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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<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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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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2014-04-10 22:13:43 +00:00
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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2014-04-10 22:13:43 +00:00
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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2014-04-10 22:13:43 +00:00
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<a href="Phaser.Signal.html">Signal</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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2015-07-22 14:31:30 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
<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.Cache.html">Cache</a></li>
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<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>
</ul>
</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>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
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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="https://github.com/photonstorm/phaser">Phaser Github</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>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<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="http://phaser.io/learn">Tutorials</a></li>
2016-05-19 11:36:51 +00:00
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</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>
</div>
<div class="row-fluid">
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<div class="span8">
<div id="main">
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<!--<h1 class="page-title">Class: BitmapText</h1>-->
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<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
BitmapText
</h2>
</header>
<article>
<div class="container-overview">
<dt>
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<h4 class="name "
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id="BitmapText"><span class="type-signature"></span>new BitmapText<span class="signature">(game, x, y, font, <span class="optional">text</span>, <span class="optional">size</span>, <span class="optional">align</span>)</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.<br>It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to<br>match the font structure.</p>
<p>BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability<br>to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by<br>processing the font texture in an image editor, applying fills and any other effects required.</p>
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<p>To create multi-line text insert \r, \n or \r\n escape codes into the text string.</p>
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<p>If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly<br>updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.</p>
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<p>To create a BitmapText data files you can use:</p>
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<p>BMFont (Windows, free): http://www.angelcode.com/products/bmfont/<br>Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner<br>Littera (Web-based, free): http://kvazars.com/littera/</p>
<p>For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of<br>converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson</p>
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<p>If you were using an older version of Phaser (&lt; 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
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<th>Default</th>
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<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="attributes">
</td>
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<td class="default">
</td>
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<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
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<td class="default">
</td>
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<td class="description last"><p>X coordinate to display the BitmapText object at.</p></td>
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</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
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<td class="default">
</td>
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<td class="description last"><p>Y coordinate to display the BitmapText object at.</p></td>
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</tr>
<tr>
<td class="name"><code>font</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
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<td class="description last"><p>The key of the BitmapText as stored in Phaser.Cache.</p></td>
</tr>
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<tr>
<td class="name"><code>text</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
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<td class="default">
''
</td>
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<td class="description last"><p>The text that will be rendered. This can also be set later via BitmapText.text.</p></td>
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</tr>
<tr>
<td class="name"><code>size</code></td>
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<td class="type">
<span class="param-type">number</span>
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</td>
<td class="attributes">
&lt;optional><br>
</td>
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<td class="default">
32
</td>
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<td class="description last"><p>The size the font will be rendered at in pixels.</p></td>
</tr>
<tr>
<td class="name"><code>align</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
'left'
</td>
<td class="description last"><p>The alignment of multi-line text. Has no effect if there is only one line of text.</p></td>
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</tr>
</tbody>
</table>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-54">line 54</a>
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</dt>
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</dl>
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</dd>
</div>
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<h3 class="subsection-title">Extends</h3>
<ul>
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<li><a href="PIXI.DisplayObjectContainer.html">PIXI.DisplayObjectContainer</a></li>
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<li><a href="Phaser.Component.Core.html">Phaser.Component.Core</a></li>
<li><a href="Phaser.Component.Angle.html">Phaser.Component.Angle</a></li>
<li><a href="Phaser.Component.AutoCull.html">Phaser.Component.AutoCull</a></li>
<li><a href="Phaser.Component.Bounds.html">Phaser.Component.Bounds</a></li>
<li><a href="Phaser.Component.Destroy.html">Phaser.Component.Destroy</a></li>
<li><a href="Phaser.Component.FixedToCamera.html">Phaser.Component.FixedToCamera</a></li>
<li><a href="Phaser.Component.InputEnabled.html">Phaser.Component.InputEnabled</a></li>
<li><a href="Phaser.Component.InWorld.html">Phaser.Component.InWorld</a></li>
<li><a href="Phaser.Component.LifeSpan.html">Phaser.Component.LifeSpan</a></li>
<li><a href="Phaser.Component.PhysicsBody.html">Phaser.Component.PhysicsBody</a></li>
<li><a href="Phaser.Component.Reset.html">Phaser.Component.Reset</a></li>
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</ul>
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<h3 class="subsection-title">Members</h3>
<dl>
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<dt>
<h4 class="name "
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id="align"><span class="type-signature"></span>align<span class="type-signature"> :string</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.</p>
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</div>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-535">line 535</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="alive"><span class="type-signature"></span>alive<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>A useful flag to control if the Game Object is alive or dead.</p>
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<p>This is set automatically by the Health components <code>damage</code> method should the object run out of health.<br>Or you can toggle it via your game code.</p>
<p>This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.<br>However you can use <code>Group.getFirstAlive</code> in conjunction with this property for fast object pooling and recycling.</p>
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</div>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#alive">Phaser.Component.LifeSpan#alive</a>
</li></dd>
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<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-50">line 50</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="anchor"><span class="type-signature"></span>anchor<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
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</dt>
<dd>
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<div class="description">
<p>The anchor value of this BitmapText.</p>
</div>
<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-92">line 92</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="angle"><span class="type-signature"></span>angle<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>The angle property is the rotation of the Game Object in <em>degrees</em> from its original orientation.</p>
<p>Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.</p>
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<p>Values outside this range are added to or subtracted from 360 to obtain a value within the range.<br>For example, the statement player.angle = 450 is the same as player.angle = 90.</p>
<p>If you wish to work in radians instead of degrees you can use the property <code>rotation</code> instead.<br>Working in radians is slightly faster as it doesn't have to perform any calculations.</p>
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</div>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Angle.html#angle">Phaser.Component.Angle#angle</a>
</li></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Angle.js.html">gameobjects/components/Angle.js</a>, <a href="src_gameobjects_components_Angle.js.html#sunlight-1-line-29">line 29</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="animations"><span class="type-signature"></span>animations<span class="type-signature"> :<a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></span></h4>
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</dt>
<dd>
<div class="description">
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<p>If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.<br>Through it you can create, play, pause and stop animations.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.Core.html#animations">Phaser.Component.Core#animations</a>
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</li></dd>
<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-193">line 193</a>
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</dt>
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<dt class="tag-see">See:</dt>
<dd class="tag-see">
<ul>
<li><a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></li>
</ul>
</dd>
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</dl>
</dd>
<dt>
<h4 class="name "
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id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>A Game Object with <code>autoCull</code> set to true will check its bounds against the World Camera every frame.<br>If it is not intersecting the Camera bounds at any point then it has its <code>renderable</code> property set to <code>false</code>.<br>This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.</p>
