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2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-10-02 11:11:22 +00:00
<a href="Phaser.StateManager.html">StateManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-10-25 15:54:40 +00:00
<a href="Phaser.Text.html">Text</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tileset.html">Tileset</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-10-25 15:54:40 +00:00
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Timer.html">Timer</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2014-02-05 06:29:17 +00:00
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-10-02 14:05:55 +00:00
<a href="Phaser.Touch.html">Touch</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1">
<a href="Phaser.TweenData.html">TweenData</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2015-07-22 14:31:30 +00:00
<a href="Phaser.Video.html">Video</a>
2013-10-02 11:11:22 +00:00
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
2015-07-22 14:31:30 +00:00
<a href="Phaser.World.html">World</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-07-22 14:31:30 +00:00
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-07-22 14:31:30 +00:00
<a href="PIXI.BaseTexture.html">BaseTexture</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
2015-08-24 14:43:45 +00:00
<li class="class-depth-1">
<a href="PIXI.CanvasPool.html">CanvasPool</a>
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.PolyK.html">PolyK</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.RenderTexture.html">RenderTexture</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Rope.html">Rope</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Sprite.html">Sprite</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Stage.html">Stage</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Strip.html">Strip</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.StripShader.html">StripShader</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Texture.html">Texture</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.TilingSprite.html">TilingSprite</a>
2014-11-15 20:01:46 +00:00
</li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
2014-11-25 00:23:44 +00:00
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#AUTO">AUTO</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#BUTTON">BUTTON</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#CANVAS">CANVAS</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#CIRCLE">CIRCLE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#CREATURE">CREATURE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
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<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
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<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
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<a href="global.html#IMAGE">IMAGE</a>
</li>
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<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
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<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#SPRITE">SPRITE</a>
</li>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
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<a href="global.html#TEXT">TEXT</a>
</li>
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<a href="global.html#TILEMAP">TILEMAP</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
2014-11-15 20:01:46 +00:00
</li>
2013-10-02 00:16:40 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
<li class="dropdown">
2014-11-25 00:23:44 +00:00
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
2014-11-25 00:23:44 +00:00
<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>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
2014-11-25 00:23:44 +00:00
<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>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
2014-11-15 20:01:46 +00:00
<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<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>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
2014-11-25 00:23:44 +00:00
<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>
2015-07-22 14:31:30 +00:00
<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>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
2015-07-22 14:31:30 +00:00
<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>
2014-11-25 00:23:44 +00:00
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<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>
<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>
2014-11-15 20:01:46 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
<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>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
2014-11-25 00:23:44 +00:00
<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>
<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 ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<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>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</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">
<div class="span12">
<div id="main">
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<h1 class="page-title">Source: src/animation/Animation.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* An Animation instance contains a single animation and the controls to play it.
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*
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* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
*
* @class Phaser.Animation
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
* @param {string} name - The unique name for this animation, used in playback commands.
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
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* @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order.
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* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} loop - Should this animation loop when it reaches the end or play through once.
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*/
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Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) {
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if (loop === undefined) { loop = false; }
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
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this.game = game;
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/**
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
* @private
*/
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this._parent = parent;
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/**
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
* @private
*/
this._frameData = frameData;
/**
* @property {string} name - The user defined name given to this Animation.
*/
this.name = name;
/**
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* @property {array} _frames
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* @private
*/
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this._frames = [];
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this._frames = this._frames.concat(frames);
/**
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* @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate.
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*/
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this.delay = 1000 / frameRate;
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/**
* @property {boolean} loop - The loop state of the Animation.
*/
this.loop = loop;
/**
* @property {number} loopCount - The number of times the animation has looped since it was last started.
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*/
this.loopCount = 0;
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/**
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* @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes?
* @default
*/
this.killOnComplete = false;
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/**
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
* @default
*/
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this.isFinished = false;
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/**
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
* @default
*/
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this.isPlaying = false;
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/**
* @property {boolean} isPaused - The paused state of the Animation.
* @default
*/
this.isPaused = false;
/**
* @property {boolean} _pauseStartTime - The time the animation paused.
* @private
* @default
*/
this._pauseStartTime = 0;
/**
* @property {number} _frameIndex
* @private
* @default
*/
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this._frameIndex = 0;
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/**
* @property {number} _frameDiff
* @private
* @default
*/
this._frameDiff = 0;
/**
* @property {number} _frameSkip
* @private
* @default
*/
this._frameSkip = 1;
/**
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
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*/
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
/**
* @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback.
*/
this.onStart = new Phaser.Signal();
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/**
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* This event is dispatched when the Animation changes frame.
* By default this event is disabled due to its intensive nature. Enable it with: `Animation.enableUpdate = true`.
* @property {Phaser.Signal|null} onUpdate
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* @default
*/
this.onUpdate = null;
/**
* @property {Phaser.Signal} onComplete - This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onAnimationLoop instead.
*/
this.onComplete = new Phaser.Signal();
/**
* @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops.
*/
this.onLoop = new Phaser.Signal();
// Set-up some event listeners
this.game.onPause.add(this.onPause, this);
this.game.onResume.add(this.onResume, this);
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};
Phaser.Animation.prototype = {
/**
* Plays this animation.
*
* @method Phaser.Animation#play
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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* @return {Phaser.Animation} - A reference to this Animation instance.
*/
play: function (frameRate, loop, killOnComplete) {
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if (typeof frameRate === 'number')
{
// If they set a new frame rate then use it, otherwise use the one set on creation
this.delay = 1000 / frameRate;
}
if (typeof loop === 'boolean')
{
// If they set a new loop value then use it, otherwise use the one set on creation
this.loop = loop;
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}
if (typeof killOnComplete !== 'undefined')
{
// Remove the parent sprite once the animation has finished?
this.killOnComplete = killOnComplete;
}
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this.isPlaying = true;
this.isFinished = false;
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this.paused = false;
this.loopCount = 0;
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this._timeLastFrame = this.game.time.time;
this._timeNextFrame = this.game.time.time + this.delay;
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this._frameIndex = 0;
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this.updateCurrentFrame(false, true);
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this._parent.events.onAnimationStart$dispatch(this._parent, this);
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this.onStart.dispatch(this._parent, this);
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this._parent.animations.currentAnim = this;
this._parent.animations.currentFrame = this.currentFrame;
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return this;
},
/**
* Sets this animation back to the first frame and restarts the animation.
*
* @method Phaser.Animation#restart
*/
restart: function () {
this.isPlaying = true;
this.isFinished = false;
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this.paused = false;
this.loopCount = 0;
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this._timeLastFrame = this.game.time.time;
this._timeNextFrame = this.game.time.time + this.delay;
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this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.setFrame(this.currentFrame);
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this._parent.animations.currentAnim = this;
this._parent.animations.currentFrame = this.currentFrame;
this.onStart.dispatch(this._parent, this);
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},
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/**
* Sets this animations playback to a given frame with the given ID.
*
* @method Phaser.Animation#setFrame
* @param {string|number} [frameId] - The identifier of the frame to set. Can be the name of the frame, the sprite index of the frame, or the animation-local frame index.
* @param {boolean} [useLocalFrameIndex=false] - If you provide a number for frameId, should it use the numeric indexes of the frameData, or the 0-indexed frame index local to the animation.
*/
setFrame: function(frameId, useLocalFrameIndex) {
var frameIndex;
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if (useLocalFrameIndex === undefined)
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{
useLocalFrameIndex = false;
}
// Find the index to the desired frame.
if (typeof frameId === "string")
{
for (var i = 0; i &lt; this._frames.length; i++)
{
if (this._frameData.getFrame(this._frames[i]).name === frameId)
{
frameIndex = i;
}
}
}
else if (typeof frameId === "number")
{
if (useLocalFrameIndex)
{
frameIndex = frameId;
}
else
{
for (var i = 0; i &lt; this._frames.length; i++)
{
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if (this._frames[i] === frameIndex)
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{
frameIndex = i;
}
}
}
}
if (frameIndex)
{
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
this._frameIndex = frameIndex - 1;
// Make the animation update at next update
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this._timeNextFrame = this.game.time.time;
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this.update();
}
},
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/**
* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
* If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.
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*
* @method Phaser.Animation#stop
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
* @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?
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*/
stop: function (resetFrame, dispatchComplete) {
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if (resetFrame === undefined) { resetFrame = false; }
if (dispatchComplete === undefined) { dispatchComplete = false; }
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this.isPlaying = false;
this.isFinished = true;
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this.paused = false;
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if (resetFrame)
{
this.currentFrame = this._frameData.getFrame(this._frames[0]);
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this._parent.setFrame(this.currentFrame);
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}
if (dispatchComplete)
{
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this._parent.events.onAnimationComplete$dispatch(this._parent, this);
this.onComplete.dispatch(this._parent, this);
}
},
/**
* Called when the Game enters a paused state.
