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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2015-10-15 11:06:38 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.PointerMode.html" > PointerMode< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / 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.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / 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.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / 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.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +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" >
2013-10-03 01:38:35 +00:00
< 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" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< 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" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< 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 >
2013-10-03 01:38:35 +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 >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.EarCut.html" > EarCut< / a >
< / li >
2014-11-15 20:01:46 +00:00
< 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.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" >
2015-07-22 14:31:30 +00:00
< 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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< 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 >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / 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#MATRIX" > MATRIX< / 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#NONE" > NONE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / 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#POINT" > POINT< / 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#POINTER" > POINTER< / 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#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 >
< li class = "class-depth-0" >
< 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 >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / 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#TEXT" > TEXT< / 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#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< 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 >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
2014-11-15 20:01:46 +00:00
< / li >
2013-10-03 01:38:35 +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 >
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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 >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
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< 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 >
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< 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 >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
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< 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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< 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 >
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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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< h1 class = "page-title" > Source: src/utils/Debug.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A collection of methods for displaying debug information about game objects.
* If your game is running in WebGL then Debug will create a Sprite that is placed at the top of the Stage display list and bind a canvas texture
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* to it, which must be uploaded every frame. Be advised: this is very expensive, especially in browsers like Firefox. So please only enable Debug
* in WebGL mode if you really need it (or your desktop can cope with it well) and disable it for production!
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* If your game is using a Canvas renderer then the debug information is literally drawn on the top of the active game canvas and no Sprite is used.
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*
* @class Phaser.Utils.Debug
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Utils.Debug = function (game) {
/**
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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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/**
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* @property {Phaser.Image} sprite - If debugging in WebGL mode we need this.
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*/
this.sprite = null;
/**
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* @property {Phaser.BitmapData} bmd - In WebGL mode this BitmapData contains a copy of the debug canvas.
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*/
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this.bmd = null;
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/**
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* @property {HTMLCanvasElement} canvas - The canvas to which Debug calls draws.
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*/
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this.canvas = null;
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/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
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*/
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this.context = null;
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/**
* @property {string} font - The font that the debug information is rendered in.
* @default '14px Courier'
*/
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this.font = '14px Courier';
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/**
* @property {number} columnWidth - The spacing between columns.
*/
this.columnWidth = 100;
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/**
* @property {number} lineHeight - The line height between the debug text.
*/
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this.lineHeight = 16;
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/**
* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
*/
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this.renderShadow = true;
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/**
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* @property {number} currentX - The current X position the debug information will be rendered at.
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* @default
*/
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this.currentX = 0;
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/**
* @property {number} currentY - The current Y position the debug information will be rendered at.
* @default
*/
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this.currentY = 0;
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/**
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* @property {number} currentAlpha - The alpha of the Debug context, set before all debug information is rendered to it.
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* @default
*/
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this.currentAlpha = 1;
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/**
* @property {boolean} dirty - Does the canvas need re-rendering?
*/
this.dirty = false;
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};
Phaser.Utils.Debug.prototype = {
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/**
* Internal method that boots the debug displayer.
*
* @method Phaser.Utils.Debug#boot
* @protected
*/
boot: function () {
if (this.game.renderType === Phaser.CANVAS)
{
this.context = this.game.context;
}
else
{
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this.bmd = this.game.make.bitmapData(this.game.width, this.game.height);
this.sprite = this.game.make.image(0, 0, this.bmd);
this.game.stage.addChild(this.sprite);
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this.game.scale.onSizeChange.add(this.resize, this);
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this.canvas = PIXI.CanvasPool.create(this, this.game.width, this.game.height);
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this.context = this.canvas.getContext('2d');
}
},
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/**
* Internal method that resizes the BitmapData and Canvas.
* Called by ScaleManager.onSizeChange only in WebGL mode.
*
* @method Phaser.Utils.Debug#resize
* @protected
* @param {Phaser.ScaleManager} scaleManager - The Phaser ScaleManager.
* @param {number} width - The new width of the game.
* @param {number} height - The new height of the game.
*/
resize: function (scaleManager, width, height) {
this.bmd.resize(width, height);
this.canvas.width = width;
this.canvas.height = height;
},
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/**
* Internal method that clears the canvas (if a Sprite) ready for a new debug session.