<p>This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,<br>or you have tested performance and find it acceptable.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.AutoCull.html#autoCull">Phaser.Component.AutoCull#autoCull</a>
</li></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_AutoCull.js.html">gameobjects/components/AutoCull.js</a>, <a href="src_gameobjects_components_AutoCull.js.html#sunlight-1-line-28">line 28</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="body"><span class="type-signature"></span>body<span class="type-signature"> :<a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a>|<a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a>|<a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a>|null</span></h4>
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</dt>
<dd>
<div class="description">
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<p><code>body</code> is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated<br>properties and methods via it.</p>
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<p>By default Game Objects won't add themselves to any physics system and their <code>body</code> property will be <code>null</code>.</p>
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<p>To enable this Game Object for physics you need to call <code>game.physics.enable(object, system)</code> where <code>object</code> is this object<br>and <code>system</code> is the Physics system you are using. If none is given it defaults to <code>Phaser.Physics.Arcade</code>.</p>
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<p>You can alternatively call <code>game.physics.arcade.enable(object)</code>, or add this Game Object to a physics enabled Group.</p>
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<p>Important: Enabling a Game Object for P2 or Ninja physics will automatically set its <code>anchor</code> property to 0.5,<br>so the physics body is centered on the Game Object.</p>
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<p>If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.</p>
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</div>
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<h5>Type:</h5>
<ul>
<li>
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a></span>
|
<span class="param-type">null</span>
</li>
</ul>
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<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.PhysicsBody.html#body">Phaser.Component.PhysicsBody#body</a>
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</li></dd>
<dt class="tag-source">Source -
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<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-91">line 91</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="bottom"><span class="type-signature"></span>bottom<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The sum of the y and height properties.<br>This is the same as <code>y + height - offsetY</code>.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#bottom">Phaser.Component.Bounds#bottom</a>
</li></dd>
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<dt class="tag-source">Source -
2016-06-17 00:11:24 +00:00
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-168">line 168</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
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</dt>
<dd>
<div class="description">
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<p>The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if <code>fixedToCamera</code> is true.</p>
<p>The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.FixedToCamera.html#cameraOffset">Phaser.Component.FixedToCamera#cameraOffset</a>
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</li></dd>
<dt class="tag-source">Source -
2015-03-26 02:38:46 +00:00
<a href="src_gameobjects_components_FixedToCamera.js.html">gameobjects/components/FixedToCamera.js</a>, <a href="src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-86">line 86</a>
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</dt>
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</dl>
</dd>
<dt>
<h4 class="name "
id="centerX"><span class="type-signature"></span>centerX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
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<p>The center x coordinate of the Game Object.<br>This is the same as <code>(x - offsetX) + (width / 2)</code>.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#centerX">Phaser.Component.Bounds#centerX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-58">line 58</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="centerY"><span class="type-signature"></span>centerY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
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<p>The center y coordinate of the Game Object.<br>This is the same as <code>(y - offsetY) + (height / 2)</code>.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#centerY">Phaser.Component.Bounds#centerY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-80">line 80</a>
</dt>
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</dl>
</dd>
<dt>
<h4 class="name "
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id="checkWorldBounds"><span class="type-signature"></span>checkWorldBounds<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>If this is set to <code>true</code> the Game Object checks if it is within the World bounds each frame. </p>
<p>When it is no longer intersecting the world bounds it dispatches the <code>onOutOfBounds</code> event.</p>
<p>If it was <em>previously</em> out of bounds but is now intersecting the world bounds again it dispatches the <code>onEnterBounds</code> event.</p>
<p>It also optionally kills the Game Object if <code>outOfBoundsKill</code> is <code>true</code>.</p>
<p>When <code>checkWorldBounds</code> is enabled it forces the Game Object to calculate its full bounds every frame.</p>
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<p>This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,<br>or you have tested performance and find it acceptable.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.InWorld.html#checkWorldBounds">Phaser.Component.InWorld#checkWorldBounds</a>
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</li></dd>
<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-98">line 98</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="children"><span class="type-signature">&lt;readonly> </span>children<span class="type-signature"> :Array.&lt;<a href="global.html#DisplayObject">DisplayObject</a>></span></h4>
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</dt>
<dd>
<div class="description">
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<p>[read-only] The array of children of this container.</p>
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</div>
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<h5>Type:</h5>
<ul>
<li>
<span class="param-type">Array.&lt;<a href="global.html#DisplayObject">DisplayObject</a>></span>
</li>
</ul>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#children">PIXI.DisplayObjectContainer#children</a>
</li></dd>
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<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-17">line 17</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="components"><span class="type-signature">&lt;internal> </span>components<span class="type-signature"> :object</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The components this Game Object has installed.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#components">Phaser.Component.Core#components</a>
</li></dd>
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<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
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<dt class="tag-source">Source -
2016-06-09 16:13:31 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-167">line 167</a>
2016-06-03 17:48:34 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="data"><span class="type-signature"></span>data<span class="type-signature"> :Object</span></h4>
</dt>
<dd>
<div class="description">
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<p>An empty Object that belongs to this Game Object.<br>This value isn't ever used internally by Phaser, but may be used by your own code, or<br>by Phaser Plugins, to store data that needs to be associated with the Game Object,<br>without polluting the Game Object directly.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#data">Phaser.Component.Core#data</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>{}</li></ul></dd>
<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-160">line 160</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="debug"><span class="type-signature"></span>debug<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>A debug flag designed for use with <code>Game.enableStep</code>.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#debug">Phaser.Component.Core#debug</a>
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-06-09 16:13:31 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-218">line 218</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="destroyPhase"><span class="type-signature">&lt;readonly> </span>destroyPhase<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>As a Game Object runs through its destroy method this flag is set to true,<br>and can be checked in any sub-systems or plugins it is being destroyed from.</p>
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</div>
<dl class="details">
2015-03-23 23:46:30 +00:00
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Destroy.html#destroyPhase">Phaser.Component.Destroy#destroyPhase</a>
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2015-03-23 23:46:30 +00:00
<a href="src_gameobjects_components_Destroy.js.html">gameobjects/components/Destroy.js</a>, <a href="src_gameobjects_components_Destroy.js.html#sunlight-1-line-22">line 22</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="dirty"><span class="type-signature"></span>dirty<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The dirty state of this object.</p>
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</div>
<dl class="details">
<dt class="tag-source">Source -
2015-07-29 14:01:04 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-153">line 153</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="events"><span class="type-signature"></span>events<span class="type-signature"> :<a href="Phaser.Events.html">Phaser.Events</a></span></h4>
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</dt>
<dd>
<div class="description">
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<p>All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this<br>Game Object, or any of its components.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2015-03-23 23:46:30 +00:00
<a href="Phaser.Component.Core.html#events">Phaser.Component.Core#events</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-06-09 16:13:31 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-185">line 185</a>
2014-11-15 20:01:46 +00:00
</dt>
2015-03-23 23:46:30 +00:00
<dt class="tag-see">See:</dt>
<dd class="tag-see">
<ul>
<li><a href="Phaser.Events.html">Phaser.Events</a></li>
</ul>
</dd>
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</dl>
</dd>
<dt>
<h4 class="name "
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id="exists"><span class="type-signature"></span>exists<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Controls if this Game Object is processed by the core game loop.<br>If this Game Object has a physics body it also controls if its physics body is updated or not.<br>When <code>exists</code> is set to <code>false</code> it will remove its physics body from the physics world if it has one.<br>It also toggles the <code>visible</code> property to false as well.</p>
<p>Setting <code>exists</code> to true will add its physics body back in to the physics world, if it has one.<br>It will also set the <code>visible</code> property to <code>true</code>.</p>
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</div>
<dl class="details">
2015-03-23 23:46:30 +00:00
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#exists">Phaser.Component.Core#exists</a>
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-06-09 16:13:31 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-284">line 284</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>A Game Object that is &quot;fixed&quot; to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.</p>
<p>The values are adjusted at the rendering stage, overriding the Game Objects actual world position.</p>
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<p>The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world<br>the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times<br>regardless where in the world the camera is.</p>
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<p>The offsets are stored in the <code>cameraOffset</code> property.</p>
<p>Note that the <code>cameraOffset</code> values are in addition to any parent of this Game Object on the display list.</p>
<p>Be careful not to set <code>fixedToCamera</code> on Game Objects which are in Groups that already have <code>fixedToCamera</code> enabled on them.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.FixedToCamera.html#fixedToCamera">Phaser.Component.FixedToCamera#fixedToCamera</a>
2015-03-23 23:46:30 +00:00
</li></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_FixedToCamera.js.html">gameobjects/components/FixedToCamera.js</a>, <a href="src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-56">line 56</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="font"><span class="type-signature"></span>font<span class="type-signature"> :string</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.</p>
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</div>
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<dl class="details">
<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-579">line 579</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="fontSize"><span class="type-signature"></span>fontSize<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The size of the font in pixels.</p>
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</div>
<dl class="details">
<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-602">line 602</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="fresh"><span class="type-signature">&lt;readonly> </span>fresh<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>A Game Object is considered <code>fresh</code> if it has just been created or reset and is yet to receive a renderer transform update.<br>This property is mostly used internally by the physics systems, but is exposed for the use of plugins.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#fresh">Phaser.Component.Core#fresh</a>
</li></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-248">line 248</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
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</dt>
<dd>
<div class="description">
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<p>A reference to the currently running Game.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#game">Phaser.Component.Core#game</a>
</li></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-142">line 142</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="height"><span class="type-signature"></span>height<span class="type-signature"> :Number</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="PIXI.DisplayObjectContainer.html#height">PIXI.DisplayObjectContainer#height</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-600">line 600</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="ignoreChildInput"><span class="type-signature"></span>ignoreChildInput<span class="type-signature"> :Boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>If <code>ignoreChildInput</code> is <code>false</code> it will allow this objects <em>children</em> to be considered as valid for Input events.</p>
<p>If this property is <code>true</code> then the children will <em>not</em> be considered as valid for Input events.</p>
<p>Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="PIXI.DisplayObjectContainer.html#ignoreChildInput">PIXI.DisplayObjectContainer#ignoreChildInput</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-26">line 26</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="inCamera"><span class="type-signature">&lt;readonly> </span>inCamera<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Checks if the Game Objects bounds intersect with the Game Camera bounds.<br>Returns <code>true</code> if they do, otherwise <code>false</code> if fully outside of the Cameras bounds.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.AutoCull.html#inCamera">Phaser.Component.AutoCull#inCamera</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_AutoCull.js.html">gameobjects/components/AutoCull.js</a>, <a href="src_gameobjects_components_AutoCull.js.html#sunlight-1-line-37">line 37</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="input"><span class="type-signature"></span>input<span class="type-signature"> :<a href="Phaser.InputHandler.html">Phaser.InputHandler</a>|null</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The Input Handler for this Game Object.</p>
<p>By default it is disabled. If you wish this Game Object to process input events you should enable it with: <code>inputEnabled = true</code>.</p>
<p>After you have done this, this property will be a reference to the Phaser InputHandler.</p>
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</div>
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<h5>Type:</h5>
<ul>
<li>
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<span class="param-type"><a href="Phaser.InputHandler.html">Phaser.InputHandler</a></span>
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|
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<span class="param-type">null</span>
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</li>
</ul>
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<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.InputEnabled.html#input">Phaser.Component.InputEnabled#input</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-24">line 24</a>
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</dt>
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</dl>
</dd>
<dt>
<h4 class="name "
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id="inputEnabled"><span class="type-signature"></span>inputEnabled<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
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<p>By default a Game Object won't process any input events. By setting <code>inputEnabled</code> to true a Phaser.InputHandler is created<br>for this Game Object and it will then start to process click / touch events and more.</p>
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<p>You can then access the Input Handler via <code>this.input</code>.</p>
<p>Note that Input related events are dispatched from <code>this.events</code>, i.e.: <code>events.onInputDown</code>.</p>
<p>If you set this property to false it will stop the Input Handler from processing any more input events.</p>
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<p>If you want to <em>temporarily</em> disable input for a Game Object, then it's better to set<br><code>input.enabled = false</code>, as it won't reset any of the Input Handlers internal properties.<br>You can then toggle this back on as needed.</p>
2016-06-09 16:13:31 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.InputEnabled.html#inputEnabled">Phaser.Component.InputEnabled#inputEnabled</a>
2016-06-09 16:13:31 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-42">line 42</a>
2016-06-09 16:13:31 +00:00
</dt>
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</dl>
</dd>
<dt>
<h4 class="name "
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id="inWorld"><span class="type-signature">&lt;readonly> </span>inWorld<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.</p>
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</div>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.InWorld.html#inWorld">Phaser.Component.InWorld#inWorld</a>
2015-03-23 23:46:30 +00:00
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-129">line 129</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="key"><span class="type-signature"></span>key<span class="type-signature"> :string|<a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a>|<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>|<a href="Phaser.Video.html">Phaser.Video</a>|<a href="PIXI.Texture.html">PIXI.Texture</a></span></h4>
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</dt>
<dd>
<div class="description">
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<p>The key of the image or texture used by this Game Object during rendering.<br>If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.<br>It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.<br>If a Game Object is created without a key it is automatically assigned the key <code>__default</code> which is a 32x32 transparent PNG stored within the Cache.<br>If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key <code>__missing</code> which is a 32x32 PNG of a green box with a line through it.</p>
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</div>
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<h5>Type:</h5>
<ul>
<li>
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<span class="param-type">string</span>
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|
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<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type"><a href="Phaser.Video.html">Phaser.Video</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
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</li>
</ul>
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<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Core.html#key">Phaser.Component.Core#key</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-203">line 203</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="left"><span class="type-signature"></span>left<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The left coordinate of the Game Object.<br>This is the same as <code>x - offsetX</code>.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Bounds.html#left">Phaser.Component.Bounds#left</a>
2015-03-23 23:46:30 +00:00
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-102">line 102</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="lifespan"><span class="type-signature"></span>lifespan<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The lifespan allows you to give a Game Object a lifespan in milliseconds.</p>
<p>Once the Game Object is 'born' you can set this to a positive value.</p>
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<p>It is automatically decremented by the millisecond equivalent of <code>game.time.physicsElapsed</code> each frame.<br>When it reaches zero it will call the <code>kill</code> method.</p>
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<p>Very handy for particles, bullets, collectibles, or any other short-lived entity.</p>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.LifeSpan.html#lifespan">Phaser.Component.LifeSpan#lifespan</a>
2015-03-23 23:46:30 +00:00
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-65">line 65</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="maxWidth"><span class="type-signature"></span>maxWidth<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The maximum display width of this BitmapText in pixels.</p>
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<p>If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped<br>based on the last whitespace character found in the line.</p>