*
* @method Phaser.Animation#onPause
*/
onPause: function () {
if (this.isPlaying)
{
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this._frameDiff = this._timeNextFrame - this.game.time.time;
}
},
/**
* Called when the Game resumes from a paused state.
*
* @method Phaser.Animation#onResume
*/
onResume: function () {
if (this.isPlaying)
{
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this._timeNextFrame = this.game.time.time + this._frameDiff;
}
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},
/**
* Updates this animation. Called automatically by the AnimationManager.
*
* @method Phaser.Animation#update
*/
update: function () {
if (this.isPaused)
{
return false;
}
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if (this.isPlaying &amp;&amp; this.game.time.time >= this._timeNextFrame)
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{
this._frameSkip = 1;
// Lagging?
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this._frameDiff = this.game.time.time - this._timeNextFrame;
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this._timeLastFrame = this.game.time.time;
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if (this._frameDiff > this.delay)
{
// We need to skip a frame, work out how many
this._frameSkip = Math.floor(this._frameDiff / this.delay);
this._frameDiff -= (this._frameSkip * this.delay);
}
// And what's left now?
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this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff);
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this._frameIndex += this._frameSkip;
if (this._frameIndex >= this._frames.length)
{
if (this.loop)
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{
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// Update current state before event callback
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this._frameIndex %= this._frames.length;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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// Instead of calling updateCurrentFrame we do it here instead
if (this.currentFrame)
{
this._parent.setFrame(this.currentFrame);
}
this.loopCount++;
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this._parent.events.onAnimationLoop$dispatch(this._parent, this);
this.onLoop.dispatch(this._parent, this);
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if (this.onUpdate)
{
this.onUpdate.dispatch(this, this.currentFrame);
// False if the animation was destroyed from within a callback
return !!this._frameData;
}
else
{
return true;
}
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}
else
{
this.complete();
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return false;
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}
}
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else
{
return this.updateCurrentFrame(true);
}
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}
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return false;
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},
/**
* Changes the currentFrame per the _frameIndex, updates the display state,
* and triggers the update signal.
*
* Returns true if the current frame update was 'successful', false otherwise.
*
* @method Phaser.Animation#updateCurrentFrame
* @private
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* @param {boolean} signalUpdate - If true the `Animation.onUpdate` signal will be dispatched.
* @param {boolean} fromPlay - Was this call made from the playing of a new animation?
* @return {boolean} True if the current frame was updated, otherwise false.
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*/
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updateCurrentFrame: function (signalUpdate, fromPlay) {
if (fromPlay === undefined) { fromPlay = false; }
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if (!this._frameData)
{
// The animation is already destroyed, probably from a callback
return false;
}
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// Previous index
var idx = this.currentFrame.index;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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if (this.currentFrame &amp;&amp; (fromPlay || (!fromPlay &amp;&amp; idx !== this.currentFrame.index)))
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{
this._parent.setFrame(this.currentFrame);
}
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if (this.onUpdate &amp;&amp; signalUpdate)
{
this.onUpdate.dispatch(this, this.currentFrame);
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// False if the animation was destroyed from within a callback
return !!this._frameData;
}
else
{
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return true;
}
},
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/**
* Advances by the given number of frames in the Animation, taking the loop value into consideration.
*
* @method Phaser.Animation#next
* @param {number} [quantity=1] - The number of frames to advance.
*/
next: function (quantity) {
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if (quantity === undefined) { quantity = 1; }
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var frame = this._frameIndex + quantity;
if (frame >= this._frames.length)
{
if (this.loop)
{
frame %= this._frames.length;
}
else
{
frame = this._frames.length - 1;
}
}
if (frame !== this._frameIndex)
{
this._frameIndex = frame;
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this.updateCurrentFrame(true);
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}
},
/**
* Moves backwards the given number of frames in the Animation, taking the loop value into consideration.
*
* @method Phaser.Animation#previous
* @param {number} [quantity=1] - The number of frames to move back.
*/
previous: function (quantity) {
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if (quantity === undefined) { quantity = 1; }
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var frame = this._frameIndex - quantity;
if (frame &lt; 0)
{
if (this.loop)
{
frame = this._frames.length + frame;
}
else
{
frame++;
}
}
if (frame !== this._frameIndex)
{
this._frameIndex = frame;
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this.updateCurrentFrame(true);
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}
},
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/**
* Changes the FrameData object this Animation is using.
*
* @method Phaser.Animation#updateFrameData
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
*/
updateFrameData: function (frameData) {
this._frameData = frameData;
this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null;
},
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/**
* Cleans up this animation ready for deletion. Nulls all values and references.
*
* @method Phaser.Animation#destroy
*/
destroy: function () {
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if (!this._frameData)
{
// Already destroyed
return;
}
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this.game.onPause.remove(this.onPause, this);
this.game.onResume.remove(this.onResume, this);
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this.game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
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this.onStart.dispose();
this.onLoop.dispose();
this.onComplete.dispose();
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if (this.onUpdate)
{
this.onUpdate.dispose();
}
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},
/**
* Called internally when the animation finishes playback.
* Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event.
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*
* @method Phaser.Animation#complete
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*/
complete: function () {
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this._frameIndex = this._frames.length - 1;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this.isPlaying = false;
this.isFinished = true;
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this.paused = false;
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this._parent.events.onAnimationComplete$dispatch(this._parent, this);
this.onComplete.dispatch(this._parent, this);
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if (this.killOnComplete)
{
this._parent.kill();
}
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}
};
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Phaser.Animation.prototype.constructor = Phaser.Animation;
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/**
* @name Phaser.Animation#paused
* @property {boolean} paused - Gets and sets the paused state of this Animation.
*/
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Object.defineProperty(Phaser.Animation.prototype, 'paused', {
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get: function () {
return this.isPaused;
},
set: function (value) {
this.isPaused = value;
if (value)
{
// Paused
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this._pauseStartTime = this.game.time.time;
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}
else
{
// Un-paused
if (this.isPlaying)
{
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this._timeNextFrame = this.game.time.time + this.delay;
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}
}
}
});
/**
* @name Phaser.Animation#frameTotal
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
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* @readonly
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*/
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Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', {
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get: function () {
return this._frames.length;
}
});
/**
* @name Phaser.Animation#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
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Object.defineProperty(Phaser.Animation.prototype, 'frame', {
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get: function () {
if (this.currentFrame !== null)
{
return this.currentFrame.index;
}
else
{
return this._frameIndex;
}
},
set: function (value) {
this.currentFrame = this._frameData.getFrame(this._frames[value]);
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if (this.currentFrame !== null)
{
this._frameIndex = value;
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this._parent.setFrame(this.currentFrame);
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if (this.onUpdate)
{
this.onUpdate.dispatch(this, this.currentFrame);
}
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}
}
});
/**
* @name Phaser.Animation#speed
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* @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Minimum value is 1.
*/
Object.defineProperty(Phaser.Animation.prototype, 'speed', {
get: function () {
return Math.round(1000 / this.delay);
},
set: function (value) {
if (value >= 1)
{
this.delay = 1000 / value;
}
}
});
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/**
* @name Phaser.Animation#enableUpdate
* @property {boolean} enableUpdate - Gets or sets if this animation will dispatch the onUpdate events upon changing frame.
*/
Object.defineProperty(Phaser.Animation.prototype, 'enableUpdate', {
get: function () {
return (this.onUpdate !== null);
},
set: function (value) {
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if (value &amp;&amp; this.onUpdate === null)
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{
this.onUpdate = new Phaser.Signal();
}
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else if (!value &amp;&amp; this.onUpdate !== null)
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{
this.onUpdate.dispose();
this.onUpdate = null;
}
}
});
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/**
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
*
* @method Phaser.Animation.generateFrameNames
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* @static
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* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
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* @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.
* @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.
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* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
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* @return {string[]} An array of framenames.
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*/
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Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {
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if (suffix === undefined) { suffix = ''; }
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var output = [];
var frame = '';
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if (start &lt; stop)
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{
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for (var i = start; i &lt;= stop; i++)
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{
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if (typeof zeroPad === 'number')
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{
// str, len, pad, dir
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
}
else
{
frame = i.toString();
}
frame = prefix + frame + suffix;
output.push(frame);
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}
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}
else
{
for (var i = start; i >= stop; i--)
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{
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if (typeof zeroPad === 'number')
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{
// str, len, pad, dir
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
}
else
{
frame = i.toString();
}
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frame = prefix + frame + suffix;
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output.push(frame);
}
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}
return output;
};
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</pre>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
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