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<a href="Phaser.State.html">State</a>
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2014-04-10 22:13:43 +00:00
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<a href="Phaser.StateManager.html">StateManager</a>
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Text.html">Text</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
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<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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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>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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2014-04-10 22:13:43 +00:00
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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2014-02-05 06:29:17 +00:00
<a href="Phaser.TimerEvent.html">TimerEvent</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenData.html">TweenData</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.Video.html">Video</a>
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<a href="Phaser.World.html">World</a>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
2014-11-15 20:01:46 +00:00
</li>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
</li>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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</li>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
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</li>
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<a href="PIXI.Texture.html">Texture</a>
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</li>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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</li>
2014-11-25 00:23:44 +00:00
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
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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>
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
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</li>
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CANVAS">CANVAS</a>
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#CREATURE">CREATURE</a>
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</li>
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<a href="global.html#DOWN">DOWN</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ELLIPSE">ELLIPSE</a>
2014-11-15 20:01:46 +00:00
</li>
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2015-07-22 14:31:30 +00:00
<a href="global.html#EMITTER">EMITTER</a>
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2015-03-23 23:46:30 +00:00
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<a href="global.html#GAMES">GAMES</a>
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
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<a href="global.html#GROUP">GROUP</a>
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<a href="global.html#HEADLESS">HEADLESS</a>
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<a href="global.html#IMAGE">IMAGE</a>
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<a href="global.html#LEFT">LEFT</a>
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<a href="global.html#LINE">LINE</a>
</li>
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<a href="global.html#MATRIX">MATRIX</a>
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<a href="global.html#POINT">POINT</a>
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<a href="global.html#POINTER">POINTER</a>
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<a href="global.html#POLYGON">POLYGON</a>
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<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>
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
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<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
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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#TILESPRITE">TILESPRITE</a>
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<a href="global.html#UP">UP</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#VERSION">VERSION</a>
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<a href="global.html#VIDEO">VIDEO</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
2014-11-15 20:01:46 +00:00
</li>
2013-11-28 15:57:09 +00:00
</ul>
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
<li class="dropdown">
2014-11-25 00:23:44 +00:00
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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2015-07-22 14:31:30 +00:00
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2014-11-25 00:23:44 +00:00
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2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
2014-11-15 20:01:46 +00:00
<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
2014-11-25 00:23:44 +00:00
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
2014-11-15 20:01:46 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<h1 class="page-title">Source: src/gameobjects/components/Core.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Core Component Features.
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*
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* @class
*/
Phaser.Component.Core = function () {};
/**
* Installs / registers mixin components.
*
* The `this` context should be that of the applicable object instance or prototype.
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*
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* @method
* @protected
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*/
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Phaser.Component.Core.install = function (components) {
// Always install 'Core' first
Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype);
this.components = {};
for (var i = 0; i &lt; components.length; i++)
{
var id = components[i];
var replace = false;
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if (id === 'Destroy')
{
replace = true;
}
Phaser.Utils.mixinPrototype(this, Phaser.Component[id].prototype, replace);
this.components[id] = true;
}
};
/**
* Initializes the mixin components.
*
* The `this` context should be an instance of the component mixin target.
*
* @method
* @protected
*/
Phaser.Component.Core.init = function (game, x, y, key, frame) {
this.game = game;
this.key = key;
this.position.set(x, y);
this.world = new Phaser.Point(x, y);
this.previousPosition = new Phaser.Point(x, y);
this.events = new Phaser.Events(this);
this._bounds = new Phaser.Rectangle();
if (this.components.PhysicsBody)
{
// Enable-body checks for hasOwnProperty; makes sure to lift property from prototype.
this.body = this.body;
}
if (this.components.Animation)
{
this.animations = new Phaser.AnimationManager(this);
}
if (this.components.LoadTexture &amp;&amp; key !== null)
{
this.loadTexture(key, frame);
}
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if (this.components.FixedToCamera)
{
this.cameraOffset = new Phaser.Point(x, y);
}
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};
Phaser.Component.Core.preUpdate = function () {
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if (this.pendingDestroy)
{
this.destroy();
return;
}
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this.previousPosition.set(this.world.x, this.world.y);
this.previousRotation = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
if (this.visible)
{
this.renderOrderID = this.game.stage.currentRenderOrderID++;
}
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if (this.texture)
{
this.texture.requiresReTint = false;
}
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if (this.animations)
{
this.animations.update();
}
if (this.body)
{
this.body.preUpdate();
}
for (var i = 0; i &lt; this.children.length; i++)
{
this.children[i].preUpdate();
}
return true;
};
Phaser.Component.Core.prototype = {
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/**
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* A reference to the currently running Game.
* @property {Phaser.Game} game
*/
game: null,
/**
* A user defined name given to this Game Object.
* This value isn't ever used internally by Phaser, it is meant as a game level property.
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* @property {string} name
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* @default
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*/
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name: '',
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/**
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* The components this Game Object has installed.
* @property {object} components
* @protected
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*/
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components: {},
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/**
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* The z depth of this Game Object within its parent Group.
* No two objects in a Group can have the same z value.
* This value is adjusted automatically whenever the Group hierarchy changes.
* @property {number} z
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*/
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z: 0,
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/**
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* All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
* Game Object, or any of its components.
* @see Phaser.Events
* @property {Phaser.Events} events
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*/
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events: undefined,
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/**
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* If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
* Through it you can create, play, pause and stop animations.
* @see Phaser.AnimationManager
* @property {Phaser.AnimationManager} animations
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*/
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animations: undefined,
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/**
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* The key of the image or texture used by this Game Object during rendering.
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* If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
* It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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* If a Game Object is created without a key it is automatically assigned the key `__default` which is a 32x32 transparent PNG stored within the Cache.
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* If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it.
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key
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*/
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key: '',
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/**
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* The world coordinates of this Game Object in pixels.
* Depending on where in the display list this Game Object is placed this value can differ from `position`,
* which contains the x/y coordinates relative to the Game Objects parent.
* @property {Phaser.Point} world
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*/
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world: null,
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/**
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* A debug flag designed for use with `Game.enableStep`.
* @property {boolean} debug
* @default
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*/
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debug: false,
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/**
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* The position the Game Object was located in the previous frame.
* @property {Phaser.Point} previousPosition
* @readOnly
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*/
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previousPosition: null,
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/**
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* The rotation the Game Object was in set to in the previous frame. Value is in radians.
* @property {number} previousRotation
* @readOnly
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*/
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previousRotation: 0,
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/**
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* The render order ID is used internally by the renderer and Input Manager and should not be modified.
* This property is mostly used internally by the renderers, but is exposed for the use of plugins.
* @property {number} renderOrderID
* @readOnly
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*/
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renderOrderID: 0,
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/**
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* A Game Object is considered `fresh` if it has just been created or reset and is yet to receive a renderer transform update.
* This property is mostly used internally by the physics systems, but is exposed for the use of plugins.
* @property {boolean} fresh
* @readOnly
*/
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fresh: true,
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/**
* A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
* You can set it directly to allow you to flag an object to be destroyed on its next update.
*
* This is extremely useful if you wish to destroy an object from within one of its own callbacks
* such as with Buttons or other Input events.
*
* @property {boolean} pendingDestroy
*/
pendingDestroy: false,
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/**
* @property {Phaser.Rectangle} _bounds - Internal cache var.
* @private
*/
_bounds: null,
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/**
* @property {boolean} _exists - Internal cache var.
* @private
*/
_exists: true,
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/**
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* Controls if this Game Object is processed by the core game loop.
* If this Game Object has a physics body it also controls if its physics body is updated or not.
* When `exists` is set to `false` it will remove its physics body from the physics world if it has one.
* It also toggles the `visible` property to false as well.
*
* Setting `exists` to true will add its physics body back in to the physics world, if it has one.
* It will also set the `visible` property to `true`.
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*
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* @property {boolean} exists
*/
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exists: {
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get: function () {
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return this._exists;
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},
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set: function (value) {
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if (value)
{
this._exists = true;
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if (this.body &amp;&amp; this.body.type === Phaser.Physics.P2JS)
{
this.body.addToWorld();
}
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this.visible = true;
}
else
{
this._exists = false;
if (this.body &amp;&amp; this.body.type === Phaser.Physics.P2JS)
{
this.body.removeFromWorld();
}
this.visible = false;
}
}
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},
/**
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* Override this method in your own custom objects to handle any update requirements.
* It is called immediately after `preUpdate` and before `postUpdate`.
* Remember if this Game Object has any children you should call update on those too.
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*
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* @method
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*/
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update: function() {
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},
/**
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* Internal method called by the World postUpdate cycle.
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*
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* @method
* @protected
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*/
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postUpdate: function() {
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if (this.customRender)
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{
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this.key.render();
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}
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if (this.components.PhysicsBody)
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{
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Phaser.Component.PhysicsBody.postUpdate.call(this);
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}
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if (this.components.FixedToCamera)
{
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Phaser.Component.FixedToCamera.postUpdate.call(this);
}
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for (var i = 0; i &lt; this.children.length; i++)
{
this.children[i].postUpdate();
}
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}
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};
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</pre>
</article>
</section>
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Mon Aug 24 2015 15:36:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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