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<p>If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.</p>
<p>Disable maxWidth by setting the value to 0. The maximum width of this BitmapText in pixels.</p>
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</div>
<dl class="details">
<dt class="tag-source">Source -
2016-08-26 00:18:47 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-648">line 648</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="name"><span class="type-signature"></span>name<span class="type-signature"> :string</span></h4>
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</dt>
<dd>
<div class="description">
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<p>A user defined name given to this Game Object.<br>This value isn't ever used internally by Phaser, it is meant as a game level property.</p>
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</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Core.html#name">Phaser.Component.Core#name</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-150">line 150</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="offsetX"><span class="type-signature">&lt;readonly> </span>offsetX<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
<div class="description">
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<p>The amount the Game Object is visually offset from its x coordinate.<br>This is the same as <code>width * anchor.x</code>.<br>It will only be &gt; 0 if anchor.x is not equal to zero.</p>
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</div>
<dl class="details">
2015-03-23 23:46:30 +00:00
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Bounds.html#offsetX">Phaser.Component.Bounds#offsetX</a>
2015-03-23 23:46:30 +00:00
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-24">line 24</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="offsetY"><span class="type-signature">&lt;readonly> </span>offsetY<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
<div class="description">
2016-08-26 00:18:47 +00:00
<p>The amount the Game Object is visually offset from its y coordinate.<br>This is the same as <code>height * anchor.y</code>.<br>It will only be &gt; 0 if anchor.y is not equal to zero.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Bounds.html#offsetY">Phaser.Component.Bounds#offsetY</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-42">line 42</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="outOfBoundsKill"><span class="type-signature"></span>outOfBoundsKill<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>If this and the <code>checkWorldBounds</code> property are both set to <code>true</code> then the <code>kill</code> method is called as soon as <code>inWorld</code> returns false.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
2016-07-01 15:57:13 +00:00
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#outOfBoundsKill">Phaser.Component.InWorld#outOfBoundsKill</a>
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-106">line 106</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="outOfCameraBoundsKill"><span class="type-signature"></span>outOfCameraBoundsKill<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
2016-08-26 00:18:47 +00:00
<p>If this and the <code>autoCull</code> property are both set to <code>true</code>, then the <code>kill</code> method<br>is called as soon as the Game Object leaves the camera bounds.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
2015-03-23 23:46:30 +00:00
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.InWorld.html#outOfCameraBoundsKill">Phaser.Component.InWorld#outOfCameraBoundsKill</a>
2015-03-23 23:46:30 +00:00
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-115">line 115</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="pendingDestroy"><span class="type-signature"></span>pendingDestroy<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
<div class="description">
2016-08-26 00:18:47 +00:00
<p>A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.<br>You can set it directly to allow you to flag an object to be destroyed on its next update.</p>
<p>This is extremely useful if you wish to destroy an object from within one of its own callbacks<br>such as with Buttons or other Input events.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Core.html#pendingDestroy">Phaser.Component.Core#pendingDestroy</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-259">line 259</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="physicsType"><span class="type-signature">&lt;readonly> </span>physicsType<span class="type-signature"> :number</span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The const physics body type of this object.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-75">line 75</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="previousPosition"><span class="type-signature">&lt;readonly> </span>previousPosition<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The position the Game Object was located in the previous frame.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
2015-03-23 23:46:30 +00:00
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Core.html#previousPosition">Phaser.Component.Core#previousPosition</a>
2015-03-23 23:46:30 +00:00
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-225">line 225</a>
2016-04-22 14:15:28 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="previousRotation"><span class="type-signature">&lt;readonly> </span>previousRotation<span class="type-signature"> :number</span></h4>
2016-04-22 14:15:28 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The rotation the Game Object was in set to in the previous frame. Value is in radians.</p>
2016-04-22 14:15:28 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Core.html#previousRotation">Phaser.Component.Core#previousRotation</a>
2016-04-22 14:15:28 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-232">line 232</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="renderOrderID"><span class="type-signature">&lt;readonly> </span>renderOrderID<span class="type-signature"> :number</span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
2016-08-26 00:18:47 +00:00
<p>The render order ID is used internally by the renderer and Input Manager and should not be modified.<br>This property is mostly used internally by the renderers, but is exposed for the use of plugins.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Core.html#renderOrderID">Phaser.Component.Core#renderOrderID</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-240">line 240</a>
2014-11-15 20:01:46 +00:00
</dt>
2015-07-22 14:31:30 +00:00
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="right"><span class="type-signature"></span>right<span class="type-signature"> :number</span></h4>
2015-07-22 14:31:30 +00:00
</dt>
<dd>
<div class="description">
2016-08-26 00:18:47 +00:00
<p>The right coordinate of the Game Object.<br>This is the same as <code>x + width - offsetX</code>.</p>
2015-07-22 14:31:30 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Bounds.html#right">Phaser.Component.Bounds#right</a>
2015-07-22 14:31:30 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-124">line 124</a>
2015-07-22 14:31:30 +00:00
</dt>
2014-11-15 20:01:46 +00:00
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="smoothed"><span class="type-signature"></span>smoothed<span class="type-signature"> :boolean</span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>Enable or disable texture smoothing for this BitmapText.</p>
<p>The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.</p>
<p>Smoothing is enabled by default.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-08-26 00:18:47 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-681">line 681</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="text"><span class="type-signature"></span>text<span class="type-signature"> :string</span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The text to be displayed by this BitmapText object.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-08-26 00:18:47 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-626">line 626</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="textHeight"><span class="type-signature">&lt;readonly> </span>textHeight<span class="type-signature"> :number</span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The height in pixels of the overall text area, taking into consideration multi-line text.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-87">line 87</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="textWidth"><span class="type-signature">&lt;readonly> </span>textWidth<span class="type-signature"> :number</span></h4>
2015-07-22 14:31:30 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The width in pixels of the overall text area, taking into consideration multi-line text.</p>
2015-07-22 14:31:30 +00:00
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-81">line 81</a>
2015-07-22 14:31:30 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="tint"><span class="type-signature"></span>tint<span class="type-signature"> :number</span></h4>
2015-07-22 14:31:30 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)</p>
2015-07-22 14:31:30 +00:00
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-08-26 00:18:47 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-557">line 557</a>
2015-07-22 14:31:30 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="top"><span class="type-signature"></span>top<span class="type-signature"> :number</span></h4>
2015-07-22 14:31:30 +00:00
</dt>
<dd>
<div class="description">
2016-08-26 00:18:47 +00:00
<p>The y coordinate of the Game Object.<br>This is the same as <code>y - offsetY</code>.</p>
2015-07-22 14:31:30 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Bounds.html#top">Phaser.Component.Bounds#top</a>
2015-07-22 14:31:30 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-146">line 146</a>
2015-07-22 14:31:30 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="type"><span class="type-signature">&lt;readonly> </span>type<span class="type-signature"> :number</span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The const type of this object.</p>
2014-11-15 20:01:46 +00:00
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-69">line 69</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
2015-03-23 23:46:30 +00:00
2014-11-15 20:01:46 +00:00
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="width"><span class="type-signature"></span>width<span class="type-signature"> :Number</span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set</p>
2014-11-15 20:01:46 +00:00
</div>
2015-03-23 23:46:30 +00:00
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="PIXI.DisplayObjectContainer.html#width">PIXI.DisplayObjectContainer#width</a>
2015-03-23 23:46:30 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-08-26 00:18:47 +00:00
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-571">line 571</a>
2015-03-23 23:46:30 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="world"><span class="type-signature"></span>world<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
2015-03-23 23:46:30 +00:00
</dt>
<dd>
<div class="description">
2016-08-26 00:18:47 +00:00
<p>The world coordinates of this Game Object in pixels.<br>Depending on where in the display list this Game Object is placed this value can differ from <code>position</code>,<br>which contains the x/y coordinates relative to the Game Objects parent.</p>
2015-03-23 23:46:30 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Core.html#world">Phaser.Component.Core#world</a>
2015-03-23 23:46:30 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-211">line 211</a>
2015-03-23 23:46:30 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="x"><span class="type-signature"></span>x<span class="type-signature"> :number</span></h4>
2015-03-23 23:46:30 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The position of the Game Object on the x axis relative to the local coordinates of the parent.</p>
2015-03-23 23:46:30 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.PhysicsBody.html#x">Phaser.Component.PhysicsBody#x</a>
2015-03-23 23:46:30 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-98">line 98</a>
2015-03-23 23:46:30 +00:00
</dt>
2015-08-24 14:43:45 +00:00
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="y"><span class="type-signature"></span>y<span class="type-signature"> :number</span></h4>
2015-08-24 14:43:45 +00:00
</dt>
<dd>
<div class="description">
2016-07-01 15:57:13 +00:00
<p>The position of the Game Object on the y axis relative to the local coordinates of the parent.</p>
2015-08-24 14:43:45 +00:00
</div>
<dl class="details">
2016-07-01 15:57:13 +00:00
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.PhysicsBody.html#y">Phaser.Component.PhysicsBody#y</a>
</li></dd>
2015-08-24 14:43:45 +00:00
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-124">line 124</a>
2015-08-24 14:43:45 +00:00
</dt>
2015-03-23 23:46:30 +00:00
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="z"><span class="type-signature">&lt;readonly> </span>z<span class="type-signature"> :number</span></h4>
2015-03-23 23:46:30 +00:00
</dt>
<dd>
<div class="description">
2016-08-26 00:18:47 +00:00
<p>The z depth of this Game Object within its parent Group.<br>No two objects in a Group can have the same z value.<br>This value is adjusted automatically whenever the Group hierarchy changes.<br>If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.</p>
2015-03-23 23:46:30 +00:00
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="Phaser.Component.Core.html#z">Phaser.Component.Core#z</a>
2015-03-23 23:46:30 +00:00
</li></dd>
<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-177">line 177</a>
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</dt>
</dl>
</dd>
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</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
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<dt>
<h4 class="name "
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id="addChild"><span class="type-signature"></span>addChild<span class="signature">(child)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Adds a child to the container.</p>
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</div>
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<h5>Parameters:</h5>
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<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
</tr>
</thead>
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<tbody>
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<tr>
<td class="name"><code>child</code></td>
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<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
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</td>
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<td class="description last"><p>The DisplayObject to add to the container</p></td>
</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
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<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
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-
</div>
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<div class="returns-desc param-desc">
<p>The child that was added.</p>
</div>
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</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#addChild">PIXI.DisplayObjectContainer#addChild</a>
</li></dd>
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<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-42">line 42</a>
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</dt>
</dl>
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</dd>
<dt>
<h4 class="name "
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id="addChildAt"><span class="type-signature"></span>addChildAt<span class="signature">(child, index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown</p>
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</div>
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<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The child to add</p></td>
</tr>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to place the child in</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
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<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
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<div class="returns-desc param-desc">
<p>The child that was added.</p>
</div>
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</div>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#addChildAt">PIXI.DisplayObjectContainer#addChildAt</a>
</li></dd>
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<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-55">line 55</a>
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</dt>
</dl>
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</dd>
<dt>
<h4 class="name "
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id="alignIn"><span class="type-signature"></span>alignIn<span class="signature">(container, <span class="optional">position</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"> &rarr; {Object}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Aligns this Game Object within another Game Object, or Rectangle, known as the<br>'container', to one of 9 possible positions.</p>
<p>The container must be a Game Object, or Phaser.Rectangle object. This can include properties<br>such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world<br>and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,<br>TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of<br>the container. It simply modifies its position coordinates so it aligns with it.</p>
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<p>The position constants you can use are:</p>
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<p><code>Phaser.TOP_LEFT</code>, <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_CENTER</code>,<br><code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>,<br><code>Phaser.BOTTOM_CENTER</code> and <code>Phaser.BOTTOM_RIGHT</code>.</p>
<p>The Game Objects are placed in such a way that their <em>bounds</em> align with the<br>container, taking into consideration rotation, scale and the anchor property.<br>This allows you to neatly align Game Objects, irrespective of their position value.</p>
<p>The optional <code>offsetX</code> and <code>offsetY</code> arguments allow you to apply extra spacing to the final<br>aligned position of the Game Object. For example:</p>
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<p><code>sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)</code></p>
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<p>Would align the <code>sprite</code> to the bottom-right, but moved 20 pixels in from the corner.<br>Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.<br>So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive<br>one expands it.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>container</code></td>
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<td class="type">
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<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
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</td>
<td class="attributes">
</td>
<td class="default">
</td>
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<td class="description last"><p>The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as <code>World.bounds</code> or <code>Camera.view</code>.</p></td>
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</tr>
<tr>
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<td class="name"><code>position</code></td>
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<td class="type">
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<span class="param-type">integer</span>
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</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
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<td class="description last"><p>The position constant. One of <code>Phaser.TOP_LEFT</code> (default), <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_CENTER</code>, <code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code> or <code>Phaser.BOTTOM_RIGHT</code>.</p></td>
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</tr>
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<tr>
<td class="name"><code>offsetX</code></td>
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<td class="type">
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<span class="param-type">integer</span>
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</td>
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<td class="attributes">
&lt;optional><br>
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</td>
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<td class="default">
0
</td>
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<td class="description last"><p>A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
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<tr>
<td class="name"><code>offsetY</code></td>
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<td class="type">
<span class="param-type">integer</span>
</td>
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<td class="attributes">
&lt;optional><br>
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</td>
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<td class="default">
0
</td>
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<td class="description last"><p>A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
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</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
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<div class="returns-type">
<span class="param-type">Object</span>
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-
</div>
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<div class="returns-desc param-desc">
<p>This Game Object.</p>
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</div>
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</div>
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<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.Bounds.html#alignIn">Phaser.Component.Bounds#alignIn</a>
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</li></dd>
<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-223">line 223</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="alignTo"><span class="type-signature"></span>alignTo<span class="signature">(parent, <span class="optional">position</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"> &rarr; {Object}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Aligns this Game Object to the side of another Game Object, or Rectangle, known as the<br>'parent', in one of 11 possible positions.</p>
<p>The parent must be a Game Object, or Phaser.Rectangle object. This can include properties<br>such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world<br>and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,<br>TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of<br>the parent. It simply modifies its position coordinates so it aligns with it.</p>
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<p>The position constants you can use are:</p>
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<p><code>Phaser.TOP_LEFT</code> (default), <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_TOP</code>,<br><code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>,<br><code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code><br>and <code>Phaser.BOTTOM_RIGHT</code>.</p>
<p>The Game Objects are placed in such a way that their <em>bounds</em> align with the<br>parent, taking into consideration rotation, scale and the anchor property.<br>This allows you to neatly align Game Objects, irrespective of their position value.</p>
