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< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
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2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "Phaser.Plugin.PathManager.html" > PathManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
< a href = "Phaser.Point.html" > Point< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
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2015-10-15 11:06:38 +00:00
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< a href = "Phaser.PointerMode.html" > PointerMode< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-07 06:10:15 +00:00
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-09-09 14:36:56 +00:00
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2015-07-22 14:31:30 +00:00
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< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-18 03:01:51 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-11-25 00:23:44 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2015-07-22 14:31:30 +00:00
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2013-10-02 11:11:22 +00:00
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2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
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2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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2015-08-24 14:43:45 +00:00
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< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
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2016-02-08 17:01:36 +00:00
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< a href = "PIXI.Graphics.html" > Graphics< / a >
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< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
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< a href = "PIXI.PIXI.html" > PIXI< / a >
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2016-07-01 15:57:13 +00:00
< li class = "class-depth-2" >
< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
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2015-03-23 23:46:30 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
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2015-03-23 23:46:30 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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< li class = "dropdown" >
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class="caret">< / b > < / a >
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2016-06-03 17:48:34 +00:00
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< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
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< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
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< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
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< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#blendModes" > blendModes< / a >
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
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< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
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< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
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< a href = "global.html#CANVAS" > CANVAS< / a >
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< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
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< a href = "global.html#CENTER" > CENTER< / a >
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< a href = "global.html#CIRCLE" > CIRCLE< / a >
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2015-07-22 14:31:30 +00:00
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#displayList" > displayList< / a >
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2015-07-22 14:31:30 +00:00
< a href = "global.html#DOWN" > DOWN< / a >
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< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "global.html#emit" > emit< / a >
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2015-07-22 14:31:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#GAMES" > GAMES< / a >
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< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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< a href = "global.html#GROUP" > GROUP< / a >
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2016-06-09 16:13:31 +00:00
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#IMAGE" > IMAGE< / a >
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
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< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
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2015-07-22 14:31:30 +00:00
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2016-08-26 00:18:47 +00:00
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< a href = "global.html#listeners" > listeners< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
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< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< 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 >
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< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
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< 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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< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
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< 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 >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#SPRITE" > SPRITE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< 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 >
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< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
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< 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 >
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< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
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< 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 >
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< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
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< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
2016-05-19 11:36:51 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
2015-03-26 02:55:18 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: Camera</h1> -->
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< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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Camera
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="Camera">< span class = "type-signature" > < / span > new Camera< span class = "signature" > (game, id, x, y, width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.< br > The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > Game reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > id< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Not being used at the moment, will be when Phaser supports multiple camera< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Position of the camera on the X axis< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Position of the camera on the Y axis< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The width of the view rectangle< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The height of the view rectangle< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Camera.js.html" > core/Camera.js< / a > , < a href = "src_core_Camera.js.html#sunlight-1-line-20" > line 20< / a >
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< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
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id=".ENABLE_FX">< span class = "type-signature" > < static, constant> < / span > ENABLE_FX< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Camera.js.html" > core/Camera.js< / a > , < a href = "src_core_Camera.js.html#sunlight-1-line-231" > line 231< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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id=".FOLLOW_LOCKON">< span class = "type-signature" > < static, constant> < / span > FOLLOW_LOCKON< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< p > Whether this camera is flush with the World Bounds or not.< / p >
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< p > The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.< br > The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound< br > at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world. The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.< / p >
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< p > Moving inside this Rectangle will not cause the camera to move.< / p >
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< p > The display object to which all game objects are added. Set by World.boot.< / p >
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< p > The Graphics object used to handle camera fx such as fade and flash.< / p >
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< dt class = "important tag-deprecated" > Internal:< / dt >
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< p > A reference to the currently running Game.< / p >
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< p > The Cameras height. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras height.< / p >
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< p > Reserved for future multiple camera set-ups.< / p >
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< p > The linear interpolation value to use when following a target.< br > The default values of 1 means the camera will instantly snap to the target coordinates.< br > A lower value, such as 0.1 means the camera will more slowly track the target, giving< br > a smooth transition. You can set the horizontal and vertical values independently, and also< br > adjust this value in real-time during your game.< / p >
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< p > This signal is dispatched when the camera fade effect completes.< br > When the fade effect completes you will be left with the screen black (or whatever< br > color you faded to). In order to reset this call < code > Camera.resetFX< / code > . This is called< br > automatically when you change State.< / p >
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id="onFlashComplete">< span class = "type-signature" > < / span > onFlashComplete< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when the camera flash effect completes.< / p >
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id="onShakeComplete">< span class = "type-signature" > < / span > onShakeComplete< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when the camera shake effect completes.< / p >
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id="position">< span class = "type-signature" > < / span > position< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< p > The Cameras position. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras xy position using Phaser.Point object.< / p >
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id="roundPx">< span class = "type-signature" > < / span > roundPx< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > If a Camera has roundPx set to < code > true< / code > it will call < code > view.floor< / code > as part of its update loop, keeping its boundary to integer values. Set this to < code > false< / code > to disable this from happening.< / p >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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id="scale">< span class = "type-signature" > < / span > scale< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< p > The scale of the display object to which all game objects are added. Set by World.boot.< / p >
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id="shakeIntensity">< span class = "type-signature" > < / span > shakeIntensity< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Cameras shake intensity. Gets or sets the cameras shake intensity.< / p >
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id="target">< span class = "type-signature" > < / span > target< span class = "type-signature" > :< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span > < / h4 >
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< p > If the camera is tracking a Sprite, this is a reference to it, otherwise null.< / p >
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< dt >
< h4 class = "name "
id="totalInView">< span class = "type-signature" > < readonly> < / span > totalInView< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
< p > The total number of Sprites with < code > autoCull< / code > set to < code > true< / code > that are visible by this Camera.< / p >
< / div >
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id="view">< span class = "type-signature" > < / span > view< span class = "type-signature" > :< a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span > < / h4 >
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< p > Camera view.< br > The view into the world we wish to render (by default the game dimensions).< br > The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.< br > Sprites outside of this view are not rendered if Sprite.autoCull is set to < code > true< / code > . Otherwise they are always rendered.< / p >
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< / div >
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id="visible">< span class = "type-signature" > < / span > visible< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Whether this camera is visible or not.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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id="width">< span class = "type-signature" > < / span > width< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Cameras width. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras width.< / p >
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id="world">< span class = "type-signature" > < / span > world< span class = "type-signature" > :< a href = "Phaser.World.html" > Phaser.World< / a > < / span > < / h4 >
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< p > A reference to the game world.< / p >
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id="x">< span class = "type-signature" > < / span > x< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras x position.< / p >
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id="y">< span class = "type-signature" > < / span > y< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras y position.< / p >
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< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name "
id="checkBounds">< span class = "type-signature" > < internal> < / span > checkBounds< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Method called to ensure the camera doesn't venture outside of the game world.< br > Called automatically by Camera.update.< / p >
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< / div >
< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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id="fade">< span class = "type-signature" > < / span > fade< span class = "signature" > (< span class = "optional" > color< / span > , < span class = "optional" > duration< / span > , < span class = "optional" > force< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< p > This creates a camera fade effect. It works by filling the game with the< br > color specified, over the duration given, ending with a solid fill.< / p >
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< p > You can use this for things such as transitioning to a new scene.< / p >
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< p > The game will be left 'filled' at the end of this effect, likely obscuring< br > everything. In order to reset it you can call < code > Camera.resetFX< / code > and it will clear the< br > fade. Or you can call < code > Camera.flash< / code > with the same color as the fade, and it will< br > reverse the process, bringing the game back into view again.< / p >
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< p > When the effect ends the signal Camera.onFadeComplete is dispatched.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > color< / code > < / td >
< td class = "type" >
< span class = "param-type" > numer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0x000000
< / td >
< td class = "description last" > < p > The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > duration< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
500
< / td >
< td class = "description last" > < p > The duration of the fade in milliseconds.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > force< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the effect was started, otherwise false.< / p >
< / div >
< / div >
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< h4 class = "name "
id="flash">< span class = "type-signature" > < / span > flash< span class = "signature" > (< span class = "optional" > color< / span > , < span class = "optional" > duration< / span > , < span class = "optional" > force< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< p > This creates a camera flash effect. It works by filling the game with the solid fill< br > color specified, and then fading it away to alpha 0 over the duration given.< / p >
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< p > You can use this for things such as hit feedback effects.< / p >
< p > When the effect ends the signal Camera.onFlashComplete is dispatched.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > color< / code > < / td >
< td class = "type" >
< span class = "param-type" > numer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0xffffff
< / td >
