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< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
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
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +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" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +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 00:21:08 +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" >
2013-10-02 11:11:22 +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 00:21:08 +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 00:21:08 +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" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
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" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
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 >
2013-10-02 11:11:22 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Weapon.html" > Weapon< / a >
< / 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 " >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / 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#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 >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / 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#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 >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / 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#DOWN" > DOWN< / a >
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< / 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#ELLIPSE" > ELLIPSE< / a >
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< / 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#EMITTER" > EMITTER< / 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#GAMES" > GAMES< / 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#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 >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#intersectsRectangle" > intersectsRectangle< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
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< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
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< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
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< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< 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 >
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< 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 >
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< 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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< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
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< a href = "global.html#TEXT" > TEXT< / a >
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< a href = "global.html#TILEMAP" > TILEMAP< / a >
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< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
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< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
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< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
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< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
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< a href = "global.html#UP" > UP< / a >
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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 >
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< 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.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
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< / 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.Matrix.html" > Matrix< / 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 >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
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< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
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< div id = "main" >
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< h1 class = "page-title" > Source: src/core/Camera.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}
*/
/**
* 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.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*
* @class Phaser.Camera
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
* @param {number} x - Position of the camera on the X axis
* @param {number} y - Position of the camera on the Y axis
* @param {number} width - The width of the view rectangle
* @param {number} height - The height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.
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* @property {Phaser.Rectangle} view
*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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/**
* 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.
* 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
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* 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.
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*
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* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
*/
this.bounds = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
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*/
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this.deadzone = null;
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/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
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this.visible = true;
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/**
* @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.
* @default
*/
this.roundPx = true;
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/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
this.atLimit = { x: false, y: false };
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/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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* @default
*/
this.target = null;
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/**
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* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot.
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*/
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this.displayObject = null;
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/**
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* @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot.
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*/
this.scale = null;
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/**
* @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.
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* @readonly
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*/
this.totalInView = 0;
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/**
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* The linear interpolation value to use when following a target.
* The default values of 1 means the camera will instantly snap to the target coordinates.
* A lower value, such as 0.1 means the camera will more slowly track the target, giving
* a smooth transition. You can set the horizontal and vertical values independently, and also
* adjust this value in real-time during your game.
* @property {Phaser.Point} lerp
* @default
*/
this.lerp = new Phaser.Point(1, 1);
/**
* @property {Phaser.Signal} onShakeComplete - This signal is dispatched when the camera shake effect completes.
*/
this.onShakeComplete = new Phaser.Signal();
/**
* @property {Phaser.Signal} onFlashComplete - This signal is dispatched when the camera flash effect completes.
*/
this.onFlashComplete = new Phaser.Signal();
/**
* This signal is dispatched when the camera fade effect completes.
* When the fade effect completes you will be left with the screen black (or whatever
* color you faded to). In order to reset this call `Camera.resetFX`. This is called
* automatically when you change State.
* @property {Phaser.Signal} onFadeComplete
*/
this.onFadeComplete = new Phaser.Signal();
/**
* The Graphics object used to handle camera fx such as fade and flash.
* @property {Phaser.Graphics} fx
* @protected
*/
this.fx = null;
/**
* @property {Phaser.Point} _targetPosition - Internal point used to calculate target position.
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* @private
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*/
this._targetPosition = new Phaser.Point();
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/**
* @property {number} edge - Edge property.
* @private
* @default
*/
this._edge = 0;
/**
* @property {Phaser.Point} position - Current position of the camera in world.
* @private
* @default
*/
this._position = new Phaser.Point();
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/**
* @property {Object} _shake - The shake effect container.
* @private
*/
this._shake = {
intensity: 0,
duration: 0,
horizontal: false,
vertical: false,
shakeBounds: true,
x: 0,
y: 0
};
/**
* @property {number} _fxDuration - FX duration timer.
* @private
*/
this._fxDuration = 0;
/**
* @property {number} _fxType - The FX type running.
* @private
*/
this._fxType = 0;
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};
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_LOCKON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_PLATFORMER = 1;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN = 2;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
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/**
* @constant
* @type {number}
*/
Phaser.Camera.SHAKE_BOTH = 4;
/**
* @constant
* @type {number}
*/
Phaser.Camera.SHAKE_HORIZONTAL = 5;
/**
* @constant
* @type {number}
*/
Phaser.Camera.SHAKE_VERTICAL = 6;
/**
* @constant
* @type {boolean}
*/
Phaser.Camera.ENABLE_FX = true;
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Phaser.Camera.prototype = {
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/**
* Called automatically by Phaser.World.