*
* @method Phaser.Utils.Debug#preUpdate
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* @protected
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*/
preUpdate: function () {
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if (this.dirty & & this.sprite)
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{
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this.bmd.clear();
this.bmd.draw(this.canvas, 0, 0);
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this.context.clearRect(0, 0, this.game.width, this.game.height);
this.dirty = false;
}
},
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/**
* Clears the Debug canvas.
*
* @method Phaser.Utils.Debug#reset
*/
reset: function () {
if (this.context)
{
this.context.clearRect(0, 0, this.game.width, this.game.height);
}
if (this.sprite)
{
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this.bmd.clear();
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}
},
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/**
* Internal method that resets and starts the debug output values.
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*
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* @method Phaser.Utils.Debug#start
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* @protected
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* @param {number} [x=0] - The X value the debug info will start from.
* @param {number} [y=0] - The Y value the debug info will start from.
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
* @param {number} [columnWidth=0] - The spacing between columns.
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*/
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start: function (x, y, color, columnWidth) {
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if (typeof x !== 'number') { x = 0; }
if (typeof y !== 'number') { y = 0; }
color = color || 'rgb(255,255,255)';
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if (columnWidth === undefined) { columnWidth = 0; }
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this.currentX = x;
this.currentY = y;
this.currentColor = color;
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this.columnWidth = columnWidth;
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this.dirty = true;
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this.context.save();
this.context.setTransform(1, 0, 0, 1, 0, 0);
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this.context.strokeStyle = color;
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this.context.fillStyle = color;
this.context.font = this.font;
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this.context.globalAlpha = this.currentAlpha;
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},
/**
* Internal method that stops the debug output.
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*
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* @method Phaser.Utils.Debug#stop
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* @protected
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*/
stop: function () {
this.context.restore();
},
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/**
* Internal method that outputs a single line of text split over as many columns as needed, one per parameter.
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*
* @method Phaser.Utils.Debug#line
* @protected
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*/
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line: function () {
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var x = this.currentX;
for (var i = 0; i < arguments.length; i++)
{
if (this.renderShadow)
{
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillText(arguments[i], x + 1, this.currentY + 1);
this.context.fillStyle = this.currentColor;
}
this.context.fillText(arguments[i], x, this.currentY);
x += this.columnWidth;
}
this.currentY += this.lineHeight;
},
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/**
* Render Sound information, including decoded state, duration, volume and more.
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*
* @method Phaser.Utils.Debug#soundInfo
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* @param {Phaser.Sound} sound - The sound object to debug.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
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soundInfo: function (sound, x, y, color) {
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this.start(x, y, color);
this.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked);
this.line('Is Ready?: ' + this.game.cache.isSoundReady(sound.key) + ' Pending Playback: ' + sound.pendingPlayback);
this.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding);
this.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying);
this.line('Time: ' + sound.currentTime);
this.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute);
this.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag);
if (sound.currentMarker !== '')
{
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this.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration + ' (ms: ' + sound.durationMS + ')');
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this.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop);
this.line('Position: ' + sound.position);
}
this.stop();
},
/**
* Render camera information including dimensions and location.
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*
* @method Phaser.Utils.Debug#cameraInfo
* @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
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cameraInfo: function (camera, x, y, color) {
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this.start(x, y, color);
this.line('Camera (' + camera.width + ' x ' + camera.height + ')');
this.line('X: ' + camera.x + ' Y: ' + camera.y);
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if (camera.bounds)
{
this.line('Bounds x: ' + camera.bounds.x + ' Y: ' + camera.bounds.y + ' w: ' + camera.bounds.width + ' h: ' + camera.bounds.height);
}
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this.line('View x: ' + camera.view.x + ' Y: ' + camera.view.y + ' w: ' + camera.view.width + ' h: ' + camera.view.height);
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// this.line('Screen View x: ' + camera.screenView.x + ' Y: ' + camera.screenView.y + ' w: ' + camera.screenView.width + ' h: ' + camera.screenView.height);
this.line('Total in view: ' + camera.totalInView);
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this.stop();
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},
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/**
* Render Timer information.