< td class = "description last" > < p > The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > duration< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
500
< / td >
< td class = "description last" > < p > The duration of the flash effect in milliseconds.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > force< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the effect was started, otherwise false.< / p >
< / div >
< / div >
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< h4 class = "name "
id="focusOn">< span class = "type-signature" > < / span > focusOn< span class = "signature" > (displayObject)< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Move the camera focus on a display object instantly.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > displayObject< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "description last" > < p > The display object to focus the camera on. Must have visible x/y properties.< / p > < / td >
< / tr >
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id="focusOnXY">< span class = "type-signature" > < / span > focusOnXY< span class = "signature" > (x, y)< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Move the camera focus on a location instantly.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > X position.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Y position.< / p > < / td >
< / tr >
< / tbody >
< / table >
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id="follow">< span class = "type-signature" > < / span > follow< span class = "signature" > (target, < span class = "optional" > style< / span > , < span class = "optional" > lerpX< / span > , < span class = "optional" > lerpY< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Tell the camera which sprite to follow.< / p >
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< p > You can set the follow type and a linear interpolation value.< br > Use low lerp values (such as 0.1) to automatically smooth the camera motion.< / p >
< p > If you find you're getting a slight " jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.< br > This can be disabled by setting < code > game.renderer.renderSession.roundPixels = true< / code > to force full pixel rendering.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > target< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The object you want the camera to track. Set to null to not follow anything.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > style< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Leverage one of the existing " deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > lerpX< / code > < / td >
< td class = "type" >
< span class = "param-type" > float< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > lerpY< / code > < / td >
< td class = "type" >
< span class = "param-type" > float< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h4 class = "name "
id="preUpdate">< span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< div class = "description" >
< p > Camera preUpdate. Sets the total view counter to zero.< / p >
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< h4 class = "name "
id="reset">< span class = "type-signature" > < / span > reset< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Resets the camera back to 0,0 and un-follows any object it may have been tracking.< br > Also immediately resets any camera effects that may have been running such as< br > shake, flash or fade.< / p >
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< / dt >
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< dt >
< h4 class = "name "
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id="resetFX">< span class = "type-signature" > < / span > resetFX< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Resets any active FX, such as a fade or flash and immediately clears it.< br > Useful to calling after a fade in order to remove the fade from the Stage.< / p >
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< h4 class = "name "
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id="setBoundsToWorld">< span class = "type-signature" > < / span > setBoundsToWorld< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< div class = "description" >
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< p > Update the Camera bounds to match the game world.< / p >
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< / div >
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< h4 class = "name "
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id="setPosition">< span class = "type-signature" > < / span > setPosition< span class = "signature" > (x, y)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > A helper function to set both the X and Y properties of the camera at once< br > without having to use game.camera.x and game.camera.y.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > X position.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Y position.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dt >
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< h4 class = "name "
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id="setSize">< span class = "type-signature" > < / span > setSize< span class = "signature" > (width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > Sets the size of the view rectangle given the width and height in parameters.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The desired width.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The desired height.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt >
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< h4 class = "name "
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id="shake">< span class = "type-signature" > < / span > shake< span class = "signature" > (< span class = "optional" > intensity< / span > , < span class = "optional" > duration< / span > , < span class = "optional" > force< / span > , < span class = "optional" > direction< / span > , < span class = "optional" > shakeBounds< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< p > This creates a camera shake effect. It works by applying a random amount of additional< br > spacing on the x and y axis each frame. You can control the intensity and duration< br > of the effect, and if it should effect both axis or just one.< / p >
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< p > When the shake effect ends the signal Camera.onShakeComplete is dispatched.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > intensity< / code > < / td >
< td class = "type" >
< span class = "param-type" > float< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0.05
< / td >
< td class = "description last" > < p > The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > duration< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
500
< / td >
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< td class = "description last" > < p > The duration of the shake effect in milliseconds.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > force< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > direction< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
Phaser.Camera.SHAKE_BOTH
< / td >
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< td class = "description last" > < p > The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > shakeBounds< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Is the effect allowed to shake the camera beyond its bounds (if set?).< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the shake effect was started, otherwise false.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Camera.js.html" > core/Camera.js< / a > , < a href = "src_core_Camera.js.html#sunlight-1-line-358" > line 358< / a >
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< dt >
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< h4 class = "name "
id="unfollow">< span class = "type-signature" > < / span > unfollow< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Sets the Camera follow target to null, stopping it from following an object if it's doing so.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Camera.js.html" > core/Camera.js< / a > , < a href = "src_core_Camera.js.html#sunlight-1-line-324" > line 324< / a >
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< dt >
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< h4 class = "name "
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id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The camera update loop. This is called automatically by the core game loop.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Camera.js.html" > core/Camera.js< / a > , < a href = "src_core_Camera.js.html#sunlight-1-line-486" > line 486< / a >
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< / dt >
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< / dl >
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< / dd >
< / dl >
< / 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 3.4.0< / a >
on Fri Aug 26 2016 01:16:10 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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