITION\n  // ======================\n\n  var Affix = function (element, options) {\n    this.options = $.extend({}, Affix.DEFAULTS, options)\n\n    var target = this.options.target === Affix.DEFAULTS.target ? $(this.options.target) : $(document).find(this.options.target)\n\n    this.$target = target\n      .on('scroll.bs.affix.data-api', $.proxy(this.checkPosition, this))\n      .on('click.bs.affix.data-api',  $.proxy(this.checkPositionWithEventLoop, this))\n\n    this.$element     = $(element)\n    this.affixed      = null\n    this.unpin        = null\n    this.pinnedOffset = null\n\n    this.checkPosition()\n  }\n\n  Affix.VERSION  = '3.4.1'\n\n  Affix.RESET    = 'affix affix-top affix-bottom'\n\n  Affix.DEFAULTS = {\n    offset: 0,\n    target: window\n  }\n\n  Affix.prototype.getState = function (scrollHeight, height, offsetTop, offsetBottom) {\n    var scrollTop    = this.$target.scrollTop()\n    var position     = this.$element.offset()\n    var targetHeight = this.$target.height()\n\n    if (offsetTop != null && this.affixed == 'top') return scrollTop < offsetTop ? 'top' : false\n\n    if (this.affixed == 'bottom') {\n      if (offsetTop != null) return (scrollTop + this.unpin <= position.top) ? false : 'bottom'\n      return (scrollTop + targetHeight <= scrollHeight - offsetBottom) ? false : 'bottom'\n    }\n\n    var initializing   = this.affixed == null\n    var colliderTop    = initializing ? scrollTop : position.top\n    var colliderHeight = initializing ? targetHeight : height\n\n    if (offsetTop != null && scrollTop <= offsetTop) return 'top'\n    if (offsetBottom != null && (colliderTop + colliderHeight >= scrollHeight - offsetBottom)) return 'bottom'\n\n    return false\n  }\n\n  Affix.prototype.getPinnedOffset = function () {\n    if (this.pinnedOffset) return this.pinnedOffset\n    this.$element.removeClass(Affix.RESET).addClass('affix')\n    var scrollTop = this.$target.scrollTop()\n    var position  = this.$element.offset()\n    return (this.pinnedOffset = position.top - scrollTop)\n  }\n\n  Affix.prototype.checkPositionWithEventLoop = function () {\n    setTimeout($.proxy(this.checkPosition, this), 1)\n  }\n\n  Affix.prototype.checkPosition = function () {\n    if (!this.$element.is(':visible')) return\n\n    var height       = this.$element.height()\n    var offset       = this.options.offset\n    var offsetTop    = offset.top\n    var offsetBottom = offset.bottom\n    var scrollHeight = Math.max($(document).height(), $(document.body).height())\n\n    if (typeof offset != 'object')         offsetBottom = offsetTop = offset\n    if (typeof offsetTop == 'function')    offsetTop    = offset.top(this.$element)\n    if (typeof offsetBottom == 'function') offsetBottom = offset.bottom(this.$element)\n\n    var affix = this.getState(scrollHeight, height, offsetTop, offsetBottom)\n\n    if (this.affixed != affix) {\n      if (this.unpin != null) this.$element.css('top', '')\n\n      var affixType = 'affix' + (affix ? '-' + affix : '')\n      var e         = $.Event(affixType + '.bs.affix')\n\n      this.$element.trigger(e)\n\n      if (e.isDefaultPrevented()) return\n\n      this.affixed = affix\n      this.unpin = affix == 'bottom' ? this.getPinnedOffset() : null\n\n      this.$element\n        .removeClass(Affix.RESET)\n        .addClass(affixType)\n        .trigger(affixType.replace('affix', 'affixed') + '.bs.affix')\n    }\n\n    if (affix == 'bottom') {\n      this.$element.offset({\n        top: scrollHeight - height - offsetBottom\n      })\n    }\n  }\n\n\n  // AFFIX PLUGIN DEFINITION\n  // =======================\n\n  function Plugin(option) {\n    return this.each(function () {\n      var $this   = $(this)\n      var data    = $this.data('bs.affix')\n      var options = typeof option == 'object' && option\n\n      if (!data) $this.data('bs.affix', (data = new Affix(this, options)))\n      if (typeof option == 'string') data[option]()\n    })\n  }\n\n  var old = $.fn.affix\n\n  $.fn.affix             = Plugin\n  $.fn.affix.Constructor = Affix\n\n\n  // AFFIX NO CONFLICT\n  // =================\n\n  $.fn.affix.noConflict = function () {\n    $.fn.affix = old\n    return this\n  }\n\n\n  // AFFIX DATA-API\n  // ==============\n\n  $(window).on('load', function () {\n    $('[data-spy=\"affix\"]').each(function () {\n      var $spy = $(this)\n      var data = $spy.data()\n\n      data.offset = data.offset || {}\n\n      if (data.offsetBottom != null) data.offset.bottom = data.offsetBottom\n      if (data.offsetTop    != null) data.offset.top    = data.offsetTop\n\n      Plugin.call($spy, data)\n    })\n  })\n\n}(jQuery);\n\n}","/*! tether 1.4.7 */\n\n(function(root, factory) {\n  if (typeof define === 'function' && define.amd) {\n    define([], factory);\n  } else if (typeof exports === 'object') {\n    module.exports = factory();\n  } else {\n    root.Tether = factory();\n  }\n}(this, function() {\n\n'use strict';\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nvar TetherBase = undefined;\nif (typeof TetherBase === 'undefined') {\n  TetherBase = { modules: [] };\n}\n\nvar zeroElement = null;\n\n// Same as native getBoundingClientRect, except it takes into account parent <frame> offsets\n// if the element lies within a nested document (<frame> or <iframe>-like).\nfunction getActualBoundingClientRect(node) {\n  var boundingRect = node.getBoundingClientRect();\n\n  // The original object returned by getBoundingClientRect is immutable, so we clone it\n  // We can't use extend because the properties are not considered part of the object by hasOwnProperty in IE9\n  var rect = {};\n  for (var k in boundingRect) {\n    rect[k] = boundingRect[k];\n  }\n\n  try {\n    if (node.ownerDocument !== document) {\n      var _frameElement = node.ownerDocument.defaultView.frameElement;\n      if (_frameElement) {\n        var frameRect = getActualBoundingClientRect(_frameElement);\n        rect.top += frameRect.top;\n        rect.bottom += frameRect.top;\n        rect.left += frameRect.left;\n        rect.right += frameRect.left;\n      }\n    }\n  } catch (err) {\n    // Ignore \"Access is denied\" in IE11/Edge\n  }\n\n  return rect;\n}\n\nfunction getScrollParents(el) {\n  // In firefox if the el is inside an iframe with display: none; window.getComputedStyle() will return null;\n  // https://bugzilla.mozilla.org/show_bug.cgi?id=548397\n  var computedStyle = getComputedStyle(el) || {};\n  var position = computedStyle.position;\n  var parents = [];\n\n  if (position === 'fixed') {\n    return [el];\n  }\n\n  var parent = el;\n  while ((parent = parent.parentNode) && parent && parent.nodeType === 1) {\n    var style = undefined;\n    try {\n      style = getComputedStyle(parent);\n    } catch (err) {}\n\n    if (typeof style === 'undefined' || style === null) {\n      parents.push(parent);\n      return parents;\n    }\n\n    var _style = style;\n    var overflow = _style.overflow;\n    var overflowX = _style.overflowX;\n    var overflowY = _style.overflowY;\n\n    if (/(auto|scroll|overlay)/.test(overflow + overflowY + overflowX)) {\n      if (position !== 'absolute' || ['relative', 'absolute', 'fixed'].indexOf(style.position) >= 0) {\n        parents.push(parent);\n      }\n    }\n  }\n\n  parents.push(el.ownerDocument.body);\n\n  // If the node is within a frame, account for the parent window scroll\n  if (el.ownerDocument !== document) {\n    parents.push(el.ownerDocument.defaultView);\n  }\n\n  return parents;\n}\n\nvar uniqueId = (function () {\n  var id = 0;\n  return function () {\n    return ++id;\n  };\n})();\n\nvar zeroPosCache = {};\nvar getOrigin = function getOrigin() {\n  // getBoundingClientRect is unfortunately too accurate.  It introduces a pixel or two of\n  // jitter as the user scrolls that messes with our ability to detect if two positions\n  // are equivilant or not.  We place an element at the top left of the page that will\n  // get the same jitter, so we can cancel the two out.\n  var node = zeroElement;\n  if (!node || !document.body.contains(node)) {\n    node = document.createElement('div');\n    node.setAttribute('data-tether-id', uniqueId());\n    extend(node.style, {\n      top: 0,\n      left: 0,\n      position: 'absolute'\n    });\n\n    document.body.appendChild(node);\n\n    zeroElement = node;\n  }\n\n  var id = node.getAttribute('data-tether-id');\n  if (typeof zeroPosCache[id] === 'undefined') {\n    zeroPosCache[id] = getActualBoundingClientRect(node);\n\n    // Clear the cache when this position call is done\n    defer(function () {\n      delete zeroPosCache[id];\n    });\n  }\n\n  return zeroPosCache[id];\n};\n\nfunction removeUtilElements() {\n  if (zeroElement) {\n    document.body.removeChild(zeroElement);\n  }\n  zeroElement = null;\n};\n\nfunction getBounds(el) {\n  var doc = undefined;\n  if (el === document) {\n    doc = document;\n    el = document.documentElement;\n  } else {\n    doc = el.ownerDocument;\n  }\n\n  var docEl = doc.documentElement;\n\n  var box = getActualBoundingClientRect(el);\n\n  var origin = getOrigin();\n\n  box.top -= origin.top;\n  box.left -= origin.left;\n\n  if (typeof box.width === 'undefined') {\n    box.width = document.body.scrollWidth - box.left - box.right;\n  }\n  if (typeof box.height === 'undefined') {\n    box.height = document.body.scrollHeight - box.top - box.bottom;\n  }\n\n  box.top = box.top - docEl.clientTop;\n  box.left = box.left - docEl.clientLeft;\n  box.right = doc.body.clientWidth - box.width - box.left;\n  box.bottom = doc.body.clientHeight - box.height - box.top;\n\n  return box;\n}\n\nfunction getOffsetParent(el) {\n  return el.offsetParent || document.documentElement;\n}\n\nvar _scrollBarSize = null;\nfunction getScrollBarSize() {\n  if (_scrollBarSize) {\n    return _scrollBarSize;\n  }\n  var inner = document.createElement('div');\n  inner.style.width = '100%';\n  inner.style.height = '200px';\n\n  var outer = document.createElement('div');\n  extend(outer.style, {\n    position: 'absolute',\n    top: 0,\n    left: 0,\n    pointerEvents: 'none',\n    visibility: 'hidden',\n    width: '200px',\n    height: '150px',\n    overflow: 'hidden'\n  });\n\n  outer.appendChild(inner);\n\n  document.body.appendChild(outer);\n\n  var widthContained = inner.offsetWidth;\n  outer.style.overflow = 'scroll';\n  var widthScroll = inner.offsetWidth;\n\n  if (widthContained === widthScroll) {\n    widthScroll = outer.clientWidth;\n  }\n\n  document.body.removeChild(outer);\n\n  var width = widthContained - widthScroll;\n\n  _scrollBarSize = { width: width, height: width };\n  return _scrollBarSize;\n}\n\nfunction extend() {\n  var out = arguments.length <= 0 || arguments[0] === undefined ? {} : arguments[0];\n\n  var args = [];\n\n  Array.prototype.push.apply(args, arguments);\n\n  args.slice(1).forEach(function (obj) {\n    if (obj) {\n      for (var key in obj) {\n        if (({}).hasOwnProperty.call(obj, key)) {\n          out[key] = obj[key];\n        }\n      }\n    }\n  });\n\n  return out;\n}\n\nfunction removeClass(el, name) {\n  if (typeof el.classList !== 'undefined') {\n    name.split(' ').forEach(function (cls) {\n      if (cls.trim()) {\n        el.classList.remove(cls);\n      }\n    });\n  } else {\n    var regex = new RegExp('(^| )' + name.split(' ').join('|') + '( |$)', 'gi');\n    var className = getClassName(el).replace(regex, ' ');\n    setClassName(el, className);\n  }\n}\n\nfunction addClass(el, name) {\n  if (typeof el.classList !== 'undefined') {\n    name.split(' ').forEach(function (cls) {\n      if (cls.trim()) {\n        el.classList.add(cls);\n      }\n    });\n  } else {\n    removeClass(el, name);\n    var cls = getClassName(el) + (' ' + name);\n    setClassName(el, cls);\n  }\n}\n\nfunction hasClass(el, name) {\n  if (typeof el.classList !== 'undefined') {\n    return el.classList.contains(name);\n  }\n  var className = getClassName(el);\n  return new RegExp('(^| )' + name + '( |$)', 'gi').test(className);\n}\n\nfunction getClassName(el) {\n  // Can't use just SVGAnimatedString here since nodes within a Frame in IE have\n  // completely separately SVGAnimatedString base classes\n  if (el.className instanceof el.ownerDocument.defaultView.SVGAnimatedString) {\n    return el.className.baseVal;\n  }\n  return el.className;\n}\n\nfunction setClassName(el, className) {\n  el.setAttribute('class', className);\n}\n\nfunction updateClasses(el, add, all) {\n  // Of the set of 'all' classes, we need the 'add' classes, and only the\n  // 'add' classes to be set.\n  all.forEach(function (cls) {\n    if (add.indexOf(cls) === -1 && hasClass(el, cls)) {\n      removeClass(el, cls);\n    }\n  });\n\n  add.forEach(function (cls) {\n    if (!hasClass(el, cls)) {\n      addClass(el, cls);\n    }\n  });\n}\n\nvar deferred = [];\n\nvar defer = function defer(fn) {\n  deferred.push(fn);\n};\n\nvar flush = function flush() {\n  var fn = undefined;\n  while (fn = deferred.pop()) {\n    fn();\n  }\n};\n\nvar Evented = (function () {\n  function Evented() {\n    _classCallCheck(this, Evented);\n  }\n\n  _createClass(Evented, [{\n    key: 'on',\n    value: function on(event, handler, ctx) {\n      var once = arguments.length <= 3 || arguments[3] === undefined ? false : arguments[3];\n\n      if (typeof this.bindings === 'undefined') {\n        this.bindings = {};\n      }\n      if (typeof this.bindings[event] === 'undefined') {\n        this.bindings[event] = [];\n      }\n      this.bindings[event].push({ handler: handler, ctx: ctx, once: once });\n    }\n  }, {\n    key: 'once',\n    value: function once(event, handler, ctx) {\n      this.on(event, handler, ctx, true);\n    }\n  }, {\n    key: 'off',\n    value: function off(event, handler) {\n      if (typeof this.bindings === 'undefined' || typeof this.bindings[event] === 'undefined') {\n        return;\n      }\n\n      if (typeof handler === 'undefined') {\n        delete this.bindings[event];\n      } else {\n        var i = 0;\n        while (i < this.bindings[event].length) {\n          if (this.bindings[event][i].handler === handler) {\n            this.bindings[event].splice(i, 1);\n          } else {\n            ++i;\n          }\n        }\n      }\n    }\n  }, {\n    key: 'trigger',\n    value: function trigger(event) {\n      if (typeof this.bindings !== 'undefined' && this.bindings[event]) {\n        var i = 0;\n\n        for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n          args[_key - 1] = arguments[_key];\n        }\n\n        while (i < this.bindings[event].length) {\n          var _bindings$event$i = this.bindings[event][i];\n          var handler = _bindings$event$i.handler;\n          var ctx = _bindings$event$i.ctx;\n          var once = _bindings$event$i.once;\n\n          var context = ctx;\n          if (typeof context === 'undefined') {\n            context = this;\n          }\n\n          handler.apply(context, args);\n\n          if (once) {\n            this.bindings[event].splice(i, 1);\n          } else {\n            ++i;\n          }\n        }\n      }\n    }\n  }]);\n\n  return Evented;\n})();\n\nTetherBase.Utils = {\n  getActualBoundingClientRect: getActualBoundingClientRect,\n  getScrollParents: getScrollParents,\n  getBounds: getBounds,\n  getOffsetParent: getOffsetParent,\n  extend: extend,\n  addClass: addClass,\n  removeClass: removeClass,\n  hasClass: hasClass,\n  updateClasses: updateClasses,\n  defer: defer,\n  flush: flush,\n  uniqueId: uniqueId,\n  Evented: Evented,\n  getScrollBarSize: getScrollBarSize,\n  removeUtilElements: removeUtilElements\n};\n/* globals TetherBase, performance */\n\n'use strict';\n\nvar _slicedToArray = (function () { function sliceIterator(arr, i) { var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i['return']) _i['return'](); } finally { if (_d) throw _e; } } return _arr; } return function (arr, i) { if (Array.isArray(arr)) { return arr; } else if (Symbol.iterator in Object(arr)) { return sliceIterator(arr, i); } else { throw new TypeError('Invalid attempt to destructure non-iterable instance'); } }; })();\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();\n\nvar _get = function get(_x6, _x7, _x8) { var _again = true; _function: while (_again) { var object = _x6, property = _x7, receiver = _x8; _again = false; if (object === null) object = Function.prototype; var desc = Object.getOwnPropertyDescriptor(object, property); if (desc === undefined) { var parent = Object.getPrototypeOf(object); if (parent === null) { return undefined; } else { _x6 = parent; _x7 = property; _x8 = receiver; _again = true; desc = parent = undefined; continue _function; } } else if ('value' in desc) { return desc.value; } else { var getter = desc.get; if (getter === undefined) { return undefined; } return getter.call(receiver); } } };\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== 'function' && superClass !== null) { throw new TypeError('Super expression must either be null or a function, not ' + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nif (typeof TetherBase === 'undefined') {\n  throw new Error('You must include the utils.js file before tether.js');\n}\n\nvar _TetherBase$Utils = TetherBase.Utils;\nvar getScrollParents = _TetherBase$Utils.getScrollParents;\nvar getBounds = _TetherBase$Utils.getBounds;\nvar getOffsetParent = _TetherBase$Utils.getOffsetParent;\nvar extend = _TetherBase$Utils.extend;\nvar addClass = _TetherBase$Utils.addClass;\nvar removeClass = _TetherBase$Utils.removeClass;\nvar updateClasses = _TetherBase$Utils.updateClasses;\nvar defer = _TetherBase$Utils.defer;\nvar flush = _TetherBase$Utils.flush;\nvar getScrollBarSize = _TetherBase$Utils.getScrollBarSize;\nvar removeUtilElements = _TetherBase$Utils.removeUtilElements;\n\nfunction within(a, b) {\n  var diff = arguments.length <= 2 || arguments[2] === undefined ? 1 : arguments[2];\n\n  return a + diff >= b && b >= a - diff;\n}\n\nvar transformKey = (function () {\n  if (typeof document === 'undefined') {\n    return '';\n  }\n  var el = document.createElement('div');\n\n  var transforms = ['transform', 'WebkitTransform', 'OTransform', 'MozTransform', 'msTransform'];\n  for (var i = 0; i < transforms.length; ++i) {\n    var key = transforms[i];\n    if (el.style[key] !== undefined) {\n      return key;\n    }\n  }\n})();\n\nvar tethers = [];\n\nvar position = function position() {\n  tethers.forEach(function (tether) {\n    tether.position(false);\n  });\n  flush();\n};\n\nfunction now() {\n  if (typeof performance === 'object' && typeof performance.now === 'function') {\n    return performance.now();\n  }\n  return +new Date();\n}\n\n(function () {\n  var lastCall = null;\n  var lastDuration = null;\n  var pendingTimeout = null;\n\n  var tick = function tick() {\n    if (typeof lastDuration !== 'undefined' && lastDuration > 16) {\n      // We voluntarily throttle ourselves if we can't manage 60fps\n      lastDuration = Math.min(lastDuration - 16, 250);\n\n      // Just in case this is the last event, remember to position just once more\n      pendingTimeout = setTimeout(tick, 250);\n      return;\n    }\n\n    if (typeof lastCall !== 'undefined' && now() - lastCall < 10) {\n      // Some browsers call events a little too frequently, refuse to run more than is reasonable\n      return;\n    }\n\n    if (pendingTimeout != null) {\n      clearTimeout(pendingTimeout);\n      pendingTimeout = null;\n    }\n\n    lastCall = now();\n    position();\n    lastDuration = now() - lastCall;\n  };\n\n  if (typeof window !== 'undefined' && typeof window.addEventListener !== 'undefined') {\n    ['resize', 'scroll', 'touchmove'].forEach(function (event) {\n      window.addEventListener(event, tick);\n    });\n  }\n})();\n\nvar MIRROR_LR = {\n  center: 'center',\n  left: 'right',\n  right: 'left'\n};\n\nvar MIRROR_TB = {\n  middle: 'middle',\n  top: 'bottom',\n  bottom: 'top'\n};\n\nvar OFFSET_MAP = {\n  top: 0,\n  left: 0,\n  middle: '50%',\n  center: '50%',\n  bottom: '100%',\n  right: '100%'\n};\n\nvar autoToFixedAttachment = function autoToFixedAttachment(attachment, relativeToAttachment) {\n  var left = attachment.left;\n  var top = attachment.top;\n\n  if (left === 'auto') {\n    left = MIRROR_LR[relativeToAttachment.left];\n  }\n\n  if (top === 'auto') {\n    top = MIRROR_TB[relativeToAttachment.top];\n  }\n\n  return { left: left, top: top };\n};\n\nvar attachmentToOffset = function attachmentToOffset(attachment) {\n  var left = attachment.left;\n  var top = attachment.top;\n\n  if (typeof OFFSET_MAP[attachment.left] !== 'undefined') {\n    left = OFFSET_MAP[attachment.left];\n  }\n\n  if (typeof OFFSET_MAP[attachment.top] !== 'undefined') {\n    top = OFFSET_MAP[attachment.top];\n  }\n\n  return { left: left, top: top };\n};\n\nfunction addOffset() {\n  var out = { top: 0, left: 0 };\n\n  for (var _len = arguments.length, offsets = Array(_len), _key = 0; _key < _len; _key++) {\n    offsets[_key] = arguments[_key];\n  }\n\n  offsets.forEach(function (_ref) {\n    var top = _ref.top;\n    var left = _ref.left;\n\n    if (typeof top === 'string') {\n      top = parseFloat(top, 10);\n    }\n    if (typeof left === 'string') {\n      left = parseFloat(left, 10);\n    }\n\n    out.top += top;\n    out.left += left;\n  });\n\n  return out;\n}\n\nfunction offsetToPx(offset, size) {\n  if (typeof offset.left === 'string' && offset.left.indexOf('%') !== -1) {\n    offset.left = parseFloat(offset.left, 10) / 100 * size.width;\n  }\n  if (typeof offset.top === 'string' && offset.top.indexOf('%') !== -1) {\n    offset.top = parseFloat(offset.top, 10) / 100 * size.height;\n  }\n\n  return offset;\n}\n\nvar parseOffset = function parseOffset(value) {\n  var _value$split = value.split(' ');\n\n  var _value$split2 = _slicedToArray(_value$split, 2);\n\n  var top = _value$split2[0];\n  var left = _value$split2[1];\n\n  return { top: top, left: left };\n};\nvar parseAttachment = parseOffset;\n\nvar TetherClass = (function (_Evented) {\n  _inherits(TetherClass, _Evented);\n\n  function TetherClass(options) {\n    var _this = this;\n\n    _classCallCheck(this, TetherClass);\n\n    _get(Object.getPrototypeOf(TetherClass.prototype), 'constructor', this).call(this);\n    this.position = this.position.bind(this);\n\n    tethers.push(this);\n\n    this.history = [];\n\n    this.setOptions(options, false);\n\n    TetherBase.modules.forEach(function (module) {\n      if (typeof module.initialize !== 'undefined') {\n        module.initialize.call(_this);\n      }\n    });\n\n    this.position();\n  }\n\n  _createClass(TetherClass, [{\n    key: 'getClass',\n    value: function getClass() {\n      var key = arguments.length <= 0 || arguments[0] === undefined ? '' : arguments[0];\n      var classes = this.options.classes;\n\n      if (typeof classes !== 'undefined' && classes[key]) {\n        return this.options.classes[key];\n      } else if (this.options.classPrefix) {\n        return this.options.classPrefix + '-' + key;\n      } else {\n        return key;\n      }\n    }\n  }, {\n    key: 'setOptions',\n    value: function setOptions(options) {\n      var _this2 = this;\n\n      var pos = arguments.length <= 1 || arguments[1] === undefined ? true : arguments[1];\n\n      var defaults = {\n        offset: '0 0',\n        targetOffset: '0 0',\n        targetAttachment: 'auto auto',\n        classPrefix: 'tether'\n      };\n\n      this.options = extend(defaults, options);\n\n      var _options = this.options;\n      var element = _options.element;\n      var target = _options.target;\n      var targetModifier = _options.targetModifier;\n\n      this.element = element;\n      this.target = target;\n      this.targetModifier = targetModifier;\n\n      if (this.target === 'viewport') {\n        this.target = document.body;\n        this.targetModifier = 'visible';\n      } else if (this.target === 'scroll-handle') {\n        this.target = document.body;\n        this.targetModifier = 'scroll-handle';\n      }\n\n      ['element', 'target'].forEach(function (key) {\n        if (typeof _this2[key] === 'undefined') {\n          throw new Error('Tether Error: Both element and target must be defined');\n        }\n\n        if (typeof _this2[key].jquery !== 'undefined') {\n          _this2[key] = _this2[key][0];\n        } else if (typeof _this2[key] === 'string') {\n          _this2[key] = document.querySelector(_this2[key]);\n        }\n      });\n\n      addClass(this.element, this.getClass('element'));\n      if (!(this.options.addTargetClasses === false)) {\n        addClass(this.target, this.getClass('target'));\n      }\n\n      if (!this.options.attachment) {\n        throw new Error('Tether Error: You must provide an attachment');\n      }\n\n      this.targetAttachment = parseAttachment(this.options.targetAttachment);\n      this.attachment = parseAttachment(this.options.attachment);\n      this.offset = parseOffset(this.options.offset);\n      this.targetOffset = parseOffset(this.options.targetOffset);\n\n      if (typeof this.scrollParents !== 'undefined') {\n        this.disable();\n      }\n\n      if (this.targetModifier === 'scroll-handle') {\n        this.scrollParents = [this.target];\n      } else {\n        this.scrollParents = getScrollParents(this.target);\n      }\n\n      if (!(this.options.enabled === false)) {\n        this.enable(pos);\n      }\n    }\n  }, {\n    key: 'getTargetBounds',\n    value: function getTargetBounds() {\n      if (typeof this.targetModifier !== 'undefined') {\n        if (this.targetModifier === 'visible') {\n          if (this.target === document.body) {\n            return { top: pageYOffset, left: pageXOffset, height: innerHeight, width: innerWidth };\n          } else {\n            var bounds = getBounds(this.target);\n\n            var out = {\n              height: bounds.height,\n              width: bounds.width,\n              top: bounds.top,\n              left: bounds.left\n            };\n\n            out.height = Math.min(out.height, bounds.height - (pageYOffset - bounds.top));\n            out.height = Math.min(out.height, bounds.height - (bounds.top + bounds.height - (pageYOffset + innerHeight)));\n            out.height = Math.min(innerHeight, out.height);\n            out.height -= 2;\n\n            out.width = Math.min(out.width, bounds.width - (pageXOffset - bounds.left));\n            out.width = Math.min(out.width, bounds.width - (bounds.left + bounds.width - (pageXOffset + innerWidth)));\n            out.width = Math.min(innerWidth, out.width);\n            out.width -= 2;\n\n            if (out.top < pageYOffset) {\n              out.top = pageYOffset;\n            }\n            if (out.left < pageXOffset) {\n              out.left = pageXOffset;\n            }\n\n            return out;\n          }\n        } else if (this.targetModifier === 'scroll-handle') {\n          var bounds = undefined;\n          var target = this.target;\n          if (target === document.body) {\n            target = document.documentElement;\n\n            bounds = {\n              left: pageXOffset,\n              top: pageYOffset,\n              height: innerHeight,\n              width: innerWidth\n            };\n          } else {\n            bounds = getBounds(target);\n          }\n\n          var style = getComputedStyle(target);\n\n          var hasBottomScroll = target.scrollWidth > target.clientWidth || [style.overflow, style.overflowX].indexOf('scroll') >= 0 || this.target !== document.body;\n\n          var scrollBottom = 0;\n          if (hasBottomScroll) {\n            scrollBottom = 15;\n          }\n\n          var height = bounds.height - parseFloat(style.borderTopWidth) - parseFloat(style.borderBottomWidth) - scrollBottom;\n\n          var out = {\n            width: 15,\n            height: height * 0.975 * (height / target.scrollHeight),\n            left: bounds.left + bounds.width - parseFloat(style.borderLeftWidth) - 15\n          };\n\n          var fitAdj = 0;\n          if (height < 408 && this.target === document.body) {\n            fitAdj = -0.00011 * Math.pow(height, 2) - 0.00727 * height + 22.58;\n          }\n\n          if (this.target !== document.body) {\n            out.height = Math.max(out.height, 24);\n          }\n\n          var scrollPercentage = this.target.scrollTop / (target.scrollHeight - height);\n          out.top = scrollPercentage * (height - out.height - fitAdj) + bounds.top + parseFloat(style.borderTopWidth);\n\n          if (this.target === document.body) {\n            out.height = Math.max(out.height, 24);\n          }\n\n          return out;\n        }\n      } else {\n        return getBounds(this.target);\n      }\n    }\n  }, {\n    key: 'clearCache',\n    value: function clearCache() {\n      this._cache = {};\n    }\n  }, {\n    key: 'cache',\n    value: function cache(k, getter) {\n      // More than one module will often need the same DOM info, so\n      // we keep a cache which is cleared on each position call\n      if (typeof this._cache === 'undefined') {\n        this._cache = {};\n      }\n\n      if (typeof this._cache[k] === 'undefined') {\n        this._cache[k] = getter.call(this);\n      }\n\n      return this._cache[k];\n    }\n  }, {\n    key: 'enable',\n    value: function enable() {\n      var _this3 = this;\n\n      var pos = arguments.length <= 0 || arguments[0] === undefined ? true : arguments[0];\n\n      if (!(this.options.addTargetClasses === false)) {\n        addClass(this.target, this.getClass('enabled'));\n      }\n      addClass(this.element, this.getClass('enabled'));\n      this.enabled = true;\n\n      this.scrollParents.forEach(function (parent) {\n        if (parent !== _this3.target.ownerDocument) {\n          parent.addEventListener('scroll', _this3.position);\n        }\n      });\n\n      if (pos) {\n        this.position();\n      }\n    }\n  }, {\n    key: 'disable',\n    value: function disable() {\n      var _this4 = this;\n\n      removeClass(this.target, this.getClass('enabled'));\n      removeClass(this.element, this.getClass('enabled'));\n      this.enabled = false;\n\n      if (typeof this.scrollParents !== 'undefined') {\n        this.scrollParents.forEach(function (parent) {\n          parent.removeEventListener('scroll', _this4.position);\n        });\n      }\n    }\n  }, {\n    key: 'destroy',\n    value: function destroy() {\n      var _this5 = this;\n\n      this.disable();\n\n      tethers.forEach(function (tether, i) {\n        if (tether === _this5) {\n          tethers.splice(i, 1);\n        }\n      });\n\n      // Remove any elements we were using for convenience from the DOM\n      if (tethers.length === 0) {\n        removeUtilElements();\n      }\n    }\n  }, {\n    key: 'updateAttachClasses',\n    value: function updateAttachClasses(elementAttach, targetAttach) {\n      var _this6 = this;\n\n      elementAttach = elementAttach || this.attachment;\n      targetAttach = targetAttach || this.targetAttachment;\n      var sides = ['left', 'top', 'bottom', 'right', 'middle', 'center'];\n\n      if (typeof this._addAttachClasses !== 'undefined' && this._addAttachClasses.length) {\n        // updateAttachClasses can be called more than once in a position call, so\n        // we need to clean up after ourselves such that when the last defer gets\n        // ran it doesn't add any extra classes from previous calls.\n        this._addAttachClasses.splice(0, this._addAttachClasses.length);\n      }\n\n      if (typeof this._addAttachClasses === 'undefined') {\n        this._addAttachClasses = [];\n      }\n      var add = this._addAttachClasses;\n\n      if (elementAttach.top) {\n        add.push(this.getClass('element-attached') + '-' + elementAttach.top);\n      }\n      if (elementAttach.left) {\n        add.push(this.getClass('element-attached') + '-' + elementAttach.left);\n      }\n      if (targetAttach.top) {\n        add.push(this.getClass('target-attached') + '-' + targetAttach.top);\n      }\n      if (targetAttach.left) {\n        add.push(this.getClass('target-attached') + '-' + targetAttach.left);\n      }\n\n      var all = [];\n      sides.forEach(function (side) {\n        all.push(_this6.getClass('element-attached') + '-' + side);\n        all.push(_this6.getClass('target-attached') + '-' + side);\n      });\n\n      defer(function () {\n        if (!(typeof _this6._addAttachClasses !== 'undefined')) {\n          return;\n        }\n\n        updateClasses(_this6.element, _this6._addAttachClasses, all);\n        if (!(_this6.options.addTargetClasses === false)) {\n          updateClasses(_this6.target, _this6._addAttachClasses, all);\n        }\n\n        delete _this6._addAttachClasses;\n      });\n    }\n  }, {\n    key: 'position',\n    value: function position() {\n      var _this7 = this;\n\n      var flushChanges = arguments.length <= 0 || arguments[0] === undefined ? true : arguments[0];\n\n      // flushChanges commits the changes immediately, leave true unless you are positioning multiple\n      // tethers (in which case call Tether.Utils.flush yourself when you're done)\n\n      if (!this.enabled) {\n        return;\n      }\n\n      this.clearCache();\n\n      // Turn 'auto' attachments into the appropriate corner or edge\n      var targetAttachment = autoToFixedAttachment(this.targetAttachment, this.attachment);\n\n      this.updateAttachClasses(this.attachment, targetAttachment);\n\n      var elementPos = this.cache('element-bounds', function () {\n        return getBounds(_this7.element);\n      });\n\n      var width = elementPos.width;\n      var height = elementPos.height;\n\n      if (width === 0 && height === 0 && typeof this.lastSize !== 'undefined') {\n        var _lastSize = this.lastSize;\n\n        // We cache the height and width to make it possible to position elements that are\n        // getting hidden.\n        width = _lastSize.width;\n        height = _lastSize.height;\n      } else {\n        this.lastSize = { width: width, height: height };\n      }\n\n      var targetPos = this.cache('target-bounds', function () {\n        return _this7.getTargetBounds();\n      });\n      var targetSize = targetPos;\n\n      // Get an actual px offset from the attachment\n      var offset = offsetToPx(attachmentToOffset(this.attachment), { width: width, height: height });\n      var targetOffset = offsetToPx(attachmentToOffset(targetAttachment), targetSize);\n\n      var manualOffset = offsetToPx(this.offset, { width: width, height: height });\n      var manualTargetOffset = offsetToPx(this.targetOffset, targetSize);\n\n      // Add the manually provided offset\n      offset = addOffset(offset, manualOffset);\n      targetOffset = addOffset(targetOffset, manualTargetOffset);\n\n      // It's now our goal to make (element position + offset) == (target position + target offset)\n      var left = targetPos.left + targetOffset.left - offset.left;\n      var top = targetPos.top + targetOffset.top - offset.top;\n\n      for (var i = 0; i < TetherBase.modules.length; ++i) {\n        var _module2 = TetherBase.modules[i];\n        var ret = _module2.position.call(this, {\n          left: left,\n          top: top,\n          targetAttachment: targetAttachment,\n          targetPos: targetPos,\n          elementPos: elementPos,\n          offset: offset,\n          targetOffset: targetOffset,\n          manualOffset: manualOffset,\n          manualTargetOffset: manualTargetOffset,\n          scrollbarSize: scrollbarSize,\n          attachment: this.attachment\n        });\n\n        if (ret === false) {\n          return false;\n        } else if (typeof ret === 'undefined' || typeof ret !== 'object') {\n          continue;\n        } else {\n          top = ret.top;\n          left = ret.left;\n        }\n      }\n\n      // We describe the position three different ways to give the optimizer\n      // a chance to decide the best possible way to position the element\n      // with the fewest repaints.\n      var next = {\n        // It's position relative to the page (absolute positioning when\n        // the element is a child of the body)\n        page: {\n          top: top,\n          left: left\n        },\n\n        // It's position relative to the viewport (fixed positioning)\n        viewport: {\n          top: top - pageYOffset,\n          bottom: pageYOffset - top - height + innerHeight,\n          left: left - pageXOffset,\n          right: pageXOffset - left - width + innerWidth\n        }\n      };\n\n      var doc = this.target.ownerDocument;\n      var win = doc.defaultView;\n\n      var scrollbarSize = undefined;\n      if (win.innerHeight > doc.documentElement.clientHeight) {\n        scrollbarSize = this.cache('scrollbar-size', getScrollBarSize);\n        next.viewport.bottom -= scrollbarSize.height;\n      }\n\n      if (win.innerWidth > doc.documentElement.clientWidth) {\n        scrollbarSize = this.cache('scrollbar-size', getScrollBarSize);\n        next.viewport.right -= scrollbarSize.width;\n      }\n\n      if (['', 'static'].indexOf(doc.body.style.position) === -1 || ['', 'static'].indexOf(doc.body.parentElement.style.position) === -1) {\n        // Absolute positioning in the body will be relative to the page, not the 'initial containing block'\n        next.page.bottom = doc.body.scrollHeight - top - height;\n        next.page.right = doc.body.scrollWidth - left - width;\n      }\n\n      if (typeof this.options.optimizations !== 'undefined' && this.options.optimizations.moveElement !== false && !(typeof this.targetModifier !== 'undefined')) {\n        (function () {\n          var offsetParent = _this7.cache('target-offsetparent', function () {\n            return getOffsetParent(_this7.target);\n          });\n          var offsetPosition = _this7.cache('target-offsetparent-bounds', function () {\n            return getBounds(offsetParent);\n          });\n          var offsetParentStyle = getComputedStyle(offsetParent);\n          var offsetParentSize = offsetPosition;\n\n          var offsetBorder = {};\n          ['Top', 'Left', 'Bottom', 'Right'].forEach(function (side) {\n            offsetBorder[side.toLowerCase()] = parseFloat(offsetParentStyle['border' + side + 'Width']);\n          });\n\n          offsetPosition.right = doc.body.scrollWidth - offsetPosition.left - offsetParentSize.width + offsetBorder.right;\n          offsetPosition.bottom = doc.body.scrollHeight - offsetPosition.top - offsetParentSize.height + offsetBorder.bottom;\n\n          if (next.page.top >= offsetPosition.top + offsetBorder.top && next.page.bottom >= offsetPosition.bottom) {\n            if (next.page.left >= offsetPosition.left + offsetBorder.left && next.page.right >= offsetPosition.right) {\n              // We're within the visible part of the target's scroll parent\n              var scrollTop = offsetParent.scrollTop;\n              var scrollLeft = offsetParent.scrollLeft;\n\n              // It's position relative to the target's offset parent (absolute positioning when\n              // the element is moved to be a child of the target's offset parent).\n              next.offset = {\n                top: next.page.top - offsetPosition.top + scrollTop - offsetBorder.top,\n                left: next.page.left - offsetPosition.left + scrollLeft - offsetBorder.left\n              };\n            }\n          }\n        })();\n      }\n\n      // We could also travel up the DOM and try each containing context, rather than only\n      // looking at the body, but we're gonna get diminishing returns.\n\n      this.move(next);\n\n      this.history.unshift(next);\n\n      if (this.history.length > 3) {\n        this.history.pop();\n      }\n\n      if (flushChanges) {\n        flush();\n      }\n\n      return true;\n    }\n\n    // THE ISSUE\n  }, {\n    key: 'move',\n    value: function move(pos) {\n      var _this8 = this;\n\n      if (!(typeof this.element.parentNode !== 'undefined')) {\n        return;\n      }\n\n      var same = {};\n\n      for (var type in pos) {\n        same[type] = {};\n\n        for (var key in pos[type]) {\n          var found = false;\n\n          for (var i = 0; i < this.history.length; ++i) {\n            var point = this.history[i];\n            if (typeof point[type] !== 'undefined' && !within(point[type][key], pos[type][key])) {\n              found = true;\n              break;\n            }\n          }\n\n          if (!found) {\n            same[type][key] = true;\n          }\n        }\n      }\n\n      var css = { top: '', left: '', right: '', bottom: '' };\n\n      var transcribe = function transcribe(_same, _pos) {\n        var hasOptimizations = typeof _this8.options.optimizations !== 'undefined';\n        var gpu = hasOptimizations ? _this8.options.optimizations.gpu : null;\n        if (gpu !== false) {\n          var yPos = undefined,\n              xPos = undefined;\n          if (_same.top) {\n            css.top = 0;\n            yPos = _pos.top;\n          } else {\n            css.bottom = 0;\n            yPos = -_pos.bottom;\n          }\n\n          if (_same.left) {\n            css.left = 0;\n            xPos = _pos.left;\n          } else {\n            css.right = 0;\n            xPos = -_pos.right;\n          }\n\n          if (typeof window.devicePixelRatio === 'number' && devicePixelRatio % 1 === 0) {\n            xPos = Math.round(xPos * devicePixelRatio) / devicePixelRatio;\n            yPos = Math.round(yPos * devicePixelRatio) / devicePixelRatio;\n          }\n\n          css[transformKey] = 'translateX(' + xPos + 'px) translateY(' + yPos + 'px)';\n\n          if (transformKey !== 'msTransform') {\n            // The Z transform will keep this in the GPU (faster, and prevents artifacts),\n            // but IE9 doesn't support 3d transforms and will choke.\n            css[transformKey] += \" translateZ(0)\";\n          }\n        } else {\n          if (_same.top) {\n            css.top = _pos.top + 'px';\n          } else {\n            css.bottom = _pos.bottom + 'px';\n          }\n\n          if (_same.left) {\n            css.left = _pos.left + 'px';\n          } else {\n            css.right = _pos.right + 'px';\n          }\n        }\n      };\n\n      var moved = false;\n      if ((same.page.top || same.page.bottom) && (same.page.left || same.page.right)) {\n        css.position = 'absolute';\n        transcribe(same.page, pos.page);\n      } else if ((same.viewport.top || same.viewport.bottom) && (same.viewport.left || same.viewport.right)) {\n        css.position = 'fixed';\n        transcribe(same.viewport, pos.viewport);\n      } else if (typeof same.offset !== 'undefined' && same.offset.top && same.offset.left) {\n        (function () {\n          css.position = 'absolute';\n          var offsetParent = _this8.cache('target-offsetparent', function () {\n            return getOffsetParent(_this8.target);\n          });\n\n          if (getOffsetParent(_this8.element) !== offsetParent) {\n            defer(function () {\n              _this8.element.parentNode.removeChild(_this8.element);\n              offsetParent.appendChild(_this8.element);\n            });\n          }\n\n          transcribe(same.offset, pos.offset);\n          moved = true;\n        })();\n      } else {\n        css.position = 'absolute';\n        transcribe({ top: true, left: true }, pos.page);\n      }\n\n      if (!moved) {\n        if (this.options.bodyElement) {\n          if (this.element.parentNode !== this.options.bodyElement) {\n            this.options.bodyElement.appendChild(this.element);\n          }\n        } else {\n          var isFullscreenElement = function isFullscreenElement(e) {\n            var d = e.ownerDocument;\n            var fe = d.fullscreenElement || d.webkitFullscreenElement || d.mozFullScreenElement || d.msFullscreenElement;\n            return fe === e;\n          };\n\n          var offsetParentIsBody = true;\n\n          var currentNode = this.element.parentNode;\n          while (currentNode && currentNode.nodeType === 1 && currentNode.tagName !== 'BODY' && !isFullscreenElement(currentNode)) {\n            if (getComputedStyle(currentNode).position !== 'static') {\n              offsetParentIsBody = false;\n              break;\n            }\n\n            currentNode = currentNode.parentNode;\n          }\n\n          if (!offsetParentIsBody) {\n            this.element.parentNode.removeChild(this.element);\n            this.element.ownerDocument.body.appendChild(this.element);\n          }\n        }\n      }\n\n      // Any css change will trigger a repaint, so let's avoid one if nothing changed\n      var writeCSS = {};\n      var write = false;\n      for (var key in css) {\n        var val = css[key];\n        var elVal = this.element.style[key];\n\n        if (elVal !== val) {\n          write = true;\n          writeCSS[key] = val;\n        }\n      }\n\n      if (write) {\n        defer(function () {\n          extend(_this8.element.style, writeCSS);\n          _this8.trigger('repositioned');\n        });\n      }\n    }\n  }]);\n\n  return TetherClass;\n})(Evented);\n\nTetherClass.modules = [];\n\nTetherBase.position = position;\n\nvar Tether = extend(TetherClass, TetherBase);\n/* globals TetherBase */\n\n'use strict';\n\nvar _slicedToArray = (function () { function sliceIterator(arr, i) { var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i['return']) _i['return'](); } finally { if (_d) throw _e; } } return _arr; } return function (arr, i) { if (Array.isArray(arr)) { return arr; } else if (Symbol.iterator in Object(arr)) { return sliceIterator(arr, i); } else { throw new TypeError('Invalid attempt to destructure non-iterable instance'); } }; })();\n\nvar _TetherBase$Utils = TetherBase.Utils;\nvar getBounds = _TetherBase$Utils.getBounds;\nvar extend = _TetherBase$Utils.extend;\nvar updateClasses = _TetherBase$Utils.updateClasses;\nvar defer = _TetherBase$Utils.defer;\n\nvar BOUNDS_FORMAT = ['left', 'top', 'right', 'bottom'];\n\nfunction getBoundingRect(tether, to) {\n  if (to === 'scrollParent') {\n    to = tether.scrollParents[0];\n  } else if (to === 'window') {\n    to = [pageXOffset, pageYOffset, innerWidth + pageXOffset, innerHeight + pageYOffset];\n  }\n\n  if (to === document) {\n    to = to.documentElement;\n  }\n\n  if (typeof to.nodeType !== 'undefined') {\n    (function () {\n      var node = to;\n      var size = getBounds(to);\n      var pos = size;\n      var style = getComputedStyle(to);\n\n      to = [pos.left, pos.top, size.width + pos.left, size.height + pos.top];\n\n      // Account any parent Frames scroll offset\n      if (node.ownerDocument !== document) {\n        var win = node.ownerDocument.defaultView;\n        to[0] += win.pageXOffset;\n        to[1] += win.pageYOffset;\n        to[2] += win.pageXOffset;\n        to[3] += win.pageYOffset;\n      }\n\n      BOUNDS_FORMAT.forEach(function (side, i) {\n        side = side[0].toUpperCase() + side.substr(1);\n        if (side === 'Top' || side === 'Left') {\n          to[i] += parseFloat(style['border' + side + 'Width']);\n        } else {\n          to[i] -= parseFloat(style['border' + side + 'Width']);\n        }\n      });\n    })();\n  }\n\n  return to;\n}\n\nTetherBase.modules.push({\n  position: function position(_ref) {\n    var _this = this;\n\n    var top = _ref.top;\n    var left = _ref.left;\n    var targetAttachment = _ref.targetAttachment;\n\n    if (!this.options.constraints) {\n      return true;\n    }\n\n    var _cache = this.cache('element-bounds', function () {\n      return getBounds(_this.element);\n    });\n\n    var height = _cache.height;\n    var width = _cache.width;\n\n    if (width === 0 && height === 0 && typeof this.lastSize !== 'undefined') {\n      var _lastSize = this.lastSize;\n\n      // Handle the item getting hidden as a result of our positioning without glitching\n      // the classes in and out\n      width = _lastSize.width;\n      height = _lastSize.height;\n    }\n\n    var targetSize = this.cache('target-bounds', function () {\n      return _this.getTargetBounds();\n    });\n\n    var targetHeight = targetSize.height;\n    var targetWidth = targetSize.width;\n\n    var allClasses = [this.getClass('pinned'), this.getClass('out-of-bounds')];\n\n    this.options.constraints.forEach(function (constraint) {\n      var outOfBoundsClass = constraint.outOfBoundsClass;\n      var pinnedClass = constraint.pinnedClass;\n\n      if (outOfBoundsClass) {\n        allClasses.push(outOfBoundsClass);\n      }\n      if (pinnedClass) {\n        allClasses.push(pinnedClass);\n      }\n    });\n\n    allClasses.forEach(function (cls) {\n      ['left', 'top', 'right', 'bottom'].forEach(function (side) {\n        allClasses.push(cls + '-' + side);\n      });\n    });\n\n    var addClasses = [];\n\n    var tAttachment = extend({}, targetAttachment);\n    var eAttachment = extend({}, this.attachment);\n\n    this.options.constraints.forEach(function (constraint) {\n      var to = constraint.to;\n      var attachment = constraint.attachment;\n      var pin = constraint.pin;\n\n      if (typeof attachment === 'undefined') {\n        attachment = '';\n      }\n\n      var changeAttachX = undefined,\n          changeAttachY = undefined;\n      if (attachment.indexOf(' ') >= 0) {\n        var _attachment$split = attachment.split(' ');\n\n        var _attachment$split2 = _slicedToArray(_attachment$split, 2);\n\n        changeAttachY = _attachment$split2[0];\n        changeAttachX = _attachment$split2[1];\n      } else {\n        changeAttachX = changeAttachY = attachment;\n      }\n\n      var bounds = getBoundingRect(_this, to);\n\n      if (changeAttachY === 'target' || changeAttachY === 'both') {\n        if (top < bounds[1] && tAttachment.top === 'top') {\n          top += targetHeight;\n          tAttachment.top = 'bottom';\n        }\n\n        if (top + height > bounds[3] && tAttachment.top === 'bottom') {\n          top -= targetHeight;\n          tAttachment.top = 'top';\n        }\n      }\n\n      if (changeAttachY === 'together') {\n        if (tAttachment.top === 'top') {\n          if (eAttachment.top === 'bottom' && top < bounds[1]) {\n            top += targetHeight;\n            tAttachment.top = 'bottom';\n\n            top += height;\n            eAttachment.top = 'top';\n          } else if (eAttachment.top === 'top' && top + height > bounds[3] && top - (height - targetHeight) >= bounds[1]) {\n            top -= height - targetHeight;\n            tAttachment.top = 'bottom';\n\n            eAttachment.top = 'bottom';\n          }\n        }\n\n        if (tAttachment.top === 'bottom') {\n          if (eAttachment.top === 'top' && top + height > bounds[3]) {\n            top -= targetHeight;\n            tAttachment.top = 'top';\n\n            top -= height;\n            eAttachment.top = 'bottom';\n          } else if (eAttachment.top === 'bottom' && top < bounds[1] && top + (height * 2 - targetHeight) <= bounds[3]) {\n            top += height - targetHeight;\n            tAttachment.top = 'top';\n\n            eAttachment.top = 'top';\n          }\n        }\n\n        if (tAttachment.top === 'middle') {\n          if (top + height > bounds[3] && eAttachment.top === 'top') {\n            top -= height;\n            eAttachment.top = 'bottom';\n          } else if (top < bounds[1] && eAttachment.top === 'bottom') {\n            top += height;\n            eAttachment.top = 'top';\n          }\n        }\n      }\n\n      if (changeAttachX === 'target' || changeAttachX === 'both') {\n        if (left < bounds[0] && tAttachment.left === 'left') {\n          left += targetWidth;\n          tAttachment.left = 'right';\n        }\n\n        if (left + width > bounds[2] && tAttachment.left === 'right') {\n          left -= targetWidth;\n          tAttachment.left = 'left';\n        }\n      }\n\n      if (changeAttachX === 'together') {\n        if (left < bounds[0] && tAttachment.left === 'left') {\n          if (eAttachment.left === 'right') {\n            left += targetWidth;\n            tAttachment.left = 'right';\n\n            left += width;\n            eAttachment.left = 'left';\n          } else if (eAttachment.left === 'left') {\n            left += targetWidth;\n            tAttachment.left = 'right';\n\n            left -= width;\n            eAttachment.left = 'right';\n          }\n        } else if (left + width > bounds[2] && tAttachment.left === 'right') {\n          if (eAttachment.left === 'left') {\n            left -= targetWidth;\n            tAttachment.left = 'left';\n\n            left -= width;\n            eAttachment.left = 'right';\n          } else if (eAttachment.left === 'right') {\n            left -= targetWidth;\n            tAttachment.left = 'left';\n\n            left += width;\n            eAttachment.left = 'left';\n          }\n        } else if (tAttachment.left === 'center') {\n          if (left + width > bounds[2] && eAttachment.left === 'left') {\n            left -= width;\n            eAttachment.left = 'right';\n          } else if (left < bounds[0] && eAttachment.left === 'right') {\n            left += width;\n            eAttachment.left = 'left';\n          }\n        }\n      }\n\n      if (changeAttachY === 'element' || changeAttachY === 'both') {\n        if (top < bounds[1] && eAttachment.top === 'bottom') {\n          top += height;\n          eAttachment.top = 'top';\n        }\n\n        if (top + height > bounds[3] && eAttachment.top === 'top') {\n          top -= height;\n          eAttachment.top = 'bottom';\n        }\n      }\n\n      if (changeAttachX === 'element' || changeAttachX === 'both') {\n        if (left < bounds[0]) {\n          if (eAttachment.left === 'right') {\n            left += width;\n            eAttachment.left = 'left';\n          } else if (eAttachment.left === 'center') {\n            left += width / 2;\n            eAttachment.left = 'left';\n          }\n        }\n\n        if (left + width > bounds[2]) {\n          if (eAttachment.left === 'left') {\n            left -= width;\n            eAttachment.left = 'right';\n          } else if (eAttachment.left === 'center') {\n            left -= width / 2;\n            eAttachment.left = 'right';\n          }\n        }\n      }\n\n      if (typeof pin === 'string') {\n        pin = pin.split(',').map(function (p) {\n          return p.trim();\n        });\n      } else if (pin === true) {\n        pin = ['top', 'left', 'right', 'bottom'];\n      }\n\n      pin = pin || [];\n\n      var pinned = [];\n      var oob = [];\n\n      if (top < bounds[1]) {\n        if (pin.indexOf('top') >= 0) {\n          top = bounds[1];\n          pinned.push('top');\n        } else {\n          oob.push('top');\n        }\n      }\n\n      if (top + height > bounds[3]) {\n        if (pin.indexOf('bottom') >= 0) {\n          top = bounds[3] - height;\n          pinned.push('bottom');\n        } else {\n          oob.push('bottom');\n        }\n      }\n\n      if (left < bounds[0]) {\n        if (pin.indexOf('left') >= 0) {\n          left = bounds[0];\n          pinned.push('left');\n        } else {\n          oob.push('left');\n        }\n      }\n\n      if (left + width > bounds[2]) {\n        if (pin.indexOf('right') >= 0) {\n          left = bounds[2] - width;\n          pinned.push('right');\n        } else {\n          oob.push('right');\n        }\n      }\n\n      if (pinned.length) {\n        (function () {\n          var pinnedClass = undefined;\n          if (typeof _this.options.pinnedClass !== 'undefined') {\n            pinnedClass = _this.options.pinnedClass;\n          } else {\n            pinnedClass = _this.getClass('pinned');\n          }\n\n          addClasses.push(pinnedClass);\n          pinned.forEach(function (side) {\n            addClasses.push(pinnedClass + '-' + side);\n          });\n        })();\n      }\n\n      if (oob.length) {\n        (function () {\n          var oobClass = undefined;\n          if (typeof _this.options.outOfBoundsClass !== 'undefined') {\n            oobClass = _this.options.outOfBoundsClass;\n          } else {\n            oobClass = _this.getClass('out-of-bounds');\n          }\n\n          addClasses.push(oobClass);\n          oob.forEach(function (side) {\n            addClasses.push(oobClass + '-' + side);\n          });\n        })();\n      }\n\n      if (pinned.indexOf('left') >= 0 || pinned.indexOf('right') >= 0) {\n        eAttachment.left = tAttachment.left = false;\n      }\n      if (pinned.indexOf('top') >= 0 || pinned.indexOf('bottom') >= 0) {\n        eAttachment.top = tAttachment.top = false;\n      }\n\n      if (tAttachment.top !== targetAttachment.top || tAttachment.left !== targetAttachment.left || eAttachment.top !== _this.attachment.top || eAttachment.left !== _this.attachment.left) {\n        _this.updateAttachClasses(eAttachment, tAttachment);\n        _this.trigger('update', {\n          attachment: eAttachment,\n          targetAttachment: tAttachment\n        });\n      }\n    });\n\n    defer(function () {\n      if (!(_this.options.addTargetClasses === false)) {\n        updateClasses(_this.target, addClasses, allClasses);\n      }\n      updateClasses(_this.element, addClasses, allClasses);\n    });\n\n    return { top: top, left: left };\n  }\n});\n/* globals TetherBase */\n\n'use strict';\n\nvar _TetherBase$Utils = TetherBase.Utils;\nvar getBounds = _TetherBase$Utils.getBounds;\nvar updateClasses = _TetherBase$Utils.updateClasses;\nvar defer = _TetherBase$Utils.defer;\n\nTetherBase.modules.push({\n  position: function position(_ref) {\n    var _this = this;\n\n    var top = _ref.top;\n    var left = _ref.left;\n\n    var _cache = this.cache('element-bounds', function () {\n      return getBounds(_this.element);\n    });\n\n    var height = _cache.height;\n    var width = _cache.width;\n\n    var targetPos = this.getTargetBounds();\n\n    var bottom = top + height;\n    var right = left + width;\n\n    var abutted = [];\n    if (top <= targetPos.bottom && bottom >= targetPos.top) {\n      ['left', 'right'].forEach(function (side) {\n        var targetPosSide = targetPos[side];\n        if (targetPosSide === left || targetPosSide === right) {\n          abutted.push(side);\n        }\n      });\n    }\n\n    if (left <= targetPos.right && right >= targetPos.left) {\n      ['top', 'bottom'].forEach(function (side) {\n        var targetPosSide = targetPos[side];\n        if (targetPosSide === top || targetPosSide === bottom) {\n          abutted.push(side);\n        }\n      });\n    }\n\n    var allClasses = [];\n    var addClasses = [];\n\n    var sides = ['left', 'top', 'right', 'bottom'];\n    allClasses.push(this.getClass('abutted'));\n    sides.forEach(function (side) {\n      allClasses.push(_this.getClass('abutted') + '-' + side);\n    });\n\n    if (abutted.length) {\n      addClasses.push(this.getClass('abutted'));\n    }\n\n    abutted.forEach(function (side) {\n      addClasses.push(_this.getClass('abutted') + '-' + side);\n    });\n\n    defer(function () {\n      if (!(_this.options.addTargetClasses === false)) {\n        updateClasses(_this.target, addClasses, allClasses);\n      }\n      updateClasses(_this.element, addClasses, allClasses);\n    });\n\n    return true;\n  }\n});\n/* globals TetherBase */\n\n'use strict';\n\nvar _slicedToArray = (function () { function sliceIterator(arr, i) { var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i['return']) _i['return'](); } finally { if (_d) throw _e; } } return _arr; } return function (arr, i) { if (Array.isArray(arr)) { return arr; } else if (Symbol.iterator in Object(arr)) { return sliceIterator(arr, i); } else { throw new TypeError('Invalid attempt to destructure non-iterable instance'); } }; })();\n\nTetherBase.modules.push({\n  position: function position(_ref) {\n    var top = _ref.top;\n    var left = _ref.left;\n\n    if (!this.options.shift) {\n      return;\n    }\n\n    var shift = this.options.shift;\n    if (typeof this.options.shift === 'function') {\n      shift = this.options.shift.call(this, { top: top, left: left });\n    }\n\n    var shiftTop = undefined,\n        shiftLeft = undefined;\n    if (typeof shift === 'string') {\n      shift = shift.split(' ');\n      shift[1] = shift[1] || shift[0];\n\n      var _shift = shift;\n\n      var _shift2 = _slicedToArray(_shift, 2);\n\n      shiftTop = _shift2[0];\n      shiftLeft = _shift2[1];\n\n      shiftTop = parseFloat(shiftTop, 10);\n      shiftLeft = parseFloat(shiftLeft, 10);\n    } else {\n      shiftTop = shift.top;\n      shiftLeft = shift.left;\n    }\n\n    top += shiftTop;\n    left += shiftLeft;\n\n    return { top: top, left: left };\n  }\n});\nreturn Tether;\n\n}));\n","(function (global, factory) {\n  typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('chart.js')) :\n  typeof define === 'function' && define.amd ? define(['exports', 'chart.js'], factory) :\n  (global = global || self, factory(global.ChartBoxPlot = {}, global.Chart));\n}(this, (function (exports, Chart) { 'use strict';\n\n  function _defineProperty(obj, key, value) {\n    if (key in obj) {\n      Object.defineProperty(obj, key, {\n        value: value,\n        enumerable: true,\n        configurable: true,\n        writable: true\n      });\n    } else {\n      obj[key] = value;\n    }\n\n    return obj;\n  }\n\n  function ownKeys(object, enumerableOnly) {\n    var keys = Object.keys(object);\n\n    if (Object.getOwnPropertySymbols) {\n      var symbols = Object.getOwnPropertySymbols(object);\n      if (enumerableOnly) symbols = symbols.filter(function (sym) {\n        return Object.getOwnPropertyDescriptor(object, sym).enumerable;\n      });\n      keys.push.apply(keys, symbols);\n    }\n\n    return keys;\n  }\n\n  function _objectSpread2(target) {\n    for (var i = 1; i < arguments.length; i++) {\n      var source = arguments[i] != null ? arguments[i] : {};\n\n      if (i % 2) {\n        ownKeys(Object(source), true).forEach(function (key) {\n          _defineProperty(target, key, source[key]);\n        });\n      } else if (Object.getOwnPropertyDescriptors) {\n        Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));\n      } else {\n        ownKeys(Object(source)).forEach(function (key) {\n          Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));\n        });\n      }\n    }\n\n    return target;\n  }\n\n  function _slicedToArray(arr, i) {\n    return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n  }\n\n  function _arrayWithHoles(arr) {\n    if (Array.isArray(arr)) return arr;\n  }\n\n  function _iterableToArrayLimit(arr, i) {\n    if (typeof Symbol === \"undefined\" || !(Symbol.iterator in Object(arr))) return;\n    var _arr = [];\n    var _n = true;\n    var _d = false;\n    var _e = undefined;\n\n    try {\n      for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n        _arr.push(_s.value);\n\n        if (i && _arr.length === i) break;\n      }\n    } catch (err) {\n      _d = true;\n      _e = err;\n    } finally {\n      try {\n        if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n      } finally {\n        if (_d) throw _e;\n      }\n    }\n\n    return _arr;\n  }\n\n  function _unsupportedIterableToArray(o, minLen) {\n    if (!o) return;\n    if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n    var n = Object.prototype.toString.call(o).slice(8, -1);\n    if (n === \"Object\" && o.constructor) n = o.constructor.name;\n    if (n === \"Map\" || n === \"Set\") return Array.from(o);\n    if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n  }\n\n  function _arrayLikeToArray(arr, len) {\n    if (len == null || len > arr.length) len = arr.length;\n\n    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n\n    return arr2;\n  }\n\n  function _nonIterableRest() {\n    throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n  }\n\n  // See <http://en.wikipedia.org/wiki/Kernel_(statistics)>.\n  function gaussian(u) {\n    return 1 / Math.sqrt(2 * Math.PI) * Math.exp(-.5 * u * u);\n  }\n\n  // Welford's algorithm.\n  function mean(x) {\n    var n = x.length;\n    if (n === 0) return NaN;\n    var m = 0,\n        i = -1;\n\n    while (++i < n) {\n      m += (x[i] - m) / (i + 1);\n    }\n\n    return m;\n  }\n\n  // Also known as the sample variance, where the denominator is n - 1.\n\n  function variance(x) {\n    var n = x.length;\n    if (n < 1) return NaN;\n    if (n === 1) return 0;\n    var mean$1 = mean(x),\n        i = -1,\n        s = 0;\n\n    while (++i < n) {\n      var v = x[i] - mean$1;\n      s += v * v;\n    }\n\n    return s / (n - 1);\n  }\n\n  function ascending(a, b) {\n    return a - b;\n  }\n\n  function quantiles(d, quantiles) {\n    d = d.slice().sort(ascending);\n    var n_1 = d.length - 1;\n    return quantiles.map(function (q) {\n      if (q === 0) return d[0];else if (q === 1) return d[n_1];\n      var index = 1 + q * n_1,\n          lo = Math.floor(index),\n          h = index - lo,\n          a = d[lo - 1];\n      return h === 0 ? a : a + h * (d[lo] - a);\n    });\n  }\n\n  function iqr(x) {\n    var quartiles = quantiles(x, [.25, .75]);\n    return quartiles[1] - quartiles[0];\n  }\n\n  // Visualization. Wiley.\n\n  function nrd(x) {\n    var h = iqr(x) / 1.34;\n    return 1.06 * Math.min(Math.sqrt(variance(x)), h) * Math.pow(x.length, -1 / 5);\n  }\n\n  function functor(v) {\n    return typeof v === \"function\" ? v : function () {\n      return v;\n    };\n  }\n\n  function kde() {\n    var kernel = gaussian,\n        sample = [],\n        bandwidth = nrd;\n\n    function kde(points, i) {\n      var bw = bandwidth.call(this, sample);\n      return points.map(function (x) {\n        var i = -1,\n            y = 0,\n            n = sample.length;\n\n        while (++i < n) {\n          y += kernel((x - sample[i]) / bw);\n        }\n\n        return [x, y / bw / n];\n      });\n    }\n\n    kde.kernel = function (x) {\n      if (!arguments.length) return kernel;\n      kernel = x;\n      return kde;\n    };\n\n    kde.sample = function (x) {\n      if (!arguments.length) return sample;\n      sample = x;\n      return kde;\n    };\n\n    kde.bandwidth = function (x) {\n      if (!arguments.length) return bandwidth;\n      bandwidth = functor(x);\n      return kde;\n    };\n\n    return kde;\n  }\n\n  // https://en.wikipedia.org/wiki/Quantile#Quantiles_of_a_population\n\n  function quantilesType7(arr) {\n    var n1 = arr.length - 1;\n\n    var compute = function compute(q) {\n      var index = 1 + q * n1;\n      var lo = Math.floor(index);\n      var h = index - lo;\n      var a = arr[lo - 1];\n      return h === 0 ? a : a + h * (arr[lo] - a);\n    };\n\n    return {\n      min: arr[0],\n      q1: compute(0.25),\n      median: compute(0.5),\n      q3: compute(0.75),\n      max: arr[n1]\n    };\n  }\n  /**\n   * The hinges equal the quartiles for odd n (where n <- length(x))\n   * and differ for even n. Whereas the quartiles only equal observations\n   * for n %% 4 == 1 (n = 1 mod 4), the hinges do so additionally\n   * for n %% 4 == 2 (n = 2 mod 4), and are in the middle of\n   * two observations otherwise.\n   * @param {number[]} arr sorted array\n   */\n\n  function fivenum(arr) {\n    // based on R fivenum\n    var n = arr.length; // assuming R 1 index system, so arr[1] is the first element\n\n    var n4 = Math.floor((n + 3) / 2) / 2;\n\n    var compute = function compute(d) {\n      return 0.5 * (arr[Math.floor(d) - 1] + arr[Math.ceil(d) - 1]);\n    };\n\n    return {\n      min: arr[0],\n      q1: compute(n4),\n      median: compute((n + 1) / 2),\n      q3: compute(n + 1 - n4),\n      max: arr[n - 1]\n    };\n  }\n  /**\n   * compute the whiskers\n   * @param boxplot\n   * @param {number[]} arr sorted array\n   * @param {number} coef\n   */\n\n  function whiskers(boxplot, arr) {\n    var coef = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1.5;\n    var iqr = boxplot.q3 - boxplot.q1; // since top left is max\n\n    var coefValid = typeof coef === 'number' && coef > 0;\n    var whiskerMin = coefValid ? Math.max(boxplot.min, boxplot.q1 - coef * iqr) : boxplot.min;\n    var whiskerMax = coefValid ? Math.min(boxplot.max, boxplot.q3 + coef * iqr) : boxplot.max;\n\n    if (Array.isArray(arr)) {\n      // compute the closest real element\n      for (var i = 0; i < arr.length; i++) {\n        var v = arr[i];\n\n        if (v >= whiskerMin) {\n          whiskerMin = v;\n          break;\n        }\n      }\n\n      for (var _i = arr.length - 1; _i >= 0; _i--) {\n        var _v = arr[_i];\n\n        if (_v <= whiskerMax) {\n          whiskerMax = _v;\n          break;\n        }\n      }\n    }\n\n    return {\n      whiskerMin: whiskerMin,\n      whiskerMax: whiskerMax\n    };\n  }\n  var defaultStatsOptions = {\n    coef: 1.5,\n    quantiles: 7\n  };\n\n  function determineStatsOptions(options) {\n    var coef = options == null || typeof options.coef !== 'number' ? defaultStatsOptions.coef : options.coef;\n    var q = options == null ? null : options.quantiles;\n    var quantiles = typeof q === 'function' ? q : q === 'hinges' || q === 'fivenum' ? fivenum : quantilesType7;\n    return {\n      coef: coef,\n      quantiles: quantiles\n    };\n  }\n\n  function boxplotStats(arr, options) {\n    // console.assert(Array.isArray(arr));\n    if (arr.length === 0) {\n      return {\n        min: NaN,\n        max: NaN,\n        median: NaN,\n        q1: NaN,\n        q3: NaN,\n        whiskerMin: NaN,\n        whiskerMax: NaN,\n        outliers: []\n      };\n    }\n\n    arr = arr.filter(function (v) {\n      return typeof v === 'number' && !isNaN(v);\n    });\n    arr.sort(function (a, b) {\n      return a - b;\n    });\n\n    var _determineStatsOption = determineStatsOptions(options),\n        quantiles = _determineStatsOption.quantiles,\n        coef = _determineStatsOption.coef;\n\n    var stats = quantiles(arr);\n\n    var _whiskers = whiskers(stats, arr, coef),\n        whiskerMin = _whiskers.whiskerMin,\n        whiskerMax = _whiskers.whiskerMax;\n\n    stats.outliers = arr.filter(function (v) {\n      return v < whiskerMin || v > whiskerMax;\n    });\n    stats.whiskerMin = whiskerMin;\n    stats.whiskerMax = whiskerMax;\n    return stats;\n  }\n  function violinStats(arr, options) {\n    // console.assert(Array.isArray(arr));\n    if (arr.length === 0) {\n      return {};\n    }\n\n    arr = arr.filter(function (v) {\n      return typeof v === 'number' && !isNaN(v);\n    });\n    arr.sort(function (a, b) {\n      return a - b;\n    });\n\n    var _determineStatsOption2 = determineStatsOptions(options),\n        quantiles = _determineStatsOption2.quantiles;\n\n    var stats = quantiles(arr);\n    stats.kde = kde().sample(arr);\n    return stats;\n  }\n  function asBoxPlotStats(value, options) {\n    if (!value) {\n      return null;\n    }\n\n    if (typeof value.median === 'number' && typeof value.q1 === 'number' && typeof value.q3 === 'number') {\n      // sounds good, check for helper\n      if (typeof value.whiskerMin === 'undefined') {\n        var _determineStatsOption3 = determineStatsOptions(options),\n            coef = _determineStatsOption3.coef;\n\n        var _whiskers2 = whiskers(value, Array.isArray(value.items) ? value.items.slice().sort(function (a, b) {\n          return a - b;\n        }) : null, coef),\n            whiskerMin = _whiskers2.whiskerMin,\n            whiskerMax = _whiskers2.whiskerMax;\n\n        value.whiskerMin = whiskerMin;\n        value.whiskerMax = whiskerMax;\n      }\n\n      return value;\n    }\n\n    if (!Array.isArray(value)) {\n      return undefined;\n    }\n\n    if (value.__stats === undefined) {\n      value.__stats = boxplotStats(value, options);\n    }\n\n    return value.__stats;\n  }\n  function asViolinStats(value, options) {\n    if (!value) {\n      return null;\n    }\n\n    if (typeof value.median === 'number' && (typeof value.kde === 'function' || Array.isArray(value.coords))) {\n      return value;\n    }\n\n    if (!Array.isArray(value)) {\n      return undefined;\n    }\n\n    if (value.__kde === undefined) {\n      value.__kde = violinStats(value, options);\n    }\n\n    return value.__kde;\n  }\n  function asValueStats(value, minStats, maxStats, options) {\n    if (typeof value[minStats] === 'number' && typeof value[maxStats] === 'number') {\n      return value;\n    }\n\n    if (!Array.isArray(value) || value.length === 0) {\n      return undefined;\n    }\n\n    return asBoxPlotStats(value, options);\n  }\n  function getRightValue(rawValue, options) {\n    if (!rawValue) {\n      return rawValue;\n    }\n\n    if (typeof rawValue === 'number' || typeof rawValue === 'string') {\n      return Number(rawValue);\n    }\n\n    var b = asBoxPlotStats(rawValue, options);\n    return b ? b.median : rawValue;\n  }\n  var commonScaleOptions = {\n    ticks: _objectSpread2({\n      minStats: 'min',\n      maxStats: 'max'\n    }, defaultStatsOptions)\n  };\n  function commonDataLimits(extraCallback) {\n    var _this = this;\n\n    var chart = this.chart;\n    var isHorizontal = this.isHorizontal();\n    var _this$options$ticks = this.options.ticks,\n        minStats = _this$options$ticks.minStats,\n        maxStats = _this$options$ticks.maxStats;\n\n    var matchID = function matchID(meta) {\n      return isHorizontal ? meta.xAxisID === _this.id : meta.yAxisID === _this.id;\n    }; // First Calculate the range\n\n\n    this.min = null;\n    this.max = null; // Regular charts use x, y values\n    // For the boxplot chart we have rawValue.min and rawValue.max for each point\n\n    chart.data.datasets.forEach(function (d, i) {\n      var meta = chart.getDatasetMeta(i);\n\n      if (!chart.isDatasetVisible(i) || !matchID(meta)) {\n        return;\n      }\n\n      d.data.forEach(function (value, j) {\n        if (value == null || meta.data[j].hidden) {\n          return;\n        }\n\n        var stats = asValueStats(value, minStats, maxStats, _this.options.ticks);\n        var minValue;\n        var maxValue;\n\n        if (stats) {\n          minValue = stats[minStats];\n          maxValue = stats[maxStats];\n        } else {\n          // if stats are not available use the plain value\n          var parsed = +_this.getRightValue(value);\n\n          if (isNaN(parsed)) {\n            return;\n          }\n\n          minValue = maxValue = parsed;\n        }\n\n        if (_this.min === null || minValue < _this.min) {\n          _this.min = minValue;\n        }\n\n        if (_this.max === null || maxValue > _this.max) {\n          _this.max = maxValue;\n        }\n\n        if (extraCallback) {\n          extraCallback(stats);\n        }\n      });\n    });\n  }\n  function rnd(seed) {\n    // Adapted from http://indiegamr.com/generate-repeatable-random-numbers-in-js/\n    if (seed === undefined) {\n      seed = Date.now();\n    }\n\n    return function () {\n      seed = (seed * 9301 + 49297) % 233280;\n      return seed / 233280;\n    };\n  }\n\n  var defaults = _objectSpread2(_objectSpread2({}, Chart.defaults.global.elements.rectangle), {}, {\n    borderWidth: 1,\n    outlierRadius: 2,\n    outlierColor: Chart.defaults.global.elements.rectangle.backgroundColor,\n    lowerColor: Chart.defaults.global.elements.rectangle.lowerColor,\n    medianColor: null,\n    itemRadius: 0,\n    itemStyle: 'circle',\n    itemBackgroundColor: Chart.defaults.global.elements.rectangle.backgroundColor,\n    itemBorderColor: Chart.defaults.global.elements.rectangle.borderColor,\n    hitPadding: 2,\n    outlierHitRadius: 4,\n    tooltipDecimals: 2\n  });\n  var ArrayElementBase = Chart.Element.extend({\n    isVertical: function isVertical() {\n      return this._view.width !== undefined;\n    },\n    draw: function draw() {// abstract\n    },\n    _drawItems: function _drawItems(vm, container, ctx, vert) {\n      if (vm.itemRadius <= 0 || !container.items || container.items.length <= 0) {\n        return;\n      }\n\n      ctx.save();\n      ctx.strokeStle = vm.itemBorderColor;\n      ctx.fillStyle = vm.itemBackgroundColor; // jitter based on random data\n      // use the datesetindex and index to initialize the random number generator\n\n      var random = rnd(this._datasetIndex * 1000 + this._index);\n\n      if (vert) {\n        container.items.forEach(function (v) {\n          Chart.canvasHelpers.drawPoint(ctx, vm.itemStyle, vm.itemRadius, vm.x - vm.width / 2 + random() * vm.width, v);\n        });\n      } else {\n        container.items.forEach(function (v) {\n          Chart.canvasHelpers.drawPoint(ctx, vm.itemStyle, vm.itemRadius, v, vm.y - vm.height / 2 + random() * vm.height);\n        });\n      }\n\n      ctx.restore();\n    },\n    _drawOutliers: function _drawOutliers(vm, container, ctx, vert) {\n      if (vm.outlierRadius <= 0 || !container.outliers || container.outliers.length === 0) {\n        return;\n      }\n\n      ctx.fillStyle = vm.outlierColor;\n      ctx.beginPath();\n\n      if (vert) {\n        container.outliers.forEach(function (v) {\n          ctx.arc(vm.x, v, vm.outlierRadius, 0, Math.PI * 2);\n        });\n      } else {\n        container.outliers.forEach(function (v) {\n          ctx.arc(v, vm.y, vm.outlierRadius, 0, Math.PI * 2);\n        });\n      }\n\n      ctx.fill();\n      ctx.closePath();\n    },\n    _getBounds: function _getBounds() {\n      // abstract\n      return {\n        left: 0,\n        top: 0,\n        right: 0,\n        bottom: 0\n      };\n    },\n    _getHitBounds: function _getHitBounds() {\n      var padding = this._view.hitPadding;\n\n      var b = this._getBounds();\n\n      return {\n        left: b.left - padding,\n        top: b.top - padding,\n        right: b.right + padding,\n        bottom: b.bottom + padding\n      };\n    },\n    height: function height() {\n      return 0; // abstract\n    },\n    inRange: function inRange(mouseX, mouseY) {\n      if (!this._view) {\n        return false;\n      }\n\n      return this._boxInRange(mouseX, mouseY) || this._outlierIndexInRange(mouseX, mouseY) >= 0;\n    },\n    inLabelRange: function inLabelRange(mouseX, mouseY) {\n      if (!this._view) {\n        return false;\n      }\n\n      var bounds = this._getHitBounds();\n\n      if (this.isVertical()) {\n        return mouseX >= bounds.left && mouseX <= bounds.right;\n      }\n\n      return mouseY >= bounds.top && mouseY <= bounds.bottom;\n    },\n    inXRange: function inXRange(mouseX) {\n      var bounds = this._getHitBounds();\n\n      return mouseX >= bounds.left && mouseX <= bounds.right;\n    },\n    inYRange: function inYRange(mouseY) {\n      var bounds = this._getHitBounds();\n\n      return mouseY >= bounds.top && mouseY <= bounds.bottom;\n    },\n    _outlierIndexInRange: function _outlierIndexInRange(mouseX, mouseY) {\n      var vm = this._view;\n      var hitRadius = vm.outlierHitRadius;\n\n      var outliers = this._getOutliers();\n\n      var vertical = this.isVertical(); // check if along the outlier line\n\n      if (vertical && Math.abs(mouseX - vm.x) > hitRadius || !vertical && Math.abs(mouseY - vm.y) > hitRadius) {\n        return -1;\n      }\n\n      var toCompare = vertical ? mouseY : mouseX;\n\n      for (var i = 0; i < outliers.length; i++) {\n        if (Math.abs(outliers[i] - toCompare) <= hitRadius) {\n          return i;\n        }\n      }\n\n      return -1;\n    },\n    _boxInRange: function _boxInRange(mouseX, mouseY) {\n      var bounds = this._getHitBounds();\n\n      return mouseX >= bounds.left && mouseX <= bounds.right && mouseY >= bounds.top && mouseY <= bounds.bottom;\n    },\n    getCenterPoint: function getCenterPoint() {\n      var _this$_view = this._view,\n          x = _this$_view.x,\n          y = _this$_view.y;\n      return {\n        x: x,\n        y: y\n      };\n    },\n    getArea: function getArea() {\n      return 0; // abstract\n    },\n    _getOutliers: function _getOutliers() {\n      return []; // abstract\n    },\n    tooltipPosition: function tooltipPosition(eventPosition, tooltip) {\n      if (!eventPosition) {\n        // fallback\n        return this.getCenterPoint();\n      }\n\n      delete tooltip._tooltipOutlier;\n      var vm = this._view;\n\n      var index = this._outlierIndexInRange(eventPosition.x, eventPosition.y);\n\n      if (index < 0) {\n        return this.getCenterPoint();\n      }\n\n      tooltip._tooltipOutlier = index;\n\n      if (this.isVertical()) {\n        return {\n          x: vm.x,\n          y: this._getOutliers()[index]\n        };\n      }\n\n      return {\n        x: this._getOutliers()[index],\n        y: vm.y\n      };\n    }\n  });\n\n  Chart.defaults.global.elements.boxandwhiskers = _objectSpread2({}, defaults);\n\n  function transitionBoxPlot(start, view, model, ease) {\n    var keys = Object.keys(model);\n\n    for (var _i = 0, _keys = keys; _i < _keys.length; _i++) {\n      var key = _keys[_i];\n      var target = model[key];\n      var origin = start[key];\n\n      if (origin === target) {\n        continue;\n      }\n\n      if (typeof target === 'number') {\n        view[key] = origin + (target - origin) * ease;\n        continue;\n      }\n\n      if (Array.isArray(target)) {\n        var v = view[key];\n        var common = Math.min(target.length, origin.length);\n\n        for (var i = 0; i < common; ++i) {\n          v[i] = origin[i] + (target[i] - origin[i]) * ease;\n        }\n      }\n    }\n  }\n\n  var BoxAndWiskers = Chart.elements.BoxAndWhiskers = ArrayElementBase.extend({\n    transition: function transition(ease) {\n      var r = Chart.Element.prototype.transition.call(this, ease);\n      var model = this._model;\n      var start = this._start;\n      var view = this._view; // No animation -> No Transition\n\n      if (!model || ease === 1) {\n        return r;\n      }\n\n      if (start.boxplot == null) {\n        return r; // model === view -> not copied\n      } // create deep copy to avoid alternation\n\n\n      if (model.boxplot === view.boxplot) {\n        view.boxplot = Chart.helpers.clone(view.boxplot);\n      }\n\n      transitionBoxPlot(start.boxplot, view.boxplot, model.boxplot, ease);\n      return r;\n    },\n    draw: function draw() {\n      var ctx = this._chart.ctx;\n      var vm = this._view;\n      var boxplot = vm.boxplot;\n      var vert = this.isVertical();\n      ctx.save();\n      ctx.fillStyle = vm.backgroundColor;\n      ctx.strokeStyle = vm.borderColor;\n      ctx.lineWidth = vm.borderWidth;\n\n      this._drawBoxPlot(vm, boxplot, ctx, vert);\n\n      this._drawOutliers(vm, boxplot, ctx, vert);\n\n      ctx.restore();\n\n      this._drawItems(vm, boxplot, ctx, vert);\n    },\n    _drawBoxPlot: function _drawBoxPlot(vm, boxplot, ctx, vert) {\n      if (vert) {\n        this._drawBoxPlotVert(vm, boxplot, ctx);\n      } else {\n        this._drawBoxPlotHoriz(vm, boxplot, ctx);\n      }\n    },\n    _drawBoxPlotVert: function _drawBoxPlotVert(vm, boxplot, ctx) {\n      var x = vm.x;\n      var width = vm.width;\n      var x0 = x - width / 2; // Draw the q1>q3 box\n\n      if (boxplot.q3 > boxplot.q1) {\n        ctx.fillRect(x0, boxplot.q1, width, boxplot.q3 - boxplot.q1);\n      } else {\n        ctx.fillRect(x0, boxplot.q3, width, boxplot.q1 - boxplot.q3);\n      } // Draw the median line\n\n\n      ctx.save();\n\n      if (vm.medianColor) {\n        ctx.strokeStyle = vm.medianColor;\n      }\n\n      ctx.beginPath();\n      ctx.moveTo(x0, boxplot.median);\n      ctx.lineTo(x0 + width, boxplot.median); // fill the part below the median with lowerColor\n\n      if (vm.lowerColor) {\n        ctx.fillStyle = vm.lowerColor;\n\n        if (boxplot.q3 > boxplot.q1) {\n          ctx.fillRect(x0, boxplot.median, width, boxplot.q3 - boxplot.median);\n        } else {\n          ctx.fillRect(x0, boxplot.median, width, boxplot.q1 - boxplot.median);\n        }\n      }\n\n      ctx.closePath();\n      ctx.stroke();\n      ctx.restore(); // Draw the border around the main q1>q3 box\n\n      if (boxplot.q3 > boxplot.q1) {\n        ctx.strokeRect(x0, boxplot.q1, width, boxplot.q3 - boxplot.q1);\n      } else {\n        ctx.strokeRect(x0, boxplot.q3, width, boxplot.q1 - boxplot.q3);\n      } // Draw the whiskers\n\n\n      ctx.beginPath();\n      ctx.moveTo(x0, boxplot.whiskerMin);\n      ctx.lineTo(x0 + width, boxplot.whiskerMin);\n      ctx.moveTo(x, boxplot.whiskerMin);\n      ctx.lineTo(x, boxplot.q1);\n      ctx.moveTo(x0, boxplot.whiskerMax);\n      ctx.lineTo(x0 + width, boxplot.whiskerMax);\n      ctx.moveTo(x, boxplot.whiskerMax);\n      ctx.lineTo(x, boxplot.q3);\n      ctx.closePath();\n      ctx.stroke();\n    },\n    _drawBoxPlotHoriz: function _drawBoxPlotHoriz(vm, boxplot, ctx) {\n      var y = vm.y;\n      var height = vm.height;\n      var y0 = y - height / 2; // Draw the q1>q3 box\n\n      if (boxplot.q3 > boxplot.q1) {\n        ctx.fillRect(boxplot.q1, y0, boxplot.q3 - boxplot.q1, height);\n      } else {\n        ctx.fillRect(boxplot.q3, y0, boxplot.q1 - boxplot.q3, height);\n      } // Draw the median line\n\n\n      ctx.save();\n\n      if (vm.medianColor) {\n        ctx.strokeStyle = vm.medianColor;\n      }\n\n      ctx.beginPath();\n      ctx.moveTo(boxplot.median, y0);\n      ctx.lineTo(boxplot.median, y0 + height);\n      ctx.closePath();\n      ctx.stroke();\n      ctx.restore(); // Draw the border around the main q1>q3 box\n\n      if (boxplot.q3 > boxplot.q1) {\n        ctx.strokeRect(boxplot.q1, y0, boxplot.q3 - boxplot.q1, height);\n      } else {\n        ctx.strokeRect(boxplot.q3, y0, boxplot.q1 - boxplot.q3, height);\n      } // Draw the whiskers\n\n\n      ctx.beginPath();\n      ctx.moveTo(boxplot.whiskerMin, y0);\n      ctx.lineTo(boxplot.whiskerMin, y0 + height);\n      ctx.moveTo(boxplot.whiskerMin, y);\n      ctx.lineTo(boxplot.q1, y);\n      ctx.moveTo(boxplot.whiskerMax, y0);\n      ctx.lineTo(boxplot.whiskerMax, y0 + height);\n      ctx.moveTo(boxplot.whiskerMax, y);\n      ctx.lineTo(boxplot.q3, y);\n      ctx.closePath();\n      ctx.stroke();\n    },\n    _getBounds: function _getBounds() {\n      var vm = this._view;\n      var vert = this.isVertical();\n      var boxplot = vm.boxplot;\n\n      if (!boxplot) {\n        return {\n          left: 0,\n          top: 0,\n          right: 0,\n          bottom: 0\n        };\n      }\n\n      if (vert) {\n        var x = vm.x,\n            width = vm.width;\n        var x0 = x - width / 2;\n        return {\n          left: x0,\n          top: boxplot.whiskerMax,\n          right: x0 + width,\n          bottom: boxplot.whiskerMin\n        };\n      }\n\n      var y = vm.y,\n          height = vm.height;\n      var y0 = y - height / 2;\n      return {\n        left: boxplot.whiskerMin,\n        top: y0,\n        right: boxplot.whiskerMax,\n        bottom: y0 + height\n      };\n    },\n    height: function height() {\n      var vm = this._view;\n      return vm.base - Math.min(vm.boxplot.q1, vm.boxplot.q3);\n    },\n    getArea: function getArea() {\n      var vm = this._view;\n      var iqr = Math.abs(vm.boxplot.q3 - vm.boxplot.q1);\n\n      if (this.isVertical()) {\n        return iqr * vm.width;\n      }\n\n      return iqr * vm.height;\n    },\n    _getOutliers: function _getOutliers() {\n      return this._view.boxplot ? this._view.boxplot.outliers || [] : [];\n    }\n  });\n\n  Chart.defaults.global.elements.violin = _objectSpread2({\n    points: 100\n  }, defaults);\n\n  function transitionViolin(start, view, model, ease) {\n    var keys = Object.keys(model);\n\n    for (var _i = 0, _keys = keys; _i < _keys.length; _i++) {\n      var key = _keys[_i];\n      var target = model[key];\n      var origin = start[key];\n\n      if (origin === target) {\n        continue;\n      }\n\n      if (typeof target === 'number') {\n        view[key] = origin + (target - origin) * ease;\n        continue;\n      }\n\n      if (key === 'coords') {\n        var v = view[key];\n        var common = Math.min(target.length, origin.length);\n\n        for (var i = 0; i < common; ++i) {\n          v[i].v = origin[i].v + (target[i].v - origin[i].v) * ease;\n          v[i].estimate = origin[i].estimate + (target[i].estimate - origin[i].estimate) * ease;\n        }\n      }\n    }\n  }\n\n  var Violin = Chart.elements.Violin = ArrayElementBase.extend({\n    transition: function transition(ease) {\n      var r = Chart.Element.prototype.transition.call(this, ease);\n      var model = this._model;\n      var start = this._start;\n      var view = this._view; // No animation -> No Transition\n\n      if (!model || ease === 1) {\n        return r;\n      }\n\n      if (start.violin == null) {\n        return r; // model === view -> not copied\n      } // create deep copy to avoid alternation\n\n\n      if (model.violin === view.violin) {\n        view.violin = Chart.helpers.clone(view.violin);\n      }\n\n      transitionViolin(start.violin, view.violin, model.violin, ease);\n      return r;\n    },\n    draw: function draw() {\n      var ctx = this._chart.ctx;\n      var vm = this._view;\n      var violin = vm.violin;\n      var vert = this.isVertical();\n      ctx.save();\n      ctx.fillStyle = vm.backgroundColor;\n      ctx.strokeStyle = vm.borderColor;\n      ctx.lineWidth = vm.borderWidth;\n      var coords = violin.coords;\n      Chart.canvasHelpers.drawPoint(ctx, 'rectRot', 5, vm.x, vm.y);\n      ctx.stroke();\n      ctx.beginPath();\n\n      if (vert) {\n        var x = vm.x;\n        var width = vm.width;\n        var factor = width / 2 / violin.maxEstimate;\n        ctx.moveTo(x, violin.min);\n        coords.forEach(function (_ref) {\n          var v = _ref.v,\n              estimate = _ref.estimate;\n          ctx.lineTo(x - estimate * factor, v);\n        });\n        ctx.lineTo(x, violin.max);\n        ctx.moveTo(x, violin.min);\n        coords.forEach(function (_ref2) {\n          var v = _ref2.v,\n              estimate = _ref2.estimate;\n          ctx.lineTo(x + estimate * factor, v);\n        });\n        ctx.lineTo(x, violin.max);\n      } else {\n        var y = vm.y;\n        var height = vm.height;\n\n        var _factor = height / 2 / violin.maxEstimate;\n\n        ctx.moveTo(violin.min, y);\n        coords.forEach(function (_ref3) {\n          var v = _ref3.v,\n              estimate = _ref3.estimate;\n          ctx.lineTo(v, y - estimate * _factor);\n        });\n        ctx.lineTo(violin.max, y);\n        ctx.moveTo(violin.min, y);\n        coords.forEach(function (_ref4) {\n          var v = _ref4.v,\n              estimate = _ref4.estimate;\n          ctx.lineTo(v, y + estimate * _factor);\n        });\n        ctx.lineTo(violin.max, y);\n      }\n\n      ctx.stroke();\n      ctx.fill();\n      ctx.closePath();\n\n      this._drawOutliers(vm, violin, ctx, vert);\n\n      ctx.restore();\n\n      this._drawItems(vm, violin, ctx, vert);\n    },\n    _getBounds: function _getBounds() {\n      var vm = this._view;\n      var vert = this.isVertical();\n      var violin = vm.violin;\n\n      if (vert) {\n        var x = vm.x,\n            width = vm.width;\n        var x0 = x - width / 2;\n        return {\n          left: x0,\n          top: violin.max,\n          right: x0 + width,\n          bottom: violin.min\n        };\n      }\n\n      var y = vm.y,\n          height = vm.height;\n      var y0 = y - height / 2;\n      return {\n        left: violin.min,\n        top: y0,\n        right: violin.max,\n        bottom: y0 + height\n      };\n    },\n    height: function height() {\n      var vm = this._view;\n      return vm.base - Math.min(vm.violin.min, vm.violin.max);\n    },\n    getArea: function getArea() {\n      var vm = this._view;\n      var iqr = Math.abs(vm.violin.max - vm.violin.min);\n\n      if (this.isVertical()) {\n        return iqr * vm.width;\n      }\n\n      return iqr * vm.height;\n    },\n    _getOutliers: function _getOutliers() {\n      return this._view.violin.outliers || [];\n    }\n  });\n\n  var verticalDefaults = {\n    scales: {\n      yAxes: [{\n        type: 'arrayLinear'\n      }]\n    }\n  };\n  var horizontalDefaults = {\n    scales: {\n      xAxes: [{\n        type: 'arrayLinear'\n      }]\n    }\n  };\n  function toFixed(value) {\n    var decimals = this._chart.config.options.tooltipDecimals; // inject number of decimals from config\n\n    if (decimals == null || typeof decimals !== 'number' || decimals < 0) {\n      return value;\n    }\n\n    return Number.parseFloat(value).toFixed(decimals);\n  }\n  var configKeys = ['outlierRadius', 'itemRadius', 'itemStyle', 'itemBackgroundColor', 'itemBorderColor', 'outlierColor', 'medianColor', 'hitPadding', 'outlierHitRadius', 'lowerColor'];\n  var configKeyIsColor = [false, false, false, true, true, true, true, false, false, true];\n  var array = {\n    _elementOptions: function _elementOptions() {\n      return {};\n    },\n    updateElement: function updateElement(elem, index, reset) {\n      var dataset = this.getDataset();\n      var custom = elem.custom || {};\n\n      var options = this._elementOptions();\n\n      Chart.controllers.bar.prototype.updateElement.call(this, elem, index, reset);\n      var resolve = Chart.helpers.options.resolve; // Scriptable options\n\n      var context = {\n        chart: this.chart,\n        dataIndex: index,\n        dataset: dataset,\n        datasetIndex: this.index\n      };\n      configKeys.forEach(function (item) {\n        elem._model[item] = resolve([custom[item], dataset[item], options[item]], context, index);\n      });\n    },\n    _calculateCommonModel: function _calculateCommonModel(r, data, container, scale) {\n      if (container.outliers) {\n        r.outliers = container.outliers.map(function (d) {\n          return scale.getPixelForValue(Number(d));\n        });\n      }\n\n      if (Array.isArray(data)) {\n        r.items = data.map(function (d) {\n          return scale.getPixelForValue(Number(d));\n        });\n      } else if (container.items) {\n        r.items = container.items.map(function (d) {\n          return scale.getPixelForValue(Number(d));\n        });\n      }\n    },\n    setHoverStyle: function setHoverStyle(element) {\n      Chart.controllers.bar.prototype.setHoverStyle.call(this, element);\n      var dataset = this.chart.data.datasets[element._datasetIndex];\n      var index = element._index;\n      var custom = element.custom || {};\n      var model = element._model;\n      var getHoverColor = Chart.helpers.getHoverColor;\n      var resolve = Chart.helpers.options.resolve;\n      configKeys.forEach(function (item, i) {\n        element.$previousStyle[item] = model[item];\n        var hoverKey = \"hover\".concat(item.charAt(0).toUpperCase()).concat(item.slice(1));\n        var modelValue = configKeyIsColor[i] && model[item] != null ? getHoverColor(model[item]) : model[item];\n        element._model[item] = resolve([custom[hoverKey], dataset[hoverKey], modelValue], undefined, index);\n      });\n    }\n  };\n\n  function boxplotTooltip(item, data) {\n    var value = data.datasets[item.datasetIndex].data[item.index];\n\n    var options = this._chart.getDatasetMeta(item.datasetIndex).controller._getValueScale().options.ticks;\n\n    var b = asBoxPlotStats(value, options);\n    var hoveredOutlierIndex = this._tooltipOutlier == null ? -1 : this._tooltipOutlier;\n    var label = this._options.callbacks.boxplotLabel;\n\n    for (var _len = arguments.length, args = new Array(_len > 2 ? _len - 2 : 0), _key = 2; _key < _len; _key++) {\n      args[_key - 2] = arguments[_key];\n    }\n\n    return label.apply(this, [item, data, b, hoveredOutlierIndex].concat(args));\n  }\n\n  var defaults$1 = {\n    tooltips: {\n      position: 'boxplot',\n      callbacks: {\n        label: boxplotTooltip,\n        boxplotLabel: function boxplotLabel(item, data, b, hoveredOutlierIndex) {\n          var datasetLabel = data.datasets[item.datasetIndex].label || '';\n          var label = \"\".concat(datasetLabel, \" \").concat(typeof item.xLabel === 'string' ? item.xLabel : item.yLabel);\n\n          if (!b) {\n            return \"\".concat(label, \" (NaN)\");\n          }\n\n          if (hoveredOutlierIndex >= 0) {\n            var outlier = b.outliers[hoveredOutlierIndex];\n            return \"\".concat(label, \" (outlier: \").concat(toFixed.call(this, outlier), \")\");\n          }\n\n          return \"\".concat(label, \" (min: \").concat(toFixed.call(this, b.min), \", q1: \").concat(toFixed.call(this, b.q1), \", median: \").concat(toFixed.call(this, b.median), \", q3: \").concat(toFixed.call(this, b.q3), \", max: \").concat(toFixed.call(this, b.max), \")\");\n        }\n      }\n    }\n  };\n  Chart.defaults.boxplot = Chart.helpers.merge({}, [Chart.defaults.bar, verticalDefaults, defaults$1]);\n  Chart.defaults.horizontalBoxplot = Chart.helpers.merge({}, [Chart.defaults.horizontalBar, horizontalDefaults, defaults$1]);\n\n  if (Chart.defaults.global.datasets && Chart.defaults.global.datasets.bar) {\n    Chart.defaults.global.datasets.boxplot = _objectSpread2({}, Chart.defaults.global.datasets.bar);\n  }\n\n  if (Chart.defaults.global.datasets && Chart.defaults.global.datasets.horizontalBar) {\n    Chart.defaults.global.datasets.horizontalBoxplot = _objectSpread2({}, Chart.defaults.global.datasets.horizontalBar);\n  }\n\n  var boxplot = _objectSpread2(_objectSpread2({}, array), {}, {\n    dataElementType: Chart.elements.BoxAndWhiskers,\n    _elementOptions: function _elementOptions() {\n      return this.chart.options.elements.boxandwhiskers;\n    },\n\n    /**\n     * @private\n     */\n    _updateElementGeometry: function _updateElementGeometry(elem, index, reset) {\n      var _Chart$controllers$ba;\n\n      for (var _len2 = arguments.length, args = new Array(_len2 > 3 ? _len2 - 3 : 0), _key2 = 3; _key2 < _len2; _key2++) {\n        args[_key2 - 3] = arguments[_key2];\n      }\n\n      (_Chart$controllers$ba = Chart.controllers.bar.prototype._updateElementGeometry).call.apply(_Chart$controllers$ba, [this, elem, index, reset].concat(args));\n\n      elem._model.boxplot = this._calculateBoxPlotValuesPixels(this.index, index);\n    },\n\n    /**\n     * @private\n     */\n    _calculateBoxPlotValuesPixels: function _calculateBoxPlotValuesPixels(datasetIndex, index) {\n      var scale = this._getValueScale();\n\n      var data = this.chart.data.datasets[datasetIndex].data[index];\n\n      if (!data) {\n        return null;\n      }\n\n      var v = asBoxPlotStats(data, scale.options.ticks);\n      var r = {};\n      Object.keys(v).forEach(function (key) {\n        if (key !== 'outliers' && key !== 'items') {\n          r[key] = scale.getPixelForValue(Number(v[key]));\n        }\n      });\n\n      this._calculateCommonModel(r, data, v, scale);\n\n      return r;\n    }\n  });\n  /**\n   * This class is based off controller.bar.js from the upstream Chart.js library\n   */\n\n\n  var BoxPlot = Chart.controllers.boxplot = Chart.controllers.bar.extend(boxplot);\n  var HorizontalBoxPlot = Chart.controllers.horizontalBoxplot = Chart.controllers.horizontalBar.extend(boxplot);\n\n  function violinTooltip(item, data) {\n    var value = data.datasets[item.datasetIndex].data[item.index];\n\n    var options = this._chart.getDatasetMeta(item.datasetIndex).controller._getValueScale().options.ticks;\n\n    var v = asViolinStats(value, options);\n    var label = this._options.callbacks.violinLabel;\n\n    for (var _len = arguments.length, args = new Array(_len > 2 ? _len - 2 : 0), _key = 2; _key < _len; _key++) {\n      args[_key - 2] = arguments[_key];\n    }\n\n    return label.apply(this, [item, data, v].concat(args));\n  }\n\n  var defaults$2 = {\n    tooltips: {\n      callbacks: {\n        label: violinTooltip,\n        violinLabel: function violinLabel(item, data) {\n          var datasetLabel = data.datasets[item.datasetIndex].label || '';\n          var value = item.value;\n          var label = \"\".concat(datasetLabel, \" \").concat(typeof item.xLabel === 'string' ? item.xLabel : item.yLabel);\n          return \"\".concat(label, \" (\").concat(toFixed.call(this, value), \")\");\n        }\n      }\n    }\n  };\n  Chart.defaults.violin = Chart.helpers.merge({}, [Chart.defaults.bar, verticalDefaults, defaults$2]);\n  Chart.defaults.horizontalViolin = Chart.helpers.merge({}, [Chart.defaults.horizontalBar, horizontalDefaults, defaults$2]);\n\n  if (Chart.defaults.global.datasets && Chart.defaults.global.datasets.bar) {\n    Chart.defaults.global.datasets.violin = _objectSpread2({}, Chart.defaults.global.datasets.bar);\n  }\n\n  if (Chart.defaults.global.datasets && Chart.defaults.global.datasets.horizontalBar) {\n    Chart.defaults.global.datasets.horizontalViolin = _objectSpread2({}, Chart.defaults.global.datasets.horizontalBar);\n  }\n\n  var controller = _objectSpread2(_objectSpread2({}, array), {}, {\n    dataElementType: Chart.elements.Violin,\n    _elementOptions: function _elementOptions() {\n      return this.chart.options.elements.violin;\n    },\n\n    /**\n     * @private\n     */\n    _updateElementGeometry: function _updateElementGeometry(elem, index, reset) {\n      var _Chart$controllers$ba;\n\n      for (var _len2 = arguments.length, args = new Array(_len2 > 3 ? _len2 - 3 : 0), _key2 = 3; _key2 < _len2; _key2++) {\n        args[_key2 - 3] = arguments[_key2];\n      }\n\n      (_Chart$controllers$ba = Chart.controllers.bar.prototype._updateElementGeometry).call.apply(_Chart$controllers$ba, [this, elem, index, reset].concat(args));\n\n      var custom = elem.custom || {};\n\n      var options = this._elementOptions();\n\n      elem._model.violin = this._calculateViolinValuesPixels(this.index, index, custom.points !== undefined ? custom.points : options.points);\n    },\n\n    /**\n     * @private\n     */\n    _calculateViolinValuesPixels: function _calculateViolinValuesPixels(datasetIndex, index, points) {\n      var scale = this._getValueScale();\n\n      var data = this.chart.data.datasets[datasetIndex].data[index];\n      var violin = asViolinStats(data, scale.options.ticks);\n\n      if (!Array.isArray(data) && typeof data === 'number' && !Number.isNaN || violin == null) {\n        return {\n          min: data,\n          max: data,\n          median: data,\n          coords: [{\n            v: data,\n            estimate: Number.NEGATIVE_INFINITY\n          }],\n          maxEstimate: Number.NEGATIVE_INFINITY\n        };\n      }\n\n      var range = violin.max - violin.min;\n      var samples = [];\n      var inc = range / points;\n\n      for (var v = violin.min; v <= violin.max && inc > 0; v += inc) {\n        samples.push(v);\n      }\n\n      if (samples[samples.length - 1] !== violin.max) {\n        samples.push(violin.max);\n      }\n\n      var coords = violin.coords || violin.kde(samples).map(function (v) {\n        return {\n          v: v[0],\n          estimate: v[1]\n        };\n      });\n      var r = {\n        min: scale.getPixelForValue(violin.min),\n        max: scale.getPixelForValue(violin.max),\n        median: scale.getPixelForValue(violin.median),\n        coords: coords.map(function (_ref) {\n          var v = _ref.v,\n              estimate = _ref.estimate;\n          return {\n            v: scale.getPixelForValue(v),\n            estimate: estimate\n          };\n        }),\n        maxEstimate: coords.reduce(function (a, d) {\n          return Math.max(a, d.estimate);\n        }, Number.NEGATIVE_INFINITY)\n      };\n\n      this._calculateCommonModel(r, data, violin, scale);\n\n      return r;\n    }\n  });\n  /**\n   * This class is based off controller.bar.js from the upstream Chart.js library\n   */\n\n\n  var Violin$1 = Chart.controllers.violin = Chart.controllers.bar.extend(controller);\n  var HorizontalViolin = Chart.controllers.horizontalViolin = Chart.controllers.horizontalBar.extend(controller);\n\n  var helpers = Chart.helpers;\n  var ArrayLinearScaleOptions = helpers.merge({}, [commonScaleOptions, Chart.scaleService.getScaleDefaults('linear')]);\n  var ArrayLinearScale = Chart.scaleService.getScaleConstructor('linear').extend({\n    getRightValue: function getRightValue$1(rawValue) {\n      return Chart.LinearScaleBase.prototype.getRightValue.call(this, getRightValue(rawValue, this.options.ticks));\n    },\n    _parseValue: function _parseValue(rawValue) {\n      return Chart.LinearScaleBase.prototype._parseValue.call(this, getRightValue(rawValue, this.options.ticks));\n    },\n    determineDataLimits: function determineDataLimits() {\n      commonDataLimits.call(this); // Common base implementation to handle ticks.min, ticks.max, ticks.beginAtZero\n\n      this.handleTickRangeOptions();\n    }\n  });\n  Chart.scaleService.registerScaleType('arrayLinear', ArrayLinearScale, ArrayLinearScaleOptions);\n\n  var helpers$1 = Chart.helpers;\n  var ArrayLogarithmicScaleOptions = helpers$1.merge({}, [commonScaleOptions, Chart.scaleService.getScaleDefaults('logarithmic')]);\n  var ArrayLogarithmicScale = Chart.scaleService.getScaleConstructor('logarithmic').extend({\n    getRightValue: function getRightValue$1(rawValue) {\n      return Chart.LinearScaleBase.prototype.getRightValue.call(this, getRightValue(rawValue, this.options.ticks));\n    },\n    _parseValue: function _parseValue(rawValue) {\n      return Chart.LinearScaleBase.prototype._parseValue.call(this, getRightValue(rawValue, this.options.ticks));\n    },\n    determineDataLimits: function determineDataLimits() {\n      var _this = this;\n\n      // Add whitespace around bars. Axis shouldn't go exactly from min to max\n      var tickOpts = this.options.ticks;\n      this.minNotZero = null;\n      commonDataLimits.call(this, function (boxPlot) {\n        var value = boxPlot[tickOpts.minStats];\n\n        if (value !== 0 && (_this.minNotZero === null || value < _this.minNotZero)) {\n          _this.minNotZero = value;\n        }\n      });\n      this.min = helpers$1.valueOrDefault(tickOpts.min, this.min - this.min * 0.05);\n      this.max = helpers$1.valueOrDefault(tickOpts.max, this.max + this.max * 0.05);\n\n      if (this.min === this.max) {\n        if (this.min !== 0 && this.min !== null) {\n          this.min = Math.pow(10, Math.floor(helpers$1.log10(this.min)) - 1);\n          this.max = Math.pow(10, Math.floor(helpers$1.log10(this.max)) + 1);\n        } else {\n          this.min = 1;\n          this.max = 10;\n        }\n      }\n    }\n  });\n  Chart.scaleService.registerScaleType('arrayLogarithmic', ArrayLogarithmicScale, ArrayLogarithmicScaleOptions);\n\n  function boxplotPositioner(elements, eventPosition) {\n    var _this = this;\n\n    if (!elements.length) {\n      return false;\n    }\n\n    var _elements$reduce = elements.reduce(function (_ref, el) {\n      var _ref2 = _slicedToArray(_ref, 3),\n          xi = _ref2[0],\n          ci = _ref2[1],\n          counti = _ref2[2];\n\n      if (el && el.hasValue()) {\n        var pos = el.tooltipPosition(eventPosition, _this);\n        return [xi + pos.x, ci + pos.y, counti + 1];\n      }\n\n      return [xi, ci, counti];\n    }, [0, 0, 0]),\n        _elements$reduce2 = _slicedToArray(_elements$reduce, 3),\n        x = _elements$reduce2[0],\n        y = _elements$reduce2[1],\n        count = _elements$reduce2[2];\n\n    return {\n      x: x / count,\n      y: y / count\n    };\n  }\n  Chart.Tooltip.positioners.boxplot = boxplotPositioner;\n\n  exports.ArrayLinearScale = ArrayLinearScale;\n  exports.ArrayLogarithmicScale = ArrayLogarithmicScale;\n  exports.BoxAndWhiskers = BoxAndWiskers;\n  exports.BoxPlot = BoxPlot;\n  exports.HorizontalBoxPlot = HorizontalBoxPlot;\n  exports.HorizontalViolin = HorizontalViolin;\n  exports.Violin = Violin;\n\n  Object.defineProperty(exports, '__esModule', { value: true });\n\n})));\n","jQuery.fn.extend({backspace:function(e,t){var n;return n=jQuery.extend({callback:function(){},keypress:function(){},t:100,e:.04},t),this.each(function(){var t;return t=this,jQuery(t).queue(function(){var r,u;return r=t.tagName===\"input\".toUpperCase()||t.tagName===\"textarea\".toUpperCase()?\"value\":\"innerHTML\",(u=function(e){e?(t[r]=t[r].slice(0,-1),n.keypress.call(t),setTimeout(function(){return u(e-1)},Math.random()*n.t)):(n.callback.call(t),jQuery(t).dequeue())})(e)})})},typetype:function(e,t){var n,r;return r=jQuery.extend({callback:function(){},keypress:function(){},t:100,e:.04},t),n=function(t){return Math.random()*r.t*(e[t-1]===e[t]?1.6:\".\"===e[t-1]?12:\"!\"===e[t-1]?12:\"?\"===e[t-1]?12:\"\\n\"===e[t-1]?12:\",\"===e[t-1]?8:\";\"===e[t-1]?8:\":\"===e[t-1]?8:\" \"===e[t-1]?3:2)},this.each(function(){var t;return t=this,jQuery(t).queue(function(){var u,a,c,i;return a=t.tagName===\"input\".toUpperCase()||t.tagName===\"textarea\".toUpperCase()?\"value\":\"innerHTML\",u=function(e,n){e?(t[a]+=e[0],r.keypress.call(t),setTimeout(function(){return u(e.slice(1),n)},r.t)):n()},c=function(e,n){e?(t[a]=t[a].slice(0,-1),r.keypress.call(t),setTimeout(function(){return c(e-1,n)},r.t)):n()},(i=function(o){var s,l;e.length>=o?(s=function(){return setTimeout(function(){return i(o)},n(o))},l=Math.random()/r.e,.3>l&&e[o-1]!==e[o]&&e.length>o+4?u(e.slice(o,o+4),function(){return c(4,s)}):.7>l&&o>1&&/[A-Z]/.test(e[o-2]&&e.length>o+4)?u(e[o-1].toUpperCase()+e.slice(o,o+4),function(){return c(5,s)}):.5>l&&e[o-1]!==e[o]&&e.length>o?u(e[o],function(){return c(1,s)}):1>l&&e[o-1]!==e[o]&&e.length>o?u(e[o]+e[o-1],function(){return c(2,s)}):.5>l&&/[A-Z]/.test(e[o])?u(e[o].toLowerCase(),function(){return c(1,s)}):(t[a]+=e[o-1],r.keypress.call(t),setTimeout(function(){return i(o+1)},n(o)))):(r.callback.call(t),jQuery(t).dequeue())})(1)})})}});","(function ( $ ) {\n\t\n\tvar Graph = function(element){\n\t\tthis.element = $(element);\n\t};\n\t\t\n\tGraph.prototype.init = function(options){\n\t\tif(options === null){\n\t\t\treturn this;\n\t\t}\n\t\tthis.options = $.extend(Graph.defaultOptions, options);\n\t\tthis.drawGraph();\n\t\tthis.updateData();\n\t\treturn this;\n\t};\n\t\n\tGraph.prototype.setData = function(data){\n\t\tthis.data = data;\n\t\tthis.updateData();\n\t};\n\t\n\tGraph.prototype.drawGraph = function(){\n\t\t\n\t\tvar _this = this;\n\t\t\n\t\t// in case this is being re-rendered:\n\t\tthis.removeEventListeners();\n\t\t\n\t\tvar options = this.options;\n\t\tvar day = 24*60*60*1000;\n\t\t\n\t\tthis.element.html(\n\t\t\t'<svg width=\"' + fullWidth() + '\" height=\"'+ fullHeight() + '\" class=\"calendar-heatmap-svg\">'+\n\t\t\t\t'<g transform=\"translate(' + options.dayLabelWidth + ', ' + options.monthLabelHeight + ')\">'+\n\t\t\t\t\tbuildGraphHtml() +\n\t\t\t\t'</g>'+\n\t\t\t'</svg>'\n\t\t);\n\t\t\n\t\tthis.tooltip = createTooltip();\n\t\tthis.selectWeek(this.selectedWeek);\n\t\t\n\t\tthis.addEventListeners();\n\t\t\n\t\tfunction buildGraphHtml(){\n\t\t\t\n\t\t\tvar html = '';\n\t\t\t\n\t\t\tvar date = getStartDate();\n\t\t\tvar endDate = getEndDate();\n\t\t\t\n\t\t\tvar i,j;\n\t\t\tvar monthStartXPositions = {};\n\t\t\t\n\t\t\tvar week_width = fullCellSize();\n\t\t\tvar week_height = (fullCellSize() * 7);\n\t\t\tvar day_size = options.cellSize;\n\t\t\t\n\t\t\t// add week select rect\n\t\t\thtml += '<rect class=\"week-selection\" width=\"' + week_width + '\" height=\"' + week_height + '\" fill=\"transparent\" stroke=\"none\" stroke-width=\"'+(2*options.cellMargin)+'\"/>';\n\t\t\t\n\t\t\t// build week columns\n\t\t\tfor( i = 0; i < options.weeks; i++ ){\n\t\t\t\tvar week_x = i * fullCellSize();\n\t\t\t\tvar dateString = _this.dateString(date);\n\t\t\t\t\n\t\t\t\t//var week_html = '<g transform=\"translate(' + week_x + ', 0)\">';\n\t\t\t\tvar week_html = '<svg class=\"week-svg week-' + dateString + '\" x=\"' + week_x + '\" width=\"' + week_width + '\" height=\"' + week_height + '\" data-date=\"'+ dateString +'\">';\n\t\t\t\tif(options.weekSelection){\n\t\t\t\t\tweek_html += '<rect class=\"week-bg\" width=\"' + week_width + '\" height=\"' + week_height + '\" stroke-width=\"'+(2*options.cellMargin)+'\"/>';\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// remember the x positions of weeks that months start on (first week in month with all days from month, ie not always the week that has the '1st' of the month);\n\t\t\t\tif(date.getDate() <= 7){\n\t\t\t\t\tmonthStartXPositions[date.getMonth()] = week_x;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// build day cells\n\t\t\t\tfor( j = 0; j < 7; j++ ){\n\t\t\t\t\t\n\t\t\t\t\tif(date > endDate){\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvar day_x = options.cellMargin;\n\t\t\t\t\tvar day_y = j * fullCellSize() + options.cellMargin;\n\t\t\t\t\tdateString = _this.dateString(date);\n\t\t\t\t\t\n\t\t\t\t\tweek_html += '<rect class=\"cell date-' + dateString + '\" width=\"' + day_size + '\" height=\"' + day_size + '\" x=\"' + day_x + '\" y=\"'+ day_y +'\" fill=\"'+ options.cellEmptyColour + '\" data-date=\"'+ dateString +'\"/>';\n\t\t\t\t\t\n\t\t\t\t\taddDay(date);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t//week_html += \"</g>\";\n\t\t\t\tweek_html += \"</svg>\";\n\t\t\t\t\n\t\t\t\thtml += week_html;\n\t\t\t}\n\t\t\t\n\t\t\tvar labelSpacing = options.cellMargin*2;\n\t\t\t\n\t\t\t// Add month labels\n\t\t\tfor ( var monthIndex in monthStartXPositions){\n\t\t\t\thtml += '<text x=\"'+ monthStartXPositions[monthIndex] +'\" y=\"-' + (labelSpacing*1.5) + '\" class=\"month\">'+ getTimeName('month', monthIndex, 3) +'</text>';\n\t\t\t}\n\t\t\t\n\t\t\t//Add day labels\n\t\t\tvar dayLabels = [1,2,3,4,5];\n\t\t\tfor( i=0; i < dayLabels.length; i++ ){\n\t\t\t\thtml += '<text text-anchor=\"middle\" class=\"week-label\" dx=\"-' + labelSpacing + '\" dy=\"' + ((dayLabels[i]+0.5) * fullCellSize() + 4 /*half font size, for v-centering*/) + '\">'+\n\t\t\t\t\t\t\tgetTimeName('day', options.startWeekday + dayLabels[i], options.dayLabelTruncation)+\n\t\t\t\t\t\t'</text>';\n\t\t\t}\n\t\t\t\n\t\t\t// Add legend\n\t\t\thtml += '<g transform=\"translate(' + (options.weeks * fullCellSize() - (options.colours.length + 1) - 150 ) + ', ' + (fullCellSize() * 7 + legendGap()) + ')\">';\n\t\t\tvar colours = options.colours.slice();\n\t\t\tcolours.splice(0, 0, options.cellEmptyColour);\n\t\t\tvar legendCellSize = options.cellSize;\n\t\t\tfor( i = 0; i < colours.length; i++ ){\n\t\t\t\tvar legend_x = i * (legendCellSize + options.cellMargin*2) + options.cellMargin;\n\t\t\t\thtml += '<rect class=\"legend-cell\" width=\"' + legendCellSize + '\" height=\"' + legendCellSize + '\" x=\"' + legend_x + '\" fill=\"'+ colours[i] + '\"/>';\n\t\t\t}\n\t\t\thtml += '<text x=\"-5\" y=\"' + (options.cellSize/2 + 6) + '\" class=\"legend-label\" text-anchor=\"end\">less</text>';\n\t\t\thtml += '<text x=\"' + (fullCellSize() * colours.length + 5) + '\" y=\"' + (options.cellSize/2 + 6) + '\" class=\"legend-label\" text-anchor=\"start\">more</text>';\n\t\t\thtml += '</g>';\n\t\t\t\n\t\t\treturn html;\n\t\t}\n\t\t\n\t\tfunction getStartDate() {\n\t\t\tvar start = new Date(getEndDate().getTime());\n\t\t\tstart.setTime(start.getTime() - options.weeks * 7 * day + day); // + extra day so that the graph displays the endDate, instead of only ever going up to midnight before the endDate\n\t\t\twhile(start.getDay() !== options.startWeekday){\n\t\t\t\taddDay(start);\n\t\t\t}\n\t\t\treturn start;\n\t\t}\n\t\t\n\t\tfunction getEndDate(){\n\t\t\tvar endDate = options.endDate ? new Date(options.endDate.getTime()) : new Date();\n\t\t\tendDate.setHours(0, 0, 0, 0);\n\t\t\treturn endDate;\n\t\t}\n\t\t\n\t\tfunction addDay(date){\n\t\t\tdate.setTime(date.getTime() + day);\n\t\t}\n\t\t\n\t\tfunction getTimeName(type, number, truncatedTo){\n\t\t\tvar times = {\n\t\t\t\t'day': [ 'Sunday', 'Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday' ],\n\t\t\t\t'month': [ 'January', 'February', 'March', 'April', 'May', 'June', 'July', 'August', 'September', 'October', 'November', 'December' ]\n\t\t\t};\n\t\t\treturn times[type][number % times[type].length].substr(0, truncatedTo||undefined);\n\t\t}\n\t\t\n\t\tfunction fullCellSize(){\n\t\t\treturn options.cellSize + options.cellMargin*2;\n\t\t}\n\t\t\n\t\tfunction fullWidth(){\n\t\t\treturn options.dayLabelWidth + options.weeks * fullCellSize()\n\t\t\t\t// for balance, but more importantly so that month names in the last column aren't clipped\n\t\t\t\t+ options.dayLabelWidth;\n\t\t}\n\t\t\n\t\tfunction fullHeight(){\n\t\t\treturn options.monthLabelHeight + 7 * fullCellSize() + legendHeight();\n\t\t}\n\t\t\n\t\tfunction legendGap(){\n\t\t\treturn 10;\n\t\t}\n\t\t\n\t\tfunction legendHeight() {\n\t\t\treturn fullCellSize() + legendGap();\n\t\t}\n\t\t\n\t\tfunction createTooltip(){\n\t\t\tvar existing = $('.calendar-heatmap-tip');\n\t\t\tif(existing.length){\n\t\t\t\treturn existing;\n\t\t\t}\n\t\t\treturn $('<div class=\"calendar-heatmap-tip svg-tip-one-line\" style=\"display:none\" ></div>').appendTo('body');\n\t\t}\n\t};\n\t\n\tGraph.prototype.updateData = function(){\n\t\tvar options = this.options;\n\t\tvar data = this.data || {};\n\t\tthis.element.find('.cell').each(function(index, cell){\n\t\t\tcell = $(cell);\n\t\t\tvar dateString = cell.attr('data-date');\n\t\t\tcell.attr('fill', data.hasOwnProperty(dateString) ? getColourForValue(data[dateString]) : options.cellEmptyColour);\n\t\t});\n\t\t\n\t\tfunction getColourForValue(value){\n\t\t\tvar i = Math.floor((options.colours.length - 1) * Math.min((value - options.minValue) / (options.maxValue - options.minValue), 1));\n\t\t\tif(i < 0){\n\t\t\t\treturn options.cellEmptyColour;\n\t\t\t}\n\t\t\treturn options.colours[i];\n\t\t}\n\t};\n\t\n\tGraph.prototype.selectWeek = function(week){\n\t\tthis.selectedWeek = week;\n\t\tif(!this.options){\n\t\t\treturn;\n\t\t}\n\t\tvar weekSvg;\n\t\tvar dateString;\n\t\tif(this.options.weekSelection){\n\t\t\tif(week instanceof Date){\n\t\t\t\tdateString = this.dateString(week);\n\t\t\t\tweekSvg = $(this.element).find('.date-'+dateString).closest('.week-svg');\n\t\t\t}else if(week && week.start){\n\t\t\t\tdateString = this.dateString(week.start);\n\t\t\t\tweekSvg = $(this.element).find('.week-'+dateString);\n\t\t\t}\n\t\t}\n\t\tif(!weekSvg || !weekSvg.length){\n\t\t\treturn $(this.element)\n\t\t\t\t.find('.week-selection')\n\t\t\t\t.attr('stroke', 'none');\n\t\t}\n\t\t\n\t\t$(this.element)\n\t\t\t.find('.week-selection')\n\t\t\t.attr('stroke', this.options.weekSelectionColour)\n\t\t\t.attr('x', weekSvg.attr('x'));\n\t};\n\t\n\tGraph.prototype.dateString = function(date){\n\t\treturn date.getFullYear() + '-' + (date.getMonth() + 1).toString().padStart(2, '0') + '-' + date.getDate().toString().padStart(2, '0');\n\t};\n\t\n\tGraph.prototype.createLocalDateFromDateString = function(dateString){\n\t\tvar date = dateString.split(' ');\n\t\tvar time = date[1] ? date[1].split(':') : null;\n\t\tdate = date[0].split('-');\n\t\t// convert back to 0-based month\n\t\tdate[1]--;\n\t\treturn time ? new Date(date[0], date[1], date[2], time[0], time[1], time[2]) : new Date(date[0], date[1], date[2]);\n\t};\n\t\n\tGraph.prototype.on = function(){\n\t\treturn this.element.on.apply(this.element, arguments);\n\t};\n\t\n\tGraph.prototype.off = function(){\n\t\treturn this.element.off.apply(this.element, arguments);\n\t};\n\t\n\tGraph.prototype.destroy = function(){\n\t\t// remove all event listeners, not just this library's own listeners\n\t\tthis.element.off();\n\t\t\n\t\tthis.tooltip.remove();\n\t\tthis.tooltip = null;\n\t};\n\t\n\tGraph.prototype.addEventListeners = function(){\n\t\tthis.bindPrototypeMethod('cellOverHandler');\n\t\tthis.bindPrototypeMethod('cellOutHandler');\n\t\tthis.bindPrototypeMethod('cellClickHandler');\n\t\tthis.bindPrototypeMethod('weekOverHandler');\n\t\tthis.bindPrototypeMethod('weekOutHandler');\n\t\tthis.bindPrototypeMethod('weekClickHandler');\n\t\t\n\t\tthis.element.on('mouseenter', '.cell', this.cellOverHandler);\n\t\tthis.element.on('mouseleave', '.cell', this.cellOutHandler);\n\t\tthis.element.on('click', '.cell', this.cellClickHandler);\n\t\tthis.element.on('mouseenter', '.week-svg', this.weekOverHandler);\n\t\tthis.element.on('mouseleave', '.week-svg', this.weekOutHandler);\n\t\tthis.element.on('click', '.week-svg', this.weekClickHandler);\n\t};\n\t\n\tGraph.prototype.removeEventListeners = function(){\n\t\tthis.element.off('mouseenter', '.cell', this.cellOverHandler);\n\t\tthis.element.off('mouseleave', '.cell', this.cellOutHandler);\n\t\tthis.element.off('click', '.cell', this.cellClickHandler);\n\t\tthis.element.off('mouseenter', '.week-svg', this.weekOverHandler);\n\t\tthis.element.off('mouseleave', '.week-svg', this.weekOutHandler);\n\t\tthis.element.off('click', '.week-svg', this.weekClickHandler);\n\t};\n\t\n\tGraph.prototype.cellOverHandler = function(evt){\n\t\tif(!this.tooltip || this.options.weeklyToolTips){\n\t\t\treturn;\n\t\t}\n\t\tvar target_offset = $(evt.target).offset();\n\t\tvar dateString = $(evt.target).attr('data-date');\n\t\tvar date = this.createLocalDateFromDateString(dateString);\n\t\tvar count = this.data ? this.data[dateString] || 0 : 0;\n\t\t\n\t\tvar valueType = (count === 1) ? this.options.valueType : (this.options.valueTypePlural || (this.options.valueType + 's'));\n\t\tvar text = date.toDateString() + ': ' + count + ' ' + valueType;\n\t\t\n\t\tvar tooltip = this.tooltip.show();\n\t\ttooltip.html( text );\n\t\t\n\t\ttooltip.css({top:target_offset.top - (tooltip.height() + 10*2 /*padding*/ + 5 /*arrow*/ + 3 /*arbitrary gap*/)});\n\t\ttooltip.css({left:target_offset.left - Math.round( tooltip.width()/2 )});\n\t};\n\t\n\tGraph.prototype.cellOutHandler = function(){\n\t\tif(!this.tooltip || this.options.weeklyToolTips){\n\t\t\treturn;\n\t\t}\n\t\tthis.tooltip.hide();\n\t};\n\t\n\tGraph.prototype.cellClickHandler = function(evt){\n\t\tthis.element.trigger('dayclicked', this.createLocalDateFromDateString($(evt.target).attr('data-date')));\n\t};\n\t\n\tGraph.prototype.weekOverHandler = function(evt){\n\t\tif(!this.tooltip || !this.options.weeklyToolTips){\n\t\t\treturn;\n\t\t}\n\t\tvar target = $(evt.currentTarget);\n\t\tvar startDateString = target.attr('data-date');\n\t\tvar startDate = this.createLocalDateFromDateString(startDateString);\n\t\t// have to build end date from start + 6, can't use dates[6] because final week may not be complete\n\t\tvar endDate = this.createLocalDateFromDateString(startDateString);\n\t\tendDate.setDate(endDate.getDate() + 6);\n\t\t\n\t\tvar count = 0;\n\t\tif(this.data){\n\t\t\tvar _this = this;\n\t\t\ttarget.find('.cell').each(function(i, cell){\n\t\t\t\tcount += (_this.data[$(cell).attr('data-date')] || 0);\n\t\t\t});\n\t\t}\n\t\t\n\t\tvar valueType = (count === 1) ? this.options.valueType : (this.options.valueTypePlural || (this.options.valueType + 's'));\n\t\tvar text = 'Week of ' + startDate.toDateString() + '<br/>to ' + endDate.toDateString() + ':<br/>' + count + ' ' + valueType;\n\t\t\n\t\tvar tooltip = this.tooltip.show();\n\t\ttooltip.html( text );\n\t\t\n\t\tvar targetOffset = target.offset();\n\t\ttooltip.css({top:targetOffset.top - (tooltip.height() + 10*2 /*padding*/ + 5 /*arrow*/ + 3 /*arbitrary gap*/)});\n\t\ttooltip.css({left:targetOffset.left - Math.round( tooltip.width()/2 )});\n\t};\n\t\n\tGraph.prototype.weekOutHandler = function(){\n\t\tif(!this.tooltip || !this.options.weeklyToolTips){\n\t\t\treturn;\n\t\t}\n\t\tthis.tooltip.hide();\n\t};\n\t\n\tGraph.prototype.weekClickHandler = function(evt){\n\t\tvar start = this.createLocalDateFromDateString($(evt.currentTarget).attr('data-date'));\n\t\tvar end = new Date(start.getTime());\n\t\t// Adding 7 days to start instead of getting \"days[6]\" allows final, possibly partial, week to provide the week's real end date.\n\t\tend.setDate(end.getDate() + 7);\n\t\tvar week = {\n\t\t\tstart: start,\n\t\t\tend: end\n\t\t};\n\t\tthis.element.trigger('weekclicked', week);\n\t\tthis.selectWeek(week);\n\t};\n\t\n\tGraph.prototype.bindPrototypeMethod = function(name){\n\t\tif(!this.hasOwnProperty(name)){\n\t\t\tthis[name] = this.constructor.prototype[name].bind(this);\n\t\t}\n\t};\n\t\n\tGraph.defaultOptions = {\n\t\t\n\t\tendDate: null,\n\t\tweeks: 53,\n\t\t\n\t\t/* 0=sunday, 1=monday, etc */\n\t\tstartWeekday: 0,\n\t\t\n\t\tcellSize: 10,\n\t\tcellMargin: 1,\n\t\t\n\t\tdayLabelWidth: 40,\n\t\t/* How long to make the day labels\n\t\t * eg '3' means 'Mon','Wed','Fri'\n\t\t * A falsey value uses the full name. */\n\t\tdayLabelTruncation: 3,\n\t\t\n\t\tmonthLabelHeight: 20,\n\t\t\n\t\tcellEmptyColour: '#EBEDF0',\n\t\t\n\t\tcolours: [ '#C6E48B', '#7BC96F', '#239A3B', '#196127' ],\n\t\t\n\t\tminValue: 1,\n\t\tmaxValue: 10,\n\t\t\n\t\t// used in tooltips for showing the value of a cell\n\t\tvalueType: 'job',\n\t\t// if not provided, it just adds \"s\" to \"valueType\"\n\t\tvalueTypePlural: null,\n\t\t\n\t\tweekSelection: false,\n\t\tweekSelectionColour: 'gray',\n\t\t\n\t\t// show tooltip for the week instead of the day\n\t\tweeklyToolTips: false\n\t};\n\t\n\t$.fn.calendarHeatMap = function( options ) {\n\t\treturn (new Graph(this)).init(options);\n\t};\n\t\n}( jQuery ));","if (typeof FastBoot === 'undefined') {\n      var preferNative = false;\n      var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; };\n\nvar _get = function get(object, property, receiver) { if (object === null) object = Function.prototype; var desc = Object.getOwnPropertyDescriptor(object, property); if (desc === undefined) { var parent = Object.getPrototypeOf(object); if (parent === null) { return undefined; } else { return get(parent, property, receiver); } } else if (\"value\" in desc) { return desc.value; } else { var getter = desc.get; if (getter === undefined) { return undefined; } return getter.call(receiver); } };\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n(function (global) {\n  define('fetch', ['exports'], function (self) {\n    'use strict';\n\n    var Promise = global.Ember.RSVP.Promise;\n    var supportProps = ['FormData', 'FileReader', 'Blob', 'URLSearchParams', 'Symbol', 'ArrayBuffer'];\n    var polyfillProps = ['fetch', 'Headers', 'Request', 'Response', 'AbortController'];\n    var combinedProps = supportProps;\n    if (preferNative) {\n      combinedProps = supportProps.concat(polyfillProps);\n    }\n    combinedProps.forEach(function (prop) {\n      if (global[prop]) {\n        Object.defineProperty(self, prop, {\n          configurable: true,\n          get: function get() {\n            return global[prop];\n          },\n          set: function set(v) {\n            global[prop] = v;\n          }\n        });\n      }\n    });\n\n    (function () {\n      'use strict';\n\n      var Emitter = function () {\n        function Emitter() {\n          _classCallCheck(this, Emitter);\n\n          Object.defineProperty(this, 'listeners', { value: {}, writable: true, configurable: true });\n        }\n\n        _createClass(Emitter, [{\n          key: 'addEventListener',\n          value: function addEventListener(type, callback, options) {\n            if (!(type in this.listeners)) {\n              this.listeners[type] = [];\n            }\n            this.listeners[type].push({ callback: callback, options: options });\n          }\n        }, {\n          key: 'removeEventListener',\n          value: function removeEventListener(type, callback) {\n            if (!(type in this.listeners)) {\n              return;\n            }\n            var stack = this.listeners[type];\n            for (var i = 0, l = stack.length; i < l; i++) {\n              if (stack[i].callback === callback) {\n                stack.splice(i, 1);\n                return;\n              }\n            }\n          }\n        }, {\n          key: 'dispatchEvent',\n          value: function dispatchEvent(event) {\n            if (!(event.type in this.listeners)) {\n              return;\n            }\n            var stack = this.listeners[event.type];\n            var stackToCall = stack.slice();\n            for (var i = 0, l = stackToCall.length; i < l; i++) {\n              var listener = stackToCall[i];\n              try {\n                listener.callback.call(this, event);\n              } catch (e) {\n                Promise.resolve().then(function () {\n                  throw e;\n                });\n              }\n              if (listener.options && listener.options.once) {\n                this.removeEventListener(event.type, listener.callback);\n              }\n            }\n            return !event.defaultPrevented;\n          }\n        }]);\n\n        return Emitter;\n      }();\n\n      var AbortSignal = function (_Emitter) {\n        _inherits(AbortSignal, _Emitter);\n\n        function AbortSignal() {\n          _classCallCheck(this, AbortSignal);\n\n          // Some versions of babel does not transpile super() correctly for IE <= 10, if the parent\n          // constructor has failed to run, then \"this.listeners\" will still be undefined and then we call\n          // the parent constructor directly instead as a workaround. For general details, see babel bug:\n          // https://github.com/babel/babel/issues/3041\n          // This hack was added as a fix for the issue described here:\n          // https://github.com/Financial-Times/polyfill-library/pull/59#issuecomment-477558042\n          var _this = _possibleConstructorReturn(this, (AbortSignal.__proto__ || Object.getPrototypeOf(AbortSignal)).call(this));\n\n          if (!_this.listeners) {\n            Emitter.call(_this);\n          }\n\n          // Compared to assignment, Object.defineProperty makes properties non-enumerable by default and\n          // we want Object.keys(new AbortController().signal) to be [] for compat with the native impl\n          Object.defineProperty(_this, 'aborted', { value: false, writable: true, configurable: true });\n          Object.defineProperty(_this, 'onabort', { value: null, writable: true, configurable: true });\n          return _this;\n        }\n\n        _createClass(AbortSignal, [{\n          key: 'toString',\n          value: function toString() {\n            return '[object AbortSignal]';\n          }\n        }, {\n          key: 'dispatchEvent',\n          value: function dispatchEvent(event) {\n            if (event.type === 'abort') {\n              this.aborted = true;\n              if (typeof this.onabort === 'function') {\n                this.onabort.call(this, event);\n              }\n            }\n\n            _get(AbortSignal.prototype.__proto__ || Object.getPrototypeOf(AbortSignal.prototype), 'dispatchEvent', this).call(this, event);\n          }\n        }]);\n\n        return AbortSignal;\n      }(Emitter);\n\n      var AbortController = function () {\n        function AbortController() {\n          _classCallCheck(this, AbortController);\n\n          // Compared to assignment, Object.defineProperty makes properties non-enumerable by default and\n          // we want Object.keys(new AbortController()) to be [] for compat with the native impl\n          Object.defineProperty(this, 'signal', { value: new AbortSignal(), writable: true, configurable: true });\n        }\n\n        _createClass(AbortController, [{\n          key: 'abort',\n          value: function abort() {\n            var event = void 0;\n            try {\n              event = new Event('abort');\n            } catch (e) {\n              if (typeof document !== 'undefined') {\n                if (!document.createEvent) {\n                  // For Internet Explorer 8:\n                  event = document.createEventObject();\n                  event.type = 'abort';\n                } else {\n                  // For Internet Explorer 11:\n                  event = document.createEvent('Event');\n                  event.initEvent('abort', false, false);\n                }\n              } else {\n                // Fallback where document isn't available:\n                event = {\n                  type: 'abort',\n                  bubbles: false,\n                  cancelable: false\n                };\n              }\n            }\n            this.signal.dispatchEvent(event);\n          }\n        }, {\n          key: 'toString',\n          value: function toString() {\n            return '[object AbortController]';\n          }\n        }]);\n\n        return AbortController;\n      }();\n\n      if (typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n        // These are necessary to make sure that we get correct output for:\n        // Object.prototype.toString.call(new AbortController())\n        AbortController.prototype[Symbol.toStringTag] = 'AbortController';\n        AbortSignal.prototype[Symbol.toStringTag] = 'AbortSignal';\n      }\n\n      function polyfillNeeded(self) {\n        if (self.__FORCE_INSTALL_ABORTCONTROLLER_POLYFILL) {\n          console.log('__FORCE_INSTALL_ABORTCONTROLLER_POLYFILL=true is set, will force install polyfill');\n          return true;\n        }\n\n        // Note that the \"unfetch\" minimal fetch polyfill defines fetch() without\n        // defining window.Request, and this polyfill need to work on top of unfetch\n        // so the below feature detection needs the !self.AbortController part.\n        // The Request.prototype check is also needed because Safari versions 11.1.2\n        // up to and including 12.1.x has a window.AbortController present but still\n        // does NOT correctly implement abortable fetch:\n        // https://bugs.webkit.org/show_bug.cgi?id=174980#c2\n        return typeof self.Request === 'function' && !self.Request.prototype.hasOwnProperty('signal') || !self.AbortController;\n      }\n\n      (function (self) {\n\n        if (!polyfillNeeded(self)) {\n          return;\n        }\n\n        self.AbortController = AbortController;\n        self.AbortSignal = AbortSignal;\n      })(typeof self !== 'undefined' ? self : global);\n    })();\n\n    var WHATWGFetch = function (exports) {\n      'use strict';\n\n      var global = typeof globalThis !== 'undefined' && globalThis || typeof self !== 'undefined' && self || typeof global !== 'undefined' && global;\n\n      var support = {\n        searchParams: 'URLSearchParams' in global,\n        iterable: 'Symbol' in global && 'iterator' in Symbol,\n        blob: 'FileReader' in global && 'Blob' in global && function () {\n          try {\n            new Blob();\n            return true;\n          } catch (e) {\n            return false;\n          }\n        }(),\n        formData: 'FormData' in global,\n        arrayBuffer: 'ArrayBuffer' in global\n      };\n\n      function isDataView(obj) {\n        return obj && DataView.prototype.isPrototypeOf(obj);\n      }\n\n      if (support.arrayBuffer) {\n        var viewClasses = ['[object Int8Array]', '[object Uint8Array]', '[object Uint8ClampedArray]', '[object Int16Array]', '[object Uint16Array]', '[object Int32Array]', '[object Uint32Array]', '[object Float32Array]', '[object Float64Array]'];\n\n        var isArrayBufferView = ArrayBuffer.isView || function (obj) {\n          return obj && viewClasses.indexOf(Object.prototype.toString.call(obj)) > -1;\n        };\n      }\n\n      function normalizeName(name) {\n        if (typeof name !== 'string') {\n          name = String(name);\n        }\n        if (/[^a-z0-9\\-#$%&'*+.^_`|~!]/i.test(name) || name === '') {\n          throw new TypeError('Invalid character in header field name: \"' + name + '\"');\n        }\n        return name.toLowerCase();\n      }\n\n      function normalizeValue(value) {\n        if (typeof value !== 'string') {\n          value = String(value);\n        }\n        return value;\n      }\n\n      // Build a destructive iterator for the value list\n      function iteratorFor(items) {\n        var iterator = {\n          next: function next() {\n            var value = items.shift();\n            return { done: value === undefined, value: value };\n          }\n        };\n\n        if (support.iterable) {\n          iterator[Symbol.iterator] = function () {\n            return iterator;\n          };\n        }\n\n        return iterator;\n      }\n\n      function Headers(headers) {\n        this.map = {};\n\n        if (headers instanceof Headers) {\n          headers.forEach(function (value, name) {\n            this.append(name, value);\n          }, this);\n        } else if (Array.isArray(headers)) {\n          headers.forEach(function (header) {\n            this.append(header[0], header[1]);\n          }, this);\n        } else if (headers) {\n          Object.getOwnPropertyNames(headers).forEach(function (name) {\n            this.append(name, headers[name]);\n          }, this);\n        }\n      }\n\n      Headers.prototype.append = function (name, value) {\n        name = normalizeName(name);\n        value = normalizeValue(value);\n        var oldValue = this.map[name];\n        this.map[name] = oldValue ? oldValue + ', ' + value : value;\n      };\n\n      Headers.prototype['delete'] = function (name) {\n        delete this.map[normalizeName(name)];\n      };\n\n      Headers.prototype.get = function (name) {\n        name = normalizeName(name);\n        return this.has(name) ? this.map[name] : null;\n      };\n\n      Headers.prototype.has = function (name) {\n        return this.map.hasOwnProperty(normalizeName(name));\n      };\n\n      Headers.prototype.set = function (name, value) {\n        this.map[normalizeName(name)] = normalizeValue(value);\n      };\n\n      Headers.prototype.forEach = function (callback, thisArg) {\n        for (var name in this.map) {\n          if (this.map.hasOwnProperty(name)) {\n            callback.call(thisArg, this.map[name], name, this);\n          }\n        }\n      };\n\n      Headers.prototype.keys = function () {\n        var items = [];\n        this.forEach(function (value, name) {\n          items.push(name);\n        });\n        return iteratorFor(items);\n      };\n\n      Headers.prototype.values = function () {\n        var items = [];\n        this.forEach(function (value) {\n          items.push(value);\n        });\n        return iteratorFor(items);\n      };\n\n      Headers.prototype.entries = function () {\n        var items = [];\n        this.forEach(function (value, name) {\n          items.push([name, value]);\n        });\n        return iteratorFor(items);\n      };\n\n      if (support.iterable) {\n        Headers.prototype[Symbol.iterator] = Headers.prototype.entries;\n      }\n\n      function consumed(body) {\n        if (body.bodyUsed) {\n          return Promise.reject(new TypeError('Already read'));\n        }\n        body.bodyUsed = true;\n      }\n\n      function fileReaderReady(reader) {\n        return new Promise(function (resolve, reject) {\n          reader.onload = function () {\n            resolve(reader.result);\n          };\n          reader.onerror = function () {\n            reject(reader.error);\n          };\n        });\n      }\n\n      function readBlobAsArrayBuffer(blob) {\n        var reader = new FileReader();\n        var promise = fileReaderReady(reader);\n        reader.readAsArrayBuffer(blob);\n        return promise;\n      }\n\n      function readBlobAsText(blob) {\n        var reader = new FileReader();\n        var promise = fileReaderReady(reader);\n        reader.readAsText(blob);\n        return promise;\n      }\n\n      function readArrayBufferAsText(buf) {\n        var view = new Uint8Array(buf);\n        var chars = new Array(view.length);\n\n        for (var i = 0; i < view.length; i++) {\n          chars[i] = String.fromCharCode(view[i]);\n        }\n        return chars.join('');\n      }\n\n      function bufferClone(buf) {\n        if (buf.slice) {\n          return buf.slice(0);\n        } else {\n          var view = new Uint8Array(buf.byteLength);\n          view.set(new Uint8Array(buf));\n          return view.buffer;\n        }\n      }\n\n      function Body() {\n        this.bodyUsed = false;\n\n        this._initBody = function (body) {\n          /*\n            fetch-mock wraps the Response object in an ES6 Proxy to\n            provide useful test harness features such as flush. However, on\n            ES5 browsers without fetch or Proxy support pollyfills must be used;\n            the proxy-pollyfill is unable to proxy an attribute unless it exists\n            on the object before the Proxy is created. This change ensures\n            Response.bodyUsed exists on the instance, while maintaining the\n            semantic of setting Request.bodyUsed in the constructor before\n            _initBody is called.\n          */\n          this.bodyUsed = this.bodyUsed;\n          this._bodyInit = body;\n          if (!body) {\n            this._bodyText = '';\n          } else if (typeof body === 'string') {\n            this._bodyText = body;\n          } else if (support.blob && Blob.prototype.isPrototypeOf(body)) {\n            this._bodyBlob = body;\n          } else if (support.formData && FormData.prototype.isPrototypeOf(body)) {\n            this._bodyFormData = body;\n          } else if (support.searchParams && URLSearchParams.prototype.isPrototypeOf(body)) {\n            this._bodyText = body.toString();\n          } else if (support.arrayBuffer && support.blob && isDataView(body)) {\n            this._bodyArrayBuffer = bufferClone(body.buffer);\n            // IE 10-11 can't handle a DataView body.\n            this._bodyInit = new Blob([this._bodyArrayBuffer]);\n          } else if (support.arrayBuffer && (ArrayBuffer.prototype.isPrototypeOf(body) || isArrayBufferView(body))) {\n            this._bodyArrayBuffer = bufferClone(body);\n          } else {\n            this._bodyText = body = Object.prototype.toString.call(body);\n          }\n\n          if (!this.headers.get('content-type')) {\n            if (typeof body === 'string') {\n              this.headers.set('content-type', 'text/plain;charset=UTF-8');\n            } else if (this._bodyBlob && this._bodyBlob.type) {\n              this.headers.set('content-type', this._bodyBlob.type);\n            } else if (support.searchParams && URLSearchParams.prototype.isPrototypeOf(body)) {\n              this.headers.set('content-type', 'application/x-www-form-urlencoded;charset=UTF-8');\n            }\n          }\n        };\n\n        if (support.blob) {\n          this.blob = function () {\n            var rejected = consumed(this);\n            if (rejected) {\n              return rejected;\n            }\n\n            if (this._bodyBlob) {\n              return Promise.resolve(this._bodyBlob);\n            } else if (this._bodyArrayBuffer) {\n              return Promise.resolve(new Blob([this._bodyArrayBuffer]));\n            } else if (this._bodyFormData) {\n              throw new Error('could not read FormData body as blob');\n            } else {\n              return Promise.resolve(new Blob([this._bodyText]));\n            }\n          };\n\n          this.arrayBuffer = function () {\n            if (this._bodyArrayBuffer) {\n              var isConsumed = consumed(this);\n              if (isConsumed) {\n                return isConsumed;\n              }\n              if (ArrayBuffer.isView(this._bodyArrayBuffer)) {\n                return Promise.resolve(this._bodyArrayBuffer.buffer.slice(this._bodyArrayBuffer.byteOffset, this._bodyArrayBuffer.byteOffset + this._bodyArrayBuffer.byteLength));\n              } else {\n                return Promise.resolve(this._bodyArrayBuffer);\n              }\n            } else {\n              return this.blob().then(readBlobAsArrayBuffer);\n            }\n          };\n        }\n\n        this.text = function () {\n          var rejected = consumed(this);\n          if (rejected) {\n            return rejected;\n          }\n\n          if (this._bodyBlob) {\n            return readBlobAsText(this._bodyBlob);\n          } else if (this._bodyArrayBuffer) {\n            return Promise.resolve(readArrayBufferAsText(this._bodyArrayBuffer));\n          } else if (this._bodyFormData) {\n            throw new Error('could not read FormData body as text');\n          } else {\n            return Promise.resolve(this._bodyText);\n          }\n        };\n\n        if (support.formData) {\n          this.formData = function () {\n            return this.text().then(decode);\n          };\n        }\n\n        this.json = function () {\n          return this.text().then(JSON.parse);\n        };\n\n        return this;\n      }\n\n      // HTTP methods whose capitalization should be normalized\n      var methods = ['DELETE', 'GET', 'HEAD', 'OPTIONS', 'POST', 'PUT'];\n\n      function normalizeMethod(method) {\n        var upcased = method.toUpperCase();\n        return methods.indexOf(upcased) > -1 ? upcased : method;\n      }\n\n      function Request(input, options) {\n        if (!(this instanceof Request)) {\n          throw new TypeError('Please use the \"new\" operator, this DOM object constructor cannot be called as a function.');\n        }\n\n        options = options || {};\n        var body = options.body;\n\n        if (input instanceof Request) {\n          if (input.bodyUsed) {\n            throw new TypeError('Already read');\n          }\n          this.url = input.url;\n          this.credentials = input.credentials;\n          if (!options.headers) {\n            this.headers = new Headers(input.headers);\n          }\n          this.method = input.method;\n          this.mode = input.mode;\n          this.signal = input.signal;\n          if (!body && input._bodyInit != null) {\n            body = input._bodyInit;\n            input.bodyUsed = true;\n          }\n        } else {\n          this.url = String(input);\n        }\n\n        this.credentials = options.credentials || this.credentials || 'same-origin';\n        if (options.headers || !this.headers) {\n          this.headers = new Headers(options.headers);\n        }\n        this.method = normalizeMethod(options.method || this.method || 'GET');\n        this.mode = options.mode || this.mode || null;\n        this.signal = options.signal || this.signal;\n        this.referrer = null;\n\n        if ((this.method === 'GET' || this.method === 'HEAD') && body) {\n          throw new TypeError('Body not allowed for GET or HEAD requests');\n        }\n        this._initBody(body);\n\n        if (this.method === 'GET' || this.method === 'HEAD') {\n          if (options.cache === 'no-store' || options.cache === 'no-cache') {\n            // Search for a '_' parameter in the query string\n            var reParamSearch = /([?&])_=[^&]*/;\n            if (reParamSearch.test(this.url)) {\n              // If it already exists then set the value with the current time\n              this.url = this.url.replace(reParamSearch, '$1_=' + new Date().getTime());\n            } else {\n              // Otherwise add a new '_' parameter to the end with the current time\n              var reQueryString = /\\?/;\n              this.url += (reQueryString.test(this.url) ? '&' : '?') + '_=' + new Date().getTime();\n            }\n          }\n        }\n      }\n\n      Request.prototype.clone = function () {\n        return new Request(this, { body: this._bodyInit });\n      };\n\n      function decode(body) {\n        var form = new FormData();\n        body.trim().split('&').forEach(function (bytes) {\n          if (bytes) {\n            var split = bytes.split('=');\n            var name = split.shift().replace(/\\+/g, ' ');\n            var value = split.join('=').replace(/\\+/g, ' ');\n            form.append(decodeURIComponent(name), decodeURIComponent(value));\n          }\n        });\n        return form;\n      }\n\n      function parseHeaders(rawHeaders) {\n        var headers = new Headers();\n        // Replace instances of \\r\\n and \\n followed by at least one space or horizontal tab with a space\n        // https://tools.ietf.org/html/rfc7230#section-3.2\n        var preProcessedHeaders = rawHeaders.replace(/\\r?\\n[\\t ]+/g, ' ');\n        // Avoiding split via regex to work around a common IE11 bug with the core-js 3.6.0 regex polyfill\n        // https://github.com/github/fetch/issues/748\n        // https://github.com/zloirock/core-js/issues/751\n        preProcessedHeaders.split('\\r').map(function (header) {\n          return header.indexOf('\\n') === 0 ? header.substr(1, header.length) : header;\n        }).forEach(function (line) {\n          var parts = line.split(':');\n          var key = parts.shift().trim();\n          if (key) {\n            var value = parts.join(':').trim();\n            headers.append(key, value);\n          }\n        });\n        return headers;\n      }\n\n      Body.call(Request.prototype);\n\n      function Response(bodyInit, options) {\n        if (!(this instanceof Response)) {\n          throw new TypeError('Please use the \"new\" operator, this DOM object constructor cannot be called as a function.');\n        }\n        if (!options) {\n          options = {};\n        }\n\n        this.type = 'default';\n        this.status = options.status === undefined ? 200 : options.status;\n        this.ok = this.status >= 200 && this.status < 300;\n        this.statusText = options.statusText === undefined ? '' : '' + options.statusText;\n        this.headers = new Headers(options.headers);\n        this.url = options.url || '';\n        this._initBody(bodyInit);\n      }\n\n      Body.call(Response.prototype);\n\n      Response.prototype.clone = function () {\n        return new Response(this._bodyInit, {\n          status: this.status,\n          statusText: this.statusText,\n          headers: new Headers(this.headers),\n          url: this.url\n        });\n      };\n\n      Response.error = function () {\n        var response = new Response(null, { status: 0, statusText: '' });\n        response.type = 'error';\n        return response;\n      };\n\n      var redirectStatuses = [301, 302, 303, 307, 308];\n\n      Response.redirect = function (url, status) {\n        if (redirectStatuses.indexOf(status) === -1) {\n          throw new RangeError('Invalid status code');\n        }\n\n        return new Response(null, { status: status, headers: { location: url } });\n      };\n\n      exports.DOMException = global.DOMException;\n      try {\n        new exports.DOMException();\n      } catch (err) {\n        exports.DOMException = function (message, name) {\n          this.message = message;\n          this.name = name;\n          var error = Error(message);\n          this.stack = error.stack;\n        };\n        exports.DOMException.prototype = Object.create(Error.prototype);\n        exports.DOMException.prototype.constructor = exports.DOMException;\n      }\n\n      function fetch(input, init) {\n        return new Promise(function (resolve, reject) {\n          var request = new Request(input, init);\n\n          if (request.signal && request.signal.aborted) {\n            return reject(new exports.DOMException('Aborted', 'AbortError'));\n          }\n\n          var xhr = new XMLHttpRequest();\n\n          function abortXhr() {\n            xhr.abort();\n          }\n\n          xhr.onload = function () {\n            var options = {\n              status: xhr.status,\n              statusText: xhr.statusText,\n              headers: parseHeaders(xhr.getAllResponseHeaders() || '')\n            };\n            options.url = 'responseURL' in xhr ? xhr.responseURL : options.headers.get('X-Request-URL');\n            var body = 'response' in xhr ? xhr.response : xhr.responseText;\n            setTimeout(function () {\n              resolve(new Response(body, options));\n            }, 0);\n          };\n\n          xhr.onerror = function () {\n            setTimeout(function () {\n              reject(new TypeError('Network request failed'));\n            }, 0);\n          };\n\n          xhr.ontimeout = function () {\n            setTimeout(function () {\n              reject(new TypeError('Network request failed'));\n            }, 0);\n          };\n\n          xhr.onabort = function () {\n            setTimeout(function () {\n              reject(new exports.DOMException('Aborted', 'AbortError'));\n            }, 0);\n          };\n\n          function fixUrl(url) {\n            try {\n              return url === '' && global.location.href ? global.location.href : url;\n            } catch (e) {\n              return url;\n            }\n          }\n\n          xhr.open(request.method, fixUrl(request.url), true);\n\n          if (request.credentials === 'include') {\n            xhr.withCredentials = true;\n          } else if (request.credentials === 'omit') {\n            xhr.withCredentials = false;\n          }\n\n          if ('responseType' in xhr) {\n            if (support.blob) {\n              xhr.responseType = 'blob';\n            } else if (support.arrayBuffer && request.headers.get('Content-Type') && request.headers.get('Content-Type').indexOf('application/octet-stream') !== -1) {\n              xhr.responseType = 'arraybuffer';\n            }\n          }\n\n          if (init && _typeof(init.headers) === 'object' && !(init.headers instanceof Headers)) {\n            Object.getOwnPropertyNames(init.headers).forEach(function (name) {\n              xhr.setRequestHeader(name, normalizeValue(init.headers[name]));\n            });\n          } else {\n            request.headers.forEach(function (value, name) {\n              xhr.setRequestHeader(name, value);\n            });\n          }\n\n          if (request.signal) {\n            request.signal.addEventListener('abort', abortXhr);\n\n            xhr.onreadystatechange = function () {\n              // DONE (success or failure)\n              if (xhr.readyState === 4) {\n                request.signal.removeEventListener('abort', abortXhr);\n              }\n            };\n          }\n\n          xhr.send(typeof request._bodyInit === 'undefined' ? null : request._bodyInit);\n        });\n      }\n\n      fetch.polyfill = true;\n\n      if (!global.fetch) {\n        global.fetch = fetch;\n        global.Headers = Headers;\n        global.Request = Request;\n        global.Response = Response;\n      }\n\n      exports.Headers = Headers;\n      exports.Request = Request;\n      exports.Response = Response;\n      exports.fetch = fetch;\n\n      return exports;\n    }({});\n\n    if (!self.fetch) {\n      throw new Error('fetch is not defined - maybe your browser targets are not covering everything you need?');\n    }\n\n    var pending = 0;\n    function decrement(result) {\n      pending--;\n      return result;\n    }\n\n    if (global.Ember.Test) {\n      global.Ember.Test.registerWaiter(function () {\n        return pending === 0;\n      });\n\n      self['default'] = function () {\n        pending++;\n\n        return self.fetch.apply(global, arguments).then(function (response) {\n          response.clone().blob().then(decrement, decrement);\n          return response;\n        }, function (reason) {\n          decrement(reason);\n          throw reason;\n        });\n      };\n    } else {\n      self['default'] = self.fetch;\n    }\n    supportProps.forEach(function 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:[\"@ember/string\",\"loc\"],\"underscore\":[\"@ember/string\",\"underscore\"],\"w\":[\"@ember/string\",\"w\"]},\"ember-utils\":{\"isBlank\":[\"@ember/utils\",\"isBlank\"],\"isEmpty\":[\"@ember/utils\",\"isEmpty\"],\"isNone\":[\"@ember/utils\",\"isNone\"],\"isPresent\":[\"@ember/utils\",\"isPresent\"],\"tryInvoke\":[\"@ember/utils\",\"tryInvoke\"],\"typeOf\":[\"@ember/utils\",\"typeOf\"]},\"ember-computed\":{\"default\":[\"@ember/object\",\"computed\"],\"empty\":[\"@ember/object/computed\",\"empty\"],\"notEmpty\":[\"@ember/object/computed\",\"notEmpty\"],\"none\":[\"@ember/object/computed\",\"none\"],\"not\":[\"@ember/object/computed\",\"not\"],\"bool\":[\"@ember/object/computed\",\"bool\"],\"match\":[\"@ember/object/computed\",\"match\"],\"equal\":[\"@ember/object/computed\",\"equal\"],\"gt\":[\"@ember/object/computed\",\"gt\"],\"gte\":[\"@ember/object/computed\",\"gte\"],\"lt\":[\"@ember/object/computed\",\"lt\"],\"lte\":[\"@ember/object/computed\",\"lte\"],\"alias\":[\"@ember/object/computed\",\"alias\"],\"oneWay\":[\"@ember/object/computed\",\"oneWay\"],\"reads\":[\"@ember/object/computed\",\"reads\"],\"readOnly\":[\"@ember/object/computed\",\"readOnly\"],\"deprecatingAlias\":[\"@ember/object/computed\",\"deprecatingAlias\"],\"and\":[\"@ember/object/computed\",\"and\"],\"or\":[\"@ember/object/computed\",\"or\"],\"collect\":[\"@ember/object/computed\",\"collect\"],\"sum\":[\"@ember/object/computed\",\"sum\"],\"min\":[\"@ember/object/computed\",\"min\"],\"max\":[\"@ember/object/computed\",\"max\"],\"map\":[\"@ember/object/computed\",\"map\"],\"sort\":[\"@ember/object/computed\",\"sort\"],\"setDiff\":[\"@ember/object/computed\",\"setDiff\"],\"mapBy\":[\"@ember/object/computed\",\"mapBy\"],\"mapProperty\":[\"@ember/object/computed\",\"mapProperty\"],\"filter\":[\"@ember/object/computed\",\"filter\"],\"filterBy\":[\"@ember/object/computed\",\"filterBy\"],\"filterProperty\":[\"@ember/object/computed\",\"filterProperty\"],\"uniq\":[\"@ember/object/computed\",\"uniq\"],\"union\":[\"@ember/object/computed\",\"union\"],\"intersect\":[\"@ember/object/computed\",\"intersect\"]},\"ember-test/adapter\":{\"default\":[\"@ember/test/adapter\"]}};\n    \n    Object.defineProperty(values, '__esModule', {\n      value: true\n    });\n\n    return values;\n  });\n})();","(function() {\n/* globals define, Ember, jQuery */\n\n  function processEmberShims() {\n    var shims = {\n      'ember-application': {\n        'default': Ember.Application\n      },\n      'ember-array': {\n        'default': Ember.Array\n      },\n      'ember-array/mutable': {\n        'default': Ember.MutableArray\n      },\n      'ember-array/utils': {\n        'A':            Ember.A,\n        'isEmberArray': Ember.isArray,\n        'wrap':         Ember.makeArray\n      },\n      'ember-component': {\n        'default': Ember.Component\n      },\n      'ember-components/checkbox': {\n        'default': Ember.Checkbox\n      },\n      'ember-components/text-area': {\n        'default': Ember.TextArea\n      },\n      'ember-components/text-field': {\n        'default': Ember.TextField\n      },\n      'ember-controller': {\n        'default': Ember.Controller\n      },\n      'ember-controller/inject': {\n        'default': Ember.inject.controller\n      },\n      'ember-controller/proxy': {\n        'default': Ember.ArrayProxy\n      },\n      'ember-controllers/sortable': {\n        'default': Ember.SortableMixin\n      },\n      'ember-debug': {\n        'log':      Ember.debug,\n        'inspect':  Ember.inspect,\n        'run':      Ember.runInDebug,\n        'warn':     Ember.warn\n      },\n      'ember-debug/container-debug-adapter': {\n        'default': Ember.ContainerDebugAdapter\n      },\n      'ember-debug/data-adapter': {\n        'default': Ember.DataAdapter\n      },\n      'ember-deprecations': {\n        'deprecate':      Ember.deprecate,\n        'deprecateFunc':  Ember.deprecateFunc\n      },\n      'ember-enumerable': {\n        'default': Ember.Enumerable\n      },\n      'ember-evented': {\n        'default': Ember.Evented\n      },\n      'ember-evented/on': {\n        'default': Ember.on\n      },\n      'ember-globals-resolver': {\n        'default': Ember.DefaultResolver\n      },\n      'ember-helper': {\n        'default':  Ember.Helper,\n        'helper':   Ember.Helper && Ember.Helper.helper\n      },\n      'ember-instrumentation': {\n        'instrument':   Ember.Instrumentation.instrument,\n        'reset':        Ember.Instrumentation.reset,\n        'subscribe':    Ember.Instrumentation.subscribe,\n        'unsubscribe':  Ember.Instrumentation.unsubscribe\n      },\n      'ember-locations/hash': {\n        'default': Ember.HashLocation\n      },\n      'ember-locations/history': {\n        'default': Ember.HistoryLocation\n      },\n      'ember-locations/none': {\n        'default': Ember.NoneLocation\n      },\n      'ember-map': {\n        'default':      Ember.Map,\n        'withDefault':  Ember.MapWithDefault\n      },\n      'ember-metal/destroy': {\n        'default': Ember.destroy\n      },\n      'ember-metal/events': {\n        'addListener':    Ember.addListener,\n        'removeListener': Ember.removeListener,\n        'send':           Ember.sendEvent\n      },\n      'ember-metal/get': {\n        'default': Ember.get,\n        'getProperties': Ember.getProperties\n      },\n      'ember-metal/mixin': {\n        'default': Ember.Mixin\n      },\n      'ember-metal/observer': {\n        'default':        Ember.observer,\n        'addObserver':    Ember.addObserver,\n        'removeObserver': Ember.removeObserver\n      },\n      'ember-metal/on-load': {\n        'default':  Ember.onLoad,\n        'run':      Ember.runLoadHooks\n      },\n      'ember-metal/set': {\n        'default':        Ember.set,\n        'setProperties':  Ember.setProperties,\n        'trySet':         Ember.trySet\n      },\n      'ember-metal/utils': {\n        'aliasMethod':  Ember.aliasMethod,\n        'assert':       Ember.assert,\n        'cacheFor':     Ember.cacheFor,\n        'copy':         Ember.copy,\n        'guidFor':      Ember.guidFor\n      },\n      'ember-object': {\n        'default': Ember.Object\n      },\n      'ember-owner/get': {\n        'default': Ember.getOwner\n      },\n      'ember-owner/set': {\n        'default': Ember.setOwner\n      },\n      'ember-platform': {\n        'assign':         Ember.assign || Ember.merge,\n        'create':         Ember.create,\n        'defineProperty': Ember.platform.defineProperty,\n        'hasAccessors':   Ember.platform.hasPropertyAccessors,\n        'keys':           Ember.keys\n      },\n      'ember-route': {\n        'default': Ember.Route\n      },\n      'ember-router': {\n        'default': Ember.Router\n      },\n      'ember-runloop': {\n        'default':      Ember.run,\n        'begin':        Ember.run.begin,\n        'bind':         Ember.run.bind,\n        'cancel':       Ember.run.cancel,\n        'debounce':     Ember.run.debounce,\n        'end':          Ember.run.end,\n        'join':         Ember.run.join,\n        'later':        Ember.run.later,\n        'next':         Ember.run.next,\n        'once':         Ember.run.once,\n        'schedule':     Ember.run.schedule,\n        'scheduleOnce': Ember.run.scheduleOnce,\n        'throttle':     Ember.run.throttle\n      },\n      'ember-service': {\n        'default': Ember.Service\n      },\n      'ember-service/inject': {\n        'default': Ember.inject.service\n      },\n      'ember-set/ordered': {\n        'default': Ember.OrderedSet\n      },\n      'ember-string': {\n        'camelize':     Ember.String.camelize,\n        'capitalize':   Ember.String.capitalize,\n        'classify':     Ember.String.classify,\n        'dasherize':    Ember.String.dasherize,\n        'decamelize':   Ember.String.decamelize,\n        'fmt':          Ember.String.fmt,\n        'htmlSafe':     Ember.String.htmlSafe,\n        'loc':          Ember.String.loc,\n        'underscore':   Ember.String.underscore,\n        'w':            Ember.String.w\n      },\n      'ember-utils': {\n        'isBlank':    Ember.isBlank,\n        'isEmpty':    Ember.isEmpty,\n        'isNone':     Ember.isNone,\n        'isPresent':  Ember.isPresent,\n        'tryInvoke':  Ember.tryInvoke,\n        'typeOf':     Ember.typeOf\n      }\n    };\n\n    // populate `ember/computed` named exports\n    shims['ember-computed'] = {\n      'default': Ember.computed\n    };\n    var computedMacros = [\n      \"empty\",\"notEmpty\", \"none\", \"not\", \"bool\", \"match\",\n      \"equal\", \"gt\", \"gte\", \"lt\", \"lte\", \"alias\", \"oneWay\",\n      \"reads\", \"readOnly\", \"deprecatingAlias\",\n      \"and\", \"or\", \"collect\", \"sum\", \"min\", \"max\",\n      \"map\", \"sort\", \"setDiff\", \"mapBy\", \"mapProperty\",\n      \"filter\", \"filterBy\", \"filterProperty\", \"uniq\",\n      \"union\", \"intersect\"\n    ];\n    for (var i = 0, l = computedMacros.length; i < l; i++) {\n      var key = computedMacros[i];\n      shims['ember-computed'][key] = Ember.computed[key];\n    }\n\n    for (var moduleName in shims) {\n      generateModule(moduleName, shims[moduleName], true);\n    }\n  }\n\n  function processTestShims() {\n    if (Ember.Test) {\n      var testShims = {\n        'ember-test': {\n          'default': Ember.Test\n        },\n        'ember-test/adapter': {\n          'default': Ember.Test.Adapter\n        },\n        'ember-test/qunit-adapter': {\n          'default': Ember.Test.QUnitAdapter\n        }\n      };\n\n      for (var moduleName in testShims) {\n        generateModule(moduleName, testShims[moduleName]);\n      }\n    }\n  }\n\n  function generateModule(name, values, deprecated) {\n    define(name, ['ember-cli-shims/deprecations'], function(deprecations) {\n      'use strict';\n\n      if (deprecated) {\n        var moduleDeprecations = deprecations[name];\n\n        var message = 'Importing from the `' + name + '` module has been deprecated. ';\n        if (moduleDeprecations) {\n          message += 'Please use the new module imports:\\n\\n';\n          Object.keys(moduleDeprecations).forEach(function(key) {\n            var newImport = moduleDeprecations[key];\n            if (newImport[1]) {\n              message += 'import { ' + newImport[1] + ' } from \\'' + newImport[0] + '\\'\\n';\n            } else {\n              var importName = Ember.String.classify(newImport[0].split('/').pop());\n              message += 'import ' + importName + ' from \\'' + newImport[0] + '\\'\\n';\n            }\n          });\n          message += '\\n';\n\n        } else {\n          message += 'Please use globals instead.';\n        }\n\n        Ember.deprecate(message, false, {\n          id: 'ember-cli-shims.deprecated-shims',\n          until: '3.0.0',\n          url: 'https://github.com/emberjs/rfcs/blob/master/text/0176-javascript-module-api.md'\n        });\n      }\n\n      Object.defineProperty(values, '__esModule', {\n        value: true\n      });\n\n      return values;\n    });\n  }\n\n  generateModule('ember', { default: Ember });\n  processEmberShims();\n  processTestShims();\n  generateModule('jquery', { 'default': self.jQuery });\n  generateModule('rsvp', { 'default': Ember.RSVP });\n})();\n","// Support for 2.15+\nvar _Ember$__loader$requi = Ember.__loader.require('ember-glimmer/syntax'),\n    registerMacros = _Ember$__loader$requi.registerMacros;\n\nvar _Ember$__loader$requi2 = Ember.__loader.require('@glimmer/runtime'),\n    compileList = _Ember$__loader$requi2.compileList;\n\nregisterMacros(function (blocks) {\n  blocks.add('let', function (params, hash, _default, inverse, builder) {\n    compileList(params, builder);\n    builder.invokeStatic(_default, params.length);\n  });\n});","/* globals define */\n\nfunction createDeprecatedModule(moduleId) {\n  define(moduleId, ['exports', 'ember-resolver/resolver', 'ember'], function(exports, Resolver, Ember) {\n    Ember['default'].deprecate(\n      'Usage of `' + moduleId + '` module is deprecated, please update to `ember-resolver`.',\n      false,\n      { id: 'ember-resolver.legacy-shims', until: '3.0.0' }\n    );\n\n    exports['default'] = Resolver['default'];\n  });\n}\n\ncreateDeprecatedModule('ember/resolver');\ncreateDeprecatedModule('resolver');\n","// https://github.com/uxitten/polyfill/blob/master/string.polyfill.js\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/padStart\nif (!String.prototype.padStart) {\n    String.prototype.padStart = function padStart(targetLength,padString) {\n        targetLength = targetLength>>0; //floor if number or convert non-number to 0;\n        padString = String(padString || ' ');\n        if (this.length > targetLength) {\n            return String(this);\n        }\n        else {\n            targetLength = targetLength-this.length;\n            if (targetLength > padString.length) {\n                padString += padString.repeat(targetLength/padString.length); //append to original to ensure we are longer than needed\n            }\n            return padString.slice(0,targetLength) + String(this);\n        }\n    };\n}",";(function($){\n\tif(!$){\n\t\treturn;\n\t}\n\tvar videoCounter = 0;\n\tvar isFirefox = (navigator.userAgent || '').toLowerCase().indexOf('firefox') > -1;\n\tvar videoPlayers = [];\n\tfunction checkExists(){\n\t\tif(!$(this).parent().length){\n\t\t\tdestroy.call(this);\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t}\n\tfunction togglePlay(){\n\t\tif(!checkExists.call(this)){\n\t\t\treturn;\n\t\t}\n\t\tif(this.currentTime && !this.paused){\n\t\t\tthis.pause();\n\t\t}else{\n\t\t\tthis.play();\n\t\t}\n\t}\n\tfunction windowResized(){\n\t\tif(!checkExists.call(this)){\n\t\t\treturn;\n\t\t}\n\t\t$(this).css({\n\t\t\t'max-width': $(window).width(),\n\t\t\t'max-height': $(window).height()\n\t\t});\n\t}\n\tfunction setup(){\n\t\t$this = $(this);\n\t\t$this.attr('data-identifier', ++videoCounter);\n\t\t// don't change click-to-play functionality on firefox http://stackoverflow.com/a/33148129\n\t\tif(!isFirefox){\n\t\t\t$this.on('click.video-player', togglePlay);\n\t\t}\n\t\t// use autostart and autoplay interchangeably\n\t\tif($this.attr('autostart')){\n\t\t\t$this.attr('autoplay', 'autoplay');\n\t\t}else if($this.attr('autoplay')){\n\t\t\t$this.attr('autoplay', 'autostart');\n\t\t}\n\t\t// some browsers don't respect autoplay in SPA when videos are inserted into the DOM programmatically:\n\t\tif($this.attr('autoplay')){\n\t\t\t$this.on('canplaythrough.video-player', togglePlay);\n\t\t}\n\t\tvar _this = this;\n\t\t$(window).on('resize.video-player-'+$this.attr('data-identifier'), function(){\n\t\t\twindowResized.call(_this);\n\t\t});\n\t\twindowResized.call(this);\n\t}\n\tfunction destroy(){\n\t\t$this = $(this);\n\t\t$this.off('click.video-player');\n\t\t$this.off('canplaythrough.video-player');\n\t\t$(window).off('resize.video-player-'+$this.attr('data-identifier'));\n\t}\n\t$.fn.videoPlayer = function(options){\n\t\t$this = $(this);\n\t\toptions = options || {};\n\t\treturn this.each(function(){\n\t\t\tif(options.destroy){\n\t\t\t\tdestroy.call(this);\n\t\t\t}else{\n\t\t\t\tsetup.call(this);\n\t\t\t}\n\t\t});\n\t};\n}(jQuery));","/*\n * jQuery Easing v1.3 - http://gsgd.co.uk/sandbox/jquery/easing/\n *\n * Uses the built in easing capabilities added In jQuery 1.1\n * to offer multiple easing options\n *\n * TERMS OF USE - jQuery Easing\n *\n * Open source under the BSD License.\n *\n * Copyright 2008 George McGinley Smith\n * All rights reserved.\n *\n * Redistribution and use in source and binary forms, with or without modification,\n * are permitted provided that the following conditions are met:\n *\n * Redistributions of source code must retain the above copyright notice, this list of\n * conditions and the following disclaimer.\n * Redistributions in binary form must reproduce the above copyright notice, this list\n * of conditions and the following disclaimer in the documentation and/or other materials\n * provided with the distribution.\n *\n * Neither the name of the author nor the names of contributors may be used to endorse\n * or promote products derived from this software without specific prior written permission.\n *\n * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED\n * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED\n * OF THE POSSIBILITY OF SUCH DAMAGE.\n *\n*/\n\n// t: current time, b: begInnIng value, c: change In value, d: duration\n$.easing.jswing = $.easing.swing;\n\n$.extend($.easing,\n{\n    def: 'easeOutQuad',\n    swing: function (x, t, b, c, d) {\n        //alert($.easing.default);\n        return $.easing[$.easing.def](x, t, b, c, d);\n    },\n    easeInQuad: function (x, t, b, c, d) {\n        return c*(t/=d)*t + b;\n    },\n    easeOutQuad: function (x, t, b, c, d) {\n        return -c *(t/=d)*(t-2) + b;\n    },\n    easeInOutQuad: function (x, t, b, c, d) {\n        if ((t/=d/2) < 1) return c/2*t*t + b;\n        return -c/2 * ((--t)*(t-2) - 1) + b;\n    },\n    easeInCubic: function (x, t, b, c, d) {\n        return c*(t/=d)*t*t + b;\n    },\n    easeOutCubic: function (x, t, b, c, d) {\n        return c*((t=t/d-1)*t*t + 1) + b;\n    },\n    easeInOutCubic: function (x, t, b, c, d) {\n        if ((t/=d/2) < 1) return c/2*t*t*t + b;\n        return c/2*((t-=2)*t*t + 2) + b;\n    },\n    easeInQuart: function (x, t, b, c, d) {\n        return c*(t/=d)*t*t*t + b;\n    },\n    easeOutQuart: function (x, t, b, c, d) {\n        return -c * ((t=t/d-1)*t*t*t - 1) + b;\n    },\n    easeInOutQuart: function (x, t, b, c, d) {\n        if ((t/=d/2) < 1) return c/2*t*t*t*t + b;\n        return -c/2 * ((t-=2)*t*t*t - 2) + b;\n    },\n    easeInQuint: function (x, t, b, c, d) {\n        return c*(t/=d)*t*t*t*t + b;\n    },\n    easeOutQuint: function (x, t, b, c, d) {\n        return c*((t=t/d-1)*t*t*t*t + 1) + b;\n    },\n    easeInOutQuint: function (x, t, b, c, d) {\n        if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b;\n        return c/2*((t-=2)*t*t*t*t + 2) + b;\n    },\n    easeInSine: function (x, t, b, c, d) {\n        return -c * Math.cos(t/d * (Math.PI/2)) + c + b;\n    },\n    easeOutSine: function (x, t, b, c, d) {\n        return c * Math.sin(t/d * (Math.PI/2)) + b;\n    },\n    easeInOutSine: function (x, t, b, c, d) {\n        return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;\n    },\n    easeInExpo: function (x, t, b, c, d) {\n        return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;\n    },\n    easeOutExpo: function (x, t, b, c, d) {\n        return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;\n    },\n    easeInOutExpo: function (x, t, b, c, d) {\n        if (t==0) return b;\n        if (t==d) return b+c;\n        if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;\n        return c/2 * (-Math.pow(2, -10 * --t) + 2) + b;\n    },\n    easeInCirc: function (x, t, b, c, d) {\n        return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;\n    },\n    easeOutCirc: function (x, t, b, c, d) {\n        return c * Math.sqrt(1 - (t=t/d-1)*t) + b;\n    },\n    easeInOutCirc: function (x, t, b, c, d) {\n        if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;\n        return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b;\n    },\n    easeInElastic: function (x, t, b, c, d) {\n        var s=1.70158;var p=0;var a=c;\n        if (t==0) return b;  if ((t/=d)==1) return b+c;  if (!p) p=d*.3;\n        if (a < Math.abs(c)) { a=c; var s=p/4; }\n        else var s = p/(2*Math.PI) * Math.asin (c/a);\n        return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;\n    },\n    easeOutElastic: function (x, t, b, c, d) {\n        var s=1.70158;var p=0;var a=c;\n        if (t==0) return b;  if ((t/=d)==1) return b+c;  if (!p) p=d*.3;\n        if (a < Math.abs(c)) { a=c; var s=p/4; }\n        else var s = p/(2*Math.PI) * Math.asin (c/a);\n        return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;\n    },\n    easeInOutElastic: function (x, t, b, c, d) {\n        var s=1.70158;var p=0;var a=c;\n        if (t==0) return b;  if ((t/=d/2)==2) return b+c;  if (!p) p=d*(.3*1.5);\n        if (a < Math.abs(c)) { a=c; var s=p/4; }\n        else var s = p/(2*Math.PI) * Math.asin (c/a);\n        if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;\n        return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b;\n    },\n    easeInBack: function (x, t, b, c, d, s) {\n        if (s == undefined) s = 1.70158;\n        return c*(t/=d)*t*((s+1)*t - s) + b;\n    },\n    easeOutBack: function (x, t, b, c, d, s) {\n        if (s == undefined) s = 1.70158;\n        return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;\n    },\n    easeInOutBack: function (x, t, b, c, d, s) {\n        if (s == undefined) s = 1.70158;\n        if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;\n        return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;\n    },\n    easeInBounce: function (x, t, b, c, d) {\n        return c - $.easing.easeOutBounce (x, d-t, 0, c, d) + b;\n    },\n    easeOutBounce: function (x, t, b, c, d) {\n        if ((t/=d) < (1/2.75)) {\n            return c*(7.5625*t*t) + b;\n        } else if (t < (2/2.75)) {\n            return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;\n        } else if (t < (2.5/2.75)) {\n            return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;\n        } else {\n            return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;\n        }\n    },\n    easeInOutBounce: function (x, t, b, c, d) {\n        if (t < d/2) return $.easing.easeInBounce (x, t*2, 0, c, d) * .5 + b;\n        return $.easing.easeOutBounce (x, t*2-d, 0, c, d) * .5 + c*.5 + b;\n    }\n});\n\n/*\n *\n * TERMS OF USE - EASING EQUATIONS\n *\n * Open source under the BSD License.\n *\n * Copyright 2001 Robert Penner\n * All rights reserved.\n *\n * Redistribution and use in source and binary forms, with or without modification,\n * are permitted provided that the following conditions are met:\n *\n * Redistributions of source code must retain the above copyright notice, this list of\n * conditions and the following disclaimer.\n * Redistributions in binary form must reproduce the above copyright notice, this list\n * of conditions and the following disclaimer in the documentation and/or other materials\n * provided with the distribution.\n *\n * Neither the name of the author nor the names of contributors may be used to endorse\n * or promote products derived from this software without specific prior written permission.\n *\n * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF\n * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE\n * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE\n * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED\n * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED\n * OF THE POSSIBILITY OF SUCH DAMAGE.\n *\n */","/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*\n* @overview\n*\n* Phaser - http://phaser.io\n*\n* v2.6.2 \"Kore Springs\" - Built: Fri Aug 26 2016 01:02:57\n*\n* By Richard Davey http://www.photonstorm.com @photonstorm\n*\n* Phaser is a fun, free and fast 2D game framework for making HTML5 games\n* for desktop and mobile web browsers, supporting Canvas and WebGL rendering.\n*\n* Phaser uses Pixi.js for rendering, created by Mat Groves http://matgroves.com @Doormat23\n* Phaser uses p2.js for full-body physics, created by Stefan Hedman https://github.com/schteppe/p2.js @schteppe\n* Phaser contains a port of N+ Physics, converted by Richard Davey, original by http://www.metanetsoftware.com\n*\n* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser and my love of framework development originate.\n*\n* Follow development at http://phaser.io and on our forum\n*\n* \"If you want your children to be intelligent,  read them fairy tales.\"\n* \"If you want them to be more intelligent, read them more fairy tales.\"\n*                                                     -- Albert Einstein\n*/\n\n/**\n * The MIT License (MIT)\n *\n * Copyright (c) 2015 p2.js authors\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n */\n!function(e){if(\"object\"==typeof exports)module.exports=e();else if(\"function\"==typeof define&&false)define(e);else{var f;\"undefined\"!=typeof window?f=window:\"undefined\"!=typeof global?f=global:\"undefined\"!=typeof self&&(f=self),f.p2=e()}}(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require==\"function\"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);throw new Error(\"Cannot find module '\"+o+\"'\")}var f=n[o]={exports:{}};t[o][0].call(f.exports,function(e){var n=t[o][1][e];return s(n?n:e)},f,f.exports,e,t,n,r)}return n[o].exports}var i=typeof require==\"function\"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){\nvar Scalar = _dereq_('./Scalar');\n\nmodule.exports = Line;\n\n/**\n * Container for line-related functions\n * @class Line\n */\nfunction Line(){};\n\n/**\n * Compute the intersection between two lines.\n * @static\n * @method lineInt\n * @param  {Array}  l1          Line vector 1\n * @param  {Array}  l2          Line vector 2\n * @param  {Number} precision   Precision to use when checking if the lines are parallel\n * @return {Array}              The intersection point.\n */\nLine.lineInt = function(l1,l2,precision){\n    precision = precision || 0;\n    var i = [0,0]; // point\n    var a1, b1, c1, a2, b2, c2, det; // scalars\n    a1 = l1[1][1] - l1[0][1];\n    b1 = l1[0][0] - l1[1][0];\n    c1 = a1 * l1[0][0] + b1 * l1[0][1];\n    a2 = l2[1][1] - l2[0][1];\n    b2 = l2[0][0] - l2[1][0];\n    c2 = a2 * l2[0][0] + b2 * l2[0][1];\n    det = a1 * b2 - a2*b1;\n    if (!Scalar.eq(det, 0, precision)) { // lines are not parallel\n        i[0] = (b2 * c1 - b1 * c2) / det;\n        i[1] = (a1 * c2 - a2 * c1) / det;\n    }\n    return i;\n};\n\n/**\n * Checks if two line segments intersects.\n * @method segmentsIntersect\n * @param {Array} p1 The start vertex of the first line segment.\n * @param {Array} p2 The end vertex of the first line segment.\n * @param {Array} q1 The start vertex of the second line segment.\n * @param {Array} q2 The end vertex of the second line segment.\n * @return {Boolean} True if the two line segments intersect\n */\nLine.segmentsIntersect = function(p1, p2, q1, q2){\n   var dx = p2[0] - p1[0];\n   var dy = p2[1] - p1[1];\n   var da = q2[0] - q1[0];\n   var db = q2[1] - q1[1];\n\n   // segments are parallel\n   if(da*dy - db*dx == 0)\n      return false;\n\n   var s = (dx * (q1[1] - p1[1]) + dy * (p1[0] - q1[0])) / (da * dy - db * dx)\n   var t = (da * (p1[1] - q1[1]) + db * (q1[0] - p1[0])) / (db * dx - da * dy)\n\n   return (s>=0 && s<=1 && t>=0 && t<=1);\n};\n\n\n},{\"./Scalar\":4}],2:[function(_dereq_,module,exports){\nmodule.exports = Point;\n\n/**\n * Point related functions\n * @class Point\n */\nfunction Point(){};\n\n/**\n * Get the area of a triangle spanned by the three given points. Note that the area will be negative if the points are not given in counter-clockwise order.\n * @static\n * @method area\n * @param  {Array} a\n * @param  {Array} b\n * @param  {Array} c\n * @return {Number}\n */\nPoint.area = function(a,b,c){\n    return (((b[0] - a[0])*(c[1] - a[1]))-((c[0] - a[0])*(b[1] - a[1])));\n};\n\nPoint.left = function(a,b,c){\n    return Point.area(a,b,c) > 0;\n};\n\nPoint.leftOn = function(a,b,c) {\n    return Point.area(a, b, c) >= 0;\n};\n\nPoint.right = function(a,b,c) {\n    return Point.area(a, b, c) < 0;\n};\n\nPoint.rightOn = function(a,b,c) {\n    return Point.area(a, b, c) <= 0;\n};\n\nvar tmpPoint1 = [],\n    tmpPoint2 = [];\n\n/**\n * Check if three points are collinear\n * @method collinear\n * @param  {Array} a\n * @param  {Array} b\n * @param  {Array} c\n * @param  {Number} [thresholdAngle=0] Threshold angle to use when comparing the vectors. The function will return true if the angle between the resulting vectors is less than this value. Use zero for max precision.\n * @return {Boolean}\n */\nPoint.collinear = function(a,b,c,thresholdAngle) {\n    if(!thresholdAngle)\n        return Point.area(a, b, c) == 0;\n    else {\n        var ab = tmpPoint1,\n            bc = tmpPoint2;\n\n        ab[0] = b[0]-a[0];\n        ab[1] = b[1]-a[1];\n        bc[0] = c[0]-b[0];\n        bc[1] = c[1]-b[1];\n\n        var dot = ab[0]*bc[0] + ab[1]*bc[1],\n            magA = Math.sqrt(ab[0]*ab[0] + ab[1]*ab[1]),\n            magB = Math.sqrt(bc[0]*bc[0] + bc[1]*bc[1]),\n            angle = Math.acos(dot/(magA*magB));\n        return angle < thresholdAngle;\n    }\n};\n\nPoint.sqdist = function(a,b){\n    var dx = b[0] - a[0];\n    var dy = b[1] - a[1];\n    return dx * dx + dy * dy;\n};\n\n},{}],3:[function(_dereq_,module,exports){\nvar Line = _dereq_(\"./Line\")\n,   Point = _dereq_(\"./Point\")\n,   Scalar = _dereq_(\"./Scalar\")\n\nmodule.exports = Polygon;\n\n/**\n * Polygon class.\n * @class Polygon\n * @constructor\n */\nfunction Polygon(){\n\n    /**\n     * Vertices that this polygon consists of. An array of array of numbers, example: [[0,0],[1,0],..]\n     * @property vertices\n     * @type {Array}\n     */\n    this.vertices = [];\n}\n\n/**\n * Get a vertex at position i. It does not matter if i is out of bounds, this function will just cycle.\n * @method at\n * @param  {Number} i\n * @return {Array}\n */\nPolygon.prototype.at = function(i){\n    var v = this.vertices,\n        s = v.length;\n    return v[i < 0 ? i % s + s : i % s];\n};\n\n/**\n * Get first vertex\n * @method first\n * @return {Array}\n */\nPolygon.prototype.first = function(){\n    return this.vertices[0];\n};\n\n/**\n * Get last vertex\n * @method last\n * @return {Array}\n */\nPolygon.prototype.last = function(){\n    return this.vertices[this.vertices.length-1];\n};\n\n/**\n * Clear the polygon data\n * @method clear\n * @return {Array}\n */\nPolygon.prototype.clear = function(){\n    this.vertices.length = 0;\n};\n\n/**\n * Append points \"from\" to \"to\"-1 from an other polygon \"poly\" onto this one.\n * @method append\n * @param {Polygon} poly The polygon to get points from.\n * @param {Number}  from The vertex index in \"poly\".\n * @param {Number}  to The end vertex index in \"poly\". Note that this vertex is NOT included when appending.\n * @return {Array}\n */\nPolygon.prototype.append = function(poly,from,to){\n    if(typeof(from) == \"undefined\") throw new Error(\"From is not given!\");\n    if(typeof(to) == \"undefined\")   throw new Error(\"To is not given!\");\n\n    if(to-1 < from)                 throw new Error(\"lol1\");\n    if(to > poly.vertices.length)   throw new Error(\"lol2\");\n    if(from < 0)                    throw new Error(\"lol3\");\n\n    for(var i=from; i<to; i++){\n        this.vertices.push(poly.vertices[i]);\n    }\n};\n\n/**\n * Make sure that the polygon vertices are ordered counter-clockwise.\n * @method makeCCW\n */\nPolygon.prototype.makeCCW = function(){\n    var br = 0,\n        v = this.vertices;\n\n    // find bottom right point\n    for (var i = 1; i < this.vertices.length; ++i) {\n        if (v[i][1] < v[br][1] || (v[i][1] == v[br][1] && v[i][0] > v[br][0])) {\n            br = i;\n        }\n    }\n\n    // reverse poly if clockwise\n    if (!Point.left(this.at(br - 1), this.at(br), this.at(br + 1))) {\n        this.reverse();\n    }\n};\n\n/**\n * Reverse the vertices in the polygon\n * @method reverse\n */\nPolygon.prototype.reverse = function(){\n    var tmp = [];\n    for(var i=0, N=this.vertices.length; i!==N; i++){\n        tmp.push(this.vertices.pop());\n    }\n    this.vertices = tmp;\n};\n\n/**\n * Check if a point in the polygon is a reflex point\n * @method isReflex\n * @param  {Number}  i\n * @return {Boolean}\n */\nPolygon.prototype.isReflex = function(i){\n    return Point.right(this.at(i - 1), this.at(i), this.at(i + 1));\n};\n\nvar tmpLine1=[],\n    tmpLine2=[];\n\n/**\n * Check if two vertices in the polygon can see each other\n * @method canSee\n * @param  {Number} a Vertex index 1\n * @param  {Number} b Vertex index 2\n * @return {Boolean}\n */\nPolygon.prototype.canSee = function(a,b) {\n    var p, dist, l1=tmpLine1, l2=tmpLine2;\n\n    if (Point.leftOn(this.at(a + 1), this.at(a), this.at(b)) && Point.rightOn(this.at(a - 1), this.at(a), this.at(b))) {\n        return false;\n    }\n    dist = Point.sqdist(this.at(a), this.at(b));\n    for (var i = 0; i !== this.vertices.length; ++i) { // for each edge\n        if ((i + 1) % this.vertices.length === a || i === a) // ignore incident edges\n            continue;\n        if (Point.leftOn(this.at(a), this.at(b), this.at(i + 1)) && Point.rightOn(this.at(a), this.at(b), this.at(i))) { // if diag intersects an edge\n            l1[0] = this.at(a);\n            l1[1] = this.at(b);\n            l2[0] = this.at(i);\n            l2[1] = this.at(i + 1);\n            p = Line.lineInt(l1,l2);\n            if (Point.sqdist(this.at(a), p) < dist) { // if edge is blocking visibility to b\n                return false;\n            }\n        }\n    }\n\n    return true;\n};\n\n/**\n * Copy the polygon from vertex i to vertex j.\n * @method copy\n * @param  {Number} i\n * @param  {Number} j\n * @param  {Polygon} [targetPoly]   Optional target polygon to save in.\n * @return {Polygon}                The resulting copy.\n */\nPolygon.prototype.copy = function(i,j,targetPoly){\n    var p = targetPoly || new Polygon();\n    p.clear();\n    if (i < j) {\n        // Insert all vertices from i to j\n        for(var k=i; k<=j; k++)\n            p.vertices.push(this.vertices[k]);\n\n    } else {\n\n        // Insert vertices 0 to j\n        for(var k=0; k<=j; k++)\n            p.vertices.push(this.vertices[k]);\n\n        // Insert vertices i to end\n        for(var k=i; k<this.vertices.length; k++)\n            p.vertices.push(this.vertices[k]);\n    }\n\n    return p;\n};\n\n/**\n * Decomposes the polygon into convex pieces. Returns a list of edges [[p1,p2],[p2,p3],...] that cuts the polygon.\n * Note that this algorithm has complexity O(N^4) and will be very slow for polygons with many vertices.\n * @method getCutEdges\n * @return {Array}\n */\nPolygon.prototype.getCutEdges = function() {\n    var min=[], tmp1=[], tmp2=[], tmpPoly = new Polygon();\n    var nDiags = Number.MAX_VALUE;\n\n    for (var i = 0; i < this.vertices.length; ++i) {\n        if (this.isReflex(i)) {\n            for (var j = 0; j < this.vertices.length; ++j) {\n                if (this.canSee(i, j)) {\n                    tmp1 = this.copy(i, j, tmpPoly).getCutEdges();\n                    tmp2 = this.copy(j, i, tmpPoly).getCutEdges();\n\n                    for(var k=0; k<tmp2.length; k++)\n                        tmp1.push(tmp2[k]);\n\n                    if (tmp1.length < nDiags) {\n                        min = tmp1;\n                        nDiags = tmp1.length;\n                        min.push([this.at(i), this.at(j)]);\n                    }\n                }\n            }\n        }\n    }\n\n    return min;\n};\n\n/**\n * Decomposes the polygon into one or more convex sub-Polygons.\n * @method decomp\n * @return {Array} An array or Polygon objects.\n */\nPolygon.prototype.decomp = function(){\n    var edges = this.getCutEdges();\n    if(edges.length > 0)\n        return this.slice(edges);\n    else\n        return [this];\n};\n\n/**\n * Slices the polygon given one or more cut edges. If given one, this function will return two polygons (false on failure). If many, an array of polygons.\n * @method slice\n * @param {Array} cutEdges A list of edges, as returned by .getCutEdges()\n * @return {Array}\n */\nPolygon.prototype.slice = function(cutEdges){\n    if(cutEdges.length == 0) return [this];\n    if(cutEdges instanceof Array && cutEdges.length && cutEdges[0] instanceof Array && cutEdges[0].length==2 && cutEdges[0][0] instanceof Array){\n\n        var polys = [this];\n\n        for(var i=0; i<cutEdges.length; i++){\n            var cutEdge = cutEdges[i];\n            // Cut all polys\n            for(var j=0; j<polys.length; j++){\n                var poly = polys[j];\n                var result = poly.slice(cutEdge);\n                if(result){\n                    // Found poly! Cut and quit\n                    polys.splice(j,1);\n                    polys.push(result[0],result[1]);\n                    break;\n                }\n            }\n        }\n\n        return polys;\n    } else {\n\n        // Was given one edge\n        var cutEdge = cutEdges;\n        var i = this.vertices.indexOf(cutEdge[0]);\n        var j = this.vertices.indexOf(cutEdge[1]);\n\n        if(i != -1 && j != -1){\n            return [this.copy(i,j),\n                    this.copy(j,i)];\n        } else {\n            return false;\n        }\n    }\n};\n\n/**\n * Checks that the line segments of this polygon do not intersect each other.\n * @method isSimple\n * @param  {Array} path An array of vertices e.g. [[0,0],[0,1],...]\n * @return {Boolean}\n * @todo Should it check all segments with all others?\n */\nPolygon.prototype.isSimple = function(){\n    var path = this.vertices;\n    // Check\n    for(var i=0; i<path.length-1; i++){\n        for(var j=0; j<i-1; j++){\n            if(Line.segmentsIntersect(path[i], path[i+1], path[j], path[j+1] )){\n                return false;\n            }\n        }\n    }\n\n    // Check the segment between the last and the first point to all others\n    for(var i=1; i<path.length-2; i++){\n        if(Line.segmentsIntersect(path[0], path[path.length-1], path[i], path[i+1] )){\n            return false;\n        }\n    }\n\n    return true;\n};\n\nfunction getIntersectionPoint(p1, p2, q1, q2, delta){\n    delta = delta || 0;\n   var a1 = p2[1] - p1[1];\n   var b1 = p1[0] - p2[0];\n   var c1 = (a1 * p1[0]) + (b1 * p1[1]);\n   var a2 = q2[1] - q1[1];\n   var b2 = q1[0] - q2[0];\n   var c2 = (a2 * q1[0]) + (b2 * q1[1]);\n   var det = (a1 * b2) - (a2 * b1);\n\n   if(!Scalar.eq(det,0,delta))\n      return [((b2 * c1) - (b1 * c2)) / det, ((a1 * c2) - (a2 * c1)) / det]\n   else\n      return [0,0]\n}\n\n/**\n * Quickly decompose the Polygon into convex sub-polygons.\n * @method quickDecomp\n * @param  {Array} result\n * @param  {Array} [reflexVertices]\n * @param  {Array} [steinerPoints]\n * @param  {Number} [delta]\n * @param  {Number} [maxlevel]\n * @param  {Number} [level]\n * @return {Array}\n */\nPolygon.prototype.quickDecomp = function(result,reflexVertices,steinerPoints,delta,maxlevel,level){\n    maxlevel = maxlevel || 100;\n    level = level || 0;\n    delta = delta || 25;\n    result = typeof(result)!=\"undefined\" ? result : [];\n    reflexVertices = reflexVertices || [];\n    steinerPoints = steinerPoints || [];\n\n    var upperInt=[0,0], lowerInt=[0,0], p=[0,0]; // Points\n    var upperDist=0, lowerDist=0, d=0, closestDist=0; // scalars\n    var upperIndex=0, lowerIndex=0, closestIndex=0; // Integers\n    var lowerPoly=new Polygon(), upperPoly=new Polygon(); // polygons\n    var poly = this,\n        v = this.vertices;\n\n    if(v.length < 3) return result;\n\n    level++;\n    if(level > maxlevel){\n        console.warn(\"quickDecomp: max level (\"+maxlevel+\") reached.\");\n        return result;\n    }\n\n    for (var i = 0; i < this.vertices.length; ++i) {\n        if (poly.isReflex(i)) {\n            reflexVertices.push(poly.vertices[i]);\n            upperDist = lowerDist = Number.MAX_VALUE;\n\n\n            for (var j = 0; j < this.vertices.length; ++j) {\n                if (Point.left(poly.at(i - 1), poly.at(i), poly.at(j))\n                        && Point.rightOn(poly.at(i - 1), poly.at(i), poly.at(j - 1))) { // if line intersects with an edge\n                    p = getIntersectionPoint(poly.at(i - 1), poly.at(i), poly.at(j), poly.at(j - 1)); // find the point of intersection\n                    if (Point.right(poly.at(i + 1), poly.at(i), p)) { // make sure it's inside the poly\n                        d = Point.sqdist(poly.vertices[i], p);\n                        if (d < lowerDist) { // keep only the closest intersection\n                            lowerDist = d;\n                            lowerInt = p;\n                            lowerIndex = j;\n                        }\n                    }\n                }\n                if (Point.left(poly.at(i + 1), poly.at(i), poly.at(j + 1))\n                        && Point.rightOn(poly.at(i + 1), poly.at(i), poly.at(j))) {\n                    p = getIntersectionPoint(poly.at(i + 1), poly.at(i), poly.at(j), poly.at(j + 1));\n                    if (Point.left(poly.at(i - 1), poly.at(i), p)) {\n                        d = Point.sqdist(poly.vertices[i], p);\n                        if (d < upperDist) {\n                            upperDist = d;\n                            upperInt = p;\n                            upperIndex = j;\n                        }\n                    }\n                }\n            }\n\n            // if there are no vertices to connect to, choose a point in the middle\n            if (lowerIndex == (upperIndex + 1) % this.vertices.length) {\n                //console.log(\"Case 1: Vertex(\"+i+\"), lowerIndex(\"+lowerIndex+\"), upperIndex(\"+upperIndex+\"), poly.size(\"+this.vertices.length+\")\");\n                p[0] = (lowerInt[0] + upperInt[0]) / 2;\n                p[1] = (lowerInt[1] + upperInt[1]) / 2;\n                steinerPoints.push(p);\n\n                if (i < upperIndex) {\n                    //lowerPoly.insert(lowerPoly.end(), poly.begin() + i, poly.begin() + upperIndex + 1);\n                    lowerPoly.append(poly, i, upperIndex+1);\n                    lowerPoly.vertices.push(p);\n                    upperPoly.vertices.push(p);\n                    if (lowerIndex != 0){\n                        //upperPoly.insert(upperPoly.end(), poly.begin() + lowerIndex, poly.end());\n                        upperPoly.append(poly,lowerIndex,poly.vertices.length);\n                    }\n                    //upperPoly.insert(upperPoly.end(), poly.begin(), poly.begin() + i + 1);\n                    upperPoly.append(poly,0,i+1);\n                } else {\n                    if (i != 0){\n                        //lowerPoly.insert(lowerPoly.end(), poly.begin() + i, poly.end());\n                        lowerPoly.append(poly,i,poly.vertices.length);\n                    }\n                    //lowerPoly.insert(lowerPoly.end(), poly.begin(), poly.begin() + upperIndex + 1);\n                    lowerPoly.append(poly,0,upperIndex+1);\n                    lowerPoly.vertices.push(p);\n                    upperPoly.vertices.push(p);\n                    //upperPoly.insert(upperPoly.end(), poly.begin() + lowerIndex, poly.begin() + i + 1);\n                    upperPoly.append(poly,lowerIndex,i+1);\n                }\n            } else {\n                // connect to the closest point within the triangle\n                //console.log(\"Case 2: Vertex(\"+i+\"), closestIndex(\"+closestIndex+\"), poly.size(\"+this.vertices.length+\")\\n\");\n\n                if (lowerIndex > upperIndex) {\n                    upperIndex += this.vertices.length;\n                }\n                closestDist = Number.MAX_VALUE;\n\n                if(upperIndex < lowerIndex){\n                    return result;\n                }\n\n                for (var j = lowerIndex; j <= upperIndex; ++j) {\n                    if (Point.leftOn(poly.at(i - 1), poly.at(i), poly.at(j))\n                            && Point.rightOn(poly.at(i + 1), poly.at(i), poly.at(j))) {\n                        d = Point.sqdist(poly.at(i), poly.at(j));\n                        if (d < closestDist) {\n                            closestDist = d;\n                            closestIndex = j % this.vertices.length;\n                        }\n                    }\n                }\n\n                if (i < closestIndex) {\n                    lowerPoly.append(poly,i,closestIndex+1);\n                    if (closestIndex != 0){\n                        upperPoly.append(poly,closestIndex,v.length);\n                    }\n                    upperPoly.append(poly,0,i+1);\n                } else {\n                    if (i != 0){\n                        lowerPoly.append(poly,i,v.length);\n                    }\n                    lowerPoly.append(poly,0,closestIndex+1);\n                    upperPoly.append(poly,closestIndex,i+1);\n                }\n            }\n\n            // solve smallest poly first\n            if (lowerPoly.vertices.length < upperPoly.vertices.length) {\n                lowerPoly.quickDecomp(result,reflexVertices,steinerPoints,delta,maxlevel,level);\n                upperPoly.quickDecomp(result,reflexVertices,steinerPoints,delta,maxlevel,level);\n            } else {\n                upperPoly.quickDecomp(result,reflexVertices,steinerPoints,delta,maxlevel,level);\n                lowerPoly.quickDecomp(result,reflexVertices,steinerPoints,delta,maxlevel,level);\n            }\n\n            return result;\n        }\n    }\n    result.push(this);\n\n    return result;\n};\n\n/**\n * Remove collinear points in the polygon.\n * @method removeCollinearPoints\n * @param  {Number} [precision] The threshold angle to use when determining whether two edges are collinear. Use zero for finest precision.\n * @return {Number}           The number of points removed\n */\nPolygon.prototype.removeCollinearPoints = function(precision){\n    var num = 0;\n    for(var i=this.vertices.length-1; this.vertices.length>3 && i>=0; --i){\n        if(Point.collinear(this.at(i-1),this.at(i),this.at(i+1),precision)){\n            // Remove the middle point\n            this.vertices.splice(i%this.vertices.length,1);\n            i--; // Jump one point forward. Otherwise we may get a chain removal\n            num++;\n        }\n    }\n    return num;\n};\n\n},{\"./Line\":1,\"./Point\":2,\"./Scalar\":4}],4:[function(_dereq_,module,exports){\nmodule.exports = Scalar;\n\n/**\n * Scalar functions\n * @class Scalar\n */\nfunction Scalar(){}\n\n/**\n * Check if two scalars are equal\n * @static\n * @method eq\n * @param  {Number} a\n * @param  {Number} b\n * @param  {Number} [precision]\n * @return {Boolean}\n */\nScalar.eq = function(a,b,precision){\n    precision = precision || 0;\n    return Math.abs(a-b) < precision;\n};\n\n},{}],5:[function(_dereq_,module,exports){\nmodule.exports = {\n    Polygon : _dereq_(\"./Polygon\"),\n    Point : _dereq_(\"./Point\"),\n};\n\n},{\"./Point\":2,\"./Polygon\":3}],6:[function(_dereq_,module,exports){\nmodule.exports={\n  \"name\": \"p2\",\n  \"version\": \"0.7.0\",\n  \"description\": \"A JavaScript 2D physics engine.\",\n  \"author\": \"Stefan Hedman <schteppe@gmail.com> (http://steffe.se)\",\n  \"keywords\": [\n    \"p2.js\",\n    \"p2\",\n    \"physics\",\n    \"engine\",\n    \"2d\"\n  ],\n  \"main\": \"./src/p2.js\",\n  \"engines\": {\n    \"node\": \"*\"\n  },\n  \"repository\": {\n    \"type\": \"git\",\n    \"url\": \"https://github.com/schteppe/p2.js.git\"\n  },\n  \"bugs\": {\n    \"url\": \"https://github.com/schteppe/p2.js/issues\"\n  },\n  \"licenses\": [\n    {\n      \"type\": \"MIT\"\n    }\n  ],\n  \"devDependencies\": {\n    \"grunt\": \"^0.4.5\",\n    \"grunt-contrib-jshint\": \"^0.11.2\",\n    \"grunt-contrib-nodeunit\": \"^0.4.1\",\n    \"grunt-contrib-uglify\": \"~0.4.0\",\n    \"grunt-contrib-watch\": \"~0.5.0\",\n    \"grunt-browserify\": \"~2.0.1\",\n    \"grunt-contrib-concat\": \"^0.4.0\"\n  },\n  \"dependencies\": {\n    \"poly-decomp\": \"0.1.0\"\n  }\n}\n\n},{}],7:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2')\n,   Utils = _dereq_('../utils/Utils');\n\nmodule.exports = AABB;\n\n/**\n * Axis aligned bounding box class.\n * @class AABB\n * @constructor\n * @param {Object}  [options]\n * @param {Array}   [options.upperBound]\n * @param {Array}   [options.lowerBound]\n */\nfunction AABB(options){\n\n    /**\n     * The lower bound of the bounding box.\n     * @property lowerBound\n     * @type {Array}\n     */\n    this.lowerBound = vec2.create();\n    if(options && options.lowerBound){\n        vec2.copy(this.lowerBound, options.lowerBound);\n    }\n\n    /**\n     * The upper bound of the bounding box.\n     * @property upperBound\n     * @type {Array}\n     */\n    this.upperBound = vec2.create();\n    if(options && options.upperBound){\n        vec2.copy(this.upperBound, options.upperBound);\n    }\n}\n\nvar tmp = vec2.create();\n\n/**\n * Set the AABB bounds from a set of points, transformed by the given position and angle.\n * @method setFromPoints\n * @param {Array} points An array of vec2's.\n * @param {Array} position\n * @param {number} angle\n * @param {number} skinSize Some margin to be added to the AABB.\n */\nAABB.prototype.setFromPoints = function(points, position, angle, skinSize){\n    var l = this.lowerBound,\n        u = this.upperBound;\n\n    if(typeof(angle) !== \"number\"){\n        angle = 0;\n    }\n\n    // Set to the first point\n    if(angle !== 0){\n        vec2.rotate(l, points[0], angle);\n    } else {\n        vec2.copy(l, points[0]);\n    }\n    vec2.copy(u, l);\n\n    // Compute cosines and sines just once\n    var cosAngle = Math.cos(angle),\n        sinAngle = Math.sin(angle);\n    for(var i = 1; i<points.length; i++){\n        var p = points[i];\n\n        if(angle !== 0){\n            var x = p[0],\n                y = p[1];\n            tmp[0] = cosAngle * x -sinAngle * y;\n            tmp[1] = sinAngle * x +cosAngle * y;\n            p = tmp;\n        }\n\n        for(var j=0; j<2; j++){\n            if(p[j] > u[j]){\n                u[j] = p[j];\n            }\n            if(p[j] < l[j]){\n                l[j] = p[j];\n            }\n        }\n    }\n\n    // Add offset\n    if(position){\n        vec2.add(this.lowerBound, this.lowerBound, position);\n        vec2.add(this.upperBound, this.upperBound, position);\n    }\n\n    if(skinSize){\n        this.lowerBound[0] -= skinSize;\n        this.lowerBound[1] -= skinSize;\n        this.upperBound[0] += skinSize;\n        this.upperBound[1] += skinSize;\n    }\n};\n\n/**\n * Copy bounds from an AABB to this AABB\n * @method copy\n * @param  {AABB} aabb\n */\nAABB.prototype.copy = function(aabb){\n    vec2.copy(this.lowerBound, aabb.lowerBound);\n    vec2.copy(this.upperBound, aabb.upperBound);\n};\n\n/**\n * Extend this AABB so that it covers the given AABB too.\n * @method extend\n * @param  {AABB} aabb\n */\nAABB.prototype.extend = function(aabb){\n    // Loop over x and y\n    var i = 2;\n    while(i--){\n        // Extend lower bound\n        var l = aabb.lowerBound[i];\n        if(this.lowerBound[i] > l){\n            this.lowerBound[i] = l;\n        }\n\n        // Upper\n        var u = aabb.upperBound[i];\n        if(this.upperBound[i] < u){\n            this.upperBound[i] = u;\n        }\n    }\n};\n\n/**\n * Returns true if the given AABB overlaps this AABB.\n * @method overlaps\n * @param  {AABB} aabb\n * @return {Boolean}\n */\nAABB.prototype.overlaps = function(aabb){\n    var l1 = this.lowerBound,\n        u1 = this.upperBound,\n        l2 = aabb.lowerBound,\n        u2 = aabb.upperBound;\n\n    //      l2        u2\n    //      |---------|\n    // |--------|\n    // l1       u1\n\n    return ((l2[0] <= u1[0] && u1[0] <= u2[0]) || (l1[0] <= u2[0] && u2[0] <= u1[0])) &&\n           ((l2[1] <= u1[1] && u1[1] <= u2[1]) || (l1[1] <= u2[1] && u2[1] <= u1[1]));\n};\n\n/**\n * @method containsPoint\n * @param  {Array} point\n * @return {boolean}\n */\nAABB.prototype.containsPoint = function(point){\n    var l = this.lowerBound,\n        u = this.upperBound;\n    return l[0] <= point[0] && point[0] <= u[0] && l[1] <= point[1] && point[1] <= u[1];\n};\n\n/**\n * Check if the AABB is hit by a ray.\n * @method overlapsRay\n * @param  {Ray} ray\n * @return {number} -1 if no hit, a number between 0 and 1 if hit.\n */\nAABB.prototype.overlapsRay = function(ray){\n    var t = 0;\n\n    // ray.direction is unit direction vector of ray\n    var dirFracX = 1 / ray.direction[0];\n    var dirFracY = 1 / ray.direction[1];\n\n    // this.lowerBound is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner\n    var t1 = (this.lowerBound[0] - ray.from[0]) * dirFracX;\n    var t2 = (this.upperBound[0] - ray.from[0]) * dirFracX;\n    var t3 = (this.lowerBound[1] - ray.from[1]) * dirFracY;\n    var t4 = (this.upperBound[1] - ray.from[1]) * dirFracY;\n\n    var tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4)));\n    var tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4)));\n\n    // if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behing us\n    if (tmax < 0){\n        //t = tmax;\n        return -1;\n    }\n\n    // if tmin > tmax, ray doesn't intersect AABB\n    if (tmin > tmax){\n        //t = tmax;\n        return -1;\n    }\n\n    return tmin;\n};\n},{\"../math/vec2\":30,\"../utils/Utils\":57}],8:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2');\nvar Body = _dereq_('../objects/Body');\n\nmodule.exports = Broadphase;\n\n/**\n * Base class for broadphase implementations.\n * @class Broadphase\n * @constructor\n */\nfunction Broadphase(type){\n\n    this.type = type;\n\n    /**\n     * The resulting overlapping pairs. Will be filled with results during .getCollisionPairs().\n     * @property result\n     * @type {Array}\n     */\n    this.result = [];\n\n    /**\n     * The world to search for collision pairs in. To change it, use .setWorld()\n     * @property world\n     * @type {World}\n     * @readOnly\n     */\n    this.world = null;\n\n    /**\n     * The bounding volume type to use in the broadphase algorithms. Should be set to Broadphase.AABB or Broadphase.BOUNDING_CIRCLE.\n     * @property {Number} boundingVolumeType\n     */\n    this.boundingVolumeType = Broadphase.AABB;\n}\n\n/**\n * Axis aligned bounding box type.\n * @static\n * @property {Number} AABB\n */\nBroadphase.AABB = 1;\n\n/**\n * Bounding circle type.\n * @static\n * @property {Number} BOUNDING_CIRCLE\n */\nBroadphase.BOUNDING_CIRCLE = 2;\n\n/**\n * Set the world that we are searching for collision pairs in.\n * @method setWorld\n * @param  {World} world\n */\nBroadphase.prototype.setWorld = function(world){\n    this.world = world;\n};\n\n/**\n * Get all potential intersecting body pairs.\n * @method getCollisionPairs\n * @param  {World} world The world to search in.\n * @return {Array} An array of the bodies, ordered in pairs. Example: A result of [a,b,c,d] means that the potential pairs are: (a,b), (c,d).\n */\nBroadphase.prototype.getCollisionPairs = function(world){};\n\nvar dist = vec2.create();\n\n/**\n * Check whether the bounding radius of two bodies overlap.\n * @method  boundingRadiusCheck\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {Boolean}\n */\nBroadphase.boundingRadiusCheck = function(bodyA, bodyB){\n    vec2.sub(dist, bodyA.position, bodyB.position);\n    var d2 = vec2.squaredLength(dist),\n        r = bodyA.boundingRadius + bodyB.boundingRadius;\n    return d2 <= r*r;\n};\n\n/**\n * Check whether the bounding radius of two bodies overlap.\n * @method  boundingRadiusCheck\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {Boolean}\n */\nBroadphase.aabbCheck = function(bodyA, bodyB){\n    return bodyA.getAABB().overlaps(bodyB.getAABB());\n};\n\n/**\n * Check whether the bounding radius of two bodies overlap.\n * @method  boundingRadiusCheck\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {Boolean}\n */\nBroadphase.prototype.boundingVolumeCheck = function(bodyA, bodyB){\n    var result;\n\n    switch(this.boundingVolumeType){\n    case Broadphase.BOUNDING_CIRCLE:\n        result =  Broadphase.boundingRadiusCheck(bodyA,bodyB);\n        break;\n    case Broadphase.AABB:\n        result = Broadphase.aabbCheck(bodyA,bodyB);\n        break;\n    default:\n        throw new Error('Bounding volume type not recognized: '+this.boundingVolumeType);\n    }\n    return result;\n};\n\n/**\n * Check whether two bodies are allowed to collide at all.\n * @method  canCollide\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {Boolean}\n */\nBroadphase.canCollide = function(bodyA, bodyB){\n    var KINEMATIC = Body.KINEMATIC;\n    var STATIC = Body.STATIC;\n\n    // Cannot collide static bodies\n    if(bodyA.type === STATIC && bodyB.type === STATIC){\n        return false;\n    }\n\n    // Cannot collide static vs kinematic bodies\n    if( (bodyA.type === KINEMATIC && bodyB.type === STATIC) ||\n        (bodyA.type === STATIC    && bodyB.type === KINEMATIC)){\n        return false;\n    }\n\n    // Cannot collide kinematic vs kinematic\n    if(bodyA.type === KINEMATIC && bodyB.type === KINEMATIC){\n        return false;\n    }\n\n    // Cannot collide both sleeping bodies\n    if(bodyA.sleepState === Body.SLEEPING && bodyB.sleepState === Body.SLEEPING){\n        return false;\n    }\n\n    // Cannot collide if one is static and the other is sleeping\n    if( (bodyA.sleepState === Body.SLEEPING && bodyB.type === STATIC) ||\n        (bodyB.sleepState === Body.SLEEPING && bodyA.type === STATIC)){\n        return false;\n    }\n\n    return true;\n};\n\nBroadphase.NAIVE = 1;\nBroadphase.SAP = 2;\n\n},{\"../math/vec2\":30,\"../objects/Body\":31}],9:[function(_dereq_,module,exports){\nvar Circle = _dereq_('../shapes/Circle'),\n    Plane = _dereq_('../shapes/Plane'),\n    Shape = _dereq_('../shapes/Shape'),\n    Particle = _dereq_('../shapes/Particle'),\n    Broadphase = _dereq_('../collision/Broadphase'),\n    vec2 = _dereq_('../math/vec2');\n\nmodule.exports = NaiveBroadphase;\n\n/**\n * Naive broadphase implementation. Does N^2 tests.\n *\n * @class NaiveBroadphase\n * @constructor\n * @extends Broadphase\n */\nfunction NaiveBroadphase(){\n    Broadphase.call(this, Broadphase.NAIVE);\n}\nNaiveBroadphase.prototype = new Broadphase();\nNaiveBroadphase.prototype.constructor = NaiveBroadphase;\n\n/**\n * Get the colliding pairs\n * @method getCollisionPairs\n * @param  {World} world\n * @return {Array}\n */\nNaiveBroadphase.prototype.getCollisionPairs = function(world){\n    var bodies = world.bodies,\n        result = this.result;\n\n    result.length = 0;\n\n    for(var i=0, Ncolliding=bodies.length; i!==Ncolliding; i++){\n        var bi = bodies[i];\n\n        for(var j=0; j<i; j++){\n            var bj = bodies[j];\n\n            if(Broadphase.canCollide(bi,bj) && this.boundingVolumeCheck(bi,bj)){\n                result.push(bi,bj);\n            }\n        }\n    }\n\n    return result;\n};\n\n/**\n * Returns all the bodies within an AABB.\n * @method aabbQuery\n * @param  {World} world\n * @param  {AABB} aabb\n * @param {array} result An array to store resulting bodies in.\n * @return {array}\n */\nNaiveBroadphase.prototype.aabbQuery = function(world, aabb, result){\n    result = result || [];\n\n    var bodies = world.bodies;\n    for(var i = 0; i < bodies.length; i++){\n        var b = bodies[i];\n\n        if(b.aabbNeedsUpdate){\n            b.updateAABB();\n        }\n\n        if(b.aabb.overlaps(aabb)){\n            result.push(b);\n        }\n    }\n\n    return result;\n};\n},{\"../collision/Broadphase\":8,\"../math/vec2\":30,\"../shapes/Circle\":39,\"../shapes/Particle\":43,\"../shapes/Plane\":44,\"../shapes/Shape\":45}],10:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2')\n,   sub = vec2.sub\n,   add = vec2.add\n,   dot = vec2.dot\n,   Utils = _dereq_('../utils/Utils')\n,   ContactEquationPool = _dereq_('../utils/ContactEquationPool')\n,   FrictionEquationPool = _dereq_('../utils/FrictionEquationPool')\n,   TupleDictionary = _dereq_('../utils/TupleDictionary')\n,   Equation = _dereq_('../equations/Equation')\n,   ContactEquation = _dereq_('../equations/ContactEquation')\n,   FrictionEquation = _dereq_('../equations/FrictionEquation')\n,   Circle = _dereq_('../shapes/Circle')\n,   Convex = _dereq_('../shapes/Convex')\n,   Shape = _dereq_('../shapes/Shape')\n,   Body = _dereq_('../objects/Body')\n,   Box = _dereq_('../shapes/Box');\n\nmodule.exports = Narrowphase;\n\n// Temp things\nvar yAxis = vec2.fromValues(0,1);\n\nvar tmp1 = vec2.fromValues(0,0)\n,   tmp2 = vec2.fromValues(0,0)\n,   tmp3 = vec2.fromValues(0,0)\n,   tmp4 = vec2.fromValues(0,0)\n,   tmp5 = vec2.fromValues(0,0)\n,   tmp6 = vec2.fromValues(0,0)\n,   tmp7 = vec2.fromValues(0,0)\n,   tmp8 = vec2.fromValues(0,0)\n,   tmp9 = vec2.fromValues(0,0)\n,   tmp10 = vec2.fromValues(0,0)\n,   tmp11 = vec2.fromValues(0,0)\n,   tmp12 = vec2.fromValues(0,0)\n,   tmp13 = vec2.fromValues(0,0)\n,   tmp14 = vec2.fromValues(0,0)\n,   tmp15 = vec2.fromValues(0,0)\n,   tmp16 = vec2.fromValues(0,0)\n,   tmp17 = vec2.fromValues(0,0)\n,   tmp18 = vec2.fromValues(0,0)\n,   tmpArray = [];\n\n/**\n * Narrowphase. Creates contacts and friction given shapes and transforms.\n * @class Narrowphase\n * @constructor\n */\nfunction Narrowphase(){\n\n    /**\n     * @property contactEquations\n     * @type {Array}\n     */\n    this.contactEquations = [];\n\n    /**\n     * @property frictionEquations\n     * @type {Array}\n     */\n    this.frictionEquations = [];\n\n    /**\n     * Whether to make friction equations in the upcoming contacts.\n     * @property enableFriction\n     * @type {Boolean}\n     */\n    this.enableFriction = true;\n\n    /**\n     * Whether to make equations enabled in upcoming contacts.\n     * @property enabledEquations\n     * @type {Boolean}\n     */\n    this.enabledEquations = true;\n\n    /**\n     * The friction slip force to use when creating friction equations.\n     * @property slipForce\n     * @type {Number}\n     */\n    this.slipForce = 10.0;\n\n    /**\n     * The friction value to use in the upcoming friction equations.\n     * @property frictionCoefficient\n     * @type {Number}\n     */\n    this.frictionCoefficient = 0.3;\n\n    /**\n     * Will be the .relativeVelocity in each produced FrictionEquation.\n     * @property {Number} surfaceVelocity\n     */\n    this.surfaceVelocity = 0;\n\n    /**\n     * Keeps track of the allocated ContactEquations.\n     * @property {ContactEquationPool} contactEquationPool\n     *\n     * @example\n     *\n     *     // Allocate a few equations before starting the simulation.\n     *     // This way, no contact objects need to be created on the fly in the game loop.\n     *     world.narrowphase.contactEquationPool.resize(1024);\n     *     world.narrowphase.frictionEquationPool.resize(1024);\n     */\n    this.contactEquationPool = new ContactEquationPool({ size: 32 });\n\n    /**\n     * Keeps track of the allocated ContactEquations.\n     * @property {FrictionEquationPool} frictionEquationPool\n     */\n    this.frictionEquationPool = new FrictionEquationPool({ size: 64 });\n\n    /**\n     * The restitution value to use in the next contact equations.\n     * @property restitution\n     * @type {Number}\n     */\n    this.restitution = 0;\n\n    /**\n     * The stiffness value to use in the next contact equations.\n     * @property {Number} stiffness\n     */\n    this.stiffness = Equation.DEFAULT_STIFFNESS;\n\n    /**\n     * The stiffness value to use in the next contact equations.\n     * @property {Number} stiffness\n     */\n    this.relaxation = Equation.DEFAULT_RELAXATION;\n\n    /**\n     * The stiffness value to use in the next friction equations.\n     * @property frictionStiffness\n     * @type {Number}\n     */\n    this.frictionStiffness = Equation.DEFAULT_STIFFNESS;\n\n    /**\n     * The relaxation value to use in the next friction equations.\n     * @property frictionRelaxation\n     * @type {Number}\n     */\n    this.frictionRelaxation = Equation.DEFAULT_RELAXATION;\n\n    /**\n     * Enable reduction of friction equations. If disabled, a box on a plane will generate 2 contact equations and 2 friction equations. If enabled, there will be only one friction equation. Same kind of simplifications are made  for all collision types.\n     * @property enableFrictionReduction\n     * @type {Boolean}\n     * @deprecated This flag will be removed when the feature is stable enough.\n     * @default true\n     */\n    this.enableFrictionReduction = true;\n\n    /**\n     * Keeps track of the colliding bodies last step.\n     * @private\n     * @property collidingBodiesLastStep\n     * @type {TupleDictionary}\n     */\n    this.collidingBodiesLastStep = new TupleDictionary();\n\n    /**\n     * Contact skin size value to use in the next contact equations.\n     * @property {Number} contactSkinSize\n     * @default 0.01\n     */\n    this.contactSkinSize = 0.01;\n}\n\nvar bodiesOverlap_shapePositionA = vec2.create();\nvar bodiesOverlap_shapePositionB = vec2.create();\n\n/**\n * @method bodiesOverlap\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {Boolean}\n * @todo shape world transforms are wrong\n */\nNarrowphase.prototype.bodiesOverlap = function(bodyA, bodyB){\n    var shapePositionA = bodiesOverlap_shapePositionA;\n    var shapePositionB = bodiesOverlap_shapePositionB;\n\n    // Loop over all shapes of bodyA\n    for(var k=0, Nshapesi=bodyA.shapes.length; k!==Nshapesi; k++){\n        var shapeA = bodyA.shapes[k];\n\n        bodyA.toWorldFrame(shapePositionA, shapeA.position);\n\n        // All shapes of body j\n        for(var l=0, Nshapesj=bodyB.shapes.length; l!==Nshapesj; l++){\n            var shapeB = bodyB.shapes[l];\n\n            bodyB.toWorldFrame(shapePositionB, shapeB.position);\n\n            if(this[shapeA.type | shapeB.type](\n                bodyA,\n                shapeA,\n                shapePositionA,\n                shapeA.angle + bodyA.angle,\n                bodyB,\n                shapeB,\n                shapePositionB,\n                shapeB.angle + bodyB.angle,\n                true\n            )){\n                return true;\n            }\n        }\n    }\n\n    return false;\n};\n\n/**\n * Check if the bodies were in contact since the last reset().\n * @method collidedLastStep\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {Boolean}\n */\nNarrowphase.prototype.collidedLastStep = function(bodyA, bodyB){\n    var id1 = bodyA.id|0,\n        id2 = bodyB.id|0;\n    return !!this.collidingBodiesLastStep.get(id1, id2);\n};\n\n/**\n * Throws away the old equations and gets ready to create new\n * @method reset\n */\nNarrowphase.prototype.reset = function(){\n    this.collidingBodiesLastStep.reset();\n\n    var eqs = this.contactEquations;\n    var l = eqs.length;\n    while(l--){\n        var eq = eqs[l],\n            id1 = eq.bodyA.id,\n            id2 = eq.bodyB.id;\n        this.collidingBodiesLastStep.set(id1, id2, true);\n    }\n\n    var ce = this.contactEquations,\n        fe = this.frictionEquations;\n    for(var i=0; i<ce.length; i++){\n        this.contactEquationPool.release(ce[i]);\n    }\n    for(var i=0; i<fe.length; i++){\n        this.frictionEquationPool.release(fe[i]);\n    }\n\n    // Reset\n    this.contactEquations.length = this.frictionEquations.length = 0;\n};\n\n/**\n * Creates a ContactEquation, either by reusing an existing object or creating a new one.\n * @method createContactEquation\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {ContactEquation}\n */\nNarrowphase.prototype.createContactEquation = function(bodyA, bodyB, shapeA, shapeB){\n    var c = this.contactEquationPool.get();\n    c.bodyA = bodyA;\n    c.bodyB = bodyB;\n    c.shapeA = shapeA;\n    c.shapeB = shapeB;\n    c.restitution = this.restitution;\n    c.firstImpact = !this.collidedLastStep(bodyA,bodyB);\n    c.stiffness = this.stiffness;\n    c.relaxation = this.relaxation;\n    c.needsUpdate = true;\n    c.enabled = this.enabledEquations;\n    c.offset = this.contactSkinSize;\n\n    return c;\n};\n\n/**\n * Creates a FrictionEquation, either by reusing an existing object or creating a new one.\n * @method createFrictionEquation\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {FrictionEquation}\n */\nNarrowphase.prototype.createFrictionEquation = function(bodyA, bodyB, shapeA, shapeB){\n    var c = this.frictionEquationPool.get();\n    c.bodyA = bodyA;\n    c.bodyB = bodyB;\n    c.shapeA = shapeA;\n    c.shapeB = shapeB;\n    c.setSlipForce(this.slipForce);\n    c.frictionCoefficient = this.frictionCoefficient;\n    c.relativeVelocity = this.surfaceVelocity;\n    c.enabled = this.enabledEquations;\n    c.needsUpdate = true;\n    c.stiffness = this.frictionStiffness;\n    c.relaxation = this.frictionRelaxation;\n    c.contactEquations.length = 0;\n    return c;\n};\n\n/**\n * Creates a FrictionEquation given the data in the ContactEquation. Uses same offset vectors ri and rj, but the tangent vector will be constructed from the collision normal.\n * @method createFrictionFromContact\n * @param  {ContactEquation} contactEquation\n * @return {FrictionEquation}\n */\nNarrowphase.prototype.createFrictionFromContact = function(c){\n    var eq = this.createFrictionEquation(c.bodyA, c.bodyB, c.shapeA, c.shapeB);\n    vec2.copy(eq.contactPointA, c.contactPointA);\n    vec2.copy(eq.contactPointB, c.contactPointB);\n    vec2.rotate90cw(eq.t, c.normalA);\n    eq.contactEquations.push(c);\n    return eq;\n};\n\n// Take the average N latest contact point on the plane.\nNarrowphase.prototype.createFrictionFromAverage = function(numContacts){\n    var c = this.contactEquations[this.contactEquations.length - 1];\n    var eq = this.createFrictionEquation(c.bodyA, c.bodyB, c.shapeA, c.shapeB);\n    var bodyA = c.bodyA;\n    var bodyB = c.bodyB;\n    vec2.set(eq.contactPointA, 0, 0);\n    vec2.set(eq.contactPointB, 0, 0);\n    vec2.set(eq.t, 0, 0);\n    for(var i=0; i!==numContacts; i++){\n        c = this.contactEquations[this.contactEquations.length - 1 - i];\n        if(c.bodyA === bodyA){\n            vec2.add(eq.t, eq.t, c.normalA);\n            vec2.add(eq.contactPointA, eq.contactPointA, c.contactPointA);\n            vec2.add(eq.contactPointB, eq.contactPointB, c.contactPointB);\n        } else {\n            vec2.sub(eq.t, eq.t, c.normalA);\n            vec2.add(eq.contactPointA, eq.contactPointA, c.contactPointB);\n            vec2.add(eq.contactPointB, eq.contactPointB, c.contactPointA);\n        }\n        eq.contactEquations.push(c);\n    }\n\n    var invNumContacts = 1/numContacts;\n    vec2.scale(eq.contactPointA, eq.contactPointA, invNumContacts);\n    vec2.scale(eq.contactPointB, eq.contactPointB, invNumContacts);\n    vec2.normalize(eq.t, eq.t);\n    vec2.rotate90cw(eq.t, eq.t);\n    return eq;\n};\n\n/**\n * Convex/line narrowphase\n * @method convexLine\n * @param  {Body}       convexBody\n * @param  {Convex}     convexShape\n * @param  {Array}      convexOffset\n * @param  {Number}     convexAngle\n * @param  {Body}       lineBody\n * @param  {Line}       lineShape\n * @param  {Array}      lineOffset\n * @param  {Number}     lineAngle\n * @param {boolean}     justTest\n * @todo Implement me!\n */\nNarrowphase.prototype[Shape.LINE | Shape.CONVEX] =\nNarrowphase.prototype.convexLine = function(\n    convexBody,\n    convexShape,\n    convexOffset,\n    convexAngle,\n    lineBody,\n    lineShape,\n    lineOffset,\n    lineAngle,\n    justTest\n){\n    // TODO\n    if(justTest){\n        return false;\n    } else {\n        return 0;\n    }\n};\n\n/**\n * Line/box narrowphase\n * @method lineBox\n * @param  {Body}       lineBody\n * @param  {Line}       lineShape\n * @param  {Array}      lineOffset\n * @param  {Number}     lineAngle\n * @param  {Body}       boxBody\n * @param  {Box}  boxShape\n * @param  {Array}      boxOffset\n * @param  {Number}     boxAngle\n * @param  {Boolean}    justTest\n * @todo Implement me!\n */\nNarrowphase.prototype[Shape.LINE | Shape.BOX] =\nNarrowphase.prototype.lineBox = function(\n    lineBody,\n    lineShape,\n    lineOffset,\n    lineAngle,\n    boxBody,\n    boxShape,\n    boxOffset,\n    boxAngle,\n    justTest\n){\n    // TODO\n    if(justTest){\n        return false;\n    } else {\n        return 0;\n    }\n};\n\nfunction setConvexToCapsuleShapeMiddle(convexShape, capsuleShape){\n    vec2.set(convexShape.vertices[0], -capsuleShape.length * 0.5, -capsuleShape.radius);\n    vec2.set(convexShape.vertices[1],  capsuleShape.length * 0.5, -capsuleShape.radius);\n    vec2.set(convexShape.vertices[2],  capsuleShape.length * 0.5,  capsuleShape.radius);\n    vec2.set(convexShape.vertices[3], -capsuleShape.length * 0.5,  capsuleShape.radius);\n}\n\nvar convexCapsule_tempRect = new Box({ width: 1, height: 1 }),\n    convexCapsule_tempVec = vec2.create();\n\n/**\n * Convex/capsule narrowphase\n * @method convexCapsule\n * @param  {Body}       convexBody\n * @param  {Convex}     convexShape\n * @param  {Array}      convexPosition\n * @param  {Number}     convexAngle\n * @param  {Body}       capsuleBody\n * @param  {Capsule}    capsuleShape\n * @param  {Array}      capsulePosition\n * @param  {Number}     capsuleAngle\n */\nNarrowphase.prototype[Shape.CAPSULE | Shape.CONVEX] =\nNarrowphase.prototype[Shape.CAPSULE | Shape.BOX] =\nNarrowphase.prototype.convexCapsule = function(\n    convexBody,\n    convexShape,\n    convexPosition,\n    convexAngle,\n    capsuleBody,\n    capsuleShape,\n    capsulePosition,\n    capsuleAngle,\n    justTest\n){\n\n    // Check the circles\n    // Add offsets!\n    var circlePos = convexCapsule_tempVec;\n    vec2.set(circlePos, capsuleShape.length/2,0);\n    vec2.rotate(circlePos,circlePos,capsuleAngle);\n    vec2.add(circlePos,circlePos,capsulePosition);\n    var result1 = this.circleConvex(capsuleBody,capsuleShape,circlePos,capsuleAngle, convexBody,convexShape,convexPosition,convexAngle, justTest, capsuleShape.radius);\n\n    vec2.set(circlePos,-capsuleShape.length/2, 0);\n    vec2.rotate(circlePos,circlePos,capsuleAngle);\n    vec2.add(circlePos,circlePos,capsulePosition);\n    var result2 = this.circleConvex(capsuleBody,capsuleShape,circlePos,capsuleAngle, convexBody,convexShape,convexPosition,convexAngle, justTest, capsuleShape.radius);\n\n    if(justTest && (result1 || result2)){\n        return true;\n    }\n\n    // Check center rect\n    var r = convexCapsule_tempRect;\n    setConvexToCapsuleShapeMiddle(r,capsuleShape);\n    var result = this.convexConvex(convexBody,convexShape,convexPosition,convexAngle, capsuleBody,r,capsulePosition,capsuleAngle, justTest);\n\n    return result + result1 + result2;\n};\n\n/**\n * Capsule/line narrowphase\n * @method lineCapsule\n * @param  {Body}       lineBody\n * @param  {Line}       lineShape\n * @param  {Array}      linePosition\n * @param  {Number}     lineAngle\n * @param  {Body}       capsuleBody\n * @param  {Capsule}    capsuleShape\n * @param  {Array}      capsulePosition\n * @param  {Number}     capsuleAngle\n * @todo Implement me!\n */\nNarrowphase.prototype[Shape.CAPSULE | Shape.LINE] =\nNarrowphase.prototype.lineCapsule = function(\n    lineBody,\n    lineShape,\n    linePosition,\n    lineAngle,\n    capsuleBody,\n    capsuleShape,\n    capsulePosition,\n    capsuleAngle,\n    justTest\n){\n    // TODO\n    if(justTest){\n        return false;\n    } else {\n        return 0;\n    }\n};\n\nvar capsuleCapsule_tempVec1 = vec2.create();\nvar capsuleCapsule_tempVec2 = vec2.create();\nvar capsuleCapsule_tempRect1 = new Box({ width: 1, height: 1 });\n\n/**\n * Capsule/capsule narrowphase\n * @method capsuleCapsule\n * @param  {Body}       bi\n * @param  {Capsule}    si\n * @param  {Array}      xi\n * @param  {Number}     ai\n * @param  {Body}       bj\n * @param  {Capsule}    sj\n * @param  {Array}      xj\n * @param  {Number}     aj\n */\nNarrowphase.prototype[Shape.CAPSULE | Shape.CAPSULE] =\nNarrowphase.prototype.capsuleCapsule = function(bi,si,xi,ai, bj,sj,xj,aj, justTest){\n\n    var enableFrictionBefore;\n\n    // Check the circles\n    // Add offsets!\n    var circlePosi = capsuleCapsule_tempVec1,\n        circlePosj = capsuleCapsule_tempVec2;\n\n    var numContacts = 0;\n\n\n    // Need 4 circle checks, between all\n    for(var i=0; i<2; i++){\n\n        vec2.set(circlePosi,(i===0?-1:1)*si.length/2,0);\n        vec2.rotate(circlePosi,circlePosi,ai);\n        vec2.add(circlePosi,circlePosi,xi);\n\n        for(var j=0; j<2; j++){\n\n            vec2.set(circlePosj,(j===0?-1:1)*sj.length/2, 0);\n            vec2.rotate(circlePosj,circlePosj,aj);\n            vec2.add(circlePosj,circlePosj,xj);\n\n            // Temporarily turn off friction\n            if(this.enableFrictionReduction){\n                enableFrictionBefore = this.enableFriction;\n                this.enableFriction = false;\n            }\n\n            var result = this.circleCircle(bi,si,circlePosi,ai, bj,sj,circlePosj,aj, justTest, si.radius, sj.radius);\n\n            if(this.enableFrictionReduction){\n                this.enableFriction = enableFrictionBefore;\n            }\n\n            if(justTest && result){\n                return true;\n            }\n\n            numContacts += result;\n        }\n    }\n\n    if(this.enableFrictionReduction){\n        // Temporarily turn off friction\n        enableFrictionBefore = this.enableFriction;\n        this.enableFriction = false;\n    }\n\n    // Check circles against the center boxs\n    var rect = capsuleCapsule_tempRect1;\n    setConvexToCapsuleShapeMiddle(rect,si);\n    var result1 = this.convexCapsule(bi,rect,xi,ai, bj,sj,xj,aj, justTest);\n\n    if(this.enableFrictionReduction){\n        this.enableFriction = enableFrictionBefore;\n    }\n\n    if(justTest && result1){\n        return true;\n    }\n    numContacts += result1;\n\n    if(this.enableFrictionReduction){\n        // Temporarily turn off friction\n        var enableFrictionBefore = this.enableFriction;\n        this.enableFriction = false;\n    }\n\n    setConvexToCapsuleShapeMiddle(rect,sj);\n    var result2 = this.convexCapsule(bj,rect,xj,aj, bi,si,xi,ai, justTest);\n\n    if(this.enableFrictionReduction){\n        this.enableFriction = enableFrictionBefore;\n    }\n\n    if(justTest && result2){\n        return true;\n    }\n    numContacts += result2;\n\n    if(this.enableFrictionReduction){\n        if(numContacts && this.enableFriction){\n            this.frictionEquations.push(this.createFrictionFromAverage(numContacts));\n        }\n    }\n\n    return numContacts;\n};\n\n/**\n * Line/line narrowphase\n * @method lineLine\n * @param  {Body}       bodyA\n * @param  {Line}       shapeA\n * @param  {Array}      positionA\n * @param  {Number}     angleA\n * @param  {Body}       bodyB\n * @param  {Line}       shapeB\n * @param  {Array}      positionB\n * @param  {Number}     angleB\n * @todo Implement me!\n */\nNarrowphase.prototype[Shape.LINE | Shape.LINE] =\nNarrowphase.prototype.lineLine = function(\n    bodyA,\n    shapeA,\n    positionA,\n    angleA,\n    bodyB,\n    shapeB,\n    positionB,\n    angleB,\n    justTest\n){\n    // TODO\n    if(justTest){\n        return false;\n    } else {\n        return 0;\n    }\n};\n\n/**\n * Plane/line Narrowphase\n * @method planeLine\n * @param  {Body}   planeBody\n * @param  {Plane}  planeShape\n * @param  {Array}  planeOffset\n * @param  {Number} planeAngle\n * @param  {Body}   lineBody\n * @param  {Line}   lineShape\n * @param  {Array}  lineOffset\n * @param  {Number} lineAngle\n */\nNarrowphase.prototype[Shape.PLANE | Shape.LINE] =\nNarrowphase.prototype.planeLine = function(planeBody, planeShape, planeOffset, planeAngle,\n                                           lineBody,  lineShape,  lineOffset,  lineAngle, justTest){\n    var worldVertex0 = tmp1,\n        worldVertex1 = tmp2,\n        worldVertex01 = tmp3,\n        worldVertex11 = tmp4,\n        worldEdge = tmp5,\n        worldEdgeUnit = tmp6,\n        dist = tmp7,\n        worldNormal = tmp8,\n        worldTangent = tmp9,\n        verts = tmpArray,\n        numContacts = 0;\n\n    // Get start and end points\n    vec2.set(worldVertex0, -lineShape.length/2, 0);\n    vec2.set(worldVertex1,  lineShape.length/2, 0);\n\n    // Not sure why we have to use worldVertex*1 here, but it won't work otherwise. Tired.\n    vec2.rotate(worldVertex01, worldVertex0, lineAngle);\n    vec2.rotate(worldVertex11, worldVertex1, lineAngle);\n\n    add(worldVertex01, worldVertex01, lineOffset);\n    add(worldVertex11, worldVertex11, lineOffset);\n\n    vec2.copy(worldVertex0,worldVertex01);\n    vec2.copy(worldVertex1,worldVertex11);\n\n    // Get vector along the line\n    sub(worldEdge, worldVertex1, worldVertex0);\n    vec2.normalize(worldEdgeUnit, worldEdge);\n\n    // Get tangent to the edge.\n    vec2.rotate90cw(worldTangent, worldEdgeUnit);\n\n    vec2.rotate(worldNormal, yAxis, planeAngle);\n\n    // Check line ends\n    verts[0] = worldVertex0;\n    verts[1] = worldVertex1;\n    for(var i=0; i<verts.length; i++){\n        var v = verts[i];\n\n        sub(dist, v, planeOffset);\n\n        var d = dot(dist,worldNormal);\n\n        if(d < 0){\n\n            if(justTest){\n                return true;\n            }\n\n            var c = this.createContactEquation(planeBody,lineBody,planeShape,lineShape);\n            numContacts++;\n\n            vec2.copy(c.normalA, worldNormal);\n            vec2.normalize(c.normalA,c.normalA);\n\n            // distance vector along plane normal\n            vec2.scale(dist, worldNormal, d);\n\n            // Vector from plane center to contact\n            sub(c.contactPointA, v, dist);\n            sub(c.contactPointA, c.contactPointA, planeBody.position);\n\n            // From line center to contact\n            sub(c.contactPointB, v,    lineOffset);\n            add(c.contactPointB, c.contactPointB, lineOffset);\n            sub(c.contactPointB, c.contactPointB, lineBody.position);\n\n            this.contactEquations.push(c);\n\n            if(!this.enableFrictionReduction){\n                if(this.enableFriction){\n                    this.frictionEquations.push(this.createFrictionFromContact(c));\n                }\n            }\n        }\n    }\n\n    if(justTest){\n        return false;\n    }\n\n    if(!this.enableFrictionReduction){\n        if(numContacts && this.enableFriction){\n            this.frictionEquations.push(this.createFrictionFromAverage(numContacts));\n        }\n    }\n\n    return numContacts;\n};\n\nNarrowphase.prototype[Shape.PARTICLE | Shape.CAPSULE] =\nNarrowphase.prototype.particleCapsule = function(\n    particleBody,\n    particleShape,\n    particlePosition,\n    particleAngle,\n    capsuleBody,\n    capsuleShape,\n    capsulePosition,\n    capsuleAngle,\n    justTest\n){\n    return this.circleLine(particleBody,particleShape,particlePosition,particleAngle, capsuleBody,capsuleShape,capsulePosition,capsuleAngle, justTest, capsuleShape.radius, 0);\n};\n\n/**\n * Circle/line Narrowphase\n * @method circleLine\n * @param  {Body} circleBody\n * @param  {Circle} circleShape\n * @param  {Array} circleOffset\n * @param  {Number} circleAngle\n * @param  {Body} lineBody\n * @param  {Line} lineShape\n * @param  {Array} lineOffset\n * @param  {Number} lineAngle\n * @param {Boolean} justTest If set to true, this function will return the result (intersection or not) without adding equations.\n * @param {Number} lineRadius Radius to add to the line. Can be used to test Capsules.\n * @param {Number} circleRadius If set, this value overrides the circle shape radius.\n */\nNarrowphase.prototype[Shape.CIRCLE | Shape.LINE] =\nNarrowphase.prototype.circleLine = function(\n    circleBody,\n    circleShape,\n    circleOffset,\n    circleAngle,\n    lineBody,\n    lineShape,\n    lineOffset,\n    lineAngle,\n    justTest,\n    lineRadius,\n    circleRadius\n){\n    var lineRadius = lineRadius || 0,\n        circleRadius = typeof(circleRadius)!==\"undefined\" ? circleRadius : circleShape.radius,\n\n        orthoDist = tmp1,\n        lineToCircleOrthoUnit = tmp2,\n        projectedPoint = tmp3,\n        centerDist = tmp4,\n        worldTangent = tmp5,\n        worldEdge = tmp6,\n        worldEdgeUnit = tmp7,\n        worldVertex0 = tmp8,\n        worldVertex1 = tmp9,\n        worldVertex01 = tmp10,\n        worldVertex11 = tmp11,\n        dist = tmp12,\n        lineToCircle = tmp13,\n        lineEndToLineRadius = tmp14,\n\n        verts = tmpArray;\n\n    // Get start and end points\n    vec2.set(worldVertex0, -lineShape.length/2, 0);\n    vec2.set(worldVertex1,  lineShape.length/2, 0);\n\n    // Not sure why we have to use worldVertex*1 here, but it won't work otherwise. Tired.\n    vec2.rotate(worldVertex01, worldVertex0, lineAngle);\n    vec2.rotate(worldVertex11, worldVertex1, lineAngle);\n\n    add(worldVertex01, worldVertex01, lineOffset);\n    add(worldVertex11, worldVertex11, lineOffset);\n\n    vec2.copy(worldVertex0,worldVertex01);\n    vec2.copy(worldVertex1,worldVertex11);\n\n    // Get vector along the line\n    sub(worldEdge, worldVertex1, worldVertex0);\n    vec2.normalize(worldEdgeUnit, worldEdge);\n\n    // Get tangent to the edge.\n    vec2.rotate90cw(worldTangent, worldEdgeUnit);\n\n    // Check distance from the plane spanned by the edge vs the circle\n    sub(dist, circleOffset, worldVertex0);\n    var d = dot(dist, worldTangent); // Distance from center of line to circle center\n    sub(centerDist, worldVertex0, lineOffset);\n\n    sub(lineToCircle, circleOffset, lineOffset);\n\n    var radiusSum = circleRadius + lineRadius;\n\n    if(Math.abs(d) < radiusSum){\n\n        // Now project the circle onto the edge\n        vec2.scale(orthoDist, worldTangent, d);\n        sub(projectedPoint, circleOffset, orthoDist);\n\n        // Add the missing line radius\n        vec2.scale(lineToCircleOrthoUnit, worldTangent, dot(worldTangent, lineToCircle));\n        vec2.normalize(lineToCircleOrthoUnit,lineToCircleOrthoUnit);\n        vec2.scale(lineToCircleOrthoUnit, lineToCircleOrthoUnit, lineRadius);\n        add(projectedPoint,projectedPoint,lineToCircleOrthoUnit);\n\n        // Check if the point is within the edge span\n        var pos =  dot(worldEdgeUnit, projectedPoint);\n        var pos0 = dot(worldEdgeUnit, worldVertex0);\n        var pos1 = dot(worldEdgeUnit, worldVertex1);\n\n        if(pos > pos0 && pos < pos1){\n            // We got contact!\n\n            if(justTest){\n                return true;\n            }\n\n            var c = this.createContactEquation(circleBody,lineBody,circleShape,lineShape);\n\n            vec2.scale(c.normalA, orthoDist, -1);\n            vec2.normalize(c.normalA, c.normalA);\n\n            vec2.scale( c.contactPointA, c.normalA,  circleRadius);\n            add(c.contactPointA, c.contactPointA, circleOffset);\n            sub(c.contactPointA, c.contactPointA, circleBody.position);\n\n            sub(c.contactPointB, projectedPoint, lineOffset);\n            add(c.contactPointB, c.contactPointB, lineOffset);\n            sub(c.contactPointB, c.contactPointB, lineBody.position);\n\n            this.contactEquations.push(c);\n\n            if(this.enableFriction){\n                this.frictionEquations.push(this.createFrictionFromContact(c));\n            }\n\n            return 1;\n        }\n    }\n\n    // Add corner\n    verts[0] = worldVertex0;\n    verts[1] = worldVertex1;\n\n    for(var i=0; i<verts.length; i++){\n        var v = verts[i];\n\n        sub(dist, v, circleOffset);\n\n        if(vec2.squaredLength(dist) < Math.pow(radiusSum, 2)){\n\n            if(justTest){\n                return true;\n            }\n\n            var c = this.createContactEquation(circleBody,lineBody,circleShape,lineShape);\n\n            vec2.copy(c.normalA, dist);\n            vec2.normalize(c.normalA,c.normalA);\n\n            // Vector from circle to contact point is the normal times the circle radius\n            vec2.scale(c.contactPointA, c.normalA, circleRadius);\n            add(c.contactPointA, c.contactPointA, circleOffset);\n            sub(c.contactPointA, c.contactPointA, circleBody.position);\n\n            sub(c.contactPointB, v, lineOffset);\n            vec2.scale(lineEndToLineRadius, c.normalA, -lineRadius);\n            add(c.contactPointB, c.contactPointB, lineEndToLineRadius);\n            add(c.contactPointB, c.contactPointB, lineOffset);\n            sub(c.contactPointB, c.contactPointB, lineBody.position);\n\n            this.contactEquations.push(c);\n\n            if(this.enableFriction){\n                this.frictionEquations.push(this.createFrictionFromContact(c));\n            }\n\n            return 1;\n        }\n    }\n\n    return 0;\n};\n\n/**\n * Circle/capsule Narrowphase\n * @method circleCapsule\n * @param  {Body}   bi\n * @param  {Circle} si\n * @param  {Array}  xi\n * @param  {Number} ai\n * @param  {Body}   bj\n * @param  {Line}   sj\n * @param  {Array}  xj\n * @param  {Number} aj\n */\nNarrowphase.prototype[Shape.CIRCLE | Shape.CAPSULE] =\nNarrowphase.prototype.circleCapsule = function(bi,si,xi,ai, bj,sj,xj,aj, justTest){\n    return this.circleLine(bi,si,xi,ai, bj,sj,xj,aj, justTest, sj.radius);\n};\n\n/**\n * Circle/convex Narrowphase.\n * @method circleConvex\n * @param  {Body} circleBody\n * @param  {Circle} circleShape\n * @param  {Array} circleOffset\n * @param  {Number} circleAngle\n * @param  {Body} convexBody\n * @param  {Convex} convexShape\n * @param  {Array} convexOffset\n * @param  {Number} convexAngle\n * @param  {Boolean} justTest\n * @param  {Number} circleRadius\n */\nNarrowphase.prototype[Shape.CIRCLE | Shape.CONVEX] =\nNarrowphase.prototype[Shape.CIRCLE | Shape.BOX] =\nNarrowphase.prototype.circleConvex = function(\n    circleBody,\n    circleShape,\n    circleOffset,\n    circleAngle,\n    convexBody,\n    convexShape,\n    convexOffset,\n    convexAngle,\n    justTest,\n    circleRadius\n){\n    var circleRadius = typeof(circleRadius)===\"number\" ? circleRadius : circleShape.radius;\n\n    var worldVertex0 = tmp1,\n        worldVertex1 = tmp2,\n        worldEdge = tmp3,\n        worldEdgeUnit = tmp4,\n        worldNormal = tmp5,\n        centerDist = tmp6,\n        convexToCircle = tmp7,\n        orthoDist = tmp8,\n        projectedPoint = tmp9,\n        dist = tmp10,\n        worldVertex = tmp11,\n\n        closestEdge = -1,\n        closestEdgeDistance = null,\n        closestEdgeOrthoDist = tmp12,\n        closestEdgeProjectedPoint = tmp13,\n        candidate = tmp14,\n        candidateDist = tmp15,\n        minCandidate = tmp16,\n\n        found = false,\n        minCandidateDistance = Number.MAX_VALUE;\n\n    var numReported = 0;\n\n    // New algorithm:\n    // 1. Check so center of circle is not inside the polygon. If it is, this wont work...\n    // 2. For each edge\n    // 2. 1. Get point on circle that is closest to the edge (scale normal with -radius)\n    // 2. 2. Check if point is inside.\n\n    var verts = convexShape.vertices;\n\n    // Check all edges first\n    for(var i=0; i!==verts.length+1; i++){\n        var v0 = verts[i%verts.length],\n            v1 = verts[(i+1)%verts.length];\n\n        vec2.rotate(worldVertex0, v0, convexAngle);\n        vec2.rotate(worldVertex1, v1, convexAngle);\n        add(worldVertex0, worldVertex0, convexOffset);\n        add(worldVertex1, worldVertex1, convexOffset);\n        sub(worldEdge, worldVertex1, worldVertex0);\n\n        vec2.normalize(worldEdgeUnit, worldEdge);\n\n        // Get tangent to the edge. Points out of the Convex\n        vec2.rotate90cw(worldNormal, worldEdgeUnit);\n\n        // Get point on circle, closest to the polygon\n        vec2.scale(candidate,worldNormal,-circleShape.radius);\n        add(candidate,candidate,circleOffset);\n\n        if(pointInConvex(candidate,convexShape,convexOffset,convexAngle)){\n\n            vec2.sub(candidateDist,worldVertex0,candidate);\n            var candidateDistance = Math.abs(vec2.dot(candidateDist,worldNormal));\n\n            if(candidateDistance < minCandidateDistance){\n                vec2.copy(minCandidate,candidate);\n                minCandidateDistance = candidateDistance;\n                vec2.scale(closestEdgeProjectedPoint,worldNormal,candidateDistance);\n                vec2.add(closestEdgeProjectedPoint,closestEdgeProjectedPoint,candidate);\n                found = true;\n            }\n        }\n    }\n\n    if(found){\n\n        if(justTest){\n            return true;\n        }\n\n        var c = this.createContactEquation(circleBody,convexBody,circleShape,convexShape);\n        vec2.sub(c.normalA, minCandidate, circleOffset);\n        vec2.normalize(c.normalA, c.normalA);\n\n        vec2.scale(c.contactPointA,  c.normalA, circleRadius);\n        add(c.contactPointA, c.contactPointA, circleOffset);\n        sub(c.contactPointA, c.contactPointA, circleBody.position);\n\n        sub(c.contactPointB, closestEdgeProjectedPoint, convexOffset);\n        add(c.contactPointB, c.contactPointB, convexOffset);\n        sub(c.contactPointB, c.contactPointB, convexBody.position);\n\n        this.contactEquations.push(c);\n\n        if(this.enableFriction){\n            this.frictionEquations.push( this.createFrictionFromContact(c) );\n        }\n\n        return 1;\n    }\n\n    // Check all vertices\n    if(circleRadius > 0){\n        for(var i=0; i<verts.length; i++){\n            var localVertex = verts[i];\n            vec2.rotate(worldVertex, localVertex, convexAngle);\n            add(worldVertex, worldVertex, convexOffset);\n\n            sub(dist, worldVertex, circleOffset);\n            if(vec2.squaredLength(dist) < Math.pow(circleRadius, 2)){\n\n                if(justTest){\n                    return true;\n                }\n\n                var c = this.createContactEquation(circleBody,convexBody,circleShape,convexShape);\n\n                vec2.copy(c.normalA, dist);\n                vec2.normalize(c.normalA,c.normalA);\n\n                // Vector from circle to contact point is the normal times the circle radius\n                vec2.scale(c.contactPointA, c.normalA, circleRadius);\n                add(c.contactPointA, c.contactPointA, circleOffset);\n                sub(c.contactPointA, c.contactPointA, circleBody.position);\n\n                sub(c.contactPointB, worldVertex, convexOffset);\n                add(c.contactPointB, c.contactPointB, convexOffset);\n                sub(c.contactPointB, c.contactPointB, convexBody.position);\n\n                this.contactEquations.push(c);\n\n                if(this.enableFriction){\n                    this.frictionEquations.push(this.createFrictionFromContact(c));\n                }\n\n                return 1;\n            }\n        }\n    }\n\n    return 0;\n};\n\nvar pic_worldVertex0 = vec2.create(),\n    pic_worldVertex1 = vec2.create(),\n    pic_r0 = vec2.create(),\n    pic_r1 = vec2.create();\n\n/*\n * Check if a point is in a polygon\n */\nfunction pointInConvex(worldPoint,convexShape,convexOffset,convexAngle){\n    var worldVertex0 = pic_worldVertex0,\n        worldVertex1 = pic_worldVertex1,\n        r0 = pic_r0,\n        r1 = pic_r1,\n        point = worldPoint,\n        verts = convexShape.vertices,\n        lastCross = null;\n    for(var i=0; i!==verts.length+1; i++){\n        var v0 = verts[i%verts.length],\n            v1 = verts[(i+1)%verts.length];\n\n        // Transform vertices to world\n        // @todo The point should be transformed to local coordinates in the convex, no need to transform each vertex\n        vec2.rotate(worldVertex0, v0, convexAngle);\n        vec2.rotate(worldVertex1, v1, convexAngle);\n        add(worldVertex0, worldVertex0, convexOffset);\n        add(worldVertex1, worldVertex1, convexOffset);\n\n        sub(r0, worldVertex0, point);\n        sub(r1, worldVertex1, point);\n        var cross = vec2.crossLength(r0,r1);\n\n        if(lastCross===null){\n            lastCross = cross;\n        }\n\n        // If we got a different sign of the distance vector, the point is out of the polygon\n        if(cross*lastCross <= 0){\n            return false;\n        }\n        lastCross = cross;\n    }\n    return true;\n}\n\n/**\n * Particle/convex Narrowphase\n * @method particleConvex\n * @param  {Body} particleBody\n * @param  {Particle} particleShape\n * @param  {Array} particleOffset\n * @param  {Number} particleAngle\n * @param  {Body} convexBody\n * @param  {Convex} convexShape\n * @param  {Array} convexOffset\n * @param  {Number} convexAngle\n * @param {Boolean} justTest\n * @todo use pointInConvex and code more similar to circleConvex\n * @todo don't transform each vertex, but transform the particle position to convex-local instead\n */\nNarrowphase.prototype[Shape.PARTICLE | Shape.CONVEX] =\nNarrowphase.prototype[Shape.PARTICLE | Shape.BOX] =\nNarrowphase.prototype.particleConvex = function(\n    particleBody,\n    particleShape,\n    particleOffset,\n    particleAngle,\n    convexBody,\n    convexShape,\n    convexOffset,\n    convexAngle,\n    justTest\n){\n    var worldVertex0 = tmp1,\n        worldVertex1 = tmp2,\n        worldEdge = tmp3,\n        worldEdgeUnit = tmp4,\n        worldTangent = tmp5,\n        centerDist = tmp6,\n        convexToparticle = tmp7,\n        orthoDist = tmp8,\n        projectedPoint = tmp9,\n        dist = tmp10,\n        worldVertex = tmp11,\n        closestEdge = -1,\n        closestEdgeDistance = null,\n        closestEdgeOrthoDist = tmp12,\n        closestEdgeProjectedPoint = tmp13,\n        r0 = tmp14, // vector from particle to vertex0\n        r1 = tmp15,\n        localPoint = tmp16,\n        candidateDist = tmp17,\n        minEdgeNormal = tmp18,\n        minCandidateDistance = Number.MAX_VALUE;\n\n    var numReported = 0,\n        found = false,\n        verts = convexShape.vertices;\n\n    // Check if the particle is in the polygon at all\n    if(!pointInConvex(particleOffset,convexShape,convexOffset,convexAngle)){\n        return 0;\n    }\n\n    if(justTest){\n        return true;\n    }\n\n    // Check edges first\n    var lastCross = null;\n    for(var i=0; i!==verts.length+1; i++){\n        var v0 = verts[i%verts.length],\n            v1 = verts[(i+1)%verts.length];\n\n        // Transform vertices to world\n        vec2.rotate(worldVertex0, v0, convexAngle);\n        vec2.rotate(worldVertex1, v1, convexAngle);\n        add(worldVertex0, worldVertex0, convexOffset);\n        add(worldVertex1, worldVertex1, convexOffset);\n\n        // Get world edge\n        sub(worldEdge, worldVertex1, worldVertex0);\n        vec2.normalize(worldEdgeUnit, worldEdge);\n\n        // Get tangent to the edge. Points out of the Convex\n        vec2.rotate90cw(worldTangent, worldEdgeUnit);\n\n        // Check distance from the infinite line (spanned by the edge) to the particle\n        sub(dist, particleOffset, worldVertex0);\n        var d = dot(dist, worldTangent);\n        sub(centerDist, worldVertex0, convexOffset);\n\n        sub(convexToparticle, particleOffset, convexOffset);\n\n        vec2.sub(candidateDist,worldVertex0,particleOffset);\n        var candidateDistance = Math.abs(vec2.dot(candidateDist,worldTangent));\n\n        if(candidateDistance < minCandidateDistance){\n            minCandidateDistance = candidateDistance;\n            vec2.scale(closestEdgeProjectedPoint,worldTangent,candidateDistance);\n            vec2.add(closestEdgeProjectedPoint,closestEdgeProjectedPoint,particleOffset);\n            vec2.copy(minEdgeNormal,worldTangent);\n            found = true;\n        }\n    }\n\n    if(found){\n        var c = this.createContactEquation(particleBody,convexBody,particleShape,convexShape);\n\n        vec2.scale(c.normalA, minEdgeNormal, -1);\n        vec2.normalize(c.normalA, c.normalA);\n\n        // Particle has no extent to the contact point\n        vec2.set(c.contactPointA,  0, 0);\n        add(c.contactPointA, c.contactPointA, particleOffset);\n        sub(c.contactPointA, c.contactPointA, particleBody.position);\n\n        // From convex center to point\n        sub(c.contactPointB, closestEdgeProjectedPoint, convexOffset);\n        add(c.contactPointB, c.contactPointB, convexOffset);\n        sub(c.contactPointB, c.contactPointB, convexBody.position);\n\n        this.contactEquations.push(c);\n\n        if(this.enableFriction){\n            this.frictionEquations.push( this.createFrictionFromContact(c) );\n        }\n\n        return 1;\n    }\n\n\n    return 0;\n};\n\n/**\n * Circle/circle Narrowphase\n * @method circleCircle\n * @param  {Body} bodyA\n * @param  {Circle} shapeA\n * @param  {Array} offsetA\n * @param  {Number} angleA\n * @param  {Body} bodyB\n * @param  {Circle} shapeB\n * @param  {Array} offsetB\n * @param  {Number} angleB\n * @param {Boolean} justTest\n * @param {Number} [radiusA] Optional radius to use for shapeA\n * @param {Number} [radiusB] Optional radius to use for shapeB\n */\nNarrowphase.prototype[Shape.CIRCLE] =\nNarrowphase.prototype.circleCircle = function(\n    bodyA,\n    shapeA,\n    offsetA,\n    angleA,\n    bodyB,\n    shapeB,\n    offsetB,\n    angleB,\n    justTest,\n    radiusA,\n    radiusB\n){\n\n    var dist = tmp1,\n        radiusA = radiusA || shapeA.radius,\n        radiusB = radiusB || shapeB.radius;\n\n    sub(dist,offsetA,offsetB);\n    var r = radiusA + radiusB;\n    if(vec2.squaredLength(dist) > Math.pow(r,2)){\n        return 0;\n    }\n\n    if(justTest){\n        return true;\n    }\n\n    var c = this.createContactEquation(bodyA,bodyB,shapeA,shapeB);\n    sub(c.normalA, offsetB, offsetA);\n    vec2.normalize(c.normalA,c.normalA);\n\n    vec2.scale( c.contactPointA, c.normalA,  radiusA);\n    vec2.scale( c.contactPointB, c.normalA, -radiusB);\n\n    add(c.contactPointA, c.contactPointA, offsetA);\n    sub(c.contactPointA, c.contactPointA, bodyA.position);\n\n    add(c.contactPointB, c.contactPointB, offsetB);\n    sub(c.contactPointB, c.contactPointB, bodyB.position);\n\n    this.contactEquations.push(c);\n\n    if(this.enableFriction){\n        this.frictionEquations.push(this.createFrictionFromContact(c));\n    }\n    return 1;\n};\n\n/**\n * Plane/Convex Narrowphase\n * @method planeConvex\n * @param  {Body} planeBody\n * @param  {Plane} planeShape\n * @param  {Array} planeOffset\n * @param  {Number} planeAngle\n * @param  {Body} convexBody\n * @param  {Convex} convexShape\n * @param  {Array} convexOffset\n * @param  {Number} convexAngle\n * @param {Boolean} justTest\n */\nNarrowphase.prototype[Shape.PLANE | Shape.CONVEX] =\nNarrowphase.prototype[Shape.PLANE | Shape.BOX] =\nNarrowphase.prototype.planeConvex = function(\n    planeBody,\n    planeShape,\n    planeOffset,\n    planeAngle,\n    convexBody,\n    convexShape,\n    convexOffset,\n    convexAngle,\n    justTest\n){\n    var worldVertex = tmp1,\n        worldNormal = tmp2,\n        dist = tmp3;\n\n    var numReported = 0;\n    vec2.rotate(worldNormal, yAxis, planeAngle);\n\n    for(var i=0; i!==convexShape.vertices.length; i++){\n        var v = convexShape.vertices[i];\n        vec2.rotate(worldVertex, v, convexAngle);\n        add(worldVertex, worldVertex, convexOffset);\n\n        sub(dist, worldVertex, planeOffset);\n\n        if(dot(dist,worldNormal) <= 0){\n\n            if(justTest){\n                return true;\n            }\n\n            // Found vertex\n            numReported++;\n\n            var c = this.createContactEquation(planeBody,convexBody,planeShape,convexShape);\n\n            sub(dist, worldVertex, planeOffset);\n\n            vec2.copy(c.normalA, worldNormal);\n\n            var d = dot(dist, c.normalA);\n            vec2.scale(dist, c.normalA, d);\n\n            // rj is from convex center to contact\n            sub(c.contactPointB, worldVertex, convexBody.position);\n\n\n            // ri is from plane center to contact\n            sub( c.contactPointA, worldVertex, dist);\n            sub( c.contactPointA, c.contactPointA, planeBody.position);\n\n            this.contactEquations.push(c);\n\n            if(!this.enableFrictionReduction){\n                if(this.enableFriction){\n                    this.frictionEquations.push(this.createFrictionFromContact(c));\n                }\n            }\n        }\n    }\n\n    if(this.enableFrictionReduction){\n        if(this.enableFriction && numReported){\n            this.frictionEquations.push(this.createFrictionFromAverage(numReported));\n        }\n    }\n\n    return numReported;\n};\n\n/**\n * Narrowphase for particle vs plane\n * @method particlePlane\n * @param  {Body}       particleBody\n * @param  {Particle}   particleShape\n * @param  {Array}      particleOffset\n * @param  {Number}     particleAngle\n * @param  {Body}       planeBody\n * @param  {Plane}      planeShape\n * @param  {Array}      planeOffset\n * @param  {Number}     planeAngle\n * @param {Boolean}     justTest\n */\nNarrowphase.prototype[Shape.PARTICLE | Shape.PLANE] =\nNarrowphase.prototype.particlePlane = function(\n    particleBody,\n    particleShape,\n    particleOffset,\n    particleAngle,\n    planeBody,\n    planeShape,\n    planeOffset,\n    planeAngle,\n    justTest\n){\n    var dist = tmp1,\n        worldNormal = tmp2;\n\n    planeAngle = planeAngle || 0;\n\n    sub(dist, particleOffset, planeOffset);\n    vec2.rotate(worldNormal, yAxis, planeAngle);\n\n    var d = dot(dist, worldNormal);\n\n    if(d > 0){\n        return 0;\n    }\n    if(justTest){\n        return true;\n    }\n\n    var c = this.createContactEquation(planeBody,particleBody,planeShape,particleShape);\n\n    vec2.copy(c.normalA, worldNormal);\n    vec2.scale( dist, c.normalA, d );\n    // dist is now the distance vector in the normal direction\n\n    // ri is the particle position projected down onto the plane, from the plane center\n    sub( c.contactPointA, particleOffset, dist);\n    sub( c.contactPointA, c.contactPointA, planeBody.position);\n\n    // rj is from the body center to the particle center\n    sub( c.contactPointB, particleOffset, particleBody.position );\n\n    this.contactEquations.push(c);\n\n    if(this.enableFriction){\n        this.frictionEquations.push(this.createFrictionFromContact(c));\n    }\n    return 1;\n};\n\n/**\n * Circle/Particle Narrowphase\n * @method circleParticle\n * @param  {Body} circleBody\n * @param  {Circle} circleShape\n * @param  {Array} circleOffset\n * @param  {Number} circleAngle\n * @param  {Body} particleBody\n * @param  {Particle} particleShape\n * @param  {Array} particleOffset\n * @param  {Number} particleAngle\n * @param  {Boolean} justTest\n */\nNarrowphase.prototype[Shape.CIRCLE | Shape.PARTICLE] =\nNarrowphase.prototype.circleParticle = function(\n    circleBody,\n    circleShape,\n    circleOffset,\n    circleAngle,\n    particleBody,\n    particleShape,\n    particleOffset,\n    particleAngle,\n    justTest\n){\n    var dist = tmp1;\n\n    sub(dist, particleOffset, circleOffset);\n    if(vec2.squaredLength(dist) > Math.pow(circleShape.radius, 2)){\n        return 0;\n    }\n    if(justTest){\n        return true;\n    }\n\n    var c = this.createContactEquation(circleBody,particleBody,circleShape,particleShape);\n    vec2.copy(c.normalA, dist);\n    vec2.normalize(c.normalA,c.normalA);\n\n    // Vector from circle to contact point is the normal times the circle radius\n    vec2.scale(c.contactPointA, c.normalA, circleShape.radius);\n    add(c.contactPointA, c.contactPointA, circleOffset);\n    sub(c.contactPointA, c.contactPointA, circleBody.position);\n\n    // Vector from particle center to contact point is zero\n    sub(c.contactPointB, particleOffset, particleBody.position);\n\n    this.contactEquations.push(c);\n\n    if(this.enableFriction){\n        this.frictionEquations.push(this.createFrictionFromContact(c));\n    }\n\n    return 1;\n};\n\nvar planeCapsule_tmpCircle = new Circle({ radius: 1 }),\n    planeCapsule_tmp1 = vec2.create(),\n    planeCapsule_tmp2 = vec2.create(),\n    planeCapsule_tmp3 = vec2.create();\n\n/**\n * @method planeCapsule\n * @param  {Body} planeBody\n * @param  {Circle} planeShape\n * @param  {Array} planeOffset\n * @param  {Number} planeAngle\n * @param  {Body} capsuleBody\n * @param  {Particle} capsuleShape\n * @param  {Array} capsuleOffset\n * @param  {Number} capsuleAngle\n * @param {Boolean} justTest\n */\nNarrowphase.prototype[Shape.PLANE | Shape.CAPSULE] =\nNarrowphase.prototype.planeCapsule = function(\n    planeBody,\n    planeShape,\n    planeOffset,\n    planeAngle,\n    capsuleBody,\n    capsuleShape,\n    capsuleOffset,\n    capsuleAngle,\n    justTest\n){\n    var end1 = planeCapsule_tmp1,\n        end2 = planeCapsule_tmp2,\n        circle = planeCapsule_tmpCircle,\n        dst = planeCapsule_tmp3;\n\n    // Compute world end positions\n    vec2.set(end1, -capsuleShape.length/2, 0);\n    vec2.rotate(end1,end1,capsuleAngle);\n    add(end1,end1,capsuleOffset);\n\n    vec2.set(end2,  capsuleShape.length/2, 0);\n    vec2.rotate(end2,end2,capsuleAngle);\n    add(end2,end2,capsuleOffset);\n\n    circle.radius = capsuleShape.radius;\n\n    var enableFrictionBefore;\n\n    // Temporarily turn off friction\n    if(this.enableFrictionReduction){\n        enableFrictionBefore = this.enableFriction;\n        this.enableFriction = false;\n    }\n\n    // Do Narrowphase as two circles\n    var numContacts1 = this.circlePlane(capsuleBody,circle,end1,0, planeBody,planeShape,planeOffset,planeAngle, justTest),\n        numContacts2 = this.circlePlane(capsuleBody,circle,end2,0, planeBody,planeShape,planeOffset,planeAngle, justTest);\n\n    // Restore friction\n    if(this.enableFrictionReduction){\n        this.enableFriction = enableFrictionBefore;\n    }\n\n    if(justTest){\n        return numContacts1 || numContacts2;\n    } else {\n        var numTotal = numContacts1 + numContacts2;\n        if(this.enableFrictionReduction){\n            if(numTotal){\n                this.frictionEquations.push(this.createFrictionFromAverage(numTotal));\n            }\n        }\n        return numTotal;\n    }\n};\n\n/**\n * Creates ContactEquations and FrictionEquations for a collision.\n * @method circlePlane\n * @param  {Body}    bi     The first body that should be connected to the equations.\n * @param  {Circle}  si     The circle shape participating in the collision.\n * @param  {Array}   xi     Extra offset to take into account for the Shape, in addition to the one in circleBody.position. Will *not* be rotated by circleBody.angle (maybe it should, for sake of homogenity?). Set to null if none.\n * @param  {Body}    bj     The second body that should be connected to the equations.\n * @param  {Plane}   sj     The Plane shape that is participating\n * @param  {Array}   xj     Extra offset for the plane shape.\n * @param  {Number}  aj     Extra angle to apply to the plane\n */\nNarrowphase.prototype[Shape.CIRCLE | Shape.PLANE] =\nNarrowphase.prototype.circlePlane = function(   bi,si,xi,ai, bj,sj,xj,aj, justTest ){\n    var circleBody = bi,\n        circleShape = si,\n        circleOffset = xi, // Offset from body center, rotated!\n        planeBody = bj,\n        shapeB = sj,\n        planeOffset = xj,\n        planeAngle = aj;\n\n    planeAngle = planeAngle || 0;\n\n    // Vector from plane to circle\n    var planeToCircle = tmp1,\n        worldNormal = tmp2,\n        temp = tmp3;\n\n    sub(planeToCircle, circleOffset, planeOffset);\n\n    // World plane normal\n    vec2.rotate(worldNormal, yAxis, planeAngle);\n\n    // Normal direction distance\n    var d = dot(worldNormal, planeToCircle);\n\n    if(d > circleShape.radius){\n        return 0; // No overlap. Abort.\n    }\n\n    if(justTest){\n        return true;\n    }\n\n    // Create contact\n    var contact = this.createContactEquation(planeBody,circleBody,sj,si);\n\n    // ni is the plane world normal\n    vec2.copy(contact.normalA, worldNormal);\n\n    // rj is the vector from circle center to the contact point\n    vec2.scale(contact.contactPointB, contact.normalA, -circleShape.radius);\n    add(contact.contactPointB, contact.contactPointB, circleOffset);\n    sub(contact.contactPointB, contact.contactPointB, circleBody.position);\n\n    // ri is the distance from plane center to contact.\n    vec2.scale(temp, contact.normalA, d);\n    sub(contact.contactPointA, planeToCircle, temp ); // Subtract normal distance vector from the distance vector\n    add(contact.contactPointA, contact.contactPointA, planeOffset);\n    sub(contact.contactPointA, contact.contactPointA, planeBody.position);\n\n    this.contactEquations.push(contact);\n\n    if(this.enableFriction){\n        this.frictionEquations.push( this.createFrictionFromContact(contact) );\n    }\n\n    return 1;\n};\n\n/**\n * Convex/convex Narrowphase.See <a href=\"http://www.altdevblogaday.com/2011/05/13/contact-generation-between-3d-convex-meshes/\">this article</a> for more info.\n * @method convexConvex\n * @param  {Body} bi\n * @param  {Convex} si\n * @param  {Array} xi\n * @param  {Number} ai\n * @param  {Body} bj\n * @param  {Convex} sj\n * @param  {Array} xj\n * @param  {Number} aj\n */\nNarrowphase.prototype[Shape.CONVEX] =\nNarrowphase.prototype[Shape.CONVEX | Shape.BOX] =\nNarrowphase.prototype[Shape.BOX] =\nNarrowphase.prototype.convexConvex = function(  bi,si,xi,ai, bj,sj,xj,aj, justTest, precision ){\n    var sepAxis = tmp1,\n        worldPoint = tmp2,\n        worldPoint0 = tmp3,\n        worldPoint1 = tmp4,\n        worldEdge = tmp5,\n        projected = tmp6,\n        penetrationVec = tmp7,\n        dist = tmp8,\n        worldNormal = tmp9,\n        numContacts = 0,\n        precision = typeof(precision) === 'number' ? precision : 0;\n\n    var found = Narrowphase.findSeparatingAxis(si,xi,ai,sj,xj,aj,sepAxis);\n    if(!found){\n        return 0;\n    }\n\n    // Make sure the separating axis is directed from shape i to shape j\n    sub(dist,xj,xi);\n    if(dot(sepAxis,dist) > 0){\n        vec2.scale(sepAxis,sepAxis,-1);\n    }\n\n    // Find edges with normals closest to the separating axis\n    var closestEdge1 = Narrowphase.getClosestEdge(si,ai,sepAxis,true), // Flipped axis\n        closestEdge2 = Narrowphase.getClosestEdge(sj,aj,sepAxis);\n\n    if(closestEdge1 === -1 || closestEdge2 === -1){\n        return 0;\n    }\n\n    // Loop over the shapes\n    for(var k=0; k<2; k++){\n\n        var closestEdgeA = closestEdge1,\n            closestEdgeB = closestEdge2,\n            shapeA =  si, shapeB =  sj,\n            offsetA = xi, offsetB = xj,\n            angleA = ai, angleB = aj,\n            bodyA = bi, bodyB = bj;\n\n        if(k === 0){\n            // Swap!\n            var tmp;\n            tmp = closestEdgeA;\n            closestEdgeA = closestEdgeB;\n            closestEdgeB = tmp;\n\n            tmp = shapeA;\n            shapeA = shapeB;\n            shapeB = tmp;\n\n            tmp = offsetA;\n            offsetA = offsetB;\n            offsetB = tmp;\n\n            tmp = angleA;\n            angleA = angleB;\n            angleB = tmp;\n\n            tmp = bodyA;\n            bodyA = bodyB;\n            bodyB = tmp;\n        }\n\n        // Loop over 2 points in convex B\n        for(var j=closestEdgeB; j<closestEdgeB+2; j++){\n\n            // Get world point\n            var v = shapeB.vertices[(j+shapeB.vertices.length)%shapeB.vertices.length];\n            vec2.rotate(worldPoint, v, angleB);\n            add(worldPoint, worldPoint, offsetB);\n\n            var insideNumEdges = 0;\n\n            // Loop over the 3 closest edges in convex A\n            for(var i=closestEdgeA-1; i<closestEdgeA+2; i++){\n\n                var v0 = shapeA.vertices[(i  +shapeA.vertices.length)%shapeA.vertices.length],\n                    v1 = shapeA.vertices[(i+1+shapeA.vertices.length)%shapeA.vertices.length];\n\n                // Construct the edge\n                vec2.rotate(worldPoint0, v0, angleA);\n                vec2.rotate(worldPoint1, v1, angleA);\n                add(worldPoint0, worldPoint0, offsetA);\n                add(worldPoint1, worldPoint1, offsetA);\n\n                sub(worldEdge, worldPoint1, worldPoint0);\n\n                vec2.rotate90cw(worldNormal, worldEdge); // Normal points out of convex 1\n                vec2.normalize(worldNormal,worldNormal);\n\n                sub(dist, worldPoint, worldPoint0);\n\n                var d = dot(worldNormal,dist);\n\n                if((i === closestEdgeA && d <= precision) || (i !== closestEdgeA && d <= 0)){\n                    insideNumEdges++;\n                }\n            }\n\n            if(insideNumEdges >= 3){\n\n                if(justTest){\n                    return true;\n                }\n\n                // worldPoint was on the \"inside\" side of each of the 3 checked edges.\n                // Project it to the center edge and use the projection direction as normal\n\n                // Create contact\n                var c = this.createContactEquation(bodyA,bodyB,shapeA,shapeB);\n                numContacts++;\n\n                // Get center edge from body A\n                var v0 = shapeA.vertices[(closestEdgeA)   % shapeA.vertices.length],\n                    v1 = shapeA.vertices[(closestEdgeA+1) % shapeA.vertices.length];\n\n                // Construct the edge\n                vec2.rotate(worldPoint0, v0, angleA);\n                vec2.rotate(worldPoint1, v1, angleA);\n                add(worldPoint0, worldPoint0, offsetA);\n                add(worldPoint1, worldPoint1, offsetA);\n\n                sub(worldEdge, worldPoint1, worldPoint0);\n\n                vec2.rotate90cw(c.normalA, worldEdge); // Normal points out of convex A\n                vec2.normalize(c.normalA,c.normalA);\n\n                sub(dist, worldPoint, worldPoint0); // From edge point to the penetrating point\n                var d = dot(c.normalA,dist);             // Penetration\n                vec2.scale(penetrationVec, c.normalA, d);     // Vector penetration\n\n                sub(c.contactPointA, worldPoint, offsetA);\n                sub(c.contactPointA, c.contactPointA, penetrationVec);\n                add(c.contactPointA, c.contactPointA, offsetA);\n                sub(c.contactPointA, c.contactPointA, bodyA.position);\n\n                sub(c.contactPointB, worldPoint, offsetB);\n                add(c.contactPointB, c.contactPointB, offsetB);\n                sub(c.contactPointB, c.contactPointB, bodyB.position);\n\n                this.contactEquations.push(c);\n\n                // Todo reduce to 1 friction equation if we have 2 contact points\n                if(!this.enableFrictionReduction){\n                    if(this.enableFriction){\n                        this.frictionEquations.push(this.createFrictionFromContact(c));\n                    }\n                }\n            }\n        }\n    }\n\n    if(this.enableFrictionReduction){\n        if(this.enableFriction && numContacts){\n            this.frictionEquations.push(this.createFrictionFromAverage(numContacts));\n        }\n    }\n\n    return numContacts;\n};\n\n// .projectConvex is called by other functions, need local tmp vectors\nvar pcoa_tmp1 = vec2.fromValues(0,0);\n\n/**\n * Project a Convex onto a world-oriented axis\n * @method projectConvexOntoAxis\n * @static\n * @param  {Convex} convexShape\n * @param  {Array} convexOffset\n * @param  {Number} convexAngle\n * @param  {Array} worldAxis\n * @param  {Array} result\n */\nNarrowphase.projectConvexOntoAxis = function(convexShape, convexOffset, convexAngle, worldAxis, result){\n    var max=null,\n        min=null,\n        v,\n        value,\n        localAxis = pcoa_tmp1;\n\n    // Convert the axis to local coords of the body\n    vec2.rotate(localAxis, worldAxis, -convexAngle);\n\n    // Get projected position of all vertices\n    for(var i=0; i<convexShape.vertices.length; i++){\n        v = convexShape.vertices[i];\n        value = dot(v,localAxis);\n        if(max === null || value > max){\n            max = value;\n        }\n        if(min === null || value < min){\n            min = value;\n        }\n    }\n\n    if(min > max){\n        var t = min;\n        min = max;\n        max = t;\n    }\n\n    // Project the position of the body onto the axis - need to add this to the result\n    var offset = dot(convexOffset, worldAxis);\n\n    vec2.set( result, min + offset, max + offset);\n};\n\n// .findSeparatingAxis is called by other functions, need local tmp vectors\nvar fsa_tmp1 = vec2.fromValues(0,0)\n,   fsa_tmp2 = vec2.fromValues(0,0)\n,   fsa_tmp3 = vec2.fromValues(0,0)\n,   fsa_tmp4 = vec2.fromValues(0,0)\n,   fsa_tmp5 = vec2.fromValues(0,0)\n,   fsa_tmp6 = vec2.fromValues(0,0);\n\n/**\n * Find a separating axis between the shapes, that maximizes the separating distance between them.\n * @method findSeparatingAxis\n * @static\n * @param  {Convex}     c1\n * @param  {Array}      offset1\n * @param  {Number}     angle1\n * @param  {Convex}     c2\n * @param  {Array}      offset2\n * @param  {Number}     angle2\n * @param  {Array}      sepAxis     The resulting axis\n * @return {Boolean}                Whether the axis could be found.\n */\nNarrowphase.findSeparatingAxis = function(c1,offset1,angle1,c2,offset2,angle2,sepAxis){\n    var maxDist = null,\n        overlap = false,\n        found = false,\n        edge = fsa_tmp1,\n        worldPoint0 = fsa_tmp2,\n        worldPoint1 = fsa_tmp3,\n        normal = fsa_tmp4,\n        span1 = fsa_tmp5,\n        span2 = fsa_tmp6;\n\n    if(c1 instanceof Box && c2 instanceof Box){\n\n        for(var j=0; j!==2; j++){\n            var c = c1,\n                angle = angle1;\n            if(j===1){\n                c = c2;\n                angle = angle2;\n            }\n\n            for(var i=0; i!==2; i++){\n\n                // Get the world edge\n                if(i === 0){\n                    vec2.set(normal, 0, 1);\n                } else if(i === 1) {\n                    vec2.set(normal, 1, 0);\n                }\n                if(angle !== 0){\n                    vec2.rotate(normal, normal, angle);\n                }\n\n                // Project hulls onto that normal\n                Narrowphase.projectConvexOntoAxis(c1,offset1,angle1,normal,span1);\n                Narrowphase.projectConvexOntoAxis(c2,offset2,angle2,normal,span2);\n\n                // Order by span position\n                var a=span1,\n                    b=span2,\n                    swapped = false;\n                if(span1[0] > span2[0]){\n                    b=span1;\n                    a=span2;\n                    swapped = true;\n                }\n\n                // Get separating distance\n                var dist = b[0] - a[1];\n                overlap = (dist <= 0);\n\n                if(maxDist===null || dist > maxDist){\n                    vec2.copy(sepAxis, normal);\n                    maxDist = dist;\n                    found = overlap;\n                }\n            }\n        }\n\n    } else {\n\n        for(var j=0; j!==2; j++){\n            var c = c1,\n                angle = angle1;\n            if(j===1){\n                c = c2;\n                angle = angle2;\n            }\n\n            for(var i=0; i!==c.vertices.length; i++){\n                // Get the world edge\n                vec2.rotate(worldPoint0, c.vertices[i], angle);\n                vec2.rotate(worldPoint1, c.vertices[(i+1)%c.vertices.length], angle);\n\n                sub(edge, worldPoint1, worldPoint0);\n\n                // Get normal - just rotate 90 degrees since vertices are given in CCW\n                vec2.rotate90cw(normal, edge);\n                vec2.normalize(normal,normal);\n\n                // Project hulls onto that normal\n                Narrowphase.projectConvexOntoAxis(c1,offset1,angle1,normal,span1);\n                Narrowphase.projectConvexOntoAxis(c2,offset2,angle2,normal,span2);\n\n                // Order by span position\n                var a=span1,\n                    b=span2,\n                    swapped = false;\n                if(span1[0] > span2[0]){\n                    b=span1;\n                    a=span2;\n                    swapped = true;\n                }\n\n                // Get separating distance\n                var dist = b[0] - a[1];\n                overlap = (dist <= 0);\n\n                if(maxDist===null || dist > maxDist){\n                    vec2.copy(sepAxis, normal);\n                    maxDist = dist;\n                    found = overlap;\n                }\n            }\n        }\n    }\n\n\n    /*\n    // Needs to be tested some more\n    for(var j=0; j!==2; j++){\n        var c = c1,\n            angle = angle1;\n        if(j===1){\n            c = c2;\n            angle = angle2;\n        }\n\n        for(var i=0; i!==c.axes.length; i++){\n\n            var normal = c.axes[i];\n\n            // Project hulls onto that normal\n            Narrowphase.projectConvexOntoAxis(c1, offset1, angle1, normal, span1);\n            Narrowphase.projectConvexOntoAxis(c2, offset2, angle2, normal, span2);\n\n            // Order by span position\n            var a=span1,\n                b=span2,\n                swapped = false;\n            if(span1[0] > span2[0]){\n                b=span1;\n                a=span2;\n                swapped = true;\n            }\n\n            // Get separating distance\n            var dist = b[0] - a[1];\n            overlap = (dist <= Narrowphase.convexPrecision);\n\n            if(maxDist===null || dist > maxDist){\n                vec2.copy(sepAxis, normal);\n                maxDist = dist;\n                found = overlap;\n            }\n        }\n    }\n    */\n\n    return found;\n};\n\n// .getClosestEdge is called by other functions, need local tmp vectors\nvar gce_tmp1 = vec2.fromValues(0,0)\n,   gce_tmp2 = vec2.fromValues(0,0)\n,   gce_tmp3 = vec2.fromValues(0,0);\n\n/**\n * Get the edge that has a normal closest to an axis.\n * @method getClosestEdge\n * @static\n * @param  {Convex}     c\n * @param  {Number}     angle\n * @param  {Array}      axis\n * @param  {Boolean}    flip\n * @return {Number}             Index of the edge that is closest. This index and the next spans the resulting edge. Returns -1 if failed.\n */\nNarrowphase.getClosestEdge = function(c,angle,axis,flip){\n    var localAxis = gce_tmp1,\n        edge = gce_tmp2,\n        normal = gce_tmp3;\n\n    // Convert the axis to local coords of the body\n    vec2.rotate(localAxis, axis, -angle);\n    if(flip){\n        vec2.scale(localAxis,localAxis,-1);\n    }\n\n    var closestEdge = -1,\n        N = c.vertices.length,\n        maxDot = -1;\n    for(var i=0; i!==N; i++){\n        // Get the edge\n        sub(edge, c.vertices[(i+1)%N], c.vertices[i%N]);\n\n        // Get normal - just rotate 90 degrees since vertices are given in CCW\n        vec2.rotate90cw(normal, edge);\n        vec2.normalize(normal,normal);\n\n        var d = dot(normal,localAxis);\n        if(closestEdge === -1 || d > maxDot){\n            closestEdge = i % N;\n            maxDot = d;\n        }\n    }\n\n    return closestEdge;\n};\n\nvar circleHeightfield_candidate = vec2.create(),\n    circleHeightfield_dist = vec2.create(),\n    circleHeightfield_v0 = vec2.create(),\n    circleHeightfield_v1 = vec2.create(),\n    circleHeightfield_minCandidate = vec2.create(),\n    circleHeightfield_worldNormal = vec2.create(),\n    circleHeightfield_minCandidateNormal = vec2.create();\n\n/**\n * @method circleHeightfield\n * @param  {Body}           bi\n * @param  {Circle}         si\n * @param  {Array}          xi\n * @param  {Body}           bj\n * @param  {Heightfield}    sj\n * @param  {Array}          xj\n * @param  {Number}         aj\n */\nNarrowphase.prototype[Shape.CIRCLE | Shape.HEIGHTFIELD] =\nNarrowphase.prototype.circleHeightfield = function( circleBody,circleShape,circlePos,circleAngle,\n                                                    hfBody,hfShape,hfPos,hfAngle, justTest, radius ){\n    var data = hfShape.heights,\n        radius = radius || circleShape.radius,\n        w = hfShape.elementWidth,\n        dist = circleHeightfield_dist,\n        candidate = circleHeightfield_candidate,\n        minCandidate = circleHeightfield_minCandidate,\n        minCandidateNormal = circleHeightfield_minCandidateNormal,\n        worldNormal = circleHeightfield_worldNormal,\n        v0 = circleHeightfield_v0,\n        v1 = circleHeightfield_v1;\n\n    // Get the index of the points to test against\n    var idxA = Math.floor( (circlePos[0] - radius - hfPos[0]) / w ),\n        idxB = Math.ceil(  (circlePos[0] + radius - hfPos[0]) / w );\n\n    /*if(idxB < 0 || idxA >= data.length)\n        return justTest ? false : 0;*/\n\n    if(idxA < 0){\n        idxA = 0;\n    }\n    if(idxB >= data.length){\n        idxB = data.length-1;\n    }\n\n    // Get max and min\n    var max = data[idxA],\n        min = data[idxB];\n    for(var i=idxA; i<idxB; i++){\n        if(data[i] < min){\n            min = data[i];\n        }\n        if(data[i] > max){\n            max = data[i];\n        }\n    }\n\n    if(circlePos[1]-radius > max){\n        return justTest ? false : 0;\n    }\n\n    /*\n    if(circlePos[1]+radius < min){\n        // Below the minimum point... We can just guess.\n        // TODO\n    }\n    */\n\n    // 1. Check so center of circle is not inside the field. If it is, this wont work...\n    // 2. For each edge\n    // 2. 1. Get point on circle that is closest to the edge (scale normal with -radius)\n    // 2. 2. Check if point is inside.\n\n    var found = false;\n\n    // Check all edges first\n    for(var i=idxA; i<idxB; i++){\n\n        // Get points\n        vec2.set(v0,     i*w, data[i]  );\n        vec2.set(v1, (i+1)*w, data[i+1]);\n        vec2.add(v0,v0,hfPos);\n        vec2.add(v1,v1,hfPos);\n\n        // Get normal\n        vec2.sub(worldNormal, v1, v0);\n        vec2.rotate(worldNormal, worldNormal, Math.PI/2);\n        vec2.normalize(worldNormal,worldNormal);\n\n        // Get point on circle, closest to the edge\n        vec2.scale(candidate,worldNormal,-radius);\n        vec2.add(candidate,candidate,circlePos);\n\n        // Distance from v0 to the candidate point\n        vec2.sub(dist,candidate,v0);\n\n        // Check if it is in the element \"stick\"\n        var d = vec2.dot(dist,worldNormal);\n        if(candidate[0] >= v0[0] && candidate[0] < v1[0] && d <= 0){\n\n            if(justTest){\n                return true;\n            }\n\n            found = true;\n\n            // Store the candidate point, projected to the edge\n            vec2.scale(dist,worldNormal,-d);\n            vec2.add(minCandidate,candidate,dist);\n            vec2.copy(minCandidateNormal,worldNormal);\n\n            var c = this.createContactEquation(hfBody,circleBody,hfShape,circleShape);\n\n            // Normal is out of the heightfield\n            vec2.copy(c.normalA, minCandidateNormal);\n\n            // Vector from circle to heightfield\n            vec2.scale(c.contactPointB,  c.normalA, -radius);\n            add(c.contactPointB, c.contactPointB, circlePos);\n            sub(c.contactPointB, c.contactPointB, circleBody.position);\n\n            vec2.copy(c.contactPointA, minCandidate);\n            vec2.sub(c.contactPointA, c.contactPointA, hfBody.position);\n\n            this.contactEquations.push(c);\n\n            if(this.enableFriction){\n                this.frictionEquations.push( this.createFrictionFromContact(c) );\n            }\n        }\n    }\n\n    // Check all vertices\n    found = false;\n    if(radius > 0){\n        for(var i=idxA; i<=idxB; i++){\n\n            // Get point\n            vec2.set(v0, i*w, data[i]);\n            vec2.add(v0,v0,hfPos);\n\n            vec2.sub(dist, circlePos, v0);\n\n            if(vec2.squaredLength(dist) < Math.pow(radius, 2)){\n\n                if(justTest){\n                    return true;\n                }\n\n                found = true;\n\n                var c = this.createContactEquation(hfBody,circleBody,hfShape,circleShape);\n\n                // Construct normal - out of heightfield\n                vec2.copy(c.normalA, dist);\n                vec2.normalize(c.normalA,c.normalA);\n\n                vec2.scale(c.contactPointB, c.normalA, -radius);\n                add(c.contactPointB, c.contactPointB, circlePos);\n                sub(c.contactPointB, c.contactPointB, circleBody.position);\n\n                sub(c.contactPointA, v0, hfPos);\n                add(c.contactPointA, c.contactPointA, hfPos);\n                sub(c.contactPointA, c.contactPointA, hfBody.position);\n\n                this.contactEquations.push(c);\n\n                if(this.enableFriction){\n                    this.frictionEquations.push(this.createFrictionFromContact(c));\n                }\n            }\n        }\n    }\n\n    if(found){\n        return 1;\n    }\n\n    return 0;\n\n};\n\nvar convexHeightfield_v0 = vec2.create(),\n    convexHeightfield_v1 = vec2.create(),\n    convexHeightfield_tilePos = vec2.create(),\n    convexHeightfield_tempConvexShape = new Convex({ vertices: [vec2.create(),vec2.create(),vec2.create(),vec2.create()] });\n/**\n * @method circleHeightfield\n * @param  {Body}           bi\n * @param  {Circle}         si\n * @param  {Array}          xi\n * @param  {Body}           bj\n * @param  {Heightfield}    sj\n * @param  {Array}          xj\n * @param  {Number}         aj\n */\nNarrowphase.prototype[Shape.BOX | Shape.HEIGHTFIELD] =\nNarrowphase.prototype[Shape.CONVEX | Shape.HEIGHTFIELD] =\nNarrowphase.prototype.convexHeightfield = function( convexBody,convexShape,convexPos,convexAngle,\n                                                    hfBody,hfShape,hfPos,hfAngle, justTest ){\n    var data = hfShape.heights,\n        w = hfShape.elementWidth,\n        v0 = convexHeightfield_v0,\n        v1 = convexHeightfield_v1,\n        tilePos = convexHeightfield_tilePos,\n        tileConvex = convexHeightfield_tempConvexShape;\n\n    // Get the index of the points to test against\n    var idxA = Math.floor( (convexBody.aabb.lowerBound[0] - hfPos[0]) / w ),\n        idxB = Math.ceil(  (convexBody.aabb.upperBound[0] - hfPos[0]) / w );\n\n    if(idxA < 0){\n        idxA = 0;\n    }\n    if(idxB >= data.length){\n        idxB = data.length-1;\n    }\n\n    // Get max and min\n    var max = data[idxA],\n        min = data[idxB];\n    for(var i=idxA; i<idxB; i++){\n        if(data[i] < min){\n            min = data[i];\n        }\n        if(data[i] > max){\n            max = data[i];\n        }\n    }\n\n    if(convexBody.aabb.lowerBound[1] > max){\n        return justTest ? false : 0;\n    }\n\n    var found = false;\n    var numContacts = 0;\n\n    // Loop over all edges\n    // TODO: If possible, construct a convex from several data points (need o check if the points make a convex shape)\n    for(var i=idxA; i<idxB; i++){\n\n        // Get points\n        vec2.set(v0,     i*w, data[i]  );\n        vec2.set(v1, (i+1)*w, data[i+1]);\n        vec2.add(v0,v0,hfPos);\n        vec2.add(v1,v1,hfPos);\n\n        // Construct a convex\n        var tileHeight = 100; // todo\n        vec2.set(tilePos, (v1[0] + v0[0])*0.5, (v1[1] + v0[1] - tileHeight)*0.5);\n\n        vec2.sub(tileConvex.vertices[0], v1, tilePos);\n        vec2.sub(tileConvex.vertices[1], v0, tilePos);\n        vec2.copy(tileConvex.vertices[2], tileConvex.vertices[1]);\n        vec2.copy(tileConvex.vertices[3], tileConvex.vertices[0]);\n        tileConvex.vertices[2][1] -= tileHeight;\n        tileConvex.vertices[3][1] -= tileHeight;\n\n        // Do convex collision\n        numContacts += this.convexConvex(   convexBody, convexShape, convexPos, convexAngle,\n                                            hfBody, tileConvex, tilePos, 0, justTest);\n    }\n\n    return numContacts;\n};\n},{\"../equations/ContactEquation\":21,\"../equations/Equation\":22,\"../equations/FrictionEquation\":23,\"../math/vec2\":30,\"../objects/Body\":31,\"../shapes/Box\":37,\"../shapes/Circle\":39,\"../shapes/Convex\":40,\"../shapes/Shape\":45,\"../utils/ContactEquationPool\":48,\"../utils/FrictionEquationPool\":49,\"../utils/TupleDictionary\":56,\"../utils/Utils\":57}],11:[function(_dereq_,module,exports){\nmodule.exports = Ray;\n\nvar vec2 = _dereq_('../math/vec2');\nvar RaycastResult = _dereq_('../collision/RaycastResult');\nvar Shape = _dereq_('../shapes/Shape');\nvar AABB = _dereq_('../collision/AABB');\n\n/**\n * A line with a start and end point that is used to intersect shapes. For an example, see {{#crossLink \"World/raycast:method\"}}World.raycast{{/crossLink}}\n * @class Ray\n * @constructor\n * @param {object} [options]\n * @param {array} [options.from]\n * @param {array} [options.to]\n * @param {boolean} [options.checkCollisionResponse=true]\n * @param {boolean} [options.skipBackfaces=false]\n * @param {number} [options.collisionMask=-1]\n * @param {number} [options.collisionGroup=-1]\n * @param {number} [options.mode=Ray.ANY]\n * @param {number} [options.callback]\n */\nfunction Ray(options){\n    options = options || {};\n\n    /**\n     * Ray start point.\n     * @property {array} from\n     */\n    this.from = options.from ? vec2.fromValues(options.from[0], options.from[1]) : vec2.create();\n\n    /**\n     * Ray end point\n     * @property {array} to\n     */\n    this.to = options.to ? vec2.fromValues(options.to[0], options.to[1]) : vec2.create();\n\n    /**\n     * Set to true if you want the Ray to take .collisionResponse flags into account on bodies and shapes.\n     * @property {Boolean} checkCollisionResponse\n     */\n    this.checkCollisionResponse = options.checkCollisionResponse !== undefined ? options.checkCollisionResponse : true;\n\n    /**\n     * If set to true, the ray skips any hits with normal.dot(rayDirection) < 0.\n     * @property {Boolean} skipBackfaces\n     */\n    this.skipBackfaces = !!options.skipBackfaces;\n\n    /**\n     * @property {number} collisionMask\n     * @default -1\n     */\n    this.collisionMask = options.collisionMask !== undefined ? options.collisionMask : -1;\n\n    /**\n     * @property {number} collisionGroup\n     * @default -1\n     */\n    this.collisionGroup = options.collisionGroup !== undefined ? options.collisionGroup : -1;\n\n    /**\n     * The intersection mode. Should be {{#crossLink \"Ray/ANY:property\"}}Ray.ANY{{/crossLink}}, {{#crossLink \"Ray/ALL:property\"}}Ray.ALL{{/crossLink}} or {{#crossLink \"Ray/CLOSEST:property\"}}Ray.CLOSEST{{/crossLink}}.\n     * @property {number} mode\n     */\n    this.mode = options.mode !== undefined ? options.mode : Ray.ANY;\n\n    /**\n     * Current, user-provided result callback. Will be used if mode is Ray.ALL.\n     * @property {Function} callback\n     */\n    this.callback = options.callback || function(result){};\n\n    /**\n     * @readOnly\n     * @property {array} direction\n     */\n    this.direction = vec2.create();\n\n    /**\n     * Length of the ray\n     * @readOnly\n     * @property {number} length\n     */\n    this.length = 1;\n\n    this.update();\n}\nRay.prototype.constructor = Ray;\n\n/**\n * This raycasting mode will make the Ray traverse through all intersection points and only return the closest one.\n * @static\n * @property {Number} CLOSEST\n */\nRay.CLOSEST = 1;\n\n/**\n * This raycasting mode will make the Ray stop when it finds the first intersection point.\n * @static\n * @property {Number} ANY\n */\nRay.ANY = 2;\n\n/**\n * This raycasting mode will traverse all intersection points and executes a callback for each one.\n * @static\n * @property {Number} ALL\n */\nRay.ALL = 4;\n\n/**\n * Should be called if you change the from or to point.\n * @method update\n */\nRay.prototype.update = function(){\n\n    // Update .direction and .length\n    var d = this.direction;\n    vec2.sub(d, this.to, this.from);\n    this.length = vec2.length(d);\n    vec2.normalize(d, d);\n\n};\n\n/**\n * @method intersectBodies\n * @param {Array} bodies An array of Body objects.\n */\nRay.prototype.intersectBodies = function (result, bodies) {\n    for (var i = 0, l = bodies.length; !result.shouldStop(this) && i < l; i++) {\n        var body = bodies[i];\n        var aabb = body.getAABB();\n        if(aabb.overlapsRay(this) >= 0 || aabb.containsPoint(this.from)){\n            this.intersectBody(result, body);\n        }\n    }\n};\n\nvar intersectBody_worldPosition = vec2.create();\n\n/**\n * Shoot a ray at a body, get back information about the hit.\n * @method intersectBody\n * @private\n * @param {Body} body\n */\nRay.prototype.intersectBody = function (result, body) {\n    var checkCollisionResponse = this.checkCollisionResponse;\n\n    if(checkCollisionResponse && !body.collisionResponse){\n        return;\n    }\n\n    var worldPosition = intersectBody_worldPosition;\n\n    for (var i = 0, N = body.shapes.length; i < N; i++) {\n        var shape = body.shapes[i];\n\n        if(checkCollisionResponse && !shape.collisionResponse){\n            continue; // Skip\n        }\n\n        if((this.collisionGroup & shape.collisionMask) === 0 || (shape.collisionGroup & this.collisionMask) === 0){\n            continue;\n        }\n\n        // Get world angle and position of the shape\n        vec2.rotate(worldPosition, shape.position, body.angle);\n        vec2.add(worldPosition, worldPosition, body.position);\n        var worldAngle = shape.angle + body.angle;\n\n        this.intersectShape(\n            result,\n            shape,\n            worldAngle,\n            worldPosition,\n            body\n        );\n\n        if(result.shouldStop(this)){\n            break;\n        }\n    }\n};\n\n/**\n * @method intersectShape\n * @private\n * @param {Shape} shape\n * @param {number} angle\n * @param {array} position\n * @param {Body} body\n */\nRay.prototype.intersectShape = function(result, shape, angle, position, body){\n    var from = this.from;\n\n    // Checking radius\n    var distance = distanceFromIntersectionSquared(from, this.direction, position);\n    if (distance > shape.boundingRadius * shape.boundingRadius) {\n        return;\n    }\n\n    this._currentBody = body;\n    this._currentShape = shape;\n\n    shape.raycast(result, this, position, angle);\n\n    this._currentBody = this._currentShape = null;\n};\n\n/**\n * Get the AABB of the ray.\n * @method getAABB\n * @param  {AABB} aabb\n */\nRay.prototype.getAABB = function(result){\n    var to = this.to;\n    var from = this.from;\n    vec2.set(\n        result.lowerBound,\n        Math.min(to[0], from[0]),\n        Math.min(to[1], from[1])\n    );\n    vec2.set(\n        result.upperBound,\n        Math.max(to[0], from[0]),\n        Math.max(to[1], from[1])\n    );\n};\n\nvar hitPointWorld = vec2.create();\n\n/**\n * @method reportIntersection\n * @private\n * @param  {number} fraction\n * @param  {array} normal\n * @param  {number} [faceIndex=-1]\n * @return {boolean} True if the intersections should continue\n */\nRay.prototype.reportIntersection = function(result, fraction, normal, faceIndex){\n    var from = this.from;\n    var to = this.to;\n    var shape = this._currentShape;\n    var body = this._currentBody;\n\n    // Skip back faces?\n    if(this.skipBackfaces && vec2.dot(normal, this.direction) > 0){\n        return;\n    }\n\n    switch(this.mode){\n\n    case Ray.ALL:\n        result.set(\n            normal,\n            shape,\n            body,\n            fraction,\n            faceIndex\n        );\n        this.callback(result);\n        break;\n\n    case Ray.CLOSEST:\n\n        // Store if closer than current closest\n        if(fraction < result.fraction || !result.hasHit()){\n            result.set(\n                normal,\n                shape,\n                body,\n                fraction,\n                faceIndex\n            );\n        }\n        break;\n\n    case Ray.ANY:\n\n        // Report and stop.\n        result.set(\n            normal,\n            shape,\n            body,\n            fraction,\n            faceIndex\n        );\n        break;\n    }\n};\n\nvar v0 = vec2.create(),\n    intersect = vec2.create();\nfunction distanceFromIntersectionSquared(from, direction, position) {\n\n    // v0 is vector from from to position\n    vec2.sub(v0, position, from);\n    var dot = vec2.dot(v0, direction);\n\n    // intersect = direction * dot + from\n    vec2.scale(intersect, direction, dot);\n    vec2.add(intersect, intersect, from);\n\n    return vec2.squaredDistance(position, intersect);\n}\n\n\n},{\"../collision/AABB\":7,\"../collision/RaycastResult\":12,\"../math/vec2\":30,\"../shapes/Shape\":45}],12:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2');\nvar Ray = _dereq_('../collision/Ray');\n\nmodule.exports = RaycastResult;\n\n/**\n * Storage for Ray casting hit data.\n * @class RaycastResult\n * @constructor\n */\nfunction RaycastResult(){\n\n\t/**\n\t * The normal of the hit, oriented in world space.\n\t * @property {array} normal\n\t */\n\tthis.normal = vec2.create();\n\n\t/**\n\t * The hit shape, or null.\n\t * @property {Shape} shape\n\t */\n\tthis.shape = null;\n\n\t/**\n\t * The hit body, or null.\n\t * @property {Body} body\n\t */\n\tthis.body = null;\n\n\t/**\n\t * The index of the hit triangle, if the hit shape was indexable.\n\t * @property {number} faceIndex\n\t * @default -1\n\t */\n\tthis.faceIndex = -1;\n\n\t/**\n\t * Distance to the hit, as a fraction. 0 is at the \"from\" point, 1 is at the \"to\" point. Will be set to -1 if there was no hit yet.\n\t * @property {number} fraction\n\t * @default -1\n\t */\n\tthis.fraction = -1;\n\n\t/**\n\t * If the ray should stop traversing.\n\t * @readonly\n\t * @property {Boolean} isStopped\n\t */\n\tthis.isStopped = false;\n}\n\n/**\n * Reset all result data. Must be done before re-using the result object.\n * @method reset\n */\nRaycastResult.prototype.reset = function () {\n\tvec2.set(this.normal, 0, 0);\n\tthis.shape = null;\n\tthis.body = null;\n\tthis.faceIndex = -1;\n\tthis.fraction = -1;\n\tthis.isStopped = false;\n};\n\n/**\n * Get the distance to the hit point.\n * @method getHitDistance\n * @param {Ray} ray\n */\nRaycastResult.prototype.getHitDistance = function (ray) {\n\treturn vec2.distance(ray.from, ray.to) * this.fraction;\n};\n\n/**\n * Returns true if the ray hit something since the last reset().\n * @method hasHit\n */\nRaycastResult.prototype.hasHit = function () {\n\treturn this.fraction !== -1;\n};\n\n/**\n * Get world hit point.\n * @method getHitPoint\n * @param {array} out\n * @param {Ray} ray\n */\nRaycastResult.prototype.getHitPoint = function (out, ray) {\n\tvec2.lerp(out, ray.from, ray.to, this.fraction);\n};\n\n/**\n * Can be called while iterating over hits to stop searching for hit points.\n * @method stop\n */\nRaycastResult.prototype.stop = function(){\n\tthis.isStopped = true;\n};\n\n/**\n * @method shouldStop\n * @private\n * @param {Ray} ray\n * @return {boolean}\n */\nRaycastResult.prototype.shouldStop = function(ray){\n\treturn this.isStopped || (this.fraction !== -1 && ray.mode === Ray.ANY);\n};\n\n/**\n * @method set\n * @private\n * @param {array} normal\n * @param {Shape} shape\n * @param {Body} body\n * @param {number} fraction\n */\nRaycastResult.prototype.set = function(\n\tnormal,\n\tshape,\n\tbody,\n\tfraction,\n\tfaceIndex\n){\n\tvec2.copy(this.normal, normal);\n\tthis.shape = shape;\n\tthis.body = body;\n\tthis.fraction = fraction;\n\tthis.faceIndex = faceIndex;\n};\n},{\"../collision/Ray\":11,\"../math/vec2\":30}],13:[function(_dereq_,module,exports){\nvar Utils = _dereq_('../utils/Utils')\n,   Broadphase = _dereq_('../collision/Broadphase');\n\nmodule.exports = SAPBroadphase;\n\n/**\n * Sweep and prune broadphase along one axis.\n *\n * @class SAPBroadphase\n * @constructor\n * @extends Broadphase\n */\nfunction SAPBroadphase(){\n    Broadphase.call(this,Broadphase.SAP);\n\n    /**\n     * List of bodies currently in the broadphase.\n     * @property axisList\n     * @type {Array}\n     */\n    this.axisList = [];\n\n    /**\n     * The axis to sort along. 0 means x-axis and 1 y-axis. If your bodies are more spread out over the X axis, set axisIndex to 0, and you will gain some performance.\n     * @property axisIndex\n     * @type {Number}\n     */\n    this.axisIndex = 0;\n\n    var that = this;\n    this._addBodyHandler = function(e){\n        that.axisList.push(e.body);\n    };\n\n    this._removeBodyHandler = function(e){\n        // Remove from list\n        var idx = that.axisList.indexOf(e.body);\n        if(idx !== -1){\n            that.axisList.splice(idx,1);\n        }\n    };\n}\nSAPBroadphase.prototype = new Broadphase();\nSAPBroadphase.prototype.constructor = SAPBroadphase;\n\n/**\n * Change the world\n * @method setWorld\n * @param {World} world\n */\nSAPBroadphase.prototype.setWorld = function(world){\n    // Clear the old axis array\n    this.axisList.length = 0;\n\n    // Add all bodies from the new world\n    Utils.appendArray(this.axisList, world.bodies);\n\n    // Remove old handlers, if any\n    world\n        .off(\"addBody\",this._addBodyHandler)\n        .off(\"removeBody\",this._removeBodyHandler);\n\n    // Add handlers to update the list of bodies.\n    world.on(\"addBody\",this._addBodyHandler).on(\"removeBody\",this._removeBodyHandler);\n\n    this.world = world;\n};\n\n/**\n * Sorts bodies along an axis.\n * @method sortAxisList\n * @param {Array} a\n * @param {number} axisIndex\n * @return {Array}\n */\nSAPBroadphase.sortAxisList = function(a, axisIndex){\n    axisIndex = axisIndex|0;\n    for(var i=1,l=a.length; i<l; i++) {\n        var v = a[i];\n        for(var j=i - 1;j>=0;j--) {\n            if(a[j].aabb.lowerBound[axisIndex] <= v.aabb.lowerBound[axisIndex]){\n                break;\n            }\n            a[j+1] = a[j];\n        }\n        a[j+1] = v;\n    }\n    return a;\n};\n\nSAPBroadphase.prototype.sortList = function(){\n    var bodies = this.axisList,\n    axisIndex = this.axisIndex;\n\n    // Sort the lists\n    SAPBroadphase.sortAxisList(bodies, axisIndex);\n};\n\n/**\n * Get the colliding pairs\n * @method getCollisionPairs\n * @param  {World} world\n * @return {Array}\n */\nSAPBroadphase.prototype.getCollisionPairs = function(world){\n    var bodies = this.axisList,\n        result = this.result,\n        axisIndex = this.axisIndex;\n\n    result.length = 0;\n\n    // Update all AABBs if needed\n    var l = bodies.length;\n    while(l--){\n        var b = bodies[l];\n        if(b.aabbNeedsUpdate){\n            b.updateAABB();\n        }\n    }\n\n    // Sort the lists\n    this.sortList();\n\n    // Look through the X list\n    for(var i=0, N=bodies.length|0; i!==N; i++){\n        var bi = bodies[i];\n\n        for(var j=i+1; j<N; j++){\n            var bj = bodies[j];\n\n            // Bounds overlap?\n            var overlaps = (bj.aabb.lowerBound[axisIndex] <= bi.aabb.upperBound[axisIndex]);\n            if(!overlaps){\n                break;\n            }\n\n            if(Broadphase.canCollide(bi,bj) && this.boundingVolumeCheck(bi,bj)){\n                result.push(bi,bj);\n            }\n        }\n    }\n\n    return result;\n};\n\n/**\n * Returns all the bodies within an AABB.\n * @method aabbQuery\n * @param  {World} world\n * @param  {AABB} aabb\n * @param {array} result An array to store resulting bodies in.\n * @return {array}\n */\nSAPBroadphase.prototype.aabbQuery = function(world, aabb, result){\n    result = result || [];\n\n    this.sortList();\n\n    var axisIndex = this.axisIndex;\n    var axis = 'x';\n    if(axisIndex === 1){ axis = 'y'; }\n    if(axisIndex === 2){ axis = 'z'; }\n\n    var axisList = this.axisList;\n    var lower = aabb.lowerBound[axis];\n    var upper = aabb.upperBound[axis];\n    for(var i = 0; i < axisList.length; i++){\n        var b = axisList[i];\n\n        if(b.aabbNeedsUpdate){\n            b.updateAABB();\n        }\n\n        if(b.aabb.overlaps(aabb)){\n            result.push(b);\n        }\n    }\n\n    return result;\n};\n},{\"../collision/Broadphase\":8,\"../utils/Utils\":57}],14:[function(_dereq_,module,exports){\nmodule.exports = Constraint;\n\nvar Utils = _dereq_('../utils/Utils');\n\n/**\n * Base constraint class.\n *\n * @class Constraint\n * @constructor\n * @author schteppe\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {Number} type\n * @param {Object} [options]\n * @param {Object} [options.collideConnected=true]\n */\nfunction Constraint(bodyA, bodyB, type, options){\n\n    /**\n     * The type of constraint. May be one of Constraint.DISTANCE, Constraint.GEAR, Constraint.LOCK, Constraint.PRISMATIC or Constraint.REVOLUTE.\n     * @property {number} type\n     */\n    this.type = type;\n\n    options = Utils.defaults(options,{\n        collideConnected : true,\n        wakeUpBodies : true,\n    });\n\n    /**\n     * Equations to be solved in this constraint\n     *\n     * @property equations\n     * @type {Array}\n     */\n    this.equations = [];\n\n    /**\n     * First body participating in the constraint.\n     * @property bodyA\n     * @type {Body}\n     */\n    this.bodyA = bodyA;\n\n    /**\n     * Second body participating in the constraint.\n     * @property bodyB\n     * @type {Body}\n     */\n    this.bodyB = bodyB;\n\n    /**\n     * Set to true if you want the connected bodies to collide.\n     * @property collideConnected\n     * @type {Boolean}\n     * @default true\n     */\n    this.collideConnected = options.collideConnected;\n\n    // Wake up bodies when connected\n    if(options.wakeUpBodies){\n        if(bodyA){\n            bodyA.wakeUp();\n        }\n        if(bodyB){\n            bodyB.wakeUp();\n        }\n    }\n}\n\n/**\n * Updates the internal constraint parameters before solve.\n * @method update\n */\nConstraint.prototype.update = function(){\n    throw new Error(\"method update() not implmemented in this Constraint subclass!\");\n};\n\n/**\n * @static\n * @property {number} DISTANCE\n */\nConstraint.DISTANCE = 1;\n\n/**\n * @static\n * @property {number} GEAR\n */\nConstraint.GEAR = 2;\n\n/**\n * @static\n * @property {number} LOCK\n */\nConstraint.LOCK = 3;\n\n/**\n * @static\n * @property {number} PRISMATIC\n */\nConstraint.PRISMATIC = 4;\n\n/**\n * @static\n * @property {number} REVOLUTE\n */\nConstraint.REVOLUTE = 5;\n\n/**\n * Set stiffness for this constraint.\n * @method setStiffness\n * @param {Number} stiffness\n */\nConstraint.prototype.setStiffness = function(stiffness){\n    var eqs = this.equations;\n    for(var i=0; i !== eqs.length; i++){\n        var eq = eqs[i];\n        eq.stiffness = stiffness;\n        eq.needsUpdate = true;\n    }\n};\n\n/**\n * Set relaxation for this constraint.\n * @method setRelaxation\n * @param {Number} relaxation\n */\nConstraint.prototype.setRelaxation = function(relaxation){\n    var eqs = this.equations;\n    for(var i=0; i !== eqs.length; i++){\n        var eq = eqs[i];\n        eq.relaxation = relaxation;\n        eq.needsUpdate = true;\n    }\n};\n\n},{\"../utils/Utils\":57}],15:[function(_dereq_,module,exports){\nvar Constraint = _dereq_('./Constraint')\n,   Equation = _dereq_('../equations/Equation')\n,   vec2 = _dereq_('../math/vec2')\n,   Utils = _dereq_('../utils/Utils');\n\nmodule.exports = DistanceConstraint;\n\n/**\n * Constraint that tries to keep the distance between two bodies constant.\n *\n * @class DistanceConstraint\n * @constructor\n * @author schteppe\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {object} [options]\n * @param {number} [options.distance] The distance to keep between the anchor points. Defaults to the current distance between the bodies.\n * @param {Array} [options.localAnchorA] The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].\n * @param {Array} [options.localAnchorB] The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].\n * @param {object} [options.maxForce=Number.MAX_VALUE] Maximum force to apply.\n * @extends Constraint\n *\n * @example\n *     // If distance is not given as an option, then the current distance between the bodies is used.\n *     // In this example, the bodies will be constrained to have a distance of 2 between their centers.\n *     var bodyA = new Body({ mass: 1, position: [-1, 0] });\n *     var bodyB = new Body({ mass: 1, position: [1, 0] });\n *     var constraint = new DistanceConstraint(bodyA, bodyB);\n *     world.addConstraint(constraint);\n *\n * @example\n *     // Manually set the distance and anchors\n *     var constraint = new DistanceConstraint(bodyA, bodyB, {\n *         distance: 1,          // Distance to keep between the points\n *         localAnchorA: [1, 0], // Point on bodyA\n *         localAnchorB: [-1, 0] // Point on bodyB\n *     });\n *     world.addConstraint(constraint);\n */\nfunction DistanceConstraint(bodyA,bodyB,options){\n    options = Utils.defaults(options,{\n        localAnchorA:[0,0],\n        localAnchorB:[0,0]\n    });\n\n    Constraint.call(this,bodyA,bodyB,Constraint.DISTANCE,options);\n\n    /**\n     * Local anchor in body A.\n     * @property localAnchorA\n     * @type {Array}\n     */\n    this.localAnchorA = vec2.fromValues(options.localAnchorA[0], options.localAnchorA[1]);\n\n    /**\n     * Local anchor in body B.\n     * @property localAnchorB\n     * @type {Array}\n     */\n    this.localAnchorB = vec2.fromValues(options.localAnchorB[0], options.localAnchorB[1]);\n\n    var localAnchorA = this.localAnchorA;\n    var localAnchorB = this.localAnchorB;\n\n    /**\n     * The distance to keep.\n     * @property distance\n     * @type {Number}\n     */\n    this.distance = 0;\n\n    if(typeof(options.distance) === 'number'){\n        this.distance = options.distance;\n    } else {\n        // Use the current world distance between the world anchor points.\n        var worldAnchorA = vec2.create(),\n            worldAnchorB = vec2.create(),\n            r = vec2.create();\n\n        // Transform local anchors to world\n        vec2.rotate(worldAnchorA, localAnchorA, bodyA.angle);\n        vec2.rotate(worldAnchorB, localAnchorB, bodyB.angle);\n\n        vec2.add(r, bodyB.position, worldAnchorB);\n        vec2.sub(r, r, worldAnchorA);\n        vec2.sub(r, r, bodyA.position);\n\n        this.distance = vec2.length(r);\n    }\n\n    var maxForce;\n    if(typeof(options.maxForce)===\"undefined\" ){\n        maxForce = Number.MAX_VALUE;\n    } else {\n        maxForce = options.maxForce;\n    }\n\n    var normal = new Equation(bodyA,bodyB,-maxForce,maxForce); // Just in the normal direction\n    this.equations = [ normal ];\n\n    /**\n     * Max force to apply.\n     * @property {number} maxForce\n     */\n    this.maxForce = maxForce;\n\n    // g = (xi - xj).dot(n)\n    // dg/dt = (vi - vj).dot(n) = G*W = [n 0 -n 0] * [vi wi vj wj]'\n\n    // ...and if we were to include offset points:\n    // g =\n    //      (xj + rj - xi - ri).dot(n) - distance\n    //\n    // dg/dt =\n    //      (vj + wj x rj - vi - wi x ri).dot(n) =\n    //      { term 2 is near zero } =\n    //      [-n   -ri x n   n   rj x n] * [vi wi vj wj]' =\n    //      G * W\n    //\n    // => G = [-n -rixn n rjxn]\n\n    var r = vec2.create();\n    var ri = vec2.create(); // worldAnchorA\n    var rj = vec2.create(); // worldAnchorB\n    var that = this;\n    normal.computeGq = function(){\n        var bodyA = this.bodyA,\n            bodyB = this.bodyB,\n            xi = bodyA.position,\n            xj = bodyB.position;\n\n        // Transform local anchors to world\n        vec2.rotate(ri, localAnchorA, bodyA.angle);\n        vec2.rotate(rj, localAnchorB, bodyB.angle);\n\n        vec2.add(r, xj, rj);\n        vec2.sub(r, r, ri);\n        vec2.sub(r, r, xi);\n\n        //vec2.sub(r, bodyB.position, bodyA.position);\n        return vec2.length(r) - that.distance;\n    };\n\n    // Make the contact constraint bilateral\n    this.setMaxForce(maxForce);\n\n    /**\n     * If the upper limit is enabled or not.\n     * @property {Boolean} upperLimitEnabled\n     */\n    this.upperLimitEnabled = false;\n\n    /**\n     * The upper constraint limit.\n     * @property {number} upperLimit\n     */\n    this.upperLimit = 1;\n\n    /**\n     * If the lower limit is enabled or not.\n     * @property {Boolean} lowerLimitEnabled\n     */\n    this.lowerLimitEnabled = false;\n\n    /**\n     * The lower constraint limit.\n     * @property {number} lowerLimit\n     */\n    this.lowerLimit = 0;\n\n    /**\n     * Current constraint position. This is equal to the current distance between the world anchor points.\n     * @property {number} position\n     */\n    this.position = 0;\n}\nDistanceConstraint.prototype = new Constraint();\nDistanceConstraint.prototype.constructor = DistanceConstraint;\n\n/**\n * Update the constraint equations. Should be done if any of the bodies changed position, before solving.\n * @method update\n */\nvar n = vec2.create();\nvar ri = vec2.create(); // worldAnchorA\nvar rj = vec2.create(); // worldAnchorB\nDistanceConstraint.prototype.update = function(){\n    var normal = this.equations[0],\n        bodyA = this.bodyA,\n        bodyB = this.bodyB,\n        distance = this.distance,\n        xi = bodyA.position,\n        xj = bodyB.position,\n        normalEquation = this.equations[0],\n        G = normal.G;\n\n    // Transform local anchors to world\n    vec2.rotate(ri, this.localAnchorA, bodyA.angle);\n    vec2.rotate(rj, this.localAnchorB, bodyB.angle);\n\n    // Get world anchor points and normal\n    vec2.add(n, xj, rj);\n    vec2.sub(n, n, ri);\n    vec2.sub(n, n, xi);\n    this.position = vec2.length(n);\n\n    var violating = false;\n    if(this.upperLimitEnabled){\n        if(this.position > this.upperLimit){\n            normalEquation.maxForce = 0;\n            normalEquation.minForce = -this.maxForce;\n            this.distance = this.upperLimit;\n            violating = true;\n        }\n    }\n\n    if(this.lowerLimitEnabled){\n        if(this.position < this.lowerLimit){\n            normalEquation.maxForce = this.maxForce;\n            normalEquation.minForce = 0;\n            this.distance = this.lowerLimit;\n            violating = true;\n        }\n    }\n\n    if((this.lowerLimitEnabled || this.upperLimitEnabled) && !violating){\n        // No constraint needed.\n        normalEquation.enabled = false;\n        return;\n    }\n\n    normalEquation.enabled = true;\n\n    vec2.normalize(n,n);\n\n    // Caluclate cross products\n    var rixn = vec2.crossLength(ri, n),\n        rjxn = vec2.crossLength(rj, n);\n\n    // G = [-n -rixn n rjxn]\n    G[0] = -n[0];\n    G[1] = -n[1];\n    G[2] = -rixn;\n    G[3] = n[0];\n    G[4] = n[1];\n    G[5] = rjxn;\n};\n\n/**\n * Set the max force to be used\n * @method setMaxForce\n * @param {Number} maxForce\n */\nDistanceConstraint.prototype.setMaxForce = function(maxForce){\n    var normal = this.equations[0];\n    normal.minForce = -maxForce;\n    normal.maxForce =  maxForce;\n};\n\n/**\n * Get the max force\n * @method getMaxForce\n * @return {Number}\n */\nDistanceConstraint.prototype.getMaxForce = function(){\n    var normal = this.equations[0];\n    return normal.maxForce;\n};\n\n},{\"../equations/Equation\":22,\"../math/vec2\":30,\"../utils/Utils\":57,\"./Constraint\":14}],16:[function(_dereq_,module,exports){\nvar Constraint = _dereq_('./Constraint')\n,   Equation = _dereq_('../equations/Equation')\n,   AngleLockEquation = _dereq_('../equations/AngleLockEquation')\n,   vec2 = _dereq_('../math/vec2');\n\nmodule.exports = GearConstraint;\n\n/**\n * Constrains the angle of two bodies to each other to be equal. If a gear ratio is not one, the angle of bodyA must be a multiple of the angle of bodyB.\n * @class GearConstraint\n * @constructor\n * @author schteppe\n * @param {Body}            bodyA\n * @param {Body}            bodyB\n * @param {Object}          [options]\n * @param {Number}          [options.angle=0] Relative angle between the bodies. Will be set to the current angle between the bodies (the gear ratio is accounted for).\n * @param {Number}          [options.ratio=1] Gear ratio.\n * @param {Number}          [options.maxTorque] Maximum torque to apply.\n * @extends Constraint\n *\n * @example\n *     var constraint = new GearConstraint(bodyA, bodyB);\n *     world.addConstraint(constraint);\n *\n * @example\n *     var constraint = new GearConstraint(bodyA, bodyB, {\n *         ratio: 2,\n *         maxTorque: 1000\n *     });\n *     world.addConstraint(constraint);\n */\nfunction GearConstraint(bodyA, bodyB, options){\n    options = options || {};\n\n    Constraint.call(this, bodyA, bodyB, Constraint.GEAR, options);\n\n    /**\n     * The gear ratio.\n     * @property ratio\n     * @type {Number}\n     */\n    this.ratio = options.ratio !== undefined ? options.ratio : 1;\n\n    /**\n     * The relative angle\n     * @property angle\n     * @type {Number}\n     */\n    this.angle = options.angle !== undefined ? options.angle : bodyB.angle - this.ratio * bodyA.angle;\n\n    // Send same parameters to the equation\n    options.angle = this.angle;\n    options.ratio = this.ratio;\n\n    this.equations = [\n        new AngleLockEquation(bodyA,bodyB,options),\n    ];\n\n    // Set max torque\n    if(options.maxTorque !== undefined){\n        this.setMaxTorque(options.maxTorque);\n    }\n}\nGearConstraint.prototype = new Constraint();\nGearConstraint.prototype.constructor = GearConstraint;\n\nGearConstraint.prototype.update = function(){\n    var eq = this.equations[0];\n    if(eq.ratio !== this.ratio){\n        eq.setRatio(this.ratio);\n    }\n    eq.angle = this.angle;\n};\n\n/**\n * Set the max torque for the constraint.\n * @method setMaxTorque\n * @param {Number} torque\n */\nGearConstraint.prototype.setMaxTorque = function(torque){\n    this.equations[0].setMaxTorque(torque);\n};\n\n/**\n * Get the max torque for the constraint.\n * @method getMaxTorque\n * @return {Number}\n */\nGearConstraint.prototype.getMaxTorque = function(torque){\n    return this.equations[0].maxForce;\n};\n},{\"../equations/AngleLockEquation\":20,\"../equations/Equation\":22,\"../math/vec2\":30,\"./Constraint\":14}],17:[function(_dereq_,module,exports){\nvar Constraint = _dereq_('./Constraint')\n,   vec2 = _dereq_('../math/vec2')\n,   Equation = _dereq_('../equations/Equation');\n\nmodule.exports = LockConstraint;\n\n/**\n * Locks the relative position and rotation between two bodies.\n *\n * @class LockConstraint\n * @constructor\n * @author schteppe\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {Object} [options]\n * @param {Array}  [options.localOffsetB] The offset of bodyB in bodyA's frame. If not given the offset is computed from current positions.\n * @param {number} [options.localAngleB] The angle of bodyB in bodyA's frame. If not given, the angle is computed from current angles.\n * @param {number} [options.maxForce]\n * @extends Constraint\n *\n * @example\n *     // Locks the relative position and rotation between bodyA and bodyB\n *     var constraint = new LockConstraint(bodyA, bodyB);\n *     world.addConstraint(constraint);\n */\nfunction LockConstraint(bodyA, bodyB, options){\n    options = options || {};\n\n    Constraint.call(this,bodyA,bodyB,Constraint.LOCK,options);\n\n    var maxForce = ( typeof(options.maxForce)===\"undefined\" ? Number.MAX_VALUE : options.maxForce );\n\n    var localAngleB = options.localAngleB || 0;\n\n    // Use 3 equations:\n    // gx =   (xj - xi - l) * xhat = 0\n    // gy =   (xj - xi - l) * yhat = 0\n    // gr =   (xi - xj + r) * that = 0\n    //\n    // ...where:\n    //   l is the localOffsetB vector rotated to world in bodyA frame\n    //   r is the same vector but reversed and rotated from bodyB frame\n    //   xhat, yhat are world axis vectors\n    //   that is the tangent of r\n    //\n    // For the first two constraints, we get\n    // G*W = (vj - vi - ldot  ) * xhat\n    //     = (vj - vi - wi x l) * xhat\n    //\n    // Since (wi x l) * xhat = (l x xhat) * wi, we get\n    // G*W = [ -1   0   (-l x xhat)  1   0   0] * [vi wi vj wj]\n    //\n    // The last constraint gives\n    // GW = (vi - vj + wj x r) * that\n    //    = [  that   0  -that  (r x t) ]\n\n    var x =     new Equation(bodyA,bodyB,-maxForce,maxForce),\n        y =     new Equation(bodyA,bodyB,-maxForce,maxForce),\n        rot =   new Equation(bodyA,bodyB,-maxForce,maxForce);\n\n    var l = vec2.create(),\n        g = vec2.create(),\n        that = this;\n    x.computeGq = function(){\n        vec2.rotate(l, that.localOffsetB, bodyA.angle);\n        vec2.sub(g, bodyB.position, bodyA.position);\n        vec2.sub(g, g, l);\n        return g[0];\n    };\n    y.computeGq = function(){\n        vec2.rotate(l, that.localOffsetB, bodyA.angle);\n        vec2.sub(g, bodyB.position, bodyA.position);\n        vec2.sub(g, g, l);\n        return g[1];\n    };\n    var r = vec2.create(),\n        t = vec2.create();\n    rot.computeGq = function(){\n        vec2.rotate(r, that.localOffsetB, bodyB.angle - that.localAngleB);\n        vec2.scale(r,r,-1);\n        vec2.sub(g,bodyA.position,bodyB.position);\n        vec2.add(g,g,r);\n        vec2.rotate(t,r,-Math.PI/2);\n        vec2.normalize(t,t);\n        return vec2.dot(g,t);\n    };\n\n    /**\n     * The offset of bodyB in bodyA's frame.\n     * @property {Array} localOffsetB\n     */\n    this.localOffsetB = vec2.create();\n    if(options.localOffsetB){\n        vec2.copy(this.localOffsetB, options.localOffsetB);\n    } else {\n        // Construct from current positions\n        vec2.sub(this.localOffsetB, bodyB.position, bodyA.position);\n        vec2.rotate(this.localOffsetB, this.localOffsetB, -bodyA.angle);\n    }\n\n    /**\n     * The offset angle of bodyB in bodyA's frame.\n     * @property {Number} localAngleB\n     */\n    this.localAngleB = 0;\n    if(typeof(options.localAngleB) === 'number'){\n        this.localAngleB = options.localAngleB;\n    } else {\n        // Construct\n        this.localAngleB = bodyB.angle - bodyA.angle;\n    }\n\n    this.equations.push(x, y, rot);\n    this.setMaxForce(maxForce);\n}\nLockConstraint.prototype = new Constraint();\nLockConstraint.prototype.constructor = LockConstraint;\n\n/**\n * Set the maximum force to be applied.\n * @method setMaxForce\n * @param {Number} force\n */\nLockConstraint.prototype.setMaxForce = function(force){\n    var eqs = this.equations;\n    for(var i=0; i<this.equations.length; i++){\n        eqs[i].maxForce =  force;\n        eqs[i].minForce = -force;\n    }\n};\n\n/**\n * Get the max force.\n * @method getMaxForce\n * @return {Number}\n */\nLockConstraint.prototype.getMaxForce = function(){\n    return this.equations[0].maxForce;\n};\n\nvar l = vec2.create();\nvar r = vec2.create();\nvar t = vec2.create();\nvar xAxis = vec2.fromValues(1,0);\nvar yAxis = vec2.fromValues(0,1);\nLockConstraint.prototype.update = function(){\n    var x =   this.equations[0],\n        y =   this.equations[1],\n        rot = this.equations[2],\n        bodyA = this.bodyA,\n        bodyB = this.bodyB;\n\n    vec2.rotate(l,this.localOffsetB,bodyA.angle);\n    vec2.rotate(r,this.localOffsetB,bodyB.angle - this.localAngleB);\n    vec2.scale(r,r,-1);\n\n    vec2.rotate(t,r,Math.PI/2);\n    vec2.normalize(t,t);\n\n    x.G[0] = -1;\n    x.G[1] =  0;\n    x.G[2] = -vec2.crossLength(l,xAxis);\n    x.G[3] =  1;\n\n    y.G[0] =  0;\n    y.G[1] = -1;\n    y.G[2] = -vec2.crossLength(l,yAxis);\n    y.G[4] =  1;\n\n    rot.G[0] =  -t[0];\n    rot.G[1] =  -t[1];\n    rot.G[3] =  t[0];\n    rot.G[4] =  t[1];\n    rot.G[5] =  vec2.crossLength(r,t);\n};\n\n},{\"../equations/Equation\":22,\"../math/vec2\":30,\"./Constraint\":14}],18:[function(_dereq_,module,exports){\nvar Constraint = _dereq_('./Constraint')\n,   ContactEquation = _dereq_('../equations/ContactEquation')\n,   Equation = _dereq_('../equations/Equation')\n,   vec2 = _dereq_('../math/vec2')\n,   RotationalLockEquation = _dereq_('../equations/RotationalLockEquation');\n\nmodule.exports = PrismaticConstraint;\n\n/**\n * Constraint that only allows bodies to move along a line, relative to each other. See <a href=\"http://www.iforce2d.net/b2dtut/joints-prismatic\">this tutorial</a>. Also called \"slider constraint\".\n *\n * @class PrismaticConstraint\n * @constructor\n * @extends Constraint\n * @author schteppe\n * @param {Body}    bodyA\n * @param {Body}    bodyB\n * @param {Object}  [options]\n * @param {Number}  [options.maxForce]                Max force to be applied by the constraint\n * @param {Array}   [options.localAnchorA]            Body A's anchor point, defined in its own local frame.\n * @param {Array}   [options.localAnchorB]            Body B's anchor point, defined in its own local frame.\n * @param {Array}   [options.localAxisA]              An axis, defined in body A frame, that body B's anchor point may slide along.\n * @param {Boolean} [options.disableRotationalLock]   If set to true, bodyB will be free to rotate around its anchor point.\n * @param {Number}  [options.upperLimit]\n * @param {Number}  [options.lowerLimit]\n * @todo Ability to create using only a point and a worldAxis\n */\nfunction PrismaticConstraint(bodyA, bodyB, options){\n    options = options || {};\n    Constraint.call(this,bodyA,bodyB,Constraint.PRISMATIC,options);\n\n    // Get anchors\n    var localAnchorA = vec2.fromValues(0,0),\n        localAxisA = vec2.fromValues(1,0),\n        localAnchorB = vec2.fromValues(0,0);\n    if(options.localAnchorA){ vec2.copy(localAnchorA, options.localAnchorA); }\n    if(options.localAxisA){ vec2.copy(localAxisA,   options.localAxisA); }\n    if(options.localAnchorB){ vec2.copy(localAnchorB, options.localAnchorB); }\n\n    /**\n     * @property localAnchorA\n     * @type {Array}\n     */\n    this.localAnchorA = localAnchorA;\n\n    /**\n     * @property localAnchorB\n     * @type {Array}\n     */\n    this.localAnchorB = localAnchorB;\n\n    /**\n     * @property localAxisA\n     * @type {Array}\n     */\n    this.localAxisA = localAxisA;\n\n    /*\n\n    The constraint violation for the common axis point is\n\n        g = ( xj + rj - xi - ri ) * t   :=  gg*t\n\n    where r are body-local anchor points, and t is a tangent to the constraint axis defined in body i frame.\n\n        gdot =  ( vj + wj x rj - vi - wi x ri ) * t + ( xj + rj - xi - ri ) * ( wi x t )\n\n    Note the use of the chain rule. Now we identify the jacobian\n\n        G*W = [ -t      -ri x t + t x gg     t    rj x t ] * [vi wi vj wj]\n\n    The rotational part is just a rotation lock.\n\n     */\n\n    var maxForce = this.maxForce = typeof(options.maxForce)!==\"undefined\" ? options.maxForce : Number.MAX_VALUE;\n\n    // Translational part\n    var trans = new Equation(bodyA,bodyB,-maxForce,maxForce);\n    var ri = new vec2.create(),\n        rj = new vec2.create(),\n        gg = new vec2.create(),\n        t =  new vec2.create();\n    trans.computeGq = function(){\n        // g = ( xj + rj - xi - ri ) * t\n        return vec2.dot(gg,t);\n    };\n    trans.updateJacobian = function(){\n        var G = this.G,\n            xi = bodyA.position,\n            xj = bodyB.position;\n        vec2.rotate(ri,localAnchorA,bodyA.angle);\n        vec2.rotate(rj,localAnchorB,bodyB.angle);\n        vec2.add(gg,xj,rj);\n        vec2.sub(gg,gg,xi);\n        vec2.sub(gg,gg,ri);\n        vec2.rotate(t,localAxisA,bodyA.angle+Math.PI/2);\n\n        G[0] = -t[0];\n        G[1] = -t[1];\n        G[2] = -vec2.crossLength(ri,t) + vec2.crossLength(t,gg);\n        G[3] = t[0];\n        G[4] = t[1];\n        G[5] = vec2.crossLength(rj,t);\n    };\n    this.equations.push(trans);\n\n    // Rotational part\n    if(!options.disableRotationalLock){\n        var rot = new RotationalLockEquation(bodyA,bodyB,-maxForce,maxForce);\n        this.equations.push(rot);\n    }\n\n    /**\n     * The position of anchor A relative to anchor B, along the constraint axis.\n     * @property position\n     * @type {Number}\n     */\n    this.position = 0;\n\n    // Is this one used at all?\n    this.velocity = 0;\n\n    /**\n     * Set to true to enable lower limit.\n     * @property lowerLimitEnabled\n     * @type {Boolean}\n     */\n    this.lowerLimitEnabled = typeof(options.lowerLimit)!==\"undefined\" ? true : false;\n\n    /**\n     * Set to true to enable upper limit.\n     * @property upperLimitEnabled\n     * @type {Boolean}\n     */\n    this.upperLimitEnabled = typeof(options.upperLimit)!==\"undefined\" ? true : false;\n\n    /**\n     * Lower constraint limit. The constraint position is forced to be larger than this value.\n     * @property lowerLimit\n     * @type {Number}\n     */\n    this.lowerLimit = typeof(options.lowerLimit)!==\"undefined\" ? options.lowerLimit : 0;\n\n    /**\n     * Upper constraint limit. The constraint position is forced to be smaller than this value.\n     * @property upperLimit\n     * @type {Number}\n     */\n    this.upperLimit = typeof(options.upperLimit)!==\"undefined\" ? options.upperLimit : 1;\n\n    // Equations used for limits\n    this.upperLimitEquation = new ContactEquation(bodyA,bodyB);\n    this.lowerLimitEquation = new ContactEquation(bodyA,bodyB);\n\n    // Set max/min forces\n    this.upperLimitEquation.minForce = this.lowerLimitEquation.minForce = 0;\n    this.upperLimitEquation.maxForce = this.lowerLimitEquation.maxForce = maxForce;\n\n    /**\n     * Equation used for the motor.\n     * @property motorEquation\n     * @type {Equation}\n     */\n    this.motorEquation = new Equation(bodyA,bodyB);\n\n    /**\n     * The current motor state. Enable or disable the motor using .enableMotor\n     * @property motorEnabled\n     * @type {Boolean}\n     */\n    this.motorEnabled = false;\n\n    /**\n     * Set the target speed for the motor.\n     * @property motorSpeed\n     * @type {Number}\n     */\n    this.motorSpeed = 0;\n\n    var that = this;\n    var motorEquation = this.motorEquation;\n    var old = motorEquation.computeGW;\n    motorEquation.computeGq = function(){ return 0; };\n    motorEquation.computeGW = function(){\n        var G = this.G,\n            bi = this.bodyA,\n            bj = this.bodyB,\n            vi = bi.velocity,\n            vj = bj.velocity,\n            wi = bi.angularVelocity,\n            wj = bj.angularVelocity;\n        return this.gmult(G,vi,wi,vj,wj) + that.motorSpeed;\n    };\n}\n\nPrismaticConstraint.prototype = new Constraint();\nPrismaticConstraint.prototype.constructor = PrismaticConstraint;\n\nvar worldAxisA = vec2.create(),\n    worldAnchorA = vec2.create(),\n    worldAnchorB = vec2.create(),\n    orientedAnchorA = vec2.create(),\n    orientedAnchorB = vec2.create(),\n    tmp = vec2.create();\n\n/**\n * Update the constraint equations. Should be done if any of the bodies changed position, before solving.\n * @method update\n */\nPrismaticConstraint.prototype.update = function(){\n    var eqs = this.equations,\n        trans = eqs[0],\n        upperLimit = this.upperLimit,\n        lowerLimit = this.lowerLimit,\n        upperLimitEquation = this.upperLimitEquation,\n        lowerLimitEquation = this.lowerLimitEquation,\n        bodyA = this.bodyA,\n        bodyB = this.bodyB,\n        localAxisA = this.localAxisA,\n        localAnchorA = this.localAnchorA,\n        localAnchorB = this.localAnchorB;\n\n    trans.updateJacobian();\n\n    // Transform local things to world\n    vec2.rotate(worldAxisA,      localAxisA,      bodyA.angle);\n    vec2.rotate(orientedAnchorA, localAnchorA,    bodyA.angle);\n    vec2.add(worldAnchorA,       orientedAnchorA, bodyA.position);\n    vec2.rotate(orientedAnchorB, localAnchorB,    bodyB.angle);\n    vec2.add(worldAnchorB,       orientedAnchorB, bodyB.position);\n\n    var relPosition = this.position = vec2.dot(worldAnchorB,worldAxisA) - vec2.dot(worldAnchorA,worldAxisA);\n\n    // Motor\n    if(this.motorEnabled){\n        // G = [ a     a x ri   -a   -a x rj ]\n        var G = this.motorEquation.G;\n        G[0] = worldAxisA[0];\n        G[1] = worldAxisA[1];\n        G[2] = vec2.crossLength(worldAxisA,orientedAnchorB);\n        G[3] = -worldAxisA[0];\n        G[4] = -worldAxisA[1];\n        G[5] = -vec2.crossLength(worldAxisA,orientedAnchorA);\n    }\n\n    /*\n        Limits strategy:\n        Add contact equation, with normal along the constraint axis.\n        min/maxForce is set so the constraint is repulsive in the correct direction.\n        Some offset is added to either equation.contactPointA or .contactPointB to get the correct upper/lower limit.\n\n                 ^\n                 |\n      upperLimit x\n                 |    ------\n         anchorB x<---|  B |\n                 |    |    |\n        ------   |    ------\n        |    |   |\n        |  A |-->x anchorA\n        ------   |\n                 x lowerLimit\n                 |\n                axis\n     */\n\n\n    if(this.upperLimitEnabled && relPosition > upperLimit){\n        // Update contact constraint normal, etc\n        vec2.scale(upperLimitEquation.normalA, worldAxisA, -1);\n        vec2.sub(upperLimitEquation.contactPointA, worldAnchorA, bodyA.position);\n        vec2.sub(upperLimitEquation.contactPointB, worldAnchorB, bodyB.position);\n        vec2.scale(tmp,worldAxisA,upperLimit);\n        vec2.add(upperLimitEquation.contactPointA,upperLimitEquation.contactPointA,tmp);\n        if(eqs.indexOf(upperLimitEquation) === -1){\n            eqs.push(upperLimitEquation);\n        }\n    } else {\n        var idx = eqs.indexOf(upperLimitEquation);\n        if(idx !== -1){\n            eqs.splice(idx,1);\n        }\n    }\n\n    if(this.lowerLimitEnabled && relPosition < lowerLimit){\n        // Update contact constraint normal, etc\n        vec2.scale(lowerLimitEquation.normalA, worldAxisA, 1);\n        vec2.sub(lowerLimitEquation.contactPointA, worldAnchorA, bodyA.position);\n        vec2.sub(lowerLimitEquation.contactPointB, worldAnchorB, bodyB.position);\n        vec2.scale(tmp,worldAxisA,lowerLimit);\n        vec2.sub(lowerLimitEquation.contactPointB,lowerLimitEquation.contactPointB,tmp);\n        if(eqs.indexOf(lowerLimitEquation) === -1){\n            eqs.push(lowerLimitEquation);\n        }\n    } else {\n        var idx = eqs.indexOf(lowerLimitEquation);\n        if(idx !== -1){\n            eqs.splice(idx,1);\n        }\n    }\n};\n\n/**\n * Enable the motor\n * @method enableMotor\n */\nPrismaticConstraint.prototype.enableMotor = function(){\n    if(this.motorEnabled){\n        return;\n    }\n    this.equations.push(this.motorEquation);\n    this.motorEnabled = true;\n};\n\n/**\n * Disable the rotational motor\n * @method disableMotor\n */\nPrismaticConstraint.prototype.disableMotor = function(){\n    if(!this.motorEnabled){\n        return;\n    }\n    var i = this.equations.indexOf(this.motorEquation);\n    this.equations.splice(i,1);\n    this.motorEnabled = false;\n};\n\n/**\n * Set the constraint limits.\n * @method setLimits\n * @param {number} lower Lower limit.\n * @param {number} upper Upper limit.\n */\nPrismaticConstraint.prototype.setLimits = function (lower, upper) {\n    if(typeof(lower) === 'number'){\n        this.lowerLimit = lower;\n        this.lowerLimitEnabled = true;\n    } else {\n        this.lowerLimit = lower;\n        this.lowerLimitEnabled = false;\n    }\n\n    if(typeof(upper) === 'number'){\n        this.upperLimit = upper;\n        this.upperLimitEnabled = true;\n    } else {\n        this.upperLimit = upper;\n        this.upperLimitEnabled = false;\n    }\n};\n\n\n},{\"../equations/ContactEquation\":21,\"../equations/Equation\":22,\"../equations/RotationalLockEquation\":24,\"../math/vec2\":30,\"./Constraint\":14}],19:[function(_dereq_,module,exports){\nvar Constraint = _dereq_('./Constraint')\n,   Equation = _dereq_('../equations/Equation')\n,   RotationalVelocityEquation = _dereq_('../equations/RotationalVelocityEquation')\n,   RotationalLockEquation = _dereq_('../equations/RotationalLockEquation')\n,   vec2 = _dereq_('../math/vec2');\n\nmodule.exports = RevoluteConstraint;\n\nvar worldPivotA = vec2.create(),\n    worldPivotB = vec2.create(),\n    xAxis = vec2.fromValues(1,0),\n    yAxis = vec2.fromValues(0,1),\n    g = vec2.create();\n\n/**\n * Connects two bodies at given offset points, letting them rotate relative to each other around this point.\n * @class RevoluteConstraint\n * @constructor\n * @author schteppe\n * @param {Body}    bodyA\n * @param {Body}    bodyB\n * @param {Object}  [options]\n * @param {Array}   [options.worldPivot] A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.\n * @param {Array}   [options.localPivotA] The point relative to the center of mass of bodyA which bodyA is constrained to.\n * @param {Array}   [options.localPivotB] See localPivotA.\n * @param {Number}  [options.maxForce] The maximum force that should be applied to constrain the bodies.\n * @extends Constraint\n *\n * @example\n *     // This will create a revolute constraint between two bodies with pivot point in between them.\n *     var bodyA = new Body({ mass: 1, position: [-1, 0] });\n *     var bodyB = new Body({ mass: 1, position: [1, 0] });\n *     var constraint = new RevoluteConstraint(bodyA, bodyB, {\n *         worldPivot: [0, 0]\n *     });\n *     world.addConstraint(constraint);\n *\n *     // Using body-local pivot points, the constraint could have been constructed like this:\n *     var constraint = new RevoluteConstraint(bodyA, bodyB, {\n *         localPivotA: [1, 0],\n *         localPivotB: [-1, 0]\n *     });\n */\nfunction RevoluteConstraint(bodyA, bodyB, options){\n    options = options || {};\n    Constraint.call(this,bodyA,bodyB,Constraint.REVOLUTE,options);\n\n    var maxForce = this.maxForce = typeof(options.maxForce) !== \"undefined\" ? options.maxForce : Number.MAX_VALUE;\n\n    /**\n     * @property {Array} pivotA\n     */\n    this.pivotA = vec2.create();\n\n    /**\n     * @property {Array} pivotB\n     */\n    this.pivotB = vec2.create();\n\n    if(options.worldPivot){\n        // Compute pivotA and pivotB\n        vec2.sub(this.pivotA, options.worldPivot, bodyA.position);\n        vec2.sub(this.pivotB, options.worldPivot, bodyB.position);\n        // Rotate to local coordinate system\n        vec2.rotate(this.pivotA, this.pivotA, -bodyA.angle);\n        vec2.rotate(this.pivotB, this.pivotB, -bodyB.angle);\n    } else {\n        // Get pivotA and pivotB\n        vec2.copy(this.pivotA, options.localPivotA);\n        vec2.copy(this.pivotB, options.localPivotB);\n    }\n\n    // Equations to be fed to the solver\n    var eqs = this.equations = [\n        new Equation(bodyA,bodyB,-maxForce,maxForce),\n        new Equation(bodyA,bodyB,-maxForce,maxForce),\n    ];\n\n    var x = eqs[0];\n    var y = eqs[1];\n    var that = this;\n\n    x.computeGq = function(){\n        vec2.rotate(worldPivotA, that.pivotA, bodyA.angle);\n        vec2.rotate(worldPivotB, that.pivotB, bodyB.angle);\n        vec2.add(g, bodyB.position, worldPivotB);\n        vec2.sub(g, g, bodyA.position);\n        vec2.sub(g, g, worldPivotA);\n        return vec2.dot(g,xAxis);\n    };\n\n    y.computeGq = function(){\n        vec2.rotate(worldPivotA, that.pivotA, bodyA.angle);\n        vec2.rotate(worldPivotB, that.pivotB, bodyB.angle);\n        vec2.add(g, bodyB.position, worldPivotB);\n        vec2.sub(g, g, bodyA.position);\n        vec2.sub(g, g, worldPivotA);\n        return vec2.dot(g,yAxis);\n    };\n\n    y.minForce = x.minForce = -maxForce;\n    y.maxForce = x.maxForce =  maxForce;\n\n    this.motorEquation = new RotationalVelocityEquation(bodyA,bodyB);\n\n    /**\n     * Indicates whether the motor is enabled. Use .enableMotor() to enable the constraint motor.\n     * @property {Boolean} motorEnabled\n     * @readOnly\n     */\n    this.motorEnabled = false;\n\n    /**\n     * The constraint position.\n     * @property angle\n     * @type {Number}\n     * @readOnly\n     */\n    this.angle = 0;\n\n    /**\n     * Set to true to enable lower limit\n     * @property lowerLimitEnabled\n     * @type {Boolean}\n     */\n    this.lowerLimitEnabled = false;\n\n    /**\n     * Set to true to enable upper limit\n     * @property upperLimitEnabled\n     * @type {Boolean}\n     */\n    this.upperLimitEnabled = false;\n\n    /**\n     * The lower limit on the constraint angle.\n     * @property lowerLimit\n     * @type {Boolean}\n     */\n    this.lowerLimit = 0;\n\n    /**\n     * The upper limit on the constraint angle.\n     * @property upperLimit\n     * @type {Boolean}\n     */\n    this.upperLimit = 0;\n\n    this.upperLimitEquation = new RotationalLockEquation(bodyA,bodyB);\n    this.lowerLimitEquation = new RotationalLockEquation(bodyA,bodyB);\n    this.upperLimitEquation.minForce = 0;\n    this.lowerLimitEquation.maxForce = 0;\n}\nRevoluteConstraint.prototype = new Constraint();\nRevoluteConstraint.prototype.constructor = RevoluteConstraint;\n\n/**\n * Set the constraint angle limits.\n * @method setLimits\n * @param {number} lower Lower angle limit.\n * @param {number} upper Upper angle limit.\n */\nRevoluteConstraint.prototype.setLimits = function (lower, upper) {\n    if(typeof(lower) === 'number'){\n        this.lowerLimit = lower;\n        this.lowerLimitEnabled = true;\n    } else {\n        this.lowerLimit = lower;\n        this.lowerLimitEnabled = false;\n    }\n\n    if(typeof(upper) === 'number'){\n        this.upperLimit = upper;\n        this.upperLimitEnabled = true;\n    } else {\n        this.upperLimit = upper;\n        this.upperLimitEnabled = false;\n    }\n};\n\nRevoluteConstraint.prototype.update = function(){\n    var bodyA =  this.bodyA,\n        bodyB =  this.bodyB,\n        pivotA = this.pivotA,\n        pivotB = this.pivotB,\n        eqs =    this.equations,\n        normal = eqs[0],\n        tangent= eqs[1],\n        x = eqs[0],\n        y = eqs[1],\n        upperLimit = this.upperLimit,\n        lowerLimit = this.lowerLimit,\n        upperLimitEquation = this.upperLimitEquation,\n        lowerLimitEquation = this.lowerLimitEquation;\n\n    var relAngle = this.angle = bodyB.angle - bodyA.angle;\n\n    if(this.upperLimitEnabled && relAngle > upperLimit){\n        upperLimitEquation.angle = upperLimit;\n        if(eqs.indexOf(upperLimitEquation) === -1){\n            eqs.push(upperLimitEquation);\n        }\n    } else {\n        var idx = eqs.indexOf(upperLimitEquation);\n        if(idx !== -1){\n            eqs.splice(idx,1);\n        }\n    }\n\n    if(this.lowerLimitEnabled && relAngle < lowerLimit){\n        lowerLimitEquation.angle = lowerLimit;\n        if(eqs.indexOf(lowerLimitEquation) === -1){\n            eqs.push(lowerLimitEquation);\n        }\n    } else {\n        var idx = eqs.indexOf(lowerLimitEquation);\n        if(idx !== -1){\n            eqs.splice(idx,1);\n        }\n    }\n\n    /*\n\n    The constraint violation is\n\n        g = xj + rj - xi - ri\n\n    ...where xi and xj are the body positions and ri and rj world-oriented offset vectors. Differentiate:\n\n        gdot = vj + wj x rj - vi - wi x ri\n\n    We split this into x and y directions. (let x and y be unit vectors along the respective axes)\n\n        gdot * x = ( vj + wj x rj - vi - wi x ri ) * x\n                 = ( vj*x + (wj x rj)*x -vi*x -(wi x ri)*x\n                 = ( vj*x + (rj x x)*wj -vi*x -(ri x x)*wi\n                 = [ -x   -(ri x x)   x   (rj x x)] * [vi wi vj wj]\n                 = G*W\n\n    ...and similar for y. We have then identified the jacobian entries for x and y directions:\n\n        Gx = [ x   (rj x x)   -x   -(ri x x)]\n        Gy = [ y   (rj x y)   -y   -(ri x y)]\n\n     */\n\n    vec2.rotate(worldPivotA, pivotA, bodyA.angle);\n    vec2.rotate(worldPivotB, pivotB, bodyB.angle);\n\n    // todo: these are a bit sparse. We could save some computations on making custom eq.computeGW functions, etc\n\n    x.G[0] = -1;\n    x.G[1] =  0;\n    x.G[2] = -vec2.crossLength(worldPivotA,xAxis);\n    x.G[3] =  1;\n    x.G[4] =  0;\n    x.G[5] =  vec2.crossLength(worldPivotB,xAxis);\n\n    y.G[0] =  0;\n    y.G[1] = -1;\n    y.G[2] = -vec2.crossLength(worldPivotA,yAxis);\n    y.G[3] =  0;\n    y.G[4] =  1;\n    y.G[5] =  vec2.crossLength(worldPivotB,yAxis);\n};\n\n/**\n * Enable the rotational motor\n * @method enableMotor\n */\nRevoluteConstraint.prototype.enableMotor = function(){\n    if(this.motorEnabled){\n        return;\n    }\n    this.equations.push(this.motorEquation);\n    this.motorEnabled = true;\n};\n\n/**\n * Disable the rotational motor\n * @method disableMotor\n */\nRevoluteConstraint.prototype.disableMotor = function(){\n    if(!this.motorEnabled){\n        return;\n    }\n    var i = this.equations.indexOf(this.motorEquation);\n    this.equations.splice(i,1);\n    this.motorEnabled = false;\n};\n\n/**\n * Check if the motor is enabled.\n * @method motorIsEnabled\n * @deprecated use property motorEnabled instead.\n * @return {Boolean}\n */\nRevoluteConstraint.prototype.motorIsEnabled = function(){\n    return !!this.motorEnabled;\n};\n\n/**\n * Set the speed of the rotational constraint motor\n * @method setMotorSpeed\n * @param  {Number} speed\n */\nRevoluteConstraint.prototype.setMotorSpeed = function(speed){\n    if(!this.motorEnabled){\n        return;\n    }\n    var i = this.equations.indexOf(this.motorEquation);\n    this.equations[i].relativeVelocity = speed;\n};\n\n/**\n * Get the speed of the rotational constraint motor\n * @method getMotorSpeed\n * @return {Number} The current speed, or false if the motor is not enabled.\n */\nRevoluteConstraint.prototype.getMotorSpeed = function(){\n    if(!this.motorEnabled){\n        return false;\n    }\n    return this.motorEquation.relativeVelocity;\n};\n\n},{\"../equations/Equation\":22,\"../equations/RotationalLockEquation\":24,\"../equations/RotationalVelocityEquation\":25,\"../math/vec2\":30,\"./Constraint\":14}],20:[function(_dereq_,module,exports){\nvar Equation = _dereq_(\"./Equation\"),\n    vec2 = _dereq_('../math/vec2');\n\nmodule.exports = AngleLockEquation;\n\n/**\n * Locks the relative angle between two bodies. The constraint tries to keep the dot product between two vectors, local in each body, to zero. The local angle in body i is a parameter.\n *\n * @class AngleLockEquation\n * @constructor\n * @extends Equation\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {Object} [options]\n * @param {Number} [options.angle] Angle to add to the local vector in body A.\n * @param {Number} [options.ratio] Gear ratio\n */\nfunction AngleLockEquation(bodyA, bodyB, options){\n    options = options || {};\n    Equation.call(this,bodyA,bodyB,-Number.MAX_VALUE,Number.MAX_VALUE);\n    this.angle = options.angle || 0;\n\n    /**\n     * The gear ratio.\n     * @property {Number} ratio\n     * @private\n     * @see setRatio\n     */\n    this.ratio = typeof(options.ratio)===\"number\" ? options.ratio : 1;\n\n    this.setRatio(this.ratio);\n}\nAngleLockEquation.prototype = new Equation();\nAngleLockEquation.prototype.constructor = AngleLockEquation;\n\nAngleLockEquation.prototype.computeGq = function(){\n    return this.ratio * this.bodyA.angle - this.bodyB.angle + this.angle;\n};\n\n/**\n * Set the gear ratio for this equation\n * @method setRatio\n * @param {Number} ratio\n */\nAngleLockEquation.prototype.setRatio = function(ratio){\n    var G = this.G;\n    G[2] =  ratio;\n    G[5] = -1;\n    this.ratio = ratio;\n};\n\n/**\n * Set the max force for the equation.\n * @method setMaxTorque\n * @param {Number} torque\n */\nAngleLockEquation.prototype.setMaxTorque = function(torque){\n    this.maxForce =  torque;\n    this.minForce = -torque;\n};\n\n},{\"../math/vec2\":30,\"./Equation\":22}],21:[function(_dereq_,module,exports){\nvar Equation = _dereq_(\"./Equation\"),\n    vec2 = _dereq_('../math/vec2');\n\nmodule.exports = ContactEquation;\n\n/**\n * Non-penetration constraint equation. Tries to make the contactPointA and contactPointB vectors coincide, while keeping the applied force repulsive.\n *\n * @class ContactEquation\n * @constructor\n * @extends Equation\n * @param {Body} bodyA\n * @param {Body} bodyB\n */\nfunction ContactEquation(bodyA, bodyB){\n    Equation.call(this, bodyA, bodyB, 0, Number.MAX_VALUE);\n\n    /**\n     * Vector from body i center of mass to the contact point.\n     * @property contactPointA\n     * @type {Array}\n     */\n    this.contactPointA = vec2.create();\n    this.penetrationVec = vec2.create();\n\n    /**\n     * World-oriented vector from body A center of mass to the contact point.\n     * @property contactPointB\n     * @type {Array}\n     */\n    this.contactPointB = vec2.create();\n\n    /**\n     * The normal vector, pointing out of body i\n     * @property normalA\n     * @type {Array}\n     */\n    this.normalA = vec2.create();\n\n    /**\n     * The restitution to use (0=no bounciness, 1=max bounciness).\n     * @property restitution\n     * @type {Number}\n     */\n    this.restitution = 0;\n\n    /**\n     * This property is set to true if this is the first impact between the bodies (not persistant contact).\n     * @property firstImpact\n     * @type {Boolean}\n     * @readOnly\n     */\n    this.firstImpact = false;\n\n    /**\n     * The shape in body i that triggered this contact.\n     * @property shapeA\n     * @type {Shape}\n     */\n    this.shapeA = null;\n\n    /**\n     * The shape in body j that triggered this contact.\n     * @property shapeB\n     * @type {Shape}\n     */\n    this.shapeB = null;\n}\nContactEquation.prototype = new Equation();\nContactEquation.prototype.constructor = ContactEquation;\nContactEquation.prototype.computeB = function(a,b,h){\n    var bi = this.bodyA,\n        bj = this.bodyB,\n        ri = this.contactPointA,\n        rj = this.contactPointB,\n        xi = bi.position,\n        xj = bj.position;\n\n    var penetrationVec = this.penetrationVec,\n        n = this.normalA,\n        G = this.G;\n\n    // Caluclate cross products\n    var rixn = vec2.crossLength(ri,n),\n        rjxn = vec2.crossLength(rj,n);\n\n    // G = [-n -rixn n rjxn]\n    G[0] = -n[0];\n    G[1] = -n[1];\n    G[2] = -rixn;\n    G[3] = n[0];\n    G[4] = n[1];\n    G[5] = rjxn;\n\n    // Calculate q = xj+rj -(xi+ri) i.e. the penetration vector\n    vec2.add(penetrationVec,xj,rj);\n    vec2.sub(penetrationVec,penetrationVec,xi);\n    vec2.sub(penetrationVec,penetrationVec,ri);\n\n    // Compute iteration\n    var GW, Gq;\n    if(this.firstImpact && this.restitution !== 0){\n        Gq = 0;\n        GW = (1/b)*(1+this.restitution) * this.computeGW();\n    } else {\n        Gq = vec2.dot(n,penetrationVec) + this.offset;\n        GW = this.computeGW();\n    }\n\n    var GiMf = this.computeGiMf();\n    var B = - Gq * a - GW * b - h*GiMf;\n\n    return B;\n};\n\n},{\"../math/vec2\":30,\"./Equation\":22}],22:[function(_dereq_,module,exports){\nmodule.exports = Equation;\n\nvar vec2 = _dereq_('../math/vec2'),\n    Utils = _dereq_('../utils/Utils'),\n    Body = _dereq_('../objects/Body');\n\n/**\n * Base class for constraint equations.\n * @class Equation\n * @constructor\n * @param {Body} bodyA First body participating in the equation\n * @param {Body} bodyB Second body participating in the equation\n * @param {number} minForce Minimum force to apply. Default: -Number.MAX_VALUE\n * @param {number} maxForce Maximum force to apply. Default: Number.MAX_VALUE\n */\nfunction Equation(bodyA, bodyB, minForce, maxForce){\n\n    /**\n     * Minimum force to apply when solving.\n     * @property minForce\n     * @type {Number}\n     */\n    this.minForce = typeof(minForce)===\"undefined\" ? -Number.MAX_VALUE : minForce;\n\n    /**\n     * Max force to apply when solving.\n     * @property maxForce\n     * @type {Number}\n     */\n    this.maxForce = typeof(maxForce)===\"undefined\" ? Number.MAX_VALUE : maxForce;\n\n    /**\n     * First body participating in the constraint\n     * @property bodyA\n     * @type {Body}\n     */\n    this.bodyA = bodyA;\n\n    /**\n     * Second body participating in the constraint\n     * @property bodyB\n     * @type {Body}\n     */\n    this.bodyB = bodyB;\n\n    /**\n     * The stiffness of this equation. Typically chosen to a large number (~1e7), but can be chosen somewhat freely to get a stable simulation.\n     * @property stiffness\n     * @type {Number}\n     */\n    this.stiffness = Equation.DEFAULT_STIFFNESS;\n\n    /**\n     * The number of time steps needed to stabilize the constraint equation. Typically between 3 and 5 time steps.\n     * @property relaxation\n     * @type {Number}\n     */\n    this.relaxation = Equation.DEFAULT_RELAXATION;\n\n    /**\n     * The Jacobian entry of this equation. 6 numbers, 3 per body (x,y,angle).\n     * @property G\n     * @type {Array}\n     */\n    this.G = new Utils.ARRAY_TYPE(6);\n    for(var i=0; i<6; i++){\n        this.G[i]=0;\n    }\n\n    this.offset = 0;\n\n    this.a = 0;\n    this.b = 0;\n    this.epsilon = 0;\n    this.timeStep = 1/60;\n\n    /**\n     * Indicates if stiffness or relaxation was changed.\n     * @property {Boolean} needsUpdate\n     */\n    this.needsUpdate = true;\n\n    /**\n     * The resulting constraint multiplier from the last solve. This is mostly equivalent to the force produced by the constraint.\n     * @property multiplier\n     * @type {Number}\n     */\n    this.multiplier = 0;\n\n    /**\n     * Relative velocity.\n     * @property {Number} relativeVelocity\n     */\n    this.relativeVelocity = 0;\n\n    /**\n     * Whether this equation is enabled or not. If true, it will be added to the solver.\n     * @property {Boolean} enabled\n     */\n    this.enabled = true;\n}\nEquation.prototype.constructor = Equation;\n\n/**\n * The default stiffness when creating a new Equation.\n * @static\n * @property {Number} DEFAULT_STIFFNESS\n * @default 1e6\n */\nEquation.DEFAULT_STIFFNESS = 1e6;\n\n/**\n * The default relaxation when creating a new Equation.\n * @static\n * @property {Number} DEFAULT_RELAXATION\n * @default 4\n */\nEquation.DEFAULT_RELAXATION = 4;\n\n/**\n * Compute SPOOK parameters .a, .b and .epsilon according to the current parameters. See equations 9, 10 and 11 in the <a href=\"http://www8.cs.umu.se/kurser/5DV058/VT09/lectures/spooknotes.pdf\">SPOOK notes</a>.\n * @method update\n */\nEquation.prototype.update = function(){\n    var k = this.stiffness,\n        d = this.relaxation,\n        h = this.timeStep;\n\n    this.a = 4.0 / (h * (1 + 4 * d));\n    this.b = (4.0 * d) / (1 + 4 * d);\n    this.epsilon = 4.0 / (h * h * k * (1 + 4 * d));\n\n    this.needsUpdate = false;\n};\n\n/**\n * Multiply a jacobian entry with corresponding positions or velocities\n * @method gmult\n * @return {Number}\n */\nEquation.prototype.gmult = function(G,vi,wi,vj,wj){\n    return  G[0] * vi[0] +\n            G[1] * vi[1] +\n            G[2] * wi +\n            G[3] * vj[0] +\n            G[4] * vj[1] +\n            G[5] * wj;\n};\n\n/**\n * Computes the RHS of the SPOOK equation\n * @method computeB\n * @return {Number}\n */\nEquation.prototype.computeB = function(a,b,h){\n    var GW = this.computeGW();\n    var Gq = this.computeGq();\n    var GiMf = this.computeGiMf();\n    return - Gq * a - GW * b - GiMf*h;\n};\n\n/**\n * Computes G\\*q, where q are the generalized body coordinates\n * @method computeGq\n * @return {Number}\n */\nvar qi = vec2.create(),\n    qj = vec2.create();\nEquation.prototype.computeGq = function(){\n    var G = this.G,\n        bi = this.bodyA,\n        bj = this.bodyB,\n        xi = bi.position,\n        xj = bj.position,\n        ai = bi.angle,\n        aj = bj.angle;\n\n    return this.gmult(G, qi, ai, qj, aj) + this.offset;\n};\n\n/**\n * Computes G\\*W, where W are the body velocities\n * @method computeGW\n * @return {Number}\n */\nEquation.prototype.computeGW = function(){\n    var G = this.G,\n        bi = this.bodyA,\n        bj = this.bodyB,\n        vi = bi.velocity,\n        vj = bj.velocity,\n        wi = bi.angularVelocity,\n        wj = bj.angularVelocity;\n    return this.gmult(G,vi,wi,vj,wj) + this.relativeVelocity;\n};\n\n/**\n * Computes G\\*Wlambda, where W are the body velocities\n * @method computeGWlambda\n * @return {Number}\n */\nEquation.prototype.computeGWlambda = function(){\n    var G = this.G,\n        bi = this.bodyA,\n        bj = this.bodyB,\n        vi = bi.vlambda,\n        vj = bj.vlambda,\n        wi = bi.wlambda,\n        wj = bj.wlambda;\n    return this.gmult(G,vi,wi,vj,wj);\n};\n\n/**\n * Computes G\\*inv(M)\\*f, where M is the mass matrix with diagonal blocks for each body, and f are the forces on the bodies.\n * @method computeGiMf\n * @return {Number}\n */\nvar iMfi = vec2.create(),\n    iMfj = vec2.create();\nEquation.prototype.computeGiMf = function(){\n    var bi = this.bodyA,\n        bj = this.bodyB,\n        fi = bi.force,\n        ti = bi.angularForce,\n        fj = bj.force,\n        tj = bj.angularForce,\n        invMassi = bi.invMassSolve,\n        invMassj = bj.invMassSolve,\n        invIi = bi.invInertiaSolve,\n        invIj = bj.invInertiaSolve,\n        G = this.G;\n\n    vec2.scale(iMfi, fi, invMassi);\n    vec2.multiply(iMfi, bi.massMultiplier, iMfi);\n    vec2.scale(iMfj, fj,invMassj);\n    vec2.multiply(iMfj, bj.massMultiplier, iMfj);\n\n    return this.gmult(G,iMfi,ti*invIi,iMfj,tj*invIj);\n};\n\n/**\n * Computes G\\*inv(M)\\*G'\n * @method computeGiMGt\n * @return {Number}\n */\nEquation.prototype.computeGiMGt = function(){\n    var bi = this.bodyA,\n        bj = this.bodyB,\n        invMassi = bi.invMassSolve,\n        invMassj = bj.invMassSolve,\n        invIi = bi.invInertiaSolve,\n        invIj = bj.invInertiaSolve,\n        G = this.G;\n\n    return  G[0] * G[0] * invMassi * bi.massMultiplier[0] +\n            G[1] * G[1] * invMassi * bi.massMultiplier[1] +\n            G[2] * G[2] *    invIi +\n            G[3] * G[3] * invMassj * bj.massMultiplier[0] +\n            G[4] * G[4] * invMassj * bj.massMultiplier[1] +\n            G[5] * G[5] *    invIj;\n};\n\nvar addToWlambda_temp = vec2.create(),\n    addToWlambda_Gi = vec2.create(),\n    addToWlambda_Gj = vec2.create(),\n    addToWlambda_ri = vec2.create(),\n    addToWlambda_rj = vec2.create(),\n    addToWlambda_Mdiag = vec2.create();\n\n/**\n * Add constraint velocity to the bodies.\n * @method addToWlambda\n * @param {Number} deltalambda\n */\nEquation.prototype.addToWlambda = function(deltalambda){\n    var bi = this.bodyA,\n        bj = this.bodyB,\n        temp = addToWlambda_temp,\n        Gi = addToWlambda_Gi,\n        Gj = addToWlambda_Gj,\n        ri = addToWlambda_ri,\n        rj = addToWlambda_rj,\n        invMassi = bi.invMassSolve,\n        invMassj = bj.invMassSolve,\n        invIi = bi.invInertiaSolve,\n        invIj = bj.invInertiaSolve,\n        Mdiag = addToWlambda_Mdiag,\n        G = this.G;\n\n    Gi[0] = G[0];\n    Gi[1] = G[1];\n    Gj[0] = G[3];\n    Gj[1] = G[4];\n\n    // Add to linear velocity\n    // v_lambda += inv(M) * delta_lamba * G\n    vec2.scale(temp, Gi, invMassi*deltalambda);\n    vec2.multiply(temp, temp, bi.massMultiplier);\n    vec2.add( bi.vlambda, bi.vlambda, temp);\n    // This impulse is in the offset frame\n    // Also add contribution to angular\n    //bi.wlambda -= vec2.crossLength(temp,ri);\n    bi.wlambda += invIi * G[2] * deltalambda;\n\n\n    vec2.scale(temp, Gj, invMassj*deltalambda);\n    vec2.multiply(temp, temp, bj.massMultiplier);\n    vec2.add( bj.vlambda, bj.vlambda, temp);\n    //bj.wlambda -= vec2.crossLength(temp,rj);\n    bj.wlambda += invIj * G[5] * deltalambda;\n};\n\n/**\n * Compute the denominator part of the SPOOK equation: C = G\\*inv(M)\\*G' + eps\n * @method computeInvC\n * @param  {Number} eps\n * @return {Number}\n */\nEquation.prototype.computeInvC = function(eps){\n    return 1.0 / (this.computeGiMGt() + eps);\n};\n\n},{\"../math/vec2\":30,\"../objects/Body\":31,\"../utils/Utils\":57}],23:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2')\n,   Equation = _dereq_('./Equation')\n,   Utils = _dereq_('../utils/Utils');\n\nmodule.exports = FrictionEquation;\n\n/**\n * Constrains the slipping in a contact along a tangent\n *\n * @class FrictionEquation\n * @constructor\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {Number} slipForce\n * @extends Equation\n */\nfunction FrictionEquation(bodyA, bodyB, slipForce){\n    Equation.call(this, bodyA, bodyB, -slipForce, slipForce);\n\n    /**\n     * Relative vector from center of body A to the contact point, world oriented.\n     * @property contactPointA\n     * @type {Array}\n     */\n    this.contactPointA = vec2.create();\n\n    /**\n     * Relative vector from center of body B to the contact point, world oriented.\n     * @property contactPointB\n     * @type {Array}\n     */\n    this.contactPointB = vec2.create();\n\n    /**\n     * Tangent vector that the friction force will act along. World oriented.\n     * @property t\n     * @type {Array}\n     */\n    this.t = vec2.create();\n\n    /**\n     * ContactEquations connected to this friction equation. The contact equations can be used to rescale the max force for the friction. If more than one contact equation is given, then the max force can be set to the average.\n     * @property contactEquations\n     * @type {ContactEquation}\n     */\n    this.contactEquations = [];\n\n    /**\n     * The shape in body i that triggered this friction.\n     * @property shapeA\n     * @type {Shape}\n     * @todo Needed? The shape can be looked up via contactEquation.shapeA...\n     */\n    this.shapeA = null;\n\n    /**\n     * The shape in body j that triggered this friction.\n     * @property shapeB\n     * @type {Shape}\n     * @todo Needed? The shape can be looked up via contactEquation.shapeB...\n     */\n    this.shapeB = null;\n\n    /**\n     * The friction coefficient to use.\n     * @property frictionCoefficient\n     * @type {Number}\n     */\n    this.frictionCoefficient = 0.3;\n}\nFrictionEquation.prototype = new Equation();\nFrictionEquation.prototype.constructor = FrictionEquation;\n\n/**\n * Set the slipping condition for the constraint. The friction force cannot be\n * larger than this value.\n * @method setSlipForce\n * @param  {Number} slipForce\n */\nFrictionEquation.prototype.setSlipForce = function(slipForce){\n    this.maxForce = slipForce;\n    this.minForce = -slipForce;\n};\n\n/**\n * Get the max force for the constraint.\n * @method getSlipForce\n * @return {Number}\n */\nFrictionEquation.prototype.getSlipForce = function(){\n    return this.maxForce;\n};\n\nFrictionEquation.prototype.computeB = function(a,b,h){\n    var bi = this.bodyA,\n        bj = this.bodyB,\n        ri = this.contactPointA,\n        rj = this.contactPointB,\n        t = this.t,\n        G = this.G;\n\n    // G = [-t -rixt t rjxt]\n    // And remember, this is a pure velocity constraint, g is always zero!\n    G[0] = -t[0];\n    G[1] = -t[1];\n    G[2] = -vec2.crossLength(ri,t);\n    G[3] = t[0];\n    G[4] = t[1];\n    G[5] = vec2.crossLength(rj,t);\n\n    var GW = this.computeGW(),\n        GiMf = this.computeGiMf();\n\n    var B = /* - g * a  */ - GW * b - h*GiMf;\n\n    return B;\n};\n\n},{\"../math/vec2\":30,\"../utils/Utils\":57,\"./Equation\":22}],24:[function(_dereq_,module,exports){\nvar Equation = _dereq_(\"./Equation\"),\n    vec2 = _dereq_('../math/vec2');\n\nmodule.exports = RotationalLockEquation;\n\n/**\n * Locks the relative angle between two bodies. The constraint tries to keep the dot product between two vectors, local in each body, to zero. The local angle in body i is a parameter.\n *\n * @class RotationalLockEquation\n * @constructor\n * @extends Equation\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {Object} [options]\n * @param {Number} [options.angle] Angle to add to the local vector in bodyA.\n */\nfunction RotationalLockEquation(bodyA, bodyB, options){\n    options = options || {};\n    Equation.call(this, bodyA, bodyB, -Number.MAX_VALUE, Number.MAX_VALUE);\n\n    /**\n     * @property {number} angle\n     */\n    this.angle = options.angle || 0;\n\n    var G = this.G;\n    G[2] =  1;\n    G[5] = -1;\n}\nRotationalLockEquation.prototype = new Equation();\nRotationalLockEquation.prototype.constructor = RotationalLockEquation;\n\nvar worldVectorA = vec2.create(),\n    worldVectorB = vec2.create(),\n    xAxis = vec2.fromValues(1,0),\n    yAxis = vec2.fromValues(0,1);\nRotationalLockEquation.prototype.computeGq = function(){\n    vec2.rotate(worldVectorA,xAxis,this.bodyA.angle+this.angle);\n    vec2.rotate(worldVectorB,yAxis,this.bodyB.angle);\n    return vec2.dot(worldVectorA,worldVectorB);\n};\n\n},{\"../math/vec2\":30,\"./Equation\":22}],25:[function(_dereq_,module,exports){\nvar Equation = _dereq_(\"./Equation\"),\n    vec2 = _dereq_('../math/vec2');\n\nmodule.exports = RotationalVelocityEquation;\n\n/**\n * Syncs rotational velocity of two bodies, or sets a relative velocity (motor).\n *\n * @class RotationalVelocityEquation\n * @constructor\n * @extends Equation\n * @param {Body} bodyA\n * @param {Body} bodyB\n */\nfunction RotationalVelocityEquation(bodyA, bodyB){\n    Equation.call(this, bodyA, bodyB, -Number.MAX_VALUE, Number.MAX_VALUE);\n    this.relativeVelocity = 1;\n    this.ratio = 1;\n}\nRotationalVelocityEquation.prototype = new Equation();\nRotationalVelocityEquation.prototype.constructor = RotationalVelocityEquation;\nRotationalVelocityEquation.prototype.computeB = function(a,b,h){\n    var G = this.G;\n    G[2] = -1;\n    G[5] = this.ratio;\n\n    var GiMf = this.computeGiMf();\n    var GW = this.computeGW();\n    var B = - GW * b - h*GiMf;\n\n    return B;\n};\n\n},{\"../math/vec2\":30,\"./Equation\":22}],26:[function(_dereq_,module,exports){\n/**\n * Base class for objects that dispatches events.\n * @class EventEmitter\n * @constructor\n */\nvar EventEmitter = function () {};\n\nmodule.exports = EventEmitter;\n\nEventEmitter.prototype = {\n    constructor: EventEmitter,\n\n    /**\n     * Add an event listener\n     * @method on\n     * @param  {String} type\n     * @param  {Function} listener\n     * @return {EventEmitter} The self object, for chainability.\n     */\n    on: function ( type, listener, context ) {\n        listener.context = context || this;\n        if ( this._listeners === undefined ){\n            this._listeners = {};\n        }\n        var listeners = this._listeners;\n        if ( listeners[ type ] === undefined ) {\n            listeners[ type ] = [];\n        }\n        if ( listeners[ type ].indexOf( listener ) === - 1 ) {\n            listeners[ type ].push( listener );\n        }\n        return this;\n    },\n\n    /**\n     * Check if an event listener is added\n     * @method has\n     * @param  {String} type\n     * @param  {Function} listener\n     * @return {Boolean}\n     */\n    has: function ( type, listener ) {\n        if ( this._listeners === undefined ){\n            return false;\n        }\n        var listeners = this._listeners;\n        if(listener){\n            if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {\n                return true;\n            }\n        } else {\n            if ( listeners[ type ] !== undefined ) {\n                return true;\n            }\n        }\n\n        return false;\n    },\n\n    /**\n     * Remove an event listener\n     * @method off\n     * @param  {String} type\n     * @param  {Function} listener\n     * @return {EventEmitter} The self object, for chainability.\n     */\n    off: function ( type, listener ) {\n        if ( this._listeners === undefined ){\n            return this;\n        }\n        var listeners = this._listeners;\n        var index = listeners[ type ].indexOf( listener );\n        if ( index !== - 1 ) {\n            listeners[ type ].splice( index, 1 );\n        }\n        return this;\n    },\n\n    /**\n     * Emit an event.\n     * @method emit\n     * @param  {Object} event\n     * @param  {String} event.type\n     * @return {EventEmitter} The self object, for chainability.\n     */\n    emit: function ( event ) {\n        if ( this._listeners === undefined ){\n            return this;\n        }\n        var listeners = this._listeners;\n        var listenerArray = listeners[ event.type ];\n        if ( listenerArray !== undefined ) {\n            event.target = this;\n            for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {\n                var listener = listenerArray[ i ];\n                listener.call( listener.context, event );\n            }\n        }\n        return this;\n    }\n};\n\n},{}],27:[function(_dereq_,module,exports){\nvar Material = _dereq_('./Material');\nvar Equation = _dereq_('../equations/Equation');\n\nmodule.exports = ContactMaterial;\n\n/**\n * Defines what happens when two materials meet, such as what friction coefficient to use. You can also set other things such as restitution, surface velocity and constraint parameters.\n * @class ContactMaterial\n * @constructor\n * @param {Material} materialA\n * @param {Material} materialB\n * @param {Object}   [options]\n * @param {Number}   [options.friction=0.3]       Friction coefficient.\n * @param {Number}   [options.restitution=0]      Restitution coefficient aka \"bounciness\".\n * @param {Number}   [options.stiffness]          ContactEquation stiffness.\n * @param {Number}   [options.relaxation]         ContactEquation relaxation.\n * @param {Number}   [options.frictionStiffness]  FrictionEquation stiffness.\n * @param {Number}   [options.frictionRelaxation] FrictionEquation relaxation.\n * @param {Number}   [options.surfaceVelocity=0]  Surface velocity.\n * @author schteppe\n */\nfunction ContactMaterial(materialA, materialB, options){\n    options = options || {};\n\n    if(!(materialA instanceof Material) || !(materialB instanceof Material)){\n        throw new Error(\"First two arguments must be Material instances.\");\n    }\n\n    /**\n     * The contact material identifier\n     * @property id\n     * @type {Number}\n     */\n    this.id = ContactMaterial.idCounter++;\n\n    /**\n     * First material participating in the contact material\n     * @property materialA\n     * @type {Material}\n     */\n    this.materialA = materialA;\n\n    /**\n     * Second material participating in the contact material\n     * @property materialB\n     * @type {Material}\n     */\n    this.materialB = materialB;\n\n    /**\n     * Friction to use in the contact of these two materials\n     * @property friction\n     * @type {Number}\n     */\n    this.friction    =  typeof(options.friction)    !== \"undefined\" ?   Number(options.friction)    : 0.3;\n\n    /**\n     * Restitution to use in the contact of these two materials\n     * @property restitution\n     * @type {Number}\n     */\n    this.restitution =  typeof(options.restitution) !== \"undefined\" ?   Number(options.restitution) : 0.0;\n\n    /**\n     * Stiffness of the resulting ContactEquation that this ContactMaterial generate\n     * @property stiffness\n     * @type {Number}\n     */\n    this.stiffness =            typeof(options.stiffness)           !== \"undefined\" ?   Number(options.stiffness)   : Equation.DEFAULT_STIFFNESS;\n\n    /**\n     * Relaxation of the resulting ContactEquation that this ContactMaterial generate\n     * @property relaxation\n     * @type {Number}\n     */\n    this.relaxation =           typeof(options.relaxation)          !== \"undefined\" ?   Number(options.relaxation)  : Equation.DEFAULT_RELAXATION;\n\n    /**\n     * Stiffness of the resulting FrictionEquation that this ContactMaterial generate\n     * @property frictionStiffness\n     * @type {Number}\n     */\n    this.frictionStiffness =    typeof(options.frictionStiffness)   !== \"undefined\" ?   Number(options.frictionStiffness)   : Equation.DEFAULT_STIFFNESS;\n\n    /**\n     * Relaxation of the resulting FrictionEquation that this ContactMaterial generate\n     * @property frictionRelaxation\n     * @type {Number}\n     */\n    this.frictionRelaxation =   typeof(options.frictionRelaxation)  !== \"undefined\" ?   Number(options.frictionRelaxation)  : Equation.DEFAULT_RELAXATION;\n\n    /**\n     * Will add surface velocity to this material. If bodyA rests on top if bodyB, and the surface velocity is positive, bodyA will slide to the right.\n     * @property {Number} surfaceVelocity\n     */\n    this.surfaceVelocity = typeof(options.surfaceVelocity)    !== \"undefined\" ?   Number(options.surfaceVelocity)    : 0;\n\n    /**\n     * Offset to be set on ContactEquations. A positive value will make the bodies penetrate more into each other. Can be useful in scenes where contacts need to be more persistent, for example when stacking. Aka \"cure for nervous contacts\".\n     * @property contactSkinSize\n     * @type {Number}\n     */\n    this.contactSkinSize = 0.005;\n}\n\nContactMaterial.idCounter = 0;\n\n},{\"../equations/Equation\":22,\"./Material\":28}],28:[function(_dereq_,module,exports){\nmodule.exports = Material;\n\n/**\n * Defines a physics material.\n * @class Material\n * @constructor\n * @param {number} id Material identifier\n * @author schteppe\n */\nfunction Material(id){\n    /**\n     * The material identifier\n     * @property id\n     * @type {Number}\n     */\n    this.id = id || Material.idCounter++;\n}\n\nMaterial.idCounter = 0;\n\n},{}],29:[function(_dereq_,module,exports){\n\n    /*\n        PolyK library\n        url: http://polyk.ivank.net\n        Released under MIT licence.\n\n        Copyright (c) 2012 Ivan Kuckir\n\n        Permission is hereby granted, free of charge, to any person\n        obtaining a copy of this software and associated documentation\n        files (the \"Software\"), to deal in the Software without\n        restriction, including without limitation the rights to use,\n        copy, modify, merge, publish, distribute, sublicense, and/or sell\n        copies of the Software, and to permit persons to whom the\n        Software is furnished to do so, subject to the following\n        conditions:\n\n        The above copyright notice and this permission notice shall be\n        included in all copies or substantial portions of the Software.\n\n        THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n        EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES\n        OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND\n        NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT\n        HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\n        WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n        FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR\n        OTHER DEALINGS IN THE SOFTWARE.\n    */\n\n    var PolyK = {};\n\n    /*\n        Is Polygon self-intersecting?\n\n        O(n^2)\n    */\n    /*\n    PolyK.IsSimple = function(p)\n    {\n        var n = p.length>>1;\n        if(n<4) return true;\n        var a1 = new PolyK._P(), a2 = new PolyK._P();\n        var b1 = new PolyK._P(), b2 = new PolyK._P();\n        var c = new PolyK._P();\n\n        for(var i=0; i<n; i++)\n        {\n            a1.x = p[2*i  ];\n            a1.y = p[2*i+1];\n            if(i==n-1)  { a2.x = p[0    ];  a2.y = p[1    ]; }\n            else        { a2.x = p[2*i+2];  a2.y = p[2*i+3]; }\n\n            for(var j=0; j<n; j++)\n            {\n                if(Math.abs(i-j) < 2) continue;\n                if(j==n-1 && i==0) continue;\n                if(i==n-1 && j==0) continue;\n\n                b1.x = p[2*j  ];\n                b1.y = p[2*j+1];\n                if(j==n-1)  { b2.x = p[0    ];  b2.y = p[1    ]; }\n                else        { b2.x = p[2*j+2];  b2.y = p[2*j+3]; }\n\n                if(PolyK._GetLineIntersection(a1,a2,b1,b2,c) != null) return false;\n            }\n        }\n        return true;\n    }\n\n    PolyK.IsConvex = function(p)\n    {\n        if(p.length<6) return true;\n        var l = p.length - 4;\n        for(var i=0; i<l; i+=2)\n            if(!PolyK._convex(p[i], p[i+1], p[i+2], p[i+3], p[i+4], p[i+5])) return false;\n        if(!PolyK._convex(p[l  ], p[l+1], p[l+2], p[l+3], p[0], p[1])) return false;\n        if(!PolyK._convex(p[l+2], p[l+3], p[0  ], p[1  ], p[2], p[3])) return false;\n        return true;\n    }\n    */\n    PolyK.GetArea = function(p)\n    {\n        if(p.length <6) return 0;\n        var l = p.length - 2;\n        var sum = 0;\n        for(var i=0; i<l; i+=2)\n            sum += (p[i+2]-p[i]) * (p[i+1]+p[i+3]);\n        sum += (p[0]-p[l]) * (p[l+1]+p[1]);\n        return - sum * 0.5;\n    }\n    /*\n    PolyK.GetAABB = function(p)\n    {\n        var minx = Infinity;\n        var miny = Infinity;\n        var maxx = -minx;\n        var maxy = -miny;\n        for(var i=0; i<p.length; i+=2)\n        {\n            minx = Math.min(minx, p[i  ]);\n            maxx = Math.max(maxx, p[i  ]);\n            miny = Math.min(miny, p[i+1]);\n            maxy = Math.max(maxy, p[i+1]);\n        }\n        return {x:minx, y:miny, width:maxx-minx, height:maxy-miny};\n    }\n    */\n\n    PolyK.Triangulate = function(p)\n    {\n        var n = p.length>>1;\n        if(n<3) return [];\n        var tgs = [];\n        var avl = [];\n        for(var i=0; i<n; i++) avl.push(i);\n\n        var i = 0;\n        var al = n;\n        while(al > 3)\n        {\n            var i0 = avl[(i+0)%al];\n            var i1 = avl[(i+1)%al];\n            var i2 = avl[(i+2)%al];\n\n            var ax = p[2*i0],  ay = p[2*i0+1];\n            var bx = p[2*i1],  by = p[2*i1+1];\n            var cx = p[2*i2],  cy = p[2*i2+1];\n\n            var earFound = false;\n            if(PolyK._convex(ax, ay, bx, by, cx, cy))\n            {\n                earFound = true;\n                for(var j=0; j<al; j++)\n                {\n                    var vi = avl[j];\n                    if(vi==i0 || vi==i1 || vi==i2) continue;\n                    if(PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) {earFound = false; break;}\n                }\n            }\n            if(earFound)\n            {\n                tgs.push(i0, i1, i2);\n                avl.splice((i+1)%al, 1);\n                al--;\n                i= 0;\n            }\n            else if(i++ > 3*al) break;      // no convex angles :(\n        }\n        tgs.push(avl[0], avl[1], avl[2]);\n        return tgs;\n    }\n    /*\n    PolyK.ContainsPoint = function(p, px, py)\n    {\n        var n = p.length>>1;\n        var ax, ay, bx = p[2*n-2]-px, by = p[2*n-1]-py;\n        var depth = 0;\n        for(var i=0; i<n; i++)\n        {\n            ax = bx;  ay = by;\n            bx = p[2*i  ] - px;\n            by = p[2*i+1] - py;\n            if(ay< 0 && by< 0) continue;    // both \"up\" or both \"donw\"\n            if(ay>=0 && by>=0) continue;    // both \"up\" or both \"donw\"\n            if(ax< 0 && bx< 0) continue;\n\n            var lx = ax + (bx-ax)*(-ay)/(by-ay);\n            if(lx>0) depth++;\n        }\n        return (depth & 1) == 1;\n    }\n\n    PolyK.Slice = function(p, ax, ay, bx, by)\n    {\n        if(PolyK.ContainsPoint(p, ax, ay) || PolyK.ContainsPoint(p, bx, by)) return [p.slice(0)];\n\n        var a = new PolyK._P(ax, ay);\n        var b = new PolyK._P(bx, by);\n        var iscs = [];  // intersections\n        var ps = [];    // points\n        for(var i=0; i<p.length; i+=2) ps.push(new PolyK._P(p[i], p[i+1]));\n\n        for(var i=0; i<ps.length; i++)\n        {\n            var isc = new PolyK._P(0,0);\n            isc = PolyK._GetLineIntersection(a, b, ps[i], ps[(i+1)%ps.length], isc);\n\n            if(isc)\n            {\n                isc.flag = true;\n                iscs.push(isc);\n                ps.splice(i+1,0,isc);\n                i++;\n            }\n        }\n        if(iscs.length == 0) return [p.slice(0)];\n        var comp = function(u,v) {return PolyK._P.dist(a,u) - PolyK._P.dist(a,v); }\n        iscs.sort(comp);\n\n        var pgs = [];\n        var dir = 0;\n        while(iscs.length > 0)\n        {\n            var n = ps.length;\n            var i0 = iscs[0];\n            var i1 = iscs[1];\n            var ind0 = ps.indexOf(i0);\n            var ind1 = ps.indexOf(i1);\n            var solved = false;\n\n            if(PolyK._firstWithFlag(ps, ind0) == ind1) solved = true;\n            else\n            {\n                i0 = iscs[1];\n                i1 = iscs[0];\n                ind0 = ps.indexOf(i0);\n                ind1 = ps.indexOf(i1);\n                if(PolyK._firstWithFlag(ps, ind0) == ind1) solved = true;\n            }\n            if(solved)\n            {\n                dir--;\n                var pgn = PolyK._getPoints(ps, ind0, ind1);\n                pgs.push(pgn);\n                ps = PolyK._getPoints(ps, ind1, ind0);\n                i0.flag = i1.flag = false;\n                iscs.splice(0,2);\n                if(iscs.length == 0) pgs.push(ps);\n            }\n            else { dir++; iscs.reverse(); }\n            if(dir>1) break;\n        }\n        var result = [];\n        for(var i=0; i<pgs.length; i++)\n        {\n            var pg = pgs[i];\n            var npg = [];\n            for(var j=0; j<pg.length; j++) npg.push(pg[j].x, pg[j].y);\n            result.push(npg);\n        }\n        return result;\n    }\n\n    PolyK.Raycast = function(p, x, y, dx, dy, isc)\n    {\n        var l = p.length - 2;\n        var tp = PolyK._tp;\n        var a1 = tp[0], a2 = tp[1],\n        b1 = tp[2], b2 = tp[3], c = tp[4];\n        a1.x = x; a1.y = y;\n        a2.x = x+dx; a2.y = y+dy;\n\n        if(isc==null) isc = {dist:0, edge:0, norm:{x:0, y:0}, refl:{x:0, y:0}};\n        isc.dist = Infinity;\n\n        for(var i=0; i<l; i+=2)\n        {\n            b1.x = p[i  ];  b1.y = p[i+1];\n            b2.x = p[i+2];  b2.y = p[i+3];\n            var nisc = PolyK._RayLineIntersection(a1, a2, b1, b2, c);\n            if(nisc) PolyK._updateISC(dx, dy, a1, b1, b2, c, i/2, isc);\n        }\n        b1.x = b2.x;  b1.y = b2.y;\n        b2.x = p[0];  b2.y = p[1];\n        var nisc = PolyK._RayLineIntersection(a1, a2, b1, b2, c);\n        if(nisc) PolyK._updateISC(dx, dy, a1, b1, b2, c, p.length/2, isc);\n\n        return (isc.dist != Infinity) ? isc : null;\n    }\n\n    PolyK.ClosestEdge = function(p, x, y, isc)\n    {\n        var l = p.length - 2;\n        var tp = PolyK._tp;\n        var a1 = tp[0],\n        b1 = tp[2], b2 = tp[3], c = tp[4];\n        a1.x = x; a1.y = y;\n\n        if(isc==null) isc = {dist:0, edge:0, point:{x:0, y:0}, norm:{x:0, y:0}};\n        isc.dist = Infinity;\n\n        for(var i=0; i<l; i+=2)\n        {\n            b1.x = p[i  ];  b1.y = p[i+1];\n            b2.x = p[i+2];  b2.y = p[i+3];\n            PolyK._pointLineDist(a1, b1, b2, i>>1, isc);\n        }\n        b1.x = b2.x;  b1.y = b2.y;\n        b2.x = p[0];  b2.y = p[1];\n        PolyK._pointLineDist(a1, b1, b2, l>>1, isc);\n\n        var idst = 1/isc.dist;\n        isc.norm.x = (x-isc.point.x)*idst;\n        isc.norm.y = (y-isc.point.y)*idst;\n        return isc;\n    }\n\n    PolyK._pointLineDist = function(p, a, b, edge, isc)\n    {\n        var x = p.x, y = p.y, x1 = a.x, y1 = a.y, x2 = b.x, y2 = b.y;\n\n        var A = x - x1;\n        var B = y - y1;\n        var C = x2 - x1;\n        var D = y2 - y1;\n\n        var dot = A * C + B * D;\n        var len_sq = C * C + D * D;\n        var param = dot / len_sq;\n\n        var xx, yy;\n\n        if (param < 0 || (x1 == x2 && y1 == y2)) {\n            xx = x1;\n            yy = y1;\n        }\n        else if (param > 1) {\n            xx = x2;\n            yy = y2;\n        }\n        else {\n            xx = x1 + param * C;\n            yy = y1 + param * D;\n        }\n\n        var dx = x - xx;\n        var dy = y - yy;\n        var dst = Math.sqrt(dx * dx + dy * dy);\n        if(dst<isc.dist)\n        {\n            isc.dist = dst;\n            isc.edge = edge;\n            isc.point.x = xx;\n            isc.point.y = yy;\n        }\n    }\n\n    PolyK._updateISC = function(dx, dy, a1, b1, b2, c, edge, isc)\n    {\n        var nrl = PolyK._P.dist(a1, c);\n        if(nrl<isc.dist)\n        {\n            var ibl = 1/PolyK._P.dist(b1, b2);\n            var nx = -(b2.y-b1.y)*ibl;\n            var ny =  (b2.x-b1.x)*ibl;\n            var ddot = 2*(dx*nx+dy*ny);\n            isc.dist = nrl;\n            isc.norm.x = nx;\n            isc.norm.y = ny;\n            isc.refl.x = -ddot*nx+dx;\n            isc.refl.y = -ddot*ny+dy;\n            isc.edge = edge;\n        }\n    }\n\n    PolyK._getPoints = function(ps, ind0, ind1)\n    {\n        var n = ps.length;\n        var nps = [];\n        if(ind1<ind0) ind1 += n;\n        for(var i=ind0; i<= ind1; i++) nps.push(ps[i%n]);\n        return nps;\n    }\n\n    PolyK._firstWithFlag = function(ps, ind)\n    {\n        var n = ps.length;\n        while(true)\n        {\n            ind = (ind+1)%n;\n            if(ps[ind].flag) return ind;\n        }\n    }\n    */\n    PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)\n    {\n        var v0x = cx-ax;\n        var v0y = cy-ay;\n        var v1x = bx-ax;\n        var v1y = by-ay;\n        var v2x = px-ax;\n        var v2y = py-ay;\n\n        var dot00 = v0x*v0x+v0y*v0y;\n        var dot01 = v0x*v1x+v0y*v1y;\n        var dot02 = v0x*v2x+v0y*v2y;\n        var dot11 = v1x*v1x+v1y*v1y;\n        var dot12 = v1x*v2x+v1y*v2y;\n\n        var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);\n        var u = (dot11 * dot02 - dot01 * dot12) * invDenom;\n        var v = (dot00 * dot12 - dot01 * dot02) * invDenom;\n\n        // Check if point is in triangle\n        return (u >= 0) && (v >= 0) && (u + v < 1);\n    }\n    /*\n    PolyK._RayLineIntersection = function(a1, a2, b1, b2, c)\n    {\n        var dax = (a1.x-a2.x), dbx = (b1.x-b2.x);\n        var day = (a1.y-a2.y), dby = (b1.y-b2.y);\n\n        var Den = dax*dby - day*dbx;\n        if (Den == 0) return null;  // parallel\n\n        var A = (a1.x * a2.y - a1.y * a2.x);\n        var B = (b1.x * b2.y - b1.y * b2.x);\n\n        var I = c;\n        var iDen = 1/Den;\n        I.x = ( A*dbx - dax*B ) * iDen;\n        I.y = ( A*dby - day*B ) * iDen;\n\n        if(!PolyK._InRect(I, b1, b2)) return null;\n        if((day>0 && I.y>a1.y) || (day<0 && I.y<a1.y)) return null;\n        if((dax>0 && I.x>a1.x) || (dax<0 && I.x<a1.x)) return null;\n        return I;\n    }\n\n    PolyK._GetLineIntersection = function(a1, a2, b1, b2, c)\n    {\n        var dax = (a1.x-a2.x), dbx = (b1.x-b2.x);\n        var day = (a1.y-a2.y), dby = (b1.y-b2.y);\n\n        var Den = dax*dby - day*dbx;\n        if (Den == 0) return null;  // parallel\n\n        var A = (a1.x * a2.y - a1.y * a2.x);\n        var B = (b1.x * b2.y - b1.y * b2.x);\n\n        var I = c;\n        I.x = ( A*dbx - dax*B ) / Den;\n        I.y = ( A*dby - day*B ) / Den;\n\n        if(PolyK._InRect(I, a1, a2) && PolyK._InRect(I, b1, b2)) return I;\n        return null;\n    }\n\n    PolyK._InRect = function(a, b, c)\n    {\n        if  (b.x == c.x) return (a.y>=Math.min(b.y, c.y) && a.y<=Math.max(b.y, c.y));\n        if  (b.y == c.y) return (a.x>=Math.min(b.x, c.x) && a.x<=Math.max(b.x, c.x));\n\n        if(a.x >= Math.min(b.x, c.x) && a.x <= Math.max(b.x, c.x)\n        && a.y >= Math.min(b.y, c.y) && a.y <= Math.max(b.y, c.y))\n        return true;\n        return false;\n    }\n    */\n    PolyK._convex = function(ax, ay, bx, by, cx, cy)\n    {\n        return (ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0;\n    }\n    /*\n    PolyK._P = function(x,y)\n    {\n        this.x = x;\n        this.y = y;\n        this.flag = false;\n    }\n    PolyK._P.prototype.toString = function()\n    {\n        return \"Point [\"+this.x+\", \"+this.y+\"]\";\n    }\n    PolyK._P.dist = function(a,b)\n    {\n        var dx = b.x-a.x;\n        var dy = b.y-a.y;\n        return Math.sqrt(dx*dx + dy*dy);\n    }\n\n    PolyK._tp = [];\n    for(var i=0; i<10; i++) PolyK._tp.push(new PolyK._P(0,0));\n        */\n\nmodule.exports = PolyK;\n\n},{}],30:[function(_dereq_,module,exports){\n/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.\n\nRedistribution and use in source and binary forms, with or without modification,\nare permitted provided that the following conditions are met:\n\n  * Redistributions of source code must retain the above copyright notice, this\n    list of conditions and the following disclaimer.\n  * Redistributions in binary form must reproduce the above copyright notice,\n    this list of conditions and the following disclaimer in the documentation\n    and/or other materials provided with the distribution.\n\nTHIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND\nANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\nWARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\nDISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR\nANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;\nLOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON\nANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS\nSOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */\n\n/**\n * The vec2 object from glMatrix, with some extensions and some removed methods. See http://glmatrix.net.\n * @class vec2\n */\n\nvar vec2 = module.exports = {};\n\nvar Utils = _dereq_('../utils/Utils');\n\n/**\n * Make a cross product and only return the z component\n * @method crossLength\n * @static\n * @param  {Array} a\n * @param  {Array} b\n * @return {Number}\n */\nvec2.crossLength = function(a,b){\n    return a[0] * b[1] - a[1] * b[0];\n};\n\n/**\n * Cross product between a vector and the Z component of a vector\n * @method crossVZ\n * @static\n * @param  {Array} out\n * @param  {Array} vec\n * @param  {Number} zcomp\n * @return {Number}\n */\nvec2.crossVZ = function(out, vec, zcomp){\n    vec2.rotate(out,vec,-Math.PI/2);// Rotate according to the right hand rule\n    vec2.scale(out,out,zcomp);      // Scale with z\n    return out;\n};\n\n/**\n * Cross product between a vector and the Z component of a vector\n * @method crossZV\n * @static\n * @param  {Array} out\n * @param  {Number} zcomp\n * @param  {Array} vec\n * @return {Number}\n */\nvec2.crossZV = function(out, zcomp, vec){\n    vec2.rotate(out,vec,Math.PI/2); // Rotate according to the right hand rule\n    vec2.scale(out,out,zcomp);      // Scale with z\n    return out;\n};\n\n/**\n * Rotate a vector by an angle\n * @method rotate\n * @static\n * @param  {Array} out\n * @param  {Array} a\n * @param  {Number} angle\n */\nvec2.rotate = function(out,a,angle){\n    if(angle !== 0){\n        var c = Math.cos(angle),\n            s = Math.sin(angle),\n            x = a[0],\n            y = a[1];\n        out[0] = c*x -s*y;\n        out[1] = s*x +c*y;\n    } else {\n        out[0] = a[0];\n        out[1] = a[1];\n    }\n};\n\n/**\n * Rotate a vector 90 degrees clockwise\n * @method rotate90cw\n * @static\n * @param  {Array} out\n * @param  {Array} a\n * @param  {Number} angle\n */\nvec2.rotate90cw = function(out, a) {\n    var x = a[0];\n    var y = a[1];\n    out[0] = y;\n    out[1] = -x;\n};\n\n/**\n * Transform a point position to local frame.\n * @method toLocalFrame\n * @param  {Array} out\n * @param  {Array} worldPoint\n * @param  {Array} framePosition\n * @param  {Number} frameAngle\n */\nvec2.toLocalFrame = function(out, worldPoint, framePosition, frameAngle){\n    vec2.copy(out, worldPoint);\n    vec2.sub(out, out, framePosition);\n    vec2.rotate(out, out, -frameAngle);\n};\n\n/**\n * Transform a point position to global frame.\n * @method toGlobalFrame\n * @param  {Array} out\n * @param  {Array} localPoint\n * @param  {Array} framePosition\n * @param  {Number} frameAngle\n */\nvec2.toGlobalFrame = function(out, localPoint, framePosition, frameAngle){\n    vec2.copy(out, localPoint);\n    vec2.rotate(out, out, frameAngle);\n    vec2.add(out, out, framePosition);\n};\n\n/**\n * Transform a vector to local frame.\n * @method vectorToLocalFrame\n * @param  {Array} out\n * @param  {Array} worldVector\n * @param  {Number} frameAngle\n */\nvec2.vectorToLocalFrame = function(out, worldVector, frameAngle){\n    vec2.rotate(out, worldVector, -frameAngle);\n};\n\n/**\n * Transform a point position to global frame.\n * @method toGlobalFrame\n * @param  {Array} out\n * @param  {Array} localVector\n * @param  {Number} frameAngle\n */\nvec2.vectorToGlobalFrame = function(out, localVector, frameAngle){\n    vec2.rotate(out, localVector, frameAngle);\n};\n\n/**\n * Compute centroid of a triangle spanned by vectors a,b,c. See http://easycalculation.com/analytical/learn-centroid.php\n * @method centroid\n * @static\n * @param  {Array} out\n * @param  {Array} a\n * @param  {Array} b\n * @param  {Array} c\n * @return  {Array} The out object\n */\nvec2.centroid = function(out, a, b, c){\n    vec2.add(out, a, b);\n    vec2.add(out, out, c);\n    vec2.scale(out, out, 1/3);\n    return out;\n};\n\n/**\n * Creates a new, empty vec2\n * @static\n * @method create\n * @return {Array} a new 2D vector\n */\nvec2.create = function() {\n    var out = new Utils.ARRAY_TYPE(2);\n    out[0] = 0;\n    out[1] = 0;\n    return out;\n};\n\n/**\n * Creates a new vec2 initialized with values from an existing vector\n * @static\n * @method clone\n * @param {Array} a vector to clone\n * @return {Array} a new 2D vector\n */\nvec2.clone = function(a) {\n    var out = new Utils.ARRAY_TYPE(2);\n    out[0] = a[0];\n    out[1] = a[1];\n    return out;\n};\n\n/**\n * Creates a new vec2 initialized with the given values\n * @static\n * @method fromValues\n * @param {Number} x X component\n * @param {Number} y Y component\n * @return {Array} a new 2D vector\n */\nvec2.fromValues = function(x, y) {\n    var out = new Utils.ARRAY_TYPE(2);\n    out[0] = x;\n    out[1] = y;\n    return out;\n};\n\n/**\n * Copy the values from one vec2 to another\n * @static\n * @method copy\n * @param {Array} out the receiving vector\n * @param {Array} a the source vector\n * @return {Array} out\n */\nvec2.copy = function(out, a) {\n    out[0] = a[0];\n    out[1] = a[1];\n    return out;\n};\n\n/**\n * Set the components of a vec2 to the given values\n * @static\n * @method set\n * @param {Array} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @return {Array} out\n */\nvec2.set = function(out, x, y) {\n    out[0] = x;\n    out[1] = y;\n    return out;\n};\n\n/**\n * Adds two vec2's\n * @static\n * @method add\n * @param {Array} out the receiving vector\n * @param {Array} a the first operand\n * @param {Array} b the second operand\n * @return {Array} out\n */\nvec2.add = function(out, a, b) {\n    out[0] = a[0] + b[0];\n    out[1] = a[1] + b[1];\n    return out;\n};\n\n/**\n * Subtracts two vec2's\n * @static\n * @method subtract\n * @param {Array} out the receiving vector\n * @param {Array} a the first operand\n * @param {Array} b the second operand\n * @return {Array} out\n */\nvec2.subtract = function(out, a, b) {\n    out[0] = a[0] - b[0];\n    out[1] = a[1] - b[1];\n    return out;\n};\n\n/**\n * Alias for vec2.subtract\n * @static\n * @method sub\n */\nvec2.sub = vec2.subtract;\n\n/**\n * Multiplies two vec2's\n * @static\n * @method multiply\n * @param {Array} out the receiving vector\n * @param {Array} a the first operand\n * @param {Array} b the second operand\n * @return {Array} out\n */\nvec2.multiply = function(out, a, b) {\n    out[0] = a[0] * b[0];\n    out[1] = a[1] * b[1];\n    return out;\n};\n\n/**\n * Alias for vec2.multiply\n * @static\n * @method mul\n */\nvec2.mul = vec2.multiply;\n\n/**\n * Divides two vec2's\n * @static\n * @method divide\n * @param {Array} out the receiving vector\n * @param {Array} a the first operand\n * @param {Array} b the second operand\n * @return {Array} out\n */\nvec2.divide = function(out, a, b) {\n    out[0] = a[0] / b[0];\n    out[1] = a[1] / b[1];\n    return out;\n};\n\n/**\n * Alias for vec2.divide\n * @static\n * @method div\n */\nvec2.div = vec2.divide;\n\n/**\n * Scales a vec2 by a scalar number\n * @static\n * @method scale\n * @param {Array} out the receiving vector\n * @param {Array} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @return {Array} out\n */\nvec2.scale = function(out, a, b) {\n    out[0] = a[0] * b;\n    out[1] = a[1] * b;\n    return out;\n};\n\n/**\n * Calculates the euclidian distance between two vec2's\n * @static\n * @method distance\n * @param {Array} a the first operand\n * @param {Array} b the second operand\n * @return {Number} distance between a and b\n */\nvec2.distance = function(a, b) {\n    var x = b[0] - a[0],\n        y = b[1] - a[1];\n    return Math.sqrt(x*x + y*y);\n};\n\n/**\n * Alias for vec2.distance\n * @static\n * @method dist\n */\nvec2.dist = vec2.distance;\n\n/**\n * Calculates the squared euclidian distance between two vec2's\n * @static\n * @method squaredDistance\n * @param {Array} a the first operand\n * @param {Array} b the second operand\n * @return {Number} squared distance between a and b\n */\nvec2.squaredDistance = function(a, b) {\n    var x = b[0] - a[0],\n        y = b[1] - a[1];\n    return x*x + y*y;\n};\n\n/**\n * Alias for vec2.squaredDistance\n * @static\n * @method sqrDist\n */\nvec2.sqrDist = vec2.squaredDistance;\n\n/**\n * Calculates the length of a vec2\n * @static\n * @method length\n * @param {Array} a vector to calculate length of\n * @return {Number} length of a\n */\nvec2.length = function (a) {\n    var x = a[0],\n        y = a[1];\n    return Math.sqrt(x*x + y*y);\n};\n\n/**\n * Alias for vec2.length\n * @method len\n * @static\n */\nvec2.len = vec2.length;\n\n/**\n * Calculates the squared length of a vec2\n * @static\n * @method squaredLength\n * @param {Array} a vector to calculate squared length of\n * @return {Number} squared length of a\n */\nvec2.squaredLength = function (a) {\n    var x = a[0],\n        y = a[1];\n    return x*x + y*y;\n};\n\n/**\n * Alias for vec2.squaredLength\n * @static\n * @method sqrLen\n */\nvec2.sqrLen = vec2.squaredLength;\n\n/**\n * Negates the components of a vec2\n * @static\n * @method negate\n * @param {Array} out the receiving vector\n * @param {Array} a vector to negate\n * @return {Array} out\n */\nvec2.negate = function(out, a) {\n    out[0] = -a[0];\n    out[1] = -a[1];\n    return out;\n};\n\n/**\n * Normalize a vec2\n * @static\n * @method normalize\n * @param {Array} out the receiving vector\n * @param {Array} a vector to normalize\n * @return {Array} out\n */\nvec2.normalize = function(out, a) {\n    var x = a[0],\n        y = a[1];\n    var len = x*x + y*y;\n    if (len > 0) {\n        //TODO: evaluate use of glm_invsqrt here?\n        len = 1 / Math.sqrt(len);\n        out[0] = a[0] * len;\n        out[1] = a[1] * len;\n    }\n    return out;\n};\n\n/**\n * Calculates the dot product of two vec2's\n * @static\n * @method dot\n * @param {Array} a the first operand\n * @param {Array} b the second operand\n * @return {Number} dot product of a and b\n */\nvec2.dot = function (a, b) {\n    return a[0] * b[0] + a[1] * b[1];\n};\n\n/**\n * Returns a string representation of a vector\n * @static\n * @method str\n * @param {Array} vec vector to represent as a string\n * @return {String} string representation of the vector\n */\nvec2.str = function (a) {\n    return 'vec2(' + a[0] + ', ' + a[1] + ')';\n};\n\n/**\n * Linearly interpolate/mix two vectors.\n * @static\n * @method lerp\n * @param {Array} out\n * @param {Array} a First vector\n * @param {Array} b Second vector\n * @param {number} t Lerp factor\n */\nvec2.lerp = function (out, a, b, t) {\n    var ax = a[0],\n        ay = a[1];\n    out[0] = ax + t * (b[0] - ax);\n    out[1] = ay + t * (b[1] - ay);\n    return out;\n};\n\n/**\n * Reflect a vector along a normal.\n * @static\n * @method reflect\n * @param {Array} out\n * @param {Array} vector\n * @param {Array} normal\n */\nvec2.reflect = function(out, vector, normal){\n    var dot = vector[0] * normal[0] + vector[1] * normal[1];\n    out[0] = vector[0] - 2 * normal[0] * dot;\n    out[1] = vector[1] - 2 * normal[1] * dot;\n};\n\n/**\n * Get the intersection point between two line segments.\n * @static\n * @method getLineSegmentsIntersection\n * @param  {Array} out\n * @param  {Array} p0\n * @param  {Array} p1\n * @param  {Array} p2\n * @param  {Array} p3\n * @return {boolean} True if there was an intersection, otherwise false.\n */\nvec2.getLineSegmentsIntersection = function(out, p0, p1, p2, p3) {\n    var t = vec2.getLineSegmentsIntersectionFraction(p0, p1, p2, p3);\n    if(t < 0){\n        return false;\n    } else {\n        out[0] = p0[0] + (t * (p1[0] - p0[0]));\n        out[1] = p0[1] + (t * (p1[1] - p0[1]));\n        return true;\n    }\n};\n\n/**\n * Get the intersection fraction between two line segments. If successful, the intersection is at p0 + t * (p1 - p0)\n * @static\n * @method getLineSegmentsIntersectionFraction\n * @param  {Array} p0\n * @param  {Array} p1\n * @param  {Array} p2\n * @param  {Array} p3\n * @return {number} A number between 0 and 1 if there was an intersection, otherwise -1.\n */\nvec2.getLineSegmentsIntersectionFraction = function(p0, p1, p2, p3) {\n    var s1_x = p1[0] - p0[0];\n    var s1_y = p1[1] - p0[1];\n    var s2_x = p3[0] - p2[0];\n    var s2_y = p3[1] - p2[1];\n\n    var s, t;\n    s = (-s1_y * (p0[0] - p2[0]) + s1_x * (p0[1] - p2[1])) / (-s2_x * s1_y + s1_x * s2_y);\n    t = ( s2_x * (p0[1] - p2[1]) - s2_y * (p0[0] - p2[0])) / (-s2_x * s1_y + s1_x * s2_y);\n    if (s >= 0 && s <= 1 && t >= 0 && t <= 1) { // Collision detected\n        return t;\n    }\n    return -1; // No collision\n};\n\n},{\"../utils/Utils\":57}],31:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2')\n,   decomp = _dereq_('poly-decomp')\n,   Convex = _dereq_('../shapes/Convex')\n,   RaycastResult = _dereq_('../collision/RaycastResult')\n,   Ray = _dereq_('../collision/Ray')\n,   AABB = _dereq_('../collision/AABB')\n,   EventEmitter = _dereq_('../events/EventEmitter');\n\nmodule.exports = Body;\n\n/**\n * A rigid body. Has got a center of mass, position, velocity and a number of\n * shapes that are used for collisions.\n *\n * @class Body\n * @constructor\n * @extends EventEmitter\n * @param {Array} [options.force]\n * @param {Array} [options.position]\n * @param {Array} [options.velocity]\n * @param {Boolean} [options.allowSleep]\n * @param {Boolean} [options.collisionResponse]\n * @param {Number} [options.angle=0]\n * @param {Number} [options.angularForce=0]\n * @param {Number} [options.angularVelocity=0]\n * @param {Number} [options.ccdIterations=10]\n * @param {Number} [options.ccdSpeedThreshold=-1]\n * @param {Number} [options.fixedRotation=false]\n * @param {Number} [options.gravityScale]\n * @param {Number} [options.id]\n * @param {Number} [options.mass=0] A number >= 0. If zero, the .type will be set to Body.STATIC.\n * @param {Number} [options.sleepSpeedLimit]\n * @param {Number} [options.sleepTimeLimit]\n * @param {Object} [options]\n *\n * @example\n *\n *     // Create a typical dynamic body\n *     var body = new Body({\n *         mass: 1,\n *         position: [0, 0],\n *         angle: 0,\n *         velocity: [0, 0],\n *         angularVelocity: 0\n *     });\n *\n *     // Add a circular shape to the body\n *     body.addShape(new Circle({ radius: 1 }));\n *\n *     // Add the body to the world\n *     world.addBody(body);\n */\nfunction Body(options){\n    options = options || {};\n\n    EventEmitter.call(this);\n\n    /**\n     * The body identifyer\n     * @property id\n     * @type {Number}\n     */\n    this.id = options.id || ++Body._idCounter;\n\n    /**\n     * The world that this body is added to. This property is set to NULL if the body is not added to any world.\n     * @property world\n     * @type {World}\n     */\n    this.world = null;\n\n    /**\n     * The shapes of the body.\n     *\n     * @property shapes\n     * @type {Array}\n     */\n    this.shapes = [];\n\n    /**\n     * The mass of the body.\n     * @property mass\n     * @type {number}\n     */\n    this.mass = options.mass || 0;\n\n    /**\n     * The inverse mass of the body.\n     * @property invMass\n     * @type {number}\n     */\n    this.invMass = 0;\n\n    /**\n     * The inertia of the body around the Z axis.\n     * @property inertia\n     * @type {number}\n     */\n    this.inertia = 0;\n\n    /**\n     * The inverse inertia of the body.\n     * @property invInertia\n     * @type {number}\n     */\n    this.invInertia = 0;\n\n    this.invMassSolve = 0;\n    this.invInertiaSolve = 0;\n\n    /**\n     * Set to true if you want to fix the rotation of the body.\n     * @property fixedRotation\n     * @type {Boolean}\n     */\n    this.fixedRotation = !!options.fixedRotation;\n\n    /**\n     * Set to true if you want to fix the body movement along the X axis. The body will still be able to move along Y.\n     * @property {Boolean} fixedX\n     */\n    this.fixedX = !!options.fixedX;\n\n    /**\n     * Set to true if you want to fix the body movement along the Y axis. The body will still be able to move along X.\n     * @property {Boolean} fixedY\n     */\n    this.fixedY = !!options.fixedY;\n\n    /**\n     * @private\n     * @property {array} massMultiplier\n     */\n    this.massMultiplier = vec2.create();\n\n    /**\n     * The position of the body\n     * @property position\n     * @type {Array}\n     */\n    this.position = vec2.fromValues(0,0);\n    if(options.position){\n        vec2.copy(this.position, options.position);\n    }\n\n    /**\n     * The interpolated position of the body. Use this for rendering.\n     * @property interpolatedPosition\n     * @type {Array}\n     */\n    this.interpolatedPosition = vec2.fromValues(0,0);\n\n    /**\n     * The interpolated angle of the body. Use this for rendering.\n     * @property interpolatedAngle\n     * @type {Number}\n     */\n    this.interpolatedAngle = 0;\n\n    /**\n     * The previous position of the body.\n     * @property previousPosition\n     * @type {Array}\n     */\n    this.previousPosition = vec2.fromValues(0,0);\n\n    /**\n     * The previous angle of the body.\n     * @property previousAngle\n     * @type {Number}\n     */\n    this.previousAngle = 0;\n\n    /**\n     * The current velocity of the body.\n     * @property velocity\n     * @type {Array}\n     */\n    this.velocity = vec2.fromValues(0,0);\n    if(options.velocity){\n        vec2.copy(this.velocity, options.velocity);\n    }\n\n    /**\n     * Constraint velocity that was added to the body during the last step.\n     * @property vlambda\n     * @type {Array}\n     */\n    this.vlambda = vec2.fromValues(0,0);\n\n    /**\n     * Angular constraint velocity that was added to the body during last step.\n     * @property wlambda\n     * @type {Array}\n     */\n    this.wlambda = 0;\n\n    /**\n     * The angle of the body, in radians.\n     * @property angle\n     * @type {number}\n     * @example\n     *     // The angle property is not normalized to the interval 0 to 2*pi, it can be any value.\n     *     // If you need a value between 0 and 2*pi, use the following function to normalize it.\n     *     function normalizeAngle(angle){\n     *         angle = angle % (2*Math.PI);\n     *         if(angle < 0){\n     *             angle += (2*Math.PI);\n     *         }\n     *         return angle;\n     *     }\n     */\n    this.angle = options.angle || 0;\n\n    /**\n     * The angular velocity of the body, in radians per second.\n     * @property angularVelocity\n     * @type {number}\n     */\n    this.angularVelocity = options.angularVelocity || 0;\n\n    /**\n     * The force acting on the body. Since the body force (and {{#crossLink \"Body/angularForce:property\"}}{{/crossLink}}) will be zeroed after each step, so you need to set the force before each step.\n     * @property force\n     * @type {Array}\n     *\n     * @example\n     *     // This produces a forcefield of 1 Newton in the positive x direction.\n     *     for(var i=0; i<numSteps; i++){\n     *         body.force[0] = 1;\n     *         world.step(1/60);\n     *     }\n     *\n     * @example\n     *     // This will apply a rotational force on the body\n     *     for(var i=0; i<numSteps; i++){\n     *         body.angularForce = -3;\n     *         world.step(1/60);\n     *     }\n     */\n    this.force = vec2.create();\n    if(options.force){\n        vec2.copy(this.force, options.force);\n    }\n\n    /**\n     * The angular force acting on the body. See {{#crossLink \"Body/force:property\"}}{{/crossLink}}.\n     * @property angularForce\n     * @type {number}\n     */\n    this.angularForce = options.angularForce || 0;\n\n    /**\n     * The linear damping acting on the body in the velocity direction. Should be a value between 0 and 1.\n     * @property damping\n     * @type {Number}\n     * @default 0.1\n     */\n    this.damping = typeof(options.damping) === \"number\" ? options.damping : 0.1;\n\n    /**\n     * The angular force acting on the body. Should be a value between 0 and 1.\n     * @property angularDamping\n     * @type {Number}\n     * @default 0.1\n     */\n    this.angularDamping = typeof(options.angularDamping) === \"number\" ? options.angularDamping : 0.1;\n\n    /**\n     * The type of motion this body has. Should be one of: {{#crossLink \"Body/STATIC:property\"}}Body.STATIC{{/crossLink}}, {{#crossLink \"Body/DYNAMIC:property\"}}Body.DYNAMIC{{/crossLink}} and {{#crossLink \"Body/KINEMATIC:property\"}}Body.KINEMATIC{{/crossLink}}.\n     *\n     * * Static bodies do not move, and they do not respond to forces or collision.\n     * * Dynamic bodies body can move and respond to collisions and forces.\n     * * Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force.\n     *\n     * @property type\n     * @type {number}\n     *\n     * @example\n     *     // Bodies are static by default. Static bodies will never move.\n     *     var body = new Body();\n     *     console.log(body.type == Body.STATIC); // true\n     *\n     * @example\n     *     // By setting the mass of a body to a nonzero number, the body\n     *     // will become dynamic and will move and interact with other bodies.\n     *     var dynamicBody = new Body({\n     *         mass : 1\n     *     });\n     *     console.log(dynamicBody.type == Body.DYNAMIC); // true\n     *\n     * @example\n     *     // Kinematic bodies will only move if you change their velocity.\n     *     var kinematicBody = new Body({\n     *         type: Body.KINEMATIC // Type can be set via the options object.\n     *     });\n     */\n    this.type = Body.STATIC;\n\n    if(typeof(options.type) !== 'undefined'){\n        this.type = options.type;\n    } else if(!options.mass){\n        this.type = Body.STATIC;\n    } else {\n        this.type = Body.DYNAMIC;\n    }\n\n    /**\n     * Bounding circle radius.\n     * @property boundingRadius\n     * @type {Number}\n     */\n    this.boundingRadius = 0;\n\n    /**\n     * Bounding box of this body.\n     * @property aabb\n     * @type {AABB}\n     */\n    this.aabb = new AABB();\n\n    /**\n     * Indicates if the AABB needs update. Update it with {{#crossLink \"Body/updateAABB:method\"}}.updateAABB(){{/crossLink}}.\n     * @property aabbNeedsUpdate\n     * @type {Boolean}\n     * @see updateAABB\n     *\n     * @example\n     *     // Force update the AABB\n     *     body.aabbNeedsUpdate = true;\n     *     body.updateAABB();\n     *     console.log(body.aabbNeedsUpdate); // false\n     */\n    this.aabbNeedsUpdate = true;\n\n    /**\n     * If true, the body will automatically fall to sleep. Note that you need to enable sleeping in the {{#crossLink \"World\"}}{{/crossLink}} before anything will happen.\n     * @property allowSleep\n     * @type {Boolean}\n     * @default true\n     */\n    this.allowSleep = options.allowSleep !== undefined ? options.allowSleep : true;\n\n    this.wantsToSleep = false;\n\n    /**\n     * One of {{#crossLink \"Body/AWAKE:property\"}}Body.AWAKE{{/crossLink}}, {{#crossLink \"Body/SLEEPY:property\"}}Body.SLEEPY{{/crossLink}} and {{#crossLink \"Body/SLEEPING:property\"}}Body.SLEEPING{{/crossLink}}.\n     *\n     * The body is initially Body.AWAKE. If its velocity norm is below .sleepSpeedLimit, the sleepState will become Body.SLEEPY. If the body continues to be Body.SLEEPY for .sleepTimeLimit seconds, it will fall asleep (Body.SLEEPY).\n     *\n     * @property sleepState\n     * @type {Number}\n     * @default Body.AWAKE\n     */\n    this.sleepState = Body.AWAKE;\n\n    /**\n     * If the speed (the norm of the velocity) is smaller than this value, the body is considered sleepy.\n     * @property sleepSpeedLimit\n     * @type {Number}\n     * @default 0.2\n     */\n    this.sleepSpeedLimit = options.sleepSpeedLimit !== undefined ? options.sleepSpeedLimit : 0.2;\n\n    /**\n     * If the body has been sleepy for this sleepTimeLimit seconds, it is considered sleeping.\n     * @property sleepTimeLimit\n     * @type {Number}\n     * @default 1\n     */\n    this.sleepTimeLimit = options.sleepTimeLimit !== undefined ? options.sleepTimeLimit : 1;\n\n    /**\n     * Gravity scaling factor. If you want the body to ignore gravity, set this to zero. If you want to reverse gravity, set it to -1.\n     * @property {Number} gravityScale\n     * @default 1\n     */\n    this.gravityScale = options.gravityScale !== undefined ? options.gravityScale : 1;\n\n    /**\n     * Whether to produce contact forces when in contact with other bodies. Note that contacts will be generated, but they will be disabled. That means that this body will move through other bodies, but it will still trigger contact events, etc.\n     * @property {Boolean} collisionResponse\n     */\n    this.collisionResponse = options.collisionResponse !== undefined ? options.collisionResponse : true;\n\n    /**\n     * How long the body has been sleeping.\n     * @property {Number} idleTime\n     */\n    this.idleTime = 0;\n\n    /**\n     * The last time when the body went to SLEEPY state.\n     * @property {Number} timeLastSleepy\n     * @private\n     */\n    this.timeLastSleepy = 0;\n\n    /**\n     * If the body speed exceeds this threshold, CCD (continuous collision detection) will be enabled. Set it to a negative number to disable CCD completely for this body.\n     * @property {number} ccdSpeedThreshold\n     * @default -1\n     */\n    this.ccdSpeedThreshold = options.ccdSpeedThreshold !== undefined ? options.ccdSpeedThreshold : -1;\n\n    /**\n     * The number of iterations that should be used when searching for the time of impact during CCD. A larger number will assure that there's a small penetration on CCD collision, but a small number will give more performance.\n     * @property {number} ccdIterations\n     * @default 10\n     */\n    this.ccdIterations = options.ccdIterations !== undefined ? options.ccdIterations : 10;\n\n    this.concavePath = null;\n\n    this._wakeUpAfterNarrowphase = false;\n\n    this.updateMassProperties();\n}\nBody.prototype = new EventEmitter();\nBody.prototype.constructor = Body;\n\nBody._idCounter = 0;\n\n/**\n * @private\n * @method updateSolveMassProperties\n */\nBody.prototype.updateSolveMassProperties = function(){\n    if(this.sleepState === Body.SLEEPING || this.type === Body.KINEMATIC){\n        this.invMassSolve = 0;\n        this.invInertiaSolve = 0;\n    } else {\n        this.invMassSolve = this.invMass;\n        this.invInertiaSolve = this.invInertia;\n    }\n};\n\n/**\n * Set the total density of the body\n * @method setDensity\n * @param {number} density\n */\nBody.prototype.setDensity = function(density) {\n    var totalArea = this.getArea();\n    this.mass = totalArea * density;\n    this.updateMassProperties();\n};\n\n/**\n * Get the total area of all shapes in the body\n * @method getArea\n * @return {Number}\n */\nBody.prototype.getArea = function() {\n    var totalArea = 0;\n    for(var i=0; i<this.shapes.length; i++){\n        totalArea += this.shapes[i].area;\n    }\n    return totalArea;\n};\n\n/**\n * Get the AABB from the body. The AABB is updated if necessary.\n * @method getAABB\n * @return {AABB} The AABB instance (this.aabb)\n */\nBody.prototype.getAABB = function(){\n    if(this.aabbNeedsUpdate){\n        this.updateAABB();\n    }\n    return this.aabb;\n};\n\nvar shapeAABB = new AABB(),\n    tmp = vec2.create();\n\n/**\n * Updates the AABB of the Body, and set .aabbNeedsUpdate = false.\n * @method updateAABB\n */\nBody.prototype.updateAABB = function() {\n    var shapes = this.shapes,\n        N = shapes.length,\n        offset = tmp,\n        bodyAngle = this.angle;\n\n    for(var i=0; i!==N; i++){\n        var shape = shapes[i],\n            angle = shape.angle + bodyAngle;\n\n        // Get shape world offset\n        vec2.rotate(offset, shape.position, bodyAngle);\n        vec2.add(offset, offset, this.position);\n\n        // Get shape AABB\n        shape.computeAABB(shapeAABB, offset, angle);\n\n        if(i===0){\n            this.aabb.copy(shapeAABB);\n        } else {\n            this.aabb.extend(shapeAABB);\n        }\n    }\n\n    this.aabbNeedsUpdate = false;\n};\n\n/**\n * Update the bounding radius of the body (this.boundingRadius). Should be done if any of the shape dimensions or positions are changed.\n * @method updateBoundingRadius\n */\nBody.prototype.updateBoundingRadius = function(){\n    var shapes = this.shapes,\n        N = shapes.length,\n        radius = 0;\n\n    for(var i=0; i!==N; i++){\n        var shape = shapes[i],\n            offset = vec2.length(shape.position),\n            r = shape.boundingRadius;\n        if(offset + r > radius){\n            radius = offset + r;\n        }\n    }\n\n    this.boundingRadius = radius;\n};\n\n/**\n * Add a shape to the body. You can pass a local transform when adding a shape,\n * so that the shape gets an offset and angle relative to the body center of mass.\n * Will automatically update the mass properties and bounding radius.\n *\n * @method addShape\n * @param  {Shape}              shape\n * @param  {Array} [offset] Local body offset of the shape.\n * @param  {Number}             [angle]  Local body angle.\n *\n * @example\n *     var body = new Body(),\n *         shape = new Circle({ radius: 1 });\n *\n *     // Add the shape to the body, positioned in the center\n *     body.addShape(shape);\n *\n *     // Add another shape to the body, positioned 1 unit length from the body center of mass along the local x-axis.\n *     body.addShape(shape,[1,0]);\n *\n *     // Add another shape to the body, positioned 1 unit length from the body center of mass along the local y-axis, and rotated 90 degrees CCW.\n *     body.addShape(shape,[0,1],Math.PI/2);\n */\nBody.prototype.addShape = function(shape, offset, angle){\n    if(shape.body){\n        throw new Error('A shape can only be added to one body.');\n    }\n    shape.body = this;\n\n    // Copy the offset vector\n    if(offset){\n        vec2.copy(shape.position, offset);\n    } else {\n        vec2.set(shape.position, 0, 0);\n    }\n\n    shape.angle = angle || 0;\n\n    this.shapes.push(shape);\n    this.updateMassProperties();\n    this.updateBoundingRadius();\n\n    this.aabbNeedsUpdate = true;\n};\n\n/**\n * Remove a shape\n * @method removeShape\n * @param  {Shape} shape\n * @return {Boolean} True if the shape was found and removed, else false.\n */\nBody.prototype.removeShape = function(shape){\n    var idx = this.shapes.indexOf(shape);\n\n    if(idx !== -1){\n        this.shapes.splice(idx,1);\n        this.aabbNeedsUpdate = true;\n        shape.body = null;\n        return true;\n    } else {\n        return false;\n    }\n};\n\n/**\n * Updates .inertia, .invMass, .invInertia for this Body. Should be called when\n * changing the structure or mass of the Body.\n *\n * @method updateMassProperties\n *\n * @example\n *     body.mass += 1;\n *     body.updateMassProperties();\n */\nBody.prototype.updateMassProperties = function(){\n    if(this.type === Body.STATIC || this.type === Body.KINEMATIC){\n\n        this.mass = Number.MAX_VALUE;\n        this.invMass = 0;\n        this.inertia = Number.MAX_VALUE;\n        this.invInertia = 0;\n\n    } else {\n\n        var shapes = this.shapes,\n            N = shapes.length,\n            m = this.mass / N,\n            I = 0;\n\n        if(!this.fixedRotation){\n            for(var i=0; i<N; i++){\n                var shape = shapes[i],\n                    r2 = vec2.squaredLength(shape.position),\n                    Icm = shape.computeMomentOfInertia(m);\n                I += Icm + m*r2;\n            }\n            this.inertia = I;\n            this.invInertia = I>0 ? 1/I : 0;\n\n        } else {\n            this.inertia = Number.MAX_VALUE;\n            this.invInertia = 0;\n        }\n\n        // Inverse mass properties are easy\n        this.invMass = 1 / this.mass;\n\n        vec2.set(\n            this.massMultiplier,\n            this.fixedX ? 0 : 1,\n            this.fixedY ? 0 : 1\n        );\n    }\n};\n\nvar Body_applyForce_r = vec2.create();\n\n/**\n * Apply force to a point relative to the center of mass of the body. This could for example be a point on the RigidBody surface. Applying force this way will add to Body.force and Body.angularForce. If relativePoint is zero, the force will be applied directly on the center of mass, and the torque produced will be zero.\n * @method applyForce\n * @param {Array} force The force to add.\n * @param {Array} [relativePoint] A world point to apply the force on.\n */\nBody.prototype.applyForce = function(force, relativePoint){\n\n    // Add linear force\n    vec2.add(this.force, this.force, force);\n\n    if(relativePoint){\n\n        // Compute produced rotational force\n        var rotForce = vec2.crossLength(relativePoint,force);\n\n        // Add rotational force\n        this.angularForce += rotForce;\n    }\n};\n\n/**\n * Apply force to a body-local point.\n * @method applyForceLocal\n * @param  {Array} localForce The force vector to add, oriented in local body space.\n * @param  {Array} localPoint A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be excerted on the center of mass.\n */\nvar Body_applyForce_forceWorld = vec2.create();\nvar Body_applyForce_pointWorld = vec2.create();\nvar Body_applyForce_pointLocal = vec2.create();\nBody.prototype.applyForceLocal = function(localForce, localPoint){\n    localPoint = localPoint || Body_applyForce_pointLocal;\n    var worldForce = Body_applyForce_forceWorld;\n    var worldPoint = Body_applyForce_pointWorld;\n    this.vectorToWorldFrame(worldForce, localForce);\n    this.vectorToWorldFrame(worldPoint, localPoint);\n    this.applyForce(worldForce, worldPoint);\n};\n\n/**\n * Apply impulse to a point relative to the body. This could for example be a point on the Body surface. An impulse is a force added to a body during a short period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.\n * @method applyImpulse\n * @param  {Array} impulse The impulse vector to add, oriented in world space.\n * @param  {Array} [relativePoint] A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be excerted on the center of mass.\n */\nvar Body_applyImpulse_velo = vec2.create();\nBody.prototype.applyImpulse = function(impulseVector, relativePoint){\n    if(this.type !== Body.DYNAMIC){\n        return;\n    }\n\n    // Compute produced central impulse velocity\n    var velo = Body_applyImpulse_velo;\n    vec2.scale(velo, impulseVector, this.invMass);\n    vec2.multiply(velo, this.massMultiplier, velo);\n\n    // Add linear impulse\n    vec2.add(this.velocity, velo, this.velocity);\n\n    if(relativePoint){\n        // Compute produced rotational impulse velocity\n        var rotVelo = vec2.crossLength(relativePoint, impulseVector);\n        rotVelo *= this.invInertia;\n\n        // Add rotational Impulse\n        this.angularVelocity += rotVelo;\n    }\n};\n\n/**\n * Apply impulse to a point relative to the body. This could for example be a point on the Body surface. An impulse is a force added to a body during a short period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.\n * @method applyImpulseLocal\n * @param  {Array} impulse The impulse vector to add, oriented in world space.\n * @param  {Array} [relativePoint] A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be excerted on the center of mass.\n */\nvar Body_applyImpulse_impulseWorld = vec2.create();\nvar Body_applyImpulse_pointWorld = vec2.create();\nvar Body_applyImpulse_pointLocal = vec2.create();\nBody.prototype.applyImpulseLocal = function(localImpulse, localPoint){\n    localPoint = localPoint || Body_applyImpulse_pointLocal;\n    var worldImpulse = Body_applyImpulse_impulseWorld;\n    var worldPoint = Body_applyImpulse_pointWorld;\n    this.vectorToWorldFrame(worldImpulse, localImpulse);\n    this.vectorToWorldFrame(worldPoint, localPoint);\n    this.applyImpulse(worldImpulse, worldPoint);\n};\n\n/**\n * Transform a world point to local body frame.\n * @method toLocalFrame\n * @param  {Array} out          The vector to store the result in\n * @param  {Array} worldPoint   The input world point\n */\nBody.prototype.toLocalFrame = function(out, worldPoint){\n    vec2.toLocalFrame(out, worldPoint, this.position, this.angle);\n};\n\n/**\n * Transform a local point to world frame.\n * @method toWorldFrame\n * @param  {Array} out          The vector to store the result in\n * @param  {Array} localPoint   The input local point\n */\nBody.prototype.toWorldFrame = function(out, localPoint){\n    vec2.toGlobalFrame(out, localPoint, this.position, this.angle);\n};\n\n/**\n * Transform a world point to local body frame.\n * @method vectorToLocalFrame\n * @param  {Array} out          The vector to store the result in\n * @param  {Array} worldVector  The input world vector\n */\nBody.prototype.vectorToLocalFrame = function(out, worldVector){\n    vec2.vectorToLocalFrame(out, worldVector, this.angle);\n};\n\n/**\n * Transform a local point to world frame.\n * @method vectorToWorldFrame\n * @param  {Array} out          The vector to store the result in\n * @param  {Array} localVector  The input local vector\n */\nBody.prototype.vectorToWorldFrame = function(out, localVector){\n    vec2.vectorToGlobalFrame(out, localVector, this.angle);\n};\n\n/**\n * Reads a polygon shape path, and assembles convex shapes from that and puts them at proper offset points.\n * @method fromPolygon\n * @param {Array} path An array of 2d vectors, e.g. [[0,0],[0,1],...] that resembles a concave or convex polygon. The shape must be simple and without holes.\n * @param {Object} [options]\n * @param {Boolean} [options.optimalDecomp=false]   Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.\n * @param {Boolean} [options.skipSimpleCheck=false] Set to true if you already know that the path is not intersecting itself.\n * @param {Boolean|Number} [options.removeCollinearPoints=false] Set to a number (angle threshold value) to remove collinear points, or false to keep all points.\n * @return {Boolean} True on success, else false.\n */\nBody.prototype.fromPolygon = function(path,options){\n    options = options || {};\n\n    // Remove all shapes\n    for(var i=this.shapes.length; i>=0; --i){\n        this.removeShape(this.shapes[i]);\n    }\n\n    var p = new decomp.Polygon();\n    p.vertices = path;\n\n    // Make it counter-clockwise\n    p.makeCCW();\n\n    if(typeof(options.removeCollinearPoints) === \"number\"){\n        p.removeCollinearPoints(options.removeCollinearPoints);\n    }\n\n    // Check if any line segment intersects the path itself\n    if(typeof(options.skipSimpleCheck) === \"undefined\"){\n        if(!p.isSimple()){\n            return false;\n        }\n    }\n\n    // Save this path for later\n    this.concavePath = p.vertices.slice(0);\n    for(var i=0; i<this.concavePath.length; i++){\n        var v = [0,0];\n        vec2.copy(v,this.concavePath[i]);\n        this.concavePath[i] = v;\n    }\n\n    // Slow or fast decomp?\n    var convexes;\n    if(options.optimalDecomp){\n        convexes = p.decomp();\n    } else {\n        convexes = p.quickDecomp();\n    }\n\n    var cm = vec2.create();\n\n    // Add convexes\n    for(var i=0; i!==convexes.length; i++){\n        // Create convex\n        var c = new Convex({ vertices: convexes[i].vertices });\n\n        // Move all vertices so its center of mass is in the local center of the convex\n        for(var j=0; j!==c.vertices.length; j++){\n            var v = c.vertices[j];\n            vec2.sub(v,v,c.centerOfMass);\n        }\n\n        vec2.scale(cm,c.centerOfMass,1);\n        c.updateTriangles();\n        c.updateCenterOfMass();\n        c.updateBoundingRadius();\n\n        // Add the shape\n        this.addShape(c,cm);\n    }\n\n    this.adjustCenterOfMass();\n\n    this.aabbNeedsUpdate = true;\n\n    return true;\n};\n\nvar adjustCenterOfMass_tmp1 = vec2.fromValues(0,0),\n    adjustCenterOfMass_tmp2 = vec2.fromValues(0,0),\n    adjustCenterOfMass_tmp3 = vec2.fromValues(0,0),\n    adjustCenterOfMass_tmp4 = vec2.fromValues(0,0);\n\n/**\n * Moves the shape offsets so their center of mass becomes the body center of mass.\n * @method adjustCenterOfMass\n */\nBody.prototype.adjustCenterOfMass = function(){\n    var offset_times_area = adjustCenterOfMass_tmp2,\n        sum =               adjustCenterOfMass_tmp3,\n        cm =                adjustCenterOfMass_tmp4,\n        totalArea =         0;\n    vec2.set(sum,0,0);\n\n    for(var i=0; i!==this.shapes.length; i++){\n        var s = this.shapes[i];\n        vec2.scale(offset_times_area, s.position, s.area);\n        vec2.add(sum, sum, offset_times_area);\n        totalArea += s.area;\n    }\n\n    vec2.scale(cm,sum,1/totalArea);\n\n    // Now move all shapes\n    for(var i=0; i!==this.shapes.length; i++){\n        var s = this.shapes[i];\n        vec2.sub(s.position, s.position, cm);\n    }\n\n    // Move the body position too\n    vec2.add(this.position,this.position,cm);\n\n    // And concave path\n    for(var i=0; this.concavePath && i<this.concavePath.length; i++){\n        vec2.sub(this.concavePath[i], this.concavePath[i], cm);\n    }\n\n    this.updateMassProperties();\n    this.updateBoundingRadius();\n};\n\n/**\n * Sets the force on the body to zero.\n * @method setZeroForce\n */\nBody.prototype.setZeroForce = function(){\n    vec2.set(this.force,0.0,0.0);\n    this.angularForce = 0.0;\n};\n\nBody.prototype.resetConstraintVelocity = function(){\n    var b = this,\n        vlambda = b.vlambda;\n    vec2.set(vlambda,0,0);\n    b.wlambda = 0;\n};\n\nBody.prototype.addConstraintVelocity = function(){\n    var b = this,\n        v = b.velocity;\n    vec2.add( v, v, b.vlambda);\n    b.angularVelocity += b.wlambda;\n};\n\n/**\n * Apply damping, see <a href=\"http://code.google.com/p/bullet/issues/detail?id=74\">this</a> for details.\n * @method applyDamping\n * @param  {number} dt Current time step\n */\nBody.prototype.applyDamping = function(dt){\n    if(this.type === Body.DYNAMIC){ // Only for dynamic bodies\n        var v = this.velocity;\n        vec2.scale(v, v, Math.pow(1.0 - this.damping,dt));\n        this.angularVelocity *= Math.pow(1.0 - this.angularDamping,dt);\n    }\n};\n\n/**\n * Wake the body up. Normally you should not need this, as the body is automatically awoken at events such as collisions.\n * Sets the sleepState to {{#crossLink \"Body/AWAKE:property\"}}Body.AWAKE{{/crossLink}} and emits the wakeUp event if the body wasn't awake before.\n * @method wakeUp\n */\nBody.prototype.wakeUp = function(){\n    var s = this.sleepState;\n    this.sleepState = Body.AWAKE;\n    this.idleTime = 0;\n    if(s !== Body.AWAKE){\n        this.emit(Body.wakeUpEvent);\n    }\n};\n\n/**\n * Force body sleep\n * @method sleep\n */\nBody.prototype.sleep = function(){\n    this.sleepState = Body.SLEEPING;\n    this.angularVelocity = 0;\n    this.angularForce = 0;\n    vec2.set(this.velocity,0,0);\n    vec2.set(this.force,0,0);\n    this.emit(Body.sleepEvent);\n};\n\n/**\n * Called every timestep to update internal sleep timer and change sleep state if needed.\n * @method sleepTick\n * @param {number} time The world time in seconds\n * @param {boolean} dontSleep\n * @param {number} dt\n */\nBody.prototype.sleepTick = function(time, dontSleep, dt){\n    if(!this.allowSleep || this.type === Body.SLEEPING){\n        return;\n    }\n\n    this.wantsToSleep = false;\n\n    var sleepState = this.sleepState,\n        speedSquared = vec2.squaredLength(this.velocity) + Math.pow(this.angularVelocity,2),\n        speedLimitSquared = Math.pow(this.sleepSpeedLimit,2);\n\n    // Add to idle time\n    if(speedSquared >= speedLimitSquared){\n        this.idleTime = 0;\n        this.sleepState = Body.AWAKE;\n    } else {\n        this.idleTime += dt;\n        this.sleepState = Body.SLEEPY;\n    }\n    if(this.idleTime > this.sleepTimeLimit){\n        if(!dontSleep){\n            this.sleep();\n        } else {\n            this.wantsToSleep = true;\n        }\n    }\n};\n\n/**\n * Check if the body is overlapping another body. Note that this method only works if the body was added to a World and if at least one step was taken.\n * @method overlaps\n * @param  {Body} body\n * @return {boolean}\n */\nBody.prototype.overlaps = function(body){\n    return this.world.overlapKeeper.bodiesAreOverlapping(this, body);\n};\n\nvar integrate_fhMinv = vec2.create();\nvar integrate_velodt = vec2.create();\n\n/**\n * Move the body forward in time given its current velocity.\n * @method integrate\n * @param  {Number} dt\n */\nBody.prototype.integrate = function(dt){\n    var minv = this.invMass,\n        f = this.force,\n        pos = this.position,\n        velo = this.velocity;\n\n    // Save old position\n    vec2.copy(this.previousPosition, this.position);\n    this.previousAngle = this.angle;\n\n    // Velocity update\n    if(!this.fixedRotation){\n        this.angularVelocity += this.angularForce * this.invInertia * dt;\n    }\n    vec2.scale(integrate_fhMinv, f, dt * minv);\n    vec2.multiply(integrate_fhMinv, this.massMultiplier, integrate_fhMinv);\n    vec2.add(velo, integrate_fhMinv, velo);\n\n    // CCD\n    if(!this.integrateToTimeOfImpact(dt)){\n\n        // Regular position update\n        vec2.scale(integrate_velodt, velo, dt);\n        vec2.add(pos, pos, integrate_velodt);\n        if(!this.fixedRotation){\n            this.angle += this.angularVelocity * dt;\n        }\n    }\n\n    this.aabbNeedsUpdate = true;\n};\n\nvar result = new RaycastResult();\nvar ray = new Ray({\n    mode: Ray.ALL\n});\nvar direction = vec2.create();\nvar end = vec2.create();\nvar startToEnd = vec2.create();\nvar rememberPosition = vec2.create();\nBody.prototype.integrateToTimeOfImpact = function(dt){\n\n    if(this.ccdSpeedThreshold < 0 || vec2.squaredLength(this.velocity) < Math.pow(this.ccdSpeedThreshold, 2)){\n        return false;\n    }\n\n    vec2.normalize(direction, this.velocity);\n\n    vec2.scale(end, this.velocity, dt);\n    vec2.add(end, end, this.position);\n\n    vec2.sub(startToEnd, end, this.position);\n    var startToEndAngle = this.angularVelocity * dt;\n    var len = vec2.length(startToEnd);\n\n    var timeOfImpact = 1;\n\n    var hit;\n    var that = this;\n    result.reset();\n    ray.callback = function (result) {\n        if(result.body === that){\n            return;\n        }\n        hit = result.body;\n        result.getHitPoint(end, ray);\n        vec2.sub(startToEnd, end, that.position);\n        timeOfImpact = vec2.length(startToEnd) / len;\n        result.stop();\n    };\n    vec2.copy(ray.from, this.position);\n    vec2.copy(ray.to, end);\n    ray.update();\n    this.world.raycast(result, ray);\n\n    if(!hit){\n        return false;\n    }\n\n    var rememberAngle = this.angle;\n    vec2.copy(rememberPosition, this.position);\n\n    // Got a start and end point. Approximate time of impact using binary search\n    var iter = 0;\n    var tmin = 0;\n    var tmid = 0;\n    var tmax = timeOfImpact;\n    while (tmax >= tmin && iter < this.ccdIterations) {\n        iter++;\n\n        // calculate the midpoint\n        tmid = (tmax - tmin) / 2;\n\n        // Move the body to that point\n        vec2.scale(integrate_velodt, startToEnd, timeOfImpact);\n        vec2.add(this.position, rememberPosition, integrate_velodt);\n        this.angle = rememberAngle + startToEndAngle * timeOfImpact;\n        this.updateAABB();\n\n        // check overlap\n        var overlaps = this.aabb.overlaps(hit.aabb) && this.world.narrowphase.bodiesOverlap(this, hit);\n\n        if (overlaps) {\n            // change min to search upper interval\n            tmin = tmid;\n        } else {\n            // change max to search lower interval\n            tmax = tmid;\n        }\n    }\n\n    timeOfImpact = tmid;\n\n    vec2.copy(this.position, rememberPosition);\n    this.angle = rememberAngle;\n\n    // move to TOI\n    vec2.scale(integrate_velodt, startToEnd, timeOfImpact);\n    vec2.add(this.position, this.position, integrate_velodt);\n    if(!this.fixedRotation){\n        this.angle += startToEndAngle * timeOfImpact;\n    }\n\n    return true;\n};\n\n/**\n * Get velocity of a point in the body.\n * @method getVelocityAtPoint\n * @param  {Array} result A vector to store the result in\n * @param  {Array} relativePoint A world oriented vector, indicating the position of the point to get the velocity from\n * @return {Array} The result vector\n */\nBody.prototype.getVelocityAtPoint = function(result, relativePoint){\n    vec2.crossVZ(result, relativePoint, this.angularVelocity);\n    vec2.subtract(result, this.velocity, result);\n    return result;\n};\n\n/**\n * @event sleepy\n */\nBody.sleepyEvent = {\n    type: \"sleepy\"\n};\n\n/**\n * @event sleep\n */\nBody.sleepEvent = {\n    type: \"sleep\"\n};\n\n/**\n * @event wakeup\n */\nBody.wakeUpEvent = {\n    type: \"wakeup\"\n};\n\n/**\n * Dynamic body.\n * @property DYNAMIC\n * @type {Number}\n * @static\n */\nBody.DYNAMIC = 1;\n\n/**\n * Static body.\n * @property STATIC\n * @type {Number}\n * @static\n */\nBody.STATIC = 2;\n\n/**\n * Kinematic body.\n * @property KINEMATIC\n * @type {Number}\n * @static\n */\nBody.KINEMATIC = 4;\n\n/**\n * @property AWAKE\n * @type {Number}\n * @static\n */\nBody.AWAKE = 0;\n\n/**\n * @property SLEEPY\n * @type {Number}\n * @static\n */\nBody.SLEEPY = 1;\n\n/**\n * @property SLEEPING\n * @type {Number}\n * @static\n */\nBody.SLEEPING = 2;\n\n\n},{\"../collision/AABB\":7,\"../collision/Ray\":11,\"../collision/RaycastResult\":12,\"../events/EventEmitter\":26,\"../math/vec2\":30,\"../shapes/Convex\":40,\"poly-decomp\":5}],32:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2');\nvar Spring = _dereq_('./Spring');\nvar Utils = _dereq_('../utils/Utils');\n\nmodule.exports = LinearSpring;\n\n/**\n * A spring, connecting two bodies.\n *\n * The Spring explicitly adds force and angularForce to the bodies.\n *\n * @class LinearSpring\n * @extends Spring\n * @constructor\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {Object} [options]\n * @param {number} [options.restLength]   A number > 0. Default is the current distance between the world anchor points.\n * @param {number} [options.stiffness=100]  Spring constant (see Hookes Law). A number >= 0.\n * @param {number} [options.damping=1]      A number >= 0. Default: 1\n * @param {Array}  [options.worldAnchorA]   Where to hook the spring to body A, in world coordinates. Overrides the option \"localAnchorA\" if given.\n * @param {Array}  [options.worldAnchorB]\n * @param {Array}  [options.localAnchorA]   Where to hook the spring to body A, in local body coordinates. Defaults to the body center.\n * @param {Array}  [options.localAnchorB]\n */\nfunction LinearSpring(bodyA,bodyB,options){\n    options = options || {};\n\n    Spring.call(this, bodyA, bodyB, options);\n\n    /**\n     * Anchor for bodyA in local bodyA coordinates.\n     * @property localAnchorA\n     * @type {Array}\n     */\n    this.localAnchorA = vec2.fromValues(0,0);\n\n    /**\n     * Anchor for bodyB in local bodyB coordinates.\n     * @property localAnchorB\n     * @type {Array}\n     */\n    this.localAnchorB = vec2.fromValues(0,0);\n\n    if(options.localAnchorA){ vec2.copy(this.localAnchorA, options.localAnchorA); }\n    if(options.localAnchorB){ vec2.copy(this.localAnchorB, options.localAnchorB); }\n    if(options.worldAnchorA){ this.setWorldAnchorA(options.worldAnchorA); }\n    if(options.worldAnchorB){ this.setWorldAnchorB(options.worldAnchorB); }\n\n    var worldAnchorA = vec2.create();\n    var worldAnchorB = vec2.create();\n    this.getWorldAnchorA(worldAnchorA);\n    this.getWorldAnchorB(worldAnchorB);\n    var worldDistance = vec2.distance(worldAnchorA, worldAnchorB);\n\n    /**\n     * Rest length of the spring.\n     * @property restLength\n     * @type {number}\n     */\n    this.restLength = typeof(options.restLength) === \"number\" ? options.restLength : worldDistance;\n}\nLinearSpring.prototype = new Spring();\nLinearSpring.prototype.constructor = LinearSpring;\n\n/**\n * Set the anchor point on body A, using world coordinates.\n * @method setWorldAnchorA\n * @param {Array} worldAnchorA\n */\nLinearSpring.prototype.setWorldAnchorA = function(worldAnchorA){\n    this.bodyA.toLocalFrame(this.localAnchorA, worldAnchorA);\n};\n\n/**\n * Set the anchor point on body B, using world coordinates.\n * @method setWorldAnchorB\n * @param {Array} worldAnchorB\n */\nLinearSpring.prototype.setWorldAnchorB = function(worldAnchorB){\n    this.bodyB.toLocalFrame(this.localAnchorB, worldAnchorB);\n};\n\n/**\n * Get the anchor point on body A, in world coordinates.\n * @method getWorldAnchorA\n * @param {Array} result The vector to store the result in.\n */\nLinearSpring.prototype.getWorldAnchorA = function(result){\n    this.bodyA.toWorldFrame(result, this.localAnchorA);\n};\n\n/**\n * Get the anchor point on body B, in world coordinates.\n * @method getWorldAnchorB\n * @param {Array} result The vector to store the result in.\n */\nLinearSpring.prototype.getWorldAnchorB = function(result){\n    this.bodyB.toWorldFrame(result, this.localAnchorB);\n};\n\nvar applyForce_r =              vec2.create(),\n    applyForce_r_unit =         vec2.create(),\n    applyForce_u =              vec2.create(),\n    applyForce_f =              vec2.create(),\n    applyForce_worldAnchorA =   vec2.create(),\n    applyForce_worldAnchorB =   vec2.create(),\n    applyForce_ri =             vec2.create(),\n    applyForce_rj =             vec2.create(),\n    applyForce_tmp =            vec2.create();\n\n/**\n * Apply the spring force to the connected bodies.\n * @method applyForce\n */\nLinearSpring.prototype.applyForce = function(){\n    var k = this.stiffness,\n        d = this.damping,\n        l = this.restLength,\n        bodyA = this.bodyA,\n        bodyB = this.bodyB,\n        r = applyForce_r,\n        r_unit = applyForce_r_unit,\n        u = applyForce_u,\n        f = applyForce_f,\n        tmp = applyForce_tmp;\n\n    var worldAnchorA = applyForce_worldAnchorA,\n        worldAnchorB = applyForce_worldAnchorB,\n        ri = applyForce_ri,\n        rj = applyForce_rj;\n\n    // Get world anchors\n    this.getWorldAnchorA(worldAnchorA);\n    this.getWorldAnchorB(worldAnchorB);\n\n    // Get offset points\n    vec2.sub(ri, worldAnchorA, bodyA.position);\n    vec2.sub(rj, worldAnchorB, bodyB.position);\n\n    // Compute distance vector between world anchor points\n    vec2.sub(r, worldAnchorB, worldAnchorA);\n    var rlen = vec2.len(r);\n    vec2.normalize(r_unit,r);\n\n    //console.log(rlen)\n    //console.log(\"A\",vec2.str(worldAnchorA),\"B\",vec2.str(worldAnchorB))\n\n    // Compute relative velocity of the anchor points, u\n    vec2.sub(u, bodyB.velocity, bodyA.velocity);\n    vec2.crossZV(tmp, bodyB.angularVelocity, rj);\n    vec2.add(u, u, tmp);\n    vec2.crossZV(tmp, bodyA.angularVelocity, ri);\n    vec2.sub(u, u, tmp);\n\n    // F = - k * ( x - L ) - D * ( u )\n    vec2.scale(f, r_unit, -k*(rlen-l) - d*vec2.dot(u,r_unit));\n\n    // Add forces to bodies\n    vec2.sub( bodyA.force, bodyA.force, f);\n    vec2.add( bodyB.force, bodyB.force, f);\n\n    // Angular force\n    var ri_x_f = vec2.crossLength(ri, f);\n    var rj_x_f = vec2.crossLength(rj, f);\n    bodyA.angularForce -= ri_x_f;\n    bodyB.angularForce += rj_x_f;\n};\n\n},{\"../math/vec2\":30,\"../utils/Utils\":57,\"./Spring\":34}],33:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2');\nvar Spring = _dereq_('./Spring');\n\nmodule.exports = RotationalSpring;\n\n/**\n * A rotational spring, connecting two bodies rotation. This spring explicitly adds angularForce (torque) to the bodies.\n *\n * The spring can be combined with a {{#crossLink \"RevoluteConstraint\"}}{{/crossLink}} to make, for example, a mouse trap.\n *\n * @class RotationalSpring\n * @extends Spring\n * @constructor\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {Object} [options]\n * @param {number} [options.restAngle] The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies.\n * @param {number} [options.stiffness=100] Spring constant (see Hookes Law). A number >= 0.\n * @param {number} [options.damping=1] A number >= 0.\n */\nfunction RotationalSpring(bodyA, bodyB, options){\n    options = options || {};\n\n    Spring.call(this, bodyA, bodyB, options);\n\n    /**\n     * Rest angle of the spring.\n     * @property restAngle\n     * @type {number}\n     */\n    this.restAngle = typeof(options.restAngle) === \"number\" ? options.restAngle : bodyB.angle - bodyA.angle;\n}\nRotationalSpring.prototype = new Spring();\nRotationalSpring.prototype.constructor = RotationalSpring;\n\n/**\n * Apply the spring force to the connected bodies.\n * @method applyForce\n */\nRotationalSpring.prototype.applyForce = function(){\n    var k = this.stiffness,\n        d = this.damping,\n        l = this.restAngle,\n        bodyA = this.bodyA,\n        bodyB = this.bodyB,\n        x = bodyB.angle - bodyA.angle,\n        u = bodyB.angularVelocity - bodyA.angularVelocity;\n\n    var torque = - k * (x - l) - d * u * 0;\n\n    bodyA.angularForce -= torque;\n    bodyB.angularForce += torque;\n};\n\n},{\"../math/vec2\":30,\"./Spring\":34}],34:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2');\nvar Utils = _dereq_('../utils/Utils');\n\nmodule.exports = Spring;\n\n/**\n * A spring, connecting two bodies. The Spring explicitly adds force and angularForce to the bodies and does therefore not put load on the constraint solver.\n *\n * @class Spring\n * @constructor\n * @param {Body} bodyA\n * @param {Body} bodyB\n * @param {Object} [options]\n * @param {number} [options.stiffness=100]  Spring constant (see Hookes Law). A number >= 0.\n * @param {number} [options.damping=1]      A number >= 0. Default: 1\n * @param {Array}  [options.localAnchorA]   Where to hook the spring to body A, in local body coordinates. Defaults to the body center.\n * @param {Array}  [options.localAnchorB]\n * @param {Array}  [options.worldAnchorA]   Where to hook the spring to body A, in world coordinates. Overrides the option \"localAnchorA\" if given.\n * @param {Array}  [options.worldAnchorB]\n */\nfunction Spring(bodyA, bodyB, options){\n    options = Utils.defaults(options,{\n        stiffness: 100,\n        damping: 1,\n    });\n\n    /**\n     * Stiffness of the spring.\n     * @property stiffness\n     * @type {number}\n     */\n    this.stiffness = options.stiffness;\n\n    /**\n     * Damping of the spring.\n     * @property damping\n     * @type {number}\n     */\n    this.damping = options.damping;\n\n    /**\n     * First connected body.\n     * @property bodyA\n     * @type {Body}\n     */\n    this.bodyA = bodyA;\n\n    /**\n     * Second connected body.\n     * @property bodyB\n     * @type {Body}\n     */\n    this.bodyB = bodyB;\n}\n\n/**\n * Apply the spring force to the connected bodies.\n * @method applyForce\n */\nSpring.prototype.applyForce = function(){\n    // To be implemented by subclasses\n};\n\n},{\"../math/vec2\":30,\"../utils/Utils\":57}],35:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2');\nvar Utils = _dereq_('../utils/Utils');\nvar Constraint = _dereq_('../constraints/Constraint');\nvar FrictionEquation = _dereq_('../equations/FrictionEquation');\nvar Body = _dereq_('../objects/Body');\n\nmodule.exports = TopDownVehicle;\n\n/**\n * @class TopDownVehicle\n * @constructor\n * @param {Body} chassisBody A dynamic body, already added to the world.\n * @param {Object} [options]\n *\n * @example\n *\n *     // Create a dynamic body for the chassis\n *     var chassisBody = new Body({\n *         mass: 1\n *     });\n *     var boxShape = new Box({ width: 0.5, height: 1 });\n *     chassisBody.addShape(boxShape);\n *     world.addBody(chassisBody);\n *\n *     // Create the vehicle\n *     var vehicle = new TopDownVehicle(chassisBody);\n *\n *     // Add one front wheel and one back wheel - we don't actually need four :)\n *     var frontWheel = vehicle.addWheel({\n *         localPosition: [0, 0.5] // front\n *     });\n *     frontWheel.setSideFriction(4);\n *\n *     // Back wheel\n *     var backWheel = vehicle.addWheel({\n *         localPosition: [0, -0.5] // back\n *     });\n *     backWheel.setSideFriction(3); // Less side friction on back wheel makes it easier to drift\n *     vehicle.addToWorld(world);\n *\n *     // Steer value zero means straight forward. Positive is left and negative right.\n *     frontWheel.steerValue = Math.PI / 16;\n *\n *     // Engine force forward\n *     backWheel.engineForce = 10;\n *     backWheel.setBrakeForce(0);\n */\nfunction TopDownVehicle(chassisBody, options){\n    options = options || {};\n\n    /**\n     * @property {Body} chassisBody\n     */\n    this.chassisBody = chassisBody;\n\n    /**\n     * @property {Array} wheels\n     */\n    this.wheels = [];\n\n    // A dummy body to constrain the chassis to\n    this.groundBody = new Body({ mass: 0 });\n\n    this.world = null;\n\n    var that = this;\n    this.preStepCallback = function(){\n        that.update();\n    };\n}\n\n/**\n * @method addToWorld\n * @param {World} world\n */\nTopDownVehicle.prototype.addToWorld = function(world){\n    this.world = world;\n    world.addBody(this.groundBody);\n    world.on('preStep', this.preStepCallback);\n    for (var i = 0; i < this.wheels.length; i++) {\n        var wheel = this.wheels[i];\n        world.addConstraint(wheel);\n    }\n};\n\n/**\n * @method removeFromWorld\n * @param {World} world\n */\nTopDownVehicle.prototype.removeFromWorld = function(){\n    var world = this.world;\n    world.removeBody(this.groundBody);\n    world.off('preStep', this.preStepCallback);\n    for (var i = 0; i < this.wheels.length; i++) {\n        var wheel = this.wheels[i];\n        world.removeConstraint(wheel);\n    }\n    this.world = null;\n};\n\n/**\n * @method addWheel\n * @param {object} [wheelOptions]\n * @return {WheelConstraint}\n */\nTopDownVehicle.prototype.addWheel = function(wheelOptions){\n    var wheel = new WheelConstraint(this,wheelOptions);\n    this.wheels.push(wheel);\n    return wheel;\n};\n\n/**\n * @method update\n */\nTopDownVehicle.prototype.update = function(){\n    for (var i = 0; i < this.wheels.length; i++) {\n        this.wheels[i].update();\n    }\n};\n\n/**\n * @class WheelConstraint\n * @constructor\n * @extends {Constraint}\n * @param {Vehicle} vehicle\n * @param {object} [options]\n * @param {Array} [options.localForwardVector]The local wheel forward vector in local body space. Default is zero.\n * @param {Array} [options.localPosition] The local position of the wheen in the chassis body. Default is zero - the center of the body.\n * @param {Array} [options.sideFriction=5] The max friction force in the sideways direction.\n */\nfunction WheelConstraint(vehicle, options){\n    options = options || {};\n\n    this.vehicle = vehicle;\n\n    this.forwardEquation = new FrictionEquation(vehicle.chassisBody, vehicle.groundBody);\n\n    this.sideEquation = new FrictionEquation(vehicle.chassisBody, vehicle.groundBody);\n\n    /**\n     * @property {number} steerValue\n     */\n    this.steerValue = 0;\n\n    /**\n     * @property {number} engineForce\n     */\n    this.engineForce = 0;\n\n    this.setSideFriction(options.sideFriction !== undefined ? options.sideFriction : 5);\n\n    /**\n     * @property {Array} localForwardVector\n     */\n    this.localForwardVector = vec2.fromValues(0, 1);\n    if(options.localForwardVector){\n        vec2.copy(this.localForwardVector, options.localForwardVector);\n    }\n\n    /**\n     * @property {Array} localPosition\n     */\n    this.localPosition = vec2.fromValues(0, 0);\n    if(options.localPosition){\n        vec2.copy(this.localPosition, options.localPosition);\n    }\n\n    Constraint.apply(this, vehicle.chassisBody, vehicle.groundBody);\n\n    this.equations.push(\n        this.forwardEquation,\n        this.sideEquation\n    );\n\n    this.setBrakeForce(0);\n}\nWheelConstraint.prototype = new Constraint();\n\n/**\n * @method setForwardFriction\n */\nWheelConstraint.prototype.setBrakeForce = function(force){\n    this.forwardEquation.setSlipForce(force);\n};\n\n/**\n * @method setSideFriction\n */\nWheelConstraint.prototype.setSideFriction = function(force){\n    this.sideEquation.setSlipForce(force);\n};\n\nvar worldVelocity = vec2.create();\nvar relativePoint = vec2.create();\n\n/**\n * @method getSpeed\n */\nWheelConstraint.prototype.getSpeed = function(){\n    this.vehicle.chassisBody.vectorToWorldFrame(relativePoint, this.localForwardVector);\n    this.vehicle.chassisBody.getVelocityAtPoint(worldVelocity, relativePoint);\n    return vec2.dot(worldVelocity, relativePoint);\n};\n\nvar tmpVec = vec2.create();\n\n/**\n * @method update\n */\nWheelConstraint.prototype.update = function(){\n\n    // Directional\n    this.vehicle.chassisBody.vectorToWorldFrame(this.forwardEquation.t, this.localForwardVector);\n    vec2.rotate(this.sideEquation.t, this.localForwardVector, Math.PI / 2);\n    this.vehicle.chassisBody.vectorToWorldFrame(this.sideEquation.t, this.sideEquation.t);\n\n    vec2.rotate(this.forwardEquation.t, this.forwardEquation.t, this.steerValue);\n    vec2.rotate(this.sideEquation.t, this.sideEquation.t, this.steerValue);\n\n    // Attachment point\n    this.vehicle.chassisBody.toWorldFrame(this.forwardEquation.contactPointB, this.localPosition);\n    vec2.copy(this.sideEquation.contactPointB, this.forwardEquation.contactPointB);\n\n    this.vehicle.chassisBody.vectorToWorldFrame(this.forwardEquation.contactPointA, this.localPosition);\n    vec2.copy(this.sideEquation.contactPointA, this.forwardEquation.contactPointA);\n\n    // Add engine force\n    vec2.normalize(tmpVec, this.forwardEquation.t);\n    vec2.scale(tmpVec, tmpVec, this.engineForce);\n\n    this.vehicle.chassisBody.applyForce(tmpVec, this.forwardEquation.contactPointA);\n};\n},{\"../constraints/Constraint\":14,\"../equations/FrictionEquation\":23,\"../math/vec2\":30,\"../objects/Body\":31,\"../utils/Utils\":57}],36:[function(_dereq_,module,exports){\n// Export p2 classes\nvar p2 = module.exports = {\n    AABB :                          _dereq_('./collision/AABB'),\n    AngleLockEquation :             _dereq_('./equations/AngleLockEquation'),\n    Body :                          _dereq_('./objects/Body'),\n    Broadphase :                    _dereq_('./collision/Broadphase'),\n    Capsule :                       _dereq_('./shapes/Capsule'),\n    Circle :                        _dereq_('./shapes/Circle'),\n    Constraint :                    _dereq_('./constraints/Constraint'),\n    ContactEquation :               _dereq_('./equations/ContactEquation'),\n    ContactEquationPool :           _dereq_('./utils/ContactEquationPool'),\n    ContactMaterial :               _dereq_('./material/ContactMaterial'),\n    Convex :                        _dereq_('./shapes/Convex'),\n    DistanceConstraint :            _dereq_('./constraints/DistanceConstraint'),\n    Equation :                      _dereq_('./equations/Equation'),\n    EventEmitter :                  _dereq_('./events/EventEmitter'),\n    FrictionEquation :              _dereq_('./equations/FrictionEquation'),\n    FrictionEquationPool :          _dereq_('./utils/FrictionEquationPool'),\n    GearConstraint :                _dereq_('./constraints/GearConstraint'),\n    GSSolver :                      _dereq_('./solver/GSSolver'),\n    Heightfield :                   _dereq_('./shapes/Heightfield'),\n    Line :                          _dereq_('./shapes/Line'),\n    LockConstraint :                _dereq_('./constraints/LockConstraint'),\n    Material :                      _dereq_('./material/Material'),\n    Narrowphase :                   _dereq_('./collision/Narrowphase'),\n    NaiveBroadphase :               _dereq_('./collision/NaiveBroadphase'),\n    Particle :                      _dereq_('./shapes/Particle'),\n    Plane :                         _dereq_('./shapes/Plane'),\n    Pool :                          _dereq_('./utils/Pool'),\n    RevoluteConstraint :            _dereq_('./constraints/RevoluteConstraint'),\n    PrismaticConstraint :           _dereq_('./constraints/PrismaticConstraint'),\n    Ray :                           _dereq_('./collision/Ray'),\n    RaycastResult :                 _dereq_('./collision/RaycastResult'),\n    Box :                           _dereq_('./shapes/Box'),\n    RotationalVelocityEquation :    _dereq_('./equations/RotationalVelocityEquation'),\n    SAPBroadphase :                 _dereq_('./collision/SAPBroadphase'),\n    Shape :                         _dereq_('./shapes/Shape'),\n    Solver :                        _dereq_('./solver/Solver'),\n    Spring :                        _dereq_('./objects/Spring'),\n    TopDownVehicle :                _dereq_('./objects/TopDownVehicle'),\n    LinearSpring :                  _dereq_('./objects/LinearSpring'),\n    RotationalSpring :              _dereq_('./objects/RotationalSpring'),\n    Utils :                         _dereq_('./utils/Utils'),\n    World :                         _dereq_('./world/World'),\n    vec2 :                          _dereq_('./math/vec2'),\n    version :                       _dereq_('../package.json').version,\n};\n\nObject.defineProperty(p2, 'Rectangle', {\n    get: function() {\n        console.warn('The Rectangle class has been renamed to Box.');\n        return this.Box;\n    }\n});\n},{\"../package.json\":6,\"./collision/AABB\":7,\"./collision/Broadphase\":8,\"./collision/NaiveBroadphase\":9,\"./collision/Narrowphase\":10,\"./collision/Ray\":11,\"./collision/RaycastResult\":12,\"./collision/SAPBroadphase\":13,\"./constraints/Constraint\":14,\"./constraints/DistanceConstraint\":15,\"./constraints/GearConstraint\":16,\"./constraints/LockConstraint\":17,\"./constraints/PrismaticConstraint\":18,\"./constraints/RevoluteConstraint\":19,\"./equations/AngleLockEquation\":20,\"./equations/ContactEquation\":21,\"./equations/Equation\":22,\"./equations/FrictionEquation\":23,\"./equations/RotationalVelocityEquation\":25,\"./events/EventEmitter\":26,\"./material/ContactMaterial\":27,\"./material/Material\":28,\"./math/vec2\":30,\"./objects/Body\":31,\"./objects/LinearSpring\":32,\"./objects/RotationalSpring\":33,\"./objects/Spring\":34,\"./objects/TopDownVehicle\":35,\"./shapes/Box\":37,\"./shapes/Capsule\":38,\"./shapes/Circle\":39,\"./shapes/Convex\":40,\"./shapes/Heightfield\":41,\"./shapes/Line\":42,\"./shapes/Particle\":43,\"./shapes/Plane\":44,\"./shapes/Shape\":45,\"./solver/GSSolver\":46,\"./solver/Solver\":47,\"./utils/ContactEquationPool\":48,\"./utils/FrictionEquationPool\":49,\"./utils/Pool\":55,\"./utils/Utils\":57,\"./world/World\":61}],37:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2')\n,   Shape = _dereq_('./Shape')\n,   Convex = _dereq_('./Convex');\n\nmodule.exports = Box;\n\n/**\n * Box shape class.\n * @class Box\n * @constructor\n * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink \"Shape\"}}{{/crossLink}} constructor.)\n * @param {Number} [options.width=1] Total width of the box\n * @param {Number} [options.height=1] Total height of the box\n * @extends Convex\n */\nfunction Box(options){\n    if(typeof(arguments[0]) === 'number' && typeof(arguments[1]) === 'number'){\n        options = {\n            width: arguments[0],\n            height: arguments[1]\n        };\n        console.warn('The Rectangle has been renamed to Box and its constructor signature has changed. Please use the following format: new Box({ width: 1, height: 1, ... })');\n    }\n    options = options || {};\n\n    /**\n     * Total width of the box\n     * @property width\n     * @type {Number}\n     */\n    var width = this.width = options.width || 1;\n\n    /**\n     * Total height of the box\n     * @property height\n     * @type {Number}\n     */\n    var height = this.height = options.height || 1;\n\n    var verts = [\n        vec2.fromValues(-width/2, -height/2),\n        vec2.fromValues( width/2, -height/2),\n        vec2.fromValues( width/2,  height/2),\n        vec2.fromValues(-width/2,  height/2)\n    ];\n    var axes = [\n        vec2.fromValues(1, 0),\n        vec2.fromValues(0, 1)\n    ];\n\n    options.vertices = verts;\n    options.axes = axes;\n    options.type = Shape.BOX;\n    Convex.call(this, options);\n}\nBox.prototype = new Convex();\nBox.prototype.constructor = Box;\n\n/**\n * Compute moment of inertia\n * @method computeMomentOfInertia\n * @param  {Number} mass\n * @return {Number}\n */\nBox.prototype.computeMomentOfInertia = function(mass){\n    var w = this.width,\n        h = this.height;\n    return mass * (h*h + w*w) / 12;\n};\n\n/**\n * Update the bounding radius\n * @method updateBoundingRadius\n */\nBox.prototype.updateBoundingRadius = function(){\n    var w = this.width,\n        h = this.height;\n    this.boundingRadius = Math.sqrt(w*w + h*h) / 2;\n};\n\nvar corner1 = vec2.create(),\n    corner2 = vec2.create(),\n    corner3 = vec2.create(),\n    corner4 = vec2.create();\n\n/**\n * @method computeAABB\n * @param  {AABB}   out      The resulting AABB.\n * @param  {Array}  position\n * @param  {Number} angle\n */\nBox.prototype.computeAABB = function(out, position, angle){\n    out.setFromPoints(this.vertices,position,angle,0);\n};\n\nBox.prototype.updateArea = function(){\n    this.area = this.width * this.height;\n};\n\n\n},{\"../math/vec2\":30,\"./Convex\":40,\"./Shape\":45}],38:[function(_dereq_,module,exports){\nvar Shape = _dereq_('./Shape')\n,   vec2 = _dereq_('../math/vec2');\n\nmodule.exports = Capsule;\n\n/**\n * Capsule shape class.\n * @class Capsule\n * @constructor\n * @extends Shape\n * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink \"Shape\"}}{{/crossLink}} constructor.)\n * @param {Number} [options.length=1] The distance between the end points\n * @param {Number} [options.radius=1] Radius of the capsule\n * @example\n *     var capsuleShape = new Capsule({\n *         length: 1,\n *         radius: 2\n *     });\n *     body.addShape(capsuleShape);\n */\nfunction Capsule(options){\n    if(typeof(arguments[0]) === 'number' && typeof(arguments[1]) === 'number'){\n        options = {\n            length: arguments[0],\n            radius: arguments[1]\n        };\n        console.warn('The Capsule constructor signature has changed. Please use the following format: new Capsule({ radius: 1, length: 1 })');\n    }\n    options = options || {};\n\n    /**\n     * The distance between the end points.\n     * @property {Number} length\n     */\n    this.length = options.length || 1;\n\n    /**\n     * The radius of the capsule.\n     * @property {Number} radius\n     */\n    this.radius = options.radius || 1;\n\n    options.type = Shape.CAPSULE;\n    Shape.call(this, options);\n}\nCapsule.prototype = new Shape();\nCapsule.prototype.constructor = Capsule;\n\n/**\n * Compute the mass moment of inertia of the Capsule.\n * @method conputeMomentOfInertia\n * @param  {Number} mass\n * @return {Number}\n * @todo\n */\nCapsule.prototype.computeMomentOfInertia = function(mass){\n    // Approximate with rectangle\n    var r = this.radius,\n        w = this.length + r, // 2*r is too much, 0 is too little\n        h = r*2;\n    return mass * (h*h + w*w) / 12;\n};\n\n/**\n * @method updateBoundingRadius\n */\nCapsule.prototype.updateBoundingRadius = function(){\n    this.boundingRadius = this.radius + this.length/2;\n};\n\n/**\n * @method updateArea\n */\nCapsule.prototype.updateArea = function(){\n    this.area = Math.PI * this.radius * this.radius + this.radius * 2 * this.length;\n};\n\nvar r = vec2.create();\n\n/**\n * @method computeAABB\n * @param  {AABB}   out      The resulting AABB.\n * @param  {Array}  position\n * @param  {Number} angle\n */\nCapsule.prototype.computeAABB = function(out, position, angle){\n    var radius = this.radius;\n\n    // Compute center position of one of the the circles, world oriented, but with local offset\n    vec2.set(r,this.length / 2,0);\n    if(angle !== 0){\n        vec2.rotate(r,r,angle);\n    }\n\n    // Get bounds\n    vec2.set(out.upperBound,  Math.max(r[0]+radius, -r[0]+radius),\n                              Math.max(r[1]+radius, -r[1]+radius));\n    vec2.set(out.lowerBound,  Math.min(r[0]-radius, -r[0]-radius),\n                              Math.min(r[1]-radius, -r[1]-radius));\n\n    // Add offset\n    vec2.add(out.lowerBound, out.lowerBound, position);\n    vec2.add(out.upperBound, out.upperBound, position);\n};\n\nvar intersectCapsule_hitPointWorld = vec2.create();\nvar intersectCapsule_normal = vec2.create();\nvar intersectCapsule_l0 = vec2.create();\nvar intersectCapsule_l1 = vec2.create();\nvar intersectCapsule_unit_y = vec2.fromValues(0,1);\n\n/**\n * @method raycast\n * @param  {RaycastResult} result\n * @param  {Ray} ray\n * @param  {array} position\n * @param  {number} angle\n */\nCapsule.prototype.raycast = function(result, ray, position, angle){\n    var from = ray.from;\n    var to = ray.to;\n    var direction = ray.direction;\n\n    var hitPointWorld = intersectCapsule_hitPointWorld;\n    var normal = intersectCapsule_normal;\n    var l0 = intersectCapsule_l0;\n    var l1 = intersectCapsule_l1;\n\n    // The sides\n    var halfLen = this.length / 2;\n    for(var i=0; i<2; i++){\n\n        // get start and end of the line\n        var y = this.radius * (i*2-1);\n        vec2.set(l0, -halfLen, y);\n        vec2.set(l1, halfLen, y);\n        vec2.toGlobalFrame(l0, l0, position, angle);\n        vec2.toGlobalFrame(l1, l1, position, angle);\n\n        var delta = vec2.getLineSegmentsIntersectionFraction(from, to, l0, l1);\n        if(delta >= 0){\n            vec2.rotate(normal, intersectCapsule_unit_y, angle);\n            vec2.scale(normal, normal, (i*2-1));\n            ray.reportIntersection(result, delta, normal, -1);\n            if(result.shouldStop(ray)){\n                return;\n            }\n        }\n    }\n\n    // Circles\n    var diagonalLengthSquared = Math.pow(this.radius, 2) + Math.pow(halfLen, 2);\n    for(var i=0; i<2; i++){\n        vec2.set(l0, halfLen * (i*2-1), 0);\n        vec2.toGlobalFrame(l0, l0, position, angle);\n\n        var a = Math.pow(to[0] - from[0], 2) + Math.pow(to[1] - from[1], 2);\n        var b = 2 * ((to[0] - from[0]) * (from[0] - l0[0]) + (to[1] - from[1]) * (from[1] - l0[1]));\n        var c = Math.pow(from[0] - l0[0], 2) + Math.pow(from[1] - l0[1], 2) - Math.pow(this.radius, 2);\n        var delta = Math.pow(b, 2) - 4 * a * c;\n\n        if(delta < 0){\n            // No intersection\n            continue;\n\n        } else if(delta === 0){\n            // single intersection point\n            vec2.lerp(hitPointWorld, from, to, delta);\n\n            if(vec2.squaredDistance(hitPointWorld, position) > diagonalLengthSquared){\n                vec2.sub(normal, hitPointWorld, l0);\n                vec2.normalize(normal,normal);\n                ray.reportIntersection(result, delta, normal, -1);\n                if(result.shouldStop(ray)){\n                    return;\n                }\n            }\n\n        } else {\n            var sqrtDelta = Math.sqrt(delta);\n            var inv2a = 1 / (2 * a);\n            var d1 = (- b - sqrtDelta) * inv2a;\n            var d2 = (- b + sqrtDelta) * inv2a;\n\n            if(d1 >= 0 && d1 <= 1){\n                vec2.lerp(hitPointWorld, from, to, d1);\n                if(vec2.squaredDistance(hitPointWorld, position) > diagonalLengthSquared){\n                    vec2.sub(normal, hitPointWorld, l0);\n                    vec2.normalize(normal,normal);\n                    ray.reportIntersection(result, d1, normal, -1);\n                    if(result.shouldStop(ray)){\n                        return;\n                    }\n                }\n            }\n\n            if(d2 >= 0 && d2 <= 1){\n                vec2.lerp(hitPointWorld, from, to, d2);\n                if(vec2.squaredDistance(hitPointWorld, position) > diagonalLengthSquared){\n                    vec2.sub(normal, hitPointWorld, l0);\n                    vec2.normalize(normal,normal);\n                    ray.reportIntersection(result, d2, normal, -1);\n                    if(result.shouldStop(ray)){\n                        return;\n                    }\n                }\n            }\n        }\n    }\n};\n},{\"../math/vec2\":30,\"./Shape\":45}],39:[function(_dereq_,module,exports){\nvar Shape = _dereq_('./Shape')\n,    vec2 = _dereq_('../math/vec2');\n\nmodule.exports = Circle;\n\n/**\n * Circle shape class.\n * @class Circle\n * @extends Shape\n * @constructor\n * @param {options} [options] (Note that this options object will be passed on to the {{#crossLink \"Shape\"}}{{/crossLink}} constructor.)\n * @param {number} [options.radius=1] The radius of this circle\n *\n * @example\n *     var circleShape = new Circle({ radius: 1 });\n *     body.addShape(circleShape);\n */\nfunction Circle(options){\n    if(typeof(arguments[0]) === 'number'){\n        options = {\n            radius: arguments[0]\n        };\n        console.warn('The Circle constructor signature has changed. Please use the following format: new Circle({ radius: 1 })');\n    }\n    options = options || {};\n\n    /**\n     * The radius of the circle.\n     * @property radius\n     * @type {number}\n     */\n    this.radius = options.radius || 1;\n\n    options.type = Shape.CIRCLE;\n    Shape.call(this, options);\n}\nCircle.prototype = new Shape();\nCircle.prototype.constructor = Circle;\n\n/**\n * @method computeMomentOfInertia\n * @param  {Number} mass\n * @return {Number}\n */\nCircle.prototype.computeMomentOfInertia = function(mass){\n    var r = this.radius;\n    return mass * r * r / 2;\n};\n\n/**\n * @method updateBoundingRadius\n * @return {Number}\n */\nCircle.prototype.updateBoundingRadius = function(){\n    this.boundingRadius = this.radius;\n};\n\n/**\n * @method updateArea\n * @return {Number}\n */\nCircle.prototype.updateArea = function(){\n    this.area = Math.PI * this.radius * this.radius;\n};\n\n/**\n * @method computeAABB\n * @param  {AABB}   out      The resulting AABB.\n * @param  {Array}  position\n * @param  {Number} angle\n */\nCircle.prototype.computeAABB = function(out, position, angle){\n    var r = this.radius;\n    vec2.set(out.upperBound,  r,  r);\n    vec2.set(out.lowerBound, -r, -r);\n    if(position){\n        vec2.add(out.lowerBound, out.lowerBound, position);\n        vec2.add(out.upperBound, out.upperBound, position);\n    }\n};\n\nvar Ray_intersectSphere_intersectionPoint = vec2.create();\nvar Ray_intersectSphere_normal = vec2.create();\n\n/**\n * @method raycast\n * @param  {RaycastResult} result\n * @param  {Ray} ray\n * @param  {array} position\n * @param  {number} angle\n */\nCircle.prototype.raycast = function(result, ray, position, angle){\n    var from = ray.from,\n        to = ray.to,\n        r = this.radius;\n\n    var a = Math.pow(to[0] - from[0], 2) + Math.pow(to[1] - from[1], 2);\n    var b = 2 * ((to[0] - from[0]) * (from[0] - position[0]) + (to[1] - from[1]) * (from[1] - position[1]));\n    var c = Math.pow(from[0] - position[0], 2) + Math.pow(from[1] - position[1], 2) - Math.pow(r, 2);\n    var delta = Math.pow(b, 2) - 4 * a * c;\n\n    var intersectionPoint = Ray_intersectSphere_intersectionPoint;\n    var normal = Ray_intersectSphere_normal;\n\n    if(delta < 0){\n        // No intersection\n        return;\n\n    } else if(delta === 0){\n        // single intersection point\n        vec2.lerp(intersectionPoint, from, to, delta);\n\n        vec2.sub(normal, intersectionPoint, position);\n        vec2.normalize(normal,normal);\n\n        ray.reportIntersection(result, delta, normal, -1);\n\n    } else {\n        var sqrtDelta = Math.sqrt(delta);\n        var inv2a = 1 / (2 * a);\n        var d1 = (- b - sqrtDelta) * inv2a;\n        var d2 = (- b + sqrtDelta) * inv2a;\n\n        if(d1 >= 0 && d1 <= 1){\n            vec2.lerp(intersectionPoint, from, to, d1);\n\n            vec2.sub(normal, intersectionPoint, position);\n            vec2.normalize(normal,normal);\n\n            ray.reportIntersection(result, d1, normal, -1);\n\n            if(result.shouldStop(ray)){\n                return;\n            }\n        }\n\n        if(d2 >= 0 && d2 <= 1){\n            vec2.lerp(intersectionPoint, from, to, d2);\n\n            vec2.sub(normal, intersectionPoint, position);\n            vec2.normalize(normal,normal);\n\n            ray.reportIntersection(result, d2, normal, -1);\n        }\n    }\n};\n},{\"../math/vec2\":30,\"./Shape\":45}],40:[function(_dereq_,module,exports){\nvar Shape = _dereq_('./Shape')\n,   vec2 = _dereq_('../math/vec2')\n,   polyk = _dereq_('../math/polyk')\n,   decomp = _dereq_('poly-decomp');\n\nmodule.exports = Convex;\n\n/**\n * Convex shape class.\n * @class Convex\n * @constructor\n * @extends Shape\n * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink \"Shape\"}}{{/crossLink}} constructor.)\n * @param {Array} [options.vertices] An array of vertices that span this shape. Vertices are given in counter-clockwise (CCW) direction.\n * @param {Array} [options.axes] An array of unit length vectors, representing the symmetry axes in the convex.\n * @example\n *     // Create a box\n *     var vertices = [[-1,-1], [1,-1], [1,1], [-1,1]];\n *     var convexShape = new Convex({ vertices: vertices });\n *     body.addShape(convexShape);\n */\nfunction Convex(options){\n    if(Array.isArray(arguments[0])){\n        options = {\n            vertices: arguments[0],\n            axes: arguments[1]\n        };\n        console.warn('The Convex constructor signature has changed. Please use the following format: new Convex({ vertices: [...], ... })');\n    }\n    options = options || {};\n\n    /**\n     * Vertices defined in the local frame.\n     * @property vertices\n     * @type {Array}\n     */\n    this.vertices = [];\n\n    // Copy the verts\n    var vertices = options.vertices !== undefined ? options.vertices : [];\n    for(var i=0; i < vertices.length; i++){\n        var v = vec2.create();\n        vec2.copy(v, vertices[i]);\n        this.vertices.push(v);\n    }\n\n    /**\n     * Axes defined in the local frame.\n     * @property axes\n     * @type {Array}\n     */\n    this.axes = [];\n\n    if(options.axes){\n\n        // Copy the axes\n        for(var i=0; i < options.axes.length; i++){\n            var axis = vec2.create();\n            vec2.copy(axis, options.axes[i]);\n            this.axes.push(axis);\n        }\n\n    } else {\n\n        // Construct axes from the vertex data\n        for(var i = 0; i < this.vertices.length; i++){\n            // Get the world edge\n            var worldPoint0 = this.vertices[i];\n            var worldPoint1 = this.vertices[(i+1) % this.vertices.length];\n\n            var normal = vec2.create();\n            vec2.sub(normal, worldPoint1, worldPoint0);\n\n            // Get normal - just rotate 90 degrees since vertices are given in CCW\n            vec2.rotate90cw(normal, normal);\n            vec2.normalize(normal, normal);\n\n            this.axes.push(normal);\n        }\n\n    }\n\n    /**\n     * The center of mass of the Convex\n     * @property centerOfMass\n     * @type {Array}\n     */\n    this.centerOfMass = vec2.fromValues(0,0);\n\n    /**\n     * Triangulated version of this convex. The structure is Array of 3-Arrays, and each subarray contains 3 integers, referencing the vertices.\n     * @property triangles\n     * @type {Array}\n     */\n    this.triangles = [];\n\n    if(this.vertices.length){\n        this.updateTriangles();\n        this.updateCenterOfMass();\n    }\n\n    /**\n     * The bounding radius of the convex\n     * @property boundingRadius\n     * @type {Number}\n     */\n    this.boundingRadius = 0;\n\n    options.type = Shape.CONVEX;\n    Shape.call(this, options);\n\n    this.updateBoundingRadius();\n    this.updateArea();\n    if(this.area < 0){\n        throw new Error(\"Convex vertices must be given in conter-clockwise winding.\");\n    }\n}\nConvex.prototype = new Shape();\nConvex.prototype.constructor = Convex;\n\nvar tmpVec1 = vec2.create();\nvar tmpVec2 = vec2.create();\n\n/**\n * Project a Convex onto a world-oriented axis\n * @method projectOntoAxis\n * @static\n * @param  {Array} offset\n * @param  {Array} localAxis\n * @param  {Array} result\n */\nConvex.prototype.projectOntoLocalAxis = function(localAxis, result){\n    var max=null,\n        min=null,\n        v,\n        value,\n        localAxis = tmpVec1;\n\n    // Get projected position of all vertices\n    for(var i=0; i<this.vertices.length; i++){\n        v = this.vertices[i];\n        value = vec2.dot(v, localAxis);\n        if(max === null || value > max){\n            max = value;\n        }\n        if(min === null || value < min){\n            min = value;\n        }\n    }\n\n    if(min > max){\n        var t = min;\n        min = max;\n        max = t;\n    }\n\n    vec2.set(result, min, max);\n};\n\nConvex.prototype.projectOntoWorldAxis = function(localAxis, shapeOffset, shapeAngle, result){\n    var worldAxis = tmpVec2;\n\n    this.projectOntoLocalAxis(localAxis, result);\n\n    // Project the position of the body onto the axis - need to add this to the result\n    if(shapeAngle !== 0){\n        vec2.rotate(worldAxis, localAxis, shapeAngle);\n    } else {\n        worldAxis = localAxis;\n    }\n    var offset = vec2.dot(shapeOffset, worldAxis);\n\n    vec2.set(result, result[0] + offset, result[1] + offset);\n};\n\n\n/**\n * Update the .triangles property\n * @method updateTriangles\n */\nConvex.prototype.updateTriangles = function(){\n\n    this.triangles.length = 0;\n\n    // Rewrite on polyk notation, array of numbers\n    var polykVerts = [];\n    for(var i=0; i<this.vertices.length; i++){\n        var v = this.vertices[i];\n        polykVerts.push(v[0],v[1]);\n    }\n\n    // Triangulate\n    var triangles = polyk.Triangulate(polykVerts);\n\n    // Loop over all triangles, add their inertia contributions to I\n    for(var i=0; i<triangles.length; i+=3){\n        var id1 = triangles[i],\n            id2 = triangles[i+1],\n            id3 = triangles[i+2];\n\n        // Add to triangles\n        this.triangles.push([id1,id2,id3]);\n    }\n};\n\nvar updateCenterOfMass_centroid = vec2.create(),\n    updateCenterOfMass_centroid_times_mass = vec2.create(),\n    updateCenterOfMass_a = vec2.create(),\n    updateCenterOfMass_b = vec2.create(),\n    updateCenterOfMass_c = vec2.create(),\n    updateCenterOfMass_ac = vec2.create(),\n    updateCenterOfMass_ca = vec2.create(),\n    updateCenterOfMass_cb = vec2.create(),\n    updateCenterOfMass_n = vec2.create();\n\n/**\n * Update the .centerOfMass property.\n * @method updateCenterOfMass\n */\nConvex.prototype.updateCenterOfMass = function(){\n    var triangles = this.triangles,\n        verts = this.vertices,\n        cm = this.centerOfMass,\n        centroid = updateCenterOfMass_centroid,\n        n = updateCenterOfMass_n,\n        a = updateCenterOfMass_a,\n        b = updateCenterOfMass_b,\n        c = updateCenterOfMass_c,\n        ac = updateCenterOfMass_ac,\n        ca = updateCenterOfMass_ca,\n        cb = updateCenterOfMass_cb,\n        centroid_times_mass = updateCenterOfMass_centroid_times_mass;\n\n    vec2.set(cm,0,0);\n    var totalArea = 0;\n\n    for(var i=0; i!==triangles.length; i++){\n        var t = triangles[i],\n            a = verts[t[0]],\n            b = verts[t[1]],\n            c = verts[t[2]];\n\n        vec2.centroid(centroid,a,b,c);\n\n        // Get mass for the triangle (density=1 in this case)\n        // http://math.stackexchange.com/questions/80198/area-of-triangle-via-vectors\n        var m = Convex.triangleArea(a,b,c);\n        totalArea += m;\n\n        // Add to center of mass\n        vec2.scale(centroid_times_mass, centroid, m);\n        vec2.add(cm, cm, centroid_times_mass);\n    }\n\n    vec2.scale(cm,cm,1/totalArea);\n};\n\n/**\n * Compute the mass moment of inertia of the Convex.\n * @method computeMomentOfInertia\n * @param  {Number} mass\n * @return {Number}\n * @see http://www.gamedev.net/topic/342822-moment-of-inertia-of-a-polygon-2d/\n */\nConvex.prototype.computeMomentOfInertia = function(mass){\n    var denom = 0.0,\n        numer = 0.0,\n        N = this.vertices.length;\n    for(var j = N-1, i = 0; i < N; j = i, i ++){\n        var p0 = this.vertices[j];\n        var p1 = this.vertices[i];\n        var a = Math.abs(vec2.crossLength(p0,p1));\n        var b = vec2.dot(p1,p1) + vec2.dot(p1,p0) + vec2.dot(p0,p0);\n        denom += a * b;\n        numer += a;\n    }\n    return (mass / 6.0) * (denom / numer);\n};\n\n/**\n * Updates the .boundingRadius property\n * @method updateBoundingRadius\n */\nConvex.prototype.updateBoundingRadius = function(){\n    var verts = this.vertices,\n        r2 = 0;\n\n    for(var i=0; i!==verts.length; i++){\n        var l2 = vec2.squaredLength(verts[i]);\n        if(l2 > r2){\n            r2 = l2;\n        }\n    }\n\n    this.boundingRadius = Math.sqrt(r2);\n};\n\n/**\n * Get the area of the triangle spanned by the three points a, b, c. The area is positive if the points are given in counter-clockwise order, otherwise negative.\n * @static\n * @method triangleArea\n * @param {Array} a\n * @param {Array} b\n * @param {Array} c\n * @return {Number}\n */\nConvex.triangleArea = function(a,b,c){\n    return (((b[0] - a[0])*(c[1] - a[1]))-((c[0] - a[0])*(b[1] - a[1]))) * 0.5;\n};\n\n/**\n * Update the .area\n * @method updateArea\n */\nConvex.prototype.updateArea = function(){\n    this.updateTriangles();\n    this.area = 0;\n\n    var triangles = this.triangles,\n        verts = this.vertices;\n    for(var i=0; i!==triangles.length; i++){\n        var t = triangles[i],\n            a = verts[t[0]],\n            b = verts[t[1]],\n            c = verts[t[2]];\n\n        // Get mass for the triangle (density=1 in this case)\n        var m = Convex.triangleArea(a,b,c);\n        this.area += m;\n    }\n};\n\n/**\n * @method computeAABB\n * @param  {AABB}   out\n * @param  {Array}  position\n * @param  {Number} angle\n */\nConvex.prototype.computeAABB = function(out, position, angle){\n    out.setFromPoints(this.vertices, position, angle, 0);\n};\n\nvar intersectConvex_rayStart = vec2.create();\nvar intersectConvex_rayEnd = vec2.create();\nvar intersectConvex_normal = vec2.create();\n\n/**\n * @method raycast\n * @param  {RaycastResult} result\n * @param  {Ray} ray\n * @param  {array} position\n * @param  {number} angle\n */\nConvex.prototype.raycast = function(result, ray, position, angle){\n    var rayStart = intersectConvex_rayStart;\n    var rayEnd = intersectConvex_rayEnd;\n    var normal = intersectConvex_normal;\n    var vertices = this.vertices;\n\n    // Transform to local shape space\n    vec2.toLocalFrame(rayStart, ray.from, position, angle);\n    vec2.toLocalFrame(rayEnd, ray.to, position, angle);\n\n    var n = vertices.length;\n\n    for (var i = 0; i < n && !result.shouldStop(ray); i++) {\n        var q1 = vertices[i];\n        var q2 = vertices[(i+1) % n];\n        var delta = vec2.getLineSegmentsIntersectionFraction(rayStart, rayEnd, q1, q2);\n\n        if(delta >= 0){\n            vec2.sub(normal, q2, q1);\n            vec2.rotate(normal, normal, -Math.PI / 2 + angle);\n            vec2.normalize(normal, normal);\n            ray.reportIntersection(result, delta, normal, i);\n        }\n    }\n};\n\n},{\"../math/polyk\":29,\"../math/vec2\":30,\"./Shape\":45,\"poly-decomp\":5}],41:[function(_dereq_,module,exports){\nvar Shape = _dereq_('./Shape')\n,    vec2 = _dereq_('../math/vec2')\n,    Utils = _dereq_('../utils/Utils');\n\nmodule.exports = Heightfield;\n\n/**\n * Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a distance \"elementWidth\".\n * @class Heightfield\n * @extends Shape\n * @constructor\n * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink \"Shape\"}}{{/crossLink}} constructor.)\n * @param {array} [options.heights] An array of Y values that will be used to construct the terrain.\n * @param {Number} [options.minValue] Minimum value of the data points in the data array. Will be computed automatically if not given.\n * @param {Number} [options.maxValue] Maximum value.\n * @param {Number} [options.elementWidth=0.1] World spacing between the data points in X direction.\n *\n * @example\n *     // Generate some height data (y-values).\n *     var heights = [];\n *     for(var i = 0; i < 1000; i++){\n *         var y = 0.5 * Math.cos(0.2 * i);\n *         heights.push(y);\n *     }\n *\n *     // Create the heightfield shape\n *     var heightfieldShape = new Heightfield({\n *         heights: heights,\n *         elementWidth: 1 // Distance between the data points in X direction\n *     });\n *     var heightfieldBody = new Body();\n *     heightfieldBody.addShape(heightfieldShape);\n *     world.addBody(heightfieldBody);\n *\n * @todo Should use a scale property with X and Y direction instead of just elementWidth\n */\nfunction Heightfield(options){\n    if(Array.isArray(arguments[0])){\n        options = {\n            heights: arguments[0]\n        };\n\n        if(typeof(arguments[1]) === 'object'){\n            for(var key in arguments[1]){\n                options[key] = arguments[1][key];\n            }\n        }\n\n        console.warn('The Heightfield constructor signature has changed. Please use the following format: new Heightfield({ heights: [...], ... })');\n    }\n    options = options || {};\n\n    /**\n     * An array of numbers, or height values, that are spread out along the x axis.\n     * @property {array} heights\n     */\n    this.heights = options.heights ? options.heights.slice(0) : [];\n\n    /**\n     * Max value of the heights\n     * @property {number} maxValue\n     */\n    this.maxValue = options.maxValue || null;\n\n    /**\n     * Max value of the heights\n     * @property {number} minValue\n     */\n    this.minValue = options.minValue || null;\n\n    /**\n     * The width of each element\n     * @property {number} elementWidth\n     */\n    this.elementWidth = options.elementWidth || 0.1;\n\n    if(options.maxValue === undefined || options.minValue === undefined){\n        this.updateMaxMinValues();\n    }\n\n    options.type = Shape.HEIGHTFIELD;\n    Shape.call(this, options);\n}\nHeightfield.prototype = new Shape();\nHeightfield.prototype.constructor = Heightfield;\n\n/**\n * Update the .minValue and the .maxValue\n * @method updateMaxMinValues\n */\nHeightfield.prototype.updateMaxMinValues = function(){\n    var data = this.heights;\n    var maxValue = data[0];\n    var minValue = data[0];\n    for(var i=0; i !== data.length; i++){\n        var v = data[i];\n        if(v > maxValue){\n            maxValue = v;\n        }\n        if(v < minValue){\n            minValue = v;\n        }\n    }\n    this.maxValue = maxValue;\n    this.minValue = minValue;\n};\n\n/**\n * @method computeMomentOfInertia\n * @param  {Number} mass\n * @return {Number}\n */\nHeightfield.prototype.computeMomentOfInertia = function(mass){\n    return Number.MAX_VALUE;\n};\n\nHeightfield.prototype.updateBoundingRadius = function(){\n    this.boundingRadius = Number.MAX_VALUE;\n};\n\nHeightfield.prototype.updateArea = function(){\n    var data = this.heights,\n        area = 0;\n    for(var i=0; i<data.length-1; i++){\n        area += (data[i]+data[i+1]) / 2 * this.elementWidth;\n    }\n    this.area = area;\n};\n\nvar points = [\n    vec2.create(),\n    vec2.create(),\n    vec2.create(),\n    vec2.create()\n];\n\n/**\n * @method computeAABB\n * @param  {AABB}   out      The resulting AABB.\n * @param  {Array}  position\n * @param  {Number} angle\n */\nHeightfield.prototype.computeAABB = function(out, position, angle){\n    vec2.set(points[0], 0, this.maxValue);\n    vec2.set(points[1], this.elementWidth * this.heights.length, this.maxValue);\n    vec2.set(points[2], this.elementWidth * this.heights.length, this.minValue);\n    vec2.set(points[3], 0, this.minValue);\n    out.setFromPoints(points, position, angle);\n};\n\n/**\n * Get a line segment in the heightfield\n * @method getLineSegment\n * @param  {array} start Where to store the resulting start point\n * @param  {array} end Where to store the resulting end point\n * @param  {number} i\n */\nHeightfield.prototype.getLineSegment = function(start, end, i){\n    var data = this.heights;\n    var width = this.elementWidth;\n    vec2.set(start, i * width, data[i]);\n    vec2.set(end, (i + 1) * width, data[i + 1]);\n};\n\nHeightfield.prototype.getSegmentIndex = function(position){\n    return Math.floor(position[0] / this.elementWidth);\n};\n\nHeightfield.prototype.getClampedSegmentIndex = function(position){\n    var i = this.getSegmentIndex(position);\n    i = Math.min(this.heights.length, Math.max(i, 0)); // clamp\n    return i;\n};\n\nvar intersectHeightfield_hitPointWorld = vec2.create();\nvar intersectHeightfield_worldNormal = vec2.create();\nvar intersectHeightfield_l0 = vec2.create();\nvar intersectHeightfield_l1 = vec2.create();\nvar intersectHeightfield_localFrom = vec2.create();\nvar intersectHeightfield_localTo = vec2.create();\nvar intersectHeightfield_unit_y = vec2.fromValues(0,1);\n\n// Returns 1 if the lines intersect, otherwise 0.\nfunction getLineSegmentsIntersection (out, p0, p1, p2, p3) {\n\n    var s1_x, s1_y, s2_x, s2_y;\n    s1_x = p1[0] - p0[0];\n    s1_y = p1[1] - p0[1];\n    s2_x = p3[0] - p2[0];\n    s2_y = p3[1] - p2[1];\n\n    var s, t;\n    s = (-s1_y * (p0[0] - p2[0]) + s1_x * (p0[1] - p2[1])) / (-s2_x * s1_y + s1_x * s2_y);\n    t = ( s2_x * (p0[1] - p2[1]) - s2_y * (p0[0] - p2[0])) / (-s2_x * s1_y + s1_x * s2_y);\n    if (s >= 0 && s <= 1 && t >= 0 && t <= 1) { // Collision detected\n        var intX = p0[0] + (t * s1_x);\n        var intY = p0[1] + (t * s1_y);\n        out[0] = intX;\n        out[1] = intY;\n        return t;\n    }\n    return -1; // No collision\n}\n\n/**\n * @method raycast\n * @param  {RayResult} result\n * @param  {Ray} ray\n * @param  {array} position\n * @param  {number} angle\n */\nHeightfield.prototype.raycast = function(result, ray, position, angle){\n    var from = ray.from;\n    var to = ray.to;\n    var direction = ray.direction;\n\n    var hitPointWorld = intersectHeightfield_hitPointWorld;\n    var worldNormal = intersectHeightfield_worldNormal;\n    var l0 = intersectHeightfield_l0;\n    var l1 = intersectHeightfield_l1;\n    var localFrom = intersectHeightfield_localFrom;\n    var localTo = intersectHeightfield_localTo;\n\n    // get local ray start and end\n    vec2.toLocalFrame(localFrom, from, position, angle);\n    vec2.toLocalFrame(localTo, to, position, angle);\n\n    // Get the segment range\n    var i0 = this.getClampedSegmentIndex(localFrom);\n    var i1 = this.getClampedSegmentIndex(localTo);\n    if(i0 > i1){\n        var tmp = i0;\n        i0 = i1;\n        i1 = tmp;\n    }\n\n    // The segments\n    for(var i=0; i<this.heights.length - 1; i++){\n        this.getLineSegment(l0, l1, i);\n        var t = vec2.getLineSegmentsIntersectionFraction(localFrom, localTo, l0, l1);\n        if(t >= 0){\n            vec2.sub(worldNormal, l1, l0);\n            vec2.rotate(worldNormal, worldNormal, angle + Math.PI / 2);\n            vec2.normalize(worldNormal, worldNormal);\n            ray.reportIntersection(result, t, worldNormal, -1);\n            if(result.shouldStop(ray)){\n                return;\n            }\n        }\n    }\n};\n},{\"../math/vec2\":30,\"../utils/Utils\":57,\"./Shape\":45}],42:[function(_dereq_,module,exports){\nvar Shape = _dereq_('./Shape')\n,   vec2 = _dereq_('../math/vec2');\n\nmodule.exports = Line;\n\n/**\n * Line shape class. The line shape is along the x direction, and stretches from [-length/2, 0] to [length/2,0].\n * @class Line\n * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink \"Shape\"}}{{/crossLink}} constructor.)\n * @param {Number} [options.length=1] The total length of the line\n * @extends Shape\n * @constructor\n */\nfunction Line(options){\n    if(typeof(arguments[0]) === 'number'){\n        options = {\n            length: arguments[0]\n        };\n        console.warn('The Line constructor signature has changed. Please use the following format: new Line({ length: 1, ... })');\n    }\n    options = options || {};\n\n    /**\n     * Length of this line\n     * @property {Number} length\n     * @default 1\n     */\n    this.length = options.length || 1;\n\n    options.type = Shape.LINE;\n    Shape.call(this, options);\n}\nLine.prototype = new Shape();\nLine.prototype.constructor = Line;\n\nLine.prototype.computeMomentOfInertia = function(mass){\n    return mass * Math.pow(this.length,2) / 12;\n};\n\nLine.prototype.updateBoundingRadius = function(){\n    this.boundingRadius = this.length/2;\n};\n\nvar points = [vec2.create(),vec2.create()];\n\n/**\n * @method computeAABB\n * @param  {AABB}   out      The resulting AABB.\n * @param  {Array}  position\n * @param  {Number} angle\n */\nLine.prototype.computeAABB = function(out, position, angle){\n    var l2 = this.length / 2;\n    vec2.set(points[0], -l2,  0);\n    vec2.set(points[1],  l2,  0);\n    out.setFromPoints(points,position,angle,0);\n};\n\nvar raycast_hitPoint = vec2.create();\nvar raycast_normal = vec2.create();\nvar raycast_l0 = vec2.create();\nvar raycast_l1 = vec2.create();\nvar raycast_unit_y = vec2.fromValues(0,1);\n\n/**\n * @method raycast\n * @param  {RaycastResult} result\n * @param  {Ray} ray\n * @param  {number} angle\n * @param  {array} position\n */\nLine.prototype.raycast = function(result, ray, position, angle){\n    var from = ray.from;\n    var to = ray.to;\n\n    var l0 = raycast_l0;\n    var l1 = raycast_l1;\n\n    // get start and end of the line\n    var halfLen = this.length / 2;\n    vec2.set(l0, -halfLen, 0);\n    vec2.set(l1, halfLen, 0);\n    vec2.toGlobalFrame(l0, l0, position, angle);\n    vec2.toGlobalFrame(l1, l1, position, angle);\n\n    var fraction = vec2.getLineSegmentsIntersectionFraction(l0, l1, from, to);\n    if(fraction >= 0){\n        var normal = raycast_normal;\n        vec2.rotate(normal, raycast_unit_y, angle); // todo: this should depend on which side the ray comes from\n        ray.reportIntersection(result, fraction, normal, -1);\n    }\n};\n},{\"../math/vec2\":30,\"./Shape\":45}],43:[function(_dereq_,module,exports){\nvar Shape = _dereq_('./Shape')\n,   vec2 = _dereq_('../math/vec2');\n\nmodule.exports = Particle;\n\n/**\n * Particle shape class.\n * @class Particle\n * @constructor\n * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink \"Shape\"}}{{/crossLink}} constructor.)\n * @extends Shape\n */\nfunction Particle(options){\n    options = options || {};\n\toptions.type = Shape.PARTICLE;\n    Shape.call(this, options);\n}\nParticle.prototype = new Shape();\nParticle.prototype.constructor = Particle;\n\nParticle.prototype.computeMomentOfInertia = function(mass){\n    return 0; // Can't rotate a particle\n};\n\nParticle.prototype.updateBoundingRadius = function(){\n    this.boundingRadius = 0;\n};\n\n/**\n * @method computeAABB\n * @param  {AABB}   out\n * @param  {Array}  position\n * @param  {Number} angle\n */\nParticle.prototype.computeAABB = function(out, position, angle){\n    vec2.copy(out.lowerBound, position);\n    vec2.copy(out.upperBound, position);\n};\n\n},{\"../math/vec2\":30,\"./Shape\":45}],44:[function(_dereq_,module,exports){\nvar Shape =  _dereq_('./Shape')\n,    vec2 =  _dereq_('../math/vec2')\n,    Utils = _dereq_('../utils/Utils');\n\nmodule.exports = Plane;\n\n/**\n * Plane shape class. The plane is facing in the Y direction.\n * @class Plane\n * @extends Shape\n * @constructor\n * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink \"Shape\"}}{{/crossLink}} constructor.)\n */\nfunction Plane(options){\n    options = options || {};\n    options.type = Shape.PLANE;\n    Shape.call(this, options);\n}\nPlane.prototype = new Shape();\nPlane.prototype.constructor = Plane;\n\n/**\n * Compute moment of inertia\n * @method computeMomentOfInertia\n */\nPlane.prototype.computeMomentOfInertia = function(mass){\n    return 0; // Plane is infinite. The inertia should therefore be infinty but by convention we set 0 here\n};\n\n/**\n * Update the bounding radius\n * @method updateBoundingRadius\n */\nPlane.prototype.updateBoundingRadius = function(){\n    this.boundingRadius = Number.MAX_VALUE;\n};\n\n/**\n * @method computeAABB\n * @param  {AABB}   out\n * @param  {Array}  position\n * @param  {Number} angle\n */\nPlane.prototype.computeAABB = function(out, position, angle){\n    var a = angle % (2 * Math.PI);\n    var set = vec2.set;\n    var max = Number.MAX_VALUE;\n    var lowerBound = out.lowerBound;\n    var upperBound = out.upperBound;\n\n    if(a === 0){\n        // y goes from -inf to 0\n        set(lowerBound, -max, -max);\n        set(upperBound,  max,  0);\n\n    } else if(a === Math.PI / 2){\n\n        // x goes from 0 to inf\n        set(lowerBound, 0, -max);\n        set(upperBound,      max,  max);\n\n    } else if(a === Math.PI){\n\n        // y goes from 0 to inf\n        set(lowerBound, -max, 0);\n        set(upperBound,  max, max);\n\n    } else if(a === 3*Math.PI/2){\n\n        // x goes from -inf to 0\n        set(lowerBound, -max,     -max);\n        set(upperBound,  0,  max);\n\n    } else {\n\n        // Set max bounds\n        set(lowerBound, -max, -max);\n        set(upperBound,  max,  max);\n    }\n\n    vec2.add(lowerBound, lowerBound, position);\n    vec2.add(upperBound, upperBound, position);\n};\n\nPlane.prototype.updateArea = function(){\n    this.area = Number.MAX_VALUE;\n};\n\nvar intersectPlane_planePointToFrom = vec2.create();\nvar intersectPlane_dir_scaled_with_t = vec2.create();\nvar intersectPlane_hitPoint = vec2.create();\nvar intersectPlane_normal = vec2.create();\nvar intersectPlane_len = vec2.create();\n\n/**\n * @method raycast\n * @param  {RayResult} result\n * @param  {Ray} ray\n * @param  {array} position\n * @param  {number} angle\n */\nPlane.prototype.raycast = function(result, ray, position, angle){\n    var from = ray.from;\n    var to = ray.to;\n    var direction = ray.direction;\n    var planePointToFrom = intersectPlane_planePointToFrom;\n    var dir_scaled_with_t = intersectPlane_dir_scaled_with_t;\n    var hitPoint = intersectPlane_hitPoint;\n    var normal = intersectPlane_normal;\n    var len = intersectPlane_len;\n\n    // Get plane normal\n    vec2.set(normal, 0, 1);\n    vec2.rotate(normal, normal, angle);\n\n    vec2.sub(len, from, position);\n    var planeToFrom = vec2.dot(len, normal);\n    vec2.sub(len, to, position);\n    var planeToTo = vec2.dot(len, normal);\n\n    if(planeToFrom * planeToTo > 0){\n        // \"from\" and \"to\" are on the same side of the plane... bail out\n        return;\n    }\n\n    if(vec2.squaredDistance(from, to) < planeToFrom * planeToFrom){\n        return;\n    }\n\n    var n_dot_dir = vec2.dot(normal, direction);\n\n    vec2.sub(planePointToFrom, from, position);\n    var t = -vec2.dot(normal, planePointToFrom) / n_dot_dir / ray.length;\n\n    ray.reportIntersection(result, t, normal, -1);\n};\n},{\"../math/vec2\":30,\"../utils/Utils\":57,\"./Shape\":45}],45:[function(_dereq_,module,exports){\nmodule.exports = Shape;\n\nvar vec2 = _dereq_('../math/vec2');\n\n/**\n * Base class for shapes.\n * @class Shape\n * @constructor\n * @param {object} [options]\n * @param {array} [options.position]\n * @param {number} [options.angle=0]\n * @param {number} [options.collisionGroup=1]\n * @param {number} [options.collisionMask=1]\n * @param {boolean} [options.sensor=false]\n * @param {boolean} [options.collisionResponse=true]\n * @param {object} [options.type=0]\n */\nfunction Shape(options){\n    options = options || {};\n\n    /**\n     * The body this shape is attached to. A shape can only be attached to a single body.\n     * @property {Body} body\n     */\n    this.body = null;\n\n    /**\n     * Body-local position of the shape.\n     * @property {Array} position\n     */\n    this.position = vec2.fromValues(0,0);\n    if(options.position){\n        vec2.copy(this.position, options.position);\n    }\n\n    /**\n     * Body-local angle of the shape.\n     * @property {number} angle\n     */\n    this.angle = options.angle || 0;\n\n    /**\n     * The type of the shape. One of:\n     *\n     * * {{#crossLink \"Shape/CIRCLE:property\"}}Shape.CIRCLE{{/crossLink}}\n     * * {{#crossLink \"Shape/PARTICLE:property\"}}Shape.PARTICLE{{/crossLink}}\n     * * {{#crossLink \"Shape/PLANE:property\"}}Shape.PLANE{{/crossLink}}\n     * * {{#crossLink \"Shape/CONVEX:property\"}}Shape.CONVEX{{/crossLink}}\n     * * {{#crossLink \"Shape/LINE:property\"}}Shape.LINE{{/crossLink}}\n     * * {{#crossLink \"Shape/BOX:property\"}}Shape.BOX{{/crossLink}}\n     * * {{#crossLink \"Shape/CAPSULE:property\"}}Shape.CAPSULE{{/crossLink}}\n     * * {{#crossLink \"Shape/HEIGHTFIELD:property\"}}Shape.HEIGHTFIELD{{/crossLink}}\n     *\n     * @property {number} type\n     */\n    this.type = options.type || 0;\n\n    /**\n     * Shape object identifier.\n     * @type {Number}\n     * @property id\n     */\n    this.id = Shape.idCounter++;\n\n    /**\n     * Bounding circle radius of this shape\n     * @property boundingRadius\n     * @type {Number}\n     */\n    this.boundingRadius = 0;\n\n    /**\n     * Collision group that this shape belongs to (bit mask). See <a href=\"http://www.aurelienribon.com/blog/2011/07/box2d-tutorial-collision-filtering/\">this tutorial</a>.\n     * @property collisionGroup\n     * @type {Number}\n     * @example\n     *     // Setup bits for each available group\n     *     var PLAYER = Math.pow(2,0),\n     *         ENEMY =  Math.pow(2,1),\n     *         GROUND = Math.pow(2,2)\n     *\n     *     // Put shapes into their groups\n     *     player1Shape.collisionGroup = PLAYER;\n     *     player2Shape.collisionGroup = PLAYER;\n     *     enemyShape  .collisionGroup = ENEMY;\n     *     groundShape .collisionGroup = GROUND;\n     *\n     *     // Assign groups that each shape collide with.\n     *     // Note that the players can collide with ground and enemies, but not with other players.\n     *     player1Shape.collisionMask = ENEMY | GROUND;\n     *     player2Shape.collisionMask = ENEMY | GROUND;\n     *     enemyShape  .collisionMask = PLAYER | GROUND;\n     *     groundShape .collisionMask = PLAYER | ENEMY;\n     *\n     * @example\n     *     // How collision check is done\n     *     if(shapeA.collisionGroup & shapeB.collisionMask)!=0 && (shapeB.collisionGroup & shapeA.collisionMask)!=0){\n     *         // The shapes will collide\n     *     }\n     */\n    this.collisionGroup = options.collisionGroup !== undefined ? options.collisionGroup : 1;\n\n    /**\n     * Whether to produce contact forces when in contact with other bodies. Note that contacts will be generated, but they will be disabled. That means that this shape will move through other body shapes, but it will still trigger contact events, etc.\n     * @property {Boolean} collisionResponse\n     */\n    this.collisionResponse = options.collisionResponse !== undefined ? options.collisionResponse : true;\n\n    /**\n     * Collision mask of this shape. See .collisionGroup.\n     * @property collisionMask\n     * @type {Number}\n     */\n    this.collisionMask = options.collisionMask !== undefined ? options.collisionMask : 1;\n\n    /**\n     * Material to use in collisions for this Shape. If this is set to null, the world will use default material properties instead.\n     * @property material\n     * @type {Material}\n     */\n    this.material = options.material || null;\n\n    /**\n     * Area of this shape.\n     * @property area\n     * @type {Number}\n     */\n    this.area = 0;\n\n    /**\n     * Set to true if you want this shape to be a sensor. A sensor does not generate contacts, but it still reports contact events. This is good if you want to know if a shape is overlapping another shape, without them generating contacts.\n     * @property {Boolean} sensor\n     */\n    this.sensor = options.sensor !== undefined ? options.sensor : false;\n\n    if(this.type){\n        this.updateBoundingRadius();\n    }\n\n    this.updateArea();\n}\n\nShape.idCounter = 0;\n\n/**\n * @static\n * @property {Number} CIRCLE\n */\nShape.CIRCLE =      1;\n\n/**\n * @static\n * @property {Number} PARTICLE\n */\nShape.PARTICLE =    2;\n\n/**\n * @static\n * @property {Number} PLANE\n */\nShape.PLANE =       4;\n\n/**\n * @static\n * @property {Number} CONVEX\n */\nShape.CONVEX =      8;\n\n/**\n * @static\n * @property {Number} LINE\n */\nShape.LINE =        16;\n\n/**\n * @static\n * @property {Number} BOX\n */\nShape.BOX =   32;\n\nObject.defineProperty(Shape, 'RECTANGLE', {\n    get: function() {\n        console.warn('Shape.RECTANGLE is deprecated, use Shape.BOX instead.');\n        return Shape.BOX;\n    }\n});\n\n/**\n * @static\n * @property {Number} CAPSULE\n */\nShape.CAPSULE =     64;\n\n/**\n * @static\n * @property {Number} HEIGHTFIELD\n */\nShape.HEIGHTFIELD = 128;\n\n/**\n * Should return the moment of inertia around the Z axis of the body given the total mass. See <a href=\"http://en.wikipedia.org/wiki/List_of_moments_of_inertia\">Wikipedia's list of moments of inertia</a>.\n * @method computeMomentOfInertia\n * @param  {Number} mass\n * @return {Number} If the inertia is infinity or if the object simply isn't possible to rotate, return 0.\n */\nShape.prototype.computeMomentOfInertia = function(mass){};\n\n/**\n * Returns the bounding circle radius of this shape.\n * @method updateBoundingRadius\n * @return {Number}\n */\nShape.prototype.updateBoundingRadius = function(){};\n\n/**\n * Update the .area property of the shape.\n * @method updateArea\n */\nShape.prototype.updateArea = function(){\n    // To be implemented in all subclasses\n};\n\n/**\n * Compute the world axis-aligned bounding box (AABB) of this shape.\n * @method computeAABB\n * @param  {AABB} out The resulting AABB.\n * @param  {Array} position World position of the shape.\n * @param  {Number} angle World angle of the shape.\n */\nShape.prototype.computeAABB = function(out, position, angle){\n    // To be implemented in each subclass\n};\n\n/**\n * Perform raycasting on this shape.\n * @method raycast\n * @param  {RayResult} result Where to store the resulting data.\n * @param  {Ray} ray The Ray that you want to use for raycasting.\n * @param  {array} position World position of the shape (the .position property will be ignored).\n * @param  {number} angle World angle of the shape (the .angle property will be ignored).\n */\nShape.prototype.raycast = function(result, ray, position, angle){\n    // To be implemented in each subclass\n};\n},{\"../math/vec2\":30}],46:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2')\n,   Solver = _dereq_('./Solver')\n,   Utils = _dereq_('../utils/Utils')\n,   FrictionEquation = _dereq_('../equations/FrictionEquation');\n\nmodule.exports = GSSolver;\n\n/**\n * Iterative Gauss-Seidel constraint equation solver.\n *\n * @class GSSolver\n * @constructor\n * @extends Solver\n * @param {Object} [options]\n * @param {Number} [options.iterations=10]\n * @param {Number} [options.tolerance=0]\n */\nfunction GSSolver(options){\n    Solver.call(this,options,Solver.GS);\n    options = options || {};\n\n    /**\n     * The max number of iterations to do when solving. More gives better results, but is more expensive.\n     * @property iterations\n     * @type {Number}\n     */\n    this.iterations = options.iterations || 10;\n\n    /**\n     * The error tolerance, per constraint. If the total error is below this limit, the solver will stop iterating. Set to zero for as good solution as possible, but to something larger than zero to make computations faster.\n     * @property tolerance\n     * @type {Number}\n     * @default 1e-7\n     */\n    this.tolerance = options.tolerance || 1e-7;\n\n    this.arrayStep = 30;\n    this.lambda = new Utils.ARRAY_TYPE(this.arrayStep);\n    this.Bs =     new Utils.ARRAY_TYPE(this.arrayStep);\n    this.invCs =  new Utils.ARRAY_TYPE(this.arrayStep);\n\n    /**\n     * Set to true to set all right hand side terms to zero when solving. Can be handy for a few applications.\n     * @property useZeroRHS\n     * @type {Boolean}\n     */\n    this.useZeroRHS = false;\n\n    /**\n     * Number of solver iterations that are done to approximate normal forces. When these iterations are done, friction force will be computed from the contact normal forces. These friction forces will override any other friction forces set from the World for example.\n     * The solver will use less iterations if the solution is below the .tolerance.\n     * @property frictionIterations\n     * @type {Number}\n     */\n    this.frictionIterations = 0;\n\n    /**\n     * The number of iterations that were made during the last solve. If .tolerance is zero, this value will always be equal to .iterations, but if .tolerance is larger than zero, and the solver can quit early, then this number will be somewhere between 1 and .iterations.\n     * @property {Number} usedIterations\n     */\n    this.usedIterations = 0;\n}\nGSSolver.prototype = new Solver();\nGSSolver.prototype.constructor = GSSolver;\n\nfunction setArrayZero(array){\n    var l = array.length;\n    while(l--){\n        array[l] = +0.0;\n    }\n}\n\n/**\n * Solve the system of equations\n * @method solve\n * @param  {Number}  h       Time step\n * @param  {World}   world    World to solve\n */\nGSSolver.prototype.solve = function(h, world){\n\n    this.sortEquations();\n\n    var iter = 0,\n        maxIter = this.iterations,\n        maxFrictionIter = this.frictionIterations,\n        equations = this.equations,\n        Neq = equations.length,\n        tolSquared = Math.pow(this.tolerance*Neq, 2),\n        bodies = world.bodies,\n        Nbodies = world.bodies.length,\n        add = vec2.add,\n        set = vec2.set,\n        useZeroRHS = this.useZeroRHS,\n        lambda = this.lambda;\n\n    this.usedIterations = 0;\n\n    if(Neq){\n        for(var i=0; i!==Nbodies; i++){\n            var b = bodies[i];\n\n            // Update solve mass\n            b.updateSolveMassProperties();\n        }\n    }\n\n    // Things that does not change during iteration can be computed once\n    if(lambda.length < Neq){\n        lambda = this.lambda =  new Utils.ARRAY_TYPE(Neq + this.arrayStep);\n        this.Bs =               new Utils.ARRAY_TYPE(Neq + this.arrayStep);\n        this.invCs =            new Utils.ARRAY_TYPE(Neq + this.arrayStep);\n    }\n    setArrayZero(lambda);\n    var invCs = this.invCs,\n        Bs = this.Bs,\n        lambda = this.lambda;\n\n    for(var i=0; i!==equations.length; i++){\n        var c = equations[i];\n        if(c.timeStep !== h || c.needsUpdate){\n            c.timeStep = h;\n            c.update();\n        }\n        Bs[i] =     c.computeB(c.a,c.b,h);\n        invCs[i] =  c.computeInvC(c.epsilon);\n    }\n\n    var q, B, c, deltalambdaTot,i,j;\n\n    if(Neq !== 0){\n\n        for(i=0; i!==Nbodies; i++){\n            var b = bodies[i];\n\n            // Reset vlambda\n            b.resetConstraintVelocity();\n        }\n\n        if(maxFrictionIter){\n            // Iterate over contact equations to get normal forces\n            for(iter=0; iter!==maxFrictionIter; iter++){\n\n                // Accumulate the total error for each iteration.\n                deltalambdaTot = 0.0;\n\n                for(j=0; j!==Neq; j++){\n                    c = equations[j];\n\n                    var deltalambda = GSSolver.iterateEquation(j,c,c.epsilon,Bs,invCs,lambda,useZeroRHS,h,iter);\n                    deltalambdaTot += Math.abs(deltalambda);\n                }\n\n                this.usedIterations++;\n\n                // If the total error is small enough - stop iterate\n                if(deltalambdaTot*deltalambdaTot <= tolSquared){\n                    break;\n                }\n            }\n\n            GSSolver.updateMultipliers(equations, lambda, 1/h);\n\n            // Set computed friction force\n            for(j=0; j!==Neq; j++){\n                var eq = equations[j];\n                if(eq instanceof FrictionEquation){\n                    var f = 0.0;\n                    for(var k=0; k!==eq.contactEquations.length; k++){\n                        f += eq.contactEquations[k].multiplier;\n                    }\n                    f *= eq.frictionCoefficient / eq.contactEquations.length;\n                    eq.maxForce =  f;\n                    eq.minForce = -f;\n                }\n            }\n        }\n\n        // Iterate over all equations\n        for(iter=0; iter!==maxIter; iter++){\n\n            // Accumulate the total error for each iteration.\n            deltalambdaTot = 0.0;\n\n            for(j=0; j!==Neq; j++){\n                c = equations[j];\n\n                var deltalambda = GSSolver.iterateEquation(j,c,c.epsilon,Bs,invCs,lambda,useZeroRHS,h,iter);\n                deltalambdaTot += Math.abs(deltalambda);\n            }\n\n            this.usedIterations++;\n\n            // If the total error is small enough - stop iterate\n            if(deltalambdaTot*deltalambdaTot <= tolSquared){\n                break;\n            }\n        }\n\n        // Add result to velocity\n        for(i=0; i!==Nbodies; i++){\n            bodies[i].addConstraintVelocity();\n        }\n\n        GSSolver.updateMultipliers(equations, lambda, 1/h);\n    }\n};\n\n// Sets the .multiplier property of each equation\nGSSolver.updateMultipliers = function(equations, lambda, invDt){\n    // Set the .multiplier property of each equation\n    var l = equations.length;\n    while(l--){\n        equations[l].multiplier = lambda[l] * invDt;\n    }\n};\n\nGSSolver.iterateEquation = function(j,eq,eps,Bs,invCs,lambda,useZeroRHS,dt,iter){\n    // Compute iteration\n    var B = Bs[j],\n        invC = invCs[j],\n        lambdaj = lambda[j],\n        GWlambda = eq.computeGWlambda();\n\n    var maxForce = eq.maxForce,\n        minForce = eq.minForce;\n\n    if(useZeroRHS){\n        B = 0;\n    }\n\n    var deltalambda = invC * ( B - GWlambda - eps * lambdaj );\n\n    // Clamp if we are not within the min/max interval\n    var lambdaj_plus_deltalambda = lambdaj + deltalambda;\n    if(lambdaj_plus_deltalambda < minForce*dt){\n        deltalambda = minForce*dt - lambdaj;\n    } else if(lambdaj_plus_deltalambda > maxForce*dt){\n        deltalambda = maxForce*dt - lambdaj;\n    }\n    lambda[j] += deltalambda;\n    eq.addToWlambda(deltalambda);\n\n    return deltalambda;\n};\n\n},{\"../equations/FrictionEquation\":23,\"../math/vec2\":30,\"../utils/Utils\":57,\"./Solver\":47}],47:[function(_dereq_,module,exports){\nvar Utils = _dereq_('../utils/Utils')\n,   EventEmitter = _dereq_('../events/EventEmitter');\n\nmodule.exports = Solver;\n\n/**\n * Base class for constraint solvers.\n * @class Solver\n * @constructor\n * @extends EventEmitter\n */\nfunction Solver(options,type){\n    options = options || {};\n\n    EventEmitter.call(this);\n\n    this.type = type;\n\n    /**\n     * Current equations in the solver.\n     *\n     * @property equations\n     * @type {Array}\n     */\n    this.equations = [];\n\n    /**\n     * Function that is used to sort all equations before each solve.\n     * @property equationSortFunction\n     * @type {function|boolean}\n     */\n    this.equationSortFunction = options.equationSortFunction || false;\n}\nSolver.prototype = new EventEmitter();\nSolver.prototype.constructor = Solver;\n\n/**\n * Method to be implemented in each subclass\n * @method solve\n * @param  {Number} dt\n * @param  {World} world\n */\nSolver.prototype.solve = function(dt,world){\n    throw new Error(\"Solver.solve should be implemented by subclasses!\");\n};\n\nvar mockWorld = {bodies:[]};\n\n/**\n * Solves all constraints in an island.\n * @method solveIsland\n * @param  {Number} dt\n * @param  {Island} island\n */\nSolver.prototype.solveIsland = function(dt,island){\n\n    this.removeAllEquations();\n\n    if(island.equations.length){\n        // Add equations to solver\n        this.addEquations(island.equations);\n        mockWorld.bodies.length = 0;\n        island.getBodies(mockWorld.bodies);\n\n        // Solve\n        if(mockWorld.bodies.length){\n            this.solve(dt,mockWorld);\n        }\n    }\n};\n\n/**\n * Sort all equations using the .equationSortFunction. Should be called by subclasses before solving.\n * @method sortEquations\n */\nSolver.prototype.sortEquations = function(){\n    if(this.equationSortFunction){\n        this.equations.sort(this.equationSortFunction);\n    }\n};\n\n/**\n * Add an equation to be solved.\n *\n * @method addEquation\n * @param {Equation} eq\n */\nSolver.prototype.addEquation = function(eq){\n    if(eq.enabled){\n        this.equations.push(eq);\n    }\n};\n\n/**\n * Add equations. Same as .addEquation, but this time the argument is an array of Equations\n *\n * @method addEquations\n * @param {Array} eqs\n */\nSolver.prototype.addEquations = function(eqs){\n    //Utils.appendArray(this.equations,eqs);\n    for(var i=0, N=eqs.length; i!==N; i++){\n        var eq = eqs[i];\n        if(eq.enabled){\n            this.equations.push(eq);\n        }\n    }\n};\n\n/**\n * Remove an equation.\n *\n * @method removeEquation\n * @param {Equation} eq\n */\nSolver.prototype.removeEquation = function(eq){\n    var i = this.equations.indexOf(eq);\n    if(i !== -1){\n        this.equations.splice(i,1);\n    }\n};\n\n/**\n * Remove all currently added equations.\n *\n * @method removeAllEquations\n */\nSolver.prototype.removeAllEquations = function(){\n    this.equations.length=0;\n};\n\nSolver.GS = 1;\nSolver.ISLAND = 2;\n\n},{\"../events/EventEmitter\":26,\"../utils/Utils\":57}],48:[function(_dereq_,module,exports){\nvar ContactEquation = _dereq_('../equations/ContactEquation');\nvar Pool = _dereq_('./Pool');\n\nmodule.exports = ContactEquationPool;\n\n/**\n * @class\n */\nfunction ContactEquationPool() {\n\tPool.apply(this, arguments);\n}\nContactEquationPool.prototype = new Pool();\nContactEquationPool.prototype.constructor = ContactEquationPool;\n\n/**\n * @method create\n * @return {ContactEquation}\n */\nContactEquationPool.prototype.create = function () {\n\treturn new ContactEquation();\n};\n\n/**\n * @method destroy\n * @param {ContactEquation} equation\n * @return {ContactEquationPool}\n */\nContactEquationPool.prototype.destroy = function (equation) {\n\tequation.bodyA = equation.bodyB = null;\n\treturn this;\n};\n\n},{\"../equations/ContactEquation\":21,\"./Pool\":55}],49:[function(_dereq_,module,exports){\nvar FrictionEquation = _dereq_('../equations/FrictionEquation');\nvar Pool = _dereq_('./Pool');\n\nmodule.exports = FrictionEquationPool;\n\n/**\n * @class\n */\nfunction FrictionEquationPool() {\n\tPool.apply(this, arguments);\n}\nFrictionEquationPool.prototype = new Pool();\nFrictionEquationPool.prototype.constructor = FrictionEquationPool;\n\n/**\n * @method create\n * @return {FrictionEquation}\n */\nFrictionEquationPool.prototype.create = function () {\n\treturn new FrictionEquation();\n};\n\n/**\n * @method destroy\n * @param {FrictionEquation} equation\n * @return {FrictionEquationPool}\n */\nFrictionEquationPool.prototype.destroy = function (equation) {\n\tequation.bodyA = equation.bodyB = null;\n\treturn this;\n};\n\n},{\"../equations/FrictionEquation\":23,\"./Pool\":55}],50:[function(_dereq_,module,exports){\nvar IslandNode = _dereq_('../world/IslandNode');\nvar Pool = _dereq_('./Pool');\n\nmodule.exports = IslandNodePool;\n\n/**\n * @class\n */\nfunction IslandNodePool() {\n\tPool.apply(this, arguments);\n}\nIslandNodePool.prototype = new Pool();\nIslandNodePool.prototype.constructor = IslandNodePool;\n\n/**\n * @method create\n * @return {IslandNode}\n */\nIslandNodePool.prototype.create = function () {\n\treturn new IslandNode();\n};\n\n/**\n * @method destroy\n * @param {IslandNode} node\n * @return {IslandNodePool}\n */\nIslandNodePool.prototype.destroy = function (node) {\n\tnode.reset();\n\treturn this;\n};\n\n},{\"../world/IslandNode\":60,\"./Pool\":55}],51:[function(_dereq_,module,exports){\nvar Island = _dereq_('../world/Island');\nvar Pool = _dereq_('./Pool');\n\nmodule.exports = IslandPool;\n\n/**\n * @class\n */\nfunction IslandPool() {\n\tPool.apply(this, arguments);\n}\nIslandPool.prototype = new Pool();\nIslandPool.prototype.constructor = IslandPool;\n\n/**\n * @method create\n * @return {Island}\n */\nIslandPool.prototype.create = function () {\n\treturn new Island();\n};\n\n/**\n * @method destroy\n * @param {Island} island\n * @return {IslandPool}\n */\nIslandPool.prototype.destroy = function (island) {\n\tisland.reset();\n\treturn this;\n};\n\n},{\"../world/Island\":58,\"./Pool\":55}],52:[function(_dereq_,module,exports){\nvar TupleDictionary = _dereq_('./TupleDictionary');\nvar OverlapKeeperRecord = _dereq_('./OverlapKeeperRecord');\nvar OverlapKeeperRecordPool = _dereq_('./OverlapKeeperRecordPool');\nvar Utils = _dereq_('./Utils');\n\nmodule.exports = OverlapKeeper;\n\n/**\n * Keeps track of overlaps in the current state and the last step state.\n * @class OverlapKeeper\n * @constructor\n */\nfunction OverlapKeeper() {\n    this.overlappingShapesLastState = new TupleDictionary();\n    this.overlappingShapesCurrentState = new TupleDictionary();\n    this.recordPool = new OverlapKeeperRecordPool({ size: 16 });\n    this.tmpDict = new TupleDictionary();\n    this.tmpArray1 = [];\n}\n\n/**\n * Ticks one step forward in time. This will move the current overlap state to the \"old\" overlap state, and create a new one as current.\n * @method tick\n */\nOverlapKeeper.prototype.tick = function() {\n    var last = this.overlappingShapesLastState;\n    var current = this.overlappingShapesCurrentState;\n\n    // Save old objects into pool\n    var l = last.keys.length;\n    while(l--){\n        var key = last.keys[l];\n        var lastObject = last.getByKey(key);\n        var currentObject = current.getByKey(key);\n        if(lastObject){\n            // The record is only used in the \"last\" dict, and will be removed. We might as well pool it.\n            this.recordPool.release(lastObject);\n        }\n    }\n\n    // Clear last object\n    last.reset();\n\n    // Transfer from new object to old\n    last.copy(current);\n\n    // Clear current object\n    current.reset();\n};\n\n/**\n * @method setOverlapping\n * @param {Body} bodyA\n * @param {Body} shapeA\n * @param {Body} bodyB\n * @param {Body} shapeB\n */\nOverlapKeeper.prototype.setOverlapping = function(bodyA, shapeA, bodyB, shapeB) {\n    var last = this.overlappingShapesLastState;\n    var current = this.overlappingShapesCurrentState;\n\n    // Store current contact state\n    if(!current.get(shapeA.id, shapeB.id)){\n        var data = this.recordPool.get();\n        data.set(bodyA, shapeA, bodyB, shapeB);\n        current.set(shapeA.id, shapeB.id, data);\n    }\n};\n\nOverlapKeeper.prototype.getNewOverlaps = function(result){\n    return this.getDiff(this.overlappingShapesLastState, this.overlappingShapesCurrentState, result);\n};\n\nOverlapKeeper.prototype.getEndOverlaps = function(result){\n    return this.getDiff(this.overlappingShapesCurrentState, this.overlappingShapesLastState, result);\n};\n\n/**\n * Checks if two bodies are currently overlapping.\n * @method bodiesAreOverlapping\n * @param  {Body} bodyA\n * @param  {Body} bodyB\n * @return {boolean}\n */\nOverlapKeeper.prototype.bodiesAreOverlapping = function(bodyA, bodyB){\n    var current = this.overlappingShapesCurrentState;\n    var l = current.keys.length;\n    while(l--){\n        var key = current.keys[l];\n        var data = current.data[key];\n        if((data.bodyA === bodyA && data.bodyB === bodyB) || data.bodyA === bodyB && data.bodyB === bodyA){\n            return true;\n        }\n    }\n    return false;\n};\n\nOverlapKeeper.prototype.getDiff = function(dictA, dictB, result){\n    var result = result || [];\n    var last = dictA;\n    var current = dictB;\n\n    result.length = 0;\n\n    var l = current.keys.length;\n    while(l--){\n        var key = current.keys[l];\n        var data = current.data[key];\n\n        if(!data){\n            throw new Error('Key '+key+' had no data!');\n        }\n\n        var lastData = last.data[key];\n        if(!lastData){\n            // Not overlapping in last state, but in current.\n            result.push(data);\n        }\n    }\n\n    return result;\n};\n\nOverlapKeeper.prototype.isNewOverlap = function(shapeA, shapeB){\n    var idA = shapeA.id|0,\n        idB = shapeB.id|0;\n    var last = this.overlappingShapesLastState;\n    var current = this.overlappingShapesCurrentState;\n    // Not in last but in new\n    return !!!last.get(idA, idB) && !!current.get(idA, idB);\n};\n\nOverlapKeeper.prototype.getNewBodyOverlaps = function(result){\n    this.tmpArray1.length = 0;\n    var overlaps = this.getNewOverlaps(this.tmpArray1);\n    return this.getBodyDiff(overlaps, result);\n};\n\nOverlapKeeper.prototype.getEndBodyOverlaps = function(result){\n    this.tmpArray1.length = 0;\n    var overlaps = this.getEndOverlaps(this.tmpArray1);\n    return this.getBodyDiff(overlaps, result);\n};\n\nOverlapKeeper.prototype.getBodyDiff = function(overlaps, result){\n    result = result || [];\n    var accumulator = this.tmpDict;\n\n    var l = overlaps.length;\n\n    while(l--){\n        var data = overlaps[l];\n\n        // Since we use body id's for the accumulator, these will be a subset of the original one\n        accumulator.set(data.bodyA.id|0, data.bodyB.id|0, data);\n    }\n\n    l = accumulator.keys.length;\n    while(l--){\n        var data = accumulator.getByKey(accumulator.keys[l]);\n        if(data){\n            result.push(data.bodyA, data.bodyB);\n        }\n    }\n\n    accumulator.reset();\n\n    return result;\n};\n\n},{\"./OverlapKeeperRecord\":53,\"./OverlapKeeperRecordPool\":54,\"./TupleDictionary\":56,\"./Utils\":57}],53:[function(_dereq_,module,exports){\nmodule.exports = OverlapKeeperRecord;\n\n/**\n * Overlap data container for the OverlapKeeper\n * @class OverlapKeeperRecord\n * @constructor\n * @param {Body} bodyA\n * @param {Shape} shapeA\n * @param {Body} bodyB\n * @param {Shape} shapeB\n */\nfunction OverlapKeeperRecord(bodyA, shapeA, bodyB, shapeB){\n    /**\n     * @property {Shape} shapeA\n     */\n    this.shapeA = shapeA;\n    /**\n     * @property {Shape} shapeB\n     */\n    this.shapeB = shapeB;\n    /**\n     * @property {Body} bodyA\n     */\n    this.bodyA = bodyA;\n    /**\n     * @property {Body} bodyB\n     */\n    this.bodyB = bodyB;\n}\n\n/**\n * Set the data for the record\n * @method set\n * @param {Body} bodyA\n * @param {Shape} shapeA\n * @param {Body} bodyB\n * @param {Shape} shapeB\n */\nOverlapKeeperRecord.prototype.set = function(bodyA, shapeA, bodyB, shapeB){\n    OverlapKeeperRecord.call(this, bodyA, shapeA, bodyB, shapeB);\n};\n\n},{}],54:[function(_dereq_,module,exports){\nvar OverlapKeeperRecord = _dereq_('./OverlapKeeperRecord');\nvar Pool = _dereq_('./Pool');\n\nmodule.exports = OverlapKeeperRecordPool;\n\n/**\n * @class\n */\nfunction OverlapKeeperRecordPool() {\n\tPool.apply(this, arguments);\n}\nOverlapKeeperRecordPool.prototype = new Pool();\nOverlapKeeperRecordPool.prototype.constructor = OverlapKeeperRecordPool;\n\n/**\n * @method create\n * @return {OverlapKeeperRecord}\n */\nOverlapKeeperRecordPool.prototype.create = function () {\n\treturn new OverlapKeeperRecord();\n};\n\n/**\n * @method destroy\n * @param {OverlapKeeperRecord} record\n * @return {OverlapKeeperRecordPool}\n */\nOverlapKeeperRecordPool.prototype.destroy = function (record) {\n\trecord.bodyA = record.bodyB = record.shapeA = record.shapeB = null;\n\treturn this;\n};\n\n},{\"./OverlapKeeperRecord\":53,\"./Pool\":55}],55:[function(_dereq_,module,exports){\nmodule.exports = Pool;\n\n/**\n * @class Object pooling utility.\n */\nfunction Pool(options) {\n\toptions = options || {};\n\n\t/**\n\t * @property {Array} objects\n\t * @type {Array}\n\t */\n\tthis.objects = [];\n\n\tif(options.size !== undefined){\n\t\tthis.resize(options.size);\n\t}\n}\n\n/**\n * @method resize\n * @param {number} size\n * @return {Pool} Self, for chaining\n */\nPool.prototype.resize = function (size) {\n\tvar objects = this.objects;\n\n\twhile (objects.length > size) {\n\t\tobjects.pop();\n\t}\n\n\twhile (objects.length < size) {\n\t\tobjects.push(this.create());\n\t}\n\n\treturn this;\n};\n\n/**\n * Get an object from the pool or create a new instance.\n * @method get\n * @return {Object}\n */\nPool.prototype.get = function () {\n\tvar objects = this.objects;\n\treturn objects.length ? objects.pop() : this.create();\n};\n\n/**\n * Clean up and put the object back into the pool for later use.\n * @method release\n * @param {Object} object\n * @return {Pool} Self for chaining\n */\nPool.prototype.release = function (object) {\n\tthis.destroy(object);\n\tthis.objects.push(object);\n\treturn this;\n};\n\n},{}],56:[function(_dereq_,module,exports){\nvar Utils = _dereq_('./Utils');\n\nmodule.exports = TupleDictionary;\n\n/**\n * @class TupleDictionary\n * @constructor\n */\nfunction TupleDictionary() {\n\n    /**\n     * The data storage\n     * @property data\n     * @type {Object}\n     */\n    this.data = {};\n\n    /**\n     * Keys that are currently used.\n     * @property {Array} keys\n     */\n    this.keys = [];\n}\n\n/**\n * Generate a key given two integers\n * @method getKey\n * @param  {number} i\n * @param  {number} j\n * @return {string}\n */\nTupleDictionary.prototype.getKey = function(id1, id2) {\n    id1 = id1|0;\n    id2 = id2|0;\n\n    if ( (id1|0) === (id2|0) ){\n        return -1;\n    }\n\n    // valid for values < 2^16\n    return ((id1|0) > (id2|0) ?\n        (id1 << 16) | (id2 & 0xFFFF) :\n        (id2 << 16) | (id1 & 0xFFFF))|0\n        ;\n};\n\n/**\n * @method getByKey\n * @param  {Number} key\n * @return {Object}\n */\nTupleDictionary.prototype.getByKey = function(key) {\n    key = key|0;\n    return this.data[key];\n};\n\n/**\n * @method get\n * @param  {Number} i\n * @param  {Number} j\n * @return {Number}\n */\nTupleDictionary.prototype.get = function(i, j) {\n    return this.data[this.getKey(i, j)];\n};\n\n/**\n * Set a value.\n * @method set\n * @param  {Number} i\n * @param  {Number} j\n * @param {Number} value\n */\nTupleDictionary.prototype.set = function(i, j, value) {\n    if(!value){\n        throw new Error(\"No data!\");\n    }\n\n    var key = this.getKey(i, j);\n\n    // Check if key already exists\n    if(!this.data[key]){\n        this.keys.push(key);\n    }\n\n    this.data[key] = value;\n\n    return key;\n};\n\n/**\n * Remove all data.\n * @method reset\n */\nTupleDictionary.prototype.reset = function() {\n    var data = this.data,\n        keys = this.keys;\n\n    var l = keys.length;\n    while(l--) {\n        delete data[keys[l]];\n    }\n\n    keys.length = 0;\n};\n\n/**\n * Copy another TupleDictionary. Note that all data in this dictionary will be removed.\n * @method copy\n * @param {TupleDictionary} dict The TupleDictionary to copy into this one.\n */\nTupleDictionary.prototype.copy = function(dict) {\n    this.reset();\n    Utils.appendArray(this.keys, dict.keys);\n    var l = dict.keys.length;\n    while(l--){\n        var key = dict.keys[l];\n        this.data[key] = dict.data[key];\n    }\n};\n\n},{\"./Utils\":57}],57:[function(_dereq_,module,exports){\n/* global P2_ARRAY_TYPE */\n\nmodule.exports = Utils;\n\n/**\n * Misc utility functions\n * @class Utils\n * @constructor\n */\nfunction Utils(){}\n\n/**\n * Append the values in array b to the array a. See <a href=\"http://stackoverflow.com/questions/1374126/how-to-append-an-array-to-an-existing-javascript-array/1374131#1374131\">this</a> for an explanation.\n * @method appendArray\n * @static\n * @param  {Array} a\n * @param  {Array} b\n */\nUtils.appendArray = function(a,b){\n    if (b.length < 150000) {\n        a.push.apply(a, b);\n    } else {\n        for (var i = 0, len = b.length; i !== len; ++i) {\n            a.push(b[i]);\n        }\n    }\n};\n\n/**\n * Garbage free Array.splice(). Does not allocate a new array.\n * @method splice\n * @static\n * @param  {Array} array\n * @param  {Number} index\n * @param  {Number} howmany\n */\nUtils.splice = function(array,index,howmany){\n    howmany = howmany || 1;\n    for (var i=index, len=array.length-howmany; i < len; i++){\n        array[i] = array[i + howmany];\n    }\n    array.length = len;\n};\n\n/**\n * The array type to use for internal numeric computations throughout the library. Float32Array is used if it is available, but falls back on Array. If you want to set array type manually, inject it via the global variable P2_ARRAY_TYPE. See example below.\n * @static\n * @property {function} ARRAY_TYPE\n * @example\n *     <script>\n *         <!-- Inject your preferred array type before loading p2.js -->\n *         P2_ARRAY_TYPE = Array;\n *     </script>\n *     <script src=\"p2.js\"></script>\n */\nif(typeof P2_ARRAY_TYPE !== 'undefined') {\n    Utils.ARRAY_TYPE = P2_ARRAY_TYPE;\n} else if (typeof Float32Array !== 'undefined'){\n    Utils.ARRAY_TYPE = Float32Array;\n} else {\n    Utils.ARRAY_TYPE = Array;\n}\n\n/**\n * Extend an object with the properties of another\n * @static\n * @method extend\n * @param  {object} a\n * @param  {object} b\n */\nUtils.extend = function(a,b){\n    for(var key in b){\n        a[key] = b[key];\n    }\n};\n\n/**\n * Extend an options object with default values.\n * @static\n * @method defaults\n * @param  {object} options The options object. May be falsy: in this case, a new object is created and returned.\n * @param  {object} defaults An object containing default values.\n * @return {object} The modified options object.\n */\nUtils.defaults = function(options, defaults){\n    options = options || {};\n    for(var key in defaults){\n        if(!(key in options)){\n            options[key] = defaults[key];\n        }\n    }\n    return options;\n};\n\n},{}],58:[function(_dereq_,module,exports){\nvar Body = _dereq_('../objects/Body');\n\nmodule.exports = Island;\n\n/**\n * An island of bodies connected with equations.\n * @class Island\n * @constructor\n */\nfunction Island(){\n\n    /**\n     * Current equations in this island.\n     * @property equations\n     * @type {Array}\n     */\n    this.equations = [];\n\n    /**\n     * Current bodies in this island.\n     * @property bodies\n     * @type {Array}\n     */\n    this.bodies = [];\n}\n\n/**\n * Clean this island from bodies and equations.\n * @method reset\n */\nIsland.prototype.reset = function(){\n    this.equations.length = this.bodies.length = 0;\n};\n\nvar bodyIds = [];\n\n/**\n * Get all unique bodies in this island.\n * @method getBodies\n * @return {Array} An array of Body\n */\nIsland.prototype.getBodies = function(result){\n    var bodies = result || [],\n        eqs = this.equations;\n    bodyIds.length = 0;\n    for(var i=0; i!==eqs.length; i++){\n        var eq = eqs[i];\n        if(bodyIds.indexOf(eq.bodyA.id)===-1){\n            bodies.push(eq.bodyA);\n            bodyIds.push(eq.bodyA.id);\n        }\n        if(bodyIds.indexOf(eq.bodyB.id)===-1){\n            bodies.push(eq.bodyB);\n            bodyIds.push(eq.bodyB.id);\n        }\n    }\n    return bodies;\n};\n\n/**\n * Check if the entire island wants to sleep.\n * @method wantsToSleep\n * @return {Boolean}\n */\nIsland.prototype.wantsToSleep = function(){\n    for(var i=0; i<this.bodies.length; i++){\n        var b = this.bodies[i];\n        if(b.type === Body.DYNAMIC && !b.wantsToSleep){\n            return false;\n        }\n    }\n    return true;\n};\n\n/**\n * Make all bodies in the island sleep.\n * @method sleep\n */\nIsland.prototype.sleep = function(){\n    for(var i=0; i<this.bodies.length; i++){\n        var b = this.bodies[i];\n        b.sleep();\n    }\n    return true;\n};\n\n},{\"../objects/Body\":31}],59:[function(_dereq_,module,exports){\nvar vec2 = _dereq_('../math/vec2')\n,   Island = _dereq_('./Island')\n,   IslandNode = _dereq_('./IslandNode')\n,   IslandNodePool = _dereq_('./../utils/IslandNodePool')\n,   IslandPool = _dereq_('./../utils/IslandPool')\n,   Body = _dereq_('../objects/Body');\n\nmodule.exports = IslandManager;\n\n/**\n * Splits the system of bodies and equations into independent islands\n *\n * @class IslandManager\n * @constructor\n * @param {Object} [options]\n * @extends Solver\n */\nfunction IslandManager(options){\n\n    /**\n     * @property nodePool\n     * @type {IslandNodePool}\n     */\n    this.nodePool = new IslandNodePool({ size: 16 });\n\n    /**\n     * @property islandPool\n     * @type {IslandPool}\n     */\n    this.islandPool = new IslandPool({ size: 8 });\n\n    /**\n     * The equations to split. Manually fill this array before running .split().\n     * @property {Array} equations\n     */\n    this.equations = [];\n\n    /**\n     * The resulting {{#crossLink \"Island\"}}{{/crossLink}}s.\n     * @property {Array} islands\n     */\n    this.islands = [];\n\n    /**\n     * The resulting graph nodes.\n     * @property {Array} nodes\n     */\n    this.nodes = [];\n\n    /**\n     * The node queue, used when traversing the graph of nodes.\n     * @private\n     * @property {Array} queue\n     */\n    this.queue = [];\n}\n\n/**\n * Get an unvisited node from a list of nodes.\n * @static\n * @method getUnvisitedNode\n * @param  {Array} nodes\n * @return {IslandNode|boolean} The node if found, else false.\n */\nIslandManager.getUnvisitedNode = function(nodes){\n    var Nnodes = nodes.length;\n    for(var i=0; i!==Nnodes; i++){\n        var node = nodes[i];\n        if(!node.visited && node.body.type === Body.DYNAMIC){\n            return node;\n        }\n    }\n    return false;\n};\n\n/**\n * Visit a node.\n * @method visit\n * @param  {IslandNode} node\n * @param  {Array} bds\n * @param  {Array} eqs\n */\nIslandManager.prototype.visit = function (node,bds,eqs){\n    bds.push(node.body);\n    var Neqs = node.equations.length;\n    for(var i=0; i!==Neqs; i++){\n        var eq = node.equations[i];\n        if(eqs.indexOf(eq) === -1){ // Already added?\n            eqs.push(eq);\n        }\n    }\n};\n\n/**\n * Runs the search algorithm, starting at a root node. The resulting bodies and equations will be stored in the provided arrays.\n * @method bfs\n * @param  {IslandNode} root The node to start from\n * @param  {Array} bds  An array to append resulting Bodies to.\n * @param  {Array} eqs  An array to append resulting Equations to.\n */\nIslandManager.prototype.bfs = function(root,bds,eqs){\n\n    // Reset the visit queue\n    var queue = this.queue;\n    queue.length = 0;\n\n    // Add root node to queue\n    queue.push(root);\n    root.visited = true;\n    this.visit(root,bds,eqs);\n\n    // Process all queued nodes\n    while(queue.length) {\n\n        // Get next node in the queue\n        var node = queue.pop();\n\n        // Visit unvisited neighboring nodes\n        var child;\n        while((child = IslandManager.getUnvisitedNode(node.neighbors))) {\n            child.visited = true;\n            this.visit(child,bds,eqs);\n\n            // Only visit the children of this node if it's dynamic\n            if(child.body.type === Body.DYNAMIC){\n                queue.push(child);\n            }\n        }\n    }\n};\n\n/**\n * Split the world into independent islands. The result is stored in .islands.\n * @method split\n * @param  {World} world\n * @return {Array} The generated islands\n */\nIslandManager.prototype.split = function(world){\n    var bodies = world.bodies,\n        nodes = this.nodes,\n        equations = this.equations;\n\n    // Move old nodes to the node pool\n    while(nodes.length){\n        this.nodePool.release(nodes.pop());\n    }\n\n    // Create needed nodes, reuse if possible\n    for(var i=0; i!==bodies.length; i++){\n        var node = this.nodePool.get();\n        node.body = bodies[i];\n        nodes.push(node);\n        // if(this.nodePool.length){\n        //     var node = this.nodePool.pop();\n        //     node.reset();\n        //     node.body = bodies[i];\n        //     nodes.push(node);\n        // } else {\n        //     nodes.push(new IslandNode(bodies[i]));\n        // }\n    }\n\n    // Add connectivity data. Each equation connects 2 bodies.\n    for(var k=0; k!==equations.length; k++){\n        var eq=equations[k],\n            i=bodies.indexOf(eq.bodyA),\n            j=bodies.indexOf(eq.bodyB),\n            ni=nodes[i],\n            nj=nodes[j];\n        ni.neighbors.push(nj);\n        nj.neighbors.push(ni);\n        ni.equations.push(eq);\n        nj.equations.push(eq);\n    }\n\n    // Move old islands to the island pool\n    var islands = this.islands;\n    for(var i=0; i<islands.length; i++){\n        this.islandPool.release(islands[i]);\n    }\n    islands.length = 0;\n\n    // Get islands\n    var child;\n    while((child = IslandManager.getUnvisitedNode(nodes))){\n\n        // Create new island\n        var island = this.islandPool.get();\n\n        // Get all equations and bodies in this island\n        this.bfs(child, island.bodies, island.equations);\n\n        islands.push(island);\n    }\n\n    return islands;\n};\n\n},{\"../math/vec2\":30,\"../objects/Body\":31,\"./../utils/IslandNodePool\":50,\"./../utils/IslandPool\":51,\"./Island\":58,\"./IslandNode\":60}],60:[function(_dereq_,module,exports){\nmodule.exports = IslandNode;\n\n/**\n * Holds a body and keeps track of some additional properties needed for graph traversal.\n * @class IslandNode\n * @constructor\n * @param {Body} body\n */\nfunction IslandNode(body){\n\n\t/**\n\t * The body that is contained in this node.\n\t * @property {Body} body\n\t */\n    this.body = body;\n\n    /**\n     * Neighboring IslandNodes\n     * @property {Array} neighbors\n     */\n    this.neighbors = [];\n\n    /**\n     * Equations connected to this node.\n     * @property {Array} equations\n     */\n    this.equations = [];\n\n    /**\n     * If this node was visiting during the graph traversal.\n     * @property visited\n     * @type {Boolean}\n     */\n    this.visited = false;\n}\n\n/**\n * Clean this node from bodies and equations.\n * @method reset\n */\nIslandNode.prototype.reset = function(){\n    this.equations.length = 0;\n    this.neighbors.length = 0;\n    this.visited = false;\n    this.body = null;\n};\n\n},{}],61:[function(_dereq_,module,exports){\nvar  GSSolver = _dereq_('../solver/GSSolver')\n,    Solver = _dereq_('../solver/Solver')\n,    Ray = _dereq_('../collision/Ray')\n,    vec2 = _dereq_('../math/vec2')\n,    Circle = _dereq_('../shapes/Circle')\n,    Convex = _dereq_('../shapes/Convex')\n,    Line = _dereq_('../shapes/Line')\n,    Plane = _dereq_('../shapes/Plane')\n,    Capsule = _dereq_('../shapes/Capsule')\n,    Particle = _dereq_('../shapes/Particle')\n,    EventEmitter = _dereq_('../events/EventEmitter')\n,    Body = _dereq_('../objects/Body')\n,    Shape = _dereq_('../shapes/Shape')\n,    LinearSpring = _dereq_('../objects/LinearSpring')\n,    Material = _dereq_('../material/Material')\n,    ContactMaterial = _dereq_('../material/ContactMaterial')\n,    DistanceConstraint = _dereq_('../constraints/DistanceConstraint')\n,    Constraint = _dereq_('../constraints/Constraint')\n,    LockConstraint = _dereq_('../constraints/LockConstraint')\n,    RevoluteConstraint = _dereq_('../constraints/RevoluteConstraint')\n,    PrismaticConstraint = _dereq_('../constraints/PrismaticConstraint')\n,    GearConstraint = _dereq_('../constraints/GearConstraint')\n,    pkg = _dereq_('../../package.json')\n,    Broadphase = _dereq_('../collision/Broadphase')\n,    AABB = _dereq_('../collision/AABB')\n,    SAPBroadphase = _dereq_('../collision/SAPBroadphase')\n,    Narrowphase = _dereq_('../collision/Narrowphase')\n,    Utils = _dereq_('../utils/Utils')\n,    OverlapKeeper = _dereq_('../utils/OverlapKeeper')\n,    IslandManager = _dereq_('./IslandManager')\n,    RotationalSpring = _dereq_('../objects/RotationalSpring');\n\nmodule.exports = World;\n\n/**\n * The dynamics world, where all bodies and constraints live.\n *\n * @class World\n * @constructor\n * @param {Object} [options]\n * @param {Solver} [options.solver] Defaults to GSSolver.\n * @param {Array} [options.gravity] Defaults to y=-9.78.\n * @param {Broadphase} [options.broadphase] Defaults to SAPBroadphase\n * @param {Boolean} [options.islandSplit=true]\n * @extends EventEmitter\n *\n * @example\n *     var world = new World({\n *         gravity: [0, -10],\n *         broadphase: new SAPBroadphase()\n *     });\n *     world.addBody(new Body());\n */\nfunction World(options){\n    EventEmitter.apply(this);\n\n    options = options || {};\n\n    /**\n     * All springs in the world. To add a spring to the world, use {{#crossLink \"World/addSpring:method\"}}{{/crossLink}}.\n     *\n     * @property springs\n     * @type {Array}\n     */\n    this.springs = [];\n\n    /**\n     * All bodies in the world. To add a body to the world, use {{#crossLink \"World/addBody:method\"}}{{/crossLink}}.\n     * @property {Array} bodies\n     */\n    this.bodies = [];\n\n    /**\n     * Disabled body collision pairs. See {{#crossLink \"World/disableBodyCollision:method\"}}.\n     * @private\n     * @property {Array} disabledBodyCollisionPairs\n     */\n    this.disabledBodyCollisionPairs = [];\n\n    /**\n     * The solver used to satisfy constraints and contacts. Default is {{#crossLink \"GSSolver\"}}{{/crossLink}}.\n     * @property {Solver} solver\n     */\n    this.solver = options.solver || new GSSolver();\n\n    /**\n     * The narrowphase to use to generate contacts.\n     *\n     * @property narrowphase\n     * @type {Narrowphase}\n     */\n    this.narrowphase = new Narrowphase(this);\n\n    /**\n     * The island manager of this world.\n     * @property {IslandManager} islandManager\n     */\n    this.islandManager = new IslandManager();\n\n    /**\n     * Gravity in the world. This is applied on all bodies in the beginning of each step().\n     *\n     * @property gravity\n     * @type {Array}\n     */\n    this.gravity = vec2.fromValues(0, -9.78);\n    if(options.gravity){\n        vec2.copy(this.gravity, options.gravity);\n    }\n\n    /**\n     * Gravity to use when approximating the friction max force (mu*mass*gravity).\n     * @property {Number} frictionGravity\n     */\n    this.frictionGravity = vec2.length(this.gravity) || 10;\n\n    /**\n     * Set to true if you want .frictionGravity to be automatically set to the length of .gravity.\n     * @property {Boolean} useWorldGravityAsFrictionGravity\n     * @default true\n     */\n    this.useWorldGravityAsFrictionGravity = true;\n\n    /**\n     * If the length of .gravity is zero, and .useWorldGravityAsFrictionGravity=true, then switch to using .frictionGravity for friction instead. This fallback is useful for gravityless games.\n     * @property {Boolean} useFrictionGravityOnZeroGravity\n     * @default true\n     */\n    this.useFrictionGravityOnZeroGravity = true;\n\n    /**\n     * The broadphase algorithm to use.\n     *\n     * @property broadphase\n     * @type {Broadphase}\n     */\n    this.broadphase = options.broadphase || new SAPBroadphase();\n    this.broadphase.setWorld(this);\n\n    /**\n     * User-added constraints.\n     *\n     * @property constraints\n     * @type {Array}\n     */\n    this.constraints = [];\n\n    /**\n     * Dummy default material in the world, used in .defaultContactMaterial\n     * @property {Material} defaultMaterial\n     */\n    this.defaultMaterial = new Material();\n\n    /**\n     * The default contact material to use, if no contact material was set for the colliding materials.\n     * @property {ContactMaterial} defaultContactMaterial\n     */\n    this.defaultContactMaterial = new ContactMaterial(this.defaultMaterial,this.defaultMaterial);\n\n    /**\n     * For keeping track of what time step size we used last step\n     * @property lastTimeStep\n     * @type {Number}\n     */\n    this.lastTimeStep = 1/60;\n\n    /**\n     * Enable to automatically apply spring forces each step.\n     * @property applySpringForces\n     * @type {Boolean}\n     * @default true\n     */\n    this.applySpringForces = true;\n\n    /**\n     * Enable to automatically apply body damping each step.\n     * @property applyDamping\n     * @type {Boolean}\n     * @default true\n     */\n    this.applyDamping = true;\n\n    /**\n     * Enable to automatically apply gravity each step.\n     * @property applyGravity\n     * @type {Boolean}\n     * @default true\n     */\n    this.applyGravity = true;\n\n    /**\n     * Enable/disable constraint solving in each step.\n     * @property solveConstraints\n     * @type {Boolean}\n     * @default true\n     */\n    this.solveConstraints = true;\n\n    /**\n     * The ContactMaterials added to the World.\n     * @property contactMaterials\n     * @type {Array}\n     */\n    this.contactMaterials = [];\n\n    /**\n     * World time.\n     * @property time\n     * @type {Number}\n     */\n    this.time = 0.0;\n    this.accumulator = 0;\n\n    /**\n     * Is true during step().\n     * @property {Boolean} stepping\n     */\n    this.stepping = false;\n\n    /**\n     * Bodies that are scheduled to be removed at the end of the step.\n     * @property {Array} bodiesToBeRemoved\n     * @private\n     */\n    this.bodiesToBeRemoved = [];\n\n    /**\n     * Whether to enable island splitting. Island splitting can be an advantage for both precision and performance. See {{#crossLink \"IslandManager\"}}{{/crossLink}}.\n     * @property {Boolean} islandSplit\n     * @default true\n     */\n    this.islandSplit = typeof(options.islandSplit)!==\"undefined\" ? !!options.islandSplit : true;\n\n    /**\n     * Set to true if you want to the world to emit the \"impact\" event. Turning this off could improve performance.\n     * @property emitImpactEvent\n     * @type {Boolean}\n     * @default true\n     */\n    this.emitImpactEvent = true;\n\n    // Id counters\n    this._constraintIdCounter = 0;\n    this._bodyIdCounter = 0;\n\n    /**\n     * Fired after the step().\n     * @event postStep\n     */\n    this.postStepEvent = {\n        type : \"postStep\"\n    };\n\n    /**\n     * Fired when a body is added to the world.\n     * @event addBody\n     * @param {Body} body\n     */\n    this.addBodyEvent = {\n        type : \"addBody\",\n        body : null\n    };\n\n    /**\n     * Fired when a body is removed from the world.\n     * @event removeBody\n     * @param {Body} body\n     */\n    this.removeBodyEvent = {\n        type : \"removeBody\",\n        body : null\n    };\n\n    /**\n     * Fired when a spring is added to the world.\n     * @event addSpring\n     * @param {Spring} spring\n     */\n    this.addSpringEvent = {\n        type : \"addSpring\",\n        spring : null\n    };\n\n    /**\n     * Fired when a first contact is created between two bodies. This event is fired after the step has been done.\n     * @event impact\n     * @param {Body} bodyA\n     * @param {Body} bodyB\n     */\n    this.impactEvent = {\n        type: \"impact\",\n        bodyA : null,\n        bodyB : null,\n        shapeA : null,\n        shapeB : null,\n        contactEquation : null\n    };\n\n    /**\n     * Fired after the Broadphase has collected collision pairs in the world.\n     * Inside the event handler, you can modify the pairs array as you like, to\n     * prevent collisions between objects that you don't want.\n     * @event postBroadphase\n     * @param {Array} pairs An array of collision pairs. If this array is [body1,body2,body3,body4], then the body pairs 1,2 and 3,4 would advance to narrowphase.\n     */\n    this.postBroadphaseEvent = {\n        type: \"postBroadphase\",\n        pairs: null\n    };\n\n    /**\n     * How to deactivate bodies during simulation. Possible modes are: {{#crossLink \"World/NO_SLEEPING:property\"}}World.NO_SLEEPING{{/crossLink}}, {{#crossLink \"World/BODY_SLEEPING:property\"}}World.BODY_SLEEPING{{/crossLink}} and {{#crossLink \"World/ISLAND_SLEEPING:property\"}}World.ISLAND_SLEEPING{{/crossLink}}.\n     * If sleeping is enabled, you might need to {{#crossLink \"Body/wakeUp:method\"}}wake up{{/crossLink}} the bodies if they fall asleep when they shouldn't. If you want to enable sleeping in the world, but want to disable it for a particular body, see {{#crossLink \"Body/allowSleep:property\"}}Body.allowSleep{{/crossLink}}.\n     * @property sleepMode\n     * @type {number}\n     * @default World.NO_SLEEPING\n     */\n    this.sleepMode = World.NO_SLEEPING;\n\n    /**\n     * Fired when two shapes starts start to overlap. Fired in the narrowphase, during step.\n     * @event beginContact\n     * @param {Shape} shapeA\n     * @param {Shape} shapeB\n     * @param {Body}  bodyA\n     * @param {Body}  bodyB\n     * @param {Array} contactEquations\n     */\n    this.beginContactEvent = {\n        type: \"beginContact\",\n        shapeA: null,\n        shapeB: null,\n        bodyA: null,\n        bodyB: null,\n        contactEquations: []\n    };\n\n    /**\n     * Fired when two shapes stop overlapping, after the narrowphase (during step).\n     * @event endContact\n     * @param {Shape} shapeA\n     * @param {Shape} shapeB\n     * @param {Body}  bodyA\n     * @param {Body}  bodyB\n     */\n    this.endContactEvent = {\n        type: \"endContact\",\n        shapeA: null,\n        shapeB: null,\n        bodyA: null,\n        bodyB: null\n    };\n\n    /**\n     * Fired just before equations are added to the solver to be solved. Can be used to control what equations goes into the solver.\n     * @event preSolve\n     * @param {Array} contactEquations  An array of contacts to be solved.\n     * @param {Array} frictionEquations An array of friction equations to be solved.\n     */\n    this.preSolveEvent = {\n        type: \"preSolve\",\n        contactEquations: null,\n        frictionEquations: null\n    };\n\n    // For keeping track of overlapping shapes\n    this.overlappingShapesLastState = { keys:[] };\n    this.overlappingShapesCurrentState = { keys:[] };\n\n    /**\n     * @property {OverlapKeeper} overlapKeeper\n     */\n    this.overlapKeeper = new OverlapKeeper();\n}\nWorld.prototype = new Object(EventEmitter.prototype);\nWorld.prototype.constructor = World;\n\n/**\n * Never deactivate bodies.\n * @static\n * @property {number} NO_SLEEPING\n */\nWorld.NO_SLEEPING = 1;\n\n/**\n * Deactivate individual bodies if they are sleepy.\n * @static\n * @property {number} BODY_SLEEPING\n */\nWorld.BODY_SLEEPING = 2;\n\n/**\n * Deactivates bodies that are in contact, if all of them are sleepy. Note that you must enable {{#crossLink \"World/islandSplit:property\"}}.islandSplit{{/crossLink}} for this to work.\n * @static\n * @property {number} ISLAND_SLEEPING\n */\nWorld.ISLAND_SLEEPING = 4;\n\n/**\n * Add a constraint to the simulation.\n *\n * @method addConstraint\n * @param {Constraint} constraint\n * @example\n *     var constraint = new LockConstraint(bodyA, bodyB);\n *     world.addConstraint(constraint);\n */\nWorld.prototype.addConstraint = function(constraint){\n    this.constraints.push(constraint);\n};\n\n/**\n * Add a ContactMaterial to the simulation.\n * @method addContactMaterial\n * @param {ContactMaterial} contactMaterial\n */\nWorld.prototype.addContactMaterial = function(contactMaterial){\n    this.contactMaterials.push(contactMaterial);\n};\n\n/**\n * Removes a contact material\n *\n * @method removeContactMaterial\n * @param {ContactMaterial} cm\n */\nWorld.prototype.removeContactMaterial = function(cm){\n    var idx = this.contactMaterials.indexOf(cm);\n    if(idx!==-1){\n        Utils.splice(this.contactMaterials,idx,1);\n    }\n};\n\n/**\n * Get a contact material given two materials\n * @method getContactMaterial\n * @param {Material} materialA\n * @param {Material} materialB\n * @return {ContactMaterial} The matching ContactMaterial, or false on fail.\n * @todo Use faster hash map to lookup from material id's\n */\nWorld.prototype.getContactMaterial = function(materialA,materialB){\n    var cmats = this.contactMaterials;\n    for(var i=0, N=cmats.length; i!==N; i++){\n        var cm = cmats[i];\n        if( (cm.materialA.id === materialA.id) && (cm.materialB.id === materialB.id) ||\n            (cm.materialA.id === materialB.id) && (cm.materialB.id === materialA.id) ){\n            return cm;\n        }\n    }\n    return false;\n};\n\n/**\n * Removes a constraint\n *\n * @method removeConstraint\n * @param {Constraint} constraint\n */\nWorld.prototype.removeConstraint = function(constraint){\n    var idx = this.constraints.indexOf(constraint);\n    if(idx!==-1){\n        Utils.splice(this.constraints,idx,1);\n    }\n};\n\nvar step_r = vec2.create(),\n    step_runit = vec2.create(),\n    step_u = vec2.create(),\n    step_f = vec2.create(),\n    step_fhMinv = vec2.create(),\n    step_velodt = vec2.create(),\n    step_mg = vec2.create(),\n    xiw = vec2.fromValues(0,0),\n    xjw = vec2.fromValues(0,0),\n    zero = vec2.fromValues(0,0),\n    interpvelo = vec2.fromValues(0,0);\n\n/**\n * Step the physics world forward in time.\n *\n * There are two modes. The simple mode is fixed timestepping without interpolation. In this case you only use the first argument. The second case uses interpolation. In that you also provide the time since the function was last used, as well as the maximum fixed timesteps to take.\n *\n * @method step\n * @param {Number} dt                       The fixed time step size to use.\n * @param {Number} [timeSinceLastCalled=0]  The time elapsed since the function was last called.\n * @param {Number} [maxSubSteps=10]         Maximum number of fixed steps to take per function call.\n *\n * @example\n *     // Simple fixed timestepping without interpolation\n *     var fixedTimeStep = 1 / 60;\n *     var world = new World();\n *     var body = new Body({ mass: 1 });\n *     world.addBody(body);\n *\n *     function animate(){\n *         requestAnimationFrame(animate);\n *         world.step(fixedTimeStep);\n *         renderBody(body.position, body.angle);\n *     }\n *\n *     // Start animation loop\n *     requestAnimationFrame(animate);\n *\n * @example\n *     // Fixed timestepping with interpolation\n *     var maxSubSteps = 10;\n *     var lastTimeSeconds;\n *\n *     function animate(t){\n *         requestAnimationFrame(animate);\n *         timeSeconds = t / 1000;\n *         lastTimeSeconds = lastTimeSeconds || timeSeconds;\n *\n *         deltaTime = timeSeconds - lastTimeSeconds;\n *         world.step(fixedTimeStep, deltaTime, maxSubSteps);\n *\n *         renderBody(body.interpolatedPosition, body.interpolatedAngle);\n *     }\n *\n *     // Start animation loop\n *     requestAnimationFrame(animate);\n *\n * @see http://bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World\n */\nWorld.prototype.step = function(dt,timeSinceLastCalled,maxSubSteps){\n    maxSubSteps = maxSubSteps || 10;\n    timeSinceLastCalled = timeSinceLastCalled || 0;\n\n    if(timeSinceLastCalled === 0){ // Fixed, simple stepping\n\n        this.internalStep(dt);\n\n        // Increment time\n        this.time += dt;\n\n    } else {\n\n        this.accumulator += timeSinceLastCalled;\n        var substeps = 0;\n        while (this.accumulator >= dt && substeps < maxSubSteps) {\n            // Do fixed steps to catch up\n            this.internalStep(dt);\n            this.time += dt;\n            this.accumulator -= dt;\n            substeps++;\n        }\n\n        var t = (this.accumulator % dt) / dt;\n        for(var j=0; j!==this.bodies.length; j++){\n            var b = this.bodies[j];\n            vec2.lerp(b.interpolatedPosition, b.previousPosition, b.position, t);\n            b.interpolatedAngle = b.previousAngle + t * (b.angle - b.previousAngle);\n        }\n    }\n};\n\nvar endOverlaps = [];\n\n/**\n * Make a fixed step.\n * @method internalStep\n * @param  {number} dt\n * @private\n */\nWorld.prototype.internalStep = function(dt){\n    this.stepping = true;\n\n    var that = this,\n        Nsprings = this.springs.length,\n        springs = this.springs,\n        bodies = this.bodies,\n        g = this.gravity,\n        solver = this.solver,\n        Nbodies = this.bodies.length,\n        broadphase = this.broadphase,\n        np = this.narrowphase,\n        constraints = this.constraints,\n        t0, t1,\n        fhMinv = step_fhMinv,\n        velodt = step_velodt,\n        mg = step_mg,\n        scale = vec2.scale,\n        add = vec2.add,\n        rotate = vec2.rotate,\n        islandManager = this.islandManager;\n\n    this.overlapKeeper.tick();\n\n    this.lastTimeStep = dt;\n\n    // Update approximate friction gravity.\n    if(this.useWorldGravityAsFrictionGravity){\n        var gravityLen = vec2.length(this.gravity);\n        if(!(gravityLen === 0 && this.useFrictionGravityOnZeroGravity)){\n            // Nonzero gravity. Use it.\n            this.frictionGravity = gravityLen;\n        }\n    }\n\n    // Add gravity to bodies\n    if(this.applyGravity){\n        for(var i=0; i!==Nbodies; i++){\n            var b = bodies[i],\n                fi = b.force;\n            if(b.type !== Body.DYNAMIC || b.sleepState === Body.SLEEPING){\n                continue;\n            }\n            vec2.scale(mg,g,b.mass*b.gravityScale); // F=m*g\n            add(fi,fi,mg);\n        }\n    }\n\n    // Add spring forces\n    if(this.applySpringForces){\n        for(var i=0; i!==Nsprings; i++){\n            var s = springs[i];\n            s.applyForce();\n        }\n    }\n\n    if(this.applyDamping){\n        for(var i=0; i!==Nbodies; i++){\n            var b = bodies[i];\n            if(b.type === Body.DYNAMIC){\n                b.applyDamping(dt);\n            }\n        }\n    }\n\n    // Broadphase\n    var result = broadphase.getCollisionPairs(this);\n\n    // Remove ignored collision pairs\n    var ignoredPairs = this.disabledBodyCollisionPairs;\n    for(var i=ignoredPairs.length-2; i>=0; i-=2){\n        for(var j=result.length-2; j>=0; j-=2){\n            if( (ignoredPairs[i]   === result[j] && ignoredPairs[i+1] === result[j+1]) ||\n                (ignoredPairs[i+1] === result[j] && ignoredPairs[i]   === result[j+1])){\n                result.splice(j,2);\n            }\n        }\n    }\n\n    // Remove constrained pairs with collideConnected == false\n    var Nconstraints = constraints.length;\n    for(i=0; i!==Nconstraints; i++){\n        var c = constraints[i];\n        if(!c.collideConnected){\n            for(var j=result.length-2; j>=0; j-=2){\n                if( (c.bodyA === result[j] && c.bodyB === result[j+1]) ||\n                    (c.bodyB === result[j] && c.bodyA === result[j+1])){\n                    result.splice(j,2);\n                }\n            }\n        }\n    }\n\n    // postBroadphase event\n    this.postBroadphaseEvent.pairs = result;\n    this.emit(this.postBroadphaseEvent);\n    this.postBroadphaseEvent.pairs = null;\n\n    // Narrowphase\n    np.reset(this);\n    for(var i=0, Nresults=result.length; i!==Nresults; i+=2){\n        var bi = result[i],\n            bj = result[i+1];\n\n        // Loop over all shapes of body i\n        for(var k=0, Nshapesi=bi.shapes.length; k!==Nshapesi; k++){\n            var si = bi.shapes[k],\n                xi = si.position,\n                ai = si.angle;\n\n            // All shapes of body j\n            for(var l=0, Nshapesj=bj.shapes.length; l!==Nshapesj; l++){\n                var sj = bj.shapes[l],\n                    xj = sj.position,\n                    aj = sj.angle;\n\n                var cm = this.defaultContactMaterial;\n                if(si.material && sj.material){\n                    var tmp = this.getContactMaterial(si.material,sj.material);\n                    if(tmp){\n                        cm = tmp;\n                    }\n                }\n\n                this.runNarrowphase(np,bi,si,xi,ai,bj,sj,xj,aj,cm,this.frictionGravity);\n            }\n        }\n    }\n\n    // Wake up bodies\n    for(var i=0; i!==Nbodies; i++){\n        var body = bodies[i];\n        if(body._wakeUpAfterNarrowphase){\n            body.wakeUp();\n            body._wakeUpAfterNarrowphase = false;\n        }\n    }\n\n    // Emit end overlap events\n    if(this.has('endContact')){\n        this.overlapKeeper.getEndOverlaps(endOverlaps);\n        var e = this.endContactEvent;\n        var l = endOverlaps.length;\n        while(l--){\n            var data = endOverlaps[l];\n            e.shapeA = data.shapeA;\n            e.shapeB = data.shapeB;\n            e.bodyA = data.bodyA;\n            e.bodyB = data.bodyB;\n            this.emit(e);\n        }\n        endOverlaps.length = 0;\n    }\n\n    var preSolveEvent = this.preSolveEvent;\n    preSolveEvent.contactEquations = np.contactEquations;\n    preSolveEvent.frictionEquations = np.frictionEquations;\n    this.emit(preSolveEvent);\n    preSolveEvent.contactEquations = preSolveEvent.frictionEquations = null;\n\n    // update constraint equations\n    var Nconstraints = constraints.length;\n    for(i=0; i!==Nconstraints; i++){\n        constraints[i].update();\n    }\n\n    if(np.contactEquations.length || np.frictionEquations.length || Nconstraints){\n        if(this.islandSplit){\n            // Split into islands\n            islandManager.equations.length = 0;\n            Utils.appendArray(islandManager.equations, np.contactEquations);\n            Utils.appendArray(islandManager.equations, np.frictionEquations);\n            for(i=0; i!==Nconstraints; i++){\n                Utils.appendArray(islandManager.equations, constraints[i].equations);\n            }\n            islandManager.split(this);\n\n            for(var i=0; i!==islandManager.islands.length; i++){\n                var island = islandManager.islands[i];\n                if(island.equations.length){\n                    solver.solveIsland(dt,island);\n                }\n            }\n\n        } else {\n\n            // Add contact equations to solver\n            solver.addEquations(np.contactEquations);\n            solver.addEquations(np.frictionEquations);\n\n            // Add user-defined constraint equations\n            for(i=0; i!==Nconstraints; i++){\n                solver.addEquations(constraints[i].equations);\n            }\n\n            if(this.solveConstraints){\n                solver.solve(dt,this);\n            }\n\n            solver.removeAllEquations();\n        }\n    }\n\n    // Step forward\n    for(var i=0; i!==Nbodies; i++){\n        var body = bodies[i];\n\n        // if(body.sleepState !== Body.SLEEPING && body.type !== Body.STATIC){\n        body.integrate(dt);\n        // }\n    }\n\n    // Reset force\n    for(var i=0; i!==Nbodies; i++){\n        bodies[i].setZeroForce();\n    }\n\n    // Emit impact event\n    if(this.emitImpactEvent && this.has('impact')){\n        var ev = this.impactEvent;\n        for(var i=0; i!==np.contactEquations.length; i++){\n            var eq = np.contactEquations[i];\n            if(eq.firstImpact){\n                ev.bodyA = eq.bodyA;\n                ev.bodyB = eq.bodyB;\n                ev.shapeA = eq.shapeA;\n                ev.shapeB = eq.shapeB;\n                ev.contactEquation = eq;\n                this.emit(ev);\n            }\n        }\n    }\n\n    // Sleeping update\n    if(this.sleepMode === World.BODY_SLEEPING){\n        for(i=0; i!==Nbodies; i++){\n            bodies[i].sleepTick(this.time, false, dt);\n        }\n    } else if(this.sleepMode === World.ISLAND_SLEEPING && this.islandSplit){\n\n        // Tell all bodies to sleep tick but dont sleep yet\n        for(i=0; i!==Nbodies; i++){\n            bodies[i].sleepTick(this.time, true, dt);\n        }\n\n        // Sleep islands\n        for(var i=0; i<this.islandManager.islands.length; i++){\n            var island = this.islandManager.islands[i];\n            if(island.wantsToSleep()){\n                island.sleep();\n            }\n        }\n    }\n\n    this.stepping = false;\n\n    // Remove bodies that are scheduled for removal\n    var bodiesToBeRemoved = this.bodiesToBeRemoved;\n    for(var i=0; i!==bodiesToBeRemoved.length; i++){\n        this.removeBody(bodiesToBeRemoved[i]);\n    }\n    bodiesToBeRemoved.length = 0;\n\n    this.emit(this.postStepEvent);\n};\n\n/**\n * Runs narrowphase for the shape pair i and j.\n * @method runNarrowphase\n * @param  {Narrowphase} np\n * @param  {Body} bi\n * @param  {Shape} si\n * @param  {Array} xi\n * @param  {Number} ai\n * @param  {Body} bj\n * @param  {Shape} sj\n * @param  {Array} xj\n * @param  {Number} aj\n * @param  {Number} mu\n */\nWorld.prototype.runNarrowphase = function(np,bi,si,xi,ai,bj,sj,xj,aj,cm,glen){\n\n    // Check collision groups and masks\n    if(!((si.collisionGroup & sj.collisionMask) !== 0 && (sj.collisionGroup & si.collisionMask) !== 0)){\n        return;\n    }\n\n    // Get world position and angle of each shape\n    vec2.rotate(xiw, xi, bi.angle);\n    vec2.rotate(xjw, xj, bj.angle);\n    vec2.add(xiw, xiw, bi.position);\n    vec2.add(xjw, xjw, bj.position);\n    var aiw = ai + bi.angle;\n    var ajw = aj + bj.angle;\n\n    np.enableFriction = cm.friction > 0;\n    np.frictionCoefficient = cm.friction;\n    var reducedMass;\n    if(bi.type === Body.STATIC || bi.type === Body.KINEMATIC){\n        reducedMass = bj.mass;\n    } else if(bj.type === Body.STATIC || bj.type === Body.KINEMATIC){\n        reducedMass = bi.mass;\n    } else {\n        reducedMass = (bi.mass*bj.mass)/(bi.mass+bj.mass);\n    }\n    np.slipForce = cm.friction*glen*reducedMass;\n    np.restitution = cm.restitution;\n    np.surfaceVelocity = cm.surfaceVelocity;\n    np.frictionStiffness = cm.frictionStiffness;\n    np.frictionRelaxation = cm.frictionRelaxation;\n    np.stiffness = cm.stiffness;\n    np.relaxation = cm.relaxation;\n    np.contactSkinSize = cm.contactSkinSize;\n    np.enabledEquations = bi.collisionResponse && bj.collisionResponse && si.collisionResponse && sj.collisionResponse;\n\n    var resolver = np[si.type | sj.type],\n        numContacts = 0;\n    if (resolver) {\n        var sensor = si.sensor || sj.sensor;\n        var numFrictionBefore = np.frictionEquations.length;\n        if (si.type < sj.type) {\n            numContacts = resolver.call(np, bi,si,xiw,aiw, bj,sj,xjw,ajw, sensor);\n        } else {\n            numContacts = resolver.call(np, bj,sj,xjw,ajw, bi,si,xiw,aiw, sensor);\n        }\n        var numFrictionEquations = np.frictionEquations.length - numFrictionBefore;\n\n        if(numContacts){\n\n            if( bi.allowSleep &&\n                bi.type === Body.DYNAMIC &&\n                bi.sleepState  === Body.SLEEPING &&\n                bj.sleepState  === Body.AWAKE &&\n                bj.type !== Body.STATIC\n            ){\n                var speedSquaredB = vec2.squaredLength(bj.velocity) + Math.pow(bj.angularVelocity,2);\n                var speedLimitSquaredB = Math.pow(bj.sleepSpeedLimit,2);\n                if(speedSquaredB >= speedLimitSquaredB*2){\n                    bi._wakeUpAfterNarrowphase = true;\n                }\n            }\n\n            if( bj.allowSleep &&\n                bj.type === Body.DYNAMIC &&\n                bj.sleepState  === Body.SLEEPING &&\n                bi.sleepState  === Body.AWAKE &&\n                bi.type !== Body.STATIC\n            ){\n                var speedSquaredA = vec2.squaredLength(bi.velocity) + Math.pow(bi.angularVelocity,2);\n                var speedLimitSquaredA = Math.pow(bi.sleepSpeedLimit,2);\n                if(speedSquaredA >= speedLimitSquaredA*2){\n                    bj._wakeUpAfterNarrowphase = true;\n                }\n            }\n\n            this.overlapKeeper.setOverlapping(bi, si, bj, sj);\n            if(this.has('beginContact') && this.overlapKeeper.isNewOverlap(si, sj)){\n\n                // Report new shape overlap\n                var e = this.beginContactEvent;\n                e.shapeA = si;\n                e.shapeB = sj;\n                e.bodyA = bi;\n                e.bodyB = bj;\n\n                // Reset contact equations\n                e.contactEquations.length = 0;\n\n                if(typeof(numContacts)===\"number\"){\n                    for(var i=np.contactEquations.length-numContacts; i<np.contactEquations.length; i++){\n                        e.contactEquations.push(np.contactEquations[i]);\n                    }\n                }\n\n                this.emit(e);\n            }\n\n            // divide the max friction force by the number of contacts\n            if(typeof(numContacts)===\"number\" && numFrictionEquations > 1){ // Why divide by 1?\n                for(var i=np.frictionEquations.length-numFrictionEquations; i<np.frictionEquations.length; i++){\n                    var f = np.frictionEquations[i];\n                    f.setSlipForce(f.getSlipForce() / numFrictionEquations);\n                }\n            }\n        }\n    }\n\n};\n\n/**\n * Add a spring to the simulation\n *\n * @method addSpring\n * @param {Spring} spring\n */\nWorld.prototype.addSpring = function(spring){\n    this.springs.push(spring);\n    var evt = this.addSpringEvent;\n    evt.spring = spring;\n    this.emit(evt);\n    evt.spring = null;\n};\n\n/**\n * Remove a spring\n *\n * @method removeSpring\n * @param {Spring} spring\n */\nWorld.prototype.removeSpring = function(spring){\n    var idx = this.springs.indexOf(spring);\n    if(idx !== -1){\n        Utils.splice(this.springs,idx,1);\n    }\n};\n\n/**\n * Add a body to the simulation\n *\n * @method addBody\n * @param {Body} body\n *\n * @example\n *     var world = new World(),\n *         body = new Body();\n *     world.addBody(body);\n * @todo What if this is done during step?\n */\nWorld.prototype.addBody = function(body){\n    if(this.bodies.indexOf(body) === -1){\n        this.bodies.push(body);\n        body.world = this;\n        var evt = this.addBodyEvent;\n        evt.body = body;\n        this.emit(evt);\n        evt.body = null;\n    }\n};\n\n/**\n * Remove a body from the simulation. If this method is called during step(), the body removal is scheduled to after the step.\n *\n * @method removeBody\n * @param {Body} body\n */\nWorld.prototype.removeBody = function(body){\n    if(this.stepping){\n        this.bodiesToBeRemoved.push(body);\n    } else {\n        body.world = null;\n        var idx = this.bodies.indexOf(body);\n        if(idx!==-1){\n            Utils.splice(this.bodies,idx,1);\n            this.removeBodyEvent.body = body;\n            body.resetConstraintVelocity();\n            this.emit(this.removeBodyEvent);\n            this.removeBodyEvent.body = null;\n        }\n    }\n};\n\n/**\n * Get a body by its id.\n * @method getBodyById\n * @param {number} id\n * @return {Body} The body, or false if it was not found.\n */\nWorld.prototype.getBodyById = function(id){\n    var bodies = this.bodies;\n    for(var i=0; i<bodies.length; i++){\n        var b = bodies[i];\n        if(b.id === id){\n            return b;\n        }\n    }\n    return false;\n};\n\n/**\n * Disable collision between two bodies\n * @method disableBodyCollision\n * @param {Body} bodyA\n * @param {Body} bodyB\n */\nWorld.prototype.disableBodyCollision = function(bodyA,bodyB){\n    this.disabledBodyCollisionPairs.push(bodyA,bodyB);\n};\n\n/**\n * Enable collisions between the given two bodies\n * @method enableBodyCollision\n * @param {Body} bodyA\n * @param {Body} bodyB\n */\nWorld.prototype.enableBodyCollision = function(bodyA,bodyB){\n    var pairs = this.disabledBodyCollisionPairs;\n    for(var i=0; i<pairs.length; i+=2){\n        if((pairs[i] === bodyA && pairs[i+1] === bodyB) || (pairs[i+1] === bodyA && pairs[i] === bodyB)){\n            pairs.splice(i,2);\n            return;\n        }\n    }\n};\n\n/**\n * Resets the World, removes all bodies, constraints and springs.\n *\n * @method clear\n */\nWorld.prototype.clear = function(){\n\n    this.time = 0;\n\n    // Remove all solver equations\n    if(this.solver && this.solver.equations.length){\n        this.solver.removeAllEquations();\n    }\n\n    // Remove all constraints\n    var cs = this.constraints;\n    for(var i=cs.length-1; i>=0; i--){\n        this.removeConstraint(cs[i]);\n    }\n\n    // Remove all bodies\n    var bodies = this.bodies;\n    for(var i=bodies.length-1; i>=0; i--){\n        this.removeBody(bodies[i]);\n    }\n\n    // Remove all springs\n    var springs = this.springs;\n    for(var i=springs.length-1; i>=0; i--){\n        this.removeSpring(springs[i]);\n    }\n\n    // Remove all contact materials\n    var cms = this.contactMaterials;\n    for(var i=cms.length-1; i>=0; i--){\n        this.removeContactMaterial(cms[i]);\n    }\n\n    World.apply(this);\n};\n\nvar hitTest_tmp1 = vec2.create(),\n    hitTest_zero = vec2.fromValues(0,0),\n    hitTest_tmp2 = vec2.fromValues(0,0);\n\n/**\n * Test if a world point overlaps bodies\n * @method hitTest\n * @param  {Array}  worldPoint  Point to use for intersection tests\n * @param  {Array}  bodies      A list of objects to check for intersection\n * @param  {Number} precision   Used for matching against particles and lines. Adds some margin to these infinitesimal objects.\n * @return {Array}              Array of bodies that overlap the point\n * @todo Should use an api similar to the raycast function\n * @todo Should probably implement a .containsPoint method for all shapes. Would be more efficient\n */\nWorld.prototype.hitTest = function(worldPoint,bodies,precision){\n    precision = precision || 0;\n\n    // Create a dummy particle body with a particle shape to test against the bodies\n    var pb = new Body({ position:worldPoint }),\n        ps = new Particle(),\n        px = worldPoint,\n        pa = 0,\n        x = hitTest_tmp1,\n        zero = hitTest_zero,\n        tmp = hitTest_tmp2;\n    pb.addShape(ps);\n\n    var n = this.narrowphase,\n        result = [];\n\n    // Check bodies\n    for(var i=0, N=bodies.length; i!==N; i++){\n        var b = bodies[i];\n\n        for(var j=0, NS=b.shapes.length; j!==NS; j++){\n            var s = b.shapes[j];\n\n            // Get shape world position + angle\n            vec2.rotate(x, s.position, b.angle);\n            vec2.add(x, x, b.position);\n            var a = s.angle + b.angle;\n\n            if( (s instanceof Circle    && n.circleParticle  (b,s,x,a,     pb,ps,px,pa, true)) ||\n                (s instanceof Convex    && n.particleConvex  (pb,ps,px,pa, b,s,x,a,     true)) ||\n                (s instanceof Plane     && n.particlePlane   (pb,ps,px,pa, b,s,x,a,     true)) ||\n                (s instanceof Capsule   && n.particleCapsule (pb,ps,px,pa, b,s,x,a,     true)) ||\n                (s instanceof Particle  && vec2.squaredLength(vec2.sub(tmp,x,worldPoint)) < precision*precision)\n                ){\n                result.push(b);\n            }\n        }\n    }\n\n    return result;\n};\n\n/**\n * Set the stiffness for all equations and contact materials.\n * @method setGlobalStiffness\n * @param {Number} stiffness\n */\nWorld.prototype.setGlobalStiffness = function(stiffness){\n\n    // Set for all constraints\n    var constraints = this.constraints;\n    for(var i=0; i !== constraints.length; i++){\n        var c = constraints[i];\n        for(var j=0; j !== c.equations.length; j++){\n            var eq = c.equations[j];\n            eq.stiffness = stiffness;\n            eq.needsUpdate = true;\n        }\n    }\n\n    // Set for all contact materials\n    var contactMaterials = this.contactMaterials;\n    for(var i=0; i !== contactMaterials.length; i++){\n        var c = contactMaterials[i];\n        c.stiffness = c.frictionStiffness = stiffness;\n    }\n\n    // Set for default contact material\n    var c = this.defaultContactMaterial;\n    c.stiffness = c.frictionStiffness = stiffness;\n};\n\n/**\n * Set the relaxation for all equations and contact materials.\n * @method setGlobalRelaxation\n * @param {Number} relaxation\n */\nWorld.prototype.setGlobalRelaxation = function(relaxation){\n\n    // Set for all constraints\n    for(var i=0; i !== this.constraints.length; i++){\n        var c = this.constraints[i];\n        for(var j=0; j !== c.equations.length; j++){\n            var eq = c.equations[j];\n            eq.relaxation = relaxation;\n            eq.needsUpdate = true;\n        }\n    }\n\n    // Set for all contact materials\n    for(var i=0; i !== this.contactMaterials.length; i++){\n        var c = this.contactMaterials[i];\n        c.relaxation = c.frictionRelaxation = relaxation;\n    }\n\n    // Set for default contact material\n    var c = this.defaultContactMaterial;\n    c.relaxation = c.frictionRelaxation = relaxation;\n};\n\nvar tmpAABB = new AABB();\nvar tmpArray = [];\n\n/**\n * Ray cast against all bodies in the world.\n * @method raycast\n * @param  {RaycastResult} result\n * @param  {Ray} ray\n * @return {boolean} True if any body was hit.\n *\n * @example\n *     var ray = new Ray({\n *         mode: Ray.CLOSEST, // or ANY\n *         from: [0, 0],\n *         to: [10, 0],\n *     });\n *     var result = new RaycastResult();\n *     world.raycast(result, ray);\n *\n *     // Get the hit point\n *     var hitPoint = vec2.create();\n *     result.getHitPoint(hitPoint, ray);\n *     console.log('Hit point: ', hitPoint[0], hitPoint[1], ' at distance ' + result.getHitDistance(ray));\n *\n * @example\n *     var ray = new Ray({\n *         mode: Ray.ALL,\n *         from: [0, 0],\n *         to: [10, 0],\n *         callback: function(result){\n *\n *             // Print some info about the hit\n *             console.log('Hit body and shape: ', result.body, result.shape);\n *\n *             // Get the hit point\n *             var hitPoint = vec2.create();\n *             result.getHitPoint(hitPoint, ray);\n *             console.log('Hit point: ', hitPoint[0], hitPoint[1], ' at distance ' + result.getHitDistance(ray));\n *\n *             // If you are happy with the hits you got this far, you can stop the traversal here:\n *             result.stop();\n *         }\n *     });\n *     var result = new RaycastResult();\n *     world.raycast(result, ray);\n */\nWorld.prototype.raycast = function(result, ray){\n\n    // Get all bodies within the ray AABB\n    ray.getAABB(tmpAABB);\n    this.broadphase.aabbQuery(this, tmpAABB, tmpArray);\n    ray.intersectBodies(result, tmpArray);\n    tmpArray.length = 0;\n\n    return result.hasHit();\n};\n\n},{\"../../package.json\":6,\"../collision/AABB\":7,\"../collision/Broadphase\":8,\"../collision/Narrowphase\":10,\"../collision/Ray\":11,\"../collision/SAPBroadphase\":13,\"../constraints/Constraint\":14,\"../constraints/DistanceConstraint\":15,\"../constraints/GearConstraint\":16,\"../constraints/LockConstraint\":17,\"../constraints/PrismaticConstraint\":18,\"../constraints/RevoluteConstraint\":19,\"../events/EventEmitter\":26,\"../material/ContactMaterial\":27,\"../material/Material\":28,\"../math/vec2\":30,\"../objects/Body\":31,\"../objects/LinearSpring\":32,\"../objects/RotationalSpring\":33,\"../shapes/Capsule\":38,\"../shapes/Circle\":39,\"../shapes/Convex\":40,\"../shapes/Line\":42,\"../shapes/Particle\":43,\"../shapes/Plane\":44,\"../shapes/Shape\":45,\"../solver/GSSolver\":46,\"../solver/Solver\":47,\"../utils/OverlapKeeper\":52,\"../utils/Utils\":57,\"./IslandManager\":59}]},{},[36])\n(36)\n});\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n(function(){\n\n    var root = this;\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * The [pixi.js](http://www.pixijs.com/) module/namespace.\n *\n * @module PIXI\n */\n \n/**\n * Namespace-class for [pixi.js](http://www.pixijs.com/).\n *\n * Contains assorted static properties and enumerations.\n *\n * @class PIXI\n * @static\n */\nvar PIXI = PIXI || {};\n\n/**\n * A reference to the Phaser Game instance that owns this Pixi renderer.\n * @property {Phaser.Game} game\n * @static \n */\nPIXI.game = null;\n\n/**\n * @property {Number} WEBGL_RENDERER\n * @protected\n * @static \n */\nPIXI.WEBGL_RENDERER = 0;\n\n/**\n * @property {Number} CANVAS_RENDERER\n * @protected\n * @static\n */\nPIXI.CANVAS_RENDERER = 1;\n\n/**\n * Version of pixi that is loaded.\n * @property {String} VERSION\n * @static \n */\nPIXI.VERSION = \"v2.2.9\";\n\n// used to create uids for various pixi objects.\nPIXI._UID = 0;\n\nif (typeof(Float32Array) != 'undefined')\n{\n    PIXI.Float32Array = Float32Array;\n    PIXI.Uint16Array = Uint16Array;\n\n    // Uint32Array and ArrayBuffer only used by WebGL renderer\n    // We can suppose that if WebGL is supported then typed arrays are supported too\n    // as they predate WebGL support for all browsers:\n    // see typed arrays support: http://caniuse.com/#search=TypedArrays\n    // see WebGL support: http://caniuse.com/#search=WebGL\n    PIXI.Uint32Array = Uint32Array;\n    PIXI.ArrayBuffer = ArrayBuffer;\n}\nelse\n{\n    PIXI.Float32Array = Array;\n    PIXI.Uint16Array = Array;\n}\n\n/**\n * @property {Number} PI_2\n * @static\n */\nPIXI.PI_2 = Math.PI * 2;\n\n/**\n * @property {Number} RAD_TO_DEG\n * @static\n */\nPIXI.RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * @property {Number} DEG_TO_RAD\n * @static\n */\nPIXI.DEG_TO_RAD = Math.PI / 180;\n\n/**\n * @property {String} RETINA_PREFIX\n * @protected\n * @static\n */\nPIXI.RETINA_PREFIX = \"@2x\";\n\n/**\n * The default render options if none are supplied to\n * {{#crossLink \"WebGLRenderer\"}}{{/crossLink}} or {{#crossLink \"CanvasRenderer\"}}{{/crossLink}}.\n *\n * @property {Object} defaultRenderOptions\n * @property {Object} defaultRenderOptions.view=null\n * @property {Boolean} defaultRenderOptions.transparent=false\n * @property {Boolean} defaultRenderOptions.antialias=false\n * @property {Boolean} defaultRenderOptions.preserveDrawingBuffer=false\n * @property {Number} defaultRenderOptions.resolution=1\n * @property {Boolean} defaultRenderOptions.clearBeforeRender=true\n * @property {Boolean} defaultRenderOptions.autoResize=false\n * @static\nPIXI.defaultRenderOptions = {\n    view: null,\n    transparent: false,\n    antialias: false, \n    preserveDrawingBuffer: false,\n    resolution: 1,\n    clearBeforeRender: true,\n    autoResize: false\n};\n */\n\n/**\n* @author       Mat Groves http://matgroves.com @Doormat23\n* @author       Richard Davey <rich@photonstorm.com>\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The base class for all objects that are rendered. Contains properties for position, scaling,\n* rotation, masks and cache handling.\n* \n* This is an abstract class and should not be used on its own, rather it should be extended.\n*\n* It is used internally by the likes of PIXI.Sprite.\n*\n* @class PIXI.DisplayObject\n* @constructor\n*/\nPIXI.DisplayObject = function () {\n\n    /**\n    * The coordinates, in pixels, of this DisplayObject, relative to its parent container.\n    * \n    * The value of this property does not reflect any positioning happening further up the display list.\n    * To obtain that value please see the `worldPosition` property.\n    * \n    * @property {PIXI.Point} position\n    * @default\n    */\n    this.position = new PIXI.Point(0, 0);\n\n    /**\n    * The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject\n    * at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.\n    * \n    * The value of this property does not reflect any scaling happening further up the display list.\n    * To obtain that value please see the `worldScale` property.\n    * \n    * @property {PIXI.Point} scale\n    * @default\n    */\n    this.scale = new PIXI.Point(1, 1);\n\n    /**\n    * The pivot point of this DisplayObject that it rotates around. The values are expressed\n    * in pixel values.\n    * @property {PIXI.Point} pivot\n    * @default\n    */\n    this.pivot = new PIXI.Point(0, 0);\n\n    /**\n    * The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on\n    * a right-handed orientation.\n    * \n    * The value of this property does not reflect any rotation happening further up the display list.\n    * To obtain that value please see the `worldRotation` property.\n    * \n    * @property {number} rotation\n    * @default\n    */\n    this.rotation = 0;\n\n    /**\n    * The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.\n    * Please note that an object with an alpha value of 0 is skipped during the render pass.\n    * \n    * The value of this property does not reflect any alpha values set further up the display list.\n    * To obtain that value please see the `worldAlpha` property.\n    * \n    * @property {number} alpha\n    * @default\n    */\n    this.alpha = 1;\n\n    /**\n    * The visibility of this DisplayObject. A value of `false` makes the object invisible.\n    * A value of `true` makes it visible. Please note that an object with a visible value of\n    * `false` is skipped during the render pass. Equally a DisplayObject with visible false will\n    * not render any of its children.\n    * \n    * The value of this property does not reflect any visible values set further up the display list.\n    * To obtain that value please see the `worldVisible` property.\n    * \n    * @property {boolean} visible\n    * @default\n    */\n    this.visible = true;\n\n    /**\n     * This is the defined area that will pick up mouse / touch events. It is null by default.\n     * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)\n     *\n     * @property hitArea\n     * @type Rectangle|Circle|Ellipse|Polygon\n     */\n    this.hitArea = null;\n\n    /**\n    * Should this DisplayObject be rendered by the renderer? An object with a renderable value of\n    * `false` is skipped during the render pass.\n    * \n    * @property {boolean} renderable\n    * @default\n    */\n    this.renderable = false;\n\n    /**\n    * The parent DisplayObjectContainer that this DisplayObject is a child of.\n    * All DisplayObjects must belong to a parent in order to be rendered.\n    * The root parent is the Stage object. This property is set automatically when the\n    * DisplayObject is added to, or removed from, a DisplayObjectContainer.\n    * \n    * @property {PIXI.DisplayObjectContainer} parent\n    * @default\n    * @readOnly\n    */\n    this.parent = null;\n\n    /**\n    * The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.\n    * This value is the calculated total, based on the alpha values of all parents of this DisplayObjects \n    * in the display list.\n    * \n    * To obtain, and set, the local alpha value, see the `alpha` property.\n    *\n    * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until \n    * that happens this property will contain values based on the previous frame. Be mindful of this if\n    * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.\n    * \n    * @property {number} worldAlpha\n    * @readOnly\n    */\n    this.worldAlpha = 1;\n\n    /**\n    * The current transform of this DisplayObject.\n    * \n    * This property contains the calculated total, based on the transforms of all parents of this \n    * DisplayObject in the display list.\n    *\n    * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until \n    * that happens this property will contain values based on the previous frame. Be mindful of this if\n    * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.\n    *\n    * @property {PIXI.Matrix} worldTransform\n    * @readOnly\n    */\n    this.worldTransform = new PIXI.Matrix();\n\n    /**\n    * The coordinates, in pixels, of this DisplayObject within the world.\n    * \n    * This property contains the calculated total, based on the positions of all parents of this \n    * DisplayObject in the display list.\n    *\n    * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until \n    * that happens this property will contain values based on the previous frame. Be mindful of this if\n    * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.\n    * \n    * @property {PIXI.Point} worldPosition\n    * @readOnly\n    */\n    this.worldPosition = new PIXI.Point(0, 0);\n\n    /**\n    * The global scale of this DisplayObject.\n    * \n    * This property contains the calculated total, based on the scales of all parents of this \n    * DisplayObject in the display list.\n    *\n    * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until \n    * that happens this property will contain values based on the previous frame. Be mindful of this if\n    * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.\n    * \n    * @property {PIXI.Point} worldScale\n    * @readOnly\n    */\n    this.worldScale = new PIXI.Point(1, 1);\n\n    /**\n    * The rotation, in radians, of this DisplayObject.\n    * \n    * This property contains the calculated total, based on the rotations of all parents of this \n    * DisplayObject in the display list.\n    *\n    * Note: This property is only updated at the end of the `updateTransform` call, once per render. Until \n    * that happens this property will contain values based on the previous frame. Be mindful of this if\n    * accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.\n    * \n    * @property {number} worldRotation\n    * @readOnly\n    */\n    this.worldRotation = 0;\n\n    /**\n    * The rectangular area used by filters when rendering a shader for this DisplayObject.\n    *\n    * @property {PIXI.Rectangle} filterArea\n    * @type Rectangle\n    * @default\n    */\n    this.filterArea = null;\n\n    /**\n    * @property {number} _sr - Cached rotation value.\n    * @private\n    */\n    this._sr = 0;\n\n    /**\n    * @property {number} _cr - Cached rotation value.\n    * @private\n    */\n    this._cr = 1;\n\n    /**\n    * @property {PIXI.Rectangle} _bounds - The cached bounds of this object.\n    * @private\n    */\n    this._bounds = new PIXI.Rectangle(0, 0, 0, 0);\n\n    /**\n    * @property {PIXI.Rectangle} _currentBounds - The most recently calculated bounds of this object.\n    * @private\n    */\n    this._currentBounds = null;\n\n    /**\n    * @property {PIXI.Rectangle} _mask - The cached mask of this object.\n    * @private\n    */\n    this._mask = null;\n\n    /**\n    * @property {boolean} _cacheAsBitmap - Internal cache as bitmap flag.\n    * @private\n    */\n    this._cacheAsBitmap = false;\n\n    /**\n    * @property {boolean} _cacheIsDirty - Internal dirty cache flag.\n    * @private\n    */\n    this._cacheIsDirty = false;\n\n};\n\nPIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;\n\nPIXI.DisplayObject.prototype = {\n\n    /**\n    * Destroy this DisplayObject.\n    *\n    * Removes any cached sprites, sets renderable flag to false, and nulls filters, bounds and mask.\n    *\n    * Also iteratively calls `destroy` on any children.\n    *\n    * @method PIXI.DisplayObject#destroy\n    */\n    destroy: function () {\n\n        if (this.children)\n        {\n            var i = this.children.length;\n\n            while (i--)\n            {\n                this.children[i].destroy();\n            }\n\n            this.children = [];\n        }\n\n        this.hitArea = null;\n        this.parent = null;\n        this.worldTransform = null;\n        this.filterArea = null;\n        this.renderable = false;\n\n        this._bounds = null;\n        this._currentBounds = null;\n        this._mask = null;\n\n        this._destroyCachedSprite();\n\n    },\n\n    /*\n    * Updates the transform matrix this DisplayObject uses for rendering.\n    *\n    * If the object has no parent, and no parent parameter is provided, it will default to \n    * Phaser.Game.World as the parent transform to use. If that is unavailable the transform fails to take place.\n    *\n    * The `parent` parameter has priority over the actual parent. Use it as a parent override.\n    * Setting it does **not** change the actual parent of this DisplayObject.\n    *\n    * Calling this method updates the `worldTransform`, `worldAlpha`, `worldPosition`, `worldScale` \n    * and `worldRotation` properties.\n    *\n    * If a `transformCallback` has been specified, it is called at the end of this method, and is passed\n    * the new, updated, worldTransform property, along with the parent transform used.\n    *\n    * @method PIXI.DisplayObject#updateTransform\n    * @param {PIXI.DisplayObjectContainer} [parent] - Optional parent to calculate this DisplayObjects transform from.\n    * @return {PIXI.DisplayObject} - A reference to this DisplayObject.\n    */\n    updateTransform: function (parent) {\n\n        if (!parent && !this.parent && !this.game)\n        {\n            return this;\n        }\n\n        var p = this.parent;\n\n        if (parent)\n        {\n            p = parent;\n        }\n        else if (!this.parent)\n        {\n            p = this.game.world;\n        }\n\n        // create some matrix refs for easy access\n        var pt = p.worldTransform;\n        var wt = this.worldTransform;\n\n        // temporary matrix variables\n        var a, b, c, d, tx, ty;\n\n        // so if rotation is between 0 then we can simplify the multiplication process..\n        if (this.rotation % PIXI.PI_2)\n        {\n            // check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes\n            if (this.rotation !== this.rotationCache)\n            {\n                this.rotationCache = this.rotation;\n                this._sr = Math.sin(this.rotation);\n                this._cr = Math.cos(this.rotation);\n            }\n\n            // get the matrix values of the displayobject based on its transform properties..\n            a  =  this._cr * this.scale.x;\n            b  =  this._sr * this.scale.x;\n            c  = -this._sr * this.scale.y;\n            d  =  this._cr * this.scale.y;\n            tx =  this.position.x;\n            ty =  this.position.y;\n            \n            // check for pivot.. not often used so geared towards that fact!\n            if (this.pivot.x || this.pivot.y)\n            {\n                tx -= this.pivot.x * a + this.pivot.y * c;\n                ty -= this.pivot.x * b + this.pivot.y * d;\n            }\n\n            // concat the parent matrix with the objects transform.\n            wt.a  = a  * pt.a + b  * pt.c;\n            wt.b  = a  * pt.b + b  * pt.d;\n            wt.c  = c  * pt.a + d  * pt.c;\n            wt.d  = c  * pt.b + d  * pt.d;\n            wt.tx = tx * pt.a + ty * pt.c + pt.tx;\n            wt.ty = tx * pt.b + ty * pt.d + pt.ty;\n        }\n        else\n        {\n            // lets do the fast version as we know there is no rotation..\n            a  = this.scale.x;\n            d  = this.scale.y;\n\n            tx = this.position.x - this.pivot.x * a;\n            ty = this.position.y - this.pivot.y * d;\n\n            wt.a  = a  * pt.a;\n            wt.b  = a  * pt.b;\n            wt.c  = d  * pt.c;\n            wt.d  = d  * pt.d;\n            wt.tx = tx * pt.a + ty * pt.c + pt.tx;\n            wt.ty = tx * pt.b + ty * pt.d + pt.ty;\n        }\n\n        //  Set the World values\n        this.worldAlpha = this.alpha * p.worldAlpha;\n        this.worldPosition.set(wt.tx, wt.ty);\n        this.worldScale.set(this.scale.x * Math.sqrt(wt.a * wt.a + wt.c * wt.c), this.scale.y * Math.sqrt(wt.b * wt.b + wt.d * wt.d));\n        this.worldRotation = Math.atan2(-wt.c, wt.d);\n\n        // reset the bounds each time this is called!\n        this._currentBounds = null;\n\n        //  Custom callback?\n        if (this.transformCallback)\n        {\n            this.transformCallback.call(this.transformCallbackContext, wt, pt);\n        }\n\n        return this;\n\n    },\n\n    /**\n    * To be overridden by classes that require it.\n    *\n    * @method PIXI.DisplayObject#preUpdate\n    */\n    preUpdate: function () {\n\n    },\n\n    /**\n    * Generates a RenderTexture based on this DisplayObject, which can they be used to texture other Sprites.\n    * This can be useful if your DisplayObject is static, or complicated, and needs to be reused multiple times.\n    *\n    * Please note that no garbage collection takes place on old textures. It is up to you to destroy old textures,\n    * and references to them, so they don't linger in memory.\n    *\n    * @method PIXI.DisplayObject#generateTexture\n    * @param {number} [resolution=1] - The resolution of the texture being generated.