*
* @method Phaser.Camera#boot
* @private
*/
boot: function () {
this.displayObject = this.game.world;
this.scale = this.game.world.scale;
this.game.camera = this;
if (Phaser.Graphics & & Phaser.Camera.ENABLE_FX)
{
this.fx = new Phaser.Graphics(this.game);
this.game.stage.addChild(this.fx);
}
},
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/**
* Camera preUpdate. Sets the total view counter to zero.
*
* @method Phaser.Camera#preUpdate
*/
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preUpdate: function () {
this.totalInView = 0;
},
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/**
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* Tell the camera which sprite to follow.
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*
* You can set the follow type and a linear interpolation value.
* Use low lerp values (such as 0.1) to automatically smooth the camera motion.
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*
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* 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.
* This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
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*
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* @method Phaser.Camera#follow
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
* @param {number} [style] - Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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* @param {float} [lerpX=1] - 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.
* @param {float} [lerpY=1] - 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.
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*/
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follow: function (target, style, lerpX, lerpY) {
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if (style === undefined) { style = Phaser.Camera.FOLLOW_LOCKON; }
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if (lerpX === undefined) { lerpX = 1; }
if (lerpY === undefined) { lerpY = 1; }
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this.target = target;
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this.lerp.set(lerpX, lerpY);
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var helper;
switch (style) {
case Phaser.Camera.FOLLOW_PLATFORMER:
var w = this.width / 8;
var h = this.height / 3;
this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Phaser.Camera.FOLLOW_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_LOCKON:
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this.deadzone = null;
break;
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default:
this.deadzone = null;
break;
}
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},
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/**
* Sets the Camera follow target to null, stopping it from following an object if it's doing so.
*
* @method Phaser.Camera#unfollow
*/
unfollow: function () {
this.target = null;
},
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/**
* Move the camera focus on a display object instantly.
* @method Phaser.Camera#focusOn
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
*/
focusOn: function (displayObject) {
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
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},
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/**
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* Move the camera focus on a location instantly.
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* @method Phaser.Camera#focusOnXY
* @param {number} x - X position.
* @param {number} y - Y position.
*/
focusOnXY: function (x, y) {
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this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
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},
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/**
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* This creates a camera shake effect. It works by applying a random amount of additional
* spacing on the x and y axis each frame. You can control the intensity and duration
* of the effect, and if it should effect both axis or just one.
*
* When the shake effect ends the signal Camera.onShakeComplete is dispatched.
*
* @method Phaser.Camera#shake
* @param {float} [intensity=0.05] - 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.
* @param {number} [duration=500] - The duration of the shake effect in milliseconds.
* @param {boolean} [force=true] - If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.
* @param {number} [direction=Phaser.Camera.SHAKE_BOTH] - The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.
* @param {boolean} [shakeBounds=true] - Is the effect allowed to shake the camera beyond its bounds (if set?).
* @return {boolean} True if the shake effect was started, otherwise false.
*/
shake: function (intensity, duration, force, direction, shakeBounds) {
if (intensity === undefined) { intensity = 0.05; }
if (duration === undefined) { duration = 500; }
if (force === undefined) { force = true; }
if (direction === undefined) { direction = Phaser.Camera.SHAKE_BOTH; }
if (shakeBounds === undefined) { shakeBounds = true; }
if (!force & & this._shake.duration > 0)
{
// Can't reset an already running shake
return false;
}
this._shake.intensity = intensity;
this._shake.duration = duration;
this._shake.shakeBounds = shakeBounds;
this._shake.x = 0;
this._shake.y = 0;
this._shake.horizontal = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_HORIZONTAL);
this._shake.vertical = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_VERTICAL);
return true;
},
/**
* This creates a camera flash effect. It works by filling the game with the solid fill
* color specified, and then fading it away to alpha 0 over the duration given.
*
* You can use this for things such as hit feedback effects.
*
* When the effect ends the signal Camera.onFlashComplete is dispatched.
*
* @method Phaser.Camera#flash
* @param {numer} [color=0xffffff] - The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.
* @param {number} [duration=500] - The duration of the flash effect in milliseconds.
* @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
* @return {boolean} True if the effect was started, otherwise false.
*/
flash: function (color, duration, force) {
if (color === undefined) { color = 0xffffff; }
if (duration === undefined) { duration = 500; }
if (force === undefined) { force = false; }
if (!this.fx || (!force & & this._fxDuration > 0))
{
return false;
}
this.fx.clear();
this.fx.beginFill(color);
this.fx.drawRect(0, 0, this.width, this.height);
this.fx.endFill();
this.fx.alpha = 1;
this._fxDuration = duration;
this._fxType = 0;
return true;
},
/**
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* This creates a camera fade effect. It works by filling the game with the
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* color specified, over the duration given, ending with a solid fill.
