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< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
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2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "Phaser.Plugin.PathManager.html" > PathManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
< a href = "Phaser.Point.html" > Point< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
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2015-10-15 11:06:38 +00:00
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< a href = "Phaser.PointerMode.html" > PointerMode< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-07 06:10:15 +00:00
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-09-09 14:36:56 +00:00
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2015-07-22 14:31:30 +00:00
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< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
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2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-18 03:01:51 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-11-25 00:23:44 +00:00
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< a href = "Phaser.TweenData.html" > TweenData< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2015-07-22 14:31:30 +00:00
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2013-10-02 11:11:22 +00:00
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2016-06-17 00:11:24 +00:00
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< a href = "Phaser.Weapon.html" > Weapon< / a >
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2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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2015-08-24 14:43:45 +00:00
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
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2016-02-08 17:01:36 +00:00
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.PIXI.html" > PIXI< / a >
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2016-07-01 15:57:13 +00:00
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< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
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2015-03-23 23:46:30 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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< li class = "dropdown" >
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class="caret">< / b > < / a >
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2016-06-03 17:48:34 +00:00
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< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
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< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
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< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
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< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
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2015-07-22 14:31:30 +00:00
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
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< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
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< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
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< a href = "global.html#CANVAS" > CANVAS< / a >
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< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#CENTER" > CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
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< a href = "global.html#CREATURE" > CREATURE< / a >
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#DOWN" > DOWN< / a >
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< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
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< a href = "global.html#EMITTER" > EMITTER< / a >
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
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2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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2016-06-09 16:13:31 +00:00
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2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
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2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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2016-08-26 00:18:47 +00:00
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< li class = "class-depth-0" >
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< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
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< a href = "global.html#NONE" > NONE< / a >
< / li >
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< a href = "global.html#off" > off< / a >
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< a href = "global.html#on" > on< / a >
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< a href = "global.html#once" > once< / a >
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< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
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< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
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< a href = "global.html#POINTER" > POINTER< / a >
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< a href = "global.html#POLYGON" > POLYGON< / a >
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< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
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< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
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< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
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< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< a href = "global.html#RIGHT" > RIGHT< / a >
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< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
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< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
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< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
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< a href = "global.html#ROPE" > ROPE< / a >
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< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
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< / li >
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< a href = "global.html#scaleModes" > scaleModes< / a >
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< a href = "global.html#SPRITE" > SPRITE< / a >
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< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
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< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
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< a href = "global.html#stopPropagation" > stopPropagation< / a >
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< a href = "global.html#TEXT" > TEXT< / a >
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< a href = "global.html#TILEMAP" > TILEMAP< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
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< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
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< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
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< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
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< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
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< a href = "global.html#UP" > UP< / a >
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< a href = "global.html#VERSION" > VERSION< / a >
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< a href = "global.html#VERTICAL" > VERTICAL< / a >
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< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
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< a href = "global.html#WEBGL" > WEBGL< / a >
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< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
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< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
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< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
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< div class = "row-fluid" >
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< div id = "main" >
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< h1 class = "page-title" > Source: src/animation/AnimationManager.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2016-04-22 14:15:28 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Animation Manager is used to add, play and update Phaser Animations.
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
*
* @class Phaser.AnimationManager
* @constructor
* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
*/
Phaser.AnimationManager = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
*/
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this.sprite = sprite;
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
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this.game = sprite.game;
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/**
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* The currently displayed Frame of animation, if any.
* This property is only set once an Animation starts playing. Until that point it remains set as `null`.
*
* @property {Phaser.Frame} currentFrame
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* @default
*/
this.currentFrame = null;
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/**
* @property {Phaser.Animation} currentAnim - The currently displayed animation, if any.
* @default
*/
this.currentAnim = null;
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/**
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
* @default
*/
this.updateIfVisible = true;
/**
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
* @default
*/
this.isLoaded = false;
/**
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
* @private
* @default
*/
this._frameData = null;
/**
* @property {object} _anims - An internal object that stores all of the Animation instances.
* @private
*/
this._anims = {};
/**
* @property {object} _outputFrames - An internal object to help avoid gc.
* @private
*/
this._outputFrames = [];
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};
Phaser.AnimationManager.prototype = {
/**
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
* This is called automatically when a new Sprite is created.
*
* @method Phaser.AnimationManager#loadFrameData
* @private
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* @param {Phaser.FrameData} frameData - The FrameData set to load.
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* @param {string|number} frame - The frame to default to.
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
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*/
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loadFrameData: function (frameData, frame) {
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if (frameData === undefined)
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{
return false;
}
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if (this.isLoaded)
{
// We need to update the frameData that the animations are using
for (var anim in this._anims)
{
this._anims[anim].updateFrameData(frameData);
}
}
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this._frameData = frameData;
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if (frame === undefined || frame === null)
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{
this.frame = 0;
}
else
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
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this.isLoaded = true;
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return true;
},
/**
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
* This is called automatically when a new Sprite is created.
*
* @method Phaser.AnimationManager#copyFrameData
* @private
* @param {Phaser.FrameData} frameData - The FrameData set to load.
* @param {string|number} frame - The frame to default to.
* @return {boolean} Returns `true` if the frame data was loaded successfully, otherwise `false`
*/
copyFrameData: function (frameData, frame) {
this._frameData = frameData.clone();
if (this.isLoaded)
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{
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// We need to update the frameData that the animations are using
for (var anim in this._anims)
{
this._anims[anim].updateFrameData(this._frameData);
}
}
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if (frame === undefined || frame === null)
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{
this.frame = 0;
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}
else
{
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if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
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}
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this.isLoaded = true;
return true;
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},
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/**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
* Animations added in this way are played back with the play function.
*
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* @method Phaser.AnimationManager#add
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* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created.
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
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frames = frames || [];
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frameRate = frameRate || 60;
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if (loop === undefined) { loop = false; }
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// If they didn't set the useNumericIndex then let's at least try and guess it
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if (useNumericIndex === undefined)
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{
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if (frames & & typeof frames[0] === 'number')
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{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
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this._outputFrames = [];
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this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
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this.currentAnim = this._anims[name];
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if (this.sprite.tilingTexture)
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{
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this.sprite.refreshTexture = true;
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}
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return this._anims[name];
},
/**
* Check whether the frames in the given array are valid and exist.
*
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* @method Phaser.AnimationManager#validateFrames
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* @param {Array} frames - An array of frames to be validated.
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
* @return {boolean} True if all given Frames are valid, otherwise false.
*/
validateFrames: function (frames, useNumericIndex) {
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if (useNumericIndex === undefined) { useNumericIndex = true; }
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for (var i = 0; i < frames.length; i++)
{
if (useNumericIndex === true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) === false)
{
return false;
}
}
}
return true;
},
/**
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* Play an animation based on the given key. The animation should previously have been added via `animations.add`
*
* If the requested animation is already playing this request will be ignored.
* If you need to reset an already running animation do so directly on the Animation object itself.
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*
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* @method Phaser.AnimationManager#play
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
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* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
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* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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* @return {Phaser.Animation} A reference to playing Animation instance.
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*/
play: function (name, frameRate, loop, killOnComplete) {
if (this._anims[name])
{
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if (this.currentAnim === this._anims[name])
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{
if (this.currentAnim.isPlaying === false)
{
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
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return this.currentAnim;
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}
else
{
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if (this.currentAnim & & this.currentAnim.isPlaying)
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{
this.currentAnim.stop();
}
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this.currentAnim = this._anims[name];
this.currentAnim.paused = false;
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this.currentFrame = this.currentAnim.currentFrame;
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return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
},
/**
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
* The currentAnim property of the AnimationManager is automatically set to the animation given.
*
* @method Phaser.AnimationManager#stop
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
*/
stop: function (name, resetFrame) {
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if (resetFrame === undefined) { resetFrame = false; }
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if (this.currentAnim & & (typeof name !== 'string' || name === this.currentAnim.name))
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{
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this.currentAnim.stop(resetFrame);
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}
},
/**
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
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*
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* @method Phaser.AnimationManager#update
* @protected
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* @return {boolean} True if a new animation frame has been set, otherwise false.
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*/
update: function () {
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if (this.updateIfVisible & & !this.sprite.visible)
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{
return false;
}
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if (this.currentAnim & & this.currentAnim.update())
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{
this.currentFrame = this.currentAnim.currentFrame;
return true;
}
return false;
},
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/**
* Advances by the given number of frames in the current animation, taking the loop value into consideration.
*
* @method Phaser.AnimationManager#next
* @param {number} [quantity=1] - The number of frames to advance.
*/
next: function (quantity) {
if (this.currentAnim)
{
this.currentAnim.next(quantity);
this.currentFrame = this.currentAnim.currentFrame;
}
},
/**
* Moves backwards the given number of frames in the current animation, taking the loop value into consideration.
*
* @method Phaser.AnimationManager#previous
* @param {number} [quantity=1] - The number of frames to move back.
*/
previous: function (quantity) {
if (this.currentAnim)
{
this.currentAnim.previous(quantity);
this.currentFrame = this.currentAnim.currentFrame;
}
},
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/**
* Returns an animation that was previously added by name.
*
* @method Phaser.AnimationManager#getAnimation
* @param {string} name - The name of the animation to be returned, e.g. "fire".
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* @return {Phaser.Animation} The Animation instance, if found, otherwise null.
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*/
getAnimation: function (name) {
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if (typeof name === 'string')
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{
if (this._anims[name])
{
return this._anims[name];
}
}
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return null;
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},
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/**
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
*
* @method Phaser.AnimationManager#refreshFrame
*/
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refreshFrame: function () {
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// TODO
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// this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
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},
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/**
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* Destroys all references this AnimationManager contains.
* Iterates through the list of animations stored in this manager and calls destroy on each of them.
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*
* @method Phaser.AnimationManager#destroy
*/
destroy: function () {
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var anim = null;
for (var anim in this._anims)
{
if (this._anims.hasOwnProperty(anim))
{
this._anims[anim].destroy();
}
}
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this._anims = {};
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this._outputFrames = [];
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this._frameData = null;
this.currentAnim = null;
this.currentFrame = null;
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this.sprite = null;
this.game = null;
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}
};
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Phaser.AnimationManager.prototype.constructor = Phaser.AnimationManager;
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/**
* @name Phaser.AnimationManager#frameData
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* @property {Phaser.FrameData} frameData - The current animations FrameData.
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* @readonly
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
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get: function () {
return this._frameData;
}
});
/**
* @name Phaser.AnimationManager#frameTotal
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
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* @readonly
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*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
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get: function () {
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return this._frameData.total;
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}
});
/**
* @name Phaser.AnimationManager#paused
* @property {boolean} paused - Gets and sets the paused state of the current animation.
*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
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get: function () {
return this.currentAnim.isPaused;
},
set: function (value) {
this.currentAnim.paused = value;
}
});
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/**
* @name Phaser.AnimationManager#name
* @property {string} name - Gets the current animation name, if set.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'name', {
get: function () {
if (this.currentAnim)
{
return this.currentAnim.name;
}
}
});
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/**
* @name Phaser.AnimationManager#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
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get: function () {
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if (this.currentFrame)
{
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return this.currentFrame.index;
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}
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},
set: function (value) {
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if (typeof value === 'number' & & this._frameData & & this._frameData.getFrame(value) !== null)
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{
this.currentFrame = this._frameData.getFrame(value);
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if (this.currentFrame)
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{
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this.sprite.setFrame(this.currentFrame);
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}
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}
}
});
/**
* @name Phaser.AnimationManager#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
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Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
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get: function () {
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if (this.currentFrame)
{
return this.currentFrame.name;
}
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},
set: function (value) {
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if (typeof value === 'string' & & this._frameData & & this._frameData.getFrameByName(value) !== null)
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{
this.currentFrame = this._frameData.getFrameByName(value);
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if (this.currentFrame)
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{
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this._frameIndex = this.currentFrame.index;
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this.sprite.setFrame(this.currentFrame);
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}
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}
else
{
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console.warn('Cannot set frameName: ' + value);
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}
}
});
< / pre >
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< / section >
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2016-04-22 14:15:28 +00:00
Phaser Copyright © 2012-2016 Photon Storm Ltd.
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2016-08-26 00:18:47 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.0< / a >
on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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