\n    * @param {number} [scaleMode=PIXI.scaleModes.DEFAULT] - See {{#crossLink \"PIXI/scaleModes:property\"}}PIXI.scaleModes{{/crossLink}} for possible values.\n    * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The renderer used to generate the texture.\n    * @return {PIXI.RenderTexture} - A RenderTexture containing an image of this DisplayObject at the time it was invoked.\n    */\n    generateTexture: function (resolution, scaleMode, renderer) {\n\n        var bounds = this.getLocalBounds();\n\n        var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution);\n        \n        PIXI.DisplayObject._tempMatrix.tx = -bounds.x;\n        PIXI.DisplayObject._tempMatrix.ty = -bounds.y;\n        \n        renderTexture.render(this, PIXI.DisplayObject._tempMatrix);\n\n        return renderTexture;\n\n    },\n\n    /**\n    * If this DisplayObject has a cached Sprite, this method generates and updates it.\n    *\n    * @method PIXI.DisplayObject#updateCache\n    * @return {PIXI.DisplayObject} - A reference to this DisplayObject.\n    */\n    updateCache: function () {\n\n        this._generateCachedSprite();\n\n        return this;\n\n    },\n\n    /**\n    * Calculates the global position of this DisplayObject, based on the position given.\n    *\n    * @method PIXI.DisplayObject#toGlobal\n    * @param {PIXI.Point} position - The global position to calculate from.\n    * @return {PIXI.Point} - A point object representing the position of this DisplayObject based on the global position given.\n    */\n    toGlobal: function (position) {\n\n        this.updateTransform();\n\n        return this.worldTransform.apply(position);\n\n    },\n\n    /**\n    * Calculates the local position of this DisplayObject, relative to another point.\n    *\n    * @method PIXI.DisplayObject#toLocal\n    * @param {PIXI.Point} position - The world origin to calculate from.\n    * @param {PIXI.DisplayObject} [from] - An optional DisplayObject to calculate the global position from.\n    * @return {PIXI.Point} - A point object representing the position of this DisplayObject based on the global position given.\n    */\n    toLocal: function (position, from) {\n\n        if (from)\n        {\n            position = from.toGlobal(position);\n        }\n\n        this.updateTransform();\n\n        return this.worldTransform.applyInverse(position);\n\n    },\n\n    /**\n    * Internal method.\n    *\n    * @method PIXI.DisplayObject#_renderCachedSprite\n    * @private\n    * @param {Object} renderSession - The render session\n    */\n    _renderCachedSprite: function (renderSession) {\n\n        this._cachedSprite.worldAlpha = this.worldAlpha;\n\n        if (renderSession.gl)\n        {\n            PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);\n        }\n        else\n        {\n            PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);\n        }\n\n    },\n\n    /**\n    * Internal method.\n    *\n    * @method PIXI.DisplayObject#_generateCachedSprite\n    * @private\n    */\n    _generateCachedSprite: function () {\n\n        this._cacheAsBitmap = false;\n\n        var bounds = this.getLocalBounds();\n\n        //  Round it off and force non-zero dimensions\n        bounds.width = Math.max(1, Math.ceil(bounds.width));\n        bounds.height = Math.max(1, Math.ceil(bounds.height));\n\n        this.updateTransform();\n\n        if (!this._cachedSprite)\n        {\n            var renderTexture = new PIXI.RenderTexture(bounds.width, bounds.height);\n            this._cachedSprite = new PIXI.Sprite(renderTexture);\n            this._cachedSprite.worldTransform = this.worldTransform;\n        }\n        else\n        {\n            this._cachedSprite.texture.resize(bounds.width, bounds.height);\n        }\n\n        //  Remove filters\n        var tempFilters = this._filters;\n\n        this._filters = null;\n        this._cachedSprite.filters = tempFilters;\n\n        PIXI.DisplayObject._tempMatrix.tx = -bounds.x;\n        PIXI.DisplayObject._tempMatrix.ty = -bounds.y;\n\n        this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true);\n        this._cachedSprite.anchor.x = -(bounds.x / bounds.width);\n        this._cachedSprite.anchor.y = -(bounds.y / bounds.height);\n\n        this._filters = tempFilters;\n\n        this._cacheAsBitmap = true;\n\n    },\n\n    /**\n    * Destroys a cached Sprite.\n    *\n    * @method PIXI.DisplayObject#_destroyCachedSprite\n    * @private\n    */\n    _destroyCachedSprite: function () {\n\n        if (!this._cachedSprite)\n        {\n            return;\n        }\n\n        this._cachedSprite.texture.destroy(true);\n\n        this._cachedSprite = null;\n\n    }\n\n};\n\n//  Alias for updateTransform. As used in DisplayObject container, etc.\nPIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform;\n\nObject.defineProperties(PIXI.DisplayObject.prototype, {\n\n    /**\n    * The horizontal position of the DisplayObject, in pixels, relative to its parent.\n    * If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.\n    * @name PIXI.DisplayObject#x\n    * @property {number} x - The horizontal position of the DisplayObject, in pixels, relative to its parent.\n    */\n    'x': {\n\n        get: function () {\n\n            return this.position.x;\n\n        },\n\n        set: function (value) {\n\n            this.position.x = value;\n\n        }\n\n    },\n\n    /**\n    * The vertical position of the DisplayObject, in pixels, relative to its parent.\n    * If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.\n    * @name PIXI.DisplayObject#y\n    * @property {number} y - The vertical position of the DisplayObject, in pixels, relative to its parent.\n    */\n    'y': {\n\n        get: function () {\n\n            return this.position.y;\n\n        },\n\n        set: function (value) {\n\n            this.position.y = value;\n\n        }\n\n    },\n\n    /**\n    * Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values.\n    * @name PIXI.DisplayObject#worldVisible\n    * @property {boolean} worldVisible - Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values.\n    */\n    'worldVisible': {\n\n        get: function () {\n\n            if (!this.visible)\n            {\n                return false;\n            }\n            else\n            {\n                var item = this.parent;\n\n                if (!item)\n                {\n                    return this.visible;\n                }\n                else\n                {\n                    do\n                    {\n                        if (!item.visible)\n                        {\n                            return false;\n                        }\n\n                        item = item.parent;\n                    }\n                    while (item);\n\n                }\n\n                return true;\n            }\n\n        }\n\n    },\n\n    /**\n    * Sets a mask for this DisplayObject. A mask is an instance of a Graphics object.\n    * When applied it limits the visible area of this DisplayObject to the shape of the mask.\n    * Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer.\n    * To remove a mask, set this property to `null`.\n    * \n    * @name PIXI.DisplayObject#mask\n    * @property {PIXI.Graphics} mask - The mask applied to this DisplayObject. Set to `null` to remove an existing mask.\n    */\n    'mask': {\n\n        get: function () {\n\n            return this._mask;\n\n        },\n\n        set: function (value) {\n\n            if (this._mask)\n            {\n                this._mask.isMask = false;\n            }\n\n            this._mask = value;\n\n            if (value)\n            {\n                this._mask.isMask = true;\n            }\n\n        }\n\n    },\n\n    /**\n    * Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas\n    * Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter\n    * using `DisplayObject.filterArea`.\n    * \n    * To remove filters, set this property to `null`.\n    *\n    * Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a \n    * filter will reset this DisplayObjects blend mode to NORMAL.\n    * \n    * @name PIXI.DisplayObject#filters\n    * @property {Array} filters - An Array of PIXI.AbstractFilter objects, or objects that extend them.\n    */\n    'filters': {\n\n        get: function () {\n\n            return this._filters;\n\n        },\n\n        set: function (value) {\n\n            if (Array.isArray(value))\n            {\n                //  Put all the passes in one place.\n                var passes = [];\n\n                for (var i = 0; i < value.length; i++)\n                {\n                    var filterPasses = value[i].passes;\n\n                    for (var j = 0; j < filterPasses.length; j++)\n                    {\n                        passes.push(filterPasses[j]);\n                    }\n                }\n\n                //  Needed any more?\n                this._filterBlock = { target: this, filterPasses: passes };\n            }\n\n            this._filters = value;\n\n            if (this.blendMode && this.blendMode === PIXI.blendModes.MULTIPLY)\n            {\n                this.blendMode = PIXI.blendModes.NORMAL;\n            }\n\n        }\n\n    },\n\n    /**\n    * Sets if this DisplayObject should be cached as a bitmap.\n    *\n    * When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it \n    * in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a\n    * performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.\n    *\n    * Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not\n    * re-generate the cached bitmap automatically. To do that you need to call `DisplayObject.updateCache`.\n    * \n    * To remove a cached bitmap, set this property to `null`.\n    * \n    * @name PIXI.DisplayObject#cacheAsBitmap\n    * @property {boolean} cacheAsBitmap - Cache this DisplayObject as a Bitmap. Set to `null` to remove an existing cached bitmap.\n    */\n    'cacheAsBitmap': {\n\n        get: function () {\n\n            return this._cacheAsBitmap;\n\n        },\n\n        set: function (value) {\n\n            if (this._cacheAsBitmap === value)\n            {\n                return;\n            }\n\n            if (value)\n            {\n                this._generateCachedSprite();\n            }\n            else\n            {\n                this._destroyCachedSprite();\n            }\n\n            this._cacheAsBitmap = value;\n\n        }\n\n    }\n\n});\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * A DisplayObjectContainer represents a collection of display objects.\n * It is the base class of all display objects that act as a container for other objects.\n *\n * @class DisplayObjectContainer\n * @extends DisplayObject\n * @constructor\n */\nPIXI.DisplayObjectContainer = function () {\n\n    PIXI.DisplayObject.call(this);\n\n    /**\n     * [read-only] The array of children of this container.\n     *\n     * @property children\n     * @type Array(DisplayObject)\n     * @readOnly\n     */\n    this.children = [];\n\n    /**\n    * If `ignoreChildInput`  is `false` it will allow this objects _children_ to be considered as valid for Input events.\n    * \n    * If this property is `true` then the children will _not_ be considered as valid for Input events.\n    * \n    * Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.\n    * @property {boolean} ignoreChildInput\n    * @default\n    */\n    this.ignoreChildInput = false;\n    \n};\n\nPIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );\nPIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;\n\n/**\n * Adds a child to the container.\n *\n * @method addChild\n * @param child {DisplayObject} The DisplayObject to add to the container\n * @return {DisplayObject} The child that was added.\n */\nPIXI.DisplayObjectContainer.prototype.addChild = function (child) {\n\n    return this.addChildAt(child, this.children.length);\n\n};\n\n/**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @method addChildAt\n * @param child {DisplayObject} The child to add\n * @param index {Number} The index to place the child in\n * @return {DisplayObject} The child that was added.\n */\nPIXI.DisplayObjectContainer.prototype.addChildAt = function (child, index) {\n\n    if (index >= 0 && index <= this.children.length)\n    {\n        if (child.parent)\n        {\n            child.parent.removeChild(child);\n        }\n\n        child.parent = this;\n\n        this.children.splice(index, 0, child);\n\n        return child;\n    }\n    else\n    {\n        throw new Error(child + 'addChildAt: The index '+ index +' supplied is out of bounds ' + this.children.length);\n    }\n\n};\n\n/**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @method swapChildren\n * @param child {DisplayObject}\n * @param child2 {DisplayObject}\n */\nPIXI.DisplayObjectContainer.prototype.swapChildren = function (child, child2) {\n\n    if (child === child2)\n    {\n        return;\n    }\n\n    var index1 = this.getChildIndex(child);\n    var index2 = this.getChildIndex(child2);\n\n    if (index1 < 0 || index2 < 0)\n    {\n        throw new Error('swapChildren: Both the supplied DisplayObjects must be a child of the caller.');\n    }\n\n    this.children[index1] = child2;\n    this.children[index2] = child;\n\n};\n\n/**\n * Returns the index position of a child DisplayObject instance\n *\n * @method getChildIndex\n * @param child {DisplayObject} The DisplayObject instance to identify\n * @return {Number} The index position of the child display object to identify\n */\nPIXI.DisplayObjectContainer.prototype.getChildIndex = function (child) {\n\n    var index = this.children.indexOf(child);\n\n    if (index === -1)\n    {\n        throw new Error('The supplied DisplayObject must be a child of the caller');\n    }\n\n    return index;\n\n};\n\n/**\n * Changes the position of an existing child in the display object container\n *\n * @method setChildIndex\n * @param child {DisplayObject} The child DisplayObject instance for which you want to change the index number\n * @param index {Number} The resulting index number for the child display object\n */\nPIXI.DisplayObjectContainer.prototype.setChildIndex = function (child, index) {\n\n    if (index < 0 || index >= this.children.length)\n    {\n        throw new Error('The supplied index is out of bounds');\n    }\n\n    var currentIndex = this.getChildIndex(child);\n\n    this.children.splice(currentIndex, 1); //remove from old position\n    this.children.splice(index, 0, child); //add at new position\n\n};\n\n/**\n * Returns the child at the specified index\n *\n * @method getChildAt\n * @param index {Number} The index to get the child from\n * @return {DisplayObject} The child at the given index, if any.\n */\nPIXI.DisplayObjectContainer.prototype.getChildAt = function (index) {\n\n    if (index < 0 || index >= this.children.length)\n    {\n        throw new Error('getChildAt: Supplied index '+ index +' does not exist in the child list, or the supplied DisplayObject must be a child of the caller');\n    }\n\n    return this.children[index];\n    \n};\n\n/**\n * Removes a child from the container.\n *\n * @method removeChild\n * @param child {DisplayObject} The DisplayObject to remove\n * @return {DisplayObject} The child that was removed.\n */\nPIXI.DisplayObjectContainer.prototype.removeChild = function (child) {\n\n    var index = this.children.indexOf(child);\n\n    if (index === -1)\n    {\n        return;\n    }\n    \n    return this.removeChildAt(index);\n\n};\n\n/**\n * Removes a child from the specified index position.\n *\n * @method removeChildAt\n * @param index {Number} The index to get the child from\n * @return {DisplayObject} The child that was removed.\n */\nPIXI.DisplayObjectContainer.prototype.removeChildAt = function (index) {\n\n    var child = this.getChildAt(index);\n\n    if (child)\n    {\n        child.parent = undefined;\n\n        this.children.splice(index, 1);\n    }\n\n    return child;\n\n};\n\n/**\n* Removes all children from this container that are within the begin and end indexes.\n*\n* @method removeChildren\n* @param beginIndex {Number} The beginning position. Default value is 0.\n* @param endIndex {Number} The ending position. Default value is size of the container.\n*/\nPIXI.DisplayObjectContainer.prototype.removeChildren = function (beginIndex, endIndex) {\n\n    if (beginIndex === undefined) { beginIndex = 0; }\n    if (endIndex === undefined) { endIndex = this.children.length; }\n\n    var range = endIndex - beginIndex;\n\n    if (range > 0 && range <= endIndex)\n    {\n        var removed = this.children.splice(begin, range);\n\n        for (var i = 0; i < removed.length; i++)\n        {\n            var child = removed[i];\n            child.parent = undefined;\n        }\n\n        return removed;\n    }\n    else if (range === 0 && this.children.length === 0)\n    {\n        return [];\n    }\n    else\n    {\n        throw new Error( 'removeChildren: Range Error, numeric values are outside the acceptable range' );\n    }\n\n};\n\n/*\n * Updates the transform on all children of this container for rendering\n *\n * @method updateTransform\n * @private\n */\nPIXI.DisplayObjectContainer.prototype.updateTransform = function () {\n\n    if (!this.visible)\n    {\n        return;\n    }\n\n    this.displayObjectUpdateTransform();\n\n    if (this._cacheAsBitmap)\n    {\n        return;\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].updateTransform();\n    }\n\n};\n\n// performance increase to avoid using call.. (10x faster)\nPIXI.DisplayObjectContainer.prototype.displayObjectContainerUpdateTransform = PIXI.DisplayObjectContainer.prototype.updateTransform;\n\n/**\n * Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.\n *\n * @method getBounds\n * @param {PIXI.DisplayObject|PIXI.Matrix} [targetCoordinateSpace] Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object.\n * @return {Rectangle} The rectangular bounding area\n */\nPIXI.DisplayObjectContainer.prototype.getBounds = function (targetCoordinateSpace) {\n\n    var isTargetCoordinateSpaceDisplayObject = (targetCoordinateSpace && targetCoordinateSpace instanceof PIXI.DisplayObject);\n    var isTargetCoordinateSpaceThisOrParent = true;\n\n    if (!isTargetCoordinateSpaceDisplayObject) \n\t{\n        targetCoordinateSpace = this;\n    } \n\telse if (targetCoordinateSpace instanceof PIXI.DisplayObjectContainer) \n\t{\n        isTargetCoordinateSpaceThisOrParent = targetCoordinateSpace.contains(this);\n    } \n\telse \n\t{\n        isTargetCoordinateSpaceThisOrParent = false;\n    }\n\n    var i;\n\n    if (isTargetCoordinateSpaceDisplayObject)\n    {\n        var matrixCache = targetCoordinateSpace.worldTransform;\n\n        targetCoordinateSpace.worldTransform = PIXI.identityMatrix;\n\n        for (i = 0; i < targetCoordinateSpace.children.length; i++) \n\t\t{\n            targetCoordinateSpace.children[i].updateTransform();\n        }\n    }\n\n    var minX = Infinity;\n    var minY = Infinity;\n\n    var maxX = -Infinity;\n    var maxY = -Infinity;\n\n    var childBounds;\n    var childMaxX;\n    var childMaxY;\n\n    var childVisible = false;\n\n    for (i = 0; i < this.children.length; i++)\n    {\n        var child = this.children[i];\n\n        if (!child.visible)\n        {\n            continue;\n        }\n\n        childVisible = true;\n\n        childBounds = this.children[i].getBounds();\n\n        minX = (minX < childBounds.x) ? minX : childBounds.x;\n        minY = (minY < childBounds.y) ? minY : childBounds.y;\n\n        childMaxX = childBounds.width + childBounds.x;\n        childMaxY = childBounds.height + childBounds.y;\n\n        maxX = (maxX > childMaxX) ? maxX : childMaxX;\n        maxY = (maxY > childMaxY) ? maxY : childMaxY;\n    }\n\n    var bounds = this._bounds;\n\n    if (!childVisible) \n\t{\n        bounds = new PIXI.Rectangle();\n\n        var w0 = bounds.x;\n        var w1 = bounds.width + bounds.x;\n\n        var h0 = bounds.y;\n        var h1 = bounds.height + bounds.y;\n\n        var worldTransform = this.worldTransform;\n\n        var a = worldTransform.a;\n        var b = worldTransform.b;\n        var c = worldTransform.c;\n        var d = worldTransform.d;\n        var tx = worldTransform.tx;\n        var ty = worldTransform.ty;\n\n        var x1 = a * w1 + c * h1 + tx;\n        var y1 = d * h1 + b * w1 + ty;\n\n        var x2 = a * w0 + c * h1 + tx;\n        var y2 = d * h1 + b * w0 + ty;\n\n        var x3 = a * w0 + c * h0 + tx;\n        var y3 = d * h0 + b * w0 + ty;\n\n        var x4 = a * w1 + c * h0 + tx;\n        var y4 = d * h0 + b * w1 + ty;\n\n        maxX = x1;\n        maxY = y1;\n\n        minX = x1;\n        minY = y1;\n\n        minX = x2 < minX ? x2 : minX;\n        minX = x3 < minX ? x3 : minX;\n        minX = x4 < minX ? x4 : minX;\n\n        minY = y2 < minY ? y2 : minY;\n        minY = y3 < minY ? y3 : minY;\n        minY = y4 < minY ? y4 : minY;\n\n        maxX = x2 > maxX ? x2 : maxX;\n        maxX = x3 > maxX ? x3 : maxX;\n        maxX = x4 > maxX ? x4 : maxX;\n\n        maxY = y2 > maxY ? y2 : maxY;\n        maxY = y3 > maxY ? y3 : maxY;\n        maxY = y4 > maxY ? y4 : maxY;\n    }\n\n    bounds.x = minX;\n    bounds.y = minY;\n    bounds.width = maxX - minX;\n    bounds.height = maxY - minY;\n\n    if (isTargetCoordinateSpaceDisplayObject) \n\t{\n        targetCoordinateSpace.worldTransform = matrixCache;\n\n        for (i = 0; i < targetCoordinateSpace.children.length; i++) \n\t\t{\n            targetCoordinateSpace.children[i].updateTransform();\n        }\n    }\n\n    if (!isTargetCoordinateSpaceThisOrParent) \n\t{\n        var targetCoordinateSpaceBounds = targetCoordinateSpace.getBounds();\n\n        bounds.x -= targetCoordinateSpaceBounds.x;\n        bounds.y -= targetCoordinateSpaceBounds.y;\n    }\n\n    return bounds;\n\n};\n\n/**\n * Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.\n *\n * @method getLocalBounds\n * @return {Rectangle} The rectangular bounding area\n */\nPIXI.DisplayObjectContainer.prototype.getLocalBounds = function () {\n\n    return this.getBounds(this);\n\n};\n\n/**\n* Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.\n*\n* @method contains\n* @param {DisplayObject} child\n* @returns {boolean}\n*/\nPIXI.DisplayObjectContainer.prototype.contains = function (child) {\n\n    if (!child)\n    {\n        return false;\n    }\n    else if (child === this) \n\t{\n        return true;\n    }\n    else \n\t{\n        return this.contains(child.parent);\n    }\n};\n\n/**\n* Renders the object using the WebGL renderer\n*\n* @method _renderWebGL\n* @param renderSession {RenderSession} \n* @private\n*/\nPIXI.DisplayObjectContainer.prototype._renderWebGL = function (renderSession) {\n\n    if (!this.visible || this.alpha <= 0)\n    {\n        return;\n    }\n    \n    if (this._cacheAsBitmap)\n    {\n        this._renderCachedSprite(renderSession);\n        return;\n    }\n    \n    var i;\n\n    if (this._mask || this._filters)\n    {\n        // push filter first as we need to ensure the stencil buffer is correct for any masking\n        if (this._filters)\n        {\n            renderSession.spriteBatch.flush();\n            renderSession.filterManager.pushFilter(this._filterBlock);\n        }\n\n        if (this._mask)\n        {\n            renderSession.spriteBatch.stop();\n            renderSession.maskManager.pushMask(this.mask, renderSession);\n            renderSession.spriteBatch.start();\n        }\n\n        // simple render children!\n        for (i = 0; i < this.children.length; i++)\n        {\n            this.children[i]._renderWebGL(renderSession);\n        }\n\n        renderSession.spriteBatch.stop();\n\n        if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);\n        if (this._filters) renderSession.filterManager.popFilter();\n        \n        renderSession.spriteBatch.start();\n    }\n    else\n    {\n        // simple render children!\n        for (i = 0; i < this.children.length; i++)\n        {\n            this.children[i]._renderWebGL(renderSession);\n        }\n    }\n\n};\n\n/**\n* Renders the object using the Canvas renderer\n*\n* @method _renderCanvas\n* @param renderSession {RenderSession} \n* @private\n*/\nPIXI.DisplayObjectContainer.prototype._renderCanvas = function (renderSession) {\n\n    if (this.visible === false || this.alpha === 0)\n    {\n        return;\n    }\n\n    if (this._cacheAsBitmap)\n    {\n        this._renderCachedSprite(renderSession);\n        return;\n    }\n\n    if (this._mask)\n    {\n        renderSession.maskManager.pushMask(this._mask, renderSession);\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i]._renderCanvas(renderSession);\n    }\n\n    if (this._mask)\n    {\n        renderSession.maskManager.popMask(renderSession);\n    }\n\n};\n\n/**\n * The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set\n *\n * @property width\n * @type Number\n */\nObject.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {\n\n    get: function() {\n        return this.getLocalBounds().width * this.scale.x;\n    },\n\n    set: function(value) {\n        \n        var width = this.getLocalBounds().width;\n\n        if (width !== 0)\n        {\n            this.scale.x = value / width;\n        }\n        else\n        {\n            this.scale.x = 1;\n        }\n        \n        this._width = value;\n    }\n});\n\n/**\n * The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set\n *\n * @property height\n * @type Number\n */\nObject.defineProperty(PIXI.DisplayObjectContainer.prototype, 'height', {\n\n    get: function() {\n        return this.getLocalBounds().height * this.scale.y;\n    },\n\n    set: function(value) {\n\n        var height = this.getLocalBounds().height;\n\n        if (height !== 0)\n        {\n            this.scale.y = value / height;\n        }\n        else\n        {\n            this.scale.y = 1;\n        }\n\n        this._height = value;\n    }\n\n});\n\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n *\n * @class Sprite\n * @extends DisplayObjectContainer\n * @constructor\n * @param texture {Texture} The texture for this sprite\n */\nPIXI.Sprite = function (texture) {\n\n    PIXI.DisplayObjectContainer.call(this);\n\n    /**\n     * The anchor sets the origin point of the texture.\n     * The default is 0,0 this means the texture's origin is the top left\n     * Setting than anchor to 0.5,0.5 means the textures origin is centered\n     * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner\n     *\n     * @property anchor\n     * @type Point\n     */\n    this.anchor = new PIXI.Point();\n\n    /**\n     * The texture that the sprite is using\n     *\n     * @property texture\n     * @type Texture\n     */\n    this.texture = texture || PIXI.Texture.emptyTexture;\n\n    /**\n     * The width of the sprite (this is initially set by the texture)\n     *\n     * @property _width\n     * @type Number\n     * @private\n     */\n    this._width = 0;\n\n    /**\n     * The height of the sprite (this is initially set by the texture)\n     *\n     * @property _height\n     * @type Number\n     * @private\n     */\n    this._height = 0;\n\n    /**\n     * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n     *\n     * @property tint\n     * @type Number\n     * @default 0xFFFFFF\n     */\n    this.tint = 0xFFFFFF;\n\n    /**\n     * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n     *\n     * @property cachedTint\n     * @private\n     * @type Number\n     * @default -1\n     */\n    this.cachedTint = -1;\n\n    /**\n     * A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)\n     *\n     * @property tintedTexture\n     * @type Canvas\n     * @default null\n     */\n    this.tintedTexture = null;\n\n    /**\n     * The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.\n     *\n     * Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.\n     *\n     * @property blendMode\n     * @type Number\n     * @default PIXI.blendModes.NORMAL;\n     */\n    this.blendMode = PIXI.blendModes.NORMAL;\n\n    /**\n     * The shader that will be used to render this Sprite.\n     * Set to null to remove a current shader.\n     *\n     * @property shader\n     * @type AbstractFilter\n     * @default null\n     */\n    this.shader = null;\n\n    /**\n    * Controls if this Sprite is processed by the core Phaser game loops and Group loops.\n    *\n    * @property exists\n    * @type Boolean\n    * @default true\n    */\n    this.exists = true;\n\n    if (this.texture.baseTexture.hasLoaded)\n    {\n        this.onTextureUpdate();\n    }\n\n    this.renderable = true;\n\n};\n\n// constructor\nPIXI.Sprite.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);\nPIXI.Sprite.prototype.constructor = PIXI.Sprite;\n\n/**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @property width\n * @type Number\n */\nObject.defineProperty(PIXI.Sprite.prototype, 'width', {\n\n    get: function() {\n        return this.scale.x * this.texture.frame.width;\n    },\n\n    set: function(value) {\n        this.scale.x = value / this.texture.frame.width;\n        this._width = value;\n    }\n\n});\n\n/**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @property height\n * @type Number\n */\nObject.defineProperty(PIXI.Sprite.prototype, 'height', {\n\n    get: function() {\n        return  this.scale.y * this.texture.frame.height;\n    },\n\n    set: function(value) {\n        this.scale.y = value / this.texture.frame.height;\n        this._height = value;\n    }\n\n});\n\n/**\n * Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous\n * texture this Sprite was using.\n *\n * @method setTexture\n * @param texture {Texture} The PIXI texture that is displayed by the sprite\n * @param [destroy=false] {boolean} Call Texture.destroy on the current texture before replacing it with the new one?\n */\nPIXI.Sprite.prototype.setTexture = function(texture, destroyBase)\n{\n    if (destroyBase !== undefined)\n    {\n        this.texture.baseTexture.destroy();\n    }\n\n    //  Over-ridden by loadTexture as needed\n    this.texture.baseTexture.skipRender = false;\n    this.texture = texture;\n    this.texture.valid = true;\n    this.cachedTint = -1;\n};\n\n/**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @method onTextureUpdate\n * @param event\n * @private\n */\nPIXI.Sprite.prototype.onTextureUpdate = function()\n{\n    // so if _width is 0 then width was not set..\n    if (this._width) this.scale.x = this._width / this.texture.frame.width;\n    if (this._height) this.scale.y = this._height / this.texture.frame.height;\n};\n\n/**\n* Returns the bounds of the Sprite as a rectangle.\n* The bounds calculation takes the worldTransform into account.\n*\n* It is important to note that the transform is not updated when you call this method.\n* So if this Sprite is the child of a Display Object which has had its transform\n* updated since the last render pass, those changes will not yet have been applied\n* to this Sprites worldTransform. If you need to ensure that all parent transforms\n* are factored into this getBounds operation then you should call `updateTransform`\n* on the root most object in this Sprites display list first.\n*\n* @method getBounds\n* @param matrix {Matrix} the transformation matrix of the sprite\n* @return {Rectangle} the framing rectangle\n*/\nPIXI.Sprite.prototype.getBounds = function(matrix)\n{\n    var width = this.texture.frame.width;\n    var height = this.texture.frame.height;\n\n    var w0 = width * (1-this.anchor.x);\n    var w1 = width * -this.anchor.x;\n\n    var h0 = height * (1-this.anchor.y);\n    var h1 = height * -this.anchor.y;\n\n    var worldTransform = matrix || this.worldTransform;\n\n    var a = worldTransform.a;\n    var b = worldTransform.b;\n    var c = worldTransform.c;\n    var d = worldTransform.d;\n    var tx = worldTransform.tx;\n    var ty = worldTransform.ty;\n\n    var maxX = -Infinity;\n    var maxY = -Infinity;\n\n    var minX = Infinity;\n    var minY = Infinity;\n\n    if (b === 0 && c === 0)\n    {\n        // scale may be negative!\n        if (a < 0)\n        {\n            a *= -1;\n            var temp = w0;\n            w0 = -w1;\n            w1 = -temp; \n        }\n\n        if (d < 0)\n        {\n            d *= -1;\n            var temp = h0;\n            h0 = -h1;\n            h1 = -temp; \n        }\n\n        // this means there is no rotation going on right? RIGHT?\n        // if thats the case then we can avoid checking the bound values! yay         \n        minX = a * w1 + tx;\n        maxX = a * w0 + tx;\n        minY = d * h1 + ty;\n        maxY = d * h0 + ty;\n    }\n    else\n    {\n        var x1 = a * w1 + c * h1 + tx;\n        var y1 = d * h1 + b * w1 + ty;\n\n        var x2 = a * w0 + c * h1 + tx;\n        var y2 = d * h1 + b * w0 + ty;\n\n        var x3 = a * w0 + c * h0 + tx;\n        var y3 = d * h0 + b * w0 + ty;\n\n        var x4 =  a * w1 + c * h0 + tx;\n        var y4 =  d * h0 + b * w1 + ty;\n\n        minX = x1 < minX ? x1 : minX;\n        minX = x2 < minX ? x2 : minX;\n        minX = x3 < minX ? x3 : minX;\n        minX = x4 < minX ? x4 : minX;\n\n        minY = y1 < minY ? y1 : minY;\n        minY = y2 < minY ? y2 : minY;\n        minY = y3 < minY ? y3 : minY;\n        minY = y4 < minY ? y4 : minY;\n\n        maxX = x1 > maxX ? x1 : maxX;\n        maxX = x2 > maxX ? x2 : maxX;\n        maxX = x3 > maxX ? x3 : maxX;\n        maxX = x4 > maxX ? x4 : maxX;\n\n        maxY = y1 > maxY ? y1 : maxY;\n        maxY = y2 > maxY ? y2 : maxY;\n        maxY = y3 > maxY ? y3 : maxY;\n        maxY = y4 > maxY ? y4 : maxY;\n    }\n\n    var bounds = this._bounds;\n\n    bounds.x = minX;\n    bounds.width = maxX - minX;\n\n    bounds.y = minY;\n    bounds.height = maxY - minY;\n\n    // store a reference so that if this function gets called again in the render cycle we do not have to recalculate\n    this._currentBounds = bounds;\n\n    return bounds;\n};\n\n/**\n * Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.\n *\n * @method getLocalBounds\n * @return {Rectangle} The rectangular bounding area\n */\nPIXI.Sprite.prototype.getLocalBounds = function () {\n\n    var matrixCache = this.worldTransform;\n\n    this.worldTransform = PIXI.identityMatrix;\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].updateTransform();\n    }\n\n    var bounds = this.getBounds();\n\n    this.worldTransform = matrixCache;\n\n    for (i = 0; i < this.children.length; i++)\n    {\n        this.children[i].updateTransform();\n    }\n\n    return bounds;\n\n};\n\n/**\n* Renders the object using the WebGL renderer\n*\n* @method _renderWebGL\n* @param renderSession {RenderSession}\n* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.\n* @private\n*/\nPIXI.Sprite.prototype._renderWebGL = function(renderSession, matrix)\n{\n    // if the sprite is not visible or the alpha is 0 then no need to render this element\n    if (!this.visible || this.alpha <= 0 || !this.renderable) return;\n\n    //  They provided an alternative rendering matrix, so use it\n    var wt = this.worldTransform;\n\n    if (matrix)\n    {\n        wt = matrix;\n    }\n\n    //  A quick check to see if this element has a mask or a filter.\n    if (this._mask || this._filters)\n    {\n        var spriteBatch = renderSession.spriteBatch;\n\n        // push filter first as we need to ensure the stencil buffer is correct for any masking\n        if (this._filters)\n        {\n            spriteBatch.flush();\n            renderSession.filterManager.pushFilter(this._filterBlock);\n        }\n\n        if (this._mask)\n        {\n            spriteBatch.stop();\n            renderSession.maskManager.pushMask(this.mask, renderSession);\n            spriteBatch.start();\n        }\n\n        // add this sprite to the batch\n        spriteBatch.render(this);\n\n        // now loop through the children and make sure they get rendered\n        for (var i = 0; i < this.children.length; i++)\n        {\n            this.children[i]._renderWebGL(renderSession);\n        }\n\n        // time to stop the sprite batch as either a mask element or a filter draw will happen next\n        spriteBatch.stop();\n\n        if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);\n        if (this._filters) renderSession.filterManager.popFilter();\n\n        spriteBatch.start();\n    }\n    else\n    {\n        renderSession.spriteBatch.render(this);\n\n        //  Render children!\n        for (var i = 0; i < this.children.length; i++)\n        {\n            this.children[i]._renderWebGL(renderSession, wt);\n        }\n\n    }\n};\n\n/**\n* Renders the object using the Canvas renderer\n*\n* @method _renderCanvas\n* @param renderSession {RenderSession}\n* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.\n* @private\n*/\nPIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)\n{\n    // If the sprite is not visible or the alpha is 0 then no need to render this element\n    if (!this.visible || this.alpha === 0 || !this.renderable || this.texture.crop.width <= 0 || this.texture.crop.height <= 0)\n    {\n        return;\n    }\n\n    var wt = this.worldTransform;\n\n    //  If they provided an alternative rendering matrix then use it\n    if (matrix)\n    {\n        wt = matrix;\n    }\n\n    if (this.blendMode !== renderSession.currentBlendMode)\n    {\n        renderSession.currentBlendMode = this.blendMode;\n        renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];\n    }\n\n    if (this._mask)\n    {\n        renderSession.maskManager.pushMask(this._mask, renderSession);\n    }\n\n    //  Ignore null sources\n    if (this.texture.valid)\n    {\n        var resolution = this.texture.baseTexture.resolution / renderSession.resolution;\n\n        renderSession.context.globalAlpha = this.worldAlpha;\n\n        //  If smoothingEnabled is supported and we need to change the smoothing property for this texture\n        if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)\n        {\n            renderSession.scaleMode = this.texture.baseTexture.scaleMode;\n            renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);\n        }\n\n        //  If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions\n        var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;\n        var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;\n\n        var tx = (wt.tx * renderSession.resolution) + renderSession.shakeX;\n        var ty = (wt.ty * renderSession.resolution) + renderSession.shakeY;\n\n        //  Allow for pixel rounding\n        if (renderSession.roundPixels)\n        {\n            renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);\n            dx |= 0;\n            dy |= 0;\n        }\n        else\n        {\n            renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);\n        }\n\n        var cw = this.texture.crop.width;\n        var ch = this.texture.crop.height;\n\n        dx /= resolution;\n        dy /= resolution;\n\n        if (this.tint !== 0xFFFFFF)\n        {\n            if (this.texture.requiresReTint || this.cachedTint !== this.tint)\n            {\n                this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);\n\n                this.cachedTint = this.tint;\n                this.texture.requiresReTint = false;\n            }\n\n            renderSession.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);\n        }\n        else\n        {\n            var cx = this.texture.crop.x;\n            var cy = this.texture.crop.y;\n            renderSession.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);\n        }\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i]._renderCanvas(renderSession);\n    }\n\n    if (this._mask)\n    {\n        renderSession.maskManager.popMask(renderSession);\n    }\n\n};\n\n/**\n * @author Mat Groves http://matgroves.com/\n */\n\n/**\n * The SpriteBatch class is a really fast version of the DisplayObjectContainer \n * built solely for speed, so use when you need a lot of sprites or particles.\n * And it's extremely easy to use : \n\n    var container = new PIXI.SpriteBatch();\n \n    for(var i  = 0; i < 100; i++)\n    {\n        var sprite = new PIXI.Sprite.fromImage(\"myImage.png\");\n        container.addChild(sprite);\n    }\n * And here you have a hundred sprites that will be renderer at the speed of light\n *\n * @class SpriteBatch\n * @constructor\n * @param texture {Texture}\n */\nPIXI.SpriteBatch = function(texture)\n{\n    PIXI.DisplayObjectContainer.call( this);\n\n    this.textureThing = texture;\n\n    this.ready = false;\n};\n\nPIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);\nPIXI.SpriteBatch.prototype.constructor = PIXI.SpriteBatch;\n\n/*\n * Initialises the spriteBatch\n *\n * @method initWebGL\n * @param gl {WebGLContext} the current WebGL drawing context\n */\nPIXI.SpriteBatch.prototype.initWebGL = function(gl)\n{\n    // TODO only one needed for the whole engine really?\n    this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);\n\n    this.ready = true;\n};\n\n/*\n * Updates the object transform for rendering\n *\n * @method updateTransform\n * @private\n */\nPIXI.SpriteBatch.prototype.updateTransform = function()\n{\n    // TODO don't need to!\n    this.displayObjectUpdateTransform();\n    //  PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );\n};\n\n/**\n* Renders the object using the WebGL renderer\n*\n* @method _renderWebGL\n* @param renderSession {RenderSession} \n* @private\n*/\nPIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)\n{\n    if (!this.visible || this.alpha <= 0 || !this.children.length) return;\n\n    if (!this.ready)\n    {\n        this.initWebGL(renderSession.gl);\n    }\n    \n    if (this.fastSpriteBatch.gl !== renderSession.gl)\n    {\n        this.fastSpriteBatch.setContext(renderSession.gl);\n    }\n\n    renderSession.spriteBatch.stop();\n    \n    renderSession.shaderManager.setShader(renderSession.shaderManager.fastShader);\n    \n    this.fastSpriteBatch.begin(this, renderSession);\n    this.fastSpriteBatch.render(this);\n\n    renderSession.spriteBatch.start();\n \n};\n\n/**\n* Renders the object using the Canvas renderer\n*\n* @method _renderCanvas\n* @param renderSession {RenderSession} \n* @private\n*/\nPIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)\n{\n    if (!this.visible || this.alpha <= 0 || !this.children.length) return;\n    \n    var context = renderSession.context;\n\n    context.globalAlpha = this.worldAlpha;\n\n    this.displayObjectUpdateTransform();\n\n    var transform = this.worldTransform;\n       \n    var isRotated = true;\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        var child = this.children[i];\n\n        if (!child.visible) continue;\n\n        var texture = child.texture;\n        var frame = texture.frame;\n\n        context.globalAlpha = this.worldAlpha * child.alpha;\n\n        if (child.rotation % (Math.PI * 2) === 0)\n        {\n            if (isRotated)\n            {\n                context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);\n                isRotated = false;\n            }\n\n            // this is the fastest  way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call\n            context.drawImage(texture.baseTexture.source,\n                                 frame.x,\n                                 frame.y,\n                                 frame.width,\n                                 frame.height,\n                                 ((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5 + renderSession.shakeX) | 0,\n                                 ((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5 + renderSession.shakeY) | 0,\n                                 frame.width * child.scale.x,\n                                 frame.height * child.scale.y);\n        }\n        else\n        {\n            if (!isRotated) isRotated = true;\n    \n            child.displayObjectUpdateTransform();\n           \n            var childTransform = child.worldTransform;\n            var tx = (childTransform.tx * renderSession.resolution) + renderSession.shakeX;\n            var ty = (childTransform.ty * renderSession.resolution) + renderSession.shakeY;\n\n            // allow for trimming\n           \n            if (renderSession.roundPixels)\n            {\n                context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, tx | 0, ty | 0);\n            }\n            else\n            {\n                context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, tx, ty);\n            }\n\n            context.drawImage(texture.baseTexture.source,\n                                 frame.x,\n                                 frame.y,\n                                 frame.width,\n                                 frame.height,\n                                 ((child.anchor.x) * (-frame.width) + 0.5) | 0,\n                                 ((child.anchor.y) * (-frame.height) + 0.5) | 0,\n                                 frame.width,\n                                 frame.height);\n        }\n    }\n\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n \n/**\n * Converts a hex color number to an [R, G, B] array\n *\n * @method hex2rgb\n * @param hex {Number}\n */\nPIXI.hex2rgb = function(hex) {\n    return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];\n};\n\n/**\n * Converts a color as an [R, G, B] array to a hex number\n *\n * @method rgb2hex\n * @param rgb {Array}\n */\nPIXI.rgb2hex = function(rgb) {\n    return ((rgb[0]*255 << 16) + (rgb[1]*255 << 8) + rgb[2]*255);\n};\n\n/**\n * Checks whether the Canvas BlendModes are supported by the current browser for drawImage\n *\n * @method canUseNewCanvasBlendModes\n * @return {Boolean} whether they are supported\n */\nPIXI.canUseNewCanvasBlendModes = function()\n{\n    if (document === undefined) return false;\n\n    var pngHead = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAQAAAABAQMAAADD8p2OAAAAA1BMVEX/';\n    var pngEnd = 'AAAACklEQVQI12NgAAAAAgAB4iG8MwAAAABJRU5ErkJggg==';\n\n    var magenta = new Image();\n    magenta.src = pngHead + 'AP804Oa6' + pngEnd;\n\n    var yellow = new Image();\n    yellow.src = pngHead + '/wCKxvRF' + pngEnd;\n\n    var canvas = PIXI.CanvasPool.create(this, 6, 1);\n    var context = canvas.getContext('2d');\n    context.globalCompositeOperation = 'multiply';\n    context.drawImage(magenta, 0, 0);\n    context.drawImage(yellow, 2, 0);\n\n    if (!context.getImageData(2,0,1,1))\n    {\n        return false;\n    }\n\n    var data = context.getImageData(2,0,1,1).data;\n\n    PIXI.CanvasPool.remove(this);\n\n    return (data[0] === 255 && data[1] === 0 && data[2] === 0);\n\n};\n\n/**\n * Given a number, this function returns the closest number that is a power of two\n * this function is taken from Starling Framework as its pretty neat ;)\n *\n * @method getNextPowerOfTwo\n * @param number {Number}\n * @return {Number} the closest number that is a power of two\n */\nPIXI.getNextPowerOfTwo = function(number)\n{\n    if (number > 0 && (number & (number - 1)) === 0) // see: http://goo.gl/D9kPj\n        return number;\n    else\n    {\n        var result = 1;\n        while (result < number) result <<= 1;\n        return result;\n    }\n};\n\n/**\n * checks if the given width and height make a power of two texture\n * @method isPowerOfTwo\n * @param width {Number}\n * @param height {Number}\n * @return {Boolean} \n */\nPIXI.isPowerOfTwo = function(width, height)\n{\n    return (width > 0 && (width & (width - 1)) === 0 && height > 0 && (height & (height - 1)) === 0);\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The CanvasPool is a global static object that allows Pixi and Phaser to pool canvas DOM elements.\n*\n* @class CanvasPool\n* @static\n*/\nPIXI.CanvasPool = {\n\n    /**\n    * Creates a new Canvas DOM element, or pulls one from the pool if free.\n    * \n    * @method create\n    * @static\n    * @param parent {any} The parent of the canvas element.\n    * @param width {number} The width of the canvas element.\n    * @param height {number} The height of the canvas element.\n    * @return {HTMLCanvasElement} The canvas element.\n    */\n    create: function (parent, width, height) {\n\n        var idx = PIXI.CanvasPool.getFirst();\n        var canvas;\n\n        if (idx === -1)\n        {\n            var container = {\n                parent: parent,\n                canvas: document.createElement('canvas')\n            }\n\n            PIXI.CanvasPool.pool.push(container);\n\n            canvas = container.canvas;\n        }\n        else\n        {\n            PIXI.CanvasPool.pool[idx].parent = parent;\n\n            canvas = PIXI.CanvasPool.pool[idx].canvas;\n        }\n\n        if (width !== undefined)\n        {\n            canvas.width = width;\n            canvas.height = height;\n        }\n\n        return canvas;\n\n    },\n\n    /**\n    * Gets the first free canvas index from the pool.\n    * \n    * @method getFirst\n    * @static\n    * @return {number}\n    */\n    getFirst: function () {\n\n        var pool = PIXI.CanvasPool.pool;\n\n        for (var i = 0; i < pool.length; i++)\n        {\n            if (!pool[i].parent)\n            {\n                return i;\n            }\n        }\n\n        return -1;\n\n    },\n\n    /**\n    * Removes the parent from a canvas element from the pool, freeing it up for re-use.\n    * \n    * @method remove\n    * @param parent {any} The parent of the canvas element.\n    * @static\n    */\n    remove: function (parent) {\n\n        var pool = PIXI.CanvasPool.pool;\n\n        for (var i = 0; i < pool.length; i++)\n        {\n            if (pool[i].parent === parent)\n            {\n                pool[i].parent = null;\n                pool[i].canvas.width = 1;\n                pool[i].canvas.height = 1;\n            }\n        }\n\n    },\n\n    /**\n    * Removes the parent from a canvas element from the pool, freeing it up for re-use.\n    * \n    * @method removeByCanvas\n    * @param canvas {HTMLCanvasElement} The canvas element to remove\n    * @static\n    */\n    removeByCanvas: function (canvas) {\n\n        var pool = PIXI.CanvasPool.pool;\n\n        for (var i = 0; i < pool.length; i++)\n        {\n            if (pool[i].canvas === canvas)\n            {\n                pool[i].parent = null;\n                pool[i].canvas.width = 1;\n                pool[i].canvas.height = 1;\n            }\n        }\n\n    },\n\n    /**\n    * Gets the total number of used canvas elements in the pool.\n    * \n    * @method getTotal\n    * @static\n    * @return {number} The number of in-use (parented) canvas elements in the pool.\n    */\n    getTotal: function () {\n\n        var pool = PIXI.CanvasPool.pool;\n        var c = 0;\n\n        for (var i = 0; i < pool.length; i++)\n        {\n            if (pool[i].parent)\n            {\n                c++;\n            }\n        }\n\n        return c;\n\n    },\n\n    /**\n    * Gets the total number of free canvas elements in the pool.\n    * \n    * @method getFree\n    * @static\n    * @return {number} The number of free (un-parented) canvas elements in the pool.\n    */\n    getFree: function () {\n\n        var pool = PIXI.CanvasPool.pool;\n        var c = 0;\n\n        for (var i = 0; i < pool.length; i++)\n        {\n            if (!pool[i].parent)\n            {\n                c++;\n            }\n        }\n\n        return c;\n\n    }\n\n};\n\n/**\n * The pool into which the canvas dom elements are placed.\n *\n * @property pool\n * @type Array\n * @static\n */\nPIXI.CanvasPool.pool = [];\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @method initDefaultShaders\n* @static\n* @private\n*/\nPIXI.initDefaultShaders = function()\n{\n};\n\n/**\n* @method CompileVertexShader\n* @static\n* @param gl {WebGLContext} the current WebGL drawing context\n* @param shaderSrc {Array}\n* @return {Any}\n*/\nPIXI.CompileVertexShader = function(gl, shaderSrc)\n{\n    return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);\n};\n\n/**\n* @method CompileFragmentShader\n* @static\n* @param gl {WebGLContext} the current WebGL drawing context\n* @param shaderSrc {Array}\n* @return {Any}\n*/\nPIXI.CompileFragmentShader = function(gl, shaderSrc)\n{\n    return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);\n};\n\n/**\n* @method _CompileShader\n* @static\n* @private\n* @param gl {WebGLContext} the current WebGL drawing context\n* @param shaderSrc {Array}\n* @param shaderType {Number}\n* @return {Any}\n*/\nPIXI._CompileShader = function(gl, shaderSrc, shaderType)\n{\n    var src = shaderSrc;\n\n    if (Array.isArray(shaderSrc))\n    {\n        src = shaderSrc.join(\"\\n\");\n    }\n\n    var shader = gl.createShader(shaderType);\n    gl.shaderSource(shader, src);\n    gl.compileShader(shader);\n\n    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))\n    {\n        window.console.log(gl.getShaderInfoLog(shader));\n        return null;\n    }\n\n    return shader;\n};\n\n/**\n* @method compileProgram\n* @static\n* @param gl {WebGLContext} the current WebGL drawing context\n* @param vertexSrc {Array}\n* @param fragmentSrc {Array}\n* @return {Any}\n*/\nPIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)\n{\n    var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);\n    var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);\n\n    var shaderProgram = gl.createProgram();\n\n    gl.attachShader(shaderProgram, vertexShader);\n    gl.attachShader(shaderProgram, fragmentShader);\n    gl.linkProgram(shaderProgram);\n\n    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))\n    {\n        window.console.log(gl.getProgramInfoLog(shaderProgram));\n        window.console.log(\"Could not initialise shaders\");\n    }\n\n    return shaderProgram;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n * @author Richard Davey http://www.photonstorm.com @photonstorm\n */\n\n/**\n* @class PixiShader\n* @constructor\n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.PixiShader = function(gl)\n{\n    /**\n     * @property _UID\n     * @type Number\n     * @private\n     */\n    this._UID = PIXI._UID++;\n\n    /**\n     * @property gl\n     * @type WebGLContext\n     */\n    this.gl = gl;\n\n    /**\n     * The WebGL program.\n     * @property program\n     * @type Any\n     */\n    this.program = null;\n\n    /**\n     * The fragment shader.\n     * @property fragmentSrc\n     * @type Array\n     */\n    this.fragmentSrc = [\n        'precision lowp float;',\n        'varying vec2 vTextureCoord;',\n        'varying vec4 vColor;',\n        'uniform sampler2D uSampler;',\n        'void main(void) {',\n        '   gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',\n        '}'\n    ];\n\n    /**\n     * A local texture counter for multi-texture shaders.\n     * @property textureCount\n     * @type Number\n     */\n    this.textureCount = 0;\n\n    /**\n     * A local flag\n     * @property firstRun\n     * @type Boolean\n     * @private\n     */\n    this.firstRun = true;\n\n    /**\n     * A dirty flag\n     * @property dirty\n     * @type Boolean\n     */\n    this.dirty = true;\n\n    /**\n     * Uniform attributes cache.\n     * @property attributes\n     * @type Array\n     * @private\n     */\n    this.attributes = [];\n\n    this.init();\n};\n\nPIXI.PixiShader.prototype.constructor = PIXI.PixiShader;\n\n/**\n* Initialises the shader.\n*\n* @method init\n*/\nPIXI.PixiShader.prototype.init = function()\n{\n    var gl = this.gl;\n\n    var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);\n\n    gl.useProgram(program);\n\n    // get and store the uniforms for the shader\n    this.uSampler = gl.getUniformLocation(program, 'uSampler');\n    this.projectionVector = gl.getUniformLocation(program, 'projectionVector');\n    this.offsetVector = gl.getUniformLocation(program, 'offsetVector');\n    this.dimensions = gl.getUniformLocation(program, 'dimensions');\n\n    // get and store the attributes\n    this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');\n    this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');\n    this.colorAttribute = gl.getAttribLocation(program, 'aColor');\n\n    // Begin worst hack eva //\n\n    // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?\n    // maybe its something to do with the current state of the gl context.\n    // I'm convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel\n    // If theres any webGL people that know why could happen please help :)\n    if(this.colorAttribute === -1)\n    {\n        this.colorAttribute = 2;\n    }\n\n    this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute];\n\n    // End worst hack eva //\n\n    // add those custom shaders!\n    for (var key in this.uniforms)\n    {\n        // get the uniform locations..\n        this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key);\n    }\n\n    this.initUniforms();\n\n    this.program = program;\n};\n\n/**\n* Initialises the shader uniform values.\n*\n* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/\n* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf\n*\n* @method initUniforms\n*/\nPIXI.PixiShader.prototype.initUniforms = function()\n{\n    this.textureCount = 1;\n    var gl = this.gl;\n    var uniform;\n\n    for (var key in this.uniforms)\n    {\n        uniform = this.uniforms[key];\n\n        var type = uniform.type;\n\n        if (type === 'sampler2D')\n        {\n            uniform._init = false;\n\n            if (uniform.value !== null)\n            {\n                this.initSampler2D(uniform);\n            }\n        }\n        else if (type === 'mat2' || type === 'mat3' || type === 'mat4')\n        {\n            //  These require special handling\n            uniform.glMatrix = true;\n            uniform.glValueLength = 1;\n\n            if (type === 'mat2')\n            {\n                uniform.glFunc = gl.uniformMatrix2fv;\n            }\n            else if (type === 'mat3')\n            {\n                uniform.glFunc = gl.uniformMatrix3fv;\n            }\n            else if (type === 'mat4')\n            {\n                uniform.glFunc = gl.uniformMatrix4fv;\n            }\n        }\n        else\n        {\n            //  GL function reference\n            uniform.glFunc = gl['uniform' + type];\n\n            if (type === '2f' || type === '2i')\n            {\n                uniform.glValueLength = 2;\n            }\n            else if (type === '3f' || type === '3i')\n            {\n                uniform.glValueLength = 3;\n            }\n            else if (type === '4f' || type === '4i')\n            {\n                uniform.glValueLength = 4;\n            }\n            else\n            {\n                uniform.glValueLength = 1;\n            }\n        }\n    }\n\n};\n\n/**\n* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)\n*\n* @method initSampler2D\n*/\nPIXI.PixiShader.prototype.initSampler2D = function(uniform)\n{\n    if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded)\n    {\n        return;\n    }\n\n    var gl = this.gl;\n\n    gl.activeTexture(gl['TEXTURE' + this.textureCount]);\n    gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);\n\n    //  Extended texture data\n    if (uniform.textureData)\n    {\n        var data = uniform.textureData;\n\n        // GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D);\n        // GLTextureLinear = mag/min linear, wrap clamp\n        // GLTextureNearestRepeat = mag/min NEAREST, wrap repeat\n        // GLTextureNearest = mag/min nearest, wrap clamp\n        // AudioTexture = whatever + luminance + width 512, height 2, border 0\n        // KeyTexture = whatever + luminance + width 256, height 2, border 0\n\n        //  magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST\n        //  wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT\n\n        var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR;\n        var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR;\n        var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE;\n        var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE;\n        var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA;\n\n        if (data.repeat)\n        {\n            wrapS = gl.REPEAT;\n            wrapT = gl.REPEAT;\n        }\n\n        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY);\n\n        if (data.width)\n        {\n            var width = (data.width) ? data.width : 512;\n            var height = (data.height) ? data.height : 2;\n            var border = (data.border) ? data.border : 0;\n\n            // void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels);\n            gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null);\n        }\n        else\n        {\n            //  void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels);\n            gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.value.baseTexture.source);\n        }\n\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);\n    }\n\n    gl.uniform1i(uniform.uniformLocation, this.textureCount);\n\n    uniform._init = true;\n\n    this.textureCount++;\n\n};\n\n/**\n* Updates the shader uniform values.\n*\n* @method syncUniforms\n*/\nPIXI.PixiShader.prototype.syncUniforms = function()\n{\n    this.textureCount = 1;\n    var uniform;\n    var gl = this.gl;\n\n    //  This would probably be faster in an array and it would guarantee key order\n    for (var key in this.uniforms)\n    {\n        uniform = this.uniforms[key];\n\n        if (uniform.glValueLength === 1)\n        {\n            if (uniform.glMatrix === true)\n            {\n                uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value);\n            }\n            else\n            {\n                uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value);\n            }\n        }\n        else if (uniform.glValueLength === 2)\n        {\n            uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y);\n        }\n        else if (uniform.glValueLength === 3)\n        {\n            uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z);\n        }\n        else if (uniform.glValueLength === 4)\n        {\n            uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w);\n        }\n        else if (uniform.type === 'sampler2D')\n        {\n            if (uniform._init)\n            {\n                gl.activeTexture(gl['TEXTURE' + this.textureCount]);\n\n                if(uniform.value.baseTexture._dirty[gl.id])\n                {\n                    PIXI.instances[gl.id].updateTexture(uniform.value.baseTexture);\n                }\n                else\n                {\n                    // bind the current texture\n                    gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id]);\n                }\n\n                //  gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl));\n                gl.uniform1i(uniform.uniformLocation, this.textureCount);\n                this.textureCount++;\n            }\n            else\n            {\n                this.initSampler2D(uniform);\n            }\n        }\n    }\n\n};\n\n/**\n* Destroys the shader.\n*\n* @method destroy\n*/\nPIXI.PixiShader.prototype.destroy = function()\n{\n    this.gl.deleteProgram( this.program );\n    this.uniforms = null;\n    this.gl = null;\n\n    this.attributes = null;\n};\n\n/**\n* The Default Vertex shader source.\n*\n* @property defaultVertexSrc\n* @type String\n*/\nPIXI.PixiShader.defaultVertexSrc = [\n    'attribute vec2 aVertexPosition;',\n    'attribute vec2 aTextureCoord;',\n    'attribute vec4 aColor;',\n\n    'uniform vec2 projectionVector;',\n    'uniform vec2 offsetVector;',\n\n    'varying vec2 vTextureCoord;',\n    'varying vec4 vColor;',\n\n    'const vec2 center = vec2(-1.0, 1.0);',\n\n    'void main(void) {',\n    '   gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',\n    '   vTextureCoord = aTextureCoord;',\n    '   vColor = vec4(aColor.rgb * aColor.a, aColor.a);',\n    '}'\n];\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class PixiFastShader\n* @constructor\n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.PixiFastShader = function(gl)\n{\n    /**\n     * @property _UID\n     * @type Number\n     * @private\n     */\n    this._UID = PIXI._UID++;\n    \n    /**\n     * @property gl\n     * @type WebGLContext\n     */\n    this.gl = gl;\n\n    /**\n     * The WebGL program.\n     * @property program\n     * @type Any\n     */\n    this.program = null;\n\n    /**\n     * The fragment shader.\n     * @property fragmentSrc\n     * @type Array\n     */\n    this.fragmentSrc = [\n        'precision lowp float;',\n        'varying vec2 vTextureCoord;',\n        'varying float vColor;',\n        'uniform sampler2D uSampler;',\n        'void main(void) {',\n        '   gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',\n        '}'\n    ];\n\n    /**\n     * The vertex shader.\n     * @property vertexSrc\n     * @type Array\n     */\n    this.vertexSrc = [\n        'attribute vec2 aVertexPosition;',\n        'attribute vec2 aPositionCoord;',\n        'attribute vec2 aScale;',\n        'attribute float aRotation;',\n        'attribute vec2 aTextureCoord;',\n        'attribute float aColor;',\n\n        'uniform vec2 projectionVector;',\n        'uniform vec2 offsetVector;',\n        'uniform mat3 uMatrix;',\n\n        'varying vec2 vTextureCoord;',\n        'varying float vColor;',\n\n        'const vec2 center = vec2(-1.0, 1.0);',\n\n        'void main(void) {',\n        '   vec2 v;',\n        '   vec2 sv = aVertexPosition * aScale;',\n        '   v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);',\n        '   v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);',\n        '   v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;',\n        '   gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);',\n        '   vTextureCoord = aTextureCoord;',\n      //  '   vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',\n        '   vColor = aColor;',\n        '}'\n    ];\n\n    /**\n     * A local texture counter for multi-texture shaders.\n     * @property textureCount\n     * @type Number\n     */\n    this.textureCount = 0;\n    \n    this.init();\n};\n\nPIXI.PixiFastShader.prototype.constructor = PIXI.PixiFastShader;\n\n/**\n* Initialises the shader.\n* \n* @method init\n*/\nPIXI.PixiFastShader.prototype.init = function()\n{\n    var gl = this.gl;\n\n    var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);\n    \n    gl.useProgram(program);\n\n    // get and store the uniforms for the shader\n    this.uSampler = gl.getUniformLocation(program, 'uSampler');\n\n    this.projectionVector = gl.getUniformLocation(program, 'projectionVector');\n    this.offsetVector = gl.getUniformLocation(program, 'offsetVector');\n    this.dimensions = gl.getUniformLocation(program, 'dimensions');\n    this.uMatrix = gl.getUniformLocation(program, 'uMatrix');\n\n    // get and store the attributes\n    this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');\n    this.aPositionCoord = gl.getAttribLocation(program, 'aPositionCoord');\n\n    this.aScale = gl.getAttribLocation(program, 'aScale');\n    this.aRotation = gl.getAttribLocation(program, 'aRotation');\n\n    this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');\n    this.colorAttribute = gl.getAttribLocation(program, 'aColor');\n   \n    // Begin worst hack eva //\n\n    // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?\n    // maybe its somthing to do with the current state of the gl context.\n    // Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel\n    // If theres any webGL people that know why could happen please help :)\n    if(this.colorAttribute === -1)\n    {\n        this.colorAttribute = 2;\n    }\n\n    this.attributes = [this.aVertexPosition, this.aPositionCoord,  this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute];\n    \n    // End worst hack eva //\n\n    this.program = program;\n};\n\n/**\n* Destroys the shader.\n* \n* @method destroy\n*/\nPIXI.PixiFastShader.prototype.destroy = function()\n{\n    this.gl.deleteProgram( this.program );\n    this.uniforms = null;\n    this.gl = null;\n\n    this.attributes = null;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class StripShader\n* @constructor\n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.StripShader = function(gl)\n{\n    /**\n     * @property _UID\n     * @type Number\n     * @private\n     */\n    this._UID = PIXI._UID++;\n    \n    /**\n     * @property gl\n     * @type WebGLContext\n     */\n    this.gl = gl;\n\n    /**\n     * The WebGL program.\n     * @property program\n     * @type Any\n     */\n    this.program = null;\n\n    /**\n     * The fragment shader.\n     * @property fragmentSrc\n     * @type Array\n     */\n    this.fragmentSrc = [\n        'precision mediump float;',\n        'varying vec2 vTextureCoord;',\n     //   'varying float vColor;',\n        'uniform float alpha;',\n        'uniform sampler2D uSampler;',\n\n        'void main(void) {',\n        '   gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',\n      //  '   gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',\n        '}'\n    ];\n\n    /**\n     * The vertex shader.\n     * @property vertexSrc\n     * @type Array\n     */\n    this.vertexSrc  = [\n        'attribute vec2 aVertexPosition;',\n        'attribute vec2 aTextureCoord;',\n        'uniform mat3 translationMatrix;',\n        'uniform vec2 projectionVector;',\n        'uniform vec2 offsetVector;',\n      //  'uniform float alpha;',\n       // 'uniform vec3 tint;',\n        'varying vec2 vTextureCoord;',\n      //  'varying vec4 vColor;',\n\n        'void main(void) {',\n        '   vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',\n        '   v -= offsetVector.xyx;',\n        '   gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',\n        '   vTextureCoord = aTextureCoord;',\n       // '   vColor = aColor * vec4(tint * alpha, alpha);',\n        '}'\n    ];\n\n    this.init();\n};\n\nPIXI.StripShader.prototype.constructor = PIXI.StripShader;\n\n/**\n* Initialises the shader.\n* \n* @method init\n*/\nPIXI.StripShader.prototype.init = function()\n{\n    var gl = this.gl;\n\n    var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);\n    gl.useProgram(program);\n\n    // get and store the uniforms for the shader\n    this.uSampler = gl.getUniformLocation(program, 'uSampler');\n    this.projectionVector = gl.getUniformLocation(program, 'projectionVector');\n    this.offsetVector = gl.getUniformLocation(program, 'offsetVector');\n    this.colorAttribute = gl.getAttribLocation(program, 'aColor');\n    //this.dimensions = gl.getUniformLocation(this.program, 'dimensions');\n\n    // get and store the attributes\n    this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');\n    this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');\n\n    this.attributes = [this.aVertexPosition, this.aTextureCoord];\n\n    this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');\n    this.alpha = gl.getUniformLocation(program, 'alpha');\n\n    this.program = program;\n};\n\n/**\n* Destroys the shader.\n* \n* @method destroy\n*/\nPIXI.StripShader.prototype.destroy = function()\n{\n    this.gl.deleteProgram( this.program );\n    this.uniforms = null;\n    this.gl = null;\n\n    this.attribute = null;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class PrimitiveShader\n* @constructor\n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.PrimitiveShader = function(gl)\n{\n    /**\n     * @property _UID\n     * @type Number\n     * @private\n     */\n    this._UID = PIXI._UID++;\n \n    /**\n     * @property gl\n     * @type WebGLContext\n     */\n    this.gl = gl;\n\n    /**\n     * The WebGL program.\n     * @property program\n     * @type Any\n     */\n    this.program = null;\n\n    /**\n     * The fragment shader.\n     * @property fragmentSrc\n     * @type Array\n     */\n    this.fragmentSrc = [\n        'precision mediump float;',\n        'varying vec4 vColor;',\n\n        'void main(void) {',\n        '   gl_FragColor = vColor;',\n        '}'\n    ];\n\n    /**\n     * The vertex shader.\n     * @property vertexSrc\n     * @type Array\n     */\n    this.vertexSrc  = [\n        'attribute vec2 aVertexPosition;',\n        'attribute vec4 aColor;',\n        'uniform mat3 translationMatrix;',\n        'uniform vec2 projectionVector;',\n        'uniform vec2 offsetVector;',\n        'uniform float alpha;',\n        'uniform float flipY;',\n        'uniform vec3 tint;',\n        'varying vec4 vColor;',\n\n        'void main(void) {',\n        '   vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',\n        '   v -= offsetVector.xyx;',\n        '   gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);',\n        '   vColor = aColor * vec4(tint * alpha, alpha);',\n        '}'\n    ];\n\n    this.init();\n};\n\nPIXI.PrimitiveShader.prototype.constructor = PIXI.PrimitiveShader;\n\n/**\n* Initialises the shader.\n* \n* @method init\n*/\nPIXI.PrimitiveShader.prototype.init = function()\n{\n    var gl = this.gl;\n\n    var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);\n    gl.useProgram(program);\n\n    // get and store the uniforms for the shader\n    this.projectionVector = gl.getUniformLocation(program, 'projectionVector');\n    this.offsetVector = gl.getUniformLocation(program, 'offsetVector');\n    this.tintColor = gl.getUniformLocation(program, 'tint');\n    this.flipY = gl.getUniformLocation(program, 'flipY');\n\n    // get and store the attributes\n    this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');\n    this.colorAttribute = gl.getAttribLocation(program, 'aColor');\n\n    this.attributes = [this.aVertexPosition, this.colorAttribute];\n\n    this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');\n    this.alpha = gl.getUniformLocation(program, 'alpha');\n\n    this.program = program;\n};\n\n/**\n* Destroys the shader.\n* \n* @method destroy\n*/\nPIXI.PrimitiveShader.prototype.destroy = function()\n{\n    this.gl.deleteProgram( this.program );\n    this.uniforms = null;\n    this.gl = null;\n\n    this.attributes = null;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class ComplexPrimitiveShader\n* @constructor\n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.ComplexPrimitiveShader = function(gl)\n{\n    /**\n     * @property _UID\n     * @type Number\n     * @private\n     */\n    this._UID = PIXI._UID++;\n\n    /**\n     * @property gl\n     * @type WebGLContext\n     */\n    this.gl = gl;\n\n    /**\n     * The WebGL program.\n     * @property program\n     * @type Any\n     */\n    this.program = null;\n\n    /**\n     * The fragment shader.\n     * @property fragmentSrc\n     * @type Array\n     */\n    this.fragmentSrc = [\n\n        'precision mediump float;',\n\n        'varying vec4 vColor;',\n\n        'void main(void) {',\n        '   gl_FragColor = vColor;',\n        '}'\n    ];\n\n    /**\n     * The vertex shader.\n     * @property vertexSrc\n     * @type Array\n     */\n    this.vertexSrc  = [\n        'attribute vec2 aVertexPosition;',\n        //'attribute vec4 aColor;',\n        'uniform mat3 translationMatrix;',\n        'uniform vec2 projectionVector;',\n        'uniform vec2 offsetVector;',\n        \n        'uniform vec3 tint;',\n        'uniform float alpha;',\n        'uniform vec3 color;',\n        'uniform float flipY;',\n        'varying vec4 vColor;',\n\n        'void main(void) {',\n        '   vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',\n        '   v -= offsetVector.xyx;',\n        '   gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);',\n        '   vColor = vec4(color * alpha * tint, alpha);',//\" * vec4(tint * alpha, alpha);',\n        '}'\n    ];\n\n    this.init();\n};\n\nPIXI.ComplexPrimitiveShader.prototype.constructor = PIXI.ComplexPrimitiveShader;\n\n/**\n* Initialises the shader.\n* \n* @method init\n*/\nPIXI.ComplexPrimitiveShader.prototype.init = function()\n{\n    var gl = this.gl;\n\n    var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);\n    gl.useProgram(program);\n\n    // get and store the uniforms for the shader\n    this.projectionVector = gl.getUniformLocation(program, 'projectionVector');\n    this.offsetVector = gl.getUniformLocation(program, 'offsetVector');\n    this.tintColor = gl.getUniformLocation(program, 'tint');\n    this.color = gl.getUniformLocation(program, 'color');\n    this.flipY = gl.getUniformLocation(program, 'flipY');\n\n    // get and store the attributes\n    this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');\n   // this.colorAttribute = gl.getAttribLocation(program, 'aColor');\n\n    this.attributes = [this.aVertexPosition, this.colorAttribute];\n\n    this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');\n    this.alpha = gl.getUniformLocation(program, 'alpha');\n\n    this.program = program;\n};\n\n/**\n* Destroys the shader.\n* \n* @method destroy\n*/\nPIXI.ComplexPrimitiveShader.prototype.destroy = function()\n{\n    this.gl.deleteProgram( this.program );\n    this.uniforms = null;\n    this.gl = null;\n\n    this.attribute = null;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\nPIXI.glContexts = []; // this is where we store the webGL contexts for easy access.\nPIXI.instances = [];\n\n/**\n * The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer\n * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.\n * So no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything :)\n *\n * @class WebGLRenderer\n * @constructor\n * @param game {Phaser.Game} A reference to the Phaser Game instance\n */\nPIXI.WebGLRenderer = function(game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the Phaser Game instance.\n    */\n    this.game = game;\n\n    if (!PIXI.defaultRenderer)\n    {\n        PIXI.defaultRenderer = this;\n    }\n\n    /**\n     * @property type\n     * @type Number\n     */\n    this.type = PIXI.WEBGL_RENDERER;\n\n    /**\n     * The resolution of the renderer\n     *\n     * @property resolution\n     * @type Number\n     * @default 1\n     */\n    this.resolution = game.resolution;\n\n    /**\n     * Whether the render view is transparent\n     *\n     * @property transparent\n     * @type Boolean\n     */\n    this.transparent = game.transparent;\n\n    /**\n     * Whether the render view should be resized automatically\n     *\n     * @property autoResize\n     * @type Boolean\n     */\n    this.autoResize = false;\n\n    /**\n     * The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.\n     *\n     * @property preserveDrawingBuffer\n     * @type Boolean\n     */\n    this.preserveDrawingBuffer = game.preserveDrawingBuffer;\n\n    /**\n     * This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true:\n     * If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0).\n     * If the Stage is transparent, Pixi will clear to the target Stage's background color.\n     * Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set.\n     *\n     * @property clearBeforeRender\n     * @type Boolean\n     * @default\n     */\n    this.clearBeforeRender = game.clearBeforeRender;\n\n    /**\n     * The width of the canvas view\n     *\n     * @property width\n     * @type Number\n     */\n    this.width = game.width;\n\n    /**\n     * The height of the canvas view\n     *\n     * @property height\n     * @type Number\n     */\n    this.height = game.height;\n\n    /**\n     * The canvas element that everything is drawn to\n     *\n     * @property view\n     * @type HTMLCanvasElement\n     */\n    this.view = game.canvas;\n\n    /**\n     * @property _contextOptions\n     * @type Object\n     * @private\n     */\n    this._contextOptions = {\n        alpha: this.transparent,\n        antialias: game.antialias,\n        premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',\n        stencil: true,\n        preserveDrawingBuffer: this.preserveDrawingBuffer\n    };\n\n    /**\n     * @property projection\n     * @type Point\n     */\n    this.projection = new PIXI.Point();\n\n    /**\n     * @property offset\n     * @type Point\n     */\n    this.offset = new PIXI.Point();\n\n    // time to create the render managers! each one focuses on managing a state in webGL\n\n    /**\n     * Deals with managing the shader programs and their attribs\n     * @property shaderManager\n     * @type WebGLShaderManager\n     */\n    this.shaderManager = new PIXI.WebGLShaderManager();\n\n    /**\n     * Manages the rendering of sprites\n     * @property spriteBatch\n     * @type WebGLSpriteBatch\n     */\n    this.spriteBatch = new PIXI.WebGLSpriteBatch();\n\n    /**\n     * Manages the masks using the stencil buffer\n     * @property maskManager\n     * @type WebGLMaskManager\n     */\n    this.maskManager = new PIXI.WebGLMaskManager();\n\n    /**\n     * Manages the filters\n     * @property filterManager\n     * @type WebGLFilterManager\n     */\n    this.filterManager = new PIXI.WebGLFilterManager();\n\n    /**\n     * Manages the stencil buffer\n     * @property stencilManager\n     * @type WebGLStencilManager\n     */\n    this.stencilManager = new PIXI.WebGLStencilManager();\n\n    /**\n     * Manages the blendModes\n     * @property blendModeManager\n     * @type WebGLBlendModeManager\n     */\n    this.blendModeManager = new PIXI.WebGLBlendModeManager();\n\n    /**\n     * @property renderSession\n     * @type Object\n     */\n    this.renderSession = {};\n\n    //  Needed?\n    this.renderSession.game = this.game;\n    this.renderSession.gl = this.gl;\n    this.renderSession.drawCount = 0;\n    this.renderSession.shaderManager = this.shaderManager;\n    this.renderSession.maskManager = this.maskManager;\n    this.renderSession.filterManager = this.filterManager;\n    this.renderSession.blendModeManager = this.blendModeManager;\n    this.renderSession.spriteBatch = this.spriteBatch;\n    this.renderSession.stencilManager = this.stencilManager;\n    this.renderSession.renderer = this;\n    this.renderSession.resolution = this.resolution;\n\n    // time init the context..\n    this.initContext();\n\n    // map some webGL blend modes..\n    this.mapBlendModes();\n\n};\n\n// constructor\nPIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;\n\n/**\n* @method initContext\n*/\nPIXI.WebGLRenderer.prototype.initContext = function()\n{\n    var gl = this.view.getContext('webgl', this._contextOptions) || this.view.getContext('experimental-webgl', this._contextOptions);\n\n    this.gl = gl;\n\n    if (!gl) {\n        // fail, not able to get a context\n        throw new Error('This browser does not support webGL. Try using the canvas renderer');\n    }\n\n    this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId++;\n\n    PIXI.glContexts[this.glContextId] = gl;\n\n    PIXI.instances[this.glContextId] = this;\n\n    // set up the default pixi settings..\n    gl.disable(gl.DEPTH_TEST);\n    gl.disable(gl.CULL_FACE);\n    gl.enable(gl.BLEND);\n\n    // need to set the context for all the managers...\n    this.shaderManager.setContext(gl);\n    this.spriteBatch.setContext(gl);\n    this.maskManager.setContext(gl);\n    this.filterManager.setContext(gl);\n    this.blendModeManager.setContext(gl);\n    this.stencilManager.setContext(gl);\n\n    this.renderSession.gl = this.gl;\n\n    // now resize and we are good to go!\n    this.resize(this.width, this.height);\n};\n\n/**\n * Renders the stage to its webGL view\n *\n * @method render\n * @param stage {Stage} the Stage element to be rendered\n */\nPIXI.WebGLRenderer.prototype.render = function(stage)\n{\n    // no point rendering if our context has been blown up!\n    if (this.contextLost)\n    {\n        return;\n    }\n\n    var gl = this.gl;\n\n    // -- Does this need to be set every frame? -- //\n    gl.viewport(0, 0, this.width, this.height);\n\n    // make sure we are bound to the main frame buffer\n    gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\n    if (this.game.clearBeforeRender)\n    {\n        gl.clearColor(stage._bgColor.r, stage._bgColor.g, stage._bgColor.b, stage._bgColor.a);\n\n        gl.clear(gl.COLOR_BUFFER_BIT);\n    }\n\n    this.offset.x = this.game.camera._shake.x;\n    this.offset.y = this.game.camera._shake.y;\n\n    this.renderDisplayObject(stage, this.projection);\n};\n\n/**\n * Renders a Display Object.\n *\n * @method renderDisplayObject\n * @param displayObject {DisplayObject} The DisplayObject to render\n * @param projection {Point} The projection\n * @param buffer {Array} a standard WebGL buffer\n */\nPIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer, matrix)\n{\n    this.renderSession.blendModeManager.setBlendMode(PIXI.blendModes.NORMAL);\n\n    // reset the render session data..\n    this.renderSession.drawCount = 0;\n\n    // make sure to flip the Y if using a render texture..\n    this.renderSession.flipY = buffer ? -1 : 1;\n\n    // set the default projection\n    this.renderSession.projection = projection;\n\n    //set the default offset\n    this.renderSession.offset = this.offset;\n\n    // start the sprite batch\n    this.spriteBatch.begin(this.renderSession);\n\n    // start the filter manager\n    this.filterManager.begin(this.renderSession, buffer);\n\n    // render the scene!\n    displayObject._renderWebGL(this.renderSession, matrix);\n\n    // finish the sprite batch\n    this.spriteBatch.end();\n};\n\n/**\n * Resizes the webGL view to the specified width and height.\n *\n * @method resize\n * @param width {Number} the new width of the webGL view\n * @param height {Number} the new height of the webGL view\n */\nPIXI.WebGLRenderer.prototype.resize = function(width, height)\n{\n    this.width = width * this.resolution;\n    this.height = height * this.resolution;\n\n    this.view.width = this.width;\n    this.view.height = this.height;\n\n    if (this.autoResize) {\n        this.view.style.width = this.width / this.resolution + 'px';\n        this.view.style.height = this.height / this.resolution + 'px';\n    }\n\n    this.gl.viewport(0, 0, this.width, this.height);\n\n    this.projection.x =  this.width / 2 / this.resolution;\n    this.projection.y =  -this.height / 2 / this.resolution;\n};\n\n/**\n * Updates and Creates a WebGL texture for the renderers context.\n *\n * @method updateTexture\n * @param texture {Texture} the texture to update\n * @return {boolean} True if the texture was successfully bound, otherwise false.\n */\nPIXI.WebGLRenderer.prototype.updateTexture = function(texture)\n{\n    if (!texture.hasLoaded)\n    {\n        return false;\n    }\n\n    var gl = this.gl;\n\n    if (!texture._glTextures[gl.id])\n    {\n        texture._glTextures[gl.id] = gl.createTexture();\n    }\n\n    gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);\n\n    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultipliedAlpha);\n\n    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);\n\n    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);\n\n    if (texture.mipmap && PIXI.isPowerOfTwo(texture.width, texture.height))\n    {\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n        gl.generateMipmap(gl.TEXTURE_2D);\n    }\n    else\n    {\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);\n    }\n\n    if (!texture._powerOf2)\n    {\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n    }\n    else\n    {\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);\n        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);\n    }\n\n    texture._dirty[gl.id] = false;\n\n    // return texture._glTextures[gl.id];\n    return true;\n\n};\n\n/**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @method destroy\n */\nPIXI.WebGLRenderer.prototype.destroy = function()\n{\n    PIXI.glContexts[this.glContextId] = null;\n\n    this.projection = null;\n    this.offset = null;\n\n    this.shaderManager.destroy();\n    this.spriteBatch.destroy();\n    this.maskManager.destroy();\n    this.filterManager.destroy();\n\n    this.shaderManager = null;\n    this.spriteBatch = null;\n    this.maskManager = null;\n    this.filterManager = null;\n\n    this.gl = null;\n    this.renderSession = null;\n\n    PIXI.CanvasPool.remove(this);\n\n    PIXI.instances[this.glContextId] = null;\n\n    PIXI.WebGLRenderer.glContextId--;\n};\n\n/**\n * Maps Pixi blend modes to WebGL blend modes.\n *\n * @method mapBlendModes\n */\nPIXI.WebGLRenderer.prototype.mapBlendModes = function()\n{\n    var gl = this.gl;\n\n    if (!PIXI.blendModesWebGL)\n    {\n        var b = [];\n        var modes = PIXI.blendModes;\n\n        b[modes.NORMAL]        = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.ADD]           = [gl.SRC_ALPHA, gl.DST_ALPHA];\n        b[modes.MULTIPLY]      = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.SCREEN]        = [gl.SRC_ALPHA, gl.ONE];\n        b[modes.OVERLAY]       = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.DARKEN]        = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.LIGHTEN]       = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.COLOR_DODGE]   = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.COLOR_BURN]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.HARD_LIGHT]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.SOFT_LIGHT]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.DIFFERENCE]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.EXCLUSION]     = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.HUE]           = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.SATURATION]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.COLOR]         = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n        b[modes.LUMINOSITY]    = [gl.ONE,       gl.ONE_MINUS_SRC_ALPHA];\n\n        PIXI.blendModesWebGL = b;\n    }\n};\n\nPIXI.WebGLRenderer.glContextId = 0;\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class WebGLBlendModeManager\n* @constructor\n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.WebGLBlendModeManager = function()\n{\n    /**\n     * @property currentBlendMode\n     * @type Number\n     */\n    this.currentBlendMode = 99999;\n};\n\nPIXI.WebGLBlendModeManager.prototype.constructor = PIXI.WebGLBlendModeManager;\n\n/**\n * Sets the WebGL Context.\n *\n * @method setContext\n * @param gl {WebGLContext} the current WebGL drawing context\n */\nPIXI.WebGLBlendModeManager.prototype.setContext = function(gl)\n{\n    this.gl = gl;\n};\n\n/**\n* Sets-up the given blendMode from WebGL's point of view.\n* \n* @method setBlendMode \n* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD\n*/\nPIXI.WebGLBlendModeManager.prototype.setBlendMode = function(blendMode)\n{\n    if(this.currentBlendMode === blendMode)return false;\n\n    this.currentBlendMode = blendMode;\n    \n    var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode];\n\n    if (blendModeWebGL)\n    {\n        this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);\n    }\n    \n    return true;\n};\n\n/**\n* Destroys this object.\n* \n* @method destroy\n*/\nPIXI.WebGLBlendModeManager.prototype.destroy = function()\n{\n    this.gl = null;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class WebGLMaskManager\n* @constructor\n* @private\n*/\nPIXI.WebGLMaskManager = function()\n{\n};\n\nPIXI.WebGLMaskManager.prototype.constructor = PIXI.WebGLMaskManager;\n\n/**\n* Sets the drawing context to the one given in parameter.\n* \n* @method setContext \n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.WebGLMaskManager.prototype.setContext = function(gl)\n{\n    this.gl = gl;\n};\n\n/**\n* Applies the Mask and adds it to the current filter stack.\n* \n* @method pushMask\n* @param maskData {Array}\n* @param renderSession {Object}\n*/\nPIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession)\n{\n    var gl = renderSession.gl;\n\n    if (maskData.dirty)\n    {\n        PIXI.WebGLGraphics.updateGraphics(maskData, gl);\n    }\n\n    if (maskData._webGL[gl.id] === undefined || maskData._webGL[gl.id].data === undefined || maskData._webGL[gl.id].data.length === 0)\n    {\n        return;\n    }\n\n    renderSession.stencilManager.pushStencil(maskData, maskData._webGL[gl.id].data[0], renderSession);\n};\n\n/**\n* Removes the last filter from the filter stack and doesn't return it.\n* \n* @method popMask\n* @param maskData {Array}\n* @param renderSession {Object} an object containing all the useful parameters\n*/\nPIXI.WebGLMaskManager.prototype.popMask = function(maskData, renderSession)\n{\n    var gl = this.gl;\n\n    if (maskData._webGL[gl.id] === undefined || maskData._webGL[gl.id].data === undefined || maskData._webGL[gl.id].data.length === 0)\n    {\n        return;\n    }\n\n    renderSession.stencilManager.popStencil(maskData, maskData._webGL[gl.id].data[0], renderSession);\n\n};\n\n/**\n* Destroys the mask stack.\n* \n* @method destroy\n*/\nPIXI.WebGLMaskManager.prototype.destroy = function()\n{\n    this.gl = null;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class WebGLStencilManager\n* @constructor\n* @private\n*/\nPIXI.WebGLStencilManager = function()\n{\n    this.stencilStack = [];\n    this.reverse = true;\n    this.count = 0;\n};\n\n/**\n* Sets the drawing context to the one given in parameter.\n* \n* @method setContext \n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.WebGLStencilManager.prototype.setContext = function(gl)\n{\n    this.gl = gl;\n};\n\n/**\n* Applies the Mask and adds it to the current filter stack.\n* \n* @method pushMask\n* @param graphics {Graphics}\n* @param webGLData {Array}\n* @param renderSession {Object}\n*/\nPIXI.WebGLStencilManager.prototype.pushStencil = function(graphics, webGLData, renderSession)\n{\n    var gl = this.gl;\n    this.bindGraphics(graphics, webGLData, renderSession);\n\n    if(this.stencilStack.length === 0)\n    {\n        gl.enable(gl.STENCIL_TEST);\n        gl.clear(gl.STENCIL_BUFFER_BIT);\n        this.reverse = true;\n        this.count = 0;\n    }\n\n    this.stencilStack.push(webGLData);\n\n    var level = this.count;\n\n    gl.colorMask(false, false, false, false);\n\n    gl.stencilFunc(gl.ALWAYS,0,0xFF);\n    gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);\n\n    // draw the triangle strip!\n\n    if(webGLData.mode === 1)\n    {\n        gl.drawElements(gl.TRIANGLE_FAN,  webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 );\n       \n        if(this.reverse)\n        {\n            gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);\n            gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);\n        }\n        else\n        {\n            gl.stencilFunc(gl.EQUAL,level, 0xFF);\n            gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);\n        }\n\n        // draw a quad to increment..\n        gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );\n               \n        if(this.reverse)\n        {\n            gl.stencilFunc(gl.EQUAL,0xFF-(level+1), 0xFF);\n        }\n        else\n        {\n            gl.stencilFunc(gl.EQUAL,level+1, 0xFF);\n        }\n\n        this.reverse = !this.reverse;\n    }\n    else\n    {\n        if(!this.reverse)\n        {\n            gl.stencilFunc(gl.EQUAL, 0xFF - level, 0xFF);\n            gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);\n        }\n        else\n        {\n            gl.stencilFunc(gl.EQUAL,level, 0xFF);\n            gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);\n        }\n\n        gl.drawElements(gl.TRIANGLE_STRIP,  webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );\n\n        if(!this.reverse)\n        {\n            gl.stencilFunc(gl.EQUAL,0xFF-(level+1), 0xFF);\n        }\n        else\n        {\n            gl.stencilFunc(gl.EQUAL,level+1, 0xFF);\n        }\n    }\n\n    gl.colorMask(true, true, true, true);\n    gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);\n\n    this.count++;\n};\n\n/**\n * TODO this does not belong here!\n * \n * @method bindGraphics\n * @param graphics {Graphics}\n * @param webGLData {Array}\n * @param renderSession {Object}\n */\nPIXI.WebGLStencilManager.prototype.bindGraphics = function(graphics, webGLData, renderSession)\n{\n    //if(this._currentGraphics === graphics)return;\n    this._currentGraphics = graphics;\n\n    var gl = this.gl;\n\n     // bind the graphics object..\n    var projection = renderSession.projection,\n        offset = renderSession.offset,\n        shader;// = renderSession.shaderManager.primitiveShader;\n\n    if(webGLData.mode === 1)\n    {\n        shader = renderSession.shaderManager.complexPrimitiveShader;\n\n        renderSession.shaderManager.setShader( shader );\n\n        gl.uniform1f(shader.flipY, renderSession.flipY);\n       \n        gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));\n\n        gl.uniform2f(shader.projectionVector, projection.x, -projection.y);\n        gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);\n\n        gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint));\n        gl.uniform3fv(shader.color, webGLData.color);\n\n        gl.uniform1f(shader.alpha, graphics.worldAlpha * webGLData.alpha);\n\n        gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);\n\n        gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 2, 0);\n\n\n        // now do the rest..\n        // set the index buffer!\n        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);\n    }\n    else\n    {\n        //renderSession.shaderManager.activatePrimitiveShader();\n        shader = renderSession.shaderManager.primitiveShader;\n        renderSession.shaderManager.setShader( shader );\n\n        gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));\n\n        gl.uniform1f(shader.flipY, renderSession.flipY);\n        gl.uniform2f(shader.projectionVector, projection.x, -projection.y);\n        gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);\n\n        gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint));\n\n        gl.uniform1f(shader.alpha, graphics.worldAlpha);\n        \n        gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);\n\n        gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);\n        gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);\n\n        // set the index buffer!\n        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);\n    }\n};\n\n/**\n * @method popStencil\n * @param graphics {Graphics}\n * @param webGLData {Array}\n * @param renderSession {Object}\n */\nPIXI.WebGLStencilManager.prototype.popStencil = function(graphics, webGLData, renderSession)\n{\n\tvar gl = this.gl;\n    this.stencilStack.pop();\n   \n    this.count--;\n\n    if(this.stencilStack.length === 0)\n    {\n        // the stack is empty!\n        gl.disable(gl.STENCIL_TEST);\n\n    }\n    else\n    {\n\n        var level = this.count;\n\n        this.bindGraphics(graphics, webGLData, renderSession);\n\n        gl.colorMask(false, false, false, false);\n    \n        if(webGLData.mode === 1)\n        {\n            this.reverse = !this.reverse;\n\n            if(this.reverse)\n            {\n                gl.stencilFunc(gl.EQUAL, 0xFF - (level+1), 0xFF);\n                gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);\n            }\n            else\n            {\n                gl.stencilFunc(gl.EQUAL,level+1, 0xFF);\n                gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);\n            }\n\n            // draw a quad to increment..\n            gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );\n            \n            gl.stencilFunc(gl.ALWAYS,0,0xFF);\n            gl.stencilOp(gl.KEEP,gl.KEEP,gl.INVERT);\n\n            // draw the triangle strip!\n            gl.drawElements(gl.TRIANGLE_FAN,  webGLData.indices.length - 4, gl.UNSIGNED_SHORT, 0 );\n           \n            if(!this.reverse)\n            {\n                gl.stencilFunc(gl.EQUAL,0xFF-(level), 0xFF);\n            }\n            else\n            {\n                gl.stencilFunc(gl.EQUAL,level, 0xFF);\n            }\n\n        }\n        else\n        {\n          //  console.log(\"<<>>\")\n            if(!this.reverse)\n            {\n                gl.stencilFunc(gl.EQUAL, 0xFF - (level+1), 0xFF);\n                gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR);\n            }\n            else\n            {\n                gl.stencilFunc(gl.EQUAL,level+1, 0xFF);\n                gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR);\n            }\n\n            gl.drawElements(gl.TRIANGLE_STRIP,  webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );\n\n            if(!this.reverse)\n            {\n                gl.stencilFunc(gl.EQUAL,0xFF-(level), 0xFF);\n            }\n            else\n            {\n                gl.stencilFunc(gl.EQUAL,level, 0xFF);\n            }\n        }\n\n        gl.colorMask(true, true, true, true);\n        gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);\n\n\n    }\n};\n\n/**\n* Destroys the mask stack.\n* \n* @method destroy\n*/\nPIXI.WebGLStencilManager.prototype.destroy = function()\n{\n    this.stencilStack = null;\n    this.gl = null;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class WebGLShaderManager\n* @constructor\n* @private\n*/\nPIXI.WebGLShaderManager = function()\n{\n    /**\n     * @property maxAttibs\n     * @type Number\n     */\n    this.maxAttibs = 10;\n\n    /**\n     * @property attribState\n     * @type Array\n     */\n    this.attribState = [];\n\n    /**\n     * @property tempAttribState\n     * @type Array\n     */\n    this.tempAttribState = [];\n\n    for (var i = 0; i < this.maxAttibs; i++)\n    {\n        this.attribState[i] = false;\n    }\n\n    /**\n     * @property stack\n     * @type Array\n     */\n    this.stack = [];\n\n};\n\nPIXI.WebGLShaderManager.prototype.constructor = PIXI.WebGLShaderManager;\n\n/**\n* Initialises the context and the properties.\n* \n* @method setContext \n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.WebGLShaderManager.prototype.setContext = function(gl)\n{\n    this.gl = gl;\n    \n    // the next one is used for rendering primitives\n    this.primitiveShader = new PIXI.PrimitiveShader(gl);\n\n    // the next one is used for rendering triangle strips\n    this.complexPrimitiveShader = new PIXI.ComplexPrimitiveShader(gl);\n\n    // this shader is used for the default sprite rendering\n    this.defaultShader = new PIXI.PixiShader(gl);\n\n    // this shader is used for the fast sprite rendering\n    this.fastShader = new PIXI.PixiFastShader(gl);\n\n    // the next one is used for rendering triangle strips\n    this.stripShader = new PIXI.StripShader(gl);\n\n    this.setShader(this.defaultShader);\n};\n\n/**\n* Takes the attributes given in parameters.\n* \n* @method setAttribs\n* @param attribs {Array} attribs \n*/\nPIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)\n{\n    // reset temp state\n    var i;\n\n    for (i = 0; i < this.tempAttribState.length; i++)\n    {\n        this.tempAttribState[i] = false;\n    }\n\n    // set the new attribs\n    for (i = 0; i < attribs.length; i++)\n    {\n        var attribId = attribs[i];\n        this.tempAttribState[attribId] = true;\n    }\n\n    var gl = this.gl;\n\n    for (i = 0; i < this.attribState.length; i++)\n    {\n        if(this.attribState[i] !== this.tempAttribState[i])\n        {\n            this.attribState[i] = this.tempAttribState[i];\n\n            if(this.tempAttribState[i])\n            {\n                gl.enableVertexAttribArray(i);\n            }\n            else\n            {\n                gl.disableVertexAttribArray(i);\n            }\n        }\n    }\n};\n\n/**\n* Sets the current shader.\n* \n* @method setShader\n* @param shader {Any}\n*/\nPIXI.WebGLShaderManager.prototype.setShader = function(shader)\n{\n    if(this._currentId === shader._UID)return false;\n    \n    this._currentId = shader._UID;\n\n    this.currentShader = shader;\n\n    this.gl.useProgram(shader.program);\n    this.setAttribs(shader.attributes);\n\n    return true;\n};\n\n/**\n* Destroys this object.\n* \n* @method destroy\n*/\nPIXI.WebGLShaderManager.prototype.destroy = function()\n{\n    this.attribState = null;\n\n    this.tempAttribState = null;\n\n    this.primitiveShader.destroy();\n\n    this.complexPrimitiveShader.destroy();\n\n    this.defaultShader.destroy();\n\n    this.fastShader.destroy();\n\n    this.stripShader.destroy();\n\n    this.gl = null;\n};\n\n/**\n * @author Mat Groves\n * \n * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/\n * for creating the original pixi version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer\n * \n * Heavily inspired by LibGDX's WebGLSpriteBatch:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java\n */\n\n /**\n *\n * @class WebGLSpriteBatch\n * @private\n * @constructor\n */\nPIXI.WebGLSpriteBatch = function()\n{\n    /**\n     * @property vertSize\n     * @type Number\n     */\n    this.vertSize = 5;\n\n    /**\n     * The number of images in the SpriteBatch before it flushes\n     * @property size\n     * @type Number\n     */\n    this.size = 2000;//Math.pow(2, 16) /  this.vertSize;\n\n    //the total number of bytes in our batch\n    var numVerts = this.size * 4 * 4 * this.vertSize;\n    //the total number of indices in our batch\n    var numIndices = this.size * 6;\n\n    /**\n    * Holds the vertices\n    *\n    * @property vertices\n    * @type ArrayBuffer\n    */\n    this.vertices = new PIXI.ArrayBuffer(numVerts);\n\n    /**\n    * View on the vertices as a Float32Array\n    *\n    * @property positions\n    * @type Float32Array\n    */\n    this.positions = new PIXI.Float32Array(this.vertices);\n\n    /**\n    * View on the vertices as a Uint32Array\n    *\n    * @property colors\n    * @type Uint32Array\n    */\n    this.colors = new PIXI.Uint32Array(this.vertices);\n\n    /**\n     * Holds the indices\n     *\n     * @property indices\n     * @type Uint16Array\n     */\n    this.indices = new PIXI.Uint16Array(numIndices);\n    \n    /**\n     * @property lastIndexCount\n     * @type Number\n     */\n    this.lastIndexCount = 0;\n\n    for (var i=0, j=0; i < numIndices; i += 6, j += 4)\n    {\n        this.indices[i + 0] = j + 0;\n        this.indices[i + 1] = j + 1;\n        this.indices[i + 2] = j + 2;\n        this.indices[i + 3] = j + 0;\n        this.indices[i + 4] = j + 2;\n        this.indices[i + 5] = j + 3;\n    }\n\n    /**\n     * @property drawing\n     * @type Boolean\n     */\n    this.drawing = false;\n\n    /**\n     * @property currentBatchSize\n     * @type Number\n     */\n    this.currentBatchSize = 0;\n\n    /**\n     * @property currentBaseTexture\n     * @type BaseTexture\n     */\n    this.currentBaseTexture = null;\n\n    /**\n     * @property dirty\n     * @type Boolean\n     */\n    this.dirty = true;\n\n    /**\n     * @property textures\n     * @type Array\n     */\n    this.textures = [];\n\n    /**\n     * @property blendModes\n     * @type Array\n     */\n    this.blendModes = [];\n\n    /**\n     * @property shaders\n     * @type Array\n     */\n    this.shaders = [];\n\n    /**\n     * @property sprites\n     * @type Array\n     */\n    this.sprites = [];\n\n    /**\n     * @property defaultShader\n     * @type AbstractFilter\n     */\n    this.defaultShader = new PIXI.AbstractFilter([\n        'precision lowp float;',\n        'varying vec2 vTextureCoord;',\n        'varying vec4 vColor;',\n        'uniform sampler2D uSampler;',\n        'void main(void) {',\n        '   gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',\n        '}'\n    ]);\n};\n\n/**\n* @method setContext\n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.WebGLSpriteBatch.prototype.setContext = function(gl)\n{\n    this.gl = gl;\n\n    // create a couple of buffers\n    this.vertexBuffer = gl.createBuffer();\n    this.indexBuffer = gl.createBuffer();\n\n    // 65535 is max index, so 65535 / 6 = 10922.\n\n    //upload the index data\n    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n    gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);\n\n    this.currentBlendMode = 99999;\n\n    var shader = new PIXI.PixiShader(gl);\n\n    shader.fragmentSrc = this.defaultShader.fragmentSrc;\n    shader.uniforms = {};\n    shader.init();\n\n    this.defaultShader.shaders[gl.id] = shader;\n};\n\n/**\n* @method begin\n* @param renderSession {Object} The RenderSession object\n*/\nPIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)\n{\n    this.renderSession = renderSession;\n    this.shader = this.renderSession.shaderManager.defaultShader;\n\n    this.start();\n};\n\n/**\n* @method end\n*/\nPIXI.WebGLSpriteBatch.prototype.end = function()\n{\n    this.flush();\n};\n\n/**\n* @method render\n* @param sprite {Sprite} the sprite to render when using this spritebatch\n* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.\n*/\nPIXI.WebGLSpriteBatch.prototype.render = function(sprite, matrix)\n{\n    var texture = sprite.texture;\n\n    //  They provided an alternative rendering matrix, so use it\n    var wt = sprite.worldTransform;\n\n    if (matrix)\n    {\n        wt = matrix;\n    }\n\n    // check texture..\n    if (this.currentBatchSize >= this.size)\n    {\n        this.flush();\n        this.currentBaseTexture = texture.baseTexture;\n    }\n\n    // get the uvs for the texture\n    var uvs = texture._uvs;\n\n    // if the uvs have not updated then no point rendering just yet!\n    if (!uvs)\n    {\n        return;\n    }\n\n    var aX = sprite.anchor.x;\n    var aY = sprite.anchor.y;\n\n    var w0, w1, h0, h1;\n        \n    if (texture.trim)\n    {\n        // if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.\n        var trim = texture.trim;\n\n        w1 = trim.x - aX * trim.width;\n        w0 = w1 + texture.crop.width;\n\n        h1 = trim.y - aY * trim.height;\n        h0 = h1 + texture.crop.height;\n    }\n    else\n    {\n        w0 = (texture.frame.width) * (1-aX);\n        w1 = (texture.frame.width) * -aX;\n\n        h0 = texture.frame.height * (1-aY);\n        h1 = texture.frame.height * -aY;\n    }\n\n    var i = this.currentBatchSize * 4 * this.vertSize;\n    var resolution = texture.baseTexture.resolution;\n\n    var a = wt.a / resolution;\n    var b = wt.b / resolution;\n    var c = wt.c / resolution;\n    var d = wt.d / resolution;\n    var tx = wt.tx;\n    var ty = wt.ty;\n\n    var colors = this.colors;\n    var positions = this.positions;\n\n    if (this.renderSession.roundPixels)\n    {\n        // xy\n        positions[i] = a * w1 + c * h1 + tx | 0;\n        positions[i+1] = d * h1 + b * w1 + ty | 0;\n\n        // xy\n        positions[i+5] = a * w0 + c * h1 + tx | 0;\n        positions[i+6] = d * h1 + b * w0 + ty | 0;\n\n         // xy\n        positions[i+10] = a * w0 + c * h0 + tx | 0;\n        positions[i+11] = d * h0 + b * w0 + ty | 0;\n\n        // xy\n        positions[i+15] = a * w1 + c * h0 + tx | 0;\n        positions[i+16] = d * h0 + b * w1 + ty | 0;\n    }\n    else\n    {\n        // xy\n        positions[i] = a * w1 + c * h1 + tx;\n        positions[i+1] = d * h1 + b * w1 + ty;\n\n        // xy\n        positions[i+5] = a * w0 + c * h1 + tx;\n        positions[i+6] = d * h1 + b * w0 + ty;\n\n         // xy\n        positions[i+10] = a * w0 + c * h0 + tx;\n        positions[i+11] = d * h0 + b * w0 + ty;\n\n        // xy\n        positions[i+15] = a * w1 + c * h0 + tx;\n        positions[i+16] = d * h0 + b * w1 + ty;\n    }\n    \n    // uv\n    positions[i+2] = uvs.x0;\n    positions[i+3] = uvs.y0;\n\n    // uv\n    positions[i+7] = uvs.x1;\n    positions[i+8] = uvs.y1;\n\n     // uv\n    positions[i+12] = uvs.x2;\n    positions[i+13] = uvs.y2;\n\n    // uv\n    positions[i+17] = uvs.x3;\n    positions[i+18] = uvs.y3;\n\n    // color and alpha\n    var tint = sprite.tint;\n\n    colors[i+4] = colors[i+9] = colors[i+14] = colors[i+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);\n\n    // increment the batchsize\n    this.sprites[this.currentBatchSize++] = sprite;\n\n};\n\n/**\n* Renders a TilingSprite using the spriteBatch.\n* \n* @method renderTilingSprite\n* @param sprite {TilingSprite} the sprite to render\n*/\nPIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(sprite)\n{\n    var texture = sprite.tilingTexture;\n\n    // check texture..\n    if (this.currentBatchSize >= this.size)\n    {\n        this.flush();\n        this.currentBaseTexture = texture.baseTexture;\n    }\n\n    // set the textures uvs temporarily\n    if (!sprite._uvs)\n    {\n        sprite._uvs = new PIXI.TextureUvs();\n    }\n\n    var uvs = sprite._uvs;\n\n    var w = texture.baseTexture.width;\n    var h = texture.baseTexture.height;\n\n    // var w = sprite._frame.sourceSizeW;\n    // var h = sprite._frame.sourceSizeH;\n\n    // w = 16;\n    // h = 16;\n\n    sprite.tilePosition.x %= w * sprite.tileScaleOffset.x;\n    sprite.tilePosition.y %= h * sprite.tileScaleOffset.y;\n\n    var offsetX = sprite.tilePosition.x / (w * sprite.tileScaleOffset.x);\n    var offsetY = sprite.tilePosition.y / (h * sprite.tileScaleOffset.y);\n\n    var scaleX = (sprite.width / w) / (sprite.tileScale.x * sprite.tileScaleOffset.x);\n    var scaleY = (sprite.height / h) / (sprite.tileScale.y * sprite.tileScaleOffset.y);\n\n    uvs.x0 = 0 - offsetX;\n    uvs.y0 = 0 - offsetY;\n\n    uvs.x1 = (1 * scaleX) - offsetX;\n    uvs.y1 = 0 - offsetY;\n\n    uvs.x2 = (1 * scaleX) - offsetX;\n    uvs.y2 = (1 * scaleY) - offsetY;\n\n    uvs.x3 = 0 - offsetX;\n    uvs.y3 = (1 * scaleY) - offsetY;\n\n    //  Get the sprites current alpha and tint and combine them into a single color\n    var tint = sprite.tint;\n    var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);\n\n    var positions = this.positions;\n    var colors = this.colors;\n\n    var width = sprite.width;\n    var height = sprite.height;\n\n    // TODO trim??\n    var aX = sprite.anchor.x;\n    var aY = sprite.anchor.y;\n    var w0 = width * (1-aX);\n    var w1 = width * -aX;\n\n    var h0 = height * (1-aY);\n    var h1 = height * -aY;\n\n    var i = this.currentBatchSize * 4 * this.vertSize;\n\n    var resolution = texture.baseTexture.resolution;\n\n    var wt = sprite.worldTransform;\n\n    var a = wt.a / resolution;\n    var b = wt.b / resolution;\n    var c = wt.c / resolution;\n    var d = wt.d / resolution;\n    var tx = wt.tx;\n    var ty = wt.ty;\n\n    // xy\n    positions[i++] = a * w1 + c * h1 + tx;\n    positions[i++] = d * h1 + b * w1 + ty;\n    // uv\n    positions[i++] = uvs.x0;\n    positions[i++] = uvs.y0;\n    // color\n    colors[i++] = color;\n\n    // xy\n    positions[i++] = (a * w0 + c * h1 + tx);\n    positions[i++] = d * h1 + b * w0 + ty;\n    // uv\n    positions[i++] = uvs.x1;\n    positions[i++] = uvs.y1;\n    // color\n    colors[i++] = color;\n    \n    // xy\n    positions[i++] = a * w0 + c * h0 + tx;\n    positions[i++] = d * h0 + b * w0 + ty;\n    // uv\n    positions[i++] = uvs.x2;\n    positions[i++] = uvs.y2;\n    // color\n    colors[i++] = color;\n\n    // xy\n    positions[i++] = a * w1 + c * h0 + tx;\n    positions[i++] = d * h0 + b * w1 + ty;\n    // uv\n    positions[i++] = uvs.x3;\n    positions[i++] = uvs.y3;\n    // color\n    colors[i++] = color;\n\n    // increment the batchsize\n    this.sprites[this.currentBatchSize++] = sprite;\n};\n\n/**\n* Renders the content and empties the current batch.\n*\n* @method flush\n*/\nPIXI.WebGLSpriteBatch.prototype.flush = function()\n{\n    // If the batch is length 0 then return as there is nothing to draw\n    if (this.currentBatchSize === 0)\n    {\n        return;\n    }\n\n    var gl = this.gl;\n    var shader;\n\n    if (this.dirty)\n    {\n        this.dirty = false;\n\n        // bind the main texture\n        gl.activeTexture(gl.TEXTURE0);\n\n        // bind the buffers\n        gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n\n        shader = this.defaultShader.shaders[gl.id];\n\n        // this is the same for each shader?\n        var stride = this.vertSize * 4;\n        gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);\n        gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);\n\n        // color attributes will be interpreted as unsigned bytes and normalized\n        gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4);\n    }\n\n    // upload the verts to the buffer  \n    if (this.currentBatchSize > (this.size * 0.5))\n    {\n        gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);\n    }\n    else\n    {\n        var view = this.positions.subarray(0, this.currentBatchSize * 4 * this.vertSize);\n        gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);\n    }\n\n    var nextTexture, nextBlendMode, nextShader;\n    var batchSize = 0;\n    var start = 0;\n\n    var currentBaseTexture = null;\n    var currentBlendMode = this.renderSession.blendModeManager.currentBlendMode;\n    var currentShader = null;\n\n    var blendSwap = false;\n    var shaderSwap = false;\n    var sprite;\n\n    for (var i = 0, j = this.currentBatchSize; i < j; i++) {\n        \n        sprite = this.sprites[i];\n\n        if (sprite.tilingTexture)\n        {\n            nextTexture = sprite.tilingTexture.baseTexture;\n        }\n        else\n        {\n            nextTexture = sprite.texture.baseTexture;\n        }\n\n        nextBlendMode = sprite.blendMode;\n        nextShader = sprite.shader || this.defaultShader;\n\n        blendSwap = currentBlendMode !== nextBlendMode;\n        shaderSwap = currentShader !== nextShader; // should I use _UIDS???\n\n        var skip = nextTexture.skipRender;\n\n        if (skip && sprite.children.length > 0)\n        {\n            skip = false;\n        }\n\n        if ((currentBaseTexture !== nextTexture && !skip) || blendSwap || shaderSwap)\n        {\n            this.renderBatch(currentBaseTexture, batchSize, start);\n\n            start = i;\n            batchSize = 0;\n            currentBaseTexture = nextTexture;\n\n            if (blendSwap)\n            {\n                currentBlendMode = nextBlendMode;\n                this.renderSession.blendModeManager.setBlendMode(currentBlendMode);\n            }\n\n            if (shaderSwap)\n            {\n                currentShader = nextShader;\n                \n                shader = currentShader.shaders[gl.id];\n\n                if (!shader)\n                {\n                    shader = new PIXI.PixiShader(gl);\n\n                    shader.fragmentSrc = currentShader.fragmentSrc;\n                    shader.uniforms = currentShader.uniforms;\n                    shader.init();\n\n                    currentShader.shaders[gl.id] = shader;\n                }\n\n                // set shader function???\n                this.renderSession.shaderManager.setShader(shader);\n\n                if (shader.dirty)\n                {\n                    shader.syncUniforms();\n                }\n                \n                // both these only need to be set if they are changing..\n                // set the projection\n                var projection = this.renderSession.projection;\n                gl.uniform2f(shader.projectionVector, projection.x, projection.y);\n\n                // TODO - this is temporary!\n                var offsetVector = this.renderSession.offset;\n                gl.uniform2f(shader.offsetVector, offsetVector.x, offsetVector.y);\n\n                // set the pointers\n            }\n        }\n\n        batchSize++;\n    }\n\n    this.renderBatch(currentBaseTexture, batchSize, start);\n\n    // then reset the batch!\n    this.currentBatchSize = 0;\n};\n\n/**\n* @method renderBatch\n* @param texture {Texture}\n* @param size {Number}\n* @param startIndex {Number}\n*/\nPIXI.WebGLSpriteBatch.prototype.renderBatch = function(texture, size, startIndex)\n{\n    if (size === 0)\n    {\n        return;\n    }\n\n    var gl = this.gl;\n\n    // check if a texture is dirty..\n    if (texture._dirty[gl.id])\n    {\n        if (!this.renderSession.renderer.updateTexture(texture))\n        {\n            //  If updateTexture returns false then we cannot render it, so bail out now\n            return;\n        }\n    }\n    else\n    {\n        // bind the current texture\n        gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);\n    }\n\n    // now draw those suckas!\n    gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);\n    \n    // increment the draw count\n    this.renderSession.drawCount++;\n};\n\n/**\n* @method stop\n*/\nPIXI.WebGLSpriteBatch.prototype.stop = function()\n{\n    this.flush();\n    this.dirty = true;\n};\n\n/**\n* @method start\n*/\nPIXI.WebGLSpriteBatch.prototype.start = function()\n{\n    this.dirty = true;\n};\n\n/**\n* Destroys the SpriteBatch.\n* \n* @method destroy\n*/\nPIXI.WebGLSpriteBatch.prototype.destroy = function()\n{\n    this.vertices = null;\n    this.indices = null;\n    \n    this.gl.deleteBuffer(this.vertexBuffer);\n    this.gl.deleteBuffer(this.indexBuffer);\n    \n    this.currentBaseTexture = null;\n    \n    this.gl = null;\n};\n/**\n * @author Mat Groves\n * \n * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/\n * for creating the original pixi version!\n *\n * Heavily inspired by LibGDX's WebGLSpriteBatch:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java\n */\n\n/**\n* @class WebGLFastSpriteBatch\n* @constructor\n*/\nPIXI.WebGLFastSpriteBatch = function(gl)\n{\n    /**\n     * @property vertSize\n     * @type Number\n     */\n    this.vertSize = 10;\n\n    /**\n     * @property maxSize\n     * @type Number\n     */\n    this.maxSize = 6000;//Math.pow(2, 16) /  this.vertSize;\n\n    /**\n     * @property size\n     * @type Number\n     */\n    this.size = this.maxSize;\n\n    //the total number of floats in our batch\n    var numVerts = this.size * 4 *  this.vertSize;\n\n    //the total number of indices in our batch\n    var numIndices = this.maxSize * 6;\n\n    /**\n     * Vertex data\n     * @property vertices\n     * @type Float32Array\n     */\n    this.vertices = new PIXI.Float32Array(numVerts);\n\n    /**\n     * Index data\n     * @property indices\n     * @type Uint16Array\n     */\n    this.indices = new PIXI.Uint16Array(numIndices);\n    \n    /**\n     * @property vertexBuffer\n     * @type Object\n     */\n    this.vertexBuffer = null;\n\n    /**\n     * @property indexBuffer\n     * @type Object\n     */\n    this.indexBuffer = null;\n\n    /**\n     * @property lastIndexCount\n     * @type Number\n     */\n    this.lastIndexCount = 0;\n\n    for (var i=0, j=0; i < numIndices; i += 6, j += 4)\n    {\n        this.indices[i + 0] = j + 0;\n        this.indices[i + 1] = j + 1;\n        this.indices[i + 2] = j + 2;\n        this.indices[i + 3] = j + 0;\n        this.indices[i + 4] = j + 2;\n        this.indices[i + 5] = j + 3;\n    }\n\n    /**\n     * @property drawing\n     * @type Boolean\n     */\n    this.drawing = false;\n\n    /**\n     * @property currentBatchSize\n     * @type Number\n     */\n    this.currentBatchSize = 0;\n\n    /**\n     * @property currentBaseTexture\n     * @type BaseTexture\n     */\n    this.currentBaseTexture = null;\n   \n    /**\n     * @property currentBlendMode\n     * @type Number\n     */\n    this.currentBlendMode = 0;\n\n    /**\n     * @property renderSession\n     * @type Object\n     */\n    this.renderSession = null;\n    \n    /**\n     * @property shader\n     * @type Object\n     */\n    this.shader = null;\n\n    /**\n     * @property matrix\n     * @type Matrix\n     */\n    this.matrix = null;\n\n    this.setContext(gl);\n};\n\nPIXI.WebGLFastSpriteBatch.prototype.constructor = PIXI.WebGLFastSpriteBatch;\n\n/**\n * Sets the WebGL Context.\n *\n * @method setContext\n * @param gl {WebGLContext} the current WebGL drawing context\n */\nPIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl)\n{\n    this.gl = gl;\n\n    // create a couple of buffers\n    this.vertexBuffer = gl.createBuffer();\n    this.indexBuffer = gl.createBuffer();\n\n    // 65535 is max index, so 65535 / 6 = 10922.\n\n    //upload the index data\n    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n    gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);\n};\n\n/**\n * @method begin\n * @param spriteBatch {WebGLSpriteBatch}\n * @param renderSession {Object}\n */\nPIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession)\n{\n    this.renderSession = renderSession;\n    this.shader = this.renderSession.shaderManager.fastShader;\n\n    this.matrix = spriteBatch.worldTransform.toArray(true);\n\n    this.start();\n};\n\n/**\n * @method end\n */\nPIXI.WebGLFastSpriteBatch.prototype.end = function()\n{\n    this.flush();\n};\n\n/**\n * @method render\n * @param spriteBatch {WebGLSpriteBatch}\n */\nPIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch)\n{\n    var children = spriteBatch.children;\n    var sprite = children[0];\n\n    // if the uvs have not updated then no point rendering just yet!\n    \n    // check texture.\n    if(!sprite.texture._uvs)return;\n   \n    this.currentBaseTexture = sprite.texture.baseTexture;\n    \n    // check blend mode\n    if(sprite.blendMode !== this.renderSession.blendModeManager.currentBlendMode)\n    {\n        this.flush();\n        this.renderSession.blendModeManager.setBlendMode(sprite.blendMode);\n    }\n    \n    for(var i=0,j= children.length; i<j; i++)\n    {\n        this.renderSprite(children[i]);\n    }\n\n    this.flush();\n};\n\n/**\n * @method renderSprite\n * @param sprite {Sprite}\n */\nPIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)\n{\n    //sprite = children[i];\n    if(!sprite.visible)return;\n    \n    // TODO trim??\n    if(sprite.texture.baseTexture !== this.currentBaseTexture && !sprite.texture.baseTexture.skipRender)\n    {\n        this.flush();\n        this.currentBaseTexture = sprite.texture.baseTexture;\n        \n        if(!sprite.texture._uvs)return;\n    }\n\n    var uvs, vertices = this.vertices, width, height, w0, w1, h0, h1, index;\n\n    uvs = sprite.texture._uvs;\n\n    width = sprite.texture.frame.width;\n    height = sprite.texture.frame.height;\n\n    if (sprite.texture.trim)\n    {\n        // if the sprite is trimmed then we need to add the extra space before transforming the sprite coords..\n        var trim = sprite.texture.trim;\n\n        w1 = trim.x - sprite.anchor.x * trim.width;\n        w0 = w1 + sprite.texture.crop.width;\n\n        h1 = trim.y - sprite.anchor.y * trim.height;\n        h0 = h1 + sprite.texture.crop.height;\n    }\n    else\n    {\n        w0 = (sprite.texture.frame.width ) * (1-sprite.anchor.x);\n        w1 = (sprite.texture.frame.width ) * -sprite.anchor.x;\n\n        h0 = sprite.texture.frame.height * (1-sprite.anchor.y);\n        h1 = sprite.texture.frame.height * -sprite.anchor.y;\n    }\n\n    index = this.currentBatchSize * 4 * this.vertSize;\n\n    // xy\n    vertices[index++] = w1;\n    vertices[index++] = h1;\n\n    vertices[index++] = sprite.position.x;\n    vertices[index++] = sprite.position.y;\n\n    //scale\n    vertices[index++] = sprite.scale.x;\n    vertices[index++] = sprite.scale.y;\n\n    //rotation\n    vertices[index++] = sprite.rotation;\n\n    // uv\n    vertices[index++] = uvs.x0;\n    vertices[index++] = uvs.y1;\n    // color\n    vertices[index++] = sprite.alpha;\n \n\n    // xy\n    vertices[index++] = w0;\n    vertices[index++] = h1;\n\n    vertices[index++] = sprite.position.x;\n    vertices[index++] = sprite.position.y;\n\n    //scale\n    vertices[index++] = sprite.scale.x;\n    vertices[index++] = sprite.scale.y;\n\n     //rotation\n    vertices[index++] = sprite.rotation;\n\n    // uv\n    vertices[index++] = uvs.x1;\n    vertices[index++] = uvs.y1;\n    // color\n    vertices[index++] = sprite.alpha;\n  \n\n    // xy\n    vertices[index++] = w0;\n    vertices[index++] = h0;\n\n    vertices[index++] = sprite.position.x;\n    vertices[index++] = sprite.position.y;\n\n    //scale\n    vertices[index++] = sprite.scale.x;\n    vertices[index++] = sprite.scale.y;\n\n     //rotation\n    vertices[index++] = sprite.rotation;\n\n    // uv\n    vertices[index++] = uvs.x2;\n    vertices[index++] = uvs.y2;\n    // color\n    vertices[index++] = sprite.alpha;\n \n\n\n\n    // xy\n    vertices[index++] = w1;\n    vertices[index++] = h0;\n\n    vertices[index++] = sprite.position.x;\n    vertices[index++] = sprite.position.y;\n\n    //scale\n    vertices[index++] = sprite.scale.x;\n    vertices[index++] = sprite.scale.y;\n\n     //rotation\n    vertices[index++] = sprite.rotation;\n\n    // uv\n    vertices[index++] = uvs.x3;\n    vertices[index++] = uvs.y3;\n    // color\n    vertices[index++] = sprite.alpha;\n\n    // increment the batchs\n    this.currentBatchSize++;\n\n    if(this.currentBatchSize >= this.size)\n    {\n        this.flush();\n    }\n};\n\n/**\n * @method flush\n */\nPIXI.WebGLFastSpriteBatch.prototype.flush = function()\n{\n    // If the batch is length 0 then return as there is nothing to draw\n    if (this.currentBatchSize===0)return;\n\n    var gl = this.gl;\n    \n    // bind the current texture\n\n    if(!this.currentBaseTexture._glTextures[gl.id])this.renderSession.renderer.updateTexture(this.currentBaseTexture, gl);\n\n    gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);\n\n    // upload the verts to the buffer\n   \n    if(this.currentBatchSize > ( this.size * 0.5 ) )\n    {\n        gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);\n    }\n    else\n    {\n        var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);\n\n        gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);\n    }\n    \n    // now draw those suckas!\n    gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0);\n   \n    // then reset the batch!\n    this.currentBatchSize = 0;\n\n    // increment the draw count\n    this.renderSession.drawCount++;\n};\n\n\n/**\n * @method stop\n */\nPIXI.WebGLFastSpriteBatch.prototype.stop = function()\n{\n    this.flush();\n};\n\n/**\n * @method start\n */\nPIXI.WebGLFastSpriteBatch.prototype.start = function()\n{\n    var gl = this.gl;\n\n    // bind the main texture\n    gl.activeTexture(gl.TEXTURE0);\n\n    // bind the buffers\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n\n    // set the projection\n    var projection = this.renderSession.projection;\n    gl.uniform2f(this.shader.projectionVector, projection.x, projection.y);\n\n    // set the matrix\n    gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix);\n\n    // set the pointers\n    var stride =  this.vertSize * 4;\n\n    gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);\n    gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4);\n    gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4);\n    gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4);\n    gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4);\n    gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4);\n    \n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class WebGLFilterManager\n* @constructor\n*/\nPIXI.WebGLFilterManager = function()\n{\n    /**\n     * @property filterStack\n     * @type Array\n     */\n    this.filterStack = [];\n    \n    /**\n     * @property offsetX\n     * @type Number\n     */\n    this.offsetX = 0;\n\n    /**\n     * @property offsetY\n     * @type Number\n     */\n    this.offsetY = 0;\n};\n\nPIXI.WebGLFilterManager.prototype.constructor = PIXI.WebGLFilterManager;\n\n/**\n* Initialises the context and the properties.\n* \n* @method setContext \n* @param gl {WebGLContext} the current WebGL drawing context\n*/\nPIXI.WebGLFilterManager.prototype.setContext = function(gl)\n{\n    this.gl = gl;\n    this.texturePool = [];\n\n    this.initShaderBuffers();\n};\n\n/**\n* @method begin\n* @param renderSession {RenderSession} \n* @param buffer {ArrayBuffer} \n*/\nPIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)\n{\n    this.renderSession = renderSession;\n    this.defaultShader = renderSession.shaderManager.defaultShader;\n\n    var projection = this.renderSession.projection;\n    this.width = projection.x * 2;\n    this.height = -projection.y * 2;\n    this.buffer = buffer;\n};\n\n/**\n* Applies the filter and adds it to the current filter stack.\n* \n* @method pushFilter\n* @param filterBlock {Object} the filter that will be pushed to the current filter stack\n*/\nPIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)\n{\n    var gl = this.gl;\n\n    var projection = this.renderSession.projection;\n    var offset = this.renderSession.offset;\n\n    filterBlock._filterArea = filterBlock.target.filterArea || filterBlock.target.getBounds();\n    \n    // >>> modify by nextht\n    filterBlock._previous_stencil_mgr = this.renderSession.stencilManager;\n    this.renderSession.stencilManager = new PIXI.WebGLStencilManager();\n    this.renderSession.stencilManager.setContext(gl);\n    gl.disable(gl.STENCIL_TEST);\n    // <<<  modify by nextht \n   \n    // filter program\n    // OPTIMISATION - the first filter is free if its a simple color change?\n    this.filterStack.push(filterBlock);\n\n    var filter = filterBlock.filterPasses[0];\n\n    this.offsetX += filterBlock._filterArea.x;\n    this.offsetY += filterBlock._filterArea.y;\n\n    var texture = this.texturePool.pop();\n    if(!texture)\n    {\n        texture = new PIXI.FilterTexture(this.gl, this.width * this.renderSession.resolution, this.height * this.renderSession.resolution);\n    }\n    else\n    {\n        texture.resize(this.width * this.renderSession.resolution, this.height * this.renderSession.resolution);\n    }\n\n    gl.bindTexture(gl.TEXTURE_2D,  texture.texture);\n\n    var filterArea = filterBlock._filterArea;// filterBlock.target.getBounds();///filterBlock.target.filterArea;\n\n    var padding = filter.padding;\n    filterArea.x -= padding;\n    filterArea.y -= padding;\n    filterArea.width += padding * 2;\n    filterArea.height += padding * 2;\n\n    // cap filter to screen size..\n    if(filterArea.x < 0)filterArea.x = 0;\n    if(filterArea.width > this.width)filterArea.width = this.width;\n    if(filterArea.y < 0)filterArea.y = 0;\n    if(filterArea.height > this.height)filterArea.height = this.height;\n\n    //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,  filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n    gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer);\n\n    // set view port\n    gl.viewport(0, 0, filterArea.width * this.renderSession.resolution, filterArea.height * this.renderSession.resolution);\n\n    projection.x = filterArea.width/2;\n    projection.y = -filterArea.height/2;\n\n    offset.x = -filterArea.x;\n    offset.y = -filterArea.y;\n\n    // update projection\n    // now restore the regular shader..\n    // this.renderSession.shaderManager.setShader(this.defaultShader);\n    //gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);\n    //gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y);\n\n    gl.colorMask(true, true, true, true);\n    gl.clearColor(0,0,0, 0);\n    gl.clear(gl.COLOR_BUFFER_BIT);\n\n    filterBlock._glFilterTexture = texture;\n\n};\n\n/**\n* Removes the last filter from the filter stack and doesn't return it.\n* \n* @method popFilter\n*/\nPIXI.WebGLFilterManager.prototype.popFilter = function()\n{\n    var gl = this.gl;\n    var filterBlock = this.filterStack.pop();\n    var filterArea = filterBlock._filterArea;\n    var texture = filterBlock._glFilterTexture;\n    var projection = this.renderSession.projection;\n    var offset = this.renderSession.offset;\n\n    if(filterBlock.filterPasses.length > 1)\n    {\n        gl.viewport(0, 0, filterArea.width * this.renderSession.resolution, filterArea.height * this.renderSession.resolution);\n\n        gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n\n        this.vertexArray[0] = 0;\n        this.vertexArray[1] = filterArea.height;\n\n        this.vertexArray[2] = filterArea.width;\n        this.vertexArray[3] = filterArea.height;\n\n        this.vertexArray[4] = 0;\n        this.vertexArray[5] = 0;\n\n        this.vertexArray[6] = filterArea.width;\n        this.vertexArray[7] = 0;\n\n        gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);\n\n        gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);\n        // now set the uvs..\n        this.uvArray[2] = filterArea.width/this.width;\n        this.uvArray[5] = filterArea.height/this.height;\n        this.uvArray[6] = filterArea.width/this.width;\n        this.uvArray[7] = filterArea.height/this.height;\n\n        gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);\n\n        var inputTexture = texture;\n        var outputTexture = this.texturePool.pop();\n        if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.gl, this.width * this.renderSession.resolution, this.height * this.renderSession.resolution);\n        outputTexture.resize(this.width * this.renderSession.resolution, this.height * this.renderSession.resolution);\n\n        // need to clear this FBO as it may have some left over elements from a previous filter.\n        gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );\n        gl.clear(gl.COLOR_BUFFER_BIT);\n\n        gl.disable(gl.BLEND);\n\n        for (var i = 0; i < filterBlock.filterPasses.length-1; i++)\n        {\n            var filterPass = filterBlock.filterPasses[i];\n\n            gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );\n\n            // set texture\n            gl.activeTexture(gl.TEXTURE0);\n            gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture);\n\n            // draw texture..\n            //filterPass.applyFilterPass(filterArea.width, filterArea.height);\n            this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height);\n\n            // swap the textures..\n            var temp = inputTexture;\n            inputTexture = outputTexture;\n            outputTexture = temp;\n        }\n\n        gl.enable(gl.BLEND);\n\n        texture = inputTexture;\n        this.texturePool.push(outputTexture);\n    }\n\n    var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1];\n\n    this.offsetX -= filterArea.x;\n    this.offsetY -= filterArea.y;\n\n    var sizeX = this.width;\n    var sizeY = this.height;\n\n    var offsetX = 0;\n    var offsetY = 0;\n\n    var buffer = this.buffer;\n\n    // time to render the filters texture to the previous scene\n    if(this.filterStack.length === 0)\n    {\n        gl.colorMask(true, true, true, true);//this.transparent);\n    }\n    else\n    {\n        var currentFilter = this.filterStack[this.filterStack.length-1];\n        filterArea = currentFilter._filterArea;\n\n        sizeX = filterArea.width;\n        sizeY = filterArea.height;\n\n        offsetX = filterArea.x;\n        offsetY = filterArea.y;\n\n        buffer =  currentFilter._glFilterTexture.frameBuffer;\n    }\n\n    // TODO need to remove these global elements..\n    projection.x = sizeX/2;\n    projection.y = -sizeY/2;\n\n    offset.x = offsetX;\n    offset.y = offsetY;\n\n    filterArea = filterBlock._filterArea;\n\n    var x = filterArea.x-offsetX;\n    var y = filterArea.y-offsetY;\n\n    // update the buffers..\n    // make sure to flip the y!\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n\n    this.vertexArray[0] = x;\n    this.vertexArray[1] = y + filterArea.height;\n\n    this.vertexArray[2] = x + filterArea.width;\n    this.vertexArray[3] = y + filterArea.height;\n\n    this.vertexArray[4] = x;\n    this.vertexArray[5] = y;\n\n    this.vertexArray[6] = x + filterArea.width;\n    this.vertexArray[7] = y;\n\n    gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);\n\n    this.uvArray[2] = filterArea.width/this.width;\n    this.uvArray[5] = filterArea.height/this.height;\n    this.uvArray[6] = filterArea.width/this.width;\n    this.uvArray[7] = filterArea.height/this.height;\n\n    gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray);\n\n    gl.viewport(0, 0, sizeX * this.renderSession.resolution, sizeY * this.renderSession.resolution);\n\n    // bind the buffer\n    gl.bindFramebuffer(gl.FRAMEBUFFER, buffer );\n\n    // set the blend mode! \n    //gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)\n\n    // set texture\n    gl.activeTexture(gl.TEXTURE0);\n    gl.bindTexture(gl.TEXTURE_2D, texture.texture);\n\n    // >>> modify by nextht\n    if (this.renderSession.stencilManager) {\n        this.renderSession.stencilManager.destroy();\n    }\n    this.renderSession.stencilManager = filterBlock._previous_stencil_mgr;\n    filterBlock._previous_stencil_mgr = null;\n    if (this.renderSession.stencilManager.count > 0) {\n        gl.enable(gl.STENCIL_TEST);\n    }\n    else {\n        gl.disable(gl.STENCIL_TEST);\n    }    \n    // <<< modify by nextht\n\n    // apply!\n    this.applyFilterPass(filter, filterArea, sizeX, sizeY);\n\n    // now restore the regular shader.. should happen automatically now..\n    // this.renderSession.shaderManager.setShader(this.defaultShader);\n    // gl.uniform2f(this.defaultShader.projectionVector, sizeX/2, -sizeY/2);\n    // gl.uniform2f(this.defaultShader.offsetVector, -offsetX, -offsetY);\n\n    // return the texture to the pool\n    this.texturePool.push(texture);\n    filterBlock._glFilterTexture = null;\n};\n\n\n/**\n* Applies the filter to the specified area.\n* \n* @method applyFilterPass\n* @param filter {AbstractFilter} the filter that needs to be applied\n* @param filterArea {Texture} TODO - might need an update\n* @param width {Number} the horizontal range of the filter\n* @param height {Number} the vertical range of the filter\n*/\nPIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height)\n{\n    // use program\n    var gl = this.gl;\n    var shader = filter.shaders[gl.id];\n\n    if(!shader)\n    {\n        shader = new PIXI.PixiShader(gl);\n\n        shader.fragmentSrc = filter.fragmentSrc;\n        shader.uniforms = filter.uniforms;\n        shader.init();\n\n        filter.shaders[gl.id] = shader;\n    }\n\n    // set the shader\n    this.renderSession.shaderManager.setShader(shader);\n\n//    gl.useProgram(shader.program);\n\n    gl.uniform2f(shader.projectionVector, width/2, -height/2);\n    gl.uniform2f(shader.offsetVector, 0,0);\n\n    if(filter.uniforms.dimensions)\n    {\n        filter.uniforms.dimensions.value[0] = this.width;//width;\n        filter.uniforms.dimensions.value[1] = this.height;//height;\n        filter.uniforms.dimensions.value[2] = this.vertexArray[0];\n        filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height;\n    }\n\n    shader.syncUniforms();\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n    gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);\n    gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);\n    gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, 0, 0);\n\n    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n\n    // draw the filter...\n    gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );\n\n    this.renderSession.drawCount++;\n};\n\n/**\n* Initialises the shader buffers.\n* \n* @method initShaderBuffers\n*/\nPIXI.WebGLFilterManager.prototype.initShaderBuffers = function()\n{\n    var gl = this.gl;\n\n    // create some buffers\n    this.vertexBuffer = gl.createBuffer();\n    this.uvBuffer = gl.createBuffer();\n    this.colorBuffer = gl.createBuffer();\n    this.indexBuffer = gl.createBuffer();\n\n    // bind and upload the vertexs..\n    // keep a reference to the vertexFloatData..\n    this.vertexArray = new PIXI.Float32Array([0.0, 0.0,\n                                         1.0, 0.0,\n                                         0.0, 1.0,\n                                         1.0, 1.0]);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n    gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);\n\n    // bind and upload the uv buffer\n    this.uvArray = new PIXI.Float32Array([0.0, 0.0,\n                                     1.0, 0.0,\n                                     0.0, 1.0,\n                                     1.0, 1.0]);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);\n    gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);\n\n    this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,\n                                        1.0, 0xFFFFFF,\n                                        1.0, 0xFFFFFF,\n                                        1.0, 0xFFFFFF]);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);\n    gl.bufferData(gl.ARRAY_BUFFER, this.colorArray, gl.STATIC_DRAW);\n\n    // bind and upload the index\n    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 1, 3, 2]), gl.STATIC_DRAW);\n\n};\n\n/**\n* Destroys the filter and removes it from the filter stack.\n* \n* @method destroy\n*/\nPIXI.WebGLFilterManager.prototype.destroy = function()\n{\n    var gl = this.gl;\n\n    this.filterStack = null;\n    \n    this.offsetX = 0;\n    this.offsetY = 0;\n\n    // destroy textures\n    for (var i = 0; i < this.texturePool.length; i++) {\n        this.texturePool[i].destroy();\n    }\n    \n    this.texturePool = null;\n\n    //destroy buffers..\n    gl.deleteBuffer(this.vertexBuffer);\n    gl.deleteBuffer(this.uvBuffer);\n    gl.deleteBuffer(this.colorBuffer);\n    gl.deleteBuffer(this.indexBuffer);\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n* @class FilterTexture\n* @constructor\n* @param gl {WebGLContext} the current WebGL drawing context\n* @param width {Number} the horizontal range of the filter\n* @param height {Number} the vertical range of the filter\n* @param scaleMode {Number} See {{#crossLink \"PIXI/scaleModes:property\"}}PIXI.scaleModes{{/crossLink}} for possible values\n*/\nPIXI.FilterTexture = function(gl, width, height, scaleMode)\n{\n    /**\n     * @property gl\n     * @type WebGLContext\n     */\n    this.gl = gl;\n\n    // next time to create a frame buffer and texture\n\n    /**\n     * @property frameBuffer\n     * @type Any\n     */\n    this.frameBuffer = gl.createFramebuffer();\n\n    /**\n     * @property texture\n     * @type Any\n     */\n    this.texture = gl.createTexture();\n\n    /**\n     * @property scaleMode\n     * @type Number\n     */\n    scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;\n\n    gl.bindTexture(gl.TEXTURE_2D,  this.texture);\n    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);\n    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);\n    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n    gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );\n\n    gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );\n    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);\n\n    // required for masking a mask??\n    this.renderBuffer = gl.createRenderbuffer();\n    gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);\n    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer);\n  \n    this.resize(width, height);\n};\n\nPIXI.FilterTexture.prototype.constructor = PIXI.FilterTexture;\n\n/**\n* Clears the filter texture.\n* \n* @method clear\n*/\nPIXI.FilterTexture.prototype.clear = function()\n{\n    var gl = this.gl;\n    \n    gl.clearColor(0,0,0, 0);\n    gl.clear(gl.COLOR_BUFFER_BIT);\n};\n\n/**\n * Resizes the texture to the specified width and height\n *\n * @method resize\n * @param width {Number} the new width of the texture\n * @param height {Number} the new height of the texture\n */\nPIXI.FilterTexture.prototype.resize = function(width, height)\n{\n    if(this.width === width && this.height === height) return;\n\n    this.width = width;\n    this.height = height;\n\n    var gl = this.gl;\n\n    gl.bindTexture(gl.TEXTURE_2D,  this.texture);\n    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,  width , height , 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n    // update the stencil buffer width and height\n    gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);\n    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width , height );\n};\n\n/**\n* Destroys the filter texture.\n* \n* @method destroy\n*/\nPIXI.FilterTexture.prototype.destroy = function()\n{\n    var gl = this.gl;\n    gl.deleteFramebuffer( this.frameBuffer );\n    gl.deleteTexture( this.texture );\n\n    this.frameBuffer = null;\n    this.texture = null;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * Creates a Canvas element of the given size.\n *\n * @class CanvasBuffer\n * @constructor\n * @param width {Number} the width for the newly created canvas\n * @param height {Number} the height for the newly created canvas\n */\nPIXI.CanvasBuffer = function(width, height)\n{\n    /**\n     * The width of the Canvas in pixels.\n     *\n     * @property width\n     * @type Number\n     */\n    this.width = width;\n\n    /**\n     * The height of the Canvas in pixels.\n     *\n     * @property height\n     * @type Number\n     */\n    this.height = height;\n\n    /**\n     * The Canvas object that belongs to this CanvasBuffer.\n     *\n     * @property canvas\n     * @type HTMLCanvasElement\n     */\n    this.canvas = PIXI.CanvasPool.create(this, this.width, this.height);\n\n    /**\n     * A CanvasRenderingContext2D object representing a two-dimensional rendering context.\n     *\n     * @property context\n     * @type CanvasRenderingContext2D\n     */\n    this.context = this.canvas.getContext(\"2d\");\n\n    this.canvas.width = width;\n    this.canvas.height = height;\n};\n\nPIXI.CanvasBuffer.prototype.constructor = PIXI.CanvasBuffer;\n\n/**\n * Clears the canvas that was created by the CanvasBuffer class.\n *\n * @method clear\n * @private\n */\nPIXI.CanvasBuffer.prototype.clear = function()\n{\n    this.context.setTransform(1, 0, 0, 1, 0, 0);\n    this.context.clearRect(0,0, this.width, this.height);\n};\n\n/**\n * Resizes the canvas to the specified width and height.\n *\n * @method resize\n * @param width {Number} the new width of the canvas\n * @param height {Number} the new height of the canvas\n */\nPIXI.CanvasBuffer.prototype.resize = function(width, height)\n{\n    this.width = this.canvas.width = width;\n    this.height = this.canvas.height = height;\n};\n\n/**\n * Frees the canvas up for use again.\n *\n * @method destroy\n */\nPIXI.CanvasBuffer.prototype.destroy = function()\n{\n    PIXI.CanvasPool.remove(this);\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * A set of functions used to handle masking.\n *\n * @class CanvasMaskManager\n * @constructor\n */\nPIXI.CanvasMaskManager = function()\n{\n};\n\nPIXI.CanvasMaskManager.prototype.constructor = PIXI.CanvasMaskManager;\n\n/**\n * This method adds it to the current stack of masks.\n *\n * @method pushMask\n * @param maskData {Object} the maskData that will be pushed\n * @param renderSession {Object} The renderSession whose context will be used for this mask manager.\n */\nPIXI.CanvasMaskManager.prototype.pushMask = function(maskData, renderSession) {\n\n\tvar context = renderSession.context;\n\n    context.save();\n    \n    var cacheAlpha = maskData.alpha;\n    var transform = maskData.worldTransform;\n\n    var resolution = renderSession.resolution;\n\n    context.setTransform(transform.a * resolution,\n                         transform.b * resolution,\n                         transform.c * resolution,\n                         transform.d * resolution,\n                         transform.tx * resolution,\n                         transform.ty * resolution);\n\n    PIXI.CanvasGraphics.renderGraphicsMask(maskData, context);\n\n    context.clip();\n\n    maskData.worldAlpha = cacheAlpha;\n};\n\n/**\n * Restores the current drawing context to the state it was before the mask was applied.\n *\n * @method popMask\n * @param renderSession {Object} The renderSession whose context will be used for this mask manager.\n */\nPIXI.CanvasMaskManager.prototype.popMask = function(renderSession)\n{\n    renderSession.context.restore();\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * Utility methods for Sprite/Texture tinting.\n *\n * @class CanvasTinter\n * @static\n */\nPIXI.CanvasTinter = function() {};\n\n/**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n * \n * @method getTintedTexture \n * @static\n * @param sprite {Sprite} the sprite to tint\n * @param color {Number} the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\nPIXI.CanvasTinter.getTintedTexture = function(sprite, color)\n{\n    var canvas = sprite.tintedTexture || PIXI.CanvasPool.create(this);\n    \n    PIXI.CanvasTinter.tintMethod(sprite.texture, color, canvas);\n\n    return canvas;\n};\n\n/**\n * Tint a texture using the \"multiply\" operation.\n * \n * @method tintWithMultiply\n * @static\n * @param texture {Texture} the texture to tint\n * @param color {Number} the color to use to tint the sprite with\n * @param canvas {HTMLCanvasElement} the current canvas\n */\nPIXI.CanvasTinter.tintWithMultiply = function(texture, color, canvas)\n{\n    var context = canvas.getContext(\"2d\");\n\n    var crop = texture.crop;\n\n    if (canvas.width !== crop.width || canvas.height !== crop.height)\n    {\n        canvas.width = crop.width;\n        canvas.height = crop.height;\n    }\n\n    context.clearRect(0, 0, crop.width, crop.height);\n\n    context.fillStyle = \"#\" + (\"00000\" + (color | 0).toString(16)).substr(-6);\n    context.fillRect(0, 0, crop.width, crop.height);\n\n    context.globalCompositeOperation = \"multiply\";\n    context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n    context.globalCompositeOperation = \"destination-atop\";\n    context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n};\n\n/**\n * Tint a texture pixel per pixel.\n * \n * @method tintPerPixel\n * @static\n * @param texture {Texture} the texture to tint\n * @param color {Number} the color to use to tint the sprite with\n * @param canvas {HTMLCanvasElement} the current canvas\n */ \nPIXI.CanvasTinter.tintWithPerPixel = function(texture, color, canvas)\n{\n    var context = canvas.getContext(\"2d\");\n\n    var crop = texture.crop;\n\n    canvas.width = crop.width;\n    canvas.height = crop.height;\n  \n    context.globalCompositeOperation = \"copy\";\n\n    context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height);\n\n    var rgbValues = PIXI.hex2rgb(color);\n    var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2];\n\n    var pixelData = context.getImageData(0, 0, crop.width, crop.height);\n\n    var pixels = pixelData.data;\n\n    for (var i = 0; i < pixels.length; i += 4)\n    {\n        pixels[i + 0] *= r;\n        pixels[i + 1] *= g;\n        pixels[i + 2] *= b;\n\n        if (!PIXI.CanvasTinter.canHandleAlpha)\n        {\n            var alpha = pixels[i + 3];\n\n            pixels[i + 0] /= 255 / alpha;\n            pixels[i + 1] /= 255 / alpha;\n            pixels[i + 2] /= 255 / alpha;\n        }\n    }\n\n    context.putImageData(pixelData, 0, 0);\n};\n\n/**\n * Checks if the browser correctly supports putImageData alpha channels.\n * \n * @method checkInverseAlpha\n * @static\n */\nPIXI.CanvasTinter.checkInverseAlpha = function()\n{\n    var canvas = new PIXI.CanvasBuffer(2, 1);\n\n    canvas.context.fillStyle = \"rgba(10, 20, 30, 0.5)\";\n\n    //  Draw a single pixel\n    canvas.context.fillRect(0, 0, 1, 1);\n\n    //  Get the color values\n    var s1 = canvas.context.getImageData(0, 0, 1, 1);\n\n    if (s1 === null)\n    {\n        return false;\n    }\n\n    //  Plot them to x2\n    canvas.context.putImageData(s1, 1, 0);\n\n    //  Get those values\n    var s2 = canvas.context.getImageData(1, 0, 1, 1);\n\n    //  Compare and return\n    return (s2.data[0] === s1.data[0] && s2.data[1] === s1.data[1] && s2.data[2] === s1.data[2] && s2.data[3] === s1.data[3]);\n};\n\n/**\n * If the browser isn't capable of handling tinting with alpha this will be false.\n * This property is only applicable if using tintWithPerPixel.\n *\n * @property canHandleAlpha\n * @type Boolean\n * @static\n */\nPIXI.CanvasTinter.canHandleAlpha = PIXI.CanvasTinter.checkInverseAlpha();\n\n/**\n * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.\n *\n * @property canUseMultiply\n * @type Boolean\n * @static\n */\nPIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes();\n\n/**\n * The tinting method that will be used.\n * \n * @method tintMethod\n * @static\n */\nPIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply :  PIXI.CanvasTinter.tintWithPerPixel;\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * The CanvasRenderer draws the Stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.\n * Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :)\n *\n * @class CanvasRenderer\n * @constructor\n * @param game {Phaser.Game} A reference to the Phaser Game instance\n */\nPIXI.CanvasRenderer = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the Phaser Game instance.\n    */\n    this.game = game;\n\n    if (!PIXI.defaultRenderer)\n    {\n        PIXI.defaultRenderer = this;\n    }\n\n    /**\n     * The renderer type.\n     *\n     * @property type\n     * @type Number\n     */\n    this.type = PIXI.CANVAS_RENDERER;\n\n    /**\n     * The resolution of the canvas.\n     *\n     * @property resolution\n     * @type Number\n     */\n    this.resolution = game.resolution;\n\n    /**\n     * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n     * If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.\n     * If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.\n     * Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.\n     *\n     * @property clearBeforeRender\n     * @type Boolean\n     * @default\n     */\n    this.clearBeforeRender = game.clearBeforeRender;\n\n    /**\n     * Whether the render view is transparent\n     *\n     * @property transparent\n     * @type Boolean\n     */\n    this.transparent = game.transparent;\n\n    /**\n     * Whether the render view should be resized automatically\n     *\n     * @property autoResize\n     * @type Boolean\n     */\n    this.autoResize = false;\n\n    /**\n     * The width of the canvas view\n     *\n     * @property width\n     * @type Number\n     * @default 800\n     */\n    this.width = game.width * this.resolution;\n\n    /**\n     * The height of the canvas view\n     *\n     * @property height\n     * @type Number\n     * @default 600\n     */\n    this.height = game.height * this.resolution;\n\n    /**\n     * The canvas element that everything is drawn to.\n     *\n     * @property view\n     * @type HTMLCanvasElement\n     */\n    this.view = game.canvas;\n\n    /**\n     * The canvas 2d context that everything is drawn with\n     * @property context\n     * @type CanvasRenderingContext2D\n     */\n    this.context = this.view.getContext(\"2d\", { alpha: this.transparent } );\n\n    /**\n     * Boolean flag controlling canvas refresh.\n     *\n     * @property refresh\n     * @type Boolean\n     */\n    this.refresh = true;\n\n    /**\n     * Internal var.\n     *\n     * @property count\n     * @type Number\n     */\n    this.count = 0;\n\n    /**\n     * Instance of a PIXI.CanvasMaskManager, handles masking when using the canvas renderer\n     * @property CanvasMaskManager\n     * @type CanvasMaskManager\n     */\n    this.maskManager = new PIXI.CanvasMaskManager();\n\n    /**\n     * The render session is just a bunch of parameter used for rendering\n     * @property renderSession\n     * @type Object\n     */\n    this.renderSession = {\n        context: this.context,\n        maskManager: this.maskManager,\n        scaleMode: null,\n        smoothProperty: Phaser.Canvas.getSmoothingPrefix(this.context),\n\n        /**\n         * If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.\n         * Handy for crisp pixel art and speed on legacy devices.\n         */\n        roundPixels: false\n    };\n\n    this.mapBlendModes();\n    \n    this.resize(this.width, this.height);\n\n};\n\n// constructor\nPIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;\n\n/**\n * Renders the DisplayObjectContainer, usually the Phaser.Stage, to this canvas view.\n *\n * @method render\n * @param root {Phaser.Stage|PIXI.DisplayObjectContainer} The root element to be rendered.\n */\nPIXI.CanvasRenderer.prototype.render = function (root) {\n\n    this.context.setTransform(1, 0, 0, 1, 0, 0);\n\n    this.context.globalAlpha = 1;\n\n    this.renderSession.currentBlendMode = 0;\n    this.renderSession.shakeX = this.game.camera._shake.x;\n    this.renderSession.shakeY = this.game.camera._shake.y;\n\n    this.context.globalCompositeOperation = 'source-over';\n\n    if (navigator.isCocoonJS && this.view.screencanvas)\n    {\n        this.context.fillStyle = \"black\";\n        this.context.clear();\n    }\n    \n    if (this.clearBeforeRender)\n    {\n        if (this.transparent)\n        {\n            this.context.clearRect(0, 0, this.width, this.height);\n        }\n        else if (root._bgColor)\n        {\n            this.context.fillStyle = root._bgColor.rgba;\n            this.context.fillRect(0, 0, this.width , this.height);\n        }\n    }\n    \n    this.renderDisplayObject(root);\n\n};\n\n\n/**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @method destroy\n * @param [removeView=true] {boolean} Removes the Canvas element from the DOM.\n */\nPIXI.CanvasRenderer.prototype.destroy = function (removeView) {\n\n    if (removeView === undefined) { removeView = true; }\n\n    if (removeView && this.view.parent)\n    {\n        this.view.parent.removeChild(this.view);\n    }\n\n    this.view = null;\n    this.context = null;\n    this.maskManager = null;\n    this.renderSession = null;\n\n};\n\n/**\n * Resizes the canvas view to the specified width and height\n *\n * @method resize\n * @param width {Number} the new width of the canvas view\n * @param height {Number} the new height of the canvas view\n */\nPIXI.CanvasRenderer.prototype.resize = function (width, height) {\n\n    this.width = width * this.resolution;\n    this.height = height * this.resolution;\n\n    this.view.width = this.width;\n    this.view.height = this.height;\n\n    if (this.autoResize)\n    {\n        this.view.style.width = this.width / this.resolution + \"px\";\n        this.view.style.height = this.height / this.resolution + \"px\";\n    }\n\n    if (this.renderSession.smoothProperty)\n    {\n        this.context[this.renderSession.smoothProperty] = (this.renderSession.scaleMode === PIXI.scaleModes.LINEAR);\n    }\n\n};\n\n/**\n * Renders a display object\n *\n * @method renderDisplayObject\n * @param displayObject {DisplayObject} The displayObject to render\n * @param context {CanvasRenderingContext2D} the context 2d method of the canvas\n * @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.\n * @private\n */\nPIXI.CanvasRenderer.prototype.renderDisplayObject = function (displayObject, context, matrix) {\n\n    this.renderSession.context = context || this.context;\n    this.renderSession.resolution = this.resolution;\n    displayObject._renderCanvas(this.renderSession, matrix);\n\n};\n\n/**\n * Maps Pixi blend modes to canvas blend modes.\n *\n * @method mapBlendModes\n * @private\n */\nPIXI.CanvasRenderer.prototype.mapBlendModes = function () {\n\n    if (!PIXI.blendModesCanvas)\n    {\n        var b = [];\n        var modes = PIXI.blendModes;\n        var useNew = PIXI.canUseNewCanvasBlendModes();\n\n        b[modes.NORMAL] = 'source-over';\n        b[modes.ADD] = 'lighter';\n        b[modes.MULTIPLY] = (useNew) ? 'multiply' : 'source-over';\n        b[modes.SCREEN] = (useNew) ? 'screen' : 'source-over';\n        b[modes.OVERLAY] = (useNew) ? 'overlay' : 'source-over';\n        b[modes.DARKEN] = (useNew) ? 'darken' : 'source-over';\n        b[modes.LIGHTEN] = (useNew) ? 'lighten' : 'source-over';\n        b[modes.COLOR_DODGE] = (useNew) ? 'color-dodge' : 'source-over';\n        b[modes.COLOR_BURN] = (useNew) ? 'color-burn' : 'source-over';\n        b[modes.HARD_LIGHT] = (useNew) ? 'hard-light' : 'source-over';\n        b[modes.SOFT_LIGHT] = (useNew) ? 'soft-light' : 'source-over';\n        b[modes.DIFFERENCE] = (useNew) ? 'difference' : 'source-over';\n        b[modes.EXCLUSION] = (useNew) ? 'exclusion' : 'source-over';\n        b[modes.HUE] = (useNew) ? 'hue' : 'source-over';\n        b[modes.SATURATION] = (useNew) ? 'saturation' : 'source-over';\n        b[modes.COLOR] = (useNew) ? 'color' : 'source-over';\n        b[modes.LUMINOSITY] = (useNew) ? 'luminosity' : 'source-over';\n\n        PIXI.blendModesCanvas = b;\n    }\n\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * A texture stores the information that represents an image. All textures have a base texture.\n *\n * @class BaseTexture\n * @uses EventTarget\n * @constructor\n * @param source {String|Canvas} the source object (image or canvas)\n * @param scaleMode {Number} See {{#crossLink \"PIXI/scaleModes:property\"}}PIXI.scaleModes{{/crossLink}} for possible values\n */\nPIXI.BaseTexture = function(source, scaleMode)\n{\n    /**\n     * The Resolution of the texture. \n     *\n     * @property resolution\n     * @type Number\n     */\n    this.resolution = 1;\n    \n    /**\n     * [read-only] The width of the base texture set when the image has loaded\n     *\n     * @property width\n     * @type Number\n     * @readOnly\n     */\n    this.width = 100;\n\n    /**\n     * [read-only] The height of the base texture set when the image has loaded\n     *\n     * @property height\n     * @type Number\n     * @readOnly\n     */\n    this.height = 100;\n\n    /**\n     * The scale mode to apply when scaling this texture\n     * \n     * @property scaleMode\n     * @type {Number}\n     * @default PIXI.scaleModes.LINEAR\n     */\n    this.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;\n\n    /**\n     * [read-only] Set to true once the base texture has loaded\n     *\n     * @property hasLoaded\n     * @type Boolean\n     * @readOnly\n     */\n    this.hasLoaded = false;\n\n    /**\n     * The image source that is used to create the texture.\n     *\n     * @property source\n     * @type Image\n     */\n    this.source = source;\n\n    /**\n     * Controls if RGB channels should be pre-multiplied by Alpha  (WebGL only)\n     *\n     * @property premultipliedAlpha\n     * @type Boolean\n     * @default true\n     */\n    this.premultipliedAlpha = true;\n\n    // used for webGL\n\n    /**\n     * @property _glTextures\n     * @type Array\n     * @private\n     */\n    this._glTextures = [];\n\n    /**\n     * Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used\n     * Also the texture must be a power of two size to work\n     * \n     * @property mipmap\n     * @type {Boolean}\n     */\n    this.mipmap = false;\n\n    /**\n     * @property _dirty\n     * @type Array\n     * @private\n     */\n    this._dirty = [true, true, true, true];\n\n    if (!source)\n    {\n        return;\n    }\n\n    if ((this.source.complete || this.source.getContext) && this.source.width && this.source.height)\n    {\n        this.hasLoaded = true;\n        this.width = this.source.naturalWidth || this.source.width;\n        this.height = this.source.naturalHeight || this.source.height;\n        this.dirty();\n    }\n\n    /**\n     * A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch.\n     * \n     * You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal `__default` texture)\n     * that has children that you do want to render, without causing a batch flush in the process.\n     * \n     * @property skipRender\n     * @type Boolean\n     */\n    this.skipRender = false;\n\n    /**\n     * @property _powerOf2\n     * @type Boolean\n     * @private\n     */\n    this._powerOf2 = false;\n\n};\n\nPIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;\n\n/**\n * Forces this BaseTexture to be set as loaded, with the given width and height.\n * Then calls BaseTexture.dirty.\n * Important for when you don't want to modify the source object by forcing in `complete` or dimension properties it may not have.\n *\n * @method forceLoaded\n * @param {number} width - The new width to force the BaseTexture to be.\n * @param {number} height - The new height to force the BaseTexture to be.\n */\nPIXI.BaseTexture.prototype.forceLoaded = function(width, height)\n{\n    this.hasLoaded = true;\n    this.width = width;\n    this.height = height;\n    this.dirty();\n};\n\n/**\n * Destroys this base texture\n *\n * @method destroy\n */\nPIXI.BaseTexture.prototype.destroy = function()\n{\n    if (this.source)\n    {\n        PIXI.CanvasPool.removeByCanvas(this.source);\n    }\n\n    this.source = null;\n\n    this.unloadFromGPU();\n};\n\n/**\n * Changes the source image of the texture\n *\n * @method updateSourceImage\n * @param newSrc {String} the path of the image\n * @deprecated This method is deprecated. Please use Phaser.Sprite.loadTexture instead.\n */\nPIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)\n{\n    console.warn(\"PIXI.BaseTexture.updateSourceImage is deprecated. Use Phaser.Sprite.loadTexture instead.\");\n};\n\n/**\n * Sets all glTextures to be dirty.\n *\n * @method dirty\n */\nPIXI.BaseTexture.prototype.dirty = function()\n{\n    for (var i = 0; i < this._glTextures.length; i++)\n    {\n        this._dirty[i] = true;\n    }\n};\n\n/**\n * Removes the base texture from the GPU, useful for managing resources on the GPU.\n * Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.\n *\n * @method unloadFromGPU\n */\nPIXI.BaseTexture.prototype.unloadFromGPU = function()\n{\n    this.dirty();\n\n    // delete the webGL textures if any.\n    for (var i = this._glTextures.length - 1; i >= 0; i--)\n    {\n        var glTexture = this._glTextures[i];\n        var gl = PIXI.glContexts[i];\n\n        if(gl && glTexture)\n        {\n            gl.deleteTexture(glTexture);\n        }\n        \n    }\n\n    this._glTextures.length = 0;\n\n    this.dirty();\n};\n\n/**\n * Helper function that creates a base texture from the given canvas element.\n *\n * @static\n * @method fromCanvas\n * @param canvas {Canvas} The canvas element source of the texture\n * @param scaleMode {Number} See {{#crossLink \"PIXI/scaleModes:property\"}}PIXI.scaleModes{{/crossLink}} for possible values\n * @return {BaseTexture}\n */\nPIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)\n{\n    if (canvas.width === 0)\n    {\n        canvas.width = 1;\n    }\n\n    if (canvas.height === 0)\n    {\n        canvas.height = 1;\n    }\n\n    return new PIXI.BaseTexture(canvas, scaleMode);\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * TextureSilentFail is a boolean that defaults to `false`. \n * If `true` then `PIXI.Texture.setFrame` will no longer throw an error if the texture dimensions are incorrect. \n * Instead `Texture.valid` will be set to `false` (#1556)\n *\n * @type {boolean}\n */\nPIXI.TextureSilentFail = false;\n\n/**\n * A texture stores the information that represents an image or part of an image. It cannot be added\n * to the display list directly. Instead use it as the texture for a PIXI.Sprite. If no frame is provided then the whole image is used.\n *\n * @class Texture\n * @uses EventTarget\n * @constructor\n * @param baseTexture {BaseTexture} The base texture source to create the texture from\n * @param frame {Rectangle} The rectangle frame of the texture to show\n * @param [crop] {Rectangle} The area of original texture \n * @param [trim] {Rectangle} Trimmed texture rectangle\n */\nPIXI.Texture = function(baseTexture, frame, crop, trim)\n{\n    /**\n     * Does this Texture have any frame data assigned to it?\n     *\n     * @property noFrame\n     * @type Boolean\n     */\n    this.noFrame = false;\n\n    if (!frame)\n    {\n        this.noFrame = true;\n        frame = new PIXI.Rectangle(0,0,1,1);\n    }\n\n    if (baseTexture instanceof PIXI.Texture)\n    {\n        baseTexture = baseTexture.baseTexture;\n    }\n\n    /**\n     * The base texture that this texture uses.\n     *\n     * @property baseTexture\n     * @type BaseTexture\n     */\n    this.baseTexture = baseTexture;\n\n    /**\n     * The frame specifies the region of the base texture that this texture uses\n     *\n     * @property frame\n     * @type Rectangle\n     */\n    this.frame = frame;\n\n    /**\n     * The texture trim data.\n     *\n     * @property trim\n     * @type Rectangle\n     */\n    this.trim = trim;\n\n    /**\n     * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n     *\n     * @property valid\n     * @type Boolean\n     */\n    this.valid = false;\n\n    /**\n     * Is this a tiling texture? As used by the likes of a TilingSprite.\n     *\n     * @property isTiling\n     * @type Boolean\n     */\n    this.isTiling = false;\n\n    /**\n     * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)\n     *\n     * @property requiresUpdate\n     * @type Boolean\n     */\n    this.requiresUpdate = false;\n\n    /**\n     * This will let a renderer know that a tinted parent has updated its texture.\n     *\n     * @property requiresReTint\n     * @type Boolean\n     */\n    this.requiresReTint = false;\n\n    /**\n     * The WebGL UV data cache.\n     *\n     * @property _uvs\n     * @type Object\n     * @private\n     */\n    this._uvs = null;\n\n    /**\n     * The width of the Texture in pixels.\n     *\n     * @property width\n     * @type Number\n     */\n    this.width = 0;\n\n    /**\n     * The height of the Texture in pixels.\n     *\n     * @property height\n     * @type Number\n     */\n    this.height = 0;\n\n    /**\n     * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n     * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n     *\n     * @property crop\n     * @type Rectangle\n     */\n    this.crop = crop || new PIXI.Rectangle(0, 0, 1, 1);\n\n    if (baseTexture.hasLoaded)\n    {\n        if (this.noFrame) frame = new PIXI.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n        this.setFrame(frame);\n    }\n\n};\n\nPIXI.Texture.prototype.constructor = PIXI.Texture;\n\n/**\n * Called when the base texture is loaded\n *\n * @method onBaseTextureLoaded\n * @private\n */\nPIXI.Texture.prototype.onBaseTextureLoaded = function()\n{\n    var baseTexture = this.baseTexture;\n\n    if (this.noFrame)\n    {\n        this.frame = new PIXI.Rectangle(0, 0, baseTexture.width, baseTexture.height);\n    }\n\n    this.setFrame(this.frame);\n};\n\n/**\n * Destroys this texture\n *\n * @method destroy\n * @param destroyBase {Boolean} Whether to destroy the base texture as well\n */\nPIXI.Texture.prototype.destroy = function(destroyBase)\n{\n    if (destroyBase) this.baseTexture.destroy();\n\n    this.valid = false;\n};\n\n/**\n * Specifies the region of the baseTexture that this texture will use.\n *\n * @method setFrame\n * @param frame {Rectangle} The frame of the texture to set it to\n */\nPIXI.Texture.prototype.setFrame = function(frame)\n{\n    this.noFrame = false;\n\n    this.frame = frame;\n    this.width = frame.width;\n    this.height = frame.height;\n\n    this.crop.x = frame.x;\n    this.crop.y = frame.y;\n    this.crop.width = frame.width;\n    this.crop.height = frame.height;\n\n    if (!this.trim && (frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height))\n    {\n        if (!PIXI.TextureSilentFail)\n        {\n            throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this);\n        }\n\n        this.valid = false;\n        return;\n    }\n\n    this.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded;\n\n    if (this.trim)\n    {\n        this.width = this.trim.width;\n        this.height = this.trim.height;\n        this.frame.width = this.trim.width;\n        this.frame.height = this.trim.height;\n    }\n    \n    if (this.valid) this._updateUvs();\n\n};\n\n/**\n * Updates the internal WebGL UV cache.\n *\n * @method _updateUvs\n * @private\n */\nPIXI.Texture.prototype._updateUvs = function()\n{\n    if(!this._uvs)this._uvs = new PIXI.TextureUvs();\n\n    var frame = this.crop;\n    var tw = this.baseTexture.width;\n    var th = this.baseTexture.height;\n    \n    this._uvs.x0 = frame.x / tw;\n    this._uvs.y0 = frame.y / th;\n\n    this._uvs.x1 = (frame.x + frame.width) / tw;\n    this._uvs.y1 = frame.y / th;\n\n    this._uvs.x2 = (frame.x + frame.width) / tw;\n    this._uvs.y2 = (frame.y + frame.height) / th;\n\n    this._uvs.x3 = frame.x / tw;\n    this._uvs.y3 = (frame.y + frame.height) / th;\n};\n\n/**\n * Helper function that creates a new a Texture based on the given canvas element.\n *\n * @static\n * @method fromCanvas\n * @param canvas {Canvas} The canvas element source of the texture\n * @param scaleMode {Number} See {{#crossLink \"PIXI/scaleModes:property\"}}PIXI.scaleModes{{/crossLink}} for possible values\n * @return {Texture}\n */\nPIXI.Texture.fromCanvas = function(canvas, scaleMode)\n{\n    var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode);\n\n    return new PIXI.Texture(baseTexture);\n};\n\nPIXI.TextureUvs = function()\n{\n    this.x0 = 0;\n    this.y0 = 0;\n\n    this.x1 = 0;\n    this.y1 = 0;\n\n    this.x2 = 0;\n    this.y2 = 0;\n\n    this.x3 = 0;\n    this.y3 = 0;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * A RenderTexture is a special texture that allows any Pixi display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example:\n *\n *    var renderTexture = new PIXI.RenderTexture(800, 600);\n *    var sprite = PIXI.Sprite.fromImage(\"spinObj_01.png\");\n *    sprite.position.x = 800/2;\n *    sprite.position.y = 600/2;\n *    sprite.anchor.x = 0.5;\n *    sprite.anchor.y = 0.5;\n *    renderTexture.render(sprite);\n *\n * The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used:\n *\n *    var doc = new PIXI.DisplayObjectContainer();\n *    doc.addChild(sprite);\n *    renderTexture.render(doc);  // Renders to center of renderTexture\n *\n * @class RenderTexture\n * @extends Texture\n * @constructor\n * @param width {Number} The width of the render texture\n * @param height {Number} The height of the render texture\n * @param renderer {CanvasRenderer|WebGLRenderer} The renderer used for this RenderTexture\n * @param scaleMode {Number} See {{#crossLink \"PIXI/scaleModes:property\"}}PIXI.scaleModes{{/crossLink}} for possible values\n * @param resolution {Number} The resolution of the texture being generated\n */\nPIXI.RenderTexture = function(width, height, renderer, scaleMode, resolution)\n{\n    /**\n     * The with of the render texture\n     *\n     * @property width\n     * @type Number\n     */\n    this.width = width || 100;\n\n    /**\n     * The height of the render texture\n     *\n     * @property height\n     * @type Number\n     */\n    this.height = height || 100;\n\n    /**\n     * The Resolution of the texture.\n     *\n     * @property resolution\n     * @type Number\n     */\n    this.resolution = resolution || 1;\n\n    /**\n     * The framing rectangle of the render texture\n     *\n     * @property frame\n     * @type Rectangle\n     */\n    this.frame = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);\n\n    /**\n     * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n     * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n     *\n     * @property crop\n     * @type Rectangle\n     */\n    this.crop = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);\n\n    /**\n     * The base texture object that this texture uses\n     *\n     * @property baseTexture\n     * @type BaseTexture\n     */\n    this.baseTexture = new PIXI.BaseTexture();\n    this.baseTexture.width = this.width * this.resolution;\n    this.baseTexture.height = this.height * this.resolution;\n    this.baseTexture._glTextures = [];\n    this.baseTexture.resolution = this.resolution;\n\n    this.baseTexture.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;\n\n    this.baseTexture.hasLoaded = true;\n\n    PIXI.Texture.call(this,\n        this.baseTexture,\n        new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution)\n    );\n\n    /**\n     * The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.\n     *\n     * @property renderer\n     * @type CanvasRenderer|WebGLRenderer\n     */\n    this.renderer = renderer || PIXI.defaultRenderer;\n\n    if (this.renderer.type === PIXI.WEBGL_RENDERER)\n    {\n        var gl = this.renderer.gl;\n        this.baseTexture._dirty[gl.id] = false;\n\n        this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height, this.baseTexture.scaleMode);\n        this.baseTexture._glTextures[gl.id] =  this.textureBuffer.texture;\n\n        this.render = this.renderWebGL;\n        this.projection = new PIXI.Point(this.width * 0.5, -this.height * 0.5);\n    }\n    else\n    {\n        this.render = this.renderCanvas;\n        this.textureBuffer = new PIXI.CanvasBuffer(this.width * this.resolution, this.height * this.resolution);\n        this.baseTexture.source = this.textureBuffer.canvas;\n    }\n\n    /**\n     * @property valid\n     * @type Boolean\n     */\n    this.valid = true;\n\n    this.tempMatrix = new Phaser.Matrix();\n\n    this._updateUvs();\n};\n\nPIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);\nPIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;\n\n/**\n * Resizes the RenderTexture.\n *\n * @method resize\n * @param width {Number} The width to resize to.\n * @param height {Number} The height to resize to.\n * @param updateBase {Boolean} Should the baseTexture.width and height values be resized as well?\n */\nPIXI.RenderTexture.prototype.resize = function(width, height, updateBase)\n{\n    if (width === this.width && height === this.height)return;\n\n    this.valid = (width > 0 && height > 0);\n\n    this.width = width;\n    this.height = height;\n    this.frame.width = this.crop.width = width * this.resolution;\n    this.frame.height = this.crop.height = height * this.resolution;\n\n    if (updateBase)\n    {\n        this.baseTexture.width = this.width * this.resolution;\n        this.baseTexture.height = this.height * this.resolution;\n    }\n\n    if (this.renderer.type === PIXI.WEBGL_RENDERER)\n    {\n        this.projection.x = this.width / 2;\n        this.projection.y = -this.height / 2;\n    }\n\n    if(!this.valid)return;\n\n    this.textureBuffer.resize(this.width, this.height);\n};\n\n/**\n * Clears the RenderTexture.\n *\n * @method clear\n */\nPIXI.RenderTexture.prototype.clear = function()\n{\n    if (!this.valid)\n    {\n        return;\n    }\n\n    if (this.renderer.type === PIXI.WEBGL_RENDERER)\n    {\n        this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);\n    }\n\n    this.textureBuffer.clear();\n};\n\n/**\n * This function will draw the display object to the texture.\n *\n * @method renderWebGL\n * @param displayObject {DisplayObject} The display object to render this texture on\n * @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.\n * @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn\n * @private\n */\nPIXI.RenderTexture.prototype.renderWebGL = function(displayObject, matrix, clear)\n{\n    if (!this.valid || displayObject.alpha === 0)\n    {\n        return;\n    }\n   \n    //  Let's create a nice matrix to apply to our display object.\n    //  Frame buffers come in upside down so we need to flip the matrix.\n    var wt = displayObject.worldTransform;\n    wt.identity();\n    wt.translate(0, this.projection.y * 2);\n\n    if (matrix)\n    {\n        wt.append(matrix);\n    }\n\n    wt.scale(1, -1);\n\n    //  Time to update all the children of the displayObject with the new matrix.\n    for (var i = 0; i < displayObject.children.length; i++)\n    {\n        displayObject.children[i].updateTransform();\n    }\n    \n    //  Time for the webGL fun stuff!\n    var gl = this.renderer.gl;\n\n    gl.viewport(0, 0, this.width * this.resolution, this.height * this.resolution);\n\n    gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer );\n\n    if (clear)\n    {\n        this.textureBuffer.clear();\n    }\n\n    this.renderer.spriteBatch.dirty = true;\n\n    this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer, matrix);\n\n    this.renderer.spriteBatch.dirty = true;\n\n};\n\n/**\n * This function will draw the display object to the texture.\n *\n * @method renderCanvas\n * @param displayObject {DisplayObject} The display object to render this texture on\n * @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.\n * @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn\n * @private\n */\nPIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clear)\n{\n    if (!this.valid || displayObject.alpha === 0)\n    {\n        return;\n    }\n\n    //  Let's create a nice matrix to apply to our display object.\n    //  Frame buffers come in upside down so we need to flip the matrix.\n    var wt = displayObject.worldTransform;\n    wt.identity();\n\n    if (matrix)\n    {\n        wt.append(matrix);\n    }\n\n    // Time to update all the children of the displayObject with the new matrix (what new matrix? there isn't one!)\n    for (var i = 0; i < displayObject.children.length; i++)\n    {\n        displayObject.children[i].updateTransform();\n    }\n\n    if (clear)\n    {\n        this.textureBuffer.clear();\n    }\n\n    var realResolution = this.renderer.resolution;\n\n    this.renderer.resolution = this.resolution;\n\n    this.renderer.renderDisplayObject(displayObject, this.textureBuffer.context, matrix);\n\n    this.renderer.resolution = realResolution;\n};\n\n/**\n * Will return a HTML Image of the texture\n *\n * @method getImage\n * @return {Image}\n */\nPIXI.RenderTexture.prototype.getImage = function()\n{\n    var image = new Image();\n    image.src = this.getBase64();\n    return image;\n};\n\n/**\n * Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.\n *\n * @method getBase64\n * @return {String} A base64 encoded string of the texture.\n */\nPIXI.RenderTexture.prototype.getBase64 = function()\n{\n    return this.getCanvas().toDataURL();\n};\n\n/**\n * Creates a Canvas element, renders this RenderTexture to it and then returns it.\n *\n * @method getCanvas\n * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.\n */\nPIXI.RenderTexture.prototype.getCanvas = function()\n{\n    if (this.renderer.type === PIXI.WEBGL_RENDERER)\n    {\n        var gl =  this.renderer.gl;\n        var width = this.textureBuffer.width;\n        var height = this.textureBuffer.height;\n\n        var webGLPixels = new Uint8Array(4 * width * height);\n\n        gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);\n        gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);\n        gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\n        var tempCanvas = new PIXI.CanvasBuffer(width, height);\n        var canvasData = tempCanvas.context.getImageData(0, 0, width, height);\n        canvasData.data.set(webGLPixels);\n\n        tempCanvas.context.putImageData(canvasData, 0, 0);\n\n        return tempCanvas.canvas;\n    }\n    else\n    {\n        return this.textureBuffer.canvas;\n    }\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * This is the base class for creating a PIXI filter. Currently only webGL supports filters.\n * If you want to make a custom filter this should be your base class.\n * \n * @class AbstractFilter\n * @constructor\n * @param fragmentSrc {Array} The fragment source in an array of strings.\n * @param uniforms {Object} An object containing the uniforms for this filter.\n */\nPIXI.AbstractFilter = function(fragmentSrc, uniforms)\n{\n    /**\n    * An array of passes - some filters contain a few steps this array simply stores the steps in a liniear fashion.\n    * For example the blur filter has two passes blurX and blurY.\n    * @property passes\n    * @type Array\n    * @private\n    */\n    this.passes = [this];\n\n    /**\n    * @property shaders\n    * @type Array\n    * @private\n    */\n    this.shaders = [];\n    \n    /**\n    * @property dirty\n    * @type Boolean\n    */\n    this.dirty = true;\n\n    /**\n    * @property padding\n    * @type Number\n    */\n    this.padding = 0;\n\n    /**\n    * @property uniforms\n    * @type Object\n    * @private\n    */\n    this.uniforms = uniforms || {};\n\n    /**\n    * @property fragmentSrc\n    * @type Array\n    * @private\n    */\n    this.fragmentSrc = fragmentSrc || [];\n};\n\nPIXI.AbstractFilter.prototype.constructor = PIXI.AbstractFilter;\n\n/**\n * Syncs the uniforms between the class object and the shaders.\n *\n * @method syncUniforms\n */\nPIXI.AbstractFilter.prototype.syncUniforms = function()\n{\n    for(var i=0,j=this.shaders.length; i<j; i++)\n    {\n        this.shaders[i].dirty = true;\n    }\n};\n\n/**\n * @author Mat Groves http://matgroves.com/\n */\n\n /**\n *\n * @class Strip\n * @extends DisplayObjectContainer\n * @constructor\n * @param texture {Texture} The texture to use\n * @param width {Number} the width\n * @param height {Number} the height\n *\n */\nPIXI.Strip = function(texture)\n{\n    PIXI.DisplayObjectContainer.call( this );\n\n\n    /**\n     * The texture of the strip\n     *\n     * @property texture\n     * @type Texture\n     */\n    this.texture = texture;\n\n    // set up the main bits..\n    this.uvs = new PIXI.Float32Array([0, 1,\n                                      1, 1,\n                                      1, 0,\n                                      0, 1]);\n\n    this.vertices = new PIXI.Float32Array([0, 0,\n                                            100, 0,\n                                            100, 100,\n                                            0, 100]);\n\n    this.colors = new PIXI.Float32Array([1, 1, 1, 1]);\n\n    this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);\n\n    /**\n     * Whether the strip is dirty or not\n     *\n     * @property dirty\n     * @type Boolean\n     */\n    this.dirty = true;\n\n    /**\n     * The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.\n     *\n     * @property blendMode\n     * @type Number\n     * @default PIXI.blendModes.NORMAL;\n     */\n    this.blendMode = PIXI.blendModes.NORMAL;\n\n    /**\n     * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.\n     *\n     * @property canvasPadding\n     * @type Number\n     */\n    this.canvasPadding = 0;\n\n    this.drawMode = PIXI.Strip.DrawModes.TRIANGLE_STRIP;\n\n};\n\n// constructor\nPIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);\nPIXI.Strip.prototype.constructor = PIXI.Strip;\n\nPIXI.Strip.prototype._renderWebGL = function(renderSession)\n{\n    // if the sprite is not visible or the alpha is 0 then no need to render this element\n    if(!this.visible || this.alpha <= 0)return;\n    // render triangle strip..\n\n    renderSession.spriteBatch.stop();\n\n    // init! init!\n    if(!this._vertexBuffer)this._initWebGL(renderSession);\n\n    renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);\n\n    this._renderStrip(renderSession);\n\n    ///renderSession.shaderManager.activateDefaultShader();\n\n    renderSession.spriteBatch.start();\n\n    //TODO check culling\n};\n\nPIXI.Strip.prototype._initWebGL = function(renderSession)\n{\n    // build the strip!\n    var gl = renderSession.gl;\n\n    this._vertexBuffer = gl.createBuffer();\n    this._indexBuffer = gl.createBuffer();\n    this._uvBuffer = gl.createBuffer();\n    this._colorBuffer = gl.createBuffer();\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);\n    gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);\n    gl.bufferData(gl.ARRAY_BUFFER,  this.uvs, gl.STATIC_DRAW);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);\n    gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);\n\n    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);\n    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);\n};\n\nPIXI.Strip.prototype._renderStrip = function(renderSession)\n{\n    var gl = renderSession.gl;\n    var projection = renderSession.projection,\n        offset = renderSession.offset,\n        shader = renderSession.shaderManager.stripShader;\n\n    var drawMode = this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP ? gl.TRIANGLE_STRIP : gl.TRIANGLES;\n\n    // gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);\n\n    renderSession.blendModeManager.setBlendMode(this.blendMode);\n\n\n    // set uniforms\n    gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));\n    gl.uniform2f(shader.projectionVector, projection.x, -projection.y);\n    gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);\n    gl.uniform1f(shader.alpha, this.worldAlpha);\n\n    if(!this.dirty)\n    {\n\n        gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);\n        gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);\n        gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);\n\n        // update the uvs\n        gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);\n        gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);\n\n        gl.activeTexture(gl.TEXTURE0);\n\n        // check if a texture is dirty..\n        if(this.texture.baseTexture._dirty[gl.id])\n        {\n            renderSession.renderer.updateTexture(this.texture.baseTexture);\n        }\n        else\n        {\n            // bind the current texture\n            gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);\n        }\n\n        // dont need to upload!\n        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);\n\n\n    }\n    else\n    {\n\n        this.dirty = false;\n        gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);\n        gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);\n        gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);\n\n        // update the uvs\n        gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);\n        gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);\n        gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);\n\n        gl.activeTexture(gl.TEXTURE0);\n\n        // check if a texture is dirty..\n        if(this.texture.baseTexture._dirty[gl.id])\n        {\n            renderSession.renderer.updateTexture(this.texture.baseTexture);\n        }\n        else\n        {\n            gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);\n        }\n\n        // dont need to upload!\n        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);\n        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);\n\n    }\n    //console.log(gl.TRIANGLE_STRIP)\n    //\n    //\n    gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);\n\n\n};\n\n\n\nPIXI.Strip.prototype._renderCanvas = function(renderSession)\n{\n    var context = renderSession.context;\n\n    var transform = this.worldTransform;\n\n    var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;\n    var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY;\n\n    if (renderSession.roundPixels)\n    {\n        context.setTransform(transform.a, transform.b, transform.c, transform.d, tx | 0, ty | 0);\n    }\n    else\n    {\n        context.setTransform(transform.a, transform.b, transform.c, transform.d, tx, ty);\n    }\n\n    if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP)\n    {\n        this._renderCanvasTriangleStrip(context);\n    }\n    else\n    {\n        this._renderCanvasTriangles(context);\n    }\n};\n\nPIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)\n{\n    // draw triangles!!\n    var vertices = this.vertices;\n    var uvs = this.uvs;\n\n    var length = vertices.length / 2;\n    this.count++;\n\n    for (var i = 0; i < length - 2; i++) {\n        // draw some triangles!\n        var index = i * 2;\n        this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));\n    }\n};\n\nPIXI.Strip.prototype._renderCanvasTriangles = function(context)\n{\n    // draw triangles!!\n    var vertices = this.vertices;\n    var uvs = this.uvs;\n    var indices = this.indices;\n\n    var length = indices.length;\n    this.count++;\n\n    for (var i = 0; i < length; i += 3) {\n        // draw some triangles!\n        var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;\n        this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);\n    }\n};\n\nPIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2)\n{\n    var textureSource = this.texture.baseTexture.source;\n    var textureWidth = this.texture.width;\n    var textureHeight = this.texture.height;\n\n    var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];\n    var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];\n\n    var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;\n    var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;\n\n    if (this.canvasPadding > 0) {\n        var paddingX = this.canvasPadding / this.worldTransform.a;\n        var paddingY = this.canvasPadding / this.worldTransform.d;\n        var centerX = (x0 + x1 + x2) / 3;\n        var centerY = (y0 + y1 + y2) / 3;\n\n        var normX = x0 - centerX;\n        var normY = y0 - centerY;\n\n        var dist = Math.sqrt(normX * normX + normY * normY);\n        x0 = centerX + (normX / dist) * (dist + paddingX);\n        y0 = centerY + (normY / dist) * (dist + paddingY);\n\n        //\n\n        normX = x1 - centerX;\n        normY = y1 - centerY;\n\n        dist = Math.sqrt(normX * normX + normY * normY);\n        x1 = centerX + (normX / dist) * (dist + paddingX);\n        y1 = centerY + (normY / dist) * (dist + paddingY);\n\n        normX = x2 - centerX;\n        normY = y2 - centerY;\n\n        dist = Math.sqrt(normX * normX + normY * normY);\n        x2 = centerX + (normX / dist) * (dist + paddingX);\n        y2 = centerY + (normY / dist) * (dist + paddingY);\n    }\n\n    context.save();\n    context.beginPath();\n\n\n    context.moveTo(x0, y0);\n    context.lineTo(x1, y1);\n    context.lineTo(x2, y2);\n\n    context.closePath();\n\n    context.clip();\n\n    // Compute matrix transform\n    var delta =  (u0 * v1)      + (v0 * u2)      + (u1 * v2)      - (v1 * u2)      - (v0 * u1)      - (u0 * v2);\n    var deltaA = (x0 * v1)      + (v0 * x2)      + (x1 * v2)      - (v1 * x2)      - (v0 * x1)      - (x0 * v2);\n    var deltaB = (u0 * x1)      + (x0 * u2)      + (u1 * x2)      - (x1 * u2)      - (x0 * u1)      - (u0 * x2);\n    var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);\n    var deltaD = (y0 * v1)      + (v0 * y2)      + (y1 * v2)      - (v1 * y2)      - (v0 * y1)      - (y0 * v2);\n    var deltaE = (u0 * y1)      + (y0 * u2)      + (u1 * y2)      - (y1 * u2)      - (y0 * u1)      - (u0 * y2);\n    var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);\n\n    context.transform(deltaA / delta, deltaD / delta,\n        deltaB / delta, deltaE / delta,\n        deltaC / delta, deltaF / delta);\n\n    context.drawImage(textureSource, 0, 0);\n    context.restore();\n};\n\n\n\n/**\n * Renders a flat strip\n *\n * @method renderStripFlat\n * @param strip {Strip} The Strip to render\n * @private\n */\nPIXI.Strip.prototype.renderStripFlat = function(strip)\n{\n    var context = this.context;\n    var vertices = strip.vertices;\n\n    var length = vertices.length/2;\n    this.count++;\n\n    context.beginPath();\n    for (var i=1; i < length-2; i++)\n    {\n        // draw some triangles!\n        var index = i*2;\n\n        var x0 = vertices[index],   x1 = vertices[index+2], x2 = vertices[index+4];\n        var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];\n\n        context.moveTo(x0, y0);\n        context.lineTo(x1, y1);\n        context.lineTo(x2, y2);\n    }\n\n    context.fillStyle = '#FF0000';\n    context.fill();\n    context.closePath();\n};\n\n/*\nPIXI.Strip.prototype.setTexture = function(texture)\n{\n    //TODO SET THE TEXTURES\n    //TODO VISIBILITY\n\n    // stop current texture\n    this.texture = texture;\n    this.width   = texture.frame.width;\n    this.height  = texture.frame.height;\n    this.updateFrame = true;\n};\n*/\n\n/**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @method onTextureUpdate\n * @param event\n * @private\n */\n\nPIXI.Strip.prototype.onTextureUpdate = function()\n{\n    this.updateFrame = true;\n};\n\n/**\n * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n *\n * @method getBounds\n * @param matrix {Matrix} the transformation matrix of the sprite\n * @return {Rectangle} the framing rectangle\n */\nPIXI.Strip.prototype.getBounds = function(matrix)\n{\n    var worldTransform = matrix || this.worldTransform;\n\n    var a = worldTransform.a;\n    var b = worldTransform.b;\n    var c = worldTransform.c;\n    var d = worldTransform.d;\n    var tx = worldTransform.tx;\n    var ty = worldTransform.ty;\n\n    var maxX = -Infinity;\n    var maxY = -Infinity;\n\n    var minX = Infinity;\n    var minY = Infinity;\n\n    var vertices = this.vertices;\n    for (var i = 0, n = vertices.length; i < n; i += 2)\n    {\n        var rawX = vertices[i], rawY = vertices[i + 1];\n        var x = (a * rawX) + (c * rawY) + tx;\n        var y = (d * rawY) + (b * rawX) + ty;\n\n        minX = x < minX ? x : minX;\n        minY = y < minY ? y : minY;\n\n        maxX = x > maxX ? x : maxX;\n        maxY = y > maxY ? y : maxY;\n    }\n\n    if (minX === -Infinity || maxY === Infinity)\n    {\n        return PIXI.EmptyRectangle;\n    }\n\n    var bounds = this._bounds;\n\n    bounds.x = minX;\n    bounds.width = maxX - minX;\n\n    bounds.y = minY;\n    bounds.height = maxY - minY;\n\n    // store a reference so that if this function gets called again in the render cycle we do not have to recalculate\n    this._currentBounds = bounds;\n\n    return bounds;\n};\n\n/**\n * Different drawing buffer modes supported\n *\n * @property\n * @type {{TRIANGLE_STRIP: number, TRIANGLES: number}}\n * @static\n */\nPIXI.Strip.DrawModes = {\n    TRIANGLE_STRIP: 0,\n    TRIANGLES: 1\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n * @copyright Mat Groves, Rovanion Luckey\n */\n\n/**\n *\n * @class Rope\n * @constructor\n * @extends Strip\n * @param {Texture} texture - The texture to use on the rope.\n * @param {Array} points - An array of {PIXI.Point}.\n *\n */\nPIXI.Rope = function(texture, points)\n{\n    PIXI.Strip.call( this, texture );\n    this.points = points;\n\n    this.vertices = new PIXI.Float32Array(points.length * 4);\n    this.uvs = new PIXI.Float32Array(points.length * 4);\n    this.colors = new PIXI.Float32Array(points.length * 2);\n    this.indices = new PIXI.Uint16Array(points.length * 2);\n\n\n    this.refresh();\n};\n\n\n// constructor\nPIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );\nPIXI.Rope.prototype.constructor = PIXI.Rope;\n\n/*\n * Refreshes\n *\n * @method refresh\n */\nPIXI.Rope.prototype.refresh = function()\n{\n    var points = this.points;\n    if(points.length < 1) return;\n\n    var uvs = this.uvs;\n\n    var lastPoint = points[0];\n    var indices = this.indices;\n    var colors = this.colors;\n\n    this.count-=0.2;\n\n    uvs[0] = 0;\n    uvs[1] = 0;\n    uvs[2] = 0;\n    uvs[3] = 1;\n\n    colors[0] = 1;\n    colors[1] = 1;\n\n    indices[0] = 0;\n    indices[1] = 1;\n\n    var total = points.length,\n        point, index, amount;\n\n    for (var i = 1; i < total; i++)\n    {\n        point = points[i];\n        index = i * 4;\n        // time to do some smart drawing!\n        amount = i / (total-1);\n\n        if(i%2)\n        {\n            uvs[index] = amount;\n            uvs[index+1] = 0;\n\n            uvs[index+2] = amount;\n            uvs[index+3] = 1;\n        }\n        else\n        {\n            uvs[index] = amount;\n            uvs[index+1] = 0;\n\n            uvs[index+2] = amount;\n            uvs[index+3] = 1;\n        }\n\n        index = i * 2;\n        colors[index] = 1;\n        colors[index+1] = 1;\n\n        index = i * 2;\n        indices[index] = index;\n        indices[index + 1] = index + 1;\n\n        lastPoint = point;\n    }\n};\n\n/*\n * Updates the object transform for rendering\n *\n * @method updateTransform\n * @private\n */\nPIXI.Rope.prototype.updateTransform = function()\n{\n\n    var points = this.points;\n    if(points.length < 1)return;\n\n    var lastPoint = points[0];\n    var nextPoint;\n    var perp = {x:0, y:0};\n\n    this.count-=0.2;\n\n    var vertices = this.vertices;\n    var total = points.length,\n        point, index, ratio, perpLength, num;\n\n    for (var i = 0; i < total; i++)\n    {\n        point = points[i];\n        index = i * 4;\n\n        if(i < points.length-1)\n        {\n            nextPoint = points[i+1];\n        }\n        else\n        {\n            nextPoint = point;\n        }\n\n        perp.y = -(nextPoint.x - lastPoint.x);\n        perp.x = nextPoint.y - lastPoint.y;\n\n        ratio = (1 - (i / (total-1))) * 10;\n\n        if(ratio > 1) ratio = 1;\n\n        perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);\n        num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;\n        perp.x /= perpLength;\n        perp.y /= perpLength;\n\n        perp.x *= num;\n        perp.y *= num;\n\n        vertices[index] = point.x + perp.x;\n        vertices[index+1] = point.y + perp.y;\n        vertices[index+2] = point.x - perp.x;\n        vertices[index+3] = point.y - perp.y;\n\n        lastPoint = point;\n    }\n\n    PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );\n};\n/*\n * Sets the texture that the Rope will use\n *\n * @method setTexture\n * @param texture {Texture} the texture that will be used\n */\nPIXI.Rope.prototype.setTexture = function(texture)\n{\n    // stop current texture\n    this.texture = texture;\n    //this.updateFrame = true;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/\n */\n\n/**\n * A tiling sprite is a fast way of rendering a tiling image\n *\n * @class TilingSprite\n * @extends Sprite\n * @constructor\n * @param texture {Texture} the texture of the tiling sprite\n * @param width {Number}  the width of the tiling sprite\n * @param height {Number} the height of the tiling sprite\n */\nPIXI.TilingSprite = function(texture, width, height)\n{\n    PIXI.Sprite.call(this, texture);\n\n    /**\n     * The width of the tiling sprite\n     *\n     * @property width\n     * @type Number\n     */\n    this._width = width || 128;\n\n    /**\n     * The height of the tiling sprite\n     *\n     * @property height\n     * @type Number\n     */\n    this._height = height || 128;\n\n    /**\n     * The scaling of the image that is being tiled\n     *\n     * @property tileScale\n     * @type Point\n     */\n    this.tileScale = new PIXI.Point(1, 1);\n\n    /**\n     * A point that represents the scale of the texture object\n     *\n     * @property tileScaleOffset\n     * @type Point\n     */\n    this.tileScaleOffset = new PIXI.Point(1, 1);\n    \n    /**\n     * The offset position of the image that is being tiled\n     *\n     * @property tilePosition\n     * @type Point\n     */\n    this.tilePosition = new PIXI.Point();\n\n    /**\n     * Whether this sprite is renderable or not\n     *\n     * @property renderable\n     * @type Boolean\n     * @default true\n     */\n    this.renderable = true;\n\n    /**\n     * The tint applied to the sprite. This is a hex value\n     *\n     * @property tint\n     * @type Number\n     * @default 0xFFFFFF\n     */\n    this.tint = 0xFFFFFF;\n\n    /**\n     * If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually\n     * debug the texture being used.\n     *\n     * @property textureDebug\n     * @type Boolean\n     */\n    this.textureDebug = false;\n    \n    /**\n     * The blend mode to be applied to the sprite\n     *\n     * @property blendMode\n     * @type Number\n     * @default PIXI.blendModes.NORMAL;\n     */\n    this.blendMode = PIXI.blendModes.NORMAL;\n\n    /**\n     * The CanvasBuffer object that the tiled texture is drawn to.\n     *\n     * @property canvasBuffer\n     * @type PIXI.CanvasBuffer\n     */\n    this.canvasBuffer = null;\n\n    /**\n     * An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture.\n     *\n     * @property tilingTexture\n     * @type PIXI.Texture\n     */\n    this.tilingTexture = null;\n\n    /**\n     * The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).\n     *\n     * @property tilePattern\n     * @type PIXI.Texture\n     */\n    this.tilePattern = null;\n\n    /**\n     * If true the TilingSprite will run generateTexture on its **next** render pass.\n     * This is set by the likes of Phaser.LoadTexture.setFrame.\n     *\n     * @property refreshTexture\n     * @type Boolean\n     * @default true\n     */\n    this.refreshTexture = true;\n\n    this.frameWidth = 0;\n    this.frameHeight = 0;\n\n};\n\nPIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);\nPIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;\n\nPIXI.TilingSprite.prototype.setTexture = function(texture)\n{\n    if (this.texture !== texture)\n    {\n        this.texture = texture;\n        this.refreshTexture = true;\n        this.cachedTint = 0xFFFFFF;\n    }\n\n};\n\n/**\n* Renders the object using the WebGL renderer\n*\n* @method _renderWebGL\n* @param renderSession {RenderSession} \n* @private\n*/\nPIXI.TilingSprite.prototype._renderWebGL = function(renderSession)\n{\n    if (!this.visible || !this.renderable || this.alpha === 0)\n    {\n        return;\n    }\n\n    if (this._mask)\n    {\n        renderSession.spriteBatch.stop();\n        renderSession.maskManager.pushMask(this.mask, renderSession);\n        renderSession.spriteBatch.start();\n    }\n\n    if (this._filters)\n    {\n        renderSession.spriteBatch.flush();\n        renderSession.filterManager.pushFilter(this._filterBlock);\n    }\n\n    if (this.refreshTexture)\n    {\n        this.generateTilingTexture(true, renderSession);\n\n        if (this.tilingTexture)\n        {\n            if (this.tilingTexture.needsUpdate)\n            {\n                renderSession.renderer.updateTexture(this.tilingTexture.baseTexture);\n                this.tilingTexture.needsUpdate = false;\n            }\n        }\n        else\n        {\n            return;\n        }\n    }\n    \n    renderSession.spriteBatch.renderTilingSprite(this);\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i]._renderWebGL(renderSession);\n    }\n\n    renderSession.spriteBatch.stop();\n\n    if (this._filters)\n    {\n        renderSession.filterManager.popFilter();\n    }\n\n    if (this._mask)\n    {\n        renderSession.maskManager.popMask(this._mask, renderSession);\n    }\n    \n    renderSession.spriteBatch.start();\n\n};\n\n/**\n* Renders the object using the Canvas renderer\n*\n* @method _renderCanvas\n* @param renderSession {RenderSession} \n* @private\n*/\nPIXI.TilingSprite.prototype._renderCanvas = function(renderSession)\n{\n    if (!this.visible || !this.renderable || this.alpha === 0)\n    {\n        return;\n    }\n    \n    var context = renderSession.context;\n\n    if (this._mask)\n    {\n        renderSession.maskManager.pushMask(this._mask, renderSession);\n    }\n\n    context.globalAlpha = this.worldAlpha;\n    \n    var wt = this.worldTransform;\n    var resolution = renderSession.resolution;\n    var tx = (wt.tx * resolution) + renderSession.shakeX;\n    var ty = (wt.ty * resolution) + renderSession.shakeY;\n\n    context.setTransform(wt.a * resolution, wt.b * resolution, wt.c * resolution, wt.d * resolution, tx, ty);\n\n    if (this.refreshTexture)\n    {\n        this.generateTilingTexture(false, renderSession);\n    \n        if (this.tilingTexture)\n        {\n            this.tilePattern = context.createPattern(this.tilingTexture.baseTexture.source, 'repeat');\n        }\n        else\n        {\n            return;\n        }\n    }\n\n    var sessionBlendMode = renderSession.currentBlendMode;\n\n    //  Check blend mode\n    if (this.blendMode !== renderSession.currentBlendMode)\n    {\n        renderSession.currentBlendMode = this.blendMode;\n        context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];\n    }\n\n    var tilePosition = this.tilePosition;\n    var tileScale = this.tileScale;\n\n    tilePosition.x %= this.tilingTexture.baseTexture.width;\n    tilePosition.y %= this.tilingTexture.baseTexture.height;\n\n    //  Translate\n    context.scale(tileScale.x, tileScale.y);\n    context.translate(tilePosition.x + (this.anchor.x * -this._width), tilePosition.y + (this.anchor.y * -this._height));\n\n    context.fillStyle = this.tilePattern;\n\n    var tx = -tilePosition.x;\n    var ty = -tilePosition.y;\n    var tw = this._width / tileScale.x;\n    var th = this._height / tileScale.y;\n\n    //  Allow for pixel rounding\n    if (renderSession.roundPixels)\n    {\n        tx |= 0;\n        ty |= 0;\n        tw |= 0;\n        th |= 0;\n    }\n\n    context.fillRect(tx, ty, tw, th);\n\n    //  Translate back again\n    context.scale(1 / tileScale.x, 1 / tileScale.y);\n    context.translate(-tilePosition.x + (this.anchor.x * this._width), -tilePosition.y + (this.anchor.y * this._height));\n\n    if (this._mask)\n    {\n        renderSession.maskManager.popMask(renderSession);\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i]._renderCanvas(renderSession);\n    }\n\n    //  Reset blend mode\n    if (sessionBlendMode !== this.blendMode)\n    {\n        renderSession.currentBlendMode = sessionBlendMode;\n        context.globalCompositeOperation = PIXI.blendModesCanvas[sessionBlendMode];\n    }\n\n};\n\n/**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @method onTextureUpdate\n * @param event\n * @private\n */\nPIXI.TilingSprite.prototype.onTextureUpdate = function()\n{\n   // overriding the sprite version of this!\n};\n\n/**\n* \n* @method generateTilingTexture\n* \n* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two\n* @param renderSession {RenderSession} \n*/\nPIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo, renderSession)\n{\n    if (!this.texture.baseTexture.hasLoaded)\n    {\n        return;\n    }\n\n    var texture = this.texture;\n    var frame = texture.frame;\n\n    var targetWidth = this._frame.sourceSizeW || this._frame.width;\n    var targetHeight = this._frame.sourceSizeH || this._frame.height;\n\n    var dx = 0;\n    var dy = 0;\n\n    if (this._frame.trimmed)\n    {\n        dx = this._frame.spriteSourceSizeX;\n        dy = this._frame.spriteSourceSizeY;\n    }\n\n    if (forcePowerOfTwo)\n    {\n        targetWidth = PIXI.getNextPowerOfTwo(targetWidth);\n        targetHeight = PIXI.getNextPowerOfTwo(targetHeight);\n    }\n\n    if (this.canvasBuffer)\n    {\n        this.canvasBuffer.resize(targetWidth, targetHeight);\n        this.tilingTexture.baseTexture.width = targetWidth;\n        this.tilingTexture.baseTexture.height = targetHeight;\n        this.tilingTexture.needsUpdate = true;\n    }\n    else\n    {\n        this.canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);\n        this.tilingTexture = PIXI.Texture.fromCanvas(this.canvasBuffer.canvas);\n        this.tilingTexture.isTiling = true;\n        this.tilingTexture.needsUpdate = true;\n    }\n\n    if (this.textureDebug)\n    {\n        this.canvasBuffer.context.strokeStyle = '#00ff00';\n        this.canvasBuffer.context.strokeRect(0, 0, targetWidth, targetHeight);\n    }\n\n    //  If a sprite sheet we need this:\n    var w = texture.crop.width;\n    var h = texture.crop.height;\n\n    if (w !== targetWidth || h !== targetHeight)\n    {\n        w = targetWidth;\n        h = targetHeight;\n    }\n\n    this.canvasBuffer.context.drawImage(texture.baseTexture.source,\n                           texture.crop.x,\n                           texture.crop.y,\n                           texture.crop.width,\n                           texture.crop.height,\n                           dx,\n                           dy,\n                           w,\n                           h);\n\n    this.tileScaleOffset.x = frame.width / targetWidth;\n    this.tileScaleOffset.y = frame.height / targetHeight;\n\n    this.refreshTexture = false;\n\n    this.tilingTexture.baseTexture._powerOf2 = true;\n\n};\n\n/**\n* Returns the framing rectangle of the sprite as a PIXI.Rectangle object\n*\n* @method getBounds\n* @return {Rectangle} the framing rectangle\n*/\nPIXI.TilingSprite.prototype.getBounds = function()\n{\n    var width = this._width;\n    var height = this._height;\n\n    var w0 = width * (1-this.anchor.x);\n    var w1 = width * -this.anchor.x;\n\n    var h0 = height * (1-this.anchor.y);\n    var h1 = height * -this.anchor.y;\n\n    var worldTransform = this.worldTransform;\n\n    var a = worldTransform.a;\n    var b = worldTransform.b;\n    var c = worldTransform.c;\n    var d = worldTransform.d;\n    var tx = worldTransform.tx;\n    var ty = worldTransform.ty;\n    \n    var x1 = a * w1 + c * h1 + tx;\n    var y1 = d * h1 + b * w1 + ty;\n\n    var x2 = a * w0 + c * h1 + tx;\n    var y2 = d * h1 + b * w0 + ty;\n\n    var x3 = a * w0 + c * h0 + tx;\n    var y3 = d * h0 + b * w0 + ty;\n\n    var x4 =  a * w1 + c * h0 + tx;\n    var y4 =  d * h0 + b * w1 + ty;\n\n    var maxX = -Infinity;\n    var maxY = -Infinity;\n\n    var minX = Infinity;\n    var minY = Infinity;\n\n    minX = x1 < minX ? x1 : minX;\n    minX = x2 < minX ? x2 : minX;\n    minX = x3 < minX ? x3 : minX;\n    minX = x4 < minX ? x4 : minX;\n\n    minY = y1 < minY ? y1 : minY;\n    minY = y2 < minY ? y2 : minY;\n    minY = y3 < minY ? y3 : minY;\n    minY = y4 < minY ? y4 : minY;\n\n    maxX = x1 > maxX ? x1 : maxX;\n    maxX = x2 > maxX ? x2 : maxX;\n    maxX = x3 > maxX ? x3 : maxX;\n    maxX = x4 > maxX ? x4 : maxX;\n\n    maxY = y1 > maxY ? y1 : maxY;\n    maxY = y2 > maxY ? y2 : maxY;\n    maxY = y3 > maxY ? y3 : maxY;\n    maxY = y4 > maxY ? y4 : maxY;\n\n    var bounds = this._bounds;\n\n    bounds.x = minX;\n    bounds.width = maxX - minX;\n\n    bounds.y = minY;\n    bounds.height = maxY - minY;\n\n    // store a reference so that if this function gets called again in the render cycle we do not have to recalculate\n    this._currentBounds = bounds;\n\n    return bounds;\n};\n\nPIXI.TilingSprite.prototype.destroy = function () {\n\n    PIXI.Sprite.prototype.destroy.call(this);\n\n    if (this.canvasBuffer)\n    {\n        this.canvasBuffer.destroy();\n        this.canvasBuffer = null;\n    }\n\n    this.tileScale = null;\n    this.tileScaleOffset = null;\n    this.tilePosition = null;\n\n    if (this.tilingTexture)\n    {\n        this.tilingTexture.destroy(true);\n        this.tilingTexture = null;\n    }\n\n};\n\n/**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @property width\n * @type Number\n */\nObject.defineProperty(PIXI.TilingSprite.prototype, 'width', {\n\n    get: function() {\n        return this._width;\n    },\n\n    set: function(value) {\n        this._width = value;\n    }\n\n});\n\n/**\n * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set\n *\n * @property height\n * @type Number\n */\nObject.defineProperty(PIXI.TilingSprite.prototype, 'height', {\n\n    get: function() {\n        return  this._height;\n    },\n\n    set: function(value) {\n        this._height = value;\n    }\n\n});\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n    if (typeof exports !== 'undefined') {\n        if (typeof module !== 'undefined' && module.exports) {\n            exports = module.exports = PIXI;\n        }\n        exports.PIXI = PIXI;\n    } else if (typeof define !== 'undefined' && define.amd) {\n        define('PIXI', (function() { return root.PIXI = PIXI; })() );\n    } else {\n        root.PIXI = PIXI;\n    }\n\n    return PIXI;\n}).call(this);\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n(function(){\n\n    var root = this;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* @namespace Phaser\n*/\nvar Phaser = Phaser || {    // jshint ignore:line\n\n    /**\n    * The Phaser version number.\n    * @constant\n    * @type {string}\n    */\n    VERSION: '2.6.2',\n\n    /**\n    * An array of Phaser game instances.\n    * @constant\n    * @type {array}\n    */\n    GAMES: [],\n\n    /**\n    * AUTO renderer - picks between WebGL or Canvas based on device.\n    * @constant\n    * @type {integer}\n    */\n    AUTO: 0,\n\n    /**\n    * Canvas Renderer.\n    * @constant\n    * @type {integer}\n    */\n    CANVAS: 1,\n\n    /**\n    * WebGL Renderer.\n    * @constant\n    * @type {integer}\n    */\n    WEBGL: 2,\n\n    /**\n    * Headless renderer (not visual output)\n    * @constant\n    * @type {integer}\n    */\n    HEADLESS: 3,\n\n    /**\n    * Direction constant.\n    * @constant\n    * @type {integer}\n    */\n    NONE: 0,\n\n    /**\n    * Direction constant.\n    * @constant\n    * @type {integer}\n    */\n    LEFT: 1,\n\n    /**\n    * Direction constant.\n    * @constant\n    * @type {integer}\n    */\n    RIGHT: 2,\n\n    /**\n    * Direction constant.\n    * @constant\n    * @type {integer}\n    */\n    UP: 3,\n\n    /**\n    * Direction constant.\n    * @constant\n    * @type {integer}\n    */\n    DOWN: 4,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    SPRITE: 0,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    BUTTON: 1,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    IMAGE: 2,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    GRAPHICS: 3,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    TEXT: 4,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    TILESPRITE: 5,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    BITMAPTEXT: 6,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    GROUP: 7,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    RENDERTEXTURE: 8,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    TILEMAP: 9,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    TILEMAPLAYER: 10,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    EMITTER: 11,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    POLYGON: 12,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    BITMAPDATA: 13,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    CANVAS_FILTER: 14,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    WEBGL_FILTER: 15,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    ELLIPSE: 16,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    SPRITEBATCH: 17,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    RETROFONT: 18,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    POINTER: 19,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    ROPE: 20,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    CIRCLE: 21,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    RECTANGLE: 22,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    LINE: 23,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    MATRIX: 24,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    POINT: 25,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    ROUNDEDRECTANGLE: 26,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    CREATURE: 27,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    VIDEO: 28,\n\n    /**\n    * Game Object type.\n    * @constant\n    * @type {integer}\n    */\n    PENDING_ATLAS: -1,\n\n    /**\n    * A horizontal orientation\n    * @constant\n    * @type {integer}\n    */\n    HORIZONTAL: 0,\n\n    /**\n    * A vertical orientation\n    * @constant\n    * @type {integer}\n    */\n    VERTICAL: 1,\n\n    /**\n    * A landscape orientation\n    * @constant\n    * @type {integer}\n    */\n    LANDSCAPE: 0,\n\n    /**\n    * A portrait orientation\n    * @constant\n    * @type {integer}\n    */\n    PORTRAIT: 1,\n\n    /**\n    * The Angle (in degrees) a Game Object needs to be set to in order to face up.\n    * @constant\n    * @type {integer}\n    */\n    ANGLE_UP: 270,\n\n    /**\n    * The Angle (in degrees) a Game Object needs to be set to in order to face down.\n    * @constant\n    * @type {integer}\n    */\n    ANGLE_DOWN: 90,\n\n    /**\n    * The Angle (in degrees) a Game Object needs to be set to in order to face left.\n    * @constant\n    * @type {integer}\n    */\n    ANGLE_LEFT: 180,\n\n    /**\n    * The Angle (in degrees) a Game Object needs to be set to in order to face right.\n    * @constant\n    * @type {integer}\n    */\n    ANGLE_RIGHT: 0,\n\n    /**\n    * The Angle (in degrees) a Game Object needs to be set to in order to face north east.\n    * @constant\n    * @type {integer}\n    */\n    ANGLE_NORTH_EAST: 315,\n\n    /**\n    * The Angle (in degrees) a Game Object needs to be set to in order to face north west.\n    * @constant\n    * @type {integer}\n    */\n    ANGLE_NORTH_WEST: 225,\n\n    /**\n    * The Angle (in degrees) a Game Object needs to be set to in order to face south east.\n    * @constant\n    * @type {integer}\n    */\n    ANGLE_SOUTH_EAST: 45,\n\n    /**\n    * The Angle (in degrees) a Game Object needs to be set to in order to face south west.\n    * @constant\n    * @type {integer}\n    */\n    ANGLE_SOUTH_WEST: 135,\n\n    /**\n    * A constant representing a top-left alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    TOP_LEFT: 0,\n\n    /**\n    * A constant representing a top-center alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    TOP_CENTER: 1,\n\n    /**\n    * A constant representing a top-right alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    TOP_RIGHT: 2,\n\n    /**\n    * A constant representing a left-top alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    LEFT_TOP: 3,\n\n    /**\n    * A constant representing a left-center alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    LEFT_CENTER: 4,\n\n    /**\n    * A constant representing a left-bottom alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    LEFT_BOTTOM: 5,\n\n    /**\n    * A constant representing a center alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    CENTER: 6,\n\n    /**\n    * A constant representing a right-top alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    RIGHT_TOP: 7,\n\n    /**\n    * A constant representing a right-center alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    RIGHT_CENTER: 8,\n\n    /**\n    * A constant representing a right-bottom alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    RIGHT_BOTTOM: 9,\n\n    /**\n    * A constant representing a bottom-left alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    BOTTOM_LEFT: 10,\n\n    /**\n    * A constant representing a bottom-center alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    BOTTOM_CENTER: 11,\n\n    /**\n    * A constant representing a bottom-right alignment or position.\n    * @constant\n    * @type {integer}\n    */\n    BOTTOM_RIGHT: 12,\n\n    /**\n     * Various blend modes supported by Pixi.\n     * \n     * IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n     * \n     * @constant\n     * @property {Number} blendModes.NORMAL\n     * @property {Number} blendModes.ADD\n     * @property {Number} blendModes.MULTIPLY\n     * @property {Number} blendModes.SCREEN\n     * @property {Number} blendModes.OVERLAY\n     * @property {Number} blendModes.DARKEN\n     * @property {Number} blendModes.LIGHTEN\n     * @property {Number} blendModes.COLOR_DODGE\n     * @property {Number} blendModes.COLOR_BURN\n     * @property {Number} blendModes.HARD_LIGHT\n     * @property {Number} blendModes.SOFT_LIGHT\n     * @property {Number} blendModes.DIFFERENCE\n     * @property {Number} blendModes.EXCLUSION\n     * @property {Number} blendModes.HUE\n     * @property {Number} blendModes.SATURATION\n     * @property {Number} blendModes.COLOR\n     * @property {Number} blendModes.LUMINOSITY\n     * @static\n     */\n    blendModes: {\n        NORMAL:0,\n        ADD:1,\n        MULTIPLY:2,\n        SCREEN:3,\n        OVERLAY:4,\n        DARKEN:5,\n        LIGHTEN:6,\n        COLOR_DODGE:7,\n        COLOR_BURN:8,\n        HARD_LIGHT:9,\n        SOFT_LIGHT:10,\n        DIFFERENCE:11,\n        EXCLUSION:12,\n        HUE:13,\n        SATURATION:14,\n        COLOR:15,\n        LUMINOSITY:16\n    },\n\n    /**\n     * The scale modes that are supported by Pixi.\n     *\n     * The DEFAULT scale mode affects the default scaling mode of future operations.\n     * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n     *\n     * @constant\n     * @property {Object} Phaser.scaleModes\n     * @property {Number} scaleModes.DEFAULT=LINEAR\n     * @property {Number} scaleModes.LINEAR Smooth scaling\n     * @property {Number} scaleModes.NEAREST Pixelating scaling\n     * @static\n     */\n    scaleModes: {\n        DEFAULT:0,\n        LINEAR:0,\n        NEAREST:1\n    },\n\n    PIXI: PIXI || {}\n\n};\n\n/**\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n// ES6 Math.trunc - https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/trunc\nif (!Math.trunc) {\n    Math.trunc = function trunc(x) {\n        return x < 0 ? Math.ceil(x) : Math.floor(x);\n    };\n}\n\n/**\n* A polyfill for Function.prototype.bind\n*/\nif (!Function.prototype.bind) {\n\n    /* jshint freeze: false */\n    Function.prototype.bind = (function () {\n\n        var slice = Array.prototype.slice;\n\n        return function (thisArg) {\n\n            var target = this, boundArgs = slice.call(arguments, 1);\n\n            if (typeof target !== 'function')\n            {\n                throw new TypeError();\n            }\n\n            function bound() {\n                var args = boundArgs.concat(slice.call(arguments));\n                target.apply(this instanceof bound ? this : thisArg, args);\n            }\n\n            bound.prototype = (function F(proto) {\n                if (proto)\n                {\n                    F.prototype = proto;\n                }\n\n                if (!(this instanceof F))\n                {\n                    /* jshint supernew: true */\n                    return new F;\n                }\n            })(target.prototype);\n\n            return bound;\n        };\n    })();\n}\n\n/**\n* A polyfill for Array.isArray\n*/\nif (!Array.isArray)\n{\n    Array.isArray = function (arg)\n    {\n        return Object.prototype.toString.call(arg) === '[object Array]';\n    };\n}\n\n/**\n* A polyfill for Array.forEach\n* https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach\n*/\nif (!Array.prototype.forEach)\n{\n    Array.prototype.forEach = function(fun /*, thisArg */)\n    {\n        \"use strict\";\n\n        if (this === void 0 || this === null)\n        {\n            throw new TypeError();\n        }\n\n        var t = Object(this);\n        var len = t.length >>> 0;\n\n        if (typeof fun !== \"function\")\n        {\n            throw new TypeError();\n        }\n\n        var thisArg = arguments.length >= 2 ? arguments[1] : void 0;\n\n        for (var i = 0; i < len; i++)\n        {\n            if (i in t)\n            {\n                fun.call(thisArg, t[i], i, t);\n            }\n        }\n    };\n}\n\n/**\n* Low-budget Float32Array knock-off, suitable for use with P2.js in IE9\n* Source: http://www.html5gamedevs.com/topic/5988-phaser-12-ie9/\n* Cameron Foale (http://www.kibibu.com)\n*/\nif (typeof window.Uint32Array !== \"function\" && typeof window.Uint32Array !== \"object\")\n{\n    var CheapArray = function(type)\n    {\n        var proto = new Array(); // jshint ignore:line\n\n        window[type] = function(arg) {\n\n            if (typeof(arg) === \"number\")\n            {\n                Array.call(this, arg);\n                this.length = arg;\n\n                for (var i = 0; i < this.length; i++)\n                {\n                    this[i] = 0;\n                }\n            }\n            else\n            {\n                Array.call(this, arg.length);\n\n                this.length = arg.length;\n\n                for (var i = 0; i < this.length; i++)\n                {\n                    this[i] = arg[i];\n                }\n            }\n        };\n\n        window[type].prototype = proto;\n        window[type].constructor = window[type];\n    };\n\n    CheapArray('Uint32Array'); // jshint ignore:line\n    CheapArray('Int16Array');  // jshint ignore:line\n}\n\n/**\n * Also fix for the absent console in IE9\n */\nif (!window.console)\n{\n    window.console = {};\n    window.console.log = window.console.assert = function(){};\n    window.console.warn = window.console.assert = function(){};\n}\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* @class Phaser.Utils\n* @static\n*/\nPhaser.Utils = {\n\n    /**\n    * Takes the given string and reverses it, returning the reversed string.\n    * For example if given the string `Atari 520ST` it would return `TS025 iratA`.\n    *\n    * @method Phaser.Utils.reverseString\n    * @param {string} string - The string to be reversed.\n    * @return {string} The reversed string.\n    */\n    reverseString: function (string) {\n\n        return string.split('').reverse().join('');\n\n    },\n\n    /**\n     * Gets an objects property by string.\n     *\n     * @method Phaser.Utils.getProperty\n     * @param {object} obj - The object to traverse.\n     * @param {string} prop - The property whose value will be returned.\n     * @return {*} the value of the property or null if property isn't found .\n     */\n    getProperty: function(obj, prop) {\n\n        var parts = prop.split('.'),\n            last = parts.pop(),\n            l = parts.length,\n            i = 1,\n            current = parts[0];\n\n        while (i < l && (obj = obj[current]))\n        {\n            current = parts[i];\n            i++;\n        }\n\n        if (obj)\n        {\n            return obj[last];\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n     * Sets an objects property by string.\n     *\n     * @method Phaser.Utils.setProperty\n     * @param {object} obj - The object to traverse\n     * @param {string} prop - The property whose value will be changed\n     * @return {object} The object on which the property was set.\n     */\n    setProperty: function(obj, prop, value) {\n\n        var parts = prop.split('.'),\n            last = parts.pop(),\n            l = parts.length,\n            i = 1,\n            current = parts[0];\n\n        while (i < l && (obj = obj[current]))\n        {\n            current = parts[i];\n            i++;\n        }\n\n        if (obj)\n        {\n            obj[last] = value;\n        }\n\n        return obj;\n\n    },\n\n    /**\n    * Generate a random bool result based on the chance value.\n    *\n    * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance\n    * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.\n    *\n    * @method Phaser.Utils#chanceRoll\n    * @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).\n    * @return {boolean} True if the roll passed, or false otherwise.\n    */\n    chanceRoll: function (chance) {\n        if (chance === undefined) { chance = 50; }\n        return chance > 0 && (Math.random() * 100 <= chance);\n    },\n\n    /**\n    * Choose between one of two values randomly.\n    *\n    * @method Phaser.Utils#randomChoice\n    * @param {any} choice1\n    * @param {any} choice2\n    * @return {any} The randomly selected choice\n    */\n    randomChoice: function (choice1, choice2) {\n        return (Math.random() < 0.5) ? choice1 : choice2;\n    },\n\n    /**\n    * Get a unit dimension from a string.\n    *\n    * @method Phaser.Utils.parseDimension\n    * @param {string|number} size - The size to parse.\n    * @param {number} dimension - The window dimension to check.\n    * @return {number} The parsed dimension.\n    */\n    parseDimension: function (size, dimension) {\n\n        var f = 0;\n        var px = 0;\n\n        if (typeof size === 'string')\n        {\n            //  %?\n            if (size.substr(-1) === '%')\n            {\n                f = parseInt(size, 10) / 100;\n\n                if (dimension === 0)\n                {\n                    px = window.innerWidth * f;\n                }\n                else\n                {\n                    px = window.innerHeight * f;\n                }\n            }\n            else\n            {\n                px = parseInt(size, 10);\n            }\n        }\n        else\n        {\n            px = size;\n        }\n\n        return px;\n\n    },\n\n    /**\n    * Takes the given string and pads it out, to the length required, using the character\n    * specified. For example if you need a string to be 6 characters long, you can call:\n    *\n    * `pad('bob', 6, '-', 2)`\n    *\n    * This would return: `bob---` as it has padded it out to 6 characters, using the `-` on the right.\n    *\n    * You can also use it to pad numbers (they are always returned as strings):\n    * \n    * `pad(512, 6, '0', 1)`\n    *\n    * Would return: `000512` with the string padded to the left.\n    *\n    * If you don't specify a direction it'll pad to both sides:\n    * \n    * `pad('c64', 7, '*')`\n    *\n    * Would return: `**c64**`\n    *\n    * @method Phaser.Utils.pad\n    * @param {string} str - The target string. `toString()` will be called on the string, which means you can also pass in common data types like numbers.\n    * @param {integer} [len=0] - The number of characters to be added.\n    * @param {string} [pad=\" \"] - The string to pad it out with (defaults to a space).\n    * @param {integer} [dir=3] - The direction dir = 1 (left), 2 (right), 3 (both).\n    * @return {string} The padded string.\n    */\n    pad: function (str, len, pad, dir) {\n\n        if (len === undefined) { var len = 0; }\n        if (pad === undefined) { var pad = ' '; }\n        if (dir === undefined) { var dir = 3; }\n\n        str = str.toString();\n\n        var padlen = 0;\n\n        if (len + 1 >= str.length)\n        {\n            switch (dir)\n            {\n                case 1:\n                    str = new Array(len + 1 - str.length).join(pad) + str;\n                    break;\n\n                case 3:\n                    var right = Math.ceil((padlen = len - str.length) / 2);\n                    var left = padlen - right;\n                    str = new Array(left+1).join(pad) + str + new Array(right+1).join(pad);\n                    break;\n\n                default:\n                    str = str + new Array(len + 1 - str.length).join(pad);\n                    break;\n            }\n        }\n\n        return str;\n\n    },\n\n    /**\n    * This is a slightly modified version of jQuery.isPlainObject.\n    * A plain object is an object whose internal class property is [object Object].\n    * @method Phaser.Utils.isPlainObject\n    * @param {object} obj - The object to inspect.\n    * @return {boolean} - true if the object is plain, otherwise false.\n    */\n    isPlainObject: function (obj) {\n\n        // Not plain objects:\n        // - Any object or value whose internal [[Class]] property is not \"[object Object]\"\n        // - DOM nodes\n        // - window\n        if (typeof(obj) !== \"object\" || obj.nodeType || obj === obj.window)\n        {\n            return false;\n        }\n\n        // Support: Firefox <20\n        // The try/catch suppresses exceptions thrown when attempting to access\n        // the \"constructor\" property of certain host objects, ie. |window.location|\n        // https://bugzilla.mozilla.org/show_bug.cgi?id=814622\n        try {\n            if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, \"isPrototypeOf\"))\n            {\n                return false;\n            }\n        } catch (e) {\n            return false;\n        }\n\n        // If the function hasn't returned already, we're confident that\n        // |obj| is a plain object, created by {} or constructed with new Object\n        return true;\n    },\n\n    /**\n    * This is a slightly modified version of http://api.jquery.com/jQuery.extend/\n    * \n    * @method Phaser.Utils.extend\n    * @param {boolean} deep - Perform a deep copy?\n    * @param {object} target - The target object to copy to.\n    * @return {object} The extended object.\n    */\n    extend: function () {\n\n        var options, name, src, copy, copyIsArray, clone,\n            target = arguments[0] || {},\n            i = 1,\n            length = arguments.length,\n            deep = false;\n\n        // Handle a deep copy situation\n        if (typeof target === \"boolean\")\n        {\n            deep = target;\n            target = arguments[1] || {};\n            // skip the boolean and the target\n            i = 2;\n        }\n\n        // extend Phaser if only one argument is passed\n        if (length === i)\n        {\n            target = this;\n            --i;\n        }\n\n        for (; i < length; i++)\n        {\n            // Only deal with non-null/undefined values\n            if ((options = arguments[i]) != null)\n            {\n                // Extend the base object\n                for (name in options)\n                {\n                    src = target[name];\n                    copy = options[name];\n\n                    // Prevent never-ending loop\n                    if (target === copy)\n                    {\n                        continue;\n                    }\n\n                    // Recurse if we're merging plain objects or arrays\n                    if (deep && copy && (Phaser.Utils.isPlainObject(copy) || (copyIsArray = Array.isArray(copy))))\n                    {\n                        if (copyIsArray)\n                        {\n                            copyIsArray = false;\n                            clone = src && Array.isArray(src) ? src : [];\n                        }\n                        else\n                        {\n                            clone = src && Phaser.Utils.isPlainObject(src) ? src : {};\n                        }\n\n                        // Never move original objects, clone them\n                        target[name] = Phaser.Utils.extend(deep, clone, copy);\n\n                    // Don't bring in undefined values\n                    }\n                    else if (copy !== undefined)\n                    {\n                        target[name] = copy;\n                    }\n                }\n            }\n        }\n\n        // Return the modified object\n        return target;\n\n    },\n\n    /**\n    * Mixes in an existing mixin object with the target.\n    *\n    * Values in the mixin that have either `get` or `set` functions are created as properties via `defineProperty`\n    * _except_ if they also define a `clone` method - if a clone method is defined that is called instead and\n    * the result is assigned directly.\n    *\n    * @method Phaser.Utils.mixinPrototype\n    * @param {object} target - The target object to receive the new functions.\n    * @param {object} mixin - The object to copy the functions from.\n    * @param {boolean} [replace=false] - If the target object already has a matching function should it be overwritten or not?\n    */\n    mixinPrototype: function (target, mixin, replace) {\n    \n        if (replace === undefined) { replace = false; }\n\n        var mixinKeys = Object.keys(mixin);\n\n        for (var i = 0; i < mixinKeys.length; i++)\n        {\n            var key = mixinKeys[i];\n            var value = mixin[key];\n\n            if (!replace && (key in target))\n            {\n                //  Not overwriting existing property\n                continue;\n            }\n            else\n            {\n                if (value &&\n                    (typeof value.get === 'function' || typeof value.set === 'function'))\n                {\n                    //  Special case for classes like Phaser.Point which has a 'set' function!\n                    if (typeof value.clone === 'function')\n                    {\n                        target[key] = value.clone();\n                    }\n                    else\n                    {\n                        Object.defineProperty(target, key, value);\n                    }\n                }\n                else\n                {\n                    target[key] = value;\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Mixes the source object into the destination object, returning the newly modified destination object.\n    * Based on original code by @mudcube\n    *\n    * @method Phaser.Utils.mixin\n    * @param {object} from - The object to copy (the source object).\n    * @param {object} to - The object to copy to (the destination object).\n    * @return {object} The modified destination object.\n    */\n    mixin: function (from, to) {\n\n        if (!from || typeof (from) !== \"object\")\n        {\n            return to;\n        }\n\n        for (var key in from)\n        {\n            var o = from[key];\n\n            if (o.childNodes || o.cloneNode)\n            {\n                continue;\n            }\n\n            var type = typeof (from[key]);\n\n            if (!from[key] || type !== \"object\")\n            {\n                to[key] = from[key];\n            }\n            else\n            {\n                //  Clone sub-object\n                if (typeof (to[key]) === type)\n                {\n                    to[key] = Phaser.Utils.mixin(from[key], to[key]);\n                }\n                else\n                {\n                    to[key] = Phaser.Utils.mixin(from[key], new o.constructor());\n                }\n            }\n        }\n\n        return to;\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.\n* If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created.\n* \n* @class Phaser.Circle\n* @constructor\n* @param {number} [x=0] - The x coordinate of the center of the circle.\n* @param {number} [y=0] - The y coordinate of the center of the circle.\n* @param {number} [diameter=0] - The diameter of the circle.\n*/\nPhaser.Circle = function (x, y, diameter) {\n\n    x = x || 0;\n    y = y || 0;\n    diameter = diameter || 0;\n\n    /**\n    * @property {number} x - The x coordinate of the center of the circle.\n    */\n    this.x = x;\n\n    /**\n    * @property {number} y - The y coordinate of the center of the circle.\n    */\n    this.y = y;\n\n    /**\n    * @property {number} _diameter - The diameter of the circle.\n    * @private\n    */\n    this._diameter = diameter;\n\n    /**\n   * @property {number} _radius - The radius of the circle.\n   * @private\n   */\n    this._radius = 0;\n\n    if (diameter > 0)\n    {\n        this._radius = diameter * 0.5;\n    }\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.CIRCLE;\n\n};\n\nPhaser.Circle.prototype = {\n\n    /**\n    * The circumference of the circle.\n    * \n    * @method Phaser.Circle#circumference\n    * @return {number} The circumference of the circle.\n    */\n    circumference: function () {\n\n        return 2 * (Math.PI * this._radius);\n\n    },\n\n    /**\n    * Returns a uniformly distributed random point from anywhere within this Circle.\n    * \n    * @method Phaser.Circle#random\n    * @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.\n    *     If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an existing object.\n    * @return {Phaser.Point} An object containing the random point in its `x` and `y` properties.\n    */\n    random: function (out) {\n\n        if (out === undefined) { out = new Phaser.Point(); }\n\n        var t = 2 * Math.PI * Math.random();\n        var u = Math.random() + Math.random();\n        var r = (u > 1) ? 2 - u : u;\n        var x = r * Math.cos(t);\n        var y = r * Math.sin(t);\n\n        out.x = this.x + (x * this.radius);\n        out.y = this.y + (y * this.radius);\n\n        return out;\n\n    },\n\n    /**\n    * Returns the framing rectangle of the circle as a Phaser.Rectangle object.\n    * \n    * @method Phaser.Circle#getBounds\n    * @return {Phaser.Rectangle} The bounds of the Circle.\n    */\n    getBounds: function () {\n\n        return new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.diameter, this.diameter);\n\n    },\n\n    /**\n    * Sets the members of Circle to the specified values.\n    * @method Phaser.Circle#setTo\n    * @param {number} x - The x coordinate of the center of the circle.\n    * @param {number} y - The y coordinate of the center of the circle.\n    * @param {number} diameter - The diameter of the circle.\n    * @return {Circle} This circle object.\n    */\n    setTo: function (x, y, diameter) {\n\n        this.x = x;\n        this.y = y;\n        this._diameter = diameter;\n        this._radius = diameter * 0.5;\n\n        return this;\n\n    },\n\n    /**\n    * Copies the x, y and diameter properties from any given object to this Circle.\n    * @method Phaser.Circle#copyFrom\n    * @param {any} source - The object to copy from.\n    * @return {Circle} This Circle object.\n    */\n    copyFrom: function (source) {\n\n        return this.setTo(source.x, source.y, source.diameter);\n\n    },\n\n    /**\n    * Copies the x, y and diameter properties from this Circle to any given object.\n    * @method Phaser.Circle#copyTo\n    * @param {any} dest - The object to copy to.\n    * @return {object} This dest object.\n    */\n    copyTo: function (dest) {\n\n        dest.x = this.x;\n        dest.y = this.y;\n        dest.diameter = this._diameter;\n\n        return dest;\n\n    },\n\n    /**\n    * Returns the distance from the center of the Circle object to the given object\n    * (can be Circle, Point or anything with x/y properties)\n    * @method Phaser.Circle#distance\n    * @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.\n    * @param {boolean} [round=false] - Round the distance to the nearest integer.\n    * @return {number} The distance between this Point object and the destination Point object.\n    */\n    distance: function (dest, round) {\n\n        var distance = Phaser.Math.distance(this.x, this.y, dest.x, dest.y);\n        return round ? Math.round(distance) : distance;\n\n    },\n\n    /**\n    * Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object.\n    * @method Phaser.Circle#clone\n    * @param {Phaser.Circle} output - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.\n    * @return {Phaser.Circle} The cloned Circle object.\n    */\n    clone: function (output) {\n\n        if (output === undefined || output === null)\n        {\n            output = new Phaser.Circle(this.x, this.y, this.diameter);\n        }\n        else\n        {\n            output.setTo(this.x, this.y, this.diameter);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Return true if the given x/y coordinates are within this Circle object.\n    * @method Phaser.Circle#contains\n    * @param {number} x - The X value of the coordinate to test.\n    * @param {number} y - The Y value of the coordinate to test.\n    * @return {boolean} True if the coordinates are within this circle, otherwise false.\n    */\n    contains: function (x, y) {\n\n        return Phaser.Circle.contains(this, x, y);\n\n    },\n\n    /**\n    * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.\n    * @method Phaser.Circle#circumferencePoint\n    * @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.\n    * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?\n    * @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.\n    * @return {Phaser.Point} The Point object holding the result.\n    */\n    circumferencePoint: function (angle, asDegrees, out) {\n\n        return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out);\n\n    },\n\n    /**\n    * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts.\n    * @method Phaser.Circle#offset\n    * @param {number} dx - Moves the x value of the Circle object by this amount.\n    * @param {number} dy - Moves the y value of the Circle object by this amount.\n    * @return {Circle} This Circle object.\n    */\n    offset: function (dx, dy) {\n\n        this.x += dx;\n        this.y += dy;\n\n        return this;\n\n    },\n\n    /**\n    * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter.\n    * @method Phaser.Circle#offsetPoint\n    * @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties).\n    * @return {Circle} This Circle object.\n    */\n    offsetPoint: function (point) {\n        return this.offset(point.x, point.y);\n    },\n\n    /**\n    * Returns a string representation of this object.\n    * @method Phaser.Circle#toString\n    * @return {string} a string representation of the instance.\n    */\n    toString: function () {\n        return \"[{Phaser.Circle (x=\" + this.x + \" y=\" + this.y + \" diameter=\" + this.diameter + \" radius=\" + this.radius + \")}]\";\n    }\n\n};\n\nPhaser.Circle.prototype.constructor = Phaser.Circle;\n\n/**\n* The largest distance between any two points on the circle. The same as the radius * 2.\n* \n* @name Phaser.Circle#diameter\n* @property {number} diameter - Gets or sets the diameter of the circle.\n*/\nObject.defineProperty(Phaser.Circle.prototype, \"diameter\", {\n\n    get: function () {\n        return this._diameter;\n    },\n\n    set: function (value) {\n\n        if (value > 0)\n        {\n            this._diameter = value;\n            this._radius = value * 0.5;\n        }\n    }\n\n});\n\n/**\n* The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter.\n* @name Phaser.Circle#radius\n* @property {number} radius - Gets or sets the radius of the circle.\n*/\nObject.defineProperty(Phaser.Circle.prototype, \"radius\", {\n\n    get: function () {\n        return this._radius;\n    },\n\n    set: function (value) {\n\n        if (value > 0)\n        {\n            this._radius = value;\n            this._diameter = value * 2;\n        }\n\n    }\n\n});\n\n/**\n* The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.\n* @name Phaser.Circle#left\n* @propety {number} left - Gets or sets the value of the leftmost point of the circle.\n*/\nObject.defineProperty(Phaser.Circle.prototype, \"left\", {\n\n    get: function () {\n        return this.x - this._radius;\n    },\n\n    set: function (value) {\n\n        if (value > this.x)\n        {\n            this._radius = 0;\n            this._diameter = 0;\n        }\n        else\n        {\n            this.radius = this.x - value;\n        }\n\n    }\n\n});\n\n/**\n* The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.\n* @name Phaser.Circle#right\n* @property {number} right - Gets or sets the value of the rightmost point of the circle.\n*/\nObject.defineProperty(Phaser.Circle.prototype, \"right\", {\n\n    get: function () {\n        return this.x + this._radius;\n    },\n\n    set: function (value) {\n\n        if (value < this.x)\n        {\n            this._radius = 0;\n            this._diameter = 0;\n        }\n        else\n        {\n            this.radius = value - this.x;\n        }\n\n    }\n\n});\n\n/**\n* The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter.\n* @name Phaser.Circle#top\n* @property {number} top - Gets or sets the top of the circle.\n*/\nObject.defineProperty(Phaser.Circle.prototype, \"top\", {\n\n    get: function () {\n        return this.y - this._radius;\n    },\n\n    set: function (value) {\n\n        if (value > this.y)\n        {\n            this._radius = 0;\n            this._diameter = 0;\n        }\n        else\n        {\n            this.radius = this.y - value;\n        }\n\n    }\n\n});\n\n/**\n* The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter.\n* @name Phaser.Circle#bottom\n* @property {number} bottom - Gets or sets the bottom of the circle.\n*/\nObject.defineProperty(Phaser.Circle.prototype, \"bottom\", {\n\n    get: function () {\n        return this.y + this._radius;\n    },\n\n    set: function (value) {\n\n        if (value < this.y)\n        {\n            this._radius = 0;\n            this._diameter = 0;\n        }\n        else\n        {\n            this.radius = value - this.y;\n        }\n\n    }\n\n});\n\n/**\n* The area of this Circle.\n* @name Phaser.Circle#area\n* @property {number} area - The area of this circle.\n* @readonly\n*/\nObject.defineProperty(Phaser.Circle.prototype, \"area\", {\n\n    get: function () {\n\n        if (this._radius > 0)\n        {\n            return Math.PI * this._radius * this._radius;\n        }\n        else\n        {\n            return 0;\n        }\n\n    }\n\n});\n\n/**\n* Determines whether or not this Circle object is empty. Will return a value of true if the Circle objects diameter is less than or equal to 0; otherwise false.\n* If set to true it will reset all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0.\n* @name Phaser.Circle#empty\n* @property {boolean} empty - Gets or sets the empty state of the circle.\n*/\nObject.defineProperty(Phaser.Circle.prototype, \"empty\", {\n\n    get: function () {\n        return (this._diameter === 0);\n    },\n\n    set: function (value) {\n\n        if (value === true)\n        {\n            this.setTo(0, 0, 0);\n        }\n\n    }\n\n});\n\n/**\n* Return true if the given x/y coordinates are within the Circle object.\n* @method Phaser.Circle.contains\n* @param {Phaser.Circle} a - The Circle to be checked.\n* @param {number} x - The X value of the coordinate to test.\n* @param {number} y - The Y value of the coordinate to test.\n* @return {boolean} True if the coordinates are within this circle, otherwise false.\n*/\nPhaser.Circle.contains = function (a, x, y) {\n\n    //  Check if x/y are within the bounds first\n    if (a.radius > 0 && x >= a.left && x <= a.right && y >= a.top && y <= a.bottom)\n    {\n        var dx = (a.x - x) * (a.x - x);\n        var dy = (a.y - y) * (a.y - y);\n\n        return (dx + dy) <= (a.radius * a.radius);\n    }\n    else\n    {\n        return false;\n    }\n\n};\n\n/**\n* Determines whether the two Circle objects match. This method compares the x, y and diameter properties.\n* @method Phaser.Circle.equals\n* @param {Phaser.Circle} a - The first Circle object.\n* @param {Phaser.Circle} b - The second Circle object.\n* @return {boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false.\n*/\nPhaser.Circle.equals = function (a, b) {\n\n    return (a.x === b.x && a.y === b.y && a.diameter === b.diameter);\n\n};\n\n/**\n* Determines whether the two Circle objects intersect.\n* This method checks the radius distances between the two Circle objects to see if they intersect.\n* @method Phaser.Circle.intersects\n* @param {Phaser.Circle} a - The first Circle object.\n* @param {Phaser.Circle} b - The second Circle object.\n* @return {boolean} A value of true if the specified object intersects with this Circle object; otherwise false.\n*/\nPhaser.Circle.intersects = function (a, b) {\n\n    return (Phaser.Math.distance(a.x, a.y, b.x, b.y) <= (a.radius + b.radius));\n\n};\n\n/**\n* Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.\n* @method Phaser.Circle.circumferencePoint\n* @param {Phaser.Circle} a - The first Circle object.\n* @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.\n* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?\n* @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.\n* @return {Phaser.Point} The Point object holding the result.\n*/\nPhaser.Circle.circumferencePoint = function (a, angle, asDegrees, out) {\n\n    if (asDegrees === undefined) { asDegrees = false; }\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    if (asDegrees === true)\n    {\n        angle = Phaser.Math.degToRad(angle);\n    }\n\n    out.x = a.x + a.radius * Math.cos(angle);\n    out.y = a.y + a.radius * Math.sin(angle);\n\n    return out;\n\n};\n\n/**\n* Checks if the given Circle and Rectangle objects intersect.\n* @method Phaser.Circle.intersectsRectangle\n* @param {Phaser.Circle} c - The Circle object to test.\n* @param {Phaser.Rectangle} r - The Rectangle object to test.\n* @return {boolean} True if the two objects intersect, otherwise false.\n*/\nPhaser.Circle.intersectsRectangle = function (c, r) {\n\n    var cx = Math.abs(c.x - r.x - r.halfWidth);\n    var xDist = r.halfWidth + c.radius;\n\n    if (cx > xDist)\n    {\n        return false;\n    }\n\n    var cy = Math.abs(c.y - r.y - r.halfHeight);\n    var yDist = r.halfHeight + c.radius;\n\n    if (cy > yDist)\n    {\n        return false;\n    }\n\n    if (cx <= r.halfWidth || cy <= r.halfHeight)\n    {\n        return true;\n    }\n\n    var xCornerDist = cx - r.halfWidth;\n    var yCornerDist = cy - r.halfHeight;\n    var xCornerDistSq = xCornerDist * xCornerDist;\n    var yCornerDistSq = yCornerDist * yCornerDist;\n    var maxCornerDistSq = c.radius * c.radius;\n\n    return xCornerDistSq + yCornerDistSq <= maxCornerDistSq;\n\n};\n\n//   Because PIXI uses its own Circle, we'll replace it with ours to avoid duplicating code or confusion.\nPIXI.Circle = Phaser.Circle;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @author       Chad Engler <chad@pantherdev.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Creates a Ellipse object. A curve on a plane surrounding two focal points.\n* \n* @class Phaser.Ellipse\n* @constructor\n* @param {number} [x=0] - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.\n* @param {number} [y=0] - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.\n* @param {number} [width=0] - The overall width of this ellipse.\n* @param {number} [height=0] - The overall height of this ellipse.\n*/\nPhaser.Ellipse = function (x, y, width, height) {\n\n    x = x || 0;\n    y = y || 0;\n    width = width || 0;\n    height = height || 0;\n\n    /**\n    * @property {number} x - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.\n    */\n    this.x = x;\n\n    /**\n    * @property {number} y - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.\n    */\n    this.y = y;\n\n    /**\n    * @property {number} width - The overall width of this ellipse.\n    */\n    this.width = width;\n\n    /**\n    * @property {number} height - The overall height of this ellipse.\n    */\n    this.height = height;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.ELLIPSE;\n\n};\n\nPhaser.Ellipse.prototype = {\n\n    /**\n    * Sets the members of the Ellipse to the specified values.\n    * @method Phaser.Ellipse#setTo\n    * @param {number} x - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.\n    * @param {number} y - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.\n    * @param {number} width - The overall width of this ellipse.\n    * @param {number} height - The overall height of this ellipse.\n    * @return {Phaser.Ellipse} This Ellipse object.\n    */\n    setTo: function (x, y, width, height) {\n\n        this.x = x;\n        this.y = y;\n        this.width = width;\n        this.height = height;\n\n        return this;\n\n    },\n\n    /**\n    * Returns the framing rectangle of the ellipse as a Phaser.Rectangle object.\n    * \n    * @method Phaser.Ellipse#getBounds\n    * @return {Phaser.Rectangle} The bounds of the Ellipse.\n    */\n    getBounds: function () {\n\n        return new Phaser.Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n\n    },\n\n    /**\n    * Copies the x, y, width and height properties from any given object to this Ellipse.\n    * \n    * @method Phaser.Ellipse#copyFrom\n    * @param {any} source - The object to copy from.\n    * @return {Phaser.Ellipse} This Ellipse object.\n    */\n    copyFrom: function (source) {\n\n        return this.setTo(source.x, source.y, source.width, source.height);\n\n    },\n\n    /**\n    * Copies the x, y, width and height properties from this Ellipse to any given object.\n    * @method Phaser.Ellipse#copyTo\n    * @param {any} dest - The object to copy to.\n    * @return {object} This dest object.\n    */\n    copyTo: function(dest) {\n\n        dest.x = this.x;\n        dest.y = this.y;\n        dest.width = this.width;\n        dest.height = this.height;\n\n        return dest;\n\n    },\n\n    /**\n    * Returns a new Ellipse object with the same values for the x, y, width, and height properties as this Ellipse object.\n    * @method Phaser.Ellipse#clone\n    * @param {Phaser.Ellipse} output - Optional Ellipse object. If given the values will be set into the object, otherwise a brand new Ellipse object will be created and returned.\n    * @return {Phaser.Ellipse} The cloned Ellipse object.\n    */\n    clone: function(output) {\n\n        if (output === undefined || output === null)\n        {\n            output = new Phaser.Ellipse(this.x, this.y, this.width, this.height);\n        }\n        else\n        {\n            output.setTo(this.x, this.y, this.width, this.height);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Return true if the given x/y coordinates are within this Ellipse object.\n    * \n    * @method Phaser.Ellipse#contains\n    * @param {number} x - The X value of the coordinate to test.\n    * @param {number} y - The Y value of the coordinate to test.\n    * @return {boolean} True if the coordinates are within this ellipse, otherwise false.\n    */\n    contains: function (x, y) {\n\n        return Phaser.Ellipse.contains(this, x, y);\n\n    },\n\n    /**\n    * Returns a uniformly distributed random point from anywhere within this Ellipse.\n    * \n    * @method Phaser.Ellipse#random\n    * @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.\n    *     If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an existing object.\n    * @return {Phaser.Point} An object containing the random point in its `x` and `y` properties.\n    */\n    random: function (out) {\n\n        if (out === undefined) { out = new Phaser.Point(); }\n\n        var p = Math.random() * Math.PI * 2;\n        var r = Math.random();\n\n        out.x = Math.sqrt(r) * Math.cos(p);\n        out.y = Math.sqrt(r) * Math.sin(p);\n\n        out.x = this.x + (out.x * this.width / 2.0);\n        out.y = this.y + (out.y * this.height / 2.0);\n\n        return out;\n\n    },\n\n    /**\n    * Returns a string representation of this object.\n    * @method Phaser.Ellipse#toString\n    * @return {string} A string representation of the instance.\n    */\n    toString: function () {\n        return \"[{Phaser.Ellipse (x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \")}]\";\n    }\n\n};\n\nPhaser.Ellipse.prototype.constructor = Phaser.Ellipse;\n\n/**\n* The left coordinate of the Ellipse. The same as the X coordinate.\n* @name Phaser.Ellipse#left\n* @propety {number} left - Gets or sets the value of the leftmost point of the ellipse.\n*/\nObject.defineProperty(Phaser.Ellipse.prototype, \"left\", {\n\n    get: function () {\n        return this.x;\n    },\n\n    set: function (value) {\n\n        this.x = value;\n\n    }\n\n});\n\n/**\n* The x coordinate of the rightmost point of the Ellipse. Changing the right property of an Ellipse object has no effect on the x property, but does adjust the width.\n* @name Phaser.Ellipse#right\n* @property {number} right - Gets or sets the value of the rightmost point of the ellipse.\n*/\nObject.defineProperty(Phaser.Ellipse.prototype, \"right\", {\n\n    get: function () {\n        return this.x + this.width;\n    },\n\n    set: function (value) {\n\n        if (value < this.x)\n        {\n            this.width = 0;\n        }\n        else\n        {\n            this.width = value - this.x;\n        }\n    }\n\n});\n\n/**\n* The top of the Ellipse. The same as its y property.\n* @name Phaser.Ellipse#top\n* @property {number} top - Gets or sets the top of the ellipse.\n*/\nObject.defineProperty(Phaser.Ellipse.prototype, \"top\", {\n\n    get: function () {\n        return this.y;\n    },\n\n    set: function (value) {\n        this.y = value;\n    }\n\n});\n\n/**\n* The sum of the y and height properties. Changing the bottom property of an Ellipse doesn't adjust the y property, but does change the height.\n* @name Phaser.Ellipse#bottom\n* @property {number} bottom - Gets or sets the bottom of the ellipse.\n*/\nObject.defineProperty(Phaser.Ellipse.prototype, \"bottom\", {\n\n    get: function () {\n        return this.y + this.height;\n    },\n\n    set: function (value) {\n\n        if (value < this.y)\n        {\n            this.height = 0;\n        }\n        else\n        {\n            this.height = value - this.y;\n        }\n    }\n\n});\n\n/**\n* Determines whether or not this Ellipse object is empty. Will return a value of true if the Ellipse objects dimensions are less than or equal to 0; otherwise false.\n* If set to true it will reset all of the Ellipse objects properties to 0. An Ellipse object is empty if its width or height is less than or equal to 0.\n* @name Phaser.Ellipse#empty\n* @property {boolean} empty - Gets or sets the empty state of the ellipse.\n*/\nObject.defineProperty(Phaser.Ellipse.prototype, \"empty\", {\n\n    get: function () {\n        return (this.width === 0 || this.height === 0);\n    },\n\n    set: function (value) {\n\n        if (value === true)\n        {\n            this.setTo(0, 0, 0, 0);\n        }\n\n    }\n\n});\n\n/**\n* Return true if the given x/y coordinates are within the Ellipse object.\n* \n* @method Phaser.Ellipse.contains\n* @param {Phaser.Ellipse} a - The Ellipse to be checked.\n* @param {number} x - The X value of the coordinate to test.\n* @param {number} y - The Y value of the coordinate to test.\n* @return {boolean} True if the coordinates are within this ellipse, otherwise false.\n*/\nPhaser.Ellipse.contains = function (a, x, y) {\n \n    if (a.width <= 0 || a.height <= 0) {\n        return false;\n    }\n \n    //  Normalize the coords to an ellipse with center 0,0 and a radius of 0.5\n    var normx = ((x - a.x) / a.width) - 0.5;\n    var normy = ((y - a.y) / a.height) - 0.5;\n \n    normx *= normx;\n    normy *= normy;\n \n    return (normx + normy < 0.25);\n \n};\n\n//   Because PIXI uses its own Ellipse, we'll replace it with ours to avoid duplicating code or confusion.\nPIXI.Ellipse = Phaser.Ellipse;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Creates a new Line object with a start and an end point.\n*\n* @class Phaser.Line\n* @constructor\n* @param {number} [x1=0] - The x coordinate of the start of the line.\n* @param {number} [y1=0] - The y coordinate of the start of the line.\n* @param {number} [x2=0] - The x coordinate of the end of the line.\n* @param {number} [y2=0] - The y coordinate of the end of the line.\n*/\nPhaser.Line = function (x1, y1, x2, y2) {\n\n    x1 = x1 || 0;\n    y1 = y1 || 0;\n    x2 = x2 || 0;\n    y2 = y2 || 0;\n\n    /**\n    * @property {Phaser.Point} start - The start point of the line.\n    */\n    this.start = new Phaser.Point(x1, y1);\n\n    /**\n    * @property {Phaser.Point} end - The end point of the line.\n    */\n    this.end = new Phaser.Point(x2, y2);\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.LINE;\n\n};\n\nPhaser.Line.prototype = {\n\n    /**\n    * Sets the components of the Line to the specified values.\n    *\n    * @method Phaser.Line#setTo\n    * @param {number} [x1=0] - The x coordinate of the start of the line.\n    * @param {number} [y1=0] - The y coordinate of the start of the line.\n    * @param {number} [x2=0] - The x coordinate of the end of the line.\n    * @param {number} [y2=0] - The y coordinate of the end of the line.\n    * @return {Phaser.Line} This line object\n    */\n    setTo: function (x1, y1, x2, y2) {\n\n        this.start.setTo(x1, y1);\n        this.end.setTo(x2, y2);\n\n        return this;\n\n    },\n\n    /**\n    * Sets the line to match the x/y coordinates of the two given sprites.\n    * Can optionally be calculated from their center coordinates.\n    *\n    * @method Phaser.Line#fromSprite\n    * @param {Phaser.Sprite} startSprite - The coordinates of this Sprite will be set to the Line.start point.\n    * @param {Phaser.Sprite} endSprite - The coordinates of this Sprite will be set to the Line.start point.\n    * @param {boolean} [useCenter=false] - If true it will use startSprite.center.x, if false startSprite.x. Note that Sprites don't have a center property by default, so only enable if you've over-ridden your Sprite with a custom class.\n    * @return {Phaser.Line} This line object\n    */\n    fromSprite: function (startSprite, endSprite, useCenter) {\n\n        if (useCenter === undefined) { useCenter = false; }\n\n        if (useCenter)\n        {\n            return this.setTo(startSprite.center.x, startSprite.center.y, endSprite.center.x, endSprite.center.y);\n        }\n\n        return this.setTo(startSprite.x, startSprite.y, endSprite.x, endSprite.y);\n\n    },\n\n    /**\n    * Sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.\n    *\n    * @method Phaser.Line#fromAngle\n    * @param {number} x - The x coordinate of the start of the line.\n    * @param {number} y - The y coordinate of the start of the line.\n    * @param {number} angle - The angle of the line in radians.\n    * @param {number} length - The length of the line in pixels.\n    * @return {Phaser.Line} This line object\n    */\n    fromAngle: function (x, y, angle, length) {\n\n        this.start.setTo(x, y);\n        this.end.setTo(x + (Math.cos(angle) * length), y + (Math.sin(angle) * length));\n\n        return this;\n\n    },\n\n    /**\n    * Rotates the line by the amount specified in `angle`.\n    *\n    * Rotation takes place from the center of the line.\n    * If you wish to rotate around a different point see Line.rotateAround.\n    *\n    * If you wish to rotate the ends of the Line then see Line.start.rotate or Line.end.rotate.\n    *\n    * @method Phaser.Line#rotate\n    * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the line by.\n    * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?\n    * @return {Phaser.Line} This line object\n    */\n    rotate: function (angle, asDegrees) {\n\n        var cx = (this.start.x + this.end.x) / 2;\n        var cy = (this.start.y + this.end.y) / 2;\n\n        this.start.rotate(cx, cy, angle, asDegrees);\n        this.end.rotate(cx, cy, angle, asDegrees);\n\n        return this;\n\n    },\n\n    /**\n    * Rotates the line by the amount specified in `angle`.\n    *\n    * Rotation takes place around the coordinates given.\n    *\n    * @method Phaser.Line#rotateAround\n    * @param {number} x - The x coordinate to offset the rotation from.\n    * @param {number} y - The y coordinate to offset the rotation from.\n    * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the line by.\n    * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?\n    * @return {Phaser.Line} This line object\n    */\n    rotateAround: function (x, y, angle, asDegrees) {\n\n        this.start.rotate(x, y, angle, asDegrees);\n        this.end.rotate(x, y, angle, asDegrees);\n\n        return this;\n\n    },\n\n    /**\n    * Checks for intersection between this line and another Line.\n    * If asSegment is true it will check for segment intersection. If asSegment is false it will check for line intersection.\n    * Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.\n    *\n    * @method Phaser.Line#intersects\n    * @param {Phaser.Line} line - The line to check against this one.\n    * @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.\n    * @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.\n    * @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.\n    */\n    intersects: function (line, asSegment, result) {\n\n        return Phaser.Line.intersectsPoints(this.start, this.end, line.start, line.end, asSegment, result);\n\n    },\n\n    /**\n    * Returns the reflected angle between two lines.\n    * This is the outgoing angle based on the angle of this line and the normalAngle of the given line.\n    *\n    * @method Phaser.Line#reflect\n    * @param {Phaser.Line} line - The line to reflect off this line.\n    * @return {number} The reflected angle in radians.\n    */\n    reflect: function (line) {\n\n        return Phaser.Line.reflect(this, line);\n\n    },\n\n    /**\n    * Returns a Point object where the x and y values correspond to the center (or midpoint) of the Line segment.\n    *\n    * @method Phaser.Line#midPoint\n    * @param {Phaser.Point} [out] - A Phaser.Point object into which the result will be populated. If not given a new Point object is created.\n    * @return {Phaser.Point} A Phaser.Point object with the x and y values set to the center of the line segment.\n    */\n    midPoint: function (out) {\n\n        if (out === undefined) { out = new Phaser.Point(); }\n\n        out.x = (this.start.x + this.end.x) / 2;\n        out.y = (this.start.y + this.end.y) / 2;\n\n        return out;\n\n    },\n\n    /**\n    * Centers this Line on the given coordinates.\n    *\n    * The line is centered by positioning the start and end points so that the lines midpoint matches\n    * the coordinates given.\n    *\n    * @method Phaser.Line#centerOn\n    * @param {number} x - The x position to center the line on.\n    * @param {number} y - The y position to center the line on.\n    * @return {Phaser.Line} This line object\n    */\n    centerOn: function (x, y) {\n\n        var cx = (this.start.x + this.end.x) / 2;\n        var cy = (this.start.y + this.end.y) / 2;\n\n        var tx = x - cx;\n        var ty = y - cy;\n\n        this.start.add(tx, ty);\n        this.end.add(tx, ty);\n\n    },\n\n    /**\n    * Tests if the given coordinates fall on this line. See pointOnSegment to test against just the line segment.\n    *\n    * @method Phaser.Line#pointOnLine\n    * @param {number} x - The line to check against this one.\n    * @param {number} y - The line to check against this one.\n    * @return {boolean} True if the point is on the line, false if not.\n    */\n    pointOnLine: function (x, y) {\n\n        return ((x - this.start.x) * (this.end.y - this.start.y) === (this.end.x - this.start.x) * (y - this.start.y));\n\n    },\n\n    /**\n    * Tests if the given coordinates fall on this line and within the segment. See pointOnLine to test against just the line.\n    *\n    * @method Phaser.Line#pointOnSegment\n    * @param {number} x - The line to check against this one.\n    * @param {number} y - The line to check against this one.\n    * @return {boolean} True if the point is on the line and segment, false if not.\n    */\n    pointOnSegment: function (x, y) {\n\n        var xMin = Math.min(this.start.x, this.end.x);\n        var xMax = Math.max(this.start.x, this.end.x);\n        var yMin = Math.min(this.start.y, this.end.y);\n        var yMax = Math.max(this.start.y, this.end.y);\n\n        return (this.pointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax));\n\n    },\n\n    /**\n    * Picks a random point from anywhere on the Line segment and returns it.\n    *\n    * @method Phaser.Line#random\n    * @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.\n    *     If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an object.\n    * @return {Phaser.Point} An object containing the random point in its `x` and `y` properties.\n    */\n    random: function (out) {\n\n        if (out === undefined) { out = new Phaser.Point(); }\n\n        var t = Math.random();\n\n        out.x = this.start.x + t * (this.end.x - this.start.x);\n        out.y = this.start.y + t * (this.end.y - this.start.y);\n\n        return out;\n\n    },\n\n    /**\n    * Using Bresenham's line algorithm this will return an array of all coordinates on this line.\n    * The start and end points are rounded before this runs as the algorithm works on integers.\n    *\n    * @method Phaser.Line#coordinatesOnLine\n    * @param {number} [stepRate=1] - How many steps will we return? 1 = every coordinate on the line, 2 = every other coordinate, etc.\n    * @param {array} [results] - The array to store the results in. If not provided a new one will be generated.\n    * @return {array} An array of coordinates.\n    */\n    coordinatesOnLine: function (stepRate, results) {\n\n        if (stepRate === undefined) { stepRate = 1; }\n        if (results === undefined) { results = []; }\n\n        var x1 = Math.round(this.start.x);\n        var y1 = Math.round(this.start.y);\n        var x2 = Math.round(this.end.x);\n        var y2 = Math.round(this.end.y);\n\n        var dx = Math.abs(x2 - x1);\n        var dy = Math.abs(y2 - y1);\n        var sx = (x1 < x2) ? 1 : -1;\n        var sy = (y1 < y2) ? 1 : -1;\n        var err = dx - dy;\n\n        results.push([x1, y1]);\n\n        var i = 1;\n\n        while (!((x1 === x2) && (y1 === y2)))\n        {\n            var e2 = err << 1;\n\n            if (e2 > -dy)\n            {\n                err -= dy;\n                x1 += sx;\n            }\n\n            if (e2 < dx)\n            {\n                err += dx;\n                y1 += sy;\n            }\n\n            if (i % stepRate === 0)\n            {\n                results.push([x1, y1]);\n            }\n\n            i++;\n\n        }\n\n        return results;\n\n    },\n\n    /**\n     * Returns a new Line object with the same values for the start and end properties as this Line object.\n     * @method Phaser.Line#clone\n     * @param {Phaser.Line} output - Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned.\n     * @return {Phaser.Line} The cloned Line object.\n     */\n    clone: function (output) {\n\n        if (output === undefined || output === null)\n        {\n            output = new Phaser.Line(this.start.x, this.start.y, this.end.x, this.end.y);\n        }\n        else\n        {\n            output.setTo(this.start.x, this.start.y, this.end.x, this.end.y);\n        }\n\n        return output;\n\n    }\n\n};\n\n/**\n* @name Phaser.Line#length\n* @property {number} length - Gets the length of the line segment.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"length\", {\n\n    get: function () {\n        return Math.sqrt((this.end.x - this.start.x) * (this.end.x - this.start.x) + (this.end.y - this.start.y) * (this.end.y - this.start.y));\n    }\n\n});\n\n/**\n* @name Phaser.Line#angle\n* @property {number} angle - Gets the angle of the line in radians.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"angle\", {\n\n    get: function () {\n        return Math.atan2(this.end.y - this.start.y, this.end.x - this.start.x);\n    }\n\n});\n\n/**\n* @name Phaser.Line#slope\n* @property {number} slope - Gets the slope of the line (y/x).\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"slope\", {\n\n    get: function () {\n        return (this.end.y - this.start.y) / (this.end.x - this.start.x);\n    }\n\n});\n\n/**\n* @name Phaser.Line#perpSlope\n* @property {number} perpSlope - Gets the perpendicular slope of the line (x/y).\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"perpSlope\", {\n\n    get: function () {\n        return -((this.end.x - this.start.x) / (this.end.y - this.start.y));\n    }\n\n});\n\n/**\n* @name Phaser.Line#x\n* @property {number} x - Gets the x coordinate of the top left of the bounds around this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"x\", {\n\n    get: function () {\n        return Math.min(this.start.x, this.end.x);\n    }\n\n});\n\n/**\n* @name Phaser.Line#y\n* @property {number} y - Gets the y coordinate of the top left of the bounds around this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"y\", {\n\n    get: function () {\n        return Math.min(this.start.y, this.end.y);\n    }\n\n});\n\n/**\n* @name Phaser.Line#left\n* @property {number} left - Gets the left-most point of this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"left\", {\n\n    get: function () {\n        return Math.min(this.start.x, this.end.x);\n    }\n\n});\n\n/**\n* @name Phaser.Line#right\n* @property {number} right - Gets the right-most point of this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"right\", {\n\n    get: function () {\n        return Math.max(this.start.x, this.end.x);\n    }\n\n});\n\n/**\n* @name Phaser.Line#top\n* @property {number} top - Gets the top-most point of this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"top\", {\n\n    get: function () {\n        return Math.min(this.start.y, this.end.y);\n    }\n\n});\n\n/**\n* @name Phaser.Line#bottom\n* @property {number} bottom - Gets the bottom-most point of this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"bottom\", {\n\n    get: function () {\n        return Math.max(this.start.y, this.end.y);\n    }\n\n});\n\n/**\n* @name Phaser.Line#width\n* @property {number} width - Gets the width of this bounds of this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"width\", {\n\n    get: function () {\n        return Math.abs(this.start.x - this.end.x);\n    }\n\n});\n\n/**\n* @name Phaser.Line#height\n* @property {number} height - Gets the height of this bounds of this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"height\", {\n\n    get: function () {\n        return Math.abs(this.start.y - this.end.y);\n    }\n\n});\n\n/**\n* @name Phaser.Line#normalX\n* @property {number} normalX - Gets the x component of the left-hand normal of this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"normalX\", {\n\n    get: function () {\n        return Math.cos(this.angle - 1.5707963267948966);\n    }\n\n});\n\n/**\n* @name Phaser.Line#normalY\n* @property {number} normalY - Gets the y component of the left-hand normal of this line.\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"normalY\", {\n\n    get: function () {\n        return Math.sin(this.angle - 1.5707963267948966);\n    }\n\n});\n\n/**\n* @name Phaser.Line#normalAngle\n* @property {number} normalAngle - Gets the angle in radians of the normal of this line (line.angle - 90 degrees.)\n* @readonly\n*/\nObject.defineProperty(Phaser.Line.prototype, \"normalAngle\", {\n\n    get: function () {\n        return Phaser.Math.wrap(this.angle - 1.5707963267948966, -Math.PI, Math.PI);\n    }\n\n});\n\n/**\n* Checks for intersection between two lines as defined by the given start and end points.\n* If asSegment is true it will check for line segment intersection. If asSegment is false it will check for line intersection.\n* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.\n* Adapted from code by Keith Hair\n*\n* @method Phaser.Line.intersectsPoints\n* @param {Phaser.Point} a - The start of the first Line to be checked.\n* @param {Phaser.Point} b - The end of the first line to be checked.\n* @param {Phaser.Point} e - The start of the second Line to be checked.\n* @param {Phaser.Point} f - The end of the second line to be checked.\n* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.\n* @param {Phaser.Point|object} [result] - A Point object to store the result in, if not given a new one will be created.\n* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.\n*/\nPhaser.Line.intersectsPoints = function (a, b, e, f, asSegment, result) {\n\n    if (asSegment === undefined) { asSegment = true; }\n    if (result === undefined) { result = new Phaser.Point(); }\n\n    var a1 = b.y - a.y;\n    var a2 = f.y - e.y;\n    var b1 = a.x - b.x;\n    var b2 = e.x - f.x;\n    var c1 = (b.x * a.y) - (a.x * b.y);\n    var c2 = (f.x * e.y) - (e.x * f.y);\n    var denom = (a1 * b2) - (a2 * b1);\n\n    if (denom === 0)\n    {\n        return null;\n    }\n\n    result.x = ((b1 * c2) - (b2 * c1)) / denom;\n    result.y = ((a2 * c1) - (a1 * c2)) / denom;\n\n    if (asSegment)\n    {\n        var uc = ((f.y - e.y) * (b.x - a.x) - (f.x - e.x) * (b.y - a.y));\n        var ua = (((f.x - e.x) * (a.y - e.y)) - (f.y - e.y) * (a.x - e.x)) / uc;\n        var ub = (((b.x - a.x) * (a.y - e.y)) - ((b.y - a.y) * (a.x - e.x))) / uc;\n\n        if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1)\n        {\n            return result;\n        }\n        else\n        {\n            return null;\n        }\n    }\n\n    return result;\n\n};\n\n/**\n* Checks for intersection between two lines.\n* If asSegment is true it will check for segment intersection.\n* If asSegment is false it will check for line intersection.\n* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.\n* Adapted from code by Keith Hair\n*\n* @method Phaser.Line.intersects\n* @param {Phaser.Line} a - The first Line to be checked.\n* @param {Phaser.Line} b - The second Line to be checked.\n* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.\n* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.\n* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.\n*/\nPhaser.Line.intersects = function (a, b, asSegment, result) {\n\n    return Phaser.Line.intersectsPoints(a.start, a.end, b.start, b.end, asSegment, result);\n\n};\n\n/**\n* Checks for intersection between the Line and a Rectangle shape, or a rectangle-like\n* object, with public `x`, `y`, `right` and `bottom` properties, such as a Sprite or Body.\n*\n* An intersection is considered valid if:\n*\n* The line starts within, or ends within, the Rectangle.\n* The line segment intersects one of the 4 rectangle edges.\n*\n* The for the purposes of this function rectangles are considered 'solid'.\n*\n* @method Phaser.Line.intersectsRectangle\n* @param {Phaser.Line} line - The line to check for intersection with.\n* @param {Phaser.Rectangle|object} rect - The rectangle, or rectangle-like object, to check for intersection with.\n* @return {boolean} True if the line intersects with the rectangle edges, or starts or ends within the rectangle.\n*/\nPhaser.Line.intersectsRectangle = function (line, rect) {\n\n    //  Quick bail out of the Line and Rect bounds don't intersect\n    if (!Phaser.Rectangle.intersects(line, rect))\n    {\n        return false;\n    }\n\n    var x1 = line.start.x;\n    var y1 = line.start.y;\n\n    var x2 = line.end.x;\n    var y2 = line.end.y;\n\n    var bx1 = rect.x;\n    var by1 = rect.y;\n    var bx2 = rect.right;\n    var by2 = rect.bottom;\n\n    var t = 0;\n\n    //  If the start or end of the line is inside the rect then we assume\n    //  collision, as rects are solid for our use-case.\n\n    if ((x1 >= bx1 && x1 <= bx2 && y1 >= by1 && y1 <= by2) ||\n        (x2 >= bx1 && x2 <= bx2 && y2 >= by1 && y2 <= by2))\n    {\n        return true;\n    }\n\n    if (x1 < bx1 && x2 >= bx1)\n    {\n        //  Left edge\n        t = y1 + (y2 - y1) * (bx1 - x1) / (x2 - x1);\n\n        if (t > by1 && t <= by2)\n        {\n            return true;\n        }\n    }\n    else if (x1 > bx2 && x2 <= bx2)\n    {\n        //  Right edge\n        t = y1 + (y2 - y1) * (bx2 - x1) / (x2 - x1);\n\n        if (t >= by1 && t <= by2)\n        {\n            return true;\n        }\n    }\n\n    if (y1 < by1 && y2 >= by1)\n    {\n        //  Top edge\n        t = x1 + (x2 - x1) * (by1 - y1) / (y2 - y1);\n\n        if (t >= bx1 && t <= bx2)\n        {\n            return true;\n        }\n    }\n    else if (y1 > by2 && y2 <= by2)\n    {\n        //  Bottom edge\n        t = x1 + (x2 - x1) * (by2 - y1) / (y2 - y1);\n\n        if (t >= bx1 && t <= bx2)\n        {\n            return true;\n        }\n    }\n\n    return false;\n\n};\n\n/**\n* Returns the reflected angle between two lines.\n* This is the outgoing angle based on the angle of Line 1 and the normalAngle of Line 2.\n*\n* @method Phaser.Line.reflect\n* @param {Phaser.Line} a - The base line.\n* @param {Phaser.Line} b - The line to be reflected from the base line.\n* @return {number} The reflected angle in radians.\n*/\nPhaser.Line.reflect = function (a, b) {\n\n    return 2 * b.normalAngle - 3.141592653589793 - a.angle;\n\n};\n\n/**\n* @author       Mat Groves http://matgroves.com/ @Doormat23\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.\n* \n* It is represented like so:\n* \n* | a | b | tx |\n* | c | d | ty |\n* | 0 | 0 | 1 |\n*\n* @class Phaser.Matrix\n* @constructor\n* @param {number} [a=1] - Horizontal scaling\n* @param {number} [b=0] - Horizontal skewing\n* @param {number} [c=0] - Vertical skewing\n* @param {number} [d=1] - Vertical scaling\n* @param {number} [tx=0] - Horizontal translation\n* @param {number} [ty=0] - Vertical translation\n*/\nPhaser.Matrix = function (a, b, c, d, tx, ty) {\n\n    if (a === undefined || a === null) { a = 1; }\n    if (b === undefined || b === null) { b = 0; }\n    if (c === undefined || c === null) { c = 0; }\n    if (d === undefined || d === null) { d = 1; }\n    if (tx === undefined || tx === null) { tx = 0; }\n    if (ty === undefined || ty === null) { ty = 0; }\n\n    /**\n    * @property {number} a\n    * @default 1\n    */\n    this.a = a;\n\n    /**\n    * @property {number} b\n    * @default 0\n    */\n    this.b = b;\n\n    /**\n    * @property {number} c\n    * @default 0\n    */\n    this.c = c;\n\n    /**\n    * @property {number} d\n    * @default 1\n    */\n    this.d = d;\n\n    /**\n    * @property {number} tx\n    * @default 0\n    */\n    this.tx = tx;\n\n    /**\n    * @property {number} ty\n    * @default 0\n    */\n    this.ty = ty;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.MATRIX;\n\n};\n\nPhaser.Matrix.prototype = {\n\n    /**\n    * Sets the values of this Matrix to the values in the given array.\n    * \n    * The Array elements should be set as follows:\n    *\n    * a = array[0]\n    * b = array[1]\n    * c = array[3]\n    * d = array[4]\n    * tx = array[2]\n    * ty = array[5]\n    *\n    * @method Phaser.Matrix#fromArray\n    * @param {Array} array - The array to copy from.\n    * @return {Phaser.Matrix} This Matrix object.\n    */\n    fromArray: function (array) {\n\n        return this.setTo(array[0], array[1], array[3], array[4], array[2], array[5]);\n\n    },\n\n    /**\n    * Sets the values of this Matrix to the given values.\n    *\n    * @method Phaser.Matrix#setTo\n    * @param {number} a - Horizontal scaling\n    * @param {number} b - Horizontal skewing\n    * @param {number} c - Vertical skewing\n    * @param {number} d - Vertical scaling\n    * @param {number} tx - Horizontal translation\n    * @param {number} ty - Vertical translation\n    * @return {Phaser.Matrix} This Matrix object.\n    */\n    setTo: function (a, b, c, d, tx, ty) {\n\n        this.a = a;\n        this.b = b;\n        this.c = c;\n        this.d = d;\n        this.tx = tx;\n        this.ty = ty;\n\n        return this;\n\n    },\n\n    /**\n     * Creates a new Matrix object based on the values of this Matrix.\n     * If you provide the output parameter the values of this Matrix will be copied over to it.\n     * If the output parameter is blank a new Matrix object will be created.\n     *\n     * @method Phaser.Matrix#clone\n     * @param {Phaser.Matrix} [output] - If provided the values of this Matrix will be copied to it, otherwise a new Matrix object is created.\n     * @return {Phaser.Matrix} A clone of this Matrix.\n     */\n    clone: function (output) {\n\n        if (output === undefined || output === null)\n        {\n            output = new Phaser.Matrix(this.a, this.b, this.c, this.d, this.tx, this.ty);\n        }\n        else\n        {\n            output.a = this.a;\n            output.b = this.b;\n            output.c = this.c;\n            output.d = this.d;\n            output.tx = this.tx;\n            output.ty = this.ty;\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Copies the properties from this Matrix to the given Matrix.\n    *\n    * @method Phaser.Matrix#copyTo\n    * @param {Phaser.Matrix} matrix - The Matrix to copy from.\n    * @return {Phaser.Matrix} The destination Matrix object.\n    */\n    copyTo: function (matrix) {\n\n        matrix.copyFrom(this);\n\n        return matrix;\n\n    },\n\n    /**\n    * Copies the properties from the given Matrix into this Matrix.\n    *\n    * @method Phaser.Matrix#copyFrom\n    * @param {Phaser.Matrix} matrix - The Matrix to copy from.\n    * @return {Phaser.Matrix} This Matrix object.\n    */\n    copyFrom: function (matrix) {\n\n        this.a = matrix.a;\n        this.b = matrix.b;\n        this.c = matrix.c;\n        this.d = matrix.d;\n        this.tx = matrix.tx;\n        this.ty = matrix.ty;\n\n        return this;\n\n    },\n\n    /**\n    * Creates a Float32 Array with values populated from this Matrix object.\n    *\n    * @method Phaser.Matrix#toArray\n    * @param {boolean} [transpose=false] - Whether the values in the array are transposed or not.\n    * @param {PIXI.Float32Array} [array] - If provided the values will be set into this array, otherwise a new Float32Array is created.\n    * @return {PIXI.Float32Array} The newly created array which contains the matrix.\n    */\n    toArray: function (transpose, array) {\n\n        if (array === undefined) { array = new PIXI.Float32Array(9); }\n\n        if (transpose)\n        {\n            array[0] = this.a;\n            array[1] = this.b;\n            array[2] = 0;\n            array[3] = this.c;\n            array[4] = this.d;\n            array[5] = 0;\n            array[6] = this.tx;\n            array[7] = this.ty;\n            array[8] = 1;\n        }\n        else\n        {\n            array[0] = this.a;\n            array[1] = this.c;\n            array[2] = this.tx;\n            array[3] = this.b;\n            array[4] = this.d;\n            array[5] = this.ty;\n            array[6] = 0;\n            array[7] = 0;\n            array[8] = 1;\n        }\n\n        return array;\n\n    },\n\n    /**\n    * Get a new position with the current transformation applied.\n    * \n    * Can be used to go from a childs coordinate space to the world coordinate space (e.g. rendering)\n    *\n    * @method Phaser.Matrix#apply\n    * @param {Phaser.Point} pos - The origin Point.\n    * @param {Phaser.Point} [newPos] - The point that the new position is assigned to. This can be same as input point.\n    * @return {Phaser.Point} The new point, transformed through this matrix.\n    */\n    apply: function (pos, newPos) {\n\n        if (newPos === undefined) { newPos = new Phaser.Point(); }\n\n        newPos.x = this.a * pos.x + this.c * pos.y + this.tx;\n        newPos.y = this.b * pos.x + this.d * pos.y + this.ty;\n\n        return newPos;\n\n    },\n\n    /**\n    * Get a new position with the inverse of the current transformation applied.\n    * \n    * Can be used to go from the world coordinate space to a childs coordinate space. (e.g. input)\n    *\n    * @method Phaser.Matrix#applyInverse\n    * @param {Phaser.Point} pos - The origin Point.\n    * @param {Phaser.Point} [newPos] - The point that the new position is assigned to. This can be same as input point.\n    * @return {Phaser.Point} The new point, inverse transformed through this matrix.\n    */\n    applyInverse: function (pos, newPos) {\n\n        if (newPos === undefined) { newPos = new Phaser.Point(); }\n\n        var id = 1 / (this.a * this.d + this.c * -this.b);\n        var x = pos.x;\n        var y = pos.y;\n\n        newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;\n        newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;\n\n        return newPos;\n\n    },\n\n    /**\n    * Translates the matrix on the x and y.\n    * This is the same as Matrix.tx += x.\n    * \n    * @method Phaser.Matrix#translate\n    * @param {number} x - The x value to translate on.\n    * @param {number} y - The y value to translate on.\n    * @return {Phaser.Matrix} This Matrix object.\n    */\n    translate: function (x, y) {\n\n        this.tx += x;\n        this.ty += y;\n        \n        return this;\n\n    },\n\n    /**\n    * Applies a scale transformation to this matrix.\n    * \n    * @method Phaser.Matrix#scale\n    * @param {number} x - The amount to scale horizontally.\n    * @param {number} y - The amount to scale vertically.\n    * @return {Phaser.Matrix} This Matrix object.\n    */\n    scale: function (x, y) {\n\n        this.a *= x;\n        this.d *= y;\n        this.c *= x;\n        this.b *= y;\n        this.tx *= x;\n        this.ty *= y;\n\n        return this;\n\n    },\n\n    /**\n    * Applies a rotation transformation to this matrix.\n    * \n    * @method Phaser.Matrix#rotate\n    * @param {number} angle - The angle to rotate by, given in radians.\n    * @return {Phaser.Matrix} This Matrix object.\n    */\n    rotate: function (angle) {\n\n        var cos = Math.cos(angle);\n        var sin = Math.sin(angle);\n\n        var a1 = this.a;\n        var c1 = this.c;\n        var tx1 = this.tx;\n\n        this.a = a1 * cos-this.b * sin;\n        this.b = a1 * sin+this.b * cos;\n        this.c = c1 * cos-this.d * sin;\n        this.d = c1 * sin+this.d * cos;\n        this.tx = tx1 * cos - this.ty * sin;\n        this.ty = tx1 * sin + this.ty * cos;\n     \n        return this;\n\n    },\n\n    /**\n    * Appends the given Matrix to this Matrix.\n    * \n    * @method Phaser.Matrix#append\n    * @param {Phaser.Matrix} matrix - The matrix to append to this one.\n    * @return {Phaser.Matrix} This Matrix object.\n    */\n    append: function (matrix) {\n\n        var a1 = this.a;\n        var b1 = this.b;\n        var c1 = this.c;\n        var d1 = this.d;\n\n        this.a  = matrix.a * a1 + matrix.b * c1;\n        this.b  = matrix.a * b1 + matrix.b * d1;\n        this.c  = matrix.c * a1 + matrix.d * c1;\n        this.d  = matrix.c * b1 + matrix.d * d1;\n\n        this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n        this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n        \n        return this;\n\n    },\n\n    /**\n    * Resets this Matrix to an identity (default) matrix.\n    * \n    * @method Phaser.Matrix#identity\n    * @return {Phaser.Matrix} This Matrix object.\n    */\n    identity: function () {\n\n        return this.setTo(1, 0, 0, 1, 0, 0);\n\n    }\n\n};\n\nPhaser.identityMatrix = new Phaser.Matrix();\n\n//  Because PIXI uses its own type, we'll replace it with ours to avoid duplicating code or confusion.\nPIXI.Matrix = Phaser.Matrix;\nPIXI.identityMatrix = Phaser.identityMatrix;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.\n* The following code creates a point at (0,0):\n* `var myPoint = new Phaser.Point();`\n* You can also use them as 2D Vectors and you'll find different vector related methods in this class.\n* \n* @class Phaser.Point\n* @constructor\n* @param {number} [x=0] - The horizontal position of this Point.\n* @param {number} [y=0] - The vertical position of this Point.\n*/\nPhaser.Point = function (x, y) {\n\n    x = x || 0;\n    y = y || 0;\n\n    /**\n    * @property {number} x - The x value of the point.\n    */\n    this.x = x;\n\n    /**\n    * @property {number} y - The y value of the point.\n    */\n    this.y = y;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.POINT;\n\n};\n\nPhaser.Point.prototype = {\n\n    /**\n    * Copies the x and y properties from any given object to this Point.\n    *\n    * @method Phaser.Point#copyFrom\n    * @param {any} source - The object to copy from.\n    * @return {Phaser.Point} This Point object.\n    */\n    copyFrom: function (source) {\n\n        return this.setTo(source.x, source.y);\n\n    },\n\n    /**\n    * Inverts the x and y values of this Point\n    *\n    * @method Phaser.Point#invert\n    * @return {Phaser.Point} This Point object.\n    */\n    invert: function () {\n\n        return this.setTo(this.y, this.x);\n\n    },\n\n    /**\n    * Sets the `x` and `y` values of this Point object to the given values.\n    * If you omit the `y` value then the `x` value will be applied to both, for example:\n    * `Point.setTo(2)` is the same as `Point.setTo(2, 2)`\n    *\n    * @method Phaser.Point#setTo\n    * @param {number} x - The horizontal value of this point.\n    * @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.\n    * @return {Phaser.Point} This Point object. Useful for chaining method calls.\n    */\n    setTo: function (x, y) {\n\n        this.x = x || 0;\n        this.y = y || ( (y !== 0) ? this.x : 0 );\n\n        return this;\n\n    },\n\n    /**\n    * Sets the `x` and `y` values of this Point object to the given values.\n    * If you omit the `y` value then the `x` value will be applied to both, for example:\n    * `Point.set(2)` is the same as `Point.set(2, 2)`\n    *\n    * @method Phaser.Point#set\n    * @param {number} x - The horizontal value of this point.\n    * @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.\n    * @return {Phaser.Point} This Point object. Useful for chaining method calls.\n    */\n    set: function (x, y) {\n\n        this.x = x || 0;\n        this.y = y || ( (y !== 0) ? this.x : 0 );\n\n        return this;\n\n    },\n\n    /**\n    * Adds the given x and y values to this Point.\n    *\n    * @method Phaser.Point#add\n    * @param {number} x - The value to add to Point.x.\n    * @param {number} y - The value to add to Point.y.\n    * @return {Phaser.Point} This Point object. Useful for chaining method calls.\n    */\n    add: function (x, y) {\n\n        this.x += x;\n        this.y += y;\n        return this;\n\n    },\n\n    /**\n    * Subtracts the given x and y values from this Point.\n    *\n    * @method Phaser.Point#subtract\n    * @param {number} x - The value to subtract from Point.x.\n    * @param {number} y - The value to subtract from Point.y.\n    * @return {Phaser.Point} This Point object. Useful for chaining method calls.\n    */\n    subtract: function (x, y) {\n\n        this.x -= x;\n        this.y -= y;\n        return this;\n\n    },\n\n    /**\n    * Multiplies Point.x and Point.y by the given x and y values. Sometimes known as `Scale`.\n    *\n    * @method Phaser.Point#multiply\n    * @param {number} x - The value to multiply Point.x by.\n    * @param {number} y - The value to multiply Point.x by.\n    * @return {Phaser.Point} This Point object. Useful for chaining method calls.\n    */\n    multiply: function (x, y) {\n\n        this.x *= x;\n        this.y *= y;\n        return this;\n\n    },\n\n    /**\n    * Divides Point.x and Point.y by the given x and y values.\n    *\n    * @method Phaser.Point#divide\n    * @param {number} x - The value to divide Point.x by.\n    * @param {number} y - The value to divide Point.x by.\n    * @return {Phaser.Point} This Point object. Useful for chaining method calls.\n    */\n    divide: function (x, y) {\n\n        this.x /= x;\n        this.y /= y;\n        return this;\n\n    },\n\n    /**\n    * Clamps the x value of this Point to be between the given min and max.\n    *\n    * @method Phaser.Point#clampX\n    * @param {number} min - The minimum value to clamp this Point to.\n    * @param {number} max - The maximum value to clamp this Point to.\n    * @return {Phaser.Point} This Point object.\n    */\n    clampX: function (min, max) {\n\n        this.x = Phaser.Math.clamp(this.x, min, max);\n        return this;\n\n    },\n\n    /**\n    * Clamps the y value of this Point to be between the given min and max\n    *\n    * @method Phaser.Point#clampY\n    * @param {number} min - The minimum value to clamp this Point to.\n    * @param {number} max - The maximum value to clamp this Point to.\n    * @return {Phaser.Point} This Point object.\n    */\n    clampY: function (min, max) {\n\n        this.y = Phaser.Math.clamp(this.y, min, max);\n        return this;\n\n    },\n\n    /**\n    * Clamps this Point object values to be between the given min and max.\n    *\n    * @method Phaser.Point#clamp\n    * @param {number} min - The minimum value to clamp this Point to.\n    * @param {number} max - The maximum value to clamp this Point to.\n    * @return {Phaser.Point} This Point object.\n    */\n    clamp: function (min, max) {\n\n        this.x = Phaser.Math.clamp(this.x, min, max);\n        this.y = Phaser.Math.clamp(this.y, min, max);\n        return this;\n\n    },\n\n    /**\n    * Creates a copy of the given Point.\n    *\n    * @method Phaser.Point#clone\n    * @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.\n    * @return {Phaser.Point} The new Point object.\n    */\n    clone: function (output) {\n\n        if (output === undefined || output === null)\n        {\n            output = new Phaser.Point(this.x, this.y);\n        }\n        else\n        {\n            output.setTo(this.x, this.y);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Copies the x and y properties from this Point to any given object.\n    *\n    * @method Phaser.Point#copyTo\n    * @param {any} dest - The object to copy to.\n    * @return {object} The dest object.\n    */\n    copyTo: function (dest) {\n\n        dest.x = this.x;\n        dest.y = this.y;\n\n        return dest;\n\n    },\n\n    /**\n    * Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)\n    *\n    * @method Phaser.Point#distance\n    * @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.\n    * @param {boolean} [round] - Round the distance to the nearest integer (default false).\n    * @return {number} The distance between this Point object and the destination Point object.\n    */\n    distance: function (dest, round) {\n\n        return Phaser.Point.distance(this, dest, round);\n\n    },\n\n    /**\n    * Determines whether the given objects x/y values are equal to this Point object.\n    *\n    * @method Phaser.Point#equals\n    * @param {Phaser.Point|any} a - The object to compare with this Point.\n    * @return {boolean} A value of true if the x and y points are equal, otherwise false.\n    */\n    equals: function (a) {\n\n        return (a.x === this.x && a.y === this.y);\n\n    },\n\n    /**\n    * Returns the angle between this Point object and another object with public x and y properties.\n    *\n    * @method Phaser.Point#angle\n    * @param {Phaser.Point|any} a - The object to get the angle from this Point to.\n    * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?\n    * @return {number} The angle between the two objects.\n    */\n    angle: function (a, asDegrees) {\n\n        if (asDegrees === undefined) { asDegrees = false; }\n\n        if (asDegrees)\n        {\n            return Phaser.Math.radToDeg(Math.atan2(a.y - this.y, a.x - this.x));\n        }\n        else\n        {\n            return Math.atan2(a.y - this.y, a.x - this.x);\n        }\n\n    },\n\n    /**\n    * Rotates this Point around the x/y coordinates given to the desired angle.\n    *\n    * @method Phaser.Point#rotate\n    * @param {number} x - The x coordinate of the anchor point.\n    * @param {number} y - The y coordinate of the anchor point.\n    * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.\n    * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?\n    * @param {number} [distance] - An optional distance constraint between the Point and the anchor.\n    * @return {Phaser.Point} The modified point object.\n    */\n    rotate: function (x, y, angle, asDegrees, distance) {\n\n        return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);\n\n    },\n\n    /**\n    * Calculates the length of the Point object.\n    *\n    * @method Phaser.Point#getMagnitude\n    * @return {number} The length of the Point.\n    */\n    getMagnitude: function () {\n\n        return Math.sqrt((this.x * this.x) + (this.y * this.y));\n\n    },\n\n    /**\n    * Calculates the length squared of the Point object.\n    *\n    * @method Phaser.Point#getMagnitudeSq\n    * @return {number} The length ^ 2 of the Point.\n    */\n    getMagnitudeSq: function () {\n\n        return (this.x * this.x) + (this.y * this.y);\n\n    },\n\n    /**\n    * Alters the length of the Point without changing the direction.\n    *\n    * @method Phaser.Point#setMagnitude\n    * @param {number} magnitude - The desired magnitude of the resulting Point.\n    * @return {Phaser.Point} This Point object.\n    */\n    setMagnitude: function (magnitude) {\n\n        return this.normalize().multiply(magnitude, magnitude);\n\n    },\n\n    /**\n    * Alters the Point object so that its length is 1, but it retains the same direction.\n    *\n    * @method Phaser.Point#normalize\n    * @return {Phaser.Point} This Point object.\n    */\n    normalize: function () {\n\n        if (!this.isZero())\n        {\n            var m = this.getMagnitude();\n            this.x /= m;\n            this.y /= m;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Determine if this point is at 0,0.\n    *\n    * @method Phaser.Point#isZero\n    * @return {boolean} True if this Point is 0,0, otherwise false.\n    */\n    isZero: function () {\n\n        return (this.x === 0 && this.y === 0);\n\n    },\n\n    /**\n    * The dot product of this and another Point object.\n    * \n    * @method Phaser.Point#dot\n    * @param {Phaser.Point} a - The Point object to get the dot product combined with this Point.\n    * @return {number} The result.\n    */\n    dot: function (a) {\n\n        return ((this.x * a.x) + (this.y * a.y));\n\n    },\n\n    /**\n    * The cross product of this and another Point object.\n    * \n    * @method Phaser.Point#cross\n    * @param {Phaser.Point} a - The Point object to get the cross product combined with this Point.\n    * @return {number} The result.\n    */\n    cross: function (a) {\n\n        return ((this.x * a.y) - (this.y * a.x));\n\n    },\n\n    /**\n    * Make this Point perpendicular (90 degrees rotation)\n    * \n    * @method Phaser.Point#perp\n    * @return {Phaser.Point} This Point object.\n    */\n    perp: function () {\n\n        return this.setTo(-this.y, this.x);\n\n    },\n\n    /**\n    * Make this Point perpendicular (-90 degrees rotation)\n    * \n    * @method Phaser.Point#rperp\n    * @return {Phaser.Point} This Point object.\n    */\n    rperp: function () {\n\n        return this.setTo(this.y, -this.x);\n\n    },\n\n    /**\n    * Right-hand normalize (make unit length) this Point.\n    *\n    * @method Phaser.Point#normalRightHand\n    * @return {Phaser.Point} This Point object.\n    */\n    normalRightHand: function () {\n\n        return this.setTo(this.y * -1, this.x);\n\n    },\n\n    /**\n    * Math.floor() both the x and y properties of this Point.\n    *\n    * @method Phaser.Point#floor\n    * @return {Phaser.Point} This Point object.\n    */\n    floor: function () {\n\n        return this.setTo(Math.floor(this.x), Math.floor(this.y));\n\n    },\n\n    /**\n    * Math.ceil() both the x and y properties of this Point.\n    *\n    * @method Phaser.Point#ceil\n    * @return {Phaser.Point} This Point object.\n    */\n    ceil: function () {\n\n        return this.setTo(Math.ceil(this.x), Math.ceil(this.y));\n\n    },\n\n    /**\n    * Returns a string representation of this object.\n    *\n    * @method Phaser.Point#toString\n    * @return {string} A string representation of the instance.\n    */\n    toString: function () {\n\n        return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';\n\n    }\n\n};\n\nPhaser.Point.prototype.constructor = Phaser.Point;\n\n/**\n* Adds the coordinates of two points together to create a new point.\n*\n* @method Phaser.Point.add\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.add = function (a, b, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    out.x = a.x + b.x;\n    out.y = a.y + b.y;\n\n    return out;\n\n};\n\n/**\n* Subtracts the coordinates of two points to create a new point.\n*\n* @method Phaser.Point.subtract\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.subtract = function (a, b, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    out.x = a.x - b.x;\n    out.y = a.y - b.y;\n\n    return out;\n\n};\n\n/**\n* Multiplies the coordinates of two points to create a new point.\n*\n* @method Phaser.Point.multiply\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.multiply = function (a, b, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    out.x = a.x * b.x;\n    out.y = a.y * b.y;\n\n    return out;\n\n};\n\n/**\n* Divides the coordinates of two points to create a new point.\n*\n* @method Phaser.Point.divide\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.divide = function (a, b, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    out.x = a.x / b.x;\n    out.y = a.y / b.y;\n\n    return out;\n\n};\n\n/**\n* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.\n*\n* @method Phaser.Point.equals\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @return {boolean} A value of true if the Points are equal, otherwise false.\n*/\nPhaser.Point.equals = function (a, b) {\n\n    return (a.x === b.x && a.y === b.y);\n\n};\n\n/**\n* Returns the angle between two Point objects.\n*\n* @method Phaser.Point.angle\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @return {number} The angle between the two Points.\n*/\nPhaser.Point.angle = function (a, b) {\n\n    // return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y);\n    return Math.atan2(a.y - b.y, a.x - b.x);\n\n};\n\n/**\n* Creates a negative Point.\n*\n* @method Phaser.Point.negative\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.negative = function (a, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    return out.setTo(-a.x, -a.y);\n\n};\n\n/**\n* Adds two 2D Points together and multiplies the result by the given scalar.\n* \n* @method Phaser.Point.multiplyAdd\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @param {number} s - The scaling value.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.multiplyAdd = function (a, b, s, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    return out.setTo(a.x + b.x * s, a.y + b.y * s);\n\n};\n\n/**\n* Interpolates the two given Points, based on the `f` value (between 0 and 1) and returns a new Point.\n* \n* @method Phaser.Point.interpolate\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @param {number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.interpolate = function (a, b, f, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    return out.setTo(a.x + (b.x - a.x) * f, a.y + (b.y - a.y) * f);\n\n};\n\n/**\n* Return a perpendicular vector (90 degrees rotation)\n*\n* @method Phaser.Point.perp\n* @param {Phaser.Point} a - The Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.perp = function (a, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    return out.setTo(-a.y, a.x);\n\n};\n\n/**\n* Return a perpendicular vector (-90 degrees rotation)\n*\n* @method Phaser.Point.rperp\n* @param {Phaser.Point} a - The Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.rperp = function (a, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    return out.setTo(a.y, -a.x);\n\n};\n\n/**\n* Returns the euclidian distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties).\n*\n* @method Phaser.Point.distance\n* @param {object} a - The target object. Must have visible x and y properties that represent the center of the object.\n* @param {object} b - The target object. Must have visible x and y properties that represent the center of the object.\n* @param {boolean} [round=false] - Round the distance to the nearest integer.\n* @return {number} The distance between this Point object and the destination Point object.\n*/\nPhaser.Point.distance = function (a, b, round) {\n\n    var distance = Phaser.Math.distance(a.x, a.y, b.x, b.y);\n    return round ? Math.round(distance) : distance;\n\n};\n\n/**\n* Project two Points onto another Point.\n* \n* @method Phaser.Point.project\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.project = function (a, b, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    var amt = a.dot(b) / b.getMagnitudeSq();\n\n    if (amt !== 0)\n    {\n        out.setTo(amt * b.x, amt * b.y);\n    }\n\n    return out;\n\n};\n\n/**\n* Project two Points onto a Point of unit length.\n* \n* @method Phaser.Point.projectUnit\n* @param {Phaser.Point} a - The first Point object.\n* @param {Phaser.Point} b - The second Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.projectUnit = function (a, b, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    var amt = a.dot(b);\n\n    if (amt !== 0)\n    {\n        out.setTo(amt * b.x, amt * b.y);\n    }\n\n    return out;\n\n};\n\n/**\n* Right-hand normalize (make unit length) a Point.\n*\n* @method Phaser.Point.normalRightHand\n* @param {Phaser.Point} a - The Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.normalRightHand = function (a, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    return out.setTo(a.y * -1, a.x);\n\n};\n\n/**\n* Normalize (make unit length) a Point.\n*\n* @method Phaser.Point.normalize\n* @param {Phaser.Point} a - The Point object.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.normalize = function (a, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    var m = a.getMagnitude();\n\n    if (m !== 0)\n    {\n        out.setTo(a.x / m, a.y / m);\n    }\n\n    return out;\n\n};\n\n/**\n* Rotates a Point object, or any object with exposed x/y properties, around the given coordinates by\n* the angle specified. If the angle between the point and coordinates was 45 deg and the angle argument\n* is 45 deg then the resulting angle will be 90 deg, as the angle argument is added to the current angle.\n*\n* The distance allows you to specify a distance constraint for the rotation between the point and the \n* coordinates. If none is given the distance between the two is calculated and used.\n*\n* @method Phaser.Point.rotate\n* @param {Phaser.Point} a - The Point object to rotate.\n* @param {number} x - The x coordinate of the anchor point\n* @param {number} y - The y coordinate of the anchor point\n* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point by.\n* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?\n* @param {number} [distance] - An optional distance constraint between the Point and the anchor.\n* @return {Phaser.Point} The modified point object.\n*/\nPhaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {\n\n    if (asDegrees) { angle = Phaser.Math.degToRad(angle); }\n\n    if (distance === undefined)\n    {\n        a.subtract(x, y);\n\n        var s = Math.sin(angle);\n        var c = Math.cos(angle);\n\n        var tx = c * a.x - s * a.y;\n        var ty = s * a.x + c * a.y;\n\n        a.x = tx + x;\n        a.y = ty + y;\n    }\n    else\n    {\n        var t = angle + Math.atan2(a.y - y, a.x - x);\n        a.x = x + distance * Math.cos(t);\n        a.y = y + distance * Math.sin(t);\n    }\n\n    return a;\n\n};\n\n/**\n* Calculates centroid (or midpoint) from an array of points. If only one point is provided, that point is returned.\n*\n* @method Phaser.Point.centroid\n* @param {Phaser.Point[]} points - The array of one or more points.\n* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.centroid = function (points, out) {\n\n    if (out === undefined) { out = new Phaser.Point(); }\n\n    if (Object.prototype.toString.call(points) !== '[object Array]')\n    {\n        throw new Error(\"Phaser.Point. Parameter 'points' must be an array\");\n    }\n\n    var pointslength = points.length;\n\n    if (pointslength < 1)\n    {\n        throw new Error(\"Phaser.Point. Parameter 'points' array must not be empty\");\n    }\n\n    if (pointslength === 1)\n    {\n        out.copyFrom(points[0]);\n        return out;\n    }\n\n    for (var i = 0; i < pointslength; i++)\n    {\n        Phaser.Point.add(out, points[i], out);\n    }\n\n    out.divide(pointslength, pointslength);\n\n    return out;\n\n};\n\n/**\n* Parses an object for x and/or y properties and returns a new Phaser.Point with matching values.\n* If the object doesn't contain those properties a Point with x/y of zero will be returned.\n*\n* @method Phaser.Point.parse\n* @static\n* @param {object} obj - The object to parse.\n* @param {string} [xProp='x'] - The property used to set the Point.x value.\n* @param {string} [yProp='y'] - The property used to set the Point.y value.\n* @return {Phaser.Point} The new Point object.\n*/\nPhaser.Point.parse = function(obj, xProp, yProp) {\n\n    xProp = xProp || 'x';\n    yProp = yProp || 'y';\n\n    var point = new Phaser.Point();\n\n    if (obj[xProp])\n    {\n        point.x = parseInt(obj[xProp], 10);\n    }\n\n    if (obj[yProp])\n    {\n        point.y = parseInt(obj[yProp], 10);\n    }\n\n    return point;\n\n};\n\n//   Because PIXI uses its own Point, we'll replace it with ours to avoid duplicating code or confusion.\nPIXI.Point = Phaser.Point;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @author       Adrien Brault <adrien.brault@gmail.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Creates a new Polygon.\n* \n* The points can be set from a variety of formats:\n*\n* - An array of Point objects: `[new Phaser.Point(x1, y1), ...]`\n* - An array of objects with public x/y properties: `[obj1, obj2, ...]`\n* - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]`\n* - As separate Point arguments: `setTo(new Phaser.Point(x1, y1), ...)`\n* - As separate objects with public x/y properties arguments: `setTo(obj1, obj2, ...)`\n* - As separate arguments representing point coordinates: `setTo(x1,y1, x2,y2, ...)`\n*\n* @class Phaser.Polygon\n* @constructor\n* @param {Phaser.Point[]|number[]|...Phaser.Point|...number} points - The points to set.\n*/\nPhaser.Polygon = function () {\n\n    /**\n    * @property {number} area - The area of this Polygon.\n    */\n    this.area = 0;\n\n    /**\n    * @property {array} _points - An array of Points that make up this Polygon.\n    * @private\n    */\n    this._points = [];\n\n    if (arguments.length > 0)\n    {\n        this.setTo.apply(this, arguments);\n    }\n\n    /**\n    * @property {boolean} closed - Is the Polygon closed or not?\n    */\n    this.closed = true;\n\n    /**\n    * @property {boolean} flattened - Has this Polygon been flattened by a call to `Polygon.flatten` ?\n    */\n    this.flattened = false;\n\n    /**\n     * @property {number} type - The base object type.\n     */\n    this.type = Phaser.POLYGON;\n\n};\n\nPhaser.Polygon.prototype = {\n\n    /**\n     * Export the points as an array of flat numbers, following the sequence [ x,y, x,y, x,y ]\n     *\n     * @method Phaser.Polygon#toNumberArray\n     * @param {array} [output] - The array to append the points to. If not specified a new array will be created.\n     * @return {array} The flattened array.\n     */\n    toNumberArray: function (output) {\n\n        if (output === undefined) { output = []; }\n\n        for (var i = 0; i < this._points.length; i++)\n        {\n            if (typeof this._points[i] === 'number')\n            {\n                output.push(this._points[i]);\n                output.push(this._points[i + 1]);\n                i++;\n            }\n            else\n            {\n                output.push(this._points[i].x);\n                output.push(this._points[i].y);\n            }\n        }\n\n        return output;\n\n    },\n\n    /**\n     * Flattens this Polygon so the points are a sequence of numbers.\n     * Any Point objects found are removed and replaced with two numbers.\n     * Also sets the Polygon.flattened property to `true`.\n     *\n     * @method Phaser.Polygon#flatten\n     * @return {Phaser.Polygon} This Polygon object\n     */\n    flatten: function () {\n\n        this._points = this.toNumberArray();\n\n        this.flattened = true;\n\n        return this;\n\n    },\n\n    /**\n     * Creates a copy of the given Polygon.\n     * This is a deep clone, the resulting copy contains new Phaser.Point objects\n     *\n     * @method Phaser.Polygon#clone\n     * @param {Phaser.Polygon} [output=(new Polygon)] - The polygon to update. If not specified a new polygon will be created.\n     * @return {Phaser.Polygon} The cloned (`output`) polygon object.\n     */\n    clone: function (output) {\n\n        var points = this._points.slice();\n\n        if (output === undefined || output === null)\n        {\n            output = new Phaser.Polygon(points);\n        }\n        else\n        {\n            output.setTo(points);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Checks whether the x and y coordinates are contained within this polygon.\n    *\n    * @method Phaser.Polygon#contains\n    * @param {number} x - The X value of the coordinate to test.\n    * @param {number} y - The Y value of the coordinate to test.\n    * @return {boolean} True if the coordinates are within this polygon, otherwise false.\n    */\n    contains: function (x, y) {\n\n        //  Adapted from http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html by Jonas Raoni Soares Silva\n\n        var inside = false;\n\n        if (this.flattened)\n        {\n            for (var i = -2, j = this._points.length - 2; (i += 2) < this._points.length; j = i)\n            {\n                var ix = this._points[i];\n                var iy = this._points[i + 1];\n\n                var jx = this._points[j];\n                var jy = this._points[j + 1];\n\n                if (((iy <= y && y < jy) || (jy <= y && y < iy)) && (x < (jx - ix) * (y - iy) / (jy - iy) + ix))\n                {\n                    inside = !inside;\n                }\n            }\n\n        }\n        else\n        {\n            for (var i = -1, j = this._points.length - 1; ++i < this._points.length; j = i)\n            {\n                var ix = this._points[i].x;\n                var iy = this._points[i].y;\n\n                var jx = this._points[j].x;\n                var jy = this._points[j].y;\n\n                if (((iy <= y && y < jy) || (jy <= y && y < iy)) && (x < (jx - ix) * (y - iy) / (jy - iy) + ix))\n                {\n                    inside = !inside;\n                }\n            }\n        }\n\n        return inside;\n\n    },\n\n    /**\n     * Sets this Polygon to the given points.\n     *\n     * The points can be set from a variety of formats:\n     *\n     * - An array of Point objects: `[new Phaser.Point(x1, y1), ...]`\n     * - An array of objects with public x/y properties: `[obj1, obj2, ...]`\n     * - An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]`\n     * - An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]`\n     * - As separate Point arguments: `setTo(new Phaser.Point(x1, y1), ...)`\n     * - As separate objects with public x/y properties arguments: `setTo(obj1, obj2, ...)`\n     * - As separate arguments representing point coordinates: `setTo(x1,y1, x2,y2, ...)`\n     *\n     * `setTo` may also be called without any arguments to remove all points.\n     *\n     * @method Phaser.Polygon#setTo\n     * @param {Phaser.Point[]|number[]|...Phaser.Point|...number} points - The points to set.\n     * @return {Phaser.Polygon} This Polygon object\n     */\n    setTo: function (points) {\n\n        this.area = 0;\n        this._points = [];\n\n        if (arguments.length > 0)\n        {\n            //  If points isn't an array, use arguments as the array\n            if (!Array.isArray(points))\n            {\n                points = Array.prototype.slice.call(arguments);\n            }\n\n            var y0 = Number.MAX_VALUE;\n\n            //  Allows for mixed-type arguments\n            for (var i = 0, len = points.length; i < len; i++)\n            {\n                if (typeof points[i] === 'number')\n                {\n                    var p = new PIXI.Point(points[i], points[i + 1]);\n                    i++;\n                }\n                else if (Array.isArray(points[i]))\n                {\n                    var p = new PIXI.Point(points[i][0], points[i][1]);\n                }\n                else\n                {\n                    var p = new PIXI.Point(points[i].x, points[i].y);\n                }\n\n                this._points.push(p);\n\n                //  Lowest boundary\n                if (p.y < y0)\n                {\n                    y0 = p.y;\n                }\n            }\n\n            this.calculateArea(y0);\n        }\n\n        return this;\n\n    },\n\n    /**\n     * Calcuates the area of the Polygon. This is available in the property Polygon.area\n     *\n     * @method Phaser.Polygon#calculateArea\n     * @private\n     * @param {number} y0 - The lowest boundary\n     * @return {number} The area of the Polygon.\n     */\n    calculateArea: function (y0) {\n\n        var p1;\n        var p2;\n        var avgHeight;\n        var width;\n\n        for (var i = 0, len = this._points.length; i < len; i++)\n        {\n            p1 = this._points[i];\n\n            if (i === len - 1)\n            {\n                p2 = this._points[0];\n            }\n            else\n            {\n                p2 = this._points[i + 1];\n            }\n\n            avgHeight = ((p1.y - y0) + (p2.y - y0)) / 2;\n            width = p1.x - p2.x;\n            this.area += avgHeight * width;\n        }\n\n        return this.area;\n\n    }\n\n};\n\nPhaser.Polygon.prototype.constructor = Phaser.Polygon;\n\n/**\n* Sets and modifies the points of this polygon.\n*\n* See {@link Phaser.Polygon#setTo setTo} for the different kinds of arrays formats that can be assigned.\n*\n* @name Phaser.Polygon#points\n* @property {Phaser.Point[]} points - The array of vertex points.\n* @deprecated Use `setTo`.\n*/\nObject.defineProperty(Phaser.Polygon.prototype, 'points', {\n\n    get: function() {\n        return this._points;\n    },\n\n    set: function(points) {\n\n        if (points != null)\n        {\n            this.setTo(points);\n        }\n        else\n        {\n            //  Clear the points\n            this.setTo();\n        }\n\n    }\n\n});\n\n//  Because PIXI uses its own type, we'll replace it with ours to avoid duplicating code or confusion.\nPIXI.Polygon = Phaser.Polygon;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters.\n* If you call this function without parameters, a Rectangle with x, y, width, and height properties set to 0 is created.\n*\n* @class Phaser.Rectangle\n* @constructor\n* @param {number} x - The x coordinate of the top-left corner of the Rectangle.\n* @param {number} y - The y coordinate of the top-left corner of the Rectangle.\n* @param {number} width - The width of the Rectangle. Should always be either zero or a positive value.\n* @param {number} height - The height of the Rectangle. Should always be either zero or a positive value.\n*/\nPhaser.Rectangle = function (x, y, width, height) {\n\n    x = x || 0;\n    y = y || 0;\n    width = width || 0;\n    height = height || 0;\n\n    /**\n    * @property {number} x - The x coordinate of the top-left corner of the Rectangle.\n    */\n    this.x = x;\n\n    /**\n    * @property {number} y - The y coordinate of the top-left corner of the Rectangle.\n    */\n    this.y = y;\n\n    /**\n    * @property {number} width - The width of the Rectangle. This value should never be set to a negative.\n    */\n    this.width = width;\n\n    /**\n    * @property {number} height - The height of the Rectangle. This value should never be set to a negative.\n    */\n    this.height = height;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.RECTANGLE;\n\n};\n\nPhaser.Rectangle.prototype = {\n\n    /**\n    * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts.\n    * @method Phaser.Rectangle#offset\n    * @param {number} dx - Moves the x value of the Rectangle object by this amount.\n    * @param {number} dy - Moves the y value of the Rectangle object by this amount.\n    * @return {Phaser.Rectangle} This Rectangle object.\n    */\n    offset: function (dx, dy) {\n\n        this.x += dx;\n        this.y += dy;\n\n        return this;\n\n    },\n\n    /**\n    * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter.\n    * @method Phaser.Rectangle#offsetPoint\n    * @param {Phaser.Point} point - A Point object to use to offset this Rectangle object.\n    * @return {Phaser.Rectangle} This Rectangle object.\n    */\n    offsetPoint: function (point) {\n\n        return this.offset(point.x, point.y);\n\n    },\n\n    /**\n    * Sets the members of Rectangle to the specified values.\n    * @method Phaser.Rectangle#setTo\n    * @param {number} x - The x coordinate of the top-left corner of the Rectangle.\n    * @param {number} y - The y coordinate of the top-left corner of the Rectangle.\n    * @param {number} width - The width of the Rectangle. Should always be either zero or a positive value.\n    * @param {number} height - The height of the Rectangle. Should always be either zero or a positive value.\n    * @return {Phaser.Rectangle} This Rectangle object\n    */\n    setTo: function (x, y, width, height) {\n\n        this.x = x;\n        this.y = y;\n        this.width = width;\n        this.height = height;\n\n        return this;\n\n    },\n\n    /**\n    * Scales the width and height of this Rectangle by the given amounts.\n    * \n    * @method Phaser.Rectangle#scale\n    * @param {number} x - The amount to scale the width of the Rectangle by. A value of 0.5 would reduce by half, a value of 2 would double the width, etc.\n    * @param {number} [y] - The amount to scale the height of the Rectangle by. A value of 0.5 would reduce by half, a value of 2 would double the height, etc.\n    * @return {Phaser.Rectangle} This Rectangle object\n    */\n    scale: function (x, y) {\n\n        if (y === undefined) { y = x; }\n\n        this.width *= x;\n        this.height *= y;\n\n        return this;\n\n    },\n\n    /**\n    * Centers this Rectangle so that the center coordinates match the given x and y values.\n    *\n    * @method Phaser.Rectangle#centerOn\n    * @param {number} x - The x coordinate to place the center of the Rectangle at.\n    * @param {number} y - The y coordinate to place the center of the Rectangle at.\n    * @return {Phaser.Rectangle} This Rectangle object\n    */\n    centerOn: function (x, y) {\n\n        this.centerX = x;\n        this.centerY = y;\n\n        return this;\n\n    },\n\n    /**\n    * Runs Math.floor() on both the x and y values of this Rectangle.\n    * @method Phaser.Rectangle#floor\n    */\n    floor: function () {\n\n        this.x = Math.floor(this.x);\n        this.y = Math.floor(this.y);\n\n    },\n\n    /**\n    * Runs Math.floor() on the x, y, width and height values of this Rectangle.\n    * @method Phaser.Rectangle#floorAll\n    */\n    floorAll: function () {\n\n        this.x = Math.floor(this.x);\n        this.y = Math.floor(this.y);\n        this.width = Math.floor(this.width);\n        this.height = Math.floor(this.height);\n\n    },\n\n    /**\n    * Runs Math.ceil() on both the x and y values of this Rectangle.\n    * @method Phaser.Rectangle#ceil\n    */\n    ceil: function () {\n\n        this.x = Math.ceil(this.x);\n        this.y = Math.ceil(this.y);\n\n    },\n\n    /**\n    * Runs Math.ceil() on the x, y, width and height values of this Rectangle.\n    * @method Phaser.Rectangle#ceilAll\n    */\n    ceilAll: function () {\n\n        this.x = Math.ceil(this.x);\n        this.y = Math.ceil(this.y);\n        this.width = Math.ceil(this.width);\n        this.height = Math.ceil(this.height);\n\n    },\n\n    /**\n    * Copies the x, y, width and height properties from any given object to this Rectangle.\n    * @method Phaser.Rectangle#copyFrom\n    * @param {any} source - The object to copy from.\n    * @return {Phaser.Rectangle} This Rectangle object.\n    */\n    copyFrom: function (source) {\n\n        return this.setTo(source.x, source.y, source.width, source.height);\n\n    },\n\n    /**\n    * Copies the x, y, width and height properties from this Rectangle to any given object.\n    * @method Phaser.Rectangle#copyTo\n    * @param {any} source - The object to copy to.\n    * @return {object} This object.\n    */\n    copyTo: function (dest) {\n\n        dest.x = this.x;\n        dest.y = this.y;\n        dest.width = this.width;\n        dest.height = this.height;\n\n        return dest;\n\n    },\n\n    /**\n    * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value.\n    * @method Phaser.Rectangle#inflate\n    * @param {number} dx - The amount to be added to the left side of the Rectangle.\n    * @param {number} dy - The amount to be added to the bottom side of the Rectangle.\n    * @return {Phaser.Rectangle} This Rectangle object.\n    */\n    inflate: function (dx, dy) {\n\n        return Phaser.Rectangle.inflate(this, dx, dy);\n\n    },\n\n    /**\n    * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties.\n    * @method Phaser.Rectangle#size\n    * @param {Phaser.Point} [output] - Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned.\n    * @return {Phaser.Point} The size of the Rectangle object.\n    */\n    size: function (output) {\n\n        return Phaser.Rectangle.size(this, output);\n\n    },\n\n    /**\n    * Resize the Rectangle by providing a new width and height.\n    * The x and y positions remain unchanged.\n    * \n    * @method Phaser.Rectangle#resize\n    * @param {number} width - The width of the Rectangle. Should always be either zero or a positive value.\n    * @param {number} height - The height of the Rectangle. Should always be either zero or a positive value.\n    * @return {Phaser.Rectangle} This Rectangle object\n    */\n    resize: function (width, height) {\n\n        this.width = width;\n        this.height = height;\n\n        return this;\n\n    },\n\n    /**\n    * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object.\n    * @method Phaser.Rectangle#clone\n    * @param {Phaser.Rectangle} [output] - Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned.\n    * @return {Phaser.Rectangle}\n    */\n    clone: function (output) {\n\n        return Phaser.Rectangle.clone(this, output);\n\n    },\n\n    /**\n    * Determines whether the specified coordinates are contained within the region defined by this Rectangle object.\n    * @method Phaser.Rectangle#contains\n    * @param {number} x - The x coordinate of the point to test.\n    * @param {number} y - The y coordinate of the point to test.\n    * @return {boolean} A value of true if the Rectangle object contains the specified point; otherwise false.\n    */\n    contains: function (x, y) {\n\n        return Phaser.Rectangle.contains(this, x, y);\n\n    },\n\n    /**\n    * Determines whether the first Rectangle object is fully contained within the second Rectangle object.\n    * A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first.\n    * @method Phaser.Rectangle#containsRect\n    * @param {Phaser.Rectangle} b - The second Rectangle object.\n    * @return {boolean} A value of true if the Rectangle object contains the specified point; otherwise false.\n    */\n    containsRect: function (b) {\n\n        return Phaser.Rectangle.containsRect(b, this);\n\n    },\n\n    /**\n    * Determines whether the two Rectangles are equal.\n    * This method compares the x, y, width and height properties of each Rectangle.\n    * @method Phaser.Rectangle#equals\n    * @param {Phaser.Rectangle} b - The second Rectangle object.\n    * @return {boolean} A value of true if the two Rectangles have exactly the same values for the x, y, width and height properties; otherwise false.\n    */\n    equals: function (b) {\n\n        return Phaser.Rectangle.equals(this, b);\n\n    },\n\n    /**\n    * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the Rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0.\n    * @method Phaser.Rectangle#intersection\n    * @param {Phaser.Rectangle} b - The second Rectangle object.\n    * @param {Phaser.Rectangle} out - Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned.\n    * @return {Phaser.Rectangle} A Rectangle object that equals the area of intersection. If the Rectangles do not intersect, this method returns an empty Rectangle object; that is, a Rectangle with its x, y, width, and height properties set to 0.\n    */\n    intersection: function (b, out) {\n\n        return Phaser.Rectangle.intersection(this, b, out);\n\n    },\n\n    /**\n    * Determines whether this Rectangle and another given Rectangle intersect with each other.\n    * This method checks the x, y, width, and height properties of the two Rectangles.\n    * \n    * @method Phaser.Rectangle#intersects\n    * @param {Phaser.Rectangle} b - The second Rectangle object.\n    * @return {boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false.\n    */\n    intersects: function (b) {\n\n        return Phaser.Rectangle.intersects(this, b);\n\n    },\n\n    /**\n    * Determines whether the coordinates given intersects (overlaps) with this Rectangle.\n    *\n    * @method Phaser.Rectangle#intersectsRaw\n    * @param {number} left - The x coordinate of the left of the area.\n    * @param {number} right - The right coordinate of the area.\n    * @param {number} top - The y coordinate of the area.\n    * @param {number} bottom - The bottom coordinate of the area.\n    * @param {number} tolerance - A tolerance value to allow for an intersection test with padding, default to 0\n    * @return {boolean} A value of true if the specified object intersects with the Rectangle; otherwise false.\n    */\n    intersectsRaw: function (left, right, top, bottom, tolerance) {\n\n        return Phaser.Rectangle.intersectsRaw(this, left, right, top, bottom, tolerance);\n\n    },\n\n    /**\n    * Adds two Rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two Rectangles.\n    * @method Phaser.Rectangle#union\n    * @param {Phaser.Rectangle} b - The second Rectangle object.\n    * @param {Phaser.Rectangle} [out] - Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned.\n    * @return {Phaser.Rectangle} A Rectangle object that is the union of the two Rectangles.\n    */\n    union: function (b, out) {\n\n        return Phaser.Rectangle.union(this, b, out);\n\n    },\n\n    /**\n    * Returns a uniformly distributed random point from anywhere within this Rectangle.\n    * \n    * @method Phaser.Rectangle#random\n    * @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.\n    *     If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an existing object.\n    * @return {Phaser.Point} An object containing the random point in its `x` and `y` properties.\n    */\n    random: function (out) {\n\n        if (out === undefined) { out = new Phaser.Point(); }\n\n        out.x = this.randomX;\n        out.y = this.randomY;\n\n        return out;\n\n    },\n\n    /**\n    * Returns a point based on the given position constant, which can be one of:\n    * \n    * `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`,\n    * `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` \n    * and `Phaser.BOTTOM_RIGHT`.\n    *\n    * This method returns the same values as calling Rectangle.bottomLeft, etc, but those\n    * calls always create a new Point object, where-as this one allows you to use your own.\n    * \n    * @method Phaser.Rectangle#getPoint\n    * @param {integer} [position] - One of the Phaser position constants, such as `Phaser.TOP_RIGHT`.\n    * @param {Phaser.Point} [out] - A Phaser.Point that the values will be set in.\n    *     If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an existing object.\n    * @return {Phaser.Point} An object containing the point in its `x` and `y` properties.\n    */\n    getPoint: function (position, out) {\n\n        if (out === undefined) { out = new Phaser.Point(); }\n\n        switch (position)\n        {\n            default:\n            case Phaser.TOP_LEFT:\n                return out.set(this.x, this.y);\n\n            case Phaser.TOP_CENTER:\n                return out.set(this.centerX, this.y);\n\n            case Phaser.TOP_RIGHT:\n                return out.set(this.right, this.y);\n\n            case Phaser.LEFT_CENTER:\n                return out.set(this.x, this.centerY);\n\n            case Phaser.CENTER:\n                return out.set(this.centerX, this.centerY);\n\n            case Phaser.RIGHT_CENTER:\n                return out.set(this.right, this.centerY);\n\n            case Phaser.BOTTOM_LEFT:\n                return out.set(this.x, this.bottom);\n\n            case Phaser.BOTTOM_CENTER:\n                return out.set(this.centerX, this.bottom);\n\n            case Phaser.BOTTOM_RIGHT:\n                return out.set(this.right, this.bottom);\n        }\n\n    },\n\n    /**\n    * Returns a string representation of this object.\n    * @method Phaser.Rectangle#toString\n    * @return {string} A string representation of the instance.\n    */\n    toString: function () {\n\n        return \"[{Rectangle (x=\" + this.x + \" y=\" + this.y + \" width=\" + this.width + \" height=\" + this.height + \" empty=\" + this.empty + \")}]\";\n\n    }\n\n};\n\n/**\n* @name Phaser.Rectangle#halfWidth\n* @property {number} halfWidth - Half of the width of the Rectangle.\n* @readonly\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"halfWidth\", {\n\n    get: function () {\n        return Math.round(this.width / 2);\n    }\n\n});\n\n/**\n* @name Phaser.Rectangle#halfHeight\n* @property {number} halfHeight - Half of the height of the Rectangle.\n* @readonly\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"halfHeight\", {\n\n    get: function () {\n        return Math.round(this.height / 2);\n    }\n\n});\n\n/**\n* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.\n* @name Phaser.Rectangle#bottom\n* @property {number} bottom - The sum of the y and height properties.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"bottom\", {\n\n    get: function () {\n        return this.y + this.height;\n    },\n\n    set: function (value) {\n\n        if (value <= this.y)\n        {\n            this.height = 0;\n        }\n        else\n        {\n            this.height = value - this.y;\n        }\n\n    }\n\n});\n\n/**\n* The location of the Rectangles bottom left corner as a Point object.\n* @name Phaser.Rectangle#bottomLeft\n* @property {Phaser.Point} bottomLeft - Gets or sets the location of the Rectangles bottom left corner as a Point object.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"bottomLeft\", {\n\n    get: function () {\n        return new Phaser.Point(this.x, this.bottom);\n    },\n\n    set: function (value) {\n        this.x = value.x;\n        this.bottom = value.y;\n    }\n\n});\n\n/**\n* The location of the Rectangles bottom right corner as a Point object.\n* @name Phaser.Rectangle#bottomRight\n* @property {Phaser.Point} bottomRight - Gets or sets the location of the Rectangles bottom right corner as a Point object.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"bottomRight\", {\n\n    get: function () {\n        return new Phaser.Point(this.right, this.bottom);\n    },\n\n    set: function (value) {\n        this.right = value.x;\n        this.bottom = value.y;\n    }\n\n});\n\n/**\n* The x coordinate of the left of the Rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property.\n* @name Phaser.Rectangle#left\n* @property {number} left - The x coordinate of the left of the Rectangle.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"left\", {\n\n    get: function () {\n        return this.x;\n    },\n\n    set: function (value) {\n        if (value >= this.right) {\n            this.width = 0;\n        } else {\n            this.width = this.right - value;\n        }\n        this.x = value;\n    }\n\n});\n\n/**\n* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties, however it does affect the width property.\n* @name Phaser.Rectangle#right\n* @property {number} right - The sum of the x and width properties.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"right\", {\n\n    get: function () {\n        return this.x + this.width;\n    },\n\n    set: function (value) {\n        if (value <= this.x) {\n            this.width = 0;\n        } else {\n            this.width = value - this.x;\n        }\n    }\n\n});\n\n/**\n* The volume of the Rectangle derived from width * height.\n* @name Phaser.Rectangle#volume\n* @property {number} volume - The volume of the Rectangle derived from width * height.\n* @readonly\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"volume\", {\n\n    get: function () {\n        return this.width * this.height;\n    }\n\n});\n\n/**\n* The perimeter size of the Rectangle. This is the sum of all 4 sides.\n* @name Phaser.Rectangle#perimeter\n* @property {number} perimeter - The perimeter size of the Rectangle. This is the sum of all 4 sides.\n* @readonly\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"perimeter\", {\n\n    get: function () {\n        return (this.width * 2) + (this.height * 2);\n    }\n\n});\n\n/**\n* The x coordinate of the center of the Rectangle.\n* @name Phaser.Rectangle#centerX\n* @property {number} centerX - The x coordinate of the center of the Rectangle.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"centerX\", {\n\n    get: function () {\n        return this.x + this.halfWidth;\n    },\n\n    set: function (value) {\n        this.x = value - this.halfWidth;\n    }\n\n});\n\n/**\n* The y coordinate of the center of the Rectangle.\n* @name Phaser.Rectangle#centerY\n* @property {number} centerY - The y coordinate of the center of the Rectangle.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"centerY\", {\n\n    get: function () {\n        return this.y + this.halfHeight;\n    },\n\n    set: function (value) {\n        this.y = value - this.halfHeight;\n    }\n\n});\n\n/**\n* A random value between the left and right values (inclusive) of the Rectangle.\n*\n* @name Phaser.Rectangle#randomX\n* @property {number} randomX - A random value between the left and right values (inclusive) of the Rectangle.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"randomX\", {\n\n    get: function () {\n\n        return this.x + (Math.random() * this.width);\n\n    }\n\n});\n\n/**\n* A random value between the top and bottom values (inclusive) of the Rectangle.\n*\n* @name Phaser.Rectangle#randomY\n* @property {number} randomY - A random value between the top and bottom values (inclusive) of the Rectangle.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"randomY\", {\n\n    get: function () {\n\n        return this.y + (Math.random() * this.height);\n\n    }\n\n});\n\n/**\n* The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties.\n* However it does affect the height property, whereas changing the y value does not affect the height property.\n* @name Phaser.Rectangle#top\n* @property {number} top - The y coordinate of the top of the Rectangle.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"top\", {\n\n    get: function () {\n        return this.y;\n    },\n\n    set: function (value) {\n        if (value >= this.bottom) {\n            this.height = 0;\n            this.y = value;\n        } else {\n            this.height = (this.bottom - value);\n        }\n    }\n\n});\n\n/**\n* The location of the Rectangles top left corner as a Point object.\n* @name Phaser.Rectangle#topLeft\n* @property {Phaser.Point} topLeft - The location of the Rectangles top left corner as a Point object.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"topLeft\", {\n\n    get: function () {\n        return new Phaser.Point(this.x, this.y);\n    },\n\n    set: function (value) {\n        this.x = value.x;\n        this.y = value.y;\n    }\n\n});\n\n/**\n* The location of the Rectangles top right corner as a Point object.\n* @name Phaser.Rectangle#topRight\n* @property {Phaser.Point} topRight - The location of the Rectangles top left corner as a Point object.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"topRight\", {\n\n    get: function () {\n        return new Phaser.Point(this.x + this.width, this.y);\n    },\n\n    set: function (value) {\n        this.right = value.x;\n        this.y = value.y;\n    }\n\n});\n\n/**\n* Determines whether or not this Rectangle object is empty. A Rectangle object is empty if its width or height is less than or equal to 0.\n* If set to true then all of the Rectangle properties are set to 0.\n* @name Phaser.Rectangle#empty\n* @property {boolean} empty - Gets or sets the Rectangles empty state.\n*/\nObject.defineProperty(Phaser.Rectangle.prototype, \"empty\", {\n\n    get: function () {\n        return (!this.width || !this.height);\n    },\n\n    set: function (value) {\n\n        if (value === true)\n        {\n            this.setTo(0, 0, 0, 0);\n        }\n\n    }\n\n});\n\nPhaser.Rectangle.prototype.constructor = Phaser.Rectangle;\n\n/**\n* Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value.\n* @method Phaser.Rectangle.inflate\n* @param {Phaser.Rectangle} a - The Rectangle object.\n* @param {number} dx - The amount to be added to the left side of the Rectangle.\n* @param {number} dy - The amount to be added to the bottom side of the Rectangle.\n* @return {Phaser.Rectangle} This Rectangle object.\n*/\nPhaser.Rectangle.inflate = function (a, dx, dy) {\n\n    a.x -= dx;\n    a.width += 2 * dx;\n    a.y -= dy;\n    a.height += 2 * dy;\n\n    return a;\n\n};\n\n/**\n* Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter.\n* @method Phaser.Rectangle.inflatePoint\n* @param {Phaser.Rectangle} a - The Rectangle object.\n* @param {Phaser.Point} point - The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object.\n* @return {Phaser.Rectangle} The Rectangle object.\n*/\nPhaser.Rectangle.inflatePoint = function (a, point) {\n\n    return Phaser.Rectangle.inflate(a, point.x, point.y);\n\n};\n\n/**\n* The size of the Rectangle object, expressed as a Point object with the values of the width and height properties.\n* @method Phaser.Rectangle.size\n* @param {Phaser.Rectangle} a - The Rectangle object.\n* @param {Phaser.Point} [output] - Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned.\n* @return {Phaser.Point} The size of the Rectangle object\n*/\nPhaser.Rectangle.size = function (a, output) {\n\n    if (output === undefined || output === null)\n    {\n        output = new Phaser.Point(a.width, a.height);\n    }\n    else\n    {\n        output.setTo(a.width, a.height);\n    }\n\n    return output;\n\n};\n\n/**\n* Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object.\n* @method Phaser.Rectangle.clone\n* @param {Phaser.Rectangle} a - The Rectangle object.\n* @param {Phaser.Rectangle} [output] - Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned.\n* @return {Phaser.Rectangle}\n*/\nPhaser.Rectangle.clone = function (a, output) {\n\n    if (output === undefined || output === null)\n    {\n        output = new Phaser.Rectangle(a.x, a.y, a.width, a.height);\n    }\n    else\n    {\n        output.setTo(a.x, a.y, a.width, a.height);\n    }\n\n    return output;\n\n};\n\n/**\n* Determines whether the specified coordinates are contained within the region defined by this Rectangle object.\n* @method Phaser.Rectangle.contains\n* @param {Phaser.Rectangle} a - The Rectangle object.\n* @param {number} x - The x coordinate of the point to test.\n* @param {number} y - The y coordinate of the point to test.\n* @return {boolean} A value of true if the Rectangle object contains the specified point; otherwise false.\n*/\nPhaser.Rectangle.contains = function (a, x, y) {\n\n    if (a.width <= 0 || a.height <= 0)\n    {\n        return false;\n    }\n\n    return (x >= a.x && x < a.right && y >= a.y && y < a.bottom);\n\n};\n\n/**\n* Determines whether the specified coordinates are contained within the region defined by the given raw values.\n* @method Phaser.Rectangle.containsRaw\n* @param {number} rx - The x coordinate of the top left of the area.\n* @param {number} ry - The y coordinate of the top left of the area.\n* @param {number} rw - The width of the area.\n* @param {number} rh - The height of the area.\n* @param {number} x - The x coordinate of the point to test.\n* @param {number} y - The y coordinate of the point to test.\n* @return {boolean} A value of true if the Rectangle object contains the specified point; otherwise false.\n*/\nPhaser.Rectangle.containsRaw = function (rx, ry, rw, rh, x, y) {\n\n    return (x >= rx && x < (rx + rw) && y >= ry && y < (ry + rh));\n\n};\n\n/**\n* Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter.\n* @method Phaser.Rectangle.containsPoint\n* @param {Phaser.Rectangle} a - The Rectangle object.\n* @param {Phaser.Point} point - The point object being checked. Can be Point or any object with .x and .y values.\n* @return {boolean} A value of true if the Rectangle object contains the specified point; otherwise false.\n*/\nPhaser.Rectangle.containsPoint = function (a, point) {\n\n    return Phaser.Rectangle.contains(a, point.x, point.y);\n\n};\n\n/**\n* Determines whether the first Rectangle object is fully contained within the second Rectangle object.\n* A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first.\n* @method Phaser.Rectangle.containsRect\n* @param {Phaser.Rectangle} a - The first Rectangle object.\n* @param {Phaser.Rectangle} b - The second Rectangle object.\n* @return {boolean} A value of true if the Rectangle object contains the specified point; otherwise false.\n*/\nPhaser.Rectangle.containsRect = function (a, b) {\n\n    //  If the given rect has a larger volume than this one then it can never contain it\n    if (a.volume > b.volume)\n    {\n        return false;\n    }\n\n    return (a.x >= b.x && a.y >= b.y && a.right < b.right && a.bottom < b.bottom);\n\n};\n\n/**\n* Determines whether the two Rectangles are equal.\n* This method compares the x, y, width and height properties of each Rectangle.\n* @method Phaser.Rectangle.equals\n* @param {Phaser.Rectangle} a - The first Rectangle object.\n* @param {Phaser.Rectangle} b - The second Rectangle object.\n* @return {boolean} A value of true if the two Rectangles have exactly the same values for the x, y, width and height properties; otherwise false.\n*/\nPhaser.Rectangle.equals = function (a, b) {\n\n    return (a.x === b.x && a.y === b.y && a.width === b.width && a.height === b.height);\n\n};\n\n/**\n* Determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality.\n* @method Phaser.Rectangle.sameDimensions\n* @param {Rectangle-like} a - The first Rectangle object.\n* @param {Rectangle-like} b - The second Rectangle object.\n* @return {boolean} True if the object have equivalent values for the width and height properties.\n*/\nPhaser.Rectangle.sameDimensions = function (a, b) {\n\n    return (a.width === b.width && a.height === b.height);\n\n};\n\n/**\n* If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the Rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0.\n* @method Phaser.Rectangle.intersection\n* @param {Phaser.Rectangle} a - The first Rectangle object.\n* @param {Phaser.Rectangle} b - The second Rectangle object.\n* @param {Phaser.Rectangle} [output] - Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned.\n* @return {Phaser.Rectangle} A Rectangle object that equals the area of intersection. If the Rectangles do not intersect, this method returns an empty Rectangle object; that is, a Rectangle with its x, y, width, and height properties set to 0.\n*/\nPhaser.Rectangle.intersection = function (a, b, output) {\n\n    if (output === undefined)\n    {\n        output = new Phaser.Rectangle();\n    }\n\n    if (Phaser.Rectangle.intersects(a, b))\n    {\n        output.x = Math.max(a.x, b.x);\n        output.y = Math.max(a.y, b.y);\n        output.width = Math.min(a.right, b.right) - output.x;\n        output.height = Math.min(a.bottom, b.bottom) - output.y;\n    }\n\n    return output;\n\n};\n\n/**\n* Determines whether the two Rectangles intersect with each other.\n* This method checks the x, y, width, and height properties of the Rectangles.\n* @method Phaser.Rectangle.intersects\n* @param {Phaser.Rectangle} a - The first Rectangle object.\n* @param {Phaser.Rectangle} b - The second Rectangle object.\n* @return {boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false.\n*/\nPhaser.Rectangle.intersects = function (a, b) {\n\n    if (a.width <= 0 || a.height <= 0 || b.width <= 0 || b.height <= 0)\n    {\n        return false;\n    }\n\n    return !(a.right < b.x || a.bottom < b.y || a.x > b.right || a.y > b.bottom);\n\n};\n\n/**\n* Determines whether the object specified intersects (overlaps) with the given values.\n* @method Phaser.Rectangle.intersectsRaw\n* @param {number} left - The x coordinate of the left of the area.\n* @param {number} right - The right coordinate of the area.\n* @param {number} top - The y coordinate of the area.\n* @param {number} bottom - The bottom coordinate of the area.\n* @param {number} tolerance - A tolerance value to allow for an intersection test with padding, default to 0\n* @return {boolean} A value of true if the specified object intersects with the Rectangle; otherwise false.\n*/\nPhaser.Rectangle.intersectsRaw = function (a, left, right, top, bottom, tolerance) {\n\n    if (tolerance === undefined) { tolerance = 0; }\n\n    return !(left > a.right + tolerance || right < a.left - tolerance || top > a.bottom + tolerance || bottom < a.top - tolerance);\n\n};\n\n/**\n* Adds two Rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two Rectangles.\n* @method Phaser.Rectangle.union\n* @param {Phaser.Rectangle} a - The first Rectangle object.\n* @param {Phaser.Rectangle} b - The second Rectangle object.\n* @param {Phaser.Rectangle} [output] - Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned.\n* @return {Phaser.Rectangle} A Rectangle object that is the union of the two Rectangles.\n*/\nPhaser.Rectangle.union = function (a, b, output) {\n\n    if (output === undefined)\n    {\n        output = new Phaser.Rectangle();\n    }\n\n    return output.setTo(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.max(a.right, b.right) - Math.min(a.left, b.left), Math.max(a.bottom, b.bottom) - Math.min(a.top, b.top));\n\n};\n\n/**\n* Calculates the Axis Aligned Bounding Box (or aabb) from an array of points.\n*\n* @method Phaser.Rectangle#aabb\n* @param {Phaser.Point[]} points - The array of one or more points.\n* @param {Phaser.Rectangle} [out] - Optional Rectangle to store the value in, if not supplied a new Rectangle object will be created.\n* @return {Phaser.Rectangle} The new Rectangle object.\n* @static\n*/\nPhaser.Rectangle.aabb = function(points, out) {\n\n    if (out === undefined) {\n        out = new Phaser.Rectangle();\n    }\n\n    var xMax = Number.NEGATIVE_INFINITY,\n        xMin = Number.POSITIVE_INFINITY,\n        yMax = Number.NEGATIVE_INFINITY,\n        yMin = Number.POSITIVE_INFINITY;\n\n    points.forEach(function(point) {\n        if (point.x > xMax) {\n            xMax = point.x;\n        }\n        if (point.x < xMin) {\n            xMin = point.x;\n        }\n\n        if (point.y > yMax) {\n            yMax = point.y;\n        }\n        if (point.y < yMin) {\n            yMin = point.y;\n        }\n    });\n\n    out.setTo(xMin, yMin, xMax - xMin, yMax - yMin);\n\n    return out;\n};\n\n//   Because PIXI uses its own Rectangle, we'll replace it with ours to avoid duplicating code or confusion.\nPIXI.Rectangle = Phaser.Rectangle;\nPIXI.EmptyRectangle = new Phaser.Rectangle(0, 0, 0, 0);\n\n/**\n* @author       Mat Groves http://matgroves.com/\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Rounded Rectangle object is an area defined by its position and has nice rounded corners, \n* as indicated by its top-left corner point (x, y) and by its width and its height.\n*\n* @class Phaser.RoundedRectangle\n* @constructor\n* @param {number} [x=0] - The x coordinate of the top-left corner of the Rectangle.\n* @param {number} [y=0] - The y coordinate of the top-left corner of the Rectangle.\n* @param {number} [width=0] - The width of the Rectangle. Should always be either zero or a positive value.\n* @param {number} [height=0] - The height of the Rectangle. Should always be either zero or a positive value.\n* @param {number} [radius=20] - Controls the radius of the rounded corners.\n*/\nPhaser.RoundedRectangle = function(x, y, width, height, radius)\n{\n    if (x === undefined) { x = 0; }\n    if (y === undefined) { y = 0; }\n    if (width === undefined) { width = 0; }\n    if (height === undefined) { height = 0; }\n    if (radius === undefined) { radius = 20; }\n\n    /**\n    * @property {number} x - The x coordinate of the top-left corner of the Rectangle.\n    */\n    this.x = x;\n\n    /**\n    * @property {number} y - The y coordinate of the top-left corner of the Rectangle.\n    */\n    this.y = y;\n\n    /**\n    * @property {number} width - The width of the Rectangle. This value should never be set to a negative.\n    */\n    this.width = width;\n\n    /**\n    * @property {number} height - The height of the Rectangle. This value should never be set to a negative.\n    */\n    this.height = height;\n\n    /**\n    * @property {number} radius - The radius of the rounded corners.\n    */\n    this.radius = radius || 20;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.ROUNDEDRECTANGLE;\n};\n\nPhaser.RoundedRectangle.prototype = {\n\n    /**\n    * Returns a new RoundedRectangle object with the same values for the x, y, width, height and\n    * radius properties as this RoundedRectangle object.\n    * \n    * @method Phaser.RoundedRectangle#clone\n    * @return {Phaser.RoundedRectangle}\n    */\n    clone: function () {\n\n        return new Phaser.RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n\n    },\n\n    /**\n    * Determines whether the specified coordinates are contained within the region defined by this Rounded Rectangle object.\n    * \n    * @method Phaser.RoundedRectangle#contains\n    * @param {number} x - The x coordinate of the point to test.\n    * @param {number} y - The y coordinate of the point to test.\n    * @return {boolean} A value of true if the RoundedRectangle Rectangle object contains the specified point; otherwise false.\n    */\n    contains: function (x, y) {\n\n        if (this.width <= 0 || this.height <= 0)\n        {\n            return false;\n        }\n\n        var x1 = this.x;\n\n        if (x >= x1 && x <= x1 + this.width)\n        {\n            var y1 = this.y;\n\n            if (y >= y1 && y <= y1 + this.height)\n            {\n                return true;\n            }\n        }\n\n        return false;\n\n    }\n\n};\n\nPhaser.RoundedRectangle.prototype.constructor = Phaser.RoundedRectangle;\n\n//  Because PIXI uses its own type, we'll replace it with ours to avoid duplicating code or confusion.\nPIXI.RoundedRectangle = Phaser.RoundedRectangle;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.\n* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y\n*\n* @class Phaser.Camera\n* @constructor\n* @param {Phaser.Game} game - Game reference to the currently running game.\n* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera\n* @param {number} x - Position of the camera on the X axis\n* @param {number} y - Position of the camera on the Y axis\n* @param {number} width - The width of the view rectangle\n* @param {number} height - The height of the view rectangle\n*/\nPhaser.Camera = function (game, id, x, y, width, height) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.World} world - A reference to the game world.\n    */\n    this.world = game.world;\n\n    /**\n    * @property {number} id - Reserved for future multiple camera set-ups.\n    * @default\n    */\n    this.id = 0;\n\n    /**\n    * Camera view.\n    * The view into the world we wish to render (by default the game dimensions).\n    * The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.\n    * Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.\n    * @property {Phaser.Rectangle} view\n    */\n    this.view = new Phaser.Rectangle(x, y, width, height);\n\n    /**\n    * The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.\n    * The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound\n    * at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.\n    *\n    * @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.\n    */\n    this.bounds = new Phaser.Rectangle(x, y, width, height);\n\n    /**\n    * @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.\n    */\n    this.deadzone = null;\n\n    /**\n    * @property {boolean} visible - Whether this camera is visible or not.\n    * @default\n    */\n    this.visible = true;\n\n    /**\n    * @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.\n    * @default\n    */\n    this.roundPx = true;\n\n    /**\n    * @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.\n    */\n    this.atLimit = { x: false, y: false };\n\n    /**\n    * @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.\n    * @default\n    */\n    this.target = null;\n\n    /**\n    * @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot.\n    */\n    this.displayObject = null;\n\n    /**\n    * @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot.\n    */\n    this.scale = null;\n\n    /**\n    * @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.\n    * @readonly\n    */\n    this.totalInView = 0;\n\n    /**\n    * The linear interpolation value to use when following a target.\n    * The default values of 1 means the camera will instantly snap to the target coordinates.\n    * A lower value, such as 0.1 means the camera will more slowly track the target, giving\n    * a smooth transition. You can set the horizontal and vertical values independently, and also\n    * adjust this value in real-time during your game.\n    * @property {Phaser.Point} lerp\n    * @default\n    */\n    this.lerp = new Phaser.Point(1, 1);\n\n    /**\n    * @property {Phaser.Signal} onShakeComplete - This signal is dispatched when the camera shake effect completes.\n    */\n    this.onShakeComplete = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onFlashComplete - This signal is dispatched when the camera flash effect completes.\n    */\n    this.onFlashComplete = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when the camera fade effect completes.\n    * When the fade effect completes you will be left with the screen black (or whatever\n    * color you faded to). In order to reset this call `Camera.resetFX`. This is called\n    * automatically when you change State.\n    * @property {Phaser.Signal} onFadeComplete\n    */\n    this.onFadeComplete = new Phaser.Signal();\n\n    /**\n    * The Graphics object used to handle camera fx such as fade and flash.\n    * @property {Phaser.Graphics} fx\n    * @protected\n    */\n    this.fx = null;\n\n    /**\n    * @property {Phaser.Point} _targetPosition - Internal point used to calculate target position.\n    * @private\n    */\n    this._targetPosition = new Phaser.Point();\n\n    /**\n    * @property {number} edge - Edge property.\n    * @private\n    * @default\n    */\n    this._edge = 0;\n\n    /**\n    * @property {Phaser.Point} position - Current position of the camera in world.\n    * @private\n    * @default\n    */\n    this._position = new Phaser.Point();\n\n    /**\n    * @property {Object} _shake - The shake effect container.\n    * @private\n    */\n    this._shake = {\n        intensity: 0,\n        duration: 0,\n        horizontal: false,\n        vertical: false,\n        shakeBounds: true,\n        x: 0,\n        y: 0\n    };\n\n    /**\n    * @property {number} _fxDuration - FX duration timer.\n    * @private\n    */\n    this._fxDuration = 0;\n\n    /**\n    * @property {number} _fxType - The FX type running.\n    * @private\n    */\n    this._fxType = 0;\n\n};\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Camera.FOLLOW_LOCKON = 0;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Camera.FOLLOW_PLATFORMER = 1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Camera.FOLLOW_TOPDOWN = 2;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Camera.SHAKE_BOTH = 4;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Camera.SHAKE_HORIZONTAL = 5;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Camera.SHAKE_VERTICAL = 6;\n\n/**\n* @constant\n* @type {boolean}\n*/\nPhaser.Camera.ENABLE_FX = true;\n\nPhaser.Camera.prototype = {\n\n    /**\n    * Called automatically by Phaser.World.\n    *\n    * @method Phaser.Camera#boot\n    * @private\n    */\n    boot: function () {\n\n        this.displayObject = this.game.world;\n\n        this.scale = this.game.world.scale;\n\n        this.game.camera = this;\n\n        if (Phaser.Graphics && Phaser.Camera.ENABLE_FX)\n        {\n            this.fx = new Phaser.Graphics(this.game);\n\n            this.game.stage.addChild(this.fx);\n        }\n\n    },\n\n    /**\n    * Camera preUpdate. Sets the total view counter to zero.\n    *\n    * @method Phaser.Camera#preUpdate\n    */\n    preUpdate: function () {\n\n        this.totalInView = 0;\n\n    },\n\n    /**\n    * Tell the camera which sprite to follow.\n    *\n    * You can set the follow type and a linear interpolation value.\n    * Use low lerp values (such as 0.1) to automatically smooth the camera motion.\n    *\n    * If you find you're getting a slight \"jitter\" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.\n    * This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.\n    *\n    * @method Phaser.Camera#follow\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.\n    * @param {number} [style] - Leverage one of the existing \"deadzone\" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().\n    * @param {float} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.\n    * @param {float} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.\n    */\n    follow: function (target, style, lerpX, lerpY) {\n\n        if (style === undefined) { style = Phaser.Camera.FOLLOW_LOCKON; }\n        if (lerpX === undefined) { lerpX = 1; }\n        if (lerpY === undefined) { lerpY = 1; }\n\n        this.target = target;\n        this.lerp.set(lerpX, lerpY);\n\n        var helper;\n\n        switch (style) {\n\n            case Phaser.Camera.FOLLOW_PLATFORMER:\n                var w = this.width / 8;\n                var h = this.height / 3;\n                this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);\n                break;\n\n            case Phaser.Camera.FOLLOW_TOPDOWN:\n                helper = Math.max(this.width, this.height) / 4;\n                this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);\n                break;\n\n            case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:\n                helper = Math.max(this.width, this.height) / 8;\n                this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);\n                break;\n\n            case Phaser.Camera.FOLLOW_LOCKON:\n                this.deadzone = null;\n                break;\n\n            default:\n                this.deadzone = null;\n                break;\n        }\n\n    },\n\n    /**\n    * Sets the Camera follow target to null, stopping it from following an object if it's doing so.\n    *\n    * @method Phaser.Camera#unfollow\n    */\n    unfollow: function () {\n\n        this.target = null;\n\n    },\n\n    /**\n    * Move the camera focus on a display object instantly.\n    * @method Phaser.Camera#focusOn\n    * @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.\n    */\n    focusOn: function (displayObject) {\n\n        this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));\n\n    },\n\n    /**\n    * Move the camera focus on a location instantly.\n    * @method Phaser.Camera#focusOnXY\n    * @param {number} x - X position.\n    * @param {number} y - Y position.\n    */\n    focusOnXY: function (x, y) {\n\n        this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));\n\n    },\n\n    /**\n    * This creates a camera shake effect. It works by applying a random amount of additional\n    * spacing on the x and y axis each frame. You can control the intensity and duration\n    * of the effect, and if it should effect both axis or just one.\n    *\n    * When the shake effect ends the signal Camera.onShakeComplete is dispatched.\n    *\n    * @method Phaser.Camera#shake\n    * @param {float} [intensity=0.05] - The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking.\n    * @param {number} [duration=500] - The duration of the shake effect in milliseconds.\n    * @param {boolean} [force=true] - If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.\n    * @param {number} [direction=Phaser.Camera.SHAKE_BOTH] - The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.\n    * @param {boolean} [shakeBounds=true] - Is the effect allowed to shake the camera beyond its bounds (if set?).\n    * @return {boolean} True if the shake effect was started, otherwise false.\n    */\n    shake: function (intensity, duration, force, direction, shakeBounds) {\n\n        if (intensity === undefined) { intensity = 0.05; }\n        if (duration === undefined) { duration = 500; }\n        if (force === undefined) { force = true; }\n        if (direction === undefined) { direction = Phaser.Camera.SHAKE_BOTH; }\n        if (shakeBounds === undefined) { shakeBounds = true; }\n\n        if (!force && this._shake.duration > 0)\n        {\n            //  Can't reset an already running shake\n            return false;\n        }\n\n        this._shake.intensity = intensity;\n        this._shake.duration = duration;\n        this._shake.shakeBounds = shakeBounds;\n\n        this._shake.x = 0;\n        this._shake.y = 0;\n\n        this._shake.horizontal = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_HORIZONTAL);\n        this._shake.vertical = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_VERTICAL);\n\n        return true;\n\n    },\n\n    /**\n    * This creates a camera flash effect. It works by filling the game with the solid fill\n    * color specified, and then fading it away to alpha 0 over the duration given.\n    *\n    * You can use this for things such as hit feedback effects.\n    *\n    * When the effect ends the signal Camera.onFlashComplete is dispatched.\n    *\n    * @method Phaser.Camera#flash\n    * @param {numer} [color=0xffffff] - The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.\n    * @param {number} [duration=500] - The duration of the flash effect in milliseconds.\n    * @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.\n    * @return {boolean} True if the effect was started, otherwise false.\n    */\n    flash: function (color, duration, force) {\n\n        if (color === undefined) { color = 0xffffff; }\n        if (duration === undefined) { duration = 500; }\n        if (force === undefined) { force = false; }\n\n        if (!this.fx || (!force && this._fxDuration > 0))\n        {\n            return false;\n        }\n\n        this.fx.clear();\n\n        this.fx.beginFill(color);\n        this.fx.drawRect(0, 0, this.width, this.height);\n        this.fx.endFill();\n\n        this.fx.alpha = 1;\n\n        this._fxDuration = duration;\n        this._fxType = 0;\n\n        return true;\n\n    },\n\n    /**\n    * This creates a camera fade effect. It works by filling the game with the\n    * color specified, over the duration given, ending with a solid fill.\n    *\n    * You can use this for things such as transitioning to a new scene.\n    *\n    * The game will be left 'filled' at the end of this effect, likely obscuring\n    * everything. In order to reset it you can call `Camera.resetFX` and it will clear the\n    * fade. Or you can call `Camera.flash` with the same color as the fade, and it will\n    * reverse the process, bringing the game back into view again.\n    *\n    * When the effect ends the signal Camera.onFadeComplete is dispatched.\n    *\n    * @method Phaser.Camera#fade\n    * @param {numer} [color=0x000000] - The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.\n    * @param {number} [duration=500] - The duration of the fade in milliseconds.\n    * @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.\n    * @return {boolean} True if the effect was started, otherwise false.\n    */\n    fade: function (color, duration, force) {\n\n        if (color === undefined) { color = 0x000000; }\n        if (duration === undefined) { duration = 500; }\n        if (force === undefined) { force = false; }\n\n        if (!this.fx || (!force && this._fxDuration > 0))\n        {\n            return false;\n        }\n\n        this.fx.clear();\n\n        this.fx.beginFill(color);\n        this.fx.drawRect(0, 0, this.width, this.height);\n        this.fx.endFill();\n\n        this.fx.alpha = 0;\n\n        this._fxDuration = duration;\n        this._fxType = 1;\n\n        return true;\n\n    },\n\n    /**\n    * The camera update loop. This is called automatically by the core game loop.\n    *\n    * @method Phaser.Camera#update\n    * @protected\n    */\n    update: function () {\n\n        if (this._fxDuration > 0)\n        {\n            this.updateFX();\n        }\n\n        if (this._shake.duration > 0)\n        {\n            this.updateShake();\n        }\n\n        if (this.bounds)\n        {\n            this.checkBounds();\n        }\n\n        if (this.roundPx)\n        {\n            this.view.floor();\n            this._shake.x = Math.floor(this._shake.x);\n            this._shake.y = Math.floor(this._shake.y);\n        }\n\n        this.displayObject.position.x = -this.view.x;\n        this.displayObject.position.y = -this.view.y;\n\n    },\n\n    /**\n    * Update the camera flash and fade effects.\n    *\n    * @method Phaser.Camera#updateFX\n    * @private\n    */\n    updateFX: function () {\n\n        if (this._fxType === 0)\n        {\n            //  flash\n            this.fx.alpha -= this.game.time.elapsedMS / this._fxDuration;\n\n            if (this.fx.alpha <= 0)\n            {\n                this._fxDuration = 0;\n                this.fx.alpha = 0;\n                this.onFlashComplete.dispatch();\n            }\n        }\n        else\n        {\n            //  fade\n            this.fx.alpha += this.game.time.elapsedMS / this._fxDuration;\n\n            if (this.fx.alpha >= 1)\n            {\n                this._fxDuration = 0;\n                this.fx.alpha = 1;\n                this.onFadeComplete.dispatch();\n            }\n        }\n\n    },\n\n    /**\n    * Update the camera shake effect.\n    *\n    * @method Phaser.Camera#updateShake\n    * @private\n    */\n    updateShake: function () {\n\n        this._shake.duration -= this.game.time.elapsedMS;\n\n        if (this._shake.duration <= 0)\n        {\n            this.onShakeComplete.dispatch();\n            this._shake.x = 0;\n            this._shake.y = 0;\n        }\n        else\n        {\n            if (this._shake.horizontal)\n            {\n                this._shake.x = this.game.rnd.frac() * this._shake.intensity * this.view.width * 2 - this._shake.intensity * this.view.width;\n            }\n\n            if (this._shake.vertical)\n            {\n                this._shake.y = this.game.rnd.frac() * this._shake.intensity * this.view.height * 2 - this._shake.intensity * this.view.height;\n            }\n        }\n\n    },\n\n    /**\n    * Internal method that handles tracking a sprite.\n    *\n    * @method Phaser.Camera#updateTarget\n    * @private\n    */\n    updateTarget: function () {\n\n        this._targetPosition.x = this.view.x + this.target.worldPosition.x;\n        this._targetPosition.y = this.view.y + this.target.worldPosition.y;\n\n        if (this.deadzone)\n        {\n            this._edge = this._targetPosition.x - this.view.x;\n\n            if (this._edge < this.deadzone.left)\n            {\n                this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.left, this.lerp.x);\n            }\n            else if (this._edge > this.deadzone.right)\n            {\n                this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.right, this.lerp.x);\n            }\n\n            this._edge = this._targetPosition.y - this.view.y;\n\n            if (this._edge < this.deadzone.top)\n            {\n                this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.top, this.lerp.y);\n            }\n            else if (this._edge > this.deadzone.bottom)\n            {\n                this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.bottom, this.lerp.y);\n            }\n        }\n        else\n        {\n            this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.view.halfWidth, this.lerp.x);\n            this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);\n        }\n\n        if (this.bounds)\n        {\n            this.checkBounds();\n        }\n\n        if (this.roundPx)\n        {\n            this.view.floor();\n        }\n\n        this.displayObject.position.x = -this.view.x;\n        this.displayObject.position.y = -this.view.y;\n\n    },\n\n    /**\n    * Update the Camera bounds to match the game world.\n    *\n    * @method Phaser.Camera#setBoundsToWorld\n    */\n    setBoundsToWorld: function () {\n\n        if (this.bounds)\n        {\n            this.bounds.copyFrom(this.game.world.bounds);\n        }\n\n    },\n\n    /**\n    * Method called to ensure the camera doesn't venture outside of the game world.\n    * Called automatically by Camera.update.\n    *\n    * @method Phaser.Camera#checkBounds\n    * @protected\n    */\n    checkBounds: function () {\n\n        this.atLimit.x = false;\n        this.atLimit.y = false;\n\n        var vx = this.view.x + this._shake.x;\n        var vw = this.view.right + this._shake.x;\n        var vy = this.view.y + this._shake.y;\n        var vh = this.view.bottom + this._shake.y;\n\n        //  Make sure we didn't go outside the cameras bounds\n        if (vx <= this.bounds.x * this.scale.x)\n        {\n            this.atLimit.x = true;\n            this.view.x = this.bounds.x * this.scale.x;\n\n            if (!this._shake.shakeBounds)\n            {\n                //  The camera is up against the bounds, so reset the shake\n                this._shake.x = 0;\n            }\n        }\n\n        if (vw >= this.bounds.right * this.scale.x)\n        {\n            this.atLimit.x = true;\n            this.view.x = (this.bounds.right * this.scale.x) - this.width;\n\n            if (!this._shake.shakeBounds)\n            {\n                //  The camera is up against the bounds, so reset the shake\n                this._shake.x = 0;\n            }\n        }\n\n        if (vy <= this.bounds.top * this.scale.y)\n        {\n            this.atLimit.y = true;\n            this.view.y = this.bounds.top * this.scale.y;\n\n            if (!this._shake.shakeBounds)\n            {\n                //  The camera is up against the bounds, so reset the shake\n                this._shake.y = 0;\n            }\n        }\n\n        if (vh >= this.bounds.bottom * this.scale.y)\n        {\n            this.atLimit.y = true;\n            this.view.y = (this.bounds.bottom * this.scale.y) - this.height;\n\n            if (!this._shake.shakeBounds)\n            {\n                //  The camera is up against the bounds, so reset the shake\n                this._shake.y = 0;\n            }\n        }\n\n    },\n\n    /**\n    * A helper function to set both the X and Y properties of the camera at once\n    * without having to use game.camera.x and game.camera.y.\n    *\n    * @method Phaser.Camera#setPosition\n    * @param {number} x - X position.\n    * @param {number} y - Y position.\n    */\n    setPosition: function (x, y) {\n\n        this.view.x = x;\n        this.view.y = y;\n\n        if (this.bounds)\n        {\n            this.checkBounds();\n        }\n\n    },\n\n    /**\n    * Sets the size of the view rectangle given the width and height in parameters.\n    *\n    * @method Phaser.Camera#setSize\n    * @param {number} width - The desired width.\n    * @param {number} height - The desired height.\n    */\n    setSize: function (width, height) {\n\n        this.view.width = width;\n        this.view.height = height;\n\n    },\n\n    /**\n    * Resets the camera back to 0,0 and un-follows any object it may have been tracking.\n    * Also immediately resets any camera effects that may have been running such as\n    * shake, flash or fade.\n    *\n    * @method Phaser.Camera#reset\n    */\n    reset: function () {\n\n        this.target = null;\n\n        this.view.x = 0;\n        this.view.y = 0;\n\n        this._shake.duration = 0;\n\n        this.resetFX();\n\n    },\n\n    /**\n    * Resets any active FX, such as a fade or flash and immediately clears it.\n    * Useful to calling after a fade in order to remove the fade from the Stage.\n    *\n    * @method Phaser.Camera#resetFX\n    */\n    resetFX: function () {\n\n        this.fx.clear();\n\n        this.fx.alpha = 0;\n\n        this._fxDuration = 0;\n\n    }\n\n};\n\nPhaser.Camera.prototype.constructor = Phaser.Camera;\n\n/**\n* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.\n* @name Phaser.Camera#x\n* @property {number} x - Gets or sets the cameras x position.\n*/\nObject.defineProperty(Phaser.Camera.prototype, \"x\", {\n\n    get: function () {\n\n        return this.view.x;\n\n    },\n\n    set: function (value) {\n\n        this.view.x = value;\n\n        if (this.bounds)\n        {\n            this.checkBounds();\n        }\n    }\n\n});\n\n/**\n* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.\n* @name Phaser.Camera#y\n* @property {number} y - Gets or sets the cameras y position.\n*/\nObject.defineProperty(Phaser.Camera.prototype, \"y\", {\n\n    get: function () {\n\n        return this.view.y;\n\n    },\n\n    set: function (value) {\n\n        this.view.y = value;\n\n        if (this.bounds)\n        {\n            this.checkBounds();\n        }\n    }\n\n});\n\n/**\n* The Cameras position. This value is automatically clamped if it falls outside of the World bounds.\n* @name Phaser.Camera#position\n* @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.\n*/\nObject.defineProperty(Phaser.Camera.prototype, \"position\", {\n\n    get: function () {\n\n        this._position.set(this.view.x, this.view.y);\n\n        return this._position;\n\n    },\n\n    set: function (value) {\n\n        if (typeof value.x !== \"undefined\") { this.view.x = value.x; }\n        if (typeof value.y !== \"undefined\") { this.view.y = value.y; }\n\n        if (this.bounds)\n        {\n            this.checkBounds();\n        }\n    }\n\n});\n\n/**\n* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.\n* @name Phaser.Camera#width\n* @property {number} width - Gets or sets the cameras width.\n*/\nObject.defineProperty(Phaser.Camera.prototype, \"width\", {\n\n    get: function () {\n\n        return this.view.width;\n\n    },\n\n    set: function (value) {\n\n        this.view.width = value;\n\n    }\n\n});\n\n/**\n* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.\n* @name Phaser.Camera#height\n* @property {number} height - Gets or sets the cameras height.\n*/\nObject.defineProperty(Phaser.Camera.prototype, \"height\", {\n\n    get: function () {\n\n        return this.view.height;\n\n    },\n\n    set: function (value) {\n\n        this.view.height = value;\n\n    }\n\n});\n\n\n/**\n* The Cameras shake intensity.\n* @name Phaser.Camera#shakeIntensity\n* @property {number} shakeIntensity - Gets or sets the cameras shake intensity.\n*/\nObject.defineProperty(Phaser.Camera.prototype, \"shakeIntensity\", {\n\n    get: function () {\n\n        return this._shake.intensity;\n\n    },\n\n    set: function (value) {\n\n        this._shake.intensity = value;\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* This is a base State class which can be extended if you are creating your own game.\n* It provides quick access to common functions such as the camera, cache, input, match, sound and more.\n*\n* @class Phaser.State\n* @constructor\n*/\nPhaser.State = function () {\n\n    /**\n    * @property {Phaser.Game} game - This is a reference to the currently running Game.\n    */\n    this.game = null;\n\n    /**\n    * @property {string} key - The string based identifier given to the State when added into the State Manager.\n    */\n    this.key = '';\n\n    /**\n    * @property {Phaser.GameObjectFactory} add - A reference to the GameObjectFactory which can be used to add new objects to the World.\n    */\n    this.add = null;\n\n    /**\n    * @property {Phaser.GameObjectCreator} make - A reference to the GameObjectCreator which can be used to make new objects.\n    */\n    this.make = null;\n\n    /**\n    * @property {Phaser.Camera} camera - A handy reference to World.camera.\n    */\n    this.camera = null;\n\n    /**\n    * @property {Phaser.Cache} cache - A reference to the game cache which contains any loaded or generated assets, such as images, sound and more.\n    */\n    this.cache = null;\n\n    /**\n    * @property {Phaser.Input} input - A reference to the Input Manager.\n    */\n    this.input = null;\n\n    /**\n    * @property {Phaser.Loader} load - A reference to the Loader, which you mostly use in the preload method of your state to load external assets.\n    */\n    this.load = null;\n\n    /**\n    * @property {Phaser.Math} math - A reference to Math class with lots of helpful functions.\n    */\n    this.math = null;\n\n    /**\n    * @property {Phaser.SoundManager} sound - A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume.\n    */\n    this.sound = null;\n\n    /**\n    * @property {Phaser.ScaleManager} scale - A reference to the Scale Manager which controls the way the game scales on different displays.\n    */\n    this.scale = null;\n\n    /**\n    * @property {Phaser.Stage} stage - A reference to the Stage.\n    */\n    this.stage = null;\n\n    /**\n    * @property {Phaser.StateManager} stage - A reference to the State Manager, which controls state changes.\n    */\n    this.state = null;\n\n    /**\n    * @property {Phaser.Time} time - A reference to the game clock and timed events system.\n    */\n    this.time = null;\n\n    /**\n    * @property {Phaser.TweenManager} tweens - A reference to the tween manager.\n    */\n    this.tweens = null;\n\n    /**\n    * @property {Phaser.World} world - A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution.\n    */\n    this.world = null;\n\n    /**\n    * @property {Phaser.Particles} particles - The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created.\n    */\n    this.particles = null;\n\n    /**\n    * @property {Phaser.Physics} physics - A reference to the physics manager which looks after the different physics systems available within Phaser.\n    */\n    this.physics = null;\n\n    /**\n    * @property {Phaser.RandomDataGenerator} rnd - A reference to the seeded and repeatable random data generator.\n    */\n    this.rnd = null;\n\n};\n\nPhaser.State.prototype = {\n\n    /**\n    * init is the very first function called when your State starts up. It's called before preload, create or anything else.\n    * If you need to route the game away to another State you could do so here, or if you need to prepare a set of variables\n    * or objects before the preloading starts.\n    *\n    * @method Phaser.State#init\n    */\n    init: function () {\n    },\n\n    /**\n    * preload is called first. Normally you'd use this to load your game assets (or those needed for the current State)\n    * You shouldn't create any objects in this method that require assets that you're also loading in this method, as\n    * they won't yet be available.\n    *\n    * @method Phaser.State#preload\n    */\n    preload: function () {\n    },\n\n    /**\n    * loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.\n    *\n    * @method Phaser.State#loadUpdate\n    */\n    loadUpdate: function () {\n    },\n\n    /**\n    * loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.\n    * The difference between loadRender and render is that any objects you render in this method you must be sure their assets exist.\n    *\n    * @method Phaser.State#loadRender\n    */\n    loadRender: function () {\n    },\n\n    /**\n    * create is called once preload has completed, this includes the loading of any assets from the Loader.\n    * If you don't have a preload method then create is the first method called in your State.\n    *\n    * @method Phaser.State#create\n    */\n    create: function () {\n    },\n\n    /**\n    * The update method is left empty for your own use.\n    * It is called during the core game loop AFTER debug, physics, plugins and the Stage have had their preUpdate methods called.\n    * It is called BEFORE Stage, Tweens, Sounds, Input, Physics, Particles and Plugins have had their postUpdate methods called.\n    *\n    * @method Phaser.State#update\n    */\n    update: function () {\n    },\n\n    /**\n    * The preRender method is called after all Game Objects have been updated, but before any rendering takes place.\n    *\n    * @method Phaser.State#preRender\n    */\n    preRender: function () {\n    },\n\n    /**\n    * Nearly all display objects in Phaser render automatically, you don't need to tell them to render.\n    * However the render method is called AFTER the game renderer and plugins have rendered, so you're able to do any\n    * final post-processing style effects here. Note that this happens before plugins postRender takes place.\n    *\n    * @method Phaser.State#render\n    */\n    render: function () {\n    },\n\n    /**\n    * If your game is set to Scalemode RESIZE then each time the browser resizes it will call this function, passing in the new width and height.\n    *\n    * @method Phaser.State#resize\n    */\n    resize: function () {\n    },\n\n    /**\n    * This method will be called if the core game loop is paused.\n    *\n    * @method Phaser.State#paused\n    */\n    paused: function () {\n    },\n\n    /**\n    * This method will be called when the core game loop resumes from a paused state.\n    *\n    * @method Phaser.State#resumed\n    */\n    resumed: function () {\n    },\n\n    /**\n    * pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.\n    *\n    * @method Phaser.State#pauseUpdate\n    */\n    pauseUpdate: function () {\n    },\n\n    /**\n    * This method will be called when the State is shutdown (i.e. you switch to another state from this one).\n    *\n    * @method Phaser.State#shutdown\n    */\n    shutdown: function () {\n    }\n\n};\n\nPhaser.State.prototype.constructor = Phaser.State;\n\n/* jshint newcap: false */\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The State Manager is responsible for loading, setting up and switching game states.\n*\n* @class Phaser.StateManager\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {Phaser.State|Object} [pendingState=null] - A State object to seed the manager with.\n*/\nPhaser.StateManager = function (game, pendingState) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {object} states - The object containing Phaser.States.\n    */\n    this.states = {};\n\n    /**\n    * @property {Phaser.State} _pendingState - The state to be switched to in the next frame.\n    * @private\n    */\n    this._pendingState = null;\n\n    if (typeof pendingState !== 'undefined' && pendingState !== null)\n    {\n        this._pendingState = pendingState;\n    }\n\n    /**\n    * @property {boolean} _clearWorld - Clear the world when we switch state?\n    * @private\n    */\n    this._clearWorld = false;\n\n    /**\n    * @property {boolean} _clearCache - Clear the cache when we switch state?\n    * @private\n    */\n    this._clearCache = false;\n\n    /**\n    * @property {boolean} _created - Flag that sets if the State has been created or not.\n    * @private\n    */\n    this._created = false;\n\n    /**\n    * @property {any[]} _args - Temporary container when you pass vars from one State to another.\n    * @private\n    */\n    this._args = [];\n\n    /**\n    * @property {string} current - The current active State object.\n    * @default\n    */\n    this.current = '';\n\n    /**\n    * onStateChange is a Phaser.Signal that is dispatched whenever the game changes state.\n    * \n    * It is dispatched only when the new state is started, which isn't usually at the same time as StateManager.start\n    * is called because state swapping is done in sync with the game loop. It is dispatched *before* any of the new states\n    * methods (such as preload and create) are called, and *after* the previous states shutdown method has been run.\n    *\n    * The callback you specify is sent two parameters: the string based key of the new state, \n    * and the second parameter is the string based key of the old / previous state.\n    * \n    * @property {Phaser.Signal} onStateChange\n    */\n    this.onStateChange = new Phaser.Signal();\n\n    /**\n    * @property {function} onInitCallback - This is called when the state is set as the active state.\n    * @default\n    */\n    this.onInitCallback = null;\n\n    /**\n    * @property {function} onPreloadCallback - This is called when the state starts to load assets.\n    * @default\n    */\n    this.onPreloadCallback = null;\n\n    /**\n    * @property {function} onCreateCallback - This is called when the state preload has finished and creation begins.\n    * @default\n    */\n    this.onCreateCallback = null;\n\n    /**\n    * @property {function} onUpdateCallback - This is called when the state is updated, every game loop. It doesn't happen during preload (@see onLoadUpdateCallback).\n    * @default\n    */\n    this.onUpdateCallback = null;\n\n    /**\n    * @property {function} onRenderCallback - This is called post-render. It doesn't happen during preload (see onLoadRenderCallback).\n    * @default\n    */\n    this.onRenderCallback = null;\n\n    /**\n    * @property {function} onResizeCallback - This is called if ScaleManager.scalemode is RESIZE and a resize event occurs. It's passed the new width and height.\n    * @default\n    */\n    this.onResizeCallback = null;\n\n    /**\n    * @property {function} onPreRenderCallback - This is called before the state is rendered and before the stage is cleared but after all game objects have had their final properties adjusted.\n    * @default\n    */\n    this.onPreRenderCallback = null;\n\n    /**\n    * @property {function} onLoadUpdateCallback - This is called when the State is updated during the preload phase.\n    * @default\n    */\n    this.onLoadUpdateCallback = null;\n\n    /**\n    * @property {function} onLoadRenderCallback - This is called when the State is rendered during the preload phase.\n    * @default\n    */\n    this.onLoadRenderCallback = null;\n\n    /**\n    * @property {function} onPausedCallback - This is called when the game is paused.\n    * @default\n    */\n    this.onPausedCallback = null;\n\n    /**\n    * @property {function} onResumedCallback - This is called when the game is resumed from a paused state.\n    * @default\n    */\n    this.onResumedCallback = null;\n\n    /**\n    * @property {function} onPauseUpdateCallback - This is called every frame while the game is paused.\n    * @default\n    */\n    this.onPauseUpdateCallback = null;\n\n    /**\n    * @property {function} onShutDownCallback - This is called when the state is shut down (i.e. swapped to another state).\n    * @default\n    */\n    this.onShutDownCallback = null;\n\n};\n\nPhaser.StateManager.prototype = {\n\n    /**\n    * The Boot handler is called by Phaser.Game when it first starts up.\n    * @method Phaser.StateManager#boot\n    * @private\n    */\n    boot: function () {\n\n        this.game.onPause.add(this.pause, this);\n        this.game.onResume.add(this.resume, this);\n\n        if (this._pendingState !== null && typeof this._pendingState !== 'string')\n        {\n            this.add('default', this._pendingState, true);\n        }\n\n    },\n\n    /**\n    * Adds a new State into the StateManager. You must give each State a unique key by which you'll identify it.\n    * The State can be either a Phaser.State object (or an object that extends it), a plain JavaScript object or a function.\n    * If a function is given a new state object will be created by calling it.\n    *\n    * @method Phaser.StateManager#add\n    * @param {string} key - A unique key you use to reference this state, i.e. \"MainMenu\", \"Level1\".\n    * @param {Phaser.State|object|function} state  - The state you want to switch to.\n    * @param {boolean} [autoStart=false]  - If true the State will be started immediately after adding it.\n    */\n    add: function (key, state, autoStart) {\n\n        if (autoStart === undefined) { autoStart = false; }\n\n        var newState;\n\n        if (state instanceof Phaser.State)\n        {\n            newState = state;\n        }\n        else if (typeof state === 'object')\n        {\n            newState = state;\n            newState.game = this.game;\n        }\n        else if (typeof state === 'function')\n        {\n            newState = new state(this.game);\n        }\n\n        this.states[key] = newState;\n\n        if (autoStart)\n        {\n            if (this.game.isBooted)\n            {\n                this.start(key);\n            }\n            else\n            {\n                this._pendingState = key;\n            }\n        }\n\n        return newState;\n\n    },\n\n    /**\n    * Delete the given state.\n    * @method Phaser.StateManager#remove\n    * @param {string} key - A unique key you use to reference this state, i.e. \"MainMenu\", \"Level1\".\n    */\n    remove: function (key) {\n\n        if (this.current === key)\n        {\n            this.callbackContext = null;\n\n            this.onInitCallback = null;\n            this.onShutDownCallback = null;\n\n            this.onPreloadCallback = null;\n            this.onLoadRenderCallback = null;\n            this.onLoadUpdateCallback = null;\n            this.onCreateCallback = null;\n            this.onUpdateCallback = null;\n            this.onPreRenderCallback = null;\n            this.onRenderCallback = null;\n            this.onResizeCallback = null;\n            this.onPausedCallback = null;\n            this.onResumedCallback = null;\n            this.onPauseUpdateCallback = null;\n        }\n\n        delete this.states[key];\n\n    },\n\n    /**\n    * Start the given State. If a State is already running then State.shutDown will be called (if it exists) before switching to the new State.\n    *\n    * @method Phaser.StateManager#start\n    * @param {string} key - The key of the state you want to start.\n    * @param {boolean} [clearWorld=true] - Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly)\n    * @param {boolean} [clearCache=false] - Clear the Game.Cache? This purges out all loaded assets. The default is false and you must have clearWorld=true if you want to clearCache as well.\n    * @param {...*} parameter - Additional parameters that will be passed to the State.init function (if it has one).\n    */\n    start: function (key, clearWorld, clearCache) {\n\n        if (clearWorld === undefined) { clearWorld = true; }\n        if (clearCache === undefined) { clearCache = false; }\n\n        if (this.checkState(key))\n        {\n            //  Place the state in the queue. It will be started the next time the game loop begins.\n            this._pendingState = key;\n            this._clearWorld = clearWorld;\n            this._clearCache = clearCache;\n\n            if (arguments.length > 3)\n            {\n                this._args = Array.prototype.splice.call(arguments, 3);\n            }\n        }\n\n    },\n\n    /**\n    * Restarts the current State. State.shutDown will be called (if it exists) before the State is restarted.\n    *\n    * @method Phaser.StateManager#restart\n    * @param {boolean} [clearWorld=true] - Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly)\n    * @param {boolean} [clearCache=false] - Clear the Game.Cache? This purges out all loaded assets. The default is false and you must have clearWorld=true if you want to clearCache as well.\n    * @param {...*} parameter - Additional parameters that will be passed to the State.init function if it has one.\n    */\n    restart: function (clearWorld, clearCache) {\n\n        if (clearWorld === undefined) { clearWorld = true; }\n        if (clearCache === undefined) { clearCache = false; }\n\n        //  Place the state in the queue. It will be started the next time the game loop starts.\n        this._pendingState = this.current;\n        this._clearWorld = clearWorld;\n        this._clearCache = clearCache;\n\n        if (arguments.length > 2)\n        {\n            this._args = Array.prototype.slice.call(arguments, 2);\n        }\n\n    },\n\n    /**\n    * Used by onInit and onShutdown when those functions don't exist on the state\n    * @method Phaser.StateManager#dummy\n    * @private\n    */\n    dummy: function () {\n    },\n\n    /**\n    * preUpdate is called right at the start of the game loop. It is responsible for changing to a new state that was requested previously.\n    *\n    * @method Phaser.StateManager#preUpdate\n    */\n    preUpdate: function () {\n\n        if (this._pendingState && this.game.isBooted)\n        {\n            var previousStateKey = this.current;\n\n            //  Already got a state running?\n            this.clearCurrentState();\n\n            this.setCurrentState(this._pendingState);\n\n            this.onStateChange.dispatch(this.current, previousStateKey);\n\n            if (this.current !== this._pendingState)\n            {\n                return;\n            }\n            else\n            {\n                this._pendingState = null;\n            }\n\n            //  If StateManager.start has been called from the init of a State that ALSO has a preload, then\n            //  onPreloadCallback will be set, but must be ignored\n            if (this.onPreloadCallback)\n            {\n                this.game.load.reset(true);\n                this.onPreloadCallback.call(this.callbackContext, this.game);\n\n                //  Is the loader empty?\n                if (this.game.load.totalQueuedFiles() === 0 && this.game.load.totalQueuedPacks() === 0)\n                {\n                    this.loadComplete();\n                }\n                else\n                {\n                    //  Start the loader going as we have something in the queue\n                    this.game.load.start();\n                }\n            }\n            else\n            {\n                //  No init? Then there was nothing to load either\n                this.loadComplete();\n            }\n        }\n\n    },\n\n    /**\n    * This method clears the current State, calling its shutdown callback. The process also removes any active tweens,\n    * resets the camera, resets input, clears physics, removes timers and if set clears the world and cache too.\n    *\n    * @method Phaser.StateManager#clearCurrentState\n    */\n    clearCurrentState: function () {\n\n        if (this.current)\n        {\n            if (this.onShutDownCallback)\n            {\n                this.onShutDownCallback.call(this.callbackContext, this.game);\n            }\n\n            this.game.tweens.removeAll();\n\n            this.game.camera.reset();\n\n            this.game.input.reset(true);\n\n            this.game.physics.clear();\n\n            this.game.time.removeAll();\n\n            this.game.scale.reset(this._clearWorld);\n\n            if (this.game.debug)\n            {\n                this.game.debug.reset();\n            }\n\n            if (this._clearWorld)\n            {\n                this.game.world.shutdown();\n\n                if (this._clearCache)\n                {\n                    this.game.cache.destroy();\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Checks if a given phaser state is valid. A State is considered valid if it has at least one of the core functions: preload, create, update or render.\n    *\n    * @method Phaser.StateManager#checkState\n    * @param {string} key - The key of the state you want to check.\n    * @return {boolean} true if the State has the required functions, otherwise false.\n    */\n    checkState: function (key) {\n\n        if (this.states[key])\n        {\n            if (this.states[key]['preload'] || this.states[key]['create'] || this.states[key]['update'] || this.states[key]['render'])\n            {\n                return true;\n            }\n            else\n            {\n                console.warn(\"Invalid Phaser State object given. Must contain at least a one of the required functions: preload, create, update or render\");\n                return false;\n            }\n        }\n        else\n        {\n            console.warn(\"Phaser.StateManager - No state found with the key: \" + key);\n            return false;\n        }\n\n    },\n\n    /**\n    * Links game properties to the State given by the key.\n    *\n    * @method Phaser.StateManager#link\n    * @param {string} key - State key.\n    * @protected\n    */\n    link: function (key) {\n\n        this.states[key].game = this.game;\n        this.states[key].add = this.game.add;\n        this.states[key].make = this.game.make;\n        this.states[key].camera = this.game.camera;\n        this.states[key].cache = this.game.cache;\n        this.states[key].input = this.game.input;\n        this.states[key].load = this.game.load;\n        this.states[key].math = this.game.math;\n        this.states[key].sound = this.game.sound;\n        this.states[key].scale = this.game.scale;\n        this.states[key].state = this;\n        this.states[key].stage = this.game.stage;\n        this.states[key].time = this.game.time;\n        this.states[key].tweens = this.game.tweens;\n        this.states[key].world = this.game.world;\n        this.states[key].particles = this.game.particles;\n        this.states[key].rnd = this.game.rnd;\n        this.states[key].physics = this.game.physics;\n        this.states[key].key = key;\n\n    },\n\n    /**\n    * Nulls all State level Phaser properties, including a reference to Game.\n    *\n    * @method Phaser.StateManager#unlink\n    * @param {string} key - State key.\n    * @protected\n    */\n    unlink: function (key) {\n\n        if (this.states[key])\n        {\n            this.states[key].game = null;\n            this.states[key].add = null;\n            this.states[key].make = null;\n            this.states[key].camera = null;\n            this.states[key].cache = null;\n            this.states[key].input = null;\n            this.states[key].load = null;\n            this.states[key].math = null;\n            this.states[key].sound = null;\n            this.states[key].scale = null;\n            this.states[key].state = null;\n            this.states[key].stage = null;\n            this.states[key].time = null;\n            this.states[key].tweens = null;\n            this.states[key].world = null;\n            this.states[key].particles = null;\n            this.states[key].rnd = null;\n            this.states[key].physics = null;\n        }\n\n    },\n\n    /**\n    * Sets the current State. Should not be called directly (use StateManager.start)\n    *\n    * @method Phaser.StateManager#setCurrentState\n    * @param {string} key - State key.\n    * @private\n    */\n    setCurrentState: function (key) {\n\n        this.callbackContext = this.states[key];\n\n        this.link(key);\n\n        //  Used when the state is set as being the current active state\n        this.onInitCallback = this.states[key]['init'] || this.dummy;\n\n        this.onPreloadCallback = this.states[key]['preload'] || null;\n        this.onLoadRenderCallback = this.states[key]['loadRender'] || null;\n        this.onLoadUpdateCallback = this.states[key]['loadUpdate'] || null;\n        this.onCreateCallback = this.states[key]['create'] || null;\n        this.onUpdateCallback = this.states[key]['update'] || null;\n        this.onPreRenderCallback = this.states[key]['preRender'] || null;\n        this.onRenderCallback = this.states[key]['render'] || null;\n        this.onResizeCallback = this.states[key]['resize'] || null;\n        this.onPausedCallback = this.states[key]['paused'] || null;\n        this.onResumedCallback = this.states[key]['resumed'] || null;\n        this.onPauseUpdateCallback = this.states[key]['pauseUpdate'] || null;\n\n        //  Used when the state is no longer the current active state\n        this.onShutDownCallback = this.states[key]['shutdown'] || this.dummy;\n\n        //  Reset the physics system, but not on the first state start\n        if (this.current !== '')\n        {\n            this.game.physics.reset();\n        }\n\n        this.current = key;\n        this._created = false;\n\n        //  At this point key and pendingState should equal each other\n        this.onInitCallback.apply(this.callbackContext, this._args);\n\n        //  If they no longer do then the init callback hit StateManager.start\n        if (key === this._pendingState)\n        {\n            this._args = [];\n        }\n\n        this.game._kickstart = true;\n\n    },\n\n    /**\n     * Gets the current State.\n     *\n     * @method Phaser.StateManager#getCurrentState\n     * @return {Phaser.State}\n     * @public\n     */\n    getCurrentState: function() {\n        return this.states[this.current];\n    },\n\n    /**\n    * @method Phaser.StateManager#loadComplete\n    * @protected\n    */\n    loadComplete: function () {\n\n        //  Make sure to do load-update one last time before state is set to _created\n        if (this._created === false && this.onLoadUpdateCallback)\n        {\n            this.onLoadUpdateCallback.call(this.callbackContext, this.game);\n        }\n\n        if (this._created === false && this.onCreateCallback)\n        {\n            this._created = true;\n            this.onCreateCallback.call(this.callbackContext, this.game);\n        }\n        else\n        {\n            this._created = true;\n        }\n\n    },\n\n    /**\n    * @method Phaser.StateManager#pause\n    * @protected\n    */\n    pause: function () {\n\n        if (this._created && this.onPausedCallback)\n        {\n            this.onPausedCallback.call(this.callbackContext, this.game);\n        }\n\n    },\n\n    /**\n    * @method Phaser.StateManager#resume\n    * @protected\n    */\n    resume: function () {\n\n        if (this._created && this.onResumedCallback)\n        {\n            this.onResumedCallback.call(this.callbackContext, this.game);\n        }\n\n    },\n\n    /**\n    * @method Phaser.StateManager#update\n    * @protected\n    */\n    update: function () {\n\n        if (this._created)\n        {\n            if (this.onUpdateCallback)\n            {\n                this.onUpdateCallback.call(this.callbackContext, this.game);\n            }\n        }\n        else\n        {\n            if (this.onLoadUpdateCallback)\n            {\n                this.onLoadUpdateCallback.call(this.callbackContext, this.game);\n            }\n        }\n\n    },\n\n    /**\n    * @method Phaser.StateManager#pauseUpdate\n    * @protected\n    */\n    pauseUpdate: function () {\n\n        if (this._created)\n        {\n            if (this.onPauseUpdateCallback)\n            {\n                this.onPauseUpdateCallback.call(this.callbackContext, this.game);\n            }\n        }\n        else\n        {\n            if (this.onLoadUpdateCallback)\n            {\n                this.onLoadUpdateCallback.call(this.callbackContext, this.game);\n            }\n        }\n\n    },\n\n    /**\n    * @method Phaser.StateManager#preRender\n    * @protected\n    * @param {number} elapsedTime - The time elapsed since the last update.\n    */\n    preRender: function (elapsedTime) {\n\n        if (this._created && this.onPreRenderCallback)\n        {\n            this.onPreRenderCallback.call(this.callbackContext, this.game, elapsedTime);\n        }\n\n    },\n\n    /**\n    * @method Phaser.StateManager#resize\n    * @protected\n    */\n    resize: function (width, height) {\n\n        if (this.onResizeCallback)\n        {\n            this.onResizeCallback.call(this.callbackContext, width, height);\n        }\n\n    },\n\n    /**\n    * @method Phaser.StateManager#render\n    * @protected\n    */\n    render: function () {\n\n        if (this._created)\n        {\n            if (this.onRenderCallback)\n            {\n                if (this.game.renderType === Phaser.CANVAS)\n                {\n                    this.game.context.save();\n                    this.game.context.setTransform(1, 0, 0, 1, 0, 0);\n                    this.onRenderCallback.call(this.callbackContext, this.game);\n                    this.game.context.restore();\n                }\n                else\n                {\n                    this.onRenderCallback.call(this.callbackContext, this.game);\n                }\n            }\n        }\n        else\n        {\n            if (this.onLoadRenderCallback)\n            {\n                this.onLoadRenderCallback.call(this.callbackContext, this.game);\n            }\n        }\n\n    },\n\n    /**\n    * Removes all StateManager callback references to the State object, nulls the game reference and clears the States object.\n    * You don't recover from this without rebuilding the Phaser instance again.\n    * @method Phaser.StateManager#destroy\n    */\n    destroy: function () {\n\n        this._clearWorld = true;\n        this._clearCache = true;\n\n        this.clearCurrentState();\n\n        this.callbackContext = null;\n\n        this.onInitCallback = null;\n        this.onShutDownCallback = null;\n\n        this.onPreloadCallback = null;\n        this.onLoadRenderCallback = null;\n        this.onLoadUpdateCallback = null;\n        this.onCreateCallback = null;\n        this.onUpdateCallback = null;\n        this.onRenderCallback = null;\n        this.onPausedCallback = null;\n        this.onResumedCallback = null;\n        this.onPauseUpdateCallback = null;\n\n        this.game = null;\n        this.states = {};\n        this._pendingState = null;\n        this.current = '';\n\n    }\n\n};\n\nPhaser.StateManager.prototype.constructor = Phaser.StateManager;\n\n/**\n* @name Phaser.StateManager#created\n* @property {boolean} created - True if the current state has had its `create` method run (if it has one, if not this is true by default).\n* @readOnly\n*/\nObject.defineProperty(Phaser.StateManager.prototype, \"created\", {\n\n    get: function () {\n\n        return this._created;\n\n    }\n\n});\n\n/**\n* \"It's like nailing jelly to a kitten\" - Gary Penn\n*/\n\n/**\n* @author       Miller Medeiros http://millermedeiros.github.com/js-signals/\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Signals are what Phaser uses to handle events and event dispatching.\n* You can listen for a Signal by binding a callback / function to it.\n* This is done by using either `Signal.add` or `Signal.addOnce`.\n*\n* For example you can listen for a touch or click event from the Input Manager \n* by using its `onDown` Signal:\n*\n* `game.input.onDown.add(function() { ... });`\n*\n* Rather than inline your function, you can pass a reference:\n*\n* `game.input.onDown.add(clicked, this);`\n* `function clicked () { ... }`\n*\n* In this case the second argument (`this`) is the context in which your function should be called.\n*\n* Now every time the InputManager dispatches the `onDown` signal (or event), your function\n* will be called.\n*\n* Very often a Signal will send arguments to your function.\n* This is specific to the Signal itself.\n* If you're unsure then check the documentation, or failing that simply do:\n*\n* `Signal.add(function() { console.log(arguments); })`\n*\n* and it will log all of the arguments your function received from the Signal.\n*\n* Sprites have lots of default signals you can listen to in their Events class, such as:\n*\n* `sprite.events.onKilled`\n* \n* Which is called automatically whenever the Sprite is killed.\n* There are lots of other events, see the Events component for a list.\n*\n* As well as listening to pre-defined Signals you can also create your own:\n*\n* `var mySignal = new Phaser.Signal();`\n*\n* This creates a new Signal. You can bind a callback to it:\n*\n* `mySignal.add(myCallback, this);`\n*\n* and then finally when ready you can dispatch the Signal:\n*\n* `mySignal.dispatch(your arguments);`\n*\n* And your callback will be invoked. See the dispatch method for more details.\n*\n* @class Phaser.Signal\n* @constructor\n*/\nPhaser.Signal = function () {};\n\nPhaser.Signal.prototype = {\n\n    /**\n    * @property {?Array.<Phaser.SignalBinding>} _bindings - Internal variable.\n    * @private\n    */\n    _bindings: null,\n\n    /**\n    * @property {any} _prevParams - Internal variable.\n    * @private\n    */\n    _prevParams: null,\n\n    /**\n    * Memorize the previously dispatched event?\n    *\n    * If an event has been memorized it is automatically dispatched when a new listener is added with {@link #add} or {@link #addOnce}.\n    * Use {@link #forget} to clear any currently memorized event.\n    *\n    * @property {boolean} memorize\n    */\n    memorize: false,\n\n    /**\n    * @property {boolean} _shouldPropagate\n    * @private\n    */\n    _shouldPropagate: true,\n\n    /**\n    * Is the Signal active? Only active signals will broadcast dispatched events.\n    *\n    * Setting this property during a dispatch will only affect the next dispatch. To stop the propagation of a signal from a listener use {@link #halt}.\n    *\n    * @property {boolean} active\n    * @default\n    */\n    active: true,\n\n    /**\n    * @property {function} _boundDispatch - The bound dispatch function, if any.\n    * @private\n    */\n    _boundDispatch: false,\n\n    /**\n    * @method Phaser.Signal#validateListener\n    * @param {function} listener - Signal handler function.\n    * @param {string} fnName - Function name.\n    * @private\n    */\n    validateListener: function (listener, fnName) {\n\n        if (typeof listener !== 'function')\n        {\n            throw new Error('Phaser.Signal: listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName));\n        }\n\n    },\n\n    /**\n    * @method Phaser.Signal#_registerListener\n    * @private\n    * @param {function} listener - Signal handler function.\n    * @param {boolean} isOnce - Should the listener only be called once?\n    * @param {object} [listenerContext] - The context under which the listener is invoked.\n    * @param {number} [priority] - The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0).\n    * @return {Phaser.SignalBinding} An Object representing the binding between the Signal and listener.\n    */\n    _registerListener: function (listener, isOnce, listenerContext, priority, args) {\n\n        var prevIndex = this._indexOfListener(listener, listenerContext);\n        var binding;\n\n        if (prevIndex !== -1)\n        {\n            binding = this._bindings[prevIndex];\n\n            if (binding.isOnce() !== isOnce)\n            {\n                throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.');\n            }\n        }\n        else\n        {\n            binding = new Phaser.SignalBinding(this, listener, isOnce, listenerContext, priority, args);\n            this._addBinding(binding);\n        }\n\n        if (this.memorize && this._prevParams)\n        {\n            binding.execute(this._prevParams);\n        }\n\n        return binding;\n\n    },\n\n    /**\n    * @method Phaser.Signal#_addBinding\n    * @private\n    * @param {Phaser.SignalBinding} binding - An Object representing the binding between the Signal and listener.\n    */\n    _addBinding: function (binding) {\n\n        if (!this._bindings)\n        {\n            this._bindings = [];\n        }\n\n        //  Simplified insertion sort\n        var n = this._bindings.length;\n\n        do {\n            n--;\n        }\n        while (this._bindings[n] && binding._priority <= this._bindings[n]._priority);\n\n        this._bindings.splice(n + 1, 0, binding);\n\n    },\n\n    /**\n    * @method Phaser.Signal#_indexOfListener\n    * @private\n    * @param {function} listener - Signal handler function.\n    * @param {object} [context=null] - Signal handler function.\n    * @return {number} The index of the listener within the private bindings array.\n    */\n    _indexOfListener: function (listener, context) {\n\n        if (!this._bindings)\n        {\n            return -1;\n        }\n\n        if (context === undefined) { context = null; }\n\n        var n = this._bindings.length;\n        var cur;\n\n        while (n--)\n        {\n            cur = this._bindings[n];\n\n            if (cur._listener === listener && cur.context === context)\n            {\n                return n;\n            }\n        }\n\n        return -1;\n\n    },\n\n    /**\n    * Check if a specific listener is attached.\n    *\n    * @method Phaser.Signal#has\n    * @param {function} listener - Signal handler function.\n    * @param {object} [context] - Context on which listener will be executed (object that should represent the `this` variable inside listener function).\n    * @return {boolean} If Signal has the specified listener.\n    */\n    has: function (listener, context) {\n\n        return this._indexOfListener(listener, context) !== -1;\n\n    },\n\n    /**\n    * Add an event listener for this signal.\n    *\n    * An event listener is a callback with a related context and priority.\n    *\n    * You can optionally provide extra arguments which will be passed to the callback after any internal parameters.\n    *\n    * For example: `Phaser.Key.onDown` when dispatched will send the Phaser.Key object that caused the signal as the first parameter.\n    * Any arguments you've specified after `priority` will be sent as well:\n    *\n    * `fireButton.onDown.add(shoot, this, 0, 'lazer', 100);`\n    *\n    * When onDown dispatches it will call the `shoot` callback passing it: `Phaser.Key, 'lazer', 100`.\n    *\n    * Where the first parameter is the one that Key.onDown dispatches internally and 'lazer', \n    * and the value 100 were the custom arguments given in the call to 'add'.\n    *\n    * @method Phaser.Signal#add\n    * @param {function} listener - The function to call when this Signal is dispatched.\n    * @param {object} [listenerContext] - The context under which the listener will be executed (i.e. the object that should represent the `this` variable).\n    * @param {number} [priority] - The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added (default = 0)\n    * @param {...any} [args=(none)] - Additional arguments to pass to the callback (listener) function. They will be appended after any arguments usually dispatched.\n    * @return {Phaser.SignalBinding} An Object representing the binding between the Signal and listener.\n    */\n    add: function (listener, listenerContext, priority) {\n\n        this.validateListener(listener, 'add');\n\n        var args = [];\n\n        if (arguments.length > 3)\n        {\n            for (var i = 3; i < arguments.length; i++)\n            {\n                args.push(arguments[i]);\n            }\n        }\n\n        return this._registerListener(listener, false, listenerContext, priority, args);\n\n    },\n\n    /**\n    * Add a one-time listener - the listener is automatically removed after the first execution.\n    *\n    * If there is as {@link Phaser.Signal#memorize memorized} event then it will be dispatched and\n    * the listener will be removed immediately.\n    *\n    * @method Phaser.Signal#addOnce\n    * @param {function} listener - The function to call when this Signal is dispatched.\n    * @param {object} [listenerContext] - The context under which the listener will be executed (i.e. the object that should represent the `this` variable).\n    * @param {number} [priority] - The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added (default = 0)\n    * @param {...any} [args=(none)] - Additional arguments to pass to the callback (listener) function. They will be appended after any arguments usually dispatched.\n    * @return {Phaser.SignalBinding} An Object representing the binding between the Signal and listener.\n    */\n    addOnce: function (listener, listenerContext, priority) {\n\n        this.validateListener(listener, 'addOnce');\n\n        var args = [];\n\n        if (arguments.length > 3)\n        {\n            for (var i = 3; i < arguments.length; i++)\n            {\n                args.push(arguments[i]);\n            }\n        }\n\n        return this._registerListener(listener, true, listenerContext, priority, args);\n\n    },\n\n    /**\n    * Remove a single event listener.\n    *\n    * @method Phaser.Signal#remove\n    * @param {function} listener - Handler function that should be removed.\n    * @param {object} [context=null] - Execution context (since you can add the same handler multiple times if executing in a different context).\n    * @return {function} Listener handler function.\n    */\n    remove: function (listener, context) {\n\n        this.validateListener(listener, 'remove');\n\n        var i = this._indexOfListener(listener, context);\n\n        if (i !== -1)\n        {\n            this._bindings[i]._destroy(); //no reason to a Phaser.SignalBinding exist if it isn't attached to a signal\n            this._bindings.splice(i, 1);\n        }\n\n        return listener;\n\n    },\n\n    /**\n    * Remove all event listeners.\n    *\n    * @method Phaser.Signal#removeAll\n    * @param {object} [context=null] - If specified only listeners for the given context will be removed.\n    */\n    removeAll: function (context) {\n\n        if (context === undefined) { context = null; }\n\n        if (!this._bindings)\n        {\n            return;\n        }\n\n        var n = this._bindings.length;\n\n        while (n--)\n        {\n            if (context)\n            {\n                if (this._bindings[n].context === context)\n                {\n                    this._bindings[n]._destroy();\n                    this._bindings.splice(n, 1);\n                }\n            }\n            else\n            {\n                this._bindings[n]._destroy();\n            }\n        }\n\n        if (!context)\n        {\n            this._bindings.length = 0;\n        }\n\n    },\n\n    /**\n    * Gets the total number of listeners attached to this Signal.\n    *\n    * @method Phaser.Signal#getNumListeners\n    * @return {integer} Number of listeners attached to the Signal.\n    */\n    getNumListeners: function () {\n\n        return this._bindings ? this._bindings.length : 0;\n\n    },\n\n    /**\n    * Stop propagation of the event, blocking the dispatch to next listener on the queue.\n    *\n    * This should be called only during event dispatch as calling it before/after dispatch won't affect another broadcast.\n    * See {@link #active} to enable/disable the signal entirely.\n    *\n    * @method Phaser.Signal#halt\n    */\n    halt: function () {\n\n        this._shouldPropagate = false;\n\n    },\n\n    /**\n    * Dispatch / broadcast the event to all listeners.\n    *\n    * To create an instance-bound dispatch for this Signal, use {@link #boundDispatch}.\n    *\n    * @method Phaser.Signal#dispatch\n    * @param {any} [params] - Parameters that should be passed to each handler.\n    */\n    dispatch: function () {\n\n        if (!this.active || !this._bindings)\n        {\n            return;\n        }\n\n        var paramsArr = Array.prototype.slice.call(arguments);\n        var n = this._bindings.length;\n        var bindings;\n\n        if (this.memorize)\n        {\n            this._prevParams = paramsArr;\n        }\n\n        if (!n)\n        {\n            //  Should come after memorize\n            return;\n        }\n\n        bindings = this._bindings.slice(); //clone array in case add/remove items during dispatch\n        this._shouldPropagate = true; //in case `halt` was called before dispatch or during the previous dispatch.\n\n        //execute all callbacks until end of the list or until a callback returns `false` or stops propagation\n        //reverse loop since listeners with higher priority will be added at the end of the list\n        do {\n            n--;\n        }\n        while (bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false);\n\n    },\n\n    /**\n    * Forget the currently {@link Phaser.Signal#memorize memorized} event, if any.\n    *\n    * @method Phaser.Signal#forget\n    */\n    forget: function() {\n\n        if (this._prevParams)\n        {\n            this._prevParams = null;\n        }\n\n    },\n\n    /**\n    * Dispose the signal - no more events can be dispatched.\n    *\n    * This removes all event listeners and clears references to external objects.\n    * Calling methods on a disposed objects results in undefined behavior.\n    *\n    * @method Phaser.Signal#dispose\n    */\n    dispose: function () {\n\n        this.removeAll();\n\n        this._bindings = null;\n        if (this._prevParams)\n        {\n            this._prevParams = null;\n        }\n\n    },\n\n    /**\n    * A string representation of the object.\n    *\n    * @method Phaser.Signal#toString\n    * @return {string} String representation of the object.\n    */\n    toString: function () {\n\n        return '[Phaser.Signal active:'+ this.active +' numListeners:'+ this.getNumListeners() +']';\n\n    }\n\n};\n\n/**\n* Create a `dispatch` function that maintains a binding to the original Signal context.\n*\n* Use the resulting value if the dispatch function needs to be passed somewhere\n* or called independently of the Signal object.\n*\n* @memberof Phaser.Signal\n* @property {function} boundDispatch\n*/\nObject.defineProperty(Phaser.Signal.prototype, \"boundDispatch\", {\n\n    get: function () {\n        var _this = this;\n        return this._boundDispatch || (this._boundDispatch = function () {\n            return _this.dispatch.apply(_this, arguments);\n        });\n    }\n\n});\n\nPhaser.Signal.prototype.constructor = Phaser.Signal;\n\n/**\n* @author       Miller Medeiros http://millermedeiros.github.com/js-signals/\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Object that represents a binding between a Signal and a listener function.\n* This is an internal constructor and shouldn't be created directly.\n* Inspired by Joa Ebert AS3 SignalBinding and Robert Penner's Slot classes.\n* \n* @class Phaser.SignalBinding\n* @constructor\n* @param {Phaser.Signal} signal - Reference to Signal object that listener is currently bound to.\n* @param {function} listener - Handler function bound to the signal.\n* @param {boolean} isOnce - If binding should be executed just once.\n* @param {object} [listenerContext=null] - Context on which listener will be executed (object that should represent the `this` variable inside listener function).\n* @param {number} [priority] - The priority level of the event listener. (default = 0).\n* @param {...any} [args=(none)] - Additional arguments to pass to the callback (listener) function. They will be appended after any arguments usually dispatched.\n*/\nPhaser.SignalBinding = function (signal, listener, isOnce, listenerContext, priority, args) {\n\n    /**\n    * @property {Phaser.Game} _listener - Handler function bound to the signal.\n    * @private\n    */\n    this._listener = listener;\n\n    if (isOnce)\n    {\n        this._isOnce = true;\n    }\n\n    if (listenerContext != null) /* not null/undefined */\n    {\n        this.context = listenerContext;\n    }\n\n    /**\n    * @property {Phaser.Signal} _signal - Reference to Signal object that listener is currently bound to.\n    * @private\n    */\n    this._signal = signal;\n\n    if (priority)\n    {\n        this._priority = priority;\n    }\n\n    if (args && args.length)\n    {\n        this._args = args;\n    }\n\n};\n\nPhaser.SignalBinding.prototype = {\n\n    /**\n    * @property {?object} context - Context on which listener will be executed (object that should represent the `this` variable inside listener function).\n    */\n    context: null,\n\n    /**\n    * @property {boolean} _isOnce - If binding should be executed just once.\n    * @private\n    */\n    _isOnce: false,\n\n    /**\n    * @property {number} _priority - Listener priority.\n    * @private\n    */\n    _priority: 0,\n\n    /**\n    * @property {array} _args - Listener arguments.\n    * @private\n    */\n    _args: null,\n\n    /**\n    * @property {number} callCount - The number of times the handler function has been called.\n    */\n    callCount: 0,\n\n    /**\n    * If binding is active and should be executed.\n    * @property {boolean} active\n    * @default\n    */\n    active: true,\n\n    /**\n    * Default parameters passed to listener during `Signal.dispatch` and `SignalBinding.execute` (curried parameters).\n    * @property {array|null} params\n    * @default\n    */\n    params: null,\n\n    /**\n    * Call listener passing arbitrary parameters.\n    * If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.\n    * @method Phaser.SignalBinding#execute\n    * @param {any[]} [paramsArr] - Array of parameters that should be passed to the listener.\n    * @return {any} Value returned by the listener.\n    */\n    execute: function(paramsArr) {\n\n        var handlerReturn, params;\n\n        if (this.active && !!this._listener)\n        {\n            params = this.params ? this.params.concat(paramsArr) : paramsArr;\n\n            if (this._args)\n            {\n                params = params.concat(this._args);\n            }\n\n            handlerReturn = this._listener.apply(this.context, params);\n\n            this.callCount++;\n\n            if (this._isOnce)\n            {\n                this.detach();\n            }\n        }\n\n        return handlerReturn;\n\n    },\n\n    /**\n    * Detach binding from signal.\n    * alias to: @see mySignal.remove(myBinding.getListener());\n    * @method Phaser.SignalBinding#detach\n    * @return {function|null} Handler function bound to the signal or `null` if binding was previously detached.\n    */\n    detach: function () {\n        return this.isBound() ? this._signal.remove(this._listener, this.context) : null;\n    },\n\n    /**\n    * @method Phaser.SignalBinding#isBound\n    * @return {boolean} True if binding is still bound to the signal and has a listener.\n    */\n    isBound: function () {\n        return (!!this._signal && !!this._listener);\n    },\n\n    /**\n    * @method Phaser.SignalBinding#isOnce\n    * @return {boolean} If SignalBinding will only be executed once.\n    */\n    isOnce: function () {\n        return this._isOnce;\n    },\n\n    /**\n    * @method Phaser.SignalBinding#getListener\n    * @return {function} Handler function bound to the signal.\n    */\n    getListener: function () {\n        return this._listener;\n    },\n\n    /**\n    * @method Phaser.SignalBinding#getSignal\n    * @return {Phaser.Signal} Signal that listener is currently bound to.\n    */\n    getSignal: function () {\n        return this._signal;\n    },\n\n    /**\n    * Delete instance properties\n    * @method Phaser.SignalBinding#_destroy\n    * @private\n    */\n    _destroy: function () {\n        delete this._signal;\n        delete this._listener;\n        delete this.context;\n    },\n\n    /**\n    * @method Phaser.SignalBinding#toString\n    * @return {string} String representation of the object.\n    */\n    toString: function () {\n        return '[Phaser.SignalBinding isOnce:' + this._isOnce +', isBound:'+ this.isBound() +', active:' + this.active + ']';\n    }\n\n};\n\nPhaser.SignalBinding.prototype.constructor = Phaser.SignalBinding;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* This is a base Filter class to use for any Phaser filter development.\n*\n* The vast majority of filters (including all of those that ship with Phaser) use fragment shaders, and\n* therefore only work in WebGL and are not supported by Canvas at all.\n*\n* @class Phaser.Filter\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {object} uniforms - Uniform mappings object\n* @param {Array|string} fragmentSrc - The fragment shader code. Either an array, one element per line of code, or a string.\n*/\nPhaser.Filter = function (game, uniforms, fragmentSrc) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {number} type - The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.\n    * @default\n    */\n    this.type = Phaser.WEBGL_FILTER;\n\n    /**\n    * An array of passes - some filters contain a few steps this array simply stores the steps in a linear fashion.\n    * For example the blur filter has two passes blurX and blurY.\n    * @property {array} passes - An array of filter objects.\n    * @private\n    */\n    this.passes = [this];\n\n    /**\n    * @property {array} shaders - Array an array of shaders.\n    * @private\n    */\n    this.shaders = [];\n\n    /**\n    * @property {boolean} dirty - Internal PIXI var.\n    * @default\n    */\n    this.dirty = true;\n\n    /**\n    * @property {number} padding - Internal PIXI var.\n    * @default\n    */\n    this.padding = 0;\n\n    /**\n    * @property {Phaser.Point} prevPoint - The previous position of the pointer (we don't update the uniform if the same)\n    */\n    this.prevPoint = new Phaser.Point();\n\n    /*\n    * The supported types are: 1f, 1fv, 1i, 2f, 2fv, 2i, 2iv, 3f, 3fv, 3i, 3iv, 4f, 4fv, 4i, 4iv, mat2, mat3, mat4 and sampler2D.\n    */\n\n    var d = new Date();\n\n    /**\n    * @property {object} uniforms - Default uniform mappings. Compatible with ShaderToy and GLSLSandbox.\n    */\n    this.uniforms = {\n\n        resolution: { type: '2f', value: { x: 256, y: 256 }},\n        time: { type: '1f', value: 0 },\n        mouse: { type: '2f', value: { x: 0.0, y: 0.0 } },\n        date: { type: '4fv', value: [ d.getFullYear(),  d.getMonth(),  d.getDate(), d.getHours() *60 * 60 + d.getMinutes() * 60 + d.getSeconds() ] },\n        sampleRate: { type: '1f', value: 44100.0 },\n        iChannel0: { type: 'sampler2D', value: null, textureData: { repeat: true } },\n        iChannel1: { type: 'sampler2D', value: null, textureData: { repeat: true } },\n        iChannel2: { type: 'sampler2D', value: null, textureData: { repeat: true } },\n        iChannel3: { type: 'sampler2D', value: null, textureData: { repeat: true } }\n\n    };\n\n    //  Copy over/replace any passed in the constructor\n    if (uniforms)\n    {\n        for (var key in uniforms)\n        {\n            this.uniforms[key] = uniforms[key];\n        }\n    }\n\n    /**\n    * @property {array|string} fragmentSrc - The fragment shader code.\n    */\n    this.fragmentSrc = fragmentSrc || '';\n\n};\n\nPhaser.Filter.prototype = {\n\n    /**\n    * Should be over-ridden.\n    * @method Phaser.Filter#init\n    */\n    init: function () {\n        //  This should be over-ridden. Will receive a variable number of arguments.\n    },\n\n    /**\n    * Set the resolution uniforms on the filter.\n    * @method Phaser.Filter#setResolution\n    * @param {number} width - The width of the display.\n    * @param {number} height - The height of the display.\n    */\n    setResolution: function (width, height) {\n\n        this.uniforms.resolution.value.x = width;\n        this.uniforms.resolution.value.y = height;\n\n    },\n\n    /**\n    * Updates the filter.\n    * @method Phaser.Filter#update\n    * @param {Phaser.Pointer} [pointer] - A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform.\n    */\n    update: function (pointer) {\n\n        if (typeof pointer !== 'undefined')\n        {\n            var x = pointer.x / this.game.width;\n            var y = 1 - pointer.y / this.game.height;\n\n            if (x !== this.prevPoint.x || y !== this.prevPoint.y)\n            {\n                this.uniforms.mouse.value.x = x.toFixed(2);\n                this.uniforms.mouse.value.y = y.toFixed(2);\n                this.prevPoint.set(x, y);\n            }\n        }\n\n        this.uniforms.time.value = this.game.time.totalElapsedSeconds();\n\n    },\n\n    /**\n    * Creates a new Phaser.Image object using a blank texture and assigns \n    * this Filter to it. The image is then added to the world.\n    *\n    * If you don't provide width and height values then Filter.width and Filter.height are used.\n    *\n    * If you do provide width and height values then this filter will be resized to match those\n    * values.\n    *\n    * @method Phaser.Filter#addToWorld\n    * @param {number} [x=0] - The x coordinate to place the Image at.\n    * @param {number} [y=0] - The y coordinate to place the Image at.\n    * @param {number} [width] - The width of the Image. If not specified (or null) it will use Filter.width. If specified Filter.width will be set to this value.\n    * @param {number} [height] - The height of the Image. If not specified (or null) it will use Filter.height. If specified Filter.height will be set to this value.\n    * @param {number} [anchorX=0] - Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.\n    * @param {number} [anchorY=0] - Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.\n    * @return {Phaser.Image} The newly added Image object.\n    */\n    addToWorld: function (x, y, width, height, anchorX, anchorY) {\n\n        if (anchorX === undefined) { anchorX = 0; }\n        if (anchorY === undefined) { anchorY = 0; }\n\n        if (width !== undefined && width !== null)\n        {\n            this.width = width;\n        }\n        else\n        {\n            width = this.width;\n        }\n\n        if (height !== undefined && height !== null)\n        {\n            this.height = height;\n        }\n        else\n        {\n            height = this.height;\n        }\n\n        var image = this.game.add.image(x, y, '__default');\n\n        image.width = width;\n        image.height = height;\n\n        image.anchor.set(anchorX, anchorY);\n\n        image.filters = [ this ];\n\n        return image;\n\n    },\n\n    /**\n    * Clear down this Filter and null out references\n    * @method Phaser.Filter#destroy\n    */\n    destroy: function () {\n\n        this.game = null;\n\n    }\n\n};\n\nPhaser.Filter.prototype.constructor = Phaser.Filter;\n\n/**\n* @name Phaser.Filter#width\n* @property {number} width - The width (resolution uniform)\n*/\nObject.defineProperty(Phaser.Filter.prototype, 'width', {\n\n    get: function() {\n        return this.uniforms.resolution.value.x;\n    },\n\n    set: function(value) {\n        this.uniforms.resolution.value.x = value;\n    }\n\n});\n\n/**\n* @name Phaser.Filter#height\n* @property {number} height - The height (resolution uniform)\n*/\nObject.defineProperty(Phaser.Filter.prototype, 'height', {\n\n    get: function() {\n        return this.uniforms.resolution.value.y;\n    },\n\n    set: function(value) {\n        this.uniforms.resolution.value.y = value;\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* This is a base Plugin template to use for any Phaser plugin development.\n*\n* @class Phaser.Plugin\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {any} parent - The object that owns this plugin, usually Phaser.PluginManager.\n*/\nPhaser.Plugin = function (game, parent) {\n\n    if (parent === undefined) { parent = null; }\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {any} parent - The parent of this plugin. If added to the PluginManager the parent will be set to that, otherwise it will be null.\n    */\n    this.parent = parent;\n\n    /**\n    * @property {boolean} active - A Plugin with active=true has its preUpdate and update methods called by the parent, otherwise they are skipped.\n    * @default\n    */\n    this.active = false;\n\n    /**\n    * @property {boolean} visible - A Plugin with visible=true has its render and postRender methods called by the parent, otherwise they are skipped.\n    * @default\n    */\n    this.visible = false;\n\n    /**\n    * @property {boolean} hasPreUpdate - A flag to indicate if this plugin has a preUpdate method.\n    * @default\n    */\n    this.hasPreUpdate = false;\n\n    /**\n    * @property {boolean} hasUpdate - A flag to indicate if this plugin has an update method.\n    * @default\n    */\n    this.hasUpdate = false;\n\n    /**\n    * @property {boolean} hasPostUpdate - A flag to indicate if this plugin has a postUpdate method.\n    * @default\n    */\n    this.hasPostUpdate = false;\n\n    /**\n    * @property {boolean} hasRender - A flag to indicate if this plugin has a render method.\n    * @default\n    */\n    this.hasRender = false;\n\n    /**\n    * @property {boolean} hasPostRender - A flag to indicate if this plugin has a postRender method.\n    * @default\n    */\n    this.hasPostRender = false;\n\n};\n\nPhaser.Plugin.prototype = {\n\n    /**\n    * Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).\n    * It is only called if active is set to true.\n    * @method Phaser.Plugin#preUpdate\n    */\n    preUpdate: function () {\n    },\n\n    /**\n    * Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.\n    * It is only called if active is set to true.\n    * @method Phaser.Plugin#update\n    */\n    update: function () {\n    },\n\n    /**\n    * Render is called right after the Game Renderer completes, but before the State.render.\n    * It is only called if visible is set to true.\n    * @method Phaser.Plugin#render\n    */\n    render: function () {\n    },\n\n    /**\n    * Post-render is called after the Game Renderer and State.render have run.\n    * It is only called if visible is set to true.\n    * @method Phaser.Plugin#postRender\n    */\n    postRender: function () {\n    },\n\n    /**\n    * Clear down this Plugin and null out references\n    * @method Phaser.Plugin#destroy\n    */\n    destroy: function () {\n\n        this.game = null;\n        this.parent = null;\n        this.active = false;\n        this.visible = false;\n\n    }\n\n};\n\nPhaser.Plugin.prototype.constructor = Phaser.Plugin;\n\n/* jshint newcap: false */\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.\n*\n* @class Phaser.PluginManager\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.PluginManager = function(game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.Plugin[]} plugins - An array of all the plugins being managed by this PluginManager.\n    */\n    this.plugins = [];\n\n    /**\n    * @property {number} _len - Internal cache var.\n    * @private\n    */\n    this._len = 0;\n\n    /**\n    * @property {number} _i - Internal cache var.\n    * @private\n    */\n    this._i = 0;\n\n};\n\nPhaser.PluginManager.prototype = {\n\n    /**\n    * Add a new Plugin into the PluginManager.\n    * The Plugin must have 2 properties: game and parent. Plugin.game is set to the game reference the PluginManager uses, and parent is set to the PluginManager.\n    *\n    * @method Phaser.PluginManager#add\n    * @param {object|Phaser.Plugin} plugin - The Plugin to add into the PluginManager. This can be a function or an existing object.\n    * @param {...*} parameter - Additional arguments that will be passed to the Plugin.init method.\n    * @return {Phaser.Plugin} The Plugin that was added to the manager.\n    */\n    add: function (plugin) {\n\n        var args = Array.prototype.slice.call(arguments, 1);\n        var result = false;\n\n        //  Prototype?\n        if (typeof plugin === 'function')\n        {\n            plugin = new plugin(this.game, this);\n        }\n        else\n        {\n            plugin.game = this.game;\n            plugin.parent = this;\n        }\n\n        //  Check for methods now to avoid having to do this every loop\n        if (typeof plugin['preUpdate'] === 'function')\n        {\n            plugin.hasPreUpdate = true;\n            result = true;\n        }\n\n        if (typeof plugin['update'] === 'function')\n        {\n            plugin.hasUpdate = true;\n            result = true;\n        }\n\n        if (typeof plugin['postUpdate'] === 'function')\n        {\n            plugin.hasPostUpdate = true;\n            result = true;\n        }\n\n        if (typeof plugin['render'] === 'function')\n        {\n            plugin.hasRender = true;\n            result = true;\n        }\n\n        if (typeof plugin['postRender'] === 'function')\n        {\n            plugin.hasPostRender = true;\n            result = true;\n        }\n\n        //  The plugin must have at least one of the above functions to be added to the PluginManager.\n        if (result)\n        {\n            if (plugin.hasPreUpdate || plugin.hasUpdate || plugin.hasPostUpdate)\n            {\n                plugin.active = true;\n            }\n\n            if (plugin.hasRender || plugin.hasPostRender)\n            {\n                plugin.visible = true;\n            }\n\n            this._len = this.plugins.push(plugin);\n\n            // Allows plugins to run potentially destructive code outside of the constructor, and only if being added to the PluginManager\n            if (typeof plugin['init'] === 'function')\n            {\n                plugin.init.apply(plugin, args);\n            }\n\n            return plugin;\n        }\n        else\n        {\n            return null;\n        }\n    },\n\n    /**\n    * Remove a Plugin from the PluginManager. It calls Plugin.destroy on the plugin before removing it from the manager.\n    *\n    * @method Phaser.PluginManager#remove\n    * @param {Phaser.Plugin} plugin - The plugin to be removed.\n    * @param {boolean} [destroy=true] - Call destroy on the plugin that is removed?\n    */\n    remove: function (plugin, destroy) {\n\n        if (destroy === undefined) { destroy = true; }\n\n        this._i = this._len;\n\n        while (this._i--)\n        {\n            if (this.plugins[this._i] === plugin)\n            {\n                if (destroy)\n                {\n                    plugin.destroy();\n                }\n\n                this.plugins.splice(this._i, 1);\n                this._len--;\n                return;\n            }\n        }\n\n    },\n\n    /**\n    * Remove all Plugins from the PluginManager. It calls Plugin.destroy on every plugin before removing it from the manager.\n    *\n    * @method Phaser.PluginManager#removeAll\n    */\n    removeAll: function() {\n\n        this._i = this._len;\n\n        while (this._i--)\n        {\n            this.plugins[this._i].destroy();\n        }\n\n        this.plugins.length = 0;\n        this._len = 0;\n\n    },\n\n    /**\n    * Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).\n    * It only calls plugins who have active=true.\n    *\n    * @method Phaser.PluginManager#preUpdate\n    */\n    preUpdate: function () {\n\n        this._i = this._len;\n\n        while (this._i--)\n        {\n            if (this.plugins[this._i].active && this.plugins[this._i].hasPreUpdate)\n            {\n                this.plugins[this._i].preUpdate();\n            }\n        }\n\n    },\n\n    /**\n    * Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.\n    * It only calls plugins who have active=true.\n    *\n    * @method Phaser.PluginManager#update\n    */\n    update: function () {\n\n        this._i = this._len;\n\n        while (this._i--)\n        {\n            if (this.plugins[this._i].active && this.plugins[this._i].hasUpdate)\n            {\n                this.plugins[this._i].update();\n            }\n        }\n\n    },\n\n    /**\n    * PostUpdate is the last thing to be called before the world render.\n    * In particular, it is called after the world postUpdate, which means the camera has been adjusted.\n    * It only calls plugins who have active=true.\n    *\n    * @method Phaser.PluginManager#postUpdate\n    */\n    postUpdate: function () {\n\n        this._i = this._len;\n\n        while (this._i--)\n        {\n            if (this.plugins[this._i].active && this.plugins[this._i].hasPostUpdate)\n            {\n                this.plugins[this._i].postUpdate();\n            }\n        }\n\n    },\n\n    /**\n    * Render is called right after the Game Renderer completes, but before the State.render.\n    * It only calls plugins who have visible=true.\n    *\n    * @method Phaser.PluginManager#render\n    */\n    render: function () {\n\n        this._i = this._len;\n\n        while (this._i--)\n        {\n            if (this.plugins[this._i].visible && this.plugins[this._i].hasRender)\n            {\n                this.plugins[this._i].render();\n            }\n        }\n\n    },\n\n    /**\n    * Post-render is called after the Game Renderer and State.render have run.\n    * It only calls plugins who have visible=true.\n    *\n    * @method Phaser.PluginManager#postRender\n    */\n    postRender: function () {\n\n        this._i = this._len;\n\n        while (this._i--)\n        {\n            if (this.plugins[this._i].visible && this.plugins[this._i].hasPostRender)\n            {\n                this.plugins[this._i].postRender();\n            }\n        }\n\n    },\n\n    /**\n    * Clear down this PluginManager, calls destroy on every plugin and nulls out references.\n    *\n    * @method Phaser.PluginManager#destroy\n    */\n    destroy: function () {\n\n        this.removeAll();\n\n        this.game = null;\n\n    }\n\n};\n\nPhaser.PluginManager.prototype.constructor = Phaser.PluginManager;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Stage controls root level display objects upon which everything is displayed.\n* It also handles browser visibility handling and the pausing due to loss of focus.\n*\n* @class Phaser.Stage\n* @extends PIXI.DisplayObjectContainer\n* @constructor\n* @param {Phaser.Game} game - Game reference to the currently running game.\n */\nPhaser.Stage = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = game;\n\n    PIXI.DisplayObjectContainer.call(this);\n\n    /**\n    * @property {string} name - The name of this object.\n    * @default\n    */\n    this.name = '_stage_root';\n\n    /**\n    * By default if the browser tab loses focus the game will pause.\n    * You can stop that behavior by setting this property to true.\n    * Note that the browser can still elect to pause your game if it wishes to do so,\n    * for example swapping to another browser tab. This will cause the RAF callback to halt,\n    * effectively pausing your game, even though no in-game pause event is triggered if you enable this property.\n    * @property {boolean} disableVisibilityChange\n    * @default\n    */\n    this.disableVisibilityChange = false;\n\n    /**\n    * @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped.\n    * @default\n    */\n    this.exists = true;\n\n    /**\n    * @property {PIXI.Matrix} worldTransform - Current transform of the object based on world (parent) factors\n    * @private\n    * @readOnly\n    */\n    this.worldTransform = new PIXI.Matrix();\n\n    /**\n    * @property {Phaser.Stage} stage - The stage reference (the Stage is its own stage)\n    * @private\n    * @readOnly\n    */\n    this.stage = this;\n\n    /**\n    * @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.\n    */\n    this.currentRenderOrderID = 0;\n\n    /**\n    * @property {string} hiddenVar - The page visibility API event name.\n    * @private\n    */\n    this._hiddenVar = 'hidden';\n\n    /**\n    * @property {function} _onChange - The blur/focus event handler.\n    * @private\n    */\n    this._onChange = null;\n\n    /**\n    * @property {number} _bgColor - Stage background color object. Populated by setBackgroundColor.\n    * @private\n    */\n    this._bgColor = { r: 0, g: 0, b: 0, a: 0, color: 0, rgba: '#000000' };\n\n    if (!this.game.transparent)\n    {\n        //  transparent = 0,0,0,0 - otherwise r,g,b,1\n        this._bgColor.a = 1;\n    }\n\n    if (game.config)\n    {\n        this.parseConfig(game.config);\n    }\n\n};\n\nPhaser.Stage.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);\nPhaser.Stage.prototype.constructor = Phaser.Stage;\n\n/**\n* Parses a Game configuration object.\n*\n* @method Phaser.Stage#parseConfig\n* @protected\n* @param {object} config -The configuration object to parse.\n*/\nPhaser.Stage.prototype.parseConfig = function (config) {\n\n    if (config['disableVisibilityChange'])\n    {\n        this.disableVisibilityChange = config['disableVisibilityChange'];\n    }\n\n    if (config['backgroundColor'])\n    {\n        this.setBackgroundColor(config['backgroundColor']);\n    }\n\n};\n\n/**\n* Initialises the stage and adds the event listeners.\n* @method Phaser.Stage#boot\n* @private\n*/\nPhaser.Stage.prototype.boot = function () {\n\n    Phaser.DOM.getOffset(this.game.canvas, this.offset);\n\n    Phaser.Canvas.setUserSelect(this.game.canvas, 'none');\n    Phaser.Canvas.setTouchAction(this.game.canvas, 'none');\n\n    this.checkVisibility();\n\n};\n\n/**\n* This is called automatically after the plugins preUpdate and before the State.update.\n* Most objects have preUpdate methods and it's where initial movement and positioning is done.\n*\n* @method Phaser.Stage#preUpdate\n*/\nPhaser.Stage.prototype.preUpdate = function () {\n\n    this.currentRenderOrderID = 0;\n\n    //  This can't loop in reverse, we need the renderOrderID to be in sequence\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].preUpdate();\n    }\n\n};\n\n/**\n* This is called automatically after the State.update, but before particles or plugins update.\n*\n* @method Phaser.Stage#update\n*/\nPhaser.Stage.prototype.update = function () {\n\n    //  Goes in reverse, because it's highly likely the child will destroy itself in `update`\n    var i = this.children.length;\n\n    while (i--)\n    {\n        this.children[i].update();\n    }\n\n};\n\n/**\n* This is called automatically before the renderer runs and after the plugins have updated.\n* In postUpdate this is where all the final physics calculations and object positioning happens.\n* The objects are processed in the order of the display list.\n*\n* @method Phaser.Stage#postUpdate\n*/\nPhaser.Stage.prototype.postUpdate = function () {\n\n    //  Apply the camera shake, fade, bounds, etc\n    this.game.camera.update();\n\n    //  Camera target first?\n    if (this.game.camera.target)\n    {\n        this.game.camera.target.postUpdate();\n\n        this.updateTransform();\n\n        this.game.camera.updateTarget();\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].postUpdate();\n    }\n\n    this.updateTransform();\n\n};\n\n/**\n* Updates the transforms for all objects on the display list.\n* This overrides the Pixi default as we don't need the interactionManager, but do need the game property check.\n* \n* @method Phaser.Stage#updateTransform\n*/\nPhaser.Stage.prototype.updateTransform = function () {\n\n    this.worldAlpha = 1;\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].updateTransform();\n    }\n\n};\n\n/**\n* Starts a page visibility event listener running, or window.onpagehide/onpageshow if not supported by the browser.\n* Also listens for window.onblur and window.onfocus.\n* \n* @method Phaser.Stage#checkVisibility\n*/\nPhaser.Stage.prototype.checkVisibility = function () {\n\n    if (document.hidden !== undefined)\n    {\n        this._hiddenVar = 'visibilitychange';\n    }\n    else if (document.webkitHidden !== undefined)\n    {\n        this._hiddenVar = 'webkitvisibilitychange';\n    }\n    else if (document.mozHidden !== undefined)\n    {\n        this._hiddenVar = 'mozvisibilitychange';\n    }\n    else if (document.msHidden !== undefined)\n    {\n        this._hiddenVar = 'msvisibilitychange';\n    }\n    else\n    {\n        this._hiddenVar = null;\n    }\n\n    var _this = this;\n\n    this._onChange = function (event) {\n        return _this.visibilityChange(event);\n    };\n\n    //  Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus\n    if (this._hiddenVar)\n    {\n        document.addEventListener(this._hiddenVar, this._onChange, false);\n    }\n\n    window.onblur = this._onChange;\n    window.onfocus = this._onChange;\n\n    window.onpagehide = this._onChange;\n    window.onpageshow = this._onChange;\n    \n    if (this.game.device.cocoonJSApp)\n    {\n        CocoonJS.App.onSuspended.addEventListener(function () {\n            Phaser.Stage.prototype.visibilityChange.call(_this, { type: \"pause\" });\n        });\n\n        CocoonJS.App.onActivated.addEventListener(function () {\n            Phaser.Stage.prototype.visibilityChange.call(_this, { type: \"resume\" });\n        });\n    }\n\n};\n\n/**\n* This method is called when the document visibility is changed.\n* \n* @method Phaser.Stage#visibilityChange\n* @param {Event} event - Its type will be used to decide whether the game should be paused or not.\n*/\nPhaser.Stage.prototype.visibilityChange = function (event) {\n\n    if (event.type === 'pagehide' || event.type === 'blur' || event.type === 'pageshow' || event.type === 'focus')\n    {\n        if (event.type === 'pagehide' || event.type === 'blur')\n        {\n            this.game.focusLoss(event);\n        }\n        else if (event.type === 'pageshow' || event.type === 'focus')\n        {\n            this.game.focusGain(event);\n        }\n\n        return;\n    }\n\n    if (this.disableVisibilityChange)\n    {\n        return;\n    }\n\n    if (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden || event.type === \"pause\")\n    {\n        this.game.gamePaused(event);\n    }\n    else\n    {\n        this.game.gameResumed(event);\n    }\n\n};\n\n/**\n* Sets the background color for the Stage.\n*\n* The color can be given as a hex string (`'#RRGGBB'`), a CSS color string (`'rgb(r,g,b)'`), or a numeric value (`0xRRGGBB`).\n*\n* An alpha channel is _not_ supported and will be ignored.\n*\n* If you've set your game to be transparent then calls to setBackgroundColor are ignored.\n*\n* @method Phaser.Stage#setBackgroundColor\n* @param {number|string} color - The color of the background.\n*/\nPhaser.Stage.prototype.setBackgroundColor = function (color) {\n\n    if (this.game.transparent) { return; }\n\n    Phaser.Color.valueToColor(color, this._bgColor);\n    Phaser.Color.updateColor(this._bgColor);\n\n    //  For gl.clearColor (canvas uses _bgColor.rgba)\n    this._bgColor.r /= 255;\n    this._bgColor.g /= 255;\n    this._bgColor.b /= 255;\n    this._bgColor.a = 1;\n\n};\n\n/**\n* Destroys the Stage and removes event listeners.\n*\n* @method Phaser.Stage#destroy\n*/\nPhaser.Stage.prototype.destroy = function () {\n\n    if (this._hiddenVar)\n    {\n        document.removeEventListener(this._hiddenVar, this._onChange, false);\n    }\n\n    window.onpagehide = null;\n    window.onpageshow = null;\n\n    window.onblur = null;\n    window.onfocus = null;\n\n};\n\n/**\n* @name Phaser.Stage#backgroundColor\n* @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'\n*/\nObject.defineProperty(Phaser.Stage.prototype, \"backgroundColor\", {\n\n    get: function () {\n\n        return this._bgColor.color;\n\n    },\n\n    set: function (color) {\n\n        this.setBackgroundColor(color);\n\n    }\n\n});\n\n/**\n* Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing is enabled by default.\n*\n* @name Phaser.Stage#smoothed\n* @property {boolean} smoothed - Set to true to smooth all sprites rendered on this Stage, or false to disable smoothing (great for pixel art)\n*/\nObject.defineProperty(Phaser.Stage.prototype, \"smoothed\", {\n\n    get: function () {\n\n        return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR;\n\n    },\n\n    set: function (value) {\n\n        if (value)\n        {\n            PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR;\n        }\n        else\n        {\n            PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;\n        }\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Group is a container for {@link DisplayObject display objects} including {@link Phaser.Sprite Sprites} and {@link Phaser.Image Images}.\n*\n* Groups form the logical tree structure of the display/scene graph where local transformations are applied to children.\n* For instance, all children are also moved/rotated/scaled when the group is moved/rotated/scaled.\n*\n* In addition, Groups provides support for fast pooling and object recycling.\n*\n* Groups are also display objects and can be nested as children within other Groups.\n*\n* @class Phaser.Group\n* @extends PIXI.DisplayObjectContainer\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {DisplayObject|null} [parent=(game world)] - The parent Group (or other {@link DisplayObject}) that this group will be added to.\n*     If undefined/unspecified the Group will be added to the {@link Phaser.Game#world Game World}; if null the Group will not be added to any parent.\n* @param {string} [name='group'] - A name for this group. Not used internally but useful for debugging.\n* @param {boolean} [addToStage=false] - If true this group will be added directly to the Game.Stage instead of Game.World.\n* @param {boolean} [enableBody=false] - If true all Sprites created with {@link #create} or {@link #createMulitple} will have a physics body created on them. Change the body type with {@link #physicsBodyType}.\n* @param {integer} [physicsBodyType=0] - The physics body type to use when physics bodies are automatically added. See {@link #physicsBodyType} for values.\n*/\nPhaser.Group = function (game, parent, name, addToStage, enableBody, physicsBodyType) {\n\n    if (addToStage === undefined) { addToStage = false; }\n    if (enableBody === undefined) { enableBody = false; }\n    if (physicsBodyType === undefined) { physicsBodyType = Phaser.Physics.ARCADE; }\n\n    /**\n    * A reference to the currently running Game.\n    * @property {Phaser.Game} game\n    * @protected\n    */\n    this.game = game;\n\n    if (parent === undefined)\n    {\n        parent = game.world;\n    }\n\n    /**\n    * A name for this group. Not used internally but useful for debugging.\n    * @property {string} name\n    */\n    this.name = name || 'group';\n\n    /**\n    * The z-depth value of this object within its parent container/Group - the World is a Group as well.\n    * This value must be unique for each child in a Group.\n    * @property {integer} z\n    * @readOnly\n    */\n    this.z = 0;\n\n    PIXI.DisplayObjectContainer.call(this);\n\n    if (addToStage)\n    {\n        this.game.stage.addChild(this);\n        this.z = this.game.stage.children.length;\n    }\n    else\n    {\n        if (parent)\n        {\n            parent.addChild(this);\n            this.z = parent.children.length;\n        }\n    }\n\n    /**\n    * Internal Phaser Type value.\n    * @property {integer} type\n    * @protected\n    */\n    this.type = Phaser.GROUP;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.GROUP;\n\n    /**\n    * The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive.\n    * @property {boolean} alive\n    * @default\n    */\n    this.alive = true;\n\n    /**\n    * If exists is true the group is updated, otherwise it is skipped.\n    * @property {boolean} exists\n    * @default\n    */\n    this.exists = true;\n\n    /**\n    * A group with `ignoreDestroy` set to `true` ignores all calls to its `destroy` method.\n    * @property {boolean} ignoreDestroy\n    * @default\n    */\n    this.ignoreDestroy = false;\n\n    /**\n    * A Group is that has `pendingDestroy` set to `true` is flagged to have its destroy method\n    * called on the next logic update.\n    * You can set it directly to flag the Group to be destroyed on its next update.\n    *\n    * This is extremely useful if you wish to destroy a Group from within one of its own callbacks\n    * or a callback of one of its children.\n    *\n    * @property {boolean} pendingDestroy\n    */\n    this.pendingDestroy = false;\n\n    /**\n    * The type of objects that will be created when using {@link #create} or {@link #createMultiple}.\n    *\n    * Any object may be used but it should extend either Sprite or Image and accept the same constructor arguments:\n    * when a new object is created it is passed the following parameters to its constructor: `(game, x, y, key, frame)`.\n    *\n    * @property {object} classType\n    * @default {@link Phaser.Sprite}\n    */\n    this.classType = Phaser.Sprite;\n\n    /**\n    * The current display object that the group cursor is pointing to, if any. (Can be set manually.)\n    *\n    * The cursor is a way to iterate through the children in a Group using {@link #next} and {@link #previous}.\n    * @property {?DisplayObject} cursor\n    */\n    this.cursor = null;\n\n    /**\n    * A Group with `inputEnableChildren` set to `true` will automatically call `inputEnabled = true` \n    * on any children _added_ to, or _created by_, this Group.\n    * \n    * If there are children already in the Group at the time you set this property, they are not changed.\n    * \n    * @property {boolean} inputEnableChildren\n    * @default\n    */\n    this.inputEnableChildren = false;\n\n    /**\n    * This Signal is dispatched whenever a child of this Group emits an onInputDown signal as a result\n    * of having been interacted with by a Pointer. You can bind functions to this Signal instead of to\n    * every child Sprite.\n    * \n    * This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, and\n    * a reference to the Pointer that caused it.\n    * \n    * @property {Phaser.Signal} onChildInputDown\n    */\n    this.onChildInputDown = new Phaser.Signal();\n\n    /**\n    * This Signal is dispatched whenever a child of this Group emits an onInputUp signal as a result\n    * of having been interacted with by a Pointer. You can bind functions to this Signal instead of to\n    * every child Sprite.\n    * \n    * This Signal is sent 3 arguments: A reference to the Sprite that triggered the signal, \n    * a reference to the Pointer that caused it, and a boolean value `isOver` that tells you if the Pointer\n    * is still over the Sprite or not.\n    * \n    * @property {Phaser.Signal} onChildInputUp\n    */\n    this.onChildInputUp = new Phaser.Signal();\n\n    /**\n    * This Signal is dispatched whenever a child of this Group emits an onInputOver signal as a result\n    * of having been interacted with by a Pointer. You can bind functions to this Signal instead of to\n    * every child Sprite.\n    * \n    * This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, and\n    * a reference to the Pointer that caused it.\n    * \n    * @property {Phaser.Signal} onChildInputOver\n    */\n    this.onChildInputOver = new Phaser.Signal();\n\n    /**\n    * This Signal is dispatched whenever a child of this Group emits an onInputOut signal as a result\n    * of having been interacted with by a Pointer. You can bind functions to this Signal instead of to\n    * every child Sprite.\n    * \n    * This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, and\n    * a reference to the Pointer that caused it.\n    * \n    * @property {Phaser.Signal} onChildInputOut\n    */\n    this.onChildInputOut = new Phaser.Signal();\n\n    /**\n    * If true all Sprites created by, or added to this group, will have a physics body enabled on them.\n    *\n    * If there are children already in the Group at the time you set this property, they are not changed.\n    *\n    * The default body type is controlled with {@link #physicsBodyType}.\n    * @property {boolean} enableBody\n    */\n    this.enableBody = enableBody;\n\n    /**\n    * If true when a physics body is created (via {@link #enableBody}) it will create a physics debug object as well.\n    *\n    * This only works for P2 bodies.\n    * @property {boolean} enableBodyDebug\n    * @default\n    */\n    this.enableBodyDebug = false;\n\n    /**\n    * If {@link #enableBody} is true this is the type of physics body that is created on new Sprites.\n    *\n    * The valid values are {@link Phaser.Physics.ARCADE}, {@link Phaser.Physics.P2JS}, {@link Phaser.Physics.NINJA}, etc.\n    * @property {integer} physicsBodyType\n    */\n    this.physicsBodyType = physicsBodyType;\n\n    /**\n    * If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property.\n    *\n    * It should be set to one of the Phaser.Physics.Arcade sort direction constants: \n    * \n    * Phaser.Physics.Arcade.SORT_NONE\n    * Phaser.Physics.Arcade.LEFT_RIGHT\n    * Phaser.Physics.Arcade.RIGHT_LEFT\n    * Phaser.Physics.Arcade.TOP_BOTTOM\n    * Phaser.Physics.Arcade.BOTTOM_TOP\n    *\n    * If set to `null` the Group will use whatever Phaser.Physics.Arcade.sortDirection is set to. This is the default behavior.\n    * \n    * @property {integer} physicsSortDirection\n    * @default\n    */\n    this.physicsSortDirection = null;\n\n    /**\n    * This signal is dispatched when the group is destroyed.\n    * @property {Phaser.Signal} onDestroy\n    */\n    this.onDestroy = new Phaser.Signal();\n\n    /**\n    * @property {integer} cursorIndex - The current index of the Group cursor. Advance it with Group.next.\n    * @readOnly\n    */\n    this.cursorIndex = 0;\n\n    /**\n    * A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset.\n    * \n    * Note that the cameraOffset values are in addition to any parent in the display list.\n    * So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x\n    * \n    * @property {boolean} fixedToCamera\n    */\n    this.fixedToCamera = false;\n\n    /**\n    * If this object is {@link #fixedToCamera} then this stores the x/y position offset relative to the top-left of the camera view.\n    * If the parent of this Group is also `fixedToCamera` then the offset here is in addition to that and should typically be disabled.\n    * @property {Phaser.Point} cameraOffset\n    */\n    this.cameraOffset = new Phaser.Point();\n\n    /**\n    * The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and Group.removeFromHash.\n    * \n    * Only children of this Group can be added to and removed from the hash.\n    * \n    * This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting.\n    * However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your own\n    * sorting and filtering of Group children without touching their z-index (and therefore display draw order)\n    * \n    * @property {array} hash\n    */\n    this.hash = [];\n\n    /**\n    * The property on which children are sorted.\n    * @property {string} _sortProperty\n    * @private\n    */\n    this._sortProperty = 'z';\n\n};\n\nPhaser.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);\nPhaser.Group.prototype.constructor = Phaser.Group;\n\n/**\n* A returnType value, as specified in {@link #iterate} eg.\n* @constant\n* @type {integer}\n*/\nPhaser.Group.RETURN_NONE = 0;\n\n/**\n* A returnType value, as specified in {@link #iterate} eg.\n* @constant\n* @type {integer}\n*/\nPhaser.Group.RETURN_TOTAL = 1;\n\n/**\n* A returnType value, as specified in {@link #iterate} eg.\n* @constant\n* @type {integer}\n*/\nPhaser.Group.RETURN_CHILD = 2;\n\n/**\n* A returnType value, as specified in {@link #iterate} eg.\n* @constant\n* @type {integer}\n*/\nPhaser.Group.RETURN_ALL = 3;\n\n/**\n* A sort ordering value, as specified in {@link #sort} eg.\n* @constant\n* @type {integer}\n*/\nPhaser.Group.SORT_ASCENDING = -1;\n\n/**\n* A sort ordering value, as specified in {@link #sort} eg.\n* @constant\n* @type {integer}\n*/\nPhaser.Group.SORT_DESCENDING = 1;\n\n/**\n* Adds an existing object as the top child in this group.\n*\n* The child is automatically added to the top of the group, and is displayed above every previous child.\n*\n* Or if the _optional_ index is specified, the child is added at the location specified by the index value, \n* this allows you to control child ordering.\n*\n* If the child was already in this Group, it is simply returned, and nothing else happens to it.\n*\n* If `Group.enableBody` is set, then a physics body will be created on the object, so long as one does not already exist.\n*\n* If `Group.inputEnableChildren` is set, then an Input Handler will be created on the object, so long as one does not already exist.\n*\n* Use {@link #addAt} to control where a child is added. Use {@link #create} to create and add a new child.\n*\n* @method Phaser.Group#add\n* @param {DisplayObject} child - The display object to add as a child.\n* @param {boolean} [silent=false] - If true the child will not dispatch the `onAddedToGroup` event.\n* @param {integer} [index] - The index within the group to insert the child to. Where 0 is the bottom of the Group.\n* @return {DisplayObject} The child that was added to the group.\n*/\nPhaser.Group.prototype.add = function (child, silent, index) {\n\n    if (silent === undefined) { silent = false; }\n\n    if (child.parent === this)\n    {\n        return child;\n    }\n\n    if (child.body && child.parent && child.parent.hash)\n    {\n        child.parent.removeFromHash(child);\n    }\n\n    if (index === undefined)\n    {\n        child.z = this.children.length;\n\n        this.addChild(child);\n    }\n    else\n    {\n        this.addChildAt(child, index);\n\n        this.updateZ();\n    }\n\n    if (this.enableBody && child.hasOwnProperty('body') && child.body === null)\n    {\n        this.game.physics.enable(child, this.physicsBodyType);\n    }\n    else if (child.body)\n    {\n        this.addToHash(child);\n    }\n\n    if (this.inputEnableChildren && (!child.input || child.inputEnabled))\n    {\n        child.inputEnabled = true;\n    }\n\n    if (!silent && child.events)\n    {\n        child.events.onAddedToGroup$dispatch(child, this);\n    }\n\n    if (this.cursor === null)\n    {\n        this.cursor = child;\n    }\n\n    return child;\n\n};\n\n/**\n* Adds an existing object to this group.\n*\n* The child is added to the group at the location specified by the index value, this allows you to control child ordering.\n* \n* If `Group.enableBody` is set, then a physics body will be created on the object, so long as one does not already exist.\n*\n* If `Group.inputEnableChildren` is set, then an Input Handler will be created on the object, so long as one does not already exist.\n*\n* @method Phaser.Group#addAt\n* @param {DisplayObject} child - The display object to add as a child.\n* @param {integer} [index=0] - The index within the group to insert the child to.\n* @param {boolean} [silent=false] - If true the child will not dispatch the `onAddedToGroup` event.\n* @return {DisplayObject} The child that was added to the group.\n*/\nPhaser.Group.prototype.addAt = function (child, index, silent) {\n\n    this.add(child, silent, index);\n\n};\n\n/**\n* Adds a child of this Group into the hash array.\n* This call will return false if the child is not a child of this Group, or is already in the hash.\n*\n* @method Phaser.Group#addToHash\n* @param {DisplayObject} child - The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash.\n* @return {boolean} True if the child was successfully added to the hash, otherwise false.\n*/\nPhaser.Group.prototype.addToHash = function (child) {\n\n    if (child.parent === this)\n    {\n        var index = this.hash.indexOf(child);\n\n        if (index === -1)\n        {\n            this.hash.push(child);\n            return true;\n        }\n    }\n\n    return false;\n\n};\n\n/**\n* Removes a child of this Group from the hash array.\n* This call will return false if the child is not in the hash.\n*\n* @method Phaser.Group#removeFromHash\n* @param {DisplayObject} child - The display object to remove from this Groups hash. Must be a member of this Group and in the hash.\n* @return {boolean} True if the child was successfully removed from the hash, otherwise false.\n*/\nPhaser.Group.prototype.removeFromHash = function (child) {\n\n    if (child)\n    {\n        var index = this.hash.indexOf(child);\n\n        if (index !== -1)\n        {\n            this.hash.splice(index, 1);\n            return true;\n        }\n    }\n\n    return false;\n\n};\n\n/**\n* Adds an array of existing Display Objects to this Group.\n*\n* The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group.\n*\n* As well as an array you can also pass another Group as the first argument. In this case all of the children from that\n* Group will be removed from it and added into this Group.\n* \n* If `Group.enableBody` is set, then a physics body will be created on the objects, so long as one does not already exist.\n*\n* If `Group.inputEnableChildren` is set, then an Input Handler will be created on the objects, so long as one does not already exist.\n*\n* @method Phaser.Group#addMultiple\n* @param {DisplayObject[]|Phaser.Group} children - An array of display objects or a Phaser.Group. If a Group is given then *all* children will be moved from it.\n* @param {boolean} [silent=false] - If true the children will not dispatch the `onAddedToGroup` event.\n* @return {DisplayObject[]|Phaser.Group} The array of children or Group of children that were added to this Group.\n*/\nPhaser.Group.prototype.addMultiple = function (children, silent) {\n\n    if (children instanceof Phaser.Group)\n    {\n        children.moveAll(this, silent);\n    }\n    else if (Array.isArray(children))\n    {\n        for (var i = 0; i < children.length; i++)\n        {\n            this.add(children[i], silent);\n        }\n    }\n\n    return children;\n\n};\n\n/**\n* Returns the child found at the given index within this group.\n*\n* @method Phaser.Group#getAt\n* @param {integer} index - The index to return the child from.\n* @return {DisplayObject|integer} The child that was found at the given index, or -1 for an invalid index.\n*/\nPhaser.Group.prototype.getAt = function (index) {\n\n    if (index < 0 || index >= this.children.length)\n    {\n        return -1;\n    }\n    else\n    {\n        return this.getChildAt(index);\n    }\n\n};\n\n/**\n* Creates a new Phaser.Sprite object and adds it to the top of this group.\n*\n* Use {@link #classType} to change the type of object created.\n* \n* The child is automatically added to the top of the group, and is displayed above every previous child.\n*\n* Or if the _optional_ index is specified, the child is added at the location specified by the index value, \n* this allows you to control child ordering.\n* \n* If `Group.enableBody` is set, then a physics body will be created on the object, so long as one does not already exist.\n*\n* If `Group.inputEnableChildren` is set, then an Input Handler will be created on the object, so long as one does not already exist.\n*\n* @method Phaser.Group#create\n* @param {number} x - The x coordinate to display the newly created Sprite at. The value is in relation to the group.x point.\n* @param {number} y - The y coordinate to display the newly created Sprite at. The value is in relation to the group.y point.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n* @param {boolean} [exists=true] - The default exists state of the Sprite.\n* @param {integer} [index] - The index within the group to insert the child to. Where 0 is the bottom of the Group.\n* @return {DisplayObject} The child that was created: will be a {@link Phaser.Sprite} unless {@link #classType} has been changed.\n*/\nPhaser.Group.prototype.create = function (x, y, key, frame, exists, index) {\n\n    if (exists === undefined) { exists = true; }\n\n    var child = new this.classType(this.game, x, y, key, frame);\n\n    child.exists = exists;\n    child.visible = exists;\n    child.alive = exists;\n\n    return this.add(child, false, index);\n\n};\n\n/**\n* Creates multiple Phaser.Sprite objects and adds them to the top of this Group.\n* \n* This method is useful if you need to quickly generate a pool of sprites, such as bullets.\n*\n* Use {@link #classType} to change the type of object created.\n*\n* You can provide an array as the `key` and / or `frame` arguments. When you do this\n* it will create `quantity` Sprites for every key (and frame) in the arrays.\n* \n* For example:\n* \n* `createMultiple(25, ['ball', 'carrot'])`\n*\n* In the above code there are 2 keys (ball and carrot) which means that 50 sprites will be\n* created in total, 25 of each. You can also have the `frame` as an array:\n*\n* `createMultiple(5, 'bricks', [0, 1, 2, 3])`\n*\n* In the above there is one key (bricks), which is a sprite sheet. The frames array tells\n* this method to use frames 0, 1, 2 and 3. So in total it will create 20 sprites, because\n* the quantity was set to 5, so that is 5 brick sprites of frame 0, 5 brick sprites with\n* frame 1, and so on.\n*\n* If you set both the key and frame arguments to be arrays then understand it will create\n* a total quantity of sprites equal to the size of both arrays times each other. I.e.:\n*\n* `createMultiple(20, ['diamonds', 'balls'], [0, 1, 2])`\n*\n* The above will create 20 'diamonds' of frame 0, 20 with frame 1 and 20 with frame 2.\n* It will then create 20 'balls' of frame 0, 20 with frame 1 and 20 with frame 2.\n* In total it will have created 120 sprites.\n*\n* By default the Sprites will have their `exists` property set to `false`, and they will be \n* positioned at 0x0, relative to the `Group.x / y` values.\n* \n* If `Group.enableBody` is set, then a physics body will be created on the objects, so long as one does not already exist.\n*\n* If `Group.inputEnableChildren` is set, then an Input Handler will be created on the objects, so long as one does not already exist.\n*\n* @method Phaser.Group#createMultiple\n* @param {integer} quantity - The number of Sprites to create.\n* @param {string|array} key - The Cache key of the image that the Sprites will use. Or an Array of keys. See the description for details on how the quantity applies when arrays are used.\n* @param {integer|string|array} [frame=0] - If the Sprite image contains multiple frames you can specify which one to use here. Or an Array of frames. See the description for details on how the quantity applies when arrays are used.\n* @param {boolean} [exists=false] - The default exists state of the Sprite.\n* @return {array} An array containing all of the Sprites that were created.\n*/\nPhaser.Group.prototype.createMultiple = function (quantity, key, frame, exists) {\n\n    if (frame === undefined) { frame = 0; }\n    if (exists === undefined) { exists = false; }\n\n    if (!Array.isArray(key))\n    {\n        key = [ key ];\n    }\n\n    if (!Array.isArray(frame))\n    {\n        frame = [ frame ];\n    }\n\n    var _this = this;\n    var children = [];\n\n    key.forEach(function(singleKey) {\n\n        frame.forEach(function(singleFrame) {\n\n            for (var i = 0; i < quantity; i++)\n            {\n                children.push(_this.create(0, 0, singleKey, singleFrame, exists));\n            }\n\n        });\n\n    });\n\n    return children;\n\n};\n\n/**\n* Internal method that re-applies all of the children's Z values.\n*\n* This must be called whenever children ordering is altered so that their `z` indices are correctly updated.\n*\n* @method Phaser.Group#updateZ\n* @protected\n*/\nPhaser.Group.prototype.updateZ = function () {\n\n    var i = this.children.length;\n\n    while (i--)\n    {\n        this.children[i].z = i;\n    }\n\n};\n\n/**\n* This method iterates through all children in the Group (regardless if they are visible or exist)\n* and then changes their position so they are arranged in a Grid formation. Children must have\n* the `alignTo` method in order to be positioned by this call. All default Phaser Game Objects have\n* this.\n*\n* The grid dimensions are determined by the first four arguments. The `width` and `height` arguments\n* relate to the width and height of the grid respectively.\n*\n* For example if the Group had 100 children in it:\n*\n* `Group.align(10, 10, 32, 32)`\n*\n* This will align all of the children into a grid formation of 10x10, using 32 pixels per\n* grid cell. If you want a wider grid, you could do:\n* \n* `Group.align(25, 4, 32, 32)`\n*\n* This will align the children into a grid of 25x4, again using 32 pixels per grid cell.\n*\n* You can choose to set _either_ the `width` or `height` value to -1. Doing so tells the method\n* to keep on aligning children until there are no children left. For example if this Group had\n* 48 children in it, the following:\n*\n* `Group.align(-1, 8, 32, 32)`\n*\n* ... will align the children so that there are 8 children vertically (the second argument), \n* and each row will contain 6 sprites, except the last one, which will contain 5 (totaling 48)\n*\n* You can also do:\n* \n* `Group.align(10, -1, 32, 32)`\n*\n* In this case it will create a grid 10 wide, and as tall as it needs to be in order to fit\n* all of the children in.\n*\n* The `position` property allows you to control where in each grid cell the child is positioned.\n* This is a constant and can be one of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, \n* `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, \n* `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.\n*\n* The final argument; `offset` lets you start the alignment from a specific child index.\n*\n* @method Phaser.Group#align\n* @param {integer} width - The width of the grid in items (not pixels). Set to -1 for a dynamic width. If -1 then you must set an explicit height value.\n* @param {integer} height - The height of the grid in items (not pixels). Set to -1 for a dynamic height. If -1 then you must set an explicit width value.\n* @param {integer} cellWidth - The width of each grid cell, in pixels.\n* @param {integer} cellHeight - The height of each grid cell, in pixels.\n* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.\n* @param {integer} [offset=0] - Optional index to start the alignment from. Defaults to zero, the first child in the Group, but can be set to any valid child index value.\n* @return {boolean} True if the Group children were aligned, otherwise false.\n*/\nPhaser.Group.prototype.align = function (width, height, cellWidth, cellHeight, position, offset) {\n\n    if (position === undefined) { position = Phaser.TOP_LEFT; }\n    if (offset === undefined) { offset = 0; }\n\n    if (this.children.length === 0 || offset > this.children.length || (width === -1 && height === -1))\n    {\n        return false;\n    }\n\n    var r = new Phaser.Rectangle(0, 0, cellWidth, cellHeight);\n    var w = (width * cellWidth);\n    var h = (height * cellHeight);\n\n    for (var i = offset; i < this.children.length; i++)\n    {\n        var child = this.children[i];\n\n        if (child['alignIn'])\n        {\n            child.alignIn(r, position);\n        }\n        else\n        {\n            continue;\n        }\n\n        if (width === -1)\n        {\n            //  We keep laying them out horizontally until we've done them all\n            r.y += cellHeight;\n\n            if (r.y === h)\n            {\n                r.x += cellWidth;\n                r.y = 0;\n            }\n        }\n        else if (height === -1)\n        {\n            //  We keep laying them out vertically until we've done them all\n            r.x += cellWidth;\n\n            if (r.x === w)\n            {\n                r.x = 0;\n                r.y += cellHeight;\n            }\n        }\n        else\n        {\n            //  We keep laying them out until we hit the column limit\n            r.x += cellWidth;\n\n            if (r.x === w)\n            {\n                r.x = 0;\n                r.y += cellHeight;\n\n                if (r.y === h)\n                {\n                    //  We've hit the column limit, so return, even if there are children left\n                    return true;\n                }\n            }\n        }\n    }\n\n    return true;\n\n};\n\n/**\n* Sets the group cursor to the first child in the group.\n*\n* If the optional index parameter is given it sets the cursor to the object at that index instead.\n*\n* @method Phaser.Group#resetCursor\n* @param {integer} [index=0] - Set the cursor to point to a specific index.\n* @return {any} The child the cursor now points to.\n*/\nPhaser.Group.prototype.resetCursor = function (index) {\n\n    if (index === undefined) { index = 0; }\n\n    if (index > this.children.length - 1)\n    {\n        index = 0;\n    }\n\n    if (this.cursor)\n    {\n        this.cursorIndex = index;\n        this.cursor = this.children[this.cursorIndex];\n        return this.cursor;\n    }\n\n};\n\n/**\n* Advances the group cursor to the next (higher) object in the group.\n*\n* If the cursor is at the end of the group (top child) it is moved the start of the group (bottom child).\n*\n* @method Phaser.Group#next\n* @return {any} The child the cursor now points to.\n*/\nPhaser.Group.prototype.next = function () {\n\n    if (this.cursor)\n    {\n        //  Wrap the cursor?\n        if (this.cursorIndex >= this.children.length - 1)\n        {\n            this.cursorIndex = 0;\n        }\n        else\n        {\n            this.cursorIndex++;\n        }\n\n        this.cursor = this.children[this.cursorIndex];\n\n        return this.cursor;\n    }\n\n};\n\n/**\n* Moves the group cursor to the previous (lower) child in the group.\n*\n* If the cursor is at the start of the group (bottom child) it is moved to the end (top child).\n*\n* @method Phaser.Group#previous\n* @return {any} The child the cursor now points to.\n*/\nPhaser.Group.prototype.previous = function () {\n\n    if (this.cursor)\n    {\n        //  Wrap the cursor?\n        if (this.cursorIndex === 0)\n        {\n            this.cursorIndex = this.children.length - 1;\n        }\n        else\n        {\n            this.cursorIndex--;\n        }\n\n        this.cursor = this.children[this.cursorIndex];\n\n        return this.cursor;\n    }\n\n};\n\n/**\n* Swaps the position of two children in this group.\n*\n* Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped.\n*\n* @method Phaser.Group#swap\n* @param {any} child1 - The first child to swap.\n* @param {any} child2 - The second child to swap.\n*/\nPhaser.Group.prototype.swap = function (child1, child2) {\n\n    this.swapChildren(child1, child2);\n    this.updateZ();\n\n};\n\n/**\n* Brings the given child to the top of this group so it renders above all other children.\n*\n* @method Phaser.Group#bringToTop\n* @param {any} child - The child to bring to the top of this group.\n* @return {any} The child that was moved.\n*/\nPhaser.Group.prototype.bringToTop = function (child) {\n\n    if (child.parent === this && this.getIndex(child) < this.children.length)\n    {\n        this.remove(child, false, true);\n        this.add(child, true);\n    }\n\n    return child;\n\n};\n\n/**\n* Sends the given child to the bottom of this group so it renders below all other children.\n*\n* @method Phaser.Group#sendToBack\n* @param {any} child - The child to send to the bottom of this group.\n* @return {any} The child that was moved.\n*/\nPhaser.Group.prototype.sendToBack = function (child) {\n\n    if (child.parent === this && this.getIndex(child) > 0)\n    {\n        this.remove(child, false, true);\n        this.addAt(child, 0, true);\n    }\n\n    return child;\n\n};\n\n/**\n* Moves the given child up one place in this group unless it's already at the top.\n*\n* @method Phaser.Group#moveUp\n* @param {any} child - The child to move up in the group.\n* @return {any} The child that was moved.\n*/\nPhaser.Group.prototype.moveUp = function (child) {\n\n    if (child.parent === this && this.getIndex(child) < this.children.length - 1)\n    {\n        var a = this.getIndex(child);\n        var b = this.getAt(a + 1);\n\n        if (b)\n        {\n            this.swap(child, b);\n        }\n    }\n\n    return child;\n\n};\n\n/**\n* Moves the given child down one place in this group unless it's already at the bottom.\n*\n* @method Phaser.Group#moveDown\n* @param {any} child - The child to move down in the group.\n* @return {any} The child that was moved.\n*/\nPhaser.Group.prototype.moveDown = function (child) {\n\n    if (child.parent === this && this.getIndex(child) > 0)\n    {\n        var a = this.getIndex(child);\n        var b = this.getAt(a - 1);\n\n        if (b)\n        {\n            this.swap(child, b);\n        }\n    }\n\n    return child;\n\n};\n\n/**\n* Positions the child found at the given index within this group to the given x and y coordinates.\n*\n* @method Phaser.Group#xy\n* @param {integer} index - The index of the child in the group to set the position of.\n* @param {number} x - The new x position of the child.\n* @param {number} y - The new y position of the child.\n*/\nPhaser.Group.prototype.xy = function (index, x, y) {\n\n    if (index < 0 || index > this.children.length)\n    {\n        return -1;\n    }\n    else\n    {\n        this.getChildAt(index).x = x;\n        this.getChildAt(index).y = y;\n    }\n\n};\n\n/**\n* Reverses all children in this group.\n*\n* This operation applies only to immediate children and does not propagate to subgroups.\n*\n* @method Phaser.Group#reverse\n*/\nPhaser.Group.prototype.reverse = function () {\n\n    this.children.reverse();\n    this.updateZ();\n\n};\n\n/**\n* Get the index position of the given child in this group, which should match the child's `z` property.\n*\n* @method Phaser.Group#getIndex\n* @param {any} child - The child to get the index for.\n* @return {integer} The index of the child or -1 if it's not a member of this group.\n*/\nPhaser.Group.prototype.getIndex = function (child) {\n\n    return this.children.indexOf(child);\n\n};\n\n/**\n* Searches the Group for the first instance of a child with the `name`\n* property matching the given argument. Should more than one child have\n* the same name only the first instance is returned.\n*\n* @method Phaser.Group#getByName\n* @param {string} name - The name to search for.\n* @return {any} The first child with a matching name, or null if none were found.\n*/\nPhaser.Group.prototype.getByName = function (name) {\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        if (this.children[i].name === name)\n        {\n            return this.children[i];\n        }\n    }\n\n    return null;\n\n};\n\n/**\n* Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.\n*\n* If `Group.enableBody` is set, then a physics body will be created on the object, so long as one does not already exist.\n*\n* If `Group.inputEnableChildren` is set, then an Input Handler will be created on the object, so long as one does not already exist.\n*\n* @method Phaser.Group#replace\n* @param {any} oldChild - The child in this group that will be replaced.\n* @param {any} newChild - The child to be inserted into this group.\n* @return {any} Returns the oldChild that was replaced within this group.\n*/\nPhaser.Group.prototype.replace = function (oldChild, newChild) {\n\n    var index = this.getIndex(oldChild);\n\n    if (index !== -1)\n    {\n        if (newChild.parent)\n        {\n            if (newChild.parent instanceof Phaser.Group)\n            {\n                newChild.parent.remove(newChild);\n            }\n            else\n            {\n                newChild.parent.removeChild(newChild);\n            }\n        }\n\n        this.remove(oldChild);\n\n        this.addAt(newChild, index);\n\n        return oldChild;\n    }\n\n};\n\n/**\n* Checks if the child has the given property.\n*\n* Will scan up to 4 levels deep only.\n*\n* @method Phaser.Group#hasProperty\n* @param {any} child - The child to check for the existence of the property on.\n* @param {string[]} key - An array of strings that make up the property.\n* @return {boolean} True if the child has the property, otherwise false.\n*/\nPhaser.Group.prototype.hasProperty = function (child, key) {\n\n    var len = key.length;\n\n    if (len === 1 && key[0] in child)\n    {\n        return true;\n    }\n    else if (len === 2 && key[0] in child && key[1] in child[key[0]])\n    {\n        return true;\n    }\n    else if (len === 3 && key[0] in child && key[1] in child[key[0]] && key[2] in child[key[0]][key[1]])\n    {\n        return true;\n    }\n    else if (len === 4 && key[0] in child && key[1] in child[key[0]] && key[2] in child[key[0]][key[1]] && key[3] in child[key[0]][key[1]][key[2]])\n    {\n        return true;\n    }\n\n    return false;\n\n};\n\n/**\n* Sets a property to the given value on the child. The operation parameter controls how the value is set.\n*\n* The operations are:\n* - 0: set the existing value to the given value; if force is `true` a new property will be created if needed\n* - 1: will add the given value to the value already present.\n* - 2: will subtract the given value from the value already present.\n* - 3: will multiply the value already present by the given value.\n* - 4: will divide the value already present by the given value.\n*\n* @method Phaser.Group#setProperty\n* @param {any} child - The child to set the property value on.\n* @param {array} key - An array of strings that make up the property that will be set.\n* @param {any} value - The value that will be set.\n* @param {integer} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.\n* @param {boolean} [force=false] - If `force` is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.\n* @return {boolean} True if the property was set, false if not.\n*/\nPhaser.Group.prototype.setProperty = function (child, key, value, operation, force) {\n\n    if (force === undefined) { force = false; }\n\n    operation = operation || 0;\n\n    //  As ugly as this approach looks, and although it's limited to a depth of only 4, it's much faster than a for loop or object iteration.\n\n    //  0 = Equals\n    //  1 = Add\n    //  2 = Subtract\n    //  3 = Multiply\n    //  4 = Divide\n\n    //  We can't force a property in and the child doesn't have it, so abort.\n    //  Equally we can't add, subtract, multiply or divide a property value if it doesn't exist, so abort in those cases too.\n    if (!this.hasProperty(child, key) && (!force || operation > 0))\n    {\n        return false;\n    }\n\n    var len = key.length;\n\n    if (len === 1)\n    {\n        if (operation === 0) { child[key[0]] = value; }\n        else if (operation === 1) { child[key[0]] += value; }\n        else if (operation === 2) { child[key[0]] -= value; }\n        else if (operation === 3) { child[key[0]] *= value; }\n        else if (operation === 4) { child[key[0]] /= value; }\n    }\n    else if (len === 2)\n    {\n        if (operation === 0) { child[key[0]][key[1]] = value; }\n        else if (operation === 1) { child[key[0]][key[1]] += value; }\n        else if (operation === 2) { child[key[0]][key[1]] -= value; }\n        else if (operation === 3) { child[key[0]][key[1]] *= value; }\n        else if (operation === 4) { child[key[0]][key[1]] /= value; }\n    }\n    else if (len === 3)\n    {\n        if (operation === 0) { child[key[0]][key[1]][key[2]] = value; }\n        else if (operation === 1) { child[key[0]][key[1]][key[2]] += value; }\n        else if (operation === 2) { child[key[0]][key[1]][key[2]] -= value; }\n        else if (operation === 3) { child[key[0]][key[1]][key[2]] *= value; }\n        else if (operation === 4) { child[key[0]][key[1]][key[2]] /= value; }\n    }\n    else if (len === 4)\n    {\n        if (operation === 0) { child[key[0]][key[1]][key[2]][key[3]] = value; }\n        else if (operation === 1) { child[key[0]][key[1]][key[2]][key[3]] += value; }\n        else if (operation === 2) { child[key[0]][key[1]][key[2]][key[3]] -= value; }\n        else if (operation === 3) { child[key[0]][key[1]][key[2]][key[3]] *= value; }\n        else if (operation === 4) { child[key[0]][key[1]][key[2]][key[3]] /= value; }\n    }\n\n    return true;\n\n};\n\n/**\n* Checks a property for the given value on the child.\n*\n* @method Phaser.Group#checkProperty\n* @param {any} child - The child to check the property value on.\n* @param {array} key - An array of strings that make up the property that will be set.\n* @param {any} value - The value that will be checked.\n* @param {boolean} [force=false] - If `force` is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.\n* @return {boolean} True if the property was was equal to value, false if not.\n*/\nPhaser.Group.prototype.checkProperty = function (child, key, value, force) {\n\n    if (force === undefined) { force = false; }\n\n    //  We can't force a property in and the child doesn't have it, so abort.\n    if (!Phaser.Utils.getProperty(child, key) && force)\n    {\n        return false;\n    }\n\n    if (Phaser.Utils.getProperty(child, key) !== value)\n    {\n        return false;\n    }\n\n    return true;\n\n};\n\n/**\n* Quickly set a property on a single child of this group to a new value.\n*\n* The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.\n*\n* @method Phaser.Group#set\n* @param {Phaser.Sprite} child - The child to set the property on.\n* @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x'\n* @param {any} value - The value that will be set.\n* @param {boolean} [checkAlive=false] - If set then the child will only be updated if alive=true.\n* @param {boolean} [checkVisible=false] - If set then the child will only be updated if visible=true.\n* @param {integer} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.\n* @param {boolean} [force=false] - If `force` is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.\n* @return {boolean} True if the property was set, false if not.\n*/\nPhaser.Group.prototype.set = function (child, key, value, checkAlive, checkVisible, operation, force) {\n\n    if (force === undefined) { force = false; }\n\n    key = key.split('.');\n\n    if (checkAlive === undefined) { checkAlive = false; }\n    if (checkVisible === undefined) { checkVisible = false; }\n\n    if ((checkAlive === false || (checkAlive && child.alive)) && (checkVisible === false || (checkVisible && child.visible)))\n    {\n        return this.setProperty(child, key, value, operation, force);\n    }\n\n};\n\n/**\n* Quickly set the same property across all children of this group to a new value.\n*\n* This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.\n* If you need that ability please see `Group.setAllChildren`.\n*\n* The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.\n*\n* @method Phaser.Group#setAll\n* @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x'\n* @param {any} value - The value that will be set.\n* @param {boolean} [checkAlive=false] - If set then only children with alive=true will be updated. This includes any Groups that are children.\n* @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated. This includes any Groups that are children.\n* @param {integer} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.\n* @param {boolean} [force=false] - If `force` is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.\n*/\nPhaser.Group.prototype.setAll = function (key, value, checkAlive, checkVisible, operation, force) {\n\n    if (checkAlive === undefined) { checkAlive = false; }\n    if (checkVisible === undefined) { checkVisible = false; }\n    if (force === undefined) { force = false; }\n\n    key = key.split('.');\n    operation = operation || 0;\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible)))\n        {\n            this.setProperty(this.children[i], key, value, operation, force);\n        }\n    }\n\n};\n\n/**\n* Quickly set the same property across all children of this group, and any child Groups, to a new value.\n*\n* If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom.\n* Unlike with `setAll` the property is NOT set on child Groups itself.\n*\n* The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.\n*\n* @method Phaser.Group#setAllChildren\n* @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x'\n* @param {any} value - The value that will be set.\n* @param {boolean} [checkAlive=false] - If set then only children with alive=true will be updated. This includes any Groups that are children.\n* @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated. This includes any Groups that are children.\n* @param {integer} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.\n* @param {boolean} [force=false] - If `force` is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set.\n*/\nPhaser.Group.prototype.setAllChildren = function (key, value, checkAlive, checkVisible, operation, force) {\n\n    if (checkAlive === undefined) { checkAlive = false; }\n    if (checkVisible === undefined) { checkVisible = false; }\n    if (force === undefined) { force = false; }\n\n    operation = operation || 0;\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible)))\n        {\n            if (this.children[i] instanceof Phaser.Group)\n            {\n                this.children[i].setAllChildren(key, value, checkAlive, checkVisible, operation, force);\n            }\n            else\n            {\n                this.setProperty(this.children[i], key.split('.'), value, operation, force);\n            }\n        }\n    }\n\n};\n\n/**\n* Quickly check that the same property across all children of this group is equal to the given value.\n*\n* This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children.\n*\n* @method Phaser.Group#checkAll\n* @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x'\n* @param {any} value - The value that will be checked.\n* @param {boolean} [checkAlive=false] - If set then only children with alive=true will be checked. This includes any Groups that are children.\n* @param {boolean} [checkVisible=false] - If set then only children with visible=true will be checked. This includes any Groups that are children.\n* @param {boolean} [force=false] - If `force` is true then the property will be checked on the child regardless if it already exists or not. If true and the property doesn't exist, false will be returned.\n*/\nPhaser.Group.prototype.checkAll = function (key, value, checkAlive, checkVisible, force) {\n\n    if (checkAlive === undefined) { checkAlive = false; }\n    if (checkVisible === undefined) { checkVisible = false; }\n    if (force === undefined) { force = false; }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible)))\n        {\n            if (!this.checkProperty(this.children[i], key, value, force))\n            {\n                return false;\n            }\n        }\n    }\n\n    return true;\n\n};\n\n/**\n* Adds the amount to the given property on all children in this group.\n*\n* `Group.addAll('x', 10)` will add 10 to the child.x value for each child.\n*\n* @method Phaser.Group#addAll\n* @param {string} property - The property to increment, for example 'body.velocity.x' or 'angle'.\n* @param {number} amount - The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.\n* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.\n* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.\n*/\nPhaser.Group.prototype.addAll = function (property, amount, checkAlive, checkVisible) {\n\n    this.setAll(property, amount, checkAlive, checkVisible, 1);\n\n};\n\n/**\n* Subtracts the amount from the given property on all children in this group.\n*\n* `Group.subAll('x', 10)` will minus 10 from the child.x value for each child.\n*\n* @method Phaser.Group#subAll\n* @param {string} property - The property to decrement, for example 'body.velocity.x' or 'angle'.\n* @param {number} amount - The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.\n* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.\n* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.\n*/\nPhaser.Group.prototype.subAll = function (property, amount, checkAlive, checkVisible) {\n\n    this.setAll(property, amount, checkAlive, checkVisible, 2);\n\n};\n\n/**\n* Multiplies the given property by the amount on all children in this group.\n*\n* `Group.multiplyAll('x', 2)` will x2 the child.x value for each child.\n*\n* @method Phaser.Group#multiplyAll\n* @param {string} property - The property to multiply, for example 'body.velocity.x' or 'angle'.\n* @param {number} amount - The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.\n* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.\n* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.\n*/\nPhaser.Group.prototype.multiplyAll = function (property, amount, checkAlive, checkVisible) {\n\n    this.setAll(property, amount, checkAlive, checkVisible, 3);\n\n};\n\n/**\n* Divides the given property by the amount on all children in this group.\n*\n* `Group.divideAll('x', 2)` will half the child.x value for each child.\n*\n* @method Phaser.Group#divideAll\n* @param {string} property - The property to divide, for example 'body.velocity.x' or 'angle'.\n* @param {number} amount - The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.\n* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.\n* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.\n*/\nPhaser.Group.prototype.divideAll = function (property, amount, checkAlive, checkVisible) {\n\n    this.setAll(property, amount, checkAlive, checkVisible, 4);\n\n};\n\n/**\n* Calls a function, specified by name, on all children in the group who exist (or do not exist).\n*\n* After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.\n*\n* @method Phaser.Group#callAllExists\n* @param {string} callback - Name of the function on the children to call.\n* @param {boolean} existsValue - Only children with exists=existsValue will be called.\n* @param {...any} parameter - Additional parameters that will be passed to the callback.\n*/\nPhaser.Group.prototype.callAllExists = function (callback, existsValue) {\n\n    var args;\n\n    if (arguments.length > 2)\n    {\n        args = [];\n\n        for (var i = 2; i < arguments.length; i++)\n        {\n            args.push(arguments[i]);\n        }\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        if (this.children[i].exists === existsValue && this.children[i][callback])\n        {\n            this.children[i][callback].apply(this.children[i], args);\n        }\n    }\n\n};\n\n/**\n* Returns a reference to a function that exists on a child of the group based on the given callback array.\n*\n* @method Phaser.Group#callbackFromArray\n* @param {object} child - The object to inspect.\n* @param {array} callback - The array of function names.\n* @param {integer} length - The size of the array (pre-calculated in callAll).\n* @protected\n*/\nPhaser.Group.prototype.callbackFromArray = function (child, callback, length) {\n\n    //  Kinda looks like a Christmas tree\n\n    if (length === 1)\n    {\n        if (child[callback[0]])\n        {\n            return child[callback[0]];\n        }\n    }\n    else if (length === 2)\n    {\n        if (child[callback[0]][callback[1]])\n        {\n            return child[callback[0]][callback[1]];\n        }\n    }\n    else if (length === 3)\n    {\n        if (child[callback[0]][callback[1]][callback[2]])\n        {\n            return child[callback[0]][callback[1]][callback[2]];\n        }\n    }\n    else if (length === 4)\n    {\n        if (child[callback[0]][callback[1]][callback[2]][callback[3]])\n        {\n            return child[callback[0]][callback[1]][callback[2]][callback[3]];\n        }\n    }\n    else if (child[callback])\n    {\n        return child[callback];\n    }\n\n    return false;\n\n};\n\n/**\n* Calls a function, specified by name, on all on children.\n*\n* The function is called for all children regardless if they are dead or alive (see callAllExists for different options).\n* After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child.\n*\n* @method Phaser.Group#callAll\n* @param {string} method - Name of the function on the child to call. Deep property lookup is supported.\n* @param {string} [context=null] - A string containing the context under which the method will be executed. Set to null to default to the child.\n* @param {...any} args - Additional parameters that will be passed to the method.\n*/\nPhaser.Group.prototype.callAll = function (method, context) {\n\n    if (method === undefined)\n    {\n        return;\n    }\n\n    //  Extract the method into an array\n    method = method.split('.');\n\n    var methodLength = method.length;\n\n    if (context === undefined || context === null || context === '')\n    {\n        context = null;\n    }\n    else\n    {\n        //  Extract the context into an array\n        if (typeof context === 'string')\n        {\n            context = context.split('.');\n            var contextLength = context.length;\n        }\n    }\n\n    var args;\n\n    if (arguments.length > 2)\n    {\n        args = [];\n\n        for (var i = 2; i < arguments.length; i++)\n        {\n            args.push(arguments[i]);\n        }\n    }\n\n    var callback = null;\n    var callbackContext = null;\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        callback = this.callbackFromArray(this.children[i], method, methodLength);\n\n        if (context && callback)\n        {\n            callbackContext = this.callbackFromArray(this.children[i], context, contextLength);\n\n            if (callback)\n            {\n                callback.apply(callbackContext, args);\n            }\n        }\n        else if (callback)\n        {\n            callback.apply(this.children[i], args);\n        }\n    }\n\n};\n\n/**\n* The core preUpdate - as called by World.\n* @method Phaser.Group#preUpdate\n* @protected\n*/\nPhaser.Group.prototype.preUpdate = function () {\n\n    if (this.pendingDestroy)\n    {\n        this.destroy();\n        return false;\n    }\n\n    if (!this.exists || !this.parent.exists)\n    {\n        this.renderOrderID = -1;\n        return false;\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].preUpdate();\n    }\n\n    return true;\n\n};\n\n/**\n* The core update - as called by World.\n* @method Phaser.Group#update\n* @protected\n*/\nPhaser.Group.prototype.update = function () {\n\n    //  Goes in reverse, because it's highly likely the child will destroy itself in `update`\n    var i = this.children.length;\n\n    while (i--)\n    {\n        this.children[i].update();\n    }\n\n};\n\n/**\n* The core postUpdate - as called by World.\n* @method Phaser.Group#postUpdate\n* @protected\n*/\nPhaser.Group.prototype.postUpdate = function () {\n\n    //  Fixed to Camera?\n    if (this.fixedToCamera)\n    {\n        this.x = this.game.camera.view.x + this.cameraOffset.x;\n        this.y = this.game.camera.view.y + this.cameraOffset.y;\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].postUpdate();\n    }\n\n};\n\n/**\n* Find children matching a certain predicate.\n*\n* For example:\n*\n*     var healthyList = Group.filter(function(child, index, children) {\n*         return child.health > 10 ? true : false;\n*     }, true);\n*     healthyList.callAll('attack');\n*\n* Note: Currently this will skip any children which are Groups themselves.\n*\n* @method Phaser.Group#filter\n* @param {function} predicate - The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, the index as the second, and the entire child array as the third\n* @param {boolean} [checkExists=false] - If true, only existing can be selected; otherwise all children can be selected and will be passed to the predicate.\n* @return {Phaser.ArraySet} Returns an array list containing all the children that the predicate returned true for\n*/\nPhaser.Group.prototype.filter = function (predicate, checkExists) {\n\n    var index = -1;\n    var length = this.children.length;\n    var results = [];\n\n    while (++index < length)\n    {\n        var child = this.children[index];\n\n        if (!checkExists || (checkExists && child.exists))\n        {\n            if (predicate(child, index, this.children))\n            {\n                results.push(child);\n            }\n        }\n    }\n\n    return new Phaser.ArraySet(results);\n\n};\n\n/**\n* Call a function on each child in this group.\n*\n* Additional arguments for the callback can be specified after the `checkExists` parameter. For example,\n*\n*     Group.forEach(awardBonusGold, this, true, 100, 500)\n*\n* would invoke `awardBonusGold` function with the parameters `(child, 100, 500)`.\n*\n* Note: This check will skip any children which are Groups themselves.\n*\n* @method Phaser.Group#forEach\n* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.\n* @param {object} callbackContext - The context in which the function should be called (usually 'this').\n* @param {boolean} [checkExists=false] - If set only children matching for which `exists` is true will be passed to the callback, otherwise all children will be passed.\n* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.\n*/\nPhaser.Group.prototype.forEach = function (callback, callbackContext, checkExists) {\n\n    if (checkExists === undefined) { checkExists = false; }\n\n    if (arguments.length <= 3)\n    {\n        for (var i = 0; i < this.children.length; i++)\n        {\n            if (!checkExists || (checkExists && this.children[i].exists))\n            {\n                callback.call(callbackContext, this.children[i]);\n            }\n        }\n    }\n    else\n    {\n        // Assigning to arguments properties causes Extreme Deoptimization in Chrome, FF, and IE.\n        // Using an array and pushing each element (not a slice!) is _significantly_ faster.\n        var args = [null];\n\n        for (var i = 3; i < arguments.length; i++)\n        {\n            args.push(arguments[i]);\n        }\n\n        for (var i = 0; i < this.children.length; i++)\n        {\n            if (!checkExists || (checkExists && this.children[i].exists))\n            {\n                args[0] = this.children[i];\n                callback.apply(callbackContext, args);\n            }\n        }\n    }\n\n};\n\n/**\n* Call a function on each existing child in this group.\n*\n* See {@link Phaser.Group#forEach forEach} for details.\n*\n* @method Phaser.Group#forEachExists\n* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.\n* @param {object} callbackContext - The context in which the function should be called (usually 'this').\n* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.\n*/\nPhaser.Group.prototype.forEachExists = function (callback, callbackContext) {\n\n    var args;\n\n    if (arguments.length > 2)\n    {\n        args = [null];\n\n        for (var i = 2; i < arguments.length; i++)\n        {\n            args.push(arguments[i]);\n        }\n    }\n\n    this.iterate('exists', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);\n\n};\n\n/**\n* Call a function on each alive child in this group.\n*\n* See {@link Phaser.Group#forEach forEach} for details.\n*\n* @method Phaser.Group#forEachAlive\n* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.\n* @param {object} callbackContext - The context in which the function should be called (usually 'this').\n* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.\n*/\nPhaser.Group.prototype.forEachAlive = function (callback, callbackContext) {\n\n    var args;\n\n    if (arguments.length > 2)\n    {\n        args = [null];\n\n        for (var i = 2; i < arguments.length; i++)\n        {\n            args.push(arguments[i]);\n        }\n    }\n\n    this.iterate('alive', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);\n\n};\n\n/**\n* Call a function on each dead child in this group.\n*\n* See {@link Phaser.Group#forEach forEach} for details.\n*\n* @method Phaser.Group#forEachDead\n* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.\n* @param {object} callbackContext - The context in which the function should be called (usually 'this').\n* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.\n*/\nPhaser.Group.prototype.forEachDead = function (callback, callbackContext) {\n\n    var args;\n\n    if (arguments.length > 2)\n    {\n        args = [null];\n\n        for (var i = 2; i < arguments.length; i++)\n        {\n            args.push(arguments[i]);\n        }\n    }\n\n    this.iterate('alive', false, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);\n\n};\n\n/**\n* Sort the children in the group according to a particular key and ordering.\n*\n* Call this function to sort the group according to a particular key value and order.\n* \n* For example to depth sort Sprites for Zelda-style game you might call `group.sort('y', Phaser.Group.SORT_ASCENDING)` at the bottom of your `State.update()`.\n*\n* Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, including\n* alphabetical sorting, mixing strings and numbers, and Unicode sorting. See MDN for more details.\n*\n* @method Phaser.Group#sort\n* @param {string} [key='z'] - The name of the property to sort on. Defaults to the objects z-depth value.\n* @param {integer} [order=Phaser.Group.SORT_ASCENDING] - Order ascending ({@link Phaser.Group.SORT_ASCENDING SORT_ASCENDING}) or descending ({@link Phaser.Group.SORT_DESCENDING SORT_DESCENDING}).\n*/\nPhaser.Group.prototype.sort = function (key, order) {\n\n    if (this.children.length < 2)\n    {\n        //  Nothing to swap\n        return;\n    }\n\n    if (key === undefined) { key = 'z'; }\n    if (order === undefined) { order = Phaser.Group.SORT_ASCENDING; }\n\n    this._sortProperty = key;\n\n    if (order === Phaser.Group.SORT_ASCENDING)\n    {\n        this.children.sort(this.ascendingSortHandler.bind(this));\n    }\n    else\n    {\n        this.children.sort(this.descendingSortHandler.bind(this));\n    }\n\n    this.updateZ();\n\n};\n\n/**\n* Sort the children in the group according to custom sort function.\n*\n* The `sortHandler` is provided the two parameters: the two children involved in the comparison (a and b).\n* It should return -1 if `a > b`, 1 if `a < b` or 0 if `a === b`.\n*\n* @method Phaser.Group#customSort\n* @param {function} sortHandler - The custom sort function.\n* @param {object} [context=undefined] - The context in which the sortHandler is called.\n*/\nPhaser.Group.prototype.customSort = function (sortHandler, context) {\n\n    if (this.children.length < 2)\n    {\n        //  Nothing to swap\n        return;\n    }\n\n    this.children.sort(sortHandler.bind(context));\n\n    this.updateZ();\n\n};\n\n/**\n* An internal helper function for the sort process.\n*\n* @method Phaser.Group#ascendingSortHandler\n* @protected\n* @param {object} a - The first object being sorted.\n* @param {object} b - The second object being sorted.\n*/\nPhaser.Group.prototype.ascendingSortHandler = function (a, b) {\n\n    if (a[this._sortProperty] < b[this._sortProperty])\n    {\n        return -1;\n    }\n    else if (a[this._sortProperty] > b[this._sortProperty])\n    {\n        return 1;\n    }\n    else\n    {\n        if (a.z < b.z)\n        {\n            return -1;\n        }\n        else\n        {\n            return 1;\n        }\n    }\n\n};\n\n/**\n* An internal helper function for the sort process.\n*\n* @method Phaser.Group#descendingSortHandler\n* @protected\n* @param {object} a - The first object being sorted.\n* @param {object} b - The second object being sorted.\n*/\nPhaser.Group.prototype.descendingSortHandler = function (a, b) {\n\n    if (a[this._sortProperty] < b[this._sortProperty])\n    {\n        return 1;\n    }\n    else if (a[this._sortProperty] > b[this._sortProperty])\n    {\n        return -1;\n    }\n    else\n    {\n        return 0;\n    }\n\n};\n\n/**\n* Iterates over the children of the group performing one of several actions for matched children.\n*\n* A child is considered a match when it has a property, named `key`, whose value is equal to `value`\n* according to a strict equality comparison.\n*\n* The result depends on the `returnType`:\n*\n* - {@link Phaser.Group.RETURN_TOTAL RETURN_TOTAL}:\n*     The callback, if any, is applied to all matching children. The number of matched children is returned.\n* - {@link Phaser.Group.RETURN_NONE RETURN_NONE}:\n*     The callback, if any, is applied to all matching children. No value is returned.\n* - {@link Phaser.Group.RETURN_CHILD RETURN_CHILD}:\n*     The callback, if any, is applied to the *first* matching child and the *first* matched child is returned.\n*     If there is no matching child then null is returned.\n*\n* If `args` is specified it must be an array. The matched child will be assigned to the first\n* element and the entire array will be applied to the callback function.\n*\n* @method Phaser.Group#iterate\n* @param {string} key - The child property to check, i.e. 'exists', 'alive', 'health'\n* @param {any} value - A child matches if `child[key] === value` is true.\n* @param {integer} returnType - How to iterate the children and what to return.\n* @param {function} [callback=null] - Optional function that will be called on each matching child. The matched child is supplied as the first argument.\n* @param {object} [callbackContext] - The context in which the function should be called (usually 'this').\n* @param {any[]} [args=(none)] - The arguments supplied to to the callback; the first array index (argument) will be replaced with the matched child.\n* @return {any} Returns either an integer (for RETURN_TOTAL), the first matched child (for RETURN_CHILD), or null.\n*/\nPhaser.Group.prototype.iterate = function (key, value, returnType, callback, callbackContext, args) {\n\n    if (this.children.length === 0)\n    {\n        if (returnType === Phaser.Group.RETURN_TOTAL)\n        {\n            return 0;\n        }\n        else if (returnType === Phaser.Group.RETURN_ALL)\n        {\n            return [];\n        }\n    }\n\n    var total = 0;\n\n    if (returnType === Phaser.Group.RETURN_ALL)\n    {\n        var output = [];\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        if (this.children[i][key] === value)\n        {\n            total++;\n\n            if (callback)\n            {\n                if (args)\n                {\n                    args[0] = this.children[i];\n                    callback.apply(callbackContext, args);\n                }\n                else\n                {\n                    callback.call(callbackContext, this.children[i]);\n                }\n            }\n\n            if (returnType === Phaser.Group.RETURN_CHILD)\n            {\n                return this.children[i];\n            }\n            else if (returnType === Phaser.Group.RETURN_ALL)\n            {\n                output.push(this.children[i]);\n            }\n        }\n    }\n\n    if (returnType === Phaser.Group.RETURN_TOTAL)\n    {\n        return total;\n    }\n    else if (returnType === Phaser.Group.RETURN_ALL)\n    {\n        return output;\n    }\n    else\n    {\n        //  RETURN_CHILD or RETURN_NONE\n        return null;\n    }\n\n};\n\n/**\n* Get the first display object that exists, or doesn't exist.\n* \n* You can use the optional argument `createIfNull` to create a new Game Object if none matching your exists argument were found in this Group.\n*\n* It works by calling `Group.create` passing it the parameters given to this method, and returning the new child.\n*\n* If a child *was* found , `createIfNull` is `false` and you provided the additional arguments then the child\n* will be reset and/or have a new texture loaded on it. This is handled by `Group.resetChild`.\n*\n* @method Phaser.Group#getFirstExists\n* @param {boolean} [exists=true] - If true, find the first existing child; otherwise find the first non-existing child.\n* @param {boolean} [createIfNull=false] - If `true` and no alive children are found a new one is created.\n* @param {number} [x] - The x coordinate to reset the child to. The value is in relation to the group.x point.\n* @param {number} [y] - The y coordinate to reset the child to. The value is in relation to the group.y point.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n* @return {DisplayObject} The first child, or `null` if none found and `createIfNull` was false.\n*/\nPhaser.Group.prototype.getFirstExists = function (exists, createIfNull, x, y, key, frame) {\n\n    if (createIfNull === undefined) { createIfNull = false; }\n\n    if (typeof exists !== 'boolean')\n    {\n        exists = true;\n    }\n\n    var child = this.iterate('exists', exists, Phaser.Group.RETURN_CHILD);\n\n    return (child === null && createIfNull) ? this.create(x, y, key, frame) : this.resetChild(child, x, y, key, frame);\n\n};\n\n/**\n* Get the first child that is alive (`child.alive === true`).\n*\n* This is handy for choosing a squad leader, etc.\n*\n* You can use the optional argument `createIfNull` to create a new Game Object if no alive ones were found in this Group.\n*\n* It works by calling `Group.create` passing it the parameters given to this method, and returning the new child.\n*\n* If a child *was* found , `createIfNull` is `false` and you provided the additional arguments then the child\n* will be reset and/or have a new texture loaded on it. This is handled by `Group.resetChild`.\n*\n* @method Phaser.Group#getFirstAlive\n* @param {boolean} [createIfNull=false] - If `true` and no alive children are found a new one is created.\n* @param {number} [x] - The x coordinate to reset the child to. The value is in relation to the group.x point.\n* @param {number} [y] - The y coordinate to reset the child to. The value is in relation to the group.y point.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n* @return {DisplayObject} The alive dead child, or `null` if none found and `createIfNull` was false.\n*/\nPhaser.Group.prototype.getFirstAlive = function (createIfNull, x, y, key, frame) {\n\n    if (createIfNull === undefined) { createIfNull = false; }\n\n    var child = this.iterate('alive', true, Phaser.Group.RETURN_CHILD);\n\n    return (child === null && createIfNull) ? this.create(x, y, key, frame) : this.resetChild(child, x, y, key, frame);\n\n};\n\n/**\n* Get the first child that is dead (`child.alive === false`).\n*\n* This is handy for checking if everything has been wiped out and adding to the pool as needed.\n*\n* You can use the optional argument `createIfNull` to create a new Game Object if no dead ones were found in this Group.\n*\n* It works by calling `Group.create` passing it the parameters given to this method, and returning the new child.\n*\n* If a child *was* found , `createIfNull` is `false` and you provided the additional arguments then the child\n* will be reset and/or have a new texture loaded on it. This is handled by `Group.resetChild`.\n*\n* @method Phaser.Group#getFirstDead\n* @param {boolean} [createIfNull=false] - If `true` and no dead children are found a new one is created.\n* @param {number} [x] - The x coordinate to reset the child to. The value is in relation to the group.x point.\n* @param {number} [y] - The y coordinate to reset the child to. The value is in relation to the group.y point.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n* @return {DisplayObject} The first dead child, or `null` if none found and `createIfNull` was false.\n*/\nPhaser.Group.prototype.getFirstDead = function (createIfNull, x, y, key, frame) {\n\n    if (createIfNull === undefined) { createIfNull = false; }\n\n    var child = this.iterate('alive', false, Phaser.Group.RETURN_CHILD);\n\n    return (child === null && createIfNull) ? this.create(x, y, key, frame) : this.resetChild(child, x, y, key, frame);\n\n};\n\n/**\n* Takes a child and if the `x` and `y` arguments are given it calls `child.reset(x, y)` on it.\n*\n* If the `key` and optionally the `frame` arguments are given, it calls `child.loadTexture(key, frame)` on it.\n*\n* The two operations are separate. For example if you just wish to load a new texture then pass `null` as the x and y values.\n*\n* @method Phaser.Group#resetChild\n* @param {DisplayObject} child - The child to reset and/or load the texture on.\n* @param {number} [x] - The x coordinate to reset the child to. The value is in relation to the group.x point.\n* @param {number} [y] - The y coordinate to reset the child to. The value is in relation to the group.y point.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n* @return {DisplayObject} The child that was reset: usually a {@link Phaser.Sprite}.\n*/\nPhaser.Group.prototype.resetChild = function (child, x, y, key, frame) {\n\n    if (child === null)\n    {\n        return null;\n    }\n\n    if (x === undefined) { x = null; }\n    if (y === undefined) { y = null; }\n\n    if (x !== null && y !== null)\n    {\n        child.reset(x, y);\n    }\n\n    if (key !== undefined)\n    {\n        child.loadTexture(key, frame);\n    }\n\n    return child;\n\n};\n\n/**\n* Return the child at the top of this group.\n*\n* The top child is the child displayed (rendered) above every other child.\n*\n* @method Phaser.Group#getTop\n* @return {any} The child at the top of the Group.\n*/\nPhaser.Group.prototype.getTop = function () {\n\n    if (this.children.length > 0)\n    {\n        return this.children[this.children.length - 1];\n    }\n\n};\n\n/**\n* Returns the child at the bottom of this group.\n*\n* The bottom child the child being displayed (rendered) below every other child.\n*\n* @method Phaser.Group#getBottom\n* @return {any} The child at the bottom of the Group.\n*/\nPhaser.Group.prototype.getBottom = function () {\n\n    if (this.children.length > 0)\n    {\n        return this.children[0];\n    }\n\n};\n\n/**\n* Get the closest child to given Object, with optional callback to filter children.\n*\n* This can be a Sprite, Group, Image or any object with public x and y properties.\n*\n* 'close' is determined by the distance from the objects `x` and `y` properties compared to the childs `x` and `y` properties.\n*\n* You can use the optional `callback` argument to apply your own filter to the distance checks.\n* If the child is closer then the previous child, it will be sent to `callback` as the first argument,\n* with the distance as the second. The callback should return `true` if it passes your \n* filtering criteria, otherwise it should return `false`.\n*\n* @method Phaser.Group#getClosestTo\n* @param {any} object - The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.\n* @param {function} [callback] - The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, with the distance as the second. It should return `true` if the child passes the matching criteria.\n* @param {object} [callbackContext] - The context in which the function should be called (usually 'this').\n* @return {any} The child closest to given object, or `null` if no child was found.\n*/\nPhaser.Group.prototype.getClosestTo = function (object, callback, callbackContext) {\n\n    var distance = Number.MAX_VALUE;\n    var tempDistance = 0;\n    var result = null;\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        var child = this.children[i];\n\n        if (child.exists)\n        {\n            tempDistance = Math.abs(Phaser.Point.distance(object, child));\n\n            if (tempDistance < distance && (!callback || callback.call(callbackContext, child, tempDistance)))\n            {\n                distance = tempDistance;\n                result = child;\n            }\n        }\n    }\n\n    return result;\n\n};\n\n/**\n* Get the child furthest away from the given Object, with optional callback to filter children.\n*\n* This can be a Sprite, Group, Image or any object with public x and y properties.\n*\n* 'furthest away' is determined by the distance from the objects `x` and `y` properties compared to the childs `x` and `y` properties.\n*\n* You can use the optional `callback` argument to apply your own filter to the distance checks.\n* If the child is closer then the previous child, it will be sent to `callback` as the first argument,\n* with the distance as the second. The callback should return `true` if it passes your \n* filtering criteria, otherwise it should return `false`.\n*\n* @method Phaser.Group#getFurthestFrom\n* @param {any} object - The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.\n* @param {function} [callback] - The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, with the distance as the second. It should return `true` if the child passes the matching criteria.\n* @param {object} [callbackContext] - The context in which the function should be called (usually 'this').\n* @return {any} The child furthest from the given object, or `null` if no child was found.\n*/\nPhaser.Group.prototype.getFurthestFrom = function (object, callback, callbackContext) {\n\n    var distance = 0;\n    var tempDistance = 0;\n    var result = null;\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        var child = this.children[i];\n\n        if (child.exists)\n        {\n            tempDistance = Math.abs(Phaser.Point.distance(object, child));\n\n            if (tempDistance > distance && (!callback || callback.call(callbackContext, child, tempDistance)))\n            {\n                distance = tempDistance;\n                result = child;\n            }\n        }\n    }\n\n    return result;\n\n};\n\n/**\n* Get the number of living children in this group.\n*\n* @method Phaser.Group#countLiving\n* @return {integer} The number of children flagged as alive.\n*/\nPhaser.Group.prototype.countLiving = function () {\n\n    return this.iterate('alive', true, Phaser.Group.RETURN_TOTAL);\n\n};\n\n/**\n* Get the number of dead children in this group.\n*\n* @method Phaser.Group#countDead\n* @return {integer} The number of children flagged as dead.\n*/\nPhaser.Group.prototype.countDead = function () {\n\n    return this.iterate('alive', false, Phaser.Group.RETURN_TOTAL);\n\n};\n\n/**\n* Returns a random child from the group.\n*\n* @method Phaser.Group#getRandom\n* @param {integer} [startIndex=0] - Offset from the front of the group (lowest child).\n* @param {integer} [length=(to top)] - Restriction on the number of values you want to randomly select from.\n* @return {any} A random child of this Group.\n*/\nPhaser.Group.prototype.getRandom = function (startIndex, length) {\n\n    if (startIndex === undefined) { startIndex = 0; }\n    if (length === undefined) { length = this.children.length; }\n\n    if (length === 0)\n    {\n        return null;\n    }\n\n    return Phaser.ArrayUtils.getRandomItem(this.children, startIndex, length);\n\n};\n\n/**\n* Returns a random child from the Group that has `exists` set to `true`.\n*\n* Optionally you can specify a start and end index. For example if this Group had 100 children,\n* and you set `startIndex` to 0 and `endIndex` to 50, it would return a random child from only\n* the first 50 children in the Group.\n*\n* @method Phaser.Group#getRandomExists\n* @param {integer} [startIndex=0] - The first child index to start the search from.\n* @param {integer} [endIndex] - The last child index to search up to.\n* @return {any} A random child of this Group that exists.\n*/\nPhaser.Group.prototype.getRandomExists = function (startIndex, endIndex) {\n\n    var list = this.getAll('exists', true, startIndex, endIndex);\n\n    return this.game.rnd.pick(list);\n\n};\n\n/**\n* Returns all children in this Group.\n*\n* You can optionally specify a matching criteria using the `property` and `value` arguments.\n*\n* For example: `getAll('exists', true)` would return only children that have their exists property set.\n*\n* Optionally you can specify a start and end index. For example if this Group had 100 children,\n* and you set `startIndex` to 0 and `endIndex` to 50, it would return a random child from only\n* the first 50 children in the Group.\n*\n* @method Phaser.Group#getAll\n* @param {string} [property] - An optional property to test against the value argument.\n* @param {any} [value] - If property is set then Child.property must strictly equal this value to be included in the results.\n* @param {integer} [startIndex=0] - The first child index to start the search from.\n* @param {integer} [endIndex] - The last child index to search up until.\n* @return {any} A random existing child of this Group.\n*/\nPhaser.Group.prototype.getAll = function (property, value, startIndex, endIndex) {\n\n    if (startIndex === undefined) { startIndex = 0; }\n    if (endIndex === undefined) { endIndex = this.children.length; }\n\n    var output = [];\n\n    for (var i = startIndex; i < endIndex; i++)\n    {\n        var child = this.children[i];\n\n        if (property && child[property] === value)\n        {\n            output.push(child);\n        }\n    }\n\n    return output;\n\n};\n\n/**\n* Removes the given child from this group.\n*\n* This will dispatch an `onRemovedFromGroup` event from the child (if it has one), and optionally destroy the child.\n*\n* If the group cursor was referring to the removed child it is updated to refer to the next child.\n*\n* @method Phaser.Group#remove\n* @param {any} child - The child to remove.\n* @param {boolean} [destroy=false] - If true `destroy` will be invoked on the removed child.\n* @param {boolean} [silent=false] - If true the the child will not dispatch the `onRemovedFromGroup` event.\n* @return {boolean} true if the child was removed from this group, otherwise false.\n*/\nPhaser.Group.prototype.remove = function (child, destroy, silent) {\n\n    if (destroy === undefined) { destroy = false; }\n    if (silent === undefined) { silent = false; }\n\n    if (this.children.length === 0 || this.children.indexOf(child) === -1)\n    {\n        return false;\n    }\n\n    if (!silent && child.events && !child.destroyPhase)\n    {\n        child.events.onRemovedFromGroup$dispatch(child, this);\n    }\n\n    var removed = this.removeChild(child);\n\n    this.removeFromHash(child);\n\n    this.updateZ();\n\n    if (this.cursor === child)\n    {\n        this.next();\n    }\n\n    if (destroy && removed)\n    {\n        removed.destroy(true);\n    }\n\n    return true;\n\n};\n\n/**\n* Moves all children from this Group to the Group given.\n*\n* @method Phaser.Group#moveAll\n* @param {Phaser.Group} group - The new Group to which the children will be moved to.\n* @param {boolean} [silent=false] - If true the children will not dispatch the `onAddedToGroup` event for the new Group.\n* @return {Phaser.Group} The Group to which all the children were moved.\n*/\nPhaser.Group.prototype.moveAll = function (group, silent) {\n\n    if (silent === undefined) { silent = false; }\n\n    if (this.children.length > 0 && group instanceof Phaser.Group)\n    {\n        do\n        {\n            group.add(this.children[0], silent);\n        }\n        while (this.children.length > 0);\n\n        this.hash = [];\n\n        this.cursor = null;\n    }\n\n    return group;\n\n};\n\n/**\n* Removes all children from this Group, but does not remove the group from its parent.\n*\n* The children can be optionally destroyed as they are removed.\n* \n* You can also optionally also destroy the BaseTexture the Child is using. Be careful if you've\n* more than one Game Object sharing the same BaseTexture.\n*\n* @method Phaser.Group#removeAll\n* @param {boolean} [destroy=false] - If true `destroy` will be invoked on each removed child.\n* @param {boolean} [silent=false] - If true the children will not dispatch their `onRemovedFromGroup` events.\n* @param {boolean} [destroyTexture=false] - If true, and if the `destroy` argument is also true, the BaseTexture belonging to the Child is also destroyed. Note that if another Game Object is sharing the same BaseTexture it will invalidate it.\n*/\nPhaser.Group.prototype.removeAll = function (destroy, silent, destroyTexture) {\n\n    if (destroy === undefined) { destroy = false; }\n    if (silent === undefined) { silent = false; }\n    if (destroyTexture === undefined) { destroyTexture = false; }\n\n    if (this.children.length === 0)\n    {\n        return;\n    }\n\n    do\n    {\n        if (!silent && this.children[0].events)\n        {\n            this.children[0].events.onRemovedFromGroup$dispatch(this.children[0], this);\n        }\n\n        var removed = this.removeChild(this.children[0]);\n\n        this.removeFromHash(removed);\n\n        if (destroy && removed)\n        {\n            removed.destroy(true, destroyTexture);\n        }\n    }\n    while (this.children.length > 0);\n\n    this.hash = [];\n\n    this.cursor = null;\n\n};\n\n/**\n* Removes all children from this group whose index falls beteen the given startIndex and endIndex values.\n*\n* @method Phaser.Group#removeBetween\n* @param {integer} startIndex - The index to start removing children from.\n* @param {integer} [endIndex] - The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group.\n* @param {boolean} [destroy=false] - If true `destroy` will be invoked on each removed child.\n* @param {boolean} [silent=false] - If true the children will not dispatch their `onRemovedFromGroup` events.\n*/\nPhaser.Group.prototype.removeBetween = function (startIndex, endIndex, destroy, silent) {\n\n    if (endIndex === undefined) { endIndex = this.children.length - 1; }\n    if (destroy === undefined) { destroy = false; }\n    if (silent === undefined) { silent = false; }\n\n    if (this.children.length === 0)\n    {\n        return;\n    }\n\n    if (startIndex > endIndex || startIndex < 0 || endIndex > this.children.length)\n    {\n        return false;\n    }\n\n    var i = endIndex;\n\n    while (i >= startIndex)\n    {\n        if (!silent && this.children[i].events)\n        {\n            this.children[i].events.onRemovedFromGroup$dispatch(this.children[i], this);\n        }\n\n        var removed = this.removeChild(this.children[i]);\n\n        this.removeFromHash(removed);\n\n        if (destroy && removed)\n        {\n            removed.destroy(true);\n        }\n\n        if (this.cursor === this.children[i])\n        {\n            this.cursor = null;\n        }\n\n        i--;\n    }\n\n    this.updateZ();\n\n};\n\n/**\n* Destroys this group.\n*\n* Removes all children, then removes this group from its parent and nulls references.\n*\n* @method Phaser.Group#destroy\n* @param {boolean} [destroyChildren=true] - If true `destroy` will be invoked on each removed child.\n* @param {boolean} [soft=false] - A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does.\n*/\nPhaser.Group.prototype.destroy = function (destroyChildren, soft) {\n\n    if (this.game === null || this.ignoreDestroy) { return; }\n\n    if (destroyChildren === undefined) { destroyChildren = true; }\n    if (soft === undefined) { soft = false; }\n\n    this.onDestroy.dispatch(this, destroyChildren, soft);\n\n    this.removeAll(destroyChildren);\n\n    this.cursor = null;\n    this.filters = null;\n    this.pendingDestroy = false;\n\n    if (!soft)\n    {\n        if (this.parent)\n        {\n            this.parent.removeChild(this);\n        }\n\n        this.game = null;\n        this.exists = false;\n    }\n\n};\n\n/**\n* Total number of existing children in the group.\n*\n* @name Phaser.Group#total\n* @property {integer} total\n* @readonly\n*/\nObject.defineProperty(Phaser.Group.prototype, \"total\", {\n\n    get: function () {\n\n        return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL);\n\n    }\n\n});\n\n/**\n* Total number of children in this group, regardless of exists/alive status.\n*\n* @name Phaser.Group#length\n* @property {integer} length \n* @readonly\n*/\nObject.defineProperty(Phaser.Group.prototype, \"length\", {\n\n    get: function () {\n\n        return this.children.length;\n\n    }\n\n});\n\n/**\n* The angle of rotation of the group container, in degrees.\n*\n* This adjusts the group itself by modifying its local rotation transform.\n*\n* This has no impact on the rotation/angle properties of the children, but it will update their worldTransform\n* and on-screen orientation and position.\n*\n* @name Phaser.Group#angle\n* @property {number} angle\n*/\nObject.defineProperty(Phaser.Group.prototype, \"angle\", {\n\n    get: function() {\n        return Phaser.Math.radToDeg(this.rotation);\n    },\n\n    set: function(value) {\n        this.rotation = Phaser.Math.degToRad(value);\n    }\n\n});\n\n/**\n* The center x coordinate of this Group.\n*\n* It is derived by calling `getBounds`, calculating the Groups dimensions based on its\n* visible children.\n* \n* @name Phaser.Group#centerX\n* @property {number} centerX\n*/\nObject.defineProperty(Phaser.Group.prototype, \"centerX\", {\n\n    get: function () {\n\n        return this.getBounds(this.parent).centerX;\n\n    },\n\n    set: function (value) {\n\n        var r = this.getBounds(this.parent);\n        var offset = this.x - r.x;\n\n        this.x = (value + offset) - r.halfWidth;\n\n    }\n\n});\n\n/**\n* The center y coordinate of this Group.\n*\n* It is derived by calling `getBounds`, calculating the Groups dimensions based on its\n* visible children.\n* \n* @name Phaser.Group#centerY\n* @property {number} centerY\n*/\nObject.defineProperty(Phaser.Group.prototype, \"centerY\", {\n\n    get: function () {\n\n        return this.getBounds(this.parent).centerY;\n\n    },\n\n    set: function (value) {\n\n        var r = this.getBounds(this.parent);\n        var offset = this.y - r.y;\n\n        this.y = (value + offset) - r.halfHeight;\n\n    }\n\n});\n\n/**\n* The left coordinate of this Group.\n*\n* It is derived by calling `getBounds`, calculating the Groups dimensions based on its\n* visible children.\n* \n* @name Phaser.Group#left\n* @property {number} left\n*/\nObject.defineProperty(Phaser.Group.prototype, \"left\", {\n\n    get: function () {\n\n        return this.getBounds(this.parent).left;\n\n    },\n\n    set: function (value) {\n\n        var r = this.getBounds(this.parent);\n        var offset = this.x - r.x;\n\n        this.x = value + offset;\n\n    }\n\n});\n\n/**\n* The right coordinate of this Group.\n*\n* It is derived by calling `getBounds`, calculating the Groups dimensions based on its\n* visible children.\n*\n* @name Phaser.Group#right\n* @property {number} right\n*/\nObject.defineProperty(Phaser.Group.prototype, \"right\", {\n\n    get: function () {\n\n        return this.getBounds(this.parent).right;\n\n    },\n\n    set: function (value) {\n\n        var r = this.getBounds(this.parent);\n        var offset = this.x - r.x;\n\n        this.x = (value + offset) - r.width;\n\n    }\n\n});\n\n/**\n* The top coordinate of this Group.\n*\n* It is derived by calling `getBounds`, calculating the Groups dimensions based on its\n* visible children.\n*\n* @name Phaser.Group#top\n* @property {number} top\n*/\nObject.defineProperty(Phaser.Group.prototype, \"top\", {\n\n    get: function () {\n\n        return this.getBounds(this.parent).top;\n\n    },\n\n    set: function (value) {\n\n        var r = this.getBounds(this.parent);\n        var offset = this.y - r.y;\n\n        this.y = (value + offset);\n\n    }\n\n});\n\n/**\n* The bottom coordinate of this Group.\n*\n* It is derived by calling `getBounds`, calculating the Groups dimensions based on its\n* visible children.\n* \n* @name Phaser.Group#bottom\n* @property {number} bottom\n*/\nObject.defineProperty(Phaser.Group.prototype, \"bottom\", {\n\n    get: function () {\n\n        return this.getBounds(this.parent).bottom;\n\n    },\n\n    set: function (value) {\n\n        var r = this.getBounds(this.parent);\n        var offset = this.y - r.y;\n\n        this.y = (value + offset) - r.height;\n\n    }\n\n});\n\n/**\n* Aligns this Group within another Game Object, or Rectangle, known as the\n* 'container', to one of 9 possible positions.\n*\n* The container must be a Game Object, or Phaser.Rectangle object. This can include properties\n* such as `World.bounds` or `Camera.view`, for aligning Groups within the world \n* and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,\n* TileSprites or Buttons.\n*\n* Please note that aligning a Group to another Game Object does **not** make it a child of\n* the container. It simply modifies its position coordinates so it aligns with it.\n* \n* The position constants you can use are:\n* \n* `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, \n* `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, \n* `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`.\n*\n* Groups are placed in such a way that their _bounds_ align with the\n* container, taking into consideration rotation and scale of its children.\n* This allows you to neatly align Groups, irrespective of their position value.\n*\n* The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final\n* aligned position of the Group. For example:\n*\n* `group.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)`\n*\n* Would align the `group` to the bottom-right, but moved 20 pixels in from the corner.\n* Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.\n* So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive\n* one expands it.\n*\n* @method Phaser.Group#alignIn\n* @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} container - The Game Object or Rectangle with which to align this Group to. Can also include properties such as `World.bounds` or `Camera.view`.\n* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.\n* @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.\n* @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.\n* @return {Phaser.Group} This Group.\n*/\n\n//  This function is set at the bottom of src/gameobjects/components/Bounds.js\n\n/**\n* Aligns this Group to the side of another Game Object, or Rectangle, known as the\n* 'parent', in one of 11 possible positions.\n*\n* The parent must be a Game Object, or Phaser.Rectangle object. This can include properties\n* such as `World.bounds` or `Camera.view`, for aligning Groups within the world \n* and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,\n* TileSprites or Buttons.\n*\n* Please note that aligning a Group to another Game Object does **not** make it a child of\n* the parent. It simply modifies its position coordinates so it aligns with it.\n* \n* The position constants you can use are:\n* \n* `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, \n* `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, \n* `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` \n* and `Phaser.BOTTOM_RIGHT`.\n*\n* Groups are placed in such a way that their _bounds_ align with the\n* parent, taking into consideration rotation and scale of the children.\n* This allows you to neatly align Groups, irrespective of their position value.\n*\n* The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final\n* aligned position of the Group. For example:\n*\n* `group.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)`\n*\n* Would align the `group` to the bottom-right, but moved 20 pixels in from the corner.\n* Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.\n* So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive\n* one expands it.\n*\n* @method Phaser.Group#alignTo\n* @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} parent - The Game Object or Rectangle with which to align this Group to. Can also include properties such as `World.bounds` or `Camera.view`.\n* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.\n* @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.\n* @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.\n* @return {Phaser.Group} This Group.\n*/\n\n//  This function is set at the bottom of src/gameobjects/components/Bounds.js\n\n/**\n* A display object is any object that can be rendered in the Phaser/pixi.js scene graph.\n*\n* This includes {@link Phaser.Group} (groups are display objects!),\n* {@link Phaser.Sprite}, {@link Phaser.Button}, {@link Phaser.Text}\n* as well as {@link PIXI.DisplayObject} and all derived types.\n*\n* @typedef {object} DisplayObject\n*/\n// Documentation stub for linking.\n\n/**\n* The x coordinate of the group container.\n*\n* You can adjust the group container itself by modifying its coordinates.\n* This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.\n* @name Phaser.Group#x\n* @property {number} x\n*/\n\n/**\n* The y coordinate of the group container.\n*\n* You can adjust the group container itself by modifying its coordinates.\n* This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.\n* @name Phaser.Group#y\n* @property {number} y\n*/\n\n/**\n* The angle of rotation of the group container, in radians.\n*\n* This will adjust the group container itself by modifying its rotation.\n* This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.\n* @name Phaser.Group#rotation\n* @property {number} rotation\n*/\n\n/**\n* The visible state of the group. Non-visible Groups and all of their children are not rendered.\n*\n* @name Phaser.Group#visible\n* @property {boolean} visible\n*/\n\n/**\n* The alpha value of the group container.\n*\n* @name Phaser.Group#alpha\n* @property {number} alpha\n*/\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* \"This world is but a canvas to our imagination.\" - Henry David Thoreau\n*\n* A game has only one world. The world is an abstract place in which all game objects live. It is not bound\n* by stage limits and can be any size. You look into the world via cameras. All game objects live within\n* the world at world-based coordinates. By default a world is created the same size as your Stage.\n*\n* @class Phaser.World\n* @extends Phaser.Group\n* @constructor\n* @param {Phaser.Game} game - Reference to the current game instance.\n*/\nPhaser.World = function (game) {\n\n    Phaser.Group.call(this, game, null, '__world', false);\n\n    /**\n    * The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being \"in world\" and you should use this to clean-up the display list and purge dead objects.\n    * By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.\n    * However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.\n    * So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.\n    * @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.\n    */\n    this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);\n\n    /**\n    * @property {Phaser.Camera} camera - Camera instance.\n    */\n    this.camera = null;\n\n    /**\n    * @property {boolean} _definedSize - True if the World has been given a specifically defined size (i.e. from a Tilemap or direct in code) or false if it's just matched to the Game dimensions.\n    * @readonly\n    */\n    this._definedSize = false;\n\n    /**\n    * @property {number} width - The defined width of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.\n    */\n    this._width = game.width;\n\n    /**\n    * @property {number} height - The defined height of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.\n    */\n    this._height = game.height;\n\n    this.game.state.onStateChange.add(this.stateChange, this);\n\n};\n\nPhaser.World.prototype = Object.create(Phaser.Group.prototype);\nPhaser.World.prototype.constructor = Phaser.World;\n\n/**\n* Initialises the game world.\n*\n* @method Phaser.World#boot\n* @protected\n*/\nPhaser.World.prototype.boot = function () {\n\n    this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);\n\n    this.game.stage.addChild(this);\n\n    this.camera.boot();\n\n};\n\n/**\n* Called whenever the State changes or resets.\n* \n* It resets the world.x and world.y coordinates back to zero,\n* then resets the Camera.\n*\n* @method Phaser.World#stateChange\n* @protected\n*/\nPhaser.World.prototype.stateChange = function () {\n\n    this.x = 0;\n    this.y = 0;\n\n    this.camera.reset();\n\n};\n\n/**\n* Updates the size of this world and sets World.x/y to the given values\n* The Camera bounds and Physics bounds (if set) are also updated to match the new World bounds.\n*\n* @method Phaser.World#setBounds\n* @param {number} x - Top left most corner of the world.\n* @param {number} y - Top left most corner of the world.\n* @param {number} width - New width of the game world in pixels.\n* @param {number} height - New height of the game world in pixels.\n*/\nPhaser.World.prototype.setBounds = function (x, y, width, height) {\n\n    this._definedSize = true;\n    this._width = width;\n    this._height = height;\n\n    this.bounds.setTo(x, y, width, height);\n\n    this.x = x;\n    this.y = y;\n\n    if (this.camera.bounds)\n    {\n        //  The Camera can never be smaller than the game size\n        this.camera.bounds.setTo(x, y, Math.max(width, this.game.width), Math.max(height, this.game.height));\n    }\n\n    this.game.physics.setBoundsToWorld();\n\n};\n\n/**\n* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.\n*\n* @method Phaser.World#resize\n* @param {number} width - New width of the game world in pixels.\n* @param {number} height - New height of the game world in pixels.\n*/\nPhaser.World.prototype.resize = function (width, height) {\n\n    //  Don't ever scale the World bounds lower than the original requested dimensions if it's a defined world size\n\n    if (this._definedSize)\n    {\n        if (width < this._width)\n        {\n            width = this._width;\n        }\n\n        if (height < this._height)\n        {\n            height = this._height;\n        }\n    }\n\n    this.bounds.width = width;\n    this.bounds.height = height;\n\n    this.game.camera.setBoundsToWorld();\n\n    this.game.physics.setBoundsToWorld();\n\n};\n\n/**\n* Destroyer of worlds.\n*\n* @method Phaser.World#shutdown\n*/\nPhaser.World.prototype.shutdown = function () {\n\n    //  World is a Group, so run a soft destruction on this and all children.\n    this.destroy(true, true);\n\n};\n\n/**\n* This will take the given game object and check if its x/y coordinates fall outside of the world bounds.\n* If they do it will reposition the object to the opposite side of the world, creating a wrap-around effect.\n* If sprite has a P2 body then the body (sprite.body) should be passed as first parameter to the function.\n*\n* Please understand there are limitations to this method. For example if you have scaled the World\n* then objects won't always be re-positioned correctly, and you'll need to employ your own wrapping function.\n*\n* @method Phaser.World#wrap\n* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text} sprite - The object you wish to wrap around the world bounds.\n* @param {number} [padding=0] - Extra padding added equally to the sprite.x and y coordinates before checking if within the world bounds. Ignored if useBounds is true.\n* @param {boolean} [useBounds=false] - If useBounds is false wrap checks the object.x/y coordinates. If true it does a more accurate bounds check, which is more expensive.\n* @param {boolean} [horizontal=true] - If horizontal is false, wrap will not wrap the object.x coordinates horizontally.\n* @param {boolean} [vertical=true] - If vertical is false, wrap will not wrap the object.y coordinates vertically.\n*/\nPhaser.World.prototype.wrap = function (sprite, padding, useBounds, horizontal, vertical) {\n\n    if (padding === undefined) { padding = 0; }\n    if (useBounds === undefined) { useBounds = false; }\n    if (horizontal === undefined) { horizontal = true; }\n    if (vertical === undefined) { vertical = true; }\n\n    if (!useBounds)\n    {\n        if (horizontal && sprite.x + padding < this.bounds.x)\n        {\n            sprite.x = this.bounds.right + padding;\n        }\n        else if (horizontal && sprite.x - padding > this.bounds.right)\n        {\n            sprite.x = this.bounds.left - padding;\n        }\n\n        if (vertical && sprite.y + padding < this.bounds.top)\n        {\n            sprite.y = this.bounds.bottom + padding;\n        }\n        else if (vertical && sprite.y - padding > this.bounds.bottom)\n        {\n            sprite.y = this.bounds.top - padding;\n        }\n    }\n    else\n    {\n        sprite.getBounds();\n\n        if (horizontal)\n        {\n            if ((sprite.x + sprite._currentBounds.width) < this.bounds.x)\n            {\n                sprite.x = this.bounds.right;\n            }\n            else if (sprite.x > this.bounds.right)\n            {\n                sprite.x = this.bounds.left;\n            }\n        }\n\n        if (vertical)\n        {\n            if ((sprite.y + sprite._currentBounds.height) < this.bounds.top)\n            {\n                sprite.y = this.bounds.bottom;\n            }\n            else if (sprite.y > this.bounds.bottom)\n            {\n                sprite.y = this.bounds.top;\n            }\n        }\n    }\n\n};\n\n/**\n* @name Phaser.World#width\n* @property {number} width - Gets or sets the current width of the game world. The world can never be smaller than the game (canvas) dimensions.\n*/\nObject.defineProperty(Phaser.World.prototype, \"width\", {\n\n    get: function () {\n        return this.bounds.width;\n    },\n\n    set: function (value) {\n\n        if (value < this.game.width)\n        {\n            value = this.game.width;\n        }\n\n        this.bounds.width = value;\n        this._width = value;\n        this._definedSize = true;\n\n    }\n\n});\n\n/**\n* @name Phaser.World#height\n* @property {number} height - Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions.\n*/\nObject.defineProperty(Phaser.World.prototype, \"height\", {\n\n    get: function () {\n        return this.bounds.height;\n    },\n\n    set: function (value) {\n\n        if (value < this.game.height)\n        {\n            value = this.game.height;\n        }\n\n        this.bounds.height = value;\n        this._height = value;\n        this._definedSize = true;\n\n    }\n\n});\n\n/**\n* @name Phaser.World#centerX\n* @property {number} centerX - Gets the X position corresponding to the center point of the world.\n* @readonly\n*/\nObject.defineProperty(Phaser.World.prototype, \"centerX\", {\n\n    get: function () {\n        return this.bounds.halfWidth + this.bounds.x;\n    }\n\n});\n\n/**\n* @name Phaser.World#centerY\n* @property {number} centerY - Gets the Y position corresponding to the center point of the world.\n* @readonly\n*/\nObject.defineProperty(Phaser.World.prototype, \"centerY\", {\n\n    get: function () {\n        return this.bounds.halfHeight + this.bounds.y;\n    }\n\n});\n\n/**\n* @name Phaser.World#randomX\n* @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world.\n* @readonly\n*/\nObject.defineProperty(Phaser.World.prototype, \"randomX\", {\n\n    get: function () {\n\n        if (this.bounds.x < 0)\n        {\n            return this.game.rnd.between(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x)));\n        }\n        else\n        {\n            return this.game.rnd.between(this.bounds.x, this.bounds.width);\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.World#randomY\n* @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world.\n* @readonly\n*/\nObject.defineProperty(Phaser.World.prototype, \"randomY\", {\n\n    get: function () {\n\n        if (this.bounds.y < 0)\n        {\n            return this.game.rnd.between(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y)));\n        }\n        else\n        {\n            return this.game.rnd.between(this.bounds.y, this.bounds.height);\n        }\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* This is where the magic happens. The Game object is the heart of your game,\n* providing quick access to common functions and handling the boot process.\n* \n* \"Hell, there are no rules here - we're trying to accomplish something.\"\n*                                                       Thomas A. Edison\n*\n* @class Phaser.Game\n* @constructor\n* @param {number|string} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.\n* @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.\n* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).\n* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.\n* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.\n* @param {boolean} [transparent=false] - Use a transparent canvas background or not.\n* @param {boolean} [antialias=true] - Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.\n* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.\n*/\nPhaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {\n\n    /**\n    * @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).\n    * @readonly\n    */\n    this.id = Phaser.GAMES.push(this) - 1;\n\n    /**\n    * @property {object} config - The Phaser.Game configuration object.\n    */\n    this.config = null;\n\n    /**\n    * @property {object} physicsConfig - The Phaser.Physics.World configuration object.\n    */\n    this.physicsConfig = physicsConfig;\n\n    /**\n    * @property {string|HTMLElement} parent - The Games DOM parent.\n    * @default\n    */\n    this.parent = '';\n\n    /**\n    * The current Game Width in pixels.\n    *\n    * _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.\n    *\n    * @property {integer} width\n    * @readonly\n    * @default\n    */\n    this.width = 800;\n\n    /**\n    * The current Game Height in pixels.\n    *\n    * _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.\n    *\n    * @property {integer} height\n    * @readonly\n    * @default\n    */\n    this.height = 600;\n\n    /**\n    * The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.\n    *\n    * @property {integer} resolution\n    * @readonly\n    * @default\n    */\n    this.resolution = 1;\n\n    /**\n    * @property {integer} _width - Private internal var.\n    * @private\n    */\n    this._width = 800;\n\n    /**\n    * @property {integer} _height - Private internal var.\n    * @private\n    */\n    this._height = 600;\n\n    /**\n    * @property {boolean} transparent - Use a transparent canvas background or not.\n    * @default\n    */\n    this.transparent = false;\n\n    /**\n    * @property {boolean} antialias - Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.\n    * @default\n    */\n    this.antialias = true;\n\n    /**\n    * @property {boolean} preserveDrawingBuffer - The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.\n    * @default\n    */\n    this.preserveDrawingBuffer = false;\n\n    /**\n    * Clear the Canvas each frame before rendering the display list.\n    * You can set this to `false` to gain some performance if your game always contains a background that completely fills the display.\n    * @property {boolean} clearBeforeRender\n    * @default\n    */\n    this.clearBeforeRender = true;\n\n    /**\n    * @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.\n    * @protected\n    */\n    this.renderer = null;\n\n    /**\n    * @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, or Phaser.HEADLESS.\n    * @readonly\n    */\n    this.renderType = Phaser.AUTO;\n\n    /**\n    * @property {Phaser.StateManager} state - The StateManager.\n    */\n    this.state = null;\n\n    /**\n    * @property {boolean} isBooted - Whether the game engine is booted, aka available.\n    * @readonly\n    */\n    this.isBooted = false;\n\n    /**\n    * @property {boolean} isRunning - Is game running or paused?\n    * @readonly\n    */\n    this.isRunning = false;\n\n    /**\n    * @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout\n    * @protected\n    */\n    this.raf = null;\n\n    /**\n    * @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.\n    */\n    this.add = null;\n\n    /**\n    * @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.\n    */\n    this.make = null;\n\n    /**\n    * @property {Phaser.Cache} cache - Reference to the assets cache.\n    */\n    this.cache = null;\n\n    /**\n    * @property {Phaser.Input} input - Reference to the input manager\n    */\n    this.input = null;\n\n    /**\n    * @property {Phaser.Loader} load - Reference to the assets loader.\n    */\n    this.load = null;\n\n    /**\n    * @property {Phaser.Math} math - Reference to the math helper.\n    */\n    this.math = null;\n\n    /**\n    * @property {Phaser.Net} net - Reference to the network class.\n    */\n    this.net = null;\n\n    /**\n    * @property {Phaser.ScaleManager} scale - The game scale manager.\n    */\n    this.scale = null;\n\n    /**\n    * @property {Phaser.SoundManager} sound - Reference to the sound manager.\n    */\n    this.sound = null;\n\n    /**\n    * @property {Phaser.Stage} stage - Reference to the stage.\n    */\n    this.stage = null;\n\n    /**\n    * @property {Phaser.Time} time - Reference to the core game clock.\n    */\n    this.time = null;\n\n    /**\n    * @property {Phaser.TweenManager} tweens - Reference to the tween manager.\n    */\n    this.tweens = null;\n\n    /**\n    * @property {Phaser.World} world - Reference to the world.\n    */\n    this.world = null;\n\n    /**\n    * @property {Phaser.Physics} physics - Reference to the physics manager.\n    */\n    this.physics = null;\n    \n    /**\n    * @property {Phaser.PluginManager} plugins - Reference to the plugin manager.\n    */\n    this.plugins = null;\n\n    /**\n    * @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.\n    */\n    this.rnd = null;\n\n    /**\n    * @property {Phaser.Device} device - Contains device information and capabilities.\n    */\n    this.device = Phaser.Device;\n\n    /**\n    * @property {Phaser.Camera} camera - A handy reference to world.camera.\n    */\n    this.camera = null;\n\n    /**\n    * @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.\n    */\n    this.canvas = null;\n\n    /**\n    * @property {CanvasRenderingContext2D} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)\n    */\n    this.context = null;\n\n    /**\n    * @property {Phaser.Utils.Debug} debug - A set of useful debug utilities.\n    */\n    this.debug = null;\n\n    /**\n    * @property {Phaser.Particles} particles - The Particle Manager.\n    */\n    this.particles = null;\n\n    /**\n    * @property {Phaser.Create} create - The Asset Generator.\n    */\n    this.create = null;\n\n    /**\n    * If `false` Phaser will automatically render the display list every update. If `true` the render loop will be skipped.\n    * You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.\n    * Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.\n    * @property {boolean} lockRender\n    * @default\n    */\n    this.lockRender = false;\n\n    /**\n    * @property {boolean} stepping - Enable core loop stepping with Game.enableStep().\n    * @default\n    * @readonly\n    */\n    this.stepping = false;\n\n    /**\n    * @property {boolean} pendingStep - An internal property used by enableStep, but also useful to query from your own game objects.\n    * @default\n    * @readonly\n    */\n    this.pendingStep = false;\n\n    /**\n    * @property {number} stepCount - When stepping is enabled this contains the current step cycle.\n    * @default\n    * @readonly\n    */\n    this.stepCount = 0;\n\n    /**\n    * @property {Phaser.Signal} onPause - This event is fired when the game pauses.\n    */\n    this.onPause = null;\n\n    /**\n    * @property {Phaser.Signal} onResume - This event is fired when the game resumes from a paused state.\n    */\n    this.onResume = null;\n\n    /**\n    * @property {Phaser.Signal} onBlur - This event is fired when the game no longer has focus (typically on page hide).\n    */\n    this.onBlur = null;\n\n    /**\n    * @property {Phaser.Signal} onFocus - This event is fired when the game has focus (typically on page show).\n    */\n    this.onFocus = null;\n\n    /**\n    * @property {boolean} _paused - Is game paused?\n    * @private\n    */\n    this._paused = false;\n\n    /**\n    * @property {boolean} _codePaused - Was the game paused via code or a visibility change?\n    * @private\n    */\n    this._codePaused = false;\n\n    /**\n    * The ID of the current/last logic update applied this render frame, starting from 0.\n    * The first update is `currentUpdateID === 0` and the last update is `currentUpdateID === updatesThisFrame.`\n    * @property {integer} currentUpdateID\n    * @protected\n    */\n    this.currentUpdateID = 0;\n\n    /**\n    * Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).\n    * @property {integer} updatesThisFrame\n    * @protected\n    */\n    this.updatesThisFrame = 1;\n\n    /**\n    * @property {number} _deltaTime - Accumulate elapsed time until a logic update is due.\n    * @private\n    */\n    this._deltaTime = 0;\n\n    /**\n    * @property {number} _lastCount - Remember how many 'catch-up' iterations were used on the logicUpdate last frame.\n    * @private\n    */\n    this._lastCount = 0;\n\n    /**\n    * @property {number} _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented.\n    * @private\n    */\n    this._spiraling = 0;\n\n    /**\n    * @property {boolean} _kickstart - Force a logic update + render by default (always set on Boot and State swap)\n    * @private\n    */\n    this._kickstart = true;\n\n    /**\n    * If the game is struggling to maintain the desired FPS, this signal will be dispatched.\n    * The desired/chosen FPS should probably be closer to the {@link Phaser.Time#suggestedFps} value.\n    * @property {Phaser.Signal} fpsProblemNotifier\n    * @public\n    */\n    this.fpsProblemNotifier = new Phaser.Signal();\n\n    /**\n    * @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.\n    */\n    this.forceSingleUpdate = true;\n\n    /**\n    * @property {number} _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.\n    * @private\n    */\n    this._nextFpsNotification = 0;\n\n    //  Parse the configuration object (if any)\n    if (arguments.length === 1 && typeof arguments[0] === 'object')\n    {\n        this.parseConfig(arguments[0]);\n    }\n    else\n    {\n        this.config = { enableDebug: true };\n\n        if (typeof width !== 'undefined')\n        {\n            this._width = width;\n        }\n\n        if (typeof height !== 'undefined')\n        {\n            this._height = height;\n        }\n\n        if (typeof renderer !== 'undefined')\n        {\n            this.renderType = renderer;\n        }\n\n        if (typeof parent !== 'undefined')\n        {\n            this.parent = parent;\n        }\n\n        if (typeof transparent !== 'undefined')\n        {\n            this.transparent = transparent;\n        }\n\n        if (typeof antialias !== 'undefined')\n        {\n            this.antialias = antialias;\n        }\n\n        this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);\n\n        this.state = new Phaser.StateManager(this, state);\n    }\n\n    this.device.whenReady(this.boot, this);\n\n    return this;\n\n};\n\nPhaser.Game.prototype = {\n\n    /**\n    * Parses a Game configuration object.\n    *\n    * @method Phaser.Game#parseConfig\n    * @protected\n    */\n    parseConfig: function (config) {\n\n        this.config = config;\n\n        if (config['enableDebug'] === undefined)\n        {\n            this.config.enableDebug = true;\n        }\n\n        if (config['width'])\n        {\n            this._width = config['width'];\n        }\n\n        if (config['height'])\n        {\n            this._height = config['height'];\n        }\n\n        if (config['renderer'])\n        {\n            this.renderType = config['renderer'];\n        }\n\n        if (config['parent'])\n        {\n            this.parent = config['parent'];\n        }\n\n        if (config['transparent'] !== undefined)\n        {\n            this.transparent = config['transparent'];\n        }\n\n        if (config['antialias'] !== undefined)\n        {\n            this.antialias = config['antialias'];\n        }\n\n        if (config['resolution'])\n        {\n            this.resolution = config['resolution'];\n        }\n\n        if (config['preserveDrawingBuffer'] !== undefined)\n        {\n            this.preserveDrawingBuffer = config['preserveDrawingBuffer'];\n        }\n\n        if (config['physicsConfig'])\n        {\n            this.physicsConfig = config['physicsConfig'];\n        }\n\n        var seed = [(Date.now() * Math.random()).toString()];\n\n        if (config['seed'])\n        {\n            seed = config['seed'];\n        }\n\n        this.rnd = new Phaser.RandomDataGenerator(seed);\n\n        var state = null;\n\n        if (config['state'])\n        {\n            state = config['state'];\n        }\n\n        this.state = new Phaser.StateManager(this, state);\n\n    },\n\n    /**\n    * Initialize engine sub modules and start the game.\n    *\n    * @method Phaser.Game#boot\n    * @protected\n    */\n    boot: function () {\n\n        if (this.isBooted)\n        {\n            return;\n        }\n\n        this.onPause = new Phaser.Signal();\n        this.onResume = new Phaser.Signal();\n        this.onBlur = new Phaser.Signal();\n        this.onFocus = new Phaser.Signal();\n\n        this.isBooted = true;\n\n        PIXI.game = this;\n\n        this.math = Phaser.Math;\n\n        this.scale = new Phaser.ScaleManager(this, this._width, this._height);\n        this.stage = new Phaser.Stage(this);\n\n        this.setUpRenderer();\n\n        this.world = new Phaser.World(this);\n        this.add = new Phaser.GameObjectFactory(this);\n        this.make = new Phaser.GameObjectCreator(this);\n        this.cache = new Phaser.Cache(this);\n        this.load = new Phaser.Loader(this);\n        this.time = new Phaser.Time(this);\n        this.tweens = new Phaser.TweenManager(this);\n        this.input = new Phaser.Input(this);\n        this.sound = new Phaser.SoundManager(this);\n        this.physics = new Phaser.Physics(this, this.physicsConfig);\n        this.particles = new Phaser.Particles(this);\n        this.create = new Phaser.Create(this);\n        this.plugins = new Phaser.PluginManager(this);\n        this.net = new Phaser.Net(this);\n\n        this.time.boot();\n        this.stage.boot();\n        this.world.boot();\n        this.scale.boot();\n        this.input.boot();\n        this.sound.boot();\n        this.state.boot();\n\n        if (this.config['enableDebug'])\n        {\n            this.debug = new Phaser.Utils.Debug(this);\n            this.debug.boot();\n        }\n        else\n        {\n            this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} };\n        }\n\n        this.showDebugHeader();\n\n        this.isRunning = true;\n\n        if (this.config && this.config['forceSetTimeOut'])\n        {\n            this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);\n        }\n        else\n        {\n            this.raf = new Phaser.RequestAnimationFrame(this, false);\n        }\n\n        this._kickstart = true;\n\n        if (window['focus'])\n        {\n            if (!window['PhaserGlobal'] || (window['PhaserGlobal'] && !window['PhaserGlobal'].stopFocus))\n            {\n                window.focus();\n            }\n        }\n\n        this.raf.start();\n\n    },\n\n    /**\n    * Displays a Phaser version debug header in the console.\n    *\n    * @method Phaser.Game#showDebugHeader\n    * @protected\n    */\n    showDebugHeader: function () {\n\n        if (window['PhaserGlobal'] && window['PhaserGlobal'].hideBanner)\n        {\n            return;\n        }\n\n        var v = Phaser.VERSION;\n        var r = 'Canvas';\n        var a = 'HTML Audio';\n        var c = 1;\n\n        if (this.renderType === Phaser.WEBGL)\n        {\n            r = 'WebGL';\n            c++;\n        }\n        else if (this.renderType === Phaser.HEADLESS)\n        {\n            r = 'Headless';\n        }\n\n        if (this.device.webAudio)\n        {\n            a = 'WebAudio';\n            c++;\n        }\n\n        if (this.device.chrome)\n        {\n            var args = [\n                '%c %c %c Phaser v' + v + ' | Pixi.js | ' + r + ' | ' + a + '  %c %c ' + '%c http://phaser.io %c\\u2665%c\\u2665%c\\u2665',\n                'background: #fb8cb3',\n                'background: #d44a52',\n                'color: #ffffff; background: #871905;',\n                'background: #d44a52',\n                'background: #fb8cb3',\n                'background: #ffffff'\n            ];\n\n            for (var i = 0; i < 3; i++)\n            {\n                if (i < c)\n                {\n                    args.push('color: #ff2424; background: #fff');\n                }\n                else\n                {\n                    args.push('color: #959595; background: #fff');\n                }\n            }\n\n            console.log.apply(console, args);\n        }\n        else if (window['console'])\n        {\n            console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io');\n        }\n\n    },\n\n    /**\n    * Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.\n    *\n    * @method Phaser.Game#setUpRenderer\n    * @protected\n    */\n    setUpRenderer: function () {\n\n        if (this.config['canvas'])\n        {\n            this.canvas = this.config['canvas'];\n        }\n        else\n        {\n            this.canvas = Phaser.Canvas.create(this, this.width, this.height, this.config['canvasID'], true);\n        }\n\n        if (this.config['canvasStyle'])\n        {\n            this.canvas.style = this.config['canvasStyle'];\n        }\n        else\n        {\n            this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';\n        }\n\n        if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && !this.device.webGL))\n        {\n            if (this.device.canvas)\n            {\n                //  They requested Canvas and their browser supports it\n                this.renderType = Phaser.CANVAS;\n\n                this.renderer = new PIXI.CanvasRenderer(this);\n\n                this.context = this.renderer.context;\n            }\n            else\n            {\n                throw new Error('Phaser.Game - Cannot create Canvas or WebGL context, aborting.');\n            }\n        }\n        else\n        {\n            //  They requested WebGL and their browser supports it\n            this.renderType = Phaser.WEBGL;\n\n            this.renderer = new PIXI.WebGLRenderer(this);\n\n            this.context = null;\n\n            this.canvas.addEventListener('webglcontextlost', this.contextLost.bind(this), false);\n            this.canvas.addEventListener('webglcontextrestored', this.contextRestored.bind(this), false);\n        }\n\n        if (this.device.cocoonJS)\n        {\n            this.canvas.screencanvas = (this.renderType === Phaser.CANVAS) ? true : false;\n        }\n\n        if (this.renderType !== Phaser.HEADLESS)\n        {\n            this.stage.smoothed = this.antialias;\n            \n            Phaser.Canvas.addToDOM(this.canvas, this.parent, false);\n            Phaser.Canvas.setTouchAction(this.canvas);\n        }\n\n    },\n\n    /**\n    * Handles WebGL context loss.\n    *\n    * @method Phaser.Game#contextLost\n    * @private\n    * @param {Event} event - The webglcontextlost event.\n    */\n    contextLost: function (event) {\n\n        event.preventDefault();\n\n        this.renderer.contextLost = true;\n\n    },\n\n    /**\n    * Handles WebGL context restoration.\n    *\n    * @method Phaser.Game#contextRestored\n    * @private\n    */\n    contextRestored: function () {\n\n        this.renderer.initContext();\n\n        this.cache.clearGLTextures();\n\n        this.renderer.contextLost = false;\n\n    },\n\n    /**\n    * The core game loop.\n    *\n    * @method Phaser.Game#update\n    * @protected\n    * @param {number} time - The current time as provided by RequestAnimationFrame.\n    */\n    update: function (time) {\n\n        this.time.update(time);\n\n        if (this._kickstart)\n        {\n            this.updateLogic(this.time.desiredFpsMult);\n\n            // call the game render update exactly once every frame\n            this.updateRender(this.time.slowMotion * this.time.desiredFps);\n\n            this._kickstart = false;\n\n            return;\n        }\n\n        // if the logic time is spiraling upwards, skip a frame entirely\n        if (this._spiraling > 1 && !this.forceSingleUpdate)\n        {\n            // cause an event to warn the program that this CPU can't keep up with the current desiredFps rate\n            if (this.time.time > this._nextFpsNotification)\n            {\n                // only permit one fps notification per 10 seconds\n                this._nextFpsNotification = this.time.time + 10000;\n\n                // dispatch the notification signal\n                this.fpsProblemNotifier.dispatch();\n            }\n\n            // reset the _deltaTime accumulator which will cause all pending dropped frames to be permanently skipped\n            this._deltaTime = 0;\n            this._spiraling = 0;\n\n            // call the game render update exactly once every frame\n            this.updateRender(this.time.slowMotion * this.time.desiredFps);\n        }\n        else\n        {\n            // step size taking into account the slow motion speed\n            var slowStep = this.time.slowMotion * 1000.0 / this.time.desiredFps;\n\n            // accumulate time until the slowStep threshold is met or exceeded... up to a limit of 3 catch-up frames at slowStep intervals\n            this._deltaTime += Math.max(Math.min(slowStep * 3, this.time.elapsed), 0);\n\n            // call the game update logic multiple times if necessary to \"catch up\" with dropped frames\n            // unless forceSingleUpdate is true\n            var count = 0;\n\n            this.updatesThisFrame = Math.floor(this._deltaTime / slowStep);\n\n            if (this.forceSingleUpdate)\n            {\n                this.updatesThisFrame = Math.min(1, this.updatesThisFrame);\n            }\n\n            while (this._deltaTime >= slowStep)\n            {\n                this._deltaTime -= slowStep;\n                this.currentUpdateID = count;\n\n                this.updateLogic(this.time.desiredFpsMult);\n\n                count++;\n\n                if (this.forceSingleUpdate && count === 1)\n                {\n                    break;\n                }\n                else\n                {\n                    this.time.refresh();\n                }\n            }\n\n            // detect spiraling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly)\n            if (count > this._lastCount)\n            {\n                this._spiraling++;\n            }\n            else if (count < this._lastCount)\n            {\n                // looks like it caught up successfully, reset the spiral alert counter\n                this._spiraling = 0;\n            }\n\n            this._lastCount = count;\n\n            // call the game render update exactly once every frame unless we're playing catch-up from a spiral condition\n            this.updateRender(this._deltaTime / slowStep);\n        }\n\n    },\n\n    /**\n    * Updates all logic subsystems in Phaser. Called automatically by Game.update.\n    *\n    * @method Phaser.Game#updateLogic\n    * @protected\n    * @param {number} timeStep - The current timeStep value as determined by Game.update.\n    */\n    updateLogic: function (timeStep) {\n\n        if (!this._paused && !this.pendingStep)\n        {\n            if (this.stepping)\n            {\n                this.pendingStep = true;\n            }\n\n            this.scale.preUpdate();\n            this.debug.preUpdate();\n            this.camera.preUpdate();\n            this.physics.preUpdate();\n            this.state.preUpdate(timeStep);\n            this.plugins.preUpdate(timeStep);\n            this.stage.preUpdate();\n\n            this.state.update();\n            this.stage.update();\n            this.tweens.update();\n            this.sound.update();\n            this.input.update();\n            this.physics.update();\n            this.particles.update();\n            this.plugins.update();\n\n            this.stage.postUpdate();\n            this.plugins.postUpdate();\n        }\n        else\n        {\n            // Scaling and device orientation changes are still reflected when paused.\n            this.scale.pauseUpdate();\n            this.state.pauseUpdate();\n            this.debug.preUpdate();\n        }\n\n        this.stage.updateTransform();\n\n    },\n\n    /**\n    * Runs the Render cycle.\n    * It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required.\n    * It then calls the renderer, which renders the entire display list, starting from the Stage object and working down.\n    * It then calls plugin.render on any loaded plugins, in the order in which they were enabled.\n    * After this State.render is called. Any rendering that happens here will take place on-top of the display list.\n    * Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled.\n    * This method is called automatically by Game.update, you don't need to call it directly.\n    * Should you wish to have fine-grained control over when Phaser renders then use the `Game.lockRender` boolean.\n    * Phaser will only render when this boolean is `false`.\n    *\n    * @method Phaser.Game#updateRender\n    * @protected\n    * @param {number} elapsedTime - The time elapsed since the last update.\n    */\n    updateRender: function (elapsedTime) {\n\n        if (this.lockRender)\n        {\n            return;\n        }\n\n        this.state.preRender(elapsedTime);\n\n        if (this.renderType !== Phaser.HEADLESS)\n        {\n            this.renderer.render(this.stage);\n\n            this.plugins.render(elapsedTime);\n\n            this.state.render(elapsedTime);\n        }\n\n        this.plugins.postRender(elapsedTime);\n\n    },\n\n    /**\n    * Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)\n    * Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!\n    *\n    * @method Phaser.Game#enableStep\n    */\n    enableStep: function () {\n\n        this.stepping = true;\n        this.pendingStep = false;\n        this.stepCount = 0;\n\n    },\n\n    /**\n    * Disables core game loop stepping.\n    *\n    * @method Phaser.Game#disableStep\n    */\n    disableStep: function () {\n\n        this.stepping = false;\n        this.pendingStep = false;\n\n    },\n\n    /**\n    * When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.\n    * This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.\n    *\n    * @method Phaser.Game#step\n    */\n    step: function () {\n\n        this.pendingStep = false;\n        this.stepCount++;\n\n    },\n\n    /**\n    * Nukes the entire game from orbit.\n    *\n    * Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game.physics and Game.plugins.\n    *\n    * Then sets all of those local handlers to null, destroys the renderer, removes the canvas from the DOM\n    * and resets the PIXI default renderer.\n    *\n    * @method Phaser.Game#destroy\n    */\n    destroy: function () {\n\n        this.raf.stop();\n\n        this.state.destroy();\n        this.sound.destroy();\n        this.scale.destroy();\n        this.stage.destroy();\n        this.input.destroy();\n        this.physics.destroy();\n        this.plugins.destroy();\n\n        this.state = null;\n        this.sound = null;\n        this.scale = null;\n        this.stage = null;\n        this.input = null;\n        this.physics = null;\n        this.plugins = null;\n\n        this.cache = null;\n        this.load = null;\n        this.time = null;\n        this.world = null;\n\n        this.isBooted = false;\n\n        this.renderer.destroy(false);\n\n        Phaser.Canvas.removeFromDOM(this.canvas);\n\n        PIXI.defaultRenderer = null;\n\n        Phaser.GAMES[this.id] = null;\n\n    },\n\n    /**\n    * Called by the Stage visibility handler.\n    *\n    * @method Phaser.Game#gamePaused\n    * @param {object} event - The DOM event that caused the game to pause, if any.\n    * @protected\n    */\n    gamePaused: function (event) {\n\n        //   If the game is already paused it was done via game code, so don't re-pause it\n        if (!this._paused)\n        {\n            this._paused = true;\n\n            this.time.gamePaused();\n\n            if (this.sound.muteOnPause)\n            {\n                this.sound.setMute();\n            }\n\n            this.onPause.dispatch(event);\n\n            //  Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800\n            if (this.device.cordova && this.device.iOS)\n            {\n                this.lockRender = true;\n            }\n        }\n\n    },\n\n    /**\n    * Called by the Stage visibility handler.\n    *\n    * @method Phaser.Game#gameResumed\n    * @param {object} event - The DOM event that caused the game to pause, if any.\n    * @protected\n    */\n    gameResumed: function (event) {\n\n        //  Game is paused, but wasn't paused via code, so resume it\n        if (this._paused && !this._codePaused)\n        {\n            this._paused = false;\n\n            this.time.gameResumed();\n\n            this.input.reset();\n\n            if (this.sound.muteOnPause)\n            {\n                this.sound.unsetMute();\n            }\n\n            this.onResume.dispatch(event);\n\n            //  Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800\n            if (this.device.cordova && this.device.iOS)\n            {\n                this.lockRender = false;\n            }\n        }\n\n    },\n\n    /**\n    * Called by the Stage visibility handler.\n    *\n    * @method Phaser.Game#focusLoss\n    * @param {object} event - The DOM event that caused the game to pause, if any.\n    * @protected\n    */\n    focusLoss: function (event) {\n\n        this.onBlur.dispatch(event);\n\n        if (!this.stage.disableVisibilityChange)\n        {\n            this.gamePaused(event);\n        }\n\n    },\n\n    /**\n    * Called by the Stage visibility handler.\n    *\n    * @method Phaser.Game#focusGain\n    * @param {object} event - The DOM event that caused the game to pause, if any.\n    * @protected\n    */\n    focusGain: function (event) {\n\n        this.onFocus.dispatch(event);\n\n        if (!this.stage.disableVisibilityChange)\n        {\n            this.gameResumed(event);\n        }\n\n    }\n\n};\n\nPhaser.Game.prototype.constructor = Phaser.Game;\n\n/**\n* The paused state of the Game. A paused game doesn't update any of its subsystems.\n* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.\n* @name Phaser.Game#paused\n* @property {boolean} paused - Gets and sets the paused state of the Game.\n*/\nObject.defineProperty(Phaser.Game.prototype, \"paused\", {\n\n    get: function () {\n        return this._paused;\n    },\n\n    set: function (value) {\n\n        if (value === true)\n        {\n            if (this._paused === false)\n            {\n                this._paused = true;\n                this.sound.setMute();\n                this.time.gamePaused();\n                this.onPause.dispatch(this);\n            }\n            this._codePaused = true;\n        }\n        else\n        {\n            if (this._paused)\n            {\n                this._paused = false;\n                this.input.reset();\n                this.sound.unsetMute();\n                this.time.gameResumed();\n                this.onResume.dispatch(this);\n            }\n            this._codePaused = false;\n        }\n\n    }\n\n});\n\n/**\n * \n * \"Deleted code is debugged code.\" - Jeff Sickel\n *\n * ヽ(〃＾▽＾〃)ﾉ\n * \n*/\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.\n* The Input manager is updated automatically by the core game loop.\n*\n* @class Phaser.Input\n* @constructor\n* @param {Phaser.Game} game - Current game instance.\n*/\nPhaser.Input = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.\n    * @default\n    */\n    this.hitCanvas = null;\n\n    /**\n    * @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.\n    * @default\n    */\n    this.hitContext = null;\n\n    /**\n    * An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.\n    * To add a callback to this array please use `Input.addMoveCallback`.\n    * @property {array} moveCallbacks\n    * @protected\n    */\n    this.moveCallbacks = [];\n\n    /**\n    * @property {function} customCandidateHandler - See Input.setInteractiveCandidateHandler.\n    * @private\n    */\n    this.customCandidateHandler = null;\n\n    /**\n    * @property {object} customCandidateHandlerContext - See Input.setInteractiveCandidateHandler.\n    * @private\n    */\n    this.customCandidateHandlerContext = null;\n\n    /**\n    * @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.\n    * @default\n    */\n    this.pollRate = 0;\n\n    /**\n    * When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.\n    *\n    * When not enabled, _all_ input sources are ignored. To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.\n    * @property {boolean} enabled\n    * @default\n    */\n    this.enabled = true;\n\n    /**\n    * @property {number} multiInputOverride - Controls the expected behavior when using a mouse and touch together on a multi-input device.\n    * @default\n    */\n    this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE;\n\n    /**\n    * @property {Phaser.Point} position - A point object representing the current position of the Pointer.\n    * @default\n    */\n    this.position = null;\n\n    /**\n    * @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.\n    */\n    this.speed = null;\n\n    /**\n    * A Circle object centered on the x/y screen coordinates of the Input.\n    * Default size of 44px (Apples recommended \"finger tip\" size) but can be changed to anything.\n    * @property {Phaser.Circle} circle\n    */\n    this.circle = null;\n\n    /**\n    * @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.\n    */\n    this.scale = null;\n\n    /**\n    * @property {integer} maxPointers - The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.\n    * @default -1 (Limited by total pointers.)\n    */\n    this.maxPointers = -1;\n\n    /**\n    * @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.\n    * @default\n    */\n    this.tapRate = 200;\n\n    /**\n    * @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.\n    * @default\n    */\n    this.doubleTapRate = 300;\n\n    /**\n    * @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.\n    * @default\n    */\n    this.holdRate = 2000;\n\n    /**\n    * @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed.\n    * @default\n    */\n    this.justPressedRate = 200;\n\n    /**\n    * @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased .\n    * @default\n    */\n    this.justReleasedRate = 200;\n\n    /**\n    * Sets if the Pointer objects should record a history of x/y coordinates they have passed through.\n    * The history is cleared each time the Pointer is pressed down.\n    * The history is updated at the rate specified in Input.pollRate\n    * @property {boolean} recordPointerHistory\n    * @default\n    */\n    this.recordPointerHistory = false;\n\n    /**\n    * @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history.\n    * @default\n    */\n    this.recordRate = 100;\n\n    /**\n    * The total number of entries that can be recorded into the Pointer objects tracking history.\n    * If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.\n    * @property {number} recordLimit\n    * @default\n    */\n    this.recordLimit = 100;\n\n    /**\n    * @property {Phaser.Pointer} pointer1 - A Pointer object.\n    */\n    this.pointer1 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer2 - A Pointer object.\n    */\n    this.pointer2 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer3 - A Pointer object.\n    */\n    this.pointer3 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer4 - A Pointer object.\n    */\n    this.pointer4 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer5 - A Pointer object.\n    */\n    this.pointer5 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer6 - A Pointer object.\n    */\n    this.pointer6 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer7 - A Pointer object.\n    */\n    this.pointer7 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer8 - A Pointer object.\n    */\n    this.pointer8 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer9 - A Pointer object.\n    */\n    this.pointer9 = null;\n\n    /**\n    * @property {Phaser.Pointer} pointer10 - A Pointer object.\n    */\n    this.pointer10 = null;\n\n    /**\n    * An array of non-mouse pointers that have been added to the game.\n    * The properties `pointer1..N` are aliases for `pointers[0..N-1]`.\n    * @property {Phaser.Pointer[]} pointers\n    * @public\n    * @readonly\n    */\n    this.pointers = [];\n\n    /**\n    * The most recently active Pointer object.\n    * \n    * When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.\n    * \n    * @property {Phaser.Pointer} activePointer\n    */\n    this.activePointer = null;\n\n    /**\n    * The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.\n    * \n    * @property {Pointer} mousePointer\n    */\n    this.mousePointer = null;\n\n    /**\n    * The Mouse Input manager.\n    * \n    * You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer \n    * which normalizes all the input values for you, regardless of browser.\n    * \n    * @property {Phaser.Mouse} mouse\n    */\n    this.mouse = null;\n\n    /**\n    * The Keyboard Input manager.\n    * \n    * @property {Phaser.Keyboard} keyboard\n    */\n    this.keyboard = null;\n\n    /**\n    * The Touch Input manager.\n    * \n    * You should not usually access this manager directly, but instead use Input.activePointer \n    * which normalizes all the input values for you, regardless of browser.\n    * \n    * @property {Phaser.Touch} touch\n    */\n    this.touch = null;\n\n    /**\n    * The MSPointer Input manager.\n    * \n    * You should not usually access this manager directly, but instead use Input.activePointer \n    * which normalizes all the input values for you, regardless of browser.\n    * \n    * @property {Phaser.MSPointer} mspointer\n    */\n    this.mspointer = null;\n\n    /**\n    * The Gamepad Input manager.\n    * \n    * @property {Phaser.Gamepad} gamepad\n    */\n    this.gamepad = null;\n\n    /**\n    * If the Input Manager has been reset locked then all calls made to InputManager.reset, \n    * such as from a State change, are ignored.\n    * @property {boolean} resetLocked\n    * @default\n    */\n    this.resetLocked = false;\n\n    /**\n    * A Signal that is dispatched each time a pointer is pressed down.\n    * @property {Phaser.Signal} onDown\n    */\n    this.onDown = null;\n\n    /**\n    * A Signal that is dispatched each time a pointer is released.\n    * @property {Phaser.Signal} onUp\n    */\n    this.onUp = null;\n\n    /**\n    * A Signal that is dispatched each time a pointer is tapped.\n    * @property {Phaser.Signal} onTap\n    */\n    this.onTap = null;\n\n    /**\n    * A Signal that is dispatched each time a pointer is held down.\n    * @property {Phaser.Signal} onHold\n    */\n    this.onHold = null;\n\n    /**\n    * You can tell all Pointers to ignore any Game Object with a `priorityID` lower than this value.\n    * This is useful when stacking UI layers. Set to zero to disable.\n    * @property {number} minPriorityID\n    * @default\n    */\n    this.minPriorityID = 0;\n\n    /**\n    * A list of interactive objects. The InputHandler components add and remove themselves from this list.\n    * @property {Phaser.ArraySet} interactiveItems\n    */\n    this.interactiveItems = new Phaser.ArraySet();\n\n    /**\n    * @property {Phaser.Point} _localPoint - Internal cache var.\n    * @private\n    */\n    this._localPoint = new Phaser.Point();\n\n    /**\n    * @property {number} _pollCounter - Internal var holding the current poll counter.\n    * @private\n    */\n    this._pollCounter = 0;\n\n    /**\n    * @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.\n    * @private\n    */\n    this._oldPosition = null;\n\n    /**\n    * @property {number} _x - x coordinate of the most recent Pointer event\n    * @private\n    */\n    this._x = 0;\n\n    /**\n    * @property {number} _y - Y coordinate of the most recent Pointer event\n    * @private\n    */\n    this._y = 0;\n\n};\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Input.MOUSE_OVERRIDES_TOUCH = 0;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Input.TOUCH_OVERRIDES_MOUSE = 1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Input.MOUSE_TOUCH_COMBINE = 2;\n\n/**\n* The maximum number of pointers that can be added. This excludes the mouse pointer.\n* @constant\n* @type {integer}\n*/\nPhaser.Input.MAX_POINTERS = 10;\n\nPhaser.Input.prototype = {\n\n    /**\n    * Starts the Input Manager running.\n    *\n    * @method Phaser.Input#boot\n    * @protected\n    */\n    boot: function () {\n\n        this.mousePointer = new Phaser.Pointer(this.game, 0, Phaser.PointerMode.CURSOR);\n        this.addPointer();\n        this.addPointer();\n\n        this.mouse = new Phaser.Mouse(this.game);\n        this.touch = new Phaser.Touch(this.game);\n        this.mspointer = new Phaser.MSPointer(this.game);\n\n        if (Phaser.Keyboard)\n        {\n            this.keyboard = new Phaser.Keyboard(this.game);\n        }\n\n        if (Phaser.Gamepad)\n        {\n            this.gamepad = new Phaser.Gamepad(this.game);\n        }\n\n        this.onDown = new Phaser.Signal();\n        this.onUp = new Phaser.Signal();\n        this.onTap = new Phaser.Signal();\n        this.onHold = new Phaser.Signal();\n\n        this.scale = new Phaser.Point(1, 1);\n        this.speed = new Phaser.Point();\n        this.position = new Phaser.Point();\n        this._oldPosition = new Phaser.Point();\n\n        this.circle = new Phaser.Circle(0, 0, 44);\n\n        this.activePointer = this.mousePointer;\n\n        this.hitCanvas = PIXI.CanvasPool.create(this, 1, 1);\n        this.hitContext = this.hitCanvas.getContext('2d');\n\n        this.mouse.start();\n        this.touch.start();\n        this.mspointer.start();\n        this.mousePointer.active = true;\n\n        if (this.keyboard)\n        {\n            this.keyboard.start();\n        }\n\n        var _this = this;\n\n        this._onClickTrampoline = function (event) {\n            _this.onClickTrampoline(event);\n        };\n\n        this.game.canvas.addEventListener('click', this._onClickTrampoline, false);\n\n    },\n\n    /**\n    * Stops all of the Input Managers from running.\n    *\n    * @method Phaser.Input#destroy\n    */\n    destroy: function () {\n\n        this.mouse.stop();\n        this.touch.stop();\n        this.mspointer.stop();\n\n        if (this.keyboard)\n        {\n            this.keyboard.stop();\n        }\n\n        if (this.gamepad)\n        {\n            this.gamepad.stop();\n        }\n\n        this.moveCallbacks = [];\n\n        PIXI.CanvasPool.remove(this);\n\n        this.game.canvas.removeEventListener('click', this._onClickTrampoline);\n\n    },\n\n    /**\n    * Adds a callback that is fired every time `Pointer.processInteractiveObjects` is called.\n    * The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to\n    * interact with. It works by polling all of the valid game objects, and then slowly discounting those\n    * that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).\n    *\n    * Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid\n    * for input and overlap with the Pointer. If you need fine-grained control over which of the items is\n    * selected then you can use this callback to do so.\n    *\n    * The callback will be sent 3 parameters:\n    * \n    * 1) A reference to the Phaser.Pointer object that is processing the Items.\n    * 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.\n    * 3) The current 'favorite' candidate, based on its priorityID and position in the display list.\n    *\n    * Your callback MUST return one of the candidates sent to it.\n    * \n    * @method Phaser.Input#setInteractiveCandidateHandler\n    * @param {function} callback - The callback that will be called each time `Pointer.processInteractiveObjects` is called. Set to `null` to disable.\n    * @param {object} context - The context in which the callback will be called.\n    */\n    setInteractiveCandidateHandler: function (callback, context) {\n\n        this.customCandidateHandler = callback;\n        this.customCandidateHandlerContext = context;\n\n    },\n\n    /**\n    * Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.\n    *\n    * The callback will be sent 4 parameters:\n    * \n    * A reference to the Phaser.Pointer object that moved,\n    * The x position of the pointer,\n    * The y position,\n    * A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).\n    * \n    * It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best\n    * to only use if you've limited input to a single pointer (i.e. mouse or touch).\n    * \n    * The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.\n    * \n    * @method Phaser.Input#addMoveCallback\n    * @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.\n    * @param {object} context - The context in which the callback will be called.\n    */\n    addMoveCallback: function (callback, context) {\n\n        this.moveCallbacks.push({ callback: callback, context: context });\n\n    },\n\n    /**\n    * Removes the callback from the Phaser.Input.moveCallbacks array.\n    * \n    * @method Phaser.Input#deleteMoveCallback\n    * @param {function} callback - The callback to be removed.\n    * @param {object} context - The context in which the callback exists.\n    */\n    deleteMoveCallback: function (callback, context) {\n\n        var i = this.moveCallbacks.length;\n\n        while (i--)\n        {\n            if (this.moveCallbacks[i].callback === callback && this.moveCallbacks[i].context === context)\n            {\n                this.moveCallbacks.splice(i, 1);\n                return;\n            }\n        }\n\n    },\n\n    /**\n    * Add a new Pointer object to the Input Manager.\n    * By default Input creates 3 pointer objects: `mousePointer` (not include in part of general pointer pool), `pointer1` and `pointer2`.\n    * This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).\n    *\n    * @method Phaser.Input#addPointer\n    * @return {Phaser.Pointer|null} The new Pointer object that was created; null if a new pointer could not be added.\n    */\n    addPointer: function () {\n\n        if (this.pointers.length >= Phaser.Input.MAX_POINTERS)\n        {\n            console.warn(\"Phaser.Input.addPointer: Maximum limit of \" + Phaser.Input.MAX_POINTERS + \" pointers reached.\");\n            return null;\n        }\n\n        var id = this.pointers.length + 1;\n        var pointer = new Phaser.Pointer(this.game, id, Phaser.PointerMode.TOUCH);\n\n        this.pointers.push(pointer);\n        this['pointer' + id] = pointer;\n\n        return pointer;\n\n    },\n\n    /**\n    * Updates the Input Manager. Called by the core Game loop.\n    * \n    * @method Phaser.Input#update\n    * @protected\n    */\n    update: function () {\n\n        if (this.keyboard)\n        {\n            this.keyboard.update();\n        }\n\n        if (this.pollRate > 0 && this._pollCounter < this.pollRate)\n        {\n            this._pollCounter++;\n            return;\n        }\n\n        this.speed.x = this.position.x - this._oldPosition.x;\n        this.speed.y = this.position.y - this._oldPosition.y;\n\n        this._oldPosition.copyFrom(this.position);\n        this.mousePointer.update();\n\n        if (this.gamepad && this.gamepad.active)\n        {\n            this.gamepad.update();\n        }\n\n        for (var i = 0; i < this.pointers.length; i++)\n        {\n            this.pointers[i].update();\n        }\n\n        this._pollCounter = 0;\n\n    },\n\n    /**\n    * Reset all of the Pointers and Input states.\n    *\n    * The optional `hard` parameter will reset any events or callbacks that may be bound.\n    * Input.reset is called automatically during a State change or if a game loses focus / visibility.\n    * To control control the reset manually set {@link Phaser.InputManager.resetLocked} to `true`.\n    *\n    * @method Phaser.Input#reset\n    * @public\n    * @param {boolean} [hard=false] - A soft reset won't reset any events or callbacks that are bound. A hard reset will.\n    */\n    reset: function (hard) {\n\n        if (!this.game.isBooted || this.resetLocked)\n        {\n            return;\n        }\n\n        if (hard === undefined) { hard = false; }\n\n        this.mousePointer.reset();\n\n        if (this.keyboard)\n        {\n            this.keyboard.reset(hard);\n        }\n\n        if (this.gamepad)\n        {\n            this.gamepad.reset();\n        }\n\n        for (var i = 0; i < this.pointers.length; i++)\n        {\n            this.pointers[i].reset();\n        }\n\n        if (this.game.canvas.style.cursor !== 'none')\n        {\n            this.game.canvas.style.cursor = 'inherit';\n        }\n\n        if (hard)\n        {\n            this.onDown.dispose();\n            this.onUp.dispose();\n            this.onTap.dispose();\n            this.onHold.dispose();\n            this.onDown = new Phaser.Signal();\n            this.onUp = new Phaser.Signal();\n            this.onTap = new Phaser.Signal();\n            this.onHold = new Phaser.Signal();\n            this.moveCallbacks = [];\n        }\n\n        this._pollCounter = 0;\n\n    },\n\n    /**\n    * Resets the speed and old position properties.\n    *\n    * @method Phaser.Input#resetSpeed\n    * @param {number} x - Sets the oldPosition.x value.\n    * @param {number} y - Sets the oldPosition.y value.\n    */\n    resetSpeed: function (x, y) {\n\n        this._oldPosition.setTo(x, y);\n        this.speed.setTo(0, 0);\n\n    },\n\n    /**\n    * Find the first free Pointer object and start it, passing in the event data.\n    * This is called automatically by Phaser.Touch and Phaser.MSPointer.\n    *\n    * @method Phaser.Input#startPointer\n    * @protected\n    * @param {any} event - The event data from the Touch event.\n    * @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.\n    */\n    startPointer: function (event) {\n\n        if (this.maxPointers >= 0 && this.countActivePointers(this.maxPointers) >= this.maxPointers)\n        {\n            return null;\n        }\n\n        if (!this.pointer1.active)\n        {\n            return this.pointer1.start(event);\n        }\n\n        if (!this.pointer2.active)\n        {\n            return this.pointer2.start(event);\n        }\n\n        for (var i = 2; i < this.pointers.length; i++)\n        {\n            var pointer = this.pointers[i];\n\n            if (!pointer.active)\n            {\n                return pointer.start(event);\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Updates the matching Pointer object, passing in the event data.\n    * This is called automatically and should not normally need to be invoked.\n    *\n    * @method Phaser.Input#updatePointer\n    * @protected\n    * @param {any} event - The event data from the Touch event.\n    * @return {Phaser.Pointer} The Pointer object that was updated; null if no pointer was updated.\n    */\n    updatePointer: function (event) {\n\n        if (this.pointer1.active && this.pointer1.identifier === event.identifier)\n        {\n            return this.pointer1.move(event);\n        }\n\n        if (this.pointer2.active && this.pointer2.identifier === event.identifier)\n        {\n            return this.pointer2.move(event);\n        }\n\n        for (var i = 2; i < this.pointers.length; i++)\n        {\n            var pointer = this.pointers[i];\n\n            if (pointer.active && pointer.identifier === event.identifier)\n            {\n                return pointer.move(event);\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Stops the matching Pointer object, passing in the event data.\n    *\n    * @method Phaser.Input#stopPointer\n    * @protected\n    * @param {any} event - The event data from the Touch event.\n    * @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.\n    */\n    stopPointer: function (event) {\n\n        if (this.pointer1.active && this.pointer1.identifier === event.identifier)\n        {\n            return this.pointer1.stop(event);\n        }\n\n        if (this.pointer2.active && this.pointer2.identifier === event.identifier)\n        {\n            return this.pointer2.stop(event);\n        }\n\n        for (var i = 2; i < this.pointers.length; i++)\n        {\n            var pointer = this.pointers[i];\n\n            if (pointer.active && pointer.identifier === event.identifier)\n            {\n                return pointer.stop(event);\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Returns the total number of active pointers, not exceeding the specified limit\n    *\n    * @name Phaser.Input#countActivePointers\n    * @private\n    * @property {integer} [limit=(max pointers)] - Stop counting after this.\n    * @return {integer} The number of active pointers, or limit - whichever is less.\n    */\n    countActivePointers: function (limit) {\n\n        if (limit === undefined) { limit = this.pointers.length; }\n\n        var count = limit;\n\n        for (var i = 0; i < this.pointers.length && count > 0; i++)\n        {\n            var pointer = this.pointers[i];\n\n            if (pointer.active)\n            {\n                count--;\n            }\n        }\n\n        return (limit - count);\n\n    },\n\n    /**\n    * Get the first Pointer with the given active state.\n    *\n    * @method Phaser.Input#getPointer\n    * @param {boolean} [isActive=false] - The state the Pointer should be in - active or inactive?\n    * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.\n    */\n    getPointer: function (isActive) {\n\n        if (isActive === undefined) { isActive = false; }\n\n        for (var i = 0; i < this.pointers.length; i++)\n        {\n            var pointer = this.pointers[i];\n\n            if (pointer.active === isActive)\n            {\n                return pointer;\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Get the Pointer object whos `identifier` property matches the given identifier value.\n    *\n    * The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.\n    * Also it can change every time you press the pointer down, and is not fixed once set.\n    * Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.\n    *\n    * @method Phaser.Input#getPointerFromIdentifier\n    * @param {number} identifier - The Pointer.identifier value to search for.\n    * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.\n    */\n    getPointerFromIdentifier: function (identifier) {\n\n        for (var i = 0; i < this.pointers.length; i++)\n        {\n            var pointer = this.pointers[i];\n\n            if (pointer.identifier === identifier)\n            {\n                return pointer;\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Get the Pointer object whos `pointerId` property matches the given value.\n    *\n    * The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.\n    * Also it can change every time you press the pointer down if the browser recycles it.\n    *\n    * @method Phaser.Input#getPointerFromId\n    * @param {number} pointerId - The `pointerId` (not 'id') value to search for.\n    * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.\n    */\n    getPointerFromId: function (pointerId) {\n\n        for (var i = 0; i < this.pointers.length; i++)\n        {\n            var pointer = this.pointers[i];\n\n            if (pointer.pointerId === pointerId)\n            {\n                return pointer;\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * This will return the local coordinates of the specified displayObject based on the given Pointer.\n    *\n    * @method Phaser.Input#getLocalPosition\n    * @param {Phaser.Sprite|Phaser.Image} displayObject - The DisplayObject to get the local coordinates for.\n    * @param {Phaser.Pointer} pointer - The Pointer to use in the check against the displayObject.\n    * @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject.\n    */\n    getLocalPosition: function (displayObject, pointer, output) {\n\n        if (output === undefined) { output = new Phaser.Point(); }\n\n        var wt = displayObject.worldTransform;\n        var id = 1 / (wt.a * wt.d + wt.c * -wt.b);\n\n        return output.setTo(\n            wt.d * id * pointer.x + -wt.c * id * pointer.y + (wt.ty * wt.c - wt.tx * wt.d) * id,\n            wt.a * id * pointer.y + -wt.b * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.b) * id\n        );\n\n    },\n\n    /**\n    * Tests if the pointer hits the given object.\n    *\n    * @method Phaser.Input#hitTest\n    * @param {DisplayObject} displayObject - The displayObject to test for a hit.\n    * @param {Phaser.Pointer} pointer - The pointer to use for the test.\n    * @param {Phaser.Point} localPoint - The local translated point.\n    */\n    hitTest: function (displayObject, pointer, localPoint) {\n\n        if (!displayObject.worldVisible)\n        {\n            return false;\n        }\n\n        this.getLocalPosition(displayObject, pointer, this._localPoint);\n\n        localPoint.copyFrom(this._localPoint);\n\n        if (displayObject.hitArea && displayObject.hitArea.contains)\n        {\n            return (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y));\n        }\n        else if (displayObject instanceof Phaser.TileSprite)\n        {\n            var width = displayObject.width;\n            var height = displayObject.height;\n            var x1 = -width * displayObject.anchor.x;\n\n            if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width)\n            {\n                var y1 = -height * displayObject.anchor.y;\n\n                if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height)\n                {\n                    return true;\n                }\n            }\n        }\n        else if (displayObject instanceof PIXI.Sprite)\n        {\n            var width = displayObject.texture.frame.width;\n            var height = displayObject.texture.frame.height;\n            var x1 = -width * displayObject.anchor.x;\n\n            if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width)\n            {\n                var y1 = -height * displayObject.anchor.y;\n\n                if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height)\n                {\n                    return true;\n                }\n            }\n        }\n        else if (displayObject instanceof Phaser.Graphics)\n        {\n            for (var i = 0; i < displayObject.graphicsData.length; i++)\n            {\n                var data = displayObject.graphicsData[i];\n\n                if (!data.fill)\n                {\n                    continue;\n                }\n\n                //  Only deal with fills..\n                if (data.shape && data.shape.contains(this._localPoint.x, this._localPoint.y))\n                {\n                    return true;\n                }\n            }\n        }\n\n        //  Didn't hit the parent, does it have any children?\n\n        for (var i = 0; i < displayObject.children.length; i++)\n        {\n            if (this.hitTest(displayObject.children[i], pointer, localPoint))\n            {\n                return true;\n            }\n        }\n\n        return false;\n    },\n\n    /**\n    * Used for click trampolines. See {@link Phaser.Pointer.addClickTrampoline}.\n    *\n    * @method Phaser.Input#onClickTrampoline\n    * @private\n    */\n    onClickTrampoline: function () {\n\n        // It might not always be the active pointer, but this does work on\n        // Desktop browsers (read: IE) with Mouse or MSPointer input.\n        this.activePointer.processClickTrampolines();\n\n    }\n\n};\n\nPhaser.Input.prototype.constructor = Phaser.Input;\n\n/**\n* The X coordinate of the most recently active pointer.\n* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.\n* @name Phaser.Input#x\n* @property {number} x\n*/\nObject.defineProperty(Phaser.Input.prototype, \"x\", {\n\n    get: function () {\n        return this._x;\n    },\n\n    set: function (value) {\n        this._x = Math.floor(value);\n    }\n\n});\n\n/**\n* The Y coordinate of the most recently active pointer.\n* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.\n* @name Phaser.Input#y\n* @property {number} y\n*/\nObject.defineProperty(Phaser.Input.prototype, \"y\", {\n\n    get: function () {\n        return this._y;\n    },\n\n    set: function (value) {\n        this._y = Math.floor(value);\n    }\n\n});\n\n/**\n* True if the Input is currently poll rate locked.\n* @name Phaser.Input#pollLocked\n* @property {boolean} pollLocked\n* @readonly\n*/\nObject.defineProperty(Phaser.Input.prototype, \"pollLocked\", {\n\n    get: function () {\n        return (this.pollRate > 0 && this._pollCounter < this.pollRate);\n    }\n\n});\n\n/**\n* The total number of inactive Pointers.\n* @name Phaser.Input#totalInactivePointers\n* @property {number} totalInactivePointers\n* @readonly\n*/\nObject.defineProperty(Phaser.Input.prototype, \"totalInactivePointers\", {\n\n    get: function () {\n        return this.pointers.length - this.countActivePointers();\n    }\n\n});\n\n/**\n* The total number of active Pointers, not counting the mouse pointer.\n* @name Phaser.Input#totalActivePointers\n* @property {integers} totalActivePointers\n* @readonly\n*/\nObject.defineProperty(Phaser.Input.prototype, \"totalActivePointers\", {\n\n    get: function () {\n        return this.countActivePointers();\n    }\n\n});\n\n/**\n* The world X coordinate of the most recently active pointer.\n* @name Phaser.Input#worldX\n* @property {number} worldX - The world X coordinate of the most recently active pointer.\n* @readonly\n*/\nObject.defineProperty(Phaser.Input.prototype, \"worldX\", {\n\n    get: function () {\n        return this.game.camera.view.x + this.x;\n    }\n\n});\n\n/**\n* The world Y coordinate of the most recently active pointer.\n* @name Phaser.Input#worldY\n* @property {number} worldY - The world Y coordinate of the most recently active pointer.\n* @readonly\n*/\nObject.defineProperty(Phaser.Input.prototype, \"worldY\", {\n\n    get: function () {\n        return this.game.camera.view.y + this.y;\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Mouse class is responsible for handling all aspects of mouse interaction with the browser.\n*\n* It captures and processes mouse events that happen on the game canvas object.\n* It also adds a single `mouseup` listener to `window` which is used to capture the mouse being released\n* when not over the game.\n*\n* You should not normally access this class directly, but instead use a Phaser.Pointer object\n* which normalises all game input for you, including accurate button handling.\n*\n* @class Phaser.Mouse\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Mouse = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.Input} input - A reference to the Phaser Input Manager.\n    * @protected\n    */\n    this.input = game.input;\n\n    /**\n    * @property {object} callbackContext - The context under which callbacks are called.\n    */\n    this.callbackContext = this.game;\n\n    /**\n    * @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.\n    */\n    this.mouseDownCallback = null;\n\n    /**\n    * @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.\n    */\n    this.mouseUpCallback = null;\n\n    /**\n    * @property {function} mouseOutCallback - A callback that can be fired when the mouse is no longer over the game canvas.\n    */\n    this.mouseOutCallback = null;\n\n    /**\n    * @property {function} mouseOverCallback - A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).\n    */\n    this.mouseOverCallback = null;\n\n    /**\n     * @property {function} mouseWheelCallback - A callback that can be fired when the mousewheel is used.\n     */\n    this.mouseWheelCallback = null;\n\n    /**\n    * @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.\n    */\n    this.capture = false;\n\n    /**\n    * This property was removed in Phaser 2.4 and should no longer be used.\n    * Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.\n    * Or Pointer.button holds the DOM event button value if you require that.\n    * @property {number} button\n    * @default\n    */\n    this.button = -1;\n\n    /**\n     * The direction of the _last_ mousewheel usage 1 for up -1 for down.\n     * @property {number} wheelDelta\n     */\n    this.wheelDelta = 0;\n\n    /**\n    * Mouse input will only be processed if enabled.\n    * @property {boolean} enabled\n    * @default\n    */\n    this.enabled = true;\n\n    /**\n    * @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.\n    * @default\n    */\n    this.locked = false;\n\n    /**\n    * @property {boolean} stopOnGameOut - If true Pointer.stop will be called if the mouse leaves the game canvas.\n    * @default\n    */\n    this.stopOnGameOut = false;\n\n    /**\n    * @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.\n    * @default\n    */\n    this.pointerLock = new Phaser.Signal();\n\n    /**\n    * The browser mouse DOM event. Will be null if no mouse event has ever been received.\n    * Access this property only inside a Mouse event handler and do not keep references to it.\n    * @property {MouseEvent|null} event\n    * @default\n    */\n    this.event = null;\n\n    /**\n    * @property {function} _onMouseDown - Internal event handler reference.\n    * @private\n    */\n    this._onMouseDown = null;\n\n    /**\n    * @property {function} _onMouseMove - Internal event handler reference.\n    * @private\n    */\n    this._onMouseMove = null;\n\n    /**\n    * @property {function} _onMouseUp - Internal event handler reference.\n    * @private\n    */\n    this._onMouseUp = null;\n\n    /**\n    * @property {function} _onMouseOut - Internal event handler reference.\n    * @private\n    */\n    this._onMouseOut = null;\n\n    /**\n    * @property {function} _onMouseOver - Internal event handler reference.\n    * @private\n    */\n    this._onMouseOver = null;\n\n    /**\n    * @property {function} _onMouseWheel - Internal event handler reference.\n    * @private\n    */\n    this._onMouseWheel = null;\n\n    /**\n    * Wheel proxy event object, if required. Shared for all wheel events for this mouse.\n    * @property {Phaser.Mouse~WheelEventProxy} _wheelEvent\n    * @private\n    */\n    this._wheelEvent = null;\n\n};\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Mouse.NO_BUTTON = -1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Mouse.LEFT_BUTTON = 0;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Mouse.MIDDLE_BUTTON = 1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Mouse.RIGHT_BUTTON = 2;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Mouse.BACK_BUTTON = 3;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Mouse.FORWARD_BUTTON = 4;\n\n/**\n * @constant\n * @type {number}\n */\nPhaser.Mouse.WHEEL_UP = 1;\n\n/**\n * @constant\n * @type {number}\n */\nPhaser.Mouse.WHEEL_DOWN = -1;\n\nPhaser.Mouse.prototype = {\n\n    /**\n    * Starts the event listeners running.\n    * @method Phaser.Mouse#start\n    */\n    start: function () {\n\n        if (this.game.device.android && this.game.device.chrome === false)\n        {\n            //  Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...\n            return;\n        }\n\n        if (this._onMouseDown !== null)\n        {\n            //  Avoid setting multiple listeners\n            return;\n        }\n\n        var _this = this;\n\n        this._onMouseDown = function (event) {\n            return _this.onMouseDown(event);\n        };\n\n        this._onMouseMove = function (event) {\n            return _this.onMouseMove(event);\n        };\n\n        this._onMouseUp = function (event) {\n            return _this.onMouseUp(event);\n        };\n\n        this._onMouseUpGlobal = function (event) {\n            return _this.onMouseUpGlobal(event);\n        };\n\n        this._onMouseOutGlobal = function (event) {\n            return _this.onMouseOutGlobal(event);\n        };\n\n        this._onMouseOut = function (event) {\n            return _this.onMouseOut(event);\n        };\n\n        this._onMouseOver = function (event) {\n            return _this.onMouseOver(event);\n        };\n\n        this._onMouseWheel = function (event) {\n            return _this.onMouseWheel(event);\n        };\n\n        var canvas = this.game.canvas;\n\n        canvas.addEventListener('mousedown', this._onMouseDown, true);\n        canvas.addEventListener('mousemove', this._onMouseMove, true);\n        canvas.addEventListener('mouseup', this._onMouseUp, true);\n\n        if (!this.game.device.cocoonJS)\n        {\n            window.addEventListener('mouseup', this._onMouseUpGlobal, true);\n            window.addEventListener('mouseout', this._onMouseOutGlobal, true);\n            canvas.addEventListener('mouseover', this._onMouseOver, true);\n            canvas.addEventListener('mouseout', this._onMouseOut, true);\n        }\n\n        var wheelEvent = this.game.device.wheelEvent;\n\n        if (wheelEvent)\n        {\n            canvas.addEventListener(wheelEvent, this._onMouseWheel, true);\n\n            if (wheelEvent === 'mousewheel')\n            {\n                this._wheelEvent = new WheelEventProxy(-1/40, 1);\n            }\n            else if (wheelEvent === 'DOMMouseScroll')\n            {\n                this._wheelEvent = new WheelEventProxy(1, 1);\n            }\n        }\n\n    },\n\n    /**\n    * The internal method that handles the mouse down event from the browser.\n    * @method Phaser.Mouse#onMouseDown\n    * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.\n    */\n    onMouseDown: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        if (this.mouseDownCallback)\n        {\n            this.mouseDownCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        event['identifier'] = 0;\n\n        this.input.mousePointer.start(event);\n\n    },\n\n    /**\n    * The internal method that handles the mouse move event from the browser.\n    * @method Phaser.Mouse#onMouseMove\n    * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.\n    */\n    onMouseMove: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        if (this.mouseMoveCallback)\n        {\n            this.mouseMoveCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        event['identifier'] = 0;\n\n        this.input.mousePointer.move(event);\n\n    },\n\n    /**\n    * The internal method that handles the mouse up event from the browser.\n    * @method Phaser.Mouse#onMouseUp\n    * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.\n    */\n    onMouseUp: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        if (this.mouseUpCallback)\n        {\n            this.mouseUpCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        event['identifier'] = 0;\n\n        this.input.mousePointer.stop(event);\n\n    },\n\n    /**\n    * The internal method that handles the mouse up event from the window.\n    *\n    * @method Phaser.Mouse#onMouseUpGlobal\n    * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.\n    */\n    onMouseUpGlobal: function (event) {\n\n        if (!this.input.mousePointer.withinGame)\n        {\n            if (this.mouseUpCallback)\n            {\n                this.mouseUpCallback.call(this.callbackContext, event);\n            }\n\n            event['identifier'] = 0;\n\n            this.input.mousePointer.stop(event);\n        }\n\n    },\n\n    /**\n    * The internal method that handles the mouse out event from the window.\n    *\n    * @method Phaser.Mouse#onMouseOutGlobal\n    * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.\n    */\n    onMouseOutGlobal: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        this.input.mousePointer.withinGame = false;\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        //  If we get a mouseout event from the window then basically\n        //  something serious has gone down, usually along the lines of\n        //  the browser opening a context-menu or similar.\n        //  On OS X Chrome especially this is bad news, as it blocks\n        //  us then getting a mouseup event, so we need to force that through.\n        //\n        //  No matter what, we must cancel the left and right buttons\n\n        this.input.mousePointer.stop(event);\n        this.input.mousePointer.leftButton.stop(event);\n        this.input.mousePointer.rightButton.stop(event);\n\n    },\n\n    /**\n    * The internal method that handles the mouse out event from the browser.\n    *\n    * @method Phaser.Mouse#onMouseOut\n    * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.\n    */\n    onMouseOut: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        this.input.mousePointer.withinGame = false;\n\n        if (this.mouseOutCallback)\n        {\n            this.mouseOutCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        if (this.stopOnGameOut)\n        {\n            event['identifier'] = 0;\n\n            this.input.mousePointer.stop(event);\n        }\n\n    },\n\n    /**\n    * The internal method that handles the mouse over event from the browser.\n    *\n    * @method Phaser.Mouse#onMouseOver\n    * @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.\n    */\n    onMouseOver: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        this.input.mousePointer.withinGame = true;\n\n        if (this.mouseOverCallback)\n        {\n            this.mouseOverCallback.call(this.callbackContext, event);\n        }\n\n    },\n\n    /**\n     * The internal method that handles the mouse wheel event from the browser.\n     *\n     * @method Phaser.Mouse#onMouseWheel\n     * @param {MouseEvent} event - The native event from the browser.\n     */\n    onMouseWheel: function (event) {\n\n        if (this._wheelEvent) {\n            event = this._wheelEvent.bindEvent(event);\n        }\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        // reverse detail for firefox\n        this.wheelDelta = Phaser.Math.clamp(-event.deltaY, -1, 1);\n\n        if (this.mouseWheelCallback)\n        {\n            this.mouseWheelCallback.call(this.callbackContext, event);\n        }\n\n    },\n\n    /**\n    * If the browser supports it you can request that the pointer be locked to the browser window.\n    * This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.\n    * If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.\n    * @method Phaser.Mouse#requestPointerLock\n    */\n    requestPointerLock: function () {\n\n        if (this.game.device.pointerLock)\n        {\n            var element = this.game.canvas;\n\n            element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;\n\n            element.requestPointerLock();\n\n            var _this = this;\n\n            this._pointerLockChange = function (event) {\n                return _this.pointerLockChange(event);\n            };\n\n            document.addEventListener('pointerlockchange', this._pointerLockChange, true);\n            document.addEventListener('mozpointerlockchange', this._pointerLockChange, true);\n            document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true);\n        }\n\n    },\n\n    /**\n    * Internal pointerLockChange handler.\n    *\n    * @method Phaser.Mouse#pointerLockChange\n    * @param {Event} event - The native event from the browser. This gets stored in Mouse.event.\n    */\n    pointerLockChange: function (event) {\n\n        var element = this.game.canvas;\n\n        if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)\n        {\n            //  Pointer was successfully locked\n            this.locked = true;\n            this.pointerLock.dispatch(true, event);\n        }\n        else\n        {\n            //  Pointer was unlocked\n            this.locked = false;\n            this.pointerLock.dispatch(false, event);\n        }\n\n    },\n\n    /**\n    * Internal release pointer lock handler.\n    * @method Phaser.Mouse#releasePointerLock\n    */\n    releasePointerLock: function () {\n\n        document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;\n\n        document.exitPointerLock();\n\n        document.removeEventListener('pointerlockchange', this._pointerLockChange, true);\n        document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);\n        document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);\n\n    },\n\n    /**\n    * Stop the event listeners.\n    * @method Phaser.Mouse#stop\n    */\n    stop: function () {\n\n        var canvas = this.game.canvas;\n\n        canvas.removeEventListener('mousedown', this._onMouseDown, true);\n        canvas.removeEventListener('mousemove', this._onMouseMove, true);\n        canvas.removeEventListener('mouseup', this._onMouseUp, true);\n        canvas.removeEventListener('mouseover', this._onMouseOver, true);\n        canvas.removeEventListener('mouseout', this._onMouseOut, true);\n\n        var wheelEvent = this.game.device.wheelEvent;\n\n        if (wheelEvent)\n        {\n            canvas.removeEventListener(wheelEvent, this._onMouseWheel, true);\n        }\n\n        window.removeEventListener('mouseup', this._onMouseUpGlobal, true);\n        window.removeEventListener('mouseout', this._onMouseOutGlobal, true);\n\n        document.removeEventListener('pointerlockchange', this._pointerLockChange, true);\n        document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);\n        document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);\n\n    }\n\n};\n\nPhaser.Mouse.prototype.constructor = Phaser.Mouse;\n\n/* jshint latedef:nofunc */\n/**\n* A purely internal event support class to proxy 'wheelscroll' and 'DOMMouseWheel'\n* events to 'wheel'-like events.\n*\n* See https://developer.mozilla.org/en-US/docs/Web/Events/mousewheel for choosing a scale and delta mode.\n*\n* @method Phaser.Mouse#WheelEventProxy\n* @private\n* @param {number} scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details.\n* @param {integer} deltaMode - The reported delta mode.\n*/\nfunction WheelEventProxy (scaleFactor, deltaMode) {\n\n    /**\n    * @property {number} _scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details.\n    * @private\n    */\n    this._scaleFactor = scaleFactor;\n\n    /**\n    * @property {number} _deltaMode - The reported delta mode.\n    * @private\n    */\n    this._deltaMode = deltaMode;\n\n    /**\n    * @property {any} originalEvent - The original event _currently_ being proxied; the getters will follow suit.\n    * @private\n    */\n    this.originalEvent = null;\n\n}\n\nWheelEventProxy.prototype = {};\nWheelEventProxy.prototype.constructor = WheelEventProxy;\n\nWheelEventProxy.prototype.bindEvent = function (event) {\n\n    // Generate stubs automatically\n    if (!WheelEventProxy._stubsGenerated && event)\n    {\n        var makeBinder = function (name) {\n\n            return function () {\n                var v = this.originalEvent[name];\n                return typeof v !== 'function' ? v : v.bind(this.originalEvent);\n            };\n\n        };\n\n        for (var prop in event)\n        {\n            if (!(prop in WheelEventProxy.prototype))\n            {\n                Object.defineProperty(WheelEventProxy.prototype, prop, {\n                    get: makeBinder(prop)\n                });\n            }\n        }\n        WheelEventProxy._stubsGenerated = true;\n    }\n\n    this.originalEvent = event;\n    return this;\n\n};\n\nObject.defineProperties(WheelEventProxy.prototype, {\n    \"type\": { value: \"wheel\" },\n    \"deltaMode\": { get: function () { return this._deltaMode; } },\n    \"deltaY\": {\n        get: function () {\n            return (this._scaleFactor * (this.originalEvent.wheelDelta || this.originalEvent.detail)) || 0;\n        }\n    },\n    \"deltaX\": {\n        get: function () {\n            return (this._scaleFactor * this.originalEvent.wheelDeltaX) || 0;\n        }\n    },\n    \"deltaZ\": { value: 0 }\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects.\n*\n* It will work only in Internet Explorer 10+ and Windows Store or Windows Phone 8 apps using JavaScript.\n* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx\n*\n* You should not normally access this class directly, but instead use a Phaser.Pointer object which \n* normalises all game input for you including accurate button handling.\n*\n* Please note that at the current time of writing Phaser does not yet support chorded button interactions:\n* http://www.w3.org/TR/pointerevents/#chorded-button-interactions\n*\n* @class Phaser.MSPointer\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.MSPointer = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.Input} input - A reference to the Phaser Input Manager.\n    * @protected\n    */\n    this.input = game.input;\n\n    /**\n    * @property {object} callbackContext - The context under which callbacks are called (defaults to game).\n    */\n    this.callbackContext = this.game;\n\n    /**\n    * @property {function} pointerDownCallback - A callback that can be fired on a MSPointerDown event.\n    */\n    this.pointerDownCallback = null;\n\n    /**\n    * @property {function} pointerMoveCallback - A callback that can be fired on a MSPointerMove event.\n    */\n    this.pointerMoveCallback = null;\n\n    /**\n    * @property {function} pointerUpCallback - A callback that can be fired on a MSPointerUp event.\n    */\n    this.pointerUpCallback = null;\n\n    /**\n    * @property {boolean} capture - If true the Pointer events will have event.preventDefault applied to them, if false they will propagate fully.\n    */\n    this.capture = true;\n\n    /**\n    * This property was removed in Phaser 2.4 and should no longer be used.\n    * Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.\n    * Or Pointer.button holds the DOM event button value if you require that.\n    * @property {number} button\n    */\n    this.button = -1;\n\n    /**\n    * The browser MSPointer DOM event. Will be null if no event has ever been received.\n    * Access this property only inside a Pointer event handler and do not keep references to it.\n    * @property {MSPointerEvent|null} event\n    * @default\n    */\n    this.event = null;\n\n    /**\n    * MSPointer input will only be processed if enabled.\n    * @property {boolean} enabled\n    * @default\n    */\n    this.enabled = true;\n\n    /**\n    * @property {function} _onMSPointerDown - Internal function to handle MSPointer events.\n    * @private\n    */\n    this._onMSPointerDown = null;\n\n    /**\n    * @property {function} _onMSPointerMove - Internal function to handle MSPointer events.\n    * @private\n    */\n    this._onMSPointerMove = null;\n\n    /**\n    * @property {function} _onMSPointerUp - Internal function to handle MSPointer events.\n    * @private\n    */\n    this._onMSPointerUp = null;\n\n    /**\n    * @property {function} _onMSPointerUpGlobal - Internal function to handle MSPointer events.\n    * @private\n    */\n    this._onMSPointerUpGlobal = null;\n\n    /**\n    * @property {function} _onMSPointerOut - Internal function to handle MSPointer events.\n    * @private\n    */\n    this._onMSPointerOut = null;\n\n    /**\n    * @property {function} _onMSPointerOver - Internal function to handle MSPointer events.\n    * @private\n    */\n    this._onMSPointerOver = null;\n\n};\n\nPhaser.MSPointer.prototype = {\n\n    /**\n    * Starts the event listeners running.\n    * @method Phaser.MSPointer#start\n    */\n    start: function () {\n\n        if (this._onMSPointerDown !== null)\n        {\n            //  Avoid setting multiple listeners\n            return;\n        }\n\n        var _this = this;\n\n        if (this.game.device.mspointer)\n        {\n            this._onMSPointerDown = function (event) {\n                return _this.onPointerDown(event);\n            };\n\n            this._onMSPointerMove = function (event) {\n                return _this.onPointerMove(event);\n            };\n\n            this._onMSPointerUp = function (event) {\n                return _this.onPointerUp(event);\n            };\n\n            this._onMSPointerUpGlobal = function (event) {\n                return _this.onPointerUpGlobal(event);\n            };\n\n            this._onMSPointerOut = function (event) {\n                return _this.onPointerOut(event);\n            };\n\n            this._onMSPointerOver = function (event) {\n                return _this.onPointerOver(event);\n            };\n\n            var canvas = this.game.canvas;\n\n            canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false);\n            canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false);\n            canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false);\n\n            //  IE11+ uses non-prefix events\n            canvas.addEventListener('pointerdown', this._onMSPointerDown, false);\n            canvas.addEventListener('pointermove', this._onMSPointerMove, false);\n            canvas.addEventListener('pointerup', this._onMSPointerUp, false);\n\n            canvas.style['-ms-content-zooming'] = 'none';\n            canvas.style['-ms-touch-action'] = 'none';\n\n            if (!this.game.device.cocoonJS)\n            {\n                window.addEventListener('MSPointerUp', this._onMSPointerUpGlobal, true);\n                canvas.addEventListener('MSPointerOver', this._onMSPointerOver, true);\n                canvas.addEventListener('MSPointerOut', this._onMSPointerOut, true);\n\n                //  IE11+ uses non-prefix events\n                window.addEventListener('pointerup', this._onMSPointerUpGlobal, true);\n                canvas.addEventListener('pointerover', this._onMSPointerOver, true);\n                canvas.addEventListener('pointerout', this._onMSPointerOut, true);\n            }\n        }\n\n    },\n\n    /**\n    * The function that handles the PointerDown event.\n    * \n    * @method Phaser.MSPointer#onPointerDown\n    * @param {PointerEvent} event - The native DOM event.\n    */\n    onPointerDown: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        if (this.pointerDownCallback)\n        {\n            this.pointerDownCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        event.identifier = event.pointerId;\n\n        if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)\n        {\n            this.input.mousePointer.start(event);\n        }\n        else\n        {\n            this.input.startPointer(event);\n        }\n\n    },\n\n    /**\n    * The function that handles the PointerMove event.\n    * @method Phaser.MSPointer#onPointerMove\n    * @param {PointerEvent} event - The native DOM event.\n    */\n    onPointerMove: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        if (this.pointerMoveCallback)\n        {\n            this.pointerMoveCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        event.identifier = event.pointerId;\n\n        if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)\n        {\n            this.input.mousePointer.move(event);\n        }\n        else\n        {\n            this.input.updatePointer(event);\n        }\n\n    },\n\n    /**\n    * The function that handles the PointerUp event.\n    * @method Phaser.MSPointer#onPointerUp\n    * @param {PointerEvent} event - The native DOM event.\n    */\n    onPointerUp: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        if (this.pointerUpCallback)\n        {\n            this.pointerUpCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        event.identifier = event.pointerId;\n\n        if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)\n        {\n            this.input.mousePointer.stop(event);\n        }\n        else\n        {\n            this.input.stopPointer(event);\n        }\n\n    },\n\n    /**\n    * The internal method that handles the mouse up event from the window.\n    * \n    * @method Phaser.MSPointer#onPointerUpGlobal\n    * @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.\n    */\n    onPointerUpGlobal: function (event) {\n\n        if ((event.pointerType === 'mouse' || event.pointerType === 0x00000004) && !this.input.mousePointer.withinGame)\n        {\n            this.onPointerUp(event);\n        }\n        else\n        {\n            var pointer = this.input.getPointerFromIdentifier(event.identifier);\n\n            if (pointer && pointer.withinGame)\n            {\n                this.onPointerUp(event);\n            }\n        }\n\n    },\n\n    /**\n    * The internal method that handles the pointer out event from the browser.\n    *\n    * @method Phaser.MSPointer#onPointerOut\n    * @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.\n    */\n    onPointerOut: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)\n        {\n            this.input.mousePointer.withinGame = false;\n        }\n        else\n        {\n            var pointer = this.input.getPointerFromIdentifier(event.identifier);\n\n            if (pointer)\n            {\n                pointer.withinGame = false;\n            }\n        }\n\n        if (this.input.mouse.mouseOutCallback)\n        {\n            this.input.mouse.mouseOutCallback.call(this.input.mouse.callbackContext, event);\n        }\n\n        if (!this.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        if (this.input.mouse.stopOnGameOut)\n        {\n            event['identifier'] = 0;\n\n            if (pointer)\n            {\n                pointer.stop(event);\n            }\n            else\n            {\n                this.input.mousePointer.stop(event);\n            }\n        }\n\n    },\n\n    /**\n    * The internal method that handles the pointer out event from the browser.\n    *\n    * @method Phaser.MSPointer#onPointerOut\n    * @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.\n    */\n    onPointerOver: function (event) {\n\n        this.event = event;\n\n        if (this.capture)\n        {\n            event.preventDefault();\n        }\n\n        if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)\n        {\n            this.input.mousePointer.withinGame = true;\n        }\n        else\n        {\n            var pointer = this.input.getPointerFromIdentifier(event.identifier);\n\n            if (pointer)\n            {\n                pointer.withinGame = true;\n            }\n        }\n\n        if (this.input.mouse.mouseOverCallback)\n        {\n            this.input.mouse.mouseOverCallback.call(this.input.mouse.callbackContext, event);\n        }\n\n    },\n\n    /**\n    * Stop the event listeners.\n    * @method Phaser.MSPointer#stop\n    */\n    stop: function () {\n\n        var canvas = this.game.canvas;\n\n        canvas.removeEventListener('MSPointerDown', this._onMSPointerDown, false);\n        canvas.removeEventListener('MSPointerMove', this._onMSPointerMove, false);\n        canvas.removeEventListener('MSPointerUp', this._onMSPointerUp, false);\n\n        //  IE11+ uses non-prefix events\n        canvas.removeEventListener('pointerdown', this._onMSPointerDown, false);\n        canvas.removeEventListener('pointermove', this._onMSPointerMove, false);\n        canvas.removeEventListener('pointerup', this._onMSPointerUp, false);\n\n        window.removeEventListener('MSPointerUp', this._onMSPointerUpGlobal, true);\n        canvas.removeEventListener('MSPointerOver', this._onMSPointerOver, true);\n        canvas.removeEventListener('MSPointerOut', this._onMSPointerOut, true);\n\n        //  IE11+ uses non-prefix events\n        window.removeEventListener('pointerup', this._onMSPointerUpGlobal, true);\n        canvas.removeEventListener('pointerover', this._onMSPointerOver, true);\n        canvas.removeEventListener('pointerout', this._onMSPointerOut, true);\n\n    }\n\n};\n\nPhaser.MSPointer.prototype.constructor = Phaser.MSPointer;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @author       @karlmacklin <tacklemcclean@gmail.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* DeviceButtons belong to both `Phaser.Pointer` and `Phaser.SinglePad` (Gamepad) instances.\n*\n* For Pointers they represent the various buttons that can exist on mice and pens, such as the left button, right button,\n* middle button and advanced buttons like back and forward.\n*\n* Access them via `Pointer.leftbutton`, `Pointer.rightButton` and so on.\n*\n* On Gamepads they represent all buttons on the pad: from shoulder buttons to action buttons.\n*\n* At the time of writing this there are device limitations you should be aware of:\n*\n* - On Windows, if you install a mouse driver, and its utility software allows you to customize button actions \n*   (e.g., IntelliPoint and SetPoint), the middle (wheel) button, the 4th button, and the 5th button might not be set, \n*   even when they are pressed.\n* - On Linux (GTK), the 4th button and the 5th button are not supported.\n* - On Mac OS X 10.5 there is no platform API for implementing any advanced buttons.\n* \n* @class Phaser.DeviceButton\n* @constructor\n* @param {Phaser.Pointer|Phaser.SinglePad} parent - A reference to the parent of this button. Either a Pointer or a Gamepad.\n* @param {number} buttonCode - The button code this DeviceButton is responsible for.\n*/\nPhaser.DeviceButton = function (parent, buttonCode) {\n\n    /**\n    * @property {Phaser.Pointer|Phaser.SinglePad} parent - A reference to the Pointer or Gamepad that owns this button.\n    */\n    this.parent = parent;\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = parent.game;\n\n    /**\n    * @property {object} event - The DOM event that caused the change in button state.\n    * @default\n    */\n    this.event = null;\n\n    /**\n    * @property {boolean} isDown - The \"down\" state of the button.\n    * @default\n    */\n    this.isDown = false;\n\n    /**\n    * @property {boolean} isUp - The \"up\" state of the button.\n    * @default\n    */\n    this.isUp = true;\n\n    /**\n    * @property {number} timeDown - The timestamp when the button was last pressed down.\n    * @default\n    */\n    this.timeDown = 0;\n\n    /**\n    * @property {number} timeUp - The timestamp when the button was last released.\n    * @default\n    */\n    this.timeUp = 0;\n\n    /**\n    * Gamepad only.\n    * If a button is held down this holds down the number of times the button has 'repeated'.\n    * @property {number} repeats\n    * @default\n    */\n    this.repeats = 0;\n\n    /**\n    * True if the alt key was held down when this button was last pressed or released.\n    * Not supported on Gamepads.\n    * @property {boolean} altKey\n    * @default\n    */\n    this.altKey = false;\n\n    /**\n    * True if the shift key was held down when this button was last pressed or released.\n    * Not supported on Gamepads.\n    * @property {boolean} shiftKey\n    * @default\n    */\n    this.shiftKey = false;\n\n    /**\n    * True if the control key was held down when this button was last pressed or released.\n    * Not supported on Gamepads.\n    * @property {boolean} ctrlKey\n    * @default\n    */\n    this.ctrlKey = false;\n\n    /**\n    * @property {number} value - Button value. Mainly useful for checking analog buttons (like shoulder triggers) on Gamepads.\n    * @default\n    */\n    this.value = 0;\n\n    /**\n    * @property {number} buttonCode - The buttoncode of this button if a Gamepad, or the DOM button event value if a Pointer.\n    */\n    this.buttonCode = buttonCode;\n\n    /**\n    * This Signal is dispatched every time this DeviceButton is pressed down.\n    * It is only dispatched once (until the button is released again).\n    * When dispatched it sends 2 arguments: A reference to this DeviceButton and the value of the button.\n    * @property {Phaser.Signal} onDown\n    */\n    this.onDown = new Phaser.Signal();\n\n    /**\n    * This Signal is dispatched every time this DeviceButton is released from a down state.\n    * It is only dispatched once (until the button is pressed again).\n    * When dispatched it sends 2 arguments: A reference to this DeviceButton and the value of the button.\n    * @property {Phaser.Signal} onUp\n    */\n    this.onUp = new Phaser.Signal();\n\n    /**\n    * Gamepad only.\n    * This Signal is dispatched every time this DeviceButton changes floating value (between, but not exactly, 0 and 1).\n    * When dispatched it sends 2 arguments: A reference to this DeviceButton and the value of the button.\n    * @property {Phaser.Signal} onFloat\n    */\n    this.onFloat = new Phaser.Signal();\n\n};\n\nPhaser.DeviceButton.prototype = {\n\n    /**\n    * Called automatically by Phaser.Pointer and Phaser.SinglePad.\n    * Handles the button down state.\n    * \n    * @method Phaser.DeviceButton#start\n    * @protected\n    * @param {object} [event] - The DOM event that triggered the button change.\n    * @param {number} [value] - The button value. Only get for Gamepads.\n    */\n    start: function (event, value) {\n\n        if (this.isDown)\n        {\n            return;\n        }\n\n        this.isDown = true;\n        this.isUp = false;\n        this.timeDown = this.game.time.time;\n        this.repeats = 0;\n\n        this.event = event;\n        this.value = value;\n\n        if (event)\n        {\n            this.altKey = event.altKey;\n            this.shiftKey = event.shiftKey;\n            this.ctrlKey = event.ctrlKey;\n        }\n\n        this.onDown.dispatch(this, value);\n\n    },\n\n    /**\n    * Called automatically by Phaser.Pointer and Phaser.SinglePad.\n    * Handles the button up state.\n    * \n    * @method Phaser.DeviceButton#stop\n    * @protected\n    * @param {object} [event] - The DOM event that triggered the button change.\n    * @param {number} [value] - The button value. Only get for Gamepads.\n    */\n    stop: function (event, value) {\n\n        if (this.isUp)\n        {\n            return;\n        }\n\n        this.isDown = false;\n        this.isUp = true;\n        this.timeUp = this.game.time.time;\n\n        this.event = event;\n        this.value = value;\n\n        if (event)\n        {\n            this.altKey = event.altKey;\n            this.shiftKey = event.shiftKey;\n            this.ctrlKey = event.ctrlKey;\n        }\n\n        this.onUp.dispatch(this, value);\n\n    },\n\n    /**\n    * Called automatically by Phaser.SinglePad.\n    * \n    * @method Phaser.DeviceButton#padFloat\n    * @protected\n    * @param {number} value - Button value\n    */\n    padFloat: function (value) {\n\n        this.value = value;\n\n        this.onFloat.dispatch(this, value);\n\n    },\n\n    /**\n    * Returns the \"just pressed\" state of this button.\n    * Just pressed is considered true if the button was pressed down within the duration given (default 250ms).\n    * \n    * @method Phaser.DeviceButton#justPressed\n    * @param {number} [duration=250] - The duration in ms below which the button is considered as being just pressed.\n    * @return {boolean} True if the button is just pressed otherwise false.\n    */\n    justPressed: function (duration) {\n\n        duration = duration || 250;\n\n        return (this.isDown && (this.timeDown + duration) > this.game.time.time);\n\n    },\n\n    /**\n    * Returns the \"just released\" state of this button.\n    * Just released is considered as being true if the button was released within the duration given (default 250ms).\n    * \n    * @method Phaser.DeviceButton#justReleased\n    * @param {number} [duration=250] - The duration in ms below which the button is considered as being just released.\n    * @return {boolean} True if the button is just released otherwise false.\n    */\n    justReleased: function (duration) {\n\n        duration = duration || 250;\n\n        return (this.isUp && (this.timeUp + duration) > this.game.time.time);\n\n    },\n\n    /**\n    * Resets this DeviceButton, changing it to an isUp state and resetting the duration and repeats counters.\n    * \n    * @method Phaser.DeviceButton#reset\n    */\n    reset: function () {\n\n        this.isDown = false;\n        this.isUp = true;\n\n        this.timeDown = this.game.time.time;\n        this.repeats = 0;\n\n        this.altKey = false;\n        this.shiftKey = false;\n        this.ctrlKey = false;\n\n    },\n\n    /**\n    * Destroys this DeviceButton, this disposes of the onDown, onUp and onFloat signals \n    * and clears the parent and game references.\n    * \n    * @method Phaser.DeviceButton#destroy\n    */\n    destroy: function () {\n\n        this.onDown.dispose();\n        this.onUp.dispose();\n        this.onFloat.dispose();\n\n        this.parent = null;\n        this.game = null;\n\n    }\n\n};\n\nPhaser.DeviceButton.prototype.constructor = Phaser.DeviceButton;\n\n/**\n* How long the button has been held down for in milliseconds.\n* If not currently down it returns -1.\n* \n* @name Phaser.DeviceButton#duration\n* @property {number} duration\n* @readonly\n*/\nObject.defineProperty(Phaser.DeviceButton.prototype, \"duration\", {\n\n    get: function () {\n\n        if (this.isUp)\n        {\n            return -1;\n        }\n\n        return this.game.time.time - this.timeDown;\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.\n*\n* @class Phaser.Pointer\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.\n* @param {Phaser.PointerMode} pointerMode=(CURSOR|CONTACT) - The operational mode of this pointer, eg. CURSOR or TOUCH.\n*/\nPhaser.Pointer = function (game, id, pointerMode) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.\n    */\n    this.id = id;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.POINTER;\n\n    /**\n    * @property {boolean} exists - A Pointer object that exists is allowed to be checked for physics collisions and overlaps.\n    * @default\n    */\n    this.exists = true;\n\n    /**\n    * @property {number} identifier - The identifier property of the Pointer as set by the DOM event when this Pointer is started.\n    * @default\n    */\n    this.identifier = 0;\n\n    /**\n    * @property {number} pointerId - The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.\n    * @default\n    */\n    this.pointerId = null;\n\n    /**\n    * @property {Phaser.PointerMode} pointerMode - The operational mode of this pointer.\n    */\n    this.pointerMode = pointerMode || (Phaser.PointerMode.CURSOR | Phaser.PointerMode.CONTACT);\n\n    /**\n    * @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started.\n    * @default\n    */\n    this.target = null;\n\n    /**\n    * The button property of the most recent DOM event when this Pointer is started.\n    * You should not rely on this value for accurate button detection, instead use the Pointer properties\n    * `leftButton`, `rightButton`, `middleButton` and so on.\n    * @property {any} button\n    * @default\n    */\n    this.button = null;\n\n    /**\n    * If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.\n    * \n    * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained\n    * button control.\n    * \n    * @property {Phaser.DeviceButton} leftButton\n    * @default\n    */\n    this.leftButton = new Phaser.DeviceButton(this, Phaser.Pointer.LEFT_BUTTON);\n\n    /**\n    * If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.\n    * \n    * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained\n    * button control.\n    *\n    * Please see the DeviceButton docs for details on browser button limitations.\n    * \n    * @property {Phaser.DeviceButton} middleButton\n    * @default\n    */\n    this.middleButton = new Phaser.DeviceButton(this, Phaser.Pointer.MIDDLE_BUTTON);\n\n    /**\n    * If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.\n    * \n    * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained\n    * button control.\n    *\n    * Please see the DeviceButton docs for details on browser button limitations.\n    * \n    * @property {Phaser.DeviceButton} rightButton\n    * @default\n    */\n    this.rightButton = new Phaser.DeviceButton(this, Phaser.Pointer.RIGHT_BUTTON);\n\n    /**\n    * If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.\n    * \n    * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained\n    * button control.\n    *\n    * Please see the DeviceButton docs for details on browser button limitations.\n    * \n    * @property {Phaser.DeviceButton} backButton\n    * @default\n    */\n    this.backButton = new Phaser.DeviceButton(this, Phaser.Pointer.BACK_BUTTON);\n\n    /**\n    * If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.\n    * \n    * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained\n    * button control.\n    *\n    * Please see the DeviceButton docs for details on browser button limitations.\n    * \n    * @property {Phaser.DeviceButton} forwardButton\n    * @default\n    */\n    this.forwardButton = new Phaser.DeviceButton(this, Phaser.Pointer.FORWARD_BUTTON);\n\n    /**\n    * If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.\n    * \n    * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained\n    * button control.\n    *\n    * Please see the DeviceButton docs for details on browser button limitations.\n    * \n    * @property {Phaser.DeviceButton} eraserButton\n    * @default\n    */\n    this.eraserButton = new Phaser.DeviceButton(this, Phaser.Pointer.ERASER_BUTTON);\n\n    /**\n    * @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.\n    * @private\n    * @default\n    */\n    this._holdSent = false;\n\n    /**\n    * @property {array} _history - Local private variable storing the short-term history of pointer movements.\n    * @private\n    */\n    this._history = [];\n\n    /**\n    * @property {number} _nextDrop - Local private variable storing the time at which the next history drop should occur.\n    * @private\n    */\n    this._nextDrop = 0;\n\n    /**\n    * @property {boolean} _stateReset - Monitor events outside of a state reset loop.\n    * @private\n    */\n    this._stateReset = false;\n\n    /**\n    * @property {boolean} withinGame - true if the Pointer is over the game canvas, otherwise false.\n    */\n    this.withinGame = false;\n\n    /**\n    * @property {number} clientX - The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).\n    */\n    this.clientX = -1;\n\n    /**\n    * @property {number} clientY - The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).\n    */\n    this.clientY = -1;\n\n    /**\n    * @property {number} pageX - The horizontal coordinate of the Pointer relative to whole document.\n    */\n    this.pageX = -1;\n\n    /**\n    * @property {number} pageY - The vertical coordinate of the Pointer relative to whole document.\n    */\n    this.pageY = -1;\n\n    /**\n    * @property {number} screenX - The horizontal coordinate of the Pointer relative to the screen.\n    */\n    this.screenX = -1;\n\n    /**\n    * @property {number} screenY - The vertical coordinate of the Pointer relative to the screen.\n    */\n    this.screenY = -1;\n\n    /**\n    * @property {number} rawMovementX - The horizontal raw relative movement of the Pointer in pixels since last event.\n    * @default\n    */\n    this.rawMovementX = 0;\n\n    /**\n    * @property {number} rawMovementY - The vertical raw relative movement of the Pointer in pixels since last event.\n    * @default\n    */\n    this.rawMovementY = 0;\n\n    /**\n    * @property {number} movementX - The horizontal processed relative movement of the Pointer in pixels since last event.\n    * @default\n    */\n    this.movementX = 0;\n\n    /**\n    * @property {number} movementY - The vertical processed relative movement of the Pointer in pixels since last event.\n    * @default\n    */\n    this.movementY = 0;\n\n    /**\n    * @property {number} x - The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.\n    * @default\n    */\n    this.x = -1;\n\n    /**\n    * @property {number} y - The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.\n    * @default\n    */\n    this.y = -1;\n\n    /**\n    * @property {boolean} isMouse - If the Pointer is a mouse or pen / stylus this is true, otherwise false.\n    */\n    this.isMouse = (id === 0);\n\n    /**\n    * If the Pointer is touching the touchscreen, or *any* mouse or pen button is held down, isDown is set to true.\n    * If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.\n    * @property {boolean} isDown\n    * @default\n    */\n    this.isDown = false;\n\n    /**\n    * If the Pointer is not touching the touchscreen, or *all* mouse or pen buttons are up, isUp is set to true.\n    * If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.\n    * @property {boolean} isUp\n    * @default\n    */\n    this.isUp = true;\n\n    /**\n    * @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.\n    * @default\n    */\n    this.timeDown = 0;\n\n    /**\n    * @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.\n    * @default\n    */\n    this.timeUp = 0;\n\n    /**\n    * @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.\n    * @default\n    */\n    this.previousTapTime = 0;\n\n    /**\n    * @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.\n    * @default\n    */\n    this.totalTouches = 0;\n\n    /**\n    * @property {number} msSinceLastClick - The number of milliseconds since the last click or touch event.\n    * @default\n    */\n    this.msSinceLastClick = Number.MAX_VALUE;\n\n    /**\n    * @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.\n    * @default\n    */\n    this.targetObject = null;\n\n    /**\n    * This array is erased and re-populated every time this Pointer is updated. It contains references to all\n    * of the Game Objects that were considered as being valid for processing by this Pointer, this frame. To be\n    * valid they must have suitable a `priorityID`, be Input enabled, visible and actually have the Pointer over\n    * them. You can check the contents of this array in events such as `onInputDown`, but beware it is reset\n    * every frame.\n    * @property {array} interactiveCandidates\n    * @default\n    */\n    this.interactiveCandidates = [];\n\n    /**\n    * @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.\n    * @default\n    */\n    this.active = false;\n\n    /**\n    * @property {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.\n    * @default\n    */\n    this.dirty = false;\n\n    /**\n    * @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.\n    */\n    this.position = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.\n    */\n    this.positionDown = new Phaser.Point();\n    \n    /**\n    * @property {Phaser.Point} positionUp - A Phaser.Point object containing the x/y values of the pointer when it was last released.\n    */\n    this.positionUp = new Phaser.Point();\n\n    /**\n    * A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.\n    * The Circle size is 44px (Apples recommended \"finger tip\" size).\n    * @property {Phaser.Circle} circle\n    */\n    this.circle = new Phaser.Circle(0, 0, 44);\n\n    /**\n    * Click trampolines associated with this pointer. See `addClickTrampoline`.\n    * @property {object[]|null} _clickTrampolines\n    * @private\n    */\n    this._clickTrampolines = null;\n\n    /**\n    * When the Pointer has click trampolines the last target object is stored here\n    * so it can be used to check for validity of the trampoline in a post-Up/'stop'.\n    * @property {object} _trampolineTargetObject\n    * @private\n    */\n    this._trampolineTargetObject = null;\n\n};\n\n/**\n* No buttons at all.\n* @constant\n* @type {number}\n*/\nPhaser.Pointer.NO_BUTTON = 0;\n\n/**\n* The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.\n* @constant\n* @type {number}\n*/\nPhaser.Pointer.LEFT_BUTTON = 1;\n\n/**\n* The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.\n* @constant\n* @type {number}\n*/\nPhaser.Pointer.RIGHT_BUTTON = 2;\n\n/**\n* The Middle Mouse button.\n* @constant\n* @type {number}\n*/\nPhaser.Pointer.MIDDLE_BUTTON = 4;\n\n/**\n* The X1 button. This is typically the mouse Back button, but is often reconfigured.\n* On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.\n* @constant\n* @type {number}\n*/\nPhaser.Pointer.BACK_BUTTON = 8;\n\n/**\n* The X2 button. This is typically the mouse Forward button, but is often reconfigured.\n* On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.\n* @constant\n* @type {number}\n*/\nPhaser.Pointer.FORWARD_BUTTON = 16;\n\n/**\n* The Eraser pen button on PointerEvent supported devices only.\n* @constant\n* @type {number}\n*/\nPhaser.Pointer.ERASER_BUTTON = 32;\n\nPhaser.Pointer.prototype = {\n\n    /**\n    * Resets the states of all the button booleans.\n    * \n    * @method Phaser.Pointer#resetButtons\n    * @protected\n    */\n    resetButtons: function () {\n\n        this.isDown = false;\n        this.isUp = true;\n\n        if (this.isMouse)\n        {\n            this.leftButton.reset();\n            this.middleButton.reset();\n            this.rightButton.reset();\n            this.backButton.reset();\n            this.forwardButton.reset();\n            this.eraserButton.reset();\n        }\n\n    },\n\n    /**\n    * Called by updateButtons.\n    * \n    * @method Phaser.Pointer#processButtonsDown\n    * @private\n    * @param {integer} buttons - The DOM event.buttons property.\n    * @param {MouseEvent} event - The DOM event.\n    */\n    processButtonsDown: function (buttons, event) {\n\n        //  Note: These are bitwise checks, not booleans\n\n        if (Phaser.Pointer.LEFT_BUTTON & buttons)\n        {\n            this.leftButton.start(event);\n        }\n\n        if (Phaser.Pointer.RIGHT_BUTTON & buttons)\n        {\n            this.rightButton.start(event);\n        }\n                \n        if (Phaser.Pointer.MIDDLE_BUTTON & buttons)\n        {\n            this.middleButton.start(event);\n        }\n\n        if (Phaser.Pointer.BACK_BUTTON & buttons)\n        {\n            this.backButton.start(event);\n        }\n\n        if (Phaser.Pointer.FORWARD_BUTTON & buttons)\n        {\n            this.forwardButton.start(event);\n        }\n\n        if (Phaser.Pointer.ERASER_BUTTON & buttons)\n        {\n            this.eraserButton.start(event);\n        }\n\n    },\n\n    /**\n    * Called by updateButtons.\n    * \n    * @method Phaser.Pointer#processButtonsUp\n    * @private\n    * @param {integer} buttons - The DOM event.buttons property.\n    * @param {MouseEvent} event - The DOM event.\n    */\n    processButtonsUp: function (button, event) {\n\n        //  Note: These are bitwise checks, not booleans\n\n        if (button === Phaser.Mouse.LEFT_BUTTON)\n        {\n            this.leftButton.stop(event);\n        }\n\n        if (button === Phaser.Mouse.RIGHT_BUTTON)\n        {\n            this.rightButton.stop(event);\n        }\n                \n        if (button === Phaser.Mouse.MIDDLE_BUTTON)\n        {\n            this.middleButton.stop(event);\n        }\n\n        if (button === Phaser.Mouse.BACK_BUTTON)\n        {\n            this.backButton.stop(event);\n        }\n\n        if (button === Phaser.Mouse.FORWARD_BUTTON)\n        {\n            this.forwardButton.stop(event);\n        }\n\n        if (button === 5)\n        {\n            this.eraserButton.stop(event);\n        }\n\n    },\n\n    /**\n    * Called when the event.buttons property changes from zero.\n    * Contains a button bitmask.\n    * \n    * @method Phaser.Pointer#updateButtons\n    * @protected\n    * @param {MouseEvent} event - The DOM event.\n    */\n    updateButtons: function (event) {\n\n        this.button = event.button;\n\n        var down = (event.type.toLowerCase().substr(-4) === 'down');\n\n        if (event.buttons !== undefined)\n        {\n            if (down)\n            {\n                this.processButtonsDown(event.buttons, event);\n            }\n            else\n            {\n                this.processButtonsUp(event.button, event);\n            }\n        }\n        else\n        {\n            //  No buttons property (like Safari on OSX when using a trackpad)\n            if (down)\n            {\n                this.leftButton.start(event);\n            }\n            else\n            {\n                this.leftButton.stop(event);\n                this.rightButton.stop(event);\n            }\n        }\n\n        //  On OS X (and other devices with trackpads) you have to press CTRL + the pad\n        //  to initiate a right-click event, so we'll check for that here ONLY if\n        //  event.buttons = 1 (i.e. they only have a 1 button mouse or trackpad)\n\n        if (event.buttons === 1 && event.ctrlKey && this.leftButton.isDown)\n        {\n            this.leftButton.stop(event);\n            this.rightButton.start(event);\n        }\n\n        this.isUp = true;\n        this.isDown = false;\n\n        if (this.leftButton.isDown || this.rightButton.isDown || this.middleButton.isDown || this.backButton.isDown || this.forwardButton.isDown || this.eraserButton.isDown)\n        {\n            this.isUp = false;\n            this.isDown = true;\n        }\n\n    },\n\n    /**\n    * Called when the Pointer is pressed onto the touchscreen.\n    * @method Phaser.Pointer#start\n    * @param {any} event - The DOM event from the browser.\n    */\n    start: function (event) {\n\n        var input = this.game.input;\n\n        if (event['pointerId'])\n        {\n            this.pointerId = event.pointerId;\n        }\n\n        this.identifier = event.identifier;\n        this.target = event.target;\n\n        if (this.isMouse)\n        {\n            this.updateButtons(event);\n        }\n        else\n        {\n            this.isDown = true;\n            this.isUp = false;\n        }\n\n        this.active = true;\n        this.withinGame = true;\n        this.dirty = false;\n\n        this._history = [];\n        this._clickTrampolines = null;\n        this._trampolineTargetObject = null;\n\n        //  Work out how long it has been since the last click\n        this.msSinceLastClick = this.game.time.time - this.timeDown;\n        this.timeDown = this.game.time.time;\n        this._holdSent = false;\n\n        //  This sets the x/y and other local values\n        this.move(event, true);\n\n        // x and y are the old values here?\n        this.positionDown.setTo(this.x, this.y);\n\n        if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||\n            input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||\n            (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))\n        {\n            input.x = this.x;\n            input.y = this.y;\n            input.position.setTo(this.x, this.y);\n            input.onDown.dispatch(this, event);\n            input.resetSpeed(this.x, this.y);\n        }\n\n        this._stateReset = false;\n\n        this.totalTouches++;\n\n        if (this.targetObject !== null)\n        {\n            this.targetObject._touchedHandler(this);\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Called by the Input Manager.\n    * @method Phaser.Pointer#update\n    */\n    update: function () {\n\n        var input = this.game.input;\n\n        if (this.active)\n        {\n            //  Force a check?\n            if (this.dirty)\n            {\n                if (input.interactiveItems.total > 0)\n                {\n                    this.processInteractiveObjects(false);\n                }\n\n                this.dirty = false;\n            }\n\n            if (this._holdSent === false && this.duration >= input.holdRate)\n            {\n                if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||\n                    input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||\n                    (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))\n                {\n                    input.onHold.dispatch(this);\n                }\n\n                this._holdSent = true;\n            }\n\n            //  Update the droppings history\n            if (input.recordPointerHistory && this.game.time.time >= this._nextDrop)\n            {\n                this._nextDrop = this.game.time.time + input.recordRate;\n\n                this._history.push({\n                    x: this.position.x,\n                    y: this.position.y\n                });\n\n                if (this._history.length > input.recordLimit)\n                {\n                    this._history.shift();\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Called when the Pointer is moved.\n    * \n    * @method Phaser.Pointer#move\n    * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.\n    * @param {boolean} [fromClick=false] - Was this called from the click event?\n    */\n    move: function (event, fromClick) {\n\n        var input = this.game.input;\n\n        if (input.pollLocked)\n        {\n            return;\n        }\n\n        if (fromClick === undefined) { fromClick = false; }\n\n        if (event.button !== undefined)\n        {\n            this.button = event.button;\n        }\n\n        if (fromClick && this.isMouse)\n        {\n            this.updateButtons(event);\n        }\n\n        this.clientX = event.clientX;\n        this.clientY = event.clientY;\n\n        this.pageX = event.pageX;\n        this.pageY = event.pageY;\n\n        this.screenX = event.screenX;\n        this.screenY = event.screenY;\n\n        if (this.isMouse && input.mouse.locked && !fromClick)\n        {\n            this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;\n            this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;\n\n            this.movementX += this.rawMovementX;\n            this.movementY += this.rawMovementY;\n        }\n\n        this.x = (this.pageX - this.game.scale.offset.x) * input.scale.x;\n        this.y = (this.pageY - this.game.scale.offset.y) * input.scale.y;\n\n        this.position.setTo(this.x, this.y);\n        this.circle.x = this.x;\n        this.circle.y = this.y;\n\n        if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||\n            input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||\n            (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))\n        {\n            input.activePointer = this;\n            input.x = this.x;\n            input.y = this.y;\n            input.position.setTo(input.x, input.y);\n            input.circle.x = input.x;\n            input.circle.y = input.y;\n        }\n\n        this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY);\n\n        //  If the game is paused we don't process any target objects or callbacks\n        if (this.game.paused)\n        {\n            return this;\n        }\n\n        var i = input.moveCallbacks.length;\n\n        while (i--)\n        {\n            input.moveCallbacks[i].callback.call(input.moveCallbacks[i].context, this, this.x, this.y, fromClick);\n        }\n\n        //  Easy out if we're dragging something and it still exists\n        if (this.targetObject !== null && this.targetObject.isDragged === true)\n        {\n            if (this.targetObject.update(this) === false)\n            {\n                this.targetObject = null;\n            }\n        }\n        else if (input.interactiveItems.total > 0)\n        {\n            this.processInteractiveObjects(fromClick);\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Process all interactive objects to find out which ones were updated in the recent Pointer move.\n    * \n    * @method Phaser.Pointer#processInteractiveObjects\n    * @protected\n    * @param {boolean} [fromClick=false] - Was this called from the click event?\n    * @return {boolean} True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.\n    */\n    processInteractiveObjects: function (fromClick) {\n\n        //  Work out which object is on the top\n        var highestRenderOrderID = 0;\n        var highestInputPriorityID = -1;\n        var candidateTarget = null;\n\n        //  First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID\n        //  We know they'll be valid for input detection but not which is the top just yet\n\n        var currentNode = this.game.input.interactiveItems.first;\n\n        this.interactiveCandidates = [];\n\n        while (currentNode)\n        {\n            //  Reset checked status\n            currentNode.checked = false;\n\n            if (currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, false))\n            {\n                //  Flag it as checked so we don't re-scan it on the next phase\n                currentNode.checked = true;\n\n                if ((fromClick && currentNode.checkPointerDown(this, true)) ||\n                    (!fromClick && currentNode.checkPointerOver(this, true)))\n                {\n                    highestRenderOrderID = currentNode.sprite.renderOrderID;\n                    highestInputPriorityID = currentNode.priorityID;\n                    candidateTarget = currentNode;\n                    this.interactiveCandidates.push(currentNode);\n                }\n            }\n\n            currentNode = this.game.input.interactiveItems.next;\n        }\n\n        //  Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID\n        //  because if their ID is lower anyway then we can just automatically discount them\n        //  (A node that was previously checked did not request a pixel-perfect check.)\n\n        currentNode = this.game.input.interactiveItems.first;\n\n        while (currentNode)\n        {\n            if (!currentNode.checked &&\n                currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, true))\n            {\n                if ((fromClick && currentNode.checkPointerDown(this, false)) ||\n                    (!fromClick && currentNode.checkPointerOver(this, false)))\n                {\n                    highestRenderOrderID = currentNode.sprite.renderOrderID;\n                    highestInputPriorityID = currentNode.priorityID;\n                    candidateTarget = currentNode;\n                    this.interactiveCandidates.push(currentNode);\n                }\n            }\n\n            currentNode = this.game.input.interactiveItems.next;\n        }\n\n        if (this.game.input.customCandidateHandler)\n        {\n            candidateTarget = this.game.input.customCandidateHandler.call(this.game.input.customCandidateHandlerContext, this, this.interactiveCandidates, candidateTarget);\n        }\n\n        this.swapTarget(candidateTarget, false);\n\n        return (this.targetObject !== null);\n\n    },\n\n    /**\n    * This will change the `Pointer.targetObject` object to be the one provided.\n    * \n    * This allows you to have fine-grained control over which object the Pointer is targeting.\n    *\n    * Note that even if you set a new Target here, it is still able to be replaced by any other valid\n    * target during the next Pointer update.\n    *\n    * @method Phaser.Pointer#swapTarget\n    * @param {Phaser.InputHandler} newTarget - The new target for this Pointer. Note this is an `InputHandler`, so don't pass a Sprite, instead pass `sprite.input` to it.\n    * @param {boolean} [silent=false] - If true the new target AND the old one will NOT dispatch their `onInputOver` or `onInputOut` events.\n    */\n    swapTarget: function (newTarget, silent) {\n\n        if (silent === undefined) { silent = false; }\n\n        //  Now we know the top-most item (if any) we can process it\n        if (newTarget === null)\n        {\n            //  The pointer isn't currently over anything, check if we've got a lingering previous target\n            if (this.targetObject)\n            {\n                this.targetObject._pointerOutHandler(this, silent);\n                this.targetObject = null;\n            }\n        }\n        else\n        {\n            if (this.targetObject === null)\n            {\n                //  And now set the new one\n                this.targetObject = newTarget;\n                newTarget._pointerOverHandler(this, silent);\n            }\n            else\n            {\n                //  We've got a target from the last update\n                if (this.targetObject === newTarget)\n                {\n                    //  Same target as before, so update it\n                    if (newTarget.update(this) === false)\n                    {\n                        this.targetObject = null;\n                    }\n                }\n                else\n                {\n                    //  The target has changed, so tell the old one we've left it\n                    this.targetObject._pointerOutHandler(this, silent);\n\n                    //  And now set the new one\n                    this.targetObject = newTarget;\n                    this.targetObject._pointerOverHandler(this, silent);\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Called when the Pointer leaves the target area.\n    *\n    * @method Phaser.Pointer#leave\n    * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.\n    */\n    leave: function (event) {\n\n        this.withinGame = false;\n        this.move(event, false);\n\n    },\n\n    /**\n    * Called when the Pointer leaves the touchscreen.\n    *\n    * @method Phaser.Pointer#stop\n    * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.\n    */\n    stop: function (event) {\n\n        var input = this.game.input;\n\n        if (this._stateReset && this.withinGame)\n        {\n            event.preventDefault();\n            return;\n        }\n\n        this.timeUp = this.game.time.time;\n\n        if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||\n            input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||\n            (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))\n        {\n            input.onUp.dispatch(this, event);\n\n            //  Was it a tap?\n            if (this.duration >= 0 && this.duration <= input.tapRate)\n            {\n                //  Was it a double-tap?\n                if (this.timeUp - this.previousTapTime < input.doubleTapRate)\n                {\n                    //  Yes, let's dispatch the signal then with the 2nd parameter set to true\n                    input.onTap.dispatch(this, true);\n                }\n                else\n                {\n                    //  Wasn't a double-tap, so dispatch a single tap signal\n                    input.onTap.dispatch(this, false);\n                }\n\n                this.previousTapTime = this.timeUp;\n            }\n        }\n\n        if (this.isMouse)\n        {\n            this.updateButtons(event);\n        }\n        else\n        {\n            this.isDown = false;\n            this.isUp = true;\n        }\n\n        //  Mouse is always active\n        if (this.id > 0)\n        {\n            this.active = false;\n        }\n\n        this.withinGame = this.game.scale.bounds.contains(event.pageX, event.pageY);\n        this.pointerId = null;\n        this.identifier = null;\n        \n        this.positionUp.setTo(this.x, this.y);\n        \n        if (this.isMouse === false)\n        {\n            input.currentPointers--;\n        }\n\n        input.interactiveItems.callAll('_releasedHandler', this);\n\n        if (this._clickTrampolines)\n        {\n            this._trampolineTargetObject = this.targetObject;\n        }\n\n        this.targetObject = null;\n\n        return this;\n\n    },\n\n    /**\n    * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.\n    * Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.\n    * If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.\n    * @method Phaser.Pointer#justPressed\n    * @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.\n    * @return {boolean} true if the Pointer was pressed down within the duration given.\n    */\n    justPressed: function (duration) {\n\n        duration = duration || this.game.input.justPressedRate;\n\n        return (this.isDown === true && (this.timeDown + duration) > this.game.time.time);\n\n    },\n\n    /**\n    * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.\n    * Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.\n    * If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.\n    * @method Phaser.Pointer#justReleased\n    * @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.\n    * @return {boolean} true if the Pointer was released within the duration given.\n    */\n    justReleased: function (duration) {\n\n        duration = duration || this.game.input.justReleasedRate;\n\n        return (this.isUp && (this.timeUp + duration) > this.game.time.time);\n\n    },\n\n    /**\n    * Add a click trampoline to this pointer.\n    *\n    * A click trampoline is a callback that is run on the DOM 'click' event; this is primarily\n    * needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen\n    * to the DOM 'click' event and rejects it for 'pointer*' and 'mouse*' events.\n    *\n    * This is used internally by the ScaleManager; click trampoline usage is uncommon.\n    * Click trampolines can only be added to pointers that are currently down.\n    *\n    * @method Phaser.Pointer#addClickTrampoline\n    * @protected\n    * @param {string} name - The name of the trampoline; must be unique among active trampolines in this pointer.\n    * @param {function} callback - Callback to run/trampoline.\n    * @param {object} callbackContext - Context of the callback.\n    * @param {object[]|null} callbackArgs - Additional callback args, if any. Supplied as an array.\n    */\n    addClickTrampoline: function (name, callback, callbackContext, callbackArgs) {\n\n        if (!this.isDown)\n        {\n            return;\n        }\n\n        var trampolines = (this._clickTrampolines = this._clickTrampolines || []);\n\n        for (var i = 0; i < trampolines.length; i++)\n        {\n            if (trampolines[i].name === name)\n            {\n                trampolines.splice(i, 1);\n                break;\n            }\n        }\n\n        trampolines.push({\n            name: name,\n            targetObject: this.targetObject,\n            callback: callback,\n            callbackContext: callbackContext,\n            callbackArgs: callbackArgs\n        });\n\n    },\n\n    /**\n    * Fire all click trampolines for which the pointers are still referring to the registered object.\n    * @method Phaser.Pointer#processClickTrampolines\n    * @private\n    */\n    processClickTrampolines: function () {\n\n        var trampolines = this._clickTrampolines;\n\n        if (!trampolines)\n        {\n            return;\n        }\n\n        for (var i = 0; i < trampolines.length; i++)\n        {\n            var trampoline = trampolines[i];\n\n            if (trampoline.targetObject === this._trampolineTargetObject)\n            {\n                trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs);\n            }\n        }\n\n        this._clickTrampolines = null;\n        this._trampolineTargetObject = null;\n\n    },\n\n    /**\n    * Resets the Pointer properties. Called by InputManager.reset when you perform a State change.\n    * @method Phaser.Pointer#reset\n    */\n    reset: function () {\n\n        if (this.isMouse === false)\n        {\n            this.active = false;\n        }\n\n        this.pointerId = null;\n        this.identifier = null;\n        this.dirty = false;\n        this.totalTouches = 0;\n        this._holdSent = false;\n        this._history.length = 0;\n        this._stateReset = true;\n\n        this.resetButtons();\n\n        if (this.targetObject)\n        {\n            this.targetObject._releasedHandler(this);\n        }\n\n        this.targetObject = null;\n\n    },\n\n    /**\n     * Resets the movementX and movementY properties. Use in your update handler after retrieving the values.\n     * @method Phaser.Pointer#resetMovement\n     */\n    resetMovement: function() {\n\n        this.movementX = 0;\n        this.movementY = 0;\n\n    }\n\n};\n\nPhaser.Pointer.prototype.constructor = Phaser.Pointer;\n\n/**\n* How long the Pointer has been depressed on the touchscreen or *any* of the mouse buttons have been held down.\n* If not currently down it returns -1.\n* If you need to test a specific mouse or pen button then access the buttons directly, i.e. `Pointer.rightButton.duration`.\n* \n* @name Phaser.Pointer#duration\n* @property {number} duration\n* @readonly\n*/\nObject.defineProperty(Phaser.Pointer.prototype, \"duration\", {\n\n    get: function () {\n\n        if (this.isUp)\n        {\n            return -1;\n        }\n\n        return this.game.time.time - this.timeDown;\n\n    }\n\n});\n\n/**\n* Gets the X value of this Pointer in world coordinates based on the world camera.\n* @name Phaser.Pointer#worldX\n* @property {number} worldX - The X value of this Pointer in world coordinates based on the world camera.\n* @readonly\n*/\nObject.defineProperty(Phaser.Pointer.prototype, \"worldX\", {\n\n    get: function () {\n\n        return this.game.world.camera.x + this.x;\n\n    }\n\n});\n\n/**\n* Gets the Y value of this Pointer in world coordinates based on the world camera.\n* @name Phaser.Pointer#worldY\n* @property {number} worldY - The Y value of this Pointer in world coordinates based on the world camera.\n* @readonly\n*/\nObject.defineProperty(Phaser.Pointer.prototype, \"worldY\", {\n\n    get: function () {\n\n        return this.game.world.camera.y + this.y;\n\n    }\n\n});\n\n/**\n* Enumeration categorizing operational modes of pointers.\n*\n* PointerType values represent valid bitmasks.\n* For example, a value representing both Mouse and Touch devices\n* can be expressed as `PointerMode.CURSOR | PointerMode.CONTACT`.\n*\n* Values may be added for future mode categorizations.\n* @class Phaser.PointerMode\n*/\nPhaser.PointerMode = {\n\n    /**\n    * A 'CURSOR' is a pointer with a *passive cursor* such as a mouse, touchpad, watcom stylus, or even TV-control arrow-pad.\n    *\n    * It has the property that a cursor is passively moved without activating the input.\n    * This currently corresponds with {@link Phaser.Pointer#isMouse} property.\n    * @constant\n    */\n    CURSOR: 1 << 0,\n\n    /**\n    * A 'CONTACT' pointer has an *active cursor* that only tracks movement when actived; notably this is a touch-style input.\n    * @constant\n    */\n    CONTACT: 1 << 1\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Phaser.Touch handles touch events with your game. Note: Android 2.x only supports 1 touch event at once, no multi-touch.\n*\n* You should not normally access this class directly, but instead use a Phaser.Pointer object which normalises all game input for you.\n*\n* @class Phaser.Touch\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Touch = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * Touch events will only be processed if enabled.\n    * @property {boolean} enabled\n    * @default\n    */\n    this.enabled = true;\n\n    /**\n    * An array of callbacks that will be fired every time a native touch start or touch end event is received from the browser.\n    * This is used internally to handle audio and video unlocking on mobile devices.\n    * To add a callback to this array please use `Touch.addTouchLockCallback`.\n    * @property {array} touchLockCallbacks\n    * @protected\n    */\n    this.touchLockCallbacks = [];\n\n    /**\n    * @property {object} callbackContext - The context under which callbacks are called.\n    */\n    this.callbackContext = this.game;\n\n    /**\n    * @property {function} touchStartCallback - A callback that can be fired on a touchStart event.\n    */\n    this.touchStartCallback = null;\n\n    /**\n    * @property {function} touchMoveCallback - A callback that can be fired on a touchMove event.\n    */\n    this.touchMoveCallback = null;\n\n    /**\n    * @property {function} touchEndCallback - A callback that can be fired on a touchEnd event.\n    */\n    this.touchEndCallback = null;\n\n    /**\n    * @property {function} touchEnterCallback - A callback that can be fired on a touchEnter event.\n    */\n    this.touchEnterCallback = null;\n\n    /**\n    * @property {function} touchLeaveCallback - A callback that can be fired on a touchLeave event.\n    */\n    this.touchLeaveCallback = null;\n\n    /**\n    * @property {function} touchCancelCallback - A callback that can be fired on a touchCancel event.\n    */\n    this.touchCancelCallback = null;\n\n    /**\n    * @property {boolean} preventDefault - If true the TouchEvent will have prevent.default called on it.\n    * @default\n    */\n    this.preventDefault = true;\n\n    /**\n    * @property {TouchEvent} event - The browser touch DOM event. Will be set to null if no touch event has ever been received.\n    * @default\n    */\n    this.event = null;\n\n    /**\n    * @property {function} _onTouchStart - Internal event handler reference.\n    * @private\n    */\n    this._onTouchStart = null;\n\n    /**\n    * @property {function} _onTouchMove - Internal event handler reference.\n    * @private\n    */\n    this._onTouchMove = null;\n\n    /**\n    * @property {function} _onTouchEnd - Internal event handler reference.\n    * @private\n    */\n    this._onTouchEnd = null;\n\n    /**\n    * @property {function} _onTouchEnter - Internal event handler reference.\n    * @private\n    */\n    this._onTouchEnter = null;\n\n    /**\n    * @property {function} _onTouchLeave - Internal event handler reference.\n    * @private\n    */\n    this._onTouchLeave = null;\n\n    /**\n    * @property {function} _onTouchCancel - Internal event handler reference.\n    * @private\n    */\n    this._onTouchCancel = null;\n\n    /**\n    * @property {function} _onTouchMove - Internal event handler reference.\n    * @private\n    */\n    this._onTouchMove = null;\n\n};\n\nPhaser.Touch.prototype = {\n\n    /**\n    * Starts the event listeners running.\n    * @method Phaser.Touch#start\n    */\n    start: function () {\n\n        if (this._onTouchStart !== null)\n        {\n            //  Avoid setting multiple listeners\n            return;\n        }\n\n        var _this = this;\n\n        if (this.game.device.touch)\n        {\n            this._onTouchStart = function (event) {\n                return _this.onTouchStart(event);\n            };\n\n            this._onTouchMove = function (event) {\n                return _this.onTouchMove(event);\n            };\n\n            this._onTouchEnd = function (event) {\n                return _this.onTouchEnd(event);\n            };\n\n            this._onTouchEnter = function (event) {\n                return _this.onTouchEnter(event);\n            };\n\n            this._onTouchLeave = function (event) {\n                return _this.onTouchLeave(event);\n            };\n\n            this._onTouchCancel = function (event) {\n                return _this.onTouchCancel(event);\n            };\n\n            this.game.canvas.addEventListener('touchstart', this._onTouchStart, false);\n            this.game.canvas.addEventListener('touchmove', this._onTouchMove, false);\n            this.game.canvas.addEventListener('touchend', this._onTouchEnd, false);\n            this.game.canvas.addEventListener('touchcancel', this._onTouchCancel, false);\n\n            if (!this.game.device.cocoonJS)\n            {\n                this.game.canvas.addEventListener('touchenter', this._onTouchEnter, false);\n                this.game.canvas.addEventListener('touchleave', this._onTouchLeave, false);\n            }\n        }\n\n    },\n\n    /**\n    * Consumes all touchmove events on the document (only enable this if you know you need it!).\n    * @method Phaser.Touch#consumeTouchMove\n    */\n    consumeDocumentTouches: function () {\n\n        this._documentTouchMove = function (event) {\n            event.preventDefault();\n        };\n\n        document.addEventListener('touchmove', this._documentTouchMove, false);\n\n    },\n\n    /**\n    * Adds a callback that is fired when a browser touchstart or touchend event is received.\n    *\n    * This is used internally to handle audio and video unlocking on mobile devices.\n    *\n    * If the callback returns 'true' then the callback is automatically deleted once invoked.\n    *\n    * The callback is added to the Phaser.Touch.touchLockCallbacks array and should be removed with Phaser.Touch.removeTouchLockCallback.\n    * \n    * @method Phaser.Touch#addTouchLockCallback\n    * @param {function} callback - The callback that will be called when a touchstart event is received.\n    * @param {object} context - The context in which the callback will be called.\n    * @param {boolean} [onEnd=false] - Will the callback fire on a touchstart (default) or touchend event?\n    */\n    addTouchLockCallback: function (callback, context, onEnd) {\n\n        if (onEnd === undefined) { onEnd = false; }\n\n        this.touchLockCallbacks.push({ callback: callback, context: context, onEnd: onEnd });\n\n    },\n\n    /**\n    * Removes the callback at the defined index from the Phaser.Touch.touchLockCallbacks array\n    * \n    * @method Phaser.Touch#removeTouchLockCallback\n    * @param {function} callback - The callback to be removed.\n    * @param {object} context - The context in which the callback exists.\n    * @return {boolean} True if the callback was deleted, otherwise false.\n    */\n    removeTouchLockCallback: function (callback, context) {\n\n        var i = this.touchLockCallbacks.length;\n\n        while (i--)\n        {\n            if (this.touchLockCallbacks[i].callback === callback && this.touchLockCallbacks[i].context === context)\n            {\n                this.touchLockCallbacks.splice(i, 1);\n                return true;\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * The internal method that handles the touchstart event from the browser.\n    * @method Phaser.Touch#onTouchStart\n    * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.\n    */\n    onTouchStart: function (event) {\n\n        var i = this.touchLockCallbacks.length;\n\n        while (i--)\n        {\n            var cb = this.touchLockCallbacks[i];\n\n            if (!cb.onEnd && cb.callback.call(cb.context, this, event))\n            {\n                this.touchLockCallbacks.splice(i, 1);\n            }\n        }\n\n        this.event = event;\n\n        if (!this.game.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        if (this.touchStartCallback)\n        {\n            this.touchStartCallback.call(this.callbackContext, event);\n        }\n\n        if (this.preventDefault)\n        {\n            event.preventDefault();\n        }\n\n        //  event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)\n        //  event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element\n        //  event.changedTouches = the touches that CHANGED in this event, not the total number of them\n        for (var i = 0; i < event.changedTouches.length; i++)\n        {\n            this.game.input.startPointer(event.changedTouches[i]);\n        }\n\n    },\n\n    /**\n    * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).\n    * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears.\n    * @method Phaser.Touch#onTouchCancel\n    * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.\n    */\n    onTouchCancel: function (event) {\n\n        this.event = event;\n\n        if (this.touchCancelCallback)\n        {\n            this.touchCancelCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.game.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        if (this.preventDefault)\n        {\n            event.preventDefault();\n        }\n\n        //  Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)\n        //  http://www.w3.org/TR/touch-events/#dfn-touchcancel\n        for (var i = 0; i < event.changedTouches.length; i++)\n        {\n            this.game.input.stopPointer(event.changedTouches[i]);\n        }\n\n    },\n\n    /**\n    * For touch enter and leave its a list of the touch points that have entered or left the target.\n    * Doesn't appear to be supported by most browsers on a canvas element yet.\n    * @method Phaser.Touch#onTouchEnter\n    * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.\n    */\n    onTouchEnter: function (event) {\n\n        this.event = event;\n\n        if (this.touchEnterCallback)\n        {\n            this.touchEnterCallback.call(this.callbackContext, event);\n        }\n\n        if (!this.game.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        if (this.preventDefault)\n        {\n            event.preventDefault();\n        }\n\n    },\n\n    /**\n    * For touch enter and leave its a list of the touch points that have entered or left the target.\n    * Doesn't appear to be supported by most browsers on a canvas element yet.\n    * @method Phaser.Touch#onTouchLeave\n    * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.\n    */\n    onTouchLeave: function (event) {\n\n        this.event = event;\n\n        if (this.touchLeaveCallback)\n        {\n            this.touchLeaveCallback.call(this.callbackContext, event);\n        }\n\n        if (this.preventDefault)\n        {\n            event.preventDefault();\n        }\n\n    },\n\n    /**\n    * The handler for the touchmove events.\n    * @method Phaser.Touch#onTouchMove\n    * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.\n    */\n    onTouchMove: function (event) {\n\n        this.event = event;\n\n        if (this.touchMoveCallback)\n        {\n            this.touchMoveCallback.call(this.callbackContext, event);\n        }\n\n        if (this.preventDefault)\n        {\n            event.preventDefault();\n        }\n\n        for (var i = 0; i < event.changedTouches.length; i++)\n        {\n            this.game.input.updatePointer(event.changedTouches[i]);\n        }\n\n    },\n\n    /**\n    * The handler for the touchend events.\n    * @method Phaser.Touch#onTouchEnd\n    * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.\n    */\n    onTouchEnd: function (event) {\n\n        var i = this.touchLockCallbacks.length;\n\n        while (i--)\n        {\n            var cb = this.touchLockCallbacks[i];\n\n            if (cb.onEnd && cb.callback.call(cb.context, this, event))\n            {\n                this.touchLockCallbacks.splice(i, 1);\n            }\n        }\n\n        this.event = event;\n\n        if (this.touchEndCallback)\n        {\n            this.touchEndCallback.call(this.callbackContext, event);\n        }\n\n        if (this.preventDefault)\n        {\n            event.preventDefault();\n        }\n\n        //  For touch end its a list of the touch points that have been removed from the surface\n        //  https://developer.mozilla.org/en-US/docs/DOM/TouchList\n        //  event.changedTouches = the touches that CHANGED in this event, not the total number of them\n        for (var i = 0; i < event.changedTouches.length; i++)\n        {\n            this.game.input.stopPointer(event.changedTouches[i]);\n        }\n\n    },\n\n    /**\n    * Stop the event listeners.\n    * @method Phaser.Touch#stop\n    */\n    stop: function () {\n\n        if (this.game.device.touch)\n        {\n            this.game.canvas.removeEventListener('touchstart', this._onTouchStart);\n            this.game.canvas.removeEventListener('touchmove', this._onTouchMove);\n            this.game.canvas.removeEventListener('touchend', this._onTouchEnd);\n            this.game.canvas.removeEventListener('touchenter', this._onTouchEnter);\n            this.game.canvas.removeEventListener('touchleave', this._onTouchLeave);\n            this.game.canvas.removeEventListener('touchcancel', this._onTouchCancel);\n        }\n\n    }\n\n};\n\nPhaser.Touch.prototype.constructor = Phaser.Touch;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.\n*\n* @class Phaser.InputHandler\n* @constructor\n* @param {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.\n*/\nPhaser.InputHandler = function (sprite) {\n\n    /**\n    * @property {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.\n    */\n    this.sprite = sprite;\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = sprite.game;\n\n    /**\n    * @property {boolean} enabled - If enabled the Input Handler will process input requests and monitor pointer activity.\n    * @default\n    */\n    this.enabled = false;\n\n    /**\n    * @property {boolean} checked - A disposable flag used by the Pointer class when performing priority checks.\n    * @protected\n    */\n    this.checked = false;\n\n    /**\n    * The priorityID is used to determine which game objects should get priority when input events occur. For example if you have\n    * several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can\n    * stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.\n    * @property {number} priorityID\n    * @default\n    */\n    this.priorityID = 0;\n\n    /**\n    * @property {boolean} useHandCursor - On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.\n    * @default\n    */\n    this.useHandCursor = false;\n\n    /**\n    * @property {boolean} _setHandCursor - Did this Sprite trigger the hand cursor?\n    * @private\n    */\n    this._setHandCursor = false;\n\n    /**\n    * @property {boolean} isDragged - true if the Sprite is being currently dragged.\n    * @default\n    */\n    this.isDragged = false;\n\n    /**\n    * @property {boolean} allowHorizontalDrag - Controls if the Sprite is allowed to be dragged horizontally.\n    * @default\n    */\n    this.allowHorizontalDrag = true;\n\n    /**\n    * @property {boolean} allowVerticalDrag - Controls if the Sprite is allowed to be dragged vertically.\n    * @default\n    */\n    this.allowVerticalDrag = true;\n\n    /**\n    * @property {boolean} bringToTop - If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within.\n    * @default\n    */\n    this.bringToTop = false;\n\n    /**\n    * @property {Phaser.Point} snapOffset - A Point object that contains by how far the Sprite snap is offset.\n    * @default\n    */\n    this.snapOffset = null;\n\n    /**\n    * @property {boolean} snapOnDrag - When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.\n    * @default\n    */\n    this.snapOnDrag = false;\n\n    /**\n    * @property {boolean} snapOnRelease - When the Sprite is dragged this controls if the Sprite will be snapped on release.\n    * @default\n    */\n    this.snapOnRelease = false;\n\n    /**\n    * @property {number} snapX - When a Sprite has snapping enabled this holds the width of the snap grid.\n    * @default\n    */\n    this.snapX = 0;\n\n    /**\n    * @property {number} snapY - When a Sprite has snapping enabled this holds the height of the snap grid.\n    * @default\n    */\n    this.snapY = 0;\n\n    /**\n    * @property {number} snapOffsetX - This defines the top-left X coordinate of the snap grid.\n    * @default\n    */\n    this.snapOffsetX = 0;\n\n    /**\n    * @property {number} snapOffsetY - This defines the top-left Y coordinate of the snap grid..\n    * @default\n    */\n    this.snapOffsetY = 0;\n\n    /**\n    * Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.\n    * The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.\n    * This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.\n    * Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick.\n    * @property {boolean} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.\n    * @default\n    */\n    this.pixelPerfectOver = false;\n\n    /**\n    * Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.\n    * The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.\n    * This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.\n    * Warning: This is expensive so only enable if you really need it.\n    * @property {boolean} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite.\n    * @default\n    */\n    this.pixelPerfectClick = false;\n\n    /**\n    * @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.\n    * @default\n    */\n    this.pixelPerfectAlpha = 255;\n\n    /**\n    * @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no\n    * @default\n    */\n    this.draggable = false;\n\n    /**\n    * @property {Phaser.Rectangle} boundsRect - A region of the game world within which the sprite is restricted during drag.\n    * @default\n    */\n    this.boundsRect = null;\n\n    /**\n    * @property {Phaser.Sprite} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.\n    * @default\n    */\n    this.boundsSprite = null;\n\n    /**\n    * @property {boolean} scaleLayer - EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future.\n    */\n    this.scaleLayer = false;\n\n    /**\n    * @property {Phaser.Point} dragOffset - The offset from the Sprites position that dragging takes place from.\n    */\n    this.dragOffset = new Phaser.Point();\n\n    /**\n    * @property {boolean} dragFromCenter - Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?\n    */\n    this.dragFromCenter = false;\n\n    /**\n    * @property {boolean} dragStopBlocksInputUp - If enabled, when the Sprite stops being dragged, it will only dispatch the `onDragStop` event, and not the `onInputUp` event. If set to `false` it will dispatch both events.\n    */\n    this.dragStopBlocksInputUp = false;\n\n    /**\n    * @property {Phaser.Point} dragStartPoint - The Point from which the most recent drag started from. Useful if you need to return an object to its starting position.\n    */\n    this.dragStartPoint = new Phaser.Point();\n\n    /**\n    * @property {integer} dragDistanceThreshold - The distance, in pixels, the pointer has to move while being held down, before the Sprite thinks it is being dragged.\n    */\n    this.dragDistanceThreshold = 0;\n\n    /**\n    * @property {integer} dragTimeThreshold - The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being dragged.\n    */\n    this.dragTimeThreshold = 0;\n\n    /**\n    * @property {Phaser.Point} downPoint - A Point object containing the coordinates of the Pointer when it was first pressed down onto this Sprite.\n    */\n    this.downPoint = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} snapPoint - If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event.\n    */\n    this.snapPoint = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} _dragPoint - Internal cache var.\n    * @private\n    */\n    this._dragPoint = new Phaser.Point();\n\n    /**\n    * @property {boolean} _dragPhase - Internal cache var.\n    * @private\n    */\n    this._dragPhase = false;\n\n    /**\n    * @property {boolean} _pendingDrag - Internal cache var.\n    * @private\n    */\n    this._pendingDrag = false;\n\n    /**\n    * @property {boolean} _dragTimePass - Internal cache var.\n    * @private\n    */\n    this._dragTimePass = false;\n\n    /**\n    * @property {boolean} _dragDistancePass - Internal cache var.\n    * @private\n    */\n    this._dragDistancePass = false;\n\n    /**\n    * @property {boolean} _wasEnabled - Internal cache var.\n    * @private\n    */\n    this._wasEnabled = false;\n\n    /**\n    * @property {Phaser.Point} _tempPoint - Internal cache var.\n    * @private\n    */\n    this._tempPoint = new Phaser.Point();\n\n    /**\n    * @property {array} _pointerData - Internal cache var.\n    * @private\n    */\n    this._pointerData = [];\n\n    this._pointerData.push({\n        id: 0,\n        x: 0,\n        y: 0,\n        camX: 0,\n        camY: 0,\n        isDown: false,\n        isUp: false,\n        isOver: false,\n        isOut: false,\n        timeOver: 0,\n        timeOut: 0,\n        timeDown: 0,\n        timeUp: 0,\n        downDuration: 0,\n        isDragged: false\n    });\n\n};\n\nPhaser.InputHandler.prototype = {\n\n    /**\n    * Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority.\n    * \n    * @method Phaser.InputHandler#start\n    * @param {number} [priority=0] - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.\n    * @param {boolean} [useHandCursor=false] - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)\n    * @return {Phaser.Sprite} The Sprite object to which the Input Handler is bound.\n    */\n    start: function (priority, useHandCursor) {\n\n        priority = priority || 0;\n        if (useHandCursor === undefined) { useHandCursor = false; }\n\n        //  Turning on\n        if (this.enabled === false)\n        {\n            //  Register, etc\n            this.game.input.interactiveItems.add(this);\n            this.useHandCursor = useHandCursor;\n            this.priorityID = priority;\n\n            for (var i = 0; i < 10; i++)\n            {\n                this._pointerData[i] = {\n                    id: i,\n                    x: 0,\n                    y: 0,\n                    isDown: false,\n                    isUp: false,\n                    isOver: false,\n                    isOut: false,\n                    timeOver: 0,\n                    timeOut: 0,\n                    timeDown: 0,\n                    timeUp: 0,\n                    downDuration: 0,\n                    isDragged: false\n                };\n            }\n\n            this.snapOffset = new Phaser.Point();\n            this.enabled = true;\n            this._wasEnabled = true;\n\n        }\n\n        this.sprite.events.onAddedToGroup.add(this.addedToGroup, this);\n        this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this);\n\n        return this.sprite;\n\n    },\n\n    /**\n    * Handles when the parent Sprite is added to a new Group.\n    *\n    * @method Phaser.InputHandler#addedToGroup\n    * @private\n    */\n    addedToGroup: function () {\n\n        if (this._dragPhase)\n        {\n            return;\n        }\n\n        if (this._wasEnabled && !this.enabled)\n        {\n            this.start();\n        }\n\n    },\n\n    /**\n    * Handles when the parent Sprite is removed from a Group.\n    *\n    * @method Phaser.InputHandler#removedFromGroup\n    * @private\n    */\n    removedFromGroup: function () {\n\n        if (this._dragPhase)\n        {\n            return;\n        }\n\n        if (this.enabled)\n        {\n            this._wasEnabled = true;\n            this.stop();\n        }\n        else\n        {\n            this._wasEnabled = false;\n        }\n\n    },\n\n    /**\n    * Resets the Input Handler and disables it.\n    * @method Phaser.InputHandler#reset\n    */\n    reset: function () {\n\n        this.enabled = false;\n\n        for (var i = 0; i < 10; i++)\n        {\n            this._pointerData[i] = {\n                id: i,\n                x: 0,\n                y: 0,\n                isDown: false,\n                isUp: false,\n                isOver: false,\n                isOut: false,\n                timeOver: 0,\n                timeOut: 0,\n                timeDown: 0,\n                timeUp: 0,\n                downDuration: 0,\n                isDragged: false\n            };\n        }\n    },\n\n    /**\n    * Stops the Input Handler from running.\n    * @method Phaser.InputHandler#stop\n    */\n    stop: function () {\n\n        //  Turning off\n        if (this.enabled === false)\n        {\n            return;\n        }\n        else\n        {\n            //  De-register, etc\n            this.enabled = false;\n            this.game.input.interactiveItems.remove(this);\n        }\n\n    },\n\n    /**\n    * Clean up memory.\n    * @method Phaser.InputHandler#destroy\n    */\n    destroy: function () {\n\n        if (this.sprite)\n        {\n            if (this._setHandCursor)\n            {\n                this.game.canvas.style.cursor = \"default\";\n                this._setHandCursor = false;\n            }\n\n            this.enabled = false;\n\n            this.game.input.interactiveItems.remove(this);\n\n            this._pointerData.length = 0;\n            this.boundsRect = null;\n            this.boundsSprite = null;\n            this.sprite = null;\n        }\n\n    },\n\n    /**\n    * Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.\n    * This is called by Phaser.Pointer and shouldn't typically be called directly.\n    *\n    * @method Phaser.InputHandler#validForInput\n    * @protected\n    * @param {number} highestID - The highest ID currently processed by the Pointer.\n    * @param {number} highestRenderID - The highest Render Order ID currently processed by the Pointer.\n    * @param {boolean} [includePixelPerfect=true] - If this object has `pixelPerfectClick` or `pixelPerfectOver` set should it be considered as valid?\n    * @return {boolean} True if the object this InputHandler is bound to should be considered as valid for input detection.\n    */\n    validForInput: function (highestID, highestRenderID, includePixelPerfect) {\n\n        if (includePixelPerfect === undefined) { includePixelPerfect = true; }\n\n        if (!this.enabled ||\n            this.sprite.scale.x === 0 ||\n            this.sprite.scale.y === 0 ||\n            this.priorityID < this.game.input.minPriorityID ||\n            (this.sprite.parent && this.sprite.parent.ignoreChildInput))\n        {\n            return false;\n        }\n\n        //   If we're trying to specifically IGNORE pixel perfect objects, then set includePixelPerfect to false and skip it\n        if (!includePixelPerfect && (this.pixelPerfectClick || this.pixelPerfectOver))\n        {\n            return false;\n        }\n\n        if (this.priorityID > highestID || (this.priorityID === highestID && this.sprite.renderOrderID > highestRenderID))\n        {\n            return true;\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Is this object using pixel perfect checking?\n    *\n    * @method Phaser.InputHandler#isPixelPerfect\n    * @return {boolean} True if the this InputHandler has either `pixelPerfectClick` or `pixelPerfectOver` set to `true`.\n    */\n    isPixelPerfect: function () {\n\n        return (this.pixelPerfectClick || this.pixelPerfectOver);\n\n    },\n\n    /**\n    * The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.\n    * This value is only set when the pointer is over this Sprite.\n    *\n    * @method Phaser.InputHandler#pointerX\n    * @param {integer} [pointerId=0]\n    * @return {number} The x coordinate of the Input pointer.\n    */\n    pointerX: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].x;\n\n    },\n\n    /**\n    * The y coordinate of the Input pointer, relative to the top-left of the parent Sprite\n    * This value is only set when the pointer is over this Sprite.\n    *\n    * @method Phaser.InputHandler#pointerY\n    * @param {integer} [pointerId=0]\n    * @return {number} The y coordinate of the Input pointer.\n    */\n    pointerY: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].y;\n\n    },\n\n    /**\n    * If the Pointer is down this returns true.\n    * This *only* checks if the Pointer is down, not if it's down over any specific Sprite.\n    *\n    * @method Phaser.InputHandler#pointerDown\n    * @param {integer} [pointerId=0]\n    * @return {boolean} - True if the given pointer is down, otherwise false.\n    */\n    pointerDown: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].isDown;\n\n    },\n\n    /**\n    * If the Pointer is up this returns true.\n    * This *only* checks if the Pointer is up, not if it's up over any specific Sprite.\n    *\n    * @method Phaser.InputHandler#pointerUp\n    * @param {integer} [pointerId=0]\n    * @return {boolean} - True if the given pointer is up, otherwise false.\n    */\n    pointerUp: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].isUp;\n\n    },\n\n    /**\n    * A timestamp representing when the Pointer first touched the touchscreen.\n    *\n    * @method Phaser.InputHandler#pointerTimeDown\n    * @param {integer} [pointerId=(check all)]\n    * @return {number}\n    */\n    pointerTimeDown: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].timeDown;\n\n    },\n\n    /**\n    * A timestamp representing when the Pointer left the touchscreen.\n    *\n    * @method Phaser.InputHandler#pointerTimeUp\n    * @param {integer} [pointerId=0]\n    * @return {number}\n    */\n    pointerTimeUp: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].timeUp;\n\n    },\n\n    /**\n    * Is the Pointer over this Sprite?\n    *\n    * @method Phaser.InputHandler#pointerOver\n    * @param {integer} [pointerId=(check all)] The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.\n    * @return {boolean} - True if the given pointer (if a index was given, or any pointer if not) is over this object.\n    */\n    pointerOver: function (pointerId) {\n\n        if (!this.enabled)\n        {\n            return false;\n        }\n\n        if (pointerId === undefined)\n        {\n            for (var i = 0; i < 10; i++)\n            {\n                if (this._pointerData[i].isOver)\n                {\n                    return true;\n                }\n            }\n\n            return false;\n        }\n        else\n        {\n            return this._pointerData[pointerId].isOver;\n        }\n\n    },\n\n    /**\n    * Is the Pointer outside of this Sprite?\n    *\n    * @method Phaser.InputHandler#pointerOut\n    * @param {integer} [pointerId=(check all)] The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.\n    * @return {boolean} True if the given pointer (if a index was given, or any pointer if not) is out of this object.\n    */\n    pointerOut: function (pointerId) {\n\n        if (!this.enabled)\n        {\n            return false;\n        }\n\n        if (pointerId === undefined)\n        {\n            for (var i = 0; i < 10; i++)\n            {\n                if (this._pointerData[i].isOut)\n                {\n                    return true;\n                }\n            }\n        }\n        else\n        {\n            return this._pointerData[pointerId].isOut;\n        }\n\n    },\n\n    /**\n    * A timestamp representing when the Pointer first touched the touchscreen.\n    *\n    * @method Phaser.InputHandler#pointerTimeOver\n    * @param {integer} [pointerId=0]\n    * @return {number}\n    */\n    pointerTimeOver: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].timeOver;\n\n    },\n\n    /**\n    * A timestamp representing when the Pointer left the touchscreen.\n    *\n    * @method Phaser.InputHandler#pointerTimeOut\n    * @param {integer} [pointerId=0]\n    * @return {number}\n    */\n    pointerTimeOut: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].timeOut;\n\n    },\n\n    /**\n    * Is this sprite being dragged by the mouse or not?\n    *\n    * @method Phaser.InputHandler#pointerDragged\n    * @param {integer} [pointerId=0]\n    * @return {boolean} True if the pointer is dragging an object, otherwise false.\n    */\n    pointerDragged: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        return this._pointerData[pointerId].isDragged;\n\n    },\n\n    /**\n    * Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.\n    * Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.\n    *\n    * @method Phaser.InputHandler#checkPointerDown\n    * @param {Phaser.Pointer} pointer\n    * @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?\n    * @return {boolean} True if the pointer is down, otherwise false.\n    */\n    checkPointerDown: function (pointer, fastTest) {\n\n        if (!pointer.isDown ||\n            !this.enabled ||\n            !this.sprite ||\n            !this.sprite.parent ||\n            !this.sprite.visible ||\n            !this.sprite.parent.visible ||\n            this.sprite.worldScale.x === 0 ||\n            this.sprite.worldScale.y === 0)\n        {\n            return false;\n        }\n\n        //  Need to pass it a temp point, in case we need it again for the pixel check\n        if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))\n        {\n            if (fastTest === undefined)\n            {\n                fastTest = false;\n            }\n\n            if (!fastTest && this.pixelPerfectClick)\n            {\n                return this.checkPixel(this._tempPoint.x, this._tempPoint.y);\n            }\n            else\n            {\n                return true;\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Checks if the given pointer is over the Sprite this InputHandler belongs to.\n    * Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.\n    *\n    * @method Phaser.InputHandler#checkPointerOver\n    * @param {Phaser.Pointer} pointer\n    * @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?\n    * @return {boolean}\n    */\n    checkPointerOver: function (pointer, fastTest) {\n\n        if (!this.enabled ||\n            !this.sprite ||\n            !this.sprite.parent ||\n            !this.sprite.visible ||\n            !this.sprite.parent.visible ||\n            this.sprite.worldScale.x === 0 ||\n            this.sprite.worldScale.y === 0)\n        {\n            return false;\n        }\n\n        //  Need to pass it a temp point, in case we need it again for the pixel check\n        if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))\n        {\n            if (fastTest === undefined)\n            {\n                fastTest = false;\n            }\n\n            if (!fastTest && this.pixelPerfectOver)\n            {\n                return this.checkPixel(this._tempPoint.x, this._tempPoint.y);\n            }\n            else\n            {\n                return true;\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.\n    * It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true.\n    *\n    * @method Phaser.InputHandler#checkPixel\n    * @param {number} x - The x coordinate to check.\n    * @param {number} y - The y coordinate to check.\n    * @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters.\n    * @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha\n    */\n    checkPixel: function (x, y, pointer) {\n\n        //  Grab a pixel from our image into the hitCanvas and then test it\n        if (this.sprite.texture.baseTexture.source)\n        {\n            if (x === null && y === null)\n            {\n                //  Use the pointer parameter\n                this.game.input.getLocalPosition(this.sprite, pointer, this._tempPoint);\n\n                var x = this._tempPoint.x;\n                var y = this._tempPoint.y;\n            }\n\n            if (this.sprite.anchor.x !== 0)\n            {\n                x -= -this.sprite.texture.frame.width * this.sprite.anchor.x;\n            }\n\n            if (this.sprite.anchor.y !== 0)\n            {\n                y -= -this.sprite.texture.frame.height * this.sprite.anchor.y;\n            }\n\n            x += this.sprite.texture.frame.x;\n            y += this.sprite.texture.frame.y;\n\n            if (this.sprite.texture.trim)\n            {\n                x -= this.sprite.texture.trim.x;\n                y -= this.sprite.texture.trim.y;\n\n                //  If the coordinates are outside the trim area we return false immediately, to save doing a draw call\n                if (x < this.sprite.texture.crop.x || x > this.sprite.texture.crop.right || y < this.sprite.texture.crop.y || y > this.sprite.texture.crop.bottom)\n                {\n                    this._dx = x;\n                    this._dy = y;\n                    return false;\n                }\n            }\n\n            this._dx = x;\n            this._dy = y;\n\n            this.game.input.hitContext.clearRect(0, 0, 1, 1);\n            this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);\n\n            var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1);\n\n            if (rgb.data[3] >= this.pixelPerfectAlpha)\n            {\n                return true;\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Internal Update method. This is called automatically and handles the Pointer\n    * and drag update loops.\n    * \n    * @method Phaser.InputHandler#update\n    * @protected\n    * @param {Phaser.Pointer} pointer\n    * @return {boolean} True if the pointer is still active, otherwise false.\n    */\n    update: function (pointer) {\n\n        if (this.sprite === null || this.sprite.parent === undefined)\n        {\n            //  Abort. We've been destroyed.\n            return;\n        }\n\n        if (!this.enabled || !this.sprite.visible || !this.sprite.parent.visible)\n        {\n            this._pointerOutHandler(pointer);\n            return false;\n        }\n\n        if (this._pendingDrag)\n        {\n            if (!this._dragDistancePass)\n            {\n                this._dragDistancePass = (Phaser.Math.distance(pointer.x, pointer.y, this.downPoint.x, this.downPoint.y) >= this.dragDistanceThreshold);\n            }\n\n            if (this._dragDistancePass && this._dragTimePass)\n            {\n                this.startDrag(pointer);\n            }\n\n            return true;\n        }\n        else if (this.draggable && this._draggedPointerID === pointer.id)\n        {\n            return this.updateDrag(pointer, false);\n        }\n        else if (this._pointerData[pointer.id].isOver)\n        {\n            if (this.checkPointerOver(pointer))\n            {\n                this._pointerData[pointer.id].x = pointer.x - this.sprite.x;\n                this._pointerData[pointer.id].y = pointer.y - this.sprite.y;\n                return true;\n            }\n            else\n            {\n                this._pointerOutHandler(pointer);\n                return false;\n            }\n        }\n    },\n\n    /**\n    * Internal method handling the pointer over event.\n    * \n    * @method Phaser.InputHandler#_pointerOverHandler\n    * @private\n    * @param {Phaser.Pointer} pointer - The pointer that triggered the event\n    * @param {boolean} [silent=false] - If silent is `true` then this method will not dispatch any Signals from the parent Sprite.\n    */\n    _pointerOverHandler: function (pointer, silent) {\n\n        if (this.sprite === null)\n        {\n            //  Abort. We've been destroyed.\n            return;\n        }\n\n        var data = this._pointerData[pointer.id];\n\n        if (data.isOver === false || pointer.dirty)\n        {\n            var sendEvent = (data.isOver === false);\n\n            data.isOver = true;\n            data.isOut = false;\n            data.timeOver = this.game.time.time;\n            data.x = pointer.x - this.sprite.x;\n            data.y = pointer.y - this.sprite.y;\n\n            if (this.useHandCursor && data.isDragged === false)\n            {\n                this.game.canvas.style.cursor = \"pointer\";\n                this._setHandCursor = true;\n            }\n\n            if (!silent && sendEvent && this.sprite && this.sprite.events)\n            {\n                this.sprite.events.onInputOver$dispatch(this.sprite, pointer);\n            }\n\n            if (this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)\n            {\n                this.sprite.parent.onChildInputOver.dispatch(this.sprite, pointer);\n            }\n        }\n\n    },\n\n    /**\n    * Internal method handling the pointer out event.\n    * \n    * @method Phaser.InputHandler#_pointerOutHandler\n    * @private\n    * @param {Phaser.Pointer} pointer - The pointer that triggered the event.\n    * @param {boolean} [silent=false] - If silent is `true` then this method will not dispatch any Signals from the parent Sprite.\n    */\n    _pointerOutHandler: function (pointer, silent) {\n\n        if (this.sprite === null)\n        {\n            //  Abort. We've been destroyed.\n            return;\n        }\n\n        var data = this._pointerData[pointer.id];\n\n        data.isOver = false;\n        data.isOut = true;\n        data.timeOut = this.game.time.time;\n\n        if (this.useHandCursor && data.isDragged === false)\n        {\n            this.game.canvas.style.cursor = \"default\";\n            this._setHandCursor = false;\n        }\n\n        if (!silent && this.sprite && this.sprite.events)\n        {\n            this.sprite.events.onInputOut$dispatch(this.sprite, pointer);\n\n            if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)\n            {\n                this.sprite.parent.onChildInputOut.dispatch(this.sprite, pointer);\n            }\n        }\n\n    },\n\n    /**\n    * Internal method handling the touched / clicked event.\n    * \n    * @method Phaser.InputHandler#_touchedHandler\n    * @private\n    * @param {Phaser.Pointer} pointer - The pointer that triggered the event.\n    */\n    _touchedHandler: function (pointer) {\n\n        if (this.sprite === null)\n        {\n            //  Abort. We've been destroyed.\n            return;\n        }\n\n        var data = this._pointerData[pointer.id];\n\n        if (!data.isDown && data.isOver)\n        {\n            if (this.pixelPerfectClick && !this.checkPixel(null, null, pointer))\n            {\n                return;\n            }\n\n            data.isDown = true;\n            data.isUp = false;\n            data.timeDown = this.game.time.time;\n\n            this.downPoint.set(pointer.x, pointer.y);\n\n            //  It's possible the onInputDown event creates a new Sprite that is on-top of this one, so we ought to force a Pointer update\n            pointer.dirty = true;\n\n            if (this.sprite && this.sprite.events)\n            {\n                this.sprite.events.onInputDown$dispatch(this.sprite, pointer);\n\n                //  The event above might have destroyed this sprite.\n                if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)\n                {\n                    this.sprite.parent.onChildInputDown.dispatch(this.sprite, pointer);\n                }\n\n                //  The events might have destroyed this sprite.\n                if (this.sprite === null)\n                {\n                    return;\n                }\n            }\n\n            //  Start drag\n            if (this.draggable && this.isDragged === false)\n            {\n                if (this.dragTimeThreshold === 0 && this.dragDistanceThreshold === 0)\n                {\n                    this.startDrag(pointer);\n                }\n                else\n                {\n                    this._pendingDrag = true;\n\n                    this._dragDistancePass = (this.dragDistanceThreshold === 0);\n\n                    if (this.dragTimeThreshold > 0)\n                    {\n                        this._dragTimePass = false;\n                        this.game.time.events.add(this.dragTimeThreshold, this.dragTimeElapsed, this, pointer);\n                    }\n                    else\n                    {\n                        this._dragTimePass = true;\n                    }\n                }\n            }\n\n            if (this.bringToTop)\n            {\n                this.sprite.bringToTop();\n            }\n        }\n\n    },\n\n    /**\n    * Internal method handling the drag threshold timer.\n    * \n    * @method Phaser.InputHandler#dragTimeElapsed\n    * @private\n    * @param {Phaser.Pointer} pointer\n    */\n    dragTimeElapsed: function (pointer) {\n\n        this._dragTimePass = true;\n\n        if (this._pendingDrag && this.sprite)\n        {\n            if (this._dragDistancePass)\n            {\n                this.startDrag(pointer);\n            }\n        }\n\n    },\n\n    /**\n    * Internal method handling the pointer released event.\n    * @method Phaser.InputHandler#_releasedHandler\n    * @private\n    * @param {Phaser.Pointer} pointer\n    */\n    _releasedHandler: function (pointer) {\n\n        if (this.sprite === null)\n        {\n            //  Abort. We've been destroyed.\n            return;\n        }\n\n        var data = this._pointerData[pointer.id];\n\n        //  If was previously touched by this Pointer, check if still is AND still over this item\n        if (data.isDown && pointer.isUp)\n        {\n            data.isDown = false;\n            data.isUp = true;\n            data.timeUp = this.game.time.time;\n            data.downDuration = data.timeUp - data.timeDown;\n\n            //  Only release the InputUp signal if the pointer is still over this sprite\n            var isOver = this.checkPointerOver(pointer);\n\n            if (this.sprite && this.sprite.events)\n            {\n                if (!this.dragStopBlocksInputUp ||\n                    this.dragStopBlocksInputUp && !(this.draggable && this.isDragged && this._draggedPointerID === pointer.id))\n                {\n                    this.sprite.events.onInputUp$dispatch(this.sprite, pointer, isOver);\n                }\n\n                if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)\n                {\n                    this.sprite.parent.onChildInputUp.dispatch(this.sprite, pointer, isOver);\n                }\n\n                //  The onInputUp event may have changed the sprite so that checkPointerOver is no longer true, so update it.\n                if (isOver)\n                {\n                    isOver = this.checkPointerOver(pointer);\n                }\n            }\n            \n            data.isOver = isOver;\n\n            if (!isOver && this.useHandCursor)\n            {\n                this.game.canvas.style.cursor = \"default\";\n                this._setHandCursor = false;\n            }\n\n            //  It's possible the onInputUp event created a new Sprite that is on-top of this one, so force a Pointer update\n            pointer.dirty = true;\n\n            this._pendingDrag = false;\n\n            //  Stop drag\n            if (this.draggable && this.isDragged && this._draggedPointerID === pointer.id)\n            {\n                this.stopDrag(pointer);\n            }\n        }\n\n    },\n\n    /**\n    * Called as a Pointer actively drags this Game Object.\n    * \n    * @method Phaser.InputHandler#updateDrag\n    * @private\n    * @param {Phaser.Pointer} pointer - The Pointer causing the drag update.\n    * @param {boolean} fromStart - True if this is the first update, immediately after the drag has started.\n    * @return {boolean}\n    */\n    updateDrag: function (pointer, fromStart) {\n\n        if (fromStart === undefined) { fromStart = false; }\n\n        if (pointer.isUp)\n        {\n            this.stopDrag(pointer);\n            return false;\n        }\n\n        var px = this.globalToLocalX(pointer.x) + this._dragPoint.x + this.dragOffset.x;\n        var py = this.globalToLocalY(pointer.y) + this._dragPoint.y + this.dragOffset.y;\n\n        if (this.sprite.fixedToCamera)\n        {\n            if (this.allowHorizontalDrag)\n            {\n                this.sprite.cameraOffset.x = px;\n            }\n\n            if (this.allowVerticalDrag)\n            {\n                this.sprite.cameraOffset.y = py;\n            }\n\n            if (this.boundsRect)\n            {\n                this.checkBoundsRect();\n            }\n\n            if (this.boundsSprite)\n            {\n                this.checkBoundsSprite();\n            }\n\n            if (this.snapOnDrag)\n            {\n                this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);\n                this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);\n                this.snapPoint.set(this.sprite.cameraOffset.x, this.sprite.cameraOffset.y);\n            }\n        }\n        else\n        {\n            var cx = this.game.camera.x - this._pointerData[pointer.id].camX;\n            var cy = this.game.camera.y - this._pointerData[pointer.id].camY;\n\n            if (this.allowHorizontalDrag)\n            {\n                this.sprite.x = px + cx;\n            }\n\n            if (this.allowVerticalDrag)\n            {\n                this.sprite.y = py + cy;\n            }\n\n            if (this.boundsRect)\n            {\n                this.checkBoundsRect();\n            }\n\n            if (this.boundsSprite)\n            {\n                this.checkBoundsSprite();\n            }\n\n            if (this.snapOnDrag)\n            {\n                this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);\n                this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);\n                this.snapPoint.set(this.sprite.x, this.sprite.y);\n            }\n        }\n\n        this.sprite.events.onDragUpdate.dispatch(this.sprite, pointer, px, py, this.snapPoint, fromStart);\n\n        return true;\n\n    },\n\n    /**\n    * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)\n    *\n    * @method Phaser.InputHandler#justOver\n    * @param {integer} [pointerId=0]\n    * @param {number} delay - The time below which the pointer is considered as just over.\n    * @return {boolean}\n    */\n    justOver: function (pointerId, delay) {\n\n        pointerId = pointerId || 0;\n        delay = delay || 500;\n\n        return (this._pointerData[pointerId].isOver && this.overDuration(pointerId) < delay);\n\n    },\n\n    /**\n    * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)\n    *\n    * @method Phaser.InputHandler#justOut\n    * @param {integer} [pointerId=0]\n    * @param {number} delay - The time below which the pointer is considered as just out.\n    * @return {boolean}\n    */\n    justOut: function (pointerId, delay) {\n\n        pointerId = pointerId || 0;\n        delay = delay || 500;\n\n        return (this._pointerData[pointerId].isOut && (this.game.time.time - this._pointerData[pointerId].timeOut < delay));\n\n    },\n\n    /**\n    * Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)\n    *\n    * @method Phaser.InputHandler#justPressed\n    * @param {integer} [pointerId=0]\n    * @param {number} delay - The time below which the pointer is considered as just over.\n    * @return {boolean}\n    */\n    justPressed: function (pointerId, delay) {\n\n        pointerId = pointerId || 0;\n        delay = delay || 500;\n\n        return (this._pointerData[pointerId].isDown && this.downDuration(pointerId) < delay);\n\n    },\n\n    /**\n    * Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)\n    *\n    * @method Phaser.InputHandler#justReleased\n    * @param {integer} [pointerId=0]\n    * @param {number} delay - The time below which the pointer is considered as just out.\n    * @return {boolean}\n    */\n    justReleased: function (pointerId, delay) {\n\n        pointerId = pointerId || 0;\n        delay = delay || 500;\n\n        return (this._pointerData[pointerId].isUp && (this.game.time.time - this._pointerData[pointerId].timeUp < delay));\n\n    },\n\n    /**\n    * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.\n    *\n    * @method Phaser.InputHandler#overDuration\n    * @param {integer} [pointerId=0]\n    * @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.\n    */\n    overDuration: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        if (this._pointerData[pointerId].isOver)\n        {\n            return this.game.time.time - this._pointerData[pointerId].timeOver;\n        }\n\n        return -1;\n\n    },\n\n    /**\n    * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.\n    *\n    * @method Phaser.InputHandler#downDuration\n    * @param {integer} [pointerId=0]\n    * @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.\n    */\n    downDuration: function (pointerId) {\n\n        pointerId = pointerId || 0;\n\n        if (this._pointerData[pointerId].isDown)\n        {\n            return this.game.time.time - this._pointerData[pointerId].timeDown;\n        }\n\n        return -1;\n\n    },\n\n    /**\n    * Allow this Sprite to be dragged by any valid pointer.\n    *\n    * When the drag begins the Sprite.events.onDragStart event will be dispatched.\n    * \n    * When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched.\n    *\n    * You can control the thresholds over when a drag starts via the properties:\n    * \n    * `Pointer.dragDistanceThreshold` the distance, in pixels, that the pointer has to move\n    * before the drag will start.\n    *\n    * `Pointer.dragTimeThreshold` the time, in ms, that the pointer must be held down on\n    * the Sprite before the drag will start.\n    *\n    * You can set either (or both) of these properties after enabling a Sprite for drag.\n    *\n    * For the duration of the drag the Sprite.events.onDragUpdate event is dispatched. This event is only dispatched when the pointer actually\n    * changes position and moves. The event sends 5 parameters: `sprite`, `pointer`, `dragX`, `dragY` and `snapPoint`.\n    * \n    * @method Phaser.InputHandler#enableDrag\n    * @param {boolean} [lockCenter=false] - If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.\n    * @param {boolean} [bringToTop=false] - If true the Sprite will be bought to the top of the rendering list in its current Group.\n    * @param {boolean} [pixelPerfect=false] - If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.\n    * @param {boolean} [alphaThreshold=255] - If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed.\n    * @param {Phaser.Rectangle} [boundsRect=null] - If you want to restrict the drag of this sprite to a specific Rectangle, pass the Phaser.Rectangle here, otherwise it's free to drag anywhere.\n    * @param {Phaser.Sprite} [boundsSprite=null] - If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here.\n    */\n    enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {\n\n        if (lockCenter === undefined) { lockCenter = false; }\n        if (bringToTop === undefined) { bringToTop = false; }\n        if (pixelPerfect === undefined) { pixelPerfect = false; }\n        if (alphaThreshold === undefined) { alphaThreshold = 255; }\n        if (boundsRect === undefined) { boundsRect = null; }\n        if (boundsSprite === undefined) { boundsSprite = null; }\n\n        this._dragPoint = new Phaser.Point();\n        this.draggable = true;\n        this.bringToTop = bringToTop;\n        this.dragOffset = new Phaser.Point();\n        this.dragFromCenter = lockCenter;\n\n        this.pixelPerfectClick = pixelPerfect;\n        this.pixelPerfectAlpha = alphaThreshold;\n\n        if (boundsRect)\n        {\n            this.boundsRect = boundsRect;\n        }\n\n        if (boundsSprite)\n        {\n            this.boundsSprite = boundsSprite;\n        }\n\n    },\n\n    /**\n    * Stops this sprite from being able to be dragged.\n    * If it is currently the target of an active drag it will be stopped immediately; also disables any set callbacks.\n    *\n    * @method Phaser.InputHandler#disableDrag\n    */\n    disableDrag: function () {\n\n        if (this._pointerData)\n        {\n            for (var i = 0; i < 10; i++)\n            {\n                this._pointerData[i].isDragged = false;\n            }\n        }\n\n        this.draggable = false;\n        this.isDragged = false;\n        this._draggedPointerID = -1;\n        this._pendingDrag = false;\n\n    },\n\n    /**\n    * Called by Pointer when drag starts on this Sprite. Should not usually be called directly.\n    *\n    * @method Phaser.InputHandler#startDrag\n    * @param {Phaser.Pointer} pointer\n    */\n    startDrag: function (pointer) {\n\n        var x = this.sprite.x;\n        var y = this.sprite.y;\n\n        this.isDragged = true;\n        this._draggedPointerID = pointer.id;\n\n        this._pointerData[pointer.id].camX = this.game.camera.x;\n        this._pointerData[pointer.id].camY = this.game.camera.y;\n\n        this._pointerData[pointer.id].isDragged = true;\n\n        if (this.sprite.fixedToCamera)\n        {\n            if (this.dragFromCenter)\n            {\n                var bounds = this.sprite.getBounds();\n\n                this.sprite.cameraOffset.x = this.globalToLocalX(pointer.x) + (this.sprite.cameraOffset.x - bounds.centerX);\n                this.sprite.cameraOffset.y = this.globalToLocalY(pointer.y) + (this.sprite.cameraOffset.y - bounds.centerY);\n            }\n\n            this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);\n        }\n        else\n        {\n            if (this.dragFromCenter)\n            {\n                var bounds = this.sprite.getBounds();\n\n                this.sprite.x = this.globalToLocalX(pointer.x) + (this.sprite.x - bounds.centerX);\n                this.sprite.y = this.globalToLocalY(pointer.y) + (this.sprite.y - bounds.centerY);\n            }\n\n            this._dragPoint.setTo(this.sprite.x - this.globalToLocalX(pointer.x), this.sprite.y - this.globalToLocalY(pointer.y));\n        }\n\n        this.updateDrag(pointer, true);\n\n        if (this.bringToTop)\n        {\n            this._dragPhase = true;\n            this.sprite.bringToTop();\n        }\n\n        this.dragStartPoint.set(x, y);\n\n        this.sprite.events.onDragStart$dispatch(this.sprite, pointer, x, y);\n\n        this._pendingDrag = false;\n\n    },\n\n    /**\n    * Warning: EXPERIMENTAL\n    *\n    * @method Phaser.InputHandler#globalToLocalX\n    * @param {number} x\n    */\n    globalToLocalX: function (x) {\n\n        if (this.scaleLayer)\n        {\n            x -= this.game.scale.grid.boundsFluid.x;\n            x *= this.game.scale.grid.scaleFluidInversed.x;\n        }\n\n        return x;\n\n    },\n\n    /**\n    * Warning: EXPERIMENTAL\n    *\n    * @method Phaser.InputHandler#globalToLocalY\n    * @param {number} y\n    */\n    globalToLocalY: function (y) {\n\n        if (this.scaleLayer)\n        {\n            y -= this.game.scale.grid.boundsFluid.y;\n            y *= this.game.scale.grid.scaleFluidInversed.y;\n        }\n\n        return y;\n\n    },\n\n    /**\n    * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.\n    *\n    * @method Phaser.InputHandler#stopDrag\n    * @param {Phaser.Pointer} pointer\n    */\n    stopDrag: function (pointer) {\n\n        this.isDragged = false;\n        this._draggedPointerID = -1;\n        this._pointerData[pointer.id].isDragged = false;\n        this._dragPhase = false;\n        this._pendingDrag = false;\n\n        if (this.snapOnRelease)\n        {\n            if (this.sprite.fixedToCamera)\n            {\n                this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);\n                this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);\n            }\n            else\n            {\n                this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);\n                this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);\n            }\n        }\n\n        this.sprite.events.onDragStop$dispatch(this.sprite, pointer);\n\n        if (this.checkPointerOver(pointer) === false)\n        {\n            this._pointerOutHandler(pointer);\n        }\n\n    },\n\n    /**\n    * Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!\n    *\n    * @method Phaser.InputHandler#setDragLock\n    * @param {boolean} [allowHorizontal=true] - To enable the sprite to be dragged horizontally set to true, otherwise false.\n    * @param {boolean} [allowVertical=true] - To enable the sprite to be dragged vertically set to true, otherwise false.\n    */\n    setDragLock: function (allowHorizontal, allowVertical) {\n\n        if (allowHorizontal === undefined) { allowHorizontal = true; }\n        if (allowVertical === undefined) { allowVertical = true; }\n\n        this.allowHorizontalDrag = allowHorizontal;\n        this.allowVerticalDrag = allowVertical;\n\n    },\n\n    /**\n    * Make this Sprite snap to the given grid either during drag or when it's released.\n    * For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.\n    *\n    * @method Phaser.InputHandler#enableSnap\n    * @param {number} snapX - The width of the grid cell to snap to.\n    * @param {number} snapY - The height of the grid cell to snap to.\n    * @param {boolean} [onDrag=true] - If true the sprite will snap to the grid while being dragged.\n    * @param {boolean} [onRelease=false] - If true the sprite will snap to the grid when released.\n    * @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.\n    * @param {number} [snapOffsetY=0] - Used to offset the top-left starting point of the snap grid.\n    */\n    enableSnap: function (snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetY) {\n\n        if (onDrag === undefined) { onDrag = true; }\n        if (onRelease === undefined) { onRelease = false; }\n        if (snapOffsetX === undefined) { snapOffsetX = 0; }\n        if (snapOffsetY === undefined) { snapOffsetY = 0; }\n\n        this.snapX = snapX;\n        this.snapY = snapY;\n        this.snapOffsetX = snapOffsetX;\n        this.snapOffsetY = snapOffsetY;\n        this.snapOnDrag = onDrag;\n        this.snapOnRelease = onRelease;\n\n    },\n\n    /**\n    * Stops the sprite from snapping to a grid during drag or release.\n    *\n    * @method Phaser.InputHandler#disableSnap\n    */\n    disableSnap: function () {\n\n        this.snapOnDrag = false;\n        this.snapOnRelease = false;\n\n    },\n\n    /**\n    * Bounds Rect check for the sprite drag\n    *\n    * @method Phaser.InputHandler#checkBoundsRect\n    */\n    checkBoundsRect: function () {\n\n        if (this.sprite.fixedToCamera)\n        {\n            if (this.sprite.cameraOffset.x < this.boundsRect.left)\n            {\n                this.sprite.cameraOffset.x = this.boundsRect.left;\n            }\n            else if ((this.sprite.cameraOffset.x + this.sprite.width) > this.boundsRect.right)\n            {\n                this.sprite.cameraOffset.x = this.boundsRect.right - this.sprite.width;\n            }\n\n            if (this.sprite.cameraOffset.y < this.boundsRect.top)\n            {\n                this.sprite.cameraOffset.y = this.boundsRect.top;\n            }\n            else if ((this.sprite.cameraOffset.y + this.sprite.height) > this.boundsRect.bottom)\n            {\n                this.sprite.cameraOffset.y = this.boundsRect.bottom - this.sprite.height;\n            }\n        }\n        else\n        {\n            if (this.sprite.left < this.boundsRect.left)\n            {\n                this.sprite.x = this.boundsRect.x + this.sprite.offsetX;\n            }\n            else if (this.sprite.right > this.boundsRect.right)\n            {\n                this.sprite.x = this.boundsRect.right - (this.sprite.width - this.sprite.offsetX);\n            }\n\n            if (this.sprite.top < this.boundsRect.top)\n            {\n                this.sprite.y = this.boundsRect.top + this.sprite.offsetY;\n            }\n            else if (this.sprite.bottom > this.boundsRect.bottom)\n            {\n                this.sprite.y = this.boundsRect.bottom - (this.sprite.height - this.sprite.offsetY);\n            }\n        }\n\n    },\n\n    /**\n    * Parent Sprite Bounds check for the sprite drag.\n    *\n    * @method Phaser.InputHandler#checkBoundsSprite\n    */\n    checkBoundsSprite: function () {\n\n        if (this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera)\n        {\n            if (this.sprite.cameraOffset.x < this.boundsSprite.cameraOffset.x)\n            {\n                this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x;\n            }\n            else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.cameraOffset.x + this.boundsSprite.width))\n            {\n                this.sprite.cameraOffset.x = (this.boundsSprite.cameraOffset.x + this.boundsSprite.width) - this.sprite.width;\n            }\n\n            if (this.sprite.cameraOffset.y < this.boundsSprite.cameraOffset.y)\n            {\n                this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y;\n            }\n            else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.cameraOffset.y + this.boundsSprite.height))\n            {\n                this.sprite.cameraOffset.y = (this.boundsSprite.cameraOffset.y + this.boundsSprite.height) - this.sprite.height;\n            }\n        }\n        else\n        {\n            if (this.sprite.left < this.boundsSprite.left)\n            {\n                this.sprite.x = this.boundsSprite.left + this.sprite.offsetX;\n            }\n            else if (this.sprite.right > this.boundsSprite.right)\n            {\n                this.sprite.x = this.boundsSprite.right - (this.sprite.width - this.sprite.offsetX);\n            }\n\n            if (this.sprite.top < this.boundsSprite.top)\n            {\n                this.sprite.y = this.boundsSprite.top + this.sprite.offsetY;\n            }\n            else if (this.sprite.bottom > this.boundsSprite.bottom)\n            {\n                this.sprite.y = this.boundsSprite.bottom - (this.sprite.height - this.sprite.offsetY);\n            }\n        }\n\n    }\n\n};\n\nPhaser.InputHandler.prototype.constructor = Phaser.InputHandler;\n\n/**\n* @author       @karlmacklin <tacklemcclean@gmail.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Gamepad class handles gamepad input and dispatches gamepad events.\n*\n* Remember to call `gamepad.start()`.\n*\n* HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE!\n* At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports it\n* via prefs flags (about:config, search gamepad). The browsers map the same controllers differently.\n* This class has constants for Windows 7 Chrome mapping of XBOX 360 controller.\n*\n* @class Phaser.Gamepad\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Gamepad = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * @property {object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads\n    * @private\n    */\n    this._gamepadIndexMap = {};\n\n    /**\n    * @property {Array} _rawPads - The raw state of the gamepads from the browser\n    * @private\n    */\n    this._rawPads = [];\n\n    /**\n    * @property {boolean} _active - Private flag for whether or not the API is polled\n    * @private\n    * @default\n    */\n    this._active = false;\n\n    /**\n    * Gamepad input will only be processed if enabled.\n    * @property {boolean} enabled\n    * @default\n    */\n    this.enabled = true;\n\n    /**\n    * Whether or not gamepads are supported in the current browser. Note that as of Dec. 2013 this check is actually not accurate at all due to poor implementation.\n    * @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not?\n    * @private\n    */\n    this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') !== -1) || !!navigator.getGamepads;\n\n    /**\n    * Used to check for differences between earlier polls and current state of gamepads.\n    * @property {Array} _prevRawGamepadTypes\n    * @private\n    * @default\n    */\n    this._prevRawGamepadTypes = [];\n\n    /**\n    * Used to check for differences between earlier polls and current state of gamepads.\n    * @property {Array} _prevTimestamps\n    * @private\n    * @default\n    */\n    this._prevTimestamps = [];\n\n    /**\n    * @property {object} callbackContext - The context under which the callbacks are run.\n    */\n    this.callbackContext = this;\n\n    /**\n    * @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected\n    */\n    this.onConnectCallback = null;\n\n    /**\n    * @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected\n    */\n    this.onDisconnectCallback = null;\n\n    /**\n    * @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.\n    */\n    this.onDownCallback = null;\n\n    /**\n    * @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.\n    */\n    this.onUpCallback = null;\n\n    /**\n    * @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.\n    */\n    this.onAxisCallback = null;\n\n    /**\n    * @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.\n    */\n    this.onFloatCallback = null;\n\n    /**\n    * @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling\n    * @private\n    */\n    this._ongamepadconnected = null;\n\n    /**\n    * @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling\n    * @private\n    */\n    this._gamepaddisconnected = null;\n\n    /**\n    * @property {Array<Phaser.SinglePad>} _gamepads - The four Phaser Gamepads.\n    * @private\n    */\n    this._gamepads = [\n        new Phaser.SinglePad(game, this),\n        new Phaser.SinglePad(game, this),\n        new Phaser.SinglePad(game, this),\n        new Phaser.SinglePad(game, this)\n    ];\n\n};\n\nPhaser.Gamepad.prototype = {\n\n    /**\n    * Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons.\n    * \n    * @method Phaser.Gamepad#addCallbacks\n    * @param {object} context - The context under which the callbacks are run.\n    * @param {object} callbacks - Object that takes six different callback methods:\n    * onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback\n    */\n    addCallbacks: function (context, callbacks) {\n\n        if (typeof callbacks !== 'undefined')\n        {\n            this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;\n            this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;\n            this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;\n            this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;\n            this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;\n            this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;\n            this.callbackContext = context;\n        }\n\n    },\n\n    /**\n    * Starts the Gamepad event handling.\n    * This MUST be called manually before Phaser will start polling the Gamepad API.\n    *\n    * @method Phaser.Gamepad#start\n    */\n    start: function () {\n\n        if (this._active)\n        {\n            //  Avoid setting multiple listeners\n            return;\n        }\n\n        this._active = true;\n\n        var _this = this;\n\n        this._onGamepadConnected = function (event) {\n            return _this.onGamepadConnected(event);\n        };\n\n        this._onGamepadDisconnected = function (event) {\n            return _this.onGamepadDisconnected(event);\n        };\n\n        window.addEventListener('gamepadconnected', this._onGamepadConnected, false);\n        window.addEventListener('gamepaddisconnected', this._onGamepadDisconnected, false);\n\n    },\n\n    /**\n     * Handles the connection of a Gamepad.\n     *\n     * @method onGamepadConnected\n     * @private\n     * @param {object} event - The DOM event.\n     */\n    onGamepadConnected: function (event) {\n\n        var newPad = event.gamepad;\n        this._rawPads.push(newPad);\n        this._gamepads[newPad.index].connect(newPad);\n\n    },\n\n    /**\n     * Handles the disconnection of a Gamepad.\n     *\n     * @method onGamepadDisconnected\n     * @private\n     * @param {object} event - The DOM event.\n     */\n    onGamepadDisconnected: function (event) {\n\n        var removedPad = event.gamepad;\n\n        for (var i in this._rawPads)\n        {\n            if (this._rawPads[i].index === removedPad.index)\n            {\n                this._rawPads.splice(i,1);\n            }\n        }\n\n        this._gamepads[removedPad.index].disconnect();\n\n    },\n\n    /**\n    * Main gamepad update loop. Should not be called manually.\n    * @method Phaser.Gamepad#update\n    * @protected\n    */\n    update: function () {\n\n        this._pollGamepads();\n\n        this.pad1.pollStatus();\n        this.pad2.pollStatus();\n        this.pad3.pollStatus();\n        this.pad4.pollStatus();\n\n    },\n\n    /**\n    * Updating connected gamepads (for Google Chrome). Should not be called manually.\n    * \n    * @method Phaser.Gamepad#_pollGamepads\n    * @private\n    */\n    _pollGamepads: function () {\n\n        if (!this._active)\n        {\n            return;\n        }\n\n        if (navigator['getGamepads'])\n        {\n            var rawGamepads = navigator.getGamepads();\n        }\n        else if (navigator['webkitGetGamepads'])\n        {\n            var rawGamepads = navigator.webkitGetGamepads();\n        }\n        else if (navigator['webkitGamepads'])\n        {\n            var rawGamepads = navigator.webkitGamepads();\n        }\n\n        if (rawGamepads)\n        {\n            this._rawPads = [];\n\n            var gamepadsChanged = false;\n\n            for (var i = 0; i < rawGamepads.length; i++)\n            {\n                if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i])\n                {\n                    gamepadsChanged = true;\n                    this._prevRawGamepadTypes[i] = typeof rawGamepads[i];\n                }\n\n                if (rawGamepads[i])\n                {\n                    this._rawPads.push(rawGamepads[i]);\n                }\n\n                // Support max 4 pads at the moment\n                if (i === 3)\n                {\n                    break;\n                }\n            }\n\n            for (var g = 0; g < this._gamepads.length; g++)\n            {\n                this._gamepads[g]._rawPad = this._rawPads[g];\n            }\n\n            if (gamepadsChanged)\n            {\n                var validConnections = { rawIndices: {}, padIndices: {} };\n                var singlePad;\n\n                for (var j = 0; j < this._gamepads.length; j++)\n                {\n                    singlePad = this._gamepads[j];\n\n                    if (singlePad.connected)\n                    {\n                        for (var k = 0; k < this._rawPads.length; k++)\n                        {\n                            if (this._rawPads[k].index === singlePad.index)\n                            {\n                                validConnections.rawIndices[singlePad.index] = true;\n                                validConnections.padIndices[j] = true;\n                            }\n                        }\n                    }\n                }\n\n                for (var l = 0; l < this._gamepads.length; l++)\n                {\n                    singlePad = this._gamepads[l];\n\n                    if (validConnections.padIndices[l])\n                    {\n                        continue;\n                    }\n\n                    if (this._rawPads.length < 1)\n                    {\n                        singlePad.disconnect();\n                    }\n\n                    for (var m = 0; m < this._rawPads.length; m++)\n                    {\n                        if (validConnections.padIndices[l])\n                        {\n                            break;\n                        }\n\n                        var rawPad = this._rawPads[m];\n\n                        if (rawPad)\n                        {\n                            if (validConnections.rawIndices[rawPad.index])\n                            {\n                                singlePad.disconnect();\n                                continue;\n                            }\n                            else\n                            {\n                                singlePad.connect(rawPad);\n                                validConnections.rawIndices[rawPad.index] = true;\n                                validConnections.padIndices[l] = true;\n                            }\n                        }\n                        else\n                        {\n                            singlePad.disconnect();\n                        }\n                    }\n                }\n            }\n        }\n    },\n\n    /**\n    * Sets the deadZone variable for all four gamepads\n    * @method Phaser.Gamepad#setDeadZones\n    */\n    setDeadZones: function (value) {\n\n        for (var i = 0; i < this._gamepads.length; i++)\n        {\n            this._gamepads[i].deadZone = value;\n        }\n\n    },\n\n    /**\n    * Stops the Gamepad event handling.\n    *\n    * @method Phaser.Gamepad#stop\n    */\n    stop: function () {\n\n        this._active = false;\n\n        window.removeEventListener('gamepadconnected', this._onGamepadConnected);\n        window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnected);\n\n    },\n\n    /**\n    * Reset all buttons/axes of all gamepads\n    * @method Phaser.Gamepad#reset\n    */\n    reset: function () {\n\n        this.update();\n\n        for (var i = 0; i < this._gamepads.length; i++)\n        {\n            this._gamepads[i].reset();\n        }\n\n    },\n\n    /**\n    * Returns the \"just pressed\" state of a button from ANY gamepad connected. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).\n    * @method Phaser.Gamepad#justPressed\n    * @param {number} buttonCode - The buttonCode of the button to check for.\n    * @param {number} [duration=250] - The duration below which the button is considered as being just pressed.\n    * @return {boolean} True if the button is just pressed otherwise false.\n    */\n    justPressed: function (buttonCode, duration) {\n\n        for (var i = 0; i < this._gamepads.length; i++)\n        {\n            if (this._gamepads[i].justPressed(buttonCode, duration) === true)\n            {\n                return true;\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Returns the \"just released\" state of a button from ANY gamepad connected. Just released is considered as being true if the button was released within the duration given (default 250ms).\n    * @method Phaser.Gamepad#justPressed\n    * @param {number} buttonCode - The buttonCode of the button to check for.\n    * @param {number} [duration=250] - The duration below which the button is considered as being just released.\n    * @return {boolean} True if the button is just released otherwise false.\n    */\n    justReleased: function (buttonCode, duration) {\n\n        for (var i = 0; i < this._gamepads.length; i++)\n        {\n            if (this._gamepads[i].justReleased(buttonCode, duration) === true)\n            {\n                return true;\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Returns true if the button is currently pressed down, on ANY gamepad.\n    * @method Phaser.Gamepad#isDown\n    * @param {number} buttonCode - The buttonCode of the button to check for.\n    * @return {boolean} True if a button is currently down.\n    */\n    isDown: function (buttonCode) {\n\n        for (var i = 0; i < this._gamepads.length; i++)\n        {\n            if (this._gamepads[i].isDown(buttonCode) === true)\n            {\n                return true;\n            }\n        }\n\n        return false;\n    },\n\n    /**\n     * Destroys this object and the associated event listeners.\n     *\n     * @method Phaser.Gamepad#destroy\n     */\n    destroy: function () {\n\n        this.stop();\n\n        for (var i = 0; i < this._gamepads.length; i++)\n        {\n            this._gamepads[i].destroy();\n        }\n\n    }\n\n};\n\nPhaser.Gamepad.prototype.constructor = Phaser.Gamepad;\n\n/**\n* If the gamepad input is active or not - if not active it should not be updated from Input.js\n* @name Phaser.Gamepad#active\n* @property {boolean} active - If the gamepad input is active or not.\n* @readonly\n*/\nObject.defineProperty(Phaser.Gamepad.prototype, \"active\", {\n\n    get: function () {\n        return this._active;\n    }\n\n});\n\n/**\n* Whether or not gamepads are supported in current browser.\n* @name Phaser.Gamepad#supported\n* @property {boolean} supported - Whether or not gamepads are supported in current browser.\n* @readonly\n*/\nObject.defineProperty(Phaser.Gamepad.prototype, \"supported\", {\n\n    get: function () {\n        return this._gamepadSupportAvailable;\n    }\n\n});\n\n/**\n* How many live gamepads are currently connected.\n* @name Phaser.Gamepad#padsConnected\n* @property {number} padsConnected - How many live gamepads are currently connected.\n* @readonly\n*/\nObject.defineProperty(Phaser.Gamepad.prototype, \"padsConnected\", {\n\n    get: function () {\n        return this._rawPads.length;\n    }\n\n});\n\n/**\n* Gamepad #1\n* @name Phaser.Gamepad#pad1\n* @property {Phaser.SinglePad} pad1 - Gamepad #1;\n* @readonly\n*/\nObject.defineProperty(Phaser.Gamepad.prototype, \"pad1\", {\n\n    get: function () {\n        return this._gamepads[0];\n    }\n\n});\n\n/**\n* Gamepad #2\n* @name Phaser.Gamepad#pad2\n* @property {Phaser.SinglePad} pad2 - Gamepad #2\n* @readonly\n*/\nObject.defineProperty(Phaser.Gamepad.prototype, \"pad2\", {\n\n    get: function () {\n        return this._gamepads[1];\n    }\n\n});\n\n/**\n* Gamepad #3\n* @name Phaser.Gamepad#pad3\n* @property {Phaser.SinglePad} pad3 - Gamepad #3\n* @readonly\n*/\nObject.defineProperty(Phaser.Gamepad.prototype, \"pad3\", {\n\n    get: function () {\n        return this._gamepads[2];\n    }\n\n});\n\n/**\n* Gamepad #4\n* @name Phaser.Gamepad#pad4\n* @property {Phaser.SinglePad} pad4 - Gamepad #4\n* @readonly\n*/\nObject.defineProperty(Phaser.Gamepad.prototype, \"pad4\", {\n\n    get: function () {\n        return this._gamepads[3];\n    }\n\n});\n\nPhaser.Gamepad.BUTTON_0 = 0;\nPhaser.Gamepad.BUTTON_1 = 1;\nPhaser.Gamepad.BUTTON_2 = 2;\nPhaser.Gamepad.BUTTON_3 = 3;\nPhaser.Gamepad.BUTTON_4 = 4;\nPhaser.Gamepad.BUTTON_5 = 5;\nPhaser.Gamepad.BUTTON_6 = 6;\nPhaser.Gamepad.BUTTON_7 = 7;\nPhaser.Gamepad.BUTTON_8 = 8;\nPhaser.Gamepad.BUTTON_9 = 9;\nPhaser.Gamepad.BUTTON_10 = 10;\nPhaser.Gamepad.BUTTON_11 = 11;\nPhaser.Gamepad.BUTTON_12 = 12;\nPhaser.Gamepad.BUTTON_13 = 13;\nPhaser.Gamepad.BUTTON_14 = 14;\nPhaser.Gamepad.BUTTON_15 = 15;\n\nPhaser.Gamepad.AXIS_0 = 0;\nPhaser.Gamepad.AXIS_1 = 1;\nPhaser.Gamepad.AXIS_2 = 2;\nPhaser.Gamepad.AXIS_3 = 3;\nPhaser.Gamepad.AXIS_4 = 4;\nPhaser.Gamepad.AXIS_5 = 5;\nPhaser.Gamepad.AXIS_6 = 6;\nPhaser.Gamepad.AXIS_7 = 7;\nPhaser.Gamepad.AXIS_8 = 8;\nPhaser.Gamepad.AXIS_9 = 9;\n\n// Below mapping applies to XBOX 360 Wired and Wireless controller on Google Chrome (tested on Windows 7).\n// - Firefox uses different map! Separate amount of buttons and axes. DPAD = axis and not a button.\n// In other words - discrepancies when using gamepads.\n\nPhaser.Gamepad.XBOX360_A = 0;\nPhaser.Gamepad.XBOX360_B = 1;\nPhaser.Gamepad.XBOX360_X = 2;\nPhaser.Gamepad.XBOX360_Y = 3;\nPhaser.Gamepad.XBOX360_LEFT_BUMPER = 4;\nPhaser.Gamepad.XBOX360_RIGHT_BUMPER = 5;\nPhaser.Gamepad.XBOX360_LEFT_TRIGGER = 6;\nPhaser.Gamepad.XBOX360_RIGHT_TRIGGER = 7;\nPhaser.Gamepad.XBOX360_BACK = 8;\nPhaser.Gamepad.XBOX360_START = 9;\nPhaser.Gamepad.XBOX360_STICK_LEFT_BUTTON = 10;\nPhaser.Gamepad.XBOX360_STICK_RIGHT_BUTTON = 11;\n\nPhaser.Gamepad.XBOX360_DPAD_LEFT = 14;\nPhaser.Gamepad.XBOX360_DPAD_RIGHT = 15;\nPhaser.Gamepad.XBOX360_DPAD_UP = 12;\nPhaser.Gamepad.XBOX360_DPAD_DOWN = 13;\n\n//  On FF 0 = Y, 1 = X, 2 = Y, 3 = X, 4 = left bumper, 5 = dpad left, 6 = dpad right\nPhaser.Gamepad.XBOX360_STICK_LEFT_X = 0;\nPhaser.Gamepad.XBOX360_STICK_LEFT_Y = 1;\nPhaser.Gamepad.XBOX360_STICK_RIGHT_X = 2;\nPhaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;\n\n//  PlayStation 3 controller (masquerading as xbox360 controller) button mappings\n\nPhaser.Gamepad.PS3XC_X = 0;\nPhaser.Gamepad.PS3XC_CIRCLE = 1;\nPhaser.Gamepad.PS3XC_SQUARE = 2;\nPhaser.Gamepad.PS3XC_TRIANGLE = 3;\nPhaser.Gamepad.PS3XC_L1 = 4;\nPhaser.Gamepad.PS3XC_R1 = 5;\nPhaser.Gamepad.PS3XC_L2 = 6; // analog trigger, range 0..1\nPhaser.Gamepad.PS3XC_R2 = 7; // analog trigger, range 0..1\nPhaser.Gamepad.PS3XC_SELECT = 8;\nPhaser.Gamepad.PS3XC_START = 9;\nPhaser.Gamepad.PS3XC_STICK_LEFT_BUTTON = 10;\nPhaser.Gamepad.PS3XC_STICK_RIGHT_BUTTON = 11;\nPhaser.Gamepad.PS3XC_DPAD_UP = 12;\nPhaser.Gamepad.PS3XC_DPAD_DOWN = 13;\nPhaser.Gamepad.PS3XC_DPAD_LEFT = 14;\nPhaser.Gamepad.PS3XC_DPAD_RIGHT = 15;\nPhaser.Gamepad.PS3XC_STICK_LEFT_X = 0; // analog stick, range -1..1\nPhaser.Gamepad.PS3XC_STICK_LEFT_Y = 1; // analog stick, range -1..1\nPhaser.Gamepad.PS3XC_STICK_RIGHT_X = 2; // analog stick, range -1..1\nPhaser.Gamepad.PS3XC_STICK_RIGHT_Y = 3; // analog stick, range -1..1\n\n/**\n* @author       @karlmacklin <tacklemcclean@gmail.com>\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A single Phaser Gamepad\n* \n* @class Phaser.SinglePad\n* @constructor\n* @param {Phaser.Game} game - Current game instance.\n* @param {object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)\n*/\nPhaser.SinglePad = function (game, padParent) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * @property {number} index - The gamepad index as per browsers data\n    * @readonly\n    */\n    this.index = null;\n\n    /**\n    * @property {boolean} connected - Whether or not this particular gamepad is connected or not.\n    * @readonly\n    */\n    this.connected = false;\n\n    /**\n    * @property {object} callbackContext - The context under which the callbacks are run.\n    */\n    this.callbackContext = this;\n\n    /**\n    * @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected\n    */\n    this.onConnectCallback = null;\n\n    /**\n    * @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected\n    */\n    this.onDisconnectCallback = null;\n\n    /**\n    * @property {function} onDownCallback - This callback is invoked every time a button is pressed down.\n    */\n    this.onDownCallback = null;\n\n    /**\n    * @property {function} onUpCallback - This callback is invoked every time a gamepad button is released.\n    */\n    this.onUpCallback = null;\n\n    /**\n    * @property {function} onAxisCallback - This callback is invoked every time an axis is changed.\n    */\n    this.onAxisCallback = null;\n\n    /**\n    * @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value < 1.\n    */\n    this.onFloatCallback = null;\n\n    /**\n    * @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.\n    */\n    this.deadZone = 0.26;\n\n    /**\n    * @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object\n    * @private\n    */\n    this._padParent = padParent;\n\n    /**\n    * @property {object} _rawPad - The 'raw' gamepad data.\n    * @private\n    */\n    this._rawPad = null;\n\n    /**\n    * @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.\n    * @private\n    */\n    this._prevTimestamp = null;\n\n    /**\n    * @property {Array} _buttons - Array of Phaser.DeviceButton objects. This array is populated when the gamepad is connected.\n    * @private\n    */\n    this._buttons = [];\n\n    /**\n    * @property {number} _buttonsLen - Length of the _buttons array.\n    * @private\n    */\n    this._buttonsLen = 0;\n\n    /**\n    * @property {Array} _axes - Current axes state.\n    * @private\n    */\n    this._axes = [];\n\n    /**\n    * @property {number} _axesLen - Length of the _axes array.\n    * @private\n    */\n    this._axesLen = 0;\n\n};\n\nPhaser.SinglePad.prototype = {\n\n    /**\n    * Add callbacks to this Gamepad to handle connect / disconnect / button down / button up / axis change / float value buttons.\n    * \n    * @method Phaser.SinglePad#addCallbacks\n    * @param {object} context - The context under which the callbacks are run.\n    * @param {object} callbacks - Object that takes six different callbak methods:\n    * onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback\n    */\n    addCallbacks: function (context, callbacks) {\n\n        if (typeof callbacks !== 'undefined')\n        {\n            this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;\n            this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;\n            this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;\n            this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;\n            this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;\n            this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;\n\n            this.callbackContext = context;\n        }\n    },\n\n    /**\n    * Gets a DeviceButton object from this controller to be stored and referenced locally.\n    * The DeviceButton object can then be polled, have events attached to it, etc.\n    *\n    * @method Phaser.SinglePad#getButton\n    * @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0, Phaser.Gamepad.XBOX360_A, etc.\n    * @return {Phaser.DeviceButton} The DeviceButton object which you can store locally and reference directly.\n    */\n    getButton: function (buttonCode) {\n\n        if (this._buttons[buttonCode])\n        {\n            return this._buttons[buttonCode];\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * Main update function called by Phaser.Gamepad.\n    * \n    * @method Phaser.SinglePad#pollStatus\n    */\n    pollStatus: function () {\n\n        if (!this.connected || !this.game.input.enabled || !this.game.input.gamepad.enabled || (this._rawPad.timestamp && (this._rawPad.timestamp === this._prevTimestamp)))\n        {\n            return;\n        }\n\n        for (var i = 0; i < this._buttonsLen; i++)\n        {\n            var rawButtonVal = isNaN(this._rawPad.buttons[i]) ? this._rawPad.buttons[i].value : this._rawPad.buttons[i];\n\n            if (rawButtonVal !== this._buttons[i].value)\n            {\n                if (rawButtonVal === 1)\n                {\n                    this.processButtonDown(i, rawButtonVal);\n                }\n                else if (rawButtonVal === 0)\n                {\n                    this.processButtonUp(i, rawButtonVal);\n                }\n                else\n                {\n                    this.processButtonFloat(i, rawButtonVal);\n                }\n            }\n        }\n        \n        for (var index = 0; index < this._axesLen; index++)\n        {\n            var value = this._rawPad.axes[index];\n\n            if ((value > 0 && value > this.deadZone) || (value < 0 && value < -this.deadZone))\n            {\n                this.processAxisChange(index, value);\n            }\n            else\n            {\n                this.processAxisChange(index, 0);\n            }\n        }\n\n        this._prevTimestamp = this._rawPad.timestamp;\n\n    },\n\n    /**\n    * Gamepad connect function, should be called by Phaser.Gamepad.\n    * \n    * @method Phaser.SinglePad#connect\n    * @param {object} rawPad - The raw gamepad object\n    */\n    connect: function (rawPad) {\n\n        var triggerCallback = !this.connected;\n\n        this.connected = true;\n        this.index = rawPad.index;\n\n        this._rawPad = rawPad;\n\n        this._buttons = [];\n        this._buttonsLen = rawPad.buttons.length;\n\n        this._axes = [];\n        this._axesLen = rawPad.axes.length;\n\n        for (var a = 0; a < this._axesLen; a++)\n        {\n            this._axes[a] = rawPad.axes[a];\n        }\n\n        for (var buttonCode in rawPad.buttons)\n        {\n            buttonCode = parseInt(buttonCode, 10);\n            this._buttons[buttonCode] = new Phaser.DeviceButton(this, buttonCode);\n        }\n\n        if (triggerCallback && this._padParent.onConnectCallback)\n        {\n            this._padParent.onConnectCallback.call(this._padParent.callbackContext, this.index);\n        }\n\n        if (triggerCallback && this.onConnectCallback)\n        {\n            this.onConnectCallback.call(this.callbackContext);\n        }\n\n    },\n\n    /**\n    * Gamepad disconnect function, should be called by Phaser.Gamepad.\n    * \n    * @method Phaser.SinglePad#disconnect\n    */\n    disconnect: function () {\n\n        var triggerCallback = this.connected;\n        var disconnectingIndex = this.index;\n\n        this.connected = false;\n        this.index = null;\n\n        this._rawPad = undefined;\n\n        for (var i = 0; i < this._buttonsLen; i++)\n        {\n            this._buttons[i].destroy();\n        }\n\n        this._buttons = [];\n        this._buttonsLen = 0;\n\n        this._axes = [];\n        this._axesLen = 0;\n\n        if (triggerCallback && this._padParent.onDisconnectCallback)\n        {\n            this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);\n        }\n\n        if (triggerCallback && this.onDisconnectCallback)\n        {\n            this.onDisconnectCallback.call(this.callbackContext);\n        }\n\n    },\n\n    /**\n     * Destroys this object and associated callback references.\n     *\n     * @method Phaser.SinglePad#destroy\n     */\n    destroy: function () {\n\n        this._rawPad = undefined;\n\n        for (var i = 0; i < this._buttonsLen; i++)\n        {\n            this._buttons[i].destroy();\n        }\n\n        this._buttons = [];\n        this._buttonsLen = 0;\n\n        this._axes = [];\n        this._axesLen = 0;\n\n        this.onConnectCallback = null;\n        this.onDisconnectCallback = null;\n        this.onDownCallback = null;\n        this.onUpCallback = null;\n        this.onAxisCallback = null;\n        this.onFloatCallback = null;\n\n    },\n\n    /**\n    * Handles changes in axis.\n    * \n    * @method Phaser.SinglePad#processAxisChange\n    * @param {object} axisState - State of the relevant axis\n    */\n    processAxisChange: function (index, value) {\n\n        if (this._axes[index] === value)\n        {\n            return;\n        }\n\n        this._axes[index] = value;\n\n        if (this._padParent.onAxisCallback)\n        {\n            this._padParent.onAxisCallback.call(this._padParent.callbackContext, this, index, value);\n        }\n\n        if (this.onAxisCallback)\n        {\n            this.onAxisCallback.call(this.callbackContext, this, index, value);\n        }\n\n    },\n\n    /**\n    * Handles button down press.\n    * \n    * @method Phaser.SinglePad#processButtonDown\n    * @param {number} buttonCode - Which buttonCode of this button\n    * @param {object} value - Button value\n    */\n    processButtonDown: function (buttonCode, value) {\n\n        if (this._buttons[buttonCode])\n        {\n            this._buttons[buttonCode].start(null, value);\n        }\n\n        if (this._padParent.onDownCallback)\n        {\n            this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);\n        }\n\n        if (this.onDownCallback)\n        {\n            this.onDownCallback.call(this.callbackContext, buttonCode, value);\n        }\n\n    },\n\n    /**\n    * Handles button release.\n    * \n    * @method Phaser.SinglePad#processButtonUp\n    * @param {number} buttonCode - Which buttonCode of this button\n    * @param {object} value - Button value\n    */\n    processButtonUp: function (buttonCode, value) {\n\n        if (this._padParent.onUpCallback)\n        {\n            this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);\n        }\n\n        if (this.onUpCallback)\n        {\n            this.onUpCallback.call(this.callbackContext, buttonCode, value);\n        }\n\n        if (this._buttons[buttonCode])\n        {\n            this._buttons[buttonCode].stop(null, value);\n        }\n\n    },\n\n    /**\n    * Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button)\n    * \n    * @method Phaser.SinglePad#processButtonFloat\n    * @param {number} buttonCode - Which buttonCode of this button\n    * @param {object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.\n    */\n    processButtonFloat: function (buttonCode, value) {\n\n        if (this._padParent.onFloatCallback)\n        {\n            this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);\n        }\n\n        if (this.onFloatCallback)\n        {\n            this.onFloatCallback.call(this.callbackContext, buttonCode, value);\n        }\n\n        if (this._buttons[buttonCode])\n        {\n            this._buttons[buttonCode].padFloat(value);\n        }\n\n    },\n\n    /**\n    * Returns value of requested axis.\n    * \n    * @method Phaser.SinglePad#axis\n    * @param {number} axisCode - The index of the axis to check\n    * @return {number} Axis value if available otherwise false\n    */\n    axis: function (axisCode) {\n\n        if (this._axes[axisCode])\n        {\n            return this._axes[axisCode];\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Returns true if the button is pressed down.\n    * \n    * @method Phaser.SinglePad#isDown\n    * @param {number} buttonCode - The buttonCode of the button to check.\n    * @return {boolean} True if the button is pressed down.\n    */\n    isDown: function (buttonCode) {\n\n        if (this._buttons[buttonCode])\n        {\n            return this._buttons[buttonCode].isDown;\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Returns true if the button is not currently pressed.\n    * \n    * @method Phaser.SinglePad#isUp\n    * @param {number} buttonCode - The buttonCode of the button to check.\n    * @return {boolean} True if the button is not currently pressed down.\n    */\n    isUp: function (buttonCode) {\n\n        if (this._buttons[buttonCode])\n        {\n            return this._buttons[buttonCode].isUp;\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Returns the \"just released\" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms).\n    * \n    * @method Phaser.SinglePad#justReleased\n    * @param {number} buttonCode - The buttonCode of the button to check for.\n    * @param {number} [duration=250] - The duration below which the button is considered as being just released.\n    * @return {boolean} True if the button is just released otherwise false.\n    */\n    justReleased: function (buttonCode, duration) {\n\n        if (this._buttons[buttonCode])\n        {\n            return this._buttons[buttonCode].justReleased(duration);\n        }\n\n    },\n\n    /**\n    * Returns the \"just pressed\" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).\n    * \n    * @method Phaser.SinglePad#justPressed\n    * @param {number} buttonCode - The buttonCode of the button to check for.\n    * @param {number} [duration=250] - The duration below which the button is considered as being just pressed.\n    * @return {boolean} True if the button is just pressed otherwise false.\n    */\n    justPressed: function (buttonCode, duration) {\n\n        if (this._buttons[buttonCode])\n        {\n            return this._buttons[buttonCode].justPressed(duration);\n        }\n\n    },\n\n    /**\n    * Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example\n    * analog trigger buttons on the XBOX 360 controller.\n    * \n    * @method Phaser.SinglePad#buttonValue\n    * @param {number} buttonCode - The buttonCode of the button to check.\n    * @return {number} Button value if available otherwise null. Be careful as this can incorrectly evaluate to 0.\n    */\n    buttonValue: function (buttonCode) {\n\n        if (this._buttons[buttonCode])\n        {\n            return this._buttons[buttonCode].value;\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Reset all buttons/axes of this gamepad.\n    * \n    * @method Phaser.SinglePad#reset\n    */\n    reset: function () {\n\n        for (var j = 0; j < this._axes.length; j++)\n        {\n            this._axes[j] = 0;\n        }\n\n    }\n\n};\n\nPhaser.SinglePad.prototype.constructor = Phaser.SinglePad;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.\n* \n* @class Phaser.Key\n* @constructor\n* @param {Phaser.Game} game - Current game instance.\n* @param {integer} keycode - The key code this Key is responsible for. See {@link Phaser.KeyCode}.\n*/\nPhaser.Key = function (game, keycode) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * The enabled state of the key - see `enabled`.\n    * @property {boolean} _enabled\n    * @private\n    */\n    this._enabled = true;\n\n    /**\n    * @property {object} event - Stores the most recent DOM event.\n    * @readonly\n    */\n    this.event = null;\n\n    /**\n    * @property {boolean} isDown - The \"down\" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.\n    * @default\n    */\n    this.isDown = false;\n\n    /**\n    * @property {boolean} isUp - The \"up\" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.\n    * @default\n    */\n    this.isUp = true;\n\n    /**\n    * @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.\n    * @default\n    */\n    this.altKey = false;\n\n    /**\n    * @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.\n    * @default\n    */\n    this.ctrlKey = false;\n\n    /**\n    * @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.\n    * @default\n    */\n    this.shiftKey = false;\n\n    /**\n    * @property {number} timeDown - The timestamp when the key was last pressed down. This is based on Game.time.now.\n    */\n    this.timeDown = 0;\n\n    /**\n    * If the key is down this value holds the duration of that key press and is constantly updated.\n    * If the key is up it holds the duration of the previous down session.\n    * @property {number} duration - The number of milliseconds this key has been held down for.\n    * @default\n    */\n    this.duration = 0;\n\n    /**\n    * @property {number} timeUp - The timestamp when the key was last released. This is based on Game.time.now.\n    * @default\n    */\n    this.timeUp = -2500;\n\n    /**\n    * @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.\n    * @default\n    */\n    this.repeats = 0;\n\n    /**\n    * @property {number} keyCode - The keycode of this key.\n    */\n    this.keyCode = keycode;\n\n    /**\n    * @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).\n    */\n    this.onDown = new Phaser.Signal();\n\n    /**\n    * @property {function} onHoldCallback - A callback that is called while this Key is held down. Warning: Depending on refresh rate that could be 60+ times per second.\n    */\n    this.onHoldCallback = null;\n\n    /**\n    * @property {object} onHoldContext - The context under which the onHoldCallback will be called.\n    */\n    this.onHoldContext = null;\n\n    /**\n    * @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is released. It is only dispatched once (until the key is pressed and released again).\n    */\n    this.onUp = new Phaser.Signal();\n\n    /**\n     * @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)\n     * @private\n     */\n    this._justDown = false;\n\n    /**\n     * @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)\n     * @private\n     */\n    this._justUp = false;\n\n};\n\nPhaser.Key.prototype = {\n\n    /**\n    * Called automatically by Phaser.Keyboard.\n    * \n    * @method Phaser.Key#update\n    * @protected\n    */\n    update: function () {\n\n        if (!this._enabled) { return; }\n\n        if (this.isDown)\n        {\n            this.duration = this.game.time.time - this.timeDown;\n            this.repeats++;\n\n            if (this.onHoldCallback)\n            {\n                this.onHoldCallback.call(this.onHoldContext, this);\n            }\n        }\n\n    },\n\n    /**\n    * Called automatically by Phaser.Keyboard.\n    * \n    * @method Phaser.Key#processKeyDown\n    * @param {KeyboardEvent} event - The DOM event that triggered this.\n    * @protected\n    */\n    processKeyDown: function (event) {\n\n        if (!this._enabled) { return; }\n\n        this.event = event;\n\n        // exit if this key down is from auto-repeat\n        if (this.isDown)\n        {\n            return;\n        }\n\n        this.altKey = event.altKey;\n        this.ctrlKey = event.ctrlKey;\n        this.shiftKey = event.shiftKey;\n\n        this.isDown = true;\n        this.isUp = false;\n        this.timeDown = this.game.time.time;\n        this.duration = 0;\n        this.repeats = 0;\n\n        // _justDown will remain true until it is read via the justDown Getter\n        // this enables the game to poll for past presses, or reset it at the start of a new game state\n        this._justDown = true;\n\n        this.onDown.dispatch(this);\n\n    },\n\n    /**\n    * Called automatically by Phaser.Keyboard.\n    * \n    * @method Phaser.Key#processKeyUp\n    * @param {KeyboardEvent} event - The DOM event that triggered this.\n    * @protected\n    */\n    processKeyUp: function (event) {\n\n        if (!this._enabled) { return; }\n\n        this.event = event;\n\n        if (this.isUp)\n        {\n            return;\n        }\n\n        this.isDown = false;\n        this.isUp = true;\n        this.timeUp = this.game.time.time;\n        this.duration = this.game.time.time - this.timeDown;\n\n        // _justUp will remain true until it is read via the justUp Getter\n        // this enables the game to poll for past presses, or reset it at the start of a new game state\n        this._justUp = true;\n\n        this.onUp.dispatch(this);\n\n    },\n\n    /**\n    * Resets the state of this Key.\n    *\n    * This sets isDown to false, isUp to true, resets the time to be the current time, and _enables_ the key.\n    * In addition, if it is a \"hard reset\", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback.\n    *\n    * @method Phaser.Key#reset\n    * @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks; a hard reset will.\n    */\n    reset: function (hard) {\n\n        if (hard === undefined) { hard = true; }\n\n        this.isDown = false;\n        this.isUp = true;\n        this.timeUp = this.game.time.time;\n        this.duration = 0;\n        this._enabled = true; // .enabled causes reset(false)\n        this._justDown = false;\n        this._justUp = false;\n\n        if (hard)\n        {\n            this.onDown.removeAll();\n            this.onUp.removeAll();\n            this.onHoldCallback = null;\n            this.onHoldContext = null;\n        }\n\n    },\n\n    /**\n    * Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,\n    * or was pressed down longer ago than then given duration.\n    * \n    * @method Phaser.Key#downDuration\n    * @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.\n    * @return {boolean} True if the key was pressed down within the given duration.\n    */\n    downDuration: function (duration) {\n\n        if (duration === undefined) { duration = 50; }\n\n        return (this.isDown && this.duration < duration);\n\n    },\n\n    /**\n    * Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,\n    * or was pressed down longer ago than then given duration.\n    * \n    * @method Phaser.Key#upDuration\n    * @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.\n    * @return {boolean} True if the key was released within the given duration.\n    */\n    upDuration: function (duration) {\n\n        if (duration === undefined) { duration = 50; }\n\n        return (!this.isDown && ((this.game.time.time - this.timeUp) < duration));\n\n    }\n\n};\n\n/**\n* The justDown value allows you to test if this Key has just been pressed down or not.\n* When you check this value it will return `true` if the Key is down, otherwise `false`.\n* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.\n* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.\n* \n* @property {boolean} justDown\n* @memberof Phaser.Key\n* @default false\n*/\nObject.defineProperty(Phaser.Key.prototype, \"justDown\", {\n\n    get: function () {\n\n        var current = this._justDown;\n        this._justDown = false;\n        return current;\n\n    }\n\n});\n\n/**\n* The justUp value allows you to test if this Key has just been released or not.\n* When you check this value it will return `true` if the Key is up, otherwise `false`.\n* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.\n* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.\n* \n* @property {boolean} justUp\n* @memberof Phaser.Key\n* @default false\n*/\nObject.defineProperty(Phaser.Key.prototype, \"justUp\", {\n\n    get: function () {\n\n        var current = this._justUp;\n        this._justUp = false;\n        return current;\n\n    }\n\n});\n\n/**\n* An enabled key processes its update and dispatches events.\n* A key can be disabled momentarily at runtime instead of deleting it.\n* \n* @property {boolean} enabled\n* @memberof Phaser.Key\n* @default true\n*/\nObject.defineProperty(Phaser.Key.prototype, \"enabled\", {\n\n    get: function () {\n\n        return this._enabled;\n\n    },\n\n    set: function (value) {\n\n        value = !!value;\n\n        if (value !== this._enabled)\n        {\n            if (!value)\n            {\n                this.reset(false);\n            }\n\n            this._enabled = value;\n        }\n    }\n\n});\n\nPhaser.Key.prototype.constructor = Phaser.Key;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Keyboard class monitors keyboard input and dispatches keyboard events.\n*\n* _Note_: many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.\n* See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details.\n*\n* Also please be aware that certain browser extensions can disable or override Phaser keyboard handling.\n* For example the Chrome extension vimium is known to disable Phaser from using the D key. And there are others.\n* So please check your extensions before opening Phaser issues.\n*\n* @class Phaser.Keyboard\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Keyboard = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * Keyboard input will only be processed if enabled.\n    * @property {boolean} enabled\n    * @default\n    */\n    this.enabled = true;\n\n    /**\n    * @property {object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.\n    */\n    this.event = null;\n\n    /**\n    * @property {object} pressEvent - The most recent DOM event from keypress.\n    */\n    this.pressEvent = null;\n\n    /**\n    * @property {object} callbackContext - The context under which the callbacks are run.\n    */\n    this.callbackContext = this;\n\n    /**\n    * @property {function} onDownCallback - This callback is invoked every time a key is pressed down, including key repeats when a key is held down.\n    */\n    this.onDownCallback = null;\n\n    /**\n    * @property {function} onPressCallback - This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys.\n    */\n    this.onPressCallback = null;\n\n    /**\n    * @property {function} onUpCallback - This callback is invoked every time a key is released.\n    */\n    this.onUpCallback = null;\n\n    /**\n    * @property {array<Phaser.Key>} _keys - The array the Phaser.Key objects are stored in.\n    * @private\n    */\n    this._keys = [];\n\n    /**\n    * @property {array} _capture - The array the key capture values are stored in.\n    * @private\n    */\n    this._capture = [];\n\n    /**\n    * @property {function} _onKeyDown\n    * @private\n    * @default\n    */\n    this._onKeyDown = null;\n\n    /**\n    * @property {function} _onKeyPress\n    * @private\n    * @default\n    */\n    this._onKeyPress = null;\n\n    /**\n    * @property {function} _onKeyUp\n    * @private\n    * @default\n    */\n    this._onKeyUp = null;\n\n    /**\n    * @property {number} _i - Internal cache var\n    * @private\n    */\n    this._i = 0;\n\n    /**\n    * @property {number} _k - Internal cache var\n    * @private\n    */\n    this._k = 0;\n\n};\n\nPhaser.Keyboard.prototype = {\n\n    /**\n    * Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated.\n    *\n    * @method Phaser.Keyboard#addCallbacks\n    * @param {object} context - The context under which the callbacks are run.\n    * @param {function} [onDown=null] - This callback is invoked every time a key is pressed down.\n    * @param {function} [onUp=null] - This callback is invoked every time a key is released.\n    * @param {function} [onPress=null] - This callback is invoked every time the onkeypress event is raised.\n    */\n    addCallbacks: function (context, onDown, onUp, onPress) {\n\n        this.callbackContext = context;\n\n        if (onDown !== undefined && onDown !== null)\n        {\n            this.onDownCallback = onDown;\n        }\n\n        if (onUp !== undefined && onUp !== null)\n        {\n            this.onUpCallback = onUp;\n        }\n\n        if (onPress !== undefined && onPress !== null)\n        {\n            this.onPressCallback = onPress;\n        }\n\n    },\n\n    /**\n    * If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.\n    * The Key object can then be polled, have events attached to it, etc.\n    *\n    * @method Phaser.Keyboard#addKey\n    * @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key.\n    * @return {Phaser.Key} The Key object which you can store locally and reference directly.\n    */\n    addKey: function (keycode) {\n\n        if (!this._keys[keycode])\n        {\n            this._keys[keycode] = new Phaser.Key(this.game, keycode);\n\n            this.addKeyCapture(keycode);\n        }\n\n        return this._keys[keycode];\n\n    },\n\n    /**\n    * A practical way to create an object containing user selected hotkeys.\n    *\n    * For example,\n    *\n    *     addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } );\n    *\n    * would return an object containing properties (`up`, `down`, `left` and `right`) referring to {@link Phaser.Key} object.\n    *\n    * @method Phaser.Keyboard#addKeys\n    * @param {object} keys - A key mapping object, i.e. `{ 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S }` or `{ 'up': 52, 'down': 53 }`.\n    * @return {object} An object containing the properties mapped to {@link Phaser.Key} values.\n    */\n    addKeys: function (keys) {\n\n        var output = {};\n\n        for (var key in keys)\n        {\n            output[key] = this.addKey(keys[key]);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Removes a Key object from the Keyboard manager.\n    *\n    * @method Phaser.Keyboard#removeKey\n    * @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to remove.\n    */\n    removeKey: function (keycode) {\n\n        if (this._keys[keycode])\n        {\n            this._keys[keycode] = null;\n\n            this.removeKeyCapture(keycode);\n        }\n\n    },\n\n    /**\n    * Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.\n    *\n    * @method Phaser.Keyboard#createCursorKeys\n    * @return {object} An object containing properties: `up`, `down`, `left` and `right` of {@link Phaser.Key} objects.\n    */\n    createCursorKeys: function () {\n\n        return this.addKeys({ 'up': Phaser.KeyCode.UP, 'down': Phaser.KeyCode.DOWN, 'left': Phaser.KeyCode.LEFT, 'right': Phaser.KeyCode.RIGHT });\n\n    },\n\n    /**\n    * Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window.\n    * This is called automatically by Phaser.Input and should not normally be invoked directly.\n    *\n    * @method Phaser.Keyboard#start\n    * @protected\n    */\n    start: function () {\n\n        if (this.game.device.cocoonJS)\n        {\n            return;\n        }\n\n        if (this._onKeyDown !== null)\n        {\n            //  Avoid setting multiple listeners\n            return;\n        }\n\n        var _this = this;\n\n        this._onKeyDown = function (event) {\n            return _this.processKeyDown(event);\n        };\n\n        this._onKeyUp = function (event) {\n            return _this.processKeyUp(event);\n        };\n\n        this._onKeyPress = function (event) {\n            return _this.processKeyPress(event);\n        };\n\n        window.addEventListener('keydown', this._onKeyDown, false);\n        window.addEventListener('keyup', this._onKeyUp, false);\n        window.addEventListener('keypress', this._onKeyPress, false);\n\n    },\n\n    /**\n    * Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.\n    *\n    * @method Phaser.Keyboard#stop\n    */\n    stop: function () {\n\n        window.removeEventListener('keydown', this._onKeyDown);\n        window.removeEventListener('keyup', this._onKeyUp);\n        window.removeEventListener('keypress', this._onKeyPress);\n\n        this._onKeyDown = null;\n        this._onKeyUp = null;\n        this._onKeyPress = null;\n\n    },\n\n    /**\n    * Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.\n    * Also clears all key captures and currently created Key objects.\n    *\n    * @method Phaser.Keyboard#destroy\n    */\n    destroy: function () {\n\n        this.stop();\n\n        this.clearCaptures();\n\n        this._keys.length = 0;\n        this._i = 0;\n\n    },\n\n    /**\n    * By default when a key is pressed Phaser will not stop the event from propagating up to the browser.\n    * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.\n    *\n    * The `addKeyCapture` method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browser\n    * and cause the default browser behavior.\n    *\n    * Pass in either a single keycode or an array/hash of keycodes.\n    *\n    * @method Phaser.Keyboard#addKeyCapture\n    * @param {integer|integer[]|object} keycode - Either a single {@link Phaser.KeyCode keycode} or an array/hash of keycodes such as `[65, 67, 68]`.\n    */\n    addKeyCapture: function (keycode) {\n\n        if (typeof keycode === 'object')\n        {\n            for (var key in keycode)\n            {\n                this._capture[keycode[key]] = true;\n            }\n        }\n        else\n        {\n            this._capture[keycode] = true;\n        }\n    },\n\n    /**\n    * Removes an existing key capture.\n    *\n    * @method Phaser.Keyboard#removeKeyCapture\n    * @param {integer} keycode - The {@link Phaser.KeyCode keycode} to remove capturing of.\n    */\n    removeKeyCapture: function (keycode) {\n\n        delete this._capture[keycode];\n\n    },\n\n    /**\n    * Clear all set key captures.\n    *\n    * @method Phaser.Keyboard#clearCaptures\n    */\n    clearCaptures: function () {\n\n        this._capture = {};\n\n    },\n\n    /**\n    * Updates all currently defined keys.\n    *\n    * @method Phaser.Keyboard#update\n    */\n    update: function () {\n\n        this._i = this._keys.length;\n\n        while (this._i--)\n        {\n            if (this._keys[this._i])\n            {\n                this._keys[this._i].update();\n            }\n        }\n\n    },\n\n    /**\n    * Process the keydown event.\n    *\n    * @method Phaser.Keyboard#processKeyDown\n    * @param {KeyboardEvent} event\n    * @protected\n    */\n    processKeyDown: function (event) {\n\n        this.event = event;\n\n        if (!this.game.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        var key = event.keyCode;\n\n        //   The event is being captured but another hotkey may need it\n        if (this._capture[key])\n        {\n            event.preventDefault();\n        }\n\n        if (!this._keys[key])\n        {\n            this._keys[key] = new Phaser.Key(this.game, key);\n        }\n\n        this._keys[key].processKeyDown(event);\n\n        this._k = key;\n\n        if (this.onDownCallback)\n        {\n            this.onDownCallback.call(this.callbackContext, event);\n        }\n\n    },\n\n    /**\n    * Process the keypress event.\n    *\n    * @method Phaser.Keyboard#processKeyPress\n    * @param {KeyboardEvent} event\n    * @protected\n    */\n    processKeyPress: function (event) {\n\n        this.pressEvent = event;\n\n        if (!this.game.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        if (this.onPressCallback)\n        {\n            this.onPressCallback.call(this.callbackContext, String.fromCharCode(event.charCode), event);\n        }\n\n    },\n\n    /**\n    * Process the keyup event.\n    *\n    * @method Phaser.Keyboard#processKeyUp\n    * @param {KeyboardEvent} event\n    * @protected\n    */\n    processKeyUp: function (event) {\n\n        this.event = event;\n\n        if (!this.game.input.enabled || !this.enabled)\n        {\n            return;\n        }\n\n        var key = event.keyCode;\n\n        if (this._capture[key])\n        {\n            event.preventDefault();\n        }\n\n        if (!this._keys[key])\n        {\n            this._keys[key] = new Phaser.Key(this.game, key);\n        }\n\n        this._keys[key].processKeyUp(event);\n\n        if (this.onUpCallback)\n        {\n            this.onUpCallback.call(this.callbackContext, event);\n        }\n\n    },\n\n    /**\n    * Resets all Keys.\n    *\n    * @method Phaser.Keyboard#reset\n    * @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will.\n    */\n    reset: function (hard) {\n\n        if (hard === undefined) { hard = true; }\n\n        this.event = null;\n\n        var i = this._keys.length;\n\n        while (i--)\n        {\n            if (this._keys[i])\n            {\n                this._keys[i].reset(hard);\n            }\n        }\n\n    },\n\n    /**\n    * Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,\n    * or was pressed down longer ago than then given duration.\n    * \n    * @method Phaser.Keyboard#downDuration\n    * @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.\n    * @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.\n    * @return {boolean} True if the key was pressed down within the given duration, false if not or null if the Key wasn't found.\n    */\n    downDuration: function (keycode, duration) {\n\n        if (this._keys[keycode])\n        {\n            return this._keys[keycode].downDuration(duration);\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,\n    * or was pressed down longer ago than then given duration.\n    * \n    * @method Phaser.Keyboard#upDuration\n    * @param {Phaser.KeyCode|integer} keycode - The keycode of the key to check, i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.\n    * @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.\n    * @return {boolean} True if the key was released within the given duration, false if not or null if the Key wasn't found.\n    */\n    upDuration: function (keycode, duration) {\n\n        if (this._keys[keycode])\n        {\n            return this._keys[keycode].upDuration(duration);\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.\n    *\n    * @method Phaser.Keyboard#isDown\n    * @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.\n    * @return {boolean} True if the key is currently down, false if not or null if the Key wasn't found.\n    */\n    isDown: function (keycode) {\n\n        if (this._keys[keycode])\n        {\n            return this._keys[keycode].isDown;\n        }\n        else\n        {\n            return null;\n        }\n\n    }\n\n};\n\n/**\n* Returns the string value of the most recently pressed key.\n* @name Phaser.Keyboard#lastChar\n* @property {string} lastChar - The string value of the most recently pressed key.\n* @readonly\n*/\nObject.defineProperty(Phaser.Keyboard.prototype, \"lastChar\", {\n\n    get: function () {\n\n        if (this.event.charCode === 32)\n        {\n            return '';\n        }\n        else\n        {\n            return String.fromCharCode(this.pressEvent.charCode);\n        }\n\n    }\n\n});\n\n/**\n* Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed.\n* @name Phaser.Keyboard#lastKey\n* @property {Phaser.Key} lastKey - The most recently pressed Key.\n* @readonly\n*/\nObject.defineProperty(Phaser.Keyboard.prototype, \"lastKey\", {\n\n    get: function () {\n\n        return this._keys[this._k];\n\n    }\n\n});\n\nPhaser.Keyboard.prototype.constructor = Phaser.Keyboard;\n\n/**\n* A key code represents a physical key on a keyboard.\n*\n* The KeyCode class contains commonly supported keyboard key codes which can be used\n* as keycode`-parameters in several {@link Phaser.Keyboard} and {@link Phaser.Key} methods.\n*\n* _Note_: These values should only be used indirectly, eg. as `Phaser.KeyCode.KEY`.\n* Future versions may replace the actual values, such that they remain compatible with `keycode`-parameters.\n* The current implementation maps to the {@link https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode KeyboardEvent.keyCode} property.\n*\n* _Note_: Use `Phaser.KeyCode.KEY` instead of `Phaser.Keyboard.KEY` to refer to a key code;\n* the latter approach is supported for compatibility.\n*\n* @class Phaser.KeyCode\n*/\nPhaser.KeyCode = {\n    /** @static */\n    A: \"A\".charCodeAt(0),\n    /** @static */\n    B: \"B\".charCodeAt(0),\n    /** @static */\n    C: \"C\".charCodeAt(0),\n    /** @static */\n    D: \"D\".charCodeAt(0),\n    /** @static */\n    E: \"E\".charCodeAt(0),\n    /** @static */\n    F: \"F\".charCodeAt(0),\n    /** @static */\n    G: \"G\".charCodeAt(0),\n    /** @static */\n    H: \"H\".charCodeAt(0),\n    /** @static */\n    I: \"I\".charCodeAt(0),\n    /** @static */\n    J: \"J\".charCodeAt(0),\n    /** @static */\n    K: \"K\".charCodeAt(0),\n    /** @static */\n    L: \"L\".charCodeAt(0),\n    /** @static */\n    M: \"M\".charCodeAt(0),\n    /** @static */\n    N: \"N\".charCodeAt(0),\n    /** @static */\n    O: \"O\".charCodeAt(0),\n    /** @static */\n    P: \"P\".charCodeAt(0),\n    /** @static */\n    Q: \"Q\".charCodeAt(0),\n    /** @static */\n    R: \"R\".charCodeAt(0),\n    /** @static */\n    S: \"S\".charCodeAt(0),\n    /** @static */\n    T: \"T\".charCodeAt(0),\n    /** @static */\n    U: \"U\".charCodeAt(0),\n    /** @static */\n    V: \"V\".charCodeAt(0),\n    /** @static */\n    W: \"W\".charCodeAt(0),\n    /** @static */\n    X: \"X\".charCodeAt(0),\n    /** @static */\n    Y: \"Y\".charCodeAt(0),\n    /** @static */\n    Z: \"Z\".charCodeAt(0),\n    /** @static */\n    ZERO: \"0\".charCodeAt(0),\n    /** @static */\n    ONE: \"1\".charCodeAt(0),\n    /** @static */\n    TWO: \"2\".charCodeAt(0),\n    /** @static */\n    THREE: \"3\".charCodeAt(0),\n    /** @static */\n    FOUR: \"4\".charCodeAt(0),\n    /** @static */\n    FIVE: \"5\".charCodeAt(0),\n    /** @static */\n    SIX: \"6\".charCodeAt(0),\n    /** @static */\n    SEVEN: \"7\".charCodeAt(0),\n    /** @static */\n    EIGHT: \"8\".charCodeAt(0),\n    /** @static */\n    NINE: \"9\".charCodeAt(0),\n    /** @static */\n    NUMPAD_0: 96,\n    /** @static */\n    NUMPAD_1: 97,\n    /** @static */\n    NUMPAD_2: 98,\n    /** @static */\n    NUMPAD_3: 99,\n    /** @static */\n    NUMPAD_4: 100,\n    /** @static */\n    NUMPAD_5: 101,\n    /** @static */\n    NUMPAD_6: 102,\n    /** @static */\n    NUMPAD_7: 103,\n    /** @static */\n    NUMPAD_8: 104,\n    /** @static */\n    NUMPAD_9: 105,\n    /** @static */\n    NUMPAD_MULTIPLY: 106,\n    /** @static */\n    NUMPAD_ADD: 107,\n    /** @static */\n    NUMPAD_ENTER: 108,\n    /** @static */\n    NUMPAD_SUBTRACT: 109,\n    /** @static */\n    NUMPAD_DECIMAL: 110,\n    /** @static */\n    NUMPAD_DIVIDE: 111,\n    /** @static */\n    F1: 112,\n    /** @static */\n    F2: 113,\n    /** @static */\n    F3: 114,\n    /** @static */\n    F4: 115,\n    /** @static */\n    F5: 116,\n    /** @static */\n    F6: 117,\n    /** @static */\n    F7: 118,\n    /** @static */\n    F8: 119,\n    /** @static */\n    F9: 120,\n    /** @static */\n    F10: 121,\n    /** @static */\n    F11: 122,\n    /** @static */\n    F12: 123,\n    /** @static */\n    F13: 124,\n    /** @static */\n    F14: 125,\n    /** @static */\n    F15: 126,\n    /** @static */\n    COLON: 186,\n    /** @static */\n    EQUALS: 187,\n    /** @static */\n    COMMA: 188,\n    /** @static */\n    UNDERSCORE: 189,\n    /** @static */\n    PERIOD: 190,\n    /** @static */\n    QUESTION_MARK: 191,\n    /** @static */\n    TILDE: 192,\n    /** @static */\n    OPEN_BRACKET: 219,\n    /** @static */\n    BACKWARD_SLASH: 220,\n    /** @static */\n    CLOSED_BRACKET: 221,\n    /** @static */\n    QUOTES: 222,\n    /** @static */\n    BACKSPACE: 8,\n    /** @static */\n    TAB: 9,\n    /** @static */\n    CLEAR: 12,\n    /** @static */\n    ENTER: 13,\n    /** @static */\n    SHIFT: 16,\n    /** @static */\n    CONTROL: 17,\n    /** @static */\n    ALT: 18,\n    /** @static */\n    CAPS_LOCK: 20,\n    /** @static */\n    ESC: 27,\n    /** @static */\n    SPACEBAR: 32,\n    /** @static */\n    PAGE_UP: 33,\n    /** @static */\n    PAGE_DOWN: 34,\n    /** @static */\n    END: 35,\n    /** @static */\n    HOME: 36,\n    /** @static */\n    LEFT: 37,\n    /** @static */\n    UP: 38,\n    /** @static */\n    RIGHT: 39,\n    /** @static */\n    DOWN: 40,\n    /** @static */\n    PLUS: 43,\n    /** @static */\n    MINUS: 44,\n    /** @static */\n    INSERT: 45,\n    /** @static */\n    DELETE: 46,\n    /** @static */\n    HELP: 47,\n    /** @static */\n    NUM_LOCK: 144\n};\n\n// Duplicate Phaser.KeyCode values in Phaser.Keyboard for compatibility\nfor (var key in Phaser.KeyCode)\n{\n    if (Phaser.KeyCode.hasOwnProperty(key) && !key.match(/[a-z]/))\n    {\n        Phaser.Keyboard[key] = Phaser.KeyCode[key];\n    }\n}\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\nPhaser.Component = function () {};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Angle Component provides access to an `angle` property; the rotation of a Game Object in degrees.\n*\n* @class\n*/\nPhaser.Component.Angle = function () {};\n\nPhaser.Component.Angle.prototype = {\n\n    /**\n    * The angle property is the rotation of the Game Object in *degrees* from its original orientation.\n    * \n    * Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.\n    * \n    * Values outside this range are added to or subtracted from 360 to obtain a value within the range. \n    * For example, the statement player.angle = 450 is the same as player.angle = 90.\n    * \n    * If you wish to work in radians instead of degrees you can use the property `rotation` instead. \n    * Working in radians is slightly faster as it doesn't have to perform any calculations.\n    *\n    * @property {number} angle\n    */\n    angle: {\n\n        get: function() {\n\n            return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));\n\n        },\n\n        set: function(value) {\n\n            this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));\n\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Animation Component provides a `play` method, which is a proxy to the `AnimationManager.play` method.\n*\n* @class\n*/\nPhaser.Component.Animation = function () {};\n\nPhaser.Component.Animation.prototype = {\n\n    /**\n    * Plays an Animation.\n    * \n    * The animation should have previously been created via `animations.add`.\n    * \n    * If the animation is already playing calling this again won't do anything.\n    * If you need to reset an already running animation do so directly on the Animation object itself or via `AnimationManager.stop`.\n    *\n    * @method\n    * @param {string} name - The name of the animation to be played, e.g. \"fire\", \"walk\", \"jump\". Must have been previously created via 'AnimationManager.add'.\n    * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.\n    * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.\n    * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.\n    * @return {Phaser.Animation} A reference to playing Animation.\n    */\n    play: function (name, frameRate, loop, killOnComplete) {\n\n        if (this.animations)\n        {\n            return this.animations.play(name, frameRate, loop, killOnComplete);\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World Camera.\n* It is used by the InWorld component.\n*\n* @class\n*/\nPhaser.Component.AutoCull = function () {};\n\nPhaser.Component.AutoCull.prototype = {\n\n    /**\n    * A Game Object with `autoCull` set to true will check its bounds against the World Camera every frame.\n    * If it is not intersecting the Camera bounds at any point then it has its `renderable` property set to `false`.\n    * This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.\n    * \n    * This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,\n    * or you have tested performance and find it acceptable.\n    *\n    * @property {boolean} autoCull\n    * @default\n    */\n    autoCull: false,\n\n    /**\n    * Checks if the Game Objects bounds intersect with the Game Camera bounds.\n    * Returns `true` if they do, otherwise `false` if fully outside of the Cameras bounds.\n    *\n    * @property {boolean} inCamera\n    * @readonly\n    */\n    inCamera: {\n\n        get: function() {\n\n            if (!this.autoCull && !this.checkWorldBounds)\n            {\n                this._bounds.copyFrom(this.getBounds());\n                this._bounds.x += this.game.camera.view.x;\n                this._bounds.y += this.game.camera.view.y;\n            }\n\n            return this.game.world.camera.view.intersects(this._bounds);\n\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Bounds component contains properties related to the bounds of the Game Object.\n*\n* @class\n*/\nPhaser.Component.Bounds = function () {};\n\nPhaser.Component.Bounds.prototype = {\n\n    /**\n    * The amount the Game Object is visually offset from its x coordinate.\n    * This is the same as `width * anchor.x`.\n    * It will only be > 0 if anchor.x is not equal to zero.\n    *\n    * @property {number} offsetX\n    * @readOnly\n    */\n    offsetX: {\n\n        get: function () {\n\n            return this.anchor.x * this.width;\n\n        }\n\n    },\n\n    /**\n    * The amount the Game Object is visually offset from its y coordinate.\n    * This is the same as `height * anchor.y`.\n    * It will only be > 0 if anchor.y is not equal to zero.\n    *\n    * @property {number} offsetY\n    * @readOnly\n    */\n    offsetY: {\n\n        get: function () {\n\n            return this.anchor.y * this.height;\n\n        }\n\n    },\n\n    /**\n    * The center x coordinate of the Game Object.\n    * This is the same as `(x - offsetX) + (width / 2)`.\n    *\n    * @property {number} centerX\n    */\n    centerX: {\n\n        get: function () {\n\n            return (this.x - this.offsetX) + (this.width * 0.5);\n\n        },\n\n        set: function (value) {\n\n            this.x = (value + this.offsetX) - (this.width * 0.5);\n\n        }\n\n    },\n\n    /**\n    * The center y coordinate of the Game Object.\n    * This is the same as `(y - offsetY) + (height / 2)`.\n    *\n    * @property {number} centerY\n    */\n    centerY: {\n\n        get: function () {\n\n            return (this.y - this.offsetY) + (this.height * 0.5);\n\n        },\n\n        set: function (value) {\n\n            this.y = (value + this.offsetY) - (this.height * 0.5);\n\n        }\n\n    },\n\n    /**\n    * The left coordinate of the Game Object.\n    * This is the same as `x - offsetX`.\n    *\n    * @property {number} left\n    */\n    left: {\n\n        get: function () {\n\n            return this.x - this.offsetX;\n\n        },\n\n        set: function (value) {\n\n            this.x = value + this.offsetX;\n\n        }\n\n    },\n\n    /**\n    * The right coordinate of the Game Object.\n    * This is the same as `x + width - offsetX`.\n    *\n    * @property {number} right\n    */\n    right: {\n\n        get: function () {\n\n            return (this.x + this.width) - this.offsetX;\n\n        },\n\n        set: function (value) {\n\n            this.x = value - (this.width) + this.offsetX;\n\n        }\n\n    },\n\n    /**\n    * The y coordinate of the Game Object.\n    * This is the same as `y - offsetY`.\n    *\n    * @property {number} top\n    */\n    top: {\n\n        get: function () {\n\n            return this.y - this.offsetY;\n\n        },\n\n        set: function (value) {\n\n            this.y = value + this.offsetY;\n\n        }\n\n    },\n\n    /**\n    * The sum of the y and height properties.\n    * This is the same as `y + height - offsetY`.\n    *\n    * @property {number} bottom\n    */\n    bottom: {\n\n        get: function () {\n\n            return (this.y + this.height) - this.offsetY;\n\n        },\n\n        set: function (value) {\n\n            this.y = value - (this.height) + this.offsetY;\n\n        }\n\n    },\n\n    /**\n    * Aligns this Game Object within another Game Object, or Rectangle, known as the\n    * 'container', to one of 9 possible positions.\n    *\n    * The container must be a Game Object, or Phaser.Rectangle object. This can include properties\n    * such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world \n    * and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,\n    * TileSprites or Buttons.\n    *\n    * Please note that aligning a Sprite to another Game Object does **not** make it a child of\n    * the container. It simply modifies its position coordinates so it aligns with it.\n    * \n    * The position constants you can use are:\n    * \n    * `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, \n    * `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, \n    * `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`.\n    *\n    * The Game Objects are placed in such a way that their _bounds_ align with the\n    * container, taking into consideration rotation, scale and the anchor property.\n    * This allows you to neatly align Game Objects, irrespective of their position value.\n    *\n    * The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final\n    * aligned position of the Game Object. For example:\n    *\n    * `sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)`\n    *\n    * Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner.\n    * Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.\n    * So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive\n    * one expands it.\n    *\n    * @method\n    * @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} container - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`.\n    * @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.\n    * @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.\n    * @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.\n    * @return {Object} This Game Object.\n    */\n    alignIn: function (container, position, offsetX, offsetY) {\n\n        if (offsetX === undefined) { offsetX = 0; }\n        if (offsetY === undefined) { offsetY = 0; }\n\n        switch (position)\n        {\n            default:\n            case Phaser.TOP_LEFT:\n                this.left = container.left - offsetX;\n                this.top = container.top - offsetY;\n                break;\n\n            case Phaser.TOP_CENTER:\n                this.centerX = container.centerX + offsetX;\n                this.top = container.top - offsetY;\n                break;\n\n            case Phaser.TOP_RIGHT:\n                this.right = container.right + offsetX;\n                this.top = container.top - offsetY;\n                break;\n\n            case Phaser.LEFT_CENTER:\n                this.left = container.left - offsetX;\n                this.centerY = container.centerY + offsetY;\n                break;\n\n            case Phaser.CENTER:\n                this.centerX = container.centerX + offsetX;\n                this.centerY = container.centerY + offsetY;\n                break;\n\n            case Phaser.RIGHT_CENTER:\n                this.right = container.right + offsetX;\n                this.centerY = container.centerY + offsetY;\n                break;\n\n            case Phaser.BOTTOM_LEFT:\n                this.left = container.left - offsetX;\n                this.bottom = container.bottom + offsetY;\n                break;\n\n            case Phaser.BOTTOM_CENTER:\n                this.centerX = container.centerX + offsetX;\n                this.bottom = container.bottom + offsetY;\n                break;\n\n            case Phaser.BOTTOM_RIGHT:\n                this.right = container.right + offsetX;\n                this.bottom = container.bottom + offsetY;\n                break;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Aligns this Game Object to the side of another Game Object, or Rectangle, known as the\n    * 'parent', in one of 11 possible positions.\n    *\n    * The parent must be a Game Object, or Phaser.Rectangle object. This can include properties\n    * such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world \n    * and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,\n    * TileSprites or Buttons.\n    *\n    * Please note that aligning a Sprite to another Game Object does **not** make it a child of\n    * the parent. It simply modifies its position coordinates so it aligns with it.\n    * \n    * The position constants you can use are:\n    * \n    * `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, \n    * `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, \n    * `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` \n    * and `Phaser.BOTTOM_RIGHT`.\n    *\n    * The Game Objects are placed in such a way that their _bounds_ align with the\n    * parent, taking into consideration rotation, scale and the anchor property.\n    * This allows you to neatly align Game Objects, irrespective of their position value.\n    *\n    * The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final\n    * aligned position of the Game Object. For example:\n    *\n    * `sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)`\n    *\n    * Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner.\n    * Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.\n    * So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive\n    * one expands it.\n    *\n    * @method\n    * @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} parent - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`.\n    * @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.\n    * @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.\n    * @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.\n    * @return {Object} This Game Object.\n    */\n    alignTo: function (parent, position, offsetX, offsetY) {\n\n        if (offsetX === undefined) { offsetX = 0; }\n        if (offsetY === undefined) { offsetY = 0; }\n\n        switch (position)\n        {\n            default:\n            case Phaser.TOP_LEFT:\n                this.left = parent.left - offsetX;\n                this.bottom = parent.top - offsetY;\n                break;\n\n            case Phaser.TOP_CENTER:\n                this.centerX = parent.centerX + offsetX;\n                this.bottom = parent.top - offsetY;\n                break;\n\n            case Phaser.TOP_RIGHT:\n                this.right = parent.right + offsetX;\n                this.bottom = parent.top - offsetY;\n                break;\n\n            case Phaser.LEFT_TOP:\n                this.right = parent.left - offsetX;\n                this.top = parent.top - offsetY;\n                break;\n\n            case Phaser.LEFT_CENTER:\n                this.right = parent.left - offsetX;\n                this.centerY = parent.centerY + offsetY;\n                break;\n\n            case Phaser.LEFT_BOTTOM:\n                this.right = parent.left - offsetX;\n                this.bottom = parent.bottom + offsetY;\n                break;\n\n            case Phaser.RIGHT_TOP:\n                this.left = parent.right + offsetX;\n                this.top = parent.top - offsetY;\n                break;\n\n            case Phaser.RIGHT_CENTER:\n                this.left = parent.right + offsetX;\n                this.centerY = parent.centerY + offsetY;\n                break;\n\n            case Phaser.RIGHT_BOTTOM:\n                this.left = parent.right + offsetX;\n                this.bottom = parent.bottom + offsetY;\n                break;\n\n            case Phaser.BOTTOM_LEFT:\n                this.left = parent.left - offsetX;\n                this.top = parent.bottom + offsetY;\n                break;\n\n            case Phaser.BOTTOM_CENTER:\n                this.centerX = parent.centerX + offsetX;\n                this.top = parent.bottom + offsetY;\n                break;\n\n            case Phaser.BOTTOM_RIGHT:\n                this.right = parent.right + offsetX;\n                this.top = parent.bottom + offsetY;\n                break;\n        }\n\n        return this;\n\n    }\n\n};\n\n//  Phaser.Group extensions\n\nPhaser.Group.prototype.alignIn = Phaser.Component.Bounds.prototype.alignIn;\nPhaser.Group.prototype.alignTo = Phaser.Component.Bounds.prototype.alignTo;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The BringToTop Component features quick access to Group sorting related methods.\n*\n* @class\n*/\nPhaser.Component.BringToTop = function () {};\n\n/**\n* Brings this Game Object to the top of its parents display list.\n* Visually this means it will render over the top of any old child in the same Group.\n* \n* If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World, \n* because the World is the root Group from which all Game Objects descend.\n*\n* @method\n* @return {PIXI.DisplayObject} This instance.\n*/\nPhaser.Component.BringToTop.prototype.bringToTop = function() {\n\n    if (this.parent)\n    {\n        this.parent.bringToTop(this);\n    }\n\n    return this;\n\n};\n\n/**\n* Sends this Game Object to the bottom of its parents display list.\n* Visually this means it will render below all other children in the same Group.\n* \n* If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World, \n* because the World is the root Group from which all Game Objects descend.\n*\n* @method\n* @return {PIXI.DisplayObject} This instance.\n*/\nPhaser.Component.BringToTop.prototype.sendToBack = function() {\n\n    if (this.parent)\n    {\n        this.parent.sendToBack(this);\n    }\n\n    return this;\n\n};\n\n/**\n* Moves this Game Object up one place in its parents display list.\n* This call has no effect if the Game Object is already at the top of the display list.\n* \n* If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World, \n* because the World is the root Group from which all Game Objects descend.\n*\n* @method\n* @return {PIXI.DisplayObject} This instance.\n*/\nPhaser.Component.BringToTop.prototype.moveUp = function () {\n\n    if (this.parent)\n    {\n        this.parent.moveUp(this);\n    }\n\n    return this;\n\n};\n\n/**\n* Moves this Game Object down one place in its parents display list.\n* This call has no effect if the Game Object is already at the bottom of the display list.\n* \n* If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World, \n* because the World is the root Group from which all Game Objects descend.\n*\n* @method\n* @return {PIXI.DisplayObject} This instance.\n*/\nPhaser.Component.BringToTop.prototype.moveDown = function () {\n\n    if (this.parent)\n    {\n        this.parent.moveDown(this);\n    }\n\n    return this;\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Core Component Features.\n*\n* @class\n*/\nPhaser.Component.Core = function () {};\n\n/**\n* Installs / registers mixin components.\n*\n* The `this` context should be that of the applicable object instance or prototype.\n*\n* @method\n* @protected\n*/\nPhaser.Component.Core.install = function (components) {\n\n    // Always install 'Core' first\n    Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype);\n\n    this.components = {};\n\n    for (var i = 0; i < components.length; i++)\n    {\n        var id = components[i];\n        var replace = false;\n\n        if (id === 'Destroy')\n        {\n            replace = true;\n        }\n\n        Phaser.Utils.mixinPrototype(this, Phaser.Component[id].prototype, replace);\n\n        this.components[id] = true;\n    }\n\n};\n\n/**\n* Initializes the mixin components.\n*\n* The `this` context should be an instance of the component mixin target.\n*\n* @method\n* @protected\n*/\nPhaser.Component.Core.init = function (game, x, y, key, frame) {\n\n    this.game = game;\n\n    this.key = key;\n\n    this.data = {};\n\n    this.position.set(x, y);\n    this.world = new Phaser.Point(x, y);\n    this.previousPosition = new Phaser.Point(x, y);\n\n    this.events = new Phaser.Events(this);\n\n    this._bounds = new Phaser.Rectangle();\n\n    if (this.components.PhysicsBody)\n    {\n        // Enable-body checks for hasOwnProperty; makes sure to lift property from prototype.\n        this.body = this.body;\n    }\n\n    if (this.components.Animation)\n    {\n        this.animations = new Phaser.AnimationManager(this);\n    }\n\n    if (this.components.LoadTexture && key !== null)\n    {\n        this.loadTexture(key, frame);\n    }\n\n    if (this.components.FixedToCamera)\n    {\n        this.cameraOffset = new Phaser.Point(x, y);\n    }\n\n};\n\nPhaser.Component.Core.preUpdate = function () {\n\n    if (this.pendingDestroy)\n    {\n        this.destroy();\n        return;\n    }\n\n    this.previousPosition.set(this.world.x, this.world.y);\n    this.previousRotation = this.rotation;\n\n    if (!this.exists || !this.parent.exists)\n    {\n        this.renderOrderID = -1;\n        return false;\n    }\n\n    this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);\n\n    if (this.visible)\n    {\n        this.renderOrderID = this.game.stage.currentRenderOrderID++;\n    }\n\n    if (this.animations)\n    {\n        this.animations.update();\n    }\n\n    if (this.body)\n    {\n        this.body.preUpdate();\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].preUpdate();\n    }\n\n    return true;\n\n};\n\nPhaser.Component.Core.prototype = {\n\n    /**\n    * A reference to the currently running Game.\n    * @property {Phaser.Game} game\n    */\n    game: null,\n\n    /**\n    * A user defined name given to this Game Object.\n    * This value isn't ever used internally by Phaser, it is meant as a game level property.\n    * @property {string} name\n    * @default\n    */\n    name: '',\n\n    /**\n    * An empty Object that belongs to this Game Object.\n    * This value isn't ever used internally by Phaser, but may be used by your own code, or\n    * by Phaser Plugins, to store data that needs to be associated with the Game Object,\n    * without polluting the Game Object directly.\n    * @property {Object} data\n    * @default\n    */\n    data: {},\n\n    /**\n    * The components this Game Object has installed.\n    * @property {object} components\n    * @protected\n    */\n    components: {},\n\n    /**\n    * The z depth of this Game Object within its parent Group.\n    * No two objects in a Group can have the same z value.\n    * This value is adjusted automatically whenever the Group hierarchy changes.\n    * If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.\n    * @property {number} z\n    * @readOnly\n    */\n    z: 0,\n\n    /**\n    * All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this\n    * Game Object, or any of its components.\n    * @see Phaser.Events\n    * @property {Phaser.Events} events\n    */\n    events: undefined,\n\n    /**\n    * If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.\n    * Through it you can create, play, pause and stop animations.\n    * @see Phaser.AnimationManager\n    * @property {Phaser.AnimationManager} animations\n    */\n    animations: undefined,\n\n    /**\n    * The key of the image or texture used by this Game Object during rendering.\n    * If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.\n    * It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n    * If a Game Object is created without a key it is automatically assigned the key `__default` which is a 32x32 transparent PNG stored within the Cache.\n    * If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it.\n    * @property {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key\n    */\n    key: '',\n\n    /**\n    * The world coordinates of this Game Object in pixels.\n    * Depending on where in the display list this Game Object is placed this value can differ from `position`, \n    * which contains the x/y coordinates relative to the Game Objects parent.\n    * @property {Phaser.Point} world\n    */\n    world: null,\n\n    /**\n    * A debug flag designed for use with `Game.enableStep`.\n    * @property {boolean} debug\n    * @default\n    */\n    debug: false,\n\n    /**\n    * The position the Game Object was located in the previous frame.\n    * @property {Phaser.Point} previousPosition\n    * @readOnly\n    */\n    previousPosition: null,\n\n    /**\n    * The rotation the Game Object was in set to in the previous frame. Value is in radians.\n    * @property {number} previousRotation\n    * @readOnly\n    */\n    previousRotation: 0,\n\n    /**\n    * The render order ID is used internally by the renderer and Input Manager and should not be modified.\n    * This property is mostly used internally by the renderers, but is exposed for the use of plugins.\n    * @property {number} renderOrderID\n    * @readOnly\n    */\n    renderOrderID: 0,\n\n    /**\n    * A Game Object is considered `fresh` if it has just been created or reset and is yet to receive a renderer transform update.\n    * This property is mostly used internally by the physics systems, but is exposed for the use of plugins.\n    * @property {boolean} fresh\n    * @readOnly\n    */\n    fresh: true,\n\n    /**\n    * A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.\n    * You can set it directly to allow you to flag an object to be destroyed on its next update.\n    * \n    * This is extremely useful if you wish to destroy an object from within one of its own callbacks \n    * such as with Buttons or other Input events.\n    * \n    * @property {boolean} pendingDestroy\n    */\n    pendingDestroy: false,\n\n    /**\n    * @property {Phaser.Rectangle} _bounds - Internal cache var.\n    * @private\n    */\n    _bounds: null,\n\n    /**\n    * @property {boolean} _exists - Internal cache var.\n    * @private\n    */\n    _exists: true,\n\n    /**\n    * Controls if this Game Object is processed by the core game loop.\n    * If this Game Object has a physics body it also controls if its physics body is updated or not.\n    * When `exists` is set to `false` it will remove its physics body from the physics world if it has one.\n    * It also toggles the `visible` property to false as well.\n    *\n    * Setting `exists` to true will add its physics body back in to the physics world, if it has one.\n    * It will also set the `visible` property to `true`.\n    *\n    * @property {boolean} exists\n    */\n    exists: {\n\n        get: function () {\n\n            return this._exists;\n\n        },\n\n        set: function (value) {\n\n            if (value)\n            {\n                this._exists = true;\n\n                if (this.body && this.body.type === Phaser.Physics.P2JS)\n                {\n                    this.body.addToWorld();\n                }\n\n                this.visible = true;\n            }\n            else\n            {\n                this._exists = false;\n\n                if (this.body && this.body.type === Phaser.Physics.P2JS)\n                {\n                    this.body.removeFromWorld();\n                }\n\n                this.visible = false;\n            }\n\n        }\n\n    },\n\n    /**\n    * Override this method in your own custom objects to handle any update requirements.\n    * It is called immediately after `preUpdate` and before `postUpdate`.\n    * Remember if this Game Object has any children you should call update on those too.\n    *\n    * @method\n    */\n    update: function() {\n\n    },\n\n    /**\n    * Internal method called by the World postUpdate cycle.\n    *\n    * @method\n    * @protected\n    */\n    postUpdate: function() {\n\n        if (this.customRender)\n        {\n            this.key.render();\n        }\n\n        if (this.components.PhysicsBody)\n        {\n            Phaser.Component.PhysicsBody.postUpdate.call(this);\n        }\n\n        if (this.components.FixedToCamera)\n        {\n            Phaser.Component.FixedToCamera.postUpdate.call(this);\n        }\n\n        for (var i = 0; i < this.children.length; i++)\n        {\n            this.children[i].postUpdate();\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Crop component provides the ability to crop a texture based Game Object to a defined rectangle, \n* which can be updated in real-time.\n*\n* @class\n*/\nPhaser.Component.Crop = function () {};\n\nPhaser.Component.Crop.prototype = {\n\n    /**\n    * The Rectangle used to crop the texture this Game Object uses.\n    * Set this property via `crop`. \n    * If you modify this property directly you must call `updateCrop` in order to have the change take effect.\n    * @property {Phaser.Rectangle} cropRect\n    * @default\n    */\n    cropRect: null,\n\n    /**\n    * @property {Phaser.Rectangle} _crop - Internal cache var.\n    * @private\n    */\n    _crop: null,\n\n    /**\n    * Crop allows you to crop the texture being used to display this Game Object.\n    * Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly.\n    *\n    * Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,\n    * or by modifying `cropRect` property directly and then calling `updateCrop`.\n    *\n    * The rectangle object given to this method can be either a `Phaser.Rectangle` or any other object \n    * so long as it has public `x`, `y`, `width`, `height`, `right` and `bottom` properties.\n    * \n    * A reference to the rectangle is stored in `cropRect` unless the `copy` parameter is `true`, \n    * in which case the values are duplicated to a local object.\n    *\n    * @method\n    * @param {Phaser.Rectangle} rect - The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.\n    * @param {boolean} [copy=false] - If false `cropRect` will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.\n    */\n    crop: function (rect, copy) {\n\n        if (copy === undefined) { copy = false; }\n\n        if (rect)\n        {\n            if (copy && this.cropRect !== null)\n            {\n                this.cropRect.setTo(rect.x, rect.y, rect.width, rect.height);\n            }\n            else if (copy && this.cropRect === null)\n            {\n                this.cropRect = new Phaser.Rectangle(rect.x, rect.y, rect.width, rect.height);\n            }\n            else\n            {\n                this.cropRect = rect;\n            }\n\n            this.updateCrop();\n        }\n        else\n        {\n            this._crop = null;\n            this.cropRect = null;\n\n            this.resetFrame();\n        }\n\n    },\n\n    /**\n    * If you have set a crop rectangle on this Game Object via `crop` and since modified the `cropRect` property,\n    * or the rectangle it references, then you need to update the crop frame by calling this method.\n    *\n    * @method\n    */\n    updateCrop: function () {\n\n        if (!this.cropRect)\n        {\n            return;\n        }\n\n        var oldX = this.texture.crop.x;\n        var oldY = this.texture.crop.y;\n        var oldW = this.texture.crop.width;\n        var oldH = this.texture.crop.height;\n\n        this._crop = Phaser.Rectangle.clone(this.cropRect, this._crop);\n        this._crop.x += this._frame.x;\n        this._crop.y += this._frame.y;\n\n        var cx = Math.max(this._frame.x, this._crop.x);\n        var cy = Math.max(this._frame.y, this._crop.y);\n        var cw = Math.min(this._frame.right, this._crop.right) - cx;\n        var ch = Math.min(this._frame.bottom, this._crop.bottom) - cy;\n\n        this.texture.crop.x = cx;\n        this.texture.crop.y = cy;\n        this.texture.crop.width = cw;\n        this.texture.crop.height = ch;\n\n        this.texture.frame.width = Math.min(cw, this.cropRect.width);\n        this.texture.frame.height = Math.min(ch, this.cropRect.height);\n\n        this.texture.width = this.texture.frame.width;\n        this.texture.height = this.texture.frame.height;\n\n        this.texture._updateUvs();\n\n        if (this.tint !== 0xffffff && (oldX !== cx || oldY !== cy || oldW !== cw || oldH !== ch))\n        {\n            this.texture.requiresReTint = true;\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Delta component provides access to delta values between the Game Objects current and previous position.\n*\n* @class\n*/\nPhaser.Component.Delta = function () {};\n\nPhaser.Component.Delta.prototype = {\n\n    /**\n    * Returns the delta x value. The difference between world.x now and in the previous frame.\n    * \n    * The value will be positive if the Game Object has moved to the right or negative if to the left.\n    *\n    * @property {number} deltaX\n    * @readonly\n    */\n    deltaX: {\n\n        get: function() {\n\n            return this.world.x - this.previousPosition.x;\n\n        }\n\n    },\n\n    /**\n    * Returns the delta y value. The difference between world.y now and in the previous frame.\n    * \n    * The value will be positive if the Game Object has moved down or negative if up.\n    *\n    * @property {number} deltaY\n    * @readonly\n    */\n    deltaY: {\n\n        get: function() {\n\n            return this.world.y - this.previousPosition.y;\n\n        }\n\n    },\n\n    /**\n    * Returns the delta z value. The difference between rotation now and in the previous frame.\n    *\n    * @property {number} deltaZ - The delta value.\n    * @readonly\n    */\n    deltaZ: {\n\n        get: function() {\n\n            return this.rotation - this.previousRotation;\n\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Destroy component is responsible for destroying a Game Object.\n*\n* @class\n*/\nPhaser.Component.Destroy = function () {};\n\nPhaser.Component.Destroy.prototype = {\n\n    /**\n    * As a Game Object runs through its destroy method this flag is set to true, \n    * and can be checked in any sub-systems or plugins it is being destroyed from.\n    * @property {boolean} destroyPhase\n    * @readOnly\n    */\n    destroyPhase: false,\n\n    /**\n    * Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present\n    * and nulls its reference to `game`, freeing it up for garbage collection.\n    * \n    * If this Game Object has the Events component it will also dispatch the `onDestroy` event.\n    *\n    * You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've\n    * more than one Game Object sharing the same BaseTexture.\n    *\n    * @method\n    * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called as well?\n    * @param {boolean} [destroyTexture=false] - Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.\n    */\n    destroy: function (destroyChildren, destroyTexture) {\n\n        if (this.game === null || this.destroyPhase) { return; }\n\n        if (destroyChildren === undefined) { destroyChildren = true; }\n        if (destroyTexture === undefined) { destroyTexture = false; }\n\n        this.destroyPhase = true;\n\n        if (this.events)\n        {\n            this.events.onDestroy$dispatch(this);\n        }\n\n        if (this.parent)\n        {\n            if (this.parent instanceof Phaser.Group)\n            {\n                this.parent.remove(this);\n            }\n            else\n            {\n                this.parent.removeChild(this);\n            }\n        }\n\n        if (this.input)\n        {\n            this.input.destroy();\n        }\n\n        if (this.animations)\n        {\n            this.animations.destroy();\n        }\n\n        if (this.body)\n        {\n            this.body.destroy();\n        }\n\n        if (this.events)\n        {\n            this.events.destroy();\n        }\n\n        this.game.tweens.removeFrom(this);\n\n        var i = this.children.length;\n\n        if (destroyChildren)\n        {\n            while (i--)\n            {\n                this.children[i].destroy(destroyChildren);\n            }\n        }\n        else\n        {\n            while (i--)\n            {\n                this.removeChild(this.children[i]);\n            }\n        }\n\n        if (this._crop)\n        {\n            this._crop = null;\n            this.cropRect = null;\n        }\n\n        if (this._frame)\n        {\n            this._frame = null;\n        }\n\n        if (Phaser.Video && this.key instanceof Phaser.Video)\n        {\n            this.key.onChangeSource.remove(this.resizeFrame, this);\n        }\n\n        if (Phaser.BitmapText && this._glyphs)\n        {\n            this._glyphs = [];\n        }\n\n        this.alive = false;\n        this.exists = false;\n        this.visible = false;\n\n        this.filters = null;\n        this.mask = null;\n        this.game = null;\n\n        this.data = {};\n\n        //  In case Pixi is still going to try and render it even though destroyed\n        this.renderable = false;\n\n        if (this.transformCallback)\n        {\n            this.transformCallback = null;\n            this.transformCallbackContext = null;\n        }\n\n        //  Pixi level DisplayObject destroy\n        this.hitArea = null;\n        this.parent = null;\n        this.stage = null;\n        this.worldTransform = null;\n        this.filterArea = null;\n        this._bounds = null;\n        this._currentBounds = null;\n        this._mask = null;\n\n        this._destroyCachedSprite();\n\n        //  Texture?\n        if (destroyTexture)\n        {\n            this.texture.destroy(true);\n        }\n\n        this.destroyPhase = false;\n        this.pendingDestroy = false;\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Events component is a collection of events fired by the parent Game Object.\n* \n* Phaser uses what are known as 'Signals' for all event handling. All of the events in\n* this class are signals you can subscribe to, much in the same way you'd \"listen\" for\n* an event.\n*\n* For example to tell when a Sprite has been added to a new group, you can bind a function\n* to the `onAddedToGroup` signal:\n*\n* `sprite.events.onAddedToGroup.add(yourFunction, this);`\n*\n* Where `yourFunction` is the function you want called when this event occurs.\n* \n* For more details about how signals work please see the Phaser.Signal class.\n*\n* The Input-related events will only be dispatched if the Sprite has had `inputEnabled` set to `true`\n* and the Animation-related events only apply to game objects with animations like {@link Phaser.Sprite}.\n*\n* @class Phaser.Events\n* @constructor\n* @param {Phaser.Sprite} sprite - A reference to the game object / Sprite that owns this Events object.\n*/\nPhaser.Events = function (sprite) {\n\n    /**\n    * @property {Phaser.Sprite} parent - The Sprite that owns these events.\n    */\n    this.parent = sprite;\n\n    // The signals are automatically added by the corresponding proxy properties\n\n};\n\nPhaser.Events.prototype = {\n\n    /**\n     * Removes all events.\n     *\n     * @method Phaser.Events#destroy\n     */\n    destroy: function () {\n\n        this._parent = null;\n\n        if (this._onDestroy)           { this._onDestroy.dispose(); }\n        if (this._onAddedToGroup)      { this._onAddedToGroup.dispose(); }\n        if (this._onRemovedFromGroup)  { this._onRemovedFromGroup.dispose(); }\n        if (this._onRemovedFromWorld)  { this._onRemovedFromWorld.dispose(); }\n        if (this._onKilled)            { this._onKilled.dispose(); }\n        if (this._onRevived)           { this._onRevived.dispose(); }\n        if (this._onEnterBounds)       { this._onEnterBounds.dispose(); }\n        if (this._onOutOfBounds)       { this._onOutOfBounds.dispose(); }\n\n        if (this._onInputOver)         { this._onInputOver.dispose(); }\n        if (this._onInputOut)          { this._onInputOut.dispose(); }\n        if (this._onInputDown)         { this._onInputDown.dispose(); }\n        if (this._onInputUp)           { this._onInputUp.dispose(); }\n        if (this._onDragStart)         { this._onDragStart.dispose(); }\n        if (this._onDragUpdate)        { this._onDragUpdate.dispose(); }\n        if (this._onDragStop)          { this._onDragStop.dispose(); }\n\n        if (this._onAnimationStart)    { this._onAnimationStart.dispose(); }\n        if (this._onAnimationComplete) { this._onAnimationComplete.dispose(); }\n        if (this._onAnimationLoop)     { this._onAnimationLoop.dispose(); }\n\n    },\n\n    // The following properties are sentinels that will be replaced with getters\n\n    /**\n    * This signal is dispatched when this Game Object is added to a new Group.\n    * It is sent two arguments:\n    * {any} The Game Object that was added to the Group.\n    * {Phaser.Group} The Group it was added to.\n    * @property {Phaser.Signal} onAddedToGroup\n    */\n    onAddedToGroup: null,\n\n    /**\n    * This signal is dispatched when the Game Object is removed from a Group.\n    * It is sent two arguments:\n    * {any} The Game Object that was removed from the Group.\n    * {Phaser.Group} The Group it was removed from.\n    * @property {Phaser.Signal} onRemovedFromGroup\n    */\n    onRemovedFromGroup: null,\n\n    /**\n    * This Signal is never used internally by Phaser and is now deprecated.\n    * @deprecated\n    * @property {Phaser.Signal} onRemovedFromWorld\n    */\n    onRemovedFromWorld: null,\n\n    /**\n    * This signal is dispatched when the Game Object is destroyed.\n    * This happens when `Sprite.destroy()` is called, or `Group.destroy()` with `destroyChildren` set to true.\n    * It is sent one argument:\n    * {any} The Game Object that was destroyed.\n    * @property {Phaser.Signal} onDestroy\n    */\n    onDestroy: null,\n\n    /**\n    * This signal is dispatched when the Game Object is killed.\n    * This happens when `Sprite.kill()` is called.\n    * Please understand the difference between `kill` and `destroy` by looking at their respective methods.\n    * It is sent one argument:\n    * {any} The Game Object that was killed.\n    * @property {Phaser.Signal} onKilled\n    */\n    onKilled: null,\n\n    /**\n    * This signal is dispatched when the Game Object is revived from a previously killed state.\n    * This happens when `Sprite.revive()` is called.\n    * It is sent one argument:\n    * {any} The Game Object that was revived.\n    * @property {Phaser.Signal} onRevived\n    */\n    onRevived: null,\n\n    /**\n    * This signal is dispatched when the Game Object leaves the Phaser.World bounds.\n    * This signal is only if `Sprite.checkWorldBounds` is set to `true`.\n    * It is sent one argument:\n    * {any} The Game Object that left the World bounds.\n    * @property {Phaser.Signal} onOutOfBounds\n    */\n    onOutOfBounds: null,\n\n    /**\n    * This signal is dispatched when the Game Object returns within the Phaser.World bounds, having previously been outside of them.\n    * This signal is only if `Sprite.checkWorldBounds` is set to `true`.\n    * It is sent one argument:\n    * {any} The Game Object that entered the World bounds.\n    * @property {Phaser.Signal} onEnterBounds\n    */\n    onEnterBounds: null,\n\n    /**\n    * This signal is dispatched if the Game Object has `inputEnabled` set to `true`, \n    * and receives an over event from a Phaser.Pointer.\n    * It is sent two arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Pointer} The Phaser.Pointer object that caused the event.\n    * @property {Phaser.Signal} onInputOver\n    */\n    onInputOver: null,\n\n    /**\n    * This signal is dispatched if the Game Object has `inputEnabled` set to `true`, \n    * and receives an out event from a Phaser.Pointer, which was previously over it.\n    * It is sent two arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Pointer} The Phaser.Pointer object that caused the event.\n    * @property {Phaser.Signal} onInputOut\n    */\n    onInputOut: null,\n\n    /**\n    * This signal is dispatched if the Game Object has `inputEnabled` set to `true`, \n    * and receives a down event from a Phaser.Pointer. This effectively means the Pointer has been\n    * pressed down (but not yet released) on the Game Object.\n    * It is sent two arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Pointer} The Phaser.Pointer object that caused the event.\n    * @property {Phaser.Signal} onInputDown\n    */\n    onInputDown: null,\n\n    /**\n    * This signal is dispatched if the Game Object has `inputEnabled` set to `true`, \n    * and receives an up event from a Phaser.Pointer. This effectively means the Pointer had been\n    * pressed down, and was then released on the Game Object.\n    * It is sent three arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Pointer} The Phaser.Pointer object that caused the event.\n    * {boolean} isOver - Is the Pointer still over the Game Object?\n    * @property {Phaser.Signal} onInputUp\n    */\n    onInputUp: null,\n\n    /**\n    * This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set.\n    * It is sent when a Phaser.Pointer starts to drag the Game Object, taking into consideration the various\n    * drag limitations that may be set.\n    * It is sent four arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Pointer} The Phaser.Pointer object that caused the event.\n    * {number} The x coordinate that the drag started from.\n    * {number} The y coordinate that the drag started from.\n    * @property {Phaser.Signal} onDragStart\n    */\n    onDragStart: null,\n\n    /**\n    * This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set.\n    * It is sent when a Phaser.Pointer is actively dragging the Game Object.\n    * Be warned: This is a high volume Signal. Be careful what you bind to it.\n    * It is sent six arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Pointer} The Phaser.Pointer object that caused the event.\n    * {number} The new x coordinate of the Game Object.\n    * {number} The new y coordinate of the Game Object.\n    * {Phaser.Point} A Point object that contains the point the Game Object was snapped to, if `snapOnDrag` has been enabled.\n    * {boolean} The `fromStart` boolean, indicates if this is the first update immediately after the drag has started.\n    * @property {Phaser.Signal} onDragUpdate\n    */\n    onDragUpdate: null,\n\n    /**\n    * This signal is dispatched if the Game Object has been `inputEnabled` and `enableDrag` has been set.\n    * It is sent when a Phaser.Pointer stops dragging the Game Object.\n    * It is sent two arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Pointer} The Phaser.Pointer object that caused the event.\n    * @property {Phaser.Signal} onDragStop\n    */\n    onDragStop: null,\n\n    /**\n    * This signal is dispatched if the Game Object has the AnimationManager component, \n    * and an Animation has been played.\n    * You can also listen to `Animation.onStart` rather than via the Game Objects events.\n    * It is sent two arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Animation} The Phaser.Animation that was started.\n    * @property {Phaser.Signal} onAnimationStart\n    */\n    onAnimationStart: null,\n\n    /**\n    * This signal is dispatched if the Game Object has the AnimationManager component, \n    * and an Animation has been stopped (via `animation.stop()` and the `dispatchComplete` argument has been set.\n    * You can also listen to `Animation.onComplete` rather than via the Game Objects events.\n    * It is sent two arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Animation} The Phaser.Animation that was stopped.\n    * @property {Phaser.Signal} onAnimationComplete\n    */\n    onAnimationComplete: null,\n\n    /**\n    * This signal is dispatched if the Game Object has the AnimationManager component, \n    * and an Animation has looped playback.\n    * You can also listen to `Animation.onLoop` rather than via the Game Objects events.\n    * It is sent two arguments:\n    * {any} The Game Object that received the event.\n    * {Phaser.Animation} The Phaser.Animation that looped.\n    * @property {Phaser.Signal} onAnimationLoop\n    */\n    onAnimationLoop: null\n\n};\n\nPhaser.Events.prototype.constructor = Phaser.Events;\n\n// Create an auto-create proxy getter and dispatch method for all events.\n// The backing property is the same as the event name, prefixed with '_'\n// and the dispatch method is the same as the event name postfixed with '$dispatch'.\nfor (var prop in Phaser.Events.prototype)\n{\n    if (!Phaser.Events.prototype.hasOwnProperty(prop) ||\n        prop.indexOf('on') !== 0 ||\n        Phaser.Events.prototype[prop] !== null)\n    {\n        continue;\n    }\n\n    (function (prop, backing) {\n        'use strict';\n\n        // The accessor creates a new Signal; and so it should only be used from user-code.\n        Object.defineProperty(Phaser.Events.prototype, prop, {\n            get: function () {\n                return this[backing] || (this[backing] = new Phaser.Signal());\n            }\n        });\n\n        // The dispatcher will only broadcast on an already-created signal; call this internally.\n        Phaser.Events.prototype[prop + '$dispatch'] = function () {\n            return this[backing] ? this[backing].dispatch.apply(this[backing], arguments) : null;\n        };\n\n    })(prop, '_' + prop);\n\n}\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The FixedToCamera component enables a Game Object to be rendered relative to the game camera coordinates, regardless \n* of where in the world the camera is. This is used for things like sticking game UI to the camera that scrolls as it moves around the world.\n*\n* @class\n*/\nPhaser.Component.FixedToCamera = function () {};\n\n/**\n * The FixedToCamera component postUpdate handler.\n * Called automatically by the Game Object.\n *\n * @method\n */\nPhaser.Component.FixedToCamera.postUpdate = function () {\n\n    if (this.fixedToCamera)\n    {\n        this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;\n        this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;\n    }\n\n};\n\nPhaser.Component.FixedToCamera.prototype = {\n\n    /**\n    * @property {boolean} _fixedToCamera\n    * @private\n    */\n    _fixedToCamera: false,\n\n    /**\n    * A Game Object that is \"fixed\" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.\n    * \n    * The values are adjusted at the rendering stage, overriding the Game Objects actual world position.\n    * \n    * The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world\n    * the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times \n    * regardless where in the world the camera is.\n    * \n    * The offsets are stored in the `cameraOffset` property.\n    * \n    * Note that the `cameraOffset` values are in addition to any parent of this Game Object on the display list.\n    *\n    * Be careful not to set `fixedToCamera` on Game Objects which are in Groups that already have `fixedToCamera` enabled on them.\n    *\n    * @property {boolean} fixedToCamera\n    */\n    fixedToCamera: {\n\n        get: function () {\n\n            return this._fixedToCamera;\n\n        },\n\n        set: function (value) {\n\n            if (value)\n            {\n                this._fixedToCamera = true;\n                this.cameraOffset.set(this.x, this.y);\n            }\n            else\n            {\n                this._fixedToCamera = false;\n            }\n\n        }\n\n    },\n\n    /**\n    * The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if `fixedToCamera` is true.\n    * \n    * The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.\n    * @property {Phaser.Point} cameraOffset\n    */\n    cameraOffset: new Phaser.Point()\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Health component provides the ability for Game Objects to have a `health` property \n* that can be damaged and reset through game code.\n* Requires the LifeSpan component.\n*\n* @class\n*/\nPhaser.Component.Health = function () {};\n\nPhaser.Component.Health.prototype = {\n\n    /**\n    * The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.\n    * \n    * It can be used in combination with the `damage` method or modified directly.\n    * \n    * @property {number} health\n    * @default\n    */\n    health: 1,\n\n    /**\n    * The Game Objects maximum health value. This works in combination with the `heal` method to ensure\n    * the health value never exceeds the maximum.\n    * \n    * @property {number} maxHealth\n    * @default\n    */\n    maxHealth: 100,\n\n    /**\n    * Damages the Game Object. This removes the given amount of health from the `health` property.\n    * \n    * If health is taken below or is equal to zero then the `kill` method is called.\n    *\n    * @member\n    * @param {number} amount - The amount to subtract from the current `health` value.\n    * @return {Phaser.Sprite} This instance.\n    */\n    damage: function (amount) {\n\n        if (this.alive)\n        {\n            this.health -= amount;\n\n            if (this.health <= 0)\n            {\n                this.kill();\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Sets the health property of the Game Object to the given amount.\n    * Will never exceed the `maxHealth` value.\n    *\n    * @member\n    * @param {number} amount - The amount to set the `health` value to. The total will never exceed `maxHealth`.\n    * @return {Phaser.Sprite} This instance.\n    */\n    setHealth: function (amount) {\n\n        this.health = amount;\n\n        if (this.health > this.maxHealth)\n        {\n            this.health = this.maxHealth;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Heal the Game Object. This adds the given amount of health to the `health` property.\n    *\n    * @member\n    * @param {number} amount - The amount to add to the current `health` value. The total will never exceed `maxHealth`.\n    * @return {Phaser.Sprite} This instance.\n    */\n    heal: function (amount) {\n\n        if (this.alive)\n        {\n            this.health += amount;\n\n            if (this.health > this.maxHealth)\n            {\n                this.health = this.maxHealth;\n            }\n        }\n\n        return this;\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The InCamera component checks if the Game Object intersects with the Game Camera.\n*\n* @class\n*/\nPhaser.Component.InCamera = function () {};\n\nPhaser.Component.InCamera.prototype = {\n\n    /**\n    * Checks if this Game Objects bounds intersects with the Game Cameras bounds.\n    * \n    * It will be `true` if they intersect, or `false` if the Game Object is fully outside of the Cameras bounds.\n    * \n    * An object outside the bounds can be considered for camera culling if it has the AutoCull component.\n    *\n    * @property {boolean} inCamera\n    * @readonly\n    */\n    inCamera: {\n\n        get: function() {\n\n            return this.game.world.camera.view.intersects(this._bounds);\n\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The InputEnabled component allows a Game Object to have its own InputHandler and process input related events.\n*\n* @class\n*/\nPhaser.Component.InputEnabled = function () {};\n\nPhaser.Component.InputEnabled.prototype = {\n\n    /**\n    * The Input Handler for this Game Object.\n    * \n    * By default it is disabled. If you wish this Game Object to process input events you should enable it with: `inputEnabled = true`.\n    * \n    * After you have done this, this property will be a reference to the Phaser InputHandler.\n    * @property {Phaser.InputHandler|null} input \n    */\n    input: null,\n\n    /**\n    * By default a Game Object won't process any input events. By setting `inputEnabled` to true a Phaser.InputHandler is created\n    * for this Game Object and it will then start to process click / touch events and more.\n    * \n    * You can then access the Input Handler via `this.input`.\n    * \n    * Note that Input related events are dispatched from `this.events`, i.e.: `events.onInputDown`.\n    * \n    * If you set this property to false it will stop the Input Handler from processing any more input events.\n    * \n    * If you want to _temporarily_ disable input for a Game Object, then it's better to set\n    * `input.enabled = false`, as it won't reset any of the Input Handlers internal properties.\n    * You can then toggle this back on as needed.\n    *\n    * @property {boolean} inputEnabled\n    */\n    inputEnabled: {\n\n        get: function () {\n\n            return (this.input && this.input.enabled);\n\n        },\n\n        set: function (value) {\n\n            if (value)\n            {\n                if (this.input === null)\n                {\n                    this.input = new Phaser.InputHandler(this);\n                    this.input.start();\n                }\n                else if (this.input && !this.input.enabled)\n                {\n                    this.input.start();\n                }\n            }\n            else\n            {\n                if (this.input && this.input.enabled)\n                {\n                    this.input.stop();\n                }\n            }\n\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The InWorld component checks if a Game Object is within the Game World Bounds.\n* An object is considered as being \"in bounds\" so long as its own bounds intersects at any point with the World bounds.\n* If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well.\n*\n* @class\n*/\nPhaser.Component.InWorld = function () {};\n\n/**\n * The InWorld component preUpdate handler.\n * Called automatically by the Game Object.\n *\n * @method\n */\nPhaser.Component.InWorld.preUpdate = function () {\n\n    //  Cache the bounds if we need it\n    if (this.autoCull || this.checkWorldBounds)\n    {\n        this._bounds.copyFrom(this.getBounds());\n\n        this._bounds.x += this.game.camera.view.x;\n        this._bounds.y += this.game.camera.view.y;\n\n        if (this.autoCull)\n        {\n            //  Won't get rendered but will still get its transform updated\n            if (this.game.world.camera.view.intersects(this._bounds))\n            {\n                this.renderable = true;\n                this.game.world.camera.totalInView++;\n            }\n            else\n            {\n                this.renderable = false;\n\n                if (this.outOfCameraBoundsKill)\n                {\n                    this.kill();\n                    return false;\n                }\n            }\n        }\n\n        if (this.checkWorldBounds)\n        {\n            //  The Sprite is already out of the world bounds, so let's check to see if it has come back again\n            if (this._outOfBoundsFired && this.game.world.bounds.intersects(this._bounds))\n            {\n                this._outOfBoundsFired = false;\n                this.events.onEnterBounds$dispatch(this);\n            }\n            else if (!this._outOfBoundsFired && !this.game.world.bounds.intersects(this._bounds))\n            {\n                //  The Sprite WAS in the screen, but has now left.\n                this._outOfBoundsFired = true;\n                this.events.onOutOfBounds$dispatch(this);\n\n                if (this.outOfBoundsKill)\n                {\n                    this.kill();\n                    return false;\n                }\n            }\n        }\n    }\n\n    return true;\n\n};\n\nPhaser.Component.InWorld.prototype = {\n\n    /**\n    * If this is set to `true` the Game Object checks if it is within the World bounds each frame. \n    * \n    * When it is no longer intersecting the world bounds it dispatches the `onOutOfBounds` event.\n    * \n    * If it was *previously* out of bounds but is now intersecting the world bounds again it dispatches the `onEnterBounds` event.\n    * \n    * It also optionally kills the Game Object if `outOfBoundsKill` is `true`.\n    * \n    * When `checkWorldBounds` is enabled it forces the Game Object to calculate its full bounds every frame.\n    * \n    * This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,\n    * or you have tested performance and find it acceptable.\n    * \n    * @property {boolean} checkWorldBounds\n    * @default\n    */\n    checkWorldBounds: false,\n\n    /**\n    * If this and the `checkWorldBounds` property are both set to `true` then the `kill` method is called as soon as `inWorld` returns false.\n    * \n    * @property {boolean} outOfBoundsKill\n    * @default\n    */\n    outOfBoundsKill: false,\n\n    /**\n     * If this and the `autoCull` property are both set to `true`, then the `kill` method\n     * is called as soon as the Game Object leaves the camera bounds.\n     *\n     * @property {boolean} outOfCameraBoundsKill\n     * @default\n     */\n    outOfCameraBoundsKill: false,\n\n    /**\n    * @property {boolean} _outOfBoundsFired - Internal state var.\n    * @private\n    */\n    _outOfBoundsFired: false,\n\n    /**\n    * Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.\n    *\n    * @property {boolean} inWorld\n    * @readonly\n    */\n    inWorld: {\n\n        get: function () {\n\n            return this.game.world.bounds.intersects(this.getBounds());\n\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* LifeSpan Component Features.\n*\n* @class\n*/\nPhaser.Component.LifeSpan = function () {};\n\n/**\n * The LifeSpan component preUpdate handler.\n * Called automatically by the Game Object.\n *\n * @method\n */\nPhaser.Component.LifeSpan.preUpdate = function () {\n\n    if (this.lifespan > 0)\n    {\n        this.lifespan -= this.game.time.physicsElapsedMS;\n\n        if (this.lifespan <= 0)\n        {\n            this.kill();\n            return false;\n        }\n    }\n\n    return true;\n\n};\n\nPhaser.Component.LifeSpan.prototype = {\n\n    /**\n    * A useful flag to control if the Game Object is alive or dead.\n    *\n    * This is set automatically by the Health components `damage` method should the object run out of health.\n    * Or you can toggle it via your game code.\n    *\n    * This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.\n    * However you can use `Group.getFirstAlive` in conjunction with this property for fast object pooling and recycling.\n    * @property {boolean} alive\n    * @default\n    */\n    alive: true,\n\n    /**\n    * The lifespan allows you to give a Game Object a lifespan in milliseconds.\n    *\n    * Once the Game Object is 'born' you can set this to a positive value.\n    *\n    * It is automatically decremented by the millisecond equivalent of `game.time.physicsElapsed` each frame.\n    * When it reaches zero it will call the `kill` method.\n    *\n    * Very handy for particles, bullets, collectibles, or any other short-lived entity.\n    *\n    * @property {number} lifespan\n    * @default\n    */\n    lifespan: 0,\n\n    /**\n    * Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.\n    *\n    * A resurrected Game Object has its `alive`, `exists` and `visible` properties all set to true.\n    *\n    * It will dispatch the `onRevived` event. Listen to `events.onRevived` for the signal.\n    *\n    * @method\n    * @param {number} [health=100] - The health to give the Game Object. Only set if the GameObject has the Health component.\n    * @return {PIXI.DisplayObject} This instance.\n    */\n    revive: function (health) {\n\n        if (health === undefined) { health = 100; }\n\n        this.alive = true;\n        this.exists = true;\n        this.visible = true;\n\n        if (typeof this.setHealth === 'function')\n        {\n            this.setHealth(health);\n        }\n\n        if (this.events)\n        {\n            this.events.onRevived$dispatch(this);\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Kills a Game Object. A killed Game Object has its `alive`, `exists` and `visible` properties all set to false.\n    *\n    * It will dispatch the `onKilled` event. You can listen to `events.onKilled` for the signal.\n    *\n    * Note that killing a Game Object is a way for you to quickly recycle it in an object pool,\n    * it doesn't destroy the object or free it up from memory.\n    *\n    * If you don't need this Game Object any more you should call `destroy` instead.\n    *\n    * @method\n    * @return {PIXI.DisplayObject} This instance.\n    */\n    kill: function () {\n\n        this.alive = false;\n        this.exists = false;\n        this.visible = false;\n\n        if (this.events)\n        {\n            this.events.onKilled$dispatch(this);\n        }\n\n        return this;\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The LoadTexture component manages the loading of a texture into the Game Object and the changing of frames.\n*\n* @class\n*/\nPhaser.Component.LoadTexture = function () {};\n\nPhaser.Component.LoadTexture.prototype = {\n\n    /**\n    * @property {boolean} customRender - Does this texture require a custom render call? (as set by BitmapData, Video, etc)\n    * @private\n    */\n    customRender: false,\n\n    /**\n    * @property {Phaser.Rectangle} _frame - Internal cache var.\n    * @private\n    */\n    _frame: null,\n\n    /**\n    * Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.\n    * \n    * If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the `frame` or `frameName` properties instead.\n    * \n    * You should only use `loadTexture` if you want to replace the base texture entirely.\n    * \n    * Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.\n    *\n    * You can use the new const `Phaser.PENDING_ATLAS` as the texture key for any sprite. \n    * Doing this then sets the key to be the `frame` argument (the frame is set to zero). \n    * \n    * This allows you to create sprites using `load.image` during development, and then change them \n    * to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' \n    * and swapping it to be the key of the atlas data.\n    *\n    * Note: You cannot use a RenderTexture as a texture for a TileSprite.\n    *\n    * @method\n    * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n    * @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n    * @param {boolean} [stopAnimation=true] - If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.\n    */\n    loadTexture: function (key, frame, stopAnimation) {\n\n        if (key === Phaser.PENDING_ATLAS)\n        {\n            key = frame;\n            frame = 0;\n        }\n        else\n        {\n            frame = frame || 0;\n        }\n\n        if ((stopAnimation || stopAnimation === undefined) && this.animations)\n        {\n            this.animations.stop();\n        }\n\n        this.key = key;\n        this.customRender = false;\n        var cache = this.game.cache;\n\n        var setFrame = true;\n        var smoothed = !this.texture.baseTexture.scaleMode;\n\n        if (Phaser.RenderTexture && key instanceof Phaser.RenderTexture)\n        {\n            this.key = key.key;\n            this.setTexture(key);\n        }\n        else if (Phaser.BitmapData && key instanceof Phaser.BitmapData)\n        {\n            this.customRender = true;\n\n            this.setTexture(key.texture);\n\n            if (cache.hasFrameData(key.key, Phaser.Cache.BITMAPDATA))\n            {\n                setFrame = !this.animations.loadFrameData(cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA), frame);\n            }\n            else\n            {\n                setFrame = !this.animations.loadFrameData(key.frameData, 0);\n            }\n        }\n        else if (Phaser.Video && key instanceof Phaser.Video)\n        {\n            this.customRender = true;\n\n            //  This works from a reference, which probably isn't what we need here\n            var valid = key.texture.valid;\n            this.setTexture(key.texture);\n            this.setFrame(key.texture.frame.clone());\n            key.onChangeSource.add(this.resizeFrame, this);\n            this.texture.valid = valid;\n        }\n        else if (Phaser.Tilemap && key instanceof Phaser.TilemapLayer)\n        {\n            // this.customRender = true;\n\n            this.setTexture(PIXI.Texture.fromCanvas(key.canvas));\n        }\n        else if (key instanceof PIXI.Texture)\n        {\n            this.setTexture(key);\n        }\n        else\n        {\n            var img = cache.getImage(key, true);\n\n            this.key = img.key;\n            this.setTexture(new PIXI.Texture(img.base));\n\n            if (key === '__default')\n            {\n                this.texture.baseTexture.skipRender = true;\n            }\n            else\n            {\n                this.texture.baseTexture.skipRender = false;\n            }\n\n            setFrame = !this.animations.loadFrameData(img.frameData, frame);\n        }\n        \n        if (setFrame)\n        {\n            this._frame = Phaser.Rectangle.clone(this.texture.frame);\n        }\n\n        if (!smoothed)\n        {\n            this.texture.baseTexture.scaleMode = 1;\n        }\n\n    },\n\n    /**\n    * Sets the texture frame the Game Object uses for rendering.\n    * \n    * This is primarily an internal method used by `loadTexture`, but is exposed for the use of plugins and custom classes.\n    *\n    * @method\n    * @param {Phaser.Frame} frame - The Frame to be used by the texture.\n    */\n    setFrame: function (frame) {\n\n        this._frame = frame;\n\n        this.texture.frame.x = frame.x;\n        this.texture.frame.y = frame.y;\n        this.texture.frame.width = frame.width;\n        this.texture.frame.height = frame.height;\n\n        this.texture.crop.x = frame.x;\n        this.texture.crop.y = frame.y;\n        this.texture.crop.width = frame.width;\n        this.texture.crop.height = frame.height;\n\n        if (frame.trimmed)\n        {\n            if (this.texture.trim)\n            {\n                this.texture.trim.x = frame.spriteSourceSizeX;\n                this.texture.trim.y = frame.spriteSourceSizeY;\n                this.texture.trim.width = frame.sourceSizeW;\n                this.texture.trim.height = frame.sourceSizeH;\n            }\n            else\n            {\n                this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };\n            }\n\n            this.texture.width = frame.sourceSizeW;\n            this.texture.height = frame.sourceSizeH;\n            this.texture.frame.width = frame.sourceSizeW;\n            this.texture.frame.height = frame.sourceSizeH;\n        }\n        else if (!frame.trimmed && this.texture.trim)\n        {\n            this.texture.trim = null;\n        }\n\n        if (this.cropRect)\n        {\n            this.updateCrop();\n        }\n        \n        this.texture.requiresReTint = true;\n        \n        this.texture._updateUvs();\n\n        if (this.tilingTexture)\n        {\n            this.refreshTexture = true;\n        }\n\n    },\n\n    /**\n    * Resizes the Frame dimensions that the Game Object uses for rendering.\n    * \n    * You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData\n    * it can be useful to adjust the dimensions directly in this way.\n    *\n    * @method\n    * @param {object} parent - The parent texture object that caused the resize, i.e. a Phaser.Video object.\n    * @param {integer} width - The new width of the texture.\n    * @param {integer} height - The new height of the texture.\n    */\n    resizeFrame: function (parent, width, height) {\n\n        this.texture.frame.resize(width, height);\n        this.texture.setFrame(this.texture.frame);\n\n    },\n\n    /**\n    * Resets the texture frame dimensions that the Game Object uses for rendering.\n    *\n    * @method\n    */\n    resetFrame: function () {\n\n        if (this._frame)\n        {\n            this.setFrame(this._frame);\n        }\n\n    },\n\n    /**\n    * Gets or sets the current frame index of the texture being used to render this Game Object.\n    *\n    * To change the frame set `frame` to the index of the new frame in the sprite sheet you wish this Game Object to use,\n    * for example: `player.frame = 4`.\n    * \n    * If the frame index given doesn't exist it will revert to the first frame found in the texture.\n    * \n    * If you are using a texture atlas then you should use the `frameName` property instead.\n    * \n    * If you wish to fully replace the texture being used see `loadTexture`.\n    * @property {integer} frame\n    */\n    frame: {\n\n        get: function () {\n            return this.animations.frame;\n        },\n\n        set: function (value) {\n            this.animations.frame = value;\n        }\n\n    },\n\n    /**\n    * Gets or sets the current frame name of the texture being used to render this Game Object.\n    * \n    * To change the frame set `frameName` to the name of the new frame in the texture atlas you wish this Game Object to use, \n    * for example: `player.frameName = \"idle\"`.\n    *\n    * If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.\n    * \n    * If you are using a sprite sheet then you should use the `frame` property instead.\n    * \n    * If you wish to fully replace the texture being used see `loadTexture`.\n    * @property {string} frameName\n    */\n    frameName: {\n\n        get: function () {\n            return this.animations.frameName;\n        },\n\n        set: function (value) {\n            this.animations.frameName = value;\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Overlap component allows a Game Object to check if it overlaps with the bounds of another Game Object.\n*\n* @class\n*/\nPhaser.Component.Overlap = function () {};\n\nPhaser.Component.Overlap.prototype = {\n\n    /**\n    * Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object, \n    * which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a `getBounds` method and result.\n    * \n    * This check ignores the `hitArea` property if set and runs a `getBounds` comparison on both objects to determine the result.\n    * \n    * Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.\n    * It should be fine for low-volume testing where physics isn't required.\n    *\n    * @method\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Button|PIXI.DisplayObject} displayObject - The display object to check against.\n    * @return {boolean} True if the bounds of this Game Object intersects at any point with the bounds of the given display object.\n    */\n    overlap: function (displayObject) {\n\n        return Phaser.Rectangle.intersects(this.getBounds(), displayObject.getBounds());\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The PhysicsBody component manages the Game Objects physics body and physics enabling.\n* It also overrides the x and y properties, ensuring that any manual adjustment of them is reflected in the physics body itself.\n*\n* @class\n*/\nPhaser.Component.PhysicsBody = function () {};\n\n/**\n * The PhysicsBody component preUpdate handler.\n * Called automatically by the Game Object.\n *\n * @method\n */\nPhaser.Component.PhysicsBody.preUpdate = function () {\n\n    if (this.fresh && this.exists)\n    {\n        this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);\n        this.worldTransform.tx = this.world.x;\n        this.worldTransform.ty = this.world.y;\n\n        this.previousPosition.set(this.world.x, this.world.y);\n        this.previousRotation = this.rotation;\n\n        if (this.body)\n        {\n            this.body.preUpdate();\n        }\n\n        this.fresh = false;\n\n        return false;\n    }\n\n    this.previousPosition.set(this.world.x, this.world.y);\n    this.previousRotation = this.rotation;\n\n    if (!this._exists || !this.parent.exists)\n    {\n        this.renderOrderID = -1;\n        return false;\n    }\n\n    return true;\n\n};\n\n/**\n * The PhysicsBody component postUpdate handler.\n * Called automatically by the Game Object.\n *\n * @method\n */\nPhaser.Component.PhysicsBody.postUpdate = function () {\n\n    if (this.exists && this.body)\n    {\n        this.body.postUpdate();\n    }\n\n};\n\nPhaser.Component.PhysicsBody.prototype = {\n\n    /**\n    * `body` is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated \n    * properties and methods via it.\n    * \n    * By default Game Objects won't add themselves to any physics system and their `body` property will be `null`.\n    * \n    * To enable this Game Object for physics you need to call `game.physics.enable(object, system)` where `object` is this object\n    * and `system` is the Physics system you are using. If none is given it defaults to `Phaser.Physics.Arcade`.\n    * \n    * You can alternatively call `game.physics.arcade.enable(object)`, or add this Game Object to a physics enabled Group.\n    *\n    * Important: Enabling a Game Object for P2 or Ninja physics will automatically set its `anchor` property to 0.5, \n    * so the physics body is centered on the Game Object.\n    * \n    * If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.\n    *\n    * @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body\n    * @default\n    */\n    body: null,\n\n    /**\n    * The position of the Game Object on the x axis relative to the local coordinates of the parent.\n    *\n    * @property {number} x\n    */\n    x: {\n\n        get: function () {\n\n            return this.position.x;\n\n        },\n\n        set: function (value) {\n\n            this.position.x = value;\n\n            if (this.body && !this.body.dirty)\n            {\n                this.body._reset = true;\n            }\n\n        }\n\n    },\n\n    /**\n    * The position of the Game Object on the y axis relative to the local coordinates of the parent.\n    *\n    * @property {number} y\n    */\n    y: {\n\n        get: function () {\n\n            return this.position.y;\n\n        },\n\n        set: function (value) {\n\n            this.position.y = value;\n\n            if (this.body && !this.body.dirty)\n            {\n                this.body._reset = true;\n            }\n\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Reset component allows a Game Object to be reset and repositioned to a new location.\n*\n* @class\n*/\nPhaser.Component.Reset = function () {};\n\n/**\n* Resets the Game Object.\n* \n* This moves the Game Object to the given x/y world coordinates and sets `fresh`, `exists`, \n* `visible` and `renderable` to true.\n*\n* If this Game Object has the LifeSpan component it will also set `alive` to true and `health` to the given value.\n*\n* If this Game Object has a Physics Body it will reset the Body.\n*\n* @method\n* @param {number} x - The x coordinate (in world space) to position the Game Object at.\n* @param {number} y - The y coordinate (in world space) to position the Game Object at.\n* @param {number} [health=1] - The health to give the Game Object if it has the Health component.\n* @return {PIXI.DisplayObject} This instance.\n*/\nPhaser.Component.Reset.prototype.reset = function (x, y, health) {\n\n    if (health === undefined) { health = 1; }\n\n    this.world.set(x, y);\n    this.position.set(x, y);\n\n    this.fresh = true;\n    this.exists = true;\n    this.visible = true;\n    this.renderable = true;\n\n    if (this.components.InWorld)\n    {\n        this._outOfBoundsFired = false;\n    }\n\n    if (this.components.LifeSpan)\n    {\n        this.alive = true;\n        this.health = health;\n    }\n\n    if (this.components.PhysicsBody)\n    {\n        if (this.body)\n        {\n            this.body.reset(x, y, false, false);\n        }\n    }\n\n    return this;\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent.\n*\n* @class\n*/\nPhaser.Component.ScaleMinMax = function () {};\n\nPhaser.Component.ScaleMinMax.prototype = {\n\n    /**\n    * The callback that will apply any scale limiting to the worldTransform.\n    * @property {function} transformCallback\n    */\n    transformCallback: null,\n\n    /**\n    * The context under which `transformCallback` is called.\n    * @property {object} transformCallbackContext\n    */\n    transformCallbackContext: this,\n\n    /**\n    * The minimum scale this Game Object will scale down to.\n    * \n    * It allows you to prevent a parent from scaling this Game Object lower than the given value.\n    * \n    * Set it to `null` to remove the limit.\n    * @property {Phaser.Point} scaleMin\n    */\n    scaleMin: null,\n\n    /**\n    * The maximum scale this Game Object will scale up to. \n    * \n    * It allows you to prevent a parent from scaling this Game Object higher than the given value.\n    * \n    * Set it to `null` to remove the limit.\n    * @property {Phaser.Point} scaleMax\n    */\n    scaleMax: null,\n\n    /**\n     * Adjust scaling limits, if set, to this Game Object.\n     *\n     * @method\n     * @private\n     * @param {PIXI.Matrix} wt - The updated worldTransform matrix.\n     */\n    checkTransform: function (wt) {\n\n        if (this.scaleMin)\n        {\n            if (wt.a < this.scaleMin.x)\n            {\n                wt.a = this.scaleMin.x;\n            }\n\n            if (wt.d < this.scaleMin.y)\n            {\n                wt.d = this.scaleMin.y;\n            }\n        }\n\n        if (this.scaleMax)\n        {\n            if (wt.a > this.scaleMax.x)\n            {\n                wt.a = this.scaleMax.x;\n            }\n\n            if (wt.d > this.scaleMax.y)\n            {\n                wt.d = this.scaleMax.y;\n            }\n        }\n\n    },\n\n    /**\n     * Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.\n     * \n     * For example if this Game Object has a `minScale` value of 1 and its parent has a `scale` value of 0.5, the 0.5 will be ignored \n     * and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to.\n     * \n     * By setting these values you can carefully control how Game Objects deal with responsive scaling.\n     * \n     * If only one parameter is given then that value will be used for both scaleMin and scaleMax:\n     * `setScaleMinMax(1)` = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1\n     *\n     * If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:\n     * `setScaleMinMax(0.5, 2)` = scaleMin.x and y = 0.5 and scaleMax.x and y = 2\n     *\n     * If you wish to set `scaleMin` with different values for x and y then either modify Game Object.scaleMin directly, \n     * or pass `null` for the `maxX` and `maxY` parameters.\n     * \n     * Call `setScaleMinMax(null)` to clear all previously set values.\n     *\n     * @method\n     * @param {number|null} minX - The minimum horizontal scale value this Game Object can scale down to.\n     * @param {number|null} minY - The minimum vertical scale value this Game Object can scale down to.\n     * @param {number|null} maxX - The maximum horizontal scale value this Game Object can scale up to.\n     * @param {number|null} maxY - The maximum vertical scale value this Game Object can scale up to.\n     */\n    setScaleMinMax: function (minX, minY, maxX, maxY) {\n\n        if (minY === undefined)\n        {\n            //  1 parameter, set all to it\n            minY = maxX = maxY = minX;\n        }\n        else if (maxX === undefined)\n        {\n            //  2 parameters, the first is min, the second max\n            maxX = maxY = minY;\n            minY = minX;\n        }\n\n        if (minX === null)\n        {\n            this.scaleMin = null;\n        }\n        else\n        {\n            if (this.scaleMin)\n            {\n                this.scaleMin.set(minX, minY);\n            }\n            else\n            {\n                this.scaleMin = new Phaser.Point(minX, minY);\n            }\n        }\n\n        if (maxX === null)\n        {\n            this.scaleMax = null;\n        }\n        else\n        {\n            if (this.scaleMax)\n            {\n                this.scaleMax.set(maxX, maxY);\n            }\n            else\n            {\n                this.scaleMax = new Phaser.Point(maxX, maxY);\n            }\n        }\n\n        if (this.scaleMin === null)\n        {\n            this.transformCallback = null;\n        }\n        else\n        {\n            this.transformCallback = this.checkTransform;\n            this.transformCallbackContext = this;\n        }\n\n    }\n\n};\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Smoothed component allows a Game Object to control anti-aliasing of an image based texture.\n*\n* @class\n*/\nPhaser.Component.Smoothed = function () {};\n\nPhaser.Component.Smoothed.prototype = {\n\n    /**\n    * Enable or disable texture smoothing for this Game Object.\n    * \n    * It only takes effect if the Game Object is using an image based texture.\n    * \n    * Smoothing is enabled by default.\n    *\n    * @property {boolean} smoothed\n    */\n    smoothed: {\n\n        get: function () {\n\n            return !this.texture.baseTexture.scaleMode;\n\n        },\n\n        set: function (value) {\n\n            if (value)\n            {\n                if (this.texture)\n                {\n                    this.texture.baseTexture.scaleMode = 0;\n                }\n            }\n            else\n            {\n                if (this.texture)\n                {\n                    this.texture.baseTexture.scaleMode = 1;\n                }\n            }\n        }\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The GameObjectFactory is a quick way to create many common game objects\n* using {@linkcode Phaser.Game#add `game.add`}.\n*\n* Created objects are _automatically added_ to the appropriate Manager, World, or manually specified parent Group.\n*\n* @class Phaser.GameObjectFactory\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.GameObjectFactory = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    * @protected\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.World} world - A reference to the game world.\n    * @protected\n    */\n    this.world = this.game.world;\n\n};\n\nPhaser.GameObjectFactory.prototype = {\n\n    /**\n    * Adds an existing display object to the game world.\n    * \n    * @method Phaser.GameObjectFactory#existing\n    * @param {any} object - An instance of Phaser.Sprite, Phaser.Button or any other display object.\n    * @return {any} The child that was added to the World.\n    */\n    existing: function (object) {\n\n        return this.world.add(object);\n\n    },\n\n    /**\n    * Weapons provide the ability to easily create a bullet pool and manager.\n    *\n    * Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.\n    * The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics.\n    *\n    * The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you\n    * can usually do with a Group, such as move it around the display list, iterate it, etc can be done\n    * to the bullets Group too.\n    *\n    * Bullets can have textures and even animations. You can control the speed at which they are fired,\n    * the firing rate, the firing angle, and even set things like gravity for them.\n    *\n    * @method Phaser.GameObjectFactory#weapon\n    * @param {integer} [quantity=1] - The quantity of bullets to seed the Weapon with. If -1 it will set the pool to automatically expand.\n    * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by the bullets during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n    * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used by the bullets. Use either an integer for a Frame ID or a string for a frame name.\n    * @param {Phaser.Group} [group] - Optional Group to add the Weapon to. If not specified it will be added to the World group.\n    * @returns {Phaser.Weapon} A Weapon instance.\n    */\n    weapon: function (quantity, key, frame, group) {\n\n        var weapon = this.game.plugins.add(Phaser.Weapon);\n\n        weapon.createBullets(quantity, key, frame, group);\n\n        return weapon;\n\n    },\n\n    /**\n    * Create a new `Image` object.\n    * \n    * An Image is a light-weight object you can use to display anything that doesn't need physics or animation.\n    * \n    * It can still rotate, scale, crop and receive input events. \n    * This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.\n    *\n    * @method Phaser.GameObjectFactory#image\n    * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.\n    * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.\n    * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n    * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @returns {Phaser.Image} The newly created Image object.\n    */\n    image: function (x, y, key, frame, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        return group.add(new Phaser.Image(this.game, x, y, key, frame));\n\n    },\n\n    /**\n    * Create a new Sprite with specific position and sprite sheet key.\n    *\n    * At its most basic a Sprite consists of a set of coordinates and a texture that is used when rendered.\n    * They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),\n    * events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.\n    *\n    * @method Phaser.GameObjectFactory#sprite\n    * @param {number} [x=0] - The x coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in.\n    * @param {number} [y=0] - The y coordinate of the sprite. The coordinate is relative to any parent container this sprite may be in.\n    * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n    * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @returns {Phaser.Sprite} The newly created Sprite object.\n    */\n    sprite: function (x, y, key, frame, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        return group.create(x, y, key, frame);\n\n    },\n\n    /**\n    * Create a new Creature Animation object.\n    *\n    * Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.\n    * \n    * It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/).\n    * \n    * Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games.\n    *\n    * Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them\n    * loaded before your Phaser game boots.\n    * \n    * See the Phaser custom build process for more details.\n    *\n    * @method Phaser.GameObjectFactory#creature\n    * @param {number} [x=0] - The x coordinate of the creature. The coordinate is relative to any parent container this creature may be in.\n    * @param {number} [y=0] - The y coordinate of the creature. The coordinate is relative to any parent container this creature may be in.\n    * @param {string|PIXI.Texture} [key] - The image used as a texture by this creature object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a PIXI.Texture.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @returns {Phaser.Creature} The newly created Sprite object.\n    */\n    creature: function (x, y, key, mesh, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        var obj = new Phaser.Creature(this.game, x, y, key, mesh);\n\n        group.add(obj);\n\n        return obj;\n\n    },\n\n    /**\n    * Create a tween on a specific object.\n    * \n    * The object can be any JavaScript object or Phaser object such as Sprite.\n    *\n    * @method Phaser.GameObjectFactory#tween\n    * @param {object} object - Object the tween will be run on.\n    * @return {Phaser.Tween} The newly created Phaser.Tween object.\n    */\n    tween: function (object) {\n\n        return this.game.tweens.create(object);\n\n    },\n\n    /**\n    * A Group is a container for display objects that allows for fast pooling, recycling and collision checks.\n    *\n    * @method Phaser.GameObjectFactory#group\n    * @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.\n    * @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.\n    * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.\n    * @param {boolean} [enableBody=false] - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with physicsBodyType.\n    * @param {number} [physicsBodyType=0] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.\n    * @return {Phaser.Group} The newly created Group.\n    */\n    group: function (parent, name, addToStage, enableBody, physicsBodyType) {\n\n        return new Phaser.Group(this.game, parent, name, addToStage, enableBody, physicsBodyType);\n\n    },\n\n    /**\n    * A Group is a container for display objects that allows for fast pooling, recycling and collision checks.\n    * \n    * A Physics Group is the same as an ordinary Group except that is has enableBody turned on by default, so any Sprites it creates\n    * are automatically given a physics body.\n    *\n    * @method Phaser.GameObjectFactory#physicsGroup\n    * @param {number} [physicsBodyType=Phaser.Physics.ARCADE] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc.\n    * @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.\n    * @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.\n    * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.\n    * @return {Phaser.Group} The newly created Group.\n    */\n    physicsGroup: function (physicsBodyType, parent, name, addToStage) {\n\n        return new Phaser.Group(this.game, parent, name, addToStage, true, physicsBodyType);\n\n    },\n\n    /**\n    * A SpriteBatch is a really fast version of a Phaser Group built solely for speed.\n    * Use when you need a lot of sprites or particles all sharing the same texture.\n    * The speed gains are specifically for WebGL. In Canvas mode you won't see any real difference.\n    *\n    * @method Phaser.GameObjectFactory#spriteBatch\n    * @param {Phaser.Group|null} parent - The parent Group that will hold this Sprite Batch. Set to `undefined` or `null` to add directly to game.world.\n    * @param {string} [name='group'] - A name for this Sprite Batch. Not used internally but useful for debugging.\n    * @param {boolean} [addToStage=false] - If set to true this Sprite Batch will be added directly to the Game.Stage instead of the parent.\n    * @return {Phaser.SpriteBatch} The newly created Sprite Batch.\n    */\n    spriteBatch: function (parent, name, addToStage) {\n\n        if (parent === undefined) { parent = null; }\n        if (name === undefined) { name = 'group'; }\n        if (addToStage === undefined) { addToStage = false; }\n\n        return new Phaser.SpriteBatch(this.game, parent, name, addToStage);\n\n    },\n\n    /**\n    * Creates a new Sound object.\n    *\n    * @method Phaser.GameObjectFactory#audio\n    * @param {string} key - The Game.cache key of the sound that this object will use.\n    * @param {number} [volume=1] - The volume at which the sound will be played.\n    * @param {boolean} [loop=false] - Whether or not the sound will loop.\n    * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.\n    * @return {Phaser.Sound} The newly created sound object.\n    */\n    audio: function (key, volume, loop, connect) {\n\n        return this.game.sound.add(key, volume, loop, connect);\n\n    },\n\n    /**\n    * Creates a new Sound object.\n    *\n    * @method Phaser.GameObjectFactory#sound\n    * @param {string} key - The Game.cache key of the sound that this object will use.\n    * @param {number} [volume=1] - The volume at which the sound will be played.\n    * @param {boolean} [loop=false] - Whether or not the sound will loop.\n    * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.\n    * @return {Phaser.Sound} The newly created sound object.\n    */\n    sound: function (key, volume, loop, connect) {\n\n        return this.game.sound.add(key, volume, loop, connect);\n\n    },\n\n    /**\n     * Creates a new AudioSprite object.\n     *\n     * @method Phaser.GameObjectFactory#audioSprite\n     * @param {string} key - The Game.cache key of the sound that this object will use.\n     * @return {Phaser.AudioSprite} The newly created AudioSprite object.\n     */\n    audioSprite: function (key) {\n\n        return this.game.sound.addSprite(key);\n\n    },\n\n    /**\n    * Creates a new TileSprite object.\n    *\n    * @method Phaser.GameObjectFactory#tileSprite\n    * @param {number} x - The x coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in.\n    * @param {number} y - The y coordinate of the TileSprite. The coordinate is relative to any parent container this TileSprite may be in.\n    * @param {number} width - The width of the TileSprite.\n    * @param {number} height - The height of the TileSprite.\n    * @param {string|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.\n    * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @return {Phaser.TileSprite} The newly created TileSprite object.\n    */\n    tileSprite: function (x, y, width, height, key, frame, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));\n\n    },\n\n    /**\n    * Creates a new Rope object.\n    *\n    * Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js\n    *\n    * @method Phaser.GameObjectFactory#rope\n    * @param {number} [x=0] - The x coordinate of the Rope. The coordinate is relative to any parent container this rope may be in.\n    * @param {number} [y=0] - The y coordinate of the Rope. The coordinate is relative to any parent container this rope may be in.\n    * @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - The image used as a texture by this display object during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n    * @param {string|number} [frame] - If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used. Use either an integer for a Frame ID or a string for a frame name.\n    * @param {Array} points - An array of {Phaser.Point}.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @return {Phaser.Rope} The newly created Rope object.\n    */\n    rope: function (x, y, key, frame, points, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        return group.add(new Phaser.Rope(this.game, x, y, key, frame, points));\n\n    },\n\n    /**\n    * Creates a new Text object.\n    *\n    * @method Phaser.GameObjectFactory#text\n    * @param {number} [x=0] - The x coordinate of the Text. The coordinate is relative to any parent container this text may be in.\n    * @param {number} [y=0] - The y coordinate of the Text. The coordinate is relative to any parent container this text may be in.\n    * @param {string} [text=''] - The text string that will be displayed.\n    * @param {object} [style] - The style object containing style attributes like font, font size , etc.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @return {Phaser.Text} The newly created text object.\n    */\n    text: function (x, y, text, style, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        return group.add(new Phaser.Text(this.game, x, y, text, style));\n\n    },\n\n    /**\n    * Creates a new Button object.\n    *\n    * @method Phaser.GameObjectFactory#button\n    * @param {number} [x=0] - The x coordinate of the Button. The coordinate is relative to any parent container this button may be in.\n    * @param {number} [y=0] - The y coordinate of the Button. The coordinate is relative to any parent container this button may be in.\n    * @param {string} [key] - The image key as defined in the Game.Cache to use as the texture for this button.\n    * @param {function} [callback] - The function to call when this button is pressed\n    * @param {object} [callbackContext] - The context in which the callback will be called (usually 'this')\n    * @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.\n    * @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.\n    * @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.\n    * @param {string|number} [upFrame] - This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @return {Phaser.Button} The newly created Button object.\n    */\n    button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        return group.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame));\n\n    },\n\n    /**\n    * Creates a new Graphics object.\n    *\n    * @method Phaser.GameObjectFactory#graphics\n    * @param {number} [x=0] - The x coordinate of the Graphic. The coordinate is relative to any parent container this object may be in.\n    * @param {number} [y=0] - The y coordinate of the Graphic. The coordinate is relative to any parent container this object may be in.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @return {Phaser.Graphics} The newly created graphics object.\n    */\n    graphics: function (x, y, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        return group.add(new Phaser.Graphics(this.game, x, y));\n\n    },\n\n    /**\n    * Create a new Emitter.\n    *\n    * A particle emitter can be used for one-time explosions or for\n    * continuous effects like rain and fire. All it really does is launch Particle objects out\n    * at set intervals, and fixes their positions and velocities accordingly.\n    *\n    * @method Phaser.GameObjectFactory#emitter\n    * @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.\n    * @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.\n    * @param {number} [maxParticles=50] - The total number of particles in this emitter.\n    * @return {Phaser.Particles.Arcade.Emitter} The newly created emitter object.\n    */\n    emitter: function (x, y, maxParticles) {\n\n        return this.game.particles.add(new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles));\n\n    },\n\n    /**\n    * Create a new RetroFont object.\n    *\n    * A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.\n    * A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.\n    * If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText\n    * is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.\n    * The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,\n    * i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.\n    *\n    * @method Phaser.GameObjectFactory#retroFont\n    * @param {string} font - The key of the image in the Game.Cache that the RetroFont will use.\n    * @param {number} characterWidth - The width of each character in the font set.\n    * @param {number} characterHeight - The height of each character in the font set.\n    * @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.\n    * @param {number} charsPerRow - The number of characters per row in the font set.\n    * @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.\n    * @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.\n    * @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.\n    * @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.\n    * @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite.\n    */\n    retroFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {\n\n        return new Phaser.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);\n\n    },\n\n    /**\n    * Create a new BitmapText object.\n    *\n    * BitmapText objects work by taking a texture file and an XML file that describes the font structure.\n    * It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to \n    * match the font structure.\n    * \n    * BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability \n    * to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by \n    * processing the font texture in an image editor first, applying fills and any other effects required.\n    *\n    * To create multi-line text insert \\r, \\n or \\r\\n escape codes into the text string.\n    *\n    * To create a BitmapText data files you can use:\n    *\n    * BMFont (Windows, free): http://www.angelcode.com/products/bmfont/\n    * Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner\n    * Littera (Web-based, free): http://kvazars.com/littera/\n    *\n    * @method Phaser.GameObjectFactory#bitmapText\n    * @param {number} x - X coordinate to display the BitmapText object at.\n    * @param {number} y - Y coordinate to display the BitmapText object at.\n    * @param {string} font - The key of the BitmapText as stored in Phaser.Cache.\n    * @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.\n    * @param {number} [size=32] - The size the font will be rendered at in pixels.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @return {Phaser.BitmapText} The newly created bitmapText object.\n    */\n    bitmapText: function (x, y, font, text, size, group) {\n\n        if (group === undefined) { group = this.world; }\n\n        return group.add(new Phaser.BitmapText(this.game, x, y, font, text, size));\n\n    },\n\n    /**\n    * Creates a new Phaser.Tilemap object.\n    *\n    * The map can either be populated with data from a Tiled JSON file or from a CSV file.\n    * To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.\n    * When using CSV data you must provide the key and the tileWidth and tileHeight parameters.\n    * If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use `Tilemap.create` or pass the map and tile dimensions here.\n    * Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.\n    *\n    * @method Phaser.GameObjectFactory#tilemap\n    * @param {string} [key] - The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass `null`.\n    * @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n    * @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n    * @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.\n    * @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.\n    * @return {Phaser.Tilemap} The newly created tilemap object.\n    */\n    tilemap: function (key, tileWidth, tileHeight, width, height) {\n\n        return new Phaser.Tilemap(this.game, key, tileWidth, tileHeight, width, height);\n\n    },\n\n    /**\n    * A dynamic initially blank canvas to which images can be drawn.\n    *\n    * @method Phaser.GameObjectFactory#renderTexture\n    * @param {number} [width=100] - the width of the RenderTexture.\n    * @param {number} [height=100] - the height of the RenderTexture.\n    * @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).\n    * @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)\n    * @return {Phaser.RenderTexture} The newly created RenderTexture object.\n    */\n    renderTexture: function (width, height, key, addToCache) {\n\n        if (key === undefined || key === '') { key = this.game.rnd.uuid(); }\n        if (addToCache === undefined) { addToCache = false; }\n\n        var texture = new Phaser.RenderTexture(this.game, width, height, key);\n\n        if (addToCache)\n        {\n            this.game.cache.addRenderTexture(key, texture);\n        }\n\n        return texture;\n\n    },\n\n    /**\n    * Create a Video object.\n    *\n    * This will return a Phaser.Video object which you can pass to a Sprite to be used as a texture.\n    *\n    * @method Phaser.GameObjectFactory#video\n    * @param {string|null} [key=null] - The key of the video file in the Phaser.Cache that this Video object will play. Set to `null` or leave undefined if you wish to use a webcam as the source. See `startMediaStream` to start webcam capture.\n    * @param {string|null} [url=null] - If the video hasn't been loaded then you can provide a full URL to the file here (make sure to set key to null)\n    * @return {Phaser.Video} The newly created Video object.\n    */\n    video: function (key, url) {\n\n        return new Phaser.Video(this.game, key, url);\n\n    },\n\n    /**\n    * Create a BitmapData object.\n    *\n    * A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.\n    *\n    * @method Phaser.GameObjectFactory#bitmapData\n    * @param {number} [width=256] - The width of the BitmapData in pixels.\n    * @param {number} [height=256] - The height of the BitmapData in pixels.\n    * @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).\n    * @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)\n    * @return {Phaser.BitmapData} The newly created BitmapData object.\n    */\n    bitmapData: function (width, height, key, addToCache) {\n\n        if (addToCache === undefined) { addToCache = false; }\n        if (key === undefined || key === '') { key = this.game.rnd.uuid(); }\n\n        var texture = new Phaser.BitmapData(this.game, key, width, height);\n\n        if (addToCache)\n        {\n            this.game.cache.addBitmapData(key, texture);\n        }\n\n        return texture;\n\n    },\n\n    /**\n    * A WebGL shader/filter that can be applied to Sprites.\n    *\n    * @method Phaser.GameObjectFactory#filter\n    * @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.\n    * @param {any} - Whatever parameters are needed to be passed to the filter init function.\n    * @return {Phaser.Filter} The newly created Phaser.Filter object.\n    */\n    filter: function (filter) {\n\n        var args = Array.prototype.slice.call(arguments, 1);\n\n        var filter = new Phaser.Filter[filter](this.game);\n\n        filter.init.apply(filter, args);\n\n        return filter;\n\n    },\n\n    /**\n    * Add a new Plugin into the PluginManager.\n    *\n    * The Plugin must have 2 properties: `game` and `parent`. Plugin.game is set to the game reference the PluginManager uses, and parent is set to the PluginManager.\n    *\n    * @method Phaser.GameObjectFactory#plugin\n    * @param {object|Phaser.Plugin} plugin - The Plugin to add into the PluginManager. This can be a function or an existing object.\n    * @param {...*} parameter - Additional parameters that will be passed to the Plugin.init method.\n    * @return {Phaser.Plugin} The Plugin that was added to the manager.\n    */\n    plugin: function (plugin) {\n\n        return this.game.plugins.add(plugin);\n\n    }\n\n};\n\nPhaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The GameObjectCreator is a quick way to create common game objects _without_ adding them to the game world.\n* The object creator can be accessed with {@linkcode Phaser.Game#make `game.make`}.\n*\n* @class Phaser.GameObjectCreator\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.GameObjectCreator = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    * @protected\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.World} world - A reference to the game world.\n    * @protected\n    */\n    this.world = this.game.world;\n\n};\n\nPhaser.GameObjectCreator.prototype = {\n\n    /**\n    * Create a new Image object.\n    *\n    * An Image is a light-weight object you can use to display anything that doesn't need physics or animation.\n    * It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.\n    *\n    * @method Phaser.GameObjectCreator#image\n    * @param {number} x - X position of the image.\n    * @param {number} y - Y position of the image.\n    * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.\n    * @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.\n    * @returns {Phaser.Image} the newly created sprite object.\n    */\n    image: function (x, y, key, frame) {\n\n        return new Phaser.Image(this.game, x, y, key, frame);\n\n    },\n\n    /**\n    * Create a new Sprite with specific position and sprite sheet key.\n    *\n    * @method Phaser.GameObjectCreator#sprite\n    * @param {number} x - X position of the new sprite.\n    * @param {number} y - Y position of the new sprite.\n    * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.\n    * @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.\n    * @returns {Phaser.Sprite} the newly created sprite object.\n    */\n    sprite: function (x, y, key, frame) {\n\n        return new Phaser.Sprite(this.game, x, y, key, frame);\n\n    },\n\n    /**\n    * Create a tween object for a specific object.\n    *\n    * The object can be any JavaScript object or Phaser object such as Sprite.\n    *\n    * @method Phaser.GameObjectCreator#tween\n    * @param {object} obj - Object the tween will be run on.\n    * @return {Phaser.Tween} The Tween object.\n    */\n    tween: function (obj) {\n\n        return new Phaser.Tween(obj, this.game, this.game.tweens);\n\n    },\n\n    /**\n    * A Group is a container for display objects that allows for fast pooling, recycling and collision checks.\n    *\n    * @method Phaser.GameObjectCreator#group\n    * @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.\n    * @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.\n    * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.\n    * @param {boolean} [enableBody=false] - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with physicsBodyType.\n    * @param {number} [physicsBodyType=0] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.\n    * @return {Phaser.Group} The newly created Group.\n    */\n    group: function (parent, name, addToStage, enableBody, physicsBodyType) {\n\n        return new Phaser.Group(this.game, parent, name, addToStage, enableBody, physicsBodyType);\n\n    },\n\n    /**\n    * Create a new SpriteBatch.\n    *\n    * @method Phaser.GameObjectCreator#spriteBatch\n    * @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.\n    * @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.\n    * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.\n    * @return {Phaser.SpriteBatch} The newly created group.\n    */\n    spriteBatch: function (parent, name, addToStage) {\n\n        if (name === undefined) { name = 'group'; }\n        if (addToStage === undefined) { addToStage = false; }\n\n        return new Phaser.SpriteBatch(this.game, parent, name, addToStage);\n\n    },\n\n    /**\n    * Creates a new Sound object.\n    *\n    * @method Phaser.GameObjectCreator#audio\n    * @param {string} key - The Game.cache key of the sound that this object will use.\n    * @param {number} [volume=1] - The volume at which the sound will be played.\n    * @param {boolean} [loop=false] - Whether or not the sound will loop.\n    * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.\n    * @return {Phaser.Sound} The newly created text object.\n    */\n    audio: function (key, volume, loop, connect) {\n\n        return this.game.sound.add(key, volume, loop, connect);\n\n    },\n\n    /**\n     * Creates a new AudioSprite object.\n     *\n     * @method Phaser.GameObjectCreator#audioSprite\n     * @param {string} key - The Game.cache key of the sound that this object will use.\n     * @return {Phaser.AudioSprite} The newly created AudioSprite object.\n     */\n    audioSprite: function (key) {\n\n        return this.game.sound.addSprite(key);\n\n    },\n\n    /**\n    * Creates a new Sound object.\n    *\n    * @method Phaser.GameObjectCreator#sound\n    * @param {string} key - The Game.cache key of the sound that this object will use.\n    * @param {number} [volume=1] - The volume at which the sound will be played.\n    * @param {boolean} [loop=false] - Whether or not the sound will loop.\n    * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.\n    * @return {Phaser.Sound} The newly created text object.\n    */\n    sound: function (key, volume, loop, connect) {\n\n        return this.game.sound.add(key, volume, loop, connect);\n\n    },\n\n    /**\n    * Creates a new TileSprite object.\n    *\n    * @method Phaser.GameObjectCreator#tileSprite\n    * @param {number} x - The x coordinate (in world space) to position the TileSprite at.\n    * @param {number} y - The y coordinate (in world space) to position the TileSprite at.\n    * @param {number} width - The width of the TileSprite.\n    * @param {number} height - The height of the TileSprite.\n    * @param {string|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.\n    * @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n    * @return {Phaser.TileSprite} The newly created tileSprite object.\n    */\n    tileSprite: function (x, y, width, height, key, frame) {\n\n        return new Phaser.TileSprite(this.game, x, y, width, height, key, frame);\n\n    },\n\n    /**\n    * Creates a new Rope object.\n    *\n    * @method Phaser.GameObjectCreator#rope\n    * @param {number} x - The x coordinate (in world space) to position the Rope at.\n    * @param {number} y - The y coordinate (in world space) to position the Rope at.\n    * @param {number} width - The width of the Rope.\n    * @param {number} height - The height of the Rope.\n    * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.\n    * @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n    * @return {Phaser.Rope} The newly created rope object.\n    */\n    rope: function (x, y, key, frame, points) {\n\n        return new Phaser.Rope(this.game, x, y, key, frame, points);\n\n    },\n\n    /**\n    * Creates a new Text object.\n    *\n    * @method Phaser.GameObjectCreator#text\n    * @param {number} x - X position of the new text object.\n    * @param {number} y - Y position of the new text object.\n    * @param {string} text - The actual text that will be written.\n    * @param {object} style - The style object containing style attributes like font, font size , etc.\n    * @return {Phaser.Text} The newly created text object.\n    */\n    text: function (x, y, text, style) {\n\n        return new Phaser.Text(this.game, x, y, text, style);\n\n    },\n\n    /**\n    * Creates a new Button object.\n    *\n    * @method Phaser.GameObjectCreator#button\n    * @param {number} [x] X position of the new button object.\n    * @param {number} [y] Y position of the new button object.\n    * @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.\n    * @param {function} [callback] The function to call when this button is pressed\n    * @param {object} [callbackContext] The context in which the callback will be called (usually 'this')\n    * @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.\n    * @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.\n    * @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.\n    * @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.\n    * @return {Phaser.Button} The newly created button object.\n    */\n    button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {\n\n        return new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame);\n\n    },\n\n    /**\n    * Creates a new Graphics object.\n    *\n    * @method Phaser.GameObjectCreator#graphics\n    * @param {number} [x=0] - X position of the new graphics object.\n    * @param {number} [y=0] - Y position of the new graphics object.\n    * @return {Phaser.Graphics} The newly created graphics object.\n    */\n    graphics: function (x, y) {\n\n        return new Phaser.Graphics(this.game, x, y);\n\n    },\n\n    /**\n    * Creat a new Emitter.\n    *\n    * An Emitter is a lightweight particle emitter. It can be used for one-time explosions or for\n    * continuous effects like rain and fire. All it really does is launch Particle objects out\n    * at set intervals, and fixes their positions and velocities accorindgly.\n    *\n    * @method Phaser.GameObjectCreator#emitter\n    * @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.\n    * @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.\n    * @param {number} [maxParticles=50] - The total number of particles in this emitter.\n    * @return {Phaser.Emitter} The newly created emitter object.\n    */\n    emitter: function (x, y, maxParticles) {\n\n        return new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles);\n\n    },\n\n    /**\n    * Create a new RetroFont object.\n    *\n    * A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.\n    * A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.\n    * If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText\n    * is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.\n    * The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,\n    * i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.\n    *\n    * @method Phaser.GameObjectCreator#retroFont\n    * @param {string} font - The key of the image in the Game.Cache that the RetroFont will use.\n    * @param {number} characterWidth - The width of each character in the font set.\n    * @param {number} characterHeight - The height of each character in the font set.\n    * @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.\n    * @param {number} charsPerRow - The number of characters per row in the font set.\n    * @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.\n    * @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.\n    * @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.\n    * @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.\n    * @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite.\n    */\n    retroFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {\n\n        return new Phaser.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);\n\n    },\n\n    /**\n    * Create a new BitmapText object.\n    *\n    * BitmapText objects work by taking a texture file and an XML file that describes the font structure.\n    * It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to \n    * match the font structure.\n    * \n    * BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability \n    * to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by \n    * processing the font texture in an image editor first, applying fills and any other effects required.\n    *\n    * To create multi-line text insert \\r, \\n or \\r\\n escape codes into the text string.\n    *\n    * To create a BitmapText data files you can use:\n    *\n    * BMFont (Windows, free): http://www.angelcode.com/products/bmfont/\n    * Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner\n    * Littera (Web-based, free): http://kvazars.com/littera/\n    *\n    * @method Phaser.GameObjectCreator#bitmapText\n    * @param {number} x - X coordinate to display the BitmapText object at.\n    * @param {number} y - Y coordinate to display the BitmapText object at.\n    * @param {string} font - The key of the BitmapText as stored in Phaser.Cache.\n    * @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.\n    * @param {number} [size=32] - The size the font will be rendered at in pixels.\n    * @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text.\n    * @return {Phaser.BitmapText} The newly created bitmapText object.\n    */\n    bitmapText: function (x, y, font, text, size, align) {\n\n        return new Phaser.BitmapText(this.game, x, y, font, text, size, align);\n\n    },\n\n    /**\n    * Creates a new Phaser.Tilemap object.\n    *\n    * The map can either be populated with data from a Tiled JSON file or from a CSV file.\n    * To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.\n    * When using CSV data you must provide the key and the tileWidth and tileHeight parameters.\n    * If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use `Tilemap.create` or pass the map and tile dimensions here.\n    * Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.\n    *\n    * @method Phaser.GameObjectCreator#tilemap\n    * @param {string} [key] - The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass `null`.\n    * @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n    * @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n    * @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.\n    * @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.\n    */\n    tilemap: function (key, tileWidth, tileHeight, width, height) {\n\n        return new Phaser.Tilemap(this.game, key, tileWidth, tileHeight, width, height);\n\n    },\n\n    /**\n    * A dynamic initially blank canvas to which images can be drawn.\n    *\n    * @method Phaser.GameObjectCreator#renderTexture\n    * @param {number} [width=100] - the width of the RenderTexture.\n    * @param {number} [height=100] - the height of the RenderTexture.\n    * @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).\n    * @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)\n    * @return {Phaser.RenderTexture} The newly created RenderTexture object.\n    */\n    renderTexture: function (width, height, key, addToCache) {\n\n        if (key === undefined || key === '') { key = this.game.rnd.uuid(); }\n        if (addToCache === undefined) { addToCache = false; }\n\n        var texture = new Phaser.RenderTexture(this.game, width, height, key);\n\n        if (addToCache)\n        {\n            this.game.cache.addRenderTexture(key, texture);\n        }\n\n        return texture;\n\n    },\n\n    /**\n    * Create a BitmpaData object.\n    *\n    * A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.\n    *\n    * @method Phaser.GameObjectCreator#bitmapData\n    * @param {number} [width=256] - The width of the BitmapData in pixels.\n    * @param {number} [height=256] - The height of the BitmapData in pixels.\n    * @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).\n    * @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)\n    * @return {Phaser.BitmapData} The newly created BitmapData object.\n    */\n    bitmapData: function (width, height, key, addToCache) {\n\n        if (addToCache === undefined) { addToCache = false; }\n        if (key === undefined || key === '') { key = this.game.rnd.uuid(); }\n\n        var texture = new Phaser.BitmapData(this.game, key, width, height);\n\n        if (addToCache)\n        {\n            this.game.cache.addBitmapData(key, texture);\n        }\n\n        return texture;\n\n    },\n\n    /**\n    * A WebGL shader/filter that can be applied to Sprites.\n    *\n    * @method Phaser.GameObjectCreator#filter\n    * @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.\n    * @param {any} - Whatever parameters are needed to be passed to the filter init function.\n    * @return {Phaser.Filter} The newly created Phaser.Filter object.\n    */\n    filter: function (filter) {\n\n        var args = Array.prototype.slice.call(arguments, 1);\n\n        var filter = new Phaser.Filter[filter](this.game);\n\n        filter.init.apply(filter, args);\n\n        return filter;\n\n    }\n\n};\n\nPhaser.GameObjectCreator.prototype.constructor = Phaser.GameObjectCreator;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Sprites are the lifeblood of your game, used for nearly everything visual.\n*\n* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.\n* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),\n* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.\n*\n* @class Phaser.Sprite\n* @constructor\n* @extends PIXI.Sprite\n* @extends Phaser.Component.Core\n* @extends Phaser.Component.Angle\n* @extends Phaser.Component.Animation\n* @extends Phaser.Component.AutoCull\n* @extends Phaser.Component.Bounds\n* @extends Phaser.Component.BringToTop\n* @extends Phaser.Component.Crop\n* @extends Phaser.Component.Delta\n* @extends Phaser.Component.Destroy\n* @extends Phaser.Component.FixedToCamera\n* @extends Phaser.Component.Health\n* @extends Phaser.Component.InCamera\n* @extends Phaser.Component.InputEnabled\n* @extends Phaser.Component.InWorld\n* @extends Phaser.Component.LifeSpan\n* @extends Phaser.Component.LoadTexture\n* @extends Phaser.Component.Overlap\n* @extends Phaser.Component.PhysicsBody\n* @extends Phaser.Component.Reset\n* @extends Phaser.Component.ScaleMinMax\n* @extends Phaser.Component.Smoothed\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number} x - The x coordinate (in world space) to position the Sprite at.\n* @param {number} y - The y coordinate (in world space) to position the Sprite at.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.\n* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n*/\nPhaser.Sprite = function (game, x, y, key, frame) {\n\n    x = x || 0;\n    y = y || 0;\n    key = key || null;\n    frame = frame || null;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.SPRITE;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.SPRITE;\n\n    PIXI.Sprite.call(this, Phaser.Cache.DEFAULT);\n\n    Phaser.Component.Core.init.call(this, game, x, y, key, frame);\n\n};\n\nPhaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);\nPhaser.Sprite.prototype.constructor = Phaser.Sprite;\n\nPhaser.Component.Core.install.call(Phaser.Sprite.prototype, [\n    'Angle',\n    'Animation',\n    'AutoCull',\n    'Bounds',\n    'BringToTop',\n    'Crop',\n    'Delta',\n    'Destroy',\n    'FixedToCamera',\n    'Health',\n    'InCamera',\n    'InputEnabled',\n    'InWorld',\n    'LifeSpan',\n    'LoadTexture',\n    'Overlap',\n    'PhysicsBody',\n    'Reset',\n    'ScaleMinMax',\n    'Smoothed'\n]);\n\nPhaser.Sprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;\nPhaser.Sprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;\nPhaser.Sprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;\nPhaser.Sprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;\n\n/**\n* Automatically called by World.preUpdate.\n*\n* @method\n* @memberof Phaser.Sprite\n* @return {boolean} True if the Sprite was rendered, otherwise false.\n*/\nPhaser.Sprite.prototype.preUpdate = function() {\n\n    if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())\n    {\n        return false;\n    }\n\n    return this.preUpdateCore();\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.\n* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.\n*\n* @class Phaser.Image\n* @extends PIXI.Sprite\n* @extends Phaser.Component.Core\n* @extends Phaser.Component.Angle\n* @extends Phaser.Component.Animation\n* @extends Phaser.Component.AutoCull\n* @extends Phaser.Component.Bounds\n* @extends Phaser.Component.BringToTop\n* @extends Phaser.Component.Crop\n* @extends Phaser.Component.Destroy\n* @extends Phaser.Component.FixedToCamera\n* @extends Phaser.Component.InputEnabled\n* @extends Phaser.Component.LifeSpan\n* @extends Phaser.Component.LoadTexture\n* @extends Phaser.Component.Overlap\n* @extends Phaser.Component.Reset\n* @extends Phaser.Component.ScaleMinMax\n* @extends Phaser.Component.Smoothed\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.\n* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} [key] - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.\n* @param {string|number} [frame] - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n*/\nPhaser.Image = function (game, x, y, key, frame) {\n\n    x = x || 0;\n    y = y || 0;\n    key = key || null;\n    frame = frame || null;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.IMAGE;\n\n    PIXI.Sprite.call(this, Phaser.Cache.DEFAULT);\n\n    Phaser.Component.Core.init.call(this, game, x, y, key, frame);\n\n};\n\nPhaser.Image.prototype = Object.create(PIXI.Sprite.prototype);\nPhaser.Image.prototype.constructor = Phaser.Image;\n\nPhaser.Component.Core.install.call(Phaser.Image.prototype, [\n    'Angle',\n    'Animation',\n    'AutoCull',\n    'Bounds',\n    'BringToTop',\n    'Crop',\n    'Destroy',\n    'FixedToCamera',\n    'InputEnabled',\n    'LifeSpan',\n    'LoadTexture',\n    'Overlap',\n    'Reset',\n    'ScaleMinMax',\n    'Smoothed'\n]);\n\nPhaser.Image.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;\nPhaser.Image.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;\n\n/**\n* Automatically called by World.preUpdate.\n*\n* @method Phaser.Image#preUpdate\n* @memberof Phaser.Image\n*/\nPhaser.Image.prototype.preUpdate = function() {\n\n    if (!this.preUpdateInWorld())\n    {\n        return false;\n    }\n\n    return this.preUpdateCore();\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically.\n*\n* The four states a Button responds to are:\n*\n* * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.\n* * 'Out' - when the Pointer that was previously over the Button moves out of it.\n* * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.\n* * 'Up' - when the Pointer that was pressed down on the Button is released again.\n*\n* A different texture/frame and activation sound can be specified for any of the states.\n*\n* Frames can be specified as either an integer (the frame ID) or a string (the frame name); the same values that can be used with a Sprite constructor.\n*\n* @class Phaser.Button\n* @constructor\n* @extends Phaser.Image\n* @param {Phaser.Game} game Current game instance.\n* @param {number} [x=0] - X position of the Button.\n* @param {number} [y=0] - Y position of the Button.\n* @param {string} [key] - The image key (in the Game.Cache) to use as the texture for this Button.\n* @param {function} [callback] - The function to call when this Button is pressed.\n* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').\n* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.\n* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.\n* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.\n* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.\n*/\nPhaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {\n\n    x = x || 0;\n    y = y || 0;\n    key = key || null;\n    callback = callback || null;\n    callbackContext = callbackContext || this;\n\n    Phaser.Image.call(this, game, x, y, key, outFrame);\n\n    /**\n    * The Phaser Object Type.\n    * @property {number} type\n    * @readonly\n    */\n    this.type = Phaser.BUTTON;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.SPRITE;\n\n    /**\n    * The name or ID of the Over state frame.\n    * @property {string|integer} onOverFrame\n    * @private\n    */\n    this._onOverFrame = null;\n\n    /**\n    * The name or ID of the Out state frame.\n    * @property {string|integer} onOutFrame\n    * @private\n    */\n    this._onOutFrame = null;\n\n    /**\n    * The name or ID of the Down state frame.\n    * @property {string|integer} onDownFrame\n    * @private\n    */\n    this._onDownFrame = null;\n\n    /**\n    * The name or ID of the Up state frame.\n    * @property {string|integer} onUpFrame\n    * @private\n    */\n    this._onUpFrame = null;\n\n    /**\n    * The Sound to be played when this Buttons Over state is activated.\n    * @property {Phaser.Sound|Phaser.AudioSprite|null} onOverSound\n    * @readonly\n    */\n    this.onOverSound = null;\n\n    /**\n    * The Sound to be played when this Buttons Out state is activated.\n    * @property {Phaser.Sound|Phaser.AudioSprite|null} onOutSound\n    * @readonly\n    */\n    this.onOutSound = null;\n\n    /**\n    * The Sound to be played when this Buttons Down state is activated.\n    * @property {Phaser.Sound|Phaser.AudioSprite|null} onDownSound\n    * @readonly\n    */\n    this.onDownSound = null;\n\n    /**\n    * The Sound to be played when this Buttons Up state is activated.\n    * @property {Phaser.Sound|Phaser.AudioSprite|null} onUpSound\n    * @readonly\n    */\n    this.onUpSound = null;\n\n    /**\n    * The Sound Marker used in conjunction with the onOverSound.\n    * @property {string} onOverSoundMarker\n    * @readonly\n    */\n    this.onOverSoundMarker = '';\n\n    /**\n    * The Sound Marker used in conjunction with the onOutSound.\n    * @property {string} onOutSoundMarker\n    * @readonly\n    */\n    this.onOutSoundMarker = '';\n\n    /**\n    * The Sound Marker used in conjunction with the onDownSound.\n    * @property {string} onDownSoundMarker\n    * @readonly\n    */\n    this.onDownSoundMarker = '';\n\n    /**\n    * The Sound Marker used in conjunction with the onUpSound.\n    * @property {string} onUpSoundMarker\n    * @readonly\n    */\n    this.onUpSoundMarker = '';\n\n    /**\n    * The Signal (or event) dispatched when this Button is in an Over state.\n    * @property {Phaser.Signal} onInputOver\n    */\n    this.onInputOver = new Phaser.Signal();\n\n    /**\n    * The Signal (or event) dispatched when this Button is in an Out state.\n    * @property {Phaser.Signal} onInputOut\n    */\n    this.onInputOut = new Phaser.Signal();\n\n    /**\n    * The Signal (or event) dispatched when this Button is in an Down state.\n    * @property {Phaser.Signal} onInputDown\n    */\n    this.onInputDown = new Phaser.Signal();\n\n    /**\n    * The Signal (or event) dispatched when this Button is in an Up state.\n    * @property {Phaser.Signal} onInputUp\n    */\n    this.onInputUp = new Phaser.Signal();\n\n    /**\n    * If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.\n    * The frame will still be changed as applicable.\n    *\n    * @property {boolean} onOverMouseOnly\n    * @default\n    */\n    this.onOverMouseOnly = true;\n\n    /**\n    * Suppress the over event if a pointer was just released and it matches the given {@link Phaser.PointerModer pointer mode bitmask}.\n    *\n    * This behavior was introduced in Phaser 2.3.1; this property is a soft-revert of the change.\n    *\n    * @property {Phaser.PointerMode?} justReleasedPreventsOver=ACTIVE_CURSOR\n    */\n    this.justReleasedPreventsOver = Phaser.PointerMode.TOUCH;\n    \n    /**\n    * When true the the texture frame will not be automatically switched on up/down/over/out events.\n    * @property {boolean} freezeFrames\n    * @default\n    */\n    this.freezeFrames = false;\n\n    /**\n    * When the Button is touched / clicked and then released you can force it to enter a state of \"out\" instead of \"up\".\n    *\n    * This can also accept a {@link Phaser.PointerModer pointer mode bitmask} for more refined control.\n    *\n    * @property {boolean|Phaser.PointerMode} forceOut=false\n    * @default\n    */\n    this.forceOut = false;\n\n    this.inputEnabled = true;\n\n    this.input.start(0, true);\n\n    this.input.useHandCursor = true;\n\n    this.setFrames(overFrame, outFrame, downFrame, upFrame);\n\n    if (callback !== null)\n    {\n        this.onInputUp.add(callback, callbackContext);\n    }\n\n    //  Redirect the input events to here so we can handle animation updates, etc\n    this.events.onInputOver.add(this.onInputOverHandler, this);\n    this.events.onInputOut.add(this.onInputOutHandler, this);\n    this.events.onInputDown.add(this.onInputDownHandler, this);\n    this.events.onInputUp.add(this.onInputUpHandler, this);\n\n    this.events.onRemovedFromWorld.add(this.removedFromWorld, this);\n\n};\n\nPhaser.Button.prototype = Object.create(Phaser.Image.prototype);\nPhaser.Button.prototype.constructor = Phaser.Button;\n\n//  State constants; local only. These are tied to property names in Phaser.Button.\nvar STATE_OVER = 'Over';\nvar STATE_OUT = 'Out';\nvar STATE_DOWN = 'Down';\nvar STATE_UP = 'Up';\n\n/**\n* Clears all of the frames set on this Button.\n*\n* @method Phaser.Button#clearFrames\n*/\nPhaser.Button.prototype.clearFrames = function () {\n\n    this.setFrames(null, null, null, null);\n\n};\n\n/**\n* Called when this Button is removed from the World.\n*\n* @method Phaser.Button#removedFromWorld\n* @protected\n*/\nPhaser.Button.prototype.removedFromWorld = function () {\n\n    this.inputEnabled = false;\n\n};\n\n/**\n* Set the frame name/ID for the given state.\n*\n* @method Phaser.Button#setStateFrame\n* @private\n* @param {object} state - See `STATE_*`\n* @param {number|string} frame - The number or string representing the frame.\n* @param {boolean} switchImmediately - Immediately switch to the frame if it was set - and this is true.\n*/\nPhaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)\n{\n    var frameKey = '_on' + state + 'Frame';\n\n    if (frame !== null) // not null or undefined\n    {\n        this[frameKey] = frame;\n\n        if (switchImmediately)\n        {\n            this.changeStateFrame(state);\n        }\n    }\n    else\n    {\n        this[frameKey] = null;\n    }\n\n};\n\n/**\n* Change the frame to that of the given state, _if_ the state has a frame assigned _and_ if the frames are not currently \"frozen\".\n*\n* @method Phaser.Button#changeStateFrame\n* @private\n* @param {object} state - See `STATE_*`\n* @return {boolean} True only if the frame was assigned a value, possibly the same one it already had.\n*/\nPhaser.Button.prototype.changeStateFrame = function (state) {\n\n    if (this.freezeFrames)\n    {\n        return false;\n    }\n\n    var frameKey = '_on' + state + 'Frame';\n    var frame = this[frameKey];\n\n    if (typeof frame === 'string')\n    {\n        this.frameName = frame;\n        return true;\n    }\n    else if (typeof frame === 'number')\n    {\n        this.frame = frame;\n        return true;\n    }\n    else\n    {\n        return false;\n    }\n\n};\n\n/**\n* Used to manually set the frames that will be used for the different states of the Button.\n*\n* Frames can be specified as either an integer (the frame ID) or a string (the frame name); these are the same values that can be used with a Sprite constructor.\n*\n* @method Phaser.Button#setFrames\n* @public\n* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.\n* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.\n* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.\n* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.\n*/\nPhaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) {\n\n    this.setStateFrame(STATE_OVER, overFrame, this.input.pointerOver());\n    this.setStateFrame(STATE_OUT, outFrame, !this.input.pointerOver());\n    this.setStateFrame(STATE_DOWN, downFrame, this.input.pointerDown());\n    this.setStateFrame(STATE_UP, upFrame, this.input.pointerUp());\n\n};\n\n/**\n* Set the sound/marker for the given state.\n*\n* @method Phaser.Button#setStateSound\n* @private\n* @param {object} state - See `STATE_*`\n* @param {Phaser.Sound|Phaser.AudioSprite} [sound] - Sound.\n* @param {string} [marker=''] - Sound marker.\n*/\nPhaser.Button.prototype.setStateSound = function (state, sound, marker) {\n\n    var soundKey = 'on' + state + 'Sound';\n    var markerKey = 'on' + state + 'SoundMarker';\n\n    if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)\n    {\n        this[soundKey] = sound;\n        this[markerKey] = typeof marker === 'string' ? marker : '';\n    }\n    else\n    {\n        this[soundKey] = null;\n        this[markerKey] = '';\n    }\n\n};\n\n/**\n* Play the sound for the given state, _if_ the state has a sound assigned.\n*\n* @method Phaser.Button#playStateSound\n* @private\n* @param {object} state - See `STATE_*`\n* @return {boolean} True only if a sound was played.\n*/\nPhaser.Button.prototype.playStateSound = function (state) {\n\n    var soundKey = 'on' + state + 'Sound';\n    var sound = this[soundKey];\n\n    if (sound)\n    {\n        var markerKey = 'on' + state + 'SoundMarker';\n        var marker = this[markerKey];\n\n        sound.play(marker);\n        return true;\n    }\n    else\n    {\n        return false;\n    }\n\n};\n\n/**\n* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.\n* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.\n*\n* Call this function with no parameters to reset all sounds on this Button.\n*\n* @method Phaser.Button#setSounds\n* @public\n* @param {Phaser.Sound|Phaser.AudioSprite} [overSound] - Over Button Sound.\n* @param {string} [overMarker] - Over Button Sound Marker.\n* @param {Phaser.Sound|Phaser.AudioSprite} [downSound] - Down Button Sound.\n* @param {string} [downMarker] - Down Button Sound Marker.\n* @param {Phaser.Sound|Phaser.AudioSprite} [outSound] - Out Button Sound.\n* @param {string} [outMarker] - Out Button Sound Marker.\n* @param {Phaser.Sound|Phaser.AudioSprite} [upSound] - Up Button Sound.\n* @param {string} [upMarker] - Up Button Sound Marker.\n*/\nPhaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {\n\n    this.setStateSound(STATE_OVER, overSound, overMarker);\n    this.setStateSound(STATE_OUT, outSound, outMarker);\n    this.setStateSound(STATE_DOWN, downSound, downMarker);\n    this.setStateSound(STATE_UP, upSound, upMarker);\n\n};\n\n/**\n* The Sound to be played when a Pointer moves over this Button.\n*\n* @method Phaser.Button#setOverSound\n* @public\n* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.\n* @param {string} [marker] - A Sound Marker that will be used in the playback.\n*/\nPhaser.Button.prototype.setOverSound = function (sound, marker) {\n\n    this.setStateSound(STATE_OVER, sound, marker);\n\n};\n\n/**\n* The Sound to be played when a Pointer moves out of this Button.\n*\n* @method Phaser.Button#setOutSound\n* @public\n* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.\n* @param {string} [marker] - A Sound Marker that will be used in the playback.\n*/\nPhaser.Button.prototype.setOutSound = function (sound, marker) {\n\n    this.setStateSound(STATE_OUT, sound, marker);\n\n};\n\n/**\n* The Sound to be played when a Pointer presses down on this Button.\n*\n* @method Phaser.Button#setDownSound\n* @public\n* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.\n* @param {string} [marker] - A Sound Marker that will be used in the playback.\n*/\nPhaser.Button.prototype.setDownSound = function (sound, marker) {\n\n    this.setStateSound(STATE_DOWN, sound, marker);\n\n};\n\n/**\n* The Sound to be played when a Pointer has pressed down and is released from this Button.\n*\n* @method Phaser.Button#setUpSound\n* @public\n* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.\n* @param {string} [marker] - A Sound Marker that will be used in the playback.\n*/\nPhaser.Button.prototype.setUpSound = function (sound, marker) {\n\n    this.setStateSound(STATE_UP, sound, marker);\n\n};\n\n/**\n* Internal function that handles input events.\n*\n* @method Phaser.Button#onInputOverHandler\n* @protected\n* @param {Phaser.Button} sprite - The Button that the event occurred on.\n* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.\n*/\nPhaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {\n\n    if (pointer.justReleased() &&\n        (this.justReleasedPreventsOver & pointer.pointerMode) === pointer.pointerMode)\n    {\n        //  If the Pointer was only just released then we don't fire an over event\n        return;\n    }\n\n    this.changeStateFrame(STATE_OVER);\n\n    if (this.onOverMouseOnly && !pointer.isMouse)\n    {\n        return;\n    }\n\n    this.playStateSound(STATE_OVER);\n\n    if (this.onInputOver)\n    {\n        this.onInputOver.dispatch(this, pointer);\n    }\n\n};\n\n/**\n* Internal function that handles input events.\n*\n* @method Phaser.Button#onInputOutHandler\n* @protected\n* @param {Phaser.Button} sprite - The Button that the event occurred on.\n* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.\n*/\nPhaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {\n\n    this.changeStateFrame(STATE_OUT);\n\n    this.playStateSound(STATE_OUT);\n\n    if (this.onInputOut)\n    {\n        this.onInputOut.dispatch(this, pointer);\n    }\n};\n\n/**\n* Internal function that handles input events.\n*\n* @method Phaser.Button#onInputDownHandler\n* @protected\n* @param {Phaser.Button} sprite - The Button that the event occurred on.\n* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.\n*/\nPhaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {\n\n    this.changeStateFrame(STATE_DOWN);\n\n    this.playStateSound(STATE_DOWN);\n\n    if (this.onInputDown)\n    {\n        this.onInputDown.dispatch(this, pointer);\n    }\n};\n\n/**\n* Internal function that handles input events.\n*\n* @method Phaser.Button#onInputUpHandler\n* @protected\n* @param {Phaser.Button} sprite - The Button that the event occurred on.\n* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.\n*/\nPhaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {\n\n    this.playStateSound(STATE_UP);\n\n    //  Input dispatched early, before state change (but after sound)\n    if (this.onInputUp)\n    {\n        this.onInputUp.dispatch(this, pointer, isOver);\n    }\n\n    if (this.freezeFrames)\n    {\n        return;\n    }\n\n    if (this.forceOut === true || (this.forceOut & pointer.pointerMode) === pointer.pointerMode)\n    {\n        this.changeStateFrame(STATE_OUT);\n    }\n    else\n    {\n        var changedUp = this.changeStateFrame(STATE_UP);\n        if (!changedUp)\n        {\n            //  No Up frame to show..\n            if (isOver)\n            {\n                this.changeStateFrame(STATE_OVER);\n            }\n            else\n            {\n                this.changeStateFrame(STATE_OUT);\n            }\n        }\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The SpriteBatch class is a really fast version of the DisplayObjectContainer built purely for speed, so use when you need a lot of sprites or particles.\n* It's worth mentioning that by default sprite batches are used through-out the renderer, so you only really need to use a SpriteBatch if you have over\n* 1000 sprites that all share the same texture (or texture atlas). It's also useful if running in Canvas mode and you have a lot of un-rotated or un-scaled\n* Sprites as it skips all of the Canvas setTransform calls, which helps performance, especially on mobile devices.\n*\n* Please note that any Sprite that is part of a SpriteBatch will not have its bounds updated, so will fail checks such as outOfBounds.\n*\n* @class Phaser.SpriteBatch\n* @extends Phaser.Group\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {Phaser.Group|Phaser.Sprite|null} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If `undefined` or `null` it will use game.world.\n* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.\n* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.\n*/\nPhaser.SpriteBatch = function (game, parent, name, addToStage) {\n\n    if (parent === undefined || parent === null) { parent = game.world; }\n\n    PIXI.SpriteBatch.call(this);\n\n    Phaser.Group.call(this, game, parent, name, addToStage);\n\n    /**\n    * @property {number} type - Internal Phaser Type value.\n    * @protected\n    */\n    this.type = Phaser.SPRITEBATCH;\n\n};\n\nPhaser.SpriteBatch.prototype = Phaser.Utils.extend(true, Phaser.SpriteBatch.prototype, PIXI.SpriteBatch.prototype, Phaser.Group.prototype);\n\nPhaser.SpriteBatch.prototype.constructor = Phaser.SpriteBatch;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.\n* A single BitmapData can be used as the texture for one or many Images / Sprites. \n* So if you need to dynamically create a Sprite texture then they are a good choice.\n*\n* Important note: Every BitmapData creates its own Canvas element. Because BitmapData's are now Game Objects themselves, and don't\n* live on the display list, they are NOT automatically cleared when you change State. Therefore you _must_ call BitmapData.destroy\n* in your State's shutdown method if you wish to free-up the resources the BitmapData used, it will not happen for you.\n*\n* @class Phaser.BitmapData\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {string} key - Internal Phaser reference key for the BitmapData.\n* @param {number} [width=256] - The width of the BitmapData in pixels. If undefined or zero it's set to a default value.\n* @param {number} [height=256] - The height of the BitmapData in pixels. If undefined or zero it's set to a default value.\n* @param {boolean} [skipPool=false] - When this BitmapData generates its internal canvas to use for rendering, it will get the canvas from the CanvasPool if false, or create its own if true.\n*/\nPhaser.BitmapData = function (game, key, width, height, skipPool) {\n\n    if (width === undefined || width === 0) { width = 256; }\n    if (height === undefined || height === 0) { height = 256; }\n    if (skipPool === undefined) { skipPool = false; }\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {string} key - The key of the BitmapData in the Cache, if stored there.\n    */\n    this.key = key;\n\n    /**\n    * @property {number} width - The width of the BitmapData in pixels.\n    */\n    this.width = width;\n\n    /**\n    * @property {number} height - The height of the BitmapData in pixels.\n    */\n    this.height = height;\n\n    /**\n    * @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.\n    * @default\n    */\n    this.canvas = Phaser.Canvas.create(this, width, height, null, skipPool);\n\n    /**\n    * @property {CanvasRenderingContext2D} context - The 2d context of the canvas.\n    * @default\n    */\n    this.context = this.canvas.getContext('2d', { alpha: true });\n\n    /**\n    * @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.\n    */\n    this.ctx = this.context;\n\n    /**\n    * @property {string} smoothProperty - The context property needed for smoothing this Canvas.\n    */\n    this.smoothProperty = (game.renderType === Phaser.CANVAS) ? game.renderer.renderSession.smoothProperty : Phaser.Canvas.getSmoothingPrefix(this.context);\n\n    /**\n    * @property {ImageData} imageData - The context image data.\n    * Please note that a call to BitmapData.draw() or BitmapData.copy() does not update immediately this property for performance reason. Use BitmapData.update() to do so.\n    * This property is updated automatically after the first game loop, according to the dirty flag property.\n    */\n    this.imageData = this.context.getImageData(0, 0, width, height);\n\n    /**\n    * A Uint8ClampedArray view into BitmapData.buffer.\n    * Note that this is unavailable in some browsers (such as Epic Browser due to its security restrictions)\n    * @property {Uint8ClampedArray} data\n    */\n    this.data = null;\n\n    if (this.imageData)\n    {\n        this.data = this.imageData.data;\n    }\n\n    /**\n    * @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer.\n    */\n    this.pixels = null;\n\n    /**\n    * @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData.\n    */\n    if (this.data)\n    {\n        if (this.imageData.data.buffer)\n        {\n            this.buffer = this.imageData.data.buffer;\n            this.pixels = new Uint32Array(this.buffer);\n        }\n        else\n        {\n            if (window['ArrayBuffer'])\n            {\n                this.buffer = new ArrayBuffer(this.imageData.data.length);\n                this.pixels = new Uint32Array(this.buffer);\n            }\n            else\n            {\n                this.pixels = this.imageData.data;\n            }\n        }\n    }\n\n    /**\n    * @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.\n    * @default\n    */\n    this.baseTexture = new PIXI.BaseTexture(this.canvas);\n\n    /**\n    * @property {PIXI.Texture} texture - The PIXI.Texture.\n    * @default\n    */\n    this.texture = new PIXI.Texture(this.baseTexture);\n\n    /**\n    * @property {Phaser.FrameData} frameData - The FrameData container this BitmapData uses for rendering.\n    */\n    this.frameData = new Phaser.FrameData();\n\n    /**\n    * @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.\n    * @default\n    */\n    this.textureFrame = this.frameData.addFrame(new Phaser.Frame(0, 0, 0, width, height, 'bitmapData'));\n\n    this.texture.frame = this.textureFrame;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @default\n    */\n    this.type = Phaser.BITMAPDATA;\n\n    /**\n    * @property {boolean} disableTextureUpload - If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true.\n    */\n    this.disableTextureUpload = false;\n\n    /**\n    * @property {boolean} dirty - If dirty this BitmapData will be re-rendered.\n    */\n    this.dirty = false;\n\n    //  Aliases\n    this.cls = this.clear;\n\n    /**\n    * @property {number} _image - Internal cache var.\n    * @private\n    */\n    this._image = null;\n\n    /**\n    * @property {Phaser.Point} _pos - Internal cache var.\n    * @private\n    */\n    this._pos = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} _size - Internal cache var.\n    * @private\n    */\n    this._size = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} _scale - Internal cache var.\n    * @private\n    */\n    this._scale = new Phaser.Point();\n\n    /**\n    * @property {number} _rotate - Internal cache var.\n    * @private\n    */\n    this._rotate = 0;\n\n    /**\n    * @property {object} _alpha - Internal cache var.\n    * @private\n    */\n    this._alpha = { prev: 1, current: 1 };\n\n    /**\n    * @property {Phaser.Point} _anchor - Internal cache var.\n    * @private\n    */\n    this._anchor = new Phaser.Point();\n\n    /**\n    * @property {number} _tempR - Internal cache var.\n    * @private\n    */\n    this._tempR = 0;\n\n    /**\n    * @property {number} _tempG - Internal cache var.\n    * @private\n    */\n    this._tempG = 0;\n\n    /**\n    * @property {number} _tempB - Internal cache var.\n    * @private\n    */\n    this._tempB = 0;\n\n    /**\n    * @property {Phaser.Circle} _circle - Internal cache var.\n    * @private\n    */\n    this._circle = new Phaser.Circle();\n\n    /**\n    * @property {HTMLCanvasElement} _swapCanvas - A swap canvas. Used by moveH and moveV, created in those methods.\n    * @private\n    */\n    this._swapCanvas = undefined;\n\n};\n\nPhaser.BitmapData.prototype = {\n\n    /**\n    * Shifts the contents of this BitmapData by the distances given.\n    * \n    * The image will wrap-around the edges on all sides if the wrap argument is true (the default).\n    *\n    * @method Phaser.BitmapData#move\n    * @param {integer} x - The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right.\n    * @param {integer} y - The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down.\n    * @param {boolean} [wrap=true] - Wrap the content of the BitmapData.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    move: function (x, y, wrap) {\n\n        if (x !== 0)\n        {\n            this.moveH(x, wrap);\n        }\n\n        if (y !== 0)\n        {\n            this.moveV(y, wrap);\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Shifts the contents of this BitmapData horizontally.\n    * \n    * The image will wrap-around the sides if the wrap argument is true (the default).\n    *\n    * @method Phaser.BitmapData#moveH\n    * @param {integer} distance - The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right.\n    * @param {boolean} [wrap=true] - Wrap the content of the BitmapData.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    moveH: function (distance, wrap) {\n\n        if (wrap === undefined) { wrap = true; }\n\n        if (this._swapCanvas === undefined)\n        {\n            this._swapCanvas = PIXI.CanvasPool.create(this, this.width, this.height);\n        }\n\n        var c = this._swapCanvas;\n        var ctx = c.getContext('2d');\n        var h = this.height;\n        var src = this.canvas;\n\n        ctx.clearRect(0, 0, this.width, this.height);\n\n        if (distance < 0)\n        {\n            distance = Math.abs(distance);\n\n            //  Moving to the left\n            var w = this.width - distance;\n\n            //  Left-hand chunk\n            if (wrap)\n            {\n                ctx.drawImage(src, 0, 0, distance, h, w, 0, distance, h);\n            }\n\n            //  Rest of the image\n            ctx.drawImage(src, distance, 0, w, h, 0, 0, w, h);\n        }\n        else\n        {\n            //  Moving to the right\n            var w = this.width - distance;\n\n            //  Right-hand chunk\n            if (wrap)\n            {\n                ctx.drawImage(src, w, 0, distance, h, 0, 0, distance, h);\n            }\n\n            //  Rest of the image\n            ctx.drawImage(src, 0, 0, w, h, distance, 0, w, h);\n        }\n\n        this.clear();\n\n        return this.copy(this._swapCanvas);\n\n    },\n\n    /**\n    * Shifts the contents of this BitmapData vertically.\n    * \n    * The image will wrap-around the sides if the wrap argument is true (the default).\n    *\n    * @method Phaser.BitmapData#moveV\n    * @param {integer} distance - The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down.\n    * @param {boolean} [wrap=true] - Wrap the content of the BitmapData.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    moveV: function (distance, wrap) {\n\n        if (wrap === undefined) { wrap = true; }\n\n        if (this._swapCanvas === undefined)\n        {\n            this._swapCanvas = PIXI.CanvasPool.create(this, this.width, this.height);\n        }\n\n        var c = this._swapCanvas;\n        var ctx = c.getContext('2d');\n        var w = this.width;\n        var src = this.canvas;\n\n        ctx.clearRect(0, 0, this.width, this.height);\n\n        if (distance < 0)\n        {\n            distance = Math.abs(distance);\n\n            //  Moving up\n            var h = this.height - distance;\n\n            //  Top chunk\n            if (wrap)\n            {\n                ctx.drawImage(src, 0, 0, w, distance, 0, h, w, distance);\n            }\n\n            //  Rest of the image\n            ctx.drawImage(src, 0, distance, w, h, 0, 0, w, h);\n        }\n        else\n        {\n            //  Moving down\n            var h = this.height - distance;\n\n            //  Bottom chunk\n            if (wrap)\n            {\n                ctx.drawImage(src, 0, h, w, distance, 0, 0, w, distance);\n            }\n\n            //  Rest of the image\n            ctx.drawImage(src, 0, 0, w, h, 0, distance, w, h);\n        }\n\n        this.clear();\n\n        return this.copy(this._swapCanvas);\n\n    },\n\n    /**\n    * Updates the given objects so that they use this BitmapData as their texture.\n    * This will replace any texture they will currently have set.\n    *\n    * @method Phaser.BitmapData#add\n    * @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    add: function (object) {\n\n        if (Array.isArray(object))\n        {\n            for (var i = 0; i < object.length; i++)\n            {\n                if (object[i]['loadTexture'])\n                {\n                    object[i].loadTexture(this);\n                }\n            }\n        }\n        else\n        {\n            object.loadTexture(this);\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing.\n    * The source game object is not modified by this operation.\n    * If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing.\n    * If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string.\n    *\n    * @method Phaser.BitmapData#load\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} source - The object that will be used to populate this BitmapData. If you give a string it will try and find the Image in the Game.Cache first.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    load: function (source) {\n\n        if (typeof source === 'string')\n        {\n            source = this.game.cache.getImage(source);\n        }\n\n        if (source)\n        {\n            this.resize(source.width, source.height);\n            this.cls();\n        }\n        else\n        {\n            return;\n        }\n\n        this.draw(source);\n\n        this.update();\n\n        return this;\n\n    },\n\n    /**\n    * Clears the BitmapData context using a clearRect.\n    *\n    * @method Phaser.BitmapData#cls\n    */\n\n    /**\n    * Clears the BitmapData context using a clearRect.\n    *\n    * You can optionally define the area to clear.\n    * If the arguments are left empty it will clear the entire canvas.\n    *\n    * You may need to call BitmapData.update after this in order to clear out the pixel data, \n    * but Phaser will not do this automatically for you.\n    *\n    * @method Phaser.BitmapData#clear\n    * @param {number} [x=0] - The x coordinate of the top-left of the area to clear.\n    * @param {number} [y=0] - The y coordinate of the top-left of the area to clear.\n    * @param {number} [width] - The width of the area to clear. If undefined it will use BitmapData.width.\n    * @param {number} [height] - The height of the area to clear. If undefined it will use BitmapData.height.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    clear: function (x, y, width, height) {\n\n        if (x === undefined) { x = 0; }\n        if (y === undefined) { y = 0; }\n        if (width === undefined) { width = this.width; }\n        if (height === undefined) { height = this.height; }\n\n        this.context.clearRect(x, y, width, height);\n\n        this.dirty = true;\n\n        return this;\n\n    },\n\n    /**\n    * Fills the BitmapData with the given color.\n    *\n    * @method Phaser.BitmapData#fill\n    * @param {number} r - The red color value, between 0 and 0xFF (255).\n    * @param {number} g - The green color value, between 0 and 0xFF (255).\n    * @param {number} b - The blue color value, between 0 and 0xFF (255).\n    * @param {number} [a=1] - The alpha color value, between 0 and 1.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    fill: function (r, g, b, a) {\n\n        if (a === undefined) { a = 1; }\n\n        this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')';\n        this.context.fillRect(0, 0, this.width, this.height);\n        this.dirty = true;\n\n        return this;\n\n    },\n\n    /**\n    * Creates a new Image element by converting this BitmapDatas canvas into a dataURL.\n    *\n    * The image is then stored in the image Cache using the key given.\n    *\n    * Finally a PIXI.Texture is created based on the image and returned.\n    *\n    * You can apply the texture to a sprite or any other supporting object by using either the\n    * key or the texture. First call generateTexture:\n    *\n    * `var texture = bitmapdata.generateTexture('ball');`\n    *\n    * Then you can either apply the texture to a sprite:\n    * \n    * `game.add.sprite(0, 0, texture);`\n    *\n    * or by using the string based key:\n    *\n    * `game.add.sprite(0, 0, 'ball');`\n    *\n    * @method Phaser.BitmapData#generateTexture\n    * @param {string} key - The key which will be used to store the image in the Cache.\n    * @return {PIXI.Texture} The newly generated texture.\n    */\n    generateTexture: function (key) {\n\n        var image = new Image();\n\n        image.src = this.canvas.toDataURL(\"image/png\");\n\n        var obj = this.game.cache.addImage(key, '', image);\n\n        return new PIXI.Texture(obj.base);\n\n    },\n\n    /**\n    * Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.\n    *\n    * @method Phaser.BitmapData#resize\n    * @param {integer} width - The new width of the BitmapData.\n    * @param {integer} height - The new height of the BitmapData.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    resize: function (width, height) {\n\n        if (width !== this.width || height !== this.height)\n        {\n            this.width = width;\n            this.height = height;\n\n            this.canvas.width = width;\n            this.canvas.height = height;\n\n            if (this._swapCanvas !== undefined)\n            {\n                this._swapCanvas.width = width;\n                this._swapCanvas.height = height;\n            }\n\n            this.baseTexture.width = width;\n            this.baseTexture.height = height;\n\n            this.textureFrame.width = width;\n            this.textureFrame.height = height;\n\n            this.texture.width = width;\n            this.texture.height = height;\n\n            this.texture.crop.width = width;\n            this.texture.crop.height = height;\n\n            this.update();\n            this.dirty = true;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * This re-creates the BitmapData.imageData from the current context.\n    * It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.\n    * If not given the dimensions defaults to the full size of the context.\n    *\n    * Warning: This is a very expensive operation, so use it sparingly.\n    *\n    * @method Phaser.BitmapData#update\n    * @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.\n    * @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.\n    * @param {number} [width=1] - The width of the image data area.\n    * @param {number} [height=1] - The height of the image data area.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    update: function (x, y, width, height) {\n\n        if (x === undefined) { x = 0; }\n        if (y === undefined) { y = 0; }\n        if (width === undefined) { width = Math.max(1, this.width); }\n        if (height === undefined) { height = Math.max(1, this.height); }\n\n        this.imageData = this.context.getImageData(x, y, width, height);\n        this.data = this.imageData.data;\n\n        if (this.imageData.data.buffer)\n        {\n            this.buffer = this.imageData.data.buffer;\n            this.pixels = new Uint32Array(this.buffer);\n        }\n        else\n        {\n            if (window['ArrayBuffer'])\n            {\n                this.buffer = new ArrayBuffer(this.imageData.data.length);\n                this.pixels = new Uint32Array(this.buffer);\n            }\n            else\n            {\n                this.pixels = this.imageData.data;\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback.\n    * The callback will be sent a color object with 6 properties: `{ r: number, g: number, b: number, a: number, color: number, rgba: string }`.\n    * Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha.\n    * The `color` property is an Int32 of the full color. Note the endianess of this will change per system.\n    * The `rgba` property is a CSS style rgba() string which can be used with context.fillStyle calls, among others.\n    * The callback will also be sent the pixels x and y coordinates respectively.\n    * The callback must return either `false`, in which case no change will be made to the pixel, or a new color object.\n    * If a new color object is returned the pixel will be set to the r, g, b and a color values given within it.\n    *\n    * @method Phaser.BitmapData#processPixelRGB\n    * @param {function} callback - The callback that will be sent each pixel color object to be processed.\n    * @param {object} callbackContext - The context under which the callback will be called.\n    * @param {number} [x=0] - The x coordinate of the top-left of the region to process from.\n    * @param {number} [y=0] - The y coordinate of the top-left of the region to process from.\n    * @param {number} [width] - The width of the region to process.\n    * @param {number} [height] - The height of the region to process.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    processPixelRGB: function (callback, callbackContext, x, y, width, height) {\n\n        if (x === undefined) { x = 0; }\n        if (y === undefined) { y = 0; }\n        if (width === undefined) { width = this.width; }\n        if (height === undefined) { height = this.height; }\n\n        var w = x + width;\n        var h = y + height;\n        var pixel = Phaser.Color.createColor();\n        var result = { r: 0, g: 0, b: 0, a: 0 };\n        var dirty = false;\n\n        for (var ty = y; ty < h; ty++)\n        {\n            for (var tx = x; tx < w; tx++)\n            {\n                Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel);\n\n                result = callback.call(callbackContext, pixel, tx, ty);\n\n                if (result !== false && result !== null && result !== undefined)\n                {\n                    this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false);\n                    dirty = true;\n                }\n            }\n        }\n\n        if (dirty)\n        {\n            this.context.putImageData(this.imageData, 0, 0);\n            this.dirty = true;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates.\n    * Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped.\n    * Note that the format of the color received will be different depending on if the system is big or little endian.\n    * It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead.\n    * The callback will also be sent the pixels x and y coordinates respectively.\n    *\n    * @method Phaser.BitmapData#processPixel\n    * @param {function} callback - The callback that will be sent each pixel color to be processed.\n    * @param {object} callbackContext - The context under which the callback will be called.\n    * @param {number} [x=0] - The x coordinate of the top-left of the region to process from.\n    * @param {number} [y=0] - The y coordinate of the top-left of the region to process from.\n    * @param {number} [width] - The width of the region to process.\n    * @param {number} [height] - The height of the region to process.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    processPixel: function (callback, callbackContext, x, y, width, height) {\n\n        if (x === undefined) { x = 0; }\n        if (y === undefined) { y = 0; }\n        if (width === undefined) { width = this.width; }\n        if (height === undefined) { height = this.height; }\n\n        var w = x + width;\n        var h = y + height;\n        var pixel = 0;\n        var result = 0;\n        var dirty = false;\n\n        for (var ty = y; ty < h; ty++)\n        {\n            for (var tx = x; tx < w; tx++)\n            {\n                pixel = this.getPixel32(tx, ty);\n                result = callback.call(callbackContext, pixel, tx, ty);\n\n                if (result !== pixel)\n                {\n                    this.pixels[ty * this.width + tx] = result;\n                    dirty = true;\n                }\n            }\n        }\n\n        if (dirty)\n        {\n            this.context.putImageData(this.imageData, 0, 0);\n            this.dirty = true;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values.\n    * An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing. \n    *\n    * @method Phaser.BitmapData#replaceRGB\n    * @param {number} r1 - The red color value to be replaced. Between 0 and 255.\n    * @param {number} g1 - The green color value to be replaced. Between 0 and 255.\n    * @param {number} b1 - The blue color value to be replaced. Between 0 and 255.\n    * @param {number} a1 - The alpha color value to be replaced. Between 0 and 255.\n    * @param {number} r2 - The red color value that is the replacement color. Between 0 and 255.\n    * @param {number} g2 - The green color value that is the replacement color. Between 0 and 255.\n    * @param {number} b2 - The blue color value that is the replacement color. Between 0 and 255.\n    * @param {number} a2 - The alpha color value that is the replacement color. Between 0 and 255.\n    * @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    replaceRGB: function (r1, g1, b1, a1, r2, g2, b2, a2, region) {\n\n        var sx = 0;\n        var sy = 0;\n        var w = this.width;\n        var h = this.height;\n        var source = Phaser.Color.packPixel(r1, g1, b1, a1);\n\n        if (region !== undefined && region instanceof Phaser.Rectangle)\n        {\n            sx = region.x;\n            sy = region.y;\n            w = region.width;\n            h = region.height;\n        }\n\n        for (var y = 0; y < h; y++)\n        {\n            for (var x = 0; x < w; x++)\n            {\n                if (this.getPixel32(sx + x, sy + y) === source)\n                {\n                    this.setPixel32(sx + x, sy + y, r2, g2, b2, a2, false);\n                }\n            }\n        }\n\n        this.context.putImageData(this.imageData, 0, 0);\n        this.dirty = true;\n\n        return this;\n\n    },\n\n    /**\n    * Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.\n    *\n    * @method Phaser.BitmapData#setHSL\n    * @param {number} [h=null] - The hue, in the range 0 - 1.\n    * @param {number} [s=null] - The saturation, in the range 0 - 1.\n    * @param {number} [l=null] - The lightness, in the range 0 - 1.\n    * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    setHSL: function (h, s, l, region) {\n        \n        var bHaveH = h || h === 0;\n        var bHaveS = s || s === 0;\n        var bHaveL = l || l === 0;\n\n        if (!bHaveH && !bHaveS && !bHaveL)\n        {\n            return;\n        }\n\n        if (region === undefined)\n        {\n            region = new Phaser.Rectangle(0, 0, this.width, this.height);\n        }\n\n        var pixel = Phaser.Color.createColor();\n\n        for (var y = region.y; y < region.bottom; y++)\n        {\n            for (var x = region.x; x < region.right; x++)\n            {\n                Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true);\n\n                if (bHaveH)\n                {\n                    pixel.h = h;\n                }\n\n                if (bHaveS)\n                {\n                    pixel.s = s;\n                }\n\n                if (bHaveL)\n                {\n                    pixel.l = l;\n                }\n\n                Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);\n                this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);\n            }\n        }\n\n        this.context.putImageData(this.imageData, 0, 0);\n        this.dirty = true;\n\n        return this;\n\n    },\n\n    /**\n    * Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.\n    * Shifting will add the given value onto the current h, s and l values, not replace them.\n    * The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1.\n    *\n    * @method Phaser.BitmapData#shiftHSL\n    * @param {number} [h=null] - The amount to shift the hue by.\n    * @param {number} [s=null] - The amount to shift the saturation by.\n    * @param {number} [l=null] - The amount to shift the lightness by.\n    * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    shiftHSL: function (h, s, l, region) {\n\n        if (h === undefined || h === null) { h = false; }\n        if (s === undefined || s === null) { s = false; }\n        if (l === undefined || l === null) { l = false; }\n\n        if (!h && !s && !l)\n        {\n            return;\n        }\n\n        if (region === undefined)\n        {\n            region = new Phaser.Rectangle(0, 0, this.width, this.height);\n        }\n\n        var pixel = Phaser.Color.createColor();\n\n        for (var y = region.y; y < region.bottom; y++)\n        {\n            for (var x = region.x; x < region.right; x++)\n            {\n                Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true);\n\n                if (h)\n                {\n                    pixel.h = this.game.math.wrap(pixel.h + h, 0, 1);\n                }\n\n                if (s)\n                {\n                    pixel.s = this.game.math.clamp(pixel.s + s, 0, 1);\n                }\n\n                if (l)\n                {\n                    pixel.l = this.game.math.clamp(pixel.l + l, 0, 1);\n                }\n\n                Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);\n                this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);\n            }\n        }\n\n        this.context.putImageData(this.imageData, 0, 0);\n        this.dirty = true;\n\n        return this;\n\n    },\n\n    /**\n    * Sets the color of the given pixel to the specified red, green, blue and alpha values.\n    *\n    * @method Phaser.BitmapData#setPixel32\n    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {number} red - The red color value, between 0 and 0xFF (255).\n    * @param {number} green - The green color value, between 0 and 0xFF (255).\n    * @param {number} blue - The blue color value, between 0 and 0xFF (255).\n    * @param {number} alpha - The alpha color value, between 0 and 0xFF (255).\n    * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    setPixel32: function (x, y, red, green, blue, alpha, immediate) {\n\n        if (immediate === undefined) { immediate = true; }\n\n        if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)\n        {\n            if (Phaser.Device.LITTLE_ENDIAN)\n            {\n                this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;\n            }\n            else\n            {\n                this.pixels[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha;\n            }\n\n            if (immediate)\n            {\n                this.context.putImageData(this.imageData, 0, 0);\n                this.dirty = true;\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Sets the color of the given pixel to the specified red, green and blue values.\n    *\n    * @method Phaser.BitmapData#setPixel\n    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {number} red - The red color value, between 0 and 0xFF (255).\n    * @param {number} green - The green color value, between 0 and 0xFF (255).\n    * @param {number} blue - The blue color value, between 0 and 0xFF (255).\n    * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    setPixel: function (x, y, red, green, blue, immediate) {\n\n        return this.setPixel32(x, y, red, green, blue, 255, immediate);\n\n    },\n\n    /**\n    * Get the color of a specific pixel in the context into a color object.\n    * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,\n    * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.\n    *\n    * @method Phaser.BitmapData#getPixel\n    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.\n    * @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.\n    */\n    getPixel: function (x, y, out) {\n\n        if (!out)\n        {\n            out = Phaser.Color.createColor();\n        }\n\n        var index = ~~(x + (y * this.width));\n\n        index *= 4;\n\n        out.r = this.data[index];\n        out.g = this.data[++index];\n        out.b = this.data[++index];\n        out.a = this.data[++index];\n\n        return out;\n\n    },\n\n    /**\n    * Get the color of a specific pixel including its alpha value.\n    * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,\n    * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.\n    * Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.\n    *\n    * @method Phaser.BitmapData#getPixel32\n    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @return {number} A native color value integer (format: 0xAARRGGBB)\n    */\n    getPixel32: function (x, y) {\n\n        if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)\n        {\n            return this.pixels[y * this.width + x];\n        }\n\n    },\n\n    /**\n    * Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties.\n    * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,\n    * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.\n    *\n    * @method Phaser.BitmapData#getPixelRGB\n    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.\n    * @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.\n    * @param {boolean} [hsl=false] - Also convert the rgb values into hsl?\n    * @param {boolean} [hsv=false] - Also convert the rgb values into hsv?\n    * @return {object} An object with the red, green and blue values set in the r, g and b properties.\n    */\n    getPixelRGB: function (x, y, out, hsl, hsv) {\n\n        return Phaser.Color.unpackPixel(this.getPixel32(x, y), out, hsl, hsv);\n\n    },\n\n    /**\n    * Gets all the pixels from the region specified by the given Rectangle object.\n    *\n    * @method Phaser.BitmapData#getPixels\n    * @param {Phaser.Rectangle} rect - The Rectangle region to get.\n    * @return {ImageData} Returns a ImageData object containing a Uint8ClampedArray data property.\n    */\n    getPixels: function (rect) {\n\n        return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);\n\n    },\n\n    /**\n    * Scans the BitmapData, pixel by pixel, until it encounters a pixel that isn't transparent (i.e. has an alpha value > 0).\n    * It then stops scanning and returns an object containing the color of the pixel in r, g and b properties and the location in the x and y properties.\n    * \n    * The direction parameter controls from which direction it should start the scan:\n    * \n    * 0 = top to bottom\n    * 1 = bottom to top\n    * 2 = left to right\n    * 3 = right to left\n    *\n    * @method Phaser.BitmapData#getFirstPixel\n    * @param {number} [direction=0] - The direction in which to scan for the first pixel. 0 = top to bottom, 1 = bottom to top, 2 = left to right and 3 = right to left.\n    * @return {object} Returns an object containing the color of the pixel in the `r`, `g` and `b` properties and the location in the `x` and `y` properties.\n    */\n    getFirstPixel: function (direction) {\n\n        if (direction === undefined) { direction = 0; }\n\n        var pixel = Phaser.Color.createColor();\n\n        var x = 0;\n        var y = 0;\n        var v = 1;\n        var scan = false;\n\n        if (direction === 1)\n        {\n            v = -1;\n            y = this.height;\n        }\n        else if (direction === 3)\n        {\n            v = -1;\n            x = this.width;\n        }\n\n        do {\n\n            Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel);\n\n            if (direction === 0 || direction === 1)\n            {\n                //  Top to Bottom / Bottom to Top\n                x++;\n\n                if (x === this.width)\n                {\n                    x = 0;\n                    y += v;\n\n                    if (y >= this.height || y <= 0)\n                    {\n                        scan = true;\n                    }\n                }\n            }\n            else if (direction === 2 || direction === 3)\n            {\n                //  Left to Right / Right to Left\n                y++;\n\n                if (y === this.height)\n                {\n                    y = 0;\n                    x += v;\n\n                    if (x >= this.width || x <= 0)\n                    {\n                        scan = true;\n                    }\n                }\n            }\n        }\n        while (pixel.a === 0 && !scan);\n\n        pixel.x = x;\n        pixel.y = y;\n\n        return pixel;\n\n    },\n\n    /**\n    * Scans the BitmapData and calculates the bounds. This is a rectangle that defines the extent of all non-transparent pixels.\n    * The rectangle returned will extend from the top-left of the image to the bottom-right, excluding transparent pixels.\n    *\n    * @method Phaser.BitmapData#getBounds\n    * @param {Phaser.Rectangle} [rect] - If provided this Rectangle object will be populated with the bounds, otherwise a new object will be created.\n    * @return {Phaser.Rectangle} A Rectangle whose dimensions encompass the full extent of non-transparent pixels in this BitmapData.\n    */\n    getBounds: function (rect) {\n\n        if (rect === undefined) { rect = new Phaser.Rectangle(); }\n\n        rect.x = this.getFirstPixel(2).x;\n\n        //  If we hit this, there's no point scanning any more, the image is empty\n        if (rect.x === this.width)\n        {\n            return rect.setTo(0, 0, 0, 0);\n        }\n\n        rect.y = this.getFirstPixel(0).y;\n        rect.width = (this.getFirstPixel(3).x - rect.x) + 1;\n        rect.height = (this.getFirstPixel(1).y - rect.y) + 1;\n\n        return rect;\n\n    },\n\n    /**\n    * Creates a new Phaser.Image object, assigns this BitmapData to be its texture, adds it to the world then returns it.\n    *\n    * @method Phaser.BitmapData#addToWorld\n    * @param {number} [x=0] - The x coordinate to place the Image at.\n    * @param {number} [y=0] - The y coordinate to place the Image at.\n    * @param {number} [anchorX=0] - Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.\n    * @param {number} [anchorY=0] - Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.\n    * @param {number} [scaleX=1] - The horizontal scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on.\n    * @param {number} [scaleY=1] - The vertical scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on.\n    * @return {Phaser.Image} The newly added Image object.\n    */\n    addToWorld: function (x, y, anchorX, anchorY, scaleX, scaleY) {\n\n        scaleX = scaleX || 1;\n        scaleY = scaleY || 1;\n\n        var image = this.game.add.image(x, y, this);\n\n        image.anchor.set(anchorX, anchorY);\n        image.scale.set(scaleX, scaleY);\n\n        return image;\n\n    },\n\n    /**\n     * Copies a rectangular area from the source object to this BitmapData. If you give `null` as the source it will copy from itself.\n     * \n     * You can optionally resize, translate, rotate, scale, alpha or blend as it's drawn.\n     * \n     * All rotation, scaling and drawing takes place around the regions center point by default, but can be changed with the anchor parameters.\n     * \n     * Note that the source image can also be this BitmapData, which can create some interesting effects.\n     * \n     * This method has a lot of parameters for maximum control.\n     * You can use the more friendly methods like `copyRect` and `draw` to avoid having to remember them all.\n     * \n     * You may prefer to use `copyTransform` if you're simply trying to draw a Sprite to this BitmapData,\n     * and don't wish to translate, scale or rotate it from its original values.\n     *\n     * @method Phaser.BitmapData#copy\n     * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Phaser.RenderTexture|Image|HTMLCanvasElement|string} [source] - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself.\n     * @param {number} [x=0] - The x coordinate representing the top-left of the region to copy from the source image.\n     * @param {number} [y=0] - The y coordinate representing the top-left of the region to copy from the source image.\n     * @param {number} [width] - The width of the region to copy from the source image. If not specified it will use the full source image width.\n     * @param {number} [height] - The height of the region to copy from the source image. If not specified it will use the full source image height.\n     * @param {number} [tx] - The x coordinate to translate to before drawing. If not specified it will default to the `x` parameter. If `null` and `source` is a Display Object, it will default to `source.x`.\n     * @param {number} [ty] - The y coordinate to translate to before drawing. If not specified it will default to the `y` parameter. If `null` and `source` is a Display Object, it will default to `source.y`.\n     * @param {number} [newWidth] - The new width of the block being copied. If not specified it will default to the `width` parameter.\n     * @param {number} [newHeight] - The new height of the block being copied. If not specified it will default to the `height` parameter.\n     * @param {number} [rotate=0] - The angle in radians to rotate the block to before drawing. Rotation takes place around the center by default, but can be changed with the `anchor` parameters.\n     * @param {number} [anchorX=0] - The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.\n     * @param {number} [anchorY=0] - The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.\n     * @param {number} [scaleX=1] - The horizontal scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on.\n     * @param {number} [scaleY=1] - The vertical scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on.\n     * @param {number} [alpha=1] - The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque.\n     * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.\n     * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.\n     * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n     */\n    copy: function (source, x, y, width, height, tx, ty, newWidth, newHeight, rotate, anchorX, anchorY, scaleX, scaleY, alpha, blendMode, roundPx) {\n\n        if (source === undefined || source === null) { source = this; }\n\n        if (source instanceof Phaser.RenderTexture || source instanceof PIXI.RenderTexture)\n        {\n            source = source.getCanvas();\n        }\n\n        this._image = source;\n\n        if (source instanceof Phaser.Sprite || source instanceof Phaser.Image || source instanceof Phaser.Text || source instanceof PIXI.Sprite)\n        {\n            //  Copy over sprite values\n            this._pos.set(source.texture.crop.x, source.texture.crop.y);\n            this._size.set(source.texture.crop.width, source.texture.crop.height);\n            this._scale.set(source.scale.x, source.scale.y);\n            this._anchor.set(source.anchor.x, source.anchor.y);\n            this._rotate = source.rotation;\n            this._alpha.current = source.alpha;\n\n            if (source.texture instanceof Phaser.RenderTexture || source.texture instanceof PIXI.RenderTexture)\n            {\n                this._image = source.texture.getCanvas();\n            }\n            else\n            {\n                this._image = source.texture.baseTexture.source;\n            }\n\n            if (tx === undefined || tx === null) { tx = source.x; }\n            if (ty === undefined || ty === null) { ty = source.y; }\n\n            if (source.texture.trim)\n            {\n                //  Offset the translation coordinates by the trim amount\n                tx += source.texture.trim.x - source.anchor.x * source.texture.trim.width;\n                ty += source.texture.trim.y - source.anchor.y * source.texture.trim.height;\n            }\n\n            if (source.tint !== 0xFFFFFF)\n            {\n                if (source.cachedTint !== source.tint)\n                {\n                    source.cachedTint = source.tint;\n                    source.tintedTexture = PIXI.CanvasTinter.getTintedTexture(source, source.tint);\n                }\n\n                this._image = source.tintedTexture;\n                this._pos.set(0);\n            }\n        }\n        else\n        {\n            //  Reset\n            this._pos.set(0);\n            this._scale.set(1);\n            this._anchor.set(0);\n            this._rotate = 0;\n            this._alpha.current = 1;\n\n            if (source instanceof Phaser.BitmapData)\n            {\n                this._image = source.canvas;\n            }\n            else if (typeof source === 'string')\n            {\n                source = this.game.cache.getImage(source);\n\n                if (source === null)\n                {\n                    return;\n                }\n                else\n                {\n                    this._image = source;\n                }\n            }\n\n            this._size.set(this._image.width, this._image.height);\n        }\n\n        //  The source region to copy from\n        if (x === undefined || x === null) { x = 0; }\n        if (y === undefined || y === null) { y = 0; }\n\n        //  If they set a width/height then we override the frame values with them\n        if (width)\n        {\n            this._size.x = width;\n        }\n\n        if (height)\n        {\n            this._size.y = height;\n        }\n\n        //  The destination region to copy to\n        if (tx === undefined || tx === null) { tx = x; }\n        if (ty === undefined || ty === null) { ty = y; }\n        if (newWidth === undefined || newWidth === null) { newWidth = this._size.x; }\n        if (newHeight === undefined || newHeight === null) { newHeight = this._size.y; }\n\n        //  Rotation - if set this will override any potential Sprite value\n        if (typeof rotate === 'number')\n        {\n            this._rotate = rotate;\n        }\n\n        //  Anchor - if set this will override any potential Sprite value\n        if (typeof anchorX === 'number')\n        {\n            this._anchor.x = anchorX;\n        }\n\n        if (typeof anchorY === 'number')\n        {\n            this._anchor.y = anchorY;\n        }\n\n        //  Scaling - if set this will override any potential Sprite value\n        if (typeof scaleX === 'number')\n        {\n            this._scale.x = scaleX;\n        }\n\n        if (typeof scaleY === 'number')\n        {\n            this._scale.y = scaleY;\n        }\n\n        //  Effects\n        if (typeof alpha === 'number')\n        {\n            this._alpha.current = alpha;\n        }\n\n        if (blendMode === undefined) { blendMode = null; }\n        if (roundPx === undefined) { roundPx = false; }\n\n        if (this._alpha.current <= 0 || this._scale.x === 0 || this._scale.y === 0 || this._size.x === 0 || this._size.y === 0)\n        {\n            //  Why bother wasting CPU cycles drawing something you can't see?\n            return;\n        }\n\n        var ctx = this.context;\n\n        this._alpha.prev = ctx.globalAlpha;\n\n        ctx.save();\n\n        ctx.globalAlpha = this._alpha.current;\n\n        if (blendMode)\n        {\n            this.op = blendMode;\n        }\n\n        if (roundPx)\n        {\n            tx |= 0;\n            ty |= 0;\n        }\n\n        //  Doesn't work fully with children, or nested scale + rotation transforms (see copyTransform)\n        ctx.translate(tx, ty);\n\n        ctx.scale(this._scale.x, this._scale.y);\n\n        ctx.rotate(this._rotate);\n\n        ctx.drawImage(this._image, this._pos.x + x, this._pos.y + y, this._size.x, this._size.y, -newWidth * this._anchor.x, -newHeight * this._anchor.y, newWidth, newHeight);\n\n        //  Carry on ...\n\n        ctx.restore();\n\n        ctx.globalAlpha = this._alpha.prev;\n\n        this.dirty = true;\n\n        return this;\n\n    },\n\n    /**\n    * Draws the given `source` Game Object to this BitmapData, using its `worldTransform` property to set the\n    * position, scale and rotation of where it is drawn. This function is used internally by `drawGroup`.\n    * It takes the objects tint and scale mode into consideration before drawing.\n    *\n    * You can optionally specify Blend Mode and Round Pixels arguments.\n    * \n    * @method Phaser.BitmapData#copyTransform\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Phaser.BitmapText} [source] - The Game Object to draw.\n    * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.\n    * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    copyTransform: function (source, blendMode, roundPx) {\n\n        if (blendMode === undefined) { blendMode = null; }\n        if (roundPx === undefined) { roundPx = false; }\n\n        if (!source.hasOwnProperty('worldTransform') || !source.worldVisible || source.worldAlpha === 0)\n        {\n            return this;\n        }\n\n        var wt = source.worldTransform;\n\n        this._pos.set(source.texture.crop.x, source.texture.crop.y);\n        this._size.set(source.texture.crop.width, source.texture.crop.height);\n\n        if (wt.a === 0 || wt.d === 0 || this._size.x === 0 || this._size.y === 0)\n        {\n             // Why bother wasting CPU cycles drawing something you can't see?\n            return this;\n        }\n\n        if (source.texture instanceof Phaser.RenderTexture || source.texture instanceof PIXI.RenderTexture)\n        {\n            this._image = source.texture.getCanvas();\n        }\n        else\n        {\n            this._image = source.texture.baseTexture.source;\n        }\n\n        var tx = wt.tx;\n        var ty = wt.ty;\n\n        if (source.texture.trim)\n        {\n            //  Offset the translation coordinates by the trim amount\n            tx += source.texture.trim.x - source.anchor.x * source.texture.trim.width;\n            ty += source.texture.trim.y - source.anchor.y * source.texture.trim.height;\n        }\n\n        if (source.tint !== 0xFFFFFF)\n        {\n            if (source.cachedTint !== source.tint)\n            {\n                source.cachedTint = source.tint;\n                source.tintedTexture = PIXI.CanvasTinter.getTintedTexture(source, source.tint);\n            }\n\n            this._image = source.tintedTexture;\n            this._pos.set(0);\n        }\n\n        if (roundPx)\n        {\n            tx |= 0;\n            ty |= 0;\n        }\n\n        var ctx = this.context;\n\n        this._alpha.prev = ctx.globalAlpha;\n\n        ctx.save();\n\n        ctx.globalAlpha = this._alpha.current;\n\n        if (blendMode)\n        {\n            this.op = blendMode;\n        }\n\n        ctx[this.smoothProperty] = (source.texture.baseTexture.scaleMode === PIXI.scaleModes.LINEAR);\n\n        ctx.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);\n\n        ctx.drawImage(this._image,\n            this._pos.x,\n            this._pos.y,\n            this._size.x,\n            this._size.y,\n            -this._size.x * source.anchor.x,\n            -this._size.y * source.anchor.y,\n            this._size.x,\n            this._size.y);\n\n        ctx.restore();\n\n        ctx.globalAlpha = this._alpha.prev;\n\n        this.dirty = true;\n\n        return this;\n\n    },\n\n    /**\n    * Copies the area defined by the Rectangle parameter from the source image to this BitmapData at the given location.\n    *\n    * @method Phaser.BitmapData#copyRect\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Phaser.RenderTexture|Image|string} source - The Image to copy from. If you give a string it will try and find the Image in the Game.Cache.\n    * @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.\n    * @param {number} x - The destination x coordinate to copy the image to.\n    * @param {number} y - The destination y coordinate to copy the image to.\n    * @param {number} [alpha=1] - The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque.\n    * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.\n    * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    copyRect: function (source, area, x, y, alpha, blendMode, roundPx) {\n\n        return this.copy(source, area.x, area.y, area.width, area.height, x, y, area.width, area.height, 0, 0, 0, 1, 1, alpha, blendMode, roundPx);\n\n    },\n\n    /**\n    * Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.\n    * You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling.\n    * \n    * The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.\n    * When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.\n    * \n    * Note: You should ensure that at least 1 full update has taken place before calling this, \n    * otherwise the objects are likely to render incorrectly, if at all.\n    * You can trigger an update yourself by calling `stage.updateTransform()` before calling `draw`.\n    *\n    * @method Phaser.BitmapData#draw\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.RenderTexture} source - The Sprite, Image or Text object to draw onto this BitmapData.\n    * @param {number} [x=0] - The x coordinate to translate to before drawing. If not specified it will default to `source.x`.\n    * @param {number} [y=0] - The y coordinate to translate to before drawing. If not specified it will default to `source.y`.\n    * @param {number} [width] - The new width of the Sprite being copied. If not specified it will default to `source.width`.\n    * @param {number} [height] - The new height of the Sprite being copied. If not specified it will default to `source.height`.\n    * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.\n    * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    draw: function (source, x, y, width, height, blendMode, roundPx) {\n\n        //  By specifying null for most parameters it will tell `copy` to use the Sprite values instead, which is what we want here\n        return this.copy(source, null, null, null, null, x, y, width, height, null, null, null, null, null, null, blendMode, roundPx);\n\n    },\n\n    /**\n    * Draws the immediate children of a Phaser.Group to this BitmapData.\n    * \n    * It's perfectly valid to pass in `game.world` as the Group, and it will iterate through the entire display list.\n    * \n    * Children are drawn _only_ if they have their `exists` property set to `true`, and have image, or RenderTexture, based Textures.\n    * \n    * The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.\n    * When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.\n    * \n    * Note: You should ensure that at least 1 full update has taken place before calling this, \n    * otherwise the objects are likely to render incorrectly, if at all.\n    * You can trigger an update yourself by calling `stage.updateTransform()` before calling `drawGroup`.\n    *\n    * @method Phaser.BitmapData#drawGroup\n    * @param {Phaser.Group} group - The Group to draw onto this BitmapData. Can also be Phaser.World.\n    * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.\n    * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    drawGroup: function (group, blendMode, roundPx) {\n\n        if (group.total > 0)\n        {\n            group.forEachExists(this.drawGroupProxy, this, blendMode, roundPx);\n        }\n\n        return this;\n\n    },\n\n    /**\n    * A proxy for drawGroup that handles child iteration for more complex Game Objects.\n    * \n    * @method Phaser.BitmapData#drawGroupProxy\n    * @private\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapText} child - The child to draw.\n    * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.\n    * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.\n    */\n    drawGroupProxy: function (child, blendMode, roundPx) {\n\n        if (child.hasOwnProperty('texture'))\n        {\n            this.copyTransform(child, blendMode, roundPx);\n        }\n\n        if (child.type === Phaser.GROUP && child.exists)\n        {\n            this.drawGroup(child, blendMode, roundPx);\n        }\n        else\n        {\n            if (child.hasOwnProperty('children') && child.children.length > 0)\n            {\n                for (var i = 0; i < child.children.length; i++)\n                {\n                    if (child.children[i].exists)\n                    {\n                        this.copyTransform(child.children[i], blendMode, roundPx);\n                    }\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Draws the Game Object or Group to this BitmapData and then recursively iterates through all of its children.\n    * \n    * If a child has an `exists` property then it (and its children) will be only be drawn if exists is `true`.\n    * \n    * The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData \n    * they won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match the \n    * bounds of the top-level Game Object.\n    * \n    * When drawing it will take into account the child's world rotation, scale and alpha values.\n    *\n    * It's perfectly valid to pass in `game.world` as the parent object, and it will iterate through the entire display list.\n    * \n    * Note: If you are trying to grab your entire game at the start of a State then you should ensure that at least 1 full update\n    * has taken place before doing so, otherwise all of the objects will render with incorrect positions and scales. You can \n    * trigger an update yourself by calling `stage.updateTransform()` before calling `drawFull`.\n    *\n    * @method Phaser.BitmapData#drawFull\n    * @param {Phaser.World|Phaser.Group|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText} parent - The Game Object to draw onto this BitmapData and then recursively draw all of its children.\n    * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.\n    * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    drawFull: function (parent, blendMode, roundPx) {\n\n        if (parent.worldVisible === false || parent.worldAlpha === 0 || (parent.hasOwnProperty('exists') && parent.exists === false))\n        {\n            return this;\n        }\n\n        if (parent.type !== Phaser.GROUP && parent.type !== Phaser.EMITTER && parent.type !== Phaser.BITMAPTEXT)\n        {\n            if (parent.type === Phaser.GRAPHICS)\n            {\n                var bounds = parent.getBounds();\n                this.ctx.save();\n                this.ctx.translate(bounds.x, bounds.y);\n                PIXI.CanvasGraphics.renderGraphics(parent, this.ctx);\n                this.ctx.restore();\n            }\n            else\n            {\n                this.copy(parent, null, null, null, null, parent.worldPosition.x, parent.worldPosition.y, null, null, parent.worldRotation, null, null, parent.worldScale.x, parent.worldScale.y, parent.worldAlpha, blendMode, roundPx);\n            }\n        }\n\n        if (parent.children)\n        {\n            for (var i = 0; i < parent.children.length; i++)\n            {\n                this.drawFull(parent.children[i], blendMode, roundPx);\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Sets the shadow properties of this BitmapDatas context which will affect all draw operations made to it.\n    * You can cancel an existing shadow by calling this method and passing no parameters.\n    * Note: At the time of writing (October 2014) Chrome still doesn't support shadowBlur used with drawImage.\n    *\n    * @method Phaser.BitmapData#shadow\n    * @param {string} color - The color of the shadow, given in a CSS format, i.e. `#000000` or `rgba(0,0,0,1)`. If `null` or `undefined` the shadow will be reset.\n    * @param {number} [blur=5] - The amount the shadow will be blurred by. Low values = a crisp shadow, high values = a softer shadow.\n    * @param {number} [x=10] - The horizontal offset of the shadow in pixels.\n    * @param {number} [y=10] - The vertical offset of the shadow in pixels.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    shadow: function (color, blur, x, y) {\n\n        var ctx = this.context;\n\n        if (color === undefined || color === null)\n        {\n            ctx.shadowColor = 'rgba(0,0,0,0)';\n        }\n        else\n        {\n            ctx.shadowColor = color;\n            ctx.shadowBlur = blur || 5;\n            ctx.shadowOffsetX = x || 10;\n            ctx.shadowOffsetY = y || 10;\n        }\n        \n        return this;\n\n    },\n\n    /**\n    * Draws the image onto this BitmapData using an image as an alpha mask.\n    *\n    * @method Phaser.BitmapData#alphaMask\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} source - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself.\n    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} [mask] - The object to be used as the mask. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. If you don't provide a mask it will use this BitmapData as the mask.\n    * @param {Phaser.Rectangle} [sourceRect] - A Rectangle where x/y define the coordinates to draw the Source image to and width/height define the size.\n    * @param {Phaser.Rectangle} [maskRect] - A Rectangle where x/y define the coordinates to draw the Mask image to and width/height define the size.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    alphaMask: function (source, mask, sourceRect, maskRect) {\n\n        if (maskRect === undefined || maskRect === null)\n        {\n            this.draw(mask).blendSourceAtop();\n        }\n        else\n        {\n            this.draw(mask, maskRect.x, maskRect.y, maskRect.width, maskRect.height).blendSourceAtop();\n        }\n\n        if (sourceRect === undefined || sourceRect === null)\n        {\n            this.draw(source).blendReset();\n        }\n        else\n        {\n            this.draw(source, sourceRect.x, sourceRect.y, sourceRect.width, sourceRect.height).blendReset();\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.\n    * The original BitmapData remains unchanged.\n    * The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.\n    * Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid:\n    * `picture.extract(mask, r, g, b)`\n    * You can specify optional r2, g2, b2 color values. If given the pixel written to the destination bitmap will be of the r2, g2, b2 color.\n    * If not given it will be written as the same color it was extracted. You can provide one or more alternative colors, allowing you to tint\n    * the color during extraction.\n    *\n    * @method Phaser.BitmapData#extract\n    * @param {Phaser.BitmapData} destination - The BitmapData that the extracted pixels will be drawn to.\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @param {number} [a=255] - The alpha color component, in the range 0 - 255 that the new pixel will be drawn at.\n    * @param {boolean} [resize=false] - Should the destination BitmapData be resized to match this one before the pixels are copied?\n    * @param {number} [r2] - An alternative red color component to be written to the destination, in the range 0 - 255.\n    * @param {number} [g2] - An alternative green color component to be written to the destination, in the range 0 - 255.\n    * @param {number} [b2] - An alternative blue color component to be written to the destination, in the range 0 - 255.\n    * @returns {Phaser.BitmapData} The BitmapData that the extract pixels were drawn on.\n    */\n    extract: function (destination, r, g, b, a, resize, r2, g2, b2) {\n\n        if (a === undefined) { a = 255; }\n        if (resize === undefined) { resize = false; }\n        if (r2 === undefined) { r2 = r; }\n        if (g2 === undefined) { g2 = g; }\n        if (b2 === undefined) { b2 = b; }\n\n        if (resize)\n        {\n            destination.resize(this.width, this.height);\n        }\n\n        this.processPixelRGB(\n            function (pixel, x, y)\n            {\n                if (pixel.r === r && pixel.g === g && pixel.b === b)\n                {\n                    destination.setPixel32(x, y, r2, g2, b2, a, false);\n                }\n                return false;\n            },\n            this);\n\n        destination.context.putImageData(destination.imageData, 0, 0);\n        destination.dirty = true;\n\n        return destination;\n\n    },\n\n    /**\n    * Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size.\n    *\n    * @method Phaser.BitmapData#rect\n    * @param {number} x - The x coordinate of the top-left of the Rectangle.\n    * @param {number} y - The y coordinate of the top-left of the Rectangle.\n    * @param {number} width - The width of the Rectangle.\n    * @param {number} height - The height of the Rectangle.\n    * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the rect is drawn.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    rect: function (x, y, width, height, fillStyle) {\n\n        if (typeof fillStyle !== 'undefined')\n        {\n            this.context.fillStyle = fillStyle;\n        }\n\n        this.context.fillRect(x, y, width, height);\n\n        return this;\n\n    },\n\n    /**\n    * Draws text to the BitmapData in the given font and color.\n    * The default font is 14px Courier, so useful for quickly drawing debug text.\n    * If you need to do a lot of font work to this BitmapData we'd recommend implementing your own text draw method.\n    *\n    * @method Phaser.BitmapData#text\n    * @param {string} text - The text to write to the BitmapData.\n    * @param {number} x - The x coordinate of the top-left of the text string.\n    * @param {number} y - The y coordinate of the top-left of the text string.\n    * @param {string} [font='14px Courier'] - The font. This is passed directly to Context.font, so anything that can support, this can.\n    * @param {string} [color='rgb(255,255,255)'] - The color the text will be drawn in.\n    * @param {boolean} [shadow=true] - Draw a single pixel black shadow below the text (offset by text.x/y + 1)\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    text: function (text, x, y, font, color, shadow) {\n\n        if (x === undefined) { x = 0; }\n        if (y === undefined) { y = 0; }\n        if (font === undefined) { font = '14px Courier'; }\n        if (color === undefined) { color = 'rgb(255,255,255)'; }\n        if (shadow === undefined) { shadow = true; }\n\n        var ctx = this.context;\n        var prevFont = ctx.font;\n\n        ctx.font = font;\n\n        if (shadow)\n        {\n            ctx.fillStyle = 'rgb(0,0,0)';\n            ctx.fillText(text, x + 1, y + 1);\n        }\n        \n        ctx.fillStyle = color;\n        ctx.fillText(text, x, y);\n\n        ctx.font = prevFont;\n        \n        return this;\n\n    },\n\n    /**\n    * Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.\n    *\n    * @method Phaser.BitmapData#circle\n    * @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle.\n    * @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle.\n    * @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter.\n    * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    circle: function (x, y, radius, fillStyle) {\n\n        var ctx = this.context;\n\n        if (fillStyle !== undefined)\n        {\n            ctx.fillStyle = fillStyle;\n        }\n\n        ctx.beginPath();\n        ctx.arc(x, y, radius, 0, Math.PI * 2, false);\n        ctx.closePath();\n\n        ctx.fill();\n\n        return this;\n\n    },\n\n    /**\n    * Draws a line between the coordinates given in the color and thickness specified.\n    *\n    * @method Phaser.BitmapData#line\n    * @param {number} x1 - The x coordinate to start the line from.\n    * @param {number} y1 - The y coordinate to start the line from.\n    * @param {number} x2 - The x coordinate to draw the line to.\n    * @param {number} y2 - The y coordinate to draw the line to.\n    * @param {string} [color='#fff'] - The stroke color that the line will be drawn in.\n    * @param {number} [width=1] - The line thickness.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    line: function (x1, y1, x2, y2, color, width) {\n\n        if (color === undefined) { color = '#fff'; }\n        if (width === undefined) { width = 1; }\n\n        var ctx = this.context;\n\n        ctx.beginPath();\n\n        ctx.moveTo(x1, y1);\n        ctx.lineTo(x2, y2);\n\n        ctx.lineWidth = width;\n        ctx.strokeStyle = color;\n        ctx.stroke();\n\n        ctx.closePath();\n\n        return this;\n\n    },\n\n    /**\n    * Takes the given Line object and image and renders it to this BitmapData as a repeating texture line.\n    *\n    * @method Phaser.BitmapData#textureLine\n    * @param {Phaser.Line} line - A Phaser.Line object that will be used to plot the start and end of the line.\n    * @param {string|Image} image - The key of an image in the Phaser.Cache to use as the texture for this line, or an actual Image.\n    * @param {string} [repeat='repeat-x'] - The pattern repeat mode to use when drawing the line. Either `repeat`, `repeat-x` or `no-repeat`.\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    textureLine: function (line, image, repeat) {\n\n        if (repeat === undefined) { repeat = 'repeat-x'; }\n\n        if (typeof image === 'string')\n        {\n            image = this.game.cache.getImage(image);\n\n            if (!image)\n            {\n                return;\n            }\n        }\n\n        var width = line.length;\n\n        if (repeat === 'no-repeat' && width > image.width)\n        {\n            width = image.width;\n        }\n\n        var ctx = this.context;\n\n        ctx.fillStyle = ctx.createPattern(image, repeat);\n\n        this._circle = new Phaser.Circle(line.start.x, line.start.y, image.height);\n\n        this._circle.circumferencePoint(line.angle - 1.5707963267948966, false, this._pos);\n\n        ctx.save();\n        ctx.translate(this._pos.x, this._pos.y);\n        ctx.rotate(line.angle);\n        ctx.fillRect(0, 0, width, image.height);\n        ctx.restore();\n\n        this.dirty = true;\n\n        return this;\n\n    },\n\n    /**\n    * If the game is running in WebGL this will push the texture up to the GPU if it's dirty.\n    * This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.\n    * If you wish to suppress this functionality set BitmapData.disableTextureUpload to `true`.\n    *\n    * @method Phaser.BitmapData#render\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    render: function () {\n\n        if (!this.disableTextureUpload && this.dirty)\n        {\n            this.baseTexture.dirty();\n            this.dirty = false;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use.\n    *\n    * @method Phaser.BitmapData#destroy\n    */\n    destroy: function () {\n\n        this.frameData.destroy();\n\n        this.texture.destroy(true);\n\n        PIXI.CanvasPool.remove(this);\n\n    },\n\n    /**\n    * Resets the blend mode (effectively sets it to 'source-over')\n    *\n    * @method Phaser.BitmapData#blendReset\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendReset: function () {\n\n        this.op = 'source-over';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'source-over'\n    *\n    * @method Phaser.BitmapData#blendSourceOver\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendSourceOver: function () {\n\n        this.op = 'source-over';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'source-in'\n    *\n    * @method Phaser.BitmapData#blendSourceIn\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendSourceIn: function () {\n\n        this.op = 'source-in';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'source-out'\n    *\n    * @method Phaser.BitmapData#blendSourceOut\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendSourceOut: function () {\n\n        this.op = 'source-out';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'source-atop'\n    *\n    * @method Phaser.BitmapData#blendSourceAtop\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendSourceAtop: function () {\n\n        this.op = 'source-atop';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'destination-over'\n    *\n    * @method Phaser.BitmapData#blendDestinationOver\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendDestinationOver: function () {\n\n        this.op = 'destination-over';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'destination-in'\n    *\n    * @method Phaser.BitmapData#blendDestinationIn\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendDestinationIn: function () {\n\n        this.op = 'destination-in';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'destination-out'\n    *\n    * @method Phaser.BitmapData#blendDestinationOut\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendDestinationOut: function () {\n\n        this.op = 'destination-out';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'destination-atop'\n    *\n    * @method Phaser.BitmapData#blendDestinationAtop\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendDestinationAtop: function () {\n\n        this.op = 'destination-atop';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'xor'\n    *\n    * @method Phaser.BitmapData#blendXor\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendXor: function () {\n\n        this.op = 'xor';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'lighter'\n    *\n    * @method Phaser.BitmapData#blendAdd\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendAdd: function () {\n\n        this.op = 'lighter';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'multiply'\n    *\n    * @method Phaser.BitmapData#blendMultiply\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendMultiply: function () {\n\n        this.op = 'multiply';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'screen'\n    *\n    * @method Phaser.BitmapData#blendScreen\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendScreen: function () {\n\n        this.op = 'screen';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'overlay'\n    *\n    * @method Phaser.BitmapData#blendOverlay\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendOverlay: function () {\n\n        this.op = 'overlay';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'darken'\n    *\n    * @method Phaser.BitmapData#blendDarken\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendDarken: function () {\n\n        this.op = 'darken';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'lighten'\n    *\n    * @method Phaser.BitmapData#blendLighten\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendLighten: function () {\n\n        this.op = 'lighten';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'color-dodge'\n    *\n    * @method Phaser.BitmapData#blendColorDodge\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendColorDodge: function () {\n\n        this.op = 'color-dodge';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'color-burn'\n    *\n    * @method Phaser.BitmapData#blendColorBurn\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendColorBurn: function () {\n\n        this.op = 'color-burn';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'hard-light'\n    *\n    * @method Phaser.BitmapData#blendHardLight\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendHardLight: function () {\n\n        this.op = 'hard-light';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'soft-light'\n    *\n    * @method Phaser.BitmapData#blendSoftLight\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendSoftLight: function () {\n\n        this.op = 'soft-light';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'difference'\n    *\n    * @method Phaser.BitmapData#blendDifference\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendDifference: function () {\n\n        this.op = 'difference';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'exclusion'\n    *\n    * @method Phaser.BitmapData#blendExclusion\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendExclusion: function () {\n\n        this.op = 'exclusion';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'hue'\n    *\n    * @method Phaser.BitmapData#blendHue\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendHue: function () {\n\n        this.op = 'hue';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'saturation'\n    *\n    * @method Phaser.BitmapData#blendSaturation\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendSaturation: function () {\n\n        this.op = 'saturation';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'color'\n    *\n    * @method Phaser.BitmapData#blendColor\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendColor: function () {\n\n        this.op = 'color';\n        return this;\n\n    },\n\n    /**\n    * Sets the blend mode to 'luminosity'\n    *\n    * @method Phaser.BitmapData#blendLuminosity\n    * @return {Phaser.BitmapData} This BitmapData object for method chaining.\n    */\n    blendLuminosity: function () {\n\n        this.op = 'luminosity';\n        return this;\n\n    }\n\n};\n\n/**\n* @memberof Phaser.BitmapData\n* @property {boolean} smoothed - Gets or sets this BitmapData.contexts smoothing enabled value.\n*/\nObject.defineProperty(Phaser.BitmapData.prototype, \"smoothed\", {\n\n    get: function () {\n\n        Phaser.Canvas.getSmoothingEnabled(this.context);\n\n    },\n\n    set: function (value) {\n\n        Phaser.Canvas.setSmoothingEnabled(this.context, value);\n\n    }\n\n});\n\n/**\n* @memberof Phaser.BitmapData\n* @property {string} op - A short-hand code to get or set the global composite operation of the BitmapDatas canvas.\n*/\nObject.defineProperty(Phaser.BitmapData.prototype, \"op\", {\n\n    get: function () {\n\n        return this.context.globalCompositeOperation;\n\n    },\n\n    set: function (value) {\n\n        this.context.globalCompositeOperation = value;\n\n    }\n\n});\n\n/**\n * Gets a JavaScript object that has 6 properties set that are used by BitmapData in a transform.\n *\n * @method Phaser.BitmapData.getTransform\n * @param {number} translateX - The x translate value.\n * @param {number} translateY - The y translate value.\n * @param {number} scaleX - The scale x value.\n * @param {number} scaleY - The scale y value.\n * @param {number} skewX - The skew x value.\n * @param {number} skewY - The skew y value.\n * @return {object} A JavaScript object containing all of the properties BitmapData needs for transforms.\n */\nPhaser.BitmapData.getTransform = function (translateX, translateY, scaleX, scaleY, skewX, skewY) {\n\n    if (typeof translateX !== 'number') { translateX = 0; }\n    if (typeof translateY !== 'number') { translateY = 0; }\n    if (typeof scaleX !== 'number') { scaleX = 1; }\n    if (typeof scaleY !== 'number') { scaleY = 1; }\n    if (typeof skewX !== 'number') { skewX = 0; }\n    if (typeof skewY !== 'number') { skewY = 0; }\n\n    return { sx: scaleX, sy: scaleY, scaleX: scaleX, scaleY: scaleY, skewX: skewX, skewY: skewY, translateX: translateX, translateY: translateY, tx: translateX, ty: translateY };\n\n};\n\nPhaser.BitmapData.prototype.constructor = Phaser.BitmapData;\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them.\n * \n * @class Graphics\n * @extends DisplayObjectContainer\n * @constructor\n */\nPIXI.Graphics = function()\n{\n    PIXI.DisplayObjectContainer.call(this);\n\n    this.renderable = true;\n\n    /**\n     * The alpha value used when filling the Graphics object.\n     *\n     * @property fillAlpha\n     * @type Number\n     */\n    this.fillAlpha = 1;\n\n    /**\n     * The width (thickness) of any lines drawn.\n     *\n     * @property lineWidth\n     * @type Number\n     */\n    this.lineWidth = 0;\n\n    /**\n     * The color of any lines drawn.\n     *\n     * @property lineColor\n     * @type String\n     * @default 0\n     */\n    this.lineColor = 0;\n\n    /**\n     * Graphics data\n     *\n     * @property graphicsData\n     * @type Array\n     * @private\n     */\n    this.graphicsData = [];\n\n    /**\n     * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.\n     *\n     * @property tint\n     * @type Number\n     * @default 0xFFFFFF\n     */\n    this.tint = 0xFFFFFF;\n\n    /**\n     * The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.\n     *\n     * @property blendMode\n     * @type Number\n     * @default PIXI.blendModes.NORMAL;\n     */\n    this.blendMode = PIXI.blendModes.NORMAL;\n    \n    /**\n     * Current path\n     *\n     * @property currentPath\n     * @type Object\n     * @private\n     */\n    this.currentPath = null;\n    \n    /**\n     * Array containing some WebGL-related properties used by the WebGL renderer.\n     *\n     * @property _webGL\n     * @type Array\n     * @private\n     */\n    this._webGL = [];\n\n    /**\n     * Whether this shape is being used as a mask.\n     *\n     * @property isMask\n     * @type Boolean\n     */\n    this.isMask = false;\n\n    /**\n     * The bounds' padding used for bounds calculation.\n     *\n     * @property boundsPadding\n     * @type Number\n     */\n    this.boundsPadding = 0;\n\n    this._localBounds = new PIXI.Rectangle(0,0,1,1);\n\n    /**\n     * Used to detect if the graphics object has changed. If this is set to true then the graphics object will be recalculated.\n     * \n     * @property dirty\n     * @type Boolean\n     * @private\n     */\n    this.dirty = true;\n\n    /**\n     * Used to detect if the bounds have been invalidated, by this Graphics being cleared or drawn to.\n     * If this is set to true then the updateLocalBounds is called once in the postUpdate method.\n     * \n     * @property _boundsDirty\n     * @type Boolean\n     * @private\n     */\n    this._boundsDirty = false;\n\n    /**\n     * Used to detect if the webgl graphics object has changed. If this is set to true then the graphics object will be recalculated.\n     * \n     * @property webGLDirty\n     * @type Boolean\n     * @private\n     */\n    this.webGLDirty = false;\n\n    /**\n     * Used to detect if the cached sprite object needs to be updated.\n     * \n     * @property cachedSpriteDirty\n     * @type Boolean\n     * @private\n     */\n    this.cachedSpriteDirty = false;\n\n};\n\n// constructor\nPIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );\nPIXI.Graphics.prototype.constructor = PIXI.Graphics;\n\n/**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.\n *\n * @method lineStyle\n * @param lineWidth {Number} width of the line to draw, will update the objects stored style\n * @param color {Number} color of the line to draw, will update the objects stored style\n * @param alpha {Number} alpha of the line to draw, will update the objects stored style\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)\n{\n    this.lineWidth = lineWidth || 0;\n    this.lineColor = color || 0;\n    this.lineAlpha = (alpha === undefined) ? 1 : alpha;\n\n    if (this.currentPath)\n    {\n        if (this.currentPath.shape.points.length)\n        {\n            // halfway through a line? start a new one!\n            this.drawShape(new PIXI.Polygon(this.currentPath.shape.points.slice(-2)));\n        }\n        else\n        {\n            // otherwise its empty so lets just set the line properties\n            this.currentPath.lineWidth = this.lineWidth;\n            this.currentPath.lineColor = this.lineColor;\n            this.currentPath.lineAlpha = this.lineAlpha;\n        }\n    }\n\n    return this;\n};\n\n/**\n * Moves the current drawing position to x, y.\n *\n * @method moveTo\n * @param x {Number} the X coordinate to move to\n * @param y {Number} the Y coordinate to move to\n * @return {Graphics}\n  */\nPIXI.Graphics.prototype.moveTo = function(x, y)\n{\n    this.drawShape(new PIXI.Polygon([x, y]));\n\n    return this;\n};\n\n/**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n *\n * @method lineTo\n * @param x {Number} the X coordinate to draw to\n * @param y {Number} the Y coordinate to draw to\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.lineTo = function(x, y)\n{\n    if (!this.currentPath)\n    {\n        this.moveTo(0, 0);\n    }\n\n    this.currentPath.shape.points.push(x, y);\n    this.dirty = true;\n    this._boundsDirty = true;\n\n    return this;\n};\n\n/**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @method quadraticCurveTo\n * @param cpX {Number} Control point x\n * @param cpY {Number} Control point y\n * @param toX {Number} Destination point x\n * @param toY {Number} Destination point y\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.quadraticCurveTo = function(cpX, cpY, toX, toY)\n{\n    if (this.currentPath)\n    {\n        if (this.currentPath.shape.points.length === 0)\n        {\n            this.currentPath.shape.points = [0, 0];\n        }\n    }\n    else\n    {\n        this.moveTo(0,0);\n    }\n\n    var xa,\n        ya,\n        n = 20,\n        points = this.currentPath.shape.points;\n\n    if (points.length === 0)\n    {\n        this.moveTo(0, 0);\n    }\n\n    var fromX = points[points.length - 2];\n    var fromY = points[points.length - 1];\n    var j = 0;\n    for (var i = 1; i <= n; ++i)\n    {\n        j = i / n;\n\n        xa = fromX + ( (cpX - fromX) * j );\n        ya = fromY + ( (cpY - fromY) * j );\n\n        points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),\n                     ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );\n    }\n\n    this.dirty = true;\n    this._boundsDirty = true;\n\n    return this;\n};\n\n/**\n * Calculate the points for a bezier curve and then draws it.\n *\n * @method bezierCurveTo\n * @param cpX {Number} Control point x\n * @param cpY {Number} Control point y\n * @param cpX2 {Number} Second Control point x\n * @param cpY2 {Number} Second Control point y\n * @param toX {Number} Destination point x\n * @param toY {Number} Destination point y\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.bezierCurveTo = function(cpX, cpY, cpX2, cpY2, toX, toY)\n{\n    if (this.currentPath)\n    {\n        if (this.currentPath.shape.points.length === 0)\n        {\n            this.currentPath.shape.points = [0, 0];\n        }\n    }\n    else\n    {\n        this.moveTo(0,0);\n    }\n\n    var n = 20,\n        dt,\n        dt2,\n        dt3,\n        t2,\n        t3,\n        points = this.currentPath.shape.points;\n\n    var fromX = points[points.length-2];\n    var fromY = points[points.length-1];\n    var j = 0;\n\n    for (var i = 1; i <= n; ++i)\n    {\n        j = i / n;\n\n        dt = (1 - j);\n        dt2 = dt * dt;\n        dt3 = dt2 * dt;\n\n        t2 = j * j;\n        t3 = t2 * j;\n        \n        points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX,\n                     dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);\n    }\n    \n    this.dirty = true;\n    this._boundsDirty = true;\n\n    return this;\n};\n\n/*\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n * \n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @method arcTo\n * @param x1 {Number} The x-coordinate of the beginning of the arc\n * @param y1 {Number} The y-coordinate of the beginning of the arc\n * @param x2 {Number} The x-coordinate of the end of the arc\n * @param y2 {Number} The y-coordinate of the end of the arc\n * @param radius {Number} The radius of the arc\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.arcTo = function(x1, y1, x2, y2, radius)\n{\n    if (this.currentPath)\n    {\n        if (this.currentPath.shape.points.length === 0)\n        {\n            this.currentPath.shape.points.push(x1, y1);\n        }\n    }\n    else\n    {\n        this.moveTo(x1, y1);\n    }\n\n    var points = this.currentPath.shape.points,\n        fromX = points[points.length-2],\n        fromY = points[points.length-1],\n        a1 = fromY - y1,\n        b1 = fromX - x1,\n        a2 = y2   - y1,\n        b2 = x2   - x1,\n        mm = Math.abs(a1 * b2 - b1 * a2);\n\n    if (mm < 1.0e-8 || radius === 0)\n    {\n        if (points[points.length-2] !== x1 || points[points.length-1] !== y1)\n        {\n            points.push(x1, y1);\n        }\n    }\n    else\n    {\n        var dd = a1 * a1 + b1 * b1,\n            cc = a2 * a2 + b2 * b2,\n            tt = a1 * a2 + b1 * b2,\n            k1 = radius * Math.sqrt(dd) / mm,\n            k2 = radius * Math.sqrt(cc) / mm,\n            j1 = k1 * tt / dd,\n            j2 = k2 * tt / cc,\n            cx = k1 * b2 + k2 * b1,\n            cy = k1 * a2 + k2 * a1,\n            px = b1 * (k2 + j1),\n            py = a1 * (k2 + j1),\n            qx = b2 * (k1 + j2),\n            qy = a2 * (k1 + j2),\n            startAngle = Math.atan2(py - cy, px - cx),\n            endAngle   = Math.atan2(qy - cy, qx - cx);\n\n        this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);\n    }\n\n    this.dirty = true;\n    this._boundsDirty = true;\n\n    return this;\n};\n\n/**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @method arc\n * @param cx {Number} The x-coordinate of the center of the circle\n * @param cy {Number} The y-coordinate of the center of the circle\n * @param radius {Number} The radius of the circle\n * @param startAngle {Number} The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)\n * @param endAngle {Number} The ending angle, in radians\n * @param anticlockwise {Boolean} Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.\n * @param segments {Number} Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number.\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.arc = function(cx, cy, radius, startAngle, endAngle, anticlockwise, segments)\n{\n    //  If we do this we can never draw a full circle\n    if (startAngle === endAngle)\n    {\n        return this;\n    }\n\n    if (anticlockwise === undefined) { anticlockwise = false; }\n    if (segments === undefined) { segments = 40; }\n\n    if (!anticlockwise && endAngle <= startAngle)\n    {\n        endAngle += Math.PI * 2;\n    }\n    else if (anticlockwise && startAngle <= endAngle)\n    {\n        startAngle += Math.PI * 2;\n    }\n\n    var sweep = anticlockwise ? (startAngle - endAngle) * -1 : (endAngle - startAngle);\n    var segs =  Math.ceil(Math.abs(sweep) / (Math.PI * 2)) * segments;\n\n    //  Sweep check - moved here because we don't want to do the moveTo below if the arc fails\n    if (sweep === 0)\n    {\n        return this;\n    }\n\n    var startX = cx + Math.cos(startAngle) * radius;\n    var startY = cy + Math.sin(startAngle) * radius;\n\n    if (anticlockwise && this.filling)\n    {\n        this.moveTo(cx, cy);\n    }\n    else\n    {\n        this.moveTo(startX, startY);\n    }\n\n    //  currentPath will always exist after calling a moveTo\n    var points = this.currentPath.shape.points;\n\n    var theta = sweep / (segs * 2);\n    var theta2 = theta * 2;\n\n    var cTheta = Math.cos(theta);\n    var sTheta = Math.sin(theta);\n    \n    var segMinus = segs - 1;\n\n    var remainder = (segMinus % 1) / segMinus;\n\n    for (var i = 0; i <= segMinus; i++)\n    {\n        var real =  i + remainder * i;\n    \n        var angle = ((theta) + startAngle + (theta2 * real));\n\n        var c = Math.cos(angle);\n        var s = -Math.sin(angle);\n\n        points.push(( (cTheta *  c) + (sTheta * s) ) * radius + cx,\n                    ( (cTheta * -s) + (sTheta * c) ) * radius + cy);\n    }\n\n    this.dirty = true;\n    this._boundsDirty = true;\n\n    return this;\n};\n\n/**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n *\n * @method beginFill\n * @param color {Number} the color of the fill\n * @param alpha {Number} the alpha of the fill\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.beginFill = function(color, alpha)\n{\n    this.filling = true;\n    this.fillColor = color || 0;\n    this.fillAlpha = (alpha === undefined) ? 1 : alpha;\n\n    if (this.currentPath)\n    {\n        if (this.currentPath.shape.points.length <= 2)\n        {\n            this.currentPath.fill = this.filling;\n            this.currentPath.fillColor = this.fillColor;\n            this.currentPath.fillAlpha = this.fillAlpha;\n        }\n    }\n\n    return this;\n};\n\n/**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n *\n * @method endFill\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.endFill = function()\n{\n    this.filling = false;\n    this.fillColor = null;\n    this.fillAlpha = 1;\n\n    return this;\n};\n\n/**\n * @method drawRect\n *\n * @param x {Number} The X coord of the top-left of the rectangle\n * @param y {Number} The Y coord of the top-left of the rectangle\n * @param width {Number} The width of the rectangle\n * @param height {Number} The height of the rectangle\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.drawRect = function(x, y, width, height)\n{\n    this.drawShape(new PIXI.Rectangle(x, y, width, height));\n\n    return this;\n};\n\n/**\n * @method drawRoundedRect\n * @param x {Number} The X coord of the top-left of the rectangle\n * @param y {Number} The Y coord of the top-left of the rectangle\n * @param width {Number} The width of the rectangle\n * @param height {Number} The height of the rectangle\n * @param radius {Number} Radius of the rectangle corners. In WebGL this must be a value between 0 and 9.\n */\nPIXI.Graphics.prototype.drawRoundedRect = function(x, y, width, height, radius)\n{\n    this.drawShape(new PIXI.RoundedRectangle(x, y, width, height, radius));\n\n    return this;\n};\n\n/**\n * Draws a circle.\n *\n * @method drawCircle\n * @param x {Number} The X coordinate of the center of the circle\n * @param y {Number} The Y coordinate of the center of the circle\n * @param diameter {Number} The diameter of the circle\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.drawCircle = function(x, y, diameter)\n{\n    this.drawShape(new PIXI.Circle(x, y, diameter));\n\n    return this;\n};\n\n/**\n * Draws an ellipse.\n *\n * @method drawEllipse\n * @param x {Number} The X coordinate of the center of the ellipse\n * @param y {Number} The Y coordinate of the center of the ellipse\n * @param width {Number} The half width of the ellipse\n * @param height {Number} The half height of the ellipse\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.drawEllipse = function(x, y, width, height)\n{\n    this.drawShape(new PIXI.Ellipse(x, y, width, height));\n\n    return this;\n};\n\n/**\n * Draws a polygon using the given path.\n *\n * @method drawPolygon\n * @param path {Array|Phaser.Polygon} The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object.\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.drawPolygon = function(path)\n{\n    if (path instanceof Phaser.Polygon || path instanceof PIXI.Polygon)\n    {\n        path = path.points;\n    }\n\n    // prevents an argument assignment deopt\n    // see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments\n    var points = path;\n\n    if (!Array.isArray(points))\n    {\n        // prevents an argument leak deopt\n        // see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments\n        points = new Array(arguments.length);\n\n        for (var i = 0; i < points.length; ++i)\n        {\n            points[i] = arguments[i];\n        }\n    }\n\n    this.drawShape(new Phaser.Polygon(points));\n\n    return this;\n};\n\n/**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @method clear\n * @return {Graphics}\n */\nPIXI.Graphics.prototype.clear = function()\n{\n    this.lineWidth = 0;\n    this.filling = false;\n\n    this.dirty = true;\n    this._boundsDirty = true;\n    this.clearDirty = true;\n    this.graphicsData = [];\n\n    this.updateLocalBounds();\n\n    return this;\n};\n\n/**\n * Useful function that returns a texture of the graphics object that can then be used to create sprites\n * This can be quite useful if your geometry is complicated and needs to be reused multiple times.\n *\n * @method generateTexture\n * @param [resolution=1] {Number} The resolution of the texture being generated\n * @param [scaleMode=0] {Number} Should be one of the PIXI.scaleMode consts\n * @param [padding=0] {Number} Add optional extra padding to the generated texture (default 0)\n * @return {Texture} a texture of the graphics object\n */\nPIXI.Graphics.prototype.generateTexture = function(resolution, scaleMode, padding)\n{\n    if (resolution === undefined) { resolution = 1; }\n    if (scaleMode === undefined) { scaleMode = PIXI.scaleModes.DEFAULT; }\n    if (padding === undefined) { padding = 0; }\n\n    var bounds = this.getBounds();\n\n    bounds.width += padding;\n    bounds.height += padding;\n   \n    var canvasBuffer = new PIXI.CanvasBuffer(bounds.width * resolution, bounds.height * resolution);\n    \n    var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas, scaleMode);\n\n    texture.baseTexture.resolution = resolution;\n\n    canvasBuffer.context.scale(resolution, resolution);\n\n    canvasBuffer.context.translate(-bounds.x, -bounds.y);\n\n    PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);\n\n    return texture;\n};\n\n/**\n* Renders the object using the WebGL renderer\n*\n* @method _renderWebGL\n* @param renderSession {RenderSession} \n* @private\n*/\nPIXI.Graphics.prototype._renderWebGL = function(renderSession)\n{\n    // if the sprite is not visible or the alpha is 0 then no need to render this element\n    if (this.visible === false || this.alpha === 0 || this.isMask === true) return;\n\n    if (this._cacheAsBitmap)\n    {\n        if (this.dirty || this.cachedSpriteDirty)\n        {\n            this._generateCachedSprite();\n   \n            // we will also need to update the texture on the gpu too!\n            this.updateCachedSpriteTexture();\n\n            this.cachedSpriteDirty = false;\n            this.dirty = false;\n        }\n\n        this._cachedSprite.worldAlpha = this.worldAlpha;\n\n        PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);\n\n        return;\n    }\n    else\n    {\n        renderSession.spriteBatch.stop();\n        renderSession.blendModeManager.setBlendMode(this.blendMode);\n\n        if (this._mask) renderSession.maskManager.pushMask(this._mask, renderSession);\n        if (this._filters) renderSession.filterManager.pushFilter(this._filterBlock);\n      \n        // check blend mode\n        if (this.blendMode !== renderSession.spriteBatch.currentBlendMode)\n        {\n            renderSession.spriteBatch.currentBlendMode = this.blendMode;\n            var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];\n            renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);\n        }\n        \n        // check if the webgl graphic needs to be updated\n        if (this.webGLDirty)\n        {\n            this.dirty = true;\n            this.webGLDirty = false;\n        }\n        \n        PIXI.WebGLGraphics.renderGraphics(this, renderSession);\n        \n        // only render if it has children!\n        if (this.children.length)\n        {\n            renderSession.spriteBatch.start();\n\n            // simple render children!\n            for (var i = 0; i < this.children.length; i++)\n            {\n                this.children[i]._renderWebGL(renderSession);\n            }\n\n            renderSession.spriteBatch.stop();\n        }\n\n        if (this._filters) renderSession.filterManager.popFilter();\n        if (this._mask) renderSession.maskManager.popMask(this.mask, renderSession);\n          \n        renderSession.drawCount++;\n\n        renderSession.spriteBatch.start();\n    }\n};\n\n/**\n* Renders the object using the Canvas renderer\n*\n* @method _renderCanvas\n* @param renderSession {RenderSession} \n* @private\n*/\nPIXI.Graphics.prototype._renderCanvas = function(renderSession)\n{\n    // if the sprite is not visible or the alpha is 0 then no need to render this element\n    if (this.visible === false || this.alpha === 0 || this.isMask === true) return;\n\n    // if the tint has changed, set the graphics object to dirty.\n    if (this._prevTint !== this.tint) {\n        this.dirty = true;\n        this._prevTint = this.tint;\n    }\n\n    if (this._cacheAsBitmap)\n    {\n        if (this.dirty || this.cachedSpriteDirty)\n        {\n            this._generateCachedSprite();\n   \n            // we will also need to update the texture\n            this.updateCachedSpriteTexture();\n\n            this.cachedSpriteDirty = false;\n            this.dirty = false;\n        }\n\n        this._cachedSprite.alpha = this.alpha;\n\n        PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);\n\n        return;\n    }\n    else\n    {\n        var context = renderSession.context;\n        var transform = this.worldTransform;\n        \n        if (this.blendMode !== renderSession.currentBlendMode)\n        {\n            renderSession.currentBlendMode = this.blendMode;\n            context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];\n        }\n\n        if (this._mask)\n        {\n            renderSession.maskManager.pushMask(this._mask, renderSession);\n        }\n\n        var resolution = renderSession.resolution;\n        var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;\n        var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY;\n\n        context.setTransform(transform.a * resolution,\n                             transform.b * resolution,\n                             transform.c * resolution,\n                             transform.d * resolution,\n                             tx,\n                             ty);\n\n        PIXI.CanvasGraphics.renderGraphics(this, context);\n\n         // simple render children!\n        for (var i = 0; i < this.children.length; i++)\n        {\n            this.children[i]._renderCanvas(renderSession);\n        }\n\n        if (this._mask)\n        {\n            renderSession.maskManager.popMask(renderSession);\n        }\n    }\n};\n\n/**\n * Retrieves the bounds of the graphic shape as a rectangle object\n *\n * @method getBounds\n * @return {Rectangle} the rectangular bounding area\n */\nPIXI.Graphics.prototype.getBounds = function(matrix)\n{\n    if (!this._currentBounds)\n    {\n        //  Return an empty object if the item is a mask!\n        if (!this.renderable)\n        {\n            return PIXI.EmptyRectangle;\n        }\n\n        if (this.dirty)\n        {\n            this.updateLocalBounds();\n            this.webGLDirty = true;\n            this.cachedSpriteDirty = true;\n            this.dirty = false;\n        }\n\n        var bounds = this._localBounds;\n\n        var w0 = bounds.x;\n        var w1 = bounds.width + bounds.x;\n\n        var h0 = bounds.y;\n        var h1 = bounds.height + bounds.y;\n\n        var worldTransform = matrix || this.worldTransform;\n\n        var a = worldTransform.a;\n        var b = worldTransform.b;\n        var c = worldTransform.c;\n        var d = worldTransform.d;\n        var tx = worldTransform.tx;\n        var ty = worldTransform.ty;\n\n        var x1 = a * w1 + c * h1 + tx;\n        var y1 = d * h1 + b * w1 + ty;\n\n        var x2 = a * w0 + c * h1 + tx;\n        var y2 = d * h1 + b * w0 + ty;\n\n        var x3 = a * w0 + c * h0 + tx;\n        var y3 = d * h0 + b * w0 + ty;\n\n        var x4 =  a * w1 + c * h0 + tx;\n        var y4 =  d * h0 + b * w1 + ty;\n\n        var maxX = x1;\n        var maxY = y1;\n\n        var minX = x1;\n        var minY = y1;\n\n        minX = x2 < minX ? x2 : minX;\n        minX = x3 < minX ? x3 : minX;\n        minX = x4 < minX ? x4 : minX;\n\n        minY = y2 < minY ? y2 : minY;\n        minY = y3 < minY ? y3 : minY;\n        minY = y4 < minY ? y4 : minY;\n\n        maxX = x2 > maxX ? x2 : maxX;\n        maxX = x3 > maxX ? x3 : maxX;\n        maxX = x4 > maxX ? x4 : maxX;\n\n        maxY = y2 > maxY ? y2 : maxY;\n        maxY = y3 > maxY ? y3 : maxY;\n        maxY = y4 > maxY ? y4 : maxY;\n\n        this._bounds.x = minX;\n        this._bounds.width = maxX - minX;\n\n        this._bounds.y = minY;\n        this._bounds.height = maxY - minY;\n\n        this._currentBounds = this._bounds;\n    }\n\n    return this._currentBounds;\n\n};\n\n/**\n * Retrieves the non-global local bounds of the graphic shape as a rectangle. The calculation takes all visible children into consideration.\n *\n * @method getLocalBounds\n * @return {Rectangle} The rectangular bounding area\n */\nPIXI.Graphics.prototype.getLocalBounds = function () {\n    var matrixCache = this.worldTransform;\n\n    this.worldTransform = PIXI.identityMatrix;\n\n    for (var i = 0; i < this.children.length; i++) {\n        this.children[i].updateTransform();\n    }\n\n    var bounds = this.getBounds();\n\n    this.worldTransform = matrixCache;\n\n    for (i = 0; i < this.children.length; i++) {\n        this.children[i].updateTransform();\n    }\n\n    return bounds;\n};\n\n/**\n* Tests if a point is inside this graphics object\n*\n* @param point {Point} the point to test\n* @return {boolean} the result of the test\n*/\nPIXI.Graphics.prototype.containsPoint = function( point )\n{\n    this.worldTransform.applyInverse(point,  tempPoint);\n\n    var graphicsData = this.graphicsData;\n\n    for (var i = 0; i < graphicsData.length; i++)\n    {\n        var data = graphicsData[i];\n\n        if (!data.fill)\n        {\n            continue;\n        }\n\n        // only deal with fills..\n        if (data.shape)\n        {\n            if (data.shape.contains(tempPoint.x, tempPoint.y))\n            {\n                return true;\n            }\n        }\n    }\n\n    return false;\n\n};\n\n/**\n * Update the bounds of the object\n *\n * @method updateLocalBounds\n */\nPIXI.Graphics.prototype.updateLocalBounds = function()\n{\n    var minX = Infinity;\n    var maxX = -Infinity;\n\n    var minY = Infinity;\n    var maxY = -Infinity;\n\n    if (this.graphicsData.length)\n    {\n        var shape, points, x, y, w, h;\n\n        for (var i = 0; i < this.graphicsData.length; i++)\n        {\n            var data = this.graphicsData[i];\n            var type = data.type;\n            var lineWidth = data.lineWidth;\n            shape = data.shape;\n\n            if (type === PIXI.Graphics.RECT || type === PIXI.Graphics.RREC)\n            {\n                x = shape.x - lineWidth / 2;\n                y = shape.y - lineWidth / 2;\n                w = shape.width + lineWidth;\n                h = shape.height + lineWidth;\n\n                minX = x < minX ? x : minX;\n                maxX = x + w > maxX ? x + w : maxX;\n\n                minY = y < minY ? y : minY;\n                maxY = y + h > maxY ? y + h : maxY;\n            }\n            else if (type === PIXI.Graphics.CIRC)\n            {\n                x = shape.x;\n                y = shape.y;\n                w = shape.radius + lineWidth / 2;\n                h = shape.radius + lineWidth / 2;\n\n                minX = x - w < minX ? x - w : minX;\n                maxX = x + w > maxX ? x + w : maxX;\n\n                minY = y - h < minY ? y - h : minY;\n                maxY = y + h > maxY ? y + h : maxY;\n            }\n            else if (type === PIXI.Graphics.ELIP)\n            {\n                x = shape.x;\n                y = shape.y;\n                w = shape.width + lineWidth / 2;\n                h = shape.height + lineWidth / 2;\n\n                minX = x - w < minX ? x - w : minX;\n                maxX = x + w > maxX ? x + w : maxX;\n\n                minY = y - h < minY ? y - h : minY;\n                maxY = y + h > maxY ? y + h : maxY;\n            }\n            else\n            {\n                // POLY - assumes points are sequential, not Point objects\n                points = shape.points;\n\n                for (var j = 0; j < points.length; j++)\n                {\n                    if (points[j] instanceof Phaser.Point)\n                    {\n                        x = points[j].x;\n                        y = points[j].y;\n                    }\n                    else\n                    {\n                        x = points[j];\n                        y = points[j + 1];\n\n                        if (j < points.length - 1)\n                        {\n                            j++;\n                        }\n                    }\n\n                    minX = x - lineWidth < minX ? x - lineWidth : minX;\n                    maxX = x + lineWidth > maxX ? x + lineWidth : maxX;\n\n                    minY = y - lineWidth < minY ? y - lineWidth : minY;\n                    maxY = y + lineWidth > maxY ? y + lineWidth : maxY;\n                }\n            }\n        }\n    }\n    else\n    {\n        minX = 0;\n        maxX = 0;\n        minY = 0;\n        maxY = 0;\n    }\n\n    var padding = this.boundsPadding;\n    \n    this._localBounds.x = minX - padding;\n    this._localBounds.width = (maxX - minX) + padding * 2;\n\n    this._localBounds.y = minY - padding;\n    this._localBounds.height = (maxY - minY) + padding * 2;\n};\n\n/**\n * Generates the cached sprite when the sprite has cacheAsBitmap = true\n *\n * @method _generateCachedSprite\n * @private\n */\nPIXI.Graphics.prototype._generateCachedSprite = function()\n{\n    var bounds = this.getLocalBounds();\n\n    if (!this._cachedSprite)\n    {\n        var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);\n        var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);\n        \n        this._cachedSprite = new PIXI.Sprite(texture);\n        this._cachedSprite.buffer = canvasBuffer;\n\n        this._cachedSprite.worldTransform = this.worldTransform;\n    }\n    else\n    {\n        this._cachedSprite.buffer.resize(bounds.width, bounds.height);\n    }\n\n    // leverage the anchor to account for the offset of the element\n    this._cachedSprite.anchor.x = -(bounds.x / bounds.width);\n    this._cachedSprite.anchor.y = -(bounds.y / bounds.height);\n\n    // this._cachedSprite.buffer.context.save();\n    this._cachedSprite.buffer.context.translate(-bounds.x, -bounds.y);\n    \n    // make sure we set the alpha of the graphics to 1 for the render.. \n    this.worldAlpha = 1;\n\n    // now render the graphic..\n    PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);\n    this._cachedSprite.alpha = this.alpha;\n};\n\n/**\n * Updates texture size based on canvas size\n *\n * @method updateCachedSpriteTexture\n * @private\n */\nPIXI.Graphics.prototype.updateCachedSpriteTexture = function()\n{\n    var cachedSprite = this._cachedSprite;\n    var texture = cachedSprite.texture;\n    var canvas = cachedSprite.buffer.canvas;\n\n    texture.baseTexture.width = canvas.width;\n    texture.baseTexture.height = canvas.height;\n    texture.crop.width = texture.frame.width = canvas.width;\n    texture.crop.height = texture.frame.height = canvas.height;\n\n    cachedSprite._width = canvas.width;\n    cachedSprite._height = canvas.height;\n\n    // update the dirty base textures\n    texture.baseTexture.dirty();\n};\n\n/**\n * Destroys a previous cached sprite.\n *\n * @method destroyCachedSprite\n */\nPIXI.Graphics.prototype.destroyCachedSprite = function()\n{\n    this._cachedSprite.texture.destroy(true);\n    this._cachedSprite = null;\n};\n\n/**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @method drawShape\n * @param {Circle|Rectangle|Ellipse|Line|Polygon} shape The Shape object to draw.\n * @return {GraphicsData} The generated GraphicsData object.\n */\nPIXI.Graphics.prototype.drawShape = function(shape)\n{\n    if (this.currentPath)\n    {\n        // check current path!\n        if (this.currentPath.shape.points.length <= 2)\n        {\n            this.graphicsData.pop();\n        }\n    }\n\n    this.currentPath = null;\n\n    //  Handle mixed-type polygons\n    if (shape instanceof Phaser.Polygon)\n    {\n        shape = shape.clone();\n        shape.flatten();\n    }\n\n    var data = new PIXI.GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape);\n    \n    this.graphicsData.push(data);\n\n    if (data.type === PIXI.Graphics.POLY)\n    {\n        data.shape.closed = this.filling;\n        this.currentPath = data;\n    }\n\n    this.dirty = true;\n    this._boundsDirty = true;\n\n    return data;\n\n};\n\n/**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering of the object in exchange for taking up texture memory.\n * It is also useful if you need the graphics object to be anti-aliased, because it will be rendered using canvas.\n * This is not recommended if you are constantly redrawing the graphics element.\n *\n * @property cacheAsBitmap\n * @type Boolean\n * @default false\n * @private\n */\nObject.defineProperty(PIXI.Graphics.prototype, \"cacheAsBitmap\", {\n\n    get: function() {\n        return  this._cacheAsBitmap;\n    },\n\n    set: function(value) {\n\n        this._cacheAsBitmap = value;\n\n        if (this._cacheAsBitmap)\n        {\n            this._generateCachedSprite();\n        }\n        else\n        {\n            this.destroyCachedSprite();\n        }\n\n        this.dirty = true;\n        this.webGLDirty = true;\n\n    }\n});\n\n/**\n * A GraphicsData object.\n * \n * @class GraphicsData\n * @constructor\nPIXI.GraphicsData = function(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, shape)\n{\n    this.lineWidth = lineWidth;\n    this.lineColor = lineColor;\n    this.lineAlpha = lineAlpha;\n    this._lineTint = lineColor;\n\n    this.fillColor = fillColor;\n    this.fillAlpha = fillAlpha;\n    this._fillTint = fillColor;\n    this.fill = fill;\n\n    this.shape = shape;\n    this.type = shape.type;\n};\n */\n\n/**\n * A GraphicsData object.\n *\n * @class\n * @memberof PIXI\n * @param lineWidth {number} the width of the line to draw\n * @param lineColor {number} the color of the line to draw\n * @param lineAlpha {number} the alpha of the line to draw\n * @param fillColor {number} the color of the fill\n * @param fillAlpha {number} the alpha of the fill\n * @param fill      {boolean} whether or not the shape is filled with a colour\n * @param shape     {Circle|Rectangle|Ellipse|Line|Polygon} The shape object to draw.\n */\n\nPIXI.GraphicsData = function(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, shape) {\n\n    /*\n     * @member {number} the width of the line to draw\n     */\n    this.lineWidth = lineWidth;\n\n    /*\n     * @member {number} the color of the line to draw\n     */\n    this.lineColor = lineColor;\n\n    /*\n     * @member {number} the alpha of the line to draw\n     */\n    this.lineAlpha = lineAlpha;\n\n    /*\n     * @member {number} cached tint of the line to draw\n     */\n    this._lineTint = lineColor;\n\n    /*\n     * @member {number} the color of the fill\n     */\n    this.fillColor = fillColor;\n\n    /*\n     * @member {number} the alpha of the fill\n     */\n    this.fillAlpha = fillAlpha;\n\n    /*\n     * @member {number} cached tint of the fill\n     */\n    this._fillTint = fillColor;\n\n    /*\n     * @member {boolean} whether or not the shape is filled with a color\n     */\n    this.fill = fill;\n\n    /*\n     * @member {Circle|Rectangle|Ellipse|Line|Polygon} The shape object to draw.\n     */\n    this.shape = shape;\n\n    /*\n     * @member {number} The type of the shape, see the Const.Shapes file for all the existing types,\n     */\n    this.type = shape.type;\n\n};\n\nPIXI.GraphicsData.prototype.constructor = PIXI.GraphicsData;\n\n/**\n * Creates a new GraphicsData object with the same values as this one.\n *\n * @return {GraphicsData}\n */\nPIXI.GraphicsData.prototype.clone = function() {\n\n    return new GraphicsData(\n        this.lineWidth,\n        this.lineColor,\n        this.lineAlpha,\n        this.fillColor,\n        this.fillAlpha,\n        this.fill,\n        this.shape\n    );\n\n};\n/*\nCopyright (c) 2016, Mapbox\n\nPermission to use, copy, modify, and/or distribute this software for any purpose\nwith or without fee is hereby granted, provided that the above copyright notice\nand this permission notice appear in all copies.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\nFITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\nOF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\nTORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\nTHIS SOFTWARE.\n*/\n\n/**\n* @class EarCut\n*/\nPIXI.EarCut = {};\n\nPIXI.EarCut.Triangulate = function (data, holeIndices, dim) {\n\n    dim = dim || 2;\n\n    var hasHoles = holeIndices && holeIndices.length,\n        outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n        outerNode = PIXI.EarCut.linkedList(data, 0, outerLen, dim, true),\n        triangles = [];\n\n    if (!outerNode) return triangles;\n\n    var minX, minY, maxX, maxY, x, y, size;\n\n    if (hasHoles) outerNode = PIXI.EarCut.eliminateHoles(data, holeIndices, outerNode, dim);\n\n    // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n    if (data.length > 80 * dim) {\n        minX = maxX = data[0];\n        minY = maxY = data[1];\n\n        for (var i = dim; i < outerLen; i += dim) {\n            x = data[i];\n            y = data[i + 1];\n            if (x < minX) minX = x;\n            if (y < minY) minY = y;\n            if (x > maxX) maxX = x;\n            if (y > maxY) maxY = y;\n        }\n\n        // minX, minY and size are later used to transform coords into integers for z-order calculation\n        size = Math.max(maxX - minX, maxY - minY);\n    }\n\n    PIXI.EarCut.earcutLinked(outerNode, triangles, dim, minX, minY, size);\n\n    return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\n\nPIXI.EarCut.linkedList = function (data, start, end, dim, clockwise) {\n    var sum = 0,\n        i, j, last;\n\n    // calculate original winding order of a polygon ring\n    for (i = start, j = end - dim; i < end; i += dim) {\n        sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n        j = i;\n    }\n\n    // link points into circular doubly-linked list in the specified winding order\n    if (clockwise === (sum > 0)) {\n        for (i = start; i < end; i += dim) last = PIXI.EarCut.insertNode(i, data[i], data[i + 1], last);\n    } else {\n        for (i = end - dim; i >= start; i -= dim) last = PIXI.EarCut.insertNode(i, data[i], data[i + 1], last);\n    }\n\n    return last;\n}\n\n// eliminate colinear or duplicate points\n\nPIXI.EarCut.filterPoints = function (start, end) {\n    if (!start) return start;\n    if (!end) end = start;\n\n    var p = start,\n        again;\n    do {\n        again = false;\n\n        if (!p.steiner && (PIXI.EarCut.equals(p, p.next) || PIXI.EarCut.area(p.prev, p, p.next) === 0)) {\n            PIXI.EarCut.removeNode(p);\n            p = end = p.prev;\n            if (p === p.next) return null;\n            again = true;\n\n        } else {\n            p = p.next;\n        }\n    } while (again || p !== end);\n\n    return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\n\nPIXI.EarCut.earcutLinked = function (ear, triangles, dim, minX, minY, size, pass) {\n    if (!ear) return;\n\n    // interlink polygon nodes in z-order\n    if (!pass && size) PIXI.EarCut.indexCurve(ear, minX, minY, size);\n\n    var stop = ear,\n        prev, next;\n\n    // iterate through ears, slicing them one by one\n    while (ear.prev !== ear.next) {\n        prev = ear.prev;\n        next = ear.next;\n\n        if (size ? PIXI.EarCut.isEarHashed(ear, minX, minY, size) : PIXI.EarCut.isEar(ear)) {\n            // cut off the triangle\n            triangles.push(prev.i / dim);\n            triangles.push(ear.i / dim);\n            triangles.push(next.i / dim);\n\n            PIXI.EarCut.removeNode(ear);\n\n            // skipping the next vertice leads to less sliver triangles\n            ear = next.next;\n            stop = next.next;\n\n            continue;\n        }\n\n        ear = next;\n\n        // if we looped through the whole remaining polygon and can't find any more ears\n        if (ear === stop) {\n            // try filtering points and slicing again\n            if (!pass) {\n                PIXI.EarCut.earcutLinked(PIXI.EarCut.filterPoints(ear), triangles, dim, minX, minY, size, 1);\n\n                // if this didn't work, try curing all small self-intersections locally\n            } else if (pass === 1) {\n                ear = PIXI.EarCut.cureLocalIntersections(ear, triangles, dim);\n                PIXI.EarCut.earcutLinked(ear, triangles, dim, minX, minY, size, 2);\n\n                // as a last resort, try splitting the remaining polygon into two\n            } else if (pass === 2) {\n                PIXI.EarCut.splitEarcut(ear, triangles, dim, minX, minY, size);\n            }\n\n            break;\n        }\n    }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\n\nPIXI.EarCut.isEar = function (ear) {\n    var a = ear.prev,\n        b = ear,\n        c = ear.next;\n\n    if (PIXI.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n    // now make sure we don't have other points inside the potential ear\n    var p = ear.next.next;\n\n    while (p !== ear.prev) {\n        if (PIXI.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n            PIXI.EarCut.area(p.prev, p, p.next) >= 0) return false;\n        p = p.next;\n    }\n\n    return true;\n}\n\nPIXI.EarCut.isEarHashed = function (ear, minX, minY, size) {\n    var a = ear.prev,\n        b = ear,\n        c = ear.next;\n\n    if (PIXI.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n    // triangle bbox; min & max are calculated like this for speed\n    var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n        minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n        maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n        maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n    // z-order range for the current triangle bbox;\n    var minZ = PIXI.EarCut.zOrder(minTX, minTY, minX, minY, size),\n        maxZ = PIXI.EarCut.zOrder(maxTX, maxTY, minX, minY, size);\n\n    // first look for points inside the triangle in increasing z-order\n    var p = ear.nextZ;\n\n    while (p && p.z <= maxZ) {\n        if (p !== ear.prev && p !== ear.next &&\n            PIXI.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n            PIXI.EarCut.area(p.prev, p, p.next) >= 0) return false;\n        p = p.nextZ;\n    }\n\n    // then look for points in decreasing z-order\n    p = ear.prevZ;\n\n    while (p && p.z >= minZ) {\n        if (p !== ear.prev && p !== ear.next &&\n            PIXI.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n            PIXI.EarCut.area(p.prev, p, p.next) >= 0) return false;\n        p = p.prevZ;\n    }\n\n    return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\n\nPIXI.EarCut.cureLocalIntersections = function (start, triangles, dim) {\n    var p = start;\n    do {\n        var a = p.prev,\n            b = p.next.next;\n\n        // a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])\n        if (PIXI.EarCut.intersects(a, p, p.next, b) && PIXI.EarCut.locallyInside(a, b) && PIXI.EarCut.locallyInside(b, a)) {\n\n            triangles.push(a.i / dim);\n            triangles.push(p.i / dim);\n            triangles.push(b.i / dim);\n\n            // remove two nodes involved\n            PIXI.EarCut.removeNode(p);\n            PIXI.EarCut.removeNode(p.next);\n\n            p = start = b;\n        }\n        p = p.next;\n    } while (p !== start);\n\n    return p;\n}\n\n// try splitting polygon into two and triangulate them independently\n\nPIXI.EarCut.splitEarcut = function (start, triangles, dim, minX, minY, size) {\n    // look for a valid diagonal that divides the polygon into two\n    var a = start;\n    do {\n        var b = a.next.next;\n        while (b !== a.prev) {\n            if (a.i !== b.i && PIXI.EarCut.isValidDiagonal(a, b)) {\n                // split the polygon in two by the diagonal\n                var c = PIXI.EarCut.splitPolygon(a, b);\n\n                // filter colinear points around the cuts\n                a = PIXI.EarCut.filterPoints(a, a.next);\n                c = PIXI.EarCut.filterPoints(c, c.next);\n\n                // run earcut on each half\n                PIXI.EarCut.earcutLinked(a, triangles, dim, minX, minY, size);\n                PIXI.EarCut.earcutLinked(c, triangles, dim, minX, minY, size);\n                return;\n            }\n            b = b.next;\n        }\n        a = a.next;\n    } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\n\nPIXI.EarCut.eliminateHoles = function (data, holeIndices, outerNode, dim) {\n    var queue = [],\n        i, len, start, end, list;\n\n    for (i = 0, len = holeIndices.length; i < len; i++) {\n        start = holeIndices[i] * dim;\n        end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n        list = PIXI.EarCut.linkedList(data, start, end, dim, false);\n        if (list === list.next) list.steiner = true;\n        queue.push(PIXI.EarCut.getLeftmost(list));\n    }\n\n    queue.sort(compareX);\n\n    // process holes from left to right\n    for (i = 0; i < queue.length; i++) {\n        PIXI.EarCut.eliminateHole(queue[i], outerNode);\n        outerNode = PIXI.EarCut.filterPoints(outerNode, outerNode.next);\n    }\n\n    return outerNode;\n}\n\nPIXI.EarCut.compareX = function (a, b) {\n    return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\n\nPIXI.EarCut.eliminateHole = function (hole, outerNode) {\n    outerNode = PIXI.EarCut.findHoleBridge(hole, outerNode);\n    if (outerNode) {\n        var b = PIXI.EarCut.splitPolygon(outerNode, hole);\n        PIXI.EarCut.filterPoints(b, b.next);\n    }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\n\nPIXI.EarCut.findHoleBridge = function (hole, outerNode) {\n    var p = outerNode,\n        hx = hole.x,\n        hy = hole.y,\n        qx = -Infinity,\n        m;\n\n    // find a segment intersected by a ray from the hole's leftmost point to the left;\n    // segment's endpoint with lesser x will be potential connection point\n    do {\n        if (hy <= p.y && hy >= p.next.y) {\n            var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n            if (x <= hx && x > qx) {\n                qx = x;\n                m = p.x < p.next.x ? p : p.next;\n            }\n        }\n        p = p.next;\n    } while (p !== outerNode);\n\n    if (!m) return null;\n\n    if (hole.x === m.x) return m.prev; // hole touches outer segment; pick lower endpoint\n\n    // look for points inside the triangle of hole point, segment intersection and endpoint;\n    // if there are no points found, we have a valid connection;\n    // otherwise choose the point of the minimum angle with the ray as connection point\n\n    var stop = m,\n        tanMin = Infinity,\n        tan;\n\n    p = m.next;\n\n    while (p !== stop) {\n        if (hx >= p.x && p.x >= m.x &&\n            PIXI.EarCut.pointInTriangle(hy < m.y ? hx : qx, hy, m.x, m.y, hy < m.y ? qx : hx, hy, p.x, p.y)) {\n\n            tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n            if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && PIXI.EarCut.locallyInside(p, hole)) {\n                m = p;\n                tanMin = tan;\n            }\n        }\n\n        p = p.next;\n    }\n\n    return m;\n}\n\n// interlink polygon nodes in z-order\n\nPIXI.EarCut.indexCurve = function (start, minX, minY, size) {\n    var p = start;\n    do {\n        if (p.z === null) p.z = PIXI.EarCut.zOrder(p.x, p.y, minX, minY, size);\n        p.prevZ = p.prev;\n        p.nextZ = p.next;\n        p = p.next;\n    } while (p !== start);\n\n    p.prevZ.nextZ = null;\n    p.prevZ = null;\n\n    PIXI.EarCut.sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\n\nPIXI.EarCut.sortLinked = function (list) {\n    var i, p, q, e, tail, numMerges, pSize, qSize,\n        inSize = 1;\n\n    do {\n        p = list;\n        list = null;\n        tail = null;\n        numMerges = 0;\n\n        while (p) {\n            numMerges++;\n            q = p;\n            pSize = 0;\n            for (i = 0; i < inSize; i++) {\n                pSize++;\n                q = q.nextZ;\n                if (!q) break;\n            }\n\n            qSize = inSize;\n\n            while (pSize > 0 || (qSize > 0 && q)) {\n\n                if (pSize === 0) {\n                    e = q;\n                    q = q.nextZ;\n                    qSize--;\n                } else if (qSize === 0 || !q) {\n                    e = p;\n                    p = p.nextZ;\n                    pSize--;\n                } else if (p.z <= q.z) {\n                    e = p;\n                    p = p.nextZ;\n                    pSize--;\n                } else {\n                    e = q;\n                    q = q.nextZ;\n                    qSize--;\n                }\n\n                if (tail) tail.nextZ = e;\n                else list = e;\n\n                e.prevZ = tail;\n                tail = e;\n            }\n\n            p = q;\n        }\n\n        tail.nextZ = null;\n        inSize *= 2;\n\n    } while (numMerges > 1);\n\n    return list;\n}\n\n// z-order of a point given coords and size of the data bounding box\n\nPIXI.EarCut.zOrder = function (x, y, minX, minY, size) {\n    // coords are transformed into non-negative 15-bit integer range\n    x = 32767 * (x - minX) / size;\n    y = 32767 * (y - minY) / size;\n\n    x = (x | (x << 8)) & 0x00FF00FF;\n    x = (x | (x << 4)) & 0x0F0F0F0F;\n    x = (x | (x << 2)) & 0x33333333;\n    x = (x | (x << 1)) & 0x55555555;\n\n    y = (y | (y << 8)) & 0x00FF00FF;\n    y = (y | (y << 4)) & 0x0F0F0F0F;\n    y = (y | (y << 2)) & 0x33333333;\n    y = (y | (y << 1)) & 0x55555555;\n\n    return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\n\nPIXI.EarCut.getLeftmost = function (start) {\n    var p = start,\n        leftmost = start;\n    do {\n        if (p.x < leftmost.x) leftmost = p;\n        p = p.next;\n    } while (p !== start);\n\n    return leftmost;\n}\n\n// check if a point lies within a convex triangle\n\nPIXI.EarCut.pointInTriangle = function (ax, ay, bx, by, cx, cy, px, py) {\n    return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n        (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n        (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\n\nPIXI.EarCut.isValidDiagonal = function (a, b) {\n    return PIXI.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !PIXI.EarCut.intersectsPolygon(a, b) &&\n        PIXI.EarCut.locallyInside(a, b) && PIXI.EarCut.locallyInside(b, a) && PIXI.EarCut.middleInside(a, b);\n}\n\n// signed area of a triangle\n\nPIXI.EarCut.area = function (p, q, r) {\n    return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\n\nPIXI.EarCut.equals = function (p1, p2) {\n    return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\n\nPIXI.EarCut.intersects = function (p1, q1, p2, q2) {\n    return PIXI.EarCut.area(p1, q1, p2) > 0 !== PIXI.EarCut.area(p1, q1, q2) > 0 &&\n        PIXI.EarCut.area(p2, q2, p1) > 0 !== PIXI.EarCut.area(p2, q2, q1) > 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\n\nPIXI.EarCut.intersectsPolygon = function (a, b) {\n    var p = a;\n    do {\n        if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n            PIXI.EarCut.intersects(p, p.next, a, b)) return true;\n        p = p.next;\n    } while (p !== a);\n\n    return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\n\nPIXI.EarCut.locallyInside = function (a, b) {\n    return PIXI.EarCut.area(a.prev, a, a.next) < 0 ?\n        PIXI.EarCut.area(a, b, a.next) >= 0 && PIXI.EarCut.area(a, a.prev, b) >= 0 :\n        PIXI.EarCut.area(a, b, a.prev) < 0 || PIXI.EarCut.area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\n\nPIXI.EarCut.middleInside = function (a, b) {\n    var p = a,\n        inside = false,\n        px = (a.x + b.x) / 2,\n        py = (a.y + b.y) / 2;\n    do {\n        if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n            inside = !inside;\n        p = p.next;\n    } while (p !== a);\n\n    return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\n\nPIXI.EarCut.splitPolygon = function (a, b) {\n    var a2 = new PIXI.EarCut.Node(a.i, a.x, a.y),\n        b2 = new PIXI.EarCut.Node(b.i, b.x, b.y),\n        an = a.next,\n        bp = b.prev;\n\n    a.next = b;\n    b.prev = a;\n\n    a2.next = an;\n    an.prev = a2;\n\n    b2.next = a2;\n    a2.prev = b2;\n\n    bp.next = b2;\n    b2.prev = bp;\n\n    return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\n\nPIXI.EarCut.insertNode = function (i, x, y, last) {\n    var p = new PIXI.EarCut.Node(i, x, y);\n\n    if (!last) {\n        p.prev = p;\n        p.next = p;\n\n    } else {\n        p.next = last.next;\n        p.prev = last;\n        last.next.prev = p;\n        last.next = p;\n    }\n    return p;\n}\n\nPIXI.EarCut.removeNode = function (p) {\n    p.next.prev = p.prev;\n    p.prev.next = p.next;\n\n    if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n    if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nPIXI.EarCut.Node = function (i, x, y) {\n    // vertice index in coordinates array\n    this.i = i;\n\n    // vertex coordinates\n    this.x = x;\n    this.y = y;\n\n    // previous and next vertice nodes in a polygon ring\n    this.prev = null;\n    this.next = null;\n\n    // z-order curve value\n    this.z = null;\n\n    // previous and next nodes in z-order\n    this.prevZ = null;\n    this.nextZ = null;\n\n    // indicates whether this is a steiner point\n    this.steiner = false;\n}\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n/**\n * A set of functions used by the webGL renderer to draw the primitive graphics data\n *\n * @class WebGLGraphics\n * @private\n * @static\n */\nPIXI.WebGLGraphics = function()\n{\n};\n\n/**\n * The number of points beyond which Pixi swaps to using the Stencil Buffer to render the Graphics.\n *\n * @type {number}\n */\nPIXI.WebGLGraphics.stencilBufferLimit = 6;\n\n/**\n * Renders the graphics object\n *\n * @static\n * @private\n * @method renderGraphics\n * @param graphics {Graphics}\n * @param renderSession {Object}\n */\nPIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projection, offset)\n{\n    var gl = renderSession.gl;\n    var projection = renderSession.projection,\n        offset = renderSession.offset,\n        shader = renderSession.shaderManager.primitiveShader,\n        webGLData;\n\n    if(graphics.dirty)\n    {\n        PIXI.WebGLGraphics.updateGraphics(graphics, gl);\n    }\n\n    var webGL = graphics._webGL[gl.id];\n\n    // This  could be speeded up for sure!\n\n    for (var i = 0; i < webGL.data.length; i++)\n    {\n        if(webGL.data[i].mode === 1)\n        {\n            webGLData = webGL.data[i];\n\n            renderSession.stencilManager.pushStencil(graphics, webGLData, renderSession);\n\n            // render quad..\n            gl.drawElements(gl.TRIANGLE_FAN, 4, gl.UNSIGNED_SHORT, ( webGLData.indices.length - 4 ) * 2 );\n            \n            renderSession.stencilManager.popStencil(graphics, webGLData, renderSession);\n        }\n        else\n        {\n            webGLData = webGL.data[i];\n           \n\n            renderSession.shaderManager.setShader( shader );//activatePrimitiveShader();\n            shader = renderSession.shaderManager.primitiveShader;\n            gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));\n            \n            gl.uniform1f(shader.flipY, 1);\n            \n            gl.uniform2f(shader.projectionVector, projection.x, -projection.y);\n            gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);\n\n            gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint));\n\n            gl.uniform1f(shader.alpha, graphics.worldAlpha);\n            \n\n            gl.bindBuffer(gl.ARRAY_BUFFER, webGLData.buffer);\n\n            gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0);\n            gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);\n\n            // set the index buffer!\n            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGLData.indexBuffer);\n            gl.drawElements(gl.TRIANGLE_STRIP,  webGLData.indices.length, gl.UNSIGNED_SHORT, 0 );\n        }\n    }\n};\n\n/**\n * Updates the graphics object\n *\n * @static\n * @private\n * @method updateGraphics\n * @param graphicsData {Graphics} The graphics object to update\n * @param gl {WebGLContext} the current WebGL drawing context\n */\nPIXI.WebGLGraphics.updateGraphics = function(graphics, gl)\n{\n    // get the contexts graphics object\n    var webGL = graphics._webGL[gl.id];\n    // if the graphics object does not exist in the webGL context time to create it!\n    if(!webGL)webGL = graphics._webGL[gl.id] = {lastIndex:0, data:[], gl:gl};\n\n    // flag the graphics as not dirty as we are about to update it...\n    graphics.dirty = false;\n\n    var i;\n\n    // if the user cleared the graphics object we will need to clear every object\n    if(graphics.clearDirty)\n    {\n        graphics.clearDirty = false;\n\n        // lop through and return all the webGLDatas to the object pool so than can be reused later on\n        for (i = 0; i < webGL.data.length; i++)\n        {\n            var graphicsData = webGL.data[i];\n            graphicsData.reset();\n            PIXI.WebGLGraphics.graphicsDataPool.push( graphicsData );\n        }\n\n        // clear the array and reset the index.. \n        webGL.data = [];\n        webGL.lastIndex = 0;\n    }\n    \n    var webGLData;\n    \n    // loop through the graphics datas and construct each one..\n    // if the object is a complex fill then the new stencil buffer technique will be used\n    // other wise graphics objects will be pushed into a batch..\n    for (i = webGL.lastIndex; i < graphics.graphicsData.length; i++)\n    {\n        var data = graphics.graphicsData[i];\n\n        if(data.type === PIXI.Graphics.POLY)\n        {\n            // need to add the points the the graphics object..\n            data.points = data.shape.points.slice();\n            if(data.shape.closed)\n            {\n                // close the poly if the value is true!\n                if(data.points[0] !== data.points[data.points.length-2] || data.points[1] !== data.points[data.points.length-1])\n                {\n                    data.points.push(data.points[0], data.points[1]);\n                }\n            }\n\n            // MAKE SURE WE HAVE THE CORRECT TYPE..\n            if(data.fill)\n            {\n                if(data.points.length >= PIXI.WebGLGraphics.stencilBufferLimit)\n                {\n                    if(data.points.length < PIXI.WebGLGraphics.stencilBufferLimit * 2)\n                    {\n                        webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0);\n                        \n                        var canDrawUsingSimple = PIXI.WebGLGraphics.buildPoly(data, webGLData);\n                   //     console.log(canDrawUsingSimple);\n\n                        if(!canDrawUsingSimple)\n                        {\n                        //    console.log(\"<>>>\")\n                            webGLData = PIXI.WebGLGraphics.switchMode(webGL, 1);\n                            PIXI.WebGLGraphics.buildComplexPoly(data, webGLData);\n                        }\n                        \n                    }\n                    else\n                    {\n                        webGLData = PIXI.WebGLGraphics.switchMode(webGL, 1);\n                        PIXI.WebGLGraphics.buildComplexPoly(data, webGLData);\n                    }\n                }\n            }\n\n            if(data.lineWidth > 0)\n            {\n                webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0);\n                PIXI.WebGLGraphics.buildLine(data, webGLData);\n\n            }\n        }\n        else\n        {\n            webGLData = PIXI.WebGLGraphics.switchMode(webGL, 0);\n            \n            if(data.type === PIXI.Graphics.RECT)\n            {\n                PIXI.WebGLGraphics.buildRectangle(data, webGLData);\n            }\n            else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP)\n            {\n                PIXI.WebGLGraphics.buildCircle(data, webGLData);\n            }\n            else if(data.type === PIXI.Graphics.RREC)\n            {\n                PIXI.WebGLGraphics.buildRoundedRectangle(data, webGLData);\n            }\n        }\n\n        webGL.lastIndex++;\n    }\n\n    // upload all the dirty data...\n    for (i = 0; i < webGL.data.length; i++)\n    {\n        webGLData = webGL.data[i];\n        if(webGLData.dirty)webGLData.upload();\n    }\n};\n\n/**\n * @static\n * @private\n * @method switchMode\n * @param webGL {WebGLContext}\n * @param type {Number}\n */\nPIXI.WebGLGraphics.switchMode = function(webGL, type)\n{\n    var webGLData;\n\n    if(!webGL.data.length)\n    {\n        webGLData = PIXI.WebGLGraphics.graphicsDataPool.pop() || new PIXI.WebGLGraphicsData(webGL.gl);\n        webGLData.mode = type;\n        webGL.data.push(webGLData);\n    }\n    else\n    {\n        webGLData = webGL.data[webGL.data.length-1];\n\n        if(webGLData.mode !== type || type === 1)\n        {\n            webGLData = PIXI.WebGLGraphics.graphicsDataPool.pop() || new PIXI.WebGLGraphicsData(webGL.gl);\n            webGLData.mode = type;\n            webGL.data.push(webGLData);\n        }\n    }\n\n    webGLData.dirty = true;\n\n    return webGLData;\n};\n\n/**\n * Builds a rectangle to draw\n *\n * @static\n * @private\n * @method buildRectangle\n * @param graphicsData {Graphics} The graphics object containing all the necessary properties\n * @param webGLData {Object}\n */\nPIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)\n{\n    // --- //\n    // need to convert points to a nice regular data\n    //\n    var rectData = graphicsData.shape;\n    var x = rectData.x;\n    var y = rectData.y;\n    var width = rectData.width;\n    var height = rectData.height;\n\n    if(graphicsData.fill)\n    {\n        var color = PIXI.hex2rgb(graphicsData.fillColor);\n        var alpha = graphicsData.fillAlpha;\n\n        var r = color[0] * alpha;\n        var g = color[1] * alpha;\n        var b = color[2] * alpha;\n\n        var verts = webGLData.points;\n        var indices = webGLData.indices;\n\n        var vertPos = verts.length / 6;\n\n        // start\n        verts.push(x, y);\n        verts.push(r, g, b, alpha);\n\n        verts.push(x + width, y);\n        verts.push(r, g, b, alpha);\n\n        verts.push(x , y + height);\n        verts.push(r, g, b, alpha);\n\n        verts.push(x + width, y + height);\n        verts.push(r, g, b, alpha);\n\n        // insert 2 dead triangles..\n        indices.push(vertPos, vertPos, vertPos + 1, vertPos + 2, vertPos + 3, vertPos + 3);\n    }\n\n    if (graphicsData.lineWidth)\n    {\n        var tempPoints = graphicsData.points;\n\n        graphicsData.points = [x, y,\n                  x + width, y,\n                  x + width, y + height,\n                  x, y + height,\n                  x, y];\n\n\n        PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);\n\n        graphicsData.points = tempPoints;\n    }\n};\n\n/**\n * Builds a rounded rectangle to draw\n *\n * @static\n * @private\n * @method buildRoundedRectangle\n * @param graphicsData {Graphics} The graphics object containing all the necessary properties\n * @param webGLData {Object}\n */\nPIXI.WebGLGraphics.buildRoundedRectangle = function(graphicsData, webGLData)\n{\n    var rrectData = graphicsData.shape;\n    var x = rrectData.x;\n    var y = rrectData.y;\n    var width = rrectData.width;\n    var height = rrectData.height;\n\n    var radius = rrectData.radius;\n\n    var recPoints = [];\n    recPoints.push(x, y + radius);\n    recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height));\n    recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius));\n    recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y));\n    recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + radius, y, x, y, x, y + radius));\n\n    if (graphicsData.fill) {\n        var color = PIXI.hex2rgb(graphicsData.fillColor);\n        var alpha = graphicsData.fillAlpha;\n\n        var r = color[0] * alpha;\n        var g = color[1] * alpha;\n        var b = color[2] * alpha;\n\n        var verts = webGLData.points;\n        var indices = webGLData.indices;\n\n        var vecPos = verts.length / 6;\n\n        var triangles = PIXI.EarCut.Triangulate(recPoints, null, 2);\n\n        var i = 0;\n\n        for (i = 0; i < triangles.length; i+=3)\n        {\n            indices.push(triangles[i] + vecPos);\n            indices.push(triangles[i] + vecPos);\n            indices.push(triangles[i+1] + vecPos);\n            indices.push(triangles[i+2] + vecPos);\n            indices.push(triangles[i+2] + vecPos);\n        }\n\n\n        for (i = 0; i < recPoints.length; i++)\n        {\n            verts.push(recPoints[i], recPoints[++i], r, g, b, alpha);\n        }\n    }\n\n    if (graphicsData.lineWidth) {\n        var tempPoints = graphicsData.points;\n\n        graphicsData.points = recPoints;\n\n        PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);\n\n        graphicsData.points = tempPoints;\n    }\n};\n\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @static\n * @private\n * @method quadraticBezierCurve\n * @param fromX {Number} Origin point x\n * @param fromY {Number} Origin point x\n * @param cpX {Number} Control point x\n * @param cpY {Number} Control point y\n * @param toX {Number} Destination point x\n * @param toY {Number} Destination point y\n * @return {Array(Number)}\n */\nPIXI.WebGLGraphics.quadraticBezierCurve = function(fromX, fromY, cpX, cpY, toX, toY) {\n\n    var xa,\n        ya,\n        xb,\n        yb,\n        x,\n        y,\n        n = 20,\n        points = [];\n\n    function getPt(n1 , n2, perc) {\n        var diff = n2 - n1;\n\n        return n1 + ( diff * perc );\n    }\n\n    var j = 0;\n    for (var i = 0; i <= n; i++ )\n    {\n        j = i / n;\n\n        // The Green Line\n        xa = getPt( fromX , cpX , j );\n        ya = getPt( fromY , cpY , j );\n        xb = getPt( cpX , toX , j );\n        yb = getPt( cpY , toY , j );\n\n        // The Black Dot\n        x = getPt( xa , xb , j );\n        y = getPt( ya , yb , j );\n\n        points.push(x, y);\n    }\n    return points;\n};\n\n/**\n * Builds a circle to draw\n *\n * @static\n * @private\n * @method buildCircle\n * @param graphicsData {Graphics} The graphics object to draw\n * @param webGLData {Object}\n */\nPIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)\n{\n    // need to convert points to a nice regular data\n    var circleData = graphicsData.shape;\n    var x = circleData.x;\n    var y = circleData.y;\n    var width;\n    var height;\n    \n    // TODO - bit hacky??\n    if(graphicsData.type === PIXI.Graphics.CIRC)\n    {\n        width = circleData.radius;\n        height = circleData.radius;\n    }\n    else\n    {\n        width = circleData.width;\n        height = circleData.height;\n    }\n\n    var totalSegs = 40;\n    var seg = (Math.PI * 2) / totalSegs ;\n\n    var i = 0;\n\n    if(graphicsData.fill)\n    {\n        var color = PIXI.hex2rgb(graphicsData.fillColor);\n        var alpha = graphicsData.fillAlpha;\n\n        var r = color[0] * alpha;\n        var g = color[1] * alpha;\n        var b = color[2] * alpha;\n\n        var verts = webGLData.points;\n        var indices = webGLData.indices;\n\n        var vecPos = verts.length / 6;\n\n        indices.push(vecPos);\n\n        for (i = 0; i < totalSegs + 1 ; i++)\n        {\n            verts.push(x,y, r, g, b, alpha);\n\n            verts.push(x + Math.sin(seg * i) * width,\n                       y + Math.cos(seg * i) * height,\n                       r, g, b, alpha);\n\n            indices.push(vecPos++, vecPos++);\n        }\n\n        indices.push(vecPos-1);\n    }\n\n    if(graphicsData.lineWidth)\n    {\n        var tempPoints = graphicsData.points;\n\n        graphicsData.points = [];\n\n        for (i = 0; i < totalSegs + 1; i++)\n        {\n            graphicsData.points.push(x + Math.sin(seg * i) * width,\n                                     y + Math.cos(seg * i) * height);\n        }\n\n        PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);\n\n        graphicsData.points = tempPoints;\n    }\n};\n\n/**\n * Builds a line to draw\n *\n * @static\n * @private\n * @method buildLine\n * @param graphicsData {Graphics} The graphics object containing all the necessary properties\n * @param webGLData {Object}\n */\nPIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)\n{\n    // TODO OPTIMISE!\n    var i = 0;\n    var points = graphicsData.points;\n    if(points.length === 0)return;\n\n    // if the line width is an odd number add 0.5 to align to a whole pixel\n    if(graphicsData.lineWidth%2)\n    {\n        for (i = 0; i < points.length; i++) {\n            points[i] += 0.5;\n        }\n    }\n\n    // get first and last point.. figure out the middle!\n    var firstPoint = new PIXI.Point( points[0], points[1] );\n    var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );\n\n    // if the first point is the last point - gonna have issues :)\n    if(firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y)\n    {\n        // need to clone as we are going to slightly modify the shape..\n        points = points.slice();\n\n        points.pop();\n        points.pop();\n\n        lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );\n\n        var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5;\n        var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5;\n\n        points.unshift(midPointX, midPointY);\n        points.push(midPointX, midPointY);\n    }\n\n    var verts = webGLData.points;\n    var indices = webGLData.indices;\n    var length = points.length / 2;\n    var indexCount = points.length;\n    var indexStart = verts.length/6;\n\n    // DRAW the Line\n    var width = graphicsData.lineWidth / 2;\n\n    // sort color\n    var color = PIXI.hex2rgb(graphicsData.lineColor);\n    var alpha = graphicsData.lineAlpha;\n    var r = color[0] * alpha;\n    var g = color[1] * alpha;\n    var b = color[2] * alpha;\n\n    var px, py, p1x, p1y, p2x, p2y, p3x, p3y;\n    var perpx, perpy, perp2x, perp2y, perp3x, perp3y;\n    var a1, b1, c1, a2, b2, c2;\n    var denom, pdist, dist;\n\n    p1x = points[0];\n    p1y = points[1];\n\n    p2x = points[2];\n    p2y = points[3];\n\n    perpx = -(p1y - p2y);\n    perpy =  p1x - p2x;\n\n    dist = Math.sqrt(perpx*perpx + perpy*perpy);\n\n    perpx /= dist;\n    perpy /= dist;\n    perpx *= width;\n    perpy *= width;\n\n    // start\n    verts.push(p1x - perpx , p1y - perpy,\n                r, g, b, alpha);\n\n    verts.push(p1x + perpx , p1y + perpy,\n                r, g, b, alpha);\n\n    for (i = 1; i < length-1; i++)\n    {\n        p1x = points[(i-1)*2];\n        p1y = points[(i-1)*2 + 1];\n\n        p2x = points[(i)*2];\n        p2y = points[(i)*2 + 1];\n\n        p3x = points[(i+1)*2];\n        p3y = points[(i+1)*2 + 1];\n\n        perpx = -(p1y - p2y);\n        perpy = p1x - p2x;\n\n        dist = Math.sqrt(perpx*perpx + perpy*perpy);\n        perpx /= dist;\n        perpy /= dist;\n        perpx *= width;\n        perpy *= width;\n\n        perp2x = -(p2y - p3y);\n        perp2y = p2x - p3x;\n\n        dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y);\n        perp2x /= dist;\n        perp2y /= dist;\n        perp2x *= width;\n        perp2y *= width;\n\n        a1 = (-perpy + p1y) - (-perpy + p2y);\n        b1 = (-perpx + p2x) - (-perpx + p1x);\n        c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);\n        a2 = (-perp2y + p3y) - (-perp2y + p2y);\n        b2 = (-perp2x + p2x) - (-perp2x + p3x);\n        c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);\n\n        denom = a1*b2 - a2*b1;\n\n        if(Math.abs(denom) < 0.1 )\n        {\n\n            denom+=10.1;\n            verts.push(p2x - perpx , p2y - perpy,\n                r, g, b, alpha);\n\n            verts.push(p2x + perpx , p2y + perpy,\n                r, g, b, alpha);\n\n            continue;\n        }\n\n        px = (b1*c2 - b2*c1)/denom;\n        py = (a2*c1 - a1*c2)/denom;\n\n\n        pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);\n\n\n        if(pdist > 140 * 140)\n        {\n            perp3x = perpx - perp2x;\n            perp3y = perpy - perp2y;\n\n            dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y);\n            perp3x /= dist;\n            perp3y /= dist;\n            perp3x *= width;\n            perp3y *= width;\n\n            verts.push(p2x - perp3x, p2y -perp3y);\n            verts.push(r, g, b, alpha);\n\n            verts.push(p2x + perp3x, p2y +perp3y);\n            verts.push(r, g, b, alpha);\n\n            verts.push(p2x - perp3x, p2y -perp3y);\n            verts.push(r, g, b, alpha);\n\n            indexCount++;\n        }\n        else\n        {\n\n            verts.push(px , py);\n            verts.push(r, g, b, alpha);\n\n            verts.push(p2x - (px-p2x), p2y - (py - p2y));\n            verts.push(r, g, b, alpha);\n        }\n    }\n\n    p1x = points[(length-2)*2];\n    p1y = points[(length-2)*2 + 1];\n\n    p2x = points[(length-1)*2];\n    p2y = points[(length-1)*2 + 1];\n\n    perpx = -(p1y - p2y);\n    perpy = p1x - p2x;\n\n    dist = Math.sqrt(perpx*perpx + perpy*perpy);\n    perpx /= dist;\n    perpy /= dist;\n    perpx *= width;\n    perpy *= width;\n\n    verts.push(p2x - perpx , p2y - perpy);\n    verts.push(r, g, b, alpha);\n\n    verts.push(p2x + perpx , p2y + perpy);\n    verts.push(r, g, b, alpha);\n\n    indices.push(indexStart);\n\n    for (i = 0; i < indexCount; i++)\n    {\n        indices.push(indexStart++);\n    }\n\n    indices.push(indexStart-1);\n};\n\n/**\n * Builds a complex polygon to draw\n *\n * @static\n * @private\n * @method buildComplexPoly\n * @param graphicsData {Graphics} The graphics object containing all the necessary properties\n * @param webGLData {Object}\n */\nPIXI.WebGLGraphics.buildComplexPoly = function(graphicsData, webGLData)\n{\n    //TODO - no need to copy this as it gets turned into a FLoat32Array anyways..\n    var points = graphicsData.points.slice();\n    if(points.length < 6)return;\n\n    // get first and last point.. figure out the middle!\n    var indices = webGLData.indices;\n    webGLData.points = points;\n    webGLData.alpha = graphicsData.fillAlpha;\n    webGLData.color = PIXI.hex2rgb(graphicsData.fillColor);\n\n    /*\n        calclate the bounds..\n    */\n    var minX = Infinity;\n    var maxX = -Infinity;\n\n    var minY = Infinity;\n    var maxY = -Infinity;\n\n    var x,y;\n\n    // get size..\n    for (var i = 0; i < points.length; i+=2)\n    {\n        x = points[i];\n        y = points[i+1];\n\n        minX = x < minX ? x : minX;\n        maxX = x > maxX ? x : maxX;\n\n        minY = y < minY ? y : minY;\n        maxY = y > maxY ? y : maxY;\n    }\n\n    // add a quad to the end cos there is no point making another buffer!\n    points.push(minX, minY,\n                maxX, minY,\n                maxX, maxY,\n                minX, maxY);\n\n    // push a quad onto the end.. \n    \n    //TODO - this aint needed!\n    var length = points.length / 2;\n    for (i = 0; i < length; i++)\n    {\n        indices.push( i );\n    }\n\n};\n\n/**\n * Builds a polygon to draw\n *\n * @static\n * @private\n * @method buildPoly\n * @param graphicsData {Graphics} The graphics object containing all the necessary properties\n * @param webGLData {Object}\n */\nPIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)\n{\n    var points = graphicsData.points;\n\n    if(points.length < 6)return;\n    // get first and last point.. figure out the middle!\n    var verts = webGLData.points;\n    var indices = webGLData.indices;\n\n    var length = points.length / 2;\n\n    // sort color\n    var color = PIXI.hex2rgb(graphicsData.fillColor);\n    var alpha = graphicsData.fillAlpha;\n    var r = color[0] * alpha;\n    var g = color[1] * alpha;\n    var b = color[2] * alpha;\n\n    var triangles = PIXI.EarCut.Triangulate(points, null, 2);\n\n    if(!triangles)return false;\n\n    var vertPos = verts.length / 6;\n\n    var i = 0;\n\n    for (i = 0; i < triangles.length; i+=3)\n    {\n        indices.push(triangles[i] + vertPos);\n        indices.push(triangles[i] + vertPos);\n        indices.push(triangles[i+1] + vertPos);\n        indices.push(triangles[i+2] +vertPos);\n        indices.push(triangles[i+2] + vertPos);\n    }\n\n    for (i = 0; i < length; i++)\n    {\n        verts.push(points[i * 2], points[i * 2 + 1],\n                   r, g, b, alpha);\n    }\n\n    return true;\n};\n\nPIXI.WebGLGraphics.graphicsDataPool = [];\n\n/**\n * @class WebGLGraphicsData\n * @private\n * @static\n */\nPIXI.WebGLGraphicsData = function(gl)\n{\n    this.gl = gl;\n\n    //TODO does this need to be split before uploding??\n    this.color = [0,0,0]; // color split!\n    this.points = [];\n    this.indices = [];\n    this.buffer = gl.createBuffer();\n    this.indexBuffer = gl.createBuffer();\n    this.mode = 1;\n    this.alpha = 1;\n    this.dirty = true;\n};\n\n/**\n * @method reset\n */\nPIXI.WebGLGraphicsData.prototype.reset = function()\n{\n    this.points = [];\n    this.indices = [];\n};\n\n/**\n * @method upload\n */\nPIXI.WebGLGraphicsData.prototype.upload = function()\n{\n    var gl = this.gl;\n\n//    this.lastIndex = graphics.graphicsData.length;\n    this.glPoints = new PIXI.Float32Array(this.points);\n\n    gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);\n    gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);\n\n    this.glIndicies = new PIXI.Uint16Array(this.indices);\n\n    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW);\n\n    this.dirty = false;\n};\n\n/**\n * @author Mat Groves http://matgroves.com/ @Doormat23\n */\n\n\n/**\n * A set of functions used by the canvas renderer to draw the primitive graphics data.\n *\n * @class CanvasGraphics\n * @static\n */\nPIXI.CanvasGraphics = function()\n{\n};\n\n/*\n * Renders a PIXI.Graphics object to a canvas.\n *\n * @method renderGraphics\n * @static\n * @param graphics {Graphics} the actual graphics object to render\n * @param context {CanvasRenderingContext2D} the 2d drawing method of the canvas\n */\nPIXI.CanvasGraphics.renderGraphics = function(graphics, context)\n{\n    var worldAlpha = graphics.worldAlpha;\n\n    if (graphics.dirty)\n    {\n        this.updateGraphicsTint(graphics);\n        graphics.dirty = false;\n    }\n\n    for (var i = 0; i < graphics.graphicsData.length; i++)\n    {\n        var data = graphics.graphicsData[i];\n        var shape = data.shape;\n\n        var fillColor = data._fillTint;\n        var lineColor = data._lineTint;\n\n        context.lineWidth = data.lineWidth;\n\n        if (data.type === PIXI.Graphics.POLY)\n        {\n            context.beginPath();\n\n            var points = shape.points;\n\n            context.moveTo(points[0], points[1]);\n\n            for (var j=1; j < points.length/2; j++)\n            {\n                context.lineTo(points[j * 2], points[j * 2 + 1]);\n            }\n\n            if (shape.closed)\n            {\n                context.lineTo(points[0], points[1]);\n            }\n\n            // if the first and last point are the same close the path - much neater :)\n            if (points[0] === points[points.length-2] && points[1] === points[points.length-1])\n            {\n                context.closePath();\n            }\n\n            if (data.fill)\n            {\n                context.globalAlpha = data.fillAlpha * worldAlpha;\n                context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);\n                context.fill();\n            }\n\n            if (data.lineWidth)\n            {\n                context.globalAlpha = data.lineAlpha * worldAlpha;\n                context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);\n                context.stroke();\n            }\n        }\n        else if (data.type === PIXI.Graphics.RECT)\n        {\n            if (data.fillColor || data.fillColor === 0)\n            {\n                context.globalAlpha = data.fillAlpha * worldAlpha;\n                context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);\n                context.fillRect(shape.x, shape.y, shape.width, shape.height);\n            }\n\n            if (data.lineWidth)\n            {\n                context.globalAlpha = data.lineAlpha * worldAlpha;\n                context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);\n                context.strokeRect(shape.x, shape.y, shape.width, shape.height);\n            }\n        }\n        else if (data.type === PIXI.Graphics.CIRC)\n        {\n            // TODO - need to be Undefined!\n            context.beginPath();\n            context.arc(shape.x, shape.y, shape.radius,0,2*Math.PI);\n            context.closePath();\n\n            if (data.fill)\n            {\n                context.globalAlpha = data.fillAlpha * worldAlpha;\n                context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);\n                context.fill();\n            }\n\n            if (data.lineWidth)\n            {\n                context.globalAlpha = data.lineAlpha * worldAlpha;\n                context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);\n                context.stroke();\n            }\n        }\n        else if (data.type === PIXI.Graphics.ELIP)\n        {\n            // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas\n\n            var w = shape.width * 2;\n            var h = shape.height * 2;\n\n            var x = shape.x - w/2;\n            var y = shape.y - h/2;\n\n            context.beginPath();\n\n            var kappa = 0.5522848,\n                ox = (w / 2) * kappa, // control point offset horizontal\n                oy = (h / 2) * kappa, // control point offset vertical\n                xe = x + w,           // x-end\n                ye = y + h,           // y-end\n                xm = x + w / 2,       // x-middle\n                ym = y + h / 2;       // y-middle\n\n            context.moveTo(x, ym);\n            context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);\n            context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);\n            context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);\n            context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);\n\n            context.closePath();\n\n            if (data.fill)\n            {\n                context.globalAlpha = data.fillAlpha * worldAlpha;\n                context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);\n                context.fill();\n            }\n\n            if (data.lineWidth)\n            {\n                context.globalAlpha = data.lineAlpha * worldAlpha;\n                context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);\n                context.stroke();\n            }\n        }\n        else if (data.type === PIXI.Graphics.RREC)\n        {\n            var rx = shape.x;\n            var ry = shape.y;\n            var width = shape.width;\n            var height = shape.height;\n            var radius = shape.radius;\n\n            var maxRadius = Math.min(width, height) / 2 | 0;\n            radius = radius > maxRadius ? maxRadius : radius;\n\n            context.beginPath();\n            context.moveTo(rx, ry + radius);\n            context.lineTo(rx, ry + height - radius);\n            context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);\n            context.lineTo(rx + width - radius, ry + height);\n            context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);\n            context.lineTo(rx + width, ry + radius);\n            context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);\n            context.lineTo(rx + radius, ry);\n            context.quadraticCurveTo(rx, ry, rx, ry + radius);\n            context.closePath();\n\n            if (data.fillColor || data.fillColor === 0)\n            {\n                context.globalAlpha = data.fillAlpha * worldAlpha;\n                context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);\n                context.fill();\n            }\n\n            if (data.lineWidth)\n            {\n                context.globalAlpha = data.lineAlpha * worldAlpha;\n                context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);\n                context.stroke();\n            }\n        }\n    }\n\n};\n\n/*\n * Renders a graphics mask\n *\n * @static\n * @private\n * @method renderGraphicsMask\n * @param graphics {Graphics} the graphics which will be used as a mask\n * @param context {CanvasRenderingContext2D} the context 2d method of the canvas\n */\nPIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)\n{\n    var len = graphics.graphicsData.length;\n\n    if (len === 0)\n    {\n        return;\n    }\n\n    context.beginPath();\n\n    for (var i = 0; i < len; i++)\n    {\n        var data = graphics.graphicsData[i];\n        var shape = data.shape;\n\n        if (data.type === PIXI.Graphics.POLY)\n        {\n\n            var points = shape.points;\n        \n            context.moveTo(points[0], points[1]);\n\n            for (var j=1; j < points.length/2; j++)\n            {\n                context.lineTo(points[j * 2], points[j * 2 + 1]);\n            }\n\n            // if the first and last point are the same close the path - much neater :)\n            if (points[0] === points[points.length-2] && points[1] === points[points.length-1])\n            {\n                context.closePath();\n            }\n\n        }\n        else if (data.type === PIXI.Graphics.RECT)\n        {\n            context.rect(shape.x, shape.y, shape.width, shape.height);\n            context.closePath();\n        }\n        else if (data.type === PIXI.Graphics.CIRC)\n        {\n            // TODO - need to be Undefined!\n            context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);\n            context.closePath();\n        }\n        else if (data.type === PIXI.Graphics.ELIP)\n        {\n\n            // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas\n\n            var w = shape.width * 2;\n            var h = shape.height * 2;\n\n            var x = shape.x - w/2;\n            var y = shape.y - h/2;\n\n            var kappa = 0.5522848,\n                ox = (w / 2) * kappa, // control point offset horizontal\n                oy = (h / 2) * kappa, // control point offset vertical\n                xe = x + w,           // x-end\n                ye = y + h,           // y-end\n                xm = x + w / 2,       // x-middle\n                ym = y + h / 2;       // y-middle\n\n            context.moveTo(x, ym);\n            context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);\n            context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);\n            context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);\n            context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);\n            context.closePath();\n        }\n        else if (data.type === PIXI.Graphics.RREC)\n        {\n\n            var rx = shape.x;\n            var ry = shape.y;\n            var width = shape.width;\n            var height = shape.height;\n            var radius = shape.radius;\n\n            var maxRadius = Math.min(width, height) / 2 | 0;\n            radius = radius > maxRadius ? maxRadius : radius;\n\n            context.moveTo(rx, ry + radius);\n            context.lineTo(rx, ry + height - radius);\n            context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);\n            context.lineTo(rx + width - radius, ry + height);\n            context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);\n            context.lineTo(rx + width, ry + radius);\n            context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);\n            context.lineTo(rx + radius, ry);\n            context.quadraticCurveTo(rx, ry, rx, ry + radius);\n            context.closePath();\n        }\n    }\n};\n\nPIXI.CanvasGraphics.updateGraphicsTint = function(graphics)\n{\n    if (graphics.tint === 0xFFFFFF)\n    {\n        return;\n    }\n\n    var tintR = (graphics.tint >> 16 & 0xFF) / 255;\n    var tintG = (graphics.tint >> 8 & 0xFF) / 255;\n    var tintB = (graphics.tint & 0xFF)/ 255;\n\n    for (var i = 0; i < graphics.graphicsData.length; i++)\n    {\n        var data = graphics.graphicsData[i];\n\n        var fillColor = data.fillColor | 0;\n        var lineColor = data.lineColor | 0;\n\n        data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR*255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG*255 << 8) +  (fillColor & 0xFF) / 255 * tintB*255);\n        data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR*255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG*255 << 8) +  (lineColor & 0xFF) / 255 * tintB*255);\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Graphics object is a way to draw primitives to your game. Primitives include forms of geometry, such as Rectangles,\n* Circles and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will\n* be empty. To 'draw' to it you first specify a lineStyle or fillStyle (or both), and then draw a shape. For example:\n*\n* ```\n* graphics.beginFill(0xff0000);\n* graphics.drawCircle(50, 50, 100);\n* graphics.endFill();\n* ```\n* \n* This will draw a circle shape to the Graphics object, with a diameter of 100, located at x: 50, y: 50.\n*\n* When a Graphics object is rendered it will render differently based on if the game is running under Canvas or\n* WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the\n* graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes.\n* \n* If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help\n* performance by calling `Graphics.generateTexture`. This will 'bake' the Graphics object into a Texture, and return it.\n* You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then\n* you should avoid doing this, as it will constantly generate new textures, which will consume memory.\n*\n* As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful\n* in their complexity and quantity of them in your game.\n*\n* @class Phaser.Graphics\n* @constructor\n* @extends PIXI.Graphics\n* @extends Phaser.Component.Core\n* @extends Phaser.Component.Angle\n* @extends Phaser.Component.AutoCull\n* @extends Phaser.Component.Bounds\n* @extends Phaser.Component.Destroy\n* @extends Phaser.Component.FixedToCamera\n* @extends Phaser.Component.InputEnabled\n* @extends Phaser.Component.InWorld\n* @extends Phaser.Component.LifeSpan\n* @extends Phaser.Component.PhysicsBody\n* @extends Phaser.Component.Reset\n* @param {Phaser.Game} game - Current game instance.\n* @param {number} [x=0] - X position of the new graphics object.\n* @param {number} [y=0] - Y position of the new graphics object.\n*/\nPhaser.Graphics = function (game, x, y) {\n\n    if (x === undefined) { x = 0; }\n    if (y === undefined) { y = 0; }\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @default\n    */\n    this.type = Phaser.GRAPHICS;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.SPRITE;\n\n    /**\n    * @property {Phaser.Point} anchor - Required for a Graphics shape to work as a Physics body, do not modify this value.\n    * @private\n    */\n    this.anchor = new Phaser.Point();\n\n    PIXI.Graphics.call(this);\n\n    Phaser.Component.Core.init.call(this, game, x, y, '', null);\n\n};\n\nPhaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);\nPhaser.Graphics.prototype.constructor = Phaser.Graphics;\n\nPhaser.Component.Core.install.call(Phaser.Graphics.prototype, [\n    'Angle',\n    'AutoCull',\n    'Bounds',\n    'Destroy',\n    'FixedToCamera',\n    'InputEnabled',\n    'InWorld',\n    'LifeSpan',\n    'PhysicsBody',\n    'Reset'\n]);\n\nPhaser.Graphics.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;\nPhaser.Graphics.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;\nPhaser.Graphics.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;\nPhaser.Graphics.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;\n\n/**\n* Automatically called by World.preUpdate.\n* \n* @method\n* @memberof Phaser.Graphics\n*/\nPhaser.Graphics.prototype.preUpdate = function () {\n\n    if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())\n    {\n        return false;\n    }\n\n    return this.preUpdateCore();\n\n};\n\n/**\n* Automatically called by World\n* @method Phaser.Graphics.prototype.postUpdate\n*/\nPhaser.Graphics.prototype.postUpdate = function () {\n\n    Phaser.Component.PhysicsBody.postUpdate.call(this);\n    Phaser.Component.FixedToCamera.postUpdate.call(this);\n\n    if (this._boundsDirty)\n    {\n        this.updateLocalBounds();\n        this._boundsDirty = false;\n    }\n\n    for (var i = 0; i < this.children.length; i++)\n    {\n        this.children[i].postUpdate();\n    }\n\n};\n\n/**\n* Destroy this Graphics instance.\n*\n* @method Phaser.Graphics.prototype.destroy\n* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?\n*/\nPhaser.Graphics.prototype.destroy = function(destroyChildren) {\n\n    this.clear();\n\n    Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);\n\n};\n\n/*\n* Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array\n*\n* @method Phaser.Graphics.prototype.drawTriangle\n* @param {Array<Phaser.Point>} points - An array of Phaser.Points that make up the three vertices of this triangle\n* @param {boolean} [cull=false] - Should we check if the triangle is back-facing\n*/\nPhaser.Graphics.prototype.drawTriangle = function(points, cull) {\n\n    if (cull === undefined) { cull = false; }\n\n    var triangle = new Phaser.Polygon(points);\n\n    if (cull)\n    {\n        var cameraToFace = new Phaser.Point(this.game.camera.x - points[0].x, this.game.camera.y - points[0].y);\n        var ab = new Phaser.Point(points[1].x - points[0].x, points[1].y - points[0].y);\n        var cb = new Phaser.Point(points[1].x - points[2].x, points[1].y - points[2].y);\n        var faceNormal = cb.cross(ab);\n\n        if (cameraToFace.dot(faceNormal) > 0)\n        {\n            this.drawPolygon(triangle);\n        }\n    }\n    else\n    {\n        this.drawPolygon(triangle);\n    }\n\n};\n\n/*\n* Draws {Phaser.Polygon} triangles \n*\n* @method Phaser.Graphics.prototype.drawTriangles\n* @param {Array<Phaser.Point>|Array<number>} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles\n* @param {Array<number>} {indices=null} - An array of numbers that describe what order to draw the vertices in\n* @param {boolean} [cull=false] - Should we check if the triangle is back-facing\n*/\nPhaser.Graphics.prototype.drawTriangles = function(vertices, indices, cull) {\n\n    if (cull === undefined) { cull = false; }\n\n    var point1 = new Phaser.Point();\n    var point2 = new Phaser.Point();\n    var point3 = new Phaser.Point();\n    var points = [];\n    var i;\n\n    if (!indices)\n    {\n        if (vertices[0] instanceof Phaser.Point)\n        {\n            for (i = 0; i < vertices.length / 3; i++)\n            {\n                this.drawTriangle([vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]], cull);\n            }\n        }\n        else\n        {\n            for (i = 0; i < vertices.length / 6; i++)\n            {\n                point1.x = vertices[i * 6 + 0];\n                point1.y = vertices[i * 6 + 1];\n                point2.x = vertices[i * 6 + 2];\n                point2.y = vertices[i * 6 + 3];\n                point3.x = vertices[i * 6 + 4];\n                point3.y = vertices[i * 6 + 5];\n                this.drawTriangle([point1, point2, point3], cull);\n            }\n        }\n    }\n    else\n    {\n        if (vertices[0] instanceof Phaser.Point)\n        {\n            for (i = 0; i < indices.length /3; i++)\n            {\n                points.push(vertices[indices[i * 3 ]]);\n                points.push(vertices[indices[i * 3 + 1]]);\n                points.push(vertices[indices[i * 3 + 2]]);\n\n                if (points.length === 3)\n                {\n                    this.drawTriangle(points, cull);\n                    points = [];\n                }\n            }\n        }\n        else\n        {\n            for (i = 0; i < indices.length; i++)\n            {\n                point1.x = vertices[indices[i] * 2];\n                point1.y = vertices[indices[i] * 2 + 1];\n                points.push(point1.copyTo({}));\n\n                if (points.length === 3)\n                {\n                    this.drawTriangle(points, cull);\n                    points = [];\n                }\n            }\n        }\n    }\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A RenderTexture is a special texture that allows any displayObject to be rendered to it. It allows you to take many complex objects and\n* render them down into a single quad (on WebGL) which can then be used to texture other display objects with. A way of generating textures at run-time.\n* \n* @class Phaser.RenderTexture\n* @constructor\n* @extends PIXI.RenderTexture\n* @param {Phaser.Game} game - Current game instance.\n* @param {number} [width=100] - The width of the render texture.\n* @param {number} [height=100] - The height of the render texture.\n* @param {string} [key=''] - The key of the RenderTexture in the Cache, if stored there.\n* @param {number} [scaleMode=Phaser.scaleModes.DEFAULT] - One of the Phaser.scaleModes consts.\n* @param {number} [resolution=1] - The resolution of the texture being generated.\n*/\nPhaser.RenderTexture = function (game, width, height, key, scaleMode, resolution) {\n\n    if (key === undefined) { key = ''; }\n    if (scaleMode === undefined) { scaleMode = Phaser.scaleModes.DEFAULT; }\n    if (resolution === undefined) { resolution = 1; }\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {string} key - The key of the RenderTexture in the Cache, if stored there.\n    */\n    this.key = key;\n\n    /**\n    * @property {number} type - Base Phaser object type.\n    */\n    this.type = Phaser.RENDERTEXTURE;\n\n    /**\n    * @property {PIXI.Matrix} _tempMatrix - The matrix that is applied when display objects are rendered to this RenderTexture.\n    * @private\n    */\n    this._tempMatrix = new PIXI.Matrix();\n\n    PIXI.RenderTexture.call(this, width, height, this.game.renderer, scaleMode, resolution);\n\n    this.render = Phaser.RenderTexture.prototype.render;\n\n};\n\nPhaser.RenderTexture.prototype = Object.create(PIXI.RenderTexture.prototype);\nPhaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;\n\n/**\n* This function will draw the display object to the RenderTexture at the given coordinates.\n*\n* When the display object is drawn it takes into account scale and rotation.\n*\n* If you don't want those then use RenderTexture.renderRawXY instead.\n*\n* @method Phaser.RenderTexture.prototype.renderXY\n* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.\n* @param {number} x - The x position to render the object at.\n* @param {number} y - The y position to render the object at.\n* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.\n*/\nPhaser.RenderTexture.prototype.renderXY = function (displayObject, x, y, clear) {\n\n    displayObject.updateTransform();\n\n    this._tempMatrix.copyFrom(displayObject.worldTransform);\n    this._tempMatrix.tx = x;\n    this._tempMatrix.ty = y;\n\n    if (this.renderer.type === PIXI.WEBGL_RENDERER)\n    {\n        this.renderWebGL(displayObject, this._tempMatrix, clear);\n    }\n    else\n    {\n        this.renderCanvas(displayObject, this._tempMatrix, clear);\n    }\n\n};\n\n/**\n* This function will draw the display object to the RenderTexture at the given coordinates.\n*\n* When the display object is drawn it doesn't take into account scale, rotation or translation.\n*\n* If you need those then use RenderTexture.renderXY instead.\n*\n* @method Phaser.RenderTexture.prototype.renderRawXY\n* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.\n* @param {number} x - The x position to render the object at.\n* @param {number} y - The y position to render the object at.\n* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.\n*/\nPhaser.RenderTexture.prototype.renderRawXY = function (displayObject, x, y, clear) {\n\n    this._tempMatrix.identity().translate(x, y);\n\n    if (this.renderer.type === PIXI.WEBGL_RENDERER)\n    {\n        this.renderWebGL(displayObject, this._tempMatrix, clear);\n    }\n    else\n    {\n        this.renderCanvas(displayObject, this._tempMatrix, clear);\n    }\n\n};\n\n/**\n* This function will draw the display object to the RenderTexture.\n*\n* In versions of Phaser prior to 2.4.0 the second parameter was a Phaser.Point object. \n* This is now a Matrix allowing you much more control over how the Display Object is rendered.\n* If you need to replicate the earlier behavior please use Phaser.RenderTexture.renderXY instead.\n*\n* If you wish for the displayObject to be rendered taking its current scale, rotation and translation into account then either\n* pass `null`, leave it undefined or pass `displayObject.worldTransform` as the matrix value.\n*\n* @method Phaser.RenderTexture.prototype.render\n* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Group} displayObject - The display object to render to this texture.\n* @param {Phaser.Matrix} [matrix] - Optional matrix to apply to the display object before rendering. If null or undefined it will use the worldTransform matrix of the given display object.\n* @param {boolean} [clear=false] - If true the texture will be cleared before the display object is drawn.\n*/\nPhaser.RenderTexture.prototype.render = function (displayObject, matrix, clear) {\n\n    if (matrix === undefined || matrix === null)\n    {\n        this._tempMatrix.copyFrom(displayObject.worldTransform);\n    }\n    else\n    {\n        this._tempMatrix.copyFrom(matrix);\n    }\n\n    if (this.renderer.type === PIXI.WEBGL_RENDERER)\n    {\n        this.renderWebGL(displayObject, this._tempMatrix, clear);\n    }\n    else\n    {\n        this.renderCanvas(displayObject, this._tempMatrix, clear);\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Create a new game object for displaying Text.\n*\n* This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for rendering to the view.\n* Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded.\n*\n* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts across mobile browsers.\n*\n* @class Phaser.Text\n* @extends Phaser.Sprite\n* @constructor\n* @param {Phaser.Game} game - Current game instance.\n* @param {number} x - X position of the new text object.\n* @param {number} y - Y position of the new text object.\n* @param {string} text - The actual text that will be written.\n* @param {object} [style] - The style properties to be set on the Text.\n* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.\n* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.\n* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.\n* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.\n* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.\n* @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable.\n* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.\n* @param {string} [style.align='left'] - Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see `textBounds` and `boundsAlignH` for that).\n* @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.\n* @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.\n* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.\n* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).\n* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.\n* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.\n* @param {number} [style.maxLines=0] - The maximum number of lines to be shown for wrapped text.\n* @param {number} [style.tabs=0] - The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.\n*/\nPhaser.Text = function (game, x, y, text, style) {\n\n    x = x || 0;\n    y = y || 0;\n\n    if (text === undefined || text === null)\n    {\n        text = '';\n    }\n    else\n    {\n        text = text.toString();\n    }\n\n    style = Phaser.Utils.extend({}, style);\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @default\n    */\n    this.type = Phaser.TEXT;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.SPRITE;\n\n    /**\n    * Specify a padding value which is added to the line width and height when calculating the Text size.\n    * ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions.\n    * @property {Phaser.Point} padding\n    */\n    this.padding = new Phaser.Point();\n\n    /**\n    * The textBounds property allows you to specify a rectangular region upon which text alignment is based.\n    * See `Text.setTextBounds` for more details.\n    * @property {Phaser.Rectangle} textBounds\n    * @readOnly\n    */\n    this.textBounds = null;\n\n    /**\n     * @property {HTMLCanvasElement} canvas - The canvas element that the text is rendered.\n     */\n    this.canvas = PIXI.CanvasPool.create(this);\n\n    /**\n     * @property {HTMLCanvasElement} context - The context of the canvas element that the text is rendered to.\n     */\n    this.context = this.canvas.getContext('2d');\n\n    /**\n    * @property {array} colors - An array of the color values as specified by {@link Phaser.Text#addColor addColor}.\n    */\n    this.colors = [];\n\n    /**\n    * @property {array} strokeColors - An array of the stroke color values as specified by {@link Phaser.Text#addStrokeColor addStrokeColor}.\n    */\n    this.strokeColors = [];\n\n    /**\n    * @property {array} fontStyles - An array of the font styles values as specified by {@link Phaser.Text#addFontStyle addFontStyle}.\n    */\n    this.fontStyles = [];\n\n    /**\n    * @property {array} fontWeights - An array of the font weights values as specified by {@link Phaser.Text#addFontWeight addFontWeight}.\n    */\n    this.fontWeights = [];\n\n    /**\n    * Should the linePositionX and Y values be automatically rounded before rendering the Text?\n    * You may wish to enable this if you want to remove the effect of sub-pixel aliasing from text.\n    * @property {boolean} autoRound\n    * @default\n    */\n    this.autoRound = false;\n\n    /**\n    * Will this Text object use Basic or Advanced Word Wrapping?\n    * \n    * Advanced wrapping breaks long words if they are the first of a line, and repeats the process as necessary.\n    * White space is condensed (e.g., consecutive spaces are replaced with one).\n    * Lines are trimmed of white space before processing.\n    * \n    * It throws an error if wordWrapWidth is less than a single character.\n    * @property {boolean} useAdvancedWrap\n    * @default\n    */\n    this.useAdvancedWrap = false;\n\n    /**\n     * @property {number} _res - Internal canvas resolution var.\n     * @private\n     */\n    this._res = game.renderer.resolution;\n\n    /**\n    * @property {string} _text - Internal cache var.\n    * @private\n    */\n    this._text = text;\n\n    /**\n    * @property {object} _fontComponents - The font, broken down into components, set in `setStyle`.\n    * @private\n    */\n    this._fontComponents = null;\n\n    /**\n    * @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.\n    * @private\n    */\n    this._lineSpacing = 0;\n\n    /**\n    * @property {number} _charCount - Internal character counter used by the text coloring.\n    * @private\n    */\n    this._charCount = 0;\n\n    /**\n    * @property {number} _width - Internal width var.\n    * @private\n    */\n    this._width = 0;\n\n    /**\n    * @property {number} _height - Internal height var.\n    * @private\n    */\n    this._height = 0;\n\n    Phaser.Sprite.call(this, game, x, y, PIXI.Texture.fromCanvas(this.canvas));\n\n    this.setStyle(style);\n\n    if (text !== '')\n    {\n        this.updateText();\n    }\n\n};\n\nPhaser.Text.prototype = Object.create(Phaser.Sprite.prototype);\nPhaser.Text.prototype.constructor = Phaser.Text;\n\n/**\n* Automatically called by World.preUpdate.\n* \n* @method Phaser.Text#preUpdate\n* @protected\n*/\nPhaser.Text.prototype.preUpdate = function () {\n\n    if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())\n    {\n        return false;\n    }\n\n    return this.preUpdateCore();\n\n};\n\n/**\n* Override this function to handle any special update requirements.\n*\n* @method Phaser.Text#update\n* @protected\n*/\nPhaser.Text.prototype.update = function() {\n\n};\n\n/**\n* Destroy this Text object, removing it from the group it belongs to.\n*\n* @method Phaser.Text#destroy\n* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?\n*/\nPhaser.Text.prototype.destroy = function (destroyChildren) {\n\n    this.texture.destroy(true);\n\n    Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);\n\n};\n\n/**\n* Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the `x` and `y` parameters.\n* The color controls the shade of the shadow (default is black) and can be either an `rgba` or `hex` value.\n* The blur is the strength of the shadow. A value of zero means a hard shadow, a value of 10 means a very soft shadow.\n* To remove a shadow already in place you can call this method with no parameters set.\n* \n* @method Phaser.Text#setShadow\n* @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.\n* @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.\n* @param {string} [color='rgba(0,0,0,1)'] - The color of the shadow, as given in CSS rgba or hex format. Set the alpha component to 0 to disable the shadow.\n* @param {number} [blur=0] - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).\n* @param {boolean} [shadowStroke=true] - Apply the drop shadow to the Text stroke (if set).\n* @param {boolean} [shadowFill=true] - Apply the drop shadow to the Text fill (if set).\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.setShadow = function (x, y, color, blur, shadowStroke, shadowFill) {\n\n    if (x === undefined) { x = 0; }\n    if (y === undefined) { y = 0; }\n    if (color === undefined) { color = 'rgba(0, 0, 0, 1)'; }\n    if (blur === undefined) { blur = 0; }\n    if (shadowStroke === undefined) { shadowStroke = true; }\n    if (shadowFill === undefined) { shadowFill = true; }\n\n    this.style.shadowOffsetX = x;\n    this.style.shadowOffsetY = y;\n    this.style.shadowColor = color;\n    this.style.shadowBlur = blur;\n    this.style.shadowStroke = shadowStroke;\n    this.style.shadowFill = shadowFill;\n    this.dirty = true;\n\n    return this;\n\n};\n\n/**\n* Set the style of the text by passing a single style object to it.\n*\n* @method Phaser.Text#setStyle\n* @param {object} [style] - The style properties to be set on the Text.\n* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.\n* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.\n* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.\n* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.\n* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.\n* @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable.\n* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.\n* @param {string} [style.align='left'] - Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see `textBounds` and `boundsAlignH` for that).\n* @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.\n* @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.\n* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.\n* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).\n* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.\n* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.\n* @param {number} [style.maxLines=0] - The maximum number of lines to be shown for wrapped text.\n* @param {number|array} [style.tabs=0] - The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.\n* @param {boolean} [update=false] - Immediately update the Text object after setting the new style? Or wait for the next frame.\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.setStyle = function (style, update) {\n\n    if (update === undefined) { update = false; }\n\n    style = style || {};\n    style.font = style.font || 'bold 20pt Arial';\n    style.backgroundColor = style.backgroundColor || null;\n    style.fill = style.fill || 'black';\n    style.align = style.align || 'left';\n    style.boundsAlignH = style.boundsAlignH || 'left';\n    style.boundsAlignV = style.boundsAlignV || 'top';\n    style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136\n    style.strokeThickness = style.strokeThickness || 0;\n    style.wordWrap = style.wordWrap || false;\n    style.wordWrapWidth = style.wordWrapWidth || 100;\n    style.maxLines = style.maxLines || 0;\n    style.shadowOffsetX = style.shadowOffsetX || 0;\n    style.shadowOffsetY = style.shadowOffsetY || 0;\n    style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)';\n    style.shadowBlur = style.shadowBlur || 0;\n    style.tabs = style.tabs || 0;\n\n    var components = this.fontToComponents(style.font);\n\n    if (style.fontStyle)\n    {\n        components.fontStyle = style.fontStyle;\n    }\n\n    if (style.fontVariant)\n    {\n        components.fontVariant = style.fontVariant;\n    }\n\n    if (style.fontWeight)\n    {\n        components.fontWeight = style.fontWeight;\n    }\n\n    if (style.fontSize)\n    {\n        if (typeof style.fontSize === 'number')\n        {\n            style.fontSize = style.fontSize + 'px';\n        }\n\n        components.fontSize = style.fontSize;\n    }\n\n    this._fontComponents = components;\n\n    style.font = this.componentsToFont(this._fontComponents);\n\n    this.style = style;\n    this.dirty = true;\n\n    if (update)\n    {\n        this.updateText();\n    }\n\n    return this;\n\n};\n\n/**\n* Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here.\n*\n* @method Phaser.Text#updateText\n* @private\n*/\nPhaser.Text.prototype.updateText = function () {\n\n    this.texture.baseTexture.resolution = this._res;\n\n    this.context.font = this.style.font;\n\n    var outputText = this.text;\n\n    if (this.style.wordWrap)\n    {\n        outputText = this.runWordWrap(this.text);\n    }\n\n    //  Split text into lines\n    var lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n\n    //  Calculate text width\n    var tabs = this.style.tabs;\n    var lineWidths = [];\n    var maxLineWidth = 0;\n    var fontProperties = this.determineFontProperties(this.style.font);\n\n    var drawnLines = lines.length;\n    \n    if (this.style.maxLines > 0 && this.style.maxLines < lines.length)\n    {\n        drawnLines = this.style.maxLines;\n    }\n\n    this._charCount = 0;\n\n    for (var i = 0; i < drawnLines; i++)\n    {\n        if (tabs === 0)\n        {\n            //  Simple layout (no tabs)\n            var lineWidth =  this.style.strokeThickness + this.padding.x;\n\n            if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0)\n            {\n                lineWidth += this.measureLine(lines[i]);\n            }\n            else\n            {\n                lineWidth += this.context.measureText(lines[i]).width;\n            }\n\n            // Adjust for wrapped text\n            if (this.style.wordWrap)\n            {\n                lineWidth -= this.context.measureText(' ').width;\n            }\n        }\n        else\n        {\n            //  Complex layout (tabs)\n            var line = lines[i].split(/(?:\\t)/);\n            var lineWidth = this.padding.x + this.style.strokeThickness;\n\n            if (Array.isArray(tabs))\n            {\n                var tab = 0;\n\n                for (var c = 0; c < line.length; c++)\n                {\n                    var section = 0;\n\n                    if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0)\n                    {\n                        section = this.measureLine(line[c]);\n                    }\n                    else\n                    {\n                        section = Math.ceil(this.context.measureText(line[c]).width);\n                    }\n\n                    if (c > 0)\n                    {\n                        tab += tabs[c - 1];\n                    }\n\n                    lineWidth = tab + section;\n                }\n            }\n            else\n            {\n                for (var c = 0; c < line.length; c++)\n                {\n                    //  How far to the next tab?\n                    if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0)\n                    {\n                        lineWidth += this.measureLine(line[c]);\n                    }\n                    else\n                    {\n                        lineWidth += Math.ceil(this.context.measureText(line[c]).width);\n                    }\n\n                    var diff = this.game.math.snapToCeil(lineWidth, tabs) - lineWidth;\n\n                    lineWidth += diff;\n                }\n            }\n        }\n\n        lineWidths[i] = Math.ceil(lineWidth);\n        maxLineWidth = Math.max(maxLineWidth, lineWidths[i]);\n    }\n\n    this.canvas.width = maxLineWidth * this._res;\n    \n    //  Calculate text height\n    var lineHeight = fontProperties.fontSize + this.style.strokeThickness + this.padding.y;\n    var height = lineHeight * drawnLines;\n    var lineSpacing = this._lineSpacing;\n\n    if (lineSpacing < 0 && Math.abs(lineSpacing) > lineHeight)\n    {\n        lineSpacing = -lineHeight;\n    }\n\n    //  Adjust for line spacing\n    if (lineSpacing !== 0)\n    {\n        height += (lineSpacing > 0) ? lineSpacing * lines.length : lineSpacing * (lines.length - 1);\n    }\n\n    this.canvas.height = height * this._res;\n\n    this.context.scale(this._res, this._res);\n\n    if (navigator.isCocoonJS)\n    {\n        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n    }\n\n    if (this.style.backgroundColor)\n    {\n        this.context.fillStyle = this.style.backgroundColor;\n        this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);\n    }\n    \n    this.context.fillStyle = this.style.fill;\n    this.context.font = this.style.font;\n    this.context.strokeStyle = this.style.stroke;\n    this.context.textBaseline = 'alphabetic';\n\n    this.context.lineWidth = this.style.strokeThickness;\n    this.context.lineCap = 'round';\n    this.context.lineJoin = 'round';\n\n    var linePositionX;\n    var linePositionY;\n\n    this._charCount = 0;\n\n    //  Draw text line by line\n    for (i = 0; i < drawnLines; i++)\n    {\n        //  Split the line by\n\n        linePositionX = this.style.strokeThickness / 2;\n        linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent;\n\n        if (i > 0)\n        {\n            linePositionY += (lineSpacing * i);\n        }\n\n        if (this.style.align === 'right')\n        {\n            linePositionX += maxLineWidth - lineWidths[i];\n        }\n        else if (this.style.align === 'center')\n        {\n            linePositionX += (maxLineWidth - lineWidths[i]) / 2;\n        }\n\n        if (this.autoRound)\n        {\n            linePositionX = Math.round(linePositionX);\n            linePositionY = Math.round(linePositionY);\n        }\n\n        if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0)\n        {\n            this.updateLine(lines[i], linePositionX, linePositionY);\n        }\n        else\n        {\n            if (this.style.stroke && this.style.strokeThickness)\n            {\n                this.updateShadow(this.style.shadowStroke);\n\n                if (tabs === 0)\n                {\n                    this.context.strokeText(lines[i], linePositionX, linePositionY);\n                }\n                else\n                {\n                    this.renderTabLine(lines[i], linePositionX, linePositionY, false);\n                }\n            }\n\n            if (this.style.fill)\n            {\n                this.updateShadow(this.style.shadowFill);\n\n                if (tabs === 0)\n                {\n                    this.context.fillText(lines[i], linePositionX, linePositionY);\n                }\n                else\n                {\n                    this.renderTabLine(lines[i], linePositionX, linePositionY, true);\n                }\n            }\n        }\n    }\n\n    this.updateTexture();\n\n    this.dirty = false;\n\n};\n\n/**\n* Renders a line of text that contains tab characters if Text.tab > 0.\n* Called automatically by updateText.\n*\n* @method Phaser.Text#renderTabLine\n* @private\n* @param {string} line - The line of text to render.\n* @param {integer} x - The x position to start rendering from.\n* @param {integer} y - The y position to start rendering from.\n* @param {boolean} fill - If true uses fillText, if false uses strokeText.\n*/\nPhaser.Text.prototype.renderTabLine = function (line, x, y, fill) {\n\n    var text = line.split(/(?:\\t)/);\n    var tabs = this.style.tabs;\n    var snap = 0;\n\n    if (Array.isArray(tabs))\n    {\n        var tab = 0;\n\n        for (var c = 0; c < text.length; c++)\n        {\n            if (c > 0)\n            {\n                tab += tabs[c - 1];\n            }\n\n            snap = x + tab;\n\n            if (fill)\n            {\n                this.context.fillText(text[c], snap, y);\n            }\n            else\n            {\n                this.context.strokeText(text[c], snap, y);\n            }\n        }\n    }\n    else\n    {\n        for (var c = 0; c < text.length; c++)\n        {\n            var section = Math.ceil(this.context.measureText(text[c]).width);\n\n            //  How far to the next tab?\n            snap = this.game.math.snapToCeil(x, tabs);\n\n            if (fill)\n            {\n                this.context.fillText(text[c], snap, y);\n            }\n            else\n            {\n                this.context.strokeText(text[c], snap, y);\n            }\n\n            x = snap + section;\n        }\n    }\n\n};\n\n/**\n* Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled.\n* This is called automatically by Text.updateText.\n*\n* @method Phaser.Text#updateShadow\n* @param {boolean} state - If true the shadow will be set to the Style values, otherwise it will be set to zero.\n*/\nPhaser.Text.prototype.updateShadow = function (state) {\n\n    if (state)\n    {\n        this.context.shadowOffsetX = this.style.shadowOffsetX;\n        this.context.shadowOffsetY = this.style.shadowOffsetY;\n        this.context.shadowColor = this.style.shadowColor;\n        this.context.shadowBlur = this.style.shadowBlur;\n    }\n    else\n    {\n        this.context.shadowOffsetX = 0;\n        this.context.shadowOffsetY = 0;\n        this.context.shadowColor = 0;\n        this.context.shadowBlur = 0;\n    }\n\n};\n\n/**\n* Measures a line of text character by character taking into the account the specified character styles.\n*\n* @method Phaser.Text#measureLine\n* @private\n* @param {string} line - The line of text to measure.\n* @return {integer} length of the line.\n*/\nPhaser.Text.prototype.measureLine = function (line) {\n\n    var lineLength = 0;\n\n    for (var i = 0; i < line.length; i++)\n    {\n        var letter = line[i];\n\n        if (this.fontWeights.length > 0 || this.fontStyles.length > 0)\n        {\n            var components = this.fontToComponents(this.context.font);\n\n            if (this.fontStyles[this._charCount])\n            {\n                components.fontStyle = this.fontStyles[this._charCount];\n            }\n\n            if (this.fontWeights[this._charCount])\n            {\n                components.fontWeight = this.fontWeights[this._charCount];\n            }\n\n            this.context.font = this.componentsToFont(components);\n        }\n\n        if (this.style.stroke && this.style.strokeThickness)\n        {\n            if (this.strokeColors[this._charCount])\n            {\n                this.context.strokeStyle = this.strokeColors[this._charCount];\n            }\n\n            this.updateShadow(this.style.shadowStroke);\n        }\n\n        if (this.style.fill)\n        {\n            if (this.colors[this._charCount])\n            {\n                this.context.fillStyle = this.colors[this._charCount];\n            }\n\n            this.updateShadow(this.style.shadowFill);\n        }\n\n        lineLength += this.context.measureText(letter).width;\n\n        this._charCount++;\n    }\n\n    return Math.ceil(lineLength);\n};\n\n/**\n* Updates a line of text, applying fill and stroke per-character colors or style and weight per-character font if applicable.\n*\n* @method Phaser.Text#updateLine\n* @private\n*/\nPhaser.Text.prototype.updateLine = function (line, x, y) {\n\n    for (var i = 0; i < line.length; i++)\n    {\n        var letter = line[i];\n\n        if (this.fontWeights.length > 0 || this.fontStyles.length > 0)\n        {\n            var components = this.fontToComponents(this.context.font);\n\n            if (this.fontStyles[this._charCount])\n            {\n                components.fontStyle = this.fontStyles[this._charCount];\n            }\n        \n            if (this.fontWeights[this._charCount])\n            {\n                components.fontWeight = this.fontWeights[this._charCount];\n            }\n      \n            this.context.font = this.componentsToFont(components);\n        }\n\n        if (this.style.stroke && this.style.strokeThickness)\n        {\n            if (this.strokeColors[this._charCount])\n            {\n                this.context.strokeStyle = this.strokeColors[this._charCount];\n            }\n\n            this.updateShadow(this.style.shadowStroke);\n            this.context.strokeText(letter, x, y);\n        }\n\n        if (this.style.fill)\n        {\n            if (this.colors[this._charCount])\n            {\n                this.context.fillStyle = this.colors[this._charCount];\n            }\n\n            this.updateShadow(this.style.shadowFill);\n            this.context.fillText(letter, x, y);\n        }\n\n        x += this.context.measureText(letter).width;\n\n        this._charCount++;\n    }\n\n};\n\n/**\n* Clears any text fill or stroke colors that were set by `addColor` or `addStrokeColor`.\n*\n* @method Phaser.Text#clearColors\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.clearColors = function () {\n\n    this.colors = [];\n    this.strokeColors = [];\n    this.dirty = true;\n\n    return this;\n\n};\n\n/**\n* Clears any text styles or weights font that were set by `addFontStyle` or `addFontWeight`.\n*\n* @method Phaser.Text#clearFontValues\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.clearFontValues = function () {\n\n    this.fontStyles = [];\n    this.fontWeights = [];\n    this.dirty = true;\n\n    return this;\n\n};\n\n/**\n* Set specific colors for certain characters within the Text.\n*\n* It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position.\n* The position value is the index of the character in the Text string to start applying this color to.\n* Once set the color remains in use until either another color or the end of the string is encountered.\n* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.\n*\n* If you wish to change the stroke color see addStrokeColor instead.\n*\n* @method Phaser.Text#addColor\n* @param {string} color - A canvas fillstyle that will be used on the text eg `red`, `#00FF00`, `rgba()`.\n* @param {number} position - The index of the character in the string to start applying this color value from.\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.addColor = function (color, position) {\n\n    this.colors[position] = color;\n    this.dirty = true;\n\n    return this;\n\n};\n\n/**\n* Set specific stroke colors for certain characters within the Text.\n*\n* It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position.