*
* @method Phaser.Utils.Debug#timer
* @param {Phaser.Timer} timer - The Phaser.Timer to show the debug information for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
timer: function (timer, x, y, color) {
this.start(x, y, color);
this.line('Timer (running: ' + timer.running + ' expired: ' + timer.expired + ')');
this.line('Next Tick: ' + timer.next + ' Duration: ' + timer.duration);
this.line('Paused: ' + timer.paused + ' Length: ' + timer.length);
this.stop();
},
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/**
* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
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*
* @method Phaser.Utils.Debug#pointer
* @param {Phaser.Pointer} pointer - The Pointer you wish to display.
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* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
* @param {string} [upColor='rgba(255,0,0,0.5)'] - The color the circle is rendered in if up (and hideIfUp is false).
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
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pointer: function (pointer, hideIfUp, downColor, upColor, color) {
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if (pointer == null)
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{
return;
}
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if (hideIfUp === undefined) { hideIfUp = false; }
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downColor = downColor || 'rgba(0,255,0,0.5)';
upColor = upColor || 'rgba(255,0,0,0.5)';
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if (hideIfUp === true & & pointer.isUp === true)
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{
return;
}
this.start(pointer.x, pointer.y - 100, color);
this.context.beginPath();
this.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2);
if (pointer.active)
{
this.context.fillStyle = downColor;
}
else
{
this.context.fillStyle = upColor;
}
this.context.fill();
this.context.closePath();
// Render the points
this.context.beginPath();
this.context.moveTo(pointer.positionDown.x, pointer.positionDown.y);
this.context.lineTo(pointer.position.x, pointer.position.y);
this.context.lineWidth = 2;
this.context.stroke();
this.context.closePath();
// Render the text
this.line('ID: ' + pointer.id + " Active: " + pointer.active);
this.line('World X: ' + pointer.worldX + " World Y: " + pointer.worldY);
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this.line('Screen X: ' + pointer.x + " Screen Y: " + pointer.y + " In: " + pointer.withinGame);
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this.line('Duration: ' + pointer.duration + " ms");
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this.line('is Down: ' + pointer.isDown + " is Up: " + pointer.isUp);
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this.stop();
},
/**
* Render Sprite Input Debug information.
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*
* @method Phaser.Utils.Debug#spriteInputInfo
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the input data for.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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spriteInputInfo: function (sprite, x, y, color) {
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this.start(x, y, color);
this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')');
this.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1));
this.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0));
this.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0));
this.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut());
this.stop();
},
/**
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* Renders Phaser.Key object information.
*
* @method Phaser.Utils.Debug#key
* @param {Phaser.Key} key - The Key to render the information for.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
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key: function (key, x, y, color) {
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this.start(x, y, color, 150);
this.line('Key:', key.keyCode, 'isDown:', key.isDown);
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this.line('justDown:', key.justDown, 'justUp:', key.justUp);
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this.line('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));
this.stop();
},
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/**
* Render debug information about the Input object.
*
* @method Phaser.Utils.Debug#inputInfo
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
inputInfo: function (x, y, color) {
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this.start(x, y, color);
this.line('Input');
this.line('X: ' + this.game.input.x + ' Y: ' + this.game.input.y);
this.line('World X: ' + this.game.input.worldX + ' World Y: ' + this.game.input.worldY);
this.line('Scale X: ' + this.game.input.scale.x.toFixed(1) + ' Scale Y: ' + this.game.input.scale.x.toFixed(1));
this.line('Screen X: ' + this.game.input.activePointer.screenX + ' Screen Y: ' + this.game.input.activePointer.screenY);
this.stop();
},
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/**
* Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!
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*
* @method Phaser.Utils.Debug#spriteBounds
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the bounds of.
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* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
*/
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spriteBounds: function (sprite, color, filled) {
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var bounds = sprite.getBounds();
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bounds.x += this.game.camera.x;
bounds.y += this.game.camera.y;
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this.rectangle(bounds, color, filled);
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},
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/**
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* Renders the Rope's segments. Note: This is really expensive as it has to calculate new segments every time you call it
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*
* @method Phaser.Utils.Debug#ropeSegments
* @param {Phaser.Rope} rope - The rope to display the segments of.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
*/
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ropeSegments: function (rope, color, filled) {
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var segments = rope.segments;
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var self = this;
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segments.forEach(function(segment) {
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self.rectangle(segment, color, filled);
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}, this);
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},
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/**
* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
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*
* @method Phaser.Utils.Debug#spriteInfo
* @param {Phaser.Sprite} sprite - The Sprite to display the information of.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
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spriteInfo: function (sprite, x, y, color) {
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this.start(x, y, color);
this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
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this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
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this.line('bounds x: ' + sprite._bounds.x.toFixed(1) + ' y: ' + sprite._bounds.y.toFixed(1) + ' w: ' + sprite._bounds.width.toFixed(1) + ' h: ' + sprite._bounds.height.toFixed(1));
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this.stop();
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},
/**
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* Renders the sprite coordinates in local, positional and world space.