*
* You can use this for things such as transitioning to a new scene.
*
* The game will be left 'filled' at the end of this effect, likely obscuring
* everything. In order to reset it you can call `Camera.resetFX` and it will clear the
* fade. Or you can call `Camera.flash` with the same color as the fade, and it will
* reverse the process, bringing the game back into view again.
*
* When the effect ends the signal Camera.onFadeComplete is dispatched.
*
* @method Phaser.Camera#fade
* @param {numer} [color=0x000000] - The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.
* @param {number} [duration=500] - The duration of the fade in milliseconds.
* @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
* @return {boolean} True if the effect was started, otherwise false.
*/
fade: function (color, duration, force) {
if (color === undefined) { color = 0x000000; }
if (duration === undefined) { duration = 500; }
if (force === undefined) { force = false; }
if (!this.fx || (!force & & this._fxDuration > 0))
{
return false;
}
this.fx.clear();
this.fx.beginFill(color);
this.fx.drawRect(0, 0, this.width, this.height);
this.fx.endFill();
this.fx.alpha = 0;
this._fxDuration = duration;
this._fxType = 1;
return true;
},
/**
* The camera update loop. This is called automatically by the core game loop.
*
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* @method Phaser.Camera#update
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* @protected
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*/
update: function () {
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if (this._fxDuration > 0)
{
this.updateFX();
}
if (this._shake.duration > 0)
{
this.updateShake();
}
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if (this.bounds)
{
this.checkBounds();
}
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if (this.roundPx)
{
this.view.floor();
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this._shake.x = Math.floor(this._shake.x);
this._shake.y = Math.floor(this._shake.y);
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}
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this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
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},
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/**
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* Update the camera flash and fade effects.
*
* @method Phaser.Camera#updateFX
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* @private
*/
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updateFX: function () {
if (this._fxType === 0)
{
// flash
this.fx.alpha -= this.game.time.elapsedMS / this._fxDuration;
if (this.fx.alpha < = 0)
{
this._fxDuration = 0;
this.fx.alpha = 0;
this.onFlashComplete.dispatch();
}
}
else
{
// fade
this.fx.alpha += this.game.time.elapsedMS / this._fxDuration;
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if (this.fx.alpha >= 1)
{
this._fxDuration = 0;
this.fx.alpha = 1;
this.onFadeComplete.dispatch();
}
}
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},
/**
* Update the camera shake effect.
*
* @method Phaser.Camera#updateShake
* @private
*/
updateShake: function () {
this._shake.duration -= this.game.time.elapsedMS;
if (this._shake.duration < = 0)
{
this.onShakeComplete.dispatch();
this._shake.x = 0;
this._shake.y = 0;
}
else
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{
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if (this._shake.horizontal)
{
this._shake.x = this.game.rnd.frac() * this._shake.intensity * this.view.width * 2 - this._shake.intensity * this.view.width;
}
if (this._shake.vertical)
{
this._shake.y = this.game.rnd.frac() * this._shake.intensity * this.view.height * 2 - this._shake.intensity * this.view.height;
}
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}
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},
/**
* Internal method that handles tracking a sprite.
*
* @method Phaser.Camera#updateTarget
* @private
*/
updateTarget: function () {
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this._targetPosition.x = this.view.x + this.target.worldPosition.x;
this._targetPosition.y = this.view.y + this.target.worldPosition.y;
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if (this.deadzone)
{
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this._edge = this._targetPosition.x - this.view.x;
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if (this._edge < this.deadzone.left)
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{
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this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.left, this.lerp.x);
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}
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else if (this._edge > this.deadzone.right)
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{
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this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.right, this.lerp.x);
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}
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this._edge = this._targetPosition.y - this.view.y;
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if (this._edge < this.deadzone.top)
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{
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this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.top, this.lerp.y);
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}
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else if (this._edge > this.deadzone.bottom)
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{
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this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.bottom, this.lerp.y);
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}
}
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else
{
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this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.view.halfWidth, this.lerp.x);
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
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}
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if (this.bounds)
{
this.checkBounds();
}
if (this.roundPx)
{
this.view.floor();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
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},
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/**
* Update the Camera bounds to match the game world.
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*
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* @method Phaser.Camera#setBoundsToWorld
*/
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setBoundsToWorld: function () {
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if (this.bounds)
{
this.bounds.copyFrom(this.game.world.bounds);
}
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},
/**
* Method called to ensure the camera doesn't venture outside of the game world.
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* Called automatically by Camera.update.
*
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* @method Phaser.Camera#checkBounds
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* @protected
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*/
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checkBounds: function () {
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this.atLimit.x = false;
this.atLimit.y = false;
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var vx = this.view.x + this._shake.x;
var vw = this.view.right + this._shake.x;
var vy = this.view.y + this._shake.y;
var vh = this.view.bottom + this._shake.y;
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// Make sure we didn't go outside the cameras bounds
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if (vx < = this.bounds.x * this.scale.x)
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{
this.atLimit.x = true;
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this.view.x = this.bounds.x * this.scale.x;
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if (!this._shake.shakeBounds)
{
// The camera is up against the bounds, so reset the shake
this._shake.x = 0;
}
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}
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if (vw >= this.bounds.right * this.scale.x)
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{
this.atLimit.x = true;
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this.view.x = (this.bounds.right * this.scale.x) - this.width;
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if (!this._shake.shakeBounds)
{
// The camera is up against the bounds, so reset the shake
this._shake.x = 0;
}
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}
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if (vy < = this.bounds.top * this.scale.y)
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{
this.atLimit.y = true;
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this.view.y = this.bounds.top * this.scale.y;
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if (!this._shake.shakeBounds)
{
// The camera is up against the bounds, so reset the shake
this._shake.y = 0;
}
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}
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if (vh >= this.bounds.bottom * this.scale.y)
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{
this.atLimit.y = true;
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this.view.y = (this.bounds.bottom * this.scale.y) - this.height;
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if (!this._shake.shakeBounds)
{
// The camera is up against the bounds, so reset the shake
this._shake.y = 0;
}
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}
},
/**
* A helper function to set both the X and Y properties of the camera at once
* without having to use game.camera.x and game.camera.y.
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*
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* @method Phaser.Camera#setPosition
* @param {number} x - X position.
* @param {number} y - Y position.
*/
setPosition: function (x, y) {
this.view.x = x;
this.view.y = y;
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if (this.bounds)
{
this.checkBounds();
}
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},
/**
* Sets the size of the view rectangle given the width and height in parameters.
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*
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* @method Phaser.Camera#setSize
* @param {number} width - The desired width.
* @param {number} height - The desired height.
*/
setSize: function (width, height) {
this.view.width = width;
this.view.height = height;
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},
/**
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
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* Also immediately resets any camera effects that may have been running such as
* shake, flash or fade.
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*
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* @method Phaser.Camera#reset
*/
reset: function () {
this.target = null;
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this.view.x = 0;
this.view.y = 0;
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this._shake.duration = 0;
this.resetFX();
},
/**
* Resets any active FX, such as a fade or flash and immediately clears it.
* Useful to calling after a fade in order to remove the fade from the Stage.
*
* @method Phaser.Camera#resetFX
*/
resetFX: function () {
this.fx.clear();
this.fx.alpha = 0;
this._fxDuration = 0;
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}
};
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Phaser.Camera.prototype.constructor = Phaser.Camera;
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/**
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#x
* @property {number} x - Gets or sets the cameras x position.
*/
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
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return this.view.x;
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},
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set: function (value) {
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this.view.x = value;
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if (this.bounds)
{
this.checkBounds();
}
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}
});
/**
* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#y
* @property {number} y - Gets or sets the cameras y position.
*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
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return this.view.y;
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},
set: function (value) {
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this.view.y = value;
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if (this.bounds)
{
this.checkBounds();
}
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}
});
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/**
* The Cameras position. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#position
* @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.
*/
Object.defineProperty(Phaser.Camera.prototype, "position", {
get: function () {
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this._position.set(this.view.x, this.view.y);
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return this._position;
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},
set: function (value) {
if (typeof value.x !== "undefined") { this.view.x = value.x; }
if (typeof value.y !== "undefined") { this.view.y = value.y; }
if (this.bounds)
{
this.checkBounds();
}
}
});
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/**
* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#width
* @property {number} width - Gets or sets the cameras width.
*/
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
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return this.view.width;
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},
set: function (value) {
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this.view.width = value;
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}
});
/**
* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#height
* @property {number} height - Gets or sets the cameras height.
*/
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
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return this.view.height;
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},
set: function (value) {
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this.view.height = value;
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}
});
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/**
* The Cameras shake intensity.
* @name Phaser.Camera#shakeIntensity
* @property {number} shakeIntensity - Gets or sets the cameras shake intensity.
*/
Object.defineProperty(Phaser.Camera.prototype, "shakeIntensity", {
get: function () {
return this._shake.intensity;
},
set: function (value) {
this._shake.intensity = value;
}
});
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.3< / a >
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