\n* The position value is the index of the character in the Text string to start applying this color to.\n* Once set the color remains in use until either another color or the end of the string is encountered.\n* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.\n*\n* This has no effect if stroke is disabled or has a thickness of 0.\n*\n* If you wish to change the text fill color see addColor instead.\n*\n* @method Phaser.Text#addStrokeColor\n* @param {string} color - A canvas fillstyle that will be used on the text stroke eg `red`, `#00FF00`, `rgba()`.\n* @param {number} position - The index of the character in the string to start applying this color value from.\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.addStrokeColor = function (color, position) {\n\n    this.strokeColors[position] = color;\n    this.dirty = true;\n\n    return this;\n\n};\n\n/**\n* Set specific font styles for certain characters within the Text.\n*\n* It works by taking a font style value, which is a typical string such as `normal`, `italic` or `oblique`.\n* The position value is the index of the character in the Text string to start applying this font style to.\n* Once set the font style remains in use until either another font style or the end of the string is encountered.\n* For example if the Text was `Photon Storm` and you did `Text.addFontStyle('italic', 6)` it would font style in the word `Storm` in italic.\n*\n* If you wish to change the text font weight see addFontWeight instead.\n*\n* @method Phaser.Text#addFontStyle\n* @param {string} style - A canvas font-style that will be used on the text style eg `normal`, `italic`, `oblique`.\n* @param {number} position - The index of the character in the string to start applying this font style value from.\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.addFontStyle = function (style, position) {\n\n    this.fontStyles[position] = style;\n    this.dirty = true;\n\n    return this;\n\n};\n\n/**\n* Set specific font weights for certain characters within the Text.\n*\n* It works by taking a font weight value, which is a typical string such as `normal`, `bold`, `bolder`, etc.\n* The position value is the index of the character in the Text string to start applying this font weight to.\n* Once set the font weight remains in use until either another font weight or the end of the string is encountered.\n* For example if the Text was `Photon Storm` and you did `Text.addFontWeight('bold', 6)` it would font weight in the word `Storm` in bold.\n*\n* If you wish to change the text font style see addFontStyle instead.\n*\n* @method Phaser.Text#addFontWeight\n* @param {string} style - A canvas font-weight that will be used on the text weight eg `normal`, `bold`, `bolder`, `lighter`, etc.\n* @param {number} position - The index of the character in the string to start applying this font weight value from.\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.addFontWeight = function (weight, position) {\n\n    this.fontWeights[position] = weight;\n    this.dirty = true;\n\n    return this;\n\n};\n\n/**\n* Runs the given text through the Text.runWordWrap function and returns\n* the results as an array, where each element of the array corresponds to a wrapped\n* line of text.\n*\n* Useful if you wish to control pagination on long pieces of content.\n*\n* @method Phaser.Text#precalculateWordWrap\n* @param {string} text - The text for which the wrapping will be calculated.\n* @return {array} An array of strings with the pieces of wrapped text.\n*/\nPhaser.Text.prototype.precalculateWordWrap = function (text) {\n\n    this.texture.baseTexture.resolution = this._res;\n    this.context.font = this.style.font;\n\n    var wrappedLines = this.runWordWrap(text);\n\n    return wrappedLines.split(/(?:\\r\\n|\\r|\\n)/);\n\n};\n\n/**\n* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.\n*\n* @method Phaser.Text#runWordWrap\n* @param {string} text - The text to perform word wrap detection against.\n* @private\n*/\nPhaser.Text.prototype.runWordWrap = function (text) {\n\n    if (this.useAdvancedWrap)\n    {\n        return this.advancedWordWrap(text);\n    }\n    else\n    {\n        return this.basicWordWrap(text);\n    }\n\n};\n\n/**\n* Advanced wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.\n* White space is condensed (e.g., consecutive spaces are replaced with one).\n* Lines are trimmed of white space before processing.\n* Throws an error if the user was smart enough to specify a wordWrapWidth less than a single character.\n*\n* @method Phaser.Text#advancedWordWrap\n* @param {string} text - The text to perform word wrap detection against.\n* @private\n*/\nPhaser.Text.prototype.advancedWordWrap = function (text) {\n\n    var context = this.context;\n    var wordWrapWidth = this.style.wordWrapWidth;\n\n    var output = '';\n\n    // (1) condense whitespace\n    // (2) split into lines\n    var lines = text\n        .replace(/ +/gi, ' ')\n        .split(/\\r?\\n/gi);\n\n    var linesCount = lines.length;\n\n    for (var i = 0; i < linesCount; i++)\n    {\n        var line = lines[i];\n        var out = '';\n\n        // trim whitespace\n        line = line.replace(/^ *|\\s*$/gi, '');\n\n        // if entire line is less than wordWrapWidth\n        // append the entire line and exit early\n        var lineWidth = context.measureText(line).width;\n\n        if (lineWidth < wordWrapWidth)\n        {\n            output += line + '\\n';\n            continue;\n        }\n\n        // otherwise, calculate new lines\n        var currentLineWidth = wordWrapWidth;\n\n        // split into words\n        var words = line.split(' ');\n\n        for (var j = 0; j < words.length; j++)\n        {\n            var word = words[j];\n            var wordWithSpace = word + ' ';\n            var wordWidth = context.measureText(wordWithSpace).width;\n\n            if (wordWidth > currentLineWidth)\n            {\n                // break word\n                if (j === 0)\n                {\n                    // shave off letters from word until it's small enough\n                    var newWord = wordWithSpace;\n\n                    while (newWord.length)\n                    {\n                        newWord = newWord.slice(0, -1);\n                        wordWidth = context.measureText(newWord).width;\n\n                        if (wordWidth <= currentLineWidth)\n                        {\n                            break;\n                        }\n                    }\n\n                    // if wordWrapWidth is too small for even a single\n                    // letter, shame user failure with a fatal error\n                    if (!newWord.length)\n                    {\n                        throw new Error('This text\\'s wordWrapWidth setting is less than a single character!');\n                    }\n\n                    // replace current word in array with remainder\n                    var secondPart = word.substr(newWord.length);\n\n                    words[j] = secondPart;\n\n                    // append first piece to output\n                    out += newWord;\n                }\n\n                // if existing word length is 0, don't include it\n                var offset = (words[j].length) ? j : j + 1;\n\n                // collapse rest of sentence\n                var remainder = words.slice(offset).join(' ')\n                // remove any trailing white space\n                .replace(/[ \\n]*$/gi, '');\n\n                // prepend remainder to next line\n                lines[i + 1] = remainder + ' ' + (lines[i + 1] || '');\n                linesCount = lines.length;\n\n                break; // processing on this line\n\n                // append word with space to output\n            }\n            else\n            {\n                out += wordWithSpace;\n                currentLineWidth -= wordWidth;\n            }\n        }\n\n        // append processed line to output\n        output += out.replace(/[ \\n]*$/gi, '') + '\\n';\n    }\n\n    // trim the end of the string\n    output = output.replace(/[\\s|\\n]*$/gi, '');\n\n    return output;\n\n};\n\n/**\n* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.\n*\n* @method Phaser.Text#basicWordWrap\n* @param {string} text - The text to perform word wrap detection against.\n* @private\n*/\nPhaser.Text.prototype.basicWordWrap = function (text) {\n\n    var result = '';\n    var lines = text.split('\\n');\n\n    for (var i = 0; i < lines.length; i++)\n    {\n        var spaceLeft = this.style.wordWrapWidth;\n        var words = lines[i].split(' ');\n\n        for (var j = 0; j < words.length; j++)\n        {\n            var wordWidth = this.context.measureText(words[j]).width;\n            var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;\n\n            if (wordWidthWithSpace > spaceLeft)\n            {\n                // Skip printing the newline if it's the first word of the line that is greater than the word wrap width.\n                if (j > 0)\n                {\n                    result += '\\n';\n                }\n                result += words[j] + ' ';\n                spaceLeft = this.style.wordWrapWidth - wordWidth;\n            }\n            else\n            {\n                spaceLeft -= wordWidthWithSpace;\n                result += words[j] + ' ';\n            }\n        }\n\n        if (i < lines.length-1)\n        {\n            result += '\\n';\n        }\n    }\n\n    return result;\n\n};\n\n/**\n* Updates the internal `style.font` if it now differs according to generation from components.\n*\n* @method Phaser.Text#updateFont\n* @private\n* @param {object} components - Font components.\n*/\nPhaser.Text.prototype.updateFont = function (components) {\n\n    var font = this.componentsToFont(components);\n\n    if (this.style.font !== font)\n    {\n        this.style.font = font;\n        this.dirty = true;\n\n        if (this.parent)\n        {\n            this.updateTransform();\n        }\n    }\n\n};\n\n/**\n* Converting a short CSS-font string into the relevant components.\n*\n* @method Phaser.Text#fontToComponents\n* @private\n* @param {string} font - a CSS font string\n*/\nPhaser.Text.prototype.fontToComponents = function (font) {\n\n    // The format is specified in http://www.w3.org/TR/CSS2/fonts.html#font-shorthand:\n    // style - normal | italic | oblique | inherit\n    // variant - normal | small-caps | inherit\n    // weight - normal | bold | bolder | lighter | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | inherit\n    // size - xx-small | x-small | small | medium | large | x-large | xx-large,\n    //        larger | smaller\n    //        {number} (em | ex | ch | rem | vh | vw | vmin | vmax | px | mm | cm | in | pt | pc | %)\n    // font-family - rest (but identifiers or quoted with comma separation)\n    var m = font.match(/^\\s*(?:\\b(normal|italic|oblique|inherit)?\\b)\\s*(?:\\b(normal|small-caps|inherit)?\\b)\\s*(?:\\b(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900|inherit)?\\b)\\s*(?:\\b(xx-small|x-small|small|medium|large|x-large|xx-large|larger|smaller|0|\\d*(?:[.]\\d*)?(?:%|[a-z]{2,5}))?\\b)\\s*(.*)\\s*$/);\n\n    if (m)\n    {\n        var family = m[5].trim();\n\n        // If it looks like the value should be quoted, but isn't, then quote it.\n        if (!/^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(family) && !/['\",]/.exec(family))\n        {\n            family = \"'\" + family + \"'\";\n        }\n\n        return {\n            font: font,\n            fontStyle: m[1] || 'normal',\n            fontVariant: m[2] || 'normal',\n            fontWeight: m[3] || 'normal',\n            fontSize: m[4] || 'medium',\n            fontFamily: family\n        };\n    }\n    else\n    {\n        console.warn(\"Phaser.Text - unparsable CSS font: \" + font);\n\n        return {\n            font: font\n        };\n    }\n\n};\n\n/**\n* Converts individual font components (see `fontToComponents`) to a short CSS font string.\n*\n* @method Phaser.Text#componentsToFont\n* @private\n* @param {object} components - Font components.\n*/\nPhaser.Text.prototype.componentsToFont = function (components) {\n\n    var parts = [];\n    var v;\n\n    v = components.fontStyle;\n    if (v && v !== 'normal') { parts.push(v); }\n\n    v = components.fontVariant;\n    if (v && v !== 'normal') { parts.push(v); }\n\n    v = components.fontWeight;\n    if (v && v !== 'normal') { parts.push(v); }\n\n    v = components.fontSize;\n    if (v && v !== 'medium') { parts.push(v); }\n\n    v = components.fontFamily;\n    if (v) { parts.push(v); }\n\n    if (!parts.length)\n    {\n        // Fallback to whatever value the 'font' was\n        parts.push(components.font);\n    }\n\n    return parts.join(\" \");\n\n};\n\n/**\n* The text to be displayed by this Text object.\n* Use a \\n to insert a carriage return and split the text.\n* The text will be rendered with any style currently set.\n*\n* Use the optional `immediate` argument if you need the Text display to update immediately.\n* \n* If not it will re-create the texture of this Text object during the next time the render\n* loop is called.\n*\n* @method Phaser.Text#setText\n* @param {string} [text] - The text to be displayed. Set to an empty string to clear text that is already present.\n* @param {boolean} [immediate=false] - Update the texture used by this Text object immediately (true) or automatically during the next render loop (false).\n* @return {Phaser.Text} This Text instance.\n*/\nPhaser.Text.prototype.setText = function (text, immediate) {\n\n    if (immediate === undefined) { immediate = false; }\n\n    this.text = text.toString() || '';\n\n    if (immediate)\n    {\n        this.updateText();\n    }\n    else\n    {\n        this.dirty = true;\n    }\n\n    return this;\n\n};\n\n/**\n * Converts the given array into a tab delimited string and then updates this Text object.\n * This is mostly used when you want to display external data using tab stops.\n *\n * The array can be either single or multi dimensional depending on the result you need:\n *\n * `[ 'a', 'b', 'c' ]` would convert in to `\"a\\tb\\tc\"`.\n *\n * Where as:\n *\n * `[\n *      [ 'a', 'b', 'c' ],\n *      [ 'd', 'e', 'f']\n * ]`\n *\n * would convert in to: `\"a\\tb\\tc\\nd\\te\\tf\"`\n *\n * @method Phaser.Text#parseList\n * @param {array} list - The array of data to convert into a string.\n * @return {Phaser.Text} This Text instance.\n */\nPhaser.Text.prototype.parseList = function (list) {\n\n    if (!Array.isArray(list))\n    {\n        return this;\n    }\n    else\n    {\n        var s = \"\";\n\n        for (var i = 0; i < list.length; i++)\n        {\n            if (Array.isArray(list[i]))\n            {\n                s += list[i].join(\"\\t\");\n\n                if (i < list.length - 1)\n                {\n                    s += \"\\n\";\n                }\n            }\n            else\n            {\n                s += list[i];\n\n                if (i < list.length - 1)\n                {\n                    s += \"\\t\";\n                }\n            }\n        }\n    }\n\n    this.text = s;\n    this.dirty = true;\n\n    return this;\n\n};\n\n/**\n * The Text Bounds is a rectangular region that you control the dimensions of into which the Text object itself is positioned,\n * regardless of the number of lines in the text, the font size or any other attribute.\n *\n * Alignment is controlled via the properties `boundsAlignH` and `boundsAlignV` within the Text.style object, or can be directly\n * set through the setters `Text.boundsAlignH` and `Text.boundsAlignV`. Bounds alignment is independent of text alignment.\n *\n * For example: If your game is 800x600 in size and you set the text bounds to be 0,0,800,600 then by setting boundsAlignH to\n * 'center' and boundsAlignV to 'bottom' the text will render in the center and at the bottom of your game window, regardless of\n * how many lines of text there may be. Even if you adjust the text content or change the style it will remain at the bottom center\n * of the text bounds.\n *\n * This is especially powerful when you need to align text against specific coordinates in your game, but the actual text dimensions\n * may vary based on font (say for multi-lingual games).\n *\n * If `Text.wordWrapWidth` is greater than the width of the text bounds it is clamped to match the bounds width.\n *\n * Call this method with no arguments given to reset an existing textBounds.\n * \n * It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts\n * have additional padding around them which you can mitigate by tweaking the Text.padding property. It then adjusts the `pivot`\n * property based on the given bounds and canvas size. This means if you need to set the pivot property directly in your game then\n * you either cannot use `setTextBounds` or you must place the Text object inside another DisplayObject on which you set the pivot.\n *\n * @method Phaser.Text#setTextBounds\n * @param {number} [x] - The x coordinate of the Text Bounds region.\n * @param {number} [y] - The y coordinate of the Text Bounds region.\n * @param {number} [width] - The width of the Text Bounds region.\n * @param {number} [height] - The height of the Text Bounds region.\n * @return {Phaser.Text} This Text instance.\n */\nPhaser.Text.prototype.setTextBounds = function (x, y, width, height) {\n\n    if (x === undefined)\n    {\n        this.textBounds = null;\n    }\n    else\n    {\n        if (!this.textBounds)\n        {\n            this.textBounds = new Phaser.Rectangle(x, y, width, height);\n        }\n        else\n        {\n            this.textBounds.setTo(x, y, width, height);\n        }\n\n        if (this.style.wordWrapWidth > width)\n        {\n            this.style.wordWrapWidth = width;\n        }\n    }\n\n    this.updateTexture();\n    \n    return this;\n\n};\n\n/**\n * Updates the texture based on the canvas dimensions.\n *\n * @method Phaser.Text#updateTexture\n * @private\n */\nPhaser.Text.prototype.updateTexture = function () {\n\n    var base = this.texture.baseTexture;\n    var crop = this.texture.crop;\n    var frame = this.texture.frame;\n\n    var w = this.canvas.width;\n    var h = this.canvas.height;\n\n    base.width = w;\n    base.height = h;\n\n    crop.width = w;\n    crop.height = h;\n\n    frame.width = w;\n    frame.height = h;\n\n    this.texture.width = w;\n    this.texture.height = h;\n\n    this._width = w;\n    this._height = h;\n\n    if (this.textBounds)\n    {\n        var x = this.textBounds.x;\n        var y = this.textBounds.y;\n\n        //  Align the canvas based on the bounds\n        if (this.style.boundsAlignH === 'right')\n        {\n            x += this.textBounds.width - this.canvas.width / this.resolution;\n        }\n        else if (this.style.boundsAlignH === 'center')\n        {\n            x += this.textBounds.halfWidth - (this.canvas.width / this.resolution / 2);\n        }\n\n        if (this.style.boundsAlignV === 'bottom')\n        {\n            y += this.textBounds.height - this.canvas.height / this.resolution;\n        }\n        else if (this.style.boundsAlignV === 'middle')\n        {\n            y += this.textBounds.halfHeight - (this.canvas.height / this.resolution / 2);\n        }\n\n        this.pivot.x = -x;\n        this.pivot.y = -y;\n    }\n\n    //  Can't render something with a zero sized dimension\n    this.renderable = (w !== 0 && h !== 0);\n\n    this.texture.requiresReTint = true;\n\n    this.texture.baseTexture.dirty();\n\n};\n\n/**\n* Renders the object using the WebGL renderer\n*\n* @method Phaser.Text#_renderWebGL\n* @private\n* @param {RenderSession} renderSession - The Render Session to render the Text on.\n*/\nPhaser.Text.prototype._renderWebGL = function (renderSession) {\n\n    if (this.dirty)\n    {\n        this.updateText();\n        this.dirty = false;\n    }\n\n    PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);\n\n};\n\n/**\n* Renders the object using the Canvas renderer.\n*\n* @method Phaser.Text#_renderCanvas\n* @private\n* @param {RenderSession} renderSession - The Render Session to render the Text on.\n*/\nPhaser.Text.prototype._renderCanvas = function (renderSession) {\n\n    if (this.dirty)\n    {\n        this.updateText();\n        this.dirty = false;\n    }\n     \n    PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);\n\n};\n\n/**\n* Calculates the ascent, descent and fontSize of a given font style.\n*\n* @method Phaser.Text#determineFontProperties\n* @private\n* @param {object} fontStyle \n*/\nPhaser.Text.prototype.determineFontProperties = function (fontStyle) {\n\n    var properties = Phaser.Text.fontPropertiesCache[fontStyle];\n\n    if (!properties)\n    {\n        properties = {};\n        \n        var canvas = Phaser.Text.fontPropertiesCanvas;\n        var context = Phaser.Text.fontPropertiesContext;\n\n        context.font = fontStyle;\n\n        var width = Math.ceil(context.measureText('|MÉq').width);\n        var baseline = Math.ceil(context.measureText('|MÉq').width);\n        var height = 2 * baseline;\n\n        baseline = baseline * 1.4 | 0;\n\n        canvas.width = width;\n        canvas.height = height;\n\n        context.fillStyle = '#f00';\n        context.fillRect(0, 0, width, height);\n\n        context.font = fontStyle;\n\n        context.textBaseline = 'alphabetic';\n        context.fillStyle = '#000';\n        context.fillText('|MÉq', 0, baseline);\n\n        if (!context.getImageData(0, 0, width, height))\n        {\n            properties.ascent = baseline;\n            properties.descent = baseline + 6;\n            properties.fontSize = properties.ascent + properties.descent;\n\n            Phaser.Text.fontPropertiesCache[fontStyle] = properties;\n\n            return properties;\n        }\n\n        var imagedata = context.getImageData(0, 0, width, height).data;\n        var pixels = imagedata.length;\n        var line = width * 4;\n\n        var i, j;\n\n        var idx = 0;\n        var stop = false;\n\n        // ascent. scan from top to bottom until we find a non red pixel\n        for (i = 0; i < baseline; i++)\n        {\n            for (j = 0; j < line; j += 4)\n            {\n                if (imagedata[idx + j] !== 255)\n                {\n                    stop = true;\n                    break;\n                }\n            }\n\n            if (!stop)\n            {\n                idx += line;\n            }\n            else\n            {\n                break;\n            }\n        }\n\n        properties.ascent = baseline - i;\n\n        idx = pixels - line;\n        stop = false;\n\n        // descent. scan from bottom to top until we find a non red pixel\n        for (i = height; i > baseline; i--)\n        {\n            for (j = 0; j < line; j += 4)\n            {\n                if (imagedata[idx + j] !== 255)\n                {\n                    stop = true;\n                    break;\n                }\n            }\n\n            if (!stop)\n            {\n                idx -= line;\n            }\n            else\n            {\n                break;\n            }\n        }\n\n        properties.descent = i - baseline;\n        //TODO might need a tweak. kind of a temp fix!\n        properties.descent += 6;\n        properties.fontSize = properties.ascent + properties.descent;\n\n        Phaser.Text.fontPropertiesCache[fontStyle] = properties;\n    }\n\n    return properties;\n\n};\n\n/**\n* Returns the bounds of the Text as a rectangle.\n* The bounds calculation takes the worldTransform into account.\n*\n* @method Phaser.Text#getBounds\n* @param {Phaser.Matrix} matrix - The transformation matrix of the Text.\n* @return {Phaser.Rectangle} The framing rectangle\n*/\nPhaser.Text.prototype.getBounds = function (matrix) {\n\n    if (this.dirty)\n    {\n        this.updateText();\n        this.dirty = false;\n    }\n\n    return PIXI.Sprite.prototype.getBounds.call(this, matrix);\n\n};\n\n/**\n* The text to be displayed by this Text object.\n* Use a \\n to insert a carriage return and split the text.\n* The text will be rendered with any style currently set.\n*\n* @name Phaser.Text#text\n* @property {string} text\n*/\nObject.defineProperty(Phaser.Text.prototype, 'text', {\n\n    get: function() {\n        return this._text;\n    },\n\n    set: function(value) {\n\n        if (value !== this._text)\n        {\n            this._text = value.toString() || '';\n            this.dirty = true;\n\n            if (this.parent)\n            {\n                this.updateTransform();\n            }\n        }\n\n    }\n\n});\n\n/**\n* Change the font used.\n*\n* This is equivalent of the `font` property specified to {@link Phaser.Text#setStyle setStyle}, except\n* that unlike using `setStyle` this will not change any current font fill/color settings.\n*\n* The CSS font string can also be individually altered with the `font`, `fontSize`, `fontWeight`, `fontStyle`, and `fontVariant` properties.\n*\n* @name Phaser.Text#cssFont\n* @property {string} cssFont\n*/\nObject.defineProperty(Phaser.Text.prototype, 'cssFont', {\n\n    get: function() {\n        return this.componentsToFont(this._fontComponents);\n    },\n\n    set: function (value)\n    {\n        value = value || 'bold 20pt Arial';\n        this._fontComponents = this.fontToComponents(value);\n        this.updateFont(this._fontComponents);\n    }\n\n});\n\n/**\n* Change the font family that the text will be rendered in, such as 'Arial'.\n*\n* Multiple CSS font families and generic fallbacks can be specified as long as\n* {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-family CSS font-family rules} are followed.\n*\n* To change the entire font string use {@link Phaser.Text#cssFont cssFont} instead: eg. `text.cssFont = 'bold 20pt Arial'`.\n*\n* @name Phaser.Text#font\n* @property {string} font\n*/\nObject.defineProperty(Phaser.Text.prototype, 'font', {\n\n    get: function() {\n        return this._fontComponents.fontFamily;\n    },\n\n    set: function(value) {\n\n        value = value || 'Arial';\n        value = value.trim();\n\n        // If it looks like the value should be quoted, but isn't, then quote it.\n        if (!/^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(value) && !/['\",]/.exec(value))\n        {\n            value = \"'\" + value + \"'\";\n        }\n\n        this._fontComponents.fontFamily = value;\n        this.updateFont(this._fontComponents);\n\n    }\n\n});\n\n/**\n* The size of the font.\n*\n* If the font size is specified in pixels (eg. `32` or `'32px`') then a number (ie. `32`) representing\n* the font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg. `'12pt'`).\n*\n* @name Phaser.Text#fontSize\n* @property {number|string} fontSize\n*/\nObject.defineProperty(Phaser.Text.prototype, 'fontSize', {\n\n    get: function() {\n\n        var size = this._fontComponents.fontSize;\n\n        if (size && /(?:^0$|px$)/.exec(size))\n        {\n            return parseInt(size, 10);\n        }\n        else\n        {\n            return size;\n        }\n\n    },\n\n    set: function(value) {\n\n        value = value || '0';\n        \n        if (typeof value === 'number')\n        {\n            value = value + 'px';\n        }\n\n        this._fontComponents.fontSize = value;\n        this.updateFont(this._fontComponents);\n\n    }\n\n});\n\n/**\n* The weight of the font: 'normal', 'bold', or {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-weight a valid CSS font weight}.\n* @name Phaser.Text#fontWeight\n* @property {string} fontWeight\n*/\nObject.defineProperty(Phaser.Text.prototype, 'fontWeight', {\n\n    get: function() {\n        return this._fontComponents.fontWeight || 'normal';\n    },\n\n    set: function(value) {\n\n        value = value || 'normal';\n        this._fontComponents.fontWeight = value;\n        this.updateFont(this._fontComponents);\n\n    }\n\n});\n\n/**\n* The style of the font: 'normal', 'italic', 'oblique'\n* @name Phaser.Text#fontStyle\n* @property {string} fontStyle\n*/\nObject.defineProperty(Phaser.Text.prototype, 'fontStyle', {\n\n    get: function() {\n        return this._fontComponents.fontStyle || 'normal';\n    },\n\n    set: function(value) {\n\n        value = value || 'normal';\n        this._fontComponents.fontStyle = value;\n        this.updateFont(this._fontComponents);\n\n    }\n\n});\n\n/**\n* The variant the font: 'normal', 'small-caps'\n* @name Phaser.Text#fontVariant\n* @property {string} fontVariant\n*/\nObject.defineProperty(Phaser.Text.prototype, 'fontVariant', {\n\n    get: function() {\n        return this._fontComponents.fontVariant || 'normal';\n    },\n\n    set: function(value) {\n\n        value = value || 'normal';\n        this._fontComponents.fontVariant = value;\n        this.updateFont(this._fontComponents);\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#fill\n* @property {object} fill - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'fill', {\n\n    get: function() {\n        return this.style.fill;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.fill)\n        {\n            this.style.fill = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* Controls the horizontal alignment for multiline text.\n* Can be: 'left', 'center' or 'right'.\n* Does not affect single lines of text. For that please see `setTextBounds`.\n* @name Phaser.Text#align\n* @property {string} align\n*/\nObject.defineProperty(Phaser.Text.prototype, 'align', {\n\n    get: function() {\n        return this.style.align;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.align)\n        {\n            this.style.align = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* The resolution of the canvas the text is rendered to.\n* This defaults to match the resolution of the renderer, but can be changed on a per Text object basis.\n* @name Phaser.Text#resolution\n* @property {integer} resolution\n*/\nObject.defineProperty(Phaser.Text.prototype, 'resolution', {\n\n    get: function() {\n        return this._res;\n    },\n\n    set: function(value) {\n\n        if (value !== this._res)\n        {\n            this._res = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. \n* Can be an integer or an array of varying tab sizes, one tab per element.\n* For example if you set tabs to 100 then when Text encounters a tab it will jump ahead 100 pixels.\n* If you set tabs to be `[100,200]` then it will set the first tab at 100px and the second at 200px.\n* \n* @name Phaser.Text#tabs\n* @property {integer|array} tabs\n*/\nObject.defineProperty(Phaser.Text.prototype, 'tabs', {\n\n    get: function() {\n        return this.style.tabs;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.tabs)\n        {\n            this.style.tabs = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.\n* @name Phaser.Text#boundsAlignH\n* @property {string} boundsAlignH\n*/\nObject.defineProperty(Phaser.Text.prototype, 'boundsAlignH', {\n\n    get: function() {\n        return this.style.boundsAlignH;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.boundsAlignH)\n        {\n            this.style.boundsAlignH = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.\n* @name Phaser.Text#boundsAlignV\n* @property {string} boundsAlignV\n*/\nObject.defineProperty(Phaser.Text.prototype, 'boundsAlignV', {\n\n    get: function() {\n        return this.style.boundsAlignV;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.boundsAlignV)\n        {\n            this.style.boundsAlignV = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#stroke\n* @property {string} stroke - A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'stroke', {\n\n    get: function() {\n        return this.style.stroke;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.stroke)\n        {\n            this.style.stroke = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#strokeThickness\n* @property {number} strokeThickness - A number that represents the thickness of the stroke. Default is 0 (no stroke)\n*/\nObject.defineProperty(Phaser.Text.prototype, 'strokeThickness', {\n\n    get: function() {\n        return this.style.strokeThickness;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.strokeThickness)\n        {\n            this.style.strokeThickness = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#wordWrap\n* @property {boolean} wordWrap - Indicates if word wrap should be used.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'wordWrap', {\n\n    get: function() {\n        return this.style.wordWrap;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.wordWrap)\n        {\n            this.style.wordWrap = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#wordWrapWidth\n* @property {number} wordWrapWidth - The width at which text will wrap.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'wordWrapWidth', {\n\n    get: function() {\n        return this.style.wordWrapWidth;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.wordWrapWidth)\n        {\n            this.style.wordWrapWidth = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#lineSpacing\n* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'lineSpacing', {\n\n    get: function() {\n        return this._lineSpacing;\n    },\n\n    set: function(value) {\n\n        if (value !== this._lineSpacing)\n        {\n            this._lineSpacing = parseFloat(value);\n            this.dirty = true;\n\n            if (this.parent)\n            {\n                this.updateTransform();\n            }\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#shadowOffsetX\n* @property {number} shadowOffsetX - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'shadowOffsetX', {\n\n    get: function() {\n        return this.style.shadowOffsetX;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.shadowOffsetX)\n        {\n            this.style.shadowOffsetX = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#shadowOffsetY\n* @property {number} shadowOffsetY - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'shadowOffsetY', {\n\n    get: function() {\n        return this.style.shadowOffsetY;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.shadowOffsetY)\n        {\n            this.style.shadowOffsetY = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#shadowColor\n* @property {string} shadowColor - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'shadowColor', {\n\n    get: function() {\n        return this.style.shadowColor;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.shadowColor)\n        {\n            this.style.shadowColor = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#shadowBlur\n* @property {number} shadowBlur - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).\n*/\nObject.defineProperty(Phaser.Text.prototype, 'shadowBlur', {\n\n    get: function() {\n        return this.style.shadowBlur;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.shadowBlur)\n        {\n            this.style.shadowBlur = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#shadowStroke\n* @property {boolean} shadowStroke - Sets if the drop shadow is applied to the Text stroke.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'shadowStroke', {\n\n    get: function() {\n        return this.style.shadowStroke;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.shadowStroke)\n        {\n            this.style.shadowStroke = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#shadowFill\n* @property {boolean} shadowFill - Sets if the drop shadow is applied to the Text fill.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'shadowFill', {\n\n    get: function() {\n        return this.style.shadowFill;\n    },\n\n    set: function(value) {\n\n        if (value !== this.style.shadowFill)\n        {\n            this.style.shadowFill = value;\n            this.dirty = true;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Text#width\n* @property {number} width - The width of the Text. Setting this will modify the scale to achieve the value requested.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'width', {\n\n    get: function() {\n\n        if (this.dirty)\n        {\n            this.updateText();\n            this.dirty = false;\n        }\n\n        return this.scale.x * this.texture.frame.width;\n    },\n\n    set: function(value) {\n\n        this.scale.x = value / this.texture.frame.width;\n        this._width = value;\n    }\n\n});\n\n/**\n* @name Phaser.Text#height\n* @property {number} height - The height of the Text. Setting this will modify the scale to achieve the value requested.\n*/\nObject.defineProperty(Phaser.Text.prototype, 'height', {\n\n    get: function() {\n\n        if (this.dirty)\n        {\n            this.updateText();\n            this.dirty = false;\n        }\n\n        return this.scale.y * this.texture.frame.height;\n    },\n\n    set: function(value) {\n\n        this.scale.y = value / this.texture.frame.height;\n        this._height = value;\n    }\n\n});\n\nPhaser.Text.fontPropertiesCache = {};\n\nPhaser.Text.fontPropertiesCanvas = document.createElement('canvas');\nPhaser.Text.fontPropertiesContext = Phaser.Text.fontPropertiesCanvas.getContext('2d');\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.\n* It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to \n* match the font structure.\n* \n* BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability \n* to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by\n* processing the font texture in an image editor, applying fills and any other effects required.\n*\n* To create multi-line text insert \\r, \\n or \\r\\n escape codes into the text string.\n*\n* If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly\n* updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.\n*\n* To create a BitmapText data files you can use:\n*\n* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/\n* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner\n* Littera (Web-based, free): http://kvazars.com/littera/\n*\n* For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of\n* converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson\n*\n* If you were using an older version of Phaser (< 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.\n*\n* @class Phaser.BitmapText\n* @constructor\n* @extends PIXI.DisplayObjectContainer\n* @extends Phaser.Component.Core\n* @extends Phaser.Component.Angle\n* @extends Phaser.Component.AutoCull\n* @extends Phaser.Component.Bounds\n* @extends Phaser.Component.Destroy\n* @extends Phaser.Component.FixedToCamera\n* @extends Phaser.Component.InputEnabled\n* @extends Phaser.Component.InWorld\n* @extends Phaser.Component.LifeSpan\n* @extends Phaser.Component.PhysicsBody\n* @extends Phaser.Component.Reset\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number} x - X coordinate to display the BitmapText object at.\n* @param {number} y - Y coordinate to display the BitmapText object at.\n* @param {string} font - The key of the BitmapText as stored in Phaser.Cache.\n* @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.\n* @param {number} [size=32] - The size the font will be rendered at in pixels.\n* @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text.\n*/\nPhaser.BitmapText = function (game, x, y, font, text, size, align) {\n\n    x = x || 0;\n    y = y || 0;\n    font = font || '';\n    text = text || '';\n    size = size || 32;\n    align = align || 'left';\n\n    PIXI.DisplayObjectContainer.call(this);\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.BITMAPTEXT;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.SPRITE;\n\n    /**\n    * @property {number} textWidth - The width in pixels of the overall text area, taking into consideration multi-line text.\n    * @readOnly\n    */\n    this.textWidth = 0;\n\n    /**\n    * @property {number} textHeight - The height in pixels of the overall text area, taking into consideration multi-line text.\n    * @readOnly\n    */\n    this.textHeight = 0;\n\n    /**\n    * @property {Phaser.Point} anchor - The anchor value of this BitmapText.\n    */\n    this.anchor = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} _prevAnchor - The previous anchor value.\n    * @private\n    */\n    this._prevAnchor = new Phaser.Point();\n\n    /**\n    * @property {array} _glyphs - Private tracker for the letter sprite pool.\n    * @private\n    */\n    this._glyphs = [];\n\n    /**\n    * @property {number} _maxWidth - Internal cache var.\n    * @private\n    */\n    this._maxWidth = 0;\n\n    /**\n    * @property {string} _text - Internal cache var.\n    * @private\n    */\n    this._text = text.toString() || '';\n\n    /**\n    * @property {string} _data - Internal cache var.\n    * @private\n    */\n    this._data = game.cache.getBitmapFont(font);\n\n    /**\n    * @property {string} _font - Internal cache var.\n    * @private\n    */\n    this._font = font;\n\n    /**\n    * @property {number} _fontSize - Internal cache var.\n    * @private\n    */\n    this._fontSize = size;\n\n    /**\n    * @property {string} _align - Internal cache var.\n    * @private\n    */\n    this._align = align;\n\n    /**\n    * @property {number} _tint - Internal cache var.\n    * @private\n    */\n    this._tint = 0xFFFFFF;\n\n    this.updateText();\n\n    /**\n    * @property {boolean} dirty - The dirty state of this object.\n    */\n    this.dirty = false;\n\n    Phaser.Component.Core.init.call(this, game, x, y, '', null);\n\n};\n\nPhaser.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);\nPhaser.BitmapText.prototype.constructor = Phaser.BitmapText;\n\nPhaser.Component.Core.install.call(Phaser.BitmapText.prototype, [\n    'Angle',\n    'AutoCull',\n    'Bounds',\n    'Destroy',\n    'FixedToCamera',\n    'InputEnabled',\n    'InWorld',\n    'LifeSpan',\n    'PhysicsBody',\n    'Reset'\n]);\n\nPhaser.BitmapText.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;\nPhaser.BitmapText.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;\nPhaser.BitmapText.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;\nPhaser.BitmapText.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;\n\n/**\n* Automatically called by World.preUpdate.\n*\n* @method\n* @memberof Phaser.BitmapText\n* @return {boolean} True if the BitmapText was rendered, otherwise false.\n*/\nPhaser.BitmapText.prototype.preUpdate = function () {\n\n    if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())\n    {\n        return false;\n    }\n\n    return this.preUpdateCore();\n\n};\n\n/**\n* Automatically called by World.preUpdate.\n* @method Phaser.BitmapText.prototype.postUpdate\n*/\nPhaser.BitmapText.prototype.postUpdate = function () {\n\n    Phaser.Component.PhysicsBody.postUpdate.call(this);\n    Phaser.Component.FixedToCamera.postUpdate.call(this);\n\n    if (this.body && this.body.type === Phaser.Physics.ARCADE)\n    {\n        if ((this.textWidth !== this.body.sourceWidth) || (this.textHeight !== this.body.sourceHeight))\n        {\n            this.body.setSize(this.textWidth, this.textHeight);\n        }\n    }\n\n};\n\n/**\n* The text to be displayed by this BitmapText object.\n* \n* It's faster to use `BitmapText.text = string`, but this is kept for backwards compatibility.\n*\n* @method Phaser.BitmapText.prototype.setText\n* @param {string} text - The text to be displayed by this BitmapText object.\n*/\nPhaser.BitmapText.prototype.setText = function (text) {\n\n    this.text = text;\n\n};\n\n/**\n* Given the input text this will scan the characters until either a newline is encountered, \n* or the line exceeds maxWidth, taking into account kerning, character widths and scaling.\n* \n* @method Phaser.BitmapText.prototype.scanLine\n* @private\n* @param {object} data - A reference to the font object in the Phaser.Cache.\n* @param {float} scale - The scale of the font in relation to the texture.\n* @param {string} text - The text to parse.\n* @return {object} An object containing the parsed characters, total pixel width and x offsets.\n*/\nPhaser.BitmapText.prototype.scanLine = function (data, scale, text) {\n\n    var x = 0;\n    var w = 0;\n    var lastSpace = -1;\n    var wrappedWidth = 0;\n    var prevCharCode = null;\n    var maxWidth = (this._maxWidth > 0) ? this._maxWidth : null;\n    var chars = [];\n\n    //  Let's scan the text and work out if any of the lines are > maxWidth\n    for (var i = 0; i < text.length; i++)\n    {\n        var end = (i === text.length - 1) ? true : false;\n\n        if (/(?:\\r\\n|\\r|\\n)/.test(text.charAt(i)))\n        {\n            return { width: w, text: text.substr(0, i), end: end, chars: chars };\n        }\n        else\n        {\n            var charCode = text.charCodeAt(i);\n            var charData = data.chars[charCode];\n\n            var c = 0;\n\n            //  If the character data isn't found in the data array \n            //  then we replace it with a blank space\n            if (charData === undefined)\n            {\n                charCode = 32;\n                charData = data.chars[charCode];\n            }\n\n            //  Adjust for kerning from previous character to this one\n            var kerning = (prevCharCode && charData.kerning[prevCharCode]) ? charData.kerning[prevCharCode] : 0;\n\n            //  Record the last space in the string and the current width\n            if (/(\\s)/.test(text.charAt(i)))\n            {\n                lastSpace = i;\n                wrappedWidth = w;\n            }\n            \n            //  What will the line width be if we add this character to it?\n            c = (kerning + charData.texture.width + charData.xOffset) * scale;\n\n            //  Do we need to line-wrap?\n            if (maxWidth && ((w + c) >= maxWidth) && lastSpace > -1)\n            {\n                //  The last space was at \"lastSpace\" which was \"i - lastSpace\" characters ago\n                return { width: wrappedWidth || w, text: text.substr(0, i - (i - lastSpace)), end: end, chars: chars };\n            }\n            else\n            {\n                w += (charData.xAdvance + kerning) * scale;\n\n                chars.push(x + (charData.xOffset + kerning) * scale);\n\n                x += (charData.xAdvance + kerning) * scale;\n\n                prevCharCode = charCode;\n            }\n        }\n    }\n\n    return { width: w, text: text, end: end, chars: chars };\n\n};\n\n/**\n* Given a text string this will scan each character in the string to ensure it exists\n* in the BitmapText font data. If it doesn't the character is removed, or replaced with the `replace` argument.\n*\n* If no font data has been loaded at all this returns an empty string, as nothing can be rendered.\n* \n* @method Phaser.BitmapText.prototype.cleanText\n* @param {string} text - The text to parse.\n* @param {string} [replace=''] - The replacement string for any missing characters.\n* @return {string} The cleaned text string.\n*/\nPhaser.BitmapText.prototype.cleanText = function (text, replace) {\n\n    if (replace === undefined)\n    {\n        replace = '';\n    }\n\n    var data = this._data.font;\n\n    if (!data)\n    {\n        return '';\n    }\n\n    var re = /\\r\\n|\\n\\r|\\n|\\r/g;\n    var lines = text.replace(re, \"\\n\").split(\"\\n\");\n\n    for (var i = 0; i < lines.length; i++)\n    {\n        var output = '';\n        var line = lines[i];\n\n        for (var c = 0; c < line.length; c++)\n        {\n            if (data.chars[line.charCodeAt(c)])\n            {\n                output = output.concat(line[c]);\n            }\n            else\n            {\n                output = output.concat(replace);\n            }\n        }\n\n        lines[i] = output;\n    }\n\n    return lines.join(\"\\n\");\n\n};\n\n/**\n* Renders text and updates it when needed.\n*\n* @method Phaser.BitmapText.prototype.updateText\n* @private\n*/\nPhaser.BitmapText.prototype.updateText = function () {\n\n    var data = this._data.font;\n\n    if (!data)\n    {\n        return;\n    }\n\n    var text = this.text;\n    var scale = this._fontSize / data.size;\n    var lines = [];\n\n    var y = 0;\n\n    this.textWidth = 0;\n\n    do\n    {\n        var line = this.scanLine(data, scale, text);\n\n        line.y = y;\n\n        lines.push(line);\n\n        if (line.width > this.textWidth)\n        {\n            this.textWidth = line.width;\n        }\n\n        y += (data.lineHeight * scale);\n\n        text = text.substr(line.text.length + 1);\n        \n    } while (line.end === false);\n\n    this.textHeight = y;\n\n    var t = 0;\n    var align = 0;\n    var ax = this.textWidth * this.anchor.x;\n    var ay = this.textHeight * this.anchor.y;\n\n    for (var i = 0; i < lines.length; i++)\n    {\n        var line = lines[i];\n\n        if (this._align === 'right')\n        {\n            align = this.textWidth - line.width;\n        }\n        else if (this._align === 'center')\n        {\n            align = (this.textWidth - line.width) / 2;\n        }\n\n        for (var c = 0; c < line.text.length; c++)\n        {\n            var charCode = line.text.charCodeAt(c);\n            var charData = data.chars[charCode];\n\n            if (charData === undefined)\n            {\n                charCode = 32;\n                charData = data.chars[charCode];\n            }\n\n            var g = this._glyphs[t];\n\n            if (g)\n            {\n                //  Sprite already exists in the glyphs pool, so we'll reuse it for this letter\n                g.texture = charData.texture;\n            }\n            else\n            {\n                //  We need a new sprite as the pool is empty or exhausted\n                g = new PIXI.Sprite(charData.texture);\n                g.name = line.text[c];\n                this._glyphs.push(g);\n            }\n\n            g.position.x = (line.chars[c] + align) - ax;\n            g.position.y = (line.y + (charData.yOffset * scale)) - ay;\n\n            g.scale.set(scale);\n            g.tint = this.tint;\n            g.texture.requiresReTint = true;\n\n            if (!g.parent)\n            {\n                this.addChild(g);\n            }\n\n            t++;\n        }\n    }\n\n    //  Remove unnecessary children\n    //  This moves them from the display list (children array) but retains them in the _glyphs pool\n    for (i = t; i < this._glyphs.length; i++)\n    {\n        this.removeChild(this._glyphs[i]);\n    }\n\n};\n\n/**\n* If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of\n* Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they\n* still take up memory while sat in the glyphs pool waiting to be re-used in the future.\n*\n* If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool \n* by calling this method.\n*\n* Calling this doesn't prevent you from increasing the length of the text again in the future.\n*\n* @method Phaser.BitmapText.prototype.purgeGlyphs\n* @return {integer} The amount of glyphs removed from the pool.\n*/\nPhaser.BitmapText.prototype.purgeGlyphs = function () {\n\n    var len = this._glyphs.length;\n    var kept = [];\n\n    for (var i = 0; i < this._glyphs.length; i++)\n    {\n        if (this._glyphs[i].parent !== this)\n        {\n            this._glyphs[i].destroy();\n        }\n        else\n        {\n            kept.push(this._glyphs[i]);\n        }\n    }\n\n    this._glyphs = [];\n    this._glyphs = kept;\n\n    this.updateText();\n\n    return len - kept.length;\n\n};\n\n/**\n* Updates the transform of this object.\n*\n* @method Phaser.BitmapText.prototype.updateTransform\n* @private\n*/\nPhaser.BitmapText.prototype.updateTransform = function () {\n\n    if (this.dirty || !this.anchor.equals(this._prevAnchor))\n    {\n        this.updateText();\n        this.dirty = false;\n        this._prevAnchor.copyFrom(this.anchor);\n    }\n\n    PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);\n\n};\n\n/**\n* @name Phaser.BitmapText#align\n* @property {string} align - Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.\n*/\nObject.defineProperty(Phaser.BitmapText.prototype, 'align', {\n\n    get: function() {\n        return this._align;\n    },\n\n    set: function(value) {\n\n        if (value !== this._align && (value === 'left' || value === 'center' || value === 'right'))\n        {\n            this._align = value;\n            this.updateText();\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.BitmapText#tint\n* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)\n*/\nObject.defineProperty(Phaser.BitmapText.prototype, 'tint', {\n\n    get: function() {\n        return this._tint;\n    },\n\n    set: function(value) {\n\n        if (value !== this._tint)\n        {\n            this._tint = value;\n            this.updateText();\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.BitmapText#font\n* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.\n*/\nObject.defineProperty(Phaser.BitmapText.prototype, 'font', {\n\n    get: function() {\n        return this._font;\n    },\n\n    set: function(value) {\n\n        if (value !== this._font)\n        {\n            this._font = value.trim();\n            this._data = this.game.cache.getBitmapFont(this._font);\n            this.updateText();\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.BitmapText#fontSize\n* @property {number} fontSize - The size of the font in pixels.\n*/\nObject.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {\n\n    get: function() {\n        return this._fontSize;\n    },\n\n    set: function(value) {\n\n        value = parseInt(value, 10);\n\n        if (value !== this._fontSize && value > 0)\n        {\n            this._fontSize = value;\n            this.updateText();\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.BitmapText#text\n* @property {string} text - The text to be displayed by this BitmapText object.\n*/\nObject.defineProperty(Phaser.BitmapText.prototype, 'text', {\n\n    get: function() {\n        return this._text;\n    },\n\n    set: function(value) {\n\n        if (value !== this._text)\n        {\n            this._text = value.toString() || '';\n            this.updateText();\n        }\n\n    }\n\n});\n\n/**\n* The maximum display width of this BitmapText in pixels.\n* \n* If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped \n* based on the last whitespace character found in the line.\n* \n* If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.\n* \n* Disable maxWidth by setting the value to 0.\n* \n* @name Phaser.BitmapText#maxWidth\n* @property {number} maxWidth - The maximum width of this BitmapText in pixels.\n*/\nObject.defineProperty(Phaser.BitmapText.prototype, 'maxWidth', {\n\n    get: function() {\n\n        return this._maxWidth;\n\n    },\n\n    set: function(value) {\n\n        if (value !== this._maxWidth)\n        {\n            this._maxWidth = value;\n            this.updateText();\n        }\n\n    }\n\n});\n\n/**\n* Enable or disable texture smoothing for this BitmapText.\n*\n* The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.\n* \n* Smoothing is enabled by default.\n* \n* @name Phaser.BitmapText#smoothed\n* @property {boolean} smoothed\n*/\nObject.defineProperty(Phaser.BitmapText.prototype, 'smoothed', {\n\n    get: function() {\n\n        return !this._data.base.scaleMode;\n\n    },\n\n    set: function(value) {\n\n        if (value)\n        {\n            this._data.base.scaleMode = 0;\n        }\n        else\n        {\n            this._data.base.scaleMode = 1;\n        }\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Retro Font is similar to a BitmapFont, in that it uses a texture to render the text. However unlike a BitmapFont every character in a RetroFont\n* is the same size. This makes it similar to a sprite sheet. You typically find font sheets like this from old 8/16-bit games and demos.\n* \n* @class Phaser.RetroFont\n* @extends Phaser.RenderTexture\n* @constructor\n* @param {Phaser.Game} game - Current game instance.\n* @param {string} key - The font set graphic set as stored in the Game.Cache.\n* @param {number} characterWidth - The width of each character in the font set.\n* @param {number} characterHeight - The height of each character in the font set.\n* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.\n* @param {number} [charsPerRow] - The number of characters per row in the font set. If not given charsPerRow will be the image width / characterWidth.\n* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.\n* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.\n* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.\n* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.\n*/\nPhaser.RetroFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {\n\n    if (!game.cache.checkImageKey(key))\n    {\n        return false;\n    }\n\n    if (charsPerRow === undefined || charsPerRow === null)\n    {\n        charsPerRow = game.cache.getImage(key).width / characterWidth;\n    }\n\n    /**\n    * @property {number} characterWidth - The width of each character in the font set.\n    */\n    this.characterWidth = characterWidth;\n\n    /**\n    * @property {number} characterHeight - The height of each character in the font set.\n    */\n    this.characterHeight = characterHeight;\n\n    /**\n    * @property {number} characterSpacingX - If the characters in the font set have horizontal spacing between them set the required amount here.\n    */\n    this.characterSpacingX = xSpacing || 0;\n\n    /**\n    * @property {number} characterSpacingY - If the characters in the font set have vertical spacing between them set the required amount here.\n    */\n    this.characterSpacingY = ySpacing || 0;\n\n    /**\n    * @property {number} characterPerRow - The number of characters per row in the font set.\n    */\n    this.characterPerRow = charsPerRow;\n\n    /**\n    * @property {number} offsetX - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.\n    * @readonly\n    */\n    this.offsetX = xOffset || 0;\n\n    /**\n    * @property {number} offsetY - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.\n    * @readonly\n    */\n    this.offsetY = yOffset || 0;\n\n    /**\n    * @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.\n    */\n    this.align = \"left\";\n\n    /**\n    * @property {boolean} multiLine - If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default)\n    * @default\n    */\n    this.multiLine = false;\n\n    /**\n    * @property {boolean} autoUpperCase - Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true.\n    * @default\n    */\n    this.autoUpperCase = true;\n\n    /**\n    * @property {number} customSpacingX - Adds horizontal spacing between each character of the font, in pixels.\n    * @default\n    */\n    this.customSpacingX = 0;\n\n    /**\n    * @property {number} customSpacingY - Adds vertical spacing between each line of multi-line text, set in pixels.\n    * @default\n    */\n    this.customSpacingY = 0;\n\n    /**\n    * If you need this RetroFont image to have a fixed width you can set the width in this value.\n    * If text is wider than the width specified it will be cropped off.\n    * @property {number} fixedWidth\n    */\n    this.fixedWidth = 0;\n\n    /**\n    * @property {Image} fontSet - A reference to the image stored in the Game.Cache that contains the font.\n    */\n    this.fontSet = game.cache.getImage(key);\n\n    /**\n    * @property {string} _text - The text of the font image.\n    * @private\n    */\n    this._text = '';\n\n    /**\n    * @property {array} grabData - An array of rects for faster character pasting.\n    * @private\n    */\n    this.grabData = [];\n\n    /**\n    * @property {Phaser.FrameData} frameData - The FrameData representing this Retro Font.\n    */\n    this.frameData = new Phaser.FrameData();\n\n    //  Now generate our rects for faster copying later on\n    var currentX = this.offsetX;\n    var currentY = this.offsetY;\n    var r = 0;\n\n    for (var c = 0; c < chars.length; c++)\n    {\n        var frame = this.frameData.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight));\n\n        this.grabData[chars.charCodeAt(c)] = frame.index;\n\n        r++;\n\n        if (r === this.characterPerRow)\n        {\n            r = 0;\n            currentX = this.offsetX;\n            currentY += this.characterHeight + this.characterSpacingY;\n        }\n        else\n        {\n            currentX += this.characterWidth + this.characterSpacingX;\n        }\n    }\n\n    game.cache.updateFrameData(key, this.frameData);\n\n    /**\n    * @property {Phaser.Image} stamp - The image that is stamped to the RenderTexture for each character in the font.\n    * @readonly\n    */\n    this.stamp = new Phaser.Image(game, 0, 0, key, 0);\n\n    Phaser.RenderTexture.call(this, game, 100, 100, '', Phaser.scaleModes.NEAREST);\n\n    /**\n    * @property {number} type - Base Phaser object type.\n    */\n    this.type = Phaser.RETROFONT;\n\n};\n\nPhaser.RetroFont.prototype = Object.create(Phaser.RenderTexture.prototype);\nPhaser.RetroFont.prototype.constructor = Phaser.RetroFont;\n\n/**\n* Align each line of multi-line text to the left.\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.ALIGN_LEFT = \"left\";\n\n/**\n* Align each line of multi-line text to the right.\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.ALIGN_RIGHT = \"right\";\n\n/**\n* Align each line of multi-line text in the center.\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.ALIGN_CENTER = \"center\";\n\n/**\n* Text Set 1 =  !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET1 = \" !\\\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\\\]^_`abcdefghijklmnopqrstuvwxyz{|}~\";\n\n/**\n* Text Set 2 =  !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET2 = \" !\\\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\";\n\n/**\n* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 \n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET3 = \"ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 \";\n\n/**\n* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET4 = \"ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789\";\n\n/**\n* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET5 = \"ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789\";\n\n/**\n* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' \n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET6 = \"ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\\\"(),-.' \";\n\n/**\n* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET7 = \"AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\\\")28FLRX-'39\";\n\n/**\n* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET8 = \"0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ\";\n\n/**\n* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET9 = \"ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\\\"?!\";\n\n/**\n* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET10 = \"ABCDEFGHIJKLMNOPQRSTUVWXYZ\";\n\n/**\n* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789\n* @constant\n* @type {string}\n*/\nPhaser.RetroFont.TEXT_SET11 = \"ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\\\"-+!?()':;0123456789\";\n\n/**\n* If you need this RetroFont to have a fixed width and custom alignment you can set the width here.\n* If text is wider than the width specified it will be cropped off.\n*\n* @method Phaser.RetroFont#setFixedWidth\n* @memberof Phaser.RetroFont\n* @param {number} width - Width in pixels of this RetroFont. Set to zero to disable and re-enable automatic resizing.\n* @param {string} [lineAlignment='left'] - Align the text within this width. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.\n*/\nPhaser.RetroFont.prototype.setFixedWidth = function (width, lineAlignment) {\n\n    if (lineAlignment === undefined) { lineAlignment = 'left'; }\n\n    this.fixedWidth = width;\n    this.align = lineAlignment;\n\n};\n\n/**\n* A helper function that quickly sets lots of variables at once, and then updates the text.\n*\n* @method Phaser.RetroFont#setText\n* @memberof Phaser.RetroFont\n* @param {string} content - The text of this sprite.\n* @param {boolean} [multiLine=false] - Set to true if you want to support carriage-returns in the text and create a multi-line sprite instead of a single line.\n* @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels.\n* @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels.\n* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to RetroFont.ALIGN_LEFT, RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.\n* @param {boolean} [allowLowerCase=false] - Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true.\n*/\nPhaser.RetroFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {\n\n    this.multiLine = multiLine || false;\n    this.customSpacingX = characterSpacing || 0;\n    this.customSpacingY = lineSpacing || 0;\n    this.align = lineAlignment || 'left';\n\n    if (allowLowerCase)\n    {\n        this.autoUpperCase = false;\n    }\n    else\n    {\n        this.autoUpperCase = true;\n    }\n\n    if (content.length > 0)\n    {\n        this.text = content;\n    }\n\n};\n\n/**\n* Updates the texture with the new text.\n*\n* @method Phaser.RetroFont#buildRetroFontText\n* @memberof Phaser.RetroFont\n*/\nPhaser.RetroFont.prototype.buildRetroFontText = function () {\n\n    var cx = 0;\n    var cy = 0;\n\n    //  Clears the textureBuffer\n    this.clear();\n\n    if (this.multiLine)\n    {\n        var lines = this._text.split(\"\\n\");\n\n        if (this.fixedWidth > 0)\n        {\n            this.resize(this.fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);\n        }\n        else\n        {\n            this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);\n        }\n\n        //  Loop through each line of text\n        for (var i = 0; i < lines.length; i++)\n        {\n            //  Phaser.RetroFont.ALIGN_LEFT\n            cx = 0;\n\n            //  This line of text is held in lines[i] - need to work out the alignment\n            if (this.align === Phaser.RetroFont.ALIGN_RIGHT)\n            {\n                cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));\n            }\n            else if (this.align === Phaser.RetroFont.ALIGN_CENTER)\n            {\n                cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);\n                cx += this.customSpacingX / 2;\n            }\n\n            //  Sanity checks\n            if (cx < 0)\n            {\n                cx = 0;\n            }\n\n            this.pasteLine(lines[i], cx, cy, this.customSpacingX);\n\n            cy += this.characterHeight + this.customSpacingY;\n        }\n    }\n    else\n    {\n        if (this.fixedWidth > 0)\n        {\n            this.resize(this.fixedWidth, this.characterHeight, true);\n        }\n        else\n        {\n            this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight, true);\n        }\n\n        //  Phaser.RetroFont.ALIGN_LEFT\n        cx = 0;\n\n        if (this.align === Phaser.RetroFont.ALIGN_RIGHT)\n        {\n            cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));\n        }\n        else if (this.align === Phaser.RetroFont.ALIGN_CENTER)\n        {\n            cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);\n            cx += this.customSpacingX / 2;\n        }\n\n        //  Sanity checks\n        if (cx < 0)\n        {\n            cx = 0;\n        }\n\n        this.pasteLine(this._text, cx, 0, this.customSpacingX);\n    }\n\n    this.requiresReTint = true;\n\n};\n\n/**\n* Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates.\n* Used by getLine and getMultiLine\n*\n* @method Phaser.RetroFont#pasteLine\n* @memberof Phaser.RetroFont\n* @param {string} line - The single line of text to paste.\n* @param {number} x - The x coordinate.\n* @param {number} y - The y coordinate.\n* @param {number} customSpacingX - Custom X spacing.\n*/\nPhaser.RetroFont.prototype.pasteLine = function (line, x, y, customSpacingX) {\n\n    for (var c = 0; c < line.length; c++)\n    {\n        //  If it's a space then there is no point copying, so leave a blank space\n        if (line.charAt(c) === \" \")\n        {\n            x += this.characterWidth + customSpacingX;\n        }\n        else\n        {\n            //  If the character doesn't exist in the font then we don't want a blank space, we just want to skip it\n            if (this.grabData[line.charCodeAt(c)] >= 0)\n            {\n                this.stamp.frame = this.grabData[line.charCodeAt(c)];\n                this.renderXY(this.stamp, x, y, false);\n\n                x += this.characterWidth + customSpacingX;\n\n                if (x > this.width)\n                {\n                    break;\n                }\n            }\n        }\n    }\n};\n\n/**\n* Works out the longest line of text in _text and returns its length\n*\n* @method Phaser.RetroFont#getLongestLine\n* @memberof Phaser.RetroFont\n* @return {number} The length of the longest line of text.\n*/\nPhaser.RetroFont.prototype.getLongestLine = function () {\n\n    var longestLine = 0;\n\n    if (this._text.length > 0)\n    {\n        var lines = this._text.split(\"\\n\");\n\n        for (var i = 0; i < lines.length; i++)\n        {\n            if (lines[i].length > longestLine)\n            {\n                longestLine = lines[i].length;\n            }\n        }\n    }\n\n    return longestLine;\n};\n\n/**\n* Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.\n*\n* @method Phaser.RetroFont#removeUnsupportedCharacters\n* @memberof Phaser.RetroFont\n* @protected\n* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?\n* @return {string}  A clean version of the string.\n*/\nPhaser.RetroFont.prototype.removeUnsupportedCharacters = function (stripCR) {\n\n    var newString = \"\";\n\n    for (var c = 0; c < this._text.length; c++)\n    {\n        var aChar = this._text[c];\n        var code = aChar.charCodeAt(0);\n\n        if (this.grabData[code] >= 0 || (!stripCR && aChar === \"\\n\"))\n        {\n            newString = newString.concat(aChar);\n        }\n    }\n\n    return newString;\n\n};\n\n/**\n* Updates the x and/or y offset that the font is rendered from. This updates all of the texture frames, so be careful how often it is called.\n* Note that the values given for the x and y properties are either ADDED to or SUBTRACTED from (if negative) the existing offsetX/Y values of the characters.\n* So if the current offsetY is 8 and you want it to start rendering from y16 you would call updateOffset(0, 8) to add 8 to the current y offset.\n*\n* @method Phaser.RetroFont#updateOffset\n* @memberof Phaser.RetroFont\n* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.\n* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.\n*/\nPhaser.RetroFont.prototype.updateOffset = function (x, y) {\n\n    if (this.offsetX === x && this.offsetY === y)\n    {\n        return;\n    }\n\n    var diffX = x - this.offsetX;\n    var diffY = y - this.offsetY;\n\n    var frames = this.game.cache.getFrameData(this.stamp.key).getFrames();\n    var i = frames.length;\n\n    while (i--)\n    {\n        frames[i].x += diffX;\n        frames[i].y += diffY;\n    }\n\n    this.buildRetroFontText();\n\n};\n\n/**\n* @name Phaser.RetroFont#text\n* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.\n*/\nObject.defineProperty(Phaser.RetroFont.prototype, \"text\", {\n\n    get: function () {\n\n        return this._text;\n\n    },\n\n    set: function (value) {\n\n        var newText;\n\n        if (this.autoUpperCase)\n        {\n            newText = value.toUpperCase();\n        }\n        else\n        {\n            newText = value;\n        }\n\n        if (newText !== this._text)\n        {\n            this._text = newText;\n\n            this.removeUnsupportedCharacters(this.multiLine);\n\n            this.buildRetroFontText();\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.RetroFont#smoothed\n* @property {boolean} smoothed - Sets if the stamp is smoothed or not.\n*/\nObject.defineProperty(Phaser.RetroFont.prototype, \"smoothed\", {\n\n    get: function () {\n\n        return this.stamp.smoothed;\n\n    },\n\n    set: function (value) {\n\n        this.stamp.smoothed = value;\n        this.buildRetroFontText();\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd, Richard Davey\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Rope is a Sprite that has a repeating texture.\n* \n* The texture will automatically wrap on the edges as it moves.\n* \n* Please note that Ropes cannot have an input handler.\n*\n* @class Phaser.Rope\n* @constructor\n* @extends PIXI.Rope\n* @extends Phaser.Component.Core\n* @extends Phaser.Component.Angle\n* @extends Phaser.Component.Animation\n* @extends Phaser.Component.AutoCull\n* @extends Phaser.Component.Bounds\n* @extends Phaser.Component.BringToTop\n* @extends Phaser.Component.Crop\n* @extends Phaser.Component.Delta\n* @extends Phaser.Component.Destroy\n* @extends Phaser.Component.FixedToCamera\n* @extends Phaser.Component.InWorld\n* @extends Phaser.Component.LifeSpan\n* @extends Phaser.Component.LoadTexture\n* @extends Phaser.Component.Overlap\n* @extends Phaser.Component.PhysicsBody\n* @extends Phaser.Component.Reset\n* @extends Phaser.Component.ScaleMinMax\n* @extends Phaser.Component.Smoothed\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number} x - The x coordinate (in world space) to position the Rope at.\n* @param {number} y - The y coordinate (in world space) to position the Rope at.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.\n* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n* @param {Array} points - An array of {Phaser.Point}.\n*/\nPhaser.Rope = function (game, x, y, key, frame, points) {\n\n    this.points = [];\n    this.points = points;\n    this._hasUpdateAnimation = false;\n    this._updateAnimationCallback = null;\n    x = x || 0;\n    y = y || 0;\n    key = key || null;\n    frame = frame || null;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.ROPE;\n\n    PIXI.Rope.call(this, Phaser.Cache.DEFAULT, this.points);\n\n    Phaser.Component.Core.init.call(this, game, x, y, key, frame);\n\n};\n\nPhaser.Rope.prototype = Object.create(PIXI.Rope.prototype);\nPhaser.Rope.prototype.constructor = Phaser.Rope;\n\nPhaser.Component.Core.install.call(Phaser.Rope.prototype, [\n    'Angle',\n    'Animation',\n    'AutoCull',\n    'Bounds',\n    'BringToTop',\n    'Crop',\n    'Delta',\n    'Destroy',\n    'FixedToCamera',\n    'InWorld',\n    'LifeSpan',\n    'LoadTexture',\n    'Overlap',\n    'PhysicsBody',\n    'Reset',\n    'ScaleMinMax',\n    'Smoothed'\n]);\n\nPhaser.Rope.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;\nPhaser.Rope.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;\nPhaser.Rope.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;\nPhaser.Rope.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;\n\n/**\n* Automatically called by World.preUpdate.\n*\n* @method Phaser.Rope#preUpdate\n* @memberof Phaser.Rope\n*/\nPhaser.Rope.prototype.preUpdate = function() {\n\n    if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())\n    {\n        return false;\n    }\n\n    return this.preUpdateCore();\n\n};\n\n/**\n* Override and use this function in your own custom objects to handle any update requirements you may have.\n*\n* @method Phaser.Rope#update\n* @memberof Phaser.Rope\n*/\nPhaser.Rope.prototype.update = function() {\n\n    if (this._hasUpdateAnimation)\n    {\n        this.updateAnimation.call(this);\n    }\n\n};\n\n/**\n* Resets the Rope. This places the Rope at the given x/y world coordinates and then\n* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.\n* If the Rope has a physics body that too is reset.\n*\n* @method Phaser.Rope#reset\n* @memberof Phaser.Rope\n* @param {number} x - The x coordinate (in world space) to position the Sprite at.\n* @param {number} y - The y coordinate (in world space) to position the Sprite at.\n* @return {Phaser.Rope} This instance.\n*/\nPhaser.Rope.prototype.reset = function(x, y) {\n\n    Phaser.Component.Reset.prototype.reset.call(this, x, y);\n\n    return this;\n\n};\n\n/**\n* A Rope will call its updateAnimation function on each update loop if it has one.\n*\n* @name Phaser.Rope#updateAnimation\n* @property {function} updateAnimation - Set to a function if you'd like the rope to animate during the update phase. Set to false or null to remove it.\n*/\nObject.defineProperty(Phaser.Rope.prototype, \"updateAnimation\", {\n\n    get: function () {\n\n        return this._updateAnimation;\n\n    },\n\n    set: function (value) {\n\n        if (value && typeof value === 'function')\n        {\n            this._hasUpdateAnimation = true;\n            this._updateAnimation = value;\n        }\n        else\n        {\n            this._hasUpdateAnimation = false;\n            this._updateAnimation = null;\n        }\n\n    }\n\n});\n\n/**\n* The segments that make up the rope body as an array of Phaser.Rectangles\n*\n* @name Phaser.Rope#segments\n* @property {Phaser.Rectangles[]} updateAnimation - Returns an array of Phaser.Rectangles that represent the segments of the given rope\n*/\nObject.defineProperty(Phaser.Rope.prototype, \"segments\", {\n\n    get: function() {\n\n        var segments = [];\n        var index, x1, y1, x2, y2, width, height, rect;\n\n        for (var i = 0; i < this.points.length; i++)\n        {\n            index = i * 4;\n\n            x1 = this.vertices[index] * this.scale.x;\n            y1 = this.vertices[index + 1] * this.scale.y;\n            x2 = this.vertices[index + 4] * this.scale.x;\n            y2 = this.vertices[index + 3] * this.scale.y;\n\n            width = Phaser.Math.difference(x1, x2);\n            height = Phaser.Math.difference(y1, y2);\n\n            x1 += this.world.x;\n            y1 += this.world.y;\n            rect = new Phaser.Rectangle(x1, y1, width, height);\n            segments.push(rect);\n        }\n\n        return segments;\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled independently of the TileSprite itself.\n* Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source.\n* \n* TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites.\n*\n* You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background\n* that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the `tilePosition`\n* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will \n* consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to\n* adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.\n*\n* An important note about texture dimensions:\n*\n* When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be\n* a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etc pixels width by height). If the texture isn't a power of two\n* it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and\n* bottom of your frame. To avoid this ensure your textures are perfect powers of two.\n* \n* TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However\n* if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive\n* additional padding to enforce it to be so.\n*\n* @class Phaser.TileSprite\n* @constructor\n* @extends PIXI.TilingSprite\n* @extends Phaser.Component.Core\n* @extends Phaser.Component.Angle\n* @extends Phaser.Component.Animation\n* @extends Phaser.Component.AutoCull\n* @extends Phaser.Component.Bounds\n* @extends Phaser.Component.BringToTop\n* @extends Phaser.Component.Destroy\n* @extends Phaser.Component.FixedToCamera\n* @extends Phaser.Component.Health\n* @extends Phaser.Component.InCamera\n* @extends Phaser.Component.InputEnabled\n* @extends Phaser.Component.InWorld\n* @extends Phaser.Component.LifeSpan\n* @extends Phaser.Component.LoadTexture\n* @extends Phaser.Component.Overlap\n* @extends Phaser.Component.PhysicsBody\n* @extends Phaser.Component.Reset\n* @extends Phaser.Component.Smoothed\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number} x - The x coordinate (in world space) to position the TileSprite at.\n* @param {number} y - The y coordinate (in world space) to position the TileSprite at.\n* @param {number} width - The width of the TileSprite.\n* @param {number} height - The height of the TileSprite.\n* @param {string|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.\n* @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n*/\nPhaser.TileSprite = function (game, x, y, width, height, key, frame) {\n\n    x = x || 0;\n    y = y || 0;\n    width = width || 256;\n    height = height || 256;\n    key = key || null;\n    frame = frame || null;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @readonly\n    */\n    this.type = Phaser.TILESPRITE;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.SPRITE;\n\n    /**\n    * @property {Phaser.Point} _scroll - Internal cache var.\n    * @private\n    */\n    this._scroll = new Phaser.Point();\n\n    var def = game.cache.getImage('__default', true);\n\n    PIXI.TilingSprite.call(this, new PIXI.Texture(def.base), width, height);\n\n    Phaser.Component.Core.init.call(this, game, x, y, key, frame);\n\n};\n\nPhaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);\nPhaser.TileSprite.prototype.constructor = Phaser.TileSprite;\n\nPhaser.Component.Core.install.call(Phaser.TileSprite.prototype, [\n    'Angle',\n    'Animation',\n    'AutoCull',\n    'Bounds',\n    'BringToTop',\n    'Destroy',\n    'FixedToCamera',\n    'Health',\n    'InCamera',\n    'InputEnabled',\n    'InWorld',\n    'LifeSpan',\n    'LoadTexture',\n    'Overlap',\n    'PhysicsBody',\n    'Reset',\n    'Smoothed'\n]);\n\nPhaser.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;\nPhaser.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;\nPhaser.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;\nPhaser.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;\n\n/**\n* Automatically called by World.preUpdate.\n*\n* @method Phaser.TileSprite#preUpdate\n* @memberof Phaser.TileSprite\n*/\nPhaser.TileSprite.prototype.preUpdate = function() {\n\n    if (this._scroll.x !== 0)\n    {\n        this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;\n    }\n\n    if (this._scroll.y !== 0)\n    {\n        this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;\n    }\n\n    if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())\n    {\n        return false;\n    }\n\n    return this.preUpdateCore();\n\n};\n\n/**\n* Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().\n* The scroll speed is specified in pixels per second.\n* A negative x value will scroll to the left. A positive x value will scroll to the right.\n* A negative y value will scroll up. A positive y value will scroll down.\n*\n* @method Phaser.TileSprite#autoScroll\n* @memberof Phaser.TileSprite\n* @param {number} x - Horizontal scroll speed in pixels per second.\n* @param {number} y - Vertical scroll speed in pixels per second.\n*/\nPhaser.TileSprite.prototype.autoScroll = function(x, y) {\n\n    this._scroll.set(x, y);\n\n};\n\n/**\n* Stops an automatically scrolling TileSprite.\n*\n* @method Phaser.TileSprite#stopScroll\n* @memberof Phaser.TileSprite\n*/\nPhaser.TileSprite.prototype.stopScroll = function() {\n\n    this._scroll.set(0, 0);\n\n};\n\n/**\n* Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present\n* and nulls its reference to game, freeing it up for garbage collection.\n*\n* @method Phaser.TileSprite#destroy\n* @memberof Phaser.TileSprite\n* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?\n*/\nPhaser.TileSprite.prototype.destroy = function(destroyChildren) {\n\n    Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);\n\n    PIXI.TilingSprite.prototype.destroy.call(this);\n\n};\n\n/**\n* Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then\n* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.\n* If the TileSprite has a physics body that too is reset.\n*\n* @method Phaser.TileSprite#reset\n* @memberof Phaser.TileSprite\n* @param {number} x - The x coordinate (in world space) to position the Sprite at.\n* @param {number} y - The y coordinate (in world space) to position the Sprite at.\n* @return {Phaser.TileSprite} This instance.\n*/\nPhaser.TileSprite.prototype.reset = function(x, y) {\n\n    Phaser.Component.Reset.prototype.reset.call(this, x, y);\n\n    this.tilePosition.x = 0;\n    this.tilePosition.y = 0;\n\n    return this;\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* @classdesc\n* Detects device support capabilities and is responsible for device initialization - see {@link Phaser.Device.whenReady whenReady}.\n*\n* This class represents a singleton object that can be accessed directly as `game.device`\n* (or, as a fallback, `Phaser.Device` when a game instance is not available) without the need to instantiate it.\n*\n* Unless otherwise noted the device capabilities are only guaranteed after initialization. Initialization\n* occurs automatically and is guaranteed complete before {@link Phaser.Game} begins its \"boot\" phase.\n* Feature detection can be modified in the {@link Phaser.Device.onInitialized onInitialized} signal.\n*\n* When checking features using the exposed properties only the *truth-iness* of the value should be relied upon\n* unless the documentation states otherwise: properties may return `false`, `''`, `null`, or even `undefined`\n* when indicating the lack of a feature.\n*\n* Uses elements from System.js by MrDoob and Modernizr\n*\n* @description\n* It is not possible to instantiate the Device class manually.\n*\n* @class\n* @protected\n*/\nPhaser.Device = function () {\n\n    /**\n    * The time the device became ready.\n    * @property {integer} deviceReadyAt\n    * @protected\n    */\n    this.deviceReadyAt = 0;\n\n    /**\n    * The time as which initialization has completed.\n    * @property {boolean} initialized\n    * @protected\n    */\n    this.initialized = false;\n\n    //  Browser / Host / Operating System\n\n    /**\n    * @property {boolean} desktop - Is running on a desktop?\n    * @default\n    */\n    this.desktop = false;\n\n    /**\n    * @property {boolean} iOS - Is running on iOS?\n    * @default\n    */\n    this.iOS = false;\n\n    /**\n    * @property {number} iOSVersion - If running in iOS this will contain the major version number.\n    * @default\n    */\n    this.iOSVersion = 0;\n\n    /**\n    * @property {boolean} cocoonJS - Is the game running under CocoonJS?\n    * @default\n    */\n    this.cocoonJS = false;\n    \n    /**\n    * @property {boolean} cocoonJSApp - Is this game running with CocoonJS.App?\n    * @default\n    */\n    this.cocoonJSApp = false;\n    \n    /**\n    * @property {boolean} cordova - Is the game running under Apache Cordova?\n    * @default\n    */\n    this.cordova = false;\n    \n    /**\n    * @property {boolean} node - Is the game running under Node.js?\n    * @default\n    */\n    this.node = false;\n    \n    /**\n    * @property {boolean} nodeWebkit - Is the game running under Node-Webkit?\n    * @default\n    */\n    this.nodeWebkit = false;\n    \n    /**\n    * @property {boolean} electron - Is the game running under GitHub Electron?\n    * @default\n    */\n    this.electron = false;\n    \n    /**\n    * @property {boolean} ejecta - Is the game running under Ejecta?\n    * @default\n    */\n    this.ejecta = false;\n\n    /**\n    * @property {boolean} crosswalk - Is the game running under the Intel Crosswalk XDK?\n    * @default\n    */\n    this.crosswalk = false;\n\n    /**\n    * @property {boolean} android - Is running on android?\n    * @default\n    */\n    this.android = false;\n\n    /**\n    * @property {boolean} chromeOS - Is running on chromeOS?\n    * @default\n    */\n    this.chromeOS = false;\n\n    /**\n    * @property {boolean} linux - Is running on linux?\n    * @default\n    */\n    this.linux = false;\n\n    /**\n    * @property {boolean} macOS - Is running on macOS?\n    * @default\n    */\n    this.macOS = false;\n\n    /**\n    * @property {boolean} windows - Is running on windows?\n    * @default\n    */\n    this.windows = false;\n\n    /**\n    * @property {boolean} windowsPhone - Is running on a Windows Phone?\n    * @default\n    */\n    this.windowsPhone = false;\n\n    //  Features\n\n    /**\n    * @property {boolean} canvas - Is canvas available?\n    * @default\n    */\n    this.canvas = false;\n\n    /**\n    * @property {?boolean} canvasBitBltShift - True if canvas supports a 'copy' bitblt onto itself when the source and destination regions overlap.\n    * @default\n    */\n    this.canvasBitBltShift = null;\n\n    /**\n    * @property {boolean} webGL - Is webGL available?\n    * @default\n    */\n    this.webGL = false;\n\n    /**\n    * @property {boolean} file - Is file available?\n    * @default\n    */\n    this.file = false;\n\n    /**\n    * @property {boolean} fileSystem - Is fileSystem available?\n    * @default\n    */\n    this.fileSystem = false;\n\n    /**\n    * @property {boolean} localStorage - Is localStorage available?\n    * @default\n    */\n    this.localStorage = false;\n\n    /**\n    * @property {boolean} worker - Is worker available?\n    * @default\n    */\n    this.worker = false;\n\n    /**\n    * @property {boolean} css3D - Is css3D available?\n    * @default\n    */\n    this.css3D = false;\n\n    /**\n    * @property {boolean} pointerLock - Is Pointer Lock available?\n    * @default\n    */\n    this.pointerLock = false;\n\n    /**\n    * @property {boolean} typedArray - Does the browser support TypedArrays?\n    * @default\n    */\n    this.typedArray = false;\n\n    /**\n    * @property {boolean} vibration - Does the device support the Vibration API?\n    * @default\n    */\n    this.vibration = false;\n\n    /**\n    * @property {boolean} getUserMedia - Does the device support the getUserMedia API?\n    * @default\n    */\n    this.getUserMedia = true;\n\n    /**\n    * @property {boolean} quirksMode - Is the browser running in strict mode (false) or quirks mode? (true)\n    * @default\n    */\n    this.quirksMode = false;\n\n    //  Input\n\n    /**\n    * @property {boolean} touch - Is touch available?\n    * @default\n    */\n    this.touch = false;\n\n    /**\n    * @property {boolean} mspointer - Is mspointer available?\n    * @default\n    */\n    this.mspointer = false;\n\n    /**\n    * @property {?string} wheelType - The newest type of Wheel/Scroll event supported: 'wheel', 'mousewheel', 'DOMMouseScroll'\n    * @default\n    * @protected\n    */\n    this.wheelEvent = null;\n\n    //  Browser\n\n    /**\n    * @property {boolean} arora - Set to true if running in Arora.\n    * @default\n    */\n    this.arora = false;\n\n    /**\n    * @property {boolean} chrome - Set to true if running in Chrome.\n    * @default\n    */\n    this.chrome = false;\n\n    /**\n    * @property {number} chromeVersion - If running in Chrome this will contain the major version number.\n    * @default\n    */\n    this.chromeVersion = 0;\n\n    /**\n    * @property {boolean} epiphany - Set to true if running in Epiphany.\n    * @default\n    */\n    this.epiphany = false;\n\n    /**\n    * @property {boolean} firefox - Set to true if running in Firefox.\n    * @default\n    */\n    this.firefox = false;\n\n    /**\n    * @property {number} firefoxVersion - If running in Firefox this will contain the major version number.\n    * @default\n    */\n    this.firefoxVersion = 0;\n\n    /**\n    * @property {boolean} ie - Set to true if running in Internet Explorer.\n    * @default\n    */\n    this.ie = false;\n\n    /**\n    * @property {number} ieVersion - If running in Internet Explorer this will contain the major version number. Beyond IE10 you should use Device.trident and Device.tridentVersion.\n    * @default\n    */\n    this.ieVersion = 0;\n\n    /**\n    * @property {boolean} trident - Set to true if running a Trident version of Internet Explorer (IE11+)\n    * @default\n    */\n    this.trident = false;\n\n    /**\n    * @property {number} tridentVersion - If running in Internet Explorer 11 this will contain the major version number. See {@link http://msdn.microsoft.com/en-us/library/ie/ms537503(v=vs.85).aspx}\n    * @default\n    */\n    this.tridentVersion = 0;\n\n    /**\n    * @property {boolean} edge - Set to true if running in Microsoft Edge browser.\n    * @default\n    */\n    this.edge = false;\n\n    /**\n    * @property {boolean} mobileSafari - Set to true if running in Mobile Safari.\n    * @default\n    */\n    this.mobileSafari = false;\n\n    /**\n    * @property {boolean} midori - Set to true if running in Midori.\n    * @default\n    */\n    this.midori = false;\n\n    /**\n    * @property {boolean} opera - Set to true if running in Opera.\n    * @default\n    */\n    this.opera = false;\n\n    /**\n    * @property {boolean} safari - Set to true if running in Safari.\n    * @default\n    */\n    this.safari = false;\n\n    /**\n    * @property {number} safariVersion - If running in Safari this will contain the major version number.\n    * @default\n    */\n    this.safariVersion = 0;\n\n    /**\n    * @property {boolean} webApp - Set to true if running as a WebApp, i.e. within a WebView\n    * @default\n    */\n    this.webApp = false;\n\n    /**\n    * @property {boolean} silk - Set to true if running in the Silk browser (as used on the Amazon Kindle)\n    * @default\n    */\n    this.silk = false;\n\n    //  Audio\n\n    /**\n    * @property {boolean} audioData - Are Audio tags available?\n    * @default\n    */\n    this.audioData = false;\n\n    /**\n    * @property {boolean} webAudio - Is the WebAudio API available?\n    * @default\n    */\n    this.webAudio = false;\n\n    /**\n    * @property {boolean} ogg - Can this device play ogg files?\n    * @default\n    */\n    this.ogg = false;\n\n    /**\n    * @property {boolean} opus - Can this device play opus files?\n    * @default\n    */\n    this.opus = false;\n\n    /**\n    * @property {boolean} mp3 - Can this device play mp3 files?\n    * @default\n    */\n    this.mp3 = false;\n\n    /**\n    * @property {boolean} wav - Can this device play wav files?\n    * @default\n    */\n    this.wav = false;\n\n    /**\n    * Can this device play m4a files?\n    * @property {boolean} m4a - True if this device can play m4a files.\n    * @default\n    */\n    this.m4a = false;\n\n    /**\n    * @property {boolean} webm - Can this device play webm files?\n    * @default\n    */\n    this.webm = false;\n\n    /**\n    * @property {boolean} dolby - Can this device play EC-3 Dolby Digital Plus files?\n    * @default\n    */\n    this.dolby = false;\n\n    //  Video\n\n    /**\n    * @property {boolean} oggVideo - Can this device play ogg video files?\n    * @default\n    */\n    this.oggVideo = false;\n\n    /**\n    * @property {boolean} h264Video - Can this device play h264 mp4 video files?\n    * @default\n    */\n    this.h264Video = false;\n\n    /**\n    * @property {boolean} mp4Video - Can this device play h264 mp4 video files?\n    * @default\n    */\n    this.mp4Video = false;\n\n    /**\n    * @property {boolean} webmVideo - Can this device play webm video files?\n    * @default\n    */\n    this.webmVideo = false;\n\n    /**\n    * @property {boolean} vp9Video - Can this device play vp9 video files?\n    * @default\n    */\n    this.vp9Video = false;\n\n    /**\n    * @property {boolean} hlsVideo - Can this device play hls video files?\n    * @default\n    */\n    this.hlsVideo = false;\n\n    //  Device\n\n    /**\n    * @property {boolean} iPhone - Is running on iPhone?\n    * @default\n    */\n    this.iPhone = false;\n\n    /**\n    * @property {boolean} iPhone4 - Is running on iPhone4?\n    * @default\n    */\n    this.iPhone4 = false;\n\n    /**\n    * @property {boolean} iPad - Is running on iPad?\n    * @default\n    */\n    this.iPad = false;\n\n    // Device features\n\n    /**\n    * @property {number} pixelRatio - PixelRatio of the host device?\n    * @default\n    */\n    this.pixelRatio = 0;\n\n    /**\n    * @property {boolean} littleEndian - Is the device big or little endian? (only detected if the browser supports TypedArrays)\n    * @default\n    */\n    this.littleEndian = false;\n\n    /**\n    * @property {boolean} LITTLE_ENDIAN - Same value as `littleEndian`.\n    * @default\n    */\n    this.LITTLE_ENDIAN = false;\n\n    /**\n    * @property {boolean} support32bit - Does the device context support 32bit pixel manipulation using array buffer views?\n    * @default\n    */\n    this.support32bit = false;\n\n    /**\n    * @property {boolean} fullscreen - Does the browser support the Full Screen API?\n    * @default\n    */\n    this.fullscreen = false;\n\n    /**\n    * @property {string} requestFullscreen - If the browser supports the Full Screen API this holds the call you need to use to activate it.\n    * @default\n    */\n    this.requestFullscreen = '';\n\n    /**\n    * @property {string} cancelFullscreen - If the browser supports the Full Screen API this holds the call you need to use to cancel it.\n    * @default\n    */\n    this.cancelFullscreen = '';\n\n    /**\n    * @property {boolean} fullscreenKeyboard - Does the browser support access to the Keyboard during Full Screen mode?\n    * @default\n    */\n    this.fullscreenKeyboard = false;\n\n};\n\n// Device is really a singleton/static entity; instantiate it\n// and add new methods directly sans-prototype.\nPhaser.Device = new Phaser.Device();\n\n/**\n* This signal is dispatched after device initialization occurs but before any of the ready\n* callbacks (see {@link Phaser.Device.whenReady whenReady}) have been invoked.\n*\n* Local \"patching\" for a particular device can/should be done in this event.\n*\n* _Note_: This signal is removed after the device has been readied; if a handler has not been\n* added _before_ `new Phaser.Game(..)` it is probably too late.\n*\n* @type {?Phaser.Signal}\n* @static\n*/\nPhaser.Device.onInitialized = new Phaser.Signal();\n\n/**\n* Add a device-ready handler and ensure the device ready sequence is started.\n*\n* Phaser.Device will _not_ activate or initialize until at least one `whenReady` handler is added,\n* which is normally done automatically be calling `new Phaser.Game(..)`.\n*\n* The handler is invoked when the device is considered \"ready\", which may be immediately\n* if the device is already \"ready\". See {@link Phaser.Device#deviceReadyAt deviceReadyAt}.\n*\n* @method\n* @param {function} handler - Callback to invoke when the device is ready. It is invoked with the given context the Phaser.Device object is supplied as the first argument.\n* @param {object} [context] - Context in which to invoke the handler\n* @param {boolean} [nonPrimer=false] - If true the device ready check will not be started.\n*/\nPhaser.Device.whenReady = function (callback, context, nonPrimer) {\n\n    var readyCheck = this._readyCheck;\n\n    if (this.deviceReadyAt || !readyCheck)\n    {\n        callback.call(context, this);\n    }\n    else if (readyCheck._monitor || nonPrimer)\n    {\n        readyCheck._queue = readyCheck._queue || [];\n        readyCheck._queue.push([callback, context]);\n    }\n    else\n    {\n        readyCheck._monitor = readyCheck.bind(this);\n        readyCheck._queue = readyCheck._queue || [];\n        readyCheck._queue.push([callback, context]);\n        \n        var cordova = typeof window.cordova !== 'undefined';\n        var cocoonJS = navigator['isCocoonJS'];\n\n        if (document.readyState === 'complete' || document.readyState === 'interactive')\n        {\n            // Why is there an additional timeout here?\n            window.setTimeout(readyCheck._monitor, 0);\n        }\n        else if (cordova && !cocoonJS)\n        {\n            // Ref. http://docs.phonegap.com/en/3.5.0/cordova_events_events.md.html#deviceready\n            //  Cordova, but NOT Cocoon?\n            document.addEventListener('deviceready', readyCheck._monitor, false);\n        }\n        else\n        {\n            document.addEventListener('DOMContentLoaded', readyCheck._monitor, false);\n            window.addEventListener('load', readyCheck._monitor, false);\n        }\n    }\n\n};\n\n/**\n* Internal method used for checking when the device is ready.\n* This function is removed from Phaser.Device when the device becomes ready.\n*\n* @method\n* @private\n*/\nPhaser.Device._readyCheck = function () {\n\n    var readyCheck = this._readyCheck;\n\n    if (!document.body)\n    {\n        window.setTimeout(readyCheck._monitor, 20);\n    }\n    else if (!this.deviceReadyAt)\n    {\n        this.deviceReadyAt = Date.now();\n\n        document.removeEventListener('deviceready', readyCheck._monitor);\n        document.removeEventListener('DOMContentLoaded', readyCheck._monitor);\n        window.removeEventListener('load', readyCheck._monitor);\n\n        this._initialize();\n        this.initialized = true;\n\n        this.onInitialized.dispatch(this);\n\n        var item;\n        while ((item = readyCheck._queue.shift()))\n        {\n            var callback = item[0];\n            var context = item[1];\n            callback.call(context, this);\n        }\n\n        // Remove no longer useful methods and properties.\n        this._readyCheck = null;\n        this._initialize = null;\n        this.onInitialized = null;\n    }\n\n};\n\n/**\n* Internal method to initialize the capability checks.\n* This function is removed from Phaser.Device once the device is initialized.\n*\n* @method\n* @private\n*/\nPhaser.Device._initialize = function () {\n\n    var device = this;\n\n    /**\n    * Check which OS is game running on.\n    */\n    function _checkOS () {\n\n        var ua = navigator.userAgent;\n\n        if (/Playstation Vita/.test(ua))\n        {\n            device.vita = true;\n        }\n        else if (/Kindle/.test(ua) || /\\bKF[A-Z][A-Z]+/.test(ua) || /Silk.*Mobile Safari/.test(ua))\n        {\n            device.kindle = true;\n            // This will NOT detect early generations of Kindle Fire, I think there is no reliable way...\n            // E.g. \"Mozilla/5.0 (Macintosh; U; Intel Mac OS X 10_6_3; en-us; Silk/1.1.0-80) AppleWebKit/533.16 (KHTML, like Gecko) Version/5.0 Safari/533.16 Silk-Accelerated=true\"\n        }\n        else if (/Android/.test(ua))\n        {\n            device.android = true;\n        }\n        else if (/CrOS/.test(ua))\n        {\n            device.chromeOS = true;\n        }\n        else if (/iP[ao]d|iPhone/i.test(ua))\n        {\n            device.iOS = true;\n            (navigator.appVersion).match(/OS (\\d+)/);\n            device.iOSVersion = parseInt(RegExp.$1, 10);\n        }\n        else if (/Linux/.test(ua))\n        {\n            device.linux = true;\n        }\n        else if (/Mac OS/.test(ua))\n        {\n            device.macOS = true;\n        }\n        else if (/Windows/.test(ua))\n        {\n            device.windows = true;\n        }\n\n        if (/Windows Phone/i.test(ua) || /IEMobile/i.test(ua))\n        {\n            device.android = false;\n            device.iOS = false;\n            device.macOS = false;\n            device.windows = true;\n            device.windowsPhone = true;\n        }\n\n        var silk = /Silk/.test(ua); // detected in browsers\n\n        if (device.windows || device.macOS || (device.linux && !silk) || device.chromeOS)\n        {\n            device.desktop = true;\n        }\n\n        //  Windows Phone / Table reset\n        if (device.windowsPhone || ((/Windows NT/i.test(ua)) && (/Touch/i.test(ua))))\n        {\n            device.desktop = false;\n        }\n\n    }\n\n    /**\n    * Check HTML5 features of the host environment.\n    */\n    function _checkFeatures () {\n\n        device.canvas = !!window['CanvasRenderingContext2D'] || device.cocoonJS;\n\n        try {\n            device.localStorage = !!localStorage.getItem;\n        } catch (error) {\n            device.localStorage = false;\n        }\n\n        device.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob'];\n        device.fileSystem = !!window['requestFileSystem'];\n\n        device.webGL = ( function () { try { var canvas = document.createElement( 'canvas' ); /*Force screencanvas to false*/ canvas.screencanvas = false; return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )();\n        device.webGL = !!device.webGL;\n\n        device.worker = !!window['Worker'];\n\n        device.pointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;\n\n        device.quirksMode = (document.compatMode === 'CSS1Compat') ? false : true;\n\n        navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia || navigator.oGetUserMedia;\n\n        window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;\n\n        device.getUserMedia = device.getUserMedia && !!navigator.getUserMedia && !!window.URL;\n\n        // Older versions of firefox (< 21) apparently claim support but user media does not actually work\n        if (device.firefox && device.firefoxVersion < 21)\n        {\n            device.getUserMedia = false;\n        }\n\n        // TODO: replace canvasBitBltShift detection with actual feature check\n\n        // Excludes iOS versions as they generally wrap UIWebView (eg. Safari WebKit) and it\n        // is safer to not try and use the fast copy-over method.\n        if (!device.iOS && (device.ie || device.firefox || device.chrome))\n        {\n            device.canvasBitBltShift = true;\n        }\n\n        // Known not to work\n        if (device.safari || device.mobileSafari)\n        {\n            device.canvasBitBltShift = false;\n        }\n\n    }\n\n    /**\n    * Checks/configures various input.\n    */\n    function _checkInput () {\n\n        if ('ontouchstart' in document.documentElement || (window.navigator.maxTouchPoints && window.navigator.maxTouchPoints >= 1))\n        {\n            device.touch = true;\n        }\n\n        if (window.navigator.msPointerEnabled || window.navigator.pointerEnabled)\n        {\n            device.mspointer = true;\n        }\n\n        if (!device.cocoonJS)\n        {\n            // See https://developer.mozilla.org/en-US/docs/Web/Events/wheel\n            if ('onwheel' in window || (device.ie && 'WheelEvent' in window))\n            {\n                // DOM3 Wheel Event: FF 17+, IE 9+, Chrome 31+, Safari 7+\n                device.wheelEvent = 'wheel';\n            }\n            else if ('onmousewheel' in window)\n            {\n                // Non-FF legacy: IE 6-9, Chrome 1-31, Safari 5-7.\n                device.wheelEvent = 'mousewheel';\n            }\n            else if (device.firefox && 'MouseScrollEvent' in window)\n            {\n                // FF prior to 17. This should probably be scrubbed.\n                device.wheelEvent = 'DOMMouseScroll';\n            }\n        }\n\n    }\n\n    /**\n    * Checks for support of the Full Screen API.\n    */\n    function _checkFullScreenSupport () {\n\n        var fs = [\n            'requestFullscreen',\n            'requestFullScreen',\n            'webkitRequestFullscreen',\n            'webkitRequestFullScreen',\n            'msRequestFullscreen',\n            'msRequestFullScreen',\n            'mozRequestFullScreen',\n            'mozRequestFullscreen'\n        ];\n\n        var element = document.createElement('div');\n\n        for (var i = 0; i < fs.length; i++)\n        {\n            if (element[fs[i]])\n            {\n                device.fullscreen = true;\n                device.requestFullscreen = fs[i];\n                break;\n            }\n        }\n\n        var cfs = [\n            'cancelFullScreen',\n            'exitFullscreen',\n            'webkitCancelFullScreen',\n            'webkitExitFullscreen',\n            'msCancelFullScreen',\n            'msExitFullscreen',\n            'mozCancelFullScreen',\n            'mozExitFullscreen'\n        ];\n\n        if (device.fullscreen)\n        {\n            for (var i = 0; i < cfs.length; i++)\n            {\n                if (document[cfs[i]])\n                {\n                    device.cancelFullscreen = cfs[i];\n                    break;\n                }\n            }\n        }\n\n        //  Keyboard Input?\n        if (window['Element'] && Element['ALLOW_KEYBOARD_INPUT'])\n        {\n            device.fullscreenKeyboard = true;\n        }\n\n    }\n\n    /**\n    * Check what browser is game running in.\n    */\n    function _checkBrowser () {\n\n        var ua = navigator.userAgent;\n\n        if (/Arora/.test(ua))\n        {\n            device.arora = true;\n        }\n        else if (/Edge\\/\\d+/.test(ua))\n        {\n            device.edge = true;\n        }\n        else if (/Chrome\\/(\\d+)/.test(ua) && !device.windowsPhone)\n        {\n            device.chrome = true;\n            device.chromeVersion = parseInt(RegExp.$1, 10);\n        }\n        else if (/Epiphany/.test(ua))\n        {\n            device.epiphany = true;\n        }\n        else if (/Firefox\\D+(\\d+)/.test(ua))\n        {\n            device.firefox = true;\n            device.firefoxVersion = parseInt(RegExp.$1, 10);\n        }\n        else if (/AppleWebKit/.test(ua) && device.iOS)\n        {\n            device.mobileSafari = true;\n        }\n        else if (/MSIE (\\d+\\.\\d+);/.test(ua))\n        {\n            device.ie = true;\n            device.ieVersion = parseInt(RegExp.$1, 10);\n        }\n        else if (/Midori/.test(ua))\n        {\n            device.midori = true;\n        }\n        else if (/Opera/.test(ua))\n        {\n            device.opera = true;\n        }\n        else if (/Safari\\/(\\d+)/.test(ua) && !device.windowsPhone)\n        {\n            device.safari = true;\n\n            if (/Version\\/(\\d+)\\./.test(ua))\n            {\n                device.safariVersion = parseInt(RegExp.$1, 10);\n            }\n        }\n        else if (/Trident\\/(\\d+\\.\\d+)(.*)rv:(\\d+\\.\\d+)/.test(ua))\n        {\n            device.ie = true;\n            device.trident = true;\n            device.tridentVersion = parseInt(RegExp.$1, 10);\n            device.ieVersion = parseInt(RegExp.$3, 10);\n        }\n\n        //  Silk gets its own if clause because its ua also contains 'Safari'\n        if (/Silk/.test(ua))\n        {\n            device.silk = true;\n        }\n\n        //  WebApp mode in iOS\n        if (navigator['standalone'])\n        {\n            device.webApp = true;\n        }\n        \n        if (typeof window.cordova !== 'undefined')\n        {\n            device.cordova = true;\n        }\n        \n        if (typeof process !== 'undefined' && typeof require !== 'undefined')\n        {\n            device.node = true;\n        }\n        \n        if (device.node && typeof process.versions === 'object')\n        {\n            device.nodeWebkit = !!process.versions['node-webkit'];\n            \n            device.electron = !!process.versions.electron;\n        }\n        \n        if (navigator['isCocoonJS'])\n        {\n            device.cocoonJS = true;\n        }\n        \n        if (device.cocoonJS)\n        {\n            try {\n                device.cocoonJSApp = (typeof CocoonJS !== 'undefined');\n            }\n            catch(error)\n            {\n                device.cocoonJSApp = false;\n            }\n        }\n\n        if (typeof window.ejecta !== 'undefined')\n        {\n            device.ejecta = true;\n        }\n\n        if (/Crosswalk/.test(ua))\n        {\n            device.crosswalk = true;\n        }\n\n    }\n\n    /**\n    * Check video support.\n    */\n    function _checkVideo () {\n\n        var videoElement = document.createElement(\"video\");\n        var result = false;\n\n        try {\n            if (result = !!videoElement.canPlayType)\n            {\n                if (videoElement.canPlayType('video/ogg; codecs=\"theora\"').replace(/^no$/, ''))\n                {\n                    device.oggVideo = true;\n                }\n\n                if (videoElement.canPlayType('video/mp4; codecs=\"avc1.42E01E\"').replace(/^no$/, ''))\n                {\n                    // Without QuickTime, this value will be `undefined`. github.com/Modernizr/Modernizr/issues/546\n                    device.h264Video = true;\n                    device.mp4Video = true;\n                }\n\n                if (videoElement.canPlayType('video/webm; codecs=\"vp8, vorbis\"').replace(/^no$/, ''))\n                {\n                    device.webmVideo = true;\n                }\n\n                if (videoElement.canPlayType('video/webm; codecs=\"vp9\"').replace(/^no$/, ''))\n                {\n                    device.vp9Video = true;\n                }\n\n                if (videoElement.canPlayType('application/x-mpegURL; codecs=\"avc1.42E01E\"').replace(/^no$/, ''))\n                {\n                    device.hlsVideo = true;\n                }\n            }\n        } catch (e) {}\n    }\n\n    /**\n    * Check audio support.\n    */\n    function _checkAudio () {\n\n        device.audioData = !!(window['Audio']);\n        device.webAudio = !!(window['AudioContext'] || window['webkitAudioContext']);\n        var audioElement = document.createElement('audio');\n        var result = false;\n\n        try {\n            if (result = !!audioElement.canPlayType)\n            {\n                if (audioElement.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, ''))\n                {\n                    device.ogg = true;\n                }\n\n                if (audioElement.canPlayType('audio/ogg; codecs=\"opus\"').replace(/^no$/, '') || audioElement.canPlayType('audio/opus;').replace(/^no$/, ''))\n                {\n                    device.opus = true;\n                }\n\n                if (audioElement.canPlayType('audio/mpeg;').replace(/^no$/, ''))\n                {\n                    device.mp3 = true;\n                }\n\n                // Mimetypes accepted:\n                //   developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements\n                //   bit.ly/iphoneoscodecs\n                if (audioElement.canPlayType('audio/wav; codecs=\"1\"').replace(/^no$/, ''))\n                {\n                    device.wav = true;\n                }\n\n                if (audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, ''))\n                {\n                    device.m4a = true;\n                }\n\n                if (audioElement.canPlayType('audio/webm; codecs=\"vorbis\"').replace(/^no$/, ''))\n                {\n                    device.webm = true;\n                }\n\n                if (audioElement.canPlayType('audio/mp4;codecs=\"ec-3\"') !== '')\n                {\n                    if (device.edge)\n                    {\n                        device.dolby = true;\n                    }\n                    else if (device.safari && device.safariVersion >= 9)\n                    {\n                        if (/Mac OS X (\\d+)_(\\d+)/.test(navigator.userAgent))\n                        {\n                            var major = parseInt(RegExp.$1, 10);\n                            var minor = parseInt(RegExp.$2, 10);\n\n                            if ((major === 10 && minor >= 11) || major > 10)\n                            {\n                                device.dolby = true;\n                            }\n                        }\n                    }\n                }\n            }\n        } catch (e) {\n        }\n\n    }\n\n    /**\n    * Check Little or Big Endian system.\n    *\n    * @author Matt DesLauriers (@mattdesl)\n    */\n    function _checkIsLittleEndian () {\n\n        var a = new ArrayBuffer(4);\n        var b = new Uint8Array(a);\n        var c = new Uint32Array(a);\n\n        b[0] = 0xa1;\n        b[1] = 0xb2;\n        b[2] = 0xc3;\n        b[3] = 0xd4;\n\n        if (c[0] === 0xd4c3b2a1)\n        {\n            return true;\n        }\n\n        if (c[0] === 0xa1b2c3d4)\n        {\n            return false;\n        }\n        else\n        {\n            //  Could not determine endianness\n            return null;\n        }\n\n    }\n\n    /**\n    * Test to see if ImageData uses CanvasPixelArray or Uint8ClampedArray.\n    *\n    * @author Matt DesLauriers (@mattdesl)\n    */\n    function _checkIsUint8ClampedImageData () {\n\n        if (Uint8ClampedArray === undefined)\n        {\n            return false;\n        }\n\n        var elem = PIXI.CanvasPool.create(this, 1, 1);\n        var ctx = elem.getContext('2d');\n\n        if (!ctx)\n        {\n            return false;\n        }\n\n        var image = ctx.createImageData(1, 1);\n\n        PIXI.CanvasPool.remove(this);\n\n        return image.data instanceof Uint8ClampedArray;\n\n    }\n\n    /**\n    * Check PixelRatio, iOS device, Vibration API, ArrayBuffers and endianess.\n    */\n    function _checkDevice () {\n\n        device.pixelRatio = window['devicePixelRatio'] || 1;\n        device.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') !== -1;\n        device.iPhone4 = (device.pixelRatio === 2 && device.iPhone);\n        device.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') !== -1;\n\n        if (typeof Int8Array !== 'undefined')\n        {\n            device.typedArray = true;\n        }\n        else\n        {\n            device.typedArray = false;\n        }\n\n        if (typeof ArrayBuffer !== 'undefined' && typeof Uint8Array !== 'undefined' && typeof Uint32Array !== 'undefined')\n        {\n            device.littleEndian = _checkIsLittleEndian();\n            device.LITTLE_ENDIAN = device.littleEndian;\n        }\n\n        device.support32bit = (typeof ArrayBuffer !== 'undefined' && typeof Uint8ClampedArray !== 'undefined' && typeof Int32Array !== 'undefined' && device.littleEndian !== null && _checkIsUint8ClampedImageData());\n\n        navigator.vibrate = navigator.vibrate || navigator.webkitVibrate || navigator.mozVibrate || navigator.msVibrate;\n\n        if (navigator.vibrate)\n        {\n            device.vibration = true;\n        }\n\n    }\n\n    /**\n    * Check whether the host environment support 3D CSS.\n    */\n    function _checkCSS3D () {\n\n        var el = document.createElement('p');\n        var has3d;\n        var transforms = {\n            'webkitTransform': '-webkit-transform',\n            'OTransform': '-o-transform',\n            'msTransform': '-ms-transform',\n            'MozTransform': '-moz-transform',\n            'transform': 'transform'\n        };\n\n        // Add it to the body to get the computed style.\n        document.body.insertBefore(el, null);\n\n        for (var t in transforms)\n        {\n            if (el.style[t] !== undefined)\n            {\n                el.style[t] = \"translate3d(1px,1px,1px)\";\n                has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]);\n            }\n        }\n\n        document.body.removeChild(el);\n        device.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== \"none\");\n\n    }\n\n    //  Run the checks\n    _checkOS();\n    _checkBrowser();\n    _checkAudio();\n    _checkVideo();\n    _checkCSS3D();\n    _checkDevice();\n    _checkFeatures();\n    _checkFullScreenSupport();\n    _checkInput();\n\n};\n\n/**\n* Check whether the host environment can play audio.\n*\n* @method canPlayAudio\n* @memberof Phaser.Device.prototype\n* @param {string} type - One of 'mp3, 'ogg', 'm4a', 'wav', 'webm' or 'opus'.\n* @return {boolean} True if the given file type is supported by the browser, otherwise false.\n*/\nPhaser.Device.canPlayAudio = function (type) {\n\n    if (type === 'mp3' && this.mp3)\n    {\n        return true;\n    }\n    else if (type === 'ogg' && (this.ogg || this.opus))\n    {\n        return true;\n    }\n    else if (type === 'm4a' && this.m4a)\n    {\n        return true;\n    }\n    else if (type === 'opus' && this.opus)\n    {\n        return true;\n    }\n    else if (type === 'wav' && this.wav)\n    {\n        return true;\n    }\n    else if (type === 'webm' && this.webm)\n    {\n        return true;\n    }\n    else if (type === 'mp4' && this.dolby)\n    {\n        return true;\n    }\n\n    return false;\n\n};\n\n/**\n* Check whether the host environment can play video files.\n*\n* @method canPlayVideo\n* @memberof Phaser.Device.prototype\n* @param {string} type - One of 'mp4, 'ogg', 'webm' or 'mpeg'.\n* @return {boolean} True if the given file type is supported by the browser, otherwise false.\n*/\nPhaser.Device.canPlayVideo = function (type) {\n\n    if (type === 'webm' && (this.webmVideo || this.vp9Video))\n    {\n        return true;\n    }\n    else if (type === 'mp4' && (this.mp4Video || this.h264Video))\n    {\n        return true;\n    }\n    else if ((type === 'ogg' || type === 'ogv') && this.oggVideo)\n    {\n        return true;\n    }\n    else if (type === 'mpeg' && this.hlsVideo)\n    {\n        return true;\n    }\n\n    return false;\n\n};\n\n/**\n* Check whether the console is open.\n* Note that this only works in Firefox with Firebug and earlier versions of Chrome.\n* It used to work in Chrome, but then they removed the ability: {@link http://src.chromium.org/viewvc/blink?view=revision&revision=151136}\n*\n* @method isConsoleOpen\n* @memberof Phaser.Device.prototype\n*/\nPhaser.Device.isConsoleOpen = function () {\n\n    if (window.console && window.console['firebug'])\n    {\n        return true;\n    }\n\n    if (window.console)\n    {\n        console.profile();\n        console.profileEnd();\n\n        if (console.clear)\n        {\n            console.clear();\n        }\n\n        if (console['profiles'])\n        {\n            return console['profiles'].length > 0;\n        }\n    }\n\n    return false;\n\n};\n\n/**\n* Detect if the host is a an Android Stock browser.\n* This is available before the device \"ready\" event.\n*\n* Authors might want to scale down on effects and switch to the CANVAS rendering method on those devices.\n*\n* @example\n* var defaultRenderingMode = Phaser.Device.isAndroidStockBrowser() ? Phaser.CANVAS : Phaser.AUTO;\n* \n* @method isAndroidStockBrowser\n* @memberof Phaser.Device.prototype\n*/\nPhaser.Device.isAndroidStockBrowser = function () {\n\n    var matches = window.navigator.userAgent.match(/Android.*AppleWebKit\\/([\\d.]+)/);\n    return matches && matches[1] < 537;\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, \n* including styles, offset and aspect ratio.\n*\n* @class Phaser.Canvas\n* @static\n*/\nPhaser.Canvas = {\n\n    /**\n    * Creates a `canvas` DOM element. The element is not automatically added to the document.\n    *\n    * @method Phaser.Canvas.create\n    * @param {object} parent - The object that will own the canvas that is created.\n    * @param {number} [width=256] - The width of the canvas element.\n    * @param {number} [height=256] - The height of the canvas element..\n    * @param {string} [id=(none)] - If specified, and not the empty string, this will be set as the ID of the canvas element. Otherwise no ID will be set.\n    * @param {boolean} [skipPool=false] - If `true` the canvas will not be placed in the CanvasPool global.\n    * @return {HTMLCanvasElement} The newly created canvas element.\n    */\n    create: function (parent, width, height, id, skipPool) {\n\n        width = width || 256;\n        height = height || 256;\n\n        var canvas = (skipPool) ? document.createElement('canvas') : PIXI.CanvasPool.create(parent, width, height);\n\n        if (typeof id === 'string' && id !== '')\n        {\n            canvas.id = id;\n        }\n\n        canvas.width = width;\n        canvas.height = height;\n        canvas.style.display = 'block';\n\n        return canvas;\n\n    },\n\n    /**\n    * Sets the background color behind the canvas. This changes the canvas style property.\n    *\n    * @method Phaser.Canvas.setBackgroundColor\n    * @param {HTMLCanvasElement} canvas - The canvas to set the background color on.\n    * @param {string} [color='rgb(0,0,0)'] - The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color.\n    * @return {HTMLCanvasElement} Returns the source canvas.\n    */\n    setBackgroundColor: function (canvas, color) {\n\n        color = color || 'rgb(0,0,0)';\n\n        canvas.style.backgroundColor = color;\n\n        return canvas;\n\n    },\n\n    /**\n    * Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions.\n    *\n    * @method Phaser.Canvas.setTouchAction\n    * @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.\n    * @param {string} [value] - The touch action to set. Defaults to 'none'.\n    * @return {HTMLCanvasElement} The source canvas.\n    */\n    setTouchAction: function (canvas, value) {\n\n        value = value || 'none';\n\n        canvas.style.msTouchAction = value;\n        canvas.style['ms-touch-action'] = value;\n        canvas.style['touch-action'] = value;\n\n        return canvas;\n\n    },\n\n    /**\n    * Sets the user-select property on the canvas style. Can be used to disable default browser selection actions.\n    *\n    * @method Phaser.Canvas.setUserSelect\n    * @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.\n    * @param {string} [value] - The touch action to set. Defaults to 'none'.\n    * @return {HTMLCanvasElement} The source canvas.\n    */\n    setUserSelect: function (canvas, value) {\n\n        value = value || 'none';\n\n        canvas.style['-webkit-touch-callout'] = value;\n        canvas.style['-webkit-user-select'] = value;\n        canvas.style['-khtml-user-select'] = value;\n        canvas.style['-moz-user-select'] = value;\n        canvas.style['-ms-user-select'] = value;\n        canvas.style['user-select'] = value;\n        canvas.style['-webkit-tap-highlight-color'] = 'rgba(0, 0, 0, 0)';\n\n        return canvas;\n\n    },\n\n    /**\n    * Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent.\n    * If no parent is given it will be added as a child of the document.body.\n    *\n    * @method Phaser.Canvas.addToDOM\n    * @param {HTMLCanvasElement} canvas - The canvas to be added to the DOM.\n    * @param {string|HTMLElement} parent - The DOM element to add the canvas to.\n    * @param {boolean} [overflowHidden=true] - If set to true it will add the overflow='hidden' style to the parent DOM element.\n    * @return {HTMLCanvasElement} Returns the source canvas.\n    */\n    addToDOM: function (canvas, parent, overflowHidden) {\n\n        var target;\n\n        if (overflowHidden === undefined) { overflowHidden = true; }\n\n        if (parent)\n        {\n            if (typeof parent === 'string')\n            {\n                // hopefully an element ID\n                target = document.getElementById(parent);\n            }\n            else if (typeof parent === 'object' && parent.nodeType === 1)\n            {\n                // quick test for a HTMLelement\n                target = parent;\n            }\n        }\n\n        // Fallback, covers an invalid ID and a non HTMLelement object\n        if (!target)\n        {\n            target = document.body;\n        }\n\n        if (overflowHidden && target.style)\n        {\n            target.style.overflow = 'hidden';\n        }\n\n        target.appendChild(canvas);\n\n        return canvas;\n\n    },\n\n    /**\n    * Removes the given canvas element from the DOM.\n    *\n    * @method Phaser.Canvas.removeFromDOM\n    * @param {HTMLCanvasElement} canvas - The canvas to be removed from the DOM.\n    */\n    removeFromDOM: function (canvas) {\n\n        if (canvas.parentNode)\n        {\n            canvas.parentNode.removeChild(canvas);\n        }\n\n    },\n\n    /**\n    * Sets the transform of the given canvas to the matrix values provided.\n    *\n    * @method Phaser.Canvas.setTransform\n    * @param {CanvasRenderingContext2D} context - The context to set the transform on.\n    * @param {number} translateX - The value to translate horizontally by.\n    * @param {number} translateY - The value to translate vertically by.\n    * @param {number} scaleX - The value to scale horizontally by.\n    * @param {number} scaleY - The value to scale vertically by.\n    * @param {number} skewX - The value to skew horizontaly by.\n    * @param {number} skewY - The value to skew vertically by.\n    * @return {CanvasRenderingContext2D} Returns the source context.\n    */\n    setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) {\n\n        context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY);\n\n        return context;\n\n    },\n\n    /**\n    * Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.\n    * By default browsers have image smoothing enabled, which isn't always what you visually want, especially\n    * when using pixel art in a game. Note that this sets the property on the context itself, so that any image\n    * drawn to the context will be affected. This sets the property across all current browsers but support is\n    * patchy on earlier browsers, especially on mobile.\n    *\n    * @method Phaser.Canvas.setSmoothingEnabled\n    * @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.\n    * @param {boolean} value - If set to true it will enable image smoothing, false will disable it.\n    * @return {CanvasRenderingContext2D} Returns the source context.\n    */\n    setSmoothingEnabled: function (context, value) {\n\n        var s = Phaser.Canvas.getSmoothingPrefix(context);\n\n        if (s)\n        {\n            context[s] = value;\n        }\n\n        return context;\n\n    },\n\n    /**\n    * Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set.\n    *\n    * @method Phaser.Canvas.getSmoothingPrefix\n    * @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.\n    * @return {string|null} Returns the smoothingEnabled vendor prefix, or null if not set on the context.\n    */\n    getSmoothingPrefix: function (context) {\n\n        var vendor = [ 'i', 'webkitI', 'msI', 'mozI', 'oI' ];\n\n        for (var prefix in vendor)\n        {\n            var s = vendor[prefix] + 'mageSmoothingEnabled';\n\n            if (s in context)\n            {\n                return s;\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n     * Returns `true` if the given context has image smoothing enabled, otherwise returns `false`.\n     *\n     * @method Phaser.Canvas.getSmoothingEnabled\n     * @param {CanvasRenderingContext2D} context - The context to check for smoothing on.\n     * @return {boolean} True if the given context has image smoothing enabled, otherwise false.\n     */\n    getSmoothingEnabled: function (context) {\n\n        var s = Phaser.Canvas.getSmoothingPrefix(context);\n\n        if (s)\n        {\n            return context[s];\n        }\n\n    },\n\n    /**\n    * Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast' on webkit).\n    * Note that if this doesn't given the desired result then see the setSmoothingEnabled.\n    *\n    * @method Phaser.Canvas.setImageRenderingCrisp\n    * @param {HTMLCanvasElement} canvas - The canvas to set image-rendering crisp on.\n    * @return {HTMLCanvasElement} Returns the source canvas.\n    */\n    setImageRenderingCrisp: function (canvas) {\n\n        var types = [ 'optimizeSpeed', 'crisp-edges', '-moz-crisp-edges', '-webkit-optimize-contrast', 'optimize-contrast', 'pixelated' ];\n\n        for (var i = 0; i < types.length; i++)\n        {\n            canvas.style['image-rendering'] = types[i];\n        }\n\n        canvas.style.msInterpolationMode = 'nearest-neighbor';\n\n        return canvas;\n\n    },\n\n    /**\n    * Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').\n    * Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method.\n    *\n    * @method Phaser.Canvas.setImageRenderingBicubic\n    * @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on.\n    * @return {HTMLCanvasElement} Returns the source canvas.\n    */\n    setImageRenderingBicubic: function (canvas) {\n\n        canvas.style['image-rendering'] = 'auto';\n        canvas.style.msInterpolationMode = 'bicubic';\n\n        return canvas;\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Abstracts away the use of RAF or setTimeOut for the core game update loop.\n*\n* @class Phaser.RequestAnimationFrame\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {boolean} [forceSetTimeOut=false] - Tell Phaser to use setTimeOut even if raf is available.\n*/\nPhaser.RequestAnimationFrame = function(game, forceSetTimeOut) {\n\n    if (forceSetTimeOut === undefined) { forceSetTimeOut = false; }\n\n    /**\n    * @property {Phaser.Game} game - The currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {boolean} isRunning - true if RequestAnimationFrame is running, otherwise false.\n    * @default\n    */\n    this.isRunning = false;\n\n    /**\n    * @property {boolean} forceSetTimeOut - Tell Phaser to use setTimeOut even if raf is available.\n    */\n    this.forceSetTimeOut = forceSetTimeOut;\n\n    var vendors = [\n        'ms',\n        'moz',\n        'webkit',\n        'o'\n    ];\n\n    for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)\n    {\n        window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];\n        window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];\n    }\n\n    /**\n    * @property {boolean} _isSetTimeOut  - true if the browser is using setTimeout instead of raf.\n    * @private\n    */\n    this._isSetTimeOut = false;\n\n    /**\n    * @property {function} _onLoop - The function called by the update.\n    * @private\n    */\n    this._onLoop = null;\n\n    /**\n    * @property {number} _timeOutID - The callback ID used when calling cancel.\n    * @private\n    */\n    this._timeOutID = null;\n\n};\n\nPhaser.RequestAnimationFrame.prototype = {\n\n    /**\n    * Starts the requestAnimationFrame running or setTimeout if unavailable in browser\n    * @method Phaser.RequestAnimationFrame#start\n    */\n    start: function () {\n\n        this.isRunning = true;\n\n        var _this = this;\n\n        if (!window.requestAnimationFrame || this.forceSetTimeOut)\n        {\n            this._isSetTimeOut = true;\n\n            this._onLoop = function () {\n                return _this.updateSetTimeout();\n            };\n\n            this._timeOutID = window.setTimeout(this._onLoop, 0);\n        }\n        else\n        {\n            this._isSetTimeOut = false;\n\n            this._onLoop = function (time) {\n                return _this.updateRAF(time);\n            };\n\n            this._timeOutID = window.requestAnimationFrame(this._onLoop);\n        }\n\n    },\n\n    /**\n    * The update method for the requestAnimationFrame\n    * @method Phaser.RequestAnimationFrame#updateRAF\n    */\n    updateRAF: function (rafTime) {\n\n        if (this.isRunning)\n        {\n            // floor the rafTime to make it equivalent to the Date.now() provided by updateSetTimeout (just below)\n            this.game.update(Math.floor(rafTime));\n\n            this._timeOutID = window.requestAnimationFrame(this._onLoop);\n        }\n\n    },\n\n    /**\n    * The update method for the setTimeout.\n    * @method Phaser.RequestAnimationFrame#updateSetTimeout\n    */\n    updateSetTimeout: function () {\n\n        if (this.isRunning)\n        {\n            this.game.update(Date.now());\n\n            this._timeOutID = window.setTimeout(this._onLoop, this.game.time.timeToCall);\n        }\n\n    },\n\n    /**\n    * Stops the requestAnimationFrame from running.\n    * @method Phaser.RequestAnimationFrame#stop\n    */\n    stop: function () {\n\n        if (this._isSetTimeOut)\n        {\n            clearTimeout(this._timeOutID);\n        }\n        else\n        {\n            window.cancelAnimationFrame(this._timeOutID);\n        }\n\n        this.isRunning = false;\n\n    },\n\n    /**\n    * Is the browser using setTimeout?\n    * @method Phaser.RequestAnimationFrame#isSetTimeOut\n    * @return {boolean}\n    */\n    isSetTimeOut: function () {\n        return this._isSetTimeOut;\n    },\n\n    /**\n    * Is the browser using requestAnimationFrame?\n    * @method Phaser.RequestAnimationFrame#isRAF\n    * @return {boolean}\n    */\n    isRAF: function () {\n        return (this._isSetTimeOut === false);\n    }\n\n};\n\nPhaser.RequestAnimationFrame.prototype.constructor = Phaser.RequestAnimationFrame;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A collection of useful mathematical functions.\n*\n* These are normally accessed through `game.math`.\n*\n* @class Phaser.Math\n* @static\n* @see {@link Phaser.Utils}\n* @see {@link Phaser.ArrayUtils}\n*/\nPhaser.Math = {\n\n    /**\n    * Twice PI.\n    * @property {number} Phaser.Math#PI2\n    * @default ~6.283\n    */\n    PI2: Math.PI * 2,\n\n    /**\n    * Returns a number between the `min` and `max` values.\n    *\n    * @method Phaser.Math#between\n    * @param {number} min - The minimum value. Must be positive, and less than 'max'.\n    * @param {number} max - The maximum value. Must be position, and greater than 'min'.\n    * @return {number} A value between the range min to max.\n    */\n    between: function (min, max) {\n\n        return Math.floor(Math.random() * (max - min + 1) + min);\n\n    },\n\n    /**\n    * Two number are fuzzyEqual if their difference is less than epsilon.\n    *\n    * @method Phaser.Math#fuzzyEqual\n    * @param {number} a - The first number to compare.\n    * @param {number} b - The second number to compare.\n    * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)\n    * @return {boolean} True if |a-b|<epsilon\n    */\n    fuzzyEqual: function (a, b, epsilon) {\n\n        if (epsilon === undefined) { epsilon = 0.0001; }\n\n        return Math.abs(a - b) < epsilon;\n\n    },\n\n    /**\n    * `a` is fuzzyLessThan `b` if it is less than b + epsilon.\n    *\n    * @method Phaser.Math#fuzzyLessThan\n    * @param {number} a - The first number to compare.\n    * @param {number} b - The second number to compare.\n    * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)\n    * @return {boolean} True if a<b+epsilon\n    */\n    fuzzyLessThan: function (a, b, epsilon) {\n\n        if (epsilon === undefined) { epsilon = 0.0001; }\n\n        return a < b + epsilon;\n\n    },\n\n    /**\n    * `a` is fuzzyGreaterThan `b` if it is more than b - epsilon.\n    *\n    * @method Phaser.Math#fuzzyGreaterThan\n    * @param {number} a - The first number to compare.\n    * @param {number} b - The second number to compare.\n    * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)\n    * @return {boolean} True if a>b+epsilon\n    */\n    fuzzyGreaterThan: function (a, b, epsilon) {\n\n        if (epsilon === undefined) { epsilon = 0.0001; }\n\n        return a > b - epsilon;\n\n    },\n\n    /**\n    * Applies a fuzzy ceil to the given value.\n    * \n    * @method Phaser.Math#fuzzyCeil\n    * @param {number} val - The value to ceil.\n    * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)\n    * @return {number} ceiling(val-epsilon)\n    */\n    fuzzyCeil: function (val, epsilon) {\n\n        if (epsilon === undefined) { epsilon = 0.0001; }\n\n        return Math.ceil(val - epsilon);\n\n    },\n\n    /**\n    * Applies a fuzzy floor to the given value.\n    * \n    * @method Phaser.Math#fuzzyFloor\n    * @param {number} val - The value to floor.\n    * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)\n    * @return {number} floor(val+epsilon)\n    */\n    fuzzyFloor: function (val, epsilon) {\n\n        if (epsilon === undefined) { epsilon = 0.0001; }\n\n        return Math.floor(val + epsilon);\n\n    },\n\n    /**\n    * Averages all values passed to the function and returns the result.\n    *\n    * @method Phaser.Math#average\n    * @params {...number} The numbers to average\n    * @return {number} The average of all given values.\n    */\n    average: function () {\n\n        var sum = 0;\n        var len = arguments.length;\n\n        for (var i = 0; i < len; i++)\n        {\n            sum += (+arguments[i]);\n        }\n\n        return sum / len;\n\n    },\n\n    /**\n    * @method Phaser.Math#shear\n    * @param {number} n\n    * @return {number} n mod 1\n    */\n    shear: function (n) {\n\n        return n % 1;\n\n    },\n\n    /**\n    * Snap a value to nearest grid slice, using rounding.\n    *\n    * Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.\n    *\n    * @method Phaser.Math#snapTo\n    * @param {number} input - The value to snap.\n    * @param {number} gap - The interval gap of the grid.\n    * @param {number} [start=0] - Optional starting offset for gap.\n    * @return {number} The snapped value.\n    */\n    snapTo: function (input, gap, start) {\n\n        if (start === undefined) { start = 0; }\n\n        if (gap === 0) {\n            return input;\n        }\n\n        input -= start;\n        input = gap * Math.round(input / gap);\n\n        return start + input;\n\n    },\n\n    /**\n    * Snap a value to nearest grid slice, using floor.\n    *\n    * Example: if you have an interval gap of 5 and a position of 12... you will snap to 10.\n    * As will 14 snap to 10... but 16 will snap to 15.\n    *\n    * @method Phaser.Math#snapToFloor\n    * @param {number} input - The value to snap.\n    * @param {number} gap - The interval gap of the grid.\n    * @param {number} [start=0] - Optional starting offset for gap.\n    * @return {number} The snapped value.\n    */\n    snapToFloor: function (input, gap, start) {\n\n        if (start === undefined) { start = 0; }\n\n        if (gap === 0) {\n            return input;\n        }\n\n        input -= start;\n        input = gap * Math.floor(input / gap);\n\n        return start + input;\n\n    },\n\n    /**\n    * Snap a value to nearest grid slice, using ceil.\n    *\n    * Example: if you have an interval gap of 5 and a position of 12... you will snap to 15.\n    * As will 14 will snap to 15... but 16 will snap to 20.\n    *\n    * @method Phaser.Math#snapToCeil\n    * @param {number} input - The value to snap.\n    * @param {number} gap - The interval gap of the grid.\n    * @param {number} [start=0] - Optional starting offset for gap.\n    * @return {number} The snapped value.\n    */\n    snapToCeil: function (input, gap, start) {\n\n        if (start === undefined) { start = 0; }\n\n        if (gap === 0) {\n            return input;\n        }\n\n        input -= start;\n        input = gap * Math.ceil(input / gap);\n\n        return start + input;\n\n    },\n\n    /**\n    * Round to some place comparative to a `base`, default is 10 for decimal place.\n    * The `place` is represented by the power applied to `base` to get that place.\n    *\n    *     e.g. 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011\n    *\n    *     roundTo(2000/7,3) === 0\n    *     roundTo(2000/7,2) == 300\n    *     roundTo(2000/7,1) == 290\n    *     roundTo(2000/7,0) == 286\n    *     roundTo(2000/7,-1) == 285.7\n    *     roundTo(2000/7,-2) == 285.71\n    *     roundTo(2000/7,-3) == 285.714\n    *     roundTo(2000/7,-4) == 285.7143\n    *     roundTo(2000/7,-5) == 285.71429\n    *\n    *     roundTo(2000/7,3,2)  == 288       -- 100100000\n    *     roundTo(2000/7,2,2)  == 284       -- 100011100\n    *     roundTo(2000/7,1,2)  == 286       -- 100011110\n    *     roundTo(2000/7,0,2)  == 286       -- 100011110\n    *     roundTo(2000/7,-1,2) == 285.5     -- 100011101.1\n    *     roundTo(2000/7,-2,2) == 285.75    -- 100011101.11\n    *     roundTo(2000/7,-3,2) == 285.75    -- 100011101.11\n    *     roundTo(2000/7,-4,2) == 285.6875  -- 100011101.1011\n    *     roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111\n    *\n    * Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed\n    * because we are rounding 100011.1011011011011011 which rounds up.\n    *\n    * @method Phaser.Math#roundTo\n    * @param {number} value - The value to round.\n    * @param {number} [place=0] - The place to round to.\n    * @param {number} [base=10] - The base to round in. Default is 10 for decimal.\n    * @return {number} The rounded value.\n    */\n    roundTo: function (value, place, base) {\n\n        if (place === undefined) { place = 0; }\n        if (base === undefined) { base = 10; }\n\n        var p = Math.pow(base, -place);\n\n        return Math.round(value * p) / p;\n\n    },\n\n    /**\n    * Floors to some place comparative to a `base`, default is 10 for decimal place.\n    * The `place` is represented by the power applied to `base` to get that place.\n    * \n    * @method Phaser.Math#floorTo\n    * @param {number} value - The value to round.\n    * @param {number} [place=0] - The place to round to.\n    * @param {number} [base=10] - The base to round in. Default is 10 for decimal.\n    * @return {number} The rounded value.\n    */\n    floorTo: function (value, place, base) {\n\n        if (place === undefined) { place = 0; }\n        if (base === undefined) { base = 10; }\n\n        var p = Math.pow(base, -place);\n\n        return Math.floor(value * p) / p;\n\n    },\n\n    /**\n    * Ceils to some place comparative to a `base`, default is 10 for decimal place.\n    * The `place` is represented by the power applied to `base` to get that place.\n    * \n    * @method Phaser.Math#ceilTo\n    * @param {number} value - The value to round.\n    * @param {number} [place=0] - The place to round to.\n    * @param {number} [base=10] - The base to round in. Default is 10 for decimal.\n    * @return {number} The rounded value.\n    */\n    ceilTo: function (value, place, base) {\n\n        if (place === undefined) { place = 0; }\n        if (base === undefined) { base = 10; }\n\n        var p = Math.pow(base, -place);\n\n        return Math.ceil(value * p) / p;\n\n    },\n\n    /**\n    * Rotates currentAngle towards targetAngle, taking the shortest rotation distance.\n    * The lerp argument is the amount to rotate by in this call.\n    * \n    * @method Phaser.Math#rotateToAngle\n    * @param {number} currentAngle - The current angle, in radians.\n    * @param {number} targetAngle - The target angle to rotate to, in radians.\n    * @param {number} [lerp=0.05] - The lerp value to add to the current angle.\n    * @return {number} The adjusted angle.\n    */\n    rotateToAngle: function (currentAngle, targetAngle, lerp) {\n\n        if (lerp === undefined) { lerp = 0.05; }\n\n        if (currentAngle === targetAngle)\n        {\n            return currentAngle;\n        }\n\n        if (Math.abs(targetAngle - currentAngle) <= lerp || Math.abs(targetAngle - currentAngle) >= (Phaser.Math.PI2 - lerp))\n        {\n            currentAngle = targetAngle;\n        }\n        else\n        {\n            if (Math.abs(targetAngle - currentAngle) > Math.PI)\n            {\n                if (targetAngle < currentAngle)\n                {\n                    targetAngle += Phaser.Math.PI2;\n                }\n                else\n                {\n                    targetAngle -= Phaser.Math.PI2;\n                }\n            }\n\n            if (targetAngle > currentAngle)\n            {\n                currentAngle += lerp;\n            }\n            else if (targetAngle < currentAngle)\n            {\n                currentAngle -= lerp;\n            }\n        }\n\n        return currentAngle;\n\n    },\n\n    /**\n    * Gets the shortest angle between `angle1` and `angle2`.\n    * Both angles must be in the range -180 to 180, which is the same clamped\n    * range that `sprite.angle` uses, so you can pass in two sprite angles to\n    * this method, and get the shortest angle back between the two of them.\n    *\n    * The angle returned will be in the same range. If the returned angle is\n    * greater than 0 then it's a counter-clockwise rotation, if < 0 then it's\n    * a clockwise rotation.\n    * \n    * @method Phaser.Math#getShortestAngle\n    * @param {number} angle1 - The first angle. In the range -180 to 180.\n    * @param {number} angle2 - The second angle. In the range -180 to 180.\n    * @return {number} The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation.\n    */\n    getShortestAngle: function (angle1, angle2) {\n\n        var difference = angle2 - angle1;\n\n        if (difference === 0)\n        {\n            return 0;\n        }\n\n        var times = Math.floor((difference - (-180)) / 360);\n\n        return difference - (times * 360);\n\n    },\n\n    /**\n    * Find the angle of a segment from (x1, y1) -> (x2, y2).\n    * \n    * @method Phaser.Math#angleBetween\n    * @param {number} x1 - The x coordinate of the first value.\n    * @param {number} y1 - The y coordinate of the first value.\n    * @param {number} x2 - The x coordinate of the second value.\n    * @param {number} y2 - The y coordinate of the second value.\n    * @return {number} The angle, in radians.\n    */\n    angleBetween: function (x1, y1, x2, y2) {\n\n        return Math.atan2(y2 - y1, x2 - x1);\n\n    },\n\n    /**\n    * Find the angle of a segment from (x1, y1) -> (x2, y2).\n    * \n    * The difference between this method and Math.angleBetween is that this assumes the y coordinate travels\n    * down the screen.\n    *\n    * @method Phaser.Math#angleBetweenY\n    * @param {number} x1 - The x coordinate of the first value.\n    * @param {number} y1 - The y coordinate of the first value.\n    * @param {number} x2 - The x coordinate of the second value.\n    * @param {number} y2 - The y coordinate of the second value.\n    * @return {number} The angle, in radians.\n    */\n    angleBetweenY: function (x1, y1, x2, y2) {\n\n        return Math.atan2(x2 - x1, y2 - y1);\n\n    },\n\n    /**\n    * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).\n    * \n    * @method Phaser.Math#angleBetweenPoints\n    * @param {Phaser.Point} point1 - The first point.\n    * @param {Phaser.Point} point2 - The second point.\n    * @return {number} The angle between the two points, in radians.\n    */\n    angleBetweenPoints: function (point1, point2) {\n\n        return Math.atan2(point2.y - point1.y, point2.x - point1.x);\n\n    },\n\n    /**\n    * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).\n    * @method Phaser.Math#angleBetweenPointsY\n    * @param {Phaser.Point} point1\n    * @param {Phaser.Point} point2\n    * @return {number} The angle, in radians.\n    */\n    angleBetweenPointsY: function (point1, point2) {\n\n        return Math.atan2(point2.x - point1.x, point2.y - point1.y);\n\n    },\n\n    /**\n    * Reverses an angle.\n    * @method Phaser.Math#reverseAngle\n    * @param {number} angleRad - The angle to reverse, in radians.\n    * @return {number} The reverse angle, in radians.\n    */\n    reverseAngle: function (angleRad) {\n\n        return this.normalizeAngle(angleRad + Math.PI, true);\n\n    },\n\n    /**\n    * Normalizes an angle to the [0,2pi) range.\n    * @method Phaser.Math#normalizeAngle\n    * @param {number} angleRad - The angle to normalize, in radians.\n    * @return {number} The angle, fit within the [0,2pi] range, in radians.\n    */\n    normalizeAngle: function (angleRad) {\n\n        angleRad = angleRad % (2 * Math.PI);\n        return angleRad >= 0 ? angleRad : angleRad + 2 * Math.PI;\n\n    },\n\n    /**\n    * Adds the given amount to the value, but never lets the value go over the specified maximum.\n    *\n    * @method Phaser.Math#maxAdd\n    * @param {number} value - The value to add the amount to.\n    * @param {number} amount - The amount to add to the value.\n    * @param {number} max - The maximum the value is allowed to be.\n    * @return {number} The new value.\n    */\n    maxAdd: function (value, amount, max) {\n\n        return Math.min(value + amount, max);\n\n    },\n\n    /**\n    * Subtracts the given amount from the value, but never lets the value go below the specified minimum.\n    *\n    * @method Phaser.Math#minSub\n    * @param {number} value - The base value.\n    * @param {number} amount - The amount to subtract from the base value.\n    * @param {number} min - The minimum the value is allowed to be.\n    * @return {number} The new value.\n    */\n    minSub: function (value, amount, min) {\n\n        return Math.max(value - amount, min);\n\n    },\n\n    /**\n    * Ensures that the value always stays between min and max, by wrapping the value around.\n    *\n    * If `max` is not larger than `min` the result is 0.\n    *\n    * @method Phaser.Math#wrap\n    * @param {number} value - The value to wrap.\n    * @param {number} min - The minimum the value is allowed to be.\n    * @param {number} max - The maximum the value is allowed to be, should be larger than `min`.\n    * @return {number} The wrapped value.\n    */\n    wrap: function (value, min, max) {\n\n        var range = max - min;\n\n        if (range <= 0)\n        {\n            return 0;\n        }\n\n        var result = (value - min) % range;\n\n        if (result < 0)\n        {\n            result += range;\n        }\n\n        return result + min;\n\n    },\n\n    /**\n    * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.\n    *\n    * Values _must_ be positive integers, and are passed through Math.abs. See {@link Phaser.Math#wrap} for an alternative.\n    *\n    * @method Phaser.Math#wrapValue\n    * @param {number} value - The value to add the amount to.\n    * @param {number} amount - The amount to add to the value.\n    * @param {number} max - The maximum the value is allowed to be.\n    * @return {number} The wrapped value.\n    */\n    wrapValue: function (value, amount, max) {\n\n        var diff;\n        value = Math.abs(value);\n        amount = Math.abs(amount);\n        max = Math.abs(max);\n        diff = (value + amount) % max;\n\n        return diff;\n\n    },\n\n    /**\n    * Returns true if the number given is odd.\n    *\n    * @method Phaser.Math#isOdd\n    * @param {integer} n - The number to check.\n    * @return {boolean} True if the given number is odd. False if the given number is even.\n    */\n    isOdd: function (n) {\n\n        // Does not work with extremely large values\n        return !!(n & 1);\n\n    },\n\n    /**\n    * Returns true if the number given is even.\n    *\n    * @method Phaser.Math#isEven\n    * @param {integer} n - The number to check.\n    * @return {boolean} True if the given number is even. False if the given number is odd.\n    */\n    isEven: function (n) {\n\n        // Does not work with extremely large values\n        return !(n & 1);\n\n    },\n\n    /**\n    * Variation of Math.min that can be passed either an array of numbers or the numbers as parameters.\n    *\n    * Prefer the standard `Math.min` function when appropriate.\n    *\n    * @method Phaser.Math#min\n    * @return {number} The lowest value from those given.\n    * @see {@link http://jsperf.com/math-s-min-max-vs-homemade}\n    */\n    min: function () {\n\n        if (arguments.length === 1 && typeof arguments[0] === 'object')\n        {\n            var data = arguments[0];\n        }\n        else\n        {\n            var data = arguments;\n        }\n\n        for (var i = 1, min = 0, len = data.length; i < len; i++)\n        {\n            if (data[i] < data[min])\n            {\n                min = i;\n            }\n        }\n\n        return data[min];\n\n    },\n\n    /**\n    * Variation of Math.max that can be passed either an array of numbers or the numbers as parameters.\n    *\n    * Prefer the standard `Math.max` function when appropriate.\n    *\n    * @method Phaser.Math#max\n    * @return {number} The largest value from those given.\n    * @see {@link http://jsperf.com/math-s-min-max-vs-homemade}\n    */\n    max: function () {\n\n        if (arguments.length === 1 && typeof arguments[0] === 'object')\n        {\n            var data = arguments[0];\n        }\n        else\n        {\n            var data = arguments;\n        }\n\n        for (var i = 1, max = 0, len = data.length; i < len; i++)\n        {\n            if (data[i] > data[max])\n            {\n                max = i;\n            }\n        }\n\n        return data[max];\n\n    },\n\n    /**\n    * Variation of Math.min that can be passed a property and either an array of objects or the objects as parameters.\n    * It will find the lowest matching property value from the given objects.\n    *\n    * @method Phaser.Math#minProperty\n    * @return {number} The lowest value from those given.\n    */\n    minProperty: function (property) {\n\n        if (arguments.length === 2 && typeof arguments[1] === 'object')\n        {\n            var data = arguments[1];\n        }\n        else\n        {\n            var data = arguments.slice(1);\n        }\n\n        for (var i = 1, min = 0, len = data.length; i < len; i++)\n        {\n            if (data[i][property] < data[min][property])\n            {\n                min = i;\n            }\n        }\n\n        return data[min][property];\n\n    },\n\n    /**\n    * Variation of Math.max that can be passed a property and either an array of objects or the objects as parameters.\n    * It will find the largest matching property value from the given objects.\n    *\n    * @method Phaser.Math#maxProperty\n    * @return {number} The largest value from those given.\n    */\n    maxProperty: function (property) {\n\n        if (arguments.length === 2 && typeof arguments[1] === 'object')\n        {\n            var data = arguments[1];\n        }\n        else\n        {\n            var data = arguments.slice(1);\n        }\n\n        for (var i = 1, max = 0, len = data.length; i < len; i++)\n        {\n            if (data[i][property] > data[max][property])\n            {\n                max = i;\n            }\n        }\n\n        return data[max][property];\n\n    },\n\n    /**\n    * Keeps an angle value between -180 and +180; or -PI and PI if radians.\n    *\n    * @method Phaser.Math#wrapAngle\n    * @param {number} angle - The angle value to wrap\n    * @param {boolean} [radians=false] - Set to `true` if the angle is given in radians, otherwise degrees is expected.\n    * @return {number} The new angle value; will be the same as the input angle if it was within bounds.\n    */\n    wrapAngle: function (angle, radians) {\n\n        return radians ? this.wrap(angle, -Math.PI, Math.PI) : this.wrap(angle, -180, 180);\n\n    },\n\n    /**\n    * A Linear Interpolation Method, mostly used by Phaser.Tween.\n    *\n    * @method Phaser.Math#linearInterpolation\n    * @param {Array} v - The input array of values to interpolate between.\n    * @param {number} k - The percentage of interpolation, between 0 and 1.\n    * @return {number} The interpolated value\n    */\n    linearInterpolation: function (v, k) {\n\n        var m = v.length - 1;\n        var f = m * k;\n        var i = Math.floor(f);\n\n        if (k < 0)\n        {\n            return this.linear(v[0], v[1], f);\n        }\n\n        if (k > 1)\n        {\n            return this.linear(v[m], v[m - 1], m - f);\n        }\n\n        return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);\n\n    },\n\n    /**\n    * A Bezier Interpolation Method, mostly used by Phaser.Tween.\n    *\n    * @method Phaser.Math#bezierInterpolation\n    * @param {Array} v - The input array of values to interpolate between.\n    * @param {number} k - The percentage of interpolation, between 0 and 1.\n    * @return {number} The interpolated value\n    */\n    bezierInterpolation: function (v, k) {\n\n        var b = 0;\n        var n = v.length - 1;\n\n        for (var i = 0; i <= n; i++)\n        {\n            b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i);\n        }\n\n        return b;\n\n    },\n\n    /**\n    * A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.\n    *\n    * @method Phaser.Math#catmullRomInterpolation\n    * @param {Array} v - The input array of values to interpolate between.\n    * @param {number} k - The percentage of interpolation, between 0 and 1.\n    * @return {number} The interpolated value\n    */\n    catmullRomInterpolation: function (v, k) {\n\n        var m = v.length - 1;\n        var f = m * k;\n        var i = Math.floor(f);\n\n        if (v[0] === v[m])\n        {\n            if (k < 0)\n            {\n                i = Math.floor(f = m * (1 + k));\n            }\n\n            return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);\n        }\n        else\n        {\n            if (k < 0)\n            {\n                return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);\n            }\n\n            if (k > 1)\n            {\n                return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);\n            }\n\n            return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);\n        }\n\n    },\n\n    /**\n    * Calculates a linear (interpolation) value over t.\n    *\n    * @method Phaser.Math#linear\n    * @param {number} p0\n    * @param {number} p1\n    * @param {number} t - A value between 0 and 1.\n    * @return {number}\n    */\n    linear: function (p0, p1, t) {\n\n        return (p1 - p0) * t + p0;\n\n    },\n\n    /**\n    * @method Phaser.Math#bernstein\n    * @protected\n    * @param {number} n\n    * @param {number} i\n    * @return {number}\n    */\n    bernstein: function (n, i) {\n\n        return this.factorial(n) / this.factorial(i) / this.factorial(n - i);\n\n    },\n\n    /**\n    * @method Phaser.Math#factorial\n    * @param {number} value - the number you want to evaluate\n    * @return {number}\n    */\n    factorial: function (value) {\n\n        if (value === 0)\n        {\n            return 1;\n        }\n\n        var res = value;\n\n        while(--value)\n        {\n            res *= value;\n        }\n\n        return res;\n\n    },\n\n    /**\n    * Calculates a catmum rom value.\n    *\n    * @method Phaser.Math#catmullRom\n    * @protected\n    * @param {number} p0\n    * @param {number} p1\n    * @param {number} p2\n    * @param {number} p3\n    * @param {number} t\n    * @return {number}\n    */\n    catmullRom: function (p0, p1, p2, p3, t) {\n\n        var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;\n\n        return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;\n\n    },\n\n    /**\n    * The absolute difference between two values.\n    *\n    * @method Phaser.Math#difference\n    * @param {number} a - The first value to check.\n    * @param {number} b - The second value to check.\n    * @return {number} The absolute difference between the two values.\n    */\n    difference: function (a, b) {\n\n        return Math.abs(a - b);\n\n    },\n\n    /**\n    * Round to the next whole number _away_ from zero.\n    *\n    * @method Phaser.Math#roundAwayFromZero\n    * @param {number} value - Any number.\n    * @return {integer} The rounded value of that number.\n    */\n    roundAwayFromZero: function (value) {\n\n        // \"Opposite\" of truncate.\n        return (value > 0) ? Math.ceil(value) : Math.floor(value);\n\n    },\n\n    /**\n    * Generate a sine and cosine table simultaneously and extremely quickly.\n    * The parameters allow you to specify the length, amplitude and frequency of the wave.\n    * This generator is fast enough to be used in real-time.\n    * Code based on research by Franky of scene.at\n    *\n    * @method Phaser.Math#sinCosGenerator\n    * @param {number} length - The length of the wave\n    * @param {number} sinAmplitude - The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value\n    * @param {number} cosAmplitude - The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value\n    * @param {number} frequency  - The frequency of the sine and cosine table data\n    * @return {{sin:number[], cos:number[]}} Returns the table data.\n    */\n    sinCosGenerator: function (length, sinAmplitude, cosAmplitude, frequency) {\n\n        if (sinAmplitude === undefined) { sinAmplitude = 1.0; }\n        if (cosAmplitude === undefined) { cosAmplitude = 1.0; }\n        if (frequency === undefined) { frequency = 1.0; }\n\n        var sin = sinAmplitude;\n        var cos = cosAmplitude;\n        var frq = frequency * Math.PI / length;\n\n        var cosTable = [];\n        var sinTable = [];\n\n        for (var c = 0; c < length; c++) {\n\n            cos -= sin * frq;\n            sin += cos * frq;\n\n            cosTable[c] = cos;\n            sinTable[c] = sin;\n\n        }\n\n        return { sin: sinTable, cos: cosTable, length: length };\n\n    },\n\n    /**\n    * Returns the euclidian distance between the two given set of coordinates.\n    *\n    * @method Phaser.Math#distance\n    * @param {number} x1\n    * @param {number} y1\n    * @param {number} x2\n    * @param {number} y2\n    * @return {number} The distance between the two sets of coordinates.\n    */\n    distance: function (x1, y1, x2, y2) {\n\n        var dx = x1 - x2;\n        var dy = y1 - y2;\n\n        return Math.sqrt(dx * dx + dy * dy);\n\n    },\n\n    /**\n    * Returns the euclidean distance squared between the two given set of\n    * coordinates (cuts out a square root operation before returning).\n    *\n    * @method Phaser.Math#distanceSq\n    * @param {number} x1\n    * @param {number} y1\n    * @param {number} x2\n    * @param {number} y2\n    * @return {number} The distance squared between the two sets of coordinates.\n    */\n    distanceSq: function (x1, y1, x2, y2) {\n\n        var dx = x1 - x2;\n        var dy = y1 - y2;\n\n        return dx * dx + dy * dy;\n\n    },\n\n    /**\n    * Returns the distance between the two given set of coordinates at the power given.\n    *\n    * @method Phaser.Math#distancePow\n    * @param {number} x1\n    * @param {number} y1\n    * @param {number} x2\n    * @param {number} y2\n    * @param {number} [pow=2]\n    * @return {number} The distance between the two sets of coordinates.\n    */\n    distancePow: function (x1, y1, x2, y2, pow) {\n\n        if (pow === undefined) { pow = 2; }\n\n        return Math.sqrt(Math.pow(x2 - x1, pow) + Math.pow(y2 - y1, pow));\n\n    },\n\n    /**\n    * Force a value within the boundaries by clamping it to the range `min`, `max`.\n    *\n    * @method Phaser.Math#clamp\n    * @param {float} v - The value to be clamped.\n    * @param {float} min - The minimum bounds.\n    * @param {float} max - The maximum bounds.\n    * @return {number} The clamped value.\n    */\n    clamp: function (v, min, max) {\n\n        if (v < min)\n        {\n            return min;\n        }\n        else if (max < v)\n        {\n            return max;\n        }\n        else\n        {\n            return v;\n        }\n\n    },\n\n    /**\n    * Clamp `x` to the range `[a, Infinity)`.\n    * Roughly the same as `Math.max(x, a)`, except for NaN handling.\n    *\n    * @method Phaser.Math#clampBottom\n    * @param {number} x\n    * @param {number} a\n    * @return {number}\n    */\n    clampBottom: function (x, a) {\n\n        return x < a ? a : x;\n\n    },\n\n    /**\n    * Checks if two values are within the given tolerance of each other.\n    *\n    * @method Phaser.Math#within\n    * @param {number} a - The first number to check\n    * @param {number} b - The second number to check\n    * @param {number} tolerance - The tolerance. Anything equal to or less than this is considered within the range.\n    * @return {boolean} True if a is <= tolerance of b.\n    * @see {@link Phaser.Math.fuzzyEqual}\n    */\n    within: function (a, b, tolerance) {\n\n        return (Math.abs(a - b) <= tolerance);\n\n    },\n\n    /**\n    * Linear mapping from range <a1, a2> to range <b1, b2>\n    *\n    * @method Phaser.Math#mapLinear\n    * @param {number} x - The value to map\n    * @param {number} a1 - First endpoint of the range <a1, a2>\n    * @param {number} a2 - Final endpoint of the range <a1, a2>\n    * @param {number} b1 - First endpoint of the range <b1, b2>\n    * @param {number} b2 - Final endpoint of the range  <b1, b2>\n    * @return {number}\n    */\n    mapLinear: function (x, a1, a2, b1, b2) {\n\n        return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n    },\n\n    /**\n    * Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep\n    *\n    * @method Phaser.Math#smoothstep\n    * @param {float} x - The input value.\n    * @param {float} min - The left edge. Should be smaller than the right edge.\n    * @param {float} max - The right edge.\n    * @return {float} A value between 0 and 1.\n    */\n    smoothstep: function (x, min, max) {\n\n        // Scale, bias and saturate x to 0..1 range\n        x = Math.max(0, Math.min(1, (x - min) / (max - min)));\n\n        // Evaluate polynomial\n        return x * x * (3 - 2 * x);\n\n    },\n\n    /**\n    * Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep\n    *\n    * @method Phaser.Math#smootherstep\n    * @param {float} x - The input value.\n    * @param {float} min - The left edge. Should be smaller than the right edge.\n    * @param {float} max - The right edge.\n    * @return {float} A value between 0 and 1.\n    */\n    smootherstep: function (x, min, max) {\n\n        x = Math.max(0, Math.min(1, (x - min) / (max - min)));\n\n        return x * x * x * (x * (x * 6 - 15) + 10);\n\n    },\n\n    /**\n    * A value representing the sign of the value: -1 for negative, +1 for positive, 0 if value is 0.\n    *\n    * This works differently from `Math.sign` for values of NaN and -0, etc.\n    *\n    * @method Phaser.Math#sign\n    * @param {number} x\n    * @return {integer} An integer in {-1, 0, 1}\n    */\n    sign: function (x) {\n\n        return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );\n\n    },\n\n    /**\n    * Work out what percentage value `a` is of value `b` using the given base.\n    *\n    * @method Phaser.Math#percent\n    * @param {number} a - The value to work out the percentage for.\n    * @param {number} b - The value you wish to get the percentage of.\n    * @param {number} [base=0] - The base value.\n    * @return {number} The percentage a is of b, between 0 and 1.\n    */\n    percent: function (a, b, base) {\n\n        if (base === undefined) { base = 0; }\n\n        if (a > b || base > b)\n        {\n            return 1;\n        }\n        else if (a < base || base > a)\n        {\n            return 0;\n        }\n        else\n        {\n            return (a - base) / b;\n        }\n\n    }\n\n};\n\nvar degreeToRadiansFactor = Math.PI / 180;\nvar radianToDegreesFactor = 180 / Math.PI;\n\n/**\n* Convert degrees to radians.\n*\n* @method Phaser.Math#degToRad\n* @param {number} degrees - Angle in degrees.\n* @return {number} Angle in radians.\n*/\nPhaser.Math.degToRad = function degToRad (degrees) {\n    return degrees * degreeToRadiansFactor;\n};\n\n/**\n* Convert radians to degrees.\n*\n* @method Phaser.Math#radToDeg\n* @param {number} radians - Angle in radians.\n* @return {number} Angle in degrees\n*/\nPhaser.Math.radToDeg = function radToDeg (radians) {\n    return radians * radianToDegreesFactor;\n};\n\n/* jshint noempty: false */\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* An extremely useful repeatable random data generator.\n*\n* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense.\n*\n* The random number genererator is based on the Alea PRNG, but is modified.\n*  - https://github.com/coverslide/node-alea\n*  - https://github.com/nquinlan/better-random-numbers-for-javascript-mirror\n*  - http://baagoe.org/en/wiki/Better_random_numbers_for_javascript (original, perm. 404)\n*\n* @class Phaser.RandomDataGenerator\n* @constructor\n* @param {any[]|string} [seeds] - An array of values to use as the seed, or a generator state (from {#state}).\n*/\nPhaser.RandomDataGenerator = function (seeds) {\n\n    if (seeds === undefined) { seeds = []; }\n\n    /**\n    * @property {number} c - Internal var.\n    * @private\n    */\n    this.c = 1;\n\n    /**\n    * @property {number} s0 - Internal var.\n    * @private\n    */\n    this.s0 = 0;\n\n    /**\n    * @property {number} s1 - Internal var.\n    * @private\n    */\n    this.s1 = 0;\n\n    /**\n    * @property {number} s2 - Internal var.\n    * @private\n    */\n    this.s2 = 0;\n\n    if (typeof seeds === 'string')\n    {\n        this.state(seeds);\n    }\n    else\n    {\n        this.sow(seeds);\n    }\n\n};\n\nPhaser.RandomDataGenerator.prototype = {\n\n    /**\n    * Private random helper.\n    *\n    * @method Phaser.RandomDataGenerator#rnd\n    * @private\n    * @return {number}\n    */\n    rnd: function () {\n\n        var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32\n\n        this.c = t | 0;\n        this.s0 = this.s1;\n        this.s1 = this.s2;\n        this.s2 = t - this.c;\n\n        return this.s2;\n    },\n\n    /**\n    * Reset the seed of the random data generator.\n    *\n    * _Note_: the seed array is only processed up to the first `undefined` (or `null`) value, should such be present.\n    *\n    * @method Phaser.RandomDataGenerator#sow\n    * @param {any[]} seeds - The array of seeds: the `toString()` of each value is used.\n    */\n    sow: function (seeds) {\n\n        // Always reset to default seed\n        this.s0 = this.hash(' ');\n        this.s1 = this.hash(this.s0);\n        this.s2 = this.hash(this.s1);\n        this.c = 1;\n\n        if (!seeds)\n        {\n            return;\n        }\n\n        // Apply any seeds\n        for (var i = 0; i < seeds.length && (seeds[i] != null); i++)\n        {\n            var seed = seeds[i];\n\n            this.s0 -= this.hash(seed);\n            this.s0 += ~~(this.s0 < 0);\n            this.s1 -= this.hash(seed);\n            this.s1 += ~~(this.s1 < 0);\n            this.s2 -= this.hash(seed);\n            this.s2 += ~~(this.s2 < 0);\n        }\n\n    },\n\n    /**\n    * Internal method that creates a seed hash.\n    *\n    * @method Phaser.RandomDataGenerator#hash\n    * @private\n    * @param {any} data\n    * @return {number} hashed value.\n    */\n    hash: function (data) {\n\n        var h, i, n;\n        n = 0xefc8249d;\n        data = data.toString();\n\n        for (i = 0; i < data.length; i++) {\n            n += data.charCodeAt(i);\n            h = 0.02519603282416938 * n;\n            n = h >>> 0;\n            h -= n;\n            h *= n;\n            n = h >>> 0;\n            h -= n;\n            n += h * 0x100000000;// 2^32\n        }\n\n        return (n >>> 0) * 2.3283064365386963e-10;// 2^-32\n\n    },\n\n    /**\n    * Returns a random integer between 0 and 2^32.\n    *\n    * @method Phaser.RandomDataGenerator#integer\n    * @return {number} A random integer between 0 and 2^32.\n    */\n    integer: function() {\n\n        return this.rnd.apply(this) * 0x100000000;// 2^32\n\n    },\n\n    /**\n    * Returns a random real number between 0 and 1.\n    *\n    * @method Phaser.RandomDataGenerator#frac\n    * @return {number} A random real number between 0 and 1.\n    */\n    frac: function() {\n\n        return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16;   // 2^-53\n\n    },\n\n    /**\n    * Returns a random real number between 0 and 2^32.\n    *\n    * @method Phaser.RandomDataGenerator#real\n    * @return {number} A random real number between 0 and 2^32.\n    */\n    real: function() {\n\n        return this.integer() + this.frac();\n\n    },\n\n    /**\n    * Returns a random integer between and including min and max.\n    *\n    * @method Phaser.RandomDataGenerator#integerInRange\n    * @param {number} min - The minimum value in the range.\n    * @param {number} max - The maximum value in the range.\n    * @return {number} A random number between min and max.\n    */\n    integerInRange: function (min, max) {\n\n        return Math.floor(this.realInRange(0, max - min + 1) + min);\n\n    },\n\n    /**\n    * Returns a random integer between and including min and max.\n    * This method is an alias for RandomDataGenerator.integerInRange.\n    *\n    * @method Phaser.RandomDataGenerator#between\n    * @param {number} min - The minimum value in the range.\n    * @param {number} max - The maximum value in the range.\n    * @return {number} A random number between min and max.\n    */\n    between: function (min, max) {\n\n        return this.integerInRange(min, max);\n\n    },\n\n    /**\n    * Returns a random real number between min and max.\n    *\n    * @method Phaser.RandomDataGenerator#realInRange\n    * @param {number} min - The minimum value in the range.\n    * @param {number} max - The maximum value in the range.\n    * @return {number} A random number between min and max.\n    */\n    realInRange: function (min, max) {\n\n        return this.frac() * (max - min) + min;\n\n    },\n\n    /**\n    * Returns a random real number between -1 and 1.\n    *\n    * @method Phaser.RandomDataGenerator#normal\n    * @return {number} A random real number between -1 and 1.\n    */\n    normal: function () {\n\n        return 1 - 2 * this.frac();\n\n    },\n\n    /**\n    * Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368\n    *\n    * @method Phaser.RandomDataGenerator#uuid\n    * @return {string} A valid RFC4122 version4 ID hex string\n    */\n    uuid: function () {\n\n        var a = '';\n        var b = '';\n\n        for (b = a = ''; a++ < 36; b +=~a % 5 | a * 3&4 ? (a^15 ? 8^this.frac() * (a^20 ? 16 : 4) : 4).toString(16) : '-')\n        {\n        }\n\n        return b;\n\n    },\n\n    /**\n    * Returns a random member of `array`.\n    *\n    * @method Phaser.RandomDataGenerator#pick\n    * @param {Array} ary - An Array to pick a random member of.\n    * @return {any} A random member of the array.\n    */\n    pick: function (ary) {\n\n        return ary[this.integerInRange(0, ary.length - 1)];\n\n    },\n\n    /**\n    * Returns a sign to be used with multiplication operator.\n    *\n    * @method Phaser.RandomDataGenerator#sign\n    * @return {number} -1 or +1.\n    */\n    sign: function () {\n\n        return this.pick([-1, 1]);\n\n    },\n\n    /**\n    * Returns a random member of `array`, favoring the earlier entries.\n    *\n    * @method Phaser.RandomDataGenerator#weightedPick\n    * @param {Array} ary - An Array to pick a random member of.\n    * @return {any} A random member of the array.\n    */\n    weightedPick: function (ary) {\n\n        return ary[~~(Math.pow(this.frac(), 2) * (ary.length - 1) + 0.5)];\n\n    },\n\n    /**\n    * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified.\n    *\n    * @method Phaser.RandomDataGenerator#timestamp\n    * @param {number} min - The minimum value in the range.\n    * @param {number} max - The maximum value in the range.\n    * @return {number} A random timestamp between min and max.\n    */\n    timestamp: function (min, max) {\n\n        return this.realInRange(min || 946684800000, max || 1577862000000);\n\n    },\n\n    /**\n    * Returns a random angle between -180 and 180.\n    *\n    * @method Phaser.RandomDataGenerator#angle\n    * @return {number} A random number between -180 and 180.\n    */\n    angle: function() {\n\n        return this.integerInRange(-180, 180);\n\n    },\n\n    /**\n    * Gets or Sets the state of the generator. This allows you to retain the values\n    * that the generator is using between games, i.e. in a game save file.\n    * \n    * To seed this generator with a previously saved state you can pass it as the \n    * `seed` value in your game config, or call this method directly after Phaser has booted.\n    *\n    * Call this method with no parameters to return the current state.\n    * \n    * If providing a state it should match the same format that this method\n    * returns, which is a string with a header `!rnd` followed by the `c`,\n    * `s0`, `s1` and `s2` values respectively, each comma-delimited. \n    *\n    * @method Phaser.RandomDataGenerator#state\n    * @param {string} [state] - Generator state to be set.\n    * @return {string} The current state of the generator.\n    */\n    state: function (state) {\n\n        if (typeof state === 'string' && state.match(/^!rnd/))\n        {\n            state = state.split(',');\n\n            this.c = parseFloat(state[1]);\n            this.s0 = parseFloat(state[2]);\n            this.s1 = parseFloat(state[3]);\n            this.s2 = parseFloat(state[4]);\n        }\n\n        return ['!rnd', this.c, this.s0, this.s1, this.s2].join(',');\n\n    }\n\n};\n\nPhaser.RandomDataGenerator.prototype.constructor = Phaser.RandomDataGenerator;\n\n/**\n * @author       Timo Hausmann\n * @author       Richard Davey <rich@photonstorm.com>\n * @copyright    2016 Photon Storm Ltd.\n * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n */\n\n/**\n* A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts.\n* However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result.\n* Original version at https://github.com/timohausmann/quadtree-js/\n*\n* @class Phaser.QuadTree\n* @constructor\n* @param {number} x - The top left coordinate of the quadtree.\n* @param {number} y - The top left coordinate of the quadtree.\n* @param {number} width - The width of the quadtree in pixels.\n* @param {number} height - The height of the quadtree in pixels.\n* @param {number} [maxObjects=10] - The maximum number of objects per node.\n* @param {number} [maxLevels=4] - The maximum number of levels to iterate to.\n* @param {number} [level=0] - Which level is this?\n*/\nPhaser.QuadTree = function(x, y, width, height, maxObjects, maxLevels, level) {\n\n    /**\n    * @property {number} maxObjects - The maximum number of objects per node.\n    * @default\n    */\n    this.maxObjects = 10;\n\n    /**\n    * @property {number} maxLevels - The maximum number of levels to break down to.\n    * @default\n    */\n    this.maxLevels = 4;\n\n    /**\n    * @property {number} level - The current level.\n    */\n    this.level = 0;\n\n    /**\n    * @property {object} bounds - Object that contains the quadtree bounds.\n    */\n    this.bounds = {};\n\n    /**\n    * @property {array} objects - Array of quadtree children.\n    */\n    this.objects = [];\n\n    /**\n    * @property {array} nodes - Array of associated child nodes.\n    */\n    this.nodes = [];\n\n    /**\n    * @property {array} _empty - Internal empty array.\n    * @private\n    */\n    this._empty = [];\n\n    this.reset(x, y, width, height, maxObjects, maxLevels, level);\n\n};\n\nPhaser.QuadTree.prototype = {\n\n    /**\n    * Resets the QuadTree.\n    *\n    * @method Phaser.QuadTree#reset\n    * @param {number} x - The top left coordinate of the quadtree.\n    * @param {number} y - The top left coordinate of the quadtree.\n    * @param {number} width - The width of the quadtree in pixels.\n    * @param {number} height - The height of the quadtree in pixels.\n    * @param {number} [maxObjects=10] - The maximum number of objects per node.\n    * @param {number} [maxLevels=4] - The maximum number of levels to iterate to.\n    * @param {number} [level=0] - Which level is this?\n    */\n    reset: function (x, y, width, height, maxObjects, maxLevels, level) {\n\n        this.maxObjects = maxObjects || 10;\n        this.maxLevels = maxLevels || 4;\n        this.level = level || 0;\n\n        this.bounds = {\n            x: Math.round(x),\n            y: Math.round(y),\n            width: width,\n            height: height,\n            subWidth: Math.floor(width / 2),\n            subHeight: Math.floor(height / 2),\n            right: Math.round(x) + Math.floor(width / 2),\n            bottom: Math.round(y) + Math.floor(height / 2)\n        };\n\n        this.objects.length = 0;\n        this.nodes.length = 0;\n\n    },\n\n    /**\n    * Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body property.\n    *\n    * @method Phaser.QuadTree#populate\n    * @param {Phaser.Group} group - The Group to add to the quadtree.\n    */\n    populate: function (group) {\n\n        group.forEach(this.populateHandler, this, true);\n\n    },\n\n    /**\n    * Handler for the populate method.\n    *\n    * @method Phaser.QuadTree#populateHandler\n    * @param {Phaser.Sprite|object} sprite - The Sprite to check.\n    */\n    populateHandler: function (sprite) {\n\n        if (sprite.body && sprite.exists)\n        {\n            this.insert(sprite.body);\n        }\n\n    },\n\n    /**\n    * Split the node into 4 subnodes\n    *\n    * @method Phaser.QuadTree#split\n    */\n    split: function () {\n\n        //  top right node\n        this.nodes[0] = new Phaser.QuadTree(this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));\n\n        //  top left node\n        this.nodes[1] = new Phaser.QuadTree(this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));\n\n        //  bottom left node\n        this.nodes[2] = new Phaser.QuadTree(this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));\n\n        //  bottom right node\n        this.nodes[3] = new Phaser.QuadTree(this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));\n\n    },\n\n    /**\n    * Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes.\n    *\n    * @method Phaser.QuadTree#insert\n    * @param {Phaser.Physics.Arcade.Body|object} body - The Body object to insert into the quadtree. Can be any object so long as it exposes x, y, right and bottom properties.\n    */\n    insert: function (body) {\n\n        var i = 0;\n        var index;\n\n        //  if we have subnodes ...\n        if (this.nodes[0] != null)\n        {\n            index = this.getIndex(body);\n\n            if (index !== -1)\n            {\n                this.nodes[index].insert(body);\n                return;\n            }\n        }\n\n        this.objects.push(body);\n\n        if (this.objects.length > this.maxObjects && this.level < this.maxLevels)\n        {\n            //  Split if we don't already have subnodes\n            if (this.nodes[0] == null)\n            {\n                this.split();\n            }\n\n            //  Add objects to subnodes\n            while (i < this.objects.length)\n            {\n                index = this.getIndex(this.objects[i]);\n\n                if (index !== -1)\n                {\n                    //  this is expensive - see what we can do about it\n                    this.nodes[index].insert(this.objects.splice(i, 1)[0]);\n                }\n                else\n                {\n                    i++;\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Determine which node the object belongs to.\n    *\n    * @method Phaser.QuadTree#getIndex\n    * @param {Phaser.Rectangle|object} rect - The bounds in which to check.\n    * @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.\n    */\n    getIndex: function (rect) {\n\n        //  default is that rect doesn't fit, i.e. it straddles the internal quadrants\n        var index = -1;\n\n        if (rect.x < this.bounds.right && rect.right < this.bounds.right)\n        {\n            if (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom)\n            {\n                //  rect fits within the top-left quadrant of this quadtree\n                index = 1;\n            }\n            else if (rect.y > this.bounds.bottom)\n            {\n                //  rect fits within the bottom-left quadrant of this quadtree\n                index = 2;\n            }\n        }\n        else if (rect.x > this.bounds.right)\n        {\n            //  rect can completely fit within the right quadrants\n            if (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom)\n            {\n                //  rect fits within the top-right quadrant of this quadtree\n                index = 0;\n            }\n            else if (rect.y > this.bounds.bottom)\n            {\n                //  rect fits within the bottom-right quadrant of this quadtree\n                index = 3;\n            }\n        }\n\n        return index;\n\n    },\n\n    /**\n    * Return all objects that could collide with the given Sprite or Rectangle.\n    *\n    * @method Phaser.QuadTree#retrieve\n    * @param {Phaser.Sprite|Phaser.Rectangle} source - The source object to check the QuadTree against. Either a Sprite or Rectangle.\n    * @return {array} - Array with all detected objects.\n    */\n    retrieve: function (source) {\n\n        if (source instanceof Phaser.Rectangle)\n        {\n            var returnObjects = this.objects;\n\n            var index = this.getIndex(source);\n        }\n        else\n        {\n            if (!source.body)\n            {\n                return this._empty;\n            }\n\n            var returnObjects = this.objects;\n\n            var index = this.getIndex(source.body);\n        }\n\n        if (this.nodes[0])\n        {\n            //  If rect fits into a subnode ..\n            if (index !== -1)\n            {\n                returnObjects = returnObjects.concat(this.nodes[index].retrieve(source));\n            }\n            else\n            {\n                //  If rect does not fit into a subnode, check it against all subnodes (unrolled for speed)\n                returnObjects = returnObjects.concat(this.nodes[0].retrieve(source));\n                returnObjects = returnObjects.concat(this.nodes[1].retrieve(source));\n                returnObjects = returnObjects.concat(this.nodes[2].retrieve(source));\n                returnObjects = returnObjects.concat(this.nodes[3].retrieve(source));\n            }\n        }\n\n        return returnObjects;\n\n    },\n\n    /**\n    * Clear the quadtree.\n    * @method Phaser.QuadTree#clear\n    */\n    clear: function () {\n\n        this.objects.length = 0;\n\n        var i = this.nodes.length;\n\n        while (i--)\n        {\n            this.nodes[i].clear();\n            this.nodes.splice(i, 1);\n        }\n\n        this.nodes.length = 0;\n    }\n\n};\n\nPhaser.QuadTree.prototype.constructor = Phaser.QuadTree;\n\n/**\n* Javascript QuadTree\n* @version 1.0\n*\n* @version 1.3, March 11th 2014\n* @author Richard Davey\n* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked\n* it massively to add node indexing, removed lots of temp. var creation and significantly\n* increased performance as a result.\n*\n* Original version at https://github.com/timohausmann/quadtree-js/\n*/\n\n/**\n* @copyright © 2012 Timo Hausmann\n*\n* Permission is hereby granted, free of charge, to any person obtaining\n* a copy of this software and associated documentation files (the\n* \"Software\"), to deal in the Software without restriction, including\n* without limitation the rights to use, copy, modify, merge, publish,\n* distribute, sublicense, and/or sell copies of the Software, and to\n* permit persons to whom the Software is furnished to do so, subject to\n* the following conditions:\n*\n* The above copyright notice and this permission notice shall be\n* included in all copies or substantial portions of the Software.\n*\n* THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND\n* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE\n* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION\n* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION\n* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\n*/\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.\n*\n* @class Phaser.Net\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Net = function (game) {\n\n    this.game = game;\n\n};\n\nPhaser.Net.prototype = {\n\n    /**\n    * Returns the hostname given by the browser.\n    *\n    * @method Phaser.Net#getHostName\n    * @return {string}\n    */\n    getHostName: function () {\n\n        if (window.location && window.location.hostname) {\n            return window.location.hostname;\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Compares the given domain name against the hostname of the browser containing the game.\n    * If the domain name is found it returns true.\n    * You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.\n    * Do not include 'http://' at the start.\n    *\n    * @method Phaser.Net#checkDomainName\n    * @param {string} domain\n    * @return {boolean} true if the given domain fragment can be found in the window.location.hostname\n    */\n    checkDomainName: function (domain) {\n        return window.location.hostname.indexOf(domain) !== -1;\n    },\n\n    /**\n    * Updates a value on the Query String and returns it in full.\n    * If the value doesn't already exist it is set.\n    * If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.\n    * Optionally you can redirect to the new url, or just return it as a string.\n    *\n    * @method Phaser.Net#updateQueryString\n    * @param {string} key - The querystring key to update.\n    * @param {string} value - The new value to be set. If it already exists it will be replaced.\n    * @param {boolean} redirect - If true the browser will issue a redirect to the url with the new querystring.\n    * @param {string} url - The URL to modify. If none is given it uses window.location.href.\n    * @return {string} If redirect is false then the modified url and query string is returned.\n    */\n    updateQueryString: function (key, value, redirect, url) {\n\n        if (redirect === undefined) { redirect = false; }\n        if (url === undefined || url === '') { url = window.location.href; }\n\n        var output = '';\n        var re = new RegExp(\"([?|&])\" + key + \"=.*?(&|#|$)(.*)\", \"gi\");\n\n        if (re.test(url))\n        {\n            if (typeof value !== 'undefined' && value !== null)\n            {\n                output = url.replace(re, '$1' + key + \"=\" + value + '$2$3');\n            }\n            else\n            {\n                output = url.replace(re, '$1$3').replace(/(&|\\?)$/, '');\n            }\n        }\n        else\n        {\n            if (typeof value !== 'undefined' && value !== null)\n            {\n                var separator = url.indexOf('?') !== -1 ? '&' : '?';\n                var hash = url.split('#');\n                url = hash[0] + separator + key + '=' + value;\n\n                if (hash[1]) {\n                    url += '#' + hash[1];\n                }\n\n                output = url;\n\n            }\n            else\n            {\n                output = url;\n            }\n        }\n\n        if (redirect)\n        {\n            window.location.href = output;\n        }\n        else\n        {\n            return output;\n        }\n\n    },\n\n    /**\n    * Returns the Query String as an object.\n    * If you specify a parameter it will return just the value of that parameter, should it exist.\n    *\n    * @method Phaser.Net#getQueryString\n    * @param {string} [parameter=''] - If specified this will return just the value for that key.\n    * @return {string|object} An object containing the key value pairs found in the query string or just the value if a parameter was given.\n    */\n    getQueryString: function (parameter) {\n\n        if (parameter === undefined) { parameter = ''; }\n\n        var output = {};\n        var keyValues = location.search.substring(1).split('&');\n\n        for (var i in keyValues)\n        {\n            var key = keyValues[i].split('=');\n\n            if (key.length > 1)\n            {\n                if (parameter && parameter === this.decodeURI(key[0]))\n                {\n                    return this.decodeURI(key[1]);\n                }\n                else\n                {\n                    output[this.decodeURI(key[0])] = this.decodeURI(key[1]);\n                }\n            }\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Takes a Uniform Resource Identifier (URI) component (previously created by encodeURIComponent or by a similar routine) and\n    * decodes it, replacing \\ with spaces in the return. Used internally by the Net classes.\n    *\n    * @method Phaser.Net#decodeURI\n    * @param {string} value - The URI component to be decoded.\n    * @return {string} The decoded value.\n    */\n    decodeURI: function (value) {\n        return decodeURIComponent(value.replace(/\\+/g, \" \"));\n    }\n\n};\n\nPhaser.Net.prototype.constructor = Phaser.Net;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.\n* Tweens are hooked into the game clock and pause system, adjusting based on the game state.\n*\n* TweenManager is based heavily on tween.js by http://soledadpenades.com.\n* The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object.\n* It also has callbacks swapped for Signals and a few issues patched with regard to properties and completion errors.\n* Please see https://github.com/sole/tween.js for a full list of contributors.\n* \n* @class Phaser.TweenManager\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.TweenManager = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * Are all newly created Tweens frame or time based? A frame based tween will use the physics elapsed timer when updating. This means\n    * it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should\n    * be given in frames.\n    * \n    * If the Tween uses a time based update (which is the default) then the duration is given in milliseconds.\n    * In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween\n    * has actually been through. For very short tweens you may wish to experiment with a frame based update instead.\n    * @property {boolean} frameBased\n    * @default\n    */\n    this.frameBased = false;\n\n    /**\n    * @property {array<Phaser.Tween>} _tweens - All of the currently running tweens.\n    * @private\n    */\n    this._tweens = [];\n\n    /**\n    * @property {array<Phaser.Tween>} _add - All of the tweens queued to be added in the next update.\n    * @private\n    */\n    this._add = [];\n\n    this.easeMap = {\n\n        \"Power0\": Phaser.Easing.Power0,\n        \"Power1\": Phaser.Easing.Power1,\n        \"Power2\": Phaser.Easing.Power2,\n        \"Power3\": Phaser.Easing.Power3,\n        \"Power4\": Phaser.Easing.Power4,\n\n        \"Linear\": Phaser.Easing.Linear.None,\n        \"Quad\": Phaser.Easing.Quadratic.Out,\n        \"Cubic\": Phaser.Easing.Cubic.Out,\n        \"Quart\": Phaser.Easing.Quartic.Out,\n        \"Quint\": Phaser.Easing.Quintic.Out,\n        \"Sine\": Phaser.Easing.Sinusoidal.Out,\n        \"Expo\": Phaser.Easing.Exponential.Out,\n        \"Circ\": Phaser.Easing.Circular.Out,\n        \"Elastic\": Phaser.Easing.Elastic.Out,\n        \"Back\": Phaser.Easing.Back.Out,\n        \"Bounce\": Phaser.Easing.Bounce.Out,\n\n        \"Quad.easeIn\": Phaser.Easing.Quadratic.In,\n        \"Cubic.easeIn\": Phaser.Easing.Cubic.In,\n        \"Quart.easeIn\": Phaser.Easing.Quartic.In,\n        \"Quint.easeIn\": Phaser.Easing.Quintic.In,\n        \"Sine.easeIn\": Phaser.Easing.Sinusoidal.In,\n        \"Expo.easeIn\": Phaser.Easing.Exponential.In,\n        \"Circ.easeIn\": Phaser.Easing.Circular.In,\n        \"Elastic.easeIn\": Phaser.Easing.Elastic.In,\n        \"Back.easeIn\": Phaser.Easing.Back.In,\n        \"Bounce.easeIn\": Phaser.Easing.Bounce.In,\n\n        \"Quad.easeOut\": Phaser.Easing.Quadratic.Out,\n        \"Cubic.easeOut\": Phaser.Easing.Cubic.Out,\n        \"Quart.easeOut\": Phaser.Easing.Quartic.Out,\n        \"Quint.easeOut\": Phaser.Easing.Quintic.Out,\n        \"Sine.easeOut\": Phaser.Easing.Sinusoidal.Out,\n        \"Expo.easeOut\": Phaser.Easing.Exponential.Out,\n        \"Circ.easeOut\": Phaser.Easing.Circular.Out,\n        \"Elastic.easeOut\": Phaser.Easing.Elastic.Out,\n        \"Back.easeOut\": Phaser.Easing.Back.Out,\n        \"Bounce.easeOut\": Phaser.Easing.Bounce.Out,\n\n        \"Quad.easeInOut\": Phaser.Easing.Quadratic.InOut,\n        \"Cubic.easeInOut\": Phaser.Easing.Cubic.InOut,\n        \"Quart.easeInOut\": Phaser.Easing.Quartic.InOut,\n        \"Quint.easeInOut\": Phaser.Easing.Quintic.InOut,\n        \"Sine.easeInOut\": Phaser.Easing.Sinusoidal.InOut,\n        \"Expo.easeInOut\": Phaser.Easing.Exponential.InOut,\n        \"Circ.easeInOut\": Phaser.Easing.Circular.InOut,\n        \"Elastic.easeInOut\": Phaser.Easing.Elastic.InOut,\n        \"Back.easeInOut\": Phaser.Easing.Back.InOut,\n        \"Bounce.easeInOut\": Phaser.Easing.Bounce.InOut\n\n    };\n\n    this.game.onPause.add(this._pauseAll, this);\n    this.game.onResume.add(this._resumeAll, this);\n\n};\n\nPhaser.TweenManager.prototype = {\n\n    /**\n    * Get all the tween objects in an array.\n    * @method Phaser.TweenManager#getAll\n    * @returns {Phaser.Tween[]} Array with all tween objects.\n    */\n    getAll: function () {\n\n        return this._tweens;\n\n    },\n\n    /**\n    * Remove all tweens running and in the queue. Doesn't call any of the tween onComplete events.\n    * @method Phaser.TweenManager#removeAll\n    */\n    removeAll: function () {\n\n        for (var i = 0; i < this._tweens.length; i++)\n        {\n            this._tweens[i].pendingDelete = true;\n        }\n\n        this._add = [];\n\n    },\n    \n    /**\n    * Remove all tweens from a specific object, array of objects or Group.\n    * \n    * @method Phaser.TweenManager#removeFrom\n    * @param {object|object[]|Phaser.Group} obj - The object you want to remove the tweens from.\n    * @param {boolean} [children=true] - If passing a group, setting this to true will remove the tweens from all of its children instead of the group itself.\n    */\n    removeFrom: function (obj, children) {\n        \n        if (children === undefined) { children = true; }\n\n        var i;\n        var len;\n\n        if (Array.isArray(obj))\n        {\n            for (i = 0, len = obj.length; i < len; i++)\n            {\n                this.removeFrom(obj[i]);\n            }\n        }\n        else if (obj.type === Phaser.GROUP && children)\n        {\n            for (var i = 0, len = obj.children.length; i < len; i++)\n            {\n                this.removeFrom(obj.children[i]);\n            }\n        }\n        else\n        {\n            for (i = 0, len = this._tweens.length; i < len; i++)\n            {\n                if (obj === this._tweens[i].target)\n                {\n                    this.remove(this._tweens[i]);\n                }\n            }\n\n            for (i = 0, len = this._add.length; i < len; i++)\n            {\n                if (obj === this._add[i].target)\n                {\n                    this.remove(this._add[i]);\n                }\n            }\n        }\n        \n    },\n\n    /**\n    * Add a new tween into the TweenManager.\n    *\n    * @method Phaser.TweenManager#add\n    * @param {Phaser.Tween} tween - The tween object you want to add.\n    * @returns {Phaser.Tween} The tween object you added to the manager.\n    */\n    add: function (tween) {\n\n        tween._manager = this;\n        this._add.push(tween);\n\n    },\n\n    /**\n    * Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.\n    *\n    * @method Phaser.TweenManager#create\n    * @param {object} object - Object the tween will be run on.\n    * @returns {Phaser.Tween} The newly created tween object.\n    */\n    create: function (object) {\n\n        return new Phaser.Tween(object, this.game, this);\n\n    },\n\n    /**\n    * Remove a tween from this manager.\n    *\n    * @method Phaser.TweenManager#remove\n    * @param {Phaser.Tween} tween - The tween object you want to remove.\n    */\n    remove: function (tween) {\n\n        var i = this._tweens.indexOf(tween);\n\n        if (i !== -1)\n        {\n            this._tweens[i].pendingDelete = true;\n        }\n        else\n        {\n            i = this._add.indexOf(tween);\n\n            if (i !== -1)\n            {\n                this._add[i].pendingDelete = true;\n            }\n        }\n\n    },\n\n    /**\n    * Update all the tween objects you added to this manager.\n    *\n    * @method Phaser.TweenManager#update\n    * @returns {boolean} Return false if there's no tween to update, otherwise return true.\n    */\n    update: function () {\n\n        var addTweens = this._add.length;\n        var numTweens = this._tweens.length;\n\n        if (numTweens === 0 && addTweens === 0)\n        {\n            return false;\n        }\n\n        var i = 0;\n\n        while (i < numTweens)\n        {\n            if (this._tweens[i].update(this.game.time.time))\n            {\n                i++;\n            }\n            else\n            {\n                this._tweens.splice(i, 1);\n\n                numTweens--;\n            }\n        }\n\n        //  If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running\n        if (addTweens > 0)\n        {\n            this._tweens = this._tweens.concat(this._add);\n            this._add.length = 0;\n        }\n\n        return true;\n\n    },\n\n    /**\n    * Checks to see if a particular Sprite is currently being tweened.\n    *\n    * @method Phaser.TweenManager#isTweening\n    * @param {object} object - The object to check for tweens against.\n    * @returns {boolean} Returns true if the object is currently being tweened, false if not.\n    */\n    isTweening: function(object) {\n\n        return this._tweens.some(function(tween) {\n            return tween.target === object;\n        });\n\n    },\n\n    /**\n    * Private. Called by game focus loss. Pauses all currently running tweens.\n    *\n    * @method Phaser.TweenManager#_pauseAll\n    * @private\n    */\n    _pauseAll: function () {\n\n        for (var i = this._tweens.length - 1; i >= 0; i--)\n        {\n            this._tweens[i]._pause();\n        }\n\n    },\n\n    /**\n    * Private. Called by game focus loss. Resumes all currently paused tweens.\n    *\n    * @method Phaser.TweenManager#_resumeAll\n    * @private\n    */\n    _resumeAll: function () {\n\n        for (var i = this._tweens.length - 1; i >= 0; i--)\n        {\n            this._tweens[i]._resume();\n        }\n\n    },\n\n    /**\n    * Pauses all currently running tweens.\n    *\n    * @method Phaser.TweenManager#pauseAll\n    */\n    pauseAll: function () {\n\n        for (var i = this._tweens.length - 1; i >= 0; i--)\n        {\n            this._tweens[i].pause();\n        }\n\n    },\n\n    /**\n    * Resumes all currently paused tweens.\n    *\n    * @method Phaser.TweenManager#resumeAll\n    */\n    resumeAll: function () {\n\n        for (var i = this._tweens.length - 1; i >= 0; i--)\n        {\n            this._tweens[i].resume(true);\n        }\n\n    }\n\n};\n\nPhaser.TweenManager.prototype.constructor = Phaser.TweenManager;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Tween allows you to alter one or more properties of a target object over a defined period of time.\n* This can be used for things such as alpha fading Sprites, scaling them or motion.\n* Use `Tween.to` or `Tween.from` to set-up the tween values. You can create multiple tweens on the same object\n* by calling Tween.to multiple times on the same Tween. Additional tweens specified in this way become \"child\" tweens and\n* are played through in sequence. You can use Tween.timeScale and Tween.reverse to control the playback of this Tween and all of its children.\n*\n* @class Phaser.Tween\n* @constructor\n* @param {object} target - The target object, such as a Phaser.Sprite or Phaser.Sprite.scale.\n* @param {Phaser.Game} game - Current game instance.\n* @param {Phaser.TweenManager} manager - The TweenManager responsible for looking after this Tween.\n*/\nPhaser.Tween = function (target, game, manager) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = game;\n\n    /**\n    * @property {object} target - The target object, such as a Phaser.Sprite or property like Phaser.Sprite.scale.\n    */\n    this.target = target;\n\n    /**\n    * @property {Phaser.TweenManager} manager - Reference to the TweenManager responsible for updating this Tween.\n    */\n    this.manager = manager;\n\n    /**\n    * @property {Array} timeline - An Array of TweenData objects that comprise the different parts of this Tween.\n    */\n    this.timeline = [];\n\n    /**\n    * If set to `true` the current tween will play in reverse.\n    * If the tween hasn't yet started this has no effect.\n    * If there are child tweens then all child tweens will play in reverse from the current point.\n    * @property {boolean} reverse\n    * @default\n    */\n    this.reverse = false;\n\n    /**\n    * The speed at which the tweens will run. A value of 1 means it will match the game frame rate. 0.5 will run at half the frame rate. 2 at double the frame rate, etc.\n    * If a tweens duration is 1 second but timeScale is 0.5 then it will take 2 seconds to complete.\n    *\n    * @property {number} timeScale\n    * @default\n    */\n    this.timeScale = 1;\n\n    /**\n    * @property {number} repeatCounter - If the Tween and any child tweens are set to repeat this contains the current repeat count.\n    */\n    this.repeatCounter = 0;\n\n    /**\n    * @property {boolean} pendingDelete - True if this Tween is ready to be deleted by the TweenManager.\n    * @default\n    * @readonly\n    */\n    this.pendingDelete = false;\n\n    /**\n    * The onStart event is fired when the Tween begins. If there is a delay before the tween starts then onStart fires after the delay is finished.\n    * It will be sent 2 parameters: the target object and this tween.\n    * @property {Phaser.Signal} onStart\n    */\n    this.onStart = new Phaser.Signal();\n\n    /**\n    * The onLoop event is fired if the Tween, or any child tweens loop.\n    * It will be sent 2 parameters: the target object and this tween.\n    * \n    * @property {Phaser.Signal} onLoop\n    */\n    this.onLoop = new Phaser.Signal();\n\n    /**\n    * The onRepeat event is fired if the Tween and all of its children repeats. If this tween has no children this will never be fired.\n    * It will be sent 2 parameters: the target object and this tween.\n    * @property {Phaser.Signal} onRepeat\n    */\n    this.onRepeat = new Phaser.Signal();\n\n    /**\n    * The onChildComplete event is fired when the Tween or any of its children completes.\n    * Fires every time a child completes unless a child is set to repeat forever.\n    * It will be sent 2 parameters: the target object and this tween.\n    * @property {Phaser.Signal} onChildComplete\n    */\n    this.onChildComplete = new Phaser.Signal();\n\n    /**\n    * The onComplete event is fired when the Tween and all of its children completes. Does not fire if the Tween is set to loop or repeatAll(-1).\n    * It will be sent 2 parameters: the target object and this tween.\n    * @property {Phaser.Signal} onComplete\n    */\n    this.onComplete = new Phaser.Signal();\n\n    /**\n    * @property {boolean} isRunning - If the tween is running this is set to true, otherwise false. Tweens that are in a delayed state or waiting to start are considered as being running.\n    * @default\n    */\n    this.isRunning = false;\n\n    /**\n    * @property {number} current - The current Tween child being run.\n    * @default\n    * @readonly\n    */\n    this.current = 0;\n\n    /**\n    * @property {object} properties - Target property cache used when building the child data values.\n    */\n    this.properties = {};\n\n    /**\n    * @property {Phaser.Tween} chainedTween - If this Tween is chained to another this holds a reference to it.\n    */\n    this.chainedTween = null;\n\n    /**\n    * @property {boolean} isPaused - Is this Tween paused or not?\n    * @default\n    */\n    this.isPaused = false;\n\n    /**\n    * Is this Tween frame or time based? A frame based tween will use the physics elapsed timer when updating. This means\n    * it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should\n    * be given in frames.\n    *\n    * If the Tween uses a time based update (which is the default) then the duration is given in milliseconds.\n    * In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween\n    * has actually been through. For very short tweens you may wish to experiment with a frame based update instead.\n    *\n    * The default value is whatever you've set in TweenManager.frameBased.\n    *\n    * @property {boolean} frameBased\n    * @default\n    */\n    this.frameBased = manager.frameBased;\n\n    /**\n    * @property {function} _onUpdateCallback - An onUpdate callback.\n    * @private\n    * @default null\n    */\n    this._onUpdateCallback = null;\n\n    /**\n    * @property {object} _onUpdateCallbackContext - The context in which to call the onUpdate callback.\n    * @private\n    * @default null\n    */\n    this._onUpdateCallbackContext = null;\n\n    /**\n    * @property {number} _pausedTime - Private pause timer.\n    * @private\n    * @default\n    */\n    this._pausedTime = 0;\n\n    /**\n    * @property {boolean} _codePaused - Was the Tween paused by code or by Game focus loss?\n    * @private\n    */\n    this._codePaused = false;\n\n    /**\n    * @property {boolean} _hasStarted - Internal var to track if the Tween has started yet or not.\n    * @private\n    */\n    this._hasStarted = false;\n};\n\nPhaser.Tween.prototype = {\n\n    /**\n    * Sets this tween to be a `to` tween on the properties given. A `to` tween starts at the current value and tweens to the destination value given.\n    * For example a Sprite with an `x` coordinate of 100 could be tweened to `x` 200 by giving a properties object of `{ x: 200 }`.\n    * The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as \"Circ\".\n    * \".easeIn\", \".easeOut\" and \"easeInOut\" variants are all supported for all ease types.\n    *\n    * @method Phaser.Tween#to\n    * @param {object} properties - An object containing the properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.\n    * @param {number} [duration=1000] - Duration of this tween in ms. Or if `Tween.frameBased` is true this represents the number of frames that should elapse.\n    * @param {function|string} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden.\n    * @param {boolean} [autoStart=false] - Set to `true` to allow this tween to start automatically. Otherwise call Tween.start().\n    * @param {number} [delay=0] - Delay before this tween will start in milliseconds. Defaults to 0, no delay.\n    * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This only effects this individual tween, not any chained tweens.\n    * @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.\n    * @return {Phaser.Tween} This Tween object.\n    */\n    to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {\n\n        if (duration === undefined || duration <= 0) { duration = 1000; }\n        if (ease === undefined || ease === null) { ease = Phaser.Easing.Default; }\n        if (autoStart === undefined) { autoStart = false; }\n        if (delay === undefined) { delay = 0; }\n        if (repeat === undefined) { repeat = 0; }\n        if (yoyo === undefined) { yoyo = false; }\n\n        if (typeof ease === 'string' && this.manager.easeMap[ease])\n        {\n            ease = this.manager.easeMap[ease];\n        }\n\n        if (this.isRunning)\n        {\n            console.warn('Phaser.Tween.to cannot be called after Tween.start');\n            return this;\n        }\n\n        this.timeline.push(new Phaser.TweenData(this).to(properties, duration, ease, delay, repeat, yoyo));\n\n        if (autoStart)\n        {\n            this.start();\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Sets this tween to be a `from` tween on the properties given. A `from` tween sets the target to the destination value and tweens to its current value.\n    * For example a Sprite with an `x` coordinate of 100 tweened from `x` 500 would be set to `x` 500 and then tweened to `x` 100 by giving a properties object of `{ x: 500 }`.\n    * The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as \"Circ\".\n    * \".easeIn\", \".easeOut\" and \"easeInOut\" variants are all supported for all ease types.\n    *\n    * @method Phaser.Tween#from\n    * @param {object} properties - An object containing the properties you want to tween., such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.\n    * @param {number} [duration=1000] - Duration of this tween in ms. Or if `Tween.frameBased` is true this represents the number of frames that should elapse.\n    * @param {function|string} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden.\n    * @param {boolean} [autoStart=false] - Set to `true` to allow this tween to start automatically. Otherwise call Tween.start().\n    * @param {number} [delay=0] - Delay before this tween will start in milliseconds. Defaults to 0, no delay.\n    * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This only effects this individual tween, not any chained tweens.\n    * @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.\n    * @return {Phaser.Tween} This Tween object.\n    */\n    from: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {\n\n        if (duration === undefined) { duration = 1000; }\n        if (ease === undefined || ease === null) { ease = Phaser.Easing.Default; }\n        if (autoStart === undefined) { autoStart = false; }\n        if (delay === undefined) { delay = 0; }\n        if (repeat === undefined) { repeat = 0; }\n        if (yoyo === undefined) { yoyo = false; }\n\n        if (typeof ease === 'string' && this.manager.easeMap[ease])\n        {\n            ease = this.manager.easeMap[ease];\n        }\n\n        if (this.isRunning)\n        {\n            console.warn('Phaser.Tween.from cannot be called after Tween.start');\n            return this;\n        }\n\n        this.timeline.push(new Phaser.TweenData(this).from(properties, duration, ease, delay, repeat, yoyo));\n\n        if (autoStart)\n        {\n            this.start();\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Starts the tween running. Can also be called by the autoStart parameter of `Tween.to` or `Tween.from`.\n    * This sets the `Tween.isRunning` property to `true` and dispatches a `Tween.onStart` signal.\n    * If the Tween has a delay set then nothing will start tweening until the delay has expired.\n    *\n    * @method Phaser.Tween#start\n    * @param {number} [index=0] - If this Tween contains child tweens you can specify which one to start from. The default is zero, i.e. the first tween created.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    start: function (index) {\n\n        if (index === undefined) { index = 0; }\n\n        if (this.game === null || this.target === null || this.timeline.length === 0 || this.isRunning)\n        {\n            return this;\n        }\n\n        //  Populate the tween data\n        for (var i = 0; i < this.timeline.length; i++)\n        {\n            //  Build our master property list with the starting values\n            for (var property in this.timeline[i].vEnd)\n            {\n                this.properties[property] = this.target[property] || 0;\n\n                if (!Array.isArray(this.properties[property]))\n                {\n                    //  Ensures we're using numbers, not strings\n                    this.properties[property] *= 1.0;\n                }\n            }\n        }\n\n        for (var i = 0; i < this.timeline.length; i++)\n        {\n            this.timeline[i].loadValues();\n        }\n\n        this.manager.add(this);\n\n        this.isRunning = true;\n\n        if (index < 0 || index > this.timeline.length - 1)\n        {\n            index = 0;\n        }\n\n        this.current = index;\n\n        this.timeline[this.current].start();\n\n        return this;\n\n    },\n\n    /**\n    * Stops the tween if running and flags it for deletion from the TweenManager.\n    * If called directly the `Tween.onComplete` signal is not dispatched and no chained tweens are started unless the complete parameter is set to `true`.\n    * If you just wish to pause a tween then use Tween.pause instead.\n    *\n    * @method Phaser.Tween#stop\n    * @param {boolean} [complete=false] - Set to `true` to dispatch the Tween.onComplete signal.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    stop: function (complete) {\n\n        if (complete === undefined) { complete = false; }\n\n        this.isRunning = false;\n\n        this._onUpdateCallback = null;\n        this._onUpdateCallbackContext = null;\n\n        if (complete)\n        {\n            this.onComplete.dispatch(this.target, this);\n            this._hasStarted = false;\n\n            if (this.chainedTween)\n            {\n                this.chainedTween.start();\n            }\n        }\n\n        this.manager.remove(this);\n\n        return this;\n\n    },\n\n    /**\n    * Updates either a single TweenData or all TweenData objects properties to the given value.\n    * Used internally by methods like Tween.delay, Tween.yoyo, etc. but can also be called directly if you know which property you want to tweak.\n    * The property is not checked, so if you pass an invalid one you'll generate a run-time error.\n    *\n    * @method Phaser.Tween#updateTweenData\n    * @param {string} property - The property to update.\n    * @param {number|function} value - The value to set the property to.\n    * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the delay on all the children.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    updateTweenData: function (property, value, index) {\n\n        if (this.timeline.length === 0) { return this; }\n\n        if (index === undefined) { index = 0; }\n\n        if (index === -1)\n        {\n            for (var i = 0; i < this.timeline.length; i++)\n            {\n                this.timeline[i][property] = value;\n            }\n        }\n        else\n        {\n            this.timeline[index][property] = value;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Sets the delay in milliseconds before this tween will start. If there are child tweens it sets the delay before the first child starts.\n    * The delay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween.\n    * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to delay.\n    * If you have child tweens and pass -1 as the index value it sets the delay across all of them.\n    *\n    * @method Phaser.Tween#delay\n    * @param {number} duration - The amount of time in ms that the Tween should wait until it begins once started is called. Set to zero to remove any active delay.\n    * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the delay on all the children.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    delay: function (duration, index) {\n\n        return this.updateTweenData('delay', duration, index);\n\n    },\n\n    /**\n    * Sets the number of times this tween will repeat.\n    * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to repeat.\n    * If you have child tweens and pass -1 as the index value it sets the number of times they'll repeat across all of them.\n    * If you wish to define how many times this Tween and all children will repeat see Tween.repeatAll.\n    *\n    * @method Phaser.Tween#repeat\n    * @param {number} total - How many times a tween should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever.\n    * @param {number} [repeat=0] - This is the amount of time to pause (in ms) before the repeat will start.\n    * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the repeat value on all the children.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    repeat: function (total, repeatDelay, index) {\n\n        if (repeatDelay === undefined) { repeatDelay = 0; }\n\n        this.updateTweenData('repeatCounter', total, index);\n\n        return this.updateTweenData('repeatDelay', repeatDelay, index);\n\n    },\n\n    /**\n    * Sets the delay in milliseconds before this tween will repeat itself.\n    * The repeatDelay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween.\n    * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to set repeatDelay on.\n    * If you have child tweens and pass -1 as the index value it sets the repeatDelay across all of them.\n    *\n    * @method Phaser.Tween#repeatDelay\n    * @param {number} duration - The amount of time in ms that the Tween should wait until it repeats or yoyos once start is called. Set to zero to remove any active repeatDelay.\n    * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the repeatDelay on all the children.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    repeatDelay: function (duration, index) {\n\n        return this.updateTweenData('repeatDelay', duration, index);\n\n    },\n\n    /**\n    * A Tween that has yoyo set to true will run through from its starting values to its end values and then play back in reverse from end to start.\n    * Used in combination with repeat you can create endless loops.\n    * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to yoyo.\n    * If you have child tweens and pass -1 as the index value it sets the yoyo property across all of them.\n    * If you wish to yoyo this Tween and all of its children then see Tween.yoyoAll.\n    *\n    * @method Phaser.Tween#yoyo\n    * @param {boolean} enable - Set to true to yoyo this tween, or false to disable an already active yoyo.\n    * @param {number} [yoyoDelay=0] - This is the amount of time to pause (in ms) before the yoyo will start.\n    * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set yoyo on all the children.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    yoyo: function(enable, yoyoDelay, index) {\n\n        if (yoyoDelay === undefined) { yoyoDelay = 0; }\n\n        this.updateTweenData('yoyo', enable, index);\n\n        return this.updateTweenData('yoyoDelay', yoyoDelay, index);\n\n    },\n\n    /**\n    * Sets the delay in milliseconds before this tween will run a yoyo (only applies if yoyo is enabled).\n    * The repeatDelay is invoked as soon as you call `Tween.start`. If the tween is already running this method doesn't do anything for the current active tween.\n    * If you have not yet called `Tween.to` or `Tween.from` at least once then this method will do nothing, as there are no tweens to set repeatDelay on.\n    * If you have child tweens and pass -1 as the index value it sets the repeatDelay across all of them.\n    *\n    * @method Phaser.Tween#yoyoDelay\n    * @param {number} duration - The amount of time in ms that the Tween should wait until it repeats or yoyos once start is called. Set to zero to remove any active yoyoDelay.\n    * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the yoyoDelay on all the children.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    yoyoDelay: function (duration, index) {\n\n        return this.updateTweenData('yoyoDelay', duration, index);\n\n    },\n\n    /**\n    * Set easing function this tween will use, i.e. Phaser.Easing.Linear.None.\n    * The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.Circular.Out or a string such as \"Circ\".\n    * \".easeIn\", \".easeOut\" and \"easeInOut\" variants are all supported for all ease types.\n    * If you have child tweens and pass -1 as the index value it sets the easing function defined here across all of them.\n    *\n    * @method Phaser.Tween#easing\n    * @param {function|string} ease - The easing function this tween will use, i.e. Phaser.Easing.Linear.None.\n    * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the easing function on all children.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    easing: function (ease, index) {\n\n        if (typeof ease === 'string' && this.manager.easeMap[ease])\n        {\n            ease = this.manager.easeMap[ease];\n        }\n\n        return this.updateTweenData('easingFunction', ease, index);\n\n    },\n\n    /**\n    * Sets the interpolation function the tween will use. By default it uses Phaser.Math.linearInterpolation.\n    * Also available: Phaser.Math.bezierInterpolation and Phaser.Math.catmullRomInterpolation.\n    * The interpolation function is only used if the target properties is an array.\n    * If you have child tweens and pass -1 as the index value and it will set the interpolation function across all of them.\n    *\n    * @method Phaser.Tween#interpolation\n    * @param {function} interpolation - The interpolation function to use (Phaser.Math.linearInterpolation by default)\n    * @param {object} [context] - The context under which the interpolation function will be run.\n    * @param {number} [index=0] - If this tween has more than one child this allows you to target a specific child. If set to -1 it will set the interpolation function on all children.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    interpolation: function (interpolation, context, index) {\n\n        if (context === undefined) { context = Phaser.Math; }\n\n        this.updateTweenData('interpolationFunction', interpolation, index);\n\n        return this.updateTweenData('interpolationContext', context, index);\n\n    },\n\n    /**\n    * Set how many times this tween and all of its children will repeat.\n    * A tween (A) with 3 children (B,C,D) with a `repeatAll` value of 2 would play as: ABCDABCD before completing.\n    *\n    * @method Phaser.Tween#repeatAll\n    * @param {number} [total=0] - How many times this tween and all children should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    repeatAll: function (total) {\n\n        if (total === undefined) { total = 0; }\n\n        this.repeatCounter = total;\n\n        return this;\n\n    },\n\n    /**\n    * This method allows you to chain tweens together. Any tween chained to this tween will have its `Tween.start` method called\n    * as soon as this tween completes. If this tween never completes (i.e. repeatAll or loop is set) then the chain will never progress.\n    * Note that `Tween.onComplete` will fire when *this* tween completes, not when the whole chain completes.\n    * For that you should listen to `onComplete` on the final tween in your chain.\n    *\n    * If you pass multiple tweens to this method they will be joined into a single long chain.\n    * For example if this is Tween A and you pass in B, C and D then B will be chained to A, C will be chained to B and D will be chained to C.\n    * Any previously chained tweens that may have been set will be overwritten.\n    *\n    * @method Phaser.Tween#chain\n    * @param {...Phaser.Tween} tweens - One or more tweens that will be chained to this one.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    chain: function () {\n\n        var i = arguments.length;\n\n        while (i--)\n        {\n            if (i > 0)\n            {\n                arguments[i - 1].chainedTween = arguments[i];\n            }\n            else\n            {\n                this.chainedTween = arguments[i];\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Enables the looping of this tween. The tween will loop forever, and onComplete will never fire.\n    *\n    * If `value` is `true` then this is the same as setting `Tween.repeatAll(-1)`.\n    * If `value` is `false` it is the same as setting `Tween.repeatAll(0)` and will reset the `repeatCounter` to zero.\n    *\n    * Usage:\n    * game.add.tween(p).to({ x: 700 }, 1000, Phaser.Easing.Linear.None, true)\n    * .to({ y: 300 }, 1000, Phaser.Easing.Linear.None)\n    * .to({ x: 0 }, 1000, Phaser.Easing.Linear.None)\n    * .to({ y: 0 }, 1000, Phaser.Easing.Linear.None)\n    * .loop();\n    * @method Phaser.Tween#loop\n    * @param {boolean} [value=true] - If `true` this tween will loop once it reaches the end. Set to `false` to remove an active loop.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    loop: function (value) {\n\n        if (value === undefined) { value = true; }\n\n        this.repeatCounter = (value) ? -1 : 0;\n\n        return this;\n\n    },\n\n    /**\n    * Sets a callback to be fired each time this tween updates.\n    *\n    * @method Phaser.Tween#onUpdateCallback\n    * @param {function} callback - The callback to invoke each time this tween is updated. Set to `null` to remove an already active callback.\n    * @param {object} callbackContext - The context in which to call the onUpdate callback.\n    * @return {Phaser.Tween} This tween. Useful for method chaining.\n    */\n    onUpdateCallback: function (callback, callbackContext) {\n\n        this._onUpdateCallback = callback;\n        this._onUpdateCallbackContext = callbackContext;\n\n        return this;\n\n    },\n\n    /**\n    * Pauses the tween. Resume playback with Tween.resume.\n    *\n    * @method Phaser.Tween#pause\n    */\n    pause: function () {\n\n        this.isPaused = true;\n\n        this._codePaused = true;\n\n        this._pausedTime = this.game.time.time;\n\n    },\n\n    /**\n    * This is called by the core Game loop. Do not call it directly, instead use Tween.pause.\n    *\n    * @private\n    * @method Phaser.Tween#_pause\n    */\n    _pause: function () {\n\n        if (!this._codePaused)\n        {\n            this.isPaused = true;\n\n            this._pausedTime = this.game.time.time;\n        }\n\n    },\n\n    /**\n    * Resumes a paused tween.\n    *\n    * @method Phaser.Tween#resume\n    */\n    resume: function () {\n\n        if (this.isPaused)\n        {\n            this.isPaused = false;\n\n            this._codePaused = false;\n\n            for (var i = 0; i < this.timeline.length; i++)\n            {\n                if (!this.timeline[i].isRunning)\n                {\n                    this.timeline[i].startTime += (this.game.time.time - this._pausedTime);\n                }\n            }\n        }\n\n    },\n\n    /**\n    * This is called by the core Game loop. Do not call it directly, instead use Tween.pause.\n    * @method Phaser.Tween#_resume\n    * @private\n    */\n    _resume: function () {\n\n        if (this._codePaused)\n        {\n            return;\n        }\n        else\n        {\n            this.resume();\n        }\n\n    },\n\n    /**\n    * Core tween update function called by the TweenManager. Does not need to be invoked directly.\n    *\n    * @method Phaser.Tween#update\n    * @param {number} time - A timestamp passed in by the TweenManager.\n    * @return {boolean} false if the tween and all child tweens have completed and should be deleted from the manager, otherwise true (still active).\n    */\n    update: function (time) {\n\n        if (this.pendingDelete || !this.target)\n        {\n            return false;\n        }\n\n        if (this.isPaused)\n        {\n            return true;\n        }\n\n        var status = this.timeline[this.current].update(time);\n\n        if (status === Phaser.TweenData.PENDING)\n        {\n            return true;\n        }\n        else if (status === Phaser.TweenData.RUNNING)\n        {\n            if (!this._hasStarted)\n            {\n                this.onStart.dispatch(this.target, this);\n                this._hasStarted = true;\n            }\n\n            if (this._onUpdateCallback !== null)\n            {\n                this._onUpdateCallback.call(this._onUpdateCallbackContext, this, this.timeline[this.current].value, this.timeline[this.current]);\n            }\n\n            //  In case the update callback modifies this tween\n            return this.isRunning;\n        }\n        else if (status === Phaser.TweenData.LOOPED)\n        {\n            if (this.timeline[this.current].repeatCounter === -1)\n            {\n                this.onLoop.dispatch(this.target, this);\n            }\n            else\n            {\n                this.onRepeat.dispatch(this.target, this);\n            }\n\n            return true;\n        }\n        else if (status === Phaser.TweenData.COMPLETE)\n        {\n            var complete = false;\n\n            //  What now?\n            if (this.reverse)\n            {\n                this.current--;\n\n                if (this.current < 0)\n                {\n                    this.current = this.timeline.length - 1;\n                    complete = true;\n                }\n            }\n            else\n            {\n                this.current++;\n\n                if (this.current === this.timeline.length)\n                {\n                    this.current = 0;\n                    complete = true;\n                }\n            }\n\n            if (complete)\n            {\n                //  We've reached the start or end of the child tweens (depending on Tween.reverse), should we repeat it?\n                if (this.repeatCounter === -1)\n                {\n                    this.timeline[this.current].start();\n                    this.onLoop.dispatch(this.target, this);\n                    return true;\n                }\n                else if (this.repeatCounter > 0)\n                {\n                    this.repeatCounter--;\n\n                    this.timeline[this.current].start();\n                    this.onRepeat.dispatch(this.target, this);\n                    return true;\n                }\n                else\n                {\n                    //  No more repeats and no more children, so we're done\n                    this.isRunning = false;\n                    this.onComplete.dispatch(this.target, this);\n                    this._hasStarted = false;\n\n                    if (this.chainedTween)\n                    {\n                        this.chainedTween.start();\n                    }\n\n                    return false;\n                }\n            }\n            else\n            {\n                //  We've still got some children to go\n                this.onChildComplete.dispatch(this.target, this);\n                this.timeline[this.current].start();\n                return true;\n            }\n        }\n\n    },\n\n    /**\n    * This will generate an array populated with the tweened object values from start to end.\n    * It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from.\n    * It ignores delay and repeat counts and any chained tweens, but does include child tweens.\n    * Just one play through of the tween data is returned, including yoyo if set.\n    *\n    * @method Phaser.Tween#generateData\n    * @param {number} [frameRate=60] - The speed in frames per second that the data should be generated at. The higher the value, the larger the array it creates.\n    * @param {array} [data] - If given the generated data will be appended to this array, otherwise a new array will be returned.\n    * @return {array} An array of tweened values.\n    */\n    generateData: function (frameRate, data) {\n\n        if (this.game === null || this.target === null)\n        {\n            return null;\n        }\n\n        if (frameRate === undefined) { frameRate = 60; }\n        if (data === undefined) { data = []; }\n\n        //  Populate the tween data\n        for (var i = 0; i < this.timeline.length; i++)\n        {\n            //  Build our master property list with the starting values\n            for (var property in this.timeline[i].vEnd)\n            {\n                this.properties[property] = this.target[property] || 0;\n\n                if (!Array.isArray(this.properties[property]))\n                {\n                    //  Ensures we're using numbers, not strings\n                    this.properties[property] *= 1.0;\n                }\n            }\n        }\n\n        for (var i = 0; i < this.timeline.length; i++)\n        {\n            this.timeline[i].loadValues();\n        }\n\n        for (var i = 0; i < this.timeline.length; i++)\n        {\n            data = data.concat(this.timeline[i].generateData(frameRate));\n        }\n\n        return data;\n\n    }\n\n};\n\n/**\n* @name Phaser.Tween#totalDuration\n* @property {Phaser.TweenData} totalDuration - Gets the total duration of this Tween, including all child tweens, in milliseconds.\n*/\nObject.defineProperty(Phaser.Tween.prototype, 'totalDuration', {\n\n    get: function () {\n\n        var total = 0;\n\n        for (var i = 0; i < this.timeline.length; i++)\n        {\n            total += this.timeline[i].duration;\n        }\n\n        return total;\n\n    }\n\n});\n\nPhaser.Tween.prototype.constructor = Phaser.Tween;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Phaser.Tween contains at least one TweenData object. It contains all of the tween data values, such as the\n* starting and ending values, the ease function, interpolation and duration. The Tween acts as a timeline manager for\n* TweenData objects and can contain multiple TweenData objects.\n*\n* @class Phaser.TweenData\n* @constructor\n* @param {Phaser.Tween} parent - The Tween that owns this TweenData object.\n*/\nPhaser.TweenData = function (parent) {\n\n    /**\n    * @property {Phaser.Tween} parent - The Tween which owns this TweenData.\n    */\n    this.parent = parent;\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = parent.game;\n\n    /**\n    * @property {object} vStart - An object containing the values at the start of the tween.\n    * @private\n    */\n    this.vStart = {};\n\n    /**\n    * @property {object} vStartCache - Cached starting values.\n    * @private\n    */\n    this.vStartCache = {};\n\n    /**\n    * @property {object} vEnd - An object containing the values at the end of the tween.\n    * @private\n    */\n    this.vEnd = {};\n\n    /**\n    * @property {object} vEndCache - Cached ending values.\n    * @private\n    */\n    this.vEndCache = {};\n\n    /**\n    * @property {number} duration - The duration of the tween in ms.\n    * @default\n    */\n    this.duration = 1000;\n\n    /**\n    * @property {number} percent - A value between 0 and 1 that represents how far through the duration this tween is.\n    * @readonly\n    */\n    this.percent = 0;\n\n    /**\n    * @property {number} value - The current calculated value.\n    * @readonly\n    */\n    this.value = 0;\n\n    /**\n    * @property {number} repeatCounter - If the Tween is set to repeat this contains the current repeat count.\n    */\n    this.repeatCounter = 0;\n\n    /**\n    * @property {number} repeatDelay - The amount of time in ms between repeats of this tween.\n    */\n    this.repeatDelay = 0;\n\n    /**\n    * @property {number} repeatTotal - The total number of times this Tween will repeat.\n    * @readonly\n    */\n    this.repeatTotal = 0;\n\n    /**\n    * @property {boolean} interpolate - True if the Tween will use interpolation (i.e. is an Array to Array tween)\n    * @default\n    */\n    this.interpolate = false;\n\n    /**\n    * @property {boolean} yoyo - True if the Tween is set to yoyo, otherwise false.\n    * @default\n    */\n    this.yoyo = false;\n\n    /**\n    * @property {number} yoyoDelay - The amount of time in ms between yoyos of this tween.\n    */\n    this.yoyoDelay = 0;\n\n    /**\n    * @property {boolean} inReverse - When a Tween is yoyoing this value holds if it's currently playing forwards (false) or in reverse (true).\n    * @default\n    */\n    this.inReverse = false;\n\n    /**\n    * @property {number} delay - The amount to delay by until the Tween starts (in ms). Only applies to the start, use repeatDelay to handle repeats.\n    * @default\n    */\n    this.delay = 0;\n\n    /**\n    * @property {number} dt - Current time value.\n    */\n    this.dt = 0;\n\n    /**\n    * @property {number} startTime - The time the Tween started or null if it hasn't yet started.\n    */\n    this.startTime = null;\n\n    /**\n    * @property {function} easingFunction - The easing function used for the Tween.\n    * @default Phaser.Easing.Default\n    */\n    this.easingFunction = Phaser.Easing.Default;\n\n    /**\n    * @property {function} interpolationFunction - The interpolation function used for the Tween.\n    * @default Phaser.Math.linearInterpolation\n    */\n    this.interpolationFunction = Phaser.Math.linearInterpolation;\n\n    /**\n    * @property {object} interpolationContext - The interpolation function context used for the Tween.\n    * @default Phaser.Math\n    */\n    this.interpolationContext = Phaser.Math;\n\n    /**\n    * @property {boolean} isRunning - If the tween is running this is set to `true`. Unless Phaser.Tween a TweenData that is waiting for a delay to expire is *not* considered as running.\n    * @default\n    */\n    this.isRunning = false;\n\n    /**\n    * @property {boolean} isFrom - Is this a from tween or a to tween?\n    * @default\n    */\n    this.isFrom = false;\n\n};\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.TweenData.PENDING = 0;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.TweenData.RUNNING = 1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.TweenData.LOOPED = 2;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.TweenData.COMPLETE = 3;\n\nPhaser.TweenData.prototype = {\n\n    /**\n    * Sets this tween to be a `to` tween on the properties given. A `to` tween starts at the current value and tweens to the destination value given.\n    * For example a Sprite with an `x` coordinate of 100 could be tweened to `x` 200 by giving a properties object of `{ x: 200 }`.\n    *\n    * @method Phaser.TweenData#to\n    * @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.\n    * @param {number} [duration=1000] - Duration of this tween in ms.\n    * @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.\n    * @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.\n    * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores any chained tweens.\n    * @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.\n    * @return {Phaser.TweenData} This Tween object.\n    */\n    to: function (properties, duration, ease, delay, repeat, yoyo) {\n\n        this.vEnd = properties;\n        this.duration = duration;\n        this.easingFunction = ease;\n        this.delay = delay;\n        this.repeatTotal = repeat;\n        this.yoyo = yoyo;\n\n        this.isFrom = false;\n\n        return this;\n\n    },\n\n    /**\n    * Sets this tween to be a `from` tween on the properties given. A `from` tween sets the target to the destination value and tweens to its current value.\n    * For example a Sprite with an `x` coordinate of 100 tweened from `x` 500 would be set to `x` 500 and then tweened to `x` 100 by giving a properties object of `{ x: 500 }`.\n    *\n    * @method Phaser.TweenData#from\n    * @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.\n    * @param {number} [duration=1000] - Duration of this tween in ms.\n    * @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.\n    * @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.\n    * @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores any chained tweens.\n    * @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.\n    * @return {Phaser.TweenData} This Tween object.\n    */\n    from: function (properties, duration, ease, delay, repeat, yoyo) {\n\n        this.vEnd = properties;\n        this.duration = duration;\n        this.easingFunction = ease;\n        this.delay = delay;\n        this.repeatTotal = repeat;\n        this.yoyo = yoyo;\n\n        this.isFrom = true;\n\n        return this;\n\n    },\n\n    /**\n    * Starts the Tween running.\n    *\n    * @method Phaser.TweenData#start\n    * @return {Phaser.TweenData} This Tween object.\n    */\n    start: function () {\n\n        this.startTime = this.game.time.time + this.delay;\n\n        if (this.parent.reverse)\n        {\n            this.dt = this.duration;\n        }\n        else\n        {\n            this.dt = 0;\n        }\n\n        if (this.delay > 0)\n        {\n            this.isRunning = false;\n        }\n        else\n        {\n            this.isRunning = true;\n        }\n\n        if (this.isFrom)\n        {\n            //  Reverse them all and instant set them\n            for (var property in this.vStartCache)\n            {\n                this.vStart[property] = this.vEndCache[property];\n                this.vEnd[property] = this.vStartCache[property];\n                this.parent.target[property] = this.vStart[property];\n            }\n        }\n\n        this.value = 0;\n        this.yoyoCounter = 0;\n        this.repeatCounter = this.repeatTotal;\n\n        return this;\n\n    },\n\n    /**\n    * Loads the values from the target object into this Tween.\n    *\n    * @private\n    * @method Phaser.TweenData#loadValues\n    * @return {Phaser.TweenData} This Tween object.\n    */\n    loadValues: function () {\n\n        for (var property in this.parent.properties)\n        {\n            //  Load the property from the parent object\n            this.vStart[property] = this.parent.properties[property];\n\n            //  Check if an Array was provided as property value\n            if (Array.isArray(this.vEnd[property]))\n            {\n                if (this.vEnd[property].length === 0)\n                {\n                    continue;\n                }\n\n                if (this.percent === 0)\n                {\n                    //  Put the start value at the beginning of the array\n                    //  but we only want to do this once, if the Tween hasn't run before\n                    this.vEnd[property] = [this.vStart[property]].concat(this.vEnd[property]);\n                }\n            }\n\n            if (typeof this.vEnd[property] !== 'undefined')\n            {\n                if (typeof this.vEnd[property] === 'string')\n                {\n                    //  Parses relative end values with start as base (e.g.: +10, -3)\n                    this.vEnd[property] = this.vStart[property] + parseFloat(this.vEnd[property], 10);\n                }\n\n                this.parent.properties[property] = this.vEnd[property];\n            }\n            else\n            {\n                //  Null tween\n                this.vEnd[property] = this.vStart[property];\n            }\n\n            this.vStartCache[property] = this.vStart[property];\n            this.vEndCache[property] = this.vEnd[property];\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Updates this Tween. This is called automatically by Phaser.Tween.\n    *\n    * @protected\n    * @method Phaser.TweenData#update\n    * @param {number} time - A timestamp passed in by the Tween parent.\n    * @return {number} The current status of this Tween. One of the Phaser.TweenData constants: PENDING, RUNNING, LOOPED or COMPLETE.\n    */\n    update: function (time) {\n\n        if (!this.isRunning)\n        {\n            if (time >= this.startTime)\n            {\n                this.isRunning = true;\n            }\n            else\n            {\n                return Phaser.TweenData.PENDING;\n            }\n        }\n        else\n        {\n            //  Is Running, but is waiting to repeat\n            if (time < this.startTime)\n            {\n                return Phaser.TweenData.RUNNING;\n            }\n        }\n\n        var ms = (this.parent.frameBased) ? this.game.time.physicsElapsedMS : this.game.time.elapsedMS;\n\n        if (this.parent.reverse)\n        {\n            this.dt -= ms * this.parent.timeScale;\n            this.dt = Math.max(this.dt, 0);\n        }\n        else\n        {\n            this.dt += ms * this.parent.timeScale;\n            this.dt = Math.min(this.dt, this.duration);\n        }\n\n        this.percent = this.dt / this.duration;\n\n        this.value = this.easingFunction(this.percent);\n\n        for (var property in this.vEnd)\n        {\n            var start = this.vStart[property];\n            var end = this.vEnd[property];\n\n            if (Array.isArray(end))\n            {\n                this.parent.target[property] = this.interpolationFunction.call(this.interpolationContext, end, this.value);\n            }\n            else\n            {\n                this.parent.target[property] = start + ((end - start) * this.value);\n            }\n        }\n\n        if ((!this.parent.reverse && this.percent === 1) || (this.parent.reverse && this.percent === 0))\n        {\n            return this.repeat();\n        }\n        \n        return Phaser.TweenData.RUNNING;\n\n    },\n\n    /**\n    * This will generate an array populated with the tweened object values from start to end.\n    * It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from.\n    * Just one play through of the tween data is returned, including yoyo if set.\n    *\n    * @method Phaser.TweenData#generateData\n    * @param {number} [frameRate=60] - The speed in frames per second that the data should be generated at. The higher the value, the larger the array it creates.\n    * @return {array} An array of tweened values.\n    */\n    generateData: function (frameRate) {\n\n        if (this.parent.reverse)\n        {\n            this.dt = this.duration;\n        }\n        else\n        {\n            this.dt = 0;\n        }\n\n        var data = [];\n        var complete = false;\n        var fps = (1 / frameRate) * 1000;\n\n        do\n        {\n            if (this.parent.reverse)\n            {\n                this.dt -= fps;\n                this.dt = Math.max(this.dt, 0);\n            }\n            else\n            {\n                this.dt += fps;\n                this.dt = Math.min(this.dt, this.duration);\n            }\n\n            this.percent = this.dt / this.duration;\n\n            this.value = this.easingFunction(this.percent);\n\n            var blob = {};\n\n            for (var property in this.vEnd)\n            {\n                var start = this.vStart[property];\n                var end = this.vEnd[property];\n\n                if (Array.isArray(end))\n                {\n                    blob[property] = this.interpolationFunction(end, this.value);\n                }\n                else\n                {\n                    blob[property] = start + ((end - start) * this.value);\n                }\n            }\n\n            data.push(blob);\n\n            if ((!this.parent.reverse && this.percent === 1) || (this.parent.reverse && this.percent === 0))\n            {\n                complete = true;\n            }\n\n        } while (!complete);\n\n        if (this.yoyo)\n        {\n            var reversed = data.slice();\n            reversed.reverse();\n            data = data.concat(reversed);\n        }\n\n        return data;\n\n    },\n\n    /**\n    * Checks if this Tween is meant to repeat or yoyo and handles doing so.\n    *\n    * @private\n    * @method Phaser.TweenData#repeat\n    * @return {number} Either Phaser.TweenData.LOOPED or Phaser.TweenData.COMPLETE.\n    */\n    repeat: function () {\n\n        //  If not a yoyo and repeatCounter = 0 then we're done\n        if (this.yoyo)\n        {\n            //  We're already in reverse mode, which means the yoyo has finished and there's no repeats, so end\n            if (this.inReverse && this.repeatCounter === 0)\n            {\n                //  Restore the properties\n                for (var property in this.vStartCache)\n                {\n                    this.vStart[property] = this.vStartCache[property];\n                    this.vEnd[property] = this.vEndCache[property];\n                }\n\n                this.inReverse = false;\n\n                return Phaser.TweenData.COMPLETE;\n            }\n\n            this.inReverse = !this.inReverse;\n        }\n        else\n        {\n            if (this.repeatCounter === 0)\n            {\n                return Phaser.TweenData.COMPLETE;\n            }\n        }\n\n        if (this.inReverse)\n        {\n            //  If inReverse we're going from vEnd to vStartCache\n            for (var property in this.vStartCache)\n            {\n                this.vStart[property] = this.vEndCache[property];\n                this.vEnd[property] = this.vStartCache[property];\n            }\n        }\n        else\n        {\n            //  If not inReverse we're just repopulating the cache again\n            for (var property in this.vStartCache)\n            {\n                this.vStart[property] = this.vStartCache[property];\n                this.vEnd[property] = this.vEndCache[property];\n            }\n\n            //  -1 means repeat forever, otherwise decrement the repeatCounter\n            //  We only decrement this counter if the tween isn't doing a yoyo, as that doesn't count towards the repeat total\n            if (this.repeatCounter > 0)\n            {\n                this.repeatCounter--;\n            }\n        }\n\n        this.startTime = this.game.time.time;\n\n        if (this.yoyo && this.inReverse)\n        {\n            this.startTime += this.yoyoDelay;\n        }\n        else if (!this.inReverse)\n        {\n            this.startTime += this.repeatDelay;\n        }\n\n        if (this.parent.reverse)\n        {\n            this.dt = this.duration;\n        }\n        else\n        {\n            this.dt = 0;\n        }\n\n        return Phaser.TweenData.LOOPED;\n\n    }\n\n};\n\nPhaser.TweenData.prototype.constructor = Phaser.TweenData;\n\n/* jshint curly: false */\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A collection of easing methods defining ease-in and ease-out curves.\n*\n* @class Phaser.Easing\n*/\nPhaser.Easing = {\n\n    /**\n    * Linear easing.\n    *\n    * @class Phaser.Easing.Linear\n    */\n    Linear: {\n\n        /**\n        * Linear Easing (no variation).\n        *\n        * @method Phaser.Easing.Linear#None\n        * @param {number} k - The value to be tweened.\n        * @returns {number} k.\n        */\n        None: function ( k ) {\n\n            return k;\n\n        }\n\n    },\n\n    /**\n    * Quadratic easing.\n    *\n    * @class Phaser.Easing.Quadratic\n    */\n    Quadratic: {\n\n        /**\n        * Ease-in.\n        *\n        * @method Phaser.Easing.Quadratic#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} k^2.\n        */\n        In: function ( k ) {\n\n            return k * k;\n\n        },\n\n        /**\n        * Ease-out.\n        *\n        * @method Phaser.Easing.Quadratic#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} k* (2-k).\n        */\n        Out: function ( k ) {\n\n            return k * ( 2 - k );\n\n        },\n\n        /**\n        * Ease-in/out.\n        *\n        * @method Phaser.Easing.Quadratic#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            if ( ( k *= 2 ) < 1 ) return 0.5 * k * k;\n            return - 0.5 * ( --k * ( k - 2 ) - 1 );\n\n        }\n\n    },\n\n    /**\n    * Cubic easing.\n    *\n    * @class Phaser.Easing.Cubic\n    */\n    Cubic: {\n\n        /**\n        * Cubic ease-in.\n        *\n        * @method Phaser.Easing.Cubic#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            return k * k * k;\n\n        },\n\n        /**\n        * Cubic ease-out.\n        *\n        * @method Phaser.Easing.Cubic#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            return --k * k * k + 1;\n\n        },\n\n        /**\n        * Cubic ease-in/out.\n        *\n        * @method Phaser.Easing.Cubic#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k;\n            return 0.5 * ( ( k -= 2 ) * k * k + 2 );\n\n        }\n\n    },\n\n    /**\n    * Quartic easing.\n    *\n    * @class Phaser.Easing.Quartic\n    */\n    Quartic: {\n\n        /**\n        * Quartic ease-in.\n        *\n        * @method Phaser.Easing.Quartic#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            return k * k * k * k;\n\n        },\n\n        /**\n        * Quartic ease-out.\n        *\n        * @method Phaser.Easing.Quartic#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            return 1 - ( --k * k * k * k );\n\n        },\n\n        /**\n        * Quartic ease-in/out.\n        *\n        * @method Phaser.Easing.Quartic#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            if ( ( k *= 2 ) < 1) return 0.5 * k * k * k * k;\n            return - 0.5 * ( ( k -= 2 ) * k * k * k - 2 );\n\n        }\n\n    },\n\n    /**\n    * Quintic easing.\n    *\n    * @class Phaser.Easing.Quintic\n    */\n    Quintic: {\n\n        /**\n        * Quintic ease-in.\n        *\n        * @method Phaser.Easing.Quintic#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            return k * k * k * k * k;\n\n        },\n\n        /**\n        * Quintic ease-out.\n        *\n        * @method Phaser.Easing.Quintic#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            return --k * k * k * k * k + 1;\n\n        },\n\n        /**\n        * Quintic ease-in/out.\n        *\n        * @method Phaser.Easing.Quintic#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k * k * k;\n            return 0.5 * ( ( k -= 2 ) * k * k * k * k + 2 );\n\n        }\n\n    },\n\n    /**\n    * Sinusoidal easing.\n    *\n    * @class Phaser.Easing.Sinusoidal\n    */\n    Sinusoidal: {\n\n        /**\n        * Sinusoidal ease-in.\n        *\n        * @method Phaser.Easing.Sinusoidal#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            if (k === 0) return 0;\n            if (k === 1) return 1;\n            return 1 - Math.cos( k * Math.PI / 2 );\n\n        },\n\n        /**\n        * Sinusoidal ease-out.\n        *\n        * @method Phaser.Easing.Sinusoidal#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            if (k === 0) return 0;\n            if (k === 1) return 1;\n            return Math.sin( k * Math.PI / 2 );\n\n        },\n\n        /**\n        * Sinusoidal ease-in/out.\n        *\n        * @method Phaser.Easing.Sinusoidal#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            if (k === 0) return 0;\n            if (k === 1) return 1;\n            return 0.5 * ( 1 - Math.cos( Math.PI * k ) );\n\n        }\n\n    },\n\n    /**\n    * Exponential easing.\n    *\n    * @class Phaser.Easing.Exponential\n    */\n    Exponential: {\n\n        /**\n        * Exponential ease-in.\n        *\n        * @method Phaser.Easing.Exponential#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            return k === 0 ? 0 : Math.pow( 1024, k - 1 );\n\n        },\n\n        /**\n        * Exponential ease-out.\n        *\n        * @method Phaser.Easing.Exponential#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            return k === 1 ? 1 : 1 - Math.pow( 2, - 10 * k );\n\n        },\n\n        /**\n        * Exponential ease-in/out.\n        *\n        * @method Phaser.Easing.Exponential#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            if ( k === 0 ) return 0;\n            if ( k === 1 ) return 1;\n            if ( ( k *= 2 ) < 1 ) return 0.5 * Math.pow( 1024, k - 1 );\n            return 0.5 * ( - Math.pow( 2, - 10 * ( k - 1 ) ) + 2 );\n\n        }\n\n    },\n\n    /**\n    * Circular easing.\n    *\n    * @class Phaser.Easing.Circular\n    */\n    Circular: {\n\n        /**\n        * Circular ease-in.\n        *\n        * @method Phaser.Easing.Circular#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            return 1 - Math.sqrt( 1 - k * k );\n\n        },\n\n        /**\n        * Circular ease-out.\n        *\n        * @method Phaser.Easing.Circular#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            return Math.sqrt( 1 - ( --k * k ) );\n\n        },\n\n        /**\n        * Circular ease-in/out.\n        *\n        * @method Phaser.Easing.Circular#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            if ( ( k *= 2 ) < 1) return - 0.5 * ( Math.sqrt( 1 - k * k) - 1);\n            return 0.5 * ( Math.sqrt( 1 - ( k -= 2) * k) + 1);\n\n        }\n\n    },\n\n    /**\n    * Elastic easing.\n    *\n    * @class Phaser.Easing.Elastic\n    */\n    Elastic: {\n\n        /**\n        * Elastic ease-in.\n        *\n        * @method Phaser.Easing.Elastic#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            var s, a = 0.1, p = 0.4;\n            if ( k === 0 ) return 0;\n            if ( k === 1 ) return 1;\n            if ( !a || a < 1 ) { a = 1; s = p / 4; }\n            else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );\n            return - ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );\n\n        },\n\n        /**\n        * Elastic ease-out.\n        *\n        * @method Phaser.Easing.Elastic#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            var s, a = 0.1, p = 0.4;\n            if ( k === 0 ) return 0;\n            if ( k === 1 ) return 1;\n            if ( !a || a < 1 ) { a = 1; s = p / 4; }\n            else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );\n            return ( a * Math.pow( 2, - 10 * k) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) + 1 );\n\n        },\n\n        /**\n        * Elastic ease-in/out.\n        *\n        * @method Phaser.Easing.Elastic#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            var s, a = 0.1, p = 0.4;\n            if ( k === 0 ) return 0;\n            if ( k === 1 ) return 1;\n            if ( !a || a < 1 ) { a = 1; s = p / 4; }\n            else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );\n            if ( ( k *= 2 ) < 1 ) return - 0.5 * ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );\n            return a * Math.pow( 2, -10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) * 0.5 + 1;\n\n        }\n\n    },\n\n    /**\n    * Back easing.\n    *\n    * @class Phaser.Easing.Back\n    */\n    Back: {\n\n        /**\n        * Back ease-in.\n        *\n        * @method Phaser.Easing.Back#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            var s = 1.70158;\n            return k * k * ( ( s + 1 ) * k - s );\n\n        },\n\n        /**\n        * Back ease-out.\n        *\n        * @method Phaser.Easing.Back#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            var s = 1.70158;\n            return --k * k * ( ( s + 1 ) * k + s ) + 1;\n\n        },\n\n        /**\n        * Back ease-in/out.\n        *\n        * @method Phaser.Easing.Back#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            var s = 1.70158 * 1.525;\n            if ( ( k *= 2 ) < 1 ) return 0.5 * ( k * k * ( ( s + 1 ) * k - s ) );\n            return 0.5 * ( ( k -= 2 ) * k * ( ( s + 1 ) * k + s ) + 2 );\n\n        }\n\n    },\n\n    /**\n    * Bounce easing.\n    *\n    * @class Phaser.Easing.Bounce\n    */\n    Bounce: {\n\n        /**\n        * Bounce ease-in.\n        *\n        * @method Phaser.Easing.Bounce#In\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        In: function ( k ) {\n\n            return 1 - Phaser.Easing.Bounce.Out( 1 - k );\n\n        },\n\n        /**\n        * Bounce ease-out.\n        *\n        * @method Phaser.Easing.Bounce#Out\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        Out: function ( k ) {\n\n            if ( k < ( 1 / 2.75 ) ) {\n\n                return 7.5625 * k * k;\n\n            } else if ( k < ( 2 / 2.75 ) ) {\n\n                return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;\n\n            } else if ( k < ( 2.5 / 2.75 ) ) {\n\n                return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;\n\n            } else {\n\n                return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;\n\n            }\n\n        },\n\n        /**\n        * Bounce ease-in/out.\n        *\n        * @method Phaser.Easing.Bounce#InOut\n        * @param {number} k - The value to be tweened.\n        * @returns {number} The tweened value.\n        */\n        InOut: function ( k ) {\n\n            if ( k < 0.5 ) return Phaser.Easing.Bounce.In( k * 2 ) * 0.5;\n            return Phaser.Easing.Bounce.Out( k * 2 - 1 ) * 0.5 + 0.5;\n\n        }\n\n    }\n\n};\n\nPhaser.Easing.Default = Phaser.Easing.Linear.None;\nPhaser.Easing.Power0 = Phaser.Easing.Linear.None;\nPhaser.Easing.Power1 = Phaser.Easing.Quadratic.Out;\nPhaser.Easing.Power2 = Phaser.Easing.Cubic.Out;\nPhaser.Easing.Power3 = Phaser.Easing.Quartic.Out;\nPhaser.Easing.Power4 = Phaser.Easing.Quintic.Out;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* This is the core internal game clock.\n*\n* It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,\n* and also handles the standard Timer pool.\n*\n* To create a general timed event, use the master {@link Phaser.Timer} accessible through {@link Phaser.Time.events events}.\n*\n* There are different *types* of time in Phaser:\n*\n* - ***Game time*** always runs at the speed of time in real life.\n*\n*   Unlike wall-clock time, *game time stops when Phaser is paused*.\n*\n*   Game time is used for {@link Phaser.Timer timer events}.\n*\n* - ***Physics time*** represents the amount of time given to physics calculations.\n*\n*   *When {@link #slowMotion} is in effect physics time runs slower than game time.*\n*   Like game time, physics time stops when Phaser is paused.\n*\n*   Physics time is used for physics calculations and {@link Phaser.Tween tweens}.\n*\n* - {@link https://en.wikipedia.org/wiki/Wall-clock_time ***Wall-clock time***} represents the duration between two events in real life time.\n*\n*   This time is independent of Phaser and always progresses, regardless of if Phaser is paused.\n*\n* @class Phaser.Time\n* @constructor\n* @param {Phaser.Game} game A reference to the currently running game.\n*/\nPhaser.Time = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    * @protected\n    */\n    this.game = game;\n\n    /**\n    * The `Date.now()` value when the time was last updated.\n    * @property {integer} time\n    * @protected\n    */\n    this.time = 0;\n\n    /**\n    * The `now` when the previous update occurred.\n    * @property {number} prevTime\n    * @protected\n    */\n    this.prevTime = 0;\n\n    /**\n    * An increasing value representing cumulative milliseconds since an undisclosed epoch.\n    *\n    * While this value is in milliseconds and can be used to compute time deltas,\n    * it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.\n    *\n    * The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now;\n    * the value can only be relied upon within a particular game instance.\n    *\n    * @property {number} now\n    * @protected\n    */\n    this.now = 0;\n\n    /**\n    * Elapsed time since the last time update, in milliseconds, based on `now`.\n    *\n    * This value _may_ include time that the game is paused/inactive.\n    *\n    * _Note:_ This is updated only once per game loop - even if multiple logic update steps are done.\n    * Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.\n    *\n    * @property {number} elapsed\n    * @see Phaser.Time.time\n    * @protected\n    */\n    this.elapsed = 0;\n\n    /**\n    * The time in ms since the last time update, in milliseconds, based on `time`.\n    *\n    * This value is corrected for game pauses and will be \"about zero\" after a game is resumed.\n    *\n    * _Note:_ This is updated once per game loop - even if multiple logic update steps are done.\n    * Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.\n    *\n    * @property {integer} elapsedMS\n    * @protected\n    */\n    this.elapsedMS = 0;\n\n    /**\n    * The physics update delta, in fractional seconds.\n    *\n    * This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`)\n    * to ensure consistent game timing. Game/logic timing can drift from real-world time if the system\n    * is unable to consistently maintain the desired FPS.\n    *\n    * With fixed-step updates this is normally equivalent to `1.0 / desiredFps`.\n    *\n    * @property {number} physicsElapsed\n    */\n    this.physicsElapsed = 1 / 60;\n\n    /**\n    * The physics update delta, in milliseconds - equivalent to `physicsElapsed * 1000`.\n    *\n    * @property {number} physicsElapsedMS\n    */\n    this.physicsElapsedMS = (1 / 60) * 1000;\n\n    /**\n    * The desiredFps multiplier as used by Game.update.\n    * @property {integer} desiredFpsMult\n    * @protected\n    */\n    this.desiredFpsMult = 1.0 / 60;\n\n    /**\n    * The desired frame rate of the game.\n    *\n    * This is used is used to calculate the physic/logic multiplier and how to apply catch-up logic updates.\n    *\n    * @property {number} _desiredFps\n    * @private\n    * @default\n    */\n    this._desiredFps = 60;\n\n    /**\n    * The suggested frame rate for your game, based on an averaged real frame rate.\n    * This value is only populated if `Time.advancedTiming` is enabled.\n    *\n    * _Note:_ This is not available until after a few frames have passed; until then\n    * it's set to the same value as desiredFps.\n    *\n    * @property {number} suggestedFps\n    * @default\n    */\n    this.suggestedFps = this.desiredFps;\n\n    /**\n    * Scaling factor to make the game move smoothly in slow motion\n    * - 1.0 = normal speed\n    * - 2.0 = half speed\n    * @property {number} slowMotion\n    * @default\n    */\n    this.slowMotion = 1.0;\n\n    /**\n    * If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated.\n    * @property {boolean} advancedTiming\n    * @default\n    */\n    this.advancedTiming = false;\n\n    /**\n    * Advanced timing result: The number of render frames record in the last second.\n    *\n    * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.\n    * @property {integer} frames\n    * @readonly\n    */\n    this.frames = 0;\n\n    /**\n    * Advanced timing result: Frames per second.\n    *\n    * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.\n    * @property {number} fps\n    * @readonly\n    */\n    this.fps = 0;\n\n    /**\n    * Advanced timing result: The lowest rate the fps has dropped to.\n    *\n    * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.\n    * This value can be manually reset.\n    * @property {number} fpsMin\n    */\n    this.fpsMin = 1000;\n\n    /**\n    * Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps).\n    *\n    * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.\n    * This value can be manually reset.\n    * @property {number} fpsMax\n    */\n    this.fpsMax = 0;\n\n    /**\n    * Advanced timing result: The minimum amount of time the game has taken between consecutive frames.\n    *\n    * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.\n    * This value can be manually reset.\n    * @property {number} msMin\n    * @default\n    */\n    this.msMin = 1000;\n\n    /**\n    * Advanced timing result: The maximum amount of time the game has taken between consecutive frames.\n    *\n    * Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.\n    * This value can be manually reset.\n    * @property {number} msMax\n    */\n    this.msMax = 0;\n\n    /**\n    * Records how long the game was last paused, in milliseconds.\n    * (This is not updated until the game is resumed.)\n    * @property {number} pauseDuration\n    */\n    this.pauseDuration = 0;\n\n    /**\n    * @property {number} timeToCall - The value that setTimeout needs to work out when to next update\n    * @protected\n    */\n    this.timeToCall = 0;\n\n    /**\n    * @property {number} timeExpected - The time when the next call is expected when using setTimer to control the update loop\n    * @protected\n    */\n    this.timeExpected = 0;\n\n    /**\n    * A {@link Phaser.Timer} object bound to the master clock (this Time object) which events can be added to.\n    * @property {Phaser.Timer} events\n    */\n    this.events = new Phaser.Timer(this.game, false);\n\n    /**\n    * @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated\n    * @private\n    */\n    this._frameCount = 0;\n\n    /**\n    * @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated\n    * @private\n    */\n    this._elapsedAccumulator = 0;\n\n    /**\n    * @property {number} _started - The time at which the Game instance started.\n    * @private\n    */\n    this._started = 0;\n\n    /**\n    * @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.\n    * @private\n    */\n    this._timeLastSecond = 0;\n\n    /**\n    * @property {number} _pauseStarted - The time the game started being paused.\n    * @private\n    */\n    this._pauseStarted = 0;\n\n    /**\n    * @property {boolean} _justResumed - Internal value used to recover from the game pause state.\n    * @private\n    */\n    this._justResumed = false;\n\n    /**\n    * @property {Phaser.Timer[]} _timers - Internal store of Phaser.Timer objects.\n    * @private\n    */\n    this._timers = [];\n\n};\n\nPhaser.Time.prototype = {\n\n    /**\n    * Called automatically by Phaser.Game after boot. Should not be called directly.\n    *\n    * @method Phaser.Time#boot\n    * @protected\n    */\n    boot: function () {\n\n        this._started = Date.now();\n        this.time = Date.now();\n        this.events.start();\n        this.timeExpected = this.time;\n\n    },\n\n    /**\n    * Adds an existing Phaser.Timer object to the Timer pool.\n    *\n    * @method Phaser.Time#add\n    * @param {Phaser.Timer} timer - An existing Phaser.Timer object.\n    * @return {Phaser.Timer} The given Phaser.Timer object.\n    */\n    add: function (timer) {\n\n        this._timers.push(timer);\n\n        return timer;\n\n    },\n\n    /**\n    * Creates a new stand-alone Phaser.Timer object.\n    *\n    * @method Phaser.Time#create\n    * @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).\n    * @return {Phaser.Timer} The Timer object that was created.\n    */\n    create: function (autoDestroy) {\n\n        if (autoDestroy === undefined) { autoDestroy = true; }\n\n        var timer = new Phaser.Timer(this.game, autoDestroy);\n\n        this._timers.push(timer);\n\n        return timer;\n\n    },\n\n    /**\n    * Remove all Timer objects, regardless of their state and clears all Timers from the {@link Phaser.Time#events events} timer.\n    *\n    * @method Phaser.Time#removeAll\n    */\n    removeAll: function () {\n\n        for (var i = 0; i < this._timers.length; i++)\n        {\n            this._timers[i].destroy();\n        }\n\n        this._timers = [];\n\n        this.events.removeAll();\n\n    },\n\n    /**\n    * Refreshes the Time.time and Time.elapsedMS properties from the system clock.\n    *\n    * @method Phaser.Time#refresh\n    */\n    refresh: function () {\n\n        //  Set to the old Date.now value\n        var previousDateNow = this.time;\n\n        // this.time always holds a Date.now value\n        this.time = Date.now();\n\n        //  Adjust accordingly.\n        this.elapsedMS = this.time - previousDateNow;\n\n    },\n\n    /**\n    * Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.\n    *\n    * @method Phaser.Time#update\n    * @protected\n    * @param {number} time - The current relative timestamp; see {@link Phaser.Time#now now}.\n    */\n    update: function (time) {\n\n        //  Set to the old Date.now value\n        var previousDateNow = this.time;\n\n        // this.time always holds a Date.now value\n        this.time = Date.now();\n\n        //  Adjust accordingly.\n        this.elapsedMS = this.time - previousDateNow;\n\n        // 'now' is currently still holding the time of the last call, move it into prevTime\n        this.prevTime = this.now;\n\n        // update 'now' to hold the current time\n        // this.now may hold the RAF high resolution time value if RAF is available (otherwise it also holds Date.now)\n        this.now = time;\n\n        // elapsed time between previous call and now - this could be a high resolution value\n        this.elapsed = this.now - this.prevTime;\n\n        if (this.game.raf._isSetTimeOut)\n        {\n            // console.log('Time isSet', this._desiredFps, 'te', this.timeExpected, 'time', time);\n\n            // time to call this function again in ms in case we're using timers instead of RequestAnimationFrame to update the game\n            this.timeToCall = Math.floor(Math.max(0, (1000.0 / this._desiredFps) - (this.timeExpected - time)));\n\n            // time when the next call is expected if using timers\n            this.timeExpected = time + this.timeToCall;\n\n            // console.log('Time expect', this.timeExpected);\n        }\n\n        if (this.advancedTiming)\n        {\n            this.updateAdvancedTiming();\n        }\n\n        //  Paused but still running?\n        if (!this.game.paused)\n        {\n            //  Our internal Phaser.Timer\n            this.events.update(this.time);\n\n            if (this._timers.length)\n            {\n                this.updateTimers();\n            }\n        }\n\n    },\n\n    /**\n    * Handles the updating of the Phaser.Timers (if any)\n    * Called automatically by Time.update.\n    *\n    * @method Phaser.Time#updateTimers\n    * @private\n    */\n    updateTimers: function () {\n\n        //  Any game level timers\n        var i = 0;\n        var len = this._timers.length;\n\n        while (i < len)\n        {\n            if (this._timers[i].update(this.time))\n            {\n                i++;\n            }\n            else\n            {\n                //  Timer requests to be removed\n                this._timers.splice(i, 1);\n                len--;\n            }\n        }\n\n    },\n\n    /**\n    * Handles the updating of the advanced timing values (if enabled)\n    * Called automatically by Time.update.\n    *\n    * @method Phaser.Time#updateAdvancedTiming\n    * @private\n    */\n    updateAdvancedTiming: function () {\n\n        // count the number of time.update calls\n        this._frameCount++;\n        this._elapsedAccumulator += this.elapsed;\n\n        // occasionally recalculate the suggestedFps based on the accumulated elapsed time\n        if (this._frameCount >= this._desiredFps * 2)\n        {\n            // this formula calculates suggestedFps in multiples of 5 fps\n            this.suggestedFps = Math.floor(200 / (this._elapsedAccumulator / this._frameCount)) * 5;\n            this._frameCount = 0;\n            this._elapsedAccumulator = 0;\n        }\n\n        this.msMin = Math.min(this.msMin, this.elapsed);\n        this.msMax = Math.max(this.msMax, this.elapsed);\n\n        this.frames++;\n\n        if (this.now > this._timeLastSecond + 1000)\n        {\n            this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));\n            this.fpsMin = Math.min(this.fpsMin, this.fps);\n            this.fpsMax = Math.max(this.fpsMax, this.fps);\n            this._timeLastSecond = this.now;\n            this.frames = 0;\n        }\n\n    },\n\n    /**\n    * Called when the game enters a paused state.\n    *\n    * @method Phaser.Time#gamePaused\n    * @private\n    */\n    gamePaused: function () {\n\n        this._pauseStarted = Date.now();\n\n        this.events.pause();\n\n        var i = this._timers.length;\n\n        while (i--)\n        {\n            this._timers[i]._pause();\n        }\n\n    },\n\n    /**\n    * Called when the game resumes from a paused state.\n    *\n    * @method Phaser.Time#gameResumed\n    * @private\n    */\n    gameResumed: function () {\n\n        // Set the parameter which stores Date.now() to make sure it's correct on resume\n        this.time = Date.now();\n\n        this.pauseDuration = this.time - this._pauseStarted;\n\n        this.events.resume();\n\n        var i = this._timers.length;\n\n        while (i--)\n        {\n            this._timers[i]._resume();\n        }\n\n    },\n\n    /**\n    * The number of seconds that have elapsed since the game was started.\n    *\n    * @method Phaser.Time#totalElapsedSeconds\n    * @return {number} The number of seconds that have elapsed since the game was started.\n    */\n    totalElapsedSeconds: function() {\n        return (this.time - this._started) * 0.001;\n    },\n\n    /**\n    * How long has passed since the given time.\n    *\n    * @method Phaser.Time#elapsedSince\n    * @param {number} since - The time you want to measure against.\n    * @return {number} The difference between the given time and now.\n    */\n    elapsedSince: function (since) {\n        return this.time - since;\n    },\n\n    /**\n    * How long has passed since the given time (in seconds).\n    *\n    * @method Phaser.Time#elapsedSecondsSince\n    * @param {number} since - The time you want to measure (in seconds).\n    * @return {number} Duration between given time and now (in seconds).\n    */\n    elapsedSecondsSince: function (since) {\n        return (this.time - since) * 0.001;\n    },\n\n    /**\n    * Resets the private _started value to now and removes all currently running Timers.\n    *\n    * @method Phaser.Time#reset\n    */\n    reset: function () {\n\n        this._started = this.time;\n        this.removeAll();\n\n    }\n\n};\n\n/**\n* The desired frame rate of the game.\n*\n* This is used is used to calculate the physic / logic multiplier and how to apply catch-up logic updates.\n* \n* @name Phaser.Time#desiredFps\n* @property {integer} desiredFps - The desired frame rate of the game. Defaults to 60.\n*/\nObject.defineProperty(Phaser.Time.prototype, \"desiredFps\", {\n\n    get: function () {\n\n        return this._desiredFps;\n\n    },\n\n    set: function (value) {\n\n        this._desiredFps = value;\n\n        //  Set the physics elapsed time... this will always be 1 / this.desiredFps \n        //  because we're using fixed time steps in game.update\n        this.physicsElapsed = 1 / value;\n\n        this.physicsElapsedMS = this.physicsElapsed * 1000;\n\n        this.desiredFpsMult = 1.0 / value;\n\n    }\n\n});\n\nPhaser.Time.prototype.constructor = Phaser.Time;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Timer is a way to create and manage {@link Phaser.TimerEvent timer events} that wait for a specific duration and then run a callback.\n* Many different timer events, with individual delays, can be added to the same Timer.\n*\n* All Timer delays are in milliseconds (there are 1000 ms in 1 second); so a delay value of 250 represents a quarter of a second.\n*\n* Timers are based on real life time, adjusted for game pause durations.\n* That is, *timer events are based on elapsed {@link Phaser.Time game time}* and do *not* take physics time or slow motion into account.\n*\n* @class Phaser.Timer\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {boolean} [autoDestroy=true] - If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).\n*/\nPhaser.Timer = function (game, autoDestroy) {\n\n    if (autoDestroy === undefined) { autoDestroy = true; }\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    * @protected\n    */\n    this.game = game;\n\n    /**\n    * True if the Timer is actively running.\n    *\n    * Do not modify this boolean - use {@link Phaser.Timer#pause pause} (and {@link Phaser.Timer#resume resume}) to pause the timer.\n    * @property {boolean} running\n    * @default\n    * @readonly\n    */\n    this.running = false;\n\n    /**\n    * If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).\n    * @property {boolean} autoDestroy\n    */\n    this.autoDestroy = autoDestroy;\n\n    /**\n    * @property {boolean} expired - An expired Timer is one in which all of its events have been dispatched and none are pending.\n    * @readonly\n    * @default\n    */\n    this.expired = false;\n\n    /**\n    * @property {number} elapsed - Elapsed time since the last frame (in ms).\n    * @protected\n    */\n    this.elapsed = 0;\n\n    /**\n    * @property {Phaser.TimerEvent[]} events - An array holding all of this timers Phaser.TimerEvent objects. Use the methods add, repeat and loop to populate it.\n    */\n    this.events = [];\n\n    /**\n    * This signal will be dispatched when this Timer has completed which means that there are no more events in the queue.\n    *\n    * The signal is supplied with one argument, `timer`, which is this Timer object.\n    *\n    * @property {Phaser.Signal} onComplete\n    */\n    this.onComplete = new Phaser.Signal();\n\n    /**\n    * @property {number} nextTick - The time the next tick will occur.\n    * @readonly\n    * @protected\n    */\n    this.nextTick = 0;\n\n    /**\n    * @property {number} timeCap - If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations.\n    */\n    this.timeCap = 1000;\n\n    /**\n    * @property {boolean} paused - The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing.\n    * @readonly\n    * @default\n    */\n    this.paused = false;\n\n    /**\n    * @property {boolean} _codePaused - Was the Timer paused by code or by Game focus loss?\n    * @private\n    */\n    this._codePaused = false;\n\n    /**\n    * @property {number} _started - The time at which this Timer instance started running.\n    * @private\n    * @default\n    */\n    this._started = 0;\n\n    /**\n    * @property {number} _pauseStarted - The time the game started being paused.\n    * @private\n    */\n    this._pauseStarted = 0;\n\n    /**\n    * @property {number} _pauseTotal - Total paused time.\n    * @private\n    */\n    this._pauseTotal = 0;\n\n    /**\n    * @property {number} _now - The current start-time adjusted time.\n    * @private\n    */\n    this._now = Date.now();\n\n    /**\n    * @property {number} _len - Temp. array length variable.\n    * @private\n    */\n    this._len = 0;\n\n    /**\n    * @property {number} _marked - Temp. counter variable.\n    * @private\n    */\n    this._marked = 0;\n\n    /**\n    * @property {number} _i - Temp. array counter variable.\n    * @private\n    */\n    this._i = 0;\n\n    /**\n    * @property {number} _diff - Internal cache var.\n    * @private\n    */\n    this._diff = 0;\n\n    /**\n    * @property {number} _newTick - Internal cache var.\n    * @private\n    */\n    this._newTick = 0;\n\n};\n\n/**\n* Number of milliseconds in a minute.\n* @constant\n* @type {integer}\n*/\nPhaser.Timer.MINUTE = 60000;\n\n/**\n* Number of milliseconds in a second.\n* @constant\n* @type {integer}\n*/\nPhaser.Timer.SECOND = 1000;\n\n/**\n* Number of milliseconds in half a second.\n* @constant\n* @type {integer}\n*/\nPhaser.Timer.HALF = 500;\n\n/**\n* Number of milliseconds in a quarter of a second.\n* @constant\n* @type {integer}\n*/\nPhaser.Timer.QUARTER = 250;\n\nPhaser.Timer.prototype = {\n\n    /**\n    * Creates a new TimerEvent on this Timer.\n    *\n    * Use {@link Phaser.Timer#add}, {@link Phaser.Timer#repeat}, or {@link Phaser.Timer#loop} methods to create a new event.\n    *\n    * @method Phaser.Timer#create\n    * @private\n    * @param {integer} delay - The number of milliseconds, in {@link Phaser.Time game time}, before the timer event occurs.\n    * @param {boolean} loop - Should the event loop or not?\n    * @param {number} repeatCount - The number of times the event will repeat.\n    * @param {function} callback - The callback that will be called when the timer event occurs.\n    * @param {object} callbackContext - The context in which the callback will be called.\n    * @param {any[]} arguments - The values to be sent to your callback function when it is called.\n    * @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.\n    */\n    create: function (delay, loop, repeatCount, callback, callbackContext, args) {\n\n        delay = Math.round(delay);\n\n        var tick = delay;\n\n        if (this._now === 0)\n        {\n            tick += this.game.time.time;\n        }\n        else\n        {\n            tick += this._now;\n        }\n\n        var event = new Phaser.TimerEvent(this, delay, tick, repeatCount, loop, callback, callbackContext, args);\n\n        this.events.push(event);\n\n        this.order();\n\n        this.expired = false;\n\n        return event;\n\n    },\n\n    /**\n    * Adds a new Event to this Timer.\n    *\n    * The event will fire after the given amount of `delay` in milliseconds has passed, once the Timer has started running.\n    * The delay is in relation to when the Timer starts, not the time it was added. If the Timer is already running the delay will be calculated based on the timers current time.\n    *\n    * Make sure to call {@link Phaser.Timer#start start} after adding all of the Events you require for this Timer.\n    *\n    * @method Phaser.Timer#add\n    * @param {integer} delay - The number of milliseconds, in {@link Phaser.Time game time}, before the timer event occurs.\n    * @param {function} callback - The callback that will be called when the timer event occurs.\n    * @param {object} callbackContext - The context in which the callback will be called.\n    * @param {...*} arguments - Additional arguments that will be supplied to the callback.\n    * @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.\n    */\n    add: function (delay, callback, callbackContext) {\n\n        return this.create(delay, false, 0, callback, callbackContext, Array.prototype.slice.call(arguments, 3));\n\n    },\n\n    /**\n    * Adds a new TimerEvent that will always play through once and then repeat for the given number of iterations.\n    *\n    * The event will fire after the given amount of `delay` in milliseconds has passed, once the Timer has started running.\n    * The delay is in relation to when the Timer starts, not the time it was added.\n    * If the Timer is already running the delay will be calculated based on the timers current time.\n    *\n    * Make sure to call {@link Phaser.Timer#start start} after adding all of the Events you require for this Timer.\n    *\n    * @method Phaser.Timer#repeat\n    * @param {integer} delay - The number of milliseconds, in {@link Phaser.Time game time}, before the timer event occurs.\n    * @param {number} repeatCount - The number of times the event will repeat once is has finished playback. A repeatCount of 1 means it will repeat itself once, playing the event twice in total.\n    * @param {function} callback - The callback that will be called when the timer event occurs.\n    * @param {object} callbackContext - The context in which the callback will be called.\n    * @param {...*} arguments - Additional arguments that will be supplied to the callback.\n    * @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.\n    */\n    repeat: function (delay, repeatCount, callback, callbackContext) {\n\n        return this.create(delay, false, repeatCount, callback, callbackContext, Array.prototype.slice.call(arguments, 4));\n\n    },\n\n    /**\n    * Adds a new looped Event to this Timer that will repeat forever or until the Timer is stopped.\n    *\n    * The event will fire after the given amount of `delay` in milliseconds has passed, once the Timer has started running.\n    * The delay is in relation to when the Timer starts, not the time it was added. If the Timer is already running the delay will be calculated based on the timers current time.\n    *\n    * Make sure to call {@link Phaser.Timer#start start} after adding all of the Events you require for this Timer.\n    *\n    * @method Phaser.Timer#loop\n    * @param {integer} delay - The number of milliseconds, in {@link Phaser.Time game time}, before the timer event occurs.\n    * @param {function} callback - The callback that will be called when the timer event occurs.\n    * @param {object} callbackContext - The context in which the callback will be called.\n    * @param {...*} arguments - Additional arguments that will be supplied to the callback.\n    * @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.\n    */\n    loop: function (delay, callback, callbackContext) {\n\n        return this.create(delay, true, 0, callback, callbackContext, Array.prototype.slice.call(arguments, 3));\n\n    },\n\n    /**\n    * Starts this Timer running.\n    * @method Phaser.Timer#start\n    * @param {integer} [delay=0] - The number of milliseconds, in {@link Phaser.Time game time}, that should elapse before the Timer will start.\n    */\n    start: function (delay) {\n\n        if (this.running)\n        {\n            return;\n        }\n\n        this._started = this.game.time.time + (delay || 0);\n\n        this.running = true;\n\n        for (var i = 0; i < this.events.length; i++)\n        {\n            this.events[i].tick = this.events[i].delay + this._started;\n        }\n\n    },\n\n    /**\n    * Stops this Timer from running. Does not cause it to be destroyed if autoDestroy is set to true.\n    * @method Phaser.Timer#stop\n    * @param {boolean} [clearEvents=true] - If true all the events in Timer will be cleared, otherwise they will remain.\n    */\n    stop: function (clearEvents) {\n\n        this.running = false;\n\n        if (clearEvents === undefined) { clearEvents = true; }\n\n        if (clearEvents)\n        {\n            this.events.length = 0;\n        }\n\n    },\n\n    /**\n    * Removes a pending TimerEvent from the queue.\n    * @param {Phaser.TimerEvent} event - The event to remove from the queue.\n    * @method Phaser.Timer#remove\n    */\n    remove: function (event) {\n\n        for (var i = 0; i < this.events.length; i++)\n        {\n            if (this.events[i] === event)\n            {\n                this.events[i].pendingDelete = true;\n                return true;\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Orders the events on this Timer so they are in tick order.\n    * This is called automatically when new events are created.\n    * @method Phaser.Timer#order\n    * @protected\n    */\n    order: function () {\n\n        if (this.events.length > 0)\n        {\n            //  Sort the events so the one with the lowest tick is first\n            this.events.sort(this.sortHandler);\n\n            this.nextTick = this.events[0].tick;\n        }\n\n    },\n\n    /**\n    * Sort handler used by Phaser.Timer.order.\n    * @method Phaser.Timer#sortHandler\n    * @private\n    */\n    sortHandler: function (a, b) {\n\n        if (a.tick < b.tick)\n        {\n            return -1;\n        }\n        else if (a.tick > b.tick)\n        {\n            return 1;\n        }\n\n        return 0;\n\n    },\n\n    /**\n    * Clears any events from the Timer which have pendingDelete set to true and then resets the private _len and _i values.\n    *\n    * @method Phaser.Timer#clearPendingEvents\n    * @protected\n    */\n    clearPendingEvents: function () {\n\n        this._i = this.events.length;\n\n        while (this._i--)\n        {\n            if (this.events[this._i].pendingDelete)\n            {\n                this.events.splice(this._i, 1);\n            }\n        }\n\n        this._len = this.events.length;\n        this._i = 0;\n\n    },\n\n    /**\n    * The main Timer update event, called automatically by Phaser.Time.update.\n    *\n    * @method Phaser.Timer#update\n    * @protected\n    * @param {number} time - The time from the core game clock.\n    * @return {boolean} True if there are still events waiting to be dispatched, otherwise false if this Timer can be destroyed.\n    */\n    update: function (time) {\n\n        if (this.paused)\n        {\n            return true;\n        }\n\n        this.elapsed = time - this._now;\n        this._now = time;\n\n        //  spike-dislike\n        if (this.elapsed > this.timeCap)\n        {\n            //  For some reason the time between now and the last time the game was updated was larger than our timeCap.\n            //  This can happen if the Stage.disableVisibilityChange is true and you swap tabs, which makes the raf pause.\n            //  In this case we need to adjust the TimerEvents and nextTick.\n            this.adjustEvents(time - this.elapsed);\n        }\n\n        this._marked = 0;\n\n        //  Clears events marked for deletion and resets _len and _i to 0.\n        this.clearPendingEvents();\n\n        if (this.running && this._now >= this.nextTick && this._len > 0)\n        {\n            while (this._i < this._len && this.running)\n            {\n                if (this._now >= this.events[this._i].tick && !this.events[this._i].pendingDelete)\n                {\n                    //  (now + delay) - (time difference from last tick to now)\n                    this._newTick = (this._now + this.events[this._i].delay) - (this._now - this.events[this._i].tick);\n\n                    if (this._newTick < 0)\n                    {\n                        this._newTick = this._now + this.events[this._i].delay;\n                    }\n\n                    if (this.events[this._i].loop === true)\n                    {\n                        this.events[this._i].tick = this._newTick;\n                        this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args);\n                    }\n                    else if (this.events[this._i].repeatCount > 0)\n                    {\n                        this.events[this._i].repeatCount--;\n                        this.events[this._i].tick = this._newTick;\n                        this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args);\n                    }\n                    else\n                    {\n                        this._marked++;\n                        this.events[this._i].pendingDelete = true;\n                        this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args);\n                    }\n\n                    this._i++;\n                }\n                else\n                {\n                    break;\n                }\n            }\n\n            //  Are there any events left?\n            if (this.events.length > this._marked)\n            {\n                this.order();\n            }\n            else\n            {\n                this.expired = true;\n                this.onComplete.dispatch(this);\n            }\n        }\n\n        if (this.expired && this.autoDestroy)\n        {\n            return false;\n        }\n        else\n        {\n            return true;\n        }\n\n    },\n\n    /**\n    * Pauses the Timer and all events in the queue.\n    * @method Phaser.Timer#pause\n    */\n    pause: function () {\n\n        if (!this.running)\n        {\n            return;\n        }\n\n        this._codePaused = true;\n\n        if (this.paused)\n        {\n            return;\n        }\n\n        this._pauseStarted = this.game.time.time;\n\n        this.paused = true;\n\n    },\n\n    /**\n    * Internal pause/resume control - user code should use Timer.pause instead.\n    * @method Phaser.Timer#_pause\n    * @private\n    */\n    _pause: function () {\n\n        if (this.paused || !this.running)\n        {\n            return;\n        }\n\n        this._pauseStarted = this.game.time.time;\n\n        this.paused = true;\n\n    },\n\n    /**\n    * Adjusts the time of all pending events and the nextTick by the given baseTime.\n    *\n    * @method Phaser.Timer#adjustEvents\n    * @protected\n    */\n    adjustEvents: function (baseTime) {\n\n        for (var i = 0; i < this.events.length; i++)\n        {\n            if (!this.events[i].pendingDelete)\n            {\n                //  Work out how long there would have been from when the game paused until the events next tick\n                var t = this.events[i].tick - baseTime;\n\n                if (t < 0)\n                {\n                    t = 0;\n                }\n\n                //  Add the difference on to the time now\n                this.events[i].tick = this._now + t;\n            }\n        }\n\n        var d = this.nextTick - baseTime;\n\n        if (d < 0)\n        {\n            this.nextTick = this._now;\n        }\n        else\n        {\n            this.nextTick = this._now + d;\n        }\n\n    },\n\n    /**\n    * Resumes the Timer and updates all pending events.\n    *\n    * @method Phaser.Timer#resume\n    */\n    resume: function () {\n\n        if (!this.paused)\n        {\n            return;\n        }\n\n        var now = this.game.time.time;\n        this._pauseTotal += now - this._now;\n        this._now = now;\n\n        this.adjustEvents(this._pauseStarted);\n\n        this.paused = false;\n        this._codePaused = false;\n\n    },\n\n    /**\n    * Internal pause/resume control - user code should use Timer.resume instead.\n    * @method Phaser.Timer#_resume\n    * @private\n    */\n    _resume: function () {\n\n        if (this._codePaused)\n        {\n            return;\n        }\n        else\n        {\n            this.resume();\n        }\n\n    },\n\n    /**\n    * Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.    \n    * The onComplete callbacks won't be called.\n    *\n    * @method Phaser.Timer#removeAll\n    */\n    removeAll: function () {\n\n        this.onComplete.removeAll();\n        this.events.length = 0;\n        this._len = 0;\n        this._i = 0;\n\n    },\n\n    /**\n    * Destroys this Timer. Any pending Events are not dispatched.\n    * The onComplete callbacks won't be called.\n    *\n    * @method Phaser.Timer#destroy\n    */\n    destroy: function () {\n\n        this.onComplete.removeAll();\n        this.running = false;\n        this.events = [];\n        this._len = 0;\n        this._i = 0;\n\n    }\n\n};\n\n/**\n* @name Phaser.Timer#next\n* @property {number} next - The time at which the next event will occur.\n* @readonly\n*/\nObject.defineProperty(Phaser.Timer.prototype, \"next\", {\n\n    get: function () {\n        return this.nextTick;\n    }\n\n});\n\n/**\n* @name Phaser.Timer#duration\n* @property {number} duration - The duration in ms remaining until the next event will occur.\n* @readonly\n*/\nObject.defineProperty(Phaser.Timer.prototype, \"duration\", {\n\n    get: function () {\n\n        if (this.running && this.nextTick > this._now)\n        {\n            return this.nextTick - this._now;\n        }\n        else\n        {\n            return 0;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Timer#length\n* @property {number} length - The number of pending events in the queue.\n* @readonly\n*/\nObject.defineProperty(Phaser.Timer.prototype, \"length\", {\n\n    get: function () {\n        return this.events.length;\n    }\n\n});\n\n/**\n* @name Phaser.Timer#ms\n* @property {number} ms - The duration in milliseconds that this Timer has been running for.\n* @readonly\n*/\nObject.defineProperty(Phaser.Timer.prototype, \"ms\", {\n\n    get: function () {\n\n        if (this.running)\n        {\n            return this._now - this._started - this._pauseTotal;\n        }\n        else\n        {\n            return 0;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Timer#seconds\n* @property {number} seconds - The duration in seconds that this Timer has been running for.\n* @readonly\n*/\nObject.defineProperty(Phaser.Timer.prototype, \"seconds\", {\n\n    get: function () {\n\n        if (this.running)\n        {\n            return this.ms * 0.001;\n        }\n        else\n        {\n            return 0;\n        }\n\n    }\n\n});\n\nPhaser.Timer.prototype.constructor = Phaser.Timer;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A TimerEvent is a single event that is processed by a Phaser.Timer.\n*\n* It consists of a delay, which is a value in milliseconds after which the event will fire.\n* When the event fires it calls a specific callback with the specified arguments.\n* \n* TimerEvents are removed by their parent timer once finished firing or repeating.\n* \n* Use {@link Phaser.Timer#add}, {@link Phaser.Timer#repeat}, or {@link Phaser.Timer#loop} methods to create a new event.\n*\n* @class Phaser.TimerEvent\n* @constructor\n* @param {Phaser.Timer} timer - The Timer object that this TimerEvent belongs to.\n* @param {number} delay - The delay in ms at which this TimerEvent fires.\n* @param {number} tick - The tick is the next game clock time that this event will fire at.\n* @param {number} repeatCount - If this TimerEvent repeats it will do so this many times.\n* @param {boolean} loop - True if this TimerEvent loops, otherwise false.\n* @param {function} callback - The callback that will be called when the TimerEvent occurs.\n* @param {object} callbackContext - The context in which the callback will be called.\n* @param {any[]} arguments - Additional arguments to be passed to the callback.\n*/\nPhaser.TimerEvent = function (timer, delay, tick, repeatCount, loop, callback, callbackContext, args) {\n\n    /**\n    * @property {Phaser.Timer} timer - The Timer object that this TimerEvent belongs to.\n    * @protected\n    * @readonly\n    */\n    this.timer = timer;\n\n    /**\n    * @property {number} delay - The delay in ms at which this TimerEvent fires.\n    */\n    this.delay = delay;\n\n    /**\n    * @property {number} tick - The tick is the next game clock time that this event will fire at.\n    */\n    this.tick = tick;\n\n    /**\n    * @property {number} repeatCount - If this TimerEvent repeats it will do so this many times.\n    */\n    this.repeatCount = repeatCount - 1;\n\n    /**\n    * @property {boolean} loop - True if this TimerEvent loops, otherwise false.\n    */\n    this.loop = loop;\n\n    /**\n    * @property {function} callback - The callback that will be called when the TimerEvent occurs.\n    */\n    this.callback = callback;\n\n    /**\n    * @property {object} callbackContext - The context in which the callback will be called.\n    */\n    this.callbackContext = callbackContext;\n\n    /**\n    * @property {any[]} arguments - Additional arguments to be passed to the callback.\n    */\n    this.args = args;\n\n    /**\n    * @property {boolean} pendingDelete - A flag that controls if the TimerEvent is pending deletion.\n    * @protected\n    */\n    this.pendingDelete = false;\n\n};\n\nPhaser.TimerEvent.prototype.constructor = Phaser.TimerEvent;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Animation Manager is used to add, play and update Phaser Animations.\n* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.\n*\n* @class Phaser.AnimationManager\n* @constructor\n* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.\n*/\nPhaser.AnimationManager = function (sprite) {\n\n    /**\n    * @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.\n    */\n    this.sprite = sprite;\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = sprite.game;\n\n    /**\n    * The currently displayed Frame of animation, if any.\n    * This property is only set once an Animation starts playing. Until that point it remains set as `null`.\n    * \n    * @property {Phaser.Frame} currentFrame\n    * @default\n    */\n    this.currentFrame = null;\n\n    /**\n    * @property {Phaser.Animation} currentAnim - The currently displayed animation, if any.\n    * @default\n    */\n    this.currentAnim = null;\n\n    /**\n    * @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.\n    * @default\n    */\n    this.updateIfVisible = true;\n\n    /**\n    * @property {boolean} isLoaded - Set to true once animation data has been loaded.\n    * @default\n    */\n    this.isLoaded = false;\n\n    /**\n    * @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.\n    * @private\n    * @default\n    */\n    this._frameData = null;\n\n    /**\n    * @property {object} _anims - An internal object that stores all of the Animation instances.\n    * @private\n    */\n    this._anims = {};\n\n    /**\n    * @property {object} _outputFrames - An internal object to help avoid gc.\n    * @private\n    */\n    this._outputFrames = [];\n\n};\n\nPhaser.AnimationManager.prototype = {\n\n    /**\n    * Loads FrameData into the internal temporary vars and resets the frame index to zero.\n    * This is called automatically when a new Sprite is created.\n    *\n    * @method Phaser.AnimationManager#loadFrameData\n    * @private\n    * @param {Phaser.FrameData} frameData - The FrameData set to load.\n    * @param {string|number} frame - The frame to default to.\n    * @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`\n    */\n    loadFrameData: function (frameData, frame) {\n\n        if (frameData === undefined)\n        {\n            return false;\n        }\n\n        if (this.isLoaded)\n        {\n            //   We need to update the frameData that the animations are using\n            for (var anim in this._anims)\n            {\n                this._anims[anim].updateFrameData(frameData);\n            }\n        }\n\n        this._frameData = frameData;\n\n        if (frame === undefined || frame === null)\n        {\n            this.frame = 0;\n        }\n        else\n        {\n            if (typeof frame === 'string')\n            {\n                this.frameName = frame;\n            }\n            else\n            {\n                this.frame = frame;\n            }\n        }\n\n        this.isLoaded = true;\n\n        return true;\n    },\n\n    /**\n    * Loads FrameData into the internal temporary vars and resets the frame index to zero.\n    * This is called automatically when a new Sprite is created.\n    *\n    * @method Phaser.AnimationManager#copyFrameData\n    * @private\n    * @param {Phaser.FrameData} frameData - The FrameData set to load.\n    * @param {string|number} frame - The frame to default to.\n    * @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`\n    */\n    copyFrameData: function (frameData, frame) {\n\n        this._frameData = frameData.clone();\n\n        if (this.isLoaded)\n        {\n            //   We need to update the frameData that the animations are using\n            for (var anim in this._anims)\n            {\n                this._anims[anim].updateFrameData(this._frameData);\n            }\n        }\n\n        if (frame === undefined || frame === null)\n        {\n            this.frame = 0;\n        }\n        else\n        {\n            if (typeof frame === 'string')\n            {\n                this.frameName = frame;\n            }\n            else\n            {\n                this.frame = frame;\n            }\n        }\n\n        this.isLoaded = true;\n\n        return true;\n    },\n\n    /**\n    * Adds a new animation under the given key. Optionally set the frames, frame rate and loop.\n    * Animations added in this way are played back with the play function.\n    *\n    * @method Phaser.AnimationManager#add\n    * @param {string} name - The unique (within this Sprite) name for the animation, i.e. \"run\", \"fire\", \"walk\".\n    * @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.\n    * @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.\n    * @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.\n    * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?\n    * @return {Phaser.Animation} The Animation object that was created.\n    */\n    add: function (name, frames, frameRate, loop, useNumericIndex) {\n\n        frames = frames || [];\n        frameRate = frameRate || 60;\n\n        if (loop === undefined) { loop = false; }\n\n        //  If they didn't set the useNumericIndex then let's at least try and guess it\n        if (useNumericIndex === undefined)\n        {\n            if (frames && typeof frames[0] === 'number')\n            {\n                useNumericIndex = true;\n            }\n            else\n            {\n                useNumericIndex = false;\n            }\n        }\n\n        this._outputFrames = [];\n\n        this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);\n\n        this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);\n\n        this.currentAnim = this._anims[name];\n\n        if (this.sprite.tilingTexture)\n        {\n            this.sprite.refreshTexture = true;\n        }\n\n        return this._anims[name];\n\n    },\n\n    /**\n    * Check whether the frames in the given array are valid and exist.\n    *\n    * @method Phaser.AnimationManager#validateFrames\n    * @param {Array} frames - An array of frames to be validated.\n    * @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)\n    * @return {boolean} True if all given Frames are valid, otherwise false.\n    */\n    validateFrames: function (frames, useNumericIndex) {\n\n        if (useNumericIndex === undefined) { useNumericIndex = true; }\n\n        for (var i = 0; i < frames.length; i++)\n        {\n            if (useNumericIndex === true)\n            {\n                if (frames[i] > this._frameData.total)\n                {\n                    return false;\n                }\n            }\n            else\n            {\n                if (this._frameData.checkFrameName(frames[i]) === false)\n                {\n                    return false;\n                }\n            }\n        }\n\n        return true;\n\n    },\n\n    /**\n    * Play an animation based on the given key. The animation should previously have been added via `animations.add`\n    * \n    * If the requested animation is already playing this request will be ignored. \n    * If you need to reset an already running animation do so directly on the Animation object itself.\n    *\n    * @method Phaser.AnimationManager#play\n    * @param {string} name - The name of the animation to be played, e.g. \"fire\", \"walk\", \"jump\".\n    * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.\n    * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.\n    * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.\n    * @return {Phaser.Animation} A reference to playing Animation instance.\n    */\n    play: function (name, frameRate, loop, killOnComplete) {\n\n        if (this._anims[name])\n        {\n            if (this.currentAnim === this._anims[name])\n            {\n                if (this.currentAnim.isPlaying === false)\n                {\n                    this.currentAnim.paused = false;\n                    return this.currentAnim.play(frameRate, loop, killOnComplete);\n                }\n\n                return this.currentAnim;\n            }\n            else\n            {\n                if (this.currentAnim && this.currentAnim.isPlaying)\n                {\n                    this.currentAnim.stop();\n                }\n\n                this.currentAnim = this._anims[name];\n                this.currentAnim.paused = false;\n                this.currentFrame = this.currentAnim.currentFrame;\n                return this.currentAnim.play(frameRate, loop, killOnComplete);\n            }\n        }\n\n    },\n\n    /**\n    * Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.\n    * The currentAnim property of the AnimationManager is automatically set to the animation given.\n    *\n    * @method Phaser.AnimationManager#stop\n    * @param {string} [name=null] - The name of the animation to be stopped, e.g. \"fire\". If none is given the currently running animation is stopped.\n    * @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)\n    */\n    stop: function (name, resetFrame) {\n\n        if (resetFrame === undefined) { resetFrame = false; }\n\n        if (this.currentAnim && (typeof name !== 'string' || name === this.currentAnim.name))\n        {\n            this.currentAnim.stop(resetFrame);\n        }\n\n    },\n\n    /**\n    * The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.\n    *\n    * @method Phaser.AnimationManager#update\n    * @protected\n    * @return {boolean} True if a new animation frame has been set, otherwise false.\n    */\n    update: function () {\n\n        if (this.updateIfVisible && !this.sprite.visible)\n        {\n            return false;\n        }\n\n        if (this.currentAnim && this.currentAnim.update())\n        {\n            this.currentFrame = this.currentAnim.currentFrame;\n            return true;\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Advances by the given number of frames in the current animation, taking the loop value into consideration.\n    *\n    * @method Phaser.AnimationManager#next\n    * @param {number} [quantity=1] - The number of frames to advance.\n    */\n    next: function (quantity) {\n\n        if (this.currentAnim)\n        {\n            this.currentAnim.next(quantity);\n            this.currentFrame = this.currentAnim.currentFrame;\n        }\n\n    },\n\n    /**\n    * Moves backwards the given number of frames in the current animation, taking the loop value into consideration.\n    *\n    * @method Phaser.AnimationManager#previous\n    * @param {number} [quantity=1] - The number of frames to move back.\n    */\n    previous: function (quantity) {\n\n        if (this.currentAnim)\n        {\n            this.currentAnim.previous(quantity);\n            this.currentFrame = this.currentAnim.currentFrame;\n        }\n\n    },\n\n    /**\n    * Returns an animation that was previously added by name.\n    *\n    * @method Phaser.AnimationManager#getAnimation\n    * @param {string} name - The name of the animation to be returned, e.g. \"fire\".\n    * @return {Phaser.Animation} The Animation instance, if found, otherwise null.\n    */\n    getAnimation: function (name) {\n\n        if (typeof name === 'string')\n        {\n            if (this._anims[name])\n            {\n                return this._anims[name];\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Refreshes the current frame data back to the parent Sprite and also resets the texture data.\n    *\n    * @method Phaser.AnimationManager#refreshFrame\n    */\n    refreshFrame: function () {\n\n        //  TODO\n        // this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);\n\n    },\n\n    /**\n    * Destroys all references this AnimationManager contains.\n    * Iterates through the list of animations stored in this manager and calls destroy on each of them.\n    *\n    * @method Phaser.AnimationManager#destroy\n    */\n    destroy: function () {\n\n        var anim = null;\n\n        for (var anim in this._anims)\n        {\n            if (this._anims.hasOwnProperty(anim))\n            {\n                this._anims[anim].destroy();\n            }\n        }\n\n        this._anims = {};\n        this._outputFrames = [];\n        this._frameData = null;\n        this.currentAnim = null;\n        this.currentFrame = null;\n        this.sprite = null;\n        this.game = null;\n\n    }\n\n};\n\nPhaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;\n\n/**\n* @name Phaser.AnimationManager#frameData\n* @property {Phaser.FrameData} frameData - The current animations FrameData.\n* @readonly\n*/\nObject.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {\n\n    get: function () {\n        return this._frameData;\n    }\n\n});\n\n/**\n* @name Phaser.AnimationManager#frameTotal\n* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.\n* @readonly\n*/\nObject.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {\n\n    get: function () {\n\n        return this._frameData.total;\n    }\n\n});\n\n/**\n* @name Phaser.AnimationManager#paused\n* @property {boolean} paused - Gets and sets the paused state of the current animation.\n*/\nObject.defineProperty(Phaser.AnimationManager.prototype, 'paused', {\n\n    get: function () {\n\n        return this.currentAnim.isPaused;\n\n    },\n\n    set: function (value) {\n\n        this.currentAnim.paused = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.AnimationManager#name\n* @property {string} name - Gets the current animation name, if set.\n*/\nObject.defineProperty(Phaser.AnimationManager.prototype, 'name', {\n\n    get: function () {\n\n        if (this.currentAnim)\n        {\n            return this.currentAnim.name;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.AnimationManager#frame\n* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.\n*/\nObject.defineProperty(Phaser.AnimationManager.prototype, 'frame', {\n\n    get: function () {\n\n        if (this.currentFrame)\n        {\n            return this.currentFrame.index;\n        }\n\n    },\n\n    set: function (value) {\n\n        if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)\n        {\n            this.currentFrame = this._frameData.getFrame(value);\n\n            if (this.currentFrame)\n            {\n                this.sprite.setFrame(this.currentFrame);\n            }\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.AnimationManager#frameName\n* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.\n*/\nObject.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {\n\n    get: function () {\n\n        if (this.currentFrame)\n        {\n            return this.currentFrame.name;\n        }\n\n    },\n\n    set: function (value) {\n\n        if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null)\n        {\n            this.currentFrame = this._frameData.getFrameByName(value);\n\n            if (this.currentFrame)\n            {\n                this._frameIndex = this.currentFrame.index;\n\n                this.sprite.setFrame(this.currentFrame);\n            }\n        }\n        else\n        {\n            console.warn('Cannot set frameName: ' + value);\n        }\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* An Animation instance contains a single animation and the controls to play it.\n*\n* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.\n*\n* @class Phaser.Animation\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.\n* @param {string} name - The unique name for this animation, used in playback commands.\n* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.\n* @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order.\n* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.\n* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.\n*/\nPhaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) {\n\n    if (loop === undefined) { loop = false; }\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.\n    * @private\n    */\n    this._parent = parent;\n\n    /**\n    * @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.\n    * @private\n    */\n    this._frameData = frameData;\n\n    /**\n    * @property {string} name - The user defined name given to this Animation.\n    */\n    this.name = name;\n\n    /**\n    * @property {array} _frames\n    * @private\n    */\n    this._frames = [];\n    this._frames = this._frames.concat(frames);\n\n    /**\n    * @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate.\n    */\n    this.delay = 1000 / frameRate;\n\n    /**\n    * @property {boolean} loop - The loop state of the Animation.\n    */\n    this.loop = loop;\n\n    /**\n    * @property {number} loopCount - The number of times the animation has looped since it was last started.\n    */\n    this.loopCount = 0;\n\n    /**\n    * @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes?\n    * @default\n    */\n    this.killOnComplete = false;\n\n    /**\n    * @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.\n    * @default\n    */\n    this.isFinished = false;\n\n    /**\n    * @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.\n    * @default\n    */\n    this.isPlaying = false;\n\n    /**\n    * @property {boolean} isPaused - The paused state of the Animation.\n    * @default\n    */\n    this.isPaused = false;\n\n    /**\n    * @property {boolean} _pauseStartTime - The time the animation paused.\n    * @private\n    * @default\n    */\n    this._pauseStartTime = 0;\n\n    /**\n    * @property {number} _frameIndex\n    * @private\n    * @default\n    */\n    this._frameIndex = 0;\n\n    /**\n    * @property {number} _frameDiff\n    * @private\n    * @default\n    */\n    this._frameDiff = 0;\n\n    /**\n    * @property {number} _frameSkip\n    * @private\n    * @default\n    */\n    this._frameSkip = 1;\n\n    /**\n    * @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.\n    */\n    this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);\n\n    /**\n    * @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback.\n    */\n    this.onStart = new Phaser.Signal();\n\n    /**\n    * This event is dispatched when the Animation changes frame.\n    * By default this event is disabled due to its intensive nature. Enable it with: `Animation.enableUpdate = true`.\n    * Note that the event is only dispatched with the current frame. In a low-FPS environment Animations\n    * will automatically frame-skip to try and claw back time, so do not base your code on expecting to\n    * receive a perfectly sequential set of frames from this event.\n    * @property {Phaser.Signal|null} onUpdate\n    * @default\n    */\n    this.onUpdate = null;\n\n    /**\n    * @property {Phaser.Signal} onComplete - This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onLoop instead.\n    */\n    this.onComplete = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops.\n    */\n    this.onLoop = new Phaser.Signal();\n\n    /**\n     * @property {boolean} isReversed - Indicates if the animation will play backwards.\n     * @default\n     */\n    this.isReversed = false;\n\n    //  Set-up some event listeners\n    this.game.onPause.add(this.onPause, this);\n    this.game.onResume.add(this.onResume, this);\n\n};\n\nPhaser.Animation.prototype = {\n\n    /**\n    * Plays this animation.\n    *\n    * @method Phaser.Animation#play\n    * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.\n    * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.\n    * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.\n    * @return {Phaser.Animation} - A reference to this Animation instance.\n    */\n    play: function (frameRate, loop, killOnComplete) {\n\n        if (typeof frameRate === 'number')\n        {\n            //  If they set a new frame rate then use it, otherwise use the one set on creation\n            this.delay = 1000 / frameRate;\n        }\n\n        if (typeof loop === 'boolean')\n        {\n            //  If they set a new loop value then use it, otherwise use the one set on creation\n            this.loop = loop;\n        }\n\n        if (typeof killOnComplete !== 'undefined')\n        {\n            //  Remove the parent sprite once the animation has finished?\n            this.killOnComplete = killOnComplete;\n        }\n\n        this.isPlaying = true;\n        this.isFinished = false;\n        this.paused = false;\n        this.loopCount = 0;\n\n        this._timeLastFrame = this.game.time.time;\n        this._timeNextFrame = this.game.time.time + this.delay;\n\n        this._frameIndex = this.isReversed ? this._frames.length - 1 : 0;\n        this.updateCurrentFrame(false, true);\n\n        this._parent.events.onAnimationStart$dispatch(this._parent, this);\n\n        this.onStart.dispatch(this._parent, this);\n\n        this._parent.animations.currentAnim = this;\n        this._parent.animations.currentFrame = this.currentFrame;\n\n        return this;\n\n    },\n\n    /**\n    * Sets this animation back to the first frame and restarts the animation.\n    *\n    * @method Phaser.Animation#restart\n    */\n    restart: function () {\n\n        this.isPlaying = true;\n        this.isFinished = false;\n        this.paused = false;\n        this.loopCount = 0;\n\n        this._timeLastFrame = this.game.time.time;\n        this._timeNextFrame = this.game.time.time + this.delay;\n\n        this._frameIndex = 0;\n\n        this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);\n\n        this._parent.setFrame(this.currentFrame);\n\n        this._parent.animations.currentAnim = this;\n        this._parent.animations.currentFrame = this.currentFrame;\n\n        this.onStart.dispatch(this._parent, this);\n\n    },\n\n    /**\n    * Reverses the animation direction.\n    *\n    * @method Phaser.Animation#reverse\n    * @return {Phaser.Animation} The animation instance.\n    */\n    reverse: function () {\n\n        this.reversed = !this.reversed;\n\n        return this;\n\n    },\n\n    /**\n    * Reverses the animation direction for the current/next animation only\n    * Once the onComplete event is called this method will be called again and revert\n    * the reversed state.\n    *\n    * @method Phaser.Animation#reverseOnce\n    * @return {Phaser.Animation} The animation instance.\n    */\n    reverseOnce: function () {\n\n        this.onComplete.addOnce(this.reverse, this);\n\n        return this.reverse();\n\n    },\n\n    /**\n    * Sets this animations playback to a given frame with the given ID.\n    *\n    * @method Phaser.Animation#setFrame\n    * @param {string|number} [frameId] - The identifier of the frame to set. Can be the name of the frame, the sprite index of the frame, or the animation-local frame index.\n    * @param {boolean} [useLocalFrameIndex=false] - If you provide a number for frameId, should it use the numeric indexes of the frameData, or the 0-indexed frame index local to the animation.\n    */\n    setFrame: function(frameId, useLocalFrameIndex) {\n\n        var frameIndex;\n\n        if (useLocalFrameIndex === undefined)\n        {\n            useLocalFrameIndex = false;\n        }\n\n        //  Find the index to the desired frame.\n        if (typeof frameId === \"string\")\n        {\n            for (var i = 0; i < this._frames.length; i++)\n            {\n                if (this._frameData.getFrame(this._frames[i]).name === frameId)\n                {\n                    frameIndex = i;\n                }\n            }\n        }\n        else if (typeof frameId === \"number\")\n        {\n            if (useLocalFrameIndex)\n            {\n                frameIndex = frameId;\n            }\n            else\n            {\n                for (var i = 0; i < this._frames.length; i++)\n                {\n                    if (this._frames[i] === frameId)\n                    {\n                        frameIndex = i;\n                    }\n                }\n            }\n        }\n\n        if (frameIndex)\n        {\n            //  Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.\n            this._frameIndex = frameIndex - 1;\n\n            //  Make the animation update at next update\n            this._timeNextFrame = this.game.time.time;\n\n            this.update();\n        }\n\n    },\n\n    /**\n    * Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.\n    * If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.\n    *\n    * @method Phaser.Animation#stop\n    * @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.\n    * @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?\n    */\n    stop: function (resetFrame, dispatchComplete) {\n\n        if (resetFrame === undefined) { resetFrame = false; }\n        if (dispatchComplete === undefined) { dispatchComplete = false; }\n\n        this.isPlaying = false;\n        this.isFinished = true;\n        this.paused = false;\n\n        if (resetFrame)\n        {\n            this.currentFrame = this._frameData.getFrame(this._frames[0]);\n            this._parent.setFrame(this.currentFrame);\n        }\n\n        if (dispatchComplete)\n        {\n            this._parent.events.onAnimationComplete$dispatch(this._parent, this);\n            this.onComplete.dispatch(this._parent, this);\n        }\n\n    },\n\n    /**\n    * Called when the Game enters a paused state.\n    *\n    * @method Phaser.Animation#onPause\n    */\n    onPause: function () {\n\n        if (this.isPlaying)\n        {\n            this._frameDiff = this._timeNextFrame - this.game.time.time;\n        }\n\n    },\n\n    /**\n    * Called when the Game resumes from a paused state.\n    *\n    * @method Phaser.Animation#onResume\n    */\n    onResume: function () {\n\n        if (this.isPlaying)\n        {\n            this._timeNextFrame = this.game.time.time + this._frameDiff;\n        }\n\n    },\n\n    /**\n    * Updates this animation. Called automatically by the AnimationManager.\n    *\n    * @method Phaser.Animation#update\n    */\n    update: function () {\n\n        if (this.isPaused)\n        {\n            return false;\n        }\n\n        if (this.isPlaying && this.game.time.time >= this._timeNextFrame)\n        {\n            this._frameSkip = 1;\n\n            //  Lagging?\n            this._frameDiff = this.game.time.time - this._timeNextFrame;\n\n            this._timeLastFrame = this.game.time.time;\n\n            if (this._frameDiff > this.delay)\n            {\n                //  We need to skip a frame, work out how many\n                this._frameSkip = Math.floor(this._frameDiff / this.delay);\n                this._frameDiff -= (this._frameSkip * this.delay);\n            }\n\n            //  And what's left now?\n            this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff);\n\n            if (this.isReversed)\n            {\n                this._frameIndex -= this._frameSkip;\n            }\n            else\n            {\n                this._frameIndex += this._frameSkip;\n            }\n\n            if (!this.isReversed && this._frameIndex >= this._frames.length || this.isReversed && this._frameIndex <= -1)\n            {\n                if (this.loop)\n                {\n                    // Update current state before event callback\n                    this._frameIndex = Math.abs(this._frameIndex) % this._frames.length;\n\n                    if (this.isReversed)\n                    {\n                        this._frameIndex = this._frames.length - 1 - this._frameIndex;\n                    }\n\n                    this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);\n\n                    //  Instead of calling updateCurrentFrame we do it here instead\n                    if (this.currentFrame)\n                    {\n                        this._parent.setFrame(this.currentFrame);\n                    }\n\n                    this.loopCount++;\n                    this._parent.events.onAnimationLoop$dispatch(this._parent, this);\n                    this.onLoop.dispatch(this._parent, this);\n\n                    if (this.onUpdate)\n                    {\n                        this.onUpdate.dispatch(this, this.currentFrame);\n\n                        // False if the animation was destroyed from within a callback\n                        return !!this._frameData;\n                    }\n                    else\n                    {\n                        return true;\n                    }\n                }\n                else\n                {\n                    this.complete();\n                    return false;\n                }\n            }\n            else\n            {\n                return this.updateCurrentFrame(true);\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Changes the currentFrame per the _frameIndex, updates the display state,\n    * and triggers the update signal.\n    *\n    * Returns true if the current frame update was 'successful', false otherwise.\n    *\n    * @method Phaser.Animation#updateCurrentFrame\n    * @private\n    * @param {boolean} signalUpdate - If true the `Animation.onUpdate` signal will be dispatched.\n    * @param {boolean} fromPlay - Was this call made from the playing of a new animation?\n    * @return {boolean} True if the current frame was updated, otherwise false.\n    */\n    updateCurrentFrame: function (signalUpdate, fromPlay) {\n\n        if (fromPlay === undefined) { fromPlay = false; }\n\n        if (!this._frameData)\n        {\n            // The animation is already destroyed, probably from a callback\n            return false;\n        }\n\n        //  Previous index\n        var idx = this.currentFrame.index;\n\n        this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);\n\n        if (this.currentFrame && (fromPlay || (!fromPlay && idx !== this.currentFrame.index)))\n        {\n            this._parent.setFrame(this.currentFrame);\n        }\n\n        if (this.onUpdate && signalUpdate)\n        {\n            this.onUpdate.dispatch(this, this.currentFrame);\n\n            // False if the animation was destroyed from within a callback\n            return !!this._frameData;\n        }\n        else\n        {\n            return true;\n        }\n\n    },\n\n    /**\n    * Advances by the given number of frames in the Animation, taking the loop value into consideration.\n    *\n    * @method Phaser.Animation#next\n    * @param {number} [quantity=1] - The number of frames to advance.\n    */\n    next: function (quantity) {\n\n        if (quantity === undefined) { quantity = 1; }\n\n        var frame = this._frameIndex + quantity;\n\n        if (frame >= this._frames.length)\n        {\n            if (this.loop)\n            {\n                frame %= this._frames.length;\n            }\n            else\n            {\n                frame = this._frames.length - 1;\n            }\n        }\n\n        if (frame !== this._frameIndex)\n        {\n            this._frameIndex = frame;\n            this.updateCurrentFrame(true);\n        }\n\n    },\n\n    /**\n    * Moves backwards the given number of frames in the Animation, taking the loop value into consideration.\n    *\n    * @method Phaser.Animation#previous\n    * @param {number} [quantity=1] - The number of frames to move back.\n    */\n    previous: function (quantity) {\n\n        if (quantity === undefined) { quantity = 1; }\n\n        var frame = this._frameIndex - quantity;\n\n        if (frame < 0)\n        {\n            if (this.loop)\n            {\n                frame = this._frames.length + frame;\n            }\n            else\n            {\n                frame++;\n            }\n        }\n\n        if (frame !== this._frameIndex)\n        {\n            this._frameIndex = frame;\n            this.updateCurrentFrame(true);\n        }\n\n    },\n\n    /**\n    * Changes the FrameData object this Animation is using.\n    *\n    * @method Phaser.Animation#updateFrameData\n    * @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.\n    */\n    updateFrameData: function (frameData) {\n\n        this._frameData = frameData;\n        this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null;\n\n    },\n\n    /**\n    * Cleans up this animation ready for deletion. Nulls all values and references.\n    *\n    * @method Phaser.Animation#destroy\n    */\n    destroy: function () {\n\n        if (!this._frameData)\n        {\n            // Already destroyed\n            return;\n        }\n\n        this.game.onPause.remove(this.onPause, this);\n        this.game.onResume.remove(this.onResume, this);\n\n        this.game = null;\n        this._parent = null;\n        this._frames = null;\n        this._frameData = null;\n        this.currentFrame = null;\n        this.isPlaying = false;\n\n        this.onStart.dispose();\n        this.onLoop.dispose();\n        this.onComplete.dispose();\n\n        if (this.onUpdate)\n        {\n            this.onUpdate.dispose();\n        }\n\n    },\n\n    /**\n    * Called internally when the animation finishes playback.\n    * Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event.\n    *\n    * @method Phaser.Animation#complete\n    */\n    complete: function () {\n\n        this._frameIndex = this._frames.length - 1;\n        this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);\n\n        this.isPlaying = false;\n        this.isFinished = true;\n        this.paused = false;\n\n        this._parent.events.onAnimationComplete$dispatch(this._parent, this);\n\n        this.onComplete.dispatch(this._parent, this);\n\n        if (this.killOnComplete)\n        {\n            this._parent.kill();\n        }\n\n    }\n\n};\n\nPhaser.Animation.prototype.constructor = Phaser.Animation;\n\n/**\n* @name Phaser.Animation#paused\n* @property {boolean} paused - Gets and sets the paused state of this Animation.\n*/\nObject.defineProperty(Phaser.Animation.prototype, 'paused', {\n\n    get: function () {\n\n        return this.isPaused;\n\n    },\n\n    set: function (value) {\n\n        this.isPaused = value;\n\n        if (value)\n        {\n            //  Paused\n            this._pauseStartTime = this.game.time.time;\n        }\n        else\n        {\n            //  Un-paused\n            if (this.isPlaying)\n            {\n                this._timeNextFrame = this.game.time.time + this.delay;\n            }\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Animation#reversed\n* @property {boolean} reversed - Gets and sets the isReversed state of this Animation.\n*/\nObject.defineProperty(Phaser.Animation.prototype, 'reversed', {\n\n    get: function () {\n\n        return this.isReversed;\n\n    },\n\n    set: function (value) {\n\n        this.isReversed = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Animation#frameTotal\n* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.\n* @readonly\n*/\nObject.defineProperty(Phaser.Animation.prototype, 'frameTotal', {\n\n    get: function () {\n        return this._frames.length;\n    }\n\n});\n\n/**\n* @name Phaser.Animation#frame\n* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.\n*/\nObject.defineProperty(Phaser.Animation.prototype, 'frame', {\n\n    get: function () {\n\n        if (this.currentFrame !== null)\n        {\n            return this.currentFrame.index;\n        }\n        else\n        {\n            return this._frameIndex;\n        }\n\n    },\n\n    set: function (value) {\n\n        this.currentFrame = this._frameData.getFrame(this._frames[value]);\n\n        if (this.currentFrame !== null)\n        {\n            this._frameIndex = value;\n            this._parent.setFrame(this.currentFrame);\n\n            if (this.onUpdate)\n            {\n                this.onUpdate.dispatch(this, this.currentFrame);\n            }\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Animation#speed\n* @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Value must be greater than 0.\n*/\nObject.defineProperty(Phaser.Animation.prototype, 'speed', {\n\n    get: function () {\n\n        return 1000 / this.delay;\n\n    },\n\n    set: function (value) {\n\n        if (value > 0)\n        {\n            this.delay = 1000 / value;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Animation#enableUpdate\n* @property {boolean} enableUpdate - Gets or sets if this animation will dispatch the onUpdate events upon changing frame.\n*/\nObject.defineProperty(Phaser.Animation.prototype, 'enableUpdate', {\n\n    get: function () {\n\n        return (this.onUpdate !== null);\n\n    },\n\n    set: function (value) {\n\n        if (value && this.onUpdate === null)\n        {\n            this.onUpdate = new Phaser.Signal();\n        }\n        else if (!value && this.onUpdate !== null)\n        {\n            this.onUpdate.dispose();\n            this.onUpdate = null;\n        }\n\n    }\n\n});\n\n/**\n* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.\n* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'\n* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);\n*\n* @method Phaser.Animation.generateFrameNames\n* @static\n* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.\n* @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.\n* @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.\n* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.\n* @param {number} [zeroPad=0] - The number of zeros to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.\n* @return {string[]} An array of framenames.\n*/\nPhaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {\n\n    if (suffix === undefined) { suffix = ''; }\n\n    var output = [];\n    var frame = '';\n\n    if (start < stop)\n    {\n        for (var i = start; i <= stop; i++)\n        {\n            if (typeof zeroPad === 'number')\n            {\n                //  str, len, pad, dir\n                frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);\n            }\n            else\n            {\n                frame = i.toString();\n            }\n\n            frame = prefix + frame + suffix;\n\n            output.push(frame);\n        }\n    }\n    else\n    {\n        for (var i = start; i >= stop; i--)\n        {\n            if (typeof zeroPad === 'number')\n            {\n                //  str, len, pad, dir\n                frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);\n            }\n            else\n            {\n                frame = i.toString();\n            }\n\n            frame = prefix + frame + suffix;\n\n            output.push(frame);\n        }\n    }\n\n    return output;\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Frame is a single frame of an animation and is part of a FrameData collection.\n*\n* @class Phaser.Frame\n* @constructor\n* @param {number} index - The index of this Frame within the FrameData set it is being added to.\n* @param {number} x - X position of the frame within the texture image.\n* @param {number} y - Y position of the frame within the texture image.\n* @param {number} width - Width of the frame within the texture image.\n* @param {number} height - Height of the frame within the texture image.\n* @param {string} name - The name of the frame. In Texture Atlas data this is usually set to the filename.\n*/\nPhaser.Frame = function (index, x, y, width, height, name) {\n\n    /**\n    * @property {number} index - The index of this Frame within the FrameData set it is being added to.\n    */\n    this.index = index;\n\n    /**\n    * @property {number} x - X position within the image to cut from.\n    */\n    this.x = x;\n\n    /**\n    * @property {number} y - Y position within the image to cut from.\n    */\n    this.y = y;\n\n    /**\n    * @property {number} width - Width of the frame.\n    */\n    this.width = width;\n\n    /**\n    * @property {number} height - Height of the frame.\n    */\n    this.height = height;\n\n    /**\n    * @property {string} name - Useful for Texture Atlas files (is set to the filename value).\n    */\n    this.name = name;\n\n    /**\n    * @property {number} centerX - Center X position within the image to cut from.\n    */\n    this.centerX = Math.floor(width / 2);\n\n    /**\n    * @property {number} centerY - Center Y position within the image to cut from.\n    */\n    this.centerY = Math.floor(height / 2);\n\n    /**\n    * @property {number} distance - The distance from the top left to the bottom-right of this Frame.\n    */\n    this.distance = Phaser.Math.distance(0, 0, width, height);\n\n    /**\n    * @property {boolean} rotated - Rotated? (not yet implemented)\n    * @default\n    */\n    this.rotated = false;\n\n    /**\n    * @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.\n    * @default 'cw'\n    */\n    this.rotationDirection = 'cw';\n\n    /**\n    * @property {boolean} trimmed - Was it trimmed when packed?\n    * @default\n    */\n    this.trimmed = false;\n\n    /**\n    * @property {number} sourceSizeW - Width of the original sprite before it was trimmed.\n    */\n    this.sourceSizeW = width;\n\n    /**\n    * @property {number} sourceSizeH - Height of the original sprite before it was trimmed.\n    */\n    this.sourceSizeH = height;\n\n    /**\n    * @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.\n    * @default\n    */\n    this.spriteSourceSizeX = 0;\n\n    /**\n    * @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.\n    * @default\n    */\n    this.spriteSourceSizeY = 0;\n\n    /**\n    * @property {number} spriteSourceSizeW - Width of the trimmed sprite.\n    * @default\n    */\n    this.spriteSourceSizeW = 0;\n\n    /**\n    * @property {number} spriteSourceSizeH - Height of the trimmed sprite.\n    * @default\n    */\n    this.spriteSourceSizeH = 0;\n\n    /**\n    * @property {number} right - The right of the Frame (x + width).\n    */\n    this.right = this.x + this.width;\n\n    /**\n    * @property {number} bottom - The bottom of the frame (y + height).\n    */\n    this.bottom = this.y + this.height;\n\n};\n\nPhaser.Frame.prototype = {\n\n    /**\n    * Adjusts of all the Frame properties based on the given width and height values.\n    *\n    * @method Phaser.Frame#resize\n    * @param {integer} width - The new width of the Frame.\n    * @param {integer} height - The new height of the Frame.\n    */\n    resize: function (width, height) {\n\n        this.width = width;\n        this.height = height;\n        this.centerX = Math.floor(width / 2);\n        this.centerY = Math.floor(height / 2);\n        this.distance = Phaser.Math.distance(0, 0, width, height);\n        this.sourceSizeW = width;\n        this.sourceSizeH = height;\n        this.right = this.x + width;\n        this.bottom = this.y + height;\n\n    },\n\n    /**\n    * If the frame was trimmed when added to the Texture Atlas this records the trim and source data.\n    *\n    * @method Phaser.Frame#setTrim\n    * @param {boolean} trimmed - If this frame was trimmed or not.\n    * @param {number} actualWidth - The width of the frame before being trimmed.\n    * @param {number} actualHeight - The height of the frame before being trimmed.\n    * @param {number} destX - The destination X position of the trimmed frame for display.\n    * @param {number} destY - The destination Y position of the trimmed frame for display.\n    * @param {number} destWidth - The destination width of the trimmed frame for display.\n    * @param {number} destHeight - The destination height of the trimmed frame for display.\n    */\n    setTrim: function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {\n\n        this.trimmed = trimmed;\n\n        if (trimmed)\n        {\n            this.sourceSizeW = actualWidth;\n            this.sourceSizeH = actualHeight;\n            this.centerX = Math.floor(actualWidth / 2);\n            this.centerY = Math.floor(actualHeight / 2);\n            this.spriteSourceSizeX = destX;\n            this.spriteSourceSizeY = destY;\n            this.spriteSourceSizeW = destWidth;\n            this.spriteSourceSizeH = destHeight;\n        }\n\n    },\n\n    /**\n     * Clones this Frame into a new Phaser.Frame object and returns it.\n     * Note that all properties are cloned, including the name, index and UUID.\n     *\n     * @method Phaser.Frame#clone\n     * @return {Phaser.Frame} An exact copy of this Frame object.\n     */\n    clone: function () {\n\n        var output = new Phaser.Frame(this.index, this.x, this.y, this.width, this.height, this.name);\n\n        for (var prop in this)\n        {\n            if (this.hasOwnProperty(prop))\n            {\n                output[prop] = this[prop];\n            }\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Returns a Rectangle set to the dimensions of this Frame.\n    *\n    * @method Phaser.Frame#getRect\n    * @param {Phaser.Rectangle} [out] - A rectangle to copy the frame dimensions to.\n    * @return {Phaser.Rectangle} A rectangle.\n    */\n    getRect: function (out) {\n\n        if (out === undefined)\n        {\n            out = new Phaser.Rectangle(this.x, this.y, this.width, this.height);\n        }\n        else\n        {\n            out.setTo(this.x, this.y, this.width, this.height);\n        }\n\n        return out;\n\n    }\n\n};\n\nPhaser.Frame.prototype.constructor = Phaser.Frame;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.\n*\n* @class Phaser.FrameData\n* @constructor\n*/\nPhaser.FrameData = function () {\n\n    /**\n    * @property {Array} _frames - Local array of frames.\n    * @private\n    */\n    this._frames = [];\n\n    /**\n    * @property {Array} _frameNames - Local array of frame names for name to index conversions.\n    * @private\n    */\n    this._frameNames = [];\n\n};\n\nPhaser.FrameData.prototype = {\n\n    /**\n    * Adds a new Frame to this FrameData collection. Typically called by the Animation.Parser and not directly.\n    *\n    * @method Phaser.FrameData#addFrame\n    * @param {Phaser.Frame} frame - The frame to add to this FrameData set.\n    * @return {Phaser.Frame} The frame that was just added.\n    */\n    addFrame: function (frame) {\n\n        frame.index = this._frames.length;\n\n        this._frames.push(frame);\n\n        if (frame.name !== '')\n        {\n            this._frameNames[frame.name] = frame.index;\n        }\n\n        return frame;\n\n    },\n\n    /**\n    * Get a Frame by its numerical index.\n    *\n    * @method Phaser.FrameData#getFrame\n    * @param {number} index - The index of the frame you want to get.\n    * @return {Phaser.Frame} The frame, if found.\n    */\n    getFrame: function (index) {\n\n        if (index >= this._frames.length)\n        {\n            index = 0;\n        }\n\n        return this._frames[index];\n\n    },\n\n    /**\n    * Get a Frame by its frame name.\n    *\n    * @method Phaser.FrameData#getFrameByName\n    * @param {string} name - The name of the frame you want to get.\n    * @return {Phaser.Frame} The frame, if found.\n    */\n    getFrameByName: function (name) {\n\n        if (typeof this._frameNames[name] === 'number')\n        {\n            return this._frames[this._frameNames[name]];\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Check if there is a Frame with the given name.\n    *\n    * @method Phaser.FrameData#checkFrameName\n    * @param {string} name - The name of the frame you want to check.\n    * @return {boolean} True if the frame is found, otherwise false.\n    */\n    checkFrameName: function (name) {\n\n        if (this._frameNames[name] == null)\n        {\n            return false;\n        }\n\n        return true;\n\n    },\n\n    /**\n     * Makes a copy of this FrameData including copies (not references) to all of the Frames it contains.\n     *\n     * @method Phaser.FrameData#clone\n     * @return {Phaser.FrameData} A clone of this object, including clones of the Frame objects it contains.\n     */\n    clone: function () {\n\n        var output = new Phaser.FrameData();\n\n        //  No input array, so we loop through all frames\n        for (var i = 0; i < this._frames.length; i++)\n        {\n            output._frames.push(this._frames[i].clone());\n        }\n\n        for (var p in this._frameNames)\n        {\n            if (this._frameNames.hasOwnProperty(p))\n            {\n                output._frameNames.push(this._frameNames[p]);\n            }\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Returns a range of frames based on the given start and end frame indexes and returns them in an Array.\n    *\n    * @method Phaser.FrameData#getFrameRange\n    * @param {number} start - The starting frame index.\n    * @param {number} end - The ending frame index.\n    * @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.\n    * @return {Array} An array of Frames between the start and end index values, or an empty array if none were found.\n    */\n    getFrameRange: function (start, end, output) {\n\n        if (output === undefined) { output = []; }\n\n        for (var i = start; i <= end; i++)\n        {\n            output.push(this._frames[i]);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Returns all of the Frames in this FrameData set where the frame index is found in the input array.\n    * The frames are returned in the output array, or if none is provided in a new Array object.\n    *\n    * @method Phaser.FrameData#getFrames\n    * @param {Array} [frames] - An Array containing the indexes of the frames to retrieve. If the array is empty or undefined then all frames in the FrameData are returned.\n    * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)\n    * @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.\n    * @return {Array} An array of all Frames in this FrameData set matching the given names or IDs.\n    */\n    getFrames: function (frames, useNumericIndex, output) {\n\n        if (useNumericIndex === undefined) { useNumericIndex = true; }\n        if (output === undefined) { output = []; }\n\n        if (frames === undefined || frames.length === 0)\n        {\n            //  No input array, so we loop through all frames\n            for (var i = 0; i < this._frames.length; i++)\n            {\n                //  We only need the indexes\n                output.push(this._frames[i]);\n            }\n        }\n        else\n        {\n            //  Input array given, loop through that instead\n            for (var i = 0; i < frames.length; i++)\n            {\n                //  Does the input array contain names or indexes?\n                if (useNumericIndex)\n                {\n                    //  The actual frame\n                    output.push(this.getFrame(frames[i]));\n                }\n                else\n                {\n                    //  The actual frame\n                    output.push(this.getFrameByName(frames[i]));\n                }\n            }\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Returns all of the Frame indexes in this FrameData set.\n    * The frames indexes are returned in the output array, or if none is provided in a new Array object.\n    *\n    * @method Phaser.FrameData#getFrameIndexes\n    * @param {Array} [frames] - An Array containing the indexes of the frames to retrieve. If undefined or the array is empty then all frames in the FrameData are returned.\n    * @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)\n    * @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.\n    * @return {Array} An array of all Frame indexes matching the given names or IDs.\n    */\n    getFrameIndexes: function (frames, useNumericIndex, output) {\n\n        if (useNumericIndex === undefined) { useNumericIndex = true; }\n        if (output === undefined) { output = []; }\n\n        if (frames === undefined || frames.length === 0)\n        {\n            //  No frames array, so we loop through all frames\n            for (var i = 0; i < this._frames.length; i++)\n            {\n                output.push(this._frames[i].index);\n            }\n        }\n        else\n        {\n            //  Input array given, loop through that instead\n            for (var i = 0; i < frames.length; i++)\n            {\n                //  Does the frames array contain names or indexes?\n                if (useNumericIndex && this._frames[frames[i]])\n                {\n                    output.push(this._frames[frames[i]].index);\n                }\n                else\n                {\n                    if (this.getFrameByName(frames[i]))\n                    {\n                        output.push(this.getFrameByName(frames[i]).index);\n                    }\n                }\n            }\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Destroys this FrameData collection by nulling the _frames and _frameNames arrays.\n    *\n    * @method Phaser.FrameData#destroy\n    */\n    destroy: function () {\n\n        this._frames = null;\n        this._frameNames = null;\n\n    }\n\n};\n\nPhaser.FrameData.prototype.constructor = Phaser.FrameData;\n\n/**\n* @name Phaser.FrameData#total\n* @property {number} total - The total number of frames in this FrameData set.\n* @readonly\n*/\nObject.defineProperty(Phaser.FrameData.prototype, \"total\", {\n\n    get: function () {\n        return this._frames.length;\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.\n*\n* @class Phaser.AnimationParser\n* @static\n*/\nPhaser.AnimationParser = {\n\n    /**\n    * Parse a Sprite Sheet and extract the animation frame data from it.\n    *\n    * @method Phaser.AnimationParser.spriteSheet\n    * @param {Phaser.Game} game - A reference to the currently running game.\n    * @param {string|Image} key - The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element.\n    * @param {number} frameWidth - The fixed width of each frame of the animation.\n    * @param {number} frameHeight - The fixed height of each frame of the animation.\n    * @param {number} [frameMax=-1] - The total number of animation frames to extract from the Sprite Sheet. The default value of -1 means \"extract all frames\".\n    * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.\n    * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.\n    * @return {Phaser.FrameData} A FrameData object containing the parsed frames.\n    */\n    spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {\n\n        var img = key;\n\n        if (typeof key === 'string')\n        {\n            img = game.cache.getImage(key);\n        }\n\n        if (img === null)\n        {\n            return null;\n        }\n\n        var width = img.width;\n        var height = img.height;\n\n        if (frameWidth <= 0)\n        {\n            frameWidth = Math.floor(-width / Math.min(-1, frameWidth));\n        }\n\n        if (frameHeight <= 0)\n        {\n            frameHeight = Math.floor(-height / Math.min(-1, frameHeight));\n        }\n\n        var row = Math.floor((width - margin) / (frameWidth + spacing));\n        var column = Math.floor((height - margin) / (frameHeight + spacing));\n        var total = row * column;\n\n        if (frameMax !== -1)\n        {\n            total = frameMax;\n        }\n\n        //  Zero or smaller than frame sizes?\n        if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)\n        {\n            console.warn(\"Phaser.AnimationParser.spriteSheet: '\" + key + \"'s width/height zero or width/height < given frameWidth/frameHeight\");\n            return null;\n        }\n\n        //  Let's create some frames then\n        var data = new Phaser.FrameData();\n        var x = margin;\n        var y = margin;\n\n        for (var i = 0; i < total; i++)\n        {\n            data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, ''));\n\n            x += frameWidth + spacing;\n\n            if (x + frameWidth > width)\n            {\n                x = margin;\n                y += frameHeight + spacing;\n            }\n        }\n\n        return data;\n\n    },\n\n    /**\n    * Parse the JSON data and extract the animation frame data from it.\n    *\n    * @method Phaser.AnimationParser.JSONData\n    * @param {Phaser.Game} game - A reference to the currently running game.\n    * @param {object} json - The JSON data from the Texture Atlas. Must be in Array format.\n    * @return {Phaser.FrameData} A FrameData object containing the parsed frames.\n    */\n    JSONData: function (game, json) {\n\n        //  Malformed?\n        if (!json['frames'])\n        {\n            console.warn(\"Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array\");\n            console.log(json);\n            return;\n        }\n\n        //  Let's create some frames then\n        var data = new Phaser.FrameData();\n\n        //  By this stage frames is a fully parsed array\n        var frames = json['frames'];\n        var newFrame;\n\n        for (var i = 0; i < frames.length; i++)\n        {\n            newFrame = data.addFrame(new Phaser.Frame(\n                i,\n                frames[i].frame.x,\n                frames[i].frame.y,\n                frames[i].frame.w,\n                frames[i].frame.h,\n                frames[i].filename\n            ));\n\n            if (frames[i].trimmed)\n            {\n                newFrame.setTrim(\n                    frames[i].trimmed,\n                    frames[i].sourceSize.w,\n                    frames[i].sourceSize.h,\n                    frames[i].spriteSourceSize.x,\n                    frames[i].spriteSourceSize.y,\n                    frames[i].spriteSourceSize.w,\n                    frames[i].spriteSourceSize.h\n                );\n            }\n        }\n\n        return data;\n\n    },\n\n    /**\n    * Parse the JSON data and extract the animation frame data from it.\n    *\n    * @method Phaser.AnimationParser.JSONDataPyxel\n    * @param {Phaser.Game} game - A reference to the currently running game.\n    * @param {object} json - The JSON data from the Texture Atlas. Must be in Pyxel JSON format.\n    * @return {Phaser.FrameData} A FrameData object containing the parsed frames.\n    */\n    JSONDataPyxel: function (game, json) {\n\n        //  Malformed? There are a few keys to check here.\n        var signature = ['layers', 'tilewidth','tileheight','tileswide', 'tileshigh'];\n\n        signature.forEach( function(key) {\n            if (!json[key])\n            {\n                console.warn('Phaser.AnimationParser.JSONDataPyxel: Invalid Pyxel Tilemap JSON given, missing \"' + key + '\" key.');\n                console.log(json);\n                return;\n            }\n        });\n\n        // For this purpose, I only care about parsing tilemaps with a single layer.\n        if (json['layers'].length !== 1)\n        {\n            console.warn('Phaser.AnimationParser.JSONDataPyxel: Too many layers, this parser only supports flat Tilemaps.');\n            console.log(json);\n            return;\n        }\n\n        var data = new Phaser.FrameData();\n\n        var tileheight = json['tileheight'];\n        var tilewidth = json['tilewidth'];\n\n        var frames = json['layers'][0]['tiles'];\n        var newFrame;\n\n        for (var i = 0; i < frames.length; i++)\n        {\n            newFrame = data.addFrame(new Phaser.Frame(\n                i,\n                frames[i].x,\n                frames[i].y,\n                tilewidth,\n                tileheight,\n                \"frame_\" + i  // No names are included in pyxel tilemap data.\n            ));\n\n            // No trim data is included.\n            newFrame.setTrim(false);\n        }\n\n        return data;\n\n    },\n\n    /**\n    * Parse the JSON data and extract the animation frame data from it.\n    *\n    * @method Phaser.AnimationParser.JSONDataHash\n    * @param {Phaser.Game} game - A reference to the currently running game.\n    * @param {object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.\n    * @return {Phaser.FrameData} A FrameData object containing the parsed frames.\n    */\n    JSONDataHash: function (game, json) {\n\n        //  Malformed?\n        if (!json['frames'])\n        {\n            console.warn(\"Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object\");\n            console.log(json);\n            return;\n        }\n\n        //  Let's create some frames then\n        var data = new Phaser.FrameData();\n\n        //  By this stage frames is a fully parsed array\n        var frames = json['frames'];\n        var newFrame;\n        var i = 0;\n\n        for (var key in frames)\n        {\n            newFrame = data.addFrame(new Phaser.Frame(\n                i,\n                frames[key].frame.x,\n                frames[key].frame.y,\n                frames[key].frame.w,\n                frames[key].frame.h,\n                key\n            ));\n\n            if (frames[key].trimmed)\n            {\n                newFrame.setTrim(\n                    frames[key].trimmed,\n                    frames[key].sourceSize.w,\n                    frames[key].sourceSize.h,\n                    frames[key].spriteSourceSize.x,\n                    frames[key].spriteSourceSize.y,\n                    frames[key].spriteSourceSize.w,\n                    frames[key].spriteSourceSize.h\n                );\n            }\n\n            i++;\n        }\n\n        return data;\n\n    },\n\n    /**\n    * Parse the XML data and extract the animation frame data from it.\n    *\n    * @method Phaser.AnimationParser.XMLData\n    * @param {Phaser.Game} game - A reference to the currently running game.\n    * @param {object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.\n    * @return {Phaser.FrameData} A FrameData object containing the parsed frames.\n    */\n    XMLData: function (game, xml) {\n\n        //  Malformed?\n        if (!xml.getElementsByTagName('TextureAtlas'))\n        {\n            console.warn(\"Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag\");\n            return;\n        }\n\n        //  Let's create some frames then\n        var data = new Phaser.FrameData();\n        var frames = xml.getElementsByTagName('SubTexture');\n        var newFrame;\n\n        var name;\n        var frame;\n        var x;\n        var y;\n        var width;\n        var height;\n        var frameX;\n        var frameY;\n        var frameWidth;\n        var frameHeight;\n\n        for (var i = 0; i < frames.length; i++)\n        {\n            frame = frames[i].attributes;\n\n            name = frame.name.value;\n            x = parseInt(frame.x.value, 10);\n            y = parseInt(frame.y.value, 10);\n            width = parseInt(frame.width.value, 10);\n            height = parseInt(frame.height.value, 10);\n\n            frameX = null;\n            frameY = null;\n\n            if (frame.frameX)\n            {\n                frameX = Math.abs(parseInt(frame.frameX.value, 10));\n                frameY = Math.abs(parseInt(frame.frameY.value, 10));\n                frameWidth = parseInt(frame.frameWidth.value, 10);\n                frameHeight = parseInt(frame.frameHeight.value, 10);\n            }\n\n            newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name));\n\n            //  Trimmed?\n            if (frameX !== null || frameY !== null)\n            {\n                newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);\n            }\n        }\n\n        return data;\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Phaser has one single cache in which it stores all assets.\n*\n* The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored using\n* a unique string-based key as their identifier. Assets stored in different areas of the cache can have the\n* same key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file,\n* because they are unique data types.\n*\n* The cache is automatically populated by the Phaser.Loader. When you use the loader to pull in external assets\n* such as images they are automatically placed into their respective cache. Most common Game Objects, such as\n* Sprites and Videos automatically query the cache to extract the assets they need on instantiation.\n*\n* You can access the cache from within a State via `this.cache`. From here you can call any public method it has,\n* including adding new entries to it, deleting them or querying them.\n*\n* Understand that almost without exception when you get an item from the cache it will return a reference to the\n* item stored in the cache, not a copy of it. Therefore if you retrieve an item and then modify it, the original\n* object in the cache will also be updated, even if you don't put it back into the cache again.\n*\n* By default when you change State the cache is _not_ cleared, although there is an option to clear it should\n* your game require it. In a typical game set-up the cache is populated once after the main game has loaded and\n* then used as an asset store.\n*\n* @class Phaser.Cache\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Cache = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * Automatically resolve resource URLs to absolute paths for use with the Cache.getURL method.\n    * @property {boolean} autoResolveURL\n    */\n    this.autoResolveURL = false;\n\n    /**\n    * The main cache object into which all resources are placed.\n    * @property {object} _cache\n    * @private\n    */\n    this._cache = {\n        canvas: {},\n        image: {},\n        texture: {},\n        sound: {},\n        video: {},\n        text: {},\n        json: {},\n        xml: {},\n        physics: {},\n        tilemap: {},\n        binary: {},\n        bitmapData: {},\n        bitmapFont: {},\n        shader: {},\n        renderTexture: {}\n    };\n\n    /**\n    * @property {object} _urlMap - Maps URLs to resources.\n    * @private\n    */\n    this._urlMap = {};\n\n    /**\n    * @property {Image} _urlResolver - Used to resolve URLs to the absolute path.\n    * @private\n    */\n    this._urlResolver = new Image();\n\n    /**\n    * @property {string} _urlTemp - Temporary variable to hold a resolved url.\n    * @private\n    */\n    this._urlTemp = null;\n\n    /**\n    * @property {Phaser.Signal} onSoundUnlock - This event is dispatched when the sound system is unlocked via a touch event on cellular devices.\n    */\n    this.onSoundUnlock = new Phaser.Signal();\n\n    /**\n    * @property {array} _cacheMap - Const to cache object look-up array.\n    * @private\n    */\n    this._cacheMap = [];\n\n    this._cacheMap[Phaser.Cache.CANVAS] = this._cache.canvas;\n    this._cacheMap[Phaser.Cache.IMAGE] = this._cache.image;\n    this._cacheMap[Phaser.Cache.TEXTURE] = this._cache.texture;\n    this._cacheMap[Phaser.Cache.SOUND] = this._cache.sound;\n    this._cacheMap[Phaser.Cache.TEXT] = this._cache.text;\n    this._cacheMap[Phaser.Cache.PHYSICS] = this._cache.physics;\n    this._cacheMap[Phaser.Cache.TILEMAP] = this._cache.tilemap;\n    this._cacheMap[Phaser.Cache.BINARY] = this._cache.binary;\n    this._cacheMap[Phaser.Cache.BITMAPDATA] = this._cache.bitmapData;\n    this._cacheMap[Phaser.Cache.BITMAPFONT] = this._cache.bitmapFont;\n    this._cacheMap[Phaser.Cache.JSON] = this._cache.json;\n    this._cacheMap[Phaser.Cache.XML] = this._cache.xml;\n    this._cacheMap[Phaser.Cache.VIDEO] = this._cache.video;\n    this._cacheMap[Phaser.Cache.SHADER] = this._cache.shader;\n    this._cacheMap[Phaser.Cache.RENDER_TEXTURE] = this._cache.renderTexture;\n\n    this.addDefaultImage();\n    this.addMissingImage();\n\n};\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.CANVAS = 1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.IMAGE = 2;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.TEXTURE = 3;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.SOUND = 4;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.TEXT = 5;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.PHYSICS = 6;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.TILEMAP = 7;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.BINARY = 8;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.BITMAPDATA = 9;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.BITMAPFONT = 10;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.JSON = 11;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.XML = 12;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.VIDEO = 13;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.SHADER = 14;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Cache.RENDER_TEXTURE = 15;\n\n/**\n* The default image used for a texture when no other is specified.\n* @constant\n* @type {PIXI.Texture}\n*/\nPhaser.Cache.DEFAULT = null;\n\n/**\n* The default image used for a texture when the source image is missing.\n* @constant\n* @type {PIXI.Texture}\n*/\nPhaser.Cache.MISSING = null;\n\nPhaser.Cache.prototype = {\n\n    //////////////////\n    //  Add Methods //\n    //////////////////\n\n    /**\n    * Add a new canvas object in to the cache.\n    *\n    * @method Phaser.Cache#addCanvas\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {HTMLCanvasElement} canvas - The Canvas DOM element.\n    * @param {CanvasRenderingContext2D} [context] - The context of the canvas element. If not specified it will default go `getContext('2d')`.\n    */\n    addCanvas: function (key, canvas, context) {\n\n        if (context === undefined) { context = canvas.getContext('2d'); }\n\n        this._cache.canvas[key] = { canvas: canvas, context: context };\n\n    },\n\n    /**\n    * Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader, but can also have been loaded into the DOM.\n    * If an image already exists in the cache with the same key then it is removed and destroyed, and the new image inserted in its place.\n    *\n    * @method Phaser.Cache#addImage\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra image data.\n    * @return {object} The full image object that was added to the cache.\n    */\n    addImage: function (key, url, data) {\n\n        if (this.checkImageKey(key))\n        {\n            this.removeImage(key);\n        }\n\n        var img = {\n            key: key,\n            url: url,\n            data: data,\n            base: new PIXI.BaseTexture(data),\n            frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),\n            frameData: new Phaser.FrameData()\n        };\n\n        img.frameData.addFrame(new Phaser.Frame(0, 0, 0, data.width, data.height, url));\n\n        this._cache.image[key] = img;\n\n        this._resolveURL(url, img);\n\n        if (key === '__default')\n        {\n            Phaser.Cache.DEFAULT = new PIXI.Texture(img.base);\n        }\n        else if (key === '__missing')\n        {\n            Phaser.Cache.MISSING = new PIXI.Texture(img.base);\n        }\n\n        return img;\n\n    },\n\n    /**\n    * Adds a default image to be used in special cases such as WebGL Filters.\n    * It uses the special reserved key of `__default`.\n    * This method is called automatically when the Cache is created.\n    * This image is skipped when `Cache.destroy` is called due to its internal requirements.\n    *\n    * @method Phaser.Cache#addDefaultImage\n    * @protected\n    */\n    addDefaultImage: function () {\n\n        var img = new Image();\n\n        img.src = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==\";\n\n        var obj = this.addImage('__default', null, img);\n\n        //  Because we don't want to invalidate the sprite batch for an invisible texture\n        obj.base.skipRender = true;\n\n        //  Make it easily available within the rest of Phaser / Pixi\n        Phaser.Cache.DEFAULT = new PIXI.Texture(obj.base);\n\n    },\n\n    /**\n    * Adds an image to be used when a key is wrong / missing.\n    * It uses the special reserved key of `__missing`.\n    * This method is called automatically when the Cache is created.\n    * This image is skipped when `Cache.destroy` is called due to its internal requirements.\n    *\n    * @method Phaser.Cache#addMissingImage\n    * @protected\n    */\n    addMissingImage: function () {\n\n        var img = new Image();\n\n        img.src = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==\";\n\n        var obj = this.addImage('__missing', null, img);\n\n        //  Make it easily available within the rest of Phaser / Pixi\n        Phaser.Cache.MISSING = new PIXI.Texture(obj.base);\n\n    },\n\n    /**\n    * Adds a Sound file into the Cache. The file must have already been loaded, typically via Phaser.Loader.\n    *\n    * @method Phaser.Cache#addSound\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra sound data.\n    * @param {boolean} webAudio - True if the file is using web audio.\n    * @param {boolean} audioTag - True if the file is using legacy HTML audio.\n    */\n    addSound: function (key, url, data, webAudio, audioTag) {\n\n        if (webAudio === undefined) { webAudio = true; audioTag = false; }\n        if (audioTag === undefined) { webAudio = false; audioTag = true; }\n\n        var decoded = false;\n\n        if (audioTag)\n        {\n            decoded = true;\n        }\n\n        this._cache.sound[key] = {\n            url: url,\n            data: data,\n            isDecoding: false,\n            decoded: decoded,\n            webAudio: webAudio,\n            audioTag: audioTag,\n            locked: this.game.sound.touchLocked\n        };\n\n        this._resolveURL(url, this._cache.sound[key]);\n\n    },\n\n    /**\n    * Add a new text data.\n    *\n    * @method Phaser.Cache#addText\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra text data.\n    */\n    addText: function (key, url, data) {\n\n        this._cache.text[key] = { url: url, data: data };\n\n        this._resolveURL(url, this._cache.text[key]);\n\n    },\n\n    /**\n    * Add a new physics data object to the Cache.\n    *\n    * @method Phaser.Cache#addPhysicsData\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} JSONData - The physics data object (a JSON file).\n    * @param {number} format - The format of the physics data.\n    */\n    addPhysicsData: function (key, url, JSONData, format) {\n\n        this._cache.physics[key] = { url: url, data: JSONData, format: format };\n\n        this._resolveURL(url, this._cache.physics[key]);\n\n    },\n\n    /**\n    * Add a new tilemap to the Cache.\n    *\n    * @method Phaser.Cache#addTilemap\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} mapData - The tilemap data object (either a CSV or JSON file).\n    * @param {number} format - The format of the tilemap data.\n    */\n    addTilemap: function (key, url, mapData, format) {\n\n        this._cache.tilemap[key] = { url: url, data: mapData, format: format };\n\n        this._resolveURL(url, this._cache.tilemap[key]);\n\n    },\n\n    /**\n    * Add a binary object in to the cache.\n    *\n    * @method Phaser.Cache#addBinary\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {object} binaryData - The binary object to be added to the cache.\n    */\n    addBinary: function (key, binaryData) {\n\n        this._cache.binary[key] = binaryData;\n\n    },\n\n    /**\n    * Add a BitmapData object to the cache.\n    *\n    * @method Phaser.Cache#addBitmapData\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache.\n    * @param {Phaser.FrameData|null} [frameData=(auto create)] - Optional FrameData set associated with the given BitmapData. If not specified (or `undefined`) a new FrameData object is created containing the Bitmap's Frame. If `null` is supplied then no FrameData will be created.\n    * @return {Phaser.BitmapData} The BitmapData object to be addded to the cache.\n    */\n    addBitmapData: function (key, bitmapData, frameData) {\n\n        bitmapData.key = key;\n\n        if (frameData === undefined)\n        {\n            frameData = new Phaser.FrameData();\n            frameData.addFrame(bitmapData.textureFrame);\n        }\n\n        this._cache.bitmapData[key] = { data: bitmapData, frameData: frameData };\n\n        return bitmapData;\n\n    },\n\n    /**\n    * Add a new Bitmap Font to the Cache.\n    *\n    * @method Phaser.Cache#addBitmapFont\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra font data.\n    * @param {object} atlasData - Texture atlas frames data.\n    * @param {string} [atlasType='xml'] - The format of the texture atlas ( 'json' or 'xml' ).\n    * @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here.\n    * @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here.\n    */\n    addBitmapFont: function (key, url, data, atlasData, atlasType, xSpacing, ySpacing) {\n\n        var obj = {\n            url: url,\n            data: data,\n            font: null,\n            base: new PIXI.BaseTexture(data)\n        };\n\n        if (xSpacing === undefined) { xSpacing = 0; }\n        if (ySpacing === undefined) { ySpacing = 0; }\n\n        if (atlasType === 'json')\n        {\n            obj.font = Phaser.LoaderParser.jsonBitmapFont(atlasData, obj.base, xSpacing, ySpacing);\n        }\n        else\n        {\n            obj.font = Phaser.LoaderParser.xmlBitmapFont(atlasData, obj.base, xSpacing, ySpacing);\n        }\n\n        this._cache.bitmapFont[key] = obj;\n\n        this._resolveURL(url, obj);\n\n    },\n\n    /**\n    * Add a new json object into the cache.\n    *\n    * @method Phaser.Cache#addJSON\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra json data.\n    */\n    addJSON: function (key, url, data) {\n\n        this._cache.json[key] = { url: url, data: data };\n\n        this._resolveURL(url, this._cache.json[key]);\n\n    },\n\n    /**\n    * Add a new xml object into the cache.\n    *\n    * @method Phaser.Cache#addXML\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra text data.\n    */\n    addXML: function (key, url, data) {\n\n        this._cache.xml[key] = { url: url, data: data };\n\n        this._resolveURL(url, this._cache.xml[key]);\n\n    },\n\n    /**\n    * Adds a Video file into the Cache. The file must have already been loaded, typically via Phaser.Loader.\n    *\n    * @method Phaser.Cache#addVideo\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra video data.\n    * @param {boolean} isBlob - True if the file was preloaded via xhr and the data parameter is a Blob. false if a Video tag was created instead.\n    */\n    addVideo: function (key, url, data, isBlob) {\n\n        this._cache.video[key] = { url: url, data: data, isBlob: isBlob, locked: true };\n\n        this._resolveURL(url, this._cache.video[key]);\n\n    },\n\n    /**\n    * Adds a Fragment Shader in to the Cache. The file must have already been loaded, typically via Phaser.Loader.\n    *\n    * @method Phaser.Cache#addShader\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra shader data.\n    */\n    addShader: function (key, url, data) {\n\n        this._cache.shader[key] = { url: url, data: data };\n\n        this._resolveURL(url, this._cache.shader[key]);\n\n    },\n\n    /**\n    * Add a new Phaser.RenderTexture in to the cache.\n    *\n    * @method Phaser.Cache#addRenderTexture\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {Phaser.RenderTexture} texture - The texture to use as the base of the RenderTexture.\n    */\n    addRenderTexture: function (key, texture) {\n\n        this._cache.renderTexture[key] = { texture: texture, frame: new Phaser.Frame(0, 0, 0, texture.width, texture.height, '', '') };\n\n    },\n\n    /**\n    * Add a new sprite sheet in to the cache.\n    *\n    * @method Phaser.Cache#addSpriteSheet\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra sprite sheet data.\n    * @param {number} frameWidth - Width of the sprite sheet.\n    * @param {number} frameHeight - Height of the sprite sheet.\n    * @param {number} [frameMax=-1] - How many frames stored in the sprite sheet. If -1 then it divides the whole sheet evenly.\n    * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.\n    * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.\n    */\n    addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax, margin, spacing) {\n\n        if (frameMax === undefined) { frameMax = -1; }\n        if (margin === undefined) { margin = 0; }\n        if (spacing === undefined) { spacing = 0; }\n\n        var obj = {\n            key: key,\n            url: url,\n            data: data,\n            frameWidth: frameWidth,\n            frameHeight: frameHeight,\n            margin: margin,\n            spacing: spacing,\n            base: new PIXI.BaseTexture(data),\n            frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing)\n        };\n\n        this._cache.image[key] = obj;\n\n        this._resolveURL(url, obj);\n\n    },\n\n    /**\n    * Add a new texture atlas to the Cache.\n    *\n    * @method Phaser.Cache#addTextureAtlas\n    * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.\n    * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.\n    * @param {object} data - Extra texture atlas data.\n    * @param {object} atlasData  - Texture atlas frames data.\n    * @param {number} format - The format of the texture atlas.\n    */\n    addTextureAtlas: function (key, url, data, atlasData, format) {\n\n        var obj = {\n            key: key,\n            url: url,\n            data: data,\n            base: new PIXI.BaseTexture(data)\n        };\n\n        if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)\n        {\n            obj.frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key);\n        }\n        else if (format === Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL)\n        {\n            obj.frameData = Phaser.AnimationParser.JSONDataPyxel(this.game, atlasData, key);\n        }\n        else\n        {\n            //  Let's just work it out from the frames array\n            if (Array.isArray(atlasData.frames))\n            {\n                obj.frameData = Phaser.AnimationParser.JSONData(this.game, atlasData, key);\n            }\n            else\n            {\n                obj.frameData = Phaser.AnimationParser.JSONDataHash(this.game, atlasData, key);\n            }\n        }\n\n        this._cache.image[key] = obj;\n\n        this._resolveURL(url, obj);\n\n    },\n\n    ////////////////////////////\n    //  Sound Related Methods //\n    ////////////////////////////\n\n    /**\n    * Reload a Sound file from the server.\n    *\n    * @method Phaser.Cache#reloadSound\n    * @param {string} key - The key of the asset within the cache.\n    */\n    reloadSound: function (key) {\n\n        var _this = this;\n\n        var sound = this.getSound(key);\n\n        if (sound)\n        {\n            sound.data.src = sound.url;\n\n            sound.data.addEventListener('canplaythrough', function () {\n                return _this.reloadSoundComplete(key);\n            }, false);\n\n            sound.data.load();\n        }\n\n    },\n\n    /**\n    * Fires the onSoundUnlock event when the sound has completed reloading.\n    *\n    * @method Phaser.Cache#reloadSoundComplete\n    * @param {string} key - The key of the asset within the cache.\n    */\n    reloadSoundComplete: function (key) {\n\n        var sound = this.getSound(key);\n\n        if (sound)\n        {\n            sound.locked = false;\n            this.onSoundUnlock.dispatch(key);\n        }\n\n    },\n\n    /**\n    * Updates the sound object in the cache.\n    *\n    * @method Phaser.Cache#updateSound\n    * @param {string} key - The key of the asset within the cache.\n    */\n    updateSound: function (key, property, value) {\n\n        var sound = this.getSound(key);\n\n        if (sound)\n        {\n            sound[property] = value;\n        }\n\n    },\n\n    /**\n    * Add a new decoded sound.\n    *\n    * @method Phaser.Cache#decodedSound\n    * @param {string} key - The key of the asset within the cache.\n    * @param {object} data - Extra sound data.\n    */\n    decodedSound: function (key, data) {\n\n        var sound = this.getSound(key);\n\n        sound.data = data;\n        sound.decoded = true;\n        sound.isDecoding = false;\n\n    },\n\n    /**\n    * Check if the given sound has finished decoding.\n    *\n    * @method Phaser.Cache#isSoundDecoded\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} The decoded state of the Sound object.\n    */\n    isSoundDecoded: function (key) {\n\n        var sound = this.getItem(key, Phaser.Cache.SOUND, 'isSoundDecoded');\n\n        if (sound)\n        {\n            return sound.decoded;\n        }\n\n    },\n\n    /**\n    * Check if the given sound is ready for playback.\n    * A sound is considered ready when it has finished decoding and the device is no longer touch locked.\n    *\n    * @method Phaser.Cache#isSoundReady\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the sound is decoded and the device is not touch locked.\n    */\n    isSoundReady: function (key) {\n\n        var sound = this.getItem(key, Phaser.Cache.SOUND, 'isSoundDecoded');\n\n        if (sound)\n        {\n            return (sound.decoded && !this.game.sound.touchLocked);\n        }\n\n    },\n\n    ////////////////////////\n    //  Check Key Methods //\n    ////////////////////////\n\n    /**\n    * Checks if a key for the given cache object type exists.\n    *\n    * @method Phaser.Cache#checkKey\n    * @param {integer} cache - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists, otherwise false.\n    */\n    checkKey: function (cache, key) {\n\n        if (this._cacheMap[cache][key])\n        {\n            return true;\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Checks if the given URL has been loaded into the Cache.\n    * This method will only work if Cache.autoResolveURL was set to `true` before any preloading took place.\n    * The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefox\n    * which may cause double-load instances.\n    *\n    * @method Phaser.Cache#checkURL\n    * @param {string} url - The url to check for in the cache.\n    * @return {boolean} True if the url exists, otherwise false.\n    */\n    checkURL: function (url) {\n\n        if (this._urlMap[this._resolveURL(url)])\n        {\n            return true;\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Checks if the given key exists in the Canvas Cache.\n    *\n    * @method Phaser.Cache#checkCanvasKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkCanvasKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.CANVAS, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Image Cache. Note that this also includes Texture Atlases, Sprite Sheets and Retro Fonts.\n    *\n    * @method Phaser.Cache#checkImageKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkImageKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.IMAGE, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Texture Cache.\n    *\n    * @method Phaser.Cache#checkTextureKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkTextureKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.TEXTURE, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Sound Cache.\n    *\n    * @method Phaser.Cache#checkSoundKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkSoundKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.SOUND, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Text Cache.\n    *\n    * @method Phaser.Cache#checkTextKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkTextKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.TEXT, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Physics Cache.\n    *\n    * @method Phaser.Cache#checkPhysicsKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkPhysicsKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.PHYSICS, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Tilemap Cache.\n    *\n    * @method Phaser.Cache#checkTilemapKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkTilemapKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.TILEMAP, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Binary Cache.\n    *\n    * @method Phaser.Cache#checkBinaryKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkBinaryKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.BINARY, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the BitmapData Cache.\n    *\n    * @method Phaser.Cache#checkBitmapDataKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkBitmapDataKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.BITMAPDATA, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the BitmapFont Cache.\n    *\n    * @method Phaser.Cache#checkBitmapFontKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkBitmapFontKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.BITMAPFONT, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the JSON Cache.\n    *\n    * @method Phaser.Cache#checkJSONKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkJSONKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.JSON, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the XML Cache.\n    *\n    * @method Phaser.Cache#checkXMLKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkXMLKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.XML, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Video Cache.\n    *\n    * @method Phaser.Cache#checkVideoKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkVideoKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.VIDEO, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Fragment Shader Cache.\n    *\n    * @method Phaser.Cache#checkShaderKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkShaderKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.SHADER, key);\n\n    },\n\n    /**\n    * Checks if the given key exists in the Render Texture Cache.\n    *\n    * @method Phaser.Cache#checkRenderTextureKey\n    * @param {string} key - The key of the asset within the cache.\n    * @return {boolean} True if the key exists in the cache, otherwise false.\n    */\n    checkRenderTextureKey: function (key) {\n\n        return this.checkKey(Phaser.Cache.RENDER_TEXTURE, key);\n\n    },\n\n    ////////////////\n    //  Get Items //\n    ////////////////\n\n    /**\n    * Get an item from a cache based on the given key and property.\n    *\n    * This method is mostly used internally by other Cache methods such as `getImage` but is exposed\n    * publicly for your own use as well.\n    *\n    * @method Phaser.Cache#getItem\n    * @param {string} key - The key of the asset within the cache.\n    * @param {integer} cache - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.\n    * @param {string} [method] - The string name of the method calling getItem. Can be empty, in which case no console warning is output.\n    * @param {string} [property] - If you require a specific property from the cache item, specify it here.\n    * @return {object} The cached item if found, otherwise `null`. If the key is invalid and `method` is set then a console.warn is output.\n    */\n    getItem: function (key, cache, method, property) {\n\n        if (!this.checkKey(cache, key))\n        {\n            if (method)\n            {\n                console.warn('Phaser.Cache.' + method + ': Key \"' + key + '\" not found in Cache.');\n            }\n        }\n        else\n        {\n            if (property === undefined)\n            {\n                return this._cacheMap[cache][key];\n            }\n            else\n            {\n                return this._cacheMap[cache][key][property];\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Gets a Canvas object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getCanvas\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {object} The canvas object or `null` if no item could be found matching the given key.\n    */\n    getCanvas: function (key) {\n\n        return this.getItem(key, Phaser.Cache.CANVAS, 'getCanvas', 'canvas');\n\n    },\n\n    /**\n    * Gets a Image object from the cache. This returns a DOM Image object, not a Phaser.Image object.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * Only the Image cache is searched, which covers images loaded via Loader.image, Sprite Sheets and Texture Atlases.\n    *\n    * If you need the image used by a bitmap font or similar then please use those respective 'get' methods.\n    *\n    * @method Phaser.Cache#getImage\n    * @param {string} [key] - The key of the asset to retrieve from the cache. If not given or null it will return a default image. If given but not found in the cache it will throw a warning and return the missing image.\n    * @param {boolean} [full=false] - If true the full image object will be returned, if false just the HTML Image object is returned.\n    * @return {Image} The Image object if found in the Cache, otherwise `null`. If `full` was true then a JavaScript object is returned.\n    */\n    getImage: function (key, full) {\n\n        if (key === undefined || key === null)\n        {\n            key = '__default';\n        }\n\n        if (full === undefined) { full = false; }\n\n        var img = this.getItem(key, Phaser.Cache.IMAGE, 'getImage');\n\n        if (img === null)\n        {\n            img = this.getItem('__missing', Phaser.Cache.IMAGE, 'getImage');\n        }\n\n        if (full)\n        {\n            return img;\n        }\n        else\n        {\n            return img.data;\n        }\n\n    },\n\n    /**\n    * Get a single texture frame by key.\n    *\n    * You'd only do this to get the default Frame created for a non-atlas / spritesheet image.\n    *\n    * @method Phaser.Cache#getTextureFrame\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {Phaser.Frame} The frame data.\n    */\n    getTextureFrame: function (key) {\n\n        return this.getItem(key, Phaser.Cache.TEXTURE, 'getTextureFrame', 'frame');\n\n    },\n\n    /**\n    * Gets a Phaser.Sound object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getSound\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {Phaser.Sound} The sound object.\n    */\n    getSound: function (key) {\n\n        return this.getItem(key, Phaser.Cache.SOUND, 'getSound');\n\n    },\n\n    /**\n    * Gets a raw Sound data object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getSoundData\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {object} The sound data.\n    */\n    getSoundData: function (key) {\n\n        return this.getItem(key, Phaser.Cache.SOUND, 'getSoundData', 'data');\n\n    },\n\n    /**\n    * Gets a Text object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getText\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {object} The text data.\n    */\n    getText: function (key) {\n\n        return this.getItem(key, Phaser.Cache.TEXT, 'getText', 'data');\n\n    },\n\n    /**\n    * Gets a Physics Data object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * You can get either the entire data set, a single object or a single fixture of an object from it.\n    *\n    * @method Phaser.Cache#getPhysicsData\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @param {string} [object=null] - If specified it will return just the physics object that is part of the given key, if null it will return them all.\n    * @param {string} fixtureKey - Fixture key of fixture inside an object. This key can be set per fixture with the Phaser Exporter.\n    * @return {object} The requested physics object data if found.\n    */\n    getPhysicsData: function (key, object, fixtureKey) {\n\n        var data = this.getItem(key, Phaser.Cache.PHYSICS, 'getPhysicsData', 'data');\n\n        if (data === null || object === undefined || object === null)\n        {\n            return data;\n        }\n        else\n        {\n            if (data[object])\n            {\n                var fixtures = data[object];\n\n                //  Try to find a fixture by its fixture key if given\n                if (fixtures && fixtureKey)\n                {\n                    for (var fixture in fixtures)\n                    {\n                        //  This contains the fixture data of a polygon or a circle\n                        fixture = fixtures[fixture];\n\n                        //  Test the key\n                        if (fixture.fixtureKey === fixtureKey)\n                        {\n                            return fixture;\n                        }\n                    }\n\n                    //  We did not find the requested fixture\n                    console.warn('Phaser.Cache.getPhysicsData: Could not find given fixtureKey: \"' + fixtureKey + ' in ' + key + '\"');\n                }\n                else\n                {\n                    return fixtures;\n                }\n            }\n            else\n            {\n                console.warn('Phaser.Cache.getPhysicsData: Invalid key/object: \"' + key + ' / ' + object + '\"');\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Gets a raw Tilemap data object from the cache. This will be in either CSV or JSON format.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getTilemapData\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {object} The raw tilemap data in CSV or JSON format.\n    */\n    getTilemapData: function (key) {\n\n        return this.getItem(key, Phaser.Cache.TILEMAP, 'getTilemapData');\n\n    },\n\n    /**\n    * Gets a binary object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getBinary\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {object} The binary data object.\n    */\n    getBinary: function (key) {\n\n        return this.getItem(key, Phaser.Cache.BINARY, 'getBinary');\n\n    },\n\n    /**\n    * Gets a BitmapData object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getBitmapData\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.\n    */\n    getBitmapData: function (key) {\n\n        return this.getItem(key, Phaser.Cache.BITMAPDATA, 'getBitmapData', 'data');\n\n    },\n\n    /**\n    * Gets a Bitmap Font object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getBitmapFont\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {Phaser.BitmapFont} The requested BitmapFont object if found, or null if not.\n    */\n    getBitmapFont: function (key) {\n\n        return this.getItem(key, Phaser.Cache.BITMAPFONT, 'getBitmapFont');\n\n    },\n\n    /**\n    * Gets a JSON object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * You can either return the object by reference (the default), or return a clone\n    * of it by setting the `clone` argument to `true`.\n    *\n    * @method Phaser.Cache#getJSON\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @param {boolean} [clone=false] - Return a clone of the original object (true) or a reference to it? (false)\n    * @return {object} The JSON object, or an Array if the key points to an Array property. If the property wasn't found, it returns null.\n    */\n    getJSON: function (key, clone) {\n\n        var data = this.getItem(key, Phaser.Cache.JSON, 'getJSON', 'data');\n\n        if (data)\n        {\n            if (clone)\n            {\n                return Phaser.Utils.extend(true, Array.isArray(data) ? [] : {}, data);\n            }\n            else\n            {\n                return data;\n            }\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * Gets an XML object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getXML\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {object} The XML object.\n    */\n    getXML: function (key) {\n\n        return this.getItem(key, Phaser.Cache.XML, 'getXML', 'data');\n\n    },\n\n    /**\n    * Gets a Phaser.Video object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getVideo\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {Phaser.Video} The video object.\n    */\n    getVideo: function (key) {\n\n        return this.getItem(key, Phaser.Cache.VIDEO, 'getVideo');\n\n    },\n\n    /**\n    * Gets a fragment shader object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getShader\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {string} The shader object.\n    */\n    getShader: function (key) {\n\n        return this.getItem(key, Phaser.Cache.SHADER, 'getShader', 'data');\n\n    },\n\n    /**\n    * Gets a RenderTexture object from the cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getRenderTexture\n    * @param {string} key - The key of the asset to retrieve from the cache.\n    * @return {Object} The object with Phaser.RenderTexture and Phaser.Frame.\n    */\n    getRenderTexture: function (key) {\n\n        return this.getItem(key, Phaser.Cache.RENDER_TEXTURE, 'getRenderTexture');\n\n    },\n\n    ////////////////////////////\n    //  Frame Related Methods //\n    ////////////////////////////\n\n    /**\n    * Gets a PIXI.BaseTexture by key from the given Cache.\n    *\n    * @method Phaser.Cache#getBaseTexture\n    * @param {string} key - Asset key of the image for which you want the BaseTexture for.\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.\n    * @return {PIXI.BaseTexture} The BaseTexture object.\n    */\n    getBaseTexture: function (key, cache) {\n\n        if (cache === undefined) { cache = Phaser.Cache.IMAGE; }\n\n        return this.getItem(key, cache, 'getBaseTexture', 'base');\n\n    },\n\n    /**\n    * Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.\n    *\n    * @method Phaser.Cache#getFrame\n    * @param {string} key - Asset key of the frame data to retrieve from the Cache.\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.\n    * @return {Phaser.Frame} The frame data.\n    */\n    getFrame: function (key, cache) {\n\n        if (cache === undefined) { cache = Phaser.Cache.IMAGE; }\n\n        return this.getItem(key, cache, 'getFrame', 'frame');\n\n    },\n\n    /**\n    * Get the total number of frames contained in the FrameData object specified by the given key.\n    *\n    * @method Phaser.Cache#getFrameCount\n    * @param {string} key - Asset key of the FrameData you want.\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.\n    * @return {number} Then number of frames. 0 if the image is not found.\n    */\n    getFrameCount: function (key, cache) {\n\n        var data = this.getFrameData(key, cache);\n\n        if (data)\n        {\n            return data.total;\n        }\n        else\n        {\n            return 0;\n        }\n\n    },\n\n    /**\n    * Gets a Phaser.FrameData object from the Image Cache.\n    *\n    * The object is looked-up based on the key given.\n    *\n    * Note: If the object cannot be found a `console.warn` message is displayed.\n    *\n    * @method Phaser.Cache#getFrameData\n    * @param {string} key - Asset key of the frame data to retrieve from the Cache.\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.\n    * @return {Phaser.FrameData} The frame data.\n    */\n    getFrameData: function (key, cache) {\n\n        if (cache === undefined) { cache = Phaser.Cache.IMAGE; }\n\n        return this.getItem(key, cache, 'getFrameData', 'frameData');\n\n    },\n\n    /**\n    * Check if the FrameData for the given key exists in the Image Cache.\n    *\n    * @method Phaser.Cache#hasFrameData\n    * @param {string} key - Asset key of the frame data to retrieve from the Cache.\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.\n    * @return {boolean} True if the given key has frameData in the cache, otherwise false.\n    */\n    hasFrameData: function (key, cache) {\n\n        if (cache === undefined) { cache = Phaser.Cache.IMAGE; }\n\n        return (this.getItem(key, cache, '', 'frameData') !== null);\n\n    },\n\n    /**\n    * Replaces a set of frameData with a new Phaser.FrameData object.\n    *\n    * @method Phaser.Cache#updateFrameData\n    * @param {string} key - The unique key by which you will reference this object.\n    * @param {number} frameData - The new FrameData.\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.\n    */\n    updateFrameData: function (key, frameData, cache) {\n\n        if (cache === undefined) { cache = Phaser.Cache.IMAGE; }\n\n        if (this._cacheMap[cache][key])\n        {\n            this._cacheMap[cache][key].frameData = frameData;\n        }\n\n    },\n\n    /**\n    * Get a single frame out of a frameData set by key.\n    *\n    * @method Phaser.Cache#getFrameByIndex\n    * @param {string} key - Asset key of the frame data to retrieve from the Cache.\n    * @param {number} index - The index of the frame you want to get.\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.\n    * @return {Phaser.Frame} The frame object.\n    */\n    getFrameByIndex: function (key, index, cache) {\n\n        var data = this.getFrameData(key, cache);\n\n        if (data)\n        {\n            return data.getFrame(index);\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * Get a single frame out of a frameData set by key.\n    *\n    * @method Phaser.Cache#getFrameByName\n    * @param {string} key - Asset key of the frame data to retrieve from the Cache.\n    * @param {string} name - The name of the frame you want to get.\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.\n    * @return {Phaser.Frame} The frame object.\n    */\n    getFrameByName: function (key, name, cache) {\n\n        var data = this.getFrameData(key, cache);\n\n        if (data)\n        {\n            return data.getFrameByName(name);\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * Get a cached object by the URL.\n    * This only returns a value if you set Cache.autoResolveURL to `true` *before* starting the preload of any assets.\n    * Be aware that every call to this function makes a DOM src query, so use carefully and double-check for implications in your target browsers/devices.\n    *\n    * @method Phaser.Cache#getURL\n    * @param {string} url - The url for the object loaded to get from the cache.\n    * @return {object} The cached object.\n    */\n    getURL: function (url) {\n\n        var url = this._resolveURL(url);\n\n        if (url)\n        {\n            return this._urlMap[url];\n        }\n        else\n        {\n            console.warn('Phaser.Cache.getUrl: Invalid url: \"' + url  + '\" or Cache.autoResolveURL was false');\n            return null;\n        }\n\n    },\n\n    /**\n    * Gets all keys used in the requested Cache.\n    *\n    * @method Phaser.Cache#getKeys\n    * @param {integer} [cache=Phaser.Cache.IMAGE] - The Cache you wish to get the keys from. Can be any of the Cache consts such as `Phaser.Cache.IMAGE`, `Phaser.Cache.SOUND` etc.\n    * @return {Array} The array of keys in the requested cache.\n    */\n    getKeys: function (cache) {\n\n        if (cache === undefined) { cache = Phaser.Cache.IMAGE; }\n\n        var out = [];\n\n        if (this._cacheMap[cache])\n        {\n            for (var key in this._cacheMap[cache])\n            {\n                if (key !== '__default' && key !== '__missing')\n                {\n                    out.push(key);\n                }\n            }\n        }\n\n        return out;\n\n    },\n\n    /////////////////////\n    //  Remove Methods //\n    /////////////////////\n\n    /**\n    * Removes a canvas from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeCanvas\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeCanvas: function (key) {\n\n        delete this._cache.canvas[key];\n\n    },\n\n    /**\n    * Removes an image from the cache.\n    *\n    * You can optionally elect to destroy it as well. This calls BaseTexture.destroy on it.\n    *\n    * Note that this only removes it from the Phaser Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeImage\n    * @param {string} key - Key of the asset you want to remove.\n    * @param {boolean} [destroyBaseTexture=true] - Should the BaseTexture behind this image also be destroyed?\n    */\n    removeImage: function (key, destroyBaseTexture) {\n\n        if (destroyBaseTexture === undefined) { destroyBaseTexture = true; }\n\n        var img = this.getImage(key, true);\n\n        if (destroyBaseTexture && img.base)\n        {\n            img.base.destroy();\n        }\n\n        delete this._cache.image[key];\n\n    },\n\n    /**\n    * Removes a sound from the cache.\n    *\n    * If any `Phaser.Sound` objects use the audio file in the cache that you remove with this method, they will\n    * _automatically_ destroy themselves. If you wish to have full control over when Sounds are destroyed then\n    * you must finish your house-keeping and destroy them all yourself first, before calling this method.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeSound\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeSound: function (key) {\n\n        delete this._cache.sound[key];\n\n    },\n\n    /**\n    * Removes a text file from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeText\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeText: function (key) {\n\n        delete this._cache.text[key];\n\n    },\n\n    /**\n    * Removes a physics data file from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removePhysics\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removePhysics: function (key) {\n\n        delete this._cache.physics[key];\n\n    },\n\n    /**\n    * Removes a tilemap from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeTilemap\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeTilemap: function (key) {\n\n        delete this._cache.tilemap[key];\n\n    },\n\n    /**\n    * Removes a binary file from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeBinary\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeBinary: function (key) {\n\n        delete this._cache.binary[key];\n\n    },\n\n    /**\n    * Removes a bitmap data from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeBitmapData\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeBitmapData: function (key) {\n\n        delete this._cache.bitmapData[key];\n\n    },\n\n    /**\n    * Removes a bitmap font from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeBitmapFont\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeBitmapFont: function (key) {\n\n        delete this._cache.bitmapFont[key];\n\n    },\n\n    /**\n    * Removes a json object from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeJSON\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeJSON: function (key) {\n\n        delete this._cache.json[key];\n\n    },\n\n    /**\n    * Removes a xml object from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeXML\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeXML: function (key) {\n\n        delete this._cache.xml[key];\n\n    },\n\n    /**\n    * Removes a video from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeVideo\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeVideo: function (key) {\n\n        delete this._cache.video[key];\n\n    },\n\n    /**\n    * Removes a shader from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeShader\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeShader: function (key) {\n\n        delete this._cache.shader[key];\n\n    },\n\n    /**\n    * Removes a Render Texture from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeRenderTexture\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeRenderTexture: function (key) {\n\n        delete this._cache.renderTexture[key];\n\n    },\n\n    /**\n    * Removes a Sprite Sheet from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeSpriteSheet\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeSpriteSheet: function (key) {\n\n        delete this._cache.spriteSheet[key];\n\n    },\n\n    /**\n    * Removes a Texture Atlas from the cache.\n    *\n    * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere\n    * then it will persist in memory.\n    *\n    * @method Phaser.Cache#removeTextureAtlas\n    * @param {string} key - Key of the asset you want to remove.\n    */\n    removeTextureAtlas: function (key) {\n\n        delete this._cache.atlas[key];\n\n    },\n\n    /**\n    * Empties out all of the GL Textures from Images stored in the cache.\n    * This is called automatically when the WebGL context is lost and then restored.\n    *\n    * @method Phaser.Cache#clearGLTextures\n    * @protected\n    */\n    clearGLTextures: function () {\n\n        for (var key in this._cache.image)\n        {\n            this._cache.image[key].base._glTextures = [];\n        }\n\n    },\n\n    /**\n    * Resolves a URL to its absolute form and stores it in Cache._urlMap as long as Cache.autoResolveURL is set to `true`.\n    * This is then looked-up by the Cache.getURL and Cache.checkURL calls.\n    *\n    * @method Phaser.Cache#_resolveURL\n    * @private\n    * @param {string} url - The URL to resolve. This is appended to Loader.baseURL.\n    * @param {object} [data] - The data associated with the URL to be stored to the URL Map.\n    * @return {string} The resolved URL.\n    */\n    _resolveURL: function (url, data) {\n\n        if (!this.autoResolveURL)\n        {\n            return null;\n        }\n\n        this._urlResolver.src = this.game.load.baseURL + url;\n\n        this._urlTemp = this._urlResolver.src;\n\n        //  Ensure no request is actually made\n        this._urlResolver.src = '';\n\n        //  Record the URL to the map\n        if (data)\n        {\n            this._urlMap[this._urlTemp] = data;\n        }\n\n        return this._urlTemp;\n\n    },\n\n    /**\n    * Clears the cache. Removes every local cache object reference.\n    * If an object in the cache has a `destroy` method it will also be called.\n    *\n    * @method Phaser.Cache#destroy\n    */\n    destroy: function () {\n\n        for (var i = 0; i < this._cacheMap.length; i++)\n        {\n            var cache = this._cacheMap[i];\n\n            for (var key in cache)\n            {\n                if (key !== '__default' && key !== '__missing')\n                {\n                    if (cache[key]['destroy'])\n                    {\n                        cache[key].destroy();\n                    }\n\n                    delete cache[key];\n                }\n            }\n        }\n\n        this._urlMap = null;\n        this._urlResolver = null;\n        this._urlTemp = null;\n\n    }\n\n};\n\nPhaser.Cache.prototype.constructor = Phaser.Cache;\n\n/* jshint wsh:true */\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.\n*\n* The loader uses a combination of tag loading (eg. Image elements) and XHR and provides progress and completion callbacks.\n*\n* Parallel loading (see {@link #enableParallel}) is supported and enabled by default.\n* Load-before behavior of parallel resources is controlled by synchronization points as discussed in {@link #withSyncPoint}.\n*\n* Texture Atlases can be created with tools such as [Texture Packer](https://www.codeandweb.com/texturepacker/phaser) and\n* [Shoebox](http://renderhjs.net/shoebox/)\n*\n* @class Phaser.Loader\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Loader = function (game) {\n\n    /**\n    * Local reference to game.\n    * @property {Phaser.Game} game\n    * @protected\n    */\n    this.game = game;\n\n    /**\n    * Local reference to the Phaser.Cache.\n    * @property {Phaser.Cache} cache\n    * @protected\n    */\n    this.cache = game.cache;\n\n    /**\n    * If true all calls to Loader.reset will be ignored. Useful if you need to create a load queue before swapping to a preloader state.\n    * @property {boolean} resetLocked\n    * @default\n    */\n    this.resetLocked = false;\n\n    /**\n    * True if the Loader is in the process of loading the queue.\n    * @property {boolean} isLoading\n    * @default\n    */\n    this.isLoading = false;\n\n    /**\n    * True if all assets in the queue have finished loading.\n    * @property {boolean} hasLoaded\n    * @default\n    */\n    this.hasLoaded = false;\n\n    /**\n    * You can optionally link a progress sprite with {@link Phaser.Loader#setPreloadSprite setPreloadSprite}.\n    *\n    * This property is an object containing: sprite, rect, direction, width and height\n    *\n    * @property {?object} preloadSprite\n    * @protected\n    */\n    this.preloadSprite = null;\n\n    /**\n    * The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'.\n    * @property {boolean|string} crossOrigin\n    * @default\n    */\n    this.crossOrigin = false;\n\n    /**\n    * If you want to append a URL before the path of any asset you can set this here.\n    * Useful if allowing the asset base url to be configured outside of the game code.\n    * The string _must_ end with a \"/\".\n    *\n    * @property {string} baseURL\n    */\n    this.baseURL = '';\n\n    /**\n    * The value of `path`, if set, is placed before any _relative_ file path given. For example:\n    *\n    * `load.path = \"images/sprites/\";\n    * load.image(\"ball\", \"ball.png\");\n    * load.image(\"tree\", \"level1/oaktree.png\");\n    * load.image(\"boom\", \"http://server.com/explode.png\");`\n    *\n    * Would load the `ball` file from `images/sprites/ball.png` and the tree from\n    * `images/sprites/level1/oaktree.png` but the file `boom` would load from the URL\n    * given as it's an absolute URL.\n    *\n    * Please note that the path is added before the filename but *after* the baseURL (if set.)\n    *\n    * The string _must_ end with a \"/\".\n    *\n    * @property {string} path\n    */\n    this.path = '';\n\n    /**\n    * Used to map the application mime-types to to the Accept header in XHR requests.\n    * If you don't require these mappings, or they cause problems on your server, then\n    * remove them from the headers object and the XHR request will not try to use them.\n    *\n    * This object can also be used to set the `X-Requested-With` header to \n    * `XMLHttpRequest` (or any other value you need). To enable this do:\n    *\n    * `this.load.headers.requestedWith = 'XMLHttpRequest'`\n    *\n    * before adding anything to the Loader. The XHR loader will then call:\n    *\n    * `setRequestHeader('X-Requested-With', this.headers['requestedWith'])`\n    * \n    * @property {object} headers\n    * @default\n    */\n    this.headers = {\n        \"requestedWith\": false,\n        \"json\": \"application/json\",\n        \"xml\": \"application/xml\"\n    };\n\n    /**\n     * This event is dispatched when the loading process starts: before the first file has been requested,\n    * but after all the initial packs have been loaded.\n    *\n    * @property {Phaser.Signal} onLoadStart\n    */\n    this.onLoadStart = new Phaser.Signal();\n\n    /**\n    * This event is dispatched when the final file in the load queue has either loaded or failed.\n    *\n    * @property {Phaser.Signal} onLoadComplete\n    */\n    this.onLoadComplete = new Phaser.Signal();\n\n    /**\n    * This event is dispatched when an asset pack has either loaded or failed to load.\n    *\n    * This is called when the asset pack manifest file has loaded and successfully added its contents to the loader queue.\n    *\n    * Params: `(pack key, success?, total packs loaded, total packs)`\n    *\n    * @property {Phaser.Signal} onPackComplete\n    */\n    this.onPackComplete = new Phaser.Signal();\n\n    /**\n    * This event is dispatched immediately before a file starts loading.\n    * It's possible the file may fail (eg. download error, invalid format) after this event is sent.\n    *\n    * Params: `(progress, file key, file url)`\n    *\n    * @property {Phaser.Signal} onFileStart\n    */\n    this.onFileStart = new Phaser.Signal();\n\n    /**\n    * This event is dispatched when a file has either loaded or failed to load.\n    *\n    * Any function bound to this will receive the following parameters:\n    *\n    * progress, file key, success?, total loaded files, total files\n    *\n    * Where progress is a number between 1 and 100 (inclusive) representing the percentage of the load.\n    *\n    * @property {Phaser.Signal} onFileComplete\n    */\n    this.onFileComplete = new Phaser.Signal();\n\n    /**\n    * This event is dispatched when a file (or pack) errors as a result of the load request.\n    *\n    * For files it will be triggered before `onFileComplete`. For packs it will be triggered before `onPackComplete`.\n    *\n    * Params: `(file key, file)`\n    *\n    * @property {Phaser.Signal} onFileError\n    */\n    this.onFileError = new Phaser.Signal();\n\n    /**\n    * If true and if the browser supports XDomainRequest, it will be used in preference for XHR.\n    *\n    * This is only relevant for IE 9 and should _only_ be enabled for IE 9 clients when required by the server/CDN.\n    *\n    * @property {boolean} useXDomainRequest\n    * @deprecated This is only relevant for IE 9.\n    */\n    this.useXDomainRequest = false;\n\n    /**\n    * @private\n    * @property {boolean} _warnedAboutXDomainRequest - Control number of warnings for using XDR outside of IE 9.\n    */\n    this._warnedAboutXDomainRequest = false;\n\n    /**\n    * If true (the default) then parallel downloading will be enabled.\n    *\n    * To disable all parallel downloads this must be set to false prior to any resource being loaded.\n    *\n    * @property {boolean} enableParallel\n    */\n    this.enableParallel = true;\n\n    /**\n    * The number of concurrent / parallel resources to try and fetch at once.\n    *\n    * Many current browsers limit 6 requests per domain; this is slightly conservative.\n    *\n    * @property {integer} maxParallelDownloads\n    * @protected\n    */\n    this.maxParallelDownloads = 4;\n\n    /**\n    * A counter: if more than zero, files will be automatically added as a synchronization point.\n    * @property {integer} _withSyncPointDepth;\n    */\n    this._withSyncPointDepth = 0;\n\n    /**\n    * Contains all the information for asset files (including packs) to load.\n    *\n    * File/assets are only removed from the list after all loading completes.\n    *\n    * @property {file[]} _fileList\n    * @private\n    */\n    this._fileList = [];\n\n    /**\n    * Inflight files (or packs) that are being fetched/processed.\n    *\n    * This means that if there are any files in the flight queue there should still be processing\n    * going on; it should only be empty before or after loading.\n    *\n    * The files in the queue may have additional properties added to them,\n    * including `requestObject` which is normally the associated XHR.\n    *\n    * @property {file[]} _flightQueue\n    * @private\n    */\n    this._flightQueue = [];\n\n    /**\n    * The offset into the fileList past all the complete (loaded or error) entries.\n    *\n    * @property {integer} _processingHead\n    * @private\n    */\n    this._processingHead = 0;\n\n    /**\n    * True when the first file (not pack) has loading started.\n    * This used to to control dispatching `onLoadStart` which happens after any initial packs are loaded.\n    *\n    * @property {boolean} _initialPacksLoaded\n    * @private\n    */\n    this._fileLoadStarted = false;\n\n    /**\n    * Total packs seen - adjusted when a pack is added.\n    * @property {integer} _totalPackCount\n    * @private\n    */\n    this._totalPackCount = 0;\n\n    /**\n    * Total files seen - adjusted when a file is added.\n    * @property {integer} _totalFileCount\n    * @private\n    */\n    this._totalFileCount = 0;\n\n    /**\n    * Total packs loaded - adjusted just prior to `onPackComplete`.\n    * @property {integer} _loadedPackCount\n    * @private\n    */\n    this._loadedPackCount = 0;\n\n    /**\n    * Total files loaded - adjusted just prior to `onFileComplete`.\n    * @property {integer} _loadedFileCount\n    * @private\n    */\n    this._loadedFileCount = 0;\n\n};\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Loader.PHYSICS_LIME_CORONA_JSON = 3;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Loader.PHYSICS_PHASER_JSON = 4;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Loader.TEXTURE_ATLAS_JSON_PYXEL = 5;\n\nPhaser.Loader.prototype = {\n\n    /**\n    * Set a Sprite to be a \"preload\" sprite by passing it to this method.\n    *\n    * A \"preload\" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time.\n    * This allows you to easily make loading bars for games.\n    *\n    * The sprite will automatically be made visible when calling this.\n    *\n    * @method Phaser.Loader#setPreloadSprite\n    * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite or image that will be cropped during the load.\n    * @param {number} [direction=0] - A value of zero means the sprite will be cropped horizontally, a value of 1 means its will be cropped vertically.\n    */\n    setPreloadSprite: function (sprite, direction) {\n\n        direction = direction || 0;\n\n        this.preloadSprite = { sprite: sprite, direction: direction, width: sprite.width, height: sprite.height, rect: null };\n\n        if (direction === 0)\n        {\n            //  Horizontal rect\n            this.preloadSprite.rect = new Phaser.Rectangle(0, 0, 1, sprite.height);\n        }\n        else\n        {\n            //  Vertical rect\n            this.preloadSprite.rect = new Phaser.Rectangle(0, 0, sprite.width, 1);\n        }\n\n        sprite.crop(this.preloadSprite.rect);\n\n        sprite.visible = true;\n\n    },\n\n    /**\n    * Called automatically by ScaleManager when the game resizes in RESIZE scalemode.\n    *\n    * This can be used to adjust the preloading sprite size, eg.\n    *\n    * @method Phaser.Loader#resize\n    * @protected\n    */\n    resize: function () {\n\n        if (this.preloadSprite && this.preloadSprite.height !== this.preloadSprite.sprite.height)\n        {\n            this.preloadSprite.rect.height = this.preloadSprite.sprite.height;\n        }\n\n    },\n\n    /**\n    * Check whether a file/asset with a specific key is queued to be loaded.\n    *\n    * To access a loaded asset use Phaser.Cache, eg. {@link Phaser.Cache#checkImageKey}\n    *\n    * @method Phaser.Loader#checkKeyExists\n    * @param {string} type - The type asset you want to check.\n    * @param {string} key - Key of the asset you want to check.\n    * @return {boolean} Return true if exists, otherwise return false.\n    */\n    checkKeyExists: function (type, key) {\n\n        return this.getAssetIndex(type, key) > -1;\n\n    },\n\n    /**\n    * Get the queue-index of the file/asset with a specific key.\n    *\n    * Only assets in the download file queue will be found.\n    *\n    * @method Phaser.Loader#getAssetIndex\n    * @param {string} type - The type asset you want to check.\n    * @param {string} key - Key of the asset you want to check.\n    * @return {number} The index of this key in the filelist, or -1 if not found.\n    *     The index may change and should only be used immediately following this call\n    */\n    getAssetIndex: function (type, key) {\n\n        var bestFound = -1;\n\n        for (var i = 0; i < this._fileList.length; i++)\n        {\n            var file = this._fileList[i];\n\n            if (file.type === type && file.key === key)\n            {\n                bestFound = i;\n\n                // An already loaded/loading file may be superceded.\n                if (!file.loaded && !file.loading)\n                {\n                    break;\n                }\n            }\n        }\n\n        return bestFound;\n\n    },\n\n    /**\n    * Find a file/asset with a specific key.\n    *\n    * Only assets in the download file queue will be found.\n    *\n    * @method Phaser.Loader#getAsset\n    * @param {string} type - The type asset you want to check.\n    * @param {string} key - Key of the asset you want to check.\n    * @return {any} Returns an object if found that has 2 properties: `index` and `file`; otherwise a non-true value is returned.\n    *     The index may change and should only be used immediately following this call.\n    */\n    getAsset: function (type, key) {\n\n        var fileIndex = this.getAssetIndex(type, key);\n\n        if (fileIndex > -1)\n        {\n            return { index: fileIndex, file: this._fileList[fileIndex] };\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Reset the loader and clear any queued assets. If `Loader.resetLocked` is true this operation will abort.\n    *\n    * This will abort any loading and clear any queued assets.\n    *\n    * Optionally you can clear any associated events.\n    *\n    * @method Phaser.Loader#reset\n    * @protected\n    * @param {boolean} [hard=false] - If true then the preload sprite and other artifacts may also be cleared.\n    * @param {boolean} [clearEvents=false] - If true then the all Loader signals will have removeAll called on them.\n    */\n    reset: function (hard, clearEvents) {\n\n        if (clearEvents === undefined) { clearEvents = false; }\n\n        if (this.resetLocked)\n        {\n            return;\n        }\n\n        if (hard)\n        {\n            this.preloadSprite = null;\n        }\n\n        this.isLoading = false;\n\n        this._processingHead = 0;\n        this._fileList.length = 0;\n        this._flightQueue.length = 0;\n\n        this._fileLoadStarted = false;\n        this._totalFileCount = 0;\n        this._totalPackCount = 0;\n        this._loadedPackCount = 0;\n        this._loadedFileCount = 0;\n\n        if (clearEvents)\n        {\n            this.onLoadStart.removeAll();\n            this.onLoadComplete.removeAll();\n            this.onPackComplete.removeAll();\n            this.onFileStart.removeAll();\n            this.onFileComplete.removeAll();\n            this.onFileError.removeAll();\n        }\n\n    },\n\n    /**\n    * Internal function that adds a new entry to the file list. Do not call directly.\n    *\n    * @method Phaser.Loader#addToFileList\n    * @protected\n    * @param {string} type - The type of resource to add to the list (image, audio, xml, etc).\n    * @param {string} key - The unique Cache ID key of this resource.\n    * @param {string} [url] - The URL the asset will be loaded from.\n    * @param {object} [properties=(none)] - Any additional properties needed to load the file. These are added directly to the added file object and overwrite any defaults.\n    * @param {boolean} [overwrite=false] - If true then this will overwrite a file asset of the same type/key. Otherwise it will only add a new asset. If overwrite is true, and the asset is already being loaded (or has been loaded), then it is appended instead.\n    * @param {string} [extension] - If no URL is given the Loader will sometimes auto-generate the URL based on the key, using this as the extension.\n    * @return {Phaser.Loader} This instance of the Phaser Loader.\n    */\n    addToFileList: function (type, key, url, properties, overwrite, extension) {\n\n        if (overwrite === undefined) { overwrite = false; }\n\n        if (key === undefined || key === '')\n        {\n            console.warn(\"Phaser.Loader: Invalid or no key given of type \" + type);\n            return this;\n        }\n\n        if (url === undefined || url === null)\n        {\n            if (extension)\n            {\n                url = key + extension;\n            }\n            else\n            {\n                console.warn(\"Phaser.Loader: No URL given for file type: \" + type + \" key: \" + key);\n                return this;\n            }\n        }\n\n        var file = {\n            type: type,\n            key: key,\n            path: this.path,\n            url: url,\n            syncPoint: this._withSyncPointDepth > 0,\n            data: null,\n            loading: false,\n            loaded: false,\n            error: false\n        };\n\n        if (properties)\n        {\n            for (var prop in properties)\n            {\n                file[prop] = properties[prop];\n            }\n        }\n\n        var fileIndex = this.getAssetIndex(type, key);\n\n        if (overwrite && fileIndex > -1)\n        {\n            var currentFile = this._fileList[fileIndex];\n\n            if (!currentFile.loading && !currentFile.loaded)\n            {\n                this._fileList[fileIndex] = file;\n            }\n            else\n            {\n                this._fileList.push(file);\n                this._totalFileCount++;\n            }\n        }\n        else if (fileIndex === -1)\n        {\n            this._fileList.push(file);\n            this._totalFileCount++;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Internal function that replaces an existing entry in the file list with a new one. Do not call directly.\n    *\n    * @method Phaser.Loader#replaceInFileList\n    * @protected\n    * @param {string} type - The type of resource to add to the list (image, audio, xml, etc).\n    * @param {string} key - The unique Cache ID key of this resource.\n    * @param {string} url - The URL the asset will be loaded from.\n    * @param {object} properties - Any additional properties needed to load the file.\n    */\n    replaceInFileList: function (type, key, url, properties) {\n\n        return this.addToFileList(type, key, url, properties, true);\n\n    },\n\n    /**\n    * Add a JSON resource pack ('packfile') to the Loader.\n    *\n    * A packfile is a JSON file that contains a list of assets to the be loaded.\n    * Please see the example 'loader/asset pack' in the Phaser Examples repository.\n    *\n    * Packs are always put before the first non-pack file that is not loaded / loading.\n    *\n    * This means that all packs added before any loading has started are added to the front\n    * of the file queue, in the order added.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * The URL of the packfile can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * @method Phaser.Loader#pack\n    * @param {string} key - Unique asset key of this resource pack.\n    * @param {string} [url] - URL of the Asset Pack JSON file. If you wish to pass a json object instead set this to null and pass the object as the data parameter.\n    * @param {object} [data] - The Asset Pack JSON data. Use this to pass in a json data object rather than loading it from a URL. TODO\n    * @param {object} [callbackContext=(loader)] - Some Loader operations, like Binary and Script require a context for their callbacks. Pass the context here.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    pack: function (key, url, data, callbackContext) {\n\n        if (url === undefined) { url = null; }\n        if (data === undefined) { data = null; }\n        if (callbackContext === undefined) { callbackContext = null; }\n\n        if (!url && !data)\n        {\n            console.warn('Phaser.Loader.pack - Both url and data are null. One must be set.');\n\n            return this;\n        }\n\n        var pack = {\n            type: 'packfile',\n            key: key,\n            url: url,\n            path: this.path,\n            syncPoint: true,\n            data: null,\n            loading: false,\n            loaded: false,\n            error: false,\n            callbackContext: callbackContext\n        };\n\n        //  A data object has been given\n        if (data)\n        {\n            if (typeof data === 'string')\n            {\n                data = JSON.parse(data);\n            }\n\n            pack.data = data || {};\n\n            //  Already consider 'loaded'\n            pack.loaded = true;\n        }\n\n        // Add before first non-pack/no-loaded ~ last pack from start prior to loading\n        // (Read one past for splice-to-end)\n        for (var i = 0; i < this._fileList.length + 1; i++)\n        {\n            var file = this._fileList[i];\n\n            if (!file || (!file.loaded && !file.loading && file.type !== 'packfile'))\n            {\n                this._fileList.splice(i, 0, pack);\n                this._totalPackCount++;\n                break;\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Adds an Image to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the image via `Cache.getImage(key)`\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"alien\"\n    * and no URL is given then the Loader will set the URL to be \"alien.png\". It will always add `.png` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * @method Phaser.Loader#image\n    * @param {string} key - Unique asset key of this image file.\n    * @param {string} [url] - URL of an image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was \"alien\" then the URL will be \"alien.png\".\n    * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    image: function (key, url, overwrite) {\n\n        return this.addToFileList('image', key, url, undefined, overwrite, '.png');\n\n    },\n\n    /**\n    * Adds an array of images to the current load queue.\n    *\n    * It works by passing each element of the array to the Loader.image method.\n    *\n    * The files are **not** loaded immediately after calling this method. The files are added to the queue ready to be loaded when the loader starts.\n    *\n    * Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.\n    *\n    * The keys must be unique Strings. They are used to add the files to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the images via `Cache.getImage(key)`\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"alien\"\n    * and no URL is given then the Loader will set the URL to be \"alien.png\". It will always add `.png` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * @method Phaser.Loader#images\n    * @param {array} keys - An array of unique asset keys of the image files.\n    * @param {array} [urls] - Optional array of URLs. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was \"alien\" then the URL will be \"alien.png\". If provided the URLs array length must match the keys array length.\n    * @return {Phaser.Loader} This Loader instance.\n     */\n    images: function (keys, urls) {\n\n        if (Array.isArray(urls))\n        {\n            for (var i = 0; i < keys.length; i++)\n            {\n                this.image(keys[i], urls[i]);\n            }\n        }\n        else\n        {\n            for (var i = 0; i < keys.length; i++)\n            {\n                this.image(keys[i]);\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Adds a Text file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getText(key)`\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"alien\"\n    * and no URL is given then the Loader will set the URL to be \"alien.txt\". It will always add `.txt` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * @method Phaser.Loader#text\n    * @param {string} key - Unique asset key of the text file.\n    * @param {string} [url] - URL of the text file. If undefined or `null` the url will be set to `<key>.txt`, i.e. if `key` was \"alien\" then the URL will be \"alien.txt\".\n    * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    text: function (key, url, overwrite) {\n\n        return this.addToFileList('text', key, url, undefined, overwrite, '.txt');\n\n    },\n\n    /**\n    * Adds a JSON file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getJSON(key)`. JSON files are automatically parsed upon load.\n    * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"alien\"\n    * and no URL is given then the Loader will set the URL to be \"alien.json\". It will always add `.json` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * @method Phaser.Loader#json\n    * @param {string} key - Unique asset key of the json file.\n    * @param {string} [url] - URL of the JSON file. If undefined or `null` the url will be set to `<key>.json`, i.e. if `key` was \"alien\" then the URL will be \"alien.json\".\n    * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    json: function (key, url, overwrite) {\n\n        return this.addToFileList('json', key, url, undefined, overwrite, '.json');\n\n    },\n\n    /**\n    * Adds a fragment shader file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getShader(key)`.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"blur\"\n    * and no URL is given then the Loader will set the URL to be \"blur.frag\". It will always add `.frag` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * @method Phaser.Loader#shader\n    * @param {string} key - Unique asset key of the fragment file.\n    * @param {string} [url] - URL of the fragment file. If undefined or `null` the url will be set to `<key>.frag`, i.e. if `key` was \"blur\" then the URL will be \"blur.frag\".\n    * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    shader: function (key, url, overwrite) {\n\n        return this.addToFileList('shader', key, url, undefined, overwrite, '.frag');\n\n    },\n\n    /**\n    * Adds an XML file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getXML(key)`.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"alien\"\n    * and no URL is given then the Loader will set the URL to be \"alien.xml\". It will always add `.xml` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * @method Phaser.Loader#xml\n    * @param {string} key - Unique asset key of the xml file.\n    * @param {string} [url] - URL of the XML file. If undefined or `null` the url will be set to `<key>.xml`, i.e. if `key` was \"alien\" then the URL will be \"alien.xml\".\n    * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    xml: function (key, url, overwrite) {\n\n        return this.addToFileList('xml', key, url, undefined, overwrite, '.xml');\n\n    },\n\n    /**\n    * Adds a JavaScript file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"alien\"\n    * and no URL is given then the Loader will set the URL to be \"alien.js\". It will always add `.js` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * Upon successful load the JavaScript is automatically turned into a script tag and executed, so be careful what you load!\n    *\n    * A callback, which will be invoked as the script tag has been created, can also be specified.\n    * The callback must return relevant `data`.\n    *\n    * @method Phaser.Loader#script\n    * @param {string} key - Unique asset key of the script file.\n    * @param {string} [url] - URL of the JavaScript file. If undefined or `null` the url will be set to `<key>.js`, i.e. if `key` was \"alien\" then the URL will be \"alien.js\".\n    * @param {function} [callback=(none)] - Optional callback that will be called after the script tag has loaded, so you can perform additional processing.\n    * @param {object} [callbackContext=(loader)] - The context under which the callback will be applied. If not specified it will use the Phaser Loader as the context.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    script: function (key, url, callback, callbackContext) {\n\n        if (callback === undefined) { callback = false; }\n\n        if (callback !== false && callbackContext === undefined) { callbackContext = this; }\n\n        return this.addToFileList('script', key, url, { syncPoint: true, callback: callback, callbackContext: callbackContext }, false, '.js');\n\n    },\n\n    /**\n    * Adds a binary file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getBinary(key)`.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"alien\"\n    * and no URL is given then the Loader will set the URL to be \"alien.bin\". It will always add `.bin` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * It will be loaded via xhr with a responseType of \"arraybuffer\". You can specify an optional callback to process the file after load.\n    * When the callback is called it will be passed 2 parameters: the key of the file and the file data.\n    *\n    * WARNING: If a callback is specified the data will be set to whatever it returns. Always return the data object, even if you didn't modify it.\n    *\n    * @method Phaser.Loader#binary\n    * @param {string} key - Unique asset key of the binary file.\n    * @param {string} [url] - URL of the binary file. If undefined or `null` the url will be set to `<key>.bin`, i.e. if `key` was \"alien\" then the URL will be \"alien.bin\".\n    * @param {function} [callback=(none)] - Optional callback that will be passed the file after loading, so you can perform additional processing on it.\n    * @param {object} [callbackContext] - The context under which the callback will be applied. If not specified it will use the callback itself as the context.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    binary: function (key, url, callback, callbackContext) {\n\n        if (callback === undefined) { callback = false; }\n\n        // Why is the default callback context the ..callback?\n        if (callback !== false && callbackContext === undefined) { callbackContext = callback; }\n\n        return this.addToFileList('binary', key, url, { callback: callback, callbackContext: callbackContext }, false, '.bin');\n\n    },\n\n    /**\n    * Adds a Sprite Sheet to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * To clarify the terminology that Phaser uses: A Sprite Sheet is an image containing frames, usually of an animation, that are all equal\n    * dimensions and often in sequence. For example if the frame size is 32x32 then every frame in the sprite sheet will be that size.\n    * Sometimes (outside of Phaser) the term \"sprite sheet\" is used to refer to a texture atlas.\n    * A Texture Atlas works by packing together images as best it can, using whatever frame sizes it likes, often with cropping and trimming\n    * the frames in the process. Software such as Texture Packer, Flash CC or Shoebox all generate texture atlases, not sprite sheets.\n    * If you've got an atlas then use `Loader.atlas` instead.\n    *\n    * The key must be a unique String. It is used to add the image to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getImage(key)`. Sprite sheets, being image based, live in the same Cache as all other Images.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is \"alien\"\n    * and no URL is given then the Loader will set the URL to be \"alien.png\". It will always add `.png` as the extension.\n    * If you do not desire this action then provide a URL.\n    *\n    * @method Phaser.Loader#spritesheet\n    * @param {string} key - Unique asset key of the sheet file.\n    * @param {string} url - URL of the sprite sheet file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was \"alien\" then the URL will be \"alien.png\".\n    * @param {number} frameWidth - Width in pixels of a single frame in the sprite sheet.\n    * @param {number} frameHeight - Height in pixels of a single frame in the sprite sheet.\n    * @param {number} [frameMax=-1] - How many frames in this sprite sheet. If not specified it will divide the whole image into frames.\n    * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.\n    * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    spritesheet: function (key, url, frameWidth, frameHeight, frameMax, margin, spacing) {\n\n        if (frameMax === undefined) { frameMax = -1; }\n        if (margin === undefined) { margin = 0; }\n        if (spacing === undefined) { spacing = 0; }\n\n        return this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, margin: margin, spacing: spacing }, false, '.png');\n\n    },\n\n    /**\n    * Adds an audio file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getSound(key)`.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.\n    * When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.\n    * The solution is to use a lower encoding rate such as 44100 Hz.\n    *\n    * @method Phaser.Loader#audio\n    * @param {string} key - Unique asset key of the audio file.\n    * @param {string|string[]|object[]} urls - Either a single string or an array of URIs or pairs of `{uri: .., type: ..}`.\n    *    If an array is specified then the first URI (or URI + mime pair) that is device-compatible will be selected.\n    *    For example: `\"jump.mp3\"`, `['jump.mp3', 'jump.ogg', 'jump.m4a']`, or `[{uri: \"data:<opus_resource>\", type: 'opus'}, 'fallback.mp3']`.\n    *    BLOB and DATA URIs can be used but only support automatic detection when used in the pair form; otherwise the format must be manually checked before adding the resource.\n    * @param {boolean} [autoDecode=true] - When using Web Audio the audio files can either be decoded at load time or run-time.\n    *    Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    audio: function (key, urls, autoDecode) {\n\n        if (this.game.sound.noAudio)\n        {\n            return this;\n        }\n\n        if (autoDecode === undefined) { autoDecode = true; }\n\n        if (typeof urls === 'string')\n        {\n            urls = [urls];\n        }\n\n        return this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode });\n\n    },\n\n    /**\n    * Adds an audio sprite file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Audio Sprites are a combination of audio files and a JSON configuration.\n    *\n    * The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite\n    *\n    * Retrieve the file via `Cache.getSoundData(key)`.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * @method Phaser.Loader#audioSprite\n    * @param {string} key - Unique asset key of the audio file.\n    * @param {Array|string} urls - An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL.\n    * @param {string} [jsonURL=null] - The URL of the audiosprite configuration JSON object. If you wish to pass the data directly set this parameter to null.\n    * @param {string|object} [jsonData=null] - A JSON object or string containing the audiosprite configuration data. This is ignored if jsonURL is not null.\n    * @param {boolean} [autoDecode=true] - When using Web Audio the audio files can either be decoded at load time or run-time.\n    *    Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    audioSprite: function (key, urls, jsonURL, jsonData, autoDecode) {\n\n        if (this.game.sound.noAudio)\n        {\n            return this;\n        }\n\n        if (jsonURL === undefined) { jsonURL = null; }\n        if (jsonData === undefined) { jsonData = null; }\n        if (autoDecode === undefined) { autoDecode = true; }\n\n        this.audio(key, urls, autoDecode);\n\n        if (jsonURL)\n        {\n            this.json(key + '-audioatlas', jsonURL);\n        }\n        else if (jsonData)\n        {\n            if (typeof jsonData === 'string')\n            {\n                jsonData = JSON.parse(jsonData);\n            }\n\n            this.cache.addJSON(key + '-audioatlas', '', jsonData);\n        }\n        else\n        {\n            console.warn('Phaser.Loader.audiosprite - You must specify either a jsonURL or provide a jsonData object');\n        }\n\n        return this;\n\n    },\n\n    /**\n    * A legacy alias for Loader.audioSprite. Please see that method for documentation.\n    *\n    * @method Phaser.Loader#audiosprite\n    * @param {string} key - Unique asset key of the audio file.\n    * @param {Array|string} urls - An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL.\n    * @param {string} [jsonURL=null] - The URL of the audiosprite configuration JSON object. If you wish to pass the data directly set this parameter to null.\n    * @param {string|object} [jsonData=null] - A JSON object or string containing the audiosprite configuration data. This is ignored if jsonURL is not null.\n    * @param {boolean} [autoDecode=true] - When using Web Audio the audio files can either be decoded at load time or run-time.\n    *    Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    audiosprite: function (key, urls, jsonURL, jsonData, autoDecode) {\n\n        return this.audioSprite(key, urls, jsonURL, jsonData, autoDecode);\n\n    },\n\n    /**\n    * Adds a video file to the current load queue.\n    *\n    * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getVideo(key)`.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * You don't need to preload a video in order to play it in your game. See `Video.createVideoFromURL` for details.\n    *\n    * @method Phaser.Loader#video\n    * @param {string} key - Unique asset key of the video file.\n    * @param {string|string[]|object[]} urls - Either a single string or an array of URIs or pairs of `{uri: .., type: ..}`.\n    *    If an array is specified then the first URI (or URI + mime pair) that is device-compatible will be selected.\n    *    For example: `\"boom.mp4\"`, `['boom.mp4', 'boom.ogg', 'boom.webm']`, or `[{uri: \"data:<opus_resource>\", type: 'opus'}, 'fallback.mp4']`.\n    *    BLOB and DATA URIs can be used but only support automatic detection when used in the pair form; otherwise the format must be manually checked before adding the resource.\n    * @param {string} [loadEvent='canplaythrough'] - This sets the Video source event to listen for before the load is considered complete.\n    *    'canplaythrough' implies the video has downloaded enough, and bandwidth is high enough that it can be played to completion.\n    *    'canplay' implies the video has downloaded enough to start playing, but not necessarily to finish.\n    *    'loadeddata' just makes sure that the video meta data and first frame have downloaded. Phaser uses this value automatically if the\n    *    browser is detected as being Firefox and no `loadEvent` is given, otherwise it defaults to `canplaythrough`.\n    * @param {boolean} [asBlob=false] - Video files can either be loaded via the creation of a video element which has its src property set.\n    *    Or they can be loaded via xhr, stored as binary data in memory and then converted to a Blob. This isn't supported in IE9 or Android 2.\n    *    If you need to have the same video playing at different times across multiple Sprites then you need to load it as a Blob.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    video: function (key, urls, loadEvent, asBlob) {\n\n        if (loadEvent === undefined)\n        {\n            if (this.game.device.firefox)\n            {\n                loadEvent = 'loadeddata';\n            }\n            else\n            {\n                loadEvent = 'canplaythrough';\n            }\n        }\n\n        if (asBlob === undefined) { asBlob = false; }\n\n        if (typeof urls === 'string')\n        {\n            urls = [urls];\n        }\n\n        return this.addToFileList('video', key, urls, { buffer: null, asBlob: asBlob, loadEvent: loadEvent });\n\n    },\n\n    /**\n    * Adds a Tile Map data file to the current load queue.\n    *\n    * Phaser can load data in two different formats: CSV and Tiled JSON.\n    * \n    * Tiled is a free software package, specifically for creating tilemaps, and is available from http://www.mapeditor.org\n    *\n    * You can choose to either load the data externally, by providing a URL to a json file.\n    * Or you can pass in a JSON object or String via the `data` parameter.\n    * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.\n    *\n    * If a URL is provided the file is **not** loaded immediately after calling this method, but is added to the load queue.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getTilemapData(key)`. JSON files are automatically parsed upon load.\n    * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified and no data is given then the Loader will take the key and create a filename from that.\n    * For example if the key is \"level1\" and no URL or data is given then the Loader will set the URL to be \"level1.json\".\n    * If you set the format to be Tilemap.CSV it will set the URL to be \"level1.csv\" instead.\n    *\n    * If you do not desire this action then provide a URL or data object.\n    *\n    * @method Phaser.Loader#tilemap\n    * @param {string} key - Unique asset key of the tilemap data.\n    * @param {string} [url] - URL of the tile map file. If undefined or `null` and no data is given the url will be set to `<key>.json`, i.e. if `key` was \"level1\" then the URL will be \"level1.json\".\n    * @param {object|string} [data] - An optional JSON data object. If given then the url is ignored and this JSON object is used for map data instead.\n    * @param {number} [format=Phaser.Tilemap.CSV] - The format of the map data. Either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    tilemap: function (key, url, data, format) {\n\n        if (url === undefined) { url = null; }\n        if (data === undefined) { data = null; }\n        if (format === undefined) { format = Phaser.Tilemap.CSV; }\n\n        if (!url && !data)\n        {\n            if (format === Phaser.Tilemap.CSV)\n            {\n                url = key + '.csv';\n            }\n            else\n            {\n                url = key + '.json';\n            }\n        }\n\n        //  A map data object has been given\n        if (data)\n        {\n            switch (format)\n            {\n                //  A csv string or object has been given\n                case Phaser.Tilemap.CSV:\n                    break;\n\n                //  A json string or object has been given\n                case Phaser.Tilemap.TILED_JSON:\n\n                    if (typeof data === 'string')\n                    {\n                        data = JSON.parse(data);\n                    }\n                    break;\n            }\n\n            this.cache.addTilemap(key, null, data, format);\n        }\n        else\n        {\n            this.addToFileList('tilemap', key, url, { format: format });\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Adds a physics data file to the current load queue.\n    *\n    * The data must be in `Lime + Corona` JSON format. [Physics Editor](https://www.codeandweb.com) by code'n'web exports in this format natively.\n    *\n    * You can choose to either load the data externally, by providing a URL to a json file.\n    * Or you can pass in a JSON object or String via the `data` parameter.\n    * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.\n    *\n    * If a URL is provided the file is **not** loaded immediately after calling this method, but is added to the load queue.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getJSON(key)`. JSON files are automatically parsed upon load.\n    * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed.\n    *\n    * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the URL isn't specified and no data is given then the Loader will take the key and create a filename from that.\n    * For example if the key is \"alien\" and no URL or data is given then the Loader will set the URL to be \"alien.json\".\n    * It will always use `.json` as the extension.\n    *\n    * If you do not desire this action then provide a URL or data object.\n    *\n    * @method Phaser.Loader#physics\n    * @param {string} key - Unique asset key of the physics json data.\n    * @param {string} [url] - URL of the physics data file. If undefined or `null` and no data is given the url will be set to `<key>.json`, i.e. if `key` was \"alien\" then the URL will be \"alien.json\".\n    * @param {object|string} [data] - An optional JSON data object. If given then the url is ignored and this JSON object is used for physics data instead.\n    * @param {string} [format=Phaser.Physics.LIME_CORONA_JSON] - The format of the physics data.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    physics: function (key, url, data, format) {\n\n        if (url === undefined) { url = null; }\n        if (data === undefined) { data = null; }\n        if (format === undefined) { format = Phaser.Physics.LIME_CORONA_JSON; }\n\n        if (!url && !data)\n        {\n            url = key + '.json';\n        }\n\n        //  A map data object has been given\n        if (data)\n        {\n            if (typeof data === 'string')\n            {\n                data = JSON.parse(data);\n            }\n\n            this.cache.addPhysicsData(key, null, data, format);\n        }\n        else\n        {\n            this.addToFileList('physics', key, url, { format: format });\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Adds Bitmap Font files to the current load queue.\n    *\n    * To create the Bitmap Font files you can use:\n    *\n    * BMFont (Windows, free): http://www.angelcode.com/products/bmfont/\n    * Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner\n    * Littera (Web-based, free): http://kvazars.com/littera/\n    *\n    * You can choose to either load the data externally, by providing a URL to an xml file.\n    * Or you can pass in an XML object or String via the `xmlData` parameter.\n    * If you pass a String the data is automatically run through `Loader.parseXML` and then immediately added to the Phaser.Cache.\n    *\n    * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getBitmapFont(key)`. XML files are automatically parsed upon load.\n    * If you need to control when the XML is parsed then use `Loader.text` instead and parse the XML file as needed.\n    *\n    * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the textureURL isn't specified then the Loader will take the key and create a filename from that.\n    * For example if the key is \"megaFont\" and textureURL is null then the Loader will set the URL to be \"megaFont.png\".\n    * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will\n    * set the atlasURL to be the key. For example if the key is \"megaFont\" the atlasURL will be set to \"megaFont.xml\".\n    *\n    * If you do not desire this action then provide URLs and / or a data object.\n    *\n    * @method Phaser.Loader#bitmapFont\n    * @param {string} key - Unique asset key of the bitmap font.\n    * @param {string} textureURL -  URL of the Bitmap Font texture file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was \"megaFont\" then the URL will be \"megaFont.png\".\n    * @param {string} atlasURL - URL of the Bitmap Font atlas file (xml/json). If undefined or `null` AND `atlasData` is null, the url will be set to `<key>.xml`, i.e. if `key` was \"megaFont\" then the URL will be \"megaFont.xml\".\n    * @param {object} atlasData - An optional Bitmap Font atlas in string form (stringified xml/json).\n    * @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here.\n    * @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    bitmapFont: function (key, textureURL, atlasURL, atlasData, xSpacing, ySpacing) {\n\n        if (textureURL === undefined || textureURL === null)\n        {\n            textureURL = key + '.png';\n        }\n\n        if (atlasURL === undefined) { atlasURL = null; }\n        if (atlasData === undefined) { atlasData = null; }\n\n        if (atlasURL === null && atlasData === null)\n        {\n            atlasURL = key + '.xml';\n        }\n\n        if (xSpacing === undefined) { xSpacing = 0; }\n        if (ySpacing === undefined) { ySpacing = 0; }\n\n        //  A URL to a json/xml atlas has been given\n        if (atlasURL)\n        {\n            this.addToFileList('bitmapfont', key, textureURL, { atlasURL: atlasURL, xSpacing: xSpacing, ySpacing: ySpacing });\n        }\n        else\n        {\n            //  A stringified xml/json atlas has been given\n            if (typeof atlasData === 'string')\n            {\n                var json, xml;\n\n                try\n                {\n                    json = JSON.parse(atlasData);\n                }\n                catch ( e )\n                {\n                    xml = this.parseXml(atlasData);\n                }\n\n                if (!xml && !json)\n                {\n                    throw new Error(\"Phaser.Loader. Invalid Bitmap Font atlas given\");\n                }\n\n                this.addToFileList('bitmapfont', key, textureURL, { atlasURL: null, atlasData: json || xml,\n                    atlasType: (!!json ? 'json' : 'xml'), xSpacing: xSpacing, ySpacing: ySpacing });\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Adds a Texture Atlas file to the current load queue.\n    *\n    * Unlike `Loader.atlasJSONHash` this call expects the atlas data to be in a JSON Array format.\n    *\n    * To create the Texture Atlas you can use tools such as:\n    *\n    * [Texture Packer](https://www.codeandweb.com/texturepacker/phaser)\n    * [Shoebox](http://renderhjs.net/shoebox/)\n    *\n    * If using Texture Packer we recommend you enable \"Trim sprite names\".\n    * If your atlas software has an option to \"rotate\" the resulting frames, you must disable it.\n    *\n    * You can choose to either load the data externally, by providing a URL to a json file.\n    * Or you can pass in a JSON object or String via the `atlasData` parameter.\n    * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.\n    *\n    * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load.\n    * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed.\n    *\n    * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the textureURL isn't specified then the Loader will take the key and create a filename from that.\n    * For example if the key is \"player\" and textureURL is null then the Loader will set the URL to be \"player.png\".\n    * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will\n    * set the atlasURL to be the key. For example if the key is \"player\" the atlasURL will be set to \"player.json\".\n    *\n    * If you do not desire this action then provide URLs and / or a data object.\n    *\n    * @method Phaser.Loader#atlasJSONArray\n    * @param {string} key - Unique asset key of the texture atlas file.\n    * @param {string} [textureURL] - URL of the texture atlas image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was \"alien\" then the URL will be \"alien.png\".\n    * @param {string} [atlasURL] - URL of the texture atlas data file. If undefined or `null` and no atlasData is given, the url will be set to `<key>.json`, i.e. if `key` was \"alien\" then the URL will be \"alien.json\".\n    * @param {object} [atlasData] - A JSON data object. You don't need this if the data is being loaded from a URL.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    atlasJSONArray: function (key, textureURL, atlasURL, atlasData) {\n\n        return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);\n\n    },\n\n    /**\n    * Adds a Texture Atlas file to the current load queue.\n    *\n    * Unlike `Loader.atlas` this call expects the atlas data to be in a JSON Hash format.\n    *\n    * To create the Texture Atlas you can use tools such as:\n    *\n    * [Texture Packer](https://www.codeandweb.com/texturepacker/phaser)\n    * [Shoebox](http://renderhjs.net/shoebox/)\n    *\n    * If using Texture Packer we recommend you enable \"Trim sprite names\".\n    * If your atlas software has an option to \"rotate\" the resulting frames, you must disable it.\n    *\n    * You can choose to either load the data externally, by providing a URL to a json file.\n    * Or you can pass in a JSON object or String via the `atlasData` parameter.\n    * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.\n    *\n    * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load.\n    * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed.\n    *\n    * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the textureURL isn't specified then the Loader will take the key and create a filename from that.\n    * For example if the key is \"player\" and textureURL is null then the Loader will set the URL to be \"player.png\".\n    * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will\n    * set the atlasURL to be the key. For example if the key is \"player\" the atlasURL will be set to \"player.json\".\n    *\n    * If you do not desire this action then provide URLs and / or a data object.\n    *\n    * @method Phaser.Loader#atlasJSONHash\n    * @param {string} key - Unique asset key of the texture atlas file.\n    * @param {string} [textureURL] - URL of the texture atlas image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was \"alien\" then the URL will be \"alien.png\".\n    * @param {string} [atlasURL] - URL of the texture atlas data file. If undefined or `null` and no atlasData is given, the url will be set to `<key>.json`, i.e. if `key` was \"alien\" then the URL will be \"alien.json\".\n    * @param {object} [atlasData] - A JSON data object. You don't need this if the data is being loaded from a URL.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    atlasJSONHash: function (key, textureURL, atlasURL, atlasData) {\n\n        return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_HASH);\n\n    },\n\n    /**\n    * Adds a Texture Atlas file to the current load queue.\n    *\n    * This call expects the atlas data to be in the Starling XML data format.\n    *\n    * To create the Texture Atlas you can use tools such as:\n    *\n    * [Texture Packer](https://www.codeandweb.com/texturepacker/phaser)\n    * [Shoebox](http://renderhjs.net/shoebox/)\n    *\n    * If using Texture Packer we recommend you enable \"Trim sprite names\".\n    * If your atlas software has an option to \"rotate\" the resulting frames, you must disable it.\n    *\n    * You can choose to either load the data externally, by providing a URL to an xml file.\n    * Or you can pass in an XML object or String via the `atlasData` parameter.\n    * If you pass a String the data is automatically run through `Loader.parseXML` and then immediately added to the Phaser.Cache.\n    *\n    * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getImage(key)`. XML files are automatically parsed upon load.\n    * If you need to control when the XML is parsed then use `Loader.text` instead and parse the XML file as needed.\n    *\n    * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the textureURL isn't specified then the Loader will take the key and create a filename from that.\n    * For example if the key is \"player\" and textureURL is null then the Loader will set the URL to be \"player.png\".\n    * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will\n    * set the atlasURL to be the key. For example if the key is \"player\" the atlasURL will be set to \"player.xml\".\n    *\n    * If you do not desire this action then provide URLs and / or a data object.\n    *\n    * @method Phaser.Loader#atlasXML\n    * @param {string} key - Unique asset key of the texture atlas file.\n    * @param {string} [textureURL] - URL of the texture atlas image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was \"alien\" then the URL will be \"alien.png\".\n    * @param {string} [atlasURL] - URL of the texture atlas data file. If undefined or `null` and no atlasData is given, the url will be set to `<key>.json`, i.e. if `key` was \"alien\" then the URL will be \"alien.xml\".\n    * @param {object} [atlasData] - An XML data object. You don't need this if the data is being loaded from a URL.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    atlasXML: function (key, textureURL, atlasURL, atlasData) {\n\n        if (atlasURL === undefined) { atlasURL = null; }\n        if (atlasData === undefined) { atlasData = null; }\n\n        if (!atlasURL && !atlasData)\n        {\n            atlasURL = key + '.xml';\n        }\n\n        return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);\n\n    },\n\n    /**\n    * Adds a Texture Atlas file to the current load queue.\n    *\n    * To create the Texture Atlas you can use tools such as:\n    *\n    * [Texture Packer](https://www.codeandweb.com/texturepacker/phaser)\n    * [Shoebox](http://renderhjs.net/shoebox/)\n    *\n    * If using Texture Packer we recommend you enable \"Trim sprite names\".\n    * If your atlas software has an option to \"rotate\" the resulting frames, you must disable it.\n    *\n    * You can choose to either load the data externally, by providing a URL to a json file.\n    * Or you can pass in a JSON object or String via the `atlasData` parameter.\n    * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.\n    *\n    * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.\n    *\n    * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.\n    *\n    * Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load.\n    * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed.\n    *\n    * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.\n    *\n    * If the textureURL isn't specified then the Loader will take the key and create a filename from that.\n    * For example if the key is \"player\" and textureURL is null then the Loader will set the URL to be \"player.png\".\n    * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will\n    * set the atlasURL to be the key. For example if the key is \"player\" the atlasURL will be set to \"player.json\".\n    *\n    * If you do not desire this action then provide URLs and / or a data object.\n    *\n    * @method Phaser.Loader#atlas\n    * @param {string} key - Unique asset key of the texture atlas file.\n    * @param {string} [textureURL] - URL of the texture atlas image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was \"alien\" then the URL will be \"alien.png\".\n    * @param {string} [atlasURL] - URL of the texture atlas data file. If undefined or `null` and no atlasData is given, the url will be set to `<key>.json`, i.e. if `key` was \"alien\" then the URL will be \"alien.json\".\n    * @param {object} [atlasData] - A JSON or XML data object. You don't need this if the data is being loaded from a URL.\n    * @param {number} [format] - The format of the data. Can be Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY (the default), Phaser.Loader.TEXTURE_ATLAS_JSON_HASH or Phaser.Loader.TEXTURE_ATLAS_XML_STARLING.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    atlas: function (key, textureURL, atlasURL, atlasData, format) {\n\n        if (textureURL === undefined || textureURL === null)\n        {\n            textureURL = key + '.png';\n        }\n\n        if (atlasURL === undefined) { atlasURL = null; }\n        if (atlasData === undefined) { atlasData = null; }\n        if (format === undefined) { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; }\n\n        if (!atlasURL && !atlasData)\n        {\n            if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)\n            {\n                atlasURL = key + '.xml';\n            }\n            else\n            {\n                atlasURL = key + '.json';\n            }\n        }\n\n        //  A URL to a json/xml file has been given\n        if (atlasURL)\n        {\n            this.addToFileList('textureatlas', key, textureURL, { atlasURL: atlasURL, format: format });\n        }\n        else\n        {\n            switch (format)\n            {\n                //  A json string or object has been given\n                case Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY:\n\n                    if (typeof atlasData === 'string')\n                    {\n                        atlasData = JSON.parse(atlasData);\n                    }\n                    break;\n\n                //  An xml string or object has been given\n                case Phaser.Loader.TEXTURE_ATLAS_XML_STARLING:\n\n                    if (typeof atlasData === 'string')\n                    {\n                        var xml = this.parseXml(atlasData);\n\n                        if (!xml)\n                        {\n                            throw new Error(\"Phaser.Loader. Invalid Texture Atlas XML given\");\n                        }\n\n                        atlasData = xml;\n                    }\n                    break;\n            }\n\n            this.addToFileList('textureatlas', key, textureURL, { atlasURL: null, atlasData: atlasData, format: format });\n\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Add a synchronization point to the assets/files added within the supplied callback.\n    *\n    * A synchronization point denotes that an asset _must_ be completely loaded before\n    * subsequent assets can be loaded. An asset marked as a sync-point does not need to wait\n    * for previous assets to load (unless they are sync-points). Resources, such as packs, may still\n    * be downloaded around sync-points, as long as they do not finalize loading.\n    *\n    * @method Phaser.Loader#withSyncPoints\n    * @param {function} callback - The callback is invoked and is supplied with a single argument: the loader.\n    * @param {object} [callbackContext=(loader)] - Context for the callback.\n    * @return {Phaser.Loader} This Loader instance.\n    */\n    withSyncPoint: function (callback, callbackContext) {\n\n        this._withSyncPointDepth++;\n\n        try {\n            callback.call(callbackContext || this, this);\n        } finally {\n            this._withSyncPointDepth--;\n        }\n\n        return this;\n    },\n\n    /**\n    * Add a synchronization point to a specific file/asset in the load queue.\n    *\n    * This has no effect on already loaded assets.\n    *\n    * @method Phaser.Loader#addSyncPoint\n    * @param {string} type - The type of resource to turn into a sync point (image, audio, xml, etc).\n    * @param {string} key - Key of the file you want to turn into a sync point.\n    * @return {Phaser.Loader} This Loader instance.\n    * @see {@link Phaser.Loader#withSyncPoint withSyncPoint}\n    */\n    addSyncPoint: function (type, key) {\n\n        var asset = this.getAsset(type, key);\n\n        if (asset)\n        {\n            asset.file.syncPoint = true;\n        }\n\n        return this;\n    },\n\n    /**\n    * Remove a file/asset from the loading queue.\n    *\n    * A file that is loaded or has started loading cannot be removed.\n    *\n    * @method Phaser.Loader#removeFile\n    * @protected\n    * @param {string} type - The type of resource to add to the list (image, audio, xml, etc).\n    * @param {string} key - Key of the file you want to remove.\n    */\n    removeFile: function (type, key) {\n\n        var asset = this.getAsset(type, key);\n\n        if (asset)\n        {\n            if (!asset.loaded && !asset.loading)\n            {\n                this._fileList.splice(asset.index, 1);\n            }\n        }\n\n    },\n\n    /**\n    * Remove all file loading requests - this is _insufficient_ to stop current loading. Use `reset` instead.\n    *\n    * @method Phaser.Loader#removeAll\n    * @protected\n    */\n    removeAll: function () {\n\n        this._fileList.length = 0;\n        this._flightQueue.length = 0;\n\n    },\n\n    /**\n    * Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.\n    *\n    * @method Phaser.Loader#start\n    */\n    start: function () {\n\n        if (this.isLoading)\n        {\n            return;\n        }\n\n        this.hasLoaded = false;\n        this.isLoading = true;\n\n        this.updateProgress();\n\n        this.processLoadQueue();\n\n    },\n\n    /**\n    * Process the next item(s) in the file/asset queue.\n    *\n    * Process the queue and start loading enough items to fill up the inflight queue.\n    *\n    * If a sync-file is encountered then subsequent asset processing is delayed until it completes.\n    * The exception to this rule is that packfiles can be downloaded (but not processed) even if\n    * there appear other sync files (ie. packs) - this enables multiple packfiles to be fetched in parallel.\n    * such as during the start phaser.\n    *\n    * @method Phaser.Loader#processLoadQueue\n    * @private\n    */\n    processLoadQueue: function () {\n\n        if (!this.isLoading)\n        {\n            console.warn('Phaser.Loader - active loading canceled / reset');\n            this.finishedLoading(true);\n            return;\n        }\n\n        // Empty the flight queue as applicable\n        for (var i = 0; i < this._flightQueue.length; i++)\n        {\n            var file = this._flightQueue[i];\n\n            if (file.loaded || file.error)\n            {\n                this._flightQueue.splice(i, 1);\n                i--;\n\n                file.loading = false;\n                file.requestUrl = null;\n                file.requestObject = null;\n\n                if (file.error)\n                {\n                    this.onFileError.dispatch(file.key, file);\n                }\n\n                if (file.type !== 'packfile')\n                {\n                    this._loadedFileCount++;\n                    this.onFileComplete.dispatch(this.progress, file.key, !file.error, this._loadedFileCount, this._totalFileCount);\n                }\n                else if (file.type === 'packfile' && file.error)\n                {\n                    // Non-error pack files are handled when processing the file queue\n                    this._loadedPackCount++;\n                    this.onPackComplete.dispatch(file.key, !file.error, this._loadedPackCount, this._totalPackCount);\n                }\n\n            }\n        }\n\n        // When true further non-pack file downloads are suppressed\n        var syncblock = false;\n\n        var inflightLimit = this.enableParallel ? Phaser.Math.clamp(this.maxParallelDownloads, 1, 12) : 1;\n\n        for (var i = this._processingHead; i < this._fileList.length; i++)\n        {\n            var file = this._fileList[i];\n\n            // Pack is fetched (ie. has data) and is currently at the start of the process queue.\n            if (file.type === 'packfile' && !file.error && file.loaded && i === this._processingHead)\n            {\n                // Processing the pack / adds more files\n                this.processPack(file);\n\n                this._loadedPackCount++;\n                this.onPackComplete.dispatch(file.key, !file.error, this._loadedPackCount, this._totalPackCount);\n            }\n\n            if (file.loaded || file.error)\n            {\n                // Item at the start of file list finished, can skip it in future\n                if (i === this._processingHead)\n                {\n                    this._processingHead = i + 1;\n                }\n            }\n            else if (!file.loading && this._flightQueue.length < inflightLimit)\n            {\n                // -> not loaded/failed, not loading\n                if (file.type === 'packfile' && !file.data)\n                {\n                    // Fetches the pack data: the pack is processed above as it reaches queue-start.\n                    // (Packs do not trigger onLoadStart or onFileStart.)\n                    this._flightQueue.push(file);\n                    file.loading = true;\n\n                    this.loadFile(file);\n                }\n                else if (!syncblock)\n                {\n                    if (!this._fileLoadStarted)\n                    {\n                        this._fileLoadStarted = true;\n                        this.onLoadStart.dispatch();\n                    }\n\n                    this._flightQueue.push(file);\n                    file.loading = true;\n                    this.onFileStart.dispatch(this.progress, file.key, file.url);\n\n                    this.loadFile(file);\n                }\n            }\n\n            if (!file.loaded && file.syncPoint)\n            {\n                syncblock = true;\n            }\n\n            // Stop looking if queue full - or if syncblocked and there are no more packs.\n            // (As only packs can be loaded around a syncblock)\n            if (this._flightQueue.length >= inflightLimit ||\n                (syncblock && this._loadedPackCount === this._totalPackCount))\n            {\n                break;\n            }\n        }\n\n        this.updateProgress();\n\n        // True when all items in the queue have been advanced over\n        // (There should be no inflight items as they are complete - loaded/error.)\n        if (this._processingHead >= this._fileList.length)\n        {\n            this.finishedLoading();\n        }\n        else if (!this._flightQueue.length)\n        {\n            // Flight queue is empty but file list is not done being processed.\n            // This indicates a critical internal error with no known recovery.\n            console.warn(\"Phaser.Loader - aborting: processing queue empty, loading may have stalled\");\n\n            var _this = this;\n\n            setTimeout(function () {\n                _this.finishedLoading(true);\n            }, 2000);\n        }\n\n    },\n\n    /**\n    * The loading is all finished.\n    *\n    * @method Phaser.Loader#finishedLoading\n    * @private\n    * @param {boolean} [abnormal=true] - True if the loading finished abnormally.\n    */\n    finishedLoading: function (abnormal) {\n\n        if (this.hasLoaded)\n        {\n            return;\n        }\n\n        this.hasLoaded = true;\n        this.isLoading = false;\n\n        // If there were no files make sure to trigger the event anyway, for consistency\n        if (!abnormal && !this._fileLoadStarted)\n        {\n            this._fileLoadStarted = true;\n            this.onLoadStart.dispatch();\n        }\n\n        this.onLoadComplete.dispatch();\n\n        this.game.state.loadComplete();\n\n        this.reset();\n\n    },\n\n    /**\n    * Informs the loader that the given file resource has been fetched and processed;\n    * or such a request has failed.\n    *\n    * @method Phaser.Loader#asyncComplete\n    * @private\n    * @param {object} file\n    * @param {string} [error=''] - The error message, if any. No message implies no error.\n    */\n    asyncComplete: function (file, errorMessage) {\n\n        if (errorMessage === undefined) { errorMessage = ''; }\n\n        file.loaded = true;\n        file.error = !!errorMessage;\n\n        if (errorMessage)\n        {\n            file.errorMessage = errorMessage;\n\n            console.warn('Phaser.Loader - ' + file.type + '[' + file.key + ']' + ': ' + errorMessage);\n            // debugger;\n        }\n\n        this.processLoadQueue();\n\n    },\n\n    /**\n    * Process pack data. This will usually modify the file list.\n    *\n    * @method Phaser.Loader#processPack\n    * @private\n    * @param {object} pack\n    */\n    processPack: function (pack) {\n\n        var packData = pack.data[pack.key];\n\n        if (!packData)\n        {\n            console.warn('Phaser.Loader - ' + pack.key + ': pack has data, but not for pack key');\n            return;\n        }\n\n        for (var i = 0; i < packData.length; i++)\n        {\n            var file = packData[i];\n\n            switch (file.type)\n            {\n                case \"image\":\n                    this.image(file.key, file.url, file.overwrite);\n                    break;\n\n                case \"text\":\n                    this.text(file.key, file.url, file.overwrite);\n                    break;\n\n                case \"json\":\n                    this.json(file.key, file.url, file.overwrite);\n                    break;\n\n                case \"xml\":\n                    this.xml(file.key, file.url, file.overwrite);\n                    break;\n\n                case \"script\":\n                    this.script(file.key, file.url, file.callback, pack.callbackContext || this);\n                    break;\n\n                case \"binary\":\n                    this.binary(file.key, file.url, file.callback, pack.callbackContext || this);\n                    break;\n\n                case \"spritesheet\":\n                    this.spritesheet(file.key, file.url, file.frameWidth, file.frameHeight, file.frameMax, file.margin, file.spacing);\n                    break;\n\n                case \"video\":\n                    this.video(file.key, file.urls);\n                    break;\n\n                case \"audio\":\n                    this.audio(file.key, file.urls, file.autoDecode);\n                    break;\n\n                case \"audiosprite\":\n                    this.audiosprite(file.key, file.urls, file.jsonURL, file.jsonData, file.autoDecode);\n                    break;\n\n                case \"tilemap\":\n                    this.tilemap(file.key, file.url, file.data, Phaser.Tilemap[file.format]);\n                    break;\n\n                case \"physics\":\n                    this.physics(file.key, file.url, file.data, Phaser.Loader[file.format]);\n                    break;\n\n                case \"bitmapFont\":\n                    this.bitmapFont(file.key, file.textureURL, file.atlasURL, file.atlasData, file.xSpacing, file.ySpacing);\n                    break;\n\n                case \"atlasJSONArray\":\n                    this.atlasJSONArray(file.key, file.textureURL, file.atlasURL, file.atlasData);\n                    break;\n\n                case \"atlasJSONHash\":\n                    this.atlasJSONHash(file.key, file.textureURL, file.atlasURL, file.atlasData);\n                    break;\n\n                case \"atlasXML\":\n                    this.atlasXML(file.key, file.textureURL, file.atlasURL, file.atlasData);\n                    break;\n\n                case \"atlas\":\n                    this.atlas(file.key, file.textureURL, file.atlasURL, file.atlasData, Phaser.Loader[file.format]);\n                    break;\n\n                case \"shader\":\n                    this.shader(file.key, file.url, file.overwrite);\n                    break;\n            }\n        }\n\n    },\n\n    /**\n    * Transforms the asset URL.\n    *\n    * The default implementation prepends the baseURL if the url doesn't begin with http or //\n    *\n    * @method Phaser.Loader#transformUrl\n    * @protected\n    * @param {string} url - The url to transform.\n    * @param {object} file - The file object being transformed.\n    * @return {string} The transformed url. In rare cases where the url isn't specified it will return false instead.\n    */\n    transformUrl: function (url, file) {\n\n        if (!url)\n        {\n            return false;\n        }\n\n        if (url.match(/^(?:blob:|data:|http:\\/\\/|https:\\/\\/|\\/\\/)/))\n        {\n            return url;\n        }\n        else\n        {\n            return this.baseURL + file.path + url;\n        }\n\n    },\n\n    /**\n    * Start fetching a resource.\n    *\n    * All code paths, async or otherwise, from this function must return to `asyncComplete`.\n    *\n    * @method Phaser.Loader#loadFile\n    * @private\n    * @param {object} file\n    */\n    loadFile: function (file) {\n\n        //  Image or Data?\n        switch (file.type)\n        {\n            case 'packfile':\n                this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.fileComplete);\n                break;\n\n            case 'image':\n            case 'spritesheet':\n            case 'textureatlas':\n            case 'bitmapfont':\n                this.loadImageTag(file);\n                break;\n\n            case 'audio':\n                file.url = this.getAudioURL(file.url);\n\n                if (file.url)\n                {\n                    //  WebAudio or Audio Tag?\n                    if (this.game.sound.usingWebAudio)\n                    {\n                        this.xhrLoad(file, this.transformUrl(file.url, file), 'arraybuffer', this.fileComplete);\n                    }\n                    else if (this.game.sound.usingAudioTag)\n                    {\n                        this.loadAudioTag(file);\n                    }\n                }\n                else\n                {\n                    this.fileError(file, null, 'No supported audio URL specified or device does not have audio playback support');\n                }\n                break;\n\n            case 'video':\n                file.url = this.getVideoURL(file.url);\n\n                if (file.url)\n                {\n                    if (file.asBlob)\n                    {\n                        this.xhrLoad(file, this.transformUrl(file.url, file), 'blob', this.fileComplete);\n                    }\n                    else\n                    {\n                        this.loadVideoTag(file);\n                    }\n                }\n                else\n                {\n                    this.fileError(file, null, 'No supported video URL specified or device does not have video playback support');\n                }\n                break;\n\n            case 'json':\n\n                this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.jsonLoadComplete);\n                break;\n\n            case 'xml':\n\n                this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.xmlLoadComplete);\n                break;\n\n            case 'tilemap':\n\n                if (file.format === Phaser.Tilemap.TILED_JSON)\n                {\n                    this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.jsonLoadComplete);\n                }\n                else if (file.format === Phaser.Tilemap.CSV)\n                {\n                    this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.csvLoadComplete);\n                }\n                else\n                {\n                    this.asyncComplete(file, \"invalid Tilemap format: \" + file.format);\n                }\n                break;\n\n            case 'text':\n            case 'script':\n            case 'shader':\n            case 'physics':\n                this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.fileComplete);\n                break;\n\n            case 'binary':\n                this.xhrLoad(file, this.transformUrl(file.url, file), 'arraybuffer', this.fileComplete);\n                break;\n        }\n\n    },\n\n    /**\n    * Continue async loading through an Image tag.\n    * @private\n    */\n    loadImageTag: function (file) {\n\n        var _this = this;\n\n        file.data = new Image();\n        file.data.name = file.key;\n\n        if (this.crossOrigin)\n        {\n            file.data.crossOrigin = this.crossOrigin;\n        }\n\n        file.data.onload = function () {\n            if (file.data.onload)\n            {\n                file.data.onload = null;\n                file.data.onerror = null;\n                _this.fileComplete(file);\n            }\n        };\n\n        file.data.onerror = function () {\n            if (file.data.onload)\n            {\n                file.data.onload = null;\n                file.data.onerror = null;\n                _this.fileError(file);\n            }\n        };\n\n        file.data.src = this.transformUrl(file.url, file);\n\n        // Image is immediately-available/cached\n        if (file.data.complete && file.data.width && file.data.height)\n        {\n            file.data.onload = null;\n            file.data.onerror = null;\n            this.fileComplete(file);\n        }\n\n    },\n\n    /**\n    * Continue async loading through a Video tag.\n    * @private\n    */\n    loadVideoTag: function (file) {\n\n        var _this = this;\n\n        file.data = document.createElement(\"video\");\n        file.data.name = file.key;\n        file.data.controls = false;\n        file.data.autoplay = false;\n\n        var videoLoadEvent = function () {\n\n            file.data.removeEventListener(file.loadEvent, videoLoadEvent, false);\n            file.data.onerror = null;\n            file.data.canplay = true;\n            Phaser.GAMES[_this.game.id].load.fileComplete(file);\n\n        };\n\n        file.data.onerror = function () {\n            file.data.removeEventListener(file.loadEvent, videoLoadEvent, false);\n            file.data.onerror = null;\n            file.data.canplay = false;\n            _this.fileError(file);\n        };\n\n        file.data.addEventListener(file.loadEvent, videoLoadEvent, false);\n\n        file.data.src = this.transformUrl(file.url, file);\n        file.data.load();\n\n    },\n\n    /**\n    * Continue async loading through an Audio tag.\n    * @private\n    */\n    loadAudioTag: function (file) {\n\n        var _this = this;\n\n        if (this.game.sound.touchLocked)\n        {\n            //  If audio is locked we can't do this yet, so need to queue this load request. Bum.\n            file.data = new Audio();\n            file.data.name = file.key;\n            file.data.preload = 'auto';\n            file.data.src = this.transformUrl(file.url, file);\n\n            this.fileComplete(file);\n        }\n        else\n        {\n            file.data = new Audio();\n            file.data.name = file.key;\n\n            var playThroughEvent = function () {\n                file.data.removeEventListener('canplaythrough', playThroughEvent, false);\n                file.data.onerror = null;\n                _this.fileComplete(file);\n            };\n\n            file.data.onerror = function () {\n                file.data.removeEventListener('canplaythrough', playThroughEvent, false);\n                file.data.onerror = null;\n                _this.fileError(file);\n            };\n\n            file.data.preload = 'auto';\n            file.data.src = this.transformUrl(file.url, file);\n            file.data.addEventListener('canplaythrough', playThroughEvent, false);\n            file.data.load();\n        }\n\n    },\n\n    /**\n    * Starts the xhr loader.\n    *\n    * This is designed specifically to use with asset file processing.\n    *\n    * @method Phaser.Loader#xhrLoad\n    * @private\n    * @param {object} file - The file/pack to load.\n    * @param {string} url - The URL of the file.\n    * @param {string} type - The xhr responseType.\n    * @param {function} onload - The function to call on success. Invoked in `this` context and supplied with `(file, xhr)` arguments.\n    * @param {function} [onerror=fileError]  The function to call on error. Invoked in `this` context and supplied with `(file, xhr)` arguments.\n    */\n    xhrLoad: function (file, url, type, onload, onerror) {\n\n        if (this.useXDomainRequest && window.XDomainRequest)\n        {\n            this.xhrLoadWithXDR(file, url, type, onload, onerror);\n            return;\n        }\n\n        var xhr = new XMLHttpRequest();\n        xhr.open(\"GET\", url, true);\n        xhr.responseType = type;\n\n        if (this.headers['requestedWith'] !== false)\n        {\n            xhr.setRequestHeader('X-Requested-With', this.headers['requestedWith']);\n        }\n\n        if (this.headers[file.type])\n        {\n            xhr.setRequestHeader('Accept', this.headers[file.type]);\n        }\n\n        onerror = onerror || this.fileError;\n\n        var _this = this;\n\n        xhr.onload = function () {\n\n            try {\n                if (xhr.readyState === 4 && xhr.status >= 400 && xhr.status <= 599) { // Handle HTTP status codes of 4xx and 5xx as errors, even if xhr.onerror was not called.\n                    return onerror.call(_this, file, xhr);\n                }\n                else {\n                    return onload.call(_this, file, xhr);\n                }\n            } catch (e) {\n\n                //  If this was the last file in the queue and an error is thrown in the create method\n                //  then it's caught here, so be sure we don't carry on processing it\n\n                if (!_this.hasLoaded)\n                {\n                    _this.asyncComplete(file, e.message || 'Exception');\n                }\n                else\n                {\n                    if (window['console'])\n                    {\n                        console.error(e);\n                    }\n                }\n            }\n        };\n\n        xhr.onerror = function () {\n\n            try {\n\n                return onerror.call(_this, file, xhr);\n\n            } catch (e) {\n\n                if (!_this.hasLoaded)\n                {\n                    _this.asyncComplete(file, e.message || 'Exception');\n                }\n                else\n                {\n                    if (window['console'])\n                    {\n                        console.error(e);\n                    }\n                }\n\n            }\n        };\n\n        file.requestObject = xhr;\n        file.requestUrl = url;\n\n        xhr.send();\n\n    },\n\n    /**\n    * Starts the xhr loader - using XDomainRequest.\n    * This should _only_ be used with IE 9. Phaser does not support IE 8 and XDR is deprecated in IE 10.\n    *\n    * This is designed specifically to use with asset file processing.\n    *\n    * @method Phaser.Loader#xhrLoad\n    * @private\n    * @param {object} file - The file/pack to load.\n    * @param {string} url - The URL of the file.\n    * @param {string} type - The xhr responseType.\n    * @param {function} onload - The function to call on success. Invoked in `this` context and supplied with `(file, xhr)` arguments.\n    * @param {function} [onerror=fileError]  The function to call on error. Invoked in `this` context and supplied with `(file, xhr)` arguments.\n    * @deprecated This is only relevant for IE 9.\n    */\n    xhrLoadWithXDR: function (file, url, type, onload, onerror) {\n\n        // Special IE9 magic .. only\n        if (!this._warnedAboutXDomainRequest &&\n            (!this.game.device.ie || this.game.device.ieVersion >= 10))\n        {\n            this._warnedAboutXDomainRequest = true;\n            console.warn(\"Phaser.Loader - using XDomainRequest outside of IE 9\");\n        }\n\n        // Ref: http://blogs.msdn.com/b/ieinternals/archive/2010/05/13/xdomainrequest-restrictions-limitations-and-workarounds.aspx\n        var xhr = new window.XDomainRequest();\n        xhr.open('GET', url, true);\n        xhr.responseType = type;\n\n        // XDomainRequest has a few quirks. Occasionally it will abort requests\n        // A way to avoid this is to make sure ALL callbacks are set even if not used\n        // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n        xhr.timeout = 3000;\n\n        onerror = onerror || this.fileError;\n\n        var _this = this;\n\n        xhr.onerror = function () {\n            try {\n                return onerror.call(_this, file, xhr);\n            } catch (e) {\n                _this.asyncComplete(file, e.message || 'Exception');\n            }\n        };\n\n        xhr.ontimeout = function () {\n            try {\n                return onerror.call(_this, file, xhr);\n            } catch (e) {\n                _this.asyncComplete(file, e.message || 'Exception');\n            }\n        };\n\n        xhr.onprogress = function() {};\n\n        xhr.onload = function () {\n            try {\n                if (xhr.readyState === 4 && xhr.status >= 400 && xhr.status <= 599) { // Handle HTTP status codes of 4xx and 5xx as errors, even if xhr.onerror was not called.\n                    return onerror.call(_this, file, xhr);\n                }\n                else {\n                    return onload.call(_this, file, xhr);\n                }\n                return onload.call(_this, file, xhr);\n            } catch (e) {\n                _this.asyncComplete(file, e.message || 'Exception');\n            }\n        };\n\n        file.requestObject = xhr;\n        file.requestUrl = url;\n\n        //  Note: The xdr.send() call is wrapped in a timeout to prevent an issue with the interface where some requests are lost\n        //  if multiple XDomainRequests are being sent at the same time.\n        setTimeout(function () {\n            xhr.send();\n        }, 0);\n\n    },\n\n    /**\n    * Give a bunch of URLs, return the first URL that has an extension this device thinks it can play.\n    *\n    * It is assumed that the device can play \"blob:\" or \"data:\" URIs - There is no mime-type checking on data URIs.\n    *\n    * @method Phaser.Loader#getVideoURL\n    * @private\n    * @param {object[]|string[]} urls - See {@link #video} for format.\n    * @return {string} The URL to try and fetch; or null.\n    */\n    getVideoURL: function (urls) {\n\n        for (var i = 0; i < urls.length; i++)\n        {\n            var url = urls[i];\n            var videoType;\n\n            if (url.uri) // {uri: .., type: ..} pair\n            {\n                videoType = url.type;\n                url = url.uri;\n\n                if (this.game.device.canPlayVideo(videoType))\n                {\n                    return url;\n                }\n            }\n            else\n            {\n                // Assume direct-data URI can be played if not in a paired form; select immediately\n                if (url.indexOf(\"blob:\") === 0 || url.indexOf(\"data:\") === 0)\n                {\n                    return url;\n                }\n\n                if (url.indexOf(\"?\") >= 0) // Remove query from URL\n                {\n                    url = url.substr(0, url.indexOf(\"?\"));\n                }\n\n                var extension = url.substr((Math.max(0, url.lastIndexOf(\".\")) || Infinity) + 1);\n\n                videoType = extension.toLowerCase();\n\n                if (this.game.device.canPlayVideo(videoType))\n                {\n                    return urls[i];\n                }\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Give a bunch of URLs, return the first URL that has an extension this device thinks it can play.\n    *\n    * It is assumed that the device can play \"blob:\" or \"data:\" URIs - There is no mime-type checking on data URIs.\n    *\n    * @method Phaser.Loader#getAudioURL\n    * @private\n    * @param {object[]|string[]} urls - See {@link #audio} for format.\n    * @return {string} The URL to try and fetch; or null.\n    */\n    getAudioURL: function (urls) {\n\n        if (this.game.sound.noAudio)\n        {\n            return null;\n        }\n\n        for (var i = 0; i < urls.length; i++)\n        {\n            var url = urls[i];\n            var audioType;\n\n            if (url.uri) // {uri: .., type: ..} pair\n            {\n                audioType = url.type;\n                url = url.uri;\n\n                if (this.game.device.canPlayAudio(audioType))\n                {\n                    return url;\n                }\n            }\n            else\n            {\n                // Assume direct-data URI can be played if not in a paired form; select immediately\n                if (url.indexOf(\"blob:\") === 0 || url.indexOf(\"data:\") === 0)\n                {\n                    return url;\n                }\n\n                if (url.indexOf(\"?\") >= 0) // Remove query from URL\n                {\n                    url = url.substr(0, url.indexOf(\"?\"));\n                }\n\n                var extension = url.substr((Math.max(0, url.lastIndexOf(\".\")) || Infinity) + 1);\n\n                audioType = extension.toLowerCase();\n\n                if (this.game.device.canPlayAudio(audioType))\n                {\n                    return urls[i];\n                }\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Error occurred when loading a file.\n    *\n    * @method Phaser.Loader#fileError\n    * @private\n    * @param {object} file\n    * @param {?XMLHttpRequest} xhr - XHR request, unspecified if loaded via other means (eg. tags)\n    * @param {string} reason\n    */\n    fileError: function (file, xhr, reason) {\n\n        var url = file.requestUrl || this.transformUrl(file.url, file);\n        var message = 'error loading asset from URL ' + url;\n\n        if (!reason && xhr)\n        {\n            reason = xhr.status;\n        }\n\n        if (reason)\n        {\n            message = message + ' (' + reason + ')';\n        }\n\n        this.asyncComplete(file, message);\n\n    },\n\n    /**\n    * Called when a file/resources had been downloaded and needs to be processed further.\n    *\n    * @method Phaser.Loader#fileComplete\n    * @private\n    * @param {object} file - File loaded\n    * @param {?XMLHttpRequest} xhr - XHR request, unspecified if loaded via other means (eg. tags)\n    */\n    fileComplete: function (file, xhr) {\n\n        var loadNext = true;\n\n        switch (file.type)\n        {\n            case 'packfile':\n\n                // Pack data must never be false-ish after it is fetched without error\n                var data = JSON.parse(xhr.responseText);\n                file.data = data || {};\n                break;\n\n            case 'image':\n\n                this.cache.addImage(file.key, file.url, file.data);\n                break;\n\n            case 'spritesheet':\n\n                this.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax, file.margin, file.spacing);\n                break;\n\n            case 'textureatlas':\n\n                if (file.atlasURL == null)\n                {\n                    this.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);\n                }\n                else\n                {\n                    //  Load the JSON or XML before carrying on with the next file\n                    loadNext = false;\n\n                    if (file.format === Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY || file.format === Phaser.Loader.TEXTURE_ATLAS_JSON_HASH || file.format === Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL)\n                    {\n                        this.xhrLoad(file, this.transformUrl(file.atlasURL, file), 'text', this.jsonLoadComplete);\n                    }\n                    else if (file.format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)\n                    {\n                        this.xhrLoad(file, this.transformUrl(file.atlasURL, file), 'text', this.xmlLoadComplete);\n                    }\n                    else\n                    {\n                        throw new Error(\"Phaser.Loader. Invalid Texture Atlas format: \" + file.format);\n                    }\n                }\n                break;\n\n            case 'bitmapfont':\n\n                if (!file.atlasURL)\n                {\n                    this.cache.addBitmapFont(file.key, file.url, file.data, file.atlasData, file.atlasType, file.xSpacing, file.ySpacing);\n                }\n                else\n                {\n                    //  Load the XML before carrying on with the next file\n                    loadNext = false;\n                    this.xhrLoad(file, this.transformUrl(file.atlasURL, file), 'text', function (file, xhr) {\n                        var json;\n\n                        try\n                        {\n                            // Try to parse as JSON, if it fails, then it's hopefully XML\n                            json = JSON.parse(xhr.responseText);\n                        }\n                        catch (e) {}\n\n                        if (!!json)\n                        {\n                            file.atlasType = 'json';\n                            this.jsonLoadComplete(file, xhr);\n                        }\n                        else\n                        {\n                            file.atlasType = 'xml';\n                            this.xmlLoadComplete(file, xhr);\n                        }\n                    });\n                }\n                break;\n\n            case 'video':\n\n                if (file.asBlob)\n                {\n                    try\n                    {\n                        file.data = xhr.response;\n                    }\n                    catch (e)\n                    {\n                        throw new Error(\"Phaser.Loader. Unable to parse video file as Blob: \" + file.key);\n                    }\n                }\n\n                this.cache.addVideo(file.key, file.url, file.data, file.asBlob);\n                break;\n\n            case 'audio':\n\n                if (this.game.sound.usingWebAudio)\n                {\n                    file.data = xhr.response;\n\n                    this.cache.addSound(file.key, file.url, file.data, true, false);\n\n                    if (file.autoDecode)\n                    {\n                        this.game.sound.decode(file.key);\n                    }\n                }\n                else\n                {\n                    this.cache.addSound(file.key, file.url, file.data, false, true);\n                }\n                break;\n\n            case 'text':\n                file.data = xhr.responseText;\n                this.cache.addText(file.key, file.url, file.data);\n                break;\n\n            case 'shader':\n                file.data = xhr.responseText;\n                this.cache.addShader(file.key, file.url, file.data);\n                break;\n\n            case 'physics':\n                var data = JSON.parse(xhr.responseText);\n                this.cache.addPhysicsData(file.key, file.url, data, file.format);\n                break;\n\n            case 'script':\n                file.data = document.createElement('script');\n                file.data.language = 'javascript';\n                file.data.type = 'text/javascript';\n                file.data.defer = false;\n                file.data.text = xhr.responseText;\n                document.head.appendChild(file.data);\n                if (file.callback)\n                {\n                    file.data = file.callback.call(file.callbackContext, file.key, xhr.responseText);\n                }\n                break;\n\n            case 'binary':\n                if (file.callback)\n                {\n                    file.data = file.callback.call(file.callbackContext, file.key, xhr.response);\n                }\n                else\n                {\n                    file.data = xhr.response;\n                }\n\n                this.cache.addBinary(file.key, file.data);\n\n                break;\n        }\n\n        if (loadNext)\n        {\n            this.asyncComplete(file);\n        }\n\n    },\n\n    /**\n    * Successfully loaded a JSON file - only used for certain types.\n    *\n    * @method Phaser.Loader#jsonLoadComplete\n    * @private\n    * @param {object} file - File associated with this request\n    * @param {XMLHttpRequest} xhr\n    */\n    jsonLoadComplete: function (file, xhr) {\n\n        var data = JSON.parse(xhr.responseText);\n\n        if (file.type === 'tilemap')\n        {\n            this.cache.addTilemap(file.key, file.url, data, file.format);\n        }\n        else if (file.type === 'bitmapfont')\n        {\n            this.cache.addBitmapFont(file.key, file.url, file.data, data, file.atlasType, file.xSpacing, file.ySpacing);\n        }\n        else if (file.type === 'json')\n        {\n            this.cache.addJSON(file.key, file.url, data);\n        }\n        else\n        {\n            this.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);\n        }\n\n        this.asyncComplete(file);\n    },\n\n    /**\n    * Successfully loaded a CSV file - only used for certain types.\n    *\n    * @method Phaser.Loader#csvLoadComplete\n    * @private\n    * @param {object} file - File associated with this request\n    * @param {XMLHttpRequest} xhr\n    */\n    csvLoadComplete: function (file, xhr) {\n\n        var data = xhr.responseText;\n\n        this.cache.addTilemap(file.key, file.url, data, file.format);\n\n        this.asyncComplete(file);\n\n    },\n\n    /**\n    * Successfully loaded an XML file - only used for certain types.\n    *\n    * @method Phaser.Loader#xmlLoadComplete\n    * @private\n    * @param {object} file - File associated with this request\n    * @param {XMLHttpRequest} xhr\n    */\n    xmlLoadComplete: function (file, xhr) {\n\n        // Always try parsing the content as XML, regardless of actually response type\n        var data = xhr.responseText;\n        var xml = this.parseXml(data);\n\n        if (!xml)\n        {\n            var responseType = xhr.responseType || xhr.contentType; // contentType for MS-XDomainRequest\n            console.warn('Phaser.Loader - ' + file.key + ': invalid XML (' + responseType + ')');\n            this.asyncComplete(file, \"invalid XML\");\n            return;\n        }\n\n        if (file.type === 'bitmapfont')\n        {\n            this.cache.addBitmapFont(file.key, file.url, file.data, xml, file.atlasType, file.xSpacing, file.ySpacing);\n        }\n        else if (file.type === 'textureatlas')\n        {\n            this.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);\n        }\n        else if (file.type === 'xml')\n        {\n            this.cache.addXML(file.key, file.url, xml);\n        }\n\n        this.asyncComplete(file);\n\n    },\n\n    /**\n    * Parses string data as XML.\n    *\n    * @method Phaser.Loader#parseXml\n    * @private\n    * @param {string} data - The XML text to parse\n    * @return {?XMLDocument} Returns the xml document, or null if such could not parsed to a valid document.\n    */\n    parseXml: function (data) {\n\n        var xml;\n\n        try\n        {\n            if (window['DOMParser'])\n            {\n                var domparser = new DOMParser();\n                xml = domparser.parseFromString(data, \"text/xml\");\n            }\n            else\n            {\n                xml = new ActiveXObject(\"Microsoft.XMLDOM\");\n                // Why is this 'false'?\n                xml.async = 'false';\n                xml.loadXML(data);\n            }\n        }\n        catch (e)\n        {\n            xml = null;\n        }\n\n        if (!xml || !xml.documentElement || xml.getElementsByTagName(\"parsererror\").length)\n        {\n            return null;\n        }\n        else\n        {\n            return xml;\n        }\n\n    },\n\n    /**\n    * Update the loading sprite progress.\n    *\n    * @method Phaser.Loader#nextFile\n    * @private\n    * @param {object} previousFile\n    * @param {boolean} success - Whether the previous asset loaded successfully or not.\n    */\n    updateProgress: function () {\n\n        if (this.preloadSprite)\n        {\n            if (this.preloadSprite.direction === 0)\n            {\n                this.preloadSprite.rect.width = Math.floor((this.preloadSprite.width / 100) * this.progress);\n            }\n            else\n            {\n                this.preloadSprite.rect.height = Math.floor((this.preloadSprite.height / 100) * this.progress);\n            }\n\n            if (this.preloadSprite.sprite)\n            {\n                this.preloadSprite.sprite.updateCrop();\n            }\n            else\n            {\n                //  We seem to have lost our sprite - maybe it was destroyed?\n                this.preloadSprite = null;\n            }\n        }\n\n    },\n\n    /**\n    * Returns the number of files that have already been loaded, even if they errored.\n    *\n    * @method Phaser.Loader#totalLoadedFiles\n    * @protected\n    * @return {number} The number of files that have already been loaded (even if they errored)\n    */\n    totalLoadedFiles: function () {\n\n        return this._loadedFileCount;\n\n    },\n\n    /**\n    * Returns the number of files still waiting to be processed in the load queue. This value decreases as each file in the queue is loaded.\n    *\n    * @method Phaser.Loader#totalQueuedFiles\n    * @protected\n    * @return {number} The number of files that still remain in the load queue.\n    */\n    totalQueuedFiles: function () {\n\n        return this._totalFileCount - this._loadedFileCount;\n\n    },\n\n    /**\n    * Returns the number of asset packs that have already been loaded, even if they errored.\n    *\n    * @method Phaser.Loader#totalLoadedPacks\n    * @protected\n    * @return {number} The number of asset packs that have already been loaded (even if they errored)\n    */\n    totalLoadedPacks: function () {\n\n        return this._totalPackCount;\n\n    },\n\n    /**\n    * Returns the number of asset packs still waiting to be processed in the load queue. This value decreases as each pack in the queue is loaded.\n    *\n    * @method Phaser.Loader#totalQueuedPacks\n    * @protected\n    * @return {number} The number of asset packs that still remain in the load queue.\n    */\n    totalQueuedPacks: function () {\n\n        return this._totalPackCount - this._loadedPackCount;\n\n    }\n\n};\n\n/**\n* The non-rounded load progress value (from 0.0 to 100.0).\n*\n* A general indicator of the progress.\n* It is possible for the progress to decrease, after `onLoadStart`, if more files are dynamically added.\n*\n* @name Phaser.Loader#progressFloat\n* @property {number}\n*/\nObject.defineProperty(Phaser.Loader.prototype, \"progressFloat\", {\n\n    get: function () {\n        var progress = (this._loadedFileCount / this._totalFileCount) * 100;\n        return Phaser.Math.clamp(progress || 0, 0, 100);\n    }\n\n});\n\n/**\n* The rounded load progress percentage value (from 0 to 100). See {@link Phaser.Loader#progressFloat}.\n*\n* @name Phaser.Loader#progress\n* @property {integer}\n*/\nObject.defineProperty(Phaser.Loader.prototype, \"progress\", {\n\n    get: function () {\n        return Math.round(this.progressFloat);\n    }\n\n});\n\nPhaser.Loader.prototype.constructor = Phaser.Loader;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into the Cache.\n*\n* @class Phaser.LoaderParser\n*/\nPhaser.LoaderParser = {\n\n    /**\n    * Alias for xmlBitmapFont, for backwards compatibility.\n    * \n    * @method Phaser.LoaderParser.bitmapFont\n    * @param {object} xml - XML data you want to parse.\n    * @param {PIXI.BaseTexture} baseTexture - The BaseTexture this font uses.\n    * @param {number} [xSpacing=0] - Additional horizontal spacing between the characters.\n    * @param {number} [ySpacing=0] - Additional vertical spacing between the characters.\n    * @return {object} The parsed Bitmap Font data.\n    */\n    bitmapFont: function (xml, baseTexture, xSpacing, ySpacing) {\n\n        return this.xmlBitmapFont(xml, baseTexture, xSpacing, ySpacing);\n\n    },\n\n    /**\n    * Parse a Bitmap Font from an XML file.\n    *\n    * @method Phaser.LoaderParser.xmlBitmapFont\n    * @param {object} xml - XML data you want to parse.\n    * @param {PIXI.BaseTexture} baseTexture - The BaseTexture this font uses.\n    * @param {number} [xSpacing=0] - Additional horizontal spacing between the characters.\n    * @param {number} [ySpacing=0] - Additional vertical spacing between the characters.\n    * @return {object} The parsed Bitmap Font data.\n    */\n    xmlBitmapFont: function (xml, baseTexture, xSpacing, ySpacing) {\n\n        var data = {};\n        var info = xml.getElementsByTagName('info')[0];\n        var common = xml.getElementsByTagName('common')[0];\n\n        data.font = info.getAttribute('face');\n        data.size = parseInt(info.getAttribute('size'), 10);\n        data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) + ySpacing;\n        data.chars = {};\n\n        var letters = xml.getElementsByTagName('char');\n\n        for (var i = 0; i < letters.length; i++)\n        {\n            var charCode = parseInt(letters[i].getAttribute('id'), 10);\n\n            data.chars[charCode] = {\n                x: parseInt(letters[i].getAttribute('x'), 10),\n                y: parseInt(letters[i].getAttribute('y'), 10),\n                width: parseInt(letters[i].getAttribute('width'), 10),\n                height: parseInt(letters[i].getAttribute('height'), 10),\n                xOffset: parseInt(letters[i].getAttribute('xoffset'), 10),\n                yOffset: parseInt(letters[i].getAttribute('yoffset'), 10),\n                xAdvance: parseInt(letters[i].getAttribute('xadvance'), 10) + xSpacing,\n                kerning: {}\n            };\n        }\n\n        var kernings = xml.getElementsByTagName('kerning');\n\n        for (i = 0; i < kernings.length; i++)\n        {\n            var first = parseInt(kernings[i].getAttribute('first'), 10);\n            var second = parseInt(kernings[i].getAttribute('second'), 10);\n            var amount = parseInt(kernings[i].getAttribute('amount'), 10);\n\n            data.chars[second].kerning[first] = amount;\n        }\n\n        return this.finalizeBitmapFont(baseTexture, data);\n\n    },\n\n    /**\n    * Parse a Bitmap Font from a JSON file.\n    *\n    * @method Phaser.LoaderParser.jsonBitmapFont\n    * @param {object} json - JSON data you want to parse.\n    * @param {PIXI.BaseTexture} baseTexture - The BaseTexture this font uses.\n    * @param {number} [xSpacing=0] - Additional horizontal spacing between the characters.\n    * @param {number} [ySpacing=0] - Additional vertical spacing between the characters.\n    * @return {object} The parsed Bitmap Font data.\n    */\n    jsonBitmapFont: function (json, baseTexture, xSpacing, ySpacing) {\n\n        var data = {\n            font: json.font.info._face,\n            size: parseInt(json.font.info._size, 10),\n            lineHeight: parseInt(json.font.common._lineHeight, 10) + ySpacing,\n            chars: {}\n        };\n\n        json.font.chars[\"char\"].forEach(\n\n            function parseChar(letter) {\n\n                var charCode = parseInt(letter._id, 10);\n\n                data.chars[charCode] = {\n                    x: parseInt(letter._x, 10),\n                    y: parseInt(letter._y, 10),\n                    width: parseInt(letter._width, 10),\n                    height: parseInt(letter._height, 10),\n                    xOffset: parseInt(letter._xoffset, 10),\n                    yOffset: parseInt(letter._yoffset, 10),\n                    xAdvance: parseInt(letter._xadvance, 10) + xSpacing,\n                    kerning: {}\n                };\n            }\n\n        );\n\n        if (json.font.kernings && json.font.kernings.kerning) {\n\n            json.font.kernings.kerning.forEach(\n\n                function parseKerning(kerning) {\n\n                    data.chars[kerning._second].kerning[kerning._first] = parseInt(kerning._amount, 10);\n\n                }\n\n            );\n\n        }\n\n        return this.finalizeBitmapFont(baseTexture, data);\n\n    },\n\n    /**\n    * Finalize Bitmap Font parsing.\n    *\n    * @method Phaser.LoaderParser.finalizeBitmapFont\n    * @private\n    * @param {PIXI.BaseTexture} baseTexture - The BaseTexture this font uses.\n    * @param {object} bitmapFontData - Pre-parsed bitmap font data.\n    * @return {object} The parsed Bitmap Font data.\n    */\n    finalizeBitmapFont: function (baseTexture, bitmapFontData) {\n\n        Object.keys(bitmapFontData.chars).forEach(\n\n            function addTexture(charCode) {\n\n                var letter = bitmapFontData.chars[charCode];\n\n                letter.texture = new PIXI.Texture(baseTexture, new Phaser.Rectangle(letter.x, letter.y, letter.width, letter.height));\n\n            }\n\n        );\n\n        return bitmapFontData;\n\n    }\n};\n\n/**\n * @author       Jeremy Dowell <jeremy@codevinsky.com>\n * @author       Richard Davey <rich@photonstorm.com>\n * @copyright    2016 Photon Storm Ltd.\n * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n */\n\n/**\n * Audio Sprites are a combination of audio files and a JSON configuration.\n * The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite\n *\n * @class Phaser.AudioSprite\n * @constructor\n * @param {Phaser.Game} game - Reference to the current game instance.\n * @param {string} key - Asset key for the sound.\n */\nPhaser.AudioSprite = function (game, key) {\n\n    /**\n    * A reference to the currently running Game.\n    * @property {Phaser.Game} game\n    */\n    this.game = game;\n\n    /**\n     * Asset key for the Audio Sprite.\n     * @property {string} key\n     */\n    this.key = key;\n\n    /**\n     * JSON audio atlas object.\n     * @property {object} config\n     */\n    this.config = this.game.cache.getJSON(key + '-audioatlas');\n\n    /**\n     * If a sound is set to auto play, this holds the marker key of it.\n     * @property {string} autoplayKey\n     */\n    this.autoplayKey = null;\n\n    /**\n     * Is a sound set to autoplay or not?\n     * @property {boolean} autoplay\n     * @default\n     */\n    this.autoplay = false;\n\n    /**\n     * An object containing the Phaser.Sound objects for the Audio Sprite.\n     * @property {object} sounds\n     */\n    this.sounds = {};\n\n    for (var k in this.config.spritemap)\n    {\n        var marker = this.config.spritemap[k];\n        var sound = this.game.add.sound(this.key);\n        \n        sound.addMarker(k, marker.start, (marker.end - marker.start), null, marker.loop);\n        \n        this.sounds[k] = sound;\n    }\n\n    if (this.config.autoplay)\n    {\n        this.autoplayKey = this.config.autoplay;\n        this.play(this.autoplayKey);\n        this.autoplay = this.sounds[this.autoplayKey];\n    }\n\n};\n\nPhaser.AudioSprite.prototype = {\n\n    /**\n     * Play a sound with the given name.\n     * \n     * @method Phaser.AudioSprite#play\n     * @param {string} [marker] - The name of sound to play\n     * @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).\n     * @return {Phaser.Sound} This sound instance.\n     */\n    play: function (marker, volume) {\n\n        if (volume === undefined) { volume = 1; }\n\n        return this.sounds[marker].play(marker, null, volume);\n\n    },\n\n    /**\n     * Stop a sound with the given name.\n     * \n     * @method Phaser.AudioSprite#stop\n     * @param {string} [marker=''] - The name of sound to stop. If none is given it will stop all sounds in the audio sprite.\n     */\n    stop: function (marker) {\n\n        if (!marker)\n        {\n            for (var key in this.sounds)\n            {\n                this.sounds[key].stop();\n            }\n        }\n        else\n        {\n            this.sounds[marker].stop();\n        }\n\n    },\n\n    /**\n     * Get a sound with the given name.\n     * \n     * @method Phaser.AudioSprite#get\n     * @param {string} marker - The name of sound to get.\n     * @return {Phaser.Sound} The sound instance.\n     */\n    get: function(marker) {\n\n        return this.sounds[marker];\n\n    }\n\n};\n\nPhaser.AudioSprite.prototype.constructor = Phaser.AudioSprite;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Sound class constructor.\n*\n* @class Phaser.Sound\n* @constructor\n* @param {Phaser.Game} game - Reference to the current game instance.\n* @param {string} key - Asset key for the sound.\n* @param {number} [volume=1] - Default value for the volume, between 0 and 1.\n* @param {boolean} [loop=false] - Whether or not the sound will loop.\n*/\nPhaser.Sound = function (game, key, volume, loop, connect) {\n\n    if (volume === undefined) { volume = 1; }\n    if (loop === undefined) { loop = false; }\n    if (connect === undefined) { connect = game.sound.connectToMaster; }\n\n    /**\n    * A reference to the currently running Game.\n    * @property {Phaser.Game} game\n    */\n    this.game = game;\n\n    /**\n    * @property {string} name - Name of the sound.\n    */\n    this.name = key;\n\n    /**\n    * @property {string} key - Asset key for the sound.\n    */\n    this.key = key;\n\n    /**\n    * @property {boolean} loop - Whether or not the sound or current sound marker will loop.\n    */\n    this.loop = loop;\n\n    /**\n    * @property {object} markers - The sound markers.\n    */\n    this.markers = {};\n\n    /**\n    * @property {AudioContext} context - Reference to the AudioContext instance.\n    */\n    this.context = null;\n\n    /**\n    * @property {boolean} autoplay - Boolean indicating whether the sound should start automatically.\n    */\n    this.autoplay = false;\n\n    /**\n    * @property {number} totalDuration - The total duration of the sound in seconds.\n    */\n    this.totalDuration = 0;\n\n    /**\n    * @property {number} startTime - The time the Sound starts at (typically 0 unless starting from a marker)\n    * @default\n    */\n    this.startTime = 0;\n\n    /**\n    * @property {number} currentTime - The current time the sound is at.\n    */\n    this.currentTime = 0;\n\n    /**\n    * @property {number} duration - The duration of the current sound marker in seconds.\n    */\n    this.duration = 0;\n\n    /**\n    * @property {number} durationMS - The duration of the current sound marker in ms.\n    */\n    this.durationMS = 0;\n\n    /**\n    * @property {number} position - The position of the current sound marker.\n    */\n    this.position = 0;\n\n    /**\n    * @property {number} stopTime - The time the sound stopped.\n    */\n    this.stopTime = 0;\n\n    /**\n    * @property {boolean} paused - true if the sound is paused, otherwise false.\n    * @default\n    */\n    this.paused = false;\n\n    /**\n    * @property {number} pausedPosition - The position the sound had reached when it was paused.\n    */\n    this.pausedPosition = 0;\n\n    /**\n    * @property {number} pausedTime - The game time at which the sound was paused.\n    */\n    this.pausedTime = 0;\n\n    /**\n    * @property {boolean} isPlaying - true if the sound is currently playing, otherwise false.\n    * @default\n    */\n    this.isPlaying = false;\n\n    /**\n    * @property {string} currentMarker - The string ID of the currently playing marker, if any.\n    * @default\n    */\n    this.currentMarker = '';\n\n    /**\n    * @property {Phaser.Tween} fadeTween - The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut.\n    */\n    this.fadeTween = null;\n\n    /**\n    * @property {boolean} pendingPlayback - true if the sound file is pending playback\n    * @readonly\n    */\n    this.pendingPlayback = false;\n\n    /**\n    * @property {boolean} override - if true when you play this sound it will always start from the beginning.\n    * @default\n    */\n    this.override = false;\n\n    /**\n    * @property {boolean} allowMultiple - This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels.\n    * @default\n    */\n    this.allowMultiple = false;\n\n    /**\n    * @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.\n    * @readonly\n    */\n    this.usingWebAudio = this.game.sound.usingWebAudio;\n\n    /**\n    * @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.\n    */\n    this.usingAudioTag = this.game.sound.usingAudioTag;\n\n    /**\n    * @property {object} externalNode - If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.\n    */\n    this.externalNode = null;\n\n    /**\n    * @property {object} masterGainNode - The master gain node in a Web Audio system.\n    */\n    this.masterGainNode = null;\n\n    /**\n    * @property {object} gainNode - The gain node in a Web Audio system.\n    */\n    this.gainNode = null;\n\n    /**\n    * @property {object} _sound - Internal var.\n    * @private\n    */\n    this._sound = null;\n\n    if (this.usingWebAudio)\n    {\n        this.context = this.game.sound.context;\n        this.masterGainNode = this.game.sound.masterGain;\n\n        if (this.context.createGain === undefined)\n        {\n            this.gainNode = this.context.createGainNode();\n        }\n        else\n        {\n            this.gainNode = this.context.createGain();\n        }\n\n        this.gainNode.gain.value = volume * this.game.sound.volume;\n\n        if (connect)\n        {\n            this.gainNode.connect(this.masterGainNode);\n        }\n    }\n    else if (this.usingAudioTag)\n    {\n        if (this.game.cache.getSound(key) && this.game.cache.isSoundReady(key))\n        {\n            this._sound = this.game.cache.getSoundData(key);\n            this.totalDuration = 0;\n\n            if (this._sound.duration)\n            {\n                this.totalDuration = this._sound.duration;\n            }\n        }\n        else\n        {\n            this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);\n        }\n    }\n\n    /**\n    * @property {Phaser.Signal} onDecoded - The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)\n    */\n    this.onDecoded = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onPlay - The onPlay event is dispatched each time this sound is played.\n    */\n    this.onPlay = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onPause - The onPause event is dispatched when this sound is paused.\n    */\n    this.onPause = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onResume - The onResume event is dispatched when this sound is resumed from a paused state.\n    */\n    this.onResume = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onLoop - The onLoop event is dispatched when this sound loops during playback.\n    */\n    this.onLoop = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onStop - The onStop event is dispatched when this sound stops playback.\n    */\n    this.onStop = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onMute - The onMute event is dispatched when this sound is muted.\n    */\n    this.onMute = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onMarkerComplete - The onMarkerComplete event is dispatched when a marker within this sound completes playback.\n    */\n    this.onMarkerComplete = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onFadeComplete - The onFadeComplete event is dispatched when this sound finishes fading either in or out.\n    */\n    this.onFadeComplete = new Phaser.Signal();\n\n    /**\n    * @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).\n    * @private\n    */\n    this._volume = volume;\n\n    /**\n    * @property {any} _buffer - Decoded data buffer / Audio tag.\n    * @private\n    */\n    this._buffer = null;\n\n    /**\n    * @property {boolean} _muted - Boolean indicating whether the sound is muted or not.\n    * @private\n    */\n    this._muted = false;\n\n    /**\n    * @property {number} _tempMarker - Internal marker var.\n    * @private\n    */\n    this._tempMarker = 0;\n\n    /**\n    * @property {number} _tempPosition - Internal marker var.\n    * @private\n    */\n    this._tempPosition = 0;\n\n    /**\n    * @property {number} _tempVolume - Internal marker var.\n    * @private\n    */\n    this._tempVolume = 0;\n\n    /**\n    * @property {number} _tempPause - Internal marker var.\n    * @private\n    */\n    this._tempPause = 0;\n\n    /**\n    * @property {number} _muteVolume - Internal cache var.\n    * @private\n    */\n    this._muteVolume = 0;\n\n    /**\n    * @property {boolean} _tempLoop - Internal cache var.\n    * @private\n    */\n    this._tempLoop = 0;\n\n    /**\n    * @property {boolean} _paused - Was this sound paused via code or a game event?\n    * @private\n    */\n    this._paused = false;\n\n    /**\n    * @property {boolean} _onDecodedEventDispatched - Was the onDecoded event dispatched?\n    * @private\n    */\n    this._onDecodedEventDispatched = false;\n\n};\n\nPhaser.Sound.prototype = {\n\n    /**\n    * Called automatically when this sound is unlocked.\n    * @method Phaser.Sound#soundHasUnlocked\n    * @param {string} key - The Phaser.Cache key of the sound file to check for decoding.\n    * @protected\n    */\n    soundHasUnlocked: function (key) {\n\n        if (key === this.key)\n        {\n            this._sound = this.game.cache.getSoundData(this.key);\n            this.totalDuration = this._sound.duration;\n        }\n\n    },\n\n    /**\n    * Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.\n    * This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.\n    *\n    * @method Phaser.Sound#addMarker\n    * @param {string} name - A unique name for this marker, i.e. 'explosion', 'gunshot', etc.\n    * @param {number} start - The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.\n    * @param {number} [duration=1] - The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.\n    * @param {number} [volume=1] - The volume the sound will play back at, between 0 (silent) and 1 (full volume).\n    * @param {boolean} [loop=false] - Sets if the sound will loop or not.\n    */\n    addMarker: function (name, start, duration, volume, loop) {\n\n        if (duration === undefined || duration === null) { duration = 1; }\n        if (volume === undefined || volume === null) { volume = 1; }\n        if (loop === undefined) { loop = false; }\n\n        this.markers[name] = {\n            name: name,\n            start: start,\n            stop: start + duration,\n            volume: volume,\n            duration: duration,\n            durationMS: duration * 1000,\n            loop: loop\n        };\n\n    },\n\n    /**\n    * Removes a marker from the sound.\n    * @method Phaser.Sound#removeMarker\n    * @param {string} name - The key of the marker to remove.\n    */\n    removeMarker: function (name) {\n\n        delete this.markers[name];\n\n    },\n\n    /**\n    * Called automatically by the AudioContext when the sound stops playing.\n    * Doesn't get called if the sound is set to loop or is a section of an Audio Sprite.\n    * \n    * @method Phaser.Sound#onEndedHandler\n    * @protected\n    */\n    onEndedHandler: function () {\n\n        this._sound.onended = null;\n        this.isPlaying = false;\n        this.currentTime = this.durationMS;\n        this.stop();\n\n    },\n\n    /**\n    * Called automatically by Phaser.SoundManager.\n    * @method Phaser.Sound#update\n    * @protected\n    */\n    update: function () {\n\n        if (!this.game.cache.checkSoundKey(this.key))\n        {\n            this.destroy();\n            return;\n        }\n\n        if (this.isDecoded && !this._onDecodedEventDispatched)\n        {\n            this.onDecoded.dispatch(this);\n            this._onDecodedEventDispatched = true;\n        }\n\n        if (this.pendingPlayback && this.game.cache.isSoundReady(this.key))\n        {\n            this.pendingPlayback = false;\n            this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);\n        }\n\n        if (this.isPlaying)\n        {\n            this.currentTime = this.game.time.time - this.startTime;\n\n            if (this.currentTime >= this.durationMS)\n            {\n                if (this.usingWebAudio)\n                {\n                    if (this.loop)\n                    {\n                        //  won't work with markers, needs to reset the position\n                        this.onLoop.dispatch(this);\n\n                        //  Gets reset by the play function\n                        this.isPlaying = false;\n\n                        if (this.currentMarker === '')\n                        {\n                            this.currentTime = 0;\n                            this.startTime = this.game.time.time;\n                            this.isPlaying = true; // play not called again in this case\n                        }\n                        else\n                        {\n                            this.onMarkerComplete.dispatch(this.currentMarker, this);\n                            this.play(this.currentMarker, 0, this.volume, true, true);\n                        }\n                    }\n                    else\n                    {\n                        //  Stop if we're using an audio marker, otherwise we let onended handle it\n                        if (this.currentMarker !== '')\n                        {\n                            this.stop();\n                        }\n                    }\n                }\n                else\n                {\n                    if (this.loop)\n                    {\n                        this.onLoop.dispatch(this);\n\n                        if (this.currentMarker === '')\n                        {\n                            this.currentTime = 0;\n                            this.startTime = this.game.time.time;\n                        }\n\n                        //  Gets reset by the play function\n                        this.isPlaying = false;\n\n                        this.play(this.currentMarker, 0, this.volume, true, true);\n                    }\n                    else\n                    {\n                        this.stop();\n                    }\n                }\n            }\n        }\n    },\n\n    /**\n     * Loops this entire sound. If you need to loop a section of it then use Sound.play and the marker and loop parameters.\n     *\n     * @method Phaser.Sound#loopFull\n     * @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).\n     * @return {Phaser.Sound} This sound instance.\n     */\n    loopFull: function (volume) {\n\n        return this.play(null, 0, volume, true);\n\n    },\n\n    /**\n    * Play this sound, or a marked section of it.\n    * \n    * @method Phaser.Sound#play\n    * @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.\n    * @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.\n    * @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).\n    * @param {boolean} [loop=false] - Loop when finished playing? If not using a marker / audio sprite the looping will be done via the WebAudio loop property, otherwise it's time based.\n    * @param {boolean} [forceRestart=true] - If the sound is already playing you can set forceRestart to restart it from the beginning.\n    * @return {Phaser.Sound} This sound instance.\n    */\n    play: function (marker, position, volume, loop, forceRestart) {\n\n        if (marker === undefined || marker === false || marker === null) { marker = ''; }\n        if (forceRestart === undefined) { forceRestart = true; }\n\n        if (this.isPlaying && !this.allowMultiple && !forceRestart && !this.override)\n        {\n            //  Use Restart instead\n            return this;\n        }\n\n        if (this._sound && this.isPlaying && !this.allowMultiple && (this.override || forceRestart))\n        {\n            if (this.usingWebAudio)\n            {\n                if (this._sound.stop === undefined)\n                {\n                    this._sound.noteOff(0);\n                }\n                else\n                {\n                    try {\n                        this._sound.stop(0);\n                    }\n                    catch (e) {\n                    }\n                }\n\n                if (this.externalNode)\n                {\n                    this._sound.disconnect(this.externalNode);\n                }\n                else if (this.gainNode)\n                {\n                    this._sound.disconnect(this.gainNode);\n                }\n            }\n            else if (this.usingAudioTag)\n            {\n                this._sound.pause();\n                this._sound.currentTime = 0;\n            }\n\n            this.isPlaying = false;\n        }\n\n        if (marker === '' && Object.keys(this.markers).length > 0)\n        {\n            //  If they didn't specify a marker but this is an audio sprite, \n            //  we should never play the entire thing\n            return this;\n        }\n\n        if (marker !== '')\n        {\n            if (this.markers[marker])\n            {\n                this.currentMarker = marker;\n\n                //  Playing a marker? Then we default to the marker values\n                this.position = this.markers[marker].start;\n                this.volume = this.markers[marker].volume;\n                this.loop = this.markers[marker].loop;\n                this.duration = this.markers[marker].duration;\n                this.durationMS = this.markers[marker].durationMS;\n\n                if (typeof volume !== 'undefined')\n                {\n                    this.volume = volume;\n                }\n\n                if (typeof loop !== 'undefined')\n                {\n                    this.loop = loop;\n                }\n\n                this._tempMarker = marker;\n                this._tempPosition = this.position;\n                this._tempVolume = this.volume;\n                this._tempLoop = this.loop;\n            }\n            else\n            {\n                console.warn(\"Phaser.Sound.play: audio marker \" + marker + \" doesn't exist\");\n                return this;\n            }\n        }\n        else\n        {\n            position = position || 0;\n\n            if (volume === undefined) { volume = this._volume; }\n            if (loop === undefined) { loop = this.loop; }\n\n            this.position = Math.max(0, position);\n            this.volume = volume;\n            this.loop = loop;\n            this.duration = 0;\n            this.durationMS = 0;\n\n            this._tempMarker = marker;\n            this._tempPosition = position;\n            this._tempVolume = volume;\n            this._tempLoop = loop;\n        }\n\n        if (this.usingWebAudio)\n        {\n            //  Does the sound need decoding?\n            if (this.game.cache.isSoundDecoded(this.key))\n            {\n                this._sound = this.context.createBufferSource();\n\n                if (this.externalNode)\n                {\n                    this._sound.connect(this.externalNode);\n                }\n                else\n                {\n                    this._sound.connect(this.gainNode);\n                }\n\n                this._buffer = this.game.cache.getSoundData(this.key);\n                this._sound.buffer = this._buffer;\n\n                if (this.loop && marker === '')\n                {\n                    this._sound.loop = true;\n                }\n\n                if (!this.loop && marker === '')\n                {\n                    this._sound.onended = this.onEndedHandler.bind(this);\n                }\n\n                this.totalDuration = this._sound.buffer.duration;\n\n                if (this.duration === 0)\n                {\n                    this.duration = this.totalDuration;\n                    this.durationMS = Math.ceil(this.totalDuration * 1000);\n                }\n\n                //  Useful to cache this somewhere perhaps?\n                if (this._sound.start === undefined)\n                {\n                    this._sound.noteGrainOn(0, this.position, this.duration);\n                }\n                else\n                {\n                    if (this.loop && marker === '')\n                    {\n                        this._sound.start(0, 0);\n                    }\n                    else\n                    {\n                        this._sound.start(0, this.position, this.duration);\n                    }\n                }\n\n                this.isPlaying = true;\n                this.startTime = this.game.time.time;\n                this.currentTime = 0;\n                this.stopTime = this.startTime + this.durationMS;\n                this.onPlay.dispatch(this);\n            }\n            else\n            {\n                this.pendingPlayback = true;\n\n                if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding === false)\n                {\n                    this.game.sound.decode(this.key, this);\n                }\n            }\n        }\n        else\n        {\n            if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)\n            {\n                this.game.cache.reloadSound(this.key);\n                this.pendingPlayback = true;\n            }\n            else\n            {\n                if (this._sound && (this.game.device.cocoonJS || this._sound.readyState === 4))\n                {\n                    this._sound.play();\n                    //  This doesn't become available until you call play(), wonderful ...\n                    this.totalDuration = this._sound.duration;\n\n                    if (this.duration === 0)\n                    {\n                        this.duration = this.totalDuration;\n                        this.durationMS = this.totalDuration * 1000;\n                    }\n\n                    this._sound.currentTime = this.position;\n                    this._sound.muted = this._muted;\n\n                    if (this._muted || this.game.sound.mute)\n                    {\n                        this._sound.volume = 0;\n                    }\n                    else\n                    {\n                        this._sound.volume = this._volume;\n                    }\n\n                    this.isPlaying = true;\n                    this.startTime = this.game.time.time;\n                    this.currentTime = 0;\n                    this.stopTime = this.startTime + this.durationMS;\n\n                    this.onPlay.dispatch(this);\n                }\n                else\n                {\n                    this.pendingPlayback = true;\n                }\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Restart the sound, or a marked section of it.\n    *\n    * @method Phaser.Sound#restart\n    * @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.\n    * @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.\n    * @param {number} [volume=1] - Volume of the sound you want to play.\n    * @param {boolean} [loop=false] - Loop when it finished playing?\n    */\n    restart: function (marker, position, volume, loop) {\n\n        marker = marker || '';\n        position = position || 0;\n        volume = volume || 1;\n        if (loop === undefined) { loop = false; }\n\n        this.play(marker, position, volume, loop, true);\n\n    },\n\n    /**\n    * Pauses the sound.\n    *\n    * @method Phaser.Sound#pause\n    */\n    pause: function () {\n\n        if (this.isPlaying && this._sound)\n        {\n            this.paused = true;\n            this.pausedPosition = this.currentTime;\n            this.pausedTime = this.game.time.time;\n            this._tempPause = this._sound.currentTime;\n            this.onPause.dispatch(this);\n            this.stop();\n        }\n\n    },\n\n    /**\n    * Resumes the sound.\n    *\n    * @method Phaser.Sound#resume\n    */\n    resume: function () {\n\n        if (this.paused && this._sound)\n        {\n            if (this.usingWebAudio)\n            {\n                var p = Math.max(0, this.position + (this.pausedPosition / 1000));\n\n                this._sound = this.context.createBufferSource();\n                this._sound.buffer = this._buffer;\n\n                if (this.externalNode)\n                {\n                    this._sound.connect(this.externalNode);\n                }\n                else\n                {\n                    this._sound.connect(this.gainNode);\n                }\n\n                if (this.loop)\n                {\n                    this._sound.loop = true;\n                }\n\n                if (!this.loop && this.currentMarker === '')\n                {\n                    this._sound.onended = this.onEndedHandler.bind(this);\n                }\n\n                var duration = this.duration - (this.pausedPosition / 1000);\n\n                if (this._sound.start === undefined)\n                {\n                    this._sound.noteGrainOn(0, p, duration);\n                    //this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it\n                }\n                else\n                {\n                    if (this.loop && this.game.device.chrome)\n                    {\n                        //  Handle chrome bug: https://code.google.com/p/chromium/issues/detail?id=457099\n                        if (this.game.device.chromeVersion === 42)\n                        {\n                            this._sound.start(0);\n                        }\n                        else\n                        {\n                            this._sound.start(0, p);\n                        }\n                    }\n                    else\n                    {\n                        this._sound.start(0, p, duration);\n                    }\n                }\n            }\n            else\n            {\n                this._sound.currentTime = this._tempPause;\n                this._sound.play();\n            }\n\n            this.isPlaying = true;\n            this.paused = false;\n            this.startTime += (this.game.time.time - this.pausedTime);\n            this.onResume.dispatch(this);\n        }\n\n    },\n\n    /**\n    * Stop playing this sound.\n    *\n    * @method Phaser.Sound#stop\n    */\n    stop: function () {\n\n        if (this.isPlaying && this._sound)\n        {\n            if (this.usingWebAudio)\n            {\n                if (this._sound.stop === undefined)\n                {\n                    this._sound.noteOff(0);\n                }\n                else\n                {\n                    try {\n                        this._sound.stop(0);\n                    }\n                    catch (e)\n                    {\n                        //  Thanks Android 4.4\n                    }\n                }\n\n                if (this.externalNode)\n                {\n                    this._sound.disconnect(this.externalNode);\n                }\n                else if (this.gainNode)\n                {\n                    this._sound.disconnect(this.gainNode);\n                }\n            }\n            else if (this.usingAudioTag)\n            {\n                this._sound.pause();\n                this._sound.currentTime = 0;\n            }\n        }\n\n        this.pendingPlayback = false;\n        this.isPlaying = false;\n\n        if (!this.paused)\n        {\n            var prevMarker = this.currentMarker;\n\n            if (this.currentMarker !== '')\n            {\n                this.onMarkerComplete.dispatch(this.currentMarker, this);\n            }\n\n            this.currentMarker = '';\n\n            if (this.fadeTween !== null)\n            {\n                this.fadeTween.stop();\n            }\n\n            this.onStop.dispatch(this, prevMarker);\n        }\n\n    },\n\n    /**\n    * Starts this sound playing (or restarts it if already doing so) and sets the volume to zero.\n    * Then increases the volume from 0 to 1 over the duration specified.\n    *\n    * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,\n    * and the final volume (1) as the second parameter.\n    *\n    * @method Phaser.Sound#fadeIn\n    * @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade in.\n    * @param {boolean} [loop=false] - Should the Sound be set to loop? Note that this doesn't cause the fade to repeat.\n    * @param {string} [marker=(current marker)] - The marker to start at; defaults to the current (last played) marker. To start playing from the beginning specify specify a marker of `''`.\n    */\n    fadeIn: function (duration, loop, marker) {\n\n        if (loop === undefined) { loop = false; }\n        if (marker === undefined) { marker = this.currentMarker; }\n\n        if (this.paused)\n        {\n            return;\n        }\n\n        this.play(marker, 0, 0, loop);\n\n        this.fadeTo(duration, 1);\n\n    },\n    \n    /**\n    * Decreases the volume of this Sound from its current value to 0 over the duration specified.\n    * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,\n    * and the final volume (0) as the second parameter.\n    *\n    * @method Phaser.Sound#fadeOut\n    * @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade out.\n    */\n    fadeOut: function (duration) {\n\n        this.fadeTo(duration, 0);\n\n    },\n\n    /**\n    * Fades the volume of this Sound from its current value to the given volume over the duration specified.\n    * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, \n    * and the final volume (volume) as the second parameter.\n    *\n    * @method Phaser.Sound#fadeTo\n    * @param {number} [duration=1000] - The time in milliseconds during which the Sound should fade out.\n    * @param {number} [volume] - The volume which the Sound should fade to. This is a value between 0 and 1.\n    */\n    fadeTo: function (duration, volume) {\n\n        if (!this.isPlaying || this.paused || volume === this.volume)\n        {\n            return;\n        }\n\n        if (duration === undefined) { duration = 1000; }\n\n        if (volume === undefined)\n        {\n            console.warn(\"Phaser.Sound.fadeTo: No Volume Specified.\");\n            return;\n        }\n\n        this.fadeTween = this.game.add.tween(this).to( { volume: volume }, duration, Phaser.Easing.Linear.None, true);\n\n        this.fadeTween.onComplete.add(this.fadeComplete, this);\n\n    },\n\n    /**\n    * Internal handler for Sound.fadeIn, Sound.fadeOut and Sound.fadeTo.\n    *\n    * @method Phaser.Sound#fadeComplete\n    * @private\n    */\n    fadeComplete: function () {\n\n        this.onFadeComplete.dispatch(this, this.volume);\n\n        if (this.volume === 0)\n        {\n            this.stop();\n        }\n\n    },\n\n    /**\n    * Called automatically by SoundManager.volume.\n    *\n    * Sets the volume of AudioTag Sounds as a percentage of the Global Volume.\n    *\n    * You should not normally call this directly.\n    *\n    * @method Phaser.Sound#updateGlobalVolume\n    * @protected\n    * @param {float} globalVolume - The global SoundManager volume.\n    */\n    updateGlobalVolume: function (globalVolume) {\n\n        //  this._volume is the % of the global volume this sound should be played at\n\n        if (this.usingAudioTag && this._sound)\n        {\n            this._sound.volume = globalVolume * this._volume;\n        }\n\n    },\n\n    /**\n    * Destroys this sound and all associated events and removes it from the SoundManager.\n    *\n    * @method Phaser.Sound#destroy\n    * @param {boolean} [remove=true] - If true this Sound is automatically removed from the SoundManager.\n    */\n    destroy: function (remove) {\n\n        if (remove === undefined) { remove = true; }\n\n        this.stop();\n\n        if (remove)\n        {\n            this.game.sound.remove(this);\n        }\n        else\n        {\n            this.markers = {};\n            this.context = null;\n            this._buffer = null;\n            this.externalNode = null;\n\n            this.onDecoded.dispose();\n            this.onPlay.dispose();\n            this.onPause.dispose();\n            this.onResume.dispose();\n            this.onLoop.dispose();\n            this.onStop.dispose();\n            this.onMute.dispose();\n            this.onMarkerComplete.dispose();\n        }\n\n    }\n\n};\n\nPhaser.Sound.prototype.constructor = Phaser.Sound;\n\n/**\n* @name Phaser.Sound#isDecoding\n* @property {boolean} isDecoding - Returns true if the sound file is still decoding.\n* @readonly\n*/\nObject.defineProperty(Phaser.Sound.prototype, \"isDecoding\", {\n\n    get: function () {\n        return this.game.cache.getSound(this.key).isDecoding;\n    }\n\n});\n\n/**\n* @name Phaser.Sound#isDecoded\n* @property {boolean} isDecoded - Returns true if the sound file has decoded.\n* @readonly\n*/\nObject.defineProperty(Phaser.Sound.prototype, \"isDecoded\", {\n\n    get: function () {\n        return this.game.cache.isSoundDecoded(this.key);\n    }\n\n});\n\n/**\n* @name Phaser.Sound#mute\n* @property {boolean} mute - Gets or sets the muted state of this sound.\n*/\nObject.defineProperty(Phaser.Sound.prototype, \"mute\", {\n\n    get: function () {\n\n        return (this._muted || this.game.sound.mute);\n\n    },\n\n    set: function (value) {\n\n        value = value || false;\n\n        if (value === this._muted)\n        {\n            return;\n        }\n\n        if (value)\n        {\n            this._muted = true;\n            this._muteVolume = this._tempVolume;\n\n            if (this.usingWebAudio)\n            {\n                this.gainNode.gain.value = 0;\n            }\n            else if (this.usingAudioTag && this._sound)\n            {\n                this._sound.volume = 0;\n            }\n        }\n        else\n        {\n            this._muted = false;\n\n            if (this.usingWebAudio)\n            {\n                this.gainNode.gain.value = this._muteVolume;\n            }\n            else if (this.usingAudioTag && this._sound)\n            {\n                this._sound.volume = this._muteVolume;\n            }\n        }\n\n        this.onMute.dispatch(this);\n\n    }\n\n});\n\n/**\n* @name Phaser.Sound#volume\n* @property {number} volume - Gets or sets the volume of this sound, a value between 0 and 1. The value given is clamped to the range 0 to 1.\n*/\nObject.defineProperty(Phaser.Sound.prototype, \"volume\", {\n\n    get: function () {\n        return this._volume;\n    },\n\n    set: function (value) {\n\n        //  Causes an Index size error in Firefox if you don't clamp the value\n        if (this.game.device.firefox && this.usingAudioTag)\n        {\n            value = this.game.math.clamp(value, 0, 1);\n        }\n\n        if (this._muted)\n        {\n            this._muteVolume = value;\n            return;\n        }\n\n        this._tempVolume = value;\n        this._volume = value;\n\n        if (this.usingWebAudio)\n        {\n            this.gainNode.gain.value = value;\n        }\n        else if (this.usingAudioTag && this._sound)\n        {\n            this._sound.volume = value;\n        }\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.\n* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.\n* The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.\n* There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/\n*\n* If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out\n* of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active\n* AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.\n*\n* Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.\n* When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.\n* The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will\n* be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.\n*\n* @class Phaser.SoundManager\n* @constructor\n* @param {Phaser.Game} game - Reference to the current game instance.\n*/\nPhaser.SoundManager = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)\n    */\n    this.onSoundDecode = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.\n    * @property {Phaser.Signal} onVolumeChange\n    */\n    this.onVolumeChange = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.\n    * @property {Phaser.Signal} onMute\n    */\n    this.onMute = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.\n    * @property {Phaser.Signal} onUnMute\n    */\n    this.onUnMute = new Phaser.Signal();\n\n    /**\n    * @property {AudioContext} context - The AudioContext being used for playback.\n    * @default\n    */\n    this.context = null;\n\n    /**\n    * @property {boolean} usingWebAudio - True the SoundManager and device are both using Web Audio.\n    * @readonly\n    */\n    this.usingWebAudio = false;\n\n    /**\n    * @property {boolean} usingAudioTag - True the SoundManager and device are both using the Audio tag instead of Web Audio.\n    * @readonly\n    */\n    this.usingAudioTag = false;\n\n    /**\n    * @property {boolean} noAudio - True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.\n    * @default\n    */\n    this.noAudio = false;\n\n    /**\n    * @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.\n    * @default\n    */\n    this.connectToMaster = true;\n\n    /**\n    * @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.\n    * @default\n    */\n    this.touchLocked = false;\n\n    /**\n    * @property {number} channels - The number of audio channels to use in playback.\n    * @default\n    */\n    this.channels = 32;\n\n    /**\n    * Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),\n    * or set to false to keep audio playing, regardless of the game pause state. You may need to\n    * do this should you wish to control audio muting via external DOM buttons or similar.\n    * @property {boolean} muteOnPause \n    * @default\n    */\n    this.muteOnPause = true;\n\n    /**\n    * @property {boolean} _codeMuted - Internal mute tracking var.\n    * @private\n    * @default\n    */\n    this._codeMuted = false;\n\n    /**\n    * @property {boolean} _muted - Internal mute tracking var.\n    * @private\n    * @default\n    */\n    this._muted = false;\n\n    /**\n    * @property {AudioContext} _unlockSource - Internal unlock tracking var.\n    * @private\n    * @default\n    */\n    this._unlockSource = null;\n\n    /**\n    * @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).\n    * @private\n    * @default\n    */\n    this._volume = 1;\n\n    /**\n    * @property {array} _sounds - An array containing all the sounds\n    * @private\n    */\n    this._sounds = [];\n\n    /**\n    * @property {Phaser.ArraySet} _watchList - An array set containing all the sounds being monitored for decoding status.\n    * @private\n    */\n    this._watchList = new Phaser.ArraySet();\n\n    /**\n    * @property {boolean} _watching - Is the SoundManager monitoring the watchList?\n    * @private\n    */\n    this._watching = false;\n\n    /**\n    * @property {function} _watchCallback - The callback to invoke once the watchlist is clear.\n    * @private\n    */\n    this._watchCallback = null;\n\n    /**\n    * @property {object} _watchContext - The context in which to call the watchlist callback.\n    * @private\n    */\n    this._watchContext = null;\n\n};\n\nPhaser.SoundManager.prototype = {\n\n    /**\n    * Initialises the sound manager.\n    * @method Phaser.SoundManager#boot\n    * @protected\n    */\n    boot: function () {\n\n        if (this.game.device.iOS && this.game.device.webAudio === false)\n        {\n            this.channels = 1;\n        }\n\n        //  PhaserGlobal overrides\n        if (window['PhaserGlobal'])\n        {\n            //  Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)\n            if (window['PhaserGlobal'].disableAudio === true)\n            {\n                this.noAudio = true;\n                this.touchLocked = false;\n                return;\n            }\n\n            //  Check if the Web Audio API is disabled (for testing Audio Tag playback during development)\n            if (window['PhaserGlobal'].disableWebAudio === true)\n            {\n                this.usingAudioTag = true;\n                this.touchLocked = false;\n                return;\n            }\n        }\n\n        if (window['PhaserGlobal'] && window['PhaserGlobal'].audioContext)\n        {\n            this.context = window['PhaserGlobal'].audioContext;\n        }\n        else\n        {\n            if (!!window['AudioContext'])\n            {\n                try {\n                    this.context = new window['AudioContext']();\n                } catch (error) {\n                    this.context = null;\n                    this.usingWebAudio = false;\n                    this.touchLocked = false;\n                }\n            }\n            else if (!!window['webkitAudioContext'])\n            {\n                try {\n                    this.context = new window['webkitAudioContext']();\n                } catch (error) {\n                    this.context = null;\n                    this.usingWebAudio = false;\n                    this.touchLocked = false;\n                }\n            }\n        }\n\n        if (this.context === null)\n        {\n            //  No Web Audio support - how about legacy Audio?\n            if (window['Audio'] === undefined)\n            {\n                this.noAudio = true;\n                return;\n            }\n            else\n            {\n                this.usingAudioTag = true;\n            }\n        }\n        else\n        {\n            this.usingWebAudio = true;\n\n            if (this.context.createGain === undefined)\n            {\n                this.masterGain = this.context.createGainNode();\n            }\n            else\n            {\n                this.masterGain = this.context.createGain();\n            }\n\n            this.masterGain.gain.value = 1;\n            this.masterGain.connect(this.context.destination);\n        }\n\n        if (!this.noAudio)\n        {\n            //  On mobile we need a native touch event before we can play anything, so capture it here\n            if (!this.game.device.cocoonJS && this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))\n            {\n                this.setTouchLock();\n            }\n        }\n\n    },\n\n    /**\n    * Sets the Input Manager touch callback to be SoundManager.unlock.\n    * Required for iOS audio device unlocking. Mostly just used internally.\n    *\n    * @method Phaser.SoundManager#setTouchLock\n    */\n    setTouchLock: function () {\n\n        if (this.noAudio || (window['PhaserGlobal'] && window['PhaserGlobal'].disableAudio === true))\n        {\n            return;\n        }\n\n        if (this.game.device.iOSVersion > 8)\n        {\n            this.game.input.touch.addTouchLockCallback(this.unlock, this, true);\n        }\n        else\n        {\n            this.game.input.touch.addTouchLockCallback(this.unlock, this);\n        }\n\n        this.touchLocked = true;\n\n    },\n\n    /**\n    * Enables the audio, usually after the first touch.\n    *\n    * @method Phaser.SoundManager#unlock\n    * @return {boolean} True if the callback should be removed, otherwise false.\n    */\n    unlock: function () {\n\n        if (this.noAudio || !this.touchLocked || this._unlockSource !== null)\n        {\n            return true;\n        }\n\n        //  Global override (mostly for Audio Tag testing)\n        if (this.usingAudioTag)\n        {\n            this.touchLocked = false;\n            this._unlockSource = null;\n        }\n        else if (this.usingWebAudio)\n        {\n            // Create empty buffer and play it\n            // The SoundManager.update loop captures the state of it and then resets touchLocked to false\n\n            var buffer = this.context.createBuffer(1, 1, 22050);\n            this._unlockSource = this.context.createBufferSource();\n            this._unlockSource.buffer = buffer;\n            this._unlockSource.connect(this.context.destination);\n\n            if (this._unlockSource.start === undefined)\n            {\n                this._unlockSource.noteOn(0);\n            }\n            else\n            {\n                this._unlockSource.start(0);\n            }\n        }\n\n        //  We can remove the event because we've done what we needed (started the unlock sound playing)\n        return true;\n\n    },\n\n    /**\n    * Stops all the sounds in the game.\n    *\n    * @method Phaser.SoundManager#stopAll\n    */\n    stopAll: function () {\n\n        if (this.noAudio)\n        {\n            return;\n        }\n\n        for (var i = 0; i < this._sounds.length; i++)\n        {\n            if (this._sounds[i])\n            {\n                this._sounds[i].stop();\n            }\n        }\n\n    },\n\n    /**\n    * Pauses all the sounds in the game.\n    *\n    * @method Phaser.SoundManager#pauseAll\n    */\n    pauseAll: function () {\n\n        if (this.noAudio)\n        {\n            return;\n        }\n\n        for (var i = 0; i < this._sounds.length; i++)\n        {\n            if (this._sounds[i])\n            {\n                this._sounds[i].pause();\n            }\n        }\n\n    },\n\n    /**\n    * Resumes every sound in the game.\n    *\n    * @method Phaser.SoundManager#resumeAll\n    */\n    resumeAll: function () {\n\n        if (this.noAudio)\n        {\n            return;\n        }\n\n        for (var i = 0; i < this._sounds.length; i++)\n        {\n            if (this._sounds[i])\n            {\n                this._sounds[i].resume();\n            }\n        }\n\n    },\n\n    /**\n    * Decode a sound by its asset key.\n    *\n    * @method Phaser.SoundManager#decode\n    * @param {string} key - Assets key of the sound to be decoded.\n    * @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.\n    */\n    decode: function (key, sound) {\n\n        sound = sound || null;\n\n        var soundData = this.game.cache.getSoundData(key);\n\n        if (soundData)\n        {\n            if (this.game.cache.isSoundDecoded(key) === false)\n            {\n                this.game.cache.updateSound(key, 'isDecoding', true);\n\n                var _this = this;\n\n                try {\n                    this.context.decodeAudioData(soundData, function (buffer) {\n\n                        if (buffer)\n                        {\n                            _this.game.cache.decodedSound(key, buffer);\n                            _this.onSoundDecode.dispatch(key, sound);\n                        }\n                    });\n                }\n                catch (e) {}\n            }\n        }\n\n    },\n\n    /**\n     * This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.\n     * Once all of the Sound files have finished decoding the callback will be invoked.\n     * The amount of time spent decoding depends on the codec used and file size.\n     * If all of the files given have already decoded the callback is triggered immediately.\n     *\n     * @method Phaser.SoundManager#setDecodedCallback\n     * @param {string|array} files - An array containing either Phaser.Sound objects or their key strings as found in the Phaser.Cache.\n     * @param {Function} callback - The callback which will be invoked once all files have finished decoding.\n     * @param {Object} callbackContext - The context in which the callback will run.\n     */\n    setDecodedCallback: function (files, callback, callbackContext) {\n\n        if (typeof files === 'string')\n        {\n            files = [ files ];\n        }\n\n        this._watchList.reset();\n\n        for (var i = 0; i < files.length; i++)\n        {\n            if (files[i] instanceof Phaser.Sound)\n            {\n                if (!this.game.cache.isSoundDecoded(files[i].key))\n                {\n                    this._watchList.add(files[i].key);\n                }\n            }\n            else if (!this.game.cache.isSoundDecoded(files[i]))\n            {\n                this._watchList.add(files[i]);\n            }\n        }\n\n        //  All decoded already?\n        if (this._watchList.total === 0)\n        {\n            this._watching = false;\n            callback.call(callbackContext);\n        }\n        else\n        {\n            this._watching = true;\n            this._watchCallback = callback;\n            this._watchContext = callbackContext;\n        }\n\n    },\n\n    /**\n    * Updates every sound in the game, checks for audio unlock on mobile and monitors the decoding watch list.\n    *\n    * @method Phaser.SoundManager#update\n    * @protected\n    */\n    update: function () {\n\n        if (this.noAudio)\n        {\n            return;\n        }\n\n        if (this.touchLocked && this._unlockSource !== null && (this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))\n        {\n            this.touchLocked = false;\n            this._unlockSource = null;\n        }\n\n        for (var i = 0; i < this._sounds.length; i++)\n        {\n            this._sounds[i].update();\n        }\n\n        if (this._watching)\n        {\n            var key = this._watchList.first;\n\n            while (key)\n            {\n                if (this.game.cache.isSoundDecoded(key))\n                {\n                    this._watchList.remove(key);\n                }\n\n                key = this._watchList.next;\n            }\n\n            if (this._watchList.total === 0)\n            {\n                this._watching = false;\n                this._watchCallback.call(this._watchContext);\n            }\n        }\n\n    },\n\n    /**\n    * Adds a new Sound into the SoundManager.\n    *\n    * @method Phaser.SoundManager#add\n    * @param {string} key - Asset key for the sound.\n    * @param {number} [volume=1] - Default value for the volume.\n    * @param {boolean} [loop=false] - Whether or not the sound will loop.\n    * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.\n    * @return {Phaser.Sound} The new sound instance.\n    */\n    add: function (key, volume, loop, connect) {\n\n        if (volume === undefined) { volume = 1; }\n        if (loop === undefined) { loop = false; }\n        if (connect === undefined) { connect = this.connectToMaster; }\n\n        var sound = new Phaser.Sound(this.game, key, volume, loop, connect);\n\n        this._sounds.push(sound);\n\n        return sound;\n\n    },\n\n    /**\n     * Adds a new AudioSprite into the SoundManager.\n     *\n     * @method Phaser.SoundManager#addSprite\n     * @param {string} key - Asset key for the sound.\n     * @return {Phaser.AudioSprite} The new AudioSprite instance.\n     */\n    addSprite: function(key) {\n\n        var audioSprite = new Phaser.AudioSprite(this.game, key);\n\n        return audioSprite;\n\n    },\n\n    /**\n    * Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.\n    *\n    * @method Phaser.SoundManager#remove\n    * @param {Phaser.Sound} sound - The sound object to remove.\n    * @return {boolean} True if the sound was removed successfully, otherwise false.\n    */\n    remove: function (sound) {\n\n        var i = this._sounds.length;\n\n        while (i--)\n        {\n            if (this._sounds[i] === sound)\n            {\n                this._sounds[i].destroy(false);\n                this._sounds.splice(i, 1);\n                return true;\n            }\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Removes all Sounds from the SoundManager that have an asset key matching the given value.\n    * The removed Sounds are destroyed before removal.\n    *\n    * @method Phaser.SoundManager#removeByKey\n    * @param {string} key - The key to match when removing sound objects.\n    * @return {number} The number of matching sound objects that were removed.\n    */\n    removeByKey: function (key) {\n\n        var i = this._sounds.length;\n        var removed = 0;\n\n        while (i--)\n        {\n            if (this._sounds[i].key === key)\n            {\n                this._sounds[i].destroy(false);\n                this._sounds.splice(i, 1);\n                removed++;\n            }\n        }\n\n        return removed;\n\n    },\n\n    /**\n    * Adds a new Sound into the SoundManager and starts it playing.\n    *\n    * @method Phaser.SoundManager#play\n    * @param {string} key - Asset key for the sound.\n    * @param {number} [volume=1] - Default value for the volume.\n    * @param {boolean} [loop=false] - Whether or not the sound will loop.\n    * @return {Phaser.Sound} The new sound instance.\n    */\n    play: function (key, volume, loop) {\n\n        if (this.noAudio)\n        {\n            return;\n        }\n\n        var sound = this.add(key, volume, loop);\n\n        sound.play();\n\n        return sound;\n\n    },\n\n    /**\n    * Internal mute handler called automatically by the SoundManager.mute setter.\n    *\n    * @method Phaser.SoundManager#setMute\n    * @private\n    */\n    setMute: function () {\n\n        if (this._muted)\n        {\n            return;\n        }\n\n        this._muted = true;\n\n        if (this.usingWebAudio)\n        {\n            this._muteVolume = this.masterGain.gain.value;\n            this.masterGain.gain.value = 0;\n        }\n\n        //  Loop through sounds\n        for (var i = 0; i < this._sounds.length; i++)\n        {\n            if (this._sounds[i].usingAudioTag)\n            {\n                this._sounds[i].mute = true;\n            }\n        }\n\n        this.onMute.dispatch();\n\n    },\n\n    /**\n    * Internal mute handler called automatically by the SoundManager.mute setter.\n    *\n    * @method Phaser.SoundManager#unsetMute\n    * @private\n    */\n    unsetMute: function () {\n\n        if (!this._muted || this._codeMuted)\n        {\n            return;\n        }\n\n        this._muted = false;\n\n        if (this.usingWebAudio)\n        {\n            this.masterGain.gain.value = this._muteVolume;\n        }\n\n        //  Loop through sounds\n        for (var i = 0; i < this._sounds.length; i++)\n        {\n            if (this._sounds[i].usingAudioTag)\n            {\n                this._sounds[i].mute = false;\n            }\n        }\n\n        this.onUnMute.dispatch();\n\n    },\n\n    /**\n    * Stops all the sounds in the game, then destroys them and finally clears up any callbacks.\n    *\n    * @method Phaser.SoundManager#destroy\n    */\n    destroy: function () {\n\n        this.stopAll();\n\n        for (var i = 0; i < this._sounds.length; i++)\n        {\n            if (this._sounds[i])\n            {\n                this._sounds[i].destroy();\n            }\n        }\n\n        this._sounds = [];\n\n        this.onSoundDecode.dispose();\n\n        if (this.context)\n        {\n            if (window['PhaserGlobal'])\n            {\n                //  Store this in the PhaserGlobal window var, if set, to allow for re-use if the game is created again without the page refreshing\n                window['PhaserGlobal'].audioContext = this.context;\n            }\n            else\n            {\n                if (this.context.close)\n                {\n                    this.context.close();\n                }\n            }\n        }\n\n    }\n\n};\n\nPhaser.SoundManager.prototype.constructor = Phaser.SoundManager;\n\n/**\n* @name Phaser.SoundManager#mute\n* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.\n*/\nObject.defineProperty(Phaser.SoundManager.prototype, \"mute\", {\n\n    get: function () {\n\n        return this._muted;\n\n    },\n\n    set: function (value) {\n\n        value = value || false;\n\n        if (value)\n        {\n            if (this._muted)\n            {\n                return;\n            }\n\n            this._codeMuted = true;\n            this.setMute();\n        }\n        else\n        {\n            if (!this._muted)\n            {\n                return;\n            }\n\n            this._codeMuted = false;\n            this.unsetMute();\n        }\n    }\n\n});\n\n/**\n* @name Phaser.SoundManager#volume\n* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the range 0 to 1.\n*/\nObject.defineProperty(Phaser.SoundManager.prototype, \"volume\", {\n\n    get: function () {\n\n        return this._volume;\n\n    },\n\n    set: function (value) {\n\n        if (value < 0)\n        {\n            value = 0;\n        }\n        else if (value > 1)\n        {\n            value = 1;\n        }\n\n        if (this._volume !== value)\n        {\n            this._volume = value;\n\n            if (this.usingWebAudio)\n            {\n                this.masterGain.gain.value = value;\n            }\n            else\n            {\n                //  Loop through the sound cache and change the volume of all html audio tags\n                for (var i = 0; i < this._sounds.length; i++)\n                {\n                    if (this._sounds[i].usingAudioTag)\n                    {\n                        this._sounds[i].updateGlobalVolume(value);\n                    }\n                }\n            }\n\n            this.onVolumeChange.dispatch(value);\n        }\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* @classdesc\n* The ScaleManager object handles the the scaling, resizing, and alignment of the\n* Game size and the game Display canvas.\n*\n* The Game size is the logical size of the game; the Display canvas has size as an HTML element.\n*\n* The calculations of these are heavily influenced by the bounding Parent size which is the computed\n* dimensions of the Display canvas's Parent container/element - the _effective CSS rules of the\n* canvas's Parent element play an important role_ in the operation of the ScaleManager. \n*\n* The Display canvas - or Game size, depending {@link #scaleMode} - is updated to best utilize the Parent size.\n* When in Fullscreen mode or with {@link #parentIsWindow} the Parent size is that of the visual viewport (see {@link Phaser.ScaleManager#getParentBounds getParentBounds}).\n*\n* Parent and Display canvas containment guidelines:\n*\n* - Style the Parent element (of the game canvas) to control the Parent size and\n*   thus the Display canvas's size and layout.\n*\n* - The Parent element's CSS styles should _effectively_ apply maximum (and minimum) bounding behavior.\n*\n* - The Parent element should _not_ apply a padding as this is not accounted for.\n*   If a padding is required apply it to the Parent's parent or apply a margin to the Parent.\n*   If you need to add a border, margin or any other CSS around your game container, then use a parent element and\n*   apply the CSS to this instead, otherwise you'll be constantly resizing the shape of the game container.\n*\n* - The Display canvas layout CSS styles (i.e. margins, size) should not be altered/specified as\n*   they may be updated by the ScaleManager.\n*\n* @description\n* Create a new ScaleManager object - this is done automatically by {@link Phaser.Game}\n*\n* The `width` and `height` constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g. `800` (for 800 pixels) or `\"80%\"` for 80%.\n*\n* @class\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number|string} width - The width of the game. See above.\n* @param {number|string} height - The height of the game. See above.\n*/\nPhaser.ScaleManager = function (game, width, height) {\n\n    /**\n    * A reference to the currently running game.\n    * @property {Phaser.Game} game\n    * @protected\n    * @readonly\n    */\n    this.game = game;\n\n    /**\n    * Provides access to some cross-device DOM functions.\n    * @property {Phaser.DOM} dom\n    * @protected\n    * @readonly\n    */\n    this.dom = Phaser.DOM;\n\n    /**\n    * _EXPERIMENTAL:_ A responsive grid on which you can align game objects.\n    * @property {Phaser.FlexGrid} grid\n    * @public\n    */\n    this.grid = null;\n\n    /**\n    * Target width (in pixels) of the Display canvas.\n    * @property {number} width\n    * @readonly\n    */\n    this.width = 0;\n\n    /**\n    * Target height (in pixels) of the Display canvas.\n    * @property {number} height\n    * @readonly\n    */\n    this.height = 0;\n\n    /**\n    * Minimum width the canvas should be scaled to (in pixels).\n    * Change with {@link #setMinMax}.\n    * @property {?number} minWidth\n    * @readonly\n    * @protected\n    */\n    this.minWidth = null;\n\n    /**\n    * Maximum width the canvas should be scaled to (in pixels).\n    * If null it will scale to whatever width the browser can handle.\n    * Change with {@link #setMinMax}.\n    * @property {?number} maxWidth\n    * @readonly\n    * @protected\n    */\n    this.maxWidth = null;\n\n    /**\n    * Minimum height the canvas should be scaled to (in pixels).\n    * Change with {@link #setMinMax}.\n    * @property {?number} minHeight\n    * @readonly\n    * @protected\n    */\n    this.minHeight = null;\n\n    /**\n    * Maximum height the canvas should be scaled to (in pixels).\n    * If null it will scale to whatever height the browser can handle.\n    * Change with {@link #setMinMax}.\n    * @property {?number} maxHeight\n    * @readonly\n    * @protected\n    */\n    this.maxHeight = null;\n\n    /**\n    * The offset coordinates of the Display canvas from the top-left of the browser window.\n    * The is used internally by Phaser.Pointer (for Input) and possibly other types.\n    * @property {Phaser.Point} offset\n    * @readonly\n    * @protected\n    */\n    this.offset = new Phaser.Point();\n\n    /**\n    * If true, the game should only run in a landscape orientation.\n    * Change with {@link #forceOrientation}.\n    * @property {boolean} forceLandscape\n    * @readonly\n    * @default\n    * @protected\n    */\n    this.forceLandscape = false;\n\n    /**\n    * If true, the game should only run in a portrait \n    * Change with {@link #forceOrientation}.\n    * @property {boolean} forcePortrait\n    * @readonly\n    * @default\n    * @protected\n    */\n    this.forcePortrait = false;\n\n    /**\n    * True if {@link #forceLandscape} or {@link #forcePortrait} are set and do not agree with the browser orientation.\n    *\n    * This value is not updated immediately.\n    *\n    * @property {boolean} incorrectOrientation    \n    * @readonly\n    * @protected\n    */\n    this.incorrectOrientation = false;\n\n    /**\n    * See {@link #pageAlignHorizontally}.\n    * @property {boolean} _pageAlignHorizontally\n    * @private\n    */\n    this._pageAlignHorizontally = false;\n\n    /**\n    * See {@link #pageAlignVertically}.\n    * @property {boolean} _pageAlignVertically\n    * @private\n    */\n    this._pageAlignVertically = false;\n\n    /**\n    * This signal is dispatched when the orientation changes _or_ the validity of the current orientation changes.\n    * \n    * The signal is supplied with the following arguments:\n    * - `scale` - the ScaleManager object\n    * - `prevOrientation`, a string - The previous orientation as per {@link Phaser.ScaleManager#screenOrientation screenOrientation}.\n    * - `wasIncorrect`, a boolean - True if the previous orientation was last determined to be incorrect.\n    *\n    * Access the current orientation and validity with `scale.screenOrientation` and `scale.incorrectOrientation`.\n    * Thus the following tests can be done:\n    *\n    *     // The orientation itself changed:\n    *     scale.screenOrientation !== prevOrientation\n    *     // The orientation just became incorrect:\n    *     scale.incorrectOrientation && !wasIncorrect\n    *\n    * It is possible that this signal is triggered after {@link #forceOrientation} so the orientation\n    * correctness changes even if the orientation itself does not change.\n    *\n    * This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.\n    *\n    * @property {Phaser.Signal} onOrientationChange\n    * @public\n    */\n    this.onOrientationChange = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when the browser enters an incorrect orientation, as defined by {@link #forceOrientation}.\n    *\n    * This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.\n    *\n    * @property {Phaser.Signal} enterIncorrectOrientation\n    * @public\n    */\n    this.enterIncorrectOrientation = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when the browser leaves an incorrect orientation, as defined by {@link #forceOrientation}.\n    *\n    * This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.\n    *\n    * @property {Phaser.Signal} leaveIncorrectOrientation\n    * @public\n    */\n    this.leaveIncorrectOrientation = new Phaser.Signal();\n\n    /**\n    * This boolean provides you with a way to determine if the browser is in Full Screen\n    * mode (via the Full Screen API), and Phaser was the one responsible for activating it.\n    *\n    * It's possible that ScaleManager.isFullScreen returns `true` even if Phaser wasn't the\n    * one that made the browser go full-screen, so this flag lets you determine that.\n    * \n    * @property {boolean} hasPhaserSetFullScreen\n    * @default\n    */\n    this.hasPhaserSetFullScreen = false;\n\n    /**\n    * If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.\n    * The target element must have the correct CSS styling and contain the Display canvas.\n    *\n    * The elements style will be modified (ie. the width and height might be set to 100%)\n    * but it will not be added to, removed from, or repositioned within the DOM.\n    * An attempt is made to restore relevant style changes when fullscreen mode is left.\n    *\n    * For pre-2.2.0 behavior set `game.scale.fullScreenTarget = game.canvas`.\n    *\n    * @property {?DOMElement} fullScreenTarget\n    * @default\n    */\n    this.fullScreenTarget = null;\n\n    /**\n    * The fullscreen target, as created by {@link #createFullScreenTarget}.\n    * This is not set if {@link #fullScreenTarget} is used and is cleared when fullscreen mode ends.\n    * @property {?DOMElement} _createdFullScreenTarget\n    * @private\n    */\n    this._createdFullScreenTarget = null;\n\n    /**\n    * This signal is dispatched when fullscreen mode is ready to be initialized but\n    * before the fullscreen request.\n    *\n    * The signal is passed two arguments: `scale` (the ScaleManager), and an object in the form `{targetElement: DOMElement}`.\n    *\n    * The `targetElement` is the {@link #fullScreenTarget} element,\n    * if such is assigned, or a new element created by {@link #createFullScreenTarget}.\n    *\n    * Custom CSS styling or resets can be applied to `targetElement` as required.\n    *\n    * If `targetElement` is _not_ the same element as {@link #fullScreenTarget}:\n    * - After initialization the Display canvas is moved onto the `targetElement` for\n    *   the duration of the fullscreen mode, and restored to it's original DOM location when fullscreen is exited.\n    * - The `targetElement` is moved/re-parented within the DOM and may have its CSS styles updated.\n    *\n    * The behavior of a pre-assigned target element is covered in {@link Phaser.ScaleManager#fullScreenTarget fullScreenTarget}.\n    *\n    * @property {Phaser.Signal} onFullScreenInit\n    * @public\n    */\n    this.onFullScreenInit = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when the browser enters or leaves fullscreen mode, if supported.\n    *\n    * The signal is supplied with a single argument: `scale` (the ScaleManager). Use `scale.isFullScreen` to determine\n    * if currently running in Fullscreen mode.\n    *\n    * @property {Phaser.Signal} onFullScreenChange\n    * @public    \n    */\n    this.onFullScreenChange = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when the browser fails to enter fullscreen mode;\n    * or if the device does not support fullscreen mode and `startFullScreen` is invoked.\n    *\n    * The signal is supplied with a single argument: `scale` (the ScaleManager).\n    *\n    * @property {Phaser.Signal} onFullScreenError\n    * @public\n    */\n    this.onFullScreenError = new Phaser.Signal();\n\n    /**\n    * The _last known_ orientation of the screen, as defined in the Window Screen Web API.\n    * See {@link Phaser.DOM.getScreenOrientation} for possible values.\n    *\n    * @property {string} screenOrientation\n    * @readonly\n    * @public\n    */\n    this.screenOrientation = this.dom.getScreenOrientation();\n\n    /**\n    * The _current_ scale factor based on the game dimensions vs. the scaled dimensions.\n    * @property {Phaser.Point} scaleFactor\n    * @readonly\n    */\n    this.scaleFactor = new Phaser.Point(1, 1);\n\n    /**\n    * The _current_ inversed scale factor. The displayed dimensions divided by the game dimensions.\n    * @property {Phaser.Point} scaleFactorInversed\n    * @readonly\n    * @protected\n    */\n    this.scaleFactorInversed = new Phaser.Point(1, 1);\n\n    /**\n    * The Display canvas is aligned by adjusting the margins; the last margins are stored here.\n    *\n    * @property {Bounds-like} margin\n    * @readonly\n    * @protected\n    */\n    this.margin = {left: 0, top: 0, right: 0, bottom: 0, x: 0, y: 0};\n\n    /**\n    * The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height.\n    * @property {Phaser.Rectangle} bounds\n    * @readonly\n    */\n    this.bounds = new Phaser.Rectangle();\n\n    /**\n    * The aspect ratio of the scaled Display canvas.\n    * @property {number} aspectRatio\n    * @readonly\n    */\n    this.aspectRatio = 0;\n\n    /**\n    * The aspect ratio of the original game dimensions.\n    * @property {number} sourceAspectRatio\n    * @readonly\n    */\n    this.sourceAspectRatio = 0;\n\n    /**\n    * The native browser events from Fullscreen API changes.\n    * @property {any} event\n    * @readonly\n    * @private\n    */\n    this.event = null;\n\n    /**\n    * The edges on which to constrain the game Display/canvas in _addition_ to the restrictions of the parent container.\n    *\n    * The properties are strings and can be '', 'visual', 'layout', or 'layout-soft'.\n    * - If 'visual', the edge will be constrained to the Window / displayed screen area\n    * - If 'layout', the edge will be constrained to the CSS Layout bounds\n    * - An invalid value is treated as 'visual'\n    *\n    * @member\n    * @property {string} bottom\n    * @property {string} right\n    * @default\n    */\n    this.windowConstraints = {\n        right: 'layout',\n        bottom: ''\n    };\n\n    /**\n    * Various compatibility settings.\n    * A value of \"(auto)\" indicates the setting is configured based on device and runtime information.\n    *\n    * A {@link #refresh} may need to be performed after making changes.\n    *\n    * @protected\n    * \n    * @property {boolean} [supportsFullScreen=(auto)] - True only if fullscreen support will be used. (Changing to fullscreen still might not work.)\n    *\n    * @property {boolean} [orientationFallback=(auto)] - See {@link Phaser.DOM.getScreenOrientation}.\n    *\n    * @property {boolean} [noMargins=false] - If true then the Display canvas's margins will not be updated anymore: existing margins must be manually cleared. Disabling margins prevents automatic canvas alignment/centering, possibly in fullscreen.\n    *\n    * @property {?Phaser.Point} [scrollTo=(auto)] - If specified the window will be scrolled to this position on every refresh.\n    *\n    * @property {boolean} [forceMinimumDocumentHeight=false] - If enabled the document elements minimum height is explicitly set on updates.\n    *    The height set varies by device and may either be the height of the window or the viewport.\n    *\n    * @property {boolean} [canExpandParent=true] - If enabled then SHOW_ALL and USER_SCALE modes can try and expand the parent element. It may be necessary for the parent element to impose CSS width/height restrictions.\n    *\n    * @property {string} [clickTrampoline=(auto)] - On certain browsers (eg. IE) FullScreen events need to be triggered via 'click' events.\n    *     A value of 'when-not-mouse' uses a click trampoline when a pointer that is not the primary mouse is used.\n    *     Any other string value (including the empty string) prevents using click trampolines.\n    *     For more details on click trampolines see {@link Phaser.Pointer#addClickTrampoline}.\n    */\n    this.compatibility = {\n        supportsFullScreen: false,\n        orientationFallback: null,\n        noMargins: false,\n        scrollTo: null,\n        forceMinimumDocumentHeight: false,\n        canExpandParent: true,\n        clickTrampoline: ''\n    };\n\n    /**\n    * Scale mode to be used when not in fullscreen.\n    * @property {number} _scaleMode\n    * @private\n    */\n    this._scaleMode = Phaser.ScaleManager.NO_SCALE;\n\n    /*\n    * Scale mode to be used in fullscreen.\n    * @property {number} _fullScreenScaleMode\n    * @private\n    */\n    this._fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE;\n\n    /**\n    * If the parent container of the Game canvas is the browser window itself (i.e. document.body),\n    * rather than another div, this should set to `true`.\n    *\n    * The {@link #parentNode} property is generally ignored while this is in effect.\n    *\n    * @property {boolean} parentIsWindow\n    */\n    this.parentIsWindow = false;\n\n    /**\n    * The _original_ DOM element for the parent of the Display canvas.\n    * This may be different in fullscreen - see {@link #createFullScreenTarget}.\n    *\n    * This should only be changed after moving the Game canvas to a different DOM parent.\n    *\n    * @property {?DOMElement} parentNode\n    */\n    this.parentNode = null;\n\n    /**\n    * The scale of the game in relation to its parent container.\n    * @property {Phaser.Point} parentScaleFactor\n    * @readonly\n    */\n    this.parentScaleFactor = new Phaser.Point(1, 1);\n\n    /**\n    * The maximum time (in ms) between dimension update checks for the Canvas's parent element (or window).\n    * Update checks normally happen quicker in response to other events.\n    *\n    * @property {integer} trackParentInterval\n    * @default\n    * @protected\n    * @see {@link Phaser.ScaleManager#refresh refresh}\n    */\n    this.trackParentInterval = 2000;\n\n    /**\n    * This signal is dispatched when the size of the Display canvas changes _or_ the size of the Game changes. \n    * When invoked this is done _after_ the Canvas size/position have been updated.\n    *\n    * This signal is _only_ called when a change occurs and a reflow may be required.\n    * For example, if the canvas does not change sizes because of CSS settings (such as min-width)\n    * then this signal will _not_ be triggered.\n    *\n    * Use this to handle responsive game layout options.\n    *\n    * This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.\n    *\n    * @property {Phaser.Signal} onSizeChange\n    * @todo Formalize the arguments, if any, supplied to this signal.\n    */\n    this.onSizeChange = new Phaser.Signal();\n\n    /**\n    * The callback that will be called each the parent container resizes.\n    * @property {function} onResize\n    * @private\n    */\n    this.onResize = null;\n\n    /**\n    * The context in which the {@link #onResize} callback will be called.\n    * @property {object} onResizeContext\n    * @private\n    */\n    this.onResizeContext = null;\n\n    /**\n    * @property {integer} _pendingScaleMode - Used to retain the scale mode if set from config before Boot.\n    * @private\n    */\n    this._pendingScaleMode = null;\n\n    /**\n    * Information saved when fullscreen mode is started.\n    * @property {?object} _fullScreenRestore\n    * @private\n    */\n    this._fullScreenRestore = null;\n\n    /**\n    * The _actual_ game dimensions, as initially set or set by {@link #setGameSize}.\n    * @property {Phaser.Rectangle} _gameSize\n    * @private\n    */\n    this._gameSize = new Phaser.Rectangle();\n\n    /**\n    * The user-supplied scale factor, used with the USER_SCALE scaling mode.\n    * @property {Phaser.Point} _userScaleFactor\n    * @private\n    */\n    this._userScaleFactor = new Phaser.Point(1, 1);\n\n    /**\n    * The user-supplied scale trim, used with the USER_SCALE scaling mode.\n    * @property {Phaser.Point} _userScaleTrim\n    * @private\n    */\n    this._userScaleTrim = new Phaser.Point(0, 0);\n\n    /**\n    * The last time the bounds were checked in `preUpdate`.\n    * @property {number} _lastUpdate\n    * @private\n    */\n    this._lastUpdate = 0;\n\n    /**\n    * Size checks updates are delayed according to the throttle.\n    * The throttle increases to `trackParentInterval` over time and is used to more\n    * rapidly detect changes in certain browsers (eg. IE) while providing back-off safety.\n    * @property {integer} _updateThrottle\n    * @private\n    */\n    this._updateThrottle = 0;\n\n    /**\n    * The minimum throttle allowed until it has slowed down sufficiently.\n    * @property {integer} _updateThrottleReset   \n    * @private\n    */\n    this._updateThrottleReset = 100;\n\n    /**\n    * The cached result of the parent (possibly window) bounds; used to invalidate sizing.\n    * @property {Phaser.Rectangle} _parentBounds\n    * @private\n    */\n    this._parentBounds = new Phaser.Rectangle();\n\n    /**\n    * Temporary bounds used for internal work to cut down on new objects created.\n    * @property {Phaser.Rectangle} _parentBounds\n    * @private\n    */\n    this._tempBounds = new Phaser.Rectangle();\n\n    /**\n    * The Canvas size at which the last onSizeChange signal was triggered.\n    * @property {Phaser.Rectangle} _lastReportedCanvasSize\n    * @private\n    */\n    this._lastReportedCanvasSize = new Phaser.Rectangle();\n\n    /**\n    * The Game size at which the last onSizeChange signal was triggered.\n    * @property {Phaser.Rectangle} _lastReportedGameSize\n    * @private\n    */\n    this._lastReportedGameSize = new Phaser.Rectangle();\n\n    /**\n    * @property {boolean} _booted - ScaleManager booted state.\n    * @private\n    */\n    this._booted = false;\n\n    if (game.config)\n    {\n        this.parseConfig(game.config);\n    }\n\n    this.setupScale(width, height);\n\n};\n\n/**\n* A scale mode that stretches content to fill all available space - see {@link Phaser.ScaleManager#scaleMode scaleMode}.\n*\n* @constant\n* @type {integer}\n*/\nPhaser.ScaleManager.EXACT_FIT = 0;\n\n/**\n* A scale mode that prevents any scaling - see {@link Phaser.ScaleManager#scaleMode scaleMode}.\n*\n* @constant\n* @type {integer}\n*/\nPhaser.ScaleManager.NO_SCALE = 1;\n\n/**\n* A scale mode that shows the entire game while maintaining proportions - see {@link Phaser.ScaleManager#scaleMode scaleMode}.\n*\n* @constant\n* @type {integer}\n*/\nPhaser.ScaleManager.SHOW_ALL = 2;\n\n/**\n* A scale mode that causes the Game size to change - see {@link Phaser.ScaleManager#scaleMode scaleMode}.\n*\n* @constant\n* @type {integer}\n*/\nPhaser.ScaleManager.RESIZE = 3;\n\n/**\n* A scale mode that allows a custom scale factor - see {@link Phaser.ScaleManager#scaleMode scaleMode}.\n*\n* @constant\n* @type {integer}\n*/\nPhaser.ScaleManager.USER_SCALE = 4;\n\nPhaser.ScaleManager.prototype = {\n\n    /**\n    * Start the ScaleManager.\n    * \n    * @method Phaser.ScaleManager#boot\n    * @protected\n    */\n    boot: function () {\n\n        // Configure device-dependent compatibility\n\n        var compat = this.compatibility;\n        \n        compat.supportsFullScreen = this.game.device.fullscreen && !this.game.device.cocoonJS;\n\n        //  We can't do anything about the status bars in iPads, web apps or desktops\n        if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop)\n        {\n            if (this.game.device.android && !this.game.device.chrome)\n            {\n                compat.scrollTo = new Phaser.Point(0, 1);\n            }\n            else\n            {\n                compat.scrollTo = new Phaser.Point(0, 0);\n            }\n        }\n\n        if (this.game.device.desktop)\n        {\n            compat.orientationFallback = 'screen';\n            compat.clickTrampoline = 'when-not-mouse';\n        }\n        else\n        {\n            compat.orientationFallback = '';\n            compat.clickTrampoline = '';\n        }\n\n        // Configure event listeners\n\n        var _this = this;\n\n        this._orientationChange = function(event) {\n            return _this.orientationChange(event);\n        };\n\n        this._windowResize = function(event) {\n            return _this.windowResize(event);\n        };\n\n        // This does not appear to be on the standards track\n        window.addEventListener('orientationchange', this._orientationChange, false);\n        window.addEventListener('resize', this._windowResize, false);\n\n        if (this.compatibility.supportsFullScreen)\n        {\n            this._fullScreenChange = function(event) {\n                return _this.fullScreenChange(event);\n            };\n\n            this._fullScreenError = function(event) {\n                return _this.fullScreenError(event);\n            };\n\n            document.addEventListener('webkitfullscreenchange', this._fullScreenChange, false);\n            document.addEventListener('mozfullscreenchange', this._fullScreenChange, false);\n            document.addEventListener('MSFullscreenChange', this._fullScreenChange, false);\n            document.addEventListener('fullscreenchange', this._fullScreenChange, false);\n\n            document.addEventListener('webkitfullscreenerror', this._fullScreenError, false);\n            document.addEventListener('mozfullscreenerror', this._fullScreenError, false);\n            document.addEventListener('MSFullscreenError', this._fullScreenError, false);\n            document.addEventListener('fullscreenerror', this._fullScreenError, false);\n        }\n\n        this.game.onResume.add(this._gameResumed, this);\n\n        // Initialize core bounds\n\n        this.dom.getOffset(this.game.canvas, this.offset);\n\n        this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);\n\n        this.setGameSize(this.game.width, this.game.height);\n\n        // Don't use updateOrientationState so events are not fired\n        this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback);\n\n        if (Phaser.FlexGrid)\n        {\n            this.grid = new Phaser.FlexGrid(this, this.width, this.height);\n        }\n\n        this._booted = true;\n\n        if (this._pendingScaleMode !== null)\n        {\n            this.scaleMode = this._pendingScaleMode;\n            this._pendingScaleMode = null;\n        }\n\n    },\n\n    /**\n    * Load configuration settings.\n    * \n    * @method Phaser.ScaleManager#parseConfig\n    * @protected\n    * @param {object} config - The game configuration object.\n    */\n    parseConfig: function (config) {\n\n        if (config['scaleMode'] !== undefined)\n        {\n            if (this._booted)\n            {\n                this.scaleMode = config['scaleMode'];\n            }\n            else\n            {\n                this._pendingScaleMode = config['scaleMode'];\n            }\n        }\n\n        if (config['fullScreenScaleMode'] !== undefined)\n        {\n            this.fullScreenScaleMode = config['fullScreenScaleMode'];\n        }\n\n        if (config['fullScreenTarget'])\n        {\n            this.fullScreenTarget = config['fullScreenTarget'];\n        }\n\n    },\n\n    /**\n    * Calculates and sets the game dimensions based on the given width and height.\n    *\n    * This should _not_ be called when in fullscreen mode.\n    * \n    * @method Phaser.ScaleManager#setupScale\n    * @protected\n    * @param {number|string} width - The width of the game.\n    * @param {number|string} height - The height of the game.\n    */\n    setupScale: function (width, height) {\n\n        var target;\n        var rect = new Phaser.Rectangle();\n\n        if (this.game.parent !== '')\n        {\n            if (typeof this.game.parent === 'string')\n            {\n                // hopefully an element ID\n                target = document.getElementById(this.game.parent);\n            }\n            else if (this.game.parent && this.game.parent.nodeType === 1)\n            {\n                // quick test for a HTMLelement\n                target = this.game.parent;\n            }\n        }\n\n        // Fallback, covers an invalid ID and a non HTMLelement object\n        if (!target)\n        {\n            //  Use the full window\n            this.parentNode = null;\n            this.parentIsWindow = true;\n\n            rect.width = this.dom.visualBounds.width;\n            rect.height = this.dom.visualBounds.height;\n\n            this.offset.set(0, 0);\n        }\n        else\n        {\n            this.parentNode = target;\n            this.parentIsWindow = false;\n\n            this.getParentBounds(this._parentBounds);\n\n            rect.width = this._parentBounds.width;\n            rect.height = this._parentBounds.height;\n\n            this.offset.set(this._parentBounds.x, this._parentBounds.y);\n        }\n\n        var newWidth = 0;\n        var newHeight = 0;\n\n        if (typeof width === 'number')\n        {\n            newWidth = width;\n        }\n        else\n        {\n            //  Percentage based\n            this.parentScaleFactor.x = parseInt(width, 10) / 100;\n            newWidth = rect.width * this.parentScaleFactor.x;\n        }\n\n        if (typeof height === 'number')\n        {\n            newHeight = height;\n        }\n        else\n        {\n            //  Percentage based\n            this.parentScaleFactor.y = parseInt(height, 10) / 100;\n            newHeight = rect.height * this.parentScaleFactor.y;\n        }\n\n        newWidth = Math.floor(newWidth);\n        newHeight = Math.floor(newHeight);\n\n        this._gameSize.setTo(0, 0, newWidth, newHeight);\n\n        this.updateDimensions(newWidth, newHeight, false);\n\n    },\n\n    /**\n    * Invoked when the game is resumed.\n    * \n    * @method Phaser.ScaleManager#_gameResumed\n    * @private\n    */\n    _gameResumed: function () {\n\n        this.queueUpdate(true);\n\n    },\n\n    /**\n    * Set the actual Game size.\n    * Use this instead of directly changing `game.width` or `game.height`.\n    *\n    * The actual physical display (Canvas element size) depends on various settings including\n    * - Scale mode\n    * - Scaling factor\n    * - Size of Canvas's parent element or CSS rules such as min-height/max-height;\n    * - The size of the Window\n    *\n    * @method Phaser.ScaleManager#setGameSize\n    * @public\n    * @param {integer} width - _Game width_, in pixels.\n    * @param {integer} height - _Game height_, in pixels.\n    */\n    setGameSize: function (width, height) {\n\n        this._gameSize.setTo(0, 0, width, height);\n        \n        if (this.currentScaleMode !== Phaser.ScaleManager.RESIZE)\n        {\n            this.updateDimensions(width, height, true);\n        }\n\n        this.queueUpdate(true);\n\n    },\n\n    /**\n    * Set a User scaling factor used in the USER_SCALE scaling mode.\n    *\n    * The target canvas size is computed by:\n    *\n    *     canvas.width = (game.width * hScale) - hTrim\n    *     canvas.height = (game.height * vScale) - vTrim\n    *\n    * This method can be used in the {@link Phaser.ScaleManager#setResizeCallback resize callback}.\n    *\n    * @method Phaser.ScaleManager#setUserScale\n    * @param {number} hScale - Horizontal scaling factor.\n    * @param {numer} vScale - Vertical scaling factor.\n    * @param {integer} [hTrim=0] - Horizontal trim, applied after scaling.\n    * @param {integer} [vTrim=0] - Vertical trim, applied after scaling.\n    */\n    setUserScale: function (hScale, vScale, hTrim, vTrim) {\n\n        this._userScaleFactor.setTo(hScale, vScale);\n        this._userScaleTrim.setTo(hTrim | 0, vTrim | 0);\n        this.queueUpdate(true);\n\n    },\n\n    /**\n    * Sets the callback that will be invoked before sizing calculations.\n    *\n    * This is the appropriate place to call {@link #setUserScale} if needing custom dynamic scaling.\n    *\n    * The callback is supplied with two arguments `scale` and `parentBounds` where `scale` is the ScaleManager\n    * and `parentBounds`, a Phaser.Rectangle, is the size of the Parent element.\n    *\n    * This callback\n    * - May be invoked even though the parent container or canvas sizes have not changed\n    * - Unlike {@link #onSizeChange}, it runs _before_ the canvas is guaranteed to be updated\n    * - Will be invoked from `preUpdate`, _even when_ the game is paused    \n    *\n    * See {@link #onSizeChange} for a better way of reacting to layout updates.\n    * \n    * @method Phaser.ScaleManager#setResizeCallback\n    * @public\n    * @param {function} callback - The callback that will be called each time a window.resize event happens or if set, the parent container resizes.\n    * @param {object} context - The context in which the callback will be called.\n    */\n    setResizeCallback: function (callback, context) {\n\n        this.onResize = callback;\n        this.onResizeContext = context;\n\n    },\n\n    /**\n    * Signals a resize - IF the canvas or Game size differs from the last signal.\n    *\n    * This also triggers updates on {@link #grid} (FlexGrid) and, if in a RESIZE mode, `game.state` (StateManager).\n    *\n    * @method Phaser.ScaleManager#signalSizeChange\n    * @private\n    */\n    signalSizeChange: function () {\n\n        if (!Phaser.Rectangle.sameDimensions(this, this._lastReportedCanvasSize) ||\n            !Phaser.Rectangle.sameDimensions(this.game, this._lastReportedGameSize))\n        {\n            var width = this.width;\n            var height = this.height;\n\n            this._lastReportedCanvasSize.setTo(0, 0, width, height);\n            this._lastReportedGameSize.setTo(0, 0, this.game.width, this.game.height);\n\n            if (this.grid)\n            {\n                this.grid.onResize(width, height);\n            }\n\n            this.onSizeChange.dispatch(this, width, height);\n\n            // Per StateManager#onResizeCallback, it only occurs when in RESIZE mode.\n            if (this.currentScaleMode === Phaser.ScaleManager.RESIZE)\n            {\n                this.game.state.resize(width, height);\n                this.game.load.resize(width, height);\n            }\n        }\n\n    },\n\n    /**\n    * Set the min and max dimensions for the Display canvas.\n    * \n    * _Note:_ The min/max dimensions are only applied in some cases\n    * - When the device is not in an incorrect orientation; or\n    * - The scale mode is EXACT_FIT when not in fullscreen\n    *\n    * @method Phaser.ScaleManager#setMinMax\n    * @public\n    * @param {number} minWidth - The minimum width the game is allowed to scale down to.\n    * @param {number} minHeight - The minimum height the game is allowed to scale down to.\n    * @param {number} [maxWidth] - The maximum width the game is allowed to scale up to; only changed if specified.\n    * @param {number} [maxHeight] - The maximum height the game is allowed to scale up to; only changed if specified.\n    * @todo These values are only sometimes honored.\n    */\n    setMinMax: function (minWidth, minHeight, maxWidth, maxHeight) {\n\n        this.minWidth = minWidth;\n        this.minHeight = minHeight;\n\n        if (typeof maxWidth !== 'undefined')\n        {\n            this.maxWidth = maxWidth;\n        }\n\n        if (typeof maxHeight !== 'undefined')\n        {\n            this.maxHeight = maxHeight;\n        }\n\n    },\n\n    /**\n    * The ScaleManager.preUpdate is called automatically by the core Game loop.\n    * \n    * @method Phaser.ScaleManager#preUpdate\n    * @protected\n    */\n    preUpdate: function () {\n\n        if (this.game.time.time < (this._lastUpdate + this._updateThrottle))\n        {\n            return;\n        }\n\n        var prevThrottle = this._updateThrottle;\n        this._updateThrottleReset = prevThrottle >= 400 ? 0 : 100;\n\n        this.dom.getOffset(this.game.canvas, this.offset);\n\n        var prevWidth = this._parentBounds.width;\n        var prevHeight = this._parentBounds.height;\n        var bounds = this.getParentBounds(this._parentBounds);\n\n        var boundsChanged = bounds.width !== prevWidth || bounds.height !== prevHeight;\n\n        // Always invalidate on a newly detected orientation change\n        var orientationChanged = this.updateOrientationState();\n\n        if (boundsChanged || orientationChanged)\n        {\n            if (this.onResize)\n            {\n                this.onResize.call(this.onResizeContext, this, bounds);\n            }\n\n            this.updateLayout();\n\n            this.signalSizeChange();\n        }\n\n        // Next throttle, eg. 25, 50, 100, 200..\n        var throttle = this._updateThrottle * 2;\n\n        // Don't let an update be too eager about resetting the throttle.\n        if (this._updateThrottle < prevThrottle)\n        {\n            throttle = Math.min(prevThrottle, this._updateThrottleReset);\n        }\n\n        this._updateThrottle = Phaser.Math.clamp(throttle, 25, this.trackParentInterval);\n        this._lastUpdate = this.game.time.time;\n\n    },\n\n    /**\n    * Update method while paused.\n    *\n    * @method Phaser.ScaleManager#pauseUpdate\n    * @private\n    */\n    pauseUpdate: function () {\n\n        this.preUpdate();\n\n        // Updates at slowest.\n        this._updateThrottle = this.trackParentInterval;\n        \n    },\n\n    /**\n    * Update the dimensions taking the parent scaling factor into account.\n    *\n    * @method Phaser.ScaleManager#updateDimensions\n    * @private\n    * @param {number} width - The new width of the parent container.\n    * @param {number} height - The new height of the parent container.\n    * @param {boolean} resize - True if the renderer should be resized, otherwise false to just update the internal vars.\n    */\n    updateDimensions: function (width, height, resize) {\n\n        this.width = width * this.parentScaleFactor.x;\n        this.height = height * this.parentScaleFactor.y;\n\n        this.game.width = this.width;\n        this.game.height = this.height;\n\n        this.sourceAspectRatio = this.width / this.height;\n        this.updateScalingAndBounds();\n\n        if (resize)\n        {\n            //  Resize the renderer (which in turn resizes the Display canvas!)\n            this.game.renderer.resize(this.width, this.height);\n\n            //  The Camera can never be smaller than the Game size\n            this.game.camera.setSize(this.width, this.height);\n\n            //  This should only happen if the world is smaller than the new canvas size\n            this.game.world.resize(this.width, this.height);\n        }\n\n    },\n\n    /**\n    * Update relevant scaling values based on the ScaleManager dimension and game dimensions,\n    * which should already be set. This does not change {@link #sourceAspectRatio}.\n    * \n    * @method Phaser.ScaleManager#updateScalingAndBounds\n    * @private\n    */\n    updateScalingAndBounds: function () {\n\n        this.scaleFactor.x = this.game.width / this.width;\n        this.scaleFactor.y = this.game.height / this.height;\n\n        this.scaleFactorInversed.x = this.width / this.game.width;\n        this.scaleFactorInversed.y = this.height / this.game.height;\n\n        this.aspectRatio = this.width / this.height;\n\n        // This can be invoked in boot pre-canvas\n        if (this.game.canvas)\n        {\n            this.dom.getOffset(this.game.canvas, this.offset);\n        }\n\n        this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);\n\n        // Can be invoked in boot pre-input\n        if (this.game.input && this.game.input.scale)\n        {\n            this.game.input.scale.setTo(this.scaleFactor.x, this.scaleFactor.y);\n        }\n\n    },\n\n    /**\n    * Force the game to run in only one orientation.\n    *\n    * This enables generation of incorrect orientation signals and affects resizing but does not otherwise rotate or lock the orientation.\n    *\n    * Orientation checks are performed via the Screen Orientation API, if available in browser. This means it will check your monitor\n    * orientation on desktop, or your device orientation on mobile, rather than comparing actual game dimensions. If you need to check the \n    * viewport dimensions instead and bypass the Screen Orientation API then set: `ScaleManager.compatibility.orientationFallback = 'viewport'`\n    * \n    * @method Phaser.ScaleManager#forceOrientation\n    * @public\n    * @param {boolean} forceLandscape - true if the game should run in landscape mode only.\n    * @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only.\n    */\n    forceOrientation: function (forceLandscape, forcePortrait) {\n\n        if (forcePortrait === undefined) { forcePortrait = false; }\n\n        this.forceLandscape = forceLandscape;\n        this.forcePortrait = forcePortrait;\n\n        this.queueUpdate(true);\n\n    },\n\n    /**\n    * Classify the orientation, per `getScreenOrientation`.\n    * \n    * @method Phaser.ScaleManager#classifyOrientation\n    * @private\n    * @param {string} orientation - The orientation string, e.g. 'portrait-primary'.\n    * @return {?string} The classified orientation: 'portrait', 'landscape`, or null.\n    */\n    classifyOrientation: function (orientation) {\n\n        if (orientation === 'portrait-primary' || orientation === 'portrait-secondary')\n        {\n            return 'portrait';\n        }\n        else if (orientation === 'landscape-primary' || orientation === 'landscape-secondary')\n        {\n            return 'landscape';\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * Updates the current orientation and dispatches orientation change events.\n    * \n    * @method Phaser.ScaleManager#updateOrientationState\n    * @private\n    * @return {boolean} True if the orientation state changed which means a forced update is likely required.\n    */\n    updateOrientationState: function () {\n\n        var previousOrientation = this.screenOrientation;\n        var previouslyIncorrect = this.incorrectOrientation;\n        \n        this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback);\n\n        this.incorrectOrientation = (this.forceLandscape && !this.isLandscape) ||\n            (this.forcePortrait && !this.isPortrait);\n\n        var changed = previousOrientation !== this.screenOrientation;\n        var correctnessChanged = previouslyIncorrect !== this.incorrectOrientation;\n\n        if (correctnessChanged)\n        {\n            if (this.incorrectOrientation)\n            {\n                this.enterIncorrectOrientation.dispatch();\n            }\n            else\n            {\n                this.leaveIncorrectOrientation.dispatch();\n            }\n        }\n\n        if (changed || correctnessChanged)\n        {\n            this.onOrientationChange.dispatch(this, previousOrientation, previouslyIncorrect);\n        }\n\n        return changed || correctnessChanged;\n\n    },\n\n    /**\n    * window.orientationchange event handler.\n    * \n    * @method Phaser.ScaleManager#orientationChange\n    * @private\n    * @param {Event} event - The orientationchange event data.\n    */\n    orientationChange: function (event) {\n\n        this.event = event;\n\n        this.queueUpdate(true);\n\n    },\n\n    /**\n    * window.resize event handler.\n    * \n    * @method Phaser.ScaleManager#windowResize\n    * @private\n    * @param {Event} event - The resize event data.\n    */\n    windowResize: function (event) {\n\n        this.event = event;\n\n        this.queueUpdate(true);\n\n    },\n\n    /**\n    * Scroll to the top - in some environments. See `compatibility.scrollTo`.\n    * \n    * @method Phaser.ScaleManager#scrollTop\n    * @private\n    */\n    scrollTop: function () {\n\n        var scrollTo = this.compatibility.scrollTo;\n\n        if (scrollTo)\n        {\n            window.scrollTo(scrollTo.x, scrollTo.y);\n        }\n\n    },\n\n    /**\n    * The \"refresh\" methods informs the ScaleManager that a layout refresh is required.\n    *\n    * The ScaleManager automatically queues a layout refresh (eg. updates the Game size or Display canvas layout)\n    * when the browser is resized, the orientation changes, or when there is a detected change\n    * of the Parent size. Refreshing is also done automatically when public properties,\n    * such as {@link #scaleMode}, are updated or state-changing methods are invoked.\n    *\n    * The \"refresh\" method _may_ need to be used in a few (rare) situtations when\n    *\n    * - a device change event is not correctly detected; or\n    * - the Parent size changes (and an immediate reflow is desired); or\n    * - the ScaleManager state is updated by non-standard means; or\n    * - certain {@link #compatibility} properties are manually changed.\n    *\n    * The queued layout refresh is not immediate but will run promptly in an upcoming `preRender`.\n    * \n    * @method Phaser.ScaleManager#refresh\n    * @public\n    */\n    refresh: function () {\n\n        this.scrollTop();\n        this.queueUpdate(true);\n\n    },\n\n    /**\n    * Updates the game / canvas position and size.\n    *\n    * @method Phaser.ScaleManager#updateLayout\n    * @private\n    */\n    updateLayout: function () {\n\n        var scaleMode = this.currentScaleMode;\n\n        if (scaleMode === Phaser.ScaleManager.RESIZE)\n        {\n            this.reflowGame();\n            return;\n        }\n\n        this.scrollTop();\n\n        if (this.compatibility.forceMinimumDocumentHeight)\n        {\n            // (This came from older code, by why is it here?)\n            // Set minimum height of content to new window height\n            document.documentElement.style.minHeight = window.innerHeight + 'px';\n        }\n        \n        if (this.incorrectOrientation)\n        {\n            this.setMaximum();\n        }\n        else\n        {\n            if (scaleMode === Phaser.ScaleManager.EXACT_FIT)\n            {\n                this.setExactFit();\n            }\n            else if (scaleMode === Phaser.ScaleManager.SHOW_ALL)\n            {\n                if (!this.isFullScreen && this.boundingParent &&\n                    this.compatibility.canExpandParent)\n                {\n                    // Try to expand parent out, but choosing maximizing dimensions.                    \n                    // Then select minimize dimensions which should then honor parent\n                    // maximum bound applications.\n                    this.setShowAll(true);\n                    this.resetCanvas();\n                    this.setShowAll();\n                }\n                else\n                {\n                    this.setShowAll();\n                }\n            }\n            else if (scaleMode === Phaser.ScaleManager.NO_SCALE)\n            {\n                this.width = this.game.width;\n                this.height = this.game.height;\n            }\n            else if (scaleMode === Phaser.ScaleManager.USER_SCALE)\n            {\n                this.width = (this.game.width * this._userScaleFactor.x) - this._userScaleTrim.x;\n                this.height = (this.game.height * this._userScaleFactor.y) - this._userScaleTrim.y;\n            }\n        }\n\n        if (!this.compatibility.canExpandParent &&\n            (scaleMode === Phaser.ScaleManager.SHOW_ALL || scaleMode === Phaser.ScaleManager.USER_SCALE))\n        {\n            var bounds = this.getParentBounds(this._tempBounds);\n            this.width = Math.min(this.width, bounds.width);\n            this.height = Math.min(this.height, bounds.height);\n        }\n\n        // Always truncate / force to integer\n        this.width = this.width | 0;\n        this.height = this.height | 0;\n\n        this.reflowCanvas();\n\n    },\n\n    /**\n    * Returns the computed Parent size/bounds that the Display canvas is allowed/expected to fill.\n    *\n    * If in fullscreen mode or without parent (see {@link #parentIsWindow}),\n    * this will be the bounds of the visual viewport itself.\n    *\n    * This function takes the {@link #windowConstraints} into consideration - if the parent is partially outside\n    * the viewport then this function may return a smaller than expected size.\n    *\n    * Values are rounded to the nearest pixel.\n    *\n    * @method Phaser.ScaleManager#getParentBounds\n    * @protected\n    * @param {Phaser.Rectangle} [target=(new Rectangle)] - The rectangle to update; a new one is created as needed.\n    * @return {Phaser.Rectangle} The established parent bounds.\n    */\n    getParentBounds: function (target) {\n\n        var bounds = target || new Phaser.Rectangle();\n        var parentNode = this.boundingParent;\n        var visualBounds = this.dom.visualBounds;\n        var layoutBounds = this.dom.layoutBounds;\n\n        if (!parentNode)\n        {\n            bounds.setTo(0, 0, visualBounds.width, visualBounds.height);\n        }\n        else\n        {\n            // Ref. http://msdn.microsoft.com/en-us/library/hh781509(v=vs.85).aspx for getBoundingClientRect\n            var clientRect = parentNode.getBoundingClientRect();\n            var parentRect = (parentNode.offsetParent) ? parentNode.offsetParent.getBoundingClientRect() : parentNode.getBoundingClientRect();\n\n            bounds.setTo(clientRect.left - parentRect.left, clientRect.top - parentRect.top, clientRect.width, clientRect.height);\n\n            var wc = this.windowConstraints;\n\n            if (wc.right)\n            {\n                var windowBounds = wc.right === 'layout' ? layoutBounds : visualBounds;\n                bounds.right = Math.min(bounds.right, windowBounds.width);\n            }\n\n            if (wc.bottom)\n            {\n                var windowBounds = wc.bottom === 'layout' ? layoutBounds : visualBounds;\n                bounds.bottom = Math.min(bounds.bottom, windowBounds.height);\n            }\n        }\n\n        bounds.setTo(\n            Math.round(bounds.x), Math.round(bounds.y),\n            Math.round(bounds.width), Math.round(bounds.height));\n\n        return bounds;\n\n    },\n\n    /**\n    * Update the canvas position/margins - for alignment within the parent container.\n    *\n    * The canvas margins _must_ be reset/cleared prior to invoking this.\n    *\n    * @method Phaser.ScaleManager#alignCanvas\n    * @private\n    * @param {boolean} horizontal - Align horizontally?\n    * @param {boolean} vertical - Align vertically?\n    */\n    alignCanvas: function (horizontal, vertical) {\n\n        var parentBounds = this.getParentBounds(this._tempBounds);\n        var canvas = this.game.canvas;\n        var margin = this.margin;\n\n        if (horizontal)\n        {\n            margin.left = margin.right = 0;\n\n            var canvasBounds = canvas.getBoundingClientRect();\n\n            if (this.width < parentBounds.width && !this.incorrectOrientation)\n            {\n                var currentEdge = canvasBounds.left - parentBounds.x;\n                var targetEdge = (parentBounds.width / 2) - (this.width / 2);\n\n                targetEdge = Math.max(targetEdge, 0);\n\n                var offset = targetEdge - currentEdge;\n\n                margin.left = Math.round(offset);\n            }\n\n            canvas.style.marginLeft = margin.left + 'px';\n\n            if (margin.left !== 0)\n            {\n                margin.right = -(parentBounds.width - canvasBounds.width - margin.left);\n                canvas.style.marginRight = margin.right + 'px';\n            }\n        }\n\n        if (vertical)\n        {\n            margin.top = margin.bottom = 0;\n\n            var canvasBounds = canvas.getBoundingClientRect();\n            \n            if (this.height < parentBounds.height && !this.incorrectOrientation)\n            {\n                var currentEdge = canvasBounds.top - parentBounds.y;\n                var targetEdge = (parentBounds.height / 2) - (this.height / 2);\n\n                targetEdge = Math.max(targetEdge, 0);\n                \n                var offset = targetEdge - currentEdge;\n                margin.top = Math.round(offset);\n            }\n\n            canvas.style.marginTop = margin.top + 'px';\n\n            if (margin.top !== 0)\n            {\n                margin.bottom = -(parentBounds.height - canvasBounds.height - margin.top);\n                canvas.style.marginBottom = margin.bottom + 'px';\n            }\n        }\n\n        // Silly backwards compatibility..\n        margin.x = margin.left;\n        margin.y = margin.top;\n\n    },\n\n    /**\n    * Updates the Game state / size.\n    *\n    * The canvas margins may always be adjusted, even if alignment is not in effect.\n    * \n    * @method Phaser.ScaleManager#reflowGame\n    * @private\n    */\n    reflowGame: function () {\n\n        this.resetCanvas('', '');\n\n        var bounds = this.getParentBounds(this._tempBounds);\n        this.updateDimensions(bounds.width, bounds.height, true);\n\n    },\n\n    /**\n    * Updates the Display canvas size.\n    *\n    * The canvas margins may always be adjusted, even alignment is not in effect.\n    * \n    * @method Phaser.ScaleManager#reflowCanvas\n    * @private\n    */\n    reflowCanvas: function () {\n\n        if (!this.incorrectOrientation)\n        {\n            this.width = Phaser.Math.clamp(this.width, this.minWidth || 0, this.maxWidth || this.width);\n            this.height = Phaser.Math.clamp(this.height, this.minHeight || 0, this.maxHeight || this.height);\n        }\n\n        this.resetCanvas();\n\n        if (!this.compatibility.noMargins)\n        {\n            if (this.isFullScreen && this._createdFullScreenTarget)\n            {\n                this.alignCanvas(true, true);\n            }\n            else\n            {\n                this.alignCanvas(this.pageAlignHorizontally, this.pageAlignVertically);\n            }\n        }\n\n        this.updateScalingAndBounds();\n\n    },\n\n    /**\n    * \"Reset\" the Display canvas and set the specified width/height.\n    *\n    * @method Phaser.ScaleManager#resetCanvas\n    * @private\n    * @param {string} [cssWidth=(current width)] - The css width to set.\n    * @param {string} [cssHeight=(current height)] - The css height to set.\n    */\n    resetCanvas: function (cssWidth, cssHeight) {\n\n        if (cssWidth === undefined) { cssWidth = this.width + 'px'; }\n        if (cssHeight === undefined) { cssHeight = this.height + 'px'; }\n\n        var canvas = this.game.canvas;\n\n        if (!this.compatibility.noMargins)\n        {\n            canvas.style.marginLeft = '';\n            canvas.style.marginTop = '';\n            canvas.style.marginRight = '';\n            canvas.style.marginBottom = '';\n        }\n\n        canvas.style.width = cssWidth;\n        canvas.style.height = cssHeight;\n\n    },\n\n    /**\n    * Queues/marks a size/bounds check as needing to occur (from `preUpdate`).\n    *\n    * @method Phaser.ScaleManager#queueUpdate\n    * @private\n    * @param {boolean} force - If true resets the parent bounds to ensure the check is dirty.\n    */\n    queueUpdate: function (force) {\n\n        if (force)\n        {\n            this._parentBounds.width = 0;\n            this._parentBounds.height = 0;\n        }\n\n        this._updateThrottle = this._updateThrottleReset;\n\n    },\n\n    /**\n    * Reset internal data/state.\n    *\n    * @method Phaser.ScaleManager#reset\n    * @private\n    */\n    reset: function (clearWorld) {\n\n        if (clearWorld && this.grid)\n        {\n            this.grid.reset();\n        }\n\n    },\n\n    /**\n    * Updates the width/height to that of the window.\n    * \n    * @method Phaser.ScaleManager#setMaximum\n    * @private\n    */\n    setMaximum: function () {\n\n        this.width = this.dom.visualBounds.width;\n        this.height = this.dom.visualBounds.height;\n\n    },\n\n    /**\n    * Updates the width/height such that the game is scaled proportionally.\n    * \n    * @method Phaser.ScaleManager#setShowAll\n    * @private\n    * @param {boolean} expanding - If true then the maximizing dimension is chosen.\n    */\n    setShowAll: function (expanding) {\n\n        var bounds = this.getParentBounds(this._tempBounds);\n        var width = bounds.width;\n        var height = bounds.height;\n\n        var multiplier;\n\n        if (expanding)\n        {\n            multiplier = Math.max((height / this.game.height), (width / this.game.width));\n        }\n        else\n        {\n            multiplier = Math.min((height / this.game.height), (width / this.game.width));\n        }\n\n        this.width = Math.round(this.game.width * multiplier);\n        this.height = Math.round(this.game.height * multiplier);\n\n    },\n\n    /**\n    * Updates the width/height such that the game is stretched to the available size.\n    * Honors {@link #maxWidth} and {@link #maxHeight} when _not_ in fullscreen.\n    *\n    * @method Phaser.ScaleManager#setExactFit\n    * @private\n    */\n    setExactFit: function () {\n\n        var bounds = this.getParentBounds(this._tempBounds);\n\n        this.width = bounds.width;\n        this.height = bounds.height;\n\n        if (this.isFullScreen)\n        {\n            // Max/min not honored fullscreen\n            return;\n        }\n\n        if (this.maxWidth)\n        {\n            this.width = Math.min(this.width, this.maxWidth);\n        }\n\n        if (this.maxHeight)\n        {\n            this.height = Math.min(this.height, this.maxHeight);\n        }\n\n    },\n\n    /**\n    * Creates a fullscreen target. This is called automatically as as needed when entering\n    * fullscreen mode and the resulting element is supplied to {@link #onFullScreenInit}.\n    *\n    * Use {@link #onFullScreenInit} to customize the created object.\n    *\n    * @method Phaser.ScaleManager#createFullScreenTarget\n    * @protected\n    */\n    createFullScreenTarget: function () {\n\n        var fsTarget = document.createElement('div');\n\n        fsTarget.style.margin = '0';\n        fsTarget.style.padding = '0';\n        fsTarget.style.background = '#000';\n\n        return fsTarget;\n\n    },\n\n    /**\n    * Start the browsers fullscreen mode - this _must_ be called from a user input Pointer or Mouse event.\n    *\n    * The Fullscreen API must be supported by the browser for this to work - it is not the same as setting\n    * the game size to fill the browser window. See {@link Phaser.ScaleManager#compatibility compatibility.supportsFullScreen} to check if the current\n    * device is reported to support fullscreen mode.\n    *\n    * The {@link #fullScreenFailed} signal will be dispatched if the fullscreen change request failed or the game does not support the Fullscreen API.\n    *\n    * @method Phaser.ScaleManager#startFullScreen\n    * @public\n    * @param {boolean} [antialias] - Changes the anti-alias feature of the canvas before jumping in to fullscreen (false = retain pixel art, true = smooth art). If not specified then no change is made. Only works in CANVAS mode.\n    * @param {boolean} [allowTrampoline=undefined] - Internal argument. If `false` click trampolining is suppressed.\n    * @return {boolean} Returns true if the device supports fullscreen mode and fullscreen mode was attempted to be started. (It might not actually start, wait for the signals.)\n    */\n    startFullScreen: function (antialias, allowTrampoline) {\n\n        if (this.isFullScreen)\n        {\n            return false;\n        }\n\n        if (!this.compatibility.supportsFullScreen)\n        {\n            // Error is called in timeout to emulate the real fullscreenerror event better\n            var _this = this;\n\n            setTimeout(function () {\n                _this.fullScreenError();\n            }, 10);\n\n            return;\n        }\n\n        if (this.compatibility.clickTrampoline === 'when-not-mouse')\n        {\n            var input = this.game.input;\n\n            if (input.activePointer &&\n                input.activePointer !== input.mousePointer &&\n                (allowTrampoline || allowTrampoline !== false))\n            {\n                input.activePointer.addClickTrampoline(\"startFullScreen\", this.startFullScreen, this, [antialias, false]);\n                return;\n            }\n        }\n\n        if (antialias !== undefined && this.game.renderType === Phaser.CANVAS)\n        {\n            this.game.stage.smoothed = antialias;\n        }\n\n        var fsTarget = this.fullScreenTarget;\n        \n        if (!fsTarget)\n        {\n            this.cleanupCreatedTarget();\n\n            this._createdFullScreenTarget = this.createFullScreenTarget();\n            fsTarget = this._createdFullScreenTarget;\n        }\n\n        var initData = {\n            targetElement: fsTarget\n        };\n\n        this.hasPhaserSetFullScreen = true;\n\n        this.onFullScreenInit.dispatch(this, initData);\n\n        if (this._createdFullScreenTarget)\n        {\n            // Move the Display canvas inside of the target and add the target to the DOM\n            // (The target has to be added for the Fullscreen API to work.)\n            var canvas = this.game.canvas;\n            var parent = canvas.parentNode;\n            parent.insertBefore(fsTarget, canvas);\n            fsTarget.appendChild(canvas);\n        }\n\n        if (this.game.device.fullscreenKeyboard)\n        {\n            fsTarget[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT);\n        }\n        else\n        {\n            fsTarget[this.game.device.requestFullscreen]();\n        }\n\n        return true;\n\n    },\n\n    /**\n    * Stops / exits fullscreen mode, if active.\n    *\n    * @method Phaser.ScaleManager#stopFullScreen\n    * @public\n    * @return {boolean} Returns true if the browser supports fullscreen mode and fullscreen mode will be exited.\n    */\n    stopFullScreen: function () {\n\n        if (!this.isFullScreen || !this.compatibility.supportsFullScreen)\n        {\n            return false;\n        }\n\n        this.hasPhaserSetFullScreen = false;\n\n        document[this.game.device.cancelFullscreen]();\n\n        return true;\n\n    },\n\n    /**\n    * Cleans up the previous fullscreen target, if such was automatically created.\n    * This ensures the canvas is restored to its former parent, assuming the target didn't move.\n    *\n    * @method Phaser.ScaleManager#cleanupCreatedTarget\n    * @private\n    */\n    cleanupCreatedTarget: function () {\n\n        var fsTarget = this._createdFullScreenTarget;\n\n        if (fsTarget && fsTarget.parentNode)\n        {\n            // Make sure to cleanup synthetic target for sure;\n            // swap the canvas back to the parent.\n            var parent = fsTarget.parentNode;\n            parent.insertBefore(this.game.canvas, fsTarget);\n            parent.removeChild(fsTarget);\n        }\n\n        this._createdFullScreenTarget = null;\n\n    },\n\n    /**\n    * Used to prepare/restore extra fullscreen mode settings.\n    * (This does move any elements within the DOM tree.)\n    *\n    * @method Phaser.ScaleManager#prepScreenMode\n    * @private\n    * @param {boolean} enteringFullscreen - True if _entering_ fullscreen, false if _leaving_.\n    */\n    prepScreenMode: function (enteringFullscreen) {\n\n        var createdTarget = !!this._createdFullScreenTarget;\n        var fsTarget = this._createdFullScreenTarget || this.fullScreenTarget;\n\n        if (enteringFullscreen)\n        {\n            if (createdTarget || this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT)\n            {\n                // Resize target, as long as it's not the canvas\n                if (fsTarget !== this.game.canvas)\n                {\n                    this._fullScreenRestore = {\n                        targetWidth: fsTarget.style.width,\n                        targetHeight: fsTarget.style.height\n                    };\n\n                    fsTarget.style.width = '100%';\n                    fsTarget.style.height = '100%';\n                }\n            }\n        }\n        else\n        {\n            // Have restore information\n            if (this._fullScreenRestore)\n            {\n                fsTarget.style.width = this._fullScreenRestore.targetWidth;\n                fsTarget.style.height = this._fullScreenRestore.targetHeight;\n\n                this._fullScreenRestore = null;\n            }\n\n            // Always reset to game size\n            this.updateDimensions(this._gameSize.width, this._gameSize.height, true);\n            this.resetCanvas();\n        }\n\n    },\n\n    /**\n    * Called automatically when the browser enters of leaves fullscreen mode.\n    *\n    * @method Phaser.ScaleManager#fullScreenChange\n    * @private\n    * @param {Event} [event=undefined] - The fullscreenchange event\n    */\n    fullScreenChange: function (event) {\n\n        this.event = event;\n\n        if (this.isFullScreen)\n        {\n            this.prepScreenMode(true);\n\n            this.updateLayout();\n            this.queueUpdate(true);\n        }\n        else\n        {\n            this.prepScreenMode(false);\n\n            this.cleanupCreatedTarget();\n\n            this.updateLayout();\n            this.queueUpdate(true);\n        }\n\n        this.onFullScreenChange.dispatch(this, this.width, this.height);\n\n    },\n\n    /**\n    * Called automatically when the browser fullscreen request fails;\n    * or called when a fullscreen request is made on a device for which it is not supported.\n    *\n    * @method Phaser.ScaleManager#fullScreenError\n    * @private\n    * @param {Event} [event=undefined] - The fullscreenerror event; undefined if invoked on a device that does not support the Fullscreen API.\n    */\n    fullScreenError: function (event) {\n\n        this.event = event;\n\n        this.cleanupCreatedTarget();\n\n        console.warn('Phaser.ScaleManager: requestFullscreen failed or device does not support the Fullscreen API');\n\n        this.onFullScreenError.dispatch(this);\n\n    },\n\n    /**\n    * Takes a Sprite or Image object and scales it to fit the given dimensions.\n    * Scaling happens proportionally without distortion to the sprites texture.\n    * The letterBox parameter controls if scaling will produce a letter-box effect or zoom the\n    * sprite until it fills the given values. Note that with letterBox set to false the scaled sprite may spill out over either\n    * the horizontal or vertical sides of the target dimensions. If you wish to stop this you can crop the Sprite.\n    *\n    * @method Phaser.ScaleManager#scaleSprite\n    * @protected\n    * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite we want to scale.\n    * @param {integer} [width] - The target width that we want to fit the sprite in to. If not given it defaults to ScaleManager.width.\n    * @param {integer} [height] - The target height that we want to fit the sprite in to. If not given it defaults to ScaleManager.height.\n    * @param {boolean} [letterBox=false] - True if we want the `fitted` mode. Otherwise, the function uses the `zoom` mode.\n    * @return {Phaser.Sprite|Phaser.Image} The scaled sprite.\n    */\n    scaleSprite: function (sprite, width, height, letterBox) {\n\n        if (width === undefined) { width = this.width; }\n        if (height === undefined) { height = this.height; }\n        if (letterBox === undefined) { letterBox = false; }\n\n        if (!sprite || !sprite['scale'])\n        {\n            return sprite;\n        }\n\n        sprite.scale.x = 1;\n        sprite.scale.y = 1;\n\n        if ((sprite.width <= 0) || (sprite.height <= 0) || (width <= 0) || (height <= 0))\n        {\n            return sprite;\n        }\n\n        var scaleX1 = width;\n        var scaleY1 = (sprite.height * width) / sprite.width;\n\n        var scaleX2 = (sprite.width * height) / sprite.height;\n        var scaleY2 = height;\n\n        var scaleOnWidth = (scaleX2 > width);\n\n        if (scaleOnWidth)\n        {\n            scaleOnWidth = letterBox;\n        }\n        else\n        {\n            scaleOnWidth = !letterBox;\n        }\n\n        if (scaleOnWidth)\n        {\n            sprite.width = Math.floor(scaleX1);\n            sprite.height = Math.floor(scaleY1);\n        }\n        else\n        {\n            sprite.width = Math.floor(scaleX2);\n            sprite.height = Math.floor(scaleY2);\n        }\n\n        //  Enable at some point?\n        // sprite.x = Math.floor((width - sprite.width) / 2);\n        // sprite.y = Math.floor((height - sprite.height) / 2);\n\n        return sprite;\n\n    },\n\n    /**\n    * Destroys the ScaleManager and removes any event listeners.\n    * This should probably only be called when the game is destroyed.\n    *\n    * @method Phaser.ScaleManager#destroy\n    * @protected\n    */\n    destroy: function () {\n\n        this.game.onResume.remove(this._gameResumed, this);\n\n        window.removeEventListener('orientationchange', this._orientationChange, false);\n        window.removeEventListener('resize', this._windowResize, false);\n\n        if (this.compatibility.supportsFullScreen)\n        {\n            document.removeEventListener('webkitfullscreenchange', this._fullScreenChange, false);\n            document.removeEventListener('mozfullscreenchange', this._fullScreenChange, false);\n            document.removeEventListener('MSFullscreenChange', this._fullScreenChange, false);\n            document.removeEventListener('fullscreenchange', this._fullScreenChange, false);\n\n            document.removeEventListener('webkitfullscreenerror', this._fullScreenError, false);\n            document.removeEventListener('mozfullscreenerror', this._fullScreenError, false);\n            document.removeEventListener('MSFullscreenError', this._fullScreenError, false);\n            document.removeEventListener('fullscreenerror', this._fullScreenError, false);\n        }\n\n    }\n\n};\n\nPhaser.ScaleManager.prototype.constructor = Phaser.ScaleManager;\n\n/**\n* The DOM element that is considered the Parent bounding element, if any.\n*\n* This `null` if {@link #parentIsWindow} is true or if fullscreen mode is entered and {@link #fullScreenTarget} is specified.\n* It will also be null if there is no game canvas or if the game canvas has no parent.\n*\n* @name Phaser.ScaleManager#boundingParent\n* @property {?DOMElement} boundingParent\n* @readonly\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"boundingParent\", {\n\n    get: function () {\n\n        if (this.parentIsWindow ||\n            (this.isFullScreen && this.hasPhaserSetFullScreen && !this._createdFullScreenTarget))\n        {\n            return null;\n        }\n\n        var parentNode = this.game.canvas && this.game.canvas.parentNode;\n\n        return parentNode || null;\n\n    }\n\n});\n\n/**\n* The scaling method used by the ScaleManager when not in fullscreen.\n* \n* <dl>\n*   <dt>{@link Phaser.ScaleManager.NO_SCALE}</dt>\n*   <dd>\n*       The Game display area will not be scaled - even if it is too large for the canvas/screen.\n*       This mode _ignores_ any applied scaling factor and displays the canvas at the Game size.\n*   </dd>\n*   <dt>{@link Phaser.ScaleManager.EXACT_FIT}</dt>\n*   <dd>\n*       The Game display area will be _stretched_ to fill the entire size of the canvas's parent element and/or screen.\n*       Proportions are not maintained.\n*   </dd>\n*   <dt>{@link Phaser.ScaleManager.SHOW_ALL}</dt>\n*   <dd>\n*       Show the entire game display area while _maintaining_ the original aspect ratio.\n*   </dd>\n*   <dt>{@link Phaser.ScaleManager.RESIZE}</dt>\n*   <dd>\n*       The dimensions of the game display area are changed to match the size of the parent container.\n*       That is, this mode _changes the Game size_ to match the display size.\n*       <p>\n*       Any manually set Game size (see {@link #setGameSize}) is ignored while in effect.\n*   </dd>\n*   <dt>{@link Phaser.ScaleManager.USER_SCALE}</dt>\n*   <dd>\n*       The game Display is scaled according to the user-specified scale set by {@link Phaser.ScaleManager#setUserScale setUserScale}.\n*       <p>\n*       This scale can be adjusted in the {@link Phaser.ScaleManager#setResizeCallback resize callback}\n*       for flexible custom-sizing needs.\n*   </dd>\n* </dl>\n*\n* @name Phaser.ScaleManager#scaleMode\n* @property {integer} scaleMode\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"scaleMode\", {\n\n    get: function () {\n\n        return this._scaleMode;\n\n    },\n\n    set: function (value) {\n\n        if (value !== this._scaleMode)\n        {\n            if (!this.isFullScreen)\n            {\n                this.updateDimensions(this._gameSize.width, this._gameSize.height, true);\n                this.queueUpdate(true);\n            }\n\n            this._scaleMode = value;\n        }\n\n        return this._scaleMode;\n\n    }\n\n});\n\n/**\n* The scaling method used by the ScaleManager when in fullscreen.\n*\n* See {@link Phaser.ScaleManager#scaleMode scaleMode} for the different modes allowed.\n*\n* @name Phaser.ScaleManager#fullScreenScaleMode\n* @property {integer} fullScreenScaleMode\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"fullScreenScaleMode\", {\n\n    get: function () {\n\n        return this._fullScreenScaleMode;\n\n    },\n\n    set: function (value) {\n\n        if (value !== this._fullScreenScaleMode)\n        {\n            // If in fullscreen then need a wee bit more work\n            if (this.isFullScreen)\n            {\n                this.prepScreenMode(false);\n                this._fullScreenScaleMode = value;\n                this.prepScreenMode(true);\n\n                this.queueUpdate(true);\n            }\n            else\n            {\n                this._fullScreenScaleMode = value;\n            }\n        }\n\n        return this._fullScreenScaleMode;\n\n    }\n\n});\n\n/**\n* Returns the current scale mode - for normal or fullscreen operation.\n*\n* See {@link Phaser.ScaleManager#scaleMode scaleMode} for the different modes allowed.\n*\n* @name Phaser.ScaleManager#currentScaleMode\n* @property {number} currentScaleMode\n* @protected\n* @readonly\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"currentScaleMode\", {\n\n    get: function () {\n\n        return this.isFullScreen ? this._fullScreenScaleMode : this._scaleMode;\n\n    }\n\n});\n\n/**\n* When enabled the Display canvas will be horizontally-aligned _in the Parent container_ (or {@link Phaser.ScaleManager#parentIsWindow window}).\n*\n* To align horizontally across the page the Display canvas should be added directly to page;\n* or the parent container should itself be horizontally aligned.\n*\n* Horizontal alignment is not applicable with the {@link .RESIZE} scaling mode.\n*\n* @name Phaser.ScaleManager#pageAlignHorizontally\n* @property {boolean} pageAlignHorizontally\n* @default false\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"pageAlignHorizontally\", {\n\n    get: function () {\n\n        return this._pageAlignHorizontally;\n\n    },\n\n    set: function (value) {\n\n        if (value !== this._pageAlignHorizontally)\n        {\n            this._pageAlignHorizontally = value;\n            this.queueUpdate(true);\n        }\n\n    }\n\n});\n\n/**\n* When enabled the Display canvas will be vertically-aligned _in the Parent container_ (or {@link Phaser.ScaleManager#parentIsWindow window}).\n*\n* To align vertically the Parent element should have a _non-collapsible_ height, such that it will maintain\n* a height _larger_ than the height of the contained Game canvas - the game canvas will then be scaled vertically\n* _within_ the remaining available height dictated by the Parent element.\n*\n* One way to prevent the parent from collapsing is to add an absolute \"min-height\" CSS property to the parent element.\n* If specifying a relative \"min-height/height\" or adjusting margins, the Parent height must still be non-collapsible (see note).\n*\n* _Note_: In version 2.2 the minimum document height is _not_ automatically set to the viewport/window height.\n* To automatically update the minimum document height set {@link Phaser.ScaleManager#compatibility compatibility.forceMinimumDocumentHeight} to true.\n*\n* Vertical alignment is not applicable with the {@link .RESIZE} scaling mode.\n*\n* @name Phaser.ScaleManager#pageAlignVertically\n* @property {boolean} pageAlignVertically\n* @default false\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"pageAlignVertically\", {\n\n    get: function () {\n\n        return this._pageAlignVertically;\n\n    },\n\n    set: function (value) {\n\n        if (value !== this._pageAlignVertically)\n        {\n            this._pageAlignVertically = value;\n            this.queueUpdate(true);\n        }\n\n    }\n\n});\n\n/**\n* Returns true if the browser is in fullscreen mode, otherwise false.\n* @name Phaser.ScaleManager#isFullScreen\n* @property {boolean} isFullScreen\n* @readonly\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"isFullScreen\", {\n\n    get: function () {\n        return !!(document['fullscreenElement'] ||\n            document['webkitFullscreenElement'] ||\n            document['mozFullScreenElement'] ||\n            document['msFullscreenElement']);\n    }\n\n});\n\n/**\n* Returns true if the screen orientation is in portrait mode.\n*\n* @name Phaser.ScaleManager#isPortrait\n* @property {boolean} isPortrait\n* @readonly\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"isPortrait\", {\n\n    get: function () {\n        return this.classifyOrientation(this.screenOrientation) === 'portrait';\n    }\n\n});\n\n/**\n* Returns true if the screen orientation is in landscape mode.\n*\n* @name Phaser.ScaleManager#isLandscape\n* @property {boolean} isLandscape\n* @readonly\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"isLandscape\", {\n\n    get: function () {\n        return this.classifyOrientation(this.screenOrientation) === 'landscape';\n    }\n\n});\n\n/**\n* Returns true if the game dimensions are portrait (height > width).\n* This is especially useful to check when using the RESIZE scale mode \n* but wanting to maintain game orientation on desktop browsers, \n* where typically the screen orientation will always be landscape regardless of the browser viewport.\n*\n* @name Phaser.ScaleManager#isGamePortrait\n* @property {boolean} isGamePortrait\n* @readonly\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"isGamePortrait\", {\n\n    get: function () {\n        return (this.height > this.width);\n    }\n\n});\n\n/**\n* Returns true if the game dimensions are landscape (width > height).\n* This is especially useful to check when using the RESIZE scale mode \n* but wanting to maintain game orientation on desktop browsers, \n* where typically the screen orientation will always be landscape regardless of the browser viewport.\n*\n* @name Phaser.ScaleManager#isGameLandscape\n* @property {boolean} isGameLandscape\n* @readonly\n*/\nObject.defineProperty(Phaser.ScaleManager.prototype, \"isGameLandscape\", {\n\n    get: function () {\n        return (this.width > this.height);\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A collection of methods for displaying debug information about game objects.\n*\n* If your game is running in Canvas mode, then you should invoke all of the Debug methods from\n* your games `render` function. This is because they are drawn directly onto the game canvas\n* itself, so if you call any debug methods outside of `render` they are likely to be overwritten\n* by the game itself.\n* \n* If your game is running in WebGL then Debug will create a Sprite that is placed at the top of the Stage display list and bind a canvas texture\n* to it, which must be uploaded every frame. Be advised: this is very expensive, especially in browsers like Firefox. So please only enable Debug\n* in WebGL mode if you really need it (or your desktop can cope with it well) and disable it for production!\n*\n* @class Phaser.Utils.Debug\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Utils.Debug = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.Image} sprite - If debugging in WebGL mode we need this.\n    */\n    this.sprite = null;\n\n    /**\n    * @property {Phaser.BitmapData} bmd - In WebGL mode this BitmapData contains a copy of the debug canvas.\n    */\n    this.bmd = null;\n\n    /**\n    * @property {HTMLCanvasElement} canvas - The canvas to which Debug calls draws.\n    */\n    this.canvas = null;\n\n    /**\n    * @property {CanvasRenderingContext2D} context - The 2d context of the canvas.\n    */\n    this.context = null;\n\n    /**\n    * @property {string} font - The font that the debug information is rendered in.\n    * @default '14px Courier'\n    */\n    this.font = '14px Courier';\n\n    /**\n    * @property {number} columnWidth - The spacing between columns.\n    */\n    this.columnWidth = 100;\n\n    /**\n    * @property {number} lineHeight - The line height between the debug text.\n    */\n    this.lineHeight = 16;\n\n    /**\n    * @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.\n    */\n    this.renderShadow = true;\n\n    /**\n    * @property {number} currentX - The current X position the debug information will be rendered at.\n    * @default\n    */\n    this.currentX = 0;\n\n    /**\n    * @property {number} currentY - The current Y position the debug information will be rendered at.\n    * @default\n    */\n    this.currentY = 0;\n\n    /**\n    * @property {number} currentAlpha - The alpha of the Debug context, set before all debug information is rendered to it.\n    * @default\n    */\n    this.currentAlpha = 1;\n\n    /**\n    * @property {boolean} dirty - Does the canvas need re-rendering?\n    */\n    this.dirty = false;\n\n};\n\nPhaser.Utils.Debug.prototype = {\n\n    /**\n    * Internal method that boots the debug displayer.\n    *\n    * @method Phaser.Utils.Debug#boot\n    * @protected\n    */\n    boot: function () {\n\n        if (this.game.renderType === Phaser.CANVAS)\n        {\n            this.context = this.game.context;\n        }\n        else\n        {\n            this.bmd = new Phaser.BitmapData(this.game, '__DEBUG', this.game.width, this.game.height, true);\n            this.sprite = this.game.make.image(0, 0, this.bmd);\n            this.game.stage.addChild(this.sprite);\n\n            this.game.scale.onSizeChange.add(this.resize, this);\n\n            this.canvas = PIXI.CanvasPool.create(this, this.game.width, this.game.height);\n            this.context = this.canvas.getContext('2d');\n        }\n\n    },\n\n    /**\n    * Internal method that resizes the BitmapData and Canvas.\n    * Called by ScaleManager.onSizeChange only in WebGL mode.\n    *\n    * @method Phaser.Utils.Debug#resize\n    * @protected\n    * @param {Phaser.ScaleManager} scaleManager - The Phaser ScaleManager.\n    * @param {number} width - The new width of the game.\n    * @param {number} height - The new height of the game.\n    */\n    resize: function (scaleManager, width, height) {\n\n        this.bmd.resize(width, height);\n\n        this.canvas.width = width;\n        this.canvas.height = height;\n\n    },\n\n    /**\n    * Internal method that clears the canvas (if a Sprite) ready for a new debug session.\n    *\n    * @method Phaser.Utils.Debug#preUpdate\n    * @protected\n    */\n    preUpdate: function () {\n\n        if (this.dirty && this.sprite)\n        {\n            this.bmd.clear();\n            this.bmd.draw(this.canvas, 0, 0);\n\n            this.context.clearRect(0, 0, this.game.width, this.game.height);\n            this.dirty = false;\n        }\n\n    },\n\n    /**\n    * Clears the Debug canvas.\n    *\n    * @method Phaser.Utils.Debug#reset\n    */\n    reset: function () {\n\n        if (this.context)\n        {\n            this.context.clearRect(0, 0, this.game.width, this.game.height);\n        }\n\n        if (this.sprite)\n        {\n            this.bmd.clear();\n        }\n\n    },\n\n    /**\n    * Internal method that resets and starts the debug output values.\n    *\n    * @method Phaser.Utils.Debug#start\n    * @protected\n    * @param {number} [x=0] - The X value the debug info will start from.\n    * @param {number} [y=0] - The Y value the debug info will start from.\n    * @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.\n    * @param {number} [columnWidth=0] - The spacing between columns.\n    */\n    start: function (x, y, color, columnWidth) {\n\n        if (typeof x !== 'number') { x = 0; }\n        if (typeof y !== 'number') { y = 0; }\n        color = color || 'rgb(255,255,255)';\n        if (columnWidth === undefined) { columnWidth = 0; }\n\n        this.currentX = x;\n        this.currentY = y;\n        this.currentColor = color;\n        this.columnWidth = columnWidth;\n\n        this.dirty = true;\n\n        this.context.save();\n        this.context.setTransform(1, 0, 0, 1, 0, 0);\n        this.context.strokeStyle = color;\n        this.context.fillStyle = color;\n        this.context.font = this.font;\n        this.context.globalAlpha = this.currentAlpha;\n\n    },\n\n    /**\n    * Internal method that stops the debug output.\n    *\n    * @method Phaser.Utils.Debug#stop\n    * @protected\n    */\n    stop: function () {\n\n        this.context.restore();\n\n    },\n\n    /**\n    * Internal method that outputs a single line of text split over as many columns as needed, one per parameter.\n    *\n    * @method Phaser.Utils.Debug#line\n    * @protected\n    */\n    line: function () {\n\n        var x = this.currentX;\n\n        for (var i = 0; i < arguments.length; i++)\n        {\n            if (this.renderShadow)\n            {\n                this.context.fillStyle = 'rgb(0,0,0)';\n                this.context.fillText(arguments[i], x + 1, this.currentY + 1);\n                this.context.fillStyle = this.currentColor;\n            }\n\n            this.context.fillText(arguments[i], x, this.currentY);\n\n            x += this.columnWidth;\n        }\n\n        this.currentY += this.lineHeight;\n\n    },\n\n    /**\n    * Render Sound information, including decoded state, duration, volume and more.\n    *\n    * @method Phaser.Utils.Debug#soundInfo\n    * @param {Phaser.Sound} sound - The sound object to debug.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    soundInfo: function (sound, x, y, color) {\n\n        this.start(x, y, color);\n        this.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked);\n        this.line('Is Ready?: ' + this.game.cache.isSoundReady(sound.key) + ' Pending Playback: ' + sound.pendingPlayback);\n        this.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding);\n        this.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying);\n        this.line('Time: ' + sound.currentTime);\n        this.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute);\n        this.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag);\n\n        if (sound.currentMarker !== '')\n        {\n            this.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration + ' (ms: ' + sound.durationMS + ')');\n            this.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop);\n            this.line('Position: ' + sound.position);\n        }\n\n        this.stop();\n\n    },\n\n    /**\n    * Render camera information including dimensions and location.\n    *\n    * @method Phaser.Utils.Debug#cameraInfo\n    * @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    cameraInfo: function (camera, x, y, color) {\n\n        this.start(x, y, color);\n        this.line('Camera (' + camera.width + ' x ' + camera.height + ')');\n        this.line('X: ' + camera.x + ' Y: ' + camera.y);\n\n        if (camera.bounds)\n        {\n            this.line('Bounds x: ' + camera.bounds.x + ' Y: ' + camera.bounds.y + ' w: ' + camera.bounds.width + ' h: ' + camera.bounds.height);\n        }\n\n        this.line('View x: ' + camera.view.x + ' Y: ' + camera.view.y + ' w: ' + camera.view.width + ' h: ' + camera.view.height);\n        // this.line('Screen View x: ' + camera.screenView.x + ' Y: ' + camera.screenView.y + ' w: ' + camera.screenView.width + ' h: ' + camera.screenView.height);\n        this.line('Total in view: ' + camera.totalInView);\n        this.stop();\n\n    },\n\n    /**\n    * Render Timer information.\n    *\n    * @method Phaser.Utils.Debug#timer\n    * @param {Phaser.Timer} timer - The Phaser.Timer to show the debug information for.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    timer: function (timer, x, y, color) {\n\n        this.start(x, y, color);\n        this.line('Timer (running: ' + timer.running + ' expired: ' + timer.expired + ')');\n        this.line('Next Tick: ' + timer.next + ' Duration: ' + timer.duration);\n        this.line('Paused: ' + timer.paused + ' Length: ' + timer.length);\n        this.stop();\n\n    },\n\n    /**\n    * Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.\n    *\n    * @method Phaser.Utils.Debug#pointer\n    * @param {Phaser.Pointer} pointer - The Pointer you wish to display.\n    * @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.\n    * @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.\n    * @param {string} [upColor='rgba(255,0,0,0.5)'] - The color the circle is rendered in if up (and hideIfUp is false).\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    pointer: function (pointer, hideIfUp, downColor, upColor, color) {\n\n        if (pointer == null)\n        {\n            return;\n        }\n\n        if (hideIfUp === undefined) { hideIfUp = false; }\n        downColor = downColor || 'rgba(0,255,0,0.5)';\n        upColor = upColor || 'rgba(255,0,0,0.5)';\n\n        if (hideIfUp === true && pointer.isUp === true)\n        {\n            return;\n        }\n\n        this.start(pointer.x, pointer.y - 100, color);\n        this.context.beginPath();\n        this.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2);\n\n        if (pointer.active)\n        {\n            this.context.fillStyle = downColor;\n        }\n        else\n        {\n            this.context.fillStyle = upColor;\n        }\n\n        this.context.fill();\n        this.context.closePath();\n\n        //  Render the points\n        this.context.beginPath();\n        this.context.moveTo(pointer.positionDown.x, pointer.positionDown.y);\n        this.context.lineTo(pointer.position.x, pointer.position.y);\n        this.context.lineWidth = 2;\n        this.context.stroke();\n        this.context.closePath();\n\n        //  Render the text\n        this.line('ID: ' + pointer.id + \" Active: \" + pointer.active);\n        this.line('World X: ' + pointer.worldX + \" World Y: \" + pointer.worldY);\n        this.line('Screen X: ' + pointer.x + \" Screen Y: \" + pointer.y + \" In: \" + pointer.withinGame);\n        this.line('Duration: ' + pointer.duration + \" ms\");\n        this.line('is Down: ' + pointer.isDown + \" is Up: \" + pointer.isUp);\n        this.stop();\n\n    },\n\n    /**\n    * Render Sprite Input Debug information.\n    *\n    * @method Phaser.Utils.Debug#spriteInputInfo\n    * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the input data for.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    spriteInputInfo: function (sprite, x, y, color) {\n\n        this.start(x, y, color);\n        this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')');\n        this.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1));\n        this.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0));\n        this.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0));\n        this.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut());\n        this.stop();\n\n    },\n\n    /**\n    * Renders Phaser.Key object information.\n    *\n    * @method Phaser.Utils.Debug#key\n    * @param {Phaser.Key} key - The Key to render the information for.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    key: function (key, x, y, color) {\n\n        this.start(x, y, color, 150);\n\n        this.line('Key:', key.keyCode, 'isDown:', key.isDown);\n        this.line('justDown:', key.justDown, 'justUp:', key.justUp);\n        this.line('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));\n\n        this.stop();\n\n    },\n\n    /**\n    * Render debug information about the Input object.\n    *\n    * @method Phaser.Utils.Debug#inputInfo\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    inputInfo: function (x, y, color) {\n\n        this.start(x, y, color);\n        this.line('Input');\n        this.line('X: ' + this.game.input.x + ' Y: ' + this.game.input.y);\n        this.line('World X: ' + this.game.input.worldX + ' World Y: ' + this.game.input.worldY);\n        this.line('Scale X: ' + this.game.input.scale.x.toFixed(1) + ' Scale Y: ' + this.game.input.scale.x.toFixed(1));\n        this.line('Screen X: ' + this.game.input.activePointer.screenX + ' Screen Y: ' + this.game.input.activePointer.screenY);\n        this.stop();\n\n    },\n\n    /**\n    * Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!\n    *\n    * @method Phaser.Utils.Debug#spriteBounds\n    * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the bounds of.\n    * @param {string} [color] - Color of the debug info to be rendered (format is css color string).\n    * @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)\n    */\n    spriteBounds: function (sprite, color, filled) {\n\n        var bounds = sprite.getBounds();\n\n        bounds.x += this.game.camera.x;\n        bounds.y += this.game.camera.y;\n\n        this.rectangle(bounds, color, filled);\n\n    },\n\n    /**\n    * Renders the Rope's segments. Note: This is really expensive as it has to calculate new segments every time you call it\n    *\n    * @method Phaser.Utils.Debug#ropeSegments\n    * @param {Phaser.Rope} rope - The rope to display the segments of.\n    * @param {string} [color] - Color of the debug info to be rendered (format is css color string).\n    * @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)\n    */\n    ropeSegments: function (rope, color, filled) {\n\n        var segments = rope.segments;\n\n        var self = this;\n\n        segments.forEach(function(segment) {\n            self.rectangle(segment, color, filled);\n        }, this);\n\n    },\n\n    /**\n    * Render debug infos (including name, bounds info, position and some other properties) about the Sprite.\n    *\n    * @method Phaser.Utils.Debug#spriteInfo\n    * @param {Phaser.Sprite} sprite - The Sprite to display the information of.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    spriteInfo: function (sprite, x, y, color) {\n\n        this.start(x, y, color);\n\n        this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);\n        this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));\n        this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));\n        this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);\n        this.line('bounds x: ' + sprite._bounds.x.toFixed(1) + ' y: ' + sprite._bounds.y.toFixed(1) + ' w: ' + sprite._bounds.width.toFixed(1) + ' h: ' + sprite._bounds.height.toFixed(1));\n\n        this.stop();\n\n    },\n\n    /**\n    * Renders the sprite coordinates in local, positional and world space.\n    *\n    * @method Phaser.Utils.Debug#spriteCoords\n    * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the coordinates for.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    spriteCoords: function (sprite, x, y, color) {\n\n        this.start(x, y, color, 100);\n\n        if (sprite.name)\n        {\n            this.line(sprite.name);\n        }\n\n        this.line('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));\n        this.line('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));\n        this.line('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));\n\n        this.stop();\n\n    },\n\n    /**\n    * Renders Line information in the given color.\n    *\n    * @method Phaser.Utils.Debug#lineInfo\n    * @param {Phaser.Line} line - The Line to display the data for.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    lineInfo: function (line, x, y, color) {\n\n        this.start(x, y, color, 80);\n        this.line('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2));\n        this.line('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2));\n        this.line('length:', line.length.toFixed(2), 'angle:', line.angle);\n        this.stop();\n\n    },\n\n    /**\n    * Renders a single pixel at the given size.\n    *\n    * @method Phaser.Utils.Debug#pixel\n    * @param {number} x - X position of the pixel to be rendered.\n    * @param {number} y - Y position of the pixel to be rendered.\n    * @param {string} [color] - Color of the pixel (format is css color string).\n    * @param {number} [size=2] - The 'size' to render the pixel at.\n    */\n    pixel: function (x, y, color, size) {\n\n        size = size || 2;\n\n        this.start();\n        this.context.fillStyle = color;\n        this.context.fillRect(x, y, size, size);\n        this.stop();\n\n    },\n\n    /**\n    * Renders a Phaser geometry object including Rectangle, Circle, Point or Line.\n    *\n    * @method Phaser.Utils.Debug#geom\n    * @param {Phaser.Rectangle|Phaser.Circle|Phaser.Point|Phaser.Line} object - The geometry object to render.\n    * @param {string} [color] - Color of the debug info to be rendered (format is css color string).\n    * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)\n    * @param {number} [forceType=0] - Force rendering of a specific type. If 0 no type will be forced, otherwise 1 = Rectangle, 2 = Circle, 3 = Point and 4 = Line.\n    */\n    geom: function (object, color, filled, forceType) {\n\n        if (filled === undefined) { filled = true; }\n        if (forceType === undefined) { forceType = 0; }\n\n        color = color || 'rgba(0,255,0,0.4)';\n\n        this.start();\n\n        this.context.fillStyle = color;\n        this.context.strokeStyle = color;\n\n        if (object instanceof Phaser.Rectangle || forceType === 1)\n        {\n            if (filled)\n            {\n                this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);\n            }\n            else\n            {\n                this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);\n            }\n        }\n        else if (object instanceof Phaser.Circle || forceType === 2)\n        {\n            this.context.beginPath();\n            this.context.arc(object.x - this.game.camera.x, object.y - this.game.camera.y, object.radius, 0, Math.PI * 2, false);\n            this.context.closePath();\n\n            if (filled)\n            {\n                this.context.fill();\n            }\n            else\n            {\n                this.context.stroke();\n            }\n        }\n        else if (object instanceof Phaser.Point || forceType === 3)\n        {\n            this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, 4, 4);\n        }\n        else if (object instanceof Phaser.Line || forceType === 4)\n        {\n            this.context.lineWidth = 1;\n            this.context.beginPath();\n            this.context.moveTo((object.start.x + 0.5) - this.game.camera.x, (object.start.y + 0.5) - this.game.camera.y);\n            this.context.lineTo((object.end.x + 0.5) - this.game.camera.x, (object.end.y + 0.5) - this.game.camera.y);\n            this.context.closePath();\n            this.context.stroke();\n        }\n\n        this.stop();\n\n    },\n\n    /**\n    * Renders a Rectangle.\n    *\n    * @method Phaser.Utils.Debug#geom\n    * @param {Phaser.Rectangle|object} object - The geometry object to render.\n    * @param {string} [color] - Color of the debug info to be rendered (format is css color string).\n    * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)\n    */\n    rectangle: function (object, color, filled) {\n\n        if (filled === undefined) { filled = true; }\n\n        color = color || 'rgba(0, 255, 0, 0.4)';\n\n        this.start();\n\n        if (filled)\n        {\n            this.context.fillStyle = color;\n            this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);\n        }\n        else\n        {\n            this.context.strokeStyle = color;\n            this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);\n        }\n\n        this.stop();\n\n    },\n\n    /**\n    * Render a string of text.\n    *\n    * @method Phaser.Utils.Debug#text\n    * @param {string} text - The line of text to draw.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color] - Color of the debug info to be rendered (format is css color string).\n    * @param {string} [font] - The font of text to draw.\n    */\n    text: function (text, x, y, color, font) {\n\n        color = color || 'rgb(255,255,255)';\n        font = font || '16px Courier';\n\n        this.start();\n        this.context.font = font;\n\n        if (this.renderShadow)\n        {\n            this.context.fillStyle = 'rgb(0,0,0)';\n            this.context.fillText(text, x + 1, y + 1);\n        }\n\n        this.context.fillStyle = color;\n        this.context.fillText(text, x, y);\n\n        this.stop();\n\n    },\n\n    /**\n    * Visually renders a QuadTree to the display.\n    *\n    * @method Phaser.Utils.Debug#quadTree\n    * @param {Phaser.QuadTree} quadtree - The quadtree to render.\n    * @param {string} color - The color of the lines in the quadtree.\n    */\n    quadTree: function (quadtree, color) {\n\n        color = color || 'rgba(255,0,0,0.3)';\n\n        this.start();\n\n        var bounds = quadtree.bounds;\n\n        if (quadtree.nodes.length === 0)\n        {\n            this.context.strokeStyle = color;\n            this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);\n            this.text('size: ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');\n\n            this.context.strokeStyle = 'rgb(0,255,0)';\n\n            for (var i = 0; i < quadtree.objects.length; i++)\n            {\n                this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);\n            }\n        }\n        else\n        {\n            for (var i = 0; i < quadtree.nodes.length; i++)\n            {\n                this.quadTree(quadtree.nodes[i]);\n            }\n        }\n\n        this.stop();\n\n    },\n\n    /**\n    * Render a Sprites Physics body if it has one set. The body is rendered as a filled or stroked rectangle.\n    * This only works for Arcade Physics, Ninja Physics (AABB and Circle only) and Box2D Physics bodies.\n    * To display a P2 Physics body you should enable debug mode on the body when creating it.\n    *\n    * @method Phaser.Utils.Debug#body\n    * @param {Phaser.Sprite} sprite - The Sprite who's body will be rendered.\n    * @param {string} [color='rgba(0,255,0,0.4)'] - Color of the debug rectangle to be rendered. The format is a CSS color string such as '#ff0000' or 'rgba(255,0,0,0.5)'.\n    * @param {boolean} [filled=true] - Render the body as a filled rectangle (true) or a stroked rectangle (false)\n    */\n    body: function (sprite, color, filled) {\n\n        if (sprite.body)\n        {\n            this.start();\n\n            if (sprite.body.type === Phaser.Physics.ARCADE)\n            {\n                Phaser.Physics.Arcade.Body.render(this.context, sprite.body, color, filled);\n            }\n            else if (sprite.body.type === Phaser.Physics.NINJA)\n            {\n                Phaser.Physics.Ninja.Body.render(this.context, sprite.body, color, filled);\n            }\n            else if (sprite.body.type === Phaser.Physics.BOX2D)\n            {\n                Phaser.Physics.Box2D.renderBody(this.context, sprite.body, color);\n            }\n\n            this.stop();\n        }\n\n    },\n\n    /**\n    * Render a Sprites Physic Body information.\n    *\n    * @method Phaser.Utils.Debug#bodyInfo\n    * @param {Phaser.Sprite} sprite - The sprite to be rendered.\n    * @param {number} x - X position of the debug info to be rendered.\n    * @param {number} y - Y position of the debug info to be rendered.\n    * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    bodyInfo: function (sprite, x, y, color) {\n\n        if (sprite.body)\n        {\n            this.start(x, y, color, 210);\n\n            if (sprite.body.type === Phaser.Physics.ARCADE)\n            {\n                Phaser.Physics.Arcade.Body.renderBodyInfo(this, sprite.body);\n            }\n            else if (sprite.body.type === Phaser.Physics.BOX2D)\n            {\n                this.game.physics.box2d.renderBodyInfo(this, sprite.body);\n            }\n\n            this.stop();\n        }\n\n    },\n\n    /**\n    * Renders 'debug draw' data for the Box2D world if it exists.\n    * This uses the standard debug drawing feature of Box2D, so colors will be decided by\n    * the Box2D engine.\n    *\n    * @method Phaser.Utils.Debug#box2dWorld\n    */\n    box2dWorld: function () {\n    \n        this.start();\n        \n        this.context.translate(-this.game.camera.view.x, -this.game.camera.view.y, 0);\n        this.game.physics.box2d.renderDebugDraw(this.context);\n        \n        this.stop();\n\n    },\n\n    /**\n    * Renders 'debug draw' data for the given Box2D body.\n    * This uses the standard debug drawing feature of Box2D, so colors will be decided by the Box2D engine.\n    *\n    * @method Phaser.Utils.Debug#box2dBody\n    * @param {Phaser.Sprite} sprite - The sprite whos body will be rendered.\n    * @param {string} [color='rgb(0,255,0)'] - color of the debug info to be rendered. (format is css color string).\n    */\n    box2dBody: function (body, color) {\n    \n        this.start();\n        Phaser.Physics.Box2D.renderBody(this.context, body, color);\n        this.stop();\n\n    },\n\n    /**\n    * Call this function from the Dev Tools console.\n    * \n    * It will scan the display list and output all of the Objects it finds, and their renderOrderIDs.\n    *\n    * **Note** Requires a browser that supports console.group and console.groupEnd (such as Chrome)\n    *\n    * @method displayList\n    * @param {Object} [displayObject] - The displayObject level display object to start from. Defaults to the World.\n    */\n    displayList: function (displayObject) {\n\n        if (displayObject === undefined) { displayObject = this.game.world; }\n\n        if (displayObject.hasOwnProperty('renderOrderID'))\n        {\n            console.log('[' + displayObject.renderOrderID + ']', displayObject);\n        }\n        else\n        {\n            console.log('[]', displayObject);\n        }\n\n        if (displayObject.children && displayObject.children.length > 0)\n        {\n            for (var i = 0; i < displayObject.children.length; i++)\n            {\n                this.game.debug.displayList(displayObject.children[i]);\n            }\n        }\n\n    },\n\n    /**\n    * Destroy this object.\n    *\n    * @method Phaser.Utils.Debug#destroy\n    */\n    destroy: function () {\n    \n        PIXI.CanvasPool.remove(this);\n\n    }\n\n};\n\nPhaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* DOM utility class.\n*\n* Provides a useful Window and Element functions as well as cross-browser compatibility buffer.\n*\n* Some code originally derived from {@link https://github.com/ryanve/verge verge}.\n* Some parts were inspired by the research of Ryan Van Etten, released under MIT License 2013.\n* \n* @class Phaser.DOM\n* @static\n*/\nPhaser.DOM = {\n\n    /**\n    * Get the [absolute] position of the element relative to the Document.\n    *\n    * The value may vary slightly as the page is scrolled due to rounding errors.\n    *\n    * @method Phaser.DOM.getOffset\n    * @param {DOMElement} element - The targeted element that we want to retrieve the offset.\n    * @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.\n    * @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.\n    */\n    getOffset: function (element, point) {\n\n        point = point || new Phaser.Point();\n\n        var box = element.getBoundingClientRect();\n\n        var scrollTop = Phaser.DOM.scrollY;\n        var scrollLeft = Phaser.DOM.scrollX;\n        var clientTop = document.documentElement.clientTop;\n        var clientLeft = document.documentElement.clientLeft;\n\n        point.x = box.left + scrollLeft - clientLeft;\n        point.y = box.top + scrollTop - clientTop;\n\n        return point;\n\n    },\n\n    /**\n    * A cross-browser element.getBoundingClientRect method with optional cushion.\n    * \n    * Returns a plain object containing the properties `top/bottom/left/right/width/height` with respect to the top-left corner of the current viewport.\n    * Its properties match the native rectangle.\n    * The cushion parameter is an amount of pixels (+/-) to cushion the element.\n    * It adjusts the measurements such that it is possible to detect when an element is near the viewport.\n    * \n    * @method Phaser.DOM.getBounds\n    * @param {DOMElement|Object} element - The element or stack (uses first item) to get the bounds for.\n    * @param {number} [cushion] - A +/- pixel adjustment amount.\n    * @return {Object|boolean} A plain object containing the properties `top/bottom/left/right/width/height` or `false` if a non-valid element is given.\n    */\n    getBounds: function (element, cushion) {\n\n        if (cushion === undefined) { cushion = 0; }\n\n        element = element && !element.nodeType ? element[0] : element;\n\n        if (!element || element.nodeType !== 1)\n        {\n            return false;\n        }\n        else\n        {\n            return this.calibrate(element.getBoundingClientRect(), cushion);\n        }\n\n    },\n\n    /**\n    * Calibrates element coordinates for `inLayoutViewport` checks.\n    *\n    * @method Phaser.DOM.calibrate\n    * @private\n    * @param {object} coords - An object containing the following properties: `{top: number, right: number, bottom: number, left: number}`\n    * @param {number} [cushion] - A value to adjust the coordinates by.\n    * @return {object} The calibrated element coordinates\n    */\n    calibrate: function (coords, cushion) {\n\n        cushion = +cushion || 0;\n\n        var output = { width: 0, height: 0, left: 0, right: 0, top: 0, bottom: 0 };\n\n        output.width = (output.right = coords.right + cushion) - (output.left = coords.left - cushion);\n        output.height = (output.bottom = coords.bottom + cushion) - (output.top = coords.top - cushion);\n\n        return output;\n\n    },\n\n    /**\n    * Get the Visual viewport aspect ratio (or the aspect ratio of an object or element)    \n    * \n    * @method Phaser.DOM.getAspectRatio\n    * @param {(DOMElement|Object)} [object=(visualViewport)] - The object to determine the aspect ratio for. Must have public `width` and `height` properties or methods.\n    * @return {number} The aspect ratio.\n    */\n    getAspectRatio: function (object) {\n\n        object = null == object ? this.visualBounds : 1 === object.nodeType ? this.getBounds(object) : object;\n\n        var w = object['width'];\n        var h = object['height'];\n\n        if (typeof w === 'function')\n        {\n            w = w.call(object);\n        }\n\n        if (typeof h === 'function')\n        {\n            h = h.call(object);\n        }\n\n        return w / h;\n\n    },\n\n    /**\n    * Tests if the given DOM element is within the Layout viewport.\n    * \n    * The optional cushion parameter allows you to specify a distance.\n    * \n    * inLayoutViewport(element, 100) is `true` if the element is in the viewport or 100px near it.\n    * inLayoutViewport(element, -100) is `true` if the element is in the viewport or at least 100px near it.\n    * \n    * @method Phaser.DOM.inLayoutViewport\n    * @param {DOMElement|Object} element - The DOM element to check. If no element is given it defaults to the Phaser game canvas.\n    * @param {number} [cushion] - The cushion allows you to specify a distance within which the element must be within the viewport.\n    * @return {boolean} True if the element is within the viewport, or within `cushion` distance from it.\n    */\n    inLayoutViewport: function (element, cushion) {\n\n        var r = this.getBounds(element, cushion);\n\n        return !!r && r.bottom >= 0 && r.right >= 0 && r.top <= this.layoutBounds.width && r.left <= this.layoutBounds.height;\n\n    },\n\n    /**\n    * Returns the device screen orientation.\n    *\n    * Orientation values: 'portrait-primary', 'landscape-primary', 'portrait-secondary', 'landscape-secondary'.\n    *\n    * Order of resolving:\n    * - Screen Orientation API, or variation of - Future track. Most desktop and mobile browsers.\n    * - Screen size ratio check - If fallback is 'screen', suited for desktops.\n    * - Viewport size ratio check - If fallback is 'viewport', suited for mobile.\n    * - window.orientation - If fallback is 'window.orientation', works iOS and probably most Android; non-recommended track.\n    * - Media query\n    * - Viewport size ratio check (probably only IE9 and legacy mobile gets here..)\n    *\n    * See\n    * - https://w3c.github.io/screen-orientation/ (conflicts with mozOrientation/msOrientation)\n    * - https://developer.mozilla.org/en-US/docs/Web/API/Screen.orientation (mozOrientation)\n    * - http://msdn.microsoft.com/en-us/library/ie/dn342934(v=vs.85).aspx\n    * - https://developer.mozilla.org/en-US/docs/Web/Guide/CSS/Testing_media_queries\n    * - http://stackoverflow.com/questions/4917664/detect-viewport-orientation\n    * - http://www.matthewgifford.com/blog/2011/12/22/a-misconception-about-window-orientation\n    *\n    * @method Phaser.DOM.getScreenOrientation\n    * @protected\n    * @param {string} [primaryFallback=(none)] - Specify 'screen', 'viewport', or 'window.orientation'.\n    */\n    getScreenOrientation: function (primaryFallback) {\n\n        var screen = window.screen;\n        var orientation = screen.orientation || screen.mozOrientation || screen.msOrientation;\n\n        if (orientation && typeof orientation.type === 'string')\n        {\n            // Screen Orientation API specification\n            return orientation.type;\n        }\n        else if (typeof orientation === 'string')\n        {\n            // moz/ms-orientation are strings\n            return orientation;\n        }\n\n        var PORTRAIT = 'portrait-primary';\n        var LANDSCAPE = 'landscape-primary';\n        \n        if (primaryFallback === 'screen')\n        {\n            return (screen.height > screen.width) ? PORTRAIT : LANDSCAPE;\n        }\n        else if (primaryFallback === 'viewport')\n        {\n            return (this.visualBounds.height > this.visualBounds.width) ? PORTRAIT : LANDSCAPE;\n        }\n        else if (primaryFallback === 'window.orientation' && typeof window.orientation === 'number')\n        {\n            // This may change by device based on \"natural\" orientation.\n            return (window.orientation === 0 || window.orientation === 180) ? PORTRAIT : LANDSCAPE;\n        }\n        else if (window.matchMedia)\n        {\n            if (window.matchMedia(\"(orientation: portrait)\").matches)\n            {\n                return PORTRAIT;\n            }\n            else if (window.matchMedia(\"(orientation: landscape)\").matches)\n            {\n                return LANDSCAPE;\n            }\n        }\n\n        return (this.visualBounds.height > this.visualBounds.width) ? PORTRAIT : LANDSCAPE;\n\n    },\n\n    /**\n    * The bounds of the Visual viewport, as discussed in \n    * {@link http://www.quirksmode.org/mobile/viewports.html A tale of two viewports — part one}\n    * with one difference: the viewport size _excludes_ scrollbars, as found on some desktop browsers.   \n    *\n    * Supported mobile:\n    *   iOS/Safari, Android 4, IE10, Firefox OS (maybe not Firefox Android), Opera Mobile 16\n    *\n    * The properties change dynamically.\n    *\n    * @type {Phaser.Rectangle}\n    * @property {number} x - Scroll, left offset - eg. \"scrollX\"\n    * @property {number} y - Scroll, top offset - eg. \"scrollY\"\n    * @property {number} width - Viewport width in pixels.\n    * @property {number} height - Viewport height in pixels.\n    * @readonly\n    */\n    visualBounds: new Phaser.Rectangle(),\n\n    /**\n    * The bounds of the Layout viewport, as discussed in \n    * {@link http://www.quirksmode.org/mobile/viewports2.html A tale of two viewports — part two};\n    * but honoring the constraints as specified applicable viewport meta-tag.\n    *\n    * The bounds returned are not guaranteed to be fully aligned with CSS media queries (see\n    * {@link http://www.matanich.com/2013/01/07/viewport-size/ What size is my viewport?}).\n    *\n    * This is _not_ representative of the Visual bounds: in particular the non-primary axis will\n    * generally be significantly larger than the screen height on mobile devices when running with a\n    * constrained viewport.\n    *\n    * The properties change dynamically.\n    *\n    * @type {Phaser.Rectangle}\n    * @property {number} width - Viewport width in pixels.\n    * @property {number} height - Viewport height in pixels.\n    * @readonly\n    */\n    layoutBounds: new Phaser.Rectangle(),\n\n    /**\n    * The size of the document / Layout viewport.\n    *\n    * This incorrectly reports the dimensions in IE.\n    *\n    * The properties change dynamically.\n    *\n    * @type {Phaser.Rectangle}\n    * @property {number} width - Document width in pixels.\n    * @property {number} height - Document height in pixels.\n    * @readonly\n    */\n    documentBounds: new Phaser.Rectangle()\n\n};\n\nPhaser.Device.whenReady(function (device) {\n\n    // All target browsers should support page[XY]Offset.\n    var scrollX = window && ('pageXOffset' in window) ?\n        function () { return window.pageXOffset; } :\n        function () { return document.documentElement.scrollLeft; };\n\n    var scrollY = window && ('pageYOffset' in window) ?\n        function () { return window.pageYOffset; } :\n        function () { return document.documentElement.scrollTop; };\n\n    /**\n    * A cross-browser window.scrollX.\n    *\n    * @name Phaser.DOM.scrollX\n    * @property {number} scrollX\n    * @readonly\n    * @protected\n    */\n    Object.defineProperty(Phaser.DOM, \"scrollX\", {\n        get: scrollX\n    });\n\n    /**\n    * A cross-browser window.scrollY.\n    *\n    * @name Phaser.DOM.scrollY\n    * @property {number} scrollY\n    * @readonly\n    * @protected\n    */\n    Object.defineProperty(Phaser.DOM, \"scrollY\", {\n        get: scrollY\n    });\n\n    Object.defineProperty(Phaser.DOM.visualBounds, \"x\", {\n        get: scrollX\n    });\n\n    Object.defineProperty(Phaser.DOM.visualBounds, \"y\", {\n        get: scrollY\n    });\n\n    Object.defineProperty(Phaser.DOM.layoutBounds, \"x\", {\n        value: 0\n    });\n\n    Object.defineProperty(Phaser.DOM.layoutBounds, \"y\", {\n        value: 0\n    });\n\n    var treatAsDesktop = device.desktop &&\n        (document.documentElement.clientWidth <= window.innerWidth) &&\n        (document.documentElement.clientHeight <= window.innerHeight);\n\n    // Desktop browsers align the layout viewport with the visual viewport.\n    // This differs from mobile browsers with their zooming design.\n    // Ref. http://quirksmode.org/mobile/tableViewport.html  \n    if (treatAsDesktop)\n    {\n\n        // PST- When scrollbars are not included this causes upstream issues in ScaleManager.\n        // So reverted to the old \"include scrollbars.\"\n        var clientWidth = function () {\n            return Math.max(window.innerWidth, document.documentElement.clientWidth);\n        };\n        var clientHeight = function () {\n            return Math.max(window.innerHeight, document.documentElement.clientHeight);\n        };\n\n        // Interested in area sans-scrollbar\n        Object.defineProperty(Phaser.DOM.visualBounds, \"width\", {\n            get: clientWidth\n        });\n\n        Object.defineProperty(Phaser.DOM.visualBounds, \"height\", {\n            get: clientHeight\n        });\n\n        Object.defineProperty(Phaser.DOM.layoutBounds, \"width\", {\n            get: clientWidth\n        });\n\n        Object.defineProperty(Phaser.DOM.layoutBounds, \"height\", {\n            get: clientHeight\n        });\n\n    } else {\n\n        Object.defineProperty(Phaser.DOM.visualBounds, \"width\", {\n            get: function () {\n                return window.innerWidth;\n            }\n        });\n\n        Object.defineProperty(Phaser.DOM.visualBounds, \"height\", {\n            get: function () {\n                return window.innerHeight;\n            }\n        });\n\n        Object.defineProperty(Phaser.DOM.layoutBounds, \"width\", {\n\n            get: function () {\n                var a = document.documentElement.clientWidth;\n                var b = window.innerWidth;\n\n                return a < b ? b : a; // max\n            }\n\n        });\n\n        Object.defineProperty(Phaser.DOM.layoutBounds, \"height\", {\n\n            get: function () {\n                var a = document.documentElement.clientHeight;\n                var b = window.innerHeight;\n\n                return a < b ? b : a; // max\n            }\n\n        });\n\n    }\n\n    // For Phaser.DOM.documentBounds\n    // Ref. http://www.quirksmode.org/mobile/tableViewport_desktop.html\n\n    Object.defineProperty(Phaser.DOM.documentBounds, \"x\", {\n        value: 0\n    });\n\n    Object.defineProperty(Phaser.DOM.documentBounds, \"y\", {\n        value: 0\n    });\n\n    Object.defineProperty(Phaser.DOM.documentBounds, \"width\", {\n\n        get: function () {\n            var d = document.documentElement;\n            return Math.max(d.clientWidth, d.offsetWidth, d.scrollWidth);\n        }\n\n    });\n\n    Object.defineProperty(Phaser.DOM.documentBounds, \"height\", {\n\n        get: function () {\n            var d = document.documentElement;\n            return Math.max(d.clientHeight, d.offsetHeight, d.scrollHeight);\n        }\n\n    });\n\n}, null, true);\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* ArraySet is a Set data structure (items must be unique within the set) that also maintains order.\n* This allows specific items to be easily added or removed from the Set.\n*\n* Item equality (and uniqueness) is determined by the behavior of `Array.indexOf`.\n*\n* This used primarily by the Input subsystem.\n*\n* @class Phaser.ArraySet\n* @constructor\n* @param {any[]} [list=(new array)] - The backing array: if specified the items in the list _must_ be unique, per `Array.indexOf`, and the ownership of the array _should_ be relinquished to the ArraySet.\n*/\nPhaser.ArraySet = function (list) {\n\n    /**\n    * Current cursor position as established by `first` and `next`.\n    * @property {integer} position\n    * @default\n    */\n    this.position = 0;\n\n    /**\n    * The backing array.\n    * @property {any[]} list\n    */\n    this.list = list || [];\n\n};\n\nPhaser.ArraySet.prototype = {\n\n    /**\n    * Adds a new element to the end of the list.\n    * If the item already exists in the list it is not moved.\n    *\n    * @method Phaser.ArraySet#add\n    * @param {any} item - The element to add to this list.\n    * @return {any} The item that was added.\n    */\n    add: function (item) {\n\n        if (!this.exists(item))\n        {\n            this.list.push(item);\n        }\n\n        return item;\n\n    },\n\n    /**\n    * Gets the index of the item in the list, or -1 if it isn't in the list.\n    *\n    * @method Phaser.ArraySet#getIndex\n    * @param {any} item - The element to get the list index for.\n    * @return {integer} The index of the item or -1 if not found.\n    */\n    getIndex: function (item) {\n\n        return this.list.indexOf(item);\n\n    },\n\n    /**\n    * Gets an item from the set based on the property strictly equaling the value given.\n    * Returns null if not found.\n    *\n    * @method Phaser.ArraySet#getByKey\n    * @param {string} property - The property to check against the value.\n    * @param {any} value - The value to check if the property strictly equals.\n    * @return {any} The item that was found, or null if nothing matched.\n    */\n    getByKey: function (property, value) {\n\n        var i = this.list.length;\n\n        while (i--)\n        {\n            if (this.list[i][property] === value)\n            {\n                return this.list[i];\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Checks for the item within this list.\n    *\n    * @method Phaser.ArraySet#exists\n    * @param {any} item - The element to get the list index for.\n    * @return {boolean} True if the item is found in the list, otherwise false.\n    */\n    exists: function (item) {\n\n        return (this.list.indexOf(item) > -1);\n\n    },\n\n    /**\n    * Removes all the items.\n    *\n    * @method Phaser.ArraySet#reset\n    */\n    reset: function () {\n\n        this.list.length = 0;\n\n    },\n\n    /**\n    * Removes the given element from this list if it exists.\n    *\n    * @method Phaser.ArraySet#remove\n    * @param {any} item - The item to be removed from the list.\n    * @return {any} item - The item that was removed.\n    */\n    remove: function (item) {\n\n        var idx = this.list.indexOf(item);\n\n        if (idx > -1)\n        {\n            this.list.splice(idx, 1);\n            return item;\n        }\n\n    },\n\n    /**\n    * Sets the property `key` to the given value on all members of this list.\n    *\n    * @method Phaser.ArraySet#setAll\n    * @param {any} key - The property of the item to set.\n    * @param {any} value - The value to set the property to.\n    */\n    setAll: function (key, value) {\n\n        var i = this.list.length;\n\n        while (i--)\n        {\n            if (this.list[i])\n            {\n                this.list[i][key] = value;\n            }\n        }\n\n    },\n\n    /**\n    * Calls a function on all members of this list, using the member as the context for the callback.\n    *\n    * If the `key` property is present it must be a function.\n    * The function is invoked using the item as the context.\n    *\n    * @method Phaser.ArraySet#callAll\n    * @param {string} key - The name of the property with the function to call.\n    * @param {...*} parameter - Additional parameters that will be passed to the callback.\n    */\n    callAll: function (key) {\n\n        var args = Array.prototype.slice.call(arguments, 1);\n\n        var i = this.list.length;\n\n        while (i--)\n        {\n            if (this.list[i] && this.list[i][key])\n            {\n                this.list[i][key].apply(this.list[i], args);\n            }\n        }\n\n    },\n\n    /**\n    * Removes every member from this ArraySet and optionally destroys it.\n    *\n    * @method Phaser.ArraySet#removeAll\n    * @param {boolean} [destroy=false] - Call `destroy` on each member as it's removed from this set.\n    */\n    removeAll: function (destroy) {\n\n        if (destroy === undefined) { destroy = false; }\n\n        var i = this.list.length;\n\n        while (i--)\n        {\n            if (this.list[i])\n            {\n                var item = this.remove(this.list[i]);\n\n                if (destroy)\n                {\n                    item.destroy();\n                }\n            }\n        }\n\n        this.position = 0;\n        this.list = [];\n\n    }\n\n};\n\n/**\n* Number of items in the ArraySet. Same as `list.length`.\n*\n* @name Phaser.ArraySet#total\n* @property {integer} total\n*/\nObject.defineProperty(Phaser.ArraySet.prototype, \"total\", {\n\n    get: function () {\n        return this.list.length;\n    }\n\n});\n\n/**\n* Returns the first item and resets the cursor to the start.\n*\n* @name Phaser.ArraySet#first\n* @property {any} first\n*/\nObject.defineProperty(Phaser.ArraySet.prototype, \"first\", {\n\n    get: function () {\n\n        this.position = 0;\n\n        if (this.list.length > 0)\n        {\n            return this.list[0];\n        }\n        else\n        {\n            return null;\n        }\n\n    }\n\n});\n\n/**\n* Returns the the next item (based on the cursor) and advances the cursor.\n*\n* @name Phaser.ArraySet#next\n* @property {any} next\n*/\nObject.defineProperty(Phaser.ArraySet.prototype, \"next\", {\n\n    get: function () {\n\n        if (this.position < this.list.length)\n        {\n            this.position++;\n\n            return this.list[this.position];\n        }\n        else\n        {\n            return null;\n        }\n\n    }\n\n});\n\nPhaser.ArraySet.prototype.constructor = Phaser.ArraySet;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Utility functions for dealing with Arrays.\n*\n* @class Phaser.ArrayUtils\n* @static\n*/\nPhaser.ArrayUtils = {\n\n    /**\n    * Fetch a random entry from the given array.\n    *\n    * Will return null if there are no array items that fall within the specified range\n    * or if there is no item for the randomly chosen index.\n    *\n    * @method\n    * @param {any[]} objects - An array of objects.\n    * @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.\n    * @param {integer} length - Optional restriction on the number of values you want to randomly select from.\n    * @return {object} The random object that was selected.\n    */\n    getRandomItem: function (objects, startIndex, length) {\n\n        if (objects === null) { return null; }\n        if (startIndex === undefined) { startIndex = 0; }\n        if (length === undefined) { length = objects.length; }\n\n        var randomIndex = startIndex + Math.floor(Math.random() * length);\n\n        return objects[randomIndex] === undefined ? null : objects[randomIndex];\n\n    },\n\n    /**\n    * Removes a random object from the given array and returns it.\n    *\n    * Will return null if there are no array items that fall within the specified range\n    * or if there is no item for the randomly chosen index.\n    *\n    * @method\n    * @param {any[]} objects - An array of objects.\n    * @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.\n    * @param {integer} length - Optional restriction on the number of values you want to randomly select from.\n    * @return {object} The random object that was removed.\n    */\n    removeRandomItem: function (objects, startIndex, length) {\n\n        if (objects == null) { // undefined or null\n            return null;\n        }\n\n        if (startIndex === undefined) { startIndex = 0; }\n        if (length === undefined) { length = objects.length; }\n\n        var randomIndex = startIndex + Math.floor(Math.random() * length);\n        if (randomIndex < objects.length)\n        {\n            var removed = objects.splice(randomIndex, 1);\n            return removed[0] === undefined ? null : removed[0];\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * A standard Fisher-Yates Array shuffle implementation which modifies the array in place.\n    *\n    * @method\n    * @param {any[]} array - The array to shuffle.\n    * @return {any[]} The original array, now shuffled.\n    */\n    shuffle: function (array) {\n\n        for (var i = array.length - 1; i > 0; i--)\n        {\n            var j = Math.floor(Math.random() * (i + 1));\n            var temp = array[i];\n            array[i] = array[j];\n            array[j] = temp;\n        }\n\n        return array;\n\n    },\n\n    /**\n    * Transposes the elements of the given matrix (array of arrays).\n    *\n    * @method\n    * @param {Array<any[]>} array - The matrix to transpose.\n    * @return {Array<any[]>} A new transposed matrix\n    */\n    transposeMatrix: function (array) {\n\n        var sourceRowCount = array.length;\n        var sourceColCount = array[0].length;\n\n        var result = new Array(sourceColCount);\n\n        for (var i = 0; i < sourceColCount; i++)\n        {\n            result[i] = new Array(sourceRowCount);\n\n            for (var j = sourceRowCount - 1; j > -1; j--)\n            {\n                result[i][j] = array[j][i];\n            }\n        }\n\n        return result;\n\n    },\n\n    /**\n    * Rotates the given matrix (array of arrays).\n    *\n    * Based on the routine from {@link http://jsfiddle.net/MrPolywhirl/NH42z/}.\n    *\n    * @method\n    * @param {Array<any[]>} matrix - The array to rotate; this matrix _may_ be altered.\n    * @param {number|string} direction - The amount to rotate: the rotation in degrees (90, -90, 270, -270, 180) or a string command ('rotateLeft', 'rotateRight' or 'rotate180').\n    * @return {Array<any[]>} The rotated matrix. The source matrix should be discarded for the returned matrix.\n    */\n    rotateMatrix: function (matrix, direction) {\n\n        if (typeof direction !== 'string')\n        {\n            direction = ((direction % 360) + 360) % 360;\n        }\n\n        if (direction === 90 || direction === -270 || direction === 'rotateLeft')\n        {\n            matrix = Phaser.ArrayUtils.transposeMatrix(matrix);\n            matrix = matrix.reverse();\n        }\n        else if (direction === -90 || direction === 270 || direction === 'rotateRight')\n        {\n            matrix = matrix.reverse();\n            matrix = Phaser.ArrayUtils.transposeMatrix(matrix);\n        }\n        else if (Math.abs(direction) === 180 || direction === 'rotate180')\n        {\n            for (var i = 0; i < matrix.length; i++)\n            {\n                matrix[i].reverse();\n            }\n\n            matrix = matrix.reverse();\n        }\n\n        return matrix;\n\n    },\n\n    /**\n    * Snaps a value to the nearest value in an array.\n    * The result will always be in the range `[first_value, last_value]`.\n    *\n    * @method\n    * @param {number} value - The search value\n    * @param {number[]} arr - The input array which _must_ be sorted.\n    * @return {number} The nearest value found.\n    */\n    findClosest: function (value, arr) {\n\n        if (!arr.length)\n        {\n            return NaN;\n        }\n        else if (arr.length === 1 || value < arr[0])\n        {\n            return arr[0];\n        }\n\n        var i = 1;\n        while (arr[i] < value) {\n            i++;\n        }\n\n        var low = arr[i - 1];\n        var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;\n\n        return ((high - value) <= (value - low)) ? high : low;\n\n    },\n\n    /**\n    * Moves the element from the end of the array to the start, shifting all items in the process.\n    * The \"rotation\" happens to the right.\n    *\n    * Before: `[ A, B, C, D, E, F ]`\n    * After: `[ F, A, B, C, D, E ]`\n    * \n    * See also Phaser.ArrayUtils.rotateLeft.\n    *\n    * @method Phaser.ArrayUtils.rotateRight\n    * @param {any[]} array - The array to rotate. The array is modified.\n    * @return {any} The shifted value.\n    */\n    rotateRight: function (array) {\n\n        var s = array.pop();\n        array.unshift(s);\n\n        return s;\n\n    },\n\n    /**\n    * Moves the element from the start of the array to the end, shifting all items in the process.\n    * The \"rotation\" happens to the left.\n    *\n    * Before: `[ A, B, C, D, E, F ]`\n    * After: `[ B, C, D, E, F, A ]`\n    * \n    * See also Phaser.ArrayUtils.rotateRight\n    *\n    * @method Phaser.ArrayUtils.rotateLeft\n    * @param {any[]} array - The array to rotate. The array is modified.\n    * @return {any} The rotated value.\n    */\n    rotateLeft: function (array) {\n\n        var s = array.shift();\n        array.push(s);\n\n        return s;\n\n    },\n\n    /**\n    * Moves the element from the start of the array to the end, shifting all items in the process.\n    * The \"rotation\" happens to the left.\n    *\n    * Before: `[ A, B, C, D, E, F ]`\n    * After: `[ B, C, D, E, F, A ]`\n    * \n    * See also Phaser.ArrayUtils.rotateRight\n    *\n    * @method Phaser.ArrayUtils.rotate\n    * @deprecated Please use Phaser.ArrayUtils.rotate instead.\n    * @param {any[]} array - The array to rotate. The array is modified.\n    * @return {any} The rotated value.\n    */\n    rotate: function (array) {\n\n        var s = array.shift();\n        array.push(s);\n\n        return s;\n\n    },\n\n    /**\n    * Create an array representing the inclusive range of numbers (usually integers) in `[start, end]`.\n    * This is equivalent to `numberArrayStep(start, end, 1)`.\n    *\n    * @method Phaser.ArrayUtils#numberArray\n    * @param {number} start - The minimum value the array starts with.\n    * @param {number} end - The maximum value the array contains.\n    * @return {number[]} The array of number values.\n    */\n    numberArray: function (start, end) {\n\n        var result = [];\n\n        for (var i = start; i <= end; i++)\n        {\n            result.push(i);\n        }\n\n        return result;\n\n    },\n\n    /**\n    * Create an array of numbers (positive and/or negative) progressing from `start`\n    * up to but not including `end` by advancing by `step`.\n    *\n    * If `start` is less than `end` a zero-length range is created unless a negative `step` is specified.\n    *\n    * Certain values for `start` and `end` (eg. NaN/undefined/null) are currently coerced to 0;\n    * for forward compatibility make sure to pass in actual numbers.\n    *\n    * @method Phaser.ArrayUtils#numberArrayStep\n    * @param {number} start - The start of the range.\n    * @param {number} [end] - The end of the range.\n    * @param {number} [step=1] - The value to increment or decrement by.\n    * @returns {Array} Returns the new array of numbers.\n    * @example\n    * Phaser.ArrayUtils.numberArrayStep(4);\n    * // => [0, 1, 2, 3]\n    *\n    * Phaser.ArrayUtils.numberArrayStep(1, 5);\n    * // => [1, 2, 3, 4]\n    *\n    * Phaser.ArrayUtils.numberArrayStep(0, 20, 5);\n    * // => [0, 5, 10, 15]\n    *\n    * Phaser.ArrayUtils.numberArrayStep(0, -4, -1);\n    * // => [0, -1, -2, -3]\n    *\n    * Phaser.ArrayUtils.numberArrayStep(1, 4, 0);\n    * // => [1, 1, 1]\n    *\n    * Phaser.ArrayUtils.numberArrayStep(0);\n    * // => []\n    */\n    numberArrayStep: function (start, end, step) {\n\n        if (start === undefined || start === null) { start = 0; }\n\n        if (end === undefined || end === null)\n        {\n            end = start;\n            start = 0;\n        }\n\n        if (step === undefined) { step = 1; }\n\n        var result = [];\n        var total = Math.max(Phaser.Math.roundAwayFromZero((end - start) / (step || 1)), 0);\n\n        for (var i = 0; i < total; i++)\n        {\n            result.push(start);\n            start += step;\n        }\n\n        return result;\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A basic Linked List data structure.\n*\n* This implementation _modifies_ the `prev` and `next` properties of each item added:\n* - The `prev` and `next` properties must be writable and should not be used for any other purpose.\n* - Items _cannot_ be added to multiple LinkedLists at the same time.\n* - Only objects can be added.\n*\n* @class Phaser.LinkedList\n* @constructor\n*/\nPhaser.LinkedList = function () {\n\n    /**\n    * Next element in the list.\n    * @property {object} next\n    * @default\n    */\n    this.next = null;\n\n    /**\n    * Previous element in the list.\n    * @property {object} prev\n    * @default\n    */\n    this.prev = null;\n\n    /**\n    * First element in the list.\n    * @property {object} first\n    * @default\n    */\n    this.first = null;\n\n    /**\n    * Last element in the list.\n    * @property {object} last\n    * @default\n    */\n    this.last = null;\n\n    /**\n    * Number of elements in the list.\n    * @property {integer} total\n    * @default\n    */\n    this.total = 0;\n\n};\n\nPhaser.LinkedList.prototype = {\n\n    /**\n    * Adds a new element to this linked list.\n    *\n    * @method Phaser.LinkedList#add\n    * @param {object} item - The element to add to this list. Can be a Phaser.Sprite or any other object you need to quickly iterate through.\n    * @return {object} The item that was added.\n    */\n    add: function (item) {\n\n        //  If the list is empty\n        if (this.total === 0 && this.first === null && this.last === null)\n        {\n            this.first = item;\n            this.last = item;\n            this.next = item;\n            item.prev = this;\n            this.total++;\n            return item;\n        }\n\n        //  Gets appended to the end of the list, regardless of anything, and it won't have any children of its own (non-nested list)\n        this.last.next = item;\n\n        item.prev = this.last;\n\n        this.last = item;\n\n        this.total++;\n\n        return item;\n\n    },\n\n    /**\n    * Resets the first, last, next and previous node pointers in this list.\n    *\n    * @method Phaser.LinkedList#reset\n    */\n    reset: function () {\n\n        this.first = null;\n        this.last = null;\n        this.next = null;\n        this.prev = null;\n        this.total = 0;\n\n    },\n\n    /**\n    * Removes the given element from this linked list if it exists.\n    *\n    * @method Phaser.LinkedList#remove\n    * @param {object} item - The item to be removed from the list.\n    */\n    remove: function (item) {\n\n        if (this.total === 1)\n        {\n            this.reset();\n            item.next = item.prev = null;\n            return;\n        }\n\n        if (item === this.first)\n        {\n            // It was 'first', make 'first' point to first.next\n            this.first = this.first.next;\n        }\n        else if (item === this.last)\n        {\n            // It was 'last', make 'last' point to last.prev\n            this.last = this.last.prev;\n        }\n\n        if (item.prev)\n        {\n            // make item.prev.next point to childs.next instead of item\n            item.prev.next = item.next;\n        }\n\n        if (item.next)\n        {\n            // make item.next.prev point to item.prev instead of item\n            item.next.prev = item.prev;\n        }\n\n        item.next = item.prev = null;\n\n        if (this.first === null )\n        {\n            this.last = null;\n        }\n\n        this.total--;\n\n    },\n\n    /**\n    * Calls a function on all members of this list, using the member as the context for the callback.\n    * The function must exist on the member.\n    *\n    * @method Phaser.LinkedList#callAll\n    * @param {function} callback - The function to call.\n    */\n    callAll: function (callback) {\n\n        if (!this.first || !this.last)\n        {\n            return;\n        }\n\n        var entity = this.first;\n\n        do\n        {\n            if (entity && entity[callback])\n            {\n                entity[callback].call(entity);\n            }\n\n            entity = entity.next;\n\n        }\n        while (entity !== this.last.next);\n\n    }\n\n};\n\nPhaser.LinkedList.prototype.constructor = Phaser.LinkedList;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Phaser.Create class is a collection of smaller helper methods that allow you to generate game content\n* quickly and easily, without the need for any external files. You can create textures for sprites and in\n* coming releases we'll add dynamic sound effect generation support as well (like sfxr).\n*\n* Access this via `Game.create` (`this.game.create` from within a State object)\n* \n* @class Phaser.Create\n* @constructor\n* @param {Phaser.Game} game - Game reference to the currently running game.\n */\nPhaser.Create = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.BitmapData} bmd - The internal BitmapData Create uses to generate textures from.\n    */\n    this.bmd = null;\n\n    /**\n    * @property {HTMLCanvasElement} canvas - The canvas the BitmapData uses.\n    */\n    this.canvas = null;\n\n    /**\n    * @property {CanvasRenderingContext2D} context - The 2d context of the canvas.\n    */\n    this.ctx = null;\n\n    /**\n    * @property {array} palettes - A range of 16 color palettes for use with sprite generation.\n    */\n    this.palettes = [\n        { 0: '#000', 1: '#9D9D9D', 2: '#FFF', 3: '#BE2633', 4: '#E06F8B', 5: '#493C2B', 6: '#A46422', 7: '#EB8931', 8: '#F7E26B', 9: '#2F484E', A: '#44891A', B: '#A3CE27', C: '#1B2632', D: '#005784', E: '#31A2F2', F: '#B2DCEF' },\n        { 0: '#000', 1: '#191028', 2: '#46af45', 3: '#a1d685', 4: '#453e78', 5: '#7664fe', 6: '#833129', 7: '#9ec2e8', 8: '#dc534b', 9: '#e18d79', A: '#d6b97b', B: '#e9d8a1', C: '#216c4b', D: '#d365c8', E: '#afaab9', F: '#f5f4eb' },\n        { 0: '#000', 1: '#2234d1', 2: '#0c7e45', 3: '#44aacc', 4: '#8a3622', 5: '#5c2e78', 6: '#aa5c3d', 7: '#b5b5b5', 8: '#5e606e', 9: '#4c81fb', A: '#6cd947', B: '#7be2f9', C: '#eb8a60', D: '#e23d69', E: '#ffd93f', F: '#fff' },\n        { 0: '#000', 1: '#fff', 2: '#8b4131', 3: '#7bbdc5', 4: '#8b41ac', 5: '#6aac41', 6: '#3931a4', 7: '#d5de73', 8: '#945a20', 9: '#5a4100', A: '#bd736a', B: '#525252', C: '#838383', D: '#acee8b', E: '#7b73de', F: '#acacac' },\n        { 0: '#000', 1: '#191028', 2: '#46af45', 3: '#a1d685', 4: '#453e78', 5: '#7664fe', 6: '#833129', 7: '#9ec2e8', 8: '#dc534b', 9: '#e18d79', A: '#d6b97b', B: '#e9d8a1', C: '#216c4b', D: '#d365c8', E: '#afaab9', F: '#fff' }\n    ];\n\n};\n\n/**\n* A 16 color palette by [Arne](http://androidarts.com/palette/16pal.htm)\n* @constant\n* @type {number}\n*/\nPhaser.Create.PALETTE_ARNE = 0;\n\n/**\n* A 16 color JMP inspired palette.\n* @constant\n* @type {number}\n*/\nPhaser.Create.PALETTE_JMP = 1;\n\n/**\n* A 16 color CGA inspired palette.\n* @constant\n* @type {number}\n*/\nPhaser.Create.PALETTE_CGA = 2;\n\n/**\n* A 16 color C64 inspired palette.\n* @constant\n* @type {number}\n*/\nPhaser.Create.PALETTE_C64 = 3;\n\n/**\n* A 16 color palette inspired by Japanese computers like the MSX.\n* @constant\n* @type {number}\n*/\nPhaser.Create.PALETTE_JAPANESE_MACHINE = 4;\n\nPhaser.Create.prototype = {\n\n    /**\n     * Generates a new PIXI.Texture from the given data, which can be applied to a Sprite.\n     *\n     * This allows you to create game graphics quickly and easily, with no external files but that use actual proper images\n     * rather than Phaser.Graphics objects, which are expensive to render and limited in scope.\n     *\n     * Each element of the array is a string holding the pixel color values, as mapped to one of the Phaser.Create PALETTE consts.\n     *\n     * For example:\n     *\n     * `var data = [\n     *   ' 333 ',\n     *   ' 777 ',\n     *   'E333E',\n     *   ' 333 ',\n     *   ' 3 3 '\n     * ];`\n     *\n     * `game.create.texture('bob', data);`\n     *\n     * The above will create a new texture called `bob`, which will look like a little man wearing a hat. You can then use it\n     * for sprites the same way you use any other texture: `game.add.sprite(0, 0, 'bob');`\n     *\n     * @method Phaser.Create#texture\n     * @param {string} key - The key used to store this texture in the Phaser Cache.\n     * @param {array} data - An array of pixel data.\n     * @param {integer} [pixelWidth=8] - The width of each pixel.\n     * @param {integer} [pixelHeight=8] - The height of each pixel.\n     * @param {integer} [palette=0] - The palette to use when rendering the texture. One of the Phaser.Create.PALETTE consts.\n     * @return {PIXI.Texture} The newly generated texture.\n     */\n    texture: function (key, data, pixelWidth, pixelHeight, palette) {\n\n        if (pixelWidth === undefined) { pixelWidth = 8; }\n        if (pixelHeight === undefined) { pixelHeight = pixelWidth; }\n        if (palette === undefined) { palette = 0; }\n\n        var w = data[0].length * pixelWidth;\n        var h = data.length * pixelHeight;\n\n        //  No bmd? Let's make one\n        if (this.bmd === null)\n        {\n            this.bmd = this.game.make.bitmapData();\n            this.canvas = this.bmd.canvas;\n            this.ctx = this.bmd.context;\n        }\n\n        this.bmd.resize(w, h);\n        this.bmd.clear();\n\n        //  Draw it\n        for (var y = 0; y < data.length; y++)\n        {\n            var row = data[y];\n\n            for (var x = 0; x < row.length; x++)\n            {\n                var d = row[x];\n\n                if (d !== '.' && d !== ' ')\n                {\n                    this.ctx.fillStyle = this.palettes[palette][d];\n                    this.ctx.fillRect(x * pixelWidth, y * pixelHeight, pixelWidth, pixelHeight);\n                }\n            }\n        }\n\n        return this.bmd.generateTexture(key);\n\n    },\n\n    /**\n     * Creates a grid texture based on the given dimensions.\n     *\n     * @method Phaser.Create#grid\n     * @param {string} key - The key used to store this texture in the Phaser Cache.\n     * @param {integer} width - The width of the grid in pixels.\n     * @param {integer} height - The height of the grid in pixels.\n     * @param {integer} cellWidth - The width of the grid cells in pixels.\n     * @param {integer} cellHeight - The height of the grid cells in pixels.\n     * @param {string} color - The color to draw the grid lines in. Should be a Canvas supported color string like `#ff5500` or `rgba(200,50,3,0.5)`.\n     * @return {PIXI.Texture} The newly generated texture.\n     */\n    grid: function (key, width, height, cellWidth, cellHeight, color) {\n\n        //  No bmd? Let's make one\n        if (this.bmd === null)\n        {\n            this.bmd = this.game.make.bitmapData();\n            this.canvas = this.bmd.canvas;\n            this.ctx = this.bmd.context;\n        }\n\n        this.bmd.resize(width, height);\n\n        this.ctx.fillStyle = color;\n\n        for (var y = 0; y < height; y += cellHeight)\n        {\n            this.ctx.fillRect(0, y, width, 1);\n        }\n\n        for (var x = 0; x < width; x += cellWidth)\n        {\n            this.ctx.fillRect(x, 0, 1, height);\n        }\n\n        return this.bmd.generateTexture(key);\n\n    }\n\n};\n\nPhaser.Create.prototype.constructor = Phaser.Create;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.\n* Please try to avoid using in production games with a long time to build.\n* This is also why the documentation is incomplete.\n* \n* FlexGrid is a a responsive grid manager that works in conjunction with the ScaleManager RESIZE scaling mode and FlexLayers\n* to provide for game object positioning in a responsive manner.\n*\n* @class Phaser.FlexGrid\n* @constructor\n* @param {Phaser.ScaleManager} manager - The ScaleManager.\n* @param {number} width - The width of the game.\n* @param {number} height - The height of the game.\n*/\nPhaser.FlexGrid = function (manager, width, height) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = manager.game;\n\n    /**\n    * @property {Phaser.ScaleManager} manager - A reference to the ScaleManager.\n    */\n    this.manager = manager;\n\n    //  The perfect dimensions on which everything else is based\n    this.width = width;\n    this.height = height;\n\n    this.boundsCustom = new Phaser.Rectangle(0, 0, width, height);\n    this.boundsFluid = new Phaser.Rectangle(0, 0, width, height);\n    this.boundsFull = new Phaser.Rectangle(0, 0, width, height);\n    this.boundsNone = new Phaser.Rectangle(0, 0, width, height);\n\n    /**\n    * @property {Phaser.Point} position - \n    * @readonly\n    */\n    this.positionCustom = new Phaser.Point(0, 0);\n    this.positionFluid = new Phaser.Point(0, 0);\n    this.positionFull = new Phaser.Point(0, 0);\n    this.positionNone = new Phaser.Point(0, 0);\n\n    /**\n    * @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.\n    * @readonly\n    */\n    this.scaleCustom = new Phaser.Point(1, 1);\n    this.scaleFluid = new Phaser.Point(1, 1);\n    this.scaleFluidInversed = new Phaser.Point(1, 1);\n    this.scaleFull = new Phaser.Point(1, 1);\n    this.scaleNone = new Phaser.Point(1, 1);\n\n    this.customWidth = 0;\n    this.customHeight = 0;\n    this.customOffsetX = 0;\n    this.customOffsetY = 0;\n\n    this.ratioH = width / height;\n    this.ratioV = height / width;\n\n    this.multiplier = 0;\n\n    this.layers = [];\n\n};\n\nPhaser.FlexGrid.prototype = {\n\n    /**\n     * Sets the core game size. This resets the w/h parameters and bounds.\n     *\n     * @method Phaser.FlexGrid#setSize\n     * @param {number} width - The new dimensions.\n     * @param {number} height - The new dimensions.\n     */\n    setSize: function (width, height) {\n\n        //  These are locked and don't change until setSize is called again\n        this.width = width;\n        this.height = height;\n\n        this.ratioH = width / height;\n        this.ratioV = height / width;\n\n        this.scaleNone = new Phaser.Point(1, 1);\n\n        this.boundsNone.width = this.width;\n        this.boundsNone.height = this.height;\n\n        this.refresh();\n\n    },\n\n    //  Need ability to create your own layers with custom scaling, etc.\n\n    /**\n     * A custom layer is centered on the game and maintains its aspect ratio as it scales up and down.\n     *\n     * @method Phaser.FlexGrid#createCustomLayer\n     * @param {number} width - Width of this layer in pixels.\n     * @param {number} height - Height of this layer in pixels.\n     * @param {PIXI.DisplayObject[]} [children] - An array of children that are used to populate the FlexLayer.\n     * @return {Phaser.FlexLayer} The Layer object.\n     */\n    createCustomLayer: function (width, height, children, addToWorld) {\n\n        if (addToWorld === undefined) { addToWorld = true; }\n\n        this.customWidth = width;\n        this.customHeight = height;\n\n        this.boundsCustom.width = width;\n        this.boundsCustom.height = height;\n\n        var layer = new Phaser.FlexLayer(this, this.positionCustom, this.boundsCustom, this.scaleCustom);\n\n        if (addToWorld)\n        {\n            this.game.world.add(layer);\n        }\n\n        this.layers.push(layer);\n\n        if (typeof children !== 'undefined' && typeof children !== null)\n        {\n            layer.addMultiple(children);\n        }\n\n        return layer;\n\n    },\n\n    /**\n     * A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down.\n     *\n     * @method Phaser.FlexGrid#createFluidLayer\n     * @param {array} [children] - An array of children that are used to populate the FlexLayer.\n     * @return {Phaser.FlexLayer} The Layer object.\n     */\n    createFluidLayer: function (children, addToWorld) {\n\n        if (addToWorld === undefined) { addToWorld = true; }\n\n        var layer = new Phaser.FlexLayer(this, this.positionFluid, this.boundsFluid, this.scaleFluid);\n\n        if (addToWorld)\n        {\n            this.game.world.add(layer);\n        }\n\n        this.layers.push(layer);\n\n        if (typeof children !== 'undefined' && typeof children !== null)\n        {\n            layer.addMultiple(children);\n        }\n\n        return layer;\n\n    },\n\n    /**\n     * A full layer is placed at 0,0 and extends to the full size of the game. Children are scaled according to the fluid ratios.\n     *\n     * @method Phaser.FlexGrid#createFullLayer\n     * @param {array} [children] - An array of children that are used to populate the FlexLayer.\n     * @return {Phaser.FlexLayer} The Layer object.\n     */\n    createFullLayer: function (children) {\n\n        var layer = new Phaser.FlexLayer(this, this.positionFull, this.boundsFull, this.scaleFluid);\n\n        this.game.world.add(layer);\n\n        this.layers.push(layer);\n\n        if (typeof children !== 'undefined')\n        {\n            layer.addMultiple(children);\n        }\n\n        return layer;\n\n    },\n\n    /**\n     * A fixed layer is centered on the game and is the size of the required dimensions and is never scaled.\n     *\n     * @method Phaser.FlexGrid#createFixedLayer\n     * @param {PIXI.DisplayObject[]} [children] - An array of children that are used to populate the FlexLayer.\n     * @return {Phaser.FlexLayer} The Layer object.\n     */\n    createFixedLayer: function (children) {\n\n        var layer = new Phaser.FlexLayer(this, this.positionNone, this.boundsNone, this.scaleNone);\n\n        this.game.world.add(layer);\n\n        this.layers.push(layer);\n\n        if (typeof children !== 'undefined')\n        {\n            layer.addMultiple(children);\n        }\n\n        return layer;\n\n    },\n\n    /**\n     * Resets the layer children references\n     *\n     * @method Phaser.FlexGrid#reset\n     */\n    reset: function () {\n\n        var i = this.layers.length;\n\n        while (i--)\n        {\n            if (!this.layers[i].persist)\n            {\n                //  Remove references to this class\n                this.layers[i].position = null;\n                this.layers[i].scale = null;\n                this.layers.slice(i, 1);\n            }\n        }\n\n    },\n\n    /**\n     * Called when the game container changes dimensions.\n     *\n     * @method Phaser.FlexGrid#onResize\n     * @param {number} width - The new width of the game container.\n     * @param {number} height - The new height of the game container.\n     */\n    onResize: function (width, height) {\n\n        this.ratioH = width / height;\n        this.ratioV = height / width;\n\n        this.refresh(width, height);\n\n    },\n\n    /**\n     * Updates all internal vars such as the bounds and scale values.\n     *\n     * @method Phaser.FlexGrid#refresh\n     */\n    refresh: function () {\n\n        this.multiplier = Math.min((this.manager.height / this.height), (this.manager.width / this.width));\n\n        this.boundsFluid.width = Math.round(this.width * this.multiplier);\n        this.boundsFluid.height = Math.round(this.height * this.multiplier);\n\n        this.scaleFluid.set(this.boundsFluid.width / this.width, this.boundsFluid.height / this.height);\n        this.scaleFluidInversed.set(this.width / this.boundsFluid.width, this.height / this.boundsFluid.height);\n\n        this.scaleFull.set(this.boundsFull.width / this.width, this.boundsFull.height / this.height);\n\n        this.boundsFull.width = Math.round(this.manager.width * this.scaleFluidInversed.x);\n        this.boundsFull.height = Math.round(this.manager.height * this.scaleFluidInversed.y);\n\n        this.boundsFluid.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);\n        this.boundsNone.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);\n\n        this.positionFluid.set(this.boundsFluid.x, this.boundsFluid.y);\n        this.positionNone.set(this.boundsNone.x, this.boundsNone.y);\n\n    },\n\n    /**\n     * Fits a sprites width to the bounds.\n     *\n     * @method Phaser.FlexGrid#fitSprite\n     * @param {Phaser.Sprite} sprite - The Sprite to fit.\n     */\n    fitSprite: function (sprite) {\n\n        this.manager.scaleSprite(sprite);\n\n        sprite.x = this.manager.bounds.centerX;\n        sprite.y = this.manager.bounds.centerY;\n\n    },\n\n    /**\n     * Call in the render function to output the bounds rects.\n     *\n     * @method Phaser.FlexGrid#debug\n     */\n    debug: function () {\n\n        // for (var i = 0; i < this.layers.length; i++)\n        // {\n        //     this.layers[i].debug();\n        // }\n\n        // this.game.debug.text(this.boundsFull.width + ' x ' + this.boundsFull.height, this.boundsFull.x + 4, this.boundsFull.y + 16);\n        // this.game.debug.geom(this.boundsFull, 'rgba(0,0,255,0.9', false);\n\n        this.game.debug.text(this.boundsFluid.width + ' x ' + this.boundsFluid.height, this.boundsFluid.x + 4, this.boundsFluid.y + 16);\n        this.game.debug.geom(this.boundsFluid, 'rgba(255,0,0,0.9', false);\n\n        // this.game.debug.text(this.boundsNone.width + ' x ' + this.boundsNone.height, this.boundsNone.x + 4, this.boundsNone.y + 16);\n        // this.game.debug.geom(this.boundsNone, 'rgba(0,255,0,0.9', false);\n\n        // this.game.debug.text(this.boundsCustom.width + ' x ' + this.boundsCustom.height, this.boundsCustom.x + 4, this.boundsCustom.y + 16);\n        // this.game.debug.geom(this.boundsCustom, 'rgba(255,255,0,0.9', false);\n\n    }\n\n};\n\nPhaser.FlexGrid.prototype.constructor = Phaser.FlexGrid;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.\n* Please try to avoid using in production games with a long time to build.\n* This is also why the documentation is incomplete.\n* \n* A responsive grid layer.\n*\n* @class Phaser.FlexLayer\n* @extends Phaser.Group\n* @constructor\n* @param {Phaser.FlexGrid} manager - The FlexGrid that owns this FlexLayer.\n* @param {Phaser.Point} position - A reference to the Point object used for positioning.\n* @param {Phaser.Rectangle} bounds - A reference to the Rectangle used for the layer bounds.\n* @param {Phaser.Point} scale - A reference to the Point object used for layer scaling.\n*/\nPhaser.FlexLayer = function (manager, position, bounds, scale) {\n\n    Phaser.Group.call(this, manager.game, null, '__flexLayer' + manager.game.rnd.uuid(), false);\n\n    /**\n    * @property {Phaser.ScaleManager} scale - A reference to the ScaleManager.\n    */\n    this.manager = manager.manager;\n\n    /**\n    * @property {Phaser.FlexGrid} grid - A reference to the FlexGrid that owns this layer.\n    */\n    this.grid = manager;\n\n    /**\n     * Should the FlexLayer remain through a State swap?\n     *\n     * @type {boolean}\n     */\n    this.persist = false;\n\n    /**\n    * @property {Phaser.Point} position\n    */\n    this.position = position;\n\n    /**\n    * @property {Phaser.Rectangle} bounds\n    */\n    this.bounds = bounds;\n\n    /**\n    * @property {Phaser.Point} scale\n    */\n    this.scale = scale;\n\n    /**\n    * @property {Phaser.Point} topLeft\n    */\n    this.topLeft = bounds.topLeft;\n\n    /**\n    * @property {Phaser.Point} topMiddle\n    */\n    this.topMiddle = new Phaser.Point(bounds.halfWidth, 0);\n\n    /**\n    * @property {Phaser.Point} topRight\n    */\n    this.topRight = bounds.topRight;\n\n    /**\n    * @property {Phaser.Point} bottomLeft\n    */\n    this.bottomLeft = bounds.bottomLeft;\n\n    /**\n    * @property {Phaser.Point} bottomMiddle\n    */\n    this.bottomMiddle = new Phaser.Point(bounds.halfWidth, bounds.bottom);\n\n    /**\n    * @property {Phaser.Point} bottomRight\n    */\n    this.bottomRight = bounds.bottomRight;\n\n};\n\nPhaser.FlexLayer.prototype = Object.create(Phaser.Group.prototype);\nPhaser.FlexLayer.prototype.constructor = Phaser.FlexLayer;\n\n/**\n * Resize.\n *\n * @method Phaser.FlexLayer#resize\n */\nPhaser.FlexLayer.prototype.resize = function () {\n};\n\n/**\n * Debug.\n *\n * @method Phaser.FlexLayer#debug\n */\nPhaser.FlexLayer.prototype.debug = function () {\n\n    this.game.debug.text(this.bounds.width + ' x ' + this.bounds.height, this.bounds.x + 4, this.bounds.y + 16);\n    this.game.debug.geom(this.bounds, 'rgba(0,0,255,0.9', false);\n\n    this.game.debug.geom(this.topLeft, 'rgba(255,255,255,0.9');\n    this.game.debug.geom(this.topMiddle, 'rgba(255,255,255,0.9');\n    this.game.debug.geom(this.topRight, 'rgba(255,255,255,0.9');\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Phaser.Color class is a set of static methods that assist in color manipulation and conversion.\n*\n* @class Phaser.Color\n*/\nPhaser.Color = {\n\n    /**\n    * Packs the r, g, b, a components into a single integer, for use with Int32Array.\n    * If device is little endian then ABGR order is used. Otherwise RGBA order is used.\n    *\n    * @author Matt DesLauriers (@mattdesl)\n    * @method Phaser.Color.packPixel\n    * @static\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @param {number} a - The alpha color component, in the range 0 - 255.\n    * @return {number} The packed color as uint32\n    */\n    packPixel: function (r, g, b, a) {\n\n        if (Phaser.Device.LITTLE_ENDIAN)\n        {\n            return ( (a << 24) | (b << 16) | (g <<  8) | r ) >>> 0;\n        }\n        else\n        {\n            return ( (r << 24) | (g << 16) | (b <<  8) | a ) >>> 0;\n        }\n\n    },\n\n    /**\n    * Unpacks the r, g, b, a components into the specified color object, or a new\n    * object, for use with Int32Array. If little endian, then ABGR order is used when\n    * unpacking, otherwise, RGBA order is used. The resulting color object has the\n    * `r, g, b, a` properties which are unrelated to endianness.\n    *\n    * Note that the integer is assumed to be packed in the correct endianness. On little-endian\n    * the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA. If you want a\n    * endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a).\n    *\n    * @author Matt DesLauriers (@mattdesl)\n    * @method Phaser.Color.unpackPixel\n    * @static\n    * @param {number} rgba - The integer, packed in endian order by packPixel.\n    * @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.\n    * @param {boolean} [hsl=false] - Also convert the rgb values into hsl?\n    * @param {boolean} [hsv=false] - Also convert the rgb values into hsv?\n    * @return {object} An object with the red, green and blue values set in the r, g and b properties.\n    */\n    unpackPixel: function (rgba, out, hsl, hsv) {\n\n        if (out === undefined || out === null) { out = Phaser.Color.createColor(); }\n        if (hsl === undefined || hsl === null) { hsl = false; }\n        if (hsv === undefined || hsv === null) { hsv = false; }\n\n        if (Phaser.Device.LITTLE_ENDIAN)\n        {\n            out.a = ((rgba & 0xff000000) >>> 24);\n            out.b = ((rgba & 0x00ff0000) >>> 16);\n            out.g = ((rgba & 0x0000ff00) >>> 8);\n            out.r = ((rgba & 0x000000ff));\n        }\n        else\n        {\n            out.r = ((rgba & 0xff000000) >>> 24);\n            out.g = ((rgba & 0x00ff0000) >>> 16);\n            out.b = ((rgba & 0x0000ff00) >>> 8);\n            out.a = ((rgba & 0x000000ff));\n        }\n\n        out.color = rgba;\n        out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + (out.a / 255) + ')';\n\n        if (hsl)\n        {\n            Phaser.Color.RGBtoHSL(out.r, out.g, out.b, out);\n        }\n\n        if (hsv)\n        {\n            Phaser.Color.RGBtoHSV(out.r, out.g, out.b, out);\n        }\n\n        return out;\n\n    },\n\n    /**\n    * A utility to convert an integer in 0xRRGGBBAA format to a color object.\n    * This does not rely on endianness.\n    *\n    * @author Matt DesLauriers (@mattdesl)\n    * @method Phaser.Color.fromRGBA\n    * @static\n    * @param {number} rgba - An RGBA hex\n    * @param {object} [out] - The object to use, optional.\n    * @return {object} A color object.\n    */\n    fromRGBA: function (rgba, out) {\n\n        if (!out)\n        {\n            out = Phaser.Color.createColor();\n        }\n\n        out.r = ((rgba & 0xff000000) >>> 24);\n        out.g = ((rgba & 0x00ff0000) >>> 16);\n        out.b = ((rgba & 0x0000ff00) >>> 8);\n        out.a = ((rgba & 0x000000ff));\n\n        out.rgba = 'rgba(' + out.r + ',' + out.g + ',' + out.b + ',' + out.a + ')';\n\n        return out;\n\n    },\n\n    /**\n    * A utility to convert RGBA components to a 32 bit integer in RRGGBBAA format.\n    *\n    * @author Matt DesLauriers (@mattdesl)\n    * @method Phaser.Color.toRGBA\n    * @static\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @param {number} a - The alpha color component, in the range 0 - 255.\n    * @return {number} A RGBA-packed 32 bit integer\n    */\n    toRGBA: function (r, g, b, a) {\n\n        return (r << 24) | (g << 16) | (b <<  8) | a;\n\n    },\n\n    /**\n    * Converts RGBA components to a 32 bit integer in AABBGGRR format.\n    *\n    * @method Phaser.Color.toABGR\n    * @static\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @param {number} a - The alpha color component, in the range 0 - 255.\n    * @return {number} A RGBA-packed 32 bit integer\n    */\n    toABGR: function (r, g, b, a) {\n\n        return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0;\n\n    },\n\n    /**\n    * Converts an RGB color value to HSL (hue, saturation and lightness).\n    * Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.\n    * Assumes RGB values are contained in the set [0, 255] and returns h, s and l in the set [0, 1].\n    * Based on code by Michael Jackson (https://github.com/mjijackson)\n    *\n    * @method Phaser.Color.RGBtoHSL\n    * @static\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @param {object} [out] - An object into which 3 properties will be created, h, s and l. If not provided a new object will be created.\n    * @return {object} An object with the hue, saturation and lightness values set in the h, s and l properties.\n    */\n    RGBtoHSL: function (r, g, b, out) {\n\n        if (!out)\n        {\n            out = Phaser.Color.createColor(r, g, b, 1);\n        }\n\n        r /= 255;\n        g /= 255;\n        b /= 255;\n\n        var min = Math.min(r, g, b);\n        var max = Math.max(r, g, b);\n\n        // achromatic by default\n        out.h = 0;\n        out.s = 0;\n        out.l = (max + min) / 2;\n\n        if (max !== min)\n        {\n            var d = max - min;\n\n            out.s = out.l > 0.5 ? d / (2 - max - min) : d / (max + min);\n\n            if (max === r)\n            {\n                out.h = (g - b) / d + (g < b ? 6 : 0);\n            }\n            else if (max === g)\n            {\n                out.h = (b - r) / d + 2;\n            }\n            else if (max === b)\n            {\n                out.h = (r - g) / d + 4;\n            }\n\n            out.h /= 6;\n        }\n\n        return out;\n\n    },\n\n    /**\n    * Converts an HSL (hue, saturation and lightness) color value to RGB.\n    * Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.\n    * Assumes HSL values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255].\n    * Based on code by Michael Jackson (https://github.com/mjijackson)\n    *\n    * @method Phaser.Color.HSLtoRGB\n    * @static\n    * @param {number} h - The hue, in the range 0 - 1.\n    * @param {number} s - The saturation, in the range 0 - 1.\n    * @param {number} l - The lightness, in the range 0 - 1.\n    * @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.\n    * @return {object} An object with the red, green and blue values set in the r, g and b properties.\n    */\n    HSLtoRGB: function (h, s, l, out) {\n\n        if (!out)\n        {\n            out = Phaser.Color.createColor(l, l, l);\n        }\n        else\n        {\n            // achromatic by default\n            out.r = l;\n            out.g = l;\n            out.b = l;\n        }\n\n        if (s !== 0)\n        {\n            var q = l < 0.5 ? l * (1 + s) : l + s - l * s;\n            var p = 2 * l - q;\n            out.r = Phaser.Color.hueToColor(p, q, h + 1 / 3);\n            out.g = Phaser.Color.hueToColor(p, q, h);\n            out.b = Phaser.Color.hueToColor(p, q, h - 1 / 3);\n        }\n\n        // out.r = (out.r * 255 | 0);\n        // out.g = (out.g * 255 | 0);\n        // out.b = (out.b * 255 | 0);\n\n        out.r = Math.floor((out.r * 255 | 0));\n        out.g = Math.floor((out.g * 255 | 0));\n        out.b = Math.floor((out.b * 255 | 0));\n\n        Phaser.Color.updateColor(out);\n\n        return out;\n\n    },\n\n    /**\n    * Converts an RGB color value to HSV (hue, saturation and value).\n    * Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.\n    * Assumes RGB values are contained in the set [0, 255] and returns h, s and v in the set [0, 1].\n    * Based on code by Michael Jackson (https://github.com/mjijackson)\n    *\n    * @method Phaser.Color.RGBtoHSV\n    * @static\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @param {object} [out] - An object into which 3 properties will be created, h, s and v. If not provided a new object will be created.\n    * @return {object} An object with the hue, saturation and value set in the h, s and v properties.\n    */\n    RGBtoHSV: function (r, g, b, out) {\n\n        if (!out)\n        {\n            out = Phaser.Color.createColor(r, g, b, 255);\n        }\n\n        r /= 255;\n        g /= 255;\n        b /= 255;\n\n        var min = Math.min(r, g, b);\n        var max = Math.max(r, g, b);\n        var d = max - min;\n\n        // achromatic by default\n        out.h = 0;\n        out.s = max === 0 ? 0 : d / max;\n        out.v = max;\n\n        if (max !== min)\n        {\n            if (max === r)\n            {\n                out.h = (g - b) / d + (g < b ? 6 : 0);\n            }\n            else if (max === g)\n            {\n                out.h = (b - r) / d + 2;\n            }\n            else if (max === b)\n            {\n                out.h = (r - g) / d + 4;\n            }\n\n            out.h /= 6;\n        }\n\n        return out;\n\n    },\n\n    /**\n    * Converts an HSV (hue, saturation and value) color value to RGB.\n    * Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.\n    * Assumes HSV values are contained in the set [0, 1] and returns r, g and b values in the set [0, 255].\n    * Based on code by Michael Jackson (https://github.com/mjijackson)\n    *\n    * @method Phaser.Color.HSVtoRGB\n    * @static\n    * @param {number} h - The hue, in the range 0 - 1.\n    * @param {number} s - The saturation, in the range 0 - 1.\n    * @param {number} v - The value, in the range 0 - 1.\n    * @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.\n    * @return {object} An object with the red, green and blue values set in the r, g and b properties.\n    */\n    HSVtoRGB: function (h, s, v, out) {\n\n        if (out === undefined) { out = Phaser.Color.createColor(0, 0, 0, 1, h, s, 0, v); }\n\n        var r, g, b;\n        var i = Math.floor(h * 6);\n        var f = h * 6 - i;\n        var p = v * (1 - s);\n        var q = v * (1 - f * s);\n        var t = v * (1 - (1 - f) * s);\n\n        switch (i % 6)\n        {\n            case 0:\n                r = v;\n                g = t;\n                b = p;\n                break;\n            case 1:\n                r = q;\n                g = v;\n                b = p;\n                break;\n            case 2:\n                r = p;\n                g = v;\n                b = t;\n                break;\n            case 3:\n                r = p;\n                g = q;\n                b = v;\n                break;\n            case 4:\n                r = t;\n                g = p;\n                b = v;\n                break;\n            case 5:\n                r = v;\n                g = p;\n                b = q;\n                break;\n        }\n\n        out.r = Math.floor(r * 255);\n        out.g = Math.floor(g * 255);\n        out.b = Math.floor(b * 255);\n\n        Phaser.Color.updateColor(out);\n\n        return out;\n\n    },\n\n    /**\n    * Converts a hue to an RGB color.\n    * Based on code by Michael Jackson (https://github.com/mjijackson)\n    *\n    * @method Phaser.Color.hueToColor\n    * @static\n    * @param {number} p\n    * @param {number} q\n    * @param {number} t\n    * @return {number} The color component value.\n    */\n    hueToColor: function (p, q, t) {\n\n        if (t < 0)\n        {\n            t += 1;\n        }\n\n        if (t > 1)\n        {\n            t -= 1;\n        }\n\n        if (t < 1 / 6)\n        {\n            return p + (q - p) * 6 * t;\n        }\n\n        if (t < 1 / 2)\n        {\n            return q;\n        }\n\n        if (t < 2 / 3)\n        {\n            return p + (q - p) * (2 / 3 - t) * 6;\n        }\n\n        return p;\n\n    },\n\n    /**\n    * A utility function to create a lightweight 'color' object with the default components.\n    * Any components that are not specified will default to zero.\n    *\n    * This is useful when you want to use a shared color object for the getPixel and getPixelAt methods.\n    *\n    * @author Matt DesLauriers (@mattdesl)\n    * @method Phaser.Color.createColor\n    * @static\n    * @param {number} [r=0] - The red color component, in the range 0 - 255.\n    * @param {number} [g=0] - The green color component, in the range 0 - 255.\n    * @param {number} [b=0] - The blue color component, in the range 0 - 255.\n    * @param {number} [a=1] - The alpha color component, in the range 0 - 1.\n    * @param {number} [h=0] - The hue, in the range 0 - 1.\n    * @param {number} [s=0] - The saturation, in the range 0 - 1.\n    * @param {number} [l=0] - The lightness, in the range 0 - 1.\n    * @param {number} [v=0] - The value, in the range 0 - 1.\n    * @return {object} The resulting object with r, g, b, a properties and h, s, l and v.\n    */\n    createColor: function (r, g, b, a, h, s, l, v) {\n\n        var out = { r: r || 0, g: g || 0, b: b || 0, a: a || 1, h: h || 0, s: s || 0, l: l || 0, v: v || 0, color: 0, color32: 0, rgba: '' };\n\n        return Phaser.Color.updateColor(out);\n\n    },\n\n    /**\n    * Takes a color object and updates the rgba, color and color32 properties.\n    *\n    * @method Phaser.Color.updateColor\n    * @static\n    * @param {object} out - The color object to update.\n    * @returns {number} A native color value integer (format: 0xAARRGGBB).\n    */\n    updateColor: function (out) {\n\n        out.rgba = 'rgba(' + out.r.toString() + ',' + out.g.toString() + ',' + out.b.toString() + ',' + out.a.toString() + ')';\n        out.color = Phaser.Color.getColor(out.r, out.g, out.b);\n        out.color32 = Phaser.Color.getColor32(out.a * 255, out.r, out.g, out.b);\n\n        return out;\n\n    },\n\n    /**\n    * Given an alpha and 3 color values this will return an integer representation of it.\n    *\n    * @method Phaser.Color.getColor32\n    * @static\n    * @param {number} a - The alpha color component, in the range 0 - 255.\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @returns {number} A native color value integer (format: 0xAARRGGBB).\n    */\n    getColor32: function (a, r, g, b) {\n\n        return a << 24 | r << 16 | g << 8 | b;\n\n    },\n\n    /**\n    * Given 3 color values this will return an integer representation of it.\n    *\n    * @method Phaser.Color.getColor\n    * @static\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @returns {number} A native color value integer (format: 0xRRGGBB).\n    */\n    getColor: function (r, g, b) {\n\n        return r << 16 | g << 8 | b;\n\n    },\n\n    /**\n    * Converts the given color values into a string.\n    * If prefix was '#' it will be in the format `#RRGGBB` otherwise `0xAARRGGBB`.\n    *\n    * @method Phaser.Color.RGBtoString\n    * @static\n    * @param {number} r - The red color component, in the range 0 - 255.\n    * @param {number} g - The green color component, in the range 0 - 255.\n    * @param {number} b - The blue color component, in the range 0 - 255.\n    * @param {number} [a=255] - The alpha color component, in the range 0 - 255.\n    * @param {string} [prefix='#'] - The prefix used in the return string. If '#' it will return `#RRGGBB`, else `0xAARRGGBB`.\n    * @return {string} A string containing the color values. If prefix was '#' it will be in the format `#RRGGBB` otherwise `0xAARRGGBB`.\n    */\n    RGBtoString: function (r, g, b, a, prefix) {\n\n        if (a === undefined) { a = 255; }\n        if (prefix === undefined) { prefix = '#'; }\n\n        if (prefix === '#')\n        {\n            return '#' + ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);\n        }\n        else\n        {\n            return '0x' + Phaser.Color.componentToHex(a) + Phaser.Color.componentToHex(r) + Phaser.Color.componentToHex(g) + Phaser.Color.componentToHex(b);\n        }\n\n    },\n\n    /**\n    * Converts a hex string into an integer color value.\n    *\n    * @method Phaser.Color.hexToRGB\n    * @static\n    * @param {string} hex - The hex string to convert. Can be in the short-hand format `#03f` or `#0033ff`.\n    * @return {number} The rgb color value in the format 0xAARRGGBB.\n    */\n    hexToRGB: function (hex) {\n\n        var rgb = Phaser.Color.hexToColor(hex);\n\n        if (rgb)\n        {\n            return Phaser.Color.getColor32(rgb.a, rgb.r, rgb.g, rgb.b);\n        }\n\n    },\n\n    /**\n    * Converts a hex string into a Phaser Color object.\n    *\n    * The hex string can supplied as `'#0033ff'` or the short-hand format of `'#03f'`; it can begin with an optional \"#\" or \"0x\", or be unprefixed.    \n    *\n    * An alpha channel is _not_ supported.\n    *\n    * @method Phaser.Color.hexToColor\n    * @static\n    * @param {string} hex - The color string in a hex format.\n    * @param {object} [out] - An object into which 3 properties will be created or set: r, g and b. If not provided a new object will be created.\n    * @return {object} An object with the red, green and blue values set in the r, g and b properties.\n    */\n    hexToColor: function (hex, out) {\n\n        // Expand shorthand form (e.g. \"03F\") to full form (e.g. \"0033FF\")\n        hex = hex.replace(/^(?:#|0x)?([a-f\\d])([a-f\\d])([a-f\\d])$/i, function(m, r, g, b) {\n            return r + r + g + g + b + b;\n        });\n\n        var result = /^(?:#|0x)?([a-f\\d]{2})([a-f\\d]{2})([a-f\\d]{2})$/i.exec(hex);\n\n        if (result)\n        {\n            var r = parseInt(result[1], 16);\n            var g = parseInt(result[2], 16);\n            var b = parseInt(result[3], 16);\n\n            if (!out)\n            {\n                out = Phaser.Color.createColor(r, g, b);\n            }\n            else\n            {\n                out.r = r;\n                out.g = g;\n                out.b = b;\n            }\n        }\n\n        return out;\n\n    },\n\n    /**\n    * Converts a CSS 'web' string into a Phaser Color object.\n    *\n    * The web string can be in the format `'rgb(r,g,b)'` or `'rgba(r,g,b,a)'` where r/g/b are in the range [0..255] and a is in the range [0..1].\n    *\n    * @method Phaser.Color.webToColor\n    * @static\n    * @param {string} web - The color string in CSS 'web' format.\n    * @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.\n    * @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.\n    */\n    webToColor: function (web, out) {\n\n        if (!out)\n        {\n            out = Phaser.Color.createColor();\n        }\n\n        var result = /^rgba?\\(\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d+(?:\\.\\d+)?))?\\s*\\)$/.exec(web);\n\n        if (result)\n        {\n            out.r = parseInt(result[1], 10);\n            out.g = parseInt(result[2], 10);\n            out.b = parseInt(result[3], 10);\n            out.a = result[4] !== undefined ? parseFloat(result[4]) : 1;\n            Phaser.Color.updateColor(out);\n        }\n\n        return out;\n\n    },\n\n    /**\n    * Converts a value - a \"hex\" string, a \"CSS 'web' string\", or a number - into red, green, blue, and alpha components.\n    *\n    * The value can be a string (see `hexToColor` and `webToColor` for the supported formats) or a packed integer (see `getRGB`).\n    *\n    * An alpha channel is _not_ supported when specifying a hex string.\n    *\n    * @method Phaser.Color.valueToColor\n    * @static\n    * @param {string|number} value - The color expressed as a recognized string format or a packed integer.\n    * @param {object} [out] - The object to use for the output. If not provided a new object will be created.\n    * @return {object} The (`out`) object with the red, green, blue, and alpha values set as the r/g/b/a properties.\n    */\n    valueToColor: function (value, out) {\n\n        //  The behavior is not consistent between hexToColor/webToColor on invalid input.\n        //  This unifies both by returning a new object, but returning null may be better.\n        if (!out)\n        {\n            out = Phaser.Color.createColor();\n        }\n\n        if (typeof value === 'string')\n        {\n            if (value.indexOf('rgb') === 0)\n            {\n                return Phaser.Color.webToColor(value, out);\n            }\n            else\n            {\n                //  `hexToColor` does not support alpha; match `createColor`.\n                out.a = 1;\n                return Phaser.Color.hexToColor(value, out);\n            }\n        }\n        else if (typeof value === 'number')\n        {\n            //  `getRGB` does not take optional object to modify;\n            //  alpha is also adjusted to match `createColor`.\n            var tempColor = Phaser.Color.getRGB(value);\n            out.r = tempColor.r;\n            out.g = tempColor.g;\n            out.b = tempColor.b;\n            out.a = tempColor.a / 255;\n            return out;\n        }\n        else\n        {\n            return out;\n        }\n\n    },\n\n    /**\n    * Return a string containing a hex representation of the given color component.\n    *\n    * @method Phaser.Color.componentToHex\n    * @static\n    * @param {number} color - The color channel to get the hex value for, must be a value between 0 and 255.\n    * @returns {string} A string of length 2 characters, i.e. 255 = ff, 100 = 64.\n    */\n    componentToHex: function (color) {\n\n        var hex = color.toString(16);\n\n        return (hex.length === 1) ? '0' + hex : hex;\n\n    },\n\n    /**\n    * Get HSV color wheel values in an array which will be 360 elements in size.\n    *\n    * @method Phaser.Color.HSVColorWheel\n    * @static\n    * @param {number} [s=1] - The saturation, in the range 0 - 1.\n    * @param {number} [v=1] - The value, in the range 0 - 1.\n    * @return {array} An array containing 360 elements corresponding to the HSV color wheel.\n    */\n    HSVColorWheel: function (s, v) {\n\n        if (s === undefined) { s = 1.0; }\n        if (v === undefined) { v = 1.0; }\n\n        var colors = [];\n\n        for (var c = 0; c <= 359; c++)\n        {\n            colors.push(Phaser.Color.HSVtoRGB(c / 359, s, v));\n        }\n\n        return colors;\n\n    },\n\n    /**\n    * Get HSL color wheel values in an array which will be 360 elements in size.\n    *\n    * @method Phaser.Color.HSLColorWheel\n    * @static\n    * @param {number} [s=0.5] - The saturation, in the range 0 - 1.\n    * @param {number} [l=0.5] - The lightness, in the range 0 - 1.\n    * @return {array} An array containing 360 elements corresponding to the HSL color wheel.\n    */\n    HSLColorWheel: function (s, l) {\n\n        if (s === undefined) { s = 0.5; }\n        if (l === undefined) { l = 0.5; }\n\n        var colors = [];\n\n        for (var c = 0; c <= 359; c++)\n        {\n            colors.push(Phaser.Color.HSLtoRGB(c / 359, s, l));\n        }\n\n        return colors;\n\n    },\n\n    /**\n    * Interpolates the two given colours based on the supplied step and currentStep properties.\n    *\n    * @method Phaser.Color.interpolateColor\n    * @static\n    * @param {number} color1 - The first color value.\n    * @param {number} color2 - The second color value.\n    * @param {number} steps - The number of steps to run the interpolation over.\n    * @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.\n    * @param {number} alpha - The alpha of the returned color.\n    * @returns {number} The interpolated color value.\n    */\n    interpolateColor: function (color1, color2, steps, currentStep, alpha) {\n\n        if (alpha === undefined) { alpha = 255; }\n\n        var src1 = Phaser.Color.getRGB(color1);\n        var src2 = Phaser.Color.getRGB(color2);\n        var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red;\n        var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green;\n        var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue;\n\n        return Phaser.Color.getColor32(alpha, r, g, b);\n\n    },\n\n    /**\n    * Interpolates the two given colours based on the supplied step and currentStep properties.\n    *\n    * @method Phaser.Color.interpolateColorWithRGB\n    * @static\n    * @param {number} color - The first color value.\n    * @param {number} r - The red color value, between 0 and 0xFF (255).\n    * @param {number} g - The green color value, between 0 and 0xFF (255).\n    * @param {number} b - The blue color value, between 0 and 0xFF (255).\n    * @param {number} steps - The number of steps to run the interpolation over.\n    * @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.\n    * @returns {number} The interpolated color value.\n    */\n    interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) {\n\n        var src = Phaser.Color.getRGB(color);\n        var or = (((r - src.red) * currentStep) / steps) + src.red;\n        var og = (((g - src.green) * currentStep) / steps) + src.green;\n        var ob = (((b - src.blue) * currentStep) / steps) + src.blue;\n\n        return Phaser.Color.getColor(or, og, ob);\n\n    },\n\n    /**\n    * Interpolates the two given colours based on the supplied step and currentStep properties.\n    * @method Phaser.Color.interpolateRGB\n    * @static\n    * @param {number} r1 - The red color value, between 0 and 0xFF (255).\n    * @param {number} g1 - The green color value, between 0 and 0xFF (255).\n    * @param {number} b1 - The blue color value, between 0 and 0xFF (255).\n    * @param {number} r2 - The red color value, between 0 and 0xFF (255).\n    * @param {number} g2 - The green color value, between 0 and 0xFF (255).\n    * @param {number} b2 - The blue color value, between 0 and 0xFF (255).\n    * @param {number} steps - The number of steps to run the interpolation over.\n    * @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.\n    * @returns {number} The interpolated color value.\n    */\n    interpolateRGB: function (r1, g1, b1, r2, g2, b2, steps, currentStep) {\n\n        var r = (((r2 - r1) * currentStep) / steps) + r1;\n        var g = (((g2 - g1) * currentStep) / steps) + g1;\n        var b = (((b2 - b1) * currentStep) / steps) + b1;\n\n        return Phaser.Color.getColor(r, g, b);\n\n    },\n\n    /**\n    * Returns a random color value between black and white\n    * Set the min value to start each channel from the given offset.\n    * Set the max value to restrict the maximum color used per channel.\n    *\n    * @method Phaser.Color.getRandomColor\n    * @static\n    * @param {number} [min=0] - The lowest value to use for the color.\n    * @param {number} [max=255] - The highest value to use for the color.\n    * @param {number} [alpha=255] - The alpha value of the returning color (default 255 = fully opaque).\n    * @returns {number} 32-bit color value with alpha.\n    */\n    getRandomColor: function (min, max, alpha) {\n\n        if (min === undefined) { min = 0; }\n        if (max === undefined) { max = 255; }\n        if (alpha === undefined) { alpha = 255; }\n\n        //  Sanity checks\n        if (max > 255 || min > max)\n        {\n            return Phaser.Color.getColor(255, 255, 255);\n        }\n\n        var red = min + Math.round(Math.random() * (max - min));\n        var green = min + Math.round(Math.random() * (max - min));\n        var blue = min + Math.round(Math.random() * (max - min));\n\n        return Phaser.Color.getColor32(alpha, red, green, blue);\n\n    },\n\n    /**\n    * Return the component parts of a color as an Object with the properties alpha, red, green, blue.\n    *\n    * Alpha will only be set if it exist in the given color (0xAARRGGBB)\n    *\n    * @method Phaser.Color.getRGB\n    * @static\n    * @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB).\n    * @returns {object} An Object with properties: alpha, red, green, blue (also r, g, b and a). Alpha will only be present if a color value > 16777215 was given.\n    */\n    getRGB: function (color) {\n\n        if (color > 16777215)\n        {\n            //  The color value has an alpha component\n            return {\n                alpha: color >>> 24,\n                red: color >> 16 & 0xFF,\n                green: color >> 8 & 0xFF,\n                blue: color & 0xFF,\n                a: color >>> 24,\n                r: color >> 16 & 0xFF,\n                g: color >> 8 & 0xFF,\n                b: color & 0xFF\n            };\n        }\n        else\n        {\n            return {\n                alpha: 255,\n                red: color >> 16 & 0xFF,\n                green: color >> 8 & 0xFF,\n                blue: color & 0xFF,\n                a: 255,\n                r: color >> 16 & 0xFF,\n                g: color >> 8 & 0xFF,\n                b: color & 0xFF\n            };\n        }\n\n    },\n\n    /**\n    * Returns a CSS friendly string value from the given color.\n    *\n    * @method Phaser.Color.getWebRGB\n    * @static\n    * @param {number|Object} color - Color in RGB (0xRRGGBB), ARGB format (0xAARRGGBB) or an Object with r, g, b, a properties.\n    * @returns {string} A string in the format: 'rgba(r,g,b,a)'\n    */\n    getWebRGB: function (color) {\n\n        if (typeof color === 'object')\n        {\n            return 'rgba(' + color.r.toString() + ',' + color.g.toString() + ',' + color.b.toString() + ',' + (color.a / 255).toString() + ')';\n        }\n        else\n        {\n            var rgb = Phaser.Color.getRGB(color);\n            return 'rgba(' + rgb.r.toString() + ',' + rgb.g.toString() + ',' + rgb.b.toString() + ',' + (rgb.a / 255).toString() + ')';\n        }\n\n    },\n\n    /**\n    * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255.\n    *\n    * @method Phaser.Color.getAlpha\n    * @static\n    * @param {number} color - In the format 0xAARRGGBB.\n    * @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).\n    */\n    getAlpha: function (color) {\n        return color >>> 24;\n    },\n\n    /**\n    * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1.\n    *\n    * @method Phaser.Color.getAlphaFloat\n    * @static\n    * @param {number} color - In the format 0xAARRGGBB.\n    * @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).\n    */\n    getAlphaFloat: function (color) {\n        return (color >>> 24) / 255;\n    },\n\n    /**\n    * Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255.\n    *\n    * @method Phaser.Color.getRed\n    * @static\n    * @param {number} color In the format 0xAARRGGBB.\n    * @returns {number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red).\n    */\n    getRed: function (color) {\n        return color >> 16 & 0xFF;\n    },\n\n    /**\n    * Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255.\n    *\n    * @method Phaser.Color.getGreen\n    * @static\n    * @param {number} color - In the format 0xAARRGGBB.\n    * @returns {number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green).\n    */\n    getGreen: function (color) {\n        return color >> 8 & 0xFF;\n    },\n\n    /**\n    * Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255.\n    *\n    * @method Phaser.Color.getBlue\n    * @static\n    * @param {number} color - In the format 0xAARRGGBB.\n    * @returns {number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue).\n    */\n    getBlue: function (color) {\n        return color & 0xFF;\n    },\n\n    /**\n    * Blends the source color, ignoring the backdrop.\n    *\n    * @method Phaser.Color.blendNormal\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendNormal: function (a) {\n        return a;\n    },\n\n    /**\n    * Selects the lighter of the backdrop and source colors.\n    *\n    * @method Phaser.Color.blendLighten\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendLighten: function (a, b) {\n        return (b > a) ? b : a;\n    },\n\n    /**\n    * Selects the darker of the backdrop and source colors.\n    *\n    * @method Phaser.Color.blendDarken\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendDarken: function (a, b) {\n        return (b > a) ? a : b;\n    },\n\n    /**\n    * Multiplies the backdrop and source color values.\n    * The result color is always at least as dark as either of the two constituent\n    * colors. Multiplying any color with black produces black;\n    * multiplying with white leaves the original color unchanged.\n    *\n    * @method Phaser.Color.blendMultiply\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendMultiply: function (a, b) {\n        return (a * b) / 255;\n    },\n\n    /**\n    * Takes the average of the source and backdrop colors.\n    *\n    * @method Phaser.Color.blendAverage\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendAverage: function (a, b) {\n        return (a + b) / 2;\n    },\n\n    /**\n    * Adds the source and backdrop colors together and returns the value, up to a maximum of 255.\n    *\n    * @method Phaser.Color.blendAdd\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendAdd: function (a, b) {\n        return Math.min(255, a + b);\n    },\n\n    /**\n    * Combines the source and backdrop colors and returns their value minus 255.\n    *\n    * @method Phaser.Color.blendSubtract\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendSubtract: function (a, b) {\n        return Math.max(0, a + b - 255);\n    },\n\n    /**\n    * Subtracts the darker of the two constituent colors from the lighter.\n    * \n    * Painting with white inverts the backdrop color; painting with black produces no change. \n    *\n    * @method Phaser.Color.blendDifference\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendDifference: function (a, b) {\n        return Math.abs(a - b);\n    },\n\n    /**\n    * Negation blend mode.\n    *\n    * @method Phaser.Color.blendNegation\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendNegation: function (a, b) {\n        return 255 - Math.abs(255 - a - b);\n    },\n\n    /**\n    * Multiplies the complements of the backdrop and source color values, then complements the result.\n    * The result color is always at least as light as either of the two constituent colors. \n    * Screening any color with white produces white; screening with black leaves the original color unchanged. \n    *\n    * @method Phaser.Color.blendScreen\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendScreen: function (a, b) {\n        return 255 - (((255 - a) * (255 - b)) >> 8);\n    },\n\n    /**\n    * Produces an effect similar to that of the Difference mode, but lower in contrast. \n    * Painting with white inverts the backdrop color; painting with black produces no change. \n    *\n    * @method Phaser.Color.blendExclusion\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendExclusion: function (a, b) {\n        return a + b - 2 * a * b / 255;\n    },\n\n    /**\n    * Multiplies or screens the colors, depending on the backdrop color.\n    * Source colors overlay the backdrop while preserving its highlights and shadows. \n    * The backdrop color is not replaced, but is mixed with the source color to reflect the lightness or darkness of the backdrop.\n    *\n    * @method Phaser.Color.blendOverlay\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendOverlay: function (a, b) {\n        return b < 128 ? (2 * a * b / 255) : (255 - 2 * (255 - a) * (255 - b) / 255);\n    },\n\n    /**\n    * Darkens or lightens the colors, depending on the source color value. \n    * \n    * If the source color is lighter than 0.5, the backdrop is lightened, as if it were dodged; \n    * this is useful for adding highlights to a scene. \n    * \n    * If the source color is darker than 0.5, the backdrop is darkened, as if it were burned in. \n    * The degree of lightening or darkening is proportional to the difference between the source color and 0.5; \n    * if it is equal to 0.5, the backdrop is unchanged.\n    * \n    * Painting with pure black or white produces a distinctly darker or lighter area, but does not result in pure black or white. \n    * The effect is similar to shining a diffused spotlight on the backdrop. \n    *\n    * @method Phaser.Color.blendSoftLight\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendSoftLight: function (a, b) {\n        return b < 128 ? (2 * ((a >> 1) + 64)) * (b / 255) : 255 - (2 * (255 - ((a >> 1) + 64)) * (255 - b) / 255);\n    },\n\n    /**\n    * Multiplies or screens the colors, depending on the source color value. \n    * \n    * If the source color is lighter than 0.5, the backdrop is lightened, as if it were screened; \n    * this is useful for adding highlights to a scene. \n    * \n    * If the source color is darker than 0.5, the backdrop is darkened, as if it were multiplied; \n    * this is useful for adding shadows to a scene. \n    * \n    * The degree of lightening or darkening is proportional to the difference between the source color and 0.5; \n    * if it is equal to 0.5, the backdrop is unchanged.\n    * \n    * Painting with pure black or white produces pure black or white. The effect is similar to shining a harsh spotlight on the backdrop. \n    *\n    * @method Phaser.Color.blendHardLight\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendHardLight: function (a, b) {\n        return Phaser.Color.blendOverlay(b, a);\n    },\n\n    /**\n    * Brightens the backdrop color to reflect the source color. \n    * Painting with black produces no change.\n    *\n    * @method Phaser.Color.blendColorDodge\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendColorDodge: function (a, b) {\n        return b === 255 ? b : Math.min(255, ((a << 8) / (255 - b)));\n    },\n\n    /**\n    * Darkens the backdrop color to reflect the source color.\n    * Painting with white produces no change. \n    *\n    * @method Phaser.Color.blendColorBurn\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendColorBurn: function (a, b) {\n        return b === 0 ? b : Math.max(0, (255 - ((255 - a) << 8) / b));\n    },\n\n    /**\n    * An alias for blendAdd, it simply sums the values of the two colors.\n    *\n    * @method Phaser.Color.blendLinearDodge\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendLinearDodge: function (a, b) {\n        return Phaser.Color.blendAdd(a, b);\n    },\n\n    /**\n    * An alias for blendSubtract, it simply sums the values of the two colors and subtracts 255.\n    *\n    * @method Phaser.Color.blendLinearBurn\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendLinearBurn: function (a, b) {\n        return Phaser.Color.blendSubtract(a, b);\n    },\n\n    /**\n    * This blend mode combines Linear Dodge and Linear Burn (rescaled so that neutral colors become middle gray).\n    * Dodge applies to values of top layer lighter than middle gray, and burn to darker values.\n    * The calculation simplifies to the sum of bottom layer and twice the top layer, subtract 128. The contrast decreases.\n    *\n    * @method Phaser.Color.blendLinearLight\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendLinearLight: function (a, b) {\n        return b < 128 ? Phaser.Color.blendLinearBurn(a, 2 * b) : Phaser.Color.blendLinearDodge(a, (2 * (b - 128)));\n    },\n\n    /**\n    * This blend mode combines Color Dodge and Color Burn (rescaled so that neutral colors become middle gray).\n    * Dodge applies when values in the top layer are lighter than middle gray, and burn to darker values.\n    * The middle gray is the neutral color. When color is lighter than this, this effectively moves the white point of the bottom \n    * layer down by twice the difference; when it is darker, the black point is moved up by twice the difference. The perceived contrast increases.\n    *\n    * @method Phaser.Color.blendVividLight\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendVividLight: function (a, b) {\n        return b < 128 ? Phaser.Color.blendColorBurn(a, 2 * b) : Phaser.Color.blendColorDodge(a, (2 * (b - 128)));\n    },\n\n    /**\n    * If the backdrop color (light source) is lighter than 50%, the blendDarken mode is used, and colors lighter than the backdrop color do not change.\n    * If the backdrop color is darker than 50% gray, colors lighter than the blend color are replaced, and colors darker than the blend color do not change.\n    *\n    * @method Phaser.Color.blendPinLight\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendPinLight: function (a, b) {\n        return b < 128 ? Phaser.Color.blendDarken(a, 2 * b) : Phaser.Color.blendLighten(a, (2 * (b - 128)));\n    },\n\n    /**\n    * Runs blendVividLight on the source and backdrop colors.\n    * If the resulting color is 128 or more, it receives a value of 255; if less than 128, a value of 0.\n    * Therefore, all blended pixels have red, green, and blue channel values of either 0 or 255.\n    * This changes all pixels to primary additive colors (red, green, or blue), white, or black.\n    *\n    * @method Phaser.Color.blendHardMix\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendHardMix: function (a, b) {\n        return Phaser.Color.blendVividLight(a, b) < 128 ? 0 : 255;\n    },\n\n    /**\n    * Reflect blend mode. This mode is useful when adding shining objects or light zones to images. \n    *\n    * @method Phaser.Color.blendReflect\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendReflect: function (a, b) {\n        return b === 255 ? b : Math.min(255, (a * a / (255 - b)));\n    },\n\n    /**\n    * Glow blend mode. This mode is a variation of reflect mode with the source and backdrop colors swapped.\n    *\n    * @method Phaser.Color.blendGlow\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendGlow: function (a, b) {\n        return Phaser.Color.blendReflect(b, a);\n    },\n\n    /**\n    * Phoenix blend mode. This subtracts the lighter color from the darker color, and adds 255, giving a bright result.\n    *\n    * @method Phaser.Color.blendPhoenix\n    * @static\n    * @param {integer} a - The source color to blend, in the range 1 to 255.\n    * @param {integer} b - The backdrop color to blend, in the range 1 to 255.\n    * @returns {integer} The blended color value, in the range 1 to 255.\n    */\n    blendPhoenix: function (a, b) {\n        return Math.min(a, b) - Math.max(a, b) + 255;\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Physics Manager is responsible for looking after all of the running physics systems.\n* Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin.\n* \n* Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game.\n*\n* For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the\n* faster (due to being much simpler) Arcade Physics system.\n*\n* @class Phaser.Physics\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.\n*/\nPhaser.Physics = function (game, config) {\n\n    config = config || {};\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * @property {object} config - The physics configuration object as passed to the game on creation.\n    */\n    this.config = config;\n\n    /**\n    * @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system.\n    */\n    this.arcade = null;\n\n    /**\n    * @property {Phaser.Physics.P2} p2 - The P2.JS Physics system.\n    */\n    this.p2 = null;\n\n    /**\n    * @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics system.\n    */\n    this.ninja = null;\n\n    /**\n    * @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system.\n    */\n    this.box2d = null;\n\n    /**\n    * @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done).\n    */\n    this.chipmunk = null;\n\n    /**\n    * @property {Phaser.Physics.Matter} matter - The MatterJS Physics system (coming soon).\n    */\n    this.matter = null;\n\n    this.parseConfig();\n\n};\n\n/**\n* @const\n* @type {number}\n*/\nPhaser.Physics.ARCADE = 0;\n\n/**\n* @const\n* @type {number}\n*/\nPhaser.Physics.P2JS = 1;\n\n/**\n* @const\n* @type {number}\n*/\nPhaser.Physics.NINJA = 2;\n\n/**\n* @const\n* @type {number}\n*/\nPhaser.Physics.BOX2D = 3;\n\n/**\n* @const\n* @type {number}\n*/\nPhaser.Physics.CHIPMUNK = 4;\n\n/**\n* @const\n* @type {number}\n*/\nPhaser.Physics.MATTERJS = 5;\n\nPhaser.Physics.prototype = {\n\n    /**\n    * Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.\n    *\n    * @method Phaser.Physics#parseConfig\n    */\n    parseConfig: function () {\n\n        if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) && Phaser.Physics.hasOwnProperty('Arcade'))\n        {\n            //  If Arcade isn't specified, we create it automatically if we can\n            this.arcade = new Phaser.Physics.Arcade(this.game);\n        }\n\n        if (this.config.hasOwnProperty('ninja') && this.config['ninja'] === true && Phaser.Physics.hasOwnProperty('Ninja'))\n        {\n            this.ninja = new Phaser.Physics.Ninja(this.game);\n        }\n\n        if (this.config.hasOwnProperty('p2') && this.config['p2'] === true && Phaser.Physics.hasOwnProperty('P2'))\n        {\n            this.p2 = new Phaser.Physics.P2(this.game, this.config);\n        }\n\n        if (this.config.hasOwnProperty('box2d') && this.config['box2d'] === true && Phaser.Physics.hasOwnProperty('BOX2D'))\n        {\n            this.box2d = new Phaser.Physics.BOX2D(this.game, this.config);\n        }\n\n        if (this.config.hasOwnProperty('matter') && this.config['matter'] === true && Phaser.Physics.hasOwnProperty('Matter'))\n        {\n            this.matter = new Phaser.Physics.Matter(this.game, this.config);\n        }\n\n    },\n\n    /**\n    * This will create an instance of the requested physics simulation.\n    * Phaser.Physics.Arcade is running by default, but all others need activating directly.\n    * \n    * You can start the following physics systems:\n    * \n    * Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.\n    * Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.\n    * Phaser.Physics.BOX2D - A commercial Phaser Plugin (see http://phaser.io)\n    *\n    * Both Ninja Physics and Box2D require their respective plugins to be loaded before you can start them.\n    * They are not bundled into the core Phaser library.\n    *\n    * If the physics world has already been created (i.e. in another state in your game) then \n    * calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors \n    * then set Phaser.Physics.p2 (or whichever system you want to recreate) to `null` before calling `startSystem`.\n    *\n    * @method Phaser.Physics#startSystem\n    * @param {number} system - The physics system to start: Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA or Phaser.Physics.BOX2D.\n    */\n    startSystem: function (system) {\n\n        if (system === Phaser.Physics.ARCADE)\n        {\n            this.arcade = new Phaser.Physics.Arcade(this.game);\n        }\n        else if (system === Phaser.Physics.P2JS)\n        {\n            if (this.p2 === null)\n            {\n                this.p2 = new Phaser.Physics.P2(this.game, this.config);\n            }\n            else\n            {\n                this.p2.reset();\n            }\n        }\n        else if (system === Phaser.Physics.NINJA)\n        {\n            this.ninja = new Phaser.Physics.Ninja(this.game);\n        }\n        else if (system === Phaser.Physics.BOX2D)\n        {\n            if (this.box2d === null)\n            {\n                this.box2d = new Phaser.Physics.Box2D(this.game, this.config);\n            }\n            else\n            {\n                this.box2d.reset();\n            }\n        }\n        else if (system === Phaser.Physics.MATTERJS)\n        {\n            if (this.matter === null)\n            {\n                this.matter = new Phaser.Physics.Matter(this.game, this.config);\n            }\n            else\n            {\n                this.matter.reset();\n            }\n        }\n\n    },\n\n    /**\n    * This will create a default physics body on the given game object or array of objects.\n    * A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.\n    * It can be for any of the physics systems that have been started:\n    *\n    * Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.\n    * Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.\n    * Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.\n    * Phaser.Physics.BOX2D - A port of https://code.google.com/p/box2d-html5\n    * Phaser.Physics.MATTER - A full-body and light-weight advanced physics system (still in development)\n    * Phaser.Physics.CHIPMUNK is still in development.\n    *\n    * If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the\n    * individual physics systems `enable` methods instead of using this generic one.\n    *\n    * @method Phaser.Physics#enable\n    * @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.\n    * @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics.\n    * @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false.\n    */\n    enable: function (object, system, debug) {\n\n        if (system === undefined) { system = Phaser.Physics.ARCADE; }\n        if (debug === undefined) { debug = false; }\n\n        if (system === Phaser.Physics.ARCADE)\n        {\n            this.arcade.enable(object);\n        }\n        else if (system === Phaser.Physics.P2JS && this.p2)\n        {\n            this.p2.enable(object, debug);\n        }\n        else if (system === Phaser.Physics.NINJA && this.ninja)\n        {\n            this.ninja.enableAABB(object);\n        }\n        else if (system === Phaser.Physics.BOX2D && this.box2d)\n        {\n            this.box2d.enable(object);\n        }\n        else if (system === Phaser.Physics.MATTERJS && this.matter)\n        {\n            this.matter.enable(object);\n        }\n        else\n        {\n            console.warn(object.key + ' is attempting to enable a physics body using an unknown physics system.');\n        }\n\n    },\n\n    /**\n    * preUpdate checks.\n    *\n    * @method Phaser.Physics#preUpdate\n    * @protected\n    */\n    preUpdate: function () {\n\n        //  ArcadePhysics / Ninja don't have a core to preUpdate\n\n        if (this.p2)\n        {\n            this.p2.preUpdate();\n        }\n\n        if (this.box2d)\n        {\n            this.box2d.preUpdate();\n        }\n\n        if (this.matter)\n        {\n            this.matter.preUpdate();\n        }\n\n    },\n\n    /**\n    * Updates all running physics systems.\n    *\n    * @method Phaser.Physics#update\n    * @protected\n    */\n    update: function () {\n\n        //  ArcadePhysics / Ninja don't have a core to update\n\n        if (this.p2)\n        {\n            this.p2.update();\n        }\n\n        if (this.box2d)\n        {\n            this.box2d.update();\n        }\n\n        if (this.matter)\n        {\n            this.matter.update();\n        }\n\n    },\n\n    /**\n    * Updates the physics bounds to match the world dimensions.\n    *\n    * @method Phaser.Physics#setBoundsToWorld\n    * @protected\n    */\n    setBoundsToWorld: function () {\n\n        if (this.arcade)\n        {\n            this.arcade.setBoundsToWorld();\n        }\n\n        if (this.ninja)\n        {\n            this.ninja.setBoundsToWorld();\n        }\n\n        if (this.p2)\n        {\n            this.p2.setBoundsToWorld();\n        }\n\n        if (this.box2d)\n        {\n            this.box2d.setBoundsToWorld();\n        }\n\n        if (this.matter)\n        {\n            this.matter.setBoundsToWorld();\n        }\n\n    },\n\n    /**\n    * Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.\n    *\n    * @method Phaser.Physics#clear\n    * @protected\n    */\n    clear: function () {\n\n        if (this.p2)\n        {\n            this.p2.clear();\n        }\n\n        if (this.box2d)\n        {\n            this.box2d.clear();\n        }\n\n        if (this.matter)\n        {\n            this.matter.clear();\n        }\n\n    },\n\n    /**\n    * Resets the active physics system. Called automatically on a Phaser.State swap.\n    *\n    * @method Phaser.Physics#reset\n    * @protected\n    */\n    reset: function () {\n\n        if (this.p2)\n        {\n            this.p2.reset();\n        }\n\n        if (this.box2d)\n        {\n            this.box2d.reset();\n        }\n\n        if (this.matter)\n        {\n            this.matter.reset();\n        }\n\n    },\n\n    /**\n    * Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.\n    *\n    * @method Phaser.Physics#destroy\n    */\n    destroy: function () {\n\n        if (this.p2)\n        {\n            this.p2.destroy();\n        }\n\n        if (this.box2d)\n        {\n            this.box2d.destroy();\n        }\n\n        if (this.matter)\n        {\n            this.matter.destroy();\n        }\n\n        this.arcade = null;\n        this.ninja = null;\n        this.p2 = null;\n        this.box2d = null;\n        this.matter = null;\n\n    }\n\n};\n\nPhaser.Physics.prototype.constructor = Phaser.Physics;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods.\n*\n* @class Phaser.Physics.Arcade\n* @constructor\n* @param {Phaser.Game} game - reference to the current game instance.\n*/\nPhaser.Physics.Arcade = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity.\n    */\n    this.gravity = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.\n    */\n    this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height);\n\n    /**\n    * Set the checkCollision properties to control for which bounds collision is processed.\n    * For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom.\n    * @property {object} checkCollision - An object containing allowed collision flags.\n    */\n    this.checkCollision = { up: true, down: true, left: true, right: true };\n\n    /**\n    * @property {number} maxObjects - Used by the QuadTree to set the maximum number of objects per quad.\n    */\n    this.maxObjects = 10;\n\n    /**\n    * @property {number} maxLevels - Used by the QuadTree to set the maximum number of iteration levels.\n    */\n    this.maxLevels = 4;\n\n    /**\n    * @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks.\n    */\n    this.OVERLAP_BIAS = 4;\n\n    /**\n    * @property {boolean} forceX - If true World.separate will always separate on the X axis before Y. Otherwise it will check gravity totals first.\n    */\n    this.forceX = false;\n\n    /**\n    * @property {number} sortDirection - Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT.\n    * @default\n    */\n    this.sortDirection = Phaser.Physics.Arcade.LEFT_RIGHT;\n\n    /**\n    * @property {boolean} skipQuadTree - If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread out in your game, otherwise they are a performance hit. If you enable this you can disable on a per body basis via `Body.skipQuadTree`.\n    */\n    this.skipQuadTree = true;\n\n    /**\n    * @property {boolean} isPaused - If `true` the `Body.preUpdate` method will be skipped, halting all motion for all bodies. Note that other methods such as `collide` will still work, so be careful not to call them on paused bodies.\n    */\n    this.isPaused = false;\n\n    /**\n    * @property {Phaser.QuadTree} quadTree - The world QuadTree.\n    */\n    this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);\n\n    /**\n    * @property {number} _total - Internal cache var.\n    * @private\n    */\n    this._total = 0;\n\n    // By default we want the bounds the same size as the world bounds\n    this.setBoundsToWorld();\n\n};\n\nPhaser.Physics.Arcade.prototype.constructor = Phaser.Physics.Arcade;\n\n/**\n* A constant used for the sortDirection value.\n* Use this if you don't wish to perform any pre-collision sorting at all, or will manually sort your Groups.\n* @constant\n* @type {number}\n*/\nPhaser.Physics.Arcade.SORT_NONE = 0;\n\n/**\n* A constant used for the sortDirection value.\n* Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario)\n* @constant\n* @type {number}\n*/\nPhaser.Physics.Arcade.LEFT_RIGHT = 1;\n\n/**\n* A constant used for the sortDirection value.\n* Use this if your game world is wide but short and scrolls from the right to the left (i.e. Mario backwards)\n* @constant\n* @type {number}\n*/\nPhaser.Physics.Arcade.RIGHT_LEFT = 2;\n\n/**\n* A constant used for the sortDirection value.\n* Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug)\n* @constant\n* @type {number}\n*/\nPhaser.Physics.Arcade.TOP_BOTTOM = 3;\n\n/**\n* A constant used for the sortDirection value.\n* Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commando or a vertically scrolling shoot-em-up)\n* @constant\n* @type {number}\n*/\nPhaser.Physics.Arcade.BOTTOM_TOP = 4;\n\nPhaser.Physics.Arcade.prototype = {\n\n    /**\n    * Updates the size of this physics world.\n    *\n    * @method Phaser.Physics.Arcade#setBounds\n    * @param {number} x - Top left most corner of the world.\n    * @param {number} y - Top left most corner of the world.\n    * @param {number} width - New width of the world. Can never be smaller than the Game.width.\n    * @param {number} height - New height of the world. Can never be smaller than the Game.height.\n    */\n    setBounds: function (x, y, width, height) {\n\n        this.bounds.setTo(x, y, width, height);\n\n    },\n\n    /**\n    * Updates the size of this physics world to match the size of the game world.\n    *\n    * @method Phaser.Physics.Arcade#setBoundsToWorld\n    */\n    setBoundsToWorld: function () {\n\n        this.bounds.copyFrom(this.game.world.bounds);\n\n    },\n\n    /**\n    * This will create an Arcade Physics body on the given game object or array of game objects.\n    * A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.\n    *\n    * @method Phaser.Physics.Arcade#enable\n    * @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property.\n    * @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.\n    */\n    enable: function (object, children) {\n\n        if (children === undefined) { children = true; }\n\n        var i = 1;\n\n        if (Array.isArray(object))\n        {\n            i = object.length;\n\n            while (i--)\n            {\n                if (object[i] instanceof Phaser.Group)\n                {\n                    //  If it's a Group then we do it on the children regardless\n                    this.enable(object[i].children, children);\n                }\n                else\n                {\n                    this.enableBody(object[i]);\n\n                    if (children && object[i].hasOwnProperty('children') && object[i].children.length > 0)\n                    {\n                        this.enable(object[i], true);\n                    }\n                }\n            }\n        }\n        else\n        {\n            if (object instanceof Phaser.Group)\n            {\n                //  If it's a Group then we do it on the children regardless\n                this.enable(object.children, children);\n            }\n            else\n            {\n                this.enableBody(object);\n\n                if (children && object.hasOwnProperty('children') && object.children.length > 0)\n                {\n                    this.enable(object.children, true);\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Creates an Arcade Physics body on the given game object.\n    * \n    * A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.\n    *\n    * When you add an Arcade Physics body to an object it will automatically add the object into its parent Groups hash array.\n    *\n    * @method Phaser.Physics.Arcade#enableBody\n    * @param {object} object - The game object to create the physics body on. A body will only be created if this object has a null `body` property.\n    */\n    enableBody: function (object) {\n\n        if (object.hasOwnProperty('body') && object.body === null)\n        {\n            object.body = new Phaser.Physics.Arcade.Body(object);\n\n            if (object.parent && object.parent instanceof Phaser.Group)\n            {\n                object.parent.addToHash(object);\n            }\n        }\n\n    },\n\n    /**\n    * Called automatically by a Physics body, it updates all motion related values on the Body unless `World.isPaused` is `true`.\n    *\n    * @method Phaser.Physics.Arcade#updateMotion\n    * @param {Phaser.Physics.Arcade.Body} The Body object to be updated.\n    */\n    updateMotion: function (body) {\n\n        var velocityDelta = this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity;\n        body.angularVelocity += velocityDelta;\n        body.rotation += (body.angularVelocity * this.game.time.physicsElapsed);\n\n        body.velocity.x = this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x);\n        body.velocity.y = this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y);\n\n    },\n\n    /**\n    * A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.\n    * Based on a function in Flixel by @ADAMATOMIC\n    *\n    * @method Phaser.Physics.Arcade#computeVelocity\n    * @param {number} axis - 0 for nothing, 1 for horizontal, 2 for vertical.\n    * @param {Phaser.Physics.Arcade.Body} body - The Body object to be updated.\n    * @param {number} velocity - Any component of velocity (e.g. 20).\n    * @param {number} acceleration - Rate at which the velocity is changing.\n    * @param {number} drag - Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.\n    * @param {number} [max=10000] - An absolute value cap for the velocity.\n    * @return {number} The altered Velocity value.\n    */\n    computeVelocity: function (axis, body, velocity, acceleration, drag, max) {\n\n        if (max === undefined) { max = 10000; }\n\n        if (axis === 1 && body.allowGravity)\n        {\n            velocity += (this.gravity.x + body.gravity.x) * this.game.time.physicsElapsed;\n        }\n        else if (axis === 2 && body.allowGravity)\n        {\n            velocity += (this.gravity.y + body.gravity.y) * this.game.time.physicsElapsed;\n        }\n\n        if (acceleration)\n        {\n            velocity += acceleration * this.game.time.physicsElapsed;\n        }\n        else if (drag)\n        {\n            drag *= this.game.time.physicsElapsed;\n\n            if (velocity - drag > 0)\n            {\n                velocity -= drag;\n            }\n            else if (velocity + drag < 0)\n            {\n                velocity += drag;\n            }\n            else\n            {\n                velocity = 0;\n            }\n        }\n\n        if (velocity > max)\n        {\n            velocity = max;\n        }\n        else if (velocity < -max)\n        {\n            velocity = -max;\n        }\n\n        return velocity;\n\n    },\n\n    /**\n    * Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.\n    * You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.\n    * Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.\n    * Both the first and second parameter can be arrays of objects, of differing types.\n    * If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.\n    * NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).\n    *\n    * @method Phaser.Physics.Arcade#overlap\n    * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|array} object1 - The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.\n    * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|array} object2 - The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group or Phaser.Particles.Emitter.\n    * @param {function} [overlapCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them, unless you are checking Group vs. Sprite, in which case Sprite will always be the first parameter.\n    * @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `overlapCallback` will only be called if this callback returns `true`.\n    * @param {object} [callbackContext] - The context in which to run the callbacks.\n    * @return {boolean} True if an overlap occurred otherwise false.\n    */\n    overlap: function (object1, object2, overlapCallback, processCallback, callbackContext) {\n\n        overlapCallback = overlapCallback || null;\n        processCallback = processCallback || null;\n        callbackContext = callbackContext || overlapCallback;\n\n        this._total = 0;\n\n        if (!Array.isArray(object1) && Array.isArray(object2))\n        {\n            for (var i = 0; i < object2.length; i++)\n            {\n                this.collideHandler(object1, object2[i], overlapCallback, processCallback, callbackContext, true);\n            }\n        }\n        else if (Array.isArray(object1) && !Array.isArray(object2))\n        {\n            for (var i = 0; i < object1.length; i++)\n            {\n                this.collideHandler(object1[i], object2, overlapCallback, processCallback, callbackContext, true);\n            }\n        }\n        else if (Array.isArray(object1) && Array.isArray(object2))\n        {\n            for (var i = 0; i < object1.length; i++)\n            {\n                for (var j = 0; j < object2.length; j++)\n                {\n                    this.collideHandler(object1[i], object2[j], overlapCallback, processCallback, callbackContext, true);\n                }\n            }\n        }\n        else\n        {\n            this.collideHandler(object1, object2, overlapCallback, processCallback, callbackContext, true);\n        }\n\n        return (this._total > 0);\n\n    },\n\n    /**\n    * Checks for collision between two game objects. You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.\n    * Both the first and second parameter can be arrays of objects, of differing types.\n    * If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.\n    * The objects are also automatically separated. If you don't require separation then use ArcadePhysics.overlap instead.\n    * An optional processCallback can be provided. If given this function will be called when two sprites are found to be colliding. It is called before any separation takes place,\n    * giving you the chance to perform additional checks. If the function returns true then the collision and separation is carried out. If it returns false it is skipped.\n    * The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.\n    * NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups or Tilemaps within other Groups).\n    *\n    * @method Phaser.Physics.Arcade#collide\n    * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.TilemapLayer|array} object1 - The first object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.TilemapLayer.\n    * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.TilemapLayer|array} object2 - The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.TilemapLayer.\n    * @param {function} [collideCallback=null] - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.\n    * @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.\n    * @param {object} [callbackContext] - The context in which to run the callbacks.\n    * @return {boolean} True if a collision occurred otherwise false.\n    */\n    collide: function (object1, object2, collideCallback, processCallback, callbackContext) {\n\n        collideCallback = collideCallback || null;\n        processCallback = processCallback || null;\n        callbackContext = callbackContext || collideCallback;\n\n        this._total = 0;\n\n        if (!Array.isArray(object1) && Array.isArray(object2))\n        {\n            for (var i = 0; i < object2.length; i++)\n            {\n                this.collideHandler(object1, object2[i], collideCallback, processCallback, callbackContext, false);\n            }\n        }\n        else if (Array.isArray(object1) && !Array.isArray(object2))\n        {\n            for (var i = 0; i < object1.length; i++)\n            {\n                this.collideHandler(object1[i], object2, collideCallback, processCallback, callbackContext, false);\n            }\n        }\n        else if (Array.isArray(object1) && Array.isArray(object2))\n        {\n            for (var i = 0; i < object1.length; i++)\n            {\n                for (var j = 0; j < object2.length; j++)\n                {\n                    this.collideHandler(object1[i], object2[j], collideCallback, processCallback, callbackContext, false);\n                }\n            }\n        }\n        else\n        {\n            this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, false);\n        }\n\n        return (this._total > 0);\n\n    },\n\n    /**\n     * A Sort function for sorting two bodies based on a LEFT to RIGHT sort direction.\n     *\n     * This is called automatically by World.sort\n     *\n     * @method Phaser.Physics.Arcade#sortLeftRight\n     * @param {Phaser.Sprite} a - The first Sprite to test. The Sprite must have an Arcade Physics Body.\n     * @param {Phaser.Sprite} b - The second Sprite to test. The Sprite must have an Arcade Physics Body.\n     * @return {integer} A negative value if `a > b`, a positive value if `a < b` or 0 if `a === b` or the bodies are invalid.\n     */\n    sortLeftRight: function (a, b) {\n\n        if (!a.body || !b.body)\n        {\n            return 0;\n        }\n\n        return a.body.x - b.body.x;\n\n    },\n\n    /**\n     * A Sort function for sorting two bodies based on a RIGHT to LEFT sort direction.\n     *\n     * This is called automatically by World.sort\n     *\n     * @method Phaser.Physics.Arcade#sortRightLeft\n     * @param {Phaser.Sprite} a - The first Sprite to test. The Sprite must have an Arcade Physics Body.\n     * @param {Phaser.Sprite} b - The second Sprite to test. The Sprite must have an Arcade Physics Body.\n     * @return {integer} A negative value if `a > b`, a positive value if `a < b` or 0 if `a === b` or the bodies are invalid.\n     */\n    sortRightLeft: function (a, b) {\n\n        if (!a.body || !b.body)\n        {\n            return 0;\n        }\n\n        return b.body.x - a.body.x;\n\n    },\n\n    /**\n     * A Sort function for sorting two bodies based on a TOP to BOTTOM sort direction.\n     *\n     * This is called automatically by World.sort\n     *\n     * @method Phaser.Physics.Arcade#sortTopBottom\n     * @param {Phaser.Sprite} a - The first Sprite to test. The Sprite must have an Arcade Physics Body.\n     * @param {Phaser.Sprite} b - The second Sprite to test. The Sprite must have an Arcade Physics Body.\n     * @return {integer} A negative value if `a > b`, a positive value if `a < b` or 0 if `a === b` or the bodies are invalid.\n     */\n    sortTopBottom: function (a, b) {\n\n        if (!a.body || !b.body)\n        {\n            return 0;\n        }\n\n        return a.body.y - b.body.y;\n\n    },\n\n    /**\n     * A Sort function for sorting two bodies based on a BOTTOM to TOP sort direction.\n     *\n     * This is called automatically by World.sort\n     *\n     * @method Phaser.Physics.Arcade#sortBottomTop\n     * @param {Phaser.Sprite} a - The first Sprite to test. The Sprite must have an Arcade Physics Body.\n     * @param {Phaser.Sprite} b - The second Sprite to test. The Sprite must have an Arcade Physics Body.\n     * @return {integer} A negative value if `a > b`, a positive value if `a < b` or 0 if `a === b` or the bodies are invalid.\n     */\n    sortBottomTop: function (a, b) {\n\n        if (!a.body || !b.body)\n        {\n            return 0;\n        }\n\n        return b.body.y - a.body.y;\n\n    },\n\n    /**\n     * This method will sort a Groups hash array.\n     *\n     * If the Group has `physicsSortDirection` set it will use the sort direction defined.\n     *\n     * Otherwise if the sortDirection parameter is undefined, or Group.physicsSortDirection is null, it will use Phaser.Physics.Arcade.sortDirection.\n     *\n     * By changing Group.physicsSortDirection you can customise each Group to sort in a different order.\n     *\n     * @method Phaser.Physics.Arcade#sort\n     * @param {Phaser.Group} group - The Group to sort.\n     * @param {integer} [sortDirection] - The sort direction used to sort this Group.\n     */\n    sort: function (group, sortDirection) {\n\n        if (group.physicsSortDirection !== null)\n        {\n            sortDirection = group.physicsSortDirection;\n        }\n        else\n        {\n            if (sortDirection === undefined) { sortDirection = this.sortDirection; }\n        }\n\n        if (sortDirection === Phaser.Physics.Arcade.LEFT_RIGHT)\n        {\n            //  Game world is say 2000x600 and you start at 0\n            group.hash.sort(this.sortLeftRight);\n        }\n        else if (sortDirection === Phaser.Physics.Arcade.RIGHT_LEFT)\n        {\n            //  Game world is say 2000x600 and you start at 2000\n            group.hash.sort(this.sortRightLeft);\n        }\n        else if (sortDirection === Phaser.Physics.Arcade.TOP_BOTTOM)\n        {\n            //  Game world is say 800x2000 and you start at 0\n            group.hash.sort(this.sortTopBottom);\n        }\n        else if (sortDirection === Phaser.Physics.Arcade.BOTTOM_TOP)\n        {\n            //  Game world is say 800x2000 and you start at 2000\n            group.hash.sort(this.sortBottomTop);\n        }\n\n    },\n\n    /**\n    * Internal collision handler.\n    *\n    * @method Phaser.Physics.Arcade#collideHandler\n    * @private\n    * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.TilemapLayer} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.TilemapLayer.\n    * @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.TilemapLayer} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.TilemapLayer. Can also be an array of objects to check.\n    * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {object} callbackContext - The context in which to run the callbacks.\n    * @param {boolean} overlapOnly - Just run an overlap or a full collision.\n    */\n    collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly) {\n\n        //  Only collide valid objects\n        if (object2 === undefined && object1.physicsType === Phaser.GROUP)\n        {\n            this.sort(object1);\n            this.collideGroupVsSelf(object1, collideCallback, processCallback, callbackContext, overlapOnly);\n            return;\n        }\n\n        //  If neither of the objects are set or exist then bail out\n        if (!object1 || !object2 || !object1.exists || !object2.exists)\n        {\n            return;\n        }\n\n        //  Groups? Sort them\n        if (this.sortDirection !== Phaser.Physics.Arcade.SORT_NONE)\n        {\n            if (object1.physicsType === Phaser.GROUP)\n            {\n                this.sort(object1);\n            }\n\n            if (object2.physicsType === Phaser.GROUP)\n            {\n                this.sort(object2);\n            }\n        }\n\n        //  SPRITES\n        if (object1.physicsType === Phaser.SPRITE)\n        {\n            if (object2.physicsType === Phaser.SPRITE)\n            {\n                this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n            else if (object2.physicsType === Phaser.GROUP)\n            {\n                this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n            else if (object2.physicsType === Phaser.TILEMAPLAYER)\n            {\n                this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n        }\n        //  GROUPS\n        else if (object1.physicsType === Phaser.GROUP)\n        {\n            if (object2.physicsType === Phaser.SPRITE)\n            {\n                this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n            else if (object2.physicsType === Phaser.GROUP)\n            {\n                this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n            else if (object2.physicsType === Phaser.TILEMAPLAYER)\n            {\n                this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n        }\n        //  TILEMAP LAYERS\n        else if (object1.physicsType === Phaser.TILEMAPLAYER)\n        {\n            if (object2.physicsType === Phaser.SPRITE)\n            {\n                this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n            else if (object2.physicsType === Phaser.GROUP)\n            {\n                this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n        }\n\n    },\n\n    /**\n    * An internal function. Use Phaser.Physics.Arcade.collide instead.\n    *\n    * @method Phaser.Physics.Arcade#collideSpriteVsSprite\n    * @private\n    * @param {Phaser.Sprite} sprite1 - The first sprite to check.\n    * @param {Phaser.Sprite} sprite2 - The second sprite to check.\n    * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {object} callbackContext - The context in which to run the callbacks.\n    * @param {boolean} overlapOnly - Just run an overlap or a full collision.\n    * @return {boolean} True if there was a collision, otherwise false.\n    */\n    collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext, overlapOnly) {\n\n        if (!sprite1.body || !sprite2.body)\n        {\n            return false;\n        }\n\n        if (this.separate(sprite1.body, sprite2.body, processCallback, callbackContext, overlapOnly))\n        {\n            if (collideCallback)\n            {\n                collideCallback.call(callbackContext, sprite1, sprite2);\n            }\n\n            this._total++;\n        }\n\n        return true;\n\n    },\n\n    /**\n    * An internal function. Use Phaser.Physics.Arcade.collide instead.\n    *\n    * @method Phaser.Physics.Arcade#collideSpriteVsGroup\n    * @private\n    * @param {Phaser.Sprite} sprite - The sprite to check.\n    * @param {Phaser.Group} group - The Group to check.\n    * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {object} callbackContext - The context in which to run the callbacks.\n    * @param {boolean} overlapOnly - Just run an overlap or a full collision.\n    */\n    collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext, overlapOnly) {\n\n        if (group.length === 0 || !sprite.body)\n        {\n            return;\n        }\n\n        if (this.skipQuadTree || sprite.body.skipQuadTree)\n        {\n            var bounds = {};\n\n            for (var i = 0; i < group.hash.length; i++)\n            {\n                var object1 = group.hash[i];\n\n                //  Skip duff entries - we can't check a non-existent sprite or one with no body\n                if (!object1 || !object1.exists || !object1.body)\n                {\n                    continue;\n                }\n\n                //  Inject the Body bounds data into the bounds object\n                bounds = object1.body.getBounds(bounds);\n\n                //  Skip items either side of the sprite\n                if (this.sortDirection === Phaser.Physics.Arcade.LEFT_RIGHT)\n                {\n                    if (sprite.body.right < bounds.x)\n                    {\n                        break;\n                    }\n                    else if (bounds.right < sprite.body.x)\n                    {\n                        continue;\n                    }\n                }\n                else if (this.sortDirection === Phaser.Physics.Arcade.RIGHT_LEFT)\n                {\n                    if (sprite.body.x > bounds.right)\n                    {\n                        break;\n                    }\n                    else if (bounds.x > sprite.body.right)\n                    {\n                        continue;\n                    }\n                }\n                else if (this.sortDirection === Phaser.Physics.Arcade.TOP_BOTTOM)\n                {\n                    if (sprite.body.bottom < bounds.y)\n                    {\n                        break;\n                    }\n                    else if (bounds.bottom < sprite.body.y)\n                    {\n                        continue;\n                    }\n                }\n                else if (this.sortDirection === Phaser.Physics.Arcade.BOTTOM_TOP)\n                {\n                    if (sprite.body.y > bounds.bottom)\n                    {\n                        break;\n                    }\n                    else if (bounds.y > sprite.body.bottom)\n                    {\n                        continue;\n                    }\n                }\n                \n                this.collideSpriteVsSprite(sprite, object1, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n        }\n        else\n        {\n            //  What is the sprite colliding with in the quadtree?\n            this.quadTree.clear();\n\n            this.quadTree.reset(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);\n\n            this.quadTree.populate(group);\n\n            var items = this.quadTree.retrieve(sprite);\n\n            for (var i = 0; i < items.length; i++)\n            {\n                //  We have our potential suspects, are they in this group?\n                if (this.separate(sprite.body, items[i], processCallback, callbackContext, overlapOnly))\n                {\n                    if (collideCallback)\n                    {\n                        collideCallback.call(callbackContext, sprite, items[i].sprite);\n                    }\n\n                    this._total++;\n                }\n            }\n        }\n\n    },\n\n    /**\n    * An internal function. Use Phaser.Physics.Arcade.collide instead.\n    *\n    * @method Phaser.Physics.Arcade#collideGroupVsSelf\n    * @private\n    * @param {Phaser.Group} group - The Group to check.\n    * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {object} callbackContext - The context in which to run the callbacks.\n    * @param {boolean} overlapOnly - Just run an overlap or a full collision.\n    * @return {boolean} True if there was a collision, otherwise false.\n    */\n    collideGroupVsSelf: function (group, collideCallback, processCallback, callbackContext, overlapOnly) {\n\n        if (group.length === 0)\n        {\n            return;\n        }\n\n        for (var i = 0; i < group.hash.length; i++)\n        {\n            var bounds1 = {};\n            var object1 = group.hash[i];\n\n            //  Skip duff entries - we can't check a non-existent sprite or one with no body\n            if (!object1 || !object1.exists || !object1.body)\n            {\n                continue;\n            }\n\n            //  Inject the Body bounds data into the bounds1 object\n            bounds1 = object1.body.getBounds(bounds1);\n\n            for (var j = i + 1; j < group.hash.length; j++)\n            {\n                var bounds2 = {};\n                var object2 = group.hash[j];\n\n                //  Skip duff entries - we can't check a non-existent sprite or one with no body\n                if (!object2 || !object2.exists || !object2.body)\n                {\n                    continue;\n                }\n\n                //  Inject the Body bounds data into the bounds2 object\n                bounds2 = object2.body.getBounds(bounds2);\n\n                //  Skip items either side of the sprite\n                if (this.sortDirection === Phaser.Physics.Arcade.LEFT_RIGHT)\n                {\n                    if (bounds1.right < bounds2.x)\n                    {\n                        break;\n                    }\n                    else if (bounds2.right < bounds1.x)\n                    {\n                        continue;\n                    }\n                }\n                else if (this.sortDirection === Phaser.Physics.Arcade.RIGHT_LEFT)\n                {\n                    if (bounds1.x > bounds2.right)\n                    {\n                        continue;\n                    }\n                    else if (bounds2.x > bounds1.right)\n                    {\n                        break;\n                    }\n                }\n                else if (this.sortDirection === Phaser.Physics.Arcade.TOP_BOTTOM)\n                {\n                    if (bounds1.bottom < bounds2.y)\n                    {\n                        continue;\n                    }\n                    else if (bounds2.bottom < bounds1.y)\n                    {\n                        break;\n                    }\n                }\n                else if (this.sortDirection === Phaser.Physics.Arcade.BOTTOM_TOP)\n                {\n                    if (bounds1.y > bounds2.bottom)\n                    {\n                        continue;\n                    }\n                    else if (bounds2.y > object1.body.bottom)\n                    {\n                        break;\n                    }\n                }\n                \n                this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n        }\n\n    },\n\n    /**\n    * An internal function. Use Phaser.Physics.Arcade.collide instead.\n    *\n    * @method Phaser.Physics.Arcade#collideGroupVsGroup\n    * @private\n    * @param {Phaser.Group} group1 - The first Group to check.\n    * @param {Phaser.Group} group2 - The second Group to check.\n    * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {object} callbackContext - The context in which to run the callbacks.\n    * @param {boolean} overlapOnly - Just run an overlap or a full collision.\n    */\n    collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext, overlapOnly) {\n\n        if (group1.length === 0 || group2.length === 0)\n        {\n            return;\n        }\n\n        for (var i = 0; i < group1.children.length; i++)\n        {\n            if (group1.children[i].exists)\n            {\n                if (group1.children[i].physicsType === Phaser.GROUP)\n                {\n                    this.collideGroupVsGroup(group1.children[i], group2, collideCallback, processCallback, callbackContext, overlapOnly);\n                }\n                else\n                {\n                    this.collideSpriteVsGroup(group1.children[i], group2, collideCallback, processCallback, callbackContext, overlapOnly);\n                }\n            }\n        }\n\n    },\n\n    /**\n    * The core separation function to separate two physics bodies.\n    *\n    * @private\n    * @method Phaser.Physics.Arcade#separate\n    * @param {Phaser.Physics.Arcade.Body} body1 - The first Body object to separate.\n    * @param {Phaser.Physics.Arcade.Body} body2 - The second Body object to separate.\n    * @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this function is set then the sprites will only be collided if it returns true.\n    * @param {object} [callbackContext] - The context in which to run the process callback.\n    * @param {boolean} overlapOnly - Just run an overlap or a full collision.\n    * @return {boolean} Returns true if the bodies collided, otherwise false.\n    */\n    separate: function (body1, body2, processCallback, callbackContext, overlapOnly) {\n\n        if (\n            !body1.enable ||\n            !body2.enable ||\n            body1.checkCollision.none ||\n            body2.checkCollision.none ||\n            !this.intersects(body1, body2))\n        {\n            return false;\n        }\n\n        //  They overlap. Is there a custom process callback? If it returns true then we can carry on, otherwise we should abort.\n        if (processCallback && processCallback.call(callbackContext, body1.sprite, body2.sprite) === false)\n        {\n            return false;\n        }\n\n        //  Circle vs. Circle quick bail out\n        if (body1.isCircle && body2.isCircle)\n        {\n            return this.separateCircle(body1, body2, overlapOnly);\n        }\n\n        // We define the behavior of bodies in a collision circle and rectangle\n        // If a collision occurs in the corner points of the rectangle, the body behave like circles\n\n        //  Either body1 or body2 is a circle\n        if (body1.isCircle !== body2.isCircle)\n        {\n            var bodyRect = (body1.isCircle) ? body2 : body1;\n            var bodyCircle = (body1.isCircle) ? body1 : body2;\n\n            var rect = {\n                x: bodyRect.x,\n                y: bodyRect.y,\n                right: bodyRect.right,\n                bottom: bodyRect.bottom\n            };\n\n            var circle = {\n                x: bodyCircle.x + bodyCircle.radius,\n                y: bodyCircle.y + bodyCircle.radius\n            };\n\n            if (circle.y < rect.y || circle.y > rect.bottom)\n            {\n                if (circle.x < rect.x || circle.x > rect.right)\n                {\n                    return this.separateCircle(body1, body2, overlapOnly);\n                }\n            }\n        }\n\n        var resultX = false;\n        var resultY = false;\n\n        //  Do we separate on x or y first?\n        if (this.forceX || Math.abs(this.gravity.y + body1.gravity.y) < Math.abs(this.gravity.x + body1.gravity.x))\n        {\n            resultX = this.separateX(body1, body2, overlapOnly);\n\n            //  Are they still intersecting? Let's do the other axis then\n            if (this.intersects(body1, body2))\n            {\n                resultY = this.separateY(body1, body2, overlapOnly);\n            }\n        }\n        else\n        {\n            resultY = this.separateY(body1, body2, overlapOnly);\n\n            //  Are they still intersecting? Let's do the other axis then\n            if (this.intersects(body1, body2))\n            {\n                resultX = this.separateX(body1, body2, overlapOnly);\n            }\n        }\n\n        var result = (resultX || resultY);\n\n        if (result)\n        {\n            if (overlapOnly)\n            {\n                if (body1.onOverlap)\n                {\n                    body1.onOverlap.dispatch(body1.sprite, body2.sprite);\n                }\n\n                if (body2.onOverlap)\n                {\n                    body2.onOverlap.dispatch(body2.sprite, body1.sprite);\n                }\n            }\n            else\n            {\n                if (body1.onCollide)\n                {\n                    body1.onCollide.dispatch(body1.sprite, body2.sprite);\n                }\n\n                if (body2.onCollide)\n                {\n                    body2.onCollide.dispatch(body2.sprite, body1.sprite);\n                }\n            }\n        }\n\n        return result;\n\n    },\n\n    /**\n    * Check for intersection against two bodies.\n    *\n    * @method Phaser.Physics.Arcade#intersects\n    * @param {Phaser.Physics.Arcade.Body} body1 - The first Body object to check.\n    * @param {Phaser.Physics.Arcade.Body} body2 - The second Body object to check.\n    * @return {boolean} True if they intersect, otherwise false.\n    */\n    intersects: function (body1, body2) {\n\n        if (body1 === body2)\n        {\n            return false;\n        }\n\n        if (body1.isCircle)\n        {\n            if (body2.isCircle)\n            {\n                //  Circle vs. Circle\n                return Phaser.Math.distance(body1.center.x, body1.center.y, body2.center.x, body2.center.y) <= (body1.radius + body2.radius);\n            }\n            else\n            {\n                //  Circle vs. Rect\n                return this.circleBodyIntersects(body1, body2);\n            }\n        }\n        else\n        {\n            if (body2.isCircle)\n            {\n                //  Rect vs. Circle\n                return this.circleBodyIntersects(body2, body1);\n            }\n            else\n            {\n                //  Rect vs. Rect\n                if (body1.right <= body2.position.x)\n                {\n                    return false;\n                }\n\n                if (body1.bottom <= body2.position.y)\n                {\n                    return false;\n                }\n\n                if (body1.position.x >= body2.right)\n                {\n                    return false;\n                }\n\n                if (body1.position.y >= body2.bottom)\n                {\n                    return false;\n                }\n\n                return true;\n            }\n        }\n\n    },\n\n    /**\n    * Checks to see if a circular Body intersects with a Rectangular Body.\n    *\n    * @method Phaser.Physics.Arcade#circleBodyIntersects\n    * @param {Phaser.Physics.Arcade.Body} circle - The Body with `isCircle` set.\n    * @param {Phaser.Physics.Arcade.Body} body - The Body with `isCircle` not set (i.e. uses Rectangle shape)\n    * @return {boolean} Returns true if the bodies intersect, otherwise false.\n    */\n    circleBodyIntersects: function (circle, body) {\n\n        var x = Phaser.Math.clamp(circle.center.x, body.left, body.right);\n        var y = Phaser.Math.clamp(circle.center.y, body.top, body.bottom);\n\n        var dx = (circle.center.x - x) * (circle.center.x - x);\n        var dy = (circle.center.y - y) * (circle.center.y - y);\n\n        return (dx + dy) <= (circle.radius * circle.radius);\n\n    },\n\n    /**\n    * The core separation function to separate two circular physics bodies.\n    *\n    * @method Phaser.Physics.Arcade#separateCircle\n    * @private\n    * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate. Must have `Body.isCircle` true and a positive `radius`.\n    * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate. Must have `Body.isCircle` true and a positive `radius`.\n    * @param {boolean} overlapOnly - If true the bodies will only have their overlap data set, no separation or exchange of velocity will take place.\n    * @return {boolean} Returns true if the bodies were separated or overlap, otherwise false.\n    */\n    separateCircle: function (body1, body2, overlapOnly) {\n\n        //  Set the bounding box overlap values\n        this.getOverlapX(body1, body2);\n        this.getOverlapY(body1, body2);\n\n        var dx = body2.center.x - body1.center.x;\n        var dy = body2.center.y - body1.center.y;\n\n        var angleCollision = Math.atan2(dy, dx);\n\n        var overlap = 0;\n\n        if (body1.isCircle !== body2.isCircle)\n        {\n            var rect = {\n                x: (body2.isCircle) ? body1.position.x : body2.position.x,\n                y: (body2.isCircle) ? body1.position.y : body2.position.y,\n                right: (body2.isCircle) ? body1.right : body2.right,\n                bottom: (body2.isCircle) ? body1.bottom : body2.bottom\n            };\n\n            var circle = {\n                x: (body1.isCircle) ? (body1.position.x + body1.radius) : (body2.position.x + body2.radius),\n                y: (body1.isCircle) ? (body1.position.y + body1.radius) : (body2.position.y + body2.radius),\n                radius: (body1.isCircle) ? body1.radius : body2.radius\n            };\n\n            if (circle.y < rect.y)\n            {\n                if (circle.x < rect.x)\n                {\n                    overlap = Phaser.Math.distance(circle.x, circle.y, rect.x, rect.y) - circle.radius;\n                }\n                else if (circle.x > rect.right)\n                {\n                    overlap = Phaser.Math.distance(circle.x, circle.y, rect.right, rect.y) - circle.radius;\n                }\n            }\n            else if (circle.y > rect.bottom)\n            {\n                if (circle.x < rect.x)\n                {\n                    overlap = Phaser.Math.distance(circle.x, circle.y, rect.x, rect.bottom) - circle.radius;\n                }\n                else if (circle.x > rect.right)\n                {\n                    overlap = Phaser.Math.distance(circle.x, circle.y, rect.right, rect.bottom) - circle.radius;\n                }\n            }\n\n            overlap *= -1;\n        }\n        else\n        {\n            overlap = (body1.radius + body2.radius) - Phaser.Math.distance(body1.center.x, body1.center.y, body2.center.x, body2.center.y);\n        }\n\n        //  Can't separate two immovable bodies, or a body with its own custom separation logic\n        if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateX || body2.customSeparateX)\n        {\n            if (overlap !== 0)\n            {\n                if (body1.onOverlap)\n                {\n                    body1.onOverlap.dispatch(body1.sprite, body2.sprite);\n                }\n\n                if (body2.onOverlap)\n                {\n                    body2.onOverlap.dispatch(body2.sprite, body1.sprite);\n                }\n            }\n\n            //  return true if there was some overlap, otherwise false\n            return (overlap !== 0);\n        }\n\n        // Transform the velocity vector to the coordinate system oriented along the direction of impact.\n        // This is done to eliminate the vertical component of the velocity\n        var v1 = {\n            x: body1.velocity.x * Math.cos(angleCollision) + body1.velocity.y * Math.sin(angleCollision),\n            y: body1.velocity.x * Math.sin(angleCollision) - body1.velocity.y * Math.cos(angleCollision)\n        };\n\n        var v2 = {\n            x: body2.velocity.x * Math.cos(angleCollision) + body2.velocity.y * Math.sin(angleCollision),\n            y: body2.velocity.x * Math.sin(angleCollision) - body2.velocity.y * Math.cos(angleCollision)\n        };\n\n        // We expect the new velocity after impact\n        var tempVel1 = ((body1.mass - body2.mass) * v1.x + 2 * body2.mass * v2.x) / (body1.mass + body2.mass);\n        var tempVel2 = (2 * body1.mass * v1.x + (body2.mass - body1.mass) * v2.x) / (body1.mass + body2.mass);\n\n        // We convert the vector to the original coordinate system and multiplied by factor of rebound\n        if (!body1.immovable)\n        {\n            body1.velocity.x = (tempVel1 * Math.cos(angleCollision) - v1.y * Math.sin(angleCollision)) * body1.bounce.x;\n            body1.velocity.y = (v1.y * Math.cos(angleCollision) + tempVel1 * Math.sin(angleCollision)) * body1.bounce.y;\n        }\n\n        if (!body2.immovable)\n        {\n            body2.velocity.x = (tempVel2 * Math.cos(angleCollision) - v2.y * Math.sin(angleCollision)) * body2.bounce.x;\n            body2.velocity.y = (v2.y * Math.cos(angleCollision) + tempVel2 * Math.sin(angleCollision)) * body2.bounce.y;\n        }\n\n        // When the collision angle is almost perpendicular to the total initial velocity vector\n        // (collision on a tangent) vector direction can be determined incorrectly.\n        // This code fixes the problem\n\n        if (Math.abs(angleCollision) < Math.PI / 2)\n        {\n            if ((body1.velocity.x > 0) && !body1.immovable && (body2.velocity.x > body1.velocity.x))\n            {\n                body1.velocity.x *= -1;\n            }\n            else if ((body2.velocity.x < 0) && !body2.immovable && (body1.velocity.x < body2.velocity.x))\n            {\n                body2.velocity.x *= -1;\n            }\n            else if ((body1.velocity.y > 0) && !body1.immovable && (body2.velocity.y > body1.velocity.y))\n            {\n                body1.velocity.y *= -1;\n            }\n            else if ((body2.velocity.y < 0) && !body2.immovable && (body1.velocity.y < body2.velocity.y))\n            {\n                body2.velocity.y *= -1;\n            }\n        }\n        else if (Math.abs(angleCollision) > Math.PI / 2)\n        {\n            if ((body1.velocity.x < 0) && !body1.immovable && (body2.velocity.x < body1.velocity.x))\n            {\n                body1.velocity.x *= -1;\n            }\n            else if ((body2.velocity.x > 0) && !body2.immovable && (body1.velocity.x > body2.velocity.x))\n            {\n                body2.velocity.x *= -1;\n            }\n            else if ((body1.velocity.y < 0) && !body1.immovable && (body2.velocity.y < body1.velocity.y))\n            {\n                body1.velocity.y *= -1;\n            }\n            else if ((body2.velocity.y > 0) && !body2.immovable && (body1.velocity.x > body2.velocity.y))\n            {\n                body2.velocity.y *= -1;\n            }\n        }\n\n        if (!body1.immovable)\n        {\n            body1.x += (body1.velocity.x * this.game.time.physicsElapsed) - overlap * Math.cos(angleCollision);\n            body1.y += (body1.velocity.y * this.game.time.physicsElapsed) - overlap * Math.sin(angleCollision);\n        }\n\n        if (!body2.immovable)\n        {\n            body2.x += (body2.velocity.x * this.game.time.physicsElapsed) + overlap * Math.cos(angleCollision);\n            body2.y += (body2.velocity.y * this.game.time.physicsElapsed) + overlap * Math.sin(angleCollision);\n        }\n\n        if (body1.onCollide)\n        {\n            body1.onCollide.dispatch(body1.sprite, body2.sprite);\n        }\n\n        if (body2.onCollide)\n        {\n            body2.onCollide.dispatch(body2.sprite, body1.sprite);\n        }\n\n        return true;\n\n    },\n\n    /**\n    * Calculates the horizontal overlap between two Bodies and sets their properties accordingly, including:\n    * `touching.left`, `touching.right` and `overlapX`.\n    *\n    * @method Phaser.Physics.Arcade#getOverlapX\n    * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.\n    * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.\n    * @param {boolean} overlapOnly - Is this an overlap only check, or part of separation?\n    * @return {float} Returns the amount of horizontal overlap between the two bodies.\n    */\n    getOverlapX: function (body1, body2, overlapOnly) {\n\n        var overlap = 0;\n        var maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS;\n\n        if (body1.deltaX() === 0 && body2.deltaX() === 0)\n        {\n            //  They overlap but neither of them are moving\n            body1.embedded = true;\n            body2.embedded = true;\n        }\n        else if (body1.deltaX() > body2.deltaX())\n        {\n            //  Body1 is moving right and / or Body2 is moving left\n            overlap = body1.right - body2.x;\n\n            if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.right === false || body2.checkCollision.left === false)\n            {\n                overlap = 0;\n            }\n            else\n            {\n                body1.touching.none = false;\n                body1.touching.right = true;\n                body2.touching.none = false;\n                body2.touching.left = true;\n            }\n        }\n        else if (body1.deltaX() < body2.deltaX())\n        {\n            //  Body1 is moving left and/or Body2 is moving right\n            overlap = body1.x - body2.width - body2.x;\n\n            if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.left === false || body2.checkCollision.right === false)\n            {\n                overlap = 0;\n            }\n            else\n            {\n                body1.touching.none = false;\n                body1.touching.left = true;\n                body2.touching.none = false;\n                body2.touching.right = true;\n            }\n        }\n\n        //  Resets the overlapX to zero if there is no overlap, or to the actual pixel value if there is\n        body1.overlapX = overlap;\n        body2.overlapX = overlap;\n\n        return overlap;\n\n    },\n\n    /**\n    * Calculates the vertical overlap between two Bodies and sets their properties accordingly, including:\n    * `touching.up`, `touching.down` and `overlapY`.\n    *\n    * @method Phaser.Physics.Arcade#getOverlapY\n    * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.\n    * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.\n    * @param {boolean} overlapOnly - Is this an overlap only check, or part of separation?\n    * @return {float} Returns the amount of vertical overlap between the two bodies.\n    */\n    getOverlapY: function (body1, body2, overlapOnly) {\n\n        var overlap = 0;\n        var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS;\n\n        if (body1.deltaY() === 0 && body2.deltaY() === 0)\n        {\n            //  They overlap but neither of them are moving\n            body1.embedded = true;\n            body2.embedded = true;\n        }\n        else if (body1.deltaY() > body2.deltaY())\n        {\n            //  Body1 is moving down and/or Body2 is moving up\n            overlap = body1.bottom - body2.y;\n\n            if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.down === false || body2.checkCollision.up === false)\n            {\n                overlap = 0;\n            }\n            else\n            {\n                body1.touching.none = false;\n                body1.touching.down = true;\n                body2.touching.none = false;\n                body2.touching.up = true;\n            }\n        }\n        else if (body1.deltaY() < body2.deltaY())\n        {\n            //  Body1 is moving up and/or Body2 is moving down\n            overlap = body1.y - body2.bottom;\n\n            if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.up === false || body2.checkCollision.down === false)\n            {\n                overlap = 0;\n            }\n            else\n            {\n                body1.touching.none = false;\n                body1.touching.up = true;\n                body2.touching.none = false;\n                body2.touching.down = true;\n            }\n        }\n\n        //  Resets the overlapY to zero if there is no overlap, or to the actual pixel value if there is\n        body1.overlapY = overlap;\n        body2.overlapY = overlap;\n\n        return overlap;\n\n    },\n\n    /**\n    * The core separation function to separate two physics bodies on the x axis.\n    *\n    * @method Phaser.Physics.Arcade#separateX\n    * @private\n    * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.\n    * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.\n    * @param {boolean} overlapOnly - If true the bodies will only have their overlap data set, no separation or exchange of velocity will take place.\n    * @return {boolean} Returns true if the bodies were separated or overlap, otherwise false.\n    */\n    separateX: function (body1, body2, overlapOnly) {\n\n        var overlap = this.getOverlapX(body1, body2, overlapOnly);\n\n        //  Can't separate two immovable bodies, or a body with its own custom separation logic\n        if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateX || body2.customSeparateX)\n        {\n            //  return true if there was some overlap, otherwise false\n            return (overlap !== 0) || (body1.embedded && body2.embedded);\n        }\n\n        //  Adjust their positions and velocities accordingly (if there was any overlap)\n        var v1 = body1.velocity.x;\n        var v2 = body2.velocity.x;\n\n        if (!body1.immovable && !body2.immovable)\n        {\n            overlap *= 0.5;\n\n            body1.x -= overlap;\n            body2.x += overlap;\n\n            var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);\n            var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);\n            var avg = (nv1 + nv2) * 0.5;\n\n            nv1 -= avg;\n            nv2 -= avg;\n\n            body1.velocity.x = avg + nv1 * body1.bounce.x;\n            body2.velocity.x = avg + nv2 * body2.bounce.x;\n        }\n        else if (!body1.immovable)\n        {\n            body1.x -= overlap;\n            body1.velocity.x = v2 - v1 * body1.bounce.x;\n\n            //  This is special case code that handles things like vertically moving platforms you can ride\n            if (body2.moves)\n            {\n                body1.y += (body2.y - body2.prev.y) * body2.friction.y;\n            }\n        }\n        else\n        {\n            body2.x += overlap;\n            body2.velocity.x = v1 - v2 * body2.bounce.x;\n\n            //  This is special case code that handles things like vertically moving platforms you can ride\n            if (body1.moves)\n            {\n                body2.y += (body1.y - body1.prev.y) * body1.friction.y;\n            }\n        }\n\n        //  If we got this far then there WAS overlap, and separation is complete, so return true\n        return true;\n\n    },\n\n    /**\n    * The core separation function to separate two physics bodies on the y axis.\n    *\n    * @private\n    * @method Phaser.Physics.Arcade#separateY\n    * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.\n    * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.\n    * @param {boolean} overlapOnly - If true the bodies will only have their overlap data set, no separation or exchange of velocity will take place.\n    * @return {boolean} Returns true if the bodies were separated or overlap, otherwise false.\n    */\n    separateY: function (body1, body2, overlapOnly) {\n\n        var overlap = this.getOverlapY(body1, body2, overlapOnly);\n\n        //  Can't separate two immovable bodies, or a body with its own custom separation logic\n        if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateY || body2.customSeparateY)\n        {\n            //  return true if there was some overlap, otherwise false\n            return (overlap !== 0) || (body1.embedded && body2.embedded);\n        }\n\n        //  Adjust their positions and velocities accordingly (if there was any overlap)\n        var v1 = body1.velocity.y;\n        var v2 = body2.velocity.y;\n\n        if (!body1.immovable && !body2.immovable)\n        {\n            overlap *= 0.5;\n\n            body1.y -= overlap;\n            body2.y += overlap;\n\n            var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);\n            var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);\n            var avg = (nv1 + nv2) * 0.5;\n\n            nv1 -= avg;\n            nv2 -= avg;\n\n            body1.velocity.y = avg + nv1 * body1.bounce.y;\n            body2.velocity.y = avg + nv2 * body2.bounce.y;\n        }\n        else if (!body1.immovable)\n        {\n            body1.y -= overlap;\n            body1.velocity.y = v2 - v1 * body1.bounce.y;\n\n            //  This is special case code that handles things like horizontal moving platforms you can ride\n            if (body2.moves)\n            {\n                body1.x += (body2.x - body2.prev.x) * body2.friction.x;\n            }\n        }\n        else\n        {\n            body2.y += overlap;\n            body2.velocity.y = v1 - v2 * body2.bounce.y;\n\n            //  This is special case code that handles things like horizontal moving platforms you can ride\n            if (body1.moves)\n            {\n                body2.x += (body1.x - body1.prev.x) * body1.friction.x;\n            }\n        }\n\n        //  If we got this far then there WAS overlap, and separation is complete, so return true\n        return true;\n\n    },\n\n    /**\n    * Given a Group and a Pointer this will check to see which Group children overlap with the Pointer coordinates.\n    * Each child will be sent to the given callback for further processing.\n    * Note that the children are not checked for depth order, but simply if they overlap the Pointer or not.\n    *\n    * @method Phaser.Physics.Arcade#getObjectsUnderPointer\n    * @param {Phaser.Pointer} pointer - The Pointer to check.\n    * @param {Phaser.Group} group - The Group to check.\n    * @param {function} [callback] - A callback function that is called if the object overlaps with the Pointer. The callback will be sent two parameters: the Pointer and the Object that overlapped with it.\n    * @param {object} [callbackContext] - The context in which to run the callback.\n    * @return {PIXI.DisplayObject[]} An array of the Sprites from the Group that overlapped the Pointer coordinates.\n    */\n    getObjectsUnderPointer: function (pointer, group, callback, callbackContext) {\n\n        if (group.length === 0 || !pointer.exists)\n        {\n            return;\n        }\n\n        return this.getObjectsAtLocation(pointer.x, pointer.y, group, callback, callbackContext, pointer);\n\n    },\n\n    /**\n    * Given a Group and a location this will check to see which Group children overlap with the coordinates.\n    * Each child will be sent to the given callback for further processing.\n    * Note that the children are not checked for depth order, but simply if they overlap the coordinate or not.\n    *\n    * @method Phaser.Physics.Arcade#getObjectsAtLocation\n    * @param {number} x - The x coordinate to check.\n    * @param {number} y - The y coordinate to check.\n    * @param {Phaser.Group} group - The Group to check.\n    * @param {function} [callback] - A callback function that is called if the object overlaps the coordinates. The callback will be sent two parameters: the callbackArg and the Object that overlapped the location.\n    * @param {object} [callbackContext] - The context in which to run the callback.\n    * @param {object} [callbackArg] - An argument to pass to the callback.\n    * @return {PIXI.DisplayObject[]} An array of the Sprites from the Group that overlapped the coordinates.\n    */\n    getObjectsAtLocation: function (x, y, group, callback, callbackContext, callbackArg) {\n\n        this.quadTree.clear();\n\n        this.quadTree.reset(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);\n\n        this.quadTree.populate(group);\n\n        var rect = new Phaser.Rectangle(x, y, 1, 1);\n        var output = [];\n\n        var items = this.quadTree.retrieve(rect);\n\n        for (var i = 0; i < items.length; i++)\n        {\n            if (items[i].hitTest(x, y))\n            {\n                if (callback)\n                {\n                    callback.call(callbackContext, callbackArg, items[i].sprite);\n                }\n\n                output.push(items[i].sprite);\n            }\n        }\n\n        return output;\n        \n    },\n\n    /**\n    * Move the given display object towards the destination object at a steady velocity.\n    * If you specify a maxTime then it will adjust the speed (overwriting what you set) so it arrives at the destination in that number of seconds.\n    * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.\n    * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.\n    * Note: The display object doesn't stop moving once it reaches the destination coordinates.\n    * Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)\n    *\n    * @method Phaser.Physics.Arcade#moveToObject\n    * @param {any} displayObject - The display object to move.\n    * @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.\n    * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)\n    * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.\n    * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.\n    */\n    moveToObject: function (displayObject, destination, speed, maxTime) {\n\n        if (speed === undefined) { speed = 60; }\n        if (maxTime === undefined) { maxTime = 0; }\n\n        var angle = Math.atan2(destination.y - displayObject.y, destination.x - displayObject.x);\n\n        if (maxTime > 0)\n        {\n            //  We know how many pixels we need to move, but how fast?\n            speed = this.distanceBetween(displayObject, destination) / (maxTime / 1000);\n        }\n\n        displayObject.body.velocity.x = Math.cos(angle) * speed;\n        displayObject.body.velocity.y = Math.sin(angle) * speed;\n\n        return angle;\n\n    },\n\n    /**\n    * Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.\n    * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.\n    * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.\n    * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.\n    * Note: The display object doesn't stop moving once it reaches the destination coordinates.\n    *\n    * @method Phaser.Physics.Arcade#moveToPointer\n    * @param {any} displayObject - The display object to move.\n    * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)\n    * @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.\n    * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.\n    * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.\n    */\n    moveToPointer: function (displayObject, speed, pointer, maxTime) {\n\n        if (speed === undefined) { speed = 60; }\n        pointer = pointer || this.game.input.activePointer;\n        if (maxTime === undefined) { maxTime = 0; }\n\n        var angle = this.angleToPointer(displayObject, pointer);\n\n        if (maxTime > 0)\n        {\n            //  We know how many pixels we need to move, but how fast?\n            speed = this.distanceToPointer(displayObject, pointer) / (maxTime / 1000);\n        }\n\n        displayObject.body.velocity.x = Math.cos(angle) * speed;\n        displayObject.body.velocity.y = Math.sin(angle) * speed;\n\n        return angle;\n\n    },\n\n    /**\n    * Move the given display object towards the x/y coordinates at a steady velocity.\n    * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.\n    * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.\n    * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.\n    * Note: The display object doesn't stop moving once it reaches the destination coordinates.\n    * Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)\n    *\n    * @method Phaser.Physics.Arcade#moveToXY\n    * @param {any} displayObject - The display object to move.\n    * @param {number} x - The x coordinate to move towards.\n    * @param {number} y - The y coordinate to move towards.\n    * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)\n    * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.\n    * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.\n    */\n    moveToXY: function (displayObject, x, y, speed, maxTime) {\n\n        if (speed === undefined) { speed = 60; }\n        if (maxTime === undefined) { maxTime = 0; }\n\n        var angle = Math.atan2(y - displayObject.y, x - displayObject.x);\n\n        if (maxTime > 0)\n        {\n            //  We know how many pixels we need to move, but how fast?\n            speed = this.distanceToXY(displayObject, x, y) / (maxTime / 1000);\n        }\n\n        displayObject.body.velocity.x = Math.cos(angle) * speed;\n        displayObject.body.velocity.y = Math.sin(angle) * speed;\n\n        return angle;\n\n    },\n\n    /**\n    * Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.\n    * One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.\n    *\n    * @method Phaser.Physics.Arcade#velocityFromAngle\n    * @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)\n    * @param {number} [speed=60] - The speed it will move, in pixels per second sq.\n    * @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.\n    * @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.\n    */\n    velocityFromAngle: function (angle, speed, point) {\n\n        if (speed === undefined) { speed = 60; }\n        point = point || new Phaser.Point();\n\n        return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));\n\n    },\n\n    /**\n    * Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.\n    * One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.\n    *\n    * @method Phaser.Physics.Arcade#velocityFromRotation\n    * @param {number} rotation - The angle in radians.\n    * @param {number} [speed=60] - The speed it will move, in pixels per second sq.\n    * @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.\n    * @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.\n    */\n    velocityFromRotation: function (rotation, speed, point) {\n\n        if (speed === undefined) { speed = 60; }\n        point = point || new Phaser.Point();\n\n        return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));\n\n    },\n\n    /**\n    * Given the rotation (in radians) and speed calculate the acceleration and return it as a Point object, or set it to the given point object.\n    * One way to use this is: accelerationFromRotation(rotation, 200, sprite.acceleration) which will set the values directly to the sprites acceleration and not create a new Point object.\n    *\n    * @method Phaser.Physics.Arcade#accelerationFromRotation\n    * @param {number} rotation - The angle in radians.\n    * @param {number} [speed=60] - The speed it will move, in pixels per second sq.\n    * @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated acceleration.\n    * @return {Phaser.Point} - A Point where point.x contains the acceleration x value and point.y contains the acceleration y value.\n    */\n    accelerationFromRotation: function (rotation, speed, point) {\n\n        if (speed === undefined) { speed = 60; }\n        point = point || new Phaser.Point();\n\n        return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));\n\n    },\n\n    /**\n    * Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)\n    * You must give a maximum speed value, beyond which the display object won't go any faster.\n    * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.\n    * Note: The display object doesn't stop moving once it reaches the destination coordinates.\n    *\n    * @method Phaser.Physics.Arcade#accelerateToObject\n    * @param {any} displayObject - The display object to move.\n    * @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.\n    * @param {number} [speed=60] - The speed it will accelerate in pixels per second.\n    * @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach.\n    * @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach.\n    * @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory.\n    */\n    accelerateToObject: function (displayObject, destination, speed, xSpeedMax, ySpeedMax) {\n\n        if (speed === undefined) { speed = 60; }\n        if (xSpeedMax === undefined) { xSpeedMax = 1000; }\n        if (ySpeedMax === undefined) { ySpeedMax = 1000; }\n\n        var angle = this.angleBetween(displayObject, destination);\n\n        displayObject.body.acceleration.setTo(Math.cos(angle) * speed, Math.sin(angle) * speed);\n        displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax);\n\n        return angle;\n\n    },\n\n    /**\n    * Sets the acceleration.x/y property on the display object so it will move towards the target at the given speed (in pixels per second sq.)\n    * You must give a maximum speed value, beyond which the display object won't go any faster.\n    * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.\n    * Note: The display object doesn't stop moving once it reaches the destination coordinates.\n    *\n    * @method Phaser.Physics.Arcade#accelerateToPointer\n    * @param {any} displayObject - The display object to move.\n    * @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.\n    * @param {number} [speed=60] - The speed it will accelerate in pixels per second.\n    * @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach.\n    * @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach.\n    * @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory.\n    */\n    accelerateToPointer: function (displayObject, pointer, speed, xSpeedMax, ySpeedMax) {\n\n        if (speed === undefined) { speed = 60; }\n        if (pointer === undefined) { pointer = this.game.input.activePointer; }\n        if (xSpeedMax === undefined) { xSpeedMax = 1000; }\n        if (ySpeedMax === undefined) { ySpeedMax = 1000; }\n\n        var angle = this.angleToPointer(displayObject, pointer);\n\n        displayObject.body.acceleration.setTo(Math.cos(angle) * speed, Math.sin(angle) * speed);\n        displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax);\n\n        return angle;\n\n    },\n\n    /**\n    * Sets the acceleration.x/y property on the display object so it will move towards the x/y coordinates at the given speed (in pixels per second sq.)\n    * You must give a maximum speed value, beyond which the display object won't go any faster.\n    * Note: The display object does not continuously track the target. If the target changes location during transit the display object will not modify its course.\n    * Note: The display object doesn't stop moving once it reaches the destination coordinates.\n    *\n    * @method Phaser.Physics.Arcade#accelerateToXY\n    * @param {any} displayObject - The display object to move.\n    * @param {number} x - The x coordinate to accelerate towards.\n    * @param {number} y - The y coordinate to accelerate towards.\n    * @param {number} [speed=60] - The speed it will accelerate in pixels per second.\n    * @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach.\n    * @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach.\n    * @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory.\n    */\n    accelerateToXY: function (displayObject, x, y, speed, xSpeedMax, ySpeedMax) {\n\n        if (speed === undefined) { speed = 60; }\n        if (xSpeedMax === undefined) { xSpeedMax = 1000; }\n        if (ySpeedMax === undefined) { ySpeedMax = 1000; }\n\n        var angle = this.angleToXY(displayObject, x, y);\n\n        displayObject.body.acceleration.setTo(Math.cos(angle) * speed, Math.sin(angle) * speed);\n        displayObject.body.maxVelocity.setTo(xSpeedMax, ySpeedMax);\n\n        return angle;\n\n    },\n\n    /**\n    * Find the distance between two display objects (like Sprites).\n    *\n    * The optional `world` argument allows you to return the result based on the Game Objects `world` property,\n    * instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,\n    * or parent Game Object.\n    *\n    * @method Phaser.Physics.Arcade#distanceBetween\n    * @param {any} source - The Display Object to test from.\n    * @param {any} target - The Display Object to test to.\n    * @param {boolean} [world=false] - Calculate the distance using World coordinates (true), or Object coordinates (false, the default)\n    * @return {number} The distance between the source and target objects.\n    */\n    distanceBetween: function (source, target, world) {\n\n        if (world === undefined) { world = false; }\n\n        var dx = (world) ? source.world.x - target.world.x : source.x - target.x;\n        var dy = (world) ? source.world.y - target.world.y : source.y - target.y;\n\n        return Math.sqrt(dx * dx + dy * dy);\n\n    },\n\n    /**\n    * Find the distance between a display object (like a Sprite) and the given x/y coordinates.\n    * The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.\n    * If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()\n    *\n    * The optional `world` argument allows you to return the result based on the Game Objects `world` property,\n    * instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,\n    * or parent Game Object.\n    *\n    * @method Phaser.Physics.Arcade#distanceToXY\n    * @param {any} displayObject - The Display Object to test from.\n    * @param {number} x - The x coordinate to move towards.\n    * @param {number} y - The y coordinate to move towards.\n    * @param {boolean} [world=false] - Calculate the distance using World coordinates (true), or Object coordinates (false, the default)\n    * @return {number} The distance between the object and the x/y coordinates.\n    */\n    distanceToXY: function (displayObject, x, y, world) {\n\n        if (world === undefined) { world = false; }\n\n        var dx = (world) ? displayObject.world.x - x : displayObject.x - x;\n        var dy = (world) ? displayObject.world.y - y : displayObject.y - y;\n\n        return Math.sqrt(dx * dx + dy * dy);\n\n    },\n\n    /**\n    * Find the distance between a display object (like a Sprite) and a Pointer. If no Pointer is given the Input.activePointer is used.\n    * The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.\n    * If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()\n    *\n    * The optional `world` argument allows you to return the result based on the Game Objects `world` property,\n    * instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,\n    * or parent Game Object.\n    *\n    * @method Phaser.Physics.Arcade#distanceToPointer\n    * @param {any} displayObject - The Display Object to test from.\n    * @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.\n    * @param {boolean} [world=false] - Calculate the distance using World coordinates (true), or Object coordinates (false, the default)\n    * @return {number} The distance between the object and the Pointer.\n    */\n    distanceToPointer: function (displayObject, pointer, world) {\n\n        if (pointer === undefined) { pointer = this.game.input.activePointer; }\n        if (world === undefined) { world = false; }\n\n        var dx = (world) ? displayObject.world.x - pointer.worldX : displayObject.x - pointer.worldX;\n        var dy = (world) ? displayObject.world.y - pointer.worldY : displayObject.y - pointer.worldY;\n\n        return Math.sqrt(dx * dx + dy * dy);\n\n    },\n\n    /**\n    * Find the angle in radians between two display objects (like Sprites).\n    *\n    * The optional `world` argument allows you to return the result based on the Game Objects `world` property,\n    * instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,\n    * or parent Game Object.\n    *\n    * @method Phaser.Physics.Arcade#angleBetween\n    * @param {any} source - The Display Object to test from.\n    * @param {any} target - The Display Object to test to.\n    * @param {boolean} [world=false] - Calculate the angle using World coordinates (true), or Object coordinates (false, the default)\n    * @return {number} The angle in radians between the source and target display objects.\n    */\n    angleBetween: function (source, target, world) {\n\n        if (world === undefined) { world = false; }\n\n        if (world)\n        {\n            return Math.atan2(target.world.y - source.world.y, target.world.x - source.world.x);\n        }\n        else\n        {\n            return Math.atan2(target.y - source.y, target.x - source.x);\n        }\n\n    },\n\n    /**\n    * Find the angle in radians between centers of two display objects (like Sprites).\n    *\n    * @method Phaser.Physics.Arcade#angleBetweenCenters\n    * @param {any} source - The Display Object to test from.\n    * @param {any} target - The Display Object to test to.\n    * @return {number} The angle in radians between the source and target display objects.\n    */\n    angleBetweenCenters: function (source, target) {\n\n        var dx = target.centerX - source.centerX;\n        var dy = target.centerY - source.centerY;\n\n        return Math.atan2(dy, dx);\n\n    },\n\n    /**\n    * Find the angle in radians between a display object (like a Sprite) and the given x/y coordinate.\n    *\n    * The optional `world` argument allows you to return the result based on the Game Objects `world` property,\n    * instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,\n    * or parent Game Object.\n    *\n    * @method Phaser.Physics.Arcade#angleToXY\n    * @param {any} displayObject - The Display Object to test from.\n    * @param {number} x - The x coordinate to get the angle to.\n    * @param {number} y - The y coordinate to get the angle to.\n    * @param {boolean} [world=false] - Calculate the angle using World coordinates (true), or Object coordinates (false, the default)\n    * @return {number} The angle in radians between displayObject.x/y to Pointer.x/y\n    */\n    angleToXY: function (displayObject, x, y, world) {\n\n        if (world === undefined) { world = false; }\n\n        if (world)\n        {\n            return Math.atan2(y - displayObject.world.y, x - displayObject.world.x);\n        }\n        else\n        {\n            return Math.atan2(y - displayObject.y, x - displayObject.x);\n        }\n\n    },\n\n    /**\n    * Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.\n    *\n    * The optional `world` argument allows you to return the result based on the Game Objects `world` property,\n    * instead of its `x` and `y` values. This is useful of the object has been nested inside an offset Group,\n    * or parent Game Object.\n    *\n    * @method Phaser.Physics.Arcade#angleToPointer\n    * @param {any} displayObject - The Display Object to test from.\n    * @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.\n    * @param {boolean} [world=false] - Calculate the angle using World coordinates (true), or Object coordinates (false, the default)\n    * @return {number} The angle in radians between displayObject.x/y to Pointer.x/y\n    */\n    angleToPointer: function (displayObject, pointer, world) {\n\n        if (pointer === undefined) { pointer = this.game.input.activePointer; }\n        if (world === undefined) { world = false; }\n\n        if (world)\n        {\n            return Math.atan2(pointer.worldY - displayObject.world.y, pointer.worldX - displayObject.world.x);\n        }\n        else\n        {\n            return Math.atan2(pointer.worldY - displayObject.y, pointer.worldX - displayObject.x);\n        }\n\n    },\n\n    /**\n    * Find the angle in radians between a display object (like a Sprite) and a Pointer, \n    * taking their x/y and center into account relative to the world.\n    *\n    * @method Phaser.Physics.Arcade#worldAngleToPointer\n    * @param {any} displayObject - The DisplayObjerct to test from.\n    * @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.\n    * @return {number} The angle in radians between displayObject.world.x/y to Pointer.worldX / worldY\n    */\n    worldAngleToPointer: function (displayObject, pointer) {\n\n        return this.angleToPointer(displayObject, pointer, true);\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than\n* the Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.\n*\n* @class Phaser.Physics.Arcade.Body\n* @constructor\n* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.\n*/\nPhaser.Physics.Arcade.Body = function (sprite) {\n\n    /**\n    * @property {Phaser.Sprite} sprite - Reference to the parent Sprite.\n    */\n    this.sprite = sprite;\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = sprite.game;\n\n    /**\n    * @property {number} type - The type of physics system this body belongs to.\n    */\n    this.type = Phaser.Physics.ARCADE;\n\n    /**\n    * @property {boolean} enable - A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.\n    * @default\n    */\n    this.enable = true;\n\n    /**\n    * If `true` this Body is using circular collision detection. If `false` it is using rectangular.\n    * Use `Body.setCircle` to control the collision shape this Body uses.\n    * @property {boolean} isCircle\n    * @default\n    * @readOnly\n    */\n    this.isCircle = false;\n\n    /**\n    * The radius of the circular collision shape this Body is using if Body.setCircle has been enabled.\n    * If you wish to change the radius then call `setCircle` again with the new value.\n    * If you wish to stop the Body using a circle then call `setCircle` with a radius of zero (or undefined).\n    * @property {number} radius\n    * @default\n    * @readOnly\n    */\n    this.radius = 0;\n\n    /**\n    * @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.\n    */\n    this.offset = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} position - The position of the physics body.\n    * @readonly\n    */\n    this.position = new Phaser.Point(sprite.x, sprite.y);\n\n    /**\n    * @property {Phaser.Point} prev - The previous position of the physics body.\n    * @readonly\n    */\n    this.prev = new Phaser.Point(this.position.x, this.position.y);\n\n    /**\n    * @property {boolean} allowRotation - Allow this Body to be rotated? (via angularVelocity, etc)\n    * @default\n    */\n    this.allowRotation = true;\n\n    /**\n    * The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Body\n    * itself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation.\n    * @property {number} rotation\n    */\n    this.rotation = sprite.angle;\n\n    /**\n    * @property {number} preRotation - The previous rotation of the physics body.\n    * @readonly\n    */\n    this.preRotation = sprite.angle;\n\n    /**\n    * @property {number} width - The calculated width of the physics body.\n    * @readonly\n    */\n    this.width = sprite.width;\n\n    /**\n    * @property {number} height - The calculated height of the physics body.\n    * @readonly\n    */\n    this.height = sprite.height;\n\n    /**\n    * @property {number} sourceWidth - The un-scaled original size.\n    * @readonly\n    */\n    this.sourceWidth = sprite.width;\n\n    /**\n    * @property {number} sourceHeight - The un-scaled original size.\n    * @readonly\n    */\n    this.sourceHeight = sprite.height;\n\n    if (sprite.texture)\n    {\n        this.sourceWidth = sprite.texture.frame.width;\n        this.sourceHeight = sprite.texture.frame.height;\n    }\n\n    /**\n    * @property {number} halfWidth - The calculated width / 2 of the physics body.\n    * @readonly\n    */\n    this.halfWidth = Math.abs(sprite.width / 2);\n\n    /**\n    * @property {number} halfHeight - The calculated height / 2 of the physics body.\n    * @readonly\n    */\n    this.halfHeight = Math.abs(sprite.height / 2);\n\n    /**\n    * @property {Phaser.Point} center - The center coordinate of the Physics Body.\n    * @readonly\n    */\n    this.center = new Phaser.Point(sprite.x + this.halfWidth, sprite.y + this.halfHeight);\n\n    /**\n    * @property {Phaser.Point} velocity - The velocity, or rate of change in speed of the Body. Measured in pixels per second.\n    */\n    this.velocity = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} newVelocity - The new velocity. Calculated during the Body.preUpdate and applied to its position.\n    * @readonly\n    */\n    this.newVelocity = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} deltaMax - The Sprite position is updated based on the delta x/y values. You can set a cap on those (both +-) using deltaMax.\n    */\n    this.deltaMax = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} acceleration - The acceleration is the rate of change of the velocity. Measured in pixels per second squared.\n    */\n    this.acceleration = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} drag - The drag applied to the motion of the Body.\n    */\n    this.drag = new Phaser.Point();\n\n    /**\n    * @property {boolean} allowGravity - Allow this Body to be influenced by gravity? Either world or local.\n    * @default\n    */\n    this.allowGravity = true;\n\n    /**\n    * @property {Phaser.Point} gravity - A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false.\n    */\n    this.gravity = new Phaser.Point();\n\n    /**\n    * @property {Phaser.Point} bounce - The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.\n    */\n    this.bounce = new Phaser.Point();\n\n    /**\n    * The elasticity of the Body when colliding with the World bounds.\n    * By default this property is `null`, in which case `Body.bounce` is used instead. Set this property\n    * to a Phaser.Point object in order to enable a World bounds specific bounce value.\n    * @property {Phaser.Point} worldBounce\n    */\n    this.worldBounce = null;\n\n    /**\n    * A Signal that is dispatched when this Body collides with the world bounds.\n    * Due to the potentially high volume of signals this could create it is disabled by default.\n    * To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()`\n    * and it will be called when a collision happens, passing five arguments:\n    * `onWorldBounds(sprite, up, down, left, right)`\n    * where the Sprite is a reference to the Sprite that owns this Body, and the other arguments are booleans\n    * indicating on which side of the world the Body collided.\n    * @property {Phaser.Signal} onWorldBounds\n    */\n    this.onWorldBounds = null;\n\n    /**\n    * A Signal that is dispatched when this Body collides with another Body.\n    * \n    * You still need to call `game.physics.arcade.collide` in your `update` method in order\n    * for this signal to be dispatched.\n    *\n    * Usually you'd pass a callback to the `collide` method, but this signal provides for\n    * a different level of notification.\n    * \n    * Due to the potentially high volume of signals this could create it is disabled by default.\n    * \n    * To use this feature set this property to a Phaser.Signal: `sprite.body.onCollide = new Phaser.Signal()`\n    * and it will be called when a collision happens, passing two arguments: the sprites which collided.\n    * The first sprite in the argument is always the owner of this Body.\n    * \n    * If two Bodies with this Signal set collide, both will dispatch the Signal.\n    * @property {Phaser.Signal} onCollide\n    */\n    this.onCollide = null;\n\n    /**\n    * A Signal that is dispatched when this Body overlaps with another Body.\n    * \n    * You still need to call `game.physics.arcade.overlap` in your `update` method in order\n    * for this signal to be dispatched.\n    *\n    * Usually you'd pass a callback to the `overlap` method, but this signal provides for\n    * a different level of notification.\n    * \n    * Due to the potentially high volume of signals this could create it is disabled by default.\n    * \n    * To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()`\n    * and it will be called when a collision happens, passing two arguments: the sprites which collided.\n    * The first sprite in the argument is always the owner of this Body.\n    * \n    * If two Bodies with this Signal set collide, both will dispatch the Signal.\n    * @property {Phaser.Signal} onOverlap\n    */\n    this.onOverlap = null;\n\n    /**\n    * @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.\n    * @default\n    */\n    this.maxVelocity = new Phaser.Point(10000, 10000);\n\n    /**\n    * @property {Phaser.Point} friction - The amount of movement that will occur if another object 'rides' this one.\n    */\n    this.friction = new Phaser.Point(1, 0);\n\n    /**\n    * @property {number} angularVelocity - The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.\n    * @default\n    */\n    this.angularVelocity = 0;\n\n    /**\n    * @property {number} angularAcceleration - The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared.\n    * @default\n    */\n    this.angularAcceleration = 0;\n\n    /**\n    * @property {number} angularDrag - The drag applied during the rotation of the Body. Measured in degrees per second squared.\n    * @default\n    */\n    this.angularDrag = 0;\n\n    /**\n    * @property {number} maxAngular - The maximum angular velocity in degrees per second that the Body can reach.\n    * @default\n    */\n    this.maxAngular = 1000;\n\n    /**\n    * @property {number} mass - The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of velocity.\n    * @default\n    */\n    this.mass = 1;\n\n    /**\n    * @property {number} angle - The angle of the Body's velocity in radians.\n    * @readonly\n    */\n    this.angle = 0;\n\n    /**\n    * @property {number} speed - The speed of the Body as calculated by its velocity.\n    * @readonly\n    */\n    this.speed = 0;\n\n    /**\n    * @property {number} facing - A const reference to the direction the Body is traveling or facing.\n    * @default\n    */\n    this.facing = Phaser.NONE;\n\n    /**\n    * @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies.\n    * @default\n    */\n    this.immovable = false;\n\n    /**\n    * If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never\n    * actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.\n    * If you want the physics system to move the body around, then set moves to true.\n    * @property {boolean} moves - Set to true to allow the Physics system to move this Body, otherwise false to move it manually.\n    * @default\n    */\n    this.moves = true;\n\n    /**\n    * This flag allows you to disable the custom x separation that takes place by Physics.Arcade.separate.\n    * Used in combination with your own collision processHandler you can create whatever type of collision response you need.\n    * @property {boolean} customSeparateX - Use a custom separation system or the built-in one?\n    * @default\n    */\n    this.customSeparateX = false;\n\n    /**\n    * This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.\n    * Used in combination with your own collision processHandler you can create whatever type of collision response you need.\n    * @property {boolean} customSeparateY - Use a custom separation system or the built-in one?\n    * @default\n    */\n    this.customSeparateY = false;\n\n    /**\n    * When this body collides with another, the amount of overlap is stored here.\n    * @property {number} overlapX - The amount of horizontal overlap during the collision.\n    */\n    this.overlapX = 0;\n\n    /**\n    * When this body collides with another, the amount of overlap is stored here.\n    * @property {number} overlapY - The amount of vertical overlap during the collision.\n    */\n    this.overlapY = 0;\n\n    /**\n    * If `Body.isCircle` is true, and this body collides with another circular body, the amount of overlap is stored here.\n    * @property {number} overlapR - The amount of overlap during the collision.\n    */\n    this.overlapR = 0;\n\n    /**\n    * If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true.\n    * @property {boolean} embedded - Body embed value.\n    */\n    this.embedded = false;\n\n    /**\n    * A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.\n    * @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?\n    */\n    this.collideWorldBounds = false;\n\n    /**\n    * Set the checkCollision properties to control which directions collision is processed for this Body.\n    * For example checkCollision.up = false means it won't collide when the collision happened while moving up.\n    * If you need to disable a Body entirely, use `body.enable = false`, this will also disable motion.\n    * If you need to disable just collision and/or overlap checks, but retain motion, set `checkCollision.none = true`.\n    * @property {object} checkCollision - An object containing allowed collision.\n    */\n    this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };\n\n    /**\n    * This object is populated with boolean values when the Body collides with another.\n    * touching.up = true means the collision happened to the top of this Body for example.\n    * @property {object} touching - An object containing touching results.\n    */\n    this.touching = { none: true, up: false, down: false, left: false, right: false };\n\n    /**\n    * This object is populated with previous touching values from the bodies previous collision.\n    * @property {object} wasTouching - An object containing previous touching results.\n    */\n    this.wasTouching = { none: true, up: false, down: false, left: false, right: false };\n\n    /**\n    * This object is populated with boolean values when the Body collides with the World bounds or a Tile.\n    * For example if blocked.up is true then the Body cannot move up.\n    * @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.\n    */\n    this.blocked = { up: false, down: false, left: false, right: false };\n\n    /**\n    * If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.\n    * Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height.\n    * @property {Phaser.Point} tilePadding - Extra padding to be added to this sprite's dimensions when checking for tile collision.\n    */\n    this.tilePadding = new Phaser.Point();\n\n    /**\n    * @property {boolean} dirty - If this Body in a preUpdate (true) or postUpdate (false) state?\n    */\n    this.dirty = false;\n\n    /**\n    * @property {boolean} skipQuadTree - If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree.\n    */\n    this.skipQuadTree = false;\n\n    /**\n    * If true the Body will check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly.\n    * If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed.\n    * Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer, \n    * or in any situation where the Sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.\n    * @property {boolean} syncBounds\n    * @default\n    */\n    this.syncBounds = false;\n\n    /**\n    * @property {boolean} isMoving - Set by the `moveTo` and `moveFrom` methods.\n    */\n    this.isMoving = false;\n\n    /**\n    * @property {boolean} stopVelocityOnCollide - Set by the `moveTo` and `moveFrom` methods.\n    */\n    this.stopVelocityOnCollide = true;\n\n    /**\n    * @property {integer} moveTimer - Internal time used by the `moveTo` and `moveFrom` methods.\n    * @private\n    */\n    this.moveTimer = 0;\n\n    /**\n    * @property {integer} moveDistance - Internal distance value, used by the `moveTo` and `moveFrom` methods.\n    * @private\n    */\n    this.moveDistance = 0;\n\n    /**\n    * @property {integer} moveDuration - Internal duration value, used by the `moveTo` and `moveFrom` methods.\n    * @private\n    */\n    this.moveDuration = 0;\n\n    /**\n    * @property {Phaser.Line} moveTarget - Set by the `moveTo` method, and updated each frame.\n    * @private\n    */\n    this.moveTarget = null;\n\n    /**\n    * @property {Phaser.Point} moveEnd - Set by the `moveTo` method, and updated each frame.\n    * @private\n    */\n    this.moveEnd = null;\n\n    /**\n    * @property {Phaser.Signal} onMoveComplete - Listen for the completion of `moveTo` or `moveFrom` events.\n    */\n    this.onMoveComplete = new Phaser.Signal();\n\n    /**\n    * @property {function} movementCallback - Optional callback. If set, invoked during the running of `moveTo` or `moveFrom` events.\n    */\n    this.movementCallback = null;\n\n    /**\n    * @property {object} movementCallbackContext - Context in which to call the movementCallback.\n    */\n    this.movementCallbackContext = null;\n\n    /**\n    * @property {boolean} _reset - Internal cache var.\n    * @private\n    */\n    this._reset = true;\n\n    /**\n    * @property {number} _sx - Internal cache var.\n    * @private\n    */\n    this._sx = sprite.scale.x;\n\n    /**\n    * @property {number} _sy - Internal cache var.\n    * @private\n    */\n    this._sy = sprite.scale.y;\n\n    /**\n    * @property {number} _dx - Internal cache var.\n    * @private\n    */\n    this._dx = 0;\n\n    /**\n    * @property {number} _dy - Internal cache var.\n    * @private\n    */\n    this._dy = 0;\n\n};\n\nPhaser.Physics.Arcade.Body.prototype = {\n\n    /**\n    * Internal method.\n    *\n    * @method Phaser.Physics.Arcade.Body#updateBounds\n    * @protected\n    */\n    updateBounds: function () {\n\n        if (this.syncBounds)\n        {\n            var b = this.sprite.getBounds();\n            b.ceilAll();\n\n            if (b.width !== this.width || b.height !== this.height)\n            {\n                this.width = b.width;\n                this.height = b.height;\n                this._reset = true;\n            }\n        }\n        else\n        {\n            var asx = Math.abs(this.sprite.scale.x);\n            var asy = Math.abs(this.sprite.scale.y);\n\n            if (asx !== this._sx || asy !== this._sy)\n            {\n                this.width = this.sourceWidth * asx;\n                this.height = this.sourceHeight * asy;\n                this._sx = asx;\n                this._sy = asy;\n                this._reset = true;\n            }\n        }\n\n        if (this._reset)\n        {\n            this.halfWidth = Math.floor(this.width / 2);\n            this.halfHeight = Math.floor(this.height / 2);\n            this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);\n        }\n\n    },\n\n    /**\n    * Internal method.\n    *\n    * @method Phaser.Physics.Arcade.Body#preUpdate\n    * @protected\n    */\n    preUpdate: function () {\n\n        if (!this.enable || this.game.physics.arcade.isPaused)\n        {\n            return;\n        }\n\n        this.dirty = true;\n\n        //  Store and reset collision flags\n        this.wasTouching.none = this.touching.none;\n        this.wasTouching.up = this.touching.up;\n        this.wasTouching.down = this.touching.down;\n        this.wasTouching.left = this.touching.left;\n        this.wasTouching.right = this.touching.right;\n\n        this.touching.none = true;\n        this.touching.up = false;\n        this.touching.down = false;\n        this.touching.left = false;\n        this.touching.right = false;\n\n        this.blocked.up = false;\n        this.blocked.down = false;\n        this.blocked.left = false;\n        this.blocked.right = false;\n\n        this.embedded = false;\n\n        this.updateBounds();\n\n        this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;\n        this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;\n\n        this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;\n        this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;\n\n        this.rotation = this.sprite.angle;\n\n        this.preRotation = this.rotation;\n\n        if (this._reset || this.sprite.fresh)\n        {\n            this.prev.x = this.position.x;\n            this.prev.y = this.position.y;\n        }\n\n        if (this.moves)\n        {\n            this.game.physics.arcade.updateMotion(this);\n\n            this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed);\n\n            this.position.x += this.newVelocity.x;\n            this.position.y += this.newVelocity.y;\n\n            if (this.position.x !== this.prev.x || this.position.y !== this.prev.y)\n            {\n                this.angle = Math.atan2(this.velocity.y, this.velocity.x);\n            }\n\n            this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);\n\n            //  Now the State update will throw collision checks at the Body\n            //  And finally we'll integrate the new position back to the Sprite in postUpdate\n\n            if (this.collideWorldBounds)\n            {\n                if (this.checkWorldBounds() && this.onWorldBounds)\n                {\n                    this.onWorldBounds.dispatch(this.sprite, this.blocked.up, this.blocked.down, this.blocked.left, this.blocked.right);\n                }\n            }\n        }\n\n        this._dx = this.deltaX();\n        this._dy = this.deltaY();\n\n        this._reset = false;\n\n    },\n\n    /**\n    * Internal method.\n    *\n    * @method Phaser.Physics.Arcade.Body#updateMovement\n    * @protected\n    */\n    updateMovement: function () {\n\n        var percent = 0;\n        var collided = (this.overlapX !== 0 || this.overlapY !== 0);\n\n        //  Duration or Distance based?\n\n        if (this.moveDuration > 0)\n        {\n            this.moveTimer += this.game.time.elapsedMS;\n\n            percent = this.moveTimer / this.moveDuration;\n        }\n        else\n        {\n            this.moveTarget.end.set(this.position.x, this.position.y);\n\n            percent = this.moveTarget.length / this.moveDistance;\n        }\n\n        if (this.movementCallback)\n        {\n            var result = this.movementCallback.call(this.movementCallbackContext, this, this.velocity, percent);\n        }\n\n        if (collided || percent >= 1 || (result !== undefined && result !== true))\n        {\n            this.stopMovement((percent >= 1) || (this.stopVelocityOnCollide && collided));\n            return false;\n        }\n\n        return true;\n\n    },\n\n    /**\n    * If this Body is moving as a result of a call to `moveTo` or `moveFrom` (i.e. it\n    * has Body.isMoving true), then calling this method will stop the movement before\n    * either the duration or distance counters expire.\n    *\n    * The `onMoveComplete` signal is dispatched.\n    *\n    * @method Phaser.Physics.Arcade.Body#stopMovement\n    * @param {boolean} [stopVelocity] - Should the Body.velocity be set to zero?\n    */\n    stopMovement: function (stopVelocity) {\n\n        if (this.isMoving)\n        {\n            this.isMoving = false;\n\n            if (stopVelocity)\n            {\n                this.velocity.set(0);\n            }\n\n            //  Send the Sprite this Body belongs to\n            //  and a boolean indicating if it stopped because of a collision or not\n            this.onMoveComplete.dispatch(this.sprite, (this.overlapX !== 0 || this.overlapY !== 0));\n        }\n\n    },\n\n    /**\n    * Internal method.\n    *\n    * @method Phaser.Physics.Arcade.Body#postUpdate\n    * @protected\n    */\n    postUpdate: function () {\n\n        //  Only allow postUpdate to be called once per frame\n        if (!this.enable || !this.dirty)\n        {\n            return;\n        }\n\n        //  Moving?\n        if (this.isMoving)\n        {\n            this.updateMovement();\n        }\n\n        this.dirty = false;\n\n        if (this.deltaX() < 0)\n        {\n            this.facing = Phaser.LEFT;\n        }\n        else if (this.deltaX() > 0)\n        {\n            this.facing = Phaser.RIGHT;\n        }\n\n        if (this.deltaY() < 0)\n        {\n            this.facing = Phaser.UP;\n        }\n        else if (this.deltaY() > 0)\n        {\n            this.facing = Phaser.DOWN;\n        }\n\n        if (this.moves)\n        {\n            this._dx = this.deltaX();\n            this._dy = this.deltaY();\n\n            if (this.deltaMax.x !== 0 && this._dx !== 0)\n            {\n                if (this._dx < 0 && this._dx < -this.deltaMax.x)\n                {\n                    this._dx = -this.deltaMax.x;\n                }\n                else if (this._dx > 0 && this._dx > this.deltaMax.x)\n                {\n                    this._dx = this.deltaMax.x;\n                }\n            }\n\n            if (this.deltaMax.y !== 0 && this._dy !== 0)\n            {\n                if (this._dy < 0 && this._dy < -this.deltaMax.y)\n                {\n                    this._dy = -this.deltaMax.y;\n                }\n                else if (this._dy > 0 && this._dy > this.deltaMax.y)\n                {\n                    this._dy = this.deltaMax.y;\n                }\n            }\n\n            this.sprite.position.x += this._dx;\n            this.sprite.position.y += this._dy;\n            this._reset = true;\n        }\n\n        this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);\n\n        if (this.allowRotation)\n        {\n            this.sprite.angle += this.deltaZ();\n        }\n\n        this.prev.x = this.position.x;\n        this.prev.y = this.position.y;\n\n    },\n\n    /**\n    * Internal method.\n    *\n    * @method Phaser.Physics.Arcade.Body#checkWorldBounds\n    * @protected\n    * @return {boolean} True if the Body collided with the world bounds, otherwise false.\n    */\n    checkWorldBounds: function () {\n\n        var pos = this.position;\n        var bounds = this.game.physics.arcade.bounds;\n        var check = this.game.physics.arcade.checkCollision;\n\n        var bx = (this.worldBounce) ? -this.worldBounce.x : -this.bounce.x;\n        var by = (this.worldBounce) ? -this.worldBounce.y : -this.bounce.y;\n\n        if (this.isCircle)\n        {\n            var bodyBounds = {\n                x: this.center.x - this.radius,\n                y: this.center.y - this.radius,\n                right: this.center.x + this.radius,\n                bottom: this.center.y + this.radius\n            };\n\n            if (bodyBounds.x < bounds.x && check.left)\n            {\n                pos.x = bounds.x - this.halfWidth + this.radius;\n                this.velocity.x *= bx;\n                this.blocked.left = true;\n            }\n            else if (bodyBounds.right > bounds.right && check.right)\n            {\n                pos.x = bounds.right - this.halfWidth - this.radius;\n                this.velocity.x *= bx;\n                this.blocked.right = true;\n            }\n\n            if (bodyBounds.y < bounds.y && check.up)\n            {\n                pos.y = bounds.y - this.halfHeight + this.radius;\n                this.velocity.y *= by;\n                this.blocked.up = true;\n            }\n            else if (bodyBounds.bottom > bounds.bottom && check.down)\n            {\n                pos.y = bounds.bottom  - this.halfHeight - this.radius;\n                this.velocity.y *= by;\n                this.blocked.down = true;\n            }\n        }\n        else\n        {\n            if (pos.x < bounds.x && check.left)\n            {\n                pos.x = bounds.x;\n                this.velocity.x *= bx;\n                this.blocked.left = true;\n            }\n            else if (this.right > bounds.right && check.right)\n            {\n                pos.x = bounds.right - this.width;\n                this.velocity.x *= bx;\n                this.blocked.right = true;\n            }\n\n            if (pos.y < bounds.y && check.up)\n            {\n                pos.y = bounds.y;\n                this.velocity.y *= by;\n                this.blocked.up = true;\n            }\n            else if (this.bottom > bounds.bottom && check.down)\n            {\n                pos.y = bounds.bottom - this.height;\n                this.velocity.y *= by;\n                this.blocked.down = true;\n            }\n        }\n\n        return (this.blocked.up || this.blocked.down || this.blocked.left || this.blocked.right);\n\n    },\n\n    /**\n    * Note: This method is experimental, and may be changed or removed in a future release.\n    * \n    * This method moves the Body in the given direction, for the duration specified.\n    * It works by setting the velocity on the Body, and an internal timer, and then\n    * monitoring the duration each frame. When the duration is up the movement is\n    * stopped and the `Body.onMoveComplete` signal is dispatched.\n    *\n    * Movement also stops if the Body collides or overlaps with any other Body.\n    * \n    * You can control if the velocity should be reset to zero on collision, by using\n    * the property `Body.stopVelocityOnCollide`.\n    *\n    * Stop the movement at any time by calling `Body.stopMovement`.\n    *\n    * You can optionally set a speed in pixels per second. If not specified it\n    * will use the current `Body.speed` value. If this is zero, the function will return false.\n    *\n    * Please note that due to browser timings you should allow for a variance in \n    * when the duration will actually expire. Depending on system it may be as much as\n    * +- 50ms. Also this method doesn't take into consideration any other forces acting\n    * on the Body, such as Gravity, drag or maxVelocity, all of which may impact the\n    * movement.\n    * \n    * @method Phaser.Physics.Arcade.Body#moveFrom\n    * @param  {integer} duration  - The duration of the movement, in ms.\n    * @param  {integer} [speed] - The speed of the movement, in pixels per second. If not provided `Body.speed` is used.\n    * @param  {integer} [direction] - The angle of movement. If not provided `Body.angle` is used.\n    * @return {boolean} True if the movement successfully started, otherwise false.\n    */\n    moveFrom: function (duration, speed, direction) {\n\n        if (speed === undefined) { speed = this.speed; }\n\n        if (speed === 0)\n        {\n            return false;\n        }\n\n        var angle;\n\n        if (direction === undefined)\n        {\n            angle = this.angle;\n            direction = this.game.math.radToDeg(angle);\n        }\n        else\n        {\n            angle = this.game.math.degToRad(direction);\n        }\n\n        this.moveTimer = 0;\n        this.moveDuration = duration;\n\n        //  Avoid sin/cos\n        if (direction === 0 || direction === 180)\n        {\n            this.velocity.set(Math.cos(angle) * speed, 0);\n        }\n        else if (direction === 90 || direction === 270)\n        {\n            this.velocity.set(0, Math.sin(angle) * speed);\n        }\n        else\n        {\n            this.velocity.set(Math.cos(angle) * speed, Math.sin(angle) * speed);\n        }\n\n        this.isMoving = true;\n\n        return true;\n\n    },\n\n    /**\n    * Note: This method is experimental, and may be changed or removed in a future release.\n    * \n    * This method moves the Body in the given direction, for the duration specified.\n    * It works by setting the velocity on the Body, and an internal distance counter.\n    * The distance is monitored each frame. When the distance equals the distance\n    * specified in this call, the movement is stopped, and the `Body.onMoveComplete` \n    * signal is dispatched.\n    *\n    * Movement also stops if the Body collides or overlaps with any other Body.\n    * \n    * You can control if the velocity should be reset to zero on collision, by using\n    * the property `Body.stopVelocityOnCollide`.\n    *\n    * Stop the movement at any time by calling `Body.stopMovement`.\n    *\n    * Please note that due to browser timings you should allow for a variance in \n    * when the distance will actually expire.\n    * \n    * Note: This method doesn't take into consideration any other forces acting\n    * on the Body, such as Gravity, drag or maxVelocity, all of which may impact the\n    * movement.\n    * \n    * @method Phaser.Physics.Arcade.Body#moveTo\n    * @param  {integer} duration - The duration of the movement, in ms.\n    * @param  {integer} distance - The distance, in pixels, the Body will move.\n    * @param  {integer} [direction] - The angle of movement. If not provided `Body.angle` is used.\n    * @return {boolean} True if the movement successfully started, otherwise false.\n    */\n    moveTo: function (duration, distance, direction) {\n\n        var speed = distance / (duration / 1000);\n\n        if (speed === 0)\n        {\n            return false;\n        }\n\n        var angle;\n\n        if (direction === undefined)\n        {\n            angle = this.angle;\n            direction = this.game.math.radToDeg(angle);\n        }\n        else\n        {\n            angle = this.game.math.degToRad(direction);\n        }\n\n        distance = Math.abs(distance);\n\n        this.moveDuration = 0;\n        this.moveDistance = distance;\n\n        if (this.moveTarget === null)\n        {\n            this.moveTarget = new Phaser.Line();\n            this.moveEnd = new Phaser.Point();\n        }\n\n        this.moveTarget.fromAngle(this.x, this.y, angle, distance);\n\n        this.moveEnd.set(this.moveTarget.end.x, this.moveTarget.end.y);\n\n        this.moveTarget.setTo(this.x, this.y, this.x, this.y);\n\n        //  Avoid sin/cos\n        if (direction === 0 || direction === 180)\n        {\n            this.velocity.set(Math.cos(angle) * speed, 0);\n        }\n        else if (direction === 90 || direction === 270)\n        {\n            this.velocity.set(0, Math.sin(angle) * speed);\n        }\n        else\n        {\n            this.velocity.set(Math.cos(angle) * speed, Math.sin(angle) * speed);\n        }\n\n        this.isMoving = true;\n\n        return true;\n\n    },\n\n    /**\n    * You can modify the size of the physics Body to be any dimension you need.\n    * This allows you to make it smaller, or larger, than the parent Sprite.\n    * You can also control the x and y offset of the Body. This is the position of the\n    * Body relative to the top-left of the Sprite _texture_.\n    *\n    * For example: If you have a Sprite with a texture that is 80x100 in size,\n    * and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:\n    *\n    * `setSize(32, 32, 24, 34)`\n    *\n    * Where the first two parameters is the new Body size (32x32 pixels).\n    * 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34\n    * is the vertical offset.\n    *\n    * Calling `setSize` on a Body that has already had `setCircle` will reset all of the Circle\n    * properties, making this Body rectangular again.\n    *\n    * @method Phaser.Physics.Arcade.Body#setSize\n    * @param {number} width - The width of the Body.\n    * @param {number} height - The height of the Body.\n    * @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.\n    * @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.\n    */\n    setSize: function (width, height, offsetX, offsetY) {\n\n        if (offsetX === undefined) { offsetX = this.offset.x; }\n        if (offsetY === undefined) { offsetY = this.offset.y; }\n\n        this.sourceWidth = width;\n        this.sourceHeight = height;\n        this.width = this.sourceWidth * this._sx;\n        this.height = this.sourceHeight * this._sy;\n        this.halfWidth = Math.floor(this.width / 2);\n        this.halfHeight = Math.floor(this.height / 2);\n        this.offset.setTo(offsetX, offsetY);\n\n        this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);\n\n        this.isCircle = false;\n        this.radius = 0;\n\n    },\n\n    /**\n    * Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.\n    * The radius is given in pixels and is the distance from the center of the circle to the edge.\n    *\n    * You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.\n    *\n    * To change a Body back to being rectangular again call `Body.setSize`.\n    *\n    * Note: Circular collision only happens with other Arcade Physics bodies, it does not\n    * work against tile maps, where rectangular collision is the only method supported.\n    *\n    * @method Phaser.Physics.Arcade.Body#setCircle\n    * @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.\n    * @param {number} [offsetX] - The X offset of the Body from the Sprite position.\n    * @param {number} [offsetY] - The Y offset of the Body from the Sprite position.\n    */\n    setCircle: function (radius, offsetX, offsetY) {\n\n        if (offsetX === undefined) { offsetX = this.offset.x; }\n        if (offsetY === undefined) { offsetY = this.offset.y; }\n\n        if (radius > 0)\n        {\n            this.isCircle = true;\n            this.radius = radius;\n\n            this.sourceWidth = radius * 2;\n            this.sourceHeight = radius * 2;\n\n            this.width = this.sourceWidth * this._sx;\n            this.height = this.sourceHeight * this._sy;\n\n            this.halfWidth = Math.floor(this.width / 2);\n            this.halfHeight = Math.floor(this.height / 2);\n\n            this.offset.setTo(offsetX, offsetY);\n\n            this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);\n        }\n        else\n        {\n            this.isCircle = false;\n        }\n\n    },\n\n    /**\n    * Resets all Body values (velocity, acceleration, rotation, etc)\n    *\n    * @method Phaser.Physics.Arcade.Body#reset\n    * @param {number} x - The new x position of the Body.\n    * @param {number} y - The new y position of the Body.\n    */\n    reset: function (x, y) {\n\n        this.velocity.set(0);\n        this.acceleration.set(0);\n\n        this.speed = 0;\n        this.angularVelocity = 0;\n        this.angularAcceleration = 0;\n\n        this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;\n        this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;\n\n        this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;\n        this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;\n\n        this.prev.x = this.position.x;\n        this.prev.y = this.position.y;\n\n        this.rotation = this.sprite.angle;\n        this.preRotation = this.rotation;\n\n        this._sx = this.sprite.scale.x;\n        this._sy = this.sprite.scale.y;\n\n        this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);\n\n    },\n\n    /**\n    * Returns the bounds of this physics body.\n    * \n    * Only used internally by the World collision methods.\n    *\n    * @method Phaser.Physics.Arcade.Body#getBounds\n    * @param {object} obj - The object in which to set the bounds values.\n    * @return {object} The object that was given to this method.\n    */\n    getBounds: function (obj) {\n\n        if (this.isCircle)\n        {\n            obj.x = this.center.x - this.radius;\n            obj.y = this.center.y - this.radius;\n            obj.right = this.center.x + this.radius;\n            obj.bottom = this.center.y + this.radius;\n        }\n        else\n        {\n            obj.x = this.x;\n            obj.y = this.y;\n            obj.right = this.right;\n            obj.bottom = this.bottom;\n        }\n\n        return obj;\n\n    },\n\n    /**\n    * Tests if a world point lies within this Body.\n    *\n    * @method Phaser.Physics.Arcade.Body#hitTest\n    * @param {number} x - The world x coordinate to test.\n    * @param {number} y - The world y coordinate to test.\n    * @return {boolean} True if the given coordinates are inside this Body, otherwise false.\n    */\n    hitTest: function (x, y) {\n\n        return (this.isCircle) ? Phaser.Circle.contains(this, x, y) : Phaser.Rectangle.contains(this, x, y);\n\n    },\n\n    /**\n    * Returns true if the bottom of this Body is in contact with either the world bounds or a tile.\n    *\n    * @method Phaser.Physics.Arcade.Body#onFloor\n    * @return {boolean} True if in contact with either the world bounds or a tile.\n    */\n    onFloor: function () {\n\n        return this.blocked.down;\n\n    },\n    \n    /**\n    * Returns true if the top of this Body is in contact with either the world bounds or a tile.\n    *\n    * @method Phaser.Physics.Arcade.Body#onCeiling\n    * @return {boolean} True if in contact with either the world bounds or a tile.\n    */\n    onCeiling: function(){\n\n        return this.blocked.up;\n\n    },\n\n    /**\n    * Returns true if either side of this Body is in contact with either the world bounds or a tile.\n    *\n    * @method Phaser.Physics.Arcade.Body#onWall\n    * @return {boolean} True if in contact with either the world bounds or a tile.\n    */\n    onWall: function () {\n\n        return (this.blocked.left || this.blocked.right);\n\n    },\n\n    /**\n    * Returns the absolute delta x value.\n    *\n    * @method Phaser.Physics.Arcade.Body#deltaAbsX\n    * @return {number} The absolute delta value.\n    */\n    deltaAbsX: function () {\n\n        return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());\n\n    },\n\n    /**\n    * Returns the absolute delta y value.\n    *\n    * @method Phaser.Physics.Arcade.Body#deltaAbsY\n    * @return {number} The absolute delta value.\n    */\n    deltaAbsY: function () {\n\n        return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());\n\n    },\n\n    /**\n    * Returns the delta x value. The difference between Body.x now and in the previous step.\n    *\n    * @method Phaser.Physics.Arcade.Body#deltaX\n    * @return {number} The delta value. Positive if the motion was to the right, negative if to the left.\n    */\n    deltaX: function () {\n\n        return this.position.x - this.prev.x;\n\n    },\n\n    /**\n    * Returns the delta y value. The difference between Body.y now and in the previous step.\n    *\n    * @method Phaser.Physics.Arcade.Body#deltaY\n    * @return {number} The delta value. Positive if the motion was downwards, negative if upwards.\n    */\n    deltaY: function () {\n\n        return this.position.y - this.prev.y;\n\n    },\n\n    /**\n    * Returns the delta z value. The difference between Body.rotation now and in the previous step.\n    *\n    * @method Phaser.Physics.Arcade.Body#deltaZ\n    * @return {number} The delta value. Positive if the motion was clockwise, negative if anti-clockwise.\n    */\n    deltaZ: function () {\n\n        return this.rotation - this.preRotation;\n\n    },\n\n    /**\n    * Destroys this Body.\n    * \n    * First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group.\n    * Then it nulls the Game Objects body reference, and nulls this Body.sprite reference.\n    *\n    * @method Phaser.Physics.Arcade.Body#destroy\n    */\n    destroy: function () {\n\n        if (this.sprite.parent && this.sprite.parent instanceof Phaser.Group)\n        {\n            this.sprite.parent.removeFromHash(this.sprite);\n        }\n\n        this.sprite.body = null;\n        this.sprite = null;\n\n    }\n\n};\n\n/**\n* @name Phaser.Physics.Arcade.Body#left\n* @property {number} left - The x position of the Body. The same as `Body.x`.\n*/\nObject.defineProperty(Phaser.Physics.Arcade.Body.prototype, \"left\", {\n\n    get: function () {\n\n        return this.position.x;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.Arcade.Body#right\n* @property {number} right - The right value of this Body (same as Body.x + Body.width)\n* @readonly\n*/\nObject.defineProperty(Phaser.Physics.Arcade.Body.prototype, \"right\", {\n\n    get: function () {\n\n        return this.position.x + this.width;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.Arcade.Body#top\n* @property {number} top - The y position of the Body. The same as `Body.y`.\n*/\nObject.defineProperty(Phaser.Physics.Arcade.Body.prototype, \"top\", {\n\n    get: function () {\n\n        return this.position.y;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.Arcade.Body#bottom\n* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)\n* @readonly\n*/\nObject.defineProperty(Phaser.Physics.Arcade.Body.prototype, \"bottom\", {\n\n    get: function () {\n\n        return this.position.y + this.height;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.Arcade.Body#x\n* @property {number} x - The x position.\n*/\nObject.defineProperty(Phaser.Physics.Arcade.Body.prototype, \"x\", {\n\n    get: function () {\n\n        return this.position.x;\n\n    },\n\n    set: function (value) {\n\n        this.position.x = value;\n    }\n\n});\n\n/**\n* @name Phaser.Physics.Arcade.Body#y\n* @property {number} y - The y position.\n*/\nObject.defineProperty(Phaser.Physics.Arcade.Body.prototype, \"y\", {\n\n    get: function () {\n\n        return this.position.y;\n\n    },\n\n    set: function (value) {\n\n        this.position.y = value;\n\n    }\n\n});\n\n/**\n* Render Sprite Body.\n*\n* @method Phaser.Physics.Arcade.Body#render\n* @param {object} context - The context to render to.\n* @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.\n* @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug info to be rendered. (format is css color string).\n* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)\n*/\nPhaser.Physics.Arcade.Body.render = function (context, body, color, filled) {\n\n    if (filled === undefined) { filled = true; }\n\n    color = color || 'rgba(0,255,0,0.4)';\n\n    context.fillStyle = color;\n    context.strokeStyle = color;\n\n    if (body.isCircle)\n    {\n        context.beginPath();\n        context.arc(body.center.x - body.game.camera.x, body.center.y - body.game.camera.y, body.radius, 0, 2 * Math.PI);\n\n        if (filled)\n        {\n            context.fill();\n        }\n        else\n        {\n            context.stroke();\n        }\n    }\n    else\n    {\n        if (filled)\n        {\n            context.fillRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);\n        }\n        else\n        {\n            context.strokeRect(body.position.x - body.game.camera.x, body.position.y - body.game.camera.y, body.width, body.height);\n        }\n    }\n\n};\n\n/**\n* Render Sprite Body Physics Data as text.\n*\n* @method Phaser.Physics.Arcade.Body#renderBodyInfo\n* @param {Phaser.Physics.Arcade.Body} body - The Body to render the info of.\n* @param {number} x - X position of the debug info to be rendered.\n* @param {number} y - Y position of the debug info to be rendered.\n* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).\n*/\nPhaser.Physics.Arcade.Body.renderBodyInfo = function (debug, body) {\n\n    debug.line('x: ' + body.x.toFixed(2), 'y: ' + body.y.toFixed(2), 'width: ' + body.width, 'height: ' + body.height);\n    debug.line('velocity x: ' + body.velocity.x.toFixed(2), 'y: ' + body.velocity.y.toFixed(2), 'deltaX: ' + body._dx.toFixed(2), 'deltaY: ' + body._dy.toFixed(2));\n    debug.line('acceleration x: ' + body.acceleration.x.toFixed(2), 'y: ' + body.acceleration.y.toFixed(2), 'speed: ' + body.speed.toFixed(2), 'angle: ' + body.angle.toFixed(2));\n    debug.line('gravity x: ' + body.gravity.x, 'y: ' + body.gravity.y, 'bounce x: ' + body.bounce.x.toFixed(2), 'y: ' + body.bounce.y.toFixed(2));\n    debug.line('touching left: ' + body.touching.left, 'right: ' + body.touching.right, 'up: ' + body.touching.up, 'down: ' + body.touching.down);\n    debug.line('blocked left: ' + body.blocked.left, 'right: ' + body.blocked.right, 'up: ' + body.blocked.up, 'down: ' + body.blocked.down);\n\n};\n\nPhaser.Physics.Arcade.Body.prototype.constructor = Phaser.Physics.Arcade.Body;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Arcade Physics Tile map collision methods.\n*\n* @class Phaser.Physics.Arcade.TilemapCollision\n* @constructor\n*/\nPhaser.Physics.Arcade.TilemapCollision = function () {};\n\nPhaser.Physics.Arcade.TilemapCollision.prototype = {\n\n    /**\n    * @property {number} TILE_BIAS - A value added to the delta values during collision with tiles. Adjust this if you get tunneling.\n    */\n    TILE_BIAS: 16,\n\n    /**\n    * An internal function. Use Phaser.Physics.Arcade.collide instead.\n    *\n    * @method Phaser.Physics.Arcade#collideSpriteVsTilemapLayer\n    * @private\n    * @param {Phaser.Sprite} sprite - The sprite to check.\n    * @param {Phaser.TilemapLayer} tilemapLayer - The layer to check.\n    * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {object} callbackContext - The context in which to run the callbacks.\n    * @param {boolean} overlapOnly - Just run an overlap or a full collision.\n    */\n    collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly) {\n\n        if (!sprite.body)\n        {\n            return;\n        }\n\n        var mapData = tilemapLayer.getTiles(\n            sprite.body.position.x - sprite.body.tilePadding.x,\n            sprite.body.position.y - sprite.body.tilePadding.y,\n            sprite.body.width + sprite.body.tilePadding.x,\n            sprite.body.height + sprite.body.tilePadding.y,\n            false, false);\n\n        if (mapData.length === 0)\n        {\n            return;\n        }\n\n        for (var i = 0; i < mapData.length; i++)\n        {\n            if (processCallback)\n            {\n                if (processCallback.call(callbackContext, sprite, mapData[i]))\n                {\n                    if (this.separateTile(i, sprite.body, mapData[i], tilemapLayer, overlapOnly))\n                    {\n                        this._total++;\n\n                        if (collideCallback)\n                        {\n                            collideCallback.call(callbackContext, sprite, mapData[i]);\n                        }\n                    }\n                }\n            }\n            else\n            {\n                if (this.separateTile(i, sprite.body, mapData[i], tilemapLayer, overlapOnly))\n                {\n                    this._total++;\n\n                    if (collideCallback)\n                    {\n                        collideCallback.call(callbackContext, sprite, mapData[i]);\n                    }\n                }\n            }\n        }\n\n    },\n\n    /**\n    * An internal function. Use Phaser.Physics.Arcade.collide instead.\n    *\n    * @private\n    * @method Phaser.Physics.Arcade#collideGroupVsTilemapLayer\n    * @param {Phaser.Group} group - The Group to check.\n    * @param {Phaser.TilemapLayer} tilemapLayer - The layer to check.\n    * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.\n    * @param {object} callbackContext - The context in which to run the callbacks.\n    * @param {boolean} overlapOnly - Just run an overlap or a full collision.\n    */\n    collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly) {\n\n        if (group.length === 0)\n        {\n            return;\n        }\n\n        for (var i = 0; i < group.children.length; i++)\n        {\n            if (group.children[i].exists)\n            {\n                this.collideSpriteVsTilemapLayer(group.children[i], tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly);\n            }\n        }\n\n    },\n\n    /**\n    * The core separation function to separate a physics body and a tile.\n    *\n    * @private\n    * @method Phaser.Physics.Arcade#separateTile\n    * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.\n    * @param {Phaser.Tile} tile - The tile to collide against.\n    * @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.\n    * @return {boolean} Returns true if the body was separated, otherwise false.\n    */\n    separateTile: function (i, body, tile, tilemapLayer, overlapOnly) {\n\n        if (!body.enable)\n        {\n            return false;\n        }\n        \n        var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;\n        var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;\n\n        //  We re-check for collision in case body was separated in a previous step\n        if (!tile.intersects((body.position.x - tilemapLayerOffsetX), (body.position.y - tilemapLayerOffsetY), (body.right - tilemapLayerOffsetX), (body.bottom - tilemapLayerOffsetY)))\n        {\n            //  no collision so bail out (separated in a previous step)\n            return false;\n        }\n        else if (overlapOnly)\n        {\n            //  There is an overlap, and we don't need to separate. Bail.\n            return true;\n        }\n\n        //  They overlap. Any custom callbacks?\n\n        //  A local callback always takes priority over a layer level callback\n        if (tile.collisionCallback && !tile.collisionCallback.call(tile.collisionCallbackContext, body.sprite, tile))\n        {\n            //  If it returns true then we can carry on, otherwise we should abort.\n            return false;\n        }\n        else if (typeof tile.layer.callbacks !== 'undefined' && tile.layer.callbacks[tile.index] && !tile.layer.callbacks[tile.index].callback.call(tile.layer.callbacks[tile.index].callbackContext, body.sprite, tile))\n        {\n            //  If it returns true then we can carry on, otherwise we should abort.\n            return false;\n        }\n\n        //  We don't need to go any further if this tile doesn't actually separate\n        if (!tile.faceLeft && !tile.faceRight && !tile.faceTop && !tile.faceBottom)\n        {\n            //   This could happen if the tile was meant to be collided with re: a callback, but otherwise isn't needed for separation\n            return false;\n        }\n\n        var ox = 0;\n        var oy = 0;\n        var minX = 0;\n        var minY = 1;\n\n        if (body.deltaAbsX() > body.deltaAbsY())\n        {\n            //  Moving faster horizontally, check X axis first\n            minX = -1;\n        }\n        else if (body.deltaAbsX() < body.deltaAbsY())\n        {\n            //  Moving faster vertically, check Y axis first\n            minY = -1;\n        }\n\n        if (body.deltaX() !== 0 && body.deltaY() !== 0 && (tile.faceLeft || tile.faceRight) && (tile.faceTop || tile.faceBottom))\n        {\n            //  We only need do this if both axis have checking faces AND we're moving in both directions\n            minX = Math.min(Math.abs((body.position.x - tilemapLayerOffsetX) - tile.right), Math.abs((body.right - tilemapLayerOffsetX) - tile.left));\n            minY = Math.min(Math.abs((body.position.y - tilemapLayerOffsetY) - tile.bottom), Math.abs((body.bottom - tilemapLayerOffsetY) - tile.top));\n        }\n\n        if (minX < minY)\n        {\n            if (tile.faceLeft || tile.faceRight)\n            {\n                ox = this.tileCheckX(body, tile, tilemapLayer);\n\n                //  That's horizontal done, check if we still intersects? If not then we can return now\n                if (ox !== 0 && !tile.intersects((body.position.x - tilemapLayerOffsetX), (body.position.y - tilemapLayerOffsetY), (body.right - tilemapLayerOffsetX), (body.bottom - tilemapLayerOffsetY)))\n                {\n                    return true;\n                }\n            }\n\n            if (tile.faceTop || tile.faceBottom)\n            {\n                oy = this.tileCheckY(body, tile, tilemapLayer);\n            }\n        }\n        else\n        {\n            if (tile.faceTop || tile.faceBottom)\n            {\n                oy = this.tileCheckY(body, tile, tilemapLayer);\n\n                //  That's vertical done, check if we still intersects? If not then we can return now\n                if (oy !== 0 && !tile.intersects((body.position.x - tilemapLayerOffsetX), (body.position.y - tilemapLayerOffsetY), (body.right - tilemapLayerOffsetX), (body.bottom - tilemapLayerOffsetY)))\n                {\n                    return true;\n                }\n            }\n\n            if (tile.faceLeft || tile.faceRight)\n            {\n                ox = this.tileCheckX(body, tile, tilemapLayer);\n            }\n        }\n\n        return (ox !== 0 || oy !== 0);\n\n    },\n\n    /**\n    * Check the body against the given tile on the X axis.\n    *\n    * @private\n    * @method Phaser.Physics.Arcade#tileCheckX\n    * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.\n    * @param {Phaser.Tile} tile - The tile to check.\n    * @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.\n    * @return {number} The amount of separation that occurred.\n    */\n    tileCheckX: function (body, tile, tilemapLayer) {\n\n        var ox = 0;\n        var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;\n\n        if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)\n        {\n            //  Body is moving LEFT\n            if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)\n            {\n                ox = (body.x - tilemapLayerOffsetX) - tile.right;\n\n                if (ox < -this.TILE_BIAS)\n                {\n                    ox = 0;\n                }\n            }\n        }\n        else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)\n        {\n            //  Body is moving RIGHT\n            if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)\n            {\n                ox = (body.right - tilemapLayerOffsetX) - tile.left;\n\n                if (ox > this.TILE_BIAS)\n                {\n                    ox = 0;\n                }\n            }\n        }\n\n        if (ox !== 0)\n        {\n            if (body.customSeparateX)\n            {\n                body.overlapX = ox;\n            }\n            else\n            {\n                this.processTileSeparationX(body, ox);\n            }\n        }\n\n        return ox;\n\n    },\n\n    /**\n    * Check the body against the given tile on the Y axis.\n    *\n    * @private\n    * @method Phaser.Physics.Arcade#tileCheckY\n    * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.\n    * @param {Phaser.Tile} tile - The tile to check.\n    * @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.\n    * @return {number} The amount of separation that occurred.\n    */\n    tileCheckY: function (body, tile, tilemapLayer) {\n\n        var oy = 0;\n        var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;\n\n        if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)\n        {\n            //  Body is moving UP\n            if (tile.faceBottom && (body.y - tilemapLayerOffsetY) < tile.bottom)\n            {\n                oy = (body.y - tilemapLayerOffsetY) - tile.bottom;\n\n                if (oy < -this.TILE_BIAS)\n                {\n                    oy = 0;\n                }\n            }\n        }\n        else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)\n        {\n            //  Body is moving DOWN\n            if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)\n            {\n                oy = (body.bottom - tilemapLayerOffsetY) - tile.top;\n\n                if (oy > this.TILE_BIAS)\n                {\n                    oy = 0;\n                }\n            }\n        }\n\n        if (oy !== 0)\n        {\n            if (body.customSeparateY)\n            {\n                body.overlapY = oy;\n            }\n            else\n            {\n                this.processTileSeparationY(body, oy);\n            }\n        }\n\n        return oy;\n\n    },\n\n    /**\n    * Internal function to process the separation of a physics body from a tile.\n    *\n    * @private\n    * @method Phaser.Physics.Arcade#processTileSeparationX\n    * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.\n    * @param {number} x - The x separation amount.\n    */\n    processTileSeparationX: function (body, x) {\n\n        if (x < 0)\n        {\n            body.blocked.left = true;\n        }\n        else if (x > 0)\n        {\n            body.blocked.right = true;\n        }\n\n        body.position.x -= x;\n\n        if (body.bounce.x === 0)\n        {\n            body.velocity.x = 0;\n        }\n        else\n        {\n            body.velocity.x = -body.velocity.x * body.bounce.x;\n        }\n\n    },\n\n    /**\n    * Internal function to process the separation of a physics body from a tile.\n    *\n    * @private\n    * @method Phaser.Physics.Arcade#processTileSeparationY\n    * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.\n    * @param {number} y - The y separation amount.\n    */\n    processTileSeparationY: function (body, y) {\n\n        if (y < 0)\n        {\n            body.blocked.up = true;\n        }\n        else if (y > 0)\n        {\n            body.blocked.down = true;\n        }\n\n        body.position.y -= y;\n\n        if (body.bounce.y === 0)\n        {\n            body.velocity.y = 0;\n        }\n        else\n        {\n            body.velocity.y = -body.velocity.y * body.bounce.y;\n        }\n\n    }\n\n};\n\n//  Merge this with the Arcade Physics prototype\nPhaser.Utils.mixinPrototype(Phaser.Physics.Arcade.prototype, Phaser.Physics.Arcade.TilemapCollision.prototype);\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n//  Add an extra properties to p2 that we need\np2.Body.prototype.parent = null;\np2.Spring.prototype.parent = null;\n\n/**\n* This is your main access to the P2 Physics World.\n* From here you can create materials, listen for events and add bodies into the physics simulation.\n* \n* @class Phaser.Physics.P2\n* @constructor\n* @param {Phaser.Game} game - Reference to the current game instance.\n* @param {object} [config] - Physics configuration object passed in from the game constructor.\n*/\nPhaser.Physics.P2 = function (game, config) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    if (config === undefined)\n    {\n        config = { gravity: [0, 0], broadphase: new p2.SAPBroadphase() };\n    }\n    else\n    {\n        if (!config.hasOwnProperty('gravity'))\n        {\n            config.gravity = [0, 0];\n        }\n\n        if (!config.hasOwnProperty('broadphase'))\n        {\n            config.broadphase = new p2.SAPBroadphase();\n        }\n    }\n\n    /**\n    * @property {object} config - The p2 World configuration object.\n    * @protected\n    */\n    this.config = config;\n\n    /**\n    * @property {p2.World} world - The p2 World in which the simulation is run.\n    * @protected\n    */\n    this.world = new p2.World(this.config);\n\n    /**\n    * @property {number} frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.\n    * @default\n    */\n    this.frameRate = 1 / 60;\n\n    /**\n    * @property {boolean} useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value.\n    * @default\n    */\n    this.useElapsedTime = false;\n\n    /**\n    * @property {boolean} paused - The paused state of the P2 World.\n    * @default\n    */\n    this.paused = false;\n\n    /**\n    * @property {array<Phaser.Physics.P2.Material>} materials - A local array of all created Materials.\n    * @protected\n    */\n    this.materials = [];\n\n    /**\n    * @property {Phaser.Physics.P2.InversePointProxy} gravity - The gravity applied to all bodies each step.\n    */\n    this.gravity = new Phaser.Physics.P2.InversePointProxy(this, this.world.gravity);\n\n    /**\n    * @property {object} walls - An object containing the 4 wall bodies that bound the physics world.\n    */\n    this.walls = { left: null, right: null, top: null, bottom: null };\n\n    /**\n    * This signal is dispatched when a new Body is added to the World.\n    *\n    * It sends 1 argument: `body` which is the `Phaser.Physics.P2.Body` that was added to the world.\n    * \n    * @property {Phaser.Signal} onBodyAdded\n    */\n    this.onBodyAdded = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when a Body is removed to the World.\n    *\n    * It sends 1 argument: `body` which is the `Phaser.Physics.P2.Body` that was removed from the world.\n    * \n    * @property {Phaser.Signal} onBodyRemoved\n    */\n    this.onBodyRemoved = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when a Spring is added to the World.\n    *\n    * It sends 1 argument: `spring` which is either a `Phaser.Physics.P2.Spring`, `p2.LinearSpring` or `p2.RotationalSpring` that was added to the world.\n    * \n    * @property {Phaser.Signal} onSpringAdded\n    */\n    this.onSpringAdded = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when a Spring is removed from the World.\n    *\n    * It sends 1 argument: `spring` which is either a `Phaser.Physics.P2.Spring`, `p2.LinearSpring` or `p2.RotationalSpring` that was removed from the world.\n    * \n    * @property {Phaser.Signal} onSpringRemoved\n    */\n    this.onSpringRemoved = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when a Constraint is added to the World.\n    *\n    * It sends 1 argument: `constraint` which is the `Phaser.Physics.P2.Constraint` that was added to the world.\n    * \n    * @property {Phaser.Signal} onConstraintAdded\n    */\n    this.onConstraintAdded = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when a Constraint is removed from the World.\n    *\n    * It sends 1 argument: `constraint` which is the `Phaser.Physics.P2.Constraint` that was removed from the world.\n    * \n    * @property {Phaser.Signal} onConstraintRemoved\n    */\n    this.onConstraintRemoved = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when a Contact Material is added to the World.\n    *\n    * It sends 1 argument: `material` which is the `Phaser.Physics.P2.ContactMaterial` that was added to the world.\n    * \n    * @property {Phaser.Signal} onContactMaterialAdded\n    */\n    this.onContactMaterialAdded = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched when a Contact Material is removed from the World.\n    *\n    * It sends 1 argument: `material` which is the `Phaser.Physics.P2.ContactMaterial` that was removed from the world.\n    * \n    * @property {Phaser.Signal} onContactMaterialRemoved\n    */\n    this.onContactMaterialRemoved = new Phaser.Signal();\n\n    /**\n    * @property {function} postBroadphaseCallback - A postBroadphase callback.\n    */\n    this.postBroadphaseCallback = null;\n\n    /**\n    * @property {object} callbackContext - The context under which the callbacks are fired.\n    */\n    this.callbackContext = null;\n\n    /**\n    * This Signal is dispatched when a first contact is created between two bodies. This happens *before* the step has been done.\n    * \n    * It sends 5 arguments: `bodyA`, `bodyB`, `shapeA`, `shapeB` and `contactEquations`.\n    * \n    * It is possible that in certain situations the `bodyA` or `bodyB` values are `null`. You should check for this\n    * in your own code to avoid processing potentially null physics bodies.\n    * \n    * @property {Phaser.Signal} onBeginContact\n    */\n    this.onBeginContact = new Phaser.Signal();\n\n    /**\n    * This Signal is dispatched when final contact occurs between two bodies. This happens *before* the step has been done.\n    * \n    * It sends 4 arguments: `bodyA`, `bodyB`, `shapeA` and `shapeB`.\n    * \n    * It is possible that in certain situations the `bodyA` or `bodyB` values are `null`. You should check for this\n    * in your own code to avoid processing potentially null physics bodies.\n    * \n    * @property {Phaser.Signal} onEndContact\n    */\n    this.onEndContact = new Phaser.Signal();\n\n    //  Pixel to meter function overrides\n    if (config.hasOwnProperty('mpx') && config.hasOwnProperty('pxm') && config.hasOwnProperty('mpxi') && config.hasOwnProperty('pxmi'))\n    {\n        this.mpx = config.mpx;\n        this.mpxi = config.mpxi;\n        this.pxm = config.pxm;\n        this.pxmi = config.pxmi;\n    }\n\n    //  Hook into the World events\n    this.world.on(\"beginContact\", this.beginContactHandler, this);\n    this.world.on(\"endContact\", this.endContactHandler, this);\n\n    /**\n    * @property {array} collisionGroups - An array containing the collision groups that have been defined in the World.\n    */\n    this.collisionGroups = [];\n\n    /**\n    * @property {Phaser.Physics.P2.CollisionGroup} nothingCollisionGroup - A default collision group.\n    */\n    this.nothingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(1);\n\n    /**\n    * @property {Phaser.Physics.P2.CollisionGroup} boundsCollisionGroup - A default collision group.\n    */\n    this.boundsCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2);\n\n    /**\n    * @property {Phaser.Physics.P2.CollisionGroup} everythingCollisionGroup - A default collision group.\n    */\n    this.everythingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2147483648);\n\n    /**\n    * @property {array} boundsCollidesWith - An array of the bodies the world bounds collides with.\n    */\n    this.boundsCollidesWith = [];\n\n    /**\n    * @property {array} _toRemove - Internal var used to hold references to bodies to remove from the world on the next step.\n    * @private\n    */\n    this._toRemove = [];\n\n    /**\n    * @property {number} _collisionGroupID - Internal var.\n    * @private\n    */\n    this._collisionGroupID = 2;\n\n    /**\n    * @property {boolean} _boundsLeft - Internal var that keeps track of world bounds settings.\n    * @private\n    */\n    this._boundsLeft = true;\n\n    /**\n    * @property {boolean} _boundsRight - Internal var that keeps track of world bounds settings.\n    * @private\n    */\n    this._boundsRight = true;\n\n    /**\n    * @property {boolean} _boundsTop - Internal var that keeps track of world bounds settings.\n    * @private\n    */\n    this._boundsTop = true;\n\n    /**\n    * @property {boolean} _boundsBottom - Internal var that keeps track of world bounds settings.\n    * @private\n    */\n    this._boundsBottom = true;\n\n    /**\n    * @property {boolean} _boundsOwnGroup - Internal var that keeps track of world bounds settings.\n    * @private\n    */\n    this._boundsOwnGroup = false;\n\n    //  By default we want everything colliding with everything\n    this.setBoundsToWorld(true, true, true, true, false);\n\n};\n\nPhaser.Physics.P2.prototype = {\n\n    /**\n    * This will add a P2 Physics body into the removal list for the next step.\n    *\n    * @method Phaser.Physics.P2#removeBodyNextStep\n    * @param {Phaser.Physics.P2.Body} body - The body to remove at the start of the next step.\n    */\n    removeBodyNextStep: function (body) {\n\n        this._toRemove.push(body);\n\n    },\n\n    /**\n    * Called at the start of the core update loop. Purges flagged bodies from the world.\n    *\n    * @method Phaser.Physics.P2#preUpdate\n    */\n    preUpdate: function () {\n\n        var i = this._toRemove.length;\n\n        while (i--)\n        {\n            this.removeBody(this._toRemove[i]);\n        }\n\n        this._toRemove.length = 0;\n\n    },\n\n    /**\n    * This will create a P2 Physics body on the given game object or array of game objects.\n    * A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.\n    * Note: When the game object is enabled for P2 physics it has its anchor x/y set to 0.5 so it becomes centered.\n    *\n    * @method Phaser.Physics.P2#enable\n    * @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property.\n    * @param {boolean} [debug=false] - Create a debug object to go with this body?\n    * @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.\n    */\n    enable: function (object, debug, children) {\n\n        if (debug === undefined) { debug = false; }\n        if (children === undefined) { children = true; }\n\n        var i = 1;\n\n        if (Array.isArray(object))\n        {\n            i = object.length;\n\n            while (i--)\n            {\n                if (object[i] instanceof Phaser.Group)\n                {\n                    //  If it's a Group then we do it on the children regardless\n                    this.enable(object[i].children, debug, children);\n                }\n                else\n                {\n                    this.enableBody(object[i], debug);\n\n                    if (children && object[i].hasOwnProperty('children') && object[i].children.length > 0)\n                    {\n                        this.enable(object[i], debug, true);\n                    }\n                }\n            }\n        }\n        else\n        {\n            if (object instanceof Phaser.Group)\n            {\n                //  If it's a Group then we do it on the children regardless\n                this.enable(object.children, debug, children);\n            }\n            else\n            {\n                this.enableBody(object, debug);\n\n                if (children && object.hasOwnProperty('children') && object.children.length > 0)\n                {\n                    this.enable(object.children, debug, true);\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Creates a P2 Physics body on the given game object.\n    * A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.\n    *\n    * @method Phaser.Physics.P2#enableBody\n    * @param {object} object - The game object to create the physics body on. A body will only be created if this object has a null `body` property.\n    * @param {boolean} debug - Create a debug object to go with this body?\n    */\n    enableBody: function (object, debug) {\n\n        if (object.hasOwnProperty('body') && object.body === null)\n        {\n            object.body = new Phaser.Physics.P2.Body(this.game, object, object.x, object.y, 1);\n            object.body.debug = debug;\n\t\t\tif (typeof object.anchor !== 'undefined') {\n\t\t\t\tobject.anchor.set(0.5);\n\t\t\t}\n        }\n\n    },\n\n    /**\n    * Impact event handling is disabled by default. Enable it before any impact events will be dispatched.\n    * In a busy world hundreds of impact events can be generated every step, so only enable this if you cannot do what you need via beginContact or collision masks.\n    *\n    * @method Phaser.Physics.P2#setImpactEvents\n    * @param {boolean} state - Set to true to enable impact events, or false to disable.\n    */\n    setImpactEvents: function (state) {\n\n        if (state)\n        {\n            this.world.on(\"impact\", this.impactHandler, this);\n        }\n        else\n        {\n            this.world.off(\"impact\", this.impactHandler, this);\n        }\n\n    },\n\n    /**\n    * Sets a callback to be fired after the Broadphase has collected collision pairs in the world.\n    * Just because a pair exists it doesn't mean they *will* collide, just that they potentially could do.\n    * If your calback returns `false` the pair will be removed from the narrowphase. This will stop them testing for collision this step.\n    * Returning `true` from the callback will ensure they are checked in the narrowphase.\n    *\n    * @method Phaser.Physics.P2#setPostBroadphaseCallback\n    * @param {function} callback - The callback that will receive the postBroadphase event data. It must return a boolean. Set to null to disable an existing callback.\n    * @param {object} context - The context under which the callback will be fired.\n    */\n    setPostBroadphaseCallback: function (callback, context) {\n\n        this.postBroadphaseCallback = callback;\n        this.callbackContext = context;\n\n        if (callback !== null)\n        {\n            this.world.on(\"postBroadphase\", this.postBroadphaseHandler, this);\n        }\n        else\n        {\n            this.world.off(\"postBroadphase\", this.postBroadphaseHandler, this);\n        }\n\n    },\n\n    /**\n    * Internal handler for the postBroadphase event.\n    *\n    * @method Phaser.Physics.P2#postBroadphaseHandler\n    * @private\n    * @param {object} event - The event data.\n    */\n    postBroadphaseHandler: function (event) {\n\n        if (!this.postBroadphaseCallback || event.pairs.length === 0)\n        {\n            return;\n        }\n\n        for (var i = event.pairs.length - 2; i >= 0; i -= 2)\n        {\n            if (event.pairs[i].parent && event.pairs[i+1].parent && !this.postBroadphaseCallback.call(this.callbackContext, event.pairs[i].parent, event.pairs[i+1].parent))\n            {\n                event.pairs.splice(i, 2);\n            }\n        }\n\n    },\n\n    /**\n    * Handles a p2 impact event.\n    *\n    * @method Phaser.Physics.P2#impactHandler\n    * @private\n    * @param {object} event - The event data.\n    */\n    impactHandler: function (event) {\n\n        if (event.bodyA.parent && event.bodyB.parent)\n        {\n            //  Body vs. Body callbacks\n            var a = event.bodyA.parent;\n            var b = event.bodyB.parent;\n\n            if (a._bodyCallbacks[event.bodyB.id])\n            {\n                a._bodyCallbacks[event.bodyB.id].call(a._bodyCallbackContext[event.bodyB.id], a, b, event.shapeA, event.shapeB);\n            }\n\n            if (b._bodyCallbacks[event.bodyA.id])\n            {\n                b._bodyCallbacks[event.bodyA.id].call(b._bodyCallbackContext[event.bodyA.id], b, a, event.shapeB, event.shapeA);\n            }\n\n            //  Body vs. Group callbacks\n            if (a._groupCallbacks[event.shapeB.collisionGroup])\n            {\n                a._groupCallbacks[event.shapeB.collisionGroup].call(a._groupCallbackContext[event.shapeB.collisionGroup], a, b, event.shapeA, event.shapeB);\n            }\n\n            if (b._groupCallbacks[event.shapeA.collisionGroup])\n            {\n                b._groupCallbacks[event.shapeA.collisionGroup].call(b._groupCallbackContext[event.shapeA.collisionGroup], b, a, event.shapeB, event.shapeA);\n            }\n        }\n\n    },\n\n    /**\n    * Handles a p2 begin contact event.\n    *\n    * @method Phaser.Physics.P2#beginContactHandler\n    * @param {object} event - The event data.\n    */\n    beginContactHandler: function (event) {\n\n        if (event.bodyA && event.bodyB)\n        {\n            this.onBeginContact.dispatch(event.bodyA, event.bodyB, event.shapeA, event.shapeB, event.contactEquations);\n\n            if (event.bodyA.parent)\n            {\n                event.bodyA.parent.onBeginContact.dispatch(event.bodyB.parent, event.bodyB, event.shapeA, event.shapeB, event.contactEquations);\n            }\n\n            if (event.bodyB.parent)\n            {\n                event.bodyB.parent.onBeginContact.dispatch(event.bodyA.parent, event.bodyA, event.shapeB, event.shapeA, event.contactEquations);\n            }\n        }\n\n    },\n\n    /**\n    * Handles a p2 end contact event.\n    *\n    * @method Phaser.Physics.P2#endContactHandler\n    * @param {object} event - The event data.\n    */\n    endContactHandler: function (event) {\n\n        if (event.bodyA && event.bodyB)\n        {\n            this.onEndContact.dispatch(event.bodyA, event.bodyB, event.shapeA, event.shapeB);\n\n            if (event.bodyA.parent)\n            {\n                event.bodyA.parent.onEndContact.dispatch(event.bodyB.parent, event.bodyB, event.shapeA, event.shapeB);\n            }\n\n            if (event.bodyB.parent)\n            {\n                event.bodyB.parent.onEndContact.dispatch(event.bodyA.parent, event.bodyA, event.shapeB, event.shapeA);\n            }\n        }\n\n    },\n\n    /**\n    * Sets the bounds of the Physics world to match the Game.World dimensions.\n    * You can optionally set which 'walls' to create: left, right, top or bottom.\n    *\n    * @method Phaser.Physics#setBoundsToWorld\n    * @param {boolean} [left=true] - If true will create the left bounds wall.\n    * @param {boolean} [right=true] - If true will create the right bounds wall.\n    * @param {boolean} [top=true] - If true will create the top bounds wall.\n    * @param {boolean} [bottom=true] - If true will create the bottom bounds wall.\n    * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group.\n    */\n    setBoundsToWorld: function (left, right, top, bottom, setCollisionGroup) {\n\n        this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, left, right, top, bottom, setCollisionGroup);\n\n    },\n\n    /**\n    * Sets the given material against the 4 bounds of this World.\n    *\n    * @method Phaser.Physics#setWorldMaterial\n    * @param {Phaser.Physics.P2.Material} material - The material to set.\n    * @param {boolean} [left=true] - If true will set the material on the left bounds wall.\n    * @param {boolean} [right=true] - If true will set the material on the right bounds wall.\n    * @param {boolean} [top=true] - If true will set the material on the top bounds wall.\n    * @param {boolean} [bottom=true] - If true will set the material on the bottom bounds wall.\n    */\n    setWorldMaterial: function (material, left, right, top, bottom) {\n\n        if (left === undefined) { left = true; }\n        if (right === undefined) { right = true; }\n        if (top === undefined) { top = true; }\n        if (bottom === undefined) { bottom = true; }\n\n        if (left && this.walls.left)\n        {\n            this.walls.left.shapes[0].material = material;\n        }\n\n        if (right && this.walls.right)\n        {\n            this.walls.right.shapes[0].material = material;\n        }\n\n        if (top && this.walls.top)\n        {\n            this.walls.top.shapes[0].material = material;\n        }\n\n        if (bottom && this.walls.bottom)\n        {\n            this.walls.bottom.shapes[0].material = material;\n        }\n\n    },\n\n    /**\n    * By default the World will be set to collide everything with everything. The bounds of the world is a Body with 4 shapes, one for each face.\n    * If you start to use your own collision groups then your objects will no longer collide with the bounds.\n    * To fix this you need to adjust the bounds to use its own collision group first BEFORE changing your Sprites collision group.\n    *\n    * @method Phaser.Physics.P2#updateBoundsCollisionGroup\n    * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group.\n    */\n    updateBoundsCollisionGroup: function (setCollisionGroup) {\n\n        if (setCollisionGroup === undefined) { setCollisionGroup = true; }\n\n        var mask = (setCollisionGroup) ? this.boundsCollisionGroup.mask : this.everythingCollisionGroup.mask;\n\n        if (this.walls.left)\n        {\n            this.walls.left.shapes[0].collisionGroup = mask;\n        }\n\n        if (this.walls.right)\n        {\n            this.walls.right.shapes[0].collisionGroup = mask;\n        }\n\n        if (this.walls.top)\n        {\n            this.walls.top.shapes[0].collisionGroup = mask;\n        }\n\n        if (this.walls.bottom)\n        {\n            this.walls.bottom.shapes[0].collisionGroup = mask;\n        }\n\n        this._boundsOwnGroup = setCollisionGroup;\n\n    },\n\n    /**\n    * Sets the bounds of the Physics world to match the given world pixel dimensions.\n    * You can optionally set which 'walls' to create: left, right, top or bottom.\n    * If none of the walls are given it will default to use the walls settings it had previously.\n    * I.e. if you previously told it to not have the left or right walls, and you then adjust the world size\n    * the newly created bounds will also not have the left and right walls.\n    * Explicitly state them in the parameters to override this.\n    *\n    * @method Phaser.Physics.P2#setBounds\n    * @param {number} x - The x coordinate of the top-left corner of the bounds.\n    * @param {number} y - The y coordinate of the top-left corner of the bounds.\n    * @param {number} width - The width of the bounds.\n    * @param {number} height - The height of the bounds.\n    * @param {boolean} [left=true] - If true will create the left bounds wall.\n    * @param {boolean} [right=true] - If true will create the right bounds wall.\n    * @param {boolean} [top=true] - If true will create the top bounds wall.\n    * @param {boolean} [bottom=true] - If true will create the bottom bounds wall.\n    * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group.\n    */\n    setBounds: function (x, y, width, height, left, right, top, bottom, setCollisionGroup) {\n\n        if (left === undefined) { left = this._boundsLeft; }\n        if (right === undefined) { right = this._boundsRight; }\n        if (top === undefined) { top = this._boundsTop; }\n        if (bottom === undefined) { bottom = this._boundsBottom; }\n        if (setCollisionGroup === undefined) { setCollisionGroup = this._boundsOwnGroup; }\n\n        this.setupWall(left, 'left', x, y, 1.5707963267948966, setCollisionGroup);\n        this.setupWall(right, 'right', x + width, y, -1.5707963267948966, setCollisionGroup);\n        this.setupWall(top, 'top', x, y, -3.141592653589793, setCollisionGroup);\n        this.setupWall(bottom, 'bottom', x, y + height, 0, setCollisionGroup);\n\n        //  Remember the bounds settings in case they change later on via World.setBounds\n        this._boundsLeft = left;\n        this._boundsRight = right;\n        this._boundsTop = top;\n        this._boundsBottom = bottom;\n        this._boundsOwnGroup = setCollisionGroup;\n\n    },\n\n    /**\n    * Internal method called by setBounds. Responsible for creating, updating or \n    * removing the wall body shapes.\n    *\n    * @method Phaser.Physics.P2#setupWall\n    * @private\n    * @param {boolean} create - True to create the wall shape, false to remove it.\n    * @param {string} wall - The wall segment to update.\n    * @param {number} x - The x coordinate of the wall.\n    * @param {number} y - The y coordinate of the wall.\n    * @param {float} angle - The angle of the wall.\n    * @param {boolean} [setCollisionGroup=true] - If true the Bounds will be set to use its own Collision Group.\n    */\n    setupWall: function (create, wall, x, y, angle, setCollisionGroup) {\n\n        if (create)\n        {\n            //  We need a left wall. Do we have one already?\n            if (this.walls[wall])\n            {\n                this.walls[wall].position = [ this.pxmi(x), this.pxmi(y) ];\n            }\n            else\n            {\n                this.walls[wall] = new p2.Body({ mass: 0, position: [ this.pxmi(x), this.pxmi(y) ], angle: angle });\n                this.walls[wall].addShape(new p2.Plane());\n\n                this.world.addBody(this.walls[wall]);\n            }\n\n            if (setCollisionGroup)\n            {\n                this.walls[wall].shapes[0].collisionGroup = this.boundsCollisionGroup.mask;\n            }\n        }\n        else\n        {\n            if (this.walls[wall])\n            {\n                this.world.removeBody(this.walls[wall]);\n                this.walls[wall] = null;\n            }\n        }\n\n    },\n\n    /**\n    * Pauses the P2 World independent of the game pause state.\n    *\n    * @method Phaser.Physics.P2#pause\n    */\n    pause: function() {\n\n        this.paused = true;\n\n    },\n    \n    /**\n    * Resumes a paused P2 World.\n    *\n    * @method Phaser.Physics.P2#resume\n    */\n    resume: function() {\n\n        this.paused = false;\n\n    },\n\n    /**\n    * Internal P2 update loop.\n    *\n    * @method Phaser.Physics.P2#update\n    */\n    update: function () {\n\n        // Do nothing if the physics engine was paused before\n        if (this.paused)\n        {\n            return;\n        }\n\n        if (this.useElapsedTime)\n        {\n            this.world.step(this.game.time.physicsElapsed);\n        }\n        else\n        {\n            this.world.step(this.frameRate);\n        }\n\n    },\n\n    /**\n    * Called by Phaser.Physics when a State swap occurs.\n    * Starts the begin and end Contact listeners again.\n    *\n    * @method Phaser.Physics.P2#reset\n    */\n    reset: function () {\n\n        this.world.on(\"beginContact\", this.beginContactHandler, this);\n        this.world.on(\"endContact\", this.endContactHandler, this);\n\n        this.nothingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(1);\n        this.boundsCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2);\n        this.everythingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2147483648);\n\n        this._collisionGroupID = 2;\n\n        this.setBoundsToWorld(true, true, true, true, false);\n\n    },\n\n    /**\n    * Clears all bodies from the simulation, resets callbacks and resets the collision bitmask.\n    * \n    * The P2 world is also cleared:\n    * \n    * * Removes all solver equations\n    * * Removes all constraints\n    * * Removes all bodies\n    * * Removes all springs\n    * * Removes all contact materials\n    * \n    * This is called automatically when you switch state.\n    *\n    * @method Phaser.Physics.P2#clear\n    */\n    clear: function () {\n\n        this.world.time = 0;\n        this.world.fixedStepTime = 0;\n\n        // Remove all solver equations\n        if (this.world.solver && this.world.solver.equations.length)\n        {\n            this.world.solver.removeAllEquations();\n        }\n\n        // Remove all constraints\n        var cs = this.world.constraints;\n\n        for (var i = cs.length - 1; i >= 0; i--)\n        {\n            this.world.removeConstraint(cs[i]);\n        }\n\n        // Remove all bodies\n        var bodies = this.world.bodies;\n\n        for (var i = bodies.length - 1; i >= 0; i--)\n        {\n            this.world.removeBody(bodies[i]);\n        }\n\n        // Remove all springs\n        var springs = this.world.springs;\n\n        for (var i = springs.length - 1; i >= 0; i--)\n        {\n            this.world.removeSpring(springs[i]);\n        }\n\n        // Remove all contact materials\n        var cms = this.world.contactMaterials;\n\n        for (var i = cms.length - 1; i >= 0; i--)\n        {\n            this.world.removeContactMaterial(cms[i]);\n        }\n\n        this.world.off(\"beginContact\", this.beginContactHandler, this);\n        this.world.off(\"endContact\", this.endContactHandler, this);\n\n        this.postBroadphaseCallback = null;\n        this.callbackContext = null;\n        this.impactCallback = null;\n\n        this.collisionGroups = [];\n        this._toRemove = [];\n        this.boundsCollidesWith = [];\n\n        //  Remove the world bounds\n        this.walls = { left: null, right: null, top: null, bottom: null };\n\n    },\n\n    /**\n    * Clears all bodies from the simulation and unlinks World from Game. Should only be called on game shutdown. Call `clear` on a State change.\n    *\n    * @method Phaser.Physics.P2#destroy\n    */\n    destroy: function () {\n\n        this.clear();\n\n        this.game = null;\n\n    },\n\n    /**\n    * Add a body to the world.\n    *\n    * @method Phaser.Physics.P2#addBody\n    * @param {Phaser.Physics.P2.Body} body - The Body to add to the World.\n    * @return {boolean} True if the Body was added successfully, otherwise false.\n    */\n    addBody: function (body) {\n\n        if (body.data.world)\n        {\n            return false;\n        }\n        else\n        {\n            this.world.addBody(body.data);\n\n            this.onBodyAdded.dispatch(body);\n\n            return true;\n        }\n\n    },\n\n    /**\n    * Removes a body from the world. This will silently fail if the body wasn't part of the world to begin with.\n    *\n    * @method Phaser.Physics.P2#removeBody\n    * @param {Phaser.Physics.P2.Body} body - The Body to remove from the World.\n    * @return {Phaser.Physics.P2.Body} The Body that was removed.\n    */\n    removeBody: function (body) {\n\n        if (body.data.world === this.world)\n        {\n            this.world.removeBody(body.data);\n\n            this.onBodyRemoved.dispatch(body);\n        }\n\n        return body;\n\n    },\n\n    /**\n    * Adds a Spring to the world.\n    *\n    * @method Phaser.Physics.P2#addSpring\n    * @param {Phaser.Physics.P2.Spring|p2.LinearSpring|p2.RotationalSpring} spring - The Spring to add to the World.\n    * @return {Phaser.Physics.P2.Spring} The Spring that was added.\n    */\n    addSpring: function (spring) {\n\n        if (spring instanceof Phaser.Physics.P2.Spring || spring instanceof Phaser.Physics.P2.RotationalSpring)\n        {\n            this.world.addSpring(spring.data);\n        }\n        else\n        {\n            this.world.addSpring(spring);\n        }\n\n        this.onSpringAdded.dispatch(spring);\n\n        return spring;\n\n    },\n\n    /**\n    * Removes a Spring from the world.\n    *\n    * @method Phaser.Physics.P2#removeSpring\n    * @param {Phaser.Physics.P2.Spring} spring - The Spring to remove from the World.\n    * @return {Phaser.Physics.P2.Spring} The Spring that was removed.\n    */\n    removeSpring: function (spring) {\n\n        if (spring instanceof Phaser.Physics.P2.Spring || spring instanceof Phaser.Physics.P2.RotationalSpring)\n        {\n            this.world.removeSpring(spring.data);\n        }\n        else\n        {\n            this.world.removeSpring(spring);\n        }\n\n        this.onSpringRemoved.dispatch(spring);\n\n        return spring;\n\n    },\n\n    /**\n    * Creates a constraint that tries to keep the distance between two bodies constant.\n    *\n    * @method Phaser.Physics.P2#createDistanceConstraint\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.\n    * @param {number} distance - The distance to keep between the bodies.\n    * @param {Array} [localAnchorA] - The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].\n    * @param {Array} [localAnchorB] - The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].\n    * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.\n    * @return {Phaser.Physics.P2.DistanceConstraint} The constraint\n    */\n    createDistanceConstraint: function (bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) {\n\n        bodyA = this.getBody(bodyA);\n        bodyB = this.getBody(bodyB);\n\n        if (!bodyA || !bodyB)\n        {\n            console.warn('Cannot create Constraint, invalid body objects given');\n        }\n        else\n        {\n            return this.addConstraint(new Phaser.Physics.P2.DistanceConstraint(this, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce));\n        }\n\n    },\n\n    /**\n    * Creates a constraint that tries to keep the distance between two bodies constant.\n    *\n    * @method Phaser.Physics.P2#createGearConstraint\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.\n    * @param {number} [angle=0] - The relative angle\n    * @param {number} [ratio=1] - The gear ratio.\n    * @return {Phaser.Physics.P2.GearConstraint} The constraint\n    */\n    createGearConstraint: function (bodyA, bodyB, angle, ratio) {\n\n        bodyA = this.getBody(bodyA);\n        bodyB = this.getBody(bodyB);\n\n        if (!bodyA || !bodyB)\n        {\n            console.warn('Cannot create Constraint, invalid body objects given');\n        }\n        else\n        {\n            return this.addConstraint(new Phaser.Physics.P2.GearConstraint(this, bodyA, bodyB, angle, ratio));\n        }\n\n    },\n\n    /**\n    * Connects two bodies at given offset points, letting them rotate relative to each other around this point.\n    * The pivot points are given in world (pixel) coordinates.\n    *\n    * @method Phaser.Physics.P2#createRevoluteConstraint\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.\n    * @param {Array} pivotA - The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.\n    * @param {Array} pivotB - The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n    * @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies.\n    * @param {Float32Array} [worldPivot=null] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.\n    * @return {Phaser.Physics.P2.RevoluteConstraint} The constraint\n    */\n    createRevoluteConstraint: function (bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) {\n\n        bodyA = this.getBody(bodyA);\n        bodyB = this.getBody(bodyB);\n\n        if (!bodyA || !bodyB)\n        {\n            console.warn('Cannot create Constraint, invalid body objects given');\n        }\n        else\n        {\n            return this.addConstraint(new Phaser.Physics.P2.RevoluteConstraint(this, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot));\n        }\n\n    },\n\n    /**\n    * Locks the relative position between two bodies.\n    *\n    * @method Phaser.Physics.P2#createLockConstraint\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.\n    * @param {Array} [offset] - The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n    * @param {number} [angle=0] - The angle of bodyB in bodyA's frame.\n    * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.\n    * @return {Phaser.Physics.P2.LockConstraint} The constraint\n    */\n    createLockConstraint: function (bodyA, bodyB, offset, angle, maxForce) {\n\n        bodyA = this.getBody(bodyA);\n        bodyB = this.getBody(bodyB);\n\n        if (!bodyA || !bodyB)\n        {\n            console.warn('Cannot create Constraint, invalid body objects given');\n        }\n        else\n        {\n            return this.addConstraint(new Phaser.Physics.P2.LockConstraint(this, bodyA, bodyB, offset, angle, maxForce));\n        }\n\n    },\n\n    /**\n    * Constraint that only allows bodies to move along a line, relative to each other.\n    * See http://www.iforce2d.net/b2dtut/joints-prismatic\n    *\n    * @method Phaser.Physics.P2#createPrismaticConstraint\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.\n    * @param {boolean} [lockRotation=true] - If set to false, bodyB will be free to rotate around its anchor point.\n    * @param {Array} [anchorA] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n    * @param {Array} [anchorB] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n    * @param {Array} [axis] - An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n    * @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.\n    * @return {Phaser.Physics.P2.PrismaticConstraint} The constraint\n    */\n    createPrismaticConstraint: function (bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) {\n\n        bodyA = this.getBody(bodyA);\n        bodyB = this.getBody(bodyB);\n\n        if (!bodyA || !bodyB)\n        {\n            console.warn('Cannot create Constraint, invalid body objects given');\n        }\n        else\n        {\n            return this.addConstraint(new Phaser.Physics.P2.PrismaticConstraint(this, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce));\n        }\n\n    },\n\n    /**\n    * Adds a Constraint to the world.\n    *\n    * @method Phaser.Physics.P2#addConstraint\n    * @param {Phaser.Physics.P2.Constraint} constraint - The Constraint to add to the World.\n    * @return {Phaser.Physics.P2.Constraint} The Constraint that was added.\n    */\n    addConstraint: function (constraint) {\n\n        this.world.addConstraint(constraint);\n\n        this.onConstraintAdded.dispatch(constraint);\n\n        return constraint;\n\n    },\n\n    /**\n    * Removes a Constraint from the world.\n    *\n    * @method Phaser.Physics.P2#removeConstraint\n    * @param {Phaser.Physics.P2.Constraint} constraint - The Constraint to be removed from the World.\n    * @return {Phaser.Physics.P2.Constraint} The Constraint that was removed.\n    */\n    removeConstraint: function (constraint) {\n\n        this.world.removeConstraint(constraint);\n\n        this.onConstraintRemoved.dispatch(constraint);\n\n        return constraint;\n\n    },\n\n    /**\n    * Adds a Contact Material to the world.\n    *\n    * @method Phaser.Physics.P2#addContactMaterial\n    * @param {Phaser.Physics.P2.ContactMaterial} material - The Contact Material to be added to the World.\n    * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was added.\n    */\n    addContactMaterial: function (material) {\n\n        this.world.addContactMaterial(material);\n\n        this.onContactMaterialAdded.dispatch(material);\n\n        return material;\n\n    },\n\n    /**\n    * Removes a Contact Material from the world.\n    *\n    * @method Phaser.Physics.P2#removeContactMaterial\n    * @param {Phaser.Physics.P2.ContactMaterial} material - The Contact Material to be removed from the World.\n    * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was removed.\n    */\n    removeContactMaterial: function (material) {\n\n        this.world.removeContactMaterial(material);\n\n        this.onContactMaterialRemoved.dispatch(material);\n\n        return material;\n\n    },\n\n    /**\n    * Gets a Contact Material based on the two given Materials.\n    *\n    * @method Phaser.Physics.P2#getContactMaterial\n    * @param {Phaser.Physics.P2.Material} materialA - The first Material to search for.\n    * @param {Phaser.Physics.P2.Material} materialB - The second Material to search for.\n    * @return {Phaser.Physics.P2.ContactMaterial|boolean} The Contact Material or false if none was found matching the Materials given.\n    */\n    getContactMaterial: function (materialA, materialB) {\n\n        return this.world.getContactMaterial(materialA, materialB);\n\n    },\n\n    /**\n    * Sets the given Material against all Shapes owned by all the Bodies in the given array.\n    *\n    * @method Phaser.Physics.P2#setMaterial\n    * @param {Phaser.Physics.P2.Material} material - The Material to be applied to the given Bodies.\n    * @param {array<Phaser.Physics.P2.Body>} bodies - An Array of Body objects that the given Material will be set on.\n    */\n    setMaterial: function (material, bodies) {\n\n        var i = bodies.length;\n\n        while (i--)\n        {\n            bodies[i].setMaterial(material);\n        }\n\n    },\n\n    /**\n    * Creates a Material. Materials are applied to Shapes owned by a Body and can be set with Body.setMaterial().\n    * Materials are a way to control what happens when Shapes collide. Combine unique Materials together to create Contact Materials.\n    * Contact Materials have properties such as friction and restitution that allow for fine-grained collision control between different Materials.\n    *\n    * @method Phaser.Physics.P2#createMaterial\n    * @param {string} [name] - Optional name of the Material. Each Material has a unique ID but string names are handy for debugging.\n    * @param {Phaser.Physics.P2.Body} [body] - Optional Body. If given it will assign the newly created Material to the Body shapes.\n    * @return {Phaser.Physics.P2.Material} The Material that was created. This is also stored in Phaser.Physics.P2.materials.\n    */\n    createMaterial: function (name, body) {\n\n        name = name || '';\n\n        var material = new Phaser.Physics.P2.Material(name);\n\n        this.materials.push(material);\n\n        if (typeof body !== 'undefined')\n        {\n            body.setMaterial(material);\n        }\n\n        return material;\n\n    },\n\n    /**\n    * Creates a Contact Material from the two given Materials. You can then edit the properties of the Contact Material directly.\n    *\n    * @method Phaser.Physics.P2#createContactMaterial\n    * @param {Phaser.Physics.P2.Material} [materialA] - The first Material to create the ContactMaterial from. If undefined it will create a new Material object first.\n    * @param {Phaser.Physics.P2.Material} [materialB] - The second Material to create the ContactMaterial from. If undefined it will create a new Material object first.\n    * @param {object} [options] - Material options object.\n    * @return {Phaser.Physics.P2.ContactMaterial} The Contact Material that was created.\n    */\n    createContactMaterial: function (materialA, materialB, options) {\n\n        if (materialA === undefined) { materialA = this.createMaterial(); }\n        if (materialB === undefined) { materialB = this.createMaterial(); }\n\n        var contact = new Phaser.Physics.P2.ContactMaterial(materialA, materialB, options);\n\n        return this.addContactMaterial(contact);\n\n    },\n\n    /**\n    * Populates and returns an array with references to of all current Bodies in the world.\n    *\n    * @method Phaser.Physics.P2#getBodies\n    * @return {array<Phaser.Physics.P2.Body>} An array containing all current Bodies in the world.\n    */\n    getBodies: function () {\n\n        var output = [];\n        var i = this.world.bodies.length;\n\n        while (i--)\n        {\n            output.push(this.world.bodies[i].parent);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Checks the given object to see if it has a p2.Body and if so returns it.\n    *\n    * @method Phaser.Physics.P2#getBody\n    * @param {object} object - The object to check for a p2.Body on.\n    * @return {p2.Body} The p2.Body, or null if not found.\n    */\n    getBody: function (object) {\n\n        if (object instanceof p2.Body)\n        {\n            //  Native p2 body\n            return object;\n        }\n        else if (object instanceof Phaser.Physics.P2.Body)\n        {\n            //  Phaser P2 Body\n            return object.data;\n        }\n        else if (object['body'] && object['body'].type === Phaser.Physics.P2JS)\n        {\n            //  Sprite, TileSprite, etc\n            return object.body.data;\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Populates and returns an array of all current Springs in the world.\n    *\n    * @method Phaser.Physics.P2#getSprings\n    * @return {array<Phaser.Physics.P2.Spring>} An array containing all current Springs in the world.\n    */\n    getSprings: function () {\n\n        var output = [];\n        var i = this.world.springs.length;\n\n        while (i--)\n        {\n            output.push(this.world.springs[i].parent);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Populates and returns an array of all current Constraints in the world.\n    * You will get an array of p2 constraints back. This can be of mixed types, for example the array may contain\n    * PrismaticConstraints, RevoluteConstraints or any other valid p2 constraint type.\n    *\n    * @method Phaser.Physics.P2#getConstraints\n    * @return {array<Phaser.Physics.P2.Constraint>} An array containing all current Constraints in the world.\n    */\n    getConstraints: function () {\n\n        var output = [];\n        var i = this.world.constraints.length;\n\n        while (i--)\n        {\n            output.push(this.world.constraints[i]);\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Test if a world point overlaps bodies. You will get an array of actual P2 bodies back. You can find out which Sprite a Body belongs to\n    * (if any) by checking the Body.parent.sprite property. Body.parent is a Phaser.Physics.P2.Body property.\n    *\n    * @method Phaser.Physics.P2#hitTest\n    * @param {Phaser.Point} worldPoint - Point to use for intersection tests. The points values must be in world (pixel) coordinates.\n    * @param {Array<Phaser.Physics.P2.Body|Phaser.Sprite|p2.Body>} [bodies] - A list of objects to check for intersection. If not given it will check Phaser.Physics.P2.world.bodies (i.e. all world bodies)\n    * @param {number} [precision=5] - Used for matching against particles and lines. Adds some margin to these infinitesimal objects.\n    * @param {boolean} [filterStatic=false] - If true all Static objects will be removed from the results array.\n    * @return {Array} Array of bodies that overlap the point.\n    */\n    hitTest: function (worldPoint, bodies, precision, filterStatic) {\n\n        if (bodies === undefined) { bodies = this.world.bodies; }\n        if (precision === undefined) { precision = 5; }\n        if (filterStatic === undefined) { filterStatic = false; }\n\n        var physicsPosition = [ this.pxmi(worldPoint.x), this.pxmi(worldPoint.y) ];\n\n        var query = [];\n        var i = bodies.length;\n\n        while (i--)\n        {\n            if (bodies[i] instanceof Phaser.Physics.P2.Body && !(filterStatic && bodies[i].data.type === p2.Body.STATIC))\n            {\n                query.push(bodies[i].data);\n            }\n            else if (bodies[i] instanceof p2.Body && bodies[i].parent && !(filterStatic && bodies[i].type === p2.Body.STATIC))\n            {\n                query.push(bodies[i]);\n            }\n            else if (bodies[i] instanceof Phaser.Sprite && bodies[i].hasOwnProperty('body') && !(filterStatic && bodies[i].body.data.type === p2.Body.STATIC))\n            {\n                query.push(bodies[i].body.data);\n            }\n        }\n\n        return this.world.hitTest(physicsPosition, query, precision);\n\n    },\n\n    /**\n    * Converts the current world into a JSON object.\n    *\n    * @method Phaser.Physics.P2#toJSON\n    * @return {object} A JSON representation of the world.\n    */\n    toJSON: function () {\n\n        return this.world.toJSON();\n\n    },\n\n    /**\n    * Creates a new Collision Group and optionally applies it to the given object.\n    * Collision Groups are handled using bitmasks, therefore you have a fixed limit you can create before you need to re-use older groups.\n    *\n    * @method Phaser.Physics.P2#createCollisionGroup\n    * @param {Phaser.Group|Phaser.Sprite} [object] - An optional Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children.\n    */\n    createCollisionGroup: function (object) {\n\n        var bitmask = Math.pow(2, this._collisionGroupID);\n\n        if (this.walls.left)\n        {\n            this.walls.left.shapes[0].collisionMask = this.walls.left.shapes[0].collisionMask | bitmask;\n        }\n\n        if (this.walls.right)\n        {\n            this.walls.right.shapes[0].collisionMask = this.walls.right.shapes[0].collisionMask | bitmask;\n        }\n\n        if (this.walls.top)\n        {\n            this.walls.top.shapes[0].collisionMask = this.walls.top.shapes[0].collisionMask | bitmask;\n        }\n\n        if (this.walls.bottom)\n        {\n            this.walls.bottom.shapes[0].collisionMask = this.walls.bottom.shapes[0].collisionMask | bitmask;\n        }\n\n        this._collisionGroupID++;\n\n        var group = new Phaser.Physics.P2.CollisionGroup(bitmask);\n\n        this.collisionGroups.push(group);\n\n        if (object)\n        {\n            this.setCollisionGroup(object, group);\n        }\n\n        return group;\n\n    },\n\n    /**\n    * Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified.\n    * Note that this resets the collisionMask and any previously set groups. See Body.collides() for appending them.\n    *\n    * @method Phaser.Physics.P2y#setCollisionGroup\n    * @param {Phaser.Group|Phaser.Sprite} object - A Sprite or Group to apply the Collision Group to. If a Group is given it will be applied to all top-level children.\n    * @param {Phaser.Physics.CollisionGroup} group - The Collision Group that this Bodies shapes will use.\n    */\n    setCollisionGroup: function (object, group) {\n\n        if (object instanceof Phaser.Group)\n        {\n            for (var i = 0; i < object.total; i++)\n            {\n                if (object.children[i]['body'] && object.children[i]['body'].type === Phaser.Physics.P2JS)\n                {\n                    object.children[i].body.setCollisionGroup(group);\n                }\n            }\n        }\n        else\n        {\n            object.body.setCollisionGroup(group);\n        }\n\n    },\n\n    /**\n    * Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.\n    *\n    * @method Phaser.Physics.P2#createSpring\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.\n    * @param {number} [restLength=1] - Rest length of the spring. A number > 0.\n    * @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0.\n    * @param {number} [damping=1] - Damping of the spring. A number >= 0.\n    * @param {Array} [worldA] - Where to hook the spring to body A in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].\n    * @param {Array} [worldB] - Where to hook the spring to body B in world coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].\n    * @param {Array} [localA] - Where to hook the spring to body A in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].\n    * @param {Array} [localB] - Where to hook the spring to body B in local body coordinates. This value is an array by 2 elements, x and y, i.e: [32, 32].\n    * @return {Phaser.Physics.P2.Spring} The spring\n    */\n    createSpring: function (bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) {\n\n        bodyA = this.getBody(bodyA);\n        bodyB = this.getBody(bodyB);\n\n        if (!bodyA || !bodyB)\n        {\n            console.warn('Cannot create Spring, invalid body objects given');\n        }\n        else\n        {\n            return this.addSpring(new Phaser.Physics.P2.Spring(this, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB));\n        }\n\n    },\n\n    /**\n    * Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.\n    *\n    * @method Phaser.Physics.P2#createRotationalSpring\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.\n    * @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.\n    * @param {number} [restAngle] - The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies.\n    * @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0.\n    * @param {number} [damping=1] - Damping of the spring. A number >= 0.\n    * @return {Phaser.Physics.P2.RotationalSpring} The spring\n    */\n    createRotationalSpring: function (bodyA, bodyB, restAngle, stiffness, damping) {\n\n        bodyA = this.getBody(bodyA);\n        bodyB = this.getBody(bodyB);\n\n        if (!bodyA || !bodyB)\n        {\n            console.warn('Cannot create Rotational Spring, invalid body objects given');\n        }\n        else\n        {\n            return this.addSpring(new Phaser.Physics.P2.RotationalSpring(this, bodyA, bodyB, restAngle, stiffness, damping));\n        }\n\n    },\n\n    /**\n    * Creates a new Body and adds it to the World.\n    *\n    * @method Phaser.Physics.P2#createBody\n    * @param {number} x - The x coordinate of Body.\n    * @param {number} y - The y coordinate of Body.\n    * @param {number} mass - The mass of the Body. A mass of 0 means a 'static' Body is created.\n    * @param {boolean} [addToWorld=false] - Automatically add this Body to the world? (usually false as it won't have any shapes on construction).\n    * @param {object} options - An object containing the build options:\n    * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.\n    * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself.\n    * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points.\n    * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon.\n    *                                       Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...],\n    *                                       or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers.\n    * @return {Phaser.Physics.P2.Body} The body\n    */\n    createBody: function (x, y, mass, addToWorld, options, data) {\n\n        if (addToWorld === undefined) { addToWorld = false; }\n\n        var body = new Phaser.Physics.P2.Body(this.game, null, x, y, mass);\n\n        if (data)\n        {\n            var result = body.addPolygon(options, data);\n\n            if (!result)\n            {\n                return false;\n            }\n        }\n\n        if (addToWorld)\n        {\n            this.world.addBody(body.data);\n        }\n\n        return body;\n\n    },\n\n    /**\n    * Creates a new Particle and adds it to the World.\n    *\n    * @method Phaser.Physics.P2#createParticle\n    * @param {number} x - The x coordinate of Body.\n    * @param {number} y - The y coordinate of Body.\n    * @param {number} mass - The mass of the Body. A mass of 0 means a 'static' Body is created.\n    * @param {boolean} [addToWorld=false] - Automatically add this Body to the world? (usually false as it won't have any shapes on construction).\n    * @param {object} options - An object containing the build options:\n    * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.\n    * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself.\n    * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points.\n    * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon.\n    *                                       Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...],\n    *                                       or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers.\n    */\n    createParticle: function (x, y, mass, addToWorld, options, data) {\n\n        if (addToWorld === undefined) { addToWorld = false; }\n\n        var body = new Phaser.Physics.P2.Body(this.game, null, x, y, mass);\n\n        if (data)\n        {\n            var result = body.addPolygon(options, data);\n\n            if (!result)\n            {\n                return false;\n            }\n        }\n\n        if (addToWorld)\n        {\n            this.world.addBody(body.data);\n        }\n\n        return body;\n\n    },\n\n    /**\n    * Converts all of the polylines objects inside a Tiled ObjectGroup into physics bodies that are added to the world.\n    * Note that the polylines must be created in such a way that they can withstand polygon decomposition.\n    *\n    * @method Phaser.Physics.P2#convertCollisionObjects\n    * @param {Phaser.Tilemap} map - The Tilemap to get the map data from.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer.\n    * @param {boolean} [addToWorld=true] - If true it will automatically add each body to the world.\n    * @return {array} An array of the Phaser.Physics.Body objects that have been created.\n    */\n    convertCollisionObjects: function (map, layer, addToWorld) {\n\n        if (addToWorld === undefined) { addToWorld = true; }\n\n        var output = [];\n\n        for (var i = 0, len = map.collision[layer].length; i < len; i++)\n        {\n            // name: json.layers[i].objects[v].name,\n            // x: json.layers[i].objects[v].x,\n            // y: json.layers[i].objects[v].y,\n            // width: json.layers[i].objects[v].width,\n            // height: json.layers[i].objects[v].height,\n            // visible: json.layers[i].objects[v].visible,\n            // properties: json.layers[i].objects[v].properties,\n            // polyline: json.layers[i].objects[v].polyline\n\n            var object = map.collision[layer][i];\n\n            var body = this.createBody(object.x, object.y, 0, addToWorld, {}, object.polyline);\n\n            if (body)\n            {\n                output.push(body);\n            }\n        }\n\n        return output;\n\n    },\n\n    /**\n    * Clears all physics bodies from the given TilemapLayer that were created with `World.convertTilemap`.\n    *\n    * @method Phaser.Physics.P2#clearTilemapLayerBodies\n    * @param {Phaser.Tilemap} map - The Tilemap to get the map data from.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer.\n    */\n    clearTilemapLayerBodies: function (map, layer) {\n\n        layer = map.getLayer(layer);\n\n        var i = map.layers[layer].bodies.length;\n\n        while (i--)\n        {\n            map.layers[layer].bodies[i].destroy();\n        }\n\n        map.layers[layer].bodies.length = 0;\n\n    },\n\n    /**\n    * Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies.\n    * Only call this *after* you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc.\n    * Every time you call this method it will destroy any previously created bodies and remove them from the world.\n    * Therefore understand it's a very expensive operation and not to be done in a core game update loop.\n    *\n    * @method Phaser.Physics.P2#convertTilemap\n    * @param {Phaser.Tilemap} map - The Tilemap to get the map data from.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to map.currentLayer.\n    * @param {boolean} [addToWorld=true] - If true it will automatically add each body to the world, otherwise it's up to you to do so.\n    * @param {boolean} [optimize=true] - If true adjacent colliding tiles will be combined into a single body to save processing. However it means you cannot perform specific Tile to Body collision responses.\n    * @return {array} An array of the Phaser.Physics.P2.Body objects that were created.\n    */\n    convertTilemap: function (map, layer, addToWorld, optimize) {\n\n        layer = map.getLayer(layer);\n\n        if (addToWorld === undefined) { addToWorld = true; }\n        if (optimize === undefined) { optimize = true; }\n\n        //  If the bodies array is already populated we need to nuke it\n        this.clearTilemapLayerBodies(map, layer);\n\n        var width = 0;\n        var sx = 0;\n        var sy = 0;\n\n        for (var y = 0, h = map.layers[layer].height; y < h; y++)\n        {\n            width = 0;\n\n            for (var x = 0, w = map.layers[layer].width; x < w; x++)\n            {\n                var tile = map.layers[layer].data[y][x];\n\n                if (tile && tile.index > -1 && tile.collides)\n                {\n                    if (optimize)\n                    {\n                        var right = map.getTileRight(layer, x, y);\n\n                        if (width === 0)\n                        {\n                            sx = tile.x * tile.width;\n                            sy = tile.y * tile.height;\n                            width = tile.width;\n                        }\n\n                        if (right && right.collides)\n                        {\n                            width += tile.width;\n                        }\n                        else\n                        {\n                            var body = this.createBody(sx, sy, 0, false);\n\n                            body.addRectangle(width, tile.height, width / 2, tile.height / 2, 0);\n\n                            if (addToWorld)\n                            {\n                                this.addBody(body);\n                            }\n\n                            map.layers[layer].bodies.push(body);\n\n                            width = 0;\n                        }\n                    }\n                    else\n                    {\n                        var body = this.createBody(tile.x * tile.width, tile.y * tile.height, 0, false);\n\n                        body.addRectangle(tile.width, tile.height, tile.width / 2, tile.height / 2, 0);\n\n                        if (addToWorld)\n                        {\n                            this.addBody(body);\n                        }\n\n                        map.layers[layer].bodies.push(body);\n                    }\n                }\n            }\n        }\n\n        return map.layers[layer].bodies;\n\n    },\n\n    /**\n    * Convert p2 physics value (meters) to pixel scale.\n    * By default Phaser uses a scale of 20px per meter.\n    * If you need to modify this you can over-ride these functions via the Physics Configuration object.\n    *\n    * @method Phaser.Physics.P2#mpx\n    * @param {number} v - The value to convert.\n    * @return {number} The scaled value.\n    */\n    mpx: function (v) {\n\n        return v *= 20;\n\n    },\n\n    /**\n    * Convert pixel value to p2 physics scale (meters).\n    * By default Phaser uses a scale of 20px per meter.\n    * If you need to modify this you can over-ride these functions via the Physics Configuration object.\n    *\n    * @method Phaser.Physics.P2#pxm\n    * @param {number} v - The value to convert.\n    * @return {number} The scaled value.\n    */\n    pxm: function (v) {\n\n        return v * 0.05;\n\n    },\n\n    /**\n    * Convert p2 physics value (meters) to pixel scale and inverses it.\n    * By default Phaser uses a scale of 20px per meter.\n    * If you need to modify this you can over-ride these functions via the Physics Configuration object.\n    *\n    * @method Phaser.Physics.P2#mpxi\n    * @param {number} v - The value to convert.\n    * @return {number} The scaled value.\n    */\n    mpxi: function (v) {\n\n        return v *= -20;\n\n    },\n\n    /**\n    * Convert pixel value to p2 physics scale (meters) and inverses it.\n    * By default Phaser uses a scale of 20px per meter.\n    * If you need to modify this you can over-ride these functions via the Physics Configuration object.\n    *\n    * @method Phaser.Physics.P2#pxmi\n    * @param {number} v - The value to convert.\n    * @return {number} The scaled value.\n    */\n    pxmi: function (v) {\n\n        return v * -0.05;\n\n    }\n\n};\n\n/**\n* @name Phaser.Physics.P2#friction\n* @property {number} friction - Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"friction\", {\n\n    get: function () {\n\n        return this.world.defaultContactMaterial.friction;\n\n    },\n\n    set: function (value) {\n\n        this.world.defaultContactMaterial.friction = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#restitution\n* @property {number} restitution - Default coefficient of restitution between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair.\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"restitution\", {\n\n    get: function () {\n\n        return this.world.defaultContactMaterial.restitution;\n\n    },\n\n    set: function (value) {\n\n        this.world.defaultContactMaterial.restitution = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#contactMaterial\n* @property {p2.ContactMaterial} contactMaterial - The default Contact Material being used by the World.\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"contactMaterial\", {\n\n    get: function () {\n\n        return this.world.defaultContactMaterial;\n\n    },\n\n    set: function (value) {\n\n        this.world.defaultContactMaterial = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#applySpringForces\n* @property {boolean} applySpringForces - Enable to automatically apply spring forces each step.\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"applySpringForces\", {\n\n    get: function () {\n\n        return this.world.applySpringForces;\n\n    },\n\n    set: function (value) {\n\n        this.world.applySpringForces = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#applyDamping\n* @property {boolean} applyDamping - Enable to automatically apply body damping each step.\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"applyDamping\", {\n\n    get: function () {\n\n        return this.world.applyDamping;\n\n    },\n\n    set: function (value) {\n\n        this.world.applyDamping = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#applyGravity\n* @property {boolean} applyGravity - Enable to automatically apply gravity each step.\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"applyGravity\", {\n\n    get: function () {\n\n        return this.world.applyGravity;\n\n    },\n\n    set: function (value) {\n\n        this.world.applyGravity = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#solveConstraints\n* @property {boolean} solveConstraints - Enable/disable constraint solving in each step.\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"solveConstraints\", {\n\n    get: function () {\n\n        return this.world.solveConstraints;\n\n    },\n\n    set: function (value) {\n\n        this.world.solveConstraints = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#time\n* @property {boolean} time - The World time.\n* @readonly\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"time\", {\n\n    get: function () {\n\n        return this.world.time;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#emitImpactEvent\n* @property {boolean} emitImpactEvent - Set to true if you want to the world to emit the \"impact\" event. Turning this off could improve performance.\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"emitImpactEvent\", {\n\n    get: function () {\n\n        return this.world.emitImpactEvent;\n\n    },\n\n    set: function (value) {\n\n        this.world.emitImpactEvent = value;\n\n    }\n\n});\n\n/**\n* How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World.ISLAND_SLEEPING.\n* If sleeping is enabled, you might need to wake up the bodies if they fall asleep when they shouldn't. If you want to enable sleeping in the world, but want to disable it for a particular body, see Body.allowSleep.\n* @name Phaser.Physics.P2#sleepMode\n* @property {number} sleepMode\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"sleepMode\", {\n\n    get: function () {\n\n        return this.world.sleepMode;\n\n    },\n\n    set: function (value) {\n\n        this.world.sleepMode = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2#total\n* @property {number} total - The total number of bodies in the world.\n* @readonly\n*/\nObject.defineProperty(Phaser.Physics.P2.prototype, \"total\", {\n\n    get: function () {\n\n        return this.world.bodies.length;\n\n    }\n\n});\n\n/* jshint noarg: false */\n\n/**\n* @author       Georgios Kaleadis https://github.com/georgiee\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Allow to access a list of created fixture (coming from Body#addPhaserPolygon)\n* which itself parse the input from PhysicsEditor with the custom phaser exporter.\n* You can access fixtures of a Body by a group index or even by providing a fixture Key.\n\n* You can set the fixture key and also the group index for a fixture in PhysicsEditor.\n* This gives you the power to create a complex body built of many fixtures and modify them\n* during runtime (to remove parts, set masks, categories & sensor properties)\n*\n* @class Phaser.Physics.P2.FixtureList\n* @constructor\n* @param {Array} list - A list of fixtures (from Phaser.Physics.P2.Body#addPhaserPolygon)\n*/\nPhaser.Physics.P2.FixtureList = function (list) {\n\n    if (!Array.isArray(list))\n    {\n        list = [list];\n    }\n\n    this.rawList = list;\n    this.init();\n    this.parse(this.rawList);\n\n};\n\nPhaser.Physics.P2.FixtureList.prototype = {\n  \n    /**\n    * @method Phaser.Physics.P2.FixtureList#init\n    */\n    init: function () {\n\n        /**\n        * @property {object} namedFixtures - Collect all fixtures with a key\n        * @private\n        */\n        this.namedFixtures = {};\n\n        /**\n        * @property {Array} groupedFixtures - Collect all given fixtures per group index. Notice: Every fixture with a key also belongs to a group\n        * @private\n        */\n        this.groupedFixtures = [];\n\n        /**\n        * @property {Array} allFixtures - This is a list of everything in this collection\n        * @private\n        */\n        this.allFixtures = [];\n\n    },\n\n    /**\n    * @method Phaser.Physics.P2.FixtureList#setCategory\n    * @param {number} bit - The bit to set as the collision group.\n    * @param {string} fixtureKey - Only apply to the fixture with the given key.\n    */\n    setCategory: function (bit, fixtureKey) {\n\n        var setter = function(fixture) {\n            fixture.collisionGroup = bit;\n        };\n\n        this.getFixtures(fixtureKey).forEach(setter);\n\n    },\n  \n    /**\n    * @method Phaser.Physics.P2.FixtureList#setMask\n    * @param {number} bit - The bit to set as the collision mask\n    * @param {string} fixtureKey - Only apply to the fixture with the given key\n    */\n    setMask: function (bit, fixtureKey) {\n\n        var setter = function(fixture) {\n            fixture.collisionMask = bit;\n        };\n\n        this.getFixtures(fixtureKey).forEach(setter);\n\n    },\n  \n    /**\n    * @method Phaser.Physics.P2.FixtureList#setSensor\n    * @param {boolean} value - sensor true or false\n    * @param {string} fixtureKey - Only apply to the fixture with the given key\n    */\n    setSensor: function (value, fixtureKey) {\n\n        var setter = function(fixture) {\n            fixture.sensor = value;\n        };\n\n        this.getFixtures(fixtureKey).forEach(setter);\n\n    },\n\n    /**\n    * @method Phaser.Physics.P2.FixtureList#setMaterial\n    * @param {Object} material - The contact material for a fixture\n    * @param {string} fixtureKey - Only apply to the fixture with the given key\n    */\n    setMaterial: function (material, fixtureKey) {\n\n        var setter = function(fixture) {\n            fixture.material = material;\n        };\n\n        this.getFixtures(fixtureKey).forEach(setter);\n\n    },\n\n    /**\n    * Accessor to get either a list of specified fixtures by key or the whole fixture list\n    * \n    * @method Phaser.Physics.P2.FixtureList#getFixtures\n    * @param {array} keys - A list of fixture keys\n    */\n    getFixtures: function (keys) {\n\n        var fixtures = [];\n\n        if (keys)\n        {\n            if (!(keys instanceof Array))\n            {\n                keys = [keys];\n            }\n\n            var self = this;\n            keys.forEach(function(key) {\n                if (self.namedFixtures[key])\n                {\n                    fixtures.push(self.namedFixtures[key]);\n                }\n            });\n\n            return this.flatten(fixtures);\n\n        }\n        else\n        {\n            return this.allFixtures;\n        }\n\n    },\n\n    /**\n    * Accessor to get either a single fixture by its key.\n    * \n    * @method Phaser.Physics.P2.FixtureList#getFixtureByKey\n    * @param {string} key - The key of the fixture.\n    */\n    getFixtureByKey: function (key) {\n\n        return this.namedFixtures[key];\n\n    },\n\n    /**\n    * Accessor to get a group of fixtures by its group index.\n    * \n    * @method Phaser.Physics.P2.FixtureList#getGroup\n    * @param {number} groupID - The group index.\n    */\n    getGroup: function (groupID) {\n\n        return this.groupedFixtures[groupID];\n\n    },\n  \n    /**\n    * Parser for the output of Phaser.Physics.P2.Body#addPhaserPolygon\n    * \n    * @method Phaser.Physics.P2.FixtureList#parse\n    */\n    parse: function () {\n\n        var key, value, _ref, _results;\n        _ref = this.rawList;\n        _results = [];\n\n        for (key in _ref)\n        {\n            value = _ref[key];\n\n            if (!isNaN(key - 0))\n            {\n                this.groupedFixtures[key] = this.groupedFixtures[key] || [];\n                this.groupedFixtures[key] = this.groupedFixtures[key].concat(value);\n            }\n            else\n            {\n                this.namedFixtures[key] = this.flatten(value);\n            }\n\n            _results.push(this.allFixtures = this.flatten(this.groupedFixtures));\n        }\n\n    },\n\n    /**\n    * A helper to flatten arrays. This is very useful as the fixtures are nested from time to time due to the way P2 creates and splits polygons.\n    * \n    * @method Phaser.Physics.P2.FixtureList#flatten\n    * @param {array} array - The array to flatten. Notice: This will happen recursive not shallow.\n    */\n    flatten: function (array) {\n\n        var result, self;\n        result = [];\n        self = arguments.callee;\n        \n        array.forEach(function(item) {\n            return Array.prototype.push.apply(result, (Array.isArray(item) ? self(item) : [item]));\n        });\n\n        return result;\n\n    }\n\n};\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays.\n*\n* @class Phaser.Physics.P2.PointProxy\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {any} destination - The object to bind to.\n*/\nPhaser.Physics.P2.PointProxy = function (world, destination) {\n\n    this.world = world;\n\tthis.destination = destination;\n\n};\n\nPhaser.Physics.P2.PointProxy.prototype.constructor = Phaser.Physics.P2.PointProxy;\n\n/**\n* @name Phaser.Physics.P2.PointProxy#x\n* @property {number} x - The x property of this PointProxy get and set in pixels.\n*/\nObject.defineProperty(Phaser.Physics.P2.PointProxy.prototype, \"x\", {\n\n    get: function () {\n\n        return this.world.mpx(this.destination[0]);\n\n    },\n\n    set: function (value) {\n\n        this.destination[0] = this.world.pxm(value);\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.PointProxy#y\n* @property {number} y - The y property of this PointProxy get and set in pixels.\n*/\nObject.defineProperty(Phaser.Physics.P2.PointProxy.prototype, \"y\", {\n\n    get: function () {\n\n        return this.world.mpx(this.destination[1]);\n\n    },\n\n    set: function (value) {\n\n        this.destination[1] = this.world.pxm(value);\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.PointProxy#mx\n* @property {number} mx - The x property of this PointProxy get and set in meters.\n*/\nObject.defineProperty(Phaser.Physics.P2.PointProxy.prototype, \"mx\", {\n\n    get: function () {\n\n        return this.destination[0];\n\n    },\n\n    set: function (value) {\n\n        this.destination[0] = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.PointProxy#my\n* @property {number} my - The x property of this PointProxy get and set in meters.\n*/\nObject.defineProperty(Phaser.Physics.P2.PointProxy.prototype, \"my\", {\n\n    get: function () {\n\n        return this.destination[1];\n\n    },\n\n    set: function (value) {\n\n        this.destination[1] = value;\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set.\n*\n* @class Phaser.Physics.P2.InversePointProxy\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {any} destination - The object to bind to.\n*/\nPhaser.Physics.P2.InversePointProxy = function (world, destination) {\n\n    this.world = world;\n\tthis.destination = destination;\n\n};\n\nPhaser.Physics.P2.InversePointProxy.prototype.constructor = Phaser.Physics.P2.InversePointProxy;\n\n/**\n* @name Phaser.Physics.P2.InversePointProxy#x\n* @property {number} x - The x property of this InversePointProxy get and set in pixels.\n*/\nObject.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, \"x\", {\n\n    get: function () {\n\n        return this.world.mpxi(this.destination[0]);\n\n    },\n\n    set: function (value) {\n\n        this.destination[0] = this.world.pxmi(value);\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.InversePointProxy#y\n* @property {number} y - The y property of this InversePointProxy get and set in pixels.\n*/\nObject.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, \"y\", {\n\n    get: function () {\n\n        return this.world.mpxi(this.destination[1]);\n\n    },\n\n    set: function (value) {\n\n        this.destination[1] = this.world.pxmi(value);\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.InversePointProxy#mx\n* @property {number} mx - The x property of this InversePointProxy get and set in meters.\n*/\nObject.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, \"mx\", {\n\n    get: function () {\n\n        return this.destination[0];\n\n    },\n\n    set: function (value) {\n\n        this.destination[0] = -value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.InversePointProxy#my\n* @property {number} my - The y property of this InversePointProxy get and set in meters.\n*/\nObject.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, \"my\", {\n\n    get: function () {\n\n        return this.destination[1];\n\n    },\n\n    set: function (value) {\n\n        this.destination[1] = -value;\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated.\n* These properties affect how the body reacts to forces, what forces it generates on itself (to simulate friction), and how it reacts to collisions in the scene.\n* In most cases, the properties are used to simulate physical effects. Each body also has its own property values that determine exactly how it reacts to forces and collisions in the scene.\n* By default a single Rectangle shape is added to the Body that matches the dimensions of the parent Sprite. See addShape, removeShape, clearShapes to add extra shapes around the Body.\n* Note: When bound to a Sprite to avoid single-pixel jitters on mobile devices we strongly recommend using Sprite sizes that are even on both axis, i.e. 128x128 not 127x127.\n* Note: When a game object is given a P2 body it has its anchor x/y set to 0.5, so it becomes centered.\n*\n* @class Phaser.Physics.P2.Body\n* @constructor\n* @param {Phaser.Game} game - Game reference to the currently running game.\n* @param {Phaser.Sprite} [sprite] - The Sprite object this physics body belongs to.\n* @param {number} [x=0] - The x coordinate of this Body.\n* @param {number} [y=0] - The y coordinate of this Body.\n* @param {number} [mass=1] - The default mass of this Body (0 = static).\n*/\nPhaser.Physics.P2.Body = function (game, sprite, x, y, mass) {\n\n    sprite = sprite || null;\n    x = x || 0;\n    y = y || 0;\n    if (mass === undefined) { mass = 1; }\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = game;\n\n    /**\n    * @property {Phaser.Physics.P2} world - Local reference to the P2 World.\n    */\n    this.world = game.physics.p2;\n\n    /**\n    * @property {Phaser.Sprite} sprite - Reference to the parent Sprite.\n    */\n    this.sprite = sprite;\n\n    /**\n    * @property {number} type - The type of physics system this body belongs to.\n    */\n    this.type = Phaser.Physics.P2JS;\n\n    /**\n    * @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.\n    */\n    this.offset = new Phaser.Point();\n\n    /**\n    * @property {p2.Body} data - The p2 Body data.\n    * @protected\n    */\n    this.data = new p2.Body({ position: [ this.world.pxmi(x), this.world.pxmi(y) ], mass: mass });\n\n    this.data.parent = this;\n\n    /**\n    * @property {Phaser.Physics.P2.InversePointProxy} velocity - The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.\n    */\n    this.velocity = new Phaser.Physics.P2.InversePointProxy(this.world, this.data.velocity);\n\n    /**\n    * @property {Phaser.Physics.P2.InversePointProxy} force - The force applied to the body.\n    */\n    this.force = new Phaser.Physics.P2.InversePointProxy(this.world, this.data.force);\n\n    /**\n    * @property {Phaser.Point} gravity - A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.\n    */\n    this.gravity = new Phaser.Point();\n\n    /**\n    * Dispatched when a first contact is created between shapes in two bodies. \n    * This event is fired during the step, so collision has already taken place.\n    * \n    * The event will be sent 5 arguments in this order:\n    * \n    * The Phaser.Physics.P2.Body it is in contact with. *This might be null* if the Body was created directly in the p2 world.\n    * The p2.Body this Body is in contact with.\n    * The Shape from this body that caused the contact.\n    * The Shape from the contact body.\n    * The Contact Equation data array.\n    * \n    * @property {Phaser.Signal} onBeginContact\n    */\n    this.onBeginContact = new Phaser.Signal();\n\n    /**\n    * Dispatched when contact ends between shapes in two bodies.\n    * This event is fired during the step, so collision has already taken place.\n    * \n    * The event will be sent 4 arguments in this order:\n    * \n    * The Phaser.Physics.P2.Body it is in contact with. *This might be null* if the Body was created directly in the p2 world.\n    * The p2.Body this Body has ended contact with.\n    * The Shape from this body that caused the original contact.\n    * The Shape from the contact body.\n    * \n    * @property {Phaser.Signal} onEndContact\n    */\n    this.onEndContact = new Phaser.Signal();\n\n    /**\n    * @property {array} collidesWith - Array of CollisionGroups that this Bodies shapes collide with.\n    */\n    this.collidesWith = [];\n\n    /**\n    * @property {boolean} removeNextStep - To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep to true to have it removed in the next preUpdate.\n    */\n    this.removeNextStep = false;\n\n    /**\n    * @property {Phaser.Physics.P2.BodyDebug} debugBody - Reference to the debug body.\n    */\n    this.debugBody = null;\n\n    /**\n    * @property {boolean} dirty - Internally used by Sprite.x/y\n    */\n    this.dirty = false;\n\n    /**\n    * @property {boolean} _collideWorldBounds - Internal var that determines if this Body collides with the world bounds or not.\n    * @private\n    */\n    this._collideWorldBounds = true;\n\n    /**\n    * @property {object} _bodyCallbacks - Array of Body callbacks.\n    * @private\n    */\n    this._bodyCallbacks = {};\n\n    /**\n    * @property {object} _bodyCallbackContext - Array of Body callback contexts.\n    * @private\n    */\n    this._bodyCallbackContext = {};\n\n    /**\n    * @property {object} _groupCallbacks - Array of Group callbacks.\n    * @private\n    */\n    this._groupCallbacks = {};\n\n    /**\n    * @property {object} _bodyCallbackContext - Array of Grouo callback contexts.\n    * @private\n    */\n    this._groupCallbackContext = {};\n\n    /**\n    * @property {boolean} _reset - Internal var.\n    * @private\n    */\n    this._reset = false;\n\n    //  Set-up the default shape\n    if (sprite)\n    {\n        this.setRectangleFromSprite(sprite);\n\n        if (sprite.exists)\n        {\n            this.game.physics.p2.addBody(this);\n        }\n    }\n\n};\n\nPhaser.Physics.P2.Body.prototype = {\n\n    /**\n    * Sets a callback to be fired any time a shape in this Body impacts with a shape in the given Body. The impact test is performed against body.id values.\n    * The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body.\n    * Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening.\n    * It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.\n    *\n    * @method Phaser.Physics.P2.Body#createBodyCallback\n    * @param {Phaser.Sprite|Phaser.TileSprite|Phaser.Physics.P2.Body|p2.Body} object - The object to send impact events for.\n    * @param {function} callback - The callback to fire on impact. Set to null to clear a previously set callback.\n    * @param {object} callbackContext - The context under which the callback will fire.\n    */\n    createBodyCallback: function (object, callback, callbackContext) {\n\n        var id = -1;\n\n        if (object['id'])\n        {\n            id = object.id;\n        }\n        else if (object['body'])\n        {\n            id = object.body.id;\n        }\n\n        if (id > -1)\n        {\n            if (callback === null)\n            {\n                delete (this._bodyCallbacks[id]);\n                delete (this._bodyCallbackContext[id]);\n            }\n            else\n            {\n                this._bodyCallbacks[id] = callback;\n                this._bodyCallbackContext[id] = callbackContext;\n            }\n        }\n\n    },\n\n    /**\n    * Sets a callback to be fired any time this Body impacts with the given Group. The impact test is performed against shape.collisionGroup values.\n    * The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body.\n    * This callback will only fire if this Body has been assigned a collision group.\n    * Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening.\n    * It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.\n    *\n    * @method Phaser.Physics.P2.Body#createGroupCallback\n    * @param {Phaser.Physics.CollisionGroup} group - The Group to send impact events for.\n    * @param {function} callback - The callback to fire on impact. Set to null to clear a previously set callback.\n    * @param {object} callbackContext - The context under which the callback will fire.\n    */\n    createGroupCallback: function (group, callback, callbackContext) {\n\n        if (callback === null)\n        {\n            delete (this._groupCallbacks[group.mask]);\n            delete (this._groupCallbackContext[group.mask]);\n        }\n        else\n        {\n            this._groupCallbacks[group.mask] = callback;\n            this._groupCallbackContext[group.mask] = callbackContext;\n        }\n\n    },\n\n    /**\n    * Gets the collision bitmask from the groups this body collides with.\n    *\n    * @method Phaser.Physics.P2.Body#getCollisionMask\n    * @return {number} The bitmask.\n    */\n    getCollisionMask: function () {\n\n        var mask = 0;\n\n        if (this._collideWorldBounds)\n        {\n            mask = this.game.physics.p2.boundsCollisionGroup.mask;\n        }\n\n        for (var i = 0; i < this.collidesWith.length; i++)\n        {\n            mask = mask | this.collidesWith[i].mask;\n        }\n\n        return mask;\n\n    },\n\n    /**\n    * Updates the collisionMask.\n    *\n    * @method Phaser.Physics.P2.Body#updateCollisionMask\n    * @param {p2.Shape} [shape] - An optional Shape. If not provided the collision group will be added to all Shapes in this Body.\n    */\n    updateCollisionMask: function (shape) {\n\n        var mask = this.getCollisionMask();\n\n        if (shape === undefined)\n        {\n            for (var i = this.data.shapes.length - 1; i >= 0; i--)\n            {\n                this.data.shapes[i].collisionMask = mask;\n            }\n        }\n        else\n        {\n            shape.collisionMask = mask;\n        }\n\n    },\n\n    /**\n    * Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified.\n    * This also resets the collisionMask.\n    *\n    * @method Phaser.Physics.P2.Body#setCollisionGroup\n    * @param {Phaser.Physics.CollisionGroup} group - The Collision Group that this Bodies shapes will use.\n    * @param {p2.Shape} [shape] - An optional Shape. If not provided the collision group will be added to all Shapes in this Body.\n    */\n    setCollisionGroup: function (group, shape) {\n\n        var mask = this.getCollisionMask();\n\n        if (shape === undefined)\n        {\n            for (var i = this.data.shapes.length - 1; i >= 0; i--)\n            {\n                this.data.shapes[i].collisionGroup = group.mask;\n                this.data.shapes[i].collisionMask = mask;\n            }\n        }\n        else\n        {\n            shape.collisionGroup = group.mask;\n            shape.collisionMask = mask;\n        }\n\n    },\n\n    /**\n    * Clears the collision data from the shapes in this Body. Optionally clears Group and/or Mask.\n    *\n    * @method Phaser.Physics.P2.Body#clearCollision\n    * @param {boolean} [clearGroup=true] - Clear the collisionGroup value from the shape/s?\n    * @param {boolean} [clearMask=true] - Clear the collisionMask value from the shape/s?\n    * @param {p2.Shape} [shape] - An optional Shape. If not provided the collision data will be cleared from all Shapes in this Body.\n    */\n    clearCollision: function (clearGroup, clearMask, shape) {\n\n        if (clearGroup === undefined) { clearGroup = true; }\n        if (clearMask === undefined) { clearMask = true; }\n\n        if (shape === undefined)\n        {\n            for (var i = this.data.shapes.length - 1; i >= 0; i--)\n            {\n                if (clearGroup)\n                {\n                    this.data.shapes[i].collisionGroup = null;\n                }\n\n                if (clearMask)\n                {\n                    this.data.shapes[i].collisionMask = null;\n                }\n            }\n        }\n        else\n        {\n            if (clearGroup)\n            {\n                shape.collisionGroup = null;\n            }\n\n            if (clearMask)\n            {\n                shape.collisionMask = null;\n            }\n        }\n\n        if (clearGroup)\n        {\n            this.collidesWith.length = 0;\n        }\n\n    },\n\n    /**\n    * Removes the given CollisionGroup, or array of CollisionGroups, from the list of groups that this body will collide with and updates the collision masks.\n    *\n    * @method Phaser.Physics.P2.Body#removeCollisionGroup\n    * @param {Phaser.Physics.CollisionGroup|array} group - The Collision Group or Array of Collision Groups that this Bodies shapes should not collide with anymore.\n    * @param {boolean} [clearCallback=true] - Clear the callback that will be triggered when this Body impacts with the given Group?\n    * @param {p2.Shape} [shape] - An optional Shape. If not provided the updated collision mask will be added to all Shapes in this Body.\n    */\n    removeCollisionGroup: function (group, clearCallback, shape) {\n\n        if (clearCallback === undefined) { clearCallback = true; }\n\n        var index;\n\n        if (Array.isArray(group))\n        {\n            for (var i = 0; i < group.length; i++)\n            {\n                index = this.collidesWith.indexOf(group[i]);\n\n                if (index > -1)\n                {\n                    this.collidesWith.splice(index, 1);\n\n                    if (clearCallback)\n                    {\n                        delete (this._groupCallbacks[group.mask]);\n                        delete (this._groupCallbackContext[group.mask]);\n                    }\n                }\n            }\n        }\n        else\n        {\n            index = this.collidesWith.indexOf(group);\n\n            if (index > -1)\n            {\n                this.collidesWith.splice(index, 1);\n\n                if (clearCallback)\n                {\n                    delete (this._groupCallbacks[group.mask]);\n                    delete (this._groupCallbackContext[group.mask]);\n                }\n            }\n        }\n\n        var mask = this.getCollisionMask();\n\n        if (shape === undefined)\n        {\n            for (var i = this.data.shapes.length - 1; i >= 0; i--)\n            {\n                this.data.shapes[i].collisionMask = mask;\n            }\n        }\n        else\n        {\n            shape.collisionMask = mask;\n        }\n\n    },\n\n    /**\n    * Adds the given CollisionGroup, or array of CollisionGroups, to the list of groups that this body will collide with and updates the collision masks.\n    *\n    * @method Phaser.Physics.P2.Body#collides\n    * @param {Phaser.Physics.CollisionGroup|array} group - The Collision Group or Array of Collision Groups that this Bodies shapes will collide with.\n    * @param {function} [callback] - Optional callback that will be triggered when this Body impacts with the given Group.\n    * @param {object} [callbackContext] - The context under which the callback will be called.\n    * @param {p2.Shape} [shape] - An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.\n    */\n    collides: function (group, callback, callbackContext, shape) {\n\n        if (Array.isArray(group))\n        {\n            for (var i = 0; i < group.length; i++)\n            {\n                if (this.collidesWith.indexOf(group[i]) === -1)\n                {\n                    this.collidesWith.push(group[i]);\n\n                    if (callback)\n                    {\n                        this.createGroupCallback(group[i], callback, callbackContext);\n                    }\n                }\n            }\n        }\n        else\n        {\n            if (this.collidesWith.indexOf(group) === -1)\n            {\n                this.collidesWith.push(group);\n\n                if (callback)\n                {\n                    this.createGroupCallback(group, callback, callbackContext);\n                }\n            }\n        }\n\n        var mask = this.getCollisionMask();\n\n        if (shape === undefined)\n        {\n            for (var i = this.data.shapes.length - 1; i >= 0; i--)\n            {\n                this.data.shapes[i].collisionMask = mask;\n            }\n        }\n        else\n        {\n            shape.collisionMask = mask;\n        }\n\n    },\n\n    /**\n    * Moves the shape offsets so their center of mass becomes the body center of mass.\n    *\n    * @method Phaser.Physics.P2.Body#adjustCenterOfMass\n    */\n    adjustCenterOfMass: function () {\n\n        this.data.adjustCenterOfMass();\n        this.shapeChanged();\n\n    },\n\n    /**\n    * Gets the velocity of a point in the body.\n    *\n    * @method Phaser.Physics.P2.Body#getVelocityAtPoint\n    * @param {Array} result - A vector to store the result in.\n    * @param {Array} relativePoint - A world oriented vector, indicating the position of the point to get the velocity from.\n    * @return {Array} The result vector.\n    */\n    getVelocityAtPoint: function (result, relativePoint) {\n\n        return this.data.getVelocityAtPoint(result, relativePoint);\n\n    },\n\n    /**\n    * Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details.\n    *\n    * @method Phaser.Physics.P2.Body#applyDamping\n    * @param {number} dt - Current time step.\n    */\n    applyDamping: function (dt) {\n\n        this.data.applyDamping(dt);\n\n    },\n\n    /**\n    * Apply impulse to a point relative to the body.\n    * This could for example be a point on the Body surface. An impulse is a force added to a body during a short \n    * period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.\n    *\n    * @method Phaser.Physics.P2.Body#applyImpulse\n    * @param {Float32Array|Array} impulse - The impulse vector to add, oriented in world space.\n    * @param {number} worldX - A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be exerted on the center of mass.\n    * @param {number} worldY - A point relative to the body in world space. If not given, it is set to zero and all of the impulse will be exerted on the center of mass.\n    */\n    applyImpulse: function (impulse, worldX, worldY) {\n\n        this.data.applyImpulse(impulse, [this.world.pxmi(worldX), this.world.pxmi(worldY)]);\n\n    },\n\n    /**\n    * Apply impulse to a point local to the body.\n    * \n    * This could for example be a point on the Body surface. An impulse is a force added to a body during a short \n    * period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.\n    *\n    * @method Phaser.Physics.P2.Body#applyImpulseLocal\n    * @param {Float32Array|Array} impulse - The impulse vector to add, oriented in local space.\n    * @param {number} localX - A local point on the body.\n    * @param {number} localY - A local point on the body.\n    */\n    applyImpulseLocal: function (impulse, localX, localY) {\n\n        this.data.applyImpulseLocal(impulse, [this.world.pxmi(localX), this.world.pxmi(localY)]);\n\n    },\n\n    /**\n    * Apply force to a world point.\n    * \n    * This could for example be a point on the RigidBody surface. Applying force \n    * this way will add to Body.force and Body.angularForce.\n    *\n    * @method Phaser.Physics.P2.Body#applyForce\n    * @param {Float32Array|Array} force - The force vector to add.\n    * @param {number} worldX - The world x point to apply the force on.\n    * @param {number} worldY - The world y point to apply the force on.\n    */\n    applyForce: function (force, worldX, worldY) {\n\n        this.data.applyForce(force, [this.world.pxmi(worldX), this.world.pxmi(worldY)]);\n\n    },\n\n    /**\n    * Sets the force on the body to zero.\n    *\n    * @method Phaser.Physics.P2.Body#setZeroForce\n    */\n    setZeroForce: function () {\n\n        this.data.setZeroForce();\n\n    },\n\n    /**\n    * If this Body is dynamic then this will zero its angular velocity.\n    *\n    * @method Phaser.Physics.P2.Body#setZeroRotation\n    */\n    setZeroRotation: function () {\n\n        this.data.angularVelocity = 0;\n\n    },\n\n    /**\n    * If this Body is dynamic then this will zero its velocity on both axis.\n    *\n    * @method Phaser.Physics.P2.Body#setZeroVelocity\n    */\n    setZeroVelocity: function () {\n\n        this.data.velocity[0] = 0;\n        this.data.velocity[1] = 0;\n\n    },\n\n    /**\n    * Sets the Body damping and angularDamping to zero.\n    *\n    * @method Phaser.Physics.P2.Body#setZeroDamping\n    */\n    setZeroDamping: function () {\n\n        this.data.damping = 0;\n        this.data.angularDamping = 0;\n\n    },\n\n    /**\n    * Transform a world point to local body frame.\n    *\n    * @method Phaser.Physics.P2.Body#toLocalFrame\n    * @param {Float32Array|Array} out - The vector to store the result in.\n    * @param {Float32Array|Array} worldPoint - The input world vector.\n    */\n    toLocalFrame: function (out, worldPoint) {\n\n        return this.data.toLocalFrame(out, worldPoint);\n\n    },\n\n    /**\n    * Transform a local point to world frame.\n    *\n    * @method Phaser.Physics.P2.Body#toWorldFrame\n    * @param {Array} out - The vector to store the result in.\n    * @param {Array} localPoint - The input local vector.\n    */\n    toWorldFrame: function (out, localPoint) {\n\n        return this.data.toWorldFrame(out, localPoint);\n\n    },\n\n    /**\n    * This will rotate the Body by the given speed to the left (counter-clockwise).\n    *\n    * @method Phaser.Physics.P2.Body#rotateLeft\n    * @param {number} speed - The speed at which it should rotate.\n    */\n    rotateLeft: function (speed) {\n\n        this.data.angularVelocity = this.world.pxm(-speed);\n\n    },\n\n    /**\n    * This will rotate the Body by the given speed to the left (clockwise).\n    *\n    * @method Phaser.Physics.P2.Body#rotateRight\n    * @param {number} speed - The speed at which it should rotate.\n    */\n    rotateRight: function (speed) {\n\n        this.data.angularVelocity = this.world.pxm(speed);\n\n    },\n\n    /**\n    * Moves the Body forwards based on its current angle and the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#moveForward\n    * @param {number} speed - The speed at which it should move forwards.\n    */\n    moveForward: function (speed) {\n\n        var magnitude = this.world.pxmi(-speed);\n        var angle = this.data.angle + Math.PI / 2;\n\n        this.data.velocity[0] = magnitude * Math.cos(angle);\n        this.data.velocity[1] = magnitude * Math.sin(angle);\n\n    },\n\n    /**\n    * Moves the Body backwards based on its current angle and the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#moveBackward\n    * @param {number} speed - The speed at which it should move backwards.\n    */\n    moveBackward: function (speed) {\n\n        var magnitude = this.world.pxmi(-speed);\n        var angle = this.data.angle + Math.PI / 2;\n\n        this.data.velocity[0] = -(magnitude * Math.cos(angle));\n        this.data.velocity[1] = -(magnitude * Math.sin(angle));\n\n    },\n\n    /**\n    * Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#thrust\n    * @param {number} speed - The speed at which it should thrust.\n    */\n    thrust: function (speed) {\n\n        var magnitude = this.world.pxmi(-speed);\n        var angle = this.data.angle + Math.PI / 2;\n\n        this.data.force[0] += magnitude * Math.cos(angle);\n        this.data.force[1] += magnitude * Math.sin(angle);\n\n    },\n\n    /**\n    * Applies a force to the Body that causes it to 'thrust' to the left, based on its current angle and the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#thrustLeft\n    * @param {number} speed - The speed at which it should move to the left.\n    */\n    thrustLeft: function (speed) {\n\n        var magnitude = this.world.pxmi(-speed);\n        var angle = this.data.angle;\n\n        this.data.force[0] += magnitude * Math.cos(angle);\n        this.data.force[1] += magnitude * Math.sin(angle);\n\n    },\n\n    /**\n    * Applies a force to the Body that causes it to 'thrust' to the right, based on its current angle and the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#thrustRight\n    * @param {number} speed - The speed at which it should move to the right.\n    */\n    thrustRight: function (speed) {\n\n        var magnitude = this.world.pxmi(-speed);\n        var angle = this.data.angle;\n\n        this.data.force[0] -= magnitude * Math.cos(angle);\n        this.data.force[1] -= magnitude * Math.sin(angle);\n\n    },\n\n    /**\n    * Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#reverse\n    * @param {number} speed - The speed at which it should reverse.\n    */\n    reverse: function (speed) {\n\n        var magnitude = this.world.pxmi(-speed);\n        var angle = this.data.angle + Math.PI / 2;\n\n        this.data.force[0] -= magnitude * Math.cos(angle);\n        this.data.force[1] -= magnitude * Math.sin(angle);\n\n    },\n\n    /**\n    * If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#moveLeft\n    * @param {number} speed - The speed at which it should move to the left, in pixels per second.\n    */\n    moveLeft: function (speed) {\n\n        this.data.velocity[0] = this.world.pxmi(-speed);\n\n    },\n\n    /**\n    * If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#moveRight\n    * @param {number} speed - The speed at which it should move to the right, in pixels per second.\n    */\n    moveRight: function (speed) {\n\n        this.data.velocity[0] = this.world.pxmi(speed);\n\n    },\n\n    /**\n    * If this Body is dynamic then this will move it up by setting its y velocity to the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#moveUp\n    * @param {number} speed - The speed at which it should move up, in pixels per second.\n    */\n    moveUp: function (speed) {\n\n        this.data.velocity[1] = this.world.pxmi(-speed);\n\n    },\n\n    /**\n    * If this Body is dynamic then this will move it down by setting its y velocity to the given speed.\n    * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).\n    *\n    * @method Phaser.Physics.P2.Body#moveDown\n    * @param {number} speed - The speed at which it should move down, in pixels per second.\n    */\n    moveDown: function (speed) {\n\n        this.data.velocity[1] = this.world.pxmi(speed);\n\n    },\n\n    /**\n    * Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.\n    *\n    * @method Phaser.Physics.P2.Body#preUpdate\n    * @protected\n    */\n    preUpdate: function () {\n\n        this.dirty = true;\n\n        if (this.removeNextStep)\n        {\n            this.removeFromWorld();\n            this.removeNextStep = false;\n        }\n\n    },\n\n    /**\n    * Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.\n    *\n    * @method Phaser.Physics.P2.Body#postUpdate\n    * @protected\n    */\n    postUpdate: function () {\n\n        this.sprite.x = this.world.mpxi(this.data.position[0]) + this.offset.x;\n        this.sprite.y = this.world.mpxi(this.data.position[1]) + this.offset.y;\n\n        if (!this.fixedRotation)\n        {\n            this.sprite.rotation = this.data.angle;\n        }\n\n        if (this.debugBody)\n        {\n            this.debugBody.updateSpriteTransform();\n        }\n\n        this.dirty = false;\n\n    },\n\n    /**\n    * Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass.\n    *\n    * @method Phaser.Physics.P2.Body#reset\n    * @param {number} x - The new x position of the Body.\n    * @param {number} y - The new x position of the Body.\n    * @param {boolean} [resetDamping=false] - Resets the linear and angular damping.\n    * @param {boolean} [resetMass=false] - Sets the Body mass back to 1.\n    */\n    reset: function (x, y, resetDamping, resetMass) {\n\n        if (resetDamping === undefined) { resetDamping = false; }\n        if (resetMass === undefined) { resetMass = false; }\n\n        this.setZeroForce();\n        this.setZeroVelocity();\n        this.setZeroRotation();\n\n        if (resetDamping)\n        {\n            this.setZeroDamping();\n        }\n\n        if (resetMass)\n        {\n            this.mass = 1;\n        }\n\n        this.x = x;\n        this.y = y;\n\n    },\n\n    /**\n    * Adds this physics body to the world.\n    *\n    * @method Phaser.Physics.P2.Body#addToWorld\n    */\n    addToWorld: function () {\n\n        if (this.game.physics.p2._toRemove)\n        {\n            for (var i = 0; i < this.game.physics.p2._toRemove.length; i++)\n            {\n                if (this.game.physics.p2._toRemove[i] === this)\n                {\n                    this.game.physics.p2._toRemove.splice(i, 1);\n                }\n            }\n        }\n\n        if (this.data.world !== this.game.physics.p2.world)\n        {\n            this.game.physics.p2.addBody(this);\n        }\n\n    },\n\n    /**\n    * Removes this physics body from the world.\n    *\n    * @method Phaser.Physics.P2.Body#removeFromWorld\n    */\n    removeFromWorld: function () {\n\n        if (this.data.world === this.game.physics.p2.world)\n        {\n            this.game.physics.p2.removeBodyNextStep(this);\n        }\n\n    },\n\n    /**\n    * Destroys this Body and all references it holds to other objects.\n    *\n    * @method Phaser.Physics.P2.Body#destroy\n    */\n    destroy: function () {\n\n        this.removeFromWorld();\n\n        this.clearShapes();\n\n        this._bodyCallbacks = {};\n        this._bodyCallbackContext = {};\n        this._groupCallbacks = {};\n        this._groupCallbackContext = {};\n\n        if (this.debugBody)\n        {\n            this.debugBody.destroy(true, true);\n        }\n\n        this.debugBody = null;\n\n        if (this.sprite)\n        {\n            this.sprite.body = null;\n            this.sprite = null;\n        }\n\n    },\n\n    /**\n    * Removes all Shapes from this Body.\n    *\n    * @method Phaser.Physics.P2.Body#clearShapes\n    */\n    clearShapes: function () {\n\n        var i = this.data.shapes.length;\n\n        while (i--)\n        {\n            this.data.removeShape(this.data.shapes[i]);\n        }\n\n        this.shapeChanged();\n\n    },\n\n    /**\n    * Add a shape to the body. You can pass a local transform when adding a shape, so that the shape gets an offset and an angle relative to the body center of mass.\n    * Will automatically update the mass properties and bounding radius.\n    * If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.\n    *\n    * @method Phaser.Physics.P2.Body#addShape\n    * @param {p2.Shape} shape - The shape to add to the body.\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    * @return {p2.Shape} The shape that was added to the body.\n    */\n    addShape: function (shape, offsetX, offsetY, rotation) {\n\n        if (offsetX === undefined) { offsetX = 0; }\n        if (offsetY === undefined) { offsetY = 0; }\n        if (rotation === undefined) { rotation = 0; }\n\n        this.data.addShape(shape, [this.world.pxmi(offsetX), this.world.pxmi(offsetY)], rotation);\n        this.shapeChanged();\n\n        return shape;\n\n    },\n\n    /**\n    * Adds a Circle shape to this Body. You can control the offset from the center of the body and the rotation.\n    *\n    * @method Phaser.Physics.P2.Body#addCircle\n    * @param {number} radius - The radius of this circle (in pixels)\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    * @return {p2.Circle} The Circle shape that was added to the Body.\n    */\n    addCircle: function (radius, offsetX, offsetY, rotation) {\n\n        var shape = new p2.Circle({ radius: this.world.pxm(radius) });\n\n        return this.addShape(shape, offsetX, offsetY, rotation);\n\n    },\n\n    /**\n    * Adds a Rectangle shape to this Body. You can control the offset from the center of the body and the rotation.\n    *\n    * @method Phaser.Physics.P2.Body#addRectangle\n    * @param {number} width - The width of the rectangle in pixels.\n    * @param {number} height - The height of the rectangle in pixels.\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    * @return {p2.Box} The shape that was added to the Body.\n    */\n    addRectangle: function (width, height, offsetX, offsetY, rotation) {\n\n        var shape = new p2.Box({ width: this.world.pxm(width), height: this.world.pxm(height)});\n\n        return this.addShape(shape, offsetX, offsetY, rotation);\n\n    },\n\n    /**\n    * Adds a Plane shape to this Body. The plane is facing in the Y direction. You can control the offset from the center of the body and the rotation.\n    *\n    * @method Phaser.Physics.P2.Body#addPlane\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    * @return {p2.Plane} The Plane shape that was added to the Body.\n    */\n    addPlane: function (offsetX, offsetY, rotation) {\n\n        var shape = new p2.Plane();\n\n        return this.addShape(shape, offsetX, offsetY, rotation);\n\n    },\n\n    /**\n    * Adds a Particle shape to this Body. You can control the offset from the center of the body and the rotation.\n    *\n    * @method Phaser.Physics.P2.Body#addParticle\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    * @return {p2.Particle} The Particle shape that was added to the Body.\n    */\n    addParticle: function (offsetX, offsetY, rotation) {\n\n        var shape = new p2.Particle();\n\n        return this.addShape(shape, offsetX, offsetY, rotation);\n\n    },\n\n    /**\n    * Adds a Line shape to this Body.\n    * The line shape is along the x direction, and stretches from [-length/2, 0] to [length/2,0].\n    * You can control the offset from the center of the body and the rotation.\n    *\n    * @method Phaser.Physics.P2.Body#addLine\n    * @param {number} length - The length of this line (in pixels)\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    * @return {p2.Line} The Line shape that was added to the Body.\n    */\n    addLine: function (length, offsetX, offsetY, rotation) {\n\n        var shape = new p2.Line({ length: this.world.pxm(length)});\n\n        return this.addShape(shape, offsetX, offsetY, rotation);\n\n    },\n\n    /**\n    * Adds a Capsule shape to this Body.\n    * You can control the offset from the center of the body and the rotation.\n    *\n    * @method Phaser.Physics.P2.Body#addCapsule\n    * @param {number} length - The distance between the end points in pixels.\n    * @param {number} radius - Radius of the capsule in pixels.\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    * @return {p2.Capsule} The Capsule shape that was added to the Body.\n    */\n    addCapsule: function (length, radius, offsetX, offsetY, rotation) {\n\n        var shape = new p2.Capsule({ length: this.world.pxm(length), radius: this.world.pxm(radius) });\n\n        return this.addShape(shape, offsetX, offsetY, rotation);\n\n    },\n\n    /**\n    * Reads a polygon shape path, and assembles convex shapes from that and puts them at proper offset points. The shape must be simple and without holes.\n    * This function expects the x.y values to be given in pixels. If you want to provide them at p2 world scales then call Body.data.fromPolygon directly.\n    *\n    * @method Phaser.Physics.P2.Body#addPolygon\n    * @param {object} options - An object containing the build options:\n    * @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.\n    * @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself.\n    * @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points.\n    * @param {(number[]|...number)} points - An array of 2d vectors that form the convex or concave polygon.\n    *                                       Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...],\n    *                                       or the arguments passed can be flat x,y values e.g. `setPolygon(options, x,y, x,y, x,y, ...)` where `x` and `y` are numbers.\n    * @return {boolean} True on success, else false.\n    */\n    addPolygon: function (options, points) {\n\n        options = options || {};\n\n        if (!Array.isArray(points))\n        {\n            points = Array.prototype.slice.call(arguments, 1);\n        }\n\n        var path = [];\n\n        //  Did they pass in a single array of points?\n        if (points.length === 1 && Array.isArray(points[0]))\n        {\n            path = points[0].slice(0);\n        }\n        else if (Array.isArray(points[0]))\n        {\n            path = points.slice();\n        }\n        else if (typeof points[0] === 'number')\n        {\n            //  We've a list of numbers\n            for (var i = 0, len = points.length; i < len; i += 2)\n            {\n                path.push([points[i], points[i + 1]]);\n            }\n        }\n\n        //  top and tail\n        var idx = path.length - 1;\n\n        if (path[idx][0] === path[0][0] && path[idx][1] === path[0][1])\n        {\n            path.pop();\n        }\n\n        //  Now process them into p2 values\n        for (var p = 0; p < path.length; p++)\n        {\n            path[p][0] = this.world.pxmi(path[p][0]);\n            path[p][1] = this.world.pxmi(path[p][1]);\n        }\n\n        var result = this.data.fromPolygon(path, options);\n\n        this.shapeChanged();\n\n        return result;\n\n    },\n\n    /**\n    * Remove a shape from the body. Will automatically update the mass properties and bounding radius.\n    *\n    * @method Phaser.Physics.P2.Body#removeShape\n    * @param {p2.Circle|p2.Rectangle|p2.Plane|p2.Line|p2.Particle} shape - The shape to remove from the body.\n    * @return {boolean} True if the shape was found and removed, else false.\n    */\n    removeShape: function (shape) {\n\n\t\tvar result = this.data.removeShape(shape);\n\n\t\tthis.shapeChanged();\n\n        return result;\n    },\n\n    /**\n    * Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body.\n    * If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.\n    *\n    * @method Phaser.Physics.P2.Body#setCircle\n    * @param {number} radius - The radius of this circle (in pixels)\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    */\n    setCircle: function (radius, offsetX, offsetY, rotation) {\n\n        this.clearShapes();\n\n        return this.addCircle(radius, offsetX, offsetY, rotation);\n\n    },\n\n    /**\n    * Clears any previously set shapes. The creates a new Rectangle shape at the given size and offset, and adds it to this Body.\n    * If you wish to create a Rectangle to match the size of a Sprite or Image see Body.setRectangleFromSprite.\n    * If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.\n    *\n    * @method Phaser.Physics.P2.Body#setRectangle\n    * @param {number} [width=16] - The width of the rectangle in pixels.\n    * @param {number} [height=16] - The height of the rectangle in pixels.\n    * @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.\n    * @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.\n    * @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.\n    * @return {p2.Rectangle} The Rectangle shape that was added to the Body.\n    */\n    setRectangle: function (width, height, offsetX, offsetY, rotation) {\n\n        if (width === undefined) { width = 16; }\n        if (height === undefined) { height = 16; }\n\n        this.clearShapes();\n\n        return this.addRectangle(width, height, offsetX, offsetY, rotation);\n\n    },\n\n    /**\n    * Clears any previously set shapes.\n    * Then creates a Rectangle shape sized to match the dimensions and orientation of the Sprite given.\n    * If no Sprite is given it defaults to using the parent of this Body.\n    * If this Body had a previously set Collision Group you will need to re-apply it to the new Shape this creates.\n    *\n    * @method Phaser.Physics.P2.Body#setRectangleFromSprite\n    * @param {Phaser.Sprite|Phaser.Image} [sprite] - The Sprite on which the Rectangle will get its dimensions.\n    * @return {p2.Rectangle} The Rectangle shape that was added to the Body.\n    */\n    setRectangleFromSprite: function (sprite) {\n\n        if (sprite === undefined) { sprite = this.sprite; }\n\n        this.clearShapes();\n\n        return this.addRectangle(sprite.width, sprite.height, 0, 0, sprite.rotation);\n\n    },\n\n    /**\n    * Adds the given Material to all Shapes that belong to this Body.\n    * If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter.\n    *\n    * @method Phaser.Physics.P2.Body#setMaterial\n    * @param {Phaser.Physics.P2.Material} material - The Material that will be applied.\n    * @param {p2.Shape} [shape] - An optional Shape. If not provided the Material will be added to all Shapes in this Body.\n    */\n    setMaterial: function (material, shape) {\n\n        if (shape === undefined)\n        {\n            for (var i = this.data.shapes.length - 1; i >= 0; i--)\n            {\n                this.data.shapes[i].material = material;\n            }\n        }\n        else\n        {\n            shape.material = material;\n        }\n\n    },\n\n    /**\n    * Updates the debug draw if any body shapes change.\n    *\n    * @method Phaser.Physics.P2.Body#shapeChanged\n    */\n    shapeChanged: function() {\n\n        if (this.debugBody)\n        {\n            this.debugBody.draw();\n        }\n\n    },\n\n    /**\n    * Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.\n    * The shape data format is based on the output of the\n    * {@link https://github.com/photonstorm/phaser/tree/master/resources/PhysicsEditor%20Exporter|custom phaser exporter} for\n    * {@link https://www.codeandweb.com/physicseditor|PhysicsEditor}\n    *\n    * @method Phaser.Physics.P2.Body#addPhaserPolygon\n    * @param {string} key - The key of the Physics Data file as stored in Game.Cache.\n    * @param {string} object - The key of the object within the Physics data file that you wish to load the shape data from.\n    * @returns {Array} A list of created fixtures to be used with Phaser.Physics.P2.FixtureList\n    */\n    addPhaserPolygon: function (key, object) {\n\n        var data = this.game.cache.getPhysicsData(key, object);\n        var createdFixtures = [];\n\n        //  Cycle through the fixtures\n        for (var i = 0; i < data.length; i++)\n        {\n            var fixtureData = data[i];\n            var shapesOfFixture = this.addFixture(fixtureData);\n\n            //  Always add to a group\n            createdFixtures[fixtureData.filter.group] = createdFixtures[fixtureData.filter.group] || [];\n            createdFixtures[fixtureData.filter.group] = createdFixtures[fixtureData.filter.group].concat(shapesOfFixture);\n\n            //  if (unique) fixture key is provided\n            if (fixtureData.fixtureKey)\n            {\n                createdFixtures[fixtureData.fixtureKey] = shapesOfFixture;\n            }\n        }\n\n        this.data.aabbNeedsUpdate = true;\n        this.shapeChanged();\n\n        return createdFixtures;\n\n    },\n\n    /**\n    * Add a polygon fixture. This is used during #loadPolygon.\n    *\n    * @method Phaser.Physics.P2.Body#addFixture\n    * @param {string} fixtureData - The data for the fixture. It contains: isSensor, filter (collision) and the actual polygon shapes.\n    * @return {array} An array containing the generated shapes for the given polygon.\n    */\n    addFixture: function (fixtureData) {\n\n        var generatedShapes = [];\n\n        if (fixtureData.circle)\n        {\n            var shape = new p2.Circle({ radius: this.world.pxm(fixtureData.circle.radius) });\n            shape.collisionGroup = fixtureData.filter.categoryBits;\n            shape.collisionMask = fixtureData.filter.maskBits;\n            shape.sensor = fixtureData.isSensor;\n\n            var offset = p2.vec2.create();\n            offset[0] = this.world.pxmi(fixtureData.circle.position[0] - this.sprite.width/2);\n            offset[1] = this.world.pxmi(fixtureData.circle.position[1] - this.sprite.height/2);\n\n            this.data.addShape(shape, offset);\n            generatedShapes.push(shape);\n        }\n        else\n        {\n            var polygons = fixtureData.polygons;\n            var cm = p2.vec2.create();\n\n            for (var i = 0; i < polygons.length; i++)\n            {\n                var shapes = polygons[i];\n                var vertices = [];\n\n                for (var s = 0; s < shapes.length; s += 2)\n                {\n                    vertices.push([ this.world.pxmi(shapes[s]), this.world.pxmi(shapes[s + 1]) ]);\n                }\n\n                var shape = new p2.Convex({ vertices: vertices });\n\n                //  Move all vertices so its center of mass is in the local center of the convex\n                for (var j = 0; j !== shape.vertices.length; j++)\n                {\n                    var v = shape.vertices[j];\n                    p2.vec2.sub(v, v, shape.centerOfMass);\n                }\n\n                p2.vec2.scale(cm, shape.centerOfMass, 1);\n\n                cm[0] -= this.world.pxmi(this.sprite.width / 2);\n                cm[1] -= this.world.pxmi(this.sprite.height / 2);\n\n                shape.updateTriangles();\n                shape.updateCenterOfMass();\n                shape.updateBoundingRadius();\n\n                shape.collisionGroup = fixtureData.filter.categoryBits;\n                shape.collisionMask = fixtureData.filter.maskBits;\n                shape.sensor = fixtureData.isSensor;\n\n                this.data.addShape(shape, cm);\n\n                generatedShapes.push(shape);\n            }\n        }\n\n        return generatedShapes;\n\n    },\n\n    /**\n    * Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.\n    * \n    * As well as reading the data from the Cache you can also pass `null` as the first argument and a\n    * physics data object as the second. When doing this you must ensure the structure of the object is correct in advance.\n    * \n    * For more details see the format of the Lime / Corona Physics Editor export.\n    *\n    * @method Phaser.Physics.P2.Body#loadPolygon\n    * @param {string} key - The key of the Physics Data file as stored in Game.Cache. Alternatively set to `null` and pass the \n    *     data as the 2nd argument.\n    * @param {string|object} object - The key of the object within the Physics data file that you wish to load the shape data from, \n    *     or if key is null pass the actual physics data object itself as this parameter.\n    * @return {boolean} True on success, else false.\n    */\n    loadPolygon: function (key, object) {\n\n        if (key === null)\n        {\n            var data = object;\n        }\n        else\n        {\n            var data = this.game.cache.getPhysicsData(key, object);\n        }\n\n        //  We've multiple Convex shapes, they should be CCW automatically\n        var cm = p2.vec2.create();\n\n        for (var i = 0; i < data.length; i++)\n        {\n            var vertices = [];\n\n            for (var s = 0; s < data[i].shape.length; s += 2)\n            {\n                vertices.push([ this.world.pxmi(data[i].shape[s]), this.world.pxmi(data[i].shape[s + 1]) ]);\n            }\n\n            var c = new p2.Convex({ vertices: vertices });\n\n            // Move all vertices so its center of mass is in the local center of the convex\n            for (var j = 0; j !== c.vertices.length; j++)\n            {\n                var v = c.vertices[j];\n                p2.vec2.sub(v, v, c.centerOfMass);\n            }\n\n            p2.vec2.scale(cm, c.centerOfMass, 1);\n\n            cm[0] -= this.world.pxmi(this.sprite.width / 2);\n            cm[1] -= this.world.pxmi(this.sprite.height / 2);\n\n            c.updateTriangles();\n            c.updateCenterOfMass();\n            c.updateBoundingRadius();\n\n            this.data.addShape(c, cm);\n        }\n\n        this.data.aabbNeedsUpdate = true;\n        this.shapeChanged();\n\n        return true;\n\n    }\n\n};\n\nPhaser.Physics.P2.Body.prototype.constructor = Phaser.Physics.P2.Body;\n\n/**\n * Dynamic body. Dynamic bodies body can move and respond to collisions and forces.\n * @property DYNAMIC\n * @type {Number}\n * @static\n */\nPhaser.Physics.P2.Body.DYNAMIC = 1;\n\n/**\n * Static body. Static bodies do not move, and they do not respond to forces or collision.\n * @property STATIC\n * @type {Number}\n * @static\n */\nPhaser.Physics.P2.Body.STATIC = 2;\n\n/**\n * Kinematic body. Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force.\n * @property KINEMATIC\n * @type {Number}\n * @static\n */\nPhaser.Physics.P2.Body.KINEMATIC = 4;\n\n/**\n* @name Phaser.Physics.P2.Body#static\n* @property {boolean} static - Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"static\", {\n\n    get: function () {\n\n        return (this.data.type === Phaser.Physics.P2.Body.STATIC);\n\n    },\n\n    set: function (value) {\n\n        if (value && this.data.type !== Phaser.Physics.P2.Body.STATIC)\n        {\n            this.data.type = Phaser.Physics.P2.Body.STATIC;\n            this.mass = 0;\n        }\n        else if (!value && this.data.type === Phaser.Physics.P2.Body.STATIC)\n        {\n            this.data.type = Phaser.Physics.P2.Body.DYNAMIC;\n            this.mass = 1;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#dynamic\n* @property {boolean} dynamic - Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"dynamic\", {\n\n    get: function () {\n\n        return (this.data.type === Phaser.Physics.P2.Body.DYNAMIC);\n\n    },\n\n    set: function (value) {\n\n        if (value && this.data.type !== Phaser.Physics.P2.Body.DYNAMIC)\n        {\n            this.data.type = Phaser.Physics.P2.Body.DYNAMIC;\n            this.mass = 1;\n        }\n        else if (!value && this.data.type === Phaser.Physics.P2.Body.DYNAMIC)\n        {\n            this.data.type = Phaser.Physics.P2.Body.STATIC;\n            this.mass = 0;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#kinematic\n* @property {boolean} kinematic - Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"kinematic\", {\n\n    get: function () {\n\n        return (this.data.type === Phaser.Physics.P2.Body.KINEMATIC);\n\n    },\n\n    set: function (value) {\n\n        if (value && this.data.type !== Phaser.Physics.P2.Body.KINEMATIC)\n        {\n            this.data.type = Phaser.Physics.P2.Body.KINEMATIC;\n            this.mass = 4;\n        }\n        else if (!value && this.data.type === Phaser.Physics.P2.Body.KINEMATIC)\n        {\n            this.data.type = Phaser.Physics.P2.Body.STATIC;\n            this.mass = 0;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#allowSleep\n* @property {boolean} allowSleep -\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"allowSleep\", {\n\n    get: function () {\n\n        return this.data.allowSleep;\n\n    },\n\n    set: function (value) {\n\n        if (value !== this.data.allowSleep)\n        {\n            this.data.allowSleep = value;\n        }\n\n    }\n\n});\n\n/**\n* The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.\n* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement Body.angle = 450 is the same as Body.angle = 90.\n* If you wish to work in radians instead of degrees use the property Body.rotation instead. Working in radians is faster as it doesn't have to convert values.\n*\n* @name Phaser.Physics.P2.Body#angle\n* @property {number} angle - The angle of this Body in degrees.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"angle\", {\n\n    get: function() {\n\n        return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.data.angle));\n\n    },\n\n    set: function(value) {\n\n        this.data.angle = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));\n\n    }\n\n});\n\n/**\n* Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.\n* @name Phaser.Physics.P2.Body#angularDamping\n* @property {number} angularDamping - The angular damping acting acting on the body.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"angularDamping\", {\n\n    get: function () {\n\n        return this.data.angularDamping;\n\n    },\n\n    set: function (value) {\n\n        this.data.angularDamping = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#angularForce\n* @property {number} angularForce - The angular force acting on the body.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"angularForce\", {\n\n    get: function () {\n\n        return this.data.angularForce;\n\n    },\n\n    set: function (value) {\n\n        this.data.angularForce = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#angularVelocity\n* @property {number} angularVelocity - The angular velocity of the body.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"angularVelocity\", {\n\n    get: function () {\n\n        return this.data.angularVelocity;\n\n    },\n\n    set: function (value) {\n\n        this.data.angularVelocity = value;\n\n    }\n\n});\n\n/**\n* Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.\n* @name Phaser.Physics.P2.Body#damping\n* @property {number} damping - The linear damping acting on the body in the velocity direction.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"damping\", {\n\n    get: function () {\n\n        return this.data.damping;\n\n    },\n\n    set: function (value) {\n\n        this.data.damping = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#fixedRotation\n* @property {boolean} fixedRotation -\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"fixedRotation\", {\n\n    get: function () {\n\n        return this.data.fixedRotation;\n\n    },\n\n    set: function (value) {\n\n        if (value !== this.data.fixedRotation)\n        {\n            this.data.fixedRotation = value;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#inertia\n* @property {number} inertia - The inertia of the body around the Z axis..\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"inertia\", {\n\n    get: function () {\n\n        return this.data.inertia;\n\n    },\n\n    set: function (value) {\n\n        this.data.inertia = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#mass\n* @property {number} mass - The mass of the body.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"mass\", {\n\n    get: function () {\n\n        return this.data.mass;\n\n    },\n\n    set: function (value) {\n\n        if (value !== this.data.mass)\n        {\n            this.data.mass = value;\n            this.data.updateMassProperties();\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#motionState\n* @property {number} motionState - The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body can move and respond to collisions) and Body.KINEMATIC (only moves according to its .velocity).\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"motionState\", {\n\n    get: function () {\n\n        return this.data.type;\n\n    },\n\n    set: function (value) {\n\n        if (value !== this.data.type)\n        {\n            this.data.type = value;\n        }\n\n    }\n\n});\n\n/**\n* The angle of the Body in radians.\n* If you wish to work in degrees instead of radians use the Body.angle property instead. Working in radians is faster as it doesn't have to convert values.\n*\n* @name Phaser.Physics.P2.Body#rotation\n* @property {number} rotation - The angle of this Body in radians.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"rotation\", {\n\n    get: function() {\n\n        return this.data.angle;\n\n    },\n\n    set: function(value) {\n\n        this.data.angle = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#sleepSpeedLimit\n* @property {number} sleepSpeedLimit - .\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"sleepSpeedLimit\", {\n\n    get: function () {\n\n        return this.data.sleepSpeedLimit;\n\n    },\n\n    set: function (value) {\n\n        this.data.sleepSpeedLimit = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#x\n* @property {number} x - The x coordinate of this Body.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"x\", {\n\n    get: function () {\n\n        return this.world.mpxi(this.data.position[0]);\n\n    },\n\n    set: function (value) {\n\n        this.data.position[0] = this.world.pxmi(value);\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#y\n* @property {number} y - The y coordinate of this Body.\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"y\", {\n\n    get: function () {\n\n        return this.world.mpxi(this.data.position[1]);\n\n    },\n\n    set: function (value) {\n\n        this.data.position[1] = this.world.pxmi(value);\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#id\n* @property {number} id - The Body ID. Each Body that has been added to the World has a unique ID.\n* @readonly\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"id\", {\n\n    get: function () {\n\n        return this.data.id;\n\n    }\n\n});\n\n/**\n* @name Phaser.Physics.P2.Body#debug\n* @property {boolean} debug - Enable or disable debug drawing of this body\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"debug\", {\n\n    get: function () {\n\n        return (this.debugBody !== null);\n\n    },\n\n    set: function (value) {\n\n        if (value && !this.debugBody)\n        {\n            //  This will be added to the global space\n            this.debugBody = new Phaser.Physics.P2.BodyDebug(this.game, this.data);\n        }\n        else if (!value && this.debugBody)\n        {\n            this.debugBody.destroy();\n            this.debugBody = null;\n        }\n\n    }\n\n});\n\n/**\n* A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.\n* Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.\n* Also note that when you set this it will only effect Body shapes that already exist. If you then add further shapes to your Body\n* after setting this it will *not* proactively set them to collide with the bounds.\n*\n* @name Phaser.Physics.P2.Body#collideWorldBounds\n* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?\n*/\nObject.defineProperty(Phaser.Physics.P2.Body.prototype, \"collideWorldBounds\", {\n\n    get: function () {\n\n        return this._collideWorldBounds;\n\n    },\n\n    set: function (value) {\n\n        if (value && !this._collideWorldBounds)\n        {\n            this._collideWorldBounds = true;\n            this.updateCollisionMask();\n        }\n        else if (!value && this._collideWorldBounds)\n        {\n            this._collideWorldBounds = false;\n            this.updateCollisionMask();\n        }\n\n    }\n\n});\n\n/**\n* @author       George https://github.com/georgiee\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Draws a P2 Body to a Graphics instance for visual debugging.\n* Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead.\n* So use sparingly and rarely (if ever) in production code.\n*\n* Also be aware that the Debug body is only updated when the Sprite it is connected to changes position. If you\n* manipulate the sprite in any other way (such as moving it to another Group or bringToTop, etc) then you will\n* need to manually adjust its BodyDebug as well.\n*\n* @class Phaser.Physics.P2.BodyDebug\n* @constructor\n* @extends Phaser.Group\n* @param {Phaser.Game} game - Game reference to the currently running game.\n* @param {Phaser.Physics.P2.Body} body - The P2 Body to display debug data for.\n* @param {object} settings - Settings object.\n*/\nPhaser.Physics.P2.BodyDebug = function(game, body, settings) {\n\n    Phaser.Group.call(this, game);\n\n    /**\n    * @property {object} defaultSettings - Default debug settings.\n    * @private\n    */\n    var defaultSettings = {\n        pixelsPerLengthUnit: game.physics.p2.mpx(1),\n        debugPolygons: false,\n        lineWidth: 1,\n        alpha: 0.5\n    };\n\n    this.settings = Phaser.Utils.extend(defaultSettings, settings);\n\n    /**\n    * @property {number} ppu - Pixels per Length Unit.\n    */\n    this.ppu = this.settings.pixelsPerLengthUnit;\n    this.ppu = -1 * this.ppu;\n\n    /**\n    * @property {Phaser.Physics.P2.Body} body - The P2 Body to display debug data for.\n    */\n    this.body = body;\n\n    /**\n    * @property {Phaser.Graphics} canvas - The canvas to render the debug info to.\n    */\n    this.canvas = new Phaser.Graphics(game);\n\n    this.canvas.alpha = this.settings.alpha;\n\n    this.add(this.canvas);\n\n    this.draw();\n\n    this.updateSpriteTransform();\n\n};\n\nPhaser.Physics.P2.BodyDebug.prototype = Object.create(Phaser.Group.prototype);\nPhaser.Physics.P2.BodyDebug.prototype.constructor = Phaser.Physics.P2.BodyDebug;\n\nPhaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {\n\n    /**\n    * Core update.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#updateSpriteTransform\n    */\n    updateSpriteTransform: function() {\n\n        this.position.x = this.body.position[0] * this.ppu;\n        this.position.y = this.body.position[1] * this.ppu;\n        this.rotation = this.body.angle;\n\n    },\n\n    /**\n    * Draws the P2 shapes to the Graphics object.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#draw\n    */\n    draw: function() {\n\n        var angle, child, color, i, j, lineColor, lw, obj, offset, sprite, v, verts, vrot, _j, _ref1;\n\n        obj = this.body;\n        sprite = this.canvas;\n        sprite.clear();\n        color = parseInt(this.randomPastelHex(), 16);\n        lineColor = 0xff0000;\n        lw = this.lineWidth;\n\n        if (obj instanceof p2.Body && obj.shapes.length)\n        {\n            var l = obj.shapes.length;\n\n            i = 0;\n\n            while (i !== l)\n            {\n                child = obj.shapes[i];\n                offset = child.position || 0;\n                angle = child.angle || 0;\n\n                if (child instanceof p2.Circle)\n                {\n                    this.drawCircle(sprite, offset[0] * this.ppu, offset[1] * this.ppu, angle, child.radius * this.ppu, color, lw);\n                }\n                else if (child instanceof p2.Capsule)\n                {\n                    this.drawCapsule(sprite, offset[0] * this.ppu, offset[1] * this.ppu, angle, child.length * this.ppu, child.radius * this.ppu, lineColor, color, lw);\n                }\n                else if (child instanceof p2.Plane)\n                {\n                    this.drawPlane(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, color, lineColor, lw * 5, lw * 10, lw * 10, this.ppu * 100, angle);\n                }\n                else if (child instanceof p2.Line)\n                {\n                    this.drawLine(sprite, child.length * this.ppu, lineColor, lw);\n                }\n                else if (child instanceof p2.Box)\n                {\n                    this.drawRectangle(sprite, offset[0] * this.ppu, offset[1] * this.ppu, angle, child.width * this.ppu, child.height * this.ppu, lineColor, color, lw);\n                }\n                else if (child instanceof p2.Convex)\n                {\n                    verts = [];\n                    vrot = p2.vec2.create();\n\n                    for (j = _j = 0, _ref1 = child.vertices.length; 0 <= _ref1 ? _j < _ref1 : _j > _ref1; j = 0 <= _ref1 ? ++_j : --_j)\n                    {\n                        v = child.vertices[j];\n                        p2.vec2.rotate(vrot, v, angle);\n                        verts.push([(vrot[0] + offset[0]) * this.ppu, -(vrot[1] + offset[1]) * this.ppu]);\n                    }\n\n                    this.drawConvex(sprite, verts, child.triangles, lineColor, color, lw, this.settings.debugPolygons, [offset[0] * this.ppu, -offset[1] * this.ppu]);\n                }\n\n                i++;\n            }\n        }\n\n    },\n\n    /**\n    * Draws a p2.Box to the Graphics object.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#drawRectangle\n    * @private\n    */\n    drawRectangle: function(g, x, y, angle, w, h, color, fillColor, lineWidth) {\n\n        if (lineWidth === undefined) { lineWidth = 1; }\n        if (color === undefined) { color = 0x000000; }\n\n        g.lineStyle(lineWidth, color, 1);\n        g.beginFill(fillColor);\n        g.drawRect(x - w / 2, y - h / 2, w, h);\n\n    },\n\n    /**\n    * Draws a p2.Circle to the Graphics object.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#drawCircle\n    * @private\n    */\n    drawCircle: function(g, x, y, angle, radius, color, lineWidth) {\n\n        if (lineWidth === undefined) { lineWidth = 1; }\n        if (color === undefined) { color = 0xffffff; }\n        g.lineStyle(lineWidth, 0x000000, 1);\n        g.beginFill(color, 1.0);\n        g.drawCircle(x, y, -radius*2);\n        g.endFill();\n        g.moveTo(x, y);\n        g.lineTo(x + radius * Math.cos(-angle), y + radius * Math.sin(-angle));\n\n    },\n\n    /**\n    * Draws a p2.Line to the Graphics object.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#drawLine\n    * @private\n    */\n    drawLine: function(g, len, color, lineWidth) {\n\n        if (lineWidth === undefined) { lineWidth = 1; }\n        if (color === undefined) { color = 0x000000; }\n\n        g.lineStyle(lineWidth * 5, color, 1);\n        g.moveTo(-len / 2, 0);\n        g.lineTo(len / 2, 0);\n\n    },\n\n    /**\n    * Draws a p2.Convex to the Graphics object.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#drawConvex\n    * @private\n    */\n    drawConvex: function(g, verts, triangles, color, fillColor, lineWidth, debug, offset) {\n\n        var colors, i, v, v0, v1, x, x0, x1, y, y0, y1;\n\n        if (lineWidth === undefined) { lineWidth = 1; }\n        if (color === undefined) { color = 0x000000; }\n\n        if (!debug)\n        {\n            g.lineStyle(lineWidth, color, 1);\n            g.beginFill(fillColor);\n            i = 0;\n\n            while (i !== verts.length)\n            {\n                v = verts[i];\n                x = v[0];\n                y = v[1];\n\n                if (i === 0)\n                {\n                    g.moveTo(x, -y);\n                }\n                else\n                {\n                    g.lineTo(x, -y);\n                }\n\n                i++;\n            }\n\n            g.endFill();\n\n            if (verts.length > 2)\n            {\n                g.moveTo(verts[verts.length - 1][0], -verts[verts.length - 1][1]);\n                return g.lineTo(verts[0][0], -verts[0][1]);\n            }\n        }\n        else\n        {\n            colors = [0xff0000, 0x00ff00, 0x0000ff];\n            i = 0;\n\n            while (i !== verts.length + 1)\n            {\n                v0 = verts[i % verts.length];\n                v1 = verts[(i + 1) % verts.length];\n                x0 = v0[0];\n                y0 = v0[1];\n                x1 = v1[0];\n                y1 = v1[1];\n                g.lineStyle(lineWidth, colors[i % colors.length], 1);\n                g.moveTo(x0, -y0);\n                g.lineTo(x1, -y1);\n                g.drawCircle(x0, -y0, lineWidth * 2);\n                i++;\n            }\n\n            g.lineStyle(lineWidth, 0x000000, 1);\n            return g.drawCircle(offset[0], offset[1], lineWidth * 2);\n        }\n\n    },\n\n    /**\n    * Draws a p2.Path to the Graphics object.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#drawPath\n    * @private\n    */\n    drawPath: function(g, path, color, fillColor, lineWidth) {\n\n        var area, i, lastx, lasty, p1x, p1y, p2x, p2y, p3x, p3y, v, x, y;\n        if (lineWidth === undefined) { lineWidth = 1; }\n        if (color === undefined) { color = 0x000000; }\n\n        g.lineStyle(lineWidth, color, 1);\n\n        if (typeof fillColor === \"number\")\n        {\n            g.beginFill(fillColor);\n        }\n\n        lastx = null;\n        lasty = null;\n        i = 0;\n\n        while (i < path.length)\n        {\n            v = path[i];\n            x = v[0];\n            y = v[1];\n\n            if (x !== lastx || y !== lasty)\n            {\n                if (i === 0)\n                {\n                    g.moveTo(x, y);\n                }\n                else\n                {\n                    p1x = lastx;\n                    p1y = lasty;\n                    p2x = x;\n                    p2y = y;\n                    p3x = path[(i + 1) % path.length][0];\n                    p3y = path[(i + 1) % path.length][1];\n                    area = ((p2x - p1x) * (p3y - p1y)) - ((p3x - p1x) * (p2y - p1y));\n\n                    if (area !== 0)\n                    {\n                        g.lineTo(x, y);\n                    }\n                }\n                lastx = x;\n                lasty = y;\n            }\n\n            i++;\n\n        }\n\n        if (typeof fillColor === \"number\")\n        {\n            g.endFill();\n        }\n\n        if (path.length > 2 && typeof fillColor === \"number\")\n        {\n            g.moveTo(path[path.length - 1][0], path[path.length - 1][1]);\n            g.lineTo(path[0][0], path[0][1]);\n        }\n\n    },\n\n    /**\n    * Draws a p2.Plane to the Graphics object.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#drawPlane\n    * @private\n    */\n    drawPlane: function(g, x0, x1, color, lineColor, lineWidth, diagMargin, diagSize, maxLength, angle) {\n\n        var max, xd, yd;\n        if (lineWidth === undefined) { lineWidth = 1; }\n        if (color === undefined) { color = 0xffffff; }\n\n        g.lineStyle(lineWidth, lineColor, 11);\n        g.beginFill(color);\n        max = maxLength;\n\n        g.moveTo(x0, -x1);\n        xd = x0 + Math.cos(angle) * this.game.width;\n        yd = x1 + Math.sin(angle) * this.game.height;\n        g.lineTo(xd, -yd);\n\n        g.moveTo(x0, -x1);\n        xd = x0 + Math.cos(angle) * -this.game.width;\n        yd = x1 + Math.sin(angle) * -this.game.height;\n        g.lineTo(xd, -yd);\n\n    },\n\n    /**\n    * Draws a p2.Capsule to the Graphics object.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#drawCapsule\n    * @private\n    */\n    drawCapsule: function(g, x, y, angle, len, radius, color, fillColor, lineWidth) {\n\n        if (lineWidth === undefined) { lineWidth = 1; }\n        if (color === undefined) { color =  0x000000; }\n\n        g.lineStyle(lineWidth, color, 1);\n\n        // Draw circles at ends\n        var c = Math.cos(angle);\n        var s = Math.sin(angle);\n\n        g.beginFill(fillColor, 1);\n        g.drawCircle(-len/2*c + x, -len/2*s + y, -radius * 2);\n        g.drawCircle( len/2*c + x,  len/2*s + y, -radius * 2);\n        g.endFill();\n\n        // Draw rectangle\n        g.lineStyle(lineWidth, color, 0);\n        g.beginFill(fillColor, 1);\n        g.moveTo(-len/2*c + radius*s + x, -len/2*s + radius*c + y);\n        g.lineTo( len/2*c + radius*s + x,  len/2*s + radius*c + y);\n        g.lineTo( len/2*c - radius*s + x,  len/2*s - radius*c + y);\n        g.lineTo(-len/2*c - radius*s + x, -len/2*s - radius*c + y);\n        g.endFill();\n\n        // Draw lines in between\n        g.lineStyle(lineWidth, color, 1);\n        g.moveTo(-len/2*c + radius*s + x, -len/2*s + radius*c + y);\n        g.lineTo( len/2*c + radius*s + x,  len/2*s + radius*c + y);\n        g.moveTo(-len/2*c - radius*s + x, -len/2*s - radius*c + y);\n        g.lineTo( len/2*c - radius*s + x,  len/2*s - radius*c + y);\n\n    },\n\n    /**\n    * Picks a random pastel color.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#randomPastelHex\n    * @private\n    */\n    randomPastelHex: function() {\n\n        var blue, green, mix, red;\n        mix = [255, 255, 255];\n\n        red = Math.floor(Math.random() * 256);\n        green = Math.floor(Math.random() * 256);\n        blue = Math.floor(Math.random() * 256);\n\n        red = Math.floor((red + 3 * mix[0]) / 4);\n        green = Math.floor((green + 3 * mix[1]) / 4);\n        blue = Math.floor((blue + 3 * mix[2]) / 4);\n\n        return this.rgbToHex(red, green, blue);\n\n    },\n\n    /**\n    * Converts from RGB to Hex.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#rgbToHex\n    * @private\n    */\n    rgbToHex: function(r, g, b) {\n        return this.componentToHex(r) + this.componentToHex(g) + this.componentToHex(b);\n    },\n\n    /**\n    * Component to hex conversion.\n    *\n    * @method Phaser.Physics.P2.BodyDebug#componentToHex\n    * @private\n    */\n    componentToHex: function(c) {\n\n        var hex;\n        hex = c.toString(16);\n\n        if (hex.length === 2)\n        {\n            return hex;\n        }\n        else\n        {\n            return hex + '0';\n        }\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.\n*\n* @class Phaser.Physics.P2.Spring\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {p2.Body} bodyA - First connected body.\n* @param {p2.Body} bodyB - Second connected body.\n* @param {number} [restLength=1] - Rest length of the spring. A number > 0.\n* @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0.\n* @param {number} [damping=1] - Damping of the spring. A number >= 0.\n* @param {Array} [worldA] - Where to hook the spring to body A in world coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {Array} [worldB] - Where to hook the spring to body B in world coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {Array} [localA] - Where to hook the spring to body A in local body coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {Array} [localB] - Where to hook the spring to body B in local body coordinates. This value is an array with 2 elements matching x and y, i.e: [32, 32].\n*/\nPhaser.Physics.P2.Spring = function (world, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = world.game;\n\n    /**\n    * @property {Phaser.Physics.P2} world - Local reference to P2 World.\n    */\n    this.world = world;\n\n    if (restLength === undefined) { restLength = 1; }\n    if (stiffness === undefined) { stiffness = 100; }\n    if (damping === undefined) { damping = 1; }\n\n    restLength = world.pxm(restLength);\n\n    var options = {\n        restLength: restLength,\n        stiffness: stiffness,\n        damping: damping\n    };\n\n    if (typeof worldA !== 'undefined' && worldA !== null)\n    {\n        options.worldAnchorA = [ world.pxm(worldA[0]), world.pxm(worldA[1]) ];\n    }\n\n    if (typeof worldB !== 'undefined' && worldB !== null)\n    {\n        options.worldAnchorB = [ world.pxm(worldB[0]), world.pxm(worldB[1]) ];\n    }\n\n    if (typeof localA !== 'undefined' && localA !== null)\n    {\n        options.localAnchorA = [ world.pxm(localA[0]), world.pxm(localA[1]) ];\n    }\n\n    if (typeof localB !== 'undefined' && localB !== null)\n    {\n        options.localAnchorB = [ world.pxm(localB[0]), world.pxm(localB[1]) ];\n    }\n\n    /**\n    * @property {p2.LinearSpring} data - The actual p2 spring object.\n    */\n    this.data = new p2.LinearSpring(bodyA, bodyB, options);\n\n    this.data.parent = this;\n\n};\n\nPhaser.Physics.P2.Spring.prototype.constructor = Phaser.Physics.P2.Spring;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.\n*\n* @class Phaser.Physics.P2.RotationalSpring\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {p2.Body} bodyA - First connected body.\n* @param {p2.Body} bodyB - Second connected body.\n* @param {number} [restAngle] - The relative angle of bodies at which the spring is at rest. If not given, it's set to the current relative angle between the bodies.\n* @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0.\n* @param {number} [damping=1] - Damping of the spring. A number >= 0.\n*/\nPhaser.Physics.P2.RotationalSpring = function (world, bodyA, bodyB, restAngle, stiffness, damping) {\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = world.game;\n\n    /**\n    * @property {Phaser.Physics.P2} world - Local reference to P2 World.\n    */\n    this.world = world;\n\n    if (restAngle === undefined) { restAngle = null; }\n    if (stiffness === undefined) { stiffness = 100; }\n    if (damping === undefined) { damping = 1; }\n\n    if (restAngle)\n    {\n        restAngle = world.pxm(restAngle);\n    }\n\n    var options = {\n        restAngle: restAngle,\n        stiffness: stiffness,\n        damping: damping\n    };\n\n    /**\n    * @property {p2.RotationalSpring} data - The actual p2 spring object.\n    */\n    this.data = new p2.RotationalSpring(bodyA, bodyB, options);\n\n    this.data.parent = this;\n\n};\n\nPhaser.Physics.P2.Spring.prototype.constructor = Phaser.Physics.P2.Spring;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A P2 Material.\n* \n* \\o/ ~ \"Because I'm a Material girl\"\n*\n* @class Phaser.Physics.P2.Material\n* @constructor\n* @param {string} name - The user defined name given to this Material.\n*/\nPhaser.Physics.P2.Material = function (name) {\n\n    /**\n    * @property {string} name - The user defined name given to this Material.\n    * @default\n    */\n    this.name = name;\n\n    p2.Material.call(this);\n\n};\n\nPhaser.Physics.P2.Material.prototype = Object.create(p2.Material.prototype);\nPhaser.Physics.P2.Material.prototype.constructor = Phaser.Physics.P2.Material;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Defines a physics material\n*\n* @class Phaser.Physics.P2.ContactMaterial\n* @constructor\n* @param {Phaser.Physics.P2.Material} materialA - First material participating in the contact material.\n* @param {Phaser.Physics.P2.Material} materialB - Second material participating in the contact material.\n* @param {object} [options] - Additional configuration options.\n*/\nPhaser.Physics.P2.ContactMaterial = function (materialA, materialB, options) {\n\n\t/**\n\t* @property {number} id - The contact material identifier.\n\t*/\n\n\t/**\n\t* @property {Phaser.Physics.P2.Material} materialA - First material participating in the contact material.\n\t*/\n\n\t/**\n\t* @property {Phaser.Physics.P2.Material} materialB - Second material participating in the contact material.\n\t*/\n\n\t/**\n\t* @property {number} [friction=0.3] - Friction to use in the contact of these two materials.\n\t*/\n\n\t/**\n\t* @property {number} [restitution=0.0] - Restitution to use in the contact of these two materials.\n\t*/\n\n\t/**\n\t* @property {number} [stiffness=1e7] - Stiffness of the resulting ContactEquation that this ContactMaterial generates.\n\t*/\n\n\t/**\n\t* @property {number} [relaxation=3] - Relaxation of the resulting ContactEquation that this ContactMaterial generates.\n\t*/\n\n\t/**\n\t* @property {number} [frictionStiffness=1e7] - Stiffness of the resulting FrictionEquation that this ContactMaterial generates.\n\t*/\n\n\t/**\n\t* @property {number} [frictionRelaxation=3] - Relaxation of the resulting FrictionEquation that this ContactMaterial generates.\n\t*/\n\n\t/**\n\t* @property {number} [surfaceVelocity=0] - Will add surface velocity to this material. If bodyA rests on top if bodyB, and the surface velocity is positive, bodyA will slide to the right.\n\t*/\n\n    p2.ContactMaterial.call(this, materialA, materialB, options);\n\n};\n\nPhaser.Physics.P2.ContactMaterial.prototype = Object.create(p2.ContactMaterial.prototype);\nPhaser.Physics.P2.ContactMaterial.prototype.constructor = Phaser.Physics.P2.ContactMaterial;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Collision Group\n*\n* @class Phaser.Physics.P2.CollisionGroup\n* @constructor\n* @param {number} bitmask - The CollisionGroup bitmask.\n*/\nPhaser.Physics.P2.CollisionGroup = function (bitmask) {\n\n    /**\n    * @property {number} mask - The CollisionGroup bitmask.\n    */\n    this.mask = bitmask;\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A constraint that tries to keep the distance between two bodies constant.\n*\n* @class Phaser.Physics.P2.DistanceConstraint\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {p2.Body} bodyA - First connected body.\n* @param {p2.Body} bodyB - Second connected body.\n* @param {number} distance - The distance to keep between the bodies.\n* @param {Array} [localAnchorA] - The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].\n* @param {Array} [localAnchorB] - The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].\n* @param {object} [maxForce=Number.MAX_VALUE] - Maximum force to apply.\n*/\nPhaser.Physics.P2.DistanceConstraint = function (world, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) {\n\n    if (distance === undefined) { distance = 100; }\n    if (localAnchorA === undefined) { localAnchorA = [0, 0]; }\n    if (localAnchorB === undefined) { localAnchorB = [0, 0]; }\n    if (maxForce === undefined) { maxForce = Number.MAX_VALUE; }\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = world.game;\n\n    /**\n    * @property {Phaser.Physics.P2} world - Local reference to P2 World.\n    */\n    this.world = world;\n\n    distance = world.pxm(distance);\n\n    localAnchorA = [ world.pxmi(localAnchorA[0]), world.pxmi(localAnchorA[1]) ];\n    localAnchorB = [ world.pxmi(localAnchorB[0]), world.pxmi(localAnchorB[1]) ];\n\n    var options = { distance: distance, localAnchorA: localAnchorA, localAnchorB: localAnchorB, maxForce: maxForce };\n\n    p2.DistanceConstraint.call(this, bodyA, bodyB, options);\n\n};\n\nPhaser.Physics.P2.DistanceConstraint.prototype = Object.create(p2.DistanceConstraint.prototype);\nPhaser.Physics.P2.DistanceConstraint.prototype.constructor = Phaser.Physics.P2.DistanceConstraint;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Connects two bodies at given offset points, letting them rotate relative to each other around this point.\n*\n* @class Phaser.Physics.P2.GearConstraint\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {p2.Body} bodyA - First connected body.\n* @param {p2.Body} bodyB - Second connected body.\n* @param {number} [angle=0] - The relative angle\n* @param {number} [ratio=1] - The gear ratio.\n*/\nPhaser.Physics.P2.GearConstraint = function (world, bodyA, bodyB, angle, ratio) {\n\n    if (angle === undefined) { angle = 0; }\n    if (ratio === undefined) { ratio = 1; }\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = world.game;\n\n    /**\n    * @property {Phaser.Physics.P2} world - Local reference to P2 World.\n    */\n    this.world = world;\n\n    var options = { angle: angle, ratio: ratio };\n\n    p2.GearConstraint.call(this, bodyA, bodyB, options);\n\n};\n\nPhaser.Physics.P2.GearConstraint.prototype = Object.create(p2.GearConstraint.prototype);\nPhaser.Physics.P2.GearConstraint.prototype.constructor = Phaser.Physics.P2.GearConstraint;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Locks the relative position between two bodies.\n*\n* @class Phaser.Physics.P2.LockConstraint\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {p2.Body} bodyA - First connected body.\n* @param {p2.Body} bodyB - Second connected body.\n* @param {Array} [offset] - The offset of bodyB in bodyA's frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {number} [angle=0] - The angle of bodyB in bodyA's frame.\n* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.\n*/\nPhaser.Physics.P2.LockConstraint = function (world, bodyA, bodyB, offset, angle, maxForce) {\n\n    if (offset === undefined) { offset = [0, 0]; }\n    if (angle === undefined) { angle = 0; }\n    if (maxForce === undefined) { maxForce = Number.MAX_VALUE; }\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = world.game;\n\n    /**\n    * @property {Phaser.Physics.P2} world - Local reference to P2 World.\n    */\n    this.world = world;\n\n    offset = [ world.pxm(offset[0]), world.pxm(offset[1]) ];\n\n    var options = { localOffsetB: offset, localAngleB: angle, maxForce: maxForce };\n\n    p2.LockConstraint.call(this, bodyA, bodyB, options);\n\n};\n\nPhaser.Physics.P2.LockConstraint.prototype = Object.create(p2.LockConstraint.prototype);\nPhaser.Physics.P2.LockConstraint.prototype.constructor = Phaser.Physics.P2.LockConstraint;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Connects two bodies at given offset points, letting them rotate relative to each other around this point.\n*\n* @class Phaser.Physics.P2.PrismaticConstraint\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {p2.Body} bodyA - First connected body.\n* @param {p2.Body} bodyB - Second connected body.\n* @param {boolean} [lockRotation=true] - If set to false, bodyB will be free to rotate around its anchor point.\n* @param {Array} [anchorA] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {Array} [anchorB] - Body A's anchor point, defined in its own local frame. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {Array} [axis] - An axis, defined in body A frame, that body B's anchor point may slide along. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.\n*/\nPhaser.Physics.P2.PrismaticConstraint = function (world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) {\n\n    if (lockRotation === undefined) { lockRotation = true; }\n    if (anchorA === undefined) { anchorA = [0, 0]; }\n    if (anchorB === undefined) { anchorB = [0, 0]; }\n    if (axis === undefined) { axis = [0, 0]; }\n    if (maxForce === undefined) { maxForce = Number.MAX_VALUE; }\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = world.game;\n\n    /**\n    * @property {Phaser.Physics.P2} world - Local reference to P2 World.\n    */\n    this.world = world;\n\n    anchorA = [ world.pxmi(anchorA[0]), world.pxmi(anchorA[1]) ];\n    anchorB = [ world.pxmi(anchorB[0]), world.pxmi(anchorB[1]) ];\n\n    var options = { localAnchorA: anchorA, localAnchorB: anchorB, localAxisA: axis, maxForce: maxForce, disableRotationalLock: !lockRotation };\n\n    p2.PrismaticConstraint.call(this, bodyA, bodyB, options);\n\n};\n\nPhaser.Physics.P2.PrismaticConstraint.prototype = Object.create(p2.PrismaticConstraint.prototype);\nPhaser.Physics.P2.PrismaticConstraint.prototype.constructor = Phaser.Physics.P2.PrismaticConstraint;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Connects two bodies at given offset points, letting them rotate relative to each other around this point.\n* The pivot points are given in world (pixel) coordinates.\n*\n* @class Phaser.Physics.P2.RevoluteConstraint\n* @constructor\n* @param {Phaser.Physics.P2} world - A reference to the P2 World.\n* @param {p2.Body} bodyA - First connected body.\n* @param {Float32Array} pivotA - The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {p2.Body} bodyB - Second connected body.\n* @param {Float32Array} pivotB - The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].\n* @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies.\n* @param {Float32Array} [worldPivot=null] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.\n*/\nPhaser.Physics.P2.RevoluteConstraint = function (world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) {\n\n    if (maxForce === undefined) { maxForce = Number.MAX_VALUE; }\n    if (worldPivot === undefined) { worldPivot = null; }\n\n    /**\n    * @property {Phaser.Game} game - Local reference to game.\n    */\n    this.game = world.game;\n\n    /**\n    * @property {Phaser.Physics.P2} world - Local reference to P2 World.\n    */\n    this.world = world;\n\n    pivotA = [ world.pxmi(pivotA[0]), world.pxmi(pivotA[1]) ];\n    pivotB = [ world.pxmi(pivotB[0]), world.pxmi(pivotB[1]) ];\n\n    if (worldPivot)\n    {\n        worldPivot = [ world.pxmi(worldPivot[0]), world.pxmi(worldPivot[1]) ];\n    }\n\n    var options = { worldPivot: worldPivot, localPivotA: pivotA, localPivotB: pivotB, maxForce: maxForce };\n\n    p2.RevoluteConstraint.call(this, bodyA, bodyB, options);\n\n};\n\nPhaser.Physics.P2.RevoluteConstraint.prototype = Object.create(p2.RevoluteConstraint.prototype);\nPhaser.Physics.P2.RevoluteConstraint.prototype.constructor = Phaser.Physics.P2.RevoluteConstraint;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* An Image Collection is a special tileset containing mulitple images, with no slicing into each image.\n*\n* Image Collections are normally created automatically when Tiled data is loaded.\n*\n* @class Phaser.ImageCollection\n* @constructor\n* @param {string} name - The name of the image collection in the map data.\n* @param {integer} firstgid - The first image index this image collection contains.\n* @param {integer} [width=32] - Width of widest image (in pixels).\n* @param {integer} [height=32] - Height of tallest image (in pixels).\n* @param {integer} [margin=0] - The margin around all images in the collection (in pixels).\n* @param {integer} [spacing=0] - The spacing between each image in the collection (in pixels).\n* @param {object} [properties={}] - Custom Image Collection properties.\n*/\nPhaser.ImageCollection = function (name, firstgid, width, height, margin, spacing, properties) {\n\n    if (width === undefined || width <= 0) { width = 32; }\n    if (height === undefined || height <= 0) { height = 32; }\n    if (margin === undefined) { margin = 0; }\n    if (spacing === undefined) { spacing = 0; }\n\n    /**\n    * The name of the Image Collection.\n    * @property {string} name\n    */\n    this.name = name;\n\n    /**\n    * The Tiled firstgid value.\n    * This is the starting index of the first image index this Image Collection contains.\n    * @property {integer} firstgid\n    */\n    this.firstgid = firstgid | 0;\n\n    /**\n    * The width of the widest image (in pixels).\n    * @property {integer} imageWidth\n    * @readonly\n    */\n    this.imageWidth = width | 0;\n\n    /**\n    * The height of the tallest image (in pixels).\n    * @property {integer} imageHeight\n    * @readonly\n    */\n    this.imageHeight = height | 0;\n\n    /**\n    * The margin around the images in the collection (in pixels).\n    * Use `setSpacing` to change.\n    * @property {integer} imageMarge\n    * @readonly\n    */\n    // Modified internally\n    this.imageMargin = margin | 0;\n\n    /**\n    * The spacing between each image in the collection (in pixels).\n    * Use `setSpacing` to change.\n    * @property {integer} imageSpacing\n    * @readonly\n    */\n    this.imageSpacing = spacing | 0;\n\n    /**\n    * Image Collection-specific properties that are typically defined in the Tiled editor.\n    * @property {object} properties\n    */\n    this.properties = properties || {};\n\n    /**\n    * The cached images that are a part of this collection.\n    * @property {array} images\n    * @readonly\n    */\n    // Modified internally\n    this.images = [];\n\n    /**\n    * The total number of images in the image collection.\n    * @property {integer} total\n    * @readonly\n    */\n    // Modified internally\n    this.total = 0;\n};\n\nPhaser.ImageCollection.prototype = {\n\n    /**\n    * Returns true if and only if this image collection contains the given image index.\n    *\n    * @method Phaser.ImageCollection#containsImageIndex\n    * @param {integer} imageIndex - The image index to search for.\n    * @return {boolean} True if this Image Collection contains the given index.\n    */\n    containsImageIndex: function (imageIndex) {\n\n        return (\n            imageIndex >= this.firstgid &&\n            imageIndex < (this.firstgid + this.total)\n        );\n\n    },\n\n    /**\n    * Add an image to this Image Collection.\n    *\n    * @method Phaser.ImageCollection#addImage\n    * @param {integer} gid - The gid of the image in the Image Collection.\n    * @param {string} image - The the key of the image in the Image Collection and in the cache.\n    */\n    addImage: function (gid, image) {\n\n        this.images.push({ gid: gid, image: image });\n        this.total++;\n\n    }\n\n};\n\nPhaser.ImageCollection.prototype.constructor = Phaser.ImageCollection;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Tile is a representation of a single tile within the Tilemap.\n*\n* @class Phaser.Tile\n* @constructor\n* @param {object} layer - The layer in the Tilemap data that this tile belongs to.\n* @param {number} index - The index of this tile type in the core map data.\n* @param {number} x - The x coordinate of this tile.\n* @param {number} y - The y coordinate of this tile.\n* @param {number} width - Width of the tile.\n* @param {number} height - Height of the tile.\n*/\nPhaser.Tile = function (layer, index, x, y, width, height) {\n\n    /**\n    * @property {object} layer - The layer in the Tilemap data that this tile belongs to.\n    */\n    this.layer = layer;\n\n    /**\n    * @property {number} index - The index of this tile within the map data corresponding to the tileset, or -1 if this represents a blank/null tile.\n    */\n    this.index = index;\n\n    /**\n    * @property {number} x - The x map coordinate of this tile.\n    */\n    this.x = x;\n\n    /**\n    * @property {number} y - The y map coordinate of this tile.\n    */\n    this.y = y;\n    \n    /**\n    * @property {number} rotation - The rotation angle of this tile.\n    */\n    this.rotation = 0;\n\n    /**\n    * @property {boolean} flipped - Whether this tile is flipped (mirrored) or not.\n    */\n    this.flipped = false;\n    \n    /**\n    * @property {number} x - The x map coordinate of this tile.\n    */\n    this.worldX = x * width;\n\n    /**\n    * @property {number} y - The y map coordinate of this tile.\n    */\n    this.worldY = y * height;\n\n    /**\n    * @property {number} width - The width of the tile in pixels.\n    */\n    this.width = width;\n\n    /**\n    * @property {number} height - The height of the tile in pixels.\n    */\n    this.height = height;\n\n    /**\n    * @property {number} width - The width of the tile in pixels.\n    */\n    this.centerX = Math.abs(width / 2);\n\n    /**\n    * @property {number} height - The height of the tile in pixels.\n    */\n    this.centerY = Math.abs(height / 2);\n\n    /**\n    * @property {number} alpha - The alpha value at which this tile is drawn to the canvas.\n    */\n    this.alpha = 1;\n\n    /**\n    * @property {object} properties - Tile specific properties.\n    */\n    this.properties = {};\n\n    /**\n    * @property {boolean} scanned - Has this tile been walked / turned into a poly?\n    */\n    this.scanned = false;\n\n    /**\n    * @property {boolean} faceTop - Is the top of this tile an interesting edge?\n    */\n    this.faceTop = false;\n\n    /**\n    * @property {boolean} faceBottom - Is the bottom of this tile an interesting edge?\n    */\n    this.faceBottom = false;\n\n    /**\n    * @property {boolean} faceLeft - Is the left of this tile an interesting edge?\n    */\n    this.faceLeft = false;\n\n    /**\n    * @property {boolean} faceRight - Is the right of this tile an interesting edge?\n    */\n    this.faceRight = false;\n\n    /**\n    * @property {boolean} collideLeft - Indicating collide with any object on the left.\n    * @default\n    */\n    this.collideLeft = false;\n\n    /**\n    * @property {boolean} collideRight - Indicating collide with any object on the right.\n    * @default\n    */\n    this.collideRight = false;\n\n    /**\n    * @property {boolean} collideUp - Indicating collide with any object on the top.\n    * @default\n    */\n    this.collideUp = false;\n\n    /**\n    * @property {boolean} collideDown - Indicating collide with any object on the bottom.\n    * @default\n    */\n    this.collideDown = false;\n\n    /**\n    * @property {function} collisionCallback - Tile collision callback.\n    * @default\n    */\n    this.collisionCallback = null;\n\n    /**\n    * @property {object} collisionCallbackContext - The context in which the collision callback will be called.\n    * @default\n    */\n    this.collisionCallbackContext = this;\n\n};\n\nPhaser.Tile.prototype = {\n\n    /**\n    * Check if the given x and y world coordinates are within this Tile.\n    *\n    * @method Phaser.Tile#containsPoint\n    * @param {number} x - The x coordinate to test.\n    * @param {number} y - The y coordinate to test.\n    * @return {boolean} True if the coordinates are within this Tile, otherwise false.\n    */\n    containsPoint: function (x, y) {\n\n        return !(x < this.worldX || y < this.worldY || x > this.right || y > this.bottom);\n\n    },\n\n    /**\n    * Check for intersection with this tile.\n    *\n    * @method Phaser.Tile#intersects\n    * @param {number} x - The x axis in pixels.\n    * @param {number} y - The y axis in pixels.\n    * @param {number} right - The right point.\n    * @param {number} bottom - The bottom point.\n    */\n    intersects: function (x, y, right, bottom) {\n\n        if (right <= this.worldX)\n        {\n            return false;\n        }\n\n        if (bottom <= this.worldY)\n        {\n            return false;\n        }\n\n        if (x >= this.worldX + this.width)\n        {\n            return false;\n        }\n\n        if (y >= this.worldY + this.height)\n        {\n            return false;\n        }\n\n        return true;\n\n    },\n\n    /**\n    * Set a callback to be called when this tile is hit by an object.\n    * The callback must true true for collision processing to take place.\n    *\n    * @method Phaser.Tile#setCollisionCallback\n    * @param {function} callback - Callback function.\n    * @param {object} context - Callback will be called within this context.\n    */\n    setCollisionCallback: function (callback, context) {\n\n        this.collisionCallback = callback;\n        this.collisionCallbackContext = context;\n\n    },\n\n    /**\n    * Clean up memory.\n    *\n    * @method Phaser.Tile#destroy\n    */\n    destroy: function () {\n\n        this.collisionCallback = null;\n        this.collisionCallbackContext = null;\n        this.properties = null;\n\n    },\n\n    /**\n    * Sets the collision flags for each side of this tile and updates the interesting faces list.\n    *\n    * @method Phaser.Tile#setCollision\n    * @param {boolean} left - Indicating collide with any object on the left.\n    * @param {boolean} right - Indicating collide with any object on the right.\n    * @param {boolean} up - Indicating collide with any object on the top.\n    * @param {boolean} down - Indicating collide with any object on the bottom.\n    */\n    setCollision: function (left, right, up, down) {\n\n        this.collideLeft = left;\n        this.collideRight = right;\n        this.collideUp = up;\n        this.collideDown = down;\n\n        this.faceLeft = left;\n        this.faceRight = right;\n        this.faceTop = up;\n        this.faceBottom = down;\n\n    },\n\n    /**\n    * Reset collision status flags.\n    *\n    * @method Phaser.Tile#resetCollision\n    */\n    resetCollision: function () {\n\n        this.collideLeft = false;\n        this.collideRight = false;\n        this.collideUp = false;\n        this.collideDown = false;\n\n        this.faceTop = false;\n        this.faceBottom = false;\n        this.faceLeft = false;\n        this.faceRight = false;\n\n    },\n\n    /**\n    * Is this tile interesting?\n    *\n    * @method Phaser.Tile#isInteresting\n    * @param {boolean} collides - If true will check any collides value.\n    * @param {boolean} faces - If true will check any face value.\n    * @return {boolean} True if the Tile is interesting, otherwise false.\n    */\n    isInteresting: function (collides, faces) {\n\n        if (collides && faces)\n        {\n            //  Does this tile have any collide flags OR interesting face?\n            return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.faceTop || this.faceBottom || this.faceLeft || this.faceRight || this.collisionCallback);\n        }\n        else if (collides)\n        {\n            //  Does this tile collide?\n            return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown);\n        }\n        else if (faces)\n        {\n            //  Does this tile have an interesting face?\n            return (this.faceTop || this.faceBottom || this.faceLeft || this.faceRight);\n        }\n\n        return false;\n\n    },\n\n    /**\n    * Copies the tile data and properties from the given tile to this tile.\n    *\n    * @method Phaser.Tile#copy\n    * @param {Phaser.Tile} tile - The tile to copy from.\n    */\n    copy: function (tile) {\n\n        this.index = tile.index;\n        this.alpha = tile.alpha;\n        this.properties = tile.properties;\n\n        this.collideUp = tile.collideUp;\n        this.collideDown = tile.collideDown;\n        this.collideLeft = tile.collideLeft;\n        this.collideRight = tile.collideRight;\n\n        this.collisionCallback = tile.collisionCallback;\n        this.collisionCallbackContext = tile.collisionCallbackContext;\n\n    }\n\n};\n\nPhaser.Tile.prototype.constructor = Phaser.Tile;\n\n/**\n* @name Phaser.Tile#collides\n* @property {boolean} collides - True if this tile can collide on any of its faces.\n* @readonly\n*/\nObject.defineProperty(Phaser.Tile.prototype, \"collides\", {\n\n    get: function () {\n        return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown);\n    }\n\n});\n\n/**\n* @name Phaser.Tile#canCollide\n* @property {boolean} canCollide - True if this tile can collide on any of its faces or has a collision callback set.\n* @readonly\n*/\nObject.defineProperty(Phaser.Tile.prototype, \"canCollide\", {\n\n    get: function () {\n        return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.collisionCallback);\n    }\n\n});\n\n/**\n* @name Phaser.Tile#left\n* @property {number} left - The x value in pixels.\n* @readonly\n*/\nObject.defineProperty(Phaser.Tile.prototype, \"left\", {\n\n    get: function () {\n        return this.worldX;\n    }\n\n});\n\n/**\n* @name Phaser.Tile#right\n* @property {number} right - The sum of the x and width properties.\n* @readonly\n*/\nObject.defineProperty(Phaser.Tile.prototype, \"right\", {\n\n    get: function () {\n        return this.worldX + this.width;\n    }\n\n});\n\n/**\n* @name Phaser.Tile#top\n* @property {number} top - The y value.\n* @readonly\n*/\nObject.defineProperty(Phaser.Tile.prototype, \"top\", {\n\n    get: function () {\n        return this.worldY;\n    }\n\n});\n\n/**\n* @name Phaser.Tile#bottom\n* @property {number} bottom - The sum of the y and height properties.\n* @readonly\n*/\nObject.defineProperty(Phaser.Tile.prototype, \"bottom\", {\n\n    get: function () {\n        return this.worldY + this.height;\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Creates a new Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file.\n*\n* Tiled is a free software package specifically for creating tile maps, and is available from http://www.mapeditor.org\n* \n* To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.\n* When using CSV data you must provide the key and the tileWidth and tileHeight parameters.\n* If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use `Tilemap.create` or pass the map and tile dimensions here.\n* Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.\n* A Tile map is rendered to the display using a TilemapLayer. It is not added to the display list directly itself.\n* A map may have multiple layers. You can perform operations on the map data such as copying, pasting, filling and shuffling the tiles around.\n*\n* @class Phaser.Tilemap\n* @constructor\n* @param {Phaser.Game} game - Game reference to the currently running game.\n* @param {string} [key] - The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass `null`.\n* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n* @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.\n* @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.\n*/\nPhaser.Tilemap = function (game, key, tileWidth, tileHeight, width, height) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = game;\n\n    /**\n    * @property {string} key - The key of this map data in the Phaser.Cache.\n    */\n    this.key = key;\n\n    var data = Phaser.TilemapParser.parse(this.game, key, tileWidth, tileHeight, width, height);\n\n    if (data === null)\n    {\n        return;\n    }\n\n    /**\n    * @property {number} width - The width of the map (in tiles).\n    */\n    this.width = data.width;\n\n    /**\n    * @property {number} height - The height of the map (in tiles).\n    */\n    this.height = data.height;\n\n    /**\n    * @property {number} tileWidth - The base width of the tiles in the map (in pixels).\n    */\n    this.tileWidth = data.tileWidth;\n\n    /**\n    * @property {number} tileHeight - The base height of the tiles in the map (in pixels).\n    */\n    this.tileHeight = data.tileHeight;\n\n    /**\n    * @property {string} orientation - The orientation of the map data (as specified in Tiled), usually 'orthogonal'.\n    */\n    this.orientation = data.orientation;\n\n    /**\n    * @property {number} format - The format of the map data, either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.\n    */\n    this.format = data.format;\n\n    /**\n    * @property {number} version - The version of the map data (as specified in Tiled, usually 1).\n    */\n    this.version = data.version;\n\n    /**\n    * @property {object} properties - Map specific properties as specified in Tiled.\n    */\n    this.properties = data.properties;\n\n    /**\n    * @property {number} widthInPixels - The width of the map in pixels based on width * tileWidth.\n    */\n    this.widthInPixels = data.widthInPixels;\n\n    /**\n    * @property {number} heightInPixels - The height of the map in pixels based on height * tileHeight.\n    */\n    this.heightInPixels = data.heightInPixels;\n\n    /**\n    * @property {array} layers - An array of Tilemap layer data.\n    */\n    this.layers = data.layers;\n\n    /**\n    * @property {array} tilesets - An array of Tilesets.\n    */\n    this.tilesets = data.tilesets;\n    \n    /**\n    * @property {array} imagecollections - An array of Image Collections.\n    */\n    this.imagecollections = data.imagecollections;\n\n    /**\n    * @property {array} tiles - The super array of Tiles.\n    */\n    this.tiles = data.tiles;\n\n    /**\n    * @property {array} objects - An array of Tiled Object Layers.\n    */\n    this.objects = data.objects;\n\n    /**\n    * @property {array} collideIndexes - An array of tile indexes that collide.\n    */\n    this.collideIndexes = [];\n\n    /**\n    * @property {array} collision - An array of collision data (polylines, etc).\n    */\n    this.collision = data.collision;\n\n    /**\n    * @property {array} images - An array of Tiled Image Layers.\n    */\n    this.images = data.images;\n\n    /**\n    * @property {boolean} enableDebug - If set then console.log is used to dump out useful layer creation debug data.\n    */\n    this.enableDebug = false;\n\n    /**\n    * @property {number} currentLayer - The current layer.\n    */\n    this.currentLayer = 0;\n\n    /**\n    * @property {array} debugMap - Map data used for debug values only.\n    */\n    this.debugMap = [];\n\n    /**\n    * @property {array} _results - Internal var.\n    * @private\n    */\n    this._results = [];\n\n    /**\n    * @property {number} _tempA - Internal var.\n    * @private\n    */\n    this._tempA = 0;\n\n    /**\n    * @property {number} _tempB - Internal var.\n    * @private\n    */\n    this._tempB = 0;\n\n};\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Tilemap.CSV = 0;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Tilemap.TILED_JSON = 1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Tilemap.NORTH = 0;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Tilemap.EAST = 1;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Tilemap.SOUTH = 2;\n\n/**\n* @constant\n* @type {number}\n*/\nPhaser.Tilemap.WEST = 3;\n\nPhaser.Tilemap.prototype = {\n\n    /**\n    * Creates an empty map of the given dimensions and one blank layer. If layers already exist they are erased.\n    *\n    * @method Phaser.Tilemap#create\n    * @param {string} name - The name of the default layer of the map.\n    * @param {number} width - The width of the map in tiles.\n    * @param {number} height - The height of the map in tiles.\n    * @param {number} tileWidth - The width of the tiles the map uses for calculations.\n    * @param {number} tileHeight - The height of the tiles the map uses for calculations.\n    * @param {Phaser.Group} [group] - Optional Group to add the layer to. If not specified it will be added to the World group.\n    * @return {Phaser.TilemapLayer} The TilemapLayer object. This is an extension of Phaser.Image and can be moved around the display list accordingly.\n    */\n    create: function (name, width, height, tileWidth, tileHeight, group) {\n\n        if (group === undefined) { group = this.game.world; }\n\n        this.width = width;\n        this.height = height;\n\n        this.setTileSize(tileWidth, tileHeight);\n\n        this.layers.length = 0;\n\n        return this.createBlankLayer(name, width, height, tileWidth, tileHeight, group);\n\n    },\n\n    /**\n    * Sets the base tile size for the map.\n    *\n    * @method Phaser.Tilemap#setTileSize\n    * @param {number} tileWidth - The width of the tiles the map uses for calculations.\n    * @param {number} tileHeight - The height of the tiles the map uses for calculations.\n    */\n    setTileSize: function (tileWidth, tileHeight) {\n\n        this.tileWidth = tileWidth;\n        this.tileHeight = tileHeight;\n        this.widthInPixels = this.width * tileWidth;\n        this.heightInPixels = this.height * tileHeight;\n\n    },\n\n    /**\n    * Adds an image to the map to be used as a tileset. A single map may use multiple tilesets.\n    * Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled editor.\n    *\n    * @method Phaser.Tilemap#addTilesetImage\n    * @param {string} tileset - The name of the tileset as specified in the map data.\n    * @param {string|Phaser.BitmapData} [key] - The key of the Phaser.Cache image used for this tileset.\n    *     If `undefined` or `null` it will look for an image with a key matching the tileset parameter.\n    *     You can also pass in a BitmapData which can be used instead of an Image.\n    * @param {number} [tileWidth=32] - The width of the tiles in the Tileset Image. If not given it will default to the map.tileWidth value, if that isn't set then 32.\n    * @param {number} [tileHeight=32] - The height of the tiles in the Tileset Image. If not given it will default to the map.tileHeight value, if that isn't set then 32.\n    * @param {number} [tileMargin=0] - The width of the tiles in the Tileset Image.\n    * @param {number} [tileSpacing=0] - The height of the tiles in the Tileset Image.\n    * @param {number} [gid=0] - If adding multiple tilesets to a blank/dynamic map, specify the starting GID the set will use here.\n    * @return {Phaser.Tileset} Returns the Tileset object that was created or updated, or null if it failed.\n    */\n    addTilesetImage: function (tileset, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid) {\n\n        if (tileset === undefined) { return null; }\n        if (tileWidth === undefined) { tileWidth = this.tileWidth; }\n        if (tileHeight === undefined) { tileHeight = this.tileHeight; }\n        if (tileMargin === undefined) { tileMargin = 0; }\n        if (tileSpacing === undefined) { tileSpacing = 0; }\n        if (gid === undefined) { gid = 0; }\n\n        //  In-case we're working from a blank map\n        if (tileWidth === 0)\n        {\n            tileWidth = 32;\n        }\n\n        if (tileHeight === 0)\n        {\n            tileHeight = 32;\n        }\n\n        var img = null;\n\n        if (key === undefined || key === null)\n        {\n            key = tileset;\n        }\n\n        if (key instanceof Phaser.BitmapData)\n        {\n            img = key.canvas;\n        }\n        else\n        {\n            if (!this.game.cache.checkImageKey(key))\n            {\n                console.warn('Phaser.Tilemap.addTilesetImage: Invalid image key given: \"' + key + '\"');\n                return null;\n            }\n\n            img = this.game.cache.getImage(key);\n        }\n\n        var idx = this.getTilesetIndex(tileset);\n\n        if (idx === null && this.format === Phaser.Tilemap.TILED_JSON)\n        {\n            console.warn('Phaser.Tilemap.addTilesetImage: No data found in the JSON matching the tileset name: \"' + tileset + '\"');\n            return null;\n        }\n\n        if (this.tilesets[idx])\n        {\n            this.tilesets[idx].setImage(img);\n            return this.tilesets[idx];\n        }\n        else\n        {\n            var newSet = new Phaser.Tileset(tileset, gid, tileWidth, tileHeight, tileMargin, tileSpacing, {});\n\n            newSet.setImage(img);\n\n            this.tilesets.push(newSet);\n\n            var i = this.tilesets.length - 1;\n            var x = tileMargin;\n            var y = tileMargin;\n\n            var count = 0;\n            var countX = 0;\n            var countY = 0;\n\n            for (var t = gid; t < gid + newSet.total; t++)\n            {\n                this.tiles[t] = [x, y, i];\n\n                x += tileWidth + tileSpacing;\n\n                count++;\n\n                if (count === newSet.total)\n                {\n                    break;\n                }\n\n                countX++;\n\n                if (countX === newSet.columns)\n                {\n                    x = tileMargin;\n                    y += tileHeight + tileSpacing;\n\n                    countX = 0;\n                    countY++;\n\n                    if (countY === newSet.rows)\n                    {\n                        break;\n                    }\n                }\n            }\n\n            return newSet;\n\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Creates a Sprite for every object matching the given gid in the map data. You can optionally specify the group that the Sprite will be created in. If none is\n    * given it will be created in the World. All properties from the map data objectgroup are copied across to the Sprite, so you can use this as an easy way to\n    * configure Sprite properties from within the map editor. For example giving an object a property of alpha: 0.5 in the map editor will duplicate that when the\n    * Sprite is created. You could also give it a value like: body.velocity.x: 100 to set it moving automatically.\n    *\n    * @method Phaser.Tilemap#createFromObjects\n    * @param {string} name - The name of the Object Group to create Sprites from.\n    * @param {number} gid - The layer array index value, or if a string is given the layer name within the map data.\n    * @param {string} key - The Game.cache key of the image that this Sprite will use.\n    * @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.\n    * @param {boolean} [exists=true] - The default exists state of the Sprite.\n    * @param {boolean} [autoCull=false] - The default autoCull state of the Sprite. Sprites that are autoCulled are culled from the camera if out of its range.\n    * @param {Phaser.Group} [group=Phaser.World] - Group to add the Sprite to. If not specified it will be added to the World group.\n    * @param {object} [CustomClass=Phaser.Sprite] - If you wish to create your own class, rather than Phaser.Sprite, pass the class here. Your class must extend Phaser.Sprite and have the same constructor parameters.\n    * @param {boolean} [adjustY=true] - By default the Tiled map editor uses a bottom-left coordinate system. Phaser uses top-left. So most objects will appear too low down. This parameter moves them up by their height.\n    */\n    createFromObjects: function (name, gid, key, frame, exists, autoCull, group, CustomClass, adjustY) {\n\n        if (exists === undefined) { exists = true; }\n        if (autoCull === undefined) { autoCull = false; }\n        if (group === undefined) { group = this.game.world; }\n        if (CustomClass === undefined) { CustomClass = Phaser.Sprite; }\n        if (adjustY === undefined) { adjustY = true; }\n\n        if (!this.objects[name])\n        {\n            console.warn('Tilemap.createFromObjects: Invalid objectgroup name given: ' + name);\n            return;\n        }\n\n        for (var i = 0; i < this.objects[name].length; i++)\n        {\n            var found = false;\n            var obj = this.objects[name][i];\n\n            if (obj.gid !== undefined && typeof gid === 'number' && obj.gid === gid)\n            {\n                found = true;\n            }\n            else if (obj.id !== undefined && typeof gid === 'number' && obj.id === gid)\n            {\n                found = true;\n            }\n            else if (obj.name !== undefined && typeof gid === 'string' && obj.name === gid)\n            {\n                found = true;\n            }\n\n            if (found)\n            {\n                var sprite = new CustomClass(this.game, parseFloat(obj.x, 10), parseFloat(obj.y, 10), key, frame);\n\n                sprite.name = obj.name;\n                sprite.visible = obj.visible;\n                sprite.autoCull = autoCull;\n                sprite.exists = exists;\n\n                if (obj.width)\n                {\n                    sprite.width = obj.width;\n                }\n\n                if (obj.height)\n                {\n                    sprite.height = obj.height;\n                }\n\n                if (obj.rotation)\n                {\n                    sprite.angle = obj.rotation;\n                }\n\n                if (adjustY)\n                {\n                    sprite.y -= sprite.height;\n                }\n\n                group.add(sprite);\n\n                for (var property in obj.properties)\n                {\n                    group.set(sprite, property, obj.properties[property], false, false, 0, true);\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Creates a Sprite for every object matching the given tile indexes in the map data.\n    * You can specify the group that the Sprite will be created in. If none is given it will be created in the World.\n    * You can optional specify if the tile will be replaced with another after the Sprite is created. This is useful if you want to lay down special \n    * tiles in a level that are converted to Sprites, but want to replace the tile itself with a floor tile or similar once converted.\n    *\n    * @method Phaser.Tilemap#createFromTiles\n    * @param {integer|Array} tiles - The tile index, or array of indexes, to create Sprites from.\n    * @param {integer|Array} replacements - The tile index, or array of indexes, to change a converted tile to. Set to `null` to not change.\n    * @param {string} key - The Game.cache key of the image that this Sprite will use.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on.\n    * @param {Phaser.Group} [group=Phaser.World] - Group to add the Sprite to. If not specified it will be added to the World group.\n    * @param {object} [properties] - An object that contains the default properties for your newly created Sprite. This object will be iterated and any matching Sprite property will be set.\n    * @return {integer} The number of Sprites that were created.\n    */\n    createFromTiles: function (tiles, replacements, key, layer, group, properties) {\n\n        if (typeof tiles === 'number') { tiles = [tiles]; }\n\n        if (replacements === undefined || replacements === null)\n        {\n            replacements = [];\n        }\n        else if (typeof replacements === 'number')\n        {\n            replacements = [replacements];\n        }\n\n        layer = this.getLayer(layer);\n\n        if (group === undefined) { group = this.game.world; }\n        if (properties === undefined) { properties = {}; }\n\n        if (properties.customClass === undefined)\n        {\n            properties.customClass = Phaser.Sprite;\n        }\n\n        if (properties.adjustY === undefined)\n        {\n            properties.adjustY = true;\n        }\n\n        var lw = this.layers[layer].width;\n        var lh = this.layers[layer].height;\n\n        this.copy(0, 0, lw, lh, layer);\n\n        if (this._results.length < 2)\n        {\n            return 0;\n        }\n\n        var total = 0;\n        var sprite;\n\n        for (var i = 1, len = this._results.length; i < len; i++)\n        {\n            if (tiles.indexOf(this._results[i].index) !== -1)\n            {\n                sprite = new properties.customClass(this.game, this._results[i].worldX, this._results[i].worldY, key);\n\n                for (var property in properties)\n                {\n                    sprite[property] = properties[property];\n                }\n\n                group.add(sprite);\n                total++;\n            }\n\n        }\n\n        if (replacements.length === 1)\n        {\n            //  Assume 1 replacement for all types of tile given\n            for (i = 0; i < tiles.length; i++)\n            {\n                this.replace(tiles[i], replacements[0], 0, 0, lw, lh, layer);\n            }\n        }\n        else if (replacements.length > 1)\n        {\n            //  Assume 1 for 1 mapping\n            for (i = 0; i < tiles.length; i++)\n            {\n                this.replace(tiles[i], replacements[i], 0, 0, lw, lh, layer);\n            }\n        }\n\n        return total;\n\n    },\n\n    /**\n    * Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera.\n    * The `layer` parameter is important. If you've created your map in Tiled then you can get this by looking in Tiled and looking at the Layer name.\n    * Or you can open the JSON file it exports and look at the layers[].name value. Either way it must match.\n    * If you wish to create a blank layer to put your own tiles on then see Tilemap.createBlankLayer.\n    *\n    * @method Phaser.Tilemap#createLayer\n    * @param {number|string} layer - The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents.\n    * @param {number} [width] - The rendered width of the layer, should never be wider than Game.width. If not given it will be set to Game.width.\n    * @param {number} [height] - The rendered height of the layer, should never be wider than Game.height. If not given it will be set to Game.height.\n    * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n    * @return {Phaser.TilemapLayer} The TilemapLayer object. This is an extension of Phaser.Sprite and can be moved around the display list accordingly.\n    */\n    createLayer: function (layer, width, height, group) {\n\n        //  Add Buffer support for the left of the canvas\n\n        if (width === undefined) { width = this.game.width; }\n        if (height === undefined) { height = this.game.height; }\n        if (group === undefined) { group = this.game.world; }\n\n        var index = layer;\n\n        if (typeof layer === 'string')\n        {\n            index = this.getLayerIndex(layer);\n        }\n\n        if (index === null || index > this.layers.length)\n        {\n            console.warn('Tilemap.createLayer: Invalid layer ID given: ' + index);\n            return;\n        }\n\n        //  Sort out the display dimensions, so they never render too much, or too little.\n\n        if (width === undefined || width <= 0)\n        {\n            width = Math.min(this.game.width, this.layers[index].widthInPixels);\n        }\n        else if (width > this.game.width)\n        {\n            width = this.game.width;\n        }\n\n        if (height === undefined || height <= 0)\n        {\n            height = Math.min(this.game.height, this.layers[index].heightInPixels);\n        }\n        else if (height > this.game.height)\n        {\n            height = this.game.height;\n        }\n\n        if (this.enableDebug)\n        {\n            console.group('Tilemap.createLayer');\n            console.log('Name:', this.layers[index].name);\n            console.log('Size:', width, 'x', height);\n            console.log('Tileset:', this.tilesets[0].name, 'index:', index);\n        }\n\n        var rootLayer = group.add(new Phaser.TilemapLayer(this.game, this, index, width, height));\n\n        if (this.enableDebug)\n        {\n            console.groupEnd();\n        }\n\n        return rootLayer;\n\n    },\n\n\n    /**\n    * Creates a new and empty layer on this Tilemap. By default TilemapLayers are fixed to the camera.\n    *\n    * @method Phaser.Tilemap#createBlankLayer\n    * @param {string} name - The name of this layer. Must be unique within the map.\n    * @param {number} width - The width of the layer in tiles.\n    * @param {number} height - The height of the layer in tiles.\n    * @param {number} tileWidth - The width of the tiles the layer uses for calculations.\n    * @param {number} tileHeight - The height of the tiles the layer uses for calculations.\n    * @param {Phaser.Group} [group] - Optional Group to add the layer to. If not specified it will be added to the World group.\n    * @return {Phaser.TilemapLayer} The TilemapLayer object. This is an extension of Phaser.Image and can be moved around the display list accordingly.\n    */\n    createBlankLayer: function (name, width, height, tileWidth, tileHeight, group) {\n\n        if (group === undefined) { group = this.game.world; }\n\n        if (this.getLayerIndex(name) !== null)\n        {\n            console.warn('Tilemap.createBlankLayer: Layer with matching name already exists: ' + name);\n            return;\n        }\n\n        var layer = {\n\n            name: name,\n            x: 0,\n            y: 0,\n            width: width,\n            height: height,\n            widthInPixels: width * tileWidth,\n            heightInPixels: height * tileHeight,\n            alpha: 1,\n            visible: true,\n            properties: {},\n            indexes: [],\n            callbacks: [],\n            bodies: [],\n            data: null\n\n        };\n\n        var row;\n        var output = [];\n\n        for (var y = 0; y < height; y++)\n        {\n            row = [];\n\n            for (var x = 0; x < width; x++)\n            {\n                row.push(new Phaser.Tile(layer, -1, x, y, tileWidth, tileHeight));\n            }\n\n            output.push(row);\n        }\n\n        layer.data = output;\n\n        this.layers.push(layer);\n\n        this.currentLayer = this.layers.length - 1;\n\n        var w = layer.widthInPixels;\n        var h = layer.heightInPixels;\n\n        if (w > this.game.width)\n        {\n            w = this.game.width;\n        }\n\n        if (h > this.game.height)\n        {\n            h = this.game.height;\n        }\n\n        var output = new Phaser.TilemapLayer(this.game, this, this.layers.length - 1, w, h);\n        output.name = name;\n\n        return group.add(output);\n\n    },\n\n    /**\n    * Gets the layer index based on the layers name.\n    *\n    * @method Phaser.Tilemap#getIndex\n    * @protected\n    * @param {array} location - The local array to search.\n    * @param {string} name - The name of the array element to get.\n    * @return {number} The index of the element in the array, or null if not found.\n    */\n    getIndex: function (location, name) {\n\n        for (var i = 0; i < location.length; i++)\n        {\n            if (location[i].name === name)\n            {\n                return i;\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Gets the layer index based on its name.\n    *\n    * @method Phaser.Tilemap#getLayerIndex\n    * @param {string} name - The name of the layer to get.\n    * @return {number} The index of the layer in this tilemap, or null if not found.\n    */\n    getLayerIndex: function (name) {\n\n        return this.getIndex(this.layers, name);\n\n    },\n\n    /**\n    * Gets the tileset index based on its name.\n    *\n    * @method Phaser.Tilemap#getTilesetIndex\n    * @param {string} name - The name of the tileset to get.\n    * @return {number} The index of the tileset in this tilemap, or null if not found.\n    */\n    getTilesetIndex: function (name) {\n\n        return this.getIndex(this.tilesets, name);\n\n    },\n\n    /**\n    * Gets the image index based on its name.\n    *\n    * @method Phaser.Tilemap#getImageIndex\n    * @param {string} name - The name of the image to get.\n    * @return {number} The index of the image in this tilemap, or null if not found.\n    */\n    getImageIndex: function (name) {\n\n        return this.getIndex(this.images, name);\n\n    },\n\n    /**\n    * Sets a global collision callback for the given tile index within the layer. This will affect all tiles on this layer that have the same index.\n    * If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.\n    * If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.\n    *\n    * @method Phaser.Tilemap#setTileIndexCallback\n    * @param {number|array} indexes - Either a single tile index, or an array of tile indexes to have a collision callback set for.\n    * @param {function} callback - The callback that will be invoked when the tile is collided with.\n    * @param {object} callbackContext - The context under which the callback is called.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.\n    */\n    setTileIndexCallback: function (indexes, callback, callbackContext, layer) {\n\n        layer = this.getLayer(layer);\n\n        if (typeof indexes === 'number')\n        {\n            //  This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much\n            //  less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.\n            this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };\n        }\n        else\n        {\n            for (var i = 0, len = indexes.length; i < len; i++)\n            {\n                this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };\n            }\n        }\n\n    },\n\n    /**\n    * Sets a global collision callback for the given map location within the layer. This will affect all tiles on this layer found in the given area.\n    * If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.\n    * If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.\n    *\n    * @method Phaser.Tilemap#setTileLocationCallback\n    * @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)\n    * @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)\n    * @param {number} width - The width of the area to copy (given in tiles, not pixels)\n    * @param {number} height - The height of the area to copy (given in tiles, not pixels)\n    * @param {function} callback - The callback that will be invoked when the tile is collided with.\n    * @param {object} callbackContext - The context under which the callback is called.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.\n    */\n    setTileLocationCallback: function (x, y, width, height, callback, callbackContext, layer) {\n\n        layer = this.getLayer(layer);\n\n        this.copy(x, y, width, height, layer);\n\n        if (this._results.length < 2)\n        {\n            return;\n        }\n\n        for (var i = 1; i < this._results.length; i++)\n        {\n            this._results[i].setCollisionCallback(callback, callbackContext);\n        }\n\n    },\n\n    /**\n    * Sets collision the given tile or tiles. You can pass in either a single numeric index or an array of indexes: [ 2, 3, 15, 20].\n    * The `collides` parameter controls if collision will be enabled (true) or disabled (false).\n    *\n    * @method Phaser.Tilemap#setCollision\n    * @param {number|array} indexes - Either a single tile index, or an array of tile IDs to be checked for collision.\n    * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.\n    * @param {boolean} [recalculate=true] - Recalculates the tile faces after the update.\n    */\n    setCollision: function (indexes, collides, layer, recalculate) {\n\n        if (collides === undefined) { collides = true; }\n        if (recalculate === undefined) { recalculate = true; }\n        \n        layer = this.getLayer(layer);\n\n        if (typeof indexes === 'number')\n        {\n            return this.setCollisionByIndex(indexes, collides, layer, true);\n        }\n        else if (Array.isArray(indexes))\n        {\n            //  Collide all of the IDs given in the indexes array\n            for (var i = 0; i < indexes.length; i++)\n            {\n                this.setCollisionByIndex(indexes[i], collides, layer, false);\n            }\n\n            if (recalculate)\n            {\n                //  Now re-calculate interesting faces\n                this.calculateFaces(layer);\n            }\n        }\n\n    },\n\n    /**\n    * Sets collision on a range of tiles where the tile IDs increment sequentially.\n    * Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14.\n    * The `collides` parameter controls if collision will be enabled (true) or disabled (false).\n    *\n    * @method Phaser.Tilemap#setCollisionBetween\n    * @param {number} start - The first index of the tile to be set for collision.\n    * @param {number} stop - The last index of the tile to be set for collision.\n    * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.\n    * @param {boolean} [recalculate=true] - Recalculates the tile faces after the update.\n    */\n    setCollisionBetween: function (start, stop, collides, layer, recalculate) {\n\n        if (collides === undefined) { collides = true; }\n        if (recalculate === undefined) { recalculate = true; }\n        \n        layer = this.getLayer(layer);\n\n        if (start > stop)\n        {\n            return;\n        }\n\n        for (var index = start; index <= stop; index++)\n        {\n            this.setCollisionByIndex(index, collides, layer, false);\n        }\n\n        if (recalculate)\n        {\n            //  Now re-calculate interesting faces\n            this.calculateFaces(layer);\n        }\n\n    },\n\n    /**\n    * Sets collision on all tiles in the given layer, except for the IDs of those in the given array.\n    * The `collides` parameter controls if collision will be enabled (true) or disabled (false).\n    *\n    * @method Phaser.Tilemap#setCollisionByExclusion\n    * @param {array} indexes - An array of the tile IDs to not be counted for collision.\n    * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.\n    * @param {boolean} [recalculate=true] - Recalculates the tile faces after the update.\n    */\n    setCollisionByExclusion: function (indexes, collides, layer, recalculate) {\n\n        if (collides === undefined) { collides = true; }\n        if (recalculate === undefined) { recalculate = true; }\n        \n        layer = this.getLayer(layer);\n\n        //  Collide everything, except the IDs given in the indexes array\n        for (var i = 0, len = this.tiles.length; i < len; i++)\n        {\n            if (indexes.indexOf(i) === -1)\n            {\n                this.setCollisionByIndex(i, collides, layer, false);\n            }\n        }\n\n        if (recalculate)\n        {\n            //  Now re-calculate interesting faces\n            this.calculateFaces(layer);\n        }\n\n    },\n\n    /**\n    * Sets collision values on a tile in the set.\n    * You shouldn't usually call this method directly, instead use setCollision, setCollisionBetween or setCollisionByExclusion.\n    *\n    * @method Phaser.Tilemap#setCollisionByIndex\n    * @protected\n    * @param {number} index - The index of the tile on the layer.\n    * @param {boolean} [collides=true] - If true it will enable collision on the tile. If false it will clear collision values from the tile.\n    * @param {number} [layer] - The layer to operate on. If not given will default to this.currentLayer.\n    * @param {boolean} [recalculate=true] - Recalculates the tile faces after the update.\n    */\n    setCollisionByIndex: function (index, collides, layer, recalculate) {\n\n        if (collides === undefined) { collides = true; }\n        if (layer === undefined) { layer = this.currentLayer; }\n        if (recalculate === undefined) { recalculate = true; }\n\n        if (collides)\n        {\n            this.collideIndexes.push(index);\n        }\n        else\n        {\n            var i = this.collideIndexes.indexOf(index);\n\n            if (i > -1)\n            {\n                this.collideIndexes.splice(i, 1);\n            }\n        }\n\n        for (var y = 0; y < this.layers[layer].height; y++)\n        {\n            for (var x = 0; x < this.layers[layer].width; x++)\n            {\n                var tile = this.layers[layer].data[y][x];\n\n                if (tile && tile.index === index)\n                {\n                    if (collides)\n                    {\n                        tile.setCollision(true, true, true, true);\n                    }\n                    else\n                    {\n                        tile.resetCollision();\n                    }\n\n                    tile.faceTop = collides;\n                    tile.faceBottom = collides;\n                    tile.faceLeft = collides;\n                    tile.faceRight = collides;\n                }\n            }\n        }\n\n        if (recalculate)\n        {\n            //  Now re-calculate interesting faces\n            this.calculateFaces(layer);\n        }\n\n        return layer;\n\n    },\n\n    /**\n    * Gets the TilemapLayer index as used in the setCollision calls.\n    *\n    * @method Phaser.Tilemap#getLayer\n    * @protected\n    * @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.\n    * @return {number} The TilemapLayer index.\n    */\n    getLayer: function (layer) {\n\n        if (layer === undefined)\n        {\n            layer = this.currentLayer;\n        }\n        else if (typeof layer === 'string')\n        {\n            layer = this.getLayerIndex(layer);\n        }\n        else if (layer instanceof Phaser.TilemapLayer)\n        {\n            layer = layer.index;\n        }\n\n        return layer;\n\n    },\n\n    /**\n    * Turn off/on the recalculation of faces for tile or collision updates. \n    * `setPreventRecalculate(true)` puts recalculation on hold while `setPreventRecalculate(false)` recalculates all the changed layers.\n    *\n    * @method Phaser.Tilemap#setPreventRecalculate\n    * @param {boolean} value - If true it will put the recalculation on hold.\n    */\n    setPreventRecalculate: function (value) {\n\n        if (value === true && this.preventingRecalculate !== true)\n        {\n            this.preventingRecalculate = true;\n            this.needToRecalculate = {};\n        }\n\n        if (value === false && this.preventingRecalculate === true)\n        {\n            this.preventingRecalculate = false;\n\n            for (var i in this.needToRecalculate)\n            {\n                this.calculateFaces(i);\n            }\n\n            this.needToRecalculate = false;\n        }\n\n    },\n\n    /**\n    * Internal function.\n    *\n    * @method Phaser.Tilemap#calculateFaces\n    * @protected\n    * @param {number} layer - The index of the TilemapLayer to operate on.\n    */\n    calculateFaces: function (layer) {\n\n        if (this.preventingRecalculate)\n        {\n            this.needToRecalculate[layer] = true;\n            return;\n        }\n        \n        var above = null;\n        var below = null;\n        var left = null;\n        var right = null;\n\n        for (var y = 0, h = this.layers[layer].height; y < h; y++)\n        {\n            for (var x = 0, w = this.layers[layer].width; x < w; x++)\n            {\n                var tile = this.layers[layer].data[y][x];\n\n                if (tile)\n                {\n                    above = this.getTileAbove(layer, x, y);\n                    below = this.getTileBelow(layer, x, y);\n                    left = this.getTileLeft(layer, x, y);\n                    right = this.getTileRight(layer, x, y);\n\n                    if (tile.collides)\n                    {\n                        tile.faceTop = true;\n                        tile.faceBottom = true;\n                        tile.faceLeft = true;\n                        tile.faceRight = true;\n                    }\n\n                    if (above && above.collides)\n                    {\n                        //  There is a tile above this one that also collides, so the top of this tile is no longer interesting\n                        tile.faceTop = false;\n                    }\n\n                    if (below && below.collides)\n                    {\n                        //  There is a tile below this one that also collides, so the bottom of this tile is no longer interesting\n                        tile.faceBottom = false;\n                    }\n\n                    if (left && left.collides)\n                    {\n                        //  There is a tile left this one that also collides, so the left of this tile is no longer interesting\n                        tile.faceLeft = false;\n                    }\n\n                    if (right && right.collides)\n                    {\n                        //  There is a tile right this one that also collides, so the right of this tile is no longer interesting\n                        tile.faceRight = false;\n                    }\n                }\n            }\n        }\n\n    },\n\n    /**\n    * Gets the tile above the tile coordinates given.\n    * Mostly used as an internal function by calculateFaces.\n    *\n    * @method Phaser.Tilemap#getTileAbove\n    * @param {number} layer - The local layer index to get the tile from. Can be determined by Tilemap.getLayer().\n    * @param {number} x - The x coordinate to get the tile from. In tiles, not pixels.\n    * @param {number} y - The y coordinate to get the tile from. In tiles, not pixels.\n    */\n    getTileAbove: function (layer, x, y) {\n\n        if (y > 0)\n        {\n            return this.layers[layer].data[y - 1][x];\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Gets the tile below the tile coordinates given.\n    * Mostly used as an internal function by calculateFaces.\n    *\n    * @method Phaser.Tilemap#getTileBelow\n    * @param {number} layer - The local layer index to get the tile from. Can be determined by Tilemap.getLayer().\n    * @param {number} x - The x coordinate to get the tile from. In tiles, not pixels.\n    * @param {number} y - The y coordinate to get the tile from. In tiles, not pixels.\n    */\n    getTileBelow: function (layer, x, y) {\n\n        if (y < this.layers[layer].height - 1)\n        {\n            return this.layers[layer].data[y + 1][x];\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Gets the tile to the left of the tile coordinates given.\n    * Mostly used as an internal function by calculateFaces.\n    *\n    * @method Phaser.Tilemap#getTileLeft\n    * @param {number} layer - The local layer index to get the tile from. Can be determined by Tilemap.getLayer().\n    * @param {number} x - The x coordinate to get the tile from. In tiles, not pixels.\n    * @param {number} y - The y coordinate to get the tile from. In tiles, not pixels.\n    */\n    getTileLeft: function (layer, x, y) {\n\n        if (x > 0)\n        {\n            return this.layers[layer].data[y][x - 1];\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Gets the tile to the right of the tile coordinates given.\n    * Mostly used as an internal function by calculateFaces.\n    *\n    * @method Phaser.Tilemap#getTileRight\n    * @param {number} layer - The local layer index to get the tile from. Can be determined by Tilemap.getLayer().\n    * @param {number} x - The x coordinate to get the tile from. In tiles, not pixels.\n    * @param {number} y - The y coordinate to get the tile from. In tiles, not pixels.\n    */\n    getTileRight: function (layer, x, y) {\n\n        if (x < this.layers[layer].width - 1)\n        {\n            return this.layers[layer].data[y][x + 1];\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Sets the current layer to the given index.\n    *\n    * @method Phaser.Tilemap#setLayer\n    * @param {number|string|Phaser.TilemapLayer} layer - The layer to set as current.\n    */\n    setLayer: function (layer) {\n\n        layer = this.getLayer(layer);\n\n        if (this.layers[layer])\n        {\n            this.currentLayer = layer;\n        }\n\n    },\n\n    /**\n    * Checks if there is a tile at the given location.\n    *\n    * @method Phaser.Tilemap#hasTile\n    * @param {number} x - X position to check if a tile exists at (given in tile units, not pixels)\n    * @param {number} y - Y position to check if a tile exists at (given in tile units, not pixels)\n    * @param {number|string|Phaser.TilemapLayer} layer - The layer to set as current.\n    * @return {boolean} True if there is a tile at the given location, otherwise false.\n    */\n    hasTile: function (x, y, layer) {\n\n        layer = this.getLayer(layer);\n\n        if (this.layers[layer].data[y] === undefined || this.layers[layer].data[y][x] === undefined)\n        {\n            return false;\n        }\n\n        return (this.layers[layer].data[y][x].index > -1);\n\n    },\n\n    /**\n    * Removes the tile located at the given coordinates and updates the collision data.\n    *\n    * @method Phaser.Tilemap#removeTile\n    * @param {number} x - X position to place the tile (given in tile units, not pixels)\n    * @param {number} y - Y position to place the tile (given in tile units, not pixels)\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to modify.\n    * @return {Phaser.Tile} The Tile object that was removed from this map.\n    */\n    removeTile: function (x, y, layer) {\n\n        layer = this.getLayer(layer);\n\n        if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)\n        {\n            if (this.hasTile(x, y, layer))\n            {\n                var tile = this.layers[layer].data[y][x];\n\n                this.layers[layer].data[y][x] = new Phaser.Tile(this.layers[layer], -1, x, y, this.tileWidth, this.tileHeight);\n\n                this.layers[layer].dirty = true;\n\n                this.calculateFaces(layer);\n\n                return tile;\n            }\n        }\n\n    },\n\n    /**\n    * Removes the tile located at the given coordinates and updates the collision data. The coordinates are given in pixel values.\n    *\n    * @method Phaser.Tilemap#removeTileWorldXY\n    * @param {number} x - X position to insert the tile (given in pixels)\n    * @param {number} y - Y position to insert the tile (given in pixels)\n    * @param {number} tileWidth - The width of the tile in pixels.\n    * @param {number} tileHeight - The height of the tile in pixels.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to modify.\n    * @return {Phaser.Tile} The Tile object that was removed from this map.\n    */\n    removeTileWorldXY: function (x, y, tileWidth, tileHeight, layer) {\n\n        layer = this.getLayer(layer);\n\n        x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;\n        y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;\n\n        return this.removeTile(x, y, layer);\n\n    },\n\n    /**\n    * Puts a tile of the given index value at the coordinate specified.\n    * If you pass `null` as the tile it will pass your call over to Tilemap.removeTile instead.\n    *\n    * @method Phaser.Tilemap#putTile\n    * @param {Phaser.Tile|number|null} tile - The index of this tile to set or a Phaser.Tile object. If null the tile is removed from the map.\n    * @param {number} x - X position to place the tile (given in tile units, not pixels)\n    * @param {number} y - Y position to place the tile (given in tile units, not pixels)\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to modify.\n    * @return {Phaser.Tile} The Tile object that was created or added to this map.\n    */\n    putTile: function (tile, x, y, layer) {\n\n        if (tile === null)\n        {\n            return this.removeTile(x, y, layer);\n        }\n\n        layer = this.getLayer(layer);\n\n        if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)\n        {\n            var index;\n\n            if (tile instanceof Phaser.Tile)\n            {\n                index = tile.index;\n\n                if (this.hasTile(x, y, layer))\n                {\n                    this.layers[layer].data[y][x].copy(tile);\n                }\n                else\n                {\n                    this.layers[layer].data[y][x] = new Phaser.Tile(layer, index, x, y, tile.width, tile.height);\n                }\n            }\n            else\n            {\n                index = tile;\n\n                if (this.hasTile(x, y, layer))\n                {\n                    this.layers[layer].data[y][x].index = index;\n                }\n                else\n                {\n                    this.layers[layer].data[y][x] = new Phaser.Tile(this.layers[layer], index, x, y, this.tileWidth, this.tileHeight);\n                }\n            }\n\n            if (this.collideIndexes.indexOf(index) > -1)\n            {\n                this.layers[layer].data[y][x].setCollision(true, true, true, true);\n            }\n            else\n            {\n                this.layers[layer].data[y][x].resetCollision();\n            }\n\n            this.layers[layer].dirty = true;\n\n            this.calculateFaces(layer);\n\n            return this.layers[layer].data[y][x];\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Puts a tile into the Tilemap layer. The coordinates are given in pixel values.\n    *\n    * @method Phaser.Tilemap#putTileWorldXY\n    * @param {Phaser.Tile|number} tile - The index of this tile to set or a Phaser.Tile object.\n    * @param {number} x - X position to insert the tile (given in pixels)\n    * @param {number} y - Y position to insert the tile (given in pixels)\n    * @param {number} tileWidth - The width of the tile in pixels.\n    * @param {number} tileHeight - The height of the tile in pixels.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to modify.\n    * @return {Phaser.Tile} The Tile object that was created or added to this map.\n    */\n    putTileWorldXY: function (tile, x, y, tileWidth, tileHeight, layer) {\n\n        layer = this.getLayer(layer);\n\n        x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;\n        y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;\n\n        return this.putTile(tile, x, y, layer);\n\n    },\n\n    /**\n    * Searches the entire map layer for the first tile matching the given index, then returns that Phaser.Tile object.\n    * If no match is found it returns null.\n    * The search starts from the top-left tile and continues horizontally until it hits the end of the row, then it drops down to the next column.\n    * If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to the top-left.\n    *\n    * @method Phaser.Tilemap#searchTileIndex\n    * @param {number} index - The tile index value to search for.\n    * @param {number} [skip=0] - The number of times to skip a matching tile before returning.\n    * @param {number} [reverse=false] - If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to get the tile from.\n    * @return {Phaser.Tile} The first (or n skipped) tile with the matching index.\n    */\n    searchTileIndex: function (index, skip, reverse, layer) {\n\n        if (skip === undefined) { skip = 0; }\n        if (reverse === undefined) { reverse = false; }\n\n        layer = this.getLayer(layer);\n\n        var c = 0;\n\n        if (reverse)\n        {\n            for (var y = this.layers[layer].height - 1; y >= 0; y--)\n            {\n                for (var x = this.layers[layer].width - 1; x >= 0; x--)\n                {\n                    if (this.layers[layer].data[y][x].index === index)\n                    {\n                        if (c === skip)\n                        {\n                            return this.layers[layer].data[y][x];\n                        }\n                        else\n                        {\n                            c++;\n                        }\n                    }\n                }\n            }\n        }\n        else\n        {\n            for (var y = 0; y < this.layers[layer].height; y++)\n            {\n                for (var x = 0; x < this.layers[layer].width; x++)\n                {\n                    if (this.layers[layer].data[y][x].index === index)\n                    {\n                        if (c === skip)\n                        {\n                            return this.layers[layer].data[y][x];\n                        }\n                        else\n                        {\n                            c++;\n                        }\n                    }\n                }\n            }\n        }\n\n        return null;\n\n    },\n\n    /**\n    * Gets a tile from the Tilemap Layer. The coordinates are given in tile values.\n    *\n    * @method Phaser.Tilemap#getTile\n    * @param {number} x - X position to get the tile from (given in tile units, not pixels)\n    * @param {number} y - Y position to get the tile from (given in tile units, not pixels)\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to get the tile from.\n    * @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile object with an index of -1.\n    * @return {Phaser.Tile} The tile at the given coordinates or null if no tile was found or the coordinates were invalid.\n    */\n    getTile: function (x, y, layer, nonNull) {\n\n        if (nonNull === undefined) { nonNull = false; }\n\n        layer = this.getLayer(layer);\n\n        if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)\n        {\n            if (this.layers[layer].data[y][x].index === -1)\n            {\n                if (nonNull)\n                {\n                    return this.layers[layer].data[y][x];\n                }\n                else\n                {\n                    return null;\n                }\n            }\n            else\n            {\n                return this.layers[layer].data[y][x];\n            }\n        }\n        else\n        {\n            return null;\n        }\n\n    },\n\n    /**\n    * Gets a tile from the Tilemap layer. The coordinates are given in pixel values.\n    *\n    * @method Phaser.Tilemap#getTileWorldXY\n    * @param {number} x - X position to get the tile from (given in pixels)\n    * @param {number} y - Y position to get the tile from (given in pixels)\n    * @param {number} [tileWidth] - The width of the tiles. If not given the map default is used.\n    * @param {number} [tileHeight] - The height of the tiles. If not given the map default is used.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to get the tile from.\n    * @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile object with an index of -1.\n    * @return {Phaser.Tile} The tile at the given coordinates.\n    */\n    getTileWorldXY: function (x, y, tileWidth, tileHeight, layer, nonNull) {\n\n        if (tileWidth === undefined) { tileWidth = this.tileWidth; }\n        if (tileHeight === undefined) { tileHeight = this.tileHeight; }\n\n        layer = this.getLayer(layer);\n\n        x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;\n        y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;\n\n        return this.getTile(x, y, layer, nonNull);\n\n    },\n\n    /**\n    * Copies all of the tiles in the given rectangular block into the tilemap data buffer.\n    *\n    * @method Phaser.Tilemap#copy\n    * @param {integer} x - X position of the top left of the area to copy (given in tiles, not pixels)\n    * @param {integer} y - Y position of the top left of the area to copy (given in tiles, not pixels)\n    * @param {integer} width - The width of the area to copy (given in tiles, not pixels)\n    * @param {integer} height - The height of the area to copy (given in tiles, not pixels)\n    * @param {integer|string|Phaser.TilemapLayer} [layer] - The layer to copy the tiles from.\n    * @return {array} An array of the tiles that were copied.\n    */\n    copy: function (x, y, width, height, layer) {\n\n        layer = this.getLayer(layer);\n\n        if (!this.layers[layer])\n        {\n            this._results.length = 0;\n            return;\n        }\n\n        if (x === undefined) { x = 0; }\n        if (y === undefined) { y = 0; }\n        if (width === undefined) { width = this.layers[layer].width; }\n        if (height === undefined) { height = this.layers[layer].height; }\n        \n        if (x < 0)\n        {\n            x = 0;\n        }\n\n        if (y < 0)\n        {\n            y = 0;\n        }\n\n        if (width > this.layers[layer].width)\n        {\n            width = this.layers[layer].width;\n        }\n\n        if (height > this.layers[layer].height)\n        {\n            height = this.layers[layer].height;\n        }\n\n        this._results.length = 0;\n\n        this._results.push({ x: x, y: y, width: width, height: height, layer: layer });\n\n        for (var ty = y; ty < y + height; ty++)\n        {\n            for (var tx = x; tx < x + width; tx++)\n            {\n                this._results.push(this.layers[layer].data[ty][tx]);\n            }\n        }\n\n        return this._results;\n\n    },\n\n    /**\n    * Pastes a previously copied block of tile data into the given x/y coordinates. Data should have been prepared with Tilemap.copy.\n    *\n    * @method Phaser.Tilemap#paste\n    * @param {number} x - X position of the top left of the area to paste to (given in tiles, not pixels)\n    * @param {number} y - Y position of the top left of the area to paste to (given in tiles, not pixels)\n    * @param {array} tileblock - The block of tiles to paste.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to paste the tiles into.\n    */\n    paste: function (x, y, tileblock, layer) {\n\n        if (x === undefined) { x = 0; }\n        if (y === undefined) { y = 0; }\n\n        layer = this.getLayer(layer);\n\n        if (!tileblock || tileblock.length < 2)\n        {\n            return;\n        }\n\n        //  Find out the difference between tileblock[1].x/y and x/y and use it as an offset, as it's the top left of the block to paste\n        var diffX = x - tileblock[1].x;\n        var diffY = y - tileblock[1].y;\n\n        for (var i = 1; i < tileblock.length; i++)\n        {\n            this.layers[layer].data[ diffY + tileblock[i].y ][ diffX + tileblock[i].x ].copy(tileblock[i]);\n        }\n\n\t\tthis.layers[layer].dirty = true;\n        this.calculateFaces(layer);\n\n    },\n\n    /**\n    * Scans the given area for tiles with an index matching tileA and swaps them with tileB.\n    *\n    * @method Phaser.Tilemap#swap\n    * @param {number} tileA - First tile index.\n    * @param {number} tileB - Second tile index.\n    * @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} width - The width in tiles of the area to operate on.\n    * @param {number} height - The height in tiles of the area to operate on.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on.\n    */\n    swap: function (tileA, tileB, x, y, width, height, layer) {\n\n        layer = this.getLayer(layer);\n\n        this.copy(x, y, width, height, layer);\n\n        if (this._results.length < 2)\n        {\n            return;\n        }\n\n        this._tempA = tileA;\n        this._tempB = tileB;\n\n        this._results.forEach(this.swapHandler, this);\n\n        this.paste(x, y, this._results, layer);\n\n    },\n\n    /**\n    * Internal function that handles the swapping of tiles.\n    *\n    * @method Phaser.Tilemap#swapHandler\n    * @private\n    * @param {number} value\n    */\n    swapHandler: function (value) {\n\n        if (value.index === this._tempA)\n        {\n            //  Swap A with B\n            value.index = this._tempB;\n        }\n        else if (value.index === this._tempB)\n        {\n            //  Swap B with A\n            value.index = this._tempA;\n        }\n\n    },\n\n    /**\n    * For each tile in the given area defined by x/y and width/height run the given callback.\n    *\n    * @method Phaser.Tilemap#forEach\n    * @param {number} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.\n    * @param {number} context - The context under which the callback should be run.\n    * @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} width - The width in tiles of the area to operate on.\n    * @param {number} height - The height in tiles of the area to operate on.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on.\n    */\n    forEach: function (callback, context, x, y, width, height, layer) {\n\n        layer = this.getLayer(layer);\n\n        this.copy(x, y, width, height, layer);\n\n        if (this._results.length < 2)\n        {\n            return;\n        }\n\n        this._results.forEach(callback, context);\n\n        this.paste(x, y, this._results, layer);\n\n    },\n\n    /**\n    * Scans the given area for tiles with an index matching `source` and updates their index to match `dest`.\n    *\n    * @method Phaser.Tilemap#replace\n    * @param {number} source - The tile index value to scan for.\n    * @param {number} dest - The tile index value to replace found tiles with.\n    * @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} width - The width in tiles of the area to operate on.\n    * @param {number} height - The height in tiles of the area to operate on.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on.\n    */\n    replace: function (source, dest, x, y, width, height, layer) {\n\n        layer = this.getLayer(layer);\n\n        this.copy(x, y, width, height, layer);\n\n        if (this._results.length < 2)\n        {\n            return;\n        }\n\n        for (var i = 1; i < this._results.length; i++)\n        {\n            if (this._results[i].index === source)\n            {\n                this._results[i].index = dest;\n            }\n        }\n\n        this.paste(x, y, this._results, layer);\n\n    },\n\n    /**\n    * Randomises a set of tiles in a given area.\n    *\n    * @method Phaser.Tilemap#random\n    * @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} width - The width in tiles of the area to operate on.\n    * @param {number} height - The height in tiles of the area to operate on.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on.\n    */\n    random: function (x, y, width, height, layer) {\n\n        layer = this.getLayer(layer);\n\n        this.copy(x, y, width, height, layer);\n\n        if (this._results.length < 2)\n        {\n            return;\n        }\n\n        var indexes = [];\n\n        for (var t = 1; t < this._results.length; t++)\n        {\n            if (this._results[t].index)\n            {\n                var idx = this._results[t].index;\n\n                if (indexes.indexOf(idx) === -1)\n                {\n                    indexes.push(idx);\n                }\n            }\n        }\n\n        for (var i = 1; i < this._results.length; i++)\n        {\n            this._results[i].index = this.game.rnd.pick(indexes);\n        }\n\n        this.paste(x, y, this._results, layer);\n\n    },\n\n    /**\n    * Shuffles a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!\n    *\n    * @method Phaser.Tilemap#shuffle\n    * @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} width - The width in tiles of the area to operate on.\n    * @param {number} height - The height in tiles of the area to operate on.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on.\n    */\n    shuffle: function (x, y, width, height, layer) {\n\n        layer = this.getLayer(layer);\n\n        this.copy(x, y, width, height, layer);\n\n        if (this._results.length < 2)\n        {\n            return;\n        }\n\n        var indexes = [];\n\n        for (var t = 1; t < this._results.length; t++)\n        {\n            if (this._results[t].index)\n            {\n                indexes.push(this._results[t].index);\n            }\n        }\n\n        Phaser.ArrayUtils.shuffle(indexes);\n\n        for (var i = 1; i < this._results.length; i++)\n        {\n            this._results[i].index = indexes[i - 1];\n        }\n\n        this.paste(x, y, this._results, layer);\n\n    },\n\n    /**\n    * Fills the given area with the specified tile.\n    *\n    * @method Phaser.Tilemap#fill\n    * @param {number} index - The index of the tile that the area will be filled with.\n    * @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.\n    * @param {number} width - The width in tiles of the area to operate on.\n    * @param {number} height - The height in tiles of the area to operate on.\n    * @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on.\n    */\n    fill: function (index, x, y, width, height, layer) {\n\n        layer = this.getLayer(layer);\n\n        this.copy(x, y, width, height, layer);\n\n        if (this._results.length < 2)\n        {\n            return;\n        }\n\n        for (var i = 1; i < this._results.length; i++)\n        {\n            this._results[i].index = index;\n        }\n\n        this.paste(x, y, this._results, layer);\n\n    },\n\n    /**\n    * Removes all layers from this tile map.\n    *\n    * @method Phaser.Tilemap#removeAllLayers\n    */\n    removeAllLayers: function () {\n\n        this.layers.length = 0;\n        this.currentLayer = 0;\n\n    },\n\n    /**\n    * Dumps the tilemap data out to the console.\n    *\n    * @method Phaser.Tilemap#dump\n    */\n    dump: function () {\n\n        var txt = '';\n        var args = [''];\n\n        for (var y = 0; y < this.layers[this.currentLayer].height; y++)\n        {\n            for (var x = 0; x < this.layers[this.currentLayer].width; x++)\n            {\n                txt += \"%c  \";\n\n                if (this.layers[this.currentLayer].data[y][x] > 1)\n                {\n                    if (this.debugMap[this.layers[this.currentLayer].data[y][x]])\n                    {\n                        args.push(\"background: \" + this.debugMap[this.layers[this.currentLayer].data[y][x]]);\n                    }\n                    else\n                    {\n                        args.push(\"background: #ffffff\");\n                    }\n                }\n                else\n                {\n                    args.push(\"background: rgb(0, 0, 0)\");\n                }\n            }\n\n            txt += \"\\n\";\n        }\n\n        args[0] = txt;\n        console.log.apply(console, args);\n\n    },\n\n    /**\n    * Removes all layer data from this tile map and nulls the game reference.\n    * Note: You are responsible for destroying any TilemapLayer objects you generated yourself, as Tilemap doesn't keep a reference to them.\n    *\n    * @method Phaser.Tilemap#destroy\n    */\n    destroy: function () {\n\n        this.removeAllLayers();\n        this.data = [];\n        this.game = null;\n\n    }\n\n};\n\nPhaser.Tilemap.prototype.constructor = Phaser.Tilemap;\n\n/**\n* @name Phaser.Tilemap#layer\n* @property {number|string|Phaser.TilemapLayer} layer - The current layer object.\n*/\nObject.defineProperty(Phaser.Tilemap.prototype, \"layer\", {\n\n    get: function () {\n\n        return this.layers[this.currentLayer];\n\n    },\n\n    set: function (value) {\n\n        if (value !== this.currentLayer)\n        {\n            this.setLayer(value);\n        }\n\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.\n*\n* Since a TilemapLayer is a Sprite it can be moved around the display, added to other groups or display objects, etc.\n*\n* By default TilemapLayers have fixedToCamera set to `true`. Changing this will break Camera follow and scrolling behavior.\n*\n* @class Phaser.TilemapLayer\n* @extends Phaser.Sprite\n* @constructor\n* @param {Phaser.Game} game - Game reference to the currently running game.\n* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.\n* @param {integer} index - The index of the TileLayer to render within the Tilemap.\n* @param {integer} width - Width of the renderable area of the layer (in pixels).\n* @param {integer} height - Height of the renderable area of the layer (in pixels).\n*/\nPhaser.TilemapLayer = function (game, tilemap, index, width, height) {\n\n    width |= 0;\n    height |= 0;\n\n    Phaser.Sprite.call(this, game, 0, 0);\n\n    /**\n    * The Tilemap to which this layer is bound.\n    * @property {Phaser.Tilemap} map\n    * @protected\n    * @readonly\n    */\n    this.map = tilemap;\n\n    /**\n    * The index of this layer within the Tilemap.\n    * @property {number} index\n    * @protected\n    * @readonly\n    */\n    this.index = index;\n\n    /**\n    * The layer object within the Tilemap that this layer represents.\n    * @property {object} layer\n    * @protected\n    * @readonly\n    */\n    this.layer = tilemap.layers[index];\n\n    /**\n    * The canvas to which this TilemapLayer draws.\n    * @property {HTMLCanvasElement} canvas\n    * @protected\n    */\n    this.canvas = PIXI.CanvasPool.create(this, width, height);\n\n    /**\n    * The 2d context of the canvas.\n    * @property {CanvasRenderingContext2D} context\n    * @private\n    */\n    this.context = this.canvas.getContext('2d');\n\n    this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas)));\n\n    /**\n    * The const type of this object.\n    * @property {number} type\n    * @readonly\n    * @protected\n    * @default Phaser.TILEMAPLAYER\n    */\n    this.type = Phaser.TILEMAPLAYER;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.TILEMAPLAYER;\n\n    /**\n    * Settings that control standard (non-diagnostic) rendering.\n    *\n    * @property {boolean} [enableScrollDelta=true] - Delta scroll rendering only draws tiles/edges as they come into view.\n    *     This can greatly improve scrolling rendering performance, especially when there are many small tiles.\n    *     It should only be disabled in rare cases.\n    *\n    * @property {?DOMCanvasElement} [copyCanvas=(auto)] - [Internal] If set, force using a separate (shared) copy canvas.\n    *     Using a canvas bitblt/copy when the source and destinations region overlap produces unexpected behavior\n    *     in some browsers, notably Safari. \n    *\n    * @default\n    */\n    this.renderSettings = {\n        enableScrollDelta: false,\n        overdrawRatio: 0.20,\n        copyCanvas: null\n    };\n\n    /**\n    * Enable an additional \"debug rendering\" pass to display collision information.\n    *\n    * @property {boolean} debug\n    * @default\n    */\n    this.debug = false;\n\n    /**\n    * @property {boolean} exists - Controls if the core game loop and physics update this game object or not.\n    */\n    this.exists = true;\n\n    /**\n    * Settings used for debugging and diagnostics.\n    *\n    * @property {?string} missingImageFill - A tile is rendered as a rectangle using the following fill if a valid tileset/image cannot be found. A value of `null` prevents additional rendering for tiles without a valid tileset image. _This takes effect even when debug rendering for the layer is not enabled._\n    *\n    * @property {?string} debuggedTileOverfill - If a Tile has `Tile#debug` true then, after normal tile image rendering, a rectangle with the following fill is drawn above/over it. _This takes effect even when debug rendering for the layer is not enabled._\n    *\n    * @property {boolean} forceFullRedraw - When debug rendering (`debug` is true), and this option is enabled, the a full redraw is forced and rendering optimization is suppressed.\n    *\n    * @property {number} debugAlpha - When debug rendering (`debug` is true), the tileset is initially rendered with this alpha level. This can make the tile edges clearer.\n    *\n    * @property {?string} facingEdgeStroke - When debug rendering (`debug` is true), this color/stroke is used to draw \"face\" edges. A value of `null` disables coloring facing edges.\n    *\n    * @property {?string} collidingTileOverfill - When debug rendering (`debug` is true), this fill is used for tiles that are collidable. A value of `null` disables applying the additional overfill.\n    *\n    */\n    this.debugSettings = {\n\n        missingImageFill: 'rgb(255,255,255)',\n        debuggedTileOverfill: 'rgba(0,255,0,0.4)',\n\n        forceFullRedraw: true,\n\n        debugAlpha: 0.5,\n        facingEdgeStroke: 'rgba(0,255,0,1)',\n        collidingTileOverfill: 'rgba(0,255,0,0.2)'\n\n    };\n\n    /**\n    * Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do).\n    * @property {number} scrollFactorX\n    * @public\n    * @default\n    */\n    this.scrollFactorX = 1;\n\n    /**\n    * Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do)\n    * @property {number} scrollFactorY\n    * @public\n    * @default\n    */\n    this.scrollFactorY = 1;\n\n    /**\n    * If true tiles will be force rendered, even if such is not believed to be required.\n    * @property {boolean} dirty\n    * @protected\n    */\n    this.dirty = true;\n\n    /**\n    * When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.\n    * @property {integer} rayStepRate\n    * @default\n    */\n    this.rayStepRate = 4;\n\n    /**\n    * Flag controlling if the layer tiles wrap at the edges.\n    * @property {boolean} _wrap\n    * @private\n    */\n    this._wrap = false;\n\n    /**\n    * Local map data and calculation cache.\n    * @property {object} _mc\n    * @private\n    */\n    this._mc = {\n\n        // Used to bypass rendering without reliance on `dirty` and detect changes.\n        scrollX: 0,\n        scrollY: 0,\n        renderWidth: 0,\n        renderHeight: 0,\n\n        tileWidth: tilemap.tileWidth,\n        tileHeight: tilemap.tileHeight,\n\n        // Collision width/height (pixels)\n        // What purpose do these have? Most things use tile width/height directly.\n        // This also only extends collisions right and down.       \n        cw: tilemap.tileWidth,\n        ch: tilemap.tileHeight,\n\n        // Cached tilesets from index -> Tileset\n        tilesets: []\n\n    };\n\n    /**\n    * The current canvas left after scroll is applied.\n    * @property {number} _scrollX\n    * @private\n    */\n    this._scrollX = 0;\n\n    /**\n    * The current canvas top after scroll is applied.\n    * @propety {number} _scrollY\n    * @private\n    */\n    this._scrollY = 0;\n\n    /**\n    * Used for caching the tiles / array of tiles.\n    * @property {Phaser.Tile[]} _results\n    * @private\n    */\n    this._results = [];\n\n    if (!game.device.canvasBitBltShift)\n    {\n        this.renderSettings.copyCanvas = Phaser.TilemapLayer.ensureSharedCopyCanvas();\n    }\n\n    this.fixedToCamera = true;\n\n};\n\nPhaser.TilemapLayer.prototype = Object.create(Phaser.Sprite.prototype);\nPhaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;\n\nPhaser.TilemapLayer.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;\n\n/**\n* The shared double-copy canvas, created as needed.\n*\n* @private\n* @static\n*/\nPhaser.TilemapLayer.sharedCopyCanvas = null;\n\n/**\n* Create if needed (and return) a shared copy canvas that is shared across all TilemapLayers.\n*\n* Code that uses the canvas is responsible to ensure the dimensions and save/restore state as appropriate.\n*\n* @method Phaser.TilemapLayer#ensureSharedCopyCanvas\n* @protected\n* @static\n*/\nPhaser.TilemapLayer.ensureSharedCopyCanvas = function () {\n\n    if (!this.sharedCopyCanvas)\n    {\n        this.sharedCopyCanvas = PIXI.CanvasPool.create(this, 2, 2);\n    }\n\n    return this.sharedCopyCanvas;\n\n};\n\n/**\n* Automatically called by World.preUpdate.\n*\n* @method Phaser.TilemapLayer#preUpdate\n*/\nPhaser.TilemapLayer.prototype.preUpdate = function() {\n\n    return this.preUpdateCore();\n\n};\n\n/**\n* Automatically called by World.postUpdate. Handles cache updates.\n*\n* @method Phaser.TilemapLayer#postUpdate\n* @protected\n*/\nPhaser.TilemapLayer.prototype.postUpdate = function () {\n\n    if (this.fixedToCamera)\n    {\n        this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;\n        this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;\n    }\n\n    this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;\n    this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;\n\n};\n\n/**\n* Automatically called by the Canvas Renderer.\n* Overrides the Sprite._renderCanvas function.\n*\n* @method Phaser.TilemapLayer#_renderCanvas\n* @private\n*/\nPhaser.TilemapLayer.prototype._renderCanvas = function (renderSession) {\n\n    if (this.fixedToCamera)\n    {\n        this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;\n        this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;\n    }\n\n    this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;\n    this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;\n\n    this.render();\n\n    PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);\n\n};\n\n/**\n* Automatically called by the Canvas Renderer.\n* Overrides the Sprite._renderWebGL function.\n*\n* @method Phaser.TilemapLayer#_renderWebGL\n* @private\n*/\nPhaser.TilemapLayer.prototype._renderWebGL = function (renderSession) {\n\n    if (this.fixedToCamera)\n    {\n        this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;\n        this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;\n    }\n    \n    this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;\n    this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;\n\n    this.render();\n\n    PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);\n\n};\n\n/**\n* Destroys this TilemapLayer.\n*\n* @method Phaser.TilemapLayer#destroy\n*/\nPhaser.TilemapLayer.prototype.destroy = function() {\n\n    PIXI.CanvasPool.remove(this);\n\n    Phaser.Component.Destroy.prototype.destroy.call(this);\n\n};\n\n/**\n* Resizes the internal canvas and texture frame used by this TilemapLayer.\n*\n* This is an expensive call, so don't bind it to a window resize event! But instead call it at carefully\n* selected times.\n*\n* Be aware that no validation of the new sizes takes place and the current map scroll coordinates are not\n* modified either. You will have to handle both of these things from your game code if required.\n* \n* @method Phaser.TilemapLayer#resize\n* @param {number} width - The new width of the TilemapLayer\n* @param {number} height - The new height of the TilemapLayer\n*/\nPhaser.TilemapLayer.prototype.resize = function (width, height) {\n\n    this.canvas.width = width;\n    this.canvas.height = height;\n\n    this.texture.frame.resize(width, height);\n\n    this.texture.width = width;\n    this.texture.height = height;\n\n    this.texture.crop.width = width;\n    this.texture.crop.height = height;\n\n    this.texture.baseTexture.width = width;\n    this.texture.baseTexture.height = height;\n\n    this.texture.baseTexture.dirty();\n    this.texture.requiresUpdate = true;\n\n    this.texture._updateUvs();\n\n    this.dirty = true;\n\n};\n\n/**\n* Sets the world size to match the size of this layer.\n*\n* @method Phaser.TilemapLayer#resizeWorld\n* @public\n*/\nPhaser.TilemapLayer.prototype.resizeWorld = function () {\n\n    this.game.world.setBounds(0, 0, this.layer.widthInPixels * this.scale.x, this.layer.heightInPixels * this.scale.y);\n\n};\n\n/**\n* Take an x coordinate that doesn't account for scrollFactorX and 'fix' it into a scrolled local space.\n*\n* @method Phaser.TilemapLayer#_fixX\n* @private\n* @param {number} x - x coordinate in camera space\n* @return {number} x coordinate in scrollFactor-adjusted dimensions\n*/\nPhaser.TilemapLayer.prototype._fixX = function (x) {\n\n    if (this.scrollFactorX === 1 || (this.scrollFactorX === 0 && this.position.x === 0))\n    {\n        return x;\n    }\n    \n    //  This executes if the scrollFactorX is 0 and the x position of the tilemap is off from standard.\n    if (this.scrollFactorX === 0 && this.position.x !== 0)\n    {\n        return x - this.position.x;\n    }\n\n    return this._scrollX + (x - (this._scrollX / this.scrollFactorX));\n\n};\n\n/**\n* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it back to camera space.\n*\n* @method Phaser.TilemapLayer#_unfixX\n* @private\n* @param {number} x - x coordinate in scrollFactor-adjusted dimensions\n* @return {number} x coordinate in camera space\n*/\nPhaser.TilemapLayer.prototype._unfixX = function (x) {\n\n    if (this.scrollFactorX === 1)\n    {\n        return x;\n    }\n\n    return (this._scrollX / this.scrollFactorX) + (x - this._scrollX);\n\n};\n\n/**\n* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it into a scrolled local space.\n*\n* @method Phaser.TilemapLayer#_fixY\n* @private\n* @param {number} y - y coordinate in camera space\n* @return {number} y coordinate in scrollFactor-adjusted dimensions\n*/\nPhaser.TilemapLayer.prototype._fixY = function (y) {\n\n    if (this.scrollFactorY === 1 || (this.scrollFactorY === 0 && this.position.y === 0))\n    {\n        return y;\n    }\n    \n    //  This executes if the scrollFactorY is 0 and the y position of the tilemap is off from standard.\n    if (this.scrollFactorY === 0 && this.position.y !== 0)\n    {\n        return y - this.position.y;\n    }\n    \n    return this._scrollY + (y - (this._scrollY / this.scrollFactorY));\n\n};\n\n/**\n* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it back to camera space.\n*\n* @method Phaser.TilemapLayer#_unfixY\n* @private\n* @param {number} y - y coordinate in scrollFactor-adjusted dimensions\n* @return {number} y coordinate in camera space\n*/\nPhaser.TilemapLayer.prototype._unfixY = function (y) {\n\n    if (this.scrollFactorY === 1)\n    {\n        return y;\n    }\n\n    return (this._scrollY / this.scrollFactorY) + (y - this._scrollY);\n\n};\n\n/**\n* Convert a pixel value to a tile coordinate.\n*\n* @method Phaser.TilemapLayer#getTileX\n* @public\n* @param {number} x - X position of the point in target tile (in pixels).\n* @return {integer} The X map location of the tile.\n*/\nPhaser.TilemapLayer.prototype.getTileX = function (x) {\n\n    // var tileWidth = this.tileWidth * this.scale.x;\n    return Math.floor(this._fixX(x) / this._mc.tileWidth);\n\n};\n\n/**\n* Convert a pixel value to a tile coordinate.\n*\n* @method Phaser.TilemapLayer#getTileY\n* @public\n* @param {number} y - Y position of the point in target tile (in pixels).\n* @return {integer} The Y map location of the tile.\n*/\nPhaser.TilemapLayer.prototype.getTileY = function (y) {\n\n    // var tileHeight = this.tileHeight * this.scale.y;\n    return Math.floor(this._fixY(y) / this._mc.tileHeight);\n\n};\n\n/**\n* Convert a pixel coordinate to a tile coordinate.\n*\n* @method Phaser.TilemapLayer#getTileXY\n* @public\n* @param {number} x - X position of the point in target tile (in pixels).\n* @param {number} y - Y position of the point in target tile (in pixels).\n* @param {(Phaser.Point|object)} point - The Point/object to update.\n* @return {(Phaser.Point|object)} A Point/object with its `x` and `y` properties set.\n*/\nPhaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {\n\n    point.x = this.getTileX(x);\n    point.y = this.getTileY(y);\n\n    return point;\n\n};\n\n/**\n* Gets all tiles that intersect with the given line.\n*\n* @method Phaser.TilemapLayer#getRayCastTiles\n* @public\n* @param {Phaser.Line} line - The line used to determine which tiles to return.\n* @param {integer} [stepRate=(rayStepRate)] - How many steps through the ray will we check? Defaults to `rayStepRate`.\n* @param {boolean} [collides=false] - If true, _only_ return tiles that collide on one or more faces.\n* @param {boolean} [interestingFace=false] - If true, _only_ return tiles that have interesting faces.\n* @return {Phaser.Tile[]} An array of Phaser.Tiles.\n*/\nPhaser.TilemapLayer.prototype.getRayCastTiles = function (line, stepRate, collides, interestingFace) {\n\n    if (!stepRate) { stepRate = this.rayStepRate; }\n    if (collides === undefined) { collides = false; }\n    if (interestingFace === undefined) { interestingFace = false; }\n\n    //  First get all tiles that touch the bounds of the line\n    var tiles = this.getTiles(line.x, line.y, line.width, line.height, collides, interestingFace);\n\n    if (tiles.length === 0)\n    {\n        return [];\n    }\n\n    //  Now we only want the tiles that intersect with the points on this line\n    var coords = line.coordinatesOnLine(stepRate);\n    var results = [];\n\n    for (var i = 0; i < tiles.length; i++)\n    {\n        for (var t = 0; t < coords.length; t++)\n        {\n            var tile = tiles[i];\n            var coord = coords[t];\n            if (tile.containsPoint(coord[0], coord[1]))\n            {\n                results.push(tile);\n                break;\n            }\n        }\n    }\n\n    return results;\n\n};\n\n/**\n* Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.\n*\n* @method Phaser.TilemapLayer#getTiles\n* @public\n* @param {number} x - X position of the top left corner (in pixels).\n* @param {number} y - Y position of the top left corner (in pixels).\n* @param {number} width - Width of the area to get (in pixels).\n* @param {number} height - Height of the area to get (in pixels).\n* @param {boolean} [collides=false] - If true, _only_ return tiles that collide on one or more faces.\n* @param {boolean} [interestingFace=false] - If true, _only_ return tiles that have interesting faces.\n* @return {array<Phaser.Tile>} An array of Tiles.\n*/\nPhaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides, interestingFace) {\n\n    //  Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)\n    if (collides === undefined) { collides = false; }\n    if (interestingFace === undefined) { interestingFace = false; }\n\n    var fetchAll = !(collides || interestingFace);\n\n    //  Adjust the x,y coordinates for scrollFactor\n    x = this._fixX(x);\n    y = this._fixY(y);\n\n    //  Convert the pixel values into tile coordinates\n    var tx = Math.floor(x / (this._mc.cw * this.scale.x));\n    var ty = Math.floor(y / (this._mc.ch * this.scale.y));\n    //  Don't just use ceil(width/cw) to allow account for x/y diff within cell\n    var tw = Math.ceil((x + width) / (this._mc.cw * this.scale.x)) - tx;\n    var th = Math.ceil((y + height) / (this._mc.ch * this.scale.y)) - ty;\n\n    while (this._results.length)\n    {\n        this._results.pop();\n    }\n\n    for (var wy = ty; wy < ty + th; wy++)\n    {\n        for (var wx = tx; wx < tx + tw; wx++)\n        {\n            var row = this.layer.data[wy];\n\n            if (row && row[wx])\n            {\n                if (fetchAll || row[wx].isInteresting(collides, interestingFace))\n                {\n                    this._results.push(row[wx]);\n                }\n            }\n        }\n    }\n\n    return this._results.slice();\n\n};\n\n/**\n* Returns the appropriate tileset for the index, updating the internal cache as required.\n* This should only be called if `tilesets[index]` evaluates to undefined.\n*\n* @method Phaser.TilemapLayer#resolveTileset\n* @private\n* @param {integer} Tile index\n* @return {Phaser.Tileset|null} Returns the associated tileset or null if there is no such mapping.\n*/\nPhaser.TilemapLayer.prototype.resolveTileset = function (tileIndex) {\n\n    var tilesets = this._mc.tilesets;\n\n    //  Try for dense array if reasonable\n    if (tileIndex < 2000)\n    {\n        while (tilesets.length < tileIndex)\n        {\n            tilesets.push(undefined);\n        }\n    }\n\n    var setIndex = this.map.tiles[tileIndex] && this.map.tiles[tileIndex][2];\n\n    if (setIndex !== null)\n    {\n        var tileset = this.map.tilesets[setIndex];\n\n        if (tileset && tileset.containsTileIndex(tileIndex))\n        {\n            return (tilesets[tileIndex] = tileset);\n        }\n    }\n\n    return (tilesets[tileIndex] = null);\n\n};\n\n/**\n* The TilemapLayer caches tileset look-ups.\n*\n* Call this method of clear the cache if tilesets have been added or updated after the layer has been rendered.\n*\n* @method Phaser.TilemapLayer#resetTilesetCache\n* @public\n*/\nPhaser.TilemapLayer.prototype.resetTilesetCache = function () {\n\n    var tilesets = this._mc.tilesets;\n\n    while (tilesets.length)\n    {\n        tilesets.pop();\n    }\n\n};\n\n/**\n * This method will set the scale of the tilemap as well as update the underlying block data of this layer.\n * \n * @method Phaser.TilemapLayer#setScale\n * @param {number} [xScale=1] - The scale factor along the X-plane \n * @param {number} [yScale] - The scale factor along the Y-plane\n */\nPhaser.TilemapLayer.prototype.setScale = function (xScale, yScale) {\n\n    xScale = xScale || 1;\n    yScale = yScale || xScale;\n\n    for (var y = 0; y < this.layer.data.length; y++)\n    {\n        var row = this.layer.data[y];\n\n        for (var x = 0; x < row.length; x++)\n        {\n            var tile = row[x];\n\n            tile.width = this.map.tileWidth * xScale;\n            tile.height = this.map.tileHeight * yScale;\n\n            tile.worldX = tile.x * tile.width;\n            tile.worldY = tile.y * tile.height;\n        }\n    }\n\n    this.scale.setTo(xScale, yScale);\n\n};\n\n/**\n* Shifts the contents of the canvas - does extra math so that different browsers agree on the result.\n*\n* The specified (x/y) will be shifted to (0,0) after the copy and the newly exposed canvas area will need to be filled in.\n*\n* @method Phaser.TilemapLayer#shiftCanvas\n* @private\n* @param {CanvasRenderingContext2D} context - The context to shift\n* @param {integer} x\n* @param {integer} y\n*/\nPhaser.TilemapLayer.prototype.shiftCanvas = function (context, x, y) {\n\n    var canvas = context.canvas;\n    var copyW = canvas.width - Math.abs(x);\n    var copyH = canvas.height - Math.abs(y);\n\n    //  When x/y non-negative\n    var dx = 0;\n    var dy = 0;\n    var sx = x;\n    var sy = y;\n\n    if (x < 0)\n    {\n        dx = -x;\n        sx = 0;\n    }\n\n    if (y < 0)\n    {\n        dy = -y;\n        sy = 0;\n    }\n\n    var copyCanvas = this.renderSettings.copyCanvas;\n\n    if (copyCanvas)\n    {\n        // Use a second copy buffer, without slice support, for Safari .. again.\n        // Ensure copy canvas is large enough\n        if (copyCanvas.width < copyW || copyCanvas.height < copyH)\n        {\n            copyCanvas.width = copyW;\n            copyCanvas.height = copyH;\n        }\n\n        var copyContext = copyCanvas.getContext('2d');\n        copyContext.clearRect(0, 0, copyW, copyH);\n        copyContext.drawImage(canvas, dx, dy, copyW, copyH, 0, 0, copyW, copyH);\n        // clear allows default 'source-over' semantics\n        context.clearRect(sx, sy, copyW, copyH);\n        context.drawImage(copyCanvas, 0, 0, copyW, copyH, sx, sy, copyW, copyH);\n    }\n    else\n    {\n        // Avoids a second copy but flickers in Safari / Safari Mobile\n        // Ref. https://github.com/photonstorm/phaser/issues/1439\n        context.save();\n        context.globalCompositeOperation = 'copy';\n        context.drawImage(canvas, dx, dy, copyW, copyH, sx, sy, copyW, copyH);\n        context.restore();\n    }\n    \n};\n\n/**\n* Render tiles in the given area given by the virtual tile coordinates biased by the given scroll factor.\n* This will constrain the tile coordinates based on wrapping but not physical coordinates.\n*\n* @method Phaser.TilemapLayer#renderRegion\n* @private\n* @param {integer} scrollX - Render x offset/scroll.\n* @param {integer} scrollY - Render y offset/scroll.\n* @param {integer} left - Leftmost column to render.\n* @param {integer} top - Topmost row to render.\n* @param {integer} right - Rightmost column to render.\n* @param {integer} bottom - Bottommost row to render.\n*/\nPhaser.TilemapLayer.prototype.renderRegion = function (scrollX, scrollY, left, top, right, bottom) {\n\n    var context = this.context;\n\n    var width = this.layer.width;\n    var height = this.layer.height;\n    var tw = this._mc.tileWidth;\n    var th = this._mc.tileHeight;\n\n    var tilesets = this._mc.tilesets;\n    var lastAlpha = NaN;\n\n    if (!this._wrap)\n    {\n        if (left <= right) // Only adjust if going to render\n        {\n            left = Math.max(0, left);\n            right = Math.min(width - 1, right);\n        }\n        if (top <= bottom)\n        {\n            top = Math.max(0, top);\n            bottom = Math.min(height - 1, bottom);\n        }\n    }\n   \n    // top-left pixel of top-left cell\n    var baseX = (left * tw) - scrollX;\n    var baseY = (top * th) - scrollY;\n\n    // Fix normStartX/normStartY such it is normalized [0..width/height). This allows a simple conditional and decrement to always keep in range [0..width/height) during the loop. The major offset bias is to take care of negative values.\n    var normStartX = (left + ((1 << 20) * width)) % width;\n    var normStartY = (top + ((1 << 20) * height)) % height;\n\n    // tx/ty - are pixel coordinates where tile is drawn\n    // x/y - is cell location, normalized [0..width/height) in loop\n    // xmax/ymax - remaining cells to render on column/row\n    var tx, ty, x, y, xmax, ymax;\n\n    for (y = normStartY, ymax = bottom - top, ty = baseY; ymax >= 0; y++, ymax--, ty += th)\n    {\n        if (y >= height)\n        {\n            y -= height;\n        }\n\n        var row = this.layer.data[y];\n\n        for (x = normStartX, xmax = right - left, tx = baseX; xmax >= 0; x++, xmax--, tx += tw)\n        {\n            if (x >= width)\n            {\n                x -= width;\n            }\n\n            var tile = row[x];\n\n            if (!tile || tile.index < 0)\n            {\n                continue;\n            }\n\n            var index = tile.index;\n\n            var set = tilesets[index];\n\n            if (set === undefined)\n            {\n                set = this.resolveTileset(index);\n            }\n\n            //  Setting the globalAlpha is \"surprisingly expensive\" in Chrome (38)\n            if (tile.alpha !== lastAlpha && !this.debug)\n            {\n                context.globalAlpha = tile.alpha;\n                lastAlpha = tile.alpha;\n            }\n\n            if (set)\n            {\n                if (tile.rotation || tile.flipped)\n                {\n                    context.save();\n                    context.translate(tx + tile.centerX, ty + tile.centerY);\n                    context.rotate(tile.rotation);\n\n                    if (tile.flipped)\n                    {\n                        context.scale(-1, 1);\n                    }\n\n                    set.draw(context, -tile.centerX, -tile.centerY, index);\n                    context.restore();\n                }\n                else\n                {\n                    set.draw(context, tx, ty, index);\n                }\n            }\n            else if (this.debugSettings.missingImageFill)\n            {\n                context.fillStyle = this.debugSettings.missingImageFill;\n                context.fillRect(tx, ty, tw, th);\n            }\n\n            if (tile.debug && this.debugSettings.debuggedTileOverfill)\n            {\n                context.fillStyle = this.debugSettings.debuggedTileOverfill;\n                context.fillRect(tx, ty, tw, th);\n            }\n           \n        }\n\n    }\n\n};\n\n/**\n* Shifts the canvas and render damaged edge tiles.\n*\n* @method Phaser.TilemapLayer#renderDeltaScroll\n* @private\n*/\nPhaser.TilemapLayer.prototype.renderDeltaScroll = function (shiftX, shiftY) {\n\n    var scrollX = this._mc.scrollX;\n    var scrollY = this._mc.scrollY;\n\n    var renderW = this.canvas.width;\n    var renderH = this.canvas.height;\n\n    var tw = this._mc.tileWidth;\n    var th = this._mc.tileHeight;\n\n    // Only cells with coordinates in the \"plus\" formed by `left <= x <= right` OR `top <= y <= bottom` are drawn. These coordinates may be outside the layer bounds.\n\n    // Start in pixels\n    var left = 0;\n    var right = -tw;\n    var top = 0;\n    var bottom = -th;\n\n    if (shiftX < 0) // layer moving left, damage right\n    {\n        left = renderW + shiftX; // shiftX neg.\n        right = renderW - 1;\n    }\n    else if (shiftX > 0)\n    {\n        // left -> 0\n        right = shiftX;\n    }\n\n    if (shiftY < 0) // layer moving down, damage top\n    {\n        top = renderH + shiftY; // shiftY neg.\n        bottom = renderH - 1;\n    }\n    else if (shiftY > 0)\n    {\n        // top -> 0\n        bottom = shiftY;\n    }\n\n    this.shiftCanvas(this.context, shiftX, shiftY);\n\n    // Transform into tile-space\n    left = Math.floor((left + scrollX) / tw);\n    right = Math.floor((right + scrollX) / tw);\n    top = Math.floor((top + scrollY) / th);\n    bottom = Math.floor((bottom + scrollY) / th);\n\n    if (left <= right)\n    {\n        // Clear left or right edge\n        this.context.clearRect(((left * tw) - scrollX), 0, (right - left + 1) * tw, renderH);\n\n        var trueTop = Math.floor((0 + scrollY) / th);\n        var trueBottom = Math.floor((renderH - 1 + scrollY) / th);\n        this.renderRegion(scrollX, scrollY, left, trueTop, right, trueBottom);\n    }\n\n    if (top <= bottom)\n    {\n        // Clear top or bottom edge\n        this.context.clearRect(0, ((top * th) - scrollY), renderW, (bottom - top + 1) * th);\n\n        var trueLeft = Math.floor((0 + scrollX) / tw);\n        var trueRight = Math.floor((renderW - 1 + scrollX) / tw);\n        this.renderRegion(scrollX, scrollY, trueLeft, top, trueRight, bottom);\n    }\n\n};\n\n/**\n* Clear and render the entire canvas.\n*\n* @method Phaser.TilemapLayer#renderFull\n* @private\n*/\nPhaser.TilemapLayer.prototype.renderFull = function () {\n    \n    var scrollX = this._mc.scrollX;\n    var scrollY = this._mc.scrollY;\n\n    var renderW = this.canvas.width;\n    var renderH = this.canvas.height;\n\n    var tw = this._mc.tileWidth;\n    var th = this._mc.tileHeight;\n\n    var left = Math.floor(scrollX / tw);\n    var right = Math.floor((renderW - 1 + scrollX) / tw);\n    var top = Math.floor(scrollY / th);\n    var bottom = Math.floor((renderH - 1 + scrollY) / th);\n\n    this.context.clearRect(0, 0, renderW, renderH);\n\n    this.renderRegion(scrollX, scrollY, left, top, right, bottom);\n\n};\n\n/**\n* Renders the tiles to the layer canvas and pushes to the display.\n*\n* @method Phaser.TilemapLayer#render\n* @protected\n*/\nPhaser.TilemapLayer.prototype.render = function () {\n\n    var redrawAll = false;\n\n    if (!this.visible)\n    {\n        return;\n    }\n\n    if (this.dirty || this.layer.dirty)\n    {\n        this.layer.dirty = false;\n        redrawAll = true;\n    }\n\n    var renderWidth = this.canvas.width; // Use Sprite.width/height?\n    var renderHeight = this.canvas.height;\n\n    //  Scrolling bias; whole pixels only\n    var scrollX = this._scrollX | 0;\n    var scrollY = this._scrollY | 0;\n\n    var mc = this._mc;\n    var shiftX = mc.scrollX - scrollX; // Negative when scrolling right/down\n    var shiftY = mc.scrollY - scrollY;\n\n    if (!redrawAll &&\n        shiftX === 0 && shiftY === 0 &&\n        mc.renderWidth === renderWidth && mc.renderHeight === renderHeight)\n    {\n        //  No reason to redraw map, looking at same thing and not invalidated.\n        return;\n    }\n\n    this.context.save();\n    \n    mc.scrollX = scrollX;\n    mc.scrollY = scrollY;\n\n    if (mc.renderWidth !== renderWidth || mc.renderHeight !== renderHeight)\n    {\n        //  Could support automatic canvas resizing\n        mc.renderWidth = renderWidth;\n        mc.renderHeight = renderHeight;\n    }\n\n    if (this.debug)\n    {\n        this.context.globalAlpha = this.debugSettings.debugAlpha;\n\n        if (this.debugSettings.forceFullRedraw)\n        {\n            redrawAll = true;\n        }\n    }\n\n    if (!redrawAll &&\n        this.renderSettings.enableScrollDelta &&\n        (Math.abs(shiftX) + Math.abs(shiftY)) < Math.min(renderWidth, renderHeight))\n    {\n        this.renderDeltaScroll(shiftX, shiftY);\n    }\n    else\n    {\n        // Too much change or otherwise requires full render\n        this.renderFull();\n    }\n\n    if (this.debug)\n    {\n        this.context.globalAlpha = 1;\n        this.renderDebug();\n    }\n\n    this.texture.baseTexture.dirty();\n\n    this.dirty = false;\n\n    this.context.restore();\n\n    return true;\n\n};\n\n/**\n* Renders a debug overlay on-top of the canvas. Called automatically by render when `debug` is true.\n*\n* See `debugSettings` for assorted configuration options.\n*\n* @method Phaser.TilemapLayer#renderDebug\n* @private\n*/\nPhaser.TilemapLayer.prototype.renderDebug = function () {\n\n    var scrollX = this._mc.scrollX;\n    var scrollY = this._mc.scrollY;\n\n    var context = this.context;\n    var renderW = this.canvas.width;\n    var renderH = this.canvas.height;\n\n    var width = this.layer.width;\n    var height = this.layer.height;\n    var tw = this._mc.tileWidth;\n    var th = this._mc.tileHeight;\n\n    var left = Math.floor(scrollX / tw);\n    var right = Math.floor((renderW - 1 + scrollX) / tw);\n    var top = Math.floor(scrollY / th);\n    var bottom = Math.floor((renderH - 1 + scrollY) / th);\n\n    var baseX = (left * tw) - scrollX;\n    var baseY = (top * th) - scrollY;\n\n    var normStartX = (left + ((1 << 20) * width)) % width;\n    var normStartY = (top + ((1 << 20) * height)) % height;\n\n    var tx, ty, x, y, xmax, ymax;\n\n    context.strokeStyle = this.debugSettings.facingEdgeStroke;\n\n    for (y = normStartY, ymax = bottom - top, ty = baseY; ymax >= 0; y++, ymax--, ty += th)\n    {\n        if (y >= height)\n        {\n            y -= height;\n        }\n\n        var row = this.layer.data[y];\n\n        for (x = normStartX, xmax = right - left, tx = baseX; xmax >= 0; x++, xmax--, tx += tw)\n        {\n            if (x >= width)\n            {\n                x -= width;\n            }\n\n            var tile = row[x];\n            if (!tile || tile.index < 0 || !tile.collides)\n            {\n                continue;\n            }\n\n            if (this.debugSettings.collidingTileOverfill)\n            {\n                context.fillStyle = this.debugSettings.collidingTileOverfill;\n                context.fillRect(tx, ty, this._mc.cw, this._mc.ch);\n            }\n\n            if (this.debugSettings.facingEdgeStroke)\n            {\n                context.beginPath();\n\n                if (tile.faceTop)\n                {\n                    context.moveTo(tx, ty);\n                    context.lineTo(tx + this._mc.cw, ty);\n                }\n\n                if (tile.faceBottom)\n                {\n                    context.moveTo(tx, ty + this._mc.ch);\n                    context.lineTo(tx + this._mc.cw, ty + this._mc.ch);\n                }\n\n                if (tile.faceLeft)\n                {\n                    context.moveTo(tx, ty);\n                    context.lineTo(tx, ty + this._mc.ch);\n                }\n\n                if (tile.faceRight)\n                {\n                    context.moveTo(tx + this._mc.cw, ty);\n                    context.lineTo(tx + this._mc.cw, ty + this._mc.ch);\n                }\n\n                context.closePath();\n\n                context.stroke();\n            }\n           \n        }\n\n    }\n\n};\n\n/**\n* Flag controlling if the layer tiles wrap at the edges. Only works if the World size matches the Map size.\n*\n* @property {boolean} wrap\n* @memberof Phaser.TilemapLayer\n* @public\n* @default false\n*/\nObject.defineProperty(Phaser.TilemapLayer.prototype, \"wrap\", {\n\n    get: function () {\n        return this._wrap;\n    },\n\n    set: function (value) {\n        this._wrap = value;\n        this.dirty = true;\n    }\n\n});\n\n/**\n* Scrolls the map horizontally or returns the current x position.\n*\n* @property {number} scrollX\n* @memberof Phaser.TilemapLayer\n* @public\n*/\nObject.defineProperty(Phaser.TilemapLayer.prototype, \"scrollX\", {\n\n    get: function () {\n        return this._scrollX;\n    },\n\n    set: function (value) {\n        this._scrollX = value;\n    }\n\n});\n\n/**\n* Scrolls the map vertically or returns the current y position.\n*\n* @property {number} scrollY\n* @memberof Phaser.TilemapLayer\n* @public\n*/\nObject.defineProperty(Phaser.TilemapLayer.prototype, \"scrollY\", {\n\n    get: function () {\n        return this._scrollY;\n    },\n\n    set: function (value) {\n        this._scrollY = value;\n    }\n\n});\n\n/**\n* The width of the collision tiles (in pixels).\n*\n* @property {integer} collisionWidth\n* @memberof Phaser.TilemapLayer\n* @public\n*/\nObject.defineProperty(Phaser.TilemapLayer.prototype, \"collisionWidth\", {\n\n    get: function () {\n        return this._mc.cw;\n    },\n\n    set: function (value) {\n        this._mc.cw = value | 0;\n        this.dirty = true;\n    }\n\n});\n\n/**\n* The height of the collision tiles (in pixels).\n*\n* @property {integer} collisionHeight\n* @memberof Phaser.TilemapLayer\n* @public\n*/\nObject.defineProperty(Phaser.TilemapLayer.prototype, \"collisionHeight\", {\n\n    get: function () {\n        return this._mc.ch;\n    },\n\n    set: function (value) {\n        this._mc.ch = value | 0;\n        this.dirty = true;\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap.\n*\n* @class Phaser.TilemapParser\n* @static\n*/\nPhaser.TilemapParser = {\n\n    /**\n     * When scanning the Tiled map data the TilemapParser can either insert a null value (true) or\n     * a Phaser.Tile instance with an index of -1 (false, the default). Depending on your game type\n     * depends how this should be configured. If you've a large sparsely populated map and the tile\n     * data doesn't need to change then setting this value to `true` will help with memory consumption.\n     * However if your map is small, or you need to update the tiles (perhaps the map dynamically changes\n     * during the game) then leave the default value set.\n     *\n     * @constant\n     * @type {boolean}\n     */\n    INSERT_NULL: false,\n\n    /**\n    * Parse tilemap data from the cache and creates data for a Tilemap object.\n    *\n    * @method Phaser.TilemapParser.parse\n    * @param {Phaser.Game} game - Game reference to the currently running game.\n    * @param {string} key - The key of the tilemap in the Cache.\n    * @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n    * @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n    * @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.\n    * @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.\n    * @return {object} The parsed map object.\n    */\n    parse: function (game, key, tileWidth, tileHeight, width, height) {\n\n        if (tileWidth === undefined) { tileWidth = 32; }\n        if (tileHeight === undefined) { tileHeight = 32; }\n        if (width === undefined) { width = 10; }\n        if (height === undefined) { height = 10; }\n\n        if (key === undefined)\n        {\n            return this.getEmptyData();\n        }\n\n        if (key === null)\n        {\n            return this.getEmptyData(tileWidth, tileHeight, width, height);\n        }\n\n        var map = game.cache.getTilemapData(key);\n\n        if (map)\n        {\n            if (map.format === Phaser.Tilemap.CSV)\n            {\n                return this.parseCSV(key, map.data, tileWidth, tileHeight);\n            }\n            else if (!map.format || map.format === Phaser.Tilemap.TILED_JSON)\n            {\n                return this.parseTiledJSON(map.data);\n            }\n        }\n        else\n        {\n            console.warn('Phaser.TilemapParser.parse - No map data found for key ' + key);\n        }\n\n    },\n\n    /**\n    * Parses a CSV file into valid map data.\n    *\n    * @method Phaser.TilemapParser.parseCSV\n    * @param {string} key - The name you want to give the map data.\n    * @param {string} data - The CSV file data.\n    * @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n    * @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.\n    * @return {object} Generated map data.\n    */\n    parseCSV: function (key, data, tileWidth, tileHeight) {\n\n        var map = this.getEmptyData();\n\n        //  Trim any rogue whitespace from the data\n        data = data.trim();\n\n        var output = [];\n        var rows = data.split(\"\\n\");\n        var height = rows.length;\n        var width = 0;\n\n        for (var y = 0; y < rows.length; y++)\n        {\n            output[y] = [];\n\n            var column = rows[y].split(\",\");\n\n            for (var x = 0; x < column.length; x++)\n            {\n                output[y][x] = new Phaser.Tile(map.layers[0], parseInt(column[x], 10), x, y, tileWidth, tileHeight);\n            }\n\n            if (width === 0)\n            {\n                width = column.length;\n            }\n        }\n\n        map.format = Phaser.Tilemap.CSV;\n        map.name = key;\n        map.width = width;\n        map.height = height;\n        map.tileWidth = tileWidth;\n        map.tileHeight = tileHeight;\n        map.widthInPixels = width * tileWidth;\n        map.heightInPixels = height * tileHeight;\n\n        map.layers[0].width = width;\n        map.layers[0].height = height;\n        map.layers[0].widthInPixels = map.widthInPixels;\n        map.layers[0].heightInPixels = map.heightInPixels;\n        map.layers[0].data = output;\n\n        return map;\n\n    },\n\n    /**\n    * Returns an empty map data object.\n    *\n    * @method Phaser.TilemapParser.getEmptyData\n    * @return {object} Generated map data.\n    */\n    getEmptyData: function (tileWidth, tileHeight, width, height) {\n\n        return {\n            width: (width !== undefined && width !== null) ? width : 0,\n            height: (height !== undefined && height !== null) ? height : 0,\n            tileWidth: (tileWidth !== undefined && tileWidth !== null) ? tileWidth : 0,\n            tileHeight: (tileHeight !== undefined && tileHeight !== null) ? tileHeight : 0,\n            orientation: 'orthogonal',\n            version: '1',\n            properties: {},\n            widthInPixels: 0,\n            heightInPixels: 0,\n            layers: [\n                {\n                    name: 'layer',\n                    x: 0,\n                    y: 0,\n                    width: 0,\n                    height: 0,\n                    widthInPixels: 0,\n                    heightInPixels: 0,\n                    alpha: 1,\n                    visible: true,\n                    properties: {},\n                    indexes: [],\n                    callbacks: [],\n                    bodies: [],\n                    data: []\n                }\n            ],\n            images: [],\n            objects: {},\n            collision: {},\n            tilesets: [],\n            tiles: []\n        };\n\n    },\n\n    /**\n    * Parses a Tiled JSON file into valid map data.\n    * @method Phaser.TilemapParser.parseJSON\n    * @param {object} json - The JSON map data.\n    * @return {object} Generated and parsed map data.\n    */\n    parseTiledJSON: function (json) {\n\n        if (json.orientation !== 'orthogonal')\n        {\n            console.warn('TilemapParser.parseTiledJSON - Only orthogonal map types are supported in this version of Phaser');\n            return null;\n        }\n\n        //  Map data will consist of: layers, objects, images, tilesets, sizes\n        var map = {\n            width: json.width,\n            height: json.height,\n            tileWidth: json.tilewidth,\n            tileHeight: json.tileheight,\n            orientation: json.orientation,\n            format: Phaser.Tilemap.TILED_JSON,\n            version: json.version,\n            properties: json.properties,\n            widthInPixels: json.width * json.tilewidth,\n            heightInPixels: json.height * json.tileheight\n        };\n\n        //  Tile Layers\n        var layers = [];\n\n        for (var i = 0; i < json.layers.length; i++)\n        {\n            if (json.layers[i].type !== 'tilelayer')\n            {\n                continue;\n            }\n\n            var curl = json.layers[i];\n\n            // Base64 decode data if necessary\n            // NOTE: uncompressed base64 only.\n\n            if (!curl.compression && curl.encoding && curl.encoding === 'base64')\n            {\n                var binaryString = window.atob(curl.data);\n                var len = binaryString.length;\n                var bytes = new Array(len);\n\n                // Interpret binaryString as an array of bytes representing\n                // little-endian encoded uint32 values.\n                for (var j = 0; j < len; j+=4)\n                {\n                    bytes[j / 4] = (\n                        binaryString.charCodeAt(j) |\n                        binaryString.charCodeAt(j + 1) << 8 |\n                        binaryString.charCodeAt(j + 2) << 16 |\n                        binaryString.charCodeAt(j + 3) << 24\n                    ) >>> 0;\n                }\n\n                curl.data = bytes;\n\n                delete curl.encoding;\n            }\n            else if (curl.compression)\n            {\n                console.warn('TilemapParser.parseTiledJSON - Layer compression is unsupported, skipping layer \\'' + curl.name + '\\'');\n                continue;\n            }\n\n            var layer = {\n\n                name: curl.name,\n                x: curl.x,\n                y: curl.y,\n                width: curl.width,\n                height: curl.height,\n                widthInPixels: curl.width * json.tilewidth,\n                heightInPixels: curl.height * json.tileheight,\n                alpha: curl.opacity,\n                visible: curl.visible,\n                properties: {},\n                indexes: [],\n                callbacks: [],\n                bodies: []\n\n            };\n\n            if (curl.properties)\n            {\n                layer.properties = curl.properties;\n            }\n\n            var x = 0;\n            var row = [];\n            var output = [];\n            var rotation, flipped, flippedVal, gid;\n\n            //  Loop through the data field in the JSON.\n\n            //  This is an array containing the tile indexes, one after the other. -1 = no tile, everything else = the tile index (starting at 1 for Tiled, 0 for CSV)\n            //  If the map contains multiple tilesets then the indexes are relative to that which the set starts from.\n            //  Need to set which tileset in the cache = which tileset in the JSON, if you do this manually it means you can use the same map data but a new tileset.\n\n            for (var t = 0, len = curl.data.length; t < len; t++)\n            {\n                rotation = 0;\n                flipped = false;\n                gid = curl.data[t];\n                flippedVal = 0;\n\n                //  If true the current tile is flipped or rotated (Tiled TMX format)\n                if (gid > 0x20000000)\n                {\n                    // FlippedX\n                    if (gid > 0x80000000)\n                    {\n                        gid -= 0x80000000;\n                        flippedVal += 4;\n                    }\n\n                    // FlippedY\n                    if (gid > 0x40000000)\n                    {\n                        gid -= 0x40000000;\n                        flippedVal += 2;\n                    }\n\n                    // FlippedAD (anti-diagonal = top-right is swapped with bottom-left corners)\n                    if (gid > 0x20000000)\n                    {\n                        gid -= 0x20000000;\n                        flippedVal += 1;\n                    }\n\n                    switch (flippedVal)\n                    {\n                        case 5:\n                            rotation = Math.PI / 2;\n                            break;\n\n                        case 6:\n                            rotation = Math.PI;\n                            break;\n\n                        case 3:\n                            rotation = 3 * Math.PI / 2;\n                            break;\n\n                        case 4:\n                            rotation = 0;\n                            flipped = true;\n                            break;\n\n                        case 7:\n                            rotation = Math.PI / 2;\n                            flipped = true;\n                            break;\n\n                        case 2:\n                            rotation = Math.PI;\n                            flipped = true;\n                            break;\n\n                        case 1:\n                            rotation = 3 * Math.PI / 2;\n                            flipped = true;\n                            break;\n                    }\n                }\n\n                //  index, x, y, width, height\n                if (gid > 0)\n                {\n                    var tile = new Phaser.Tile(layer, gid, x, output.length, json.tilewidth, json.tileheight);\n\n                    tile.rotation = rotation;\n                    tile.flipped = flipped;\n\n                    if (flippedVal !== 0)\n                    {\n                        //  The WebGL renderer uses this to flip UV coordinates before drawing\n                        tile.flippedVal = flippedVal;\n                    }\n\n                    row.push(tile);\n                }\n                else\n                {\n                    if (Phaser.TilemapParser.INSERT_NULL)\n                    {\n                        row.push(null);\n                    }\n                    else\n                    {\n                        row.push(new Phaser.Tile(layer, -1, x, output.length, json.tilewidth, json.tileheight));\n                    }\n                }\n\n                x++;\n\n                if (x === curl.width)\n                {\n                    output.push(row);\n                    x = 0;\n                    row = [];\n                }\n            }\n\n            layer.data = output;\n\n            layers.push(layer);\n        }\n\n        map.layers = layers;\n\n        //  Images\n        var images = [];\n\n        for (var i = 0; i < json.layers.length; i++)\n        {\n            if (json.layers[i].type !== 'imagelayer')\n            {\n                continue;\n            }\n\n            var curi = json.layers[i];\n\n            var image = {\n\n                name: curi.name,\n                image: curi.image,\n                x: curi.x,\n                y: curi.y,\n                alpha: curi.opacity,\n                visible: curi.visible,\n                properties: {}\n\n            };\n\n            if (curi.properties)\n            {\n                image.properties = curi.properties;\n            }\n\n            images.push(image);\n\n        }\n\n        map.images = images;\n\n        //  Tilesets & Image Collections\n        var tilesets = [];\n        var imagecollections = [];\n        var lastSet = null;\n\n        for (var i = 0; i < json.tilesets.length; i++)\n        {\n            //  name, firstgid, width, height, margin, spacing, properties\n            var set = json.tilesets[i];\n\n            if (set.image)\n            {\n                var newSet = new Phaser.Tileset(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);\n\n                if (set.tileproperties)\n                {\n                    newSet.tileProperties = set.tileproperties;\n                }\n\n                // For a normal sliced tileset the row/count/size information is computed when updated.\n                // This is done (again) after the image is set.\n                newSet.updateTileData(set.imagewidth, set.imageheight);\n\n                tilesets.push(newSet);\n            }\n            else\n            {\n                var newCollection = new Phaser.ImageCollection(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);\n\n                for (var ti in set.tiles)\n                {\n                    var image = set.tiles[ti].image;\n                    var gid = set.firstgid + parseInt(ti, 10);\n                    newCollection.addImage(gid, image);\n                }\n\n                imagecollections.push(newCollection);\n            }\n\n            //  We've got a new Tileset, so set the lastgid into the previous one\n            if (lastSet)\n            {\n                lastSet.lastgid = set.firstgid - 1;\n            }\n            \n            lastSet = set;\n        }\n\n        map.tilesets = tilesets;\n        map.imagecollections = imagecollections;\n\n        //  Objects & Collision Data (polylines, etc)\n        var objects = {};\n        var collision = {};\n\n        function slice (obj, fields) {\n\n            var sliced = {};\n\n            for (var k in fields)\n            {\n                var key = fields[k];\n\n                if (typeof obj[key] !== 'undefined')\n                {\n                    sliced[key] = obj[key];\n                }\n            }\n\n            return sliced;\n        }\n\n        for (var i = 0; i < json.layers.length; i++)\n        {\n            if (json.layers[i].type !== 'objectgroup')\n            {\n                continue;\n            }\n\n            var curo = json.layers[i];\n\n            objects[curo.name] = [];\n            collision[curo.name] = [];\n\n            for (var v = 0, len = curo.objects.length; v < len; v++)\n            {\n                //  Object Tiles\n                if (curo.objects[v].gid)\n                {\n                    var object = {\n\n                        gid: curo.objects[v].gid,\n                        name: curo.objects[v].name,\n                        type: curo.objects[v].hasOwnProperty(\"type\") ? curo.objects[v].type : \"\",\n                        x: curo.objects[v].x,\n                        y: curo.objects[v].y,\n                        visible: curo.objects[v].visible,\n                        properties: curo.objects[v].properties\n\n                    };\n\n                    if (curo.objects[v].rotation)\n                    {\n                        object.rotation = curo.objects[v].rotation;\n                    }\n\n                    objects[curo.name].push(object);\n                }\n                else if (curo.objects[v].polyline)\n                {\n                    var object = {\n\n                        name: curo.objects[v].name,\n                        type: curo.objects[v].type,\n                        x: curo.objects[v].x,\n                        y: curo.objects[v].y,\n                        width: curo.objects[v].width,\n                        height: curo.objects[v].height,\n                        visible: curo.objects[v].visible,\n                        properties: curo.objects[v].properties\n\n                    };\n\n                    if (curo.objects[v].rotation)\n                    {\n                        object.rotation = curo.objects[v].rotation;\n                    }\n\n                    object.polyline = [];\n\n                    //  Parse the polyline into an array\n                    for (var p = 0; p < curo.objects[v].polyline.length; p++)\n                    {\n                        object.polyline.push([ curo.objects[v].polyline[p].x, curo.objects[v].polyline[p].y ]);\n                    }\n\n                    collision[curo.name].push(object);\n                    objects[curo.name].push(object);\n                }\n                // polygon\n                else if (curo.objects[v].polygon)\n                {\n                    var object = slice(curo.objects[v], ['name', 'type', 'x', 'y', 'visible', 'rotation', 'properties']);\n\n                    //  Parse the polygon into an array\n                    object.polygon = [];\n\n                    for (var p = 0; p < curo.objects[v].polygon.length; p++)\n                    {\n                        object.polygon.push([curo.objects[v].polygon[p].x, curo.objects[v].polygon[p].y]);\n                    }\n\n                    objects[curo.name].push(object);\n\n                }\n                // ellipse\n                else if (curo.objects[v].ellipse)\n                {\n                    var object = slice(curo.objects[v], ['name', 'type', 'ellipse', 'x', 'y', 'width', 'height', 'visible', 'rotation', 'properties']);\n                    objects[curo.name].push(object);\n                }\n                // otherwise it's a rectangle\n                else\n                {\n                    var object = slice(curo.objects[v], ['name', 'type', 'x', 'y', 'width', 'height', 'visible', 'rotation', 'properties']);\n                    object.rectangle = true;\n                    objects[curo.name].push(object);\n                }\n            }\n        }\n\n        map.objects = objects;\n        map.collision = collision;\n\n        map.tiles = [];\n\n        //  Finally lets build our super tileset index\n        for (var i = 0; i < map.tilesets.length; i++)\n        {\n            var set = map.tilesets[i];\n\n            var x = set.tileMargin;\n            var y = set.tileMargin;\n\n            var count = 0;\n            var countX = 0;\n            var countY = 0;\n\n            for (var t = set.firstgid; t < set.firstgid + set.total; t++)\n            {\n                //  Can add extra properties here as needed\n                map.tiles[t] = [x, y, i];\n\n                x += set.tileWidth + set.tileSpacing;\n\n                count++;\n\n                if (count === set.total)\n                {\n                    break;\n                }\n\n                countX++;\n\n                if (countX === set.columns)\n                {\n                    x = set.tileMargin;\n                    y += set.tileHeight + set.tileSpacing;\n\n                    countX = 0;\n                    countY++;\n\n                    if (countY === set.rows)\n                    {\n                        break;\n                    }\n                }\n            }\n\n        }\n\n        // assign tile properties\n\n        var layer;\n        var tile;\n        var sid;\n        var set;\n\n        // go through each of the map data layers\n        for (var i = 0; i < map.layers.length; i++)\n        {\n            layer = map.layers[i];\n\n            set = null;\n\n            // rows of tiles\n            for (var j = 0; j < layer.data.length; j++)\n            {\n                row = layer.data[j];\n\n                // individual tiles\n                for (var k = 0; k < row.length; k++)\n                {\n                    tile = row[k];\n\n                    if (tile === null || tile.index < 0)\n                    {\n                        continue;\n                    }\n\n                    // find the relevant tileset\n\n                    sid = map.tiles[tile.index][2];\n                    set = map.tilesets[sid];\n\n\n                    // if that tile type has any properties, add them to the tile object\n\n                    if (set.tileProperties && set.tileProperties[tile.index - set.firstgid])\n                    {\n                        tile.properties = Phaser.Utils.mixin(set.tileProperties[tile.index - set.firstgid], tile.properties);\n                    }\n\n                }\n            }\n        }\n\n        return map;\n\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Tile set is a combination of an image containing the tiles and collision data per tile.\n*\n* Tilesets are normally created automatically when Tiled data is loaded.\n*\n* @class Phaser.Tileset\n* @constructor\n* @param {string} name - The name of the tileset in the map data.\n* @param {integer} firstgid - The first tile index this tileset contains.\n* @param {integer} [width=32] - Width of each tile (in pixels).\n* @param {integer} [height=32] - Height of each tile (in pixels).\n* @param {integer} [margin=0] - The margin around all tiles in the sheet (in pixels).\n* @param {integer} [spacing=0] - The spacing between each tile in the sheet (in pixels).\n* @param {object} [properties={}] - Custom Tileset properties.\n*/\nPhaser.Tileset = function (name, firstgid, width, height, margin, spacing, properties) {\n\n    if (width === undefined || width <= 0) { width = 32; }\n    if (height === undefined || height <= 0) { height = 32; }\n    if (margin === undefined) { margin = 0; }\n    if (spacing === undefined) { spacing = 0; }\n\n    /**\n    * The name of the Tileset.\n    * @property {string} name\n    */\n    this.name = name;\n\n    /**\n    * The Tiled firstgid value.\n    * This is the starting index of the first tile index this Tileset contains.\n    * @property {integer} firstgid\n    */\n    this.firstgid = firstgid | 0;\n\n    /**\n    * The width of each tile (in pixels).\n    * @property {integer} tileWidth\n    * @readonly\n    */\n    this.tileWidth = width | 0;\n\n    /**\n    * The height of each tile (in pixels).\n    * @property {integer} tileHeight\n    * @readonly\n    */\n    this.tileHeight = height | 0;\n\n    /**\n    * The margin around the tiles in the sheet (in pixels).\n    * Use `setSpacing` to change.\n    * @property {integer} tileMarge\n    * @readonly\n    */\n    // Modified internally\n    this.tileMargin = margin | 0;\n\n    /**\n    * The spacing between each tile in the sheet (in pixels).\n    * Use `setSpacing` to change.\n    * @property {integer} tileSpacing\n    * @readonly\n    */\n    this.tileSpacing = spacing | 0;\n\n    /**\n    * Tileset-specific properties that are typically defined in the Tiled editor.\n    * @property {object} properties\n    */\n    this.properties = properties || {};\n\n    /**\n    * The cached image that contains the individual tiles. Use {@link Phaser.Tileset.setImage setImage} to set.\n    * @property {?object} image\n    * @readonly\n    */\n    // Modified internally\n    this.image = null;\n\n    /**\n    * The number of tile rows in the the tileset.\n    * @property {integer}\n    * @readonly\n    */\n    // Modified internally\n    this.rows = 0;\n\n    /**\n    * The number of tile columns in the tileset.\n    * @property {integer} columns\n    * @readonly\n    */\n    // Modified internally\n    this.columns = 0;\n\n    /**\n    * The total number of tiles in the tileset.\n    * @property {integer} total\n    * @readonly\n    */\n    // Modified internally\n    this.total = 0;\n\n    /**\n    * The look-up table to specific tile image offsets.\n    * The coordinates are interlaced such that it is [x0, y0, x1, y1 .. xN, yN] and the tile with the index of firstgid is found at indices 0/1.\n    * @property {integer[]} drawCoords\n    * @private\n    */\n    this.drawCoords = [];\n\n};\n\nPhaser.Tileset.prototype = {\n\n    /**\n    * Draws a tile from this Tileset at the given coordinates on the context.\n    *\n    * @method Phaser.Tileset#draw\n    * @public\n    * @param {CanvasRenderingContext2D} context - The context to draw the tile onto.\n    * @param {number} x - The x coordinate to draw to.\n    * @param {number} y - The y coordinate to draw to.\n    * @param {integer} index - The index of the tile within the set to draw.\n    */\n    draw: function (context, x, y, index) {\n\n        //  Correct the tile index for the set and bias for interlacing\n        var coordIndex = (index - this.firstgid) << 1;\n\n        if (coordIndex >= 0 && (coordIndex + 1) < this.drawCoords.length)\n        {\n            context.drawImage(\n                this.image,\n                this.drawCoords[coordIndex],\n                this.drawCoords[coordIndex + 1],\n                this.tileWidth,\n                this.tileHeight,\n                x,\n                y,\n                this.tileWidth,\n                this.tileHeight\n            );\n        }\n\n    },\n\n    /**\n    * Returns true if and only if this tileset contains the given tile index.\n    *\n    * @method Phaser.Tileset#containsTileIndex\n    * @public\n    * @return {boolean} True if this tileset contains the given index.\n    */\n    containsTileIndex: function (tileIndex) {\n\n        return (\n            tileIndex >= this.firstgid &&\n            tileIndex < (this.firstgid + this.total)\n        );\n\n    },\n\n    /**\n    * Set the image associated with this Tileset and update the tile data.\n    *\n    * @method Phaser.Tileset#setImage\n    * @public\n    * @param {Image} image - The image that contains the tiles.\n    */\n    setImage: function (image) {\n\n        this.image = image;\n        this.updateTileData(image.width, image.height);\n       \n    },\n\n    /**\n    * Sets tile spacing and margins.\n    *\n    * @method Phaser.Tileset#setSpacing\n    * @public\n    * @param {integer} [margin=0] - The margin around the tiles in the sheet (in pixels).\n    * @param {integer} [spacing=0] - The spacing between the tiles in the sheet (in pixels).\n    */\n    setSpacing: function (margin, spacing) {\n\n        this.tileMargin = margin | 0;\n        this.tileSpacing = spacing | 0;\n\n        if (this.image)\n        {\n            this.updateTileData(this.image.width, this.image.height);\n        }\n\n    },\n\n    /**\n    * Updates tile coordinates and tileset data.\n    *\n    * @method Phaser.Tileset#updateTileData\n    * @private\n    * @param {integer} imageWidth - The (expected) width of the image to slice.\n    * @param {integer} imageHeight - The (expected) height of the image to slice.\n    */\n    updateTileData: function (imageWidth, imageHeight) {\n\n        // May be fractional values\n        var rowCount = (imageHeight - this.tileMargin * 2 + this.tileSpacing) / (this.tileHeight + this.tileSpacing);\n        var colCount = (imageWidth - this.tileMargin * 2 + this.tileSpacing) / (this.tileWidth + this.tileSpacing);\n\n        if (rowCount % 1 !== 0 || colCount % 1 !== 0)\n        {\n            console.warn(\"Phaser.Tileset - \" + this.name + \" image tile area is not an even multiple of tile size\");\n        }\n\n        // In Tiled a tileset image that is not an even multiple of the tile dimensions\n        // is truncated - hence the floor when calculating the rows/columns.\n        rowCount = Math.floor(rowCount);\n        colCount = Math.floor(colCount);\n\n        if ((this.rows && this.rows !== rowCount) || (this.columns && this.columns !== colCount))\n        {\n            console.warn(\"Phaser.Tileset - actual and expected number of tile rows and columns differ\");\n        }\n\n        this.rows = rowCount;\n        this.columns = colCount;\n        this.total = rowCount * colCount;\n\n        this.drawCoords.length = 0;\n\n        var tx = this.tileMargin;\n        var ty = this.tileMargin;\n\n        for (var y = 0; y < this.rows; y++)\n        {\n            for (var x = 0; x < this.columns; x++)\n            {\n                this.drawCoords.push(tx);\n                this.drawCoords.push(ty);\n                tx += this.tileWidth + this.tileSpacing;\n            }\n\n            tx = this.tileMargin;\n            ty += this.tileHeight + this.tileSpacing;\n        }\n\n    }\n\n};\n\nPhaser.Tileset.prototype.constructor = Phaser.Tileset;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Create a new `Particle` object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter.\n* \n* @class Phaser.Particle\n* @constructor\n* @extends Phaser.Sprite\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number} x - The x coordinate (in world space) to position the Particle at.\n* @param {number} y - The y coordinate (in world space) to position the Particle at.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.\n* @param {string|number} frame - If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n*/\nPhaser.Particle = function (game, x, y, key, frame) {\n\n    Phaser.Sprite.call(this, game, x, y, key, frame);\n\n    /**\n    * @property {boolean} autoScale - If this Particle automatically scales this is set to true by Particle.setScaleData.\n    * @protected\n    */\n    this.autoScale = false;\n\n    /**\n    * @property {array} scaleData - A reference to the scaleData array owned by the Emitter that emitted this Particle.\n    * @protected\n    */\n    this.scaleData = null;\n\n    /**\n    * @property {number} _s - Internal cache var for tracking auto scale.\n    * @private\n    */\n    this._s = 0;\n\n    /**\n    * @property {boolean} autoAlpha - If this Particle automatically changes alpha this is set to true by Particle.setAlphaData.\n    * @protected\n    */\n    this.autoAlpha = false;\n\n    /**\n    * @property {array} alphaData - A reference to the alphaData array owned by the Emitter that emitted this Particle.\n    * @protected\n    */\n    this.alphaData = null;\n\n    /**\n    * @property {number} _a - Internal cache var for tracking auto alpha.\n    * @private\n    */\n    this._a = 0;\n\n};\n\nPhaser.Particle.prototype = Object.create(Phaser.Sprite.prototype);\nPhaser.Particle.prototype.constructor = Phaser.Particle;\n\n/**\n* Updates the Particle scale or alpha if autoScale and autoAlpha are set.\n*\n* @method Phaser.Particle#update\n* @memberof Phaser.Particle\n*/\nPhaser.Particle.prototype.update = function() {\n\n    if (this.autoScale)\n    {\n        this._s--;\n\n        if (this._s)\n        {\n            this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y);\n        }\n        else\n        {\n            this.autoScale = false;\n        }\n    }\n\n    if (this.autoAlpha)\n    {\n        this._a--;\n\n        if (this._a)\n        {\n            this.alpha = this.alphaData[this._a].v;\n        }\n        else\n        {\n            this.autoAlpha = false;\n        }\n    }\n\n};\n\n/**\n* Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required.\n*\n* @method Phaser.Particle#onEmit\n* @memberof Phaser.Particle\n*/\nPhaser.Particle.prototype.onEmit = function() {\n};\n\n/**\n* Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter.\n*\n* @method Phaser.Particle#setAlphaData\n* @memberof Phaser.Particle\n*/\nPhaser.Particle.prototype.setAlphaData = function(data) {\n\n    this.alphaData = data;\n    this._a = data.length - 1;\n    this.alpha = this.alphaData[this._a].v;\n    this.autoAlpha = true;\n\n};\n\n/**\n* Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter.\n*\n* @method Phaser.Particle#setScaleData\n* @memberof Phaser.Particle\n*/\nPhaser.Particle.prototype.setScaleData = function(data) {\n\n    this.scaleData = data;\n    this._s = data.length - 1;\n    this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y);\n    this.autoScale = true;\n\n};\n\n/**\n* Resets the Particle. This places the Particle at the given x/y world coordinates and then\n* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.\n* If the Particle has a physics body that too is reset.\n*\n* @method Phaser.Particle#reset\n* @memberof Phaser.Particle\n* @param {number} x - The x coordinate (in world space) to position the Particle at.\n* @param {number} y - The y coordinate (in world space) to position the Particle at.\n* @param {number} [health=1] - The health to give the Particle.\n* @return {Phaser.Particle} This instance.\n*/\nPhaser.Particle.prototype.reset = function(x, y, health) {\n\n    Phaser.Component.Reset.prototype.reset.call(this, x, y, health);\n\n    this.alpha = 1;\n    this.scale.set(1);\n\n    this.autoScale = false;\n    this.autoAlpha = false;\n\n    return this;\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Phaser.Particles is the Particle Manager for the game. It is called during the game update loop and in turn updates any Emitters attached to it.\n*\n* @class Phaser.Particles\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n*/\nPhaser.Particles = function (game) {\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running Game.\n    */\n    this.game = game;\n\n    /**\n    * @property {object} emitters - Internal emitters store.\n    */\n    this.emitters = {};\n\n    /**\n    * @property {number} ID -\n    * @default\n    */\n    this.ID = 0;\n\n};\n\nPhaser.Particles.prototype = {\n\n    /**\n    * Adds a new Particle Emitter to the Particle Manager.\n    * @method Phaser.Particles#add\n    * @param {Phaser.Emitter} emitter - The emitter to be added to the particle manager.\n    * @return {Phaser.Emitter} The emitter that was added.\n    */\n    add: function (emitter) {\n\n        this.emitters[emitter.name] = emitter;\n\n        return emitter;\n\n    },\n\n    /**\n    * Removes an existing Particle Emitter from the Particle Manager.\n    * @method Phaser.Particles#remove\n    * @param {Phaser.Emitter} emitter - The emitter to remove.\n    */\n    remove: function (emitter) {\n\n        delete this.emitters[emitter.name];\n\n    },\n\n    /**\n    * Called by the core game loop. Updates all Emitters who have their exists value set to true.\n    * @method Phaser.Particles#update\n    * @protected\n    */\n    update: function () {\n\n        for (var key in this.emitters)\n        {\n            if (this.emitters[key].exists)\n            {\n                this.emitters[key].update();\n            }\n        }\n\n    }\n\n};\n\nPhaser.Particles.prototype.constructor = Phaser.Particles;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Arcade Particles is a Particle System integrated with Arcade Physics.\n*\n* @class Phaser.Particles.Arcade\n*/\nPhaser.Particles.Arcade = {};\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Emitter is a lightweight particle emitter that uses Arcade Physics.\n* It can be used for one-time explosions or for continuous effects like rain and fire.\n* All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly.\n* \n* @class Phaser.Particles.Arcade.Emitter\n* @constructor\n* @extends Phaser.Group\n* @param {Phaser.Game} game - Current game instance.\n* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.\n* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.\n* @param {number} [maxParticles=50] - The total number of particles in this emitter.\n*/\nPhaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {\n\n    /**\n    * @property {number} maxParticles - The total number of particles in this emitter.\n    * @default\n    */\n    this.maxParticles = maxParticles || 50;\n\n    Phaser.Group.call(this, game);\n\n    /**\n    * @property {string} name - A handy string name for this emitter. Can be set to anything.\n    */\n    this.name = 'emitter' + this.game.particles.ID++;\n\n    /**\n    * @property {number} type - Internal Phaser Type value.\n    * @protected\n    */\n    this.type = Phaser.EMITTER;\n\n    /**\n    * @property {number} physicsType - The const physics body type of this object.\n    * @readonly\n    */\n    this.physicsType = Phaser.GROUP;\n\n    /**\n    * @property {Phaser.Rectangle} area - The area of the emitter. Particles can be randomly generated from anywhere within this rectangle.\n    * @default\n    */\n    this.area = new Phaser.Rectangle(x, y, 1, 1);\n\n    /**\n    * @property {Phaser.Point} minParticleSpeed - The minimum possible velocity of a particle.\n    * @default\n    */\n    this.minParticleSpeed = new Phaser.Point(-100, -100);\n\n    /**\n    * @property {Phaser.Point} maxParticleSpeed - The maximum possible velocity of a particle.\n    * @default\n    */\n    this.maxParticleSpeed = new Phaser.Point(100, 100);\n\n    /**\n    * @property {number} minParticleScale - The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see minParticleScaleX.\n    * @default\n    */\n    this.minParticleScale = 1;\n\n    /**\n    * @property {number} maxParticleScale - The maximum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see maxParticleScaleX.\n    * @default\n    */\n    this.maxParticleScale = 1;\n\n    /**\n    * @property {array} scaleData - An array of the calculated scale easing data applied to particles with scaleRates > 0.\n    */\n    this.scaleData = null;\n\n    /**\n    * @property {number} minRotation - The minimum possible angular velocity of a particle.\n    * @default\n    */\n    this.minRotation = -360;\n\n    /**\n    * @property {number} maxRotation - The maximum possible angular velocity of a particle.\n    * @default\n    */\n    this.maxRotation = 360;\n\n    /**\n    * @property {number} minParticleAlpha - The minimum possible alpha value of a particle.\n    * @default\n    */\n    this.minParticleAlpha = 1;\n\n    /**\n    * @property {number} maxParticleAlpha - The maximum possible alpha value of a particle.\n    * @default\n    */\n    this.maxParticleAlpha = 1;\n\n    /**\n    * @property {array} alphaData - An array of the calculated alpha easing data applied to particles with alphaRates > 0.\n    */\n    this.alphaData = null;\n\n    /**\n    * @property {number} gravity - Sets the `body.gravity.y` of each particle sprite to this value on launch.\n    * @default\n    */\n    this.gravity = 100;\n\n    /**\n    * @property {any} particleClass - For emitting your own particle class types. They must extend Phaser.Particle.\n    * @default\n    */\n    this.particleClass = Phaser.Particle;\n\n    /**\n    * @property {Phaser.Point} particleDrag - The X and Y drag component of particles launched from the emitter.\n    */\n    this.particleDrag = new Phaser.Point();\n\n    /**\n    * @property {number} angularDrag - The angular drag component of particles launched from the emitter if they are rotating.\n    * @default\n    */\n    this.angularDrag = 0;\n\n    /**\n    * @property {number} frequency - How often a particle is emitted in ms (if emitter is started with Explode === false).\n    * @default\n    */\n    this.frequency = 100;\n\n    /**\n    * @property {number} lifespan - How long each particle lives once it is emitted in ms. Default is 2 seconds. Set lifespan to 'zero' for particles to live forever.\n    * @default\n    */\n    this.lifespan = 2000;\n\n    /**\n    * @property {Phaser.Point} bounce - How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.\n    */\n    this.bounce = new Phaser.Point();\n\n    /**\n    * @property {boolean} on - Determines whether the emitter is currently emitting particles. It is totally safe to directly toggle this.\n    * @default\n    */\n    this.on = false;\n\n    /**\n    * @property {Phaser.Point} particleAnchor - When a particle is created its anchor will be set to match this Point object (defaults to x/y: 0.5 to aid in rotation)\n    * @default\n    */\n    this.particleAnchor = new Phaser.Point(0.5, 0.5);\n\n    /**\n    * @property {number} blendMode - The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable of supporting canvas blend-modes (most not available in WebGL)\n    * @default\n    */\n    this.blendMode = Phaser.blendModes.NORMAL;\n\n    /**\n    * The point the particles are emitted from.\n    * Emitter.x and Emitter.y control the containers location, which updates all current particles\n    * Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.\n    * @property {number} emitX\n    */\n    this.emitX = x;\n\n    /**\n    * The point the particles are emitted from.\n    * Emitter.x and Emitter.y control the containers location, which updates all current particles\n    * Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.\n    * @property {number} emitY\n    */\n    this.emitY = y;\n\n    /**\n    * @property {boolean} autoScale - When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure.\n    */\n    this.autoScale = false;\n\n    /**\n    * @property {boolean} autoAlpha - When a new Particle is emitted this controls if it will automatically change alpha. Use Emitter.setAlpha to configure.\n    */\n    this.autoAlpha = false;\n\n    /**\n    * @property {boolean} particleBringToTop - If this is `true` then when the Particle is emitted it will be bought to the top of the Emitters display list.\n    * @default\n    */\n    this.particleBringToTop = false;\n\n    /**\n    * @property {boolean} particleSendToBack - If this is `true` then when the Particle is emitted it will be sent to the back of the Emitters display list.\n    * @default\n    */\n    this.particleSendToBack = false;\n\n    /**\n    * @property {Phaser.Point} _minParticleScale - Internal particle scale var.\n    * @private\n    */\n    this._minParticleScale = new Phaser.Point(1, 1);\n\n    /**\n    * @property {Phaser.Point} _maxParticleScale - Internal particle scale var.\n    * @private\n    */\n    this._maxParticleScale = new Phaser.Point(1, 1);\n\n    /**\n    * @property {number} _quantity - Internal helper for deciding how many particles to launch.\n    * @private\n    */\n    this._quantity = 0;\n\n    /**\n    * @property {number} _timer - Internal helper for deciding when to launch particles or kill them.\n    * @private\n    */\n    this._timer = 0;\n\n    /**\n    * @property {number} _counter - Internal counter for figuring out how many particles to launch.\n    * @private\n    */\n    this._counter = 0;\n\n    /**\n    * @property {number} _flowQuantity - Internal counter for figuring out how many particles to launch per flow update.\n    * @private\n    */\n    this._flowQuantity = 0;\n\n    /**\n    * @property {number} _flowTotal - Internal counter for figuring out how many particles to launch in total.\n    * @private\n    */\n    this._flowTotal = 0;\n\n    /**\n    * @property {boolean} _explode - Internal helper for the style of particle emission (all at once, or one at a time).\n    * @private\n    */\n    this._explode = true;\n\n    /**\n    * @property {any} _frames - Internal helper for the particle frame.\n    * @private\n    */\n    this._frames = null;\n\n};\n\nPhaser.Particles.Arcade.Emitter.prototype = Object.create(Phaser.Group.prototype);\nPhaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.Emitter;\n\n/**\n* Called automatically by the game loop, decides when to launch particles and when to \"die\".\n* \n* @method Phaser.Particles.Arcade.Emitter#update\n*/\nPhaser.Particles.Arcade.Emitter.prototype.update = function () {\n\n    if (this.on && this.game.time.time >= this._timer)\n    {\n        this._timer = this.game.time.time + this.frequency * this.game.time.slowMotion;\n\n        if (this._flowTotal !== 0)\n        {\n            if (this._flowQuantity > 0)\n            {\n                for (var i = 0; i < this._flowQuantity; i++)\n                {\n                    if (this.emitParticle())\n                    {\n                        this._counter++;\n\n                        if (this._flowTotal !== -1 && this._counter >= this._flowTotal)\n                        {\n                            this.on = false;\n                            break;\n                        }\n                    }\n                }\n            }\n            else\n            {\n                if (this.emitParticle())\n                {\n                    this._counter++;\n\n                    if (this._flowTotal !== -1 && this._counter >= this._flowTotal)\n                    {\n                        this.on = false;\n                    }\n                }\n            }\n        }\n        else\n        {\n            if (this.emitParticle())\n            {\n                this._counter++;\n\n                if (this._quantity > 0 && this._counter >= this._quantity)\n                {\n                    this.on = false;\n                }\n            }\n        }\n\n    }\n\n    var i = this.children.length;\n\n    while (i--)\n    {\n        if (this.children[i].exists)\n        {\n            this.children[i].update();\n        }\n    }\n\n};\n\n/**\n* This function generates a new set of particles for use by this emitter.\n* The particles are stored internally waiting to be emitted via Emitter.start.\n*\n* @method Phaser.Particles.Arcade.Emitter#makeParticles\n* @param {array|string} keys - A string or an array of strings that the particle sprites will use as their texture. If an array one is picked at random.\n* @param {array|number} [frames=0] - A frame number, or array of frames that the sprite will use. If an array one is picked at random.\n* @param {number} [quantity] - The number of particles to generate. If not given it will use the value of Emitter.maxParticles. If the value is greater than Emitter.maxParticles it will use Emitter.maxParticles as the quantity.\n* @param {boolean} [collide=false] - If you want the particles to be able to collide with other Arcade Physics bodies then set this to true.\n* @param {boolean} [collideWorldBounds=false] - A particle can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {\n\n    if (frames === undefined) { frames = 0; }\n    if (quantity === undefined) { quantity = this.maxParticles; }\n    if (collide === undefined) { collide = false; }\n    if (collideWorldBounds === undefined) { collideWorldBounds = false; }\n\n    var particle;\n    var i = 0;\n    var rndKey = keys;\n    var rndFrame = frames;\n    this._frames = frames;\n\n    if (quantity > this.maxParticles)\n    {\n        this.maxParticles = quantity;\n    }\n\n    while (i < quantity)\n    {\n        if (Array.isArray(keys))\n        {\n            rndKey = this.game.rnd.pick(keys);\n        }\n\n        if (Array.isArray(frames))\n        {\n            rndFrame = this.game.rnd.pick(frames);\n        }\n\n        particle = new this.particleClass(this.game, 0, 0, rndKey, rndFrame);\n\n        this.game.physics.arcade.enable(particle, false);\n\n        if (collide)\n        {\n            particle.body.checkCollision.any = true;\n            particle.body.checkCollision.none = false;\n        }\n        else\n        {\n            particle.body.checkCollision.none = true;\n        }\n\n        particle.body.collideWorldBounds = collideWorldBounds;\n        particle.body.skipQuadTree = true;\n\n        particle.exists = false;\n        particle.visible = false;\n        particle.anchor.copyFrom(this.particleAnchor);\n\n        this.add(particle);\n\n        i++;\n    }\n\n    return this;\n\n};\n\n/**\n* Call this function to turn off all the particles and the emitter.\n*\n* @method Phaser.Particles.Arcade.Emitter#kill\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.kill = function () {\n\n    this.on = false;\n    this.alive = false;\n    this.exists = false;\n\n    return this;\n\n};\n\n/**\n* Handy for bringing game objects \"back to life\". Just sets alive and exists back to true.\n*\n* @method Phaser.Particles.Arcade.Emitter#revive\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.revive = function () {\n\n    this.alive = true;\n    this.exists = true;\n\n    return this;\n\n};\n\n/**\n* Call this function to emit the given quantity of particles at all once (an explosion)\n* \n* @method Phaser.Particles.Arcade.Emitter#explode\n* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.\n* @param {number} [quantity=0] - How many particles to launch.\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.explode = function (lifespan, quantity) {\n\n    this._flowTotal = 0;\n\n    this.start(true, lifespan, 0, quantity, false);\n\n    return this;\n\n};\n\n/**\n* Call this function to start emitting a flow of particles at the given frequency.\n* It will carry on going until the total given is reached.\n* Each time the flow is run the quantity number of particles will be emitted together.\n* If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total)\n* If you set the total to be -1 then no quantity cap is used and it will keep emitting.\n* \n* @method Phaser.Particles.Arcade.Emitter#flow\n* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.\n* @param {number} [frequency=250] - Frequency is how often to emit the particles, given in ms.\n* @param {number} [quantity=1] - How many particles to launch each time the frequency is met. Can never be > Emitter.maxParticles.\n* @param {number} [total=-1] - How many particles to launch in total. If -1 it will carry on indefinitely.\n* @param {boolean} [immediate=true] - Should the flow start immediately (true) or wait until the first frequency event? (false)\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.flow = function (lifespan, frequency, quantity, total, immediate) {\n\n    if (quantity === undefined || quantity === 0) { quantity = 1; }\n    if (total === undefined) { total = -1; }\n    if (immediate === undefined) { immediate = true; }\n\n    if (quantity > this.maxParticles)\n    {\n        quantity = this.maxParticles;\n    }\n\n    this._counter = 0;\n    this._flowQuantity = quantity;\n    this._flowTotal = total;\n\n    if (immediate)\n    {\n        this.start(true, lifespan, frequency, quantity);\n\n        this._counter += quantity;\n        this.on = true;\n        this._timer = this.game.time.time + frequency * this.game.time.slowMotion;\n    }\n    else\n    {\n        this.start(false, lifespan, frequency, quantity);\n    }\n\n    return this;\n\n};\n\n/**\n* Call this function to start emitting particles.\n* \n* @method Phaser.Particles.Arcade.Emitter#start\n* @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false).\n* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.\n* @param {number} [frequency=250] - Ignored if Explode is set to true. Frequency is how often to emit 1 particle. Value given in ms.\n* @param {number} [quantity=0] - How many particles to launch. 0 = \"all of the particles\" which will keep emitting until Emitter.maxParticles is reached.\n* @param {number} [forceQuantity=false] - If `true` and creating a particle flow, the quantity emitted will be forced to the be quantity given in this call. This can never exceed Emitter.maxParticles.\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, frequency, quantity, forceQuantity) {\n\n    if (explode === undefined) { explode = true; }\n    if (lifespan === undefined) { lifespan = 0; }\n    if (frequency === undefined || frequency === null) { frequency = 250; }\n    if (quantity === undefined) { quantity = 0; }\n    if (forceQuantity === undefined) { forceQuantity = false; }\n\n    if (quantity > this.maxParticles)\n    {\n        quantity = this.maxParticles;\n    }\n\n    this.revive();\n\n    this.visible = true;\n\n    this.lifespan = lifespan;\n    this.frequency = frequency;\n\n    if (explode || forceQuantity)\n    {\n        for (var i = 0; i < quantity; i++)\n        {\n            this.emitParticle();\n        }\n    }\n    else\n    {\n        this.on = true;\n        this._quantity = quantity;\n        this._counter = 0;\n        this._timer = this.game.time.time + frequency * this.game.time.slowMotion;\n    }\n\n    return this;\n\n};\n\n/**\n* This function is used internally to emit the next particle in the queue.\n*\n* However it can also be called externally to emit a particle.\n*\n* When called externally you can use the arguments to override any defaults the Emitter has set.\n*\n* @method Phaser.Particles.Arcade.Emitter#emitParticle\n* @param {number} [x] - The x coordinate to emit the particle from. If `null` or `undefined` it will use `Emitter.emitX` or if the Emitter has a width > 1 a random value between `Emitter.left` and `Emitter.right`.\n* @param {number} [y] - The y coordinate to emit the particle from. If `null` or `undefined` it will use `Emitter.emitY` or if the Emitter has a height > 1 a random value between `Emitter.top` and `Emitter.bottom`.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.\n* @param {string|number} [frame] - If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n* @return {boolean} True if a particle was emitted, otherwise false.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, frame) {\n\n    if (x === undefined) { x = null; }\n    if (y === undefined) { y = null; }\n\n    var particle = this.getFirstExists(false);\n\n    if (particle === null)\n    {\n        return false;\n    }\n\n    var rnd = this.game.rnd;\n\n    if (key !== undefined && frame !== undefined)\n    {\n        particle.loadTexture(key, frame);\n    }\n    else if (key !== undefined)\n    {\n        particle.loadTexture(key);\n    }\n\n    var emitX = this.emitX;\n    var emitY = this.emitY;\n\n    if (x !== null)\n    {\n        emitX = x;\n    }\n    else if (this.width > 1)\n    {\n        emitX = rnd.between(this.left, this.right);\n    }\n\n    if (y !== null)\n    {\n        emitY = y;\n    }\n    else if (this.height > 1)\n    {\n        emitY = rnd.between(this.top, this.bottom);\n    }\n\n    particle.reset(emitX, emitY);\n\n    particle.angle = 0;\n    particle.lifespan = this.lifespan;\n\n    if (this.particleBringToTop)\n    {\n        this.bringToTop(particle);\n    }\n    else if (this.particleSendToBack)\n    {\n        this.sendToBack(particle);\n    }\n\n    if (this.autoScale)\n    {\n        particle.setScaleData(this.scaleData);\n    }\n    else if (this.minParticleScale !== 1 || this.maxParticleScale !== 1)\n    {\n        particle.scale.set(rnd.realInRange(this.minParticleScale, this.maxParticleScale));\n    }\n    else if ((this._minParticleScale.x !== this._maxParticleScale.x) || (this._minParticleScale.y !== this._maxParticleScale.y))\n    {\n        particle.scale.set(rnd.realInRange(this._minParticleScale.x, this._maxParticleScale.x), rnd.realInRange(this._minParticleScale.y, this._maxParticleScale.y));\n    }\n\n    if (frame === undefined)\n    {\n        if (Array.isArray(this._frames))\n        {\n            particle.frame = this.game.rnd.pick(this._frames);\n        }\n        else\n        {\n            particle.frame = this._frames;\n        }\n    }\n\n    if (this.autoAlpha)\n    {\n        particle.setAlphaData(this.alphaData);\n    }\n    else\n    {\n        particle.alpha = rnd.realInRange(this.minParticleAlpha, this.maxParticleAlpha);\n    }\n\n    particle.blendMode = this.blendMode;\n\n    var body = particle.body;\n\n    body.updateBounds();\n\n    body.bounce.copyFrom(this.bounce);\n    body.drag.copyFrom(this.particleDrag);\n\n    body.velocity.x = rnd.between(this.minParticleSpeed.x, this.maxParticleSpeed.x);\n    body.velocity.y = rnd.between(this.minParticleSpeed.y, this.maxParticleSpeed.y);\n    body.angularVelocity = rnd.between(this.minRotation, this.maxRotation);\n\n    body.gravity.y = this.gravity;\n    body.angularDrag = this.angularDrag;\n\n    particle.onEmit();\n\n    return true;\n\n};\n\n/**\n* Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.\n* \n* @method Phaser.Particles.Arcade.Emitter#destroy\n*/\nPhaser.Particles.Arcade.Emitter.prototype.destroy = function () {\n\n    this.game.particles.remove(this);\n\n    Phaser.Group.prototype.destroy.call(this, true, false);\n\n};\n\n/**\n* A more compact way of setting the width and height of the emitter.\n* \n* @method Phaser.Particles.Arcade.Emitter#setSize\n* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).\n* @param {number} height - The desired height of the emitter.\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.setSize = function (width, height) {\n\n    this.area.width = width;\n    this.area.height = height;\n\n    return this;\n\n};\n\n/**\n* A more compact way of setting the X velocity range of the emitter.\n* @method Phaser.Particles.Arcade.Emitter#setXSpeed\n* @param {number} [min=0] - The minimum value for this range.\n* @param {number} [max=0] - The maximum value for this range.\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.setXSpeed = function (min, max) {\n\n    min = min || 0;\n    max = max || 0;\n\n    this.minParticleSpeed.x = min;\n    this.maxParticleSpeed.x = max;\n\n    return this;\n\n};\n\n/**\n* A more compact way of setting the Y velocity range of the emitter.\n* @method Phaser.Particles.Arcade.Emitter#setYSpeed\n* @param {number} [min=0] - The minimum value for this range.\n* @param {number} [max=0] - The maximum value for this range.\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.setYSpeed = function (min, max) {\n\n    min = min || 0;\n    max = max || 0;\n\n    this.minParticleSpeed.y = min;\n    this.maxParticleSpeed.y = max;\n\n    return this;\n\n};\n\n/**\n* A more compact way of setting the angular velocity constraints of the particles.\n*\n* @method Phaser.Particles.Arcade.Emitter#setRotation\n* @param {number} [min=0] - The minimum value for this range.\n* @param {number} [max=0] - The maximum value for this range.\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.setRotation = function (min, max) {\n\n    min = min || 0;\n    max = max || 0;\n\n    this.minRotation = min;\n    this.maxRotation = max;\n\n    return this;\n\n};\n\n/**\n* A more compact way of setting the alpha constraints of the particles.\n* The rate parameter, if set to a value above zero, lets you set the speed at which the Particle change in alpha from min to max.\n* If rate is zero, which is the default, the particle won't change alpha - instead it will pick a random alpha between min and max on emit.\n*\n* @method Phaser.Particles.Arcade.Emitter#setAlpha\n* @param {number} [min=1] - The minimum value for this range.\n* @param {number} [max=1] - The maximum value for this range.\n* @param {number} [rate=0] - The rate (in ms) at which the particles will change in alpha from min to max, or set to zero to pick a random alpha between the two.\n* @param {function} [ease=Phaser.Easing.Linear.None] - If you've set a rate > 0 this is the easing formula applied between the min and max values.\n* @param {boolean} [yoyo=false] - If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values)\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.setAlpha = function (min, max, rate, ease, yoyo) {\n\n    if (min === undefined) { min = 1; }\n    if (max === undefined) { max = 1; }\n    if (rate === undefined) { rate = 0; }\n    if (ease === undefined) { ease = Phaser.Easing.Linear.None; }\n    if (yoyo === undefined) { yoyo = false; }\n\n    this.minParticleAlpha = min;\n    this.maxParticleAlpha = max;\n    this.autoAlpha = false;\n\n    if (rate > 0 && min !== max)\n    {\n        var tweenData = { v: min };\n        var tween = this.game.make.tween(tweenData).to( { v: max }, rate, ease);\n        tween.yoyo(yoyo);\n\n        this.alphaData = tween.generateData(60);\n\n        //  Inverse it so we don't have to do array length look-ups in Particle update loops\n        this.alphaData.reverse();\n        this.autoAlpha = true;\n    }\n\n    return this;\n\n};\n\n/**\n* A more compact way of setting the scale constraints of the particles.\n* The rate parameter, if set to a value above zero, lets you set the speed and ease which the Particle uses to change in scale from min to max across both axis.\n* If rate is zero, which is the default, the particle won't change scale during update, instead it will pick a random scale between min and max on emit.\n*\n* @method Phaser.Particles.Arcade.Emitter#setScale\n* @param {number} [minX=1] - The minimum value of Particle.scale.x.\n* @param {number} [maxX=1] - The maximum value of Particle.scale.x.\n* @param {number} [minY=1] - The minimum value of Particle.scale.y.\n* @param {number} [maxY=1] - The maximum value of Particle.scale.y.\n* @param {number} [rate=0] - The rate (in ms) at which the particles will change in scale from min to max, or set to zero to pick a random size between the two.\n* @param {function} [ease=Phaser.Easing.Linear.None] - If you've set a rate > 0 this is the easing formula applied between the min and max values.\n* @param {boolean} [yoyo=false] - If you've set a rate > 0 you can set if the ease will yoyo or not (i.e. ease back to its original values)\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.setScale = function (minX, maxX, minY, maxY, rate, ease, yoyo) {\n\n    if (minX === undefined) { minX = 1; }\n    if (maxX === undefined) { maxX = 1; }\n    if (minY === undefined) { minY = 1; }\n    if (maxY === undefined) { maxY = 1; }\n    if (rate === undefined) { rate = 0; }\n    if (ease === undefined) { ease = Phaser.Easing.Linear.None; }\n    if (yoyo === undefined) { yoyo = false; }\n\n    //  Reset these\n    this.minParticleScale = 1;\n    this.maxParticleScale = 1;\n\n    this._minParticleScale.set(minX, minY);\n    this._maxParticleScale.set(maxX, maxY);\n\n    this.autoScale = false;\n\n    if (rate > 0 && ((minX !== maxX) || (minY !== maxY)))\n    {\n        var tweenData = { x: minX, y: minY };\n        var tween = this.game.make.tween(tweenData).to( { x: maxX, y: maxY }, rate, ease);\n        tween.yoyo(yoyo);\n\n        this.scaleData = tween.generateData(60);\n\n        //  Inverse it so we don't have to do array length look-ups in Particle update loops\n        this.scaleData.reverse();\n        this.autoScale = true;\n    }\n\n    return this;\n\n};\n\n/**\n* Change the emitters center to match the center of any object with a `center` property, such as a Sprite.\n* If the object doesn't have a center property it will be set to object.x + object.width / 2\n*\n* @method Phaser.Particles.Arcade.Emitter#at\n* @param {object|Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text|PIXI.DisplayObject} object - The object that you wish to match the center with.\n* @return {Phaser.Particles.Arcade.Emitter} This Emitter instance.\n*/\nPhaser.Particles.Arcade.Emitter.prototype.at = function (object) {\n\n    if (object.center)\n    {\n        this.emitX = object.center.x;\n        this.emitY = object.center.y;\n    }\n    else\n    {\n        this.emitX = object.world.x + (object.anchor.x * object.width);\n        this.emitY = object.world.y + (object.anchor.y * object.height);\n    }\n\n    return this;\n\n};\n\n/**\n* @name Phaser.Particles.Arcade.Emitter#width\n* @property {number} width - Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.\n*/\nObject.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, \"width\", {\n\n    get: function () {\n        return this.area.width;\n    },\n\n    set: function (value) {\n        this.area.width = value;\n    }\n\n});\n\n/**\n* @name Phaser.Particles.Arcade.Emitter#height\n* @property {number} height - Gets or sets the height of the Emitter. This is the region in which a particle can be emitted.\n*/\nObject.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, \"height\", {\n\n    get: function () {\n        return this.area.height;\n    },\n\n    set: function (value) {\n        this.area.height = value;\n    }\n\n});\n\n/**\n* @name Phaser.Particles.Arcade.Emitter#x\n* @property {number} x - Gets or sets the x position of the Emitter.\n*/\nObject.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, \"x\", {\n\n    get: function () {\n        return this.emitX;\n    },\n\n    set: function (value) {\n        this.emitX = value;\n    }\n\n});\n\n/**\n* @name Phaser.Particles.Arcade.Emitter#y\n* @property {number} y - Gets or sets the y position of the Emitter.\n*/\nObject.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, \"y\", {\n\n    get: function () {\n        return this.emitY;\n    },\n\n    set: function (value) {\n        this.emitY = value;\n    }\n\n});\n\n/**\n* @name Phaser.Particles.Arcade.Emitter#left\n* @property {number} left - Gets the left position of the Emitter.\n* @readonly\n*/\nObject.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, \"left\", {\n\n    get: function () {\n        return Math.floor(this.x - (this.area.width / 2));\n    }\n\n});\n\n/**\n* @name Phaser.Particles.Arcade.Emitter#right\n* @property {number} right - Gets the right position of the Emitter.\n* @readonly\n*/\nObject.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, \"right\", {\n\n    get: function () {\n        return Math.floor(this.x + (this.area.width / 2));\n    }\n\n});\n\n/**\n* @name Phaser.Particles.Arcade.Emitter#top\n* @property {number} top - Gets the top position of the Emitter.\n* @readonly\n*/\nObject.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, \"top\", {\n\n    get: function () {\n        return Math.floor(this.y - (this.area.height / 2));\n    }\n\n});\n\n/**\n* @name Phaser.Particles.Arcade.Emitter#bottom\n* @property {number} bottom - Gets the bottom position of the Emitter.\n* @readonly\n*/\nObject.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, \"bottom\", {\n\n    get: function () {\n        return Math.floor(this.y + (this.area.height / 2));\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* The Weapon Plugin provides the ability to easily create a bullet pool and manager.\n*\n* Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.\n* The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics.\n*\n* The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you\n* can usually do with a Group, such as move it around the display list, iterate it, etc can be done\n* to the bullets Group too.\n*\n* Bullets can have textures and even animations. You can control the speed at which they are fired,\n* the firing rate, the firing angle, and even set things like gravity for them.\n*\n* A small example, assumed to be running from within a Phaser.State create method.\n*\n* `var weapon = this.add.weapon(10, 'bullet');`\n* `weapon.fireFrom.set(300, 300);`\n* `this.input.onDown.add(weapon.fire, this);`\n*\n* @class Phaser.Weapon\n* @constructor\n* @param {Phaser.Game} game - A reference to the current Phaser.Game instance.\n* @param {Phaser.PluginManager} parent - The Phaser Plugin Manager which looks after this plugin.\n*/\nPhaser.Weapon = function (game, parent) {\n\n    Phaser.Plugin.call(this, game, parent);\n\n    /**\n     * This is the Phaser.Group that contains all of the bullets managed by this plugin.\n     * @type {Phaser.Group}\n     */\n    this.bullets = null;\n\n    /**\n     * Should the bullet pool run out of bullets (i.e. they are all in flight) then this\n     * boolean controls if the Group will create a brand new bullet object or not.\n     * @type {boolean}\n     */\n    this.autoExpandBulletsGroup = false;\n\n    /**\n     * Will this weapon auto fire? If set to true then a new bullet will be fired\n     * based on the `fireRate` value.\n     * @type {boolean}\n     */\n    this.autofire = false;\n\n    /**\n     * The total number of bullets this Weapon has fired so far.\n     * You can limit the number of shots allowed (via `fireLimit`), and reset\n     * this total via `Weapon.resetShots`.\n     * @type {number}\n     */\n    this.shots = 0;\n\n    /**\n     * The maximum number of shots that this Weapon is allowed to fire before it stops.\n     * When the limit is his the `Weapon.onFireLimit` Signal is dispatched.\n     * You can reset the shot counter via `Weapon.resetShots`.\n     * @type {number}\n     */\n    this.fireLimit = 0;\n\n    /**\n     * The rate at which this Weapon can fire. The value is given in milliseconds.\n     * @type {number}\n     */\n    this.fireRate = 100;\n\n    /**\n     * This is a modifier that is added to the `fireRate` each update to add variety\n     * to the firing rate of the Weapon. The value is given in milliseconds.\n     * If you've a `fireRate` of 200 and a `fireRateVariance` of 50 then the actual\n     * firing rate of the Weapon will be between 150 and 250.\n     * @type {number}\n     */\n    this.fireRateVariance = 0;\n\n    /**\n     * This is a Rectangle from within which the bullets are fired. By default it's a 1x1\n     * rectangle, the equivalent of a Point. But you can change the width and height, and if\n     * larger than 1x1 it'll pick a random point within the rectangle to launch the bullet from.\n     * @type {Phaser.Rectangle}\n     */\n    this.fireFrom = new Phaser.Rectangle(0, 0, 1, 1);\n\n    /**\n     * The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP\n     * or it can be any number from 0 to 360 inclusive, where 0 degrees is to the right.\n     * @type {integer}\n     */\n    this.fireAngle = Phaser.ANGLE_UP;\n\n    /**\n     * When a Bullet is fired it can optionally inherit the velocity of the `trackedSprite` if set.\n     * @type {boolean}\n     */\n    this.bulletInheritSpriteSpeed = false;\n\n    /**\n     * The string based name of the animation that the Bullet will be given on launch.\n     * This is set via `Weapon.addBulletAnimation`.\n     * @type {string}\n     */\n    this.bulletAnimation = '';\n\n    /**\n     * If you've added a set of frames via `Weapon.setBulletFrames` then you can optionally\n     * chose for each Bullet fired to pick a random frame from the set.\n     * @type {boolean}\n     */\n    this.bulletFrameRandom = false;\n\n    /**\n     * If you've added a set of frames via `Weapon.setBulletFrames` then you can optionally\n     * chose for each Bullet fired to use the next frame in the set. The frame index is then\n     * advanced one frame until it reaches the end of the set, then it starts from the start\n     * again. Cycling frames like this allows you to create varied bullet effects via\n     * sprite sheets.\n     * @type {boolean}\n     */\n    this.bulletFrameCycle = false;\n\n    /**\n     * Should the Bullets wrap around the world bounds? This automatically calls\n     * `World.wrap` on the Bullet each frame. See the docs for that method for details.\n     * @type {boolean}\n     */\n    this.bulletWorldWrap = false;\n\n    /**\n     * If `bulletWorldWrap` is true then you can provide an optional padding value with this\n     * property. It's added to the calculations determining when the Bullet should wrap around\n     * the world or not. The value is given in pixels.\n     * @type {integer}\n     */\n    this.bulletWorldWrapPadding = 0;\n\n    /**\n     * An optional angle offset applied to the Bullets when they are launched.\n     * This is useful if for example your bullet sprites have been drawn facing up, instead of\n     * to the right, and you want to fire them at an angle. In which case you can set the\n     * angle offset to be 90 and they'll be properly rotated when fired.\n     * @type {number}\n     */\n    this.bulletAngleOffset = 0;\n\n    /**\n     * This is a variance added to the angle of Bullets when they are fired.\n     * If you fire from an angle of 90 and have a `bulletAngleVariance` of 20 then the actual\n     * angle of the Bullets will be between 70 and 110 degrees. This is a quick way to add a\n     * great 'spread' effect to a Weapon.\n     * @type {number}\n     */\n    this.bulletAngleVariance = 0;\n\n    /**\n     * The speed at which the bullets are fired. This value is given in pixels per second, and\n     * is used to set the starting velocity of the bullets.\n     * @type {number}\n     */\n    this.bulletSpeed = 200;\n\n    /**\n     * This is a variance added to the speed of Bullets when they are fired.\n     * If bullets have a `bulletSpeed` value of 200, and a `bulletSpeedVariance` of 50\n     * then the actual speed of the Bullets will be between 150 and 250 pixels per second.\n     * @type {number}\n     */\n    this.bulletSpeedVariance = 0;\n\n    /**\n     * If you've set `bulletKillType` to `Phaser.Weapon.KILL_LIFESPAN` this controls the amount\n     * of lifespan the Bullets have set on launch. The value is given in milliseconds.\n     * When a Bullet hits its lifespan limit it will be automatically killed.\n     * @type {number}\n     */\n    this.bulletLifespan = 0;\n\n    /**\n     * If you've set `bulletKillType` to `Phaser.Weapon.KILL_DISTANCE` this controls the distance\n     * the Bullet can travel before it is automatically killed. The distance is given in pixels.\n     * @type {number}\n     */\n    this.bulletKillDistance = 0;\n\n    /**\n     * This is the amount of gravity added to the Bullets physics body when fired.\n     * Gravity is expressed in pixels / second / second.\n     * @type {Phaser.Point}\n     */\n    this.bulletGravity = new Phaser.Point(0, 0);\n\n    /**\n     * Bullets can optionally adjust their rotation in-flight to match their velocity.\n     * This can create the effect of a bullet 'pointing' to the path it is following, for example\n     * an arrow being fired from a bow, and works especially well when added to `bulletGravity`.\n     * @type {boolean}\n     */\n    this.bulletRotateToVelocity = false;\n\n    /**\n     * The Texture Key that the Bullets use when rendering.\n     * Changing this has no effect on bullets in-flight, only on newly spawned bullets.\n     * @type {string}\n     */\n    this.bulletKey = '';\n\n    /**\n     * The Texture Frame that the Bullets use when rendering.\n     * Changing this has no effect on bullets in-flight, only on newly spawned bullets.\n     * @type {string|integer}\n     */\n    this.bulletFrame = '';\n\n    /**\n     * Private var that holds the public `bulletClass` property.\n     * @type {object}\n     * @private\n     */\n    this._bulletClass = Phaser.Bullet;\n\n    /**\n     * Private var that holds the public `bulletCollideWorldBounds` property.\n     * @type {boolean}\n     * @private\n     */\n    this._bulletCollideWorldBounds = false;\n\n    /**\n     * Private var that holds the public `bulletKillType` property.\n     * @type {integer}\n     * @private\n     */\n    this._bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;\n\n    /**\n     * Holds internal data about custom bullet body sizes.\n     *\n     * @type {Object}\n     * @private\n     */\n    this._data = {\n        customBody: false,\n        width: 0,\n        height: 0,\n        offsetX: 0,\n        offsetY: 0\n    };\n\n    /**\n     * This Rectangle defines the bounds that are used when determining if a Bullet should be killed or not.\n     * It's used in combination with `Weapon.bulletKillType` when that is set to either `Phaser.Weapon.KILL_WEAPON_BOUNDS`\n     * or `Phaser.Weapon.KILL_STATIC_BOUNDS`. If you are not using either of these kill types then the bounds are ignored.\n     * If you are tracking a Sprite or Point then the bounds are centered on that object every frame.\n     *\n     * @type {Phaser.Rectangle}\n     */\n    this.bounds = new Phaser.Rectangle();\n\n    /**\n     * The Rectangle used to calculate the bullet bounds from.\n     *\n     * @type {Phaser.Rectangle}\n     * @private\n     */\n    this.bulletBounds = game.world.bounds;\n\n    /**\n     * This array stores the frames added via `Weapon.setBulletFrames`.\n     *\n     * @type {Array}\n     * @protected\n     */\n    this.bulletFrames = [];\n\n    /**\n     * The index of the frame within `Weapon.bulletFrames` that is currently being used.\n     * This value is only used if `Weapon.bulletFrameCycle` is set to `true`.\n     * @type {number}\n     * @private\n     */\n    this.bulletFrameIndex = 0;\n\n    /**\n     * An internal object that stores the animation data added via `Weapon.addBulletAnimation`.\n     * @type {Object}\n     * @private\n     */\n    this.anims = {};\n\n    /**\n     * The onFire Signal is dispatched each time `Weapon.fire` is called, and a Bullet is\n     * _successfully_ launched. The callback is set two arguments: a reference to the bullet sprite itself,\n     * and a reference to the Weapon that fired the bullet.\n     *\n     * @type {Phaser.Signal}\n     */\n    this.onFire = new Phaser.Signal();\n\n    /**\n     * The onKill Signal is dispatched each time a Bullet that is in-flight is killed. This can be the result\n     * of leaving the Weapon bounds, an expiring lifespan, or exceeding a specified distance.\n     * The callback is sent one argument: A reference to the bullet sprite itself.\n     *\n     * @type {Phaser.Signal}\n     */\n    this.onKill = new Phaser.Signal();\n\n    /**\n     * The onFireLimit Signal is dispatched if `Weapon.fireLimit` is > 0, and a bullet launch takes the number\n     * of shots fired to equal the fire limit.\n     * The callback is sent two arguments: A reference to the Weapon that hit the limit, and the value of\n     * `Weapon.fireLimit`.\n     *\n     * @type {Phaser.Signal}\n     */\n    this.onFireLimit = new Phaser.Signal();\n\n    /**\n     * The Sprite currently being tracked by the Weapon, if any.\n     * This is set via the `Weapon.trackSprite` method.\n     *\n     * @type {Phaser.Sprite|Object}\n     */\n    this.trackedSprite = null;\n\n    /**\n     * The Pointer currently being tracked by the Weapon, if any.\n     * This is set via the `Weapon.trackPointer` method.\n     *\n     * @type {Phaser.Pointer}\n     */\n    this.trackedPointer = null;\n\n    /**\n     * If the Weapon is tracking a Sprite, should it also track the Sprites rotation?\n     * This is useful for a game such as Asteroids, where you want the weapon to fire based\n     * on the sprites rotation.\n     *\n     * @type {boolean}\n     */\n    this.trackRotation = false;\n\n    /**\n     * The Track Offset is a Point object that allows you to specify a pixel offset that bullets use\n     * when launching from a tracked Sprite or Pointer. For example if you've got a bullet that is 2x2 pixels\n     * in size, but you're tracking a Sprite that is 32x32, then you can set `trackOffset.x = 16` to have\n     * the bullet launched from the center of the Sprite.\n     *\n     * @type {Phaser.Point}\n     */\n    this.trackOffset = new Phaser.Point();\n\n    /**\n     * Internal firing rate time tracking variable.\n     *\n     * @type {number}\n     * @private\n     */\n    this._nextFire = 0;\n\n    /**\n     * Internal firing rotation tracking point.\n     *\n     * @type {Phaser.Point}\n     * @private\n     */\n    this._rotatedPoint = new Phaser.Point();\n\n};\n\nPhaser.Weapon.prototype = Object.create(Phaser.Plugin.prototype);\nPhaser.Weapon.prototype.constructor = Phaser.Weapon;\n\n/**\n* A `bulletKillType` constant that stops the bullets from ever being destroyed automatically.\n* @constant\n* @type {integer}\n*/\nPhaser.Weapon.KILL_NEVER = 0;\n\n/**\n* A `bulletKillType` constant that automatically kills the bullets when their `bulletLifespan` expires.\n* @constant\n* @type {integer}\n*/\nPhaser.Weapon.KILL_LIFESPAN = 1;\n\n/**\n* A `bulletKillType` constant that automatically kills the bullets after they\n* exceed the `bulletDistance` from their original firing position.\n* @constant\n* @type {integer}\n*/\nPhaser.Weapon.KILL_DISTANCE = 2;\n\n/**\n* A `bulletKillType` constant that automatically kills the bullets when they leave the `Weapon.bounds` rectangle.\n* @constant\n* @type {integer}\n*/\nPhaser.Weapon.KILL_WEAPON_BOUNDS = 3;\n\n/**\n* A `bulletKillType` constant that automatically kills the bullets when they leave the `Camera.bounds` rectangle.\n* @constant\n* @type {integer}\n*/\nPhaser.Weapon.KILL_CAMERA_BOUNDS = 4;\n\n/**\n* A `bulletKillType` constant that automatically kills the bullets when they leave the `World.bounds` rectangle.\n* @constant\n* @type {integer}\n*/\nPhaser.Weapon.KILL_WORLD_BOUNDS = 5;\n\n/**\n* A `bulletKillType` constant that automatically kills the bullets when they leave the `Weapon.bounds` rectangle.\n* @constant\n* @type {integer}\n*/\nPhaser.Weapon.KILL_STATIC_BOUNDS = 6;\n\n/**\n* This method performs two actions: First it will check to see if the `Weapon.bullets` Group exists or not,\n* and if not it creates it, adding it the `group` given as the 4th argument.\n*\n* Then it will seed the bullet pool with the `quantity` number of Bullets, using the texture key and frame\n* provided (if any).\n*\n* If for example you set the quantity to be 10, then this Weapon will only ever be able to have 10 bullets\n* in-flight simultaneously. If you try to fire an 11th bullet then nothing will happen until one, or more, of\n* the in-flight bullets have been killed, freeing them up for use by the Weapon again.\n*\n* If you do not wish to have a limit set, then pass in -1 as the quantity. In this instance the Weapon will\n* keep increasing the size of the bullet pool as needed. It will never reduce the size of the pool however,\n* so be careful it doesn't grow too large.\n*\n* You can either set the texture key and frame here, or via the `Weapon.bulletKey` and `Weapon.bulletFrame`\n* properties. You can also animate bullets, or set them to use random frames. All Bullets belonging to a\n* single Weapon instance must share the same texture key however.\n*\n* @method Phaser.Weapon#createBullets\n* @param {integer} [quantity=1] - The quantity of bullets to seed the Weapon with. If -1 it will set the pool to automatically expand.\n* @param {string} [key] - The Game.cache key of the image that this Sprite will use.\n* @param {integer|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.\n* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.\n* @return {Phaser.Weapon} This Weapon instance.\n*/\nPhaser.Weapon.prototype.createBullets = function (quantity, key, frame, group) {\n\n    if (quantity === undefined) { quantity = 1; }\n    if (group === undefined) { group = this.game.world; }\n\n    if (!this.bullets)\n    {\n        this.bullets = this.game.add.physicsGroup(Phaser.Physics.ARCADE, group);\n        this.bullets.classType = this._bulletClass;\n    }\n\n    if (quantity !== 0)\n    {\n        if (quantity === -1)\n        {\n            this.autoExpandBulletsGroup = true;\n            quantity = 1;\n        }\n\n        this.bullets.createMultiple(quantity, key, frame);\n\n        this.bullets.setAll('data.bulletManager', this);\n\n        this.bulletKey = key;\n        this.bulletFrame = frame;\n    }\n\n    return this;\n\n};\n\n/**\n* Call a function on each in-flight bullet in this Weapon.\n*\n* See {@link Phaser.Group#forEachExists forEachExists} for more details.\n*\n* @method Phaser.Weapon#forEach\n* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.\n* @param {object} callbackContext - The context in which the function should be called (usually 'this').\n* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.\n* @return {Phaser.Weapon} This Weapon instance.\n*/\nPhaser.Weapon.prototype.forEach = function (callback, callbackContext) {\n\n    this.bullets.forEachExists(callback, callbackContext, arguments);\n\n    return this;\n\n};\n\n/**\n* Sets `Body.enable` to `false` on each bullet in this Weapon.\n* This has the effect of stopping them in-flight should they be moving.\n* It also stops them being able to be checked for collision.\n*\n* @method Phaser.Weapon#pauseAll\n* @return {Phaser.Weapon} This Weapon instance.\n*/\nPhaser.Weapon.prototype.pauseAll = function () {\n\n    this.bullets.setAll('body.enable', false);\n\n    return this;\n\n};\n\n/**\n* Sets `Body.enable` to `true` on each bullet in this Weapon.\n* This has the effect of resuming their motion should they be in-flight.\n* It also enables them for collision checks again.\n*\n* @method Phaser.Weapon#resumeAll\n* @return {Phaser.Weapon} This Weapon instance.\n*/\nPhaser.Weapon.prototype.resumeAll = function () {\n\n    this.bullets.setAll('body.enable', true);\n\n    return this;\n\n};\n\n/**\n* Calls `Bullet.kill` on every in-flight bullet in this Weapon.\n* Also re-enables their physics bodies, should they have been disabled via `pauseAll`.\n*\n* @method Phaser.Weapon#killAll\n* @return {Phaser.Weapon} This Weapon instance.\n*/\nPhaser.Weapon.prototype.killAll = function () {\n\n    this.bullets.callAllExists('kill', true);\n\n    this.bullets.setAll('body.enable', true);\n\n    return this;\n\n};\n\n/**\n* Resets the `Weapon.shots` counter back to zero. This is used when you've set\n* `Weapon.fireLimit`, and have hit (or just wish to reset) your limit.\n*\n* @method Phaser.Weapon#resetShots\n* @param {integer} [newLimit] - Optionally set a new `Weapon.fireLimit`.\n* @return {Phaser.Weapon} This Weapon instance.\n*/\nPhaser.Weapon.prototype.resetShots = function (newLimit) {\n\n    this.shots = 0;\n\n    if (newLimit !== undefined)\n    {\n        this.fireLimit = newLimit;\n    }\n\n    return this;\n\n};\n\n/**\n* Destroys this Weapon. It removes itself from the PluginManager, destroys\n* the bullets Group, and nulls internal references.\n*\n* @method Phaser.Weapon#destroy\n*/\nPhaser.Weapon.prototype.destroy = function () {\n\n    this.parent.remove(this, false);\n\n    this.bullets.destroy();\n\n    this.game = null;\n    this.parent = null;\n    this.active = false;\n    this.visible = false;\n\n};\n\n/**\n* Internal update method, called by the PluginManager.\n*\n* @method Phaser.Weapon#update\n* @protected\n*/\nPhaser.Weapon.prototype.update = function () {\n\n    if (this._bulletKillType === Phaser.Weapon.KILL_WEAPON_BOUNDS)\n    {\n        if (this.trackedSprite)\n        {\n            this.trackedSprite.updateTransform();\n            this.bounds.centerOn(this.trackedSprite.worldPosition.x, this.trackedSprite.worldPosition.y);\n        }\n        else if (this.trackedPointer)\n        {\n            this.bounds.centerOn(this.trackedPointer.worldX, this.trackedPointer.worldY);\n        }\n    }\n\n    if (this.autofire)\n    {\n        this.fire();\n    }\n\n};\n\n/**\n* Sets this Weapon to track the given Sprite, or any Object with a public `world` Point object.\n* When a Weapon tracks a Sprite it will automatically update its `fireFrom` value to match the Sprites\n* position within the Game World, adjusting the coordinates based on the offset arguments.\n*\n* This allows you to lock a Weapon to a Sprite, so that bullets are always launched from its location.\n*\n* Calling `trackSprite` will reset `Weapon.trackedPointer` to null, should it have been set, as you can\n* only track _either_ a Sprite, or a Pointer, at once, but not both.\n*\n* @method Phaser.Weapon#trackSprite\n* @param {Phaser.Sprite|Object} sprite - The Sprite to track the position of.\n* @param {integer} [offsetX=0] - The horizontal offset from the Sprites position to be applied to the Weapon.\n* @param {integer} [offsetY=0] - The vertical offset from the Sprites position to be applied to the Weapon.\n* @param {boolean} [trackRotation=false] - Should the Weapon also track the Sprites rotation?\n* @return {Phaser.Weapon} This Weapon instance.\n*/\nPhaser.Weapon.prototype.trackSprite = function (sprite, offsetX, offsetY, trackRotation) {\n\n    if (offsetX === undefined) { offsetX = 0; }\n    if (offsetY === undefined) { offsetY = 0; }\n    if (trackRotation === undefined) { trackRotation = false; }\n\n    this.trackedPointer = null;\n    this.trackedSprite = sprite;\n    this.trackRotation = trackRotation;\n\n    this.trackOffset.set(offsetX, offsetY);\n\n    return this;\n\n};\n\n/**\n* Sets this Weapon to track the given Pointer.\n* When a Weapon tracks a Pointer it will automatically update its `fireFrom` value to match the Pointers\n* position within the Game World, adjusting the coordinates based on the offset arguments.\n*\n* This allows you to lock a Weapon to a Pointer, so that bullets are always launched from its location.\n*\n* Calling `trackPointer` will reset `Weapon.trackedSprite` to null, should it have been set, as you can\n* only track _either_ a Pointer, or a Sprite, at once, but not both.\n*\n* @method Phaser.Weapon#trackPointer\n* @param {Phaser.Pointer} [pointer] - The Pointer to track the position of. Defaults to `Input.activePointer` if not specified.\n* @param {integer} [offsetX=0] - The horizontal offset from the Pointers position to be applied to the Weapon.\n* @param {integer} [offsetY=0] - The vertical offset from the Pointers position to be applied to the Weapon.\n* @return {Phaser.Weapon} This Weapon instance.\n*/\nPhaser.Weapon.prototype.trackPointer = function (pointer, offsetX, offsetY) {\n\n    if (pointer === undefined) { pointer = this.game.input.activePointer; }\n    if (offsetX === undefined) { offsetX = 0; }\n    if (offsetY === undefined) { offsetY = 0; }\n\n    this.trackedPointer = pointer;\n    this.trackedSprite = null;\n    this.trackRotation = false;\n\n    this.trackOffset.set(offsetX, offsetY);\n\n    return this;\n\n};\n\n/**\n* Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended,\n* then this method returns `false`. It will also return false if not enough time has expired since the last time\n* the Weapon was fired, as defined in the `Weapon.fireRate` property.\n*\n* Otherwise the first available bullet is selected and launched.\n*\n* The arguments are all optional, but allow you to control both where the bullet is launched from, and aimed at.\n*\n* If you don't provide any of the arguments then it uses those set via properties such as `Weapon.trackedSprite`,\n* `Weapon.bulletAngle` and so on.\n*\n* When the bullet is launched it has its texture and frame updated, as required. The velocity of the bullet is\n* calculated based on Weapon properties like `bulletSpeed`.\n*\n* @method Phaser.Weapon#fire\n* @param {Phaser.Sprite|Phaser.Point|Object} [from] - Optionally fires the bullet **from** the `x` and `y` properties of this object. If set this overrides `Weapon.trackedSprite` or `trackedPointer`. Pass `null` to ignore it.\n* @param {number} [x] - The x coordinate, in world space, to fire the bullet **towards**. If left as `undefined` the bullet direction is based on its angle.\n* @param {number} [y] - The y coordinate, in world space, to fire the bullet **towards**. If left as `undefined` the bullet direction is based on its angle.\n* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.\n*/\nPhaser.Weapon.prototype.fire = function (from, x, y) {\n\n    if (this.game.time.now < this._nextFire || (this.fireLimit > 0 && this.shots === this.fireLimit))\n    {\n        return false;\n    }\n\n    var speed = this.bulletSpeed;\n\n    //  Apply +- speed variance\n    if (this.bulletSpeedVariance !== 0)\n    {\n        speed += Phaser.Math.between(-this.bulletSpeedVariance, this.bulletSpeedVariance);\n    }\n\n    if (from)\n    {\n        if (this.fireFrom.width > 1)\n        {\n            this.fireFrom.centerOn(from.x, from.y);\n        }\n        else\n        {\n            this.fireFrom.x = from.x;\n            this.fireFrom.y = from.y;\n        }\n    }\n    else if (this.trackedSprite)\n    {\n        if (this.trackRotation)\n        {\n            this._rotatedPoint.set(this.trackedSprite.world.x + this.trackOffset.x, this.trackedSprite.world.y + this.trackOffset.y);\n            this._rotatedPoint.rotate(this.trackedSprite.world.x, this.trackedSprite.world.y, this.trackedSprite.rotation);\n\n            if (this.fireFrom.width > 1)\n            {\n                this.fireFrom.centerOn(this._rotatedPoint.x, this._rotatedPoint.y);\n            }\n            else\n            {\n                this.fireFrom.x = this._rotatedPoint.x;\n                this.fireFrom.y = this._rotatedPoint.y;\n            }\n        }\n        else\n        {\n            if (this.fireFrom.width > 1)\n            {\n                this.fireFrom.centerOn(this.trackedSprite.world.x + this.trackOffset.x, this.trackedSprite.world.y + this.trackOffset.y);\n            }\n            else\n            {\n                this.fireFrom.x = this.trackedSprite.world.x + this.trackOffset.x;\n                this.fireFrom.y = this.trackedSprite.world.y + this.trackOffset.y;\n            }\n        }\n\n        if (this.bulletInheritSpriteSpeed)\n        {\n            speed += this.trackedSprite.body.speed;\n        }\n    }\n    else if (this.trackedPointer)\n    {\n        if (this.fireFrom.width > 1)\n        {\n            this.fireFrom.centerOn(this.trackedPointer.world.x + this.trackOffset.x, this.trackedPointer.world.y + this.trackOffset.y);\n        }\n        else\n        {\n            this.fireFrom.x = this.trackedPointer.world.x + this.trackOffset.x;\n            this.fireFrom.y = this.trackedPointer.world.y + this.trackOffset.y;\n        }\n    }\n\n    var fromX = (this.fireFrom.width > 1) ? this.fireFrom.randomX : this.fireFrom.x;\n    var fromY = (this.fireFrom.height > 1) ? this.fireFrom.randomY : this.fireFrom.y;\n\n    var angle = (this.trackRotation) ? this.trackedSprite.angle : this.fireAngle;\n\n    //  The position (in world space) to fire the bullet towards, if set\n    if (x !== undefined && y !== undefined)\n    {\n        angle = this.game.math.radToDeg(Math.atan2(y - fromY, x - fromX));\n    }\n\n    //  Apply +- angle variance\n    if (this.bulletAngleVariance !== 0)\n    {\n        angle += Phaser.Math.between(-this.bulletAngleVariance, this.bulletAngleVariance);\n    }\n\n    var moveX = 0;\n    var moveY = 0;\n\n    //  Avoid sin/cos for right-angled shots\n    if (angle === 0 || angle === 180)\n    {\n        moveX = Math.cos(this.game.math.degToRad(angle)) * speed;\n    }\n    else if (angle === 90 || angle === 270)\n    {\n        moveY = Math.sin(this.game.math.degToRad(angle)) * speed;\n    }\n    else\n    {\n        moveX = Math.cos(this.game.math.degToRad(angle)) * speed;\n        moveY = Math.sin(this.game.math.degToRad(angle)) * speed;\n    }\n\n    var bullet = null;\n\n    if (this.autoExpandBulletsGroup)\n    {\n        bullet = this.bullets.getFirstExists(false, true, fromX, fromY, this.bulletKey, this.bulletFrame);\n\n        bullet.data.bulletManager = this;\n    }\n    else\n    {\n        bullet = this.bullets.getFirstExists(false);\n    }\n\n    if (bullet)\n    {\n        bullet.reset(fromX, fromY);\n\n        bullet.data.fromX = fromX;\n        bullet.data.fromY = fromY;\n        bullet.data.killType = this.bulletKillType;\n        bullet.data.killDistance = this.bulletKillDistance;\n        bullet.data.rotateToVelocity = this.bulletRotateToVelocity;\n\n        if (this.bulletKillType === Phaser.Weapon.KILL_LIFESPAN)\n        {\n            bullet.lifespan = this.bulletLifespan;\n        }\n\n        bullet.angle = angle + this.bulletAngleOffset;\n\n        //  Frames and Animations\n        if (this.bulletAnimation !== '')\n        {\n            if (bullet.animations.getAnimation(this.bulletAnimation) === null)\n            {\n                var anim = this.anims[this.bulletAnimation];\n\n                bullet.animations.add(anim.name, anim.frames, anim.frameRate, anim.loop, anim.useNumericIndex);\n            }\n\n            bullet.animations.play(this.bulletAnimation);\n        }\n        else\n        {\n            if (this.bulletFrameCycle)\n            {\n                bullet.frame = this.bulletFrames[this.bulletFrameIndex];\n\n                this.bulletFrameIndex++;\n\n                if (this.bulletFrameIndex >= this.bulletFrames.length)\n                {\n                    this.bulletFrameIndex = 0;\n                }\n            }\n            else if (this.bulletFrameRandom)\n            {\n                bullet.frame = this.bulletFrames[Math.floor(Math.random() * this.bulletFrames.length)];\n            }\n        }\n\n        if (bullet.data.bodyDirty)\n        {\n            if (this._data.customBody)\n            {\n                bullet.body.setSize(this._data.width, this._data.height, this._data.offsetX, this._data.offsetY);\n            }\n\n            bullet.body.collideWorldBounds = this.bulletCollideWorldBounds;\n\n            bullet.data.bodyDirty = false;\n        }\n\n        bullet.body.velocity.set(moveX, moveY);\n        bullet.body.gravity.set(this.bulletGravity.x, this.bulletGravity.y);\n\n        if (this.bulletSpeedVariance !== 0)\n        {\n            var rate = this.fireRate;\n\n            rate += Phaser.Math.between(-this.fireRateVariance, this.fireRateVariance);\n\n            if (rate < 0)\n            {\n                rate = 0;\n            }\n\n            this._nextFire = this.game.time.now + rate;\n        }\n        else\n        {\n            this._nextFire = this.game.time.now + this.fireRate;\n        }\n\n        this.shots++;\n\n        this.onFire.dispatch(bullet, this, speed);\n\n        if (this.fireLimit > 0 && this.shots === this.fireLimit)\n        {\n            this.onFireLimit.dispatch(this, this.fireLimit);\n        }\n    }\n    return bullet;\n};\n\n/**\n* Fires a bullet **at** the given Pointer. The bullet will be launched from the `Weapon.fireFrom` position,\n* or from a Tracked Sprite or Pointer, if you have one set.\n*\n* @method Phaser.Weapon#fireAtPointer\n* @param {Phaser.Pointer} [pointer] - The Pointer to fire the bullet towards.\n* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.\n*/\nPhaser.Weapon.prototype.fireAtPointer = function (pointer) {\n\n    if (pointer === undefined) { pointer = this.game.input.activePointer; }\n\n    return this.fire(null, pointer.worldX, pointer.worldY);\n\n};\n\n/**\n* Fires a bullet **at** the given Sprite. The bullet will be launched from the `Weapon.fireFrom` position,\n* or from a Tracked Sprite or Pointer, if you have one set.\n*\n* @method Phaser.Weapon#fireAtSprite\n* @param {Phaser.Sprite} [sprite] - The Sprite to fire the bullet towards.\n* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.\n*/\nPhaser.Weapon.prototype.fireAtSprite = function (sprite) {\n\n    return this.fire(null, sprite.world.x, sprite.world.y);\n\n};\n\n/**\n* Fires a bullet **at** the given coordinates. The bullet will be launched from the `Weapon.fireFrom` position,\n* or from a Tracked Sprite or Pointer, if you have one set.\n*\n* @method Phaser.Weapon#fireAtXY\n* @param {number} [x] - The x coordinate, in world space, to fire the bullet towards.\n* @param {number} [y] - The y coordinate, in world space, to fire the bullet towards.\n* @return {Phaser.Bullet} The fired bullet if successful, null otherwise.\n*/\nPhaser.Weapon.prototype.fireAtXY = function (x, y) {\n\n    return this.fire(null, x, y);\n\n};\n\n/**\n* You can modify the size of the physics Body the Bullets use to be any dimension you need.\n* This allows you to make it smaller, or larger, than the parent Sprite.\n* You can also control the x and y offset of the Body. This is the position of the\n* Body relative to the top-left of the Sprite _texture_.\n*\n* For example: If you have a Sprite with a texture that is 80x100 in size,\n* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:\n*\n* `setSize(32, 32, 24, 34)`\n*\n* Where the first two parameters is the new Body size (32x32 pixels).\n* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34\n* is the vertical offset.\n*\n* @method Phaser.Weapon#setBulletBodyOffset\n* @param {number} width - The width of the Body.\n* @param {number} height - The height of the Body.\n* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.\n* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.\n* @return {Phaser.Weapon} The Weapon Plugin.\n*/\nPhaser.Weapon.prototype.setBulletBodyOffset = function (width, height, offsetX, offsetY) {\n\n    if (offsetX === undefined) { offsetX = 0; }\n    if (offsetY === undefined) { offsetY = 0; }\n\n    this._data.customBody = true;\n    this._data.width = width;\n    this._data.height = height;\n    this._data.offsetX = offsetX;\n    this._data.offsetY = offsetY;\n\n    //  Update all bullets in the pool\n    this.bullets.callAll('body.setSize', 'body', width, height, offsetX, offsetY);\n    this.bullets.setAll('data.bodyDirty', false);\n\n    return this;\n\n};\n\n/**\n* Sets the texture frames that the bullets can use when being launched.\n*\n* This is intended for use when you've got numeric based frames, such as those loaded via a Sprite Sheet.\n*\n* It works by calling `Phaser.ArrayUtils.numberArray` internally, using the min and max values\n* provided. Then it sets the frame index to be zero.\n*\n* You can optionally set the cycle and random booleans, to allow bullets to cycle through the frames\n* when they're fired, or pick one at random.\n*\n* @method Phaser.Weapon#setBulletFrames\n* @param {integer} min - The minimum value the frame can be. Usually zero.\n* @param {integer} max - The maximum value the frame can be.\n* @param {boolean} [cycle=true] - Should the bullet frames cycle as they are fired?\n* @param {boolean} [random=false] - Should the bullet frames be picked at random as they are fired?\n* @return {Phaser.Weapon} The Weapon Plugin.\n*/\nPhaser.Weapon.prototype.setBulletFrames = function (min, max, cycle, random) {\n\n    if (cycle === undefined) { cycle = true; }\n    if (random === undefined) { random = false; }\n\n    this.bulletFrames = Phaser.ArrayUtils.numberArray(min, max);\n\n    this.bulletFrameIndex = 0;\n\n    this.bulletFrameCycle = cycle;\n    this.bulletFrameRandom = random;\n\n    return this;\n\n};\n\n/**\n* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.\n* The arguments are all the same as for `Animation.add`, and work in the same way.\n*\n* `Weapon.bulletAnimation` will be set to this animation after it's created. From that point on, all\n* bullets fired will play using this animation. You can swap between animations by calling this method\n* several times, and then just changing the `Weapon.bulletAnimation` property to the name of the animation\n* you wish to play for the next launched bullet.\n*\n* If you wish to stop using animations at all, set `Weapon.bulletAnimation` to '' (an empty string).\n*\n* @method Phaser.Weapon#addBulletAnimation\n* @param {string} name - The unique (within the Weapon instance) name for the animation, i.e. \"fire\", \"blast\".\n* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.\n* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.\n* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.\n* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?\n* @return {Phaser.Weapon} The Weapon Plugin.\n*/\nPhaser.Weapon.prototype.addBulletAnimation = function (name, frames, frameRate, loop, useNumericIndex) {\n\n    this.anims[name] = {\n        name: name,\n        frames: frames,\n        frameRate: frameRate,\n        loop: loop,\n        useNumericIndex: useNumericIndex\n    };\n\n    //  Add the animation to any existing bullets in the pool\n    this.bullets.callAll('animations.add', 'animations', name, frames, frameRate, loop, useNumericIndex);\n\n    this.bulletAnimation = name;\n\n    return this;\n\n};\n\n/**\n* Uses `Game.Debug` to draw some useful information about this Weapon, including the number of bullets\n* both in-flight, and available. And optionally the physics debug bodies of the bullets.\n*\n* @method Phaser.Weapon#debug\n* @param {integer} [x=16] - The coordinate, in screen space, at which to draw the Weapon debug data.\n* @param {integer} [y=32] - The coordinate, in screen space, at which to draw the Weapon debug data.\n* @param {boolean} [debugBodies=false] - Optionally draw the physics body of every bullet in-flight.\n*/\nPhaser.Weapon.prototype.debug = function (x, y, debugBodies) {\n\n    if (x === undefined) { x = 16; }\n    if (y === undefined) { y = 32; }\n    if (debugBodies === undefined) { debugBodies = false; }\n\n    this.game.debug.text(\"Weapon Plugin\", x, y);\n    this.game.debug.text(\"Bullets Alive: \" + this.bullets.total + \" - Total: \" + this.bullets.length, x, y + 24);\n\n    if (debugBodies)\n    {\n        this.bullets.forEachExists(this.game.debug.body, this.game.debug, 'rgba(255, 0, 255, 0.8)');\n    }\n\n};\n\n/**\n* The Class of the bullets that are launched by this Weapon. Defaults `Phaser.Bullet`, but can be\n* overridden before calling `createBullets` and set to your own class type.\n*\n* @name Phaser.Weapon#bulletClass\n* @property {Object} bulletClass\n*/\nObject.defineProperty(Phaser.Weapon.prototype, \"bulletClass\", {\n\n    get: function () {\n\n        return this._bulletClass;\n\n    },\n\n    set: function (classType) {\n\n        this._bulletClass = classType;\n\n        this.bullets.classType = this._bulletClass;\n\n    }\n\n});\n\n/**\n* This controls how the bullets will be killed. The default is `Phaser.Weapon.KILL_WORLD_BOUNDS`.\n*\n* There are 7 different \"kill types\" available:\n*\n* * `Phaser.Weapon.KILL_NEVER`\n* The bullets are never destroyed by the Weapon. It's up to you to destroy them via your own code.\n*\n* * `Phaser.Weapon.KILL_LIFESPAN`\n* The bullets are automatically killed when their `bulletLifespan` amount expires.\n*\n* * `Phaser.Weapon.KILL_DISTANCE`\n* The bullets are automatically killed when they exceed `bulletDistance` pixels away from their original launch position.\n*\n* * `Phaser.Weapon.KILL_WEAPON_BOUNDS`\n* The bullets are automatically killed when they no longer intersect with the `Weapon.bounds` rectangle.\n*\n* * `Phaser.Weapon.KILL_CAMERA_BOUNDS`\n* The bullets are automatically killed when they no longer intersect with the `Camera.bounds` rectangle.\n*\n* * `Phaser.Weapon.KILL_WORLD_BOUNDS`\n* The bullets are automatically killed when they no longer intersect with the `World.bounds` rectangle.\n*\n* * `Phaser.Weapon.KILL_STATIC_BOUNDS`\n* The bullets are automatically killed when they no longer intersect with the `Weapon.bounds` rectangle.\n* The difference between static bounds and weapon bounds, is that a static bounds will never be adjusted to\n* match the position of a tracked sprite or pointer.\n*\n* @name Phaser.Weapon#bulletKillType\n* @property {integer} bulletKillType\n*/\nObject.defineProperty(Phaser.Weapon.prototype, \"bulletKillType\", {\n\n    get: function () {\n\n        return this._bulletKillType;\n\n    },\n\n    set: function (type) {\n\n        switch (type)\n        {\n            case Phaser.Weapon.KILL_STATIC_BOUNDS:\n            case Phaser.Weapon.KILL_WEAPON_BOUNDS:\n                this.bulletBounds = this.bounds;\n                break;\n\n            case Phaser.Weapon.KILL_CAMERA_BOUNDS:\n                this.bulletBounds = this.game.camera.view;\n                break;\n\n            case Phaser.Weapon.KILL_WORLD_BOUNDS:\n                this.bulletBounds = this.game.world.bounds;\n                break;\n        }\n\n        this._bulletKillType = type;\n\n    }\n\n});\n\n/**\n* Should bullets collide with the World bounds or not?\n*\n* @name Phaser.Weapon#bulletCollideWorldBounds\n* @property {boolean} bulletCollideWorldBounds\n*/\nObject.defineProperty(Phaser.Weapon.prototype, \"bulletCollideWorldBounds\", {\n\n    get: function () {\n\n        return this._bulletCollideWorldBounds;\n\n    },\n\n    set: function (value) {\n\n        this._bulletCollideWorldBounds = value;\n\n        this.bullets.setAll('body.collideWorldBounds', value);\n        this.bullets.setAll('data.bodyDirty', false);\n\n    }\n\n});\n\n/**\n* The x coordinate from which bullets are fired. This is the same as `Weapon.fireFrom.x`, and\n* can be overridden by the `Weapon.fire` arguments.\n*\n* @name Phaser.Weapon#x\n* @property {number} x\n*/\nObject.defineProperty(Phaser.Weapon.prototype, \"x\", {\n\n    get: function () {\n\n        return this.fireFrom.x;\n\n    },\n\n    set: function (value) {\n\n        this.fireFrom.x = value;\n    }\n\n});\n\n/**\n* The y coordinate from which bullets are fired. This is the same as `Weapon.fireFrom.y`, and\n* can be overridden by the `Weapon.fire` arguments.\n*\n* @name Phaser.Weapon#y\n* @property {number} y\n*/\nObject.defineProperty(Phaser.Weapon.prototype, \"y\", {\n\n    get: function () {\n\n        return this.fireFrom.y;\n\n    },\n\n    set: function (value) {\n\n        this.fireFrom.y = value;\n    }\n\n});\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* Create a new `Bullet` object. Bullets are used by the `Phaser.Weapon` class, and are normal Sprites,\n* with a few extra properties in the data object to handle Weapon specific features.\n* \n* @class Phaser.Bullet\n* @constructor\n* @extends Phaser.Sprite\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {number} x - The x coordinate (in world space) to position the Particle at.\n* @param {number} y - The y coordinate (in world space) to position the Particle at.\n* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.\n* @param {string|number} frame - If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.\n*/\nPhaser.Bullet = function (game, x, y, key, frame) {\n\n    Phaser.Sprite.call(this, game, x, y, key, frame);\n\n    this.anchor.set(0.5);\n\n    this.data = {\n        bulletManager: null,\n        fromX: 0,\n        fromY: 0,\n        bodyDirty: true,\n        rotateToVelocity: false,\n        killType: 0,\n        killDistance: 0\n    };\n\n};\n\nPhaser.Bullet.prototype = Object.create(Phaser.Sprite.prototype);\nPhaser.Bullet.prototype.constructor = Phaser.Bullet;\n\n/**\n* Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.\n* Also dispatches the `Weapon.onKill` signal.\n*\n* @method Phaser.Bullet#kill\n* @memberof Phaser.Bullet\n*/\nPhaser.Bullet.prototype.kill = function () {\n\n    this.alive = false;\n    this.exists = false;\n    this.visible = false;\n\n    this.data.bulletManager.onKill.dispatch(this);\n\n    return this;\n\n};\n\n/**\n* Updates the Bullet, killing as required.\n*\n* @method Phaser.Bullet#kill\n* @memberof Phaser.Bullet\n*/\nPhaser.Bullet.prototype.update = function () {\n\n    if (!this.exists)\n    {\n        return;\n    }\n\n    if (this.data.killType > Phaser.Weapon.KILL_LIFESPAN)\n    {\n        if (this.data.killType === Phaser.Weapon.KILL_DISTANCE)\n        {\n            if (this.game.physics.arcade.distanceToXY(this, this.data.fromX, this.data.fromY, true) > this.data.killDistance)\n            {\n                this.kill();\n            }\n        }\n        else\n        {\n            if (!this.data.bulletManager.bulletBounds.intersects(this))\n            {\n                this.kill();\n            }\n        }\n    }\n    \n    if (this.data.rotateToVelocity)\n    {\n        this.rotation = Math.atan2(this.body.velocity.y, this.body.velocity.x);\n    }\n\n    if (this.data.bulletManager.bulletWorldWrap)\n    {\n        this.game.world.wrap(this, this.data.bulletManager.bulletWorldWrapPadding);\n    }\n\n};\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n/**\n* A Video object that takes a previously loaded Video from the Phaser Cache and handles playback of it.\n*\n* Alternatively it takes a getUserMedia feed from an active webcam and streams the contents of that to\n* the Video instead (see `startMediaStream` method)\n*\n* The video can then be applied to a Sprite as a texture. If multiple Sprites share the same Video texture and playback\n* changes (i.e. you pause the video, or seek to a new time) then this change will be seen across all Sprites simultaneously.\n*\n* Due to a bug in IE11 you cannot play a video texture to a Sprite in WebGL. For IE11 force Canvas mode.\n*\n* If you need each Sprite to be able to play a video fully independently then you will need one Video object per Sprite.\n* Please understand the obvious performance implications of doing this, and the memory required to hold videos in RAM.\n*\n* On some mobile browsers such as iOS Safari, you cannot play a video until the user has explicitly touched the screen.\n* This works in the same way as audio unlocking. Phaser will handle the touch unlocking for you, however unlike with audio\n* it's worth noting that every single Video needs to be touch unlocked, not just the first one. You can use the `changeSource`\n* method to try and work around this limitation, but see the method help for details.\n*\n* Small screen devices, especially iPod and iPhone will launch the video in its own native video player,\n* outside of the Safari browser. There is no way to avoid this, it's a device imposed limitation.\n*\n* Note: On iOS if you need to detect when the user presses the 'Done' button (before the video ends)\n* then you need to add your own event listener\n*\n* @class Phaser.Video\n* @constructor\n* @param {Phaser.Game} game - A reference to the currently running game.\n* @param {string|null} [key=null] - The key of the video file in the Phaser.Cache that this Video object will play. Set to `null` or leave undefined if you wish to use a webcam as the source. See `startMediaStream` to start webcam capture.\n* @param {string|null} [url=null] - If the video hasn't been loaded then you can provide a full URL to the file here (make sure to set key to null)\n*/\nPhaser.Video = function (game, key, url) {\n\n    if (key === undefined) { key = null; }\n    if (url === undefined) { url = null; }\n\n    /**\n    * @property {Phaser.Game} game - A reference to the currently running game.\n    */\n    this.game = game;\n\n    /**\n    * @property {string} key - The key of the Video in the Cache, if stored there. Will be `null` if this Video is using the webcam instead.\n    * @default null\n    */\n    this.key = key;\n\n    /**\n    * @property {number} width - The width of the video in pixels.\n    * @default\n    */\n    this.width = 0;\n\n    /**\n    * @property {number} height - The height of the video in pixels.\n    * @default\n    */\n    this.height = 0;\n\n    /**\n    * @property {number} type - The const type of this object.\n    * @default\n    */\n    this.type = Phaser.VIDEO;\n\n    /**\n    * @property {boolean} disableTextureUpload - If true this video will never send its image data to the GPU when its dirty flag is true. This only applies in WebGL.\n    */\n    this.disableTextureUpload = false;\n\n    /**\n    * @property {boolean} touchLocked - true if this video is currently locked awaiting a touch event. This happens on some mobile devices, such as iOS.\n    * @default\n    */\n    this.touchLocked = false;\n\n    /**\n    * @property {Phaser.Signal} onPlay - This signal is dispatched when the Video starts to play. It sends 3 parameters: a reference to the Video object, if the video is set to loop or not and the playback rate.\n    */\n    this.onPlay = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onChangeSource - This signal is dispatched if the Video source is changed. It sends 3 parameters: a reference to the Video object and the new width and height of the new video source.\n    */\n    this.onChangeSource = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onComplete - This signal is dispatched when the Video completes playback, i.e. enters an 'ended' state. On iOS specifically it also fires if the user hits the 'Done' button at any point during playback. Videos set to loop will never dispatch this signal.\n    */\n    this.onComplete = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onAccess - This signal is dispatched if the user allows access to their webcam.\n    */\n    this.onAccess = new Phaser.Signal();\n\n    /**\n    * @property {Phaser.Signal} onError - This signal is dispatched if an error occurs either getting permission to use the webcam (for a Video Stream) or when trying to play back a video file.\n    */\n    this.onError = new Phaser.Signal();\n\n    /**\n    * This signal is dispatched if when asking for permission to use the webcam no response is given within a the Video.timeout limit.\n    * This may be because the user has picked `Not now` in the permissions window, or there is a delay in establishing the LocalMediaStream.\n    * @property {Phaser.Signal} onTimeout\n    */\n    this.onTimeout = new Phaser.Signal();\n\n    /**\n    * @property {integer} timeout - The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam access.\n    * @default\n    */\n    this.timeout = 15000;\n\n    /**\n    * @property {integer} _timeOutID - setTimeout ID.\n    * @private\n    */\n    this._timeOutID = null;\n\n    /**\n    * @property {HTMLVideoElement} video - The HTML Video Element that is added to the document.\n    */\n    this.video = null;\n\n    /**\n    * @property {MediaStream} videoStream - The Video Stream data. Only set if this Video is streaming from the webcam via `startMediaStream`.\n    */\n    this.videoStream = null;\n\n    /**\n    * @property {boolean} isStreaming - Is there a streaming video source? I.e. from a webcam.\n    */\n    this.isStreaming = false;\n\n    /**\n    * When starting playback of a video Phaser will monitor its readyState using a setTimeout call.\n    * The setTimeout happens once every `Video.retryInterval` ms. It will carry on monitoring the video\n    * state in this manner until the `retryLimit` is reached and then abort.\n    * @property {integer} retryLimit\n    * @default\n    */\n    this.retryLimit = 20;\n\n    /**\n    * @property {integer} retry - The current retry attempt.\n    * @default\n    */\n    this.retry = 0;\n\n    /**\n    * @property {integer} retryInterval - The number of ms between each retry at monitoring the status of a downloading video.\n    * @default\n    */\n    this.retryInterval = 500;\n\n    /**\n    * @property {integer} _retryID - The callback ID of the retry setTimeout.\n    * @private\n    */\n    this._retryID = null;\n\n    /**\n    * @property {boolean} _codeMuted - Internal mute tracking var.\n    * @private\n    * @default\n    */\n    this._codeMuted = false;\n\n    /**\n    * @property {boolean} _muted - Internal mute tracking var.\n    * @private\n    * @default\n    */\n    this._muted = false;\n\n    /**\n    * @property {boolean} _codePaused - Internal paused tracking var.\n    * @private\n    * @default\n    */\n    this._codePaused = false;\n\n    /**\n    * @property {boolean} _paused - Internal paused tracking var.\n    * @private\n    * @default\n    */\n    this._paused = false;\n\n    /**\n    * @property {boolean} _pending - Internal var tracking play pending.\n    * @private\n    * @default\n    */\n    this._pending = false;\n\n    /**\n    * @property {boolean} _autoplay - Internal var tracking autoplay when changing source.\n    * @private\n    * @default\n    */\n    this._autoplay = false;\n\n    /**\n    * @property {function} _endCallback - The addEventListener ended function.\n    * @private\n    */\n    this._endCallback = null;\n\n    /**\n    * @property {function} _playCallback - The addEventListener playing function.\n    * @private\n    */\n    this._playCallback = null;\n\n    if (key && this.game.cache.checkVideoKey(key))\n    {\n        var _video = this.game.cache.getVideo(key);\n\n        if (_video.isBlob)\n        {\n            this.createVideoFromBlob(_video.data);\n        }\n        else\n        {\n            this.video = _video.data;\n        }\n\n        this.width = this.video.videoWidth;\n        this.height = this.video.videoHeight;\n    }\n    else if (url)\n    {\n        this.createVideoFromURL(url, false);\n    }\n\n    /**\n    * @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.\n    * @default\n    */\n    if (this.video && !url)\n    {\n        this.baseTexture = new PIXI.BaseTexture(this.video);\n        this.baseTexture.forceLoaded(this.width, this.height);\n    }\n    else\n    {\n        this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source);\n        this.baseTexture.forceLoaded(this.width, this.height);\n    }\n\n    /**\n    * @property {PIXI.Texture} texture - The PIXI.Texture.\n    * @default\n    */\n    this.texture = new PIXI.Texture(this.baseTexture);\n\n    /**\n    * @property {Phaser.Frame} textureFrame - The Frame this video uses for rendering.\n    * @default\n    */\n    this.textureFrame = new Phaser.Frame(0, 0, 0, this.width, this.height, 'video');\n\n    this.texture.setFrame(this.textureFrame);\n\n    this.texture.valid = false;\n\n    if (key !== null && this.video)\n    {\n        this.texture.valid = this.video.canplay;\n    }\n\n    /**\n    * A snapshot grabbed from the video. This is initially black. Populate it by calling Video.grab().\n    * When called the BitmapData is updated with a grab taken from the current video playing or active video stream.\n    * If Phaser has been compiled without BitmapData support this property will always be `null`.\n    *\n    * @property {Phaser.BitmapData} snapshot\n    * @readOnly\n    */\n    this.snapshot = null;\n\n    if (Phaser.BitmapData)\n    {\n        this.snapshot = new Phaser.BitmapData(this.game, '', this.width, this.height);\n    }\n\n    if (!this.game.device.cocoonJS && (this.game.device.iOS || this.game.device.android) || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))\n    {\n        this.setTouchLock();\n    }\n    else\n    {\n        if (_video)\n        {\n            _video.locked = false;\n        }\n    }\n\n};\n\nPhaser.Video.prototype = {\n\n    /**\n     * Connects to an external media stream for the webcam, rather than using a local one.\n     *\n     * @method Phaser.Video#connectToMediaStream\n     * @param {HTMLVideoElement} video - The HTML Video Element that the stream uses.\n     * @param {MediaStream} stream - The Video Stream data.\n     * @return {Phaser.Video} This Video object for method chaining.\n     */\n    connectToMediaStream: function (video, stream) {\n\n        if (video && stream)\n        {\n            this.video = video;\n            this.videoStream = stream;\n\n            this.isStreaming = true;\n            this.baseTexture.source = this.video;\n            this.updateTexture(null, this.video.videoWidth, this.video.videoHeight);\n\n            this.onAccess.dispatch(this);\n        }\n\n        return this;\n\n    },\n\n    /**\n     * Instead of playing a video file this method allows you to stream video data from an attached webcam.\n     *\n     * As soon as this method is called the user will be prompted by their browser to \"Allow\" access to the webcam.\n     * If they allow it the webcam feed is directed to this Video. Call `Video.play` to start the stream.\n     *\n     * If they block the webcam the onError signal will be dispatched containing the NavigatorUserMediaError\n     * or MediaStreamError event.\n     *\n     * You can optionally set a width and height for the stream. If set the input will be cropped to these dimensions.\n     * If not given then as soon as the stream has enough data the video dimensions will be changed to match the webcam device.\n     * You can listen for this with the onChangeSource signal.\n     *\n     * @method Phaser.Video#startMediaStream\n     * @param {boolean} [captureAudio=false] - Controls if audio should be captured along with video in the video stream.\n     * @param {integer} [width] - The width is used to create the video stream. If not provided the video width will be set to the width of the webcam input source.\n     * @param {integer} [height] - The height is used to create the video stream. If not provided the video height will be set to the height of the webcam input source.\n     * @return {Phaser.Video} This Video object for method chaining or false if the device doesn't support getUserMedia.\n     */\n    startMediaStream: function (captureAudio, width, height) {\n\n        if (captureAudio === undefined) { captureAudio = false; }\n        if (width === undefined) { width = null; }\n        if (height === undefined) { height = null; }\n\n        if (!this.game.device.getUserMedia)\n        {\n            this.onError.dispatch(this, 'No getUserMedia');\n            return false;\n        }\n\n        if (this.videoStream !== null)\n        {\n            if (this.videoStream['active'])\n            {\n                this.videoStream.active = false;\n            }\n            else\n            {\n                this.videoStream.stop();\n            }\n        }\n\n        this.removeVideoElement();\n\n        this.video = document.createElement(\"video\");\n        this.video.setAttribute('autoplay', 'autoplay');\n\n        if (width !== null)\n        {\n            this.video.width = width;\n        }\n\n        if (height !== null)\n        {\n            this.video.height = height;\n        }\n\n        //  Request access to the webcam\n\n        this._timeOutID = window.setTimeout(this.getUserMediaTimeout.bind(this), this.timeout);\n\n        try {\n            navigator.getUserMedia(\n                { \"audio\": captureAudio, \"video\": true },\n                this.getUserMediaSuccess.bind(this),\n                this.getUserMediaError.bind(this)\n            );\n        }\n        catch (error)\n        {\n            this.getUserMediaError(error);\n        }\n\n        return this;\n\n    },\n\n    /**\n     * @method Phaser.Video#getUserMediaTimeout\n     * @private\n     */\n    getUserMediaTimeout: function () {\n\n        clearTimeout(this._timeOutID);\n\n        this.onTimeout.dispatch(this);\n\n    },\n\n    /**\n     * @method Phaser.Video#getUserMediaError\n     * @private\n     */\n    getUserMediaError: function (event) {\n\n        clearTimeout(this._timeOutID);\n\n        this.onError.dispatch(this, event);\n\n    },\n\n    /**\n     * @method Phaser.Video#getUserMediaSuccess\n     * @private\n     */\n    getUserMediaSuccess: function (stream) {\n\n        clearTimeout(this._timeOutID);\n\n        // Attach the stream to the video\n        this.videoStream = stream;\n\n        // Set the source of the video element with the stream from the camera\n        if (this.video.mozSrcObject !== undefined)\n        {\n            this.video.mozSrcObject = stream;\n        }\n        else\n        {\n            this.video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;\n        }\n\n        var self = this;\n\n        this.video.onloadeddata = function () {\n\n            var retry = 10;\n\n            function checkStream () {\n\n                if (retry > 0)\n                {\n                    if (self.video.videoWidth > 0)\n                    {\n                        // Patch for Firefox bug where the height can't be read from the video\n                        var width = self.video.videoWidth;\n                        var height = self.video.videoHeight;\n\n                        if (isNaN(self.video.videoHeight))\n                        {\n                            height = width / (4/3);\n                        }\n\n                        self.video.play();\n\n                        self.isStreaming = true;\n                        self.baseTexture.source = self.video;\n                        self.updateTexture(null, width, height);\n                        self.onAccess.dispatch(self);\n                    }\n                    else\n                    {\n                        window.setTimeout(checkStream, 500);\n                    }\n                }\n                else\n                {\n                    console.warn('Unable to connect to video stream. Webcam error?');\n                }\n\n                retry--;\n            }\n\n            checkStream();\n\n        };\n\n    },\n\n    /**\n     * Creates a new Video element from the given Blob. The Blob must contain the video data in the correct encoded format.\n     * This method is typically called by the Phaser.Loader and Phaser.Cache for you, but is exposed publicly for convenience.\n     *\n     * @method Phaser.Video#createVideoFromBlob\n     * @param {Blob} blob - The Blob containing the video data: `Blob([new Uint8Array(data)])`\n     * @return {Phaser.Video} This Video object for method chaining.\n     */\n    createVideoFromBlob: function (blob) {\n\n        var _this = this;\n\n        this.video = document.createElement(\"video\");\n        this.video.controls = false;\n        this.video.setAttribute('autoplay', 'autoplay');\n        this.video.addEventListener('loadeddata', function (event) { _this.updateTexture(event); }, true);\n        this.video.src = window.URL.createObjectURL(blob);\n        this.video.canplay = true;\n\n        return this;\n\n    },\n\n    /**\n     * Creates a new Video element from the given URL.\n     *\n     * @method Phaser.Video#createVideoFromURL\n     * @param {string} url - The URL of the video.\n     * @param {boolean} [autoplay=false] - Automatically start the video?\n     * @return {Phaser.Video} This Video object for method chaining.\n     */\n    createVideoFromURL: function (url, autoplay) {\n\n        if (autoplay === undefined) { autoplay = false; }\n\n        //  Invalidate the texture while we wait for the new one to load (crashes IE11 otherwise)\n        if (this.texture)\n        {\n            this.texture.valid = false;\n        }\n\n        this.video = document.createElement(\"video\");\n        this.video.controls = false;\n\n        if (autoplay)\n        {\n            this.video.setAttribute('autoplay', 'autoplay');\n        }\n\n        this.video.src = url;\n\n        this.video.canplay = true;\n\n        this.video.load();\n\n        this.retry = this.retryLimit;\n\n        this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);\n\n        this.key = url;\n\n        return this;\n\n    },\n\n    /**\n     * Called automatically if the video source changes and updates the internal texture dimensions.\n     * Then dispatches the onChangeSource signal.\n     *\n     * @method Phaser.Video#updateTexture\n     * @param {object} [event] - The event which triggered the texture update.\n     * @param {integer} [width] - The new width of the video. If undefined `video.videoWidth` is used.\n     * @param {integer} [height] - The new height of the video. If undefined `video.videoHeight` is used.\n     */\n    updateTexture: function (event, width, height) {\n\n        var change = false;\n\n        if (width === undefined || width === null) { width = this.video.videoWidth; change = true; }\n        if (height === undefined || height === null) { height = this.video.videoHeight; }\n\n        this.width = width;\n        this.height = height;\n\n        if (this.baseTexture.source !== this.video)\n        {\n            this.baseTexture.source = this.video;\n        }\n\n        this.baseTexture.forceLoaded(width, height);\n\n        this.texture.frame.resize(width, height);\n\n        this.texture.width = width;\n        this.texture.height = height;\n\n        this.texture.valid = true;\n\n        if (this.snapshot)\n        {\n            this.snapshot.resize(width, height);\n        }\n\n        if (change && this.key !== null)\n        {\n            this.onChangeSource.dispatch(this, width, height);\n\n            if (this._autoplay)\n            {\n                this.video.play();\n                this.onPlay.dispatch(this, this.loop, this.playbackRate);\n            }\n        }\n\n    },\n\n    /**\n     * Called when the video completes playback (reaches and ended state).\n     * Dispatches the Video.onComplete signal.\n     *\n     * @method Phaser.Video#complete\n     */\n    complete: function () {\n\n        this.onComplete.dispatch(this);\n\n    },\n\n    /**\n     * Starts this video playing if it's not already doing so.\n     *\n     * @method Phaser.Video#play\n     * @param {boolean} [loop=false] - Should the video loop automatically when it reaches the end? Please note that at present some browsers (i.e. Chrome) do not support *seamless* video looping.\n     * @param {number} [playbackRate=1] - The playback rate of the video. 1 is normal speed, 2 is x2 speed, and so on. You cannot set a negative playback rate.\n     * @return {Phaser.Video} This Video object for method chaining.\n     */\n    play: function (loop, playbackRate) {\n\n        if (loop === undefined) { loop = false; }\n        if (playbackRate === undefined) { playbackRate = 1; }\n\n        if (this.game.sound.onMute)\n        {\n            this.game.sound.onMute.add(this.setMute, this);\n            this.game.sound.onUnMute.add(this.unsetMute, this);\n\n            if (this.game.sound.mute)\n            {\n                this.setMute();\n            }\n        }\n\n        this.game.onPause.add(this.setPause, this);\n        this.game.onResume.add(this.setResume, this);\n\n        this._endCallback = this.complete.bind(this);\n\n        this.video.addEventListener('ended', this._endCallback, true);\n        this.video.addEventListener('webkitendfullscreen', this._endCallback, true);\n\n        if (loop)\n        {\n            this.video.loop = 'loop';\n        }\n        else\n        {\n            this.video.loop = '';\n        }\n\n        this.video.playbackRate = playbackRate;\n\n        if (this.touchLocked)\n        {\n            this._pending = true;\n        }\n        else\n        {\n            this._pending = false;\n\n            if (this.key !== null)\n            {\n                if (this.video.readyState !== 4)\n                {\n                    this.retry = this.retryLimit;\n                    this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);\n                }\n                else\n                {\n                    this._playCallback = this.playHandler.bind(this);\n                    this.video.addEventListener('playing', this._playCallback, true);\n                }\n            }\n\n            this.video.play();\n\n            this.onPlay.dispatch(this, loop, playbackRate);\n        }\n\n        return this;\n\n    },\n\n    /**\n     * Called when the video starts to play. Updates the texture.\n     *\n     * @method Phaser.Video#playHandler\n     * @private\n     */\n    playHandler: function () {\n\n        this.video.removeEventListener('playing', this._playCallback, true);\n\n        this.updateTexture();\n\n    },\n\n    /**\n     * Stops the video playing.\n     *\n     * This removes all locally set signals.\n     *\n     * If you only wish to pause playback of the video, to resume at a later time, use `Video.paused = true` instead.\n     * If the video hasn't finished downloading calling `Video.stop` will not abort the download. To do that you need to\n     * call `Video.destroy` instead.\n     *\n     * If you are using a video stream from a webcam then calling Stop will disconnect the MediaStream session and disable the webcam.\n     *\n     * @method Phaser.Video#stop\n     * @return {Phaser.Video} This Video object for method chaining.\n     */\n    stop: function () {\n\n        if (this.game.sound.onMute)\n        {\n            this.game.sound.onMute.remove(this.setMute, this);\n            this.game.sound.onUnMute.remove(this.unsetMute, this);\n        }\n\n        this.game.onPause.remove(this.setPause, this);\n        this.game.onResume.remove(this.setResume, this);\n\n        //  Stream or file?\n\n        if (this.isStreaming)\n        {\n            if (this.video.mozSrcObject)\n            {\n                this.video.mozSrcObject.stop();\n                this.video.src = null;\n            }\n            else\n            {\n                this.video.src = \"\";\n\n                if (this.videoStream['active'])\n                {\n                    this.videoStream.active = false;\n                }\n                else\n                {\n                    if (this.videoStream.getTracks)\n                    {\n                        this.videoStream.getTracks().forEach(function (track) {\n                            track.stop();\n                        });\n                    }\n                    else\n                    {\n                        this.videoStream.stop();\n                    }\n\n                }\n            }\n\n            this.videoStream = null;\n            this.isStreaming = false;\n        }\n        else\n        {\n            this.video.removeEventListener('ended', this._endCallback, true);\n            this.video.removeEventListener('webkitendfullscreen', this._endCallback, true);\n            this.video.removeEventListener('playing', this._playCallback, true);\n\n            if (this.touchLocked)\n            {\n                this._pending = false;\n            }\n            else\n            {\n                this.video.pause();\n            }\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Updates the given Display Objects so they use this Video as their texture.\n    * This will replace any texture they will currently have set.\n    *\n    * @method Phaser.Video#add\n    * @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.\n    * @return {Phaser.Video} This Video object for method chaining.\n    */\n    add: function (object) {\n\n        if (Array.isArray(object))\n        {\n            for (var i = 0; i < object.length; i++)\n            {\n                if (object[i]['loadTexture'])\n                {\n                    object[i].loadTexture(this);\n                }\n            }\n        }\n        else\n        {\n            object.loadTexture(this);\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Creates a new Phaser.Image object, assigns this Video to be its texture, adds it to the world then returns it.\n    *\n    * @method Phaser.Video#addToWorld\n    * @param {number} [x=0] - The x coordinate to place the Image at.\n    * @param {number} [y=0] - The y coordinate to place the Image at.\n    * @param {number} [anchorX=0] - Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.\n    * @param {number} [anchorY=0] - Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.\n    * @param {number} [scaleX=1] - The horizontal scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on.\n    * @param {number} [scaleY=1] - The vertical scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on.\n    * @return {Phaser.Image} The newly added Image object.\n    */\n    addToWorld: function (x, y, anchorX, anchorY, scaleX, scaleY) {\n\n        scaleX = scaleX || 1;\n        scaleY = scaleY || 1;\n\n        var image = this.game.add.image(x, y, this);\n\n        image.anchor.set(anchorX, anchorY);\n        image.scale.set(scaleX, scaleY);\n\n        return image;\n\n    },\n\n    /**\n    * If the game is running in WebGL this will push the texture up to the GPU if it's dirty.\n    * This is called automatically if the Video is being used by a Sprite, otherwise you need to remember to call it in your render function.\n    * If you wish to suppress this functionality set Video.disableTextureUpload to `true`.\n    *\n    * @method Phaser.Video#render\n    */\n    render: function () {\n\n        if (!this.disableTextureUpload && this.playing)\n        {\n            this.baseTexture.dirty();\n        }\n\n    },\n\n    /**\n    * Internal handler called automatically by the Video.mute setter.\n    *\n    * @method Phaser.Video#setMute\n    * @private\n    */\n    setMute: function () {\n\n        if (this._muted)\n        {\n            return;\n        }\n\n        this._muted = true;\n\n        this.video.muted = true;\n\n    },\n\n    /**\n    * Internal handler called automatically by the Video.mute setter.\n    *\n    * @method Phaser.Video#unsetMute\n    * @private\n    */\n    unsetMute: function () {\n\n        if (!this._muted || this._codeMuted)\n        {\n            return;\n        }\n\n        this._muted = false;\n\n        this.video.muted = false;\n\n    },\n\n    /**\n    * Internal handler called automatically by the Video.paused setter.\n    *\n    * @method Phaser.Video#setPause\n    * @private\n    */\n    setPause: function () {\n\n        if (this._paused || this.touchLocked)\n        {\n            return;\n        }\n\n        this._paused = true;\n\n        this.video.pause();\n\n    },\n\n    /**\n    * Internal handler called automatically by the Video.paused setter.\n    *\n    * @method Phaser.Video#setResume\n    * @private\n    */\n    setResume: function () {\n\n        if (!this._paused || this._codePaused || this.touchLocked)\n        {\n            return;\n        }\n\n        this._paused = false;\n\n        if (!this.video.ended)\n        {\n            this.video.play();\n        }\n\n    },\n\n    /**\n     * On some mobile browsers you cannot play a video until the user has explicitly touched the video to allow it.\n     * Phaser handles this via the `setTouchLock` method. However if you have 3 different videos, maybe an \"Intro\", \"Start\" and \"Game Over\"\n     * split into three different Video objects, then you will need the user to touch-unlock every single one of them.\n     *\n     * You can avoid this by using just one Video object and simply changing the video source. Once a Video element is unlocked it remains\n     * unlocked, even if the source changes. So you can use this to your benefit to avoid forcing the user to 'touch' the video yet again.\n     *\n     * As you'd expect there are limitations. So far we've found that the videos need to be in the same encoding format and bitrate.\n     * This method will automatically handle a change in video dimensions, but if you try swapping to a different bitrate we've found it\n     * cannot render the new video on iOS (desktop browsers cope better).\n     *\n     * When the video source is changed the video file is requested over the network. Listen for the `onChangeSource` signal to know\n     * when the new video has downloaded enough content to be able to be played. Previous settings such as the volume and loop state\n     * are adopted automatically by the new video.\n     *\n     * @method Phaser.Video#changeSource\n     * @param {string} src - The new URL to change the video.src to.\n     * @param {boolean} [autoplay=true] - Should the video play automatically after the source has been updated?\n     * @return {Phaser.Video} This Video object for method chaining.\n     */\n    changeSource: function (src, autoplay) {\n\n        if (autoplay === undefined) { autoplay = true; }\n\n        //  Invalidate the texture while we wait for the new one to load (crashes IE11 otherwise)\n        this.texture.valid = false;\n\n        this.video.pause();\n\n        this.retry = this.retryLimit;\n\n        this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);\n\n        this.video.src = src;\n\n        this.video.load();\n\n        this._autoplay = autoplay;\n\n        if (!autoplay)\n        {\n            this.paused = true;\n        }\n\n        return this;\n\n    },\n\n    /**\n    * Internal callback that monitors the download progress of a video after changing its source.\n    *\n    * @method Phaser.Video#checkVideoProgress\n    * @private\n    */\n    checkVideoProgress: function () {\n\n        // if (this.video.readyState === 2 || this.video.readyState === 4)\n        if (this.video.readyState === 4)\n        {\n            //  We've got enough data to update the texture for playback\n            this.updateTexture();\n        }\n        else\n        {\n            this.retry--;\n\n            if (this.retry > 0)\n            {\n                this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);\n            }\n            else\n            {\n                console.warn('Phaser.Video: Unable to start downloading video in time', this.isStreaming);\n            }\n        }\n\n    },\n\n    /**\n    * Sets the Input Manager touch callback to be Video.unlock.\n    * Required for mobile video unlocking. Mostly just used internally.\n    *\n    * @method Phaser.Video#setTouchLock\n    */\n    setTouchLock: function () {\n\n        this.game.input.touch.addTouchLockCallback(this.unlock, this);\n        this.touchLocked = true;\n\n    },\n\n    /**\n    * Enables the video on mobile devices, usually after the first touch.\n    * If the SoundManager hasn't been unlocked then this will automatically unlock that as well.\n    * Only one video can be pending unlock at any one time.\n    *\n    * @method Phaser.Video#unlock\n    */\n    unlock: function () {\n\n        this.touchLocked = false;\n\n        this.video.play();\n\n        this.onPlay.dispatch(this, this.loop, this.playbackRate);\n\n        if (this.key)\n        {\n            var _video = this.game.cache.getVideo(this.key);\n\n            if (_video && !_video.isBlob)\n            {\n                _video.locked = false;\n            }\n        }\n\n        return true;\n\n    },\n\n    /**\n     * Grabs the current frame from the Video or Video Stream and renders it to the Video.snapshot BitmapData.\n     *\n     * You can optionally set if the BitmapData should be cleared or not, the alpha and the blend mode of the draw.\n     *\n     * If you need more advanced control over the grabbing them call `Video.snapshot.copy` directly with the same parameters as BitmapData.copy.\n     *\n     * @method Phaser.Video#grab\n     * @param {boolean} [clear=false] - Should the BitmapData be cleared before the Video is grabbed? Unless you are using alpha or a blend mode you can usually leave this set to false.\n     * @param {number} [alpha=1] - The alpha that will be set on the video before drawing. A value between 0 (fully transparent) and 1, opaque.\n     * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.\n     * @return {Phaser.BitmapData} A reference to the Video.snapshot BitmapData object for further method chaining.\n     */\n    grab: function (clear, alpha, blendMode) {\n\n        if (clear === undefined) { clear = false; }\n        if (alpha === undefined) { alpha = 1; }\n        if (blendMode === undefined) { blendMode = null; }\n\n        if (this.snapshot === null)\n        {\n            console.warn('Video.grab cannot run because Phaser.BitmapData is unavailable');\n            return;\n        }\n\n        if (clear)\n        {\n            this.snapshot.cls();\n        }\n\n        this.snapshot.copy(this.video, 0, 0, this.width, this.height, 0, 0, this.width, this.height, 0, 0, 0, 1, 1, alpha, blendMode);\n\n        return this.snapshot;\n\n    },\n\n    /**\n     * Removes the Video element from the DOM by calling parentNode.removeChild on itself.\n     * Also removes the autoplay and src attributes and nulls the reference.\n     *\n     * @method Phaser.Video#removeVideoElement\n     */\n    removeVideoElement: function () {\n\n        if (!this.video)\n        {\n            return;\n        }\n\n        if (this.video.parentNode)\n        {\n            this.video.parentNode.removeChild(this.video);\n        }\n\n        while (this.video.hasChildNodes())\n        {\n            this.video.removeChild(this.video.firstChild);\n        }\n\n        this.video.removeAttribute('autoplay');\n        this.video.removeAttribute('src');\n\n        this.video = null;\n\n    },\n\n    /**\n     * Destroys the Video object. This calls `Video.stop` and then `Video.removeVideoElement`.\n     * If any Sprites are using this Video as their texture it is up to you to manage those.\n     *\n     * @method Phaser.Video#destroy\n     */\n    destroy: function () {\n\n        this.stop();\n\n        this.removeVideoElement();\n\n        if (this.touchLocked)\n        {\n            this.game.input.touch.removeTouchLockCallback(this.unlock, this);\n        }\n\n        if (this._retryID)\n        {\n            window.clearTimeout(this._retryID);\n        }\n\n    }\n\n};\n\n/**\n* @name Phaser.Video#currentTime\n* @property {number} currentTime - The current time of the video in seconds. If set the video will attempt to seek to that point in time.\n*/\nObject.defineProperty(Phaser.Video.prototype, \"currentTime\", {\n\n    get: function () {\n\n        return (this.video) ? this.video.currentTime : 0;\n\n    },\n\n    set: function (value) {\n\n        this.video.currentTime = value;\n\n    }\n\n});\n\n/**\n* @name Phaser.Video#duration\n* @property {number} duration - The duration of the video in seconds.\n* @readOnly\n*/\nObject.defineProperty(Phaser.Video.prototype, \"duration\", {\n\n    get: function () {\n\n        return (this.video) ? this.video.duration : 0;\n\n    }\n\n});\n\n/**\n* @name Phaser.Video#progress\n* @property {number} progress - The progress of this video. This is a value between 0 and 1, where 0 is the start and 1 is the end of the video.\n* @readOnly\n*/\nObject.defineProperty(Phaser.Video.prototype, \"progress\", {\n\n    get: function () {\n\n        return (this.video) ? (this.video.currentTime / this.video.duration) : 0;\n\n    }\n\n});\n\n/**\n* @name Phaser.Video#mute\n* @property {boolean} mute - Gets or sets the muted state of the Video.\n*/\nObject.defineProperty(Phaser.Video.prototype, \"mute\", {\n\n    get: function () {\n\n        return this._muted;\n\n    },\n\n    set: function (value) {\n\n        value = value || null;\n\n        if (value)\n        {\n            if (this._muted)\n            {\n                return;\n            }\n\n            this._codeMuted = true;\n            this.setMute();\n        }\n        else\n        {\n            if (!this._muted)\n            {\n                return;\n            }\n\n            this._codeMuted = false;\n            this.unsetMute();\n        }\n    }\n\n});\n\n/**\n* Gets or sets the paused state of the Video.\n* If the video is still touch locked (such as on iOS devices) this call has no effect.\n*\n* @name Phaser.Video#paused\n* @property {boolean} paused\n*/\nObject.defineProperty(Phaser.Video.prototype, \"paused\", {\n\n    get: function () {\n\n        return this._paused;\n\n    },\n\n    set: function (value) {\n\n        value = value || null;\n\n        if (this.touchLocked)\n        {\n            return;\n        }\n\n        if (value)\n        {\n            if (this._paused)\n            {\n                return;\n            }\n\n            this._codePaused = true;\n            this.setPause();\n        }\n        else\n        {\n            if (!this._paused)\n            {\n                return;\n            }\n\n            this._codePaused = false;\n            this.setResume();\n        }\n    }\n\n});\n\n/**\n* @name Phaser.Video#volume\n* @property {number} volume - Gets or sets the volume of the Video, a value between 0 and 1. The value given is clamped to the range 0 to 1.\n*/\nObject.defineProperty(Phaser.Video.prototype, \"volume\", {\n\n    get: function () {\n\n        return (this.video) ? this.video.volume : 1;\n\n    },\n\n    set: function (value) {\n\n        if (value < 0)\n        {\n            value = 0;\n        }\n        else if (value > 1)\n        {\n            value = 1;\n        }\n\n        if (this.video)\n        {\n            this.video.volume = value;\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Video#playbackRate\n* @property {number} playbackRate - Gets or sets the playback rate of the Video. This is the speed at which the video is playing.\n*/\nObject.defineProperty(Phaser.Video.prototype, \"playbackRate\", {\n\n    get: function () {\n\n        return (this.video) ? this.video.playbackRate : 1;\n\n    },\n\n    set: function (value) {\n\n        if (this.video)\n        {\n            this.video.playbackRate = value;\n        }\n\n    }\n\n});\n\n/**\n* Gets or sets if the Video is set to loop.\n* Please note that at present some browsers (i.e. Chrome) do not support *seamless* video looping.\n* If the video isn't yet set this will always return false.\n*\n* @name Phaser.Video#loop\n* @property {boolean} loop\n*/\nObject.defineProperty(Phaser.Video.prototype, \"loop\", {\n\n    get: function () {\n\n        return (this.video) ? this.video.loop : false;\n\n    },\n\n    set: function (value) {\n\n        if (value && this.video)\n        {\n            this.video.loop = 'loop';\n        }\n        else if (this.video)\n        {\n            this.video.loop = '';\n        }\n\n    }\n\n});\n\n/**\n* @name Phaser.Video#playing\n* @property {boolean} playing - True if the video is currently playing (and not paused or ended), otherwise false.\n* @readOnly\n*/\nObject.defineProperty(Phaser.Video.prototype, \"playing\", {\n\n    get: function () {\n\n        return !(this.video.paused && this.video.ended);\n\n    }\n\n});\n\nPhaser.Video.prototype.constructor = Phaser.Video;\n\n/* global Phaser:true */\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n//  Pixi expects these globals to exist\n\nif (PIXI.blendModes === undefined)\n{\n    PIXI.blendModes = Phaser.blendModes;\n}\n\nif (PIXI.scaleModes === undefined)\n{\n    PIXI.scaleModes = Phaser.scaleModes;\n}\n\nif (PIXI.Texture.emptyTexture === undefined)\n{\n    PIXI.Texture.emptyTexture = new PIXI.Texture(new PIXI.BaseTexture());\n}\n\nif (PIXI.DisplayObject._tempMatrix === undefined)\n{\n    PIXI.DisplayObject._tempMatrix = new PIXI.Matrix();\n}\n\nif (PIXI.RenderTexture.tempMatrix === undefined)\n{\n    PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();\n}\n\nif (PIXI.Graphics && PIXI.Graphics.POLY === undefined)\n{\n    PIXI.Graphics.POLY = Phaser.POLYGON;\n    PIXI.Graphics.RECT = Phaser.RECTANGLE;\n    PIXI.Graphics.CIRC = Phaser.CIRCLE;\n    PIXI.Graphics.ELIP = Phaser.ELLIPSE;\n    PIXI.Graphics.RREC = Phaser.ROUNDEDRECTANGLE;\n}\n\nPIXI.TextureSilentFail = true;\n\n/**\n* @author       Richard Davey <rich@photonstorm.com>\n* @copyright    2016 Photon Storm Ltd.\n* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n*/\n\n    if (typeof exports !== 'undefined') {\n        if (typeof module !== 'undefined' && module.exports) {\n            exports = module.exports = Phaser;\n        }\n        exports.Phaser = Phaser;\n    } else if (typeof define !== 'undefined' && define.amd) {\n        define('Phaser', (function() { return root.Phaser = Phaser; })() );\n    } else {\n        root.Phaser = Phaser;\n    }\n\n    return Phaser;\n}).call(this);\n\n/*\n* \"What matters in this life is not what we do but what we do for others, the legacy we leave and the imprint we make.\" - Eric Meyer\n*/\n","(function(define){\n/*!\n * Socket.IO v2.1.1\n * (c) 2014-2018 Guillermo Rauch\n * Released under the MIT License.\n */\n!function(t,e){\"object\"==typeof exports&&\"object\"==typeof module?module.exports=e():\"function\"==typeof define&&define.amd?define([],e):\"object\"==typeof exports?exports.io=e():t.io=e()}(this,function(){return function(t){function e(n){if(r[n])return r[n].exports;var o=r[n]={exports:{},id:n,loaded:!1};return t[n].call(o.exports,o,o.exports,e),o.loaded=!0,o.exports}var r={};return e.m=t,e.c=r,e.p=\"\",e(0)}([function(t,e,r){\"use strict\";function n(t,e){\"object\"===(\"undefined\"==typeof t?\"undefined\":o(t))&&(e=t,t=void 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arguments.length?(this._randomizationFactor=t,this.backoff&&this.backoff.setJitter(t),this):this._randomizationFactor},n.prototype.reconnectionDelayMax=function(t){return arguments.length?(this._reconnectionDelayMax=t,this.backoff&&this.backoff.setMax(t),this):this._reconnectionDelayMax},n.prototype.timeout=function(t){return arguments.length?(this._timeout=t,this):this._timeout},n.prototype.maybeReconnectOnOpen=function(){!this.reconnecting&&this._reconnection&&0===this.backoff.attempts&&this.reconnect()},n.prototype.open=n.prototype.connect=function(t,e){if(~this.readyState.indexOf(\"open\"))return this;this.engine=i(this.uri,this.opts);var r=this.engine,n=this;this.readyState=\"opening\",this.skipReconnect=!1;var o=h(r,\"open\",function(){n.onopen(),t&&t()}),s=h(r,\"error\",function(e){if(n.cleanup(),n.readyState=\"closed\",n.emitAll(\"connect_error\",e),t){var r=new Error(\"Connection error\");r.data=e,t(r)}else n.maybeReconnectOnOpen()});if(!1!==this._timeout){var a=this._timeout,c=setTimeout(function(){o.destroy(),r.close(),r.emit(\"error\",\"timeout\"),n.emitAll(\"connect_timeout\",a)},a);this.subs.push({destroy:function(){clearTimeout(c)}})}return this.subs.push(o),this.subs.push(s),this},n.prototype.onopen=function(){this.cleanup(),this.readyState=\"open\",this.emit(\"open\");var t=this.engine;this.subs.push(h(t,\"data\",p(this,\"ondata\"))),this.subs.push(h(t,\"ping\",p(this,\"onping\"))),this.subs.push(h(t,\"pong\",p(this,\"onpong\"))),this.subs.push(h(t,\"error\",p(this,\"onerror\"))),this.subs.push(h(t,\"close\",p(this,\"onclose\"))),this.subs.push(h(this.decoder,\"decoded\",p(this,\"ondecoded\")))},n.prototype.onping=function(){this.lastPing=new Date,this.emitAll(\"ping\")},n.prototype.onpong=function(){this.emitAll(\"pong\",new Date-this.lastPing)},n.prototype.ondata=function(t){this.decoder.add(t)},n.prototype.ondecoded=function(t){this.emit(\"packet\",t)},n.prototype.onerror=function(t){this.emitAll(\"error\",t)},n.prototype.socket=function(t,e){function r(){~u(o.connecting,n)||o.connecting.push(n)}var n=this.nsps[t];if(!n){n=new s(this,t,e),this.nsps[t]=n;var o=this;n.on(\"connecting\",r),n.on(\"connect\",function(){n.id=o.generateId(t)}),this.autoConnect&&r()}return n},n.prototype.destroy=function(t){var e=u(this.connecting,t);~e&&this.connecting.splice(e,1),this.connecting.length||this.close()},n.prototype.packet=function(t){var e=this;t.query&&0===t.type&&(t.nsp+=\"?\"+t.query),e.encoding?e.packetBuffer.push(t):(e.encoding=!0,this.encoder.encode(t,function(r){for(var n=0;n<r.length;n++)e.engine.write(r[n],t.options);e.encoding=!1,e.processPacketQueue()}))},n.prototype.processPacketQueue=function(){if(this.packetBuffer.length>0&&!this.encoding){var t=this.packetBuffer.shift();this.packet(t)}},n.prototype.cleanup=function(){for(var t=this.subs.length,e=0;e<t;e++){var r=this.subs.shift();r.destroy()}this.packetBuffer=[],this.encoding=!1,this.lastPing=null,this.decoder.destroy()},n.prototype.close=n.prototype.disconnect=function(){this.skipReconnect=!0,this.reconnecting=!1,\"opening\"===this.readyState&&this.cleanup(),this.backoff.reset(),this.readyState=\"closed\",this.engine&&this.engine.close()},n.prototype.onclose=function(t){this.cleanup(),this.backoff.reset(),this.readyState=\"closed\",this.emit(\"close\",t),this._reconnection&&!this.skipReconnect&&this.reconnect()},n.prototype.reconnect=function(){if(this.reconnecting||this.skipReconnect)return this;var t=this;if(this.backoff.attempts>=this._reconnectionAttempts)this.backoff.reset(),this.emitAll(\"reconnect_failed\"),this.reconnecting=!1;else{var e=this.backoff.duration();this.reconnecting=!0;var r=setTimeout(function(){t.skipReconnect||(t.emitAll(\"reconnect_attempt\",t.backoff.attempts),t.emitAll(\"reconnecting\",t.backoff.attempts),t.skipReconnect||t.open(function(e){e?(t.reconnecting=!1,t.reconnect(),t.emitAll(\"reconnect_error\",e.data)):t.onreconnect()}))},e);this.subs.push({destroy:function(){clearTimeout(r)}})}},n.prototype.onreconnect=function(){var t=this.backoff.attempts;this.reconnecting=!1,this.backoff.reset(),this.updateSocketIds(),this.emitAll(\"reconnect\",t)}},function(t,e,r){t.exports=r(11),t.exports.parser=r(18)},function(t,e,r){(function(e){function n(t,r){if(!(this instanceof n))return new n(t,r);r=r||{},t&&\"object\"==typeof t&&(r=t,t=null),t?(t=h(t),r.hostname=t.host,r.secure=\"https\"===t.protocol||\"wss\"===t.protocol,r.port=t.port,t.query&&(r.query=t.query)):r.host&&(r.hostname=h(r.host).host),this.secure=null!=r.secure?r.secure:e.location&&\"https:\"===location.protocol,r.hostname&&!r.port&&(r.port=this.secure?\"443\":\"80\"),this.agent=r.agent||!1,this.hostname=r.hostname||(e.location?location.hostname:\"localhost\"),this.port=r.port||(e.location&&location.port?location.port:this.secure?443:80),this.query=r.query||{},\"string\"==typeof this.query&&(this.query=p.decode(this.query)),this.upgrade=!1!==r.upgrade,this.path=(r.path||\"/engine.io\").replace(/\\/$/,\"\")+\"/\",this.forceJSONP=!!r.forceJSONP,this.jsonp=!1!==r.jsonp,this.forceBase64=!!r.forceBase64,this.enablesXDR=!!r.enablesXDR,this.timestampParam=r.timestampParam||\"t\",this.timestampRequests=r.timestampRequests,this.transports=r.transports||[\"polling\",\"websocket\"],this.transportOptions=r.transportOptions||{},this.readyState=\"\",this.writeBuffer=[],this.prevBufferLen=0,this.policyPort=r.policyPort||843,this.rememberUpgrade=r.rememberUpgrade||!1,this.binaryType=null,this.onlyBinaryUpgrades=r.onlyBinaryUpgrades,this.perMessageDeflate=!1!==r.perMessageDeflate&&(r.perMessageDeflate||{}),!0===this.perMessageDeflate&&(this.perMessageDeflate={}),this.perMessageDeflate&&null==this.perMessageDeflate.threshold&&(this.perMessageDeflate.threshold=1024),this.pfx=r.pfx||null,this.key=r.key||null,this.passphrase=r.passphrase||null,this.cert=r.cert||null,this.ca=r.ca||null,this.ciphers=r.ciphers||null,this.rejectUnauthorized=void 0===r.rejectUnauthorized||r.rejectUnauthorized,this.forceNode=!!r.forceNode;var o=\"object\"==typeof e&&e;o.global===o&&(r.extraHeaders&&Object.keys(r.extraHeaders).length>0&&(this.extraHeaders=r.extraHeaders),r.localAddress&&(this.localAddress=r.localAddress)),this.id=null,this.upgrades=null,this.pingInterval=null,this.pingTimeout=null,this.pingIntervalTimer=null,this.pingTimeoutTimer=null,this.open()}function o(t){var e={};for(var r in t)t.hasOwnProperty(r)&&(e[r]=t[r]);return e}var i=r(12),s=r(5),a=(r(3)(\"engine.io-client:socket\"),r(33)),c=r(18),h=r(2),p=r(27);t.exports=n,n.priorWebsocketSuccess=!1,s(n.prototype),n.protocol=c.protocol,n.Socket=n,n.Transport=r(17),n.transports=r(12),n.parser=r(18),n.prototype.createTransport=function(t){var e=o(this.query);e.EIO=c.protocol,e.transport=t;var r=this.transportOptions[t]||{};this.id&&(e.sid=this.id);var n=new i[t]({query:e,socket:this,agent:r.agent||this.agent,hostname:r.hostname||this.hostname,port:r.port||this.port,secure:r.secure||this.secure,path:r.path||this.path,forceJSONP:r.forceJSONP||this.forceJSONP,jsonp:r.jsonp||this.jsonp,forceBase64:r.forceBase64||this.forceBase64,enablesXDR:r.enablesXDR||this.enablesXDR,timestampRequests:r.timestampRequests||this.timestampRequests,timestampParam:r.timestampParam||this.timestampParam,policyPort:r.policyPort||this.policyPort,pfx:r.pfx||this.pfx,key:r.key||this.key,passphrase:r.passphrase||this.passphrase,cert:r.cert||this.cert,ca:r.ca||this.ca,ciphers:r.ciphers||this.ciphers,rejectUnauthorized:r.rejectUnauthorized||this.rejectUnauthorized,perMessageDeflate:r.perMessageDeflate||this.perMessageDeflate,extraHeaders:r.extraHeaders||this.extraHeaders,forceNode:r.forceNode||this.forceNode,localAddress:r.localAddress||this.localAddress,requestTimeout:r.requestTimeout||this.requestTimeout,protocols:r.protocols||void 0});return n},n.prototype.open=function(){var t;if(this.rememberUpgrade&&n.priorWebsocketSuccess&&this.transports.indexOf(\"websocket\")!==-1)t=\"websocket\";else{if(0===this.transports.length){var e=this;return void setTimeout(function(){e.emit(\"error\",\"No transports available\")},0)}t=this.transports[0]}this.readyState=\"opening\";try{t=this.createTransport(t)}catch(t){return this.transports.shift(),void this.open()}t.open(),this.setTransport(t)},n.prototype.setTransport=function(t){var e=this;this.transport&&this.transport.removeAllListeners(),this.transport=t,t.on(\"drain\",function(){e.onDrain()}).on(\"packet\",function(t){e.onPacket(t)}).on(\"error\",function(t){e.onError(t)}).on(\"close\",function(){e.onClose(\"transport close\")})},n.prototype.probe=function(t){function e(){if(u.onlyBinaryUpgrades){var t=!this.supportsBinary&&u.transport.supportsBinary;p=p||t}p||(h.send([{type:\"ping\",data:\"probe\"}]),h.once(\"packet\",function(t){if(!p)if(\"pong\"===t.type&&\"probe\"===t.data){if(u.upgrading=!0,u.emit(\"upgrading\",h),!h)return;n.priorWebsocketSuccess=\"websocket\"===h.name,u.transport.pause(function(){p||\"closed\"!==u.readyState&&(c(),u.setTransport(h),h.send([{type:\"upgrade\"}]),u.emit(\"upgrade\",h),h=null,u.upgrading=!1,u.flush())})}else{var e=new Error(\"probe error\");e.transport=h.name,u.emit(\"upgradeError\",e)}}))}function r(){p||(p=!0,c(),h.close(),h=null)}function o(t){var e=new Error(\"probe error: \"+t);e.transport=h.name,r(),u.emit(\"upgradeError\",e)}function i(){o(\"transport closed\")}function s(){o(\"socket closed\")}function a(t){h&&t.name!==h.name&&r()}function c(){h.removeListener(\"open\",e),h.removeListener(\"error\",o),h.removeListener(\"close\",i),u.removeListener(\"close\",s),u.removeListener(\"upgrading\",a)}var h=this.createTransport(t,{probe:1}),p=!1,u=this;n.priorWebsocketSuccess=!1,h.once(\"open\",e),h.once(\"error\",o),h.once(\"close\",i),this.once(\"close\",s),this.once(\"upgrading\",a),h.open()},n.prototype.onOpen=function(){if(this.readyState=\"open\",n.priorWebsocketSuccess=\"websocket\"===this.transport.name,this.emit(\"open\"),this.flush(),\"open\"===this.readyState&&this.upgrade&&this.transport.pause)for(var t=0,e=this.upgrades.length;t<e;t++)this.probe(this.upgrades[t])},n.prototype.onPacket=function(t){if(\"opening\"===this.readyState||\"open\"===this.readyState||\"closing\"===this.readyState)switch(this.emit(\"packet\",t),this.emit(\"heartbeat\"),t.type){case\"open\":this.onHandshake(JSON.parse(t.data));break;case\"pong\":this.setPing(),this.emit(\"pong\");break;case\"error\":var e=new Error(\"server error\");e.code=t.data,this.onError(e);break;case\"message\":this.emit(\"data\",t.data),this.emit(\"message\",t.data)}},n.prototype.onHandshake=function(t){this.emit(\"handshake\",t),this.id=t.sid,this.transport.query.sid=t.sid,this.upgrades=this.filterUpgrades(t.upgrades),this.pingInterval=t.pingInterval,this.pingTimeout=t.pingTimeout,this.onOpen(),\"closed\"!==this.readyState&&(this.setPing(),this.removeListener(\"heartbeat\",this.onHeartbeat),this.on(\"heartbeat\",this.onHeartbeat))},n.prototype.onHeartbeat=function(t){clearTimeout(this.pingTimeoutTimer);var e=this;e.pingTimeoutTimer=setTimeout(function(){\"closed\"!==e.readyState&&e.onClose(\"ping timeout\")},t||e.pingInterval+e.pingTimeout)},n.prototype.setPing=function(){var t=this;clearTimeout(t.pingIntervalTimer),t.pingIntervalTimer=setTimeout(function(){t.ping(),t.onHeartbeat(t.pingTimeout)},t.pingInterval)},n.prototype.ping=function(){var t=this;this.sendPacket(\"ping\",function(){t.emit(\"ping\")})},n.prototype.onDrain=function(){this.writeBuffer.splice(0,this.prevBufferLen),this.prevBufferLen=0,0===this.writeBuffer.length?this.emit(\"drain\"):this.flush()},n.prototype.flush=function(){\"closed\"!==this.readyState&&this.transport.writable&&!this.upgrading&&this.writeBuffer.length&&(this.transport.send(this.writeBuffer),this.prevBufferLen=this.writeBuffer.length,this.emit(\"flush\"))},n.prototype.write=n.prototype.send=function(t,e,r){return this.sendPacket(\"message\",t,e,r),this},n.prototype.sendPacket=function(t,e,r,n){if(\"function\"==typeof e&&(n=e,e=void 0),\"function\"==typeof r&&(n=r,r=null),\"closing\"!==this.readyState&&\"closed\"!==this.readyState){r=r||{},r.compress=!1!==r.compress;var o={type:t,data:e,options:r};this.emit(\"packetCreate\",o),this.writeBuffer.push(o),n&&this.once(\"flush\",n),this.flush()}},n.prototype.close=function(){function t(){n.onClose(\"forced close\"),n.transport.close()}function e(){n.removeListener(\"upgrade\",e),n.removeListener(\"upgradeError\",e),t()}function r(){n.once(\"upgrade\",e),n.once(\"upgradeError\",e)}if(\"opening\"===this.readyState||\"open\"===this.readyState){this.readyState=\"closing\";var n=this;this.writeBuffer.length?this.once(\"drain\",function(){this.upgrading?r():t()}):this.upgrading?r():t()}return this},n.prototype.onError=function(t){n.priorWebsocketSuccess=!1,this.emit(\"error\",t),this.onClose(\"transport error\",t)},n.prototype.onClose=function(t,e){if(\"opening\"===this.readyState||\"open\"===this.readyState||\"closing\"===this.readyState){var r=this;clearTimeout(this.pingIntervalTimer),clearTimeout(this.pingTimeoutTimer),this.transport.removeAllListeners(\"close\"),this.transport.close(),this.transport.removeAllListeners(),this.readyState=\"closed\",this.id=null,this.emit(\"close\",t,e),r.writeBuffer=[],r.prevBufferLen=0}},n.prototype.filterUpgrades=function(t){for(var e=[],r=0,n=t.length;r<n;r++)~a(this.transports,t[r])&&e.push(t[r]);return e}}).call(e,function(){return this}())},function(t,e,r){(function(t){function n(e){var r,n=!1,a=!1,c=!1!==e.jsonp;if(t.location){var h=\"https:\"===location.protocol,p=location.port;p||(p=h?443:80),n=e.hostname!==location.hostname||p!==e.port,a=e.secure!==h}if(e.xdomain=n,e.xscheme=a,r=new o(e),\"open\"in r&&!e.forceJSONP)return new i(e);if(!c)throw new Error(\"JSONP disabled\");return new s(e)}var o=r(13),i=r(15),s=r(30),a=r(31);e.polling=n,e.websocket=a}).call(e,function(){return this}())},function(t,e,r){(function(e){var n=r(14);t.exports=function(t){var r=t.xdomain,o=t.xscheme,i=t.enablesXDR;try{if(\"undefined\"!=typeof XMLHttpRequest&&(!r||n))return new XMLHttpRequest}catch(t){}try{if(\"undefined\"!=typeof XDomainRequest&&!o&&i)return new XDomainRequest}catch(t){}if(!r)try{return new(e[[\"Active\"].concat(\"Object\").join(\"X\")])(\"Microsoft.XMLHTTP\")}catch(t){}}}).call(e,function(){return this}())},function(t,e){try{t.exports=\"undefined\"!=typeof XMLHttpRequest&&\"withCredentials\"in new XMLHttpRequest}catch(e){t.exports=!1}},function(t,e,r){(function(e){function n(){}function o(t){if(c.call(this,t),this.requestTimeout=t.requestTimeout,this.extraHeaders=t.extraHeaders,e.location){var r=\"https:\"===location.protocol,n=location.port;n||(n=r?443:80),this.xd=t.hostname!==e.location.hostname||n!==t.port,this.xs=t.secure!==r}}function i(t){this.method=t.method||\"GET\",this.uri=t.uri,this.xd=!!t.xd,this.xs=!!t.xs,this.async=!1!==t.async,this.data=void 0!==t.data?t.data:null,this.agent=t.agent,this.isBinary=t.isBinary,this.supportsBinary=t.supportsBinary,this.enablesXDR=t.enablesXDR,this.requestTimeout=t.requestTimeout,this.pfx=t.pfx,this.key=t.key,this.passphrase=t.passphrase,this.cert=t.cert,this.ca=t.ca,this.ciphers=t.ciphers,this.rejectUnauthorized=t.rejectUnauthorized,this.extraHeaders=t.extraHeaders,this.create()}function s(){for(var t in i.requests)i.requests.hasOwnProperty(t)&&i.requests[t].abort()}var a=r(13),c=r(16),h=r(5),p=r(28);r(3)(\"engine.io-client:polling-xhr\");t.exports=o,t.exports.Request=i,p(o,c),o.prototype.supportsBinary=!0,o.prototype.request=function(t){return t=t||{},t.uri=this.uri(),t.xd=this.xd,t.xs=this.xs,t.agent=this.agent||!1,t.supportsBinary=this.supportsBinary,t.enablesXDR=this.enablesXDR,t.pfx=this.pfx,t.key=this.key,t.passphrase=this.passphrase,t.cert=this.cert,t.ca=this.ca,t.ciphers=this.ciphers,t.rejectUnauthorized=this.rejectUnauthorized,t.requestTimeout=this.requestTimeout,t.extraHeaders=this.extraHeaders,new i(t)},o.prototype.doWrite=function(t,e){var r=\"string\"!=typeof t&&void 0!==t,n=this.request({method:\"POST\",data:t,isBinary:r}),o=this;n.on(\"success\",e),n.on(\"error\",function(t){o.onError(\"xhr post error\",t)}),this.sendXhr=n},o.prototype.doPoll=function(){var t=this.request(),e=this;t.on(\"data\",function(t){e.onData(t)}),t.on(\"error\",function(t){e.onError(\"xhr poll error\",t)}),this.pollXhr=t},h(i.prototype),i.prototype.create=function(){var t={agent:this.agent,xdomain:this.xd,xscheme:this.xs,enablesXDR:this.enablesXDR};t.pfx=this.pfx,t.key=this.key,t.passphrase=this.passphrase,t.cert=this.cert,t.ca=this.ca,t.ciphers=this.ciphers,t.rejectUnauthorized=this.rejectUnauthorized;var r=this.xhr=new a(t),n=this;try{r.open(this.method,this.uri,this.async);try{if(this.extraHeaders){r.setDisableHeaderCheck&&r.setDisableHeaderCheck(!0);for(var o in this.extraHeaders)this.extraHeaders.hasOwnProperty(o)&&r.setRequestHeader(o,this.extraHeaders[o])}}catch(t){}if(\"POST\"===this.method)try{this.isBinary?r.setRequestHeader(\"Content-type\",\"application/octet-stream\"):r.setRequestHeader(\"Content-type\",\"text/plain;charset=UTF-8\")}catch(t){}try{r.setRequestHeader(\"Accept\",\"*/*\")}catch(t){}\"withCredentials\"in r&&(r.withCredentials=!0),this.requestTimeout&&(r.timeout=this.requestTimeout),this.hasXDR()?(r.onload=function(){n.onLoad()},r.onerror=function(){n.onError(r.responseText)}):r.onreadystatechange=function(){if(2===r.readyState)try{var t=r.getResponseHeader(\"Content-Type\");n.supportsBinary&&\"application/octet-stream\"===t&&(r.responseType=\"arraybuffer\")}catch(t){}4===r.readyState&&(200===r.status||1223===r.status?n.onLoad():setTimeout(function(){n.onError(r.status)},0))},r.send(this.data)}catch(t){return void setTimeout(function(){n.onError(t)},0)}e.document&&(this.index=i.requestsCount++,i.requests[this.index]=this)},i.prototype.onSuccess=function(){this.emit(\"success\"),this.cleanup()},i.prototype.onData=function(t){this.emit(\"data\",t),this.onSuccess()},i.prototype.onError=function(t){this.emit(\"error\",t),this.cleanup(!0)},i.prototype.cleanup=function(t){if(\"undefined\"!=typeof this.xhr&&null!==this.xhr){if(this.hasXDR()?this.xhr.onload=this.xhr.onerror=n:this.xhr.onreadystatechange=n,t)try{this.xhr.abort()}catch(t){}e.document&&delete i.requests[this.index],this.xhr=null}},i.prototype.onLoad=function(){var t;try{var e;try{e=this.xhr.getResponseHeader(\"Content-Type\")}catch(t){}t=\"application/octet-stream\"===e?this.xhr.response||this.xhr.responseText:this.xhr.responseText}catch(t){this.onError(t)}null!=t&&this.onData(t)},i.prototype.hasXDR=function(){return\"undefined\"!=typeof e.XDomainRequest&&!this.xs&&this.enablesXDR},i.prototype.abort=function(){this.cleanup()},i.requestsCount=0,i.requests={},e.document&&(e.attachEvent?e.attachEvent(\"onunload\",s):e.addEventListener&&e.addEventListener(\"beforeunload\",s,!1))}).call(e,function(){return this}())},function(t,e,r){function n(t){var e=t&&t.forceBase64;h&&!e||(this.supportsBinary=!1),o.call(this,t)}var o=r(17),i=r(27),s=r(18),a=r(28),c=r(29);r(3)(\"engine.io-client:polling\");t.exports=n;var h=function(){var t=r(13),e=new t({xdomain:!1});return null!=e.responseType}();a(n,o),n.prototype.name=\"polling\",n.prototype.doOpen=function(){this.poll()},n.prototype.pause=function(t){function e(){r.readyState=\"paused\",t()}var r=this;if(this.readyState=\"pausing\",this.polling||!this.writable){var n=0;this.polling&&(n++,this.once(\"pollComplete\",function(){--n||e()})),this.writable||(n++,this.once(\"drain\",function(){--n||e()}))}else e()},n.prototype.poll=function(){this.polling=!0,this.doPoll(),this.emit(\"poll\")},n.prototype.onData=function(t){var e=this,r=function(t,r,n){return\"opening\"===e.readyState&&e.onOpen(),\"close\"===t.type?(e.onClose(),!1):void e.onPacket(t)};s.decodePayload(t,this.socket.binaryType,r),\"closed\"!==this.readyState&&(this.polling=!1,this.emit(\"pollComplete\"),\"open\"===this.readyState&&this.poll())},n.prototype.doClose=function(){function t(){e.write([{type:\"close\"}])}var e=this;\"open\"===this.readyState?t():this.once(\"open\",t)},n.prototype.write=function(t){var e=this;this.writable=!1;var r=function(){e.writable=!0,e.emit(\"drain\")};s.encodePayload(t,this.supportsBinary,function(t){e.doWrite(t,r)})},n.prototype.uri=function(){var t=this.query||{},e=this.secure?\"https\":\"http\",r=\"\";!1!==this.timestampRequests&&(t[this.timestampParam]=c()),this.supportsBinary||t.sid||(t.b64=1),t=i.encode(t),this.port&&(\"https\"===e&&443!==Number(this.port)||\"http\"===e&&80!==Number(this.port))&&(r=\":\"+this.port),t.length&&(t=\"?\"+t);var n=this.hostname.indexOf(\":\")!==-1;return e+\"://\"+(n?\"[\"+this.hostname+\"]\":this.hostname)+r+this.path+t}},function(t,e,r){function n(t){this.path=t.path,this.hostname=t.hostname,this.port=t.port,this.secure=t.secure,this.query=t.query,this.timestampParam=t.timestampParam,this.timestampRequests=t.timestampRequests,this.readyState=\"\",this.agent=t.agent||!1,this.socket=t.socket,this.enablesXDR=t.enablesXDR,this.pfx=t.pfx,this.key=t.key,this.passphrase=t.passphrase,this.cert=t.cert,this.ca=t.ca,this.ciphers=t.ciphers,this.rejectUnauthorized=t.rejectUnauthorized,this.forceNode=t.forceNode,this.extraHeaders=t.extraHeaders,this.localAddress=t.localAddress}var o=r(18),i=r(5);t.exports=n,i(n.prototype),n.prototype.onError=function(t,e){var r=new Error(t);return 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n=0;n<t.length;++n)if(t[n]===e)return n;return-1}},function(t,e,r){\"use strict\";function n(t,e,r){this.io=t,this.nsp=e,this.json=this,this.ids=0,this.acks={},this.receiveBuffer=[],this.sendBuffer=[],this.connected=!1,this.disconnected=!0,this.flags={},r&&r.query&&(this.query=r.query),this.io.autoConnect&&this.open()}var o=\"function\"==typeof Symbol&&\"symbol\"==typeof Symbol.iterator?function(t){return typeof t}:function(t){return t&&\"function\"==typeof Symbol&&t.constructor===Symbol&&t!==Symbol.prototype?\"symbol\":typeof t},i=r(4),s=r(5),a=r(35),c=r(36),h=r(37),p=(r(3)(\"socket.io-client:socket\"),r(27)),u=r(20);t.exports=e=n;var f={connect:1,connect_error:1,connect_timeout:1,connecting:1,disconnect:1,error:1,reconnect:1,reconnect_attempt:1,reconnect_failed:1,reconnect_error:1,reconnecting:1,ping:1,pong:1},l=s.prototype.emit;s(n.prototype),n.prototype.subEvents=function(){if(!this.subs){var t=this.io;this.subs=[c(t,\"open\",h(this,\"onopen\")),c(t,\"packet\",h(this,\"onpacket\")),c(t,\"close\",h(this,\"onclose\"))]}},n.prototype.open=n.prototype.connect=function(){return this.connected?this:(this.subEvents(),this.io.open(),\"open\"===this.io.readyState&&this.onopen(),this.emit(\"connecting\"),this)},n.prototype.send=function(){var t=a(arguments);return t.unshift(\"message\"),this.emit.apply(this,t),this},n.prototype.emit=function(t){if(f.hasOwnProperty(t))return l.apply(this,arguments),this;var e=a(arguments),r={type:(void 0!==this.flags.binary?this.flags.binary:u(e))?i.BINARY_EVENT:i.EVENT,data:e};return r.options={},r.options.compress=!this.flags||!1!==this.flags.compress,\"function\"==typeof e[e.length-1]&&(this.acks[this.ids]=e.pop(),r.id=this.ids++),this.connected?this.packet(r):this.sendBuffer.push(r),this.flags={},this},n.prototype.packet=function(t){t.nsp=this.nsp,this.io.packet(t)},n.prototype.onopen=function(){if(\"/\"!==this.nsp)if(this.query){var t=\"object\"===o(this.query)?p.encode(this.query):this.query;this.packet({type:i.CONNECT,query:t})}else this.packet({type:i.CONNECT})},n.prototype.onclose=function(t){this.connected=!1,this.disconnected=!0,delete this.id,this.emit(\"disconnect\",t)},n.prototype.onpacket=function(t){var e=t.nsp===this.nsp,r=t.type===i.ERROR&&\"/\"===t.nsp;if(e||r)switch(t.type){case i.CONNECT:this.onconnect();break;case i.EVENT:this.onevent(t);break;case i.BINARY_EVENT:this.onevent(t);break;case i.ACK:this.onack(t);break;case i.BINARY_ACK:this.onack(t);break;case i.DISCONNECT:this.ondisconnect();break;case i.ERROR:this.emit(\"error\",t.data)}},n.prototype.onevent=function(t){var e=t.data||[];null!=t.id&&e.push(this.ack(t.id)),this.connected?l.apply(this,e):this.receiveBuffer.push(e)},n.prototype.ack=function(t){var e=this,r=!1;return function(){if(!r){r=!0;var n=a(arguments);e.packet({type:u(n)?i.BINARY_ACK:i.ACK,id:t,data:n})}}},n.prototype.onack=function(t){var e=this.acks[t.id];\"function\"==typeof e&&(e.apply(this,t.data),delete this.acks[t.id])},n.prototype.onconnect=function(){this.connected=!0,this.disconnected=!1,this.emit(\"connect\"),this.emitBuffered()},n.prototype.emitBuffered=function(){var t;for(t=0;t<this.receiveBuffer.length;t++)l.apply(this,this.receiveBuffer[t]);for(this.receiveBuffer=[],t=0;t<this.sendBuffer.length;t++)this.packet(this.sendBuffer[t]);this.sendBuffer=[]},n.prototype.ondisconnect=function(){this.destroy(),this.onclose(\"io server disconnect\")},n.prototype.destroy=function(){if(this.subs){for(var t=0;t<this.subs.length;t++)this.subs[t].destroy();this.subs=null}this.io.destroy(this)},n.prototype.close=n.prototype.disconnect=function(){return this.connected&&this.packet({type:i.DISCONNECT}),this.destroy(),this.connected&&this.onclose(\"io client disconnect\"),this},n.prototype.compress=function(t){return this.flags.compress=t,this},n.prototype.binary=function(t){return this.flags.binary=t,this}},function(t,e){function r(t,e){var r=[];e=e||0;for(var n=e||0;n<t.length;n++)r[n-e]=t[n];return r}t.exports=r},function(t,e){\"use strict\";function r(t,e,r){return t.on(e,r),{destroy:function(){t.removeListener(e,r)}}}t.exports=r},function(t,e){var r=[].slice;t.exports=function(t,e){if(\"string\"==typeof e&&(e=t[e]),\"function\"!=typeof e)throw new Error(\"bind() requires a function\");var n=r.call(arguments,2);return function(){return e.apply(t,n.concat(r.call(arguments)))}}},function(t,e){function r(t){t=t||{},this.ms=t.min||100,this.max=t.max||1e4,this.factor=t.factor||2,this.jitter=t.jitter>0&&t.jitter<=1?t.jitter:0,this.attempts=0}t.exports=r,r.prototype.duration=function(){var t=this.ms*Math.pow(this.factor,this.attempts++);if(this.jitter){var e=Math.random(),r=Math.floor(e*this.jitter*t);t=0==(1&Math.floor(10*e))?t-r:t+r}return 0|Math.min(t,this.max)},r.prototype.reset=function(){this.attempts=0},r.prototype.setMin=function(t){this.ms=t},r.prototype.setMax=function(t){this.max=t},r.prototype.setJitter=function(t){this.jitter=t}}])});\n//# sourceMappingURL=socket.io.slim.js.map\n})((function(){ function newDefine(){ var args = Array.prototype.slice.call(arguments); args.unshift(\"socket.io-client\"); return define.apply(null, args); }; newDefine.amd = true; return newDefine; })());","define('@ember-decorators/argument/-debug/decorators/immutable', ['exports', '@ember-decorators/argument/-debug/utils/validation-decorator'], function (exports, _validationDecorator) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var immutable = (0, _validationDecorator.default)(function (target, key, desc, options, validations) {\n    validations.isImmutable = true;\n  });\n\n  exports.default = immutable;\n});","define('@ember-decorators/argument/-debug/decorators/required', ['exports', '@ember-decorators/argument/-debug/utils/validation-decorator'], function (exports, _validationDecorator) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var required = (0, _validationDecorator.default)(function (target, key, desc, options, validations) {\n    validations.isRequired = true;\n  });\n\n  exports.default = required;\n});","define('@ember-decorators/argument/-debug/decorators/type', ['exports', '@ember-decorators/argument/-debug/utils/validation-decorator', '@ember-decorators/argument/-debug/utils/validators'], function (exports, _validationDecorator, _validators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = type;\n  function type(type) {\n    (true && !(arguments.length === 1) && Ember.assert('The @type decorator can only receive one type, but instead received ' + arguments.length + '. Use the \\'unionOf\\' helper to create a union type.', arguments.length === 1));\n\n\n    var validator = (0, _validators.resolveValidator)(type);\n\n    return (0, _validationDecorator.default)(function (target, key, desc, options, validations) {\n      validations.typeValidators.push(validator);\n    });\n  }\n});","define(\"@ember-decorators/argument/-debug/errors\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  function _possibleConstructorReturn(self, call) {\n    if (!self) {\n      throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n    }\n\n    return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n  }\n\n  function _inherits(subClass, superClass) {\n    if (typeof superClass !== \"function\" && superClass !== null) {\n      throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n    }\n\n    subClass.prototype = Object.create(superClass && superClass.prototype, {\n      constructor: {\n        value: subClass,\n        enumerable: false,\n        writable: true,\n        configurable: true\n      }\n    });\n    if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass;\n  }\n\n  var MutabilityError = exports.MutabilityError = function (_Error) {\n    _inherits(MutabilityError, _Error);\n\n    function MutabilityError() {\n      _classCallCheck(this, MutabilityError);\n\n      return _possibleConstructorReturn(this, _Error.apply(this, arguments));\n    }\n\n    return MutabilityError;\n  }(Error);\n\n  var RequiredFieldError = exports.RequiredFieldError = function (_Error2) {\n    _inherits(RequiredFieldError, _Error2);\n\n    function RequiredFieldError() {\n      _classCallCheck(this, RequiredFieldError);\n\n      return _possibleConstructorReturn(this, _Error2.apply(this, arguments));\n    }\n\n    return RequiredFieldError;\n  }(Error);\n\n  var TypeError = exports.TypeError = function (_Error3) {\n    _inherits(TypeError, _Error3);\n\n    function TypeError() {\n      _classCallCheck(this, TypeError);\n\n      return _possibleConstructorReturn(this, _Error3.apply(this, arguments));\n    }\n\n    return TypeError;\n  }(Error);\n});","define('@ember-decorators/argument/-debug/helpers/array-of', ['exports', '@ember-decorators/argument/-debug/utils/validators'], function (exports, _validators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = arrayOf;\n  function arrayOf(type) {\n    (true && !(arguments.length === 1) && Ember.assert('The \\'arrayOf\\' helper must receive exactly one type. Use the \\'unionOf\\' helper to create a union type.', arguments.length === 1));\n\n\n    var validator = (0, _validators.resolveValidator)(type);\n\n    return (0, _validators.makeValidator)('arrayOf(' + validator + ')', function (value) {\n      return Ember.isArray(value) && value.every(validator);\n    });\n  }\n});","define('@ember-decorators/argument/-debug/helpers/one-of', ['exports', '@ember-decorators/argument/-debug/utils/validators'], function (exports, _validators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = oneOf;\n  function oneOf() {\n    for (var _len = arguments.length, list = Array(_len), _key = 0; _key < _len; _key++) {\n      list[_key] = arguments[_key];\n    }\n\n    (true && !(arguments.length >= 1) && Ember.assert('The \\'oneOf\\' helper must receive at least one argument', arguments.length >= 1));\n    (true && !(list.every(function (item) {\n      return typeof item === 'string';\n    })) && Ember.assert('The \\'oneOf\\' helper must receive arguments of strings, received: ' + list, list.every(function (item) {\n      return typeof item === 'string';\n    })));\n\n\n    return (0, _validators.makeValidator)('oneOf(' + list.join() + ')', function (value) {\n      return list.includes(value);\n    });\n  }\n});","define('@ember-decorators/argument/-debug/helpers/optional', ['exports', '@ember-decorators/argument/-debug/utils/validators'], function (exports, _validators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = optional;\n\n\n  var nullValidator = (0, _validators.resolveValidator)(null);\n  var undefinedValidator = (0, _validators.resolveValidator)(undefined);\n\n  function optional(type) {\n    (true && !(arguments.length === 1) && Ember.assert('The \\'optional\\' helper must receive exactly one type. Use the \\'unionOf\\' helper to create a union type.', arguments.length === 1));\n\n\n    var validator = (0, _validators.resolveValidator)(type);\n    var validatorDesc = validator.toString();\n\n    (true && !(validatorDesc !== 'null') && Ember.assert('Passsing \\'null\\' to the \\'optional\\' helper does not make sense.', validatorDesc !== 'null'));\n    (true && !(validatorDesc !== 'undefined') && Ember.assert('Passsing \\'undefined\\' to the \\'optional\\' helper does not make sense.', validatorDesc !== 'undefined'));\n\n\n    return (0, _validators.makeValidator)('optional(' + validator + ')', function (value) {\n      return nullValidator(value) || undefinedValidator(value) || validator(value);\n    });\n  }\n});","define('@ember-decorators/argument/-debug/helpers/shape-of', ['exports', '@ember-decorators/argument/-debug/utils/validators'], function (exports, _validators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = shapeOf;\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  function shapeOf(shape) {\n    (true && !(arguments.length === 1) && Ember.assert('The \\'shapeOf\\' helper must receive exactly one shape', arguments.length === 1));\n    (true && !((typeof shape === 'undefined' ? 'undefined' : _typeof(shape)) === 'object') && Ember.assert('The \\'shapeOf\\' helper must receive an object to match the shape to, received: ' + shape, (typeof shape === 'undefined' ? 'undefined' : _typeof(shape)) === 'object'));\n    (true && !(Object.keys(shape).length > 0) && Ember.assert('The object passed to the \\'shapeOf\\' helper must have at least one key:type pair', Object.keys(shape).length > 0));\n\n\n    var typeDesc = [];\n\n    for (var key in shape) {\n      shape[key] = (0, _validators.resolveValidator)(shape[key]);\n\n      typeDesc.push(key + ':' + shape[key]);\n    }\n\n    return (0, _validators.makeValidator)('shapeOf({' + typeDesc.join() + '})', function (value) {\n      for (var _key in shape) {\n        if (shape[_key](Ember.get(value, _key)) !== true) {\n          return false;\n        }\n      }\n\n      return true;\n    });\n  }\n});","define('@ember-decorators/argument/-debug/helpers/union-of', ['exports', '@ember-decorators/argument/-debug/utils/validators'], function (exports, _validators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = unionOf;\n  function unionOf() {\n    for (var _len = arguments.length, types = Array(_len), _key = 0; _key < _len; _key++) {\n      types[_key] = arguments[_key];\n    }\n\n    (true && !(arguments.length > 1) && Ember.assert('The \\'unionOf\\' helper must receive more than one type', arguments.length > 1));\n\n\n    var validators = types.map(_validators.resolveValidator);\n\n    return (0, _validators.makeValidator)('unionOf(' + validators.join() + ')', function (value) {\n      return validators.some(function (validator) {\n        return validator(value);\n      });\n    });\n  }\n});","define('@ember-decorators/argument/-debug/index', ['exports', '@ember-decorators/argument/-debug/decorators/immutable', '@ember-decorators/argument/-debug/decorators/required', '@ember-decorators/argument/-debug/decorators/type', '@ember-decorators/argument/-debug/helpers/array-of', '@ember-decorators/argument/-debug/helpers/shape-of', '@ember-decorators/argument/-debug/helpers/union-of', '@ember-decorators/argument/-debug/helpers/optional', '@ember-decorators/argument/-debug/helpers/one-of', '@ember-decorators/argument/-debug/errors', '@ember-decorators/argument/-debug/utils/validations-for'], function (exports, _immutable, _required, _type, _arrayOf, _shapeOf, _unionOf, _optional, _oneOf, _errors, _validationsFor) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'immutable', {\n    enumerable: true,\n    get: function () {\n      return _immutable.default;\n    }\n  });\n  Object.defineProperty(exports, 'required', {\n    enumerable: true,\n    get: function () {\n      return _required.default;\n    }\n  });\n  Object.defineProperty(exports, 'type', {\n    enumerable: true,\n    get: function () {\n      return _type.default;\n    }\n  });\n  Object.defineProperty(exports, 'arrayOf', {\n    enumerable: true,\n    get: function () {\n      return _arrayOf.default;\n    }\n  });\n  Object.defineProperty(exports, 'shapeOf', {\n    enumerable: true,\n    get: function () {\n      return _shapeOf.default;\n    }\n  });\n  Object.defineProperty(exports, 'unionOf', {\n    enumerable: true,\n    get: function () {\n      return _unionOf.default;\n    }\n  });\n  Object.defineProperty(exports, 'optional', {\n    enumerable: true,\n    get: function () {\n      return _optional.default;\n    }\n  });\n  Object.defineProperty(exports, 'oneOf', {\n    enumerable: true,\n    get: function () {\n      return _oneOf.default;\n    }\n  });\n  Object.defineProperty(exports, 'MutabilityError', {\n    enumerable: true,\n    get: function () {\n      return _errors.MutabilityError;\n    }\n  });\n  Object.defineProperty(exports, 'RequiredFieldError', {\n    enumerable: true,\n    get: function () {\n      return _errors.RequiredFieldError;\n    }\n  });\n  Object.defineProperty(exports, 'TypeError', {\n    enumerable: true,\n    get: function () {\n      return _errors.TypeError;\n    }\n  });\n  Object.defineProperty(exports, 'getValidationsForKey', {\n    enumerable: true,\n    get: function () {\n      return _validationsFor.getValidationsForKey;\n    }\n  });\n});","define('@ember-decorators/argument/-debug/utils/computed', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.isMandatorySetter = isMandatorySetter;\n  exports.isDescriptor = isDescriptor;\n  exports.isDescriptorTrap = isDescriptorTrap;\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  function isMandatorySetter(setter) {\n    return setter && setter.toString().match('You must use .*set()') !== null;\n  }\n\n  function isDescriptor(maybeDesc) {\n    return maybeDesc !== null && (typeof maybeDesc === 'undefined' ? 'undefined' : _typeof(maybeDesc)) === 'object' && maybeDesc.isDescriptor;\n  }\n\n  function isDescriptorTrap(maybeDesc) {\n    return maybeDesc !== null && (typeof maybeDesc === 'undefined' ? 'undefined' : _typeof(maybeDesc)) === 'object' && !!maybeDesc.__DESCRIPTOR__;\n  }\n});","define(\"@ember-decorators/argument/-debug/utils/object\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.getPropertyDescriptor = getPropertyDescriptor;\n  function getPropertyDescriptor(object, key) {\n    if (object === undefined) return;\n\n    return Object.getOwnPropertyDescriptor(object, key) || getPropertyDescriptor(Object.getPrototypeOf(object), key);\n  }\n});","define('@ember-decorators/argument/-debug/utils/validation-decorator', ['exports', '@ember-decorators/argument/-debug/utils/computed', '@ember-decorators/argument/-debug/utils/object', '@ember-decorators/argument/-debug/utils/validations-for', '@ember-decorators/argument/-debug/errors'], function (exports, _computed, _object, _validationsFor, _errors) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = validationDecorator;\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  function _possibleConstructorReturn(self, call) {\n    if (!self) {\n      throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n    }\n\n    return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n  }\n\n  function _inherits(subClass, superClass) {\n    if (typeof superClass !== \"function\" && superClass !== null) {\n      throw new _errors.TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n    }\n\n    subClass.prototype = Object.create(superClass && superClass.prototype, {\n      constructor: {\n        value: subClass,\n        enumerable: false,\n        writable: true,\n        configurable: true\n      }\n    });\n    if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass;\n  }\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new _errors.TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  var notifyPropertyChange = Ember.notifyPropertyChange || Ember.propertyDidChange;\n\n  function guardBind(fn) {\n    if (typeof fn === 'function') {\n      for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        args[_key - 1] = arguments[_key];\n      }\n\n      return fn.bind.apply(fn, args);\n    }\n  }\n\n  var ValidatedProperty = function () {\n    function ValidatedProperty(_ref2) {\n      var originalValue = _ref2.originalValue,\n          klass = _ref2.klass,\n          keyName = _ref2.keyName,\n          isImmutable = _ref2.isImmutable,\n          typeValidators = _ref2.typeValidators;\n\n      _classCallCheck(this, ValidatedProperty);\n\n      this.isDescriptor = true;\n\n      this.klass = klass;\n      this.originalValue = originalValue;\n      this.isImmutable = isImmutable;\n      this.typeValidators = typeValidators;\n\n      runValidators(typeValidators, klass, keyName, originalValue, 'init');\n    }\n\n    ValidatedProperty.prototype.get = function get(obj, keyName) {\n      var klass = this.klass,\n          originalValue = this.originalValue,\n          isImmutable = this.isImmutable,\n          typeValidators = this.typeValidators;\n\n\n      var newValue = this._get(obj, keyName);\n\n      if (isImmutable && newValue !== originalValue) {\n        throw new _errors.MutabilityError('Immutable value ' + klass.name + '#' + keyName + ' changed by underlying computed, original value: ' + originalValue + ', new value: ' + newValue);\n      }\n\n      if (typeValidators.length > 0) {\n        runValidators(typeValidators, klass, keyName, newValue, 'get');\n      }\n\n      return newValue;\n    };\n\n    ValidatedProperty.prototype.set = function set(obj, keyName, value) {\n      var klass = this.klass,\n          isImmutable = this.isImmutable,\n          typeValidators = this.typeValidators;\n\n\n      if (isImmutable) {\n        throw new _errors.MutabilityError('Attempted to set ' + klass.name + '#' + keyName + ' to the value ' + value + ' but the field is immutable');\n      }\n\n      var newValue = this._set(obj, keyName, value);\n\n      if (typeValidators.length > 0) {\n        runValidators(typeValidators, klass, keyName, newValue, 'set');\n      }\n\n      return newValue;\n    };\n\n    return ValidatedProperty;\n  }();\n\n  var StandardValidatedProperty = function (_ValidatedProperty) {\n    _inherits(StandardValidatedProperty, _ValidatedProperty);\n\n    function StandardValidatedProperty(_ref3) {\n      var originalValue = _ref3.originalValue;\n\n      _classCallCheck(this, StandardValidatedProperty);\n\n      var _this = _possibleConstructorReturn(this, _ValidatedProperty.apply(this, arguments));\n\n      _this.cachedValue = originalValue;\n      return _this;\n    }\n\n    StandardValidatedProperty.prototype._get = function _get() {\n      return this.cachedValue;\n    };\n\n    StandardValidatedProperty.prototype._set = function _set(obj, keyName, value) {\n      if (value === this.cachedValue) return value;\n\n      this.cachedValue = value;\n\n      notifyPropertyChange(obj, keyName);\n\n      return this.cachedValue;\n    };\n\n    return StandardValidatedProperty;\n  }(ValidatedProperty);\n\n  var NativeComputedValidatedProperty = function (_ValidatedProperty2) {\n    _inherits(NativeComputedValidatedProperty, _ValidatedProperty2);\n\n    function NativeComputedValidatedProperty(_ref4) {\n      var desc = _ref4.desc;\n\n      _classCallCheck(this, NativeComputedValidatedProperty);\n\n      var _this2 = _possibleConstructorReturn(this, _ValidatedProperty2.apply(this, arguments));\n\n      _this2.desc = desc;\n      return _this2;\n    }\n\n    NativeComputedValidatedProperty.prototype._get = function _get(obj) {\n      return this.desc.get.call(obj);\n    };\n\n    NativeComputedValidatedProperty.prototype._set = function _set(obj, keyName, value) {\n      // By default Ember.get will check to see if the value has changed before setting\n      // and calling propertyDidChange. In order to not change behavior, we must do the same\n      var currentValue = this._get(obj);\n\n      if (value === currentValue) return value;\n\n      this.desc.set.call(obj, value);\n\n      notifyPropertyChange(obj, keyName);\n\n      return this._get(obj);\n    };\n\n    return NativeComputedValidatedProperty;\n  }(ValidatedProperty);\n\n  var ComputedValidatedProperty = function (_ValidatedProperty3) {\n    _inherits(ComputedValidatedProperty, _ValidatedProperty3);\n\n    function ComputedValidatedProperty(_ref5) {\n      var desc = _ref5.desc;\n\n      _classCallCheck(this, ComputedValidatedProperty);\n\n      var _this3 = _possibleConstructorReturn(this, _ValidatedProperty3.apply(this, arguments));\n\n      _this3.desc = desc;\n\n      _this3.setup = guardBind(desc.setup, desc);\n      _this3.teardown = guardBind(desc.teardown, desc);\n      _this3.willChange = guardBind(desc.willChange, desc);\n      _this3.didChange = guardBind(desc.didChange, desc);\n      _this3.willWatch = guardBind(desc.willWatch, desc);\n      _this3.didUnwatch = guardBind(desc.didUnwatch, desc);\n      return _this3;\n    }\n\n    ComputedValidatedProperty.prototype._get = function _get(obj, keyName) {\n      return this.desc.get(obj, keyName);\n    };\n\n    ComputedValidatedProperty.prototype._set = function _set(obj, keyName, value) {\n      if (true) {\n        return this.desc.set(obj, keyName, value);\n      }\n\n      this.desc.set(obj, keyName, value);\n\n      var _Ember$meta = Ember.meta(obj),\n          cache = _Ember$meta.cache;\n\n      return (typeof cache === 'undefined' ? 'undefined' : _typeof(cache)) === 'object' ? cache[keyName] : value;\n    };\n\n    return ComputedValidatedProperty;\n  }(ValidatedProperty);\n\n  function runValidators(validators, klass, key, value, phase) {\n    validators.forEach(function (validator) {\n      if (validator(value) === false) {\n        var formattedValue = typeof value === 'string' ? '\\'' + value + '\\'' : value;\n        throw new _errors.TypeError(klass.name + '#' + key + ' expected value of type ' + validator + ' during \\'' + phase + '\\', but received: ' + formattedValue);\n      }\n    });\n  }\n\n  function wrapField(klass, instance, validations, keyName) {\n    var _validations$keyName = validations[keyName],\n        isImmutable = _validations$keyName.isImmutable,\n        isRequired = _validations$keyName.isRequired,\n        typeValidators = _validations$keyName.typeValidators,\n        typeRequired = _validations$keyName.typeRequired;\n\n\n    if (isRequired && instance[keyName] === undefined && !instance.hasOwnProperty(keyName)) {\n      throw new _errors.RequiredFieldError(klass.name + '#' + keyName + ' is a required value, but was not provided. You can provide it as an argument, as a class field, or in the constructor');\n    }\n\n    // opt out early if no further validations\n    if (!isImmutable && typeValidators.length === 0) {\n      if (typeValidators.length === 0 && typeRequired) {\n        throw new _errors.TypeError(klass.name + '#' + keyName + ' requires a type, add one using the @type decorator');\n      }\n\n      return;\n    }\n\n    var originalValue = instance[keyName];\n    var meta = Ember.meta(instance);\n\n    if (false) {\n      var possibleDesc = meta.peekDescriptors(keyName);\n\n      if (possibleDesc !== undefined) {\n        originalValue = possibleDesc;\n      }\n    }\n\n    if ((0, _computed.isDescriptorTrap)(originalValue)) {\n      originalValue = originalValue.__DESCRIPTOR__;\n    }\n\n    var validatedProperty = void 0;\n\n    if ((0, _computed.isDescriptor)(originalValue)) {\n      var desc = originalValue;\n\n      originalValue = desc.get(instance, keyName);\n\n      validatedProperty = new ComputedValidatedProperty({\n        desc: desc, isImmutable: isImmutable, keyName: keyName, klass: klass, originalValue: originalValue, typeValidators: typeValidators\n      });\n    } else {\n      var _desc = (0, _object.getPropertyDescriptor)(instance, keyName);\n\n      if ((typeof _desc.get === 'function' || typeof _desc.set === 'function') && !(0, _computed.isMandatorySetter)(_desc.set)) {\n        validatedProperty = new NativeComputedValidatedProperty({\n          desc: _desc, isImmutable: isImmutable, keyName: keyName, klass: klass, originalValue: originalValue, typeValidators: typeValidators\n        });\n      } else {\n        validatedProperty = new StandardValidatedProperty({\n          isImmutable: isImmutable, keyName: keyName, klass: klass, originalValue: originalValue, typeValidators: typeValidators\n        });\n      }\n    }\n\n    if (false) {\n      // We're trying to fly under the radar here, so don't use Ember.defineProperty.\n      // Ember should think the property is completely unchanged.\n      Object.defineProperty(instance, keyName, {\n        configurable: true,\n        enumerable: true,\n        get: function get() {\n          return validatedProperty.get(this, keyName);\n        }\n      });\n\n      meta.writeDescriptors(keyName, validatedProperty);\n    } else {\n      // We're trying to fly under the radar here, so don't use Ember.defineProperty.\n      // Ember should think the property is completely unchanged.\n      Object.defineProperty(instance, keyName, {\n        configurable: true,\n        enumerable: true,\n        writable: true,\n        value: validatedProperty\n      });\n    }\n  }\n\n  var ValidatingCreateMixin = Ember.Mixin.create({\n    create: function create() {\n      var instance = this._super.apply(this, arguments);\n\n      var klass = this;\n      var prototype = Object.getPrototypeOf(instance);\n      var validations = (0, _validationsFor.getValidationsFor)(prototype);\n\n      if (!validations) {\n        return instance;\n      }\n\n      for (var key in validations) {\n        wrapField(klass, instance, validations, key);\n      }\n\n      return instance;\n    }\n  });\n\n  Ember.Object.reopenClass(ValidatingCreateMixin);\n\n  // Reopening a parent class does not apply the mixin to existing child classes,\n  // so we need to apply it directly\n  ValidatingCreateMixin.apply(Ember.Component);\n  ValidatingCreateMixin.apply(Ember.Service);\n  ValidatingCreateMixin.apply(Ember.Controller);\n\n  if (requireModule.has('ember-data')) {\n    var DS = requireModule('ember-data').default;\n\n    if (DS.Model) {\n      ValidatingCreateMixin.apply(DS.Model);\n    }\n  }\n\n  function validationDecorator(fn) {\n    return function (target, key, desc, options) {\n      var validations = (0, _validationsFor.getValidationsForKey)(target, key);\n\n      fn(target, key, desc, options, validations);\n\n      if (!desc.get && !desc.set) {\n        // always ensure the property is writeable, doesn't make sense otherwise (babel bug?)\n        desc.writable = true;\n        desc.configurable = true;\n      }\n\n      if (desc.initializer === null) {\n        desc.initializer = undefined;\n      }\n    };\n  }\n});","define(\"@ember-decorators/argument/-debug/utils/validations-for\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.getValidationsFor = getValidationsFor;\n  exports.getOrCreateValidationsFor = getOrCreateValidationsFor;\n  exports.getValidationsForKey = getValidationsForKey;\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  var validationMetaMap = new WeakMap();\n\n  var FieldValidations = function FieldValidations() {\n    var parentValidations = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;\n\n    _classCallCheck(this, FieldValidations);\n\n    if (parentValidations === null) {\n      this.isRequired = false;\n      this.isImmutable = false;\n      this.isArgument = false;\n      this.typeRequired = false;\n\n      this.typeValidators = [];\n    } else {\n      var isRequired = parentValidations.isRequired,\n          isImmutable = parentValidations.isImmutable,\n          isArgument = parentValidations.isArgument,\n          typeRequired = parentValidations.typeRequired,\n          typeValidators = parentValidations.typeValidators;\n\n\n      this.isRequired = isRequired;\n      this.isImmutable = isImmutable;\n      this.isArgument = isArgument;\n      this.typeRequired = typeRequired;\n\n      this.typeValidators = typeValidators.slice();\n    }\n  };\n\n  function getValidationsFor(target) {\n    // Reached the root of the prototype chain\n    if (target === null) return;\n\n    return validationMetaMap.get(target) || getValidationsFor(Object.getPrototypeOf(target));\n  }\n\n  function getOrCreateValidationsFor(target) {\n    if (!validationMetaMap.has(target)) {\n      var parentMeta = getValidationsFor(Object.getPrototypeOf(target));\n      validationMetaMap.set(target, Object.create(parentMeta || null));\n    }\n\n    return validationMetaMap.get(target);\n  }\n\n  function getValidationsForKey(target, key) {\n    var validations = getOrCreateValidationsFor(target);\n\n    if (!Object.hasOwnProperty.call(validations, key)) {\n      var parentValidations = validations[key];\n      validations[key] = new FieldValidations(parentValidations);\n    }\n\n    return validations[key];\n  }\n});","define('@ember-decorators/argument/-debug/utils/validators', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.makeValidator = makeValidator;\n  exports.resolveValidator = resolveValidator;\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  function instanceOf(type) {\n    return makeValidator(type.toString(), function (value) {\n      return value instanceof type;\n    });\n  }\n\n  var primitiveTypeValidators = {\n    any: makeValidator('any', function () {\n      return true;\n    }),\n    object: makeValidator('object', function (value) {\n      return typeof value !== 'boolean' && typeof value !== 'number' && typeof value !== 'string' && (typeof value === 'undefined' ? 'undefined' : _typeof(value)) !== 'symbol' && value !== null && value !== undefined;\n    }),\n\n    boolean: makeValidator('boolean', function (value) {\n      return typeof value === 'boolean';\n    }),\n    number: makeValidator('number', function (value) {\n      return typeof value === 'number';\n    }),\n    string: makeValidator('string', function (value) {\n      return typeof value === 'string';\n    }),\n    symbol: makeValidator('symbol', function (value) {\n      return (typeof value === 'undefined' ? 'undefined' : _typeof(value)) === 'symbol';\n    }),\n\n    null: makeValidator('null', function (value) {\n      return value === null;\n    }),\n    undefined: makeValidator('undefined', function (value) {\n      return value === undefined;\n    })\n  };\n\n  function makeValidator(desc, fn) {\n    fn.isValidator = true;\n    fn.toString = function () {\n      return desc;\n    };\n    return fn;\n  }\n\n  function resolveValidator(type) {\n    if (type === null || type === undefined) {\n      return type === null ? primitiveTypeValidators.null : primitiveTypeValidators.undefined;\n    } else if (type.isValidator === true) {\n      return type;\n    } else if (typeof type === 'function' || (typeof type === 'undefined' ? 'undefined' : _typeof(type)) === 'object') {\n      // We allow objects for certain classes in IE, like Element, which have typeof 'object' for some reason\n      return instanceOf(type);\n    } else if (typeof type === 'string') {\n      (true && !(primitiveTypeValidators[type] !== undefined) && Ember.assert('Unknown primitive type received: ' + type, primitiveTypeValidators[type] !== undefined));\n\n\n      return primitiveTypeValidators[type];\n    } else {\n      (true && !(false) && Ember.assert('Types must either be a primitive type string, class, validator, or null or undefined, received: ' + type, false));\n    }\n  }\n});","define('@ember-decorators/argument/-debug/validated-component', ['exports', 'ember-get-config', '@ember-decorators/argument/-debug/utils/validations-for', '@ember-decorators/argument/-debug/utils/validation-decorator'], function (exports, _emberGetConfig, _validationsFor) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var validatedComponent = void 0;\n\n  var whitelist = {\n    ariaRole: true,\n    class: true,\n    classNames: true,\n    id: true,\n    isVisible: true,\n    tagName: true,\n    target: true,\n    __ANGLE_ATTRS__: true\n  };\n\n  if (true) {\n    validatedComponent = Ember.Component.extend();\n\n    validatedComponent.reopenClass({\n      create: function create(props) {\n        // First create the instance to realize any dynamically added bindings or fields\n        var instance = this._super.apply(this, arguments);\n\n        var prototype = Object.getPrototypeOf(instance);\n        var validations = (0, _validationsFor.getValidationsFor)(prototype) || {};\n        if (Ember.getWithDefault(_emberGetConfig.default, '@ember-decorators/argument.ignoreComponentsWithoutValidations', false) && Object.keys(validations).length === 0) {\n          return instance;\n        }\n\n        var attributes = instance.attributeBindings || [];\n        var classNames = (instance.classNameBindings || []).map(function (binding) {\n          return binding.split(':')[0];\n        });\n\n        for (var key in props.attrs) {\n          var isValidArgOrAttr = key in validations && validations[key].isArgument || key in whitelist || attributes.indexOf(key) !== -1 || classNames.indexOf(key) !== -1;\n\n          (true && !(isValidArgOrAttr) && Ember.assert('Attempted to assign the argument \\'' + key + '\\' on an instance of ' + (this.name || this) + ', but no argument was defined for that key. Use the @argument helper on the class field to define an argument for that class.', isValidArgOrAttr));\n        }\n\n        return instance;\n      }\n    });\n  } else {\n    validatedComponent = Ember.Component;\n  }\n\n  exports.default = validatedComponent;\n});","define('@ember-decorators/argument/errors', ['exports', '@ember-decorators/argument/-debug'], function (exports, _debug) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'MutabilityError', {\n    enumerable: true,\n    get: function () {\n      return _debug.MutabilityError;\n    }\n  });\n  Object.defineProperty(exports, 'RequiredFieldError', {\n    enumerable: true,\n    get: function () {\n      return _debug.RequiredFieldError;\n    }\n  });\n  Object.defineProperty(exports, 'TypeError', {\n    enumerable: true,\n    get: function () {\n      return _debug.TypeError;\n    }\n  });\n});","define('@ember-decorators/argument/index', ['exports', 'ember-get-config', '@ember-decorators/argument/utils/make-computed', '@ember-decorators/argument/-debug'], function (exports, _emberGetConfig, _makeComputed, _debug) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.argument = argument;\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  var valueMap = new WeakMap();\n\n  function valuesFor(obj) {\n    if (!valueMap.has(obj)) {\n      valueMap.set(obj, Object.create(null));\n    }\n\n    return valueMap.get(obj);\n  }\n\n  var internalArgumentDecorator = function internalArgumentDecorator(target, key, desc, options) {\n    if (true) {\n      var validations = (0, _debug.getValidationsForKey)(target, key);\n      validations.isArgument = true;\n      validations.typeRequired = Ember.getWithDefault(_emberGetConfig.default, '@ember-decorators/argument.typeRequired', false);\n    }\n\n    // always ensure the property is writeable, doesn't make sense otherwise (babel bug?)\n    desc.writable = true;\n    desc.configurable = true;\n\n    if (desc.initializer === null || desc.initializer === undefined) {\n      desc.initializer = undefined;\n      return;\n    }\n\n    var initializer = desc.initializer;\n\n    var get = function get() {\n      var values = valuesFor(this);\n\n      if (!Object.hasOwnProperty.call(values, key)) {\n        values[key] = initializer.call(this);\n      }\n\n      return values[key];\n    };\n\n    if (options.defaultIfNullish === true || options.defaultIfUndefined === true) {\n      var defaultIf = void 0;\n\n      if (options.defaultIfNullish === true) {\n        defaultIf = function defaultIf(v) {\n          return v === undefined || v === null;\n        };\n      } else {\n        defaultIf = function defaultIf(v) {\n          return v === undefined;\n        };\n      }\n\n      if (false) {\n        return {\n          get: get,\n          set: function set(value) {\n            if (defaultIf(value)) {\n              valuesFor(this)[key] = initializer.call(this);\n            } else {\n              valuesFor(this)[key] = value;\n            }\n          }\n        };\n      }\n\n      var descriptor = (0, _makeComputed.default)({\n        get: get,\n        set: function set(keyName, value) {\n          if (defaultIf(value)) {\n            return valuesFor(this)[key] = initializer.call(this);\n          } else {\n            return valuesFor(this)[key] = value;\n          }\n        }\n      });\n\n      // Decorators spec doesn't allow us to make a computed directly on\n      // the prototype, so we need to wrap the descriptor in a getter\n      return {\n        get: function get() {\n          return descriptor;\n        }\n      };\n    } else {\n      return {\n        get: get,\n        set: function set(value) {\n          valuesFor(this)[key] = value;\n        }\n      };\n    }\n  };\n\n  function argument(maybeOptions, maybeKey, maybeDesc) {\n    if (typeof maybeKey === 'string' && (typeof maybeDesc === 'undefined' ? 'undefined' : _typeof(maybeDesc)) === 'object') {\n      return internalArgumentDecorator(maybeOptions, maybeKey, maybeDesc, { defaultIfUndefined: false });\n    }\n\n    return function (target, key, desc) {\n      return internalArgumentDecorator(target, key, desc, maybeOptions);\n    };\n  }\n});","define('@ember-decorators/argument/type', ['exports', '@ember-decorators/argument/-debug'], function (exports, _debug) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'type', {\n    enumerable: true,\n    get: function () {\n      return _debug.type;\n    }\n  });\n  Object.defineProperty(exports, 'arrayOf', {\n    enumerable: true,\n    get: function () {\n      return _debug.arrayOf;\n    }\n  });\n  Object.defineProperty(exports, 'shapeOf', {\n    enumerable: true,\n    get: function () {\n      return _debug.shapeOf;\n    }\n  });\n  Object.defineProperty(exports, 'unionOf', {\n    enumerable: true,\n    get: function () {\n      return _debug.unionOf;\n    }\n  });\n  Object.defineProperty(exports, 'optional', {\n    enumerable: true,\n    get: function () {\n      return _debug.optional;\n    }\n  });\n  Object.defineProperty(exports, 'oneOf', {\n    enumerable: true,\n    get: function () {\n      return _debug.oneOf;\n    }\n  });\n});","define('@ember-decorators/argument/types', ['exports', '@ember-decorators/argument/-debug'], function (exports, _debug) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.Node = exports.Element = exports.ClosureAction = exports.Action = undefined;\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  /**\n   * Action type, covers both string actions and closure actions\n   */\n  var Action = exports.Action = (0, _debug.unionOf)('string', Function);\n\n  /**\n   * Action type, covers both string actions and closure actions\n   */\n  var ClosureAction = exports.ClosureAction = Function;\n\n  /**\n   * Element type polyfill for fastboot\n   */\n  var Element = exports.Element = window ? window.Element : function Element() {\n    _classCallCheck(this, Element);\n  };\n\n  /**\n   * Node type polyfill for fastboot\n   */\n  var Node = exports.Node = window ? window.Node : function Node() {\n    _classCallCheck(this, Node);\n  };\n});","define('@ember-decorators/argument/utils/make-computed', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = makeComputed;\n  function makeComputed(desc) {\n    if (true) {\n      return Ember.computed(desc);\n    } else {\n      var get = desc.get,\n          set = desc.set;\n\n\n      return Ember.computed(function (key, value) {\n        if (arguments.length > 1) {\n          return set.call(this, key, value);\n        }\n\n        return get.call(this);\n      });\n    }\n  }\n});","define('@ember-decorators/argument/validation', ['exports', '@ember-decorators/argument/-debug'], function (exports, _debug) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'immutable', {\n    enumerable: true,\n    get: function () {\n      return _debug.immutable;\n    }\n  });\n  Object.defineProperty(exports, 'required', {\n    enumerable: true,\n    get: function () {\n      return _debug.required;\n    }\n  });\n});","define('@ember/ordered-set/index', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  var NEEDS_CUSTOM_ORDERED_SET = false;\n\n  var OrderedSet = void 0;\n\n  if (NEEDS_CUSTOM_ORDERED_SET) {\n    /**\n    @class OrderedSet\n    @constructor\n    */\n    OrderedSet = function () {\n      function OrderedSet() {\n        _classCallCheck(this, OrderedSet);\n\n        this.clear();\n      }\n\n      /**\n      @method create\n      @static\n      @return {OrderedSet}\n      */\n\n\n      OrderedSet.create = function create() {\n        var Constructor = this;\n        return new Constructor();\n      };\n\n      OrderedSet.prototype.clear = function clear() {\n        this.presenceSet = Object.create(null);\n        this.list = [];\n        this.size = 0;\n      };\n\n      OrderedSet.prototype.add = function add(obj, _guid) {\n        var guid = _guid || Ember.guidFor(obj);\n        var presenceSet = this.presenceSet;\n        var list = this.list;\n\n        if (presenceSet[guid] !== true) {\n          presenceSet[guid] = true;\n          this.size = list.push(obj);\n        }\n\n        return this;\n      };\n\n      OrderedSet.prototype.delete = function _delete(obj, _guid) {\n        var guid = _guid || Ember.guidFor(obj);\n        var presenceSet = this.presenceSet;\n        var list = this.list;\n\n        if (presenceSet[guid] === true) {\n          delete presenceSet[guid];\n          var index = list.indexOf(obj);\n          if (index > -1) {\n            list.splice(index, 1);\n          }\n          this.size = list.length;\n          return true;\n        } else {\n          return false;\n        }\n      };\n\n      OrderedSet.prototype.isEmpty = function isEmpty() {\n        return this.size === 0;\n      };\n\n      OrderedSet.prototype.has = function has(obj) {\n        if (this.size === 0) {\n          return false;\n        }\n\n        var guid = Ember.guidFor(obj);\n        var presenceSet = this.presenceSet;\n\n        return presenceSet[guid] === true;\n      };\n\n      OrderedSet.prototype.forEach = function forEach(fn /*, ...thisArg*/) {\n        (true && !(typeof fn === 'function') && Ember.assert(Object.prototype.toString.call(fn) + ' is not a function', typeof fn === 'function'));\n\n\n        if (this.size === 0) {\n          return;\n        }\n\n        var list = this.list;\n\n        if (arguments.length === 2) {\n          for (var i = 0; i < list.length; i++) {\n            fn.call(arguments[1], list[i]);\n          }\n        } else {\n          for (var _i = 0; _i < list.length; _i++) {\n            fn(list[_i]);\n          }\n        }\n      };\n\n      OrderedSet.prototype.toArray = function toArray() {\n        return this.list.slice();\n      };\n\n      OrderedSet.prototype.copy = function copy() {\n        var Constructor = this.constructor;\n        var set = new Constructor();\n\n        set.presenceSet = Object.create(null);\n\n        for (var prop in this.presenceSet) {\n          // hasOwnPropery is not needed because obj is Object.create(null);\n          set.presenceSet[prop] = this.presenceSet[prop];\n        }\n\n        set.list = this.toArray();\n        set.size = this.size;\n\n        return set;\n      };\n\n      return OrderedSet;\n    }();\n  } else {\n    OrderedSet = Ember.__OrderedSet__ || Ember.OrderedSet;\n  }\n\n  exports.default = OrderedSet;\n});","define('activity-tools/components/answer-count-report-item-renderer', ['exports', 'activity-tools/components/report-item-renderer', 'activity-tools/templates/components/answer-count-report-item-renderer'], function (exports, _reportItemRenderer, _answerCountReportItemRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _reportItemRenderer.default.extend({\n\t\tlayout: _answerCountReportItemRenderer.default\n\t});\n});","define('activity-tools/components/answer-stats-report-item-renderer', ['exports', 'activity-tools/components/report-item-renderer', 'activity-tools/templates/components/answer-stats-report-item-renderer'], function (exports, _reportItemRenderer, _answerStatsReportItemRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _reportItemRenderer.default.extend({\n\t\tlayout: _answerStatsReportItemRenderer.default,\n\n\t\tclassNameBindings: ['cellData:clickable'],\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis._cellData();\n\t\t},\n\n\t\t_cellData: Ember.observer('cellData', function () {\n\t\t\tvar d = this.get('cellData');\n\n\t\t\tvar percentCorrect = null;\n\t\t\tvar correct = null;\n\t\t\tvar incorrect = null;\n\t\t\tvar total = null;\n\n\t\t\tif (d) {\n\t\t\t\tcorrect = d.correct;\n\t\t\t\tincorrect = d.incorrect;\n\t\t\t\ttotal = correct + incorrect;\n\t\t\t\tpercentCorrect = Math.floor(total ? correct * 100 / total : 0);\n\t\t\t}\n\t\t\tthis.setProperties({\n\t\t\t\tpercentCorrect: percentCorrect,\n\t\t\t\tcorrect: correct,\n\t\t\t\tincorrect: incorrect,\n\t\t\t\ttotal: total\n\t\t\t});\n\t\t})\n\t});\n});","define('activity-tools/components/answer-summary', ['exports', 'activity-tools/templates/components/answer-summary', 'moment'], function (exports, _answerSummary, _moment) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _answerSummary.default,\n\n\t\treport: null,\n\t\tanswerSummary: Ember.computed.alias('report'),\n\n\t\tactivityService: Ember.inject.service(),\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.activityContinueClicked = this.activityContinueClicked.bind(this);\n\n\t\t\tthis.get('activityService').on('complete', this.activityContinueClicked);\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis.get('activityService').off('complete', this.activityContinueClicked);\n\t\t\tthis.get('activityService').close();\n\t\t},\n\n\t\tactivityContinueClicked: function activityContinueClicked() {\n\t\t\tthis.get('activityService').close();\n\t\t},\n\n\t\ttimeLabel: Ember.computed('answerSummary.{start,end}', function () {\n\t\t\tvar start = this.get('answerSummary.start');\n\t\t\tvar end = this.get('answerSummary.end');\n\t\t\tif (!start && !end) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tif (end) {\n\t\t\t\t// switch from exclusive end to inclusive\n\t\t\t\tend = (0, _moment.default)(end).subtract(1, 'days');\n\t\t\t}\n\n\t\t\tvar f = \"Do MMM [']YY\";\n\t\t\tif (start) {\n\t\t\t\tstart = (0, _moment.default)(start);\n\t\t\t\tif (end) {\n\t\t\t\t\t// less than 24 hours (plus a bit to account for DST) can be treated as 1 day\n\t\t\t\t\tif (start.isSame(end)) {\n\t\t\t\t\t\treturn 'on ' + start.format(f);\n\t\t\t\t\t}\n\t\t\t\t\treturn 'between ' + start.format(f) + ' and ' + end.format(f);\n\t\t\t\t} else {\n\t\t\t\t\treturn 'after ' + start.format(f);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\treturn 'before ' + end.format(f);\n\t\t\t}\n\t\t}),\n\n\t\tstructurePath: Ember.computed('answerSummary.{curriculum,curriculumStructure}', function () {\n\t\t\tvar structure = this.get('answerSummary').belongsTo('curriculumStructure').value();\n\t\t\tvar path = [];\n\t\t\tif (structure) {\n\t\t\t\tvar parent;\n\t\t\t\tvar currentStructure = structure;\n\t\t\t\twhile (currentStructure) {\n\t\t\t\t\tpath.push(currentStructure.get('name'));\n\t\t\t\t\tcurrentStructure = currentStructure.belongsTo('parent').value();\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar curriculumName = structure ? structure.get('curriculum.name') : this.get('answerSummary.curriculum.name');\n\t\t\tif (curriculumName) {\n\t\t\t\tpath.push(curriculumName);\n\t\t\t}\n\t\t\treturn path.reverse().join(', ');\n\t\t}),\n\n\t\tactions: {\n\t\t\tclose: function close() {\n\t\t\t\tvar close = this.get('close');\n\t\t\t\tif (close) {\n\t\t\t\t\tclose();\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tactivityClicked: function activityClicked(activity) {\n\t\t\t\tthis.get('activityService').render(activity, { preview: true });\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/content/module-grid', ['exports', 'activity-tools/templates/components/content/module-grid'], function (exports, _moduleGrid) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _moduleGrid.default,\n\t\tclassNames: ['module-grid'],\n\n\t\tloading: Ember.inject.service(),\n\t\tstore: Ember.inject.service(),\n\n\t\tcurriculumId: null,\n\t\tmodules: null,\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.loadModules();\n\t\t},\n\n\t\tloadModules: Ember.observer('curriculumId', function () {\n\t\t\tvar curriculumId = this.get('curriculumId');\n\t\t\tif (!curriculumId) {\n\t\t\t\tthis.set('modules', null);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.get('loading').promise(this.get('store').findRecord('report-table', curriculumId).then(function (reportTable) {\n\t\t\t\tvar modules = reportTable.get('modules');\n\t\t\t\tvar categories = [];\n\t\t\t\tfor (var i = 0; i < modules.length; i++) {\n\t\t\t\t\tvar label = Ember.String.htmlSafe(modules[i].name.split(' - ').map(function (s) {\n\t\t\t\t\t\treturn (s + '').replace(/&/g, \"&amp;\").replace(/</g, \"&lt;\").replace(/>/g, \"&gt;\").replace(/\"/g, \"&quot;\").replace(/'/g, \"&#039;\");\n\t\t\t\t\t}).join('&nbsp;-&nbsp;'));\n\t\t\t\t\tEmber.set(modules[i], 'label', label);\n\t\t\t\t\tfor (var j = 0; j < modules[i].columns.length; j++) {\n\t\t\t\t\t\tif (!categories[j] && modules[i].columns[j]) {\n\t\t\t\t\t\t\tcategories[j] = modules[i].columns[j].name;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis.setProperties({\n\t\t\t\t\tmodules: modules,\n\t\t\t\t\tcategories: categories\n\t\t\t\t});\n\t\t\t}.bind(this)));\n\t\t})\n\t});\n});","define('activity-tools/components/content/user-report', ['exports', 'activity-tools/templates/components/content/user-report'], function (exports, _userReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _userReport.default,\n\t\tclassNames: ['user-report'],\n\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\tuserReport: null,\n\n\t\treportResultsByCurriculumStructureId: Ember.computed('userReport', 'sizingScale', function () {\n\t\t\tvar userReport = this.get('userReport');\n\t\t\tif (!userReport) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tvar results = userReport.get('results');\n\t\t\tvar map = {};\n\t\t\tfor (var i = 0; i < results.length; i++) {\n\t\t\t\tvar r = results[i];\n\t\t\t\tr.percentCorrect = r.correct + r.incorrect ? r.correct * 100 / (r.correct + r.incorrect) : 0;\n\t\t\t\tr.performanceLevelTooltip = 'Correct: ' + r.correct + ' \\nIncorrect: ' + r.incorrect;\n\t\t\t\tr.total = r.correct + r.incorrect;\n\n\t\t\t\tr.totalRepeats = r.correctRepeats + r.incorrectRepeats;\n\n\t\t\t\tvar numGroupings = 4;\n\t\t\t\tr.totalAnsweredGrouping = Math.max(1, Math.min(numGroupings, Math.ceil(Math.log2(r.totalRepeats * Math.pow(2, numGroupings) / this.get('sizingScale')))));\n\n\t\t\t\tmap[results[i].curriculumStructure] = r;\n\t\t\t}\n\t\t\treturn map;\n\t\t}),\n\n\t\tsizingScale: Ember.computed('userReport.{start,end}', function () {\n\t\t\tvar userReport = this.get('userReport');\n\t\t\tif (!userReport) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tvar allTime = 64;\n\t\t\tvar schoolTerm = 16;\n\t\t\tvar month = 8;\n\t\t\tvar week = 4;\n\t\t\tvar start = userReport.get('start');\n\t\t\tvar end = userReport.get('end');\n\t\t\tif (!(start || end)) {\n\t\t\t\treturn allTime;\n\t\t\t}\n\t\t\tvar days;\n\t\t\tif (start) {\n\t\t\t\tif (!end) {\n\t\t\t\t\tend = new Date();\n\t\t\t\t}\n\t\t\t\tdays = Math.round((end.getTime() - start.getTime()) / 1000 / 60 / 60 / 24);\n\t\t\t} else {\n\t\t\t\tdays = 90;\n\t\t\t}\n\n\t\t\tif (days < 9) {\n\t\t\t\treturn week;\n\t\t\t} else if (days < 34) {\n\t\t\t\treturn month;\n\t\t\t} else if (days < 95) {\n\t\t\t\treturn schoolTerm;\n\t\t\t}\n\t\t\treturn allTime;\n\t\t}),\n\n\t\tactions: {\n\t\t\tcellClicked: function cellClicked(curriculumStructureId) {\n\t\t\t\tvar params = {\n\t\t\t\t\tuser: this.get('userReport.user.id')\n\t\t\t\t};\n\t\t\t\tvar start = this.get('userReport.start');\n\t\t\t\tif (start) {\n\t\t\t\t\tparams['start'] = start.toISOString();\n\t\t\t\t}\n\t\t\t\tvar end = this.get('userReport.end');\n\t\t\t\tif (end) {\n\t\t\t\t\tparams['end'] = end.toISOString();\n\t\t\t\t}\n\t\t\t\tvar adaptive = this.get('userReport.adaptive');\n\t\t\t\tif (adaptive) {\n\t\t\t\t\tparams['adaptive'] = adaptive;\n\t\t\t\t}\n\t\t\t\tparams['curriculum-structure'] = curriculumStructureId;\n\t\t\t\tvar _this = this;\n\t\t\t\tthis.get('loading').promise(this.get('store').queryRecord('answer-summary', params).then(function (answerSummary) {\n\t\t\t\t\t_this.set('answerSummary', answerSummary);\n\n\t\t\t\t\tvar action = _this.get('answerListOpened');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(_this.get('userReport'), curriculumStructureId, _this.get('reportResultsByCurriculumStructureId.' + curriculumStructureId));\n\t\t\t\t\t}\n\t\t\t\t}));\n\t\t\t},\n\n\t\t\thideAnswerSummary: function hideAnswerSummary() {\n\t\t\t\tthis.set('answerSummary', null);\n\n\t\t\t\tvar action = this.get('answerListClosed');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/correct-days-worked-report-item-renderer', ['exports', 'activity-tools/components/report-item-renderer', 'activity-tools/templates/components/correct-days-worked-report-item-renderer'], function (exports, _reportItemRenderer, _correctDaysWorkedReportItemRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _reportItemRenderer.default.extend({\n\t\tlayout: _correctDaysWorkedReportItemRenderer.default,\n\t\tclassNameBindings: ['cellData:clickable'],\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.$('[data-toggle=\"popover\"]').popover();\n\t\t},\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.$('[data-toggle=\"popover\"]').popover('destroy');\n\t\t},\n\t\ttotal: Ember.computed('cellData', function () {\n\t\t\tvar d = this.get('cellData');\n\t\t\tif (typeof d.correct === 'number' && typeof d.incorrect === 'number') {\n\t\t\t\treturn d.correct + d.incorrect;\n\t\t\t}\n\t\t\treturn null;\n\t\t}),\n\t\ttooltipContent: Ember.computed('cellData', function () {\n\t\t\tvar cellData = this.get('cellData');\n\t\t\tvar content = '\\n<div>\\n\\tCorrect: <strong>' + cellData.correct + '</strong><br/>\\n\\t\\t';\n\t\t\tif (cellData.goal) {\n\t\t\t\tcontent += '\\n\\tGoal: <strong>' + cellData.goal + '</strong><br/>\\n\\t\\t\\t';\n\t\t\t}\n\t\t\tcontent += '\\n\\tIncorrect: <strong>' + cellData.incorrect + '</strong>\\n\\t\\t';\n\t\t\tif (this.get('table.report.meta.type') === 'week' && cellData.days) {\n\t\t\t\tcontent += '\\n\\t<br/>\\n\\t<br/>\\n\\tDays Worked: <strong>' + cellData.days + '</strong>\\n\\t\\t\\t';\n\t\t\t}\n\t\t\tcontent += '\\n</div>\\n\\t\\t';\n\t\t\treturn Ember.String.htmlSafe(content);\n\t\t})\n\t});\n});","define('activity-tools/components/curriculum-selector', ['exports', 'activity-tools/templates/components/curriculum-selector'], function (exports, _curriculumSelector) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _curriculumSelector.default,\n\t\tsession: Ember.inject.service(),\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\t\tmessaging: Ember.inject.service(),\n\t\tactivityService: Ember.inject.service(),\n\n\t\tcontentSelection: null,\n\t\tusers: null,\n\t\tsave: true,\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.get('store').query('curriculum', {\n\t\t\t\tuser: (this.get('contentSelection') ? this.get('contentSelection').belongsTo('user').id() : null) || this.get('session.userId')\n\t\t\t}).then(function (curricula) {\n\t\t\t\tthis.set('curricula', curricula.toArray().sort(function (a, b) {\n\t\t\t\t\treturn a.get('name') < b.get('name') ? -1 : 1;\n\t\t\t\t}));\n\t\t\t}.bind(this));\n\t\t},\n\n\t\tsendClose: function sendClose(v, e) {\n\t\t\tvar close = this.get('close');\n\t\t\tif (close) {\n\t\t\t\tclose(v, e);\n\t\t\t}\n\t\t},\n\n\t\tactions: {\n\t\t\tcloseAction: function closeAction() {\n\t\t\t\tthis.sendClose();\n\t\t\t},\n\n\t\t\tsaveAction: function saveAction() {\n\t\t\t\tif (!this.get('selectedStructures.length')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tvar contentSelection = this.get('contentSelection');\n\n\t\t\t\tif (!contentSelection) {\n\t\t\t\t\tcontentSelection = this.get('store').createRecord('content-selection', {\n\t\t\t\t\t\tusers: this.get('users')\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\tcontentSelection.setProperties({\n\t\t\t\t\ttype: 'curriculum',\n\t\t\t\t\tupdatedAt: new Date(),\n\t\t\t\t\tcurriculumCorrelations: this.get('selectedStructures').map(function (structureProxy) {\n\t\t\t\t\t\tif (structureProxy.get('isActivity')) {\n\t\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\tcurriculumStructure: structureProxy.get('parent.id'),\n\t\t\t\t\t\t\t\tactivity: structureProxy.get('id')\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\tcurriculumStructure: structureProxy.get('id')\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t}\n\t\t\t\t\t})\n\t\t\t\t});\n\n\t\t\t\tif (this.get('save')) {\n\t\t\t\t\tthis.get('loading').promise(contentSelection.save()).then(function () {\n\t\t\t\t\t\tthis.sendClose(contentSelection);\n\t\t\t\t\t}.bind(this), function (response) {\n\t\t\t\t\t\tthis.sendClose(null, Ember.get(response, 'errors.firstObject.detail'));\n\t\t\t\t\t}.bind(this));\n\t\t\t\t} else {\n\t\t\t\t\tthis.sendClose(contentSelection);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tcurriculumSelected: function curriculumSelected(i, curriculum) {\n\t\t\t\tthis.set('curriculum', curriculum);\n\t\t\t},\n\n\t\t\tselectedStructuresChanged: function selectedStructuresChanged(selectedStructures) {\n\t\t\t\tthis.set('selectedStructures', selectedStructures);\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/curriculum-structure-selector-dropdown', ['exports', 'activity-tools/templates/components/curriculum-structure-selector-dropdown'], function (exports, _curriculumStructureSelectorDropdown) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _curriculumStructureSelectorDropdown.default,\n\n\t\tclassNames: ['curriculum-selector-dropdown'],\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.triggerClicked = this.triggerClicked.bind(this);\n\t\t\tthis.outsideClicked = this.outsideClicked.bind(this);\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.$('.dropdown-toggle').on('click', this.triggerClicked);\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis.$('.dropdown-toggle').off('click', this.triggerClicked);\n\t\t\tthis.close();\n\t\t},\n\n\t\ttriggerClicked: function triggerClicked(e) {\n\t\t\tif (this.get('isOpen')) {\n\t\t\t\tthis.close();\n\t\t\t} else {\n\t\t\t\tthis.open();\n\t\t\t}\n\t\t},\n\n\t\toutsideClicked: function outsideClicked(e) {\n\t\t\tif (!this.$('.dropdown-parent').is(e.target) && !this.$('.dropdown-parent').has(e.target).length) {\n\t\t\t\tthis.close();\n\t\t\t}\n\t\t},\n\n\t\topen: function open() {\n\t\t\tthis.$('.dropdown-parent').addClass('open');\n\t\t\tEmber.$('body').on('click', this.outsideClicked);\n\t\t},\n\n\t\tclose: function close() {\n\t\t\tthis.$('.dropdown-parent').removeClass('open');\n\t\t\tEmber.$('body').off('click', this.outsideClicked);\n\t\t},\n\n\t\tisOpen: Ember.computed(function () {\n\t\t\treturn this.$('.dropdown-parent').hasClass('open');\n\t\t}).volatile(),\n\n\t\tactions: {\n\t\t\tselectedStructuresChanged: function selectedStructuresChanged(curriculumStructureProxies) {\n\t\t\t\tthis.$('.dropdown-parent').removeClass('open');\n\n\t\t\t\tthis.set('curriculumStructure', curriculumStructureProxies.get('firstObject.content'));\n\t\t\t\tvar action = this.get('selectedStructuresChanged');\n\t\t\t\tif (action) {\n\t\t\t\t\taction.apply(undefined, arguments);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/curriculum-structure-selector', ['exports', 'activity-tools/templates/components/curriculum-structure-selector'], function (exports, _curriculumStructureSelector) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _curriculumStructureSelector.default,\n\n\t\tcurriculum: null,\n\t\tactivityCounts: true,\n\t\tactivitiesEnabled: true,\n\t\tmultiSelect: true,\n\t\tnonparentSelectable: true,\n\t\t// inputable\n\t\tselectedStructures: null,\n\n\t\tclassNames: ['curriculum-structure-selector'],\n\t\tclassNameBindings: ['multiSelect:multi-select-enabled'],\n\n\t\tactivityService: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\t_tree: Ember.observer('curriculum', 'activitiesEnabled', 'nonparentSelectable', function () {\n\t\t\tthis.clearSelection();\n\t\t\tvar curriculum = this.get('curriculum');\n\t\t\tif (!curriculum) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tvar p = this.getProperties('activitiesEnabled', 'nonparentSelectable');\n\t\t\tvar options = {\n\t\t\t\tactivitiesEnabled: p.activitiesEnabled\n\t\t\t};\n\t\t\tif (!p.nonparentSelectable) {\n\t\t\t\toptions.childFilter = function (curriculumStructure) {\n\t\t\t\t\treturn curriculumStructure.get('children.length');\n\t\t\t\t};\n\t\t\t}\n\n\t\t\tthis.get('loading').promise(curriculum.get('children').then(function (structures) {\n\t\t\t\tvar allStructures = [];\n\t\t\t\tthis.set('tree', convertCurriculumStructureTree(structures, true, allStructures, options));\n\t\t\t\tthis.allStructures = allStructures;\n\t\t\t}.bind(this)));\n\t\t}),\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.activityContinueClicked = this.activityContinueClicked.bind(this);\n\t\t\tthis.get('activityService').on('complete', this.activityContinueClicked);\n\t\t\tthis._tree();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis.get('activityService').off('complete', this.activityContinueClicked);\n\t\t\tthis.get('activityService').close();\n\t\t},\n\n\t\tactivityContinueClicked: function activityContinueClicked() {\n\t\t\tthis.get('activityService').close();\n\t\t},\n\n\t\tclearSelection: function clearSelection(sendAction) {\n\t\t\tvar selectedStructures = (this.get('selectedStructures') || Ember.A([])).toArray();\n\n\t\t\tvar _clearIsChecked;\n\t\t\t_clearIsChecked = function clearIsChecked(structureProxy) {\n\t\t\t\tstructureProxy.set('isChecked', false);\n\t\t\t\tstructureProxy.get('children').forEach(function (structureProxy) {\n\t\t\t\t\t_clearIsChecked(structureProxy);\n\t\t\t\t}.bind(this));\n\t\t\t};\n\n\t\t\tfor (var i = 0; i < selectedStructures.length; i++) {\n\t\t\t\t_clearIsChecked(selectedStructures[i]);\n\t\t\t\tvar structure = selectedStructures[i].get('parent');\n\t\t\t\twhile (structure) {\n\t\t\t\t\tstructure.setProperties({\n\t\t\t\t\t\tisIndeterminate: false,\n\t\t\t\t\t\t// shouldn't be necessary:\n\t\t\t\t\t\tisChecked: false\n\t\t\t\t\t});\n\t\t\t\t\tstructure = structure.get('parent');\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tvar a = Ember.A([]);\n\t\t\tthis.set('selectedStructures', a);\n\t\t\tif (sendAction) {\n\t\t\t\tvar action = this.get('selectedStructuresChanged');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(a);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\tactions: {\n\t\t\tcurriculumStructureExpanded: function curriculumStructureExpanded(structureProxy) {\n\t\t\t\tvar structure = structureProxy.get('content');\n\t\t\t\tif (structure.get('activityCount') && structure.hasMany('activities').value() === null) {\n\t\t\t\t\tthis.get('loading').promise(structure.get('activities').then(function (activities) {\n\t\t\t\t\t\tstructureProxy.set('children', convertActivityArray(activities.sortBy('title'), structureProxy));\n\t\t\t\t\t}));\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tcurriculumStructureChecked: function curriculumStructureChecked(structureProxy) {\n\t\t\t\tvar selectedStructures = this.get('selectedStructures');\n\t\t\t\tselectedStructures = selectedStructures ? selectedStructures.toArray() : [];\n\n\t\t\t\tvar newSelectedStructures = [];\n\n\t\t\t\t// Go through existing checked structures and filter out the ones that are no longer checked or whose parents are now checked\n\t\t\t\tfor (var i = 0; i < selectedStructures.length; i++) {\n\t\t\t\t\tif (selectedStructures[i].get('isChecked') && !selectedStructures[i].get('parent.isChecked')) {\n\t\t\t\t\t\tnewSelectedStructures.push(selectedStructures[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// Now we only need to add the newly checked structures\n\t\t\t\t// (A simpler, but more costly method of updating selectedStructures would be to filter allStructures by those same conditions. More costly when hundreds of activities have been loaded)\n\n\t\t\t\t// When a structure is checked, it may not now be a top level checked structure, because one of its anThis new checked structure might be a top level checked structure, or have just caused a higher level parent structure to become fully checked\n\t\t\t\tif (structureProxy.get('isChecked')) {\n\n\t\t\t\t\tvar topCheckedStructure = structureProxy;\n\t\t\t\t\twhile (topCheckedStructure.get('parent.isChecked')) {\n\t\t\t\t\t\ttopCheckedStructure = topCheckedStructure.get('parent');\n\t\t\t\t\t}\n\t\t\t\t\tnewSelectedStructures.push(topCheckedStructure);\n\t\t\t\t}\n\t\t\t\t// When a structure is unchecked but one or more of its ancestors are still indeterminate, those answers' children may need to be added to newSelectedStructures.\n\t\t\t\t// If the indeterminate ancestors only have 1 unchecked child, that will be because of the unchecking of this structureProxy and their remaning children can be added to newSelectedStructures.\n\t\t\t\t// However, if the indeterminate ancestors have more than 1 unchecked child, then the remainin checked children should already be present in selectedStructures (and the newly updated newSelectedStructures).\n\t\t\t\telse {\n\n\t\t\t\t\t\tvar currentStructure = structureProxy;\n\t\t\t\t\t\twhile (currentStructure.get('parent.isIndeterminate')) {\n\t\t\t\t\t\t\tcurrentStructure = currentStructure.get('parent');\n\t\t\t\t\t\t\tvar x;\n\t\t\t\t\t\t\tvar children = currentStructure.get('children').toArray();\n\t\t\t\t\t\t\tvar checkedChildren = [];\n\t\t\t\t\t\t\tvar uncheckedCount = 0;\n\t\t\t\t\t\t\tfor (x = 0; x < children.length; x++) {\n\t\t\t\t\t\t\t\tif (children[x].get('isChecked')) {\n\t\t\t\t\t\t\t\t\tcheckedChildren.push(children[x]);\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tuncheckedCount++;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (uncheckedCount === 1) {\n\t\t\t\t\t\t\t\tnewSelectedStructures = newSelectedStructures.concat(checkedChildren);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\tnewSelectedStructures = Ember.A(newSelectedStructures);\n\n\t\t\t\tthis.set('selectedStructures', newSelectedStructures);\n\t\t\t\tvar action = this.get('selectedStructuresChanged');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(newSelectedStructures);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tcurriculumStructureSelected: function curriculumStructureSelected(structureProxy) {\n\t\t\t\tif (this.get('multiSelect')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tvar selected = Ember.A([structureProxy]);\n\t\t\t\tthis.set('selectedStructures', selected);\n\t\t\t\tvar action = this.get('selectedStructuresChanged');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(selected);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tclearSelection: function clearSelection() {\n\t\t\t\tthis.clearSelection(true);\n\t\t\t},\n\n\t\t\tpreviewActivity: function previewActivity(activityProxy) {\n\t\t\t\tvar activity = activityProxy.get('content');\n\t\t\t\tthis.get('activityService').render(activity, { preview: true });\n\t\t\t},\n\n\t\t\tselectCurriculumNode: function selectCurriculumNode(node) {\n\t\t\t\tthis.set('selectedCurriculumNode', node);\n\t\t\t},\n\n\t\t\tcloseSelectedCurriculumNode: function closeSelectedCurriculumNode() {\n\t\t\t\tthis.set('selectedCurriculumNode', null);\n\t\t\t}\n\t\t}\n\t});\n\n\n\tvar CurriculumNodeObjectProxy = Ember.ObjectProxy.extend({\n\t\tisChecked: false,\n\t\tisDisabled: false,\n\t\tisIndeterminate: false,\n\t\tisVisible: true,\n\t\thasChildren: false\n\t\t//parent: null\n\t});\n\n\tfunction convertCurriculumStructureTree(tree, expand, allStructuresArray, options, parent) {\n\t\tvar result = [];\n\t\tfor (var i = 0, n = Ember.get(tree, 'length'); i < n; i++) {\n\t\t\tvar node = tree.objectAt(i);\n\t\t\tif (options.childFilter && !options.childFilter(node)) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tvar proxy = CurriculumNodeObjectProxy.create({\n\t\t\t\tisExpanded: expand || false,\n\t\t\t\tparent: parent || null,\n\t\t\t\tchildren: null,\n\t\t\t\thasChildren: false,\n\t\t\t\tcontent: node,\n\t\t\t\tdescriptionHtml: node.get('description') ? Ember.String.htmlSafe('<p>' + escapeHtml(node.get('description')).replace(\"\\n\", '</p><p>') + '</p>') : null\n\t\t\t});\n\n\t\t\t// have to make node before converting children\n\t\t\tvar children = Ember.get(node, 'children.length') ? convertCurriculumStructureTree(node.get('children'), false, allStructuresArray, options, proxy) : Ember.A([]);\n\n\t\t\tif (options.activitiesEnabled) {\n\t\t\t\t// Check if activities have previously been loaded\n\t\t\t\tvar activities = node.hasMany('activities').value();\n\t\t\t\tif (activities) {\n\t\t\t\t\tchildren = Ember.A(children.toArray().concat(convertActivityArray(activities, proxy).toArray()));\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tproxy.setProperties({\n\t\t\t\tchildren: children,\n\t\t\t\thasChildren: children.get('length') || options.activitiesEnabled && node.get('activityCount')\n\t\t\t});\n\n\t\t\tif (allStructuresArray) {\n\t\t\t\tallStructuresArray.push(proxy);\n\t\t\t}\n\t\t\tresult.push(proxy);\n\t\t}\n\t\treturn Ember.A(result);\n\t}\n\n\tfunction convertActivityArray(activities, structureProxy) {\n\t\tvar result = [];\n\t\tactivities.forEach(function (activity) {\n\t\t\tresult.push(CurriculumNodeObjectProxy.create({\n\t\t\t\tparent: structureProxy,\n\t\t\t\tchildren: Ember.A([]),\n\t\t\t\thasChildren: false,\n\t\t\t\tisChecked: structureProxy.get('isChecked'),\n\t\t\t\tcontent: activity,\n\t\t\t\tisActivity: true\n\t\t\t}));\n\t\t});\n\t\treturn Ember.A(result);\n\t}\n\n\tfunction escapeHtml(input) {\n\t\treturn (input + '').replace(/&/g, \"&amp;\").replace(/</g, \"&lt;\").replace(/>/g, \"&gt;\").replace(/\"/g, \"&quot;\").replace(/'/g, \"&#039;\");\n\t}\n});","define('activity-tools/components/management/adaptive-leveling-report', ['exports', 'activity-tools/templates/components/management/adaptive-leveling-report'], function (exports, _adaptiveLevelingReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tfunction arrayFill(value, length) {\n\t\tvar r = [];\n\t\tfor (var i = 0; i < length; i++) {\n\t\t\tr.push(value);\n\t\t}\n\t\treturn r;\n\t}\n\n\texports.default = Ember.Component.extend({\n\t\tlayout: _adaptiveLevelingReport.default,\n\n\t\tapplication: Ember.inject.service(),\n\t\tsession: Ember.inject.service(),\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tvar adaptiveStepGroupingsLabelMap = {};\n\t\t\tvar adaptiveStepGroupingsData = [];\n\n\t\t\tvar adaptiveStepGroupings = this.get('application.adaptiveStepGroupings') || [];\n\n\t\t\tfor (var i = 0; i < adaptiveStepGroupings.length; i++) {\n\t\t\t\tif (i) {\n\t\t\t\t\tadaptiveStepGroupingsLabelMap[(adaptiveStepGroupings[i - 1].value + (adaptiveStepGroupings[i].value - adaptiveStepGroupings[i - 1].value) / 2 + 0.5) * 2 + ''] = adaptiveStepGroupings[i].label;\n\t\t\t\t}\n\t\t\t\tadaptiveStepGroupingsData.push({\n\t\t\t\t\ttype: 'LineNoOffset',\n\t\t\t\t\tshowTooltips: false,\n\t\t\t\t\tpointRadius: 0,\n\t\t\t\t\tpointHoverRadius: 0,\n\t\t\t\t\tborderWidth: 2,\n\t\t\t\t\tfill: '-1',\n\t\t\t\t\tborderColor: 'rgba(125, 125, 125, 0.5)',\n\t\t\t\t\tbackgroundColor: adaptiveStepGroupings[i].colour,\n\t\t\t\t\tdata: arrayFill(adaptiveStepGroupings[i].value + 0.5, 52) // doesn't need to be that many, but enough to cover a full year\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tthis.setProperties({\n\t\t\t\tadaptiveStepGroupingsLabelMap: adaptiveStepGroupingsLabelMap,\n\t\t\t\tadaptiveStepGroupingsData: adaptiveStepGroupingsData\n\t\t\t});\n\t\t},\n\n\t\tloadReport: function loadReport() {\n\t\t\tif (!this.get('user.id')) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tvar _this = this;\n\t\t\tthis.get('store').query('adaptive-leveling-week-summary', {\n\t\t\t\tuser: this.get('user.id')\n\t\t\t}).then(function (weekSummaries) {\n\t\t\t\t_this.set('_weekSummaries', weekSummaries.toArray());\n\t\t\t});\n\t\t},\n\n\t\tweekSummaries: Ember.computed('user', '_weekSummaries', function () {\n\t\t\tif (this.get('user') && !this.get('_weekSummaries')) {\n\t\t\t\tthis.loadReport();\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn this.get('_weekSummaries');\n\t\t}),\n\n\t\toptions: Ember.computed('weekSummaries', function () {\n\t\t\tif (!this.get('weekSummaries')) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tvar adaptiveStepGroupingsLabelMap = this.get('adaptiveStepGroupingsLabelMap');\n\t\t\tvar stepCount = this.get('application.adatpiveStepCount');\n\t\t\tvar _this = this;\n\t\t\treturn {\n\t\t\t\tresponsive: true,\n\t\t\t\tmaintainAspectRatio: false,\n\t\t\t\tanimation: { duration: 0 },\n\t\t\t\tlegend: { display: false },\n\t\t\t\ttitle: {\n\t\t\t\t\tdisplay: true,\n\t\t\t\t\ttext: \"Adaptive Learning Weekly Report: \" + this.get('user.name')\n\t\t\t\t},\n\t\t\t\tscales: {\n\t\t\t\t\txAxes: [{\n\t\t\t\t\t\tscaleLabel: {\n\t\t\t\t\t\t\tdisplay: true,\n\t\t\t\t\t\t\tlabelString: \"Week Beginning\"\n\t\t\t\t\t\t}\n\t\t\t\t\t}],\n\t\t\t\t\tyAxes: [{\n\t\t\t\t\t\tscaleLabel: {\n\t\t\t\t\t\t\tdisplay: true,\n\t\t\t\t\t\t\tlabelString: \"Step\"\n\t\t\t\t\t\t},\n\t\t\t\t\t\tgridLines: {\n\t\t\t\t\t\t\tdisplay: false,\n\t\t\t\t\t\t\tcolor: '#444',\n\t\t\t\t\t\t\tborderDash: [4, 4],\n\t\t\t\t\t\t\tlineWidth: 1\n\t\t\t\t\t\t},\n\t\t\t\t\t\tticks: {\n\t\t\t\t\t\t\tmin: 0,\n\t\t\t\t\t\t\tmax: stepCount + 1, // just so that the pixels of any whiskerMax at the highest step aren't trimmed\n\t\t\t\t\t\t\tstepSize: stepCount <= 40 ? 1 : 5,\n\t\t\t\t\t\t\tminStats: 'min',\n\t\t\t\t\t\t\tmaxStats: 'max',\n\t\t\t\t\t\t\tcallback: function callback(value /*, index, values*/) {\n\t\t\t\t\t\t\t\treturn value >= 1 && value <= stepCount ? value + ' ' : undefined;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}, {\n\t\t\t\t\t\tposition: 'right',\n\t\t\t\t\t\tscaleLabel: {\n\t\t\t\t\t\t\tdisplay: true,\n\t\t\t\t\t\t\tlabelString: \"Age\"\n\t\t\t\t\t\t},\n\t\t\t\t\t\tgridLines: {\n\t\t\t\t\t\t\tdisplay: false\n\t\t\t\t\t\t},\n\t\t\t\t\t\tticks: {\n\t\t\t\t\t\t\tmin: 0,\n\t\t\t\t\t\t\t// use double the ticks so that labels can be centred properly\n\t\t\t\t\t\t\tmax: (stepCount + 1) * 2,\n\t\t\t\t\t\t\tautoSkip: false,\n\t\t\t\t\t\t\tstepSize: 1,\n\t\t\t\t\t\t\tcallback: function callback(value /*, index, values*/) {\n\t\t\t\t\t\t\t\treturn adaptiveStepGroupingsLabelMap[value + ''] || undefined;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}]\n\t\t\t\t},\n\t\t\t\tonClick: function onClick(evt, item) {\n\t\t\t\t\tif (!item[0]) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tvar index = item[0]['_index'];\n\t\t\t\t\t//var label = item[0]['_chart'].data.labels[index];\n\t\t\t\t\tvar data = item[0]['_chart'].data.datasets[0].data[index];\n\t\t\t\t\t_this.showReportDetail(data.model);\n\t\t\t\t}\n\t\t\t};\n\t\t}),\n\n\t\tdata: Ember.computed('weekSummaries', function () {\n\t\t\tvar weekSummaries = this.get('weekSummaries');\n\t\t\tif (!weekSummaries) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tvar weekSummariesByStart = {};\n\t\t\tif (weekSummaries) {\n\t\t\t\tweekSummaries.forEach(function (weekSummary) {\n\t\t\t\t\tweekSummariesByStart[weekSummary.get('startLabel')] = weekSummary;\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t// build array of 52 weeks\n\t\t\tvar date = new Date();\n\t\t\t// work in UTC to avoid DST changes\n\t\t\tdate.setUTCHours(0, 0, 0, 0);\n\t\t\tdate.setTime(date.getTime() - date.getUTCDay() * 24 * 60 * 60 * 1000);\n\n\t\t\tvar weekDuration = 7 * 24 * 60 * 60 * 1000;\n\n\t\t\tvar axisLabels = [];\n\t\t\tvar data = [];\n\n\t\t\tfor (var i = 26 - 1; i >= 0; i--) {\n\t\t\t\tvar start = new Date(date.getTime() - i * weekDuration);\n\t\t\t\taxisLabels.push(this.dateToUTCLabel(start));\n\t\t\t\tvar startLabel = start.toISOString().split('T')[0];\n\t\t\t\tdata.push(weekSummariesByStart[startLabel] ? this.weekSummaryToObject(weekSummariesByStart[startLabel]) : null);\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tlabels: axisLabels,\n\t\t\t\tdatasets: [{\n\t\t\t\t\tbackgroundColor: '#A6A4EA',\n\t\t\t\t\tborderColor: '#5A54AB',\n\t\t\t\t\tmedianColor: '#5A54AB',\n\t\t\t\t\tborderWidth: 2,\n\t\t\t\t\tcategoryPercentage: 0.9,\n\t\t\t\t\tbarPercentage: 0.8,\n\t\t\t\t\tdata: data\n\t\t\t\t}].concat(this.get('adaptiveStepGroupingsData'))\n\t\t\t};\n\t\t}),\n\n\t\tdateToUTCLabel: function dateToUTCLabel(date) {\n\t\t\t//var dayNames = ['Sun','Mon','Tue','Wed','Thu','Fri','Sat'];\n\t\t\tvar monthNames = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep', 'Oct', 'Nov', 'Dec'];\n\t\t\treturn date.getUTCDate() + ' ' + monthNames[date.getUTCMonth()];\n\t\t},\n\t\tweekSummaryToObject: function weekSummaryToObject(weekSummary) {\n\t\t\tvar mid = weekSummary.get('median');\n\t\t\tvar min = weekSummary.get('quarter1'); //weekSummary.get('minimum');\n\t\t\tvar max = weekSummary.get('quarter3'); //weekSummary.get('maximum');\n\t\t\tvar q1 = mid - Math.round((mid - min) / 3); //weekSummary.get('quarter1');\n\t\t\tvar q3 = mid + Math.round((max - mid) / 3); //weekSummary.get('quarter3');\n\t\t\treturn {\n\t\t\t\tmodel: weekSummary,\n\t\t\t\tmin: min,\n\t\t\t\tq1: q1,\n\t\t\t\tmedian: mid,\n\t\t\t\tq3: q3,\n\t\t\t\tmax: max,\n\t\t\t\twhiskerMin: min,\n\t\t\t\twhiskerMax: max\n\t\t\t};\n\t\t},\n\t\tshowReportDetail: function showReportDetail(weekSummary) {\n\t\t\tvar _this = this;\n\t\t\tthis.get('loading').promise(this.get('store').queryRecord('user-report', {\n\t\t\t\tuser: weekSummary.belongsTo('user').id(),\n\t\t\t\tstart: weekSummary.get('startDate').toISOString(),\n\t\t\t\tend: weekSummary.get('endDate').toISOString(),\n\t\t\t\tadaptive: true\n\t\t\t}).then(function (userReport) {\n\t\t\t\t_this.set('reportDetail', userReport);\n\t\t\t}));\n\t\t},\n\n\n\t\tactions: {\n\t\t\thideReportDetail: function hideReportDetail() {\n\t\t\t\tthis.set('reportDetail', null);\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/management/content-selector', ['exports', 'moment', 'activity-tools/templates/components/management/content-selector'], function (exports, _moment, _contentSelector) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar LOCK_OPTIONS = [{\n\t\tvalue: null,\n\t\tlabel: \"No Lock\"\n\t}, {\n\t\tvalue: 30,\n\t\tlabel: \"30 Minutes\"\n\t}, {\n\t\tvalue: 60,\n\t\tlabel: \"1 Hour\"\n\t}, {\n\t\tvalue: 24 * 60,\n\t\tlabel: \"1 Day\"\n\t}, {\n\t\tvalue: 7 * 24 * 60,\n\t\tlabel: \"1 Week\"\n\t}, {\n\t\tvalue: 4 * 7 * 24 * 60,\n\t\tlabel: \"4 Weeks\"\n\t}, {\n\t\tvalue: (0, _moment.default)().endOf('year').diff((0, _moment.default)(), 'minutes'),\n\t\tlabel: \"Rest Of Year\"\n\t}];\n\n\texports.default = Ember.Component.extend({\n\t\tlayout: _contentSelector.default,\n\t\tsession: Ember.inject.service(),\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\t\tmessaging: Ember.inject.service(),\n\n\t\tcontentSelection: null,\n\t\tusers: null,\n\n\t\tlockedMinutes: null,\n\t\tlockOptions: LOCK_OPTIONS,\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.set('contentSelection', this.get('store').createRecord('content-selection', {\n\t\t\t\tusers: this.get('users')\n\t\t\t}));\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis.get('contentSelection').unloadRecord();\n\t\t\tthis.set('contentSelection', null);\n\t\t},\n\n\t\tsendClose: function sendClose(v, e) {\n\t\t\tvar close = this.get('close');\n\t\t\tif (close) {\n\t\t\t\tclose(v, e);\n\t\t\t}\n\t\t},\n\n\t\tsaveable: Ember.computed('contentSelection.type', function () {\n\t\t\treturn this.get('contentSelection.type');\n\t\t}),\n\n\t\tactions: {\n\t\t\tcloseAction: function closeAction() {\n\t\t\t\tthis.sendClose();\n\t\t\t},\n\n\t\t\tsaveAction: function saveAction() {\n\t\t\t\tif (!this.get('saveable')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tvar contentSelection = this.get('contentSelection');\n\n\t\t\t\tcontentSelection.setProperties({\n\t\t\t\t\tlockedMinutes: this.get('lockedMinutes'),\n\t\t\t\t\tupdatedAt: new Date()\n\t\t\t\t});\n\n\t\t\t\tthis.get('loading').promise(contentSelection.save()).then(function () {\n\t\t\t\t\tthis.sendClose(contentSelection);\n\t\t\t\t}.bind(this), function (response) {\n\t\t\t\t\tthis.sendClose(null, Ember.get(response, 'errors.firstObject.detail'));\n\t\t\t\t}.bind(this));\n\t\t\t},\n\n\t\t\tadaptiveSelected: function adaptiveSelected(i, curriculum) {\n\t\t\t\tvar contentSelection = this.get('contentSelection');\n\t\t\t\tcontentSelection.set('type', 'adaptive');\n\t\t\t\tcontentSelection.set('curriculum', null);\n\t\t\t\tcontentSelection.set('curriculumCorrelations', null);\n\t\t\t},\n\n\t\t\tcurriculumSelected: function curriculumSelected() {\n\t\t\t\tthis.set('selectingCurriculum', true);\n\t\t\t},\n\n\t\t\tcurriculumSelectorClosed: function curriculumSelectorClosed() {\n\t\t\t\tthis.set('selectingCurriculum', false);\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/management/weekly-goal-form', ['exports', 'activity-tools/templates/components/management/weekly-goal-form'], function (exports, _weeklyGoalForm) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _weeklyGoalForm.default,\n\t\tloading: Ember.inject.service(),\n\t\tmessaging: Ember.inject.service(),\n\n\t\t/*\n  model: {\n  \tusers: []\n  },\n  */\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tvar minExisting = void 0;\n\t\t\tthis.get('model.users').forEach(function (u) {\n\t\t\t\tminExisting = minExisting ? Math.min(minExisting, u.get('weeklyGoal')) : u.get('weeklyGoal');\n\t\t\t});\n\t\t\tthis.set('weeklyGoal', minExisting || 50);\n\t\t},\n\n\t\trollback: function rollback() {\n\t\t\tthis.get('model.users').forEach(function (u) {\n\t\t\t\treturn u.rollbackAttributes();\n\t\t\t});\n\t\t},\n\n\t\tactions: {\n\t\t\tconfirmClicked: function confirmClicked() {\n\t\t\t\tvar weeklyGoal = this.get('weeklyGoal');\n\t\t\t\tthis.set('errors', null);\n\t\t\t\tthis.get('loading').promise(Ember.RSVP.all(this.get('model.users').map(function (user) {\n\t\t\t\t\tuser.set('weeklyGoal', weeklyGoal);\n\t\t\t\t\treturn user.save({ only: ['weeklyGoal'] });\n\t\t\t\t}))).then(function () {\n\t\t\t\t\tvar action = this.get('confirm');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(this.get('weeklyGoal'));\n\t\t\t\t\t}\n\t\t\t\t}.bind(this), function (r) {\n\t\t\t\t\tthis.get('messaging').error(r.errors && r.errors.length && r.errors[0].detail || \"There was a problem setting the weekly goal\");\n\t\t\t\t}.bind(this));\n\t\t\t},\n\n\t\t\tcancelClicked: function cancelClicked() {\n\t\t\t\tthis.rollback();\n\t\t\t\tvar action = this.get('cancel');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/percent-correct-report-item-renderer', ['exports', 'activity-tools/components/report-item-renderer', 'activity-tools/templates/components/percent-correct-report-item-renderer'], function (exports, _reportItemRenderer, _percentCorrectReportItemRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _reportItemRenderer.default.extend({\n\t\tlayout: _percentCorrectReportItemRenderer.default,\n\t\tclicked: function clicked() {}\n\t});\n});","define('activity-tools/components/performance-icon', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar iconSrcs = {\n\t\tnormal: ['/activity-tools/img/content/performance-icon-1.png', '/activity-tools/img/content/performance-icon-2.png', '/activity-tools/img/content/performance-icon-3.png', '/activity-tools/img/content/performance-icon-4.png', '/activity-tools/img/content/performance-icon-5.png'],\n\t\tsmall: ['/activity-tools/img/content/performance-icon-1-small.png', '/activity-tools/img/content/performance-icon-2-small.png', '/activity-tools/img/content/performance-icon-3-small.png', '/activity-tools/img/content/performance-icon-4-small.png', '/activity-tools/img/content/performance-icon-5-small.png']\n\t};\n\n\texports.default = Ember.Component.extend({\n\t\ttagName: 'img',\n\t\tclassNames: ['performance-icon'],\n\t\tclassNameBindings: ['sizeClass'],\n\t\tattributeBindings: ['src'],\n\n\t\t/* 1 - 5 */\n\t\tperformance: null,\n\t\t/* 1 - 4 */\n\t\tsize: 4,\n\n\t\tsizeClass: Ember.computed('size', function () {\n\t\t\tvar size = this.get('size');\n\t\t\tif (!size) {\n\t\t\t\treturn '';\n\t\t\t}\n\t\t\treturn 'performance-grouping-' + Math.max(1, Math.min(4, size));\n\t\t}),\n\n\t\tsrc: Ember.computed('performance', 'size', function () {\n\t\t\tvar p = this.getProperties('performance', 'size');\n\t\t\tif (!p.performance || !p.size) {\n\t\t\t\treturn '';\n\t\t\t}\n\t\t\treturn iconSrcs[Math.max(1, Math.min(4, p.size)) <= 2 ? 'small' : 'normal'][Math.max(1, Math.min(5, p.performance)) - 1];\n\t\t})\n\t});\n});","define('activity-tools/components/report-date-picker', ['exports', 'date-range-select/components/date-range-select', 'moment'], function (exports, _dateRangeSelect, _moment) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _dateRangeSelect.default.extend({\n\t\tclassNames: ['report-date-picker'],\n\n\t\tstart: null,\n\t\tend: null,\n\t\tpresetRanges: null,\n\n\t\tminDate: (0, _moment.default)('2015-01-01'),\n\t\tautoApply: true,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.datePickerRanges();\n\t\t\tthis.datesChanged();\n\t\t},\n\n\t\tdatePickerRanges: Ember.observer('presetRanges', function () {\n\t\t\tvar ranges = this.get('presetRanges');\n\t\t\tvar r = undefined;\n\t\t\tfor (var k in ranges) {\n\t\t\t\tif (!r) {\n\t\t\t\t\tr = {};\n\t\t\t\t}\n\t\t\t\tr[k] = [ranges[k].start || (0, _moment.default)(0).startOf('day'), ranges[k].end || (0, _moment.default)().startOf('day')];\n\t\t\t\tif (ranges[k].default) {\n\t\t\t\t\tthis.setProperties({\n\t\t\t\t\t\tdefaultStart: r[k][0],\n\t\t\t\t\t\tdefaultEnd: r[k][1]\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.set('ranges', r);\n\t\t}),\n\n\t\tdatesChanged: Ember.observer('start', 'end', 'defaultStart', 'defaultEnd', function () {\n\t\t\tEmber.run.once(this, this.setDates);\n\t\t}),\n\n\t\tsetDates: function setDates() {\n\t\t\tvar dates = this.getProperties('start', 'end', 'defaultStart', 'defaultEnd');\n\t\t\tif (!dates.start && !dates.end && dates.defaultStart && dates.defaultEnd) {\n\t\t\t\tthis.setProperties({\n\t\t\t\t\tstartDate: dates.defaultStart,\n\t\t\t\t\tendDate: dates.defaultEnd\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tthis.setProperties({\n\t\t\t\t\tstartDate: (0, _moment.default)(dates.start || undefined),\n\t\t\t\t\tendDate: (0, _moment.default)(dates.end || undefined)\n\t\t\t\t});\n\t\t\t}\n\t\t},\n\n\t\tselectionChanged: function selectionChanged(start, end, label) {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tvar preset = this.get('presetRanges.' + label);\n\t\t\tif (preset) {\n\t\t\t\tstart = preset.start;\n\t\t\t\tend = preset.end;\n\t\t\t}\n\t\t\tthis.setProperties({\n\t\t\t\tstart: start ? start.format('YYYY-MM-DD') : null,\n\t\t\t\tend: end ? end.format('YYYY-MM-DD') : null\n\t\t\t});\n\t\t}\n\t});\n});","define('activity-tools/components/report-goal-bar', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tclassNames: ['report-goal-bar'],\n\t\tclassNameBindings: ['progressClass'],\n\n\t\t// input\n\t\tgoal: null,\n\t\tvalue: null,\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.progressStylesObserver();\n\t\t},\n\n\t\tprogressClass: Ember.computed('goal', 'value', function () {\n\t\t\tvar g = this.get('goal');\n\t\t\tvar v = this.get('value');\n\t\t\tif (!g) {\n\t\t\t\treturn 'invalid';\n\t\t\t}\n\t\t\tvar p = v / g;\n\t\t\tif (p < 0.25) {\n\t\t\t\treturn 'low';\n\t\t\t} else if (p < 0.75) {\n\t\t\t\treturn 'mid';\n\t\t\t} else if (p < 1) {\n\t\t\t\treturn 'high';\n\t\t\t}\n\t\t\treturn 'done';\n\t\t}),\n\n\t\tprogressStylesObserver: Ember.observer('goal', 'value', function () {\n\t\t\tvar g = this.get('goal');\n\t\t\tvar v = this.get('value');\n\t\t\tvar width = '100%';\n\t\t\tif (g) {\n\t\t\t\twidth = (v || 0) * 100 / g + '%';\n\t\t\t}\n\t\t\tthis.element.style.width = width;\n\t\t})\n\t});\n});","define('activity-tools/components/report-header-renderer', ['exports', 'multi-table/components/multi-table-header-renderer', 'activity-tools/templates/components/report-header-renderer'], function (exports, _multiTableHeaderRenderer, _reportHeaderRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _multiTableHeaderRenderer.default.extend({\n\t\tlayout: _reportHeaderRenderer.default\n\t});\n});","define('activity-tools/components/report-item-renderer', ['exports', 'multi-table/components/multi-table-item-renderer', 'activity-tools/templates/components/report-item-renderer'], function (exports, _multiTableItemRenderer, _reportItemRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _multiTableItemRenderer.default.extend({\n\t\tlayout: _reportItemRenderer.default,\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.clicked = this.clicked.bind(this);\n\t\t\tthis.element.addEventListener('click', this.clicked);\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.element.removeEventListener('click', this.clicked);\n\t\t},\n\n\t\tcellData: Ember.computed('data', 'property', function () {\n\t\t\tvar series = this.get('data');\n\t\t\tvar dataPoint = this.get('property');\n\t\t\tif (!(series && dataPoint)) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn series.get('dataPoints.' + dataPoint);\n\t\t}),\n\n\t\tclicked: function clicked() {\n\t\t\tif (this.get('cellData') == null) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.get('table').send('cellClicked', this.get('cellData'), this.get('column.dataPoint'), this.get('data'));\n\t\t}\n\t});\n});","define('activity-tools/components/report-view', ['exports', 'multi-table/components/multi-table'], function (exports, _multiTable) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\tvar _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n\t\treturn typeof obj;\n\t} : function (obj) {\n\t\treturn obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n\t};\n\n\texports.default = _multiTable.default.extend({\n\t\tclassNames: ['report-view'],\n\t\treport: null,\n\n\t\tlabelWidth: 1,\n\t\tlabelHeader: null,\n\t\tlabelHeaderRenderer: null,\n\t\tlabelProperty: null,\n\t\tlabelItemRenderer: null,\n\t\tdataColumnWidth: 1,\n\t\tdataHeaderRenderer: null,\n\t\tdataItemRenderer: null,\n\n\t\tselectable: false,\n\n\t\tlabelSort: function labelSort(property) {\n\t\t\treturn function (a, b) {\n\t\t\t\treturn a.get(property) < b.get(property) ? -1 : 1;\n\t\t\t};\n\t\t},\n\n\t\tdataSortProperty: null,\n\n\t\tdataSort: function dataSort(dataPoint) {\n\t\t\tvar p = this.get('dataSortProperty');\n\t\t\tvar property = 'dataPoints.' + dataPoint.get('name') + (p ? '.' + p : '');\n\t\t\treturn function (a, b) {\n\t\t\t\treturn a.get(property) < b.get(property) ? -1 : 1;\n\t\t\t};\n\t\t},\n\n\t\tdata: Ember.computed.alias('report.series'),\n\t\tconfig: Ember.computed('report.dataPoints', function () {\n\t\t\tvar p = this.getProperties(['dataHeaderRenderer', 'dataColumnWidth', 'dataItemRenderer']);\n\t\t\tvar dataHeaderRenderer = p.dataHeaderRenderer;\n\t\t\tvar dataItemRenderer = p.dataItemRenderer;\n\t\t\tvar dataColumnWidth = p.dataColumnWidth;\n\t\t\tvar columnData = this.getLabelColumns();\n\t\t\tcolumnData = columnData.concat((this.get('report.dataPoints') || []).map(function (dataPoint) {\n\t\t\t\tvar property = dataPoint.get('name');\n\t\t\t\tvar column = {\n\t\t\t\t\tproperty: property,\n\t\t\t\t\tsort: typeof this.dataSort === 'function' ? this.dataSort(dataPoint) : this.dataSort,\n\t\t\t\t\tdataPoint: dataPoint,\n\t\t\t\t\twidth: this._getPropertyConfigValue(dataColumnWidth, property, 1)\n\t\t\t\t};\n\t\t\t\tif (dataHeaderRenderer) {\n\t\t\t\t\tcolumn.headerRenderer = this._getPropertyConfigValue(dataHeaderRenderer, property);\n\t\t\t\t} else {\n\t\t\t\t\tcolumn.header = dataPoint.get('label');\n\t\t\t\t}\n\t\t\t\tvar columnItemRenderer = this._getPropertyConfigValue(dataItemRenderer, property, 'report-item-renderer');\n\t\t\t\tif (columnItemRenderer) {\n\t\t\t\t\tcolumn.itemRenderer = columnItemRenderer;\n\t\t\t\t}\n\t\t\t\treturn column;\n\t\t\t}.bind(this)));\n\t\t\treturn {\n\t\t\t\tcolumns: columnData ? columnData : [],\n\t\t\t\tselectable: this.get('selectable')\n\t\t\t};\n\t\t}),\n\n\t\tgetLabelColumns: function getLabelColumns() {\n\t\t\tvar p = this.getProperties(['labelWidth', 'labelHeader', 'labelHeaderRenderer', 'labelProperty', 'labelItemRenderer']);\n\t\t\tvar labelWidth = Array.isArray(p.labelWidth) ? p.labelWidth : [p.labelWidth];\n\t\t\tvar labelHeader = Array.isArray(p.labelHeader) ? p.labelHeader : [p.labelHeader];\n\t\t\tvar labelHeaderRenderer = Array.isArray(p.labelHeaderRenderer) ? p.labelHeaderRenderer : [p.labelHeaderRenderer];\n\t\t\tvar labelProperty = Array.isArray(p.labelProperty) ? p.labelProperty : [p.labelProperty];\n\t\t\tvar labelItemRenderer = Array.isArray(p.labelItemRenderer) ? p.labelItemRenderer : [p.labelItemRenderer];\n\t\t\treturn labelProperty.map(function (prop, i) {\n\t\t\t\tvar col = {\n\t\t\t\t\tproperty: labelItemRenderer[i] ? {\n\t\t\t\t\t\tbindings: [prop],\n\t\t\t\t\t\titemRenderer: labelItemRenderer[i]\n\t\t\t\t\t} : prop,\n\t\t\t\t\tsort: typeof this.labelSort === 'function' ? this.labelSort(prop) : this.labelSort,\n\t\t\t\t\twidth: labelWidth[i] || 1\n\t\t\t\t};\n\t\t\t\tif (labelHeaderRenderer[i]) {\n\t\t\t\t\tcol.headerRenderer = labelHeaderRenderer[i];\n\t\t\t\t} else if (labelHeader[i]) {\n\t\t\t\t\tcol.header = labelHeader[i];\n\t\t\t\t} else {\n\t\t\t\t\tcol.header = prop.replace(/\\./g, ' ').replace(/([a-z])([A-Z])/g, '$1 $2').split(' ').map(function (w) {\n\t\t\t\t\t\treturn w.charAt(0).toUpperCase() + w.slice(1);\n\t\t\t\t\t}).join(' ');\n\t\t\t\t}\n\t\t\t\treturn col;\n\t\t\t}.bind(this));\n\t\t},\n\n\t\t_getPropertyConfigValue: function _getPropertyConfigValue(value, property, defaultVal) {\n\t\t\tif ((typeof value === 'undefined' ? 'undefined' : _typeof(value)) === 'object' && value !== null) {\n\t\t\t\treturn value[property] || defaultVal || null;\n\t\t\t}\n\t\t\treturn value || defaultVal || null;\n\t\t},\n\n\n\t\tactions: {\n\t\t\tcellClicked: function cellClicked(cellData, dataPoint, series) {\n\t\t\t\tvar action = this.get('cellClicked');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(cellData, dataPoint, series);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/reports/curriculum-strengths-report', ['exports', 'moment', 'activity-tools/templates/components/reports/curriculum-strengths-report'], function (exports, _moment, _curriculumStrengthsReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _curriculumStrengthsReport.default,\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\treport: null,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.set('presetRanges', {\n\t\t\t\t\"All Time\": {\n\t\t\t\t\tdefault: true\n\t\t\t\t},\n\t\t\t\t\"Since Monday\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(2, 'days').weekday(1)\n\t\t\t\t},\n\t\t\t\t\"Last 2 Weeks\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(14, 'days')\n\t\t\t\t},\n\t\t\t\t\"Last 4 Weeks\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(28, 'days')\n\t\t\t\t},\n\t\t\t\t\"Since The Start Of This Year\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').startOf('year')\n\t\t\t\t}\n\t\t\t});\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.reloadReport();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.unloadReport();\n\t\t},\n\n\t\treloadReport: Ember.observer('modelType', 'modelId', 'curriculumId', 'start', 'end', function () {\n\t\t\tvar p = this.getProperties('modelType', 'modelId', 'curriculumId', 'start', 'end');\n\t\t\tif (!p.modelType || !p.modelId || !p.curriculumId) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tEmber.run.once(this, this.loadReport, p.modelType, p.modelId, p.curriculumId, p.start, p.end);\n\t\t}),\n\n\t\tloadReport: function loadReport(modelType, modelId, curriculumId, start, end) {\n\t\t\tthis.unloadReport();\n\n\t\t\tif (!modelType || !modelId || !curriculumId) {\n\t\t\t\tthis.set('report', null);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar reportParams = {\n\t\t\t\tcurriculum: curriculumId\n\t\t\t};\n\t\t\treportParams[modelType] = modelId;\n\t\t\tif (start) {\n\t\t\t\treportParams['start'] = (0, _moment.default)(start).format('YYYY-MM-DD');\n\t\t\t}\n\t\t\tif (end) {\n\t\t\t\treportParams['end'] = (0, _moment.default)(end).add(1, 'days').format('YYYY-MM-DD');\n\t\t\t}\n\n\t\t\tthis.get('loading').promise(Ember.RSVP.hash({\n\t\t\t\treport: this.get('store').queryRecord('curriculum-strengths-report', reportParams),\n\t\t\t\tcurriculum: this.get('store').findRecord('curriculum', curriculumId).then(function (curriculum) {\n\t\t\t\t\treturn curriculum.get('children');\n\t\t\t\t})\n\t\t\t}).then(function (h) {\n\t\t\t\tthis.set('report', h.report);\n\t\t\t}.bind(this)));\n\t\t},\n\n\t\tunloadReport: function unloadReport() {\n\t\t\tthis.unloadAnswerSummary();\n\n\t\t\tvar report = this.get('report');\n\t\t\tif (!report) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\treport.unloadRecord();\n\t\t},\n\n\t\tunloadAnswerSummary: function unloadAnswerSummary() {\n\t\t\tvar answerSummary = this.get('answerSummary');\n\t\t\tif (!answerSummary) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tanswerSummary.unloadRecord();\n\t\t\tthis.set('answerSummary', null);\n\t\t},\n\n\t\tactions: {\n\t\t\t// curriculum id changed\n\t\t\tcurriculumSelected: function curriculumSelected(i, curriculum) {\n\t\t\t\tthis.set('curriculumId', curriculum.get('id'));\n\t\t\t},\n\n\t\t\tinnerRowClicked: function innerRowClicked(innerReportSeries, series) {\n\t\t\t\tvar params = this.get('report').getParamsWith(series, innerReportSeries);\n\t\t\t\tvar _this = this;\n\t\t\t\tthis.get('loading').promise(this.get('store').queryRecord('answer-summary', params).then(function (answerSummary) {\n\t\t\t\t\t_this.set('answerSummary', answerSummary);\n\n\t\t\t\t\tvar action = _this.get('answerListOpened');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(_this.get('report'), params);\n\t\t\t\t\t}\n\t\t\t\t}));\n\t\t\t},\n\n\t\t\thideAnswerSummary: function hideAnswerSummary() {\n\t\t\t\tthis.unloadAnswerSummary();\n\n\t\t\t\tthis.set('answerSummary', null);\n\n\t\t\t\tvar action = this.get('answerListClosed');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/reports/curriculum-substructure-report', ['exports', 'moment', 'activity-tools/templates/components/reports/curriculum-substructure-report'], function (exports, _moment, _curriculumSubstructureReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _curriculumSubstructureReport.default,\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\tcurriculumId: null,\n\t\tcurriculumStructureId: null,\n\n\t\treport: null,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.set('presetRanges', {\n\t\t\t\t\"All Time\": {\n\t\t\t\t\tdefault: true\n\t\t\t\t},\n\t\t\t\t\"Since Monday\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(2, 'days').weekday(1)\n\t\t\t\t},\n\t\t\t\t\"Last 2 Weeks\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(14, 'days')\n\t\t\t\t},\n\t\t\t\t\"Last 4 Weeks\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(28, 'days')\n\t\t\t\t},\n\t\t\t\t\"Since The Start Of This Year\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').startOf('year')\n\t\t\t\t}\n\t\t\t});\n\t\t\tthis._curriculum();\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.reloadReport();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.unloadReport();\n\t\t},\n\n\t\treloadReport: Ember.observer('modelType', 'modelId', 'curriculumId', 'curriculumStructureId', 'start', 'end', function () {\n\t\t\tvar p = this.getProperties('modelType', 'modelId', 'curriculumId', 'curriculumStructureId', 'start', 'end');\n\t\t\tif (!p.modelType || !p.modelId || !p.curriculumId) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tEmber.run.once(this, this.loadReport, p.modelType, p.modelId, p.curriculumId, p.curriculumStructureId, p.start, p.end);\n\t\t}),\n\n\t\tloadReport: function loadReport(modelType, modelId, curriculumId, curriculumStructureId, start, end) {\n\t\t\tthis.unloadReport();\n\n\t\t\tif (!modelType || !modelId || !curriculumId) {\n\t\t\t\tthis.set('report', null);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar reportParams = {\n\t\t\t\tcurriculum: curriculumId\n\t\t\t};\n\t\t\tif (curriculumStructureId) {\n\t\t\t\treportParams['curriculum-structure'] = curriculumStructureId;\n\t\t\t}\n\t\t\treportParams[modelType] = modelId;\n\t\t\tif (start) {\n\t\t\t\treportParams['start'] = (0, _moment.default)(start).format('YYYY-MM-DD');\n\t\t\t}\n\t\t\tif (end) {\n\t\t\t\treportParams['end'] = (0, _moment.default)(end).add(1, 'days').format('YYYY-MM-DD');\n\t\t\t}\n\n\t\t\tthis.get('loading').promise(this.get('store').queryRecord('curriculum-substructure-report', reportParams).then(function (report) {\n\t\t\t\tthis.set('report', report);\n\t\t\t}.bind(this)));\n\t\t},\n\n\t\tunloadReport: function unloadReport() {\n\t\t\tthis.unloadAnswerSummary();\n\n\t\t\tvar report = this.get('report');\n\t\t\tif (!report) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\treport.unloadRecord();\n\t\t},\n\n\t\tunloadAnswerSummary: function unloadAnswerSummary() {\n\t\t\tvar answerSummary = this.get('answerSummary');\n\t\t\tif (!answerSummary) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tanswerSummary.unloadRecord();\n\t\t\tthis.set('answerSummary', null);\n\t\t},\n\n\t\tdataColumnWidth: Ember.computed('report.dataPoints.length', function () {\n\t\t\treturn Math.max(2, Math.min(4, Math.round(4 / (this.get('report.dataPoints.length') / 6))));\n\t\t}),\n\n\t\t_curriculum: Ember.observer('curriculumId', function () {\n\t\t\tvar id = this.get('curriculumId');\n\t\t\tif (!id) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn this.get('store').findRecord('curriculum', id).then(function (curriculum) {\n\t\t\t\tthis.set('curriculum', curriculum);\n\t\t\t}.bind(this));\n\t\t}),\n\n\t\tcurriculumStructure: Ember.computed('curriculumStructureId', 'curriculum.children.length', function () {\n\t\t\tvar id = this.get('curriculumStructureId');\n\t\t\tif (!id) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tif (!this.get('curriculum.children.length')) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn this.get('store').peekRecord('curriculumStructure', id);\n\t\t}),\n\n\t\tactions: {\n\t\t\t// curriculum id changed\n\t\t\tcurriculumSelected: function curriculumSelected(i, curriculum) {\n\t\t\t\tthis.setProperties({\n\t\t\t\t\tcurriculumId: curriculum.get('id'),\n\t\t\t\t\tcurriculumStructureId: null\n\t\t\t\t});\n\t\t\t},\n\n\t\t\tcurriculumStructureSelected: function curriculumStructureSelected(curriculumStructureProxies) {\n\t\t\t\tthis.set('curriculumStructureId', curriculumStructureProxies.get('length') ? curriculumStructureProxies.get('firstObject.id') : null);\n\t\t\t},\n\n\t\t\tcellClicked: function cellClicked(cellData, dataPoint, series) {\n\t\t\t\tvar params = this.get('report').getParamsWith(series, dataPoint);\n\t\t\t\tvar _this = this;\n\t\t\t\tthis.get('loading').promise(this.get('store').queryRecord('answer-summary', params).then(function (answerSummary) {\n\t\t\t\t\t_this.set('answerSummary', answerSummary);\n\n\t\t\t\t\tvar action = _this.get('answerListOpened');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(_this.get('report'), params);\n\t\t\t\t\t}\n\t\t\t\t}));\n\t\t\t},\n\n\t\t\thideAnswerSummary: function hideAnswerSummary() {\n\t\t\t\tthis.unloadAnswerSummary();\n\n\t\t\t\tthis.set('answerSummary', null);\n\n\t\t\t\tvar action = this.get('answerListClosed');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/reports/curriculum-timeline-report', ['exports', 'moment', 'activity-tools/templates/components/reports/curriculum-timeline-report'], function (exports, _moment, _curriculumTimelineReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _curriculumTimelineReport.default,\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\tcurriculumId: null,\n\t\tcurriculumStructureId: null,\n\n\t\treport: null,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.set('presetRanges', {\n\t\t\t\t\"Since Monday\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(2, 'days').weekday(1),\n\t\t\t\t\tend: (0, _moment.default)().startOf('day')\n\t\t\t\t},\n\t\t\t\t\"Last 2 Weeks\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(14, 'days'),\n\t\t\t\t\tend: (0, _moment.default)().startOf('day')\n\t\t\t\t},\n\t\t\t\t\"Last 3 Months\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(3, 'months'),\n\t\t\t\t\tend: (0, _moment.default)().startOf('day')\n\t\t\t\t},\n\t\t\t\t\"Since The Start Of This Year\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').startOf('year'),\n\t\t\t\t\tend: (0, _moment.default)().startOf('day')\n\t\t\t\t}\n\t\t\t});\n\t\t\tthis._curriculum();\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.reloadReport();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.unloadReport();\n\t\t},\n\n\t\treloadReport: Ember.observer('modelType', 'modelId', 'curriculumId', 'curriculumStructureId', 'start', 'end', function () {\n\t\t\tvar p = this.getProperties('modelType', 'modelId', 'curriculumId', 'curriculumStructureId', 'start', 'end');\n\t\t\tif (!p.modelType || !p.modelId || !p.curriculumId) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tEmber.run.once(this, this.loadReport, p.modelType, p.modelId, p.curriculumId, p.curriculumStructureId, p.start, p.end);\n\t\t}),\n\n\t\tloadReport: function loadReport(modelType, modelId, curriculumId, curriculumStructureId, start, end) {\n\t\t\tthis.unloadReport();\n\n\t\t\tif (!modelType || !modelId || !curriculumId) {\n\t\t\t\tthis.set('report', null);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar reportParams = {\n\t\t\t\tperiod: 'auto',\n\t\t\t\tcurriculum: curriculumId\n\t\t\t};\n\t\t\tif (curriculumStructureId) {\n\t\t\t\treportParams['curriculum-structure'] = curriculumStructureId;\n\t\t\t}\n\t\t\treportParams[modelType] = modelId;\n\t\t\tif (start) {\n\t\t\t\treportParams['start'] = (0, _moment.default)(start).format('YYYY-MM-DD');\n\t\t\t}\n\t\t\tif (end) {\n\t\t\t\treportParams['end'] = (0, _moment.default)(end).add(1, 'days').format('YYYY-MM-DD');\n\t\t\t}\n\n\t\t\tthis.get('loading').promise(this.get('store').queryRecord('periodic-report', reportParams).then(function (report) {\n\t\t\t\tthis.set('report', report);\n\t\t\t}.bind(this)));\n\t\t},\n\n\t\tunloadReport: function unloadReport() {\n\t\t\tthis.unloadAnswerSummary();\n\n\t\t\tvar report = this.get('report');\n\t\t\tif (!report) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\treport.unloadRecord();\n\t\t},\n\n\t\tunloadAnswerSummary: function unloadAnswerSummary() {\n\t\t\tvar answerSummary = this.get('answerSummary');\n\t\t\tif (!answerSummary) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tanswerSummary.unloadRecord();\n\t\t\tthis.set('answerSummary', null);\n\t\t},\n\n\t\tdataColumnWidth: Ember.computed('report.dataPoints.length', function () {\n\t\t\treturn Math.max(2, Math.min(4, Math.round(4 / (this.get('report.dataPoints.length') / 6))));\n\t\t}),\n\n\t\t_curriculum: Ember.observer('curriculumId', function () {\n\t\t\tvar id = this.get('curriculumId');\n\t\t\tif (!id) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn this.get('store').findRecord('curriculum', id).then(function (curriculum) {\n\t\t\t\tthis.set('curriculum', curriculum);\n\t\t\t}.bind(this));\n\t\t}),\n\n\t\tcurriculumStructure: Ember.computed('curriculumStructureId', 'curriculum.children.length', function () {\n\t\t\tvar id = this.get('curriculumStructureId');\n\t\t\tif (!id) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tif (!this.get('curriculum.children.length')) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn this.get('store').peekRecord('curriculumStructure', id);\n\t\t}),\n\n\t\tactions: {\n\t\t\t// curriculum id changed\n\t\t\tcurriculumSelected: function curriculumSelected(i, curriculum) {\n\t\t\t\tthis.setProperties({\n\t\t\t\t\tcurriculumId: curriculum.get('id'),\n\t\t\t\t\tcurriculumStructureId: null\n\t\t\t\t});\n\t\t\t},\n\n\t\t\tcurriculumStructureSelected: function curriculumStructureSelected(curriculumStructureProxies) {\n\t\t\t\tthis.set('curriculumStructureId', curriculumStructureProxies.get('length') ? curriculumStructureProxies.get('firstObject.id') : null);\n\t\t\t},\n\n\t\t\tcellClicked: function cellClicked(cellData, dataPoint, series) {\n\t\t\t\tvar params = this.get('report').getParamsWith(series, dataPoint);\n\t\t\t\tvar _this = this;\n\t\t\t\tthis.get('loading').promise(this.get('store').queryRecord('answer-summary', params).then(function (answerSummary) {\n\t\t\t\t\t_this.set('answerSummary', answerSummary);\n\n\t\t\t\t\tvar action = _this.get('answerListOpened');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(_this.get('report'), params);\n\t\t\t\t\t}\n\t\t\t\t}));\n\t\t\t},\n\n\t\t\thideAnswerSummary: function hideAnswerSummary() {\n\t\t\t\tthis.unloadAnswerSummary();\n\n\t\t\t\tthis.set('answerSummary', null);\n\n\t\t\t\tvar action = this.get('answerListClosed');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/reports/curriculum-tree-report', ['exports', 'moment', 'activity-tools/templates/components/reports/curriculum-tree-report'], function (exports, _moment, _curriculumTreeReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _curriculumTreeReport.default,\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\treport: null,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.set('presetRanges', {\n\t\t\t\t\"All Time\": {\n\t\t\t\t\tdefault: true\n\t\t\t\t},\n\t\t\t\t\"Today\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day'),\n\t\t\t\t\tend: (0, _moment.default)().startOf('day')\n\t\t\t\t},\n\t\t\t\t\"Yesterday\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(1, 'days'),\n\t\t\t\t\tend: (0, _moment.default)().startOf('day').subtract(1, 'days')\n\t\t\t\t},\n\t\t\t\t\"Since Monday\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(2, 'days').weekday(1)\n\t\t\t\t},\n\t\t\t\t\"Last 2 Weeks\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(14, 'days')\n\t\t\t\t},\n\t\t\t\t\"Last 4 Weeks\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(28, 'days')\n\t\t\t\t},\n\t\t\t\t\"Since The Start Of This Year\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').startOf('year')\n\t\t\t\t}\n\t\t\t});\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.reloadReport();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.unloadReport();\n\t\t},\n\n\t\treloadReport: Ember.observer('user', 'curriculumId', 'start', 'end', function () {\n\t\t\tvar userId = this.get('user.id');\n\t\t\tvar p = this.getProperties('curriculumId', 'start', 'end');\n\t\t\tif (!p.curriculumId) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tEmber.run.once(this, this.loadReport, userId, p.curriculumId, p.start, p.end);\n\t\t}),\n\n\t\tloadReport: function loadReport(userId, curriculumId, start, end) {\n\t\t\tthis.unloadReport();\n\n\t\t\tif (!userId || !curriculumId) {\n\t\t\t\tthis.set('report', null);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar reportParams = {\n\t\t\t\tcurriculum: curriculumId,\n\t\t\t\tuser: userId\n\t\t\t};\n\t\t\tif (start) {\n\t\t\t\treportParams['start'] = (0, _moment.default)(start).format('YYYY-MM-DD');\n\t\t\t}\n\t\t\tif (end) {\n\t\t\t\treportParams['end'] = (0, _moment.default)(end).add(1, 'days').format('YYYY-MM-DD');\n\t\t\t}\n\n\t\t\tthis.get('loading').promise(Ember.RSVP.hash({\n\t\t\t\treport: this.get('store').queryRecord('curriculum-tree-report', reportParams),\n\t\t\t\tcurriculum: this.get('store').findRecord('curriculum', curriculumId).then(function (curriculum) {\n\t\t\t\t\treturn curriculum.get('children');\n\t\t\t\t})\n\t\t\t}).then(function (h) {\n\t\t\t\tthis.set('report', h.report);\n\t\t\t}.bind(this)));\n\t\t},\n\n\t\tunloadReport: function unloadReport() {\n\t\t\tthis.unloadAnswerSummary();\n\n\t\t\tvar report = this.get('report');\n\t\t\tif (!report) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\treport.unloadRecord();\n\t\t},\n\n\t\tunloadAnswerSummary: function unloadAnswerSummary() {\n\t\t\tvar answerSummary = this.get('answerSummary');\n\t\t\tif (!answerSummary) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tanswerSummary.unloadRecord();\n\t\t\tthis.set('answerSummary', null);\n\t\t},\n\n\t\tactions: {\n\t\t\t// curriculum id changed\n\t\t\tcurriculumSelected: function curriculumSelected(i, curriculum) {\n\t\t\t\tthis.set('curriculumId', curriculum.get('id'));\n\t\t\t},\n\n\t\t\trowClicked: function rowClicked(series) {\n\t\t\t\tvar params = this.get('report').getParamsWith(series);\n\t\t\t\tvar _this = this;\n\t\t\t\tthis.get('loading').promise(this.get('store').queryRecord('answer-summary', params).then(function (answerSummary) {\n\t\t\t\t\t_this.set('answerSummary', answerSummary);\n\n\t\t\t\t\tvar action = _this.get('answerListOpened');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(_this.get('report'), params);\n\t\t\t\t\t}\n\t\t\t\t}));\n\t\t\t},\n\n\t\t\thideAnswerSummary: function hideAnswerSummary() {\n\t\t\t\tthis.unloadAnswerSummary();\n\n\t\t\t\tthis.set('answerSummary', null);\n\n\t\t\t\tvar action = this.get('answerListClosed');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/reports/daily-report', ['exports', 'moment', 'activity-tools/templates/components/reports/daily-report'], function (exports, _moment, _dailyReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _dailyReport.default,\n\t\tmodelType: null,\n\t\tmodelId: null,\n\t\tlastNames: false,\n\n\t\tending: 'latest',\n\n\t\treport: null,\n\n\t\tloading: Ember.inject.service(),\n\t\tstore: Ember.inject.service(),\n\t\tconfig: Ember.inject.service(),\n\n\t\tcellReportComponent: 'answer-summary',\n\t\tdescription: \"This report shows students' daily correct answers for work done during a week.\",\n\t\tshowSampleLink: true,\n\t\tshowHelp: false,\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.reloadReport();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.unloadReport();\n\t\t},\n\n\t\treloadReport: Ember.observer('modelType', 'modelId', 'ending', function () {\n\t\t\tvar p = this.getProperties('modelType', 'modelId', 'ending');\n\t\t\tif (!p.modelType || !p.modelId || !p.ending) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tEmber.run.once(this, this.loadReport, p.modelType, p.modelId, p.ending);\n\t\t}),\n\n\t\tloadReport: function loadReport(modelType, modelId, ending) {\n\t\t\tthis.unloadReport();\n\n\t\t\tif (!modelType || !modelId) {\n\t\t\t\tthis.set('report', null);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar reportParams = {\n\t\t\t\tperiod: 'day',\n\t\t\t\tcount: 'week',\n\t\t\t\tend: ending\n\t\t\t};\n\t\t\treportParams[modelType] = modelId;\n\n\t\t\tthis.get('loading').promise(this.get('store').queryRecord('periodic-report', reportParams).then(function (report) {\n\t\t\t\tthis.setProperties({\n\t\t\t\t\treport: report\n\t\t\t\t});\n\t\t\t}.bind(this)));\n\t\t},\n\n\t\tunloadReport: function unloadReport() {\n\t\t\tthis.unloadAnswerSummary();\n\n\t\t\tvar report = this.get('report');\n\t\t\tif (!report) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\treport.unloadRecord();\n\t\t},\n\n\t\tunloadAnswerSummary: function unloadAnswerSummary() {\n\t\t\tvar answerSummary = this.get('answerSummary');\n\t\t\tif (!answerSummary) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tanswerSummary.unloadRecord();\n\t\t\tthis.set('answerSummary', null);\n\t\t},\n\n\t\tchangeEnding: function changeEnding(direction) {\n\t\t\tvar ending = this.get('report.meta.end');\n\t\t\tvar m = (0, _moment.default)(ending);\n\t\t\tm = m.add(Math.sign(direction) * 7, 'days');\n\t\t\tthis.set('ending', m.format('YYYY-MM-DD'));\n\t\t},\n\n\t\tinclusiveEnd: Ember.computed('report.meta.end', function () {\n\t\t\tvar end = this.get('report.meta.end');\n\t\t\tif (!end) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn (0, _moment.default)(end).subtract(1, 'days');\n\t\t}),\n\n\t\tcellFocussed: function cellFocussed(params) {\n\t\t\tthis.get('loading').promise(this.getCellReport(params)).then(function (cellReport) {\n\t\t\t\tthis.set('cellReport', cellReport);\n\n\t\t\t\tvar action = this.get('cellReportOpened');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(this.get('report'), params);\n\t\t\t\t}\n\t\t\t\t// deprecated\n\t\t\t\taction = this.get('answerListOpened');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(this.get('report'), params);\n\t\t\t\t}\n\t\t\t}.bind(this));\n\t\t},\n\n\t\tgetCellReport: function getCellReport(params) {\n\t\t\treturn this.get('store').queryRecord('answer-summary', params);\n\t\t},\n\n\t\tcellBlurred: function cellBlurred() {\n\t\t\tthis.set('cellReport', null);\n\t\t\tvar action = this.get('answerListClosed');\n\t\t\tif (action) {\n\t\t\t\taction();\n\t\t\t}\n\t\t\t// deprecated\n\t\t\taction = this.get('answerListClosed');\n\t\t\tif (action) {\n\t\t\t\taction();\n\t\t\t}\n\t\t\tthis.unloadCellReport();\n\t\t},\n\n\t\tunloadCellReport: function unloadCellReport() {\n\t\t\tthis.unloadAnswerSummary();\n\t\t},\n\n\t\tactions: {\n\t\t\tearlier: function earlier() {\n\t\t\t\tthis.changeEnding(-1);\n\t\t\t},\n\t\t\tlater: function later() {\n\t\t\t\tif (this.get('report.meta.latest')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tthis.changeEnding(1);\n\t\t\t},\n\t\t\tlatest: function latest() {\n\t\t\t\tthis.set('ending', 'latest');\n\t\t\t},\n\n\t\t\tcellFocussed: function cellFocussed(cellData, dataPoint, series) {\n\t\t\t\tvar params = this.get('report').getParamsWith(series, dataPoint);\n\t\t\t\tthis.cellFocussed(params, cellData, dataPoint, series);\n\t\t\t},\n\n\t\t\tcellBlurred: function cellBlurred() {\n\t\t\t\tthis.cellBlurred();\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/reports/snapshot-report', ['exports', 'moment', 'activity-tools/templates/components/reports/snapshot-report'], function (exports, _moment, _snapshotReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tclassNames: ['snapshot-report'],\n\n\t\tlayout: _snapshotReport.default,\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\treport: null,\n\t\trowReportComponent: 'answer-summary',\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.set('presetRanges', {\n\t\t\t\t\"All Time\": {\n\t\t\t\t\tdefault: true\n\t\t\t\t},\n\t\t\t\t\"Last Week\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').subtract(1, 'days').weekday(0).subtract(7, 'days'),\n\t\t\t\t\tend: (0, _moment.default)().startOf('day').subtract(1, 'days').weekday(0)\n\t\t\t\t},\n\t\t\t\t\"Since The Start Of This Year\": {\n\t\t\t\t\tstart: (0, _moment.default)().startOf('day').startOf('year'),\n\t\t\t\t\tend: (0, _moment.default)().startOf('day')\n\t\t\t\t}\n\t\t\t});\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.reloadReport();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.unloadReport();\n\t\t},\n\n\t\treloadReport: Ember.observer('modelType', 'modelId', 'start', 'end', function () {\n\t\t\tvar p = this.getProperties('modelType', 'modelId', 'start', 'end');\n\t\t\tif (!p.modelType || !p.modelId) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tEmber.run.once(this, this.loadReport, p.modelType, p.modelId, p.start, p.end);\n\t\t}),\n\n\t\tloadReport: function loadReport(modelType, modelId, start, end) {\n\t\t\tthis.unloadReport();\n\n\t\t\tif (!modelType || !modelId) {\n\t\t\t\tthis.set('report', null);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar reportParams = {};\n\t\t\treportParams[modelType] = modelId;\n\t\t\tif (start) {\n\t\t\t\treportParams['start'] = (0, _moment.default)(start).format('YYYY-MM-DD');\n\t\t\t}\n\t\t\tif (end) {\n\t\t\t\treportParams['end'] = (0, _moment.default)(end).add(1, 'days').format('YYYY-MM-DD');\n\t\t\t}\n\n\t\t\tthis.get('loading').promise(this.get('store').queryRecord('snapshot-report', reportParams).then(function (report) {\n\t\t\t\tthis.set('report', report);\n\t\t\t}.bind(this)));\n\t\t},\n\n\t\tunloadReport: function unloadReport() {\n\t\t\tthis.unloadRowReport();\n\t\t\tthis.set('rowReport', null);\n\n\t\t\tvar report = this.get('report');\n\t\t\tif (!report) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\treport.unloadRecord();\n\t\t},\n\n\t\tloadRowReport: function loadRowReport(params) {\n\t\t\treturn this.get('store').queryRecord('answer-summary', params);\n\t\t},\n\n\t\tunloadRowReport: function unloadRowReport() {\n\t\t\tvar rowReport = this.get('rowReport');\n\t\t\tif (!rowReport) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\trowReport.unloadRecord();\n\t\t},\n\n\t\tactions: {\n\t\t\trowClicked: function rowClicked(series) {\n\t\t\t\tif (!series.get('hasActivity')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tvar params = this.get('report').getParamsWith(series);\n\t\t\t\tthis.get('loading').promise(this.loadRowReport(params, series)).then(function (rowReport) {\n\t\t\t\t\tthis.set('rowReport', rowReport);\n\t\t\t\t\tvar action = this.get('rowReportOpened');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(this.get('report'), params);\n\t\t\t\t\t}\n\t\t\t\t\t// deprecated\n\t\t\t\t\taction = this.get('answerListOpened');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(this.get('report'), params);\n\t\t\t\t\t}\n\t\t\t\t}.bind(this));\n\t\t\t},\n\n\t\t\tcloseRowReport: function closeRowReport() {\n\t\t\t\tthis.unloadRowReport();\n\t\t\t\tthis.set('rowReport', null);\n\t\t\t\tvar action = this.get('answerListClosed');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t\t// deprecated\n\t\t\t\taction = this.get('answerListClosed');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/reports/weekly-report', ['exports', 'moment', 'activity-tools/templates/components/reports/weekly-report'], function (exports, _moment, _weeklyReport) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar columnWidth = 140;\n\n\texports.default = Ember.Component.extend({\n\t\tlayout: _weeklyReport.default,\n\t\tmodelType: null,\n\t\tmodelId: null,\n\t\tlastNames: false,\n\n\t\tweeks: null,\n\t\tending: 'latest',\n\n\t\treport: null,\n\n\t\tconfig: Ember.inject.service(),\n\t\tstore: Ember.inject.service(),\n\t\tloading: Ember.inject.service(),\n\n\t\ttableWidth: null,\n\n\t\tcellReportComponent: 'answer-summary',\n\t\tdescription: \"This report shows students' total correct answers for work done during the week.\",\n\t\tshowSampleLink: true,\n\t\tshowHelp: false,\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis._onWidthChange();\n\t\t\tthis.reloadReport();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.unloadReport();\n\t\t},\n\n\t\t_onWidthChange: Ember.observer('tableWidth', function () {\n\t\t\tif (!this.get('tableWidth')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.set('weeks', Math.max(1, Math.floor(this.get('tableWidth') / columnWidth - 1)));\n\t\t}),\n\n\t\trealWeeks: Ember.computed.alias('report.dataPoints.length'),\n\n\t\trealColumnWidth: Ember.computed('tableWidth', 'realWeeks', function () {\n\t\t\treturn this.get('tableWidth') / ((this.get('realWeeks') || 0) + 1);\n\t\t}),\n\n\t\treloadReport: Ember.observer('modelType', 'modelId', 'ending', 'weeks', function () {\n\t\t\tvar p = this.getProperties('modelType', 'modelId', 'ending', 'weeks');\n\t\t\tif (!p.modelType || !p.modelId || !p.ending || !p.weeks) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tEmber.run.once(this, this.loadReport, p.modelType, p.modelId, p.ending, p.weeks);\n\t\t}),\n\n\t\tloadReport: function loadReport(modelType, modelId, ending, weeks) {\n\t\t\tthis.unloadReport();\n\n\t\t\tif (!modelType || !modelId) {\n\t\t\t\tthis.set('report', null);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar reportParams = {\n\t\t\t\tperiod: 'week',\n\t\t\t\tcount: weeks,\n\t\t\t\tend: ending\n\t\t\t};\n\t\t\treportParams[modelType] = modelId;\n\n\t\t\tthis.get('loading').promise(this.get('store').queryRecord('periodic-report', reportParams).then(function (report) {\n\t\t\t\tthis.setProperties({\n\t\t\t\t\treport: report\n\t\t\t\t});\n\t\t\t}.bind(this)));\n\t\t},\n\n\t\tunloadReport: function unloadReport() {\n\t\t\tthis.unloadAnswerSummary();\n\n\t\t\tvar report = this.get('report');\n\t\t\tif (!report) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\treport.unloadRecord();\n\t\t},\n\n\t\tunloadAnswerSummary: function unloadAnswerSummary() {\n\t\t\tvar answerSummary = this.get('answerSummary');\n\t\t\tif (!answerSummary) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tanswerSummary.unloadRecord();\n\t\t\tthis.set('answerSummary', null);\n\t\t},\n\n\t\tchangeEnding: function changeEnding(days) {\n\t\t\tvar ending = this.get('report.meta.end');\n\t\t\tvar m = (0, _moment.default)(ending);\n\t\t\tif (days > 0) {\n\t\t\t\tm = m.add(days, 'days');\n\t\t\t} else {\n\t\t\t\tm = m.subtract(-days, 'days');\n\t\t\t}\n\t\t\tthis.set('ending', m.format('YYYY-MM-DD'));\n\t\t},\n\n\t\tmostRecentMessageStyle: Ember.computed('realColumnWidth', function () {\n\t\t\treturn Ember.String.htmlSafe('width:' + this.get('realColumnWidth') + 'px;');\n\t\t}),\n\n\t\tinclusiveEnd: Ember.computed('report.meta.end', function () {\n\t\t\tvar end = this.get('report.meta.end');\n\t\t\tif (!end) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn (0, _moment.default)(end).subtract(1, 'days');\n\t\t}),\n\n\t\tcellFocussed: function cellFocussed(params) {\n\t\t\tthis.get('loading').promise(this.getCellReport(params)).then(function (cellReport) {\n\t\t\t\tthis.set('cellReport', cellReport);\n\n\t\t\t\tvar action = this.get('cellReportOpened');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(this.get('report'), params);\n\t\t\t\t}\n\t\t\t\t// deprecated\n\t\t\t\taction = this.get('answerListOpened');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(this.get('report'), params);\n\t\t\t\t}\n\t\t\t}.bind(this));\n\t\t},\n\n\t\tgetCellReport: function getCellReport(params) {\n\t\t\treturn this.get('store').queryRecord('answer-summary', params);\n\t\t},\n\n\t\tcellBlurred: function cellBlurred() {\n\t\t\tthis.set('cellReport', null);\n\t\t\tvar action = this.get('answerListClosed');\n\t\t\tif (action) {\n\t\t\t\taction();\n\t\t\t}\n\t\t\t// deprecated\n\t\t\taction = this.get('answerListClosed');\n\t\t\tif (action) {\n\t\t\t\taction();\n\t\t\t}\n\t\t\tthis.unloadCellReport();\n\t\t},\n\n\t\tunloadCellReport: function unloadCellReport() {\n\t\t\tthis.unloadAnswerSummary();\n\t\t},\n\n\t\tactions: {\n\t\t\tearlier: function earlier() {\n\t\t\t\tif (this.get('realWeeks')) {\n\t\t\t\t\tthis.changeEnding(-this.get('realWeeks') * 7);\n\t\t\t\t}\n\t\t\t},\n\t\t\tlater: function later() {\n\t\t\t\tif (this.get('report.meta.latest')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (this.get('realWeeks')) {\n\t\t\t\t\tthis.changeEnding(this.get('realWeeks') * 7);\n\t\t\t\t}\n\t\t\t},\n\t\t\tlatest: function latest() {\n\t\t\t\tthis.set('ending', 'latest');\n\t\t\t},\n\t\t\tsizeChanged: function sizeChanged(width) {\n\t\t\t\tthis.set('tableWidth', width);\n\t\t\t},\n\n\t\t\tcellFocussed: function cellFocussed(cellData, dataPoint, series) {\n\t\t\t\tvar params = this.get('report').getParamsWith(series, dataPoint);\n\t\t\t\tthis.cellFocussed(params, cellData, dataPoint, series);\n\t\t\t},\n\n\t\t\tcellBlurred: function cellBlurred() {\n\t\t\t\tthis.cellBlurred();\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/strengths-report-item-renderer', ['exports', 'activity-tools/components/report-item-renderer', 'activity-tools/templates/components/strengths-report-item-renderer'], function (exports, _reportItemRenderer, _strengthsReportItemRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _reportItemRenderer.default.extend({\n\t\tlayout: _strengthsReportItemRenderer.default,\n\t\tclassNames: ['centered strengths-report-item-renderer'],\n\t\tclassNameBindings: ['report:has-activity'],\n\t\tstore: Ember.inject.service(),\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.getReport();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.unloadReport();\n\t\t},\n\n\t\tgetReport: Ember.observer('cellData', function () {\n\t\t\tthis.unloadReport();\n\n\t\t\tvar d = this.get('cellData');\n\t\t\tif (!d) {\n\t\t\t\tthis.set('report', null);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tvar store = this.get('store');\n\t\t\tstore.pushPayload('report', {\n\t\t\t\treport: d\n\t\t\t});\n\n\t\t\tthis.set('report', store.peekRecord('report', d.id));\n\t\t}),\n\n\t\tunloadReport: function unloadReport() {\n\t\t\tvar report = this.get('report');\n\t\t\tif (!report) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\treport.unloadRecord();\n\t\t},\n\n\t\tclicked: function clicked() {\n\t\t\t// disable the click on this cell in favour of the cells in the sub-reports\n\t\t},\n\n\t\tactions: {\n\t\t\trowClicked: function rowClicked(innerSerie) {\n\t\t\t\tvar action = this.get('table.innerRowClicked');\n\t\t\t\tif (action) {\n\t\t\t\t\taction(innerSerie, this.get('data'));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('activity-tools/components/user-report-view', ['exports', 'activity-tools/components/report-view'], function (exports, _reportView) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _reportView.default.extend({\n\t\tstore: Ember.inject.service(),\n\n\t\tlastNames: false,\n\n\t\tdataColumnWidth: 2,\n\t\tdataItemRenderer: 'correct-days-worked-report-item-renderer',\n\t\tdataHeaderRenderer: 'report-header-renderer',\n\n\t\tgetLabelColumns: function getLabelColumns() {\n\t\t\tif (this.get('lastNames')) {\n\t\t\t\treturn [{\n\t\t\t\t\theader: 'First',\n\t\t\t\t\tproperty: 'labels.firstObject',\n\t\t\t\t\tsort: function sort(a, b) {\n\t\t\t\t\t\tvar aFirst = (a.get('labels.firstObject') || '').toLowerCase(),\n\t\t\t\t\t\t    bFirst = (b.get('labels.firstObject') || '').toLowerCase();\n\t\t\t\t\t\tvar aLast = (a.get('labels.lastObject') || '').toLowerCase(),\n\t\t\t\t\t\t    bLast = (b.get('labels.lastObject') || '').toLowerCase();\n\t\t\t\t\t\treturn aFirst === bFirst ? aLast < bLast ? -1 : 1 : aFirst < bFirst ? -1 : 1;\n\t\t\t\t\t},\n\t\t\t\t\twidth: 1\n\t\t\t\t}, {\n\t\t\t\t\theader: 'Last',\n\t\t\t\t\tproperty: 'labels.lastObject',\n\t\t\t\t\tsort: function sort(a, b) {\n\t\t\t\t\t\tvar aFirst = (a.get('labels.firstObject') || '').toLowerCase(),\n\t\t\t\t\t\t    bFirst = (b.get('labels.firstObject') || '').toLowerCase();\n\t\t\t\t\t\tvar aLast = (a.get('labels.lastObject') || '').toLowerCase(),\n\t\t\t\t\t\t    bLast = (b.get('labels.lastObject') || '').toLowerCase();\n\t\t\t\t\t\treturn aLast === bLast ? aFirst < bFirst ? -1 : 1 : aLast < bLast ? -1 : 1;\n\t\t\t\t\t},\n\t\t\t\t\twidth: 1\n\t\t\t\t}];\n\t\t\t} else {\n\t\t\t\treturn [{\n\t\t\t\t\theader: 'Name',\n\t\t\t\t\tproperty: 'labels.firstObject',\n\t\t\t\t\twidth: 2\n\t\t\t\t}];\n\t\t\t}\n\t\t},\n\n\t\tdataSort: function dataSort(dataPoint) {\n\t\t\tvar p = this.get('dataSortProperty');\n\t\t\tvar property = 'dataPoints.' + dataPoint.get('name') + (p ? '.' + p : '');;\n\t\t\treturn function (a, b) {\n\t\t\t\tvar aVal = a.get(property);\n\t\t\t\tvar bVal = b.get(property);\n\t\t\t\tif (aVal && aVal.hasOwnProperty('value')) {\n\t\t\t\t\taVal = aVal.value;\n\t\t\t\t}\n\t\t\t\tif (bVal && bVal.hasOwnProperty('value')) {\n\t\t\t\t\tbVal = bVal.value;\n\t\t\t\t}\n\t\t\t\tif (aVal == null && bVal == null) {\n\t\t\t\t\taVal = (a.get('user.name') || '').toLowerCase();\n\t\t\t\t\tbVal = (b.get('user.name') || '').toLowerCase();\n\t\t\t\t}\n\t\t\t\tif (aVal == null) {\n\t\t\t\t\treturn -1;\n\t\t\t\t} else if (bVal == null) {\n\t\t\t\t\treturn 1;\n\t\t\t\t}\n\t\t\t\treturn aVal < bVal ? -1 : 1;\n\t\t\t};\n\t\t}\n\t});\n});","define('activity-tools/components/week-value-widget', ['exports', 'activity-tools/templates/components/week-value-widget'], function (exports, _weekValueWidget) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _weekValueWidget.default,\n\t\tclassNames: ['wvw'],\n\t\theaderClass: '',\n\t\tbarBoxClass: '',\n\t\tbarClass: '',\n\t\tvalueClass: ''\n\t});\n});","define('activity-tools/mixins/route-mixin', ['exports', 'moment'], function (exports, _moment) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Mixin.create({\n\t\tbuildParamsModel: function buildParamsModel(params, options) {\n\t\t\tvar store = this.get('store');\n\n\t\t\tvar model = {};\n\n\t\t\tvar _this = this;\n\t\t\treturn new Ember.RSVP.Promise(function (resolve) {\n\t\t\t\tif (params.hasOwnProperty('start')) {\n\t\t\t\t\toptions.start = options.start || {};\n\t\t\t\t\tif (options.start.required && !params.start || params.start && !(0, _moment.default)(params.start).isValid()) {\n\t\t\t\t\t\tmodel.start = options.start.default || (options.start.required ? (0, _moment.default)().startOf('day').format('YYYY-MM-DD') : null);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (params.hasOwnProperty('end')) {\n\t\t\t\t\toptions.end = options.end || {};\n\t\t\t\t\tif (options.end.required && !params.end || params.end && !(0, _moment.default)(params.end).isValid()) {\n\t\t\t\t\t\tmodel.end = options.end.default || (options.end.required ? (0, _moment.default)().startOf('day').format('YYYY-MM-DD') : null);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (options.curricula && options.curricula.required || params.hasOwnProperty('curriculumId')) {\n\t\t\t\t\t_this.get('session.user').then(function (auth) {\n\n\t\t\t\t\t\tauth.get('curricula').then(function (curricula) {\n\t\t\t\t\t\t\tif (options.curricula && options.curricula.required) {\n\t\t\t\t\t\t\t\tmodel.curricula = curricula;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (params.hasOwnProperty('curriculumId')) {\n\t\t\t\t\t\t\t\t// override the currciulumId if it is not a real id or for a curriculum that the user doesn't have access to\n\t\t\t\t\t\t\t\tvar curriculumId = params.curriculumId;\n\t\t\t\t\t\t\t\tif (curriculumId) {\n\t\t\t\t\t\t\t\t\tvar curriculum = curricula.toArray().find(function (curriculum) {\n\t\t\t\t\t\t\t\t\t\treturn String(curriculum.get('id')) === String(curriculumId);\n\t\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\t\tif (!curriculum) {\n\t\t\t\t\t\t\t\t\t\tcurriculumId = null;\n\t\t\t\t\t\t\t\t\t\t// clear the invalid curriculum id in the params model just in the 'required' option is not enabled\n\t\t\t\t\t\t\t\t\t\tmodel.curriculumId = null;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (!curriculumId && options.curriculumId && options.curriculumId.required) {\n\t\t\t\t\t\t\t\t\tmodel.curriculumId = curricula.get('firstObject.id');\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tif (params.hasOwnProperty('curriculumStructureId')) {\n\t\t\t\t\t\t\t\t\t// clear the curriculumStructureId if it is set to one that isn't a structure inside the selected curriculum\n\t\t\t\t\t\t\t\t\tcurriculumId = model.curriculumId || params.curriculumId;\n\t\t\t\t\t\t\t\t\tstore.peekRecord('curriculum', curriculumId).get('children').then(function (curriculumStructures) {\n\n\t\t\t\t\t\t\t\t\t\tvar curriculumStructureId = params.curriculumStructureId;\n\t\t\t\t\t\t\t\t\t\tif (curriculumStructureId) {\n\t\t\t\t\t\t\t\t\t\t\tvar curriculumStructure = store.peekRecord('curriculum-structure', curriculumStructureId);\n\t\t\t\t\t\t\t\t\t\t\tif (!curriculumStructure || String(curriculumStructure.belongsTo('curriculum').id()) !== String(curriculumId)) {\n\t\t\t\t\t\t\t\t\t\t\t\tcurriculumStructureId = null;\n\t\t\t\t\t\t\t\t\t\t\t\t// clear the invalid curriculum structure id in the params model just in the 'required' option is not enabled\n\t\t\t\t\t\t\t\t\t\t\t\tmodel.curriculumStructureId = null;\n\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tif (!curriculumStructureId && options.curriculumStructureId && options.curriculumStructureId.required) {\n\t\t\t\t\t\t\t\t\t\t\tmodel.curriculumStructureId = curriculumStructures.get('firstObject.id');\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tresolve(model);\n\t\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tresolve(model);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tresolve(model);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t});\n\t\t\t\t\t});\n\t\t\t\t} else {\n\t\t\t\t\tresolve(model);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t});\n});","define(\"activity-tools/templates/components/answer-count-report-item-renderer\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"Gx9Oq7s0\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[6,\\\"div\\\"],[9,\\\"class\\\",\\\"cell-content report-item-renderer\\\"],[7],[0,\\\"\\\\n\\\\t\\\"],[1,[18,\\\"cellData\\\"],false],[0,\\\"\\\\n\\\"],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"activity-tools/templates/components/answer-count-report-item-renderer.hbs\" } });\n});","define(\"activity-tools/templates/components/answer-stats-report-item-renderer\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"fYdeuVBW\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"cellData\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"cell-content answer-stats-report-item-renderer\\\"],[7],[0,\\\"\\\\n\\\\t\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"answer-count\\\"],[7],[0,\\\"\\\\n\\\\t\\\\t\\\\t\\\"],[1,[18,\\\"correct\\\"],false],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"glyphicon glyphicon-ok\\\"],[7],[8],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"incorrect\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\"],[1,[18,\\\"incorrect\\\"],false],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"glyphicon 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instanceof Constructor)) {\n\t\t\tthrow new TypeError(\"Cannot call a class as a function\");\n\t\t}\n\t}\n\n\tvar _createClass = function () {\n\t\tfunction defineProperties(target, props) {\n\t\t\tfor (var i = 0; i < props.length; i++) {\n\t\t\t\tvar descriptor = props[i];\n\t\t\t\tdescriptor.enumerable = descriptor.enumerable || false;\n\t\t\t\tdescriptor.configurable = true;\n\t\t\t\tif (\"value\" in descriptor) descriptor.writable = true;\n\t\t\t\tObject.defineProperty(target, descriptor.key, descriptor);\n\t\t\t}\n\t\t}\n\n\t\treturn function (Constructor, protoProps, staticProps) {\n\t\t\tif (protoProps) defineProperties(Constructor.prototype, protoProps);\n\t\t\tif (staticProps) defineProperties(Constructor, staticProps);\n\t\t\treturn Constructor;\n\t\t};\n\t}();\n\n\tvar AudioBag = function () {\n\t\tfunction AudioBag(tracks) {\n\t\t\t_classCallCheck(this, AudioBag);\n\n\t\t\tthis._trackLoaded = this._trackLoaded.bind(this);\n\t\t\tthis._trackLoadError = 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TrackClass;\n\t\t\tthis.extensions = extensions;\n\t\t}\n\n\t\t// Select best format\n\n\n\t\t_createClass(Engine, [{\n\t\t\tkey: 'load',\n\t\t\tvalue: function load(map) {\n\t\t\t\tmap = map || {};\n\t\t\t\tvar name, filesByExtension, i;\n\t\t\t\t// sort out preferred format\n\t\t\t\tsound: for (name in map) {\n\t\t\t\t\t// ensure files is array\n\t\t\t\t\tmap[name] = [].concat(map[name]);\n\t\t\t\t\tfilesByExtension = {};\n\t\t\t\t\tfor (i = 0; i < map[name].length; i++) {\n\t\t\t\t\t\tfilesByExtension[String(map[name][i].substr(map[name][i].lastIndexOf('.') + 1)).toLowerCase()] = map[name][i];\n\t\t\t\t\t}\n\t\t\t\t\tfor (i = 0; i < this.extensions.length; i++) {\n\t\t\t\t\t\tif (filesByExtension.hasOwnProperty(this.extensions[i])) {\n\t\t\t\t\t\t\tmap[name] = filesByExtension[this.extensions[i]];\n\t\t\t\t\t\t\tcontinue sound;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t// if no goo sound type was provided, we must reject\n\t\t\t\t\treturn Ember.RSVP.reject(\"The track '\" + name + \"' doesn't include a supported file format (\" + this.extensions.join(', ') + \").\");\n\t\t\t\t}\n\t\t\t\treturn this.getAudioBag(map);\n\t\t\t}\n\t\t}, {\n\t\t\tkey: 'getAudioBag',\n\t\t\tvalue: function getAudioBag(map) {\n\t\t\t\tvar tracks = [];\n\t\t\t\tvar keys = Object.keys(map);\n\t\t\t\tif (!keys.length) {\n\t\t\t\t\treturn Ember.RSVP.reject();\n\t\t\t\t}\n\t\t\t\tfor (var i = 0; i < keys.length; i++) {\n\t\t\t\t\tvar track = this.TrackClass.create();\n\t\t\t\t\ttrack.initialise(keys[i], map[keys[i]]);\n\t\t\t\t\ttracks.push(track);\n\t\t\t\t}\n\t\t\t\tvar bag = new _audioBag.default(tracks);\n\t\t\t\treturn bag.whenReady();\n\t\t\t}\n\t\t}]);\n\n\t\treturn Engine;\n\t}();\n\n\texports.default = Engine;\n});","define('audio/html5-audio-channel', ['exports', 'audio/channel'], function (exports, _channel) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _channel.default.extend({\n\t\tinitialise: function initialise(tag) {\n\t\t\tthis._ended = this._ended.bind(this);\n\n\t\t\tthis.isPlaying = false;\n\n\t\t\tthis.tag = tag;\n\t\t\tthis.tag.addEventListener('ended', this._ended);\n\t\t\tvar p = this.tag.play();\n\t\t\tif (p && p.then) {\n\t\t\t\tvar _this = this;\n\t\t\t\tp.catch(function () {\n\t\t\t\t\tthis.isPlaying = false;\n\t\t\t\t}.bind(this));\n\t\t\t\treturn p.then(function () {\n\t\t\t\t\treturn _this;\n\t\t\t\t});\n\t\t\t}\n\t\t\treturn Ember.RSVP.resolve(this);\n\t\t},\n\n\t\t_ended: function _ended() {\n\t\t\tthis.isPlaying = false;\n\t\t\tthis.trigger('ended', this);\n\t\t},\n\n\t\tplaybackRate: function playbackRate(rate) {\n\t\t\tif (typeof rate !== 'number' || rate < 0.5 || rate > 2) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tif (!this.tag.paused && this.tag.currentTime) {\n\t\t\t\t// iOS may need to be paused while changing the playback rate\n\t\t\t\tthis.tag.pause();\n\t\t\t\tthis.tag.playbackRate = rate;\n\t\t\t\tthis.tag.play();\n\t\t\t} else {\n\t\t\t\t// to handle pause at time 0 and pause mid-way through, set both playbackRate and defaultPlaybackRate\n\t\t\t\tthis.tag.defaultPlaybackRate = this.tag.playbackRate = rate;\n\t\t\t}\n\t\t},\n\n\t\tstop: function stop() {\n\t\t\tif (this.isPlaying) {\n\t\t\t\tthis.isPlaying = false;\n\t\t\t\tif (!this.tag.paused) {\n\t\t\t\t\tthis.tag.pause();\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (!this._isBeingDestroyed) {\n\t\t\t\tthis.trigger('stopped', this);\n\t\t\t}\n\t\t},\n\n\t\tdestroy: function destroy() {\n\t\t\tif (this.get('isDestroyed')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis._isBeingDestroyed = true;\n\t\t\tthis.stop();\n\t\t\tif (this.tag) {\n\t\t\t\tthis.tag.removeEventListener('ended', this._ended);\n\t\t\t}\n\t\t\tthis.trigger('destroyed', this);\n\t\t\tthis._super();\n\t\t}\n\t});\n});","define('audio/html5-audio-engine', ['exports', 'audio/engine', 'audio/audio-bag'], function (exports, _engine, _audioBag) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\tfunction _classCallCheck(instance, Constructor) {\n\t\tif (!(instance instanceof Constructor)) {\n\t\t\tthrow new TypeError(\"Cannot call a class as a function\");\n\t\t}\n\t}\n\n\tvar _createClass = function () {\n\t\tfunction defineProperties(target, props) {\n\t\t\tfor (var i = 0; i < props.length; i++) {\n\t\t\t\tvar descriptor = props[i];\n\t\t\t\tdescriptor.enumerable = descriptor.enumerable || false;\n\t\t\t\tdescriptor.configurable = true;\n\t\t\t\tif (\"value\" in descriptor) descriptor.writable = true;\n\t\t\t\tObject.defineProperty(target, descriptor.key, descriptor);\n\t\t\t}\n\t\t}\n\n\t\treturn function (Constructor, protoProps, staticProps) {\n\t\t\tif (protoProps) defineProperties(Constructor.prototype, protoProps);\n\t\t\tif (staticProps) defineProperties(Constructor, staticProps);\n\t\t\treturn Constructor;\n\t\t};\n\t}();\n\n\tfunction _possibleConstructorReturn(self, call) {\n\t\tif (!self) {\n\t\t\tthrow new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n\t\t}\n\n\t\treturn call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n\t}\n\n\tfunction _inherits(subClass, superClass) {\n\t\tif (typeof superClass !== \"function\" && superClass !== null) {\n\t\t\tthrow new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n\t\t}\n\n\t\tsubClass.prototype = Object.create(superClass && superClass.prototype, {\n\t\t\tconstructor: {\n\t\t\t\tvalue: subClass,\n\t\t\t\tenumerable: false,\n\t\t\t\twritable: true,\n\t\t\t\tconfigurable: true\n\t\t\t}\n\t\t});\n\t\tif (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass;\n\t}\n\n\tvar HTML5AudioEngine = function (_Engine) {\n\t\t_inherits(HTML5AudioEngine, _Engine);\n\n\t\tfunction HTML5AudioEngine(TrackClass, extensions) {\n\t\t\t_classCallCheck(this, HTML5AudioEngine);\n\n\t\t\tvar _this = _possibleConstructorReturn(this, (HTML5AudioEngine.__proto__ || Object.getPrototypeOf(HTML5AudioEngine)).call(this, TrackClass, extensions));\n\n\t\t\t_this.tagContainer = document.createElement('div');\n\t\t\t_this.tagContainer.style.position = 'absolute';\n\t\t\t_this.tagContainer.style.left = '-10000px';\n\t\t\tdocument.body.appendChild(_this.tagContainer);\n\t\t\treturn _this;\n\t\t}\n\n\t\t_createClass(HTML5AudioEngine, [{\n\t\t\tkey: 'getAudioBag',\n\t\t\tvalue: function getAudioBag(map) {\n\t\t\t\tvar tracks = [];\n\t\t\t\tvar keys = Object.keys(map);\n\t\t\t\tif (!keys.length) {\n\t\t\t\t\treturn Ember.RSVP.reject();\n\t\t\t\t}\n\t\t\t\tfor (var i = 0; i < keys.length; i++) {\n\t\t\t\t\tvar track = this.TrackClass.create();\n\t\t\t\t\ttrack.initialise(keys[i], map[keys[i]], this.tagContainer);\n\t\t\t\t\ttracks.push(track);\n\t\t\t\t}\n\t\t\t\tvar bag = new _audioBag.default(tracks);\n\t\t\t\treturn bag.whenReady();\n\t\t\t}\n\t\t}]);\n\n\t\treturn HTML5AudioEngine;\n\t}(_engine.default);\n\n\texports.default = HTML5AudioEngine;\n});","define('audio/html5-audio-track', ['exports', 'audio/track', 'audio/html5-audio-channel'], function (exports, _track, _html5AudioChannel) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _track.default.extend({\n\t\tinitialise: function initialise(name, url, container) {\n\t\t\tthis._super(name, url);\n\n\t\t\tthis.channelEnded = this.channelEnded.bind(this);\n\t\t\tthis.channelStopped = this.channelStopped.bind(this);\n\t\t\tthis.channelDestroyed = this.channelDestroyed.bind(this);\n\n\t\t\tthis.loaded = false;\n\t\t\tthis.channels = [];\n\t\t\tthis.tagPool = [];\n\n\t\t\tthis.container = container;\n\n\t\t\tvar _this = this;\n\t\t\tthis.prepareTag().then(function (tag) {\n\t\t\t\t_this.tagPool.push(tag);\n\t\t\t});\n\t\t},\n\n\t\tprepareTag: function prepareTag() {\n\t\t\tif (this.tagPool.length) {\n\t\t\t\treturn Ember.RSVP.resolve(this.tagPool.pop());\n\t\t\t}\n\t\t\tvar _this = this;\n\t\t\treturn new Ember.RSVP.Promise(function (resolve) {\n\t\t\t\tvar tag = document.createElement('audio');\n\t\t\t\t_this.container.appendChild(tag);\n\t\t\t\ttag.onerror = function () {\n\t\t\t\t\ttag.oncanplay = null;\n\t\t\t\t\ttag.onerror = null;\n\t\t\t\t\t_this.trigger('loadError', _this);\n\t\t\t\t};\n\t\t\t\ttag.oncanplay = function (e) {\n\t\t\t\t\tif (_this.destroyed) {\n\t\t\t\t\t\t_this.destroyTag(tag);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\ttag.oncanplay = null;\n\t\t\t\t\ttag.onerror = null;\n\t\t\t\t\tif (!_this.loaded) {\n\t\t\t\t\t\t_this.loaded = true;\n\t\t\t\t\t\t_this.trigger('loaded', _this);\n\t\t\t\t\t}\n\t\t\t\t\tresolve(tag);\n\t\t\t\t};\n\t\t\t\ttag.setAttribute('src', _this.url);\n\t\t\t\ttag.load();\n\t\t\t});\n\t\t},\n\n\t\tplay: function play() {\n\t\t\tif (this.channels.length > 10 && !this.tagPool.length) {\n\t\t\t\treturn Ember.RSVP.reject();\n\t\t\t}\n\t\t\tvar _this = this;\n\t\t\treturn this.prepareTag().then(function (tag) {\n\t\t\t\tvar channel = _html5AudioChannel.default.create();\n\t\t\t\t_this.channels.push(channel);\n\t\t\t\tchannel.on('ended', _this.channelEnded);\n\t\t\t\tchannel.on('stopped', _this.channelStopped);\n\t\t\t\tchannel.on('destroyed', _this.channelDestroyed);\n\t\t\t\treturn channel.initialise(tag);\n\t\t\t});\n\t\t},\n\n\t\tchannelEnded: function channelEnded(channel) {\n\t\t\tthis.removeChannel(channel);\n\t\t\tEmber.run.later(null, function () {\n\t\t\t\tchannel.destroy();\n\t\t\t}, 1);\n\t\t},\n\n\t\tchannelStopped: function channelStopped(channel) {\n\t\t\tthis.removeChannel(channel);\n\t\t\tEmber.run.later(null, function () {\n\t\t\t\tchannel.destroy();\n\t\t\t}, 1);\n\t\t},\n\n\t\tchannelDestroyed: function channelDestroyed(channel) {\n\t\t\tthis.removeChannel(channel);\n\t\t},\n\n\t\tremoveChannel: function removeChannel(channel) {\n\t\t\tchannel.off('ended', this.channelEnded);\n\t\t\tchannel.off('stopped', this.channelStopped);\n\t\t\tchannel.off('destroyed', this.channelDestroyed);\n\t\t\tvar index = this.channels.indexOf(channel);\n\t\t\tif (index >= 0) {\n\t\t\t\tthis.channels.splice(index, 1);\n\t\t\t}\n\t\t\tvar tag = channel.tag;\n\t\t\ttag.currentTime = 0;\n\t\t\tif (!tag.paused) {\n\t\t\t\ttag.pause();\n\t\t\t}\n\t\t\tthis.tagPool.push(tag);\n\t\t},\n\n\t\tdestroy: function destroy() {\n\t\t\twhile (this.channels.length) {\n\t\t\t\tvar channel = this.channels.pop();\n\t\t\t\tthis.destroyTag(channel.tag);\n\t\t\t\tchannel.destroy();\n\t\t\t}\n\t\t\twhile (this.tagPool.length) {\n\t\t\t\tthis.destroyTag(this.tagPool.pop());\n\t\t\t}\n\t\t\tthis.destroyed = true;\n\t\t},\n\n\t\tdestroyTag: function destroyTag(tag) {\n\t\t\ttag.oncanplay = null;\n\t\t\tif (tag.parentNode) {\n\t\t\t\ttag.parentNode.removeChild(tag);\n\t\t\t}\n\t\t}\n\t});\n});","define('audio/service', ['exports', 'audio/engine', 'audio/html5-audio-engine', 'audio/html5-audio-track', 'audio/web-audio-api-track'], function (exports, _engine, _html5AudioEngine, _html5AudioTrack, _webAudioApiTrack) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Service.extend({\n\n\t\tautoplayReady: false,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\n\t\t\tthis._autoplay_click = this._autoplay_click.bind(this);\n\n\t\t\tthis.extensions = [];\n\t\t\tvar extensions = {\n\t\t\t\tmp3: 'audio/mpeg;',\n\t\t\t\togg: 'audio/ogg; codecs=\"vorbis\"',\n\t\t\t\twav: 'audio/wav; codecs=\"1\"'\n\t\t\t};\n\n\t\t\tvar elem = document.createElement('audio');\n\t\t\tfor (var e in extensions) {\n\t\t\t\tif (elem.canPlayType(extensions[e]).replace(/^no$/, '')) {\n\t\t\t\t\tthis.extensions.push(e);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (!this.extensions.length) {\n\t\t\t\tconsole.log('No suitable audio formats');\n\t\t\t}\n\n\t\t\tthis.engines = {};\n\t\t\t// assume html5 is unusable on iOS\n\t\t\tthis.engines['html5Audio'] = !this._isIOS() ? new _html5AudioEngine.default(_html5AudioTrack.default, this.extensions) : null;\n\t\t\tthis.engines['webAudioApi'] = this._webAudioAPISupported() ? new _engine.default(_webAudioApiTrack.default, this.extensions) : null;\n\t\t\tthis.engines['default'] = this.engines.webAudioApi ? this.engines.webAudioApi : this.engines.html5Audio;\n\n\t\t\tthis._unlockAutoplay();\n\t\t},\n\n\t\t_isMobile: function _isMobile() {\n\t\t\tif (!this.hasOwnProperty('__isMobile')) {\n\t\t\t\tthis.__isMobile = 'ontouchstart' in window;\n\t\t\t}\n\t\t\treturn this.__isMobile;\n\t\t},\n\n\t\t_isIOS: function _isIOS() {\n\t\t\tif (!this.hasOwnProperty('__isIOS')) {\n\t\t\t\tthis.__isIOS = this._isMobile() && /iPad|iPhone|iPod/.test(navigator.userAgent) && !window.MSStream;\n\t\t\t}\n\t\t\treturn this.__isIOS;\n\t\t},\n\n\t\t/**\n   * Requires \n   *   AudioContext (or webkitAudioContext\n   *   XMLHttpRequest binary data arraybuffer support\n   *   From Modernizr\n   */\n\t\t_webAudioAPISupported: function _webAudioAPISupported() {\n\t\t\treturn (// AudioContext\n\t\t\t\t('webkitAudioContext' in window || 'AudioContext' in window) &&\n\t\t\t\t// XHR\n\t\t\t\t'XMLHttpRequest' in window && 'withCredentials' in new XMLHttpRequest()\n\t\t\t);\n\t\t},\n\n\t\t_unlockAutoplay: function _unlockAutoplay() {\n\t\t\t// we now have to play first sound on user interaction on virtually all browsers\n\t\t\t// Android doesn't consider \"touchstart\" to be a \"user gesture\" that would unlock the security restrictions on playing audio\n\n\t\t\tvar silence = ['/audio/silence.mp3', '/audio/silence.ogg', '/audio/silence.wav'];\n\n\t\t\tthis.autoplayBags = [];\n\t\t\tthis.autoplayBagCount = 0;\n\n\t\t\tif (this.engines['html5Audio']) {\n\t\t\t\tthis.autoplayBagCount++;\n\t\t\t\tthis.load({ 'silence': silence }, 'html5Audio').then(function (audioBag) {\n\t\t\t\t\tthis.autoplayBags.push(audioBag);\n\t\t\t\t}.bind(this));\n\t\t\t}\n\n\t\t\tif (this.engines['webAudioApi']) {\n\t\t\t\tthis.autoplayBagCount++;\n\t\t\t\tthis.load({ 'silence': silence }, 'webAudioApi').then(function (audioBag) {\n\t\t\t\t\tthis.autoplayBags.push(audioBag);\n\t\t\t\t}.bind(this));\n\t\t\t}\n\n\t\t\tEmber.$(document).on('click.forInitialSoundPlaying', this._autoplay_click);\n\t\t},\n\n\t\t_autoplay_click: function _autoplay_click() {\n\t\t\twhile (this.autoplayBags.length) {\n\t\t\t\tvar bag = this.autoplayBags.pop();\n\t\t\t\tbag.get('silence').play();\n\t\t\t\tthis.autoplayBagCount--;\n\t\t\t}\n\n\t\t\tif (this.autoplayBagCount <= 0) {\n\t\t\t\tEmber.$(document).off('click.forInitialSoundPlaying');\n\t\t\t\tthis.set('autoplayReady', true);\n\t\t\t}\n\t\t},\n\n\t\textensions: null,\n\n\t\t/**\n   * @return Promise\n   * map format:\n   * { nameAlias: ['/path/url.ogg','/path/url.wav','/path/url.mp3'] }\n   * Order of extensions is prioritised\n   */\n\t\tload: function load(map, engine) {\n\t\t\tif (engine && !this.engines[engine]) {\n\t\t\t\treturn Ember.RSVP.reject(\"The specified engine \" + engine + \" is not supported.\");\n\t\t\t}\n\t\t\treturn this.engines[engine || 'default'].load(map);\n\t\t}\n\t});\n});","define('audio/track', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Object.extend(Ember.Evented, {\n\t\tinitialise: function initialise(name, url) {\n\t\t\tthis.name = name;\n\t\t\tthis.url = url;\n\t\t},\n\t\tplay: function play() {},\n\t\tdestroy: function destroy() {\n\t\t\treturn this._super.apply(this, arguments);\n\t\t}\n\t});\n});","define('audio/web-audio-api-channel', ['exports', 'audio/channel'], function (exports, _channel) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _channel.default.extend({\n\t\tinitialise: function initialise(audioContext, buffer) {\n\t\t\tthis._ended = this._ended.bind(this);\n\n\t\t\tthis.source = audioContext.createBufferSource();\n\t\t\tthis.source.buffer = buffer;\n\t\t\tthis.source.connect(audioContext.destination);\n\t\t\tthis.source.addEventListener('ended', this._ended);\n\t\t\tthis.isPlaying = true;\n\t\t\ttry {\n\t\t\t\tthis.source.start(0);\n\t\t\t\treturn Ember.RSVP.resolve(this);\n\t\t\t} catch (e) {\n\t\t\t\treturn Ember.RSVP.reject();\n\t\t\t}\n\t\t},\n\n\t\tsource: null,\n\n\t\t_ended: function _ended() {\n\t\t\tthis.isPlaying = false;\n\t\t\tthis.trigger('ended', this);\n\t\t},\n\n\t\tstop: function stop() {\n\t\t\tif (!this.isPlaying) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.isPlaying = false;\n\t\t\tif (this.source) {\n\t\t\t\tthis.source.stop();\n\t\t\t\tthis.clearSource();\n\t\t\t}\n\t\t\tif (!this._isBeingDestroyed) {\n\t\t\t\tthis.trigger('ended', this);\n\t\t\t}\n\t\t},\n\n\t\tclearSource: function clearSource() {\n\t\t\tif (!this.source) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.source.removeEventListener('ended', this._ended);\n\t\t\tthis.source = null;\n\t\t},\n\n\t\tdestroy: function destroy() {\n\t\t\tif (this.get('isDestroyed')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis._isBeingDestroyed = true;\n\t\t\tthis.stop();\n\t\t\tthis.clearSource();\n\t\t\tthis._super();\n\t\t}\n\t});\n});","define('audio/web-audio-api-track', ['exports', 'audio/track', 'audio/web-audio-api-channel', 'audio/webkit-web-audio-api-patch'], function (exports, _track, _webAudioApiChannel, _webkitWebAudioApiPatch) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar inited = false;\n\t// Need to keep a single audio context, since iOS unlocks each instance for non-click-based playing separately\n\tvar audioContext;\n\n\tfunction init() {\n\t\tif (inited) {\n\t\t\treturn;\n\t\t}\n\t\tinited = true;\n\t\t(0, _webkitWebAudioApiPatch.default)();\n\t\taudioContext = new window.AudioContext();\n\t}\n\n\texports.default = _track.default.extend({\n\t\tinitialise: function initialise(name, url) {\n\t\t\tthis._super(name, url);\n\n\t\t\tinit();\n\n\t\t\tthis.channelEnded = this.channelEnded.bind(this);\n\t\t\tthis.channelStopped = this.channelStopped.bind(this);\n\t\t\tthis.channelDestroyed = this.channelDestroyed.bind(this);\n\n\t\t\tthis.channels = [];\n\n\t\t\t// load buffer\n\t\t\tvar _this = this;\n\t\t\tvar req = new XMLHttpRequest();\n\t\t\treq.open('GET', this.url, true);\n\t\t\t// XHR2\n\t\t\treq.responseType = 'arraybuffer';\n\t\t\treq.onload = function () {\n\t\t\t\treq.onload = null;\n\t\t\t\treq.onerror = null;\n\t\t\t\taudioContext.decodeAudioData(req.response, function (buffer) {\n\t\t\t\t\t_this.buffer = buffer;\n\t\t\t\t\t_this.loaded = true;\n\t\t\t\t\t_this.trigger('loaded', _this);\n\t\t\t\t}, function () {\n\t\t\t\t\t_this.trigger('loadError', _this);\n\t\t\t\t});\n\t\t\t};\n\t\t\treq.onerror = function () {\n\t\t\t\treq.onload = null;\n\t\t\t\treq.onerror = null;\n\t\t\t\t_this.trigger('loadError', _this);\n\t\t\t};\n\t\t\treq.send();\n\t\t},\n\n\t\tbuffer: null,\n\n\t\tplay: function play() {\n\t\t\tvar channel = _webAudioApiChannel.default.create();\n\t\t\tthis.channels.push(channel);\n\t\t\tchannel.on('ended', this.channelEnded);\n\t\t\tchannel.on('stopped', this.channelStopped);\n\t\t\tchannel.on('destroyed', this.channelDestroyed);\n\t\t\treturn channel.initialise(audioContext, this.buffer);\n\t\t},\n\n\t\tchannelEnded: function channelEnded(channel) {\n\t\t\tthis.removeChannel(channel);\n\t\t\tEmber.run.later(null, function () {\n\t\t\t\tchannel.destroy();\n\t\t\t}, 1);\n\t\t},\n\n\t\tchannelStopped: function channelStopped(channel) {\n\t\t\tthis.removeChannel(channel);\n\t\t\tEmber.run.later(null, function () {\n\t\t\t\tchannel.destroy();\n\t\t\t}, 1);\n\t\t},\n\n\t\tchannelDestroyed: function channelDestroyed(channel) {\n\t\t\tthis.removeChannel(channel);\n\t\t},\n\n\t\tremoveChannel: function removeChannel(channel) {\n\t\t\tchannel.off('ended', this.channelEnded);\n\t\t\tchannel.off('stopped', this.channelStopped);\n\t\t\tchannel.off('destroyed', this.channelDestroyed);\n\t\t\tvar index = this.channels.indexOf(channel);\n\t\t\tif (index >= 0) {\n\t\t\t\tthis.channels.splice(index, 1);\n\t\t\t}\n\t\t},\n\n\t\tdestroy: function destroy() {\n\t\t\twhile (this.channels.length) {\n\t\t\t\tthis.channels.pop().destroy();\n\t\t\t}\n\t\t}\n\t});\n});","define('audio/webkit-web-audio-api-patch', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function () {};\n\n  /* jshint ignore:start */\n  /* Copyright 2013 Chris Wilson\n     Licensed under the Apache License, Version 2.0 (the \"License\");\n     you may not use this file except in compliance with the License.\n     You may obtain a copy of the License at\n         http://www.apache.org/licenses/LICENSE-2.0\n     Unless required by applicable law or agreed to in writing, software\n     distributed under the License is distributed on an \"AS IS\" BASIS,\n     WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n     See the License for the specific language governing permissions and\n     limitations under the License.\n  */\n\n  /*\n  This monkeypatch library is intended to be included in projects that are\n  written to the proper AudioContext spec (instead of webkitAudioContext),\n  and that use the new naming and proper bits of the Web Audio API (e.g.\n  using BufferSourceNode.start() instead of BufferSourceNode.noteOn()), but may\n  have to run on systems that only support the deprecated bits.\n  This library should be harmless to include if the browser supports\n  unprefixed \"AudioContext\", and/or if it supports the new names.\n  The patches this library handles:\n  if window.AudioContext is unsupported, it will be aliased to webkitAudioContext().\n  if AudioBufferSourceNode.start() is unimplemented, it will be routed to noteOn() or\n  noteGrainOn(), depending on parameters.\n  The following aliases only take effect if the new names are not already in place:\n  AudioBufferSourceNode.stop() is aliased to noteOff()\n  AudioContext.createGain() is aliased to createGainNode()\n  AudioContext.createDelay() is aliased to createDelayNode()\n  AudioContext.createScriptProcessor() is aliased to createJavaScriptNode()\n  AudioContext.createPeriodicWave() is aliased to createWaveTable()\n  OscillatorNode.start() is aliased to noteOn()\n  OscillatorNode.stop() is aliased to noteOff()\n  OscillatorNode.setPeriodicWave() is aliased to setWaveTable()\n  AudioParam.setTargetAtTime() is aliased to setTargetValueAtTime()\n  This library does NOT patch the enumerated type changes, as it is\n  recommended in the specification that implementations support both integer\n  and string types for AudioPannerNode.panningModel, AudioPannerNode.distanceModel\n  BiquadFilterNode.type and OscillatorNode.type.\n  */\n  (function () /*global, exports, perf*/{\n    'use strict';\n\n    function fixSetTarget(param) {\n      if (!param) // if NYI, just return\n        return;\n      if (!param.setTargetAtTime) param.setTargetAtTime = param.setTargetValueAtTime;\n    }\n\n    if (window.hasOwnProperty('webkitAudioContext') && !window.hasOwnProperty('AudioContext')) {\n      window.AudioContext = window.webkitAudioContext;\n\n      if (!AudioContext.prototype.hasOwnProperty('createGain')) AudioContext.prototype.createGain = AudioContext.prototype.createGainNode;\n      if (!AudioContext.prototype.hasOwnProperty('createDelay')) AudioContext.prototype.createDelay = AudioContext.prototype.createDelayNode;\n      if (!AudioContext.prototype.hasOwnProperty('createScriptProcessor')) AudioContext.prototype.createScriptProcessor = AudioContext.prototype.createJavaScriptNode;\n      if (!AudioContext.prototype.hasOwnProperty('createPeriodicWave')) AudioContext.prototype.createPeriodicWave = AudioContext.prototype.createWaveTable;\n\n      AudioContext.prototype.internal_createGain = AudioContext.prototype.createGain;\n      AudioContext.prototype.createGain = function () {\n        var node = this.internal_createGain();\n        fixSetTarget(node.gain);\n        return node;\n      };\n\n      AudioContext.prototype.internal_createDelay = AudioContext.prototype.createDelay;\n      AudioContext.prototype.createDelay = function (maxDelayTime) {\n        var node = maxDelayTime ? this.internal_createDelay(maxDelayTime) : this.internal_createDelay();\n        fixSetTarget(node.delayTime);\n        return node;\n      };\n\n      AudioContext.prototype.internal_createBufferSource = AudioContext.prototype.createBufferSource;\n      AudioContext.prototype.createBufferSource = function () {\n        var node = this.internal_createBufferSource();\n        if (!node.start) {\n          node.start = function (when, offset, duration) {\n            if (offset || duration) this.noteGrainOn(when || 0, offset, duration);else this.noteOn(when || 0);\n          };\n        } else {\n          node.internal_start = node.start;\n          node.start = function (when, offset, duration) {\n            if (typeof duration !== 'undefined') node.internal_start(when || 0, offset, duration);else node.internal_start(when || 0, offset || 0);\n          };\n        }\n        if (!node.stop) {\n          node.stop = function (when) {\n            this.noteOff(when || 0);\n          };\n        } else {\n          node.internal_stop = node.stop;\n          node.stop = function (when) {\n            node.internal_stop(when || 0);\n          };\n        }\n        fixSetTarget(node.playbackRate);\n        return node;\n      };\n\n      AudioContext.prototype.internal_createDynamicsCompressor = AudioContext.prototype.createDynamicsCompressor;\n      AudioContext.prototype.createDynamicsCompressor = function () {\n        var node = this.internal_createDynamicsCompressor();\n        fixSetTarget(node.threshold);\n        fixSetTarget(node.knee);\n        fixSetTarget(node.ratio);\n        fixSetTarget(node.reduction);\n        fixSetTarget(node.attack);\n        fixSetTarget(node.release);\n        return node;\n      };\n\n      AudioContext.prototype.internal_createBiquadFilter = AudioContext.prototype.createBiquadFilter;\n      AudioContext.prototype.createBiquadFilter = function () {\n        var node = this.internal_createBiquadFilter();\n        fixSetTarget(node.frequency);\n        fixSetTarget(node.detune);\n        fixSetTarget(node.Q);\n        fixSetTarget(node.gain);\n        return node;\n      };\n\n      if (AudioContext.prototype.hasOwnProperty('createOscillator')) {\n        AudioContext.prototype.internal_createOscillator = AudioContext.prototype.createOscillator;\n        AudioContext.prototype.createOscillator = function () {\n          var node = this.internal_createOscillator();\n          if (!node.start) {\n            node.start = function (when) {\n              this.noteOn(when || 0);\n            };\n          } else {\n            node.internal_start = node.start;\n            node.start = function (when) {\n              node.internal_start(when || 0);\n            };\n          }\n          if (!node.stop) {\n            node.stop = function (when) {\n              this.noteOff(when || 0);\n            };\n          } else {\n            node.internal_stop = node.stop;\n            node.stop = function (when) {\n              node.internal_stop(when || 0);\n            };\n          }\n          if (!node.setPeriodicWave) node.setPeriodicWave = node.setWaveTable;\n          fixSetTarget(node.frequency);\n          fixSetTarget(node.detune);\n          return node;\n        };\n      }\n    }\n\n    if (window.hasOwnProperty('webkitOfflineAudioContext') && !window.hasOwnProperty('OfflineAudioContext')) {\n      window.OfflineAudioContext = window.webkitOfflineAudioContext;\n    }\n  })(window);\n  /* jshint ignore:end */\n});","define('auto-typer/components/auto-typer', ['exports', 'auto-typer/templates/components/auto-typer'], function (exports, _autoTyper) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _autoTyper.default,\n\t\tclassNames: ['auto-typer'],\n\t\tmessages: null,\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis._setup();\n\t\t},\n\t\t_setup: Ember.observer('messages', function () {\n\t\t\tvar tt = this.$('.auto-typer-text');\n\t\t\tvar messages = this.get('messages') || [];\n\t\t\tvar i, m;\n\t\t\tfor (i = 0; i < messages.length; i++) {\n\t\t\t\tm = messages[i];\n\t\t\t\tif (m.wait) {\n\t\t\t\t\ttt = tt.delay(m.wait);\n\t\t\t\t}\n\t\t\t\ttt = tt.typetype(m.text, { e: m.errorRate || 0.0, t: m.pace });\n\t\t\t\tif (m.pause) {\n\t\t\t\t\ttt = tt.delay(m.pause).backspace(m.text.length, { t: m.backspacePace || 250 });\n\t\t\t\t}\n\t\t\t}\n\t\t})\n\t});\n});","define(\"auto-typer/templates/components/auto-typer\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"evL45K5+\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[6,\\\"span\\\"],[9,\\\"class\\\",\\\"auto-typer-text\\\"],[7],[8],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"auto-typer-cursor\\\"],[7],[0,\\\"|\\\"],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"auto-typer/templates/components/auto-typer.hbs\" } });\n});","define('bread-crumbs/components/bread-crumbs', ['exports', 'bread-crumbs/templates/components/bread-crumbs'], function (exports, _breadCrumbs) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _breadCrumbs.default,\n\t\tclassNames: ['bread-crumbs'],\n\n\t\trouting: Ember.inject.service('-routing'),\n\t\trouter: Ember.computed('routing', function () {\n\t\t\tvar routerParent = this.get('routing.router');\n\t\t\treturn routerParent._routerMicrolib || routerParent.router;\n\t\t}),\n\n\t\thandlerInfos: Ember.computed('routing.currentPath', function () {\n\t\t\treturn this.get('router.currentHandlerInfos');\n\t\t}),\n\n\t\t/*\n  \tFor the pathNames and controllers properties, we must be careful not to NOT\n  \tspecify the properties of the route in our dependent keys.\n  \t\n  \tObserving the controller property of the route causes some serious problems:\n  \thttps://github.com/chrisfarber/ember-breadcrumbs/issues/21\n  */\n\n\t\tpathNames: Ember.computed(\"handlerInfos.[]\", function () {\n\t\t\tvar engineMountPoint = Ember.get(Ember.getOwner(this), 'mountPoint') || '';\n\t\t\treturn this.get(\"handlerInfos\").map(function (handlerInfo) {\n\t\t\t\tif (engineMountPoint) {\n\t\t\t\t\tif (handlerInfo.name === engineMountPoint) {\n\t\t\t\t\t\treturn 'application';\n\t\t\t\t\t}\n\t\t\t\t\tif (handlerInfo.name.substr(0, engineMountPoint.length + 1) === engineMountPoint + '.') {\n\t\t\t\t\t\treturn handlerInfo.name.substr(engineMountPoint.length + 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn handlerInfo.name;\n\t\t\t});\n\t\t}),\n\n\t\tcontrollers: Ember.computed('handlerInfos.[]', function () {\n\t\t\treturn this.get('handlerInfos').map(function (handlerInfo) {\n\t\t\t\treturn handlerInfo.handler.controller;\n\t\t\t});\n\t\t}),\n\n\t\tbreadCrumbs: Ember.computed('controllers.@each.{breadCrumbs,breadCrumb,breadCrumbPath,breadCrumbModel}', 'pathNames.[]', function () {\n\t\t\tvar controllers = this.get('controllers');\n\t\t\tvar defaultPaths = this.get('pathNames');\n\t\t\tvar breadCrumbs = Ember.A([]);\n\n\t\t\tcontrollers.forEach(function (controller, index) {\n\t\t\t\tvar crumbs = controller.get('breadCrumbs') || Ember.A([]);\n\t\t\t\tvar singleCrumb = controller.get('breadCrumb');\n\n\t\t\t\tif (!Ember.isBlank(singleCrumb)) {\n\t\t\t\t\tcrumbs.push({\n\t\t\t\t\t\tlabel: singleCrumb,\n\t\t\t\t\t\tpath: controller.get('breadCrumbPath'),\n\t\t\t\t\t\tmodel: controller.get('breadCrumbModel')\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\tcrumbs.forEach(function (crumb) {\n\t\t\t\t\tbreadCrumbs.addObject(Ember.Object.create({\n\t\t\t\t\t\tlabel: crumb.label,\n\t\t\t\t\t\tpath: crumb.path || defaultPaths[index],\n\t\t\t\t\t\tmodel: crumb.model,\n\t\t\t\t\t\tlinkable: Ember.isPresent(crumb.linkable) ? crumb.linkable : crumb.path !== false,\n\t\t\t\t\t\tisCurrent: false\n\t\t\t\t\t}));\n\t\t\t\t});\n\t\t\t});\n\n\t\t\tvar deepestCrumb = Ember.get(breadCrumbs, 'lastObject');\n\t\t\tif (deepestCrumb) {\n\t\t\t\tdeepestCrumb.isCurrent = true;\n\t\t\t}\n\n\t\t\treturn breadCrumbs;\n\t\t}),\n\n\t\tmoreThanOne: Ember.computed('breadCrumbs.@each', function () {\n\t\t\treturn this.get('breadCrumbs.length') > 1;\n\t\t})\n\t});\n});","define(\"bread-crumbs/templates/components/bread-crumbs\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"kKT3l49o\", \"block\": \"{\\\"symbols\\\":[\\\"crumb\\\"],\\\"statements\\\":[[6,\\\"ol\\\"],[9,\\\"class\\\",\\\"breadcrumb\\\"],[7],[0,\\\"\\\\n\\\"],[4,\\\"each\\\",[[20,[\\\"breadCrumbs\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[6,\\\"li\\\"],[10,\\\"class\\\",[26,[[25,\\\"if\\\",[[19,1,[\\\"isCurrent\\\"]],\\\"active\\\",\\\"\\\"],null],\\\" \\\",[25,\\\"if\\\",[[20,[\\\"itemClassNames\\\"]],[20,[\\\"itemClassNames\\\"]],\\\"\\\"],null]]]],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[19,1,[\\\"linkable\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\"],[4,\\\"if\\\",[[19,1,[\\\"model\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[19,1,[\\\"isCurrent\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\\t\\\\t\\\"],[1,[19,1,[\\\"label\\\"]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"link-to\\\",[[19,1,[\\\"path\\\"]],[19,1,[\\\"model\\\"]]],[[\\\"activeClass\\\"],[\\\"\\\"]],{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\\t\\\\t\\\\t\\\"],[1,[19,1,[\\\"label\\\"]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"if\\\",[[19,1,[\\\"isCurrent\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\\t\\\\t\\\"],[1,[19,1,[\\\"label\\\"]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"link-to\\\",[[19,1,[\\\"path\\\"]]],[[\\\"activeClass\\\"],[\\\"\\\"]],{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\\t\\\\t\\\\t\\\"],[1,[19,1,[\\\"label\\\"]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\"],[1,[19,1,[\\\"label\\\"]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}],[0,\\\"\\\\t\\\\t\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null],[8],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"bread-crumbs/templates/components/bread-crumbs.hbs\" } });\n});","define('date-range-select/components/date-range-select', ['exports', 'moment'], function (exports, _moment) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar jqueryAttrs = [\n\t// Start and end not handled like other attrs because they can change more frequently and dont require a full recalibration when they do\n\t//'startDate',\n\t//'endDate',\n\t'minDate', 'maxDate', 'maxSpan', 'showDropdowns', 'minYear', 'maxYear', 'showWeekNumbers', 'showISOWeekNumbers', 'timePicker', 'timePickerIncrement', 'timePicker12Hour', 'timePickerSeconds', 'ranges', 'showCustomRangeLabel', 'alwaysShowCalendars', 'opens', 'drops', 'buttonClasses', 'applyButtonClasses', 'cancelButtonClasses', 'locale', 'singleDatePicker', 'autoApply', 'linkedCalendars', 'isInvalidDate', 'isCustomDate', 'autoUpdateInput', 'parentEl'];\n\n\tvar defaults = {\n\t\tshowDropdowns: true,\n\t\tshowWeekNumbers: true,\n\t\tshowCustomRangeLabel: false,\n\t\talwaysShowCalendars: true,\n\t\topens: \"left\",\n\t\tlocale: {\n\t\t\tformat: \"Do MMM 'YY\",\n\t\t\tseparator: \" - \",\n\t\t\tapplyLabel: \"Confirm\",\n\t\t\tcancelLabel: \"Cancel\",\n\t\t\tfromLabel: \"From\",\n\t\t\ttoLabel: \"To\",\n\t\t\tcustomRangeLabel: \"Custom\",\n\t\t\tweekLabel: \"W\",\n\t\t\tplaceholder: \"(Not selected)\",\n\t\t\tdaysOfWeek: [\"Su\", \"Mo\", \"Tu\", \"We\", \"Th\", \"Fr\", \"Sa\"],\n\t\t\tmonthNames: [\"January\", \"February\", \"March\", \"April\", \"May\", \"June\", \"July\", \"August\", \"September\", \"October\", \"November\", \"December\"],\n\t\t\tfirstDay: 0\n\t\t},\n\t\tlinkedCalendars: false\n\t};\n\n\texports.default = Ember.Component.extend({\n\t\ttagName: 'div',\n\n\t\toptions: Ember.computed.apply(undefined, jqueryAttrs.concat([function () {\n\t\t\treturn Ember.$.extend(true, {}, defaults, this.getProperties(jqueryAttrs));\n\t\t}])),\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.selectionChanged = this.selectionChanged.bind(this);\n\t\t},\n\n\t\tselectionChanged: function selectionChanged(start, end, label) {\n\t\t\tvar action = this.get('select');\n\t\t\tif (action) {\n\t\t\t\taction(start, end, label);\n\t\t\t}\n\t\t\tEmber.run.once(this, this.updateLabel, start, end, label);\n\t\t},\n\n\t\tupdateLabel: function updateLabel(start, end, label) {\n\t\t\tvar dateRangePickerObject = this.$().data('daterangepicker');\n\t\t\tif (!start && this.get('startDate')) {\n\t\t\t\tstart = (0, _moment.default)(this.get('startDate'));\n\t\t\t}\n\t\t\tif (!end && this.get('endDate')) {\n\t\t\t\tend = (0, _moment.default)(this.get('endDate'));\n\t\t\t}\n\t\t\tif (dateRangePickerObject) {\n\t\t\t\tif (!label && dateRangePickerObject.ranges) {\n\t\t\t\t\tdateRangePickerObject.calculateChosenLabel();\n\t\t\t\t\tlabel = dateRangePickerObject.chosenLabel;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (!label && (!start || !end)) {\n\t\t\t\tlabel = this.get('options.locale.placeholder');\n\t\t\t}\n\t\t\tif (!label || this.get('options.locale.customRangeLabel') && label === this.get('options.locale.customRangeLabel')) {\n\t\t\t\tvar startLabel = this.format(start, this.get('options.locale.format') || \"DD/MM/YYYY\");\n\t\t\t\tvar endLabel = this.format(end, this.get('options.locale.format') || \"DD/MM/YYYY\");\n\t\t\t\tlabel = startLabel + (startLabel !== endLabel ? this.get('options.locale.separator') + endLabel : \"\");\n\t\t\t}\n\t\t\tthis.element.textContent = label;\n\t\t},\n\n\t\t/*\n   *  momentjs removed support for z and zz for timezone names.\n   *  This attempts to add support back in.\n   */\n\t\tformat: function format(date, _format) {\n\t\t\tvar TZCHAR = 'ƶ';\n\t\t\t_format = _format.replaceAll('z', TZCHAR);\n\t\t\tvar result = date.format(_format);\n\t\t\tif (result.indexOf(TZCHAR) > -1) {\n\t\t\t\tresult = result.replaceAll(TZCHAR + TZCHAR, function () {\n\t\t\t\t\treturn new Date().toLocaleDateString(undefined, { day: '2-digit', timeZoneName: 'long' }).substr(4);\n\t\t\t\t});\n\t\t\t\tresult = result.replaceAll(TZCHAR, function () {\n\t\t\t\t\treturn new Date().toLocaleDateString(undefined, { day: '2-digit', timeZoneName: 'short' }).substr(4);\n\t\t\t\t});\n\t\t\t}\n\t\t\treturn result;\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tEmber.run.schedule('afterRender', this, this._renderDatePicker);\n\t\t},\n\n\t\t_renderDatePicker: function _renderDatePicker() {\n\t\t\tthis.$().daterangepicker(this.get('options'), this.selectionChanged).on('show.daterangepicker', this.pickerShown.bind(this));\n\t\t\tthis._setStart();\n\t\t\tthis._setEnd();\n\t\t\tEmber.run.once(this, this.updateLabel);\n\t\t},\n\n\t\tpickerShown: function pickerShown() {\n\t\t\tvar action = this.get('shown');\n\t\t\tif (action) {\n\t\t\t\taction(Ember.$('.daterangepicker')[0]);\n\t\t\t}\n\t\t},\n\n\t\t_setStart: function _setStart() {\n\t\t\tvar dateRangePickerObject = this.$().data('daterangepicker');\n\t\t\tif (dateRangePickerObject && this.get('startDate')) {\n\t\t\t\tdateRangePickerObject.setStartDate(this.get('startDate'));\n\t\t\t}\n\t\t\tEmber.run.once(this, this.updateLabel);\n\t\t},\n\n\t\t_setEnd: function _setEnd() {\n\t\t\tvar dateRangePickerObject = this.$().data('daterangepicker');\n\t\t\tif (dateRangePickerObject && this.get('endDate')) {\n\t\t\t\tdateRangePickerObject.setEndDate(this.get('endDate'));\n\t\t\t}\n\t\t\tEmber.run.once(this, this.updateLabel);\n\t\t},\n\n\t\tstartDateDidChange: Ember.observer('startDate', function () {\n\t\t\tEmber.run.once(this, this._setStart);\n\t\t}),\n\n\t\tendDateDidChange: Ember.observer('endDate', function () {\n\t\t\tEmber.run.once(this, this._setEnd);\n\t\t}),\n\n\t\tdateOptionsChanged: Ember.observer('options', function () {\n\t\t\tif (this.remove()) {\n\t\t\t\tEmber.run.once(this, this._renderDatePicker);\n\t\t\t}\n\t\t}),\n\n\t\tremove: function remove() {\n\t\t\tthis.$().off('show.daterangepicker');\n\t\t\tvar dateRangePickerObject = this.$().data('daterangepicker');\n\t\t\tif (dateRangePickerObject) {\n\t\t\t\tdateRangePickerObject.remove();\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\treturn false;\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.remove();\n\t\t}\n\t});\n});","define('dynamic-html/components/dynamic-html', ['exports', 'dynamic-html/templates/components/dynamic-html'], function (exports, _dynamicHtml) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar DynamicHtml = Ember.Component.extend({\n\t\tlayout: _dynamicHtml.default,\n\t\trouting: Ember.inject.service('-routing'),\n\t\turl: null,\n\t\thtml: null,\n\t\t_currentUrl: null,\n\t\t_currentHtml: null,\n\t\tdidInsertElement: Ember.observer('url', 'html', function () {\n\t\t\tvar url = this.get('url');\n\t\t\tvar html = this.get('html');\n\t\t\tvar urlChanged = url !== this._currentUrl;\n\t\t\tvar htmlChanged = html !== this._currentHtml;\n\t\t\tif (!(urlChanged || htmlChanged)) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.set('loadError', false);\n\t\t\tthis._currentUrl = url;\n\t\t\tthis._currentHtml = html;\n\t\t\tif (htmlChanged) {\n\t\t\t\tthis.setHtml(html);\n\t\t\t} else {\n\t\t\t\tvar _this = this;\n\t\t\t\tEmber.$.ajax({\n\t\t\t\t\turl: url,\n\t\t\t\t\tdataType: 'html' // this may not be needed, but in crossdomain ajax tests in IE9, it was the thing that made everything start working for some reason\n\t\t\t\t}).then(function (data) {\n\t\t\t\t\t_this.setHtml(data);\n\t\t\t\t}, function () {\n\t\t\t\t\t_this.set('loadError', true);\n\t\t\t\t});\n\t\t\t}\n\t\t}),\n\n\t\t_safeHtml: null,\n\t\tsetHtml: function setHtml(html) {\n\t\t\t// @todo Temporary pattern replaces to convert html for old client for new client's routes\n\t\t\thtml = String(html).replace(/(data-route=\")page([^\"]*\")/g, \"$1web$2\");\n\t\t\thtml = String(html).replace(/(data-route=\")user([^\"]*\")/g, \"$1app.app$2\");\n\t\t\thtml = String(html).replace(/(data-route=\")demo([^\"]*\")/g, \"$1app.demo$2\");\n\n\t\t\tthis.set('_safeHtml', Ember.String.htmlSafe(html));\n\t\t\t// send action a bit later to give it a chance to render\n\t\t\tEmber.run.later(this, 'htmlRendered', 10);\n\t\t},\n\n\t\thtmlRendered: function htmlRendered() {\n\t\t\tvar changed = this.get('changed');\n\t\t\tif (changed) {\n\t\t\t\tchanged(this.$());\n\t\t\t}\n\n\t\t\t// Add the correct href if data-route is provided but href is not\n\n\t\t\t// Support the new router service's urlFor method, and fall back to the old router.generate (which urlFor is a wrapper for anyway)\n\t\t\tvar router;\n\t\t\tvar urlGenerator;\n\t\t\tif (this.get('routing').urlFor) {\n\t\t\t\trouter = this.get('routing');\n\t\t\t\turlGenerator = router.urlGenerator;\n\t\t\t} else {\n\t\t\t\trouter = this.get('routing.router');\n\t\t\t\turlGenerator = router.generate;\n\t\t\t}\n\n\t\t\tvar _this = this;\n\t\t\tthis.$('[data-route]').each(function () {\n\t\t\t\ttry {\n\t\t\t\t\tvar params = _this.getRouteParams(this);\n\t\t\t\t\tvar args = [Ember.$(this).data('route')];\n\t\t\t\t\tif (params) {\n\t\t\t\t\t\targs = args.concat(params);\n\t\t\t\t\t}\n\t\t\t\t\tEmber.$(this).attr('href', urlGenerator.apply(router, args));\n\t\t\t\t} catch (e) {\n\t\t\t\t\t// Don't care if errors, just skip\n\t\t\t\t}\n\t\t\t});\n\t\t},\n\n\t\t/**\n   * External html clicks is incompatible with ember-redirect, even when calling transitionTo with a route name instead of a url. And error is thrown.\n  \t * @param {Object} e\n   */\n\t\tclick: function click(e) {\n\t\t\tvar $target = Ember.$(e.target);\n\t\t\tif (!$target.is('a')) {\n\t\t\t\t$target = $target.closest('a');\n\t\t\t}\n\t\t\tif (!$target.length) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar args = [];\n\t\t\tvar route = $target.data('route');\n\t\t\tif (route) {\n\t\t\t\targs.push(route);\n\t\t\t\tvar params = this.getRouteParams($target);\n\t\t\t\t// Ember's routing service transitionTo method seems to take model params as an array, not as separate arguments\n\t\t\t\t// We have to provide an empty array in case there are query params in the URL, to prevent a bug in Ember\n\t\t\t\targs.push(params || []);\n\n\t\t\t\tthis.get('routing').transitionTo.apply(this.get('routing'), args);\n\t\t\t} else {\n\t\t\t\tvar href = Ember.$.trim($target.attr('href'));\n\n\t\t\t\tvar urlClicked = this.get('urlClicked');\n\t\t\t\tif (urlClicked) {\n\t\t\t\t\turlClicked(href, $target);\n\t\t\t\t}\n\n\t\t\t\tif (!href || href[0] === '#') {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\targs.push(href);\n\n\t\t\t\t// Need to use inner router's transitionTo method, as the routing service transitionTo method is restricted to routes / prevents urls\n\t\t\t\tvar router = this.get('routing.router');\n\t\t\t\trouter.transitionTo.apply(router, args);\n\t\t\t}\n\t\t\te.preventDefault();\n\t\t\treturn false;\n\t\t},\n\n\t\tgetRouteParams: function getRouteParams(element) {\n\t\t\tvar routeParams = Ember.$(element).data('routeParams');\n\t\t\tif (!routeParams) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn routeParams.split(',');\n\t\t}\n\t});\n\n\tDynamicHtml.reopenClass({\n\t\tpositionalParams: ['url']\n\t});\n\n\texports.default = DynamicHtml;\n});","define(\"dynamic-html/templates/components/dynamic-html\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"cwuUAw0h\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"loadError\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[1,[18,\\\"_safeHtml\\\"],true],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"dynamic-html/templates/components/dynamic-html.hbs\" } });\n});","define('edalive-app/components/ad-view', ['exports', 'edalive-app/templates/components/ad-view'], function (exports, _adView) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.formats = undefined;\n\texports.getBestFormat = getBestFormat;\n\texports.getLargestFormat = getLargestFormat;\n\n\n\t// Ordered by Google AdSense popularity/earnings potential\n\tvar formats = exports.formats = [{\n\t\tname: 'half-page',\n\t\twidth: 300,\n\t\theight: 600\n\t}, {\n\t\tname: 'medium-rectangle',\n\t\twidth: 300,\n\t\theight: 250\n\t}, {\n\t\tname: 'large-rectangle',\n\t\twidth: 336,\n\t\theight: 280\n\t}, {\n\t\tname: 'wide-skyscraper',\n\t\twidth: 160,\n\t\theight: 600\n\t}, {\n\t\tname: 'skyscraper',\n\t\twidth: 120,\n\t\theight: 600\n\t}];\n\n\tvar formatsInSizeOrder = formats.concat().sort(function (a, b) {\n\t\treturn a.width * a.height > b.width * b.height ? -1 : 1;\n\t});\n\n\tfunction getBestFormat(width, height) {\n\t\tfor (var i = 0; i < formats.length; i++) {\n\t\t\tif (width >= formats[i].width && height >= formats[i].height) {\n\t\t\t\treturn formats[i].name;\n\t\t\t}\n\t\t}\n\t\treturn null;\n\t}\n\n\tfunction getLargestFormat(width, height) {\n\t\tfor (var i = 0; i < formatsInSizeOrder.length; i++) {\n\t\t\tif (width >= formatsInSizeOrder[i].width && height >= formatsInSizeOrder[i].height) {\n\t\t\t\treturn formatsInSizeOrder[i].name;\n\t\t\t}\n\t\t}\n\t\treturn null;\n\t}\n\n\texports.default = Ember.Component.extend({\n\t\tclassNames: ['promo-view'],\n\t\tclassNameBindings: ['hidden'],\n\t\tlayout: _adView.default,\n\n\t\tadService: Ember.inject.service(),\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.adExpired = this.adExpired.bind(this);\n\t\t\tthis.loadAd();\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis.clearAdTimer();\n\t\t},\n\n\t\tformat: null,\n\n\t\thidden: Ember.computed('formatObject', function () {\n\t\t\treturn !this.get('formatObject');\n\t\t}),\n\n\t\tformatObject: Ember.computed('format', function () {\n\t\t\tvar format = this.get('format');\n\t\t\tif (!format) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tfor (var i = 0; i < formats.length; i++) {\n\t\t\t\tif (formats[i].name === format) {\n\t\t\t\t\treturn formats[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t}),\n\n\t\tloadAd: Ember.observer('formatObject', function () {\n\t\t\tthis.clearAdTimer();\n\n\t\t\tvar format = this.get('formatObject.name');\n\t\t\tif (!format) {\n\t\t\t\tthis.set('src', '');\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar _this = this;\n\t\t\tthis.get('adService').loadAd(format).then(function (ad) {\n\t\t\t\tif (_this.get('isDestroying') || _this.get('isDestroyed')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t_this.set('src', '');\n\t\t\t\t_this.adTimer = setTimeout(function () {\n\t\t\t\t\t_this.set('src', ad || '');\n\t\t\t\t\tif (ad) {\n\t\t\t\t\t\t_this.adTimer = setTimeout(_this.adExpired, 30000 + Math.random() * 30000);\n\t\t\t\t\t}\n\t\t\t\t}, 10);\n\t\t\t});\n\t\t}),\n\n\t\tadExpired: function adExpired() {\n\t\t\tthis.adTimer = null;\n\t\t\tthis.loadAd();\n\t\t},\n\n\t\tclearAdTimer: function clearAdTimer() {\n\t\t\tif (this.adTimer) {\n\t\t\t\tclearTimeout(this.adTimer);\n\t\t\t\tthis.adTimer = null;\n\t\t\t}\n\t\t}\n\t});\n});","define('edalive-app/components/countdown-timer', ['exports', 'edalive-app/templates/components/countdown-timer'], function (exports, _countdownTimer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar pad = function pad(t) {\n\t\tt = t + '';\n\t\twhile (t.length < 2) {\n\t\t\tt = '0' + t;\n\t\t}\n\t\treturn t;\n\t};\n\n\texports.default = Ember.Component.extend({\n\t\tlayout: _countdownTimer.default,\n\t\tclassNames: ['countdown-timer'],\n\t\tclassNameBindings: ['completeClass'],\n\n\t\ttime: Ember.inject.service(),\n\n\t\tpausedText: 'paused',\n\t\talarmText: null,\n\t\tstartTime: null,\n\t\tinterval: null,\n\n\t\t// Can either set limit (seconds) or end (Date) to count down towards\n\t\tlimit: null,\n\t\t// Use time.time to set end. System time might be off, so this component checks against time.time.\n\t\tend: null,\n\n\t\tcurrentSeconds: null,\n\t\tstarted: false,\n\t\tcomplete: false,\n\t\t// audio channel to play on every tick of the countdown\n\t\tintervalAudio: null,\n\t\t// audio to play on final tick, falls back to intervalAudio if not provided\n\t\tfinalAudio: null,\n\t\t// audio to play when timer is complete\n\t\tcompleteAudio: null,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.audioPlayer();\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.start();\n\t\t},\n\n\t\tstart: Ember.observer('started', 'limit', 'end', function () {\n\t\t\tvar limit = this.get('limit');\n\t\t\tvar end = this.get('end');\n\n\t\t\tthis.stop();\n\t\t\tif (!((limit || end) && this.get('started'))) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.reset();\n\t\t\tvar _this = this;\n\t\t\tvar ticker;\n\t\t\tif (limit) {\n\t\t\t\tthis.startTime = new Date() * 1;\n\t\t\t\tthis._lastTime = this.startTime;\n\t\t\t\tticker = function ticker() {\n\t\t\t\t\tvar now = new Date() * 1;\n\t\t\t\t\tvar delta = now - _this._lastTime;\n\t\t\t\t\t_this._lastTime = now;\n\t\t\t\t\t// detect system clock changes and adjust the start time\n\t\t\t\t\tif (delta < 0 || delta > 1000) {\n\t\t\t\t\t\t_this.startTime += delta;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tvar currentSeconds = Math.ceil(limit - (now - _this.startTime) / 1000 - 1); // -1 so it counts from limit-1 to 0 instead of from limit to 1\n\t\t\t\t\tif (currentSeconds >= 0) {\n\t\t\t\t\t\tif (_this.get('currentSeconds') !== currentSeconds) {\n\t\t\t\t\t\t\t_this.set('currentSeconds', currentSeconds);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\t_this.finished(limit);\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t} else {\n\t\t\t\tthis.startTime = this.get('time.time');\n\t\t\t\tticker = function ticker() {\n\t\t\t\t\tif (_this.get('time.time') < end) {\n\t\t\t\t\t\tvar currentSeconds = Math.ceil((end * 1 - _this.get('time.time') * 1) / 1000);\n\t\t\t\t\t\tif (_this.get('currentSeconds') !== currentSeconds) {\n\t\t\t\t\t\t\t_this.set('currentSeconds', currentSeconds);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\t_this.finished();\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t}\n\t\t\tticker();\n\t\t\tthis.interval = window.setInterval(ticker, 50);\n\t\t}),\n\t\tstop: function stop() {\n\t\t\tif (this.interval) {\n\t\t\t\twindow.clearInterval(this.interval);\n\t\t\t\tthis.interval = null;\n\t\t\t}\n\t\t},\n\t\treset: function reset() {\n\t\t\tthis.set('complete', false);\n\t\t},\n\t\tfinished: function finished(seconds) {\n\t\t\tif (this.get('completeAudio')) {\n\t\t\t\tthis.get('completeAudio').play();\n\t\t\t}\n\t\t\tthis.stop();\n\t\t\tthis.set('complete', true);\n\n\t\t\tvar action = this.get('alarm');\n\t\t\tif (action) {\n\t\t\t\taction(seconds);\n\t\t\t}\n\t\t},\n\t\ttimeString: Ember.computed('currentSeconds', 'started', function () {\n\t\t\tvar remain = this.get('currentSeconds');\n\t\t\tif (!this.get('started')) {\n\t\t\t\treturn this.get('pausedText');\n\t\t\t}\n\t\t\tif (remain <= 0) {\n\t\t\t\treturn this.get('alarmText') ? this.get('alarmText') : 0;\n\t\t\t}\n\t\t\tvar s = remain % 60;\n\t\t\tremain = (remain - s) / 60;\n\t\t\tvar m = remain % 60;\n\t\t\tremain = (remain - m) / 60;\n\t\t\tvar h = remain % 24;\n\t\t\tremain = (remain - h) / 24;\n\t\t\tvar d = remain;\n\n\t\t\tvar r = '';\n\t\t\tr = m || h || d ? pad(s) : s;\n\t\t\tif (m || h || d) {\n\t\t\t\tr = pad(m) + ':' + r;\n\t\t\t}\n\t\t\tif (h || d) {\n\t\t\t\tr = pad(h) + ':' + r;\n\t\t\t}\n\t\t\tif (d) {\n\t\t\t\tr = d + ' day' + (d > 1 ? 's' : '') + ', ' + r;\n\t\t\t}\n\t\t\treturn r;\n\t\t}),\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis.stop();\n\t\t},\n\t\tcompleteClass: Ember.computed('complete', function () {\n\t\t\treturn this.get('complete') ? 'complete' : '';\n\t\t}),\n\t\taudioPlayer: Ember.observer('started', 'currentSeconds', function () {\n\t\t\tif (!this.get('started') || this.get('complete')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t/* final second */\n\t\t\tif (this.get('currentSeconds') === 0) {\n\t\t\t\tif (this.get('finalAudio')) {\n\t\t\t\t\tthis.get('finalAudio').play();\n\t\t\t\t} else if (this.get('intervalAudio')) {\n\t\t\t\t\tthis.get('intervalAudio').play();\n\t\t\t\t}\n\t\t\t}\n\t\t\t/* interval */\n\t\t\telse {\n\t\t\t\t\tif (this.get('intervalAudio')) {\n\t\t\t\t\t\tthis.get('intervalAudio').play();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t})\n\t});\n});","define('edalive-app/components/file-drop-zone', ['exports', 'edalive-app/templates/components/file-drop-zone'], function (exports, _fileDropZone) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _fileDropZone.default,\n\t\ttagName: null,\n\n\t\tactions: {\n\t\t\tfileError: function fileError() {\n\t\t\t\tvar action = this.get('fileError');\n\t\t\t\tif (action) {\n\t\t\t\t\taction.apply(undefined, arguments);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tfileRead: function fileRead() {\n\t\t\t\tvar action = this.get('fileRead');\n\t\t\t\tif (action) {\n\t\t\t\t\taction.apply(undefined, arguments);\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tfilesRead: function filesRead() {\n\t\t\t\tvar action = this.get('filesRead');\n\t\t\t\tif (action) {\n\t\t\t\t\taction.apply(undefined, arguments);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('edalive-app/components/file-reader', ['exports', 'edalive-app/templates/components/file-reader'], function (exports, _fileReader) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar mimeTypes = {\n\t\t'text/plain': 'txt',\n\t\t'image/jpeg': 'jpg',\n\t\t'image/png': 'png',\n\t\t'text/csv': 'csv',\n\t\t'application/vnd.ms-excel': 'xls',\n\t\t'application/vnd.openxmlformats-officedocument.spreadsheetml.sheet': 'xlsx'\n\t};\n\n\texports.default = Ember.Component.extend({\n\t\tlayout: _fileReader.default,\n\t\tclassNameBindings: ['componentDragging:over-component', 'windowDragging:over-window'],\n\n\t\tlabel: 'Select file',\n\n\t\t// An array of extensions and/or mime-types, eg\n\t\t// [\".txt\", \"text/plain\"]\n\t\tallowedFileTypes: null,\n\n\t\tmultiple: false,\n\n\t\tdragCounter: 0,\n\n\t\tallowedFileTypesString: Ember.computed('allowedFileTypes', function () {\n\t\t\treturn (this.get('allowedFileTypes') || []).join(',');\n\t\t}),\n\n\t\tallowedMimeTypes: Ember.computed('allowedFileTypes', function () {\n\t\t\treturn (this.get('allowedFileTypes') || []).filter(function (t) {\n\t\t\t\treturn t.indexOf('/') !== -1;\n\t\t\t});\n\t\t}),\n\n\t\tallowedExtensions: Ember.computed('allowedFileTypes', 'allowedMimeTypes', function () {\n\t\t\tvar extensions = (this.get('allowedFileTypes') || []).filter(function (t) {\n\t\t\t\treturn t[0] === '.';\n\t\t\t});\n\t\t\tvar mimeTypeExtensions = this.get('allowedMimeTypes') || [];\n\t\t\tif (mimeTypeExtensions.length) {\n\t\t\t\tmimeTypeExtensions.forEach(function (t) {\n\t\t\t\t\tif (mimeTypes[t] && extensions.indexOf('.' + mimeTypes[t]) === -1) {\n\t\t\t\t\t\textensions.push('.' + mimeTypes[t]);\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t}\n\t\t\treturn extensions;\n\t\t}),\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.windowDragEnter = this.windowDragEnter.bind(this);\n\t\t\tthis.windowDragLeave = this.windowDragLeave.bind(this);\n\t\t\tthis.inputChanged = this.inputChanged.bind(this);\n\t\t\tthis.dragCounter = 0;\n\t\t},\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.input = this.element.querySelector('.file-input');\n\t\t\tif (this.get('multiple')) {\n\t\t\t\tthis.input.setAttribute('multiple', 'multiple');\n\t\t\t}\n\t\t\tthis.input.addEventListener('change', this.inputChanged);\n\n\t\t\tdocument.addEventListener('dragenter', this.windowDragEnter);\n\t\t\tdocument.addEventListener('dragleave', this.windowDragLeave);\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis.destroyed = true;\n\t\t\tthis.input.removeEventListener('change', this.inputChanged);\n\t\t\tthis.input = null;\n\t\t\tdocument.removeEventListener('dragenter', this.windowDragEnter);\n\t\t\tdocument.removeEventListener('dragleave', this.windowDragLeave);\n\t\t\tthis.windowDragEnter = null;\n\t\t\tthis.windowDragLeave = null;\n\t\t},\n\n\t\tclick: function click(e) {\n\t\t\t// prevent recursion caused by the file-input trigger('click') bubbling up to here again\n\t\t\tif (e.target === this.input) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.$('.file-input').trigger('click');\n\t\t},\n\n\t\tinputChanged: function inputChanged(e) {\n\t\t\tif (this.destroyed || !e.target.files.length) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.loadFiles(e.target.files);\n\t\t\tthis.input.value = '';\n\t\t},\n\n\t\twindowDragEnter: function windowDragEnter(e) {\n\t\t\tif (e.relatedTarget) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar item = e.dataTransfer.items[0];\n\t\t\tif (item.kind !== 'file') {\n\t\t\t\te.preventDefault();\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.set('windowDragging', true);\n\t\t},\n\n\t\twindowDragLeave: function windowDragLeave(e) {\n\t\t\tif (e.relatedTarget) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.set('windowDragging', false);\n\t\t},\n\n\t\tdragOver: function dragOver(e) {\n\t\t\te.preventDefault();\n\t\t},\n\n\t\tdragEnter: function dragEnter(e) {\n\t\t\tthis.dragCounter++;\n\t\t\tif (this.dragCounter > 1) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar item = e.dataTransfer.items[0];\n\t\t\tif (item.kind !== 'file') {\n\t\t\t\te.preventDefault();\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.set('componentDragging', true);\n\t\t},\n\n\t\tdragLeave: function dragLeave() {\n\t\t\tthis.dragCounter--;\n\t\t\tif (this.dragCounter > 0) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.set('componentDragging', false);\n\t\t},\n\n\t\tdrop: function drop(e) {\n\t\t\tthis.dragCounter = 0;\n\t\t\te.preventDefault();\n\t\t\tthis.setProperties({\n\t\t\t\tcomponentDragging: false,\n\t\t\t\twindowDragging: false\n\t\t\t});\n\t\t\tif (e.dataTransfer.files.length) {\n\t\t\t\tif (this.get('multiple')) {\n\t\t\t\t\tthis.loadFiles(e.dataTransfer.files);\n\t\t\t\t} else {\n\t\t\t\t\tthis.loadFiles([e.dataTransfer.files[0]]);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\t/**\n   * files = [{name: 'file.txt'}]\n   */\n\t\tloadFiles: function loadFiles(files) {\n\t\t\tif (this.get('loading')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.set('errorMessage', null);\n\t\t\tif (this.get('allowedFileTypes.length')) {\n\t\t\t\tvar allowedMimeTypes = this.get('allowedMimeTypes');\n\t\t\t\tvar allowedExtensions = this.get('allowedExtensions');\n\t\t\t\tvar restrictedFiles = 0;\n\t\t\t\tfor (var i = 0; i < files.length; i++) {\n\t\t\t\t\tif (allowedMimeTypes.indexOf(files[i].type) === -1) {\n\t\t\t\t\t\tvar extension = (files[i].name.match(/\\.[^\\.]+$/) || [])[0];\n\t\t\t\t\t\tif (!extension || allowedExtensions.indexOf(extension) === -1) {\n\t\t\t\t\t\t\trestrictedFiles++;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (restrictedFiles) {\n\t\t\t\t\tif (files.length > 1) {\n\t\t\t\t\t\tif (restrictedFiles > 1) {\n\t\t\t\t\t\t\tthis.set('errorMessage', \"Several of the selected files are an unsupported format.\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tthis.set('errorMessage', \"One of the selected files is an unsupported format.\");\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.set('errorMessage', \"The selected file is an unsupported format.\");\n\t\t\t\t\t}\n\t\t\t\t\tvar errorAction = this.get('fileError');\n\t\t\t\t\tif (errorAction) {\n\t\t\t\t\t\terrorAction(this.get('errorMessage'));\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar _this = this;\n\t\t\tthis.progresses = [];\n\t\t\tvar promises = [];\n\n\t\t\tvar _loop = function _loop(_i) {\n\t\t\t\t_this.progresses.push(0);\n\t\t\t\tpromises.push(new Ember.RSVP.Promise(function (resolve, reject) {\n\t\t\t\t\tvar name = files[_i].name;\n\t\t\t\t\tvar extension = name.split('.').pop();\n\t\t\t\t\tif (extension.length === name) {\n\t\t\t\t\t\textension = null;\n\t\t\t\t\t}\n\t\t\t\t\tvar type = files[_i].type;\n\t\t\t\t\tvar isText = type.slice(0, 4) === 'text' || extension && _this.get('textExtensions') && (_this.get('textExtensions').indexOf(extension) > -1 || _this.get('textExtensions').indexOf('.' + extension) > -1);\n\t\t\t\t\tvar reader = new window.FileReader();\n\t\t\t\t\treader.onprogress = function (e) {\n\t\t\t\t\t\t_this.progresses[_i] = [e.lengthComputable, e.loaded, e.total];\n\t\t\t\t\t\tEmber.run.throttle(_this, 'updateProgress', 250);\n\t\t\t\t\t};\n\t\t\t\t\treader.onload = function () {\n\t\t\t\t\t\treader.onprogress = null;\n\t\t\t\t\t\treader.onload = null;\n\t\t\t\t\t\treader.onerror = null;\n\t\t\t\t\t\t// strip off the 'mime/type;base64,' section of the data\n\t\t\t\t\t\tvar data = reader.result;\n\t\t\t\t\t\tresolve({ name: name, type: type, isText: isText, data: data });\n\t\t\t\t\t};\n\t\t\t\t\treader.onerror = function () {\n\t\t\t\t\t\treader.onprogress = null;\n\t\t\t\t\t\treader.onload = null;\n\t\t\t\t\t\treader.onerror = null;\n\t\t\t\t\t\treject(reader.error);\n\t\t\t\t\t};\n\t\t\t\t\t// should try to handle errors too\n\t\t\t\t\tif (isText) {\n\t\t\t\t\t\treader.readAsText(files[_i]);\n\t\t\t\t\t} else {\n\t\t\t\t\t\treader.readAsDataURL(files[_i]);\n\t\t\t\t\t}\n\t\t\t\t}));\n\t\t\t};\n\n\t\t\tfor (var _i = 0; _i < files.length; _i++) {\n\t\t\t\t_loop(_i);\n\t\t\t}\n\t\t\t_this.set('loading', true);\n\t\t\tEmber.RSVP.all(promises).then(function (results) {\n\t\t\t\t_this.sendAction('fileRead', results[0]);\n\t\t\t\t_this.sendAction('filesRead', results);\n\t\t\t\t_this.set('files', results);\n\t\t\t}, function () {\n\t\t\t\t_this.set('files', []);\n\t\t\t}).finally(function () {\n\t\t\t\t_this.set('loading', false);\n\t\t\t});\n\t\t},\n\n\t\tupdateProgress: function updateProgress() {\n\t\t\tvar indeterminate = false;\n\t\t\tvar loaded = 0;\n\t\t\tvar total = 0;\n\t\t\tfor (var i = 0; i < this.progresses.length; i++) {\n\t\t\t\tif (this.progresses[i][0]) {\n\t\t\t\t\tindeterminate = true;\n\t\t\t\t} else {\n\t\t\t\t\tloaded += this.progresses[i][1];\n\t\t\t\t\ttotal += this.progresses[i][2];\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.setProperties({\n\t\t\t\tindeterminate: indeterminate,\n\t\t\t\tprogress: loaded / total\n\t\t\t});\n\t\t},\n\n\t\tactions: {\n\t\t\tclicked: function clicked() {\n\t\t\t\tthis.$('.file-input').trigger('click');\n\t\t\t}\n\t\t}\n\t});\n});","define('edalive-app/components/hrule-labelled', ['exports', 'edalive-app/templates/components/hrule-labelled'], function (exports, _hruleLabelled) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _hruleLabelled.default,\n\t\tclassNames: ['hrule-labelled']\n\t});\n});","define('edalive-app/components/management-backdrop', ['exports', 'edalive-app/templates/components/management-backdrop'], function (exports, _managementBackdrop) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _managementBackdrop.default,\n\t\tconfig: Ember.inject.service(),\n\t\tclassNames: ['management-backdrop'],\n\t\tmanagementBackdropUrl: Ember.computed('config', function () {\n\t\t\tif (!this.get('config')) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tvar app = this.get('config.APP.identifier');\n\t\t\treturn this.get('env.centralApi') + '/management-backdrop' + (app ? '?service=' + app : '');\n\t\t})\n\t});\n});","define('edalive-app/components/management/service-tabs', ['exports', 'edalive-app/templates/components/management/service-tabs'], function (exports, _serviceTabs) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _serviceTabs.default,\n\t\tclassNames: ['service-tabs'],\n\t\tattributeBindings: ['style'],\n\t\tconfig: Ember.inject.service(),\n\n\t\tuserId: null,\n\t\tserviceIdentifier: null,\n\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.refresh();\n\t\t},\n\n\t\trefresh: Ember.observer('userId', 'serviceIdentifier', function () {\n\t\t\tvar p = this.getProperties('userId', 'serviceIdentifier');\n\t\t\tif (!(p.userId && p.serviceIdentifier)) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar _this = this;\n\t\t\tEmber.$.get((this.get('config.APP.api') || '/api') + '/users/' + p.userId + '/management-services').then(function (response) {\n\t\t\t\tvar services = response.services;\n\t\t\t\tfor (var i = 0; i < services.length; i++) {\n\t\t\t\t\tif (/^#([A-Fa-f0-9]{3}){1,2}$/.test(services[i].color)) {\n\t\t\t\t\t\tservices[i].style = Ember.String.htmlSafe('background-color: ' + services[i].color);\n\t\t\t\t\t}\n\t\t\t\t\tservices[i].active = services[i].identifier === p.serviceIdentifier;\n\t\t\t\t\tif (services[i].active) {\n\t\t\t\t\t\t_this.set('style', Ember.String.htmlSafe('background-color: ' + services[i].color));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_this.set('services', services);\n\t\t\t});\n\t\t})\n\t});\n});","define('edalive-app/helpers/call', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.call = call;\n\tfunction call(params /*, hash*/) {\n\t\treturn params.length >= 2 && params[0] !== undefined && params[0] !== null && typeof params[0][params[1]] === 'function' ? params[0][params[1]].apply(params[0], params.slice(2)) : params[0];\n\t}\n\n\texports.default = Ember.Helper.extend({\n\t\tcompute: call\n\t});\n});","define('edalive-app/helpers/capitalise', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.capitalise = capitalise;\n\tfunction capitalise(value) {\n\t\treturn value ? value[0].toUpperCase() + value.substr(1) : value;\n\t}\n\n\texports.default = Ember.Helper.extend({\n\t\tcompute: function compute(params /*, hash*/) {\n\t\t\treturn capitalise(params[0]);\n\t\t}\n\t});\n});","define('edalive-app/helpers/later', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Helper.extend({\n\t\tcompute: function compute(params) {\n\t\t\tvar pendingValue = params[0];\n\t\t\tvar time = params[1] || 1;\n\t\t\tif (pendingValue !== this.pendingValue || time !== this.time) {\n\t\t\t\tif (this.timer) {\n\t\t\t\t\tEmber.run.cancel(this.timer);\n\t\t\t\t\tthis.timer = null;\n\t\t\t\t}\n\t\t\t\tthis.pendingValue = pendingValue;\n\t\t\t\tthis.time = time;\n\t\t\t\tvar _this = this;\n\t\t\t\tthis.timer = Ember.run.later(function () {\n\t\t\t\t\t_this.value = pendingValue;\n\t\t\t\t\t_this.recompute();\n\t\t\t\t}, time);\n\t\t\t} else if (this.value) {\n\t\t\t\treturn this.value;\n\t\t\t} else {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t}\n\t});\n});","define('edalive-app/helpers/ordinal', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.ordinal = ordinal;\n\tfunction ordinal(params /*, hash*/) {\n\t\tvar t = Math.floor(params.length ? params[0] : params || 0);\n\t\tvar s;\n\t\tvar n = t % 100;\n\t\tif (n >= 11 && n <= 13) {\n\t\t\ts = 'th';\n\t\t} else {\n\t\t\tvar d = n % 10;\n\t\t\tif (d === 1) {\n\t\t\t\ts = 'st';\n\t\t\t} else if (d === 2) {\n\t\t\t\ts = 'nd';\n\t\t\t} else if (d === 3) {\n\t\t\t\ts = 'rd';\n\t\t\t} else {\n\t\t\t\ts = 'th';\n\t\t\t}\n\t\t}\n\t\treturn t.toFixed(0) + s;\n\t}\n\n\texports.default = Ember.Helper.extend({\n\t\tcompute: ordinal\n\t});\n});","define('edalive-app/helpers/percent-style', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.percentStyle = percentStyle;\n\tfunction percentStyle(params, hash) {\n\t\tvar value;\n\t\tif (hash.type === 'log') {\n\t\t\tvalue = hash.total <= 1 || hash.value <= 1 ? 0 : 100 * Math.log(hash.value) / Math.log(hash.total);\n\t\t} else {\n\t\t\tvalue = hash.total - (hash.base || 0) > 0 ? Math.max(0, Math.min(100, 100 * ((hash.value || hash.base || 0) - (hash.base || 0)) / (hash.total - (hash.base || 0)))) : 0;\n\t\t}\n\t\treturn Ember.String.htmlSafe(params[0] + ':' + value + '%;');\n\t}\n\n\texports.default = Ember.Helper.extend({\n\t\tcompute: percentStyle\n\t});\n});","define('edalive-app/helpers/shuffle', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.shuffle = shuffle;\n\tfunction shuffle(array) {\n\t\tfor (var i = array.length - 1; i > 0; i--) {\n\t\t\tvar j = Math.floor(Math.random() * (i + 1));\n\t\t\tvar _ref = [array[j], array[i]];\n\t\t\tarray[i] = _ref[0];\n\t\t\tarray[j] = _ref[1];\n\t\t}\n\t};\n\n\texports.default = Ember.Helper.extend({\n\t\tcompute: shuffle\n\t});\n});","define('edalive-app/services/ad-service', ['exports', 'edalive-app/helpers/shuffle'], function (exports, _shuffle) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Service.extend({\n\t\tsession: Ember.inject.service(),\n\n\t\tgetPromoConfig: function getPromoConfig() {\n\t\t\tif (!this.promoConfigPromise) {\n\t\t\t\tvar api = this.get('config.APP.api');\n\t\t\t\tvar _this = this;\n\t\t\t\tthis.promoConfigPromise = this.get('session.user').then(function (user) {\n\t\t\t\t\treturn Ember.$.ajax({\n\t\t\t\t\t\turl: api + '/user-promo-config?user=' + user.get('sourceId'),\n\t\t\t\t\t\tmethod: 'GET',\n\t\t\t\t\t\tcontentType: \"application/json\"\n\t\t\t\t\t}).then(function (body) {\n\t\t\t\t\t\tvar expandedPromoConfig = {};\n\t\t\t\t\t\tfor (var format in body) {\n\t\t\t\t\t\t\tif (!body.hasOwnProperty(format)) {\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\texpandedPromoConfig[format] = [];\n\t\t\t\t\t\t\tvar i, j, n;\n\t\t\t\t\t\t\tvar minWeighting = null;\n\t\t\t\t\t\t\tvar maxWeighting = null;\n\t\t\t\t\t\t\tfor (i = 0; i < body[format].length; i++) {\n\t\t\t\t\t\t\t\tif (!i || body[format][i].weighting < minWeighting) {\n\t\t\t\t\t\t\t\t\tminWeighting = body[format][i].weighting;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (!i || body[format][i].weighting > maxWeighting) {\n\t\t\t\t\t\t\t\t\tmaxWeighting = body[format][i].weighting;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tfor (i = 0; i < body[format].length; i++) {\n\t\t\t\t\t\t\t\tfor (j = 0, n = minWeighting === maxWeighting ? 1 : body[format][i].weighting; j < n; j++) {\n\t\t\t\t\t\t\t\t\texpandedPromoConfig[format].push(body[format][i].path);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t(0, _shuffle.shuffle)(expandedPromoConfig[format]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn expandedPromoConfig;\n\t\t\t\t\t});\n\t\t\t\t});\n\t\t\t}\n\t\t\treturn this.promoConfigPromise;\n\t\t},\n\n\t\tloadAd: function loadAd(format) {\n\t\t\treturn this.getPromoConfig().then(function (promoConfig) {\n\t\t\t\tif (!promoConfig[format] || !promoConfig[format].length) {\n\t\t\t\t\treturn null;\n\t\t\t\t}\n\t\t\t\tvar promo = promoConfig[format].shift();\n\t\t\t\tpromoConfig[format].push(promo);\n\t\t\t\treturn promo;\n\t\t\t});\n\t\t}\n\t});\n});","define(\"edalive-app/templates/components/ad-view\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"moQS9pN3\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[6,\\\"iframe\\\"],[9,\\\"class\\\",\\\"promo-view-iframe\\\"],[10,\\\"src\\\",[18,\\\"src\\\"],null],[10,\\\"width\\\",[20,[\\\"formatObject\\\",\\\"width\\\"]],null],[10,\\\"height\\\",[20,[\\\"formatObject\\\",\\\"height\\\"]],null],[7],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"edalive-app/templates/components/ad-view.hbs\" } });\n});","define(\"edalive-app/templates/components/countdown-timer\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"lnz6BfrU\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[1,[18,\\\"timeString\\\"],false]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"edalive-app/templates/components/countdown-timer.hbs\" } });\n});","define(\"edalive-app/templates/components/file-drop-zone\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"7klQdwaW\", \"block\": \"{\\\"symbols\\\":[\\\"c\\\",\\\"file\\\",\\\"ext\\\",\\\"i\\\"],\\\"statements\\\":[[4,\\\"file-reader\\\",null,[[\\\"class\\\",\\\"allowedFileTypes\\\",\\\"textExtensions\\\",\\\"multiple\\\",\\\"fileRead\\\",\\\"filesRead\\\",\\\"fileError\\\"],[\\\"file-drop-zone\\\",[20,[\\\"allowedFileTypes\\\"]],[20,[\\\"textExtensions\\\"]],[20,[\\\"multiple\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"fileRead\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"filesRead\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"fileError\\\"],null]]],{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"drop-zone-overlay\\\"],[7],[8],[0,\\\"\\\\n\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"drop-zone-element\\\"],[7],[0,\\\"\\\\n\\\\t\\\\t\\\"],[6,\\\"div\\\"],[7],[0,\\\"Drop a file here, or click to select a file.\\\"],[8],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[19,1,[\\\"allowedExtensions\\\",\\\"length\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\"],[6,\\\"div\\\"],[7],[0,\\\"Supported file formats:\\\"],[8],[0,\\\"\\\\n\\\"],[4,\\\"each\\\",[[19,1,[\\\"allowedExtensions\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\"],[6,\\\"code\\\"],[7],[1,[19,3,[]],false],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[3,4]},null]],\\\"parameters\\\":[]},null],[0,\\\"\\\\t\\\\t\\\"],[6,\\\"div\\\"],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[19,1,[\\\"files\\\",\\\"length\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\tSelected:\\\\n\\\"],[4,\\\"each\\\",[[19,1,[\\\"files\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t\\\\t\\\"],[6,\\\"code\\\"],[7],[6,\\\"strong\\\"],[7],[1,[19,2,[\\\"name\\\"]],false],[8],[8],[6,\\\"br\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[2]},null]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\\t(No file selected)\\\\n\\\"]],\\\"parameters\\\":[]}],[0,\\\"\\\\t\\\\t\\\"],[8],[0,\\\"\\\\n\\\\t\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"edalive-app/templates/components/file-drop-zone.hbs\" } });\n});","define(\"edalive-app/templates/components/file-reader\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"+O2xlKB4\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[6,\\\"input\\\"],[9,\\\"class\\\",\\\"file-input\\\"],[9,\\\"type\\\",\\\"file\\\"],[9,\\\"style\\\",\\\"display:none;\\\"],[10,\\\"accept\\\",[26,[[18,\\\"allowedFileTypesString\\\"]]]],[7],[8],[0,\\\"\\\\n\\\"],[4,\\\"unless\\\",[[22,1]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[6,\\\"button\\\"],[10,\\\"class\\\",[26,[[18,\\\"buttonClass\\\"]]]],[3,\\\"action\\\",[[19,0,[]],\\\"clicked\\\"]],[7],[1,[18,\\\"label\\\"],false],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[11,1,[[25,\\\"hash\\\",null,[[\\\"allowedExtensions\\\",\\\"overComponent\\\",\\\"overWindow\\\",\\\"loading\\\",\\\"indeterminate\\\",\\\"progress\\\",\\\"error\\\",\\\"files\\\"],[[20,[\\\"allowedExtensions\\\"]],[20,[\\\"componentDragging\\\"]],[20,[\\\"windowDragging\\\"]],[20,[\\\"loading\\\"]],[20,[\\\"indeterminate\\\"]],[20,[\\\"progress\\\"]],[20,[\\\"errorMessage\\\"]],[20,[\\\"files\\\"]]]]]]],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"edalive-app/templates/components/file-reader.hbs\" } });\n});","define(\"edalive-app/templates/components/hrule-labelled\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"NZklm7YE\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[6,\\\"div\\\"],[9,\\\"class\\\",\\\"hrule-label\\\"],[7],[11,1],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"edalive-app/templates/components/hrule-labelled.hbs\" } });\n});","define(\"edalive-app/templates/components/management-backdrop\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"10UAmgTn\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"managementBackdropUrl\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[6,\\\"iframe\\\"],[9,\\\"class\\\",\\\"management-backdrop-iframe\\\"],[10,\\\"src\\\",[26,[[18,\\\"managementBackdropUrl\\\"]]]],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"edalive-app/templates/components/management-backdrop.hbs\" } });\n});","define(\"edalive-app/templates/components/management/service-tabs\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"fjZGSmoG\", \"block\": \"{\\\"symbols\\\":[\\\"service\\\"],\\\"statements\\\":[[6,\\\"div\\\"],[9,\\\"class\\\",\\\"buttons\\\"],[7],[0,\\\"\\\\n\\\"],[4,\\\"each\\\",[[20,[\\\"services\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[6,\\\"a\\\"],[10,\\\"class\\\",[26,[\\\"button \\\",[25,\\\"if\\\",[[25,\\\"eq\\\",[[19,1,[\\\"identifier\\\"]],[20,[\\\"serviceIdentifier\\\"]]],null],\\\"active\\\"],null]]]],[10,\\\"style\\\",[19,1,[\\\"style\\\"]],null],[10,\\\"href\\\",[26,[[19,1,[\\\"link\\\"]]]]],[7],[0,\\\"\\\\n\\\\t\\\\t\\\\t\\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"aligner\\\"],[7],[8],[0,\\\"\\\\n\\\\t\\\\t\\\\t\\\"],[6,\\\"img\\\"],[9,\\\"class\\\",\\\"logo\\\"],[10,\\\"src\\\",[26,[[19,1,[\\\"logo\\\"]]]]],[7],[8],[0,\\\"\\\\n\\\\t\\\\t\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null],[8],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"edalive-app/templates/components/management/service-tabs.hbs\" } });\n});","define('ember-ajax/-private/promise', ['exports'], function (exports) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n\n    function _classCallCheck(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    var _createClass = function () {\n        function defineProperties(target, props) {\n            for (var i = 0; i < props.length; i++) {\n                var descriptor = props[i];\n                descriptor.enumerable = descriptor.enumerable || false;\n                descriptor.configurable = true;\n                if (\"value\" in descriptor) descriptor.writable = true;\n                Object.defineProperty(target, descriptor.key, descriptor);\n            }\n        }\n\n        return function (Constructor, protoProps, staticProps) {\n            if (protoProps) defineProperties(Constructor.prototype, protoProps);\n            if (staticProps) defineProperties(Constructor, staticProps);\n            return Constructor;\n        };\n    }();\n\n    function _possibleConstructorReturn(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }\n\n        return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    var _get = function get(object, property, receiver) {\n        if (object === null) object = Function.prototype;\n        var desc = Object.getOwnPropertyDescriptor(object, property);\n\n        if (desc === undefined) {\n            var parent = Object.getPrototypeOf(object);\n\n            if (parent === null) {\n                return undefined;\n            } else {\n                return get(parent, property, receiver);\n            }\n        } else if (\"value\" in desc) {\n            return desc.value;\n        } else {\n            var getter = desc.get;\n\n            if (getter === undefined) {\n                return undefined;\n            }\n\n            return getter.call(receiver);\n        }\n    };\n\n    function _inherits(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }\n\n        subClass.prototype = Object.create(superClass && superClass.prototype, {\n            constructor: {\n                value: subClass,\n                enumerable: false,\n                writable: true,\n                configurable: true\n            }\n        });\n        if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass;\n    }\n\n    var AJAXPromise = function (_EmberRSVPPromise) {\n        _inherits(AJAXPromise, _EmberRSVPPromise);\n\n        // NOTE: Only necessary due to broken definition of RSVP.Promise\n        // https://github.com/DefinitelyTyped/DefinitelyTyped/pull/26640\n        function AJAXPromise(executor, label) {\n            _classCallCheck(this, AJAXPromise);\n\n            return _possibleConstructorReturn(this, (AJAXPromise.__proto__ || Object.getPrototypeOf(AJAXPromise)).call(this, executor, label));\n        }\n        /**\n         * Overriding `.then` to add XHR to child promise\n         */\n\n\n        _createClass(AJAXPromise, [{\n            key: 'then',\n            value: function then(onFulfilled, onRejected, label) {\n                var child = _get(AJAXPromise.prototype.__proto__ || Object.getPrototypeOf(AJAXPromise.prototype), 'then', this).call(this, onFulfilled, onRejected, label);\n                child.xhr = this.xhr;\n                return child;\n            }\n        }]);\n\n        return AJAXPromise;\n    }(Ember.RSVP.Promise);\n\n    exports.default = AJAXPromise;\n});","define(\"ember-ajax/-private/types\", [], function () {\n  \"use strict\";\n});","define('ember-ajax/-private/utils/get-header', ['exports'], function (exports) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.default = getHeader;\n\n    /**\n     * Do a case-insensitive lookup of an HTTP header\n     *\n     * @function getHeader\n     * @private\n     */\n    function getHeader(headers, name) {\n        if (Ember.isNone(headers) || Ember.isNone(name)) {\n            return undefined;\n        }\n        var matchedKey = Ember.A(Object.keys(headers)).find(function (key) {\n            return key.toLowerCase() === name.toLowerCase();\n        });\n        return matchedKey ? headers[matchedKey] : undefined;\n    }\n});","define('ember-ajax/-private/utils/is-string', ['exports'], function (exports) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.default = isString;\n    function isString(object) {\n        return typeof object === 'string';\n    }\n});","define('ember-ajax/-private/utils/parse-response-headers', ['exports'], function (exports) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.default = parseResponseHeaders;\n\n    function _toArray(arr) {\n        return Array.isArray(arr) ? arr : Array.from(arr);\n    }\n\n    var CRLF = exports.CRLF = '\\r\\n';\n    function parseResponseHeaders(headersString) {\n        var headers = {};\n        if (!headersString) {\n            return headers;\n        }\n        return headersString.split(CRLF).reduce(function (hash, header) {\n            var _header$split = header.split(':'),\n                _header$split2 = _toArray(_header$split),\n                field = _header$split2[0],\n                value = _header$split2.slice(1);\n\n            field = field.trim();\n            var valueString = value.join(':').trim();\n            if (valueString) {\n                hash[field] = valueString;\n            }\n            return hash;\n        }, headers);\n    }\n});","define('ember-ajax/-private/utils/url-helpers', ['exports'], function (exports) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.parseURL = parseURL;\n    exports.isFullURL = isFullURL;\n    exports.haveSameHost = haveSameHost;\n    /* eslint-env browser, node */\n    var completeUrlRegex = /^(http|https)/;\n    /**\n     * Parse a URL string into an object that defines its structure\n     *\n     * The returned object will have the following properties:\n     *\n     *   href: the full URL\n     *   protocol: the request protocol\n     *   hostname: the target for the request\n     *   port: the port for the request\n     *   pathname: any URL after the host\n     *   search: query parameters\n     *   hash: the URL hash\n     *\n     * @function parseURL\n     * @private\n     */\n    function parseURL(str) {\n        var fullObject = void 0;\n        if (typeof FastBoot === 'undefined') {\n            var element = document.createElement('a');\n            element.href = str;\n            fullObject = element;\n        } else {\n            fullObject = FastBoot.require('url').parse(str);\n        }\n        var desiredProps = {\n            href: fullObject.href,\n            protocol: fullObject.protocol,\n            hostname: fullObject.hostname,\n            port: fullObject.port,\n            pathname: fullObject.pathname,\n            search: fullObject.search,\n            hash: fullObject.hash\n        };\n        return desiredProps;\n    }\n    function isFullURL(url) {\n        return !!url.match(completeUrlRegex);\n    }\n    function haveSameHost(a, b) {\n        var urlA = parseURL(a);\n        var urlB = parseURL(b);\n        return urlA.protocol === urlB.protocol && urlA.hostname === urlB.hostname && urlA.port === urlB.port;\n    }\n});","define('ember-ajax/ajax-request', ['exports', 'ember-ajax/mixins/ajax-request'], function (exports, _ajaxRequest) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Object.extend(_ajaxRequest.default);\n});","define('ember-ajax/errors', ['exports'], function (exports) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.isAjaxError = isAjaxError;\n    exports.isUnauthorizedError = isUnauthorizedError;\n    exports.isForbiddenError = isForbiddenError;\n    exports.isInvalidError = isInvalidError;\n    exports.isBadRequestError = isBadRequestError;\n    exports.isNotFoundError = isNotFoundError;\n    exports.isGoneError = isGoneError;\n    exports.isTimeoutError = isTimeoutError;\n    exports.isAbortError = isAbortError;\n    exports.isConflictError = isConflictError;\n    exports.isServerError = isServerError;\n    exports.isSuccess = isSuccess;\n\n    function _classCallCheck(instance, Constructor) {\n        if (!(instance instanceof Constructor)) {\n            throw new TypeError(\"Cannot call a class as a function\");\n        }\n    }\n\n    function _possibleConstructorReturn(self, call) {\n        if (!self) {\n            throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n        }\n\n        return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n    }\n\n    function _inherits(subClass, superClass) {\n        if (typeof superClass !== \"function\" && superClass !== null) {\n            throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n        }\n\n        subClass.prototype = Object.create(superClass && superClass.prototype, {\n            constructor: {\n                value: subClass,\n                enumerable: false,\n                writable: true,\n                configurable: true\n            }\n        });\n        if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass;\n    }\n\n    var AjaxError = exports.AjaxError = function (_EmberError) {\n        _inherits(AjaxError, _EmberError);\n\n        function AjaxError(payload) {\n            var message = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 'Ajax operation failed';\n            var status = arguments[2];\n\n            _classCallCheck(this, AjaxError);\n\n            var _this = _possibleConstructorReturn(this, (AjaxError.__proto__ || Object.getPrototypeOf(AjaxError)).call(this, message));\n\n            _this.payload = payload;\n            _this.status = status;\n            return _this;\n        }\n\n        return AjaxError;\n    }(Ember.Error);\n\n    var InvalidError = exports.InvalidError = function (_AjaxError) {\n        _inherits(InvalidError, _AjaxError);\n\n        function InvalidError(payload) {\n            _classCallCheck(this, InvalidError);\n\n            return _possibleConstructorReturn(this, (InvalidError.__proto__ || Object.getPrototypeOf(InvalidError)).call(this, payload, 'Request was rejected because it was invalid', 422));\n        }\n\n        return InvalidError;\n    }(AjaxError);\n\n    var UnauthorizedError = exports.UnauthorizedError = function (_AjaxError2) {\n        _inherits(UnauthorizedError, _AjaxError2);\n\n        function UnauthorizedError(payload) {\n            _classCallCheck(this, UnauthorizedError);\n\n            return _possibleConstructorReturn(this, (UnauthorizedError.__proto__ || Object.getPrototypeOf(UnauthorizedError)).call(this, payload, 'Ajax authorization failed', 401));\n        }\n\n        return UnauthorizedError;\n    }(AjaxError);\n\n    var ForbiddenError = exports.ForbiddenError = function (_AjaxError3) {\n        _inherits(ForbiddenError, _AjaxError3);\n\n        function ForbiddenError(payload) {\n            _classCallCheck(this, ForbiddenError);\n\n            return _possibleConstructorReturn(this, (ForbiddenError.__proto__ || Object.getPrototypeOf(ForbiddenError)).call(this, payload, 'Request was rejected because user is not permitted to perform this operation.', 403));\n        }\n\n        return ForbiddenError;\n    }(AjaxError);\n\n    var BadRequestError = exports.BadRequestError = function (_AjaxError4) {\n        _inherits(BadRequestError, _AjaxError4);\n\n        function BadRequestError(payload) {\n            _classCallCheck(this, BadRequestError);\n\n            return _possibleConstructorReturn(this, (BadRequestError.__proto__ || Object.getPrototypeOf(BadRequestError)).call(this, payload, 'Request was formatted incorrectly.', 400));\n        }\n\n        return BadRequestError;\n    }(AjaxError);\n\n    var NotFoundError = exports.NotFoundError = function (_AjaxError5) {\n        _inherits(NotFoundError, _AjaxError5);\n\n        function NotFoundError(payload) {\n            _classCallCheck(this, NotFoundError);\n\n            return _possibleConstructorReturn(this, (NotFoundError.__proto__ || Object.getPrototypeOf(NotFoundError)).call(this, payload, 'Resource was not found.', 404));\n        }\n\n        return NotFoundError;\n    }(AjaxError);\n\n    var GoneError = exports.GoneError = function (_AjaxError6) {\n        _inherits(GoneError, _AjaxError6);\n\n        function GoneError(payload) {\n            _classCallCheck(this, GoneError);\n\n            return _possibleConstructorReturn(this, (GoneError.__proto__ || Object.getPrototypeOf(GoneError)).call(this, payload, 'Resource is no longer available.', 410));\n        }\n\n        return GoneError;\n    }(AjaxError);\n\n    var TimeoutError = exports.TimeoutError = function (_AjaxError7) {\n        _inherits(TimeoutError, _AjaxError7);\n\n        function TimeoutError() {\n            _classCallCheck(this, TimeoutError);\n\n            return _possibleConstructorReturn(this, (TimeoutError.__proto__ || Object.getPrototypeOf(TimeoutError)).call(this, null, 'The ajax operation timed out', -1));\n        }\n\n        return TimeoutError;\n    }(AjaxError);\n\n    var AbortError = exports.AbortError = function (_AjaxError8) {\n        _inherits(AbortError, _AjaxError8);\n\n        function AbortError() {\n            _classCallCheck(this, AbortError);\n\n            return _possibleConstructorReturn(this, (AbortError.__proto__ || Object.getPrototypeOf(AbortError)).call(this, null, 'The ajax operation was aborted', 0));\n        }\n\n        return AbortError;\n    }(AjaxError);\n\n    var ConflictError = exports.ConflictError = function (_AjaxError9) {\n        _inherits(ConflictError, _AjaxError9);\n\n        function ConflictError(payload) {\n            _classCallCheck(this, ConflictError);\n\n            return _possibleConstructorReturn(this, (ConflictError.__proto__ || Object.getPrototypeOf(ConflictError)).call(this, payload, 'The ajax operation failed due to a conflict', 409));\n        }\n\n        return ConflictError;\n    }(AjaxError);\n\n    var ServerError = exports.ServerError = function (_AjaxError10) {\n        _inherits(ServerError, _AjaxError10);\n\n        function ServerError(payload, status) {\n            _classCallCheck(this, ServerError);\n\n            return _possibleConstructorReturn(this, (ServerError.__proto__ || Object.getPrototypeOf(ServerError)).call(this, payload, 'Request was rejected due to server error', status));\n        }\n\n        return ServerError;\n    }(AjaxError);\n\n    /**\n     * Checks if the given error is or inherits from AjaxError\n     */\n    function isAjaxError(error) {\n        return error instanceof AjaxError;\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents an\n     * unauthorized request error\n     */\n    function isUnauthorizedError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof UnauthorizedError;\n        } else {\n            return error === 401;\n        }\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents a forbidden\n     * request error\n     */\n    function isForbiddenError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof ForbiddenError;\n        } else {\n            return error === 403;\n        }\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents an invalid\n     * request error\n     */\n    function isInvalidError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof InvalidError;\n        } else {\n            return error === 422;\n        }\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents a bad request\n     * error\n     */\n    function isBadRequestError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof BadRequestError;\n        } else {\n            return error === 400;\n        }\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents a \"not found\"\n     * error\n     */\n    function isNotFoundError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof NotFoundError;\n        } else {\n            return error === 404;\n        }\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents a \"gone\"\n     * error\n     */\n    function isGoneError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof GoneError;\n        } else {\n            return error === 410;\n        }\n    }\n    /**\n     * Checks if the given object represents a \"timeout\" error\n     */\n    function isTimeoutError(error) {\n        return error instanceof TimeoutError;\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents an\n     * \"abort\" error\n     */\n    function isAbortError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof AbortError;\n        } else {\n            return error === 0;\n        }\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents a\n     * conflict error\n     */\n    function isConflictError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof ConflictError;\n        } else {\n            return error === 409;\n        }\n    }\n    /**\n     * Checks if the given status code or AjaxError object represents a server error\n     */\n    function isServerError(error) {\n        if (isAjaxError(error)) {\n            return error instanceof ServerError;\n        } else {\n            return error >= 500 && error < 600;\n        }\n    }\n    /**\n     * Checks if the given status code represents a successful request\n     */\n    function isSuccess(status) {\n        var s = status;\n        if (typeof status === 'string') {\n            s = parseInt(status, 10);\n        }\n        return s >= 200 && s < 300 || s === 304;\n    }\n});","define('ember-ajax/index', ['exports', 'ember-ajax/request'], function (exports, _request) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _request.default;\n    }\n  });\n});","define('ember-ajax/mixins/ajax-request', ['exports', 'ember-ajax/errors', 'ember-ajax/utils/ajax', 'ember-ajax/-private/utils/parse-response-headers', 'ember-ajax/-private/utils/get-header', 'ember-ajax/-private/utils/url-helpers', 'ember-ajax/-private/utils/is-string', 'ember-ajax/-private/promise'], function (exports, _errors, _ajax, _parseResponseHeaders, _getHeader, _urlHelpers, _isString, _promise) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n\n    var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n        return typeof obj;\n    } : function (obj) {\n        return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n    };\n\n    var Test = Ember.Test;\n\n    var JSONContentType = /^application\\/(?:vnd\\.api\\+)?json/i;\n    function isJSONContentType(header) {\n        if (!(0, _isString.default)(header)) {\n            return false;\n        }\n        return !!header.match(JSONContentType);\n    }\n    function isJSONStringifyable(method, _ref) {\n        var contentType = _ref.contentType,\n            data = _ref.data,\n            headers = _ref.headers;\n\n        if (method === 'GET') {\n            return false;\n        }\n        if (!isJSONContentType(contentType) && !isJSONContentType((0, _getHeader.default)(headers, 'Content-Type'))) {\n            return false;\n        }\n        if ((typeof data === 'undefined' ? 'undefined' : _typeof(data)) !== 'object') {\n            return false;\n        }\n        return true;\n    }\n    function startsWithSlash(string) {\n        return string.charAt(0) === '/';\n    }\n    function endsWithSlash(string) {\n        return string.charAt(string.length - 1) === '/';\n    }\n    function removeLeadingSlash(string) {\n        return string.substring(1);\n    }\n    function stripSlashes(path) {\n        // make sure path starts with `/`\n        if (startsWithSlash(path)) {\n            path = removeLeadingSlash(path);\n        }\n        // remove end `/`\n        if (endsWithSlash(path)) {\n            path = path.slice(0, -1);\n        }\n        return path;\n    }\n    var pendingRequestCount = 0;\n    if (Ember.testing) {\n        Test.registerWaiter(function () {\n            return pendingRequestCount === 0;\n        });\n    }\n    /**\n     * AjaxRequest Mixin\n     */\n    exports.default = Ember.Mixin.create({\n        /**\n         * The default value for the request `contentType`\n         *\n         * For now, defaults to the same value that jQuery would assign.  In the\n         * future, the default value will be for JSON requests.\n         * @property {string} contentType\n         * @public\n         */\n        contentType: 'application/x-www-form-urlencoded; charset=UTF-8',\n        /**\n         * Headers to include on the request\n         *\n         * Some APIs require HTTP headers, e.g. to provide an API key. Arbitrary\n         * headers can be set as key/value pairs on the `RESTAdapter`'s `headers`\n         * object and Ember Data will send them along with each ajax request.\n         *\n         * ```javascript\n         * // app/services/ajax.js\n         * import AjaxService from 'ember-ajax/services/ajax';\n         *\n         * export default AjaxService.extend({\n         *   headers: {\n         *     'API_KEY': 'secret key',\n         *     'ANOTHER_HEADER': 'Some header value'\n         *   }\n         * });\n         * ```\n         *\n         * `headers` can also be used as a computed property to support dynamic\n         * headers.\n         *\n         * ```javascript\n         * // app/services/ajax.js\n         * import Ember from 'ember';\n         * import AjaxService from 'ember-ajax/services/ajax';\n         *\n         * const {\n         *   computed,\n         *   get,\n         *   inject: { service }\n         * } = Ember;\n         *\n         * export default AjaxService.extend({\n         *   session: service(),\n         *   headers: computed('session.authToken', function() {\n         *     return {\n         *       'API_KEY': get(this, 'session.authToken'),\n         *       'ANOTHER_HEADER': 'Some header value'\n         *     };\n         *   })\n         * });\n         * ```\n         *\n         * In some cases, your dynamic headers may require data from some object\n         * outside of Ember's observer system (for example `document.cookie`). You\n         * can use the `volatile` function to set the property into a non-cached mode\n         * causing the headers to be recomputed with every request.\n         *\n         * ```javascript\n         * // app/services/ajax.js\n         * import Ember from 'ember';\n         * import AjaxService from 'ember-ajax/services/ajax';\n         *\n         * const {\n         *   computed,\n         *   get,\n         *   inject: { service }\n         * } = Ember;\n         *\n         * export default AjaxService.extend({\n         *   session: service(),\n         *   headers: computed('session.authToken', function() {\n         *     return {\n         *       'API_KEY': get(document.cookie.match(/apiKey\\=([^;]*)/), '1'),\n         *       'ANOTHER_HEADER': 'Some header value'\n         *     };\n         *   }).volatile()\n         * });\n         * ```\n         *\n         * @property {Headers} headers\n         * @public\n         */\n        headers: undefined,\n        /**\n         * @property {string} host\n         * @public\n         */\n        host: undefined,\n        /**\n         * @property {string} namespace\n         * @public\n         */\n        namespace: undefined,\n        /**\n         * @property {Matcher[]} trustedHosts\n         * @public\n         */\n        trustedHosts: undefined,\n        /**\n         * Make an AJAX request, ignoring the raw XHR object and dealing only with\n         * the response\n         */\n        request: function request(url, options) {\n            var hash = this.options(url, options);\n            var internalPromise = this._makeRequest(hash);\n            var ajaxPromise = new _promise.default(function (resolve, reject) {\n                internalPromise.then(function (_ref2) {\n                    var response = _ref2.response;\n\n                    resolve(response);\n                }).catch(function (_ref3) {\n                    var response = _ref3.response;\n\n                    reject(response);\n                });\n            }, 'ember-ajax: ' + hash.type + ' ' + hash.url + ' response');\n            ajaxPromise.xhr = internalPromise.xhr;\n            return ajaxPromise;\n        },\n\n        /**\n         * Make an AJAX request, returning the raw XHR object along with the response\n         */\n        raw: function raw(url, options) {\n            var hash = this.options(url, options);\n            return this._makeRequest(hash);\n        },\n\n        /**\n         * Shared method to actually make an AJAX request\n         */\n        _makeRequest: function _makeRequest(hash) {\n            var _this = this;\n\n            var method = hash.method || hash.type || 'GET';\n            var requestData = { method: method, type: method, url: hash.url };\n            if (isJSONStringifyable(method, hash)) {\n                hash.data = JSON.stringify(hash.data);\n            }\n            pendingRequestCount = pendingRequestCount + 1;\n            var jqXHR = (0, _ajax.default)(hash.url, hash);\n            var promise = new _promise.default(function (resolve, reject) {\n                jqXHR.done(function (payload, textStatus, jqXHR) {\n                    var response = _this.handleResponse(jqXHR.status, (0, _parseResponseHeaders.default)(jqXHR.getAllResponseHeaders()), payload, requestData);\n                    if ((0, _errors.isAjaxError)(response)) {\n                        var rejectionParam = {\n                            payload: payload,\n                            textStatus: textStatus,\n                            jqXHR: jqXHR,\n                            response: response\n                        };\n                        Ember.run.join(null, reject, rejectionParam);\n                    } else {\n                        var resolutionParam = {\n                            payload: payload,\n                            textStatus: textStatus,\n                            jqXHR: jqXHR,\n                            response: response\n                        };\n                        Ember.run.join(null, resolve, resolutionParam);\n                    }\n                }).fail(function (jqXHR, textStatus, errorThrown) {\n                    Ember.runInDebug(function () {\n                        var message = 'The server returned an empty string for ' + requestData.type + ' ' + requestData.url + ', which cannot be parsed into a valid JSON. Return either null or {}.';\n                        var validJSONString = !(textStatus === 'parsererror' && jqXHR.responseText === '');\n                        (true && Ember.warn(message, validJSONString, {\n                            id: 'ds.adapter.returned-empty-string-as-JSON'\n                        }));\n                    });\n                    var payload = _this.parseErrorResponse(jqXHR.responseText) || errorThrown;\n                    var response = void 0;\n                    if (textStatus === 'timeout') {\n                        response = new _errors.TimeoutError();\n                    } else if (textStatus === 'abort') {\n                        response = new _errors.AbortError();\n                    } else {\n                        response = _this.handleResponse(jqXHR.status, (0, _parseResponseHeaders.default)(jqXHR.getAllResponseHeaders()), payload, requestData);\n                    }\n                    var rejectionParam = {\n                        payload: payload,\n                        textStatus: textStatus,\n                        jqXHR: jqXHR,\n                        errorThrown: errorThrown,\n                        response: response\n                    };\n                    Ember.run.join(null, reject, rejectionParam);\n                }).always(function () {\n                    pendingRequestCount = pendingRequestCount - 1;\n                });\n            }, 'ember-ajax: ' + hash.type + ' ' + hash.url);\n            promise.xhr = jqXHR;\n            return promise;\n        },\n\n        /**\n         * calls `request()` but forces `options.type` to `POST`\n         */\n        post: function post(url, options) {\n            return this.request(url, this._addTypeToOptionsFor(options, 'POST'));\n        },\n\n        /**\n         * calls `request()` but forces `options.type` to `PUT`\n         */\n        put: function put(url, options) {\n            return this.request(url, this._addTypeToOptionsFor(options, 'PUT'));\n        },\n\n        /**\n         * calls `request()` but forces `options.type` to `PATCH`\n         */\n        patch: function patch(url, options) {\n            return this.request(url, this._addTypeToOptionsFor(options, 'PATCH'));\n        },\n\n        /**\n         * calls `request()` but forces `options.type` to `DELETE`\n         */\n        del: function del(url, options) {\n            return this.request(url, this._addTypeToOptionsFor(options, 'DELETE'));\n        },\n\n        /**\n         * calls `request()` but forces `options.type` to `DELETE`\n         *\n         * Alias for `del()`\n         */\n        delete: function _delete(url, options) {\n            return this.del(url, options);\n        },\n\n        /**\n         * Wrap the `.get` method so that we issue a warning if\n         *\n         * Since `.get` is both an AJAX pattern _and_ an Ember pattern, we want to try\n         * to warn users when they try using `.get` to make a request\n         */\n        get: function get(url) {\n            if (arguments.length > 1 || url.indexOf('/') !== -1) {\n                throw new Ember.Error('It seems you tried to use `.get` to make a request! Use the `.request` method instead.');\n            }\n            return this._super.apply(this, arguments);\n        },\n\n        /**\n         * Manipulates the options hash to include the HTTP method on the type key\n         */\n        _addTypeToOptionsFor: function _addTypeToOptionsFor(options, method) {\n            options = options || {};\n            options.type = method;\n            return options;\n        },\n\n        /**\n         * Get the full \"headers\" hash, combining the service-defined headers with\n         * the ones provided for the request\n         */\n        _getFullHeadersHash: function _getFullHeadersHash(headers) {\n            var classHeaders = Ember.get(this, 'headers');\n            return Ember.assign({}, classHeaders, headers);\n        },\n\n        /**\n         * Created a normalized set of options from the per-request and\n         * service-level settings\n         */\n        options: function options(url) {\n            var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n            options = Ember.assign({}, options);\n            options.url = this._buildURL(url, options);\n            options.type = options.type || 'GET';\n            options.dataType = options.dataType || 'json';\n            options.contentType = Ember.isEmpty(options.contentType) ? Ember.get(this, 'contentType') : options.contentType;\n            if (this._shouldSendHeaders(options)) {\n                options.headers = this._getFullHeadersHash(options.headers);\n            } else {\n                options.headers = options.headers || {};\n            }\n            return options;\n        },\n\n        /**\n         * Build a URL for a request\n         *\n         * If the provided `url` is deemed to be a complete URL, it will be returned\n         * directly.  If it is not complete, then the segment provided will be combined\n         * with the `host` and `namespace` options of the request class to create the\n         * full URL.\n         */\n        _buildURL: function _buildURL(url) {\n            var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n            if ((0, _urlHelpers.isFullURL)(url)) {\n                return url;\n            }\n            var urlParts = [];\n            var host = options.host || Ember.get(this, 'host');\n            if (host) {\n                host = stripSlashes(host);\n            }\n            urlParts.push(host);\n            var namespace = options.namespace || Ember.get(this, 'namespace');\n            if (namespace) {\n                namespace = stripSlashes(namespace);\n                urlParts.push(namespace);\n            }\n            // If the URL has already been constructed (presumably, by Ember Data), then we should just leave it alone\n            var hasNamespaceRegex = new RegExp('^(/)?' + namespace + '/');\n            if (namespace && hasNamespaceRegex.test(url)) {\n                return url;\n            }\n            // *Only* remove a leading slash -- we need to maintain a trailing slash for\n            // APIs that differentiate between it being and not being present\n            if (startsWithSlash(url)) {\n                url = removeLeadingSlash(url);\n            }\n            urlParts.push(url);\n            return urlParts.join('/');\n        },\n\n        /**\n         * Takes an ajax response, and returns the json payload or an error.\n         *\n         * By default this hook just returns the json payload passed to it.\n         * You might want to override it in two cases:\n         *\n         * 1. Your API might return useful results in the response headers.\n         *    Response headers are passed in as the second argument.\n         *\n         * 2. Your API might return errors as successful responses with status code\n         *    200 and an Errors text or object.\n         */\n        handleResponse: function handleResponse(status, headers, payload, requestData) {\n            if (this.isSuccess(status, headers, payload)) {\n                return payload;\n            }\n            // Allow overriding of error payload\n            payload = this.normalizeErrorResponse(status, headers, payload);\n            return this._createCorrectError(status, headers, payload, requestData);\n        },\n        _createCorrectError: function _createCorrectError(status, headers, payload, requestData) {\n            var error = void 0;\n            if (this.isUnauthorizedError(status, headers, payload)) {\n                error = new _errors.UnauthorizedError(payload);\n            } else if (this.isForbiddenError(status, headers, payload)) {\n                error = new _errors.ForbiddenError(payload);\n            } else if (this.isInvalidError(status, headers, payload)) {\n                error = new _errors.InvalidError(payload);\n            } else if (this.isBadRequestError(status, headers, payload)) {\n                error = new _errors.BadRequestError(payload);\n            } else if (this.isNotFoundError(status, headers, payload)) {\n                error = new _errors.NotFoundError(payload);\n            } else if (this.isGoneError(status, headers, payload)) {\n                error = new _errors.GoneError(payload);\n            } else if (this.isAbortError(status, headers, payload)) {\n                error = new _errors.AbortError();\n            } else if (this.isConflictError(status, headers, payload)) {\n                error = new _errors.ConflictError(payload);\n            } else if (this.isServerError(status, headers, payload)) {\n                error = new _errors.ServerError(payload, status);\n            } else {\n                var detailedMessage = this.generateDetailedMessage(status, headers, payload, requestData);\n                error = new _errors.AjaxError(payload, detailedMessage, status);\n            }\n            return error;\n        },\n\n        /**\n         * Match the host to a provided array of strings or regexes that can match to a host\n         */\n        _matchHosts: function _matchHosts(host, matcher) {\n            if (!(0, _isString.default)(host)) {\n                return false;\n            }\n            if (matcher instanceof RegExp) {\n                return matcher.test(host);\n            } else if (typeof matcher === 'string') {\n                return matcher === host;\n            } else {\n                console.warn('trustedHosts only handles strings or regexes. ', matcher, ' is neither.');\n                return false;\n            }\n        },\n\n        /**\n         * Determine whether the headers should be added for this request\n         *\n         * This hook is used to help prevent sending headers to every host, regardless\n         * of the destination, since this could be a security issue if authentication\n         * tokens are accidentally leaked to third parties.\n         *\n         * To avoid that problem, subclasses should utilize the `headers` computed\n         * property to prevent authentication from being sent to third parties, or\n         * implement this hook for more fine-grain control over when headers are sent.\n         *\n         * By default, the headers are sent if the host of the request matches the\n         * `host` property designated on the class.\n         */\n        _shouldSendHeaders: function _shouldSendHeaders(_ref4) {\n            var _this2 = this;\n\n            var url = _ref4.url,\n                host = _ref4.host;\n\n            url = url || '';\n            host = host || Ember.get(this, 'host') || '';\n            var trustedHosts = Ember.get(this, 'trustedHosts') || Ember.A();\n\n            var _parseURL = (0, _urlHelpers.parseURL)(url),\n                hostname = _parseURL.hostname;\n            // Add headers on relative URLs\n\n\n            if (!(0, _urlHelpers.isFullURL)(url)) {\n                return true;\n            } else if (trustedHosts.find(function (matcher) {\n                return _this2._matchHosts(hostname, matcher);\n            })) {\n                return true;\n            }\n            // Add headers on matching host\n            return (0, _urlHelpers.haveSameHost)(url, host);\n        },\n\n        /**\n         * Generates a detailed (\"friendly\") error message, with plenty\n         * of information for debugging (good luck!)\n         */\n        generateDetailedMessage: function generateDetailedMessage(status, headers, payload, requestData) {\n            var shortenedPayload = void 0;\n            var payloadContentType = (0, _getHeader.default)(headers, 'Content-Type') || 'Empty Content-Type';\n            if (payloadContentType.toLowerCase() === 'text/html' && payload.length > 250) {\n                shortenedPayload = '[Omitted Lengthy HTML]';\n            } else {\n                shortenedPayload = JSON.stringify(payload);\n            }\n            var requestDescription = requestData.type + ' ' + requestData.url;\n            var payloadDescription = 'Payload (' + payloadContentType + ')';\n            return ['Ember AJAX Request ' + requestDescription + ' returned a ' + status, payloadDescription, shortenedPayload].join('\\n');\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a an authorized error.\n         */\n        isUnauthorizedError: function isUnauthorizedError(status, _headers, _payload) {\n            return (0, _errors.isUnauthorizedError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a forbidden error.\n         */\n        isForbiddenError: function isForbiddenError(status, _headers, _payload) {\n            return (0, _errors.isForbiddenError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a an invalid error.\n         */\n        isInvalidError: function isInvalidError(status, _headers, _payload) {\n            return (0, _errors.isInvalidError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a bad request error.\n         */\n        isBadRequestError: function isBadRequestError(status, _headers, _payload) {\n            return (0, _errors.isBadRequestError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a \"not found\" error.\n         */\n        isNotFoundError: function isNotFoundError(status, _headers, _payload) {\n            return (0, _errors.isNotFoundError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a \"gone\" error.\n         */\n        isGoneError: function isGoneError(status, _headers, _payload) {\n            return (0, _errors.isGoneError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is an \"abort\" error.\n         */\n        isAbortError: function isAbortError(status, _headers, _payload) {\n            return (0, _errors.isAbortError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a \"conflict\" error.\n         */\n        isConflictError: function isConflictError(status, _headers, _payload) {\n            return (0, _errors.isConflictError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a server error.\n         */\n        isServerError: function isServerError(status, _headers, _payload) {\n            return (0, _errors.isServerError)(status);\n        },\n\n        /**\n         * Default `handleResponse` implementation uses this hook to decide if the\n         * response is a success.\n         */\n        isSuccess: function isSuccess(status, _headers, _payload) {\n            return (0, _errors.isSuccess)(status);\n        },\n        parseErrorResponse: function parseErrorResponse(responseText) {\n            try {\n                return JSON.parse(responseText);\n            } catch (e) {\n                return responseText;\n            }\n        },\n        normalizeErrorResponse: function normalizeErrorResponse(_status, _headers, payload) {\n            return payload;\n        }\n    });\n});","define('ember-ajax/mixins/ajax-support', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Mixin.create({\n    /**\n     * The AJAX service to send requests through\n     *\n     * @property {AjaxService} ajaxService\n     * @public\n     */\n    ajaxService: Ember.inject.service('ajax'),\n    /**\n     * @property {string} host\n     * @public\n     */\n    host: Ember.computed.alias('ajaxService.host'),\n    /**\n     * @property {string} namespace\n     * @public\n     */\n    namespace: Ember.computed.alias('ajaxService.namespace'),\n    /**\n     * @property {object} headers\n     * @public\n     */\n    headers: Ember.computed.alias('ajaxService.headers'),\n    ajax: function ajax(url, _method, _options) {\n      // @ts-ignore\n      var augmentedOptions = this.ajaxOptions.apply(this, arguments);\n      return Ember.get(this, 'ajaxService').request(url, augmentedOptions);\n    }\n  });\n});","define('ember-ajax/mixins/legacy/normalize-error-response', ['exports', 'ember-ajax/-private/utils/is-string'], function (exports, _isString) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n\n    var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n        return typeof obj;\n    } : function (obj) {\n        return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n    };\n\n    function isObject(object) {\n        return (typeof object === 'undefined' ? 'undefined' : _typeof(object)) === 'object';\n    }\n    function isJsonApiErrorResponse(object) {\n        if (!isObject(object)) {\n            return false;\n        }\n        var payloadAsErrorResponse = object;\n        if (payloadAsErrorResponse.errors) {\n            return Ember.isArray(payloadAsErrorResponse.errors);\n        }\n        return false;\n    }\n    function isJsonApiErrorObjectArray(object) {\n        return Ember.isArray(object);\n    }\n    exports.default = Ember.Mixin.create({\n        /**\n         * Normalize the error from the server into the same format\n         *\n         * The format we normalize to is based on the JSON API specification.  The\n         * return value should be an array of objects that match the format they\n         * describe. More details about the object format can be found\n         * [here](http://jsonapi.org/format/#error-objects)\n         *\n         * The basics of the format are as follows:\n         *\n         * ```javascript\n         * [\n         *   {\n         *     status: 'The status code for the error',\n         *     title: 'The human-readable title of the error'\n         *     detail: 'The human-readable details of the error'\n         *   }\n         * ]\n         * ```\n         *\n         * In cases where the server returns an array, then there should be one item\n         * in the array for each of the payload.  If your server returns a JSON API\n         * formatted payload already, it will just be returned directly.\n         *\n         * If your server returns something other than a JSON API format, it's\n         * suggested that you override this method to convert your own errors into the\n         * one described above.\n         */\n        normalizeErrorResponse: function normalizeErrorResponse(status, _headers, payload) {\n            payload = Ember.isNone(payload) ? {} : payload;\n            if (isJsonApiErrorResponse(payload)) {\n                return payload.errors.map(function (error) {\n                    if (isObject(error)) {\n                        var ret = Ember.assign({}, error);\n                        ret.status = '' + error.status;\n                        return ret;\n                    } else {\n                        return {\n                            status: '' + status,\n                            title: error\n                        };\n                    }\n                });\n            } else if (isJsonApiErrorObjectArray(payload)) {\n                return payload.map(function (error) {\n                    if (isObject(error)) {\n                        return {\n                            status: '' + status,\n                            title: error.title || 'The backend responded with an error',\n                            detail: error\n                        };\n                    } else {\n                        return {\n                            status: '' + status,\n                            title: '' + error\n                        };\n                    }\n                });\n            } else if ((0, _isString.default)(payload)) {\n                return [{\n                    status: '' + status,\n                    title: payload\n                }];\n            } else {\n                return [{\n                    status: '' + status,\n                    title: payload.title || 'The backend responded with an error',\n                    detail: payload\n                }];\n            }\n        }\n    });\n});","define('ember-ajax/raw', ['exports', 'ember-ajax/ajax-request'], function (exports, _ajaxRequest) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = raw;\n\n  /**\n   * Same as `request` except it resolves an object with\n   *\n   *   {response, textStatus, jqXHR}\n   *\n   * Useful if you need access to the jqXHR object for headers, etc.\n   *\n   * @public\n   */\n  function raw(url, options) {\n    var ajax = new _ajaxRequest.default();\n    return ajax.raw(url, options);\n  }\n});","define('ember-ajax/request', ['exports', 'ember-ajax/ajax-request'], function (exports, _ajaxRequest) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = request;\n\n  /**\n   * Helper function that allows you to use the default `ember-ajax` to make\n   * requests without using the service.\n   *\n   * @public\n   */\n  function request(url, options) {\n    var ajax = new _ajaxRequest.default();\n    return ajax.request(url, options);\n  }\n});","define('ember-ajax/services/ajax', ['exports', 'ember-ajax/mixins/ajax-request'], function (exports, _ajaxRequest) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.AjaxServiceClass = undefined;\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  function _possibleConstructorReturn(self, call) {\n    if (!self) {\n      throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n    }\n\n    return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self;\n  }\n\n  function _inherits(subClass, superClass) {\n    if (typeof superClass !== \"function\" && superClass !== null) {\n      throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass);\n    }\n\n    subClass.prototype = Object.create(superClass && superClass.prototype, {\n      constructor: {\n        value: subClass,\n        enumerable: false,\n        writable: true,\n        configurable: true\n      }\n    });\n    if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass;\n  }\n\n  var AjaxService = Ember.Service.extend(_ajaxRequest.default);\n  exports.default = AjaxService;\n\n  var AjaxServiceClass = exports.AjaxServiceClass = function (_AjaxService) {\n    _inherits(AjaxServiceClass, _AjaxService);\n\n    function AjaxServiceClass() {\n      _classCallCheck(this, AjaxServiceClass);\n\n      return _possibleConstructorReturn(this, (AjaxServiceClass.__proto__ || Object.getPrototypeOf(AjaxServiceClass)).apply(this, arguments));\n    }\n\n    return AjaxServiceClass;\n  }(AjaxService);\n});","define('ember-ajax/utils/ajax', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var ajax = typeof FastBoot === 'undefined' ? Ember.$.ajax : FastBoot.require('najax');\n  exports.default = ajax;\n});","define(\"ember-basic-dropdown/components/basic-dropdown\", [\"exports\", \"ember-basic-dropdown/templates/components/basic-dropdown\", \"ember-basic-dropdown/utils/computed-fallback-if-undefined\", \"ember-basic-dropdown/utils/calculate-position\", \"require\"], function (_exports, _basicDropdown, _computedFallbackIfUndefined, _calculatePosition, _require) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var assign = Object.assign || function EmberAssign(original) {\n    for (var i = 0; i < (arguments.length <= 1 ? 0 : arguments.length - 1); i++) {\n      var arg = i + 1 < 1 || arguments.length <= i + 1 ? undefined : arguments[i + 1];\n\n      if (!arg) {\n        continue;\n      }\n\n      var updates = Object.keys(arg);\n\n      for (var _i = 0; _i < updates.length; _i++) {\n        var prop = updates[_i];\n        original[prop] = arg[prop];\n      }\n    }\n\n    return original;\n  };\n\n  var ignoredStyleAttrs = ['top', 'left', 'right', 'width', 'height'];\n\n  var _default = Ember.Component.extend({\n    layout: _basicDropdown.default,\n    tagName: '',\n    renderInPlace: (0, _computedFallbackIfUndefined.default)(false),\n    verticalPosition: (0, _computedFallbackIfUndefined.default)('auto'),\n    // above | below\n    horizontalPosition: (0, _computedFallbackIfUndefined.default)('auto'),\n    // auto-right | right | center | left\n    rootEventType: (0, _computedFallbackIfUndefined.default)('mousedown'),\n    // TODO: Change default event type to \"click\" in 2.0\n    matchTriggerWidth: (0, _computedFallbackIfUndefined.default)(false),\n    triggerComponent: (0, _computedFallbackIfUndefined.default)('basic-dropdown/trigger'),\n    contentComponent: (0, _computedFallbackIfUndefined.default)('basic-dropdown/content'),\n    calculatePosition: (0, _computedFallbackIfUndefined.default)(_calculatePosition.default),\n    classNames: ['ember-basic-dropdown'],\n    top: null,\n    left: null,\n    right: null,\n    width: null,\n    height: null,\n    otherStyles: {},\n    // eslint-disable-line\n    // Lifecycle hooks\n    init: function init() {\n      if (this.get('renderInPlace') && this.get('tagName') === '') {\n        Ember.set(this, 'tagName', 'div');\n      }\n\n      this._super.apply(this, arguments);\n\n      Ember.set(this, 'publicAPI', {});\n      Ember.set(this, 'otherStyles', {});\n      var publicAPI = this.updateState({\n        uniqueId: Ember.guidFor(this),\n        isOpen: this.get('initiallyOpened') || false,\n        disabled: this.get('disabled') || false,\n        actions: {\n          open: this.open.bind(this),\n          close: this.close.bind(this),\n          toggle: this.toggle.bind(this),\n          reposition: this.reposition.bind(this)\n        }\n      });\n      this.dropdownId = this.dropdownId || \"ember-basic-dropdown-content-\".concat(publicAPI.uniqueId);\n      var onInit = this.get('onInit');\n\n      if (onInit) {\n        onInit(publicAPI);\n      }\n    },\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n\n      var oldDisabled = !!this._oldDisabled;\n      var newDisabled = !!this.get('disabled');\n      this._oldDisabled = newDisabled;\n\n      if (newDisabled && !oldDisabled) {\n        Ember.run.join(this, this.disable);\n      } else if (!newDisabled && oldDisabled) {\n        Ember.run.join(this, this.enable);\n      }\n    },\n    willDestroy: function willDestroy() {\n      this._super.apply(this, arguments);\n\n      var registerAPI = this.get('registerAPI');\n\n      if (registerAPI) {\n        registerAPI(null);\n      }\n    },\n    // CPs\n    destination: Ember.computed({\n      get: function get() {\n        return this._getDestinationId();\n      },\n      set: function set(_, v) {\n        return v === undefined ? this._getDestinationId() : v;\n      }\n    }),\n    // Actions\n    actions: {\n      handleFocus: function handleFocus(e) {\n        var onFocus = this.get('onFocus');\n\n        if (onFocus) {\n          onFocus(this.get('publicAPI'), e);\n        }\n      }\n    },\n    // Methods\n    open: function open(e) {\n      if (this.get('isDestroyed')) {\n        return;\n      }\n\n      var publicAPI = this.get('publicAPI');\n\n      if (publicAPI.disabled || publicAPI.isOpen) {\n        return;\n      }\n\n      var onOpen = this.get('onOpen');\n\n      if (onOpen && onOpen(publicAPI, e) === false) {\n        return;\n      }\n\n      this.updateState({\n        isOpen: true\n      });\n    },\n    close: function close(e, skipFocus) {\n      if (this.get('isDestroyed')) {\n        return;\n      }\n\n      var publicAPI = this.get('publicAPI');\n\n      if (publicAPI.disabled || !publicAPI.isOpen) {\n        return;\n      }\n\n      var onClose = this.get('onClose');\n\n      if (onClose && onClose(publicAPI, e) === false) {\n        return;\n      }\n\n      if (this.get('isDestroyed')) {\n        return;\n      }\n\n      this.setProperties({\n        hPosition: null,\n        vPosition: null,\n        top: null,\n        left: null,\n        right: null,\n        width: null,\n        height: null,\n        previousVerticalPosition: null,\n        previousHorizontalPosition: null\n      });\n      this.updateState({\n        isOpen: false\n      });\n\n      if (skipFocus) {\n        return;\n      }\n\n      var trigger = document.querySelector(\"[data-ebd-id=\".concat(publicAPI.uniqueId, \"-trigger]\"));\n\n      if (trigger && trigger.tabIndex > -1) {\n        trigger.focus();\n      }\n    },\n    toggle: function toggle(e) {\n      if (this.get('publicAPI.isOpen')) {\n        this.close(e);\n      } else {\n        this.open(e);\n      }\n    },\n    reposition: function reposition() {\n      var publicAPI = this.get('publicAPI');\n\n      if (!publicAPI.isOpen) {\n        return;\n      }\n\n      var dropdownElement = document.getElementById(this.dropdownId);\n      var triggerElement = document.querySelector(\"[data-ebd-id=\".concat(publicAPI.uniqueId, \"-trigger]\"));\n\n      if (!dropdownElement || !triggerElement) {\n        return;\n      }\n\n      Ember.set(this, 'destinationElement', this.destinationElement || document.getElementById(this.get('destination')));\n      var options = this.getProperties('horizontalPosition', 'verticalPosition', 'matchTriggerWidth', 'previousHorizontalPosition', 'previousVerticalPosition', 'renderInPlace');\n      options.dropdown = this;\n      var positionData = this.get('calculatePosition')(triggerElement, dropdownElement, this.destinationElement, options);\n      return this.applyReposition(triggerElement, dropdownElement, positionData);\n    },\n    applyReposition: function applyReposition(trigger, dropdown, positions) {\n      var changes = {\n        hPosition: positions.horizontalPosition,\n        vPosition: positions.verticalPosition,\n        otherStyles: this.get('otherStyles')\n      };\n\n      if (positions.style) {\n        if (positions.style.top !== undefined) {\n          changes.top = \"\".concat(positions.style.top, \"px\");\n        } // The component can be aligned from the right or from the left, but not from both.\n\n\n        if (positions.style.left !== undefined) {\n          changes.left = \"\".concat(positions.style.left, \"px\");\n          changes.right = null; // Since we set the first run manually we may need to unset the `right` property.\n\n          if (positions.style.right !== undefined) {\n            positions.style.right = undefined;\n          }\n        } else if (positions.style.right !== undefined) {\n          changes.right = \"\".concat(positions.style.right, \"px\");\n          changes.left = null;\n        }\n\n        if (positions.style.width !== undefined) {\n          changes.width = \"\".concat(positions.style.width, \"px\");\n        }\n\n        if (positions.style.height !== undefined) {\n          changes.height = \"\".concat(positions.style.height, \"px\");\n        }\n\n        Object.keys(positions.style).forEach(function (attr) {\n          if (ignoredStyleAttrs.indexOf(attr) === -1) {\n            if (changes[attr] !== positions.style[attr]) {\n              changes.otherStyles[attr] = positions.style[attr];\n            }\n          }\n        });\n\n        if (this.get('top') === null) {\n          // Bypass Ember on the first reposition only to avoid flickering.\n          var cssRules = [];\n\n          for (var prop in positions.style) {\n            if (positions.style[prop] !== undefined) {\n              if (typeof positions.style[prop] === 'number') {\n                cssRules.push(\"\".concat(prop, \": \").concat(positions.style[prop], \"px\"));\n              } else {\n                cssRules.push(\"\".concat(prop, \": \").concat(positions.style[prop]));\n              }\n            }\n          }\n\n          dropdown.setAttribute('style', cssRules.join(';'));\n        }\n      }\n\n      changes.previousHorizontalPosition = positions.horizontalPosition;\n      changes.previousVerticalPosition = positions.verticalPosition;\n      this.setProperties(changes);\n      return changes;\n    },\n    disable: function disable() {\n      var publicAPI = this.get('publicAPI');\n\n      if (publicAPI.isOpen) {\n        publicAPI.actions.close();\n      }\n\n      this.updateState({\n        disabled: true\n      });\n    },\n    enable: function enable() {\n      this.updateState({\n        disabled: false\n      });\n    },\n    updateState: function updateState(changes) {\n      var newState = Ember.set(this, 'publicAPI', assign({}, this.get('publicAPI'), changes));\n      var registerAPI = this.get('registerAPI');\n\n      if (registerAPI) {\n        registerAPI(newState);\n      }\n\n      return newState;\n    },\n    _getDestinationId: function _getDestinationId() {\n      var config = Ember.getOwner(this).resolveRegistration('config:environment');\n\n      if (config.environment === 'test' && typeof FastBoot === 'undefined') {\n        if (true\n        /* DEBUG */\n        ) {\n          var id, rootView;\n\n          if (_require.default.has('@ember/test-helpers/dom/get-root-element')) {\n            try {\n              id = (0, _require.default)('@ember/test-helpers/dom/get-root-element').default().id;\n            } catch (ex) {// no op\n            }\n          }\n\n          if (!id) {\n            rootView = document.querySelector('#ember-testing > .ember-view');\n            id = rootView ? rootView.id : undefined;\n          }\n\n          return id;\n        }\n      }\n\n      return config['ember-basic-dropdown'] && config['ember-basic-dropdown'].destination || 'ember-basic-dropdown-wormhole';\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-basic-dropdown/components/basic-dropdown/content-element\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    attributeBindings: ['style', 'dir']\n  });\n\n  _exports.default = _default;\n});","define(\"ember-basic-dropdown/components/basic-dropdown/content\", [\"exports\", \"ember-basic-dropdown/templates/components/basic-dropdown/content\", \"ember-basic-dropdown/utils/computed-fallback-if-undefined\", \"ember-basic-dropdown/utils/calculate-position\", \"ember-basic-dropdown/utils/scroll-helpers\"], function (_exports, _content, _computedFallbackIfUndefined, _calculatePosition, _scrollHelpers) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  function _toConsumableArray(arr) { return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread(); }\n\n  function _nonIterableSpread() { throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _iterableToArray(iter) { if (typeof Symbol !== \"undefined\" && iter[Symbol.iterator] != null || iter[\"@@iterator\"] != null) return Array.from(iter); }\n\n  function _arrayWithoutHoles(arr) { if (Array.isArray(arr)) return _arrayLikeToArray(arr); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  function closestContent(el) {\n    while (el && (!el.classList || !el.classList.contains('ember-basic-dropdown-content'))) {\n      el = el.parentElement;\n    }\n\n    return el;\n  }\n\n  function waitForAnimations(element, callback) {\n    window.requestAnimationFrame(function () {\n      var computedStyle = window.getComputedStyle(element);\n\n      if (computedStyle.animationName !== 'none' && computedStyle.animationPlayState === 'running') {\n        var eventCallback = function eventCallback() {\n          element.removeEventListener('animationend', eventCallback);\n          callback();\n        };\n\n        element.addEventListener('animationend', eventCallback);\n      } else {\n        callback();\n      }\n    });\n  }\n  /**\n   * Evaluates if the given element is in a dropdown or any of its parent dropdowns.\n   *\n   * @param {HTMLElement} el\n   * @param {String} dropdownId\n   */\n\n\n  function dropdownIsValidParent(el, dropdownId) {\n    var closestDropdown = closestContent(el);\n\n    if (closestDropdown) {\n      var trigger = document.querySelector(\"[aria-owns=\".concat(closestDropdown.attributes.id.value, \"]\"));\n      var parentDropdown = closestContent(trigger);\n      return parentDropdown && parentDropdown.attributes.id.value === dropdownId || dropdownIsValidParent(parentDropdown, dropdownId);\n    } else {\n      return false;\n    }\n  }\n\n  var _default = Ember.Component.extend({\n    layout: _content.default,\n    tagName: '',\n    isTouchDevice: Boolean(!!window && 'ontouchstart' in window),\n    hasMoved: false,\n    animationClass: '',\n    transitioningInClass: 'ember-basic-dropdown--transitioning-in',\n    transitionedInClass: 'ember-basic-dropdown--transitioned-in',\n    transitioningOutClass: 'ember-basic-dropdown--transitioning-out',\n    // CPs\n    _contentTagName: (0, _computedFallbackIfUndefined.default)('div'),\n    animationEnabled: Ember.computed(function () {\n      var config = Ember.getOwner(this).resolveRegistration('config:environment');\n      return config.environment !== 'test';\n    }),\n    destinationElement: Ember.computed('destination', function () {\n      return document.getElementById(this.get('destination'));\n    }),\n    style: Ember.computed('top', 'left', 'right', 'width', 'height', 'otherStyles', function () {\n      var style = '';\n\n      var _this$getProperties = this.getProperties('top', 'left', 'right', 'width', 'height', 'otherStyles'),\n          top = _this$getProperties.top,\n          left = _this$getProperties.left,\n          right = _this$getProperties.right,\n          width = _this$getProperties.width,\n          height = _this$getProperties.height,\n          otherStyles = _this$getProperties.otherStyles;\n\n      if (otherStyles) {\n        Object.keys(otherStyles).forEach(function (attr) {\n          style += \"\".concat(attr, \": \").concat(otherStyles[attr], \";\");\n        });\n      }\n\n      if (top) {\n        style += \"top: \".concat(top, \";\");\n      }\n\n      if (left) {\n        style += \"left: \".concat(left, \";\");\n      }\n\n      if (right) {\n        style += \"right: \".concat(right, \";\");\n      }\n\n      if (width) {\n        style += \"width: \".concat(width, \";\");\n      }\n\n      if (height) {\n        style += \"height: \".concat(height);\n      }\n\n      if (style.length > 0) {\n        return Ember.String.htmlSafe(style);\n      }\n    }),\n    // Lifecycle hooks\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      this.handleRootMouseDown = this.handleRootMouseDown.bind(this);\n      this.touchStartHandler = this.touchStartHandler.bind(this);\n      this.touchMoveHandler = this.touchMoveHandler.bind(this);\n      this.wheelHandler = this.wheelHandler.bind(this);\n      var dropdown = this.get('dropdown');\n      this.scrollableAncestors = [];\n      this.dropdownId = \"ember-basic-dropdown-content-\".concat(dropdown.uniqueId);\n\n      if (this.get('animationEnabled')) {\n        this.set('animationClass', this.get('transitioningInClass'));\n      }\n\n      this.runloopAwareReposition = function () {\n        Ember.run.join(dropdown.actions.reposition);\n      };\n    },\n    willDestroyElement: function willDestroyElement() {\n      this._super.apply(this, arguments);\n\n      this._teardown();\n    },\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n\n      var oldDropdown = this.get('oldDropdown') || {};\n      var dropdown = this.get('dropdown'); // The following condition checks whether we need to open the dropdown - either because it was\n      // closed and is now open or because it was open and then it was closed and opened pretty much at\n      // the same time, indicated by `top`, `left` and `right` being null.\n\n      var _this$getProperties2 = this.getProperties('top', 'left', 'right', 'renderInPlace'),\n          top = _this$getProperties2.top,\n          left = _this$getProperties2.left,\n          right = _this$getProperties2.right,\n          renderInPlace = _this$getProperties2.renderInPlace;\n\n      if ((!oldDropdown.isOpen || top === null && left === null && right === null && renderInPlace === false) && dropdown.isOpen) {\n        Ember.run.scheduleOnce('afterRender', this, this.open);\n      } else if (oldDropdown.isOpen && !dropdown.isOpen) {\n        this.close();\n      }\n\n      this.set('oldDropdown', dropdown);\n    },\n    // Methods\n    open: function open() {\n      var dropdown = this.get('dropdown');\n      this.triggerElement = this.triggerElement || document.querySelector(\"[data-ebd-id=\".concat(dropdown.uniqueId, \"-trigger]\"));\n      this.dropdownElement = document.getElementById(this.dropdownId);\n      var rootEventType = this.get('rootEventType');\n      document.addEventListener(rootEventType, this.handleRootMouseDown, true);\n\n      if (this.get('isTouchDevice')) {\n        document.addEventListener('touchstart', this.touchStartHandler, true);\n        document.addEventListener('touchend', this.handleRootMouseDown, true);\n      }\n\n      var onFocusIn = this.get('onFocusIn');\n\n      if (onFocusIn) {\n        this.dropdownElement.addEventListener('focusin', function (e) {\n          return onFocusIn(dropdown, e);\n        });\n      }\n\n      var onFocusOut = this.get('onFocusOut');\n\n      if (onFocusOut) {\n        this.dropdownElement.addEventListener('focusout', function (e) {\n          return onFocusOut(dropdown, e);\n        });\n      }\n\n      var onMouseEnter = this.get('onMouseEnter');\n\n      if (onMouseEnter) {\n        this.dropdownElement.addEventListener('mouseenter', function (e) {\n          return onMouseEnter(dropdown, e);\n        });\n      }\n\n      var onMouseLeave = this.get('onMouseLeave');\n\n      if (onMouseLeave) {\n        this.dropdownElement.addEventListener('mouseleave', function (e) {\n          return onMouseLeave(dropdown, e);\n        });\n      }\n\n      var onKeyDown = this.get('onKeyDown');\n\n      if (onKeyDown) {\n        this.dropdownElement.addEventListener('keydown', function (e) {\n          return onKeyDown(dropdown, e);\n        });\n      }\n\n      dropdown.actions.reposition(); // Always wire up events, even if rendered in place.\n\n      this.scrollableAncestors = this.getScrollableAncestors();\n      this.addGlobalEvents();\n      this.addScrollHandling();\n      this.startObservingDomMutations();\n\n      if (this.get('animationEnabled')) {\n        Ember.run.scheduleOnce('afterRender', this, this.animateIn);\n      }\n    },\n    close: function close() {\n      this._teardown();\n\n      if (this.get('animationEnabled')) {\n        this.animateOut(this.dropdownElement);\n      }\n\n      this.dropdownElement = null;\n    },\n    // Methods\n    handleRootMouseDown: function handleRootMouseDown(e) {\n      if (this.hasMoved || this.dropdownElement.contains(e.target) || this.triggerElement && this.triggerElement.contains(e.target)) {\n        this.hasMoved = false;\n        return;\n      }\n\n      if (dropdownIsValidParent(e.target, this.dropdownId)) {\n        this.hasMoved = false;\n        return;\n      }\n\n      this.get('dropdown').actions.close(e, true);\n    },\n    addGlobalEvents: function addGlobalEvents() {\n      window.addEventListener('resize', this.runloopAwareReposition);\n      window.addEventListener('orientationchange', this.runloopAwareReposition);\n    },\n    startObservingDomMutations: function startObservingDomMutations() {\n      var _this = this;\n\n      this.mutationObserver = new MutationObserver(function (mutations) {\n        if (mutations[0].addedNodes.length || mutations[0].removedNodes.length) {\n          _this.runloopAwareReposition();\n        }\n      });\n      this.mutationObserver.observe(this.dropdownElement, {\n        childList: true,\n        subtree: true\n      });\n    },\n    removeGlobalEvents: function removeGlobalEvents() {\n      window.removeEventListener('resize', this.runloopAwareReposition);\n      window.removeEventListener('orientationchange', this.runloopAwareReposition);\n    },\n    stopObservingDomMutations: function stopObservingDomMutations() {\n      if (this.mutationObserver) {\n        this.mutationObserver.disconnect();\n        this.mutationObserver = null;\n      }\n    },\n    animateIn: function animateIn() {\n      var _this2 = this;\n\n      waitForAnimations(this.dropdownElement, function () {\n        _this2.set('animationClass', _this2.get('transitionedInClass'));\n      });\n    },\n    animateOut: function animateOut(dropdownElement) {\n      var _clone$classList, _clone$classList2;\n\n      var parentElement = this.get('renderInPlace') ? dropdownElement.parentElement.parentElement : dropdownElement.parentElement;\n      var clone = dropdownElement.cloneNode(true);\n      clone.id = \"\".concat(clone.id, \"--clone\");\n      var transitioningInClass = this.get('transitioningInClass');\n\n      (_clone$classList = clone.classList).remove.apply(_clone$classList, _toConsumableArray(transitioningInClass.split(' ')));\n\n      (_clone$classList2 = clone.classList).add.apply(_clone$classList2, _toConsumableArray(this.get('transitioningOutClass').split(' ')));\n\n      parentElement.appendChild(clone);\n      this.set('animationClass', transitioningInClass);\n      waitForAnimations(clone, function () {\n        parentElement.removeChild(clone);\n      });\n    },\n    touchStartHandler: function touchStartHandler() {\n      document.addEventListener('touchmove', this.touchMoveHandler, true);\n    },\n    touchMoveHandler: function touchMoveHandler() {\n      this.hasMoved = true;\n      document.removeEventListener('touchmove', this.touchMoveHandler, true);\n    },\n    wheelHandler: function wheelHandler(event) {\n      var element = this.dropdownElement;\n\n      if (element.contains(event.target) || element === event.target) {\n        // Discover the amount of scrollable canvas that is within the dropdown.\n        var availableScroll = (0, _scrollHelpers.getAvailableScroll)(event.target, element); // Calculate what the event's desired change to that scrollable canvas is.\n\n        var _getScrollDeltas = (0, _scrollHelpers.getScrollDeltas)(event),\n            deltaX = _getScrollDeltas.deltaX,\n            deltaY = _getScrollDeltas.deltaY; // If the consequence of the wheel action would result in scrolling beyond\n        // the scrollable canvas of the dropdown, call preventDefault() and clamp\n        // the value of the delta to the available scroll size.\n\n\n        if (deltaX < availableScroll.deltaXNegative) {\n          deltaX = availableScroll.deltaXNegative;\n          event.preventDefault();\n        } else if (deltaX > availableScroll.deltaXPositive) {\n          deltaX = availableScroll.deltaXPositive;\n          event.preventDefault();\n        } else if (deltaY < availableScroll.deltaYNegative) {\n          deltaY = availableScroll.deltaYNegative;\n          event.preventDefault();\n        } else if (deltaY > availableScroll.deltaYPositive) {\n          deltaY = availableScroll.deltaYPositive;\n          event.preventDefault();\n        } // Add back in the default behavior for the two good states that the above\n        // `preventDefault()` code will break.\n        // - Two-axis scrolling on a one-axis scroll container\n        // - The last relevant wheel event if the scroll is overshooting\n        // Also, don't attempt to do this if both of `deltaX` or `deltaY` are 0.\n\n\n        if (event.defaultPrevented && (deltaX || deltaY)) {\n          (0, _scrollHelpers.distributeScroll)(deltaX, deltaY, event.target, element);\n        }\n      } else {\n        // Scrolling outside of the dropdown is prohibited.\n        event.preventDefault();\n      }\n    },\n    // All ancestors with scroll (except the BODY, which is treated differently)\n    getScrollableAncestors: function getScrollableAncestors() {\n      var scrollableAncestors = [];\n\n      if (this.triggerElement) {\n        var nextScrollable = (0, _calculatePosition.getScrollParent)(this.triggerElement.parentNode);\n\n        while (nextScrollable && nextScrollable.tagName.toUpperCase() !== 'BODY' && nextScrollable.tagName.toUpperCase() !== 'HTML') {\n          scrollableAncestors.push(nextScrollable);\n          nextScrollable = (0, _calculatePosition.getScrollParent)(nextScrollable.parentNode);\n        }\n      }\n\n      return scrollableAncestors;\n    },\n    addScrollHandling: function addScrollHandling() {\n      if (this.get('preventScroll') === true) {\n        this.addPreventScrollEvent();\n        this.removeScrollHandling = this.removePreventScrollEvent;\n      } else {\n        this.addScrollEvents();\n        this.removeScrollHandling = this.removeScrollEvents;\n      }\n    },\n    // Assigned at runtime to ensure that changes to the `preventScroll` property\n    // don't result in not cleaning up after ourselves.\n    removeScrollHandling: function removeScrollHandling() {},\n    // These two functions wire up scroll handling if `preventScroll` is true.\n    // These prevent all scrolling that isn't inside of the dropdown.\n    addPreventScrollEvent: function addPreventScrollEvent() {\n      document.addEventListener('wheel', this.wheelHandler, {\n        capture: true,\n        passive: false\n      });\n    },\n    removePreventScrollEvent: function removePreventScrollEvent() {\n      document.removeEventListener('wheel', this.wheelHandler, {\n        capture: true,\n        passive: false\n      });\n    },\n    // These two functions wire up scroll handling if `preventScroll` is false.\n    // These trigger reposition of the dropdown.\n    addScrollEvents: function addScrollEvents() {\n      var _this3 = this;\n\n      window.addEventListener('scroll', this.runloopAwareReposition);\n      this.scrollableAncestors.forEach(function (el) {\n        el.addEventListener('scroll', _this3.runloopAwareReposition);\n      });\n    },\n    removeScrollEvents: function removeScrollEvents() {\n      var _this4 = this;\n\n      window.removeEventListener('scroll', this.runloopAwareReposition);\n      this.scrollableAncestors.forEach(function (el) {\n        el.removeEventListener('scroll', _this4.runloopAwareReposition);\n      });\n    },\n    _teardown: function _teardown() {\n      this.removeGlobalEvents();\n      this.removeScrollHandling();\n      this.scrollableAncestors = [];\n      this.stopObservingDomMutations();\n      var rootEventType = this.get('rootEventType');\n      document.removeEventListener(rootEventType, this.handleRootMouseDown, true);\n\n      if (this.get('isTouchDevice')) {\n        document.removeEventListener('touchstart', this.touchStartHandler, true);\n        document.removeEventListener('touchend', this.handleRootMouseDown, true);\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-basic-dropdown/components/basic-dropdown/trigger\", [\"exports\", \"ember-basic-dropdown/templates/components/basic-dropdown/trigger\", \"ember-basic-dropdown/utils/computed-fallback-if-undefined\"], function (_exports, _trigger, _computedFallbackIfUndefined) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  var isTouchDevice = !!window && 'ontouchstart' in window;\n\n  function trueStringIfPresent(path) {\n    return Ember.computed(path, function () {\n      if (this.get(path)) {\n        return 'true';\n      } else {\n        return null;\n      }\n    });\n  }\n\n  var _default = Ember.Component.extend({\n    layout: _trigger.default,\n    isTouchDevice: isTouchDevice,\n    classNames: ['ember-basic-dropdown-trigger'],\n    role: (0, _computedFallbackIfUndefined.default)('button'),\n    // Need this intermediary property, because in older ember versions the passed in attribute would\n    // be bound and CP calculations wouldn't be taken into consideration\n    ariaRole: Ember.computed.readOnly('role'),\n    tabindex: 0,\n    eventType: 'mousedown',\n    stopPropagation: false,\n    classNameBindings: ['inPlaceClass', 'hPositionClass', 'vPositionClass'],\n    attributeBindings: ['ariaRole:role', 'style', 'type', 'uniqueId:data-ebd-id', 'tabIndex:tabindex', 'dropdownId:aria-owns', 'ariaLabel:aria-label', 'ariaLabelledBy:aria-labelledby', 'ariaDescribedBy:aria-describedby', 'aria-autocomplete', 'aria-activedescendant', 'aria-disabled', 'aria-expanded', 'aria-haspopup', 'aria-invalid', 'aria-pressed', 'aria-required', 'title'],\n    // Lifecycle hooks\n    init: function init() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      var dropdown = this.get('dropdown');\n      this.uniqueId = \"\".concat(dropdown.uniqueId, \"-trigger\");\n      this.dropdownId = this.dropdownId || \"ember-basic-dropdown-content-\".concat(dropdown.uniqueId);\n      this._touchMoveHandler = this._touchMoveHandler.bind(this);\n\n      this._mouseupHandler = function () {\n        document.removeEventListener('mouseup', _this._mouseupHandler, true);\n        document.body.classList.remove('ember-basic-dropdown-text-select-disabled');\n      };\n    },\n    didInsertElement: function didInsertElement() {\n      this._super.apply(this, arguments);\n\n      this.addMandatoryHandlers();\n      this.addOptionalHandlers();\n    },\n    willDestroyElement: function willDestroyElement() {\n      this._super.apply(this, arguments);\n\n      document.removeEventListener('touchmove', this._touchMoveHandler);\n      document.removeEventListener('mouseup', this._mouseupHandler, true);\n    },\n    // CPs\n    'aria-disabled': trueStringIfPresent('dropdown.disabled'),\n    'aria-expanded': trueStringIfPresent('dropdown.isOpen'),\n    'aria-invalid': trueStringIfPresent('ariaInvalid'),\n    'aria-pressed': trueStringIfPresent('ariaPressed'),\n    'aria-required': trueStringIfPresent('ariaRequired'),\n    tabIndex: Ember.computed('dropdown.disabled', 'tabindex', function () {\n      var tabindex = this.get('tabindex');\n\n      if (tabindex === false || this.get('dropdown.disabled')) {\n        return undefined;\n      } else {\n        return tabindex || 0;\n      }\n    }).readOnly(),\n    inPlaceClass: Ember.computed('renderInPlace', function () {\n      if (this.get('renderInPlace')) {\n        return 'ember-basic-dropdown-trigger--in-place';\n      }\n    }),\n    hPositionClass: Ember.computed('hPosition', function () {\n      var hPosition = this.get('hPosition');\n\n      if (hPosition) {\n        return \"ember-basic-dropdown-trigger--\".concat(hPosition);\n      }\n    }),\n    vPositionClass: Ember.computed('vPosition', function () {\n      var vPosition = this.get('vPosition');\n\n      if (vPosition) {\n        return \"ember-basic-dropdown-trigger--\".concat(vPosition);\n      }\n    }),\n    // Actions\n    actions: {\n      handleMouseDown: function handleMouseDown(e) {\n        var dropdown = this.get('dropdown');\n\n        if (dropdown.disabled) {\n          return;\n        } // execute user-supplied onMouseDown function before default toggle action;\n        // short-circuit default behavior if user-supplied function returns `false`\n\n\n        var onMouseDown = this.get('onMouseDown');\n\n        if (onMouseDown && onMouseDown(dropdown, e) === false) {\n          return;\n        }\n\n        if (this.get('eventType') === 'mousedown') {\n          if (e.button !== 0) {\n            return;\n          }\n\n          if (this.get('stopPropagation')) {\n            e.stopPropagation();\n          }\n\n          this.stopTextSelectionUntilMouseup();\n\n          if (this.toggleIsBeingHandledByTouchEvents) {\n            // Some devises have both touchscreen & mouse, and they are not mutually exclusive\n            // In those cases the touchdown handler is fired first, and it sets a flag to\n            // short-circuit the mouseup so the component is not opened and immediately closed.\n            this.toggleIsBeingHandledByTouchEvents = false;\n            return;\n          }\n\n          dropdown.actions.toggle(e);\n        }\n      },\n      handleClick: function handleClick(e) {\n        var dropdown = this.get('dropdown');\n\n        if (!dropdown || dropdown.disabled) {\n          return;\n        }\n\n        if (this.get('eventType') === 'click') {\n          if (this.get('stopPropagation')) {\n            e.stopPropagation();\n          }\n\n          if (this.toggleIsBeingHandledByTouchEvents) {\n            // Some devises have both touchscreen & mouse, and they are not mutually exclusive\n            // In those cases the touchdown handler is fired first, and it sets a flag to\n            // short-circuit the mouseup so the component is not opened and immediately closed.\n            this.toggleIsBeingHandledByTouchEvents = false;\n            return;\n          }\n\n          dropdown.actions.toggle(e);\n        }\n      },\n      handleTouchEnd: function handleTouchEnd(e) {\n        this.toggleIsBeingHandledByTouchEvents = true;\n        var dropdown = this.get('dropdown');\n\n        if (e && e.defaultPrevented || dropdown.disabled) {\n          return;\n        }\n\n        if (!this.hasMoved) {\n          // execute user-supplied onTouchEnd function before default toggle action;\n          // short-circuit default behavior if user-supplied function returns `false`\n          var onTouchEnd = this.get('onTouchEnd');\n\n          if (onTouchEnd && onTouchEnd(dropdown, e) === false) {\n            return;\n          }\n\n          dropdown.actions.toggle(e);\n        }\n\n        this.hasMoved = false;\n        document.removeEventListener('touchmove', this._touchMoveHandler); // This next three lines are stolen from hammertime. This prevents the default\n        // behaviour of the touchend, but synthetically trigger a focus and a (delayed) click\n        // to simulate natural behaviour.\n\n        e.target.focus();\n        setTimeout(function () {\n          if (!e.target) {\n            return;\n          }\n\n          var event;\n\n          try {\n            event = document.createEvent('MouseEvents');\n            event.initMouseEvent('click', true, true, window);\n          } catch (e) {\n            event = new Event('click');\n          } finally {\n            e.target.dispatchEvent(event);\n          }\n        }, 0);\n        e.preventDefault();\n      },\n      handleKeyDown: function handleKeyDown(e) {\n        var dropdown = this.get('dropdown');\n\n        if (dropdown.disabled) {\n          return;\n        }\n\n        var onKeyDown = this.get('onKeyDown');\n\n        if (onKeyDown && onKeyDown(dropdown, e) === false) {\n          return;\n        }\n\n        if (e.keyCode === 13) {\n          // Enter\n          dropdown.actions.toggle(e);\n        } else if (e.keyCode === 32) {\n          // Space\n          e.preventDefault(); // prevents the space to trigger a scroll page-next\n\n          dropdown.actions.toggle(e);\n        } else if (e.keyCode === 27) {\n          dropdown.actions.close(e);\n        }\n      }\n    },\n    // Methods\n    _touchMoveHandler: function _touchMoveHandler() {\n      this.hasMoved = true;\n      document.removeEventListener('touchmove', this._touchMoveHandler);\n    },\n    stopTextSelectionUntilMouseup: function stopTextSelectionUntilMouseup() {\n      document.addEventListener('mouseup', this._mouseupHandler, true);\n      document.body.classList.add('ember-basic-dropdown-text-select-disabled');\n    },\n    addMandatoryHandlers: function addMandatoryHandlers() {\n      var _this2 = this;\n\n      if (this.get('isTouchDevice')) {\n        // If the component opens on click there is no need of any of this, as the device will\n        // take care tell apart faux clicks from scrolls.\n        this.element.addEventListener('touchstart', function () {\n          document.addEventListener('touchmove', _this2._touchMoveHandler);\n        });\n        this.element.addEventListener('touchend', function (e) {\n          return _this2.send('handleTouchEnd', e);\n        });\n      }\n\n      this.element.addEventListener('mousedown', function (e) {\n        return _this2.send('handleMouseDown', e);\n      });\n      this.element.addEventListener('click', function (e) {\n        if (!_this2.get('isDestroyed')) {\n          _this2.send('handleClick', e);\n        }\n      });\n      this.element.addEventListener('keydown', function (e) {\n        return _this2.send('handleKeyDown', e);\n      });\n    },\n    addOptionalHandlers: function addOptionalHandlers() {\n      var dropdown = this.get('dropdown');\n      var onMouseEnter = this.get('onMouseEnter');\n\n      if (onMouseEnter) {\n        this.element.addEventListener('mouseenter', function (e) {\n          return onMouseEnter(dropdown, e);\n        });\n      }\n\n      var onMouseLeave = this.get('onMouseLeave');\n\n      if (onMouseLeave) {\n        this.element.addEventListener('mouseleave', function (e) {\n          return onMouseLeave(dropdown, e);\n        });\n      }\n\n      var onFocus = this.get('onFocus');\n\n      if (onFocus) {\n        this.element.addEventListener('focus', function (e) {\n          return onFocus(dropdown, e);\n        });\n      }\n\n      var onBlur = this.get('onBlur');\n\n      if (onBlur) {\n        this.element.addEventListener('blur', function (e) {\n          return onBlur(dropdown, e);\n        });\n      }\n\n      var onFocusIn = this.get('onFocusIn');\n\n      if (onFocusIn) {\n        this.element.addEventListener('focusin', function (e) {\n          return onFocusIn(dropdown, e);\n        });\n      }\n\n      var onFocusOut = this.get('onFocusOut');\n\n      if (onFocusOut) {\n        this.element.addEventListener('focusout', function (e) {\n          return onFocusOut(dropdown, e);\n        });\n      }\n\n      var onKeyUp = this.get('onKeyUp');\n\n      if (onKeyUp) {\n        this.element.addEventListener('keyup', function (e) {\n          return onKeyUp(dropdown, e);\n        });\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-basic-dropdown/templates/components/basic-dropdown\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"+hGX7N8l\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[11,1,[[25,\\\"hash\\\",null,[[\\\"uniqueId\\\",\\\"isOpen\\\",\\\"disabled\\\",\\\"actions\\\",\\\"trigger\\\",\\\"content\\\"],[[20,[\\\"publicAPI\\\",\\\"uniqueId\\\"]],[20,[\\\"publicAPI\\\",\\\"isOpen\\\"]],[20,[\\\"publicAPI\\\",\\\"disabled\\\"]],[20,[\\\"publicAPI\\\",\\\"actions\\\"]],[25,\\\"component\\\",[[20,[\\\"triggerComponent\\\"]]],[[\\\"dropdown\\\",\\\"hPosition\\\",\\\"onFocus\\\",\\\"renderInPlace\\\",\\\"vPosition\\\"],[[25,\\\"readonly\\\",[[20,[\\\"publicAPI\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"hPosition\\\"]]],null],[25,\\\"action\\\",[[19,0,[]],\\\"handleFocus\\\"],null],[25,\\\"readonly\\\",[[20,[\\\"renderInPlace\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"vPosition\\\"]]],null]]]],[25,\\\"component\\\",[[20,[\\\"contentComponent\\\"]]],[[\\\"dropdown\\\",\\\"hPosition\\\",\\\"renderInPlace\\\",\\\"preventScroll\\\",\\\"rootEventType\\\",\\\"vPosition\\\",\\\"destination\\\",\\\"top\\\",\\\"left\\\",\\\"right\\\",\\\"width\\\",\\\"height\\\",\\\"otherStyles\\\"],[[25,\\\"readonly\\\",[[20,[\\\"publicAPI\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"hPosition\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"renderInPlace\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"preventScroll\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"rootEventType\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"vPosition\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"destination\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"top\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"left\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"right\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"width\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"height\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"otherStyles\\\"]]],null]]]]]]]]],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-basic-dropdown/templates/components/basic-dropdown.hbs\" } });\n});","define(\"ember-basic-dropdown/templates/components/basic-dropdown/content\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"0Vdmgxfx\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"dropdown\\\",\\\"isOpen\\\"]]],null,{\\\"statements\\\":[[0,\\\"  \\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"ember-basic-dropdown-content-wormhole-origin\\\"],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"renderInPlace\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"overlay\\\"]]],null,{\\\"statements\\\":[[0,\\\"        \\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"ember-basic-dropdown-overlay\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[4,\\\"basic-dropdown/content-element\\\",null,[[\\\"tagName\\\",\\\"id\\\",\\\"class\\\",\\\"style\\\",\\\"dir\\\"],[[20,[\\\"_contentTagName\\\"]],[20,[\\\"dropdownId\\\"]],[25,\\\"concat\\\",[\\\"ember-basic-dropdown-content \\\",[20,[\\\"class\\\"]],\\\" \\\",[20,[\\\"defaultClass\\\"]],\\\" \\\",[25,\\\"if\\\",[[20,[\\\"renderInPlace\\\"]],\\\"ember-basic-dropdown-content--in-place \\\"],null],[25,\\\"if\\\",[[20,[\\\"hPosition\\\"]],[25,\\\"concat\\\",[\\\"ember-basic-dropdown-content--\\\",[20,[\\\"hPosition\\\"]]],null]],null],\\\" \\\",[25,\\\"if\\\",[[20,[\\\"vPosition\\\"]],[25,\\\"concat\\\",[\\\"ember-basic-dropdown-content--\\\",[20,[\\\"vPosition\\\"]]],null]],null],\\\" \\\",[20,[\\\"animationClass\\\"]]],null],[20,[\\\"style\\\"]],[20,[\\\"dir\\\"]]]],{\\\"statements\\\":[[0,\\\"        \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"-in-element\\\",[[20,[\\\"destinationElement\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"overlay\\\"]]],null,{\\\"statements\\\":[[0,\\\"        \\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"ember-basic-dropdown-overlay\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[4,\\\"basic-dropdown/content-element\\\",null,[[\\\"tagName\\\",\\\"id\\\",\\\"class\\\",\\\"style\\\",\\\"dir\\\"],[[20,[\\\"_contentTagName\\\"]],[20,[\\\"dropdownId\\\"]],[25,\\\"concat\\\",[\\\"ember-basic-dropdown-content \\\",[20,[\\\"class\\\"]],\\\" \\\",[20,[\\\"defaultClass\\\"]],\\\" \\\",[25,\\\"if\\\",[[20,[\\\"renderInPlace\\\"]],\\\"ember-basic-dropdown-content--in-place \\\"],null],[25,\\\"if\\\",[[20,[\\\"hPosition\\\"]],[25,\\\"concat\\\",[\\\"ember-basic-dropdown-content--\\\",[20,[\\\"hPosition\\\"]]],null]],null],\\\" \\\",[25,\\\"if\\\",[[20,[\\\"vPosition\\\"]],[25,\\\"concat\\\",[\\\"ember-basic-dropdown-content--\\\",[20,[\\\"vPosition\\\"]]],null]],null],\\\" \\\",[20,[\\\"animationClass\\\"]]],null],[20,[\\\"style\\\"]],[20,[\\\"dir\\\"]]]],{\\\"statements\\\":[[0,\\\"        \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]}],[0,\\\"  \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"  \\\"],[6,\\\"div\\\"],[10,\\\"id\\\",[18,\\\"dropdownId\\\"],null],[9,\\\"class\\\",\\\"ember-basic-dropdown-content-placeholder\\\"],[9,\\\"style\\\",\\\"display: none;\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-basic-dropdown/templates/components/basic-dropdown/content.hbs\" } });\n});","define(\"ember-basic-dropdown/templates/components/basic-dropdown/trigger\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"idnzW3uN\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[11,1]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-basic-dropdown/templates/components/basic-dropdown/trigger.hbs\" } });\n});","define(\"ember-basic-dropdown/utils/calculate-position\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.calculateInPlacePosition = calculateInPlacePosition;\n  _exports.calculateWormholedPosition = calculateWormholedPosition;\n  _exports.default = _default;\n  _exports.getScrollParent = getScrollParent;\n\n  /**\n    Function used to calculate the position of the content of the dropdown.\n    @public\n    @method calculatePosition\n    @param {DomElement} trigger The trigger of the dropdown\n    @param {DomElement} content The content of the dropdown\n    @param {DomElement} destination The element in which the content is going to be placed.\n    @param {Object} options The directives that define how the position is calculated\n      - {String} horizontalPosition How the users want the dropdown to be positioned horizontally. Values: right | center | left\n      - {String} verticalPosition How the users want the dropdown to be positioned vertically. Values: above | below\n      - {Boolean} matchTriggerWidth If the user wants the width of the dropdown to match the width of the trigger\n      - {String} previousHorizontalPosition How the dropdown was positioned for the last time. Same values than horizontalPosition, but can be null the first time.\n      - {String} previousVerticalPosition How the dropdown was positioned for the last time. Same values than verticalPosition, but can be null the first time.\n      - {Boolean} renderInPlace Boolean flat that is truthy if the component is rendered in place.\n    @return {Object} How the component is going to be positioned.\n      - {String} horizontalPosition The new horizontal position.\n      - {String} verticalPosition The new vertical position.\n      - {Object} CSS properties to be set on the dropdown. It supports `top`, `left`, `right` and `width`.\n  */\n  function _default(_, _2, _destination, _ref) {\n    var renderInPlace = _ref.renderInPlace;\n\n    if (renderInPlace) {\n      return calculateInPlacePosition.apply(void 0, arguments);\n    } else {\n      return calculateWormholedPosition.apply(void 0, arguments);\n    }\n  }\n\n  function calculateWormholedPosition(trigger, content, destination, _ref2) {\n    var horizontalPosition = _ref2.horizontalPosition,\n        verticalPosition = _ref2.verticalPosition,\n        matchTriggerWidth = _ref2.matchTriggerWidth,\n        previousHorizontalPosition = _ref2.previousHorizontalPosition,\n        previousVerticalPosition = _ref2.previousVerticalPosition;\n    // Collect information about all the involved DOM elements\n    var scroll = {\n      left: window.pageXOffset,\n      top: window.pageYOffset\n    };\n\n    var _trigger$getBoundingC = trigger.getBoundingClientRect(),\n        triggerLeft = _trigger$getBoundingC.left,\n        triggerTop = _trigger$getBoundingC.top,\n        triggerWidth = _trigger$getBoundingC.width,\n        triggerHeight = _trigger$getBoundingC.height;\n\n    var _content$getBoundingC = content.getBoundingClientRect(),\n        dropdownHeight = _content$getBoundingC.height,\n        dropdownWidth = _content$getBoundingC.width;\n\n    var viewportWidth = document.body.clientWidth || window.innerWidth;\n    var style = {}; // Apply containers' offset\n\n    var anchorElement = destination.parentNode;\n    var anchorPosition = window.getComputedStyle(anchorElement).position;\n\n    while (anchorPosition !== 'relative' && anchorPosition !== 'absolute' && anchorElement.tagName.toUpperCase() !== 'BODY') {\n      anchorElement = anchorElement.parentNode;\n      anchorPosition = window.getComputedStyle(anchorElement).position;\n    }\n\n    if (anchorPosition === 'relative' || anchorPosition === 'absolute') {\n      var rect = anchorElement.getBoundingClientRect();\n      triggerLeft = triggerLeft - rect.left;\n      triggerTop = triggerTop - rect.top;\n      var _anchorElement = anchorElement,\n          offsetParent = _anchorElement.offsetParent;\n\n      if (offsetParent) {\n        triggerLeft -= anchorElement.offsetParent.scrollLeft;\n        triggerTop -= anchorElement.offsetParent.scrollTop;\n      }\n    } // Calculate drop down width\n\n\n    dropdownWidth = matchTriggerWidth ? triggerWidth : dropdownWidth;\n\n    if (matchTriggerWidth) {\n      style.width = dropdownWidth;\n    } // Calculate horizontal position\n\n\n    var triggerLeftWithScroll = triggerLeft + scroll.left;\n\n    if (horizontalPosition === 'auto' || horizontalPosition === 'auto-left') {\n      // Calculate the number of visible horizontal pixels if we were to place the\n      // dropdown on the left and right\n      var leftVisible = Math.min(viewportWidth, triggerLeft + dropdownWidth) - Math.max(0, triggerLeft);\n      var rightVisible = Math.min(viewportWidth, triggerLeft + triggerWidth) - Math.max(0, triggerLeft + triggerWidth - dropdownWidth);\n\n      if (dropdownWidth > leftVisible && rightVisible > leftVisible) {\n        // If the drop down won't fit left-aligned, and there is more space on the\n        // right than on the left, then force right-aligned\n        horizontalPosition = 'right';\n      } else if (dropdownWidth > rightVisible && leftVisible > rightVisible) {\n        // If the drop down won't fit right-aligned, and there is more space on\n        // the left than on the right, then force left-aligned\n        horizontalPosition = 'left';\n      } else {\n        // Keep same position as previous\n        horizontalPosition = previousHorizontalPosition || 'left';\n      }\n    } else if (horizontalPosition === 'auto-right') {\n      // Calculate the number of visible horizontal pixels if we were to place the\n      // dropdown on the left and right\n      var _leftVisible = Math.min(viewportWidth, triggerLeft + dropdownWidth) - Math.max(0, triggerLeft);\n\n      var _rightVisible = Math.min(viewportWidth, triggerLeft + triggerWidth) - Math.max(0, triggerLeft + triggerWidth - dropdownWidth);\n\n      if (dropdownWidth > _rightVisible && _leftVisible > _rightVisible) {\n        // If the drop down won't fit right-aligned, and there is more space on the\n        // left than on the right, then force left-aligned\n        horizontalPosition = 'left';\n      } else if (dropdownWidth > _leftVisible && _rightVisible > _leftVisible) {\n        // If the drop down won't fit left-aligned, and there is more space on\n        // the right than on the left, then force right-aligned\n        horizontalPosition = 'right';\n      } else {\n        // Keep same position as previous\n        horizontalPosition = previousHorizontalPosition || 'right';\n      }\n    }\n\n    if (horizontalPosition === 'right') {\n      style.right = viewportWidth - (triggerLeftWithScroll + triggerWidth);\n    } else if (horizontalPosition === 'center') {\n      style.left = triggerLeftWithScroll + (triggerWidth - dropdownWidth) / 2;\n    } else {\n      style.left = triggerLeftWithScroll;\n    } // Calculate vertical position\n\n\n    var triggerTopWithScroll = triggerTop;\n    /**\n     * Fixes bug where the dropdown always stays on the same position on the screen when\n     * the <body> is relatively positioned\n     */\n\n    var isBodyPositionRelative = window.getComputedStyle(document.body).getPropertyValue('position') === 'relative';\n\n    if (!isBodyPositionRelative) {\n      triggerTopWithScroll += scroll.top;\n    }\n\n    if (verticalPosition === 'above') {\n      style.top = triggerTopWithScroll - dropdownHeight;\n    } else if (verticalPosition === 'below') {\n      style.top = triggerTopWithScroll + triggerHeight;\n    } else {\n      var viewportBottom = scroll.top + window.innerHeight;\n      var enoughRoomBelow = triggerTopWithScroll + triggerHeight + dropdownHeight < viewportBottom;\n      var enoughRoomAbove = triggerTop > dropdownHeight;\n\n      if (previousVerticalPosition === 'below' && !enoughRoomBelow && enoughRoomAbove) {\n        verticalPosition = 'above';\n      } else if (previousVerticalPosition === 'above' && !enoughRoomAbove && enoughRoomBelow) {\n        verticalPosition = 'below';\n      } else if (!previousVerticalPosition) {\n        verticalPosition = enoughRoomBelow ? 'below' : 'above';\n      } else {\n        verticalPosition = previousVerticalPosition;\n      }\n\n      style.top = triggerTopWithScroll + (verticalPosition === 'below' ? triggerHeight : -dropdownHeight);\n    }\n\n    return {\n      horizontalPosition: horizontalPosition,\n      verticalPosition: verticalPosition,\n      style: style\n    };\n  }\n\n  function calculateInPlacePosition(trigger, content, destination, _ref3\n  /*, matchTriggerWidth, previousHorizontalPosition, previousVerticalPosition */\n  ) {\n    var horizontalPosition = _ref3.horizontalPosition,\n        verticalPosition = _ref3.verticalPosition;\n    var dropdownRect;\n    var positionData = {};\n\n    if (horizontalPosition === 'auto') {\n      var triggerRect = trigger.getBoundingClientRect();\n      dropdownRect = content.getBoundingClientRect();\n      var viewportRight = window.pageXOffset + window.innerWidth;\n      positionData.horizontalPosition = triggerRect.left + dropdownRect.width > viewportRight ? 'right' : 'left';\n    } else if (horizontalPosition === 'center') {\n      var _trigger$getBoundingC2 = trigger.getBoundingClientRect(),\n          triggerWidth = _trigger$getBoundingC2.width;\n\n      var _content$getBoundingC2 = content.getBoundingClientRect(),\n          dropdownWidth = _content$getBoundingC2.width;\n\n      positionData.style = {\n        left: (triggerWidth - dropdownWidth) / 2\n      };\n    } else if (horizontalPosition === 'auto-right') {\n      var _triggerRect = trigger.getBoundingClientRect();\n\n      var _dropdownRect = content.getBoundingClientRect();\n\n      positionData.horizontalPosition = _triggerRect.right > _dropdownRect.width ? 'right' : 'left';\n    } else if (horizontalPosition === 'right') {\n      positionData.horizontalPosition = 'right';\n    }\n\n    if (verticalPosition === 'above') {\n      positionData.verticalPosition = verticalPosition;\n      dropdownRect = dropdownRect || content.getBoundingClientRect();\n      positionData.style = {\n        top: -dropdownRect.height\n      };\n    } else {\n      positionData.verticalPosition = 'below';\n    }\n\n    return positionData;\n  }\n\n  function getScrollParent(element) {\n    var style = window.getComputedStyle(element);\n    var excludeStaticParent = style.position === \"absolute\";\n    var overflowRegex = /(auto|scroll)/;\n    if (style.position === \"fixed\") return document.body;\n\n    for (var parent = element; parent = parent.parentElement;) {\n      style = window.getComputedStyle(parent);\n\n      if (excludeStaticParent && style.position === \"static\") {\n        continue;\n      }\n\n      if (overflowRegex.test(style.overflow + style.overflowY + style.overflowX)) {\n        return parent;\n      }\n    }\n\n    return document.body;\n  }\n});","define(\"ember-basic-dropdown/utils/computed-fallback-if-undefined\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = computedFallbackIfUndefined;\n\n  function computedFallbackIfUndefined(fallback) {\n    return Ember.computed({\n      get: function get() {\n        return fallback;\n      },\n      set: function set(_, v) {\n        return v === undefined ? fallback : v;\n      }\n    });\n  }\n});","define(\"ember-basic-dropdown/utils/scroll-helpers\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.LINES_PER_PAGE = _exports.DOM_DELTA_PIXEL = _exports.DOM_DELTA_PAGE = _exports.DOM_DELTA_LINE = void 0;\n  _exports.distributeScroll = distributeScroll;\n  _exports.getAvailableScroll = getAvailableScroll;\n  _exports.getScrollDeltas = getScrollDeltas;\n  _exports.getScrollLineHeight = getScrollLineHeight;\n\n  /**\n   * Mode that expresses the deltas in pixels.\n   *\n   * @property DOM_DELTA_PIXEL\n   */\n  var DOM_DELTA_PIXEL = 0;\n  /**\n   * Mode that expresses the deltas in lines.\n   *\n   * This only happens in Firefox for Windows.\n   *\n   * Reference: https://stackoverflow.com/a/37474225\n   *\n   * @property DOM_DELTA_LINE\n   */\n\n  _exports.DOM_DELTA_PIXEL = DOM_DELTA_PIXEL;\n  var DOM_DELTA_LINE = 1;\n  /**\n   * Mode that expresses the deltas in pages.\n   *\n   * This only happens in Firefox for Windows with\n   * a custom OS setting activated.\n   *\n   * Reference: https://stackoverflow.com/a/37474225\n   */\n\n  _exports.DOM_DELTA_LINE = DOM_DELTA_LINE;\n  var DOM_DELTA_PAGE = 2;\n  /**\n   * Number of lines per page considered for\n   * DOM_DELTA_PAGE.\n   *\n   * @property LINES_PER_PAGE\n   */\n\n  _exports.DOM_DELTA_PAGE = DOM_DELTA_PAGE;\n  var LINES_PER_PAGE = 3;\n  /**\n   * Returns the deltas calculated in pixels.\n   *\n   * @param {Number} event.deltaX horizontal delta\n   * @param {Number} event.deltaY vertical delta\n   * @param {DeltaMode} event.deltaMode delta mode tells which unit is being used.\n   * @return {Object} Object with deltaX and deltaY properties\n   */\n\n  _exports.LINES_PER_PAGE = LINES_PER_PAGE;\n\n  function getScrollDeltas(_ref) {\n    var _ref$deltaX = _ref.deltaX,\n        deltaX = _ref$deltaX === void 0 ? 0 : _ref$deltaX,\n        _ref$deltaY = _ref.deltaY,\n        deltaY = _ref$deltaY === void 0 ? 0 : _ref$deltaY,\n        _ref$deltaMode = _ref.deltaMode,\n        deltaMode = _ref$deltaMode === void 0 ? DOM_DELTA_PIXEL : _ref$deltaMode;\n\n    if (deltaMode !== DOM_DELTA_PIXEL) {\n      if (deltaMode === DOM_DELTA_PAGE) {\n        deltaX *= LINES_PER_PAGE;\n        deltaY *= LINES_PER_PAGE;\n      }\n\n      var _scrollLineHeight = getScrollLineHeight();\n\n      deltaX *= _scrollLineHeight;\n      deltaY *= _scrollLineHeight;\n    }\n\n    return {\n      deltaX: deltaX,\n      deltaY: deltaY\n    };\n  }\n\n  var scrollLineHeight = null;\n\n  function getScrollLineHeight() {\n    if (!scrollLineHeight) {\n      var iframe = document.createElement('iframe');\n      iframe.src = '#';\n      iframe.style.position = 'absolute';\n      iframe.style.visibility = 'hidden';\n      iframe.style.width = '0px';\n      iframe.style.height = '0px';\n      iframe.style.border = 'none';\n      document.body.appendChild(iframe);\n      var iframeDocument = iframe.contentWindow.document;\n      iframeDocument.open();\n      iframeDocument.write('<!doctype html><html><head></head><body><span>X</span></body></html>');\n      iframeDocument.close();\n      scrollLineHeight = iframeDocument.body.firstElementChild.offsetHeight;\n      document.body.removeChild(iframe);\n    }\n\n    return scrollLineHeight;\n  }\n\n  function getAvailableScroll(element, container) {\n    var availableScroll = {\n      deltaXNegative: 0,\n      deltaXPositive: 0,\n      deltaYNegative: 0,\n      deltaYPositive: 0\n    };\n    var scrollLeftMax, scrollTopMax;\n\n    while (container.contains(element) || container === element) {\n      scrollLeftMax = element.scrollWidth - element.clientWidth;\n      scrollTopMax = element.scrollHeight - element.clientHeight;\n      availableScroll.deltaXNegative += -element.scrollLeft;\n      availableScroll.deltaXPositive += scrollLeftMax - element.scrollLeft;\n      availableScroll.deltaYNegative += -element.scrollTop;\n      availableScroll.deltaYPositive += scrollTopMax - element.scrollTop;\n      element = element.parentNode;\n    }\n\n    return availableScroll;\n  }\n  /**\n   * Calculates the scroll distribution for `element` inside` container.\n   *\n   * @param {Number} deltaX\n   * @param {Number} deltaY\n   * @param {Element} element\n   * @param {Element} container\n   * @param {ScrollInformation[]} accumulator\n   * @return {ScrollInforamtion}\n   */\n\n\n  function calculateScrollDistribution(deltaX, deltaY, element, container) {\n    var accumulator = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : [];\n    var scrollInformation = {\n      element: element,\n      scrollLeft: 0,\n      scrollTop: 0\n    };\n    var scrollLeftMax = element.scrollWidth - element.clientWidth;\n    var scrollTopMax = element.scrollHeight - element.clientHeight;\n    var availableScroll = {\n      deltaXNegative: -element.scrollLeft,\n      deltaXPositive: scrollLeftMax - element.scrollLeft,\n      deltaYNegative: -element.scrollTop,\n      deltaYPositive: scrollTopMax - element.scrollTop\n    };\n    var elementStyle = window.getComputedStyle(element);\n\n    if (elementStyle.overflowX !== 'hidden') {\n      // The `deltaX` can be larger than the available scroll for the element, thus overshooting.\n      // The result of that is that it scrolls the element as far as possible. We don't need to\n      // calculate exactly because we reduce the amount of desired scroll for the\n      // parent elements by the correct amount below.\n      scrollInformation.scrollLeft = element.scrollLeft + deltaX;\n\n      if (deltaX > availableScroll.deltaXPositive) {\n        deltaX = deltaX - availableScroll.deltaXPositive;\n      } else if (deltaX < availableScroll.deltaXNegative) {\n        deltaX = deltaX - availableScroll.deltaXNegative;\n      } else {\n        deltaX = 0;\n      }\n    }\n\n    if (elementStyle.overflowY !== 'hidden') {\n      scrollInformation.scrollTop = element.scrollTop + deltaY;\n\n      if (deltaY > availableScroll.deltaYPositive) {\n        deltaY = deltaY - availableScroll.deltaYPositive;\n      } else if (deltaY < availableScroll.deltaYNegative) {\n        deltaY = deltaY - availableScroll.deltaYNegative;\n      } else {\n        deltaY = 0;\n      }\n    }\n\n    if (element !== container && (deltaX || deltaY)) {\n      return calculateScrollDistribution(deltaX, deltaY, element.parentNode, container, accumulator.concat([scrollInformation]));\n    }\n\n    return accumulator.concat([scrollInformation]);\n  } // Recursively walks up scroll containers until the delta is distributed or we\n  // run out of elements in the allowed-to-scroll container.\n\n\n  function distributeScroll(deltaX, deltaY, element, container) {\n    var scrollInfos = calculateScrollDistribution(deltaX, deltaY, element, container);\n    var info;\n\n    for (var i = 0; i < scrollInfos.length; i++) {\n      info = scrollInfos[i];\n      info.element.scrollLeft = info.scrollLeft;\n      info.element.scrollTop = info.scrollTop;\n    }\n  }\n});","define('ember-cli-app-version/initializer-factory', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = initializerFactory;\n  var libraries = Ember.libraries;\n  function initializerFactory(name, version) {\n    var registered = false;\n\n    return function () {\n      if (!registered && name && version) {\n        var appName = Ember.String.classify(name);\n        libraries.register(appName, version);\n        registered = true;\n      }\n    };\n  }\n});","define(\"ember-cli-app-version/utils/regexp\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var versionRegExp = exports.versionRegExp = /\\d+[.]\\d+[.]\\d+/; // Match any number of 3 sections of digits separated by .\n  var versionExtendedRegExp = exports.versionExtendedRegExp = /\\d+[.]\\d+[.]\\d+-[a-z]*([.]\\d+)?/; // Match the above but also hyphen followed by any number of lowercase letters, then optionally period and digits\n  var shaRegExp = exports.shaRegExp = /[a-z\\d]{8}$/; // Match 8 lowercase letters and digits, at the end of the string only (to avoid matching with version extended part)\n});","define('ember-cli-chart/components/ember-chart', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Component.extend({\n    tagName: 'canvas',\n    attributeBindings: ['width', 'height'],\n\n    didInsertElement: function didInsertElement() {\n      this._super.apply(this, arguments);\n      var context = this.get('element');\n      var data = this.get('data');\n      var type = this.get('type');\n      var options = this.get('options');\n\n      var chart = new Chart(context, {\n        type: type,\n        data: data,\n        options: options\n      });\n      this.set('chart', chart);\n    },\n    willDestroyElement: function willDestroyElement() {\n      this._super.apply(this, arguments);\n      this.get('chart').destroy();\n    },\n    didUpdateAttrs: function didUpdateAttrs() {\n      this._super.apply(this, arguments);\n      this.updateChart();\n    },\n    updateChart: function updateChart() {\n      var chart = this.get('chart');\n      var data = this.get('data');\n      var options = this.get('options');\n      var animate = this.get('animate');\n\n      if (chart) {\n        chart.config.data = data;\n        chart.config.options = options;\n        if (animate) {\n          chart.update();\n        } else {\n          chart.update(0);\n        }\n      }\n    }\n  });\n});","define('ember-collection/components/ember-collection', ['exports', 'ember-collection/components/ember-collection/template', 'ember-collection/utils/identity', 'ember-collection/utils/needs-revalidate'], function (exports, _template, _identity, _needsRevalidate2) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  var Cell = function Cell(key, item, index, style) {\n    _classCallCheck(this, Cell);\n\n    this.key = key;\n    this.hidden = false;\n    this.item = item;\n    this.index = index;\n    this.style = style;\n  };\n\n  exports.default = Ember.Component.extend({\n    layout: _template.default,\n\n    init: function init() {\n      // State pulled from attrs is prefixed with an underscore\n      // so that there's no chance of shadowing the attrs proxy.\n      this._buffer = undefined;\n      this._cellLayout = undefined;\n      this._rawItems = undefined;\n      this._items = undefined;\n      this._scrollLeft = undefined;\n      this._scrollTop = undefined;\n      this._clientWidth = undefined;\n      this._clientHeight = undefined;\n      this._contentSize = undefined;\n\n      // this.firstCell = undefined;\n      // this.lastCell = undefined;\n      // this.cellCount = undefined;\n      this.contentElement = undefined;\n      this._cells = Ember.A();\n      this._cellMap = Object.create(null);\n\n      // TODO: Super calls should always be at the top of the constructor.\n      // I had to move the super call after the properties were defined to\n      // work around what I believe is a bug in the attrs proxy. The problem\n      // seems to arise when you:\n      //\n      //   1. Call this._super() immediately.\n      //   2. Set a property on `this` that is both not in the\n      //      initial attrs hash and not on the prototype.\n      this._super();\n\n      // initialize from passed in attrs\n      var buffer = this.getAttr('buffer'); // getIntAttr('buffer', 5)\n      this._buffer = typeof buffer === 'number' ? buffer : 5;\n      this._scrollLeft = this.getAttr('scroll-left') | 0;\n      this._scrollTop = this.getAttr('scroll-top') | 0;\n      this._clientWidth = this.getAttr('estimated-width') | 0;\n      this._clientHeight = this.getAttr('estimated-height') | 0;\n      this._scrollChange = this.getAttr('scroll-change');\n    },\n    _needsRevalidate: function _needsRevalidate() {\n      if (this._isGlimmer2()) {\n        this.rerender();\n      } else {\n        (0, _needsRevalidate2.default)(this);\n      }\n    },\n    didReceiveAttrs: function didReceiveAttrs() {\n      // Work around emberjs/ember.js#11992. Affects <=1.13.8 and <=2.0.0.\n      // This will likely be patched in 1.13.9 and 2.0.1.\n      this._super();\n\n      this.updateItems();\n      this.updateScrollPosition();\n    },\n    updateItems: function updateItems() {\n      this._cellLayout = this.getAttr('cell-layout');\n      var rawItems = this.getAttr('items');\n\n      if (this._rawItems !== rawItems) {\n        if (this._items && this._items.removeArrayObserver) {\n          this._items.removeArrayObserver(this, {\n            willChange: function willChange() {},\n\n            didChange: '_needsRevalidate'\n          });\n        }\n        this._rawItems = rawItems;\n        var items = Ember.A(rawItems);\n        this.set('_items', items);\n\n        if (items && items.addArrayObserver) {\n          items.addArrayObserver(this, {\n            willChange: function willChange() {},\n\n            didChange: '_needsRevalidate'\n          });\n        }\n      }\n    },\n    updateScrollPosition: function updateScrollPosition() {\n      if (!this._scrollChange) {\n        return;\n      } // don't process bound scroll coords unless our action is being handled\n      var scrollLeftAttr = this.getAttr('scroll-left');\n      if (scrollLeftAttr !== undefined) {\n        scrollLeftAttr = parseInt(scrollLeftAttr, 10);\n        if (this._scrollLeft !== scrollLeftAttr) {\n          this.set('_scrollLeft', scrollLeftAttr);\n        }\n      }\n\n      var scrollTopAttr = this.getAttr('scroll-top');\n      if (scrollTopAttr !== undefined) {\n        scrollTopAttr = parseInt(scrollTopAttr, 10);\n        if (this._scrollTop !== scrollTopAttr) {\n          // console.log('updateScrollPosition', this._scrollTop, scrollTopAttr);\n          this.set('_scrollTop', scrollTopAttr);\n        }\n      }\n    },\n    updateContentSize: function updateContentSize() {\n      var cellLayout = this._cellLayout;\n      var contentSize = cellLayout.contentSize(this._clientWidth, this._clientHeight);\n      if (this._contentSize === undefined || contentSize.width !== this._contentSize.width || contentSize.height !== this._contentSize.height) {\n        this.set('_contentSize', contentSize);\n      }\n    },\n\n\n    willRender: function willRender() {\n      this.updateCells();\n      this.updateContentSize();\n    },\n\n    updateCells: function updateCells() {\n      if (!this._items) {\n        return;\n      }\n      var numItems = Ember.get(this._items, 'length');\n      if (this._cellLayout.length !== numItems) {\n        this._cellLayout.length = numItems;\n      }\n\n      var priorMap = this._cellMap;\n      var cellMap = Object.create(null);\n\n      var index = this._cellLayout.indexAt(this._scrollLeft, this._scrollTop, this._clientWidth, this._clientHeight);\n      var count = this._cellLayout.count(this._scrollLeft, this._scrollTop, this._clientWidth, this._clientHeight);\n      var items = this._items;\n      var bufferBefore = Math.min(index, this._buffer);\n      index -= bufferBefore;\n      count += bufferBefore;\n      count = Math.min(count + this._buffer, Ember.get(items, 'length') - index);\n      var i, style, itemIndex, itemKey, cell;\n\n      var newItems = [];\n\n      for (i = 0; i < count; i++) {\n        itemIndex = index + i;\n        itemKey = (0, _identity.default)(items.objectAt(itemIndex));\n        if (priorMap) {\n          cell = priorMap[itemKey];\n        }\n        if (cell) {\n          style = this._cellLayout.formatItemStyle(itemIndex, this._clientWidth, this._clientHeight);\n          Ember.set(cell, 'style', style);\n          Ember.set(cell, 'hidden', false);\n          Ember.set(cell, 'key', itemKey);\n          Ember.set(cell, 'index', itemIndex);\n          cellMap[itemKey] = cell;\n        } else {\n          newItems.push(itemIndex);\n        }\n      }\n\n      for (i = 0; i < this._cells.length; i++) {\n        cell = this._cells[i];\n        if (!cellMap[cell.key]) {\n          if (newItems.length) {\n            itemIndex = newItems.pop();\n            var item = items.objectAt(itemIndex);\n            itemKey = (0, _identity.default)(item);\n            style = this._cellLayout.formatItemStyle(itemIndex, this._clientWidth, this._clientHeight);\n            Ember.set(cell, 'style', style);\n            Ember.set(cell, 'key', itemKey);\n            Ember.set(cell, 'index', itemIndex);\n            Ember.set(cell, 'item', item);\n            Ember.set(cell, 'hidden', false);\n            cellMap[itemKey] = cell;\n          } else {\n            Ember.set(cell, 'hidden', true);\n            Ember.set(cell, 'style', 'height: 0; display: none;');\n          }\n        }\n      }\n\n      for (i = 0; i < newItems.length; i++) {\n        itemIndex = newItems[i];\n        var _item = items.objectAt(itemIndex);\n        itemKey = (0, _identity.default)(_item);\n        style = this._cellLayout.formatItemStyle(itemIndex, this._clientWidth, this._clientHeight);\n        cell = new Cell(itemKey, _item, itemIndex, style);\n        cellMap[itemKey] = cell;\n        this._cells.pushObject(cell);\n      }\n      this._cellMap = cellMap;\n    },\n    _isGlimmer2: function _isGlimmer2() {\n      return !this._renderNode;\n    },\n\n\n    actions: {\n      scrollChange: function scrollChange(scrollLeft, scrollTop) {\n        if (this._scrollChange) {\n          // console.log('ember-collection sendAction scroll-change', scrollTop);\n          // TODO: Migrate to closure actions...\n          // eslint-disable-next-line\n          this.sendAction('scroll-change', scrollLeft, scrollTop);\n        } else {\n          if (scrollLeft !== this._scrollLeft || scrollTop !== this._scrollTop) {\n            Ember.set(this, '_scrollLeft', scrollLeft);\n            Ember.set(this, '_scrollTop', scrollTop);\n            this._needsRevalidate();\n          }\n        }\n      },\n      clientSizeChange: function clientSizeChange(clientWidth, clientHeight) {\n        if (this._clientWidth !== clientWidth || this._clientHeight !== clientHeight) {\n          Ember.set(this, '_clientWidth', clientWidth);\n          Ember.set(this, '_clientHeight', clientHeight);\n          this._needsRevalidate();\n        }\n      }\n    }\n  });\n});","define(\"ember-collection/components/ember-collection/template\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"RCwIBMfG\", \"block\": \"{\\\"symbols\\\":[\\\"cell\\\",\\\"&default\\\"],\\\"statements\\\":[[4,\\\"ember-native-scrollable\\\",null,[[\\\"content-size\\\",\\\"scroll-left\\\",\\\"scroll-top\\\",\\\"scrollChange\\\",\\\"clientSizeChange\\\"],[[20,[\\\"_contentSize\\\"]],[20,[\\\"_scrollLeft\\\"]],[20,[\\\"_scrollTop\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"scrollChange\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"clientSizeChange\\\"],null]]],{\\\"statements\\\":[[0,\\\"  \\\"],[6,\\\"div\\\"],[7],[4,\\\"each\\\",[[20,[\\\"_cells\\\"]]],null,{\\\"statements\\\":[[6,\\\"div\\\"],[15,\\\"style\\\",[19,1,[\\\"style\\\"]]],[7],[11,2,[[19,1,[\\\"item\\\"]],[19,1,[\\\"index\\\"]]]],[8]],\\\"parameters\\\":[1]},null],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-collection/components/ember-collection/template.hbs\" } });\n});","define('ember-collection/components/ember-native-scrollable', ['exports', 'ember-collection/utils/translate', 'ember-collection/utils/style-properties'], function (exports, _translate, _styleProperties) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var overflowScrollingProp = (0, _styleProperties.styleProperty)('overflowScrolling');\n\n  exports.default = Ember.Component.extend({\n    init: function init() {\n      this._clientWidth = 0;\n      this._clientHeight = 0;\n      this._scrollLeft = 0;\n      this._scrollTop = 0;\n      this._animationFrame = undefined;\n      this._super();\n    },\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._contentSize = this.getAttr('content-size');\n      this._scrollLeft = this.getAttr('scroll-left');\n      this._scrollTop = this.getAttr('scroll-top');\n    },\n    didInsertElement: function didInsertElement() {\n      this.contentElement = this.element.firstElementChild;\n      this.applyStyle();\n      this.applyContentSize();\n      this.syncScrollFromAttr();\n      this.startScrollCheck();\n    },\n    didUpdate: function didUpdate() {\n      this.applyContentSize();\n      this.syncScrollFromAttr();\n    },\n    willDestroyElement: function willDestroyElement() {\n      this.cancelScrollCheck();\n      this.contentElement = undefined;\n    },\n    applyStyle: function applyStyle() {\n      if (overflowScrollingProp) {\n        this.element.style.overflow = 'scroll';\n        this.element.style[overflowScrollingProp] = 'touch';\n      } else {\n        this.element.style.overflow = 'auto';\n      }\n\n      // hack to force render buffer so outside doesn't repaint on scroll\n      (0, _translate.translate)(this.element, 0, 0);\n\n      this.element.style.position = 'absolute';\n      this.element.style.left = 0;\n      this.element.style.top = 0;\n      this.element.style.bottom = 0;\n      this.element.style.right = 0;\n    },\n    applyContentSize: function applyContentSize() {\n      this.contentElement.style.position = 'relative';\n      this.contentElement.style.width = this._contentSize.width + 'px';\n      this.contentElement.style.height = this._contentSize.height + 'px';\n    },\n    syncScrollFromAttr: function syncScrollFromAttr() {\n      if (this._appliedScrollTop !== this._scrollTop) {\n        this._appliedScrollTop = this._scrollTop;\n        if (this._scrollTop >= 0) {\n          this.element.scrollTop = this._scrollTop;\n        }\n      }\n      if (this._appliedScrollLeft !== this._scrollLeft) {\n        this._appliedScrollLeft = this._scrollLeft;\n        if (this._scrollLeft >= 0) {\n          this.element.scrollLeft = this._scrollLeft;\n        }\n      }\n    },\n    startScrollCheck: function startScrollCheck() {\n      var component = this;\n      function step() {\n        component.scrollCheck();\n        nextStep();\n      }\n      function nextStep() {\n        if (window.requestAnimationFrame) {\n          component._animationFrame = requestAnimationFrame(step);\n        } else {\n          component._animationFrame = setTimeout(step, 16);\n        }\n      }\n      nextStep();\n    },\n    cancelScrollCheck: function cancelScrollCheck() {\n      if (this._animationFrame) {\n        if (window.requestAnimationFrame) {\n          cancelAnimationFrame(this._animationFrame);\n        } else {\n          clearTimeout(this._animationFrame);\n        }\n        this._animationFrame = undefined;\n      }\n    },\n    scrollCheck: function scrollCheck() {\n      var element = this.element;\n      var scrollLeft = element.scrollLeft;\n      var scrollTop = element.scrollTop;\n      var scrollChanged = false;\n      if (scrollLeft !== this._appliedScrollLeft || scrollTop !== this._appliedScrollTop) {\n        scrollChanged = true;\n        this._appliedScrollLeft = scrollLeft;\n        this._appliedScrollTop = scrollTop;\n      }\n\n      var clientWidth = element.clientWidth;\n      var clientHeight = element.clientHeight;\n      var clientSizeChanged = false;\n      if (clientWidth !== this._clientWidth || clientHeight !== this._clientHeight) {\n        clientSizeChanged = true;\n        this._clientWidth = clientWidth;\n        this._clientHeight = clientHeight;\n      }\n\n      if (scrollChanged || clientSizeChanged) {\n        Ember.run.join(this, function sendActionsFromScrollCheck() {\n          if (scrollChanged) {\n            // TODO: Migrate to closure actions...\n            // eslint-disable-next-line\n            this.sendAction('scrollChange', scrollLeft, scrollTop);\n          }\n          if (clientSizeChanged) {\n            // TODO: Migrate to closure actions...\n            // eslint-disable-next-line\n            this.sendAction('clientSizeChange', clientWidth, clientHeight);\n          }\n        });\n      }\n    }\n  });\n});","define('ember-collection/layouts/grid', ['exports', 'layout-bin-packer/fixed-grid', 'ember-collection/utils/style-generators'], function (exports, _fixedGrid, _styleGenerators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  var _createClass = function () {\n    function defineProperties(target, props) {\n      for (var i = 0; i < props.length; i++) {\n        var descriptor = props[i];\n        descriptor.enumerable = descriptor.enumerable || false;\n        descriptor.configurable = true;\n        if (\"value\" in descriptor) descriptor.writable = true;\n        Object.defineProperty(target, descriptor.key, descriptor);\n      }\n    }\n\n    return function (Constructor, protoProps, staticProps) {\n      if (protoProps) defineProperties(Constructor.prototype, protoProps);\n      if (staticProps) defineProperties(Constructor, staticProps);\n      return Constructor;\n    };\n  }();\n\n  var Grid = function () {\n    function Grid(cellWidth, cellHeight) {\n      _classCallCheck(this, Grid);\n\n      this.length = 0;\n      this.bin = new _fixedGrid.default(this, cellWidth, cellHeight);\n    }\n\n    _createClass(Grid, [{\n      key: 'contentSize',\n      value: function contentSize(clientWidth /*, clientHeight*/) {\n        return {\n          width: clientWidth,\n          height: this.bin.height(clientWidth)\n        };\n      }\n    }, {\n      key: 'indexAt',\n      value: function indexAt(offsetX, offsetY, width, height) {\n        return this.bin.visibleStartingIndex(offsetY, width, height);\n      }\n    }, {\n      key: 'positionAt',\n      value: function positionAt(index, width /*,height*/) {\n        return this.bin.position(index, width);\n      }\n    }, {\n      key: 'widthAt',\n      value: function widthAt(index) {\n        return this.bin.widthAtIndex(index);\n      }\n    }, {\n      key: 'heightAt',\n      value: function heightAt(index) {\n        return this.bin.heightAtIndex(index);\n      }\n    }, {\n      key: 'count',\n      value: function count(offsetX, offsetY, width, height) {\n        return this.bin.numberVisibleWithin(offsetY, width, height, true);\n      }\n    }, {\n      key: 'formatItemStyle',\n      value: function formatItemStyle(itemIndex, clientWidth, clientHeight) {\n        var pos = this.positionAt(itemIndex, clientWidth, clientHeight);\n        var width = this.widthAt(itemIndex, clientWidth, clientHeight);\n        var height = this.heightAt(itemIndex, clientWidth, clientHeight);\n        return (0, _styleGenerators.formatPixelStyle)(pos, width, height);\n      }\n    }]);\n\n    return Grid;\n  }();\n\n  exports.default = Grid;\n});","define('ember-collection/layouts/mixed-grid', ['exports', 'layout-bin-packer/shelf-first', 'ember-collection/utils/style-generators'], function (exports, _shelfFirst, _styleGenerators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  var _createClass = function () {\n    function defineProperties(target, props) {\n      for (var i = 0; i < props.length; i++) {\n        var descriptor = props[i];\n        descriptor.enumerable = descriptor.enumerable || false;\n        descriptor.configurable = true;\n        if (\"value\" in descriptor) descriptor.writable = true;\n        Object.defineProperty(target, descriptor.key, descriptor);\n      }\n    }\n\n    return function (Constructor, protoProps, staticProps) {\n      if (protoProps) defineProperties(Constructor.prototype, protoProps);\n      if (staticProps) defineProperties(Constructor, staticProps);\n      return Constructor;\n    };\n  }();\n\n  var MixedGrid = function () {\n    function MixedGrid(content, width) {\n      _classCallCheck(this, MixedGrid);\n\n      this.content = content;\n      this.bin = new _shelfFirst.default(content, width);\n    }\n\n    _createClass(MixedGrid, [{\n      key: 'contentSize',\n      value: function contentSize(clientWidth /*, clientHeight*/) {\n        return {\n          width: clientWidth,\n          height: this.bin.height(clientWidth)\n        };\n      }\n    }, {\n      key: 'indexAt',\n      value: function indexAt(offsetX, offsetY, width, height) {\n        return this.bin.visibleStartingIndex(offsetY, width, height);\n      }\n    }, {\n      key: 'positionAt',\n      value: function positionAt(index, width, height) {\n        return this.bin.position(index, width, height);\n      }\n    }, {\n      key: 'widthAt',\n      value: function widthAt(index) {\n        return this.bin.widthAtIndex(index);\n      }\n    }, {\n      key: 'heightAt',\n      value: function heightAt(index) {\n        return this.bin.heightAtIndex(index);\n      }\n    }, {\n      key: 'count',\n      value: function count(offsetX, offsetY, width, height) {\n        return this.bin.numberVisibleWithin(offsetY, width, height, true);\n      }\n    }, {\n      key: 'formatItemStyle',\n      value: function formatItemStyle(itemIndex, clientWidth, clientHeight) {\n        var pos = this.positionAt(itemIndex, clientWidth, clientHeight);\n        var width = this.widthAt(itemIndex, clientWidth, clientHeight);\n        var height = this.heightAt(itemIndex, clientWidth, clientHeight);\n        return (0, _styleGenerators.formatPixelStyle)(pos, width, height);\n      }\n    }]);\n\n    return MixedGrid;\n  }();\n\n  exports.default = MixedGrid;\n});","define('ember-collection/layouts/percentage-columns', ['exports', 'layout-bin-packer/shelf-first', 'ember-collection/utils/style-generators'], function (exports, _shelfFirst, _styleGenerators) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  var _createClass = function () {\n    function defineProperties(target, props) {\n      for (var i = 0; i < props.length; i++) {\n        var descriptor = props[i];\n        descriptor.enumerable = descriptor.enumerable || false;\n        descriptor.configurable = true;\n        if (\"value\" in descriptor) descriptor.writable = true;\n        Object.defineProperty(target, descriptor.key, descriptor);\n      }\n    }\n\n    return function (Constructor, protoProps, staticProps) {\n      if (protoProps) defineProperties(Constructor.prototype, protoProps);\n      if (staticProps) defineProperties(Constructor, staticProps);\n      return Constructor;\n    };\n  }();\n\n  var PercentageColumns = function () {\n    // How this layout works is by creating a fake grid that is 100px wide.\n    // Each item's width is set to be the size of the column. The ShelfFirst lays out everything according to this fake grid.\n    // When ember-collection asks for the style in formatItemStyle we pull the percent property to use as the width.\n    function PercentageColumns(itemCount, columns, height) {\n      _classCallCheck(this, PercentageColumns);\n\n      var total = columns.reduce(function (a, b) {\n        return a + b;\n      });\n      // Assert that the columns add up to 100. We don't want to enforce that they are EXACTLY 100 in case the user wants to use percentages.\n      // for example [33.333, 66.666]\n      (true && !(total > 99 && total <= 100) && Ember.assert('All columns must total 100 ' + total, total > 99 && total <= 100));\n\n      var positions = [];\n      var ci = 0;\n      for (var i = 0; i < itemCount; i++) {\n        positions.push({\n          width: columns[ci],\n          height: height,\n          percent: columns[ci]\n        });\n\n        ci++;\n\n        if (ci >= columns.length) {\n          ci = 0;\n        }\n      }\n      this.positions = positions;\n      this.bin = new _shelfFirst.default(positions, 100);\n    }\n\n    _createClass(PercentageColumns, [{\n      key: 'contentSize',\n      value: function contentSize(clientWidth /*, clientHeight*/) {\n        var size = {\n          width: clientWidth,\n          height: this.bin.height(100)\n        };\n        return size;\n      }\n    }, {\n      key: 'indexAt',\n      value: function indexAt(offsetX, offsetY, width, height) {\n        return this.bin.visibleStartingIndex(offsetY, 100, height);\n      }\n    }, {\n      key: 'positionAt',\n      value: function positionAt(index, width, height) {\n        return this.bin.position(index, 100, height);\n      }\n    }, {\n      key: 'widthAt',\n      value: function widthAt(index) {\n        return this.bin.widthAtIndex(index);\n      }\n    }, {\n      key: 'heightAt',\n      value: function heightAt(index) {\n        return this.bin.heightAtIndex(index);\n      }\n    }, {\n      key: 'count',\n      value: function count(offsetX, offsetY, width, height) {\n        return this.bin.numberVisibleWithin(offsetY, 100, height, true);\n      }\n    }, {\n      key: 'formatItemStyle',\n      value: function formatItemStyle(itemIndex, clientWidth, clientHeight) {\n        var pos = this.positionAt(itemIndex, 100, clientHeight);\n        var width = this.positions[itemIndex].percent;\n        var height = this.heightAt(itemIndex, 100, clientHeight);\n        var x = Math.floor(pos.x / 100 * clientWidth);\n        return (0, _styleGenerators.formatPercentageStyle)({ x: x, y: pos.y }, width, height);\n      }\n    }]);\n\n    return PercentageColumns;\n  }();\n\n  exports.default = PercentageColumns;\n});","define('ember-collection/utils/identity', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = identity;\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  function identity(item) {\n    var key = void 0;\n    var type = typeof item === 'undefined' ? 'undefined' : _typeof(item);\n\n    if (type === 'string' || type === 'number') {\n      key = item;\n    } else {\n      key = Ember.guidFor(item);\n    }\n\n    return key;\n  }\n});","define('ember-collection/utils/needs-revalidate', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = needsRevalidate;\n  function needsRevalidate(view) {\n    view._renderNode.isDirty = true;\n    view._renderNode.ownerNode.emberView.scheduleRevalidate(view._renderNode, view.toString(), 'rerendering via needsRevalidate');\n  }\n});","define('ember-collection/utils/style-generators', ['exports', 'ember-collection/utils/translate'], function (exports, _translate) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.formatPixelStyle = formatPixelStyle;\n  exports.formatPercentageStyle = formatPercentageStyle;\n  function formatPixelStyle(pos, width, height) {\n    var css = 'position:absolute;top:0;left:0;';\n    css += (0, _translate.translateCSS)(pos.x, pos.y);\n    css += 'width:' + width + 'px;height:' + height + 'px;';\n    return css;\n  }\n\n  function formatPercentageStyle(pos, width, height) {\n    var css = 'position:absolute;top:0;left:0;';\n    css += (0, _translate.translateCSS)(pos.x, pos.y);\n    css += 'width:' + width + '%;height:' + height + 'px;';\n    return css;\n  }\n});","define('ember-collection/utils/style-properties', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.styleProperty = styleProperty;\n  exports.cssProperty = cssProperty;\n\n  var stylePrefixes = ['webkit', 'Webkit', 'ms', 'Moz', 'O'];\n  var cssPrefixes = ['-webkit-', '-ms-', '-moz-', '-o-'];\n\n  var style = typeof document !== 'undefined' && document.documentElement && document.documentElement.style;\n\n  function findProperty(property, css) {\n    var prop = css ? Ember.String.camelize(property) : property;\n    if (prop in style) {\n      return property;\n    }\n    var capitalized = Ember.String.capitalize(prop);\n    for (var i = 0; i < stylePrefixes.length; i++) {\n      var prefixed = stylePrefixes[i] + capitalized;\n      if (prefixed in style) {\n        return css ? cssPrefixes[i] + property : prefixed;\n      }\n    }\n  }\n\n  function styleProperty(prop) {\n    return findProperty(prop, false);\n  }\n\n  function cssProperty(cssProp) {\n    return findProperty(cssProp, true);\n  }\n});","define('ember-collection/utils/translate', ['exports', 'ember-collection/utils/style-properties'], function (exports, _styleProperties) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.translateCSS = exports.translate = exports.supports2D = exports.supports3D = undefined;\n  exports.translatePosition = translatePosition;\n  exports.translateTransform2D = translateTransform2D;\n  exports.translateTransform3D = translateTransform3D;\n  exports.translatePositionCSS = translatePositionCSS;\n  exports.translateTransform2DCSS = translateTransform2DCSS;\n  exports.translateTransform3DCSS = translateTransform3DCSS;\n\n\n  var transformCSSProp = (0, _styleProperties.cssProperty)('transform');\n  var transformStyleProp = (0, _styleProperties.styleProperty)('transform');\n  var supports3D = exports.supports3D = !!(0, _styleProperties.styleProperty)('perspectiveOrigin');\n  var supports2D = exports.supports2D = !!transformStyleProp;\n\n  function translatePosition(el, x, y) {\n    el.style.left = x + 'px';\n    el.style.top = y + 'px';\n  }\n\n  function translateTransform2D(el, x, y) {\n    el.style[transformStyleProp] = matrix2D(x, y);\n  }\n\n  function translateTransform3D(el, x, y) {\n    el.style[transformStyleProp] = matrix3D(x, y);\n  }\n\n  function translatePositionCSS(x, y) {\n    return 'left:' + x + 'px;top:' + y + 'px;';\n  }\n\n  function translateTransform2DCSS(x, y) {\n    return transformCSSProp + ':' + matrix2D(x, y) + ';';\n  }\n\n  function translateTransform3DCSS(x, y) {\n    return transformCSSProp + ':' + matrix3D(x, y) + ';';\n  }\n\n  function matrix2D(x, y) {\n    return 'matrix(1, 0, 0, 1, ' + x + ', ' + y + ')';\n  }\n\n  function matrix3D(x, y) {\n    return 'matrix3d(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, ' + x + ', ' + y + ', 0, 1)';\n  }\n\n  var translate = exports.translate = supports3D ? translateTransform3D : supports2D ? translateTransform2D : translatePosition;\n\n  var translateCSS = exports.translateCSS = supports3D ? translateTransform3DCSS : supports2D ? translateTransform2DCSS : translatePositionCSS;\n});","define(\"ember-concurrency/-buffer-policy\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.enqueueTasksPolicy = _exports.dropQueuedTasksPolicy = _exports.dropButKeepLatestPolicy = _exports.cancelOngoingTasksPolicy = void 0;\n\n  function _toConsumableArray(arr) { return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread(); }\n\n  function _nonIterableSpread() { throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _iterableToArray(iter) { if (typeof Symbol !== \"undefined\" && iter[Symbol.iterator] != null || iter[\"@@iterator\"] != null) return Array.from(iter); }\n\n  function _arrayWithoutHoles(arr) { if (Array.isArray(arr)) return _arrayLikeToArray(arr); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  var saturateActiveQueue = function saturateActiveQueue(scheduler) {\n    while (scheduler.activeTaskInstances.length < scheduler.maxConcurrency) {\n      var taskInstance = scheduler.queuedTaskInstances.shift();\n\n      if (!taskInstance) {\n        break;\n      }\n\n      scheduler.activeTaskInstances.push(taskInstance);\n    }\n  };\n\n  function numPerformSlots(scheduler) {\n    return scheduler.maxConcurrency - scheduler.queuedTaskInstances.length - scheduler.activeTaskInstances.length;\n  }\n\n  var enqueueTasksPolicy = {\n    requiresUnboundedConcurrency: true,\n    schedule: function schedule(scheduler) {\n      // [a,b,_] [c,d,e,f] becomes\n      // [a,b,c] [d,e,f]\n      saturateActiveQueue(scheduler);\n    },\n    getNextPerformStatus: function getNextPerformStatus(scheduler) {\n      return numPerformSlots(scheduler) > 0 ? 'succeed' : 'enqueue';\n    }\n  };\n  _exports.enqueueTasksPolicy = enqueueTasksPolicy;\n  var dropQueuedTasksPolicy = {\n    cancelReason: \"it belongs to a 'drop' Task that was already running\",\n    schedule: function schedule(scheduler) {\n      // [a,b,_] [c,d,e,f] becomes\n      // [a,b,c] []\n      saturateActiveQueue(scheduler);\n      scheduler.spliceTaskInstances(this.cancelReason, scheduler.queuedTaskInstances, 0, scheduler.queuedTaskInstances.length);\n    },\n    getNextPerformStatus: function getNextPerformStatus(scheduler) {\n      return numPerformSlots(scheduler) > 0 ? 'succeed' : 'drop';\n    }\n  };\n  _exports.dropQueuedTasksPolicy = dropQueuedTasksPolicy;\n  var cancelOngoingTasksPolicy = {\n    cancelReason: \"it belongs to a 'restartable' Task that was .perform()ed again\",\n    schedule: function schedule(scheduler) {\n      // [a,b,_] [c,d,e,f] becomes\n      // [d,e,f] []\n      var activeTaskInstances = scheduler.activeTaskInstances;\n      var queuedTaskInstances = scheduler.queuedTaskInstances;\n      activeTaskInstances.push.apply(activeTaskInstances, _toConsumableArray(queuedTaskInstances));\n      queuedTaskInstances.length = 0;\n      var numToShift = Math.max(0, activeTaskInstances.length - scheduler.maxConcurrency);\n      scheduler.spliceTaskInstances(this.cancelReason, activeTaskInstances, 0, numToShift);\n    },\n    getNextPerformStatus: function getNextPerformStatus(scheduler) {\n      return numPerformSlots(scheduler) > 0 ? 'succeed' : 'cancel_previous';\n    }\n  };\n  _exports.cancelOngoingTasksPolicy = cancelOngoingTasksPolicy;\n  var dropButKeepLatestPolicy = {\n    cancelReason: \"it belongs to a 'keepLatest' Task that was already running\",\n    schedule: function schedule(scheduler) {\n      // [a,b,_] [c,d,e,f] becomes\n      // [d,e,f] []\n      saturateActiveQueue(scheduler);\n      scheduler.spliceTaskInstances(this.cancelReason, scheduler.queuedTaskInstances, 0, scheduler.queuedTaskInstances.length - 1);\n    }\n  };\n  _exports.dropButKeepLatestPolicy = dropButKeepLatestPolicy;\n});","define(\"ember-concurrency/-cancelable-promise-helpers\", [\"exports\", \"ember-concurrency/-task-instance\", \"ember-concurrency/utils\"], function (_exports, _taskInstance, _utils) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.race = _exports.hash = _exports.allSettled = _exports.all = void 0;\n\n  var _marked = /*#__PURE__*/regeneratorRuntime.mark(resolver);\n\n  var asyncAll = taskAwareVariantOf(Ember.RSVP.Promise, 'all', identity);\n\n  function resolver(value) {\n    return regeneratorRuntime.wrap(function resolver$(_context) {\n      while (1) {\n        switch (_context.prev = _context.next) {\n          case 0:\n            return _context.abrupt(\"return\", value);\n\n          case 1:\n          case \"end\":\n            return _context.stop();\n        }\n      }\n    }, _marked);\n  }\n  /**\n   * A cancelation-aware variant of [Promise.all](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise/all).\n   * The normal version of a `Promise.all` just returns a regular, uncancelable\n   * Promise. The `ember-concurrency` variant of `all()` has the following\n   * additional behavior:\n   *\n   * - if the task that `yield`ed `all()` is canceled, any of the\n   *   {@linkcode TaskInstance}s passed in to `all` will be canceled\n   * - if any of the {@linkcode TaskInstance}s (or regular promises) passed in reject (or\n   *   are canceled), all of the other unfinished `TaskInstance`s will\n   *   be automatically canceled.\n   *\n   * [Check out the \"Awaiting Multiple Child Tasks example\"](/docs/examples/joining-tasks)\n   */\n\n\n  var all = function all(things) {\n    // Extra assertion here to circumvent the `things.length` short circuit.\n    (true && !(Array.isArray(things)) && Ember.assert(\"'all' expects an array.\", Array.isArray(things)));\n\n    if (things.length === 0) {\n      return things;\n    }\n\n    for (var i = 0; i < things.length; ++i) {\n      var t = things[i];\n\n      if (!(t && t[_utils.yieldableSymbol])) {\n        return asyncAll(things);\n      }\n    }\n\n    var isAsync = false;\n    var taskInstances = things.map(function (thing) {\n      var ti = _taskInstance.default.create({\n        // TODO: consider simpler iterator than full on generator fn?\n        fn: resolver,\n        args: [thing]\n      })._start();\n\n      if (ti._completionState !== 1) {\n        isAsync = true;\n      }\n\n      return ti;\n    });\n\n    if (isAsync) {\n      return asyncAll(taskInstances);\n    } else {\n      return taskInstances.map(function (ti) {\n        return ti.value;\n      });\n    }\n  };\n  /**\n   * A cancelation-aware variant of [RSVP.allSettled](http://emberjs.com/api/classes/RSVP.html#method_allSettled).\n   * The normal version of a `RSVP.allSettled` just returns a regular, uncancelable\n   * Promise. The `ember-concurrency` variant of `allSettled()` has the following\n   * additional behavior:\n   *\n   * - if the task that `yield`ed `allSettled()` is canceled, any of the\n   *   {@linkcode TaskInstance}s passed in to `allSettled` will be canceled\n   */\n\n\n  _exports.all = all;\n  var allSettled = taskAwareVariantOf(Ember.RSVP, 'allSettled', identity);\n  /**\n   * A cancelation-aware variant of [Promise.race](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise/race).\n   * The normal version of a `Promise.race` just returns a regular, uncancelable\n   * Promise. The `ember-concurrency` variant of `race()` has the following\n   * additional behavior:\n   *\n   * - if the task that `yield`ed `race()` is canceled, any of the\n   *   {@linkcode TaskInstance}s passed in to `race` will be canceled\n   * - once any of the tasks/promises passed in complete (either success, failure,\n   *   or cancelation), any of the {@linkcode TaskInstance}s passed in will be canceled\n   *\n   * [Check out the \"Awaiting Multiple Child Tasks example\"](/docs/examples/joining-tasks)\n   */\n\n  _exports.allSettled = allSettled;\n  var race = taskAwareVariantOf(Ember.RSVP.Promise, 'race', identity);\n  /**\n   * A cancelation-aware variant of [RSVP.hash](http://emberjs.com/api/classes/RSVP.html#hash).\n   * The normal version of a `RSVP.hash` just returns a regular, uncancelable\n   * Promise. The `ember-concurrency` variant of `hash()` has the following\n   * additional behavior:\n   *\n   * - if the task that `yield`ed `hash()` is canceled, any of the\n   *   {@linkcode TaskInstance}s passed in to `allSettled` will be canceled\n   * - if any of the items rejects/cancels, all other cancelable items\n   *   (e.g. {@linkcode TaskInstance}s) will be canceled\n   */\n\n  _exports.race = race;\n  var hash = taskAwareVariantOf(Ember.RSVP, 'hash', getValues);\n  _exports.hash = hash;\n\n  function identity(obj) {\n    return obj;\n  }\n\n  function getValues(obj) {\n    return Object.keys(obj).map(function (k) {\n      return obj[k];\n    });\n  }\n\n  function taskAwareVariantOf(obj, method, getItems) {\n    return function (thing) {\n      var items = getItems(thing);\n      (true && !(Array.isArray(items)) && Ember.assert(\"'\".concat(method, \"' expects an array.\"), Array.isArray(items)));\n      var defer = Ember.RSVP.defer();\n      obj[method](thing).then(defer.resolve, defer.reject);\n      var hasCancelled = false;\n\n      var cancelAll = function cancelAll() {\n        if (hasCancelled) {\n          return;\n        }\n\n        hasCancelled = true;\n        items.forEach(function (it) {\n          if (it) {\n            if (it instanceof _taskInstance.default) {\n              it.cancel();\n            } else if (typeof it[_utils.cancelableSymbol] === 'function') {\n              it[_utils.cancelableSymbol]();\n            }\n          }\n        });\n      };\n\n      var promise = defer.promise.finally(cancelAll);\n      promise[_utils.cancelableSymbol] = cancelAll;\n      return promise;\n    };\n  }\n});","define(\"ember-concurrency/-encapsulated-task\", [\"exports\", \"ember-concurrency/-task-instance\"], function (_exports, _taskInstance) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = _taskInstance.default.extend({\n    _makeIterator: function _makeIterator() {\n      var perform = this.perform;\n      (true && !(typeof perform === 'function') && Ember.assert(\"The object passed to `task()` must define a `perform` generator function, e.g. `perform: function * (a,b,c) {...}`, or better yet `*perform(a,b,c) {...}`\", typeof perform === 'function'));\n      return perform.apply(this, this.args);\n    },\n    perform: null\n  });\n\n  _exports.default = _default;\n});","define(\"ember-concurrency/-helpers\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.taskHelperClosure = taskHelperClosure;\n\n  function _toConsumableArray(arr) { return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread(); }\n\n  function _nonIterableSpread() { throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _iterableToArray(iter) { if (typeof Symbol !== \"undefined\" && iter[Symbol.iterator] != null || iter[\"@@iterator\"] != null) return Array.from(iter); }\n\n  function _arrayWithoutHoles(arr) { if (Array.isArray(arr)) return _arrayLikeToArray(arr); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  function taskHelperClosure(helperName, taskMethod, _args, hash) {\n    var task = _args[0];\n\n    var outerArgs = _args.slice(1);\n\n    return Ember.run.bind(null, function () {\n      if (!task || typeof task[taskMethod] !== 'function') {\n        (true && !(false) && Ember.assert(\"The first argument passed to the `\".concat(helperName, \"` helper should be a Task object (without quotes); you passed \").concat(task), false));\n        return;\n      }\n\n      for (var _len = arguments.length, innerArgs = new Array(_len), _key = 0; _key < _len; _key++) {\n        innerArgs[_key] = arguments[_key];\n      }\n\n      if (hash && hash.value) {\n        var event = innerArgs.pop();\n        innerArgs.push(Ember.get(event, hash.value));\n      }\n\n      return task[taskMethod].apply(task, _toConsumableArray(outerArgs).concat(innerArgs));\n    });\n  }\n});","define(\"ember-concurrency/-property-modifiers-mixin\", [\"exports\", \"ember-concurrency/-scheduler\", \"ember-concurrency/-buffer-policy\"], function (_exports, _scheduler, _bufferPolicy) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.propertyModifiers = void 0;\n  _exports.resolveScheduler = resolveScheduler;\n  var propertyModifiers = {\n    // by default, task(...) expands to task(...).enqueue().maxConcurrency(Infinity)\n    _bufferPolicy: _bufferPolicy.enqueueTasksPolicy,\n    _maxConcurrency: Infinity,\n    _taskGroupPath: null,\n    _hasUsedModifier: false,\n    _hasSetBufferPolicy: false,\n    _hasEnabledEvents: false,\n    restartable: function restartable() {\n      return setBufferPolicy(this, _bufferPolicy.cancelOngoingTasksPolicy);\n    },\n    enqueue: function enqueue() {\n      return setBufferPolicy(this, _bufferPolicy.enqueueTasksPolicy);\n    },\n    drop: function drop() {\n      return setBufferPolicy(this, _bufferPolicy.dropQueuedTasksPolicy);\n    },\n    keepLatest: function keepLatest() {\n      return setBufferPolicy(this, _bufferPolicy.dropButKeepLatestPolicy);\n    },\n    maxConcurrency: function maxConcurrency(n) {\n      this._hasUsedModifier = true;\n      this._maxConcurrency = n;\n      assertModifiersNotMixedWithGroup(this);\n      return this;\n    },\n    group: function group(taskGroupPath) {\n      this._taskGroupPath = taskGroupPath;\n      assertModifiersNotMixedWithGroup(this);\n      return this;\n    },\n    evented: function evented() {\n      this._hasEnabledEvents = true;\n      return this;\n    },\n    debug: function debug() {\n      this._debug = true;\n      return this;\n    }\n  };\n  _exports.propertyModifiers = propertyModifiers;\n\n  function setBufferPolicy(obj, policy) {\n    obj._hasSetBufferPolicy = true;\n    obj._hasUsedModifier = true;\n    obj._bufferPolicy = policy;\n    assertModifiersNotMixedWithGroup(obj);\n\n    if (obj._maxConcurrency === Infinity) {\n      obj._maxConcurrency = 1;\n    }\n\n    return obj;\n  }\n\n  function assertModifiersNotMixedWithGroup(obj) {\n    (true && !(!obj._hasUsedModifier || !obj._taskGroupPath) && Ember.assert(\"ember-concurrency does not currently support using both .group() with other task modifiers (e.g. drop(), enqueue(), restartable())\", !obj._hasUsedModifier || !obj._taskGroupPath));\n  }\n\n  function resolveScheduler(propertyObj, obj, TaskGroup) {\n    if (propertyObj._taskGroupPath) {\n      var taskGroup = Ember.get(obj, propertyObj._taskGroupPath);\n      (true && !(taskGroup instanceof TaskGroup) && Ember.assert(\"Expected path '\".concat(propertyObj._taskGroupPath, \"' to resolve to a TaskGroup object, but instead was \").concat(taskGroup), taskGroup instanceof TaskGroup));\n      return taskGroup._scheduler;\n    } else {\n      return _scheduler.default.create({\n        bufferPolicy: propertyObj._bufferPolicy,\n        maxConcurrency: propertyObj._maxConcurrency\n      });\n    }\n  }\n});","define(\"ember-concurrency/-scheduler\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  var SEEN_INDEX = 0;\n  var Scheduler = Ember.Object.extend({\n    lastPerformed: null,\n    lastStarted: null,\n    lastRunning: null,\n    lastSuccessful: null,\n    lastComplete: null,\n    lastErrored: null,\n    lastCanceled: null,\n    lastIncomplete: null,\n    performCount: 0,\n    boundHandleFulfill: null,\n    boundHandleReject: null,\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      this.activeTaskInstances = [];\n      this.queuedTaskInstances = [];\n    },\n    cancelAll: function cancelAll(reason) {\n      var seen = [];\n      this.spliceTaskInstances(reason, this.activeTaskInstances, 0, this.activeTaskInstances.length, seen);\n      this.spliceTaskInstances(reason, this.queuedTaskInstances, 0, this.queuedTaskInstances.length, seen);\n      flushTaskCounts(seen);\n    },\n    spliceTaskInstances: function spliceTaskInstances(cancelReason, taskInstances, index, count, seen) {\n      for (var i = index; i < index + count; ++i) {\n        var taskInstance = taskInstances[i];\n\n        if (!taskInstance.hasStarted) {\n          // This tracking logic is kinda spread all over the place...\n          // maybe TaskInstances themselves could notify\n          // some delegate of queued state changes upon cancelation?\n          Ember.set(taskInstance.task, 'numQueued', taskInstance.task.numQueued - 1);\n        }\n\n        taskInstance.cancel(cancelReason);\n\n        if (seen) {\n          seen.push(taskInstance.task);\n        }\n      }\n\n      taskInstances.splice(index, count);\n    },\n    schedule: function schedule(taskInstance) {\n      Ember.set(this, 'lastPerformed', taskInstance);\n      Ember.set(this, 'performCount', this.performCount + 1);\n      Ember.set(taskInstance.task, 'numQueued', taskInstance.task.numQueued + 1);\n      this.queuedTaskInstances.push(taskInstance);\n\n      this._flushQueues();\n    },\n    _flushQueues: function _flushQueues() {\n      var seen = [];\n\n      for (var i = 0; i < this.activeTaskInstances.length; ++i) {\n        seen.push(this.activeTaskInstances[i].task);\n      }\n\n      this.activeTaskInstances = filterFinished(this.activeTaskInstances);\n      this.bufferPolicy.schedule(this);\n      var lastStarted = null;\n\n      for (var _i = 0; _i < this.activeTaskInstances.length; ++_i) {\n        var taskInstance = this.activeTaskInstances[_i];\n\n        if (!taskInstance.hasStarted) {\n          this._startTaskInstance(taskInstance);\n\n          lastStarted = taskInstance;\n        }\n\n        seen.push(taskInstance.task);\n      }\n\n      if (lastStarted) {\n        Ember.set(this, 'lastStarted', lastStarted);\n      }\n\n      Ember.set(this, 'lastRunning', lastStarted);\n\n      for (var _i2 = 0; _i2 < this.queuedTaskInstances.length; ++_i2) {\n        seen.push(this.queuedTaskInstances[_i2].task);\n      }\n\n      flushTaskCounts(seen);\n      Ember.set(this, 'concurrency', this.activeTaskInstances.length);\n    },\n    _startTaskInstance: function _startTaskInstance(taskInstance) {\n      var _this = this;\n\n      var task = taskInstance.task;\n      Ember.set(task, 'numQueued', task.numQueued - 1);\n      Ember.set(task, 'numRunning', task.numRunning + 1);\n\n      taskInstance._start()._onFinalize(function () {\n        Ember.set(task, 'numRunning', task.numRunning - 1);\n        var state = taskInstance._completionState;\n        Ember.set(_this, 'lastComplete', taskInstance);\n\n        if (state === 1) {\n          Ember.set(_this, 'lastSuccessful', taskInstance);\n        } else {\n          if (state === 2) {\n            Ember.set(_this, 'lastErrored', taskInstance);\n          } else if (state === 3) {\n            Ember.set(_this, 'lastCanceled', taskInstance);\n          }\n\n          Ember.set(_this, 'lastIncomplete', taskInstance);\n        }\n\n        Ember.run.once(_this, _this._flushQueues);\n      });\n    }\n  });\n\n  function flushTaskCounts(tasks) {\n    SEEN_INDEX++;\n\n    for (var i = 0, l = tasks.length; i < l; ++i) {\n      var task = tasks[i];\n\n      if (task._seenIndex < SEEN_INDEX) {\n        task._seenIndex = SEEN_INDEX;\n        updateTaskChainCounts(task);\n      }\n    }\n  }\n\n  function updateTaskChainCounts(task) {\n    var numRunning = task.numRunning;\n    var numQueued = task.numQueued;\n    var taskGroup = Ember.get(task, 'group');\n\n    while (taskGroup) {\n      Ember.set(taskGroup, 'numRunning', numRunning);\n      Ember.set(taskGroup, 'numQueued', numQueued);\n      taskGroup = Ember.get(taskGroup, 'group');\n    }\n  }\n\n  function filterFinished(taskInstances) {\n    var ret = [];\n\n    for (var i = 0, l = taskInstances.length; i < l; ++i) {\n      var taskInstance = taskInstances[i];\n\n      if (taskInstance.isFinished === false) {\n        ret.push(taskInstance);\n      }\n    }\n\n    return ret;\n  }\n\n  var _default = Scheduler;\n  _exports.default = _default;\n});","function _typeof(obj) { \"@babel/helpers - typeof\"; return _typeof = \"function\" == typeof Symbol && \"symbol\" == typeof Symbol.iterator ? function (obj) { return typeof obj; } : function (obj) { return obj && \"function\" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }, _typeof(obj); }\n\ndefine(\"ember-concurrency/-task-group\", [\"exports\", \"ember-concurrency/utils\", \"ember-concurrency/-task-state-mixin\", \"ember-concurrency/-property-modifiers-mixin\"], function (_exports, _utils, _taskStateMixin, _propertyModifiersMixin) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.TaskGroupProperty = _exports.TaskGroup = void 0;\n\n  function _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } Object.defineProperty(subClass, \"prototype\", { value: Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }), writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\n  function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\n  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\n  function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } else if (call !== void 0) { throw new TypeError(\"Derived constructors may only return object or undefined\"); } return _assertThisInitialized(self); }\n\n  function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\n  function _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }\n\n  function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n  function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\n  function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, \"prototype\", { writable: false }); return Constructor; }\n\n  function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n  var TaskGroup = Ember.Object.extend(_taskStateMixin.default, {\n    isTaskGroup: true,\n    toString: function toString() {\n      return \"<TaskGroup:\".concat(this._propertyName, \">\");\n    },\n    _numRunningOrNumQueued: Ember.computed.or('numRunning', 'numQueued'),\n    isRunning: Ember.computed.bool('_numRunningOrNumQueued'),\n    isQueued: false\n  });\n  _exports.TaskGroup = TaskGroup;\n  var TaskGroupProperty;\n  _exports.TaskGroupProperty = TaskGroupProperty;\n\n  if (false) {\n    _exports.TaskGroupProperty = TaskGroupProperty = /*#__PURE__*/_createClass(function TaskGroupProperty() {\n      _classCallCheck(this, TaskGroupProperty);\n    });\n  } else {\n    _exports.TaskGroupProperty = TaskGroupProperty = /*#__PURE__*/function (_ComputedProperty2) {\n      _inherits(TaskGroupProperty, _ComputedProperty2);\n\n      var _super = _createSuper(TaskGroupProperty);\n\n      function TaskGroupProperty() {\n        _classCallCheck(this, TaskGroupProperty);\n\n        return _super.apply(this, arguments);\n      }\n\n      return _createClass(TaskGroupProperty);\n    }(_utils._ComputedProperty);\n  }\n\n  (0, _utils.objectAssign)(TaskGroupProperty.prototype, _propertyModifiersMixin.propertyModifiers);\n});","define(\"ember-concurrency/-task-instance\", [\"exports\", \"ember-concurrency/utils\"], function (_exports, _utils) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = _exports.PERFORM_TYPE_UNLINKED = _exports.PERFORM_TYPE_LINKED = _exports.PERFORM_TYPE_DEFAULT = void 0;\n  _exports.didCancel = didCancel;\n  _exports.getRunningInstance = getRunningInstance;\n  _exports.go = go;\n  _exports.wrap = wrap;\n  var TASK_CANCELATION_NAME = 'TaskCancelation';\n  var COMPLETION_PENDING = 0;\n  var COMPLETION_SUCCESS = 1;\n  var COMPLETION_ERROR = 2;\n  var COMPLETION_CANCEL = 3;\n  var GENERATOR_STATE_BEFORE_CREATE = \"BEFORE_CREATE\";\n  var GENERATOR_STATE_HAS_MORE_VALUES = \"HAS_MORE_VALUES\";\n  var GENERATOR_STATE_DONE = \"DONE\";\n  var GENERATOR_STATE_ERRORED = \"ERRORED\";\n  var PERFORM_TYPE_DEFAULT = \"PERFORM_TYPE_DEFAULT\";\n  _exports.PERFORM_TYPE_DEFAULT = PERFORM_TYPE_DEFAULT;\n  var PERFORM_TYPE_UNLINKED = \"PERFORM_TYPE_UNLINKED\";\n  _exports.PERFORM_TYPE_UNLINKED = PERFORM_TYPE_UNLINKED;\n  var PERFORM_TYPE_LINKED = \"PERFORM_TYPE_LINKED\";\n  _exports.PERFORM_TYPE_LINKED = PERFORM_TYPE_LINKED;\n  var TASK_INSTANCE_STACK = [];\n\n  function getRunningInstance() {\n    return TASK_INSTANCE_STACK[TASK_INSTANCE_STACK.length - 1];\n  }\n\n  function handleYieldedUnknownThenable(thenable, taskInstance, resumeIndex) {\n    thenable.then(function (value) {\n      taskInstance.proceed(resumeIndex, _utils.YIELDABLE_CONTINUE, value);\n    }, function (error) {\n      taskInstance.proceed(resumeIndex, _utils.YIELDABLE_THROW, error);\n    });\n  }\n  /**\n   * Returns true if the object passed to it is a TaskCancelation error.\n   * If you call `someTask.perform().catch(...)` or otherwise treat\n   * a {@linkcode TaskInstance} like a promise, you may need to\n   * handle the cancelation of a TaskInstance differently from\n   * other kinds of errors it might throw, and you can use this\n   * convenience function to distinguish cancelation from errors.\n   *\n   * ```js\n   * click() {\n   *   this.get('myTask').perform().catch(e => {\n   *     if (!didCancel(e)) { throw e; }\n   *   });\n   * }\n   * ```\n   *\n   * @param {Object} error the caught error, which might be a TaskCancelation\n   * @returns {Boolean}\n   */\n\n\n  function didCancel(e) {\n    return e && e.name === TASK_CANCELATION_NAME;\n  }\n\n  function forwardToInternalPromise(method) {\n    return function () {\n      var _this$get;\n\n      this._hasSubscribed = true;\n      return (_this$get = this.get('_promise'))[method].apply(_this$get, arguments);\n    };\n  }\n\n  function spliceSlice(str, index, count, add) {\n    return str.slice(0, index) + (add || \"\") + str.slice(index + count);\n  }\n  /**\n    A `TaskInstance` represent a single execution of a\n    {@linkcode Task}. Every call to {@linkcode Task#perform} returns\n    a `TaskInstance`.\n  \n    `TaskInstance`s are cancelable, either explicitly\n    via {@linkcode TaskInstance#cancel} or {@linkcode Task#cancelAll},\n    or automatically due to the host object being destroyed, or\n    because concurrency policy enforced by a\n    {@linkcode TaskProperty Task Modifier} canceled the task instance.\n  \n    <style>\n      .ignore-this--this-is-here-to-hide-constructor,\n      #TaskInstance { display: none }\n    </style>\n  \n    @class TaskInstance\n  */\n\n\n  var taskInstanceAttrs = {\n    iterator: null,\n    _disposer: null,\n    _completionState: COMPLETION_PENDING,\n    task: null,\n    args: [],\n    _hasSubscribed: false,\n    _runLoop: true,\n    _debug: false,\n    _hasEnabledEvents: false,\n    cancelReason: null,\n    _performType: PERFORM_TYPE_DEFAULT,\n    _expectsLinkedYield: false,\n\n    /**\n     * If this TaskInstance runs to completion by returning a property\n     * other than a rejecting promise, this property will be set\n     * with that value.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    value: null,\n\n    /**\n     * If this TaskInstance is canceled or throws an error (or yields\n     * a promise that rejects), this property will be set with that error.\n     * Otherwise, it is null.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    error: null,\n\n    /**\n     * True if the task instance is fulfilled.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    isSuccessful: false,\n\n    /**\n     * True if the task instance resolves to a rejection.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    isError: false,\n\n    /**\n     * True if the task instance was canceled before it could run to completion.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    isCanceled: Ember.computed.and('isCanceling', 'isFinished'),\n    isCanceling: false,\n\n    /**\n     * True if the task instance has started, else false.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    hasStarted: false,\n\n    /**\n     * True if the task has run to completion.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    isFinished: false,\n\n    /**\n     * True if the task is still running.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    isRunning: Ember.computed.not('isFinished'),\n\n    /**\n     * Describes the state that the task instance is in. Can be used for debugging,\n     * or potentially driving some UI state. Possible values are:\n     *\n     * - `\"dropped\"`: task instance was canceled before it started\n     * - `\"canceled\"`: task instance was canceled before it could finish\n     * - `\"finished\"`: task instance ran to completion (even if an exception was thrown)\n     * - `\"running\"`: task instance is currently running (returns true even if\n     *     is paused on a yielded promise)\n     * - `\"waiting\"`: task instance hasn't begun running yet (usually\n     *     because the task is using the {@linkcode TaskProperty#enqueue .enqueue()}\n     *     task modifier)\n     *\n     * The animated timeline examples on the [Task Concurrency](/#/docs/task-concurrency)\n     * docs page make use of this property.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    state: Ember.computed('isDropped', 'isCanceling', 'hasStarted', 'isFinished', function () {\n      if (Ember.get(this, 'isDropped')) {\n        return 'dropped';\n      } else if (this.isCanceling) {\n        return 'canceled';\n      } else if (this.isFinished) {\n        return 'finished';\n      } else if (this.hasStarted) {\n        return 'running';\n      } else {\n        return 'waiting';\n      }\n    }),\n\n    /**\n     * True if the TaskInstance was canceled before it could\n     * ever start running. For example, calling\n     * {@linkcode Task#perform .perform()} twice on a\n     * task with the {@linkcode TaskProperty#drop .drop()} modifier applied\n     * will result in the second task instance being dropped.\n     *\n     * @memberof TaskInstance\n     * @instance\n     * @readOnly\n     */\n    isDropped: Ember.computed('isCanceling', 'hasStarted', function () {\n      return this.isCanceling && !this.hasStarted;\n    }),\n\n    /**\n     * Event emitted when a new {@linkcode TaskInstance} starts executing.\n     *\n     * `on` from `@ember/object/evented` may be used to create a binding on the host object to the event.\n     *\n     * ```js\n     * export default Ember.Component.extend({\n     *   doSomething: task(function * () {\n     *     // ... does something\n     *   }),\n     *\n     *   onDoSomethingStarted: on('doSomething:started', function (taskInstance) {\n     *     // ...\n     *   })\n     * });\n     * ```\n     *\n     * @event TaskInstance#TASK_NAME:started\n     * @param {TaskInstance} taskInstance - Task instance that was started\n     */\n\n    /**\n     * Event emitted when a {@linkcode TaskInstance} succeeds.\n     *\n     * `on` from `@ember/object/evented` may be used to create a binding on the host object to the event.\n     *\n     * ```js\n     * export default Ember.Component.extend({\n     *   doSomething: task(function * () {\n     *     // ... does something\n     *   }),\n     *\n     *   onDoSomethingSucceeded: on('doSomething:succeeded', function (taskInstance) {\n     *     // ...\n     *   })\n     * });\n     * ```\n     *\n     * @event TaskInstance#TASK_NAME:succeeded\n     * @param {TaskInstance} taskInstance - Task instance that was succeeded\n     */\n\n    /**\n     * Event emitted when a {@linkcode TaskInstance} throws an an error that is\n     * not handled within the task itself.\n     *\n     * `on` from `@ember/object/evented` may be used to create a binding on the host object to the event.\n     *\n     * ```js\n     * export default Ember.Component.extend({\n     *   doSomething: task(function * () {\n     *     // ... does something\n     *   }),\n     *\n     *   onDoSomethingErrored: on('doSomething:errored', function (taskInstance, error) {\n     *     // ...\n     *   })\n     * });\n     * ```\n     *\n     * @event TaskInstance#TASK_NAME:errored\n     * @param {TaskInstance} taskInstance - Task instance that was started\n     * @param {Error} error - Error that was thrown by the task instance\n     */\n\n    /**\n     * Event emitted when a {@linkcode TaskInstance} is canceled.\n     *\n     * `on` from `@ember/object/evented` may be used to create a binding on the host object to the event.\n     *\n     * ```js\n     * export default Ember.Component.extend({\n     *   doSomething: task(function * () {\n     *     // ... does something\n     *   }),\n     *\n     *   onDoSomethingCanceled: on('doSomething:canceled', function (taskInstance, cancelationReason) {\n     *     // ...\n     *   })\n     * });\n     * ```\n     *\n     * @event TaskInstance#TASK_NAME:canceled\n     * @param {TaskInstance} taskInstance - Task instance that was started\n     * @param {string} cancelationReason - Cancelation reason that was was provided to {@linkcode TaskInstance#cancel}\n     */\n    _index: 1,\n    _start: function _start() {\n      if (this.hasStarted || this.isCanceling) {\n        return this;\n      }\n\n      Ember.set(this, 'hasStarted', true);\n\n      this._scheduleProceed(_utils.YIELDABLE_CONTINUE, undefined);\n\n      this._triggerEvent('started', this);\n\n      return this;\n    },\n    toString: function toString() {\n      var taskString = \"\" + this.task;\n      return spliceSlice(taskString, -1, 0, \".perform()\");\n    },\n\n    /**\n     * Cancels the task instance. Has no effect if the task instance has\n     * already been canceled or has already finished running.\n     *\n     * @method cancel\n     * @memberof TaskInstance\n     * @instance\n     */\n    cancel: function cancel() {\n      var cancelReason = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \".cancel() was explicitly called\";\n\n      if (this.isCanceling || this.isFinished) {\n        return;\n      }\n\n      Ember.set(this, 'isCanceling', true);\n      var name = this.task && this.task._propertyName || \"<unknown>\";\n      Ember.set(this, 'cancelReason', \"TaskInstance '\".concat(name, \"' was canceled because \").concat(cancelReason, \". For more information, see: http://ember-concurrency.com/docs/task-cancelation-help\"));\n\n      if (this.hasStarted) {\n        this._proceedSoon(_utils.YIELDABLE_CANCEL, null);\n      } else {\n        this._finalize(null, COMPLETION_CANCEL);\n      }\n    },\n    _defer: null,\n    _promise: Ember.computed(function () {\n      this._defer = Ember.RSVP.defer();\n\n      this._maybeResolveDefer();\n\n      return this._defer.promise;\n    }),\n    _maybeResolveDefer: function _maybeResolveDefer() {\n      if (!this._defer || !this._completionState) {\n        return;\n      }\n\n      if (this._completionState === COMPLETION_SUCCESS) {\n        this._defer.resolve(this.value);\n      } else {\n        this._defer.reject(this.error);\n      }\n    },\n\n    /**\n     * Returns a promise that resolves with the value returned\n     * from the task's (generator) function, or rejects with\n     * either the exception thrown from the task function, or\n     * an error with a `.name` property with value `\"TaskCancelation\"`.\n     *\n     * @method then\n     * @memberof TaskInstance\n     * @instance\n     * @return {Promise}\n     */\n    then: forwardToInternalPromise('then'),\n\n    /**\n     * @method catch\n     * @memberof TaskInstance\n     * @instance\n     * @return {Promise}\n     */\n    catch: forwardToInternalPromise('catch'),\n\n    /**\n     * @method finally\n     * @memberof TaskInstance\n     * @instance\n     * @return {Promise}\n     */\n    finally: forwardToInternalPromise('finally'),\n    _finalize: function _finalize(_value, _completionState) {\n      var completionState = _completionState;\n      var value = _value;\n      this._index++;\n\n      if (this.isCanceling) {\n        completionState = COMPLETION_CANCEL;\n        value = new Error(this.cancelReason);\n\n        if (this._debug || Ember.ENV.DEBUG_TASKS) {\n          // eslint-disable-next-line no-console\n          console.log(this.cancelReason);\n        }\n\n        value.name = TASK_CANCELATION_NAME;\n        value.taskInstance = this;\n      }\n\n      Ember.set(this, '_completionState', completionState);\n      Ember.set(this, '_result', value);\n\n      if (completionState === COMPLETION_SUCCESS) {\n        Ember.set(this, 'isSuccessful', true);\n        Ember.set(this, 'value', value);\n      } else if (completionState === COMPLETION_ERROR) {\n        Ember.set(this, 'isError', true);\n        Ember.set(this, 'error', value);\n      } else if (completionState === COMPLETION_CANCEL) {\n        Ember.set(this, 'error', value);\n      }\n\n      Ember.set(this, 'isFinished', true);\n\n      this._dispose();\n\n      this._runFinalizeCallbacks();\n\n      this._dispatchFinalizeEvents();\n    },\n    _finalizeCallbacks: null,\n    _onFinalize: function _onFinalize(callback) {\n      if (!this._finalizeCallbacks) {\n        this._finalizeCallbacks = [];\n      }\n\n      this._finalizeCallbacks.push(callback);\n\n      if (this._completionState) {\n        this._runFinalizeCallbacks();\n      }\n    },\n    _runFinalizeCallbacks: function _runFinalizeCallbacks() {\n      this._maybeResolveDefer();\n\n      if (this._finalizeCallbacks) {\n        for (var i = 0, l = this._finalizeCallbacks.length; i < l; ++i) {\n          this._finalizeCallbacks[i]();\n        }\n\n        this._finalizeCallbacks = null;\n      }\n\n      this._maybeThrowUnhandledTaskErrorLater();\n    },\n    _maybeThrowUnhandledTaskErrorLater: function _maybeThrowUnhandledTaskErrorLater() {\n      var _this = this;\n\n      // this backports the Ember 2.0+ RSVP _onError 'after' microtask behavior to Ember < 2.0\n      if (!this._hasSubscribed && this._completionState === COMPLETION_ERROR) {\n        Ember.run.schedule(Ember.run.backburner.queueNames[Ember.run.backburner.queueNames.length - 1], function () {\n          if (!_this._hasSubscribed && !didCancel(_this.error)) {\n            Ember.RSVP.reject(_this.error);\n          }\n        });\n      }\n    },\n    _dispatchFinalizeEvents: function _dispatchFinalizeEvents() {\n      switch (this._completionState) {\n        case COMPLETION_SUCCESS:\n          this._triggerEvent('succeeded', this);\n\n          break;\n\n        case COMPLETION_ERROR:\n          this._triggerEvent('errored', this, this.error);\n\n          break;\n\n        case COMPLETION_CANCEL:\n          this._triggerEvent('canceled', this, this.cancelReason);\n\n          break;\n      }\n    },\n\n    /**\n     * Runs any disposers attached to the task's most recent `yield`.\n     * For instance, when a task yields a TaskInstance, it registers that\n     * child TaskInstance's disposer, so that if the parent task is canceled,\n     * _dispose() will run that disposer and cancel the child TaskInstance.\n     *\n     * @private\n     */\n    _dispose: function _dispose() {\n      if (this._disposer) {\n        var disposer = this._disposer;\n        this._disposer = null; // TODO: test erroring disposer\n\n        disposer();\n      }\n    },\n    _isGeneratorDone: function _isGeneratorDone() {\n      var state = this._generatorState;\n      return state === GENERATOR_STATE_DONE || state === GENERATOR_STATE_ERRORED;\n    },\n\n    /**\n     * Calls .next()/.throw()/.return() on the task's generator function iterator,\n     * essentially taking a single step of execution on the task function.\n     *\n     * @private\n     */\n    _resumeGenerator: function _resumeGenerator(nextValue, iteratorMethod) {\n      (true && !(!this._isGeneratorDone()) && Ember.assert(\"The task generator function has already run to completion. This is probably an ember-concurrency bug.\", !this._isGeneratorDone()));\n\n      try {\n        TASK_INSTANCE_STACK.push(this);\n\n        var iterator = this._getIterator();\n\n        var result = iterator[iteratorMethod](nextValue);\n        this._generatorValue = result.value;\n\n        if (result.done) {\n          this._generatorState = GENERATOR_STATE_DONE;\n        } else {\n          this._generatorState = GENERATOR_STATE_HAS_MORE_VALUES;\n        }\n      } catch (e) {\n        this._generatorValue = e;\n        this._generatorState = GENERATOR_STATE_ERRORED;\n      } finally {\n        if (this._expectsLinkedYield) {\n          if (!this._generatorValue || this._generatorValue._performType !== PERFORM_TYPE_LINKED) {\n            // eslint-disable-next-line no-console\n            console.warn(\"You performed a .linked() task without immediately yielding/returning it. This is currently unsupported (but might be supported in future version of ember-concurrency).\");\n          }\n\n          this._expectsLinkedYield = false;\n        }\n\n        TASK_INSTANCE_STACK.pop();\n      }\n    },\n    _getIterator: function _getIterator() {\n      if (!this.iterator) {\n        this.iterator = this._makeIterator();\n      }\n\n      return this.iterator;\n    },\n\n    /**\n     * Returns a generator function iterator (the object with\n     * .next()/.throw()/.return() methods) using the task function\n     * supplied to `task(...)`. It uses `apply` so that the `this`\n     * context is the host object the task lives on, and passes\n     * the args passed to `perform(...args)` through to the generator\n     * function.\n     *\n     * `_makeIterator` is overridden in EncapsulatedTask to produce\n     * an iterator based on the `*perform()` function on the\n     * EncapsulatedTask definition.\n     *\n     * @private\n     */\n    _makeIterator: function _makeIterator() {\n      return this.fn.apply(this.context, this.args);\n    },\n\n    /**\n     * The TaskInstance internally tracks an index/sequence number\n     * (the `_index` property) which gets incremented every time the\n     * task generator function iterator takes a step. When a task\n     * function is paused at a `yield`, there are two events that\n     * cause the TaskInstance to take a step: 1) the yielded value\n     * \"resolves\", thus resuming the TaskInstance's execution, or\n     * 2) the TaskInstance is canceled. We need some mechanism to prevent\n     * stale yielded value resolutions from resuming the TaskFunction\n     * after the TaskInstance has already moved on (either because\n     * the TaskInstance has since been canceled or because an\n     * implementation of the Yieldable API tried to resume the\n     * TaskInstance more than once). The `_index` serves as\n     * that simple mechanism: anyone resuming a TaskInstance\n     * needs to pass in the `index` they were provided that acts\n     * as a ticket to resume the TaskInstance that expires once\n     * the TaskInstance has moved on.\n     *\n     * @private\n     */\n    _advanceIndex: function _advanceIndex(index) {\n      if (this._index === index) {\n        return ++this._index;\n      }\n    },\n    _proceedSoon: function _proceedSoon(yieldResumeType, value) {\n      var _this2 = this;\n\n      this._advanceIndex(this._index);\n\n      if (this._runLoop) {\n        Ember.run.join(function () {\n          Ember.run.schedule('actions', _this2, _this2._proceed, yieldResumeType, value);\n        });\n      } else {\n        setTimeout(function () {\n          return _this2._proceed(yieldResumeType, value);\n        }, 1);\n      }\n    },\n    proceed: function proceed(index, yieldResumeType, value) {\n      if (this._completionState) {\n        return;\n      }\n\n      if (!this._advanceIndex(index)) {\n        return;\n      }\n\n      this._proceedSoon(yieldResumeType, value);\n    },\n    _scheduleProceed: function _scheduleProceed(yieldResumeType, value) {\n      var _this3 = this;\n\n      if (this._completionState) {\n        return;\n      }\n\n      if (this._runLoop && !Ember.run.currentRunLoop) {\n        Ember.run(this, this._proceed, yieldResumeType, value);\n        return;\n      } else if (!this._runLoop && Ember.run.currentRunLoop) {\n        setTimeout(function () {\n          return _this3._proceed(yieldResumeType, value);\n        }, 1);\n        return;\n      } else {\n        this._proceed(yieldResumeType, value);\n      }\n    },\n    _proceed: function _proceed(yieldResumeType, value) {\n      if (this._completionState) {\n        return;\n      }\n\n      if (this._generatorState === GENERATOR_STATE_DONE) {\n        this._handleResolvedReturnedValue(yieldResumeType, value);\n      } else {\n        this._handleResolvedContinueValue(yieldResumeType, value);\n      }\n    },\n    _handleResolvedReturnedValue: function _handleResolvedReturnedValue(yieldResumeType, value) {\n      // decide what to do in the case of `return maybeYieldable`;\n      // value is the resolved value of the yieldable. We just\n      // need to decide how to finalize.\n      (true && !(this._completionState === COMPLETION_PENDING) && Ember.assert(\"expected completion state to be pending\", this._completionState === COMPLETION_PENDING));\n      (true && !(this._generatorState === GENERATOR_STATE_DONE) && Ember.assert(\"expected generator to be done\", this._generatorState === GENERATOR_STATE_DONE));\n\n      switch (yieldResumeType) {\n        case _utils.YIELDABLE_CONTINUE:\n        case _utils.YIELDABLE_RETURN:\n          this._finalize(value, COMPLETION_SUCCESS);\n\n          break;\n\n        case _utils.YIELDABLE_THROW:\n          this._finalize(value, COMPLETION_ERROR);\n\n          break;\n\n        case _utils.YIELDABLE_CANCEL:\n          Ember.set(this, 'isCanceling', true);\n\n          this._finalize(null, COMPLETION_CANCEL);\n\n          break;\n      }\n    },\n    _generatorState: GENERATOR_STATE_BEFORE_CREATE,\n    _generatorValue: null,\n    _handleResolvedContinueValue: function _handleResolvedContinueValue(_yieldResumeType, resumeValue) {\n      var iteratorMethod = _yieldResumeType;\n\n      if (iteratorMethod === _utils.YIELDABLE_CANCEL) {\n        Ember.set(this, 'isCanceling', true);\n        iteratorMethod = _utils.YIELDABLE_RETURN;\n      }\n\n      this._dispose();\n\n      var beforeIndex = this._index;\n\n      this._resumeGenerator(resumeValue, iteratorMethod);\n\n      if (!this._advanceIndex(beforeIndex)) {\n        return;\n      }\n\n      if (this._generatorState === GENERATOR_STATE_ERRORED) {\n        this._finalize(this._generatorValue, COMPLETION_ERROR);\n\n        return;\n      }\n\n      this._handleYieldedValue();\n    },\n    _handleYieldedValue: function _handleYieldedValue() {\n      var yieldedValue = this._generatorValue;\n\n      if (!yieldedValue) {\n        this._proceedWithSimpleValue(yieldedValue);\n\n        return;\n      }\n\n      if (yieldedValue instanceof _utils.RawValue) {\n        this._proceedWithSimpleValue(yieldedValue.value);\n\n        return;\n      }\n\n      this._addDisposer(yieldedValue[_utils.cancelableSymbol]);\n\n      if (yieldedValue[_utils.yieldableSymbol]) {\n        this._invokeYieldable(yieldedValue);\n      } else if (typeof yieldedValue.then === 'function') {\n        handleYieldedUnknownThenable(yieldedValue, this, this._index);\n      } else {\n        this._proceedWithSimpleValue(yieldedValue);\n      }\n    },\n    _proceedWithSimpleValue: function _proceedWithSimpleValue(yieldedValue) {\n      this.proceed(this._index, _utils.YIELDABLE_CONTINUE, yieldedValue);\n    },\n    _addDisposer: function _addDisposer(maybeDisposer) {\n      if (typeof maybeDisposer === 'function') {\n        var priorDisposer = this._disposer;\n\n        if (priorDisposer) {\n          this._disposer = function () {\n            priorDisposer();\n            maybeDisposer();\n          };\n        } else {\n          this._disposer = maybeDisposer;\n        }\n      }\n    },\n    _invokeYieldable: function _invokeYieldable(yieldedValue) {\n      try {\n        var maybeDisposer = yieldedValue[_utils.yieldableSymbol](this, this._index);\n\n        this._addDisposer(maybeDisposer);\n      } catch (e) {// TODO: handle erroneous yieldable implementation\n      }\n    },\n    _triggerEvent: function _triggerEvent(eventType) {\n      if (!this._hasEnabledEvents) {\n        return;\n      }\n\n      var host = this.task && this.task.context;\n      var eventNamespace = this.task && this.task._propertyName;\n\n      if (host && host.trigger && eventNamespace) {\n        for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n          args[_key - 1] = arguments[_key];\n        }\n\n        host.trigger.apply(host, [\"\".concat(eventNamespace, \":\").concat(eventType)].concat(args));\n      }\n    }\n  };\n\n  taskInstanceAttrs[_utils.yieldableSymbol] = function handleYieldedTaskInstance(parentTaskInstance, resumeIndex) {\n    var yieldedTaskInstance = this;\n    yieldedTaskInstance._hasSubscribed = true;\n\n    yieldedTaskInstance._onFinalize(function () {\n      var state = yieldedTaskInstance._completionState;\n\n      if (state === COMPLETION_SUCCESS) {\n        parentTaskInstance.proceed(resumeIndex, _utils.YIELDABLE_CONTINUE, yieldedTaskInstance.value);\n      } else if (state === COMPLETION_ERROR) {\n        parentTaskInstance.proceed(resumeIndex, _utils.YIELDABLE_THROW, yieldedTaskInstance.error);\n      } else if (state === COMPLETION_CANCEL) {\n        parentTaskInstance.proceed(resumeIndex, _utils.YIELDABLE_CANCEL, null);\n      }\n    });\n\n    return function disposeYieldedTaskInstance() {\n      if (yieldedTaskInstance._performType !== PERFORM_TYPE_UNLINKED) {\n        if (yieldedTaskInstance._performType === PERFORM_TYPE_DEFAULT) {\n          var parentObj = parentTaskInstance.task && parentTaskInstance.task.context;\n          var childObj = yieldedTaskInstance.task && yieldedTaskInstance.task.context;\n\n          if (parentObj && childObj && parentObj !== childObj && parentObj.isDestroying && Ember.get(yieldedTaskInstance, 'isRunning')) {\n            var parentName = \"`\".concat(parentTaskInstance.task._propertyName, \"`\");\n            var childName = \"`\".concat(yieldedTaskInstance.task._propertyName, \"`\"); // eslint-disable-next-line no-console\n\n            console.warn(\"ember-concurrency detected a potentially hazardous \\\"self-cancel loop\\\" between parent task \".concat(parentName, \" and child task \").concat(childName, \". If you want child task \").concat(childName, \" to be canceled when parent task \").concat(parentName, \" is canceled, please change `.perform()` to `.linked().perform()`. If you want child task \").concat(childName, \" to keep running after parent task \").concat(parentName, \" is canceled, change it to `.unlinked().perform()`\"));\n          }\n        }\n\n        yieldedTaskInstance.cancel();\n      }\n    };\n  };\n\n  var TaskInstance = Ember.Object.extend(taskInstanceAttrs);\n\n  function go(args, fn) {\n    var attrs = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n    return TaskInstance.create(Object.assign({\n      args: args,\n      fn: fn,\n      context: this\n    }, attrs))._start();\n  }\n\n  function wrap(fn) {\n    var attrs = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n    return function wrappedRunnerFunction() {\n      for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n        args[_key2] = arguments[_key2];\n      }\n\n      return go.call(this, args, fn, attrs);\n    };\n  }\n\n  var _default = TaskInstance;\n  _exports.default = _default;\n});","define(\"ember-concurrency/-task-property\", [\"exports\", \"ember-concurrency/-task-instance\", \"ember-concurrency/-task-state-mixin\", \"ember-concurrency/-property-modifiers-mixin\", \"ember-concurrency/utils\", \"ember-concurrency/-encapsulated-task\"], function (_exports, _taskInstance, _taskStateMixin, _propertyModifiersMixin, _utils, _encapsulatedTask) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.TaskProperty = _exports.Task = void 0;\n\n  function _get() { if (typeof Reflect !== \"undefined\" && Reflect.get) { _get = Reflect.get; } else { _get = function _get(target, property, receiver) { var base = _superPropBase(target, property); if (!base) return; var desc = Object.getOwnPropertyDescriptor(base, property); if (desc.get) { return desc.get.call(arguments.length < 3 ? target : receiver); } return desc.value; }; } return _get.apply(this, arguments); }\n\n  function _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); if (object === null) break; } return object; }\n\n  function _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } Object.defineProperty(subClass, \"prototype\", { value: Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }), writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\n  function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\n  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\n  function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } else if (call !== void 0) { throw new TypeError(\"Derived constructors may only return object or undefined\"); } return _assertThisInitialized(self); }\n\n  function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\n  function _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }\n\n  function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n  function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\n  function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, \"prototype\", { writable: false }); return Constructor; }\n\n  function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n  function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }\n\n  function _toConsumableArray(arr) { return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread(); }\n\n  function _nonIterableSpread() { throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _iterableToArray(iter) { if (typeof Symbol !== \"undefined\" && iter[Symbol.iterator] != null || iter[\"@@iterator\"] != null) return Array.from(iter); }\n\n  function _arrayWithoutHoles(arr) { if (Array.isArray(arr)) return _arrayLikeToArray(arr); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  function _typeof(obj) { \"@babel/helpers - typeof\"; return _typeof = \"function\" == typeof Symbol && \"symbol\" == typeof Symbol.iterator ? function (obj) { return typeof obj; } : function (obj) { return obj && \"function\" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }, _typeof(obj); }\n\n  var PerformProxy = Ember.Object.extend({\n    _task: null,\n    _performType: null,\n    _linkedObject: null,\n    perform: function perform() {\n      for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      return this._task._performShared(args, this._performType, this._linkedObject);\n    }\n  });\n  /**\n    The `Task` object lives on a host Ember object (e.g.\n    a Component, Route, or Controller). You call the\n    {@linkcode Task#perform .perform()} method on this object\n    to create run individual {@linkcode TaskInstance}s,\n    and at any point, you can call the {@linkcode Task#cancelAll .cancelAll()}\n    method on this object to cancel all running or enqueued\n    {@linkcode TaskInstance}s.\n  \n  \n    <style>\n      .ignore-this--this-is-here-to-hide-constructor,\n      #Task{ display: none }\n    </style>\n  \n    @class Task\n  */\n\n  var Task = Ember.Object.extend(_taskStateMixin.default, _defineProperty({\n    /**\n     * `true` if any current task instances are running.\n     *\n     * @memberof Task\n     * @member {boolean} isRunning\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * `true` if any future task instances are queued.\n     *\n     * @memberof Task\n     * @member {boolean} isQueued\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * `true` if the task is not in the running or queued state.\n     *\n     * @memberof Task\n     * @member {boolean} isIdle\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The current state of the task: `\"running\"`, `\"queued\"` or `\"idle\"`.\n     *\n     * @memberof Task\n     * @member {string} state\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The most recently started task instance.\n     *\n     * @memberof Task\n     * @member {TaskInstance} last\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The most recent task instance that is currently running.\n     *\n     * @memberof Task\n     * @member {TaskInstance} lastRunning\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The most recently performed task instance.\n     *\n     * @memberof Task\n     * @member {TaskInstance} lastPerformed\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The most recent task instance that succeeded.\n     *\n     * @memberof Task\n     * @member {TaskInstance} lastSuccessful\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The most recently completed task instance.\n     *\n     * @memberof Task\n     * @member {TaskInstance} lastComplete\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The most recent task instance that errored.\n     *\n     * @memberof Task\n     * @member {TaskInstance} lastErrored\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The most recently canceled task instance.\n     *\n     * @memberof Task\n     * @member {TaskInstance} lastCanceled\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The most recent task instance that is incomplete.\n     *\n     * @memberof Task\n     * @member {TaskInstance} lastIncomplete\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * The number of times this task has been performed.\n     *\n     * @memberof Task\n     * @member {number} performCount\n     * @instance\n     * @readOnly\n     */\n    fn: null,\n    context: null,\n    _observes: null,\n    _curryArgs: null,\n    _linkedObjects: null,\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      if (_typeof(this.fn) === 'object') {\n        var owner = Ember.getOwner(this.context);\n        var ownerInjection = owner ? owner.ownerInjection() : {};\n        this._taskInstanceFactory = _encapsulatedTask.default.extend(ownerInjection, this.fn);\n      }\n\n      (0, _utils._cleanupOnDestroy)(this.context, this, 'cancelAll', {\n        reason: 'the object it lives on was destroyed or unrendered'\n      });\n    },\n    _curry: function _curry() {\n      var task = this._clone();\n\n      for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n        args[_key2] = arguments[_key2];\n      }\n\n      task._curryArgs = [].concat(_toConsumableArray(this._curryArgs || []), args);\n      return task;\n    },\n    linked: function linked() {\n      var taskInstance = (0, _taskInstance.getRunningInstance)();\n\n      if (!taskInstance) {\n        throw new Error(\"You can only call .linked() from within a task.\");\n      }\n\n      return PerformProxy.create({\n        _task: this,\n        _performType: _taskInstance.PERFORM_TYPE_LINKED,\n        _linkedObject: taskInstance\n      });\n    },\n    unlinked: function unlinked() {\n      return PerformProxy.create({\n        _task: this,\n        _performType: _taskInstance.PERFORM_TYPE_UNLINKED\n      });\n    },\n    _clone: function _clone() {\n      return Task.create({\n        fn: this.fn,\n        context: this.context,\n        _origin: this._origin,\n        _taskGroupPath: this._taskGroupPath,\n        _scheduler: this._scheduler,\n        _propertyName: this._propertyName\n      });\n    },\n\n    /**\n     * This property is true if this task is NOT running, i.e. the number\n     * of currently running TaskInstances is zero.\n     *\n     * This property is useful for driving the state/style of buttons\n     * and loading UI, among other things.\n     *\n     * @memberof Task\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * This property is true if this task is running, i.e. the number\n     * of currently running TaskInstances is greater than zero.\n     *\n     * This property is useful for driving the state/style of buttons\n     * and loading UI, among other things.\n     *\n     * @memberof Task\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * EXPERIMENTAL\n     *\n     * This value describes what would happen to the TaskInstance returned\n     * from .perform() if .perform() were called right now.  Returns one of\n     * the following values:\n     *\n     * - `succeed`: new TaskInstance will start running immediately\n     * - `drop`: new TaskInstance will be dropped\n     * - `enqueue`: new TaskInstance will be enqueued for later execution\n     *\n     * @memberof Task\n     * @instance\n     * @private\n     * @readOnly\n     */\n\n    /**\n     * EXPERIMENTAL\n     *\n     * Returns true if calling .perform() right now would immediately start running\n     * the returned TaskInstance.\n     *\n     * @memberof Task\n     * @instance\n     * @private\n     * @readOnly\n     */\n\n    /**\n     * EXPERIMENTAL\n     *\n     * Returns true if calling .perform() right now would immediately cancel (drop)\n     * the returned TaskInstance.\n     *\n     * @memberof Task\n     * @instance\n     * @private\n     * @readOnly\n     */\n\n    /**\n     * EXPERIMENTAL\n     *\n     * Returns true if calling .perform() right now would enqueue the TaskInstance\n     * rather than execute immediately.\n     *\n     * @memberof Task\n     * @instance\n     * @private\n     * @readOnly\n     */\n\n    /**\n     * EXPERIMENTAL\n     *\n     * Returns true if calling .perform() right now would cause a previous task to be canceled\n     *\n     * @memberof Task\n     * @instance\n     * @private\n     * @readOnly\n     */\n\n    /**\n     * The current number of active running task instances. This\n     * number will never exceed maxConcurrency.\n     *\n     * @memberof Task\n     * @instance\n     * @readOnly\n     */\n\n    /**\n     * Cancels all running or queued `TaskInstance`s for this Task.\n     * If you're trying to cancel a specific TaskInstance (rather\n     * than all of the instances running under this task) call\n     * `.cancel()` on the specific TaskInstance.\n     *\n     * @method cancelAll\n     * @memberof Task\n     * @param {Object} [options]\n     * @param {string} [options.reason=.cancelAll() was explicitly called on the Task] - a descriptive reason the task was cancelled\n     * @param {boolean} [options.resetState] - if true, will clear the task state (`last*` and `performCount` properties will be set to initial values)\n     * @instance\n     */\n    toString: function toString() {\n      return \"<Task:\".concat(this._propertyName, \">\");\n    },\n    _taskInstanceFactory: _taskInstance.default,\n\n    /**\n     * Creates a new {@linkcode TaskInstance} and attempts to run it right away.\n     * If running this task instance would increase the task's concurrency\n     * to a number greater than the task's maxConcurrency, this task\n     * instance might be immediately canceled (dropped), or enqueued\n     * to run at later time, after the currently running task(s) have finished.\n     *\n     * @method perform\n     * @memberof Task\n     * @param {*} arg* - args to pass to the task function\n     * @instance\n     *\n     * @fires TaskInstance#TASK_NAME:started\n     * @fires TaskInstance#TASK_NAME:succeeded\n     * @fires TaskInstance#TASK_NAME:errored\n     * @fires TaskInstance#TASK_NAME:canceled\n     *\n     */\n    perform: function perform() {\n      for (var _len3 = arguments.length, args = new Array(_len3), _key3 = 0; _key3 < _len3; _key3++) {\n        args[_key3] = arguments[_key3];\n      }\n\n      return this._performShared(args, _taskInstance.PERFORM_TYPE_DEFAULT, null);\n    },\n    _performShared: function _performShared(args, performType, linkedObject) {\n      var fullArgs = this._curryArgs ? [].concat(_toConsumableArray(this._curryArgs), _toConsumableArray(args)) : args;\n\n      var taskInstance = this._taskInstanceFactory.create({\n        fn: this.fn,\n        args: fullArgs,\n        context: this.context,\n        owner: this.context,\n        task: this,\n        _debug: this._debug,\n        _hasEnabledEvents: this._hasEnabledEvents,\n        _origin: this,\n        _performType: performType\n      });\n\n      Ember.setOwner(taskInstance, Ember.getOwner(this.context));\n\n      if (performType === _taskInstance.PERFORM_TYPE_LINKED) {\n        linkedObject._expectsLinkedYield = true;\n      }\n\n      if (this.context.isDestroying) {\n        // TODO: express this in terms of lifetimes; a task linked to\n        // a dead lifetime should immediately cancel.\n        taskInstance.cancel();\n      }\n\n      this._scheduler.schedule(taskInstance);\n\n      return taskInstance;\n    }\n  }, _utils.INVOKE, function () {\n    return this.perform.apply(this, arguments);\n  }));\n  /**\n    A {@link TaskProperty} is the Computed Property-like object returned\n    from the {@linkcode task} function. You can call Task Modifier methods\n    on this object to configure the behavior of the {@link Task}.\n  \n    See [Managing Task Concurrency](/#/docs/task-concurrency) for an\n    overview of all the different task modifiers you can use and how\n    they impact automatic cancelation / enqueueing of task instances.\n  \n    <style>\n      .ignore-this--this-is-here-to-hide-constructor,\n      #TaskProperty { display: none }\n    </style>\n  \n    @class TaskProperty\n  */\n\n  _exports.Task = Task;\n  var TaskProperty;\n  _exports.TaskProperty = TaskProperty;\n\n  if (false) {\n    _exports.TaskProperty = TaskProperty = /*#__PURE__*/_createClass(function TaskProperty() {\n      _classCallCheck(this, TaskProperty);\n    });\n  } else {\n    // Prior to the 3.10.0 refactors, we had to extend the _ComputedProprety class\n    // for a classic decorator/descriptor to run correctly.\n    _exports.TaskProperty = TaskProperty = /*#__PURE__*/function (_ComputedProperty2) {\n      _inherits(TaskProperty, _ComputedProperty2);\n\n      var _super = _createSuper(TaskProperty);\n\n      function TaskProperty() {\n        _classCallCheck(this, TaskProperty);\n\n        return _super.apply(this, arguments);\n      }\n\n      _createClass(TaskProperty, [{\n        key: \"callSuperSetup\",\n        value: function callSuperSetup() {\n          if (_get(_getPrototypeOf(TaskProperty.prototype), \"setup\", this)) {\n            _get(_getPrototypeOf(TaskProperty.prototype), \"setup\", this).apply(this, arguments);\n          }\n        }\n      }]);\n\n      return TaskProperty;\n    }(_utils._ComputedProperty);\n  }\n\n  (0, _utils.objectAssign)(TaskProperty.prototype, {\n    setup: function setup(proto, taskName) {\n      if (this.callSuperSetup) {\n        this.callSuperSetup.apply(this, arguments);\n      }\n\n      if (this._maxConcurrency !== Infinity && !this._hasSetBufferPolicy) {\n        // eslint-disable-next-line no-console\n        console.warn(\"The use of maxConcurrency() without a specified task modifier is deprecated and won't be supported in future versions of ember-concurrency. Please specify a task modifier instead, e.g. `\".concat(taskName, \": task(...).enqueue().maxConcurrency(\").concat(this._maxConcurrency, \")`\"));\n      }\n\n      registerOnPrototype(Ember.addListener, proto, this.eventNames, taskName, 'perform', false);\n      registerOnPrototype(Ember.addListener, proto, this.cancelEventNames, taskName, 'cancelAll', false);\n      registerOnPrototype(Ember.addObserver, proto, this._observes, taskName, 'perform', true);\n    },\n\n    /**\n     * Calling `task(...).on(eventName)` configures the task to be\n     * automatically performed when the specified events fire. In\n     * this way, it behaves like\n     * [Ember.on](http://emberjs.com/api/classes/Ember.html#method_on).\n     *\n     * You can use `task(...).on('init')` to perform the task\n     * when the host object is initialized.\n     *\n     * ```js\n     * export default Ember.Component.extend({\n     *   pollForUpdates: task(function * () {\n     *     // ... this runs when the Component is first created\n     *     // because we specified .on('init')\n     *   }).on('init'),\n     *\n     *   handleFoo: task(function * (a, b, c) {\n     *     // this gets performed automatically if the 'foo'\n     *     // event fires on this Component,\n     *     // e.g., if someone called component.trigger('foo')\n     *   }).on('foo'),\n     * });\n     * ```\n     *\n     * [See the Writing Tasks Docs for more info](/#/docs/writing-tasks)\n     *\n     * @method on\n     * @memberof TaskProperty\n     * @param {String} eventNames*\n     * @instance\n     */\n    on: function on() {\n      this.eventNames = this.eventNames || [];\n      this.eventNames.push.apply(this.eventNames, arguments);\n      return this;\n    },\n\n    /**\n     * This behaves like the {@linkcode TaskProperty#on task(...).on() modifier},\n     * but instead will cause the task to be canceled if any of the\n     * specified events fire on the parent object.\n     *\n     * [See the Live Example](/#/docs/examples/route-tasks/1)\n     *\n     * @method cancelOn\n     * @memberof TaskProperty\n     * @param {String} eventNames*\n     * @instance\n     */\n    cancelOn: function cancelOn() {\n      this.cancelEventNames = this.cancelEventNames || [];\n      this.cancelEventNames.push.apply(this.cancelEventNames, arguments);\n      return this;\n    },\n    observes: function observes() {\n      for (var _len4 = arguments.length, properties = new Array(_len4), _key4 = 0; _key4 < _len4; _key4++) {\n        properties[_key4] = arguments[_key4];\n      }\n\n      this._observes = properties;\n      return this;\n    },\n\n    /**\n     * Configures the task to cancel old currently task instances\n     * to make room for a new one to perform. Sets default\n     * maxConcurrency to 1.\n     *\n     * [See the Live Example](/#/docs/examples/route-tasks/1)\n     *\n     * @method restartable\n     * @memberof TaskProperty\n     * @instance\n     */\n\n    /**\n     * Configures the task to run task instances one-at-a-time in\n     * the order they were `.perform()`ed. Sets default\n     * maxConcurrency to 1.\n     *\n     * @method enqueue\n     * @memberof TaskProperty\n     * @instance\n     */\n\n    /**\n     * Configures the task to immediately cancel (i.e. drop) any\n     * task instances performed when the task is already running\n     * at maxConcurrency. Sets default maxConcurrency to 1.\n     *\n     * @method drop\n     * @memberof TaskProperty\n     * @instance\n     */\n\n    /**\n     * Configures the task to drop all but the most recently\n     * performed {@linkcode TaskInstance }.\n     *\n     * @method keepLatest\n     * @memberof TaskProperty\n     * @instance\n     */\n\n    /**\n     * Sets the maximum number of task instances that are allowed\n     * to run at the same time. By default, with no task modifiers\n     * applied, this number is Infinity (there is no limit\n     * to the number of tasks that can run at the same time).\n     * {@linkcode TaskProperty#restartable .restartable()},\n     * {@linkcode TaskProperty#enqueue .enqueue()}, and\n     * {@linkcode TaskProperty#drop .drop()} set the default\n     * maxConcurrency to 1, but you can override this value\n     * to set the maximum number of concurrently running tasks\n     * to a number greater than 1.\n     *\n     * [See the AJAX Throttling example](/#/docs/examples/ajax-throttling)\n     *\n     * The example below uses a task with `maxConcurrency(3)` to limit\n     * the number of concurrent AJAX requests (for anyone using this task)\n     * to 3.\n     *\n     * ```js\n     * doSomeAjax: task(function * (url) {\n     *   return Ember.$.getJSON(url).promise();\n     * }).maxConcurrency(3),\n     *\n     * elsewhere() {\n     *   this.get('doSomeAjax').perform(\"http://www.example.com/json\");\n     * },\n     * ```\n     *\n     * @method maxConcurrency\n     * @memberof TaskProperty\n     * @param {Number} n The maximum number of concurrently running tasks\n     * @instance\n     */\n\n    /**\n     * Adds this task to a TaskGroup so that concurrency constraints\n     * can be shared between multiple tasks.\n     *\n     * [See the Task Group docs for more information](/#/docs/task-groups)\n     *\n     * @method group\n     * @memberof TaskProperty\n     * @param {String} groupPath A path to the TaskGroup property\n     * @instance\n     */\n\n    /**\n     * Activates lifecycle events, allowing Evented host objects to react to task state\n     * changes.\n     *\n     * ```js\n     *\n     * export default Component.extend({\n     *   uploadTask: task(function* (file) {\n     *     // ... file upload stuff\n     *   }).evented(),\n     *\n     *   uploadedStarted: on('uploadTask:started', function(taskInstance) {\n     *     this.get('analytics').track(\"User Photo: upload started\");\n     *   }),\n     * });\n     * ```\n     *\n     * @method evented\n     * @memberof TaskProperty\n     * @instance\n     */\n\n    /**\n     * Logs lifecycle events to aid in debugging unexpected Task behavior.\n     * Presently only logs cancelation events and the reason for the cancelation,\n     * e.g. \"TaskInstance 'doStuff' was canceled because the object it lives on was destroyed or unrendered\"\n     *\n     * @method debug\n     * @memberof TaskProperty\n     * @instance\n     */\n    perform: function perform() {\n      (true && !(false) && Ember.deprecate(\"[DEPRECATED] An ember-concurrency task property was not set on its object via 'defineProperty'.\\n              You probably used 'set(obj, \\\"myTask\\\", task(function* () { ... }) )'.\\n              Unfortunately due to this we can't tell you the name of the task.\", false, {\n        id: 'ember-meta.descriptor-on-object',\n        until: '3.5.0',\n        url: 'https://emberjs.com/deprecations/v3.x#toc_use-defineProperty-to-define-computed-properties'\n      }));\n      throw new Error(\"An ember-concurrency task property was not set on its object via 'defineProperty'. See deprecation warning for details.\");\n    }\n  });\n  (0, _utils.objectAssign)(TaskProperty.prototype, _propertyModifiersMixin.propertyModifiers);\n\n  function registerOnPrototype(addListenerOrObserver, proto, names, taskName, taskMethod, once) {\n    if (names) {\n      for (var i = 0; i < names.length; ++i) {\n        var name = names[i];\n        var handlerName = \"__ember_concurrency_handler_\".concat(handlerCounter++);\n        proto[handlerName] = makeTaskCallback(taskName, taskMethod, once);\n        addListenerOrObserver(proto, name, null, handlerName);\n      }\n    }\n  }\n\n  function makeTaskCallback(taskName, method, once) {\n    return function () {\n      var task = this.get(taskName);\n\n      if (once) {\n        Ember.run.scheduleOnce.apply(void 0, ['actions', task, method].concat(Array.prototype.slice.call(arguments)));\n      } else {\n        task[method].apply(task, arguments);\n      }\n    };\n  }\n\n  var handlerCounter = 0;\n});","define(\"ember-concurrency/-task-state-mixin\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  var _EmberComputed = Ember.computed,\n      alias = _EmberComputed.alias; // this is a mixin of properties/methods shared between Tasks and TaskGroups\n\n  var _default = Ember.Mixin.create({\n    isRunning: Ember.computed.gt('numRunning', 0),\n    isQueued: Ember.computed.gt('numQueued', 0),\n    isIdle: Ember.computed('isRunning', 'isQueued', function () {\n      return !this.get('isRunning') && !this.get('isQueued');\n    }),\n    state: Ember.computed('isRunning', 'isQueued', function () {\n      if (this.get('isRunning')) {\n        return 'running';\n      } else if (this.get('isQueued')) {\n        return 'queued';\n      } else {\n        return 'idle';\n      }\n    }),\n    _propertyName: null,\n    _origin: null,\n    name: alias('_propertyName'),\n    concurrency: alias('numRunning'),\n    last: alias('_scheduler.lastStarted'),\n    lastRunning: alias('_scheduler.lastRunning'),\n    lastPerformed: alias('_scheduler.lastPerformed'),\n    lastSuccessful: alias('_scheduler.lastSuccessful'),\n    lastComplete: alias('_scheduler.lastComplete'),\n    lastErrored: alias('_scheduler.lastErrored'),\n    lastCanceled: alias('_scheduler.lastCanceled'),\n    lastIncomplete: alias('_scheduler.lastIncomplete'),\n    performCount: alias('_scheduler.performCount'),\n    numRunning: 0,\n    numQueued: 0,\n    _seenIndex: 0,\n    cancelAll: function cancelAll(options) {\n      var _ref = options || {},\n          reason = _ref.reason,\n          resetState = _ref.resetState;\n\n      reason = reason || \".cancelAll() was explicitly called on the Task\";\n\n      this._scheduler.cancelAll(reason);\n\n      if (resetState) {\n        this._resetState();\n      }\n    },\n    group: Ember.computed(function () {\n      return this._taskGroupPath && Ember.get(this.context, this._taskGroupPath);\n    }),\n    _scheduler: null,\n    _resetState: function _resetState() {\n      this.setProperties({\n        'last': null,\n        'lastRunning': null,\n        'lastStarted': null,\n        'lastPerformed': null,\n        'lastSuccessful': null,\n        'lastComplete': null,\n        'lastErrored': null,\n        'lastCanceled': null,\n        'lastIncomplete': null,\n        'performCount': 0\n      });\n    }\n  });\n\n  _exports.default = _default;\n});","function _typeof(obj) { \"@babel/helpers - typeof\"; return _typeof = \"function\" == typeof Symbol && \"symbol\" == typeof Symbol.iterator ? function (obj) { return typeof obj; } : function (obj) { return obj && \"function\" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }, _typeof(obj); }\n\ndefine(\"ember-concurrency/-wait-for\", [\"exports\", \"ember-concurrency/utils\"], function (_exports, _utils) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.waitForEvent = waitForEvent;\n  _exports.waitForProperty = waitForProperty;\n  _exports.waitForQueue = waitForQueue;\n\n  function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n  function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\n  function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, \"prototype\", { writable: false }); return Constructor; }\n\n  function _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } Object.defineProperty(subClass, \"prototype\", { value: Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }), writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\n  function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\n  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\n  function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } else if (call !== void 0) { throw new TypeError(\"Derived constructors may only return object or undefined\"); } return _assertThisInitialized(self); }\n\n  function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\n  function _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }\n\n  function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n  var WaitForQueueYieldable = /*#__PURE__*/function (_Yieldable) {\n    _inherits(WaitForQueueYieldable, _Yieldable);\n\n    var _super = _createSuper(WaitForQueueYieldable);\n\n    function WaitForQueueYieldable(queueName) {\n      var _this;\n\n      _classCallCheck(this, WaitForQueueYieldable);\n\n      _this = _super.call(this);\n      _this.queueName = queueName;\n      _this.timerId = null;\n      return _this;\n    }\n\n    _createClass(WaitForQueueYieldable, [{\n      key: _utils.yieldableSymbol,\n      value: function value(taskInstance, resumeIndex) {\n        try {\n          this.timerId = Ember.run.schedule(this.queueName, function () {\n            taskInstance.proceed(resumeIndex, _utils.YIELDABLE_CONTINUE, null);\n          });\n        } catch (error) {\n          taskInstance.proceed(resumeIndex, _utils.YIELDABLE_THROW, error);\n        }\n      }\n    }, {\n      key: _utils.cancelableSymbol,\n      value: function value() {\n        Ember.run.cancel(this.timerId);\n        this.timerId = null;\n      }\n    }]);\n\n    return WaitForQueueYieldable;\n  }(_utils.Yieldable);\n\n  var WaitForEventYieldable = /*#__PURE__*/function (_Yieldable2) {\n    _inherits(WaitForEventYieldable, _Yieldable2);\n\n    var _super2 = _createSuper(WaitForEventYieldable);\n\n    function WaitForEventYieldable(object, eventName) {\n      var _this2;\n\n      _classCallCheck(this, WaitForEventYieldable);\n\n      _this2 = _super2.call(this);\n      _this2.object = object;\n      _this2.eventName = eventName;\n      _this2.fn = null;\n      _this2.didFinish = false;\n      _this2.usesDOMEvents = false;\n      _this2.requiresCleanup = false;\n      return _this2;\n    }\n\n    _createClass(WaitForEventYieldable, [{\n      key: _utils.yieldableSymbol,\n      value: function value(taskInstance, resumeIndex) {\n        var _this3 = this;\n\n        this.fn = function (event) {\n          _this3.didFinish = true;\n\n          _this3[_utils.cancelableSymbol]();\n\n          taskInstance.proceed(resumeIndex, _utils.YIELDABLE_CONTINUE, event);\n        };\n\n        if (typeof this.object.addEventListener === 'function') {\n          // assume that we're dealing with a DOM `EventTarget`.\n          this.usesDOMEvents = true;\n          this.object.addEventListener(this.eventName, this.fn);\n        } else if (typeof this.object.one === 'function') {\n          // assume that we're dealing with either `Ember.Evented` or a compatible\n          // interface, like jQuery.\n          this.object.one(this.eventName, this.fn);\n        } else {\n          this.requiresCleanup = true;\n          this.object.on(this.eventName, this.fn);\n        }\n      }\n    }, {\n      key: _utils.cancelableSymbol,\n      value: function value() {\n        if (this.fn) {\n          if (this.usesDOMEvents) {\n            // unfortunately this is required, because IE 11 does not support the\n            // `once` option: https://caniuse.com/#feat=once-event-listener\n            this.object.removeEventListener(this.eventName, this.fn);\n          } else if (!this.didFinish || this.requiresCleanup) {\n            this.object.off(this.eventName, this.fn);\n          }\n\n          this.fn = null;\n        }\n      }\n    }]);\n\n    return WaitForEventYieldable;\n  }(_utils.Yieldable);\n\n  var WaitForPropertyYieldable = /*#__PURE__*/function (_Yieldable3) {\n    _inherits(WaitForPropertyYieldable, _Yieldable3);\n\n    var _super3 = _createSuper(WaitForPropertyYieldable);\n\n    function WaitForPropertyYieldable(object, key) {\n      var _this4;\n\n      var predicateCallback = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : Boolean;\n\n      _classCallCheck(this, WaitForPropertyYieldable);\n\n      _this4 = _super3.call(this);\n      _this4.object = object;\n      _this4.key = key;\n\n      if (typeof predicateCallback === 'function') {\n        _this4.predicateCallback = predicateCallback;\n      } else {\n        _this4.predicateCallback = function (v) {\n          return v === predicateCallback;\n        };\n      }\n\n      _this4.observerBound = false;\n      return _this4;\n    }\n\n    _createClass(WaitForPropertyYieldable, [{\n      key: _utils.yieldableSymbol,\n      value: function value(taskInstance, resumeIndex) {\n        var _this5 = this;\n\n        this.observerFn = function () {\n          var value = Ember.get(_this5.object, _this5.key);\n\n          var predicateValue = _this5.predicateCallback(value);\n\n          if (predicateValue) {\n            taskInstance.proceed(resumeIndex, _utils.YIELDABLE_CONTINUE, value);\n            return true;\n          }\n        };\n\n        if (!this.observerFn()) {\n          this.object.addObserver(this.key, null, this.observerFn);\n          this.observerBound = true;\n        }\n      }\n    }, {\n      key: _utils.cancelableSymbol,\n      value: function value() {\n        if (this.observerBound && this.observerFn) {\n          this.object.removeObserver(this.key, null, this.observerFn);\n          this.observerFn = null;\n        }\n      }\n    }]);\n\n    return WaitForPropertyYieldable;\n  }(_utils.Yieldable);\n  /**\n   * Use `waitForQueue` to pause the task until a certain run loop queue is reached.\n   *\n   * ```js\n   * import { task, waitForQueue } from 'ember-concurrency';\n   * export default Component.extend({\n   *   myTask: task(function * () {\n   *     yield waitForQueue('afterRender');\n   *     console.log(\"now we're in the afterRender queue\");\n   *   })\n   * });\n   * ```\n   *\n   * @param {string} queueName the name of the Ember run loop queue\n   */\n\n\n  function waitForQueue(queueName) {\n    return new WaitForQueueYieldable(queueName);\n  }\n  /**\n   * Use `waitForEvent` to pause the task until an event is fired. The event\n   * can either be a jQuery event or an Ember.Evented event (or any event system\n   * where the object supports `.on()` `.one()` and `.off()`).\n   *\n   * ```js\n   * import { task, waitForEvent } from 'ember-concurrency';\n   * export default Component.extend({\n   *   myTask: task(function * () {\n   *     console.log(\"Please click anywhere..\");\n   *     let clickEvent = yield waitForEvent($('body'), 'click');\n   *     console.log(\"Got event\", clickEvent);\n   *\n   *     let emberEvent = yield waitForEvent(this, 'foo');\n   *     console.log(\"Got foo event\", emberEvent);\n   *\n   *     // somewhere else: component.trigger('foo', { value: 123 });\n   *   })\n   * });\n   * ```\n   *\n   * @param {object} object the Ember Object, jQuery element, or other object with .on() and .off() APIs\n   *                 that the event fires from\n   * @param {function} eventName the name of the event to wait for\n   */\n\n\n  function waitForEvent(object, eventName) {\n    (true && !((0, _utils.isEventedObject)(object)) && Ember.assert(\"\".concat(object, \" must include Ember.Evented (or support `.on()` and `.off()`) or DOM EventTarget (or support `addEventListener` and  `removeEventListener`) to be able to use `waitForEvent`\"), (0, _utils.isEventedObject)(object)));\n    return new WaitForEventYieldable(object, eventName);\n  }\n  /**\n   * Use `waitForProperty` to pause the task until a property on an object\n   * changes to some expected value. This can be used for a variety of use\n   * cases, including synchronizing with another task by waiting for it\n   * to become idle, or change state in some other way. If you omit the\n   * callback, `waitForProperty` will resume execution when the observed\n   * property becomes truthy. If you provide a callback, it'll be called\n   * immediately with the observed property's current value, and multiple\n   * times thereafter whenever the property changes, until you return\n   * a truthy value from the callback, or the current task is canceled.\n   * You can also pass in a non-Function value in place of the callback,\n   * in which case the task will continue executing when the property's\n   * value becomes the value that you passed in.\n   *\n   * ```js\n   * import { task, waitForProperty } from 'ember-concurrency';\n   * export default Component.extend({\n   *   foo: 0,\n   *\n   *   myTask: task(function * () {\n   *     console.log(\"Waiting for `foo` to become 5\");\n   *\n   *     yield waitForProperty(this, 'foo', v => v === 5);\n   *     // alternatively: yield waitForProperty(this, 'foo', 5);\n   *\n   *     // somewhere else: this.set('foo', 5)\n   *\n   *     console.log(\"`foo` is 5!\");\n   *\n   *     // wait for another task to be idle before running:\n   *     yield waitForProperty(this, 'otherTask.isIdle');\n   *     console.log(\"otherTask is idle!\");\n   *   })\n   * });\n   * ```\n   *\n   * @param {object} object an object (most likely an Ember Object)\n   * @param {string} key the property name that is observed for changes\n   * @param {function} callbackOrValue a Function that should return a truthy value\n   *                                   when the task should continue executing, or\n   *                                   a non-Function value that the watched property\n   *                                   needs to equal before the task will continue running\n   */\n\n\n  function waitForProperty(object, key, predicateCallback) {\n    return new WaitForPropertyYieldable(object, key, predicateCallback);\n  }\n});","define(\"ember-concurrency/helpers/cancel-all\", [\"exports\", \"ember-concurrency/-helpers\"], function (_exports, _helpers) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.cancelHelper = cancelHelper;\n  _exports.default = void 0;\n  var CANCEL_REASON = \"the 'cancel-all' template helper was invoked\";\n\n  function cancelHelper(args) {\n    var cancelable = args[0];\n\n    if (!cancelable || typeof cancelable.cancelAll !== 'function') {\n      (true && !(false) && Ember.assert(\"The first argument passed to the `cancel-all` helper should be a Task or TaskGroup (without quotes); you passed \".concat(cancelable), false));\n    }\n\n    return (0, _helpers.taskHelperClosure)('cancel-all', 'cancelAll', [cancelable, {\n      reason: CANCEL_REASON\n    }]);\n  }\n\n  var _default = Ember.Helper.helper(cancelHelper);\n\n  _exports.default = _default;\n});","define(\"ember-concurrency/helpers/perform\", [\"exports\", \"ember-concurrency/-helpers\"], function (_exports, _helpers) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  _exports.performHelper = performHelper;\n\n  function performHelper(args, hash) {\n    return (0, _helpers.taskHelperClosure)('perform', 'perform', args, hash);\n  }\n\n  var _default = Ember.Helper.helper(performHelper);\n\n  _exports.default = _default;\n});","define(\"ember-concurrency/helpers/task\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  function _toConsumableArray(arr) { return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread(); }\n\n  function _nonIterableSpread() { throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _arrayWithoutHoles(arr) { if (Array.isArray(arr)) return _arrayLikeToArray(arr); }\n\n  function _toArray(arr) { return _arrayWithHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableRest(); }\n\n  function _nonIterableRest() { throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  function _iterableToArray(iter) { if (typeof Symbol !== \"undefined\" && iter[Symbol.iterator] != null || iter[\"@@iterator\"] != null) return Array.from(iter); }\n\n  function _arrayWithHoles(arr) { if (Array.isArray(arr)) return arr; }\n\n  function taskHelper(_ref) {\n    var _ref2 = _toArray(_ref),\n        task = _ref2[0],\n        args = _ref2.slice(1);\n\n    return task._curry.apply(task, _toConsumableArray(args));\n  }\n\n  var _default = Ember.Helper.helper(taskHelper);\n\n  _exports.default = _default;\n});","define(\"ember-concurrency/index\", [\"exports\", \"ember-concurrency/utils\", \"ember-concurrency/-task-property\", \"ember-concurrency/-task-instance\", \"ember-concurrency/-task-group\", \"ember-concurrency/-cancelable-promise-helpers\", \"ember-concurrency/-wait-for\", \"ember-concurrency/-property-modifiers-mixin\"], function (_exports, _utils, _taskProperty, _taskInstance, _taskGroup, _cancelablePromiseHelpers, _waitFor, _propertyModifiersMixin) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(_exports, \"all\", {\n    enumerable: true,\n    get: function get() {\n      return _cancelablePromiseHelpers.all;\n    }\n  });\n  Object.defineProperty(_exports, \"allSettled\", {\n    enumerable: true,\n    get: function get() {\n      return _cancelablePromiseHelpers.allSettled;\n    }\n  });\n  Object.defineProperty(_exports, \"didCancel\", {\n    enumerable: true,\n    get: function get() {\n      return _taskInstance.didCancel;\n    }\n  });\n  Object.defineProperty(_exports, \"forever\", {\n    enumerable: true,\n    get: function get() {\n      return _utils.forever;\n    }\n  });\n  Object.defineProperty(_exports, \"hash\", {\n    enumerable: true,\n    get: function get() {\n      return _cancelablePromiseHelpers.hash;\n    }\n  });\n  Object.defineProperty(_exports, \"race\", {\n    enumerable: true,\n    get: function get() {\n      return _cancelablePromiseHelpers.race;\n    }\n  });\n  Object.defineProperty(_exports, \"rawTimeout\", {\n    enumerable: true,\n    get: function get() {\n      return _utils.rawTimeout;\n    }\n  });\n  _exports.task = task;\n  _exports.taskGroup = taskGroup;\n  Object.defineProperty(_exports, \"timeout\", {\n    enumerable: true,\n    get: function get() {\n      return _utils.timeout;\n    }\n  });\n  Object.defineProperty(_exports, \"waitForEvent\", {\n    enumerable: true,\n    get: function get() {\n      return _waitFor.waitForEvent;\n    }\n  });\n  Object.defineProperty(_exports, \"waitForProperty\", {\n    enumerable: true,\n    get: function get() {\n      return _waitFor.waitForProperty;\n    }\n  });\n  Object.defineProperty(_exports, \"waitForQueue\", {\n    enumerable: true,\n    get: function get() {\n      return _waitFor.waitForQueue;\n    }\n  });\n  var setDecorator = Ember._setClassicDecorator || Ember._setComputedDecorator;\n\n  function _computed(fn) {\n    if (false) {\n      var cp = function cp(proto, key) {\n        if (cp.setup !== undefined) {\n          cp.setup(proto, key);\n        }\n\n        return Ember.computed(fn).apply(void 0, arguments);\n      };\n\n      setDecorator(cp);\n      return cp;\n    } else {\n      return Ember.computed(fn);\n    }\n  }\n  /**\n   * A Task is a cancelable, restartable, asynchronous operation that\n   * is driven by a generator function. Tasks are automatically canceled\n   * when the object they live on is destroyed (e.g. a Component\n   * is unrendered).\n   *\n   * To define a task, use the `task(...)` function, and pass in\n   * a generator function, which will be invoked when the task\n   * is performed. The reason generator functions are used is\n   * that they (like the proposed ES7 async-await syntax) can\n   * be used to elegantly express asynchronous, cancelable\n   * operations.\n   *\n   * You can also define an\n   * <a href=\"/#/docs/encapsulated-task\">Encapsulated Task</a>\n   * by passing in an object that defined a `perform` generator\n   * function property.\n   *\n   * The following Component defines a task called `myTask` that,\n   * when performed, prints a message to the console, sleeps for 1 second,\n   * prints a final message to the console, and then completes.\n   *\n   * ```js\n   * import { task, timeout } from 'ember-concurrency';\n   * export default Component.extend({\n   *   myTask: task(function * () {\n   *     console.log(\"Pausing for a second...\");\n   *     yield timeout(1000);\n   *     console.log(\"Done!\");\n   *   })\n   * });\n   * ```\n   *\n   * ```hbs\n   * <button {{action myTask.perform}}>Perform Task</button>\n   * ```\n   *\n   * By default, tasks have no concurrency constraints\n   * (multiple instances of a task can be running at the same time)\n   * but much of a power of tasks lies in proper usage of Task Modifiers\n   * that you can apply to a task.\n   *\n   * @param {function} generatorFunction the generator function backing the task.\n   * @returns {TaskProperty}\n   */\n\n\n  function task(taskFn) {\n    var tp = _computed(function (_propertyName) {\n      tp.taskFn.displayName = \"\".concat(_propertyName, \" (task)\");\n      return _taskProperty.Task.create({\n        fn: tp.taskFn,\n        context: this,\n        _origin: this,\n        _taskGroupPath: tp._taskGroupPath,\n        _scheduler: (0, _propertyModifiersMixin.resolveScheduler)(tp, this, _taskGroup.TaskGroup),\n        _propertyName: _propertyName,\n        _debug: tp._debug,\n        _hasEnabledEvents: tp._hasEnabledEvents\n      });\n    });\n\n    tp.taskFn = taskFn;\n    Object.setPrototypeOf(tp, _taskProperty.TaskProperty.prototype);\n    return tp;\n  }\n  /**\n   * \"Task Groups\" provide a means for applying\n   * task modifiers to groups of tasks. Once a {@linkcode Task} is declared\n   * as part of a group task, modifiers like `drop()` or `restartable()`\n   * will no longer affect the individual `Task`. Instead those\n   * modifiers can be applied to the entire group.\n   *\n   * ```js\n   * import { task, taskGroup } from 'ember-concurrency';\n   *\n   * export default Controller.extend({\n   *   chores: taskGroup().drop(),\n   *\n   *   mowLawn:       task(taskFn).group('chores'),\n   *   doDishes:      task(taskFn).group('chores'),\n   *   changeDiapers: task(taskFn).group('chores')\n   * });\n   * ```\n   *\n   * @returns {TaskGroup}\n   */\n\n\n  function taskGroup(taskFn) {\n    var tp = _computed(function (_propertyName) {\n      return _taskGroup.TaskGroup.create({\n        fn: tp.taskFn,\n        context: this,\n        _origin: this,\n        _taskGroupPath: tp._taskGroupPath,\n        _scheduler: (0, _propertyModifiersMixin.resolveScheduler)(tp, this, _taskGroup.TaskGroup),\n        _propertyName: _propertyName\n      });\n    });\n\n    tp.taskFn = taskFn;\n    Object.setPrototypeOf(tp, _taskGroup.TaskGroupProperty.prototype);\n    return tp;\n  }\n});","define(\"ember-concurrency/initializers/ember-concurrency\", [\"exports\", \"ember-concurrency\"], function (_exports, _emberConcurrency) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  // This initializer exists only to make sure that the following\n  // imports happen before the app boots.\n  var _default = {\n    name: 'ember-concurrency',\n    initialize: function initialize() {}\n  };\n  _exports.default = _default;\n});","function _typeof(obj) { \"@babel/helpers - typeof\"; return _typeof = \"function\" == typeof Symbol && \"symbol\" == typeof Symbol.iterator ? function (obj) { return typeof obj; } : function (obj) { return obj && \"function\" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }, _typeof(obj); }\n\ndefine(\"ember-concurrency/utils\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports._ComputedProperty = _exports.Yieldable = _exports.YIELDABLE_THROW = _exports.YIELDABLE_RETURN = _exports.YIELDABLE_CONTINUE = _exports.YIELDABLE_CANCEL = _exports.RawValue = _exports.INVOKE = _exports.Arguments = void 0;\n  _exports._cleanupOnDestroy = _cleanupOnDestroy;\n  _exports.forever = _exports.cancelableSymbol = void 0;\n  _exports.isEventedObject = isEventedObject;\n  _exports.objectAssign = void 0;\n  _exports.raw = raw;\n  _exports.rawTimeout = rawTimeout;\n  _exports.timeout = timeout;\n  _exports.yieldableSymbol = void 0;\n  _exports.yieldableToPromise = yieldableToPromise;\n\n  function _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } Object.defineProperty(subClass, \"prototype\", { value: Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }), writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\n  function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\n  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\n  function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } else if (call !== void 0) { throw new TypeError(\"Derived constructors may only return object or undefined\"); } return _assertThisInitialized(self); }\n\n  function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\n  function _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }\n\n  function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n  function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n  function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\n  function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, \"prototype\", { writable: false }); return Constructor; }\n\n  function isEventedObject(c) {\n    return c && (typeof c.one === 'function' && typeof c.off === 'function' || typeof c.on === 'function' && typeof c.off === 'function' || typeof c.addEventListener === 'function' && typeof c.removeEventListener === 'function');\n  }\n\n  var Arguments = /*#__PURE__*/function () {\n    function Arguments(args, defer) {\n      _classCallCheck(this, Arguments);\n\n      this.args = args;\n      this.defer = defer;\n    }\n\n    _createClass(Arguments, [{\n      key: \"resolve\",\n      value: function resolve(value) {\n        if (this.defer) {\n          this.defer.resolve(value);\n        }\n      }\n    }]);\n\n    return Arguments;\n  }();\n\n  _exports.Arguments = Arguments;\n\n  var objectAssign = Object.assign || function objectAssign(target) {\n    'use strict';\n\n    if (target == null) {\n      throw new TypeError('Cannot convert undefined or null to object');\n    }\n\n    target = Object(target);\n\n    for (var index = 1; index < arguments.length; index++) {\n      var source = arguments[index];\n\n      if (source != null) {\n        for (var key in source) {\n          if (Object.prototype.hasOwnProperty.call(source, key)) {\n            target[key] = source[key];\n          }\n        }\n      }\n    }\n\n    return target;\n  };\n\n  _exports.objectAssign = objectAssign;\n\n  function _cleanupOnDestroy(owner, object, cleanupMethodName) {\n    for (var _len = arguments.length, args = new Array(_len > 3 ? _len - 3 : 0), _key = 3; _key < _len; _key++) {\n      args[_key - 3] = arguments[_key];\n    }\n\n    // TODO: find a non-mutate-y, non-hacky way of doing this.\n    if (!owner.willDestroy) {\n      // we're running in non Ember object (possibly in a test mock)\n      return;\n    }\n\n    if (!owner.willDestroy.__ember_processes_destroyers__) {\n      var oldWillDestroy = owner.willDestroy;\n      var disposers = [];\n\n      owner.willDestroy = function () {\n        for (var i = 0, l = disposers.length; i < l; i++) {\n          disposers[i]();\n        }\n\n        oldWillDestroy.apply(owner, arguments);\n      };\n\n      owner.willDestroy.__ember_processes_destroyers__ = disposers;\n    }\n\n    owner.willDestroy.__ember_processes_destroyers__.push(function () {\n      object[cleanupMethodName].apply(object, args);\n    });\n  }\n\n  var INVOKE = \"__invoke_symbol__\";\n  _exports.INVOKE = INVOKE;\n  var locations = ['@ember/-internals/glimmer/index', '@ember/-internals/glimmer', 'ember-glimmer', 'ember-glimmer/helpers/action', 'ember-htmlbars/keywords/closure-action', 'ember-routing-htmlbars/keywords/closure-action', 'ember-routing/keywords/closure-action'];\n\n  for (var i = 0; i < locations.length; i++) {\n    if (locations[i] in Ember.__loader.registry) {\n      _exports.INVOKE = INVOKE = Ember.__loader.require(locations[i])['INVOKE'];\n      break;\n    }\n  } // TODO: Symbol polyfill?\n\n\n  var cancelableSymbol = \"__ec_cancel__\";\n  _exports.cancelableSymbol = cancelableSymbol;\n  var yieldableSymbol = \"__ec_yieldable__\";\n  _exports.yieldableSymbol = yieldableSymbol;\n  var YIELDABLE_CONTINUE = \"next\";\n  _exports.YIELDABLE_CONTINUE = YIELDABLE_CONTINUE;\n  var YIELDABLE_THROW = \"throw\";\n  _exports.YIELDABLE_THROW = YIELDABLE_THROW;\n  var YIELDABLE_RETURN = \"return\";\n  _exports.YIELDABLE_RETURN = YIELDABLE_RETURN;\n  var YIELDABLE_CANCEL = \"cancel\";\n  _exports.YIELDABLE_CANCEL = YIELDABLE_CANCEL;\n  var _ComputedProperty = Ember.ComputedProperty;\n  _exports._ComputedProperty = _ComputedProperty;\n\n  var Yieldable = /*#__PURE__*/function () {\n    function Yieldable() {\n      _classCallCheck(this, Yieldable);\n\n      this[yieldableSymbol] = this[yieldableSymbol].bind(this);\n      this[cancelableSymbol] = this[cancelableSymbol].bind(this);\n    }\n\n    _createClass(Yieldable, [{\n      key: \"then\",\n      value: function then() {\n        var _yieldableToPromise;\n\n        return (_yieldableToPromise = yieldableToPromise(this)).then.apply(_yieldableToPromise, arguments);\n      }\n    }, {\n      key: yieldableSymbol,\n      value: function value() {}\n    }, {\n      key: cancelableSymbol,\n      value: function value() {}\n    }]);\n\n    return Yieldable;\n  }();\n\n  _exports.Yieldable = Yieldable;\n\n  var TimeoutYieldable = /*#__PURE__*/function (_Yieldable) {\n    _inherits(TimeoutYieldable, _Yieldable);\n\n    var _super = _createSuper(TimeoutYieldable);\n\n    function TimeoutYieldable(ms) {\n      var _this;\n\n      _classCallCheck(this, TimeoutYieldable);\n\n      _this = _super.call(this);\n      _this.ms = ms;\n      _this.timerId = null;\n      return _this;\n    }\n\n    _createClass(TimeoutYieldable, [{\n      key: yieldableSymbol,\n      value: function value(taskInstance, resumeIndex) {\n        this.timerId = Ember.run.later(function () {\n          taskInstance.proceed(resumeIndex, YIELDABLE_CONTINUE, taskInstance._result);\n        }, this.ms);\n      }\n    }, {\n      key: cancelableSymbol,\n      value: function value() {\n        Ember.run.cancel(this.timerId);\n        this.timerId = null;\n      }\n    }]);\n\n    return TimeoutYieldable;\n  }(Yieldable);\n  /**\n   *\n   * Yielding `timeout(ms)` will pause a task for the duration\n   * of time passed in, in milliseconds.\n   *\n   * This timeout will be scheduled on the Ember runloop, which\n   * means that test helpers will wait for it to complete before\n   * continuing with the test. See `rawTimeout()` if you need\n   * different behavior.\n   *\n   * The task below, when performed, will print a message to the\n   * console every second.\n   *\n   * ```js\n   * export default Component.extend({\n   *   myTask: task(function * () {\n   *     while (true) {\n   *       console.log(\"Hello!\");\n   *       yield timeout(1000);\n   *     }\n   *   })\n   * });\n   * ```\n   *\n   * @param {number} ms - the amount of time to sleep before resuming\n   *   the task, in milliseconds\n   */\n\n\n  function timeout(ms) {\n    return new TimeoutYieldable(ms);\n  }\n  /**\n   *\n   * Yielding `forever` will pause a task indefinitely until\n   * it is cancelled (i.e. via host object destruction, .restartable(),\n   * or manual cancellation).\n   *\n   * This is often useful in cases involving animation: if you're\n   * using Liquid Fire, or some other animation scheme, sometimes you'll\n   * notice buttons visibly reverting to their inactive states during\n   * a route transition. By yielding `forever` in a Component task that drives a\n   * button's active state, you can keep a task indefinitely running\n   * until the animation runs to completion.\n   *\n   * NOTE: Liquid Fire also includes a useful `waitUntilIdle()` method\n   * on the `liquid-fire-transitions` service that you can use in a lot\n   * of these cases, but it won't cover cases of asynchrony that are\n   * unrelated to animation, in which case `forever` might be better suited\n   * to your needs.\n   *\n   * ```js\n   * import { task, forever } from 'ember-concurrency';\n   *\n   * export default Component.extend({\n   *   myService: service(),\n   *   myTask: task(function * () {\n   *     yield this.myService.doSomethingThatCausesATransition();\n   *     yield forever;\n   *   })\n   * });\n   * ```\n   */\n\n\n  var ForeverYieldable = /*#__PURE__*/function (_Yieldable2) {\n    _inherits(ForeverYieldable, _Yieldable2);\n\n    var _super2 = _createSuper(ForeverYieldable);\n\n    function ForeverYieldable() {\n      _classCallCheck(this, ForeverYieldable);\n\n      return _super2.apply(this, arguments);\n    }\n\n    _createClass(ForeverYieldable, [{\n      key: yieldableSymbol,\n      value: function value() {}\n    }, {\n      key: cancelableSymbol,\n      value: function value() {}\n    }]);\n\n    return ForeverYieldable;\n  }(Yieldable);\n\n  var forever = new ForeverYieldable();\n  _exports.forever = forever;\n\n  var RawValue = /*#__PURE__*/_createClass(function RawValue(value) {\n    _classCallCheck(this, RawValue);\n\n    this.value = value;\n  });\n\n  _exports.RawValue = RawValue;\n\n  function raw(value) {\n    return new RawValue(value);\n  }\n\n  var RawTimeoutYieldable = /*#__PURE__*/function (_Yieldable3) {\n    _inherits(RawTimeoutYieldable, _Yieldable3);\n\n    var _super3 = _createSuper(RawTimeoutYieldable);\n\n    function RawTimeoutYieldable(ms) {\n      var _this2;\n\n      _classCallCheck(this, RawTimeoutYieldable);\n\n      _this2 = _super3.call(this);\n      _this2.ms = ms;\n      _this2.timerId = null;\n      return _this2;\n    }\n\n    _createClass(RawTimeoutYieldable, [{\n      key: yieldableSymbol,\n      value: function value(taskInstance, resumeIndex) {\n        this.timerId = setTimeout(function () {\n          taskInstance.proceed(resumeIndex, YIELDABLE_CONTINUE, taskInstance._result);\n        }, this.ms);\n      }\n    }, {\n      key: cancelableSymbol,\n      value: function value() {\n        clearTimeout(this.timerId);\n        this.timerId = null;\n      }\n    }]);\n\n    return RawTimeoutYieldable;\n  }(Yieldable);\n  /**\n   *\n   * Yielding `rawTimeout(ms)` will pause a task for the duration\n   * of time passed in, in milliseconds.\n   *\n   * The timeout will use the native `setTimeout()` browser API,\n   * instead of the Ember runloop, which means that test helpers\n   * will *not* wait for it to complete.\n   *\n   * The task below, when performed, will print a message to the\n   * console every second.\n   *\n   * ```js\n   * export default Component.extend({\n   *   myTask: task(function * () {\n   *     while (true) {\n   *       console.log(\"Hello!\");\n   *       yield rawTimeout(1000);\n   *     }\n   *   })\n   * });\n   * ```\n   *\n   * @param {number} ms - the amount of time to sleep before resuming\n   *   the task, in milliseconds\n   */\n\n\n  function rawTimeout(ms) {\n    return new RawTimeoutYieldable(ms);\n  }\n\n  function yieldableToPromise(yieldable) {\n    var def = Ember.RSVP.defer();\n    var thinInstance = {\n      proceed: function proceed(_index, resumeType, value) {\n        if (resumeType == YIELDABLE_CONTINUE || resumeType == YIELDABLE_RETURN) {\n          def.resolve(value);\n        } else {\n          def.reject(value);\n        }\n      }\n    };\n    var maybeDisposer = yieldable[yieldableSymbol](thinInstance, 0);\n    def.promise[cancelableSymbol] = maybeDisposer || yieldable[cancelableSymbol];\n    return def.promise;\n  }\n});","define(\"ember-cookies/services/cookies\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  function _slicedToArray(arr, i) { return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest(); }\n\n  function _nonIterableRest() { throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  function _iterableToArrayLimit(arr, i) { var _i = arr == null ? null : typeof Symbol !== \"undefined\" && arr[Symbol.iterator] || arr[\"@@iterator\"]; if (_i == null) return; var _arr = []; var _n = true; var _d = false; var _s, _e; try { for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i[\"return\"] != null) _i[\"return\"](); } finally { if (_d) throw _e; } } return _arr; }\n\n  function _arrayWithHoles(arr) { if (Array.isArray(arr)) return arr; }\n\n  var keys = Object.keys;\n  var assign = Object.assign || Ember.assign || Ember.merge;\n  var DEFAULTS = {\n    raw: false\n  };\n  var MAX_COOKIE_BYTE_LENGTH = 4096;\n\n  var _default = Ember.Service.extend({\n    _isFastBoot: Ember.computed.reads('_fastBoot.isFastBoot'),\n    _fastBoot: Ember.computed(function () {\n      var owner = Ember.getOwner(this);\n      return owner.lookup('service:fastboot');\n    }),\n    _document: Ember.computed(function () {\n      return document;\n    }),\n    _getDocumentCookies: function _getDocumentCookies() {\n      var all = this.get('_document.cookie').split(';');\n\n      var filtered = this._filterDocumentCookies(Ember.A(all));\n\n      return filtered.reduce(function (acc, cookie) {\n        if (!Ember.isEmpty(cookie)) {\n          var _cookie = _slicedToArray(cookie, 2),\n              key = _cookie[0],\n              value = _cookie[1];\n\n          acc[key.trim()] = (value || '').trim();\n        }\n\n        return acc;\n      }, {});\n    },\n    _getFastBootCookies: function _getFastBootCookies() {\n      var fastBootCookies = this.get('_fastBoot.request.cookies');\n      fastBootCookies = Ember.A(keys(fastBootCookies)).reduce(function (acc, name) {\n        var value = fastBootCookies[name];\n        acc[name] = {\n          value: value\n        };\n        return acc;\n      }, {});\n      var fastBootCookiesCache = this._fastBootCookiesCache || {};\n      fastBootCookies = assign({}, fastBootCookies, fastBootCookiesCache);\n      this._fastBootCookiesCache = fastBootCookies;\n      return this._filterCachedFastBootCookies(fastBootCookies);\n    },\n    read: function read(name) {\n      var _this = this;\n\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n      options = assign({}, DEFAULTS, options || {});\n      (true && !(Ember.isEmpty(options.domain) && Ember.isEmpty(options.expires) && Ember.isEmpty(options.maxAge) && Ember.isEmpty(options.path)) && Ember.assert('Domain, Expires, Max-Age, and Path options cannot be set when reading cookies', Ember.isEmpty(options.domain) && Ember.isEmpty(options.expires) && Ember.isEmpty(options.maxAge) && Ember.isEmpty(options.path)));\n      var all;\n\n      if (this.get('_isFastBoot')) {\n        all = this._getFastBootCookies();\n      } else {\n        all = this._getDocumentCookies();\n      }\n\n      if (name) {\n        return this._decodeValue(all[name], options.raw);\n      } else {\n        Ember.A(keys(all)).forEach(function (name) {\n          return all[name] = _this._decodeValue(all[name], options.raw);\n        });\n        return all;\n      }\n    },\n    write: function write(name, value) {\n      var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n      options = assign({}, DEFAULTS, options || {});\n      (true && !(!options.signed) && Ember.assert(\"Cookies cannot be set as signed as signed cookies would not be modifyable in the browser as it has no knowledge of the express server's signing key!\", !options.signed));\n      (true && !(Ember.isEmpty(options.expires) || Ember.isEmpty(options.maxAge)) && Ember.assert('Cookies cannot be set with both maxAge and an explicit expiration time!', Ember.isEmpty(options.expires) || Ember.isEmpty(options.maxAge)));\n      value = this._encodeValue(value, options.raw);\n      (true && !(this._isCookieSizeAcceptable(value)) && Ember.assert(\"Cookies larger than \".concat(MAX_COOKIE_BYTE_LENGTH, \" bytes are not supported by most browsers!\"), this._isCookieSizeAcceptable(value)));\n\n      if (this.get('_isFastBoot')) {\n        this._writeFastBootCookie(name, value, options);\n      } else {\n        (true && !(!options.httpOnly) && Ember.assert('Cookies cannot be set to be HTTP-only from a browser!', !options.httpOnly));\n\n        this._writeDocumentCookie(name, value, options);\n      }\n    },\n    clear: function clear(name) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n      options = assign({}, options || {});\n      (true && !(Ember.isEmpty(options.expires) && Ember.isEmpty(options.maxAge) && Ember.isEmpty(options.raw)) && Ember.assert('Expires, Max-Age, and raw options cannot be set when clearing cookies', Ember.isEmpty(options.expires) && Ember.isEmpty(options.maxAge) && Ember.isEmpty(options.raw)));\n      options.expires = new Date('1970-01-01');\n      this.write(name, null, options);\n    },\n    exists: function exists(name) {\n      var all;\n\n      if (this.get('_isFastBoot')) {\n        all = this._getFastBootCookies();\n      } else {\n        all = this._getDocumentCookies();\n      }\n\n      return all.hasOwnProperty(name);\n    },\n    _writeDocumentCookie: function _writeDocumentCookie(name, value) {\n      var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n\n      var serializedCookie = this._serializeCookie(name, value, options);\n\n      this.set('_document.cookie', serializedCookie);\n    },\n    _writeFastBootCookie: function _writeFastBootCookie(name, value) {\n      var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n      var responseHeaders = this.get('_fastBoot.response.headers');\n\n      var serializedCookie = this._serializeCookie.apply(this, arguments);\n\n      if (!Ember.isEmpty(options.maxAge)) {\n        options.maxAge *= 1000;\n      }\n\n      this._cacheFastBootCookie.apply(this, arguments);\n\n      var replaced = false;\n      var existing = responseHeaders.getAll('set-cookie');\n\n      for (var i = 0; i < existing.length; i++) {\n        if (existing[i].startsWith(\"\".concat(name, \"=\"))) {\n          existing[i] = serializedCookie;\n          replaced = true;\n          break;\n        }\n      }\n\n      if (!replaced) {\n        responseHeaders.append('set-cookie', serializedCookie);\n      }\n    },\n    _cacheFastBootCookie: function _cacheFastBootCookie(name, value) {\n      var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n      var fastBootCache = this._fastBootCookiesCache || {};\n      var cachedOptions = assign({}, options);\n\n      if (cachedOptions.maxAge) {\n        var expires = new Date();\n        expires.setSeconds(expires.getSeconds() + options.maxAge);\n        cachedOptions.expires = expires;\n        delete cachedOptions.maxAge;\n      }\n\n      fastBootCache[name] = {\n        value: value,\n        options: cachedOptions\n      };\n      this._fastBootCookiesCache = fastBootCache;\n    },\n    _filterCachedFastBootCookies: function _filterCachedFastBootCookies(fastBootCookies) {\n      var _this$get = this.get('_fastBoot.request'),\n          requestPath = _this$get.path,\n          protocol = _this$get.protocol; // cannot use deconstruct here\n\n\n      var host = this.get('_fastBoot.request.host');\n      return Ember.A(keys(fastBootCookies)).reduce(function (acc, name) {\n        var _fastBootCookies$name = fastBootCookies[name],\n            value = _fastBootCookies$name.value,\n            options = _fastBootCookies$name.options;\n        options = options || {};\n        var _options = options,\n            optionsPath = _options.path,\n            domain = _options.domain,\n            expires = _options.expires,\n            secure = _options.secure;\n\n        if (optionsPath && requestPath.indexOf(optionsPath) !== 0) {\n          return acc;\n        }\n\n        if (domain && host.indexOf(domain) + domain.length !== host.length) {\n          return acc;\n        }\n\n        if (expires && expires < new Date()) {\n          return acc;\n        }\n\n        if (secure && !(protocol || '').match(/^https/)) {\n          return acc;\n        }\n\n        acc[name] = value;\n        return acc;\n      }, {});\n    },\n    _encodeValue: function _encodeValue(value, raw) {\n      if (Ember.isNone(value)) {\n        return '';\n      } else if (raw) {\n        return value;\n      } else {\n        return encodeURIComponent(value);\n      }\n    },\n    _decodeValue: function _decodeValue(value, raw) {\n      if (Ember.isNone(value) || raw) {\n        return value;\n      } else {\n        return decodeURIComponent(value);\n      }\n    },\n    _filterDocumentCookies: function _filterDocumentCookies(unfilteredCookies) {\n      return unfilteredCookies.map(function (c) {\n        var separatorIndex = c.indexOf('=');\n        return [c.substring(0, separatorIndex), c.substring(separatorIndex + 1)];\n      }).filter(function (c) {\n        return c.length === 2 && Ember.isPresent(c[0]);\n      });\n    },\n    _serializeCookie: function _serializeCookie(name, value) {\n      var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n      var cookie = \"\".concat(name, \"=\").concat(value);\n\n      if (!Ember.isEmpty(options.domain)) {\n        cookie = \"\".concat(cookie, \"; domain=\").concat(options.domain);\n      }\n\n      if (Ember.typeOf(options.expires) === 'date') {\n        cookie = \"\".concat(cookie, \"; expires=\").concat(options.expires.toUTCString());\n      }\n\n      if (!Ember.isEmpty(options.maxAge)) {\n        cookie = \"\".concat(cookie, \"; max-age=\").concat(options.maxAge);\n      }\n\n      if (options.secure) {\n        cookie = \"\".concat(cookie, \"; secure\");\n      }\n\n      if (options.httpOnly) {\n        cookie = \"\".concat(cookie, \"; httpOnly\");\n      }\n\n      if (!Ember.isEmpty(options.path)) {\n        cookie = \"\".concat(cookie, \"; path=\").concat(options.path);\n      }\n\n      return cookie;\n    },\n    _isCookieSizeAcceptable: function _isCookieSizeAcceptable(value) {\n      // Counting bytes varies Pre-ES6 and in ES6\n      // This snippet counts the bytes in the value\n      // about to be stored as the cookie:\n      // See https://stackoverflow.com/a/25994411/6657064\n      var _byteCount = 0;\n      var i = 0;\n      var c;\n\n      while (c = value.charCodeAt(i++)) {\n        /* eslint-disable no-bitwise */\n        _byteCount += c >> 11 ? 3 : c >> 7 ? 2 : 1;\n        /* eslint-enable no-bitwise */\n      }\n\n      return _byteCount < MAX_COOKIE_BYTE_LENGTH;\n    }\n  });\n\n  _exports.default = _default;\n});","define('ember-fetch/ajax', ['exports', 'fetch'], function (exports, _fetch) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.default = ajax;\n    function ajax(input, init) {\n        return (0, _fetch.default)(input, init).then(function (response) {\n            if (response.ok) {\n                return response.json();\n            }\n            throw response;\n        });\n    }\n});","define('ember-fetch/errors', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.isUnauthorizedResponse = isUnauthorizedResponse;\n  exports.isForbiddenResponse = isForbiddenResponse;\n  exports.isInvalidResponse = isInvalidResponse;\n  exports.isBadRequestResponse = isBadRequestResponse;\n  exports.isNotFoundResponse = isNotFoundResponse;\n  exports.isGoneResponse = isGoneResponse;\n  exports.isAbortError = isAbortError;\n  exports.isConflictResponse = isConflictResponse;\n  exports.isServerErrorResponse = isServerErrorResponse;\n  /**\n   * Checks if the given response represents an unauthorized request error\n   */\n  function isUnauthorizedResponse(response) {\n    return response.status === 401;\n  }\n  /**\n   * Checks if the given response represents a forbidden request error\n   */\n  function isForbiddenResponse(response) {\n    return response.status === 403;\n  }\n  /**\n   * Checks if the given response represents an invalid request error\n   */\n  function isInvalidResponse(response) {\n    return response.status === 422;\n  }\n  /**\n   * Checks if the given response represents a bad request error\n   */\n  function isBadRequestResponse(response) {\n    return response.status === 400;\n  }\n  /**\n   * Checks if the given response represents a \"not found\" error\n   */\n  function isNotFoundResponse(response) {\n    return response.status === 404;\n  }\n  /**\n   * Checks if the given response represents a \"gone\" error\n   */\n  function isGoneResponse(response) {\n    return response.status === 410;\n  }\n  /**\n   * Checks if the given error is an \"abort\" error\n   */\n  function isAbortError(error) {\n    return error.name == 'AbortError';\n  }\n  /**\n   * Checks if the given response represents a conflict error\n   */\n  function isConflictResponse(response) {\n    return response.status === 409;\n  }\n  /**\n   * Checks if the given response represents a server error\n   */\n  function isServerErrorResponse(response) {\n    return response.status >= 500 && response.status < 600;\n  }\n});","define('ember-fetch/mixins/adapter-fetch', ['exports', 'fetch', 'ember-fetch/utils/mung-options-for-fetch', 'ember-fetch/utils/determine-body-promise'], function (exports, _fetch, _mungOptionsForFetch, _determineBodyPromise) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.headersToObject = headersToObject;\n\n    /**\n     * Helper function to create a plain object from the response's Headers.\n     * Consumed by the adapter's `handleResponse`.\n     */\n    function headersToObject(headers) {\n        var headersObject = {};\n        if (headers) {\n            headers.forEach(function (value, key) {\n                return headersObject[key] = value;\n            });\n        }\n        return headersObject;\n    }\n    exports.default = Ember.Mixin.create({\n        headers: undefined,\n        init: function init() {\n            this._super.apply(this, arguments);\n            (true && !(false) && Ember.deprecate('FetchAdapter is deprecated, it is no longer required for ember-data>=3.9.2', false, {\n                id: 'deprecate-fetch-ember-data-support',\n                until: '7.0.0'\n            }));\n        },\n\n        /**\n         * @override\n         */\n        ajaxOptions: function ajaxOptions(url, type, options) {\n            var hash = options || {};\n            hash.url = url;\n            hash.type = type;\n            // Add headers set on the Adapter\n            var adapterHeaders = Ember.get(this, 'headers');\n            if (adapterHeaders) {\n                hash.headers = Ember.assign(hash.headers || {}, adapterHeaders);\n            }\n            var mungedOptions = (0, _mungOptionsForFetch.default)(hash);\n            // Mimics the default behavior in Ember Data's `ajaxOptions`, namely to set the\n            // 'Content-Type' header to application/json if it is not a GET request and it has a body.\n            if (mungedOptions.method !== 'GET' && mungedOptions.body && (mungedOptions.headers === undefined || !(mungedOptions.headers['Content-Type'] || mungedOptions.headers['content-type']))) {\n                mungedOptions.headers = mungedOptions.headers || {};\n                mungedOptions.headers['Content-Type'] = 'application/json; charset=utf-8';\n            }\n            return mungedOptions;\n        },\n\n        /**\n         * @override\n         */\n        ajax: function ajax(url, type, options) {\n            var _this = this;\n\n            var requestData = {\n                url: url,\n                method: type\n            };\n            var hash = this.ajaxOptions(url, type, options);\n            return this._ajaxRequest(hash)\n            // @ts-ignore\n            .catch(function (error, response, requestData) {\n                throw _this.ajaxError(_this, response, null, requestData, error);\n            }).then(function (response) {\n                return Ember.RSVP.hash({\n                    response: response,\n                    payload: (0, _determineBodyPromise.default)(response, requestData)\n                });\n            }).then(function (_ref) {\n                var response = _ref.response,\n                    payload = _ref.payload;\n\n                if (response.ok) {\n                    return _this.ajaxSuccess(_this, response, payload, requestData);\n                } else {\n                    throw _this.ajaxError(_this, response, payload, requestData);\n                }\n            });\n        },\n\n        /**\n         * Overrides the `_ajaxRequest` method to use `fetch` instead of jQuery.ajax\n         * @override\n         */\n        _ajaxRequest: function _ajaxRequest(options) {\n            return this._fetchRequest(options.url, options);\n        },\n\n        /**\n         * A hook into where `fetch` is called.\n         * Useful if you want to override this behavior, for example to multiplex requests.\n         */\n        _fetchRequest: function _fetchRequest(url, options) {\n            return (0, _fetch.default)(url, options);\n        },\n\n        /**\n         * @override\n         */\n        ajaxSuccess: function ajaxSuccess(adapter, response, payload, requestData) {\n            var returnResponse = adapter.handleResponse(response.status, headersToObject(response.headers),\n            // TODO: DS.RESTAdapter annotates payload: {}\n            // @ts-ignore\n            payload, requestData);\n            // TODO: DS.RESTAdapter annotates response: {}\n            // @ts-ignore\n            if (returnResponse && returnResponse.isAdapterError) {\n                return Ember.RSVP.reject(returnResponse);\n            } else {\n                return returnResponse;\n            }\n        },\n\n        /**\n         * Allows for the error to be selected from either the\n         * response object, or the response data.\n         */\n        parseFetchResponseForError: function parseFetchResponseForError(response, payload) {\n            return payload || response.statusText;\n        },\n\n        /**\n         * @override\n         */\n        ajaxError: function ajaxError(adapter, response, payload, requestData, error) {\n            if (error) {\n                return error;\n            } else {\n                var parsedResponse = adapter.parseFetchResponseForError(response, payload);\n                return adapter.handleResponse(response.status, headersToObject(response.headers),\n                // TODO: parseErrorResponse is DS.RESTAdapter private API\n                // @ts-ignore\n                adapter.parseErrorResponse(parsedResponse) || payload, requestData);\n            }\n        }\n    });\n});","define('ember-fetch/types', ['exports'], function (exports) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.isPlainObject = isPlainObject;\n    function isPlainObject(obj) {\n        return Object.prototype.toString.call(obj) === '[object Object]';\n    }\n});","define('ember-fetch/utils/determine-body-promise', ['exports'], function (exports) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.default = determineBodyPromise;\n    /**\n     * Function that always attempts to parse the response as json, and if an error is thrown,\n     * returns `undefined` if the response is successful and has a status code of 204 (No Content),\n     * or 205 (Reset Content) or if the request method was 'HEAD', and the plain payload otherwise.\n     */\n    function determineBodyPromise(response, requestData) {\n        return response.text().then(function (payload) {\n            var ret = payload;\n            try {\n                ret = JSON.parse(payload);\n            } catch (error) {\n                if (!(error instanceof SyntaxError)) {\n                    throw error;\n                }\n                var status = response.status;\n                if (response.ok && (status === 204 || status === 205 || requestData.method === 'HEAD')) {\n                    ret = undefined;\n                } else {\n                    console.warn('This response was unable to be parsed as json.', payload);\n                }\n            }\n            return ret;\n        });\n    }\n});","define('ember-fetch/utils/mung-options-for-fetch', ['exports', 'ember-fetch/utils/serialize-query-params', 'ember-fetch/types'], function (exports, _serializeQueryParams, _types) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.default = mungOptionsForFetch;\n\n    /**\n     * Helper function that translates the options passed to `jQuery.ajax` into a format that `fetch` expects.\n     */\n    function mungOptionsForFetch(options) {\n        var hash = Ember.assign({\n            credentials: 'same-origin'\n        }, options);\n        // Default to 'GET' in case `type` is not passed in (mimics jQuery.ajax).\n        hash.method = (hash.method || hash.type || 'GET').toUpperCase();\n        if (hash.data) {\n            // GET and HEAD requests can't have a `body`\n            if (hash.method === 'GET' || hash.method === 'HEAD') {\n                // If no options are passed, Ember Data sets `data` to an empty object, which we test for.\n                if (Object.keys(hash.data).length) {\n                    // Test if there are already query params in the url (mimics jQuey.ajax).\n                    var queryParamDelimiter = hash.url.indexOf('?') > -1 ? '&' : '?';\n                    hash.url += '' + queryParamDelimiter + (0, _serializeQueryParams.serializeQueryParams)(hash.data);\n                }\n            } else {\n                // NOTE: a request's body cannot be a POJO, so we stringify it if it is.\n                // JSON.stringify removes keys with values of `undefined` (mimics jQuery.ajax).\n                // If the data is not a POJO (it's a String, FormData, etc), we just set it.\n                // If the data is a string, we assume it's a stringified object.\n                if ((0, _types.isPlainObject)(hash.data)) {\n                    hash.body = JSON.stringify(hash.data);\n                } else {\n                    hash.body = hash.data;\n                }\n            }\n        }\n        return hash;\n    }\n});","define('ember-fetch/utils/serialize-query-params', ['exports', 'ember-fetch/types'], function (exports, _types) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    exports.serializeQueryParams = serializeQueryParams;\n\n    var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n        return typeof obj;\n    } : function (obj) {\n        return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n    };\n\n    var RBRACKET = /\\[\\]$/;\n    /**\n     * Helper function that turns the data/body of a request into a query param string.\n     * This is directly copied from jQuery.param.\n     */\n    function serializeQueryParams(queryParamsObject) {\n        var s = [];\n        function buildParams(prefix, obj) {\n            var i, len, key;\n            if (prefix) {\n                if (Array.isArray(obj)) {\n                    for (i = 0, len = obj.length; i < len; i++) {\n                        if (RBRACKET.test(prefix)) {\n                            add(s, prefix, obj[i]);\n                        } else {\n                            buildParams(prefix + '[' + (_typeof(obj[i]) === 'object' ? i : '') + ']', obj[i]);\n                        }\n                    }\n                } else if ((0, _types.isPlainObject)(obj)) {\n                    for (key in obj) {\n                        buildParams(prefix + '[' + key + ']', obj[key]);\n                    }\n                } else {\n                    add(s, prefix, obj);\n                }\n            } else if (Array.isArray(obj)) {\n                for (i = 0, len = obj.length; i < len; i++) {\n                    add(s, obj[i].name, obj[i].value);\n                }\n            } else {\n                for (key in obj) {\n                    buildParams(key, obj[key]);\n                }\n            }\n            return s;\n        }\n        return buildParams('', queryParamsObject).join('&').replace(/%20/g, '+');\n    }\n    /**\n     * Part of the `serializeQueryParams` helper function.\n     */\n    function add(s, k, v) {\n        // Strip out keys with undefined value and replace null values with\n        // empty strings (mimics jQuery.ajax)\n        if (v === undefined) {\n            return;\n        } else if (v === null) {\n            v = '';\n        }\n        v = typeof v === 'function' ? v() : v;\n        s[s.length] = encodeURIComponent(k) + '=' + encodeURIComponent(v);\n    }\n    exports.default = serializeQueryParams;\n});","define('ember-get-config/index', ['exports', 'sf/config/environment'], function (exports, _environment) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _environment.default;\n    }\n  });\n});","define('ember-ignore-children-helper/helpers/ignore-children', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.ignoreChildren = ignoreChildren;\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  function ignoreChildren(_ref) {\n    var _ref2 = _slicedToArray(_ref, 1),\n        nextHandler = _ref2[0];\n\n    return function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      var event = args[args.length - 1];\n      if (event && event.target === event.currentTarget) {\n        nextHandler.apply(this, args);\n      }\n    };\n  }\n\n  exports.default = Ember.Helper.helper(ignoreChildren);\n});","define('ember-inflector/index', ['exports', 'ember-inflector/lib/system', 'ember-inflector/lib/ext/string'], function (exports, _system) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.defaultRules = exports.singularize = exports.pluralize = undefined;\n\n\n  _system.Inflector.defaultRules = _system.defaultRules;\n\n  Object.defineProperty(Ember, 'Inflector', {\n    get: function get() {\n      Ember.deprecate('Ember.Inflector is deprecated. Please explicitly: import Inflector from \\'ember-inflector\\';', false, {\n        id: 'ember-inflector.globals',\n        until: '3.0.0'\n      });\n\n      return _system.Inflector;\n    }\n  });\n\n  Object.defineProperty(Ember.String, 'singularize', {\n    get: function get() {\n      Ember.deprecate('Ember.String.singularize() is deprecated. Please explicitly: import { singularize } from \\'ember-inflector\\';', false, {\n        id: 'ember-inflector.globals',\n        until: '3.0.0'\n      });\n\n      return _system.singularize;\n    }\n  });\n\n  Object.defineProperty(Ember.String, 'pluralize', {\n    get: function get() {\n      Ember.deprecate('Ember.String.pluralize() is deprecated. Please explicitly: import { pluralize } from \\'ember-inflector\\';', false, {\n        id: 'ember-inflector.globals',\n        until: '3.0.0'\n      });\n\n      return _system.pluralize;\n    }\n  });\n\n  exports.default = _system.Inflector;\n  exports.pluralize = _system.pluralize;\n  exports.singularize = _system.singularize;\n  exports.defaultRules = _system.defaultRules;\n});","define('ember-inflector/lib/ext/string', ['ember-inflector/lib/system/string'], function (_string) {\n  'use strict';\n\n  if (Ember.ENV.EXTEND_PROTOTYPES === true || Ember.ENV.EXTEND_PROTOTYPES.String) {\n    /**\n      See {{#crossLink \"Ember.String/pluralize\"}}{{/crossLink}}\n       @method pluralize\n      @for String\n    */\n    Object.defineProperty(String.prototype, 'pluralize', {\n      get: function get() {\n        Ember.deprecate('String.prototype.pluralize() is deprecated. Please explicitly: import { pluralize } from \\'ember-inflector\\';', false, {\n          id: 'ember-inflector.globals',\n          until: '3.0.0'\n        });\n\n        return function () {\n          return (0, _string.pluralize)(this);\n        };\n      }\n    });\n\n    /**\n      See {{#crossLink \"Ember.String/singularize\"}}{{/crossLink}}\n       @method singularize\n      @for String\n    */\n    Object.defineProperty(String.prototype, 'singularize', {\n      get: function get() {\n        Ember.deprecate('String.prototype.singularize() is deprecated. Please explicitly: import { singularize } from \\'ember-inflector\\';', false, {\n          id: 'ember-inflector.globals',\n          until: '3.0.0'\n        });\n\n        return function () {\n          return (0, _string.singularize)(this);\n        };\n      }\n    });\n  }\n});","define('ember-inflector/lib/helpers/pluralize', ['exports', 'ember-inflector', 'ember-inflector/lib/utils/make-helper'], function (exports, _emberInflector, _makeHelper) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = (0, _makeHelper.default)(function (params, hash) {\n    var fullParams = new (Function.prototype.bind.apply(Array, [null].concat(_toConsumableArray(params))))();\n\n    if (fullParams.length === 2) {\n      fullParams.push({ withoutCount: hash[\"without-count\"] });\n    }\n\n    return _emberInflector.pluralize.apply(undefined, _toConsumableArray(fullParams));\n  });\n});","define('ember-inflector/lib/helpers/singularize', ['exports', 'ember-inflector', 'ember-inflector/lib/utils/make-helper'], function (exports, _emberInflector, _makeHelper) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = (0, _makeHelper.default)(function (params) {\n    return (0, _emberInflector.singularize)(params[0]);\n  });\n});","define(\"ember-inflector/lib/system\", [\"exports\", \"ember-inflector/lib/system/inflector\", \"ember-inflector/lib/system/string\", \"ember-inflector/lib/system/inflections\"], function (exports, _inflector, _string, _inflections) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.defaultRules = exports.pluralize = exports.singularize = exports.Inflector = undefined;\n\n\n  _inflector.default.inflector = new _inflector.default(_inflections.default);\n\n  exports.Inflector = _inflector.default;\n  exports.singularize = _string.singularize;\n  exports.pluralize = _string.pluralize;\n  exports.defaultRules = _inflections.default;\n});","define('ember-inflector/lib/system/inflections', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = {\n    plurals: [[/$/, 's'], [/s$/i, 's'], [/^(ax|test)is$/i, '$1es'], [/(octop|vir)us$/i, '$1i'], [/(octop|vir)i$/i, '$1i'], [/(alias|status|bonus)$/i, '$1es'], [/(bu)s$/i, '$1ses'], [/(buffal|tomat)o$/i, '$1oes'], [/([ti])um$/i, '$1a'], [/([ti])a$/i, '$1a'], [/sis$/i, 'ses'], [/(?:([^f])fe|([lr])f)$/i, '$1$2ves'], [/(hive)$/i, '$1s'], [/([^aeiouy]|qu)y$/i, '$1ies'], [/(x|ch|ss|sh)$/i, '$1es'], [/(matr|vert|ind)(?:ix|ex)$/i, '$1ices'], [/^(m|l)ouse$/i, '$1ice'], [/^(m|l)ice$/i, '$1ice'], [/^(ox)$/i, '$1en'], [/^(oxen)$/i, '$1'], [/(quiz)$/i, '$1zes']],\n\n    singular: [[/s$/i, ''], [/(ss)$/i, '$1'], [/(n)ews$/i, '$1ews'], [/([ti])a$/i, '$1um'], [/((a)naly|(b)a|(d)iagno|(p)arenthe|(p)rogno|(s)ynop|(t)he)(sis|ses)$/i, '$1sis'], [/(^analy)(sis|ses)$/i, '$1sis'], [/([^f])ves$/i, '$1fe'], [/(hive)s$/i, '$1'], [/(tive)s$/i, '$1'], [/([lr])ves$/i, '$1f'], [/([^aeiouy]|qu)ies$/i, '$1y'], [/(s)eries$/i, '$1eries'], [/(m)ovies$/i, '$1ovie'], [/(x|ch|ss|sh)es$/i, '$1'], [/^(m|l)ice$/i, '$1ouse'], [/(bus)(es)?$/i, '$1'], [/(o)es$/i, '$1'], [/(shoe)s$/i, '$1'], [/(cris|test)(is|es)$/i, '$1is'], [/^(a)x[ie]s$/i, '$1xis'], [/(octop|vir)(us|i)$/i, '$1us'], [/(alias|status|bonus)(es)?$/i, '$1'], [/^(ox)en/i, '$1'], [/(vert|ind)ices$/i, '$1ex'], [/(matr)ices$/i, '$1ix'], [/(quiz)zes$/i, '$1'], [/(database)s$/i, '$1']],\n\n    irregularPairs: [['person', 'people'], ['man', 'men'], ['child', 'children'], ['sex', 'sexes'], ['move', 'moves'], ['cow', 'kine'], ['zombie', 'zombies']],\n\n    uncountable: ['equipment', 'information', 'rice', 'money', 'species', 'series', 'fish', 'sheep', 'jeans', 'police']\n  };\n});","define('ember-inflector/lib/system/inflector', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var capitalize = Ember.String.capitalize;\n\n  var BLANK_REGEX = /^\\s*$/;\n  var LAST_WORD_DASHED_REGEX = /([\\w/-]+[_/\\s-])([a-z\\d]+$)/;\n  var LAST_WORD_CAMELIZED_REGEX = /([\\w/\\s-]+)([A-Z][a-z\\d]*$)/;\n  var CAMELIZED_REGEX = /[A-Z][a-z\\d]*$/;\n\n  function loadUncountable(rules, uncountable) {\n    for (var i = 0, length = uncountable.length; i < length; i++) {\n      rules.uncountable[uncountable[i].toLowerCase()] = true;\n    }\n  }\n\n  function loadIrregular(rules, irregularPairs) {\n    var pair;\n\n    for (var i = 0, length = irregularPairs.length; i < length; i++) {\n      pair = irregularPairs[i];\n\n      //pluralizing\n      rules.irregular[pair[0].toLowerCase()] = pair[1];\n      rules.irregular[pair[1].toLowerCase()] = pair[1];\n\n      //singularizing\n      rules.irregularInverse[pair[1].toLowerCase()] = pair[0];\n      rules.irregularInverse[pair[0].toLowerCase()] = pair[0];\n    }\n  }\n\n  /**\n    Inflector.Ember provides a mechanism for supplying inflection rules for your\n    application. Ember includes a default set of inflection rules, and provides an\n    API for providing additional rules.\n  \n    Examples:\n  \n    Creating an inflector with no rules.\n  \n    ```js\n    var inflector = new Ember.Inflector();\n    ```\n  \n    Creating an inflector with the default ember ruleset.\n  \n    ```js\n    var inflector = new Ember.Inflector(Ember.Inflector.defaultRules);\n  \n    inflector.pluralize('cow'); //=> 'kine'\n    inflector.singularize('kine'); //=> 'cow'\n    ```\n  \n    Creating an inflector and adding rules later.\n  \n    ```javascript\n    var inflector = Ember.Inflector.inflector;\n  \n    inflector.pluralize('advice'); // => 'advices'\n    inflector.uncountable('advice');\n    inflector.pluralize('advice'); // => 'advice'\n  \n    inflector.pluralize('formula'); // => 'formulas'\n    inflector.irregular('formula', 'formulae');\n    inflector.pluralize('formula'); // => 'formulae'\n  \n    // you would not need to add these as they are the default rules\n    inflector.plural(/$/, 's');\n    inflector.singular(/s$/i, '');\n    ```\n  \n    Creating an inflector with a nondefault ruleset.\n  \n    ```javascript\n    var rules = {\n      plurals:  [\n        [ /$/, 's' ]\n      ],\n      singular: [\n        [ /\\s$/, '' ]\n      ],\n      irregularPairs: [\n        [ 'cow', 'kine' ]\n      ],\n      uncountable: [ 'fish' ]\n    };\n  \n    var inflector = new Ember.Inflector(rules);\n    ```\n  \n    @class Inflector\n    @namespace Ember\n  */\n  function Inflector(ruleSet) {\n    ruleSet = ruleSet || {};\n    ruleSet.uncountable = ruleSet.uncountable || makeDictionary();\n    ruleSet.irregularPairs = ruleSet.irregularPairs || makeDictionary();\n\n    var rules = this.rules = {\n      plurals: ruleSet.plurals || [],\n      singular: ruleSet.singular || [],\n      irregular: makeDictionary(),\n      irregularInverse: makeDictionary(),\n      uncountable: makeDictionary()\n    };\n\n    loadUncountable(rules, ruleSet.uncountable);\n    loadIrregular(rules, ruleSet.irregularPairs);\n\n    this.enableCache();\n  }\n\n  if (!Object.create && !Object.create(null).hasOwnProperty) {\n    throw new Error(\"This browser does not support Object.create(null), please polyfil with es5-sham: http://git.io/yBU2rg\");\n  }\n\n  function makeDictionary() {\n    var cache = Object.create(null);\n    cache['_dict'] = null;\n    delete cache['_dict'];\n    return cache;\n  }\n\n  Inflector.prototype = {\n    /**\n      @public\n       As inflections can be costly, and commonly the same subset of words are repeatedly\n      inflected an optional cache is provided.\n       @method enableCache\n    */\n    enableCache: function enableCache() {\n      this.purgeCache();\n\n      this.singularize = function (word) {\n        this._cacheUsed = true;\n        return this._sCache[word] || (this._sCache[word] = this._singularize(word));\n      };\n\n      this.pluralize = function (numberOrWord, word) {\n        var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n\n        this._cacheUsed = true;\n        var cacheKey = [numberOrWord, word, options.withoutCount];\n        return this._pCache[cacheKey] || (this._pCache[cacheKey] = this._pluralize(numberOrWord, word, options));\n      };\n    },\n\n    /**\n      @public\n       @method purgedCache\n    */\n    purgeCache: function purgeCache() {\n      this._cacheUsed = false;\n      this._sCache = makeDictionary();\n      this._pCache = makeDictionary();\n    },\n\n    /**\n      @public\n      disable caching\n       @method disableCache;\n    */\n    disableCache: function disableCache() {\n      this._sCache = null;\n      this._pCache = null;\n      this.singularize = function (word) {\n        return this._singularize(word);\n      };\n\n      this.pluralize = function () {\n        return this._pluralize.apply(this, arguments);\n      };\n    },\n\n    /**\n      @method plural\n      @param {RegExp} regex\n      @param {String} string\n    */\n    plural: function plural(regex, string) {\n      if (this._cacheUsed) {\n        this.purgeCache();\n      }\n      this.rules.plurals.push([regex, string.toLowerCase()]);\n    },\n\n    /**\n      @method singular\n      @param {RegExp} regex\n      @param {String} string\n    */\n    singular: function singular(regex, string) {\n      if (this._cacheUsed) {\n        this.purgeCache();\n      }\n      this.rules.singular.push([regex, string.toLowerCase()]);\n    },\n\n    /**\n      @method uncountable\n      @param {String} regex\n    */\n    uncountable: function uncountable(string) {\n      if (this._cacheUsed) {\n        this.purgeCache();\n      }\n      loadUncountable(this.rules, [string.toLowerCase()]);\n    },\n\n    /**\n      @method irregular\n      @param {String} singular\n      @param {String} plural\n    */\n    irregular: function irregular(singular, plural) {\n      if (this._cacheUsed) {\n        this.purgeCache();\n      }\n      loadIrregular(this.rules, [[singular, plural]]);\n    },\n\n    /**\n      @method pluralize\n      @param {String} word\n    */\n    pluralize: function pluralize() {\n      return this._pluralize.apply(this, arguments);\n    },\n\n    _pluralize: function _pluralize(wordOrCount, word) {\n      var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n\n      if (word === undefined) {\n        return this.inflect(wordOrCount, this.rules.plurals, this.rules.irregular);\n      }\n\n      if (parseFloat(wordOrCount) !== 1) {\n        word = this.inflect(word, this.rules.plurals, this.rules.irregular);\n      }\n\n      return options.withoutCount ? word : wordOrCount + ' ' + word;\n    },\n    /**\n      @method singularize\n      @param {String} word\n    */\n    singularize: function singularize(word) {\n      return this._singularize(word);\n    },\n\n    _singularize: function _singularize(word) {\n      return this.inflect(word, this.rules.singular, this.rules.irregularInverse);\n    },\n\n    /**\n      @protected\n       @method inflect\n      @param {String} word\n      @param {Object} typeRules\n      @param {Object} irregular\n    */\n    inflect: function inflect(word, typeRules, irregular) {\n      var inflection, substitution, result, lowercase, wordSplit, firstPhrase, lastWord, isBlank, isCamelized, rule, isUncountable;\n\n      isBlank = !word || BLANK_REGEX.test(word);\n\n      isCamelized = CAMELIZED_REGEX.test(word);\n      firstPhrase = \"\";\n\n      if (isBlank) {\n        return word;\n      }\n\n      lowercase = word.toLowerCase();\n      wordSplit = LAST_WORD_DASHED_REGEX.exec(word) || LAST_WORD_CAMELIZED_REGEX.exec(word);\n\n      if (wordSplit) {\n        firstPhrase = wordSplit[1];\n        lastWord = wordSplit[2].toLowerCase();\n      }\n\n      isUncountable = this.rules.uncountable[lowercase] || this.rules.uncountable[lastWord];\n\n      if (isUncountable) {\n        return word;\n      }\n\n      for (rule in irregular) {\n        if (lowercase.match(rule + \"$\")) {\n          substitution = irregular[rule];\n\n          if (isCamelized && irregular[lastWord]) {\n            substitution = capitalize(substitution);\n            rule = capitalize(rule);\n          }\n\n          return word.replace(new RegExp(rule, 'i'), substitution);\n        }\n      }\n\n      for (var i = typeRules.length, min = 0; i > min; i--) {\n        inflection = typeRules[i - 1];\n        rule = inflection[0];\n\n        if (rule.test(word)) {\n          break;\n        }\n      }\n\n      inflection = inflection || [];\n\n      rule = inflection[0];\n      substitution = inflection[1];\n\n      result = word.replace(rule, substitution);\n\n      return result;\n    }\n  };\n\n  exports.default = Inflector;\n});","define('ember-inflector/lib/system/string', ['exports', 'ember-inflector/lib/system/inflector'], function (exports, _inflector) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.singularize = exports.pluralize = undefined;\n\n\n  function pluralize() {\n    var _Inflector$inflector;\n\n    return (_Inflector$inflector = _inflector.default.inflector).pluralize.apply(_Inflector$inflector, arguments);\n  }\n\n  function singularize(word) {\n    return _inflector.default.inflector.singularize(word);\n  }\n\n  exports.pluralize = pluralize;\n  exports.singularize = singularize;\n});","define('ember-inflector/lib/utils/make-helper', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = makeHelper;\n  function makeHelper(helperFunction) {\n    if (Ember.Helper) {\n      return Ember.Helper.helper(helperFunction);\n    }\n    if (Ember.HTMLBars) {\n      return Ember.HTMLBars.makeBoundHelper(helperFunction);\n    }\n    return Ember.Handlebars.makeBoundHelper(helperFunction);\n  }\n});","define('ember-link-action/initializers/allow-link-action', ['exports', 'ember-link-action/mixins/link-action'], function (exports, _linkAction) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.initialize = initialize;\n  function initialize() {\n    Ember.LinkComponent.reopen(_linkAction.default);\n  }\n\n  exports.default = {\n    name: 'allow-link-action',\n    initialize: initialize\n  };\n});","define('ember-link-action/mixins/link-action', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Mixin.create({\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      if (this.get('invokeAction')) {\n        this._attachActionEvent();\n      }\n    },\n    willDestroyElement: function willDestroyElement() {\n      if (this.get('invokeAction')) {\n        this._detachActionEvent();\n      }\n    },\n    _sendInvokeAction: function _sendInvokeAction() {\n      this.sendAction('invokeAction');\n    },\n    _attachActionEvent: function _attachActionEvent() {\n      this.on(this.get('eventName'), this, this._sendInvokeAction);\n    },\n    _detachActionEvent: function _detachActionEvent() {\n      this.off(this.get('eventName'), this, this._sendInvokeAction);\n    }\n  });\n});","define('ember-load-initializers/index', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (app, prefix) {\n    var initializerPrefix = prefix + '/initializers/';\n    var instanceInitializerPrefix = prefix + '/instance-initializers/';\n    var initializers = [];\n    var instanceInitializers = [];\n    // this is 2 pass because generally the first pass is the problem\n    // and is reduced, and resolveInitializer has potential to deopt\n    var moduleNames = Object.keys(requirejs._eak_seen);\n    for (var i = 0; i < moduleNames.length; i++) {\n      var moduleName = moduleNames[i];\n      if (moduleName.lastIndexOf(initializerPrefix, 0) === 0) {\n        if (!_endsWith(moduleName, '-test')) {\n          initializers.push(moduleName);\n        }\n      } else if (moduleName.lastIndexOf(instanceInitializerPrefix, 0) === 0) {\n        if (!_endsWith(moduleName, '-test')) {\n          instanceInitializers.push(moduleName);\n        }\n      }\n    }\n    registerInitializers(app, initializers);\n    registerInstanceInitializers(app, instanceInitializers);\n  };\n\n  /* global requirejs:false, require:false */\n  function resolveInitializer(moduleName) {\n    var module = require(moduleName, null, null, true);\n    if (!module) {\n      throw new Error(moduleName + ' must export an initializer.');\n    }\n    var initializer = module['default'];\n    if (!initializer.name) {\n      initializer.name = moduleName.slice(moduleName.lastIndexOf('/') + 1);\n    }\n    return initializer;\n  }\n\n  function registerInitializers(app, moduleNames) {\n    for (var i = 0; i < moduleNames.length; i++) {\n      app.initializer(resolveInitializer(moduleNames[i]));\n    }\n  }\n\n  function registerInstanceInitializers(app, moduleNames) {\n    for (var i = 0; i < moduleNames.length; i++) {\n      app.instanceInitializer(resolveInitializer(moduleNames[i]));\n    }\n  }\n\n  function _endsWith(str, suffix) {\n    return str.indexOf(suffix, str.length - suffix.length) !== -1;\n  }\n});","define('ember-macro-helpers/-build-computed', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (_ref2) {\n    var collapseKeys = _ref2.collapseKeys,\n        getValue = _ref2.getValue,\n        flattenKeys = _ref2.flattenKeys,\n        isLazy = _ref2.isLazy;\n\n    return function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      var _parseComputedArgs = parseComputedArgs(args),\n          keys = _parseComputedArgs.keys,\n          incomingCallback = _parseComputedArgs.callback;\n\n      var collapsedKeys = collapseKeys(keys);\n\n      function createArgs(context, key) {\n        var bundledKeys = collapsedKeys.map(function (macro) {\n          return { context: context, macro: macro, key: key };\n        });\n        var values = void 0;\n        if (isLazy) {\n          values = bundledKeys.slice();\n          values.splice(0, 0, getValue);\n        } else {\n          values = bundledKeys.map(getValue);\n        }\n        return values;\n      }\n\n      var newCallback = buildCallback({ incomingCallback: incomingCallback, createArgs: createArgs });\n\n      return Ember.computed.apply(undefined, _toConsumableArray(flattenKeys(keys)).concat([newCallback]));\n    };\n  };\n\n  exports.buildCurriedComputed = buildCurriedComputed;\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  function parseComputedArgs(args) {\n    return {\n      keys: args.slice(0, -1),\n      callback: args[args.length - 1]\n    };\n  }\n\n  function buildCallback(_ref) {\n    var incomingCallback = _ref.incomingCallback,\n        createArgs = _ref.createArgs;\n\n    var newCallback = void 0;\n\n    if (typeof incomingCallback === 'function') {\n      newCallback = function newCallback(key) {\n        return incomingCallback.apply(this, createArgs(this, key));\n      };\n    } else {\n      newCallback = {};\n      if (incomingCallback.get) {\n        newCallback.get = function (key) {\n          return incomingCallback.get.apply(this, createArgs(this, key));\n        };\n      }\n      if (incomingCallback.set) {\n        newCallback.set = function (key, value) {\n          var _incomingCallback$set;\n\n          return (_incomingCallback$set = incomingCallback.set).call.apply(_incomingCallback$set, [this, value].concat(_toConsumableArray(createArgs(this, key))));\n        };\n      }\n    }\n\n    return newCallback;\n  }\n\n  function buildCurriedComputed(computed) {\n    return function (callback) {\n      return function () {\n        return computed.apply(undefined, Array.prototype.slice.call(arguments).concat([callback]));\n      };\n    };\n  }\n});","define('ember-macro-helpers/-constants', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var ARRAY_EACH = exports.ARRAY_EACH = '@each.';\n  var ARRAY_LENGTH = exports.ARRAY_LENGTH = '[]';\n});","define('ember-macro-helpers/collapse-key', ['exports', 'ember-macro-helpers/expand-property', 'ember-macro-helpers/-constants'], function (exports, _expandProperty, _constants) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = collapseKey;\n\n\n  function collapseAndPruneDuplicates(expandedProperties) {\n    return expandedProperties.map(collapseKey).reduce(function (properties, collapsedProperties) {\n      var uniqueProperties = collapsedProperties.filter(function (collapsedProperty) {\n        return properties.indexOf(collapsedProperty) === -1;\n      });\n      return properties.concat(uniqueProperties);\n    }, []);\n  }\n\n  function collapseKey(property) {\n    if (typeof property !== 'string') {\n      return [property];\n    }\n\n    var expandedProperties = (0, _expandProperty.default)(property);\n    if (expandedProperties.length > 1) {\n      return collapseAndPruneDuplicates(expandedProperties);\n    }\n\n    var arrayIndex = property.indexOf(_constants.ARRAY_EACH);\n    if (arrayIndex === -1) {\n      arrayIndex = property.indexOf(_constants.ARRAY_LENGTH);\n    }\n\n    if (arrayIndex === 0) {\n      // empty string will be handled later by `getValue`\n      // and will convert to `this`\n      return [''];\n    } else if (arrayIndex > 0) {\n      return [property.slice(0, arrayIndex - 1)];\n    }\n\n    return (0, _expandProperty.default)(property);\n  }\n});","define('ember-macro-helpers/collapse-keys', ['exports', 'ember-macro-helpers/collapse-key'], function (exports, _collapseKey) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.collapseKeysWithMap = collapseKeysWithMap;\n\n  exports.default = function (keys) {\n    return collapseKeysWithMap(keys).collapsedKeys;\n  };\n\n  function collapseKeysWithMap(keys) {\n    var collapsedKeys = [];\n    var keyMap = [];\n\n    keys.forEach(function (key) {\n      var array = (0, _collapseKey.default)(key);\n\n      collapsedKeys = collapsedKeys.concat(array);\n\n      var i = void 0;\n      if (keyMap.length) {\n        i = keyMap[keyMap.length - 1] + 1;\n      } else {\n        i = 0;\n      }\n      keyMap = keyMap.concat(array.map(function () {\n        return i;\n      }));\n    });\n\n    return {\n      collapsedKeys: collapsedKeys,\n      keyMap: keyMap\n    };\n  }\n});","define('ember-macro-helpers/computed-unsafe', ['exports', 'ember-macro-helpers/-build-computed', 'ember-macro-helpers/get-value-unsafe', 'ember-macro-helpers/flatten-keys-unsafe'], function (exports, _buildComputed, _getValueUnsafe, _flattenKeysUnsafe) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var collapseKeys = function collapseKeys(keys) {\n    return keys;\n  };\n\n  exports.default = (0, _buildComputed.default)({ collapseKeys: collapseKeys, getValue: _getValueUnsafe.default, flattenKeys: _flattenKeysUnsafe.default });\n});","define('ember-macro-helpers/computed', ['exports', 'ember-macro-helpers/-build-computed', 'ember-macro-helpers/collapse-keys', 'ember-macro-helpers/get-value', 'ember-macro-helpers/flatten-keys'], function (exports, _buildComputed, _collapseKeys, _getValue, _flattenKeys) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = (0, _buildComputed.default)({ collapseKeys: _collapseKeys.default, getValue: _getValue.default, flattenKeys: _flattenKeys.default });\n});","define('ember-macro-helpers/create-class-computed', ['exports', 'ember-macro-helpers/get-value', 'ember-macro-helpers/collapse-keys', 'ember-macro-helpers/flatten-keys', 'ember-macro-helpers/-constants'], function (exports, _getValue, _collapseKeys, _flattenKeys, _constants) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (observerBools, macroGenerator) {\n    return function () {\n      for (var _len = arguments.length, keys = Array(_len), _key = 0; _key < _len; _key++) {\n        keys[_key] = arguments[_key];\n      }\n\n      var _collapseKeysWithMap = (0, _collapseKeys.collapseKeysWithMap)(keys),\n          collapsedKeys = _collapseKeysWithMap.collapsedKeys,\n          keyMap = _collapseKeysWithMap.keyMap;\n\n      function getOriginalArrayDecorator(key, i) {\n        if (typeof key === 'string') {\n          var originalKey = keys[keyMap[i]];\n          if (originalKey.indexOf(_constants.ARRAY_EACH) !== -1 || originalKey.indexOf(_constants.ARRAY_LENGTH) !== -1) {\n            return originalKey;\n          }\n        }\n        return key;\n      }\n\n      var mappedKeys = [];\n\n      function rewriteComputed(obj, key) {\n        var _this = this;\n\n        var mappedWithResolvedOberverKeys = mappedKeys.map(function (macro, i) {\n          var shouldObserve = observerBools[i];\n          if (shouldObserve) {\n            macro = (0, _getValue.default)({ context: _this, macro: macro, key: key });\n          }\n          return macro;\n        });\n\n        var cp = macroGenerator.apply(this, mappedWithResolvedOberverKeys);\n        Ember.defineProperty(this, 'computed', cp);\n      }\n\n      var classProperties = {};\n\n      collapsedKeys.forEach(function (key, i) {\n        var shouldObserve = observerBools[i];\n        if (!shouldObserve) {\n          key = getOriginalArrayDecorator(key, i);\n        }\n\n        var mappedKey = resolveMappedLocation(key, i);\n\n        mappedKeys.push(mappedKey);\n        if (shouldObserve) {\n          // eslint-disable-next-line ember/no-observers\n          classProperties['key' + i + 'DidChange'] = Ember.observer(mappedKey, rewriteComputed);\n        }\n      });\n\n      var ObserverClass = BaseClass.extend(classProperties, {\n        // can't use rewriteComputed directly, maybe a bug\n        // https://github.com/emberjs/ember.js/issues/15246\n        onInit: Ember.on('init', function () {\n          rewriteComputed.call(this);\n        })\n      });\n\n      var cp = Ember.computed.apply(undefined, _toConsumableArray((0, _flattenKeys.default)(keys)).concat([function (key) {\n        var _this2 = this;\n\n        var propertyInstance = findOrCreatePropertyInstance(this, ObserverClass, key, cp);\n\n        var properties = collapsedKeys.reduce(function (properties, macro, i) {\n          if (typeof macro !== 'string') {\n            properties[i.toString()] = (0, _getValue.default)({ context: _this2, macro: macro, key: key });\n          }\n          return properties;\n        }, {});\n\n        // eslint-disable-next-line ember/no-side-effects\n        Ember.set(propertyInstance, 'preventDoubleRender', true);\n\n        // eslint-disable-next-line ember/no-side-effects\n        Ember.setProperties(propertyInstance.nonStrings, properties);\n\n        // eslint-disable-next-line ember/no-side-effects\n        Ember.set(propertyInstance, 'preventDoubleRender', false);\n\n        return Ember.get(propertyInstance, 'computed');\n      }])).readOnly();\n\n      return cp;\n    };\n  };\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  var WeakMap = Ember.WeakMap;\n\n\n  var PROPERTIES = new WeakMap();\n\n  function findOrCreatePropertyInstance(context, propertyClass, key, cp) {\n    var propertiesForContext = PROPERTIES.get(context);\n    if (!propertiesForContext) {\n      propertiesForContext = new WeakMap();\n      PROPERTIES.set(context, propertiesForContext);\n    }\n\n    var property = propertiesForContext.get(cp);\n    if (property) {\n      return property;\n    }\n\n    // let owner = getOwner(context);\n    property = propertyClass.create( /* owner.ownerInjection(), */{\n      key: key,\n      context: context,\n      nonStrings: Ember.Object.create()\n    });\n\n    propertiesForContext.set(cp, property);\n\n    if (context instanceof Ember.Component) {\n      context.one('willDestroyElement', function () {\n        property.destroy();\n      });\n    }\n\n    return property;\n  }\n\n  var BaseClass = Ember.Object.extend({\n    // eslint-disable-next-line ember/no-observers\n    computedDidChange: Ember.observer('computed', function () {\n      var context = this.context,\n          key = this.key,\n          preventDoubleRender = this.preventDoubleRender;\n\n\n      if (context.isDestroying) {\n        // controllers can get into this state\n        this.destroy();\n\n        return;\n      }\n\n      if (preventDoubleRender) {\n        return;\n      }\n\n      context.notifyPropertyChange(key);\n    })\n  });\n\n  function resolveMappedLocation(key, i) {\n    if (typeof key === 'string') {\n      return 'context.' + key;\n    } else {\n      return 'nonStrings.' + i;\n    }\n  }\n});","define('ember-macro-helpers/curried-computed', ['exports', 'ember-macro-helpers/-build-computed', 'ember-macro-helpers/computed'], function (exports, _buildComputed, _computed) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = (0, _buildComputed.buildCurriedComputed)(_computed.default);\n});","define('ember-macro-helpers/expand-property-list', ['exports', 'ember-macro-helpers/expand-property'], function (exports, _expandProperty) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (propertyList) {\n    return propertyList.reduce(function (newPropertyList, property) {\n      return newPropertyList.concat((0, _expandProperty.default)(property));\n    }, []);\n  };\n});","define('ember-macro-helpers/expand-property', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (property) {\n    var newPropertyList = [];\n    Ember.expandProperties(property, function (expandedProperties) {\n      newPropertyList = newPropertyList.concat(expandedProperties);\n    });\n    return newPropertyList;\n  };\n});","define('ember-macro-helpers/flatten-keys-unsafe', ['exports', 'ember-macro-helpers/flatten-keys'], function (exports, _flattenKeys) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (keys) {\n    var flattenedKeys = (0, _flattenKeys.default)(keys);\n\n    return flattenedKeys.reduce(function (flattenedKeys, key) {\n      // keys with spaces throw an exception\n      // treat as a literal and ignore\n      var hasSpaces = key.indexOf(' ') !== -1;\n      if (!hasSpaces) {\n        flattenedKeys.push(key);\n      }\n      return flattenedKeys;\n    }, []);\n  };\n});","define('ember-macro-helpers/flatten-keys', ['exports', 'ember-macro-helpers/is-computed'], function (exports, _isComputed) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (keys) {\n    var flattenedKeys = [];\n    _flattenKeys(keys.slice(0, -1), flattenedKeys);\n    var lastKey = keys[keys.length - 1];\n    if (lastKey) {\n      var lastValue = flattenKey(lastKey, flattenedKeys);\n      if (lastValue) {\n        if (lastValue.get) {\n          flattenKey(lastValue.get, flattenedKeys);\n        }\n        if (lastValue.set) {\n          flattenKey(lastValue.set, flattenedKeys);\n        }\n      }\n    }\n    return flattenedKeys;\n  };\n\n  function flattenKey(key, flattenedKeys) {\n    if ((0, _isComputed.default)(key)) {\n      var dependentKeys = key._dependentKeys;\n      if (dependentKeys === undefined) {\n        // when there are no keys (raw)\n        return;\n      }\n\n      return _flattenKeys(dependentKeys, flattenedKeys);\n    }\n\n    if (typeof key !== 'string') {\n      return key;\n    }\n\n    flattenedKeys.push(key);\n  }\n\n  function _flattenKeys(keys, flattenedKeys) {\n    keys.forEach(function (key) {\n      flattenKey(key, flattenedKeys);\n    });\n  }\n});","define('ember-macro-helpers/get-value-unsafe', ['exports', 'ember-macro-helpers/get-value'], function (exports, _getValue) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function () {\n    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n    var value = (0, _getValue.default)(options);\n    if (value !== undefined) {\n      return value;\n    }\n\n    return options.macro;\n  };\n});","define('ember-macro-helpers/get-value', ['exports', 'ember-macro-helpers/is-computed'], function (exports, _isComputed) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function () {\n    var _ref = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {},\n        context = _ref.context,\n        macro = _ref.macro,\n        key = _ref.key;\n\n    if ((0, _isComputed.default)(macro)) {\n      return macro._getter.call(context, key);\n    }\n\n    if (typeof macro !== 'string') {\n      return macro;\n    }\n\n    if (Ember.isBlank(macro)) {\n      // the macro was `[]' or `@each.key', which has been trimmed, leaving a\n      // blank string, so return the context (which is likely an ArrayProxy)\n      return context;\n    }\n\n    return Ember.get(context, macro);\n  };\n});","define('ember-macro-helpers/index', ['exports', 'ember-macro-helpers/computed', 'ember-macro-helpers/create-class-computed', 'ember-macro-helpers/curried-computed', 'ember-macro-helpers/lazy-computed', 'ember-macro-helpers/lazy-curried-computed', 'ember-macro-helpers/literal', 'ember-macro-helpers/raw', 'ember-macro-helpers/reads', 'ember-macro-helpers/writable'], function (exports, _computed, _createClassComputed, _curriedComputed, _lazyComputed, _lazyCurriedComputed, _literal, _raw, _reads, _writable) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'computed', {\n    enumerable: true,\n    get: function () {\n      return _computed.default;\n    }\n  });\n  Object.defineProperty(exports, 'createClassComputed', {\n    enumerable: true,\n    get: function () {\n      return _createClassComputed.default;\n    }\n  });\n  Object.defineProperty(exports, 'curriedComputed', {\n    enumerable: true,\n    get: function () {\n      return _curriedComputed.default;\n    }\n  });\n  Object.defineProperty(exports, 'lazyComputed', {\n    enumerable: true,\n    get: function () {\n      return _lazyComputed.default;\n    }\n  });\n  Object.defineProperty(exports, 'lazyCurriedComputed', {\n    enumerable: true,\n    get: function () {\n      return _lazyCurriedComputed.default;\n    }\n  });\n  Object.defineProperty(exports, 'literal', {\n    enumerable: true,\n    get: function () {\n      return _literal.default;\n    }\n  });\n  Object.defineProperty(exports, 'raw', {\n    enumerable: true,\n    get: function () {\n      return _raw.default;\n    }\n  });\n  Object.defineProperty(exports, 'reads', {\n    enumerable: true,\n    get: function () {\n      return _reads.default;\n    }\n  });\n  Object.defineProperty(exports, 'writable', {\n    enumerable: true,\n    get: function () {\n      return _writable.default;\n    }\n  });\n});","define('ember-macro-helpers/is-computed', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (key) {\n    return key instanceof Ember.ComputedProperty;\n  };\n});","define('ember-macro-helpers/lazy-computed', ['exports', 'ember-macro-helpers/-build-computed', 'ember-macro-helpers/collapse-keys', 'ember-macro-helpers/get-value', 'ember-macro-helpers/flatten-keys'], function (exports, _buildComputed, _collapseKeys, _getValue, _flattenKeys) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = (0, _buildComputed.default)({ collapseKeys: _collapseKeys.default, getValue: _getValue.default, flattenKeys: _flattenKeys.default, isLazy: true });\n});","define('ember-macro-helpers/lazy-curried-computed', ['exports', 'ember-macro-helpers/-build-computed', 'ember-macro-helpers/lazy-computed'], function (exports, _buildComputed, _lazyComputed) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = (0, _buildComputed.buildCurriedComputed)(_lazyComputed.default);\n});","define('ember-macro-helpers/literal', ['exports', 'ember-macro-helpers/raw'], function (exports, _raw) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _raw.default;\n    }\n  });\n});","define('ember-macro-helpers/normalize-array-key', ['exports', 'ember-macro-helpers/-constants'], function (exports, _constants) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (array) {\n    var keys = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];\n\n    // this macro support should be extracted out\n    // we should only deal with string keys in here\n    if (typeof array !== 'string') {\n      return array;\n    }\n\n    var props = void 0;\n\n    var i = array.indexOf(_constants.ARRAY_EACH);\n    if (i !== -1) {\n      var chain = array.split('.');\n      var end = chain[chain.length - 1];\n      if (end.indexOf('{') === 0) {\n        props = end.substring(1, end.length - 1).split(',');\n      } else {\n        props = [end];\n      }\n    } else {\n      i = array.indexOf(_constants.ARRAY_LENGTH);\n      props = [];\n    }\n\n    if (i === 0) {\n      // empty string will be handled later by `getValue`\n      // and will convert to `this`\n      array = '';\n    } else if (i > 0) {\n      array = array.slice(0, i - 1);\n    }\n\n    keys.forEach(function (key) {\n      // key could be a promise proxy and not resolved yet\n      if (key === undefined) {\n        return;\n      }\n\n      if (props.indexOf(key) === -1) {\n        props.push(key);\n      }\n    });\n\n    var suffix = void 0;\n    if (props.length === 0) {\n      suffix = _constants.ARRAY_LENGTH;\n    } else {\n      suffix = _constants.ARRAY_EACH;\n      if (props.length === 1) {\n        suffix += props[0];\n      } else {\n        suffix += '{' + props.join(',') + '}';\n      }\n    }\n\n    return Ember.isBlank(array) ? suffix : array + '.' + suffix;\n  };\n});","define('ember-macro-helpers/raw', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (key) {\n    return Ember.computed(function () {\n      return key;\n    }).readOnly();\n  };\n});","define('ember-macro-helpers/reads', ['exports', 'ember-macro-helpers/writable'], function (exports, _writable) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _writable.default;\n    }\n  });\n});","define('ember-macro-helpers/writable', ['exports', 'ember-macro-helpers/computed'], function (exports, _computed) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (getter, setterCallback) {\n    var newCallback = {\n      get: function get(val) {\n        return val;\n      }\n    };\n\n    if (setterCallback) {\n      if ((typeof setterCallback === 'undefined' ? 'undefined' : _typeof(setterCallback)) === 'object' && setterCallback.set) {\n        newCallback.set = setterCallback.set;\n      } else {\n        newCallback.set = function () {\n          return setterCallback.apply(this, arguments);\n        };\n      }\n    }\n\n    return (0, _computed.default)(getter, newCallback);\n  };\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n});","define('ember-message-bus/services/message-bus', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Service = Ember.Service,\n      computed = Ember.computed,\n      get = Ember.get,\n      isBlank = Ember.isBlank,\n      isNone = Ember.isNone,\n      set = Ember.set;\n  exports.default = Service.extend({\n    _subscriptionMap: computed(function () {\n      return {};\n    }),\n\n    publish: function publish(name) {\n      var _this = this;\n\n      for (var _len = arguments.length, messages = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        messages[_key - 1] = arguments[_key];\n      }\n\n      var markedForCleanup = [];\n\n      (get(this, '_subscriptionMap.' + name) || []).forEach(function (subscription) {\n        if (isNone(subscription.context) || get(subscription.context, 'isDestroyed')) {\n          return markedForCleanup.push(subscription.context);\n        }\n\n        subscription.callback.apply(subscription.context, messages);\n      });\n\n      markedForCleanup.forEach(function (context) {\n        return _this.unsubscribe(name, context);\n      });\n    },\n    subscribe: function subscribe(name, context, callback) {\n      var subscriptions = get(this, '_subscriptionMap.' + name) || set(this, '_subscriptionMap.' + name, []);\n\n      subscriptions.push({ callback: callback, context: context });\n    },\n    unsubscribe: function unsubscribe(name, context, callback) {\n      var subscriptionMap = get(this, '_subscriptionMap');\n      var subscriptions = get(subscriptionMap, name);\n\n      if (isBlank(subscriptions)) {\n        return;\n      }\n\n      var blankCallback = isBlank(callback);\n\n      var indices = subscriptions.reduce(function (indices, subscription, index) {\n        if ((blankCallback || subscription.callback === callback) && subscription.context === context) {\n          indices.push(index);\n        }\n\n        return indices;\n      }, []);\n\n      indices.reverse().forEach(function (index) {\n        return subscriptions.splice(index, 1);\n      });\n\n      if (subscriptions.length === 0) {\n        delete subscriptionMap[name];\n      }\n    },\n    unsubscribeAll: function unsubscribeAll(context) {\n      var _this2 = this;\n\n      var subscriptionMap = get(this, '_subscriptionMap');\n\n      Object.keys(subscriptionMap).forEach(function (name) {\n        return _this2.unsubscribe(name, context);\n      });\n    }\n  });\n});","define('ember-modal-dialog/components/basic-dialog', ['exports', 'ember-modal-dialog/templates/components/basic-dialog'], function (exports, _basicDialog) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Component.extend({\n    tagName: '',\n    layout: _basicDialog.default,\n\n    containerClassNames: null,\n    overlayClassNames: null,\n    wrapperClassNames: null,\n\n    modalService: Ember.inject.service('modal-dialog'),\n    destinationElementId: Ember.computed.oneWay('modalService.destinationElementId'),\n\n    variantWrapperClass: 'emd-static',\n    containerClassNamesString: Ember.computed('containerClassNames.[]', 'targetAttachmentClass', 'attachmentClass', 'containerClass', function () {\n      return [this.get('containerClassNames').join(' '), this.get('targetAttachmentClass'), this.get('attachmentClass'), this.get('containerClass')].filter(function (className) {\n        return !Ember.isEmpty(className);\n      }).join(' ');\n    }),\n    overlayClassNamesString: Ember.computed('overlayClassNames.[]', 'overlayClass', 'translucentOverlay', function () {\n      return [this.get('overlayClassNames').join(' '), this.get('translucentOverlay') ? 'translucent' : null, this.get('overlayClass')].filter(function (className) {\n        return !Ember.isEmpty(className);\n      }).join(' ');\n    }),\n    wrapperClassNamesString: Ember.computed('wrapperClassNames.[]', 'targetAttachmentClass', 'variantWrapperClass', 'wrapperClass', function () {\n      return [this.get('wrapperClassNames').join(' '), this.get('targetAttachmentClass').replace('emd-', 'emd-wrapper-'), this.get('variantWrapperClass'), this.get('wrapperClass')].filter(function (className) {\n        return !Ember.isEmpty(className);\n      }).join(' ');\n    }),\n\n    concatenatedProperties: ['containerClassNames', 'overlayClassNames', 'wrapperClassNames'],\n\n    translucentOverlay: false,\n    clickOutsideToClose: false,\n    hasOverlay: true,\n    isCentered: true,\n    overlayPosition: null,\n    isOverlaySibling: Ember.computed('overlayPosition', function () {\n      return this.get('overlayPosition') === 'sibling';\n    }),\n\n    didInsertElement: function didInsertElement() {\n      var _this = this;\n\n      if (!this.get('clickOutsideToClose')) {\n        return;\n      }\n      this.makeOverlayClickableOnIOS();\n\n      this.handleClick = function (_ref) {\n        var target = _ref.target;\n\n        // if the click has already resulted in the target\n        // being removed or hidden, do nothing\n        if (target.offsetWidth === 0 && target.offsetHeight === 0) {\n          return;\n        }\n\n        var modalSelector = '.ember-modal-dialog';\n        if (_this.get('stack')) {\n          modalSelector = '#' + _this.get('stack') + modalSelector;\n        }\n\n        // if the click is within the dialog, do nothing\n        var modalEl = document.querySelector(modalSelector);\n        if (modalEl && modalEl.contains(target)) {\n          return;\n        }\n\n        _this.sendAction('onClose');\n      };\n\n      var registerClick = function registerClick() {\n        return document.addEventListener('click', _this.handleClick);\n      };\n\n      // setTimeout needed or else the click handler will catch the click that spawned this modal dialog\n      setTimeout(registerClick);\n\n      if (this.get('isIOS')) {\n        var registerTouch = function registerTouch() {\n          return document.addEventListener('touchend', _this.handleClick);\n        };\n        setTimeout(registerTouch);\n      }\n      this._super.apply(this, arguments);\n    },\n    willDestroyElement: function willDestroyElement() {\n      document.removeEventListener('click', this.handleClick);\n      if (this.get('isIOS')) {\n        document.removeEventListener('touchend', this.handleClick);\n      }\n      this._super.apply(this, arguments);\n    },\n\n\n    isIOS: Ember.computed(function () {\n      return (/iPad|iPhone|iPod/.test(navigator.userAgent)\n      );\n    }),\n\n    makeOverlayClickableOnIOS: function makeOverlayClickableOnIOS() {\n      if (this.get('isIOS')) {\n        var overlayEl = document.querySelector('div[data-emd-overlay]');\n        if (overlayEl) {\n          overlayEl.style.cursor = 'pointer';\n        }\n      }\n    }\n  });\n});","define('ember-modal-dialog/components/in-place-dialog', ['exports', 'ember-modal-dialog/templates/components/in-place-dialog'], function (exports, _inPlaceDialog) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var computedJoin = function computedJoin(prop) {\n    return Ember.computed(prop, function () {\n      return this.get(prop).join(' ');\n    });\n  };\n\n  exports.default = Ember.Component.extend({\n    tagName: '',\n    layout: _inPlaceDialog.default,\n\n    containerClass: null, // passed in\n    containerClassNames: ['ember-modal-dialog', 'ember-modal-dialog-in-place', 'emd-in-place'], // set this in a subclass definition\n    containerClassNamesString: computedJoin('containerClassNames'),\n\n    concatenatedProperties: ['containerClassNames']\n  });\n});","define('ember-modal-dialog/components/liquid-dialog', ['exports', 'ember-modal-dialog/components/basic-dialog', 'ember-modal-dialog/templates/components/liquid-dialog'], function (exports, _basicDialog, _liquidDialog) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _basicDialog.default.extend({\n    layout: _liquidDialog.default,\n    hasOverlay: true,\n    containerClassNames: ['liquid-dialog'],\n    variantWrapperClass: 'emd-animatable'\n  });\n});","define('ember-modal-dialog/components/liquid-tether-dialog', ['exports', 'ember-modal-dialog/components/basic-dialog', 'ember-modal-dialog/templates/components/liquid-tether-dialog'], function (exports, _basicDialog, _liquidTetherDialog) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _basicDialog.default.extend({\n    layout: _liquidTetherDialog.default,\n\n    targetAttachmentClass: Ember.computed('targetAttachment', function () {\n      var targetAttachment = this.get('targetAttachment') || '';\n      return 'ember-modal-dialog-target-attachment-' + Ember.String.dasherize(targetAttachment);\n    }),\n\n    targetAttachment: null,\n    attachment: null,\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n      if (!this.get('attachment')) {\n        this.set('attachment', 'middle center');\n      }\n      if (!this.get('targetAttachment')) {\n        this.set('targetAttachment', 'middle center');\n      }\n    },\n\n    tetherClassPrefix: Ember.computed({\n      get: function get() {\n        return 'liquid-tether';\n      },\n      set: function set(key, val) {\n        if (val) {\n          return val;\n        }\n        return 'liquid-tether';\n      }\n    }),\n    hasOverlay: true,\n    tetherTarget: null // element, css selector, view instance, 'viewport', or 'scroll-handle'\n    // offset - passed in\n    // targetOffset - passed in\n    // targetModifier - passed in\n  });\n});","define('ember-modal-dialog/components/modal-dialog', ['exports', 'ember-modal-dialog/templates/components/modal-dialog'], function (exports, _modalDialog) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var VALID_OVERLAY_POSITIONS = ['parent', 'sibling'];\n\n  exports.default = Ember.Component.extend({\n    tagName: '',\n    layout: _modalDialog.default,\n    modalService: Ember.inject.service('modal-dialog'),\n    destinationElementId: Ember.computed.oneWay('modalService.destinationElementId'),\n    modalDialogComponentName: Ember.computed('renderInPlace', 'tetherTarget', 'animatable', 'hasLiquidWormhole', 'hasLiquidTether', function () {\n      var tetherTarget = this.get('tetherTarget');\n      var hasLiquidTether = this.get('hasLiquidTether');\n      var hasLiquidWormhole = this.get('hasLiquidWormhole');\n      var animatable = this.get('animatable');\n\n      if (this.get('renderInPlace')) {\n        return 'ember-modal-dialog/-in-place-dialog';\n      } else if (tetherTarget && hasLiquidTether && hasLiquidWormhole && animatable === true) {\n        return 'ember-modal-dialog/-liquid-tether-dialog';\n      } else if (tetherTarget) {\n        this.ensureEmberTetherPresent();\n        return 'ember-modal-dialog/-tether-dialog';\n      } else if (hasLiquidWormhole && animatable === true) {\n        return 'ember-modal-dialog/-liquid-dialog';\n      }\n      return 'ember-modal-dialog/-basic-dialog';\n    }),\n    animatable: null,\n    hasLiquidWormhole: Ember.computed.readOnly('modalService.hasLiquidWormhole'),\n    hasLiquidTether: Ember.computed.readOnly('modalService.hasLiquidTether'),\n\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n      if (true /* DEBUG */) {\n        this.validateProps();\n      }\n    },\n    validateProps: function validateProps() {\n      var overlayPosition = this.get('overlayPosition');\n      if (VALID_OVERLAY_POSITIONS.indexOf(overlayPosition) === -1) {\n        (true && Ember.warn('overlayPosition value \\'' + overlayPosition + '\\' is not valid (valid values [' + VALID_OVERLAY_POSITIONS.join(', ') + '])', false, { id: 'ember-modal-dialog.validate-overlay-position' }));\n      }\n    },\n\n    // onClose - set this from templates\n\n    // containerClass - set this from templates\n    containerClassNames: ['ember-modal-dialog'], // set this in a subclass definition\n\n    // overlayClass - set this from templates\n    overlayClassNames: ['ember-modal-overlay'], // set this in a subclass definition\n\n    // wrapperClass - set this from templates\n    wrapperClassNames: ['ember-modal-wrapper'], // set this in a subclass definition\n\n    concatenatedProperties: ['containerClassNames', 'overlayClassNames', 'wrapperClassNames'],\n\n    hasOverlay: true,\n    translucentOverlay: false,\n    overlayPosition: 'parent', // `parent` or `sibling`\n    clickOutsideToClose: false,\n    renderInPlace: false,\n    tetherTarget: null,\n    stack: Ember.computed.oneWay('elementId'), // pass a `stack` string to set a \"stack\" to be passed to liquid-wormhole / liquid-tether\n    value: 0, // pass a `value` to set a \"value\" to be passed to liquid-wormhole / liquid-tether\n\n    targetAttachment: 'middle center',\n    tetherClassPrefix: null,\n    attachmentClass: Ember.computed('attachment', function () {\n      var attachment = this.get('attachment');\n      if (Ember.isEmpty(attachment)) {\n        return;\n      }\n      return attachment.split(' ').map(function (attachmentPart) {\n        return 'emd-attachment-' + Ember.String.dasherize(attachmentPart);\n      }).join(' ');\n    }),\n    targetAttachmentClass: Ember.computed('targetAttachment', function () {\n      var targetAttachment = this.get('targetAttachment') || '';\n      // Convert tether-styled values like 'middle right' to 'right'\n      targetAttachment = targetAttachment.split(' ').slice(-1)[0];\n      return 'ember-modal-dialog-target-attachment-' + Ember.String.dasherize(targetAttachment) + ' emd-target-attachment-' + Ember.String.dasherize(targetAttachment);\n    }),\n    ensureEmberTetherPresent: function ensureEmberTetherPresent() {\n      if (!this.get('modalService.hasEmberTether')) {\n        throw new Error('Please install ember-tether in order to pass a tetherTarget to modal-dialog');\n      }\n    },\n\n    actions: {\n      onClose: function onClose() {\n        this.sendAction('onClose');\n      },\n      onClickOverlay: function onClickOverlay(e) {\n        e.preventDefault();\n        if (this.get('onClickOverlay')) {\n          this.sendAction('onClickOverlay');\n        } else {\n          this.sendAction('onClose');\n        }\n      }\n    }\n  });\n});","define('ember-modal-dialog/components/positioned-container', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var SUPPORTED_TARGET_ATTACHMENTS = ['top', 'right', 'bottom', 'left', 'center', 'elementCenter', 'none'];\n\n  exports.default = Ember.Component.extend({\n\n    // target - element selector, element, or Ember View\n    // targetAttachment - top, right, bottom, left, center, or none\n    //   left, right, top, bottom (relative to target)\n    //   center (relative to container)\n    targetAttachment: 'center',\n\n    isPositioned: Ember.computed('targetAttachment', 'target', 'renderInPlace', function () {\n      if (this.get('renderInPlace')) {\n        return false;\n      }\n      var target = this.get('target');\n      var targetAttachment = this.get('targetAttachment');\n      if (target === 'body' && (targetAttachment === 'center' || targetAttachment === 'middle center')) {\n        return false;\n      }\n\n      if (target && targetAttachment) {\n        return true;\n      }\n\n      return false;\n    }),\n\n    didGetPositioned: Ember.observer('isPositioned', Ember.on('didInsertElement', function () {\n      if (this._state !== 'inDOM') {\n        return;\n      }\n\n      if (this.get('isPositioned')) {\n        this.updateTargetAttachment();\n      } else {\n        this.element.style.left = '';\n        this.element.style.top = '';\n      }\n    })),\n\n    getWrappedTargetAttachmentElement: function getWrappedTargetAttachmentElement() {\n      var target = this.get('target');\n      if (!target) {\n        return null;\n      }\n\n      if (Ember.typeOf(target) === 'string') {\n        var targetSelector = target;\n        var wrappedElement = document.querySelector(targetSelector);\n        (true && !(wrappedElement) && Ember.assert('No element found for modal-dialog\\'s target selector \\'' + targetSelector + '\\'.', wrappedElement));\n\n        return wrappedElement;\n      }\n\n      // passed an ember view or component\n      if (target.element) {\n        return target.element;\n      }\n\n      // passed an element directly\n      return target;\n    },\n    updateTargetAttachment: function updateTargetAttachment() {\n      var targetAttachment = this.get('targetAttachment');\n      // Convert tether-styled values like 'middle right' to 'right'\n      targetAttachment = targetAttachment.split(' ').slice(-1)[0];\n      (true && !(SUPPORTED_TARGET_ATTACHMENTS.indexOf(targetAttachment) > -1) && Ember.assert('Positioned container supports targetAttachments of ' + SUPPORTED_TARGET_ATTACHMENTS.join(', '), SUPPORTED_TARGET_ATTACHMENTS.indexOf(targetAttachment) > -1));\n\n      var targetAttachmentMethod = 'align' + Ember.String.capitalize(targetAttachment);\n      var targetAttachmentElement = this.getWrappedTargetAttachmentElement();\n\n      this[targetAttachmentMethod](targetAttachmentElement);\n    },\n    alignCenter: function alignCenter() {\n      var elementWidth = this.element.offsetWidth;\n      var elementHeight = this.element.offsetHeight;\n\n      this.element.style.left = '50%';\n      this.element.style.top = '50%';\n      this.element.style.marginLeft = elementWidth * -0.5 + 'px';\n      this.element.style.marginTop = elementHeight * -0.5 + 'px';\n    },\n    alignLeft: function alignLeft(targetAttachmentElement) {\n      (true && !(targetAttachmentElement) && Ember.assert('Left targetAttachment requires a target', targetAttachmentElement));\n\n\n      var elementWidth = this.element.offsetWidth;\n      var originOffset = targetAttachmentElement.getBoundingClientRect();\n      var originOffsetTop = originOffset.top;\n\n      this.element.style.left = originOffset.left - elementWidth + 'px';\n      this.element.style.top = originOffsetTop + 'px';\n    },\n    alignRight: function alignRight(targetAttachmentElement) {\n      (true && !(targetAttachmentElement) && Ember.assert('Right targetAttachment requires a target', targetAttachmentElement));\n\n\n      var targetWidth = targetAttachmentElement.offsetWidth;\n      var originOffset = targetAttachmentElement.getBoundingClientRect();\n      var originOffsetTop = originOffset.top;\n\n      this.element.style.left = originOffset.left + targetWidth + 'px';\n      this.element.style.top = originOffsetTop + 'px';\n    },\n    alignTop: function alignTop(targetAttachmentElement) {\n      (true && !(targetAttachmentElement) && Ember.assert('Top targetAttachment requires a target', targetAttachmentElement));\n\n\n      var elementWidth = this.element.offsetWidth;\n      var elementHeight = this.element.offsetHeight;\n      var originOffset = targetAttachmentElement.getBoundingClientRect();\n      var originOffsetTop = originOffset.top;\n      var targetWidth = targetAttachmentElement.offsetWidth;\n\n      this.element.style.left = originOffset.left + targetWidth / 2 - elementWidth / 2 + 'px';\n      this.element.style.top = originOffsetTop - elementHeight + 'px';\n    },\n    alignBottom: function alignBottom(targetAttachmentElement) {\n      (true && !(targetAttachmentElement) && Ember.assert('Bottom targetAttachment requires a target', targetAttachmentElement));\n\n\n      var elementWidth = this.element.offsetWidth;\n      var originOffset = targetAttachmentElement.getBoundingClientRect();\n      var originOffsetTop = originOffset.top;\n      var targetWidth = targetAttachmentElement.offsetWidth;\n      var targetHeight = targetAttachmentElement.offsetHeight;\n\n      this.element.style.left = originOffset.left + targetWidth / 2 - elementWidth / 2 + 'px';\n      this.element.style.top = originOffsetTop + targetHeight + 'px';\n    },\n    alignElementCenter: function alignElementCenter(targetAttachmentElement) {\n      (true && !(targetAttachmentElement) && Ember.assert('ElementCenter targetAttachment requires a target', targetAttachmentElement));\n\n\n      var elementWidth = this.element.offsetWidth;\n      var originOffset = targetAttachmentElement.getBoundingClientRect();\n      var originOffsetTop = originOffset.top;\n      var targetWidth = targetAttachmentElement.offsetWidth;\n      var targetHeight = targetAttachmentElement.offsetHeight;\n      var elementHeight = this.element.offsetHeight;\n\n      this.element.style.left = originOffset.left + targetWidth / 2 - elementWidth / 2 + 'px';\n      this.element.style.top = originOffsetTop + targetHeight / 2 - elementHeight / 2 + 'px';\n    },\n    alignNone: function alignNone() {}\n  });\n});","define('ember-modal-dialog/components/tether-dialog', ['exports', 'ember-modal-dialog/components/basic-dialog', 'ember-modal-dialog/templates/components/tether-dialog'], function (exports, _basicDialog, _tetherDialog) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _basicDialog.default.extend({\n    layout: _tetherDialog.default,\n\n    targetAttachmentClass: Ember.computed('targetAttachment', function () {\n      var targetAttachment = this.get('targetAttachment') || '';\n      return 'ember-modal-dialog-target-attachment-' + Ember.String.dasherize(targetAttachment);\n    }),\n\n    targetAttachment: null,\n    attachment: null,\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n      if (!this.get('attachment')) {\n        this.set('attachment', 'middle center');\n      }\n      if (!this.get('targetAttachment')) {\n        this.set('targetAttachment', 'middle center');\n      }\n    },\n\n    tetherTarget: null, // element, css selector, view instance, 'viewport', or 'scroll-handle'\n    tetherClassPrefix: Ember.computed({\n      get: function get() {\n        return 'ember-tether';\n      },\n      set: function set(key, val) {\n        if (val) {\n          return val;\n        }\n        return 'ember-tether';\n      }\n    })\n    // offset - passed in\n    // targetOffset - passed in\n    // targetModifier - passed in\n  });\n});","define('ember-modal-dialog/initializers/add-modals-container', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (App) {\n    var emberModalDialog = App.emberModalDialog || {};\n    var modalContainerElId = emberModalDialog.modalRootElementId || 'modal-overlays';\n\n    App.register('config:modals-container-id', modalContainerElId, { instantiate: false });\n\n    App.inject('service:modal-dialog', 'destinationElementId', 'config:modals-container-id');\n\n    appendContainerElement(App.rootElement, modalContainerElId);\n  };\n\n  /*globals document */\n  var hasDOM = typeof document !== 'undefined';\n\n  function appendContainerElement(rootElementId, id) {\n    if (!hasDOM) {\n      return;\n    }\n\n    if (document.getElementById(id)) {\n      return;\n    }\n\n    var rootEl = document.querySelector(rootElementId);\n    var modalContainerEl = document.createElement('div');\n    modalContainerEl.id = id;\n    rootEl.appendChild(modalContainerEl);\n  }\n});","define(\"ember-modal-dialog/templates/components/basic-dialog\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"ZfQz1IGB\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"ember-wormhole\\\",null,[[\\\"to\\\"],[[20,[\\\"destinationElementId\\\"]]]],{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"isOverlaySibling\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[26,[[18,\\\"wrapperClassNamesString\\\"],\\\" \\\",[18,\\\"wrapperClass\\\"]]]],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"hasOverlay\\\"]]],null,{\\\"statements\\\":[[0,\\\"        \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"overlayClassNamesString\\\"],null],[10,\\\"onclick\\\",[25,\\\"action\\\",[[19,0,[]],[20,[\\\"onClickOverlay\\\"]]],null],null],[9,\\\"tabindex\\\",\\\"-1\\\"],[9,\\\"data-emd-overlay\\\",\\\"\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[4,\\\"ember-modal-dialog-positioned-container\\\",null,[[\\\"class\\\",\\\"targetAttachment\\\",\\\"target\\\"],[[20,[\\\"containerClassNamesString\\\"]],[20,[\\\"targetAttachment\\\"]],[20,[\\\"legacyTarget\\\"]]]],{\\\"statements\\\":[[0,\\\"        \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[0,\\\"    \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[26,[[18,\\\"wrapperClassNamesString\\\"],\\\" \\\",[18,\\\"wrapperClass\\\"]]]],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"hasOverlay\\\"]]],null,{\\\"statements\\\":[[0,\\\"        \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"overlayClassNamesString\\\"],null],[10,\\\"onclick\\\",[25,\\\"action\\\",[[19,0,[]],[25,\\\"ignore-children\\\",[[20,[\\\"onClickOverlay\\\"]]],null]],null],null],[9,\\\"tabindex\\\",\\\"-1\\\"],[9,\\\"data-emd-overlay\\\",\\\"\\\"],[7],[0,\\\"\\\\n\\\"],[4,\\\"ember-modal-dialog-positioned-container\\\",null,[[\\\"class\\\",\\\"targetAttachment\\\",\\\"target\\\"],[[20,[\\\"containerClassNamesString\\\"]],[20,[\\\"targetAttachment\\\"]],[20,[\\\"legacyTarget\\\"]]]],{\\\"statements\\\":[[0,\\\"            \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[0,\\\"        \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"ember-modal-dialog-positioned-container\\\",null,[[\\\"class\\\",\\\"targetAttachment\\\",\\\"target\\\"],[[20,[\\\"containerClassNamesString\\\"]],[20,[\\\"targetAttachment\\\"]],[20,[\\\"legacyTarget\\\"]]]],{\\\"statements\\\":[[0,\\\"          \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]}],[0,\\\"    \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-modal-dialog/templates/components/basic-dialog.hbs\" } });\n});","define(\"ember-modal-dialog/templates/components/in-place-dialog\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"s5C4BEHL\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[6,\\\"div\\\"],[10,\\\"class\\\",[25,\\\"concat\\\",[[20,[\\\"containerClassNamesString\\\"]],\\\" \\\",[20,[\\\"attachmentClass\\\"]],\\\" \\\",[20,[\\\"containerClass\\\"]]],null],null],[7],[0,\\\"\\\\n  \\\"],[11,1],[0,\\\"\\\\n\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-modal-dialog/templates/components/in-place-dialog.hbs\" } });\n});","define(\"ember-modal-dialog/templates/components/liquid-dialog\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"Mc4oyNoM\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"isOverlaySibling\\\"]]],null,{\\\"statements\\\":[[4,\\\"liquid-wormhole\\\",null,[[\\\"stack\\\",\\\"value\\\",\\\"class\\\"],[[20,[\\\"stack\\\"]],[20,[\\\"value\\\"]],[25,\\\"concat\\\",[\\\"liquid-dialog-container \\\",[20,[\\\"wrapperClassNamesString\\\"]],\\\" \\\",[20,[\\\"wrapperClass\\\"]]],null]]],{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[26,[[18,\\\"wrapperClassNamesString\\\"],\\\" \\\",[18,\\\"wrapperClass\\\"]]]],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"hasOverlay\\\"]]],null,{\\\"statements\\\":[[0,\\\"        \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"overlayClassNamesString\\\"],null],[10,\\\"onclick\\\",[25,\\\"action\\\",[[19,0,[]],[20,[\\\"onClickOverlay\\\"]]],null],null],[9,\\\"tabindex\\\",\\\"-1\\\"],[9,\\\"data-emd-overlay\\\",\\\"\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[0,\\\"      \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"containerClassNamesString\\\"],null],[7],[0,\\\"\\\\n        \\\"],[11,1],[0,\\\"\\\\n      \\\"],[8],[0,\\\"\\\\n    \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"liquid-wormhole\\\",null,[[\\\"stack\\\",\\\"value\\\",\\\"class\\\"],[[20,[\\\"stack\\\"]],[20,[\\\"value\\\"]],[25,\\\"concat\\\",[\\\"liquid-dialog-container \\\",[20,[\\\"wrapperClassNamesString\\\"]],\\\" \\\",[20,[\\\"wrapperClass\\\"]]],null]]],{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"hasOverlay\\\"]]],null,{\\\"statements\\\":[[0,\\\"      \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"overlayClassNamesString\\\"],null],[10,\\\"onclick\\\",[25,\\\"action\\\",[[19,0,[]],[25,\\\"ignore-children\\\",[[20,[\\\"onClickOverlay\\\"]]],null]],null],null],[9,\\\"tabindex\\\",\\\"-1\\\"],[9,\\\"data-emd-overlay\\\",\\\"\\\"],[7],[0,\\\"\\\\n        \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"containerClassNamesString\\\"],null],[7],[0,\\\"\\\\n          \\\"],[11,1],[0,\\\"\\\\n        \\\"],[8],[0,\\\"\\\\n      \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"      \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"containerClassNamesString\\\"],null],[7],[0,\\\"\\\\n        \\\"],[11,1],[0,\\\"\\\\n      \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-modal-dialog/templates/components/liquid-dialog.hbs\" } });\n});","define(\"ember-modal-dialog/templates/components/liquid-tether-dialog\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"E+4qDz1b\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"hasOverlay\\\"]]],null,{\\\"statements\\\":[[4,\\\"liquid-wormhole\\\",null,[[\\\"stack\\\",\\\"class\\\"],[\\\"modal-overlay\\\",\\\"liquid-dialog-container\\\"]],{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"overlayClassNamesString\\\"],null],[10,\\\"onclick\\\",[25,\\\"action\\\",[[19,0,[]],[20,[\\\"onClickOverlay\\\"]]],null],null],[9,\\\"tabindex\\\",\\\"-1\\\"],[9,\\\"data-emd-overlay\\\",\\\"\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]},null],[4,\\\"liquid-tether\\\",null,[[\\\"class\\\",\\\"target\\\",\\\"attachment\\\",\\\"targetAttachment\\\",\\\"targetModifier\\\",\\\"classPrefix\\\",\\\"offset\\\",\\\"targetOffset\\\",\\\"constraints\\\",\\\"stack\\\",\\\"value\\\"],[[20,[\\\"containerClassNamesString\\\"]],[20,[\\\"tetherTarget\\\"]],[20,[\\\"attachment\\\"]],[20,[\\\"targetAttachment\\\"]],[20,[\\\"targetModifier\\\"]],[20,[\\\"tetherClassPrefix\\\"]],[20,[\\\"offset\\\"]],[20,[\\\"targetOffset\\\"]],[20,[\\\"constraints\\\"]],[20,[\\\"stack\\\"]],[20,[\\\"value\\\"]]]],{\\\"statements\\\":[[0,\\\"  \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-modal-dialog/templates/components/liquid-tether-dialog.hbs\" } });\n});","define(\"ember-modal-dialog/templates/components/modal-dialog\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"QdtmUEOJ\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"component\\\",[[20,[\\\"modalDialogComponentName\\\"]]],[[\\\"wrapperClass\\\",\\\"wrapperClassNames\\\",\\\"overlayClass\\\",\\\"overlayClassNames\\\",\\\"containerClass\\\",\\\"containerClassNames\\\",\\\"hasOverlay\\\",\\\"translucentOverlay\\\",\\\"clickOutsideToClose\\\",\\\"destinationElementId\\\",\\\"overlayPosition\\\",\\\"tetherTarget\\\",\\\"legacyTarget\\\",\\\"attachment\\\",\\\"targetAttachment\\\",\\\"targetModifier\\\",\\\"targetOffset\\\",\\\"offset\\\",\\\"tetherClassPrefix\\\",\\\"constraints\\\",\\\"attachmentClass\\\",\\\"targetAttachmentClass\\\",\\\"stack\\\",\\\"value\\\",\\\"onClickOverlay\\\",\\\"onClose\\\"],[[20,[\\\"wrapperClass\\\"]],[20,[\\\"wrapperClassNames\\\"]],[20,[\\\"overlayClass\\\"]],[20,[\\\"overlayClassNames\\\"]],[20,[\\\"containerClass\\\"]],[20,[\\\"containerClassNames\\\"]],[20,[\\\"hasOverlay\\\"]],[20,[\\\"translucentOverlay\\\"]],[20,[\\\"clickOutsideToClose\\\"]],[20,[\\\"destinationElementId\\\"]],[20,[\\\"overlayPosition\\\"]],[20,[\\\"tetherTarget\\\"]],[20,[\\\"target\\\"]],[20,[\\\"attachment\\\"]],[20,[\\\"targetAttachment\\\"]],[20,[\\\"targetModifier\\\"]],[20,[\\\"targetOffset\\\"]],[20,[\\\"offset\\\"]],[20,[\\\"tetherClassPrefix\\\"]],[20,[\\\"constraints\\\"]],[20,[\\\"attachmentClass\\\"]],[20,[\\\"targetAttachmentClass\\\"]],[20,[\\\"stack\\\"]],[20,[\\\"value\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"onClickOverlay\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"onClose\\\"],null]]],{\\\"statements\\\":[[0,\\\"  \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-modal-dialog/templates/components/modal-dialog.hbs\" } });\n});","define(\"ember-modal-dialog/templates/components/tether-dialog\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"wVGMh9Dh\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"hasOverlay\\\"]]],null,{\\\"statements\\\":[[4,\\\"ember-wormhole\\\",null,[[\\\"to\\\"],[[20,[\\\"destinationElementId\\\"]]]],{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"overlayClassNamesString\\\"],null],[10,\\\"onclick\\\",[25,\\\"action\\\",[[19,0,[]],[20,[\\\"onClickOverlay\\\"]]],null],null],[9,\\\"tabindex\\\",\\\"-1\\\"],[9,\\\"data-emd-overlay\\\",\\\"\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]},null],[4,\\\"ember-tether\\\",null,[[\\\"class\\\",\\\"target\\\",\\\"attachment\\\",\\\"targetAttachment\\\",\\\"targetModifier\\\",\\\"classPrefix\\\",\\\"offset\\\",\\\"targetOffset\\\",\\\"constraints\\\"],[[20,[\\\"containerClassNamesString\\\"]],[20,[\\\"tetherTarget\\\"]],[20,[\\\"attachment\\\"]],[20,[\\\"targetAttachment\\\"]],[20,[\\\"targetModifier\\\"]],[20,[\\\"tetherClassPrefix\\\"]],[20,[\\\"offset\\\"]],[20,[\\\"targetOffset\\\"]],[20,[\\\"constraints\\\"]]]],{\\\"statements\\\":[[0,\\\"  \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-modal-dialog/templates/components/tether-dialog.hbs\" } });\n});","define('ember-moment/computeds/-base', ['exports', 'ember-macro-helpers/computed-unsafe'], function (exports, _computedUnsafe) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = computedFactory;\n  function computedFactory(fn) {\n    return function () {\n      for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n        args[_key] = arguments[_key];\n      }\n\n      return _computedUnsafe.default.apply(undefined, args.concat([function () {\n        for (var _len2 = arguments.length, vals = Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n          vals[_key2] = arguments[_key2];\n        }\n\n        return fn.call(this, vals);\n      }]));\n    };\n  }\n});","define('ember-moment/computeds/calendar', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = (0, _base.default)(function calendarComputed(params) {\n    var formatHash = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n    if (!params || params && params.length > 3) {\n      throw new TypeError('ember-moment: Invalid Number of arguments, at most 3');\n    }\n\n    var _params = _slicedToArray(params, 3),\n        date = _params[0],\n        referenceTime = _params[1],\n        formats = _params[2];\n\n    var clone = Object.create(formatHash);\n    var mergedFormats = Ember.merge(clone, formats);\n\n    return (0, _moment.default)(date).calendar(referenceTime, mergedFormats);\n  });\n});","define('ember-moment/computeds/duration', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = (0, _base.default)(function durationComputed(params) {\n    return _moment.default.duration.apply(_moment.default, _toConsumableArray(params));\n  });\n});","define('ember-moment/computeds/format', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  var CONFIG_KEY = 'config:environment';\n\n  exports.default = (0, _base.default)(function formatComputed(_ref) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        value = _ref2[0],\n        optionalFormat = _ref2[1];\n\n    if (!optionalFormat) {\n      var owner = Ember.getOwner(this);\n\n      if (owner && owner.hasRegistration && owner.hasRegistration(CONFIG_KEY)) {\n        var config = owner.resolveRegistration(CONFIG_KEY);\n\n        if (config) {\n          optionalFormat = Ember.get(config, 'moment.outputFormat');\n        }\n      }\n    }\n\n    return (0, _moment.default)(value).format(optionalFormat);\n  });\n});","define('ember-moment/computeds/from-now', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = (0, _base.default)(function fromNowComputed(params) {\n    var maybeHideSuffix = void 0;\n\n    if (params.length > 1) {\n      maybeHideSuffix = params.pop();\n    }\n\n    return _moment.default.apply(undefined, _toConsumableArray(params)).fromNow(maybeHideSuffix);\n  });\n});","define('ember-moment/computeds/humanize', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = (0, _base.default)(function humanizeComputed(_ref) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        duration = _ref2[0],\n        suffixless = _ref2[1];\n\n    if (!_moment.default.isDuration(duration)) {\n      duration = _moment.default.duration(duration);\n    }\n\n    return duration.humanize(suffixless);\n  });\n});","define('ember-moment/computeds/locale', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = (0, _base.default)(function localeComputed(_ref) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        date = _ref2[0],\n        locale = _ref2[1];\n\n    if (!_moment.default.isDuration(date)) {\n      date = (0, _moment.default)(date);\n    }\n\n    return date.locale(locale);\n  });\n});","define('ember-moment/computeds/moment', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = (0, _base.default)(function momentComputed(params) {\n    return _moment.default.apply(undefined, _toConsumableArray(params));\n  });\n});","define('ember-moment/computeds/to-now', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = (0, _base.default)(function toNowComputed(params) {\n    var maybeHidePrefix = void 0;\n\n    if (params.length > 1) {\n      maybeHidePrefix = params.pop();\n    }\n\n    return _moment.default.apply(undefined, _toConsumableArray(params)).toNow(maybeHidePrefix);\n  });\n});","define('ember-moment/computeds/tz', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = (0, _base.default)(function tzComputed(_ref) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        date = _ref2[0],\n        tz = _ref2[1];\n\n    return (0, _moment.default)(date).tz(tz);\n  });\n});","define('ember-moment/computeds/utc', ['exports', 'moment', 'ember-moment/computeds/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = (0, _base.default)(function utcComputed(params) {\n    return _moment.default.utc.apply(_moment.default, _toConsumableArray(params));\n  });\n});","define('ember-moment/helpers/-base', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Helper.extend({\n    moment: Ember.inject.service(),\n    disableInterval: false,\n    globalAllowEmpty: Ember.computed.bool('moment.__config__.allowEmpty'),\n    supportsGlobalAllowEmpty: true,\n    localeOrTimeZoneChanged: Ember.observer('moment.locale', 'moment.timeZone', function () {\n      this.recompute();\n    }),\n\n    compute: function compute(value, _ref) {\n      var _this = this;\n\n      var interval = _ref.interval;\n\n      if (Ember.get(this, 'disableInterval')) {\n        return;\n      }\n\n      this.clearTimer();\n\n      if (interval) {\n        /*\n         * NOTE: intentionally a setTimeout so tests do not block on it\n         * as the run loop queue is never clear so tests will stay locked waiting\n         * for queue to clear.\n         */\n        this.intervalTimer = setTimeout(function () {\n          Ember.run(function () {\n            return _this.recompute();\n          });\n        }, parseInt(interval, 10));\n      }\n    },\n    morphMoment: function morphMoment(time, _ref2) {\n      var locale = _ref2.locale,\n          timeZone = _ref2.timeZone;\n\n      var momentService = Ember.get(this, 'moment');\n\n      locale = locale || Ember.get(momentService, 'locale');\n      timeZone = timeZone || Ember.get(momentService, 'timeZone');\n\n      if (locale && time.locale) {\n        time = time.locale(locale);\n      }\n\n      if (timeZone && time.tz) {\n        time = time.tz(timeZone);\n      }\n\n      return time;\n    },\n    clearTimer: function clearTimer() {\n      clearTimeout(this.intervalTimer);\n    },\n    destroy: function destroy() {\n      this.clearTimer();\n      this._super.apply(this, arguments);\n    }\n  });\n});","define('ember-moment/helpers/is-after', ['exports', 'ember-moment/helpers/-base', 'ember-moment/utils/helper-compute'], function (exports, _base, _helperCompute) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var precision = _ref.precision,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var length = params.length;\n\n      var args = [];\n      var comparisonArgs = [];\n\n      if (length === 1) {\n        comparisonArgs.push(params[0]);\n      } else if (length === 2) {\n        args.push(params[0]);\n        comparisonArgs.push(params[1]);\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).isAfter.apply(_morphMoment, comparisonArgs.concat([precision]));\n    })\n  });\n});","define('ember-moment/helpers/is-before', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var precision = _ref.precision,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var length = params.length;\n\n      var args = [];\n      var comparisonArgs = [];\n\n      if (length === 1) {\n        comparisonArgs.push(params[0]);\n      } else if (length === 2) {\n        args.push(params[0]);\n        comparisonArgs.push(params[1]);\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).isBefore.apply(_morphMoment, comparisonArgs.concat([precision]));\n    })\n  });\n});","define('ember-moment/helpers/is-between', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var precision = _ref.precision,\n          inclusivity = _ref.inclusivity,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var _params = [].concat(params);\n      var length = params.length;\n\n\n      if (length < 2 || length > 3) {\n        throw new TypeError('ember-moment: Invalid Number of arguments, expected 2 or 3');\n      }\n\n      var args = [];\n\n      if (length > 2) {\n        args.push(_params.shift());\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).isBetween.apply(_morphMoment, _toConsumableArray(_params).concat([precision, inclusivity]));\n    })\n  });\n});","define('ember-moment/helpers/is-same-or-after', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var precision = _ref.precision,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var length = params.length;\n\n      var args = [];\n      var comparisonArgs = [];\n\n      if (length === 1) {\n        comparisonArgs.push(params[0]);\n      } else if (length === 2) {\n        args.push(params[0]);\n        comparisonArgs.push(params[1]);\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).isSameOrAfter.apply(_morphMoment, comparisonArgs.concat([precision]));\n    })\n  });\n});","define('ember-moment/helpers/is-same-or-before', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var precision = _ref.precision,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var length = params.length;\n\n      var args = [];\n      var comparisonArgs = [];\n\n      if (length === 1) {\n        comparisonArgs.push(params[0]);\n      } else if (length === 2) {\n        args.push(params[0]);\n        comparisonArgs.push(params[1]);\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).isSameOrBefore.apply(_morphMoment, comparisonArgs.concat([precision]));\n    })\n  });\n});","define('ember-moment/helpers/is-same', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var precision = _ref.precision,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var length = params.length;\n\n      var args = [];\n      var comparisonArgs = [];\n\n      if (length === 1) {\n        comparisonArgs.push(params[0]);\n      } else if (length === 2) {\n        args.push(params[0]);\n        comparisonArgs.push(params[1]);\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).isSame.apply(_morphMoment, comparisonArgs.concat([precision]));\n    })\n  });\n});","define('ember-moment/helpers/moment-add', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var precision = _ref.precision,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var length = params.length;\n\n      var args = [];\n      var additionArgs = [];\n\n      if (length === 1) {\n        additionArgs.push(params[0]);\n      } else if (length === 2 && Ember.typeOf(params[0]) === 'number' && Ember.typeOf(params[1]) === 'string') {\n        additionArgs.push.apply(additionArgs, _toConsumableArray(params));\n      } else {\n        args.push(params[0]);\n        additionArgs.push.apply(additionArgs, _toConsumableArray(params.slice(1)));\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).add.apply(_morphMoment, additionArgs.concat([precision]));\n    })\n  });\n});","define('ember-moment/helpers/moment-calendar', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params) {\n      var formatHash = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      this._super.apply(this, arguments);\n\n      if (!params || params && params.length > 3) {\n        throw new TypeError('ember-moment: Invalid Number of arguments, at most 3');\n      }\n\n      var moment = Ember.get(this, 'moment');\n      var locale = formatHash.locale,\n          timeZone = formatHash.timeZone;\n\n      var _params = _slicedToArray(params, 3),\n          date = _params[0],\n          referenceTime = _params[1],\n          formats = _params[2];\n\n      var clone = Object.create(formatHash);\n\n      delete clone.locale;\n      delete clone.timeZone;\n\n      var mergedFormats = Ember.assign(clone, formats);\n\n      return this.morphMoment(moment.moment(date), { locale: locale, timeZone: timeZone }).calendar(referenceTime, mergedFormats);\n    })\n  });\n});","define('ember-moment/helpers/moment-diff', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var precision = _ref.precision,\n          float = _ref.float,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      if (!params || params && params.length !== 2) {\n        throw new TypeError('ember-moment: Invalid Number of arguments, must be 2');\n      }\n\n      var moment = Ember.get(this, 'moment');\n\n      var _params = _slicedToArray(params, 2),\n          dateA = _params[0],\n          dateB = _params[1];\n\n      return this.morphMoment(moment.moment(dateB), { locale: locale, timeZone: timeZone }).diff(dateA, precision, float);\n    })\n  });\n});","define('ember-moment/helpers/moment-duration', ['exports', 'moment', 'ember-moment/helpers/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = _base.default.extend({\n    compute: function compute(params, _ref) {\n      var locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n      var momentService = Ember.get(this, 'moment');\n\n      if (!params || params && params.length > 2) {\n        throw new TypeError('ember-moment: Invalid Number of arguments, at most 2');\n      }\n\n      var result = momentService.moment(_moment.default.duration.apply(_moment.default, _toConsumableArray(params)));\n\n      return this.morphMoment(result._i, { locale: locale, timeZone: timeZone }).humanize();\n    }\n  });\n});","define('ember-moment/helpers/moment-format', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    defaultFormatDidChange: Ember.observer('moment.defaultFormat', function () {\n      this.recompute();\n    }),\n\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var length = params.length;\n\n\n      if (length > 3) {\n        throw new TypeError('ember-moment: Invalid number of arguments, expected at most 3');\n      }\n\n      var args = [];\n      var formatArgs = [];\n      var defaultFormat = Ember.get(this, 'moment.defaultFormat');\n\n      args.push(params[0]);\n\n      if (length === 1 && !Ember.isEmpty(defaultFormat)) {\n        formatArgs.push(defaultFormat);\n      } else if (length === 2) {\n        formatArgs.push(params[1]);\n      } else if (length > 2) {\n        args.push(params[2]);\n        formatArgs.push(params[1]);\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).format.apply(_morphMoment, formatArgs);\n    })\n  });\n});","define('ember-moment/helpers/moment-from-now', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var hideSuffix = _ref.hideSuffix,\n          hideAffix = _ref.hideAffix,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      Ember.deprecate('hideSuffix is deprecated in favour of hideAffix', hideSuffix === undefined, // display if this is false\n      { id: 'ember-moment.addon.helpers.moment-from-now', until: '8.0.0' });\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var hide = hideSuffix || hideAffix;\n      return this.morphMoment(moment.moment.apply(moment, _toConsumableArray(params)), { locale: locale, timeZone: timeZone }).fromNow(hide);\n    })\n  });\n});","define('ember-moment/helpers/moment-from', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  function _toArray(arr) {\n    return Array.isArray(arr) ? arr : Array.from(arr);\n  }\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (_ref, _ref2) {\n      var _morphMoment;\n\n      var _ref3 = _toArray(_ref),\n          datetime = _ref3[0],\n          params = _ref3.slice(1);\n\n      var hideAffix = _ref2.hideAffix,\n          locale = _ref2.locale,\n          timeZone = _ref2.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n\n      return (_morphMoment = this.morphMoment(moment.moment(datetime), { locale: locale, timeZone: timeZone })).from.apply(_morphMoment, _toConsumableArray(params).concat([hideAffix]));\n    })\n  });\n});","define('ember-moment/helpers/moment-subtract', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var precision = _ref.precision,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var length = params.length;\n\n      var args = [];\n      var subtractionArgs = [];\n\n      if (length === 1) {\n        subtractionArgs.push(params[0]);\n      } else if (length === 2 && Ember.typeOf(params[0]) === 'number' && Ember.typeOf(params[1]) === 'string') {\n        subtractionArgs.push.apply(subtractionArgs, _toConsumableArray(params));\n      } else {\n        args.push(params[0]);\n        subtractionArgs.push.apply(subtractionArgs, _toConsumableArray(params.slice(1)));\n      }\n\n      return (_morphMoment = this.morphMoment(moment.moment.apply(moment, args), { locale: locale, timeZone: timeZone })).subtract.apply(_morphMoment, subtractionArgs.concat([precision]));\n    })\n  });\n});","define('ember-moment/helpers/moment-to-date', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var _morphMoment;\n\n      var hidePrefix = _ref.hidePrefix,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n\n      return (_morphMoment = this.morphMoment(moment.moment(), { locale: locale, timeZone: timeZone })).to.apply(_morphMoment, _toConsumableArray(params).concat([hidePrefix]));\n    })\n  });\n});","define('ember-moment/helpers/moment-to-now', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (params, _ref) {\n      var hidePrefix = _ref.hidePrefix,\n          hideAffix = _ref.hideAffix,\n          locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      Ember.deprecate('hidePrefix is deprecated in favour of hideAffix', hidePrefix === undefined, // display if this is false\n      { id: 'ember-moment.addon.helpers.moment-to-now', until: '8.0.0' });\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n      var hide = hidePrefix || hideAffix;\n      return this.morphMoment(moment.moment.apply(moment, _toConsumableArray(params)), { locale: locale, timeZone: timeZone }).toNow(hide);\n    })\n  });\n});","define('ember-moment/helpers/moment-to', ['exports', 'ember-moment/utils/helper-compute', 'ember-moment/helpers/-base'], function (exports, _helperCompute, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  function _toArray(arr) {\n    return Array.isArray(arr) ? arr : Array.from(arr);\n  }\n\n  exports.default = _base.default.extend({\n    compute: (0, _helperCompute.default)(function (_ref, _ref2) {\n      var _morphMoment;\n\n      var _ref3 = _toArray(_ref),\n          datetime = _ref3[0],\n          params = _ref3.slice(1);\n\n      var hideAffix = _ref2.hideAffix,\n          locale = _ref2.locale,\n          timeZone = _ref2.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n\n      return (_morphMoment = this.morphMoment(moment.moment(datetime), { locale: locale, timeZone: timeZone })).to.apply(_morphMoment, _toConsumableArray(params).concat([hideAffix]));\n    })\n  });\n});","define('ember-moment/helpers/moment', ['exports', 'ember-moment/helpers/-base'], function (exports, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  exports.default = _base.default.extend({\n    compute: function compute(params, _ref) {\n      var locale = _ref.locale,\n          timeZone = _ref.timeZone;\n\n      this._super.apply(this, arguments);\n\n      var moment = Ember.get(this, 'moment');\n\n      return this.morphMoment(moment.moment.apply(moment, _toConsumableArray(params)), { locale: locale, timeZone: timeZone });\n    }\n  });\n});","define('ember-moment/helpers/now', ['exports', 'moment', 'ember-moment/helpers/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    compute: function compute() {\n      this._super.apply(this, arguments);\n\n      var momentService = Ember.get(this, 'moment');\n\n      return momentService.moment(_moment.default.now());\n    }\n  });\n});","define('ember-moment/helpers/unix', ['exports', 'moment', 'ember-moment/helpers/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = _base.default.extend({\n    compute: function compute(_ref) {\n      var _ref2 = _slicedToArray(_ref, 1),\n          unixTimeStamp = _ref2[0];\n\n      this._super.apply(this, arguments);\n\n      return Ember.get(this, 'moment').moment(_moment.default.unix(unixTimeStamp));\n    }\n  });\n});","define('ember-moment/helpers/utc', ['exports', 'moment', 'ember-moment/helpers/-base'], function (exports, _moment, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = _base.default.extend({\n    compute: function compute(_ref) {\n      var _ref2 = _slicedToArray(_ref, 2),\n          utcTime = _ref2[0],\n          format = _ref2[1];\n\n      this._super.apply(this, arguments);\n\n      return Ember.get(this, 'moment').utc(_moment.default.utc(utcTime, format));\n    }\n  });\n});","define('ember-moment/services/moment', ['exports', 'moment'], function (exports, _moment2) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Service.extend(Ember.Evented, {\n    _timeZone: null,\n\n    locale: null,\n    localeOptions: null,\n    defaultFormat: null,\n\n    __config__: Ember.computed(function () {\n      var config = Ember.getOwner(this).factoryFor('config:environment').class || {};\n\n      return Ember.get(config, 'moment') || {};\n    }).readOnly(),\n\n    timeZone: Ember.computed('_timeZone', {\n      get: function get() {\n        return Ember.get(this, '_timeZone');\n      },\n      set: function set(propertyKey, timeZone) {\n        if (!_moment2.default.tz) {\n          /* eslint-disable no-console */\n          console.warn('[ember-moment] attempted to set timezone, but moment-timezone is not setup.');\n          return;\n        }\n\n        Ember.set(this, '_timeZone', timeZone);\n\n        return timeZone;\n      }\n    }),\n\n    setLocale: function setLocale(locale) {\n      this.changeLocale(locale);\n    },\n    updateLocale: function updateLocale(locale) {\n      var localeOptions = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      this.changeLocale(locale, localeOptions);\n    },\n    changeLocale: function changeLocale(locale) {\n      var localeOptions = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      Ember.setProperties(this, {\n        locale: locale,\n        localeOptions: localeOptions\n      });\n      _moment2.default.updateLocale(locale, localeOptions);\n      this.trigger('localeChanged', locale);\n    },\n    setTimeZone: function setTimeZone(timeZone) {\n      this.changeTimeZone(timeZone);\n    },\n    changeTimeZone: function changeTimeZone(timeZone) {\n      Ember.set(this, 'timeZone', timeZone);\n      this.trigger('timeZoneChanged', timeZone);\n    },\n    isMoment: function isMoment(obj) {\n      return _moment2.default.isMoment(obj);\n    },\n    moment: function moment() {\n      var momentObj = _moment2.default.apply(undefined, arguments);\n\n      var _EmberGetProperties = Ember.getProperties(this, 'locale', 'timeZone'),\n          locale = _EmberGetProperties.locale,\n          timeZone = _EmberGetProperties.timeZone;\n\n      if (locale && momentObj.locale) {\n        momentObj = momentObj.locale(locale);\n      }\n\n      if (timeZone && momentObj.tz) {\n        momentObj = momentObj.tz(timeZone);\n      }\n\n      return momentObj;\n    },\n    utc: function utc() {\n      var momentObj = _moment2.default.utc.apply(_moment2.default, arguments);\n\n      var _EmberGetProperties2 = Ember.getProperties(this, 'locale'),\n          locale = _EmberGetProperties2.locale;\n\n      if (locale && momentObj.locale) {\n        momentObj = momentObj.locale(locale);\n      }\n\n      return momentObj;\n    }\n  });\n});","define('ember-moment/utils/helper-compute', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (cb) {\n    return function (params, hash) {\n      if (!params || params && params.length === 0) {\n        throw new TypeError('ember-moment: Invalid Number of arguments, expected at least 1');\n      }\n\n      var datetime = params[0];\n\n      var allowEmpty = hash.allowEmpty || hash['allow-empty'];\n\n      if (allowEmpty === undefined || allowEmpty === null) {\n        allowEmpty = Ember.get(this, 'globalAllowEmpty');\n      }\n\n      if (Ember.isBlank(datetime)) {\n        if (allowEmpty) {\n          return;\n        }\n\n        /* eslint-disable no-console */\n        console.warn('ember-moment: an empty value (null, undefined, or \"\") was passed to ember-moment helper');\n      }\n\n      return cb.apply(this, arguments);\n    };\n  };\n});","define(\"ember-power-select/components/power-select-multiple\", [\"exports\", \"ember-power-select/templates/components/power-select-multiple\", \"ember-power-select/utils/computed-fallback-if-undefined\"], function (_exports, _powerSelectMultiple, _computedFallbackIfUndefined) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    tagName: '',\n    layout: _powerSelectMultiple.default,\n    // Config\n    triggerComponent: (0, _computedFallbackIfUndefined.default)('power-select-multiple/trigger'),\n    beforeOptionsComponent: (0, _computedFallbackIfUndefined.default)(null),\n    // CPs\n    concatenatedTriggerClass: Ember.computed('triggerClass', function () {\n      var classes = ['ember-power-select-multiple-trigger'];\n\n      if (this.get('triggerClass')) {\n        classes.push(this.get('triggerClass'));\n      }\n\n      return classes.join(' ');\n    }),\n    selected: Ember.computed({\n      get: function get() {\n        return [];\n      },\n      set: function set(_, v) {\n        if (v === null || v === undefined) {\n          return [];\n        }\n\n        return v;\n      }\n    }),\n    computedTabIndex: Ember.computed('tabindex', 'searchEnabled', 'triggerComponent', function () {\n      if (this.get('triggerComponent') === 'power-select-multiple/trigger' && this.get('searchEnabled') !== false) {\n        return '-1';\n      } else {\n        return this.get('tabindex');\n      }\n    }),\n    // Actions\n    actions: {\n      handleOpen: function handleOpen(select, e) {\n        var action = this.get('onopen');\n\n        if (action && action(select, e) === false) {\n          return false;\n        }\n\n        this.focusInput(select);\n      },\n      handleFocus: function handleFocus(select, e) {\n        var action = this.get('onfocus');\n\n        if (action) {\n          action(select, e);\n        }\n\n        this.focusInput(select);\n      },\n      handleKeydown: function handleKeydown(select, e) {\n        var action = this.get('onkeydown');\n\n        if (action && action(select, e) === false) {\n          e.stopPropagation();\n          return false;\n        }\n\n        if (e.keyCode === 13 && select.isOpen) {\n          e.stopPropagation();\n\n          if (select.highlighted !== undefined) {\n            if (!select.selected || select.selected.indexOf(select.highlighted) === -1) {\n              select.actions.choose(select.highlighted, e);\n              return false;\n            } else {\n              select.actions.close(e);\n              return false;\n            }\n          } else {\n            select.actions.close(e);\n            return false;\n          }\n        }\n      },\n      buildSelection: function buildSelection(option, select) {\n        var newSelection = (select.selected || []).slice(0);\n        var idx = -1;\n\n        for (var i = 0; i < newSelection.length; i++) {\n          if (Ember.isEqual(newSelection[i], option)) {\n            idx = i;\n            break;\n          }\n        }\n\n        if (idx > -1) {\n          newSelection.splice(idx, 1);\n        } else {\n          newSelection.push(option);\n        }\n\n        return newSelection;\n      }\n    },\n    // Methods\n    focusInput: function focusInput(select) {\n      if (select) {\n        var input = document.querySelector(\"#ember-power-select-trigger-multiple-input-\".concat(select.uniqueId));\n\n        if (input) {\n          input.focus();\n        }\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/components/power-select-multiple/trigger\", [\"exports\", \"ember-power-select/templates/components/power-select-multiple/trigger\"], function (_exports, _trigger) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  var ua = window && window.navigator ? window.navigator.userAgent : '';\n  var isIE = ua.indexOf('MSIE ') > -1 || ua.indexOf('Trident/') > -1;\n  var isTouchDevice = !!window && 'ontouchstart' in window;\n\n  var _default = Ember.Component.extend({\n    tagName: '',\n    layout: _trigger.default,\n    textMeasurer: Ember.inject.service(),\n    _lastIsOpen: false,\n    // Lifecycle hooks\n    didInsertElement: function didInsertElement() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      var select = this.get('select');\n      this.input = document.getElementById(\"ember-power-select-trigger-multiple-input-\".concat(select.uniqueId));\n      var inputStyle = this.input ? window.getComputedStyle(this.input) : null;\n      this.inputFont = inputStyle ? \"\".concat(inputStyle.fontStyle, \" \").concat(inputStyle.fontVariant, \" \").concat(inputStyle.fontWeight, \" \").concat(inputStyle.fontSize, \"/\").concat(inputStyle.lineHeight, \" \").concat(inputStyle.fontFamily) : null;\n      var optionsList = document.getElementById(\"ember-power-select-multiple-options-\".concat(select.uniqueId));\n\n      var chooseOption = function chooseOption(e) {\n        var selectedIndex = e.target.getAttribute('data-selected-index');\n\n        if (selectedIndex) {\n          e.stopPropagation();\n          e.preventDefault();\n\n          var _select = _this.get('select');\n\n          var object = _this.selectedObject(_select.selected, selectedIndex);\n\n          _select.actions.choose(object);\n        }\n      };\n\n      if (isTouchDevice) {\n        optionsList.addEventListener('touchstart', chooseOption);\n      }\n\n      optionsList.addEventListener('mousedown', chooseOption);\n    },\n    didReceiveAttrs: function didReceiveAttrs() {\n      var oldSelect = this.get('oldSelect') || {};\n      var select = this.set('oldSelect', this.get('select'));\n\n      if (oldSelect.isOpen && !select.isOpen) {\n        Ember.run.scheduleOnce('actions', null, select.actions.search, '');\n      }\n    },\n    // CPs\n    triggerMultipleInputStyle: Ember.computed('select.{searchText.length,selected.length}', function () {\n      var select = this.get('select');\n      Ember.run.scheduleOnce('actions', select.actions.reposition);\n\n      if (!select.selected || Ember.get(select.selected, 'length') === 0) {\n        return Ember.String.htmlSafe('width: 100%;');\n      } else {\n        var textWidth = 0;\n\n        if (this.inputFont) {\n          textWidth = this.get('textMeasurer').width(select.searchText, this.inputFont);\n        }\n\n        return Ember.String.htmlSafe(\"width: \".concat(textWidth + 25, \"px\"));\n      }\n    }),\n    maybePlaceholder: Ember.computed('placeholder', 'select.selected.length', function () {\n      if (isIE) {\n        return;\n      }\n\n      var select = this.get('select');\n      return !select.selected || Ember.get(select.selected, 'length') === 0 ? this.get('placeholder') || '' : '';\n    }),\n    // Actions\n    actions: {\n      onInput: function onInput(e) {\n        var action = this.get('onInput');\n\n        if (action && action(e) === false) {\n          return;\n        }\n\n        this.get('select').actions.open(e);\n      },\n      onKeydown: function onKeydown(e) {\n        var _this$getProperties = this.getProperties('onKeydown', 'select'),\n            onKeydown = _this$getProperties.onKeydown,\n            select = _this$getProperties.select;\n\n        if (onKeydown && onKeydown(e) === false) {\n          e.stopPropagation();\n          return false;\n        }\n\n        if (e.keyCode === 8) {\n          e.stopPropagation();\n\n          if (Ember.isBlank(e.target.value)) {\n            var lastSelection = select.selected[select.selected.length - 1];\n\n            if (lastSelection) {\n              select.actions.select(this.get('buildSelection')(lastSelection, select), e);\n\n              if (typeof lastSelection === 'string') {\n                select.actions.search(lastSelection);\n              } else {\n                var searchField = this.get('searchField');\n                (true && !(searchField) && Ember.assert('`{{power-select-multiple}}` requires a `searchField` when the options are not strings to remove options using backspace', searchField));\n                select.actions.search(Ember.get(lastSelection, searchField));\n              }\n\n              select.actions.open(e);\n            }\n          }\n        } else if (e.keyCode >= 48 && e.keyCode <= 90 || e.keyCode === 32) {\n          // Keys 0-9, a-z or SPACE\n          e.stopPropagation();\n        }\n      }\n    },\n    // Methods\n    selectedObject: function selectedObject(list, index) {\n      if (list.objectAt) {\n        return list.objectAt(index);\n      } else {\n        return Ember.get(list, index);\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/components/power-select\", [\"exports\", \"ember-power-select/templates/components/power-select\", \"ember-power-select/utils/computed-fallback-if-undefined\", \"ember-power-select/utils/computed-options-matcher\", \"ember-power-select/utils/group-utils\", \"ember-concurrency\"], function (_exports, _powerSelect, _computedFallbackIfUndefined, _computedOptionsMatcher, _groupUtils, _emberConcurrency) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  // Copied from Ember. It shouldn't be necessary in Ember 2.5+\n  var assign = Object.assign || function EmberAssign(original) {\n    for (var i = 0; i < (arguments.length <= 1 ? 0 : arguments.length - 1); i++) {\n      var arg = i + 1 < 1 || arguments.length <= i + 1 ? undefined : arguments[i + 1];\n\n      if (!arg) {\n        continue;\n      }\n\n      var updates = Object.keys(arg);\n\n      for (var _i = 0; _i < updates.length; _i++) {\n        var prop = updates[_i];\n        original[prop] = arg[prop];\n      }\n    }\n\n    return original;\n  };\n\n  function concatWithProperty(strings, property) {\n    if (property) {\n      strings.push(property);\n    }\n\n    return strings.join(' ');\n  }\n\n  function toPlainArray(collection) {\n    return collection.toArray ? collection.toArray() : collection;\n  }\n\n  var initialState = {\n    options: [],\n    // Contains the resolved collection of options\n    results: [],\n    // Contains the active set of results\n    resultsCount: 0,\n    // Contains the number of results incuding those nested/disabled\n    selected: undefined,\n    // Contains the resolved selected option\n    highlighted: undefined,\n    // Contains the currently highlighted option (if any)\n    searchText: '',\n    // Contains the text of the current search\n    lastSearchedText: '',\n    // Contains the text of the last finished search\n    loading: false,\n    // Truthy if there is a pending promise that will update the results\n    isActive: false,\n    // Truthy if the trigger is focused. Other subcomponents can mark it as active depending on other logic.\n    // Private API (for now)\n    _expirableSearchText: '',\n    _repeatingChar: ''\n  };\n\n  var _default = Ember.Component.extend({\n    // HTML\n    layout: _powerSelect.default,\n    tagName: '',\n    // Options\n    searchEnabled: (0, _computedFallbackIfUndefined.default)(true),\n    matchTriggerWidth: (0, _computedFallbackIfUndefined.default)(true),\n    preventScroll: (0, _computedFallbackIfUndefined.default)(false),\n    matcher: (0, _computedFallbackIfUndefined.default)(_groupUtils.defaultMatcher),\n    loadingMessage: (0, _computedFallbackIfUndefined.default)('Loading options...'),\n    noMatchesMessage: (0, _computedFallbackIfUndefined.default)('No results found'),\n    searchMessage: (0, _computedFallbackIfUndefined.default)('Type to search'),\n    closeOnSelect: (0, _computedFallbackIfUndefined.default)(true),\n    defaultHighlighted: (0, _computedFallbackIfUndefined.default)(_groupUtils.defaultHighlighted),\n    typeAheadMatcher: (0, _computedFallbackIfUndefined.default)(_groupUtils.defaultTypeAheadMatcher),\n    highlightOnHover: (0, _computedFallbackIfUndefined.default)(true),\n    afterOptionsComponent: (0, _computedFallbackIfUndefined.default)(null),\n    beforeOptionsComponent: (0, _computedFallbackIfUndefined.default)('power-select/before-options'),\n    optionsComponent: (0, _computedFallbackIfUndefined.default)('power-select/options'),\n    groupComponent: (0, _computedFallbackIfUndefined.default)('power-select/power-select-group'),\n    selectedItemComponent: (0, _computedFallbackIfUndefined.default)(null),\n    triggerComponent: (0, _computedFallbackIfUndefined.default)('power-select/trigger'),\n    searchMessageComponent: (0, _computedFallbackIfUndefined.default)('power-select/search-message'),\n    placeholderComponent: (0, _computedFallbackIfUndefined.default)('power-select/placeholder'),\n    buildSelection: (0, _computedFallbackIfUndefined.default)(function buildSelection(option) {\n      return option;\n    }),\n    _triggerTagName: (0, _computedFallbackIfUndefined.default)('div'),\n    _contentTagName: (0, _computedFallbackIfUndefined.default)('div'),\n    // Private state\n    publicAPI: initialState,\n    // Lifecycle hooks\n    init: function init() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      this._publicAPIActions = {\n        search: function search() {\n          if (_this.get('isDestroying')) {\n            return;\n          }\n\n          for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {\n            args[_key] = arguments[_key];\n          }\n\n          return _this.send.apply(_this, ['search'].concat(args));\n        },\n        highlight: function highlight() {\n          for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n            args[_key2] = arguments[_key2];\n          }\n\n          return _this.send.apply(_this, ['highlight'].concat(args));\n        },\n        select: function select() {\n          for (var _len3 = arguments.length, args = new Array(_len3), _key3 = 0; _key3 < _len3; _key3++) {\n            args[_key3] = arguments[_key3];\n          }\n\n          return _this.send.apply(_this, ['select'].concat(args));\n        },\n        choose: function choose() {\n          for (var _len4 = arguments.length, args = new Array(_len4), _key4 = 0; _key4 < _len4; _key4++) {\n            args[_key4] = arguments[_key4];\n          }\n\n          return _this.send.apply(_this, ['choose'].concat(args));\n        },\n        scrollTo: function scrollTo() {\n          for (var _len5 = arguments.length, args = new Array(_len5), _key5 = 0; _key5 < _len5; _key5++) {\n            args[_key5] = arguments[_key5];\n          }\n\n          return Ember.run.scheduleOnce.apply(void 0, ['afterRender', _this, _this.send, 'scrollTo'].concat(args));\n        }\n      };\n      (true && !(this.get('onchange') && typeof this.get('onchange') === 'function') && Ember.assert('{{power-select}} requires an `onchange` function', this.get('onchange') && typeof this.get('onchange') === 'function'));\n    },\n    willDestroy: function willDestroy() {\n      this._super.apply(this, arguments);\n\n      this._removeObserversInOptions();\n\n      this._removeObserversInSelected();\n\n      var action = this.get('registerAPI');\n\n      if (action) {\n        action(null);\n      }\n    },\n    // CPs\n    inTesting: Ember.computed(function () {\n      var config = Ember.getOwner(this).resolveRegistration('config:environment');\n      return config.environment === 'test';\n    }),\n    selected: Ember.computed({\n      get: function get() {\n        return null;\n      },\n      set: function set(_, selected) {\n        if (selected && !(selected instanceof Ember.ObjectProxy) && Ember.get(selected, 'then')) {\n          this.get('_updateSelectedTask').perform(selected);\n        } else {\n          Ember.run.scheduleOnce('actions', this, this.updateSelection, selected);\n        }\n\n        return selected;\n      }\n    }),\n    options: Ember.computed({\n      get: function get() {\n        return [];\n      },\n      set: function set(_, options, oldOptions) {\n        if (options === oldOptions) {\n          return options;\n        }\n\n        if (options && Ember.get(options, 'then')) {\n          this.get('_updateOptionsTask').perform(options);\n        } else {\n          Ember.run.scheduleOnce('actions', this, this.updateOptions, options);\n        }\n\n        return options;\n      }\n    }),\n    optionMatcher: (0, _computedOptionsMatcher.default)('matcher', _groupUtils.defaultMatcher),\n    typeAheadOptionMatcher: (0, _computedOptionsMatcher.default)('typeAheadMatcher', _groupUtils.defaultTypeAheadMatcher),\n    concatenatedTriggerClasses: Ember.computed('triggerClass', 'publicAPI.isActive', function () {\n      var classes = ['ember-power-select-trigger'];\n\n      if (this.get('publicAPI.isActive')) {\n        classes.push('ember-power-select-trigger--active');\n      }\n\n      return concatWithProperty(classes, this.get('triggerClass'));\n    }),\n    concatenatedDropdownClasses: Ember.computed('dropdownClass', 'publicAPI.isActive', function () {\n      var classes = ['ember-power-select-dropdown'];\n\n      if (this.get('publicAPI.isActive')) {\n        classes.push('ember-power-select-dropdown--active');\n      }\n\n      return concatWithProperty(classes, this.get('dropdownClass'));\n    }),\n    mustShowSearchMessage: Ember.computed('publicAPI.{loading,searchText,resultsCount}', 'search', 'searchMessage', function () {\n      var publicAPI = this.get('publicAPI');\n      return !publicAPI.loading && publicAPI.searchText.length === 0 && !!this.get('search') && !!this.get('searchMessage') && publicAPI.resultsCount === 0;\n    }),\n    mustShowNoMessages: Ember.computed('search', 'publicAPI.{lastSearchedText,resultsCount,loading}', function () {\n      var publicAPI = this.get('publicAPI');\n      return !publicAPI.loading && publicAPI.resultsCount === 0 && (!this.get('search') || publicAPI.lastSearchedText.length > 0);\n    }),\n    // Actions\n    actions: {\n      registerAPI: function registerAPI(dropdown) {\n        if (!dropdown) {\n          return;\n        }\n\n        var publicAPI = assign({}, this.get('publicAPI'), dropdown);\n        publicAPI.actions = assign({}, dropdown.actions, this._publicAPIActions);\n        this.setProperties({\n          publicAPI: publicAPI,\n          optionsId: \"ember-power-select-options-\".concat(publicAPI.uniqueId)\n        });\n        var action = this.get('registerAPI');\n\n        if (action) {\n          action(publicAPI);\n        }\n      },\n      onOpen: function onOpen(_, e) {\n        var action = this.get('onopen');\n\n        if (action && action(this.get('publicAPI'), e) === false) {\n          return false;\n        }\n\n        if (e) {\n          this.set('openingEvent', e);\n\n          if (e.type === 'keydown' && (e.keyCode === 38 || e.keyCode === 40)) {\n            e.preventDefault();\n          }\n        }\n\n        this.resetHighlighted();\n      },\n      onClose: function onClose(_, e) {\n        var action = this.get('onclose');\n\n        if (action && action(this.get('publicAPI'), e) === false) {\n          return false;\n        }\n\n        if (e) {\n          this.set('openingEvent', null);\n        }\n\n        this.updateState({\n          highlighted: undefined\n        });\n      },\n      onInput: function onInput(e) {\n        var term = e.target.value;\n        var action = this.get('oninput');\n        var publicAPI = this.get('publicAPI');\n        var correctedTerm;\n\n        if (action) {\n          correctedTerm = action(term, publicAPI, e);\n\n          if (correctedTerm === false) {\n            return;\n          }\n        }\n\n        publicAPI.actions.search(typeof correctedTerm === 'string' ? correctedTerm : term);\n      },\n      highlight: function highlight(option\n      /* , e */\n      ) {\n        if (option && Ember.get(option, 'disabled')) {\n          return;\n        }\n\n        this.updateState({\n          highlighted: option\n        });\n      },\n      select: function select(selected, e) {\n        var publicAPI = this.get('publicAPI');\n\n        if (!Ember.isEqual(publicAPI.selected, selected)) {\n          this.get('onchange')(selected, publicAPI, e);\n        }\n      },\n      search: function search(term) {\n        if (Ember.isBlank(term)) {\n          this._resetSearch();\n        } else if (this.get('search')) {\n          this._performSearch(term);\n        } else {\n          this._performFilter(term);\n        }\n      },\n      choose: function choose(selected, e) {\n        if (!this.get('inTesting')) {\n          if (e && e.clientY) {\n            if (this.openingEvent && this.openingEvent.clientY) {\n              if (Math.abs(this.openingEvent.clientY - e.clientY) < 2) {\n                return;\n              }\n            }\n          }\n        }\n\n        var publicAPI = this.get('publicAPI');\n        publicAPI.actions.select(this.get('buildSelection')(selected, publicAPI), e);\n\n        if (this.get('closeOnSelect')) {\n          publicAPI.actions.close(e);\n          return false;\n        }\n      },\n      // keydowns handled by the trigger provided by ember-basic-dropdown\n      onTriggerKeydown: function onTriggerKeydown(_, e) {\n        var onkeydown = this.get('onkeydown');\n\n        if (onkeydown && onkeydown(this.get('publicAPI'), e) === false) {\n          return false;\n        }\n\n        if (e.ctrlKey || e.metaKey) {\n          return false;\n        }\n\n        if (e.keyCode >= 48 && e.keyCode <= 90 // Keys 0-9, a-z\n        || this._isNumpadKeyEvent(e)) {\n          this.get('triggerTypingTask').perform(e);\n        } else if (e.keyCode === 32) {\n          // Space\n          return this._handleKeySpace(e);\n        } else {\n          return this._routeKeydown(e);\n        }\n      },\n      // keydowns handled by inputs inside the component\n      onKeydown: function onKeydown(e) {\n        var onkeydown = this.get('onkeydown');\n\n        if (onkeydown && onkeydown(this.get('publicAPI'), e) === false) {\n          return false;\n        }\n\n        return this._routeKeydown(e);\n      },\n      scrollTo: function scrollTo(option) {\n        if (!document || !option) {\n          return;\n        }\n\n        var publicAPI = this.get('publicAPI');\n        var userDefinedScrollTo = this.get('scrollTo');\n\n        if (userDefinedScrollTo) {\n          for (var _len6 = arguments.length, rest = new Array(_len6 > 1 ? _len6 - 1 : 0), _key6 = 1; _key6 < _len6; _key6++) {\n            rest[_key6 - 1] = arguments[_key6];\n          }\n\n          return userDefinedScrollTo.apply(void 0, [option, publicAPI].concat(rest));\n        }\n\n        var optionsList = document.getElementById(\"ember-power-select-options-\".concat(publicAPI.uniqueId));\n\n        if (!optionsList) {\n          return;\n        }\n\n        var index = (0, _groupUtils.indexOfOption)(publicAPI.results, option);\n\n        if (index === -1) {\n          return;\n        }\n\n        var optionElement = optionsList.querySelectorAll('[data-option-index]').item(index);\n\n        if (!optionElement) {\n          return;\n        }\n\n        var optionTopScroll = optionElement.offsetTop - optionsList.offsetTop;\n        var optionBottomScroll = optionTopScroll + optionElement.offsetHeight;\n\n        if (optionBottomScroll > optionsList.offsetHeight + optionsList.scrollTop) {\n          optionsList.scrollTop = optionBottomScroll - optionsList.offsetHeight;\n        } else if (optionTopScroll < optionsList.scrollTop) {\n          optionsList.scrollTop = optionTopScroll;\n        }\n      },\n      onTriggerFocus: function onTriggerFocus(_, event) {\n        this.send('activate');\n        var action = this.get('onfocus');\n\n        if (action) {\n          action(this.get('publicAPI'), event);\n        }\n      },\n      onFocus: function onFocus(event) {\n        this.send('activate');\n        var action = this.get('onfocus');\n\n        if (action) {\n          action(this.get('publicAPI'), event);\n        }\n      },\n      onTriggerBlur: function onTriggerBlur(_, event) {\n        if (!this.isDestroying) {\n          this.send('deactivate');\n        }\n\n        var action = this.get('onblur');\n\n        if (action) {\n          action(this.get('publicAPI'), event);\n        }\n      },\n      onBlur: function onBlur(event) {\n        if (!this.isDestroying) {\n          this.send('deactivate');\n        }\n\n        var action = this.get('onblur');\n\n        if (action) {\n          action(this.get('publicAPI'), event);\n        }\n      },\n      activate: function activate() {\n        Ember.run.scheduleOnce('actions', this, 'setIsActive', true);\n      },\n      deactivate: function deactivate() {\n        Ember.run.scheduleOnce('actions', this, 'setIsActive', false);\n      }\n    },\n    // Tasks\n    triggerTypingTask: (0, _emberConcurrency.task)( /*#__PURE__*/regeneratorRuntime.mark(function _callee(e) {\n      var searchStartOffset, publicAPI, repeatingChar, charCode, term, c, match;\n      return regeneratorRuntime.wrap(function _callee$(_context) {\n        while (1) {\n          switch (_context.prev = _context.next) {\n            case 0:\n              // In general, a user doing this interaction means to have a different result.\n              searchStartOffset = 1;\n              publicAPI = this.get('publicAPI');\n              repeatingChar = publicAPI._repeatingChar;\n              charCode = e.keyCode;\n\n              if (this._isNumpadKeyEvent(e)) {\n                charCode -= 48; // Adjust char code offset for Numpad key codes. Check here for numapd key code behavior: https://goo.gl/Qwc9u4\n              }\n\n              // Check if user intends to cycle through results. _repeatingChar can only be the first character.\n              c = String.fromCharCode(charCode);\n\n              if (c === publicAPI._repeatingChar) {\n                term = c;\n              } else {\n                term = publicAPI._expirableSearchText + c;\n              }\n\n              if (term.length > 1) {\n                // If the term is longer than one char, the user is in the middle of a non-cycling interaction\n                // so the offset is just zero (the current selection is a valid match).\n                searchStartOffset = 0;\n                repeatingChar = '';\n              } else {\n                repeatingChar = c;\n              } // When the select is open, the \"selection\" is just highlighted.\n\n\n              if (publicAPI.isOpen && publicAPI.highlighted) {\n                searchStartOffset += (0, _groupUtils.indexOfOption)(publicAPI.options, publicAPI.highlighted);\n              } else if (!publicAPI.isOpen && publicAPI.selected) {\n                searchStartOffset += (0, _groupUtils.indexOfOption)(publicAPI.options, publicAPI.selected);\n              } else {\n                searchStartOffset = 0;\n              } // The char is always appended. That way, searching for words like \"Aaron\" will work even\n              // if \"Aa\" would cycle through the results.\n\n\n              this.updateState({\n                _expirableSearchText: publicAPI._expirableSearchText + c,\n                _repeatingChar: repeatingChar\n              });\n              match = this.findWithOffset(publicAPI.options, term, searchStartOffset, true);\n\n              if (match !== undefined) {\n                if (publicAPI.isOpen) {\n                  publicAPI.actions.highlight(match, e);\n                  publicAPI.actions.scrollTo(match, e);\n                } else {\n                  publicAPI.actions.select(match, e);\n                }\n              }\n\n              _context.next = 14;\n              return (0, _emberConcurrency.timeout)(1000);\n\n            case 14:\n              this.updateState({\n                _expirableSearchText: '',\n                _repeatingChar: ''\n              });\n\n            case 15:\n            case \"end\":\n              return _context.stop();\n          }\n        }\n      }, _callee, this);\n    })).restartable(),\n    _updateSelectedTask: (0, _emberConcurrency.task)( /*#__PURE__*/regeneratorRuntime.mark(function _callee2(selectionPromise) {\n      var selection;\n      return regeneratorRuntime.wrap(function _callee2$(_context2) {\n        while (1) {\n          switch (_context2.prev = _context2.next) {\n            case 0:\n              _context2.next = 2;\n              return selectionPromise;\n\n            case 2:\n              selection = _context2.sent;\n              this.updateSelection(selection);\n\n            case 4:\n            case \"end\":\n              return _context2.stop();\n          }\n        }\n      }, _callee2, this);\n    })).restartable(),\n    _updateOptionsTask: (0, _emberConcurrency.task)( /*#__PURE__*/regeneratorRuntime.mark(function _callee3(optionsPromise) {\n      var options;\n      return regeneratorRuntime.wrap(function _callee3$(_context3) {\n        while (1) {\n          switch (_context3.prev = _context3.next) {\n            case 0:\n              if (optionsPromise instanceof Ember.ArrayProxy) {\n                this.updateOptions(optionsPromise.get('content'));\n              }\n\n              this.updateState({\n                loading: true\n              });\n              _context3.prev = 2;\n              _context3.next = 5;\n              return optionsPromise;\n\n            case 5:\n              options = _context3.sent;\n              this.updateOptions(options);\n\n            case 7:\n              _context3.prev = 7;\n              this.updateState({\n                loading: false\n              });\n              return _context3.finish(7);\n\n            case 10:\n            case \"end\":\n              return _context3.stop();\n          }\n        }\n      }, _callee3, this, [[2,, 7, 10]]);\n    })).restartable(),\n    handleAsyncSearchTask: (0, _emberConcurrency.task)( /*#__PURE__*/regeneratorRuntime.mark(function _callee4(term, searchThenable) {\n      var results, resultsArray;\n      return regeneratorRuntime.wrap(function _callee4$(_context4) {\n        while (1) {\n          switch (_context4.prev = _context4.next) {\n            case 0:\n              _context4.prev = 0;\n              this.updateState({\n                loading: true\n              });\n              _context4.next = 4;\n              return searchThenable;\n\n            case 4:\n              results = _context4.sent;\n              resultsArray = toPlainArray(results);\n              this.updateState({\n                results: resultsArray,\n                _rawSearchResults: results,\n                lastSearchedText: term,\n                resultsCount: (0, _groupUtils.countOptions)(results),\n                loading: false\n              });\n              this.resetHighlighted();\n              _context4.next = 13;\n              break;\n\n            case 10:\n              _context4.prev = 10;\n              _context4.t0 = _context4[\"catch\"](0);\n              this.updateState({\n                lastSearchedText: term,\n                loading: false\n              });\n\n            case 13:\n              _context4.prev = 13;\n\n              if (typeof searchThenable.cancel === 'function') {\n                searchThenable.cancel();\n              }\n\n              return _context4.finish(13);\n\n            case 16:\n            case \"end\":\n              return _context4.stop();\n          }\n        }\n      }, _callee4, this, [[0, 10, 13, 16]]);\n    })).restartable(),\n    // Methods\n    setIsActive: function setIsActive(isActive) {\n      this.updateState({\n        isActive: isActive\n      });\n    },\n    filter: function filter(options, term) {\n      var skipDisabled = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n      return (0, _groupUtils.filterOptions)(options || [], term, this.get('optionMatcher'), skipDisabled);\n    },\n    findWithOffset: function findWithOffset(options, term, offset) {\n      var skipDisabled = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;\n      return (0, _groupUtils.findOptionWithOffset)(options || [], term, this.get('typeAheadOptionMatcher'), offset, skipDisabled);\n    },\n    updateOptions: function updateOptions(options) {\n      this._removeObserversInOptions();\n\n      if (!options) {\n        return;\n      }\n\n      if (true\n      /* DEBUG */\n      ) {\n        (function walk(collection) {\n          for (var i = 0; i < Ember.get(collection, 'length'); i++) {\n            var entry = collection.objectAt ? collection.objectAt(i) : collection[i];\n            var subOptions = Ember.get(entry, 'options');\n            var isGroup = !!Ember.get(entry, 'groupName') && !!subOptions;\n\n            if (isGroup) {\n              (true && !(!Ember.get(subOptions, 'then')) && Ember.assert('ember-power-select doesn\\'t support promises inside groups. Please, resolve those promises and turn them into arrays before passing them to ember-power-select', !Ember.get(subOptions, 'then')));\n              walk(subOptions);\n            }\n          }\n        })(options);\n      }\n\n      if (options && options.addObserver) {\n        options.addObserver('[]', this, this._updateOptionsAndResults);\n        this._observedOptions = options;\n      }\n\n      this._updateOptionsAndResults(options);\n    },\n    updateSelection: function updateSelection(selection) {\n      this._removeObserversInSelected();\n\n      if (Ember.isArray(selection)) {\n        if (selection && selection.addObserver) {\n          selection.addObserver('[]', this, this._updateSelectedArray);\n          this._observedSelected = selection;\n        }\n\n        this._updateSelectedArray(selection);\n      } else if (selection !== this.get('publicAPI').selected) {\n        this.updateState({\n          selected: selection,\n          highlighted: selection\n        });\n      }\n    },\n    resetHighlighted: function resetHighlighted() {\n      var publicAPI = this.get('publicAPI');\n      var defaultHightlighted = this.get('defaultHighlighted');\n      var highlighted;\n\n      if (typeof defaultHightlighted === 'function') {\n        highlighted = defaultHightlighted(publicAPI);\n      } else {\n        highlighted = defaultHightlighted;\n      }\n\n      this.updateState({\n        highlighted: highlighted\n      });\n    },\n    _updateOptionsAndResults: function _updateOptionsAndResults(opts) {\n      if (Ember.get(this, 'isDestroying')) {\n        return;\n      }\n\n      var options = toPlainArray(opts);\n      var publicAPI;\n\n      if (this.get('search')) {\n        // external search\n        publicAPI = this.updateState({\n          options: options,\n          results: options,\n          resultsCount: (0, _groupUtils.countOptions)(options),\n          loading: false\n        });\n      } else {\n        // filter\n        publicAPI = this.get('publicAPI');\n        var results = Ember.isBlank(publicAPI.searchText) ? options : this.filter(options, publicAPI.searchText);\n        publicAPI = this.updateState({\n          results: results,\n          options: options,\n          resultsCount: (0, _groupUtils.countOptions)(results),\n          loading: false\n        });\n      }\n\n      if (publicAPI.isOpen) {\n        this.resetHighlighted();\n      }\n    },\n    _updateSelectedArray: function _updateSelectedArray(selection) {\n      if (Ember.get(this, 'isDestroyed')) {\n        return;\n      }\n\n      this.updateState({\n        selected: toPlainArray(selection)\n      });\n    },\n    _resetSearch: function _resetSearch() {\n      var results = this.get('publicAPI').options;\n      this.get('handleAsyncSearchTask').cancelAll();\n      this.updateState({\n        results: results,\n        searchText: '',\n        lastSearchedText: '',\n        resultsCount: (0, _groupUtils.countOptions)(results),\n        loading: false\n      });\n    },\n    _performFilter: function _performFilter(term) {\n      var results = this.filter(this.get('publicAPI').options, term);\n      this.updateState({\n        results: results,\n        searchText: term,\n        lastSearchedText: term,\n        resultsCount: (0, _groupUtils.countOptions)(results)\n      });\n      this.resetHighlighted();\n    },\n    _performSearch: function _performSearch(term) {\n      var searchAction = this.get('search');\n      var publicAPI = this.updateState({\n        searchText: term\n      });\n      var search = searchAction(term, publicAPI);\n\n      if (!search) {\n        publicAPI = this.updateState({\n          lastSearchedText: term\n        });\n      } else if (Ember.get(search, 'then')) {\n        this.get('handleAsyncSearchTask').perform(term, search);\n      } else {\n        var resultsArray = toPlainArray(search);\n        this.updateState({\n          results: resultsArray,\n          lastSearchedText: term,\n          resultsCount: (0, _groupUtils.countOptions)(resultsArray)\n        });\n        this.resetHighlighted();\n      }\n    },\n    _routeKeydown: function _routeKeydown(e) {\n      if (e.keyCode === 38 || e.keyCode === 40) {\n        // Up & Down\n        return this._handleKeyUpDown(e);\n      } else if (e.keyCode === 13) {\n        // ENTER\n        return this._handleKeyEnter(e);\n      } else if (e.keyCode === 9) {\n        // Tab\n        return this._handleKeyTab(e);\n      } else if (e.keyCode === 27) {\n        // ESC\n        return this._handleKeyESC(e);\n      }\n    },\n    _handleKeyUpDown: function _handleKeyUpDown(e) {\n      var publicAPI = this.get('publicAPI');\n\n      if (publicAPI.isOpen) {\n        e.preventDefault();\n        e.stopPropagation();\n        var step = e.keyCode === 40 ? 1 : -1;\n        var newHighlighted = (0, _groupUtils.advanceSelectableOption)(publicAPI.results, publicAPI.highlighted, step);\n        publicAPI.actions.highlight(newHighlighted, e);\n        publicAPI.actions.scrollTo(newHighlighted);\n      } else {\n        publicAPI.actions.open(e);\n      }\n    },\n    _handleKeyEnter: function _handleKeyEnter(e) {\n      var publicAPI = this.get('publicAPI');\n\n      if (publicAPI.isOpen && publicAPI.highlighted !== undefined) {\n        publicAPI.actions.choose(publicAPI.highlighted, e);\n        return false;\n      }\n    },\n    _handleKeySpace: function _handleKeySpace(e) {\n      if (['TEXTAREA', 'INPUT'].includes(e.target.nodeName)) {\n        return false;\n      }\n\n      var publicAPI = this.get('publicAPI');\n\n      if (publicAPI.isOpen && publicAPI.highlighted !== undefined) {\n        e.preventDefault(); // Prevents scrolling of the page.\n\n        publicAPI.actions.choose(publicAPI.highlighted, e);\n        return false;\n      }\n    },\n    _handleKeyTab: function _handleKeyTab(e) {\n      this.get('publicAPI').actions.close(e);\n    },\n    _handleKeyESC: function _handleKeyESC(e) {\n      this.get('publicAPI').actions.close(e);\n    },\n    _removeObserversInOptions: function _removeObserversInOptions() {\n      if (this._observedOptions) {\n        this._observedOptions.removeObserver('[]', this, this._updateOptionsAndResults);\n\n        this._observedOptions = undefined;\n      }\n    },\n    _removeObserversInSelected: function _removeObserversInSelected() {\n      if (this._observedSelected) {\n        this._observedSelected.removeObserver('[]', this, this._updateSelectedArray);\n\n        this._observedSelected = undefined;\n      }\n    },\n    _isNumpadKeyEvent: function _isNumpadKeyEvent(e) {\n      return e.keyCode >= 96 && e.keyCode <= 105;\n    },\n    updateState: function updateState(changes) {\n      var newState = Ember.set(this, 'publicAPI', assign({}, this.get('publicAPI'), changes));\n      var registerAPI = this.get('registerAPI');\n\n      if (registerAPI) {\n        registerAPI(newState);\n      }\n\n      return newState;\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/components/power-select/before-options\", [\"exports\", \"ember-power-select/templates/components/power-select/before-options\"], function (_exports, _beforeOptions) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    tagName: '',\n    layout: _beforeOptions.default,\n    autofocus: true,\n    // Lifecycle hooks\n    didInsertElement: function didInsertElement() {\n      this._super.apply(this, arguments);\n\n      if (this.get('autofocus')) {\n        this.focusInput();\n      }\n    },\n    willDestroyElement: function willDestroyElement() {\n      this._super.apply(this, arguments);\n\n      if (this.get('searchEnabled')) {\n        Ember.run.scheduleOnce('actions', this, this.get('select').actions.search, '');\n      }\n    },\n    // Actions\n    actions: {\n      onKeydown: function onKeydown(e) {\n        var onKeydown = this.get('onKeydown');\n\n        if (onKeydown(e) === false) {\n          return false;\n        }\n\n        if (e.keyCode === 13) {\n          var select = this.get('select');\n          select.actions.close(e);\n        }\n      }\n    },\n    // Methods\n    focusInput: function focusInput() {\n      this.input = document.querySelector(\".ember-power-select-search-input[aria-controls=\\\"\".concat(this.get('listboxId'), \"\\\"]\"));\n\n      if (this.input) {\n        Ember.run.later(this.input, 'focus', 0);\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/components/power-select/options\", [\"exports\", \"ember-power-select/templates/components/power-select/options\"], function (_exports, _options) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  var isTouchDevice = !!window && 'ontouchstart' in window;\n\n  if (typeof FastBoot === 'undefined') {\n    (function (ElementProto) {\n      if (typeof ElementProto.matches !== 'function') {\n        ElementProto.matches = ElementProto.msMatchesSelector || ElementProto.mozMatchesSelector || ElementProto.webkitMatchesSelector;\n      }\n\n      if (typeof ElementProto.closest !== 'function') {\n        ElementProto.closest = function closest(selector) {\n          var element = this;\n\n          while (element && element.nodeType === 1) {\n            if (element.matches(selector)) {\n              return element;\n            }\n\n            element = element.parentNode;\n          }\n\n          return null;\n        };\n      }\n    })(window.Element.prototype);\n  }\n\n  var _default = Ember.Component.extend({\n    isTouchDevice: isTouchDevice,\n    layout: _options.default,\n    tagName: 'ul',\n    attributeBindings: ['role', 'aria-controls'],\n    role: 'listbox',\n    // Lifecycle hooks\n    didInsertElement: function didInsertElement() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      if (this.get('role') === 'group') {\n        return;\n      }\n\n      var findOptionAndPerform = function findOptionAndPerform(action, e) {\n        var optionItem = e.target.closest('[data-option-index]');\n\n        if (!optionItem) {\n          return;\n        }\n\n        if (optionItem.closest('[aria-disabled=true]')) {\n          return; // Abort if the item or an ancestor is disabled\n        }\n\n        var optionIndex = optionItem.getAttribute('data-option-index');\n        action(_this._optionFromIndex(optionIndex), e);\n      };\n\n      this.element.addEventListener('mouseup', function (e) {\n        return findOptionAndPerform(_this.get('select.actions.choose'), e);\n      });\n\n      if (this.get('highlightOnHover')) {\n        this.element.addEventListener('mouseover', function (e) {\n          return findOptionAndPerform(_this.get('select.actions.highlight'), e);\n        });\n      }\n\n      if (this.get('isTouchDevice')) {\n        this._addTouchEvents();\n      }\n\n      if (this.get('role') !== 'group') {\n        var select = this.get('select');\n        select.actions.scrollTo(select.highlighted);\n      }\n    },\n    // CPs\n    'aria-controls': Ember.computed('select.uniqueId', function () {\n      return \"ember-power-select-trigger-\".concat(this.get('select.uniqueId'));\n    }),\n    // Methods\n    _addTouchEvents: function _addTouchEvents() {\n      var _this2 = this;\n\n      var touchMoveHandler = function touchMoveHandler() {\n        _this2.hasMoved = true;\n\n        if (_this2.element) {\n          _this2.element.removeEventListener('touchmove', touchMoveHandler);\n        }\n      }; // Add touch event handlers to detect taps\n\n\n      this.element.addEventListener('touchstart', function () {\n        _this2.element.addEventListener('touchmove', touchMoveHandler);\n      });\n      this.element.addEventListener('touchend', function (e) {\n        var optionItem = e.target.closest('[data-option-index]');\n\n        if (!optionItem) {\n          return;\n        }\n\n        e.preventDefault();\n\n        if (_this2.hasMoved) {\n          _this2.hasMoved = false;\n          return;\n        }\n\n        if (optionItem.closest('[aria-disabled=true]')) {\n          return; // Abort if the item or an ancestor is disabled\n        }\n\n        var optionIndex = optionItem.getAttribute('data-option-index');\n\n        _this2.get('select.actions.choose')(_this2._optionFromIndex(optionIndex), e);\n      });\n    },\n    _optionFromIndex: function _optionFromIndex(index) {\n      var parts = index.split('.');\n      var options = this.get('options');\n      var option = options[parseInt(parts[0], 10)];\n\n      for (var i = 1; i < parts.length; i++) {\n        option = option.options[parseInt(parts[i], 10)];\n      }\n\n      return option;\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/components/power-select/placeholder\", [\"exports\", \"ember-power-select/templates/components/power-select/placeholder\"], function (_exports, _placeholder) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _placeholder.default,\n    tagName: ''\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/components/power-select/power-select-group\", [\"exports\", \"ember-power-select/templates/components/power-select/power-select-group\"], function (_exports, _powerSelectGroup) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _powerSelectGroup.default,\n    tagName: '',\n    disabled: Ember.computed.reads('group.disabled'),\n    groupName: Ember.computed.reads('group.groupName')\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/components/power-select/search-message\", [\"exports\", \"ember-power-select/templates/components/power-select/search-message\"], function (_exports, _searchMessage) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _searchMessage.default,\n    tagName: ''\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/components/power-select/trigger\", [\"exports\", \"ember-power-select/templates/components/power-select/trigger\"], function (_exports, _trigger) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _trigger.default,\n    tagName: '',\n    // Actions\n    actions: {\n      clear: function clear(e) {\n        e.stopPropagation();\n        this.get('select').actions.select(null);\n\n        if (e.type === 'touchstart') {\n          return false;\n        }\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-power-select/helpers/ember-power-select-is-group\", [\"exports\", \"ember-power-select/utils/group-utils\"], function (_exports, _groupUtils) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  _exports.emberPowerSelectIsGroup = emberPowerSelectIsGroup;\n\n  function _slicedToArray(arr, i) { return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest(); }\n\n  function _nonIterableRest() { throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  function _iterableToArrayLimit(arr, i) { var _i = arr == null ? null : typeof Symbol !== \"undefined\" && arr[Symbol.iterator] || arr[\"@@iterator\"]; if (_i == null) return; var _arr = []; var _n = true; var _d = false; var _s, _e; try { for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i[\"return\"] != null) _i[\"return\"](); } finally { if (_d) throw _e; } } return _arr; }\n\n  function _arrayWithHoles(arr) { if (Array.isArray(arr)) return arr; }\n\n  function emberPowerSelectIsGroup(_ref) {\n    var _ref2 = _slicedToArray(_ref, 1),\n        maybeGroup = _ref2[0];\n\n    return (0, _groupUtils.isGroup)(maybeGroup);\n  }\n\n  var _default = Ember.Helper.helper(emberPowerSelectIsGroup);\n\n  _exports.default = _default;\n});","define(\"ember-power-select/helpers/ember-power-select-is-selected\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  _exports.emberPowerSelectIsSelected = emberPowerSelectIsSelected;\n\n  function _slicedToArray(arr, i) { return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest(); }\n\n  function _nonIterableRest() { throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  function _iterableToArrayLimit(arr, i) { var _i = arr == null ? null : typeof Symbol !== \"undefined\" && arr[Symbol.iterator] || arr[\"@@iterator\"]; if (_i == null) return; var _arr = []; var _n = true; var _d = false; var _s, _e; try { for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i[\"return\"] != null) _i[\"return\"](); } finally { if (_d) throw _e; } } return _arr; }\n\n  function _arrayWithHoles(arr) { if (Array.isArray(arr)) return arr; }\n\n  // TODO: Make it private or scoped to the component\n  function emberPowerSelectIsSelected(_ref\n  /* , hash*/\n  ) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        option = _ref2[0],\n        selected = _ref2[1];\n\n    if (selected === undefined || selected === null) {\n      return false;\n    }\n\n    if (Ember.isArray(selected)) {\n      for (var i = 0; i < selected.length; i++) {\n        if (Ember.isEqual(selected[i], option)) {\n          return true;\n        }\n      }\n\n      return false;\n    } else {\n      return Ember.isEqual(option, selected);\n    }\n  }\n\n  var _default = Ember.Helper.helper(emberPowerSelectIsSelected);\n\n  _exports.default = _default;\n});","define(\"ember-power-select/helpers/ember-power-select-true-string-if-present\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n  _exports.emberPowerSelectTrueStringIfPresent = emberPowerSelectTrueStringIfPresent;\n\n  function _slicedToArray(arr, i) { return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest(); }\n\n  function _nonIterableRest() { throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\"); }\n\n  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === \"string\") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === \"Object\" && o.constructor) n = o.constructor.name; if (n === \"Map\" || n === \"Set\") return Array.from(o); if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }\n\n  function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }\n\n  function _iterableToArrayLimit(arr, i) { var _i = arr == null ? null : typeof Symbol !== \"undefined\" && arr[Symbol.iterator] || arr[\"@@iterator\"]; if (_i == null) return; var _arr = []; var _n = true; var _d = false; var _s, _e; try { for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i[\"return\"] != null) _i[\"return\"](); } finally { if (_d) throw _e; } } return _arr; }\n\n  function _arrayWithHoles(arr) { if (Array.isArray(arr)) return arr; }\n\n  function emberPowerSelectTrueStringIfPresent(_ref\n  /* , hash*/\n  ) {\n    var _ref2 = _slicedToArray(_ref, 1),\n        bool = _ref2[0];\n\n    return bool ? 'true' : false;\n  }\n\n  var _default = Ember.Helper.helper(emberPowerSelectTrueStringIfPresent);\n\n  _exports.default = _default;\n});","define(\"ember-power-select/templates/components/power-select-multiple\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"FIWxgsZH\", \"block\": 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\"ember-power-select/templates/components/power-select/options.hbs\" } });\n});","define(\"ember-power-select/templates/components/power-select/placeholder\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"D0epo/Tt\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"placeholder\\\"]]],null,{\\\"statements\\\":[[0,\\\"  \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"ember-power-select-placeholder\\\"],[7],[1,[18,\\\"placeholder\\\"],false],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-power-select/templates/components/power-select/placeholder.hbs\" } });\n});","define(\"ember-power-select/templates/components/power-select/power-select-group\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"zSJbQzMm\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[6,\\\"li\\\"],[9,\\\"class\\\",\\\"ember-power-select-group\\\"],[10,\\\"aria-disabled\\\",[25,\\\"ember-power-select-true-string-if-present\\\",[[20,[\\\"disabled\\\"]]],null],null],[9,\\\"role\\\",\\\"option\\\"],[7],[0,\\\"\\\\n  \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"ember-power-select-group-name\\\"],[7],[1,[18,\\\"groupName\\\"],false],[8],[0,\\\"\\\\n  \\\"],[11,1],[0,\\\"\\\\n\\\"],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-power-select/templates/components/power-select/power-select-group.hbs\" } });\n});","define(\"ember-power-select/templates/components/power-select/search-message\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"5TTVq9jZ\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[6,\\\"ul\\\"],[9,\\\"class\\\",\\\"ember-power-select-options\\\"],[9,\\\"role\\\",\\\"listbox\\\"],[7],[0,\\\"\\\\n  \\\"],[6,\\\"li\\\"],[9,\\\"class\\\",\\\"ember-power-select-option ember-power-select-option--search-message\\\"],[9,\\\"role\\\",\\\"option\\\"],[7],[0,\\\"\\\\n    \\\"],[1,[18,\\\"searchMessage\\\"],false],[0,\\\"\\\\n  \\\"],[8],[0,\\\"\\\\n\\\"],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-power-select/templates/components/power-select/search-message.hbs\" } });\n});","define(\"ember-power-select/templates/components/power-select/trigger\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"RwJSFOrS\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"select\\\",\\\"selected\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"selectedItemComponent\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[1,[25,\\\"component\\\",[[20,[\\\"selectedItemComponent\\\"]]],[[\\\"extra\\\",\\\"option\\\",\\\"select\\\"],[[25,\\\"readonly\\\",[[20,[\\\"extra\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"select\\\",\\\"selected\\\"]]],null],[25,\\\"readonly\\\",[[20,[\\\"select\\\"]]],null]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"ember-power-select-selected-item\\\"],[7],[11,1,[[20,[\\\"select\\\",\\\"selected\\\"]],[20,[\\\"select\\\"]]]],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}],[4,\\\"if\\\",[[25,\\\"and\\\",[[20,[\\\"allowClear\\\"]],[25,\\\"not\\\",[[20,[\\\"select\\\",\\\"disabled\\\"]]],null]],null]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"ember-power-select-clear-btn\\\"],[10,\\\"onmousedown\\\",[25,\\\"action\\\",[[19,0,[]],\\\"clear\\\"],null],null],[10,\\\"ontouchstart\\\",[25,\\\"action\\\",[[19,0,[]],\\\"clear\\\"],null],null],[7],[0,\\\"×\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"  \\\"],[1,[25,\\\"component\\\",[[20,[\\\"placeholderComponent\\\"]]],[[\\\"placeholder\\\"],[[20,[\\\"placeholder\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"ember-power-select-status-icon\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-power-select/templates/components/power-select/trigger.hbs\" } });\n});","define(\"ember-power-select/utils/computed-fallback-if-undefined\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = computedFallbackIfUndefined;\n\n  function computedFallbackIfUndefined(fallback) {\n    return Ember.computed({\n      get: function get() {\n        return fallback;\n      },\n      set: function set(_, v) {\n        return v === undefined ? fallback : v;\n      }\n    });\n  }\n});","define(\"ember-power-select/utils/computed-options-matcher\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = computedOptionsMatcher;\n\n  function computedOptionsMatcher(matcherField, defaultMatcher) {\n    return Ember.computed('searchField', matcherField, function () {\n      var _this$getProperties = this.getProperties(matcherField, 'searchField'),\n          matcher = _this$getProperties[matcherField],\n          searchField = _this$getProperties.searchField;\n\n      if (searchField && matcher === defaultMatcher) {\n        return function (option, text) {\n          return matcher(Ember.get(option, searchField), text);\n        };\n      } else {\n        return function (option, text) {\n          (true && !(matcher !== defaultMatcher || typeof option === 'string') && Ember.assert('{{power-select}} If you want the default filtering to work on options that are not plain strings, you need to provide `searchField`', matcher !== defaultMatcher || typeof option === 'string'));\n          return matcher(option, text);\n        };\n      }\n    });\n  }\n});","define(\"ember-power-select/utils/group-utils\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.advanceSelectableOption = advanceSelectableOption;\n  _exports.countOptions = countOptions;\n  _exports.defaultHighlighted = defaultHighlighted;\n  _exports.defaultMatcher = defaultMatcher;\n  _exports.defaultTypeAheadMatcher = defaultTypeAheadMatcher;\n  _exports.filterOptions = filterOptions;\n  _exports.findOptionWithOffset = findOptionWithOffset;\n  _exports.indexOfOption = indexOfOption;\n  _exports.isGroup = isGroup;\n  _exports.optionAtIndex = optionAtIndex;\n  _exports.stripDiacritics = stripDiacritics;\n\n  function isGroup(entry) {\n    return !!entry && !!Ember.get(entry, 'groupName') && !!Ember.get(entry, 'options');\n  }\n\n  function countOptions(collection) {\n    var counter = 0;\n\n    (function walk(collection) {\n      if (!collection) {\n        return null;\n      }\n\n      for (var i = 0; i < Ember.get(collection, 'length'); i++) {\n        var entry = collection.objectAt ? collection.objectAt(i) : collection[i];\n\n        if (isGroup(entry)) {\n          walk(Ember.get(entry, 'options'));\n        } else {\n          counter++;\n        }\n      }\n    })(collection);\n\n    return counter;\n  }\n\n  function indexOfOption(collection, option) {\n    var index = 0;\n    return function walk(collection) {\n      if (!collection) {\n        return null;\n      }\n\n      for (var i = 0; i < Ember.get(collection, 'length'); i++) {\n        var entry = collection.objectAt ? collection.objectAt(i) : collection[i];\n\n        if (isGroup(entry)) {\n          var result = walk(Ember.get(entry, 'options'));\n\n          if (result > -1) {\n            return result;\n          }\n        } else if (entry === option) {\n          return index;\n        } else {\n          index++;\n        }\n      }\n\n      return -1;\n    }(collection);\n  }\n\n  function optionAtIndex(originalCollection, index) {\n    var counter = 0;\n    return function walk(collection, ancestorIsDisabled) {\n      if (!collection || index < 0) {\n        return {\n          disabled: false,\n          option: undefined\n        };\n      }\n\n      var localCounter = 0;\n      var length = Ember.get(collection, 'length');\n\n      while (counter <= index && localCounter < length) {\n        var entry = collection.objectAt ? collection.objectAt(localCounter) : collection[localCounter];\n\n        if (isGroup(entry)) {\n          var found = walk(Ember.get(entry, 'options'), ancestorIsDisabled || !!Ember.get(entry, 'disabled'));\n\n          if (found) {\n            return found;\n          }\n        } else if (counter === index) {\n          return {\n            disabled: ancestorIsDisabled || !!Ember.get(entry, 'disabled'),\n            option: entry\n          };\n        } else {\n          counter++;\n        }\n\n        localCounter++;\n      }\n    }(originalCollection, false) || {\n      disabled: false,\n      option: undefined\n    };\n  }\n\n  function copyGroup(group, suboptions) {\n    var groupCopy = {\n      groupName: group.groupName,\n      options: suboptions\n    };\n\n    if (group.hasOwnProperty('disabled')) {\n      groupCopy.disabled = group.disabled;\n    }\n\n    return groupCopy;\n  }\n\n  function findOptionWithOffset(options, text, matcher, offset) {\n    var skipDisabled = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : false;\n    var counter = 0;\n    var foundBeforeOffset, foundAfterOffset;\n\n    var canStop = function canStop() {\n      return !!foundAfterOffset;\n    };\n\n    (function walk(options, ancestorIsDisabled) {\n      var length = Ember.get(options, 'length');\n\n      for (var i = 0; i < length; i++) {\n        var entry = options.objectAt ? options.objectAt(i) : options[i];\n        var entryIsDisabled = !!Ember.get(entry, 'disabled');\n\n        if (!skipDisabled || !entryIsDisabled) {\n          if (isGroup(entry)) {\n            walk(Ember.get(entry, 'options'), ancestorIsDisabled || entryIsDisabled);\n\n            if (canStop()) {\n              return;\n            }\n          } else if (matcher(entry, text) >= 0) {\n            if (counter < offset) {\n              if (!foundBeforeOffset) {\n                foundBeforeOffset = entry;\n              }\n            } else {\n              foundAfterOffset = entry;\n            }\n\n            counter++;\n          } else {\n            counter++;\n          }\n\n          if (canStop()) {\n            return;\n          }\n        }\n      }\n    })(options, false);\n\n    return foundAfterOffset ? foundAfterOffset : foundBeforeOffset;\n  }\n\n  function filterOptions(options, text, matcher) {\n    var skipDisabled = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;\n    var opts = Ember.A();\n    var length = Ember.get(options, 'length');\n\n    for (var i = 0; i < length; i++) {\n      var entry = options.objectAt ? options.objectAt(i) : options[i];\n\n      if (!skipDisabled || !Ember.get(entry, 'disabled')) {\n        if (isGroup(entry)) {\n          var suboptions = filterOptions(Ember.get(entry, 'options'), text, matcher, skipDisabled);\n\n          if (Ember.get(suboptions, 'length') > 0) {\n            opts.push(copyGroup(entry, suboptions));\n          }\n        } else if (matcher(entry, text) >= 0) {\n          opts.push(entry);\n        }\n      }\n    }\n\n    return opts;\n  }\n\n  function defaultHighlighted(select) {\n    var results = select.results,\n        highlighted = select.highlighted,\n        selected = select.selected;\n    var option = highlighted || selected;\n\n    if (option === undefined || indexOfOption(results, option) === -1) {\n      return advanceSelectableOption(results, option, 1);\n    }\n\n    return option;\n  }\n\n  function advanceSelectableOption(options, currentOption, step) {\n    var resultsLength = countOptions(options);\n    var startIndex = Math.min(Math.max(indexOfOption(options, currentOption) + step, 0), resultsLength - 1);\n\n    var _optionAtIndex = optionAtIndex(options, startIndex),\n        disabled = _optionAtIndex.disabled,\n        option = _optionAtIndex.option;\n\n    while (option && disabled) {\n      var next = optionAtIndex(options, startIndex += step);\n      disabled = next.disabled;\n      option = next.option;\n    }\n\n    return option;\n  }\n\n  var DIACRITICS = {\n    'Ⓐ': 'A',\n    'Ａ': 'A',\n    'À': 'A',\n    'Á': 'A',\n    'Â': 'A',\n    'Ầ': 'A',\n    'Ấ': 'A',\n    'Ẫ': 'A',\n    'Ẩ': 'A',\n    'Ã': 'A',\n    'Ā': 'A',\n    'Ă': 'A',\n    'Ằ': 'A',\n    'Ắ': 'A',\n    'Ẵ': 'A',\n    'Ẳ': 'A',\n    'Ȧ': 'A',\n    'Ǡ': 'A',\n    'Ä': 'A',\n    'Ǟ': 'A',\n    'Ả': 'A',\n    'Å': 'A',\n    'Ǻ': 'A',\n    'Ǎ': 'A',\n    'Ȁ': 'A',\n    'Ȃ': 'A',\n    'Ạ': 'A',\n    'Ậ': 'A',\n    'Ặ': 'A',\n    'Ḁ': 'A',\n    'Ą': 'A',\n    'Ⱥ': 'A',\n    'Ɐ': 'A',\n    'Ꜳ': 'AA',\n    'Æ': 'AE',\n    'Ǽ': 'AE',\n    'Ǣ': 'AE',\n    'Ꜵ': 'AO',\n    'Ꜷ': 'AU',\n    'Ꜹ': 'AV',\n    'Ꜻ': 'AV',\n    'Ꜽ': 'AY',\n    'Ⓑ': 'B',\n    'Ｂ': 'B',\n    'Ḃ': 'B',\n    'Ḅ': 'B',\n    'Ḇ': 'B',\n    'Ƀ': 'B',\n    'Ƃ': 'B',\n    'Ɓ': 'B',\n    'Ⓒ': 'C',\n    'Ｃ': 'C',\n    'Ć': 'C',\n    'Ĉ': 'C',\n    'Ċ': 'C',\n    'Č': 'C',\n    'Ç': 'C',\n    'Ḉ': 'C',\n    'Ƈ': 'C',\n    'Ȼ': 'C',\n    'Ꜿ': 'C',\n    'Ⓓ': 'D',\n    'Ｄ': 'D',\n    'Ḋ': 'D',\n    'Ď': 'D',\n    'Ḍ': 'D',\n    'Ḑ': 'D',\n    'Ḓ': 'D',\n    'Ḏ': 'D',\n    'Đ': 'D',\n    'Ƌ': 'D',\n    'Ɗ': 'D',\n    'Ɖ': 'D',\n    'Ꝺ': 'D',\n    'Ǳ': 'DZ',\n    'Ǆ': 'DZ',\n    'ǲ': 'Dz',\n    'ǅ': 'Dz',\n    'Ⓔ': 'E',\n    'Ｅ': 'E',\n    'È': 'E',\n    'É': 'E',\n    'Ê': 'E',\n    'Ề': 'E',\n    'Ế': 'E',\n    'Ễ': 'E',\n    'Ể': 'E',\n    'Ẽ': 'E',\n    'Ē': 'E',\n    'Ḕ': 'E',\n    'Ḗ': 'E',\n    'Ĕ': 'E',\n    'Ė': 'E',\n    'Ë': 'E',\n    'Ẻ': 'E',\n    'Ě': 'E',\n    'Ȅ': 'E',\n    'Ȇ': 'E',\n    'Ẹ': 'E',\n    'Ệ': 'E',\n    'Ȩ': 'E',\n    'Ḝ': 'E',\n    'Ę': 'E',\n    'Ḙ': 'E',\n    'Ḛ': 'E',\n    'Ɛ': 'E',\n    'Ǝ': 'E',\n    'Ⓕ': 'F',\n    'Ｆ': 'F',\n    'Ḟ': 'F',\n    'Ƒ': 'F',\n    'Ꝼ': 'F',\n    'Ⓖ': 'G',\n    'Ｇ': 'G',\n    'Ǵ': 'G',\n    'Ĝ': 'G',\n    'Ḡ': 'G',\n    'Ğ': 'G',\n    'Ġ': 'G',\n    'Ǧ': 'G',\n    'Ģ': 'G',\n    'Ǥ': 'G',\n    'Ɠ': 'G',\n    'Ꞡ': 'G',\n    'Ᵹ': 'G',\n    'Ꝿ': 'G',\n    'Ⓗ': 'H',\n    'Ｈ': 'H',\n    'Ĥ': 'H',\n    'Ḣ': 'H',\n    'Ḧ': 'H',\n    'Ȟ': 'H',\n    'Ḥ': 'H',\n    'Ḩ': 'H',\n    'Ḫ': 'H',\n    'Ħ': 'H',\n    'Ⱨ': 'H',\n    'Ⱶ': 'H',\n    'Ɥ': 'H',\n    'Ⓘ': 'I',\n    'Ｉ': 'I',\n    'Ì': 'I',\n    'Í': 'I',\n    'Î': 'I',\n    'Ĩ': 'I',\n    'Ī': 'I',\n    'Ĭ': 'I',\n    'İ': 'I',\n    'Ï': 'I',\n    'Ḯ': 'I',\n    'Ỉ': 'I',\n    'Ǐ': 'I',\n    'Ȉ': 'I',\n    'Ȋ': 'I',\n    'Ị': 'I',\n    'Į': 'I',\n    'Ḭ': 'I',\n    'Ɨ': 'I',\n    'Ⓙ': 'J',\n    'Ｊ': 'J',\n    'Ĵ': 'J',\n    'Ɉ': 'J',\n    'Ⓚ': 'K',\n    'Ｋ': 'K',\n    'Ḱ': 'K',\n    'Ǩ': 'K',\n    'Ḳ': 'K',\n    'Ķ': 'K',\n    'Ḵ': 'K',\n    'Ƙ': 'K',\n    'Ⱪ': 'K',\n    'Ꝁ': 'K',\n    'Ꝃ': 'K',\n    'Ꝅ': 'K',\n    'Ꞣ': 'K',\n    'Ⓛ': 'L',\n    'Ｌ': 'L',\n    'Ŀ': 'L',\n    'Ĺ': 'L',\n    'Ľ': 'L',\n    'Ḷ': 'L',\n    'Ḹ': 'L',\n    'Ļ': 'L',\n    'Ḽ': 'L',\n    'Ḻ': 'L',\n    'Ł': 'L',\n    'Ƚ': 'L',\n    'Ɫ': 'L',\n    'Ⱡ': 'L',\n    'Ꝉ': 'L',\n    'Ꝇ': 'L',\n    'Ꞁ': 'L',\n    'Ǉ': 'LJ',\n    'ǈ': 'Lj',\n    'Ⓜ': 'M',\n    'Ｍ': 'M',\n    'Ḿ': 'M',\n    'Ṁ': 'M',\n    'Ṃ': 'M',\n    'Ɱ': 'M',\n    'Ɯ': 'M',\n    'Ⓝ': 'N',\n    'Ｎ': 'N',\n    'Ǹ': 'N',\n    'Ń': 'N',\n    'Ñ': 'N',\n    'Ṅ': 'N',\n    'Ň': 'N',\n    'Ṇ': 'N',\n    'Ņ': 'N',\n    'Ṋ': 'N',\n    'Ṉ': 'N',\n    'Ƞ': 'N',\n    'Ɲ': 'N',\n    'Ꞑ': 'N',\n    'Ꞥ': 'N',\n    'Ǌ': 'NJ',\n    'ǋ': 'Nj',\n    'Ⓞ': 'O',\n    'Ｏ': 'O',\n    'Ò': 'O',\n    'Ó': 'O',\n    'Ô': 'O',\n    'Ồ': 'O',\n    'Ố': 'O',\n    'Ỗ': 'O',\n    'Ổ': 'O',\n    'Õ': 'O',\n    'Ṍ': 'O',\n    'Ȭ': 'O',\n    'Ṏ': 'O',\n    'Ō': 'O',\n    'Ṑ': 'O',\n    'Ṓ': 'O',\n    'Ŏ': 'O',\n    'Ȯ': 'O',\n    'Ȱ': 'O',\n    'Ö': 'O',\n    'Ȫ': 'O',\n    'Ỏ': 'O',\n    'Ő': 'O',\n    'Ǒ': 'O',\n    'Ȍ': 'O',\n    'Ȏ': 'O',\n    'Ơ': 'O',\n    'Ờ': 'O',\n    'Ớ': 'O',\n    'Ỡ': 'O',\n    'Ở': 'O',\n    'Ợ': 'O',\n    'Ọ': 'O',\n    'Ộ': 'O',\n    'Ǫ': 'O',\n    'Ǭ': 'O',\n    'Ø': 'O',\n    'Ǿ': 'O',\n    'Ɔ': 'O',\n    'Ɵ': 'O',\n    'Ꝋ': 'O',\n    'Ꝍ': 'O',\n    'Ƣ': 'OI',\n    'Ꝏ': 'OO',\n    'Ȣ': 'OU',\n    'Ⓟ': 'P',\n    'Ｐ': 'P',\n    'Ṕ': 'P',\n    'Ṗ': 'P',\n    'Ƥ': 'P',\n    'Ᵽ': 'P',\n    'Ꝑ': 'P',\n    'Ꝓ': 'P',\n    'Ꝕ': 'P',\n    'Ⓠ': 'Q',\n    'Ｑ': 'Q',\n    'Ꝗ': 'Q',\n    'Ꝙ': 'Q',\n    'Ɋ': 'Q',\n    'Ⓡ': 'R',\n    'Ｒ': 'R',\n    'Ŕ': 'R',\n    'Ṙ': 'R',\n    'Ř': 'R',\n    'Ȑ': 'R',\n    'Ȓ': 'R',\n    'Ṛ': 'R',\n    'Ṝ': 'R',\n    'Ŗ': 'R',\n    'Ṟ': 'R',\n    'Ɍ': 'R',\n    'Ɽ': 'R',\n    'Ꝛ': 'R',\n    'Ꞧ': 'R',\n    'Ꞃ': 'R',\n    'Ⓢ': 'S',\n    'Ｓ': 'S',\n    'ẞ': 'S',\n    'Ś': 'S',\n    'Ṥ': 'S',\n    'Ŝ': 'S',\n    'Ṡ': 'S',\n    'Š': 'S',\n    'Ṧ': 'S',\n    'Ṣ': 'S',\n    'Ṩ': 'S',\n    'Ș': 'S',\n    'Ş': 'S',\n    'Ȿ': 'S',\n    'Ꞩ': 'S',\n    'Ꞅ': 'S',\n    'Ⓣ': 'T',\n    'Ｔ': 'T',\n    'Ṫ': 'T',\n    'Ť': 'T',\n    'Ṭ': 'T',\n    'Ț': 'T',\n    'Ţ': 'T',\n    'Ṱ': 'T',\n    'Ṯ': 'T',\n    'Ŧ': 'T',\n    'Ƭ': 'T',\n    'Ʈ': 'T',\n    'Ⱦ': 'T',\n    'Ꞇ': 'T',\n    'Ꜩ': 'TZ',\n    'Ⓤ': 'U',\n    'Ｕ': 'U',\n    'Ù': 'U',\n    'Ú': 'U',\n    'Û': 'U',\n    'Ũ': 'U',\n    'Ṹ': 'U',\n    'Ū': 'U',\n    'Ṻ': 'U',\n    'Ŭ': 'U',\n    'Ü': 'U',\n    'Ǜ': 'U',\n    'Ǘ': 'U',\n    'Ǖ': 'U',\n    'Ǚ': 'U',\n    'Ủ': 'U',\n    'Ů': 'U',\n    'Ű': 'U',\n    'Ǔ': 'U',\n    'Ȕ': 'U',\n    'Ȗ': 'U',\n    'Ư': 'U',\n    'Ừ': 'U',\n    'Ứ': 'U',\n    'Ữ': 'U',\n    'Ử': 'U',\n    'Ự': 'U',\n    'Ụ': 'U',\n    'Ṳ': 'U',\n    'Ų': 'U',\n    'Ṷ': 'U',\n    'Ṵ': 'U',\n    'Ʉ': 'U',\n    'Ⓥ': 'V',\n    'Ｖ': 'V',\n    'Ṽ': 'V',\n    'Ṿ': 'V',\n    'Ʋ': 'V',\n    'Ꝟ': 'V',\n    'Ʌ': 'V',\n    'Ꝡ': 'VY',\n    'Ⓦ': 'W',\n    'Ｗ': 'W',\n    'Ẁ': 'W',\n    'Ẃ': 'W',\n    'Ŵ': 'W',\n    'Ẇ': 'W',\n    'Ẅ': 'W',\n    'Ẉ': 'W',\n    'Ⱳ': 'W',\n    'Ⓧ': 'X',\n    'Ｘ': 'X',\n    'Ẋ': 'X',\n    'Ẍ': 'X',\n    'Ⓨ': 'Y',\n    'Ｙ': 'Y',\n    'Ỳ': 'Y',\n    'Ý': 'Y',\n    'Ŷ': 'Y',\n    'Ỹ': 'Y',\n    'Ȳ': 'Y',\n    'Ẏ': 'Y',\n    'Ÿ': 'Y',\n    'Ỷ': 'Y',\n    'Ỵ': 'Y',\n    'Ƴ': 'Y',\n    'Ɏ': 'Y',\n    'Ỿ': 'Y',\n    'Ⓩ': 'Z',\n    'Ｚ': 'Z',\n    'Ź': 'Z',\n    'Ẑ': 'Z',\n    'Ż': 'Z',\n    'Ž': 'Z',\n    'Ẓ': 'Z',\n    'Ẕ': 'Z',\n    'Ƶ': 'Z',\n    'Ȥ': 'Z',\n    'Ɀ': 'Z',\n    'Ⱬ': 'Z',\n    'Ꝣ': 'Z',\n    'ⓐ': 'a',\n    'ａ': 'a',\n    'ẚ': 'a',\n    'à': 'a',\n    'á': 'a',\n    'â': 'a',\n    'ầ': 'a',\n    'ấ': 'a',\n    'ẫ': 'a',\n    'ẩ': 'a',\n    'ã': 'a',\n    'ā': 'a',\n    'ă': 'a',\n    'ằ': 'a',\n    'ắ': 'a',\n    'ẵ': 'a',\n    'ẳ': 'a',\n    'ȧ': 'a',\n    'ǡ': 'a',\n    'ä': 'a',\n    'ǟ': 'a',\n    'ả': 'a',\n    'å': 'a',\n    'ǻ': 'a',\n    'ǎ': 'a',\n    'ȁ': 'a',\n    'ȃ': 'a',\n    'ạ': 'a',\n    'ậ': 'a',\n    'ặ': 'a',\n    'ḁ': 'a',\n    'ą': 'a',\n    'ⱥ': 'a',\n    'ɐ': 'a',\n    'ꜳ': 'aa',\n    'æ': 'ae',\n    'ǽ': 'ae',\n    'ǣ': 'ae',\n    'ꜵ': 'ao',\n    'ꜷ': 'au',\n    'ꜹ': 'av',\n    'ꜻ': 'av',\n    'ꜽ': 'ay',\n    'ⓑ': 'b',\n    'ｂ': 'b',\n    'ḃ': 'b',\n    'ḅ': 'b',\n    'ḇ': 'b',\n    'ƀ': 'b',\n    'ƃ': 'b',\n    'ɓ': 'b',\n    'ⓒ': 'c',\n    'ｃ': 'c',\n    'ć': 'c',\n    'ĉ': 'c',\n    'ċ': 'c',\n    'č': 'c',\n    'ç': 'c',\n    'ḉ': 'c',\n    'ƈ': 'c',\n    'ȼ': 'c',\n    'ꜿ': 'c',\n    'ↄ': 'c',\n    'ⓓ': 'd',\n    'ｄ': 'd',\n    'ḋ': 'd',\n    'ď': 'd',\n    'ḍ': 'd',\n    'ḑ': 'd',\n    'ḓ': 'd',\n    'ḏ': 'd',\n    'đ': 'd',\n    'ƌ': 'd',\n    'ɖ': 'd',\n    'ɗ': 'd',\n    'ꝺ': 'd',\n    'ǳ': 'dz',\n    'ǆ': 'dz',\n    'ⓔ': 'e',\n    'ｅ': 'e',\n    'è': 'e',\n    'é': 'e',\n    'ê': 'e',\n    'ề': 'e',\n    'ế': 'e',\n    'ễ': 'e',\n    'ể': 'e',\n    'ẽ': 'e',\n    'ē': 'e',\n    'ḕ': 'e',\n    'ḗ': 'e',\n    'ĕ': 'e',\n    'ė': 'e',\n    'ë': 'e',\n    'ẻ': 'e',\n    'ě': 'e',\n    'ȅ': 'e',\n    'ȇ': 'e',\n    'ẹ': 'e',\n    'ệ': 'e',\n    'ȩ': 'e',\n    'ḝ': 'e',\n    'ę': 'e',\n    'ḙ': 'e',\n    'ḛ': 'e',\n    'ɇ': 'e',\n    'ɛ': 'e',\n    'ǝ': 'e',\n    'ⓕ': 'f',\n    'ｆ': 'f',\n    'ḟ': 'f',\n    'ƒ': 'f',\n    'ꝼ': 'f',\n    'ⓖ': 'g',\n    'ｇ': 'g',\n    'ǵ': 'g',\n    'ĝ': 'g',\n    'ḡ': 'g',\n    'ğ': 'g',\n    'ġ': 'g',\n    'ǧ': 'g',\n    'ģ': 'g',\n    'ǥ': 'g',\n    'ɠ': 'g',\n    'ꞡ': 'g',\n    'ᵹ': 'g',\n    'ꝿ': 'g',\n    'ⓗ': 'h',\n    'ｈ': 'h',\n    'ĥ': 'h',\n    'ḣ': 'h',\n    'ḧ': 'h',\n    'ȟ': 'h',\n    'ḥ': 'h',\n    'ḩ': 'h',\n    'ḫ': 'h',\n    'ẖ': 'h',\n    'ħ': 'h',\n    'ⱨ': 'h',\n    'ⱶ': 'h',\n    'ɥ': 'h',\n    'ƕ': 'hv',\n    'ⓘ': 'i',\n    'ｉ': 'i',\n    'ì': 'i',\n    'í': 'i',\n    'î': 'i',\n    'ĩ': 'i',\n    'ī': 'i',\n    'ĭ': 'i',\n    'ï': 'i',\n    'ḯ': 'i',\n    'ỉ': 'i',\n    'ǐ': 'i',\n    'ȉ': 'i',\n    'ȋ': 'i',\n    'ị': 'i',\n    'į': 'i',\n    'ḭ': 'i',\n    'ɨ': 'i',\n    'ı': 'i',\n    'ⓙ': 'j',\n    'ｊ': 'j',\n    'ĵ': 'j',\n    'ǰ': 'j',\n    'ɉ': 'j',\n    'ⓚ': 'k',\n    'ｋ': 'k',\n    'ḱ': 'k',\n    'ǩ': 'k',\n    'ḳ': 'k',\n    'ķ': 'k',\n    'ḵ': 'k',\n    'ƙ': 'k',\n    'ⱪ': 'k',\n    'ꝁ': 'k',\n    'ꝃ': 'k',\n    'ꝅ': 'k',\n    'ꞣ': 'k',\n    'ⓛ': 'l',\n    'ｌ': 'l',\n    'ŀ': 'l',\n    'ĺ': 'l',\n    'ľ': 'l',\n    'ḷ': 'l',\n    'ḹ': 'l',\n    'ļ': 'l',\n    'ḽ': 'l',\n    'ḻ': 'l',\n    'ſ': 'l',\n    'ł': 'l',\n    'ƚ': 'l',\n    'ɫ': 'l',\n    'ⱡ': 'l',\n    'ꝉ': 'l',\n    'ꞁ': 'l',\n    'ꝇ': 'l',\n    'ǉ': 'lj',\n    'ⓜ': 'm',\n    'ｍ': 'm',\n    'ḿ': 'm',\n    'ṁ': 'm',\n    'ṃ': 'm',\n    'ɱ': 'm',\n    'ɯ': 'm',\n    'ⓝ': 'n',\n    'ｎ': 'n',\n    'ǹ': 'n',\n    'ń': 'n',\n    'ñ': 'n',\n    'ṅ': 'n',\n    'ň': 'n',\n    'ṇ': 'n',\n    'ņ': 'n',\n    'ṋ': 'n',\n    'ṉ': 'n',\n    'ƞ': 'n',\n    'ɲ': 'n',\n    'ŉ': 'n',\n    'ꞑ': 'n',\n    'ꞥ': 'n',\n    'ǌ': 'nj',\n    'ⓞ': 'o',\n    'ｏ': 'o',\n    'ò': 'o',\n    'ó': 'o',\n    'ô': 'o',\n    'ồ': 'o',\n    'ố': 'o',\n    'ỗ': 'o',\n    'ổ': 'o',\n    'õ': 'o',\n    'ṍ': 'o',\n    'ȭ': 'o',\n    'ṏ': 'o',\n    'ō': 'o',\n    'ṑ': 'o',\n    'ṓ': 'o',\n    'ŏ': 'o',\n    'ȯ': 'o',\n    'ȱ': 'o',\n    'ö': 'o',\n    'ȫ': 'o',\n    'ỏ': 'o',\n    'ő': 'o',\n    'ǒ': 'o',\n    'ȍ': 'o',\n    'ȏ': 'o',\n    'ơ': 'o',\n    'ờ': 'o',\n    'ớ': 'o',\n    'ỡ': 'o',\n    'ở': 'o',\n    'ợ': 'o',\n    'ọ': 'o',\n    'ộ': 'o',\n    'ǫ': 'o',\n    'ǭ': 'o',\n    'ø': 'o',\n    'ǿ': 'o',\n    'ɔ': 'o',\n    'ꝋ': 'o',\n    'ꝍ': 'o',\n    'ɵ': 'o',\n    'ƣ': 'oi',\n    'ȣ': 'ou',\n    'ꝏ': 'oo',\n    'ⓟ': 'p',\n    'ｐ': 'p',\n    'ṕ': 'p',\n    'ṗ': 'p',\n    'ƥ': 'p',\n    'ᵽ': 'p',\n    'ꝑ': 'p',\n    'ꝓ': 'p',\n    'ꝕ': 'p',\n    'ⓠ': 'q',\n    'ｑ': 'q',\n    'ɋ': 'q',\n    'ꝗ': 'q',\n    'ꝙ': 'q',\n    'ⓡ': 'r',\n    'ｒ': 'r',\n    'ŕ': 'r',\n    'ṙ': 'r',\n    'ř': 'r',\n    'ȑ': 'r',\n    'ȓ': 'r',\n    'ṛ': 'r',\n    'ṝ': 'r',\n    'ŗ': 'r',\n    'ṟ': 'r',\n    'ɍ': 'r',\n    'ɽ': 'r',\n    'ꝛ': 'r',\n    'ꞧ': 'r',\n    'ꞃ': 'r',\n    'ⓢ': 's',\n    'ｓ': 's',\n    'ß': 's',\n    'ś': 's',\n    'ṥ': 's',\n    'ŝ': 's',\n    'ṡ': 's',\n    'š': 's',\n    'ṧ': 's',\n    'ṣ': 's',\n    'ṩ': 's',\n    'ș': 's',\n    'ş': 's',\n    'ȿ': 's',\n    'ꞩ': 's',\n    'ꞅ': 's',\n    'ẛ': 's',\n    'ⓣ': 't',\n    'ｔ': 't',\n    'ṫ': 't',\n    'ẗ': 't',\n    'ť': 't',\n    'ṭ': 't',\n    'ț': 't',\n    'ţ': 't',\n    'ṱ': 't',\n    'ṯ': 't',\n    'ŧ': 't',\n    'ƭ': 't',\n    'ʈ': 't',\n    'ⱦ': 't',\n    'ꞇ': 't',\n    'ꜩ': 'tz',\n    'ⓤ': 'u',\n    'ｕ': 'u',\n    'ù': 'u',\n    'ú': 'u',\n    'û': 'u',\n    'ũ': 'u',\n    'ṹ': 'u',\n    'ū': 'u',\n    'ṻ': 'u',\n    'ŭ': 'u',\n    'ü': 'u',\n    'ǜ': 'u',\n    'ǘ': 'u',\n    'ǖ': 'u',\n    'ǚ': 'u',\n    'ủ': 'u',\n    'ů': 'u',\n    'ű': 'u',\n    'ǔ': 'u',\n    'ȕ': 'u',\n    'ȗ': 'u',\n    'ư': 'u',\n    'ừ': 'u',\n    'ứ': 'u',\n    'ữ': 'u',\n    'ử': 'u',\n    'ự': 'u',\n    'ụ': 'u',\n    'ṳ': 'u',\n    'ų': 'u',\n    'ṷ': 'u',\n    'ṵ': 'u',\n    'ʉ': 'u',\n    'ⓥ': 'v',\n    'ｖ': 'v',\n    'ṽ': 'v',\n    'ṿ': 'v',\n    'ʋ': 'v',\n    'ꝟ': 'v',\n    'ʌ': 'v',\n    'ꝡ': 'vy',\n    'ⓦ': 'w',\n    'ｗ': 'w',\n    'ẁ': 'w',\n    'ẃ': 'w',\n    'ŵ': 'w',\n    'ẇ': 'w',\n    'ẅ': 'w',\n    'ẘ': 'w',\n    'ẉ': 'w',\n    'ⱳ': 'w',\n    'ⓧ': 'x',\n    'ｘ': 'x',\n    'ẋ': 'x',\n    'ẍ': 'x',\n    'ⓨ': 'y',\n    'ｙ': 'y',\n    'ỳ': 'y',\n    'ý': 'y',\n    'ŷ': 'y',\n    'ỹ': 'y',\n    'ȳ': 'y',\n    'ẏ': 'y',\n    'ÿ': 'y',\n    'ỷ': 'y',\n    'ẙ': 'y',\n    'ỵ': 'y',\n    'ƴ': 'y',\n    'ɏ': 'y',\n    'ỿ': 'y',\n    'ⓩ': 'z',\n    'ｚ': 'z',\n    'ź': 'z',\n    'ẑ': 'z',\n    'ż': 'z',\n    'ž': 'z',\n    'ẓ': 'z',\n    'ẕ': 'z',\n    'ƶ': 'z',\n    'ȥ': 'z',\n    'ɀ': 'z',\n    'ⱬ': 'z',\n    'ꝣ': 'z',\n    'Ά': 'Α',\n    'Έ': 'Ε',\n    'Ή': 'Η',\n    'Ί': 'Ι',\n    'Ϊ': 'Ι',\n    'Ό': 'Ο',\n    'Ύ': 'Υ',\n    'Ϋ': 'Υ',\n    'Ώ': 'Ω',\n    'ά': 'α',\n    'έ': 'ε',\n    'ή': 'η',\n    'ί': 'ι',\n    'ϊ': 'ι',\n    'ΐ': 'ι',\n    'ό': 'ο',\n    'ύ': 'υ',\n    'ϋ': 'υ',\n    'ΰ': 'υ',\n    'ω': 'ω',\n    'ς': 'σ'\n  }; // Copied from Select2\n\n  function stripDiacritics(text) {\n    // Used 'uni range + named function' from http://jsperf.com/diacritics/18\n    function match(a) {\n      return DIACRITICS[a] || a;\n    }\n\n    return \"\".concat(text).replace(/[^\\u0000-\\u007E]/g, match); // eslint-disable-line\n  }\n\n  function defaultMatcher(value, text) {\n    return stripDiacritics(value).toUpperCase().indexOf(stripDiacritics(text).toUpperCase());\n  }\n\n  function defaultTypeAheadMatcher(value, text) {\n    return stripDiacritics(value).toUpperCase().startsWith(stripDiacritics(text).toUpperCase()) ? 1 : -1;\n  }\n});","define('ember-radio-button/components/labeled-radio-button', ['exports', 'ember-radio-button/templates/components/labeled-radio-button'], function (exports, _labeledRadioButton) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Component.extend({\n    tagName: 'label',\n    layout: _labeledRadioButton.default,\n    attributeBindings: ['for'],\n    classNameBindings: ['_checkedClass'],\n    classNames: ['ember-radio-button'],\n    defaultLayout: null, // ie8 support\n\n    checkedClass: 'checked',\n    _checkedClass: Ember.computed('checked', 'checkedClass', function () {\n      return this.get('checked') ? this.get('checkedClass') : '';\n    }),\n    checked: Ember.computed('groupValue', 'value', function () {\n      return Ember.isEqual(this.get('groupValue'), this.get('value'));\n    }).readOnly(),\n\n    'for': Ember.computed.readOnly('radioId'),\n\n    actions: {\n      innerRadioChanged: function innerRadioChanged(value) {\n        if (typeof this.get('changed') === 'function') {\n          return this.get('changed')(value);\n        }\n\n        this.sendAction('changed', value);\n      }\n    }\n  });\n});","define('ember-radio-button/components/radio-button-input', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Component.extend({\n    tagName: 'input',\n    type: 'radio',\n\n    // value - required\n    // groupValue - required\n\n    // autofocus - boolean\n    // disabled - optional\n    // name - optional\n    // required - optional\n    // radioClass - string\n    // radioId - string\n    // tabindex - number\n    // ariaLabelledby - string\n    // ariaDescribedby - string\n\n    defaultLayout: null, // ie8 support\n\n    attributeBindings: ['autofocus', 'checked', 'disabled', 'name', 'required', 'tabindex', 'type', 'value', 'ariaLabelledby:aria-labelledby', 'ariaDescribedby:aria-describedby', 'checked:aria-checked'],\n\n    checked: Ember.computed('groupValue', 'value', function () {\n      return Ember.isEqual(this.get('groupValue'), this.get('value'));\n    }).readOnly(),\n\n    sendChangedAction: function sendChangedAction() {\n      var value = this.get('value');\n\n      if (typeof this.get('changed') === 'function') {\n        return this.get('changed')(value);\n      }\n\n      this.sendAction('changed', value);\n    },\n    change: function change() {\n      var value = this.get('value');\n      var groupValue = this.get('groupValue');\n\n      if (groupValue !== value) {\n        this.set('groupValue', value); // violates DDAU\n        Ember.run.once(this, 'sendChangedAction');\n      }\n    }\n  });\n});","define('ember-radio-button/components/radio-button', ['exports', 'ember-radio-button/templates/components/radio-button'], function (exports, _radioButton) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Component.extend({\n    tagName: '',\n    layout: _radioButton.default,\n\n    // value - passed in, required, the value for this radio button\n    // groupValue - passed in, required, the currently selected value\n\n    // optionally passed in:\n    // disabled - boolean\n    // required - boolean\n    // name - string\n    // radioClass - string\n    // radioId - string\n    // ariaLabelledby - string\n    // ariaDescribedby - string\n\n    // polyfill hasBlock for ember versions < 1.13\n    hasBlock: Ember.computed.bool('template').readOnly(),\n\n    joinedClassNames: Ember.computed('classNames', function () {\n      var classNames = this.get('classNames');\n      if (classNames && classNames.length && classNames.join) {\n        return classNames.join(' ');\n      }\n      return classNames;\n    }),\n\n    // is this needed here or just on radio-button-input?\n    defaultLayout: null, // ie8 support\n\n    checkedClass: 'checked',\n\n    checked: Ember.computed('groupValue', 'value', function () {\n      return Ember.isEqual(this.get('groupValue'), this.get('value'));\n    }).readOnly(),\n\n    actions: {\n      changed: function changed(newValue) {\n        if (typeof this.get('changed') === 'function') {\n          return this.get('changed')(newValue);\n        }\n\n        this.sendAction('changed', newValue);\n      }\n    }\n  });\n});","define(\"ember-radio-button/templates/components/labeled-radio-button\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"shpdCX0g\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[1,[25,\\\"radio-button\\\",null,[[\\\"radioClass\\\",\\\"radioId\\\",\\\"changed\\\",\\\"disabled\\\",\\\"groupValue\\\",\\\"name\\\",\\\"required\\\",\\\"value\\\"],[[20,[\\\"radioClass\\\"]],[20,[\\\"radioId\\\"]],\\\"innerRadioChanged\\\",[20,[\\\"disabled\\\"]],[20,[\\\"groupValue\\\"]],[20,[\\\"name\\\"]],[20,[\\\"required\\\"]],[20,[\\\"value\\\"]]]]],false],[0,\\\"\\\\n\\\\n\\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-radio-button/templates/components/labeled-radio-button.hbs\" } });\n});","define(\"ember-radio-button/templates/components/radio-button-input\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"3/rWZEpA\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-radio-button/templates/components/radio-button-input.hbs\" } });\n});","define(\"ember-radio-button/templates/components/radio-button\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"ENxre6To\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[22,1]],null,{\\\"statements\\\":[[0,\\\"  \\\"],[6,\\\"label\\\"],[10,\\\"class\\\",[26,[\\\"ember-radio-button \\\",[25,\\\"if\\\",[[20,[\\\"checked\\\"]],[20,[\\\"checkedClass\\\"]]],null],\\\" \\\",[18,\\\"joinedClassNames\\\"]]]],[10,\\\"for\\\",[18,\\\"radioId\\\"],null],[7],[0,\\\"\\\\n    \\\"],[1,[25,\\\"radio-button-input\\\",null,[[\\\"class\\\",\\\"id\\\",\\\"autofocus\\\",\\\"disabled\\\",\\\"name\\\",\\\"required\\\",\\\"tabindex\\\",\\\"groupValue\\\",\\\"value\\\",\\\"ariaLabelledby\\\",\\\"ariaDescribedby\\\",\\\"changed\\\"],[[20,[\\\"radioClass\\\"]],[20,[\\\"radioId\\\"]],[20,[\\\"autofocus\\\"]],[20,[\\\"disabled\\\"]],[20,[\\\"name\\\"]],[20,[\\\"required\\\"]],[20,[\\\"tabindex\\\"]],[20,[\\\"groupValue\\\"]],[20,[\\\"value\\\"]],[20,[\\\"ariaLabelledby\\\"]],[20,[\\\"ariaDescribedby\\\"]],\\\"changed\\\"]]],false],[0,\\\"\\\\n\\\\n    \\\"],[11,1],[0,\\\"\\\\n  \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"  \\\"],[1,[25,\\\"radio-button-input\\\",null,[[\\\"class\\\",\\\"id\\\",\\\"autofocus\\\",\\\"disabled\\\",\\\"name\\\",\\\"required\\\",\\\"tabindex\\\",\\\"groupValue\\\",\\\"value\\\",\\\"ariaLabelledby\\\",\\\"ariaDescribedby\\\",\\\"changed\\\"],[[20,[\\\"radioClass\\\"]],[20,[\\\"radioId\\\"]],[20,[\\\"autofocus\\\"]],[20,[\\\"disabled\\\"]],[20,[\\\"name\\\"]],[20,[\\\"required\\\"]],[20,[\\\"tabindex\\\"]],[20,[\\\"groupValue\\\"]],[20,[\\\"value\\\"]],[20,[\\\"ariaLabelledby\\\"]],[20,[\\\"ariaDescribedby\\\"]],\\\"changed\\\"]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-radio-button/templates/components/radio-button.hbs\" } });\n});","define('ember-rapid-forms/components/control-within-label', ['exports', 'ember-rapid-forms/templates/components/control-within-label'], function (exports, _controlWithinLabel) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component;\n  exports.default = Component.extend({\n    layout: _controlWithinLabel.default,\n    tagName: ''\n  });\n});","define('ember-rapid-forms/components/em-checkbox-input', ['exports', 'ember-rapid-forms/templates/components/em-checkbox-input'], function (exports, _emCheckboxInput) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component,\n      computed = Ember.computed;\n  exports.default = Component.extend({\n    layout: _emCheckboxInput.default,\n    tagName: '',\n    label: computed.alias('checkboxComponent.label'),\n    form: computed.alias('checkboxComponent.form'),\n    inputId: computed.alias('checkboxComponent.inputId'),\n    labelClass: computed.alias('checkboxComponent.labelClass'),\n    model: computed.alias('checkboxComponent.model'),\n    property: computed.alias('checkboxComponent.property'),\n    disabled: computed.alias('checkboxComponent.disabled'),\n    required: computed.alias('checkboxComponent.required'),\n    autofocus: computed.alias('checkboxComponent.autofocus'),\n    readonly: computed.alias('checkboxComponent.readonly'),\n    title: computed.alias('checkboxComponent.title'),\n    elementClass: computed.alias('checkboxComponent.elementClass'),\n    name: computed.alias('checkboxComponent.name')\n  });\n});","define('ember-rapid-forms/components/em-checkbox', ['exports', 'ember-rapid-forms/templates/components/em-checkbox', 'ember-rapid-forms/mixins/input-component'], function (exports, _emCheckbox, _inputComponent) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component,\n      computed = Ember.computed;\n  exports.default = Component.extend(_inputComponent.default, {\n    layout: _emCheckbox.default,\n    validationIcons: false,\n    validations: false,\n    labelInControl: true,\n\n    groupClass: computed('form.formLayout', {\n      get: function get() {\n        if (this.get('form.formLayout') !== 'horizontal') {\n          return 'checkbox';\n        }\n        return 'form-group';\n      }\n    }),\n\n    checkboxWrapper: computed('form.formLayout', {\n      get: function get() {\n        if (this.get('form.formLayout') === 'horizontal') {\n          return 'checkbox';\n        }\n        return null;\n      }\n    })\n  });\n});","define('ember-rapid-forms/components/em-custom-input', ['exports', 'ember-rapid-forms/mixins/has-id', 'ember-rapid-forms/templates/components/em-custom-input'], function (exports, _hasId, _emCustomInput) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component;\n  exports.default = Component.extend(_hasId.default, {\n    layout: _emCustomInput.default,\n    elementClass: null,\n    property: null,\n    label: null,\n    name: null,\n    placeholder: null,\n    autofocus: null,\n    disabled: null,\n\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      this.set('id', this.get('inputId'));\n      this.set('class', this.get('elementClass'));\n    }\n  });\n});","define('ember-rapid-forms/components/em-form-control-help', ['exports', 'ember-rapid-forms/templates/components/em-form-control-help', 'ember-rapid-forms/mixins/has-class-calc'], function (exports, _emFormControlHelp, _hasClassCalc) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component,\n      computed = Ember.computed;\n  exports.default = Component.extend(_hasClassCalc.default, {\n    layout: _emFormControlHelp.default,\n    tagName: 'span',\n    classNames: ['help-block'],\n    classNameBindings: ['extraClass', 'horiClassCalc'],\n    text: null,\n    extraClass: null,\n    horiClass: 'col-sm-offset-2 col-sm-10',\n\n    errors: computed.alias('formComponent.errors'),\n    hasError: computed.alias('formComponent.hasError')\n  });\n});","define('ember-rapid-forms/components/em-form-group', ['exports', 'ember-rapid-forms/mixins/has-property-validation', 'ember-rapid-forms/templates/components/em-form-group'], function (exports, _hasPropertyValidation, _emFormGroup) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component,\n      computed = Ember.computed,\n      getOwner = Ember.getOwner,\n      isPresent = Ember.isPresent;\n  exports.default = Component.extend(_hasPropertyValidation.default, {\n    tagName: 'div',\n    groupClass: 'form-group',\n    layout: _emFormGroup.default,\n    classNameBindings: ['groupClass', 'hasSuccess', 'hasWarning', 'hasError', 'validationIcons:has-feedback', 'required'],\n    attributeBindings: ['disabled'],\n    canShowErrors: false,\n    successIcon: 'fa fa-check',\n    warningIcon: 'fa fa-exclamation-triangle',\n    errorIcon: 'fa fa-times',\n    hasSetForm: false,\n\n    inputComponent: Ember.Object.create(),\n\n    inputId: computed.alias('inputComponent.inputId'),\n    yieldInLabel: computed.alias('inputComponent.yieldInLabel'),\n    labelInControl: computed.alias('inputComponent.labelInControl'),\n    hasError: computed.alias('inputComponent.hasError'),\n    hasSuccess: computed.alias('inputComponent.hasSuccess'),\n    hasWarning: computed.alias('inputComponent.hasWarning'),\n    shouldShowErrors: computed.alias('inputComponent.shouldShowErrors'),\n    helpText: computed.alias('inputComponent.helpText'),\n    required: computed.alias('inputComponent.required'),\n    hideValidationsOnFormChange: computed.alias('inputComponent.hideValidationsOnFormChange'),\n    labelWrapperClass: computed.alias('inputComponent.labelWrapperClass'),\n    labelClass: computed.alias('inputComponent.labelClass'),\n    help: computed.alias('inputComponent.help'),\n    controlWrapper: computed.alias('inputComponent.controlWrapper'),\n    validationIcons: computed.alias('inputComponent.validationIcons'),\n    form: computed.alias('inputComponent.form'),\n\n    i18n: computed(function () {\n      return getOwner(this).lookup('service:i18n');\n    }),\n\n    validationIcon: computed('status', 'canShowErrors', {\n      get: function get() {\n        if (!this.get('canShowErrors')) {\n          return;\n        }\n        switch (this.get('status')) {\n          case 'success':\n            return this.get('successIcon');\n          case 'warning':\n          case 'warn':\n            return this.get('warningIcon');\n          case 'error':\n            return this.get('errorIcon');\n          default:\n            return null;\n        }\n      }\n    }),\n\n    label: computed('inputComponent.label', function () {\n      var i18n = this.get('i18n');\n      var label = this.get('inputComponent.label');\n\n      if (label) {\n        return label;\n      } else if (isPresent(i18n)) {\n        var property = this.get('property');\n        var modelName = this.get('model.constructor.modelName');\n        var key = void 0;\n\n        if (modelName) {\n          key = modelName + '.' + property;\n        } else {\n          key = property;\n        }\n\n        if (i18n.exists(key)) {\n          return i18n.t(key);\n        }\n      }\n    })\n  });\n});","define('ember-rapid-forms/components/em-form-label', ['exports', 'ember-rapid-forms/templates/components/em-form-label', 'ember-rapid-forms/mixins/has-class-calc'], function (exports, _emFormLabel, _hasClassCalc) {\n    'use strict';\n\n    Object.defineProperty(exports, \"__esModule\", {\n        value: true\n    });\n    var Component = Ember.Component;\n    exports.default = Component.extend(_hasClassCalc.default, {\n        layout: _emFormLabel.default,\n        tagName: 'label',\n        classNames: ['control-label'],\n        classNameBindings: ['extraClass', 'inlineClassCalc', 'horiClassCalc'],\n        attributeBindings: ['for'],\n        horiClass: 'col-sm-2',\n        inlineClass: 'sr-only'\n    });\n});","define('ember-rapid-forms/components/em-form-submit', ['exports', 'ember-rapid-forms/templates/components/em-form-submit'], function (exports, _emFormSubmit) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component,\n      computed = Ember.computed,\n      isNone = Ember.isNone;\n  exports.default = Component.extend({\n    layout: _emFormSubmit.default,\n    classes: 'btn btn-default',\n    classNames: ['form-group'],\n    text: 'Submit',\n    type: 'submit',\n    horiClass: 'col-sm-offset-2 col-sm-10',\n    disabled: computed('model.isValid', {\n      get: function get() {\n        if (this.get('form.showErrorsOnSubmit') && !this.get('form.isSubmitted')) {\n          return false;\n        }\n\n        if (!isNone(this.get('model.isValid'))) {\n          return !this.get('model.isValid');\n        } else {\n          return false;\n        }\n      }\n    }),\n\n    actions: {\n      submit: function submit() {\n        this.sendAction('submit');\n      }\n    }\n  });\n});","define('ember-rapid-forms/components/em-form', ['exports', 'ember-rapid-forms/utils/utils', 'ember-rapid-forms/templates/components/em-form'], function (exports, _utils, _emForm) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component,\n      computed = Ember.computed,\n      isNone = Ember.isNone;\n  exports.default = Component.extend({\n    layout: _emForm.default,\n    tagName: 'form',\n    classNameBindings: ['formLayoutClass'],\n    attributeBindings: ['role'],\n    role: 'form',\n    action: 'submit',\n    model: null,\n    formLayout: 'form',\n    submitButton: true,\n    validationIcons: true,\n    showErrorsOnRender: false,\n    showErrorsOnFocusIn: false,\n    showErrorsOnSubmit: true,\n\n    isDefaultLayout: _utils.default.createBoundSwitchAccessor('form', 'formLayout', 'form'),\n    isInline: _utils.default.createBoundSwitchAccessor('inline', 'formLayout', 'form'),\n    isHorizontal: _utils.default.createBoundSwitchAccessor('horizontal', 'formLayout', 'form'),\n\n    formLayoutClass: computed('formLayout', {\n      get: function get() {\n        switch (this.get('formLayout')) {\n          case 'horizontal':\n          case 'inline':\n            return \"form-\" + this.get('formLayout');\n          default:\n            return 'form';\n        }\n      }\n    }),\n\n    /*\n    Form submit\n      Optionally execute model validations and perform a form submission.\n    */\n    actions: {\n      submit: function submit() {\n        this._submit();\n      }\n    },\n\n    submit: function submit() {\n      this._submit();\n      return false;\n    },\n    _submit: function _submit() {\n      var model = this.get('model');\n\n      if (isNone(this.get('model.validate'))) {\n        return this.sendAction('action', model);\n      } else {\n        return model.validate().then(this._sendAction(model));\n      }\n    },\n    _sendAction: function _sendAction(model) {\n      this.set('isSubmitted', true);\n      if (model.get('isValid')) {\n        return this.sendAction('action', model);\n      }\n    }\n  });\n});","define('ember-rapid-forms/components/em-input', ['exports', 'ember-rapid-forms/templates/components/em-input', 'ember-rapid-forms/mixins/input-component'], function (exports, _emInput, _inputComponent) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component,\n      observer = Ember.observer;\n  exports.default = Component.extend(_inputComponent.default, {\n    layout: _emInput.default,\n    elementClass: null,\n    property: null,\n    name: null,\n    placeholder: null,\n    title: null,\n    pattern: null,\n    autofocus: null,\n    readonly: null,\n    autoresize: null,\n    disabled: null,\n    canShowErrors: false,\n    maxlength: null,\n\n    hideValidationsOnFormChange: observer('form', 'form.model', function () {\n      this.set('canShowErrors', false);\n    }),\n\n    /*\n    Observes the helpHasErrors of the help control and modify the 'status' property accordingly.\n     */\n    focusIn: function focusIn() {\n      if (this.get('form.showErrorsOnFocusIn')) {\n        return this.set('canShowErrors', true);\n      }\n    },\n\n\n    /*\n    Listen to the focus out of the form group and display the errors\n     */\n    focusOut: function focusOut() {\n      return this.set('canShowErrors', true);\n    },\n\n\n    /*\n    Listen to the keyUp of the form group and display the errors if showOnKeyUp is true.\n     */\n    keyUp: function keyUp() {\n      if (this.get('showOnKeyUp')) {\n        return this.set('canShowErrors', true);\n      }\n    }\n  });\n});","define('ember-rapid-forms/components/em-select', ['exports', 'ember-rapid-forms/templates/components/em-select', 'ember-rapid-forms/mixins/input-component'], function (exports, _emSelect, _inputComponent) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component,\n      computed = Ember.computed,\n      run = Ember.run,\n      get = Ember.get;\n  exports.default = Component.extend(_inputComponent.default, {\n    layout: _emSelect.default,\n    validationIcons: false,\n    propertyIsModel: false,\n    property: null,\n    content: null,\n    elementClass: null,\n    selection: null,\n    optionValuePath: 'id',\n    optionLabelPath: 'value',\n    optionDisabledPath: null,\n    prompt: null,\n    disabled: null,\n    autofocus: null,\n    size: 0,\n    optionGroups: null,\n    optionGroupLabelPath: null,\n    optionGroupContentPath: null,\n\n    didInsertElement: function didInsertElement() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      run.schedule('sync', this, function () {\n        if (_this.get('model.isLoading')) {\n          _this.get('model').on('didLoad', function () {\n            _this._setValue();\n          });\n        } else {\n          _this._setValue();\n        }\n      });\n    },\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n      this._addComputedSelectedValue();\n    },\n\n\n    actions: {\n      change: function change() {\n        this._setValue();\n      }\n    },\n\n    _addComputedSelectedValue: function _addComputedSelectedValue() {\n      var content = this.get('content');\n\n      if (!content) {\n        this.set('content', []);\n      }\n\n      // set it to the correct value of the selection\n      this.selectedValue = computed('model.' + this.get('property'), function () {\n        var propertyIsModel = this.get('propertyIsModel');\n        var value = this.get('model.' + this.get('property'));\n        if (propertyIsModel && value !== null && value !== undefined) {\n          var optionValuePath = this.get('optionValuePath');\n          if (value.get === undefined) {\n            value = value[optionValuePath];\n          } else {\n            value = value.get(optionValuePath);\n          }\n        }\n        return value;\n      });\n    },\n    _setValue: function _setValue() {\n      var selectedEl = this.$('select')[0];\n      var model = this.get('model');\n      if (model) {\n\n        var selectedIndex = selectedEl.selectedIndex;\n\n        if (selectedIndex < 0) return;\n\n        // check whether we show prompt the correct to show index is one less\n        // when selecting prompt don't change anything\n        if (this.get('prompt')) {\n          if (selectedIndex !== 0) {\n            selectedIndex--;\n          } else {\n            if (this.get('property')) {\n              model.set(this.get('property'), null);\n            }\n            return;\n          }\n        }\n\n        var selectedID = void 0,\n            selectedValue = void 0;\n\n        if (this.get('optionGroups')) {\n          var selectedElement = selectedEl.options[selectedIndex + 1];\n          var optGroup = selectedElement.parentNode;\n          var optGroupOptions = optGroup.children;\n          var positionInOptGroup = Array.prototype.indexOf.call(optGroupOptions, selectedElement);\n          var optionGroup = this.get('optionGroups').filterBy(this.get('optionGroupLabelPath'), optGroup.label)[0];\n\n          selectedValue = get(optionGroup, this.get('optionGroupContentPath')).objectAt(positionInOptGroup);\n        } else {\n          var content = this.get('content');\n          selectedValue = content.objectAt(selectedIndex);\n        }\n\n        if (this.get('optionDisabledPath') && get(selectedValue, this.get('optionDisabledPath'))) {\n          // if it is disabled don't do anything\n          return;\n        }\n\n        var optionValuePath = this.get('optionValuePath');\n        var propertyIsModel = this.get('propertyIsModel');\n\n        if (propertyIsModel) {\n          selectedID = selectedValue;\n        } else {\n          selectedID = selectedValue[optionValuePath];\n        }\n\n        model.set(this.get('property'), selectedID);\n        var changeAction = this.get('action');\n        if (changeAction) {\n          changeAction(selectedID);\n        }\n      }\n    }\n  });\n});","define('ember-rapid-forms/components/em-text', ['exports', 'ember-rapid-forms/templates/components/em-text', 'ember-rapid-forms/mixins/input-component'], function (exports, _emText, _inputComponent) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component;\n  exports.default = Component.extend(_inputComponent.default, {\n    layout: _emText.default,\n    elementClass: null,\n    property: null,\n    label: null,\n    name: null,\n    placeholder: null,\n    rows: null,\n    cols: null,\n    autofocus: null,\n    readonly: null,\n    autoresize: null,\n    disabled: null,\n    form: null\n  });\n});","define('ember-rapid-forms/components/form-group-control', ['exports', 'ember-rapid-forms/templates/components/form-group-control'], function (exports, _formGroupControl) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component;\n  exports.default = Component.extend({\n    layout: _formGroupControl.default,\n    tagName: ''\n  });\n});","define('ember-rapid-forms/components/form-group', ['exports', 'ember-rapid-forms/templates/components/form-group'], function (exports, _formGroup) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Component = Ember.Component;\n  exports.default = Component.extend({\n    layout: _formGroup.default,\n    tagName: '',\n    property: null\n  });\n});","define('ember-rapid-forms/mixins/ember-cp-validations-helper', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Mixin = Ember.Mixin,\n      isNone = Ember.isNone,\n      canInvoke = Ember.canInvoke;\n  exports.default = Mixin.create({\n    init: function init() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      // when there is a validation error copy its message into the format we currently understand\n      this.get('validations.validatableAttributes').forEach(function (va) {\n        _this.addObserver(va, 'validations.attrs.' + va + '.messages', function () {\n          _this._copyErrors(_this, va);\n        });\n      });\n    },\n    validate: function validate() {\n      var _get;\n\n      return (_get = this.get('validations')).validate.apply(_get, arguments).then(this._copyEachErrors.bind(this));\n    },\n    _copyEachErrors: function _copyEachErrors(validations) {\n      var _this2 = this;\n\n      var modelErrors = this.get('errors');\n      if (!isNone(modelErrors) && canInvoke(modelErrors, 'add')) {\n        this.get('validations.validatableAttributes').forEach(function (va) {\n          _this2._copyErrors(_this2, va);\n        });\n      }\n      return validations;\n    },\n\n\n    // gets called when a message is added (that means there is a validation-error)\n    _copyErrors: function _copyErrors(model, attribute) {\n      if (model.currentState.stateName === 'root.loaded.saved' || model.currentState.stateName === 'root.deleted.saved') {\n        return;\n      }\n\n      var modelErrors = model.get('errors');\n      var wasEmpty = modelErrors.get('isEmpty');\n\n      if (modelErrors.get(attribute)) {\n        modelErrors._remove(attribute);\n      }\n\n      var messages = this.get('validations.attrs.' + attribute + '.messages');\n\n      // manually add them to the errorObject\n      if (messages && messages.length > 0) {\n        messages.forEach(function (m) {\n          modelErrors._add(attribute, m);\n        });\n      }\n\n      var isEmpty = modelErrors.get('isEmpty');\n\n      // trigger the method whether a model is now valid or not\n      if (wasEmpty && !isEmpty) {\n        modelErrors.trigger('becameInvalid');\n      } else if (!wasEmpty && isEmpty) {\n        modelErrors.trigger('becameValid');\n      }\n    }\n  });\n});","define('ember-rapid-forms/mixins/has-class-calc', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var computed = Ember.computed,\n      Mixin = Ember.Mixin;\n  exports.default = Mixin.create({\n    horiClassCalc: computed('form.isHorizontal', {\n      get: function get() {\n        return this._classCalc('form.isHorizontal', 'horiClass');\n      }\n    }),\n\n    inlineClassCalc: computed('form.formLayout', {\n      get: function get() {\n        return this._classCalc('form.isInline', 'inlineClass');\n      }\n    }),\n\n    _classCalc: function _classCalc(condition, cssClass) {\n      if (this.get(condition) && this.get(cssClass)) {\n        return this.get(cssClass);\n      }\n    }\n  });\n});","define('ember-rapid-forms/mixins/has-id', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var computed = Ember.computed,\n      Mixin = Ember.Mixin;\n  exports.default = Mixin.create({\n    inputId: computed('cid', 'property', 'id', {\n      get: function get() {\n        if (this.get('cid')) {\n          return this.get('cid');\n        } else if (this.elementId && this.get('property')) {\n          return this.get('property') + '-' + this.elementId;\n        }\n      }\n    })\n  });\n});","define('ember-rapid-forms/mixins/has-property-validation', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Mixin = Ember.Mixin,\n      computed = Ember.computed,\n      assert = Ember.assert,\n      isNone = Ember.isNone,\n      defineProperty = Ember.defineProperty;\n  exports.default = Mixin.create({\n    init: function init() {\n      this._super.apply(this, arguments);\n      assert(!isNone(this.get('propertyName')), 'propertyName is required.');\n      defineProperty(this, 'errors', computed.alias('model.errors.' + this.get('propertyName')));\n    },\n\n\n    status: computed('errors.length', {\n      get: function get() {\n        if (this.get('errors.length')) {\n          return 'error';\n        } else {\n          return 'success';\n        }\n      }\n    })\n  });\n});","define('ember-rapid-forms/mixins/has-property', ['exports', 'ember-rapid-forms/mixins/has-id'], function (exports, _hasId) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var computed = Ember.computed,\n      Mixin = Ember.Mixin,\n      assert = Ember.assert,\n      defineProperty = Ember.defineProperty;\n  exports.default = Mixin.create(_hasId.default, {\n    property: undefined,\n\n    propertyName: computed('property', 'formComponent.property', {\n      get: function get() {\n        if (this.get('property')) {\n          return this.get('property');\n        } else if (this.get('formComponent.property')) {\n          return this.get('formComponent.property');\n        } else {\n          return assert(false, 'Property could not be found.');\n        }\n      }\n    }),\n\n    init: function init() {\n      this._super.apply(this, arguments);\n      defineProperty(this, 'errors', computed.alias('model.errors.' + this.get('propertyName')));\n    }\n  });\n});","define('ember-rapid-forms/mixins/in-form', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var computed = Ember.computed,\n      assert = Ember.assert,\n      Mixin = Ember.Mixin;\n  exports.default = Mixin.create({\n    formFromPartentView: computed({\n      get: function get() {\n        var parentView = this.get('parentView');\n\n        while (parentView) {\n          if (parentView.get('tagName') === 'form') {\n            return parentView;\n          }\n          parentView = parentView.get('parentView');\n        }\n\n        return assert(false, 'Cannot find form');\n      }\n    }),\n    model: computed('form', 'form.model', {\n      get: function get() {\n        return this.get('form.model');\n      }\n    })\n  });\n});","define('ember-rapid-forms/mixins/input-component', ['exports', 'ember-rapid-forms/mixins/has-id', 'ember-rapid-forms/mixins/has-property', 'ember-rapid-forms/mixins/has-property-validation'], function (exports, _hasId, _hasProperty, _hasPropertyValidation) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Mixin = Ember.Mixin,\n      computed = Ember.computed,\n      observer = Ember.observer,\n      deprecate = Ember.deprecate,\n      defineProperty = Ember.defineProperty;\n  exports.default = Mixin.create(_hasProperty.default, _hasPropertyValidation.default, _hasId.default, {\n    validations: true,\n\n    hasSuccess: computed('status', 'canShowErrors', {\n      get: function get() {\n        return this._hasStatus('success');\n      }\n    }),\n\n    hasWarning: computed('status', 'canShowErrors', {\n      get: function get() {\n        return this._hasStatus('warning');\n      }\n    }),\n\n    hasError: computed('status', 'canShowErrors', {\n      get: function get() {\n        return this._hasStatus('error');\n      }\n    }),\n\n    shouldShowErrors: computed('canShowErrors', 'helpText', {\n      get: function get() {\n        var text = this.get('helpText') || \"\";\n        return text.length > 0 && this.get('canShowErrors');\n      }\n    }),\n\n    helpText: computed('text', 'errors.firstObject', {\n      get: function get() {\n        return this.get('errors.firstObject.message') || this.get('errors.firstObject') || this.get('text');\n      }\n    }),\n\n    controlWrapper: computed('form.formLayout', 'labelInControl', {\n      get: function get() {\n        if (this.get('form.formLayout') === 'horizontal') {\n          if (this.get('labelInControl')) {\n            return 'col-sm-offset-2 col-sm-10';\n          }\n\n          return 'col-sm-10';\n        }\n\n        return null;\n      }\n    }),\n\n    propertyOptions: computed('property', 'validations.attrs.@each.options', function () {\n      var property = this.get('property');\n\n      return this.get('model.validations.attrs.' + property + '.options') || false;\n    }),\n\n    required: computed('propertyOptions.presence.presence', function () {\n      return this.get('propertyOptions.presence.presence') || false;\n    }),\n\n    formSubmitted: observer('form.isSubmitted', 'form.showErrorsOnSubmit', 'errors.length', function () {\n      if (this.get('errors.length') && this.get('form.showErrorsOnSubmit') && this.get('form.isSubmitted')) {\n        this.set('canShowErrors', true);\n      }\n    }),\n\n    hideValidationsOnFormChange: observer('form', 'form.model', function () {\n      this.set('canShowErrors', false);\n    }),\n\n    init: function init() {\n      this._super.apply(this, arguments);\n      if (this.get('form.showErrorsOnRender')) {\n        this.set('canShowErrors', true);\n      }\n    },\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n      var hasForm = !!this.get('form');\n      if (hasForm && !this.get('hasSetForm')) {\n        this.set('hasSetForm', true);\n      } else if (hasForm && !this.get('hasSetForm')) {\n        deprecate('Please use the new form.input helper defined in 1.0.0beta10', hasForm, { id: 'ember-rapid-forms.yielded-form', until: 'v1.0' });\n        defineProperty(this, 'form', computed.alias('formFromPartentView'));\n        this.set('hasSetForm', true);\n      }\n    },\n\n\n    /*\n    Observes the helpHasErrors of the help control and modify the 'status' property accordingly.\n     */\n\n    focusIn: function focusIn() {\n      if (this.get('form.showErrorsOnFocusIn')) {\n        return this.set('canShowErrors', true);\n      }\n    },\n\n\n    /*\n    Listen to the focus out of the form group and display the errors\n     */\n    focusOut: function focusOut() {\n      return this.set('canShowErrors', true);\n    },\n\n\n    /*\n    Listen to the keyUp of the form group and display the errors if showOnKeyUp is true.\n     */\n    keyUp: function keyUp() {\n      if (this.get('showOnKeyUp')) {\n        return this.set('canShowErrors', true);\n      }\n    },\n    _hasStatus: function _hasStatus(type) {\n      var status = this.get('validations') && this.get('status') === type && this.get('canShowErrors');\n      this.set(type, type);\n      return status;\n    }\n  });\n});","define('ember-rapid-forms/mixins/input-errors', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var Mixin = Ember.Mixin;\n  exports.default = Mixin.create({\n    init: function init() {\n      this._super();\n      this.set('visibleErrors', {});\n    },\n    showErrors: function showErrors() {\n      this.changeErrorsVisibility(true);\n    },\n    hideErrors: function hideErrors() {\n      this.changeErrorsVisibility(false);\n    },\n    changeErrorsVisibility: function changeErrorsVisibility(visible) {\n      var _this = this;\n\n      var validatableAttributes = this.get('validations.validatableAttributes');\n      var dependentValidationKeys = this.get('dependentValidationKeys');\n\n      this.eachAttribute(function (key) {\n        _this.set('visibleErrors.' + key, visible);\n      });\n\n      this.eachRelationship(function (key) {\n        _this.set('visibleErrors.' + key, visible);\n      });\n\n      if (validatableAttributes) {\n        validatableAttributes.forEach(function (key) {\n          _this.set('visibleErrors.' + key, visible);\n        });\n      }\n\n      if (dependentValidationKeys) {\n        Object.keys(dependentValidationKeys).forEach(function (key) {\n          if (key.indexOf('.') === -1) {\n            _this.set('visibleErrors.' + key, visible);\n          }\n        });\n      }\n    }\n  });\n});","define(\"ember-rapid-forms/templates/components/control-within-label\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"ZafTcahM\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"em-form-label\\\",null,[[\\\"text\\\",\\\"horiClass\\\",\\\"inlineClass\\\",\\\"form\\\",\\\"for\\\",\\\"extraClass\\\"],[[20,[\\\"label\\\"]],\\\"\\\",\\\"\\\",[20,[\\\"form\\\"]],[20,[\\\"formComponent\\\",\\\"inputId\\\"]],[20,[\\\"extraClass\\\"]]]],{\\\"statements\\\":[[4,\\\"form-group-control\\\",null,[[\\\"controlWrapper\\\",\\\"formComponent\\\",\\\"form\\\"],[[20,[\\\"controlWrapper\\\"]],[20,[\\\"formComponent\\\"]],[20,[\\\"form\\\"]]]],{\\\"statements\\\":[[0,\\\"        \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/control-within-label.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-checkbox-input\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"bpiaafME\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[4,\\\"em-form-label\\\",null,[[\\\"text\\\",\\\"horiClass\\\",\\\"inlineClass\\\",\\\"form\\\",\\\"for\\\",\\\"extraClass\\\"],[[20,[\\\"label\\\"]],\\\"\\\",\\\"\\\",[20,[\\\"form\\\"]],[20,[\\\"inputId\\\"]],[20,[\\\"labelClass\\\"]]]],{\\\"statements\\\":[[0,\\\"    \\\"],[1,[25,\\\"input\\\",null,[[\\\"id\\\",\\\"type\\\",\\\"checked\\\",\\\"disabled\\\",\\\"required\\\",\\\"autofocus\\\",\\\"readonly\\\",\\\"title\\\",\\\"class\\\",\\\"name\\\"],[[20,[\\\"inputId\\\"]],\\\"checkbox\\\",[25,\\\"mut\\\",[[25,\\\"get\\\",[[20,[\\\"model\\\"]],[20,[\\\"property\\\"]]],null]],null],[20,[\\\"disabled\\\"]],[20,[\\\"required\\\"]],[20,[\\\"autofocus\\\"]],[20,[\\\"readonly\\\"]],[20,[\\\"title\\\"]],[20,[\\\"elementClass\\\"]],[20,[\\\"name\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-checkbox-input.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-checkbox\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"BgjD5AUd\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[4,\\\"em-form-group\\\",null,[[\\\"model\\\",\\\"property\\\",\\\"inputComponent\\\",\\\"groupClass\\\"],[[20,[\\\"model\\\"]],[20,[\\\"property\\\"]],[19,0,[]],[20,[\\\"groupClass\\\"]]]],{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"checkboxWrapper\\\"]]],null,{\\\"statements\\\":[[0,\\\"        \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"checkboxWrapper\\\"],null],[7],[0,\\\"\\\\n            \\\"],[1,[25,\\\"em-checkbox-input\\\",null,[[\\\"checkboxComponent\\\"],[[19,0,[]]]]],false],[0,\\\"\\\\n        \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"        \\\"],[1,[25,\\\"em-checkbox-input\\\",null,[[\\\"checkboxComponent\\\"],[[19,0,[]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-checkbox.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-custom-input\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"nvmA8ePs\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"em-form-group\\\",null,[[\\\"model\\\",\\\"property\\\",\\\"inputComponent\\\"],[[20,[\\\"model\\\"]],[20,[\\\"property\\\"]],[19,0,[]]]],{\\\"statements\\\":[[0,\\\"  \\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-custom-input.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-form-control-help\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"OuJ5CYha\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[1,[18,\\\"helpText\\\"],false],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-form-control-help.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-form-group\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"9869gyol\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"wrapperClass\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"wrapperClass\\\"],null],[7],[0,\\\"\\\\n\\\"],[4,\\\"form-group\\\",null,[[\\\"yieldInLabel\\\",\\\"labelInControl\\\",\\\"formComponent\\\",\\\"form\\\"],[[20,[\\\"yieldInLabel\\\"]],[20,[\\\"labelInControl\\\"]],[19,0,[]],[20,[\\\"form\\\"]]]],{\\\"statements\\\":[[0,\\\"            \\\"],[11,1,[[19,0,[]]]],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[0,\\\"    \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"form-group\\\",null,[[\\\"yieldInLabel\\\",\\\"labelInControl\\\",\\\"formComponent\\\",\\\"form\\\"],[[20,[\\\"yieldInLabel\\\"]],[20,[\\\"labelInControl\\\"]],[19,0,[]],[20,[\\\"form\\\"]]]],{\\\"statements\\\":[[0,\\\"        \\\"],[11,1,[[19,0,[]]]],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-form-group.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-form-label\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"0UxH8zNr\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[11,1],[0,\\\"\\\\n\\\"],[1,[18,\\\"text\\\"],false],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-form-label.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-form-submit\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"NLRSZVOw\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"form\\\",\\\"isHorizontal\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[18,\\\"horiClass\\\"],null],[7],[0,\\\"\\\\n        \\\"],[6,\\\"button\\\"],[10,\\\"class\\\",[18,\\\"classes\\\"],null],[10,\\\"type\\\",[18,\\\"type\\\"],null],[10,\\\"disabled\\\",[18,\\\"disabled\\\"],null],[3,\\\"action\\\",[[19,0,[]],\\\"submit\\\"]],[7],[1,[18,\\\"text\\\"],false],[8],[0,\\\"\\\\n    \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"button\\\"],[10,\\\"class\\\",[18,\\\"classes\\\"],null],[10,\\\"type\\\",[18,\\\"type\\\"],null],[10,\\\"disabled\\\",[18,\\\"disabled\\\"],null],[3,\\\"action\\\",[[19,0,[]],\\\"submit\\\"]],[7],[1,[18,\\\"text\\\"],false],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-form-submit.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-form\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"1yEGkupP\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[11,1,[[25,\\\"hash\\\",null,[[\\\"input\\\",\\\"checkbox\\\",\\\"select\\\",\\\"text\\\",\\\"custom-input\\\",\\\"submit\\\",\\\"group-control\\\",\\\"group\\\"],[[25,\\\"component\\\",[\\\"em-input\\\"],[[\\\"form\\\",\\\"model\\\"],[[19,0,[]],[20,[\\\"model\\\"]]]]],[25,\\\"component\\\",[\\\"em-checkbox\\\"],[[\\\"form\\\",\\\"model\\\"],[[19,0,[]],[20,[\\\"model\\\"]]]]],[25,\\\"component\\\",[\\\"em-select\\\"],[[\\\"form\\\",\\\"model\\\"],[[19,0,[]],[20,[\\\"model\\\"]]]]],[25,\\\"component\\\",[\\\"em-text\\\"],[[\\\"form\\\",\\\"model\\\"],[[19,0,[]],[20,[\\\"model\\\"]]]]],[25,\\\"component\\\",[\\\"em-custom-input\\\"],[[\\\"form\\\",\\\"model\\\"],[[19,0,[]],[20,[\\\"model\\\"]]]]],[25,\\\"component\\\",[\\\"em-form-submit\\\"],[[\\\"form\\\",\\\"model\\\"],[[19,0,[]],[20,[\\\"model\\\"]]]]],[25,\\\"component\\\",[\\\"form-group-control\\\"],[[\\\"form\\\",\\\"model\\\"],[[19,0,[]],[20,[\\\"model\\\"]]]]],[25,\\\"component\\\",[\\\"em-form-group\\\"],[[\\\"form\\\",\\\"model\\\"],[[19,0,[]],[20,[\\\"model\\\"]]]]]]]]]],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"submitButton\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[1,[25,\\\"em-form-submit\\\",null,[[\\\"form\\\",\\\"submit\\\"],[[19,0,[]],\\\"submit\\\"]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-form.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-input\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"5XWsU1mG\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[4,\\\"em-form-group\\\",null,[[\\\"model\\\",\\\"property\\\",\\\"inputComponent\\\"],[[20,[\\\"model\\\"]],[20,[\\\"property\\\"]],[19,0,[]]]],{\\\"statements\\\":[[0,\\\"  \\\"],[1,[25,\\\"input\\\",[[25,\\\"-input-type\\\",[[20,[\\\"type\\\"]]],null]],[[\\\"type\\\",\\\"placeholder\\\",\\\"value\\\",\\\"name\\\",\\\"disabled\\\",\\\"class\\\",\\\"id\\\",\\\"required\\\",\\\"title\\\",\\\"pattern\\\",\\\"autofocus\\\",\\\"readonly\\\",\\\"autoresize\\\",\\\"maxlength\\\"],[[20,[\\\"type\\\"]],[20,[\\\"placeholder\\\"]],[25,\\\"mut\\\",[[25,\\\"get\\\",[[20,[\\\"model\\\"]],[20,[\\\"property\\\"]]],null]],null],[20,[\\\"name\\\"]],[20,[\\\"disabled\\\"]],[25,\\\"concat\\\",[\\\"form-control \\\",[20,[\\\"elementClass\\\"]]],null],[20,[\\\"inputId\\\"]],[20,[\\\"required\\\"]],[20,[\\\"title\\\"]],[20,[\\\"pattern\\\"]],[20,[\\\"autofocus\\\"]],[20,[\\\"readonly\\\"]],[20,[\\\"autoresize\\\"]],[20,[\\\"maxlength\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-input.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-select\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"PrXZvfqQ\", \"block\": \"{\\\"symbols\\\":[\\\"item\\\",\\\"group\\\",\\\"item\\\"],\\\"statements\\\":[[4,\\\"em-form-group\\\",null,[[\\\"model\\\",\\\"property\\\",\\\"inputComponent\\\"],[[20,[\\\"model\\\"]],[20,[\\\"property\\\"]],[19,0,[]]]],{\\\"statements\\\":[[0,\\\"  \\\"],[6,\\\"select\\\"],[10,\\\"onchange\\\",[25,\\\"action\\\",[[19,0,[]],\\\"change\\\"],null],null],[10,\\\"class\\\",[26,[\\\"form-control \\\",[18,\\\"elementClass\\\"]]]],[10,\\\"id\\\",[18,\\\"inputId\\\"],null],[10,\\\"required\\\",[18,\\\"required\\\"],null],[10,\\\"size\\\",[18,\\\"size\\\"],null],[10,\\\"autofocus\\\",[18,\\\"autofocus\\\"],null],[10,\\\"disabled\\\",[18,\\\"disabled\\\"],null],[10,\\\"multiple\\\",[18,\\\"multiple\\\"],null],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"prompt\\\"]]],null,{\\\"statements\\\":[[0,\\\"      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\\\"],[6,\\\"option\\\"],[10,\\\"value\\\",[26,[[25,\\\"get\\\",[[19,3,[]],[20,[\\\"optionValuePath\\\"]]],null]]]],[10,\\\"selected\\\",[25,\\\"eq\\\",[[25,\\\"get\\\",[[19,3,[]],[20,[\\\"optionValuePath\\\"]]],null],[20,[\\\"selectedValue\\\"]]],null],null],[10,\\\"disabled\\\",[25,\\\"get\\\",[[19,3,[]],[20,[\\\"optionDisabledPath\\\"]]],null],null],[7],[0,\\\"\\\\n              \\\"],[1,[25,\\\"get\\\",[[19,3,[]],[20,[\\\"optionLabelPath\\\"]]],null],false],[0,\\\"\\\\n            \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[3]},null],[0,\\\"        \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[2]},null]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"each\\\",[[20,[\\\"content\\\"]]],[[\\\"key\\\"],[\\\"@index\\\"]],{\\\"statements\\\":[[0,\\\"        \\\"],[6,\\\"option\\\"],[10,\\\"value\\\",[26,[[25,\\\"get\\\",[[19,1,[]],[20,[\\\"optionValuePath\\\"]]],null]]]],[10,\\\"selected\\\",[25,\\\"eq\\\",[[25,\\\"get\\\",[[19,1,[]],[20,[\\\"optionValuePath\\\"]]],null],[20,[\\\"selectedValue\\\"]]],null],null],[10,\\\"disabled\\\",[25,\\\"get\\\",[[19,1,[]],[20,[\\\"optionDisabledPath\\\"]]],null],null],[7],[0,\\\"\\\\n        \\\"],[1,[25,\\\"get\\\",[[19,1,[]],[20,[\\\"optionLabelPath\\\"]]],null],false],[0,\\\"\\\\n        \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null]],\\\"parameters\\\":[]}],[0,\\\"\\\\n  \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/em-select.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/em-text\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"6m4Zedjf\", \"block\": 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\\\"],[11,1],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-rapid-forms/templates/components/form-group-control.hbs\" } });\n});","define(\"ember-rapid-forms/templates/components/form-group\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"0zG8FxoC\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"formComponent\\\",\\\"label\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"labelInControl\\\"]]],null,{\\\"statements\\\":[[4,\\\"form-group-control\\\",null,[[\\\"controlWrapper\\\",\\\"formComponent\\\",\\\"form\\\"],[[20,[\\\"formComponent\\\",\\\"controlWrapper\\\"]],[20,[\\\"formComponent\\\"]],[20,[\\\"form\\\"]]]],{\\\"statements\\\":[[0,\\\"            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\"ember-rapid-forms/templates/components/form-group.hbs\" } });\n});","define('ember-rapid-forms/utils/utils', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var computed = Ember.computed;\n  exports.default = {\n    createBoundSwitchAccessor: function createBoundSwitchAccessor(switchValue, myProperty, myDefault) {\n      if (myDefault === null) {\n        myDefault = 'default';\n      }\n      return computed(myProperty, {\n        get: function get() {\n          return this.get(myProperty) === switchValue;\n        },\n        set: function set(key, value) {\n          this.set(myProperty, value ? switchValue : myDefault);\n        }\n      });\n    }\n  };\n});","/*\n * This is a stub file, it must be on disk b/c babel-plugin-debug-macros\n * does not strip the module require when the transpiled variable usage is\n * stripped.\n */\ndefine(\"ember-resolver/features\", [], function () {\n  \"use strict\";\n});","define('ember-resolver/index', ['exports', 'ember-resolver/resolvers/classic'], function (exports, _classic) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _classic.default;\n    }\n  });\n});","define('ember-resolver/resolver', ['exports', 'ember-resolver/resolvers/classic'], function (exports, _classic) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _classic.default;\n    }\n  });\n});","define('ember-resolver/resolvers/classic/container-debug-adapter', ['exports', 'ember-resolver/resolvers/classic/index'], function (exports, _index) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  var ContainerDebugAdapter = Ember.ContainerDebugAdapter;\n\n\n  function getPod(type, key, prefix) {\n    var match = key.match(new RegExp('^/?' + prefix + '/(.+)/' + type + '$'));\n    if (match !== null) {\n      return match[1];\n    }\n  }\n\n  /*\n   * This module defines a subclass of Ember.ContainerDebugAdapter that adds\n   * support for resolving from modules.\n   *\n   */\n  exports.default = ContainerDebugAdapter.extend({\n    _moduleRegistry: null,\n\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      if (!this._moduleRegistry) {\n        this._moduleRegistry = new _index.ModuleRegistry();\n      }\n    },\n\n\n    /**\n        The container of the application being debugged.\n        This property will be injected\n        on creation.\n         @property container\n        @default null\n        */\n\n    /**\n        The resolver instance of the application\n        being debugged. This property will be injected\n        on creation.\n         @property resolver\n        @default null\n        */\n\n    /**\n        Returns true if it is possible to catalog a list of available\n        classes in the resolver for a given type.\n         @method canCatalogEntriesByType\n        @param {string} type The type. e.g. \"model\", \"controller\", \"route\"\n        @return {boolean} whether a list is available for this type.\n        */\n    canCatalogEntriesByType: function canCatalogEntriesByType(type) {\n      if (type === 'model') {\n        return true;\n      }\n      return this._super.apply(this, arguments);\n    },\n\n\n    /**\n        Returns the available classes a given type.\n         @method catalogEntriesByType\n        @param {string} type The type. e.g. \"model\", \"controller\", \"route\"\n        @return {Array} An array of classes.\n        */\n    catalogEntriesByType: function catalogEntriesByType(type) {\n      var moduleNames = this._moduleRegistry.moduleNames();\n      var types = Ember.A();\n\n      var prefix = this.namespace.modulePrefix;\n\n      for (var i = 0, l = moduleNames.length; i < l; i++) {\n        var key = moduleNames[i];\n\n        if (key.indexOf(type) !== -1) {\n          // Check if it's a pod module\n          var name = getPod(type, key, this.namespace.podModulePrefix || prefix);\n          if (!name) {\n            // Not pod\n            name = key.split(type + 's/').pop();\n\n            // Support for different prefix (such as ember-cli addons).\n            // Uncomment the code below when\n            // https://github.com/ember-cli/ember-resolver/pull/80 is merged.\n\n            //let match = key.match('^/?(.+)/' + type);\n            //if (match && match[1] !== prefix) {\n            // Different prefix such as an addon\n            //name = match[1] + '@' + name;\n            //}\n          }\n          types.addObject(name);\n        }\n      }\n      return types;\n    }\n  });\n});","define('ember-resolver/resolvers/classic/index', ['exports', 'ember-resolver/utils/class-factory', 'ember-resolver/utils/make-dictionary'], function (exports, _classFactory, _makeDictionary) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.ModuleRegistry = undefined;\n\n  function _classCallCheck(instance, Constructor) {\n    if (!(instance instanceof Constructor)) {\n      throw new TypeError(\"Cannot call a class as a function\");\n    }\n  }\n\n  if (typeof requirejs.entries === 'undefined') {\n    requirejs.entries = requirejs._eak_seen;\n  }\n\n  var ModuleRegistry = exports.ModuleRegistry = function () {\n    function ModuleRegistry(entries) {\n      _classCallCheck(this, ModuleRegistry);\n\n      this._entries = entries || requirejs.entries;\n    }\n\n    ModuleRegistry.prototype.moduleNames = function moduleNames() {\n      return Object.keys(this._entries);\n    };\n\n    ModuleRegistry.prototype.has = function has(moduleName) {\n      return moduleName in this._entries;\n    };\n\n    ModuleRegistry.prototype.get = function get(moduleName) {\n      return require(moduleName);\n    };\n\n    return ModuleRegistry;\n  }();\n\n  var _Ember$String = Ember.String,\n      underscore = _Ember$String.underscore,\n      classify = _Ember$String.classify,\n      dasherize = _Ember$String.dasherize;\n  var get = Ember.get,\n      DefaultResolver = Ember.DefaultResolver;\n\n\n  function parseName(fullName) {\n    if (fullName.parsedName === true) {\n      return fullName;\n    }\n\n    var prefix = void 0,\n        type = void 0,\n        name = void 0;\n    var fullNameParts = fullName.split('@');\n\n    // HTMLBars uses helper:@content-helper which collides\n    // with ember-cli namespace detection.\n    // This will be removed in a future release of HTMLBars.\n    if (fullName !== 'helper:@content-helper' && fullNameParts.length === 2) {\n      var prefixParts = fullNameParts[0].split(':');\n\n      if (prefixParts.length === 2) {\n        prefix = prefixParts[1];\n        type = prefixParts[0];\n        name = fullNameParts[1];\n      } else {\n        var nameParts = fullNameParts[1].split(':');\n\n        prefix = fullNameParts[0];\n        type = nameParts[0];\n        name = nameParts[1];\n      }\n\n      if (type === 'template' && prefix.lastIndexOf('components/', 0) === 0) {\n        name = 'components/' + name;\n        prefix = prefix.slice(11);\n      }\n    } else {\n      fullNameParts = fullName.split(':');\n      type = fullNameParts[0];\n      name = fullNameParts[1];\n    }\n\n    var fullNameWithoutType = name;\n    var namespace = get(this, 'namespace');\n    var root = namespace;\n\n    return {\n      parsedName: true,\n      fullName: fullName,\n      prefix: prefix || this.prefix({ type: type }),\n      type: type,\n      fullNameWithoutType: fullNameWithoutType,\n      name: name,\n      root: root,\n      resolveMethodName: \"resolve\" + classify(type)\n    };\n  }\n\n  function resolveOther(parsedName) {\n    Ember.assert('`modulePrefix` must be defined', this.namespace.modulePrefix);\n\n    var normalizedModuleName = this.findModuleName(parsedName);\n\n    if (normalizedModuleName) {\n      var defaultExport = this._extractDefaultExport(normalizedModuleName, parsedName);\n\n      if (defaultExport === undefined) {\n        throw new Error(' Expected to find: \\'' + parsedName.fullName + '\\' within \\'' + normalizedModuleName + '\\' but got \\'undefined\\'. Did you forget to \\'export default\\' within \\'' + normalizedModuleName + '\\'?');\n      }\n\n      if (this.shouldWrapInClassFactory(defaultExport, parsedName)) {\n        defaultExport = (0, _classFactory.default)(defaultExport);\n      }\n\n      return defaultExport;\n    } else {\n      return this._super(parsedName);\n    }\n  }\n\n  // Ember.DefaultResolver docs:\n  //   https://github.com/emberjs/ember.js/blob/master/packages/ember-application/lib/system/resolver.js\n  var Resolver = DefaultResolver.extend({\n    resolveOther: resolveOther,\n    parseName: parseName,\n    resolveTemplate: resolveOther,\n    pluralizedTypes: null,\n    moduleRegistry: null,\n\n    makeToString: function makeToString(factory, fullName) {\n      return '' + this.namespace.modulePrefix + '@' + fullName + ':';\n    },\n    shouldWrapInClassFactory: function shouldWrapInClassFactory() /* module, parsedName */{\n      return false;\n    },\n    init: function init() {\n      this._super();\n      this.moduleBasedResolver = true;\n\n      if (!this._moduleRegistry) {\n        this._moduleRegistry = new ModuleRegistry();\n      }\n\n      this._normalizeCache = (0, _makeDictionary.default)();\n\n      this.pluralizedTypes = this.pluralizedTypes || (0, _makeDictionary.default)();\n\n      if (!this.pluralizedTypes.config) {\n        this.pluralizedTypes.config = 'config';\n      }\n      this._deprecatedPodModulePrefix = false;\n    },\n    normalize: function normalize(fullName) {\n      return this._normalizeCache[fullName] || (this._normalizeCache[fullName] = this._normalize(fullName));\n    },\n    _normalize: function _normalize(fullName) {\n      // A) Convert underscores to dashes\n      // B) Convert camelCase to dash-case, except for helpers where we want to avoid shadowing camelCase expressions\n      // C) replace `.` with `/` in order to make nested controllers work in the following cases\n      //      1. `needs: ['posts/post']`\n      //      2. `{{render \"posts/post\"}}`\n      //      3. `this.render('posts/post')` from Route\n\n      var split = fullName.split(':');\n      if (split.length > 1) {\n        if (split[0] === 'helper') {\n          return split[0] + ':' + split[1].replace(/_/g, '-');\n        } else {\n          return split[0] + ':' + dasherize(split[1].replace(/\\./g, '/'));\n        }\n      } else {\n        return fullName;\n      }\n    },\n    pluralize: function pluralize(type) {\n      return this.pluralizedTypes[type] || (this.pluralizedTypes[type] = type + 's');\n    },\n    podBasedLookupWithPrefix: function podBasedLookupWithPrefix(podPrefix, parsedName) {\n      var fullNameWithoutType = parsedName.fullNameWithoutType;\n\n      if (parsedName.type === 'template') {\n        fullNameWithoutType = fullNameWithoutType.replace(/^components\\//, '');\n      }\n\n      return podPrefix + '/' + fullNameWithoutType + '/' + parsedName.type;\n    },\n    podBasedModuleName: function podBasedModuleName(parsedName) {\n      var podPrefix = this.namespace.podModulePrefix || this.namespace.modulePrefix;\n\n      return this.podBasedLookupWithPrefix(podPrefix, parsedName);\n    },\n    podBasedComponentsInSubdir: function podBasedComponentsInSubdir(parsedName) {\n      var podPrefix = this.namespace.podModulePrefix || this.namespace.modulePrefix;\n      podPrefix = podPrefix + '/components';\n\n      if (parsedName.type === 'component' || /^components/.test(parsedName.fullNameWithoutType)) {\n        return this.podBasedLookupWithPrefix(podPrefix, parsedName);\n      }\n    },\n    resolveEngine: function resolveEngine(parsedName) {\n      var engineName = parsedName.fullNameWithoutType;\n      var engineModule = engineName + '/engine';\n\n      if (this._moduleRegistry.has(engineModule)) {\n        return this._extractDefaultExport(engineModule);\n      }\n    },\n    resolveRouteMap: function resolveRouteMap(parsedName) {\n      var engineName = parsedName.fullNameWithoutType;\n      var engineRoutesModule = engineName + '/routes';\n\n      if (this._moduleRegistry.has(engineRoutesModule)) {\n        var routeMap = this._extractDefaultExport(engineRoutesModule);\n\n        Ember.assert('The route map for ' + engineName + ' should be wrapped by \\'buildRoutes\\' before exporting.', routeMap.isRouteMap);\n\n        return routeMap;\n      }\n    },\n    mainModuleName: function mainModuleName(parsedName) {\n      if (parsedName.fullNameWithoutType === 'main') {\n        // if router:main or adapter:main look for a module with just the type first\n        return parsedName.prefix + '/' + parsedName.type;\n      }\n    },\n    defaultModuleName: function defaultModuleName(parsedName) {\n      return parsedName.prefix + '/' + this.pluralize(parsedName.type) + '/' + parsedName.fullNameWithoutType;\n    },\n    prefix: function prefix(parsedName) {\n      var tmpPrefix = this.namespace.modulePrefix;\n\n      if (this.namespace[parsedName.type + 'Prefix']) {\n        tmpPrefix = this.namespace[parsedName.type + 'Prefix'];\n      }\n\n      return tmpPrefix;\n    },\n\n\n    /**\n      A listing of functions to test for moduleName's based on the provided\n     `parsedName`. This allows easy customization of additional module based\n     lookup patterns.\n      @property moduleNameLookupPatterns\n     @returns {Ember.Array}\n     */\n    moduleNameLookupPatterns: Ember.computed(function () {\n      return [this.podBasedModuleName, this.podBasedComponentsInSubdir, this.mainModuleName, this.defaultModuleName];\n    }).readOnly(),\n\n    findModuleName: function findModuleName(parsedName, loggingDisabled) {\n      var moduleNameLookupPatterns = this.get('moduleNameLookupPatterns');\n      var moduleName = void 0;\n\n      for (var index = 0, length = moduleNameLookupPatterns.length; index < length; index++) {\n        var item = moduleNameLookupPatterns[index];\n\n        var tmpModuleName = item.call(this, parsedName);\n\n        // allow treat all dashed and all underscored as the same thing\n        // supports components with dashes and other stuff with underscores.\n        if (tmpModuleName) {\n          tmpModuleName = this.chooseModuleName(tmpModuleName, parsedName);\n        }\n\n        if (tmpModuleName && this._moduleRegistry.has(tmpModuleName)) {\n          moduleName = tmpModuleName;\n        }\n\n        if (!loggingDisabled) {\n          this._logLookup(moduleName, parsedName, tmpModuleName);\n        }\n\n        if (moduleName) {\n          return moduleName;\n        }\n      }\n    },\n    chooseModuleName: function chooseModuleName(moduleName, parsedName) {\n      var _this = this;\n\n      var underscoredModuleName = underscore(moduleName);\n\n      if (moduleName !== underscoredModuleName && this._moduleRegistry.has(moduleName) && this._moduleRegistry.has(underscoredModuleName)) {\n        throw new TypeError('Ambiguous module names: \\'' + moduleName + '\\' and \\'' + underscoredModuleName + '\\'');\n      }\n\n      if (this._moduleRegistry.has(moduleName)) {\n        return moduleName;\n      } else if (this._moduleRegistry.has(underscoredModuleName)) {\n        return underscoredModuleName;\n      }\n      // workaround for dasherized partials:\n      // something/something/-something => something/something/_something\n      var partializedModuleName = moduleName.replace(/\\/-([^/]*)$/, '/_$1');\n\n      if (this._moduleRegistry.has(partializedModuleName)) {\n        Ember.deprecate('Modules should not contain underscores. ' + 'Attempted to lookup \"' + moduleName + '\" which ' + 'was not found. Please rename \"' + partializedModuleName + '\" ' + 'to \"' + moduleName + '\" instead.', false, { id: 'ember-resolver.underscored-modules', until: '3.0.0' });\n\n        return partializedModuleName;\n      }\n\n      Ember.runInDebug(function () {\n        var isCamelCaseHelper = parsedName.type === 'helper' && /[a-z]+[A-Z]+/.test(moduleName);\n        if (isCamelCaseHelper) {\n          _this._camelCaseHelperWarnedNames = _this._camelCaseHelperWarnedNames || [];\n          var alreadyWarned = _this._camelCaseHelperWarnedNames.indexOf(parsedName.fullName) > -1;\n          if (!alreadyWarned && _this._moduleRegistry.has(dasherize(moduleName))) {\n            _this._camelCaseHelperWarnedNames.push(parsedName.fullName);\n            Ember.warn('Attempted to lookup \"' + parsedName.fullName + '\" which ' + 'was not found. In previous versions of ember-resolver, a bug would have ' + 'caused the module at \"' + dasherize(moduleName) + '\" to be ' + 'returned for this camel case helper name. This has been fixed. ' + 'Use the dasherized name to resolve the module that would have been ' + 'returned in previous versions.', false, { id: 'ember-resolver.camelcase-helper-names', until: '3.0.0' });\n          }\n        }\n      });\n    },\n    lookupDescription: function lookupDescription(fullName) {\n      var parsedName = this.parseName(fullName);\n\n      var moduleName = this.findModuleName(parsedName, true);\n\n      return moduleName;\n    },\n    _logLookup: function _logLookup(found, parsedName, description) {\n      if (!Ember.ENV.LOG_MODULE_RESOLVER && !parsedName.root.LOG_RESOLVER) {\n        return;\n      }\n\n      var padding = void 0;\n      var symbol = found ? '[✓]' : '[ ]';\n\n      if (parsedName.fullName.length > 60) {\n        padding = '.';\n      } else {\n        padding = new Array(60 - parsedName.fullName.length).join('.');\n      }\n\n      if (!description) {\n        description = this.lookupDescription(parsedName);\n      }\n\n      /* eslint-disable no-console */\n      if (console && console.info) {\n        console.info(symbol, parsedName.fullName, padding, description);\n      }\n    },\n    knownForType: function knownForType(type) {\n      var moduleKeys = this._moduleRegistry.moduleNames();\n\n      var items = (0, _makeDictionary.default)();\n      for (var index = 0, length = moduleKeys.length; index < length; index++) {\n        var moduleName = moduleKeys[index];\n        var fullname = this.translateToContainerFullname(type, moduleName);\n\n        if (fullname) {\n          items[fullname] = true;\n        }\n      }\n\n      return items;\n    },\n    translateToContainerFullname: function translateToContainerFullname(type, moduleName) {\n      var prefix = this.prefix({ type: type });\n\n      // Note: using string manipulation here rather than regexes for better performance.\n      // pod modules\n      // '^' + prefix + '/(.+)/' + type + '$'\n      var podPrefix = prefix + '/';\n      var podSuffix = '/' + type;\n      var start = moduleName.indexOf(podPrefix);\n      var end = moduleName.indexOf(podSuffix);\n\n      if (start === 0 && end === moduleName.length - podSuffix.length && moduleName.length > podPrefix.length + podSuffix.length) {\n        return type + ':' + moduleName.slice(start + podPrefix.length, end);\n      }\n\n      // non-pod modules\n      // '^' + prefix + '/' + pluralizedType + '/(.+)$'\n      var pluralizedType = this.pluralize(type);\n      var nonPodPrefix = prefix + '/' + pluralizedType + '/';\n\n      if (moduleName.indexOf(nonPodPrefix) === 0 && moduleName.length > nonPodPrefix.length) {\n        return type + ':' + moduleName.slice(nonPodPrefix.length);\n      }\n    },\n    _extractDefaultExport: function _extractDefaultExport(normalizedModuleName) {\n      var module = require(normalizedModuleName, null, null, true /* force sync */);\n\n      if (module && module['default']) {\n        module = module['default'];\n      }\n\n      return module;\n    }\n  });\n\n  Resolver.reopenClass({\n    moduleBasedResolver: true\n  });\n\n  exports.default = Resolver;\n});","define('ember-resolver/utils/class-factory', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = classFactory;\n  function classFactory(klass) {\n    return {\n      create: function create(injections) {\n        if (typeof klass.extend === 'function') {\n          return klass.extend(injections);\n        } else {\n          return klass;\n        }\n      }\n    };\n  }\n});","define('ember-resolver/utils/make-dictionary', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = makeDictionary;\n  function makeDictionary() {\n    var cache = Object.create(null);\n    cache['_dict'] = null;\n    delete cache['_dict'];\n    return cache;\n  }\n});","define('ember-select/components/select-dropdown-group', ['exports', 'ember-select/templates/components/select-dropdown-group', 'ember-select/components/select-dropdown', 'ember-select/utils/tree'], function (exports, _selectDropdownGroup, _selectDropdown, _tree) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _selectDropdown.default.extend({\n    layout: _selectDropdownGroup.default,\n    groups: null,\n    list: null,\n\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n\n      // Tree built in extended component\n      var groups = this.get('list');\n      var list = (0, _tree.getDescendents)(groups);\n\n      this.setProperties({ list: list, groups: groups });\n    },\n\n\n    options: Ember.computed('token', 'model.[]', 'values.[]', function () {\n      if (this.get('shouldFilter')) {\n        this.filterModel();\n      }\n\n      return this.get('groups');\n    }),\n\n    setVisibility: function setVisibility(list, token) {\n      list.filter(function (el) {\n        return Ember.isPresent(Ember.get(el, 'parentId'));\n      }).filter(function (el) {\n        return Ember.get(el, 'name').toLowerCase().indexOf(token) > -1;\n      }).forEach(function (el) {\n        el.set('isVisible', true);\n\n        // Mark parent visible\n        list.filter(function (x) {\n          return x.id === Ember.get(el, 'parentId');\n        }).shift().set('isVisible', true);\n      });\n    },\n    upDownKeys: function upDownKeys(selected, event) {\n      var list = this.get('list').filterBy('isVisible').filter(function (el) {\n        return Ember.isPresent(Ember.get(el, 'parentId'));\n      });\n\n      this.move(list, selected, event.keyCode);\n    }\n  });\n});","define('ember-select/components/select-dropdown-option', ['exports', 'ember-select/templates/components/select-dropdown-option'], function (exports, _selectDropdownOption) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Component.extend({\n    layout: _selectDropdownOption.default,\n    classNames: ['es-option'],\n    classNameBindings: ['model.isSelected:es-highlight'],\n\n    click: function click() {\n      this.attrs.select(this.get('model'));\n    },\n    mouseEnter: function mouseEnter() {\n      this.attrs.hover(this.get('model'));\n    }\n  });\n});","define('ember-select/components/select-dropdown', ['exports', 'ember-select/templates/components/select-dropdown', 'ember-select/utils/tree', 'ember-select/utils/view'], function (exports, _selectDropdown, _tree, _view) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = Ember.Component.extend({\n    layout: _selectDropdown.default,\n    list: null,\n\n    messageBus: Ember.inject.service(),\n\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      this.get('messageBus').subscribe('select-key', this, this.keys);\n    },\n    didReceiveAttrs: function didReceiveAttrs() {\n      this._super.apply(this, arguments);\n\n      var options = this.getProperties('valueKey', 'labelKey');\n      var model = this.get('model');\n      var list = (0, _tree.buildTree)(model, options);\n\n      this.setProperties({ list: list });\n    },\n\n\n    options: Ember.computed('token', 'model.[]', 'values.[]', function () {\n      if (this.get('shouldFilter')) {\n        this.filterModel();\n      }\n\n      return this.get('list');\n    }),\n\n    actions: {\n      hover: function hover(node) {\n        var selected = this.get('selected');\n        if (selected) {\n          selected.set('isSelected', false);\n        }\n\n        this.set('selected', node);\n        node.set('isSelected', true);\n      },\n      select: function select(node) {\n        this.attrs.select(node.content, true);\n      }\n    },\n\n    /* Filter out existing selections. Mark everything\n     visible if no search, otherwise update visiblity. */\n    filterModel: function filterModel() {\n      var list = this.get('list');\n      var token = this.get('token');\n      var values = this.get('values');\n\n      list.forEach(function (el) {\n        return el.set('isVisible', false);\n      });\n\n      if (Ember.isPresent(values)) {\n        list = list.filter(function (el) {\n          return values.indexOf(el.content) === -1;\n        });\n      }\n\n      if (Ember.isEmpty(token)) {\n        list.forEach(function (el) {\n          return el.set('isVisible', true);\n        });\n      } else {\n        token = token.toLowerCase();\n        this.setVisibility(list, token);\n      }\n\n      // Mark first visible element as selected\n      if (!this.get('freeText') && Ember.isPresent(token) && list.some(function (x) {\n        return Ember.get(x, 'isVisible');\n      })) {\n        var _list$filter = list.filter(function (x) {\n          return Ember.get(x, 'isVisible');\n        }),\n            _list$filter2 = _slicedToArray(_list$filter, 1),\n            firstVisible = _list$filter2[0];\n\n        firstVisible.set('isSelected', true);\n        this.set('selected', firstVisible);\n      }\n    },\n    keys: function keys(event) {\n      var selected = this.get('selected');\n\n      switch (event.keyCode) {\n        case 9: // TAB\n        case 13:\n          // Enter\n          this.tabEnterKeys(selected);\n          break;\n\n        case 38: // Up\n        case 40:\n          // Down\n          this.upDownKeys(selected, event);\n          break;\n      }\n    },\n\n\n    // Prevent event bubbling up\n    mouseDown: function mouseDown(event) {\n      event.preventDefault();\n    },\n\n\n    // Down: 40, Up: 38\n    move: function move(list, selected, direction) {\n      if (Ember.isPresent(selected)) {\n        selected.set('isSelected', false);\n      }\n\n      if (Ember.isEmpty(list)) {\n        return;\n      }\n\n      var index = list.indexOf(selected);\n      var node = void 0;\n\n      if (direction === 38) {\n        if (index !== -1) {\n          node = list[index - 1];\n        }\n\n        if (Ember.isNone(node)) {\n          node = list[list.length - 1];\n        }\n      } else if (direction === 40) {\n        if (index !== -1) {\n          node = list[index + 1];\n        }\n\n        if (Ember.isNone(node)) {\n          node = list[0];\n        }\n      }\n\n      this.set('selected', node);\n      node.set('isSelected', true);\n\n      Ember.run.next(this, _view.bringInView, '.es-options', '.es-highlight');\n    },\n    setVisibility: function setVisibility(list, token) {\n      list.filter(function (el) {\n        return Ember.get(el, 'name').toLowerCase().indexOf(token) > -1;\n      }).forEach(function (el) {\n        return el.set('isVisible', true);\n      });\n    },\n    tabEnterKeys: function tabEnterKeys(selected) {\n      if (selected && this.get('list').includes(selected)) {\n        this.send('select', selected);\n      } else if (this.get('freeText')) {\n        this.attrs.select(this.get('token'));\n      }\n    },\n    upDownKeys: function upDownKeys(selected, event) {\n      var list = this.get('list').filterBy('isVisible');\n      this.move(list, selected, event.keyCode);\n    }\n  });\n});","define('ember-select/components/x-select', ['exports', 'ember-select/templates/components/x-select'], function (exports, _xSelect) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  var isEdgeIe = typeof StyleMedia !== 'undefined';\n\n  exports.default = Ember.Component.extend({\n    layout: _xSelect.default,\n    classNames: ['ember-select'],\n    classNameBindings: ['isOpen:es-open', 'isFocus:es-focus', 'canSearch::es-select', 'multiple:es-multiple'],\n\n    autofocus: false,\n    canSearch: true,\n    disabled: false,\n    dropdown: 'select-dropdown',\n    freeText: false,\n    isDirty: false,\n    isFocus: false,\n    isOpen: false,\n    openOnFocus: false,\n    placeholder: 'Type...',\n    required: false,\n    token: '',\n    value: '',\n\n    labelKey: 'label',\n    valueKey: 'value',\n\n    messageBus: Ember.inject.service(),\n\n    canClear: Ember.computed.and('enabled', 'canSearch', 'hasOptions'),\n    canOpen: Ember.computed.or('hasInput', 'openOnFocus'),\n    enabled: Ember.computed.not('disabled'),\n    hasDropdown: Ember.computed.and('enabled', 'hasModel'),\n    hasInput: Ember.computed.notEmpty('token'),\n    hasModel: Ember.computed.notEmpty('model'),\n    hasOptions: Ember.computed.or('hasInput', 'hasValues'),\n    hasValues: Ember.computed.notEmpty('values'),\n    multiple: Ember.computed.bool('values'),\n    shouldFilter: Ember.computed.or('isDirty', 'multiple', 'hasChanged'),\n\n    input: Ember.computed(function () {\n      return document.querySelector('#' + this.elementId + ' input');\n    }),\n\n    hasChanged: Ember.computed('token', 'value', function () {\n      var token = this.get('token');\n      var option = this.get('value');\n\n      if (Ember.isPresent(token) && Ember.isPresent(option)) {\n        var _retrieveOption = this.retrieveOption(option),\n            label = _retrieveOption.label;\n\n        return token !== label;\n      }\n    }),\n\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      if (this.disabled) {\n        this.set('canSearch', false);\n      }\n\n      if (!this.canSearch) {\n        this.set('openOnFocus', true);\n      }\n\n      this.set('oldValue', this.get('value'));\n    },\n    didInsertElement: function didInsertElement() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      var value = this.get('value');\n      if (Ember.isPresent(value)) {\n        Ember.run.next(this, function () {\n          return _this.setOption(value);\n        });\n      }\n    },\n    didUpdateAttrs: function didUpdateAttrs() {\n      this._super.apply(this, arguments);\n\n      // Need to open on lazy models\n      if (this.get('isDirty')) {\n        this.open();\n      }\n\n      // Update input if value has changed\n      var newValue = this.get('value');\n      var oldValue = this.get('oldValue');\n      if (oldValue !== newValue) {\n        var _retrieveOption2 = this.retrieveOption(newValue),\n            label = _retrieveOption2.label;\n\n        if (label !== this.get('token')) {\n          this.setOption(newValue);\n        }\n      }\n\n      this.set('oldValue', newValue);\n    },\n\n\n    actions: {\n      blur: function blur() {\n        // IE bug: prevent closing dropdown on scrollbar click\n        if (document.activeElement.classList.contains('es-options')) {\n          return;\n        }\n\n        if (this.get('isDirty')) {\n          // Clear unallowed input in strict single mode\n          var option = this.get('freeText') ? this.get('token') : '';\n          this.setOption(option, false, !this.get('multiple'));\n        }\n\n        this.setProperties({\n          isFocus: false,\n          isOpen: false\n        });\n      },\n      change: function change(query) {\n        /* IE10+ Triggers an input event when focus changes on\n         * an input element if the element has a placeholder.\n         * https://connect.microsoft.com/IE/feedback/details/810538/\n         */\n        if (document.documentMode) {\n          var isDirty = this.get('isDirty');\n          var oldValue = this.get('oldValue');\n          if (!isDirty && oldValue === query) {\n            return;\n          }\n        }\n\n        this.set('token', query);\n        this.set('isDirty', true);\n        this.sendAction('onChange', query);\n\n        if (Ember.isPresent(query)) {\n          this.open();\n        }\n      },\n      clear: function clear() {\n        this.setOption('', false, !this.get('multiple'));\n        this.sendAction('onClear');\n        this.send('focus');\n      },\n      dropdown: function dropdown() {\n        var isOpen = this.toggleProperty('isOpen');\n        if (isOpen) {\n          this.get('input').focus();\n        }\n      },\n      focus: function focus() {\n        if (this.get('disabled')) {\n          return this.send('blur');\n        }\n\n        var input = this.get('input');\n        if (input) {\n          input.focus();\n        }\n\n        if (input && !this.get('isFocus') && this.get('canSearch')) {\n          // Select text (similar to TAB)\n          input.select();\n        }\n\n        if (!this.get('isOpen')) {\n          this.open();\n        }\n      },\n      keypress: function keypress(e) {\n        var isOpen = this.get('isOpen');\n\n        switch (e.keyCode) {\n          case 8:\n            {\n              // Backspace\n              var values = this.get('values');\n              if (Ember.isPresent(values) && this.get('token') === '') {\n                var last = this.getElement(values, Ember.get(values, 'length') - 1);\n                this.attrs.onRemove(last);\n                e.preventDefault();\n              }\n\n              break;\n            }\n\n          case 9: // TAB\n          case 13:\n            // Enter\n            if (isOpen) {\n              this.get('messageBus').publish('select-key', e);\n            } else if (this.get('freeText')) {\n              this.send('select', this.get('token'), false);\n            }\n\n            break;\n          case 27:\n            // ESC\n            if (this.get('canSearch') && this.get('hasInput')) {\n              this.send('clear');\n            } else {\n              this.set('isOpen', false);\n            }\n            break;\n          case 38: // Up Arrow\n          case 40:\n            // Down Arrow\n            if (isOpen) {\n              this.get('messageBus').publish('select-key', e);\n            } else {\n              this.set('isOpen', true);\n            }\n\n            e.preventDefault();\n            break;\n        }\n      },\n      remove: function remove(selection) {\n        this.attrs.onRemove(selection);\n        this.send('focus');\n      },\n      select: function select(option, selected) {\n        var isNew = !selected && this.get('freeText') && this.get('isDirty');\n        var allowNew = Ember.isPresent(this.attrs.onCreate);\n        var valid = Ember.isPresent(option);\n\n        /* Notify when option is either\n         *  - selected\n         *  - new, empty and cannot be created */\n        var notify = selected || isNew && !allowNew;\n\n        if (allowNew && valid && isNew) {\n          this.attrs.onCreate(option);\n        }\n\n        this.setOption(option, selected, notify);\n\n        /* Blur on selection when single\n         * IE & Edge do not run the events in proper order */\n        if (!this.get('multiple') && !isEdgeIe) {\n          this.get('input').blur();\n        }\n      }\n    },\n\n    // Handle plain arrays and Ember Data relationships\n    getElement: function getElement(model, position) {\n      return model[position] || model.objectAt(position);\n    },\n    open: function open() {\n      this.setProperties({\n        isOpen: this.get('hasDropdown') && this.get('canOpen'),\n        isFocus: true\n      });\n    },\n\n\n    /* Retrieve `option`, `value` and `label` given a selection\n     * which can be either an option (object) or a value */\n    retrieveOption: function retrieveOption(option) {\n      var model = this.get('model');\n      var label = option;\n      var value = option;\n\n      if (Ember.isBlank(option)) {\n        label = '';\n      } else if ((typeof option === 'undefined' ? 'undefined' : _typeof(option)) === 'object') {\n        label = Ember.get(option, this.get('labelKey'));\n        value = Ember.get(option, this.get('valueKey'));\n      } else if (Ember.isPresent(model) && _typeof(this.getElement(model, 0)) === 'object') {\n        var id = this.get('valueKey');\n        option = model.filter(function (x) {\n          return Ember.get(x, id) === option;\n        }).shift();\n\n        if (option) {\n          label = Ember.get(option, this.get('labelKey'));\n        }\n      }\n\n      return { option: option, value: value, label: label };\n    },\n    setOption: function setOption(selection, selected, notify) {\n      var _retrieveOption3 = this.retrieveOption(selection),\n          option = _retrieveOption3.option,\n          value = _retrieveOption3.value,\n          label = _retrieveOption3.label;\n\n      if (this.get('multiple')) {\n        label = '';\n      }\n\n      if (!selected && notify && this.get('required')) {\n        return this.setOption(this.get('value'));\n      }\n\n      if (this.get('canSearch')) {\n        this.set('token', label);\n      }\n\n      // Ensure the component hasn't been destroyed before updating\n      var input = this.get('input');\n      if (input) {\n        input.value = label;\n      }\n\n      this.set('isDirty', false);\n\n      if (notify) {\n        this.sendAction('onSelect', value, option, selected);\n        this.set('isOpen', false);\n      }\n    }\n  });\n});","define(\"ember-select/templates/components/select-dropdown-group\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"NzpOiVAk\", \"block\": \"{\\\"symbols\\\":[\\\"group\\\",\\\"option\\\"],\\\"statements\\\":[[4,\\\"each\\\",[[20,[\\\"options\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[19,1,[\\\"isVisible\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"es-group\\\"],[7],[1,[19,1,[\\\"name\\\"]],false],[8],[0,\\\"\\\\n\\\"],[4,\\\"each\\\",[[19,1,[\\\"children\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[19,2,[\\\"isVisible\\\"]]],null,{\\\"statements\\\":[[0,\\\"        \\\"],[1,[25,\\\"select-dropdown-option\\\",null,[[\\\"model\\\",\\\"select\\\",\\\"hover\\\"],[[19,2,[]],[25,\\\"action\\\",[[19,0,[]],\\\"select\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"hover\\\"],null]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[2]},null]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[1]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-select/templates/components/select-dropdown-group.hbs\" } });\n});","define(\"ember-select/templates/components/select-dropdown-option\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"Awn7d9jp\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[1,[20,[\\\"model\\\",\\\"name\\\"]],false],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-select/templates/components/select-dropdown-option.hbs\" } });\n});","define(\"ember-select/templates/components/select-dropdown\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"o9cy8MJS\", \"block\": \"{\\\"symbols\\\":[\\\"option\\\"],\\\"statements\\\":[[4,\\\"each\\\",[[20,[\\\"options\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[19,1,[\\\"isVisible\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[1,[25,\\\"select-dropdown-option\\\",null,[[\\\"model\\\",\\\"select\\\",\\\"hover\\\"],[[19,1,[]],[25,\\\"action\\\",[[19,0,[]],\\\"select\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"hover\\\"],null]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[1]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-select/templates/components/select-dropdown.hbs\" } });\n});","define(\"ember-select/templates/components/x-select\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"2UN1flwD\", \"block\": \"{\\\"symbols\\\":[\\\"option\\\"],\\\"statements\\\":[[6,\\\"div\\\"],[9,\\\"class\\\",\\\"es-control\\\"],[7],[0,\\\"\\\\n  \\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"es-input\\\"],[3,\\\"action\\\",[[19,0,[]],\\\"focus\\\"]],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"hasValues\\\"]]],null,{\\\"statements\\\":[[0,\\\"      \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"es-selections\\\"],[7],[0,\\\"\\\\n\\\"],[4,\\\"each\\\",[[20,[\\\"values\\\"]]],null,{\\\"statements\\\":[[0,\\\"          \\\"],[6,\\\"span\\\"],[3,\\\"action\\\",[[19,0,[]],\\\"remove\\\",[19,1,[]]]],[7],[0,\\\"\\\\n            \\\"],[1,[25,\\\"if\\\",[[25,\\\"get\\\",[[19,1,[]],[20,[\\\"labelKey\\\"]]],null],[25,\\\"get\\\",[[19,1,[]],[20,[\\\"labelKey\\\"]]],null],[19,1,[]]],null],false],[0,\\\" ×\\\\n          \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null],[0,\\\"      \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[0,\\\"\\\\n    \\\"],[6,\\\"input\\\"],[9,\\\"type\\\",\\\"text\\\"],[9,\\\"autocomplete\\\",\\\"off\\\"],[10,\\\"autofocus\\\",[18,\\\"autofocus\\\"],null],[10,\\\"placeholder\\\",[25,\\\"unless\\\",[[20,[\\\"hasValues\\\"]],[20,[\\\"placeholder\\\"]],\\\"\\\"],null],null],[10,\\\"readonly\\\",[25,\\\"unless\\\",[[20,[\\\"canSearch\\\"]],\\\"readonly\\\"],null],null],[10,\\\"oninput\\\",[25,\\\"action\\\",[[19,0,[]],\\\"change\\\"],[[\\\"value\\\"],[\\\"target.value\\\"]]],null],[10,\\\"onkeydown\\\",[25,\\\"action\\\",[[19,0,[]],\\\"keypress\\\"],null],null],[10,\\\"onfocus\\\",[25,\\\"action\\\",[[19,0,[]],\\\"focus\\\"],null],null],[10,\\\"onblur\\\",[25,\\\"action\\\",[[19,0,[]],\\\"blur\\\"],null],null],[7],[8],[0,\\\"\\\\n  \\\"],[8],[0,\\\"\\\\n\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"canClear\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"es-clear-zone\\\"],[9,\\\"title\\\",\\\"Clear\\\"],[9,\\\"aria-label\\\",\\\"Clear\\\"],[3,\\\"action\\\",[[19,0,[]],\\\"clear\\\"]],[7],[0,\\\"\\\\n      \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"es-clear\\\"],[7],[0,\\\"×\\\"],[8],[0,\\\"\\\\n    \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"hasDropdown\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"es-arrow-zone\\\"],[3,\\\"action\\\",[[19,0,[]],\\\"dropdown\\\"],[[\\\"on\\\"],[\\\"mouseDown\\\"]]],[7],[0,\\\"\\\\n      \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"es-arrow\\\"],[7],[8],[0,\\\"\\\\n    \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[8],[0,\\\"\\\\n\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"isOpen\\\"]]],null,{\\\"statements\\\":[[0,\\\"  \\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"es-options\\\"],[7],[0,\\\"\\\\n    \\\"],[1,[25,\\\"component\\\",[[20,[\\\"dropdown\\\"]]],[[\\\"model\\\",\\\"token\\\",\\\"values\\\",\\\"labelKey\\\",\\\"valueKey\\\",\\\"freeText\\\",\\\"shouldFilter\\\",\\\"select\\\"],[[20,[\\\"model\\\"]],[20,[\\\"token\\\"]],[20,[\\\"values\\\"]],[20,[\\\"labelKey\\\"]],[20,[\\\"valueKey\\\"]],[20,[\\\"freeText\\\"]],[20,[\\\"shouldFilter\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"select\\\"],null]]]],false],[0,\\\"\\\\n  \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-select/templates/components/x-select.hbs\" } });\n});","define('ember-select/utils/tree', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.buildTree = buildTree;\n  exports.buildFlatList = buildFlatList;\n  exports.getDescendents = getDescendents;\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  /* Build a tree (nested objects) from a plain array\n   * using `id` and `parentId` as references for the\n   * relationships. The `name` property is expected\n   * for rendering. Optionally, `valueKey` can be\n   * passed for `id` and `labelKey` for `name`.\n   * If the model is flat, it will return a list.\n   */\n  function buildTree(model, options) {\n    var tree = {};\n    var roots = Ember.A();\n\n    if (Ember.isEmpty(model)) {\n      return roots;\n    }\n\n    var element = model[0] || Ember.get(model, 'firstObject');\n    if ((typeof element === 'undefined' ? 'undefined' : _typeof(element)) !== 'object') {\n      // Not a model of objects, hence it should be a flat list\n      return buildFlatList(model);\n    }\n\n    // Add all nodes to tree\n    model.forEach(function (node) {\n      var child = {\n        content: node,\n        children: Ember.A(),\n        isSelected: false,\n        isVisible: true\n      };\n\n      // Alternative name for `id`\n      if (options.valueKey) {\n        child.id = Ember.get(node, options.valueKey);\n      }\n\n      // Alternative name for `name`\n      if (options.labelKey) {\n        child.name = Ember.get(node, options.labelKey);\n      }\n\n      // Decide if node is expanded\n      if (Ember.isPresent(options.isExpanded)) {\n        child.isExpanded = options.isExpanded;\n      }\n\n      // Proxy options to keep model intact\n      tree[Ember.get(child, 'id')] = Ember.ObjectProxy.create(child);\n    });\n\n    // Connect all children to their parent\n    model.forEach(function (node) {\n      var child = tree[Ember.get(node, options.valueKey || 'id')];\n      var parent = Ember.get(node, 'parentId');\n\n      if (Ember.isEmpty(parent)) {\n        roots.push(child);\n      } else {\n        tree[parent].children.push(child);\n      }\n    });\n\n    return roots;\n  }\n\n  // Builds a list of proxies from a model of values\n  function buildFlatList(model) {\n    var list = model.map(function (node) {\n      return Ember.ObjectProxy.create({\n        content: node,\n        id: node,\n        name: node,\n        isSelected: false,\n        isVisible: true\n      });\n    });\n\n    return Ember.A(list);\n  }\n\n  function getDescendents(tree) {\n    var descendents = Ember.A();\n\n    tree.forEach(function (node) {\n      descendents.pushObject(node);\n      descendents.pushObjects(getDescendents(node.children));\n    });\n\n    return descendents;\n  }\n});","define(\"ember-select/utils/view\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.bringInView = bringInView;\n  function bringInView(parent, child) {\n    var menu = document.querySelector(parent);\n    var item = document.querySelector(child);\n\n    // Ensure the elements still exist\n    if (!menu || !item) {\n      return;\n    }\n\n    var menuRect = menu.getBoundingClientRect();\n    var itemRect = item.getBoundingClientRect();\n\n    if (itemRect.bottom > menuRect.bottom || itemRect.top < menuRect.top) {\n      menu.scrollTop = item.offsetTop + item.clientHeight - menu.offsetHeight;\n    }\n  }\n});","define('ember-simple-auth/authenticators/base', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Object.extend(Ember.Evented, {\n    /**\n      __Triggered when the authentication data is updated by the authenticator\n      due to an external or scheduled event__. This might happen, e.g., if the\n      authenticator refreshes an expired token or an event is triggered from an\n      external authentication provider that the authenticator uses. The session\n      handles that event, passes the updated data back to the authenticator's\n      {{#crossLink \"BaseAuthenticator/restore:method\"}}{{/crossLink}}\n      method and handles the result of that invocation accordingly.\n       @event sessionDataUpdated\n      @param {Object} data The updated session data\n      @public\n    */\n\n    /**\n      __Triggered when the authentication data is invalidated by the authenticator\n      due to an external or scheduled event__. This might happen, e.g., if a token\n      expires or an event is triggered from an external authentication provider\n      that the authenticator uses. The session handles the event and will\n      invalidate itself when it is triggered.\n       @event sessionDataInvalidated\n      @public\n    */\n\n    /**\n      Restores the session from a session data object. __This method is invoked\n      by the session either on application startup if session data is restored\n      from the session store__ or when properties in the store change due to\n      external events (e.g. in another tab) and the new session data needs to be\n      validated for whether it constitutes an authenticated session.\n       __This method returns a promise. A resolving promise results in the session\n      becoming or remaining authenticated.__ Any data the promise resolves with\n      will be saved in and accessible via the session service's\n      `data.authenticated` property (see\n      {{#crossLink \"SessionService/data:property\"}}{{/crossLink}}). A rejecting\n      promise indicates that `data` does not constitute a valid session and will\n      result in the session being invalidated or remaining unauthenticated.\n       The `BaseAuthenticator`'s implementation always returns a rejecting\n      promise. __This method must be overridden in subclasses.__\n       @method restore\n      @param {Object} data The data to restore the session from\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming or remaining authenticated\n      @public\n    */\n    restore: function restore() {\n      return Ember.RSVP.reject();\n    },\n\n\n    /**\n      Authenticates the session with the specified `args`. These options vary\n      depending on the actual authentication mechanism the authenticator\n      implements (e.g. a set of credentials or a Facebook account id etc.). __The\n      session will invoke this method in order to authenticate itself__ (see\n      {{#crossLink \"SessionService/authenticate:method\"}}{{/crossLink}}).\n       __This method returns a promise. A resolving promise will result in the\n      session becoming authenticated.__ Any data the promise resolves with will\n      be saved in and accessible via the session service's `data.authenticated`\n      property (see {{#crossLink \"SessionService/data:property\"}}{{/crossLink}}).\n      A rejecting promise indicates that authentication failed and will result in\n      the session remaining unauthenticated.\n       The `BaseAuthenticator`'s implementation always returns a rejecting promise\n      and thus never authenticates the session. __This method must be overridden\n      in subclasses__.\n       @method authenticate\n      @param {Any} [...args] The arguments that the authenticator requires to authenticate the session\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming authenticated\n      @public\n    */\n    authenticate: function authenticate() {\n      return Ember.RSVP.reject();\n    },\n\n\n    /**\n      This method is invoked as a callback when the session is invalidated. While\n      the session will invalidate itself and clear all authenticated session data,\n      it might be necessary for some authenticators to perform additional tasks\n      (e.g. invalidating an access token on the server side).\n       __This method returns a promise. A resolving promise will result in the\n      session becoming unauthenticated.__ A rejecting promise will result in\n      invalidation being intercepted and the session remaining authenticated.\n       The `BaseAuthenticator`'s implementation always returns a resolving promise\n      and thus never intercepts session invalidation. __This method doesn't have\n      to be overridden in custom authenticators__ if no actions need to be\n      performed on session invalidation.\n       @method invalidate\n      @param {Object} data The current authenticated session data\n      @param {Array} ...args additional arguments as required by the authenticator\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session being invalidated\n      @public\n    */\n    invalidate: function invalidate() {\n      return Ember.RSVP.resolve();\n    }\n  });\n});","define('ember-simple-auth/authenticators/devise', ['exports', 'ember-simple-auth/authenticators/base', 'fetch'], function (exports, _base, _fetch) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var assign = Ember.assign || Ember.merge;\n\n  var JSON_CONTENT_TYPE = 'application/json';\n\n  /**\n    Authenticator that works with the Ruby gem\n    [devise](https://github.com/plataformatec/devise).\n  \n    __As token authentication is not actually part of devise anymore, the server\n    needs to implement some customizations__ to work with this authenticator -\n    see [this gist](https://gist.github.com/josevalim/fb706b1e933ef01e4fb6).\n  \n    @class DeviseAuthenticator\n    @module ember-simple-auth/authenticators/devise\n    @extends BaseAuthenticator\n    @public\n  */\n  exports.default = _base.default.extend({\n    /**\n      The endpoint on the server that the authentication request is sent to.\n       @property serverTokenEndpoint\n      @type String\n      @default '/users/sign_in'\n      @public\n    */\n    serverTokenEndpoint: '/users/sign_in',\n\n    /**\n      The devise resource name. __This will be used in the request and also be\n      expected in the server's response.__\n       @property resourceName\n      @type String\n      @default 'user'\n      @public\n    */\n    resourceName: 'user',\n\n    /**\n      The token attribute name. __This will be used in the request and also be\n      expected in the server's response.__\n       @property tokenAttributeName\n      @type String\n      @default 'token'\n      @public\n    */\n    tokenAttributeName: 'token',\n\n    /**\n      The identification attribute name. __This will be used in the request and\n      also be expected in the server's response.__\n       @property identificationAttributeName\n      @type String\n      @default 'email'\n      @public\n    */\n    identificationAttributeName: 'email',\n\n    /**\n      When authentication fails, the rejection callback is provided with the whole\n      Fetch API [Response](https://fetch.spec.whatwg.org/#response-class) object\n      instead of its responseJSON or responseText.\n       This is useful for cases when the backend provides additional context not\n      available in the response body.\n       @property rejectWithXhr\n      @type Boolean\n      @default false\n      @deprecated DeviseAuthenticator/rejectWithResponse:property\n      @public\n    */\n    rejectWithXhr: Ember.computed.deprecatingAlias('rejectWithResponse', {\n      id: 'ember-simple-auth.authenticator.reject-with-xhr',\n      until: '2.0.0'\n    }),\n\n    /**\n      When authentication fails, the rejection callback is provided with the whole\n      Fetch API [Response](https://fetch.spec.whatwg.org/#response-class) object\n      instead of its responseJSON or responseText.\n       This is useful for cases when the backend provides additional context not\n      available in the response body.\n       @property rejectWithResponse\n      @type Boolean\n      @default false\n      @public\n    */\n    rejectWithResponse: false,\n\n    /**\n      Restores the session from a session data object; __returns a resolving\n      promise when there are non-empty\n      {{#crossLink \"DeviseAuthenticator/tokenAttributeName:property\"}}token{{/crossLink}}\n      and\n      {{#crossLink \"DeviseAuthenticator/identificationAttributeName:property\"}}identification{{/crossLink}}\n      values in `data`__ and a rejecting promise otherwise.\n       @method restore\n      @param {Object} data The data to restore the session from\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming or remaining authenticated\n      @public\n    */\n    restore: function restore(data) {\n      // eslint-disable-next-line prefer-promise-reject-errors\n      return this._validate(data) ? Ember.RSVP.Promise.resolve(data) : Ember.RSVP.Promise.reject();\n    },\n\n\n    /**\n      Authenticates the session with the specified `identification` and\n      `password`; the credentials are `POST`ed to the\n      {{#crossLink \"DeviseAuthenticator/serverTokenEndpoint:property\"}}server{{/crossLink}}.\n      If the credentials are valid the server will responds with a\n      {{#crossLink \"DeviseAuthenticator/tokenAttributeName:property\"}}token{{/crossLink}}\n      and\n      {{#crossLink \"DeviseAuthenticator/identificationAttributeName:property\"}}identification{{/crossLink}}.\n      __If the credentials are valid and authentication succeeds, a promise that\n      resolves with the server's response is returned__, otherwise a promise that\n      rejects with the server error is returned.\n       @method authenticate\n      @param {String} identification The user's identification\n      @param {String} password The user's password\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming authenticated\n      @public\n    */\n    authenticate: function authenticate(identification, password) {\n      var _this = this;\n\n      return new Ember.RSVP.Promise(function (resolve, reject) {\n        var useResponse = _this.get('rejectWithResponse');\n\n        var _getProperties = _this.getProperties('resourceName', 'identificationAttributeName', 'tokenAttributeName'),\n            resourceName = _getProperties.resourceName,\n            identificationAttributeName = _getProperties.identificationAttributeName,\n            tokenAttributeName = _getProperties.tokenAttributeName;\n\n        var data = {};\n        data[resourceName] = { password: password };\n        data[resourceName][identificationAttributeName] = identification;\n\n        _this.makeRequest(data).then(function (response) {\n          if (response.ok) {\n            response.json().then(function (json) {\n              if (_this._validate(json)) {\n                var _resourceName = _this.get('resourceName');\n                var _json = json[_resourceName] ? json[_resourceName] : json;\n                Ember.run(null, resolve, _json);\n              } else {\n                Ember.run(null, reject, 'Check that server response includes ' + tokenAttributeName + ' and ' + identificationAttributeName);\n              }\n            });\n          } else {\n            if (useResponse) {\n              Ember.run(null, reject, response);\n            } else {\n              response.json().then(function (json) {\n                return Ember.run(null, reject, json);\n              });\n            }\n          }\n        }).catch(function (error) {\n          return Ember.run(null, reject, error);\n        });\n      });\n    },\n\n\n    /**\n      Does nothing\n       @method invalidate\n      @return {Ember.RSVP.Promise} A resolving promise\n      @public\n    */\n    invalidate: function invalidate() {\n      return Ember.RSVP.Promise.resolve();\n    },\n\n\n    /**\n      Makes a request to the Devise server using\n      [ember-fetch](https://github.com/stefanpenner/ember-fetch).\n       @method makeRequest\n      @param {Object} data The request data\n      @param {Object} options request options that are passed to `fetch`\n      @return {Promise} The promise returned by `fetch`\n      @protected\n    */\n    makeRequest: function makeRequest(data) {\n      var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n      var url = options.url || this.get('serverTokenEndpoint');\n      var requestOptions = {};\n      var body = JSON.stringify(data);\n      assign(requestOptions, {\n        body: body,\n        method: 'POST',\n        headers: {\n          'accept': JSON_CONTENT_TYPE,\n          'content-type': JSON_CONTENT_TYPE\n        }\n      });\n      assign(requestOptions, options || {});\n\n      return (0, _fetch.default)(url, requestOptions);\n    },\n    _validate: function _validate(data) {\n      var tokenAttributeName = this.get('tokenAttributeName');\n      var identificationAttributeName = this.get('identificationAttributeName');\n      var resourceName = this.get('resourceName');\n      var _data = data[resourceName] ? data[resourceName] : data;\n\n      return !Ember.isEmpty(_data[tokenAttributeName]) && !Ember.isEmpty(_data[identificationAttributeName]);\n    }\n  });\n});","define('ember-simple-auth/authenticators/oauth2-implicit-grant', ['exports', 'ember-simple-auth/authenticators/base'], function (exports, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    /**\n     Restores the session from a session data object; __will return a resolving\n     promise when there is a non-empty `access_token` in the session data__ and\n     a rejecting promise otherwise.\n      @method restore\n     @param {Object} data The data to restore the session from\n     @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming or remaining authenticated\n     @public\n     */\n    restore: function restore(data) {\n      var _this = this;\n\n      return new Ember.RSVP.Promise(function (resolve, reject) {\n        if (!_this._validateData(data)) {\n          return reject('Could not restore session - \"access_token\" missing.');\n        }\n\n        return resolve(data);\n      });\n    },\n\n\n    /**\n     Authenticates the session using the specified location `hash`\n     (see https://tools.ietf.org/html/rfc6749#section-4.2.2).\n      __If the access token is valid and thus authentication succeeds, a promise that\n     resolves with the access token is returned__, otherwise a promise that rejects\n     with the error code as returned by the server is returned\n     (see https://tools.ietf.org/html/rfc6749#section-4.2.2.1).\n      @method authenticate\n     @param {Object} hash The location hash\n     @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming authenticated\n     @public\n     */\n    authenticate: function authenticate(hash) {\n      var _this2 = this;\n\n      return new Ember.RSVP.Promise(function (resolve, reject) {\n        if (hash.error) {\n          reject(hash.error);\n        } else if (!_this2._validateData(hash)) {\n          reject('Invalid auth params - \"access_token\" missing.');\n        } else {\n          resolve(hash);\n        }\n      });\n    },\n\n\n    /**\n     This method simply returns a resolving promise.\n      @method invalidate\n     @return {Ember.RSVP.Promise} A promise that when it resolves results in the session being invalidated\n     @public\n     */\n    invalidate: function invalidate() {\n      return Ember.RSVP.Promise.resolve();\n    },\n    _validateData: function _validateData(data) {\n      // see https://tools.ietf.org/html/rfc6749#section-4.2.2\n\n      return !Ember.isEmpty(data) && !Ember.isEmpty(data.access_token);\n    }\n  });\n});","define('ember-simple-auth/authenticators/oauth2-password-grant', ['exports', 'ember-simple-auth/authenticators/base', 'fetch'], function (exports, _base, _fetch) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var assign = Ember.assign || Ember.merge;\n  var keys = Object.keys || Ember.keys; // Ember.keys deprecated in 1.13\n\n  /**\n    Authenticator that conforms to OAuth 2\n    ([RFC 6749](http://tools.ietf.org/html/rfc6749)), specifically the _\"Resource\n    Owner Password Credentials Grant Type\"_.\n  \n    This authenticator also automatically refreshes access tokens (see\n    [RFC 6749, section 6](http://tools.ietf.org/html/rfc6749#section-6)) if the\n    server supports it.\n  \n    @class OAuth2PasswordGrantAuthenticator\n    @module ember-simple-auth/authenticators/oauth2-password-grant\n    @extends BaseAuthenticator\n    @public\n  */\n  exports.default = _base.default.extend({\n    /**\n      Triggered when the authenticator refreshed the access token (see\n      [RFC 6749, section 6](http://tools.ietf.org/html/rfc6749#section-6)).\n       @event sessionDataUpdated\n      @param {Object} data The updated session data\n      @public\n    */\n\n    /**\n      The client_id to be sent to the authentication server (see\n      https://tools.ietf.org/html/rfc6749#appendix-A.1). __This should only be\n      used for statistics or logging etc. as it cannot actually be trusted since\n      it could have been manipulated on the client!__\n       @property clientId\n      @type String\n      @default null\n      @public\n    */\n    clientId: null,\n\n    /**\n     The OAuth2 standard is to send the client_id as a query parameter. This is a\n     feature flag that turns on the correct behavior for OAuth2 requests.\n      @property sendClientIdAsQueryParam\n     @type Boolean\n     @default false\n     @public\n    */\n    sendClientIdAsQueryParam: false,\n\n    /**\n      The endpoint on the server that authentication and token refresh requests\n      are sent to.\n       @property serverTokenEndpoint\n      @type String\n      @default '/token'\n      @public\n    */\n    serverTokenEndpoint: '/token',\n\n    /**\n      The endpoint on the server that token revocation requests are sent to. Only\n      set this if the server actually supports token revocation. If this is\n      `null`, the authenticator will not revoke tokens on session invalidation.\n       __If token revocation is enabled but fails, session invalidation will be\n      intercepted and the session will remain authenticated (see\n      {{#crossLink \"OAuth2PasswordGrantAuthenticator/invalidate:method\"}}{{/crossLink}}).__\n       @property serverTokenRevocationEndpoint\n      @type String\n      @default null\n      @public\n    */\n    serverTokenRevocationEndpoint: null,\n\n    /**\n      Sets whether the authenticator automatically refreshes access tokens if the\n      server supports it.\n       @property refreshAccessTokens\n      @type Boolean\n      @default true\n      @public\n    */\n    refreshAccessTokens: true,\n\n    /**\n      The offset time in milliseconds to refresh the access token. This must\n      return a random number. This randomization is needed because in case of\n      multiple tabs, we need to prevent the tabs from sending refresh token\n      request at the same exact moment.\n       __When overriding this property, make sure to mark the overridden property\n      as volatile so it will actually have a different value each time it is\n      accessed.__\n       @property tokenRefreshOffset\n      @type Integer\n      @default a random number between 5 and 10\n      @public\n    */\n    get tokenRefreshOffset() {\n      var min = 5;\n      var max = 10;\n\n      return (Math.floor(Math.random() * (max - min)) + min) * 1000;\n    },\n\n    _refreshTokenTimeout: null,\n\n    _clientIdHeader: Ember.computed('clientId', function () {\n      var clientId = this.get('clientId');\n      if (!Ember.isEmpty(clientId)) {\n        var base64ClientId = window.base64.encode(clientId.concat(':'));\n        return { Authorization: 'Basic ' + base64ClientId };\n      }\n    }),\n\n    /**\n      When authentication fails, the rejection callback is provided with the whole\n      Fetch API [Response](https://fetch.spec.whatwg.org/#response-class) object\n      instead of its responseJSON or responseText.\n       This is useful for cases when the backend provides additional context not\n      available in the response body.\n       @property rejectWithXhr\n      @type Boolean\n      @default false\n      @deprecated OAuth2PasswordGrantAuthenticator/rejectWithResponse:property\n      @public\n    */\n    rejectWithXhr: Ember.computed.deprecatingAlias('rejectWithResponse', {\n      id: 'ember-simple-auth.authenticator.reject-with-xhr',\n      until: '2.0.0'\n    }),\n\n    /**\n      When authentication fails, the rejection callback is provided with the whole\n      Fetch API [Response](https://fetch.spec.whatwg.org/#response-class) object\n      instead of its responseJSON or responseText.\n       This is useful for cases when the backend provides additional context not\n      available in the response body.\n       @property rejectWithResponse\n      @type Boolean\n      @default false\n      @public\n    */\n    rejectWithResponse: false,\n\n    /**\n      Restores the session from a session data object; __will return a resolving\n      promise when there is a non-empty `access_token` in the session data__ and\n      a rejecting promise otherwise.\n       If the server issues\n      [expiring access tokens](https://tools.ietf.org/html/rfc6749#section-5.1)\n      and there is an expired access token in the session data along with a\n      refresh token, the authenticator will try to refresh the access token and\n      return a promise that resolves with the new access token if the refresh was\n      successful. If there is no refresh token or the token refresh is not\n      successful, a rejecting promise will be returned.\n       @method restore\n      @param {Object} data The data to restore the session from\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming or remaining authenticated\n      @public\n    */\n    restore: function restore(data) {\n      var _this = this;\n\n      return new Ember.RSVP.Promise(function (resolve, reject) {\n        var now = new Date().getTime();\n        var refreshAccessTokens = _this.get('refreshAccessTokens');\n        if (!Ember.isEmpty(data['expires_at']) && data['expires_at'] < now) {\n          if (refreshAccessTokens) {\n            _this._refreshAccessToken(data['expires_in'], data['refresh_token']).then(resolve, reject);\n          } else {\n            reject();\n          }\n        } else {\n          if (!_this._validate(data)) {\n            reject();\n          } else {\n            _this._scheduleAccessTokenRefresh(data['expires_in'], data['expires_at'], data['refresh_token']);\n            resolve(data);\n          }\n        }\n      });\n    },\n\n\n    /**\n      Authenticates the session with the specified `identification`, `password`\n      and optional `scope`; issues a `POST` request to the\n      {{#crossLink \"OAuth2PasswordGrantAuthenticator/serverTokenEndpoint:property\"}}{{/crossLink}}\n      and receives the access token in response (see\n      http://tools.ietf.org/html/rfc6749#section-4.3).\n       __If the credentials are valid (and the optionally requested scope is\n      granted) and thus authentication succeeds, a promise that resolves with the\n      server's response is returned__, otherwise a promise that rejects with the\n      error as returned by the server is returned.\n       __If the\n      [server supports it](https://tools.ietf.org/html/rfc6749#section-5.1), this\n      method also schedules refresh requests for the access token before it\n      expires.__\n       The server responses are expected to look as defined in the spec (see\n      http://tools.ietf.org/html/rfc6749#section-5). The response to a successful\n      authentication request should be:\n       ```json\n      HTTP/1.1 200 OK\n      Content-Type: application/json;charset=UTF-8\n       {\n        \"access_token\":\"2YotnFZFEjr1zCsicMWpAA\",\n        \"token_type\":\"bearer\",\n        \"expires_in\":3600, // optional\n        \"refresh_token\":\"tGzv3JOkF0XG5Qx2TlKWIA\" // optional\n      }\n      ```\n       The response for a failing authentication request should be:\n       ```json\n      HTTP/1.1 400 Bad Request\n      Content-Type: application/json;charset=UTF-8\n       {\n        \"error\":\"invalid_grant\"\n      }\n      ```\n       A full list of error codes can be found\n      [here](https://tools.ietf.org/html/rfc6749#section-5.2).\n       @method authenticate\n      @param {String} identification The resource owner username\n      @param {String} password The resource owner password\n      @param {String|Array} scope The scope of the access request (see [RFC 6749, section 3.3](http://tools.ietf.org/html/rfc6749#section-3.3))\n      @param {Object} headers Optional headers that particular backends may require (for example sending 2FA challenge responses)\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming authenticated\n      @public\n    */\n    authenticate: function authenticate(identification, password) {\n      var _this2 = this;\n\n      var scope = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : [];\n      var headers = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : {};\n\n      if (!this.get('sendClientIdAsQueryParam')) {\n        Ember.deprecate('Ember Simple Auth: Client ID as Authorization Header is deprecated in favour of Client ID as Query String Parameter.', false, {\n          id: 'ember-simple-auth.oauth2-password-grant-authenticator.client-id-as-authorization',\n          until: '2.0.0',\n          url: 'https://github.com/simplabs/ember-simple-auth#deprecation-of-client-id-as-header'\n        });\n      }\n\n      return new Ember.RSVP.Promise(function (resolve, reject) {\n        var data = { 'grant_type': 'password', username: identification, password: password };\n        var serverTokenEndpoint = _this2.get('serverTokenEndpoint');\n        var useResponse = _this2.get('rejectWithResponse');\n        var scopesString = Ember.makeArray(scope).join(' ');\n        if (!Ember.isEmpty(scopesString)) {\n          data.scope = scopesString;\n        }\n        _this2.makeRequest(serverTokenEndpoint, data, headers).then(function (response) {\n          Ember.run(function () {\n            if (!_this2._validate(response)) {\n              reject('access_token is missing in server response');\n            }\n\n            var expiresAt = _this2._absolutizeExpirationTime(response['expires_in']);\n            _this2._scheduleAccessTokenRefresh(response['expires_in'], expiresAt, response['refresh_token']);\n            if (!Ember.isEmpty(expiresAt)) {\n              response = assign(response, { 'expires_at': expiresAt });\n            }\n\n            resolve(response);\n          });\n        }, function (response) {\n          Ember.run(null, reject, useResponse ? response : response.responseJSON || response.responseText);\n        });\n      });\n    },\n\n\n    /**\n      If token revocation is enabled, this will revoke the access token (and the\n      refresh token if present). If token revocation succeeds, this method\n      returns a resolving promise, otherwise it will return a rejecting promise,\n      thus intercepting session invalidation.\n       If token revocation is not enabled this method simply returns a resolving\n      promise.\n       @method invalidate\n      @param {Object} data The current authenticated session data\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session being invalidated\n      @public\n    */\n    invalidate: function invalidate(data) {\n      var _this3 = this;\n\n      var serverTokenRevocationEndpoint = this.get('serverTokenRevocationEndpoint');\n      function success(resolve) {\n        Ember.run.cancel(this._refreshTokenTimeout);\n        delete this._refreshTokenTimeout;\n        resolve();\n      }\n      return new Ember.RSVP.Promise(function (resolve) {\n        if (Ember.isEmpty(serverTokenRevocationEndpoint)) {\n          success.apply(_this3, [resolve]);\n        } else {\n          var requests = [];\n          Ember.A(['access_token', 'refresh_token']).forEach(function (tokenType) {\n            var token = data[tokenType];\n            if (!Ember.isEmpty(token)) {\n              requests.push(_this3.makeRequest(serverTokenRevocationEndpoint, {\n                'token_type_hint': tokenType, token: token\n              }));\n            }\n          });\n          var succeed = function succeed() {\n            success.apply(_this3, [resolve]);\n          };\n          Ember.RSVP.all(requests).then(succeed, succeed);\n        }\n      });\n    },\n\n\n    /**\n      Makes a request to the OAuth 2.0 server.\n       @method makeRequest\n      @param {String} url The request URL\n      @param {Object} data The request data\n      @param {Object} headers Additional headers to send in request\n      @return {Promise} A promise that resolves with the response object\n      @protected\n    */\n    makeRequest: function makeRequest(url, data) {\n      var headers = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n\n      headers['Content-Type'] = 'application/x-www-form-urlencoded';\n\n      if (this.get('sendClientIdAsQueryParam')) {\n        var clientId = this.get('clientId');\n        if (!Ember.isEmpty(clientId)) {\n          data['client_id'] = this.get('clientId');\n        }\n      }\n\n      var body = keys(data).map(function (key) {\n        return encodeURIComponent(key) + '=' + encodeURIComponent(data[key]);\n      }).join('&');\n\n      var options = {\n        body: body,\n        headers: headers,\n        method: 'POST'\n      };\n\n      if (!this.get('sendClientIdAsQueryParam')) {\n        var clientIdHeader = this.get('_clientIdHeader');\n        if (!Ember.isEmpty(clientIdHeader)) {\n          assign(options.headers, clientIdHeader);\n        }\n      }\n\n      return new Ember.RSVP.Promise(function (resolve, reject) {\n        (0, _fetch.default)(url, options).then(function (response) {\n          response.text().then(function (text) {\n            try {\n              var json = JSON.parse(text);\n              if (!response.ok) {\n                response.responseJSON = json;\n                reject(response);\n              } else {\n                resolve(json);\n              }\n            } catch (SyntaxError) {\n              response.responseText = text;\n              reject(response);\n            }\n          });\n        }).catch(reject);\n      });\n    },\n    _scheduleAccessTokenRefresh: function _scheduleAccessTokenRefresh(expiresIn, expiresAt, refreshToken) {\n      var refreshAccessTokens = this.get('refreshAccessTokens');\n      if (refreshAccessTokens) {\n        var now = new Date().getTime();\n        if (Ember.isEmpty(expiresAt) && !Ember.isEmpty(expiresIn)) {\n          expiresAt = new Date(now + expiresIn * 1000).getTime();\n        }\n        var offset = this.get('tokenRefreshOffset');\n        if (!Ember.isEmpty(refreshToken) && !Ember.isEmpty(expiresAt) && expiresAt > now - offset) {\n          Ember.run.cancel(this._refreshTokenTimeout);\n          delete this._refreshTokenTimeout;\n          if (!Ember.testing) {\n            this._refreshTokenTimeout = Ember.run.later(this, this._refreshAccessToken, expiresIn, refreshToken, expiresAt - now - offset);\n          }\n        }\n      }\n    },\n    _refreshAccessToken: function _refreshAccessToken(expiresIn, refreshToken) {\n      var _this4 = this;\n\n      var data = { 'grant_type': 'refresh_token', 'refresh_token': refreshToken };\n      var serverTokenEndpoint = this.get('serverTokenEndpoint');\n      return new Ember.RSVP.Promise(function (resolve, reject) {\n        _this4.makeRequest(serverTokenEndpoint, data).then(function (response) {\n          Ember.run(function () {\n            expiresIn = response['expires_in'] || expiresIn;\n            refreshToken = response['refresh_token'] || refreshToken;\n            var expiresAt = _this4._absolutizeExpirationTime(expiresIn);\n            var data = assign(response, { 'expires_in': expiresIn, 'expires_at': expiresAt, 'refresh_token': refreshToken });\n            _this4._scheduleAccessTokenRefresh(expiresIn, null, refreshToken);\n            _this4.trigger('sessionDataUpdated', data);\n            resolve(data);\n          });\n        }, function (response) {\n          (true && Ember.warn('Access token could not be refreshed - server responded with ' + response.responseJSON + '.', false, { id: 'ember-simple-auth.failedOAuth2TokenRefresh' }));\n\n          reject();\n        });\n      });\n    },\n    _absolutizeExpirationTime: function _absolutizeExpirationTime(expiresIn) {\n      if (!Ember.isEmpty(expiresIn)) {\n        return new Date(new Date().getTime() + expiresIn * 1000).getTime();\n      }\n    },\n    _validate: function _validate(data) {\n      return !Ember.isEmpty(data['access_token']);\n    }\n  });\n});","define('ember-simple-auth/authenticators/test', ['exports', 'ember-simple-auth/authenticators/base'], function (exports, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    restore: function restore(data) {\n      return Ember.RSVP.resolve(data);\n    },\n    authenticate: function authenticate(data) {\n      return Ember.RSVP.resolve(data);\n    },\n    invalidate: function invalidate() {\n      return Ember.RSVP.resolve();\n    }\n  });\n});","define('ember-simple-auth/authenticators/torii', ['exports', 'ember-simple-auth/authenticators/base'], function (exports, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    _provider: null,\n\n    /**\n      Restores the session by calling the torii provider's `fetch` method.\n       __Many torii providers do not implement the `fetch` method__. If the\n      provider in use does not implement the method simply add it as follows:\n       ```js\n      // app/torii-providers/facebook.js\n      import FacebookOauth2Provider from 'torii/providers/facebook-oauth2';\n       export default FacebookOauth2Provider.extend({\n        fetch(data) {\n          return data;\n        }\n      });\n      ```\n       @method restore\n      @param {Object} data The data to restore the session from\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming or remaining authenticated\n      @public\n    */\n    restore: function restore(data) {\n      var _this = this;\n\n      this._assertToriiIsPresent();\n\n      data = data || {};\n      if (!Ember.isEmpty(data.provider)) {\n        var _data = data,\n            provider = _data.provider;\n\n\n        return this.get('torii').fetch(data.provider, data).then(function (fetchedData) {\n          _this._authenticateWithProvider(provider, fetchedData);\n          return Ember.assign(data, fetchedData);\n        }, function (err) {\n          delete _this._provider;\n          throw err;\n        });\n      } else {\n        delete this._provider;\n        return Ember.RSVP.reject();\n      }\n    },\n\n\n    /**\n      Authenticates the session by opening the specified torii provider. For more\n      documentation on torii and its providers abstraction, see the\n      [project's README](https://github.com/Vestorly/torii#readme), specifically\n      the\n      [section on providers](https://github.com/Vestorly/torii#configuring-a-torii-provider).\n       @method authenticate\n      @param {String} provider The torii provider to authenticate the session with\n      @param {Object} options The options to pass to the torii provider\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session becoming authenticated\n      @public\n    */\n    authenticate: function authenticate(provider, options) {\n      var _this2 = this;\n\n      this._assertToriiIsPresent();\n\n      return this.get('torii').open(provider, options || {}).then(function (data) {\n        _this2._authenticateWithProvider(provider, data);\n        return data;\n      });\n    },\n\n\n    /**\n      Closes the torii provider. If the provider is successfully closed, this\n      method returns a resolving promise, otherwise it will return a rejecting\n      promise, thus intercepting session invalidation.\n       @method invalidate\n      @return {Ember.RSVP.Promise} A promise that when it resolves results in the session being invalidated\n      @public\n    */\n    invalidate: function invalidate(data) {\n      var _this3 = this;\n\n      return this.get('torii').close(this._provider, data).then(function () {\n        delete _this3._provider;\n      });\n    },\n    _authenticateWithProvider: function _authenticateWithProvider(provider, data) {\n      data.provider = provider;\n      this._provider = data.provider;\n    },\n    _assertToriiIsPresent: function _assertToriiIsPresent() {\n      var torii = this.get('torii');\n      (true && !(Ember.isPresent(torii)) && Ember.assert('You are trying to use the torii authenticator but torii is not available. Inject torii into the authenticator with \"torii: Ember.inject.service()\".', Ember.isPresent(torii)));\n    }\n  });\n});","define('ember-simple-auth/authorizers/base', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Object.extend({\n    init: function init() {\n      this._super.apply(this, arguments);\n      Ember.deprecate('Ember Simple Auth: Authorizers are deprecated in favour of setting headers directly.', false, {\n        id: 'ember-simple-auth.baseAuthorizer',\n        until: '2.0.0',\n        url: 'https://github.com/simplabs/ember-simple-auth#deprecation-of-authorizers'\n      });\n    },\n\n    /**\n      Authorizes a block of code. This method will be invoked by the session\n      service's {{#crossLink \"SessionService/authorize:method\"}}{{/crossLink}}\n      method which will pass the current authenticated session data (see\n      {{#crossLink \"SessionService/data:property\"}}{{/crossLink}}) and a block.\n      Depending on the mechanism it implements, the authorizer transforms the\n      session data into authorization data and invokes the block with that data.\n       `BaseAuthorizer`'s implementation does nothing. __This method must be\n      overridden in custom authorizers.__\n       @method authorize\n      @param {Object} data The current authenticated session data\n      @param {Function} block The callback to call with the authorization data\n      @public\n    */\n    authorize: function authorize() {}\n  });\n});","define('ember-simple-auth/authorizers/devise', ['exports', 'ember-simple-auth/authorizers/base'], function (exports, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    /**\n      The token attribute name.\n       @property tokenAttributeName\n      @type String\n      @default 'token'\n      @public\n    */\n    tokenAttributeName: 'token',\n\n    /**\n      The identification attribute name.\n       @property identificationAttributeName\n      @type String\n      @default 'email'\n      @public\n    */\n    identificationAttributeName: 'email',\n\n    /**\n      Includes the user's token (see\n      {{#crossLink \"DeviseAuthenticator/tokenAttributeName:property\"}}{{/crossLink}})\n      and identification (see\n      {{#crossLink \"DeviseAuthenticator/identificationAttributeName:property\"}}{{/crossLink}})\n      in the `Authorization` header.\n       @method authorize\n      @param {Object} data The data that the session currently holds\n      @param {Function} block(headerName,headerContent) The callback to call with the authorization data; will receive the header name and header content as arguments.\n      @public\n    */\n    authorize: function authorize(data, block) {\n      var _getProperties = this.getProperties('tokenAttributeName', 'identificationAttributeName'),\n          tokenAttributeName = _getProperties.tokenAttributeName,\n          identificationAttributeName = _getProperties.identificationAttributeName;\n\n      var userToken = data[tokenAttributeName];\n      var userIdentification = data[identificationAttributeName];\n\n      if (!Ember.isEmpty(userToken) && !Ember.isEmpty(userIdentification)) {\n        var authData = tokenAttributeName + '=\"' + userToken + '\", ' + identificationAttributeName + '=\"' + userIdentification + '\"';\n        block('Authorization', 'Token ' + authData);\n      }\n    }\n  });\n});","define('ember-simple-auth/authorizers/oauth2-bearer', ['exports', 'ember-simple-auth/authorizers/base'], function (exports, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    /**\n      Includes the access token from the session data into the `Authorization`\n      header as a Bearer token, e.g.:\n       ```\n      Authorization: Bearer 234rtgjneroigne4\n      ```\n       @method authorize\n      @param {Object} data The data that the session currently holds\n      @param {Function} block(headerName,headerContent) The callback to call with the authorization data; will receive the header name and header content as arguments\n      @public\n    */\n    authorize: function authorize(data, block) {\n      var accessToken = data['access_token'];\n\n      if (!Ember.isEmpty(accessToken)) {\n        block('Authorization', 'Bearer ' + accessToken);\n      }\n    }\n  });\n});","define('ember-simple-auth/configuration', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var DEFAULTS = {\n    rootURL: '',\n    authenticationRoute: 'login',\n    routeAfterAuthentication: 'index',\n    routeIfAlreadyAuthenticated: 'index'\n  };\n\n  /**\n    Ember Simple Auth's configuration object.\n  \n    @class Configuration\n    @extends Object\n    @module ember-simple-auth/configuration\n    @public\n  */\n  exports.default = {\n    /**\n      The root URL of the application as configured in `config/environment.js`.\n       @property rootURL\n      @readOnly\n      @static\n      @type String\n      @default ''\n      @public\n    */\n    rootURL: DEFAULTS.rootURL,\n\n    /**\n      The base URL of the application as configured in `config/environment.js`.\n       @property baseURL\n      @readOnly\n      @static\n      @type String\n      @default ''\n      @public\n    */\n    get baseURL() {\n      Ember.deprecate('The baseURL property should no longer be used. Instead, use rootURL.', false, {\n        id: 'ember-simple-auth.configuration.base-url',\n        until: '2.0.0'\n      });\n      return this.rootURL;\n    },\n\n    /**\n      The route to transition to for authentication. The\n      {{#crossLink \"AuthenticatedRouteMixin\"}}{{/crossLink}} will transition to\n      this route when a route that implements the mixin is accessed when the\n      route is not authenticated.\n       @property authenticationRoute\n      @deprecated AuthenticatedRouteMixin/authenticationRoute:property\n      @readOnly\n      @static\n      @type String\n      @default 'login'\n      @public\n    */\n    authenticationRoute: DEFAULTS.authenticationRoute,\n\n    /**\n      The route to transition to after successful authentication.\n       @property routeAfterAuthentication\n      @deprecated ApplicationRouteMixin/routeAfterAuthentication:property\n      @readOnly\n      @static\n      @type String\n      @default 'index'\n      @public\n    */\n    routeAfterAuthentication: DEFAULTS.routeAfterAuthentication,\n\n    /**\n      The route to transition to if a route that implements the\n      {{#crossLink \"UnauthenticatedRouteMixin\"}}{{/crossLink}} is accessed when\n      the session is authenticated.\n       @property routeIfAlreadyAuthenticated\n      @deprecated UnauthenticatedRouteMixin/routeIfAlreadyAuthenticated:property\n      @readOnly\n      @static\n      @type String\n      @default 'index'\n      @public\n    */\n    routeIfAlreadyAuthenticated: DEFAULTS.routeIfAlreadyAuthenticated,\n\n    load: function load(config) {\n      var _this = this;\n\n      Ember.A(['rootURL', 'authenticationRoute', 'routeAfterAuthentication', 'routeIfAlreadyAuthenticated']).forEach(function (property) {\n        if (['authenticationRoute', 'routeAfterAuthentication', 'routeIfAlreadyAuthenticated'].indexOf(property) >= 0 && DEFAULTS[property] !== _this[property]) {\n          Ember.deprecate('Ember Simple Auth: ' + property + ' should no longer be overridden in the configuration. Instead, override the ' + property + ' property in the route.', false, {\n            id: 'ember-simple-auth.configuration.routes',\n            until: '2.0.0'\n          });\n        }\n\n        _this[property] = Ember.getWithDefault(config, property, DEFAULTS[property]);\n      });\n    }\n  };\n});","define('ember-simple-auth/initializers/setup-session-restoration', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = setupSessionRestoration;\n  function setupSessionRestoration(registry) {\n    var ApplicationRoute = registry.resolveRegistration ? registry.resolveRegistration('route:application') : registry.resolve('route:application');\n\n    ApplicationRoute.reopen({\n      init: function init() {\n        this._super.apply(this, arguments);\n\n        var originalBeforeModel = this.beforeModel;\n        this.beforeModel = function () {\n          var _this = this,\n              _arguments = arguments;\n\n          var session = Ember.getOwner(this).lookup('session:main');\n\n          return session.restore().then(function () {\n            return originalBeforeModel.apply(_this, _arguments);\n          }, function () {\n            return originalBeforeModel.apply(_this, _arguments);\n          });\n        };\n      }\n    });\n  }\n});","define('ember-simple-auth/initializers/setup-session-service', ['exports', 'ember-simple-auth/utils/inject'], function (exports, _inject) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = setupSessionStore;\n  function setupSessionStore(registry) {\n    (0, _inject.default)(registry, 'service:session', 'session', 'session:main');\n  }\n});","define('ember-simple-auth/initializers/setup-session', ['exports', 'ember-simple-auth/internal-session', 'ember-simple-auth/session-stores/ephemeral', 'ember-simple-auth/utils/inject'], function (exports, _internalSession, _ephemeral, _inject) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = setupSession;\n  function setupSession(registry) {\n    registry.register('session:main', _internalSession.default);\n\n    var store = 'session-store:application';\n    if (Ember.testing) {\n      store = 'session-store:test';\n      registry.register(store, _ephemeral.default);\n    }\n\n    (0, _inject.default)(registry, 'session:main', 'store', store);\n  }\n});","define('ember-simple-auth/internal-session', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  function _toConsumableArray(arr) {\n    if (Array.isArray(arr)) {\n      for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) {\n        arr2[i] = arr[i];\n      }\n\n      return arr2;\n    } else {\n      return Array.from(arr);\n    }\n  }\n\n  var assign = Ember.assign || Ember.merge;\n\n  exports.default = Ember.ObjectProxy.extend(Ember.Evented, {\n    authenticator: null,\n    store: null,\n    isAuthenticated: false,\n    attemptedTransition: null,\n\n    init: function init() {\n      this._super.apply(this, arguments);\n      this.set('content', { authenticated: {} });\n      this._busy = false;\n      this._bindToStoreEvents();\n    },\n    authenticate: function authenticate(authenticatorFactory) {\n      var _this = this;\n\n      this._busy = true;\n      (true && !(!Ember.isEmpty(authenticatorFactory)) && Ember.assert('Session#authenticate requires the authenticator to be specified, was \"' + authenticatorFactory + '\"!', !Ember.isEmpty(authenticatorFactory)));\n\n      var authenticator = this._lookupAuthenticator(authenticatorFactory);\n      (true && !(!Ember.isNone(authenticator)) && Ember.assert('No authenticator for factory \"' + authenticatorFactory + '\" could be found!', !Ember.isNone(authenticator)));\n\n      for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n        args[_key - 1] = arguments[_key];\n      }\n\n      return authenticator.authenticate.apply(authenticator, _toConsumableArray(args)).then(function (content) {\n        _this._busy = false;\n        return _this._setup(authenticatorFactory, content, true);\n      }, function (error) {\n        var rejectWithError = function rejectWithError() {\n          return Ember.RSVP.Promise.reject(error);\n        };\n\n        _this._busy = false;\n        return _this._clear().then(rejectWithError, rejectWithError);\n      });\n    },\n    invalidate: function invalidate() {\n      var _this2 = this;\n\n      this._busy = true;\n\n      if (!this.get('isAuthenticated')) {\n        this._busy = false;\n        return Ember.RSVP.Promise.resolve();\n      }\n\n      var authenticator = this._lookupAuthenticator(this.authenticator);\n      return authenticator.invalidate.apply(authenticator, [this.content.authenticated].concat(Array.prototype.slice.call(arguments))).then(function () {\n        authenticator.off('sessionDataUpdated', _this2, _this2._onSessionDataUpdated);\n        _this2._busy = false;\n        return _this2._clear(true);\n      }, function (error) {\n        _this2.trigger('sessionInvalidationFailed', error);\n        _this2._busy = false;\n        return Ember.RSVP.Promise.reject(error);\n      });\n    },\n    restore: function restore() {\n      var _this3 = this;\n\n      this._busy = true;\n      var reject = function reject() {\n        return Ember.RSVP.Promise.reject();\n      };\n\n      return this._callStoreAsync('restore').then(function (restoredContent) {\n        var _ref = restoredContent.authenticated || {},\n            authenticatorFactory = _ref.authenticator;\n\n        if (authenticatorFactory) {\n          delete restoredContent.authenticated.authenticator;\n          var authenticator = _this3._lookupAuthenticator(authenticatorFactory);\n          return authenticator.restore(restoredContent.authenticated).then(function (content) {\n            _this3.set('content', restoredContent);\n            _this3._busy = false;\n            return _this3._setup(authenticatorFactory, content);\n          }, function (err) {\n            Ember.debug('The authenticator \"' + authenticatorFactory + '\" rejected to restore the session - invalidating\\u2026');\n            if (err) {\n              Ember.debug(err);\n            }\n            _this3._busy = false;\n            return _this3._clearWithContent(restoredContent).then(reject, reject);\n          });\n        } else {\n          delete (restoredContent || {}).authenticated;\n          _this3._busy = false;\n          return _this3._clearWithContent(restoredContent).then(reject, reject);\n        }\n      }, function () {\n        _this3._busy = false;\n        return _this3._clear().then(reject, reject);\n      });\n    },\n    _callStoreAsync: function _callStoreAsync(method) {\n      var _store;\n\n      for (var _len2 = arguments.length, params = Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {\n        params[_key2 - 1] = arguments[_key2];\n      }\n\n      var result = (_store = this.store)[method].apply(_store, _toConsumableArray(params));\n\n      if (typeof result === 'undefined' || typeof result.then === 'undefined') {\n        Ember.deprecate('Ember Simple Auth: Synchronous stores have been deprecated. Make sure your custom store\\'s ' + method + ' method returns a promise.', false, {\n          id: 'ember-simple-auth.session-store.synchronous-' + method,\n          until: '2.0.0'\n        });\n        return Ember.RSVP.Promise.resolve(result);\n      } else {\n        return result;\n      }\n    },\n    _setup: function _setup(authenticator, authenticatedContent, trigger) {\n      var _this4 = this;\n\n      trigger = Boolean(trigger) && !this.get('isAuthenticated');\n      this.setProperties({\n        isAuthenticated: true,\n        authenticator: authenticator,\n        'content.authenticated': authenticatedContent\n      });\n      this._bindToAuthenticatorEvents();\n\n      return this._updateStore().then(function () {\n        if (trigger) {\n          _this4.trigger('authenticationSucceeded');\n        }\n      }, function () {\n        _this4.setProperties({\n          isAuthenticated: false,\n          authenticator: null,\n          'content.authenticated': {}\n        });\n      });\n    },\n    _clear: function _clear(trigger) {\n      var _this5 = this;\n\n      trigger = Boolean(trigger) && this.get('isAuthenticated');\n      this.setProperties({\n        isAuthenticated: false,\n        authenticator: null,\n        'content.authenticated': {}\n      });\n\n      return this._updateStore().then(function () {\n        if (trigger) {\n          _this5.trigger('invalidationSucceeded');\n        }\n      });\n    },\n    _clearWithContent: function _clearWithContent(content, trigger) {\n      this.set('content', content);\n      return this._clear(trigger);\n    },\n    setUnknownProperty: function setUnknownProperty(key, value) {\n      (true && !(key !== 'authenticated') && Ember.assert('\"authenticated\" is a reserved key used by Ember Simple Auth!', key !== 'authenticated'));\n\n      var result = this._super(key, value);\n      if (!/^_/.test(key)) {\n        this._updateStore();\n      }\n      return result;\n    },\n    _updateStore: function _updateStore() {\n      var data = this.content;\n      if (!Ember.isEmpty(this.authenticator)) {\n        Ember.set(data, 'authenticated', assign({ authenticator: this.authenticator }, data.authenticated || {}));\n      }\n      return this._callStoreAsync('persist', data);\n    },\n    _bindToAuthenticatorEvents: function _bindToAuthenticatorEvents() {\n      var authenticator = this._lookupAuthenticator(this.authenticator);\n      authenticator.on('sessionDataUpdated', this, this._onSessionDataUpdated);\n      authenticator.on('sessionDataInvalidated', this, this._onSessionDataInvalidated);\n    },\n    _onSessionDataUpdated: function _onSessionDataUpdated(content) {\n      this._setup(this.authenticator, content);\n    },\n    _onSessionDataInvalidated: function _onSessionDataInvalidated() {\n      this._clear(true);\n    },\n    _bindToStoreEvents: function _bindToStoreEvents() {\n      var _this6 = this;\n\n      this.store.on('sessionDataUpdated', function (content) {\n        if (!_this6._busy) {\n          _this6._busy = true;\n\n          var _ref2 = content.authenticated || {},\n              authenticatorFactory = _ref2.authenticator;\n\n          if (authenticatorFactory) {\n            delete content.authenticated.authenticator;\n            var authenticator = _this6._lookupAuthenticator(authenticatorFactory);\n            authenticator.restore(content.authenticated).then(function (authenticatedContent) {\n              _this6.set('content', content);\n              _this6._busy = false;\n              _this6._setup(authenticatorFactory, authenticatedContent, true);\n            }, function (err) {\n              Ember.debug('The authenticator \"' + authenticatorFactory + '\" rejected to restore the session - invalidating\\u2026');\n              if (err) {\n                Ember.debug(err);\n              }\n              _this6._busy = false;\n              _this6._clearWithContent(content, true);\n            });\n          } else {\n            _this6._busy = false;\n            _this6._clearWithContent(content, true);\n          }\n        }\n      });\n    },\n    _lookupAuthenticator: function _lookupAuthenticator(authenticator) {\n      return Ember.getOwner(this).lookup(authenticator);\n    }\n  });\n});","define('ember-simple-auth/mixins/application-route-mixin', ['exports', 'ember-simple-auth/configuration', 'ember-simple-auth/utils/is-fastboot'], function (exports, _configuration, _isFastboot) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = Ember.Mixin.create({\n    /**\n      The session service.\n       @property session\n      @readOnly\n      @type SessionService\n      @public\n    */\n    session: Ember.inject.service('session'),\n\n    _isFastBoot: (0, _isFastboot.default)(),\n\n    /**\n      The route to transition to after successful authentication.\n       @property routeAfterAuthentication\n      @type String\n      @default 'index'\n      @public\n    */\n    routeAfterAuthentication: Ember.computed(function () {\n      return _configuration.default.routeAfterAuthentication;\n    }),\n\n    init: function init() {\n      this._super.apply(this, arguments);\n      this._subscribeToSessionEvents();\n    },\n    _subscribeToSessionEvents: function _subscribeToSessionEvents() {\n      var _this = this;\n\n      Ember.A([['authenticationSucceeded', 'sessionAuthenticated'], ['invalidationSucceeded', 'sessionInvalidated']]).forEach(function (_ref) {\n        var _ref2 = _slicedToArray(_ref, 2),\n            event = _ref2[0],\n            method = _ref2[1];\n\n        _this.get('session').on(event, function () {\n          return _this[method].apply(_this, arguments);\n        });\n      });\n    },\n\n\n    /**\n      This method handles the session's\n      {{#crossLink \"SessionService/authenticationSucceeded:event\"}}{{/crossLink}}\n      event. If there is a transition that was previously intercepted by the\n      {{#crossLink \"AuthenticatedRouteMixin/beforeModel:method\"}}\n      AuthenticatedRouteMixin's `beforeModel` method{{/crossLink}} it will retry\n      it. If there is no such transition, the `ember_simple_auth-redirectTarget`\n      cookie will be checked for a url that represents an attemptedTransition\n      that was aborted in Fastboot mode, otherwise this action transitions to the\n      {{#crossLink \"Configuration/routeAfterAuthentication:property\"}}{{/crossLink}}.\n        @method sessionAuthenticated\n      @public\n    */\n    sessionAuthenticated: function sessionAuthenticated() {\n      var attemptedTransition = this.get('session.attemptedTransition');\n      var cookies = Ember.getOwner(this).lookup('service:cookies');\n      var redirectTarget = cookies.read('ember_simple_auth-redirectTarget');\n\n      if (attemptedTransition) {\n        attemptedTransition.retry();\n        this.set('session.attemptedTransition', null);\n      } else if (redirectTarget) {\n        this.transitionTo(redirectTarget);\n        cookies.clear('ember_simple_auth-redirectTarget');\n      } else {\n        this.transitionTo(this.get('routeAfterAuthentication'));\n      }\n    },\n\n\n    /**\n      This method handles the session's\n      {{#crossLink \"SessionService/invalidationSucceeded:event\"}}{{/crossLink}}\n      event. __It reloads the Ember.js application__ by redirecting the browser\n      to the application's root URL so that all in-memory data (such as Ember\n      Data stores etc.) gets cleared.\n       If the Ember.js application will be used in an environment where the users\n      don't have direct access to any data stored on the client (e.g.\n      [cordova](http://cordova.apache.org)) this action can be overridden to e.g.\n      simply transition to the index route.\n       @method sessionInvalidated\n      @public\n    */\n    sessionInvalidated: function sessionInvalidated() {\n      if (!Ember.testing) {\n        if (this.get('_isFastBoot')) {\n          this.transitionTo(_configuration.default.rootURL);\n        } else {\n          window.location.replace(_configuration.default.rootURL);\n        }\n      }\n    }\n  });\n});","define('ember-simple-auth/mixins/authenticated-route-mixin', ['exports', 'ember-simple-auth/configuration', 'ember-simple-auth/utils/is-fastboot'], function (exports, _configuration, _isFastboot) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  /**\n   * If the user is unauthenticated, invoke `callback`\n   *\n   * @param {ApplicationInstance} owner The ApplicationInstance that owns the service (and possibly fastboot and cookie) service(s)\n   * @param {Transition} transition Transition for the user's original navigation\n   * @param {(...args: []any) => any} callback Callback that will be invoked if the user is unauthenticated\n   */\n  function runIfUnauthenticated(owner, transition, callback) {\n    var isFb = (0, _isFastboot.isFastBoot)(owner);\n    var sessionSvc = owner.lookup('service:session');\n    if (!sessionSvc.get('isAuthenticated')) {\n      if (isFb) {\n        var fastboot = owner.lookup('service:fastboot');\n        var cookies = owner.lookup('service:cookies');\n        cookies.write('ember_simple_auth-redirectTarget', transition.intent.url, {\n          path: '/',\n          secure: fastboot.get('request.protocol') === 'https'\n        });\n      } else {\n        sessionSvc.set('attemptedTransition', transition);\n      }\n      callback();\n      return true;\n    }\n  }\n\n  /**\n    __This mixin is used to make routes accessible only if the session is\n    authenticated.__ It defines a `beforeModel` method that aborts the current\n    transition and instead transitions to the\n    {{#crossLink \"Configuration/authenticationRoute:property\"}}{{/crossLink}} if\n    the session is not authenticated.\n  \n    ```js\n    // app/routes/protected.js\n    import AuthenticatedRouteMixin from 'ember-simple-auth/mixins/authenticated-route-mixin';\n  \n    export default Ember.Route.extend(AuthenticatedRouteMixin);\n    ```\n  \n    @class AuthenticatedRouteMixin\n    @module ember-simple-auth/mixins/authenticated-route-mixin\n    @extends Ember.Mixin\n    @public\n  */\n  exports.default = Ember.Mixin.create({\n    /**\n      The session service.\n       @property session\n      @readOnly\n      @type SessionService\n      @public\n    */\n    session: Ember.inject.service('session'),\n\n    _authRouter: Ember.computed(function () {\n      var owner = Ember.getOwner(this);\n      return owner.lookup('service:router') || owner.lookup('router:main');\n    }),\n\n    _isFastBoot: (0, _isFastboot.default)(),\n\n    /**\n      The route to transition to for authentication. The\n      {{#crossLink \"AuthenticatedRouteMixin\"}}{{/crossLink}} will transition to\n      this route when a route that implements the mixin is accessed when the\n      route is not authenticated.\n       @property authenticationRoute\n      @type String\n      @default 'login'\n      @public\n    */\n    authenticationRoute: Ember.computed(function () {\n      return _configuration.default.authenticationRoute;\n    }),\n\n    /**\n      Checks whether the session is authenticated and if it is not aborts the\n      current transition and instead transitions to the\n      {{#crossLink \"Configuration/authenticationRoute:property\"}}{{/crossLink}}.\n      If the current transition is aborted, this method will save it in the\n      session service's\n      {{#crossLink \"SessionService/attemptedTransition:property\"}}{{/crossLink}}\n      property so that  it can be retried after the session is authenticated\n      (see\n      {{#crossLink \"ApplicationRouteMixin/sessionAuthenticated:method\"}}{{/crossLink}}).\n      If the transition is aborted in Fastboot mode, the transition's target\n      URL will be saved in a `ember_simple_auth-redirectTarget` cookie for use by\n      the browser after authentication is complete.\n       __If `beforeModel` is overridden in a route that uses this mixin, the route's\n     implementation must call `this._super(...arguments)`__ so that the mixin's\n     `beforeModel` method is actually executed.\n       @method beforeModel\n      @param {Transition} transition The transition that lead to this route\n      @public\n    */\n    beforeModel: function beforeModel(transition) {\n      var _this = this;\n\n      var didRedirect = runIfUnauthenticated(Ember.getOwner(this), transition, function () {\n        _this.triggerAuthentication();\n      });\n      if (!didRedirect) {\n        return this._super.apply(this, arguments);\n      }\n    },\n\n\n    /**\n      Triggers authentication; by default this method transitions to the\n      `authenticationRoute`. In case the application uses an authentication\n      mechanism that does not use an authentication route, this method can be\n      overridden.\n       @method triggerAuthentication\n      @protected\n    */\n    triggerAuthentication: function triggerAuthentication() {\n      var authenticationRoute = this.get('authenticationRoute');\n      (true && !(this.get('routeName') !== authenticationRoute) && Ember.assert('The route configured as Configuration.authenticationRoute cannot implement the AuthenticatedRouteMixin mixin as that leads to an infinite transitioning loop!', this.get('routeName') !== authenticationRoute));\n\n\n      this.get('_authRouter').transitionTo(authenticationRoute);\n    }\n  });\n});","define('ember-simple-auth/mixins/data-adapter-mixin', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Mixin.create({\n    /**\n      The session service.\n       @property session\n      @readOnly\n      @type SessionService\n      @public\n    */\n    session: Ember.inject.service('session'),\n\n    /**\n      The authorizer that is used to authorize API requests. The authorizer has\n      to call the authorization callback (see\n      {{#crossLink \"BaseAuthorizer/authorize:method\"}}{{/crossLink}}) with header\n      name and header content arguments. __This property must be overridden in\n      adapters using this mixin.__\n       When used with `ember-fetch` the `authorize` method will not be called and\n      the `headers` computed property must be used instead, e.g.:\n       ```js\n      export default DS.JSONAPIAdapter.extend(AdapterFetch, DataAdapterMixin, {\n        headers: computed('session.data.authenticated.token', function() {\n          const headers = {};\n          if (this.session.isAuthenticated) {\n            headers['Authorization'] = `Bearer ${this.session.data.authenticated.token}`;\n          }\n           return headers;\n        }),\n      });\n      ```\n       @property authorizer\n      @type String\n      @default null\n      @public\n    */\n    authorizer: null,\n\n    /**\n      Defines a `beforeSend` hook (see http://api.jquery.com/jQuery.ajax/) that\n      injects a request header containing the authorization data as constructed\n      by the {{#crossLink \"DataAdapterMixin/authorizer:property\"}}{{/crossLink}}\n      (see\n      {{#crossLink \"SessionService/authorize:method\"}}{{/crossLink}}). The\n      specific header name and contents depend on the actual authorizer that is\n      used.\n       Until [emberjs/rfcs#171](https://github.com/emberjs/rfcs/pull/171)\n      gets resolved and [ds-improved-ajax](https://github.com/emberjs/data/pull/3099)\n      [feature flag](https://github.com/emberjs/data/blob/master/FEATURES.md#feature-flags)\n      is enabled, this method will be called for **every** ember-data version.\n      `headersForRequest` *should* replace it after the resolution of the RFC.\n       @method ajaxOptions\n      @protected\n    */\n    ajaxOptions: function ajaxOptions() {\n      var _this = this;\n\n      var hash = this._super.apply(this, arguments);\n      var beforeSend = hash.beforeSend;\n\n\n      hash.beforeSend = function (xhr) {\n        if (_this.get('authorizer')) {\n          var authorizer = _this.get('authorizer');\n          _this.get('session').authorize(authorizer, function (headerName, headerValue) {\n            xhr.setRequestHeader(headerName, headerValue);\n          });\n        } else {\n          _this.authorize(xhr);\n        }\n\n        if (beforeSend) {\n          beforeSend(xhr);\n        }\n      };\n      return hash;\n    },\n    authorize: function authorize() {\n      (true && !(false) && Ember.assert('The `authorize` method should be overridden in your application adapter. It should accept a single argument, the request object.'));\n    },\n\n\n    /**\n      Adds request headers containing the authorization data as constructed\n      by the {{#crossLink \"DataAdapterMixin/authorizer:property\"}}{{/crossLink}}.\n       Until [emberjs/rfcs#171](https://github.com/emberjs/rfcs/pull/171)\n      gets resolved and [ds-improved-ajax](https://github.com/emberjs/data/pull/3099)\n      [feature flag](https://github.com/emberjs/data/blob/master/FEATURES.md#feature-flags)\n      is enabled, this method will **not** be used.\n      See `ajaxOptions` instead.\n       @method headersForRequest\n      @protected\n     */\n    headersForRequest: function headersForRequest() {\n      var authorizer = this.get('authorizer');\n      (true && !(Ember.isPresent(authorizer)) && Ember.assert(\"You're using the DataAdapterMixin without specifying an authorizer. Please add `authorizer: 'authorizer:application'` to your adapter.\", Ember.isPresent(authorizer)));\n\n\n      var headers = this._super.apply(this, arguments);\n      headers = Object(headers);\n      this.get('session').authorize(authorizer, function (headerName, headerValue) {\n        headers[headerName] = headerValue;\n      });\n      return headers;\n    },\n\n\n    /**\n      This method is called for every response that the adapter receives from the\n      API. If the response has a 401 status code it invalidates the session (see\n      {{#crossLink \"SessionService/invalidate:method\"}}{{/crossLink}}).\n       @method handleResponse\n      @param {Number} status The response status as received from the API\n      @param  {Object} headers HTTP headers as received from the API\n      @param {Any} payload The response body as received from the API\n      @param {Object} requestData the original request information\n      @protected\n    */\n    handleResponse: function handleResponse(status, headers, payload, requestData) {\n      this.ensureResponseAuthorized(status, headers, payload, requestData);\n      return this._super.apply(this, arguments);\n    },\n\n\n    /**\n     The default implementation for handleResponse.\n     If the response has a 401 status code it invalidates the session (see\n      {{#crossLink \"SessionService/invalidate:method\"}}{{/crossLink}}).\n      Override this method if you want custom invalidation logic for incoming responses.\n     @method ensureResponseAuthorized\n     @param {Number} status The response status as received from the API\n     @param  {Object} headers HTTP headers as received from the API\n     @param {Any} payload The response body as received from the API\n     @param {Object} requestData the original request information\n    */\n    ensureResponseAuthorized: function ensureResponseAuthorized(status /* ,headers, payload, requestData */) {\n      if (status === 401 && this.get('session.isAuthenticated')) {\n        this.get('session').invalidate();\n      }\n    }\n  });\n});","define('ember-simple-auth/mixins/oauth2-implicit-grant-callback-route-mixin', ['exports', 'ember-simple-auth/utils/location', 'ember-simple-auth/utils/is-fastboot'], function (exports, _location, _isFastboot) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  function _parseResponse(locationHash) {\n    var params = {};\n    var query = locationHash.substring(locationHash.indexOf('?'));\n    var regex = /([^#?&=]+)=([^&]*)/g;\n    var match = void 0;\n\n    // decode all parameter pairs\n    while ((match = regex.exec(query)) !== null) {\n      params[decodeURIComponent(match[1])] = decodeURIComponent(match[2]);\n    }\n\n    return params;\n  }\n\n  /**\n    __This mixin is used in the callback route when using OAuth 2.0 Implicit\n    Grant authentication.__ It implements the\n    {{#crossLink \"OAuth2ImplicitGrantCallbackRouteMixin/activate:method\"}}{{/crossLink}}\n    method that retrieves and processes authentication parameters, such as\n    `access_token`, from the hash parameters provided in the callback URL by\n    the authentication server. The parameters are then passed to the\n    {{#crossLink \"OAuth2ImplicitGrantAuthenticator\"}}{{/crossLink}}\n  \n    @class OAuth2ImplicitGrantCallbackRouteMixin\n    @module ember-simple-auth/mixins/oauth2-implicit-grant-callback-route-mixin\n    @extends Ember.Mixin\n    @public\n  */\n\n  exports.default = Ember.Mixin.create({\n    /**\n     The session service.\n      @property session\n     @readOnly\n     @type SessionService\n     @public\n     */\n    session: Ember.inject.service('session'),\n\n    /**\n      The authenticator that should be used to authenticate the callback. This\n      must be a subclass of the\n      {{#crossLink \"OAuth2ImplicitGrantAuthenticator\"}}{{/crossLink}}\n      authenticator.\n       @property authenticator\n      @type String\n      @default null\n      @public\n    */\n    authenticator: null,\n\n    /**\n      Any error that potentially occurs during authentication will be stored in\n      this property.\n       @property error\n      @type String\n      @default null\n      @public\n    */\n    error: null,\n\n    /**\n      Passes the hash received with the redirection from the authentication\n      server to the\n      {{#crossLink \"OAuth2ImplicitGrantAuthenticator\"}}{{/crossLink}} and\n      authenticates the session with the authenticator.\n       @method activate\n      @public\n    */\n    activate: function activate() {\n      var _this = this;\n\n      if (this.get('_isFastBoot')) {\n        return;\n      }\n\n      var authenticator = this.get('authenticator');\n\n      var hash = _parseResponse((0, _location.default)().hash);\n\n      this.get('session').authenticate(authenticator, hash).catch(function (err) {\n        _this.set('error', err);\n      });\n    },\n\n\n    _isFastBoot: (0, _isFastboot.default)()\n  });\n});","define('ember-simple-auth/mixins/unauthenticated-route-mixin', ['exports', 'ember-simple-auth/configuration', 'ember-simple-auth/utils/is-fastboot'], function (exports, _configuration, _isFastboot) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  /**\n   *\n   * @param {ApplicationInstance} owner The ApplicationInstance that owns the session service\n   * @param {(...args: [any]) => any} callback Callback that will be invoked if the user is authenticated\n   */\n  function runIfAuthenticated(owner, callback) {\n    var sessionSvc = owner.lookup('service:session');\n    if (sessionSvc.get('isAuthenticated')) {\n      callback();\n      return true;\n    }\n  }\n\n  /**\n    __This mixin is used to make routes accessible only if the session is\n    not authenticated__ (e.g., login and registration routes). It defines a\n    `beforeModel` method that aborts the current transition and instead\n    transitions to the\n    {{#crossLink \"Configuration/routeIfAlreadyAuthenticated:property\"}}{{/crossLink}}\n    if the session is authenticated.\n  \n    ```js\n    // app/routes/login.js\n    import UnauthenticatedRouteMixin from 'ember-simple-auth/mixins/unauthenticated-route-mixin';\n  \n    export default Ember.Route.extend(UnauthenticatedRouteMixin);\n    ```\n  \n    @class UnauthenticatedRouteMixin\n    @module ember-simple-auth/mixins/unauthenticated-route-mixin\n    @extends Ember.Mixin\n    @public\n  */\n  exports.default = Ember.Mixin.create({\n    /**\n      The session service.\n       @property session\n      @readOnly\n      @type SessionService\n      @public\n    */\n    session: Ember.inject.service('session'),\n\n    _isFastBoot: (0, _isFastboot.default)(),\n\n    /**\n      The route to transition to if a route that implements the\n      {{#crossLink \"UnauthenticatedRouteMixin\"}}{{/crossLink}} is accessed when\n      the session is authenticated.\n       @property routeIfAlreadyAuthenticated\n      @type String\n      @default 'index'\n      @public\n    */\n    routeIfAlreadyAuthenticated: Ember.computed(function () {\n      return _configuration.default.routeIfAlreadyAuthenticated;\n    }),\n\n    /**\n      Checks whether the session is authenticated and if it is aborts the current\n      transition and instead transitions to the\n      {{#crossLink \"Configuration/routeIfAlreadyAuthenticated:property\"}}{{/crossLink}}.\n       __If `beforeModel` is overridden in a route that uses this mixin, the route's\n     implementation must call `this._super(...arguments)`__ so that the mixin's\n     `beforeModel` method is actually executed.\n       @method beforeModel\n      @public\n    */\n    beforeModel: function beforeModel() {\n      var _this = this;\n\n      var didRedirect = runIfAuthenticated(Ember.getOwner(this), function () {\n        var routeIfAlreadyAuthenticated = _this.get('routeIfAlreadyAuthenticated');\n        (true && !(_this.get('routeName') !== routeIfAlreadyAuthenticated) && Ember.assert('The route configured as Configuration.routeIfAlreadyAuthenticated cannot implement the UnauthenticatedRouteMixin mixin as that leads to an infinite transitioning loop!', _this.get('routeName') !== routeIfAlreadyAuthenticated));\n\n\n        _this.transitionTo(routeIfAlreadyAuthenticated);\n      });\n      if (!didRedirect) {\n        return this._super.apply(this, arguments);\n      }\n    }\n  });\n});","define('ember-simple-auth/services/session', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var SESSION_DATA_KEY_PREFIX = /^data\\./;\n\n  /**\n    __The session service provides access to the current session as well as\n    methods to authenticate it, invalidate it, etc.__ It is the main interface for\n    the application to Ember Simple Auth's functionality. It can be injected via\n  \n    ```js\n    // app/components/login-form.js\n    import Ember from 'ember';\n  \n    export default Ember.Component.extend({\n      session: Ember.inject.service('session')\n    });\n    ```\n  \n    @class SessionService\n    @module ember-simple-auth/services/session\n    @extends Ember.Service\n    @uses Ember.Evented\n    @public\n  */\n  exports.default = Ember.Service.extend(Ember.Evented, {\n    /**\n      Triggered whenever the session is successfully authenticated. This happens\n      when the session gets authenticated via\n      {{#crossLink \"SessionService/authenticate:method\"}}{{/crossLink}} but also\n      when the session is authenticated in another tab or window of the same\n      application and the session state gets synchronized across tabs or windows\n      via the store (see\n      {{#crossLink \"BaseStore/sessionDataUpdated:event\"}}{{/crossLink}}).\n       When using the {{#crossLink \"ApplicationRouteMixin\"}}{{/crossLink}} this\n      event will automatically get handled (see\n      {{#crossLink \"ApplicationRouteMixin/sessionAuthenticated:method\"}}{{/crossLink}}).\n       @event authenticationSucceeded\n      @public\n    */\n\n    /**\n      Triggered whenever the session is successfully invalidated. This happens\n      when the session gets invalidated via\n      {{#crossLink \"SessionService/invalidate:method\"}}{{/crossLink}} but also\n      when the session is invalidated in another tab or window of the same\n      application and the session state gets synchronized across tabs or windows\n      via the store (see\n      {{#crossLink \"BaseStore/sessionDataUpdated:event\"}}{{/crossLink}}).\n       When using the {{#crossLink \"ApplicationRouteMixin\"}}{{/crossLink}} this\n      event will automatically get handled (see\n      {{#crossLink \"ApplicationRouteMixin/sessionInvalidated:method\"}}{{/crossLink}}).\n       @event invalidationSucceeded\n      @public\n    */\n\n    /**\n      Returns whether the session is currently authenticated.\n       @property isAuthenticated\n      @type Boolean\n      @readOnly\n      @default false\n      @public\n    */\n    isAuthenticated: Ember.computed.oneWay('session.isAuthenticated'),\n\n    /**\n      The current session data as a plain object. The\n      `authenticated` key holds the session data that the authenticator resolved\n      with when the session was authenticated (see\n      {{#crossLink \"BaseAuthenticator/authenticate:method\"}}{{/crossLink}}) and\n      that will be cleared when the session is invalidated. This data cannot be\n      written. All other session data is writable and will not be cleared when\n      the session is invalidated.\n       @property data\n      @type Object\n      @readOnly\n      @default { authenticated: {} }\n      @public\n    */\n    data: Ember.computed.oneWay('session.content'),\n\n    /**\n      The session store.\n       @property store\n      @type BaseStore\n      @readOnly\n      @default null\n      @public\n    */\n    store: Ember.computed.oneWay('session.store'),\n\n    /**\n      A previously attempted but intercepted transition (e.g. by the\n      {{#crossLink \"AuthenticatedRouteMixin\"}}{{/crossLink}}). If an attempted\n      transition is present, the\n      {{#crossLink \"ApplicationRouteMixin\"}}{{/crossLink}} will retry it when the\n      session becomes authenticated (see\n      {{#crossLink \"ApplicationRouteMixin/sessionAuthenticated:method\"}}{{/crossLink}}).\n       @property attemptedTransition\n      @type Transition\n      @default null\n      @public\n    */\n    attemptedTransition: Ember.computed.alias('session.attemptedTransition'),\n\n    init: function init() {\n      this._super.apply(this, arguments);\n      this._forwardSessionEvents();\n    },\n    set: function set(key, value) {\n      var setsSessionData = SESSION_DATA_KEY_PREFIX.test(key);\n      if (setsSessionData) {\n        var sessionDataKey = 'session.' + key.replace(SESSION_DATA_KEY_PREFIX, '');\n        return this._super(sessionDataKey, value);\n      } else {\n        return this._super.apply(this, arguments);\n      }\n    },\n    _forwardSessionEvents: function _forwardSessionEvents() {\n      var _this = this,\n          _arguments = arguments;\n\n      Ember.A(['authenticationSucceeded', 'invalidationSucceeded']).forEach(function (event) {\n        var session = _this.get('session');\n        // the internal session won't be available in route unit tests\n        if (session) {\n          session.on(event, function () {\n            _this.trigger.apply(_this, [event].concat(Array.prototype.slice.call(_arguments)));\n          });\n        }\n      });\n    },\n\n\n    /**\n      __Authenticates the session with an `authenticator`__ and appropriate\n      arguments. The authenticator implements the actual steps necessary to\n      authenticate the session (see\n      {{#crossLink \"BaseAuthenticator/authenticate:method\"}}{{/crossLink}}) and\n      returns a promise after doing so. The session handles the returned promise\n      and when it resolves becomes authenticated, otherwise remains\n      unauthenticated. All data the authenticator resolves with will be\n      accessible via the\n      {{#crossLink \"SessionService/data:property\"}}session data's{{/crossLink}}\n      `authenticated` property.\n       __This method returns a promise. A resolving promise indicates that the\n      session was successfully authenticated__ while a rejecting promise\n      indicates that authentication failed and the session remains\n      unauthenticated. The promise does not resolve with a value; instead, the\n      data returned from the authenticator is available via the\n      {{#crossLink \"SessionService/data:property\"}}{{/crossLink}} property.\n       When authentication succeeds this will trigger the\n      {{#crossLink \"SessionService/authenticationSucceeded:event\"}}{{/crossLink}}\n      event.\n       @method authenticate\n      @param {String} authenticator The authenticator to use to authenticate the session\n      @param {Any} [...args] The arguments to pass to the authenticator; depending on the type of authenticator these might be a set of credentials, a Facebook OAuth Token, etc.\n      @return {Ember.RSVP.Promise} A promise that resolves when the session was authenticated successfully and rejects otherwise\n      @public\n    */\n    authenticate: function authenticate() {\n      var session = this.get('session');\n\n      return session.authenticate.apply(session, arguments);\n    },\n\n\n    /**\n      __Invalidates the session with the authenticator it is currently\n      authenticated with__ (see\n      {{#crossLink \"SessionService/authenticate:method\"}}{{/crossLink}}). This\n      invokes the authenticator's\n      {{#crossLink \"BaseAuthenticator/invalidate:method\"}}{{/crossLink}} method\n      and handles the returned promise accordingly.\n       This method returns a promise. A resolving promise indicates that the\n      session was successfully invalidated while a rejecting promise indicates\n      that invalidation failed and the session remains authenticated. Once the\n      session is successfully invalidated it clears all of its authenticated data\n      (see {{#crossLink \"SessionService/data:property\"}}{{/crossLink}}).\n       When invalidation succeeds this will trigger the\n      {{#crossLink \"SessionService/invalidationSucceeded:event\"}}{{/crossLink}}\n      event.\n       When calling the {{#crossLink \"BaseAuthenticator/invalidate:method\"}}{{/crossLink}}\n      on an already unauthenticated session, the method will return a resolved Promise\n      immediately.\n       @method invalidate\n      @param {Array} ...args arguments that will be passed to the authenticator\n      @return {Ember.RSVP.Promise} A promise that resolves when the session was invalidated successfully and rejects otherwise\n      @public\n    */\n    invalidate: function invalidate() {\n      var session = this.get('session');\n\n      return session.invalidate.apply(session, arguments);\n    },\n\n\n    /**\n      Authorizes a block of code with an authorizer (see\n      {{#crossLink \"BaseAuthorizer/authorize:method\"}}{{/crossLink}}) if the\n      session is authenticated. If the session is not currently authenticated\n      this method does nothing.\n       ```js\n      this.get('session').authorize('authorizer:oauth2-bearer', (headerName, headerValue) => {\n        xhr.setRequestHeader(headerName, headerValue);\n      });\n      ```\n       @method authorize\n      @param {String} authorizer The authorizer to authorize the block with\n      @param {Function} block The block of code to call with the authorization data generated by the authorizer\n      @deprecated Session/authorize:method\n      @public\n    */\n    authorize: function authorize(authorizerFactory, block) {\n      Ember.deprecate('Ember Simple Auth: \\'authorize\\' is deprecated.', false, {\n        id: 'ember-simple-auth.session.authorize',\n        until: '2.0.0',\n        url: 'https://github.com/simplabs/ember-simple-auth#authorizers'\n      });\n      if (this.get('isAuthenticated')) {\n        var authorizer = Ember.getOwner(this).lookup(authorizerFactory);\n        (true && !(!Ember.isNone(authorizer)) && Ember.assert('No authorizer for factory ' + authorizerFactory + ' could be found!', !Ember.isNone(authorizer)));\n\n        var sessionData = this.get('data.authenticated');\n        authorizer.authorize(sessionData, block);\n      }\n    }\n  });\n});","define('ember-simple-auth/session-stores/adaptive', ['exports', 'ember-simple-auth/session-stores/base', 'ember-simple-auth/session-stores/local-storage', 'ember-simple-auth/session-stores/cookie'], function (exports, _base, _localStorage, _cookie) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var LOCAL_STORAGE_TEST_KEY = '_ember_simple_auth_test_key';\n\n  var proxyToInternalStore = function proxyToInternalStore() {\n    return Ember.computed({\n      get: function get(key) {\n        return this.get('_' + key);\n      },\n      set: function set(key, value) {\n        this.set('_' + key, value);\n        var _store = this.get('_store');\n        if (_store) {\n          _store.set(key, value);\n        }\n        return value;\n      }\n    });\n  };\n\n  /**\n    Session store that persists data in the browser's `localStorage` (see\n    {{#crossLink \"LocalStorageStore\"}}{{/crossLink}}) if that is available or in\n    a cookie (see {{#crossLink \"CookieStore\"}}{{/crossLink}}) if it is not.\n  \n    __This is the default store that Ember Simple Auth will use when the\n    application doesn't define a custom store.__\n  \n    __This session store does not work with FastBoot. In order to use Ember\n    Simple Auth with FastBoot, configure the\n    {{#crossLink \"CookieStore\"}}{{/crossLink}} as the application's session\n    store.__\n  \n    @class AdaptiveStore\n    @module ember-simple-auth/session-stores/adaptive\n    @extends BaseStore\n    @public\n  */\n  exports.default = _base.default.extend({\n    /**\n      The `localStorage` key the store persists data in if `localStorage` is\n      available.\n       @property localStorageKey\n      @type String\n      @default 'ember_simple_auth-session'\n      @public\n    */\n    localStorageKey: 'ember_simple_auth-session',\n\n    /**\n      The domain to use for the cookie if `localStorage` is not available, e.g.,\n      \"example.com\", \".example.com\" (which includes all subdomains) or\n      \"subdomain.example.com\". If not explicitly set, the cookie domain defaults\n      to the domain the session was authenticated on.\n       @property cookieDomain\n      @type String\n      @default null\n      @public\n    */\n    _cookieDomain: null,\n    cookieDomain: proxyToInternalStore(),\n\n    /**\n      The name of the cookie to use if `localStorage` is not available.\n       @property cookieName\n      @type String\n      @default ember_simple_auth-session\n      @public\n    */\n    _cookieName: 'ember_simple_auth-session',\n    cookieName: proxyToInternalStore(),\n\n    /**\n      The path to use for the cookie, e.g., \"/\", \"/something\".\n       @property cookiePath\n      @type String\n      @default '/'\n      @public\n    */\n    _cookiePath: '/',\n    cookiePath: proxyToInternalStore(),\n\n    /**\n      The expiration time for the cookie in seconds if `localStorage` is not\n      available. A value of `null` will make the cookie a session cookie that\n      expires and gets deleted when the browser is closed.\n       @property cookieExpirationTime\n      @default null\n      @type Integer\n      @public\n    */\n    _cookieExpirationTime: null,\n    cookieExpirationTime: proxyToInternalStore(),\n\n    _cookies: Ember.inject.service('cookies'),\n\n    _fastboot: Ember.computed(function () {\n      var owner = Ember.getOwner(this);\n\n      return owner && owner.lookup('service:fastboot');\n    }),\n\n    _isLocalStorageAvailable: Ember.computed(function () {\n      try {\n        localStorage.setItem(LOCAL_STORAGE_TEST_KEY, true);\n        localStorage.removeItem(LOCAL_STORAGE_TEST_KEY);\n        return true;\n      } catch (e) {\n        return false;\n      }\n    }),\n\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      var store = void 0;\n      if (this.get('_isLocalStorageAvailable')) {\n        var options = { key: this.get('localStorageKey') };\n        options._isFastBoot = false;\n        store = this._createStore(_localStorage.default, options);\n      } else {\n        var _options = this.getProperties('cookieDomain', 'cookieName', 'cookieExpirationTime', 'cookiePath');\n        _options._fastboot = this.get('_fastboot');\n        _options._cookies = this.get('_cookies');\n\n        store = this._createStore(_cookie.default, _options);\n        this.set('cookieExpirationTime', store.get('cookieExpirationTime'));\n      }\n      this.set('_store', store);\n    },\n    _createStore: function _createStore(storeType, options) {\n      var _this = this;\n\n      var owner = Ember.getOwner(this);\n      var store = storeType.create(owner.ownerInjection(), options);\n\n      store.on('sessionDataUpdated', function (data) {\n        _this.trigger('sessionDataUpdated', data);\n      });\n      return store;\n    },\n\n\n    /**\n      Persists the `data` in the `localStorage` if it is available or in a cookie\n      if it is not.\n       @method persist\n      @param {Object} data The data to persist\n      @return {Ember.RSVP.Promise} A promise that resolves when the data has successfully been persisted and rejects otherwise.\n      @public\n    */\n    persist: function persist() {\n      var _get;\n\n      return (_get = this.get('_store')).persist.apply(_get, arguments);\n    },\n\n\n    /**\n      Returns all data currently stored in the `localStorage` if that is\n      available - or if it is not, in the cookie - as a plain object.\n       @method restore\n      @return {Ember.RSVP.Promise} A promise that resolves with the data currently persisted in the store when the data has been restored successfully and rejects otherwise.\n      @public\n    */\n    restore: function restore() {\n      return this.get('_store').restore();\n    },\n\n\n    /**\n      Clears the store by deleting the\n      {{#crossLink \"LocalStorageStore/key:property\"}}{{/crossLink}} from\n      `localStorage` if that is available or by deleting the cookie if it is not.\n       @method clear\n      @return {Ember.RSVP.Promise} A promise that resolves when the store has been cleared successfully and rejects otherwise.\n      @public\n    */\n    clear: function clear() {\n      return this.get('_store').clear();\n    }\n  });\n});","define('ember-simple-auth/session-stores/base', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Object.extend(Ember.Evented, {\n    /**\n      Triggered when the session store's data changes due to an external event,\n      e.g., from another tab or window of the same application. The session\n      handles that event, passes the updated data to its authenticator's\n      {{#crossLink \"BaseAuthenticator/restore:method\"}}{{/crossLink}} method and\n      handles the result of that invocation accordingly.\n       @event sessionDataUpdated\n      @param {Object} data The updated session data\n      @public\n    */\n\n    /**\n      Persists the `data`. This replaces all currently stored data.\n       `BaseStores`'s implementation always returns a rejecting promise. __This\n      method must be overridden in subclasses__.\n       @method persist\n      @param {Object} data The data to persist\n      @return {Ember.RSVP.Promise} A promise that resolves when the data has successfully been persisted and rejects otherwise.\n      @public\n    */\n    persist: function persist() {\n      return Ember.RSVP.reject();\n    },\n\n\n    /**\n      Returns all data currently stored as a plain object.\n       `BaseStores`'s implementation always returns a rejecting promise. __This\n      method must be overridden in subclasses__.\n       @method restore\n      @return {Ember.RSVP.Promise} A promise that resolves with the data currently persisted in the store when the data has been restored successfully and rejects otherwise.\n      @public\n    */\n    restore: function restore() {\n      return Ember.RSVP.reject();\n    },\n\n\n    /**\n      Clears the store.\n       `BaseStores`'s implementation always returns a rejecting promise. __This\n      method must be overridden in subclasses__.\n       @method clear\n      @return {Ember.RSVP.Promise} A promise that resolves when the store has been cleared successfully and rejects otherwise.\n      @public\n    */\n    clear: function clear() {\n      return Ember.RSVP.reject();\n    }\n  });\n});","define('ember-simple-auth/session-stores/cookie', ['exports', 'ember-simple-auth/session-stores/base', 'ember-simple-auth/utils/objects-are-equal'], function (exports, _base, _objectsAreEqual) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var persistingProperty = function persistingProperty() {\n    var beforeSet = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : function () {};\n\n    return Ember.computed({\n      get: function get(key) {\n        return this.get('_' + key);\n      },\n      set: function set(key, value) {\n        beforeSet.apply(this, [key, value]);\n        this.set('_' + key, value);\n        Ember.run.scheduleOnce('actions', this, this.rewriteCookie);\n        return value;\n      }\n    });\n  };\n\n  /**\n    Session store that persists data in a cookie.\n  \n    By default the cookie session store uses a session cookie that expires and is\n    deleted when the browser is closed. The cookie expiration period can be\n    configured by setting the\n    {{#crossLink \"CookieStore/cookieExpirationTime:property\"}}{{/crossLink}}\n    property. This can be used to implement \"remember me\" functionality that will\n    either store the session persistently or in a session cookie depending on\n    whether the user opted in or not:\n  \n    ```js\n    // app/controllers/login.js\n    export default Ember.Controller.extend({\n      rememberMe: computed({\n        get(key) {\n          return false;\n        },\n        set(key, value) {\n          let expirationTime = value ? (14 * 24 * 60 * 60) : null;\n          this.set('session.store.cookieExpirationTime', expirationTime);\n          return value;\n        }\n      })\n    });\n    ```\n  \n    __Applications that use FastBoot must use this session store by defining the\n    application session store like this:__\n  \n    ```js\n    // app/session-stores/application.js\n    import CookieStore from 'ember-simple-auth/session-stores/cookie';\n  \n    export default CookieStore.extend();\n    ```\n  \n    @class CookieStore\n    @module ember-simple-auth/session-stores/cookie\n    @extends BaseStore\n    @public\n  */\n  exports.default = _base.default.extend({\n    _syncDataTimeout: null,\n    _renewExpirationTimeout: null,\n\n    /**\n      The domain to use for the cookie, e.g., \"example.com\", \".example.com\"\n      (which includes all subdomains) or \"subdomain.example.com\". If not\n      explicitly set, the cookie domain defaults to the domain the session was\n      authenticated on.\n       @property cookieDomain\n      @type String\n      @default null\n      @public\n    */\n    _cookieDomain: null,\n    cookieDomain: persistingProperty(),\n\n    /**\n      The name of the cookie.\n       @property cookieName\n      @type String\n      @default ember_simple_auth-session\n      @public\n    */\n    _cookieName: 'ember_simple_auth-session',\n    cookieName: persistingProperty(function () {\n      this._oldCookieName = this._cookieName;\n    }),\n\n    /**\n      The path to use for the cookie, e.g., \"/\", \"/something\".\n       @property cookiePath\n      @type String\n      @default '/'\n      @public\n    */\n    _cookiePath: '/',\n    cookiePath: persistingProperty(),\n\n    /**\n      The expiration time for the cookie in seconds. A value of `null` will make\n      the cookie a session cookie that expires and gets deleted when the browser\n      is closed.\n       The recommended minimum value is 90 seconds. If your value is less than\n      that, the cookie may expire before its expiration time is extended\n      (expiration time is extended every 60 seconds).\n       @property cookieExpirationTime\n      @default null\n      @type Integer\n      @public\n    */\n    _cookieExpirationTime: null,\n    cookieExpirationTime: persistingProperty(function (key, value) {\n      // When nulling expiry time on purpose, we need to clear the cached value.\n      // Otherwise, `_calculateExpirationTime` will reuse it.\n      if (Ember.isNone(value)) {\n        this.get('_cookies').clear(this.get('cookieName') + '-expiration_time');\n      } else if (value < 90) {\n        (true && Ember.warn('The recommended minimum value for `cookieExpirationTime` is 90 seconds. If your value is less than that, the cookie may expire before its expiration time is extended (expiration time is extended every 60 seconds).', false, { id: 'ember-simple-auth.cookieExpirationTime' }));\n      }\n    }),\n\n    _cookies: Ember.inject.service('cookies'),\n\n    _fastboot: Ember.computed(function () {\n      var owner = Ember.getOwner(this);\n\n      return owner && owner.lookup('service:fastboot');\n    }),\n\n    _secureCookies: function _secureCookies() {\n      if (this.get('_fastboot.isFastBoot')) {\n        return this.get('_fastboot.request.protocol') === 'https';\n      }\n\n      return window.location.protocol === 'https:';\n    },\n    _isPageVisible: function _isPageVisible() {\n      if (this.get('_fastboot.isFastBoot')) {\n        return false;\n      } else {\n        var visibilityState = typeof document !== 'undefined' ? document.visibilityState || 'visible' : false;\n        return visibilityState === 'visible';\n      }\n    },\n    init: function init() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      var cachedExpirationTime = this._read(this.get('cookieName') + '-expiration_time');\n      if (cachedExpirationTime) {\n        this.set('cookieExpirationTime', parseInt(cachedExpirationTime, 10));\n      }\n\n      if (!this.get('_fastboot.isFastBoot')) {\n        Ember.run.next(function () {\n          _this._syncData().then(function () {\n            _this._renewExpiration();\n          });\n        });\n      } else {\n        this._renew();\n      }\n    },\n\n\n    /**\n      Persists the `data` in the cookie.\n       @method persist\n      @param {Object} data The data to persist\n      @return {Ember.RSVP.Promise} A promise that resolves when the data has successfully been persisted and rejects otherwise.\n      @public\n    */\n    persist: function persist(data) {\n      this._lastData = data;\n      data = JSON.stringify(data || {});\n      var expiration = this._calculateExpirationTime();\n      this._write(data, expiration);\n      return Ember.RSVP.resolve();\n    },\n\n\n    /**\n      Returns all data currently stored in the cookie as a plain object.\n       @method restore\n      @return {Ember.RSVP.Promise} A promise that resolves with the data currently persisted in the store when the data has been restored successfully and rejects otherwise.\n      @public\n    */\n    restore: function restore() {\n      var data = this._read(this.get('cookieName'));\n      if (Ember.isEmpty(data)) {\n        return Ember.RSVP.resolve({});\n      } else {\n        return Ember.RSVP.resolve(JSON.parse(data));\n      }\n    },\n\n\n    /**\n      Clears the store by deleting the cookie.\n       @method clear\n      @return {Ember.RSVP.Promise} A promise that resolves when the store has been cleared successfully and rejects otherwise.\n      @public\n    */\n    clear: function clear() {\n      this._write('', 0);\n      this._lastData = {};\n      return Ember.RSVP.resolve();\n    },\n    _read: function _read(name) {\n      return this.get('_cookies').read(name) || '';\n    },\n    _calculateExpirationTime: function _calculateExpirationTime() {\n      var cachedExpirationTime = this._read(this.get('cookieName') + '-expiration_time');\n      cachedExpirationTime = cachedExpirationTime ? new Date().getTime() + cachedExpirationTime * 1000 : null;\n      return this.get('cookieExpirationTime') ? new Date().getTime() + this.get('cookieExpirationTime') * 1000 : cachedExpirationTime;\n    },\n    _write: function _write(value, expiration) {\n      var _this2 = this;\n\n      var cookieOptions = {\n        domain: this.get('cookieDomain'),\n        expires: Ember.isEmpty(expiration) ? null : new Date(expiration),\n        path: this.get('cookiePath'),\n        secure: this._secureCookies()\n      };\n      if (this._oldCookieName) {\n        Ember.A([this._oldCookieName, this._oldCookieName + '-expiration_time']).forEach(function (oldCookie) {\n          _this2.get('_cookies').clear(oldCookie);\n        });\n        delete this._oldCookieName;\n      }\n      this.get('_cookies').write(this.get('cookieName'), value, cookieOptions);\n      if (!Ember.isEmpty(expiration)) {\n        var expirationCookieName = this.get('cookieName') + '-expiration_time';\n        var cachedExpirationTime = this.get('_cookies').read(expirationCookieName);\n        this.get('_cookies').write(expirationCookieName, this.get('cookieExpirationTime') || cachedExpirationTime, cookieOptions);\n      }\n    },\n    _syncData: function _syncData() {\n      var _this3 = this;\n\n      return this.restore().then(function (data) {\n        if (!(0, _objectsAreEqual.default)(data, _this3._lastData)) {\n          _this3._lastData = data;\n          _this3.trigger('sessionDataUpdated', data);\n        }\n        if (!Ember.testing) {\n          Ember.run.cancel(_this3._syncDataTimeout);\n          _this3._syncDataTimeout = Ember.run.later(_this3, _this3._syncData, 500);\n        }\n      });\n    },\n    _renew: function _renew() {\n      var _this4 = this;\n\n      return this.restore().then(function (data) {\n        if (!Ember.isEmpty(data) && data !== {}) {\n          data = Ember.typeOf(data) === 'string' ? data : JSON.stringify(data || {});\n          var expiration = _this4._calculateExpirationTime();\n          _this4._write(data, expiration);\n        }\n      });\n    },\n    _renewExpiration: function _renewExpiration() {\n      if (!Ember.testing) {\n        Ember.run.cancel(this._renewExpirationTimeout);\n        this._renewExpirationTimeout = Ember.run.later(this, this._renewExpiration, 60000);\n      }\n      if (this._isPageVisible()) {\n        return this._renew();\n      } else {\n        return Ember.RSVP.resolve();\n      }\n    },\n    rewriteCookie: function rewriteCookie() {\n      // if `cookieName` has not been renamed, `oldCookieName` will be nil\n      var cookieName = this._oldCookieName || this._cookieName;\n      var data = this._read(cookieName);\n      if (Ember.isPresent(data)) {\n        var expiration = this._calculateExpirationTime();\n        this._write(data, expiration);\n      }\n    }\n  });\n});","define('ember-simple-auth/session-stores/ephemeral', ['exports', 'ember-simple-auth/session-stores/base'], function (exports, _base) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    init: function init() {\n      this._super.apply(this, arguments);\n      this.clear();\n    },\n\n\n    /**\n      Persists `data`. This replaces all currently stored data.\n       @method persist\n      @param {Object} data The data to persist\n      @return {Ember.RSVP.Promise} A promise that resolves when the data has successfully been persisted and rejects otherwise.\n      @public\n    */\n    persist: function persist(data) {\n      this._data = JSON.stringify(data || {});\n\n      return Ember.RSVP.resolve();\n    },\n\n\n    /**\n      Returns all data currently stored as a plain object.\n       @method restore\n      @return {Ember.RSVP.Promise} A promise that resolves with the data currently persisted in the store when the data has been restored successfully and rejects otherwise.\n      @public\n    */\n    restore: function restore() {\n      var data = JSON.parse(this._data) || {};\n\n      return Ember.RSVP.resolve(data);\n    },\n\n\n    /**\n      Clears the store.\n       @method clear\n      @return {Ember.RSVP.Promise} A promise that resolves when the store has been cleared successfully and rejects otherwise.\n      @public\n    */\n    clear: function clear() {\n      delete this._data;\n      this._data = '{}';\n\n      return Ember.RSVP.resolve();\n    }\n  });\n});","define('ember-simple-auth/session-stores/local-storage', ['exports', 'ember-simple-auth/session-stores/base', 'ember-simple-auth/utils/objects-are-equal', 'ember-simple-auth/utils/is-fastboot'], function (exports, _base, _objectsAreEqual, _isFastboot) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    _isFastBoot: (0, _isFastboot.default)(),\n\n    /**\n      The `localStorage` key the store persists data in.\n       @property key\n      @type String\n      @default 'ember_simple_auth-session'\n      @public\n    */\n    key: 'ember_simple_auth-session',\n\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      this._boundHandler = Ember.run.bind(this, this._handleStorageEvent);\n      if (!this.get('_isFastBoot')) {\n        window.addEventListener('storage', this._boundHandler);\n      }\n    },\n    willDestroy: function willDestroy() {\n      if (!this.get('_isFastBoot')) {\n        window.removeEventListener('storage', this._boundHandler);\n      }\n    },\n\n\n    /**\n      Persists the `data` in the `localStorage`.\n       @method persist\n      @param {Object} data The data to persist\n      @return {Ember.RSVP.Promise} A promise that resolves when the data has successfully been persisted and rejects otherwise.\n      @public\n    */\n    persist: function persist(data) {\n      this._lastData = data;\n      data = JSON.stringify(data || {});\n      localStorage.setItem(this.key, data);\n\n      return Ember.RSVP.resolve();\n    },\n\n\n    /**\n      Returns all data currently stored in the `localStorage` as a plain object.\n       @method restore\n      @return {Ember.RSVP.Promise} A promise that resolves with the data currently persisted in the store when the data has been restored successfully and rejects otherwise.\n      @public\n    */\n    restore: function restore() {\n      var data = localStorage.getItem(this.key);\n\n      return Ember.RSVP.resolve(JSON.parse(data) || {});\n    },\n\n\n    /**\n      Clears the store by deleting the\n      {{#crossLink \"LocalStorageStore/key:property\"}}{{/crossLink}} from\n      `localStorage`.\n       @method clear\n      @return {Ember.RSVP.Promise} A promise that resolves when the store has been cleared successfully and rejects otherwise.\n      @public\n    */\n    clear: function clear() {\n      localStorage.removeItem(this.key);\n      this._lastData = {};\n\n      return Ember.RSVP.resolve();\n    },\n    _handleStorageEvent: function _handleStorageEvent(e) {\n      var _this = this;\n\n      if (e.key === this.get('key')) {\n        this.restore().then(function (data) {\n          if (!(0, _objectsAreEqual.default)(data, _this._lastData)) {\n            _this._lastData = data;\n            _this.trigger('sessionDataUpdated', data);\n          }\n        });\n      }\n    }\n  });\n});","define('ember-simple-auth/session-stores/session-storage', ['exports', 'ember-simple-auth/session-stores/base', 'ember-simple-auth/utils/objects-are-equal', 'ember-simple-auth/utils/is-fastboot'], function (exports, _base, _objectsAreEqual, _isFastboot) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _base.default.extend({\n    _isFastBoot: (0, _isFastboot.default)(),\n\n    /**\n      The `sessionStorage` key the store persists data in.\n       @property key\n      @type String\n      @default 'ember_simple_auth-session'\n      @public\n    */\n    key: 'ember_simple_auth-session',\n\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      if (!this.get('_isFastBoot')) {\n        window.addEventListener('storage', Ember.run.bind(this, this._handleStorageEvent));\n      }\n    },\n    willDestroy: function willDestroy() {\n      if (!this.get('_isFastBoot')) {\n        window.removeEventListener('storage', Ember.run.bind(this, this._handleStorageEvent));\n      }\n    },\n\n\n    /**\n      Persists the `data` in the `sessionStorage`.\n       @method persist\n      @param {Object} data The data to persist\n      @return {Ember.RSVP.Promise} A promise that resolves when the data has successfully been persisted and rejects otherwise.\n      @public\n    */\n    persist: function persist(data) {\n      this._lastData = data;\n      data = JSON.stringify(data || {});\n      sessionStorage.setItem(this.key, data);\n\n      return Ember.RSVP.resolve();\n    },\n\n\n    /**\n      Returns all data currently stored in the `sessionStorage` as a plain object.\n       @method restore\n      @return {Ember.RSVP.Promise} A promise that resolves with the data currently persisted in the store when the data has been restored successfully and rejects otherwise.\n      @public\n    */\n    restore: function restore() {\n      var data = sessionStorage.getItem(this.key);\n\n      return Ember.RSVP.resolve(JSON.parse(data) || {});\n    },\n\n\n    /**\n      Clears the store by deleting the\n      {{#crossLink \"sessionStorageStore/key:property\"}}{{/crossLink}} from\n      `sessionStorage`.\n       @method clear\n      @return {Ember.RSVP.Promise} A promise that resolves when the store has been cleared successfully and rejects otherwise.\n      @public\n    */\n    clear: function clear() {\n      sessionStorage.removeItem(this.key);\n      this._lastData = {};\n\n      return Ember.RSVP.resolve();\n    },\n    _handleStorageEvent: function _handleStorageEvent(e) {\n      var _this = this;\n\n      if (e.key === this.get('key')) {\n        this.restore().then(function (data) {\n          if (!(0, _objectsAreEqual.default)(data, _this._lastData)) {\n            _this._lastData = data;\n            _this.trigger('sessionDataUpdated', data);\n          }\n        });\n      }\n    }\n  });\n});","define(\"ember-simple-auth/utils/inject\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function (registry, factoryNameOrType, property, injectionName) {\n    var inject = registry.inject || registry.injection;\n    inject.call(registry, factoryNameOrType, property, injectionName);\n  };\n});","define('ember-simple-auth/utils/is-fastboot', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = isFastBootCPM;\n  exports.isFastBoot = isFastBoot;\n\n\n  /**\n   * @return {ComputedProperty<boolean>}\n   */\n  function isFastBootCPM() {\n    return Ember.computed(function () {\n      return isFastBoot(Ember.getOwner(this));\n    });\n  }\n\n  /**\n   *\n   * @param {ApplicationInstance} owner\n   * @return {boolean}\n   */\n  function isFastBoot(owner) {\n    (true && !(owner && typeof owner.lookup === 'function') && Ember.assert('You may only use isFastBoot() on a container-aware object', owner && typeof owner.lookup === 'function'));\n\n    var fastboot = owner.lookup('service:fastboot');\n    return fastboot ? fastboot.get('isFastBoot') : false;\n  }\n});","define(\"ember-simple-auth/utils/location\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  exports.default = function () {\n    return window.location;\n  };\n});","define('ember-simple-auth/utils/objects-are-equal', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = objectsAreEqual;\n\n  var _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n    return typeof obj;\n  } : function (obj) {\n    return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n  };\n\n  function objectsAreEqual(a, b) {\n    function compare(x, y) {\n      var property = void 0;\n      if (isNaN(x) && isNaN(y) && typeof x === 'number' && typeof y === 'number') {\n        return true;\n      }\n\n      if (x === y) {\n        return true;\n      }\n\n      if (!(x instanceof Object && y instanceof Object)) {\n        return false;\n      }\n\n      for (property in y) {\n        if (y.hasOwnProperty(property) !== x.hasOwnProperty(property)) {\n          return false;\n        } else if (_typeof(y[property]) !== _typeof(x[property])) {\n          return false;\n        }\n      }\n\n      for (property in x) {\n        if (y.hasOwnProperty(property) !== x.hasOwnProperty(property)) {\n          return false;\n        } else if (_typeof(y[property]) !== _typeof(x[property])) {\n          return false;\n        }\n\n        switch (_typeof(x[property])) {\n          case 'object':\n            if (!compare(x[property], y[property])) {\n              return false;\n            }\n            break;\n          default:\n            if (x[property] !== y[property]) {\n              return false;\n            }\n            break;\n        }\n      }\n\n      return true;\n    }\n\n    return compare(a, b);\n  }\n});","define(\"ember-simple-tree/components/x-tree-branch\", [\"exports\", \"ember-simple-tree/templates/components/x-tree-branch\"], function (_exports, _xTreeBranch) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _xTreeBranch.default,\n    tagName: 'ul',\n    classNames: ['tree-branch']\n  });\n\n  _exports.default = _default;\n});","define(\"ember-simple-tree/components/x-tree-checkbox\", [\"exports\", \"ember-simple-tree/templates/components/x-tree-checkbox\"], function (_exports, _xTreeCheckbox) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _xTreeCheckbox.default,\n    tagName: 'span',\n    classNames: ['tree-checkbox']\n  });\n\n  _exports.default = _default;\n});","define(\"ember-simple-tree/components/x-tree-children\", [\"exports\", \"ember-simple-tree/templates/components/x-tree-children\"], function (_exports, _xTreeChildren) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _xTreeChildren.default,\n    tagName: 'li',\n    classNames: ['tree-node'],\n    actions: {\n      updateCheckbox: function updateCheckbox() {\n        if (this.recursiveCheck) {\n          var children = Ember.get(this, 'model.children');\n\n          if (children.length) {\n            var isChecked = false;\n            var isIndeterminate = false;\n\n            if (children.every(function (x) {\n              return x.isChecked;\n            })) {\n              isChecked = true;\n            } else if (children.some(function (x) {\n              return x.isChecked || x.isIndeterminate;\n            })) {\n              isIndeterminate = true;\n            }\n\n            Ember.setProperties(this.model, {\n              isChecked: isChecked,\n              isIndeterminate: isIndeterminate\n            });\n          }\n\n          if (this.updateCheckbox) {\n            this.updateCheckbox();\n          }\n        }\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-simple-tree/components/x-tree-collapsed-icon\", [\"exports\", \"ember-simple-tree/templates/components/x-tree-collapsed-icon\"], function (_exports, _xTreeCollapsedIcon) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _xTreeCollapsedIcon.default\n  });\n\n  _exports.default = _default;\n});","define(\"ember-simple-tree/components/x-tree-expanded-icon\", [\"exports\", \"ember-simple-tree/templates/components/x-tree-expanded-icon\"], function (_exports, _xTreeExpandedIcon) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _xTreeExpandedIcon.default\n  });\n\n  _exports.default = _default;\n});","define(\"ember-simple-tree/components/x-tree-node\", [\"exports\", \"ember-simple-tree/templates/components/x-tree-node\"], function (_exports, _xTreeNode) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _xTreeNode.default,\n    classNameBindings: ['model.isDisabled:tree-disabled', 'model.isSelected:tree-highlight', 'isChosen:tree-chosen', 'model.children.length:tree-children'],\n    recursiveCheck: false,\n    isChosen: Ember.computed('model.id', 'chosenId', function () {\n      return Ember.get(this, 'model.id') === this.chosenId;\n    }),\n    click: function click() {\n      if (this.onSelect && !Ember.get(this, 'model.isDisabled')) {\n        var wasChecked = Ember.get(this, 'model.isChecked');\n        this.onSelect(this.model);\n        var isChecked = Ember.get(this, 'model.isChecked');\n\n        if (isChecked !== wasChecked && this.recursiveCheck) {\n          this.setChildCheckboxesRecursively(this.model, isChecked);\n          this.updateCheckbox();\n        }\n      }\n    },\n    mouseEnter: function mouseEnter() {\n      if (!Ember.get(this, 'model.isDisabled')) {\n        Ember.set(this, 'model.isSelected', true);\n      }\n\n      if (this.onHover) {\n        this.onHover(this.model);\n      }\n    },\n    mouseLeave: function mouseLeave() {\n      Ember.set(this, 'model.isSelected', false);\n\n      if (this.onHoverOut) {\n        this.onHoverOut(this.model);\n      }\n    },\n    setChildCheckboxesRecursively: function setChildCheckboxesRecursively(node, isChecked) {\n      var _this = this;\n\n      var children = Ember.get(node, 'children');\n\n      if (children.length) {\n        children.forEach(function (child) {\n          Ember.setProperties(child, {\n            isChecked: isChecked,\n            isIndeterminate: false\n          });\n\n          _this.setChildCheckboxesRecursively(child, isChecked);\n        });\n      }\n    },\n    actions: {\n      toggleCheck: function toggleCheck(event) {\n        event.stopPropagation();\n\n        if (!Ember.get(this, 'model.isDisabled')) {\n          var isChecked = this.toggleProperty('model.isChecked');\n\n          if (this.recursiveCheck) {\n            this.setChildCheckboxesRecursively(this.model, isChecked);\n            this.updateCheckbox();\n          }\n\n          if (this.onCheck) {\n            this.onCheck(this.model);\n          }\n        }\n      },\n      toggleExpand: function toggleExpand() {\n        var isExpanded = this.toggleProperty('model.isExpanded');\n\n        if (isExpanded && this.onExpand) {\n          this.onExpand(this.model);\n        }\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-simple-tree/components/x-tree-toggle\", [\"exports\", \"ember-simple-tree/templates/components/x-tree-toggle\"], function (_exports, _xTreeToggle) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _xTreeToggle.default,\n    tagName: 'span',\n    classNames: ['tree-toggle']\n  });\n\n  _exports.default = _default;\n});","define(\"ember-simple-tree/components/x-tree\", [\"exports\", \"ember-simple-tree/templates/components/x-tree\", \"ember-simple-tree/utils/tree\"], function (_exports, _xTree, _tree) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Component.extend({\n    layout: _xTree.default,\n    expandDepth: 0,\n    recursiveCheck: false,\n    classNames: ['tree'],\n    expandedIcon: 'x-tree-expanded-icon',\n    collapsedIcon: 'x-tree-collapsed-icon',\n    init: function init() {\n      var _this = this;\n\n      this._super.apply(this, arguments); // Make sure chosen item is highlighted and expanded-to in the tree\n\n\n      if (this.chosenId) {\n        var chosen = (0, _tree.getDescendents)(this.model).findBy('id', this.chosenId);\n\n        if (chosen) {\n          (0, _tree.getAncestors)(this.model, chosen).forEach(function (x) {\n            if (Ember.get(x, 'id') !== _this.chosenId) {\n              Ember.set(x, 'isExpanded', true);\n            }\n          });\n        }\n      } // Expand to given depth\n\n\n      if (this.expandDepth) {\n        (0, _tree.getDescendents)(this.model, this.expandDepth).setEach('isExpanded', true);\n      }\n    }\n  });\n\n  _exports.default = _default;\n});","define(\"ember-simple-tree/templates/components/x-tree-branch\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"G7heSUDn\", \"block\": 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\\\"],[1,[25,\\\"x-tree-children\\\",null,[[\\\"model\\\",\\\"checkable\\\",\\\"recursiveCheck\\\",\\\"updateCheckbox\\\",\\\"chosenId\\\",\\\"onCheck\\\",\\\"onExpand\\\",\\\"onSelect\\\",\\\"onHover\\\",\\\"onHoverOut\\\",\\\"expandedIcon\\\",\\\"collapsedIcon\\\"],[[19,1,[]],[20,[\\\"checkable\\\"]],[20,[\\\"recursiveCheck\\\"]],[20,[\\\"updateCheckbox\\\"]],[20,[\\\"chosenId\\\"]],[20,[\\\"onCheck\\\"]],[20,[\\\"onExpand\\\"]],[20,[\\\"onSelect\\\"]],[20,[\\\"onHover\\\"]],[20,[\\\"onHoverOut\\\"]],[20,[\\\"expandedIcon\\\"]],[20,[\\\"collapsedIcon\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[1]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-simple-tree/templates/components/x-tree-branch.hbs\" } });\n});","define(\"ember-simple-tree/templates/components/x-tree-checkbox\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"eJHT6Kxz\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[6,\\\"span\\\"],[9,\\\"role\\\",\\\"button\\\"],[10,\\\"onclick\\\",[25,\\\"action\\\",[[19,0,[]],[20,[\\\"toggleCheck\\\"]]],null],null],[7],[0,\\\"\\\\n  \\\"],[1,[25,\\\"input\\\",null,[[\\\"type\\\",\\\"checked\\\",\\\"disabled\\\",\\\"indeterminate\\\"],[\\\"checkbox\\\",[20,[\\\"model\\\",\\\"isChecked\\\"]],[20,[\\\"model\\\",\\\"isDisabled\\\"]],[20,[\\\"model\\\",\\\"isIndeterminate\\\"]]]]],false],[0,\\\"\\\\n\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-simple-tree/templates/components/x-tree-checkbox.hbs\" } });\n});","define(\"ember-simple-tree/templates/components/x-tree-children\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"+LIQDrWD\", \"block\": 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\\\"],[11,3,[[19,2,[]]]],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[2]},null],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"model\\\",\\\"isExpanded\\\"]]],null,{\\\"statements\\\":[[4,\\\"x-tree-branch\\\",null,[[\\\"checkable\\\",\\\"recursiveCheck\\\",\\\"updateCheckbox\\\",\\\"chosenId\\\",\\\"onCheck\\\",\\\"onExpand\\\",\\\"onSelect\\\",\\\"onHover\\\",\\\"onHoverOut\\\",\\\"model\\\",\\\"expandedIcon\\\",\\\"collapsedIcon\\\"],[[20,[\\\"checkable\\\"]],[20,[\\\"recursiveCheck\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"updateCheckbox\\\"],null],[20,[\\\"chosenId\\\"]],[20,[\\\"onCheck\\\"]],[20,[\\\"onExpand\\\"]],[20,[\\\"onSelect\\\"]],[20,[\\\"onHover\\\"]],[20,[\\\"onHoverOut\\\"]],[20,[\\\"model\\\",\\\"children\\\"]],[20,[\\\"expandedIcon\\\"]],[20,[\\\"collapsedIcon\\\"]]]],{\\\"statements\\\":[[0,\\\"      \\\"],[11,3,[[19,1,[]]]],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"  \\\"],[1,[25,\\\"x-tree-node\\\",null,[[\\\"model\\\",\\\"checkable\\\",\\\"recursiveCheck\\\",\\\"updateCheckbox\\\",\\\"chosenId\\\",\\\"onCheck\\\",\\\"onExpand\\\",\\\"onSelect\\\",\\\"onHover\\\",\\\"onHoverOut\\\",\\\"expandedIcon\\\",\\\"collapsedIcon\\\"],[[20,[\\\"model\\\"]],[20,[\\\"checkable\\\"]],[20,[\\\"recursiveCheck\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"updateCheckbox\\\"],null],[20,[\\\"chosenId\\\"]],[20,[\\\"onCheck\\\"]],[20,[\\\"onExpand\\\"]],[20,[\\\"onSelect\\\"]],[20,[\\\"onHover\\\"]],[20,[\\\"onHoverOut\\\"]],[20,[\\\"expandedIcon\\\"]],[20,[\\\"collapsedIcon\\\"]]]]],false],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"model\\\",\\\"isExpanded\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[1,[25,\\\"x-tree-branch\\\",null,[[\\\"model\\\",\\\"checkable\\\",\\\"recursiveCheck\\\",\\\"updateCheckbox\\\",\\\"chosenId\\\",\\\"onCheck\\\",\\\"onExpand\\\",\\\"onSelect\\\",\\\"onHover\\\",\\\"onHoverOut\\\",\\\"expandedIcon\\\",\\\"collapsedIcon\\\"],[[20,[\\\"model\\\",\\\"children\\\"]],[20,[\\\"checkable\\\"]],[20,[\\\"recursiveCheck\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"updateCheckbox\\\"],null],[20,[\\\"chosenId\\\"]],[20,[\\\"onCheck\\\"]],[20,[\\\"onExpand\\\"]],[20,[\\\"onSelect\\\"]],[20,[\\\"onHover\\\"]],[20,[\\\"onHoverOut\\\"]],[20,[\\\"expandedIcon\\\"]],[20,[\\\"collapsedIcon\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-simple-tree/templates/components/x-tree-children.hbs\" } });\n});","define(\"ember-simple-tree/templates/components/x-tree-collapsed-icon\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"trZJDQFd\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[0,\\\"▶\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-simple-tree/templates/components/x-tree-collapsed-icon.hbs\" } });\n});","define(\"ember-simple-tree/templates/components/x-tree-expanded-icon\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"jhBmz3In\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[0,\\\"▼\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-simple-tree/templates/components/x-tree-expanded-icon.hbs\" } });\n});","define(\"ember-simple-tree/templates/components/x-tree-node\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"wktPiwaU\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[22,1]],null,{\\\"statements\\\":[[0,\\\"  \\\"],[11,1,[[25,\\\"hash\\\",null,[[\\\"model\\\",\\\"toggle\\\",\\\"checkbox\\\",\\\"toggleExpand\\\",\\\"toggleCheck\\\"],[[20,[\\\"model\\\"]],[25,\\\"component\\\",[\\\"x-tree-toggle\\\"],[[\\\"model\\\",\\\"toggleExpand\\\",\\\"expandedIcon\\\",\\\"collapsedIcon\\\"],[[20,[\\\"model\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"toggleExpand\\\"],null],[20,[\\\"expandedIcon\\\"]],[20,[\\\"collapsedIcon\\\"]]]]],[25,\\\"component\\\",[\\\"x-tree-checkbox\\\"],[[\\\"model\\\",\\\"toggleCheck\\\"],[[20,[\\\"model\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"toggleCheck\\\"],null]]]],[25,\\\"action\\\",[[19,0,[]],\\\"toggleExpand\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"toggleCheck\\\"],null]]]]]],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"  \\\"],[1,[25,\\\"x-tree-toggle\\\",null,[[\\\"model\\\",\\\"toggleExpand\\\",\\\"expandedIcon\\\",\\\"collapsedIcon\\\"],[[20,[\\\"model\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"toggleExpand\\\"],null],[20,[\\\"expandedIcon\\\"]],[20,[\\\"collapsedIcon\\\"]]]]],false],[0,\\\"\\\\n\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"checkable\\\"]]],null,{\\\"statements\\\":[[0,\\\"    \\\"],[1,[25,\\\"x-tree-checkbox\\\",null,[[\\\"model\\\",\\\"toggleCheck\\\"],[[20,[\\\"model\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"toggleCheck\\\"],null]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[0,\\\"  \\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"tree-label\\\"],[7],[0,\\\"\\\\n    \\\"],[1,[20,[\\\"model\\\",\\\"name\\\"]],false],[0,\\\"\\\\n  \\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-simple-tree/templates/components/x-tree-node.hbs\" } });\n});","define(\"ember-simple-tree/templates/components/x-tree-toggle\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"QVEFGvu9\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[6,\\\"span\\\"],[9,\\\"role\\\",\\\"button\\\"],[9,\\\"class\\\",\\\"toggle-icon\\\"],[3,\\\"action\\\",[[19,0,[]],[20,[\\\"toggleExpand\\\"]]],[[\\\"bubbles\\\"],[false]]],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"model\\\",\\\"children\\\",\\\"length\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"model\\\",\\\"isExpanded\\\"]]],null,{\\\"statements\\\":[[0,\\\"      \\\"],[1,[25,\\\"component\\\",[[20,[\\\"expandedIcon\\\"]]],null],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"      \\\"],[1,[25,\\\"component\\\",[[20,[\\\"collapsedIcon\\\"]]],null],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"      \\\\n\\\"]],\\\"parameters\\\":[]}],[8],[0,\\\"\\\\n\\\"]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-simple-tree/templates/components/x-tree-toggle.hbs\" } });\n});","define(\"ember-simple-tree/templates/components/x-tree\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"F1XTyLQS\", \"block\": \"{\\\"symbols\\\":[\\\"node\\\",\\\"&default\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[22,2]],null,{\\\"statements\\\":[[4,\\\"x-tree-branch\\\",null,[[\\\"checkable\\\",\\\"recursiveCheck\\\",\\\"chosenId\\\",\\\"onCheck\\\",\\\"onExpand\\\",\\\"onSelect\\\",\\\"onHover\\\",\\\"onHoverOut\\\",\\\"model\\\",\\\"expandedIcon\\\",\\\"collapsedIcon\\\"],[[20,[\\\"checkable\\\"]],[20,[\\\"recursiveCheck\\\"]],[20,[\\\"chosenId\\\"]],[20,[\\\"onCheck\\\"]],[20,[\\\"onExpand\\\"]],[20,[\\\"onSelect\\\"]],[20,[\\\"onHover\\\"]],[20,[\\\"onHoverOut\\\"]],[20,[\\\"model\\\"]],[20,[\\\"expandedIcon\\\"]],[20,[\\\"collapsedIcon\\\"]]]],{\\\"statements\\\":[[0,\\\"    \\\"],[11,2,[[19,1,[]]]],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"  \\\"],[1,[25,\\\"x-tree-branch\\\",null,[[\\\"model\\\",\\\"checkable\\\",\\\"recursiveCheck\\\",\\\"chosenId\\\",\\\"onCheck\\\",\\\"onExpand\\\",\\\"onSelect\\\",\\\"onHover\\\",\\\"onHoverOut\\\",\\\"expandedIcon\\\",\\\"collapsedIcon\\\"],[[20,[\\\"model\\\"]],[20,[\\\"checkable\\\"]],[20,[\\\"recursiveCheck\\\"]],[20,[\\\"chosenId\\\"]],[20,[\\\"onCheck\\\"]],[20,[\\\"onExpand\\\"]],[20,[\\\"onSelect\\\"]],[20,[\\\"onHover\\\"]],[20,[\\\"onHoverOut\\\"]],[20,[\\\"expandedIcon\\\"]],[20,[\\\"collapsedIcon\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-simple-tree/templates/components/x-tree.hbs\" } });\n});","define(\"ember-simple-tree/utils/tree\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.buildTree = buildTree;\n  _exports.getAncestors = getAncestors;\n  _exports.getDescendents = getDescendents;\n  _exports.getParent = getParent;\n\n  /* Build a tree (nested objects) from a plain array\n   * using `id` and `parentId` as references for the\n   * relationships. The `name` property is expected\n   * for rendering. Optionally, `valueKey` can be\n   * passed for `id` and `labelKey` for `name`.\n   * If the model is flat, it will return a list.\n   */\n  function buildTree(model) {\n    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n    var tree = {};\n    var roots = Ember.A();\n\n    if (Ember.isEmpty(model)) {\n      return roots;\n    } // Set defaults and add all nodes to tree\n\n\n    model.forEach(function (node) {\n      // Alternative name for `id`\n      if (options.valueKey) {\n        Ember.set(node, 'id', Ember.get(node, options.valueKey));\n      } // Alternative name for `name`\n\n\n      if (options.labelKey) {\n        Ember.set(node, 'name', Ember.get(node, options.labelKey));\n      } // Defaults\n\n\n      Ember.set(node, 'children', Ember.A());\n      Ember.set(node, 'isChecked', Ember.get(node, 'isChecked') || false);\n      Ember.set(node, 'isDisabled', Ember.get(node, 'isDisabled') || false);\n      Ember.set(node, 'isExpanded', Ember.get(node, 'isExpanded') || false);\n      Ember.set(node, 'isSelected', Ember.get(node, 'isSelected') || false);\n      Ember.set(node, 'isVisible', Ember.get(node, 'isVisible') || true);\n      tree[Ember.get(node, 'id')] = node;\n    }); // Connect all children to their parent\n\n    model.forEach(function (node) {\n      var child = tree[Ember.get(node, options.valueKey || 'id')];\n      var parent = Ember.get(node, 'parentId');\n\n      if (Ember.isEmpty(parent)) {\n        roots.pushObject(child);\n      } else {\n        Ember.get(tree[parent], 'children').pushObject(child);\n      }\n    });\n    return roots;\n  } // Returns a flat list of all descenents, including the root\n\n\n  function getDescendents(tree) {\n    var depth = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : -1;\n    var descendents = Ember.A();\n\n    if (depth < 0) {\n      // Unlimited depth\n      tree.forEach(function (node) {\n        descendents.pushObject(node);\n        descendents.pushObjects(getDescendents(Ember.get(node, 'children')));\n      });\n    } else if (depth > 0) {\n      tree.forEach(function (node) {\n        descendents.pushObject(node);\n        descendents.pushObjects(getDescendents(Ember.get(node, 'children'), depth - 1));\n      });\n    }\n\n    return descendents;\n  } // Returns a flat list of ancestors, including the child\n\n\n  function getAncestors(tree, childNode) {\n    var ancestors = Ember.A();\n    var childId = Ember.get(childNode, 'id');\n    tree.forEach(function (node) {\n      if (!ancestors.isAny('id', childId)) {\n        if (Ember.get(node, 'id') === childId) {\n          ancestors.pushObject(node);\n        } else if (Ember.get(node, 'children.length') > 0) {\n          ancestors.pushObjects(getAncestors(Ember.get(node, 'children'), childNode));\n\n          if (ancestors.length > 0) {\n            ancestors.pushObject(node);\n          }\n        }\n      }\n    });\n    return ancestors;\n  } // Returns the parent of a child\n\n\n  function getParent(list, childNode) {\n    return list.find(function (x) {\n      return x.children.find(function (y) {\n        return y.id === Ember.get(childNode, 'id');\n      });\n    });\n  }\n});","define('ember-tether/components/ember-tether', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Component.extend({\n    classNames: ['ember-tether'],\n    classPrefix: 'ember-tether',\n    target: null,\n    attachment: null,\n    targetAttachment: null,\n    offset: null,\n    targetOffset: null,\n    targetModifier: null,\n    constraints: null,\n    optimizations: null,\n    emberTetherConfig: Ember.computed(function () {\n      return (Ember.getOwner(this).resolveRegistration('config:environment') || {})['ember-tether'];\n    }),\n    bodyElement: Ember.computed(function () {\n      var config = Ember.get(this, 'emberTetherConfig');\n      if (config && config.bodyElementId) {\n        return document.getElementById(config.bodyElementId);\n      }\n    }),\n    attributeBindings: ['aria-atomic', 'aria-busy', 'aria-controls', 'aria-current', 'aria-describedby', 'aria-details', 'aria-disabled', 'aria-errormessage', 'aria-flowto', 'aria-haspopup', 'aria-hidden', 'aria-invalid', 'aria-keyshortcuts', 'aria-label', 'aria-labelledby', 'aria-live', 'aria-owns', 'aria-relevant', 'aria-roledescription'],\n    didInsertElement: function didInsertElement() {\n      this._super.apply(this, arguments);\n      this.addTether();\n    },\n    willDestroyElement: function willDestroyElement() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n      if (!this._tether) return;\n\n      var _tether = this._tether,\n          element = this.element;\n\n      Ember.run.schedule('render', function () {\n        _this.removeElement(element);\n        _this.removeTether(_tether);\n      });\n    },\n    didRender: function didRender() {\n      this._super.apply(this, arguments);\n      this.positionTether();\n    },\n\n\n    tetherDidChange: Ember.observer('classPrefix', 'target', 'attachment', 'targetAttachment', 'offset', 'targetOffset', 'targetModifier', 'constraints', 'optimizations', function () {\n      this.removeTether(this._tether);\n      this.addTether();\n    }),\n\n    positionTether: function positionTether() {\n      if (this._tether) {\n        this._tether.position();\n      }\n    },\n    addTether: function addTether() {\n      if (Ember.get(this, '_tetherTarget')) {\n        this._tether = new Tether(this._tetherOptions());\n      }\n    },\n    removeTether: function removeTether(tether) {\n      if (tether) {\n        tether.destroy();\n      }\n    },\n    removeElement: function removeElement(element) {\n      if (element.parentNode) {\n        element.parentNode.removeChild(element);\n      }\n    },\n\n\n    _tetherTarget: Ember.computed('target', function () {\n      var t = Ember.get(this, 'target');\n      if (t && t.element) {\n        t = t.element;\n      }\n      return t;\n    }),\n\n    _tetherOptions: function _tetherOptions() {\n      var _this2 = this;\n\n      var options = {\n        element: this.element,\n        target: Ember.get(this, '_tetherTarget')\n      };\n      ['classPrefix', 'attachment', 'targetAttachment', 'offset', 'targetOffset', 'targetModifier', 'constraints', 'optimizations', 'bodyElement'].forEach(function (k) {\n        var v = Ember.get(_this2, k);\n        if (!Ember.isNone(v)) {\n          options[k] = v;\n        }\n      });\n      return options;\n    }\n  });\n});","define(\"ember-text-measurer/services/text-measurer\", [\"exports\"], function (_exports) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  var _default = Ember.Service.extend({\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      this.canvas = document.createElement('canvas');\n      this.ctx = this.canvas.getContext('2d');\n    },\n    width: function width(string) {\n      var font = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null;\n\n      if (font) {\n        this.ctx.font = font;\n      }\n\n      return this.ctx.measureText(string).width;\n    },\n    lines: function lines(string, maxWidth) {\n      var font = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : null;\n\n      if (font) {\n        this.ctx.font = font;\n      }\n\n      var paragraphs = string.split(/\\n/);\n      var lines = paragraphs.length;\n\n      for (var i = 0; i < paragraphs.length; i++) {\n        var paragraph = paragraphs[i];\n\n        if (paragraph !== '') {\n          var words = paragraph.split(' ');\n          var widthSoFar = 0;\n          var j = 0;\n\n          for (; j < words.length - 1; j++) {\n            var _wordWidth = this.ctx.measureText(words[j] + ' ').width;\n            widthSoFar = widthSoFar + _wordWidth;\n\n            if (widthSoFar > maxWidth) {\n              lines++;\n              widthSoFar = _wordWidth;\n            }\n          }\n\n          var wordWidth = this.ctx.measureText(words[j]).width;\n          widthSoFar = widthSoFar + wordWidth;\n\n          if (widthSoFar > maxWidth) {\n            lines++;\n            widthSoFar = wordWidth;\n          }\n        }\n      }\n\n      return lines;\n    },\n    fitTextSize: function fitTextSize(string, maxWidth) {\n      var font = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : null;\n      var width = this.width(string, font);\n      var fontSize = this.ctx.font.match(/\\d+/)[0];\n      return Math.floor(parseFloat(fontSize) * maxWidth / width);\n    }\n  });\n\n  _exports.default = _default;\n});","define('ember-truth-helpers/helpers/and', ['exports', 'ember-truth-helpers/utils/truth-convert'], function (exports, _truthConvert) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.and = and;\n  function and(params) {\n    for (var i = 0, len = params.length; i < len; i++) {\n      if ((0, _truthConvert.default)(params[i]) === false) {\n        return params[i];\n      }\n    }\n    return params[params.length - 1];\n  }\n\n  exports.default = Ember.Helper.helper(and);\n});","define('ember-truth-helpers/helpers/equal', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.equal = equal;\n  function equal(params) {\n    return params[0] === params[1];\n  }\n\n  exports.default = Ember.Helper.helper(equal);\n});","define('ember-truth-helpers/helpers/gt', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.gt = gt;\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  function gt(_ref, hash) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        left = _ref2[0],\n        right = _ref2[1];\n\n    if (hash.forceNumber) {\n      if (typeof left !== 'number') {\n        left = Number(left);\n      }\n      if (typeof right !== 'number') {\n        right = Number(right);\n      }\n    }\n    return left > right;\n  }\n\n  exports.default = Ember.Helper.helper(gt);\n});","define('ember-truth-helpers/helpers/gte', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.gte = gte;\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  function gte(_ref, hash) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        left = _ref2[0],\n        right = _ref2[1];\n\n    if (hash.forceNumber) {\n      if (typeof left !== 'number') {\n        left = Number(left);\n      }\n      if (typeof right !== 'number') {\n        right = Number(right);\n      }\n    }\n    return left >= right;\n  }\n\n  exports.default = Ember.Helper.helper(gte);\n});","define('ember-truth-helpers/helpers/is-array', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.isArray = isArray;\n  function isArray(params) {\n    for (var i = 0, len = params.length; i < len; i++) {\n      if (Ember.isArray(params[i]) === false) {\n        return false;\n      }\n    }\n    return true;\n  }\n\n  exports.default = Ember.Helper.helper(isArray);\n});","define('ember-truth-helpers/helpers/is-empty', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  exports.default = Ember.Helper.helper(function (_ref) {\n    var _ref2 = _slicedToArray(_ref, 1),\n        obj = _ref2[0];\n\n    return Ember.isEmpty(obj);\n  });\n});","define('ember-truth-helpers/helpers/is-equal', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.isEqual = isEqual;\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  function isEqual(_ref) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        a = _ref2[0],\n        b = _ref2[1];\n\n    return Ember.isEqual(a, b);\n  }\n\n  exports.default = Ember.Helper.helper(isEqual);\n});","define('ember-truth-helpers/helpers/lt', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.lt = lt;\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  function lt(_ref, hash) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        left = _ref2[0],\n        right = _ref2[1];\n\n    if (hash.forceNumber) {\n      if (typeof left !== 'number') {\n        left = Number(left);\n      }\n      if (typeof right !== 'number') {\n        right = Number(right);\n      }\n    }\n    return left < right;\n  }\n\n  exports.default = Ember.Helper.helper(lt);\n});","define('ember-truth-helpers/helpers/lte', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.lte = lte;\n\n  var _slicedToArray = function () {\n    function sliceIterator(arr, i) {\n      var _arr = [];\n      var _n = true;\n      var _d = false;\n      var _e = undefined;\n\n      try {\n        for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n          _arr.push(_s.value);\n\n          if (i && _arr.length === i) break;\n        }\n      } catch (err) {\n        _d = true;\n        _e = err;\n      } finally {\n        try {\n          if (!_n && _i[\"return\"]) _i[\"return\"]();\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n\n      return _arr;\n    }\n\n    return function (arr, i) {\n      if (Array.isArray(arr)) {\n        return arr;\n      } else if (Symbol.iterator in Object(arr)) {\n        return sliceIterator(arr, i);\n      } else {\n        throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n      }\n    };\n  }();\n\n  function lte(_ref, hash) {\n    var _ref2 = _slicedToArray(_ref, 2),\n        left = _ref2[0],\n        right = _ref2[1];\n\n    if (hash.forceNumber) {\n      if (typeof left !== 'number') {\n        left = Number(left);\n      }\n      if (typeof right !== 'number') {\n        right = Number(right);\n      }\n    }\n    return left <= right;\n  }\n\n  exports.default = Ember.Helper.helper(lte);\n});","define('ember-truth-helpers/helpers/not-equal', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.notEqualHelper = notEqualHelper;\n  function notEqualHelper(params) {\n    return params[0] !== params[1];\n  }\n\n  exports.default = Ember.Helper.helper(notEqualHelper);\n});","define('ember-truth-helpers/helpers/not', ['exports', 'ember-truth-helpers/utils/truth-convert'], function (exports, _truthConvert) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.not = not;\n  function not(params) {\n    for (var i = 0, len = params.length; i < len; i++) {\n      if ((0, _truthConvert.default)(params[i]) === true) {\n        return false;\n      }\n    }\n    return true;\n  }\n\n  exports.default = Ember.Helper.helper(not);\n});","define('ember-truth-helpers/helpers/or', ['exports', 'ember-truth-helpers/utils/truth-convert'], function (exports, _truthConvert) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.or = or;\n  function or(params) {\n    for (var i = 0, len = params.length; i < len; i++) {\n      if ((0, _truthConvert.default)(params[i]) === true) {\n        return params[i];\n      }\n    }\n    return params[params.length - 1];\n  }\n\n  exports.default = Ember.Helper.helper(or);\n});","define('ember-truth-helpers/helpers/xor', ['exports', 'ember-truth-helpers/utils/truth-convert'], function (exports, _truthConvert) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.xor = xor;\n  function xor(params) {\n    return (0, _truthConvert.default)(params[0]) !== (0, _truthConvert.default)(params[1]);\n  }\n\n  exports.default = Ember.Helper.helper(xor);\n});","define('ember-truth-helpers/utils/truth-convert', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = truthConvert;\n  function truthConvert(result) {\n    var truthy = result && Ember.get(result, 'isTruthy');\n    if (typeof truthy === 'boolean') {\n      return truthy;\n    }\n\n    if (Ember.isArray(result)) {\n      return Ember.get(result, 'length') !== 0;\n    } else {\n      return !!result;\n    }\n  }\n});","define('ember-wormhole/components/ember-wormhole', ['exports', 'ember-wormhole/templates/components/ember-wormhole', 'ember-wormhole/utils/dom'], function (exports, _emberWormhole, _dom) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Component.extend({\n    layout: _emberWormhole.default,\n\n    /*\n     * Attrs\n     */\n    to: Ember.computed.alias('destinationElementId'),\n    destinationElementId: null,\n    destinationElement: null,\n\n    _destination: Ember.computed('destinationElement', 'destinationElementId', 'renderInPlace', function () {\n      var renderInPlace = this.get('renderInPlace');\n      if (renderInPlace) {\n        return this._element;\n      }\n\n      var destinationElement = this.get('destinationElement');\n      if (destinationElement) {\n        return destinationElement;\n      }\n      var destinationElementId = this.get('destinationElementId');\n      if (destinationElementId) {\n        return (0, _dom.findElementById)(this._dom, destinationElementId);\n      }\n      // no element found\n      return null;\n    }),\n\n    renderInPlace: false,\n\n    /*\n     * Lifecycle\n     */\n    init: function init() {\n      var _this = this;\n\n      this._super.apply(this, arguments);\n\n      this._dom = (0, _dom.getDOM)(this);\n\n      // Create text nodes used for the head, tail\n      this._wormholeHeadNode = this._dom.createTextNode('');\n      this._wormholeTailNode = this._dom.createTextNode('');\n\n      /*\n       * didInsertElement does not fire in Fastboot, so we schedule this in\n       * init to be run after render. Importantly, we want to run\n       * appendToDestination after the child nodes have rendered.\n       */\n      Ember.run.schedule('afterRender', function () {\n        if (_this.isDestroyed) {\n          return;\n        }\n        _this._element = _this._wormholeHeadNode.parentNode;\n        if (!_this._element) {\n          throw new Error('The head node of a wormhole must be attached to the DOM');\n        }\n        _this._appendToDestination();\n      });\n    },\n\n\n    willDestroyElement: function willDestroyElement() {\n      var _this2 = this;\n\n      // not called in fastboot\n      this._super.apply(this, arguments);\n      var _wormholeHeadNode = this._wormholeHeadNode,\n          _wormholeTailNode = this._wormholeTailNode;\n\n      Ember.run.schedule('render', function () {\n        _this2._removeRange(_wormholeHeadNode, _wormholeTailNode);\n      });\n    },\n\n    _destinationDidChange: Ember.observer('_destination', function () {\n      var destinationElement = this.get('_destination');\n      if (destinationElement !== this._wormholeHeadNode.parentNode) {\n        Ember.run.schedule('render', this, '_appendToDestination');\n      }\n    }),\n\n    _appendToDestination: function _appendToDestination() {\n      var destinationElement = this.get('_destination');\n      if (!destinationElement) {\n        var destinationElementId = this.get('destinationElementId');\n        if (destinationElementId) {\n          throw new Error('ember-wormhole failed to render into \\'#' + destinationElementId + '\\' because the element is not in the DOM');\n        }\n        throw new Error('ember-wormhole failed to render content because the destinationElementId was set to an undefined or falsy value.');\n      }\n\n      var startingActiveElement = (0, _dom.getActiveElement)();\n      this._appendRange(destinationElement, this._wormholeHeadNode, this._wormholeTailNode);\n      var resultingActiveElement = (0, _dom.getActiveElement)();\n      if (startingActiveElement && resultingActiveElement !== startingActiveElement) {\n        startingActiveElement.focus();\n      }\n    },\n    _appendRange: function _appendRange(destinationElement, firstNode, lastNode) {\n      while (firstNode) {\n        destinationElement.insertBefore(firstNode, null);\n        firstNode = firstNode !== lastNode ? lastNode.parentNode.firstChild : null;\n      }\n    },\n    _removeRange: function _removeRange(firstNode, lastNode) {\n      var node = lastNode;\n      do {\n        var next = node.previousSibling;\n        if (node.parentNode) {\n          node.parentNode.removeChild(node);\n          if (node === firstNode) {\n            break;\n          }\n        }\n        node = next;\n      } while (node);\n    }\n  });\n});","define(\"ember-wormhole/templates/components/ember-wormhole\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"o9mACMCq\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[1,[25,\\\"unbound\\\",[[20,[\\\"_wormholeHeadNode\\\"]]],null],false],[11,1],[1,[25,\\\"unbound\\\",[[20,[\\\"_wormholeTailNode\\\"]]],null],false]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"ember-wormhole/templates/components/ember-wormhole.hbs\" } });\n});","define('ember-wormhole/utils/dom', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.getActiveElement = getActiveElement;\n  exports.findElementById = findElementById;\n  exports.getDOM = getDOM;\n  function getActiveElement() {\n    if (typeof document === 'undefined') {\n      return null;\n    } else {\n      return document.activeElement;\n    }\n  }\n\n  function childNodesOfElement(element) {\n    var children = [];\n    var child = element.firstChild;\n    while (child) {\n      children.push(child);\n      child = child.nextSibling;\n    }\n    return children;\n  }\n\n  function findElementById(doc, id) {\n    if (doc.getElementById) {\n      return doc.getElementById(id);\n    }\n\n    var nodes = childNodesOfElement(doc);\n    var node = void 0;\n\n    while (nodes.length) {\n      node = nodes.shift();\n\n      if (node.getAttribute && node.getAttribute('id') === id) {\n        return node;\n      }\n\n      nodes = childNodesOfElement(node).concat(nodes);\n    }\n  }\n\n  // Private Ember API usage. Get the dom implementation used by the current\n  // renderer, be it native browser DOM or Fastboot SimpleDOM\n  function getDOM(context) {\n    var renderer = context.renderer;\n\n    if (!renderer._dom) {\n      // pre glimmer2\n      var container = Ember.getOwner ? Ember.getOwner(context) : context.container;\n      var documentService = container.lookup('service:-document');\n\n      if (documentService) {\n        return documentService;\n      }\n\n      renderer = container.lookup('renderer:-dom');\n    }\n\n    if (renderer._dom && renderer._dom.document) {\n      // pre Ember 2.6\n      return renderer._dom.document;\n    } else {\n      throw new Error('ember-wormhole could not get DOM');\n    }\n  }\n});","define('facebook/components/facebook-share-button', ['exports', 'facebook/templates/components/facebook-share-button'], function (exports, _facebookShareButton) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _facebookShareButton.default,\n\t\ttagName: 'button',\n\t\tclassNames: ['facebook-share-button'],\n\t\tclassNameBindings: ['facebook.ready::hidden'],\n\t\tlayoutName: 'components/facebook-share-button',\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.get('facebook').initialize();\n\t\t},\n\t\tfacebook: Ember.inject.service('facebook'),\n\t\tlabel: 'Share',\n\t\tshowLogo: true,\n\t\turl: null,\n\t\tclick: function click() {\n\t\t\tif (!this.get('url') || !this.get('facebook.ready')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.get('facebook').share(this.get('url'));\n\t\t}\n\t});\n});","define(\"facebook/templates/components/facebook-share-button\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"jm6cAZBE\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[6,\\\"svg\\\"],[9,\\\"xmlns\\\",\\\"http://www.w3.org/2000/svg\\\",\\\"http://www.w3.org/2000/xmlns/\\\"],[9,\\\"viewBox\\\",\\\"0 0 16 16\\\"],[7],[0,\\\"\\\\n\\\\t\\\"],[6,\\\"path\\\"],[9,\\\"fill\\\",\\\"#ffffff\\\"],[9,\\\"fill-rule\\\",\\\"evenodd\\\"],[9,\\\"d\\\",\\\"M8 14H3.667C2.733 13.9 2 13.167 2 12.233V3.667A1.65 1.65 0 0 1\\\\n\\\\t\\\\t3.667 2h8.666A1.65 1.65 0 0 1 14 3.667v8.566c0 .934-.733\\\\n\\\\t\\\\t1.667-1.667\\\\n\\\\t\\\\t1.767H10v-3.967h1.3l.7-2.066h-2V6.933c0-.466.167-.9.867-.9H12v-1.8c.033\\\\n\\\\t\\\\t0-.933-.266-1.533-.266-1.267 0-2.434.7-2.467\\\\n\\\\t\\\\t2.133v1.867H6v2.066h2V14z\\\"],[7],[8],[0,\\\"\\\\n\\\"],[8],[0,\\\"\\\\n\\\"],[6,\\\"span\\\"],[7],[1,[18,\\\"label\\\"],false],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"facebook/templates/components/facebook-share-button.hbs\" } });\n});","define('layout-bin-packer/bin', ['exports', 'layout-bin-packer/entry'], function (exports, _entry) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Bin;\n  exports.rangeError = rangeError;\n\n\n  // I don't think this should have args\n  function Bin(content, width) {\n    this.width = width || 0;\n    this.content = content;\n  }\n\n  function mustImplement(name) {\n    return function () {\n      throw new TypeError(\"MustImplement: \" + name);\n    };\n  }\n\n  // abstract\n  Bin.prototype.objectAt = function (collection, index) {\n    return collection[index];\n  };\n\n  // abstract: return coordinates of element at index.\n  //\n  // @param index: index of the element in content\n  // @param width: viewport width.\n  // @returns {x, y} coordinates of element at index.\n  //\n  // May reset cached viewport width.\n  Bin.prototype.position = mustImplement('position');\n\n  // abstract: reset internal state to be anchored at index.\n  // @param index: index of the element in content\n  Bin.prototype.flush = mustImplement('flush');\n\n  // abstract: return total content height given viewport width.\n  // @param width: viewport width\n  //\n  // May reset cached viewport width.\n  Bin.prototype.height = mustImplement('height');\n\n  // abstract: true if layout places more than one object on a line.\n  Bin.prototype.isGrid = mustImplement('isGrid');\n\n  function rangeError(length, index) {\n    throw new RangeError(\"Parameter must be within: [\" + 0 + \" and \" + length + \") but was: \" + index);\n  }\n\n  // abstract: returns number of elements in content.\n  Bin.prototype.length = function () {\n    return this.content.length;\n  };\n\n  // maximum offset of content wrt to viewport\n  // The amount by which content (after being layed out) is taller than\n  // the viewport.\n  Bin.prototype.maxContentOffset = function Bin_maxContentOffset(width, height) {\n    var contentHeight = this.height(width);\n    var maxOffset = Math.max(contentHeight - height, 0);\n    return maxOffset;\n  };\n\n  // abstract: returns index of first visible item.\n  // @param topOffset: scroll position\n  // @param width: width of viewport\n  // @param height: height of viewport\n  //\n  Bin.prototype.visibleStartingIndex = mustImplement('visibleStartingIndex');\n\n  // abstract: returns number of items visible in viewport.\n  // @param topOffset: scroll position\n  // @param width: width of viewport\n  // @param height: height of viewport\n  Bin.prototype.numberVisibleWithin = mustImplement('numberVisibleWithin');\n\n  Bin.prototype.heightAtIndex = function (index) {\n    return this.content[index].height;\n  };\n\n  Bin.prototype.widthAtIndex = function (index) {\n    return this.content[index].width;\n  };\n});","define(\"layout-bin-packer/entry\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Entry;\n  function Entry(height, width, x, y) {\n    this.height = height;\n    this.width = width;\n    this.position = { x: x, y: y };\n  }\n});","define('layout-bin-packer/fixed-grid', ['exports', 'layout-bin-packer/bin'], function (exports, _bin) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = FixedGrid;\n  function FixedGrid(content, elementWidth, elementHeight) {\n    this._elementWidth = elementWidth;\n    this._elementHeight = elementHeight;\n\n    this._super$constructor(content);\n  }\n\n  FixedGrid.prototype = Object.create(_bin.default.prototype);\n  FixedGrid.prototype._super$constructor = _bin.default;\n\n  FixedGrid.prototype.flush = function () /* index, to */{};\n\n  FixedGrid.prototype.isGrid = function (width) {\n    return (Math.floor(width / this.widthAtIndex(0)) || 1) > 1;\n  };\n\n  FixedGrid.prototype.visibleStartingIndex = function (topOffset, width, height) {\n    topOffset = Math.min(topOffset, this.maxContentOffset(width, height));\n    var columns = Math.floor(width / this.widthAtIndex(0)) || 1;\n\n    return Math.floor(topOffset / this.heightAtIndex(0)) * columns;\n  };\n\n  FixedGrid.prototype.numberVisibleWithin = function (topOffset, width, height, withPadding) {\n    var startingIndex = this.visibleStartingIndex(topOffset, width, height);\n    var columns = Math.floor(width / this.widthAtIndex(0)) || 1;\n    var length = this.length();\n\n    var rowHeight = this.heightAtIndex(0);\n    var rows = Math.ceil(height / rowHeight);\n\n    var maxNeeded = rows * columns;\n\n    if (withPadding) {\n      maxNeeded += columns;\n    }\n\n    var potentialVisible = length - startingIndex;\n\n    return Math.max(Math.min(maxNeeded, potentialVisible), 0);\n  };\n\n  FixedGrid.prototype.widthAtIndex = function () /* index */{\n    return this._elementWidth;\n  };\n\n  FixedGrid.prototype.heightAtIndex = function () /* index */{\n    return this._elementHeight;\n  };\n\n  FixedGrid.prototype.position = function (index, width) {\n    var length = this.length();\n    if (length === 0 || index > length) {\n      rangeError(length, index);\n    }\n\n    var columns = Math.floor(width / this.widthAtIndex(index)) || 1;\n\n    var x = index % columns * this.widthAtIndex(index) | 0;\n    var y = Math.floor(index / columns) * this.heightAtIndex(index);\n\n    return { x: x, y: y };\n  };\n\n  FixedGrid.prototype.height = function (visibleWidth) {\n    if (typeof visibleWidth !== 'number') {\n      throw new TypeError('height depends on the first argument of visibleWidth(number)');\n    }\n    var length = this.length();\n    if (length === 0) {\n      return 0;\n    }\n\n    var columnCount = Math.max(Math.floor(visibleWidth / this.widthAtIndex(0), 1));\n    columnCount = columnCount > 0 ? columnCount : 1;\n    var rows = Math.ceil(length / columnCount);\n    var totalHeight = rows * this.heightAtIndex(0);\n\n    return totalHeight;\n  };\n});","define('layout-bin-packer/shelf-first', ['exports', 'layout-bin-packer/bin', 'layout-bin-packer/entry'], function (exports, _bin, _entry) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = ShelfFirst;\n  function ShelfFirst(content, width) {\n    this._super$constructor(content, width);\n    this._positionEntries = [];\n  }\n\n  ShelfFirst.prototype = Object.create(_bin.default.prototype);\n  ShelfFirst.prototype._super$constructor = _bin.default;\n  ShelfFirst.prototype.isGrid = function ShelfFirst_isGrid(width) {\n    if (width != null && width !== this.width) {\n      this.flush(0);\n      this.width = width;\n    }\n    var length = this.length();\n    var entry;\n\n    // TODO: cache/memoize\n\n    for (var i = 0; i < length; i++) {\n      entry = this._entryAt(i);\n      if (entry.position.x > 0) {\n        return true;\n      }\n    }\n\n    return false;\n  };\n\n  ShelfFirst.prototype.height = function (width) {\n    if (width != null && width !== this.width) {\n      this.flush(0);\n      this.width = width;\n    }\n\n    var length = this.length();\n    if (length === 0) {\n      return 0;\n    }\n\n    // find tallest in last row, add to Y\n    var tallest = 0;\n    var currentY = 0;\n    var entry;\n\n    for (var i = length - 1; i >= 0; i--) {\n      entry = this._entryAt(i);\n\n      if (currentY > entry.position.y) {\n        break; // end of last row\n      } else if (tallest < entry.height) {\n        tallest = entry.height;\n      } else {\n        // do nothing\n      }\n\n      currentY = entry.position.y;\n    }\n\n    return currentY + tallest;\n  };\n\n  ShelfFirst.prototype.flush = function (position) {\n    var positionEntries = this._positionEntries;\n    if (positionEntries.length > position) {\n      positionEntries.length = position;\n    }\n  };\n\n  ShelfFirst.prototype.numberVisibleWithin = function (topOffset, width, height, withPadding) {\n    if (width !== this.width) {\n      this.flush(0);\n      this.width = width;\n    }\n\n    var startingIndex = this.visibleStartingIndex(topOffset, width, height);\n\n    return this._numberVisibleWithin(startingIndex, height, withPadding);\n  };\n\n  ShelfFirst.prototype._entryAt = function _entryAt(index) {\n    var length = this.length();\n    var width = this.width;\n\n    if (index >= length) {\n      (0, _bin.rangeError)(length, index);\n    }\n\n    var entry;\n    var entries = this._positionEntries;\n    var entriesLength = entries.length;\n    var startingIndex;\n\n    var y, x, i;\n    var rowHeight = 0;\n    var rowWidth = 0;\n\n    if (index < entriesLength) {\n      return this._positionEntries[index];\n    } else if (entriesLength === 0) {\n      startingIndex = 0;\n      y = 0;\n    } else {\n      startingIndex = entriesLength - 1;\n      entry = this._positionEntries[startingIndex];\n      rowWidth = entry.position.x + entry.width;\n      rowHeight = entry.height;\n      y = entry.position.y;\n      startingIndex++;\n    }\n\n    for (i = startingIndex; i < index + 1; i++) {\n      var currentHeight = this.heightAtIndex(i);\n      var currentWidth = this.widthAtIndex(i);\n\n      if (entry && currentWidth + rowWidth > width) {\n        // new row\n        y = entry.position.y + entry.height;\n        x = 0;\n        rowWidth = 0;\n        rowHeight = currentHeight;\n      } else {\n        x = rowWidth;\n      }\n\n      if (currentHeight > rowHeight) {\n        rowHeight = currentHeight;\n      }\n\n      entry = this._positionEntries[i] = new _entry.default(rowHeight, currentWidth, x, y);\n\n      rowWidth = x + currentWidth;\n    }\n\n    return entry;\n  };\n\n  ShelfFirst.prototype._numberVisibleWithin = function (startingIndex, height, withPadding) {\n    var count = 0;\n    var length = this.length();\n    var entry, position;\n    var currentY = 0;\n    var yOffset = 0;\n\n    if (startingIndex > 0 && startingIndex < length) {\n      yOffset = this._entryAt(startingIndex).position.y;\n    } else {\n      yOffset = 0;\n    }\n\n    var firstRowHeight;\n    for (var i = startingIndex; i < length; i++) {\n      entry = this._entryAt(i);\n      position = entry.position;\n\n      if (currentY === position.y) {\n        // same row\n      } else {\n        currentY = position.y - yOffset;\n        if (withPadding && !firstRowHeight) {\n          firstRowHeight = entry.height;\n        }\n      }\n\n      if (currentY < height) {\n        count++;\n      } else if (withPadding) {\n        withPadding = false;\n        height += Math.max(firstRowHeight, entry.height) + 1;\n        count++;\n      } else {\n        break;\n      }\n    }\n\n    return count;\n  };\n\n  ShelfFirst.prototype.position = function position(index, width) {\n    var length = this.length();\n\n    if (length === 0 || index > length) {\n      (0, _bin.rangeError)(length, index);\n    }\n\n    if (width !== this.width) {\n      this.flush(0);\n      this.width = width;\n    }\n\n    return this._entryAt(index).position;\n  };\n\n  ShelfFirst.prototype.visibleStartingIndex = function (topOffset, width, visibleHeight) {\n    if (topOffset <= 0) {\n      return 0;\n    }\n\n    if (width != null && width !== this.width) {\n      this.flush(0);\n      this.width = width;\n    }\n    topOffset = Math.min(topOffset, this.maxContentOffset(width, visibleHeight));\n\n    var height = this.height();\n    var length = this.length();\n\n    // Start searching using the last item in the list\n    // and the bottom of the list for calculating the average height.\n\n    // This algorithm is necessary for efficiently finding\n    // the starting index of a list with variable heights\n    // in less than O(n) time.\n\n    // Ideally, the performance will be O(log n).\n    // The algorithm implemented assumes that the best case\n    // is a list of items with all equal heights.\n    // Lists with consistent distributions should arrive\n    // at results fairly quickly as well.\n    var index = length;\n    var bottom = height;\n    var previousIndex;\n\n    for (;;) {\n      // Try to find an item that straddles the top offset\n      // or is flush with it\n      var averageHeight = bottom / index;\n\n      // Guess the index based off the average height\n      index = Math.min(Math.floor(topOffset / averageHeight), length - 1);\n      if (previousIndex === index) {\n        return index;\n      }\n\n      var entry = this._entryAt(index);\n      var position = entry.position;\n\n      var top = position.y;\n      bottom = top + entry.height;\n\n      previousIndex = index;\n\n      if (bottom > topOffset) {\n        // Walk backwards until we find an item that won't be shown\n        while (bottom >= topOffset) {\n          previousIndex = index;\n          index--;\n\n          if (index === -1) {\n            break;\n          }\n          entry = this._entryAt(index);\n          position = entry.position;\n          bottom = position.y + entry.height;\n        }\n\n        return previousIndex;\n      } else if (topOffset === bottom) {\n        // Walk forwards until we find the next one- it should be close\n        while (bottom <= topOffset) {\n          index++;\n          entry = this._entryAt(index);\n          position = entry.position;\n          bottom = position.y + entry.height;\n        }\n        return index;\n      }\n    }\n\n    return -1;\n  };\n});","define('ember-data/-debug/index', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.instrument = instrument;\n  function instrument(method) {\n    return method();\n  }\n\n  /*\n    Assert that `addedRecord` has a valid type so it can be added to the\n    relationship of the `record`.\n  \n    The assert basically checks if the `addedRecord` can be added to the\n    relationship (specified via `relationshipMeta`) of the `record`.\n  \n    This utility should only be used internally, as both record parameters must\n    be an InternalModel and the `relationshipMeta` needs to be the meta\n    information about the relationship, retrieved via\n    `record.relationshipFor(key)`.\n  \n    @method assertPolymorphicType\n    @param {InternalModel} internalModel\n    @param {RelationshipMeta} relationshipMeta retrieved via\n           `record.relationshipFor(key)`\n    @param {InternalModel} addedRecord record which\n           should be added/set for the relationship\n  */\n  var assertPolymorphicType = void 0;\n\n  if (true) {\n    var checkPolymorphic = function checkPolymorphic(modelClass, addedModelClass) {\n      if (modelClass.__isMixin) {\n        //TODO Need to do this in order to support mixins, should convert to public api\n        //once it exists in Ember\n        return modelClass.__mixin.detect(addedModelClass.PrototypeMixin);\n      }\n      if (Ember.MODEL_FACTORY_INJECTIONS) {\n        modelClass = modelClass.superclass;\n      }\n      return modelClass.detect(addedModelClass);\n    };\n\n    exports.assertPolymorphicType = assertPolymorphicType = function assertPolymorphicType(parentInternalModel, relationshipMeta, addedInternalModel) {\n      var addedModelName = addedInternalModel.modelName;\n      var parentModelName = parentInternalModel.modelName;\n      var key = relationshipMeta.key;\n      var relationshipModelName = relationshipMeta.type;\n      var relationshipClass = parentInternalModel.store.modelFor(relationshipModelName);\n      var assertionMessage = 'You cannot add a record of modelClass \\'' + addedModelName + '\\' to the \\'' + parentModelName + '.' + key + '\\' relationship (only \\'' + relationshipModelName + '\\' allowed)';\n\n      (true && !(checkPolymorphic(relationshipClass, addedInternalModel.modelClass)) && Ember.assert(assertionMessage, checkPolymorphic(relationshipClass, addedInternalModel.modelClass)));\n    };\n  }\n\n  exports.assertPolymorphicType = assertPolymorphicType;\n});","define('ember-data/-private', ['exports', 'ember-inflector', 'ember-data/-debug', '@ember/ordered-set', 'ember-data/version'], function (exports, emberInflector, emberData_Debug, EmberOrderedSet, VERSION) { 'use strict';\n\nEmberOrderedSet = 'default' in EmberOrderedSet ? EmberOrderedSet['default'] : EmberOrderedSet;\nVERSION = 'default' in VERSION ? VERSION['default'] : VERSION;\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/*\n  ## Why does this exist?!?\n\n  `Ember.Map` was a private API provided by Ember (for quite some time).\n  Unfortunately, ember-data made `Ember.Map` part of its public API surface via\n  documentation blocks.\n\n  `Ember.Map` will be deprecated and removed from Ember \"soon\"\n  (https://github.com/emberjs/rfcs/pull/237) and we would like to confirm that\n  Ember Data will work without deprecation before and after that happens.\n\n  `Ember.Map` differs from native `Map` in a few ways:\n\n  * `Ember.Map` has custom `copy` and `isEmpty` methods which are not present in native `Map`\n  * `Ember.Map` adds a static `create` method (which simply instantiates itself with `new Ember.Map()`)\n  * `Ember.Map` does not accept constructor arguments\n  * `Ember.Map` does not have:\n    * `@@species`\n    * `@@iterator`\n    * `entries`\n    * `values`\n\n  This implementation adds a deprecated backwards compatibility for:\n\n  * `copy`\n  * `isEmpty`\n\n  ## Why is this written this way?!?\n\n  This is needed because `Map` requires instantiation with `new` and by default\n  Babel transpilation will do `superConstructor.apply(this, arguments)` which\n  throws an error with native `Map`.\n\n  The desired code (if we lived in an \"only native class\" world) would be:\n\n  ```js\n  export default class MapWithDeprecations extends Map {\n    constructor(options) {\n      super();\n      this.defaultValue = options.defaultValue;\n    }\n\n    get(key) {\n      let hasValue = this.has(key);\n\n      if (hasValue) {\n        return super.get(key);\n      } else {\n        let defaultValue = this.defaultValue(key);\n        this.set(key, defaultValue);\n        return defaultValue;\n      }\n    }\n  }\n  ```\n*/\nvar MapWithDeprecations = function () {\n  function MapWithDeprecations(options) {\n    _classCallCheck(this, MapWithDeprecations);\n\n    this._map = new Map();\n  }\n\n  MapWithDeprecations.prototype.copy = function copy() {\n    (true && !(false) && Ember.deprecate('Calling `.copy()` on a map generated by ember-data is deprecated, please migrate to using native Map functionality only.', false, { id: 'ember-data.map.copy', until: '3.5.0' }));\n\n    // can't just pass `this._map` here because IE11 doesn't accept\n    // constructor args with its `Map`\n\n    var newMap = new MapWithDeprecations();\n    this._map.forEach(function (value, key) {\n      newMap.set(key, value);\n    });\n\n    return newMap;\n  };\n\n  MapWithDeprecations.prototype.isEmpty = function isEmpty() {\n    (true && !(false) && Ember.deprecate('Calling `.isEmpty()` on a map generated by ember-data is deprecated, please migrate to using native Map functionality only.', false, { id: 'ember-data.map.isEmpty', until: '3.5.0' }));\n\n\n    return this.size === 0;\n  };\n\n  // proxy all normal Map methods to the underlying Map\n\n\n  MapWithDeprecations.prototype.clear = function clear() {\n    var _map;\n\n    return (_map = this._map).clear.apply(_map, arguments);\n  };\n\n  MapWithDeprecations.prototype.delete = function _delete() {\n    var _map2;\n\n    return (_map2 = this._map).delete.apply(_map2, arguments);\n  };\n\n  MapWithDeprecations.prototype.entries = function entries() {\n    var _map3;\n\n    return (_map3 = this._map).entries.apply(_map3, arguments);\n  };\n\n  MapWithDeprecations.prototype.forEach = function forEach() {\n    var _map4;\n\n    return (_map4 = this._map).forEach.apply(_map4, arguments);\n  };\n\n  MapWithDeprecations.prototype.get = function get() {\n    var _map5;\n\n    return (_map5 = this._map).get.apply(_map5, arguments);\n  };\n\n  MapWithDeprecations.prototype.has = function has() {\n    var _map6;\n\n    return (_map6 = this._map).has.apply(_map6, arguments);\n  };\n\n  MapWithDeprecations.prototype.keys = function keys() {\n    var _map7;\n\n    return (_map7 = this._map).keys.apply(_map7, arguments);\n  };\n\n  MapWithDeprecations.prototype.set = function set() {\n    var _map8;\n\n    return (_map8 = this._map).set.apply(_map8, arguments);\n  };\n\n  MapWithDeprecations.prototype.values = function values() {\n    var _map9;\n\n    return (_map9 = this._map).values.apply(_map9, arguments);\n  };\n\n  _createClass(MapWithDeprecations, [{\n    key: 'size',\n    get: function get() {\n      return this._map.size;\n    }\n  }]);\n\n  return MapWithDeprecations;\n}();\n\n/**\n  A `PromiseArray` is an object that acts like both an `Ember.Array`\n  and a promise. When the promise is resolved the resulting value\n  will be set to the `PromiseArray`'s `content` property. This makes\n  it easy to create data bindings with the `PromiseArray` that will be\n  updated when the promise resolves.\n\n  For more information see the [Ember.PromiseProxyMixin\n  documentation](/api/classes/Ember.PromiseProxyMixin.html).\n\n  Example\n\n  ```javascript\n  let promiseArray = DS.PromiseArray.create({\n    promise: $.getJSON('/some/remote/data.json')\n  });\n\n  promiseArray.get('length'); // 0\n\n  promiseArray.then(function() {\n    promiseArray.get('length'); // 100\n  });\n  ```\n\n  @class PromiseArray\n  @namespace DS\n  @extends Ember.ArrayProxy\n  @uses Ember.PromiseProxyMixin\n*/\nvar PromiseArray = Ember.ArrayProxy.extend(Ember.PromiseProxyMixin, {\n  meta: Ember.computed.reads('content.meta')\n});\n\n/**\n  A `PromiseObject` is an object that acts like both an `Ember.Object`\n  and a promise. When the promise is resolved, then the resulting value\n  will be set to the `PromiseObject`'s `content` property. This makes\n  it easy to create data bindings with the `PromiseObject` that will\n  be updated when the promise resolves.\n\n  For more information see the [Ember.PromiseProxyMixin\n  documentation](/api/classes/Ember.PromiseProxyMixin.html).\n\n  Example\n\n  ```javascript\n  let promiseObject = DS.PromiseObject.create({\n    promise: $.getJSON('/some/remote/data.json')\n  });\n\n  promiseObject.get('name'); // null\n\n  promiseObject.then(function() {\n    promiseObject.get('name'); // 'Tomster'\n  });\n  ```\n\n  @class PromiseObject\n  @namespace DS\n  @extends Ember.ObjectProxy\n  @uses Ember.PromiseProxyMixin\n*/\nvar PromiseObject = Ember.ObjectProxy.extend(Ember.PromiseProxyMixin);\n\nfunction promiseObject(promise, label) {\n  return PromiseObject.create({\n    promise: Ember.RSVP.Promise.resolve(promise, label)\n  });\n}\n\nfunction promiseArray(promise, label) {\n  return PromiseArray.create({\n    promise: Ember.RSVP.Promise.resolve(promise, label)\n  });\n}\n\nvar PromiseBelongsTo = PromiseObject.extend({\n\n  // we don't proxy meta because we would need to proxy it to the relationship state container\n  //  however, meta on relationships does not trigger change notifications.\n  //  if you need relationship meta, you should do `record.belongsTo(relationshipName).meta()`\n  meta: Ember.computed(function () {\n    (true && !(false) && Ember.assert('You attempted to access meta on the promise for the async belongsTo relationship ' + (this.get('_belongsToState').internalModel.modelName + ':' + this.get('_belongsToState').key + '\\'.') + '\\nUse `record.belongsTo(relationshipName).meta()` instead.', false));\n  }),\n\n  reload: function reload() {\n    (true && !(this.get('content') !== undefined) && Ember.assert('You are trying to reload an async belongsTo before it has been created', this.get('content') !== undefined));\n\n    this.get('_belongsToState').reload();\n\n    return this;\n  }\n});\n\n/**\n  A PromiseManyArray is a PromiseArray that also proxies certain method calls\n  to the underlying manyArray.\n  Right now we proxy:\n\n    * `reload()`\n    * `createRecord()`\n    * `on()`\n    * `one()`\n    * `trigger()`\n    * `off()`\n    * `has()`\n\n  @class PromiseManyArray\n  @namespace DS\n  @extends Ember.ArrayProxy\n*/\n\nfunction proxyToContent(method) {\n  return function () {\n    var _EmberGet;\n\n    return (_EmberGet = Ember.get(this, 'content'))[method].apply(_EmberGet, arguments);\n  };\n}\n\nvar PromiseManyArray = PromiseArray.extend({\n  reload: function reload() {\n    (true && !(Ember.get(this, 'content')) && Ember.assert('You are trying to reload an async manyArray before it has been created', Ember.get(this, 'content')));\n\n    this.set('promise', this.get('content').reload());\n    return this;\n  },\n\n\n  createRecord: proxyToContent('createRecord'),\n\n  on: proxyToContent('on'),\n\n  one: proxyToContent('one'),\n\n  trigger: proxyToContent('trigger'),\n\n  off: proxyToContent('off'),\n\n  has: proxyToContent('has')\n});\n\nfunction _classCallCheck$1(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar MapWithDefault = function (_Map) {\n  _inherits(MapWithDefault, _Map);\n\n  function MapWithDefault(options) {\n    _classCallCheck$1(this, MapWithDefault);\n\n    var _this = _possibleConstructorReturn(this, _Map.call(this));\n\n    _this.defaultValue = options.defaultValue;\n    return _this;\n  }\n\n  MapWithDefault.prototype.get = function get(key) {\n    var hasValue = this.has(key);\n\n    if (hasValue) {\n      return _Map.prototype.get.call(this, key);\n    } else {\n      var defaultValue = this.defaultValue(key);\n      this.set(key, defaultValue);\n      return defaultValue;\n    }\n  };\n\n  return MapWithDefault;\n}(MapWithDeprecations);\n\n/**\n@module ember-data\n*/\n\n/**\n  Holds validation errors for a given record, organized by attribute names.\n\n  Every `DS.Model` has an `errors` property that is an instance of\n  `DS.Errors`. This can be used to display validation error\n  messages returned from the server when a `record.save()` rejects.\n\n  For Example, if you had a `User` model that looked like this:\n\n  ```app/models/user.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    username: DS.attr('string'),\n    email: DS.attr('string')\n  });\n  ```\n  And you attempted to save a record that did not validate on the backend:\n\n  ```javascript\n  let user = store.createRecord('user', {\n    username: 'tomster',\n    email: 'invalidEmail'\n  });\n  user.save();\n  ```\n\n  Your backend would be expected to return an error response that described\n  the problem, so that error messages can be generated on the app.\n\n  API responses will be translated into instances of `DS.Errors` differently,\n  depending on the specific combination of adapter and serializer used. You\n  may want to check the documentation or the source code of the libraries\n  that you are using, to know how they expect errors to be communicated.\n\n  Errors can be displayed to the user by accessing their property name\n  to get an array of all the error objects for that property. Each\n  error object is a JavaScript object with two keys:\n\n  - `message` A string containing the error message from the backend\n  - `attribute` The name of the property associated with this error message\n\n  ```handlebars\n  <label>Username: {{input value=username}} </label>\n  {{#each model.errors.username as |error|}}\n    <div class=\"error\">\n      {{error.message}}\n    </div>\n  {{/each}}\n\n  <label>Email: {{input value=email}} </label>\n  {{#each model.errors.email as |error|}}\n    <div class=\"error\">\n      {{error.message}}\n    </div>\n  {{/each}}\n  ```\n\n  You can also access the special `messages` property on the error\n  object to get an array of all the error strings.\n\n  ```handlebars\n  {{#each model.errors.messages as |message|}}\n    <div class=\"error\">\n      {{message}}\n    </div>\n  {{/each}}\n  ```\n\n  @class Errors\n  @namespace DS\n  @extends Ember.Object\n  @uses Ember.Enumerable\n  @uses Ember.Evented\n */\nvar Errors = Ember.ArrayProxy.extend(Ember.Evented, {\n  /**\n    Register with target handler\n     @method registerHandlers\n    @param {Object} target\n    @param {Function} becameInvalid\n    @param {Function} becameValid\n    @deprecated\n  */\n  registerHandlers: function registerHandlers(target, becameInvalid, becameValid) {\n    (true && !(false) && Ember.deprecate('Record errors will no longer be evented.', false, {\n      id: 'ds.errors.registerHandlers',\n      until: '3.0.0'\n    }));\n\n\n    this._registerHandlers(target, becameInvalid, becameValid);\n  },\n\n\n  /**\n    Register with target handler\n     @method _registerHandlers\n    @private\n  */\n  _registerHandlers: function _registerHandlers(target, becameInvalid, becameValid) {\n    this.on('becameInvalid', target, becameInvalid);\n    this.on('becameValid', target, becameValid);\n  },\n\n\n  /**\n    @property errorsByAttributeName\n    @type {MapWithDefault}\n    @private\n  */\n  errorsByAttributeName: Ember.computed(function () {\n    return new MapWithDefault({\n      defaultValue: function defaultValue() {\n        return Ember.A();\n      }\n    });\n  }),\n\n  /**\n    Returns errors for a given attribute\n     ```javascript\n    let user = store.createRecord('user', {\n      username: 'tomster',\n      email: 'invalidEmail'\n    });\n    user.save().catch(function(){\n      user.get('errors').errorsFor('email'); // returns:\n      // [{attribute: \"email\", message: \"Doesn't look like a valid email.\"}]\n    });\n    ```\n     @method errorsFor\n    @param {String} attribute\n    @return {Array}\n  */\n  errorsFor: function errorsFor(attribute) {\n    return Ember.get(this, 'errorsByAttributeName').get(attribute);\n  },\n\n\n  /**\n    An array containing all of the error messages for this\n    record. This is useful for displaying all errors to the user.\n     ```handlebars\n    {{#each model.errors.messages as |message|}}\n      <div class=\"error\">\n        {{message}}\n      </div>\n    {{/each}}\n    ```\n     @property messages\n    @type {Array}\n  */\n  messages: Ember.computed.mapBy('content', 'message'),\n\n  /**\n    @property content\n    @type {Array}\n    @private\n  */\n  content: Ember.computed(function () {\n    return Ember.A();\n  }),\n\n  /**\n    @method unknownProperty\n    @private\n  */\n  unknownProperty: function unknownProperty(attribute) {\n    var errors = this.errorsFor(attribute);\n    if (errors.length === 0) {\n      return undefined;\n    }\n    return errors;\n  },\n\n\n  /**\n    Total number of errors.\n     @property length\n    @type {Number}\n    @readOnly\n  */\n\n  /**\n    @property isEmpty\n    @type {Boolean}\n    @readOnly\n  */\n  isEmpty: Ember.computed.not('length').readOnly(),\n\n  /**\n    Adds error messages to a given attribute and sends\n    `becameInvalid` event to the record.\n     Example:\n     ```javascript\n    if (!user.get('username') {\n      user.get('errors').add('username', 'This field is required');\n    }\n    ```\n     @method add\n    @param {String} attribute\n    @param {(Array|String)} messages\n    @deprecated\n  */\n  add: function add(attribute, messages) {\n    (true && Ember.warn('Interacting with a record errors object will no longer change the record state.', false, {\n      id: 'ds.errors.add'\n    }));\n\n\n    var wasEmpty = Ember.get(this, 'isEmpty');\n\n    this._add(attribute, messages);\n\n    if (wasEmpty && !Ember.get(this, 'isEmpty')) {\n      this.trigger('becameInvalid');\n    }\n  },\n\n\n  /**\n    Adds error messages to a given attribute without sending event.\n     @method _add\n    @private\n  */\n  _add: function _add(attribute, messages) {\n    messages = this._findOrCreateMessages(attribute, messages);\n    this.addObjects(messages);\n    Ember.get(this, 'errorsByAttributeName').get(attribute).addObjects(messages);\n\n    this.notifyPropertyChange(attribute);\n  },\n\n\n  /**\n    @method _findOrCreateMessages\n    @private\n  */\n  _findOrCreateMessages: function _findOrCreateMessages(attribute, messages) {\n    var errors = this.errorsFor(attribute);\n    var messagesArray = Ember.makeArray(messages);\n    var _messages = new Array(messagesArray.length);\n\n    for (var i = 0; i < messagesArray.length; i++) {\n      var message = messagesArray[i];\n      var err = errors.findBy('message', message);\n      if (err) {\n        _messages[i] = err;\n      } else {\n        _messages[i] = {\n          attribute: attribute,\n          message: message\n        };\n      }\n    }\n\n    return _messages;\n  },\n\n\n  /**\n    Removes all error messages from the given attribute and sends\n    `becameValid` event to the record if there no more errors left.\n     Example:\n     ```app/models/user.js\n    import DS from 'ember-data';\n     export default DS.Model.extend({\n      email: DS.attr('string'),\n      twoFactorAuth: DS.attr('boolean'),\n      phone: DS.attr('string')\n    });\n    ```\n     ```app/routes/user/edit.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      actions: {\n        save: function(user) {\n          if (!user.get('twoFactorAuth')) {\n            user.get('errors').remove('phone');\n          }\n          user.save();\n        }\n      }\n    });\n    ```\n     @method remove\n    @param {String} attribute\n    @deprecated\n  */\n  remove: function remove(attribute) {\n    (true && Ember.warn('Interacting with a record errors object will no longer change the record state.', false, {\n      id: 'ds.errors.remove'\n    }));\n\n\n    if (Ember.get(this, 'isEmpty')) {\n      return;\n    }\n\n    this._remove(attribute);\n\n    if (Ember.get(this, 'isEmpty')) {\n      this.trigger('becameValid');\n    }\n  },\n\n\n  /**\n    Removes all error messages from the given attribute without sending event.\n     @method _remove\n    @private\n  */\n  _remove: function _remove(attribute) {\n    if (Ember.get(this, 'isEmpty')) {\n      return;\n    }\n\n    var content = this.rejectBy('attribute', attribute);\n    Ember.set(this, 'content', content);\n    Ember.get(this, 'errorsByAttributeName').delete(attribute);\n\n    this.notifyPropertyChange(attribute);\n    this.notifyPropertyChange('length');\n  },\n\n\n  /**\n    Removes all error messages and sends `becameValid` event\n    to the record.\n     Example:\n     ```app/routes/user/edit.js\n  import Route from '@ember/routing/route';\n     export default Route.extend({\n      actions: {\n        retrySave: function(user) {\n          user.get('errors').clear();\n          user.save();\n        }\n      }\n    });\n    ```\n     @method clear\n    @deprecated\n  */\n  clear: function clear() {\n    (true && Ember.warn('Interacting with a record errors object will no longer change the record state.', false, {\n      id: 'ds.errors.clear'\n    }));\n\n\n    if (Ember.get(this, 'isEmpty')) {\n      return;\n    }\n\n    this._clear();\n    this.trigger('becameValid');\n  },\n\n\n  /**\n    Removes all error messages.\n    to the record.\n     @method _clear\n    @private\n  */\n  _clear: function _clear() {\n    if (Ember.get(this, 'isEmpty')) {\n      return;\n    }\n\n    var errorsByAttributeName = Ember.get(this, 'errorsByAttributeName');\n    var attributes = Ember.A();\n\n    errorsByAttributeName.forEach(function (_, attribute) {\n      attributes.push(attribute);\n    });\n\n    errorsByAttributeName.clear();\n    attributes.forEach(function (attribute) {\n      this.notifyPropertyChange(attribute);\n    }, this);\n\n    Ember.ArrayProxy.prototype.clear.call(this);\n  },\n\n\n  /**\n    Checks if there is error messages for the given attribute.\n     ```app/routes/user/edit.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      actions: {\n        save: function(user) {\n          if (user.get('errors').has('email')) {\n            return alert('Please update your email before attempting to save.');\n          }\n          user.save();\n        }\n      }\n    });\n    ```\n     @method has\n    @param {String} attribute\n    @return {Boolean} true if there some errors on given attribute\n  */\n  has: function has(attribute) {\n    return this.errorsFor(attribute).length > 0;\n  }\n});\n\n/*\n  This file encapsulates the various states that a record can transition\n  through during its lifecycle.\n*/\n/**\n  ### State\n\n  Each record has a `currentState` property that explicitly tracks what\n  state a record is in at any given time. For instance, if a record is\n  newly created and has not yet been sent to the adapter to be saved,\n  it would be in the `root.loaded.created.uncommitted` state.  If a\n  record has had local modifications made to it that are in the\n  process of being saved, the record would be in the\n  `root.loaded.updated.inFlight` state. (This state paths will be\n  explained in more detail below.)\n\n  Events are sent by the record or its store to the record's\n  `currentState` property. How the state reacts to these events is\n  dependent on which state it is in. In some states, certain events\n  will be invalid and will cause an exception to be raised.\n\n  States are hierarchical and every state is a substate of the\n  `RootState`. For example, a record can be in the\n  `root.deleted.uncommitted` state, then transition into the\n  `root.deleted.inFlight` state. If a child state does not implement\n  an event handler, the state manager will attempt to invoke the event\n  on all parent states until the root state is reached. The state\n  hierarchy of a record is described in terms of a path string. You\n  can determine a record's current state by getting the state's\n  `stateName` property:\n\n  ```javascript\n  record.get('currentState.stateName');\n  //=> \"root.created.uncommitted\"\n   ```\n\n  The hierarchy of valid states that ship with ember data looks like\n  this:\n\n  ```text\n  * root\n    * deleted\n      * saved\n      * uncommitted\n      * inFlight\n    * empty\n    * loaded\n      * created\n        * uncommitted\n        * inFlight\n      * saved\n      * updated\n        * uncommitted\n        * inFlight\n    * loading\n  ```\n\n  The `DS.Model` states are themselves stateless. What that means is\n  that, the hierarchical states that each of *those* points to is a\n  shared data structure. For performance reasons, instead of each\n  record getting its own copy of the hierarchy of states, each record\n  points to this global, immutable shared instance. How does a state\n  know which record it should be acting on? We pass the record\n  instance into the state's event handlers as the first argument.\n\n  The record passed as the first parameter is where you should stash\n  state about the record if needed; you should never store data on the state\n  object itself.\n\n  ### Events and Flags\n\n  A state may implement zero or more events and flags.\n\n  #### Events\n\n  Events are named functions that are invoked when sent to a record. The\n  record will first look for a method with the given name on the\n  current state. If no method is found, it will search the current\n  state's parent, and then its grandparent, and so on until reaching\n  the top of the hierarchy. If the root is reached without an event\n  handler being found, an exception will be raised. This can be very\n  helpful when debugging new features.\n\n  Here's an example implementation of a state with a `myEvent` event handler:\n\n  ```javascript\n  aState: DS.State.create({\n    myEvent: function(manager, param) {\n      console.log(\"Received myEvent with\", param);\n    }\n  })\n  ```\n\n  To trigger this event:\n\n  ```javascript\n  record.send('myEvent', 'foo');\n  //=> \"Received myEvent with foo\"\n  ```\n\n  Note that an optional parameter can be sent to a record's `send()` method,\n  which will be passed as the second parameter to the event handler.\n\n  Events should transition to a different state if appropriate. This can be\n  done by calling the record's `transitionTo()` method with a path to the\n  desired state. The state manager will attempt to resolve the state path\n  relative to the current state. If no state is found at that path, it will\n  attempt to resolve it relative to the current state's parent, and then its\n  parent, and so on until the root is reached. For example, imagine a hierarchy\n  like this:\n\n      * created\n        * uncommitted <-- currentState\n        * inFlight\n      * updated\n        * inFlight\n\n  If we are currently in the `uncommitted` state, calling\n  `transitionTo('inFlight')` would transition to the `created.inFlight` state,\n  while calling `transitionTo('updated.inFlight')` would transition to\n  the `updated.inFlight` state.\n\n  Remember that *only events* should ever cause a state transition. You should\n  never call `transitionTo()` from outside a state's event handler. If you are\n  tempted to do so, create a new event and send that to the state manager.\n\n  #### Flags\n\n  Flags are Boolean values that can be used to introspect a record's current\n  state in a more user-friendly way than examining its state path. For example,\n  instead of doing this:\n\n  ```javascript\n  var statePath = record.get('stateManager.currentPath');\n  if (statePath === 'created.inFlight') {\n    doSomething();\n  }\n  ```\n\n  You can say:\n\n  ```javascript\n  if (record.get('isNew') && record.get('isSaving')) {\n    doSomething();\n  }\n  ```\n\n  If your state does not set a value for a given flag, the value will\n  be inherited from its parent (or the first place in the state hierarchy\n  where it is defined).\n\n  The current set of flags are defined below. If you want to add a new flag,\n  in addition to the area below, you will also need to declare it in the\n  `DS.Model` class.\n\n\n   * [isEmpty](DS.Model.html#property_isEmpty)\n   * [isLoading](DS.Model.html#property_isLoading)\n   * [isLoaded](DS.Model.html#property_isLoaded)\n   * [hasDirtyAttributes](DS.Model.html#property_hasDirtyAttributes)\n   * [isSaving](DS.Model.html#property_isSaving)\n   * [isDeleted](DS.Model.html#property_isDeleted)\n   * [isNew](DS.Model.html#property_isNew)\n   * [isValid](DS.Model.html#property_isValid)\n\n  @namespace DS\n  @class RootState\n*/\n\nfunction _didSetProperty(internalModel, context) {\n  if (context.value === context.originalValue) {\n    delete internalModel._attributes[context.name];\n    internalModel.send('propertyWasReset', context.name);\n  } else if (context.value !== context.oldValue) {\n    internalModel.send('becomeDirty');\n  }\n\n  internalModel.updateRecordArrays();\n}\n\n// Implementation notes:\n//\n// Each state has a boolean value for all of the following flags:\n//\n// * isLoaded: The record has a populated `data` property. When a\n//   record is loaded via `store.find`, `isLoaded` is false\n//   until the adapter sets it. When a record is created locally,\n//   its `isLoaded` property is always true.\n// * isDirty: The record has local changes that have not yet been\n//   saved by the adapter. This includes records that have been\n//   created (but not yet saved) or deleted.\n// * isSaving: The record has been committed, but\n//   the adapter has not yet acknowledged that the changes have\n//   been persisted to the backend.\n// * isDeleted: The record was marked for deletion. When `isDeleted`\n//   is true and `isDirty` is true, the record is deleted locally\n//   but the deletion was not yet persisted. When `isSaving` is\n//   true, the change is in-flight. When both `isDirty` and\n//   `isSaving` are false, the change has persisted.\n// * isNew: The record was created on the client and the adapter\n//   did not yet report that it was successfully saved.\n// * isValid: The adapter did not report any server-side validation\n//   failures.\n\n// The dirty state is a abstract state whose functionality is\n// shared between the `created` and `updated` states.\n//\n// The deleted state shares the `isDirty` flag with the\n// subclasses of `DirtyState`, but with a very different\n// implementation.\n//\n// Dirty states have three child states:\n//\n// `uncommitted`: the store has not yet handed off the record\n//   to be saved.\n// `inFlight`: the store has handed off the record to be saved,\n//   but the adapter has not yet acknowledged success.\n// `invalid`: the record has invalid information and cannot be\n//   sent to the adapter yet.\n/**\n  @module ember-data\n*/\nvar DirtyState = {\n  initialState: 'uncommitted',\n\n  // FLAGS\n  isDirty: true,\n\n  // SUBSTATES\n\n  // When a record first becomes dirty, it is `uncommitted`.\n  // This means that there are local pending changes, but they\n  // have not yet begun to be saved, and are not invalid.\n  uncommitted: {\n    // EVENTS\n    didSetProperty: _didSetProperty,\n\n    //TODO(Igor) reloading now triggers a\n    //loadingData event, though it seems fine?\n    loadingData: function loadingData() {},\n    propertyWasReset: function propertyWasReset(internalModel, name) {\n      if (!internalModel.hasChangedAttributes()) {\n        internalModel.send('rolledBack');\n      }\n    },\n    pushedData: function pushedData(internalModel) {\n      internalModel.updateChangedAttributes();\n\n      if (!internalModel.hasChangedAttributes()) {\n        internalModel.transitionTo('loaded.saved');\n      }\n    },\n    becomeDirty: function becomeDirty() {},\n    willCommit: function willCommit(internalModel) {\n      internalModel.transitionTo('inFlight');\n    },\n    reloadRecord: function reloadRecord(internalModel, _ref) {\n      var resolve = _ref.resolve,\n          options = _ref.options;\n\n      resolve(internalModel.store._reloadRecord(internalModel, options));\n    },\n    rolledBack: function rolledBack(internalModel) {\n      internalModel.transitionTo('loaded.saved');\n      internalModel.triggerLater('rolledBack');\n    },\n    becameInvalid: function becameInvalid(internalModel) {\n      internalModel.transitionTo('invalid');\n    },\n    rollback: function rollback(internalModel) {\n      internalModel.rollbackAttributes();\n      internalModel.triggerLater('ready');\n    }\n  },\n\n  // Once a record has been handed off to the adapter to be\n  // saved, it is in the 'in flight' state. Changes to the\n  // record cannot be made during this window.\n  inFlight: {\n    // FLAGS\n    isSaving: true,\n\n    // EVENTS\n    didSetProperty: _didSetProperty,\n    becomeDirty: function becomeDirty() {},\n    pushedData: function pushedData() {},\n\n\n    unloadRecord: assertAgainstUnloadRecord,\n\n    // TODO: More robust semantics around save-while-in-flight\n    willCommit: function willCommit() {},\n    didCommit: function didCommit(internalModel) {\n      internalModel.transitionTo('saved');\n      internalModel.send('invokeLifecycleCallbacks', this.dirtyType);\n    },\n    rolledBack: function rolledBack(internalModel) {\n      internalModel.triggerLater('rolledBack');\n    },\n    becameInvalid: function becameInvalid(internalModel) {\n      internalModel.transitionTo('invalid');\n      internalModel.send('invokeLifecycleCallbacks');\n    },\n    becameError: function becameError(internalModel) {\n      internalModel.transitionTo('uncommitted');\n      internalModel.triggerLater('becameError', internalModel);\n    }\n  },\n\n  // A record is in the `invalid` if the adapter has indicated\n  // the the record failed server-side invalidations.\n  invalid: {\n    // FLAGS\n    isValid: false,\n\n    // EVENTS\n    deleteRecord: function deleteRecord(internalModel) {\n      internalModel.transitionTo('deleted.uncommitted');\n    },\n    didSetProperty: function didSetProperty(internalModel, context) {\n      internalModel.removeErrorMessageFromAttribute(context.name);\n\n      _didSetProperty(internalModel, context);\n\n      if (!internalModel.hasErrors()) {\n        this.becameValid(internalModel);\n      }\n    },\n    becameInvalid: function becameInvalid() {},\n    becomeDirty: function becomeDirty() {},\n    pushedData: function pushedData() {},\n    willCommit: function willCommit(internalModel) {\n      internalModel.clearErrorMessages();\n      internalModel.transitionTo('inFlight');\n    },\n    rolledBack: function rolledBack(internalModel) {\n      internalModel.clearErrorMessages();\n      internalModel.transitionTo('loaded.saved');\n      internalModel.triggerLater('ready');\n    },\n    becameValid: function becameValid(internalModel) {\n      internalModel.transitionTo('uncommitted');\n    },\n    invokeLifecycleCallbacks: function invokeLifecycleCallbacks(internalModel) {\n      internalModel.triggerLater('becameInvalid', internalModel);\n    }\n  }\n};\n\n// The created and updated states are created outside the state\n// chart so we can reopen their substates and add mixins as\n// necessary.\n\nfunction deepClone(object) {\n  var clone = {};\n  var value = void 0;\n\n  for (var prop in object) {\n    value = object[prop];\n    if (value && typeof value === 'object') {\n      clone[prop] = deepClone(value);\n    } else {\n      clone[prop] = value;\n    }\n  }\n\n  return clone;\n}\n\nfunction mixin(original, hash) {\n  for (var prop in hash) {\n    original[prop] = hash[prop];\n  }\n\n  return original;\n}\n\nfunction dirtyState(options) {\n  var newState = deepClone(DirtyState);\n  return mixin(newState, options);\n}\n\nvar createdState = dirtyState({\n  dirtyType: 'created',\n  // FLAGS\n  isNew: true\n});\n\ncreatedState.invalid.rolledBack = function (internalModel) {\n  internalModel.transitionTo('deleted.saved');\n  internalModel.triggerLater('rolledBack');\n};\n\ncreatedState.uncommitted.rolledBack = function (internalModel) {\n  internalModel.transitionTo('deleted.saved');\n  internalModel.triggerLater('rolledBack');\n};\n\nvar updatedState = dirtyState({\n  dirtyType: 'updated'\n});\n\nfunction createdStateDeleteRecord(internalModel) {\n  internalModel.transitionTo('deleted.saved');\n  internalModel.send('invokeLifecycleCallbacks');\n}\n\ncreatedState.uncommitted.deleteRecord = createdStateDeleteRecord;\n\ncreatedState.invalid.deleteRecord = createdStateDeleteRecord;\n\ncreatedState.uncommitted.rollback = function (internalModel) {\n  DirtyState.uncommitted.rollback.apply(this, arguments);\n  internalModel.transitionTo('deleted.saved');\n};\n\ncreatedState.uncommitted.pushedData = function (internalModel) {\n  internalModel.transitionTo('loaded.updated.uncommitted');\n  internalModel.triggerLater('didLoad');\n};\n\ncreatedState.uncommitted.propertyWasReset = function () {};\n\nfunction assertAgainstUnloadRecord(internalModel) {\n  (true && !(false) && Ember.assert(\"You can only unload a record which is not inFlight. `\" + internalModel + \"`\", false));\n}\n\nupdatedState.invalid.becameValid = function (internalModel) {\n  // we're eagerly transition into the loaded.saved state, even though we could\n  // be still dirty; but the setup hook of the loaded.saved state checks for\n  // dirty attributes and transitions into the corresponding dirty state\n  internalModel.transitionTo('loaded.saved');\n};\n\nupdatedState.inFlight.unloadRecord = assertAgainstUnloadRecord;\n\nupdatedState.uncommitted.deleteRecord = function (internalModel) {\n  internalModel.transitionTo('deleted.uncommitted');\n};\n\nupdatedState.invalid.rolledBack = function (internalModel) {\n  internalModel.clearErrorMessages();\n  internalModel.transitionTo('loaded.saved');\n  internalModel.triggerLater('rolledBack');\n};\n\nvar RootState = {\n  // FLAGS\n  isEmpty: false,\n  isLoading: false,\n  isLoaded: false,\n  isDirty: false,\n  isSaving: false,\n  isDeleted: false,\n  isNew: false,\n  isValid: true,\n\n  // DEFAULT EVENTS\n\n  // Trying to roll back if you're not in the dirty state\n  // doesn't change your state. For example, if you're in the\n  // in-flight state, rolling back the record doesn't move\n  // you out of the in-flight state.\n  rolledBack: function rolledBack() {},\n  unloadRecord: function unloadRecord(internalModel) {},\n  propertyWasReset: function propertyWasReset() {},\n\n\n  // SUBSTATES\n\n  // A record begins its lifecycle in the `empty` state.\n  // If its data will come from the adapter, it will\n  // transition into the `loading` state. Otherwise, if\n  // the record is being created on the client, it will\n  // transition into the `created` state.\n  empty: {\n    isEmpty: true,\n\n    // EVENTS\n    loadingData: function loadingData(internalModel, promise) {\n      internalModel._loadingPromise = promise;\n      internalModel.transitionTo('loading');\n    },\n    loadedData: function loadedData(internalModel) {\n      internalModel.transitionTo('loaded.created.uncommitted');\n      internalModel.triggerLater('ready');\n    },\n    pushedData: function pushedData(internalModel) {\n      internalModel.transitionTo('loaded.saved');\n      internalModel.triggerLater('didLoad');\n      internalModel.triggerLater('ready');\n    }\n  },\n\n  // A record enters this state when the store asks\n  // the adapter for its data. It remains in this state\n  // until the adapter provides the requested data.\n  //\n  // Usually, this process is asynchronous, using an\n  // XHR to retrieve the data.\n  loading: {\n    // FLAGS\n    isLoading: true,\n\n    exit: function exit(internalModel) {\n      internalModel._loadingPromise = null;\n    },\n\n\n    // EVENTS\n    pushedData: function pushedData(internalModel) {\n      internalModel.transitionTo('loaded.saved');\n      internalModel.triggerLater('didLoad');\n      internalModel.triggerLater('ready');\n      //TODO this seems out of place here\n      internalModel.didCleanError();\n    },\n    becameError: function becameError(internalModel) {\n      internalModel.triggerLater('becameError', internalModel);\n    },\n    notFound: function notFound(internalModel) {\n      internalModel.transitionTo('empty');\n    }\n  },\n\n  // A record enters this state when its data is populated.\n  // Most of a record's lifecycle is spent inside substates\n  // of the `loaded` state.\n  loaded: {\n    initialState: 'saved',\n\n    // FLAGS\n    isLoaded: true,\n\n    //TODO(Igor) Reloading now triggers a loadingData event,\n    //but it should be ok?\n    loadingData: function loadingData() {},\n\n\n    // SUBSTATES\n\n    // If there are no local changes to a record, it remains\n    // in the `saved` state.\n    saved: {\n      setup: function setup(internalModel) {\n        if (internalModel.hasChangedAttributes()) {\n          internalModel.adapterDidDirty();\n        }\n      },\n\n\n      // EVENTS\n      didSetProperty: _didSetProperty,\n\n      pushedData: function pushedData() {},\n      becomeDirty: function becomeDirty(internalModel) {\n        internalModel.transitionTo('updated.uncommitted');\n      },\n      willCommit: function willCommit(internalModel) {\n        internalModel.transitionTo('updated.inFlight');\n      },\n      reloadRecord: function reloadRecord(internalModel, _ref2) {\n        var resolve = _ref2.resolve,\n            options = _ref2.options;\n\n        resolve(internalModel.store._reloadRecord(internalModel, options));\n      },\n      deleteRecord: function deleteRecord(internalModel) {\n        internalModel.transitionTo('deleted.uncommitted');\n      },\n      unloadRecord: function unloadRecord(internalModel) {},\n      didCommit: function didCommit() {},\n\n\n      // loaded.saved.notFound would be triggered by a failed\n      // `reload()` on an unchanged record\n      notFound: function notFound() {}\n    },\n\n    // A record is in this state after it has been locally\n    // created but before the adapter has indicated that\n    // it has been saved.\n    created: createdState,\n\n    // A record is in this state if it has already been\n    // saved to the server, but there are new local changes\n    // that have not yet been saved.\n    updated: updatedState\n  },\n\n  // A record is in this state if it was deleted from the store.\n  deleted: {\n    initialState: 'uncommitted',\n    dirtyType: 'deleted',\n\n    // FLAGS\n    isDeleted: true,\n    isLoaded: true,\n    isDirty: true,\n\n    // TRANSITIONS\n    setup: function setup(internalModel) {\n      internalModel.updateRecordArrays();\n    },\n\n\n    // SUBSTATES\n\n    // When a record is deleted, it enters the `start`\n    // state. It will exit this state when the record\n    // starts to commit.\n    uncommitted: {\n\n      // EVENTS\n\n      willCommit: function willCommit(internalModel) {\n        internalModel.transitionTo('inFlight');\n      },\n      rollback: function rollback(internalModel) {\n        internalModel.rollbackAttributes();\n        internalModel.triggerLater('ready');\n      },\n      pushedData: function pushedData() {},\n      becomeDirty: function becomeDirty() {},\n      deleteRecord: function deleteRecord() {},\n      rolledBack: function rolledBack(internalModel) {\n        internalModel.transitionTo('loaded.saved');\n        internalModel.triggerLater('ready');\n        internalModel.triggerLater('rolledBack');\n      }\n    },\n\n    // After a record starts committing, but\n    // before the adapter indicates that the deletion\n    // has saved to the server, a record is in the\n    // `inFlight` substate of `deleted`.\n    inFlight: {\n      // FLAGS\n      isSaving: true,\n\n      // EVENTS\n\n      unloadRecord: assertAgainstUnloadRecord,\n\n      // TODO: More robust semantics around save-while-in-flight\n      willCommit: function willCommit() {},\n      didCommit: function didCommit(internalModel) {\n        internalModel.transitionTo('saved');\n\n        internalModel.send('invokeLifecycleCallbacks');\n      },\n      becameError: function becameError(internalModel) {\n        internalModel.transitionTo('uncommitted');\n        internalModel.triggerLater('becameError', internalModel);\n      },\n      becameInvalid: function becameInvalid(internalModel) {\n        internalModel.transitionTo('invalid');\n        internalModel.triggerLater('becameInvalid', internalModel);\n      }\n    },\n\n    // Once the adapter indicates that the deletion has\n    // been saved, the record enters the `saved` substate\n    // of `deleted`.\n    saved: {\n      // FLAGS\n      isDirty: false,\n\n      setup: function setup(internalModel) {\n        internalModel.removeFromInverseRelationships();\n      },\n      invokeLifecycleCallbacks: function invokeLifecycleCallbacks(internalModel) {\n        internalModel.triggerLater('didDelete', internalModel);\n        internalModel.triggerLater('didCommit', internalModel);\n      },\n      willCommit: function willCommit() {},\n      didCommit: function didCommit() {},\n      pushedData: function pushedData() {}\n    },\n\n    invalid: {\n      isValid: false,\n\n      didSetProperty: function didSetProperty(internalModel, context) {\n        internalModel.removeErrorMessageFromAttribute(context.name);\n\n        _didSetProperty(internalModel, context);\n\n        if (!internalModel.hasErrors()) {\n          this.becameValid(internalModel);\n        }\n      },\n      becameInvalid: function becameInvalid() {},\n      becomeDirty: function becomeDirty() {},\n      deleteRecord: function deleteRecord() {},\n      willCommit: function willCommit() {},\n      rolledBack: function rolledBack(internalModel) {\n        internalModel.clearErrorMessages();\n        internalModel.transitionTo('loaded.saved');\n        internalModel.triggerLater('ready');\n      },\n      becameValid: function becameValid(internalModel) {\n        internalModel.transitionTo('uncommitted');\n      }\n    }\n  },\n\n  invokeLifecycleCallbacks: function invokeLifecycleCallbacks(internalModel, dirtyType) {\n    if (dirtyType === 'created') {\n      internalModel.triggerLater('didCreate', internalModel);\n    } else {\n      internalModel.triggerLater('didUpdate', internalModel);\n    }\n\n    internalModel.triggerLater('didCommit', internalModel);\n  }\n};\n\nfunction wireState(object, parent, name) {\n  // TODO: Use Object.create and copy instead\n  object = mixin(parent ? Object.create(parent) : {}, object);\n  object.parentState = parent;\n  object.stateName = name;\n\n  for (var prop in object) {\n    if (!object.hasOwnProperty(prop) || prop === 'parentState' || prop === 'stateName') {\n      continue;\n    }\n    if (typeof object[prop] === 'object') {\n      object[prop] = wireState(object[prop], object, name + '.' + prop);\n    }\n  }\n\n  return object;\n}\n\nvar RootState$1 = wireState(RootState, null, 'root');\n\n// All modelNames are dasherized internally. Changing this function may\n// require changes to other normalization hooks (such as typeForRoot).\n\n/**\n This method normalizes a modelName into the format Ember Data uses\n internally.\n\n  @method normalizeModelName\n  @public\n  @param {String} modelName\n  @return {String} normalizedModelName\n  @for DS\n*/\nfunction normalizeModelName(modelName) {\n  return Ember.String.dasherize(modelName);\n}\n\nfunction typeForRelationshipMeta(meta) {\n  var modelName = void 0;\n\n  modelName = meta.type || meta.key;\n  if (meta.kind === 'hasMany') {\n    modelName = emberInflector.singularize(normalizeModelName(modelName));\n  }\n  return modelName;\n}\n\nfunction relationshipFromMeta(meta) {\n  return {\n    key: meta.key,\n    kind: meta.kind,\n    type: typeForRelationshipMeta(meta),\n    options: meta.options,\n    name: meta.name,\n    parentType: meta.parentType,\n    isRelationship: true\n  };\n}\n\nvar relationshipsDescriptor = Ember.computed(function () {\n  var map = new MapWithDefault({\n    defaultValue: function defaultValue() {\n      return [];\n    }\n  });\n\n  // Loop through each computed property on the class\n  this.eachComputedProperty(function (name, meta) {\n    // If the computed property is a relationship, add\n    // it to the map.\n    if (meta.isRelationship) {\n      meta.key = name;\n      var relationshipsForType = map.get(typeForRelationshipMeta(meta));\n\n      relationshipsForType.push({\n        name: name,\n        kind: meta.kind\n      });\n    }\n  });\n\n  return map;\n}).readOnly();\n\nvar relatedTypesDescriptor = Ember.computed(function () {\n  var _this = this;\n\n  var modelName = void 0;\n  var types = Ember.A();\n\n  // Loop through each computed property on the class,\n  // and create an array of the unique types involved\n  // in relationships\n  this.eachComputedProperty(function (name, meta) {\n    if (meta.isRelationship) {\n      meta.key = name;\n      modelName = typeForRelationshipMeta(meta);\n\n      (true && !(modelName) && Ember.assert('You specified a hasMany (' + meta.type + ') on ' + meta.parentType + ' but ' + meta.type + ' was not found.', modelName));\n\n\n      if (!types.includes(modelName)) {\n        (true && !(!!modelName) && Ember.assert('Trying to sideload ' + name + ' on ' + _this.toString() + ' but the type doesn\\'t exist.', !!modelName));\n\n        types.push(modelName);\n      }\n    }\n  });\n\n  return types;\n}).readOnly();\n\nvar relationshipsByNameDescriptor = Ember.computed(function () {\n  var map = new MapWithDeprecations();\n\n  this.eachComputedProperty(function (name, meta) {\n    if (meta.isRelationship) {\n      meta.key = name;\n      var relationship = relationshipFromMeta(meta);\n      relationship.type = typeForRelationshipMeta(meta);\n      map.set(name, relationship);\n    }\n  });\n\n  return map;\n}).readOnly();\n\nvar changeProperties = Ember.changeProperties;\n\n/**\n  @module ember-data\n*/\n\nfunction findPossibleInverses(type, inverseType, name, relationshipsSoFar) {\n  var possibleRelationships = relationshipsSoFar || [];\n\n  var relationshipMap = Ember.get(inverseType, 'relationships');\n  if (!relationshipMap) {\n    return possibleRelationships;\n  }\n\n  var relationships = relationshipMap.get(type.modelName).filter(function (relationship) {\n    var optionsForRelationship = inverseType.metaForProperty(relationship.name).options;\n\n    if (!optionsForRelationship.inverse && optionsForRelationship.inverse !== null) {\n      return true;\n    }\n\n    return name === optionsForRelationship.inverse;\n  });\n\n  if (relationships) {\n    possibleRelationships.push.apply(possibleRelationships, relationships);\n  }\n\n  //Recurse to support polymorphism\n  if (type.superclass) {\n    findPossibleInverses(type.superclass, inverseType, name, possibleRelationships);\n  }\n\n  return possibleRelationships;\n}\n\nfunction intersection(array1, array2) {\n  var result = [];\n  array1.forEach(function (element) {\n    if (array2.indexOf(element) >= 0) {\n      result.push(element);\n    }\n  });\n\n  return result;\n}\n\nvar RESERVED_MODEL_PROPS = ['currentState', 'data', 'store'];\n\nvar retrieveFromCurrentState = Ember.computed('currentState', function (key) {\n  return Ember.get(this._internalModel.currentState, key);\n}).readOnly();\n\n/**\n\n  The model class that all Ember Data records descend from.\n  This is the public API of Ember Data models. If you are using Ember Data\n  in your application, this is the class you should use.\n  If you are working on Ember Data internals, you most likely want to be dealing\n  with `InternalModel`\n\n  @class Model\n  @namespace DS\n  @extends Ember.Object\n  @uses Ember.Evented\n*/\nvar Model = Ember.Object.extend(Ember.Evented, {\n  _internalModel: null,\n  store: null,\n  __defineNonEnumerable: function __defineNonEnumerable(property) {\n    this[property.name] = property.descriptor.value;\n  },\n\n\n  /**\n    If this property is `true` the record is in the `empty`\n    state. Empty is the first state all records enter after they have\n    been created. Most records created by the store will quickly\n    transition to the `loading` state if data needs to be fetched from\n    the server or the `created` state if the record is created on the\n    client. A record can also enter the empty state if the adapter is\n    unable to locate the record.\n     @property isEmpty\n    @type {Boolean}\n    @readOnly\n  */\n  isEmpty: retrieveFromCurrentState,\n  /**\n    If this property is `true` the record is in the `loading` state. A\n    record enters this state when the store asks the adapter for its\n    data. It remains in this state until the adapter provides the\n    requested data.\n     @property isLoading\n    @type {Boolean}\n    @readOnly\n  */\n  isLoading: retrieveFromCurrentState,\n  /**\n    If this property is `true` the record is in the `loaded` state. A\n    record enters this state when its data is populated. Most of a\n    record's lifecycle is spent inside substates of the `loaded`\n    state.\n     Example\n     ```javascript\n    let record = store.createRecord('model');\n    record.get('isLoaded'); // true\n     store.findRecord('model', 1).then(function(model) {\n      model.get('isLoaded'); // true\n    });\n    ```\n     @property isLoaded\n    @type {Boolean}\n    @readOnly\n  */\n  isLoaded: retrieveFromCurrentState,\n  /**\n    If this property is `true` the record is in the `dirty` state. The\n    record has local changes that have not yet been saved by the\n    adapter. This includes records that have been created (but not yet\n    saved) or deleted.\n     Example\n     ```javascript\n    let record = store.createRecord('model');\n    record.get('hasDirtyAttributes'); // true\n     store.findRecord('model', 1).then(function(model) {\n      model.get('hasDirtyAttributes'); // false\n      model.set('foo', 'some value');\n      model.get('hasDirtyAttributes'); // true\n    });\n    ```\n     @since 1.13.0\n    @property hasDirtyAttributes\n    @type {Boolean}\n    @readOnly\n  */\n  hasDirtyAttributes: Ember.computed('currentState.isDirty', function () {\n    return this.get('currentState.isDirty');\n  }),\n  /**\n    If this property is `true` the record is in the `saving` state. A\n    record enters the saving state when `save` is called, but the\n    adapter has not yet acknowledged that the changes have been\n    persisted to the backend.\n     Example\n     ```javascript\n    let record = store.createRecord('model');\n    record.get('isSaving'); // false\n    let promise = record.save();\n    record.get('isSaving'); // true\n    promise.then(function() {\n      record.get('isSaving'); // false\n    });\n    ```\n     @property isSaving\n    @type {Boolean}\n    @readOnly\n  */\n  isSaving: retrieveFromCurrentState,\n  /**\n    If this property is `true` the record is in the `deleted` state\n    and has been marked for deletion. When `isDeleted` is true and\n    `hasDirtyAttributes` is true, the record is deleted locally but the deletion\n    was not yet persisted. When `isSaving` is true, the change is\n    in-flight. When both `hasDirtyAttributes` and `isSaving` are false, the\n    change has persisted.\n     Example\n     ```javascript\n    let record = store.createRecord('model');\n    record.get('isDeleted');    // false\n    record.deleteRecord();\n     // Locally deleted\n    record.get('isDeleted');           // true\n    record.get('hasDirtyAttributes');  // true\n    record.get('isSaving');            // false\n     // Persisting the deletion\n    let promise = record.save();\n    record.get('isDeleted');    // true\n    record.get('isSaving');     // true\n     // Deletion Persisted\n    promise.then(function() {\n      record.get('isDeleted');          // true\n      record.get('isSaving');           // false\n      record.get('hasDirtyAttributes'); // false\n    });\n    ```\n     @property isDeleted\n    @type {Boolean}\n    @readOnly\n  */\n  isDeleted: retrieveFromCurrentState,\n  /**\n    If this property is `true` the record is in the `new` state. A\n    record will be in the `new` state when it has been created on the\n    client and the adapter has not yet report that it was successfully\n    saved.\n     Example\n     ```javascript\n    let record = store.createRecord('model');\n    record.get('isNew'); // true\n     record.save().then(function(model) {\n      model.get('isNew'); // false\n    });\n    ```\n     @property isNew\n    @type {Boolean}\n    @readOnly\n  */\n  isNew: retrieveFromCurrentState,\n  /**\n    If this property is `true` the record is in the `valid` state.\n     A record will be in the `valid` state when the adapter did not report any\n    server-side validation failures.\n     @property isValid\n    @type {Boolean}\n    @readOnly\n  */\n  isValid: retrieveFromCurrentState,\n  /**\n    If the record is in the dirty state this property will report what\n    kind of change has caused it to move into the dirty\n    state. Possible values are:\n     - `created` The record has been created by the client and not yet saved to the adapter.\n    - `updated` The record has been updated by the client and not yet saved to the adapter.\n    - `deleted` The record has been deleted by the client and not yet saved to the adapter.\n     Example\n     ```javascript\n    let record = store.createRecord('model');\n    record.get('dirtyType'); // 'created'\n    ```\n     @property dirtyType\n    @type {String}\n    @readOnly\n  */\n  dirtyType: retrieveFromCurrentState,\n\n  /**\n    If `true` the adapter reported that it was unable to save local\n    changes to the backend for any reason other than a server-side\n    validation error.\n     Example\n     ```javascript\n    record.get('isError'); // false\n    record.set('foo', 'valid value');\n    record.save().then(null, function() {\n      record.get('isError'); // true\n    });\n    ```\n     @property isError\n    @type {Boolean}\n    @readOnly\n  */\n  isError: false,\n\n  /**\n    If `true` the store is attempting to reload the record from the adapter.\n     Example\n     ```javascript\n    record.get('isReloading'); // false\n    record.reload();\n    record.get('isReloading'); // true\n    ```\n     @property isReloading\n    @type {Boolean}\n    @readOnly\n  */\n  isReloading: false,\n\n  /**\n    All ember models have an id property. This is an identifier\n    managed by an external source. These are always coerced to be\n    strings before being used internally. Note when declaring the\n    attributes for a model it is an error to declare an id\n    attribute.\n     ```javascript\n    let record = store.createRecord('model');\n    record.get('id'); // null\n     store.findRecord('model', 1).then(function(model) {\n      model.get('id'); // '1'\n    });\n    ```\n     @property id\n    @type {String}\n  */\n\n  /**\n    @property currentState\n    @private\n    @type {Object}\n  */\n  currentState: RootState$1.empty,\n\n  /**\n    When the record is in the `invalid` state this object will contain\n    any errors returned by the adapter. When present the errors hash\n    contains keys corresponding to the invalid property names\n    and values which are arrays of Javascript objects with two keys:\n     - `message` A string containing the error message from the backend\n    - `attribute` The name of the property associated with this error message\n     ```javascript\n    record.get('errors.length'); // 0\n    record.set('foo', 'invalid value');\n    record.save().catch(function() {\n      record.get('errors').get('foo');\n      // [{message: 'foo should be a number.', attribute: 'foo'}]\n    });\n    ```\n     The `errors` property us useful for displaying error messages to\n    the user.\n     ```handlebars\n    <label>Username: {{input value=username}} </label>\n    {{#each model.errors.username as |error|}}\n      <div class=\"error\">\n        {{error.message}}\n      </div>\n    {{/each}}\n    <label>Email: {{input value=email}} </label>\n    {{#each model.errors.email as |error|}}\n      <div class=\"error\">\n        {{error.message}}\n      </div>\n    {{/each}}\n    ```\n      You can also access the special `messages` property on the error\n    object to get an array of all the error strings.\n     ```handlebars\n    {{#each model.errors.messages as |message|}}\n      <div class=\"error\">\n        {{message}}\n      </div>\n    {{/each}}\n    ```\n     @property errors\n    @type {DS.Errors}\n  */\n  errors: Ember.computed(function () {\n    var errors = Errors.create();\n\n    errors._registerHandlers(this._internalModel, function () {\n      this.send('becameInvalid');\n    }, function () {\n      this.send('becameValid');\n    });\n    return errors;\n  }).readOnly(),\n\n  /**\n    This property holds the `DS.AdapterError` object with which\n    last adapter operation was rejected.\n     @property adapterError\n    @type {DS.AdapterError}\n  */\n  adapterError: null,\n\n  /**\n    Create a JSON representation of the record, using the serialization\n    strategy of the store's adapter.\n    `serialize` takes an optional hash as a parameter, currently\n    supported options are:\n    - `includeId`: `true` if the record's ID should be included in the\n      JSON representation.\n     @method serialize\n    @param {Object} options\n    @return {Object} an object whose values are primitive JSON values only\n  */\n  serialize: function serialize(options) {\n    return this._internalModel.createSnapshot().serialize(options);\n  },\n\n\n  /**\n    Use [DS.JSONSerializer](DS.JSONSerializer.html) to\n    get the JSON representation of a record.\n     `toJSON` takes an optional hash as a parameter, currently\n    supported options are:\n     - `includeId`: `true` if the record's ID should be included in the\n      JSON representation.\n     @method toJSON\n    @param {Object} options\n    @return {Object} A JSON representation of the object.\n  */\n  toJSON: function toJSON(options) {\n    // container is for lazy transform lookups\n    var serializer = this.store.serializerFor('-default');\n    var snapshot = this._internalModel.createSnapshot();\n\n    return serializer.serialize(snapshot, options);\n  },\n\n\n  /**\n    Fired when the record is ready to be interacted with,\n    that is either loaded from the server or created locally.\n     @event ready\n  */\n  ready: null,\n\n  /**\n    Fired when the record is loaded from the server.\n     @event didLoad\n  */\n  didLoad: null,\n\n  /**\n    Fired when the record is updated.\n     @event didUpdate\n  */\n  didUpdate: null,\n\n  /**\n    Fired when a new record is commited to the server.\n     @event didCreate\n  */\n  didCreate: null,\n\n  /**\n    Fired when the record is deleted.\n     @event didDelete\n  */\n  didDelete: null,\n\n  /**\n    Fired when the record becomes invalid.\n     @event becameInvalid\n  */\n  becameInvalid: null,\n\n  /**\n    Fired when the record enters the error state.\n     @event becameError\n  */\n  becameError: null,\n\n  /**\n    Fired when the record is rolled back.\n     @event rolledBack\n  */\n  rolledBack: null,\n\n  //TODO Do we want to deprecate these?\n  /**\n    @method send\n    @private\n    @param {String} name\n    @param {Object} context\n  */\n  send: function send(name, context) {\n    return this._internalModel.send(name, context);\n  },\n\n\n  /**\n    @method transitionTo\n    @private\n    @param {String} name\n  */\n  transitionTo: function transitionTo(name) {\n    return this._internalModel.transitionTo(name);\n  },\n\n\n  /**\n    Marks the record as deleted but does not save it. You must call\n    `save` afterwards if you want to persist it. You might use this\n    method if you want to allow the user to still `rollbackAttributes()`\n    after a delete was made.\n     Example\n     ```app/routes/model/delete.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      actions: {\n        softDelete() {\n          this.get('controller.model').deleteRecord();\n        },\n        confirm() {\n          this.get('controller.model').save();\n        },\n        undo() {\n          this.get('controller.model').rollbackAttributes();\n        }\n      }\n    });\n    ```\n     @method deleteRecord\n  */\n  deleteRecord: function deleteRecord() {\n    this._internalModel.deleteRecord();\n  },\n\n\n  /**\n    Same as `deleteRecord`, but saves the record immediately.\n     Example\n     ```app/routes/model/delete.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      actions: {\n        delete() {\n          this.get('controller.model').destroyRecord().then(function() {\n            controller.transitionToRoute('model.index');\n          });\n        }\n      }\n    });\n    ```\n     If you pass an object on the `adapterOptions` property of the options\n    argument it will be passed to your adapter via the snapshot\n     ```js\n    record.destroyRecord({ adapterOptions: { subscribe: false } });\n    ```\n     ```app/adapters/post.js\n    import MyCustomAdapter from './custom-adapter';\n     export default MyCustomAdapter.extend({\n      deleteRecord(store, type, snapshot) {\n        if (snapshot.adapterOptions.subscribe) {\n          // ...\n        }\n        // ...\n      }\n    });\n    ```\n     @method destroyRecord\n    @param {Object} options\n    @return {Promise} a promise that will be resolved when the adapter returns\n    successfully or rejected if the adapter returns with an error.\n  */\n  destroyRecord: function destroyRecord(options) {\n    this.deleteRecord();\n    return this.save(options);\n  },\n\n\n  /**\n    Unloads the record from the store. This will cause the record to be destroyed and freed up for garbage collection.\n     @method unloadRecord\n  */\n  unloadRecord: function unloadRecord() {\n    if (this.isDestroyed) {\n      return;\n    }\n    this._internalModel.unloadRecord();\n  },\n\n\n  /**\n    @method _notifyProperties\n    @private\n  */\n  _notifyProperties: function _notifyProperties(keys) {\n    var _this = this;\n\n    // changeProperties defers notifications until after the delegate\n    // and protects with a try...finally block\n    // previously used begin...endPropertyChanges but this is private API\n    changeProperties(function () {\n      var key = void 0;\n      for (var i = 0, length = keys.length; i < length; i++) {\n        key = keys[i];\n        _this.notifyPropertyChange(key);\n      }\n    });\n  },\n\n\n  /**\n    Returns an object, whose keys are changed properties, and value is\n    an [oldProp, newProp] array.\n     The array represents the diff of the canonical state with the local state\n    of the model. Note: if the model is created locally, the canonical state is\n    empty since the adapter hasn't acknowledged the attributes yet:\n     Example\n     ```app/models/mascot.js\n    import DS from 'ember-data';\n     export default DS.Model.extend({\n      name: DS.attr('string'),\n      isAdmin: DS.attr('boolean', {\n        defaultValue: false\n      })\n    });\n    ```\n     ```javascript\n    let mascot = store.createRecord('mascot');\n     mascot.changedAttributes(); // {}\n     mascot.set('name', 'Tomster');\n    mascot.changedAttributes(); // { name: [undefined, 'Tomster'] }\n     mascot.set('isAdmin', true);\n    mascot.changedAttributes(); // { isAdmin: [undefined, true], name: [undefined, 'Tomster'] }\n     mascot.save().then(function() {\n      mascot.changedAttributes(); // {}\n       mascot.set('isAdmin', false);\n      mascot.changedAttributes(); // { isAdmin: [true, false] }\n    });\n    ```\n     @method changedAttributes\n    @return {Object} an object, whose keys are changed properties,\n      and value is an [oldProp, newProp] array.\n  */\n  changedAttributes: function changedAttributes() {\n    return this._internalModel.changedAttributes();\n  },\n\n\n  //TODO discuss with tomhuda about events/hooks\n  //Bring back as hooks?\n  /**\n    @method adapterWillCommit\n    @private\n  adapterWillCommit: function() {\n    this.send('willCommit');\n  },\n   /**\n    @method adapterDidDirty\n    @private\n  adapterDidDirty: function() {\n    this.send('becomeDirty');\n    this.updateRecordArraysLater();\n  },\n  */\n\n  /**\n    If the model `hasDirtyAttributes` this function will discard any unsaved\n    changes. If the model `isNew` it will be removed from the store.\n     Example\n     ```javascript\n    record.get('name'); // 'Untitled Document'\n    record.set('name', 'Doc 1');\n    record.get('name'); // 'Doc 1'\n    record.rollbackAttributes();\n    record.get('name'); // 'Untitled Document'\n    ```\n     @since 1.13.0\n    @method rollbackAttributes\n  */\n  rollbackAttributes: function rollbackAttributes() {\n    this._internalModel.rollbackAttributes();\n  },\n\n\n  /*\n    @method _createSnapshot\n    @private\n  */\n  _createSnapshot: function _createSnapshot() {\n    return this._internalModel.createSnapshot();\n  },\n  toStringExtension: function toStringExtension() {\n    // the _internalModel guard exists, because some dev-only deprecation code\n    // (addListener via validatePropertyInjections) invokes toString before the\n    // object is real.\n    return this._internalModel && this._internalModel.id;\n  },\n\n\n  /**\n    Save the record and persist any changes to the record to an\n    external source via the adapter.\n     Example\n     ```javascript\n    record.set('name', 'Tomster');\n    record.save().then(function() {\n      // Success callback\n    }, function() {\n      // Error callback\n    });\n    ```\n    If you pass an object using the `adapterOptions` property of the options\n   argument it will be passed to your adapter via the snapshot.\n     ```js\n    record.save({ adapterOptions: { subscribe: false } });\n    ```\n     ```app/adapters/post.js\n    import MyCustomAdapter from './custom-adapter';\n     export default MyCustomAdapter.extend({\n      updateRecord(store, type, snapshot) {\n        if (snapshot.adapterOptions.subscribe) {\n          // ...\n        }\n        // ...\n      }\n    });\n    ```\n     @method save\n    @param {Object} options\n    @return {Promise} a promise that will be resolved when the adapter returns\n    successfully or rejected if the adapter returns with an error.\n  */\n  save: function save(options) {\n    var _this2 = this;\n\n    return PromiseObject.create({\n      promise: this._internalModel.save(options).then(function () {\n        return _this2;\n      })\n    });\n  },\n\n\n  /**\n    Reload the record from the adapter.\n     This will only work if the record has already finished loading.\n     Example\n     ```app/routes/model/view.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      actions: {\n        reload() {\n          this.controller.get('model').reload().then(function(model) {\n            // do something with the reloaded model\n          });\n        }\n      }\n    });\n    ```\n     @method reload\n    @param {Object} options optional, may include `adapterOptions` hash which will be passed to adapter request\n    @return {Promise} a promise that will be resolved with the record when the\n    adapter returns successfully or rejected if the adapter returns\n    with an error.\n  */\n  reload: function reload(options) {\n    var _this3 = this;\n\n    var wrappedAdapterOptions = void 0;\n\n    if (typeof options === 'object' && options !== null && options.adapterOptions) {\n      wrappedAdapterOptions = {\n        adapterOptions: options.adapterOptions\n      };\n    }\n\n    return PromiseObject.create({\n      promise: this._internalModel.reload(wrappedAdapterOptions).then(function () {\n        return _this3;\n      })\n    });\n  },\n\n\n  /**\n    Override the default event firing from Ember.Evented to\n    also call methods with the given name.\n     @method trigger\n    @private\n    @param {String} name\n  */\n  trigger: function trigger(name) {\n    var fn = this[name];\n\n    if (typeof fn === 'function') {\n      var length = arguments.length;\n      var args = new Array(length - 1);\n\n      for (var i = 1; i < length; i++) {\n        args[i - 1] = arguments[i];\n      }\n      fn.apply(this, args);\n    }\n\n    this._super.apply(this, arguments);\n  },\n  attr: function attr() {\n    (true && !(false) && Ember.assert(\"The `attr` method is not available on DS.Model, a DS.Snapshot was probably expected. Are you passing a DS.Model instead of a DS.Snapshot to your serializer?\", false));\n  },\n\n\n  /**\n    Get the reference for the specified belongsTo relationship.\n     Example\n     ```app/models/blog.js\n    export default DS.Model.extend({\n      user: DS.belongsTo({ async: true })\n    });\n    ```\n     ```javascript\n    let blog = store.push({\n      data: {\n        type: 'blog',\n        id: 1,\n        relationships: {\n          user: {\n            data: { type: 'user', id: 1 }\n          }\n        }\n      }\n    });\n    let userRef = blog.belongsTo('user');\n     // check if the user relationship is loaded\n    let isLoaded = userRef.value() !== null;\n     // get the record of the reference (null if not yet available)\n    let user = userRef.value();\n     // get the identifier of the reference\n    if (userRef.remoteType() === \"id\") {\n      let id = userRef.id();\n    } else if (userRef.remoteType() === \"link\") {\n      let link = userRef.link();\n    }\n     // load user (via store.findRecord or store.findBelongsTo)\n    userRef.load().then(...)\n     // or trigger a reload\n    userRef.reload().then(...)\n     // provide data for reference\n    userRef.push({\n      type: 'user',\n      id: 1,\n      attributes: {\n        username: \"@user\"\n      }\n    }).then(function(user) {\n      userRef.value() === user;\n    });\n    ```\n     @method belongsTo\n    @param {String} name of the relationship\n    @since 2.5.0\n    @return {BelongsToReference} reference for this relationship\n  */\n  belongsTo: function belongsTo(name) {\n    return this._internalModel.referenceFor('belongsTo', name);\n  },\n\n\n  /**\n    Get the reference for the specified hasMany relationship.\n     Example\n     ```javascript\n    // models/blog.js\n    export default DS.Model.extend({\n      comments: DS.hasMany({ async: true })\n    });\n     let blog = store.push({\n      data: {\n        type: 'blog',\n        id: 1,\n        relationships: {\n          comments: {\n            data: [\n              { type: 'comment', id: 1 },\n              { type: 'comment', id: 2 }\n            ]\n          }\n        }\n      }\n    });\n    let commentsRef = blog.hasMany('comments');\n     // check if the comments are loaded already\n    let isLoaded = commentsRef.value() !== null;\n     // get the records of the reference (null if not yet available)\n    let comments = commentsRef.value();\n     // get the identifier of the reference\n    if (commentsRef.remoteType() === \"ids\") {\n      let ids = commentsRef.ids();\n    } else if (commentsRef.remoteType() === \"link\") {\n      let link = commentsRef.link();\n    }\n     // load comments (via store.findMany or store.findHasMany)\n    commentsRef.load().then(...)\n     // or trigger a reload\n    commentsRef.reload().then(...)\n     // provide data for reference\n    commentsRef.push([{ type: 'comment', id: 1 }, { type: 'comment', id: 2 }]).then(function(comments) {\n      commentsRef.value() === comments;\n    });\n    ```\n     @method hasMany\n    @param {String} name of the relationship\n    @since 2.5.0\n    @return {HasManyReference} reference for this relationship\n  */\n  hasMany: function hasMany(name) {\n    return this._internalModel.referenceFor('hasMany', name);\n  },\n\n\n  /**\n   Provides info about the model for debugging purposes\n   by grouping the properties into more semantic groups.\n    Meant to be used by debugging tools such as the Chrome Ember Extension.\n    - Groups all attributes in \"Attributes\" group.\n   - Groups all belongsTo relationships in \"Belongs To\" group.\n   - Groups all hasMany relationships in \"Has Many\" group.\n   - Groups all flags in \"Flags\" group.\n   - Flags relationship CPs as expensive properties.\n    @method _debugInfo\n   @for DS.Model\n   @private\n   */\n  _debugInfo: function _debugInfo() {\n    var attributes = ['id'];\n    var relationships = {};\n    var expensiveProperties = [];\n\n    this.eachAttribute(function (name, meta) {\n      return attributes.push(name);\n    });\n\n    var groups = [{\n      name: 'Attributes',\n      properties: attributes,\n      expand: true\n    }];\n\n    this.eachRelationship(function (name, relationship) {\n      var properties = relationships[relationship.kind];\n\n      if (properties === undefined) {\n        properties = relationships[relationship.kind] = [];\n        groups.push({\n          name: relationship.name,\n          properties: properties,\n          expand: true\n        });\n      }\n      properties.push(name);\n      expensiveProperties.push(name);\n    });\n\n    groups.push({\n      name: 'Flags',\n      properties: ['isLoaded', 'hasDirtyAttributes', 'isSaving', 'isDeleted', 'isError', 'isNew', 'isValid']\n    });\n\n    return {\n      propertyInfo: {\n        // include all other mixins / properties (not just the grouped ones)\n        includeOtherProperties: true,\n        groups: groups,\n        // don't pre-calculate unless cached\n        expensiveProperties: expensiveProperties\n      }\n    };\n  },\n  notifyBelongsToChanged: function notifyBelongsToChanged(key) {\n    this.notifyPropertyChange(key);\n  },\n\n  /**\n   Given a callback, iterates over each of the relationships in the model,\n   invoking the callback with the name of each relationship and its relationship\n   descriptor.\n     The callback method you provide should have the following signature (all\n   parameters are optional):\n    ```javascript\n   function(name, descriptor);\n   ```\n    - `name` the name of the current property in the iteration\n   - `descriptor` the meta object that describes this relationship\n    The relationship descriptor argument is an object with the following properties.\n    - **key** <span class=\"type\">String</span> the name of this relationship on the Model\n   - **kind** <span class=\"type\">String</span> \"hasMany\" or \"belongsTo\"\n   - **options** <span class=\"type\">Object</span> the original options hash passed when the relationship was declared\n   - **parentType** <span class=\"type\">DS.Model</span> the type of the Model that owns this relationship\n   - **type** <span class=\"type\">String</span> the type name of the related Model\n    Note that in addition to a callback, you can also pass an optional target\n   object that will be set as `this` on the context.\n    Example\n    ```app/serializers/application.js\n   import DS from 'ember-data';\n    export default DS.JSONSerializer.extend({\n    serialize: function(record, options) {\n      let json = {};\n       record.eachRelationship(function(name, descriptor) {\n        if (descriptor.kind === 'hasMany') {\n          let serializedHasManyName = name.toUpperCase() + '_IDS';\n          json[serializedHasManyName] = record.get(name).mapBy('id');\n        }\n      });\n       return json;\n    }\n  });\n   ```\n    @method eachRelationship\n   @param {Function} callback the callback to invoke\n   @param {any} binding the value to which the callback's `this` should be bound\n   */\n  eachRelationship: function eachRelationship(callback, binding) {\n    this.constructor.eachRelationship(callback, binding);\n  },\n  relationshipFor: function relationshipFor(name) {\n    return Ember.get(this.constructor, 'relationshipsByName').get(name);\n  },\n  inverseFor: function inverseFor(key) {\n    return this.constructor.inverseFor(key, this.store);\n  },\n  notifyHasManyAdded: function notifyHasManyAdded(key) {\n    //We need to notifyPropertyChange in the adding case because we need to make sure\n    //we fetch the newly added record in case it is unloaded\n    //TODO(Igor): Consider whether we could do this only if the record state is unloaded\n\n    //Goes away once hasMany is double promisified\n    this.notifyPropertyChange(key);\n  },\n  eachAttribute: function eachAttribute(callback, binding) {\n    this.constructor.eachAttribute(callback, binding);\n  }\n});\n\n/**\n @property data\n @private\n @type {Object}\n */\nObject.defineProperty(Model.prototype, 'data', {\n  configurable: false,\n  get: function get() {\n    return this._internalModel._data;\n  }\n});\n\nObject.defineProperty(Model.prototype, 'id', {\n  configurable: false,\n  set: function set(id) {\n    this._internalModel.setId(id);\n  },\n  get: function get() {\n    // the _internalModel guard exists, because some dev-only deprecation code\n    // (addListener via validatePropertyInjections) invokes toString before the\n    // object is real.\n    return this._internalModel && this._internalModel.id;\n  }\n});\n\n{\n  Model.reopen({\n    init: function init() {\n      this._super.apply(this, arguments);\n\n      if (!this._internalModel) {\n        throw new Ember.Error('You should not call `create` on a model. Instead, call `store.createRecord` with the attributes you would like to set.');\n      }\n    }\n  });\n}\n\nModel.reopenClass({\n  isModel: true,\n\n  /**\n    Override the class' `create()` method to raise an error. This\n    prevents end users from inadvertently calling `create()` instead\n    of `createRecord()`. The store is still able to create instances\n    by calling the `_create()` method. To create an instance of a\n    `DS.Model` use [store.createRecord](DS.Store.html#method_createRecord).\n     @method create\n    @private\n    @static\n  */\n  /**\n   Represents the model's class name as a string. This can be used to look up the model's class name through\n   `DS.Store`'s modelFor method.\n    `modelName` is generated for you by Ember Data. It will be a lowercased, dasherized string.\n   For example:\n    ```javascript\n   store.modelFor('post').modelName; // 'post'\n   store.modelFor('blog-post').modelName; // 'blog-post'\n   ```\n    The most common place you'll want to access `modelName` is in your serializer's `payloadKeyFromModelName` method. For example, to change payload\n   keys to underscore (instead of dasherized), you might use the following code:\n    ```javascript\n   import { underscore } from '@ember/string';\n    export default const PostSerializer = DS.RESTSerializer.extend({\n     payloadKeyFromModelName(modelName) {\n       return underscore(modelName);\n     }\n   });\n   ```\n   @property modelName\n   @type String\n   @readonly\n   @static\n  */\n  modelName: null,\n\n  /*\n   These class methods below provide relationship\n   introspection abilities about relationships.\n    A note about the computed properties contained here:\n    **These properties are effectively sealed once called for the first time.**\n   To avoid repeatedly doing expensive iteration over a model's fields, these\n   values are computed once and then cached for the remainder of the runtime of\n   your application.\n    If your application needs to modify a class after its initial definition\n   (for example, using `reopen()` to add additional attributes), make sure you\n   do it before using your model with the store, which uses these properties\n   extensively.\n   */\n\n  /**\n   For a given relationship name, returns the model type of the relationship.\n    For example, if you define a model like this:\n    ```app/models/post.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      comments: DS.hasMany('comment')\n    });\n   ```\n    Calling `store.modelFor('post').typeForRelationship('comments', store)` will return `Comment`.\n    @method typeForRelationship\n   @static\n   @param {String} name the name of the relationship\n   @param {store} store an instance of DS.Store\n   @return {DS.Model} the type of the relationship, or undefined\n   */\n  typeForRelationship: function typeForRelationship(name, store) {\n    var relationship = Ember.get(this, 'relationshipsByName').get(name);\n    return relationship && store.modelFor(relationship.type);\n  },\n\n\n  inverseMap: Ember.computed(function () {\n    return Object.create(null);\n  }),\n\n  /**\n   Find the relationship which is the inverse of the one asked for.\n    For example, if you define models like this:\n    ```app/models/post.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      comments: DS.hasMany('message')\n    });\n   ```\n    ```app/models/message.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      owner: DS.belongsTo('post')\n    });\n   ```\n    ``` js\n   store.modelFor('post').inverseFor('comments', store) // { type: App.Message, name: 'owner', kind: 'belongsTo' }\n   store.modelFor('message').inverseFor('owner', store) // { type: App.Post, name: 'comments', kind: 'hasMany' }\n   ```\n    @method inverseFor\n   @static\n   @param {String} name the name of the relationship\n   @param {DS.Store} store\n   @return {Object} the inverse relationship, or null\n   */\n  inverseFor: function inverseFor(name, store) {\n    var inverseMap = Ember.get(this, 'inverseMap');\n    if (inverseMap[name] !== undefined) {\n      return inverseMap[name];\n    } else {\n      var relationship = Ember.get(this, 'relationshipsByName').get(name);\n      if (!relationship) {\n        inverseMap[name] = null;\n        return null;\n      }\n\n      var options = relationship.options;\n      if (options && options.inverse === null) {\n        // populate the cache with a miss entry so we can skip getting and going\n        // through `relationshipsByName`\n        inverseMap[name] = null;\n        return null;\n      }\n\n      return inverseMap[name] = this._findInverseFor(name, store);\n    }\n  },\n\n\n  //Calculate the inverse, ignoring the cache\n  _findInverseFor: function _findInverseFor(name, store) {\n\n    var inverseType = this.typeForRelationship(name, store);\n    if (!inverseType) {\n      return null;\n    }\n\n    var propertyMeta = this.metaForProperty(name);\n    //If inverse is manually specified to be null, like  `comments: DS.hasMany('message', { inverse: null })`\n    var options = propertyMeta.options;\n    if (options.inverse === null) {\n      return null;\n    }\n\n    var inverseName = void 0,\n        inverseKind = void 0,\n        inverse = void 0;\n\n    //If inverse is specified manually, return the inverse\n    if (options.inverse) {\n      inverseName = options.inverse;\n      inverse = Ember.get(inverseType, 'relationshipsByName').get(inverseName);\n\n      (true && !(!Ember.isNone(inverse)) && Ember.assert(\"We found no inverse relationships by the name of '\" + inverseName + \"' on the '\" + inverseType.modelName + \"' model. This is most likely due to a missing attribute on your model definition.\", !Ember.isNone(inverse)));\n\n\n      inverseKind = inverse.kind;\n    } else {\n      //No inverse was specified manually, we need to use a heuristic to guess one\n      if (propertyMeta.parentType && propertyMeta.type === propertyMeta.parentType.modelName) {\n        (true && Ember.warn('Detected a reflexive relationship by the name of \\'' + name + '\\' without an inverse option. Look at https://guides.emberjs.com/current/models/relationships/#toc_reflexive-relations for how to explicitly specify inverses.', false, {\n          id: 'ds.model.reflexive-relationship-without-inverse'\n        }));\n      }\n\n      var possibleRelationships = findPossibleInverses(this, inverseType, name);\n\n      if (possibleRelationships.length === 0) {\n        return null;\n      }\n\n      var filteredRelationships = possibleRelationships.filter(function (possibleRelationship) {\n        var optionsForRelationship = inverseType.metaForProperty(possibleRelationship.name).options;\n        return name === optionsForRelationship.inverse;\n      });\n\n      (true && !(filteredRelationships.length < 2) && Ember.assert(\"You defined the '\" + name + \"' relationship on \" + this + \", but you defined the inverse relationships of type \" + inverseType.toString() + \" multiple times. Look at https://guides.emberjs.com/current/models/relationships/#toc_explicit-inverses for how to explicitly specify inverses\", filteredRelationships.length < 2));\n\n\n      if (filteredRelationships.length === 1) {\n        possibleRelationships = filteredRelationships;\n      }\n\n      (true && !(possibleRelationships.length === 1) && Ember.assert(\"You defined the '\" + name + \"' relationship on \" + this + \", but multiple possible inverse relationships of type \" + this + \" were found on \" + inverseType + \". Look at https://guides.emberjs.com/current/models/relationships/#toc_explicit-inverses for how to explicitly specify inverses\", possibleRelationships.length === 1));\n\n\n      inverseName = possibleRelationships[0].name;\n      inverseKind = possibleRelationships[0].kind;\n    }\n\n    return {\n      type: inverseType,\n      name: inverseName,\n      kind: inverseKind\n    };\n  },\n\n\n  /**\n   The model's relationships as a map, keyed on the type of the\n   relationship. The value of each entry is an array containing a descriptor\n   for each relationship with that type, describing the name of the relationship\n   as well as the type.\n    For example, given the following model definition:\n    ```app/models/blog.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      users: DS.hasMany('user'),\n      owner: DS.belongsTo('user'),\n      posts: DS.hasMany('post')\n    });\n   ```\n    This computed property would return a map describing these\n   relationships, like this:\n    ```javascript\n   import Ember from 'ember';\n   import Blog from 'app/models/blog';\n   import User from 'app/models/user';\n   import Post from 'app/models/post';\n    let relationships = Ember.get(Blog, 'relationships');\n   relationships.get(User);\n   //=> [ { name: 'users', kind: 'hasMany' },\n   //     { name: 'owner', kind: 'belongsTo' } ]\n   relationships.get(Post);\n   //=> [ { name: 'posts', kind: 'hasMany' } ]\n   ```\n    @property relationships\n   @static\n   @type Map\n   @readOnly\n   */\n\n  relationships: relationshipsDescriptor,\n\n  /**\n   A hash containing lists of the model's relationships, grouped\n   by the relationship kind. For example, given a model with this\n   definition:\n    ```app/models/blog.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      users: DS.hasMany('user'),\n      owner: DS.belongsTo('user'),\n       posts: DS.hasMany('post')\n    });\n   ```\n    This property would contain the following:\n    ```javascript\n   import Ember from 'ember';\n   import Blog from 'app/models/blog';\n    let relationshipNames = Ember.get(Blog, 'relationshipNames');\n   relationshipNames.hasMany;\n   //=> ['users', 'posts']\n   relationshipNames.belongsTo;\n   //=> ['owner']\n   ```\n    @property relationshipNames\n   @static\n   @type Object\n   @readOnly\n   */\n  relationshipNames: Ember.computed(function () {\n    var names = {\n      hasMany: [],\n      belongsTo: []\n    };\n\n    this.eachComputedProperty(function (name, meta) {\n      if (meta.isRelationship) {\n        names[meta.kind].push(name);\n      }\n    });\n\n    return names;\n  }),\n\n  /**\n   An array of types directly related to a model. Each type will be\n   included once, regardless of the number of relationships it has with\n   the model.\n    For example, given a model with this definition:\n    ```app/models/blog.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      users: DS.hasMany('user'),\n      owner: DS.belongsTo('user'),\n       posts: DS.hasMany('post')\n    });\n   ```\n    This property would contain the following:\n    ```javascript\n   import Ember from 'ember';\n   import Blog from 'app/models/blog';\n    let relatedTypes = Ember.get(Blog, 'relatedTypes');\n   //=> [ User, Post ]\n   ```\n    @property relatedTypes\n   @static\n   @type Ember.Array\n   @readOnly\n   */\n  relatedTypes: relatedTypesDescriptor,\n\n  /**\n   A map whose keys are the relationships of a model and whose values are\n   relationship descriptors.\n    For example, given a model with this\n   definition:\n    ```app/models/blog.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      users: DS.hasMany('user'),\n      owner: DS.belongsTo('user'),\n       posts: DS.hasMany('post')\n    });\n   ```\n    This property would contain the following:\n    ```javascript\n   import Ember from 'ember';\n   import Blog from 'app/models/blog';\n    let relationshipsByName = Ember.get(Blog, 'relationshipsByName');\n   relationshipsByName.get('users');\n   //=> { key: 'users', kind: 'hasMany', type: 'user', options: Object, isRelationship: true }\n   relationshipsByName.get('owner');\n   //=> { key: 'owner', kind: 'belongsTo', type: 'user', options: Object, isRelationship: true }\n   ```\n    @property relationshipsByName\n   @static\n   @type Map\n   @readOnly\n   */\n  relationshipsByName: relationshipsByNameDescriptor,\n\n  /**\n   A map whose keys are the fields of the model and whose values are strings\n   describing the kind of the field. A model's fields are the union of all of its\n   attributes and relationships.\n    For example:\n    ```app/models/blog.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      users: DS.hasMany('user'),\n      owner: DS.belongsTo('user'),\n       posts: DS.hasMany('post'),\n       title: DS.attr('string')\n    });\n   ```\n    ```js\n   import Ember from 'ember';\n   import Blog from 'app/models/blog';\n    let fields = Ember.get(Blog, 'fields');\n   fields.forEach(function(kind, field) {\n      console.log(field, kind);\n    });\n    // prints:\n   // users, hasMany\n   // owner, belongsTo\n   // posts, hasMany\n   // title, attribute\n   ```\n    @property fields\n   @static\n   @type Map\n   @readOnly\n   */\n  fields: Ember.computed(function () {\n    var map = new MapWithDeprecations();\n\n    this.eachComputedProperty(function (name, meta) {\n      if (meta.isRelationship) {\n        map.set(name, meta.kind);\n      } else if (meta.isAttribute) {\n        map.set(name, 'attribute');\n      }\n    });\n\n    return map;\n  }).readOnly(),\n\n  /**\n   Given a callback, iterates over each of the relationships in the model,\n   invoking the callback with the name of each relationship and its relationship\n   descriptor.\n    @method eachRelationship\n   @static\n   @param {Function} callback the callback to invoke\n   @param {any} binding the value to which the callback's `this` should be bound\n   */\n  eachRelationship: function eachRelationship(callback, binding) {\n    Ember.get(this, 'relationshipsByName').forEach(function (relationship, name) {\n      callback.call(binding, name, relationship);\n    });\n  },\n\n\n  /**\n   Given a callback, iterates over each of the types related to a model,\n   invoking the callback with the related type's class. Each type will be\n   returned just once, regardless of how many different relationships it has\n   with a model.\n    @method eachRelatedType\n   @static\n   @param {Function} callback the callback to invoke\n   @param {any} binding the value to which the callback's `this` should be bound\n   */\n  eachRelatedType: function eachRelatedType(callback, binding) {\n    var relationshipTypes = Ember.get(this, 'relatedTypes');\n\n    for (var i = 0; i < relationshipTypes.length; i++) {\n      var type = relationshipTypes[i];\n      callback.call(binding, type);\n    }\n  },\n  determineRelationshipType: function determineRelationshipType(knownSide, store) {\n    var knownKey = knownSide.key;\n    var knownKind = knownSide.kind;\n    var inverse = this.inverseFor(knownKey, store);\n    // let key;\n    var otherKind = void 0;\n\n    if (!inverse) {\n      return knownKind === 'belongsTo' ? 'oneToNone' : 'manyToNone';\n    }\n\n    // key = inverse.name;\n    otherKind = inverse.kind;\n\n    if (otherKind === 'belongsTo') {\n      return knownKind === 'belongsTo' ? 'oneToOne' : 'manyToOne';\n    } else {\n      return knownKind === 'belongsTo' ? 'oneToMany' : 'manyToMany';\n    }\n  },\n\n\n  /**\n   A map whose keys are the attributes of the model (properties\n   described by DS.attr) and whose values are the meta object for the\n   property.\n    Example\n    ```app/models/person.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      firstName: DS.attr('string'),\n      lastName: DS.attr('string'),\n      birthday: DS.attr('date')\n    });\n   ```\n    ```javascript\n   import Ember from 'ember';\n   import Person from 'app/models/person';\n    let attributes = Ember.get(Person, 'attributes')\n    attributes.forEach(function(meta, name) {\n      console.log(name, meta);\n    });\n    // prints:\n   // firstName {type: \"string\", isAttribute: true, options: Object, parentType: function, name: \"firstName\"}\n   // lastName {type: \"string\", isAttribute: true, options: Object, parentType: function, name: \"lastName\"}\n   // birthday {type: \"date\", isAttribute: true, options: Object, parentType: function, name: \"birthday\"}\n   ```\n    @property attributes\n   @static\n   @type {Map}\n   @readOnly\n   */\n  attributes: Ember.computed(function () {\n    var _this4 = this;\n\n    var map = new MapWithDeprecations();\n\n    this.eachComputedProperty(function (name, meta) {\n      if (meta.isAttribute) {\n        (true && !(name !== 'id') && Ember.assert(\"You may not set `id` as an attribute on your model. Please remove any lines that look like: `id: DS.attr('<type>')` from \" + _this4.toString(), name !== 'id'));\n\n\n        meta.name = name;\n        map.set(name, meta);\n      }\n    });\n\n    return map;\n  }).readOnly(),\n\n  /**\n   A map whose keys are the attributes of the model (properties\n   described by DS.attr) and whose values are type of transformation\n   applied to each attribute. This map does not include any\n   attributes that do not have an transformation type.\n    Example\n    ```app/models/person.js\n   import DS from 'ember-data';\n    export default DS.Model.extend({\n      firstName: DS.attr(),\n      lastName: DS.attr('string'),\n      birthday: DS.attr('date')\n    });\n   ```\n    ```javascript\n   import Ember from 'ember';\n   import Person from 'app/models/person';\n    let transformedAttributes = Ember.get(Person, 'transformedAttributes')\n    transformedAttributes.forEach(function(field, type) {\n      console.log(field, type);\n    });\n    // prints:\n   // lastName string\n   // birthday date\n   ```\n    @property transformedAttributes\n   @static\n   @type {Map}\n   @readOnly\n   */\n  transformedAttributes: Ember.computed(function () {\n    var map = new MapWithDeprecations();\n\n    this.eachAttribute(function (key, meta) {\n      if (meta.type) {\n        map.set(key, meta.type);\n      }\n    });\n\n    return map;\n  }).readOnly(),\n\n  /**\n   Iterates through the attributes of the model, calling the passed function on each\n   attribute.\n    The callback method you provide should have the following signature (all\n   parameters are optional):\n    ```javascript\n   function(name, meta);\n   ```\n    - `name` the name of the current property in the iteration\n   - `meta` the meta object for the attribute property in the iteration\n    Note that in addition to a callback, you can also pass an optional target\n   object that will be set as `this` on the context.\n    Example\n    ```javascript\n   import DS from 'ember-data';\n    let Person = DS.Model.extend({\n      firstName: DS.attr('string'),\n      lastName: DS.attr('string'),\n      birthday: DS.attr('date')\n    });\n    Person.eachAttribute(function(name, meta) {\n      console.log(name, meta);\n    });\n    // prints:\n   // firstName {type: \"string\", isAttribute: true, options: Object, parentType: function, name: \"firstName\"}\n   // lastName {type: \"string\", isAttribute: true, options: Object, parentType: function, name: \"lastName\"}\n   // birthday {type: \"date\", isAttribute: true, options: Object, parentType: function, name: \"birthday\"}\n   ```\n    @method eachAttribute\n   @param {Function} callback The callback to execute\n   @param {Object} [binding] the value to which the callback's `this` should be bound\n   @static\n   */\n  eachAttribute: function eachAttribute(callback, binding) {\n    Ember.get(this, 'attributes').forEach(function (meta, name) {\n      callback.call(binding, name, meta);\n    });\n  },\n\n\n  /**\n   Iterates through the transformedAttributes of the model, calling\n   the passed function on each attribute. Note the callback will not be\n   called for any attributes that do not have an transformation type.\n    The callback method you provide should have the following signature (all\n   parameters are optional):\n    ```javascript\n   function(name, type);\n   ```\n    - `name` the name of the current property in the iteration\n   - `type` a string containing the name of the type of transformed\n   applied to the attribute\n    Note that in addition to a callback, you can also pass an optional target\n   object that will be set as `this` on the context.\n    Example\n    ```javascript\n   import DS from 'ember-data';\n    let Person = DS.Model.extend({\n      firstName: DS.attr(),\n      lastName: DS.attr('string'),\n      birthday: DS.attr('date')\n    });\n    Person.eachTransformedAttribute(function(name, type) {\n      console.log(name, type);\n    });\n    // prints:\n   // lastName string\n   // birthday date\n   ```\n    @method eachTransformedAttribute\n   @param {Function} callback The callback to execute\n   @param {Object} [binding] the value to which the callback's `this` should be bound\n   @static\n   */\n  eachTransformedAttribute: function eachTransformedAttribute(callback, binding) {\n    Ember.get(this, 'transformedAttributes').forEach(function (type, name) {\n      callback.call(binding, name, type);\n    });\n  }\n});\n\n{\n  Model.reopen({\n    // This is a temporary solution until we refactor DS.Model to not\n    // rely on the data property.\n    willMergeMixin: function willMergeMixin(props) {\n      var constructor = this.constructor;\n      (true && !(!intersection(Object.keys(props), RESERVED_MODEL_PROPS)[0]) && Ember.assert('`' + intersection(Object.keys(props), RESERVED_MODEL_PROPS)[0] + '` is a reserved property name on DS.Model objects. Please choose a different property name for ' + constructor.toString(), !intersection(Object.keys(props), RESERVED_MODEL_PROPS)[0]));\n      (true && !(Object.keys(props).indexOf('id') === -1) && Ember.assert(\"You may not set `id` as an attribute on your model. Please remove any lines that look like: `id: DS.attr('<type>')` from \" + constructor.toString(), Object.keys(props).indexOf('id') === -1));\n    },\n\n\n    /**\n     This Ember.js hook allows an object to be notified when a property\n     is defined.\n      In this case, we use it to be notified when an Ember Data user defines a\n     belongs-to relationship. In that case, we need to set up observers for\n     each one, allowing us to track relationship changes and automatically\n     reflect changes in the inverse has-many array.\n      This hook passes the class being set up, as well as the key and value\n     being defined. So, for example, when the user does this:\n      ```javascript\n     DS.Model.extend({\n      parent: DS.belongsTo('user')\n    });\n     ```\n      This hook would be called with \"parent\" as the key and the computed\n     property returned by `DS.belongsTo` as the value.\n      @method didDefineProperty\n     @param {Object} proto\n     @param {String} key\n     @param {Ember.ComputedProperty} value\n     */\n    didDefineProperty: function didDefineProperty(proto, key, value) {\n      // Check if the value being set is a computed property.\n      if (value instanceof Ember.ComputedProperty) {\n\n        // If it is, get the metadata for the relationship. This is\n        // populated by the `DS.belongsTo` helper when it is creating\n        // the computed property.\n        var meta = value.meta();\n\n        /*\n          This is buggy because if the parent has never been looked up\n          via `modelFor` it will not have `modelName` set.\n         */\n        meta.parentType = proto.constructor;\n      }\n    }\n  });\n}\n\nvar SOURCE_POINTER_REGEXP = /^\\/?data\\/(attributes|relationships)\\/(.*)/;\nvar SOURCE_POINTER_PRIMARY_REGEXP = /^\\/?data/;\nvar PRIMARY_ATTRIBUTE_KEY = 'base';\n\n/**\n  A `DS.AdapterError` is used by an adapter to signal that an error occurred\n  during a request to an external API. It indicates a generic error, and\n  subclasses are used to indicate specific error states. The following\n  subclasses are provided:\n\n  - `DS.InvalidError`\n  - `DS.TimeoutError`\n  - `DS.AbortError`\n  - `DS.UnauthorizedError`\n  - `DS.ForbiddenError`\n  - `DS.NotFoundError`\n  - `DS.ConflictError`\n  - `DS.ServerError`\n\n  To create a custom error to signal a specific error state in communicating\n  with an external API, extend the `DS.AdapterError`. For example if the\n  external API exclusively used HTTP `503 Service Unavailable` to indicate\n  it was closed for maintenance:\n\n  ```app/adapters/maintenance-error.js\n  import DS from 'ember-data';\n\n  export default DS.AdapterError.extend({ message: \"Down for maintenance.\" });\n  ```\n\n  This error would then be returned by an adapter's `handleResponse` method:\n\n  ```app/adapters/application.js\n  import DS from 'ember-data';\n  import MaintenanceError from './maintenance-error';\n\n  export default DS.JSONAPIAdapter.extend({\n    handleResponse(status) {\n      if (503 === status) {\n        return new MaintenanceError();\n      }\n\n      return this._super(...arguments);\n    }\n  });\n  ```\n\n  And can then be detected in an application and used to send the user to an\n  `under-maintenance` route:\n\n  ```app/routes/application.js\n  import Route from '@ember/routing/route';\n  import MaintenanceError from '../adapters/maintenance-error';\n\n  export default Route.extend({\n    actions: {\n      error(error, transition) {\n        if (error instanceof MaintenanceError) {\n          this.transitionTo('under-maintenance');\n          return;\n        }\n\n        // ...other error handling logic\n      }\n    }\n  });\n  ```\n\n  @class AdapterError\n  @namespace DS\n*/\nfunction AdapterError(errors) {\n  var message = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 'Adapter operation failed';\n\n  this.isAdapterError = true;\n  Ember.Error.call(this, message);\n\n  this.errors = errors || [{\n    title: 'Adapter Error',\n    detail: message\n  }];\n}\n\nfunction extendFn(ErrorClass) {\n  return function () {\n    var _ref = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {},\n        defaultMessage = _ref.message;\n\n    return extend(ErrorClass, defaultMessage);\n  };\n}\n\nfunction extend(ParentErrorClass, defaultMessage) {\n  var ErrorClass = function ErrorClass(errors, message) {\n    (true && !(Array.isArray(errors || [])) && Ember.assert('`AdapterError` expects json-api formatted errors array.', Array.isArray(errors || [])));\n\n    ParentErrorClass.call(this, errors, message || defaultMessage);\n  };\n  ErrorClass.prototype = Object.create(ParentErrorClass.prototype);\n  ErrorClass.extend = extendFn(ErrorClass);\n\n  return ErrorClass;\n}\n\nAdapterError.prototype = Object.create(Ember.Error.prototype);\n\nAdapterError.extend = extendFn(AdapterError);\n\n/**\n  A `DS.InvalidError` is used by an adapter to signal the external API\n  was unable to process a request because the content was not\n  semantically correct or meaningful per the API. Usually this means a\n  record failed some form of server side validation. When a promise\n  from an adapter is rejected with a `DS.InvalidError` the record will\n  transition to the `invalid` state and the errors will be set to the\n  `errors` property on the record.\n\n  For Ember Data to correctly map errors to their corresponding\n  properties on the model, Ember Data expects each error to be\n  a valid json-api error object with a `source/pointer` that matches\n  the property name. For example if you had a Post model that\n  looked like this.\n\n  ```app/models/post.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    title: DS.attr('string'),\n    content: DS.attr('string')\n  });\n  ```\n\n  To show an error from the server related to the `title` and\n  `content` properties your adapter could return a promise that\n  rejects with a `DS.InvalidError` object that looks like this:\n\n  ```app/adapters/post.js\n  import RSVP from 'RSVP';\n  import DS from 'ember-data';\n\n  export default DS.RESTAdapter.extend({\n    updateRecord() {\n      // Fictional adapter that always rejects\n      return RSVP.reject(new DS.InvalidError([\n        {\n          detail: 'Must be unique',\n          source: { pointer: '/data/attributes/title' }\n        },\n        {\n          detail: 'Must not be blank',\n          source: { pointer: '/data/attributes/content'}\n        }\n      ]));\n    }\n  });\n  ```\n\n  Your backend may use different property names for your records the\n  store will attempt extract and normalize the errors using the\n  serializer's `extractErrors` method before the errors get added to\n  the the model. As a result, it is safe for the `InvalidError` to\n  wrap the error payload unaltered.\n\n  @class InvalidError\n  @namespace DS\n*/\nvar InvalidError = extend(AdapterError, 'The adapter rejected the commit because it was invalid');\n\n/**\n  A `DS.TimeoutError` is used by an adapter to signal that a request\n  to the external API has timed out. I.e. no response was received from\n  the external API within an allowed time period.\n\n  An example use case would be to warn the user to check their internet\n  connection if an adapter operation has timed out:\n\n  ```app/routes/application.js\n  import Route from '@ember/routing/route';\n  import DS from 'ember-data';\n\n  const { TimeoutError } = DS;\n\n  export default Route.extend({\n    actions: {\n      error(error, transition) {\n        if (error instanceof TimeoutError) {\n          // alert the user\n          alert('Are you still connected to the internet?');\n          return;\n        }\n\n        // ...other error handling logic\n      }\n    }\n  });\n  ```\n\n  @class TimeoutError\n  @namespace DS\n*/\nvar TimeoutError = extend(AdapterError, 'The adapter operation timed out');\n\n/**\n  A `DS.AbortError` is used by an adapter to signal that a request to\n  the external API was aborted. For example, this can occur if the user\n  navigates away from the current page after a request to the external API\n  has been initiated but before a response has been received.\n\n  @class AbortError\n  @namespace DS\n*/\nvar AbortError = extend(AdapterError, 'The adapter operation was aborted');\n\n/**\n  A `DS.UnauthorizedError` equates to a HTTP `401 Unauthorized` response\n  status. It is used by an adapter to signal that a request to the external\n  API was rejected because authorization is required and has failed or has not\n  yet been provided.\n\n  An example use case would be to redirect the user to a log in route if a\n  request is unauthorized:\n\n  ```app/routes/application.js\n  import Route from '@ember/routing/route';\n  import DS from 'ember-data';\n\n  const { UnauthorizedError } = DS;\n\n  export default Route.extend({\n    actions: {\n      error(error, transition) {\n        if (error instanceof UnauthorizedError) {\n          // go to the sign in route\n          this.transitionTo('login');\n          return;\n        }\n\n        // ...other error handling logic\n      }\n    }\n  });\n  ```\n\n  @class UnauthorizedError\n  @namespace DS\n*/\nvar UnauthorizedError = extend(AdapterError, 'The adapter operation is unauthorized');\n\n/**\n  A `DS.ForbiddenError` equates to a HTTP `403 Forbidden` response status.\n  It is used by an adapter to signal that a request to the external API was\n  valid but the server is refusing to respond to it. If authorization was\n  provided and is valid, then the authenticated user does not have the\n  necessary permissions for the request.\n\n  @class ForbiddenError\n  @namespace DS\n*/\nvar ForbiddenError = extend(AdapterError, 'The adapter operation is forbidden');\n\n/**\n  A `DS.NotFoundError` equates to a HTTP `404 Not Found` response status.\n  It is used by an adapter to signal that a request to the external API\n  was rejected because the resource could not be found on the API.\n\n  An example use case would be to detect if the user has entered a route\n  for a specific model that does not exist. For example:\n\n  ```app/routes/post.js\n  import Route from '@ember/routing/route';\n  import DS from 'ember-data';\n\n  const { NotFoundError } = DS;\n\n  export default Route.extend({\n    model(params) {\n      return this.get('store').findRecord('post', params.post_id);\n    },\n\n    actions: {\n      error(error, transition) {\n        if (error instanceof NotFoundError) {\n          // redirect to a list of all posts instead\n          this.transitionTo('posts');\n        } else {\n          // otherwise let the error bubble\n          return true;\n        }\n      }\n    }\n  });\n  ```\n\n  @class NotFoundError\n  @namespace DS\n*/\nvar NotFoundError = extend(AdapterError, 'The adapter could not find the resource');\n\n/**\n  A `DS.ConflictError` equates to a HTTP `409 Conflict` response status.\n  It is used by an adapter to indicate that the request could not be processed\n  because of a conflict in the request. An example scenario would be when\n  creating a record with a client generated id but that id is already known\n  to the external API.\n\n  @class ConflictError\n  @namespace DS\n*/\nvar ConflictError = extend(AdapterError, 'The adapter operation failed due to a conflict');\n\n/**\n  A `DS.ServerError` equates to a HTTP `500 Internal Server Error` response\n  status. It is used by the adapter to indicate that a request has failed\n  because of an error in the external API.\n\n  @class ServerError\n  @namespace DS\n*/\nvar ServerError = extend(AdapterError, 'The adapter operation failed due to a server error');\n\n/**\n  Convert an hash of errors into an array with errors in JSON-API format.\n\n  ```javascript\n  import DS from 'ember-data';\n\n  const { errorsHashToArray } = DS;\n\n  let errors = {\n    base: 'Invalid attributes on saving this record',\n    name: 'Must be present',\n    age: ['Must be present', 'Must be a number']\n  };\n\n  let errorsArray = errorsHashToArray(errors);\n  // [\n  //   {\n  //     title: \"Invalid Document\",\n  //     detail: \"Invalid attributes on saving this record\",\n  //     source: { pointer: \"/data\" }\n  //   },\n  //   {\n  //     title: \"Invalid Attribute\",\n  //     detail: \"Must be present\",\n  //     source: { pointer: \"/data/attributes/name\" }\n  //   },\n  //   {\n  //     title: \"Invalid Attribute\",\n  //     detail: \"Must be present\",\n  //     source: { pointer: \"/data/attributes/age\" }\n  //   },\n  //   {\n  //     title: \"Invalid Attribute\",\n  //     detail: \"Must be a number\",\n  //     source: { pointer: \"/data/attributes/age\" }\n  //   }\n  // ]\n  ```\n\n  @method errorsHashToArray\n  @public\n  @namespace\n  @for DS\n  @param {Object} errors hash with errors as properties\n  @return {Array} array of errors in JSON-API format\n*/\nfunction errorsHashToArray(errors) {\n  var out = [];\n\n  if (Ember.isPresent(errors)) {\n    Object.keys(errors).forEach(function (key) {\n      var messages = Ember.makeArray(errors[key]);\n      for (var i = 0; i < messages.length; i++) {\n        var title = 'Invalid Attribute';\n        var pointer = '/data/attributes/' + key;\n        if (key === PRIMARY_ATTRIBUTE_KEY) {\n          title = 'Invalid Document';\n          pointer = '/data';\n        }\n        out.push({\n          title: title,\n          detail: messages[i],\n          source: {\n            pointer: pointer\n          }\n        });\n      }\n    });\n  }\n\n  return out;\n}\n\n/**\n  Convert an array of errors in JSON-API format into an object.\n\n  ```javascript\n  import DS from 'ember-data';\n\n  const { errorsArrayToHash } = DS;\n\n  let errorsArray = [\n    {\n      title: 'Invalid Attribute',\n      detail: 'Must be present',\n      source: { pointer: '/data/attributes/name' }\n    },\n    {\n      title: 'Invalid Attribute',\n      detail: 'Must be present',\n      source: { pointer: '/data/attributes/age' }\n    },\n    {\n      title: 'Invalid Attribute',\n      detail: 'Must be a number',\n      source: { pointer: '/data/attributes/age' }\n    }\n  ];\n\n  let errors = errorsArrayToHash(errorsArray);\n  // {\n  //   \"name\": [\"Must be present\"],\n  //   \"age\":  [\"Must be present\", \"must be a number\"]\n  // }\n  ```\n\n  @method errorsArrayToHash\n  @public\n  @namespace\n  @for DS\n  @param {Array} errors array of errors in JSON-API format\n  @return {Object}\n*/\nfunction errorsArrayToHash(errors) {\n  var out = {};\n\n  if (Ember.isPresent(errors)) {\n    errors.forEach(function (error) {\n      if (error.source && error.source.pointer) {\n        var key = error.source.pointer.match(SOURCE_POINTER_REGEXP);\n\n        if (key) {\n          key = key[2];\n        } else if (error.source.pointer.search(SOURCE_POINTER_PRIMARY_REGEXP) !== -1) {\n          key = PRIMARY_ATTRIBUTE_KEY;\n        }\n\n        if (key) {\n          out[key] = out[key] || [];\n          out[key].push(error.detail || error.title);\n        }\n      }\n    });\n  }\n\n  return out;\n}\n\nfunction OrderedSet() {\n  this._super$constructor();\n}\n\nOrderedSet.create = function () {\n  var Constructor = this;\n  return new Constructor();\n};\n\nOrderedSet.prototype = Object.create(EmberOrderedSet.prototype);\nOrderedSet.prototype.constructor = OrderedSet;\nOrderedSet.prototype._super$constructor = EmberOrderedSet;\n\nOrderedSet.prototype.addWithIndex = function (obj, idx) {\n  var guid = Ember.guidFor(obj);\n  var presenceSet = this.presenceSet;\n  var list = this.list;\n\n  if (presenceSet[guid] === true) {\n    return;\n  }\n\n  presenceSet[guid] = true;\n\n  if (idx === undefined || idx === null) {\n    list.push(obj);\n  } else {\n    list.splice(idx, 0, obj);\n  }\n\n  this.size += 1;\n\n  return this;\n};\n\n/*\n  This method normalizes a link to an \"links object\". If the passed link is\n  already an object it's returned without any modifications.\n\n  See http://jsonapi.org/format/#document-links for more information.\n\n  @method _normalizeLink\n  @private\n  @param {String} link\n  @return {Object|null}\n  @for DS\n*/\nfunction _normalizeLink(link) {\n  switch (typeof link) {\n    case 'object':\n      return link;\n    case 'string':\n      return { href: link };\n  }\n  return null;\n}\n\nvar _createClass$5 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck$7(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar Relationship = function () {\n  function Relationship(store, internalModel, inverseKey, relationshipMeta) {\n    _classCallCheck$7(this, Relationship);\n\n    var async = relationshipMeta.options.async;\n    var polymorphic = relationshipMeta.options.polymorphic;\n    this.members = new OrderedSet();\n    this.canonicalMembers = new OrderedSet();\n    this.store = store;\n    this.key = relationshipMeta.key;\n    this.inverseKey = inverseKey;\n    this.internalModel = internalModel;\n    this.isAsync = typeof async === 'undefined' ? true : async;\n    this.isPolymorphic = typeof polymorphic === 'undefined' ? false : polymorphic;\n    this.relationshipMeta = relationshipMeta;\n    //This probably breaks for polymorphic relationship in complex scenarios, due to\n    //multiple possible modelNames\n    this.inverseKeyForImplicit = this.internalModel.modelName + this.key;\n    this.linkPromise = null;\n    this.meta = null;\n    this.__inverseMeta = undefined;\n\n    /*\n       This flag indicates whether we should\n        re-fetch the relationship the next time\n        it is accessed.\n       false when\n        => internalModel.isNew() on initial setup\n        => a previously triggered request has resolved\n        => we get relationship data via push\n       true when\n        => !internalModel.isNew() on initial setup\n        => an inverse has been unloaded\n        => relationship.reload() has been called\n        => we get a new link for the relationship\n     */\n    this.relationshipIsStale = !internalModel.isNew();\n\n    /*\n      This flag indicates whether we should consider the content\n       of this relationship \"known\".\n       If we have no relationship knowledge, and the relationship\n       is `async`, we will attempt to fetch the relationship on\n       access if it is also stale.\n      Snapshot uses this to tell the difference between unknown\n      (`undefined`) or empty (`null`). The reason for this is that\n      we wouldn't want to serialize  unknown relationships as `null`\n      as that might overwrite remote state.\n       All relationships for a newly created (`store.createRecord()`) are\n       considered known (`hasAnyRelationshipData === true`).\n       true when\n        => we receive a push with either new data or explicit empty (`[]` or `null`)\n        => the relationship is a belongsTo and we have received data from\n             the other side.\n       false when\n        => we have received no signal about what data belongs in this relationship\n        => the relationship is a hasMany and we have only received data from\n            the other side.\n     */\n    this.hasAnyRelationshipData = false;\n\n    /*\n      Flag that indicates whether an empty relationship is explicitly empty\n        (signaled by push giving us an empty array or null relationship)\n        e.g. an API response has told us that this relationship is empty.\n       Thus far, it does not appear that we actually need this flag; however,\n        @runspired has found it invaluable when debugging relationship tests\n        to determine whether (and why if so) we are in an incorrect state.\n       true when\n        => we receive a push with explicit empty (`[]` or `null`)\n        => we have received no signal about what data belongs in this relationship\n        => on initial create (as no signal is known yet)\n       false at all other times\n     */\n    this.relationshipIsEmpty = true;\n\n    /*\n      true when\n        => hasAnyRelationshipData is true\n        AND\n        => members (NOT canonicalMembers) @each !isEmpty\n       TODO, consider changing the conditional here from !isEmpty to !hiddenFromRecordArrays\n     */\n    this.hasRelatedResources = false;\n  }\n\n  Relationship.prototype._inverseIsSync = function _inverseIsSync() {\n    var inverseMeta = this._inverseMeta;\n    if (!inverseMeta) {\n      return false;\n    }\n\n    var inverseAsync = inverseMeta.options.async;\n    return typeof inverseAsync === 'undefined' ? false : !inverseAsync;\n  };\n\n  Relationship.prototype.internalModelDidDematerialize = function internalModelDidDematerialize() {\n    var _this = this;\n\n    if (!this.inverseKey) {\n      return;\n    }\n\n    this.forAllMembers(function (inverseInternalModel) {\n      var relationship = inverseInternalModel._relationships.get(_this.inverseKey);\n      relationship.inverseDidDematerialize(_this.internalModel);\n    });\n  };\n\n  Relationship.prototype.inverseDidDematerialize = function inverseDidDematerialize(inverseInternalModel) {\n    this.linkPromise = null;\n    this.setRelationshipIsStale(true);\n\n    if (!this.isAsync) {\n      // unloading inverse of a sync relationship is treated as a client-side\n      // delete, so actually remove the models don't merely invalidate the cp\n      // cache.\n      this.removeInternalModelFromOwn(inverseInternalModel);\n      this.removeCanonicalInternalModelFromOwn(inverseInternalModel);\n    }\n  };\n\n  Relationship.prototype.updateMeta = function updateMeta(meta) {\n    this.meta = meta;\n  };\n\n  Relationship.prototype.clear = function clear() {\n\n    var members = this.members.list;\n    while (members.length > 0) {\n      var member = members[0];\n      this.removeInternalModel(member);\n    }\n\n    var canonicalMembers = this.canonicalMembers.list;\n    while (canonicalMembers.length > 0) {\n      var _member = canonicalMembers[0];\n      this.removeCanonicalInternalModel(_member);\n    }\n  };\n\n  Relationship.prototype.removeAllInternalModelsFromOwn = function removeAllInternalModelsFromOwn() {\n    this.members.clear();\n    this.internalModel.updateRecordArrays();\n  };\n\n  Relationship.prototype.removeAllCanonicalInternalModelsFromOwn = function removeAllCanonicalInternalModelsFromOwn() {\n    this.canonicalMembers.clear();\n    this.flushCanonicalLater();\n  };\n\n  Relationship.prototype.removeInternalModels = function removeInternalModels(internalModels) {\n    var _this2 = this;\n\n    internalModels.forEach(function (internalModel) {\n      return _this2.removeInternalModel(internalModel);\n    });\n  };\n\n  Relationship.prototype.addInternalModels = function addInternalModels(internalModels, idx) {\n    var _this3 = this;\n\n    internalModels.forEach(function (internalModel) {\n      _this3.addInternalModel(internalModel, idx);\n      if (idx !== undefined) {\n        idx++;\n      }\n    });\n  };\n\n  Relationship.prototype.addCanonicalInternalModels = function addCanonicalInternalModels(internalModels, idx) {\n    for (var i = 0; i < internalModels.length; i++) {\n      if (idx !== undefined) {\n        this.addCanonicalInternalModel(internalModels[i], i + idx);\n      } else {\n        this.addCanonicalInternalModel(internalModels[i]);\n      }\n    }\n  };\n\n  Relationship.prototype.addCanonicalInternalModel = function addCanonicalInternalModel(internalModel, idx) {\n    if (!this.canonicalMembers.has(internalModel)) {\n      this.canonicalMembers.add(internalModel);\n      this.setupInverseRelationship(internalModel);\n    }\n    this.flushCanonicalLater();\n    this.setHasAnyRelationshipData(true);\n  };\n\n  Relationship.prototype.setupInverseRelationship = function setupInverseRelationship(internalModel) {\n    if (this.inverseKey) {\n      var relationships = internalModel._relationships;\n      var relationshipExisted = relationships.has(this.inverseKey);\n      var relationship = relationships.get(this.inverseKey);\n      if (relationshipExisted || this.isPolymorphic) {\n        // if we have only just initialized the inverse relationship, then it\n        // already has this.internalModel in its canonicalMembers, so skip the\n        // unnecessary work.  The exception to this is polymorphic\n        // relationships whose members are determined by their inverse, as those\n        // relationships cannot efficiently find their inverse payloads.\n        relationship.addCanonicalInternalModel(this.internalModel);\n      }\n    } else {\n      var _relationships = internalModel._implicitRelationships;\n      var _relationship = _relationships[this.inverseKeyForImplicit];\n      if (!_relationship) {\n        _relationship = _relationships[this.inverseKeyForImplicit] = new Relationship(this.store, internalModel, this.key, { options: { async: this.isAsync }, type: this.parentType });\n      }\n      _relationship.addCanonicalInternalModel(this.internalModel);\n    }\n  };\n\n  Relationship.prototype.removeCanonicalInternalModels = function removeCanonicalInternalModels(internalModels, idx) {\n    for (var i = 0; i < internalModels.length; i++) {\n      if (idx !== undefined) {\n        this.removeCanonicalInternalModel(internalModels[i], i + idx);\n      } else {\n        this.removeCanonicalInternalModel(internalModels[i]);\n      }\n    }\n  };\n\n  Relationship.prototype.removeCanonicalInternalModel = function removeCanonicalInternalModel(internalModel, idx) {\n    if (this.canonicalMembers.has(internalModel)) {\n      this.removeCanonicalInternalModelFromOwn(internalModel);\n      if (this.inverseKey) {\n        this.removeCanonicalInternalModelFromInverse(internalModel);\n      } else {\n        if (internalModel._implicitRelationships[this.inverseKeyForImplicit]) {\n          internalModel._implicitRelationships[this.inverseKeyForImplicit].removeCanonicalInternalModel(this.internalModel);\n        }\n      }\n    }\n    this.flushCanonicalLater();\n  };\n\n  Relationship.prototype.addInternalModel = function addInternalModel(internalModel, idx) {\n    if (!this.members.has(internalModel)) {\n      this.members.addWithIndex(internalModel, idx);\n      this.notifyRecordRelationshipAdded(internalModel, idx);\n      if (this.inverseKey) {\n        internalModel._relationships.get(this.inverseKey).addInternalModel(this.internalModel);\n      } else {\n        if (!internalModel._implicitRelationships[this.inverseKeyForImplicit]) {\n          internalModel._implicitRelationships[this.inverseKeyForImplicit] = new Relationship(this.store, internalModel, this.key, { options: { async: this.isAsync }, type: this.parentType });\n        }\n        internalModel._implicitRelationships[this.inverseKeyForImplicit].addInternalModel(this.internalModel);\n      }\n      this.internalModel.updateRecordArrays();\n    }\n    this.setHasAnyRelationshipData(true);\n  };\n\n  Relationship.prototype.removeInternalModel = function removeInternalModel(internalModel) {\n    if (this.members.has(internalModel)) {\n      this.removeInternalModelFromOwn(internalModel);\n      if (this.inverseKey) {\n        this.removeInternalModelFromInverse(internalModel);\n      } else {\n        if (internalModel._implicitRelationships[this.inverseKeyForImplicit]) {\n          internalModel._implicitRelationships[this.inverseKeyForImplicit].removeInternalModel(this.internalModel);\n        }\n      }\n    }\n  };\n\n  Relationship.prototype.removeInternalModelFromInverse = function removeInternalModelFromInverse(internalModel) {\n    var inverseRelationship = internalModel._relationships.get(this.inverseKey);\n    //Need to check for existence, as the record might unloading at the moment\n    if (inverseRelationship) {\n      inverseRelationship.removeInternalModelFromOwn(this.internalModel);\n    }\n  };\n\n  Relationship.prototype.removeInternalModelFromOwn = function removeInternalModelFromOwn(internalModel) {\n    this.members.delete(internalModel);\n    this.internalModel.updateRecordArrays();\n  };\n\n  Relationship.prototype.removeCanonicalInternalModelFromInverse = function removeCanonicalInternalModelFromInverse(internalModel) {\n    var inverseRelationship = internalModel._relationships.get(this.inverseKey);\n    //Need to check for existence, as the record might unloading at the moment\n    if (inverseRelationship) {\n      inverseRelationship.removeCanonicalInternalModelFromOwn(this.internalModel);\n    }\n  };\n\n  Relationship.prototype.removeCanonicalInternalModelFromOwn = function removeCanonicalInternalModelFromOwn(internalModel) {\n    this.canonicalMembers.delete(internalModel);\n    this.flushCanonicalLater();\n  };\n\n  /*\n    Call this method once a record deletion has been persisted\n    to purge it from BOTH current and canonical state of all\n    relationships.\n     @method removeCompletelyFromInverse\n    @private\n   */\n\n\n  Relationship.prototype.removeCompletelyFromInverse = function removeCompletelyFromInverse() {\n    var _this4 = this;\n\n    if (!this.inverseKey) {\n      return;\n    }\n\n    // we actually want a union of members and canonicalMembers\n    // they should be disjoint but currently are not due to a bug\n    var seen = Object.create(null);\n    var internalModel = this.internalModel;\n\n    var unload = function unload(inverseInternalModel) {\n      var id = Ember.guidFor(inverseInternalModel);\n\n      if (seen[id] === undefined) {\n        var relationship = inverseInternalModel._relationships.get(_this4.inverseKey);\n        relationship.removeCompletelyFromOwn(internalModel);\n        seen[id] = true;\n      }\n    };\n\n    this.members.forEach(unload);\n    this.canonicalMembers.forEach(unload);\n\n    if (!this.isAsync) {\n      this.clear();\n    }\n  };\n\n  Relationship.prototype.forAllMembers = function forAllMembers(callback) {\n    var seen = Object.create(null);\n\n    for (var i = 0; i < this.members.list.length; i++) {\n      var inverseInternalModel = this.members.list[i];\n      var id = Ember.guidFor(inverseInternalModel);\n      if (!seen[id]) {\n        seen[id] = true;\n        callback(inverseInternalModel);\n      }\n    }\n\n    for (var _i = 0; _i < this.canonicalMembers.list.length; _i++) {\n      var _inverseInternalModel = this.canonicalMembers.list[_i];\n      var _id = Ember.guidFor(_inverseInternalModel);\n      if (!seen[_id]) {\n        seen[_id] = true;\n        callback(_inverseInternalModel);\n      }\n    }\n  };\n\n  /*\n    Removes the given internalModel from BOTH canonical AND current state.\n     This method is useful when either a deletion or a rollback on a new record\n    needs to entirely purge itself from an inverse relationship.\n   */\n\n\n  Relationship.prototype.removeCompletelyFromOwn = function removeCompletelyFromOwn(internalModel) {\n    this.canonicalMembers.delete(internalModel);\n    this.members.delete(internalModel);\n    this.internalModel.updateRecordArrays();\n  };\n\n  Relationship.prototype.flushCanonical = function flushCanonical() {\n    var list = this.members.list;\n    this.willSync = false;\n    //a hack for not removing new internalModels\n    //TODO remove once we have proper diffing\n    var newInternalModels = [];\n    for (var i = 0; i < list.length; i++) {\n      if (list[i].isNew()) {\n        newInternalModels.push(list[i]);\n      }\n    }\n\n    //TODO(Igor) make this less abysmally slow\n    this.members = this.canonicalMembers.copy();\n    for (var _i2 = 0; _i2 < newInternalModels.length; _i2++) {\n      this.members.add(newInternalModels[_i2]);\n    }\n  };\n\n  Relationship.prototype.flushCanonicalLater = function flushCanonicalLater() {\n    if (this.willSync) {\n      return;\n    }\n    this.willSync = true;\n    this.store._updateRelationshipState(this);\n  };\n\n  Relationship.prototype.updateLink = function updateLink(link, initial) {\n    (true && Ember.warn('You pushed a record of type \\'' + this.internalModel.modelName + '\\' with a relationship \\'' + this.key + '\\' configured as \\'async: false\\'. You\\'ve included a link but no primary data, this may be an error in your payload.', this.isAsync || this.hasAnyRelationshipData, {\n      id: 'ds.store.push-link-for-sync-relationship'\n    }));\n    (true && !(typeof link === 'string' || link === null) && Ember.assert('You have pushed a record of type \\'' + this.internalModel.modelName + '\\' with \\'' + this.key + '\\' as a link, but the value of that link is not a string.', typeof link === 'string' || link === null));\n\n\n    this.link = link;\n    this.linkPromise = null;\n    this.setRelationshipIsStale(true);\n\n    if (!initial) {\n      this.internalModel.notifyPropertyChange(this.key);\n    }\n  };\n\n  Relationship.prototype._shouldFindViaLink = function _shouldFindViaLink() {\n    if (!this.link) {\n      return false;\n    }\n\n    return this.relationshipIsStale || !this.hasRelatedResources;\n  };\n\n  Relationship.prototype.findLink = function findLink() {\n    if (this.linkPromise) {\n      return this.linkPromise;\n    } else {\n      var promise = this.fetchLink();\n      this.linkPromise = promise;\n      return promise.then(function (result) {\n        return result;\n      });\n    }\n  };\n\n  Relationship.prototype.updateInternalModelsFromAdapter = function updateInternalModelsFromAdapter(internalModels) {\n    this.setHasAnyRelationshipData(true);\n    //TODO(Igor) move this to a proper place\n    //TODO Once we have adapter support, we need to handle updated and canonical changes\n    this.computeChanges(internalModels);\n  };\n\n  Relationship.prototype.notifyRecordRelationshipAdded = function notifyRecordRelationshipAdded() {};\n\n  Relationship.prototype.setHasAnyRelationshipData = function setHasAnyRelationshipData(value) {\n    this.hasAnyRelationshipData = value;\n  };\n\n  Relationship.prototype.setHasRelatedResources = function setHasRelatedResources(v) {\n    this.hasRelatedResources = v;\n  };\n\n  Relationship.prototype.setRelationshipIsStale = function setRelationshipIsStale(value) {\n    this.relationshipIsStale = value;\n  };\n\n  Relationship.prototype.setRelationshipIsEmpty = function setRelationshipIsEmpty(value) {\n    this.relationshipIsEmpty = value;\n  };\n\n  /*\n   `push` for a relationship allows the store to push a JSON API Relationship\n   Object onto the relationship. The relationship will then extract and set the\n   meta, data and links of that relationship.\n    `push` use `updateMeta`, `updateData` and `updateLink` to update the state\n   of the relationship.\n   */\n\n\n  Relationship.prototype.push = function push(payload, initial) {\n\n    var hasRelationshipDataProperty = false;\n    var hasLink = false;\n\n    if (payload.meta) {\n      this.updateMeta(payload.meta);\n    }\n\n    if (payload.data !== undefined) {\n      hasRelationshipDataProperty = true;\n      this.updateData(payload.data, initial);\n    } else if (payload._partialData !== undefined) {\n      this.updateData(payload._partialData, initial);\n    }\n\n    if (payload.links && payload.links.related) {\n      var relatedLink = _normalizeLink(payload.links.related);\n      if (relatedLink && relatedLink.href && relatedLink.href !== this.link) {\n        hasLink = true;\n        this.updateLink(relatedLink.href, initial);\n      }\n    }\n\n    /*\n     Data being pushed into the relationship might contain only data or links,\n     or a combination of both.\n      IF contains only data\n     IF contains both links and data\n      relationshipIsEmpty -> true if is empty array (has-many) or is null (belongs-to)\n      hasAnyRelationshipData -> true\n      relationshipIsStale -> false\n      hasRelatedResources -> run-check-to-determine\n      IF contains only links\n      relationshipIsStale -> true\n     */\n\n    if (hasRelationshipDataProperty) {\n      var relationshipIsEmpty = payload.data === null || Array.isArray(payload.data) && payload.data.length === 0;\n\n      this.setHasAnyRelationshipData(true);\n      this.setRelationshipIsStale(false);\n      this.setRelationshipIsEmpty(relationshipIsEmpty);\n      this.setHasRelatedResources(relationshipIsEmpty || !this.localStateIsEmpty());\n    } else if (hasLink) {\n      this.setRelationshipIsStale(true);\n    }\n  };\n\n  Relationship.prototype.updateData = function updateData() {};\n\n  Relationship.prototype.destroy = function destroy() {};\n\n  _createClass$5(Relationship, [{\n    key: '_inverseMeta',\n    get: function get() {\n      if (this.__inverseMeta === undefined) {\n        var inverseMeta = null;\n\n        if (this.inverseKey) {\n          var inverseModelClass = this.store.modelFor(this.relationshipMeta.type);\n          var inverseRelationships = Ember.get(inverseModelClass, 'relationshipsByName');\n          inverseMeta = inverseRelationships.get(this.inverseKey);\n        }\n\n        this.__inverseMeta = inverseMeta;\n      }\n\n      return this.__inverseMeta;\n    }\n  }, {\n    key: 'parentType',\n    get: function get() {\n      return this.internalModel.modelName;\n    }\n  }]);\n\n  return Relationship;\n}();\n\nfunction _bind(fn) {\n  for (var _len = arguments.length, args = Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n    args[_key - 1] = arguments[_key];\n  }\n\n  return function () {\n    return fn.apply(undefined, args);\n  };\n}\n\nfunction _guard(promise, test) {\n  var guarded = promise['finally'](function () {\n    if (!test()) {\n      guarded._subscribers.length = 0;\n    }\n  });\n\n  return guarded;\n}\n\nfunction _objectIsAlive(object) {\n  return !(Ember.get(object, \"isDestroyed\") || Ember.get(object, \"isDestroying\"));\n}\n\nvar ASYNC_REQUEST_COUNT = 0;\nfunction incrementRequestCount() {\n  ASYNC_REQUEST_COUNT++;\n}\n\n{\n  Ember.Test.registerWaiter(function () {\n    return ASYNC_REQUEST_COUNT === 0;\n  });\n}\n\nfunction guardDestroyedStore(promise, store, label) {\n  promise = Ember.RSVP.Promise.resolve(promise, label);\n\n  return _guard(promise, function () {\n    {\n      ASYNC_REQUEST_COUNT--;\n    }return _objectIsAlive(store);\n  });\n}\n\n/**\n  @namespace\n  @method diffArray\n  @private\n  @param {Array} oldArray the old array\n  @param {Array} newArray the new array\n  @return {hash} {\n      firstChangeIndex: <integer>,  // null if no change\n      addedCount: <integer>,        // 0 if no change\n      removedCount: <integer>       // 0 if no change\n    }\n*/\nfunction diffArray(oldArray, newArray) {\n  var oldLength = oldArray.length;\n  var newLength = newArray.length;\n\n  var shortestLength = Math.min(oldLength, newLength);\n  var firstChangeIndex = null; // null signifies no changes\n\n  // find the first change\n  for (var i = 0; i < shortestLength; i++) {\n    // compare each item in the array\n    if (oldArray[i] !== newArray[i]) {\n      firstChangeIndex = i;\n      break;\n    }\n  }\n\n  if (firstChangeIndex === null && newLength !== oldLength) {\n    // no change found in the overlapping block\n    // and array lengths differ,\n    // so change starts at end of overlap\n    firstChangeIndex = shortestLength;\n  }\n\n  var addedCount = 0;\n  var removedCount = 0;\n  if (firstChangeIndex !== null) {\n    // we found a change, find the end of the change\n    var unchangedEndBlockLength = shortestLength - firstChangeIndex;\n    // walk back from the end of both arrays until we find a change\n    for (var _i = 1; _i <= shortestLength; _i++) {\n      // compare each item in the array\n      if (oldArray[oldLength - _i] !== newArray[newLength - _i]) {\n        unchangedEndBlockLength = _i - 1;\n        break;\n      }\n    }\n    addedCount = newLength - unchangedEndBlockLength - firstChangeIndex;\n    removedCount = oldLength - unchangedEndBlockLength - firstChangeIndex;\n  }\n\n  return {\n    firstChangeIndex: firstChangeIndex,\n    addedCount: addedCount,\n    removedCount: removedCount\n  };\n}\n\n/**\n  A `ManyArray` is a `MutableArray` that represents the contents of a has-many\n  relationship.\n\n  The `ManyArray` is instantiated lazily the first time the relationship is\n  requested.\n\n  ### Inverses\n\n  Often, the relationships in Ember Data applications will have\n  an inverse. For example, imagine the following models are\n  defined:\n\n  ```app/models/post.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    comments: DS.hasMany('comment')\n  });\n  ```\n\n  ```app/models/comment.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    post: DS.belongsTo('post')\n  });\n  ```\n\n  If you created a new instance of `App.Post` and added\n  a `App.Comment` record to its `comments` has-many\n  relationship, you would expect the comment's `post`\n  property to be set to the post that contained\n  the has-many.\n\n  We call the record to which a relationship belongs the\n  relationship's _owner_.\n\n  @class ManyArray\n  @namespace DS\n  @extends Ember.Object\n  @uses Ember.MutableArray, Ember.Evented\n*/\nvar ManyArray = Ember.Object.extend(Ember.MutableArray, Ember.Evented, {\n  init: function init() {\n    this._super.apply(this, arguments);\n\n    /**\n    The loading state of this array\n     @property {Boolean} isLoaded\n    */\n    this.isLoaded = false;\n    this.length = 0;\n\n    /**\n    Used for async `hasMany` arrays\n    to keep track of when they will resolve.\n     @property {Ember.RSVP.Promise} promise\n    @private\n    */\n    this.promise = null;\n\n    /**\n    Metadata associated with the request for async hasMany relationships.\n     Example\n     Given that the server returns the following JSON payload when fetching a\n    hasMany relationship:\n     ```js\n    {\n      \"comments\": [{\n        \"id\": 1,\n        \"comment\": \"This is the first comment\",\n      }, {\n    // ...\n      }],\n       \"meta\": {\n        \"page\": 1,\n        \"total\": 5\n      }\n    }\n    ```\n     You can then access the metadata via the `meta` property:\n     ```js\n    post.get('comments').then(function(comments) {\n      var meta = comments.get('meta');\n     // meta.page => 1\n    // meta.total => 5\n    });\n    ```\n     @property {Object} meta\n    @public\n    */\n    this.meta = this.meta || null;\n\n    /**\n    `true` if the relationship is polymorphic, `false` otherwise.\n     @property {Boolean} isPolymorphic\n    @private\n    */\n    this.isPolymorphic = this.isPolymorphic || false;\n\n    /**\n    The relationship which manages this array.\n     @property {ManyRelationship} relationship\n    @private\n    */\n    this.relationship = this.relationship || null;\n\n    this.currentState = [];\n    this.flushCanonical(false);\n  },\n  objectAt: function objectAt(index) {\n    if (this.relationship._willUpdateManyArray) {\n      this.relationship._flushPendingManyArrayUpdates();\n    }\n    var internalModel = this.currentState[index];\n    if (internalModel === undefined) {\n      return;\n    }\n\n    return internalModel.getRecord();\n  },\n  flushCanonical: function flushCanonical() {\n    var isInitialized = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : true;\n\n    // It’s possible the parent side of the relationship may have been unloaded by this point\n    if (!_objectIsAlive(this)) {\n      return;\n    }\n    var toSet = this.canonicalState;\n\n    //a hack for not removing new records\n    //TODO remove once we have proper diffing\n    var newInternalModels = this.currentState.filter(\n    // only add new internalModels which are not yet in the canonical state of this\n    // relationship (a new internalModel can be in the canonical state if it has\n    // been 'acknowleged' to be in the relationship via a store.push)\n    function (internalModel) {\n      return internalModel.isNew() && toSet.indexOf(internalModel) === -1;\n    });\n    toSet = toSet.concat(newInternalModels);\n\n    // diff to find changes\n    var diff = diffArray(this.currentState, toSet);\n\n    if (diff.firstChangeIndex !== null) {\n      // it's null if no change found\n      // we found a change\n      this.arrayContentWillChange(diff.firstChangeIndex, diff.removedCount, diff.addedCount);\n      this.set('length', toSet.length);\n      this.currentState = toSet;\n      this.arrayContentDidChange(diff.firstChangeIndex, diff.removedCount, diff.addedCount);\n      if (isInitialized && diff.addedCount > 0) {\n        //notify only on additions\n        //TODO only notify if unloaded\n        this.relationship.notifyHasManyChanged();\n      }\n    }\n  },\n  internalReplace: function internalReplace(idx, amt, objects) {\n    if (!objects) {\n      objects = [];\n    }\n    this.arrayContentWillChange(idx, amt, objects.length);\n    this.currentState.splice.apply(this.currentState, [idx, amt].concat(objects));\n    this.set('length', this.currentState.length);\n    this.arrayContentDidChange(idx, amt, objects.length);\n  },\n\n\n  //TODO(Igor) optimize\n  _removeInternalModels: function _removeInternalModels(internalModels) {\n    for (var i = 0; i < internalModels.length; i++) {\n      var index = this.currentState.indexOf(internalModels[i]);\n      this.internalReplace(index, 1);\n    }\n  },\n\n\n  //TODO(Igor) optimize\n  _addInternalModels: function _addInternalModels(internalModels, idx) {\n    if (idx === undefined) {\n      idx = this.currentState.length;\n    }\n    this.internalReplace(idx, 0, internalModels);\n  },\n  replace: function replace(idx, amt, objects) {\n    var internalModels = void 0;\n    if (amt > 0) {\n      internalModels = this.currentState.slice(idx, idx + amt);\n      this.get('relationship').removeInternalModels(internalModels);\n    }\n    if (objects) {\n      this.get('relationship').addInternalModels(objects.map(function (obj) {\n        return obj._internalModel;\n      }), idx);\n    }\n  },\n\n\n  /**\n    Reloads all of the records in the manyArray. If the manyArray\n    holds a relationship that was originally fetched using a links url\n    Ember Data will revisit the original links url to repopulate the\n    relationship.\n     If the manyArray holds the result of a `store.query()` reload will\n    re-run the original query.\n     Example\n     ```javascript\n    var user = store.peekRecord('user', 1)\n    user.login().then(function() {\n      user.get('permissions').then(function(permissions) {\n        return permissions.reload();\n      });\n    });\n    ```\n     @method reload\n    @public\n  */\n  reload: function reload() {\n    return this.relationship.reload();\n  },\n\n\n  /**\n    Saves all of the records in the `ManyArray`.\n     Example\n     ```javascript\n    store.findRecord('inbox', 1).then(function(inbox) {\n      inbox.get('messages').then(function(messages) {\n        messages.forEach(function(message) {\n          message.set('isRead', true);\n        });\n        messages.save()\n      });\n    });\n    ```\n     @method save\n    @return {DS.PromiseArray} promise\n  */\n  save: function save() {\n    var manyArray = this;\n    var promiseLabel = 'DS: ManyArray#save ' + Ember.get(this, 'type');\n    var promise = Ember.RSVP.all(this.invoke(\"save\"), promiseLabel).then(function () {\n      return manyArray;\n    }, null, 'DS: ManyArray#save return ManyArray');\n\n    return PromiseArray.create({ promise: promise });\n  },\n\n\n  /**\n    Create a child record within the owner\n     @method createRecord\n    @private\n    @param {Object} hash\n    @return {DS.Model} record\n  */\n  createRecord: function createRecord(hash) {\n    var store = Ember.get(this, 'store');\n    var type = Ember.get(this, 'type');\n\n    (true && !(!Ember.get(this, 'isPolymorphic')) && Ember.assert('You cannot add \\'' + type.modelName + '\\' records to this polymorphic relationship.', !Ember.get(this, 'isPolymorphic')));\n\n    var record = store.createRecord(type.modelName, hash);\n    this.pushObject(record);\n\n    return record;\n  }\n});\n\nvar _createClass$4 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck$6(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn$1(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits$1(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar ManyRelationship = function (_Relationship) {\n  _inherits$1(ManyRelationship, _Relationship);\n\n  function ManyRelationship(store, internalModel, inverseKey, relationshipMeta) {\n    _classCallCheck$6(this, ManyRelationship);\n\n    var _this = _possibleConstructorReturn$1(this, _Relationship.call(this, store, internalModel, inverseKey, relationshipMeta));\n\n    _this.belongsToType = relationshipMeta.type;\n    _this.canonicalState = [];\n    // The ManyArray for this relationship\n    _this._manyArray = null;\n    // The previous ManyArray for this relationship.  It will be destroyed when\n    // we create a new many array, but in the interim it will be updated if\n    // inverse internal models are unloaded.\n    _this._retainedManyArray = null;\n    _this._loadingPromise = null;\n    _this._willUpdateManyArray = false;\n    _this._pendingManyArrayUpdates = null;\n    return _this;\n  }\n\n  ManyRelationship.prototype._updateLoadingPromise = function _updateLoadingPromise(promise, content) {\n    if (this._loadingPromise) {\n      if (content) {\n        this._loadingPromise.set('content', content);\n      }\n      this._loadingPromise.set('promise', promise);\n    } else {\n      this._loadingPromise = PromiseManyArray.create({\n        promise: promise,\n        content: content\n      });\n    }\n\n    return this._loadingPromise;\n  };\n\n  ManyRelationship.prototype.removeInverseRelationships = function removeInverseRelationships() {\n    _Relationship.prototype.removeInverseRelationships.call(this);\n    if (this._manyArray) {\n      this._manyArray.destroy();\n      this._manyArray = null;\n    }\n\n    if (this._loadingPromise) {\n      this._loadingPromise.destroy();\n    }\n  };\n\n  ManyRelationship.prototype.updateMeta = function updateMeta(meta) {\n    _Relationship.prototype.updateMeta.call(this, meta);\n    if (this._manyArray) {\n      this._manyArray.set('meta', meta);\n    }\n  };\n\n  ManyRelationship.prototype.addCanonicalInternalModel = function addCanonicalInternalModel(internalModel, idx) {\n    if (this.canonicalMembers.has(internalModel)) {\n      return;\n    }\n    if (idx !== undefined) {\n      this.canonicalState.splice(idx, 0, internalModel);\n    } else {\n      this.canonicalState.push(internalModel);\n    }\n    _Relationship.prototype.addCanonicalInternalModel.call(this, internalModel, idx);\n  };\n\n  ManyRelationship.prototype.inverseDidDematerialize = function inverseDidDematerialize(inverseInternalModel) {\n    _Relationship.prototype.inverseDidDematerialize.call(this, inverseInternalModel);\n    if (this.isAsync) {\n      if (this._manyArray) {\n        this._retainedManyArray = this._manyArray;\n        this._manyArray = null;\n      }\n      this._removeInternalModelFromManyArray(this._retainedManyArray, inverseInternalModel);\n    }\n    this.notifyHasManyChanged();\n  };\n\n  ManyRelationship.prototype.addInternalModel = function addInternalModel(internalModel, idx) {\n    if (this.members.has(internalModel)) {\n      return;\n    }\n\n    emberData_Debug.assertPolymorphicType(this.internalModel, this.relationshipMeta, internalModel);\n    _Relationship.prototype.addInternalModel.call(this, internalModel, idx);\n    this.scheduleManyArrayUpdate(internalModel, idx);\n  };\n\n  ManyRelationship.prototype.scheduleManyArrayUpdate = function scheduleManyArrayUpdate(internalModel, idx) {\n    var _this2 = this;\n\n    // ideally we would early exit here, but some tests\n    //   currently suggest that we cannot.\n    // if (!this._manyArray) {\n    //   return;\n    // }\n\n    var pending = this._pendingManyArrayUpdates = this._pendingManyArrayUpdates || [];\n    pending.push(internalModel, idx);\n\n    if (this._willUpdateManyArray === true) {\n      return;\n    }\n\n    this._willUpdateManyArray = true;\n    var backburner = this.store._backburner;\n\n    backburner.join(function () {\n      backburner.schedule('syncRelationships', _this2, _this2._flushPendingManyArrayUpdates);\n    });\n  };\n\n  ManyRelationship.prototype._flushPendingManyArrayUpdates = function _flushPendingManyArrayUpdates() {\n    if (this._willUpdateManyArray === false) {\n      return;\n    }\n\n    var pending = this._pendingManyArrayUpdates;\n    this._pendingManyArrayUpdates = [];\n    this._willUpdateManyArray = false;\n\n    for (var i = 0; i < pending.length; i += 2) {\n      var internalModel = pending[i];\n      var idx = pending[i + 1];\n\n      this.manyArray._addInternalModels([internalModel], idx);\n    }\n  };\n\n  ManyRelationship.prototype.removeCanonicalInternalModelFromOwn = function removeCanonicalInternalModelFromOwn(internalModel, idx) {\n    var i = idx;\n    if (!this.canonicalMembers.has(internalModel)) {\n      return;\n    }\n    if (i === undefined) {\n      i = this.canonicalState.indexOf(internalModel);\n    }\n    if (i > -1) {\n      this.canonicalState.splice(i, 1);\n    }\n    _Relationship.prototype.removeCanonicalInternalModelFromOwn.call(this, internalModel, idx);\n  };\n\n  ManyRelationship.prototype.removeAllCanonicalInternalModelsFromOwn = function removeAllCanonicalInternalModelsFromOwn() {\n    _Relationship.prototype.removeAllCanonicalInternalModelsFromOwn.call(this);\n    this.canonicalMembers.clear();\n    this.canonicalState.splice(0, this.canonicalState.length);\n  };\n\n  ManyRelationship.prototype.removeCompletelyFromOwn = function removeCompletelyFromOwn(internalModel) {\n    _Relationship.prototype.removeCompletelyFromOwn.call(this, internalModel);\n\n    var canonicalIndex = this.canonicalState.indexOf(internalModel);\n\n    if (canonicalIndex !== -1) {\n      this.canonicalState.splice(canonicalIndex, 1);\n    }\n\n    var manyArray = this._manyArray;\n\n    if (manyArray) {\n      var idx = manyArray.currentState.indexOf(internalModel);\n\n      if (idx !== -1) {\n        manyArray.internalReplace(idx, 1);\n      }\n    }\n  };\n\n  ManyRelationship.prototype.flushCanonical = function flushCanonical() {\n    if (this._manyArray) {\n      this._manyArray.flushCanonical();\n    }\n    _Relationship.prototype.flushCanonical.call(this);\n  };\n\n  ManyRelationship.prototype.removeInternalModelFromOwn = function removeInternalModelFromOwn(internalModel, idx) {\n    if (!this.members.has(internalModel)) {\n      return;\n    }\n    _Relationship.prototype.removeInternalModelFromOwn.call(this, internalModel, idx);\n    // note that ensuring the many array is created, via `this.manyArray`\n    // (instead of `this._manyArray`) is intentional.\n    //\n    // Because we're removing from local, and not canonical, state, it is\n    // important that the many array is initialized now with those changes,\n    // otherwise it will be initialized with canonical state and we'll have\n    // lost the fact that this internalModel was removed.\n    this._removeInternalModelFromManyArray(this.manyArray, internalModel, idx);\n    this._removeInternalModelFromManyArray(this._retainedManyArray, internalModel, idx);\n  };\n\n  ManyRelationship.prototype.removeAllInternalModelsFromOwn = function removeAllInternalModelsFromOwn() {\n    _Relationship.prototype.removeAllInternalModelsFromOwn.call(this);\n    // as with removeInternalModelFromOwn, we make sure the many array is\n    // instantiated, or we'll lose local removals, as we're not updating\n    // canonical state here.\n    this.manyArray.clear();\n    if (this._retainedManyArray) {\n      this._retainedManyArray.clear();\n    }\n  };\n\n  ManyRelationship.prototype._removeInternalModelFromManyArray = function _removeInternalModelFromManyArray(manyArray, internalModel, idx) {\n    if (manyArray === null) {\n      return;\n    }\n\n    if (idx !== undefined) {\n      //TODO(Igor) not used currently, fix\n      manyArray.currentState.removeAt(idx);\n    } else {\n      manyArray._removeInternalModels([internalModel]);\n    }\n  };\n\n  ManyRelationship.prototype.notifyRecordRelationshipAdded = function notifyRecordRelationshipAdded(internalModel, idx) {\n    this.internalModel.notifyHasManyAdded(this.key, internalModel, idx);\n  };\n\n  ManyRelationship.prototype.reload = function reload() {\n    var manyArray = this.manyArray;\n\n    if (this._loadingPromise) {\n      if (this._loadingPromise.get('isPending')) {\n        return this._loadingPromise;\n      }\n    }\n\n    this.setRelationshipIsStale(true);\n\n    var promise = void 0;\n    if (this.link) {\n      promise = this.fetchLink();\n    } else {\n      promise = this.store._scheduleFetchMany(manyArray.currentState).then(function () {\n        return manyArray;\n      });\n    }\n\n    this._updateLoadingPromise(promise);\n    return this._loadingPromise;\n  };\n\n  ManyRelationship.prototype.computeChanges = function computeChanges() {\n    var internalModels = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n\n    var members = this.canonicalMembers;\n    var internalModelsToRemove = [];\n    var internalModelSet = setForArray(internalModels);\n\n    members.forEach(function (member) {\n      if (internalModelSet.has(member)) {\n        return;\n      }\n\n      internalModelsToRemove.push(member);\n    });\n\n    this.removeCanonicalInternalModels(internalModelsToRemove);\n\n    for (var i = 0, l = internalModels.length; i < l; i++) {\n      var internalModel = internalModels[i];\n      this.removeCanonicalInternalModel(internalModel);\n      this.addCanonicalInternalModel(internalModel, i);\n    }\n  };\n\n  ManyRelationship.prototype.setInitialInternalModels = function setInitialInternalModels(internalModels) {\n    if (Array.isArray(internalModels) === false || internalModels.length === 0) {\n      return;\n    }\n\n    for (var i = 0; i < internalModels.length; i++) {\n      var internalModel = internalModels[i];\n      if (this.canonicalMembers.has(internalModel)) {\n        continue;\n      }\n\n      this.canonicalMembers.add(internalModel);\n      this.members.add(internalModel);\n      this.setupInverseRelationship(internalModel);\n    }\n\n    this.canonicalState = this.canonicalMembers.toArray();\n  };\n\n  ManyRelationship.prototype.fetchLink = function fetchLink() {\n    var _this3 = this;\n\n    return this.store.findHasMany(this.internalModel, this.link, this.relationshipMeta).then(function (records) {\n      if (records.hasOwnProperty('meta')) {\n        _this3.updateMeta(records.meta);\n      }\n      _this3.store._backburner.join(function () {\n        _this3.updateInternalModelsFromAdapter(records);\n        _this3.manyArray.set('isLoaded', true);\n      });\n      return _this3.manyArray;\n    });\n  };\n\n  ManyRelationship.prototype.findRecords = function findRecords() {\n    var manyArray = this.manyArray;\n    var internalModels = manyArray.currentState;\n\n    //TODO CLEANUP\n    return this.store.findMany(internalModels).then(function () {\n      if (!manyArray.get('isDestroyed')) {\n        //Goes away after the manyArray refactor\n        manyArray.set('isLoaded', true);\n      }\n      return manyArray;\n    });\n  };\n\n  ManyRelationship.prototype.notifyHasManyChanged = function notifyHasManyChanged() {\n    this.internalModel.notifyHasManyAdded(this.key);\n  };\n\n  ManyRelationship.prototype.getRecords = function getRecords() {\n    var _this4 = this;\n\n    //TODO(Igor) sync server here, once our syncing is not stupid\n    var manyArray = this.manyArray;\n\n    if (this.isAsync) {\n      var promise = void 0;\n\n      if (this._shouldFindViaLink()) {\n        promise = this.findLink().then(function () {\n          return _this4.findRecords();\n        });\n      } else {\n        promise = this.findRecords();\n      }\n\n      return this._updateLoadingPromise(promise, manyArray);\n    } else {\n      (true && !(manyArray.isEvery('isEmpty', false)) && Ember.assert('You looked up the \\'' + this.key + '\\' relationship on a \\'' + this.internalModel.type.modelName + '\\' with id ' + this.internalModel.id + ' but some of the associated records were not loaded. Either make sure they are all loaded together with the parent record, or specify that the relationship is async (\\'DS.hasMany({ async: true })\\')', manyArray.isEvery('isEmpty', false)));\n\n\n      manyArray.set('isLoaded', true);\n\n      return manyArray;\n    }\n  };\n\n  ManyRelationship.prototype.updateData = function updateData(data, initial) {\n    var internalModels = this.store._pushResourceIdentifiers(this, data);\n    if (initial) {\n      this.setInitialInternalModels(internalModels);\n    } else {\n      this.updateInternalModelsFromAdapter(internalModels);\n    }\n  };\n\n  ManyRelationship.prototype.localStateIsEmpty = function localStateIsEmpty() {\n    var manyArray = this.manyArray;\n    var internalModels = manyArray.currentState;\n    var manyArrayIsLoaded = manyArray.get('isLoaded');\n\n    if (!manyArrayIsLoaded && internalModels.length) {\n      manyArrayIsLoaded = internalModels.reduce(function (hasNoEmptyModel, i) {\n        return hasNoEmptyModel && !i.isEmpty();\n      }, true);\n    }\n\n    return !manyArrayIsLoaded;\n  };\n\n  ManyRelationship.prototype.destroy = function destroy() {\n    _Relationship.prototype.destroy.call(this);\n    var manyArray = this._manyArray;\n    if (manyArray) {\n      manyArray.destroy();\n      this._manyArray = null;\n    }\n\n    var proxy = this._loadingPromise;\n\n    if (proxy) {\n      proxy.destroy();\n      this._loadingPromise = null;\n    }\n  };\n\n  _createClass$4(ManyRelationship, [{\n    key: 'manyArray',\n    get: function get() {\n      (true && !(this._manyArray === null || this._retainedManyArray === null) && Ember.assert('Error: relationship ' + this.parentType + ':' + this.key + ' has both many array and retained many array', this._manyArray === null || this._retainedManyArray === null));\n\n\n      if (!this._manyArray) {\n        this._manyArray = ManyArray.create({\n          canonicalState: this.canonicalState,\n          store: this.store,\n          relationship: this,\n          type: this.store.modelFor(this.belongsToType),\n          record: this.internalModel,\n          meta: this.meta,\n          isPolymorphic: this.isPolymorphic\n        });\n\n        if (this._retainedManyArray !== null) {\n          this._retainedManyArray.destroy();\n          this._retainedManyArray = null;\n        }\n      }\n\n      return this._manyArray;\n    }\n  }]);\n\n  return ManyRelationship;\n}(Relationship);\n\nfunction setForArray(array) {\n  var set = new OrderedSet();\n\n  if (array) {\n    for (var i = 0, l = array.length; i < l; i++) {\n      set.add(array[i]);\n    }\n  }\n\n  return set;\n}\n\nfunction _classCallCheck$8(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn$2(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits$2(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\nvar BelongsToRelationship = function (_Relationship) {\n  _inherits$2(BelongsToRelationship, _Relationship);\n\n  function BelongsToRelationship(store, internalModel, inverseKey, relationshipMeta) {\n    _classCallCheck$8(this, BelongsToRelationship);\n\n    var _this = _possibleConstructorReturn$2(this, _Relationship.call(this, store, internalModel, inverseKey, relationshipMeta));\n\n    _this.inverseInternalModel = null;\n    _this.canonicalState = null;\n    _this._loadingPromise = null;\n    return _this;\n  }\n\n  BelongsToRelationship.prototype.setInternalModel = function setInternalModel(internalModel) {\n    if (internalModel) {\n      this.addInternalModel(internalModel);\n    } else if (this.inverseInternalModel) {\n      this.removeInternalModel(this.inverseInternalModel);\n    }\n    this.setHasAnyRelationshipData(true);\n    this.setRelationshipIsStale(false);\n    this.setRelationshipIsEmpty(false);\n    this.setHasRelatedResources(!this.localStateIsEmpty());\n  };\n\n  BelongsToRelationship.prototype.setCanonicalInternalModel = function setCanonicalInternalModel(internalModel) {\n    if (internalModel) {\n      this.addCanonicalInternalModel(internalModel);\n    } else if (this.canonicalState) {\n      this.removeCanonicalInternalModel(this.canonicalState);\n    }\n    this.flushCanonicalLater();\n  };\n\n  BelongsToRelationship.prototype.setInitialCanonicalInternalModel = function setInitialCanonicalInternalModel(internalModel) {\n    if (!internalModel) {\n      return;\n    }\n\n    // When we initialize a belongsTo relationship, we want to avoid work like\n    // notifying our internalModel that we've \"changed\" and excessive thrash on\n    // setting up inverse relationships\n    this.canonicalMembers.add(internalModel);\n    this.members.add(internalModel);\n    this.inverseInternalModel = this.canonicalState = internalModel;\n    this.setupInverseRelationship(internalModel);\n  };\n\n  BelongsToRelationship.prototype.addCanonicalInternalModel = function addCanonicalInternalModel(internalModel) {\n    if (this.canonicalMembers.has(internalModel)) {\n      return;\n    }\n\n    if (this.canonicalState) {\n      this.removeCanonicalInternalModel(this.canonicalState);\n    }\n\n    this.canonicalState = internalModel;\n    _Relationship.prototype.addCanonicalInternalModel.call(this, internalModel);\n  };\n\n  BelongsToRelationship.prototype.inverseDidDematerialize = function inverseDidDematerialize() {\n    _Relationship.prototype.inverseDidDematerialize.call(this, this.inverseInternalModel);\n    this.notifyBelongsToChanged();\n  };\n\n  BelongsToRelationship.prototype.removeCompletelyFromOwn = function removeCompletelyFromOwn(internalModel) {\n    _Relationship.prototype.removeCompletelyFromOwn.call(this, internalModel);\n\n    if (this.canonicalState === internalModel) {\n      this.canonicalState = null;\n    }\n\n    if (this.inverseInternalModel === internalModel) {\n      this.inverseInternalModel = null;\n      this.notifyBelongsToChanged();\n    }\n  };\n\n  BelongsToRelationship.prototype.removeCompletelyFromInverse = function removeCompletelyFromInverse() {\n    _Relationship.prototype.removeCompletelyFromInverse.call(this);\n\n    this.inverseInternalModel = null;\n  };\n\n  BelongsToRelationship.prototype.flushCanonical = function flushCanonical() {\n    //temporary fix to not remove newly created records if server returned null.\n    //TODO remove once we have proper diffing\n    if (this.inverseInternalModel && this.inverseInternalModel.isNew() && !this.canonicalState) {\n      return;\n    }\n    if (this.inverseInternalModel !== this.canonicalState) {\n      this.inverseInternalModel = this.canonicalState;\n      this.notifyBelongsToChanged();\n    }\n\n    _Relationship.prototype.flushCanonical.call(this);\n  };\n\n  BelongsToRelationship.prototype.addInternalModel = function addInternalModel(internalModel) {\n    if (this.members.has(internalModel)) {\n      return;\n    }\n\n    emberData_Debug.assertPolymorphicType(this.internalModel, this.relationshipMeta, internalModel);\n\n    if (this.inverseInternalModel) {\n      this.removeInternalModel(this.inverseInternalModel);\n    }\n\n    this.inverseInternalModel = internalModel;\n    _Relationship.prototype.addInternalModel.call(this, internalModel);\n    this.notifyBelongsToChanged();\n  };\n\n  BelongsToRelationship.prototype.setRecordPromise = function setRecordPromise(newPromise) {\n    var content = newPromise.get && newPromise.get('content');\n    (true && !(content !== undefined) && Ember.assert(\"You passed in a promise that did not originate from an EmberData relationship. You can only pass promises that come from a belongsTo or hasMany relationship to the get call.\", content !== undefined));\n\n    this.setInternalModel(content ? content._internalModel : content);\n  };\n\n  BelongsToRelationship.prototype.removeInternalModelFromOwn = function removeInternalModelFromOwn(internalModel) {\n    if (!this.members.has(internalModel)) {\n      return;\n    }\n    this.inverseInternalModel = null;\n    _Relationship.prototype.removeInternalModelFromOwn.call(this, internalModel);\n    this.notifyBelongsToChanged();\n  };\n\n  BelongsToRelationship.prototype.removeAllInternalModelsFromOwn = function removeAllInternalModelsFromOwn() {\n    _Relationship.prototype.removeAllInternalModelsFromOwn.call(this);\n    this.inverseInternalModel = null;\n    this.notifyBelongsToChanged();\n  };\n\n  BelongsToRelationship.prototype.notifyBelongsToChanged = function notifyBelongsToChanged() {\n    this.internalModel.notifyBelongsToChanged(this.key);\n  };\n\n  BelongsToRelationship.prototype.removeCanonicalInternalModelFromOwn = function removeCanonicalInternalModelFromOwn(internalModel) {\n    if (!this.canonicalMembers.has(internalModel)) {\n      return;\n    }\n    this.canonicalState = null;\n    _Relationship.prototype.removeCanonicalInternalModelFromOwn.call(this, internalModel);\n  };\n\n  BelongsToRelationship.prototype.removeAllCanonicalInternalModelsFromOwn = function removeAllCanonicalInternalModelsFromOwn() {\n    _Relationship.prototype.removeAllCanonicalInternalModelsFromOwn.call(this);\n    this.canonicalState = null;\n  };\n\n  BelongsToRelationship.prototype.findRecord = function findRecord() {\n    if (this.inverseInternalModel) {\n      return this.store._findByInternalModel(this.inverseInternalModel);\n    } else {\n      return Ember.RSVP.Promise.resolve(null);\n    }\n  };\n\n  BelongsToRelationship.prototype.fetchLink = function fetchLink() {\n    var _this2 = this;\n\n    return this.store.findBelongsTo(this.internalModel, this.link, this.relationshipMeta).then(function (internalModel) {\n      if (internalModel) {\n        _this2.addInternalModel(internalModel);\n      }\n      return internalModel;\n    });\n  };\n\n  BelongsToRelationship.prototype.getRecord = function getRecord() {\n    var _this3 = this;\n\n    //TODO(Igor) flushCanonical here once our syncing is not stupid\n    if (this.isAsync) {\n      var promise = void 0;\n\n      if (this._shouldFindViaLink()) {\n        promise = this.findLink().then(function () {\n          return _this3.findRecord();\n        });\n      } else {\n        promise = this.findRecord();\n      }\n\n      var record = this.inverseInternalModel ? this.inverseInternalModel.getRecord() : null;\n\n      return this._updateLoadingPromise(promise, record);\n    } else {\n      if (this.inverseInternalModel === null) {\n        return null;\n      }\n      var toReturn = this.inverseInternalModel.getRecord();\n      (true && !(toReturn === null || !toReturn.get('isEmpty')) && Ember.assert(\"You looked up the '\" + this.key + \"' relationship on a '\" + this.internalModel.modelName + \"' with id \" + this.internalModel.id + \" but some of the associated records were not loaded. Either make sure they are all loaded together with the parent record, or specify that the relationship is async (`DS.belongsTo({ async: true })`)\", toReturn === null || !toReturn.get('isEmpty')));\n\n      return toReturn;\n    }\n  };\n\n  BelongsToRelationship.prototype._updateLoadingPromise = function _updateLoadingPromise(promise, content) {\n    if (this._loadingPromise) {\n      if (content) {\n        this._loadingPromise.set('content', content);\n      }\n      this._loadingPromise.set('promise', promise);\n    } else {\n      this._loadingPromise = PromiseBelongsTo.create({\n        _belongsToState: this,\n        promise: promise,\n        content: content\n      });\n    }\n\n    return this._loadingPromise;\n  };\n\n  BelongsToRelationship.prototype.reload = function reload() {\n    // we've already fired off a request\n    if (this._loadingPromise) {\n      if (this._loadingPromise.get('isPending')) {\n        return this._loadingPromise;\n      }\n    }\n\n    var promise = void 0;\n    this.setRelationshipIsStale(true);\n\n    if (this.link) {\n      promise = this.fetchLink();\n    } else if (this.inverseInternalModel && this.inverseInternalModel.hasRecord) {\n      // reload record, if it is already loaded\n      promise = this.inverseInternalModel.getRecord().reload();\n    } else {\n      promise = this.findRecord();\n    }\n\n    return this._updateLoadingPromise(promise);\n  };\n\n  BelongsToRelationship.prototype.localStateIsEmpty = function localStateIsEmpty() {\n    var internalModel = this.inverseInternalModel;\n\n    return !internalModel || internalModel.isEmpty();\n  };\n\n  BelongsToRelationship.prototype.updateData = function updateData(data, initial) {\n    (true && !(data === null || data.id !== undefined && data.type !== undefined) && Ember.assert('Ember Data expected the data for the ' + this.key + ' relationship on a ' + this.internalModel.toString() + ' to be in a JSON API format and include an `id` and `type` property but it found ' + Ember.inspect(data) + '. Please check your serializer and make sure it is serializing the relationship payload into a JSON API format.', data === null || data.id !== undefined && data.type !== undefined));\n\n    var internalModel = this.store._pushResourceIdentifier(this, data);\n    if (initial) {\n      this.setInitialCanonicalInternalModel(internalModel);\n    } else {\n      this.setCanonicalInternalModel(internalModel);\n    }\n  };\n\n  return BelongsToRelationship;\n}(Relationship);\n\nvar _createClass$3 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck$5(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction shouldFindInverse(relationshipMeta) {\n  var options = relationshipMeta.options;\n  return !(options && options.inverse === null);\n}\n\nfunction createRelationshipFor(internalModel, relationshipMeta, store) {\n  var inverseKey = void 0;\n  var inverse = null;\n\n  if (shouldFindInverse(relationshipMeta)) {\n    inverse = internalModel.type.inverseFor(relationshipMeta.key, store);\n  } else {\n    internalModel.type.typeForRelationship(relationshipMeta.key, store);\n  }\n\n  if (inverse) {\n    inverseKey = inverse.name;\n  }\n\n  if (relationshipMeta.kind === 'hasMany') {\n    return new ManyRelationship(store, internalModel, inverseKey, relationshipMeta);\n  } else {\n    return new BelongsToRelationship(store, internalModel, inverseKey, relationshipMeta);\n  }\n}\n\nvar Relationships = function () {\n  function Relationships(internalModel) {\n    _classCallCheck$5(this, Relationships);\n\n    this.internalModel = internalModel;\n    this.initializedRelationships = Object.create(null);\n  }\n\n  // TODO @runspired deprecate this as it was never truly a record instance\n\n\n  Relationships.prototype.has = function has(key) {\n    return !!this.initializedRelationships[key];\n  };\n\n  Relationships.prototype.forEach = function forEach(cb) {\n    var rels = this.initializedRelationships;\n    Object.keys(rels).forEach(function (name) {\n      cb(name, rels[name]);\n    });\n  };\n\n  Relationships.prototype.get = function get(key) {\n    var relationships = this.initializedRelationships;\n    var relationship = relationships[key];\n    var internalModel = this.internalModel;\n\n    if (!relationship) {\n      var relationshipsByName = Ember.get(internalModel.type, 'relationshipsByName');\n      var rel = relationshipsByName.get(key);\n\n      if (!rel) {\n        return undefined;\n      }\n\n      var relationshipPayload = internalModel.store._relationshipsPayloads.get(internalModel.modelName, internalModel.id, key);\n\n      relationship = relationships[key] = createRelationshipFor(internalModel, rel, internalModel.store);\n\n      if (relationshipPayload) {\n        relationship.push(relationshipPayload, true);\n      }\n    }\n\n    return relationship;\n  };\n\n  _createClass$3(Relationships, [{\n    key: \"record\",\n    get: function get() {\n      return this.internalModel;\n    }\n  }]);\n\n  return Relationships;\n}();\n\nvar _createClass$6 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck$9(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n  @class Snapshot\n  @namespace DS\n  @private\n  @constructor\n  @param {DS.Model} internalModel The model to create a snapshot from\n*/\nvar Snapshot = function () {\n  function Snapshot(internalModel) {\n    var _this = this;\n\n    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n    _classCallCheck$9(this, Snapshot);\n\n    this._attributes = Object.create(null);\n    this._belongsToRelationships = Object.create(null);\n    this._belongsToIds = Object.create(null);\n    this._hasManyRelationships = Object.create(null);\n    this._hasManyIds = Object.create(null);\n    this._internalModel = internalModel;\n\n    // TODO is there a way we can assign known attributes without\n    //  using `eachAttribute`? This forces us to lookup the model-class\n    //  but for findRecord / findAll these are empty and doing so at\n    //  this point in time is unnecessary.\n    internalModel.eachAttribute(function (keyName) {\n      return _this._attributes[keyName] = internalModel.getAttributeValue(keyName);\n    });\n\n    /**O\n     The id of the snapshot's underlying record\n      Example\n      ```javascript\n     // store.push('post', { id: 1, author: 'Tomster', title: 'Ember.js rocks' });\n     postSnapshot.id; // => '1'\n     ```\n      @property id\n     @type {String}\n     */\n    this.id = internalModel.id;\n\n    /**\n     A hash of adapter options\n     @property adapterOptions\n     @type {Object}\n     */\n    this.adapterOptions = options.adapterOptions;\n    this.include = options.include;\n\n    /**\n     The name of the type of the underlying record for this snapshot, as a string.\n      @property modelName\n     @type {String}\n     */\n    this.modelName = internalModel.modelName;\n\n    this._changedAttributes = internalModel.changedAttributes();\n  }\n\n  /**\n   The underlying record for this snapshot. Can be used to access methods and\n   properties defined on the record.\n    Example\n    ```javascript\n   let json = snapshot.record.toJSON();\n   ```\n    @property record\n   @type {DS.Model}\n   */\n\n\n  /**\n   Returns the value of an attribute.\n    Example\n    ```javascript\n   // store.push('post', { id: 1, author: 'Tomster', title: 'Ember.js rocks' });\n   postSnapshot.attr('author'); // => 'Tomster'\n   postSnapshot.attr('title'); // => 'Ember.js rocks'\n   ```\n    Note: Values are loaded eagerly and cached when the snapshot is created.\n    @method attr\n   @param {String} keyName\n   @return {Object} The attribute value or undefined\n   */\n  Snapshot.prototype.attr = function attr(keyName) {\n    if (keyName in this._attributes) {\n      return this._attributes[keyName];\n    }\n    throw new Ember.Error(\"Model '\" + Ember.inspect(this.record) + \"' has no attribute named '\" + keyName + \"' defined.\");\n  };\n\n  /**\n   Returns all attributes and their corresponding values.\n    Example\n    ```javascript\n   // store.push('post', { id: 1, author: 'Tomster', title: 'Ember.js rocks' });\n   postSnapshot.attributes(); // => { author: 'Tomster', title: 'Ember.js rocks' }\n   ```\n    @method attributes\n   @return {Object} All attributes of the current snapshot\n   */\n\n\n  Snapshot.prototype.attributes = function attributes() {\n    return Ember.copy(this._attributes);\n  };\n\n  /**\n   Returns all changed attributes and their old and new values.\n    Example\n    ```javascript\n   // store.push('post', { id: 1, author: 'Tomster', title: 'Ember.js rocks' });\n   postModel.set('title', 'Ember.js rocks!');\n   postSnapshot.changedAttributes(); // => { title: ['Ember.js rocks', 'Ember.js rocks!'] }\n   ```\n    @method changedAttributes\n   @return {Object} All changed attributes of the current snapshot\n   */\n\n\n  Snapshot.prototype.changedAttributes = function changedAttributes() {\n    var changedAttributes = Object.create(null);\n    var changedAttributeKeys = Object.keys(this._changedAttributes);\n\n    for (var i = 0, length = changedAttributeKeys.length; i < length; i++) {\n      var key = changedAttributeKeys[i];\n      changedAttributes[key] = Ember.copy(this._changedAttributes[key]);\n    }\n\n    return changedAttributes;\n  };\n\n  /**\n   Returns the current value of a belongsTo relationship.\n    `belongsTo` takes an optional hash of options as a second parameter,\n   currently supported options are:\n    - `id`: set to `true` if you only want the ID of the related record to be\n   returned.\n    Example\n    ```javascript\n   // store.push('post', { id: 1, title: 'Hello World' });\n   // store.createRecord('comment', { body: 'Lorem ipsum', post: post });\n   commentSnapshot.belongsTo('post'); // => DS.Snapshot\n   commentSnapshot.belongsTo('post', { id: true }); // => '1'\n    // store.push('comment', { id: 1, body: 'Lorem ipsum' });\n   commentSnapshot.belongsTo('post'); // => undefined\n   ```\n    Calling `belongsTo` will return a new Snapshot as long as there's any known\n   data for the relationship available, such as an ID. If the relationship is\n   known but unset, `belongsTo` will return `null`. If the contents of the\n   relationship is unknown `belongsTo` will return `undefined`.\n    Note: Relationships are loaded lazily and cached upon first access.\n    @method belongsTo\n   @param {String} keyName\n   @param {Object} [options]\n   @return {(DS.Snapshot|String|null|undefined)} A snapshot or ID of a known\n   relationship or null if the relationship is known but unset. undefined\n   will be returned if the contents of the relationship is unknown.\n   */\n\n\n  Snapshot.prototype.belongsTo = function belongsTo(keyName, options) {\n    var id = options && options.id;\n    var relationship = void 0;\n    var result = void 0;\n\n    if (id && keyName in this._belongsToIds) {\n      return this._belongsToIds[keyName];\n    }\n\n    if (!id && keyName in this._belongsToRelationships) {\n      return this._belongsToRelationships[keyName];\n    }\n\n    relationship = this._internalModel._relationships.get(keyName);\n    if (!(relationship && relationship.relationshipMeta.kind === 'belongsTo')) {\n      throw new Ember.Error(\"Model '\" + Ember.inspect(this.record) + \"' has no belongsTo relationship named '\" + keyName + \"' defined.\");\n    }\n\n    var _relationship = relationship,\n        hasAnyRelationshipData = _relationship.hasAnyRelationshipData,\n        inverseInternalModel = _relationship.inverseInternalModel;\n\n\n    if (hasAnyRelationshipData) {\n      if (inverseInternalModel && !inverseInternalModel.isDeleted()) {\n        if (id) {\n          result = Ember.get(inverseInternalModel, 'id');\n        } else {\n          result = inverseInternalModel.createSnapshot();\n        }\n      } else {\n        result = null;\n      }\n    }\n\n    if (id) {\n      this._belongsToIds[keyName] = result;\n    } else {\n      this._belongsToRelationships[keyName] = result;\n    }\n\n    return result;\n  };\n\n  /**\n   Returns the current value of a hasMany relationship.\n    `hasMany` takes an optional hash of options as a second parameter,\n   currently supported options are:\n    - `ids`: set to `true` if you only want the IDs of the related records to be\n   returned.\n    Example\n    ```javascript\n   // store.push('post', { id: 1, title: 'Hello World', comments: [2, 3] });\n   postSnapshot.hasMany('comments'); // => [DS.Snapshot, DS.Snapshot]\n   postSnapshot.hasMany('comments', { ids: true }); // => ['2', '3']\n    // store.push('post', { id: 1, title: 'Hello World' });\n   postSnapshot.hasMany('comments'); // => undefined\n   ```\n    Note: Relationships are loaded lazily and cached upon first access.\n    @method hasMany\n   @param {String} keyName\n   @param {Object} [options]\n   @return {(Array|undefined)} An array of snapshots or IDs of a known\n   relationship or an empty array if the relationship is known but unset.\n   undefined will be returned if the contents of the relationship is unknown.\n   */\n\n\n  Snapshot.prototype.hasMany = function hasMany(keyName, options) {\n    var ids = options && options.ids;\n    var relationship = void 0;\n    var results = void 0;\n\n    if (ids && keyName in this._hasManyIds) {\n      return this._hasManyIds[keyName];\n    }\n\n    if (!ids && keyName in this._hasManyRelationships) {\n      return this._hasManyRelationships[keyName];\n    }\n\n    relationship = this._internalModel._relationships.get(keyName);\n    if (!(relationship && relationship.relationshipMeta.kind === 'hasMany')) {\n      throw new Ember.Error(\"Model '\" + Ember.inspect(this.record) + \"' has no hasMany relationship named '\" + keyName + \"' defined.\");\n    }\n\n    var _relationship2 = relationship,\n        hasAnyRelationshipData = _relationship2.hasAnyRelationshipData,\n        members = _relationship2.members;\n\n\n    if (hasAnyRelationshipData) {\n      results = [];\n      members.forEach(function (member) {\n        if (!member.isDeleted()) {\n          if (ids) {\n            results.push(member.id);\n          } else {\n            results.push(member.createSnapshot());\n          }\n        }\n      });\n    }\n\n    if (ids) {\n      this._hasManyIds[keyName] = results;\n    } else {\n      this._hasManyRelationships[keyName] = results;\n    }\n\n    return results;\n  };\n\n  /**\n    Iterates through all the attributes of the model, calling the passed\n    function on each attribute.\n     Example\n     ```javascript\n    snapshot.eachAttribute(function(name, meta) {\n      // ...\n    });\n    ```\n     @method eachAttribute\n    @param {Function} callback the callback to execute\n    @param {Object} [binding] the value to which the callback's `this` should be bound\n  */\n\n\n  Snapshot.prototype.eachAttribute = function eachAttribute(callback, binding) {\n    this.record.eachAttribute(callback, binding);\n  };\n\n  /**\n    Iterates through all the relationships of the model, calling the passed\n    function on each relationship.\n     Example\n     ```javascript\n    snapshot.eachRelationship(function(name, relationship) {\n      // ...\n    });\n    ```\n     @method eachRelationship\n    @param {Function} callback the callback to execute\n    @param {Object} [binding] the value to which the callback's `this` should be bound\n  */\n\n\n  Snapshot.prototype.eachRelationship = function eachRelationship(callback, binding) {\n    this.record.eachRelationship(callback, binding);\n  };\n\n  /**\n    Serializes the snapshot using the serializer for the model.\n     Example\n     ```app/adapters/application.js\n    import DS from 'ember-data';\n     export default DS.Adapter.extend({\n      createRecord(store, type, snapshot) {\n        var data = snapshot.serialize({ includeId: true });\n        var url = `/${type.modelName}`;\n         return fetch(url, {\n          method: 'POST',\n          body: data,\n        }).then((response) => response.json())\n      }\n    });\n    ```\n     @method serialize\n    @param {Object} options\n    @return {Object} an object whose values are primitive JSON values only\n   */\n\n\n  Snapshot.prototype.serialize = function serialize(options) {\n    return this.record.store.serializerFor(this.modelName).serialize(this, options);\n  };\n\n  _createClass$6(Snapshot, [{\n    key: 'record',\n    get: function get() {\n      return this._internalModel.getRecord();\n    }\n\n    /**\n     The type of the underlying record for this snapshot, as a DS.Model.\n      @property type\n     @type {DS.Model}\n     */\n\n  }, {\n    key: 'type',\n    get: function get() {\n      // TODO @runspired we should deprecate this in favor of modelClass but only once\n      // we've cleaned up the internals enough that a public change to follow suite is\n      // uncontroversial.\n      return this._internalModel.modelClass;\n    }\n  }]);\n\n  return Snapshot;\n}();\n\n/*\n  We're using this to detect arrays and \"array-like\" objects.\n\n  This is a copy of the `isArray` method found in `ember-runtime/utils` as we're\n  currently unable to import non-exposed modules.\n\n  This method was previously exposed as `Ember.isArray` but since\n  https://github.com/emberjs/ember.js/pull/11463 `Ember.isArray` is an alias of\n  `Array.isArray` hence removing the \"array-like\" part.\n */\nfunction isArrayLike(obj) {\n  if (!obj || obj.setInterval) {\n    return false;\n  }\n  if (Array.isArray(obj)) {\n    return true;\n  }\n  if (Ember.Array.detect(obj)) {\n    return true;\n  }\n\n  var type = Ember.typeOf(obj);\n  if ('array' === type) {\n    return true;\n  }\n  if (obj.length !== undefined && 'object' === type) {\n    return true;\n  }\n  return false;\n}\n\n/*\n  Check if the passed model has a `type` attribute or a relationship named `type`.\n\n  @method modelHasAttributeOrRelationshipNamedType\n  @param modelClass\n */\nfunction modelHasAttributeOrRelationshipNamedType(modelClass) {\n  return Ember.get(modelClass, 'attributes').has('type') || Ember.get(modelClass, 'relationshipsByName').has('type');\n}\n\n/*\n  ember-container-inject-owner is a new feature in Ember 2.3 that finally provides a public\n  API for looking items up.  This function serves as a super simple polyfill to avoid\n  triggering deprecations.\n */\nfunction getOwner(context) {\n  var owner = void 0;\n\n  if (Ember.getOwner) {\n    owner = Ember.getOwner(context);\n  } else if (context.container) {\n    owner = context.container;\n  }\n\n  if (owner && owner.lookupFactory && !owner._lookupFactory) {\n    // `owner` is a container, we are just making this work\n    owner._lookupFactory = function () {\n      var _owner;\n\n      return (_owner = owner).lookupFactory.apply(_owner, arguments);\n    };\n\n    owner.register = function () {\n      var registry = owner.registry || owner._registry || owner;\n\n      return registry.register.apply(registry, arguments);\n    };\n  }\n\n  return owner;\n}\n\nvar Reference = function Reference(store, internalModel) {\n  this.store = store;\n  this.internalModel = internalModel;\n};\n\nReference.prototype = {\n  constructor: Reference\n};\n\nfunction _classCallCheck$10(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn$3(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits$3(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n   An RecordReference is a low level API that allows users and\n   addon author to perform meta-operations on a record.\n\n   @class RecordReference\n   @namespace DS\n*/\n\nvar RecordReference = function (_Reference) {\n  _inherits$3(RecordReference, _Reference);\n\n  function RecordReference(store, internalModel) {\n    _classCallCheck$10(this, RecordReference);\n\n    var _this = _possibleConstructorReturn$3(this, _Reference.call(this, store, internalModel));\n\n    _this.type = internalModel.modelName;\n    _this._id = internalModel.id;\n    return _this;\n  }\n\n  /**\n     The `id` of the record that this reference refers to.\n      Together, the `type` and `id` properties form a composite key for\n     the identity map.\n      Example\n      ```javascript\n     let userRef = store.getReference('user', 1);\n      userRef.id(); // '1'\n     ```\n      @method id\n     @return {String} The id of the record.\n  */\n\n\n  RecordReference.prototype.id = function id() {\n    return this._id;\n  };\n\n  /**\n     How the reference will be looked up when it is loaded: Currently\n     this always return `identity` to signifying that a record will be\n     loaded by the `type` and `id`.\n      Example\n      ```javascript\n     const userRef = store.getReference('user', 1);\n      userRef.remoteType(); // 'identity'\n     ```\n      @method remoteType\n     @return {String} 'identity'\n  */\n\n\n  RecordReference.prototype.remoteType = function remoteType() {\n    return 'identity';\n  };\n\n  /**\n    This API allows you to provide a reference with new data. The\n    simplest usage of this API is similar to `store.push`: you provide a\n    normalized hash of data and the object represented by the reference\n    will update.\n     If you pass a promise to `push`, Ember Data will not ask the adapter\n    for the data if another attempt to fetch it is made in the\n    interim. When the promise resolves, the underlying object is updated\n    with the new data, and the promise returned by *this function* is resolved\n    with that object.\n     For example, `recordReference.push(promise)` will be resolved with a\n    record.\n      Example\n      ```javascript\n     let userRef = store.getReference('user', 1);\n      // provide data for reference\n     userRef.push({ data: { id: 1, username: \"@user\" }}).then(function(user) {\n       userRef.value() === user;\n     });\n     ```\n     @method push\n    @param objectOrPromise {Promise|Object}\n    @return Promise<record> a promise for the value (record or relationship)\n  */\n\n\n  RecordReference.prototype.push = function push(objectOrPromise) {\n    var _this2 = this;\n\n    return Ember.RSVP.resolve(objectOrPromise).then(function (data) {\n      return _this2.store.push(data);\n    });\n  };\n\n  /**\n    If the entity referred to by the reference is already loaded, it is\n    present as `reference.value`. Otherwise the value returned by this function\n    is `null`.\n      Example\n      ```javascript\n     let userRef = store.getReference('user', 1);\n      userRef.value(); // user\n     ```\n      @method value\n     @return {DS.Model} the record for this RecordReference\n  */\n\n\n  RecordReference.prototype.value = function value() {\n    if (this.internalModel.hasRecord) {\n      return this.internalModel.getRecord();\n    }\n    return null;\n  };\n\n  /**\n     Triggers a fetch for the backing entity based on its `remoteType`\n     (see `remoteType` definitions per reference type).\n      Example\n      ```javascript\n     let userRef = store.getReference('user', 1);\n      // load user (via store.find)\n     userRef.load().then(...)\n     ```\n      @method load\n     @return {Promise<record>} the record for this RecordReference\n  */\n\n\n  RecordReference.prototype.load = function load() {\n    return this.store.findRecord(this.type, this._id);\n  };\n\n  /**\n     Reloads the record if it is already loaded. If the record is not\n     loaded it will load the record via `store.findRecord`\n      Example\n      ```javascript\n     let userRef = store.getReference('user', 1);\n      // or trigger a reload\n     userRef.reload().then(...)\n     ```\n      @method reload\n     @return {Promise<record>} the record for this RecordReference\n  */\n\n\n  RecordReference.prototype.reload = function reload() {\n    var record = this.value();\n    if (record) {\n      return record.reload();\n    }\n\n    return this.load();\n  };\n\n  return RecordReference;\n}(Reference);\n\nfunction _classCallCheck$11(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn$4(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits$4(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n   A BelongsToReference is a low level API that allows users and\n   addon author to perform meta-operations on a belongs-to\n   relationship.\n\n   @class BelongsToReference\n   @namespace DS\n   @extends DS.Reference\n*/\n\nvar BelongsToReference = function (_Reference) {\n  _inherits$4(BelongsToReference, _Reference);\n\n  function BelongsToReference(store, parentInternalModel, belongsToRelationship) {\n    _classCallCheck$11(this, BelongsToReference);\n\n    var _this = _possibleConstructorReturn$4(this, _Reference.call(this, store, parentInternalModel));\n\n    _this.belongsToRelationship = belongsToRelationship;\n    _this.type = belongsToRelationship.relationshipMeta.type;\n    _this.parent = parentInternalModel.recordReference;\n    // TODO inverse\n    return _this;\n  }\n\n  /**\n     This returns a string that represents how the reference will be\n     looked up when it is loaded. If the relationship has a link it will\n     use the \"link\" otherwise it defaults to \"id\".\n      Example\n      ```javascript\n      // models/blog.js\n      export default DS.Model.extend({\n        user: DS.belongsTo({ async: true })\n      });\n       let blog = store.push({\n        type: 'blog',\n        id: 1,\n        relationships: {\n          user: {\n            data: { type: 'user', id: 1 }\n          }\n        }\n      });\n      let userRef = blog.belongsTo('user');\n       // get the identifier of the reference\n      if (userRef.remoteType() === \"id\") {\n        let id = userRef.id();\n      } else if (userRef.remoteType() === \"link\") {\n        let link = userRef.link();\n      }\n      ```\n      @method remoteType\n     @return {String} The name of the remote type. This should either be \"link\" or \"id\"\n  */\n\n\n  BelongsToReference.prototype.remoteType = function remoteType() {\n    if (this.belongsToRelationship.link) {\n      return \"link\";\n    }\n\n    return \"id\";\n  };\n\n  /**\n     The `id` of the record that this reference refers to. Together, the\n     `type()` and `id()` methods form a composite key for the identity\n     map. This can be used to access the id of an async relationship\n     without triggering a fetch that would normally happen if you\n     attempted to use `record.get('relationship.id')`.\n      Example\n      ```javascript\n      // models/blog.js\n      export default DS.Model.extend({\n        user: DS.belongsTo({ async: true })\n      });\n       let blog = store.push({\n        data: {\n          type: 'blog',\n          id: 1,\n          relationships: {\n            user: {\n              data: { type: 'user', id: 1 }\n            }\n          }\n        }\n      });\n      let userRef = blog.belongsTo('user');\n       // get the identifier of the reference\n      if (userRef.remoteType() === \"id\") {\n        let id = userRef.id();\n      }\n      ```\n      @method id\n     @return {String} The id of the record in this belongsTo relationship.\n  */\n\n\n  BelongsToReference.prototype.id = function id() {\n    var inverseInternalModel = this.belongsToRelationship.inverseInternalModel;\n    return inverseInternalModel && inverseInternalModel.id;\n  };\n\n  /**\n     The link Ember Data will use to fetch or reload this belongs-to\n     relationship.\n      Example\n      ```javascript\n      // models/blog.js\n      export default DS.Model.extend({\n        user: DS.belongsTo({ async: true })\n      });\n       let blog = store.push({\n        data: {\n          type: 'blog',\n          id: 1,\n          relationships: {\n            user: {\n              links: {\n                related: '/articles/1/author'\n              }\n            }\n          }\n        }\n      });\n      let userRef = blog.belongsTo('user');\n       // get the identifier of the reference\n      if (userRef.remoteType() === \"link\") {\n        let link = userRef.link();\n      }\n      ```\n      @method link\n     @return {String} The link Ember Data will use to fetch or reload this belongs-to relationship.\n  */\n\n\n  BelongsToReference.prototype.link = function link() {\n    return this.belongsToRelationship.link;\n  };\n\n  /**\n     The meta data for the belongs-to relationship.\n      Example\n      ```javascript\n      // models/blog.js\n      export default DS.Model.extend({\n        user: DS.belongsTo({ async: true })\n      });\n       let blog = store.push({\n        data: {\n          type: 'blog',\n          id: 1,\n          relationships: {\n            user: {\n              links: {\n                related: {\n                  href: '/articles/1/author',\n                  meta: {\n                    lastUpdated: 1458014400000\n                  }\n                }\n              }\n            }\n          }\n        }\n      });\n       let userRef = blog.belongsTo('user');\n       userRef.meta() // { lastUpdated: 1458014400000 }\n      ```\n      @method meta\n     @return {Object} The meta information for the belongs-to relationship.\n  */\n\n\n  BelongsToReference.prototype.meta = function meta() {\n    return this.belongsToRelationship.meta;\n  };\n\n  /**\n     `push` can be used to update the data in the relationship and Ember\n     Data will treat the new data as the conanical value of this\n     relationship on the backend.\n      Example\n       ```javascript\n      // models/blog.js\n      export default DS.Model.extend({\n        user: DS.belongsTo({ async: true })\n      });\n       let blog = store.push({\n        data: {\n          type: 'blog',\n          id: 1,\n          relationships: {\n            user: {\n              data: { type: 'user', id: 1 }\n            }\n          }\n        }\n      });\n      let userRef = blog.belongsTo('user');\n       // provide data for reference\n      userRef.push({\n        data: {\n          type: 'user',\n          id: 1,\n          attributes: {\n            username: \"@user\"\n          }\n        }\n      }).then(function(user) {\n        userRef.value() === user;\n      });\n      ```\n      @method push\n     @param {Object|Promise} objectOrPromise a promise that resolves to a JSONAPI document object describing the new value of this relationship.\n     @return {Promise<record>} A promise that resolves with the new value in this belongs-to relationship.\n  */\n\n\n  BelongsToReference.prototype.push = function push(objectOrPromise) {\n    var _this2 = this;\n\n    return Ember.RSVP.resolve(objectOrPromise).then(function (data) {\n      var record = void 0;\n\n      if (data instanceof Model) {\n        record = data;\n      } else {\n        record = _this2.store.push(data);\n      }\n\n      emberData_Debug.assertPolymorphicType(_this2.internalModel, _this2.belongsToRelationship.relationshipMeta, record._internalModel);\n\n      _this2.belongsToRelationship.setCanonicalInternalModel(record._internalModel);\n\n      return record;\n    });\n  };\n\n  /**\n     `value()` synchronously returns the current value of the belongs-to\n     relationship. Unlike `record.get('relationshipName')`, calling\n     `value()` on a reference does not trigger a fetch if the async\n     relationship is not yet loaded. If the relationship is not loaded\n     it will always return `null`.\n      Example\n       ```javascript\n      // models/blog.js\n      export default DS.Model.extend({\n        user: DS.belongsTo({ async: true })\n      });\n       let blog = store.push({\n        data: {\n          type: 'blog',\n          id: 1,\n          relationships: {\n            user: {\n              data: { type: 'user', id: 1 }\n            }\n          }\n        }\n      });\n      let userRef = blog.belongsTo('user');\n       userRef.value(); // null\n       // provide data for reference\n      userRef.push({\n        data: {\n          type: 'user',\n          id: 1,\n          attributes: {\n            username: \"@user\"\n          }\n        }\n      }).then(function(user) {\n        userRef.value(); // user\n      });\n      ```\n      @method value\n     @return {DS.Model} the record in this relationship\n  */\n\n\n  BelongsToReference.prototype.value = function value() {\n    var inverseInternalModel = this.belongsToRelationship.inverseInternalModel;\n\n    if (inverseInternalModel && inverseInternalModel.isLoaded()) {\n      return inverseInternalModel.getRecord();\n    }\n\n    return null;\n  };\n\n  /**\n     Loads a record in a belongs to relationship if it is not already\n     loaded. If the relationship is already loaded this method does not\n     trigger a new load.\n      Example\n       ```javascript\n      // models/blog.js\n      export default DS.Model.extend({\n        user: DS.belongsTo({ async: true })\n      });\n       let blog = store.push({\n        data: {\n          type: 'blog',\n          id: 1,\n          relationships: {\n            user: {\n              data: { type: 'user', id: 1 }\n            }\n          }\n        }\n      });\n      let userRef = blog.belongsTo('user');\n       userRef.value(); // null\n       userRef.load().then(function(user) {\n        userRef.value() === user\n      });\n      ```\n      @method load\n     @return {Promise} a promise that resolves with the record in this belongs-to relationship.\n  */\n\n\n  BelongsToReference.prototype.load = function load() {\n    var _this3 = this;\n\n    if (this.remoteType() === \"id\") {\n      return this.belongsToRelationship.getRecord();\n    }\n\n    if (this.remoteType() === \"link\") {\n      return this.belongsToRelationship.findLink().then(function (internalModel) {\n        return _this3.value();\n      });\n    }\n  };\n\n  /**\n     Triggers a reload of the value in this relationship. If the\n     remoteType is `\"link\"` Ember Data will use the relationship link to\n     reload the relationship. Otherwise it will reload the record by its\n     id.\n      Example\n       ```javascript\n      // models/blog.js\n      export default DS.Model.extend({\n        user: DS.belongsTo({ async: true })\n      });\n       let blog = store.push({\n        data: {\n          type: 'blog',\n          id: 1,\n          relationships: {\n            user: {\n              data: { type: 'user', id: 1 }\n            }\n          }\n        }\n      });\n      let userRef = blog.belongsTo('user');\n       userRef.reload().then(function(user) {\n        userRef.value() === user\n      });\n      ```\n      @method reload\n     @return {Promise} a promise that resolves with the record in this belongs-to relationship after the reload has completed.\n  */\n\n\n  BelongsToReference.prototype.reload = function reload() {\n    var _this4 = this;\n\n    return this.belongsToRelationship.reload().then(function (internalModel) {\n      return _this4.value();\n    });\n  };\n\n  return BelongsToReference;\n}(Reference);\n\nfunction _classCallCheck$12(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _possibleConstructorReturn$5(self, call) { if (!self) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return call && (typeof call === \"object\" || typeof call === \"function\") ? call : self; }\n\nfunction _inherits$5(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function, not \" + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }\n\n/**\n   A HasManyReference is a low level API that allows users and addon\n   author to perform meta-operations on a has-many relationship.\n\n   @class HasManyReference\n   @namespace DS\n*/\n\nvar HasManyReference = function (_Reference) {\n  _inherits$5(HasManyReference, _Reference);\n\n  function HasManyReference(store, parentInternalModel, hasManyRelationship) {\n    _classCallCheck$12(this, HasManyReference);\n\n    var _this = _possibleConstructorReturn$5(this, _Reference.call(this, store, parentInternalModel));\n\n    _this.hasManyRelationship = hasManyRelationship;\n    _this.type = hasManyRelationship.relationshipMeta.type;\n    _this.parent = parentInternalModel.recordReference;\n    // TODO inverse\n    return _this;\n  }\n\n  /**\n     This returns a string that represents how the reference will be\n     looked up when it is loaded. If the relationship has a link it will\n     use the \"link\" otherwise it defaults to \"id\".\n      Example\n      ```app/models/post.js\n     export default DS.Model.extend({\n       comments: DS.hasMany({ async: true })\n     });\n     ```\n      ```javascript\n     let post = store.push({\n       data: {\n         type: 'post',\n         id: 1,\n         relationships: {\n           comments: {\n             data: [{ type: 'comment', id: 1 }]\n           }\n         }\n       }\n     });\n      let commentsRef = post.hasMany('comments');\n      // get the identifier of the reference\n     if (commentsRef.remoteType() === \"ids\") {\n       let ids = commentsRef.ids();\n     } else if (commentsRef.remoteType() === \"link\") {\n       let link = commentsRef.link();\n     }\n     ```\n      @method remoteType\n     @return {String} The name of the remote type. This should either be \"link\" or \"ids\"\n  */\n\n\n  HasManyReference.prototype.remoteType = function remoteType() {\n    if (this.hasManyRelationship.link) {\n      return \"link\";\n    }\n\n    return \"ids\";\n  };\n\n  /**\n     The link Ember Data will use to fetch or reload this has-many\n     relationship.\n      Example\n      ```app/models/post.js\n     export default DS.Model.extend({\n       comments: DS.hasMany({ async: true })\n     });\n     ```\n      ```javascript\n     let post = store.push({\n       data: {\n         type: 'post',\n         id: 1,\n         relationships: {\n           comments: {\n             links: {\n               related: '/posts/1/comments'\n             }\n           }\n         }\n       }\n     });\n      let commentsRef = post.hasMany('comments');\n      commentsRef.link(); // '/posts/1/comments'\n     ```\n      @method link\n     @return {String} The link Ember Data will use to fetch or reload this has-many relationship.\n  */\n\n\n  HasManyReference.prototype.link = function link() {\n    return this.hasManyRelationship.link;\n  };\n\n  /**\n     `ids()` returns an array of the record ids in this relationship.\n      Example\n      ```app/models/post.js\n     export default DS.Model.extend({\n       comments: DS.hasMany({ async: true })\n     });\n     ```\n      ```javascript\n     let post = store.push({\n       data: {\n         type: 'post',\n         id: 1,\n         relationships: {\n           comments: {\n             data: [{ type: 'comment', id: 1 }]\n           }\n         }\n       }\n     });\n      let commentsRef = post.hasMany('comments');\n      commentsRef.ids(); // ['1']\n     ```\n      @method ids\n     @return {Array} The ids in this has-many relationship\n  */\n\n\n  HasManyReference.prototype.ids = function ids() {\n    var members = this.hasManyRelationship.members.toArray();\n\n    return members.map(function (internalModel) {\n      return internalModel.id;\n    });\n  };\n\n  /**\n     The meta data for the has-many relationship.\n      Example\n      ```app/models/post.js\n     export default DS.Model.extend({\n       comments: DS.hasMany({ async: true })\n     });\n     ```\n      ```javascript\n     let post = store.push({\n       data: {\n         type: 'post',\n         id: 1,\n         relationships: {\n           comments: {\n             links: {\n               related: {\n                 href: '/posts/1/comments',\n                 meta: {\n                   count: 10\n                 }\n               }\n             }\n           }\n         }\n       }\n     });\n      let commentsRef = post.hasMany('comments');\n      commentsRef.meta(); // { count: 10 }\n     ```\n      @method meta\n     @return {Object} The meta information for the has-many relationship.\n  */\n\n\n  HasManyReference.prototype.meta = function meta() {\n    return this.hasManyRelationship.meta;\n  };\n\n  /**\n     `push` can be used to update the data in the relationship and Ember\n     Data will treat the new data as the canonical value of this\n     relationship on the backend.\n      Example\n      ```app/models/post.js\n     export default DS.Model.extend({\n       comments: DS.hasMany({ async: true })\n     });\n     ```\n      ```\n     let post = store.push({\n       data: {\n         type: 'post',\n         id: 1,\n         relationships: {\n           comments: {\n             data: [{ type: 'comment', id: 1 }]\n           }\n         }\n       }\n     });\n      let commentsRef = post.hasMany('comments');\n      commentsRef.ids(); // ['1']\n      commentsRef.push([\n       [{ type: 'comment', id: 2 }],\n       [{ type: 'comment', id: 3 }],\n     ])\n      commentsRef.ids(); // ['2', '3']\n     ```\n      @method push\n     @param {Array|Promise} objectOrPromise a promise that resolves to a JSONAPI document object describing the new value of this relationship.\n     @return {DS.ManyArray}\n  */\n\n\n  HasManyReference.prototype.push = function push(objectOrPromise) {\n    var _this2 = this;\n\n    return Ember.RSVP.resolve(objectOrPromise).then(function (payload) {\n      var array = payload;\n\n      if (typeof payload === \"object\" && payload.data) {\n        array = payload.data;\n      }\n\n      var internalModels = void 0;\n      internalModels = array.map(function (obj) {\n        var record = _this2.store.push(obj);\n\n        {\n          var relationshipMeta = _this2.hasManyRelationship.relationshipMeta;\n          emberData_Debug.assertPolymorphicType(_this2.internalModel, relationshipMeta, record._internalModel);\n        }\n\n        return record._internalModel;\n      });\n\n      _this2.hasManyRelationship.computeChanges(internalModels);\n\n      return _this2.hasManyRelationship.manyArray;\n    });\n  };\n\n  HasManyReference.prototype._isLoaded = function _isLoaded() {\n    var hasRelationshipDataProperty = Ember.get(this.hasManyRelationship, 'hasAnyRelationshipData');\n    if (!hasRelationshipDataProperty) {\n      return false;\n    }\n\n    var members = this.hasManyRelationship.members.toArray();\n\n    return members.every(function (internalModel) {\n      return internalModel.isLoaded() === true;\n    });\n  };\n\n  /**\n     `value()` synchronously returns the current value of the has-many\n      relationship. Unlike `record.get('relationshipName')`, calling\n      `value()` on a reference does not trigger a fetch if the async\n      relationship is not yet loaded. If the relationship is not loaded\n      it will always return `null`.\n      Example\n      ```app/models/post.js\n     export default DS.Model.extend({\n       comments: DS.hasMany({ async: true })\n     });\n     ```\n      ```javascript\n     let post = store.push({\n       data: {\n         type: 'post',\n         id: 1,\n         relationships: {\n           comments: {\n             data: [{ type: 'comment', id: 1 }]\n           }\n         }\n       }\n     });\n      let commentsRef = post.hasMany('comments');\n      post.get('comments').then(function(comments) {\n       commentsRef.value() === comments\n     })\n     ```\n      @method value\n     @return {DS.ManyArray}\n  */\n\n\n  HasManyReference.prototype.value = function value() {\n    if (this._isLoaded()) {\n      return this.hasManyRelationship.manyArray;\n    }\n\n    return null;\n  };\n\n  /**\n     Loads the relationship if it is not already loaded.  If the\n     relationship is already loaded this method does not trigger a new\n     load.\n      Example\n      ```app/models/post.js\n     export default DS.Model.extend({\n       comments: DS.hasMany({ async: true })\n     });\n     ```\n      ```javascript\n     let post = store.push({\n       data: {\n         type: 'post',\n         id: 1,\n         relationships: {\n           comments: {\n             data: [{ type: 'comment', id: 1 }]\n           }\n         }\n       }\n     });\n      let commentsRef = post.hasMany('comments');\n      commentsRef.load().then(function(comments) {\n       //...\n     });\n     ```\n      @method load\n     @return {Promise} a promise that resolves with the ManyArray in\n     this has-many relationship.\n  */\n\n\n  HasManyReference.prototype.load = function load() {\n    if (!this._isLoaded()) {\n      return this.hasManyRelationship.getRecords();\n    }\n\n    return Ember.RSVP.resolve(this.hasManyRelationship.manyArray);\n  };\n\n  /**\n     Reloads this has-many relationship.\n      Example\n      ```app/models/post.js\n     export default DS.Model.extend({\n       comments: DS.hasMany({ async: true })\n     });\n     ```\n      ```javascript\n     let post = store.push({\n       data: {\n         type: 'post',\n         id: 1,\n         relationships: {\n           comments: {\n             data: [{ type: 'comment', id: 1 }]\n           }\n         }\n       }\n     });\n      let commentsRef = post.hasMany('comments');\n      commentsRef.reload().then(function(comments) {\n       //...\n     });\n     ```\n      @method reload\n     @return {Promise} a promise that resolves with the ManyArray in this has-many relationship.\n  */\n\n\n  HasManyReference.prototype.reload = function reload() {\n    return this.hasManyRelationship.reload();\n  };\n\n  return HasManyReference;\n}(Reference);\n\nvar _createClass$2 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck$4(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar emberAssign = Ember.assign || Ember.merge;\n\n/*\n  The TransitionChainMap caches the `state.enters`, `state.setups`, and final state reached\n  when transitioning from one state to another, so that future transitions can replay the\n  transition without needing to walk the state tree, collect these hook calls and determine\n   the state to transition into.\n\n   A future optimization would be to build a single chained method out of the collected enters\n   and setups. It may also be faster to do a two level cache (from: { to }) instead of caching based\n   on a key that adds the two together.\n */\nvar TransitionChainMap = Object.create(null);\n\nvar _extractPivotNameCache = Object.create(null);\nvar _splitOnDotCache = Object.create(null);\n\nfunction splitOnDot(name) {\n  return _splitOnDotCache[name] || (_splitOnDotCache[name] = name.split('.'));\n}\n\nfunction extractPivotName(name) {\n  return _extractPivotNameCache[name] || (_extractPivotNameCache[name] = splitOnDot(name)[0]);\n}\n\nfunction areAllModelsUnloaded(internalModels) {\n  for (var i = 0; i < internalModels.length; ++i) {\n    var record = internalModels[i]._record;\n    if (record && !(record.get('isDestroyed') || record.get('isDestroying'))) {\n      return false;\n    }\n  }\n  return true;\n}\n\n// Handle dematerialization for relationship `rel`.  In all cases, notify the\n// relatinoship of the dematerialization: this is done so the relationship can\n// notify its inverse which needs to update state\n//\n// If the inverse is sync, unloading this record is treated as a client-side\n// delete, so we remove the inverse records from this relationship to\n// disconnect the graph.  Because it's not async, we don't need to keep around\n// the internalModel as an id-wrapper for references and because the graph is\n// disconnected we can actually destroy the internalModel when checking for\n// orphaned models.\nfunction destroyRelationship(rel) {\n  rel.internalModelDidDematerialize();\n\n  if (rel._inverseIsSync()) {\n    // disconnect the graph so that the sync inverse relationship does not\n    // prevent us from cleaning up during `_cleanupOrphanedInternalModels`\n    rel.removeAllInternalModelsFromOwn();\n    rel.removeAllCanonicalInternalModelsFromOwn();\n  }\n}\n// this (and all heimdall instrumentation) will be stripped by a babel transform\n//  https://github.com/heimdalljs/babel5-plugin-strip-heimdall\n\n\nvar InternalModelReferenceId = 1;\nvar nextBfsId = 1;\n\n/*\n  `InternalModel` is the Model class that we use internally inside Ember Data to represent models.\n  Internal ED methods should only deal with `InternalModel` objects. It is a fast, plain Javascript class.\n\n  We expose `DS.Model` to application code, by materializing a `DS.Model` from `InternalModel` lazily, as\n  a performance optimization.\n\n  `InternalModel` should never be exposed to application code. At the boundaries of the system, in places\n  like `find`, `push`, etc. we convert between Models and InternalModels.\n\n  We need to make sure that the properties from `InternalModel` are correctly exposed/proxied on `Model`\n  if they are needed.\n\n  @private\n  @class InternalModel\n*/\n\nvar InternalModel = function () {\n  function InternalModel(modelName, id, store, data) {\n    _classCallCheck$4(this, InternalModel);\n\n    this.id = id;\n\n    // this ensure ordered set can quickly identify this as unique\n    this[Ember.GUID_KEY] = InternalModelReferenceId++ + 'internal-model';\n\n    this.store = store;\n    this.modelName = modelName;\n    this._loadingPromise = null;\n    this._record = null;\n    this._isDestroyed = false;\n    this.isError = false;\n    this._isUpdatingRecordArrays = false; // used by the recordArrayManager\n\n    // During dematerialization we don't want to rematerialize the record.  The\n    // reason this might happen is that dematerialization removes records from\n    // record arrays,  and Ember arrays will always `objectAt(0)` and\n    // `objectAt(len - 1)` to test whether or not `firstObject` or `lastObject`\n    // have changed.\n    this._isDematerializing = false;\n    this._scheduledDestroy = null;\n\n    this.resetRecord();\n\n    if (data) {\n      this.__data = data;\n    }\n\n    // caches for lazy getters\n    this._modelClass = null;\n    this.__deferredTriggers = null;\n    this.__recordArrays = null;\n    this._references = null;\n    this._recordReference = null;\n    this.__relationships = null;\n    this.__implicitRelationships = null;\n\n    // Used during the mark phase of unloading to avoid checking the same internal\n    // model twice in the same scan\n    this._bfsId = 0;\n  }\n\n  InternalModel.prototype.isHiddenFromRecordArrays = function isHiddenFromRecordArrays() {\n    // During dematerialization we don't want to rematerialize the record.\n    // recordWasDeleted can cause other records to rematerialize because it\n    // removes the internal model from the array and Ember arrays will always\n    // `objectAt(0)` and `objectAt(len -1)` to check whether `firstObject` or\n    // `lastObject` have changed.  When this happens we don't want those\n    // models to rematerialize their records.\n\n    return this._isDematerializing || this.hasScheduledDestroy() || this.isDestroyed || this.currentState.stateName === 'root.deleted.saved' || this.isEmpty();\n  };\n\n  InternalModel.prototype.isEmpty = function isEmpty() {\n    return this.currentState.isEmpty;\n  };\n\n  InternalModel.prototype.isLoading = function isLoading() {\n    return this.currentState.isLoading;\n  };\n\n  InternalModel.prototype.isLoaded = function isLoaded() {\n    return this.currentState.isLoaded;\n  };\n\n  InternalModel.prototype.hasDirtyAttributes = function hasDirtyAttributes() {\n    return this.currentState.hasDirtyAttributes;\n  };\n\n  InternalModel.prototype.isSaving = function isSaving() {\n    return this.currentState.isSaving;\n  };\n\n  InternalModel.prototype.isDeleted = function isDeleted() {\n    return this.currentState.isDeleted;\n  };\n\n  InternalModel.prototype.isNew = function isNew() {\n    return this.currentState.isNew;\n  };\n\n  InternalModel.prototype.isValid = function isValid() {\n    return this.currentState.isValid;\n  };\n\n  InternalModel.prototype.dirtyType = function dirtyType() {\n    return this.currentState.dirtyType;\n  };\n\n  InternalModel.prototype.getRecord = function getRecord(properties) {\n    if (!this._record && !this._isDematerializing) {\n\n      // lookupFactory should really return an object that creates\n      // instances with the injections applied\n      var createOptions = {\n        store: this.store,\n        _internalModel: this,\n        currentState: this.currentState,\n        isError: this.isError,\n        adapterError: this.error\n      };\n\n      if (properties !== undefined) {\n        (true && !(typeof properties === 'object' && properties !== null) && Ember.assert('You passed \\'' + properties + '\\' as properties for record creation instead of an object.', typeof properties === 'object' && properties !== null));\n\n        var classFields = this.getFields();\n        var relationships = this._relationships;\n        var propertyNames = Object.keys(properties);\n\n        for (var i = 0; i < propertyNames.length; i++) {\n          var name = propertyNames[i];\n          var fieldType = classFields.get(name);\n          var propertyValue = properties[name];\n\n          if (name === 'id') {\n            this.setId(propertyValue);\n            continue;\n          }\n\n          switch (fieldType) {\n            case 'attribute':\n              this.setDirtyAttribute(name, propertyValue);\n              break;\n            case 'belongsTo':\n              this.setDirtyBelongsTo(name, propertyValue);\n              relationships.get(name).setHasAnyRelationshipData(true);\n              relationships.get(name).setRelationshipIsEmpty(false);\n              break;\n            case 'hasMany':\n              this.setDirtyHasMany(name, propertyValue);\n              relationships.get(name).setHasAnyRelationshipData(true);\n              relationships.get(name).setRelationshipIsEmpty(false);\n              break;\n            default:\n              createOptions[name] = propertyValue;\n          }\n        }\n      }\n\n      if (Ember.setOwner) {\n        // ensure that `getOwner(this)` works inside a model instance\n        Ember.setOwner(createOptions, getOwner(this.store));\n      } else {\n        createOptions.container = this.store.container;\n      }\n\n      this._record = this.store.modelFactoryFor(this.modelName).create(createOptions);\n\n      this._triggerDeferredTriggers();\n    }\n\n    return this._record;\n  };\n\n  InternalModel.prototype.getFields = function getFields() {\n    return Ember.get(this.modelClass, 'fields');\n  };\n\n  InternalModel.prototype.resetRecord = function resetRecord() {\n    this._record = null;\n    this.isReloading = false;\n    this.error = null;\n    this.currentState = RootState$1.empty;\n    this.__attributes = null;\n    this.__inFlightAttributes = null;\n    this._data = null;\n  };\n\n  InternalModel.prototype.dematerializeRecord = function dematerializeRecord() {\n    if (this._record) {\n      this._isDematerializing = true;\n      this._record.destroy();\n      this.destroyRelationships();\n      this.resetRecord();\n    }\n\n    this.updateRecordArrays();\n  };\n\n  InternalModel.prototype.deleteRecord = function deleteRecord() {\n    this.send('deleteRecord');\n  };\n\n  InternalModel.prototype.save = function save(options) {\n    var promiseLabel = \"DS: Model#save \" + this;\n    var resolver = Ember.RSVP.defer(promiseLabel);\n\n    this.store.scheduleSave(this, resolver, options);\n    return resolver.promise;\n  };\n\n  InternalModel.prototype.startedReloading = function startedReloading() {\n    this.isReloading = true;\n    if (this.hasRecord) {\n      Ember.set(this._record, 'isReloading', true);\n    }\n  };\n\n  InternalModel.prototype.finishedReloading = function finishedReloading() {\n    this.isReloading = false;\n    if (this.hasRecord) {\n      Ember.set(this._record, 'isReloading', false);\n    }\n  };\n\n  InternalModel.prototype.reload = function reload(options) {\n    this.startedReloading();\n    var internalModel = this;\n    var promiseLabel = \"DS: Model#reload of \" + this;\n\n    return new Ember.RSVP.Promise(function (resolve) {\n      internalModel.send('reloadRecord', { resolve: resolve, options: options });\n    }, promiseLabel).then(function () {\n      internalModel.didCleanError();\n      return internalModel;\n    }, function (error) {\n      internalModel.didError(error);\n      throw error;\n    }, \"DS: Model#reload complete, update flags\").finally(function () {\n      internalModel.finishedReloading();\n      internalModel.updateRecordArrays();\n    });\n  };\n\n  /*\n    Computes the set of internal models reachable from `this` across exactly one\n    relationship.\n     @return {Array} An array containing the internal models that `this` belongs\n    to or has many.\n  */\n\n\n  InternalModel.prototype._directlyRelatedInternalModels = function _directlyRelatedInternalModels() {\n    var array = [];\n\n    this._relationships.forEach(function (name, rel) {\n      array = array.concat(rel.members.list, rel.canonicalMembers.list);\n    });\n    return array;\n  };\n\n  /*\n    Computes the set of internal models reachable from this internal model.\n     Reachability is determined over the relationship graph (ie a graph where\n    nodes are internal models and edges are belongs to or has many\n    relationships).\n     @return {Array} An array including `this` and all internal models reachable\n    from `this`.\n  */\n\n\n  InternalModel.prototype._allRelatedInternalModels = function _allRelatedInternalModels() {\n    var array = [];\n    var queue = [];\n    var bfsId = nextBfsId++;\n    queue.push(this);\n    this._bfsId = bfsId;\n    while (queue.length > 0) {\n      var node = queue.shift();\n      array.push(node);\n      var related = node._directlyRelatedInternalModels();\n      for (var i = 0; i < related.length; ++i) {\n        var internalModel = related[i];\n        (true && !(internalModel._bfsId <= bfsId) && Ember.assert('Internal Error: seen a future bfs iteration', internalModel._bfsId <= bfsId));\n\n        if (internalModel._bfsId < bfsId) {\n          queue.push(internalModel);\n          internalModel._bfsId = bfsId;\n        }\n      }\n    }\n    return array;\n  };\n\n  /*\n    Unload the record for this internal model. This will cause the record to be\n    destroyed and freed up for garbage collection. It will also do a check\n    for cleaning up internal models.\n     This check is performed by first computing the set of related internal\n    models. If all records in this set are unloaded, then the entire set is\n    destroyed. Otherwise, nothing in the set is destroyed.\n     This means that this internal model will be freed up for garbage collection\n    once all models that refer to it via some relationship are also unloaded.\n  */\n\n\n  InternalModel.prototype.unloadRecord = function unloadRecord() {\n    if (this.isDestroyed) {\n      return;\n    }\n    this.send('unloadRecord');\n    this.dematerializeRecord();\n\n    if (this._scheduledDestroy === null) {\n      // TODO: use run.schedule once we drop 1.13\n      if (!Ember.run.currentRunLoop) {\n        (true && !(Ember.testing) && Ember.assert('You have turned on testing mode, which disabled the run-loop\\'s autorun.\\n                  You will need to wrap any code with asynchronous side-effects in a run', Ember.testing));\n      }\n      this._scheduledDestroy = Ember.run.backburner.schedule('destroy', this, '_checkForOrphanedInternalModels');\n    }\n  };\n\n  InternalModel.prototype.hasScheduledDestroy = function hasScheduledDestroy() {\n    return !!this._scheduledDestroy;\n  };\n\n  InternalModel.prototype.cancelDestroy = function cancelDestroy() {\n    (true && !(!this.isDestroyed) && Ember.assert('You cannot cancel the destruction of an InternalModel once it has already been destroyed', !this.isDestroyed));\n\n\n    this._isDematerializing = false;\n    Ember.run.cancel(this._scheduledDestroy);\n    this._scheduledDestroy = null;\n  };\n\n  // typically, we prefer to async destroy this lets us batch cleanup work.\n  // Unfortunately, some scenarios where that is not possible. Such as:\n  //\n  // ```js\n  // const record = store.find(‘record’, 1);\n  // record.unloadRecord();\n  // store.createRecord(‘record’, 1);\n  // ```\n  //\n  // In those scenarios, we make that model's cleanup work, sync.\n  //\n\n\n  InternalModel.prototype.destroySync = function destroySync() {\n    if (this._isDematerializing) {\n      this.cancelDestroy();\n    }\n    this._checkForOrphanedInternalModels();\n    if (this.isDestroyed || this.isDestroying) {\n      return;\n    }\n\n    // just in-case we are not one of the orphaned, we should still\n    // still destroy ourselves\n    this.destroy();\n  };\n\n  InternalModel.prototype._checkForOrphanedInternalModels = function _checkForOrphanedInternalModels() {\n    this._isDematerializing = false;\n    this._scheduledDestroy = null;\n    if (this.isDestroyed) {\n      return;\n    }\n\n    this._cleanupOrphanedInternalModels();\n  };\n\n  InternalModel.prototype._cleanupOrphanedInternalModels = function _cleanupOrphanedInternalModels() {\n    var relatedInternalModels = this._allRelatedInternalModels();\n    if (areAllModelsUnloaded(relatedInternalModels)) {\n      for (var i = 0; i < relatedInternalModels.length; ++i) {\n        var internalModel = relatedInternalModels[i];\n        if (!internalModel.isDestroyed) {\n          internalModel.destroy();\n        }\n      }\n    }\n  };\n\n  InternalModel.prototype.eachRelationship = function eachRelationship(callback, binding) {\n    return this.modelClass.eachRelationship(callback, binding);\n  };\n\n  InternalModel.prototype.destroy = function destroy() {\n    (true && !(!this._record || this._record.get('isDestroyed') || this._record.get('isDestroying')) && Ember.assert(\"Cannot destroy an internalModel while its record is materialized\", !this._record || this._record.get('isDestroyed') || this._record.get('isDestroying')));\n\n\n    this.store._internalModelDestroyed(this);\n\n    this._relationships.forEach(function (name, rel) {\n      return rel.destroy();\n    });\n\n    this._isDestroyed = true;\n  };\n\n  InternalModel.prototype.eachAttribute = function eachAttribute(callback, binding) {\n    return this.modelClass.eachAttribute(callback, binding);\n  };\n\n  InternalModel.prototype.inverseFor = function inverseFor(key) {\n    return this.modelClass.inverseFor(key);\n  };\n\n  InternalModel.prototype.setupData = function setupData(data) {\n    this.store._internalModelDidReceiveRelationshipData(this.modelName, this.id, data.relationships);\n\n    var changedKeys = void 0;\n\n    if (this.hasRecord) {\n      changedKeys = this._changedKeys(data.attributes);\n    }\n\n    emberAssign(this._data, data.attributes);\n    this.pushedData();\n\n    if (this.hasRecord) {\n      this._record._notifyProperties(changedKeys);\n    }\n  };\n\n  InternalModel.prototype.getAttributeValue = function getAttributeValue(key) {\n    if (key in this._attributes) {\n      return this._attributes[key];\n    } else if (key in this._inFlightAttributes) {\n      return this._inFlightAttributes[key];\n    } else {\n      return this._data[key];\n    }\n  };\n\n  InternalModel.prototype.setDirtyHasMany = function setDirtyHasMany(key, records) {\n    (true && !(isArrayLike(records)) && Ember.assert('You must pass an array of records to set a hasMany relationship', isArrayLike(records)));\n    (true && !(function () {\n      return Ember.A(records).every(function (record) {\n        return record.hasOwnProperty('_internalModel') === true;\n      });\n    }()) && Ember.assert('All elements of a hasMany relationship must be instances of DS.Model, you passed ' + Ember.inspect(records), function () {\n      return Ember.A(records).every(function (record) {\n        return record.hasOwnProperty('_internalModel') === true;\n      });\n    }()));\n\n\n    var relationship = this._relationships.get(key);\n    relationship.clear();\n    relationship.addInternalModels(records.map(function (record) {\n      return Ember.get(record, '_internalModel');\n    }));\n  };\n\n  InternalModel.prototype.setDirtyBelongsTo = function setDirtyBelongsTo(key, value) {\n    if (value === undefined) {\n      value = null;\n    }\n    if (value && value.then) {\n      this._relationships.get(key).setRecordPromise(value);\n    } else if (value) {\n      this._relationships.get(key).setInternalModel(value._internalModel);\n    } else {\n      this._relationships.get(key).setInternalModel(value);\n    }\n  };\n\n  InternalModel.prototype.setDirtyAttribute = function setDirtyAttribute(key, value) {\n    if (this.isDeleted()) {\n      throw new Ember.Error('Attempted to set \\'' + key + '\\' to \\'' + value + '\\' on the deleted record ' + this);\n    }\n\n    var oldValue = this.getAttributeValue(key);\n    var originalValue = void 0;\n\n    if (value !== oldValue) {\n      // Add the new value to the changed attributes hash; it will get deleted by\n      // the 'didSetProperty' handler if it is no different from the original value\n      this._attributes[key] = value;\n\n      if (key in this._inFlightAttributes) {\n        originalValue = this._inFlightAttributes[key];\n      } else {\n        originalValue = this._data[key];\n      }\n\n      this.send('didSetProperty', {\n        name: key,\n        oldValue: oldValue,\n        originalValue: originalValue,\n        value: value\n      });\n    }\n\n    return value;\n  };\n\n  /*\n    @method createSnapshot\n    @private\n  */\n  InternalModel.prototype.createSnapshot = function createSnapshot(options) {\n    return new Snapshot(this, options);\n  };\n\n  /*\n    @method loadingData\n    @private\n    @param {Promise} promise\n  */\n\n\n  InternalModel.prototype.loadingData = function loadingData(promise) {\n    this.send('loadingData', promise);\n  };\n\n  /*\n    @method loadedData\n    @private\n  */\n\n\n  InternalModel.prototype.loadedData = function loadedData() {\n    this.send('loadedData');\n  };\n\n  /*\n    @method notFound\n    @private\n  */\n\n\n  InternalModel.prototype.notFound = function notFound() {\n    this.send('notFound');\n  };\n\n  /*\n    @method pushedData\n    @private\n  */\n\n\n  InternalModel.prototype.pushedData = function pushedData() {\n    this.send('pushedData');\n  };\n\n  InternalModel.prototype.flushChangedAttributes = function flushChangedAttributes() {\n    this._inFlightAttributes = this._attributes;\n    this._attributes = null;\n  };\n\n  InternalModel.prototype.hasChangedAttributes = function hasChangedAttributes() {\n    return this.__attributes !== null && Object.keys(this.__attributes).length > 0;\n  };\n\n  /*\n    Checks if the attributes which are considered as changed are still\n    different to the state which is acknowledged by the server.\n     This method is needed when data for the internal model is pushed and the\n    pushed data might acknowledge dirty attributes as confirmed.\n     @method updateChangedAttributes\n    @private\n   */\n\n\n  InternalModel.prototype.updateChangedAttributes = function updateChangedAttributes() {\n    var changedAttributes = this.changedAttributes();\n    var changedAttributeNames = Object.keys(changedAttributes);\n    var attrs = this._attributes;\n\n    for (var i = 0, length = changedAttributeNames.length; i < length; i++) {\n      var attribute = changedAttributeNames[i];\n      var data = changedAttributes[attribute];\n      var oldData = data[0];\n      var newData = data[1];\n\n      if (oldData === newData) {\n        delete attrs[attribute];\n      }\n    }\n  };\n\n  /*\n    Returns an object, whose keys are changed properties, and value is an\n    [oldProp, newProp] array.\n     @method changedAttributes\n    @private\n  */\n\n\n  InternalModel.prototype.changedAttributes = function changedAttributes() {\n    var oldData = this._data;\n    var currentData = this._attributes;\n    var inFlightData = this._inFlightAttributes;\n    var newData = emberAssign(Ember.copy(inFlightData), currentData);\n    var diffData = Object.create(null);\n    var newDataKeys = Object.keys(newData);\n\n    for (var i = 0, length = newDataKeys.length; i < length; i++) {\n      var key = newDataKeys[i];\n      diffData[key] = [oldData[key], newData[key]];\n    }\n\n    return diffData;\n  };\n\n  /*\n    @method adapterWillCommit\n    @private\n  */\n\n\n  InternalModel.prototype.adapterWillCommit = function adapterWillCommit() {\n    this.send('willCommit');\n  };\n\n  /*\n    @method adapterDidDirty\n    @private\n  */\n\n\n  InternalModel.prototype.adapterDidDirty = function adapterDidDirty() {\n    this.send('becomeDirty');\n    this.updateRecordArrays();\n  };\n\n  /*\n    @method send\n    @private\n    @param {String} name\n    @param {Object} context\n  */\n\n\n  InternalModel.prototype.send = function send(name, context) {\n    var currentState = this.currentState;\n\n    if (!currentState[name]) {\n      this._unhandledEvent(currentState, name, context);\n    }\n\n    return currentState[name](this, context);\n  };\n\n  InternalModel.prototype.notifyHasManyAdded = function notifyHasManyAdded(key, record, idx) {\n    if (this.hasRecord) {\n      this._record.notifyHasManyAdded(key, record, idx);\n    }\n  };\n\n  InternalModel.prototype.notifyBelongsToChanged = function notifyBelongsToChanged(key, record) {\n    if (this.hasRecord) {\n      this._record.notifyBelongsToChanged(key, record);\n    }\n  };\n\n  InternalModel.prototype.notifyPropertyChange = function notifyPropertyChange(key) {\n    if (this.hasRecord) {\n      this._record.notifyPropertyChange(key);\n    }\n  };\n\n  InternalModel.prototype.rollbackAttributes = function rollbackAttributes() {\n    var dirtyKeys = void 0;\n    if (this.hasChangedAttributes()) {\n      dirtyKeys = Object.keys(this._attributes);\n      this._attributes = null;\n    }\n\n    if (Ember.get(this, 'isError')) {\n      this._inFlightAttributes = null;\n      this.didCleanError();\n    }\n\n    if (this.isNew()) {\n      this.removeFromInverseRelationships();\n    }\n\n    if (this.isValid()) {\n      this._inFlightAttributes = null;\n    }\n\n    this.send('rolledBack');\n\n    if (dirtyKeys && dirtyKeys.length > 0) {\n      this._record._notifyProperties(dirtyKeys);\n    }\n  };\n\n  /*\n    @method transitionTo\n    @private\n    @param {String} name\n  */\n\n\n  InternalModel.prototype.transitionTo = function transitionTo(name) {\n    // POSSIBLE TODO: Remove this code and replace with\n    // always having direct reference to state objects\n\n    var pivotName = extractPivotName(name);\n    var state = this.currentState;\n    var transitionMapId = state.stateName + '->' + name;\n\n    do {\n      if (state.exit) {\n        state.exit(this);\n      }\n      state = state.parentState;\n    } while (!state[pivotName]);\n\n    var setups = void 0;\n    var enters = void 0;\n    var i = void 0;\n    var l = void 0;\n    var map = TransitionChainMap[transitionMapId];\n\n    if (map) {\n      setups = map.setups;\n      enters = map.enters;\n      state = map.state;\n    } else {\n      setups = [];\n      enters = [];\n\n      var path = splitOnDot(name);\n\n      for (i = 0, l = path.length; i < l; i++) {\n        state = state[path[i]];\n\n        if (state.enter) {\n          enters.push(state);\n        }\n        if (state.setup) {\n          setups.push(state);\n        }\n      }\n\n      TransitionChainMap[transitionMapId] = { setups: setups, enters: enters, state: state };\n    }\n\n    for (i = 0, l = enters.length; i < l; i++) {\n      enters[i].enter(this);\n    }\n\n    this.currentState = state;\n    if (this.hasRecord) {\n      Ember.set(this._record, 'currentState', state);\n    }\n\n    for (i = 0, l = setups.length; i < l; i++) {\n      setups[i].setup(this);\n    }\n\n    this.updateRecordArrays();\n  };\n\n  InternalModel.prototype._unhandledEvent = function _unhandledEvent(state, name, context) {\n    var errorMessage = \"Attempted to handle event `\" + name + \"` \";\n    errorMessage += \"on \" + String(this) + \" while in state \";\n    errorMessage += state.stateName + \". \";\n\n    if (context !== undefined) {\n      errorMessage += \"Called with \" + Ember.inspect(context) + \".\";\n    }\n\n    throw new Ember.Error(errorMessage);\n  };\n\n  InternalModel.prototype.triggerLater = function triggerLater() {\n    for (var _len = arguments.length, args = Array(_len), _key = 0; _key < _len; _key++) {\n      args[_key] = arguments[_key];\n    }\n\n    if (this._deferredTriggers.push(args) !== 1) {\n      return;\n    }\n\n    this.store._updateInternalModel(this);\n  };\n\n  InternalModel.prototype._triggerDeferredTriggers = function _triggerDeferredTriggers() {\n    //TODO: Before 1.0 we want to remove all the events that happen on the pre materialized record,\n    //but for now, we queue up all the events triggered before the record was materialized, and flush\n    //them once we have the record\n    if (!this.hasRecord) {\n      return;\n    }\n    var triggers = this._deferredTriggers;\n    var record = this._record;\n    var trigger = record.trigger;\n    for (var i = 0, l = triggers.length; i < l; i++) {\n      trigger.apply(record, triggers[i]);\n    }\n\n    triggers.length = 0;\n  };\n\n  /*\n   This method should only be called by records in the `isNew()` state OR once the record\n   has been deleted and that deletion has been persisted.\n    It will remove this record from any associated relationships.\n     @method removeFromInverseRelationships\n    @private\n   */\n\n\n  InternalModel.prototype.removeFromInverseRelationships = function removeFromInverseRelationships() {\n    this._relationships.forEach(function (name, rel) {\n      rel.removeCompletelyFromInverse();\n      rel.clear();\n    });\n\n    var implicitRelationships = this._implicitRelationships;\n    this.__implicitRelationships = null;\n\n    Object.keys(implicitRelationships).forEach(function (key) {\n      var rel = implicitRelationships[key];\n\n      rel.removeCompletelyFromInverse();\n      rel.clear();\n    });\n  };\n\n  /*\n    Notify all inverses that this internalModel has been dematerialized\n    and destroys any ManyArrays.\n   */\n\n\n  InternalModel.prototype.destroyRelationships = function destroyRelationships() {\n    var relationships = this._relationships;\n    relationships.forEach(function (name, rel) {\n      return destroyRelationship(rel);\n    });\n\n    var implicitRelationships = this._implicitRelationships;\n    this.__implicitRelationships = null;\n    Object.keys(implicitRelationships).forEach(function (key) {\n      var rel = implicitRelationships[key];\n      destroyRelationship(rel);\n    });\n  };\n\n  /*\n    When a find request is triggered on the store, the user can optionally pass in\n    attributes and relationships to be preloaded. These are meant to behave as if they\n    came back from the server, except the user obtained them out of band and is informing\n    the store of their existence. The most common use case is for supporting client side\n    nested URLs, such as `/posts/1/comments/2` so the user can do\n    `store.findRecord('comment', 2, { preload: { post: 1 } })` without having to fetch the post.\n     Preloaded data can be attributes and relationships passed in either as IDs or as actual\n    models.\n     @method preloadData\n    @private\n    @param {Object} preload\n  */\n\n\n  InternalModel.prototype.preloadData = function preloadData(preload) {\n    var _this = this;\n\n    //TODO(Igor) consider the polymorphic case\n    Object.keys(preload).forEach(function (key) {\n      var preloadValue = Ember.get(preload, key);\n      var relationshipMeta = _this.modelClass.metaForProperty(key);\n      if (relationshipMeta.isRelationship) {\n        _this._preloadRelationship(key, preloadValue);\n      } else {\n        _this._data[key] = preloadValue;\n      }\n    });\n  };\n\n  InternalModel.prototype._preloadRelationship = function _preloadRelationship(key, preloadValue) {\n    var relationshipMeta = this.modelClass.metaForProperty(key);\n    var modelClass = relationshipMeta.type;\n    if (relationshipMeta.kind === 'hasMany') {\n      this._preloadHasMany(key, preloadValue, modelClass);\n    } else {\n      this._preloadBelongsTo(key, preloadValue, modelClass);\n    }\n  };\n\n  InternalModel.prototype._preloadHasMany = function _preloadHasMany(key, preloadValue, modelClass) {\n    (true && !(Array.isArray(preloadValue)) && Ember.assert(\"You need to pass in an array to set a hasMany property on a record\", Array.isArray(preloadValue)));\n\n    var recordsToSet = new Array(preloadValue.length);\n\n    for (var i = 0; i < preloadValue.length; i++) {\n      var recordToPush = preloadValue[i];\n      recordsToSet[i] = this._convertStringOrNumberIntoInternalModel(recordToPush, modelClass);\n    }\n\n    //We use the pathway of setting the hasMany as if it came from the adapter\n    //because the user told us that they know this relationships exists already\n    this._relationships.get(key).updateInternalModelsFromAdapter(recordsToSet);\n  };\n\n  InternalModel.prototype._preloadBelongsTo = function _preloadBelongsTo(key, preloadValue, modelClass) {\n    var internalModelToSet = this._convertStringOrNumberIntoInternalModel(preloadValue, modelClass);\n\n    //We use the pathway of setting the hasMany as if it came from the adapter\n    //because the user told us that they know this relationships exists already\n    this._relationships.get(key).setInternalModel(internalModelToSet);\n  };\n\n  InternalModel.prototype._convertStringOrNumberIntoInternalModel = function _convertStringOrNumberIntoInternalModel(value, modelClass) {\n    if (typeof value === 'string' || typeof value === 'number') {\n      return this.store._internalModelForId(modelClass, value);\n    }\n    if (value._internalModel) {\n      return value._internalModel;\n    }\n    return value;\n  };\n\n  /*\n    Used to notify the store to update FilteredRecordArray membership.\n     @method updateRecordArrays\n    @private\n  */\n\n\n  InternalModel.prototype.updateRecordArrays = function updateRecordArrays() {\n    this.store.recordArrayManager.recordDidChange(this);\n  };\n\n  InternalModel.prototype.setId = function setId(id) {\n    (true && !(this.id === null || this.id === id || this.isNew()) && Ember.assert('A record\\'s id cannot be changed once it is in the loaded state', this.id === null || this.id === id || this.isNew()));\n\n    var didChange = id !== this.id;\n    this.id = id;\n\n    if (didChange && this.hasRecord) {\n      this._record.notifyPropertyChange('id');\n    }\n  };\n\n  InternalModel.prototype.didError = function didError(error) {\n    this.error = error;\n    this.isError = true;\n\n    if (this.hasRecord) {\n      this._record.setProperties({\n        isError: true,\n        adapterError: error\n      });\n    }\n  };\n\n  InternalModel.prototype.didCleanError = function didCleanError() {\n    this.error = null;\n    this.isError = false;\n\n    if (this.hasRecord) {\n      this._record.setProperties({\n        isError: false,\n        adapterError: null\n      });\n    }\n  };\n\n  /*\n    If the adapter did not return a hash in response to a commit,\n    merge the changed attributes and relationships into the existing\n    saved data.\n     @method adapterDidCommit\n  */\n\n\n  InternalModel.prototype.adapterDidCommit = function adapterDidCommit(data) {\n    if (data) {\n      this.store._internalModelDidReceiveRelationshipData(this.modelName, this.id, data.relationships);\n\n      data = data.attributes;\n    }\n\n    this.didCleanError();\n    var changedKeys = this._changedKeys(data);\n\n    emberAssign(this._data, this._inFlightAttributes);\n    if (data) {\n      emberAssign(this._data, data);\n    }\n\n    this._inFlightAttributes = null;\n\n    this.send('didCommit');\n    this.updateRecordArrays();\n\n    if (!data) {\n      return;\n    }\n\n    this._record._notifyProperties(changedKeys);\n  };\n\n  InternalModel.prototype.addErrorMessageToAttribute = function addErrorMessageToAttribute(attribute, message) {\n    Ember.get(this.getRecord(), 'errors')._add(attribute, message);\n  };\n\n  InternalModel.prototype.removeErrorMessageFromAttribute = function removeErrorMessageFromAttribute(attribute) {\n    Ember.get(this.getRecord(), 'errors')._remove(attribute);\n  };\n\n  InternalModel.prototype.clearErrorMessages = function clearErrorMessages() {\n    Ember.get(this.getRecord(), 'errors')._clear();\n  };\n\n  InternalModel.prototype.hasErrors = function hasErrors() {\n    var errors = Ember.get(this.getRecord(), 'errors');\n\n    return errors.get('length') > 0;\n  };\n\n  // FOR USE DURING COMMIT PROCESS\n\n  /*\n    @method adapterDidInvalidate\n    @private\n  */\n\n\n  InternalModel.prototype.adapterDidInvalidate = function adapterDidInvalidate(errors) {\n    var attribute = void 0;\n\n    for (attribute in errors) {\n      if (errors.hasOwnProperty(attribute)) {\n        this.addErrorMessageToAttribute(attribute, errors[attribute]);\n      }\n    }\n\n    this.send('becameInvalid');\n\n    this._saveWasRejected();\n  };\n\n  /*\n    @method adapterDidError\n    @private\n  */\n\n\n  InternalModel.prototype.adapterDidError = function adapterDidError(error) {\n    this.send('becameError');\n    this.didError(error);\n    this._saveWasRejected();\n  };\n\n  InternalModel.prototype._saveWasRejected = function _saveWasRejected() {\n    var keys = Object.keys(this._inFlightAttributes);\n    if (keys.length > 0) {\n      var attrs = this._attributes;\n      for (var i = 0; i < keys.length; i++) {\n        if (attrs[keys[i]] === undefined) {\n          attrs[keys[i]] = this._inFlightAttributes[keys[i]];\n        }\n      }\n    }\n    this._inFlightAttributes = null;\n  };\n\n  /*\n    Ember Data has 3 buckets for storing the value of an attribute on an internalModel.\n     `_data` holds all of the attributes that have been acknowledged by\n    a backend via the adapter. When rollbackAttributes is called on a model all\n    attributes will revert to the record's state in `_data`.\n     `_attributes` holds any change the user has made to an attribute\n    that has not been acknowledged by the adapter. Any values in\n    `_attributes` are have priority over values in `_data`.\n     `_inFlightAttributes`. When a record is being synced with the\n    backend the values in `_attributes` are copied to\n    `_inFlightAttributes`. This way if the backend acknowledges the\n    save but does not return the new state Ember Data can copy the\n    values from `_inFlightAttributes` to `_data`. Without having to\n    worry about changes made to `_attributes` while the save was\n    happenign.\n      Changed keys builds a list of all of the values that may have been\n    changed by the backend after a successful save.\n     It does this by iterating over each key, value pair in the payload\n    returned from the server after a save. If the `key` is found in\n    `_attributes` then the user has a local changed to the attribute\n    that has not been synced with the server and the key is not\n    included in the list of changed keys.\n  \n    If the value, for a key differs from the value in what Ember Data\n    believes to be the truth about the backend state (A merger of the\n    `_data` and `_inFlightAttributes` objects where\n    `_inFlightAttributes` has priority) then that means the backend\n    has updated the value and the key is added to the list of changed\n    keys.\n     @method _changedKeys\n    @private\n  */\n\n\n  InternalModel.prototype._changedKeys = function _changedKeys(updates) {\n    var changedKeys = [];\n\n    if (updates) {\n      var original = void 0,\n          i = void 0,\n          value = void 0,\n          key = void 0;\n      var keys = Object.keys(updates);\n      var length = keys.length;\n      var hasAttrs = this.hasChangedAttributes();\n      var attrs = void 0;\n      if (hasAttrs) {\n        attrs = this._attributes;\n      }\n\n      original = emberAssign(Object.create(null), this._data);\n      original = emberAssign(original, this._inFlightAttributes);\n\n      for (i = 0; i < length; i++) {\n        key = keys[i];\n        value = updates[key];\n\n        // A value in _attributes means the user has a local change to\n        // this attributes. We never override this value when merging\n        // updates from the backend so we should not sent a change\n        // notification if the server value differs from the original.\n        if (hasAttrs === true && attrs[key] !== undefined) {\n          continue;\n        }\n\n        if (!Ember.isEqual(original[key], value)) {\n          changedKeys.push(key);\n        }\n      }\n    }\n\n    return changedKeys;\n  };\n\n  InternalModel.prototype.toString = function toString() {\n    return '<' + this.modelName + ':' + this.id + '>';\n  };\n\n  InternalModel.prototype.referenceFor = function referenceFor(kind, name) {\n    var reference = this.references[name];\n\n    if (!reference) {\n      var relationship = this._relationships.get(name);\n\n      {\n        var modelName = this.modelName;\n        (true && !(relationship) && Ember.assert('There is no ' + kind + ' relationship named \\'' + name + '\\' on a model of modelClass \\'' + modelName + '\\'', relationship));\n\n\n        var actualRelationshipKind = relationship.relationshipMeta.kind;\n        (true && !(actualRelationshipKind === kind) && Ember.assert('You tried to get the \\'' + name + '\\' relationship on a \\'' + modelName + '\\' via record.' + kind + '(\\'' + name + '\\'), but the relationship is of kind \\'' + actualRelationshipKind + '\\'. Use record.' + actualRelationshipKind + '(\\'' + name + '\\') instead.', actualRelationshipKind === kind));\n      }\n\n      if (kind === \"belongsTo\") {\n        reference = new BelongsToReference(this.store, this, relationship);\n      } else if (kind === \"hasMany\") {\n        reference = new HasManyReference(this.store, this, relationship);\n      }\n\n      this.references[name] = reference;\n    }\n\n    return reference;\n  };\n\n  _createClass$2(InternalModel, [{\n    key: 'modelClass',\n    get: function get() {\n      return this._modelClass || (this._modelClass = this.store._modelFor(this.modelName));\n    }\n  }, {\n    key: 'type',\n    get: function get() {\n      return this.modelClass;\n    }\n  }, {\n    key: 'recordReference',\n    get: function get() {\n      if (this._recordReference === null) {\n        this._recordReference = new RecordReference(this.store, this);\n      }\n      return this._recordReference;\n    }\n  }, {\n    key: '_recordArrays',\n    get: function get() {\n      if (this.__recordArrays === null) {\n        this.__recordArrays = OrderedSet.create();\n      }\n      return this.__recordArrays;\n    }\n  }, {\n    key: 'references',\n    get: function get() {\n      if (this._references === null) {\n        this._references = Object.create(null);\n      }\n      return this._references;\n    }\n  }, {\n    key: '_deferredTriggers',\n    get: function get() {\n      if (this.__deferredTriggers === null) {\n        this.__deferredTriggers = [];\n      }\n      return this.__deferredTriggers;\n    }\n  }, {\n    key: '_attributes',\n    get: function get() {\n      if (this.__attributes === null) {\n        this.__attributes = Object.create(null);\n      }\n      return this.__attributes;\n    },\n    set: function set(v) {\n      this.__attributes = v;\n    }\n  }, {\n    key: '_relationships',\n    get: function get() {\n      if (this.__relationships === null) {\n        this.__relationships = new Relationships(this);\n      }\n\n      return this.__relationships;\n    }\n  }, {\n    key: '_inFlightAttributes',\n    get: function get() {\n      if (this.__inFlightAttributes === null) {\n        this.__inFlightAttributes = Object.create(null);\n      }\n      return this.__inFlightAttributes;\n    },\n    set: function set(v) {\n      this.__inFlightAttributes = v;\n    }\n  }, {\n    key: '_data',\n    get: function get() {\n      if (this.__data === null) {\n        this.__data = Object.create(null);\n      }\n      return this.__data;\n    },\n    set: function set(v) {\n      this.__data = v;\n    }\n\n    /*\n     implicit relationships are relationship which have not been declared but the inverse side exists on\n     another record somewhere\n     For example if there was\n      ```app/models/comment.js\n     import DS from 'ember-data';\n      export default DS.Model.extend({\n     name: DS.attr()\n     })\n     ```\n      but there is also\n      ```app/models/post.js\n     import DS from 'ember-data';\n      export default DS.Model.extend({\n     name: DS.attr(),\n     comments: DS.hasMany('comment')\n     })\n     ```\n      would have a implicit post relationship in order to be do things like remove ourselves from the post\n     when we are deleted\n    */\n\n  }, {\n    key: '_implicitRelationships',\n    get: function get() {\n      if (this.__implicitRelationships === null) {\n        this.__implicitRelationships = Object.create(null);\n      }\n      return this.__implicitRelationships;\n    }\n  }, {\n    key: 'isDestroyed',\n    get: function get() {\n      return this._isDestroyed;\n    }\n  }, {\n    key: 'hasRecord',\n    get: function get() {\n      return !!this._record;\n    }\n  }]);\n\n  return InternalModel;\n}();\n\nvar _createClass$1 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck$3(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n `InternalModelMap` is a custom storage map for internalModels of a given modelName\n used by `IdentityMap`.\n\n It was extracted from an implicit pojo based \"internalModel map\" and preserves\n that interface while we work towards a more official API.\n\n @class InternalModelMap\n @private\n */\n\nvar InternalModelMap = function () {\n  function InternalModelMap(modelName) {\n    _classCallCheck$3(this, InternalModelMap);\n\n    this.modelName = modelName;\n    this._idToModel = Object.create(null);\n    this._models = [];\n    this._metadata = null;\n  }\n\n  /**\n   * @method get\n   * @param id {String}\n   * @return {InternalModel}\n   */\n\n\n  InternalModelMap.prototype.get = function get(id) {\n    return this._idToModel[id];\n  };\n\n  InternalModelMap.prototype.has = function has(id) {\n    return !!this._idToModel[id];\n  };\n\n  InternalModelMap.prototype.set = function set(id, internalModel) {\n    (true && !(id) && Ember.assert('You cannot index an internalModel by an empty id\\'', id));\n    (true && !(internalModel instanceof InternalModel) && Ember.assert('You cannot set an index for an internalModel to something other than an internalModel', internalModel instanceof InternalModel));\n    (true && !(this.contains(internalModel)) && Ember.assert('You cannot set an index for an internalModel that is not in the InternalModelMap', this.contains(internalModel)));\n    (true && !(!this.has(id) || this.get(id) === internalModel) && Ember.assert('You cannot update the id index of an InternalModel once set. Attempted to update ' + id + '.', !this.has(id) || this.get(id) === internalModel));\n\n\n    this._idToModel[id] = internalModel;\n  };\n\n  InternalModelMap.prototype.add = function add(internalModel, id) {\n    (true && !(!this.contains(internalModel)) && Ember.assert('You cannot re-add an already present InternalModel to the InternalModelMap.', !this.contains(internalModel)));\n\n\n    if (id) {\n      this._idToModel[id] = internalModel;\n    }\n\n    this._models.push(internalModel);\n  };\n\n  InternalModelMap.prototype.remove = function remove(internalModel, id) {\n    delete this._idToModel[id];\n\n    var loc = this._models.indexOf(internalModel);\n\n    if (loc !== -1) {\n      this._models.splice(loc, 1);\n    }\n  };\n\n  InternalModelMap.prototype.contains = function contains(internalModel) {\n    return this._models.indexOf(internalModel) !== -1;\n  };\n\n  /**\n   An array of all models of this modelName\n   @property models\n   @type Array\n   */\n\n\n  /**\n   Destroy all models in the internalModelTest and wipe metadata.\n    @method clear\n   */\n  InternalModelMap.prototype.clear = function clear() {\n    var models = this._models;\n    this._models = [];\n\n    for (var i = 0; i < models.length; i++) {\n      var model = models[i];\n      model.unloadRecord();\n    }\n\n    this._metadata = null;\n  };\n\n  _createClass$1(InternalModelMap, [{\n    key: 'length',\n    get: function get() {\n      return this._models.length;\n    }\n  }, {\n    key: 'models',\n    get: function get() {\n      return this._models;\n    }\n\n    /**\n     * meta information about internalModels\n     * @property metadata\n     * @type Object\n     */\n\n  }, {\n    key: 'metadata',\n    get: function get() {\n      return this._metadata || (this._metadata = Object.create(null));\n    }\n\n    /**\n     deprecated (and unsupported) way of accessing modelClass\n      @property type\n     @deprecated\n     */\n\n  }, {\n    key: 'type',\n    get: function get() {\n      throw new Error('InternalModelMap.type is no longer available');\n    }\n  }]);\n\n  return InternalModelMap;\n}();\n\nfunction _classCallCheck$2(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n `IdentityMap` is a custom storage map for records by modelName\n used by `DS.Store`.\n\n @class IdentityMap\n @private\n */\n\nvar IdentityMap = function () {\n  function IdentityMap() {\n    _classCallCheck$2(this, IdentityMap);\n\n    this._map = Object.create(null);\n  }\n\n  /**\n   Retrieves the `InternalModelMap` for a given modelName,\n   creating one if one did not already exist. This is\n   similar to `getWithDefault` or `get` on a `MapWithDefault`\n    @method retrieve\n   @param modelName a previously normalized modelName\n   @return {InternalModelMap} the InternalModelMap for the given modelName\n   */\n\n\n  IdentityMap.prototype.retrieve = function retrieve(modelName) {\n    var map = this._map[modelName];\n\n    if (map === undefined) {\n      map = this._map[modelName] = new InternalModelMap(modelName);\n    }\n\n    return map;\n  };\n\n  /**\n   Clears the contents of all known `RecordMaps`, but does\n   not remove the InternalModelMap instances.\n    @method clear\n   */\n\n\n  IdentityMap.prototype.clear = function clear() {\n    var map = this._map;\n    var keys = Object.keys(map);\n\n    for (var i = 0; i < keys.length; i++) {\n      var key = keys[i];\n      map[key].clear();\n    }\n  };\n\n  return IdentityMap;\n}();\n\n/*\n  This is a helper method that validates a JSON API top-level document\n\n  The format of a document is described here:\n  http://jsonapi.org/format/#document-top-level\n\n  @method validateDocumentStructure\n  @param {Object} doc JSON API document\n  @return {array} An array of errors found in the document structure\n*/\nfunction validateDocumentStructure(doc) {\n  var errors = [];\n  if (!doc || typeof doc !== 'object') {\n    errors.push('Top level of a JSON API document must be an object');\n  } else {\n    if (!('data' in doc) && !('errors' in doc) && !('meta' in doc)) {\n      errors.push('One or more of the following keys must be present: \"data\", \"errors\", \"meta\".');\n    } else {\n      if ('data' in doc && 'errors' in doc) {\n        errors.push('Top level keys \"errors\" and \"data\" cannot both be present in a JSON API document');\n      }\n    }\n    if ('data' in doc) {\n      if (!(doc.data === null || Array.isArray(doc.data) || typeof doc.data === 'object')) {\n        errors.push('data must be null, an object, or an array');\n      }\n    }\n    if ('meta' in doc) {\n      if (typeof doc.meta !== 'object') {\n        errors.push('meta must be an object');\n      }\n    }\n    if ('errors' in doc) {\n      if (!Array.isArray(doc.errors)) {\n        errors.push('errors must be an array');\n      }\n    }\n    if ('links' in doc) {\n      if (typeof doc.links !== 'object') {\n        errors.push('links must be an object');\n      }\n    }\n    if ('jsonapi' in doc) {\n      if (typeof doc.jsonapi !== 'object') {\n        errors.push('jsonapi must be an object');\n      }\n    }\n    if ('included' in doc) {\n      if (typeof doc.included !== 'object') {\n        errors.push('included must be an array');\n      }\n    }\n  }\n\n  return errors;\n}\n\n/*\n  This is a helper method that always returns a JSON-API Document.\n\n  @method normalizeResponseHelper\n  @param {DS.Serializer} serializer\n  @param {DS.Store} store\n  @param {subclass of DS.Model} modelClass\n  @param {Object} payload\n  @param {String|Number} id\n  @param {String} requestType\n  @return {Object} JSON-API Document\n*/\nfunction normalizeResponseHelper(serializer, store, modelClass, payload, id, requestType) {\n  var normalizedResponse = serializer.normalizeResponse(store, modelClass, payload, id, requestType);\n  var validationErrors = [];\n  {\n    validationErrors = validateDocumentStructure(normalizedResponse);\n  }\n  (true && !(validationErrors.length === 0) && Ember.assert('normalizeResponse must return a valid JSON API document:\\n\\t* ' + validationErrors.join('\\n\\t* '), validationErrors.length === 0));\n\n\n  return normalizedResponse;\n}\n\nfunction serializerForAdapter(store, adapter, modelName) {\n  var serializer = adapter.serializer;\n\n  if (serializer === undefined) {\n    serializer = store.serializerFor(modelName);\n  }\n\n  if (serializer === null || serializer === undefined) {\n    serializer = {\n      extract: function extract(store, type, payload) {\n        return payload;\n      }\n    };\n  }\n\n  return serializer;\n}\n\nvar _createClass$7 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck$14(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n * Merge data,meta,links information forward to the next payload\n * if required. Latest data will always win.\n *\n * @param oldPayload\n * @param newPayload\n */\nfunction mergeForwardPayload(oldPayload, newPayload) {\n  if (oldPayload && oldPayload.data !== undefined && newPayload.data === undefined) {\n    newPayload.data = oldPayload.data;\n  }\n\n  /*\n    _partialData is has-many relationship data that has been discovered via\n     inverses in the absence of canonical `data` availability from the primary\n     payload.\n     We can't merge this data into `data` as that would trick has-many relationships\n     into believing they know their complete membership. Anytime we find canonical\n     data from the primary record, this partial data is discarded. If no canonical\n     data is ever discovered, the partial data will be loaded by the relationship\n     in a way that correctly preserves the `stale` relationship state.\n   */\n  if (newPayload.data === undefined && oldPayload && oldPayload._partialData !== undefined) {\n    newPayload._partialData = oldPayload._partialData;\n  }\n\n  if (oldPayload && oldPayload.meta !== undefined && newPayload.meta === undefined) {\n    newPayload.meta = oldPayload.meta;\n  }\n\n  if (oldPayload && oldPayload.links !== undefined && newPayload.links === undefined) {\n    newPayload.links = oldPayload.links;\n  }\n}\n\n// TODO this is now VERY similar to the identity/internal-model map\n//  so we should probably generalize\nvar TypeCache = function () {\n  function TypeCache() {\n    _classCallCheck$14(this, TypeCache);\n\n    this.types = Object.create(null);\n  }\n\n  TypeCache.prototype.get = function get(modelName, id) {\n    var types = this.types;\n\n\n    if (types[modelName] !== undefined) {\n      return types[modelName][id];\n    }\n  };\n\n  TypeCache.prototype.set = function set(modelName, id, payload) {\n    var types = this.types;\n\n    var typeMap = types[modelName];\n\n    if (typeMap === undefined) {\n      typeMap = types[modelName] = Object.create(null);\n    }\n\n    typeMap[id] = payload;\n  };\n\n  TypeCache.prototype.delete = function _delete(modelName, id) {\n    var types = this.types;\n\n\n    if (types[modelName] !== undefined) {\n      delete types[modelName][id];\n    }\n  };\n\n  return TypeCache;\n}();\n\n/**\n Manages the payloads for both sides of a single relationship, across all model\n instances.\n\n For example, with\n\n const User = DS.Model.extend({\n      hobbies: DS.hasMany('hobby')\n    });\n\n const Hobby = DS.Model.extend({\n      user: DS.belongsTo('user')\n    });\n\n let relationshipPayloads = new RelationshipPayloads('user', 'hobbies', 'hobby', 'user');\n\n let userPayload = {\n      data: {\n        id: 1,\n        type: 'user',\n        relationships: {\n          hobbies: {\n            data: [{\n              id: 2,\n              type: 'hobby',\n            }]\n          }\n        }\n      }\n    };\n\n // here we expect the payload of the individual relationship\n relationshipPayloads.push('user', 1, 'hobbies', userPayload.data.relationships.hobbies);\n\n relationshipPayloads.get('user', 1, 'hobbies');\n relationshipPayloads.get('hobby', 2, 'user');\n\n @class RelationshipPayloads\n @private\n */\n\nvar RelationshipPayloads = function () {\n  function RelationshipPayloads(relInfo) {\n    _classCallCheck$14(this, RelationshipPayloads);\n\n    this._relInfo = relInfo;\n\n    // a map of id -> payloads for the left hand side of the relationship.\n    this.lhs_payloads = new TypeCache();\n    this.rhs_payloads = relInfo.isReflexive ? this.lhs_payloads : new TypeCache();\n\n    // When we push relationship payloads, just stash them in a queue until\n    // somebody actually asks for one of them.\n    //\n    // This is a queue of the relationship payloads that have been pushed for\n    // either side of this relationship\n    this._pendingPayloads = [];\n  }\n\n  /**\n   Get the payload for the relationship of an individual record.\n    This might return the raw payload as pushed into the store, or one computed\n   from the payload of the inverse relationship.\n    @method\n   */\n\n\n  RelationshipPayloads.prototype.get = function get(modelName, id, relationshipName) {\n    this._flushPending();\n\n    if (this._isLHS(modelName, relationshipName)) {\n      return this.lhs_payloads.get(modelName, id);\n    } else {\n      (true && !(this._isRHS(modelName, relationshipName)) && Ember.assert(modelName + ':' + relationshipName + ' is not either side of this relationship, ' + this._relInfo.lhs_key + '<->' + this._relInfo.rhs_key, this._isRHS(modelName, relationshipName)));\n\n      return this.rhs_payloads.get(modelName, id);\n    }\n  };\n\n  /**\n   Push a relationship payload for an individual record.\n    This will make the payload available later for both this relationship and its inverse.\n    @method\n   */\n\n\n  RelationshipPayloads.prototype.push = function push(modelName, id, relationshipName, relationshipData) {\n    this._pendingPayloads.push([modelName, id, relationshipName, relationshipData]);\n  };\n\n  /**\n   Unload the relationship payload for an individual record.\n    This does not unload the inverse relationship payload.\n    @method\n   */\n\n\n  RelationshipPayloads.prototype.unload = function unload(modelName, id, relationshipName) {\n    this._flushPending();\n\n    if (this._isLHS(modelName, relationshipName)) {\n      delete this.lhs_payloads.delete(modelName, id);\n    } else {\n      (true && !(this._isRHS(modelName, relationshipName)) && Ember.assert(modelName + ':' + relationshipName + ' is not either side of this relationship, ' + this._relInfo.lhs_baseModelName + ':' + this._relInfo.lhs_relationshipName + '<->' + this._relInfo.rhs_baseModelName + ':' + this._relInfo.rhs_relationshipName, this._isRHS(modelName, relationshipName)));\n\n      delete this.rhs_payloads.delete(modelName, id);\n    }\n  };\n\n  /**\n   @return {boolean} true iff `modelName` and `relationshipName` refer to the\n   left hand side of this relationship, as opposed to the right hand side.\n    @method\n   */\n\n\n  RelationshipPayloads.prototype._isLHS = function _isLHS(modelName, relationshipName) {\n    var relInfo = this._relInfo;\n    var isSelfReferential = relInfo.isSelfReferential;\n    var isRelationship = relationshipName === relInfo.lhs_relationshipName;\n\n    if (isRelationship === true) {\n      return isSelfReferential === true || // itself\n      modelName === relInfo.lhs_baseModelName || // base or non-polymorphic\n      relInfo.lhs_modelNames.indexOf(modelName) !== -1; // polymorphic\n    }\n\n    return false;\n  };\n\n  /**\n   @return {boolean} true iff `modelName` and `relationshipName` refer to the\n   right hand side of this relationship, as opposed to the left hand side.\n    @method\n   */\n\n\n  RelationshipPayloads.prototype._isRHS = function _isRHS(modelName, relationshipName) {\n    var relInfo = this._relInfo;\n    var isSelfReferential = relInfo.isSelfReferential;\n    var isRelationship = relationshipName === relInfo.rhs_relationshipName;\n\n    if (isRelationship === true) {\n      return isSelfReferential === true || // itself\n      modelName === relInfo.rhs_baseModelName || // base or non-polymorphic\n      relInfo.rhs_modelNames.indexOf(modelName) !== -1; // polymorphic\n    }\n\n    return false;\n  };\n\n  RelationshipPayloads.prototype._flushPending = function _flushPending() {\n    if (this._pendingPayloads.length === 0) {\n      return;\n    }\n\n    var payloadsToBeProcessed = this._pendingPayloads.splice(0, this._pendingPayloads.length);\n    for (var i = 0; i < payloadsToBeProcessed.length; ++i) {\n      var modelName = payloadsToBeProcessed[i][0];\n      var id = payloadsToBeProcessed[i][1];\n      var relationshipName = payloadsToBeProcessed[i][2];\n      var relationshipData = payloadsToBeProcessed[i][3];\n\n      // TODO: maybe delay this allocation slightly?\n      var inverseRelationshipData = {\n        data: {\n          id: id,\n          type: modelName\n        }\n      };\n\n      // start flushing this individual payload.  The logic is the same whether\n      // it's for the left hand side of the relationship or the right hand side,\n      // except the role of primary and inverse idToPayloads is reversed\n      //\n      var previousPayload = void 0;\n      var payloadMap = void 0;\n      var inversePayloadMap = void 0;\n      var inverseIsMany = void 0;\n      if (this._isLHS(modelName, relationshipName)) {\n        previousPayload = this.lhs_payloads.get(modelName, id);\n        payloadMap = this.lhs_payloads;\n        inversePayloadMap = this.rhs_payloads;\n        inverseIsMany = this._rhsRelationshipIsMany;\n      } else {\n        (true && !(this._isRHS(modelName, relationshipName)) && Ember.assert(modelName + ':' + relationshipName + ' is not either side of this relationship, ' + this._relInfo.lhs_key + '<->' + this._relInfo.rhs_key, this._isRHS(modelName, relationshipName)));\n\n        previousPayload = this.rhs_payloads.get(modelName, id);\n        payloadMap = this.rhs_payloads;\n        inversePayloadMap = this.lhs_payloads;\n        inverseIsMany = this._lhsRelationshipIsMany;\n      }\n\n      // actually flush this individual payload\n      //\n      // We remove the previous inverse before populating our current one\n      // because we may have multiple payloads for the same relationship, in\n      // which case the last one wins.\n      //\n      // eg if user hasMany helicopters, and helicopter belongsTo user and we see\n      //\n      //  [{\n      //    data: {\n      //      id: 1,\n      //      type: 'helicopter',\n      //      relationships: {\n      //        user: {\n      //          id: 2,\n      //          type: 'user'\n      //        }\n      //      }\n      //    }\n      //  }, {\n      //    data: {\n      //      id: 1,\n      //      type: 'helicopter',\n      //      relationships: {\n      //        user: {\n      //          id: 4,\n      //          type: 'user'\n      //        }\n      //      }\n      //    }\n      //  }]\n      //\n      // Then we will initially have set user:2 as having helicopter:1, which we\n      // need to remove before adding helicopter:1 to user:4\n      //\n      // only remove relationship information before adding if there is relationshipData.data\n      // * null is considered new information \"empty\", and it should win\n      // * undefined is NOT considered new information, we should keep original state\n      // * anything else is considered new information, and it should win\n      var isMatchingIdentifier = this._isMatchingIdentifier(relationshipData && relationshipData.data, previousPayload && previousPayload.data);\n\n      if (relationshipData.data !== undefined) {\n        if (!isMatchingIdentifier) {\n          this._removeInverse(id, previousPayload, inversePayloadMap);\n        }\n      }\n\n      mergeForwardPayload(previousPayload, relationshipData);\n      payloadMap.set(modelName, id, relationshipData);\n\n      if (!isMatchingIdentifier) {\n        this._populateInverse(relationshipData, inverseRelationshipData, inversePayloadMap, inverseIsMany);\n      }\n    }\n  };\n\n  RelationshipPayloads.prototype._isMatchingIdentifier = function _isMatchingIdentifier(a, b) {\n    return a && b && a.type === b.type && a.id === b.id && !Array.isArray(a) && !Array.isArray(b);\n  };\n\n  /**\n   Populate the inverse relationship for `relationshipData`.\n    If `relationshipData` is an array (eg because the relationship is hasMany)\n   this means populate each inverse, otherwise populate only the single\n   inverse.\n    @private\n   @method\n   */\n\n\n  RelationshipPayloads.prototype._populateInverse = function _populateInverse(relationshipData, inversePayload, inversePayloadMap, inverseIsMany) {\n    if (!relationshipData.data) {\n      // This id doesn't have an inverse, eg a belongsTo with a payload\n      // { data: null }, so there's nothing to populate\n      return;\n    }\n\n    if (Array.isArray(relationshipData.data)) {\n      for (var i = 0; i < relationshipData.data.length; ++i) {\n        var resourceIdentifier = relationshipData.data[i];\n        this._addToInverse(inversePayload, resourceIdentifier, inversePayloadMap, inverseIsMany);\n      }\n    } else {\n      var _resourceIdentifier = relationshipData.data;\n      this._addToInverse(inversePayload, _resourceIdentifier, inversePayloadMap, inverseIsMany);\n    }\n  };\n\n  /**\n   Actually add `inversePayload` to `inverseIdToPayloads`.  This is part of\n   `_populateInverse` after we've normalized the case of `relationshipData`\n   being either an array or a pojo.\n    We still have to handle the case that the *inverse* relationship payload may\n   be an array or pojo.\n    @private\n   @method\n   */\n\n\n  RelationshipPayloads.prototype._addToInverse = function _addToInverse(inversePayload, resourceIdentifier, inversePayloadMap, inverseIsMany) {\n    var relInfo = this._relInfo;\n    var inverseData = inversePayload.data;\n\n    if (relInfo.isReflexive && inverseData && inverseData.id === resourceIdentifier.id) {\n      // eg <user:1>.friends = [{ id: 1, type: 'user' }]\n      return;\n    }\n\n    var existingPayload = inversePayloadMap.get(resourceIdentifier.type, resourceIdentifier.id);\n\n    if (existingPayload) {\n      // There already is an inverse, either add or overwrite depending on\n      // whether the inverse is a many relationship or not\n      //\n      if (inverseIsMany) {\n        var existingData = existingPayload.data;\n\n        // in the case of a hasMany\n        // we do not want create a `data` array where there was none before\n        // if we also have links, which this would indicate\n        if (existingData) {\n          existingData.push(inversePayload.data);\n        } else {\n          existingPayload._partialData = existingPayload._partialData || [];\n          existingPayload._partialData.push(inversePayload.data);\n        }\n      } else {\n        mergeForwardPayload(existingPayload, inversePayload);\n        inversePayloadMap.set(resourceIdentifier.type, resourceIdentifier.id, inversePayload);\n      }\n    } else {\n      // first time we're populating the inverse side\n      //\n      if (inverseIsMany) {\n        inversePayloadMap.set(resourceIdentifier.type, resourceIdentifier.id, {\n          _partialData: [inversePayload.data]\n        });\n      } else {\n        inversePayloadMap.set(resourceIdentifier.type, resourceIdentifier.id, inversePayload);\n      }\n    }\n  };\n\n  /**\n   Remove the relationship in `previousPayload` from its inverse(s), because\n   this relationship payload has just been updated (eg because the same\n   relationship had multiple payloads pushed before the relationship was\n   initialized).\n    @method\n   */\n  RelationshipPayloads.prototype._removeInverse = function _removeInverse(id, previousPayload, inversePayloadMap) {\n    var data = previousPayload && previousPayload.data;\n    var partialData = previousPayload && previousPayload._partialData;\n    var maybeData = data || partialData;\n\n    if (!maybeData) {\n      // either this is the first time we've seen a payload for this id, or its\n      // previous payload indicated that it had no inverse, eg a belongsTo\n      // relationship with payload { data: null }\n      //\n      // In either case there's nothing that needs to be removed from the\n      // inverse map of payloads\n      return;\n    }\n\n    if (Array.isArray(maybeData)) {\n      // TODO: diff rather than removeall addall?\n      for (var i = 0; i < maybeData.length; ++i) {\n        var resourceIdentifier = maybeData[i];\n        this._removeFromInverse(id, resourceIdentifier, inversePayloadMap);\n      }\n    } else {\n      this._removeFromInverse(id, data, inversePayloadMap);\n    }\n  };\n\n  /**\n   Remove `id` from its inverse record with id `inverseId`.  If the inverse\n   relationship is a belongsTo, this means just setting it to null, if the\n   inverse relationship is a hasMany, then remove that id from its array of ids.\n    @method\n   */\n\n\n  RelationshipPayloads.prototype._removeFromInverse = function _removeFromInverse(id, resourceIdentifier, inversePayloads) {\n    var inversePayload = inversePayloads.get(resourceIdentifier.type, resourceIdentifier.id);\n    var data = inversePayload && inversePayload.data;\n    var partialData = inversePayload && inversePayload._partialData;\n\n    if (!data && !partialData) {\n      return;\n    }\n\n    if (Array.isArray(data)) {\n      inversePayload.data = data.filter(function (x) {\n        return x.id !== id;\n      });\n    } else if (Array.isArray(partialData)) {\n      inversePayload._partialData = partialData.filter(function (x) {\n        return x.id !== id;\n      });\n    } else {\n      // this merges forward links and meta\n      inversePayload.data = null;\n    }\n  };\n\n  _createClass$7(RelationshipPayloads, [{\n    key: '_lhsRelationshipIsMany',\n    get: function get() {\n      var meta = this._relInfo.lhs_relationshipMeta;\n      return meta !== null && meta.kind === 'hasMany';\n    }\n  }, {\n    key: '_rhsRelationshipIsMany',\n    get: function get() {\n      var meta = this._relInfo.rhs_relationshipMeta;\n      return meta !== null && meta.kind === 'hasMany';\n    }\n  }]);\n\n  return RelationshipPayloads;\n}();\n\nfunction _classCallCheck$13(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n// import { DEBUG } from '@glimmer/env';\n\n\n/**\n  Manages relationship payloads for a given store, for uninitialized\n  relationships.  Acts as a single source of truth (of payloads) for both sides\n  of an uninitialized relationship so they can agree on the most up-to-date\n  payload received without needing too much eager processing when those payloads\n  are pushed into the store.\n\n  This minimizes the work spent on relationships that are never initialized.\n\n  Once relationships are initialized, their state is managed in a relationship\n  state object (eg BelongsToRelationship or ManyRelationship).\n\n\n  @example\n\n    let relationshipPayloadsManager = new RelationshipPayloadsManager(store);\n\n    const User = DS.Model.extend({\n      hobbies: DS.hasMany('hobby')\n    });\n\n    const Hobby = DS.Model.extend({\n      user: DS.belongsTo('user')\n    });\n\n    let userPayload = {\n      data: {\n        id: 1,\n        type: 'user',\n        relationships: {\n          hobbies: {\n            data: [{\n              id: 2,\n              type: 'hobby'\n            }]\n          }\n        }\n      },\n    };\n    relationshipPayloadsManager.push('user', 1, userPayload.data.relationships);\n\n    relationshipPayloadsManager.get('hobby', 2, 'user') === {\n      {\n        data: {\n          id: 1,\n          type: 'user'\n        }\n      }\n    }\n\n  @private\n  @class RelationshipPayloadsManager\n*/\n\nvar RelationshipPayloadsManager = function () {\n  function RelationshipPayloadsManager(store) {\n    _classCallCheck$13(this, RelationshipPayloadsManager);\n\n    this._store = store;\n    // cache of `RelationshipPayload`s\n    this._cache = Object.create(null);\n    this._inverseLookupCache = new TypeCache();\n  }\n\n  /**\n    Find the payload for the given relationship of the given model.\n     Returns the payload for the given relationship, whether raw or computed from\n    the payload of the inverse relationship.\n     @example\n       relationshipPayloadsManager.get('hobby', 2, 'user') === {\n        {\n          data: {\n            id: 1,\n            type: 'user'\n          }\n        }\n      }\n     @method\n  */\n\n\n  RelationshipPayloadsManager.prototype.get = function get(modelName, id, relationshipName) {\n    var relationshipPayloads = this._getRelationshipPayloads(modelName, relationshipName, false);\n    return relationshipPayloads && relationshipPayloads.get(modelName, id, relationshipName);\n  };\n\n  /**\n    Push a model's relationships payload into this cache.\n     @example\n       let userPayload = {\n        data: {\n          id: 1,\n          type: 'user',\n          relationships: {\n            hobbies: {\n              data: [{\n                id: 2,\n                type: 'hobby'\n              }]\n            }\n          }\n        },\n      };\n      relationshipPayloadsManager.push('user', 1, userPayload.data.relationships);\n     @method\n  */\n\n\n  RelationshipPayloadsManager.prototype.push = function push(modelName, id, relationshipsData) {\n    var _this = this;\n\n    if (!relationshipsData) {\n      return;\n    }\n\n    Object.keys(relationshipsData).forEach(function (key) {\n      var relationshipPayloads = _this._getRelationshipPayloads(modelName, key, true);\n      if (relationshipPayloads) {\n        relationshipPayloads.push(modelName, id, key, relationshipsData[key]);\n      }\n    });\n  };\n\n  /**\n    Unload a model's relationships payload.\n     @method\n  */\n\n\n  RelationshipPayloadsManager.prototype.unload = function unload(modelName, id) {\n    var _this2 = this;\n\n    var modelClass = this._store._modelFor(modelName);\n    var relationshipsByName = Ember.get(modelClass, 'relationshipsByName');\n    relationshipsByName.forEach(function (_, relationshipName) {\n      var relationshipPayloads = _this2._getRelationshipPayloads(modelName, relationshipName, false);\n      if (relationshipPayloads) {\n        relationshipPayloads.unload(modelName, id, relationshipName);\n      }\n    });\n  };\n\n  /**\n    Find the RelationshipPayloads object for the given relationship.  The same\n    RelationshipPayloads object is returned for either side of a relationship.\n     @example\n       const User = DS.Model.extend({\n        hobbies: DS.hasMany('hobby')\n      });\n       const Hobby = DS.Model.extend({\n        user: DS.belongsTo('user')\n      });\n       relationshipPayloads.get('user', 'hobbies') === relationshipPayloads.get('hobby', 'user');\n     The signature has a somewhat large arity to avoid extra work, such as\n      a)  string manipulation & allocation with `modelName` and\n         `relationshipName`\n      b)  repeatedly getting `relationshipsByName` via `Ember.get`\n      @private\n    @method\n  */\n\n\n  RelationshipPayloadsManager.prototype._getRelationshipPayloads = function _getRelationshipPayloads(modelName, relationshipName, init) {\n    var relInfo = this.getRelationshipInfo(modelName, relationshipName);\n\n    if (relInfo === null) {\n      return;\n    }\n\n    var cache = this._cache[relInfo.lhs_key];\n\n    if (!cache && init) {\n      return this._initializeRelationshipPayloads(relInfo);\n    }\n\n    return cache;\n  };\n\n  RelationshipPayloadsManager.prototype.getRelationshipInfo = function getRelationshipInfo(modelName, relationshipName) {\n    var inverseCache = this._inverseLookupCache;\n    var store = this._store;\n    var cached = inverseCache.get(modelName, relationshipName);\n\n    // CASE: We have a cached resolution (null if no relationship exists)\n    if (cached !== undefined) {\n      return cached;\n    }\n\n    var modelClass = store._modelFor(modelName);\n    var relationshipsByName = Ember.get(modelClass, 'relationshipsByName');\n\n    // CASE: We don't have a relationship at all\n    if (!relationshipsByName.has(relationshipName)) {\n      inverseCache.set(modelName, relationshipName, null);\n      return null;\n    }\n\n    var inverseMeta = modelClass.inverseFor(relationshipName, store);\n    var relationshipMeta = relationshipsByName.get(relationshipName);\n    var selfIsPolymorphic = relationshipMeta.options !== undefined && relationshipMeta.options.polymorphic === true;\n    var inverseBaseModelName = relationshipMeta.type;\n\n    // CASE: We have no inverse\n    if (!inverseMeta) {\n      var _info = {\n        lhs_key: modelName + ':' + relationshipName,\n        lhs_modelNames: [modelName],\n        lhs_baseModelName: modelName,\n        lhs_relationshipName: relationshipName,\n        lhs_relationshipMeta: relationshipMeta,\n        lhs_isPolymorphic: selfIsPolymorphic,\n        rhs_key: '',\n        rhs_modelNames: [],\n        rhs_baseModelName: inverseBaseModelName,\n        rhs_relationshipName: '',\n        rhs_relationshipMeta: null,\n        rhs_isPolymorphic: false,\n        hasInverse: false,\n        isSelfReferential: false, // modelName === inverseBaseModelName,\n        isReflexive: false\n      };\n\n      inverseCache.set(modelName, relationshipName, _info);\n\n      return _info;\n    }\n\n    // CASE: We do have an inverse\n\n    var inverseRelationshipName = inverseMeta.name;\n    var inverseRelationshipMeta = Ember.get(inverseMeta.type, 'relationshipsByName').get(inverseRelationshipName);\n    var baseModelName = inverseRelationshipMeta.type;\n    var isSelfReferential = baseModelName === inverseBaseModelName;\n\n    // TODO we want to assert this but this breaks all of our shoddily written tests\n    /*\n    if (DEBUG) {\n      let inverseDoubleCheck = inverseMeta.type.inverseFor(inverseRelationshipName, store);\n       assert(`The ${inverseBaseModelName}:${inverseRelationshipName} relationship declares 'inverse: null', but it was resolved as the inverse for ${baseModelName}:${relationshipName}.`, inverseDoubleCheck);\n    }\n    */\n\n    // CASE: We may have already discovered the inverse for the baseModelName\n    // CASE: We have already discovered the inverse\n    cached = inverseCache.get(baseModelName, relationshipName) || inverseCache.get(inverseBaseModelName, inverseRelationshipName);\n    if (cached) {\n      // TODO this assert can be removed if the above assert is enabled\n      (true && !(cached.hasInverse !== false) && Ember.assert('The ' + inverseBaseModelName + ':' + inverseRelationshipName + ' relationship declares \\'inverse: null\\', but it was resolved as the inverse for ' + baseModelName + ':' + relationshipName + '.', cached.hasInverse !== false));\n\n\n      var isLHS = cached.lhs_baseModelName === baseModelName;\n      var modelNames = isLHS ? cached.lhs_modelNames : cached.rhs_modelNames;\n      // make this lookup easier in the future by caching the key\n      modelNames.push(modelName);\n      inverseCache.set(modelName, relationshipName, cached);\n\n      return cached;\n    }\n\n    var info = {\n      lhs_key: baseModelName + ':' + relationshipName,\n      lhs_modelNames: [modelName],\n      lhs_baseModelName: baseModelName,\n      lhs_relationshipName: relationshipName,\n      lhs_relationshipMeta: relationshipMeta,\n      lhs_isPolymorphic: selfIsPolymorphic,\n      rhs_key: inverseBaseModelName + ':' + inverseRelationshipName,\n      rhs_modelNames: [],\n      rhs_baseModelName: inverseBaseModelName,\n      rhs_relationshipName: inverseRelationshipName,\n      rhs_relationshipMeta: inverseRelationshipMeta,\n      rhs_isPolymorphic: inverseRelationshipMeta.options !== undefined && inverseRelationshipMeta.options.polymorphic === true,\n      hasInverse: true,\n      isSelfReferential: isSelfReferential,\n      isReflexive: isSelfReferential && relationshipName === inverseRelationshipName\n    };\n\n    // Create entries for the baseModelName as well as modelName to speed up\n    //  inverse lookups\n    inverseCache.set(baseModelName, relationshipName, info);\n    inverseCache.set(modelName, relationshipName, info);\n\n    // Greedily populate the inverse\n    inverseCache.set(inverseBaseModelName, inverseRelationshipName, info);\n\n    return info;\n  };\n\n  /**\n    Create the `RelationshipsPayload` for the relationship `modelName`, `relationshipName`, and its inverse.\n     @private\n    @method\n  */\n\n\n  RelationshipPayloadsManager.prototype._initializeRelationshipPayloads = function _initializeRelationshipPayloads(relInfo) {\n    var lhsKey = relInfo.lhs_key;\n    var rhsKey = relInfo.rhs_key;\n    var existingPayloads = this._cache[lhsKey];\n\n    if (relInfo.hasInverse === true && relInfo.rhs_isPolymorphic === true) {\n      existingPayloads = this._cache[rhsKey];\n\n      if (existingPayloads !== undefined) {\n        this._cache[lhsKey] = existingPayloads;\n        return existingPayloads;\n      }\n    }\n\n    // populate the cache for both sides of the relationship, as they both use\n    // the same `RelationshipPayloads`.\n    //\n    // This works out better than creating a single common key, because to\n    // compute that key we would need to do work to look up the inverse\n    //\n    var cache = this._cache[lhsKey] = new RelationshipPayloads(relInfo);\n\n    if (relInfo.hasInverse === true) {\n      this._cache[rhsKey] = cache;\n    }\n\n    return cache;\n  };\n\n  return RelationshipPayloadsManager;\n}();\n\nfunction payloadIsNotBlank(adapterPayload) {\n  if (Array.isArray(adapterPayload)) {\n    return true;\n  } else {\n    return Object.keys(adapterPayload || {}).length;\n  }\n}\n\nfunction _find(adapter, store, modelClass, id, internalModel, options) {\n  {\n    incrementRequestCount();\n  }\n  var snapshot = internalModel.createSnapshot(options);\n  var modelName = internalModel.modelName;\n\n  var promise = Ember.RSVP.Promise.resolve().then(function () {\n    return adapter.findRecord(store, modelClass, id, snapshot);\n  });\n  var label = 'DS: Handle Adapter#findRecord of \\'' + modelName + '\\' with id: \\'' + id + '\\'';\n\n  promise = guardDestroyedStore(promise, store, label);\n\n  return promise.then(function (adapterPayload) {\n    (true && !(payloadIsNotBlank(adapterPayload)) && Ember.assert('You made a \\'findRecord\\' request for a \\'' + modelName + '\\' with id \\'' + id + '\\', but the adapter\\'s response did not have any data', payloadIsNotBlank(adapterPayload)));\n\n    var serializer = serializerForAdapter(store, adapter, modelName);\n    var payload = normalizeResponseHelper(serializer, store, modelClass, adapterPayload, id, 'findRecord');\n    (true && !(!Array.isArray(payload.data)) && Ember.assert('Ember Data expected the primary data returned from a \\'findRecord\\' response to be an object but instead it found an array.', !Array.isArray(payload.data)));\n    (true && Ember.warn('You requested a record of type \\'' + modelName + '\\' with id \\'' + id + '\\' but the adapter returned a payload with primary data having an id of \\'' + payload.data.id + '\\'. Use \\'store.findRecord()\\' when the requested id is the same as the one returned by the adapter. In other cases use \\'store.queryRecord()\\' instead https://emberjs.com/api/data/classes/DS.Store.html#method_queryRecord', payload.data.id === id, {\n      id: 'ds.store.findRecord.id-mismatch'\n    }));\n\n\n    return store._push(payload);\n  }, function (error) {\n    internalModel.notFound();\n    if (internalModel.isEmpty()) {\n      internalModel.unloadRecord();\n    }\n\n    throw error;\n  }, 'DS: Extract payload of \\'' + modelName + '\\'');\n}\n\nfunction _findMany(adapter, store, modelName, ids, internalModels) {\n  {\n    incrementRequestCount();\n  }\n  var snapshots = Ember.A(internalModels).invoke('createSnapshot');\n  var modelClass = store.modelFor(modelName); // `adapter.findMany` gets the modelClass still\n  var promise = adapter.findMany(store, modelClass, ids, snapshots);\n  var label = 'DS: Handle Adapter#findMany of \\'' + modelName + '\\'';\n\n  if (promise === undefined) {\n    throw new Error('adapter.findMany returned undefined, this was very likely a mistake');\n  }\n\n  promise = guardDestroyedStore(promise, store, label);\n\n  return promise.then(function (adapterPayload) {\n    (true && !(payloadIsNotBlank(adapterPayload)) && Ember.assert('You made a \\'findMany\\' request for \\'' + modelName + '\\' records with ids \\'[' + ids + ']\\', but the adapter\\'s response did not have any data', payloadIsNotBlank(adapterPayload)));\n\n    var serializer = serializerForAdapter(store, adapter, modelName);\n    var payload = normalizeResponseHelper(serializer, store, modelClass, adapterPayload, null, 'findMany');\n    return store._push(payload);\n  }, null, 'DS: Extract payload of ' + modelName);\n}\n\nfunction _findHasMany(adapter, store, internalModel, link, relationship) {\n  {\n    incrementRequestCount();\n  }\n  var snapshot = internalModel.createSnapshot();\n  var modelClass = store.modelFor(relationship.type);\n  var promise = adapter.findHasMany(store, snapshot, link, relationship);\n  var label = 'DS: Handle Adapter#findHasMany of \\'' + internalModel.modelName + '\\' : \\'' + relationship.type + '\\'';\n\n  promise = guardDestroyedStore(promise, store, label);\n  promise = _guard(promise, _bind(_objectIsAlive, internalModel));\n\n  return promise.then(function (adapterPayload) {\n    (true && !(payloadIsNotBlank(adapterPayload)) && Ember.assert('You made a \\'findHasMany\\' request for a ' + internalModel.modelName + '\\'s \\'' + relationship.key + '\\' relationship, using link \\'' + link + '\\' , but the adapter\\'s response did not have any data', payloadIsNotBlank(adapterPayload)));\n\n    var serializer = serializerForAdapter(store, adapter, relationship.type);\n    var payload = normalizeResponseHelper(serializer, store, modelClass, adapterPayload, null, 'findHasMany');\n    var internalModelArray = store._push(payload);\n\n    internalModelArray.meta = payload.meta;\n    return internalModelArray;\n  }, null, 'DS: Extract payload of \\'' + internalModel.modelName + '\\' : hasMany \\'' + relationship.type + '\\'');\n}\n\nfunction _findBelongsTo(adapter, store, internalModel, link, relationship) {\n  {\n    incrementRequestCount();\n  }\n  var snapshot = internalModel.createSnapshot();\n  var modelClass = store.modelFor(relationship.type);\n  var promise = adapter.findBelongsTo(store, snapshot, link, relationship);\n  var label = 'DS: Handle Adapter#findBelongsTo of ' + internalModel.modelName + ' : ' + relationship.type;\n\n  promise = guardDestroyedStore(promise, store, label);\n  promise = _guard(promise, _bind(_objectIsAlive, internalModel));\n\n  return promise.then(function (adapterPayload) {\n    var serializer = serializerForAdapter(store, adapter, relationship.type);\n    var payload = normalizeResponseHelper(serializer, store, modelClass, adapterPayload, null, 'findBelongsTo');\n\n    if (!payload.data) {\n      return null;\n    }\n\n    return store._push(payload);\n  }, null, 'DS: Extract payload of ' + internalModel.modelName + ' : ' + relationship.type);\n}\n\nfunction _findAll(adapter, store, modelName, sinceToken, options) {\n  {\n    incrementRequestCount();\n  }\n  var modelClass = store.modelFor(modelName); // adapter.findAll depends on the class\n  var recordArray = store.peekAll(modelName);\n  var snapshotArray = recordArray._createSnapshot(options);\n  var promise = Ember.RSVP.Promise.resolve().then(function () {\n    return adapter.findAll(store, modelClass, sinceToken, snapshotArray);\n  });\n  var label = \"DS: Handle Adapter#findAll of \" + modelClass;\n\n  promise = guardDestroyedStore(promise, store, label);\n\n  return promise.then(function (adapterPayload) {\n    (true && !(payloadIsNotBlank(adapterPayload)) && Ember.assert('You made a \\'findAll\\' request for \\'' + modelName + '\\' records, but the adapter\\'s response did not have any data', payloadIsNotBlank(adapterPayload)));\n\n    var serializer = serializerForAdapter(store, adapter, modelName);\n    var payload = normalizeResponseHelper(serializer, store, modelClass, adapterPayload, null, 'findAll');\n\n    store._push(payload);\n    store._didUpdateAll(modelName);\n\n    return recordArray;\n  }, null, 'DS: Extract payload of findAll ${modelName}');\n}\n\nfunction _query(adapter, store, modelName, query, recordArray, options) {\n  {\n    incrementRequestCount();\n  }\n  var modelClass = store.modelFor(modelName); // adapter.query needs the class\n\n  var promise = void 0;\n  var createRecordArray = adapter.query.length > 3 || adapter.query.wrappedFunction && adapter.query.wrappedFunction.length > 3;\n\n  if (createRecordArray) {\n    recordArray = recordArray || store.recordArrayManager.createAdapterPopulatedRecordArray(modelName, query);\n    promise = Ember.RSVP.Promise.resolve().then(function () {\n      return adapter.query(store, modelClass, query, recordArray, options);\n    });\n  } else {\n    promise = Ember.RSVP.Promise.resolve().then(function () {\n      return adapter.query(store, modelClass, query);\n    });\n  }\n\n  var label = 'DS: Handle Adapter#query of ' + modelName;\n  promise = guardDestroyedStore(promise, store, label);\n\n  return promise.then(function (adapterPayload) {\n    var serializer = serializerForAdapter(store, adapter, modelName);\n\n    var payload = normalizeResponseHelper(serializer, store, modelClass, adapterPayload, null, 'query');\n\n    var internalModels = store._push(payload);\n\n    (true && !(Array.isArray(internalModels)) && Ember.assert('The response to store.query is expected to be an array but it was a single record. Please wrap your response in an array or use `store.queryRecord` to query for a single record.', Array.isArray(internalModels)));\n\n    if (recordArray) {\n      recordArray._setInternalModels(internalModels, payload);\n    } else {\n      recordArray = store.recordArrayManager.createAdapterPopulatedRecordArray(modelName, query, internalModels, payload);\n    }\n\n    return recordArray;\n  }, null, 'DS: Extract payload of query ' + modelName);\n}\n\nfunction _queryRecord(adapter, store, modelName, query, options) {\n  {\n    incrementRequestCount();\n  }\n  var modelClass = store.modelFor(modelName); // adapter.queryRecord needs the class\n  var promise = Ember.RSVP.Promise.resolve().then(function () {\n    return adapter.queryRecord(store, modelClass, query, options);\n  });\n\n  var label = 'DS: Handle Adapter#queryRecord of ' + modelName;\n  promise = guardDestroyedStore(promise, store, label);\n\n  return promise.then(function (adapterPayload) {\n    var serializer = serializerForAdapter(store, adapter, modelName);\n    var payload = normalizeResponseHelper(serializer, store, modelClass, adapterPayload, null, 'queryRecord');\n\n    (true && !(!Array.isArray(payload.data)) && Ember.assert('Expected the primary data returned by the serializer for a \\'queryRecord\\' response to be a single object or null but instead it was an array.', !Array.isArray(payload.data), {\n      id: 'ds.store.queryRecord-array-response'\n    }));\n\n\n    return store._push(payload);\n  }, null, 'DS: Extract payload of queryRecord ' + modelName);\n}\n\n// Used by the store to normalize IDs entering the store.  Despite the fact\n// that developers may provide IDs as numbers (e.g., `store.findRecord('person', 1)`),\n// it is important that internally we use strings, since IDs may be serialized\n// and lose type information.  For example, Ember's router may put a record's\n// ID into the URL, and if we later try to deserialize that URL and find the\n// corresponding record, we will not know if it is a string or a number.\nfunction coerceId(id) {\n  if (id === null || id === undefined || id === '') {\n    return null;\n  }\n  if (typeof id === 'string') {\n    return id;\n  }\n  return '' + id;\n}\n\nvar _createClass$8 = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck$16(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n  @module ember-data\n*/\n\n/**\n  @class SnapshotRecordArray\n  @namespace DS\n  @private\n  @constructor\n  @param {Array} snapshots An array of snapshots\n  @param {Object} meta\n*/\nvar SnapshotRecordArray = function () {\n  function SnapshotRecordArray(recordArray, meta) {\n    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n\n    _classCallCheck$16(this, SnapshotRecordArray);\n\n    /**\n      An array of snapshots\n      @private\n      @property _snapshots\n      @type {Array}\n    */\n    this._snapshots = null;\n\n    /**\n      An array of records\n      @private\n      @property _recordArray\n      @type {Array}\n    */\n    this._recordArray = recordArray;\n\n    /**\n      Number of records in the array\n       Example\n       ```app/adapters/post.js\n      import DS from 'ember-data'\n       export default DS.JSONAPIAdapter.extend({\n        shouldReloadAll(store, snapshotRecordArray) {\n          return !snapshotRecordArray.length;\n        },\n      });\n      ```\n       @property length\n      @type {Number}\n    */\n    this.length = recordArray.get('length');\n\n    this._type = null;\n\n    /**\n      Meta objects for the record array.\n       Example\n       ```app/adapters/post.js\n      import DS from 'ember-data'\n       export default DS.JSONAPIAdapter.extend({\n        shouldReloadAll(store, snapshotRecordArray) {\n          var lastRequestTime = snapshotRecordArray.meta.lastRequestTime;\n          var twentyMinutes = 20 * 60 * 1000;\n          return Date.now() > lastRequestTime + twentyMinutes;\n        },\n      });\n      ```\n       @property meta\n      @type {Object}\n    */\n    this.meta = meta;\n\n    /**\n      A hash of adapter options passed into the store method for this request.\n       Example\n       ```app/adapters/post.js\n      import MyCustomAdapter from './custom-adapter';\n       export default MyCustomAdapter.extend({\n        findAll(store, type, sinceToken, snapshotRecordArray) {\n          if (snapshotRecordArray.adapterOptions.subscribe) {\n            // ...\n          }\n          // ...\n        }\n      });\n      ```\n       @property adapterOptions\n      @type {Object}\n    */\n    this.adapterOptions = options.adapterOptions;\n\n    /**\n      The relationships to include for this request.\n       Example\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n       export default DS.Adapter.extend({\n        findAll(store, type, snapshotRecordArray) {\n          var url = `/${type.modelName}?include=${encodeURIComponent(snapshotRecordArray.include)}`;\n           return fetch(url).then((response) => response.json())\n        }\n      });\n       @property include\n      @type {String|Array}\n    */\n    this.include = options.include;\n  }\n\n  /**\n    The type of the underlying records for the snapshots in the array, as a DS.Model\n    @property type\n    @type {DS.Model}\n  */\n\n\n  /**\n    Get snapshots of the underlying record array\n     Example\n     ```app/adapters/post.js\n    import DS from 'ember-data'\n     export default DS.JSONAPIAdapter.extend({\n      shouldReloadAll(store, snapshotArray) {\n        var snapshots = snapshotArray.snapshots();\n         return snapshots.any(function(ticketSnapshot) {\n          var timeDiff = moment().diff(ticketSnapshot.attr('lastAccessedAt'), 'minutes');\n          if (timeDiff > 20) {\n            return true;\n          } else {\n            return false;\n          }\n        });\n      }\n    });\n    ```\n     @method snapshots\n    @return {Array} Array of snapshots\n  */\n  SnapshotRecordArray.prototype.snapshots = function snapshots() {\n    if (this._snapshots !== null) {\n      return this._snapshots;\n    }\n\n    this._snapshots = this._recordArray._takeSnapshot();\n\n    return this._snapshots;\n  };\n\n  _createClass$8(SnapshotRecordArray, [{\n    key: 'type',\n    get: function get() {\n      return this._type || (this._type = this._recordArray.get('type'));\n    }\n  }]);\n\n  return SnapshotRecordArray;\n}();\n\n/**\n  A record array is an array that contains records of a certain modelName. The record\n  array materializes records as needed when they are retrieved for the first\n  time. You should not create record arrays yourself. Instead, an instance of\n  `DS.RecordArray` or its subclasses will be returned by your application's store\n  in response to queries.\n\n  @class RecordArray\n  @namespace DS\n  @extends Ember.ArrayProxy\n  @uses Ember.Evented\n*/\n\nvar RecordArray = Ember.ArrayProxy.extend(Ember.Evented, {\n  init: function init() {\n    this._super.apply(this, arguments);\n\n    /**\n      The array of client ids backing the record array. When a\n      record is requested from the record array, the record\n      for the client id at the same index is materialized, if\n      necessary, by the store.\n       @property content\n      @private\n      @type Ember.Array\n      */\n    this.set('content', this.content || null);\n\n    /**\n    The flag to signal a `RecordArray` is finished loading data.\n     Example\n     ```javascript\n    var people = store.peekAll('person');\n    people.get('isLoaded'); // true\n    ```\n     @property isLoaded\n    @type Boolean\n    */\n    this.isLoaded = this.isLoaded || false;\n    /**\n    The flag to signal a `RecordArray` is currently loading data.\n    Example\n    ```javascript\n    var people = store.peekAll('person');\n    people.get('isUpdating'); // false\n    people.update();\n    people.get('isUpdating'); // true\n    ```\n    @property isUpdating\n    @type Boolean\n    */\n    this.isUpdating = false;\n\n    /**\n    The store that created this record array.\n    @property store\n    @private\n    @type DS.Store\n    */\n    this.store = this.store || null;\n    this._updatingPromise = null;\n  },\n  replace: function replace() {\n    throw new Error('The result of a server query (for all ' + this.modelName + ' types) is immutable. To modify contents, use toArray()');\n  },\n\n\n  /**\n   The modelClass represented by this record array.\n    @property type\n   @type DS.Model\n   */\n  type: Ember.computed('modelName', function () {\n    if (!this.modelName) {\n      return null;\n    }\n    return this.store._modelFor(this.modelName);\n  }).readOnly(),\n\n  /**\n    Retrieves an object from the content by index.\n     @method objectAtContent\n    @private\n    @param {Number} index\n    @return {DS.Model} record\n  */\n  objectAtContent: function objectAtContent(index) {\n    var internalModel = Ember.get(this, 'content').objectAt(index);\n    return internalModel && internalModel.getRecord();\n  },\n\n\n  /**\n    Used to get the latest version of all of the records in this array\n    from the adapter.\n     Example\n     ```javascript\n    var people = store.peekAll('person');\n    people.get('isUpdating'); // false\n     people.update().then(function() {\n      people.get('isUpdating'); // false\n    });\n     people.get('isUpdating'); // true\n    ```\n     @method update\n  */\n  update: function update() {\n    var _this = this;\n\n    if (Ember.get(this, 'isUpdating')) {\n      return this._updatingPromise;\n    }\n\n    this.set('isUpdating', true);\n\n    var updatingPromise = this._update().finally(function () {\n      _this._updatingPromise = null;\n      if (_this.get('isDestroying') || _this.get('isDestroyed')) {\n        return;\n      }\n      _this.set('isUpdating', false);\n    });\n\n    this._updatingPromise = updatingPromise;\n\n    return updatingPromise;\n  },\n\n\n  /*\n    Update this RecordArray and return a promise which resolves once the update\n    is finished.\n   */\n  _update: function _update() {\n    return this.store.findAll(this.modelName, { reload: true });\n  },\n\n\n  /**\n    Adds an internal model to the `RecordArray` without duplicates\n     @method _pushInternalModels\n    @private\n    @param {InternalModel} internalModel\n  */\n  _pushInternalModels: function _pushInternalModels(internalModels) {\n    // pushObjects because the internalModels._recordArrays set was already\n    // consulted for inclusion, so addObject and its on .contains call is not\n    // required.\n    Ember.get(this, 'content').pushObjects(internalModels);\n  },\n\n\n  /**\n    Removes an internalModel to the `RecordArray`.\n     @method removeInternalModel\n    @private\n    @param {InternalModel} internalModel\n  */\n  _removeInternalModels: function _removeInternalModels(internalModels) {\n    Ember.get(this, 'content').removeObjects(internalModels);\n  },\n\n\n  /**\n    Saves all of the records in the `RecordArray`.\n     Example\n     ```javascript\n    var messages = store.peekAll('message');\n    messages.forEach(function(message) {\n      message.set('hasBeenSeen', true);\n    });\n    messages.save();\n    ```\n     @method save\n    @return {DS.PromiseArray} promise\n  */\n  save: function save() {\n    var _this2 = this;\n\n    var promiseLabel = 'DS: RecordArray#save ' + this.modelName;\n    var promise = Ember.RSVP.Promise.all(this.invoke('save'), promiseLabel).then(function () {\n      return _this2;\n    }, null, 'DS: RecordArray#save return RecordArray');\n\n    return PromiseArray.create({ promise: promise });\n  },\n  _dissociateFromOwnRecords: function _dissociateFromOwnRecords() {\n    var _this3 = this;\n\n    this.get('content').forEach(function (internalModel) {\n      var recordArrays = internalModel.__recordArrays;\n\n      if (recordArrays) {\n        recordArrays.delete(_this3);\n      }\n    });\n  },\n\n\n  /**\n    @method _unregisterFromManager\n    @private\n  */\n  _unregisterFromManager: function _unregisterFromManager() {\n    this.manager.unregisterRecordArray(this);\n  },\n  willDestroy: function willDestroy() {\n    this._unregisterFromManager();\n    this._dissociateFromOwnRecords();\n    // TODO: we should not do work during destroy:\n    //   * when objects are destroyed, they should simply be left to do\n    //   * if logic errors do to this, that logic needs to be more careful during\n    //    teardown (ember provides isDestroying/isDestroyed) for this reason\n    //   * the exception being: if an dominator has a reference to this object,\n    //     and must be informed to release e.g. e.g. removing itself from th\n    //     recordArrayMananger\n    Ember.set(this, 'content', null);\n    Ember.set(this, 'length', 0);\n    this._super.apply(this, arguments);\n  },\n\n\n  /*\n    @method _createSnapshot\n    @private\n  */\n  _createSnapshot: function _createSnapshot(options) {\n    // this is private for users, but public for ember-data internals\n    return new SnapshotRecordArray(this, this.get('meta'), options);\n  },\n\n\n  /*\n    @method _takeSnapshot\n    @private\n  */\n  _takeSnapshot: function _takeSnapshot() {\n    return Ember.get(this, 'content').map(function (internalModel) {\n      return internalModel.createSnapshot();\n    });\n  }\n});\n\n/**\n  Represents a list of records whose membership is determined by the\n  store. As records are created, loaded, or modified, the store\n  evaluates them to determine if they should be part of the record\n  array.\n\n  @class FilteredRecordArray\n  @namespace DS\n  @extends DS.RecordArray\n*/\nvar FilteredRecordArray = RecordArray.extend({\n  init: function init() {\n    this._super.apply(this, arguments);\n\n    this.set('filterFunction', this.get('filterFunction') || null);\n    this.isLoaded = true;\n  },\n\n  /**\n    The filterFunction is a function used to test records from the store to\n    determine if they should be part of the record array.\n     Example\n     ```javascript\n    var allPeople = store.peekAll('person');\n    allPeople.mapBy('name'); // [\"Tom Dale\", \"Yehuda Katz\", \"Trek Glowacki\"]\n     var people = store.filter('person', function(person) {\n      if (person.get('name').match(/Katz$/)) { return true; }\n    });\n    people.mapBy('name'); // [\"Yehuda Katz\"]\n     var notKatzFilter = function(person) {\n      return !person.get('name').match(/Katz$/);\n    };\n    people.set('filterFunction', notKatzFilter);\n    people.mapBy('name'); // [\"Tom Dale\", \"Trek Glowacki\"]\n    ```\n     @method filterFunction\n    @param {DS.Model} record\n    @return {Boolean} `true` if the record should be in the array\n  */\n\n  replace: function replace() {\n    throw new Error('The result of a client-side filter (on ' + this.modelName + ') is immutable.');\n  },\n\n\n  /**\n    @method updateFilter\n    @private\n  */\n  _updateFilter: function _updateFilter() {\n    if (Ember.get(this, 'isDestroying') || Ember.get(this, 'isDestroyed')) {\n      return;\n    }\n    Ember.get(this, 'manager').updateFilter(this, this.modelName, Ember.get(this, 'filterFunction'));\n  },\n\n\n  updateFilter: Ember.observer('filterFunction', function () {\n    Ember.run.once(this, this._updateFilter);\n  })\n});\n\nfunction cloneNull(source) {\n  var clone = Object.create(null);\n  for (var key in source) {\n    clone[key] = source[key];\n  }\n  return clone;\n}\n\n/**\n  Represents an ordered list of records whose order and membership is\n  determined by the adapter. For example, a query sent to the adapter\n  may trigger a search on the server, whose results would be loaded\n  into an instance of the `AdapterPopulatedRecordArray`.\n\n  ---\n\n  If you want to update the array and get the latest records from the\n  adapter, you can invoke [`update()`](#method_update):\n\n  Example\n\n  ```javascript\n  // GET /users?isAdmin=true\n  var admins = store.query('user', { isAdmin: true });\n\n  admins.then(function() {\n    console.log(admins.get(\"length\")); // 42\n  });\n\n  // somewhere later in the app code, when new admins have been created\n  // in the meantime\n  //\n  // GET /users?isAdmin=true\n  admins.update().then(function() {\n    admins.get('isUpdating'); // false\n    console.log(admins.get(\"length\")); // 123\n  });\n\n  admins.get('isUpdating'); // true\n  ```\n\n  @class AdapterPopulatedRecordArray\n  @namespace DS\n  @extends DS.RecordArray\n*/\nvar AdapterPopulatedRecordArray = RecordArray.extend({\n  init: function init() {\n    // yes we are touching `this` before super, but ArrayProxy has a bug that requires this.\n    this.set('content', this.get('content') || Ember.A());\n\n    this._super.apply(this, arguments);\n    this.query = this.query || null;\n    this.links = this.links || null;\n  },\n  replace: function replace() {\n    throw new Error('The result of a server query (on ' + this.modelName + ') is immutable.');\n  },\n  _update: function _update() {\n    var store = Ember.get(this, 'store');\n    var query = Ember.get(this, 'query');\n\n    return store._query(this.modelName, query, this);\n  },\n\n\n  /**\n    @method _setInternalModels\n    @param {Array} internalModels\n    @param {Object} payload normalized payload\n    @private\n  */\n  _setInternalModels: function _setInternalModels(internalModels, payload) {\n\n    // TODO: initial load should not cause change events at all, only\n    // subsequent. This requires changing the public api of adapter.query, but\n    // hopefully we can do that soon.\n    this.get('content').setObjects(internalModels);\n\n    this.setProperties({\n      isLoaded: true,\n      isUpdating: false,\n      meta: cloneNull(payload.meta),\n      links: cloneNull(payload.links)\n    });\n\n    associateWithRecordArray(internalModels, this);\n\n    // TODO: should triggering didLoad event be the last action of the runLoop?\n    Ember.run.once(this, 'trigger', 'didLoad');\n  }\n});\n\n/**\n  @module ember-data\n*/\n\nfunction _classCallCheck$15(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n/**\n  @class RecordArrayManager\n  @namespace DS\n  @private\n*/\nvar RecordArrayManager = function () {\n  function RecordArrayManager(options) {\n    _classCallCheck$15(this, RecordArrayManager);\n\n    this.store = options.store;\n    this.isDestroying = false;\n    this.isDestroyed = false;\n    this._filteredRecordArrays = Object.create(null);\n    this._liveRecordArrays = Object.create(null);\n    this._pending = Object.create(null);\n    this._adapterPopulatedRecordArrays = [];\n  }\n\n  RecordArrayManager.prototype.recordDidChange = function recordDidChange(internalModel) {\n    // TODO: change name\n    // TODO: track that it was also a change\n    this.internalModelDidChange(internalModel);\n  };\n\n  RecordArrayManager.prototype.recordWasLoaded = function recordWasLoaded(internalModel) {\n    // TODO: change name\n    // TODO: track that it was also that it was first loaded\n    this.internalModelDidChange(internalModel);\n  };\n\n  RecordArrayManager.prototype.internalModelDidChange = function internalModelDidChange(internalModel) {\n\n    var modelName = internalModel.modelName;\n\n    if (internalModel._pendingRecordArrayManagerFlush) {\n      return;\n    }\n\n    internalModel._pendingRecordArrayManagerFlush = true;\n\n    var pending = this._pending;\n    var models = pending[modelName] = pending[modelName] || [];\n    if (models.push(internalModel) !== 1) {\n      return;\n    }\n\n    Ember.run.schedule('actions', this, this._flush);\n  };\n\n  RecordArrayManager.prototype._flushPendingInternalModelsForModelName = function _flushPendingInternalModelsForModelName(modelName, internalModels) {\n    var modelsToRemove = [];\n\n    for (var j = 0; j < internalModels.length; j++) {\n      var internalModel = internalModels[j];\n      // mark internalModels, so they can once again be processed by the\n      // recordArrayManager\n      internalModel._pendingRecordArrayManagerFlush = false;\n      // build up a set of models to ensure we have purged correctly;\n      if (internalModel.isHiddenFromRecordArrays()) {\n        modelsToRemove.push(internalModel);\n      }\n    }\n\n    // process filteredRecordArrays\n    if (this._filteredRecordArrays[modelName]) {\n      var recordArrays = this.filteredRecordArraysFor(modelName);\n      for (var i = 0; i < recordArrays.length; i++) {\n        this.updateFilterRecordArray(recordArrays[i], modelName, internalModels);\n      }\n    }\n\n    var array = this._liveRecordArrays[modelName];\n    if (array) {\n      // TODO: skip if it only changed\n      // process liveRecordArrays\n      this.updateLiveRecordArray(array, internalModels);\n    }\n\n    // process adapterPopulatedRecordArrays\n    if (modelsToRemove.length > 0) {\n      removeFromAdapterPopulatedRecordArrays(modelsToRemove);\n    }\n  };\n\n  RecordArrayManager.prototype._flush = function _flush() {\n\n    var pending = this._pending;\n    this._pending = Object.create(null);\n\n    for (var modelName in pending) {\n      this._flushPendingInternalModelsForModelName(modelName, pending[modelName]);\n    }\n  };\n\n  RecordArrayManager.prototype.updateLiveRecordArray = function updateLiveRecordArray(array, internalModels) {\n    return _updateLiveRecordArray(array, internalModels);\n  };\n\n  /**\n    Update an individual filter.\n     @private\n    @method updateFilterRecordArray\n    @param {DS.FilteredRecordArray} array\n    @param {String} modelName\n    @param {Array} internalModels\n  */\n\n\n  RecordArrayManager.prototype.updateFilterRecordArray = function updateFilterRecordArray(array, modelName, internalModels) {\n\n    var filter = Ember.get(array, 'filterFunction');\n\n    var shouldBeInAdded = [];\n    var shouldBeRemoved = [];\n\n    for (var i = 0; i < internalModels.length; i++) {\n      var internalModel = internalModels[i];\n      if (internalModel.isHiddenFromRecordArrays() === false && filter(internalModel.getRecord())) {\n        if (internalModel._recordArrays.has(array)) {\n          continue;\n        }\n        shouldBeInAdded.push(internalModel);\n        internalModel._recordArrays.add(array);\n      } else {\n        if (internalModel._recordArrays.delete(array)) {\n          shouldBeRemoved.push(internalModel);\n        }\n      }\n    }\n\n    if (shouldBeInAdded.length > 0) {\n      array._pushInternalModels(shouldBeInAdded);\n    }\n    if (shouldBeRemoved.length > 0) {\n      array._removeInternalModels(shouldBeRemoved);\n    }\n  };\n\n  RecordArrayManager.prototype._syncLiveRecordArray = function _syncLiveRecordArray(array, modelName) {\n    (true && !(typeof modelName === 'string') && Ember.assert('recordArrayManger.syncLiveRecordArray expects modelName not modelClass as the second param', typeof modelName === 'string'));\n\n    var pending = this._pending[modelName];\n    var hasPendingChanges = Array.isArray(pending);\n    var hasNoPotentialDeletions = !hasPendingChanges || pending.length === 0;\n    var map = this.store._internalModelsFor(modelName);\n    var hasNoInsertionsOrRemovals = Ember.get(map, 'length') === Ember.get(array, 'length');\n\n    /*\n      Ideally the recordArrayManager has knowledge of the changes to be applied to\n      liveRecordArrays, and is capable of strategically flushing those changes and applying\n      small diffs if desired.  However, until we've refactored recordArrayManager, this dirty\n      check prevents us from unnecessarily wiping out live record arrays returned by peekAll.\n      */\n    if (hasNoPotentialDeletions && hasNoInsertionsOrRemovals) {\n      return;\n    }\n\n    if (hasPendingChanges) {\n      this._flushPendingInternalModelsForModelName(modelName, pending);\n      delete pending[modelName];\n    }\n\n    var internalModels = this._visibleInternalModelsByType(modelName);\n    var modelsToAdd = [];\n    for (var i = 0; i < internalModels.length; i++) {\n      var internalModel = internalModels[i];\n      var recordArrays = internalModel._recordArrays;\n      if (recordArrays.has(array) === false) {\n        recordArrays.add(array);\n        modelsToAdd.push(internalModel);\n      }\n    }\n\n    if (modelsToAdd.length) {\n      array._pushInternalModels(modelsToAdd);\n    }\n  };\n\n  /**\n    This method is invoked if the `filterFunction` property is\n    changed on a `DS.FilteredRecordArray`.\n     It essentially re-runs the filter from scratch. This same\n    method is invoked when the filter is created in th first place.\n     @method updateFilter\n    @param {Array} array\n    @param {String} modelName\n    @param {Function} filter\n  */\n\n\n  RecordArrayManager.prototype.updateFilter = function updateFilter(array, modelName, filter) {\n    (true && !(typeof modelName === 'string') && Ember.assert('recordArrayManger.updateFilter expects modelName not modelClass as the second param, received ' + modelName, typeof modelName === 'string'));\n\n    var modelMap = this.store._internalModelsFor(modelName);\n    var internalModels = modelMap.models;\n\n    this.updateFilterRecordArray(array, filter, internalModels);\n  };\n\n  RecordArrayManager.prototype._didUpdateAll = function _didUpdateAll(modelName) {\n    var recordArray = this._liveRecordArrays[modelName];\n    if (recordArray) {\n      Ember.set(recordArray, 'isUpdating', false);\n    }\n  };\n\n  /**\n    Get the `DS.RecordArray` for a modelName, which contains all loaded records of\n    given modelName.\n     @method liveRecordArrayFor\n    @param {String} modelName\n    @return {DS.RecordArray}\n  */\n\n\n  RecordArrayManager.prototype.liveRecordArrayFor = function liveRecordArrayFor(modelName) {\n    (true && !(typeof modelName === 'string') && Ember.assert('recordArrayManger.liveRecordArrayFor expects modelName not modelClass as the param', typeof modelName === 'string'));\n\n\n    var array = this._liveRecordArrays[modelName];\n\n    if (array) {\n      // if the array already exists, synchronize\n      this._syncLiveRecordArray(array, modelName);\n    } else {\n      // if the array is being newly created merely create it with its initial\n      // content already set. This prevents unneeded change events.\n      var internalModels = this._visibleInternalModelsByType(modelName);\n      array = this.createRecordArray(modelName, internalModels);\n      this._liveRecordArrays[modelName] = array;\n    }\n\n    return array;\n  };\n\n  RecordArrayManager.prototype._visibleInternalModelsByType = function _visibleInternalModelsByType(modelName) {\n    var all = this.store._internalModelsFor(modelName)._models;\n    var visible = [];\n    for (var i = 0; i < all.length; i++) {\n      var model = all[i];\n      if (model.isHiddenFromRecordArrays() === false) {\n        visible.push(model);\n      }\n    }\n    return visible;\n  };\n  /**\n    Get the `DS.RecordArray` for a modelName, which contains all loaded records of\n    given modelName.\n     @method filteredRecordArraysFor\n    @param {String} modelName\n    @return {DS.RecordArray}\n  */\n\n\n  RecordArrayManager.prototype.filteredRecordArraysFor = function filteredRecordArraysFor(modelName) {\n    (true && !(typeof modelName === 'string') && Ember.assert('recordArrayManger.filteredRecordArraysFor expects modelName not modelClass as the param', typeof modelName === 'string'));\n\n\n    return this._filteredRecordArrays[modelName] || (this._filteredRecordArrays[modelName] = []);\n  };\n  /**\n    Create a `DS.RecordArray` for a modelName.\n     @method createRecordArray\n    @param {String} modelName\n    @param {Array} _content (optional|private)\n    @return {DS.RecordArray}\n  */\n\n\n  RecordArrayManager.prototype.createRecordArray = function createRecordArray(modelName, content) {\n    (true && !(typeof modelName === 'string') && Ember.assert('recordArrayManger.createRecordArray expects modelName not modelClass as the param', typeof modelName === 'string'));\n\n\n    var array = RecordArray.create({\n      modelName: modelName,\n      content: Ember.A(content || []),\n      store: this.store,\n      isLoaded: true,\n      manager: this\n    });\n\n    if (Array.isArray(content)) {\n      associateWithRecordArray(content, array);\n    }\n\n    return array;\n  };\n\n  /**\n    Create a `DS.FilteredRecordArray` for a modelName and register it for updates.\n     @method createFilteredRecordArray\n    @param {String} modelName\n    @param {Function} filter\n    @param {Object} query (optional\n    @return {DS.FilteredRecordArray}\n  */\n\n\n  RecordArrayManager.prototype.createFilteredRecordArray = function createFilteredRecordArray(modelName, filter, query) {\n    (true && !(typeof modelName === 'string') && Ember.assert('recordArrayManger.createFilteredRecordArray expects modelName not modelClass as the first param, received ' + modelName, typeof modelName === 'string'));\n\n    var array = FilteredRecordArray.create({\n      query: query,\n      modelName: modelName,\n      content: Ember.A(),\n      store: this.store,\n      manager: this,\n      filterFunction: filter\n    });\n\n    this.registerFilteredRecordArray(array, modelName, filter);\n\n    return array;\n  };\n\n  /**\n    Create a `DS.AdapterPopulatedRecordArray` for a modelName with given query.\n     @method createAdapterPopulatedRecordArray\n    @param {String} modelName\n    @param {Object} query\n    @return {DS.AdapterPopulatedRecordArray}\n  */\n\n\n  RecordArrayManager.prototype.createAdapterPopulatedRecordArray = function createAdapterPopulatedRecordArray(modelName, query, internalModels, payload) {\n    (true && !(typeof modelName === 'string') && Ember.assert('recordArrayManger.createAdapterPopulatedRecordArray expects modelName not modelClass as the first param, received ' + modelName, typeof modelName === 'string'));\n\n\n    var array = void 0;\n    if (Array.isArray(internalModels)) {\n      array = AdapterPopulatedRecordArray.create({\n        modelName: modelName,\n        query: query,\n        content: Ember.A(internalModels),\n        store: this.store,\n        manager: this,\n        isLoaded: true,\n        isUpdating: false,\n        meta: cloneNull(payload.meta),\n        links: cloneNull(payload.links)\n      });\n\n      associateWithRecordArray(internalModels, array);\n    } else {\n      array = AdapterPopulatedRecordArray.create({\n        modelName: modelName,\n        query: query,\n        content: Ember.A(),\n        store: this.store,\n        manager: this\n      });\n    }\n\n    this._adapterPopulatedRecordArrays.push(array);\n\n    return array;\n  };\n\n  /**\n    Register a RecordArray for a given modelName to be backed by\n    a filter function. This will cause the array to update\n    automatically when records of that modelName change attribute\n    values or states.\n     @method registerFilteredRecordArray\n    @param {DS.RecordArray} array\n    @param {String} modelName\n    @param {Function} filter\n  */\n\n\n  RecordArrayManager.prototype.registerFilteredRecordArray = function registerFilteredRecordArray(array, modelName, filter) {\n    (true && !(typeof modelName === 'string') && Ember.assert('recordArrayManger.registerFilteredRecordArray expects modelName not modelClass as the second param, received ' + modelName, typeof modelName === 'string'));\n\n\n    this.filteredRecordArraysFor(modelName).push(array);\n    this.updateFilter(array, modelName, filter);\n  };\n\n  /**\n    Unregister a RecordArray.\n    So manager will not update this array.\n     @method unregisterRecordArray\n    @param {DS.RecordArray} array\n  */\n\n\n  RecordArrayManager.prototype.unregisterRecordArray = function unregisterRecordArray(array) {\n\n    var modelName = array.modelName;\n\n    // unregister filtered record array\n    var recordArrays = this.filteredRecordArraysFor(modelName);\n    var removedFromFiltered = remove(recordArrays, array);\n\n    // remove from adapter populated record array\n    var removedFromAdapterPopulated = remove(this._adapterPopulatedRecordArrays, array);\n\n    if (!removedFromFiltered && !removedFromAdapterPopulated) {\n\n      var liveRecordArrayForType = this._liveRecordArrays[modelName];\n      // unregister live record array\n      if (liveRecordArrayForType) {\n        if (array === liveRecordArrayForType) {\n          delete this._liveRecordArrays[modelName];\n        }\n      }\n    }\n  };\n\n  RecordArrayManager.prototype.willDestroy = function willDestroy() {\n    var _this = this;\n\n    Object.keys(this._filteredRecordArrays).forEach(function (modelName) {\n      return flatten(_this._filteredRecordArrays[modelName]).forEach(destroy);\n    });\n    Object.keys(this._liveRecordArrays).forEach(function (modelName) {\n      return _this._liveRecordArrays[modelName].destroy();\n    });\n    this._adapterPopulatedRecordArrays.forEach(destroy);\n    this.isDestroyed = true;\n  };\n\n  RecordArrayManager.prototype.destroy = function destroy() {\n    this.isDestroying = true;\n    Ember.run.schedule('actions', this, this.willDestroy);\n  };\n\n  return RecordArrayManager;\n}();\n\nfunction destroy(entry) {\n  entry.destroy();\n}\n\nfunction flatten(list) {\n  var length = list.length;\n  var result = [];\n\n  for (var i = 0; i < length; i++) {\n    result = result.concat(list[i]);\n  }\n\n  return result;\n}\n\nfunction remove(array, item) {\n  var index = array.indexOf(item);\n\n  if (index !== -1) {\n    array.splice(index, 1);\n    return true;\n  }\n\n  return false;\n}\n\nfunction _updateLiveRecordArray(array, internalModels) {\n  var modelsToAdd = [];\n  var modelsToRemove = [];\n\n  for (var i = 0; i < internalModels.length; i++) {\n    var internalModel = internalModels[i];\n    var isDeleted = internalModel.isHiddenFromRecordArrays();\n    var recordArrays = internalModel._recordArrays;\n\n    if (!isDeleted && !internalModel.isEmpty()) {\n      if (!recordArrays.has(array)) {\n        modelsToAdd.push(internalModel);\n        recordArrays.add(array);\n      }\n    }\n\n    if (isDeleted) {\n      modelsToRemove.push(internalModel);\n      recordArrays.delete(array);\n    }\n  }\n\n  if (modelsToAdd.length > 0) {\n    array._pushInternalModels(modelsToAdd);\n  }\n  if (modelsToRemove.length > 0) {\n    array._removeInternalModels(modelsToRemove);\n  }\n}\n\nfunction removeFromAdapterPopulatedRecordArrays(internalModels) {\n  for (var i = 0; i < internalModels.length; i++) {\n    var internalModel = internalModels[i];\n    var list = internalModel._recordArrays.list;\n\n    for (var j = 0; j < list.length; j++) {\n      // TODO: group by arrays, so we can batch remove\n      list[j]._removeInternalModels([internalModel]);\n    }\n\n    internalModel._recordArrays.clear();\n  }\n}\n\nfunction associateWithRecordArray(internalModels, array) {\n  for (var i = 0, l = internalModels.length; i < l; i++) {\n    var internalModel = internalModels[i];\n    internalModel._recordArrays.add(array);\n  }\n}\n\nvar backburner = new Ember._Backburner(['normalizeRelationships', 'syncRelationships', 'finished']);\n\n{\n  Ember.Test.registerWaiter(function () {\n    return !backburner.currentInstance && !backburner.hasTimers();\n  });\n}\n\nvar badIdFormatAssertion = '`id` passed to `findRecord()` has to be non-empty string or number';\n\nvar ENV = Ember.ENV;\n\n//Get the materialized model from the internalModel/promise that returns\n//an internal model and return it in a promiseObject. Useful for returning\n//from find methods\n\nfunction promiseRecord(internalModelPromise, label) {\n  var toReturn = internalModelPromise.then(function (internalModel) {\n    return internalModel.getRecord();\n  });\n\n  return promiseObject(toReturn, label);\n}\n\nvar Store = void 0;\n\n// Implementors Note:\n//\n//   The variables in this file are consistently named according to the following\n//   scheme:\n//\n//   * +id+ means an identifier managed by an external source, provided inside\n//     the data provided by that source. These are always coerced to be strings\n//     before being used internally.\n//   * +clientId+ means a transient numerical identifier generated at runtime by\n//     the data store. It is important primarily because newly created objects may\n//     not yet have an externally generated id.\n//   * +internalModel+ means a record internalModel object, which holds metadata about a\n//     record, even if it has not yet been fully materialized.\n//   * +type+ means a DS.Model.\n\n/**\n  The store contains all of the data for records loaded from the server.\n  It is also responsible for creating instances of `DS.Model` that wrap\n  the individual data for a record, so that they can be bound to in your\n  Handlebars templates.\n\n  Define your application's store like this:\n\n  ```app/services/store.js\n  import DS from 'ember-data';\n\n  export default DS.Store.extend({\n  });\n  ```\n\n  Most Ember.js applications will only have a single `DS.Store` that is\n  automatically created by their `Ember.Application`.\n\n  You can retrieve models from the store in several ways. To retrieve a record\n  for a specific id, use `DS.Store`'s `findRecord()` method:\n\n  ```javascript\n  store.findRecord('person', 123).then(function (person) {\n  });\n  ```\n\n  By default, the store will talk to your backend using a standard\n  REST mechanism. You can customize how the store talks to your\n  backend by specifying a custom adapter:\n\n  ```app/adapters/application.js\n  import DS from 'ember-data';\n\n  export default DS.Adapter.extend({\n  });\n  ```\n\n  You can learn more about writing a custom adapter by reading the `DS.Adapter`\n  documentation.\n\n  ### Store createRecord() vs. push() vs. pushPayload()\n\n  The store provides multiple ways to create new record objects. They have\n  some subtle differences in their use which are detailed below:\n\n  [createRecord](#method_createRecord) is used for creating new\n  records on the client side. This will return a new record in the\n  `created.uncommitted` state. In order to persist this record to the\n  backend you will need to call `record.save()`.\n\n  [push](#method_push) is used to notify Ember Data's store of new or\n  updated records that exist in the backend. This will return a record\n  in the `loaded.saved` state. The primary use-case for `store#push` is\n  to notify Ember Data about record updates (full or partial) that happen\n  outside of the normal adapter methods (for example\n  [SSE](http://dev.w3.org/html5/eventsource/) or [Web\n  Sockets](http://www.w3.org/TR/2009/WD-websockets-20091222/)).\n\n  [pushPayload](#method_pushPayload) is a convenience wrapper for\n  `store#push` that will deserialize payloads if the\n  Serializer implements a `pushPayload` method.\n\n  Note: When creating a new record using any of the above methods\n  Ember Data will update `DS.RecordArray`s such as those returned by\n  `store#peekAll()` or `store#findAll()`. This means any\n  data bindings or computed properties that depend on the RecordArray\n  will automatically be synced to include the new or updated record\n  values.\n\n  @class Store\n  @namespace DS\n  @extends Ember.Service\n*/\nStore = Ember.Service.extend({\n\n  /**\n    @method init\n    @private\n  */\n  init: function init() {\n    this._super.apply(this, arguments);\n    this._backburner = backburner;\n    // internal bookkeeping; not observable\n    this.recordArrayManager = new RecordArrayManager({ store: this });\n    this._identityMap = new IdentityMap();\n    this._pendingSave = [];\n    this._modelFactoryCache = Object.create(null);\n    this._relationshipsPayloads = new RelationshipPayloadsManager(this);\n\n    /*\n      Ember Data uses several specialized micro-queues for organizing\n      and coalescing similar async work.\n       These queues are currently controlled by a flush scheduled into\n      ember-data's custom backburner instance.\n     */\n    // used for coalescing record save requests\n    this._pendingSave = [];\n    // used for coalescing relationship updates\n    this._updatedRelationships = [];\n    // used for coalescing relationship setup needs\n    this._pushedInternalModels = [];\n    // used for coalescing internal model updates\n    this._updatedInternalModels = [];\n\n    // used to keep track of all the find requests that need to be coalesced\n    this._pendingFetch = new MapWithDefault({\n      defaultValue: function defaultValue() {\n        return [];\n      }\n    });\n\n    this._adapterCache = Object.create(null);\n    this._serializerCache = Object.create(null);\n  },\n\n\n  /**\n    The default adapter to use to communicate to a backend server or\n    other persistence layer. This will be overridden by an application\n    adapter if present.\n     If you want to specify `app/adapters/custom.js` as a string, do:\n     ```js\n    import DS from 'ember-data';\n     export default DS.Store.extend({\n      adapter: 'custom',\n    });\n    ```\n     @property adapter\n    @default '-json-api'\n    @type {String}\n  */\n  adapter: '-json-api',\n\n  /**\n    Returns a JSON representation of the record using a custom\n    type-specific serializer, if one exists.\n     The available options are:\n     * `includeId`: `true` if the record's ID should be included in\n      the JSON representation\n     @method serialize\n    @private\n    @deprecated\n    @param {DS.Model} record the record to serialize\n    @param {Object} options an options hash\n  */\n  serialize: function serialize(record, options) {\n    (true && !(false) && Ember.deprecate('Use of store.serialize is deprecated, use record.serialize instead.', false, {\n      id: 'ds.store.serialize',\n      until: '3.0'\n    }));\n\n\n    var snapshot = record._internalModel.createSnapshot();\n    return snapshot.serialize(options);\n  },\n\n\n  /**\n    This property returns the adapter, after resolving a possible\n    string key.\n     If the supplied `adapter` was a class, or a String property\n    path resolved to a class, this property will instantiate the\n    class.\n     This property is cacheable, so the same instance of a specified\n    adapter class should be used for the lifetime of the store.\n     @property defaultAdapter\n    @private\n    @return DS.Adapter\n  */\n  defaultAdapter: Ember.computed('adapter', function () {\n    var adapter = Ember.get(this, 'adapter');\n\n    (true && !(typeof adapter === 'string') && Ember.assert('You tried to set `adapter` property to an instance of `DS.Adapter`, where it should be a name', typeof adapter === 'string'));\n\n\n    return this.adapterFor(adapter);\n  }),\n\n  // .....................\n  // . CREATE NEW RECORD .\n  // .....................\n\n  /**\n    Create a new record in the current store. The properties passed\n    to this method are set on the newly created record.\n     To create a new instance of a `Post`:\n     ```js\n    store.createRecord('post', {\n      title: 'Rails is omakase'\n    });\n    ```\n     To create a new instance of a `Post` that has a relationship with a `User` record:\n     ```js\n    let user = this.store.peekRecord('user', 1);\n    store.createRecord('post', {\n      title: 'Rails is omakase',\n      user: user\n    });\n    ```\n     @method createRecord\n    @param {String} modelName\n    @param {Object} inputProperties a hash of properties to set on the\n      newly created record.\n    @return {DS.Model} record\n  */\n  createRecord: function createRecord(modelName, inputProperties) {\n    var _this = this;\n\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s createRecord method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n    // This is wrapped in a `run.join` so that in test environments users do not need to manually wrap\n    //   calls to `createRecord`. The run loop usage here is because we batch the joining and updating\n    //   of record-arrays via ember's run loop, not our own.\n    //\n    //   to remove this, we would need to move to a new `async` API.\n\n    return Ember.run.join(function () {\n      return _this._backburner.join(function () {\n        var normalizedModelName = normalizeModelName(modelName);\n        var properties = Ember.copy(inputProperties) || Object.create(null);\n\n        // If the passed properties do not include a primary key,\n        // give the adapter an opportunity to generate one. Typically,\n        // client-side ID generators will use something like uuid.js\n        // to avoid conflicts.\n\n        if (Ember.isNone(properties.id)) {\n          properties.id = _this._generateId(normalizedModelName, properties);\n        }\n\n        // Coerce ID to a string\n        properties.id = coerceId(properties.id);\n\n        var internalModel = _this._buildInternalModel(normalizedModelName, properties.id);\n        internalModel.loadedData();\n        return internalModel.getRecord(properties);\n      });\n    });\n  },\n\n\n  /**\n    If possible, this method asks the adapter to generate an ID for\n    a newly created record.\n     @method _generateId\n    @private\n    @param {String} modelName\n    @param {Object} properties from the new record\n    @return {String} if the adapter can generate one, an ID\n  */\n  _generateId: function _generateId(modelName, properties) {\n    var adapter = this.adapterFor(modelName);\n\n    if (adapter && adapter.generateIdForRecord) {\n      return adapter.generateIdForRecord(this, modelName, properties);\n    }\n\n    return null;\n  },\n\n\n  // .................\n  // . DELETE RECORD .\n  // .................\n\n  /**\n    For symmetry, a record can be deleted via the store.\n     Example\n     ```javascript\n    let post = store.createRecord('post', {\n      title: 'Rails is omakase'\n    });\n     store.deleteRecord(post);\n    ```\n     @method deleteRecord\n    @param {DS.Model} record\n  */\n  deleteRecord: function deleteRecord(record) {\n    record.deleteRecord();\n  },\n\n\n  /**\n    For symmetry, a record can be unloaded via the store.\n    This will cause the record to be destroyed and freed up for garbage collection.\n     Example\n     ```javascript\n    store.findRecord('post', 1).then(function(post) {\n      store.unloadRecord(post);\n    });\n    ```\n     @method unloadRecord\n    @param {DS.Model} record\n  */\n  unloadRecord: function unloadRecord(record) {\n    record.unloadRecord();\n  },\n\n\n  // ................\n  // . FIND RECORDS .\n  // ................\n\n  /**\n    @method find\n    @param {String} modelName\n    @param {String|Integer} id\n    @param {Object} options\n    @return {Promise} promise\n    @private\n  */\n  find: function find(modelName, id, options) {\n    // The default `model` hook in Route calls `find(modelName, id)`,\n    // that's why we have to keep this method around even though `findRecord` is\n    // the public way to get a record by modelName and id.\n    (true && !(arguments.length !== 1) && Ember.assert('Using store.find(type) has been removed. Use store.findAll(modelName) to retrieve all records for a given type.', arguments.length !== 1));\n    (true && !(!options) && Ember.assert('Calling store.find(modelName, id, { preload: preload }) is no longer supported. Use store.findRecord(modelName, id, { preload: preload }) instead.', !options));\n    (true && !(arguments.length === 2) && Ember.assert('You need to pass the model name and id to the store\\'s find method', arguments.length === 2));\n    (true && !(typeof id === 'string' || typeof id === 'number') && Ember.assert('You cannot pass \\'' + id + '\\' as id to the store\\'s find method', typeof id === 'string' || typeof id === 'number'));\n    (true && !(typeof id !== 'object') && Ember.assert('Calling store.find() with a query object is no longer supported. Use store.query() instead.', typeof id !== 'object'));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    return this.findRecord(modelName, id);\n  },\n\n\n  /**\n    This method returns a record for a given type and id combination.\n     The `findRecord` method will always resolve its promise with the same\n    object for a given type and `id`.\n     The `findRecord` method will always return a **promise** that will be\n    resolved with the record.\n     Example\n     ```app/routes/post.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model(params) {\n        return this.store.findRecord('post', params.post_id);\n      }\n    });\n    ```\n     If the record is not yet available, the store will ask the adapter's `find`\n    method to find the necessary data. If the record is already present in the\n    store, it depends on the reload behavior _when_ the returned promise\n    resolves.\n     ### Preloading\n     You can optionally `preload` specific attributes and relationships that you know of\n    by passing them via the passed `options`.\n     For example, if your Ember route looks like `/posts/1/comments/2` and your API route\n    for the comment also looks like `/posts/1/comments/2` if you want to fetch the comment\n    without fetching the post you can pass in the post to the `findRecord` call:\n     ```javascript\n    store.findRecord('comment', 2, { preload: { post: 1 } });\n    ```\n     If you have access to the post model you can also pass the model itself:\n     ```javascript\n    store.findRecord('post', 1).then(function (myPostModel) {\n      store.findRecord('comment', 2, { post: myPostModel });\n    });\n    ```\n     ### Reloading\n     The reload behavior is configured either via the passed `options` hash or\n    the result of the adapter's `shouldReloadRecord`.\n     If `{ reload: true }` is passed or `adapter.shouldReloadRecord` evaluates\n    to `true`, then the returned promise resolves once the adapter returns\n    data, regardless if the requested record is already in the store:\n     ```js\n    store.push({\n      data: {\n        id: 1,\n        type: 'post',\n        revision: 1\n      }\n    });\n     // adapter#findRecord resolves with\n    // [\n    //   {\n    //     id: 1,\n    //     type: 'post',\n    //     revision: 2\n    //   }\n    // ]\n    store.findRecord('post', 1, { reload: true }).then(function(post) {\n      post.get('revision'); // 2\n    });\n    ```\n     If no reload is indicated via the abovementioned ways, then the promise\n    immediately resolves with the cached version in the store.\n     ### Background Reloading\n     Optionally, if `adapter.shouldBackgroundReloadRecord` evaluates to `true`,\n    then a background reload is started, which updates the records' data, once\n    it is available:\n     ```js\n    // app/adapters/post.js\n    import ApplicationAdapter from \"./application\";\n     export default ApplicationAdapter.extend({\n      shouldReloadRecord(store, snapshot) {\n        return false;\n      },\n       shouldBackgroundReloadRecord(store, snapshot) {\n        return true;\n      }\n    });\n     // ...\n     store.push({\n      data: {\n        id: 1,\n        type: 'post',\n        revision: 1\n      }\n    });\n     let blogPost = store.findRecord('post', 1).then(function(post) {\n      post.get('revision'); // 1\n    });\n     // later, once adapter#findRecord resolved with\n    // [\n    //   {\n    //     id: 1,\n    //     type: 'post',\n    //     revision: 2\n    //   }\n    // ]\n     blogPost.get('revision'); // 2\n    ```\n     If you would like to force or prevent background reloading, you can set a\n    boolean value for `backgroundReload` in the options object for\n    `findRecord`.\n     ```app/routes/post/edit.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model(params) {\n        return this.store.findRecord('post', params.post_id, { backgroundReload: false });\n      }\n    });\n    ```\n     If you pass an object on the `adapterOptions` property of the options\n    argument it will be passed to you adapter via the snapshot\n     ```app/routes/post/edit.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model(params) {\n        return this.store.findRecord('post', params.post_id, {\n          adapterOptions: { subscribe: false }\n        });\n      }\n    });\n    ```\n     ```app/adapters/post.js\n    import MyCustomAdapter from './custom-adapter';\n     export default MyCustomAdapter.extend({\n      findRecord(store, type, id, snapshot) {\n        if (snapshot.adapterOptions.subscribe) {\n          // ...\n        }\n        // ...\n      }\n    });\n    ```\n     See [peekRecord](#method_peekRecord) to get the cached version of a record.\n     ### Retrieving Related Model Records\n     If you use an adapter such as Ember's default\n    [`JSONAPIAdapter`](https://emberjs.com/api/data/classes/DS.JSONAPIAdapter.html)\n    that supports the [JSON API specification](http://jsonapi.org/) and if your server\n    endpoint supports the use of an\n    ['include' query parameter](http://jsonapi.org/format/#fetching-includes),\n    you can use `findRecord()` to automatically retrieve additional records related to\n    the one you request by supplying an `include` parameter in the `options` object.\n     For example, given a `post` model that has a `hasMany` relationship with a `comment`\n    model, when we retrieve a specific post we can have the server also return that post's\n    comments in the same request:\n     ```app/routes/post.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model(params) {\n        return this.store.findRecord('post', params.post_id, { include: 'comments' });\n      }\n    });\n     ```\n    In this case, the post's comments would then be available in your template as\n    `model.comments`.\n     Multiple relationships can be requested using an `include` parameter consisting of a\n    comma-separated list (without white-space) while nested relationships can be specified\n    using a dot-separated sequence of relationship names. So to request both the post's\n    comments and the authors of those comments the request would look like this:\n     ```app/routes/post.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model(params) {\n        return this.store.findRecord('post', params.post_id, { include: 'comments,comments.author' });\n      }\n    });\n     ```\n     @since 1.13.0\n    @method findRecord\n    @param {String} modelName\n    @param {(String|Integer)} id\n    @param {Object} options\n    @return {Promise} promise\n  */\n  findRecord: function findRecord(modelName, id, options) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s findRecord method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n    (true && !(typeof id === 'string' && id.length > 0 || typeof id === 'number' && !isNaN(id)) && Ember.assert(badIdFormatAssertion, typeof id === 'string' && id.length > 0 || typeof id === 'number' && !isNaN(id)));\n\n\n    var normalizedModelName = normalizeModelName(modelName);\n\n    var internalModel = this._internalModelForId(normalizedModelName, id);\n    options = options || {};\n\n    if (!this.hasRecordForId(normalizedModelName, id)) {\n      return this._findByInternalModel(internalModel, options);\n    }\n\n    var fetchedInternalModel = this._findRecord(internalModel, options);\n\n    return promiseRecord(fetchedInternalModel, 'DS: Store#findRecord ' + normalizedModelName + ' with id: ' + id);\n  },\n  _findRecord: function _findRecord(internalModel, options) {\n    // Refetch if the reload option is passed\n    if (options.reload) {\n      return this._scheduleFetch(internalModel, options);\n    }\n\n    var snapshot = internalModel.createSnapshot(options);\n    var adapter = this.adapterFor(internalModel.modelName);\n\n    // Refetch the record if the adapter thinks the record is stale\n    if (adapter.shouldReloadRecord(this, snapshot)) {\n      return this._scheduleFetch(internalModel, options);\n    }\n\n    if (options.backgroundReload === false) {\n      return Ember.RSVP.Promise.resolve(internalModel);\n    }\n\n    // Trigger the background refetch if backgroundReload option is passed\n    if (options.backgroundReload || adapter.shouldBackgroundReloadRecord(this, snapshot)) {\n      this._scheduleFetch(internalModel, options);\n    }\n\n    // Return the cached record\n    return Ember.RSVP.Promise.resolve(internalModel);\n  },\n  _findByInternalModel: function _findByInternalModel(internalModel) {\n    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n\n    if (options.preload) {\n      internalModel.preloadData(options.preload);\n    }\n\n    var fetchedInternalModel = this._findEmptyInternalModel(internalModel, options);\n\n    return promiseRecord(fetchedInternalModel, 'DS: Store#findRecord ' + internalModel.modelName + ' with id: ' + internalModel.id);\n  },\n  _findEmptyInternalModel: function _findEmptyInternalModel(internalModel, options) {\n    if (internalModel.isEmpty()) {\n      return this._scheduleFetch(internalModel, options);\n    }\n\n    //TODO double check about reloading\n    if (internalModel.isLoading()) {\n      return internalModel._loadingPromise;\n    }\n\n    return Ember.RSVP.Promise.resolve(internalModel);\n  },\n\n\n  /**\n    This method makes a series of requests to the adapter's `find` method\n    and returns a promise that resolves once they are all loaded.\n     @private\n    @method findByIds\n    @param {String} modelName\n    @param {Array} ids\n    @return {Promise} promise\n  */\n  findByIds: function findByIds(modelName, ids) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s findByIds method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    var promises = new Array(ids.length);\n\n    var normalizedModelName = normalizeModelName(modelName);\n\n    for (var i = 0; i < ids.length; i++) {\n      promises[i] = this.findRecord(normalizedModelName, ids[i]);\n    }\n\n    return promiseArray(Ember.RSVP.all(promises).then(Ember.A, null, 'DS: Store#findByIds of ' + normalizedModelName + ' complete'));\n  },\n\n\n  /**\n    This method is called by `findRecord` if it discovers that a particular\n    type/id pair hasn't been loaded yet to kick off a request to the\n    adapter.\n     @method _fetchRecord\n    @private\n    @param {InternalModel} internalModel model\n    @return {Promise} promise\n   */\n  _fetchRecord: function _fetchRecord(internalModel, options) {\n    var modelName = internalModel.modelName;\n    var adapter = this.adapterFor(modelName);\n\n    (true && !(adapter) && Ember.assert('You tried to find a record but you have no adapter (for ' + modelName + ')', adapter));\n    (true && !(typeof adapter.findRecord === 'function') && Ember.assert('You tried to find a record but your adapter (for ' + modelName + ') does not implement \\'findRecord\\'', typeof adapter.findRecord === 'function'));\n\n\n    return _find(adapter, this, internalModel.type, internalModel.id, internalModel, options);\n  },\n  _scheduleFetchMany: function _scheduleFetchMany(internalModels) {\n    var fetches = new Array(internalModels.length);\n\n    for (var i = 0; i < internalModels.length; i++) {\n      fetches[i] = this._scheduleFetch(internalModels[i]);\n    }\n\n    return Ember.RSVP.Promise.all(fetches);\n  },\n  _scheduleFetch: function _scheduleFetch(internalModel, options) {\n    if (internalModel._loadingPromise) {\n      return internalModel._loadingPromise;\n    }\n\n    var id = internalModel.id,\n        modelName = internalModel.modelName;\n\n    var resolver = Ember.RSVP.defer('Fetching ' + modelName + '\\' with id: ' + id);\n    var pendingFetchItem = {\n      internalModel: internalModel,\n      resolver: resolver,\n      options: options\n    };\n\n    var promise = resolver.promise;\n\n    internalModel.loadingData(promise);\n    if (this._pendingFetch.size === 0) {\n      Ember.run.schedule('afterRender', this, this.flushAllPendingFetches);\n    }\n\n    this._pendingFetch.get(modelName).push(pendingFetchItem);\n\n    return promise;\n  },\n  flushAllPendingFetches: function flushAllPendingFetches() {\n    if (this.isDestroyed || this.isDestroying) {\n      return;\n    }\n\n    this._pendingFetch.forEach(this._flushPendingFetchForType, this);\n    this._pendingFetch.clear();\n  },\n  _flushPendingFetchForType: function _flushPendingFetchForType(pendingFetchItems, modelName) {\n    var store = this;\n    var adapter = store.adapterFor(modelName);\n    var shouldCoalesce = !!adapter.findMany && adapter.coalesceFindRequests;\n    var totalItems = pendingFetchItems.length;\n    var internalModels = new Array(totalItems);\n    var seeking = Object.create(null);\n\n    for (var _i = 0; _i < totalItems; _i++) {\n      var pendingItem = pendingFetchItems[_i];\n      var _internalModel = pendingItem.internalModel;\n      internalModels[_i] = _internalModel;\n      seeking[_internalModel.id] = pendingItem;\n    }\n\n    for (var _i2 = 0; _i2 < totalItems; _i2++) {\n      var _internalModel2 = internalModels[_i2];\n      // We may have unloaded the record after scheduling this fetch, in which\n      // case we must cancel the destroy.  This is because we require a record\n      // to build a snapshot.  This is not fundamental: this cancelation code\n      // can be removed when snapshots can be created for internal models that\n      // have no records.\n      if (_internalModel2.hasScheduledDestroy()) {\n        internalModels[_i2].cancelDestroy();\n      }\n    }\n\n    function _fetchRecord(recordResolverPair) {\n      var recordFetch = store._fetchRecord(recordResolverPair.internalModel, recordResolverPair.options); // TODO adapter options\n\n      recordResolverPair.resolver.resolve(recordFetch);\n    }\n\n    function handleFoundRecords(foundInternalModels, expectedInternalModels) {\n      // resolve found records\n      var found = Object.create(null);\n      for (var _i3 = 0, _l = foundInternalModels.length; _i3 < _l; _i3++) {\n        var _internalModel3 = foundInternalModels[_i3];\n        var _pair = seeking[_internalModel3.id];\n        found[_internalModel3.id] = _internalModel3;\n\n        if (_pair) {\n          var resolver = _pair.resolver;\n          resolver.resolve(_internalModel3);\n        }\n      }\n\n      // reject missing records\n      var missingInternalModels = [];\n\n      for (var _i4 = 0, _l2 = expectedInternalModels.length; _i4 < _l2; _i4++) {\n        var _internalModel4 = expectedInternalModels[_i4];\n\n        if (!found[_internalModel4.id]) {\n          missingInternalModels.push(_internalModel4);\n        }\n      }\n\n      if (missingInternalModels.length) {\n        (true && Ember.warn('Ember Data expected to find records with the following ids in the adapter response but they were missing: ' + Ember.inspect(missingInternalModels.map(function (r) {\n          return r.id;\n        })), false, {\n          id: 'ds.store.missing-records-from-adapter'\n        }));\n\n        rejectInternalModels(missingInternalModels);\n      }\n    }\n\n    function rejectInternalModels(internalModels, error) {\n      for (var _i5 = 0, _l3 = internalModels.length; _i5 < _l3; _i5++) {\n        var _internalModel5 = internalModels[_i5];\n        var _pair2 = seeking[_internalModel5.id];\n\n        if (_pair2) {\n          _pair2.resolver.reject(error || new Error('Expected: \\'' + _internalModel5 + '\\' to be present in the adapter provided payload, but it was not found.'));\n        }\n      }\n    }\n\n    if (shouldCoalesce) {\n      // TODO: Improve records => snapshots => records => snapshots\n      //\n      // We want to provide records to all store methods and snapshots to all\n      // adapter methods. To make sure we're doing that we're providing an array\n      // of snapshots to adapter.groupRecordsForFindMany(), which in turn will\n      // return grouped snapshots instead of grouped records.\n      //\n      // But since the _findMany() finder is a store method we need to get the\n      // records from the grouped snapshots even though the _findMany() finder\n      // will once again convert the records to snapshots for adapter.findMany()\n      var snapshots = new Array(totalItems);\n      for (var _i6 = 0; _i6 < totalItems; _i6++) {\n        snapshots[_i6] = internalModels[_i6].createSnapshot();\n      }\n\n      var groups = adapter.groupRecordsForFindMany(this, snapshots);\n\n      for (var i = 0, l = groups.length; i < l; i++) {\n        var group = groups[i];\n        var totalInGroup = groups[i].length;\n        var ids = new Array(totalInGroup);\n        var groupedInternalModels = new Array(totalInGroup);\n\n        for (var j = 0; j < totalInGroup; j++) {\n          var internalModel = group[j]._internalModel;\n\n          groupedInternalModels[j] = internalModel;\n          ids[j] = internalModel.id;\n        }\n\n        if (totalInGroup > 1) {\n          (function (groupedInternalModels) {\n            _findMany(adapter, store, modelName, ids, groupedInternalModels).then(function (foundInternalModels) {\n              handleFoundRecords(foundInternalModels, groupedInternalModels);\n            }).catch(function (error) {\n              rejectInternalModels(groupedInternalModels, error);\n            });\n          })(groupedInternalModels);\n        } else if (ids.length === 1) {\n          var pair = seeking[groupedInternalModels[0].id];\n          _fetchRecord(pair);\n        } else {\n          (true && !(false) && Ember.assert(\"You cannot return an empty array from adapter's method groupRecordsForFindMany\", false));\n        }\n      }\n    } else {\n      for (var _i7 = 0; _i7 < totalItems; _i7++) {\n        _fetchRecord(pendingFetchItems[_i7]);\n      }\n    }\n  },\n\n\n  /**\n    Get the reference for the specified record.\n     Example\n     ```javascript\n    let userRef = store.getReference('user', 1);\n     // check if the user is loaded\n    let isLoaded = userRef.value() !== null;\n     // get the record of the reference (null if not yet available)\n    let user = userRef.value();\n     // get the identifier of the reference\n    if (userRef.remoteType() === 'id') {\n    let id = userRef.id();\n    }\n     // load user (via store.find)\n    userRef.load().then(...)\n     // or trigger a reload\n    userRef.reload().then(...)\n     // provide data for reference\n    userRef.push({ id: 1, username: '@user' }).then(function(user) {\n      userRef.value() === user;\n    });\n    ```\n     @method getReference\n    @param {String} modelName\n    @param {String|Integer} id\n    @since 2.5.0\n    @return {RecordReference}\n  */\n  getReference: function getReference(modelName, id) {\n    var normalizedModelName = normalizeModelName(modelName);\n\n    return this._internalModelForId(normalizedModelName, id).recordReference;\n  },\n\n\n  /**\n    Get a record by a given type and ID without triggering a fetch.\n     This method will synchronously return the record if it is available in the store,\n    otherwise it will return `null`. A record is available if it has been fetched earlier, or\n    pushed manually into the store.\n     See [findRecord](#method_findRecord) if you would like to request this record from the backend.\n     _Note: This is a synchronous method and does not return a promise._\n     ```js\n    let post = store.peekRecord('post', 1);\n     post.get('id'); // 1\n    ```\n     @since 1.13.0\n    @method peekRecord\n    @param {String} modelName\n    @param {String|Integer} id\n    @return {DS.Model|null} record\n  */\n  peekRecord: function peekRecord(modelName, id) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s peekRecord method', Ember.isPresent(modelName)));\n    (true && !(Ember.isPresent(modelName) && Ember.isPresent(id)) && Ember.assert('You need to pass both a model name and id to the store\\'s peekRecord method', Ember.isPresent(modelName) && Ember.isPresent(id)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n    var normalizedModelName = normalizeModelName(modelName);\n\n    if (this.hasRecordForId(normalizedModelName, id)) {\n      return this._internalModelForId(normalizedModelName, id).getRecord();\n    } else {\n      return null;\n    }\n  },\n\n\n  /**\n    This method is called by the record's `reload` method.\n     This method calls the adapter's `find` method, which returns a promise. When\n    **that** promise resolves, `reloadRecord` will resolve the promise returned\n    by the record's `reload`.\n     @method reloadRecord\n    @private\n    @param {DS.Model} internalModel\n    @param options optional to include adapterOptions\n    @return {Promise} promise\n  */\n  _reloadRecord: function _reloadRecord(internalModel, options) {\n    var id = internalModel.id,\n        modelName = internalModel.modelName;\n\n    var adapter = this.adapterFor(modelName);\n\n    (true && !(id) && Ember.assert('You cannot reload a record without an ID', id));\n    (true && !(adapter) && Ember.assert('You tried to reload a record but you have no adapter (for ' + modelName + ')', adapter));\n    (true && !(typeof adapter.findRecord === 'function' || typeof adapter.find === 'function') && Ember.assert('You tried to reload a record but your adapter does not implement \\'findRecord\\'', typeof adapter.findRecord === 'function' || typeof adapter.find === 'function'));\n\n\n    return this._scheduleFetch(internalModel, options);\n  },\n\n\n  /**\n   This method returns true if a record for a given modelName and id is already\n   loaded in the store. Use this function to know beforehand if a findRecord()\n   will result in a request or that it will be a cache hit.\n    Example\n    ```javascript\n   store.hasRecordForId('post', 1); // false\n   store.findRecord('post', 1).then(function() {\n     store.hasRecordForId('post', 1); // true\n   });\n   ```\n     @method hasRecordForId\n    @param {String} modelName\n    @param {(String|Integer)} id\n    @return {Boolean}\n  */\n  hasRecordForId: function hasRecordForId(modelName, id) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s hasRecordForId method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    var normalizedModelName = normalizeModelName(modelName);\n\n    var trueId = coerceId(id);\n    var internalModel = this._internalModelsFor(normalizedModelName).get(trueId);\n\n    return !!internalModel && internalModel.isLoaded();\n  },\n\n\n  /**\n    Returns id record for a given type and ID. If one isn't already loaded,\n    it builds a new record and leaves it in the `empty` state.\n     @method recordForId\n    @private\n    @param {String} modelName\n    @param {(String|Integer)} id\n    @return {DS.Model} record\n  */\n  recordForId: function recordForId(modelName, id) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s recordForId method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    return this._internalModelForId(modelName, id).getRecord();\n  },\n  _internalModelForId: function _internalModelForId(modelName, id) {\n    var trueId = coerceId(id);\n    var internalModel = this._internalModelsFor(modelName).get(trueId);\n\n    if (internalModel) {\n      if (internalModel.hasScheduledDestroy()) {\n        internalModel.destroySync();\n        return this._buildInternalModel(modelName, trueId);\n      } else {\n        return internalModel;\n      }\n    } else {\n      return this._buildInternalModel(modelName, trueId);\n    }\n  },\n  _internalModelDidReceiveRelationshipData: function _internalModelDidReceiveRelationshipData(modelName, id, relationshipData) {\n    this._relationshipsPayloads.push(modelName, id, relationshipData);\n  },\n  _internalModelDestroyed: function _internalModelDestroyed(internalModel) {\n    this._removeFromIdMap(internalModel);\n    this._relationshipsPayloads.unload(internalModel.modelName, internalModel.id);\n  },\n\n\n  /**\n    @method findMany\n    @private\n    @param {Array} internalModels\n    @return {Promise} promise\n  */\n  findMany: function findMany(internalModels) {\n    var finds = new Array(internalModels.length);\n\n    for (var i = 0; i < internalModels.length; i++) {\n      finds[i] = this._findEmptyInternalModel(internalModels[i]);\n    }\n\n    return Ember.RSVP.Promise.all(finds);\n  },\n\n\n  /**\n    If a relationship was originally populated by the adapter as a link\n    (as opposed to a list of IDs), this method is called when the\n    relationship is fetched.\n     The link (which is usually a URL) is passed through unchanged, so the\n    adapter can make whatever request it wants.\n     The usual use-case is for the server to register a URL as a link, and\n    then use that URL in the future to make a request for the relationship.\n     @method findHasMany\n    @private\n    @param {InternalModel} internalModel\n    @param {any} link\n    @param {(Relationship)} relationship\n    @return {Promise} promise\n  */\n  findHasMany: function findHasMany(internalModel, link, relationship) {\n    var adapter = this.adapterFor(internalModel.modelName);\n\n    (true && !(adapter) && Ember.assert('You tried to load a hasMany relationship but you have no adapter (for ' + internalModel.modelName + ')', adapter));\n    (true && !(typeof adapter.findHasMany === 'function') && Ember.assert('You tried to load a hasMany relationship from a specified \\'link\\' in the original payload but your adapter does not implement \\'findHasMany\\'', typeof adapter.findHasMany === 'function'));\n\n\n    return _findHasMany(adapter, this, internalModel, link, relationship);\n  },\n\n\n  /**\n    @method findBelongsTo\n    @private\n    @param {InternalModel} internalModel\n    @param {any} link\n    @param {Relationship} relationship\n    @return {Promise} promise\n  */\n  findBelongsTo: function findBelongsTo(internalModel, link, relationship) {\n    var adapter = this.adapterFor(internalModel.modelName);\n\n    (true && !(adapter) && Ember.assert('You tried to load a belongsTo relationship but you have no adapter (for ' + internalModel.modelName + ')', adapter));\n    (true && !(typeof adapter.findBelongsTo === 'function') && Ember.assert('You tried to load a belongsTo relationship from a specified \\'link\\' in the original payload but your adapter does not implement \\'findBelongsTo\\'', typeof adapter.findBelongsTo === 'function'));\n\n\n    return _findBelongsTo(adapter, this, internalModel, link, relationship);\n  },\n\n\n  /**\n    This method delegates a query to the adapter. This is the one place where\n    adapter-level semantics are exposed to the application.\n     Each time this method is called a new request is made through the adapter.\n     Exposing queries this way seems preferable to creating an abstract query\n    language for all server-side queries, and then require all adapters to\n    implement them.\n     ---\n     If you do something like this:\n     ```javascript\n    store.query('person', { page: 1 });\n    ```\n     The call made to the server, using a Rails backend, will look something like this:\n     ```\n    Started GET \"/api/v1/person?page=1\"\n    Processing by Api::V1::PersonsController#index as HTML\n    Parameters: { \"page\"=>\"1\" }\n    ```\n     ---\n     If you do something like this:\n     ```javascript\n    store.query('person', { ids: [1, 2, 3] });\n    ```\n     The call to the server, using a Rails backend, will look something like this:\n     ```\n    Started GET \"/api/v1/person?ids%5B%5D=1&ids%5B%5D=2&ids%5B%5D=3\"\n    Processing by Api::V1::PersonsController#index as HTML\n    Parameters: { \"ids\" => [\"1\", \"2\", \"3\"] }\n    ```\n     This method returns a promise, which is resolved with an\n    [`AdapterPopulatedRecordArray`](https://emberjs.com/api/data/classes/DS.AdapterPopulatedRecordArray.html)\n    once the server returns.\n     @since 1.13.0\n    @method query\n    @param {String} modelName\n    @param {any} query an opaque query to be used by the adapter\n    @param {Object} options optional, may include `adapterOptions` hash which will be passed to adapter.query\n    @return {Promise} promise\n  */\n  query: function query(modelName, _query2, options) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s query method', Ember.isPresent(modelName)));\n    (true && !(_query2) && Ember.assert('You need to pass a query hash to the store\\'s query method', _query2));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    var adapterOptionsWrapper = {};\n\n    if (options && options.adapterOptions) {\n      adapterOptionsWrapper.adapterOptions = options.adapterOptions;\n    }\n\n    var normalizedModelName = normalizeModelName(modelName);\n    return this._query(normalizedModelName, _query2, null, adapterOptionsWrapper);\n  },\n  _query: function _query$$1(modelName, query, array, options) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s query method', Ember.isPresent(modelName)));\n    (true && !(query) && Ember.assert('You need to pass a query hash to the store\\'s query method', query));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n    var adapter = this.adapterFor(modelName);\n    (true && !(adapter) && Ember.assert('You tried to load a query but you have no adapter (for ' + modelName + ')', adapter));\n    (true && !(typeof adapter.query === 'function') && Ember.assert('You tried to load a query but your adapter does not implement \\'query\\'', typeof adapter.query === 'function'));\n\n\n    var pA = promiseArray(_query(adapter, this, modelName, query, array, options));\n\n    return pA;\n  },\n\n\n  /**\n    This method makes a request for one record, where the `id` is not known\n    beforehand (if the `id` is known, use [`findRecord`](#method_findRecord)\n    instead).\n     This method can be used when it is certain that the server will return a\n    single object for the primary data.\n     Each time this method is called a new request is made through the adapter.\n     Let's assume our API provides an endpoint for the currently logged in user\n    via:\n     ```\n    // GET /api/current_user\n    {\n      user: {\n        id: 1234,\n        username: 'admin'\n      }\n    }\n    ```\n     Since the specific `id` of the `user` is not known beforehand, we can use\n    `queryRecord` to get the user:\n     ```javascript\n    store.queryRecord('user', {}).then(function(user) {\n      let username = user.get('username');\n      console.log(`Currently logged in as ${username}`);\n    });\n    ```\n     The request is made through the adapters' `queryRecord`:\n     ```app/adapters/user.js\n    import $ from 'jquery';\n    import DS from 'ember-data';\n     export default DS.Adapter.extend({\n      queryRecord(modelName, query) {\n        return $.getJSON('/api/current_user');\n      }\n    });\n    ```\n     Note: the primary use case for `store.queryRecord` is when a single record\n    is queried and the `id` is not known beforehand. In all other cases\n    `store.query` and using the first item of the array is likely the preferred\n    way:\n     ```\n    // GET /users?username=unique\n    {\n      data: [{\n        id: 1234,\n        type: 'user',\n        attributes: {\n          username: \"unique\"\n        }\n      }]\n    }\n    ```\n     ```javascript\n    store.query('user', { username: 'unique' }).then(function(users) {\n      return users.get('firstObject');\n    }).then(function(user) {\n      let id = user.get('id');\n    });\n    ```\n     This method returns a promise, which resolves with the found record.\n     If the adapter returns no data for the primary data of the payload, then\n    `queryRecord` resolves with `null`:\n     ```\n    // GET /users?username=unique\n    {\n      data: null\n    }\n    ```\n     ```javascript\n    store.queryRecord('user', { username: 'unique' }).then(function(user) {\n      console.log(user); // null\n    });\n    ```\n     @since 1.13.0\n    @method queryRecord\n    @param {String} modelName\n    @param {any} query an opaque query to be used by the adapter\n    @param {Object} options optional, may include `adapterOptions` hash which will be passed to adapter.queryRecord\n    @return {Promise} promise which resolves with the found record or `null`\n  */\n  queryRecord: function queryRecord(modelName, query, options) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s queryRecord method', Ember.isPresent(modelName)));\n    (true && !(query) && Ember.assert('You need to pass a query hash to the store\\'s queryRecord method', query));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    var normalizedModelName = normalizeModelName(modelName);\n    var adapter = this.adapterFor(normalizedModelName);\n    var adapterOptionsWrapper = {};\n\n    if (options && options.adapterOptions) {\n      adapterOptionsWrapper.adapterOptions = options.adapterOptions;\n    }\n\n    (true && !(adapter) && Ember.assert('You tried to make a query but you have no adapter (for ' + normalizedModelName + ')', adapter));\n    (true && !(typeof adapter.queryRecord === 'function') && Ember.assert('You tried to make a query but your adapter does not implement \\'queryRecord\\'', typeof adapter.queryRecord === 'function'));\n\n\n    return promiseObject(_queryRecord(adapter, this, modelName, query, adapterOptionsWrapper).then(function (internalModel) {\n      // the promise returned by store.queryRecord is expected to resolve with\n      // an instance of DS.Model\n      if (internalModel) {\n        return internalModel.getRecord();\n      }\n\n      return null;\n    }));\n  },\n\n\n  /**\n    `findAll` asks the adapter's `findAll` method to find the records for the\n    given type, and returns a promise which will resolve with all records of\n    this type present in the store, even if the adapter only returns a subset\n    of them.\n     ```app/routes/authors.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model(params) {\n        return this.store.findAll('author');\n      }\n    });\n    ```\n     _When_ the returned promise resolves depends on the reload behavior,\n    configured via the passed `options` hash and the result of the adapter's\n    `shouldReloadAll` method.\n     ### Reloading\n     If `{ reload: true }` is passed or `adapter.shouldReloadAll` evaluates to\n    `true`, then the returned promise resolves once the adapter returns data,\n    regardless if there are already records in the store:\n     ```js\n    store.push({\n      data: {\n        id: 'first',\n        type: 'author'\n      }\n    });\n     // adapter#findAll resolves with\n    // [\n    //   {\n    //     id: 'second',\n    //     type: 'author'\n    //   }\n    // ]\n    store.findAll('author', { reload: true }).then(function(authors) {\n      authors.getEach('id'); // ['first', 'second']\n    });\n    ```\n     If no reload is indicated via the abovementioned ways, then the promise\n    immediately resolves with all the records currently loaded in the store.\n     ### Background Reloading\n     Optionally, if `adapter.shouldBackgroundReloadAll` evaluates to `true`,\n    then a background reload is started. Once this resolves, the array with\n    which the promise resolves, is updated automatically so it contains all the\n    records in the store:\n     ```app/adapters/application.js\n    import DS from 'ember-data';\n    export default DS.Adapter.extend({\n      shouldReloadAll(store, snapshotsArray) {\n        return false;\n      },\n       shouldBackgroundReloadAll(store, snapshotsArray) {\n        return true;\n      }\n    });\n     // ...\n     store.push({\n      data: {\n        id: 'first',\n        type: 'author'\n      }\n    });\n     let allAuthors;\n    store.findAll('author').then(function(authors) {\n      authors.getEach('id'); // ['first']\n       allAuthors = authors;\n    });\n     // later, once adapter#findAll resolved with\n    // [\n    //   {\n    //     id: 'second',\n    //     type: 'author'\n    //   }\n    // ]\n     allAuthors.getEach('id'); // ['first', 'second']\n    ```\n     If you would like to force or prevent background reloading, you can set a\n    boolean value for `backgroundReload` in the options object for\n    `findAll`.\n     ```app/routes/post/edit.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model() {\n        return this.store.findAll('post', { backgroundReload: false });\n      }\n    });\n    ```\n     If you pass an object on the `adapterOptions` property of the options\n    argument it will be passed to you adapter via the `snapshotRecordArray`\n     ```app/routes/posts.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model(params) {\n        return this.store.findAll('post', {\n          adapterOptions: { subscribe: false }\n        });\n      }\n    });\n    ```\n     ```app/adapters/post.js\n    import MyCustomAdapter from './custom-adapter';\n     export default MyCustomAdapter.extend({\n      findAll(store, type, sinceToken, snapshotRecordArray) {\n        if (snapshotRecordArray.adapterOptions.subscribe) {\n          // ...\n        }\n        // ...\n      }\n    });\n    ```\n     See [peekAll](#method_peekAll) to get an array of current records in the\n    store, without waiting until a reload is finished.\n     ### Retrieving Related Model Records\n     If you use an adapter such as Ember's default\n    [`JSONAPIAdapter`](https://emberjs.com/api/data/classes/DS.JSONAPIAdapter.html)\n    that supports the [JSON API specification](http://jsonapi.org/) and if your server\n    endpoint supports the use of an\n    ['include' query parameter](http://jsonapi.org/format/#fetching-includes),\n    you can use `findAll()` to automatically retrieve additional records related to\n    those requested by supplying an `include` parameter in the `options` object.\n     For example, given a `post` model that has a `hasMany` relationship with a `comment`\n    model, when we retrieve all of the post records we can have the server also return\n    all of the posts' comments in the same request:\n     ```app/routes/posts.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model() {\n        return this.store.findAll('post', { include: 'comments' });\n      }\n    });\n     ```\n    Multiple relationships can be requested using an `include` parameter consisting of a\n    comma-separated list (without white-space) while nested relationships can be specified\n    using a dot-separated sequence of relationship names. So to request both the posts'\n    comments and the authors of those comments the request would look like this:\n     ```app/routes/posts.js\n    import Route from '@ember/routing/route';\n     export default Route.extend({\n      model() {\n        return this.store.findAll('post', { include: 'comments,comments.author' });\n      }\n    });\n     ```\n     See [query](#method_query) to only get a subset of records from the server.\n     @since 1.13.0\n    @method findAll\n    @param {String} modelName\n    @param {Object} options\n    @return {Promise} promise\n  */\n  findAll: function findAll(modelName, options) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s findAll method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n    var normalizedModelName = normalizeModelName(modelName);\n    var fetch = this._fetchAll(normalizedModelName, this.peekAll(normalizedModelName), options);\n\n    return fetch;\n  },\n\n\n  /**\n    @method _fetchAll\n    @private\n    @param {DS.Model} modelName\n    @param {DS.RecordArray} array\n    @return {Promise} promise\n  */\n  _fetchAll: function _fetchAll(modelName, array) {\n    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n\n    var adapter = this.adapterFor(modelName);\n    var sinceToken = this._internalModelsFor(modelName).metadata.since;\n\n    (true && !(adapter) && Ember.assert('You tried to load all records but you have no adapter (for ' + modelName + ')', adapter));\n    (true && !(typeof adapter.findAll === 'function') && Ember.assert('You tried to load all records but your adapter does not implement \\'findAll\\'', typeof adapter.findAll === 'function'));\n\n\n    if (options.reload) {\n      Ember.set(array, 'isUpdating', true);\n      return promiseArray(_findAll(adapter, this, modelName, sinceToken, options));\n    }\n\n    var snapshotArray = array._createSnapshot(options);\n\n    if (adapter.shouldReloadAll(this, snapshotArray)) {\n      Ember.set(array, 'isUpdating', true);\n      return promiseArray(_findAll(adapter, this, modelName, sinceToken, options));\n    }\n\n    if (options.backgroundReload === false) {\n      return promiseArray(Ember.RSVP.Promise.resolve(array));\n    }\n\n    if (options.backgroundReload || adapter.shouldBackgroundReloadAll(this, snapshotArray)) {\n      Ember.set(array, 'isUpdating', true);\n      _findAll(adapter, this, modelName, sinceToken, options);\n    }\n\n    return promiseArray(Ember.RSVP.Promise.resolve(array));\n  },\n\n\n  /**\n    @method _didUpdateAll\n    @param {String} modelName\n    @private\n  */\n  _didUpdateAll: function _didUpdateAll(modelName) {\n    this.recordArrayManager._didUpdateAll(modelName);\n  },\n  didUpdateAll: function didUpdateAll(modelName) {\n    (true && !(false) && Ember.deprecate('didUpdateAll was documented as private and will be removed in the next version of Ember Data.', false, { id: 'ember-data.didUpdateAll', until: '2.17.0' }));\n\n    return this._didUpdateAll(modelName);\n  },\n\n\n  /**\n    This method returns a filtered array that contains all of the\n    known records for a given type in the store.\n     Note that because it's just a filter, the result will contain any\n    locally created records of the type, however, it will not make a\n    request to the backend to retrieve additional records. If you\n    would like to request all the records from the backend please use\n    [store.findAll](#method_findAll).\n     Also note that multiple calls to `peekAll` for a given type will always\n    return the same `RecordArray`.\n     Example\n     ```javascript\n    let localPosts = store.peekAll('post');\n    ```\n     @since 1.13.0\n    @method peekAll\n    @param {String} modelName\n    @return {DS.RecordArray}\n  */\n  peekAll: function peekAll(modelName) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s peekAll method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n    var normalizedModelName = normalizeModelName(modelName);\n    return this.recordArrayManager.liveRecordArrayFor(normalizedModelName);\n  },\n\n\n  /**\n    This method unloads all records in the store.\n    It schedules unloading to happen during the next run loop.\n     Optionally you can pass a type which unload all records for a given type.\n     ```javascript\n    store.unloadAll();\n    store.unloadAll('post');\n    ```\n     @method unloadAll\n    @param {String} modelName\n  */\n  unloadAll: function unloadAll(modelName) {\n    (true && !(!modelName || typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, !modelName || typeof modelName === 'string'));\n\n\n    if (arguments.length === 0) {\n      this._identityMap.clear();\n    } else {\n      var normalizedModelName = normalizeModelName(modelName);\n      this._internalModelsFor(normalizedModelName).clear();\n    }\n  },\n\n\n  /**\n    Takes a type and filter function, and returns a live RecordArray that\n    remains up to date as new records are loaded into the store or created\n    locally.\n     The filter function takes a materialized record, and returns true\n    if the record should be included in the filter and false if it should\n    not.\n     Example\n     ```javascript\n    store.filter('post', function(post) {\n      return post.get('unread');\n    });\n    ```\n     The filter function is called once on all records for the type when\n    it is created, and then once on each newly loaded or created record.\n     If any of a record's properties change, or if it changes state, the\n    filter function will be invoked again to determine whether it should\n    still be in the array.\n     Optionally you can pass a query, which is the equivalent of calling\n    [query](#method_query) with that same query, to fetch additional records\n    from the server. The results returned by the server could then appear\n    in the filter if they match the filter function.\n     The query itself is not used to filter records, it's only sent to your\n    server for you to be able to do server-side filtering. The filter\n    function will be applied on the returned results regardless.\n     Example\n     ```javascript\n    store.filter('post', { unread: true }, function(post) {\n      return post.get('unread');\n    }).then(function(unreadPosts) {\n      unreadPosts.get('length'); // 5\n      let unreadPost = unreadPosts.objectAt(0);\n      unreadPost.set('unread', false);\n      unreadPosts.get('length'); // 4\n    });\n    ```\n     @method filter\n    @private\n    @param {String} modelName\n    @param {Object} query optional query\n    @param {Function} filter\n    @param {Object} options optional, options to be passed to store.query\n    @return {DS.PromiseArray}\n    @deprecated\n  */\n  filter: function filter(modelName, query, _filter, options) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s filter method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    if (!ENV.ENABLE_DS_FILTER) {\n      (true && !(false) && Ember.assert('The filter API has been moved to a plugin. To enable store.filter using an environment flag, or to use an alternative, you can visit the ember-data-filter addon page. https://github.com/ember-data/ember-data-filter', false));\n    }\n\n    var promise = void 0;\n    var length = arguments.length;\n    var array = void 0;\n    var hasQuery = length >= 3;\n\n    var normalizedModelName = normalizeModelName(modelName);\n\n    // allow an optional server query\n    if (hasQuery) {\n      promise = this.query(normalizedModelName, query, options);\n    } else if (arguments.length === 2) {\n      _filter = query;\n    }\n\n    if (hasQuery) {\n      array = this.recordArrayManager.createFilteredRecordArray(normalizedModelName, _filter, query);\n    } else {\n      array = this.recordArrayManager.createFilteredRecordArray(normalizedModelName, _filter);\n    }\n\n    promise = promise || Ember.RSVP.Promise.resolve(array);\n\n    return promiseArray(promise.then(function () {\n      return array;\n    }, null, 'DS: Store#filter of ' + normalizedModelName));\n  },\n\n\n  /**\n    This method has been deprecated and is an alias for store.hasRecordForId, which should\n    be used instead.\n     @deprecated\n    @method recordIsLoaded\n    @param {String} modelName\n    @param {string} id\n    @return {boolean}\n  */\n  recordIsLoaded: function recordIsLoaded(modelName, id) {\n    (true && !(false) && Ember.deprecate('Use of recordIsLoaded is deprecated, use hasRecordForId instead.', false, {\n      id: 'ds.store.recordIsLoaded',\n      until: '3.0'\n    }));\n\n    return this.hasRecordForId(modelName, id);\n  },\n\n\n  // ..............\n  // . PERSISTING .\n  // ..............\n\n  /**\n    This method is called by `record.save`, and gets passed a\n    resolver for the promise that `record.save` returns.\n     It schedules saving to happen at the end of the run loop.\n     @method scheduleSave\n    @private\n    @param {InternalModel} internalModel\n    @param {Resolver} resolver\n    @param {Object} options\n  */\n  scheduleSave: function scheduleSave(internalModel, resolver, options) {\n    var snapshot = internalModel.createSnapshot(options);\n    internalModel.flushChangedAttributes();\n    internalModel.adapterWillCommit();\n    this._pendingSave.push({\n      snapshot: snapshot,\n      resolver: resolver\n    });\n    Ember.run.once(this, this.flushPendingSave);\n  },\n\n\n  /**\n    This method is called at the end of the run loop, and\n    flushes any records passed into `scheduleSave`\n     @method flushPendingSave\n    @private\n  */\n  flushPendingSave: function flushPendingSave() {\n    var pending = this._pendingSave.slice();\n    this._pendingSave = [];\n\n    for (var i = 0, j = pending.length; i < j; i++) {\n      var pendingItem = pending[i];\n      var snapshot = pendingItem.snapshot;\n      var resolver = pendingItem.resolver;\n      var internalModel = snapshot._internalModel;\n      var adapter = this.adapterFor(internalModel.modelName);\n      var operation = void 0;\n\n      if (internalModel.currentState.stateName === 'root.deleted.saved') {\n        resolver.resolve();\n        continue;\n      } else if (internalModel.isNew()) {\n        operation = 'createRecord';\n      } else if (internalModel.isDeleted()) {\n        operation = 'deleteRecord';\n      } else {\n        operation = 'updateRecord';\n      }\n\n      resolver.resolve(_commit(adapter, this, operation, snapshot));\n    }\n  },\n\n\n  /**\n    This method is called once the promise returned by an\n    adapter's `createRecord`, `updateRecord` or `deleteRecord`\n    is resolved.\n     If the data provides a server-generated ID, it will\n    update the record and the store's indexes.\n     @method didSaveRecord\n    @private\n    @param {InternalModel} internalModel the in-flight internal model\n    @param {Object} data optional data (see above)\n  */\n  didSaveRecord: function didSaveRecord(internalModel, dataArg) {\n    var data = void 0;\n    if (dataArg) {\n      data = dataArg.data;\n    }\n    if (data) {\n      // normalize relationship IDs into records\n      this.updateId(internalModel, data);\n      this._setupRelationshipsForModel(internalModel, data);\n    } else {\n      (true && !(internalModel.id) && Ember.assert('Your ' + internalModel.modelName + ' record was saved to the server, but the response does not have an id and no id has been set client side. Records must have ids. Please update the server response to provide an id in the response or generate the id on the client side either before saving the record or while normalizing the response.', internalModel.id));\n    }\n\n    //We first make sure the primary data has been updated\n    //TODO try to move notification to the user to the end of the runloop\n    internalModel.adapterDidCommit(data);\n  },\n\n\n  /**\n    This method is called once the promise returned by an\n    adapter's `createRecord`, `updateRecord` or `deleteRecord`\n    is rejected with a `DS.InvalidError`.\n     @method recordWasInvalid\n    @private\n    @param {InternalModel} internalModel\n    @param {Object} errors\n  */\n  recordWasInvalid: function recordWasInvalid(internalModel, errors) {\n    internalModel.adapterDidInvalidate(errors);\n  },\n\n\n  /**\n    This method is called once the promise returned by an\n    adapter's `createRecord`, `updateRecord` or `deleteRecord`\n    is rejected (with anything other than a `DS.InvalidError`).\n     @method recordWasError\n    @private\n    @param {InternalModel} internalModel\n    @param {Error} error\n  */\n  recordWasError: function recordWasError(internalModel, error) {\n    internalModel.adapterDidError(error);\n  },\n\n\n  /**\n    When an adapter's `createRecord`, `updateRecord` or `deleteRecord`\n    resolves with data, this method extracts the ID from the supplied\n    data.\n     @method updateId\n    @private\n    @param {InternalModel} internalModel\n    @param {Object} data\n  */\n  updateId: function updateId(internalModel, data) {\n    var oldId = internalModel.id;\n    var modelName = internalModel.modelName;\n    var id = coerceId(data.id);\n\n    // ID absolutely can't be missing if the oldID is empty (missing Id in response for a new record)\n    (true && !(!(id === null && oldId === null)) && Ember.assert('\\'' + modelName + '\\' was saved to the server, but the response does not have an id and your record does not either.', !(id === null && oldId === null)));\n\n    // ID absolutely can't be different than oldID if oldID is not null\n\n    (true && !(!(oldId !== null && id !== oldId)) && Ember.assert('\\'' + modelName + ':' + oldId + '\\' was saved to the server, but the response returned the new id \\'' + id + '\\'. The store cannot assign a new id to a record that already has an id.', !(oldId !== null && id !== oldId)));\n\n    // ID can be null if oldID is not null (altered ID in response for a record)\n    // however, this is more than likely a developer error.\n\n    if (oldId !== null && id === null) {\n      (true && Ember.warn('Your ' + modelName + ' record was saved to the server, but the response does not have an id.', !(oldId !== null && id === null)));\n\n      return;\n    }\n\n    var existingInternalModel = this._existingInternalModelForId(modelName, id);\n\n    (true && !(Ember.isNone(existingInternalModel) || existingInternalModel === internalModel) && Ember.assert('\\'' + modelName + '\\' was saved to the server, but the response returned the new id \\'' + id + '\\', which has already been used with another record.\\'', Ember.isNone(existingInternalModel) || existingInternalModel === internalModel));\n\n\n    this._internalModelsFor(internalModel.modelName).set(id, internalModel);\n\n    internalModel.setId(id);\n  },\n\n\n  /**\n    Returns a map of IDs to client IDs for a given modelName.\n     @method _internalModelsFor\n    @private\n    @param {String} modelName\n    @return {Object} recordMap\n  */\n  _internalModelsFor: function _internalModelsFor(modelName) {\n    return this._identityMap.retrieve(modelName);\n  },\n\n\n  // ................\n  // . LOADING DATA .\n  // ................\n\n  /**\n    This internal method is used by `push`.\n     @method _load\n    @private\n    @param {Object} data\n  */\n  _load: function _load(data) {\n    var modelName = normalizeModelName(data.type);\n    var internalModel = this._internalModelForId(modelName, data.id);\n\n    var isUpdate = internalModel.currentState.isEmpty === false;\n\n    internalModel.setupData(data);\n\n    if (isUpdate) {\n      this.recordArrayManager.recordDidChange(internalModel);\n    } else {\n      this.recordArrayManager.recordWasLoaded(internalModel);\n    }\n\n    return internalModel;\n  },\n\n\n  /*\n    In case someone defined a relationship to a mixin, for example:\n    ```\n      let Comment = DS.Model.extend({\n        owner: belongsTo('commentable'. { polymorphic: true })\n      });\n      let Commentable = Ember.Mixin.create({\n        comments: hasMany('comment')\n      });\n    ```\n    we want to look up a Commentable class which has all the necessary\n    relationship metadata. Thus, we look up the mixin and create a mock\n    DS.Model, so we can access the relationship CPs of the mixin (`comments`)\n    in this case\n     @private\n  */\n  _modelForMixin: function _modelForMixin(normalizedModelName) {\n    // container.registry = 2.1\n    // container._registry = 1.11 - 2.0\n    // container = < 1.11\n    var owner = getOwner(this);\n    var mixin = void 0;\n\n    if (owner.factoryFor) {\n      var MaybeMixin = owner.factoryFor('mixin:' + normalizedModelName);\n      mixin = MaybeMixin && MaybeMixin.class;\n    } else {\n      mixin = owner._lookupFactory('mixin:' + normalizedModelName);\n    }\n\n    if (mixin) {\n      var ModelForMixin = Model.extend(mixin);\n      ModelForMixin.reopenClass({\n        __isMixin: true,\n        __mixin: mixin\n      });\n\n      //Cache the class as a model\n      owner.register('model:' + normalizedModelName, ModelForMixin);\n    }\n\n    return this.modelFactoryFor(normalizedModelName);\n  },\n\n\n  /**\n    Returns the model class for the particular `modelName`.\n     The class of a model might be useful if you want to get a list of all the\n    relationship names of the model, see\n    [`relationshipNames`](https://emberjs.com/api/data/classes/DS.Model.html#property_relationshipNames)\n    for example.\n     @method modelFor\n    @param {String} modelName\n    @return {DS.Model}\n  */\n  modelFor: function modelFor(modelName) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s modelFor method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    var normalizedModelName = normalizeModelName(modelName);\n\n    return this._modelFor(normalizedModelName);\n  },\n\n\n  /*\n    @private\n   */\n  _modelFor: function _modelFor(modelName) {\n    var maybeFactory = this._modelFactoryFor(modelName);\n    // for factorFor factory/class split\n    return maybeFactory.class ? maybeFactory.class : maybeFactory;\n  },\n  _modelFactoryFor: function _modelFactoryFor(modelName) {\n    var factory = this._modelFactoryCache[modelName];\n\n    if (!factory) {\n      factory = this.modelFactoryFor(modelName);\n\n      if (!factory) {\n        //Support looking up mixins as base types for polymorphic relationships\n        factory = this._modelForMixin(modelName);\n      }\n      if (!factory) {\n        throw new Ember.Error('No model was found for \\'' + modelName + '\\'');\n      }\n\n      // interopt with the future\n      var klass = getOwner(this).factoryFor ? factory.class : factory;\n\n      (true && !(klass.isModel) && Ember.assert('\\'' + Ember.inspect(klass) + '\\' does not appear to be an ember-data model', klass.isModel));\n\n      // TODO: deprecate this\n\n      var hasOwnModelNameSet = klass.modelName && klass.hasOwnProperty('modelName');\n      if (!hasOwnModelNameSet) {\n        klass.modelName = modelName;\n      }\n\n      this._modelFactoryCache[modelName] = factory;\n    }\n\n    return factory;\n  },\n\n\n  /*\n   @private\n   */\n  modelFactoryFor: function modelFactoryFor(modelName) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s modelFactoryFor method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n\n    var normalizedModelName = normalizeModelName(modelName);\n    var owner = getOwner(this);\n\n    if (owner.factoryFor) {\n      return owner.factoryFor('model:' + normalizedModelName);\n    } else {\n      return owner._lookupFactory('model:' + normalizedModelName);\n    }\n  },\n\n\n  /**\n    Push some data for a given type into the store.\n     This method expects normalized [JSON API](http://jsonapi.org/) document. This means you have to follow [JSON API specification](http://jsonapi.org/format/) with few minor adjustments:\n    - record's `type` should always be in singular, dasherized form\n    - members (properties) should be camelCased\n     [Your primary data should be wrapped inside `data` property](http://jsonapi.org/format/#document-top-level):\n     ```js\n    store.push({\n      data: {\n        // primary data for single record of type `Person`\n        id: '1',\n        type: 'person',\n        attributes: {\n          firstName: 'Daniel',\n          lastName: 'Kmak'\n        }\n      }\n    });\n    ```\n     [Demo.](http://ember-twiddle.com/fb99f18cd3b4d3e2a4c7)\n     `data` property can also hold an array (of records):\n     ```js\n    store.push({\n      data: [\n        // an array of records\n        {\n          id: '1',\n          type: 'person',\n          attributes: {\n            firstName: 'Daniel',\n            lastName: 'Kmak'\n          }\n        },\n        {\n          id: '2',\n          type: 'person',\n          attributes: {\n            firstName: 'Tom',\n            lastName: 'Dale'\n          }\n        }\n      ]\n    });\n    ```\n     [Demo.](http://ember-twiddle.com/69cdbeaa3702159dc355)\n     There are some typical properties for `JSONAPI` payload:\n    * `id` - mandatory, unique record's key\n    * `type` - mandatory string which matches `model`'s dasherized name in singular form\n    * `attributes` - object which holds data for record attributes - `DS.attr`'s declared in model\n    * `relationships` - object which must contain any of the following properties under each relationships' respective key (example path is `relationships.achievements.data`):\n      - [`links`](http://jsonapi.org/format/#document-links)\n      - [`data`](http://jsonapi.org/format/#document-resource-object-linkage) - place for primary data\n      - [`meta`](http://jsonapi.org/format/#document-meta) - object which contains meta-information about relationship\n     For this model:\n     ```app/models/person.js\n    import DS from 'ember-data';\n     export default DS.Model.extend({\n      firstName: DS.attr('string'),\n      lastName: DS.attr('string'),\n       children: DS.hasMany('person')\n    });\n    ```\n     To represent the children as IDs:\n     ```js\n    {\n      data: {\n        id: '1',\n        type: 'person',\n        attributes: {\n          firstName: 'Tom',\n          lastName: 'Dale'\n        },\n        relationships: {\n          children: {\n            data: [\n              {\n                id: '2',\n                type: 'person'\n              },\n              {\n                id: '3',\n                type: 'person'\n              },\n              {\n                id: '4',\n                type: 'person'\n              }\n            ]\n          }\n        }\n      }\n    }\n    ```\n     [Demo.](http://ember-twiddle.com/343e1735e034091f5bde)\n     To represent the children relationship as a URL:\n     ```js\n    {\n      data: {\n        id: '1',\n        type: 'person',\n        attributes: {\n          firstName: 'Tom',\n          lastName: 'Dale'\n        },\n        relationships: {\n          children: {\n            links: {\n              related: '/people/1/children'\n            }\n          }\n        }\n      }\n    }\n    ```\n     If you're streaming data or implementing an adapter, make sure\n    that you have converted the incoming data into this form. The\n    store's [normalize](#method_normalize) method is a convenience\n    helper for converting a json payload into the form Ember Data\n    expects.\n     ```js\n    store.push(store.normalize('person', data));\n    ```\n     This method can be used both to push in brand new\n    records, as well as to update existing records.\n     @method push\n    @param {Object} data\n    @return {DS.Model|Array} the record(s) that was created or\n      updated.\n  */\n  push: function push(data) {\n    var pushed = this._push(data);\n\n    if (Array.isArray(pushed)) {\n      var records = pushed.map(function (internalModel) {\n        return internalModel.getRecord();\n      });\n\n      return records;\n    }\n\n    if (pushed === null) {\n      return null;\n    }\n\n    var record = pushed.getRecord();\n\n    return record;\n  },\n\n\n  /*\n    Push some data in the form of a json-api document into the store,\n    without creating materialized records.\n     @method _push\n    @private\n    @param {Object} jsonApiDoc\n    @return {DS.InternalModel|Array<DS.InternalModel>} pushed InternalModel(s)\n  */\n  _push: function _push(jsonApiDoc) {\n    var _this2 = this;\n\n    var internalModelOrModels = this._backburner.join(function () {\n      var included = jsonApiDoc.included;\n      var i = void 0,\n          length = void 0;\n\n      if (included) {\n        for (i = 0, length = included.length; i < length; i++) {\n          _this2._pushInternalModel(included[i]);\n        }\n      }\n\n      if (Array.isArray(jsonApiDoc.data)) {\n        length = jsonApiDoc.data.length;\n        var internalModels = new Array(length);\n\n        for (i = 0; i < length; i++) {\n          internalModels[i] = _this2._pushInternalModel(jsonApiDoc.data[i]);\n        }\n        return internalModels;\n      }\n\n      if (jsonApiDoc.data === null) {\n        return null;\n      }\n\n      (true && !(Ember.typeOf(jsonApiDoc.data) === 'object') && Ember.assert('Expected an object in the \\'data\\' property in a call to \\'push\\' for ' + jsonApiDoc.type + ', but was ' + Ember.typeOf(jsonApiDoc.data), Ember.typeOf(jsonApiDoc.data) === 'object'));\n\n\n      return _this2._pushInternalModel(jsonApiDoc.data);\n    });\n\n    return internalModelOrModels;\n  },\n  _hasModelFor: function _hasModelFor(modelName) {\n    var owner = getOwner(this);\n    modelName = normalizeModelName(modelName);\n\n    if (owner.factoryFor) {\n      return !!owner.factoryFor('model:' + modelName);\n    } else {\n      return !!owner._lookupFactory('model:' + modelName);\n    }\n  },\n  _pushInternalModel: function _pushInternalModel(data) {\n    var modelName = data.type;\n    (true && !(data.id !== null && data.id !== undefined && data.id !== '') && Ember.assert('You must include an \\'id\\' for ' + modelName + ' in an object passed to \\'push\\'', data.id !== null && data.id !== undefined && data.id !== ''));\n    (true && !(this._hasModelFor(modelName)) && Ember.assert('You tried to push data with a type \\'' + modelName + '\\' but no model could be found with that name.', this._hasModelFor(modelName)));\n\n\n    {\n      // If ENV.DS_WARN_ON_UNKNOWN_KEYS is set to true and the payload\n      // contains unknown attributes or relationships, log a warning.\n\n      if (ENV.DS_WARN_ON_UNKNOWN_KEYS) {\n        var modelClass = this._modelFor(modelName);\n\n        // Check unknown attributes\n        var unknownAttributes = Object.keys(data.attributes || {}).filter(function (key) {\n          return !Ember.get(modelClass, 'fields').has(key);\n        });\n        var unknownAttributesMessage = 'The payload for \\'' + modelName + '\\' contains these unknown attributes: ' + unknownAttributes + '. Make sure they\\'ve been defined in your model.';\n        (true && Ember.warn(unknownAttributesMessage, unknownAttributes.length === 0, { id: 'ds.store.unknown-keys-in-payload' }));\n\n        // Check unknown relationships\n\n        var unknownRelationships = Object.keys(data.relationships || {}).filter(function (key) {\n          return !Ember.get(modelClass, 'fields').has(key);\n        });\n        var unknownRelationshipsMessage = 'The payload for \\'' + modelName + '\\' contains these unknown relationships: ' + unknownRelationships + '. Make sure they\\'ve been defined in your model.';\n        (true && Ember.warn(unknownRelationshipsMessage, unknownRelationships.length === 0, { id: 'ds.store.unknown-keys-in-payload' }));\n      }\n    }\n\n    // Actually load the record into the store.\n    var internalModel = this._load(data);\n\n    this._setupRelationshipsForModel(internalModel, data);\n\n    return internalModel;\n  },\n  _setupRelationshipsForModel: function _setupRelationshipsForModel(internalModel, data) {\n    if (data.relationships === undefined) {\n      return;\n    }\n\n    if (this._pushedInternalModels.push(internalModel, data) !== 2) {\n      return;\n    }\n\n    this._backburner.schedule('normalizeRelationships', this, this._setupRelationships);\n  },\n  _setupRelationships: function _setupRelationships() {\n    var pushed = this._pushedInternalModels;\n\n    // Cache the inverse maps for each modelClass that we visit during this\n    // payload push.  In the common case where we are pushing many more\n    // instances than types we want to minimize the cost of looking up the\n    // inverse map and the overhead of Ember.get adds up.\n    var modelNameToInverseMap = void 0;\n\n    for (var i = 0, l = pushed.length; i < l; i += 2) {\n      modelNameToInverseMap = modelNameToInverseMap || Object.create(null);\n      // This will convert relationships specified as IDs into DS.Model instances\n      // (possibly unloaded) and also create the data structures used to track\n      // relationships.\n      var internalModel = pushed[i];\n      var data = pushed[i + 1];\n      setupRelationships(this, internalModel, data, modelNameToInverseMap);\n    }\n\n    pushed.length = 0;\n  },\n\n\n  /**\n    Push some raw data into the store.\n     This method can be used both to push in brand new\n    records, as well as to update existing records. You\n    can push in more than one type of object at once.\n    All objects should be in the format expected by the\n    serializer.\n     ```app/serializers/application.js\n    import DS from 'ember-data';\n     export default DS.ActiveModelSerializer;\n    ```\n     ```js\n    let pushData = {\n      posts: [\n        { id: 1, post_title: \"Great post\", comment_ids: [2] }\n      ],\n      comments: [\n        { id: 2, comment_body: \"Insightful comment\" }\n      ]\n    }\n     store.pushPayload(pushData);\n    ```\n     By default, the data will be deserialized using a default\n    serializer (the application serializer if it exists).\n     Alternatively, `pushPayload` will accept a model type which\n    will determine which serializer will process the payload.\n     ```app/serializers/application.js\n    import DS from 'ember-data';\n     export default DS.ActiveModelSerializer;\n    ```\n     ```app/serializers/post.js\n    import DS from 'ember-data';\n     export default DS.JSONSerializer;\n    ```\n     ```js\n    store.pushPayload(pushData); // Will use the application serializer\n    store.pushPayload('post', pushData); // Will use the post serializer\n    ```\n     @method pushPayload\n    @param {String} modelName Optionally, a model type used to determine which serializer will be used\n    @param {Object} inputPayload\n  */\n  pushPayload: function pushPayload(modelName, inputPayload) {\n    var serializer = void 0;\n    var payload = void 0;\n    if (!inputPayload) {\n      payload = modelName;\n      serializer = defaultSerializer(this);\n      (true && !(typeof serializer.pushPayload === 'function') && Ember.assert('You cannot use \\'store#pushPayload\\' without a modelName unless your default serializer defines \\'pushPayload\\'', typeof serializer.pushPayload === 'function'));\n    } else {\n      payload = inputPayload;\n      (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n      var normalizedModelName = normalizeModelName(modelName);\n      serializer = this.serializerFor(normalizedModelName);\n    }\n    serializer.pushPayload(this, payload);\n  },\n\n\n  /**\n    `normalize` converts a json payload into the normalized form that\n    [push](#method_push) expects.\n     Example\n     ```js\n    socket.on('message', function(message) {\n      let modelName = message.model;\n      let data = message.data;\n      store.push(store.normalize(modelName, data));\n    });\n    ```\n     @method normalize\n    @param {String} modelName The name of the model type for this payload\n    @param {Object} payload\n    @return {Object} The normalized payload\n  */\n  normalize: function normalize(modelName, payload) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s normalize method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store methods has been removed. Please pass a dasherized string instead of ' + Ember.inspect(modelName), typeof modelName === 'string'));\n\n    var normalizedModelName = normalizeModelName(modelName);\n    var serializer = this.serializerFor(normalizedModelName);\n    var model = this._modelFor(normalizedModelName);\n    return serializer.normalize(model, payload);\n  },\n\n\n  /**\n    Build a brand new record for a given type, ID, and\n    initial data.\n     @method _buildInternalModel\n    @private\n    @param {String} modelName\n    @param {String} id\n    @param {Object} data\n    @return {InternalModel} internal model\n  */\n  _buildInternalModel: function _buildInternalModel(modelName, id, data) {\n    (true && !(typeof modelName === 'string') && Ember.assert('You can no longer pass a modelClass as the first argument to store._buildInternalModel. Pass modelName instead.', typeof modelName === 'string'));\n\n\n    var existingInternalModel = this._existingInternalModelForId(modelName, id);\n\n    (true && !(!existingInternalModel) && Ember.assert('The id ' + id + ' has already been used with another record for modelClass \\'' + modelName + '\\'.', !existingInternalModel));\n\n    // lookupFactory should really return an object that creates\n    // instances with the injections applied\n\n    var internalModel = new InternalModel(modelName, id, this, data);\n\n    this._internalModelsFor(modelName).add(internalModel, id);\n\n    return internalModel;\n  },\n  _existingInternalModelForId: function _existingInternalModelForId(modelName, id) {\n    var internalModel = this._internalModelsFor(modelName).get(id);\n\n    if (internalModel && internalModel.hasScheduledDestroy()) {\n      // unloadRecord is async, if one attempts to unload + then sync create,\n      // we must ensure the unload is complete before starting the create\n      internalModel.destroySync();\n      internalModel = null;\n    }\n    return internalModel;\n  },\n  buildInternalModel: function buildInternalModel(modelName, id, data) {\n    (true && !(false) && Ember.deprecate('buildInternalModel was documented as private and will be removed in the next version of Ember Data.', false, { id: 'ember-data.buildInternalModel', until: '2.17.0' }));\n\n    return this._buildInternalModel(modelName, id, data);\n  },\n\n\n  //Called by the state machine to notify the store that the record is ready to be interacted with\n  recordWasLoaded: function recordWasLoaded(record) {\n    this.recordArrayManager.recordWasLoaded(record);\n  },\n\n\n  // ...............\n  // . DESTRUCTION .\n  // ...............\n\n  /**\n    When a record is destroyed, this un-indexes it and\n    removes it from any record arrays so it can be GCed.\n     @method _removeFromIdMap\n    @private\n    @param {InternalModel} internalModel\n  */\n  _removeFromIdMap: function _removeFromIdMap(internalModel) {\n    var recordMap = this._internalModelsFor(internalModel.modelName);\n    var id = internalModel.id;\n\n    recordMap.remove(internalModel, id);\n  },\n\n\n  // ......................\n  // . PER-TYPE ADAPTERS\n  // ......................\n\n  /**\n    Returns an instance of the adapter for a given type. For\n    example, `adapterFor('person')` will return an instance of\n    `App.PersonAdapter`.\n     If no `App.PersonAdapter` is found, this method will look\n    for an `App.ApplicationAdapter` (the default adapter for\n    your entire application).\n     If no `App.ApplicationAdapter` is found, it will return\n    the value of the `defaultAdapter`.\n     @method adapterFor\n    @public\n    @param {String} modelName\n    @return DS.Adapter\n  */\n  adapterFor: function adapterFor(modelName) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s adapterFor method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store.adapterFor has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n    var normalizedModelName = normalizeModelName(modelName);\n\n    var _adapterCache = this._adapterCache;\n\n    var adapter = _adapterCache[normalizedModelName];\n    if (adapter) {\n      return adapter;\n    }\n\n    var owner = getOwner(this);\n\n    adapter = owner.lookup('adapter:' + normalizedModelName);\n    if (adapter !== undefined) {\n      Ember.set(adapter, 'store', this);\n      _adapterCache[normalizedModelName] = adapter;\n      return adapter;\n    }\n\n    // no adapter found for the specific model, fallback and check for application adapter\n    adapter = _adapterCache.application || owner.lookup('adapter:application');\n    if (adapter !== undefined) {\n      Ember.set(adapter, 'store', this);\n      _adapterCache[normalizedModelName] = adapter;\n      _adapterCache.application = adapter;\n      return adapter;\n    }\n\n    // no model specific adapter or application adapter, check for an `adapter`\n    // property defined on the store\n    var adapterName = this.get('adapter');\n    adapter = _adapterCache[adapterName] || owner.lookup('adapter:' + adapterName);\n    if (adapter !== undefined) {\n      Ember.set(adapter, 'store', this);\n      _adapterCache[normalizedModelName] = adapter;\n      _adapterCache[adapterName] = adapter;\n      return adapter;\n    }\n\n    // final fallback, no model specific adapter, no application adapter, no\n    // `adapter` property on store: use json-api adapter\n    adapter = _adapterCache['-json-api'] || owner.lookup('adapter:-json-api');\n    Ember.set(adapter, 'store', this);\n    _adapterCache[normalizedModelName] = adapter;\n    _adapterCache['-json-api'] = adapter;\n    return adapter;\n  },\n\n\n  // ..............................\n  // . RECORD CHANGE NOTIFICATION .\n  // ..............................\n\n  /**\n    Returns an instance of the serializer for a given type. For\n    example, `serializerFor('person')` will return an instance of\n    `App.PersonSerializer`.\n     If no `App.PersonSerializer` is found, this method will look\n    for an `App.ApplicationSerializer` (the default serializer for\n    your entire application).\n     if no `App.ApplicationSerializer` is found, it will attempt\n    to get the `defaultSerializer` from the `PersonAdapter`\n    (`adapterFor('person')`).\n     If a serializer cannot be found on the adapter, it will fall back\n    to an instance of `DS.JSONSerializer`.\n     @method serializerFor\n    @public\n    @param {String} modelName the record to serialize\n    @return {DS.Serializer}\n  */\n  serializerFor: function serializerFor(modelName) {\n    (true && !(Ember.isPresent(modelName)) && Ember.assert('You need to pass a model name to the store\\'s serializerFor method', Ember.isPresent(modelName)));\n    (true && !(typeof modelName === 'string') && Ember.assert('Passing classes to store.serializerFor has been removed. Please pass a dasherized string instead of ' + modelName, typeof modelName === 'string'));\n\n    var normalizedModelName = normalizeModelName(modelName);\n\n    var _serializerCache = this._serializerCache;\n\n    var serializer = _serializerCache[normalizedModelName];\n    if (serializer) {\n      return serializer;\n    }\n\n    var owner = getOwner(this);\n\n    serializer = owner.lookup('serializer:' + normalizedModelName);\n    if (serializer !== undefined) {\n      Ember.set(serializer, 'store', this);\n      _serializerCache[normalizedModelName] = serializer;\n      return serializer;\n    }\n\n    // no serializer found for the specific model, fallback and check for application serializer\n    serializer = _serializerCache.application || owner.lookup('serializer:application');\n    if (serializer !== undefined) {\n      Ember.set(serializer, 'store', this);\n      _serializerCache[normalizedModelName] = serializer;\n      _serializerCache.application = serializer;\n      return serializer;\n    }\n\n    // no model specific serializer or application serializer, check for the `defaultSerializer`\n    // property defined on the adapter\n    var adapter = this.adapterFor(modelName);\n    var serializerName = Ember.get(adapter, 'defaultSerializer');\n    serializer = _serializerCache[serializerName] || owner.lookup('serializer:' + serializerName);\n    if (serializer !== undefined) {\n      Ember.set(serializer, 'store', this);\n      _serializerCache[normalizedModelName] = serializer;\n      _serializerCache[serializerName] = serializer;\n      return serializer;\n    }\n\n    // final fallback, no model specific serializer, no application serializer, no\n    // `serializer` property on store: use json-api serializer\n    serializer = _serializerCache['-default'] || owner.lookup('serializer:-default');\n    Ember.set(serializer, 'store', this);\n    _serializerCache[normalizedModelName] = serializer;\n    _serializerCache['-default'] = serializer;\n\n    return serializer;\n  },\n  lookupAdapter: function lookupAdapter(name) {\n    (true && !(false) && Ember.deprecate('Use of lookupAdapter is deprecated, use adapterFor instead.', false, {\n      id: 'ds.store.lookupAdapter',\n      until: '3.0'\n    }));\n\n    return this.adapterFor(name);\n  },\n  lookupSerializer: function lookupSerializer(name) {\n    (true && !(false) && Ember.deprecate('Use of lookupSerializer is deprecated, use serializerFor instead.', false, {\n      id: 'ds.store.lookupSerializer',\n      until: '3.0'\n    }));\n\n    return this.serializerFor(name);\n  },\n  willDestroy: function willDestroy() {\n    this._super.apply(this, arguments);\n    this._pushedInternalModels = null;\n    this.recordArrayManager.destroy();\n\n    this._adapterCache = null;\n    this._serializerCache = null;\n\n    this.unloadAll();\n  },\n  _updateRelationshipState: function _updateRelationshipState(relationship) {\n    var _this3 = this;\n\n    if (this._updatedRelationships.push(relationship) !== 1) {\n      return;\n    }\n\n    this._backburner.join(function () {\n      _this3._backburner.schedule('syncRelationships', _this3, _this3._flushUpdatedRelationships);\n    });\n  },\n  _flushUpdatedRelationships: function _flushUpdatedRelationships() {\n    var updated = this._updatedRelationships;\n\n    for (var i = 0, l = updated.length; i < l; i++) {\n      updated[i].flushCanonical();\n    }\n\n    updated.length = 0;\n  },\n  _updateInternalModel: function _updateInternalModel(internalModel) {\n    if (this._updatedInternalModels.push(internalModel) !== 1) {\n      return;\n    }\n\n    Ember.run.schedule('actions', this, this._flushUpdatedInternalModels);\n  },\n  _flushUpdatedInternalModels: function _flushUpdatedInternalModels() {\n    var updated = this._updatedInternalModels;\n\n    for (var i = 0, l = updated.length; i < l; i++) {\n      updated[i]._triggerDeferredTriggers();\n    }\n\n    updated.length = 0;\n  },\n  _pushResourceIdentifier: function _pushResourceIdentifier(relationship, resourceIdentifier) {\n    if (Ember.isNone(resourceIdentifier)) {\n      return;\n    }\n\n    (true && !(!Array.isArray(resourceIdentifier)) && Ember.assert('A ' + relationship.internalModel.modelName + ' record was pushed into the store with the value of ' + relationship.key + ' being ' + Ember.inspect(resourceIdentifier) + ', but ' + relationship.key + ' is a belongsTo relationship so the value must not be an array. You should probably check your data payload or serializer.', !Array.isArray(resourceIdentifier)));\n\n    //TODO:Better asserts\n\n    return this._internalModelForId(resourceIdentifier.type, resourceIdentifier.id);\n  },\n  _pushResourceIdentifiers: function _pushResourceIdentifiers(relationship, resourceIdentifiers) {\n    if (Ember.isNone(resourceIdentifiers)) {\n      return;\n    }\n\n    (true && !(Array.isArray(resourceIdentifiers)) && Ember.assert('A ' + relationship.internalModel.modelName + ' record was pushed into the store with the value of ' + relationship.key + ' being \\'' + Ember.inspect(resourceIdentifiers) + '\\', but ' + relationship.key + ' is a hasMany relationship so the value must be an array. You should probably check your data payload or serializer.', Array.isArray(resourceIdentifiers)));\n\n\n    var _internalModels = new Array(resourceIdentifiers.length);\n    for (var i = 0; i < resourceIdentifiers.length; i++) {\n      _internalModels[i] = this._pushResourceIdentifier(relationship, resourceIdentifiers[i]);\n    }\n    return _internalModels;\n  }\n});\n\n// Delegation to the adapter and promise management\n\n\nfunction defaultSerializer(store) {\n  return store.serializerFor('application');\n}\n\nfunction _commit(adapter, store, operation, snapshot) {\n  var internalModel = snapshot._internalModel;\n  var modelName = snapshot.modelName;\n  var modelClass = store._modelFor(modelName);\n  (true && !(adapter) && Ember.assert('You tried to update a record but you have no adapter (for ' + modelName + ')', adapter));\n  (true && !(typeof adapter[operation] === 'function') && Ember.assert('You tried to update a record but your adapter (for ' + modelName + ') does not implement \\'' + operation + '\\'', typeof adapter[operation] === 'function'));\n\n\n  {\n    incrementRequestCount();\n  }\n\n  var promise = Ember.RSVP.Promise.resolve().then(function () {\n    return adapter[operation](store, modelClass, snapshot);\n  });\n  var serializer = serializerForAdapter(store, adapter, modelName);\n  var label = 'DS: Extract and notify about ' + operation + ' completion of ' + internalModel;\n\n  (true && !(promise !== undefined) && Ember.assert('Your adapter\\'s \\'' + operation + '\\' method must return a value, but it returned \\'undefined\\'', promise !== undefined));\n\n\n  promise = guardDestroyedStore(promise, store, label);\n  promise = _guard(promise, _bind(_objectIsAlive, internalModel));\n\n  return promise.then(function (adapterPayload) {\n    /*\n      Note to future spelunkers hoping to optimize.\n      We rely on this `run` to create a run loop if needed\n      that `store._push` and `store.didSaveRecord` will both share.\n       We use `join` because it is often the case that we\n      have an outer run loop available still from the first\n      call to `store._push`;\n     */\n    store._backburner.join(function () {\n      var payload = void 0,\n          data = void 0;\n      if (adapterPayload) {\n        payload = normalizeResponseHelper(serializer, store, modelClass, adapterPayload, snapshot.id, operation);\n        if (payload.included) {\n          store._push({ data: null, included: payload.included });\n        }\n        data = payload.data;\n      }\n      store.didSaveRecord(internalModel, { data: data });\n    });\n\n    return internalModel;\n  }, function (error) {\n    if (error instanceof InvalidError) {\n      var errors = serializer.extractErrors(store, modelClass, error, snapshot.id);\n\n      store.recordWasInvalid(internalModel, errors);\n    } else {\n      store.recordWasError(internalModel, error);\n    }\n\n    throw error;\n  }, label);\n}\n\nfunction isInverseRelationshipInitialized(store, internalModel, data, key, modelNameToInverseMap) {\n  var relationshipData = data.relationships[key].data;\n\n  if (!relationshipData) {\n    // can't check inverse for eg { comments: { links: { related: URL }}}\n    return false;\n  }\n\n  var inverseMap = modelNameToInverseMap[internalModel.modelName];\n  if (!inverseMap) {\n    inverseMap = modelNameToInverseMap[internalModel.modelName] = Ember.get(internalModel.type, 'inverseMap');\n  }\n  var inverseRelationshipMetadata = inverseMap[key];\n  if (inverseRelationshipMetadata === undefined) {\n    inverseRelationshipMetadata = internalModel.type.inverseFor(key, store);\n  }\n\n  if (!inverseRelationshipMetadata) {\n    return false;\n  }\n\n  var _inverseRelationshipM = inverseRelationshipMetadata,\n      inverseRelationshipName = _inverseRelationshipM.name;\n\n\n  if (Array.isArray(relationshipData)) {\n    for (var i = 0; i < relationshipData.length; ++i) {\n      var inverseInternalModel = store._internalModelsFor(relationshipData[i].type).get(relationshipData[i].id);\n      if (inverseInternalModel && inverseInternalModel._relationships.has(inverseRelationshipName)) {\n        return true;\n      }\n    }\n\n    return false;\n  } else {\n    var _inverseInternalModel = store._internalModelsFor(relationshipData.type).get(relationshipData.id);\n    return _inverseInternalModel && _inverseInternalModel._relationships.has(inverseRelationshipName);\n  }\n}\n\nfunction setupRelationships(store, internalModel, data, modelNameToInverseMap) {\n  Object.keys(data.relationships).forEach(function (relationshipName) {\n    var relationships = internalModel._relationships;\n    var relationshipRequiresNotification = relationships.has(relationshipName) || isInverseRelationshipInitialized(store, internalModel, data, relationshipName, modelNameToInverseMap);\n\n    if (relationshipRequiresNotification) {\n      var relationshipData = data.relationships[relationshipName];\n      relationships.get(relationshipName).push(relationshipData, false);\n    }\n\n    // in debug, assert payload validity eagerly\n    {\n      var relationshipMeta = Ember.get(internalModel.type, 'relationshipsByName').get(relationshipName);\n      var _relationshipData = data.relationships[relationshipName];\n      if (!_relationshipData || !relationshipMeta) {\n        return;\n      }\n\n      if (_relationshipData.links) {\n        var isAsync = relationshipMeta.options && relationshipMeta.options.async !== false;\n        (true && Ember.warn('You pushed a record of type \\'' + internalModel.type.modelName + '\\' with a relationship \\'' + relationshipName + '\\' configured as \\'async: false\\'. You\\'ve included a link but no primary data, this may be an error in your payload.', isAsync || _relationshipData.data, {\n          id: 'ds.store.push-link-for-sync-relationship'\n        }));\n      } else if (_relationshipData.data) {\n        if (relationshipMeta.kind === 'belongsTo') {\n          (true && !(!Array.isArray(_relationshipData.data)) && Ember.assert('A ' + internalModel.type.modelName + ' record was pushed into the store with the value of ' + relationshipName + ' being ' + Ember.inspect(_relationshipData.data) + ', but ' + relationshipName + ' is a belongsTo relationship so the value must not be an array. You should probably check your data payload or serializer.', !Array.isArray(_relationshipData.data)));\n        } else if (relationshipMeta.kind === 'hasMany') {\n          (true && !(Array.isArray(_relationshipData.data)) && Ember.assert('A ' + internalModel.type.modelName + ' record was pushed into the store with the value of ' + relationshipName + ' being \\'' + Ember.inspect(_relationshipData.data) + '\\', but ' + relationshipName + ' is a hasMany relationship so the value must be an array. You should probably check your data payload or serializer.', Array.isArray(_relationshipData.data)));\n        }\n      }\n    }\n  });\n}\n\nvar Store$1 = Store;\n\n/**\n  @module ember-data\n*/\n\n/**\n  All Ember Data classes, methods and functions are defined inside of this namespace.\n\n  @class DS\n  @static\n*/\n\n/**\n  @property VERSION\n  @type String\n  @static\n*/\nvar DS = Ember.Namespace.create({\n  VERSION: VERSION,\n  name: \"DS\"\n});\n\nif (Ember.libraries) {\n  Ember.libraries.registerCoreLibrary('Ember Data', DS.VERSION);\n}\n\n/**\n  `DS.belongsTo` is used to define One-To-One and One-To-Many\n  relationships on a [DS.Model](/api/data/classes/DS.Model.html).\n\n\n  `DS.belongsTo` takes an optional hash as a second parameter, currently\n  supported options are:\n\n  - `async`: A boolean value used to explicitly declare this to be an async relationship.\n  - `inverse`: A string used to identify the inverse property on a\n    related model in a One-To-Many relationship. See [Explicit Inverses](#toc_explicit-inverses)\n\n  #### One-To-One\n  To declare a one-to-one relationship between two models, use\n  `DS.belongsTo`:\n\n  ```app/models/user.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    profile: DS.belongsTo('profile')\n  });\n  ```\n\n  ```app/models/profile.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    user: DS.belongsTo('user')\n  });\n  ```\n\n  #### One-To-Many\n  To declare a one-to-many relationship between two models, use\n  `DS.belongsTo` in combination with `DS.hasMany`, like this:\n\n  ```app/models/post.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    comments: DS.hasMany('comment')\n  });\n  ```\n\n  ```app/models/comment.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    post: DS.belongsTo('post')\n  });\n  ```\n\n  You can avoid passing a string as the first parameter. In that case Ember Data\n  will infer the type from the key name.\n\n  ```app/models/comment.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    post: DS.belongsTo()\n  });\n  ```\n\n  will lookup for a Post type.\n\n  @namespace\n  @method belongsTo\n  @for DS\n  @param {String} modelName (optional) type of the relationship\n  @param {Object} options (optional) a hash of options\n  @return {Ember.computed} relationship\n*/\nfunction belongsTo(modelName, options) {\n  var opts = void 0,\n      userEnteredModelName = void 0;\n  if (typeof modelName === 'object') {\n    opts = modelName;\n    userEnteredModelName = undefined;\n  } else {\n    opts = options;\n    userEnteredModelName = modelName;\n  }\n\n  if (typeof userEnteredModelName === 'string') {\n    userEnteredModelName = normalizeModelName(userEnteredModelName);\n  }\n\n  (true && !(typeof userEnteredModelName === 'string' || typeof userEnteredModelName === 'undefined') && Ember.assert(\"The first argument to DS.belongsTo must be a string representing a model type key, not an instance of \" + Ember.inspect(userEnteredModelName) + \". E.g., to define a relation to the Person model, use DS.belongsTo('person')\", typeof userEnteredModelName === 'string' || typeof userEnteredModelName === 'undefined'));\n\n\n  opts = opts || {};\n\n  var meta = {\n    type: userEnteredModelName,\n    isRelationship: true,\n    options: opts,\n    kind: 'belongsTo',\n    name: 'Belongs To',\n    key: null\n  };\n\n  return Ember.computed({\n    get: function get(key) {\n      if (opts.hasOwnProperty('serialize')) {\n        (true && Ember.warn('You provided a serialize option on the \"' + key + '\" property in the \"' + this._internalModel.modelName + '\" class, this belongs in the serializer. See DS.Serializer and it\\'s implementations https://emberjs.com/api/data/classes/DS.Serializer.html', false, {\n          id: 'ds.model.serialize-option-in-belongs-to'\n        }));\n      }\n\n      if (opts.hasOwnProperty('embedded')) {\n        (true && Ember.warn('You provided an embedded option on the \"' + key + '\" property in the \"' + this._internalModel.modelName + '\" class, this belongs in the serializer. See DS.EmbeddedRecordsMixin https://emberjs.com/api/data/classes/DS.EmbeddedRecordsMixin.html', false, {\n          id: 'ds.model.embedded-option-in-belongs-to'\n        }));\n      }\n\n      return this._internalModel._relationships.get(key).getRecord();\n    },\n    set: function set(key, value) {\n      this._internalModel.setDirtyBelongsTo(key, value);\n\n      return this._internalModel._relationships.get(key).getRecord();\n    }\n  }).meta(meta);\n}\n\n/**\n  `DS.hasMany` is used to define One-To-Many and Many-To-Many\n  relationships on a [DS.Model](/api/data/classes/DS.Model.html).\n\n  `DS.hasMany` takes an optional hash as a second parameter, currently\n  supported options are:\n\n  - `async`: A boolean value used to explicitly declare this to be an async relationship.\n  - `inverse`: A string used to identify the inverse property on a related model.\n\n  #### One-To-Many\n  To declare a one-to-many relationship between two models, use\n  `DS.belongsTo` in combination with `DS.hasMany`, like this:\n\n  ```app/models/post.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    comments: DS.hasMany('comment')\n  });\n  ```\n\n  ```app/models/comment.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    post: DS.belongsTo('post')\n  });\n  ```\n\n  #### Many-To-Many\n  To declare a many-to-many relationship between two models, use\n  `DS.hasMany`:\n\n  ```app/models/post.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    tags: DS.hasMany('tag')\n  });\n  ```\n\n  ```app/models/tag.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    posts: DS.hasMany('post')\n  });\n  ```\n\n  You can avoid passing a string as the first parameter. In that case Ember Data\n  will infer the type from the singularized key name.\n\n  ```app/models/post.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    tags: DS.hasMany()\n  });\n  ```\n\n  will lookup for a Tag type.\n\n  #### Explicit Inverses\n\n  Ember Data will do its best to discover which relationships map to\n  one another. In the one-to-many code above, for example, Ember Data\n  can figure out that changing the `comments` relationship should update\n  the `post` relationship on the inverse because post is the only\n  relationship to that model.\n\n  However, sometimes you may have multiple `belongsTo`/`hasMany` for the\n  same type. You can specify which property on the related model is\n  the inverse using `DS.hasMany`'s `inverse` option:\n\n  ```app/models/comment.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    onePost: DS.belongsTo('post'),\n    twoPost: DS.belongsTo('post'),\n    redPost: DS.belongsTo('post'),\n    bluePost: DS.belongsTo('post')\n  });\n  ```\n\n  ```app/models/post.js\n  import DS from 'ember-data';\n\n  export default DS.Model.extend({\n    comments: DS.hasMany('comment', {\n      inverse: 'redPost'\n    })\n  });\n  ```\n\n  You can also specify an inverse on a `belongsTo`, which works how\n  you'd expect.\n\n  @namespace\n  @method hasMany\n  @for DS\n  @param {String} type (optional) type of the relationship\n  @param {Object} options (optional) a hash of options\n  @return {Ember.computed} relationship\n*/\nfunction hasMany(type, options) {\n  if (typeof type === 'object') {\n    options = type;\n    type = undefined;\n  }\n\n  (true && !(typeof type === 'string' || typeof type === 'undefined') && Ember.assert('The first argument to DS.hasMany must be a string representing a model type key, not an instance of ' + Ember.inspect(type) + '. E.g., to define a relation to the Comment model, use DS.hasMany(\\'comment\\')', typeof type === 'string' || typeof type === 'undefined'));\n\n\n  options = options || {};\n\n  if (typeof type === 'string') {\n    type = normalizeModelName(type);\n  }\n\n  // Metadata about relationships is stored on the meta of\n  // the relationship. This is used for introspection and\n  // serialization. Note that `key` is populated lazily\n  // the first time the CP is called.\n  var meta = {\n    type: type,\n    options: options,\n    isRelationship: true,\n    kind: 'hasMany',\n    name: 'Has Many',\n    key: null\n  };\n\n  return Ember.computed({\n    get: function get(key) {\n      return this._internalModel._relationships.get(key).getRecords();\n    },\n    set: function set(key, records) {\n      this._internalModel.setDirtyHasMany(key, records);\n\n      return this._internalModel._relationships.get(key).getRecords();\n    }\n  }).meta(meta);\n}\n\n/**\n\n  WARNING: This interface is likely to change in order to accomodate https://github.com/emberjs/rfcs/pull/4\n\n  ## Using BuildURLMixin\n\n  To use url building, include the mixin when extending an adapter, and call `buildURL` where needed.\n  The default behaviour is designed for RESTAdapter.\n\n  ### Example\n\n  ```javascript\n  export default DS.Adapter.extend(BuildURLMixin, {\n    findRecord: function(store, type, id, snapshot) {\n      var url = this.buildURL(type.modelName, id, snapshot, 'findRecord');\n      return this.ajax(url, 'GET');\n    }\n  });\n  ```\n\n  ### Attributes\n\n  The `host` and `namespace` attributes will be used if defined, and are optional.\n\n  @class BuildURLMixin\n  @namespace DS\n*/\nvar buildUrlMixin = Ember.Mixin.create({\n  /**\n    Builds a URL for a given type and optional ID.\n     By default, it pluralizes the type's name (for example, 'post'\n    becomes 'posts' and 'person' becomes 'people'). To override the\n    pluralization see [pathForType](#method_pathForType).\n     If an ID is specified, it adds the ID to the path generated\n    for the type, separated by a `/`.\n     When called by RESTAdapter.findMany() the `id` and `snapshot` parameters\n    will be arrays of ids and snapshots.\n     @method buildURL\n    @param {String} modelName\n    @param {(String|Array|Object)} id single id or array of ids or query\n    @param {(DS.Snapshot|Array)} snapshot single snapshot or array of snapshots\n    @param {String} requestType\n    @param {Object} query object of query parameters to send for query requests.\n    @return {String} url\n  */\n  buildURL: function buildURL(modelName, id, snapshot, requestType, query) {\n    switch (requestType) {\n      case 'findRecord':\n        return this.urlForFindRecord(id, modelName, snapshot);\n      case 'findAll':\n        return this.urlForFindAll(modelName, snapshot);\n      case 'query':\n        return this.urlForQuery(query, modelName);\n      case 'queryRecord':\n        return this.urlForQueryRecord(query, modelName);\n      case 'findMany':\n        return this.urlForFindMany(id, modelName, snapshot);\n      case 'findHasMany':\n        return this.urlForFindHasMany(id, modelName, snapshot);\n      case 'findBelongsTo':\n        return this.urlForFindBelongsTo(id, modelName, snapshot);\n      case 'createRecord':\n        return this.urlForCreateRecord(modelName, snapshot);\n      case 'updateRecord':\n        return this.urlForUpdateRecord(id, modelName, snapshot);\n      case 'deleteRecord':\n        return this.urlForDeleteRecord(id, modelName, snapshot);\n      default:\n        return this._buildURL(modelName, id);\n    }\n  },\n\n\n  /**\n    @method _buildURL\n    @private\n    @param {String} modelName\n    @param {String} id\n    @return {String} url\n  */\n  _buildURL: function _buildURL(modelName, id) {\n    var path = void 0;\n    var url = [];\n    var host = Ember.get(this, 'host');\n    var prefix = this.urlPrefix();\n\n    if (modelName) {\n      path = this.pathForType(modelName);\n      if (path) {\n        url.push(path);\n      }\n    }\n\n    if (id) {\n      url.push(encodeURIComponent(id));\n    }\n    if (prefix) {\n      url.unshift(prefix);\n    }\n\n    url = url.join('/');\n    if (!host && url && url.charAt(0) !== '/') {\n      url = '/' + url;\n    }\n\n    return url;\n  },\n\n\n  /**\n   Builds a URL for a `store.findRecord(type, id)` call.\n    Example:\n    ```app/adapters/user.js\n   import DS from 'ember-data';\n    export default DS.JSONAPIAdapter.extend({\n     urlForFindRecord(id, modelName, snapshot) {\n       let baseUrl = this.buildURL(modelName, id, snapshot);\n       return `${baseUrl}/users/${snapshot.adapterOptions.user_id}/playlists/${id}`;\n     }\n   });\n   ```\n    @method urlForFindRecord\n   @param {String} id\n   @param {String} modelName\n   @param {DS.Snapshot} snapshot\n   @return {String} url\n    */\n  urlForFindRecord: function urlForFindRecord(id, modelName, snapshot) {\n    return this._buildURL(modelName, id);\n  },\n\n\n  /**\n   Builds a URL for a `store.findAll(type)` call.\n    Example:\n    ```app/adapters/comment.js\n   import DS from 'ember-data';\n    export default DS.JSONAPIAdapter.extend({\n     urlForFindAll(modelName, snapshot) {\n       return 'data/comments.json';\n     }\n   });\n   ```\n    @method urlForFindAll\n   @param {String} modelName\n   @param {DS.SnapshotRecordArray} snapshot\n   @return {String} url\n   */\n  urlForFindAll: function urlForFindAll(modelName, snapshot) {\n    return this._buildURL(modelName);\n  },\n\n\n  /**\n   Builds a URL for a `store.query(type, query)` call.\n    Example:\n    ```app/adapters/application.js\n   import DS from 'ember-data';\n    export default DS.RESTAdapter.extend({\n     host: 'https://api.github.com',\n     urlForQuery (query, modelName) {\n       switch(modelName) {\n         case 'repo':\n           return `https://api.github.com/orgs/${query.orgId}/repos`;\n         default:\n           return this._super(...arguments);\n       }\n     }\n   });\n   ```\n    @method urlForQuery\n   @param {Object} query\n   @param {String} modelName\n   @return {String} url\n   */\n  urlForQuery: function urlForQuery(query, modelName) {\n    return this._buildURL(modelName);\n  },\n\n\n  /**\n   Builds a URL for a `store.queryRecord(type, query)` call.\n    Example:\n    ```app/adapters/application.js\n   import DS from 'ember-data';\n    export default DS.RESTAdapter.extend({\n     urlForQueryRecord({ slug }, modelName) {\n       let baseUrl = this.buildURL();\n       return `${baseUrl}/${encodeURIComponent(slug)}`;\n     }\n   });\n   ```\n    @method urlForQueryRecord\n   @param {Object} query\n   @param {String} modelName\n   @return {String} url\n   */\n  urlForQueryRecord: function urlForQueryRecord(query, modelName) {\n    return this._buildURL(modelName);\n  },\n\n\n  /**\n   Builds a URL for coalesceing multiple `store.findRecord(type, id)`\n   records into 1 request when the adapter's `coalesceFindRequests`\n   property is true.\n    Example:\n    ```app/adapters/application.js\n   import DS from 'ember-data';\n    export default DS.RESTAdapter.extend({\n     urlForFindMany(ids, modelName) {\n       let baseUrl = this.buildURL();\n       return `${baseUrl}/coalesce`;\n     }\n   });\n   ```\n    @method urlForFindMany\n   @param {Array} ids\n   @param {String} modelName\n   @param {Array} snapshots\n   @return {String} url\n   */\n  urlForFindMany: function urlForFindMany(ids, modelName, snapshots) {\n    return this._buildURL(modelName);\n  },\n\n\n  /**\n   Builds a URL for fetching a async hasMany relationship when a url\n   is not provided by the server.\n    Example:\n    ```app/adapters/application.js\n   import DS from 'ember-data';\n    export default DS.JSONAPIAdapter.extend({\n     urlForFindHasMany(id, modelName, snapshot) {\n       let baseUrl = this.buildURL(id, modelName);\n       return `${baseUrl}/relationships`;\n     }\n   });\n   ```\n    @method urlForFindHasMany\n   @param {String} id\n   @param {String} modelName\n   @param {DS.Snapshot} snapshot\n   @return {String} url\n   */\n  urlForFindHasMany: function urlForFindHasMany(id, modelName, snapshot) {\n    return this._buildURL(modelName, id);\n  },\n\n\n  /**\n   Builds a URL for fetching a async belongsTo relationship when a url\n   is not provided by the server.\n    Example:\n    ```app/adapters/application.js\n   import DS from 'ember-data';\n    export default DS.JSONAPIAdapter.extend({\n     urlForFindBelongsTo(id, modelName, snapshot) {\n       let baseUrl = this.buildURL(id, modelName);\n       return `${baseUrl}/relationships`;\n     }\n   });\n   ```\n    @method urlForFindBelongsTo\n   @param {String} id\n   @param {String} modelName\n   @param {DS.Snapshot} snapshot\n   @return {String} url\n   */\n  urlForFindBelongsTo: function urlForFindBelongsTo(id, modelName, snapshot) {\n    return this._buildURL(modelName, id);\n  },\n\n\n  /**\n   Builds a URL for a `record.save()` call when the record was created\n   locally using `store.createRecord()`.\n    Example:\n    ```app/adapters/application.js\n   import DS from 'ember-data';\n    export default DS.RESTAdapter.extend({\n     urlForCreateRecord(modelName, snapshot) {\n       return this._super(...arguments) + '/new';\n     }\n   });\n   ```\n    @method urlForCreateRecord\n   @param {String} modelName\n   @param {DS.Snapshot} snapshot\n   @return {String} url\n   */\n  urlForCreateRecord: function urlForCreateRecord(modelName, snapshot) {\n    return this._buildURL(modelName);\n  },\n\n\n  /**\n   Builds a URL for a `record.save()` call when the record has been update locally.\n    Example:\n    ```app/adapters/application.js\n   import DS from 'ember-data';\n    export default DS.RESTAdapter.extend({\n     urlForUpdateRecord(id, modelName, snapshot) {\n       return `/${id}/feed?access_token=${snapshot.adapterOptions.token}`;\n     }\n   });\n   ```\n    @method urlForUpdateRecord\n   @param {String} id\n   @param {String} modelName\n   @param {DS.Snapshot} snapshot\n   @return {String} url\n   */\n  urlForUpdateRecord: function urlForUpdateRecord(id, modelName, snapshot) {\n    return this._buildURL(modelName, id);\n  },\n\n\n  /**\n   Builds a URL for a `record.save()` call when the record has been deleted locally.\n    Example:\n    ```app/adapters/application.js\n   import DS from 'ember-data';\n    export default DS.RESTAdapter.extend({\n     urlForDeleteRecord(id, modelName, snapshot) {\n       return this._super(...arguments) + '/destroy';\n     }\n   });\n   ```\n    @method urlForDeleteRecord\n   @param {String} id\n   @param {String} modelName\n   @param {DS.Snapshot} snapshot\n   @return {String} url\n   */\n  urlForDeleteRecord: function urlForDeleteRecord(id, modelName, snapshot) {\n    return this._buildURL(modelName, id);\n  },\n\n\n  /**\n    @method urlPrefix\n    @private\n    @param {String} path\n    @param {String} parentURL\n    @return {String} urlPrefix\n  */\n  urlPrefix: function urlPrefix(path, parentURL) {\n    var host = Ember.get(this, 'host');\n    var namespace = Ember.get(this, 'namespace');\n\n    if (!host || host === '/') {\n      host = '';\n    }\n\n    if (path) {\n      // Protocol relative url\n      if (/^\\/\\//.test(path) || /http(s)?:\\/\\//.test(path)) {\n        // Do nothing, the full host is already included.\n        return path;\n\n        // Absolute path\n      } else if (path.charAt(0) === '/') {\n        return '' + host + path;\n        // Relative path\n      } else {\n        return parentURL + '/' + path;\n      }\n    }\n\n    // No path provided\n    var url = [];\n    if (host) {\n      url.push(host);\n    }\n    if (namespace) {\n      url.push(namespace);\n    }\n    return url.join('/');\n  },\n\n\n  /**\n    Determines the pathname for a given type.\n     By default, it pluralizes the type's name (for example,\n    'post' becomes 'posts' and 'person' becomes 'people').\n     ### Pathname customization\n     For example if you have an object LineItem with an\n    endpoint of \"/line_items/\".\n     ```app/adapters/application.js\n    import DS from 'ember-data';\n    import { decamelize } from '@ember/string';\n    import { pluralize } from 'ember-inflector';\n     export default DS.RESTAdapter.extend({\n      pathForType: function(modelName) {\n        var decamelized = decamelize(modelName);\n        return pluralize(decamelized);\n      }\n    });\n    ```\n     @method pathForType\n    @param {String} modelName\n    @return {String} path\n  **/\n  pathForType: function pathForType(modelName) {\n    var camelized = Ember.String.camelize(modelName);\n    return emberInflector.pluralize(camelized);\n  }\n});\n\nvar CLRF = '\\r\\n';\n\nfunction parseResponseHeaders(headersString) {\n  var headers = Object.create(null);\n\n  if (!headersString) {\n    return headers;\n  }\n\n  var headerPairs = headersString.split(CLRF);\n  for (var i = 0; i < headerPairs.length; i++) {\n    var header = headerPairs[i];\n    var j = 0;\n    var foundSep = false;\n\n    for (; j < header.length; j++) {\n      if (header.charCodeAt(j) === 58 /* ':' */) {\n          foundSep = true;\n          break;\n        }\n    }\n\n    if (foundSep === false) {\n      continue;\n    }\n\n    var field = header.substring(0, j).trim();\n    var value = header.substring(j + 1, header.length).trim();\n\n    if (value) {\n      headers[field] = value;\n    }\n  }\n\n  return headers;\n}\n\nfunction isEnabled() {\n  var _Ember$FEATURES;\n\n  return (_Ember$FEATURES = Ember.FEATURES).isEnabled.apply(_Ember$FEATURES, arguments);\n}\n\n/*\n  Extend `Ember.DataAdapter` with ED specific code.\n\n  @class DebugAdapter\n  @namespace DS\n  @extends Ember.DataAdapter\n  @private\n*/\nvar debugAdapter = Ember.DataAdapter.extend({\n  getFilters: function getFilters() {\n    return [{ name: 'isNew', desc: 'New' }, { name: 'isModified', desc: 'Modified' }, { name: 'isClean', desc: 'Clean' }];\n  },\n  detect: function detect(typeClass) {\n    return typeClass !== Model && Model.detect(typeClass);\n  },\n  columnsForType: function columnsForType(typeClass) {\n    var columns = [{\n      name: 'id',\n      desc: 'Id'\n    }];\n    var count = 0;\n    var self = this;\n    Ember.get(typeClass, 'attributes').forEach(function (meta, name) {\n      if (count++ > self.attributeLimit) {\n        return false;\n      }\n      var desc = Ember.String.capitalize(Ember.String.underscore(name).replace('_', ' '));\n      columns.push({ name: name, desc: desc });\n    });\n    return columns;\n  },\n  getRecords: function getRecords(modelClass, modelName) {\n    if (arguments.length < 2) {\n      // Legacy Ember.js < 1.13 support\n      var containerKey = modelClass._debugContainerKey;\n      if (containerKey) {\n        var match = containerKey.match(/model:(.*)/);\n        if (match !== null) {\n          modelName = match[1];\n        }\n      }\n    }\n    (true && !(!!modelName) && Ember.assert(\"Cannot find model name. Please upgrade to Ember.js >= 1.13 for Ember Inspector support\", !!modelName));\n\n    return this.get('store').peekAll(modelName);\n  },\n  getRecordColumnValues: function getRecordColumnValues(record) {\n    var _this = this;\n\n    var count = 0;\n    var columnValues = { id: Ember.get(record, 'id') };\n\n    record.eachAttribute(function (key) {\n      if (count++ > _this.attributeLimit) {\n        return false;\n      }\n      columnValues[key] = Ember.get(record, key);\n    });\n    return columnValues;\n  },\n  getRecordKeywords: function getRecordKeywords(record) {\n    var keywords = [];\n    var keys = Ember.A(['id']);\n    record.eachAttribute(function (key) {\n      return keys.push(key);\n    });\n    keys.forEach(function (key) {\n      return keywords.push(Ember.get(record, key));\n    });\n    return keywords;\n  },\n  getRecordFilterValues: function getRecordFilterValues(record) {\n    return {\n      isNew: record.get('isNew'),\n      isModified: record.get('hasDirtyAttributes') && !record.get('isNew'),\n      isClean: !record.get('hasDirtyAttributes')\n    };\n  },\n  getRecordColor: function getRecordColor(record) {\n    var color = 'black';\n    if (record.get('isNew')) {\n      color = 'green';\n    } else if (record.get('hasDirtyAttributes')) {\n      color = 'blue';\n    }\n    return color;\n  },\n  observeRecord: function observeRecord(record, recordUpdated) {\n    var releaseMethods = Ember.A();\n    var keysToObserve = Ember.A(['id', 'isNew', 'hasDirtyAttributes']);\n\n    record.eachAttribute(function (key) {\n      return keysToObserve.push(key);\n    });\n    var adapter = this;\n\n    keysToObserve.forEach(function (key) {\n      var handler = function handler() {\n        recordUpdated(adapter.wrapRecord(record));\n      };\n      Ember.addObserver(record, key, handler);\n      releaseMethods.push(function () {\n        Ember.removeObserver(record, key, handler);\n      });\n    });\n\n    var release = function release() {\n      releaseMethods.forEach(function (fn) {\n        return fn();\n      });\n    };\n\n    return release;\n  }\n});\n\n// public\n\nexports.Model = Model;\nexports.Errors = Errors;\nexports.Store = Store$1;\nexports.DS = DS;\nexports.belongsTo = belongsTo;\nexports.hasMany = hasMany;\nexports.BuildURLMixin = buildUrlMixin;\nexports.Snapshot = Snapshot;\nexports.AdapterError = AdapterError;\nexports.InvalidError = InvalidError;\nexports.UnauthorizedError = UnauthorizedError;\nexports.ForbiddenError = ForbiddenError;\nexports.NotFoundError = NotFoundError;\nexports.ConflictError = ConflictError;\nexports.ServerError = ServerError;\nexports.TimeoutError = TimeoutError;\nexports.AbortError = AbortError;\nexports.errorsHashToArray = errorsHashToArray;\nexports.errorsArrayToHash = errorsArrayToHash;\nexports.normalizeModelName = normalizeModelName;\nexports.getOwner = getOwner;\nexports.modelHasAttributeOrRelationshipNamedType = modelHasAttributeOrRelationshipNamedType;\nexports.coerceId = coerceId;\nexports.parseResponseHeaders = parseResponseHeaders;\nexports.isEnabled = isEnabled;\nexports.RootState = RootState$1;\nexports.InternalModel = InternalModel;\nexports.PromiseArray = PromiseArray;\nexports.PromiseObject = PromiseObject;\nexports.PromiseManyArray = PromiseManyArray;\nexports.RecordArray = RecordArray;\nexports.FilteredRecordArray = FilteredRecordArray;\nexports.AdapterPopulatedRecordArray = AdapterPopulatedRecordArray;\nexports.ManyArray = ManyArray;\nexports.RecordArrayManager = RecordArrayManager;\nexports.Relationship = Relationship;\nexports.Map = MapWithDeprecations;\nexports.MapWithDefault = MapWithDefault;\nexports.DebugAdapter = debugAdapter;\nexports.diffArray = diffArray;\nexports.RelationshipPayloadsManager = RelationshipPayloadsManager;\nexports.RelationshipPayloads = RelationshipPayloads;\nexports.SnapshotRecordArray = SnapshotRecordArray;\n\nObject.defineProperty(exports, '__esModule', { value: true });\n\n});\n","define('ember-data/adapter', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Object.extend({\n\n    /**\n      If you would like your adapter to use a custom serializer you can\n      set the `defaultSerializer` property to be the name of the custom\n      serializer.\n       Note the `defaultSerializer` serializer has a lower priority than\n      a model specific serializer (i.e. `PostSerializer`) or the\n      `application` serializer.\n       ```app/adapters/django.js\n      import DS from 'ember-data';\n       export default DS.Adapter.extend({\n        defaultSerializer: 'django'\n      });\n      ```\n       @property defaultSerializer\n      @type {String}\n    */\n    defaultSerializer: '-default',\n\n    /**\n      The `findRecord()` method is invoked when the store is asked for a record that\n      has not previously been loaded. In response to `findRecord()` being called, you\n      should query your persistence layer for a record with the given ID. The `findRecord`\n      method should return a promise that will resolve to a JavaScript object that will be\n      normalized by the serializer.\n       Here is an example `findRecord` implementation:\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n      import RSVP from 'RSVP';\n      import $ from 'jquery';\n       export default DS.Adapter.extend({\n        findRecord(store, type, id, snapshot) {\n          return new RSVP.Promise(function(resolve, reject) {\n            $.getJSON(`/${type.modelName}/${id}`).then(function(data) {\n              resolve(data);\n            }, function(jqXHR) {\n              reject(jqXHR);\n            });\n          });\n        }\n      });\n      ```\n       @method findRecord\n      @param {DS.Store} store\n      @param {DS.Model} type\n      @param {String} id\n      @param {DS.Snapshot} snapshot\n      @return {Promise} promise\n    */\n    findRecord: null,\n\n    /**\n      The `findAll()` method is used to retrieve all records for a given type.\n       Example\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n      import RSVP from 'RSVP';\n      import $ from 'jquery';\n       export default DS.Adapter.extend({\n        findAll(store, type, sinceToken) {\n          let query = { since: sinceToken };\n           return new RSVP.Promise(function(resolve, reject) {\n            $.getJSON(`/${type.modelName}`, query).then(function(data) {\n              resolve(data);\n            }, function(jqXHR) {\n              reject(jqXHR);\n            });\n          });\n        }\n      });\n      ```\n       @method findAll\n      @param {DS.Store} store\n      @param {DS.Model} type\n      @param {String} sinceToken\n      @param {DS.SnapshotRecordArray} snapshotRecordArray\n      @return {Promise} promise\n    */\n    findAll: null,\n\n    /**\n      This method is called when you call `query` on the store.\n       Example\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n      import RSVP from 'RSVP';\n      import $ from 'jquery';\n       export default DS.Adapter.extend({\n        query(store, type, query) {\n          return new RSVP.Promise(function(resolve, reject) {\n            $.getJSON(`/${type.modelName}`, query).then(function(data) {\n              resolve(data);\n            }, function(jqXHR) {\n              reject(jqXHR);\n            });\n          });\n        }\n      });\n      ```\n       @method query\n      @param {DS.Store} store\n      @param {DS.Model} type\n      @param {Object} query\n      @param {DS.AdapterPopulatedRecordArray} recordArray\n      @return {Promise} promise\n    */\n    query: null,\n\n    /**\n      The `queryRecord()` method is invoked when the store is asked for a single\n      record through a query object.\n       In response to `queryRecord()` being called, you should always fetch fresh\n      data. Once found, you can asynchronously call the store's `push()` method\n      to push the record into the store.\n       Here is an example `queryRecord` implementation:\n       Example\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n      import RSVP from 'RSVP';\n      import $ from 'jquery';\n       export default DS.Adapter.extend(DS.BuildURLMixin, {\n        queryRecord(store, type, query) {\n          return new RSVP.Promise(function(resolve, reject) {\n            $.getJSON(`/${type.modelName}`, query).then(function(data) {\n              resolve(data);\n            }, function(jqXHR) {\n              reject(jqXHR);\n            });\n          });\n        }\n      });\n      ```\n       @method queryRecord\n      @param {DS.Store} store\n      @param {subclass of DS.Model} type\n      @param {Object} query\n      @return {Promise} promise\n    */\n    queryRecord: null,\n\n    /**\n      If the globally unique IDs for your records should be generated on the client,\n      implement the `generateIdForRecord()` method. This method will be invoked\n      each time you create a new record, and the value returned from it will be\n      assigned to the record's `primaryKey`.\n       Most traditional REST-like HTTP APIs will not use this method. Instead, the ID\n      of the record will be set by the server, and your adapter will update the store\n      with the new ID when it calls `didCreateRecord()`. Only implement this method if\n      you intend to generate record IDs on the client-side.\n       The `generateIdForRecord()` method will be invoked with the requesting store as\n      the first parameter and the newly created record as the second parameter:\n       ```javascript\n      import DS from 'ember-data';\n      import { v4 } from 'uuid';\n       export default DS.Adapter.extend({\n        generateIdForRecord(store, inputProperties) {\n          return v4();\n        }\n      });\n      ```\n       @method generateIdForRecord\n      @param {DS.Store} store\n      @param {DS.Model} type   the DS.Model class of the record\n      @param {Object} inputProperties a hash of properties to set on the\n        newly created record.\n      @return {(String|Number)} id\n    */\n    generateIdForRecord: null,\n\n    /**\n      Proxies to the serializer's `serialize` method.\n       Example\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n       export default DS.Adapter.extend({\n        createRecord(store, type, snapshot) {\n          let data = this.serialize(snapshot, { includeId: true });\n          let url = `/${type.modelName}`;\n           // ...\n        }\n      });\n      ```\n       @method serialize\n      @param {DS.Snapshot} snapshot\n      @param {Object}   options\n      @return {Object} serialized snapshot\n    */\n    serialize: function serialize(snapshot, options) {\n      return snapshot.serialize(options);\n    },\n\n\n    /**\n      Implement this method in a subclass to handle the creation of\n      new records.\n       Serializes the record and sends it to the server.\n       Example\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n      import { run } from '@ember/runloop';\n      import RSVP from 'RSVP';\n      import $ from 'jquery';\n       export default DS.Adapter.extend({\n        createRecord(store, type, snapshot) {\n          let data = this.serialize(snapshot, { includeId: true });\n           return new RSVP.Promise(function(resolve, reject) {\n            $.ajax({\n              type: 'POST',\n              url: `/${type.modelName}`,\n              dataType: 'json',\n              data: data\n            }).then(function(data) {\n              run(null, resolve, data);\n            }, function(jqXHR) {\n              jqXHR.then = null; // tame jQuery's ill mannered promises\n              run(null, reject, jqXHR);\n            });\n          });\n        }\n      });\n      ```\n       @method createRecord\n      @param {DS.Store} store\n      @param {DS.Model} type   the DS.Model class of the record\n      @param {DS.Snapshot} snapshot\n      @return {Promise} promise\n    */\n    createRecord: null,\n\n    /**\n      Implement this method in a subclass to handle the updating of\n      a record.\n       Serializes the record update and sends it to the server.\n       The updateRecord method is expected to return a promise that will\n      resolve with the serialized record. This allows the backend to\n      inform the Ember Data store the current state of this record after\n      the update. If it is not possible to return a serialized record\n      the updateRecord promise can also resolve with `undefined` and the\n      Ember Data store will assume all of the updates were successfully\n      applied on the backend.\n       Example\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n      import { run } from '@ember/runloop';\n      import RSVP from 'RSVP';\n      import $ from 'jquery';\n       export default DS.Adapter.extend({\n        updateRecord(store, type, snapshot) {\n          let data = this.serialize(snapshot, { includeId: true });\n          let id = snapshot.id;\n           return new RSVP.Promise(function(resolve, reject) {\n            $.ajax({\n              type: 'PUT',\n              url: `/${type.modelName}/${id}`,\n              dataType: 'json',\n              data: data\n            }).then(function(data) {\n              run(null, resolve, data);\n            }, function(jqXHR) {\n              jqXHR.then = null; // tame jQuery's ill mannered promises\n              run(null, reject, jqXHR);\n            });\n          });\n        }\n      });\n      ```\n       @method updateRecord\n      @param {DS.Store} store\n      @param {DS.Model} type   the DS.Model class of the record\n      @param {DS.Snapshot} snapshot\n      @return {Promise} promise\n    */\n    updateRecord: null,\n\n    /**\n      Implement this method in a subclass to handle the deletion of\n      a record.\n       Sends a delete request for the record to the server.\n       Example\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n      import { run } from '@ember/runloop';\n      import RSVP from 'RSVP';\n      import $ from 'jquery';\n       export default DS.Adapter.extend({\n        deleteRecord(store, type, snapshot) {\n          let data = this.serialize(snapshot, { includeId: true });\n          let id = snapshot.id;\n           return new RSVP.Promise(function(resolve, reject) {\n            $.ajax({\n              type: 'DELETE',\n              url: `/${type.modelName}/${id}`,\n              dataType: 'json',\n              data: data\n            }).then(function(data) {\n              run(null, resolve, data);\n            }, function(jqXHR) {\n              jqXHR.then = null; // tame jQuery's ill mannered promises\n              run(null, reject, jqXHR);\n            });\n          });\n        }\n      });\n      ```\n       @method deleteRecord\n      @param {DS.Store} store\n      @param {DS.Model} type   the DS.Model class of the record\n      @param {DS.Snapshot} snapshot\n      @return {Promise} promise\n    */\n    deleteRecord: null,\n\n    /**\n      By default the store will try to coalesce all `fetchRecord` calls within the same runloop\n      into as few requests as possible by calling groupRecordsForFindMany and passing it into a findMany call.\n      You can opt out of this behaviour by either not implementing the findMany hook or by setting\n      coalesceFindRequests to false.\n       @property coalesceFindRequests\n      @type {boolean}\n    */\n    coalesceFindRequests: true,\n\n    /**\n      The store will call `findMany` instead of multiple `findRecord`\n      requests to find multiple records at once if coalesceFindRequests\n      is true.\n       ```app/adapters/application.js\n      import DS from 'ember-data';\n      import { run } from '@ember/runloop';\n      import RSVP from 'RSVP';\n      import $ from 'jquery';\n       export default DS.Adapter.extend({\n        findMany(store, type, ids, snapshots) {\n          return new RSVP.Promise(function(resolve, reject) {\n            $.ajax({\n              type: 'GET',\n              url: `/${type.modelName}/`,\n              dataType: 'json',\n              data: { filter: { id: ids.join(',') } }\n            }).then(function(data) {\n              run(null, resolve, data);\n            }, function(jqXHR) {\n              jqXHR.then = null; // tame jQuery's ill mannered promises\n              run(null, reject, jqXHR);\n            });\n          });\n        }\n      });\n      ```\n       @method findMany\n      @param {DS.Store} store\n      @param {DS.Model} type   the DS.Model class of the records\n      @param {Array}    ids\n      @param {Array} snapshots\n      @return {Promise} promise\n    */\n    findMany: null,\n\n    /**\n      Organize records into groups, each of which is to be passed to separate\n      calls to `findMany`.\n       For example, if your api has nested URLs that depend on the parent, you will\n      want to group records by their parent.\n       The default implementation returns the records as a single group.\n       @method groupRecordsForFindMany\n      @param {DS.Store} store\n      @param {Array} snapshots\n      @return {Array}  an array of arrays of records, each of which is to be\n                        loaded separately by `findMany`.\n    */\n    groupRecordsForFindMany: function groupRecordsForFindMany(store, snapshots) {\n      return [snapshots];\n    },\n\n\n    /**\n      This method is used by the store to determine if the store should\n      reload a record from the adapter when a record is requested by\n      `store.findRecord`.\n       If this method returns `true`, the store will re-fetch a record from\n      the adapter. If this method returns `false`, the store will resolve\n      immediately using the cached record.\n       For example, if you are building an events ticketing system, in which users\n      can only reserve tickets for 20 minutes at a time, and want to ensure that\n      in each route you have data that is no more than 20 minutes old you could\n      write:\n       ```javascript\n      shouldReloadRecord(store, ticketSnapshot) {\n        let lastAccessedAt = ticketSnapshot.attr('lastAccessedAt');\n        let timeDiff = moment().diff(lastAccessedAt, 'minutes');\n         if (timeDiff > 20) {\n          return true;\n        } else {\n          return false;\n        }\n      }\n      ```\n       This method would ensure that whenever you do `store.findRecord('ticket',\n      id)` you will always get a ticket that is no more than 20 minutes old. In\n      case the cached version is more than 20 minutes old, `findRecord` will not\n      resolve until you fetched the latest version.\n       By default this hook returns `false`, as most UIs should not block user\n      interactions while waiting on data update.\n       Note that, with default settings, `shouldBackgroundReloadRecord` will always\n      re-fetch the records in the background even if `shouldReloadRecord` returns\n      `false`. You can override `shouldBackgroundReloadRecord` if this does not\n      suit your use case.\n       @since 1.13.0\n      @method shouldReloadRecord\n      @param {DS.Store} store\n      @param {DS.Snapshot} snapshot\n      @return {Boolean}\n    */\n    shouldReloadRecord: function shouldReloadRecord(store, snapshot) {\n      return false;\n    },\n\n\n    /**\n      This method is used by the store to determine if the store should\n      reload all records from the adapter when records are requested by\n      `store.findAll`.\n       If this method returns `true`, the store will re-fetch all records from\n      the adapter. If this method returns `false`, the store will resolve\n      immediately using the cached records.\n       For example, if you are building an events ticketing system, in which users\n      can only reserve tickets for 20 minutes at a time, and want to ensure that\n      in each route you have data that is no more than 20 minutes old you could\n      write:\n       ```javascript\n      shouldReloadAll(store, snapshotArray) {\n        let snapshots = snapshotArray.snapshots();\n         return snapshots.any((ticketSnapshot) => {\n          let lastAccessedAt = ticketSnapshot.attr('lastAccessedAt');\n          let timeDiff = moment().diff(lastAccessedAt, 'minutes');\n           if (timeDiff > 20) {\n            return true;\n          } else {\n            return false;\n          }\n        });\n      }\n      ```\n       This method would ensure that whenever you do `store.findAll('ticket')` you\n      will always get a list of tickets that are no more than 20 minutes old. In\n      case a cached version is more than 20 minutes old, `findAll` will not\n      resolve until you fetched the latest versions.\n       By default this methods returns `true` if the passed `snapshotRecordArray`\n      is empty (meaning that there are no records locally available yet),\n      otherwise it returns `false`.\n       Note that, with default settings, `shouldBackgroundReloadAll` will always\n      re-fetch all the records in the background even if `shouldReloadAll` returns\n      `false`. You can override `shouldBackgroundReloadAll` if this does not suit\n      your use case.\n       @since 1.13.0\n      @method shouldReloadAll\n      @param {DS.Store} store\n      @param {DS.SnapshotRecordArray} snapshotRecordArray\n      @return {Boolean}\n    */\n    shouldReloadAll: function shouldReloadAll(store, snapshotRecordArray) {\n      return !snapshotRecordArray.length;\n    },\n\n\n    /**\n      This method is used by the store to determine if the store should\n      reload a record after the `store.findRecord` method resolves a\n      cached record.\n       This method is *only* checked by the store when the store is\n      returning a cached record.\n       If this method returns `true` the store will re-fetch a record from\n      the adapter.\n       For example, if you do not want to fetch complex data over a mobile\n      connection, or if the network is down, you can implement\n      `shouldBackgroundReloadRecord` as follows:\n       ```javascript\n      shouldBackgroundReloadRecord(store, snapshot) {\n        let connection = window.navigator.connection;\n         if (connection === 'cellular' || connection === 'none') {\n          return false;\n        } else {\n          return true;\n        }\n      }\n      ```\n       By default this hook returns `true` so the data for the record is updated\n      in the background.\n       @since 1.13.0\n      @method shouldBackgroundReloadRecord\n      @param {DS.Store} store\n      @param {DS.Snapshot} snapshot\n      @return {Boolean}\n    */\n    shouldBackgroundReloadRecord: function shouldBackgroundReloadRecord(store, snapshot) {\n      return true;\n    },\n\n\n    /**\n      This method is used by the store to determine if the store should\n      reload a record array after the `store.findAll` method resolves\n      with a cached record array.\n       This method is *only* checked by the store when the store is\n      returning a cached record array.\n       If this method returns `true` the store will re-fetch all records\n      from the adapter.\n       For example, if you do not want to fetch complex data over a mobile\n      connection, or if the network is down, you can implement\n      `shouldBackgroundReloadAll` as follows:\n       ```javascript\n      shouldBackgroundReloadAll(store, snapshotArray) {\n        let connection = window.navigator.connection;\n         if (connection === 'cellular' || connection === 'none') {\n          return false;\n        } else {\n          return true;\n        }\n      }\n      ```\n       By default this method returns `true`, indicating that a background reload\n      should always be triggered.\n       @since 1.13.0\n      @method shouldBackgroundReloadAll\n      @param {DS.Store} store\n      @param {DS.SnapshotRecordArray} snapshotRecordArray\n      @return {Boolean}\n    */\n    shouldBackgroundReloadAll: function shouldBackgroundReloadAll(store, snapshotRecordArray) {\n      return true;\n    }\n  });\n});","define('ember-data/adapters/errors', ['exports', 'ember-data/-private'], function (exports, _private) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'AdapterError', {\n    enumerable: true,\n    get: function () {\n      return _private.AdapterError;\n    }\n  });\n  Object.defineProperty(exports, 'InvalidError', {\n    enumerable: true,\n    get: function () {\n      return _private.InvalidError;\n    }\n  });\n  Object.defineProperty(exports, 'UnauthorizedError', {\n    enumerable: true,\n    get: function () {\n      return _private.UnauthorizedError;\n    }\n  });\n  Object.defineProperty(exports, 'ForbiddenError', {\n    enumerable: true,\n    get: function () {\n      return _private.ForbiddenError;\n    }\n  });\n  Object.defineProperty(exports, 'NotFoundError', {\n    enumerable: true,\n    get: function () {\n      return _private.NotFoundError;\n    }\n  });\n  Object.defineProperty(exports, 'ConflictError', {\n    enumerable: true,\n    get: function () {\n      return _private.ConflictError;\n    }\n  });\n  Object.defineProperty(exports, 'ServerError', {\n    enumerable: true,\n    get: function () {\n      return _private.ServerError;\n    }\n  });\n  Object.defineProperty(exports, 'TimeoutError', {\n    enumerable: true,\n    get: function () {\n      return _private.TimeoutError;\n    }\n  });\n  Object.defineProperty(exports, 'AbortError', {\n    enumerable: true,\n    get: function () {\n      return _private.AbortError;\n    }\n  });\n  Object.defineProperty(exports, 'errorsHashToArray', {\n    enumerable: true,\n    get: function () {\n      return _private.errorsHashToArray;\n    }\n  });\n  Object.defineProperty(exports, 'errorsArrayToHash', {\n    enumerable: true,\n    get: function () {\n      return _private.errorsArrayToHash;\n    }\n  });\n});","define('ember-data/adapters/json-api', ['exports', 'ember-data/adapters/rest', 'ember-inflector'], function (exports, _rest, _emberInflector) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  /**\n    The `JSONAPIAdapter` is the default adapter used by Ember Data. It\n    is responsible for transforming the store's requests into HTTP\n    requests that follow the [JSON API](http://jsonapi.org/format/)\n    format.\n  \n    ## JSON API Conventions\n  \n    The JSONAPIAdapter uses JSON API conventions for building the url\n    for a record and selecting the HTTP verb to use with a request. The\n    actions you can take on a record map onto the following URLs in the\n    JSON API adapter:\n  \n  <table>\n    <tr>\n      <th>\n        Action\n      </th>\n      <th>\n        HTTP Verb\n      </th>\n      <th>\n        URL\n      </th>\n    </tr>\n    <tr>\n      <th>\n        `store.findRecord('post', 123)`\n      </th>\n      <td>\n        GET\n      </td>\n      <td>\n        /posts/123\n      </td>\n    </tr>\n    <tr>\n      <th>\n        `store.findAll('post')`\n      </th>\n      <td>\n        GET\n      </td>\n      <td>\n        /posts\n      </td>\n    </tr>\n    <tr>\n      <th>\n        Update `postRecord.save()`\n      </th>\n      <td>\n        PATCH\n      </td>\n      <td>\n        /posts/123\n      </td>\n    </tr>\n    <tr>\n      <th>\n        Create `store.createRecord('post').save()`\n      </th>\n      <td>\n        POST\n      </td>\n      <td>\n        /posts\n      </td>\n    </tr>\n    <tr>\n      <th>\n        Delete `postRecord.destroyRecord()`\n      </th>\n      <td>\n        DELETE\n      </td>\n      <td>\n        /posts/123\n      </td>\n    </tr>\n  </table>\n  \n    ## Success and failure\n  \n    The JSONAPIAdapter will consider a success any response with a\n    status code of the 2xx family (\"Success\"), as well as 304 (\"Not\n    Modified\"). Any other status code will be considered a failure.\n  \n    On success, the request promise will be resolved with the full\n    response payload.\n  \n    Failed responses with status code 422 (\"Unprocessable Entity\") will\n    be considered \"invalid\". The response will be discarded, except for\n    the `errors` key. The request promise will be rejected with a\n    `DS.InvalidError`. This error object will encapsulate the saved\n    `errors` value.\n  \n    Any other status codes will be treated as an adapter error. The\n    request promise will be rejected, similarly to the invalid case,\n    but with an instance of `DS.AdapterError` instead.\n  \n    ### Endpoint path customization\n  \n    Endpoint paths can be prefixed with a `namespace` by setting the\n    namespace property on the adapter:\n  \n    ```app/adapters/application.js\n    import DS from 'ember-data';\n  \n    export default DS.JSONAPIAdapter.extend({\n      namespace: 'api/1'\n    });\n    ```\n    Requests for the `person` model would now target `/api/1/people/1`.\n  \n    ### Host customization\n  \n    An adapter can target other hosts by setting the `host` property.\n  \n    ```app/adapters/application.js\n    import DS from 'ember-data';\n  \n    export default DS.JSONAPIAdapter.extend({\n      host: 'https://api.example.com'\n    });\n    ```\n  \n    Requests for the `person` model would now target\n    `https://api.example.com/people/1`.\n  \n    @since 1.13.0\n    @class JSONAPIAdapter\n    @constructor\n    @namespace DS\n    @extends DS.RESTAdapter\n  */\n  var JSONAPIAdapter = _rest.default.extend({\n    defaultSerializer: '-json-api',\n\n    ajaxOptions: function ajaxOptions(url, type, options) {\n      var hash = this._super.apply(this, arguments);\n\n      if (hash.contentType) {\n        hash.contentType = 'application/vnd.api+json';\n      }\n\n      var beforeSend = hash.beforeSend;\n      hash.beforeSend = function (xhr) {\n        xhr.setRequestHeader('Accept', 'application/vnd.api+json');\n        if (beforeSend) {\n          beforeSend(xhr);\n        }\n      };\n\n      return hash;\n    },\n\n\n    /**\n      By default the JSONAPIAdapter will send each find request coming from a `store.find`\n      or from accessing a relationship separately to the server. If your server supports passing\n      ids as a query string, you can set coalesceFindRequests to true to coalesce all find requests\n      within a single runloop.\n       For example, if you have an initial payload of:\n       ```javascript\n      {\n        data: {\n          id: 1,\n          type: 'post',\n          relationship: {\n            comments: {\n              data: [\n                { id: 1, type: 'comment' },\n                { id: 2, type: 'comment' }\n              ]\n            }\n          }\n        }\n      }\n      ```\n       By default calling `post.get('comments')` will trigger the following requests(assuming the\n      comments haven't been loaded before):\n       ```\n      GET /comments/1\n      GET /comments/2\n      ```\n       If you set coalesceFindRequests to `true` it will instead trigger the following request:\n       ```\n      GET /comments?filter[id]=1,2\n      ```\n       Setting coalesceFindRequests to `true` also works for `store.find` requests and `belongsTo`\n      relationships accessed within the same runloop. If you set `coalesceFindRequests: true`\n       ```javascript\n      store.findRecord('comment', 1);\n      store.findRecord('comment', 2);\n      ```\n       will also send a request to: `GET /comments?filter[id]=1,2`\n       Note: Requests coalescing rely on URL building strategy. So if you override `buildURL` in your app\n      `groupRecordsForFindMany` more likely should be overridden as well in order for coalescing to work.\n       @property coalesceFindRequests\n      @type {boolean}\n    */\n    coalesceFindRequests: false,\n\n    findMany: function findMany(store, type, ids, snapshots) {\n      var url = this.buildURL(type.modelName, ids, snapshots, 'findMany');\n      return this.ajax(url, 'GET', { data: { filter: { id: ids.join(',') } } });\n    },\n    pathForType: function pathForType(modelName) {\n      var dasherized = Ember.String.dasherize(modelName);\n      return (0, _emberInflector.pluralize)(dasherized);\n    },\n    updateRecord: function updateRecord(store, type, snapshot) {\n      var data = {};\n      var serializer = store.serializerFor(type.modelName);\n\n      serializer.serializeIntoHash(data, type, snapshot, { includeId: true });\n\n      var url = this.buildURL(type.modelName, snapshot.id, snapshot, 'updateRecord');\n\n      return this.ajax(url, 'PATCH', { data: data });\n    }\n  });\n\n  exports.default = JSONAPIAdapter;\n});","define('ember-data/adapters/rest', ['exports', 'ember-data/adapter', 'ember-data/-private'], function (exports, _adapter, _private) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var Promise = Ember.RSVP.Promise;\n\n  /**\n    The REST adapter allows your store to communicate with an HTTP server by\n    transmitting JSON via XHR. Most Ember.js apps that consume a JSON API\n    should use the REST adapter.\n  \n    This adapter is designed around the idea that the JSON exchanged with\n    the server should be conventional.\n  \n    ## Success and failure\n  \n    The REST adapter will consider a success any response with a status code\n    of the 2xx family (\"Success\"), as well as 304 (\"Not Modified\"). Any other\n    status code will be considered a failure.\n  \n    On success, the request promise will be resolved with the full response\n    payload.\n  \n    Failed responses with status code 422 (\"Unprocessable Entity\") will be\n    considered \"invalid\". The response will be discarded, except for the\n    `errors` key. The request promise will be rejected with a `DS.InvalidError`.\n    This error object will encapsulate the saved `errors` value.\n  \n    Any other status codes will be treated as an \"adapter error\". The request\n    promise will be rejected, similarly to the \"invalid\" case, but with\n    an instance of `DS.AdapterError` instead.\n  \n    ## JSON Structure\n  \n    The REST adapter expects the JSON returned from your server to follow\n    these conventions.\n  \n    ### Object Root\n  \n    The JSON payload should be an object that contains the record inside a\n    root property. For example, in response to a `GET` request for\n    `/posts/1`, the JSON should look like this:\n  \n    ```js\n    {\n      \"posts\": {\n        \"id\": 1,\n        \"title\": \"I'm Running to Reform the W3C's Tag\",\n        \"author\": \"Yehuda Katz\"\n      }\n    }\n    ```\n  \n    Similarly, in response to a `GET` request for `/posts`, the JSON should\n    look like this:\n  \n    ```js\n    {\n      \"posts\": [\n        {\n          \"id\": 1,\n          \"title\": \"I'm Running to Reform the W3C's Tag\",\n          \"author\": \"Yehuda Katz\"\n        },\n        {\n          \"id\": 2,\n          \"title\": \"Rails is omakase\",\n          \"author\": \"D2H\"\n        }\n      ]\n    }\n    ```\n  \n    Note that the object root can be pluralized for both a single-object response\n    and an array response: the REST adapter is not strict on this. Further, if the\n    HTTP server responds to a `GET` request to `/posts/1` (e.g. the response to a\n    `findRecord` query) with more than one object in the array, Ember Data will\n    only display the object with the matching ID.\n  \n    ### Conventional Names\n  \n    Attribute names in your JSON payload should be the camelCased versions of\n    the attributes in your Ember.js models.\n  \n    For example, if you have a `Person` model:\n  \n    ```app/models/person.js\n    import DS from 'ember-data';\n  \n    export default DS.Model.extend({\n      firstName: DS.attr('string'),\n      lastName: DS.attr('string'),\n      occupation: DS.attr('string')\n    });\n    ```\n  \n    The JSON returned should look like this:\n  \n    ```js\n    {\n      \"people\": {\n        \"id\": 5,\n        \"firstName\": \"Zaphod\",\n        \"lastName\": \"Beeblebrox\",\n        \"occupation\": \"President\"\n      }\n    }\n    ```\n  \n    #### Relationships\n  \n    Relationships are usually represented by ids to the record in the\n    relationship. The related records can then be sideloaded in the\n    response under a key for the type.\n  \n    ```js\n    {\n      \"posts\": {\n        \"id\": 5,\n        \"title\": \"I'm Running to Reform the W3C's Tag\",\n        \"author\": \"Yehuda Katz\",\n        \"comments\": [1, 2]\n      },\n      \"comments\": [{\n        \"id\": 1,\n        \"author\": \"User 1\",\n        \"message\": \"First!\",\n      }, {\n        \"id\": 2,\n        \"author\": \"User 2\",\n        \"message\": \"Good Luck!\",\n      }]\n    }\n    ```\n  \n    If the records in the relationship are not known when the response\n    is serialized its also possible to represent the relationship as a\n    url using the `links` key in the response. Ember Data will fetch\n    this url to resolve the relationship when it is accessed for the\n    first time.\n  \n    ```js\n    {\n      \"posts\": {\n        \"id\": 5,\n        \"title\": \"I'm Running to Reform the W3C's Tag\",\n        \"author\": \"Yehuda Katz\",\n        \"links\": {\n          \"comments\": \"/posts/5/comments\"\n        }\n      }\n    }\n    ```\n  \n    ### Errors\n  \n    If a response is considered a failure, the JSON payload is expected to include\n    a top-level key `errors`, detailing any specific issues. For example:\n  \n    ```js\n    {\n      \"errors\": {\n        \"msg\": \"Something went wrong\"\n      }\n    }\n    ```\n  \n    This adapter does not make any assumptions as to the format of the `errors`\n    object. It will simply be passed along as is, wrapped in an instance\n    of `DS.InvalidError` or `DS.AdapterError`. The serializer can interpret it\n    afterwards.\n  \n    ## Customization\n  \n    ### Endpoint path customization\n  \n    Endpoint paths can be prefixed with a `namespace` by setting the namespace\n    property on the adapter:\n  \n    ```app/adapters/application.js\n    import DS from 'ember-data';\n  \n    export default DS.RESTAdapter.extend({\n      namespace: 'api/1'\n    });\n    ```\n    Requests for the `Person` model would now target `/api/1/people/1`.\n  \n    ### Host customization\n  \n    An adapter can target other hosts by setting the `host` property.\n  \n    ```app/adapters/application.js\n    import DS from 'ember-data';\n  \n    export default DS.RESTAdapter.extend({\n      host: 'https://api.example.com'\n    });\n    ```\n  \n    ### Headers customization\n  \n    Some APIs require HTTP headers, e.g. to provide an API key. Arbitrary\n    headers can be set as key/value pairs on the `RESTAdapter`'s `headers`\n    object and Ember Data will send them along with each ajax request.\n  \n  \n    ```app/adapters/application.js\n    import DS from 'ember-data';\n    import { computed } from '@ember/object';\n  \n    export default DS.RESTAdapter.extend({\n      headers: computed(function() {\n        return {\n          'API_KEY': 'secret key',\n          'ANOTHER_HEADER': 'Some header value'\n        };\n      }\n    });\n    ```\n  \n    `headers` can also be used as a computed property to support dynamic\n    headers. In the example below, the `session` object has been\n    injected into an adapter by Ember's container.\n  \n    ```app/adapters/application.js\n    import DS from 'ember-data';\n    import { computed } from '@ember/object';\n  \n    export default DS.RESTAdapter.extend({\n      headers: computed('session.authToken', function() {\n        return {\n          'API_KEY': this.get('session.authToken'),\n          'ANOTHER_HEADER': 'Some header value'\n        };\n      })\n    });\n    ```\n  \n    In some cases, your dynamic headers may require data from some\n    object outside of Ember's observer system (for example\n    `document.cookie`). You can use the\n    [volatile](/api/classes/Ember.ComputedProperty.html#method_volatile)\n    function to set the property into a non-cached mode causing the headers to\n    be recomputed with every request.\n  \n    ```app/adapters/application.js\n    import DS from 'ember-data';\n    import { get } from '@ember/object';\n    import { computed } from '@ember/object';\n  \n    export default DS.RESTAdapter.extend({\n      headers: computed(function() {\n        return {\n          'API_KEY': get(document.cookie.match(/apiKey\\=([^;]*)/), '1'),\n          'ANOTHER_HEADER': 'Some header value'\n        };\n      }).volatile()\n    });\n    ```\n  \n    @class RESTAdapter\n    @constructor\n    @namespace DS\n    @extends DS.Adapter\n    @uses DS.BuildURLMixin\n  */\n  var RESTAdapter = _adapter.default.extend(_private.BuildURLMixin, {\n    defaultSerializer: '-rest',\n\n    fastboot: Ember.computed(function () {\n      return Ember.getOwner(this).lookup('service:fastboot');\n    }),\n\n    sortQueryParams: function sortQueryParams(obj) {\n      var keys = Object.keys(obj);\n      var len = keys.length;\n      if (len < 2) {\n        return obj;\n      }\n      var newQueryParams = {};\n      var sortedKeys = keys.sort();\n\n      for (var i = 0; i < len; i++) {\n        newQueryParams[sortedKeys[i]] = obj[sortedKeys[i]];\n      }\n      return newQueryParams;\n    },\n\n\n    /**\n      By default the RESTAdapter will send each find request coming from a `store.find`\n      or from accessing a relationship separately to the server. If your server supports passing\n      ids as a query string, you can set coalesceFindRequests to true to coalesce all find requests\n      within a single runloop.\n       For example, if you have an initial payload of:\n       ```javascript\n      {\n        post: {\n          id: 1,\n          comments: [1, 2]\n        }\n      }\n      ```\n       By default calling `post.get('comments')` will trigger the following requests(assuming the\n      comments haven't been loaded before):\n       ```\n      GET /comments/1\n      GET /comments/2\n      ```\n       If you set coalesceFindRequests to `true` it will instead trigger the following request:\n       ```\n      GET /comments?ids[]=1&ids[]=2\n      ```\n       Setting coalesceFindRequests to `true` also works for `store.find` requests and `belongsTo`\n      relationships accessed within the same runloop. If you set `coalesceFindRequests: true`\n       ```javascript\n      store.findRecord('comment', 1);\n      store.findRecord('comment', 2);\n      ```\n       will also send a request to: `GET /comments?ids[]=1&ids[]=2`\n       Note: Requests coalescing rely on URL building strategy. So if you override `buildURL` in your app\n      `groupRecordsForFindMany` more likely should be overridden as well in order for coalescing to work.\n       @property coalesceFindRequests\n      @type {boolean}\n    */\n    coalesceFindRequests: false,\n\n    findRecord: function findRecord(store, type, id, snapshot) {\n      var url = this.buildURL(type.modelName, id, snapshot, 'findRecord');\n      var query = this.buildQuery(snapshot);\n\n      return this.ajax(url, 'GET', { data: query });\n    },\n    findAll: function findAll(store, type, sinceToken, snapshotRecordArray) {\n      var query = this.buildQuery(snapshotRecordArray);\n      var url = this.buildURL(type.modelName, null, snapshotRecordArray, 'findAll');\n\n      if (sinceToken) {\n        query.since = sinceToken;\n      }\n\n      return this.ajax(url, 'GET', { data: query });\n    },\n    query: function query(store, type, _query) {\n      var url = this.buildURL(type.modelName, null, null, 'query', _query);\n\n      if (this.sortQueryParams) {\n        _query = this.sortQueryParams(_query);\n      }\n\n      return this.ajax(url, 'GET', { data: _query });\n    },\n    queryRecord: function queryRecord(store, type, query) {\n      var url = this.buildURL(type.modelName, null, null, 'queryRecord', query);\n\n      if (this.sortQueryParams) {\n        query = this.sortQueryParams(query);\n      }\n\n      return this.ajax(url, 'GET', { data: query });\n    },\n    findMany: function findMany(store, type, ids, snapshots) {\n      var url = this.buildURL(type.modelName, ids, snapshots, 'findMany');\n      return this.ajax(url, 'GET', { data: { ids: ids } });\n    },\n    findHasMany: function findHasMany(store, snapshot, url, relationship) {\n      var id = snapshot.id;\n      var type = snapshot.modelName;\n\n      url = this.urlPrefix(url, this.buildURL(type, id, snapshot, 'findHasMany'));\n\n      return this.ajax(url, 'GET');\n    },\n    findBelongsTo: function findBelongsTo(store, snapshot, url, relationship) {\n      var id = snapshot.id;\n      var type = snapshot.modelName;\n\n      url = this.urlPrefix(url, this.buildURL(type, id, snapshot, 'findBelongsTo'));\n      return this.ajax(url, 'GET');\n    },\n    createRecord: function createRecord(store, type, snapshot) {\n      var data = {};\n      var serializer = store.serializerFor(type.modelName);\n      var url = this.buildURL(type.modelName, null, snapshot, 'createRecord');\n\n      serializer.serializeIntoHash(data, type, snapshot, { includeId: true });\n\n      return this.ajax(url, \"POST\", { data: data });\n    },\n    updateRecord: function updateRecord(store, type, snapshot) {\n      var data = {};\n      var serializer = store.serializerFor(type.modelName);\n\n      serializer.serializeIntoHash(data, type, snapshot);\n\n      var id = snapshot.id;\n      var url = this.buildURL(type.modelName, id, snapshot, 'updateRecord');\n\n      return this.ajax(url, \"PUT\", { data: data });\n    },\n    deleteRecord: function deleteRecord(store, type, snapshot) {\n      var id = snapshot.id;\n\n      return this.ajax(this.buildURL(type.modelName, id, snapshot, 'deleteRecord'), \"DELETE\");\n    },\n    _stripIDFromURL: function _stripIDFromURL(store, snapshot) {\n      var url = this.buildURL(snapshot.modelName, snapshot.id, snapshot);\n\n      var expandedURL = url.split('/');\n      // Case when the url is of the format ...something/:id\n      // We are decodeURIComponent-ing the lastSegment because if it represents\n      // the id, it has been encodeURIComponent-ified within `buildURL`. If we\n      // don't do this, then records with id having special characters are not\n      // coalesced correctly (see GH #4190 for the reported bug)\n      var lastSegment = expandedURL[expandedURL.length - 1];\n      var id = snapshot.id;\n      if (decodeURIComponent(lastSegment) === id) {\n        expandedURL[expandedURL.length - 1] = \"\";\n      } else if (endsWith(lastSegment, '?id=' + id)) {\n        //Case when the url is of the format ...something?id=:id\n        expandedURL[expandedURL.length - 1] = lastSegment.substring(0, lastSegment.length - id.length - 1);\n      }\n\n      return expandedURL.join('/');\n    },\n\n\n    // http://stackoverflow.com/questions/417142/what-is-the-maximum-length-of-a-url-in-different-browsers\n    maxURLLength: 2048,\n\n    groupRecordsForFindMany: function groupRecordsForFindMany(store, snapshots) {\n      var groups = new _private.MapWithDefault({\n        defaultValue: function defaultValue() {\n          return [];\n        }\n      });\n      var adapter = this;\n      var maxURLLength = this.maxURLLength;\n\n      snapshots.forEach(function (snapshot) {\n        var baseUrl = adapter._stripIDFromURL(store, snapshot);\n        groups.get(baseUrl).push(snapshot);\n      });\n\n      function splitGroupToFitInUrl(group, maxURLLength, paramNameLength) {\n        var idsSize = 0;\n        var baseUrl = adapter._stripIDFromURL(store, group[0]);\n        var splitGroups = [[]];\n\n        group.forEach(function (snapshot) {\n          var additionalLength = encodeURIComponent(snapshot.id).length + paramNameLength;\n          if (baseUrl.length + idsSize + additionalLength >= maxURLLength) {\n            idsSize = 0;\n            splitGroups.push([]);\n          }\n\n          idsSize += additionalLength;\n\n          var lastGroupIndex = splitGroups.length - 1;\n          splitGroups[lastGroupIndex].push(snapshot);\n        });\n\n        return splitGroups;\n      }\n\n      var groupsArray = [];\n      groups.forEach(function (group, key) {\n        var paramNameLength = '&ids%5B%5D='.length;\n        var splitGroups = splitGroupToFitInUrl(group, maxURLLength, paramNameLength);\n\n        splitGroups.forEach(function (splitGroup) {\n          return groupsArray.push(splitGroup);\n        });\n      });\n\n      return groupsArray;\n    },\n    handleResponse: function handleResponse(status, headers, payload, requestData) {\n      if (this.isSuccess(status, headers, payload)) {\n        return payload;\n      } else if (this.isInvalid(status, headers, payload)) {\n        return new _private.InvalidError(payload.errors);\n      }\n\n      var errors = this.normalizeErrorResponse(status, headers, payload);\n      var detailedMessage = this.generatedDetailedMessage(status, headers, payload, requestData);\n\n      switch (status) {\n        case 401:\n          return new _private.UnauthorizedError(errors, detailedMessage);\n        case 403:\n          return new _private.ForbiddenError(errors, detailedMessage);\n        case 404:\n          return new _private.NotFoundError(errors, detailedMessage);\n        case 409:\n          return new _private.ConflictError(errors, detailedMessage);\n        default:\n          if (status >= 500) {\n            return new _private.ServerError(errors, detailedMessage);\n          }\n      }\n\n      return new _private.AdapterError(errors, detailedMessage);\n    },\n    isSuccess: function isSuccess(status, headers, payload) {\n      return status >= 200 && status < 300 || status === 304;\n    },\n    isInvalid: function isInvalid(status, headers, payload) {\n      return status === 422;\n    },\n    ajax: function ajax(url, type, options) {\n      var adapter = this;\n\n      var requestData = {\n        url: url,\n        method: type\n      };\n      var hash = adapter.ajaxOptions(url, type, options);\n\n      return new Promise(function (resolve, reject) {\n        hash.success = function (payload, textStatus, jqXHR) {\n          var response = ajaxSuccessHandler(adapter, payload, jqXHR, requestData);\n          Ember.run.join(null, resolve, response);\n        };\n        hash.error = function (jqXHR, textStatus, errorThrown) {\n          var error = ajaxErrorHandler(adapter, jqXHR, errorThrown, requestData);\n          Ember.run.join(null, reject, error);\n        };\n\n        adapter._ajax(hash);\n      }, 'DS: RESTAdapter#ajax ' + type + ' to ' + url);\n    },\n    _ajaxRequest: function _ajaxRequest(options) {\n      Ember.$.ajax(options);\n    },\n    _najaxRequest: function _najaxRequest(options) {\n      if (typeof najax !== 'undefined') {\n        najax(options);\n      } else {\n        throw new Error('najax does not seem to be defined in your app. Did you override it via `addOrOverrideSandboxGlobals` in the fastboot server?');\n      }\n    },\n    _ajax: function _ajax(options) {\n      if (Ember.get(this, 'fastboot.isFastBoot')) {\n        this._najaxRequest(options);\n      } else {\n        this._ajaxRequest(options);\n      }\n    },\n    ajaxOptions: function ajaxOptions(url, type, options) {\n      var hash = options || {};\n      hash.type = type;\n      hash.dataType = 'json';\n      hash.context = this;\n\n      if (hash.data && type !== 'GET') {\n        hash.contentType = 'application/json; charset=utf-8';\n        hash.data = JSON.stringify(hash.data);\n      }\n\n      var headers = Ember.get(this, 'headers');\n      if (headers !== undefined) {\n        hash.beforeSend = function (xhr) {\n          Object.keys(headers).forEach(function (key) {\n            return xhr.setRequestHeader(key, headers[key]);\n          });\n        };\n      }\n\n      hash.url = this._ajaxURL(url);\n\n      return hash;\n    },\n    _ajaxURL: function _ajaxURL(url) {\n      if (Ember.get(this, 'fastboot.isFastBoot')) {\n        var httpRegex = /^https?:\\/\\//;\n        var protocolRelativeRegex = /^\\/\\//;\n        var protocol = Ember.get(this, 'fastboot.request.protocol');\n        var host = Ember.get(this, 'fastboot.request.host');\n\n        if (protocolRelativeRegex.test(url)) {\n          return '' + protocol + url;\n        } else if (!httpRegex.test(url)) {\n          try {\n            return protocol + '//' + host + url;\n          } catch (fbError) {\n            throw new Error('You are using Ember Data with no host defined in your adapter. This will attempt to use the host of the FastBoot request, which is not configured for the current host of this request. Please set the hostWhitelist property for in your environment.js. FastBoot Error: ' + fbError.message);\n          }\n        }\n      }\n\n      return url;\n    },\n    parseErrorResponse: function parseErrorResponse(responseText) {\n      var json = responseText;\n\n      try {\n        json = JSON.parse(responseText);\n      } catch (e) {\n        // ignored\n      }\n\n      return json;\n    },\n    normalizeErrorResponse: function normalizeErrorResponse(status, headers, payload) {\n      if (payload && typeof payload === 'object' && payload.errors) {\n        return payload.errors;\n      } else {\n        return [{\n          status: '' + status,\n          title: \"The backend responded with an error\",\n          detail: '' + payload\n        }];\n      }\n    },\n\n\n    /**\n      Generates a detailed (\"friendly\") error message, with plenty\n      of information for debugging (good luck!)\n       @method generatedDetailedMessage\n      @private\n      @param  {Number} status\n      @param  {Object} headers\n      @param  {Object} payload\n      @param  {Object} requestData\n      @return {String} detailed error message\n    */\n    generatedDetailedMessage: function generatedDetailedMessage(status, headers, payload, requestData) {\n      var shortenedPayload = void 0;\n      var payloadContentType = headers[\"Content-Type\"] || \"Empty Content-Type\";\n\n      if (payloadContentType === \"text/html\" && payload.length > 250) {\n        shortenedPayload = \"[Omitted Lengthy HTML]\";\n      } else {\n        shortenedPayload = payload;\n      }\n\n      var requestDescription = requestData.method + ' ' + requestData.url;\n      var payloadDescription = 'Payload (' + payloadContentType + ')';\n\n      return ['Ember Data Request ' + requestDescription + ' returned a ' + status, payloadDescription, shortenedPayload].join('\\n');\n    },\n\n    buildQuery: function buildQuery(snapshot) {\n      var query = {};\n\n      if (snapshot) {\n        var include = snapshot.include;\n\n\n        if (include) {\n          query.include = include;\n        }\n      }\n\n      return query;\n    }\n  });\n\n  function ajaxSuccess(adapter, payload, requestData, responseData) {\n    var response = void 0;\n    try {\n      response = adapter.handleResponse(responseData.status, responseData.headers, payload, requestData);\n    } catch (error) {\n      return Promise.reject(error);\n    }\n\n    if (response && response.isAdapterError) {\n      return Promise.reject(response);\n    } else {\n      return response;\n    }\n  }\n\n  function ajaxError(adapter, payload, requestData, responseData) {\n    if (true) {\n      var message = 'The server returned an empty string for ' + requestData.method + ' ' + requestData.url + ', which cannot be parsed into a valid JSON. Return either null or {}.';\n      var validJSONString = !(responseData.textStatus === \"parsererror\" && payload === \"\");\n      (true && Ember.warn(message, validJSONString, {\n        id: 'ds.adapter.returned-empty-string-as-JSON'\n      }));\n    }\n\n    var error = void 0;\n\n    if (responseData.errorThrown instanceof Error) {\n      error = responseData.errorThrown;\n    } else if (responseData.textStatus === 'timeout') {\n      error = new _private.TimeoutError();\n    } else if (responseData.textStatus === 'abort' || responseData.status === 0) {\n      error = new _private.AbortError();\n    } else {\n      try {\n        error = adapter.handleResponse(responseData.status, responseData.headers, payload || responseData.errorThrown, requestData);\n      } catch (e) {\n        error = e;\n      }\n    }\n\n    return error;\n  }\n\n  //From http://stackoverflow.com/questions/280634/endswith-in-javascript\n  function endsWith(string, suffix) {\n    if (typeof String.prototype.endsWith !== 'function') {\n      return string.indexOf(suffix, string.length - suffix.length) !== -1;\n    } else {\n      return string.endsWith(suffix);\n    }\n  }\n\n  function ajaxSuccessHandler(adapter, payload, jqXHR, requestData) {\n    var responseData = ajaxResponseData(jqXHR);\n    return ajaxSuccess(adapter, payload, requestData, responseData);\n  }\n\n  function ajaxErrorHandler(adapter, jqXHR, errorThrown, requestData) {\n    var responseData = ajaxResponseData(jqXHR);\n    responseData.errorThrown = errorThrown;\n    var payload = adapter.parseErrorResponse(jqXHR.responseText);\n    return ajaxError(adapter, payload, requestData, responseData);\n  }\n\n  function ajaxResponseData(jqXHR) {\n    return {\n      status: jqXHR.status,\n      textStatus: jqXHR.textStatus,\n      headers: (0, _private.parseResponseHeaders)(jqXHR.getAllResponseHeaders())\n    };\n  }\n\n  exports.default = RESTAdapter;\n});","define('ember-data/attr', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = attr;\n\n\n  /**\n    @module ember-data\n  */\n\n  function getDefaultValue(record, options, key) {\n    if (typeof options.defaultValue === 'function') {\n      return options.defaultValue.apply(null, arguments);\n    } else {\n      var defaultValue = options.defaultValue;\n      (true && !(typeof defaultValue !== 'object' || defaultValue === null) && Ember.assert('Non primitive defaultValues are not supported because they are shared between all instances. If you would like to use a complex object as a default value please provide a function that returns the complex object.', typeof defaultValue !== 'object' || defaultValue === null));\n\n      return defaultValue;\n    }\n  }\n\n  function hasValue(record, key) {\n    return key in record._attributes || key in record._inFlightAttributes || key in record._data;\n  }\n\n  /**\n    `DS.attr` defines an attribute on a [DS.Model](/api/data/classes/DS.Model.html).\n    By default, attributes are passed through as-is, however you can specify an\n    optional type to have the value automatically transformed.\n    Ember Data ships with four basic transform types: `string`, `number`,\n    `boolean` and `date`. You can define your own transforms by subclassing\n    [DS.Transform](/api/data/classes/DS.Transform.html).\n  \n    Note that you cannot use `attr` to define an attribute of `id`.\n  \n    `DS.attr` takes an optional hash as a second parameter, currently\n    supported options are:\n  \n    - `defaultValue`: Pass a string or a function to be called to set the attribute\n                      to a default value if none is supplied.\n  \n    Example\n  \n    ```app/models/user.js\n    import DS from 'ember-data';\n  \n    export default DS.Model.extend({\n      username: DS.attr('string'),\n      email: DS.attr('string'),\n      verified: DS.attr('boolean', { defaultValue: false })\n    });\n    ```\n  \n    Default value can also be a function. This is useful it you want to return\n    a new object for each attribute.\n  \n    ```app/models/user.js\n    import DS from 'ember-data';\n  \n    export default DS.Model.extend({\n      username: DS.attr('string'),\n      email: DS.attr('string'),\n      settings: DS.attr({\n        defaultValue() {\n          return {};\n        }\n      })\n    });\n    ```\n  \n    The `options` hash is passed as second argument to a transforms'\n    `serialize` and `deserialize` method. This allows to configure a\n    transformation and adapt the corresponding value, based on the config:\n  \n    ```app/models/post.js\n    import DS from 'ember-data';\n  \n    export default DS.Model.extend({\n      text: DS.attr('text', {\n        uppercase: true\n      })\n    });\n    ```\n  \n    ```app/transforms/text.js\n    import DS from 'ember-data';\n  \n    export default DS.Transform.extend({\n      serialize(value, options) {\n        if (options.uppercase) {\n          return value.toUpperCase();\n        }\n  \n        return value;\n      },\n  \n      deserialize(value) {\n        return value;\n      }\n    })\n    ```\n  \n    @namespace\n    @method attr\n    @for DS\n    @param {String|Object} type the attribute type\n    @param {Object} options a hash of options\n    @return {Attribute}\n  */\n\n  function attr(type, options) {\n    if (typeof type === 'object') {\n      options = type;\n      type = undefined;\n    } else {\n      options = options || {};\n    }\n\n    var meta = {\n      type: type,\n      isAttribute: true,\n      options: options\n    };\n\n    return Ember.computed({\n      get: function get(key) {\n        var internalModel = this._internalModel;\n        if (hasValue(internalModel, key)) {\n          return internalModel.getAttributeValue(key);\n        } else {\n          return getDefaultValue(this, options, key);\n        }\n      },\n      set: function set(key, value) {\n        return this._internalModel.setDirtyAttribute(key, value);\n      }\n    }).meta(meta);\n  }\n});","define(\"ember-data/index\", [\"exports\", \"ember-data/-private\", \"ember-data/setup-container\", \"ember-data/initialize-store-service\", \"ember-data/transforms/transform\", \"ember-data/transforms/number\", \"ember-data/transforms/date\", \"ember-data/transforms/string\", \"ember-data/transforms/boolean\", \"ember-data/adapter\", \"ember-data/adapters/json-api\", \"ember-data/adapters/rest\", \"ember-data/serializer\", \"ember-data/serializers/json-api\", \"ember-data/serializers/json\", \"ember-data/serializers/rest\", \"ember-data/serializers/embedded-records-mixin\", \"ember-data/attr\", \"ember-inflector\"], function (exports, _private, _setupContainer, _initializeStoreService, _transform, _number, _date, _string, _boolean, _adapter, _jsonApi, _rest, _serializer, _jsonApi2, _json, _rest2, _embeddedRecordsMixin, _attr) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  /**\n    Ember Data\n    @module ember-data\n    @main ember-data\n  */\n\n  if (Ember.VERSION.match(/^1\\.([0-9]|1[0-2])\\./)) {\n    throw new Ember.Error(\"Ember Data requires at least Ember 1.13.0, but you have \" + Ember.VERSION + \". Please upgrade your version of Ember, then upgrade Ember Data.\");\n  }\n\n  _private.DS.Store = _private.Store;\n  _private.DS.PromiseArray = _private.PromiseArray;\n  _private.DS.PromiseObject = _private.PromiseObject;\n\n  _private.DS.PromiseManyArray = _private.PromiseManyArray;\n\n  _private.DS.Model = _private.Model;\n  _private.DS.RootState = _private.RootState;\n  _private.DS.attr = _attr.default;\n  _private.DS.Errors = _private.Errors;\n\n  _private.DS.InternalModel = _private.InternalModel;\n  _private.DS.Snapshot = _private.Snapshot;\n\n  _private.DS.Adapter = _adapter.default;\n\n  _private.DS.AdapterError = _private.AdapterError;\n  _private.DS.InvalidError = _private.InvalidError;\n  _private.DS.TimeoutError = _private.TimeoutError;\n  _private.DS.AbortError = _private.AbortError;\n\n  _private.DS.UnauthorizedError = _private.UnauthorizedError;\n  _private.DS.ForbiddenError = _private.ForbiddenError;\n  _private.DS.NotFoundError = _private.NotFoundError;\n  _private.DS.ConflictError = _private.ConflictError;\n  _private.DS.ServerError = _private.ServerError;\n\n  _private.DS.errorsHashToArray = _private.errorsHashToArray;\n  _private.DS.errorsArrayToHash = _private.errorsArrayToHash;\n\n  _private.DS.Serializer = _serializer.default;\n\n  _private.DS.DebugAdapter = _private.DebugAdapter;\n\n  _private.DS.RecordArray = _private.RecordArray;\n  _private.DS.FilteredRecordArray = _private.FilteredRecordArray;\n  _private.DS.AdapterPopulatedRecordArray = _private.AdapterPopulatedRecordArray;\n  _private.DS.ManyArray = _private.ManyArray;\n\n  _private.DS.RecordArrayManager = _private.RecordArrayManager;\n\n  _private.DS.RESTAdapter = _rest.default;\n  _private.DS.BuildURLMixin = _private.BuildURLMixin;\n\n  _private.DS.RESTSerializer = _rest2.default;\n  _private.DS.JSONSerializer = _json.default;\n\n  _private.DS.JSONAPIAdapter = _jsonApi.default;\n  _private.DS.JSONAPISerializer = _jsonApi2.default;\n\n  _private.DS.Transform = _transform.default;\n  _private.DS.DateTransform = _date.default;\n  _private.DS.StringTransform = _string.default;\n  _private.DS.NumberTransform = _number.default;\n  _private.DS.BooleanTransform = _boolean.default;\n\n  _private.DS.EmbeddedRecordsMixin = _embeddedRecordsMixin.default;\n\n  _private.DS.belongsTo = _private.belongsTo;\n  _private.DS.hasMany = _private.hasMany;\n\n  _private.DS.Relationship = _private.Relationship;\n\n  _private.DS._setupContainer = _setupContainer.default;\n  _private.DS._initializeStoreService = _initializeStoreService.default;\n\n  Object.defineProperty(_private.DS, 'normalizeModelName', {\n    enumerable: true,\n    writable: false,\n    configurable: false,\n    value: _private.normalizeModelName\n  });\n\n  exports.default = _private.DS;\n});","define('ember-data/initialize-store-service', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = initializeStoreService;\n  /*\n    Configures a registry for use with an Ember-Data\n    store.\n  \n    @method initializeStoreService\n    @param {Ember.ApplicationInstance | Ember.EngineInstance} instance\n  */\n  function initializeStoreService(instance) {\n    // instance.lookup supports Ember 2.1 and higher\n    // instance.container supports Ember 1.11 - 2.0\n    var container = instance.lookup ? instance : instance.container;\n\n    // Eagerly generate the store so defaultStore is populated.\n    container.lookup('service:store');\n  }\n});","define('ember-data/model', ['exports', 'ember-data/-private'], function (exports, _private) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _private.Model;\n    }\n  });\n});","define('ember-data/relationships', ['exports', 'ember-data/-private'], function (exports, _private) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'belongsTo', {\n    enumerable: true,\n    get: function () {\n      return _private.belongsTo;\n    }\n  });\n  Object.defineProperty(exports, 'hasMany', {\n    enumerable: true,\n    get: function () {\n      return _private.hasMany;\n    }\n  });\n});","define('ember-data/serializer', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Object.extend({\n\n    /**\n      The `store` property is the application's `store` that contains\n      all records. It can be used to look up serializers for other model\n      types that may be nested inside the payload response.\n       Example:\n       ```js\n      Serializer.extend({\n        extractRelationship(relationshipModelName, relationshipHash) {\n          var modelClass = this.store.modelFor(relationshipModelName);\n          var relationshipSerializer = this.store.serializerFor(relationshipModelName);\n          return relationshipSerializer.normalize(modelClass, relationshipHash);\n        }\n      });\n      ```\n       @property store\n      @type {DS.Store}\n      @public\n    */\n\n    /**\n      The `normalizeResponse` method is used to normalize a payload from the\n      server to a JSON-API Document.\n       http://jsonapi.org/format/#document-structure\n       Example:\n       ```js\n      Serializer.extend({\n        normalizeResponse(store, primaryModelClass, payload, id, requestType) {\n          if (requestType === 'findRecord') {\n            return this.normalize(primaryModelClass, payload);\n          } else {\n            return payload.reduce(function(documentHash, item) {\n              let { data, included } = this.normalize(primaryModelClass, item);\n              documentHash.included.push(...included);\n              documentHash.data.push(data);\n              return documentHash;\n            }, { data: [], included: [] })\n          }\n        }\n      });\n      ```\n       @since 1.13.0\n      @method normalizeResponse\n      @param {DS.Store} store\n      @param {DS.Model} primaryModelClass\n      @param {Object} payload\n      @param {String|Number} id\n      @param {String} requestType\n      @return {Object} JSON-API Document\n    */\n    normalizeResponse: null,\n\n    /**\n      The `serialize` method is used when a record is saved in order to convert\n      the record into the form that your external data source expects.\n       `serialize` takes an optional `options` hash with a single option:\n       - `includeId`: If this is `true`, `serialize` should include the ID\n        in the serialized object it builds.\n       Example:\n       ```js\n      Serializer.extend({\n        serialize(snapshot, options) {\n          var json = {\n            id: snapshot.id\n          };\n           snapshot.eachAttribute((key, attribute) => {\n            json[key] = snapshot.attr(key);\n          });\n           snapshot.eachRelationship((key, relationship) => {\n            if (relationship.kind === 'belongsTo') {\n              json[key] = snapshot.belongsTo(key, { id: true });\n            } else if (relationship.kind === 'hasMany') {\n              json[key] = snapshot.hasMany(key, { ids: true });\n            }\n          });\n           return json;\n        },\n      });\n      ```\n       @method serialize\n      @param {DS.Snapshot} snapshot\n      @param {Object} [options]\n      @return {Object}\n    */\n    serialize: null,\n\n    /**\n      The `normalize` method is used to convert a payload received from your\n      external data source into the normalized form `store.push()` expects. You\n      should override this method, munge the hash and return the normalized\n      payload.\n       Example:\n       ```js\n      Serializer.extend({\n        normalize(modelClass, resourceHash) {\n          var data = {\n            id:            resourceHash.id,\n            type:          modelClass.modelName,\n            attributes:    resourceHash\n          };\n          return { data: data };\n        }\n      })\n      ```\n       @method normalize\n      @param {DS.Model} typeClass\n      @param {Object} hash\n      @return {Object}\n    */\n    normalize: function normalize(typeClass, hash) {\n      return hash;\n    }\n  });\n});","define('ember-data/serializers/embedded-records-mixin', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Mixin.create({\n\n    /**\n      Normalize the record and recursively normalize/extract all the embedded records\n      while pushing them into the store as they are encountered\n       A payload with an attr configured for embedded records needs to be extracted:\n       ```js\n      {\n        \"post\": {\n          \"id\": \"1\"\n          \"title\": \"Rails is omakase\",\n          \"comments\": [{\n            \"id\": \"1\",\n            \"body\": \"Rails is unagi\"\n          }, {\n            \"id\": \"2\",\n            \"body\": \"Omakase O_o\"\n          }]\n        }\n      }\n      ```\n     @method normalize\n     @param {DS.Model} typeClass\n     @param {Object} hash to be normalized\n     @param {String} prop the hash has been referenced by\n     @return {Object} the normalized hash\n    **/\n    normalize: function normalize(typeClass, hash, prop) {\n      var normalizedHash = this._super(typeClass, hash, prop);\n      return this._extractEmbeddedRecords(this, this.store, typeClass, normalizedHash);\n    },\n    keyForRelationship: function keyForRelationship(key, typeClass, method) {\n      if (method === 'serialize' && this.hasSerializeRecordsOption(key) || method === 'deserialize' && this.hasDeserializeRecordsOption(key)) {\n        return this.keyForAttribute(key, method);\n      } else {\n        return this._super(key, typeClass, method) || key;\n      }\n    },\n\n\n    /**\n      Serialize `belongsTo` relationship when it is configured as an embedded object.\n       This example of an author model belongs to a post model:\n       ```js\n      Post = DS.Model.extend({\n        title:    DS.attr('string'),\n        body:     DS.attr('string'),\n        author:   DS.belongsTo('author')\n      });\n       Author = DS.Model.extend({\n        name:     DS.attr('string'),\n        post:     DS.belongsTo('post')\n      });\n      ```\n       Use a custom (type) serializer for the post model to configure embedded author\n       ```app/serializers/post.js\n      import DS from 'ember-data';\n       export default DS.RESTSerializer.extend(DS.EmbeddedRecordsMixin, {\n        attrs: {\n          author: { embedded: 'always' }\n        }\n      })\n      ```\n       A payload with an attribute configured for embedded records can serialize\n      the records together under the root attribute's payload:\n       ```js\n      {\n        \"post\": {\n          \"id\": \"1\"\n          \"title\": \"Rails is omakase\",\n          \"author\": {\n            \"id\": \"2\"\n            \"name\": \"dhh\"\n          }\n        }\n      }\n      ```\n       @method serializeBelongsTo\n      @param {DS.Snapshot} snapshot\n      @param {Object} json\n      @param {Object} relationship\n    */\n    serializeBelongsTo: function serializeBelongsTo(snapshot, json, relationship) {\n      var attr = relationship.key;\n      if (this.noSerializeOptionSpecified(attr)) {\n        this._super(snapshot, json, relationship);\n        return;\n      }\n      var includeIds = this.hasSerializeIdsOption(attr);\n      var includeRecords = this.hasSerializeRecordsOption(attr);\n      var embeddedSnapshot = snapshot.belongsTo(attr);\n      if (includeIds) {\n        var serializedKey = this._getMappedKey(relationship.key, snapshot.type);\n        if (serializedKey === relationship.key && this.keyForRelationship) {\n          serializedKey = this.keyForRelationship(relationship.key, relationship.kind, \"serialize\");\n        }\n\n        if (!embeddedSnapshot) {\n          json[serializedKey] = null;\n        } else {\n          json[serializedKey] = embeddedSnapshot.id;\n\n          if (relationship.options.polymorphic) {\n            this.serializePolymorphicType(snapshot, json, relationship);\n          }\n        }\n      } else if (includeRecords) {\n        this._serializeEmbeddedBelongsTo(snapshot, json, relationship);\n      }\n    },\n    _serializeEmbeddedBelongsTo: function _serializeEmbeddedBelongsTo(snapshot, json, relationship) {\n      var embeddedSnapshot = snapshot.belongsTo(relationship.key);\n      var serializedKey = this._getMappedKey(relationship.key, snapshot.type);\n      if (serializedKey === relationship.key && this.keyForRelationship) {\n        serializedKey = this.keyForRelationship(relationship.key, relationship.kind, \"serialize\");\n      }\n\n      if (!embeddedSnapshot) {\n        json[serializedKey] = null;\n      } else {\n        json[serializedKey] = embeddedSnapshot.serialize({ includeId: true });\n        this.removeEmbeddedForeignKey(snapshot, embeddedSnapshot, relationship, json[serializedKey]);\n\n        if (relationship.options.polymorphic) {\n          this.serializePolymorphicType(snapshot, json, relationship);\n        }\n      }\n    },\n\n\n    /**\n      Serializes `hasMany` relationships when it is configured as embedded objects.\n       This example of a post model has many comments:\n       ```js\n      Post = DS.Model.extend({\n        title:    DS.attr('string'),\n        body:     DS.attr('string'),\n        comments: DS.hasMany('comment')\n      });\n       Comment = DS.Model.extend({\n        body:     DS.attr('string'),\n        post:     DS.belongsTo('post')\n      });\n      ```\n       Use a custom (type) serializer for the post model to configure embedded comments\n       ```app/serializers/post.js\n      import DS from 'ember-data;\n       export default DS.RESTSerializer.extend(DS.EmbeddedRecordsMixin, {\n        attrs: {\n          comments: { embedded: 'always' }\n        }\n      })\n      ```\n       A payload with an attribute configured for embedded records can serialize\n      the records together under the root attribute's payload:\n       ```js\n      {\n        \"post\": {\n          \"id\": \"1\"\n          \"title\": \"Rails is omakase\",\n          \"body\": \"I want this for my ORM, I want that for my template language...\"\n          \"comments\": [{\n            \"id\": \"1\",\n            \"body\": \"Rails is unagi\"\n          }, {\n            \"id\": \"2\",\n            \"body\": \"Omakase O_o\"\n          }]\n        }\n      }\n      ```\n       The attrs options object can use more specific instruction for extracting and\n      serializing. When serializing, an option to embed `ids`, `ids-and-types` or `records` can be set.\n      When extracting the only option is `records`.\n       So `{ embedded: 'always' }` is shorthand for:\n      `{ serialize: 'records', deserialize: 'records' }`\n       To embed the `ids` for a related object (using a hasMany relationship):\n       ```app/serializers/post.js\n      import DS from 'ember-data;\n       export default DS.RESTSerializer.extend(DS.EmbeddedRecordsMixin, {\n        attrs: {\n          comments: { serialize: 'ids', deserialize: 'records' }\n        }\n      })\n      ```\n       ```js\n      {\n        \"post\": {\n          \"id\": \"1\"\n          \"title\": \"Rails is omakase\",\n          \"body\": \"I want this for my ORM, I want that for my template language...\"\n          \"comments\": [\"1\", \"2\"]\n        }\n      }\n      ```\n       To embed the relationship as a collection of objects with `id` and `type` keys, set\n      `ids-and-types` for the related object.\n       This is particularly useful for polymorphic relationships where records don't share\n      the same table and the `id` is not enough information.\n       By example having a user that has many pets:\n       ```js\n      User = DS.Model.extend({\n        name:    DS.attr('string'),\n        pets: DS.hasMany('pet', { polymorphic: true })\n      });\n       Pet = DS.Model.extend({\n        name: DS.attr('string'),\n      });\n       Cat = Pet.extend({\n        // ...\n      });\n       Parrot = Pet.extend({\n        // ...\n      });\n      ```\n       ```app/serializers/user.js\n      import DS from 'ember-data;\n       export default DS.RESTSerializer.extend(DS.EmbeddedRecordsMixin, {\n        attrs: {\n          pets: { serialize: 'ids-and-types', deserialize: 'records' }\n        }\n      });\n      ```\n       ```js\n      {\n        \"user\": {\n          \"id\": \"1\"\n          \"name\": \"Bertin Osborne\",\n          \"pets\": [\n            { \"id\": \"1\", \"type\": \"Cat\" },\n            { \"id\": \"1\", \"type\": \"Parrot\"}\n          ]\n        }\n      }\n      ```\n       @method serializeHasMany\n      @param {DS.Snapshot} snapshot\n      @param {Object} json\n      @param {Object} relationship\n    */\n    serializeHasMany: function serializeHasMany(snapshot, json, relationship) {\n      var attr = relationship.key;\n      if (this.noSerializeOptionSpecified(attr)) {\n        this._super(snapshot, json, relationship);\n        return;\n      }\n\n      if (this.hasSerializeIdsOption(attr)) {\n        var serializedKey = this._getMappedKey(relationship.key, snapshot.type);\n        if (serializedKey === relationship.key && this.keyForRelationship) {\n          serializedKey = this.keyForRelationship(relationship.key, relationship.kind, \"serialize\");\n        }\n\n        json[serializedKey] = snapshot.hasMany(attr, { ids: true });\n      } else if (this.hasSerializeRecordsOption(attr)) {\n        this._serializeEmbeddedHasMany(snapshot, json, relationship);\n      } else {\n        if (this.hasSerializeIdsAndTypesOption(attr)) {\n          this._serializeHasManyAsIdsAndTypes(snapshot, json, relationship);\n        }\n      }\n    },\n\n\n    /*\n      Serializes a hasMany relationship as an array of objects containing only `id` and `type`\n      keys.\n      This has its use case on polymorphic hasMany relationships where the server is not storing\n      all records in the same table using STI, and therefore the `id` is not enough information\n       TODO: Make the default in Ember-data 3.0??\n    */\n    _serializeHasManyAsIdsAndTypes: function _serializeHasManyAsIdsAndTypes(snapshot, json, relationship) {\n      var serializedKey = this.keyForAttribute(relationship.key, 'serialize');\n      var hasMany = snapshot.hasMany(relationship.key);\n\n      json[serializedKey] = Ember.A(hasMany).map(function (recordSnapshot) {\n        //\n        // I'm sure I'm being utterly naive here. Propably id is a configurate property and\n        // type too, and the modelName has to be normalized somehow.\n        //\n        return { id: recordSnapshot.id, type: recordSnapshot.modelName };\n      });\n    },\n    _serializeEmbeddedHasMany: function _serializeEmbeddedHasMany(snapshot, json, relationship) {\n      var serializedKey = this._getMappedKey(relationship.key, snapshot.type);\n      if (serializedKey === relationship.key && this.keyForRelationship) {\n        serializedKey = this.keyForRelationship(relationship.key, relationship.kind, \"serialize\");\n      }\n\n      (true && Ember.warn('The embedded relationship \\'' + serializedKey + '\\' is undefined for \\'' + snapshot.modelName + '\\' with id \\'' + snapshot.id + '\\'. Please include it in your original payload.', Ember.typeOf(snapshot.hasMany(relationship.key)) !== 'undefined', { id: 'ds.serializer.embedded-relationship-undefined' }));\n\n\n      json[serializedKey] = this._generateSerializedHasMany(snapshot, relationship);\n    },\n\n\n    /*\n      Returns an array of embedded records serialized to JSON\n    */\n    _generateSerializedHasMany: function _generateSerializedHasMany(snapshot, relationship) {\n      var hasMany = snapshot.hasMany(relationship.key);\n      var manyArray = Ember.A(hasMany);\n      var ret = new Array(manyArray.length);\n\n      for (var i = 0; i < manyArray.length; i++) {\n        var embeddedSnapshot = manyArray[i];\n        var embeddedJson = embeddedSnapshot.serialize({ includeId: true });\n        this.removeEmbeddedForeignKey(snapshot, embeddedSnapshot, relationship, embeddedJson);\n        ret[i] = embeddedJson;\n      }\n\n      return ret;\n    },\n\n\n    /**\n      When serializing an embedded record, modify the property (in the json payload)\n      that refers to the parent record (foreign key for relationship).\n       Serializing a `belongsTo` relationship removes the property that refers to the\n      parent record\n       Serializing a `hasMany` relationship does not remove the property that refers to\n      the parent record.\n       @method removeEmbeddedForeignKey\n      @param {DS.Snapshot} snapshot\n      @param {DS.Snapshot} embeddedSnapshot\n      @param {Object} relationship\n      @param {Object} json\n    */\n    removeEmbeddedForeignKey: function removeEmbeddedForeignKey(snapshot, embeddedSnapshot, relationship, json) {\n      if (relationship.kind === 'belongsTo') {\n        var parentRecord = snapshot.type.inverseFor(relationship.key, this.store);\n        if (parentRecord) {\n          var name = parentRecord.name;\n          var embeddedSerializer = this.store.serializerFor(embeddedSnapshot.modelName);\n          var parentKey = embeddedSerializer.keyForRelationship(name, parentRecord.kind, 'deserialize');\n          if (parentKey) {\n            delete json[parentKey];\n          }\n        }\n      } /*else if (relationship.kind === 'hasMany') {\n        return;\n        }*/\n    },\n\n\n    // checks config for attrs option to embedded (always) - serialize and deserialize\n    hasEmbeddedAlwaysOption: function hasEmbeddedAlwaysOption(attr) {\n      var option = this.attrsOption(attr);\n      return option && option.embedded === 'always';\n    },\n\n\n    // checks config for attrs option to serialize ids\n    hasSerializeRecordsOption: function hasSerializeRecordsOption(attr) {\n      var alwaysEmbed = this.hasEmbeddedAlwaysOption(attr);\n      var option = this.attrsOption(attr);\n      return alwaysEmbed || option && option.serialize === 'records';\n    },\n\n\n    // checks config for attrs option to serialize records\n    hasSerializeIdsOption: function hasSerializeIdsOption(attr) {\n      var option = this.attrsOption(attr);\n      return option && (option.serialize === 'ids' || option.serialize === 'id');\n    },\n\n\n    // checks config for attrs option to serialize records as objects containing id and types\n    hasSerializeIdsAndTypesOption: function hasSerializeIdsAndTypesOption(attr) {\n      var option = this.attrsOption(attr);\n      return option && (option.serialize === 'ids-and-types' || option.serialize === 'id-and-type');\n    },\n\n\n    // checks config for attrs option to serialize records\n    noSerializeOptionSpecified: function noSerializeOptionSpecified(attr) {\n      var option = this.attrsOption(attr);\n      return !(option && (option.serialize || option.embedded));\n    },\n\n\n    // checks config for attrs option to deserialize records\n    // a defined option object for a resource is treated the same as\n    // `deserialize: 'records'`\n    hasDeserializeRecordsOption: function hasDeserializeRecordsOption(attr) {\n      var alwaysEmbed = this.hasEmbeddedAlwaysOption(attr);\n      var option = this.attrsOption(attr);\n      return alwaysEmbed || option && option.deserialize === 'records';\n    },\n    attrsOption: function attrsOption(attr) {\n      var attrs = this.get('attrs');\n      return attrs && (attrs[Ember.String.camelize(attr)] || attrs[attr]);\n    },\n\n\n    /**\n     @method _extractEmbeddedRecords\n     @private\n    */\n    _extractEmbeddedRecords: function _extractEmbeddedRecords(serializer, store, typeClass, partial) {\n      var _this = this;\n\n      typeClass.eachRelationship(function (key, relationship) {\n        if (serializer.hasDeserializeRecordsOption(key)) {\n          if (relationship.kind === \"hasMany\") {\n            _this._extractEmbeddedHasMany(store, key, partial, relationship);\n          }\n          if (relationship.kind === \"belongsTo\") {\n            _this._extractEmbeddedBelongsTo(store, key, partial, relationship);\n          }\n        }\n      });\n      return partial;\n    },\n\n\n    /**\n     @method _extractEmbeddedHasMany\n     @private\n    */\n    _extractEmbeddedHasMany: function _extractEmbeddedHasMany(store, key, hash, relationshipMeta) {\n      var relationshipHash = Ember.get(hash, 'data.relationships.' + key + '.data');\n\n      if (!relationshipHash) {\n        return;\n      }\n\n      var hasMany = new Array(relationshipHash.length);\n\n      for (var i = 0; i < relationshipHash.length; i++) {\n        var item = relationshipHash[i];\n\n        var _normalizeEmbeddedRel = this._normalizeEmbeddedRelationship(store, relationshipMeta, item),\n            data = _normalizeEmbeddedRel.data,\n            included = _normalizeEmbeddedRel.included;\n\n        hash.included = hash.included || [];\n        hash.included.push(data);\n        if (included) {\n          var _hash$included;\n\n          (_hash$included = hash.included).push.apply(_hash$included, included);\n        }\n\n        hasMany[i] = { id: data.id, type: data.type };\n      }\n\n      var relationship = { data: hasMany };\n      Ember.set(hash, 'data.relationships.' + key, relationship);\n    },\n\n\n    /**\n     @method _extractEmbeddedBelongsTo\n     @private\n    */\n    _extractEmbeddedBelongsTo: function _extractEmbeddedBelongsTo(store, key, hash, relationshipMeta) {\n      var relationshipHash = Ember.get(hash, 'data.relationships.' + key + '.data');\n      if (!relationshipHash) {\n        return;\n      }\n\n      var _normalizeEmbeddedRel2 = this._normalizeEmbeddedRelationship(store, relationshipMeta, relationshipHash),\n          data = _normalizeEmbeddedRel2.data,\n          included = _normalizeEmbeddedRel2.included;\n\n      hash.included = hash.included || [];\n      hash.included.push(data);\n      if (included) {\n        var _hash$included2;\n\n        (_hash$included2 = hash.included).push.apply(_hash$included2, included);\n      }\n\n      var belongsTo = { id: data.id, type: data.type };\n      var relationship = { data: belongsTo };\n\n      Ember.set(hash, 'data.relationships.' + key, relationship);\n    },\n\n\n    /**\n     @method _normalizeEmbeddedRelationship\n     @private\n    */\n    _normalizeEmbeddedRelationship: function _normalizeEmbeddedRelationship(store, relationshipMeta, relationshipHash) {\n      var modelName = relationshipMeta.type;\n      if (relationshipMeta.options.polymorphic) {\n        modelName = relationshipHash.type;\n      }\n      var modelClass = store.modelFor(modelName);\n      var serializer = store.serializerFor(modelName);\n\n      return serializer.normalize(modelClass, relationshipHash, null);\n    },\n\n    isEmbeddedRecordsMixin: true\n  });\n});","define('ember-data/serializers/json-api', ['exports', 'ember-inflector', 'ember-data/serializers/json', 'ember-data/-private'], function (exports, _emberInflector, _json, _private) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  /**\n    Ember Data 2.0 Serializer:\n  \n    In Ember Data a Serializer is used to serialize and deserialize\n    records when they are transferred in and out of an external source.\n    This process involves normalizing property names, transforming\n    attribute values and serializing relationships.\n  \n    `JSONAPISerializer` supports the http://jsonapi.org/ spec and is the\n    serializer recommended by Ember Data.\n  \n    This serializer normalizes a JSON API payload that looks like:\n  \n    ```app/models/player.js\n    import DS from 'ember-data';\n  \n    export default DS.Model.extend({\n      name: DS.attr('string'),\n      skill: DS.attr('string'),\n      gamesPlayed: DS.attr('number'),\n      club: DS.belongsTo('club')\n    });\n    ```\n  \n    ```app/models/club.js\n    import DS from 'ember-data';\n  \n    export default DS.Model.extend({\n      name: DS.attr('string'),\n      location: DS.attr('string'),\n      players: DS.hasMany('player')\n    });\n    ```\n  \n    ```js\n      {\n        \"data\": [\n          {\n            \"attributes\": {\n              \"name\": \"Benfica\",\n              \"location\": \"Portugal\"\n            },\n            \"id\": \"1\",\n            \"relationships\": {\n              \"players\": {\n                \"data\": [\n                  {\n                    \"id\": \"3\",\n                    \"type\": \"players\"\n                  }\n                ]\n              }\n            },\n            \"type\": \"clubs\"\n          }\n        ],\n        \"included\": [\n          {\n            \"attributes\": {\n              \"name\": \"Eusebio Silva Ferreira\",\n              \"skill\": \"Rocket shot\",\n              \"games-played\": 431\n            },\n            \"id\": \"3\",\n            \"relationships\": {\n              \"club\": {\n                \"data\": {\n                  \"id\": \"1\",\n                  \"type\": \"clubs\"\n                }\n              }\n            },\n            \"type\": \"players\"\n          }\n        ]\n      }\n    ```\n  \n    to the format that the Ember Data store expects.\n  \n    ### Customizing meta\n  \n    Since a JSON API Document can have meta defined in multiple locations you can\n    use the specific serializer hooks if you need to customize the meta.\n  \n    One scenario would be to camelCase the meta keys of your payload. The example\n    below shows how this could be done using `normalizeArrayResponse` and\n    `extractRelationship`.\n  \n    ```app/serializers/application.js\n    export default JSONAPISerializer.extend({\n      normalizeArrayResponse(store, primaryModelClass, payload, id, requestType) {\n        let normalizedDocument = this._super(...arguments);\n  \n        // Customize document meta\n        normalizedDocument.meta = camelCaseKeys(normalizedDocument.meta);\n  \n        return normalizedDocument;\n      },\n  \n      extractRelationship(relationshipHash) {\n        let normalizedRelationship = this._super(...arguments);\n  \n        // Customize relationship meta\n        normalizedRelationship.meta = camelCaseKeys(normalizedRelationship.meta);\n  \n        return normalizedRelationship;\n      }\n    });\n    ```\n  \n    @since 1.13.0\n    @class JSONAPISerializer\n    @namespace DS\n    @extends DS.JSONSerializer\n  */\n  var JSONAPISerializer = _json.default.extend({\n    _normalizeDocumentHelper: function _normalizeDocumentHelper(documentHash) {\n\n      if (Ember.typeOf(documentHash.data) === 'object') {\n        documentHash.data = this._normalizeResourceHelper(documentHash.data);\n      } else if (Array.isArray(documentHash.data)) {\n        var ret = new Array(documentHash.data.length);\n\n        for (var i = 0; i < documentHash.data.length; i++) {\n          var data = documentHash.data[i];\n          ret[i] = this._normalizeResourceHelper(data);\n        }\n\n        documentHash.data = ret;\n      }\n\n      if (Array.isArray(documentHash.included)) {\n        var _ret = new Array();\n        for (var _i = 0; _i < documentHash.included.length; _i++) {\n          var included = documentHash.included[_i];\n          var normalized = this._normalizeResourceHelper(included);\n          if (normalized !== null) {\n            // can be null when unknown type is encountered\n            _ret.push(normalized);\n          }\n        }\n\n        documentHash.included = _ret;\n      }\n\n      return documentHash;\n    },\n    _normalizeRelationshipDataHelper: function _normalizeRelationshipDataHelper(relationshipDataHash) {\n      relationshipDataHash.type = this.modelNameFromPayloadKey(relationshipDataHash.type);\n\n      return relationshipDataHash;\n    },\n    _normalizeResourceHelper: function _normalizeResourceHelper(resourceHash) {\n      (true && !(!Ember.isNone(resourceHash.type)) && Ember.assert(this.warnMessageForUndefinedType(), !Ember.isNone(resourceHash.type), {\n        id: 'ds.serializer.type-is-undefined'\n      }));\n\n\n      var modelName = void 0,\n          usedLookup = void 0;\n\n      modelName = this.modelNameFromPayloadKey(resourceHash.type);\n      usedLookup = 'modelNameFromPayloadKey';\n\n      if (!this.store._hasModelFor(modelName)) {\n        (true && Ember.warn(this.warnMessageNoModelForType(modelName, resourceHash.type, usedLookup), false, {\n          id: 'ds.serializer.model-for-type-missing'\n        }));\n\n        return null;\n      }\n\n      var modelClass = this.store._modelFor(modelName);\n      var serializer = this.store.serializerFor(modelName);\n\n      var _serializer$normalize = serializer.normalize(modelClass, resourceHash),\n          data = _serializer$normalize.data;\n\n      return data;\n    },\n    pushPayload: function pushPayload(store, payload) {\n      var normalizedPayload = this._normalizeDocumentHelper(payload);\n      store.push(normalizedPayload);\n    },\n    _normalizeResponse: function _normalizeResponse(store, primaryModelClass, payload, id, requestType, isSingle) {\n      var normalizedPayload = this._normalizeDocumentHelper(payload);\n      return normalizedPayload;\n    },\n    normalizeQueryRecordResponse: function normalizeQueryRecordResponse() {\n      var normalized = this._super.apply(this, arguments);\n\n      (true && !(!Array.isArray(normalized.data)) && Ember.assert('Expected the primary data returned by the serializer for a `queryRecord` response to be a single object but instead it was an array.', !Array.isArray(normalized.data), {\n        id: 'ds.serializer.json-api.queryRecord-array-response'\n      }));\n\n\n      return normalized;\n    },\n    extractAttributes: function extractAttributes(modelClass, resourceHash) {\n      var _this = this;\n\n      var attributes = {};\n\n      if (resourceHash.attributes) {\n        modelClass.eachAttribute(function (key) {\n          var attributeKey = _this.keyForAttribute(key, 'deserialize');\n          if (resourceHash.attributes[attributeKey] !== undefined) {\n            attributes[key] = resourceHash.attributes[attributeKey];\n          }\n          if (true) {\n            if (resourceHash.attributes[attributeKey] === undefined && resourceHash.attributes[key] !== undefined) {\n              (true && !(false) && Ember.assert('Your payload for \\'' + modelClass.modelName + '\\' contains \\'' + key + '\\', but your serializer is setup to look for \\'' + attributeKey + '\\'. This is most likely because Ember Data\\'s JSON API serializer dasherizes attribute keys by default. You should subclass JSONAPISerializer and implement \\'keyForAttribute(key) { return key; }\\' to prevent Ember Data from customizing your attribute keys.', false));\n            }\n          }\n        });\n      }\n\n      return attributes;\n    },\n    extractRelationship: function extractRelationship(relationshipHash) {\n\n      if (Ember.typeOf(relationshipHash.data) === 'object') {\n        relationshipHash.data = this._normalizeRelationshipDataHelper(relationshipHash.data);\n      }\n\n      if (Array.isArray(relationshipHash.data)) {\n        var ret = new Array(relationshipHash.data.length);\n\n        for (var i = 0; i < relationshipHash.data.length; i++) {\n          var data = relationshipHash.data[i];\n          ret[i] = this._normalizeRelationshipDataHelper(data);\n        }\n\n        relationshipHash.data = ret;\n      }\n\n      return relationshipHash;\n    },\n    extractRelationships: function extractRelationships(modelClass, resourceHash) {\n      var _this2 = this;\n\n      var relationships = {};\n\n      if (resourceHash.relationships) {\n        modelClass.eachRelationship(function (key, relationshipMeta) {\n          var relationshipKey = _this2.keyForRelationship(key, relationshipMeta.kind, 'deserialize');\n          if (resourceHash.relationships[relationshipKey] !== undefined) {\n\n            var relationshipHash = resourceHash.relationships[relationshipKey];\n            relationships[key] = _this2.extractRelationship(relationshipHash);\n          }\n          if (true) {\n            if (resourceHash.relationships[relationshipKey] === undefined && resourceHash.relationships[key] !== undefined) {\n              (true && !(false) && Ember.assert('Your payload for \\'' + modelClass.modelName + '\\' contains \\'' + key + '\\', but your serializer is setup to look for \\'' + relationshipKey + '\\'. This is most likely because Ember Data\\'s JSON API serializer dasherizes relationship keys by default. You should subclass JSONAPISerializer and implement \\'keyForRelationship(key) { return key; }\\' to prevent Ember Data from customizing your relationship keys.', false));\n            }\n          }\n        });\n      }\n\n      return relationships;\n    },\n    _extractType: function _extractType(modelClass, resourceHash) {\n      return this.modelNameFromPayloadKey(resourceHash.type);\n    },\n    modelNameFromPayloadKey: function modelNameFromPayloadKey(key) {\n      return (0, _emberInflector.singularize)((0, _private.normalizeModelName)(key));\n    },\n    payloadKeyFromModelName: function payloadKeyFromModelName(modelName) {\n      return (0, _emberInflector.pluralize)(modelName);\n    },\n    normalize: function normalize(modelClass, resourceHash) {\n      if (resourceHash.attributes) {\n        this.normalizeUsingDeclaredMapping(modelClass, resourceHash.attributes);\n      }\n\n      if (resourceHash.relationships) {\n        this.normalizeUsingDeclaredMapping(modelClass, resourceHash.relationships);\n      }\n\n      var data = {\n        id: this.extractId(modelClass, resourceHash),\n        type: this._extractType(modelClass, resourceHash),\n        attributes: this.extractAttributes(modelClass, resourceHash),\n        relationships: this.extractRelationships(modelClass, resourceHash)\n      };\n\n      this.applyTransforms(modelClass, data.attributes);\n\n      return { data: data };\n    },\n    keyForAttribute: function keyForAttribute(key, method) {\n      return Ember.String.dasherize(key);\n    },\n    keyForRelationship: function keyForRelationship(key, typeClass, method) {\n      return Ember.String.dasherize(key);\n    },\n    serialize: function serialize(snapshot, options) {\n      var data = this._super.apply(this, arguments);\n      data.type = this.payloadKeyFromModelName(snapshot.modelName);\n\n      return { data: data };\n    },\n    serializeAttribute: function serializeAttribute(snapshot, json, key, attribute) {\n      var type = attribute.type;\n\n      if (this._canSerialize(key)) {\n        json.attributes = json.attributes || {};\n\n        var value = snapshot.attr(key);\n        if (type) {\n          var transform = this.transformFor(type);\n          value = transform.serialize(value, attribute.options);\n        }\n\n        var payloadKey = this._getMappedKey(key, snapshot.type);\n\n        if (payloadKey === key) {\n          payloadKey = this.keyForAttribute(key, 'serialize');\n        }\n\n        json.attributes[payloadKey] = value;\n      }\n    },\n    serializeBelongsTo: function serializeBelongsTo(snapshot, json, relationship) {\n      var key = relationship.key;\n\n      if (this._canSerialize(key)) {\n        var belongsTo = snapshot.belongsTo(key);\n        var belongsToIsNotNew = belongsTo && belongsTo.record && !belongsTo.record.get('isNew');\n\n        if (belongsTo === null || belongsToIsNotNew) {\n          json.relationships = json.relationships || {};\n\n          var payloadKey = this._getMappedKey(key, snapshot.type);\n          if (payloadKey === key) {\n            payloadKey = this.keyForRelationship(key, 'belongsTo', 'serialize');\n          }\n\n          var data = null;\n          if (belongsTo) {\n            var payloadType = this.payloadKeyFromModelName(belongsTo.modelName);\n\n            data = {\n              type: payloadType,\n              id: belongsTo.id\n            };\n          }\n\n          json.relationships[payloadKey] = { data: data };\n        }\n      }\n    },\n    serializeHasMany: function serializeHasMany(snapshot, json, relationship) {\n      var key = relationship.key;\n\n      if (this.shouldSerializeHasMany(snapshot, key, relationship)) {\n        var hasMany = snapshot.hasMany(key);\n        if (hasMany !== undefined) {\n          // only serialize has many relationships that are not new\n          var nonNewHasMany = hasMany.filter(function (item) {\n            return item.record && !item.record.get('isNew');\n          });\n\n          if (nonNewHasMany.length > 0) {\n            json.relationships = json.relationships || {};\n\n            var payloadKey = this._getMappedKey(key, snapshot.type);\n            if (payloadKey === key && this.keyForRelationship) {\n              payloadKey = this.keyForRelationship(key, 'hasMany', 'serialize');\n            }\n\n            var data = new Array(nonNewHasMany.length);\n\n            for (var i = 0; i < nonNewHasMany.length; i++) {\n              var item = hasMany[i];\n              var payloadType = this.payloadKeyFromModelName(item.modelName);\n\n              data[i] = {\n                type: payloadType,\n                id: item.id\n              };\n\n              json.relationships[payloadKey] = { data: data };\n            }\n          }\n        }\n      }\n    }\n  });\n\n  if (true) {\n    JSONAPISerializer.reopen({\n      willMergeMixin: function willMergeMixin(props) {\n        var constructor = this.constructor;\n        (true && Ember.warn('You\\'ve defined \\'extractMeta\\' in ' + constructor.toString() + ' which is not used for serializers extending JSONAPISerializer. Read more at https://emberjs.com/api/data/classes/DS.JSONAPISerializer.html#toc_customizing-meta on how to customize meta when using JSON API.', Ember.isNone(props.extractMeta) || props.extractMeta === _json.default.prototype.extractMeta, {\n          id: 'ds.serializer.json-api.extractMeta'\n        }));\n        (true && Ember.warn('The JSONAPISerializer does not work with the EmbeddedRecordsMixin because the JSON API spec does not describe how to format embedded resources.', !props.isEmbeddedRecordsMixin, {\n          id: 'ds.serializer.embedded-records-mixin-not-supported'\n        }));\n      },\n      warnMessageForUndefinedType: function warnMessageForUndefinedType() {\n        return 'Encountered a resource object with an undefined type (resolved resource using ' + this.constructor.toString() + ')';\n      },\n      warnMessageNoModelForType: function warnMessageNoModelForType(modelName, originalType, usedLookup) {\n        return 'Encountered a resource object with type \"' + originalType + '\", but no model was found for model name \"' + modelName + '\" (resolved model name using \\'' + this.constructor.toString() + '.' + usedLookup + '(\"' + originalType + '\")\\').';\n      }\n    });\n  }\n\n  exports.default = JSONAPISerializer;\n});","define('ember-data/serializers/json', ['exports', 'ember-data/serializer', 'ember-data/-private'], function (exports, _serializer, _private) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  var emberAssign = Ember.assign || Ember.merge;\n\n  /**\n    Ember Data 2.0 Serializer:\n  \n    In Ember Data a Serializer is used to serialize and deserialize\n    records when they are transferred in and out of an external source.\n    This process involves normalizing property names, transforming\n    attribute values and serializing relationships.\n  \n    By default, Ember Data uses and recommends the `JSONAPISerializer`.\n  \n    `JSONSerializer` is useful for simpler or legacy backends that may\n    not support the http://jsonapi.org/ spec.\n  \n    For example, given the following `User` model and JSON payload:\n  \n    ```app/models/user.js\n    import DS from 'ember-data';\n  \n    export default DS.Model.extend({\n      friends: DS.hasMany('user'),\n      house: DS.belongsTo('location'),\n  \n      name: DS.attr('string')\n    });\n    ```\n  \n    ```js\n    {\n      id: 1,\n      name: 'Sebastian',\n      friends: [3, 4],\n      links: {\n        house: '/houses/lefkada'\n      }\n    }\n    ```\n  \n    `JSONSerializer` will normalize the JSON payload to the JSON API format that the\n    Ember Data store expects.\n  \n    You can customize how JSONSerializer processes its payload by passing options in\n    the `attrs` hash or by subclassing the `JSONSerializer` and overriding hooks:\n  \n      - To customize how a single record is normalized, use the `normalize` hook.\n      - To customize how `JSONSerializer` normalizes the whole server response, use the\n        `normalizeResponse` hook.\n      - To customize how `JSONSerializer` normalizes a specific response from the server,\n        use one of the many specific `normalizeResponse` hooks.\n      - To customize how `JSONSerializer` normalizes your id, attributes or relationships,\n        use the `extractId`, `extractAttributes` and `extractRelationships` hooks.\n  \n    The `JSONSerializer` normalization process follows these steps:\n  \n      - `normalizeResponse` - entry method to the serializer.\n      - `normalizeCreateRecordResponse` - a `normalizeResponse` for a specific operation is called.\n      - `normalizeSingleResponse`|`normalizeArrayResponse` - for methods like `createRecord` we expect\n        a single record back, while for methods like `findAll` we expect multiple records back.\n      - `normalize` - `normalizeArray` iterates and calls `normalize` for each of its records while `normalizeSingle`\n        calls it once. This is the method you most likely want to subclass.\n      - `extractId` | `extractAttributes` | `extractRelationships` - `normalize` delegates to these methods to\n        turn the record payload into the JSON API format.\n  \n    @class JSONSerializer\n    @namespace DS\n    @extends DS.Serializer\n  */\n  var JSONSerializer = _serializer.default.extend({\n\n    /**\n      The `primaryKey` is used when serializing and deserializing\n      data. Ember Data always uses the `id` property to store the id of\n      the record. The external source may not always follow this\n      convention. In these cases it is useful to override the\n      `primaryKey` property to match the `primaryKey` of your external\n      store.\n       Example\n       ```app/serializers/application.js\n      import DS from 'ember-data';\n       export default DS.JSONSerializer.extend({\n        primaryKey: '_id'\n      });\n      ```\n       @property primaryKey\n      @type {String}\n      @default 'id'\n    */\n    primaryKey: 'id',\n\n    /**\n      The `attrs` object can be used to declare a simple mapping between\n      property names on `DS.Model` records and payload keys in the\n      serialized JSON object representing the record. An object with the\n      property `key` can also be used to designate the attribute's key on\n      the response payload.\n       Example\n       ```app/models/person.js\n      import DS from 'ember-data';\n       export default DS.Model.extend({\n        firstName: DS.attr('string'),\n        lastName: DS.attr('string'),\n        occupation: DS.attr('string'),\n        admin: DS.attr('boolean')\n      });\n      ```\n       ```app/serializers/person.js\n      import DS from 'ember-data';\n       export default DS.JSONSerializer.extend({\n        attrs: {\n          admin: 'is_admin',\n          occupation: { key: 'career' }\n        }\n      });\n      ```\n       You can also remove attributes by setting the `serialize` key to\n      `false` in your mapping object.\n       Example\n       ```app/serializers/person.js\n      import DS from 'ember-data';\n       export default DS.JSONSerializer.extend({\n        attrs: {\n          admin: { serialize: false },\n          occupation: { key: 'career' }\n        }\n      });\n      ```\n       When serialized:\n       ```javascript\n      {\n        \"firstName\": \"Harry\",\n        \"lastName\": \"Houdini\",\n        \"career\": \"magician\"\n      }\n      ```\n       Note that the `admin` is now not included in the payload.\n       @property attrs\n      @type {Object}\n    */\n    mergedProperties: ['attrs'],\n\n    applyTransforms: function applyTransforms(typeClass, data) {\n      var _this = this;\n\n      var attributes = Ember.get(typeClass, 'attributes');\n\n      typeClass.eachTransformedAttribute(function (key, typeClass) {\n        if (data[key] === undefined) {\n          return;\n        }\n\n        var transform = _this.transformFor(typeClass);\n        var transformMeta = attributes.get(key);\n        data[key] = transform.deserialize(data[key], transformMeta.options);\n      });\n\n      return data;\n    },\n    normalizeResponse: function normalizeResponse(store, primaryModelClass, payload, id, requestType) {\n      switch (requestType) {\n        case 'findRecord':\n          return this.normalizeFindRecordResponse.apply(this, arguments);\n        case 'queryRecord':\n          return this.normalizeQueryRecordResponse.apply(this, arguments);\n        case 'findAll':\n          return this.normalizeFindAllResponse.apply(this, arguments);\n        case 'findBelongsTo':\n          return this.normalizeFindBelongsToResponse.apply(this, arguments);\n        case 'findHasMany':\n          return this.normalizeFindHasManyResponse.apply(this, arguments);\n        case 'findMany':\n          return this.normalizeFindManyResponse.apply(this, arguments);\n        case 'query':\n          return this.normalizeQueryResponse.apply(this, arguments);\n        case 'createRecord':\n          return this.normalizeCreateRecordResponse.apply(this, arguments);\n        case 'deleteRecord':\n          return this.normalizeDeleteRecordResponse.apply(this, arguments);\n        case 'updateRecord':\n          return this.normalizeUpdateRecordResponse.apply(this, arguments);\n      }\n    },\n    normalizeFindRecordResponse: function normalizeFindRecordResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeSingleResponse.apply(this, arguments);\n    },\n    normalizeQueryRecordResponse: function normalizeQueryRecordResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeSingleResponse.apply(this, arguments);\n    },\n    normalizeFindAllResponse: function normalizeFindAllResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeArrayResponse.apply(this, arguments);\n    },\n    normalizeFindBelongsToResponse: function normalizeFindBelongsToResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeSingleResponse.apply(this, arguments);\n    },\n    normalizeFindHasManyResponse: function normalizeFindHasManyResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeArrayResponse.apply(this, arguments);\n    },\n    normalizeFindManyResponse: function normalizeFindManyResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeArrayResponse.apply(this, arguments);\n    },\n    normalizeQueryResponse: function normalizeQueryResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeArrayResponse.apply(this, arguments);\n    },\n    normalizeCreateRecordResponse: function normalizeCreateRecordResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeSaveResponse.apply(this, arguments);\n    },\n    normalizeDeleteRecordResponse: function normalizeDeleteRecordResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeSaveResponse.apply(this, arguments);\n    },\n    normalizeUpdateRecordResponse: function normalizeUpdateRecordResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeSaveResponse.apply(this, arguments);\n    },\n    normalizeSaveResponse: function normalizeSaveResponse(store, primaryModelClass, payload, id, requestType) {\n      return this.normalizeSingleResponse.apply(this, arguments);\n    },\n    normalizeSingleResponse: function normalizeSingleResponse(store, primaryModelClass, payload, id, requestType) {\n      return this._normalizeResponse(store, primaryModelClass, payload, id, requestType, true);\n    },\n    normalizeArrayResponse: function normalizeArrayResponse(store, primaryModelClass, payload, id, requestType) {\n      return this._normalizeResponse(store, primaryModelClass, payload, id, requestType, false);\n    },\n    _normalizeResponse: function _normalizeResponse(store, primaryModelClass, payload, id, requestType, isSingle) {\n      var documentHash = {\n        data: null,\n        included: []\n      };\n\n      var meta = this.extractMeta(store, primaryModelClass, payload);\n      if (meta) {\n        (true && !(Ember.typeOf(meta) === 'object') && Ember.assert('The `meta` returned from `extractMeta` has to be an object, not \"' + Ember.typeOf(meta) + '\".', Ember.typeOf(meta) === 'object'));\n\n        documentHash.meta = meta;\n      }\n\n      if (isSingle) {\n        var _normalize = this.normalize(primaryModelClass, payload),\n            data = _normalize.data,\n            included = _normalize.included;\n\n        documentHash.data = data;\n        if (included) {\n          documentHash.included = included;\n        }\n      } else {\n        var ret = new Array(payload.length);\n        for (var i = 0, l = payload.length; i < l; i++) {\n          var item = payload[i];\n\n          var _normalize2 = this.normalize(primaryModelClass, item),\n              _data = _normalize2.data,\n              _included = _normalize2.included;\n\n          if (_included) {\n            var _documentHash$include;\n\n            (_documentHash$include = documentHash.included).push.apply(_documentHash$include, _included);\n          }\n          ret[i] = _data;\n        }\n\n        documentHash.data = ret;\n      }\n\n      return documentHash;\n    },\n    normalize: function normalize(modelClass, resourceHash) {\n      var data = null;\n\n      if (resourceHash) {\n        this.normalizeUsingDeclaredMapping(modelClass, resourceHash);\n        if (Ember.typeOf(resourceHash.links) === 'object') {\n          this.normalizeUsingDeclaredMapping(modelClass, resourceHash.links);\n        }\n\n        data = {\n          id: this.extractId(modelClass, resourceHash),\n          type: modelClass.modelName,\n          attributes: this.extractAttributes(modelClass, resourceHash),\n          relationships: this.extractRelationships(modelClass, resourceHash)\n        };\n\n        this.applyTransforms(modelClass, data.attributes);\n      }\n\n      return { data: data };\n    },\n    extractId: function extractId(modelClass, resourceHash) {\n      var primaryKey = Ember.get(this, 'primaryKey');\n      var id = resourceHash[primaryKey];\n      return (0, _private.coerceId)(id);\n    },\n    extractAttributes: function extractAttributes(modelClass, resourceHash) {\n      var _this2 = this;\n\n      var attributeKey = void 0;\n      var attributes = {};\n\n      modelClass.eachAttribute(function (key) {\n        attributeKey = _this2.keyForAttribute(key, 'deserialize');\n        if (resourceHash[attributeKey] !== undefined) {\n          attributes[key] = resourceHash[attributeKey];\n        }\n      });\n\n      return attributes;\n    },\n    extractRelationship: function extractRelationship(relationshipModelName, relationshipHash) {\n      if (Ember.isNone(relationshipHash)) {\n        return null;\n      }\n      /*\n        When `relationshipHash` is an object it usually means that the relationship\n        is polymorphic. It could however also be embedded resources that the\n        EmbeddedRecordsMixin has be able to process.\n      */\n      if (Ember.typeOf(relationshipHash) === 'object') {\n        if (relationshipHash.id) {\n          relationshipHash.id = (0, _private.coerceId)(relationshipHash.id);\n        }\n\n        var modelClass = this.store.modelFor(relationshipModelName);\n        if (relationshipHash.type && !(0, _private.modelHasAttributeOrRelationshipNamedType)(modelClass)) {\n          relationshipHash.type = this.modelNameFromPayloadKey(relationshipHash.type);\n        }\n\n        return relationshipHash;\n      }\n      return { id: (0, _private.coerceId)(relationshipHash), type: relationshipModelName };\n    },\n    extractPolymorphicRelationship: function extractPolymorphicRelationship(relationshipModelName, relationshipHash, relationshipOptions) {\n      return this.extractRelationship(relationshipModelName, relationshipHash);\n    },\n    extractRelationships: function extractRelationships(modelClass, resourceHash) {\n      var _this3 = this;\n\n      var relationships = {};\n\n      modelClass.eachRelationship(function (key, relationshipMeta) {\n        var relationship = null;\n        var relationshipKey = _this3.keyForRelationship(key, relationshipMeta.kind, 'deserialize');\n        if (resourceHash[relationshipKey] !== undefined) {\n          var data = null;\n          var relationshipHash = resourceHash[relationshipKey];\n          if (relationshipMeta.kind === 'belongsTo') {\n            if (relationshipMeta.options.polymorphic) {\n              // extracting a polymorphic belongsTo may need more information\n              // than the type and the hash (which might only be an id) for the\n              // relationship, hence we pass the key, resource and\n              // relationshipMeta too\n              data = _this3.extractPolymorphicRelationship(relationshipMeta.type, relationshipHash, { key: key, resourceHash: resourceHash, relationshipMeta: relationshipMeta });\n            } else {\n              data = _this3.extractRelationship(relationshipMeta.type, relationshipHash);\n            }\n          } else if (relationshipMeta.kind === 'hasMany') {\n            if (!Ember.isNone(relationshipHash)) {\n              data = new Array(relationshipHash.length);\n              for (var i = 0, l = relationshipHash.length; i < l; i++) {\n                var item = relationshipHash[i];\n                data[i] = _this3.extractRelationship(relationshipMeta.type, item);\n              }\n            }\n          }\n          relationship = { data: data };\n        }\n\n        var linkKey = _this3.keyForLink(key, relationshipMeta.kind);\n        if (resourceHash.links && resourceHash.links[linkKey] !== undefined) {\n          var related = resourceHash.links[linkKey];\n          relationship = relationship || {};\n          relationship.links = { related: related };\n        }\n\n        if (relationship) {\n          relationships[key] = relationship;\n        }\n      });\n\n      return relationships;\n    },\n    modelNameFromPayloadKey: function modelNameFromPayloadKey(key) {\n      return (0, _private.normalizeModelName)(key);\n    },\n    normalizeRelationships: function normalizeRelationships(typeClass, hash) {\n      var _this4 = this;\n\n      var payloadKey = void 0;\n\n      if (this.keyForRelationship) {\n        typeClass.eachRelationship(function (key, relationship) {\n          payloadKey = _this4.keyForRelationship(key, relationship.kind, 'deserialize');\n          if (key === payloadKey) {\n            return;\n          }\n          if (hash[payloadKey] === undefined) {\n            return;\n          }\n\n          hash[key] = hash[payloadKey];\n          delete hash[payloadKey];\n        });\n      }\n    },\n    normalizeUsingDeclaredMapping: function normalizeUsingDeclaredMapping(modelClass, hash) {\n      var attrs = Ember.get(this, 'attrs');\n      var normalizedKey = void 0;\n      var payloadKey = void 0;\n\n      if (attrs) {\n        for (var key in attrs) {\n          normalizedKey = payloadKey = this._getMappedKey(key, modelClass);\n\n          if (hash[payloadKey] === undefined) {\n            continue;\n          }\n\n          if (Ember.get(modelClass, 'attributes').has(key)) {\n            normalizedKey = this.keyForAttribute(key);\n          }\n\n          if (Ember.get(modelClass, 'relationshipsByName').has(key)) {\n            normalizedKey = this.keyForRelationship(key);\n          }\n\n          if (payloadKey !== normalizedKey) {\n            hash[normalizedKey] = hash[payloadKey];\n            delete hash[payloadKey];\n          }\n        }\n      }\n    },\n    _getMappedKey: function _getMappedKey(key, modelClass) {\n      (true && Ember.warn('There is no attribute or relationship with the name `' + key + '` on `' + modelClass.modelName + '`. Check your serializers attrs hash.', Ember.get(modelClass, 'attributes').has(key) || Ember.get(modelClass, 'relationshipsByName').has(key), {\n        id: 'ds.serializer.no-mapped-attrs-key'\n      }));\n\n\n      var attrs = Ember.get(this, 'attrs');\n      var mappedKey = void 0;\n      if (attrs && attrs[key]) {\n        mappedKey = attrs[key];\n        //We need to account for both the { title: 'post_title' } and\n        //{ title: { key: 'post_title' }} forms\n        if (mappedKey.key) {\n          mappedKey = mappedKey.key;\n        }\n        if (typeof mappedKey === 'string') {\n          key = mappedKey;\n        }\n      }\n\n      return key;\n    },\n    _canSerialize: function _canSerialize(key) {\n      var attrs = Ember.get(this, 'attrs');\n\n      return !attrs || !attrs[key] || attrs[key].serialize !== false;\n    },\n    _mustSerialize: function _mustSerialize(key) {\n      var attrs = Ember.get(this, 'attrs');\n\n      return attrs && attrs[key] && attrs[key].serialize === true;\n    },\n    shouldSerializeHasMany: function shouldSerializeHasMany(snapshot, key, relationship) {\n      var relationshipType = snapshot.type.determineRelationshipType(relationship, this.store);\n      if (this._mustSerialize(key)) {\n        return true;\n      }\n      return this._canSerialize(key) && (relationshipType === 'manyToNone' || relationshipType === 'manyToMany');\n    },\n    serialize: function serialize(snapshot, options) {\n      var _this5 = this;\n\n      var json = {};\n\n      if (options && options.includeId) {\n        var id = snapshot.id;\n        if (id) {\n          json[Ember.get(this, 'primaryKey')] = id;\n        }\n      }\n\n      snapshot.eachAttribute(function (key, attribute) {\n        _this5.serializeAttribute(snapshot, json, key, attribute);\n      });\n\n      snapshot.eachRelationship(function (key, relationship) {\n        if (relationship.kind === 'belongsTo') {\n          _this5.serializeBelongsTo(snapshot, json, relationship);\n        } else if (relationship.kind === 'hasMany') {\n          _this5.serializeHasMany(snapshot, json, relationship);\n        }\n      });\n\n      return json;\n    },\n    serializeIntoHash: function serializeIntoHash(hash, typeClass, snapshot, options) {\n      emberAssign(hash, this.serialize(snapshot, options));\n    },\n    serializeAttribute: function serializeAttribute(snapshot, json, key, attribute) {\n\n      if (this._canSerialize(key)) {\n        var type = attribute.type;\n        var value = snapshot.attr(key);\n        if (type) {\n          var transform = this.transformFor(type);\n          value = transform.serialize(value, attribute.options);\n        }\n\n        // if provided, use the mapping provided by `attrs` in\n        // the serializer\n        var payloadKey = this._getMappedKey(key, snapshot.type);\n\n        if (payloadKey === key && this.keyForAttribute) {\n          payloadKey = this.keyForAttribute(key, 'serialize');\n        }\n\n        json[payloadKey] = value;\n      }\n    },\n    serializeBelongsTo: function serializeBelongsTo(snapshot, json, relationship) {\n      var key = relationship.key;\n\n      if (this._canSerialize(key)) {\n        var belongsToId = snapshot.belongsTo(key, { id: true });\n\n        // if provided, use the mapping provided by `attrs` in\n        // the serializer\n        var payloadKey = this._getMappedKey(key, snapshot.type);\n        if (payloadKey === key && this.keyForRelationship) {\n          payloadKey = this.keyForRelationship(key, \"belongsTo\", \"serialize\");\n        }\n\n        //Need to check whether the id is there for new&async records\n        if (Ember.isNone(belongsToId)) {\n          json[payloadKey] = null;\n        } else {\n          json[payloadKey] = belongsToId;\n        }\n\n        if (relationship.options.polymorphic) {\n          this.serializePolymorphicType(snapshot, json, relationship);\n        }\n      }\n    },\n    serializeHasMany: function serializeHasMany(snapshot, json, relationship) {\n      var key = relationship.key;\n\n      if (this.shouldSerializeHasMany(snapshot, key, relationship)) {\n        var hasMany = snapshot.hasMany(key, { ids: true });\n        if (hasMany !== undefined) {\n          // if provided, use the mapping provided by `attrs` in\n          // the serializer\n          var payloadKey = this._getMappedKey(key, snapshot.type);\n          if (payloadKey === key && this.keyForRelationship) {\n            payloadKey = this.keyForRelationship(key, \"hasMany\", \"serialize\");\n          }\n\n          json[payloadKey] = hasMany;\n          // TODO support for polymorphic manyToNone and manyToMany relationships\n        }\n      }\n    },\n    serializePolymorphicType: function serializePolymorphicType() {},\n    extractMeta: function extractMeta(store, modelClass, payload) {\n      if (payload && payload['meta'] !== undefined) {\n        var meta = payload.meta;\n        delete payload.meta;\n        return meta;\n      }\n    },\n    extractErrors: function extractErrors(store, typeClass, payload, id) {\n      var _this6 = this;\n\n      if (payload && typeof payload === 'object' && payload.errors) {\n        payload = (0, _private.errorsArrayToHash)(payload.errors);\n\n        this.normalizeUsingDeclaredMapping(typeClass, payload);\n\n        typeClass.eachAttribute(function (name) {\n          var key = _this6.keyForAttribute(name, 'deserialize');\n          if (key !== name && payload[key] !== undefined) {\n            payload[name] = payload[key];\n            delete payload[key];\n          }\n        });\n\n        typeClass.eachRelationship(function (name) {\n          var key = _this6.keyForRelationship(name, 'deserialize');\n          if (key !== name && payload[key] !== undefined) {\n            payload[name] = payload[key];\n            delete payload[key];\n          }\n        });\n      }\n\n      return payload;\n    },\n    keyForAttribute: function keyForAttribute(key, method) {\n      return key;\n    },\n    keyForRelationship: function keyForRelationship(key, typeClass, method) {\n      return key;\n    },\n    keyForLink: function keyForLink(key, kind) {\n      return key;\n    },\n    transformFor: function transformFor(attributeType, skipAssertion) {\n      var transform = (0, _private.getOwner)(this).lookup('transform:' + attributeType);\n\n      (true && !(skipAssertion || !!transform) && Ember.assert(\"Unable to find transform for '\" + attributeType + \"'\", skipAssertion || !!transform));\n\n\n      return transform;\n    }\n  });\n\n  exports.default = JSONSerializer;\n});","define('ember-data/serializers/rest', ['exports', 'ember-inflector', 'ember-data/serializers/json', 'ember-data/-private'], function (exports, _emberInflector, _json, _private) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  /**\n    Normally, applications will use the `RESTSerializer` by implementing\n    the `normalize` method.\n  \n    This allows you to do whatever kind of munging you need, and is\n    especially useful if your server is inconsistent and you need to\n    do munging differently for many different kinds of responses.\n  \n    See the `normalize` documentation for more information.\n  \n    ## Across the Board Normalization\n  \n    There are also a number of hooks that you might find useful to define\n    across-the-board rules for your payload. These rules will be useful\n    if your server is consistent, or if you're building an adapter for\n    an infrastructure service, like Firebase, and want to encode service\n    conventions.\n  \n    For example, if all of your keys are underscored and all-caps, but\n    otherwise consistent with the names you use in your models, you\n    can implement across-the-board rules for how to convert an attribute\n    name in your model to a key in your JSON.\n  \n    ```app/serializers/application.js\n    import DS from 'ember-data';\n    import { underscore } from '@ember/string';\n  \n    export default DS.RESTSerializer.extend({\n      keyForAttribute(attr, method) {\n        return underscore(attr).toUpperCase();\n      }\n    });\n    ```\n  \n    You can also implement `keyForRelationship`, which takes the name\n    of the relationship as the first parameter, the kind of\n    relationship (`hasMany` or `belongsTo`) as the second parameter, and\n    the method (`serialize` or `deserialize`) as the third parameter.\n  \n    @class RESTSerializer\n    @namespace DS\n    @extends DS.JSONSerializer\n  */\n  var RESTSerializer = _json.default.extend({\n    keyForPolymorphicType: function keyForPolymorphicType(key, typeClass, method) {\n      var relationshipKey = this.keyForRelationship(key);\n\n      return relationshipKey + 'Type';\n    },\n    _normalizeArray: function _normalizeArray(store, modelName, arrayHash, prop) {\n      var _this = this;\n\n      var documentHash = {\n        data: [],\n        included: []\n      };\n\n      var modelClass = store.modelFor(modelName);\n      var serializer = store.serializerFor(modelName);\n\n      Ember.makeArray(arrayHash).forEach(function (hash) {\n        var _normalizePolymorphic = _this._normalizePolymorphicRecord(store, hash, prop, modelClass, serializer),\n            data = _normalizePolymorphic.data,\n            included = _normalizePolymorphic.included;\n\n        documentHash.data.push(data);\n        if (included) {\n          var _documentHash$include;\n\n          (_documentHash$include = documentHash.included).push.apply(_documentHash$include, included);\n        }\n      });\n\n      return documentHash;\n    },\n    _normalizePolymorphicRecord: function _normalizePolymorphicRecord(store, hash, prop, primaryModelClass, primarySerializer) {\n      var serializer = primarySerializer;\n      var modelClass = primaryModelClass;\n\n      var primaryHasTypeAttribute = (0, _private.modelHasAttributeOrRelationshipNamedType)(primaryModelClass);\n\n      if (!primaryHasTypeAttribute && hash.type) {\n        // Support polymorphic records in async relationships\n        var modelName = this.modelNameFromPayloadKey(hash.type);\n\n        if (store._hasModelFor(modelName)) {\n          serializer = store.serializerFor(modelName);\n          modelClass = store.modelFor(modelName);\n        }\n      }\n\n      return serializer.normalize(modelClass, hash, prop);\n    },\n    _normalizeResponse: function _normalizeResponse(store, primaryModelClass, payload, id, requestType, isSingle) {\n      var documentHash = {\n        data: null,\n        included: []\n      };\n\n      var meta = this.extractMeta(store, primaryModelClass, payload);\n      if (meta) {\n        (true && !(Ember.typeOf(meta) === 'object') && Ember.assert('The `meta` returned from `extractMeta` has to be an object, not \"' + Ember.typeOf(meta) + '\".', Ember.typeOf(meta) === 'object'));\n\n        documentHash.meta = meta;\n      }\n\n      var keys = Object.keys(payload);\n\n      for (var i = 0, length = keys.length; i < length; i++) {\n        var prop = keys[i];\n        var modelName = prop;\n        var forcedSecondary = false;\n\n        /*\n          If you want to provide sideloaded records of the same type that the\n          primary data you can do that by prefixing the key with `_`.\n           Example\n           ```\n          {\n            users: [\n              { id: 1, title: 'Tom', manager: 3 },\n              { id: 2, title: 'Yehuda', manager: 3 }\n            ],\n            _users: [\n              { id: 3, title: 'Tomster' }\n            ]\n          }\n          ```\n           This forces `_users` to be added to `included` instead of `data`.\n         */\n        if (prop.charAt(0) === '_') {\n          forcedSecondary = true;\n          modelName = prop.substr(1);\n        }\n\n        var typeName = this.modelNameFromPayloadKey(modelName);\n        if (!store.modelFactoryFor(typeName)) {\n          (true && Ember.warn(this.warnMessageNoModelForKey(modelName, typeName), false, {\n            id: 'ds.serializer.model-for-key-missing'\n          }));\n\n          continue;\n        }\n\n        var isPrimary = !forcedSecondary && this.isPrimaryType(store, typeName, primaryModelClass);\n        var value = payload[prop];\n\n        if (value === null) {\n          continue;\n        }\n\n        if (true) {\n          var isQueryRecordAnArray = requestType === 'queryRecord' && isPrimary && Array.isArray(value);\n          var message = \"The adapter returned an array for the primary data of a `queryRecord` response. This is deprecated as `queryRecord` should return a single record.\";\n\n          (true && !(!isQueryRecordAnArray) && Ember.deprecate(message, !isQueryRecordAnArray, {\n            id: 'ds.serializer.rest.queryRecord-array-response',\n            until: '3.0'\n          }));\n        }\n\n        /*\n          Support primary data as an object instead of an array.\n           Example\n           ```\n          {\n            user: { id: 1, title: 'Tom', manager: 3 }\n          }\n          ```\n         */\n        if (isPrimary && !Array.isArray(value)) {\n          var _normalizePolymorphic2 = this._normalizePolymorphicRecord(store, value, prop, primaryModelClass, this),\n              _data = _normalizePolymorphic2.data,\n              _included = _normalizePolymorphic2.included;\n\n          documentHash.data = _data;\n          if (_included) {\n            var _documentHash$include2;\n\n            (_documentHash$include2 = documentHash.included).push.apply(_documentHash$include2, _included);\n          }\n          continue;\n        }\n\n        var _normalizeArray2 = this._normalizeArray(store, typeName, value, prop),\n            data = _normalizeArray2.data,\n            included = _normalizeArray2.included;\n\n        if (included) {\n          var _documentHash$include3;\n\n          (_documentHash$include3 = documentHash.included).push.apply(_documentHash$include3, included);\n        }\n\n        if (isSingle) {\n          data.forEach(function (resource) {\n\n            /*\n              Figures out if this is the primary record or not.\n               It's either:\n               1. The record with the same ID as the original request\n              2. If it's a newly created record without an ID, the first record\n                 in the array\n             */\n            var isUpdatedRecord = isPrimary && (0, _private.coerceId)(resource.id) === id;\n            var isFirstCreatedRecord = isPrimary && !id && !documentHash.data;\n\n            if (isFirstCreatedRecord || isUpdatedRecord) {\n              documentHash.data = resource;\n            } else {\n              documentHash.included.push(resource);\n            }\n          });\n        } else {\n          if (isPrimary) {\n            documentHash.data = data;\n          } else {\n            if (data) {\n              var _documentHash$include4;\n\n              (_documentHash$include4 = documentHash.included).push.apply(_documentHash$include4, data);\n            }\n          }\n        }\n      }\n\n      return documentHash;\n    },\n    isPrimaryType: function isPrimaryType(store, typeName, primaryTypeClass) {\n      return store.modelFor(typeName) === primaryTypeClass;\n    },\n    pushPayload: function pushPayload(store, payload) {\n      var documentHash = {\n        data: [],\n        included: []\n      };\n\n      for (var prop in payload) {\n        var modelName = this.modelNameFromPayloadKey(prop);\n        if (!store.modelFactoryFor(modelName)) {\n          (true && Ember.warn(this.warnMessageNoModelForKey(prop, modelName), false, {\n            id: 'ds.serializer.model-for-key-missing'\n          }));\n\n          continue;\n        }\n        var type = store.modelFor(modelName);\n        var typeSerializer = store.serializerFor(type.modelName);\n\n        Ember.makeArray(payload[prop]).forEach(function (hash) {\n          var _typeSerializer$norma = typeSerializer.normalize(type, hash, prop),\n              data = _typeSerializer$norma.data,\n              included = _typeSerializer$norma.included;\n\n          documentHash.data.push(data);\n          if (included) {\n            var _documentHash$include5;\n\n            (_documentHash$include5 = documentHash.included).push.apply(_documentHash$include5, included);\n          }\n        });\n      }\n\n      store.push(documentHash);\n    },\n    modelNameFromPayloadKey: function modelNameFromPayloadKey(key) {\n      return (0, _emberInflector.singularize)((0, _private.normalizeModelName)(key));\n    },\n    serialize: function serialize(snapshot, options) {\n      return this._super.apply(this, arguments);\n    },\n    serializeIntoHash: function serializeIntoHash(hash, typeClass, snapshot, options) {\n      var normalizedRootKey = this.payloadKeyFromModelName(typeClass.modelName);\n      hash[normalizedRootKey] = this.serialize(snapshot, options);\n    },\n    payloadKeyFromModelName: function payloadKeyFromModelName(modelName) {\n      return Ember.String.camelize(modelName);\n    },\n    serializePolymorphicType: function serializePolymorphicType(snapshot, json, relationship) {\n      var key = relationship.key;\n      var typeKey = this.keyForPolymorphicType(key, relationship.type, 'serialize');\n      var belongsTo = snapshot.belongsTo(key);\n\n      if (Ember.isNone(belongsTo)) {\n        json[typeKey] = null;\n      } else {\n        json[typeKey] = Ember.String.camelize(belongsTo.modelName);\n      }\n    },\n    extractPolymorphicRelationship: function extractPolymorphicRelationship(relationshipType, relationshipHash, relationshipOptions) {\n      var key = relationshipOptions.key,\n          resourceHash = relationshipOptions.resourceHash,\n          relationshipMeta = relationshipOptions.relationshipMeta;\n\n\n      // A polymorphic belongsTo relationship can be present in the payload\n      // either in the form where the `id` and the `type` are given:\n      //\n      //   {\n      //     message: { id: 1, type: 'post' }\n      //   }\n      //\n      // or by the `id` and a `<relationship>Type` attribute:\n      //\n      //   {\n      //     message: 1,\n      //     messageType: 'post'\n      //   }\n      //\n      // The next code checks if the latter case is present and returns the\n      // corresponding JSON-API representation. The former case is handled within\n      // the base class JSONSerializer.\n      var isPolymorphic = relationshipMeta.options.polymorphic;\n      var typeProperty = this.keyForPolymorphicType(key, relationshipType, 'deserialize');\n\n      if (isPolymorphic && resourceHash[typeProperty] !== undefined && typeof relationshipHash !== 'object') {\n        var type = this.modelNameFromPayloadKey(resourceHash[typeProperty]);\n        return {\n          id: relationshipHash,\n          type: type\n        };\n      }\n\n      return this._super.apply(this, arguments);\n    }\n  });\n\n  if (true) {\n    RESTSerializer.reopen({\n      warnMessageNoModelForKey: function warnMessageNoModelForKey(prop, typeKey) {\n        return 'Encountered \"' + prop + '\" in payload, but no model was found for model name \"' + typeKey + '\" (resolved model name using ' + this.constructor.toString() + '.modelNameFromPayloadKey(\"' + prop + '\"))';\n      }\n    });\n  }\n\n  exports.default = RESTSerializer;\n});","define('ember-data/setup-container', ['exports', 'ember-data/-private', 'ember-data/serializers/json-api', 'ember-data/serializers/json', 'ember-data/serializers/rest', 'ember-data/adapters/json-api', 'ember-data/adapters/rest', 'ember-data/transforms/number', 'ember-data/transforms/date', 'ember-data/transforms/string', 'ember-data/transforms/boolean'], function (exports, _private, _jsonApi, _json, _rest, _jsonApi2, _rest2, _number, _date, _string, _boolean) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = setupContainer;\n\n\n  function has(applicationOrRegistry, fullName) {\n    if (applicationOrRegistry.has) {\n      // < 2.1.0\n      return applicationOrRegistry.has(fullName);\n    } else {\n      // 2.1.0+\n      return applicationOrRegistry.hasRegistration(fullName);\n    }\n  }\n\n  /*\n   Configures a registry for use with an Ember-Data\n   store. Accepts an optional namespace argument.\n  \n   @method initializeStore\n   @param {Ember.Registry} registry\n   */\n  function initializeStore(registry) {\n    var registerOptionsForType = registry.registerOptionsForType || registry.optionsForType;\n    registerOptionsForType.call(registry, 'serializer', { singleton: false });\n    registerOptionsForType.call(registry, 'adapter', { singleton: false });\n    registry.register('serializer:-default', _json.default);\n    registry.register('serializer:-rest', _rest.default);\n    registry.register('adapter:-rest', _rest2.default);\n\n    registry.register('adapter:-json-api', _jsonApi2.default);\n    registry.register('serializer:-json-api', _jsonApi.default);\n\n    if (!has(registry, 'service:store')) {\n      registry.register('service:store', _private.Store);\n    }\n  }\n\n  /*\n   Configures a registry with injections on Ember applications\n   for the Ember-Data store. Accepts an optional namespace argument.\n  \n   @method initializeDebugAdapter\n   @param {Ember.Registry} registry\n   */\n  function initializeDataAdapter(registry) {\n    registry.register('data-adapter:main', _private.DebugAdapter);\n  }\n\n  /*\n   Configures a registry with injections on Ember applications\n   for the Ember-Data store. Accepts an optional namespace argument.\n  \n   @method initializeStoreInjections\n   @param {Ember.Registry} registry\n   */\n  function initializeStoreInjections(registry) {\n    // registry.injection for Ember < 2.1.0\n    // application.inject for Ember 2.1.0+\n    var inject = registry.inject || registry.injection;\n    inject.call(registry, 'controller', 'store', 'service:store');\n    inject.call(registry, 'route', 'store', 'service:store');\n    inject.call(registry, 'data-adapter', 'store', 'service:store');\n  }\n\n  /*\n   Configures a registry for use with Ember-Data\n   transforms.\n  \n   @method initializeTransforms\n   @param {Ember.Registry} registry\n   */\n  function initializeTransforms(registry) {\n    registry.register('transform:boolean', _boolean.default);\n    registry.register('transform:date', _date.default);\n    registry.register('transform:number', _number.default);\n    registry.register('transform:string', _string.default);\n  }\n\n  function setupContainer(application) {\n    initializeDataAdapter(application);\n    initializeTransforms(application);\n    initializeStoreInjections(application);\n    initializeStore(application);\n  }\n});","define('ember-data/store', ['exports', 'ember-data/-private'], function (exports, _private) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _private.Store;\n    }\n  });\n});","define('ember-data/transform', ['exports', 'ember-data/transforms/transform'], function (exports, _transform) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  Object.defineProperty(exports, 'default', {\n    enumerable: true,\n    get: function () {\n      return _transform.default;\n    }\n  });\n});","define('ember-data/transforms/boolean', ['exports', 'ember-data/transforms/transform'], function (exports, _transform) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _transform.default.extend({\n    deserialize: function deserialize(serialized, options) {\n      if (Ember.isNone(serialized) && options.allowNull === true) {\n        return null;\n      }\n\n      var type = typeof serialized;\n      if (type === \"boolean\") {\n        return serialized;\n      } else if (type === \"string\") {\n        return (/^(true|t|1)$/i.test(serialized)\n        );\n      } else if (type === \"number\") {\n        return serialized === 1;\n      } else {\n        return false;\n      }\n    },\n    serialize: function serialize(deserialized, options) {\n      if (Ember.isNone(deserialized) && options.allowNull === true) {\n        return null;\n      }\n\n      return Boolean(deserialized);\n    }\n  });\n});","define('ember-data/transforms/date', ['exports', 'ember-data/transforms/transform'], function (exports, _transform) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _transform.default.extend({\n    deserialize: function deserialize(serialized) {\n      var type = typeof serialized;\n\n      if (type === \"string\") {\n        var offset = serialized.indexOf('+');\n\n        if (offset !== -1 && serialized.length - 5 === offset) {\n          offset += 3;\n          return new Date(serialized.slice(0, offset) + ':' + serialized.slice(offset));\n        }\n        return new Date(serialized);\n      } else if (type === \"number\") {\n        return new Date(serialized);\n      } else if (serialized === null || serialized === undefined) {\n        // if the value is null return null\n        // if the value is not present in the data return undefined\n        return serialized;\n      } else {\n        return null;\n      }\n    },\n    serialize: function serialize(date) {\n      if (date instanceof Date && !isNaN(date)) {\n        return date.toISOString();\n      } else {\n        return null;\n      }\n    }\n  });\n});","define('ember-data/transforms/number', ['exports', 'ember-data/transforms/transform'], function (exports, _transform) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n\n\n  function isNumber(value) {\n    return value === value && value !== Infinity && value !== -Infinity;\n  }\n\n  /**\n    The `DS.NumberTransform` class is used to serialize and deserialize\n    numeric attributes on Ember Data record objects. This transform is\n    used when `number` is passed as the type parameter to the\n    [DS.attr](../../data#method_attr) function.\n  \n    Usage\n  \n    ```app/models/score.js\n    import DS from 'ember-data';\n  \n    export default DS.Model.extend({\n      value: DS.attr('number'),\n      player: DS.belongsTo('player'),\n      date: DS.attr('date')\n    });\n    ```\n  \n    @class NumberTransform\n    @extends DS.Transform\n    @namespace DS\n   */\n  exports.default = _transform.default.extend({\n    deserialize: function deserialize(serialized) {\n      var transformed = void 0;\n\n      if (serialized === '' || serialized === null || serialized === undefined) {\n        return null;\n      } else {\n        transformed = Number(serialized);\n\n        return isNumber(transformed) ? transformed : null;\n      }\n    },\n    serialize: function serialize(deserialized) {\n      var transformed = void 0;\n\n      if (deserialized === '' || deserialized === null || deserialized === undefined) {\n        return null;\n      } else {\n        transformed = Number(deserialized);\n\n        return isNumber(transformed) ? transformed : null;\n      }\n    }\n  });\n});","define('ember-data/transforms/string', ['exports', 'ember-data/transforms/transform'], function (exports, _transform) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = _transform.default.extend({\n    deserialize: function deserialize(serialized) {\n      return Ember.isNone(serialized) ? null : String(serialized);\n    },\n    serialize: function serialize(deserialized) {\n      return Ember.isNone(deserialized) ? null : String(deserialized);\n    }\n  });\n});","define('ember-data/transforms/transform', ['exports'], function (exports) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.Object.extend({\n    /**\n      When given a deserialized value from a record attribute this\n      method must return the serialized value.\n       Example\n       ```javascript\n      import { isEmpty } from '@ember/utils';\n       serialize(deserialized, options) {\n        return isEmpty(deserialized) ? null : Number(deserialized);\n      }\n      ```\n       @method serialize\n      @param deserialized The deserialized value\n      @param options hash of options passed to `DS.attr`\n      @return The serialized value\n    */\n    serialize: null,\n\n    /**\n      When given a serialize value from a JSON object this method must\n      return the deserialized value for the record attribute.\n       Example\n       ```javascript\n      deserialize(serialized, options) {\n        return empty(serialized) ? null : Number(serialized);\n      }\n      ```\n       @method deserialize\n      @param serialized The serialized value\n      @param options hash of options passed to `DS.attr`\n      @return The deserialized value\n    */\n    deserialize: null\n  });\n});","define(\"ember-data/version\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = \"3.2.0-beta.2\";\n});","define(\"moment/index\", [\"exports\", \"moment/lib\"], function (_exports, _lib) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  function compare(a, b) {\n    if (_lib.default.isMoment(a) && _lib.default.isMoment(b)) {\n      if (a.isBefore(b)) {\n        return -1;\n      } else if (a.isSame(b)) {\n        return 0;\n      } else {\n        return 1;\n      }\n    }\n\n    throw new Error('Arguments provided to `compare` are not moment objects');\n  }\n\n  _lib.default.prototype.compare = compare;\n  _lib.default.compare = compare;\n\n  _lib.default.prototype.clone = function clone() {\n    return (0, _lib.default)(this);\n  };\n\n  var _default = _lib.default;\n  _exports.default = _default;\n});","define(\"moment/lib\", [\"exports\", \"ember-get-config\"], function (_exports, _emberGetConfig) {\n  \"use strict\";\n\n  Object.defineProperty(_exports, \"__esModule\", {\n    value: true\n  });\n  _exports.default = void 0;\n\n  /* globals self */\n  var moment;\n  var localeOutputPath = _emberGetConfig.default.moment && _emberGetConfig.default.moment.includeTimezone;\n\n  if (typeof self.FastBoot === 'undefined') {\n    moment = self.moment;\n  } else if (localeOutputPath) {\n    moment = self.FastBoot.require('moment-timezone');\n  } else {\n    moment = self.FastBoot.require('moment');\n  }\n\n  var _default = moment;\n  _exports.default = _default;\n});","define('multi-table/components/multi-list-cell', ['exports', 'multi-table/components/multi-table-cell', 'multi-table/templates/components/multi-list-cell'], function (exports, _multiTableCell, _multiListCell) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _multiTableCell.default.extend({\n\t\tlayout: _multiListCell.default,\n\t\tclassNames: ['multi-list-cell']\n\t});\n});","define('multi-table/components/multi-list-row', ['exports', 'multi-table/components/multi-table-row', 'multi-table/templates/components/multi-list-row'], function (exports, _multiTableRow, _multiListRow) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _multiTableRow.default.extend({\n\t\tlayout: _multiListRow.default,\n\t\tclassNames: ['multi-list-row']\n\t});\n});","define('multi-table/components/multi-list', ['exports', 'multi-table/components/multi-table', 'multi-table/templates/components/multi-list'], function (exports, _multiTable, _multiList) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _multiTable.default.extend({\n\t\tlayout: _multiList.default,\n\n\t\t// simplified public properties:\n\t\theader: null,\n\t\tcheckboxes: null,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.set('_defaultConfig', {\n\t\t\t\tshowHeader: false,\n\t\t\t\tselectable: true,\n\t\t\t\tcheckboxes: false,\n\t\t\t\tcolumns: [{\n\t\t\t\t\theader: null,\n\t\t\t\t\tproperty: 'name',\n\t\t\t\t\twidth: 1\n\t\t\t\t}]\n\t\t\t});\n\t\t},\n\t\tprocessConfig: function processConfig(config) {\n\t\t\tif (config.get('column')) {\n\t\t\t\tconfig.set('columns', Ember.A([config.column]).map(function (col) {\n\t\t\t\t\tcol.sortable = !!(col.sort || col.property);\n\t\t\t\t\treturn Ember.Object.create(col);\n\t\t\t\t}));\n\t\t\t\tconfig.set('column', null);\n\t\t\t} else {\n\t\t\t\tconfig.set('columns', Ember.A([(config.columns || [])[0]]));\n\t\t\t}\n\t\t\t// simple header property\n\t\t\tif (this.get('header')) {\n\t\t\t\tconfig.set('showHeader', true);\n\t\t\t\tconfig.set('columns.firstObject.header', this.get('header'));\n\t\t\t}\n\t\t\t// simple checkboxes property\n\t\t\tif (this.get('checkboxes') !== null) {\n\t\t\t\tconfig.set('checkboxes', this.get('checkboxes'));\n\t\t\t}\n\t\t\treturn this._super(config);\n\t\t}\n\t});\n});","define('multi-table/components/multi-table-cell', ['exports', 'multi-table/components/multi-table-item-renderer', 'multi-table/templates/components/multi-table-cell'], function (exports, _multiTableItemRenderer, _multiTableCell) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\tvar _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) {\n\t\treturn typeof obj;\n\t} : function (obj) {\n\t\treturn obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n\t};\n\n\texports.default = _multiTableItemRenderer.default.extend({\n\t\tlayout: _multiTableCell.default,\n\t\tclassNameBindings: ['showUneditableClass:uneditable'],\n\n\t\tloading: false,\n\n\t\taddObservers: function addObservers(column, data) {\n\t\t\tthis._super(column, data);\n\t\t\tvar observable = Ember.Observable.detect(data);\n\t\t\tvar bindings, i;\n\t\t\t// value bindings\n\t\t\tif (typeof column.get('property') === 'string') {\n\t\t\t\tif (observable) {\n\t\t\t\t\tdata.addObserver(column.get('property'), this, 'simpleProperty');\n\t\t\t\t\tthis.simpleProperty(data, column.get('property'));\n\t\t\t\t} else {\n\t\t\t\t\tthis.simpleProperty(data, column.get('property'));\n\t\t\t\t}\n\t\t\t} else if (_typeof(column.get('property')) === 'object' && Ember.isArray(column.get('property.bindings')) && (typeof column.get('property.getter') === 'function' || typeof column.get('property.formatter') === 'function')) {\n\t\t\t\tbindings = column.get('property.bindings');\n\t\t\t\tthis.addObserver('editing', this, 'formattedProperty');\n\t\t\t\tfor (i = 0; i < bindings.length; i++) {\n\t\t\t\t\tif (observable) {\n\t\t\t\t\t\tdata.addObserver(bindings[i], this, 'formattedProperty');\n\t\t\t\t\t\tthis.formattedProperty(data, bindings[i]);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.formattedProperty(data, bindings[i]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\tremoveObservers: function removeObservers(column, data) {\n\t\t\tthis._super(column, data);\n\t\t\tthis.removeObserver('editing', this, 'formattedProperty');\n\t\t\tif (!Ember.Observable.detect(data)) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t// no need to remove observers if an Ember object has already been destroyed (apparently)\n\t\t\tif (data.get('isDestroyed')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar bindings, i;\n\t\t\t// value bindings\n\t\t\tif (typeof column.get('property') === 'string') {\n\t\t\t\tdata.removeObserver(column.get('property'), this, 'simpleProperty');\n\t\t\t} else if (_typeof(column.get('property')) === 'object' && Ember.isArray(column.get('property.bindings')) && (typeof column.get('property.getter') === 'function' || typeof column.get('property.formatter') === 'function')) {\n\t\t\t\tbindings = column.get('property.bindings');\n\t\t\t\tfor (i = 0; i < bindings.length; i++) {\n\t\t\t\t\tdata.removeObserver(bindings[i], this, 'formattedProperty');\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\tsimpleProperty: function simpleProperty(data, property) {\n\t\t\tvar _this = this;\n\t\t\t// if data is not set set, check if there is a promise in the works\n\t\t\tif (typeof Ember.get(data, property) === 'undefined' && property.indexOf('.') >= 0) {\n\t\t\t\tvar stopLoading = function stopLoading() {\n\t\t\t\t\t_this.set('loading', false);\n\t\t\t\t};\n\t\t\t\tvar i = property.indexOf('.');\n\t\t\t\tvar p;\n\t\t\t\twhile (i !== -1) {\n\t\t\t\t\tp = property.substr(0, i);\n\t\t\t\t\tp = Ember.get(data, p);\n\t\t\t\t\tif (this.isPromise(p)) {\n\t\t\t\t\t\tp['finally'](stopLoading);\n\t\t\t\t\t\tthis.set('loading', true);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\ti = property.indexOf('.', i + 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.set('value', Ember.get(data, property));\n\t\t\tthis.set('loading', false); // backup, not needed\n\t\t},\n\n\t\tformattedProperty: function formattedProperty(data, property) {\n\t\t\tvar _this = this;\n\t\t\tvar p;\n\t\t\t// when changing to or from editing mode, the 'data' param = this because this.editing was the property that changed\n\t\t\tif (data === this) {\n\t\t\t\tdata = this.get('data');\n\t\t\t\tif (!data) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\t\t\t// regular property on the data object\n\t\t\telse {\n\t\t\t\t\t// if data is not set set, check if there is a promise in the works\n\t\t\t\t\tif (typeof Ember.get(data, property) === 'undefined' && property.indexOf('.') >= 0) {\n\t\t\t\t\t\tvar stopLoading = function stopLoading() {\n\t\t\t\t\t\t\t_this.set('loading', false);\n\t\t\t\t\t\t};\n\t\t\t\t\t\tvar i = property.indexOf('.');\n\t\t\t\t\t\twhile (i !== -1) {\n\t\t\t\t\t\t\tp = property.substr(0, i);\n\t\t\t\t\t\t\tp = Ember.get(data, p);\n\t\t\t\t\t\t\tif (this.isPromise(p)) {\n\t\t\t\t\t\t\t\tp['finally'](stopLoading);\n\t\t\t\t\t\t\t\tthis.set('loading', true);\n\t\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ti = property.indexOf('.', i + 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\tvar getter = this.get('column.property.getter');\n\t\t\tif (getter) {\n\t\t\t\tp = getter(data, this.get('editing'));\n\t\t\t\tif (this.isPromise(p)) {\n\t\t\t\t\tthis.set('loading', true);\n\t\t\t\t\tp.then(function (v) {\n\t\t\t\t\t\t_this.set('loading', false);\n\t\t\t\t\t\t_this.valueLoaded(v, data);\n\t\t\t\t\t});\n\t\t\t\t} else {\n\t\t\t\t\tthis.set('loading', false);\n\t\t\t\t\tthis.valueLoaded(p, data);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis.set('loading', false);\n\t\t\t\tthis.valueLoaded(data, data);\n\t\t\t}\n\t\t},\n\n\t\tvalueLoaded: function valueLoaded(p, data) {\n\t\t\tvar _this = this;\n\t\t\tvar formatter = this.get('column.property.formatter');\n\t\t\tif (formatter) {\n\t\t\t\tp = formatter(p, this.get('editing'), data);\n\t\t\t\tif (this.isPromise(p)) {\n\t\t\t\t\tthis.set('loading', true);\n\t\t\t\t\tp.then(function (value) {\n\t\t\t\t\t\t_this.set('loading', false);\n\t\t\t\t\t\t_this.set('value', value);\n\t\t\t\t\t});\n\t\t\t\t} else {\n\t\t\t\t\tthis.set('loading', false);\n\t\t\t\t\tthis.set('value', p);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis.set('loading', false);\n\t\t\t\tthis.set('value', p);\n\t\t\t}\n\t\t},\n\n\t\tshowError: function showError(reason) {\n\t\t\tthis._super(reason);\n\t\t\tif (!this.previousEditError) {\n\t\t\t\tthis.$('.error[data-toggle=\"popover\"]').popover();\n\t\t\t\tthis.previousEditError = true;\n\t\t\t}\n\t\t}\n\t});\n});","define('multi-table/components/multi-table-checkbox', ['exports', 'multi-table/templates/components/multi-table-checkbox'], function (exports, _multiTableCheckbox) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _multiTableCheckbox.default,\n\t\ttagName: 'td',\n\t\tclassNames: 'table-checkbox',\n\t\tchecked: false,\n\t\tpartial: false,\n\t\tindeterminate: Ember.computed('checked', 'partial', function () {\n\t\t\treturn !this.get('checked') && this.get('partial');\n\t\t}),\n\t\tactions: {\n\t\t\tcheck: function check() {\n\t\t\t\tvar action = this.get('action');\n\t\t\t\tif (action) {\n\t\t\t\t\taction();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('multi-table/components/multi-table-header-cell', ['exports', 'multi-table/components/multi-table-header-renderer', 'multi-table/templates/components/multi-table-header-cell'], function (exports, _multiTableHeaderRenderer, _multiTableHeaderCell) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _multiTableHeaderRenderer.default.extend({\n\t\tlayout: _multiTableHeaderCell.default,\n\t\theader: Ember.computed('column', function () {\n\t\t\treturn this.get('column.header');\n\t\t})\n\t});\n});","define('multi-table/components/multi-table-header-renderer', ['exports', 'multi-table/components/multi-table-renderer'], function (exports, _multiTableRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _multiTableRenderer.default.extend({\n\t\ttagName: 'th',\n\t\tclassNameBindings: ['sortable'],\n\t\tsortable: Ember.computed.alias('column.sortable')\n\t});\n});","define('multi-table/components/multi-table-header-row', ['exports', 'multi-table/templates/components/multi-table-header-row'], function (exports, _multiTableHeaderRow) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _multiTableHeaderRow.default,\n\t\ttagName: 'tr',\n\t\tactions: {\n\t\t\tcheck: function check() {\n\t\t\t\tvar check = this.get('check');\n\t\t\t\tif (check) {\n\t\t\t\t\tcheck();\n\t\t\t\t}\n\t\t\t},\n\t\t\tsort: function sort(column) {\n\t\t\t\tvar sort = this.get('sort');\n\t\t\t\tif (sort) {\n\t\t\t\t\tsort(column);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('multi-table/components/multi-table-item-renderer', ['exports', 'multi-table/components/multi-table-renderer'], function (exports, _multiTableRenderer) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = _multiTableRenderer.default.extend({\n\t\ttagName: 'td',\n\t\tclassNames: ['table-data'],\n\n\t\tdata: null,\n\t\tdataProxy: null,\n\t\tproperty: Ember.computed.alias('column.property'),\n\t\tvalue: null,\n\n\t\tdynamicClassNames: '',\n\t\tediting: false,\n\t\tautoFocus: true,\n\t\tautoFocusSelector: '.editor',\n\t\tselected: Ember.computed.alias('dataProxy.selected'),\n\n\t\tisPromise: function isPromise(object) {\n\t\t\treturn object && typeof object.then === 'function';\n\t\t},\n\t\teditable: Ember.computed('column', function () {\n\t\t\treturn !!this.get('column.edit') && this.get('data.editable') !== false;\n\t\t}),\n\t\t// show uneditable class if at least one other column is editable and this one isn't\n\t\tshowUneditableClass: Ember.computed('editable', 'config.editable', function () {\n\t\t\treturn this.get('config.editable') && !this.get('editable');\n\t\t}),\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.columnDataObserver();\n\t\t},\n\n\t\tcolumnDataObserver: Ember.observer('column', 'data', function () {\n\t\t\tvar column = this.get('column');\n\t\t\tvar data = this.get('data');\n\t\t\tvar oldColumn = this.get('oldColumn');\n\t\t\tvar oldData = this.get('oldData');\n\t\t\t// not sure why this is here: ???\n\t\t\tthis.set('value', '');\n\t\t\t// clear previous\n\t\t\tif (oldColumn && oldData) {\n\t\t\t\tthis.removeObservers(oldColumn, oldData);\n\t\t\t}\n\t\t\tif (!(column && data)) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.addObservers(column, data);\n\t\t\tthis.set('oldColumn', column);\n\t\t\tthis.set('oldData', data);\n\t\t}),\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tif (this.get('oldColumn') && this.get('oldData')) {\n\t\t\t\tthis.removeObservers(this.get('oldColumn'), this.get('oldData'));\n\t\t\t}\n\t\t},\n\n\t\taddObservers: function addObservers(column, data) {\n\t\t\tvar observable = Ember.Observable.detect(data);\n\t\t\tvar bindings, i;\n\t\t\t// style bindings\n\t\t\tif (column.get('dynamicClassNames')) {\n\t\t\t\tbindings = column.get('dynamicClassNames.bindings');\n\t\t\t\tfor (i = 0; i < bindings.length; i++) {\n\t\t\t\t\tif (observable) {\n\t\t\t\t\t\tvar alreadyObserved = data.hasObserverFor(bindings[i]);\n\t\t\t\t\t\tdata.addObserver(bindings[i], this, 'classNameHandler');\n\t\t\t\t\t\tif (alreadyObserved) {\n\t\t\t\t\t\t\tthis.classNameHandler(data);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tdata.notifyPropertyChange(bindings[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.classNameHandler(data);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\tremoveObservers: function removeObservers(column, data) {\n\t\t\tif (!Ember.Observable.detect(data)) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t// no need to remove observers if an Ember object has already been destroyed (apparently)\n\t\t\tif (data.get('isDestroyed')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar bindings, i;\n\t\t\t// style bindings\n\t\t\tif (column.get('dynamicClassNames')) {\n\t\t\t\tbindings = column.get('dynamicClassNames.bindings');\n\t\t\t\tfor (i = 0; i < bindings.length; i++) {\n\t\t\t\t\tdata.removeObserver(bindings[i], this, 'classNameHandler');\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\n\t\tcolumnStaticClassNames: Ember.computed('column', function () {\n\t\t\tvar c = this.get('column.classNames') || [];\n\t\t\tif (Ember.typeOf(c) === 'array') {\n\t\t\t\tc = c.join(' ');\n\t\t\t}\n\t\t\treturn c;\n\t\t}),\n\n\t\tclassNameHandler: function classNameHandler(data /*, property*/) {\n\t\t\tvar classNameGetter = this.get('column.dynamicClassNames.classes');\n\t\t\tthis.set('dynamicClassNames', '');\n\t\t\tif (!classNameGetter) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar classes = classNameGetter(data) || '';\n\t\t\tif (this.isPromise(classes)) {\n\t\t\t\tvar _this = this;\n\t\t\t\tclasses.then(function (classes) {\n\t\t\t\t\t_this.set('dynamicClassNames', classes);\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tthis.set('dynamicClassNames', classes);\n\t\t\t}\n\t\t},\n\n\t\tclick: function click() {\n\t\t\tif (this.get('selected') && this.get('editable')) {\n\t\t\t\tthis.startEdit();\n\t\t\t}\n\t\t\tvar action = this.get('action');\n\t\t\tif (action) {\n\t\t\t\taction();\n\t\t\t}\n\t\t},\n\n\t\tstartEdit: function startEdit() {\n\t\t\tif (this.get('editing')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis.set('editing', true);\n\t\t\tthis.hideError();\n\t\t\tif (this.get('autoFocus')) {\n\t\t\t\tvar _this = this;\n\t\t\t\tvar _starter;\n\t\t\t\t_starter = function starter() {\n\t\t\t\t\t_this.input = _this.$(_this.get('autoFocusSelector'));\n\t\t\t\t\tif (!_this.input || !_this.input.length) {\n\t\t\t\t\t\tEmber.run.later(_starter, 10);\n\t\t\t\t\t} else {\n\t\t\t\t\t\t_this.input.focus().select().on('blur', function () {\n\t\t\t\t\t\t\t_this.endEdit();\n\t\t\t\t\t\t}).on('keypress', function (e) {\n\t\t\t\t\t\t\tif (e.which === 13) {\n\t\t\t\t\t\t\t\t_this.endEdit();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\t_starter();\n\t\t\t}\n\t\t},\n\t\tendEdit: function endEdit() {\n\t\t\tif (this.input) {\n\t\t\t\tthis.input.off('blur keypress');\n\t\t\t}\n\t\t\tvar editHandler = this.get('column.edit');\n\t\t\tif (Ember.typeOf(editHandler) === 'function') {\n\t\t\t\ttry {\n\t\t\t\t\tvar r = editHandler(this.get('data'), this.get('value'), this.get('property'));\n\t\t\t\t\tif (r && Ember.typeOf(r.then) === 'function') {\n\t\t\t\t\t\tvar _this = this;\n\t\t\t\t\t\tr.then(function () {\n\t\t\t\t\t\t\t_this.showSuccess();\n\t\t\t\t\t\t}, function (reason) {\n\t\t\t\t\t\t\tvar r;\n\t\t\t\t\t\t\tif (Ember.typeOf(reason) === 'string') {\n\t\t\t\t\t\t\t\tr = reason;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tr = Ember.get(reason, 'errors.0.detail') || Ember.get(reason, 'message') || Ember.get(reason, 'responseText');\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t_this.showError(r);\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\t\t\t\t} catch (e) {\n\t\t\t\t\tthis.showError(e.message);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.set('editing', false);\n\t\t},\n\t\tshowSuccess: function showSuccess() {\n\t\t\tthis.$('.success').css({ display: 'inline-block' }).fadeOut(4000);\n\t\t},\n\t\tshowError: function showError(reason) {\n\t\t\tthis.set('editError', reason);\n\t\t},\n\t\thideError: function hideError() {\n\t\t\tthis.set('editError', null);\n\t\t}\n\t});\n});","define('multi-table/components/multi-table-renderer', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tclassNameBindings: ['columnConfigCellClassNames'],\n\t\tattributeBindings: ['style'],\n\t\tcolumnConfigCellClassNames: Ember.computed.alias('column.cellClassNames'),\n\t\tstyle: Ember.computed('column.realWidth', function () {\n\t\t\treturn this.get('column.realWidth') ? Ember.String.htmlSafe('width:' + this.get('column.realWidth')) : null;\n\t\t})\n\t});\n});","define('multi-table/components/multi-table-row', ['exports', 'multi-table/templates/components/multi-table-row'], function (exports, _multiTableRow) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\tlayout: _multiTableRow.default,\n\t\ttagName: 'tr',\n\t\tclassNameBindings: ['selectable', 'selected', 'disabled'],\n\t\tdata: null,\n\t\tselectable: Ember.computed('config.selectable', function () {\n\t\t\treturn this.get('config.selectable');\n\t\t}),\n\t\tselected: Ember.computed('data.selected', function () {\n\t\t\treturn !!this.get('data.selected');\n\t\t}),\n\t\tdisabled: Ember.computed('data.disabled', function () {\n\t\t\treturn !!this.get('data.disabled');\n\t\t}),\n\t\tactions: {\n\t\t\tselect: function select() {\n\t\t\t\tif (!this.get('data.disabled')) {\n\t\t\t\t\tvar select = this.get('select');\n\t\t\t\t\tif (select) {\n\t\t\t\t\t\tselect(this.get('data'));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\tcheck: function check() {\n\t\t\t\tif (!this.get('data.disabled')) {\n\t\t\t\t\tvar action = this.get('config.multiSelect') ? this.get('check') : this.get('select');\n\t\t\t\t\tif (action) {\n\t\t\t\t\t\taction(this.get('data'));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define('multi-table/components/multi-table', ['exports', 'resizable-mixin/mixins/resize-mixin', 'selectable-mixin/lib/selectable-array-proxy', 'multi-table/templates/components/multi-table'], function (exports, _resizeMixin, _selectableArrayProxy, _multiTable) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend(_resizeMixin.default, {\n\t\tlayout: _multiTable.default,\n\t\ttagName: 'table',\n\t\tclassNames: 'multi-table',\n\n\t\t_defaultConfig: null,\n\t\tconfig: null,\n\n\t\t_config: null,\n\t\ttotalFixedWidth: null,\n\t\tproportionalWidthCount: null,\n\t\ttotalProportionalWidth: null,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.set('_defaultConfig', {\n\t\t\t\tshowHeader: true,\n\t\t\t\tselectable: true,\n\t\t\t\tcheckboxes: true,\n\t\t\t\tmultiSelect: true,\n\t\t\t\tcolumns: [{\n\t\t\t\t\theader: 'Name',\n\t\t\t\t\tproperty: 'name',\n\t\t\t\t\twidth: 1\n\t\t\t\t}]\n\t\t\t});\n\t\t\tthis.configObserver();\n\t\t\tthis._columnWidthsObserver();\n\t\t\tthis._dataObserver();\n\t\t},\n\n\t\tconfigObserver: Ember.observer('config', function () {\n\t\t\tvar conf = Ember.Object.create(Ember.assign({}, this.get('_defaultConfig'), this.get('config') || {}));\n\t\t\tconf = this.processConfig(conf);\n\t\t\tthis.setProperties({\n\t\t\t\t_config: conf,\n\t\t\t\ttotalFixedWidth: conf.meta.totalFixedWidth,\n\t\t\t\tproportionalWidthCount: conf.meta.proportionalWidthCount,\n\t\t\t\ttotalProportionalWidth: conf.meta.totalProportionalWidth\n\t\t\t});\n\t\t}),\n\n\t\tprocessConfig: function processConfig(conf) {\n\t\t\tvar totalFixedWidth = 0;\n\t\t\tvar totalProportionalWidth = 0;\n\t\t\tvar proportionalWidthCount = 0;\n\t\t\tif (conf.get('checkboxes') && conf.get('selectable')) {\n\t\t\t\tconf.set('showCheckboxes', true);\n\t\t\t\ttotalFixedWidth = 45;\n\t\t\t}\n\t\t\tif (conf.get('columns')) {\n\t\t\t\tconf.set('columns', Ember.A(conf.get('columns')));\n\t\t\t\tconf.set('columns', conf.get('columns').map(function (col) {\n\t\t\t\t\tvar fixed = String(col.width).match(/^(\\d+)px$/);\n\t\t\t\t\tif (fixed) {\n\t\t\t\t\t\tfixed = Number(fixed[1]);\n\t\t\t\t\t}\n\t\t\t\t\tif (fixed) {\n\t\t\t\t\t\ttotalFixedWidth += fixed;\n\t\t\t\t\t\tcol.fixedWidth = fixed;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (!col.width) {\n\t\t\t\t\t\t\tcol.width = 1;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tproportionalWidthCount++;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttotalProportionalWidth += col.width;\n\t\t\t\t\t\tcol.proportionalWidth = col.width;\n\t\t\t\t\t}\n\t\t\t\t\tif (col.edit) {\n\t\t\t\t\t\tconf.set('editable', true);\n\t\t\t\t\t}\n\t\t\t\t\tcol.sortable = !(col.sort !== undefined && !col.sort) && !!(col.sort || typeof col.property === 'string' || col.property && (col.property.getter || col.property.formatter));\n\t\t\t\t\treturn Ember.Object.create(col);\n\t\t\t\t}));\n\t\t\t}\n\t\t\tconf.meta = {\n\t\t\t\ttotalFixedWidth: totalFixedWidth,\n\t\t\t\tproportionalWidthCount: proportionalWidthCount,\n\t\t\t\ttotalProportionalWidth: totalProportionalWidth\n\t\t\t};\n\t\t\treturn conf;\n\t\t},\n\n\t\t_columnWidthsObserver: Ember.observer('_config', 'width', 'proportionalWidthCount', 'totalProportionalWidth', 'totalFixedWidth', function () {\n\t\t\tif (!this.get('_config.columns.length')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar w = this.get('width') - (this.get('totalFixedWidth') || 0);\n\t\t\tvar enableSizing = this.get('proportionalWidthCount') > 0;\n\t\t\tvar proportionalTotal = this.get('totalProportionalWidth');\n\t\t\tthis.get('_config.columns').forEach(function (col) {\n\t\t\t\tif (col.get('fixedWidth')) {\n\t\t\t\t\tcol.set('realWidth', col.get('fixedWidth') + 'px');\n\t\t\t\t} else if (enableSizing && col.get('proportionalWidth')) {\n\t\t\t\t\tcol.set('realWidth', Math.floor(col.get('proportionalWidth') / proportionalTotal * w) + 'px');\n\t\t\t\t} else {\n\t\t\t\t\tcol.set('realWidth', undefined);\n\t\t\t\t}\n\t\t\t});\n\t\t}),\n\n\t\tdata: null,\n\t\titems: null,\n\t\t_dataObserver: Ember.observer('data', function () {\n\t\t\tvar data = this.get('data');\n\n\t\t\t// only meant to watch top level changes to 'data', whereas some array proxies,\n\t\t\t// like those used by ember-data, can notify changes when internal items are changed,\n\t\t\t// which is a problem when merely sorting\n\n\t\t\tif (data === this._lastData) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tthis._lastData = data;\n\n\t\t\tif (data instanceof _selectableArrayProxy.default) {\n\t\t\t\tthis.set('items', data);\n\t\t\t} else if (this.get('items')) {\n\t\t\t\tthis.set('items.source', data);\n\t\t\t} else {\n\t\t\t\tthis.set('items', _selectableArrayProxy.default.create({ source: data }));\n\t\t\t}\n\t\t\tthis.sort();\n\t\t}),\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super();\n\t\t\tthis.get('items.selectedItem');\n\t\t\tthis.get('items.selectedItems');\n\t\t\tthis.addObserver('items.selectedItems.[]', this, '_selectedItemObserver');\n\t\t},\n\t\t_selectedItemObserver: function _selectedItemObserver() {\n\t\t\tif (!this.get('items')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar selectedItemChanged = this.get('selectedItemChanged');\n\t\t\tif (selectedItemChanged) {\n\t\t\t\tselectedItemChanged(this.get('items.selectedItem'));\n\t\t\t}\n\t\t\tvar selectedItemsChanged = this.get('selectedItemsChanged');\n\t\t\tif (selectedItemsChanged) {\n\t\t\t\tselectedItemsChanged(this.get('items.selectedItems'));\n\t\t\t}\n\t\t},\n\n\t\tsort: function sort() {\n\t\t\tvar data = this.get('items.source');\n\t\t\tif (!data) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar column = this.get('_config.columns').find(function (column) {\n\t\t\t\treturn column.get('sorted');\n\t\t\t});\n\t\t\tif (!column || !column.get('sortable')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvar sort = column.get('sort');\n\t\t\tvar ascending = column.get('sorted') === 'asc';\n\n\t\t\tvar arr = data.toArray();\n\n\t\t\tif (typeof sort === 'function') {\n\t\t\t\tarr.sort(sort);\n\t\t\t} else {\n\n\t\t\t\tvar property;\n\t\t\t\tif (typeof sort === 'string') {\n\t\t\t\t\tproperty = sort;\n\t\t\t\t} else if (typeof column.get('property') === 'string') {\n\t\t\t\t\tproperty = column.get('property');\n\t\t\t\t}\n\n\t\t\t\tvar getter;\n\t\t\t\tif (property) {\n\t\t\t\t\tgetter = function getter(item) {\n\t\t\t\t\t\treturn Ember.get(item, property);\n\t\t\t\t\t};\n\t\t\t\t} else if (column.get('property.getter')) {\n\t\t\t\t\tgetter = column.get('property.getter');\n\t\t\t\t} else if (column.get('property.formatter')) {\n\t\t\t\t\tgetter = column.get('property.formatter');\n\t\t\t\t} else {\n\t\t\t\t\t// no way to sort\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tvar order = [];\n\t\t\t\tfor (var i = 0; i < arr.length; i++) {\n\t\t\t\t\tvar v = getter(arr[i]);\n\t\t\t\t\tif (typeof v === 'string') {\n\t\t\t\t\t\tv = v.toLowerCase();\n\t\t\t\t\t}\n\t\t\t\t\torder.push({\n\t\t\t\t\t\ti: i,\n\t\t\t\t\t\tv: v\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\torder.sort(function (a, b) {\n\t\t\t\t\ta = a.v;\n\t\t\t\t\tb = b.v;\n\t\t\t\t\treturn a === null || a === undefined || a < b ? -1 : 1;\n\t\t\t\t});\n\n\t\t\t\tvar copy = [];\n\t\t\t\tfor (i = 0; i < order.length; i++) {\n\t\t\t\t\tcopy[i] = arr[order[i].i];\n\t\t\t\t}\n\t\t\t\tarr = copy;\n\t\t\t}\n\n\t\t\tif (!ascending) {\n\t\t\t\tarr.reverse();\n\t\t\t}\n\n\t\t\tdata.replace(0, arr.length, arr);\n\t\t},\n\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis._lastData = null;\n\t\t\tthis.setProperties({\n\t\t\t\t// clearing these might break some cases where they are set in the controller, or are alias to a model property, due to two-way binding\n\t\t\t\t//data: null,\n\t\t\t\t//items: null,\n\t\t\t\t//config: null,\n\t\t\t\t_config: null\n\t\t\t});\n\t\t},\n\n\t\t// Actions\n\t\tactions: {\n\t\t\trowSelected: function rowSelected(row) {\n\t\t\t\tvar rowClicked = this.get('rowClicked');\n\t\t\t\tif (rowClicked) {\n\t\t\t\t\trowClicked(row);\n\t\t\t\t}\n\t\t\t\tif (!this.get('_config.selectable')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tthis.get('items').deselectAll();\n\t\t\t\tthis.get('items').selectItem(row);\n\t\t\t},\n\t\t\trowChecked: function rowChecked(row) {\n\t\t\t\tif (!this.get('_config.selectable')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (row.get('selected')) {\n\t\t\t\t\tthis.get('items').deselectItem(row);\n\t\t\t\t} else {\n\t\t\t\t\tthis.get('items').selectItem(row);\n\t\t\t\t}\n\t\t\t},\n\t\t\tallChecked: function allChecked() {\n\t\t\t\tif (!this.get('_config.selectable')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (this.get('items.allSelected')) {\n\t\t\t\t\tthis.get('items').deselectAll();\n\t\t\t\t} else {\n\t\t\t\t\tthis.get('items').selectAll();\n\t\t\t\t}\n\t\t\t},\n\t\t\tsort: function sort(column) {\n\t\t\t\tif (!this.get('items') || !column.get('sortable')) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tvar ascending = !(column.get('sorted') === 'asc');\n\t\t\t\tvar sameColumn = !!column.get('sorted');\n\n\t\t\t\tif (!sameColumn) {\n\t\t\t\t\tthis.get('_config.columns').forEach(function (column) {\n\t\t\t\t\t\tcolumn.set('sorted', null);\n\t\t\t\t\t});\n\t\t\t\t} else {\n\t\t\t\t\tthis.get('items.source').replace(0, this.get('items.source.length'), this.get('items.source').toArray().reverse());\n\t\t\t\t}\n\t\t\t\tif (ascending) {\n\t\t\t\t\tcolumn.set('sorted', 'asc');\n\t\t\t\t} else {\n\t\t\t\t\tcolumn.set('sorted', 'desc');\n\t\t\t\t}\n\t\t\t\tif (!sameColumn) {\n\t\t\t\t\tthis.sort();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t});\n});","define(\"multi-table/templates/components/multi-list-cell\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"r+KTLqll\", \"block\": \"{\\\"symbols\\\":[\\\"&default\\\"],\\\"statements\\\":[[6,\\\"div\\\"],[10,\\\"class\\\",[26,[\\\"cell-content \\\",[18,\\\"columnStaticClassNames\\\"],\\\" \\\",[18,\\\"dynamicClassNames\\\"]]]],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"loading\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"progress\\\"],[7],[0,\\\"\\\\n\\\\t\\\\t\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"progress-bar progress-bar-striped active progress-bar-default\\\"],[9,\\\"role\\\",\\\"progressbar\\\"],[9,\\\"aria-valuenow\\\",\\\"1\\\"],[9,\\\"aria-valuemin\\\",\\\"0\\\"],[9,\\\"aria-valuemax\\\",\\\"1\\\"],[9,\\\"style\\\",\\\"width: 100%\\\"],[7],[8],[0,\\\"\\\\n\\\\t\\\\t\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"if\\\",[[22,1]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\"],[11,1,[[20,[\\\"data\\\"]]]],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\"],[1,[18,\\\"value\\\"],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]}],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"multi-table/templates/components/multi-list-cell.hbs\" } });\n});","define(\"multi-table/templates/components/multi-list-row\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"b8c2KdH2\", \"block\": 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\"meta\": { \"moduleName\": \"multi-table/templates/components/multi-list-row.hbs\" } });\n});","define(\"multi-table/templates/components/multi-list\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"/ZgPJQ86\", \"block\": 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\"meta\": { \"moduleName\": \"multi-table/templates/components/multi-list.hbs\" } });\n});","define(\"multi-table/templates/components/multi-table-cell\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"2BQRV1IG\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[6,\\\"div\\\"],[10,\\\"class\\\",[26,[\\\"cell-content \\\",[18,\\\"columnStaticClassNames\\\"],\\\" \\\",[18,\\\"dynamicClassNames\\\"]]]],[7],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"loading\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"progress\\\"],[7],[0,\\\"\\\\n\\\\t\\\\t\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"progress-bar progress-bar-striped active progress-bar-default\\\"],[9,\\\"role\\\",\\\"progressbar\\\"],[9,\\\"aria-valuenow\\\",\\\"1\\\"],[9,\\\"aria-valuemin\\\",\\\"0\\\"],[9,\\\"aria-valuemax\\\",\\\"1\\\"],[9,\\\"style\\\",\\\"width: 100%\\\"],[7],[8],[0,\\\"\\\\n\\\\t\\\\t\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"editing\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\"],[1,[25,\\\"input\\\",null,[[\\\"value\\\",\\\"class\\\"],[[20,[\\\"value\\\"]],\\\"editor\\\"]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\\t\\\"],[1,[18,\\\"value\\\"],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}],[0,\\\"\\\\t\\\\t\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"success fa fa-check\\\"],[7],[8],[0,\\\"\\\\n\\\\t\\\\t\\\"],[6,\\\"div\\\"],[10,\\\"class\\\",[26,[\\\"error fa fa-times \\\",[25,\\\"unless\\\",[[20,[\\\"editError\\\"]],\\\"hidden\\\",\\\"\\\"],null]]]],[9,\\\"data-container\\\",\\\"body\\\"],[9,\\\"data-toggle\\\",\\\"popover\\\"],[9,\\\"data-trigger\\\",\\\"hover\\\"],[9,\\\"title\\\",\\\"Error\\\"],[10,\\\"data-content\\\",[26,[[18,\\\"editError\\\"]]]],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"multi-table/templates/components/multi-table-cell.hbs\" } });\n});","define(\"multi-table/templates/components/multi-table-checkbox\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"7zHZPtGL\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[1,[25,\\\"input\\\",null,[[\\\"type\\\",\\\"checked\\\",\\\"indeterminate\\\",\\\"disabled\\\"],[\\\"checkbox\\\",[20,[\\\"checked\\\"]],[20,[\\\"indeterminate\\\"]],[20,[\\\"disabled\\\"]]]]],false],[0,\\\"\\\\n\\\"],[6,\\\"div\\\"],[9,\\\"class\\\",\\\"table-checkbox-cover\\\"],[3,\\\"action\\\",[[19,0,[]],\\\"check\\\"]],[7],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"multi-table/templates/components/multi-table-checkbox.hbs\" } });\n});","define(\"multi-table/templates/components/multi-table-header-cell\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"1mvE/+nM\", \"block\": \"{\\\"symbols\\\":[],\\\"statements\\\":[[1,[18,\\\"header\\\"],false],[0,\\\"\\\\n\\\"],[4,\\\"if\\\",[[20,[\\\"column\\\",\\\"sortable\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[25,\\\"eq\\\",[[20,[\\\"column\\\",\\\"sorted\\\"]],\\\"asc\\\"],null]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"glyphicon glyphicon-arrow-down sort-icon\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[4,\\\"if\\\",[[25,\\\"eq\\\",[[20,[\\\"column\\\",\\\"sorted\\\"]],\\\"desc\\\"],null]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[6,\\\"span\\\"],[9,\\\"class\\\",\\\"glyphicon glyphicon-arrow-up sort-icon\\\"],[7],[8],[0,\\\"\\\\n\\\\t\\\"]],\\\"parameters\\\":[]},null]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"multi-table/templates/components/multi-table-header-cell.hbs\" } });\n});","define(\"multi-table/templates/components/multi-table-header-row\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"ssvP8SFm\", \"block\": \"{\\\"symbols\\\":[\\\"column\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"config\\\",\\\"showCheckboxes\\\"]]],null,{\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"config\\\",\\\"multiSelect\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[1,[25,\\\"multi-table-checkbox\\\",null,[[\\\"tagName\\\",\\\"action\\\",\\\"checked\\\",\\\"partial\\\"],[\\\"th\\\",[25,\\\"action\\\",[[19,0,[]],\\\"check\\\"],null],[20,[\\\"allSelected\\\"]],[20,[\\\"someSelected\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[6,\\\"th\\\"],[7],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]}]],\\\"parameters\\\":[]},null],[4,\\\"each\\\",[[20,[\\\"config\\\",\\\"columns\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[1,[25,\\\"component\\\",[[25,\\\"if\\\",[[19,1,[\\\"headerRenderer\\\"]],[19,1,[\\\"headerRenderer\\\"]],\\\"multi-table-header-cell\\\"],null]],[[\\\"column\\\",\\\"click\\\"],[[19,1,[]],[25,\\\"action\\\",[[19,0,[]],\\\"sort\\\",[19,1,[]]],null]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"multi-table/templates/components/multi-table-header-row.hbs\" } });\n});","define(\"multi-table/templates/components/multi-table-row\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"rxzFuLgy\", \"block\": \"{\\\"symbols\\\":[\\\"column\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"config\\\",\\\"showCheckboxes\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[1,[25,\\\"multi-table-checkbox\\\",null,[[\\\"checked\\\",\\\"action\\\",\\\"disabled\\\"],[[20,[\\\"data\\\",\\\"selected\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"check\\\"],null],[20,[\\\"data\\\",\\\"disabled\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[4,\\\"each\\\",[[20,[\\\"config\\\",\\\"columns\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[1,[25,\\\"component\\\",[[25,\\\"if\\\",[[19,1,[\\\"itemRenderer\\\"]],[19,1,[\\\"itemRenderer\\\"]],\\\"multi-table-cell\\\"],null]],[[\\\"dataProxy\\\",\\\"data\\\",\\\"config\\\",\\\"column\\\",\\\"action\\\",\\\"table\\\"],[[20,[\\\"data\\\"]],[20,[\\\"data\\\",\\\"content\\\"]],[20,[\\\"config\\\"]],[19,1,[]],[25,\\\"action\\\",[[19,0,[]],\\\"select\\\"],null],[20,[\\\"table\\\"]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"multi-table/templates/components/multi-table-row.hbs\" } });\n});","define(\"multi-table/templates/components/multi-table\", [\"exports\"], function (exports) {\n  \"use strict\";\n\n  exports.__esModule = true;\n  exports.default = Ember.HTMLBars.template({ \"id\": \"wXlgyJN3\", \"block\": \"{\\\"symbols\\\":[\\\"row\\\"],\\\"statements\\\":[[4,\\\"if\\\",[[20,[\\\"_config\\\",\\\"showHeader\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\"],[6,\\\"thead\\\"],[7],[0,\\\"\\\\n\\\\t\\\\t\\\"],[1,[25,\\\"multi-table-header-row\\\",null,[[\\\"config\\\",\\\"check\\\",\\\"sort\\\",\\\"allSelected\\\",\\\"someSelected\\\"],[[20,[\\\"_config\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"allChecked\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"sort\\\"],null],[20,[\\\"items\\\",\\\"allSelected\\\"]],[20,[\\\"items\\\",\\\"someSelected\\\"]]]]],false],[0,\\\"\\\\n\\\\t\\\"],[8],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[]},null],[6,\\\"tbody\\\"],[7],[0,\\\"\\\\n\\\"],[4,\\\"each\\\",[[20,[\\\"items\\\"]]],null,{\\\"statements\\\":[[0,\\\"\\\\t\\\\t\\\"],[1,[25,\\\"multi-table-row\\\",null,[[\\\"data\\\",\\\"config\\\",\\\"select\\\",\\\"check\\\",\\\"table\\\"],[[19,1,[]],[20,[\\\"_config\\\"]],[25,\\\"action\\\",[[19,0,[]],\\\"rowSelected\\\"],null],[25,\\\"action\\\",[[19,0,[]],\\\"rowChecked\\\"],null],[19,0,[]]]]],false],[0,\\\"\\\\n\\\"]],\\\"parameters\\\":[1]},null],[8]],\\\"hasEval\\\":false}\", \"meta\": { \"moduleName\": \"multi-table/templates/components/multi-table.hbs\" } });\n});","define('resizable-mixin/components/size-reporter', ['exports', 'resizable-mixin/mixins/resize-mixin'], function (exports, _resizeMixin) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend(_resizeMixin.default, {\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.observerSize();\n\t\t},\n\t\tobserverSize: Ember.observer('width', 'height', function () {\n\t\t\tEmber.run.debounce(this, 'reportSize', 500);\n\t\t}),\n\t\treportSize: function reportSize() {\n\t\t\tvar sizeChanged = this.get('sizeChanged');\n\t\t\tif (sizeChanged) {\n\t\t\t\tsizeChanged(this.get('width'), this.get('height'));\n\t\t\t}\n\t\t}\n\t});\n});","define('resizable-mixin/mixins/resize-mixin', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar style = window.getComputedStyle;\n\n\t/**\n  * @todo Make a single dom listener and have each\n  * instance of this mixin work from that.\n  * This actually watches the parent divs dimensions...\n  */\n\texports.default = Ember.Mixin.create({\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis.uniqueId = Math.random() + '';\n\t\t\tthis.observeResizeNonComponent();\n\t\t},\n\t\theight: 0,\n\t\twidth: 0,\n\t\tautoObserveResize: true,\n\t\tupdateSize: function updateSize() {\n\t\t\tvar r = /^(.*)px$/;\n\t\t\tvar parent;\n\t\t\tvar width = 0;\n\t\t\tvar height = 0;\n\t\t\tif (typeof this.$ === 'function') {\n\t\t\t\tparent = this.$().parent()[0];\n\t\t\t\twidth = parent.clientWidth - 1 - (parseInt(style(parent).paddingLeft.replace(r, '$1')) + parseInt(style(parent).paddingRight.replace(r, '$1')));\n\t\t\t\theight = parent.clientHeight - 1 - (parseInt(style(parent).paddingTop.replace(r, '$1')) + parseInt(style(parent).paddingBottom.replace(r, '$1')));\n\t\t\t}\n\t\t\tthis.setProperties({\n\t\t\t\twidth: width,\n\t\t\t\theight: height,\n\t\t\t\twindowWidth: Ember.$(window).width(),\n\t\t\t\twindowHeight: Ember.$(window).height()\n\t\t\t});\n\t\t},\n\t\tobserveResizeNonComponent: function observeResizeNonComponent() {\n\t\t\tif (this.get('autoObserveResize') && !(this instanceof Ember.Component)) {\n\t\t\t\tthis.observeResize();\n\t\t\t}\n\t\t},\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis._super();\n\t\t\tthis.observeResize();\n\t\t},\n\t\tobserveResize: function observeResize() {\n\t\t\tvar _this = this;\n\t\t\tEmber.$(window).on('resize.' + this.uniqueId, function () {\n\t\t\t\t_this.updateSize();\n\t\t\t});\n\t\t\tEmber.run.later(this, 'updateSize', 10);\n\t\t},\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis._super();\n\t\t\tthis.unobserveResize();\n\t\t},\n\t\tunobserveResize: function unobserveResize() {\n\t\t\tEmber.$(window).off('resize.' + this.uniqueId);\n\t\t}\n\t});\n});","define('selectable-mixin/lib/selectable-array-proxy', ['exports', 'selectable-mixin/mixins/selectable-mixin'], function (exports, _selectableMixin) {\n  'use strict';\n\n  Object.defineProperty(exports, \"__esModule\", {\n    value: true\n  });\n  exports.default = Ember.ArrayProxy.extend(_selectableMixin.default, {\n    content: Ember.computed.alias('items')\n  });\n});","define('selectable-mixin/mixins/selectable-mixin', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Mixin.create({\n\t\tsource: null,\n\n\t\t_lastSource: null,\n\t\t_updateDebouncer: null,\n\t\titems: null,\n\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\t\t\tthis._sourceInitialSet();\n\t\t\tthis._updateSelectedItems();\n\t\t\tthis._selectableItemsObserver();\n\t\t},\n\n\t\t_sourceInitialSet: Ember.observer('source', function () {\n\t\t\tif (this._lastSource && this._lastSource.removeObserver) {\n\t\t\t\tthis._lastSource.removeObserver('[]', this, '_sourceElementsChanged');\n\t\t\t}\n\t\t\tthis._lastSource = this.get('source');\n\t\t\tif (this._lastSource && this._lastSource.addObserver) {\n\t\t\t\tthis._lastSource.addObserver('[]', this, '_sourceElementsChanged');\n\t\t\t} else if (this._updateDebouncer) {\n\t\t\t\tEmber.run.cancel(this._updateDebouncer);\n\t\t\t\tthis._updateDebouncer = null;\n\t\t\t}\n\t\t\tthis._updateItems();\n\t\t}),\n\t\t_sourceElementsChanged: function _sourceElementsChanged() {\n\t\t\t// Debounced for performance, in case multiple elements are changed synchronously.\n\t\t\tthis._updateDebouncer = Ember.run.debounce(this, '_updateItems', 1, false);\n\t\t},\n\t\t_updateItems: function _updateItems() {\n\t\t\tthis._updateDebouncer = null;\n\n\t\t\tvar newSource = this.get('source');\n\t\t\tif (!newSource) {\n\t\t\t\treturn this.set('items', null);\n\t\t\t}\n\t\t\tvar previousItems = this.get('items');\n\n\t\t\tvar previousItemArray = previousItems ? previousItems.map(function (item) {\n\t\t\t\treturn item.get('content');\n\t\t\t}).toArray() : [];\n\t\t\tif (newSource.toArray) {\n\t\t\t\tnewSource = newSource.toArray();\n\t\t\t}\n\t\t\tvar items = [],\n\t\t\t    i,\n\t\t\t    j;\n\t\t\tfor (i = 0; i < newSource.length; i++) {\n\t\t\t\tj = previousItemArray.indexOf(newSource[i]);\n\t\t\t\titems.push(j > -1 ? previousItems[j] : Ember.ObjectProxy.create({\n\t\t\t\t\tcontent: newSource[i],\n\t\t\t\t\tselected: false,\n\t\t\t\t\tdisabled: false\n\t\t\t\t}));\n\t\t\t}\n\t\t\tthis.set('items', Ember.A(items));\n\t\t},\n\n\t\tgetItemProxyFor: function getItemProxyFor(item) {\n\t\t\tif (!item || !this.get('items')) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tvar i;\n\t\t\tif (item instanceof Ember.ObjectProxy) {\n\t\t\t\ti = this.get('items').indexOf(item);\n\t\t\t\tif (i > -1) {\n\t\t\t\t\treturn item;\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar items = this.get('items').toArray();\n\t\t\tfor (i = 0; i < items.length; i++) {\n\t\t\t\tif (items[i].get('content') === item) {\n\t\t\t\t\treturn this.get('items').objectAt(i);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn null;\n\t\t},\n\n\t\tgetItemProxiesFor: function getItemProxiesFor(items) {\n\t\t\titems = items || [];\n\t\t\tif (items.toArray) {\n\t\t\t\titems = items.toArray();\n\t\t\t}\n\t\t\tif (items.length === 1) {\n\t\t\t\treturn [this.getItemProxyFor(items[0])];\n\t\t\t}\n\n\t\t\tvar proxiedItems = this.get('items');\n\t\t\tvar unproxiedItems = proxiedItems.map(function (proxiedItem) {\n\t\t\t\treturn proxiedItem.get('content');\n\t\t\t});\n\t\t\tvar i,\n\t\t\t    index,\n\t\t\t    result = [];\n\t\t\tfor (i = 0; i < items.length; i++) {\n\t\t\t\tindex = unproxiedItems.indexOf(items[i]);\n\t\t\t\tresult.push(index === -1 ? null : proxiedItems.objectAt(index));\n\t\t\t}\n\t\t\treturn result;\n\t\t},\n\n\t\tmultipleSelection: true,\n\n\t\t/**\n   * The first/only original item that is selected\n   */\n\t\tselectedItem: null,\n\t\t/**\n   * Only original items that are selectable and selected\n   */\n\t\tselectedItems: null,\n\n\t\t_selectedItemObserver: Ember.observer('items.@each.{selected,disabled}', function () {\n\t\t\tEmber.run.debounce(this, '_updateSelectedItems', 1);\n\t\t}),\n\t\t_updateSelectedItems: function _updateSelectedItems() {\n\t\t\tvar selectedItems = Ember.isEmpty(this.get('items')) ? Ember.A() : this.get('items').filter(function (item) {\n\t\t\t\treturn item.get('selected') && !item.get('disabled');\n\t\t\t}).map(function (itemProxy) {\n\t\t\t\treturn itemProxy.get('content');\n\t\t\t});\n\t\t\tthis.setProperties({\n\t\t\t\tselectedItem: Ember.get(selectedItems, 'firstObject'),\n\t\t\t\tselectedItems: selectedItems\n\t\t\t});\n\t\t\tthis.sendSelectedItemChanged(this.get('selectedItem'));\n\t\t\tif (this.get('multipleSelection')) {\n\t\t\t\tthis.sendSelectedItemsChanged(this.get('selectedItems'));\n\t\t\t}\n\t\t},\n\n\t\tselectableItems: null,\n\t\t_selectableItemsObserver: Ember.observer('items.@each.disabled', function () {\n\t\t\tEmber.run.debounce(this, '_updateSelectableItems', 1);\n\t\t}),\n\t\t_updateSelectableItems: function _updateSelectableItems() {\n\t\t\tif (!this.get('items')) {\n\t\t\t\treturn this.set('selectableItems', null);\n\t\t\t}\n\t\t\tthis.set('selectableItems', this.get('items').filter(function (item) {\n\t\t\t\treturn !item.get('disabled');\n\t\t\t}));\n\t\t},\n\n\t\t/**\n   * Selects original or proxy item\n   */\n\t\tselectItem: function selectItem(item) {\n\t\t\titem = this.getItemProxyFor(item);\n\t\t\tif (!item) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tif (item.get('selected') || item.get('disabled')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tif (!this.get('multipleSelection')) {\n\t\t\t\tthis.deselectAll();\n\t\t\t}\n\t\t\titem.set('selected', true);\n\t\t},\n\n\t\tselectItems: function selectItems(items) {\n\t\t\tif (!this.get('multipleSelection')) {\n\t\t\t\treturn this.selectItem(items[0]);\n\t\t\t}\n\t\t\titems = this.getItemProxiesFor(items);\n\t\t\tvar i;\n\t\t\tfor (i = 0; i < items.length; i++) {\n\t\t\t\tif (!items[i] || items[i].get('selected') || items[i].get('disabled')) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\titems[i].set('selected', true);\n\t\t\t}\n\t\t},\n\n\t\t/**\n   * Deselects original or proxy item\n   */\n\t\tdeselectItem: function deselectItem(item) {\n\t\t\titem = this.getItemProxyFor(item);\n\t\t\tif (!item) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tif (!item.get('selected')) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\titem.set('selected', false);\n\t\t},\n\t\tselectAll: function selectAll() {\n\t\t\tif (!this.get('multipleSelection')) {\n\t\t\t\tthrow new Error('Cannot select all when used in non-multiple mode');\n\t\t\t}\n\t\t\tthis.get('items').forEach(function (item) {\n\t\t\t\tif (!item.get('disabled')) {\n\t\t\t\t\titem.set('selected', true);\n\t\t\t\t}\n\t\t\t});\n\t\t},\n\t\tdeselectAll: function deselectAll() {\n\t\t\tthis.get('items').forEach(function (item) {\n\t\t\t\titem.set('selected', false);\n\t\t\t});\n\t\t},\n\t\tallSelected: Ember.computed('selectedItems.[]', 'selectableItems.[]', function () {\n\t\t\tvar selectable = this.get('selectableItems');\n\t\t\tvar selected = this.get('selectedItems');\n\t\t\tif (!(selectable && selected)) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\treturn selectable.get('length') === selected.get('length') && selectable.get('length') > 0;\n\t\t}),\n\t\tsomeSelected: Ember.computed('selectedItems.length', function () {\n\t\t\tvar selected = this.get('selectedItems');\n\t\t\tif (!selected) {\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\treturn selected.get('length') > 0;\n\t\t}),\n\t\t/**\n   * Reduces selection when multiple changes from true to false\n   */\n\t\tmultipleObserver: Ember.observer('multipleSelection', function () {\n\t\t\tif (!this.get('multipleSelection')) {\n\t\t\t\tvar selected = this.get('selectedItems');\n\t\t\t\tif (selected && selected.get('length') > 1) {\n\t\t\t\t\tthis.deselectAll();\n\t\t\t\t\tthis.selectItem(selected.get('firstObject'));\n\t\t\t\t}\n\t\t\t}\n\t\t}),\n\n\t\tsendSelectedItemChanged: function sendSelectedItemChanged(item) {\n\t\t\tvar selectedItemChanged = this.get('selectedItemChanged');\n\t\t\tif (selectedItemChanged) {\n\t\t\t\tselectedItemChanged(item);\n\t\t\t}\n\t\t\tif (this.trigger) {\n\t\t\t\tthis.trigger('selectedItemChanged', item);\n\t\t\t}\n\t\t},\n\t\tsendSelectedItemsChanged: function sendSelectedItemsChanged(items) {\n\t\t\tvar selectedItemsChanged = this.get('selectedItemsChanged');\n\t\t\tif (selectedItemsChanged) {\n\t\t\t\tselectedItemsChanged(items);\n\t\t\t}\n\t\t\tif (this.trigger) {\n\t\t\t\tthis.trigger('selectedItemsChanged', items);\n\t\t\t}\n\t\t}\n\t});\n});","define('video-service/components/video-player', ['exports'], function (exports) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\texports.default = Ember.Component.extend({\n\t\ttagName: 'video',\n\t\tattributeBindings: ['controls', 'autoplay', 'preload', 'poster'],\n\t\tcontrols: false,\n\t\tautoplay: false,\n\t\tpreload: false,\n\t\tposter: null,\n\t\t$video: null,\n\t\tdidInsertElement: function didInsertElement() {\n\t\t\tthis.$().videoPlayer();\n\t\t},\n\t\twillDestroyElement: function willDestroyElement() {\n\t\t\tthis.$().videoPlayer({ destroy: true });\n\t\t}\n\t});\n});","define('video-service/video', ['exports', '@ember/evented'], function (exports, _evented) {\n\t'use strict';\n\n\tObject.defineProperty(exports, \"__esModule\", {\n\t\tvalue: true\n\t});\n\n\n\tvar events = ['click', 'play', 'pause', 'ended', 'timeupdate'].map(function (e) {\n\t\treturn e + '.videoService';\n\t}).join(' ');\n\n\tvar progressPercentInterval = 10;\n\n\texports.default = Ember.Object.extend(_evented.default, {\n\t\t// get the analytics from the videos service, injecting services doesn't work from the addon dir without some magic\n\t\tanalytics: null,\n\t\tinit: function init() {\n\t\t\tthis._super.apply(this, arguments);\n\n\t\t\t// bind the event handler to this\n\t\t\tthis.eventHandler = this.eventHandler.bind(this);\n\t\t\tEmber.$(this.get('video')).on(events, this.eventHandler);\n\t\t},\n\t\tdestroy: function destroy() {\n\t\t\tEmber.$(this.get('video')).off(events, this.eventHandler);\n\t\t\tthis._super.apply(this, arguments);\n\t\t},\n\n\t\teventHandler: function eventHandler(e) {\n\t\t\tvar f = e.type + 'Handler';\n\t\t\tif (Ember.typeOf(this[f]) === 'function') {\n\t\t\t\tthis[f](e);\n\t\t\t}\n\t\t},\n\n\t\tclickHandler: function clickHandler() {\n\t\t\tif (typeof window.InstallTrigger === 'undefined') {\n\t\t\t\tthis.video[this.paused() ? 'play' : 'pause']();\n\t\t\t}\n\t\t},\n\t\tplayHandler: function playHandler() {\n\t\t\tif (!this.pausedTime || this.pausedTime === this.currentTime()) {\n\t\t\t\tthis.get('analytics').event('Videos', 'Play', this.source());\n\t\t\t} else {\n\t\t\t\tthis.get('analytics').event('Videos', 'Seek ' + this.currentMarker() + '%', this.source());\n\t\t\t}\n\t\t\tthis.trigger('play', this);\n\t\t},\n\t\ttimeupdateHandler: function timeupdateHandler() {\n\t\t\t// We just want to send the percent events once \n\t\t\tvar currentMarker = this.currentMarker();\n\t\t\t// Browsers may send timeupdate events when video is paused and being seeked by the user, so check for paused\n\t\t\tif (currentMarker > this.greatestMarker && !this.paused()) {\n\t\t\t\tthis.get('analytics').event('Videos', 'Progress ' + currentMarker + '%', this.source());\n\t\t\t\tthis.greatestMarker = currentMarker;\n\t\t\t}\n\t\t},\n\t\tpauseHandler: function pauseHandler() {\n\t\t\tthis.pausedTime = this.currentTime();\n\t\t\tthis.get('analytics').event('Videos', 'Pause', this.source(), this.currentTime());\n\t\t\tthis.trigger('stop', this);\n\t\t},\n\t\tendedHandler: function endedHandler() {\n\t\t\tthis.get('analytics').event('Videos', 'Finished', this.source());\n\t\t\tthis.trigger('stop', this);\n\t\t},\n\n\t\tplaying: function playing() {\n\t\t\treturn this.video.currentTime > 0 && !this.video.paused && !this.video.ended;\n\t\t},\n\t\tpaused: function paused() {\n\t\t\treturn !this.playing();\n\t\t},\n\t\tpause: function pause() {\n\t\t\tif (this.playing()) {\n\t\t\t\tthis.video.pause();\n\t\t\t}\n\t\t},\n\t\tsource: function source() {\n\t\t\treturn window.decodeURIComponent(this.video.currentSrc.split('/')[this.video.currentSrc.split('/').length - 1]);\n\t\t},\n\t\tcurrentTime: function currentTime() {\n\t\t\treturn Math.floor(this.video.currentTime || 0);\n\t\t},\n\t\tcurrentMarker: function currentMarker() {\n\t\t\treturn Math.floor(100 * this.currentTime() / this.video.duration / progressPercentInterval) * progressPercentInterval;\n\t\t},\n\n\t\tpausedTime: null,\n\t\tgreatestMarker: 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