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*
* @method Phaser.Utils.Debug#spriteCoords
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the coordinates for.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
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spriteCoords: function (sprite, x, y, color) {
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this.start(x, y, color, 100);
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if (sprite.name)
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{
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this.line(sprite.name);
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}
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this.line('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));
this.line('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));
this.line('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));
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this.stop();
},
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/**
* Renders Line information in the given color.
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*
* @method Phaser.Utils.Debug#lineInfo
* @param {Phaser.Line} line - The Line to display the data for.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
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lineInfo: function (line, x, y, color) {
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this.start(x, y, color, 80);
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this.line('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2));
this.line('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2));
this.line('length:', line.length.toFixed(2), 'angle:', line.angle);
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this.stop();
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},
/**
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* Renders a single pixel at the given size.
*
* @method Phaser.Utils.Debug#pixel
* @param {number} x - X position of the pixel to be rendered.
* @param {number} y - Y position of the pixel to be rendered.
* @param {string} [color] - Color of the pixel (format is css color string).
* @param {number} [size=2] - The 'size' to render the pixel at.
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*/
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pixel: function (x, y, color, size) {
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size = size || 2;
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this.start();
this.context.fillStyle = color;
this.context.fillRect(x, y, size, size);
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this.stop();
},
/**
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* Renders a Phaser geometry object including Rectangle, Circle, Point or Line.
*
* @method Phaser.Utils.Debug#geom
* @param {Phaser.Rectangle|Phaser.Circle|Phaser.Point|Phaser.Line} object - The geometry object to render.
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* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
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* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
* @param {number} [forceType=0] - Force rendering of a specific type. If 0 no type will be forced, otherwise 1 = Rectangle, 2 = Circle, 3 = Point and 4 = Line.
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*/
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geom: function (object, color, filled, forceType) {
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if (filled === undefined) { filled = true; }
if (forceType === undefined) { forceType = 0; }
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color = color || 'rgba(0,255,0,0.4)';
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this.start();
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this.context.fillStyle = color;
this.context.strokeStyle = color;
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if (object instanceof Phaser.Rectangle || forceType === 1)
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{
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if (filled)
{
this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
}
else
{
this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
}
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}
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else if (object instanceof Phaser.Circle || forceType === 2)
{
this.context.beginPath();
this.context.arc(object.x - this.game.camera.x, object.y - this.game.camera.y, object.radius, 0, Math.PI * 2, false);
this.context.closePath();
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if (filled)
{
this.context.fill();
}
else
{
this.context.stroke();
}
}
else if (object instanceof Phaser.Point || forceType === 3)
{
this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, 4, 4);
}
else if (object instanceof Phaser.Line || forceType === 4)
{
this.context.lineWidth = 1;
this.context.beginPath();
this.context.moveTo((object.start.x + 0.5) - this.game.camera.x, (object.start.y + 0.5) - this.game.camera.y);
this.context.lineTo((object.end.x + 0.5) - this.game.camera.x, (object.end.y + 0.5) - this.game.camera.y);
this.context.closePath();
this.context.stroke();
}
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this.stop();
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},
/**
* Renders a Rectangle.
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*
* @method Phaser.Utils.Debug#geom
* @param {Phaser.Rectangle|object} object - The geometry object to render.
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* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
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* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
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*/
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rectangle: function (object, color, filled) {
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if (filled === undefined) { filled = true; }
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color = color || 'rgba(0, 255, 0, 0.4)';
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this.start();
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if (filled)
{
this.context.fillStyle = color;
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this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
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}
else
{
this.context.strokeStyle = color;
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this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
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}
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this.stop();
},
/**
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* Render a string of text.
*
* @method Phaser.Utils.Debug#text
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* @param {string} text - The line of text to draw.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
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* @param {string} [font] - The font of text to draw.
