2015-02-17 05:15:04 +00:00
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Phaser.Component.Core = function () {};
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2015-02-23 04:44:11 +00:00
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/**
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* Installs / registers mixin components.
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*
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* The `this` context should be that of the applicable object instance or prototype.
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*
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* @protected
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*/
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2015-02-17 05:15:04 +00:00
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Phaser.Component.Core.install = function (components) {
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2015-02-23 04:44:11 +00:00
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// Always install 'Core' first
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Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype);
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2015-02-17 05:15:04 +00:00
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this.components = {};
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for (var i = 0; i < components.length; i++)
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{
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var id = components[i];
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Phaser.Utils.mixinPrototype(this, Phaser.Component[id].prototype);
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this.components[id] = true;
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}
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};
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2015-02-23 04:44:11 +00:00
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/**
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* Initializes the mixin components.
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*
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* The `this` context should be an instance of the component mixin target.
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*
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* @protected
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*/
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2015-02-17 05:15:04 +00:00
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Phaser.Component.Core.init = function (game, x, y, key, frame) {
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this.game = game;
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this.key = key;
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this.position.set(x, y);
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this.world = new Phaser.Point(x, y);
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this.previousPosition = new Phaser.Point(x, y);
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this.events = new Phaser.Events(this);
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this._bounds = new Phaser.Rectangle();
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if (this.components.Animation)
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{
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this.animations = new Phaser.AnimationManager(this);
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}
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2015-02-17 15:48:54 +00:00
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if (this.components.LoadTexture && key !== null)
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2015-02-17 05:15:04 +00:00
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{
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this.loadTexture(key, frame);
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}
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};
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Phaser.Component.Core.preUpdate = function () {
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this.previousPosition.set(this.world.x, this.world.y);
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this.previousRotation = this.rotation;
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if (!this.exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
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return false;
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}
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this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
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if (this.visible)
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{
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this.renderOrderID = this.game.stage.currentRenderOrderID++;
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}
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if (this.animations)
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{
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this.animations.update();
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}
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if (this.body)
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{
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this.body.preUpdate();
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}
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].preUpdate();
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}
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2015-02-25 00:59:27 +00:00
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return true;
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2015-02-17 05:15:04 +00:00
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};
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Phaser.Component.Core.prototype = {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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game: null,
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/**
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* @property {string} name - The user defined name given to this Sprite.
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* @default
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*/
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name: '',
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/**
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* @property {object} components - The components this GameObject has.
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* @protected
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*/
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components: {},
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/**
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* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
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*/
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z: 0,
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/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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*/
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events: undefined,
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/**
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* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
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*/
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animations: undefined,
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/**
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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*/
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key: '',
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/**
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* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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*/
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world: null,
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/**
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* @property {boolean} debug - Handy flag to use with Game.enableStep
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* @default
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*/
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debug: false,
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/**
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* @property {Phaser.Point} previousPosition - The position the Sprite was in at the last update.
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* @readOnly
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*/
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previousPosition: null,
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/**
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* @property {number} previousRotation - The rotation angle the Sprite was in at the last update (in radians)
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* @readOnly
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*/
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previousRotation: 0,
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/**
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* @property {number} renderOrderID - The render order ID. This is used internally by the renderer and input manager and should not be modified.
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* @readOnly
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*/
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renderOrderID: 0,
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/**
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* @property {boolean} fresh - A fresh Sprite is one that has just been created or reset and is yet to receive a world level transform update.
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* @readOnly
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*/
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fresh: true,
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/**
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* @property {Phaser.Rectangle} _bounds - Internal cache var.
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* @private
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*/
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_bounds: null,
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2015-02-24 22:57:59 +00:00
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/**
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* @property {boolean} _exists - Internal cache var.
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* @private
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*/
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2015-02-25 02:49:19 +00:00
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_exists: true,
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2015-02-24 22:57:59 +00:00
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2015-02-17 05:15:04 +00:00
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/**
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* Override and use this function in your own custom objects to handle any update requirements you may have.
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* Remember if this Sprite has any children you should call update on them too.
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*
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* @method Phaser.Sprite#update
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* @memberof Phaser.Sprite
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*/
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update: function() {
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},
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/**
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* Internal function called by the World postUpdate cycle.
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*
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* @method Phaser.Sprite#postUpdate
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* @memberof Phaser.Sprite
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*/
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postUpdate: function() {
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if (this.key instanceof Phaser.BitmapData)
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{
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this.key.render();
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}
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if (this.components.PhysicsBody)
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{
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Phaser.Component.PhysicsBody.postUpdate.call(this);
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}
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if (this.components.FixedToCamera)
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{
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Phaser.Component.FixedToCamera.postUpdate.call(this);
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}
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].postUpdate();
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}
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2015-02-24 22:57:59 +00:00
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},
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/**
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* Sprite.exists controls if the core game loop and physics update this Sprite or not.
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* When you set Sprite.exists to false it will remove its Body from the physics world (if it has one) and also set Sprite.visible to false.
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* Setting Sprite.exists to true will re-add the Body to the physics world (if it has a body) and set Sprite.visible to true.
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*
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* @name Phaser.Sprite#exists
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* @property {boolean} exists - If the Sprite is processed by the core game update and physics.
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*/
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exists: {
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get: function () {
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return this._exists;
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},
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set: function (value) {
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if (value)
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{
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this._exists = true;
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if (this.body && this.body.type === Phaser.Physics.P2JS)
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{
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this.body.addToWorld();
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}
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this.visible = true;
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}
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else
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{
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this._exists = false;
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if (this.body && this.body.type === Phaser.Physics.P2JS)
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{
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this.body.removeFromWorld();
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}
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this.visible = false;
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}
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}
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2015-02-17 05:15:04 +00:00
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}
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};
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