<p>The optional <code>offsetX</code> and <code>offsetY</code> arguments allow you to apply extra spacing to the final<br>aligned position of the Game Object. For example:</p>
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<p><code>sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)</code></p>
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<p>Would align the <code>sprite</code> to the bottom-right, but moved 20 pixels in from the corner.<br>Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.<br>So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive<br>one expands it.</p>
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</div>
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<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
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<th>Argument</th>
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<th>Default</th>
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<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>parent</code></td>
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<td class="type">
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<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
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</td>
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<td class="attributes">
</td>
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<td class="default">
</td>
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<td class="description last"><p>The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as <code>World.bounds</code> or <code>Camera.view</code>.</p></td>
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</tr>
<tr>
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<td class="name"><code>position</code></td>
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<td class="type">
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<span class="param-type">integer</span>
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</td>
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<td class="attributes">
&lt;optional><br>
</td>
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<td class="default">
</td>
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<td class="description last"><p>The position constant. One of <code>Phaser.TOP_LEFT</code>, <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_TOP</code>, <code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code> or <code>Phaser.BOTTOM_RIGHT</code>.</p></td>
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</tr>
<tr>
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<td class="name"><code>offsetX</code></td>
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<td class="type">
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<span class="param-type">integer</span>
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</td>
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<td class="attributes">
&lt;optional><br>
</td>
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<td class="default">
0
</td>
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<td class="description last"><p>A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
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</tr>
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<tr>
<td class="name"><code>offsetY</code></td>
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<td class="type">
<span class="param-type">integer</span>
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</td>
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<td class="attributes">
&lt;optional><br>
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2014-11-15 20:01:46 +00:00
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</td>
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<td class="default">
0
</td>
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<td class="description last"><p>A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
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<span class="param-type">Object</span>
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-
</div>
<div class="returns-desc param-desc">
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<p>This Game Object.</p>
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</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.Bounds.html#alignTo">Phaser.Component.Bounds#alignTo</a>
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</li></dd>
<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-321">line 321</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="cleanText"><span class="type-signature"></span>cleanText<span class="signature">(text, <span class="optional">replace</span>)</span><span class="type-signature"> &rarr; {string}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Given a text string this will scan each character in the string to ensure it exists<br>in the BitmapText font data. If it doesn't the character is removed, or replaced with the <code>replace</code> argument.</p>
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<p>If no font data has been loaded at all this returns an empty string, as nothing can be rendered.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
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<th>Argument</th>
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<th>Default</th>
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<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>text</code></td>
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<td class="type">
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<span class="param-type">string</span>
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</td>
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<td class="attributes">
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</td>
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<td class="default">
</td>
<td class="description last"><p>The text to parse.</p></td>
</tr>
<tr>
<td class="name"><code>replace</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
''
</td>
<td class="description last"><p>The replacement string for any missing characters.</p></td>
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</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
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<span class="param-type">string</span>
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-
</div>
<div class="returns-desc param-desc">
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<p>The cleaned text string.</p>
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</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-312">line 312</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="contains"><span class="type-signature"></span>contains<span class="signature">(child)</span><span class="type-signature"> &rarr; {Boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Boolean</span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#contains">PIXI.DisplayObjectContainer#contains</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-449">line 449</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="destroy"><span class="type-signature"></span>destroy<span class="signature">(<span class="optional">destroyChildren</span>, <span class="optional">destroyTexture</span>)</span><span class="type-signature"></span></h4>
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</dt>
<dd>
<div class="description">
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<p>Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present<br>and nulls its reference to <code>game</code>, freeing it up for garbage collection.</p>
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<p>If this Game Object has the Events component it will also dispatch the <code>onDestroy</code> event.</p>
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<p>You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've<br>more than one Game Object sharing the same BaseTexture.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
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<th>Argument</th>
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<th>Default</th>
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<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>destroyChildren</code></td>
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<td class="type">
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<span class="param-type">boolean</span>
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</td>
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<td class="attributes">
&lt;optional><br>
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</td>
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<td class="default">
true
</td>
<td class="description last"><p>Should every child of this object have its destroy method called as well?</p></td>
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</tr>
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<tr>
<td class="name"><code>destroyTexture</code></td>
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<td class="type">
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<span class="param-type">boolean</span>
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</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.</p></td>
</tr>
</tbody>
</table>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.Destroy.html#destroy">Phaser.Component.Destroy#destroy</a>
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</li></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Destroy.js.html">gameobjects/components/Destroy.js</a>, <a href="src_gameobjects_components_Destroy.js.html#sunlight-1-line-37">line 37</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="getBounds"><span class="type-signature"></span>getBounds<span class="signature">(<span class="optional">targetCoordinateSpace</span>)</span><span class="type-signature"> &rarr; {Rectangle}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.</p>
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</div>
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<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>targetCoordinateSpace</code></td>
<td class="type">
<span class="param-type">PIXIDisplayObject</span>
|
<span class="param-type">PIXIMatrix</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object.</p></td>
</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
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<span class="param-type">Rectangle</span>
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-
</div>
<div class="returns-desc param-desc">
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<p>The rectangular bounding area</p>
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</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="PIXI.DisplayObjectContainer.html#getBounds">PIXI.DisplayObjectContainer#getBounds</a>
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</li></dd>
<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-280">line 280</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="getChildAt"><span class="type-signature"></span>getChildAt<span class="signature">(index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Returns the child at the specified index</p>
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</div>
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<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to get the child from</p></td>
</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
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<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
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-
</div>
<div class="returns-desc param-desc">
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<p>The child at the given index, if any.</p>
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</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
2016-07-01 15:57:13 +00:00
<a href="PIXI.DisplayObjectContainer.html#getChildAt">PIXI.DisplayObjectContainer#getChildAt</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-08-26 00:18:47 +00:00
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-153">line 153</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="getChildIndex"><span class="type-signature"></span>getChildIndex<span class="signature">(child)</span><span class="type-signature"> &rarr; {Number}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Returns the index position of a child DisplayObject instance</p>
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</div>
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<h5>Parameters:</h5>
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<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
</tr>
</thead>
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<tbody>
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<tr>
<td class="name"><code>child</code></td>
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<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
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</td>
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<td class="description last"><p>The DisplayObject instance to identify</p></td>
</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
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<span class="param-type">Number</span>
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-
</div>
<div class="returns-desc param-desc">
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<p>The index position of the child display object to identify</p>
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</div>
</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getChildIndex">PIXI.DisplayObjectContainer#getChildIndex</a>
</li></dd>
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-08-26 00:18:47 +00:00
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-112">line 112</a>
2015-07-22 14:31:30 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="getLocalBounds"><span class="type-signature"></span>getLocalBounds<span class="signature">()</span><span class="type-signature"> &rarr; {Rectangle}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.</p>
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</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
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<span class="param-type">Rectangle</span>
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-
</div>
<div class="returns-desc param-desc">
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<p>The rectangular bounding area</p>
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</div>
</div>
<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getLocalBounds">PIXI.DisplayObjectContainer#getLocalBounds</a>
</li></dd>
2015-07-22 14:31:30 +00:00
<dt class="tag-source">Source -
2016-08-26 00:18:47 +00:00
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-437">line 437</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Kills a Game Object. A killed Game Object has its <code>alive</code>, <code>exists</code> and <code>visible</code> properties all set to false.</p>
<p>It will dispatch the <code>onKilled</code> event. You can listen to <code>events.onKilled</code> for the signal.</p>
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<p>Note that killing a Game Object is a way for you to quickly recycle it in an object pool,<br>it doesn't destroy the object or free it up from memory.</p>
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<p>If you don't need this Game Object any more you should call <code>destroy</code> instead.</p>
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</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
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<span class="param-type">PIXI.DisplayObject</span>
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-
</div>
<div class="returns-desc param-desc">
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<p>This instance.</p>
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</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.LifeSpan.html#kill">Phaser.Component.LifeSpan#kill</a>
2014-11-15 20:01:46 +00:00
</li></dd>
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-113">line 113</a>
2014-11-15 20:01:46 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="postUpdate"><span class="type-signature"></span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
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<div class="description">
<p>Automatically called by World.preUpdate.</p>
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</div>
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2014-11-15 20:01:46 +00:00
2016-07-01 15:57:13 +00:00
2014-11-15 20:01:46 +00:00
<dl class="details">
<dt class="tag-source">Source -
2016-07-01 15:57:13 +00:00
<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-198">line 198</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
2016-07-01 15:57:13 +00:00
id="preUpdate"><span class="type-signature"></span>preUpdate<span class="signature">()</span><span class="type-signature"> &rarr; {boolean}</span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
<div class="description">
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<p>Automatically called by World.preUpdate.</p>
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</div>
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<h5>Returns:</h5>
<div class="returns">
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<div class="returns-type">
<span class="param-type">boolean</span>
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-
</div>
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<div class="returns-desc param-desc">
<p>True if the BitmapText was rendered, otherwise false.</p>
</div>
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</div>
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<dl class="details">
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2015-03-23 23:46:30 +00:00
<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-187">line 187</a>
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</dt>
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</dl>
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</dd>
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<dt>
<h4 class="name "
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id="purgeGlyphs"><span class="type-signature"></span>purgeGlyphs<span class="signature">()</span><span class="type-signature"> &rarr; {integer}</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of<br>Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they<br>still take up memory while sat in the glyphs pool waiting to be re-used in the future.</p>
<p>If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool<br>by calling this method.</p>
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<p>Calling this doesn't prevent you from increasing the length of the text again in the future.</p>
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</div>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">integer</span>
-
</div>
<div class="returns-desc param-desc">
<p>The amount of glyphs removed from the pool.</p>
</div>
</div>
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<dl class="details">
<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-477">line 477</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="removeChild"><span class="type-signature"></span>removeChild<span class="signature">(child)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Removes a child from the container.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>child</code></td>
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<td class="type">
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<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
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</td>
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<td class="description last"><p>The DisplayObject to remove</p></td>
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</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
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<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
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-
</div>
<div class="returns-desc param-desc">
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<p>The child that was removed.</p>
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</div>
</div>
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<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="PIXI.DisplayObjectContainer.html#removeChild">PIXI.DisplayObjectContainer#removeChild</a>
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</li></dd>
<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-171">line 171</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="removeChildAt"><span class="type-signature"></span>removeChildAt<span class="signature">(index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
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</dt>
<dd>
<div class="description">
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<p>Removes a child from the specified index position.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
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<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>index</code></td>
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<td class="type">
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<span class="param-type">Number</span>
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</td>
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<td class="description last"><p>The index to get the child from</p></td>
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</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
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<div class="returns-type">
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<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
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-
</div>
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<div class="returns-desc param-desc">
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<p>The child that was removed.</p>
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</div>
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</div>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="PIXI.DisplayObjectContainer.html#removeChildAt">PIXI.DisplayObjectContainer#removeChildAt</a>
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</li></dd>
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<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-191">line 191</a>
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</dt>
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</dl>
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</dd>
<dt>
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<h4 class="name "
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id="removeChildren"><span class="type-signature"></span>removeChildren<span class="signature">(beginIndex, endIndex)</span><span class="type-signature"></span></h4>
</dt>
<dd>
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<div class="description">
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<p>Removes all children from this container that are within the begin and end indexes.</p>
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</div>
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<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>beginIndex</code></td>
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<td class="type">
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<span class="param-type">Number</span>
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</td>
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<td class="description last"><p>The beginning position. Default value is 0.</p></td>
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</tr>
<tr>
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<td class="name"><code>endIndex</code></td>
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<td class="type">
<span class="param-type">Number</span>
</td>
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<td class="description last"><p>The ending position. Default value is size of the container.</p></td>
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</tr>
</tbody>
</table>
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<dl class="details">
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2013-11-28 15:57:09 +00:00
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="PIXI.DisplayObjectContainer.html#removeChildren">PIXI.DisplayObjectContainer#removeChildren</a>
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</li></dd>
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<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-213">line 213</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="reset"><span class="type-signature"></span>reset<span class="signature">(x, y, <span class="optional">health</span>)</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the Game Object.</p>
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<p>This moves the Game Object to the given x/y world coordinates and sets <code>fresh</code>, <code>exists</code>,<br><code>visible</code> and <code>renderable</code> to true.</p>
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<p>If this Game Object has the LifeSpan component it will also set <code>alive</code> to true and <code>health</code> to the given value.</p>
<p>If this Game Object has a Physics Body it will reset the Body.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
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<thead>
<tr>
<th>Name</th>
<th>Type</th>
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<th>Argument</th>
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<th>Default</th>
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<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>x</code></td>
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<td class="type">
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<span class="param-type">number</span>
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</td>
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<td class="attributes">
</td>
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<td class="default">
</td>
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<td class="description last"><p>The x coordinate (in world space) to position the Game Object at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The y coordinate (in world space) to position the Game Object at.</p></td>
</tr>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The health to give the Game Object if it has the Health component.</p></td>
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</tr>
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</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.Reset.html#reset">Phaser.Component.Reset#reset</a>
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</li></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Reset.js.html">gameobjects/components/Reset.js</a>, <a href="src_gameobjects_components_Reset.js.html#sunlight-1-line-30">line 30</a>
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</dt>
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</dl>
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</dd>
<dt>
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<h4 class="name "
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id="revive"><span class="type-signature"></span>revive<span class="signature">(<span class="optional">health</span>)</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.</p>
<p>A resurrected Game Object has its <code>alive</code>, <code>exists</code> and <code>visible</code> properties all set to true.</p>
<p>It will dispatch the <code>onRevived</code> event. Listen to <code>events.onRevived</code> for the signal.</p>
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</div>
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<h5>Parameters:</h5>
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<table class="params table table-striped">
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<thead>
<tr>
<th>Name</th>
<th>Type</th>
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<th>Argument</th>
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<th>Default</th>
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<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>health</code></td>
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<td class="type">
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<span class="param-type">number</span>
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</td>
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<td class="attributes">
&lt;optional><br>
</td>
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<td class="default">
100
</td>
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<td class="description last"><p>The health to give the Game Object. Only set if the GameObject has the Health component.</p></td>
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</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#revive">Phaser.Component.LifeSpan#revive</a>
</li></dd>
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2013-10-25 15:54:40 +00:00
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-78">line 78</a>
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</dt>
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</dl>
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</dd>
<dt>
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<h4 class="name "
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id="setChildIndex"><span class="type-signature"></span>setChildIndex<span class="signature">(child, index)</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Changes the position of an existing child in the display object container</p>
</div>
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<h5>Parameters:</h5>
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<table class="params table table-striped">
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<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>child</code></td>
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<td class="type">
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<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
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</td>
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<td class="description last"><p>The child DisplayObject instance for which you want to change the index number</p></td>
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</tr>
<tr>
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<td class="name"><code>index</code></td>
<td class="type">
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<span class="param-type">Number</span>
</td>
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<td class="description last"><p>The resulting index number for the child display object</p></td>
</tr>
</tbody>
</table>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="PIXI.DisplayObjectContainer.html#setChildIndex">PIXI.DisplayObjectContainer#setChildIndex</a>
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</li></dd>
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<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-132">line 132</a>
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</dt>
</dl>
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</dd>
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<dt>
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<h4 class="name "
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id="setText"><span class="type-signature"></span>setText<span class="signature">(text)</span><span class="type-signature"></span></h4>
</dt>
<dd>
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<div class="description">
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<p>The text to be displayed by this BitmapText object.</p>
<p>It's faster to use <code>BitmapText.text = string</code>, but this is kept for backwards compatibility.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>text</code></td>
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<td class="type">
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<span class="param-type">string</span>
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</td>
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<td class="description last"><p>The text to be displayed by this BitmapText object.</p></td>
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</tr>
</tbody>
</table>
<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_gameobjects_BitmapText.js.html">gameobjects/BitmapText.js</a>, <a href="src_gameobjects_BitmapText.js.html#sunlight-1-line-217">line 217</a>
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</dt>
</dl>
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</dd>
<dt>
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<h4 class="name "
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id="swapChildren"><span class="type-signature"></span>swapChildren<span class="signature">(child, child2)</span><span class="type-signature"></span></h4>
</dt>
<dd>
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<div class="description">
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<p>Swaps the position of 2 Display Objects within this container.</p>
</div>
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<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
<tr>
<td class="name"><code>child2</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
</tbody>
</table>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="PIXI.DisplayObjectContainer.html#swapChildren">PIXI.DisplayObjectContainer#swapChildren</a>
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</li></dd>
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<dt class="tag-source">Source -
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<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-85">line 85</a>
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</dt>
</dl>
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</dd>
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<dt>
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<h4 class="name "
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id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Override this method in your own custom objects to handle any update requirements.<br>It is called immediately after <code>preUpdate</code> and before <code>postUpdate</code>.<br>Remember if this Game Object has any children you should call update on those too.</p>
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</div>
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<dl class="details">
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<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
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<a href="Phaser.Component.Core.html#update">Phaser.Component.Core#update</a>
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</li></dd>
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<dt class="tag-source">Source -
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<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-328">line 328</a>
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</dt>
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</dl>
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</dd>
</dl>
</article>
</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
on Fri Aug 26 2016 01:16:10 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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