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*/
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text: function (text, x, y, color, font) {
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color = color || 'rgb(255,255,255)';
font = font || '16px Courier';
this.start();
this.context.font = font;
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if (this.renderShadow)
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{
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this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillText(text, x + 1, y + 1);
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}
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this.context.fillStyle = color;
this.context.fillText(text, x, y);
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this.stop();
},
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/**
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* Visually renders a QuadTree to the display.
*
* @method Phaser.Utils.Debug#quadTree
* @param {Phaser.QuadTree} quadtree - The quadtree to render.
* @param {string} color - The color of the lines in the quadtree.
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*/
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quadTree: function (quadtree, color) {
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color = color || 'rgba(255,0,0,0.3)';
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this.start();
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var bounds = quadtree.bounds;
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if (quadtree.nodes.length === 0)
{
this.context.strokeStyle = color;
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
this.text('size: ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
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this.context.strokeStyle = 'rgb(0,255,0)';
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for (var i = 0; i < quadtree.objects.length; i++)
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{
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this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
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}
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}
else
{
for (var i = 0; i < quadtree.nodes.length; i++)
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{
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this.quadTree(quadtree.nodes[i]);
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}
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}
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this.stop();
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},
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/**
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* Render a Sprites Physics body if it has one set. The body is rendered as a filled or stroked rectangle.
* This only works for Arcade Physics, Ninja Physics (AABB and Circle only) and Box2D Physics bodies.
* To display a P2 Physics body you should enable debug mode on the body when creating it.
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*
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* @method Phaser.Utils.Debug#body
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* @param {Phaser.Sprite} sprite - The Sprite who's body will be rendered.
* @param {string} [color='rgba(0,255,0,0.4)'] - Color of the debug rectangle to be rendered. The format is a CSS color string such as '#ff0000' or 'rgba(255,0,0,0.5)'.
* @param {boolean} [filled=true] - Render the body as a filled rectangle (true) or a stroked rectangle (false)
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*/
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body: function (sprite, color, filled) {
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if (sprite.body)
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{
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this.start();
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if (sprite.body.type === Phaser.Physics.ARCADE)
{
Phaser.Physics.Arcade.Body.render(this.context, sprite.body, color, filled);
}
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else if (sprite.body.type === Phaser.Physics.NINJA)
{
Phaser.Physics.Ninja.Body.render(this.context, sprite.body, color, filled);
}
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else if (sprite.body.type === Phaser.Physics.BOX2D)
{
Phaser.Physics.Box2D.renderBody(this.context, sprite.body, color);
}
this.stop();
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}
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},
/**
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* Render a Sprites Physic Body information.
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*
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* @method Phaser.Utils.Debug#bodyInfo
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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bodyInfo: function (sprite, x, y, color) {
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if (sprite.body)
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{
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this.start(x, y, color, 210);
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if (sprite.body.type === Phaser.Physics.ARCADE)
{
Phaser.Physics.Arcade.Body.renderBodyInfo(this, sprite.body);
}
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else if (sprite.body.type === Phaser.Physics.BOX2D)
{
this.game.physics.box2d.renderBodyInfo(this, sprite.body);
}
this.stop();
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}
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},
/**
* Renders 'debug draw' data for the Box2D world if it exists.
* This uses the standard debug drawing feature of Box2D, so colors will be decided by
* the Box2D engine.
*
* @method Phaser.Utils.Debug#box2dWorld
*/
box2dWorld: function () {
this.start();
this.context.translate(-this.game.camera.view.x, -this.game.camera.view.y, 0);
this.game.physics.box2d.renderDebugDraw(this.context);
this.stop();
},
/**
* Renders 'debug draw' data for the given Box2D body.
* This uses the standard debug drawing feature of Box2D, so colors will be decided by the Box2D engine.
*
* @method Phaser.Utils.Debug#box2dBody
* @param {Phaser.Sprite} sprite - The sprite whos body will be rendered.
* @param {string} [color='rgb(0,255,0)'] - color of the debug info to be rendered. (format is css color string).
*/
box2dBody: function (body, color) {
this.start();
Phaser.Physics.Box2D.renderBody(this.context, body, color);
this.stop();
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},
/**
* Destroy this object.
*
* @method Phaser.Utils.Debug#destroy
*/
destroy: function () {
PIXI.CanvasPool.remove(this);
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}
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};
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Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;
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< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.2< / a >
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on Fri Apr 22 2016 15:11:45 GMT+0100 (GMT Daylight Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
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< br clear = "both" >
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< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >