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< a href = "Phaser.Game.html" > Game< / a >
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< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
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< a href = "Phaser.Key.html" > Key< / a >
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< a href = "Phaser.Keyboard.html" > Keyboard< / a >
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< a href = "Phaser.Line.html" > Line< / a >
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< a href = "Phaser.Sound.html" > Sound< / a >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
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< a href = "Phaser.Text.html" > Text< / a >
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< div id = "main" >
< h1 class = "page-title" > Class: GameObjectFactory< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
GameObjectFactory
< / h2 >
< div class = "class-description" > < p > Phaser.GameObjectFactory< / p > < / div >
< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name" id = "GameObjectFactory" > < span class = "type-signature" > < / span > new GameObjectFactory< span class = "signature" > (game)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.< / 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 > A reference to the currently running game.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-14" > line 14< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props 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 > A reference to the currently running Game.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-19" > line 19< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "world" > < span class = "type-signature" > < / span > world< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props 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 > world< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.World.html" > Phaser.World< / a > < / span >
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< / td >
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< td class = "description last" > < p > A reference to the game world.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-24" > line 24< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
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< h4 class = "name" id = "audio" > < span class = "type-signature" > < / span > audio< span class = "signature" > (key, < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > connect< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sound.html" > Phaser.Sound< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Creates a new Sound object.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< 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 > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The Game.cache key of the sound that this object will use.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > volume< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
1
< / td >
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< td class = "description last" > < p > The volume at which the sound will be played.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Whether or not the sound will loop.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > connect< / 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 > Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-108" > line 108< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The newly created text object.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
< / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "bitmapData" > < span class = "type-signature" > < / span > bitmapData< span class = "signature" > (< span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > key< / span > , < span class = "optional" > addToCache< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.< / 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 >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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100
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< / td >
< td class = "description last" > < p > The width of the BitmapData in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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100
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< / td >
< td class = "description last" > < p > The height of the BitmapData in pixels.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
''
< / td >
< td class = "description last" > < p > Asset key for the BitmapData when stored in the Cache (see addToCache parameter).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > addToCache< / 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 > Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)< / p > < / td >
< / tr >
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< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-296" > line 296< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The newly created BitmapData object.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
< / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "bitmapText" > < span class = "type-signature" > < / span > bitmapText< span class = "signature" > (x, y, text, style, < span class = "optional" > group< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< ul >
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< li > Create a new BitmapText object.< / li >
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< / ul >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > X position of the new bitmapText object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > Y position of the new bitmapText object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > text< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The actual text that will be written.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > style< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The style object containing style attributes like font, font size , etc.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Optional Group to add the object to. If not specified it will be added to the World group.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-237" > line 237< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The newly created bitmapText object.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "button" > < span class = "type-signature" > < / span > button< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > key< / span > , < span class = "optional" > callback< / span > , < span class = "optional" > callbackContext< / span > , < span class = "optional" > overFrame< / span > , < span class = "optional" > outFrame< / span > , < span class = "optional" > downFrame< / span > , < span class = "optional" > upFrame< / span > , < span class = "optional" > group< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Button.html" > Phaser.Button< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Creates a new Button object.< / 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 >
< 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 = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > X position of the new button object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Y position of the new button object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The image key as defined in the Game.Cache to use as the texture for this button.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The function to call when this button is pressed< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The context in which the callback will be called (usually 'this')< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > overFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > outFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > downFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > upFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Optional Group to add the object to. If not specified it will be added to the World group.< / p > < / td >
< / tr >
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< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-179" > line 179< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The newly created button object.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "emitter" > < span class = "type-signature" > < / span > emitter< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > maxParticles< / span > )< / span > < span class = "type-signature" > → {Phaser.Emitter}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
continuous effects like rain and fire. All it really does is launch Particle objects out
at set intervals, and fixes their positions and velocities accorindgly.< / 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 >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
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0
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< / td >
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< td class = "description last" > < p > The x coordinate within the Emitter that the particles are emitted from.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
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0
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< / td >
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< td class = "description last" > < p > The y coordinate within the Emitter that the particles are emitted from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > maxParticles< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
50
< / td >
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< td class = "description last" > < p > The total number of particles in this emitter.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-220" > line 220< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created emitter object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > Phaser.Emitter< / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "existing" > < span class = "type-signature" > < / span > existing< span class = "signature" > (object)< / span > < span class = "type-signature" > → {*}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Adds an existing object to the game world.< / 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 > object< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > *< / span >
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< / td >
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< td class = "description last" > < p > An instance of Phaser.Sprite, Phaser.Button or any other display object..< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-30" > line 30< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The child that was added to the Group.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > *< / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "filter" > < span class = "type-signature" > < / span > filter< span class = "signature" > (filter)< / span > < span class = "type-signature" > → {< a href = "Phaser.Filter.html" > Phaser.Filter< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A WebGL shader/filter that can be applied to Sprites.< / 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 > filter< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The name of the filter you wish to create, for example HueRotate or SineWave.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > < / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "description last" > < p > Whatever parameters are needed to be passed to the filter init function.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-322" > line 322< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created Phaser.Filter object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Filter.html" > Phaser.Filter< / a > < / span >
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< / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "graphics" > < span class = "type-signature" > < / span > graphics< span class = "signature" > (x, y, < span class = "optional" > group< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Graphics.html" > Phaser.Graphics< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Creates a new Graphics object.< / 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 class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "description last" > < p > X position of the new graphics object.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > Y position of the new graphics object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Optional Group to add the object to. If not specified it will be added to the World group.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-203" > line 203< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created graphics object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Graphics.html" > Phaser.Graphics< / a > < / span >
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< / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "group" > < span class = "type-signature" > < / span > group< span class = "signature" > (parent, < span class = "optional" > name< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Group.html" > Phaser.Group< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A Group is a container for display objects that allows for fast pooling, recycling and collision checks.< / 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 > parent< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
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< / td >
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< td class = "description last" > < p > The parent Group or DisplayObjectContainer that will hold this group, if any.< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
'group'
< / td >
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< td class = "description last" > < p > A name for this Group. Not used internally but useful for debugging.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-94" > line 94< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created group.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "image" > < span class = "type-signature" > < / span > image< span class = "signature" > (x, y, key, < span class = "optional" > frame< / span > , < span class = "optional" > group< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Create a new < code > Image< / code > object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.< / 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 >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > X position of the image.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< / td >
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< td class = "description last" > < p > Y position of the image.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
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|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "description last" > < p > Optional Group to add the object to. If not specified it will be added to the World group.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-42" > line 42< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > the newly created sprite object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "renderTexture" > < span class = "type-signature" > < / span > renderTexture< span class = "signature" > (< span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > key< / span > , < span class = "optional" > addToCache< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > A dynamic initially blank canvas to which images can be drawn.< / p >
< / 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 > width< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
100
< / td >
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< td class = "description last" > < p > the width of the RenderTexture.< / 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 = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
100
< / td >
< td class = "description last" > < p > the height of the RenderTexture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
''
< / td >
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< td class = "description last" > < p > Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > addToCache< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-270" > line 270< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created RenderTexture object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "sound" > < span class = "type-signature" > < / span > sound< span class = "signature" > (key, < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > connect< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sound.html" > Phaser.Sound< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Creates a new Sound object.< / 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 >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / 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 Game.cache key of the sound that this object will use.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > volume< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
1
< / td >
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< td class = "description last" > < p > The volume at which the sound will be played.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > loop< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Whether or not the sound will loop.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > connect< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
true
< / td >
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< td class = "description last" > < p > Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-124" > line 124< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created text object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "sprite" > < span class = "type-signature" > < / span > sprite< span class = "signature" > (x, y, key, < span class = "optional" > frame< / span > , < span class = "optional" > group< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Create a new Sprite with specific position and sprite sheet key.< / 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 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 >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > X position of the new sprite.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > Y position of the new sprite.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
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|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "description last" > < p > If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > group< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > Optional Group to add the object to. If not specified it will be added to the World group.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-62" > line 62< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > the newly created sprite object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "text" > < span class = "type-signature" > < / span > text< span class = "signature" > (x, y, text, style, < span class = "optional" > group< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Text.html" > Phaser.Text< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Creates a new Text object.< / 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 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 >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > X position of the new text object.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
< td class = "description last" > < p > Y position of the new text object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > text< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The actual text that will be written.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > style< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The style object containing style attributes like font, font size , etc.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > group< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > Optional Group to add the object to. If not specified it will be added to the World group.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-160" > line 160< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created text object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "tilemap" > < span class = "type-signature" > < / span > tilemap< span class = "signature" > (key, tilesets)< / span > < span class = "type-signature" > → {< a href = "Phaser.Tilemap.html" > Phaser.Tilemap< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Creates a new Tilemap object.< / 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 > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "description last" > < p > Asset key for the JSON or CSV map data in the cache.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > tilesets< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
|
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-256" > line 256< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created tilemap object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Tilemap.html" > Phaser.Tilemap< / a > < / span >
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< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "tileSprite" > < span class = "type-signature" > < / span > tileSprite< span class = "signature" > (x, y, width, height, key, < span class = "optional" > group< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.TileSprite.html" > Phaser.TileSprite< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Creates a new TileSprite object.< / 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 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 >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > X position of the new tileSprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > Y position of the new tileSprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > the width of the tilesprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > the height of the tilesprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
< / tr >
< tr >
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< td class = "name" > < code > group< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > Optional Group to add the object to. If not specified it will be added to the World group.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-140" > line 140< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The newly created tileSprite object.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.TileSprite.html" > Phaser.TileSprite< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "tween" > < span class = "type-signature" > < / span > tween< span class = "signature" > (obj)< / span > < span class = "type-signature" > → {< a href = "Phaser.Tween.html" > Phaser.Tween< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.< / 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 > obj< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > Object the tween will be run on.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-81" > line 81< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > Description.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Tween.html" > Phaser.Tween< / a > < / span >
< / dd >
< / dl >
< / dd >
< / dl >
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< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Sat Feb 08 2014 07:19:45 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >