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< a href = "Phaser.Button.html" > Button< / a >
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< a href = "Phaser.Camera.html" > Camera< / a >
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< a href = "Phaser.Canvas.html" > Canvas< / a >
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< a href = "Phaser.Circle.html" > Circle< / a >
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< a href = "Phaser.Color.html" > Color< / a >
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< a href = "Phaser.Device.html" > Device< / a >
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< a href = "Phaser.Easing.html" > Easing< / a >
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< a href = "Phaser.Easing.Back.html" > Back< / a >
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< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
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< a href = "Phaser.Easing.Circular.html" > Circular< / a >
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< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
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< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
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< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
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< a href = "Phaser.Easing.Linear.html" > Linear< / a >
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< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
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< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
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< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
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< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
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< a href = "Phaser.Ellipse.html" > Ellipse< / a >
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< a href = "Phaser.Events.html" > Events< / a >
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< a href = "Phaser.Filter.html" > Filter< / a >
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< a href = "Phaser.Frame.html" > Frame< / a >
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< a href = "Phaser.FrameData.html" > FrameData< / a >
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< a href = "Phaser.Game.html" > Game< / a >
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< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
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< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
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< a href = "Phaser.Gamepad.html" > Gamepad< / a >
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< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
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< a href = "Phaser.Graphics.html" > Graphics< / a >
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< a href = "Phaser.Group.html" > Group< / a >
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< a href = "Phaser.Image.html" > Image< / a >
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< a href = "Phaser.Input.html" > Input< / a >
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< a href = "Phaser.InputHandler.html" > InputHandler< / 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.LinkedList.html" > LinkedList< / a >
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< a href = "Phaser.Loader.html" > Loader< / a >
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< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
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< a href = "Phaser.Math.html" > Math< / a >
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< a href = "Phaser.Mouse.html" > Mouse< / a >
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< a href = "Phaser.MSPointer.html" > MSPointer< / a >
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< a href = "Phaser.Net.html" > Net< / a >
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< a href = "Phaser.Particle.html" > Particle< / a >
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< a href = "Phaser.Particles.html" > Particles< / a >
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< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
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< a href = "Phaser.Physics.html" > Physics< / a >
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< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
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< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
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< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
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< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
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< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
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< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
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< a href = "Phaser.Physics.P2.html" > P2< / a >
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< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
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< li class = "class-depth-3" >
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< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
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< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
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< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
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< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
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< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
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< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
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< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
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< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
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< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
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< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
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< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
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< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
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< a href = "Phaser.Plugin.html" > Plugin< / a >
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< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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< a href = "Phaser.Point.html" > Point< / a >
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< a href = "Phaser.Pointer.html" > Pointer< / a >
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< a href = "Phaser.Polygon.html" > Polygon< / a >
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< a href = "Phaser.QuadTree.html" > QuadTree< / a >
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< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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< a href = "Phaser.RetroFont.html" > RetroFont< / a >
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< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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< a href = "Phaser.Signal.html" > Signal< / a >
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< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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< a href = "Phaser.SinglePad.html" > SinglePad< / 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.SpriteBatch.html" > SpriteBatch< / a >
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< a href = "Phaser.Stage.html" > Stage< / a >
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< a href = "Phaser.State.html" > State< / a >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
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< a href = "Phaser.Text.html" > Text< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / strong >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< 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-150" > line 150< / 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-373" > line 373< / 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, font, < span class = "optional" > text< / span > , < span class = "optional" > size< / span > , < 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" >
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< p > Create a new BitmapText 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 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 >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< 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 >
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< / tr >
< tr >
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< td class = "name" > < code > font< / code > < / td >
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< 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 key of the BitmapText font as stored in Game.Cache.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > text< / 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 = "description last" > < p > The actual text that will be rendered. Can be set later via BitmapText.text.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > size< / 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 = "description last" > < p > The size the font will be rendered in, in pixels.< / 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 >
< 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 >
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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-306" > line 306< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created bitmapText object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > < / span >
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< / 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" >
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< optional>< br >
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< / td >
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< td class = "description last" > < p > X position of the new button 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 >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "description last" > < p > Y position of the new button object.< / 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 >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "description last" > < p > The image key as defined in the Game.Cache to use as the texture for this button.< / p > < / td >
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< / tr >
< tr >
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< 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 >
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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 >
< td class = "attributes" >
< optional>< br >
< / td >
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< 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 >
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< / tr >
< tr >
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< td class = "name" > < code > outFrame< / 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 >
< td class = "attributes" >
< optional>< br >
< / td >
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< 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 >
< 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 >
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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 >
< 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 >
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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-222" > line 222< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created button object.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
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< / 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 >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / 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" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / 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" >
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< span class = "param-type" > number< / span >
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< / 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 >
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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-263" > line 263< / a >
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< / li > < / ul > < / dd >
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< / dl >
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< h5 > Returns:< / h5 >
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< div class = "param-desc" >
< p > The newly created emitter object.< / p >
< / div >
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< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > Phaser.Emitter< / span >
< / dd >
< / dl >
< / dd >
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< dt >
< h4 class = "name" id = "existing" > < span class = "type-signature" > < / span > existing< span class = "signature" > (object)< / span > < span class = "type-signature" > → {*}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds an existing object to the game world.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< 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 >
< a href = "GameObjectFactory.js.html" > gameobjects/GameObjectFactory.js< / a > , < a href = "GameObjectFactory.js.html#sunlight-1-line-30" > line 30< / a >
< / li > < / ul > < / dd >
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< / dl >
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< h5 > Returns:< / h5 >
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< div class = "param-desc" >
< p > The child that was added to the Group.< / p >
< / div >
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< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > *< / span >
< / dd >
< / dl >
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< / dd >
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< dt >
< 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 >
< / dt >
< dd >
< div class = "description" >
< p > A WebGL shader/filter that can be applied to Sprites.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< tr >
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< td class = "name" > < code > filter< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
< / 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 >
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< / tr >
< tr >
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< td class = "name" > < code > < / 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 = "description last" > < p > Whatever parameters are needed to be passed to the filter init function.< / 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-399" > line 399< / 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 >
< / 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 >
< 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" >
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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 >
< 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 new graphics object.< / 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 >
< 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-246" > line 246< / 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 >
< / dd >
< dt >
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< h4 class = "name" id = "group" > < span class = "type-signature" > < / span > group< span class = "signature" > (< span class = "optional" > parent< / span > , < span class = "optional" > name< / span > , < span class = "optional" > addToStage< / span > , < span class = "optional" > enableBody< / span > , < span class = "optional" > physicsBodyType< / 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 >
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< 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 >
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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 >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.< / p > < / td >
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< / tr >
< 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 >
< td class = "default" >
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'group'
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< / 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 >
< tr >
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< td class = "name" > < code > addToStage< / 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 >
< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > If set to true this Group will be added directly to the Game.Stage instead of Game.World.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > enableBody< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
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< / 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 > If true all Sprites created with < code > Group.create< / code > or < code > Group.createMulitple< / code > will have a physics body created on them. Change the body type with physicsBodyType.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > physicsBodyType< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.< / 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-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 >
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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 image.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
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< 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" >
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< 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 >
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< / 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 >
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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 >
< 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 >
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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 >
< 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-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 >
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< / dd >
< dt >
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< h4 class = "name" id = "physicsGroup" > < span class = "type-signature" > < / span > physicsGroup< span class = "signature" > (< span class = "optional" > physicsBodyType< / span > , < span class = "optional" > parent< / span > , < span class = "optional" > name< / span > , < span class = "optional" > addToStage< / 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.
A Physics Group is the same as an ordinary Group except that is has enableBody turned on by default, so any Sprites it creates
are automatically given a physics body.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< 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 > physicsBodyType< / 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" >
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Phaser.Physics.ARCADE
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< / td >
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< td class = "description last" > < p > If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.< / p > < / td >
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< / tr >
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< 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" >
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< optional>< br >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.< / p > < / td >
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< / tr >
< 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" >
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< optional>< br >
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< / 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 >
< tr >
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< td class = "name" > < code > addToStage< / 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" >
false
< / td >
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< td class = "description last" > < p > If set to true this Group will be added directly to the Game.Stage instead of Game.World.< / 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-111" > line 111< / 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 >
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< / dd >
< dt >
< h4 class = "name" id = "plugin" > < span class = "type-signature" > < / span > plugin< span class = "signature" > (plugin, parameter)< / span > < span class = "type-signature" > → {< a href = "Phaser.Plugin.html" > Phaser.Plugin< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Add a new Plugin into the PluginManager.
The Plugin must have 2 properties: game and parent. Plugin.game is set to the game reference the PluginManager uses, and parent is set to the PluginManager.< / p >
< / 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 > plugin< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
|
< span class = "param-type" > < a href = "Phaser.Plugin.html" > Phaser.Plugin< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The Plugin to add into the PluginManager. This can be a function or an existing object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > parameter< / code > < / td >
< td class = "type" >
< span class = "param-type" > *< / span >
< / td >
< td class = "attributes" >
< repeatable>< br >
< / td >
< td class = "description last" > < p > Additional parameters that will be passed to the Plugin.init method.< / 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-419" > line 419< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The Plugin that was added to the manager.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Plugin.html" > Phaser.Plugin< / a > < / span >
< / dd >
< / dl >
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< / 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" >
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< p > A dynamic initially blank canvas to which images can be drawn.< / 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 >
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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 >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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100
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< / 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 >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< 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 >
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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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< optional>< br >
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< / td >
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< td class = "default" >
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''
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< / 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 >
< 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-347" > line 347< / 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 >
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< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
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< / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "retroFont" > < span class = "type-signature" > < / span > retroFont< span class = "signature" > (font, characterWidth, characterHeight, chars, charsPerRow, < span class = "optional" > xSpacing< / span > , < span class = "optional" > ySpacing< / span > , < span class = "optional" > xOffset< / span > , < span class = "optional" > yOffset< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.RetroFont.html" > Phaser.RetroFont< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Create a new RetroFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.
If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText
is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.
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The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,
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i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.< / 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 > font< / 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" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The key of the image in the Game.Cache that the RetroFont will use.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > characterWidth< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< / td >
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< td class = "default" >
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< / td >
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< td class = "description last" > < p > The width of each character in the font set.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > characterHeight< / 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 = "default" >
< / td >
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< td class = "description last" > < p > The height of each character in the font set.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > chars< / 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" >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > charsPerRow< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The number of characters per row in the font set.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > xSpacing< / 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 > If the characters in the font set have horizontal spacing between them set the required amount here.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > ySpacing< / 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" >
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0
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< / td >
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< td class = "description last" > < p > If the characters in the font set have vertical spacing between them set the required amount here.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > xOffset< / 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" >
< optional>< br >
< / 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 > If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > yOffset< / 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" >
< 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 > If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.< / 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-280" > line 280< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > The newly created RetroFont texture which can be applied to an Image or Sprite.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
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< span class = "param-type" > < a href = "Phaser.RetroFont.html" > Phaser.RetroFont< / a > < / span >
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< / 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 >
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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 >
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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 >
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< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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1
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< / 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" >
< optional>< br >
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< / td >
< td class = "default" >
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false
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< / 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 >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
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true
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< / 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-166" > line 166< / 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 >
< 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 new sprite.< / 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" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > Y position of the new sprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
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< 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 >
< 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 >
|
< 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 = "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 >
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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 >
< 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 = "spriteBatch" > < span class = "type-signature" > < / span > spriteBatch< span class = "signature" > (parent, < span class = "optional" > name< / span > , < span class = "optional" > addToStage< / 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 SpriteBatch is a really fast version of a Phaser Group built solely for speed.
Use when you need a lot of sprites or particles all sharing the same texture.
The speed gains are specifically for WebGL. In Canvas mode you won't see any real difference.< / 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" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
|
< span class = "param-type" > null< / 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 that will hold this Sprite Batch. Set to < code > undefined< / code > or < code > null< / code > to add directly to game.world.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< 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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'group'
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< / td >
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< td class = "description last" > < p > A name for this Sprite Batch. Not used internally but useful for debugging.< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > addToStage< / 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 > If set to true this Sprite Batch will be added directly to the Game.Stage instead of the parent.< / 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-129" > line 129< / 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 = "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-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 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" > (< span class = "optional" > key< / span > , < span class = "optional" > tileWidth< / span > , < span class = "optional" > tileHeight< / span > , < span class = "optional" > width< / span > , < span class = "optional" > height< / span > )< / 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 Phaser.Tilemap object. The map can either be populated with data from a Tiled JSON file or from a CSV file.
To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.
When using CSV data you must provide the key and the tileWidth and tileHeight parameters.
If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use < code > Tilemap.create< / code > or pass the map and tile dimensions here.
Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.< / 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 >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass < code > null< / code > .< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > tileWidth< / 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" >
< optional>< br >
< / td >
< td class = "default" >
32
< / td >
< td class = "description last" > < p > The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > tileHeight< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
32
< / td >
< td class = "description last" > < p > The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.< / p > < / td >
< / tr >
< 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" >
10
< / td >
< td class = "description last" > < p > The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
10
< / td >
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< td class = "description last" > < p > The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.< / 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-326" > line 326< / 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, frame, < 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 > The x coordinate (in world space) to position the TileSprite at.< / 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 > The y coordinate (in world space) to position the TileSprite at.< / p > < / td >
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< / 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 >
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< / 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 >
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< / 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 >
|
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< 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 TileSprite 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 >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.< / 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-182" > line 182< / 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" >
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< p > Create a tween on a specific object. The object can be any JavaScript object or Phaser object such as Sprite.< / 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 > 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" >
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< p > The newly created Phaser.Tween object.< / p >
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< / 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" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Fri Jul 18 2014 12:36:43 GMT+0100 (BST) 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( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >