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< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.PolyK.html" > PolyK< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Rope.html" > Rope< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Sprite.html" > Sprite< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Stage.html" > Stage< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Strip.html" > Strip< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.StripShader.html" > StripShader< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Texture.html" > Texture< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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< / li >
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< li class = "class-depth-1" >
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< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
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< / li >
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< li class = "class-depth-1" >
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< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
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< / li >
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< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
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< a href = "global.html#AUTO" > AUTO< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#MATRIX" > MATRIX< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#NONE" > NONE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#POINT" > POINT< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#POINTER" > POINTER< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#SPRITE" > SPRITE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
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< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
2015-03-26 02:55:18 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
2015-03-26 02:55:18 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/irc" > IRC< / a > < / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
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< h1 class = "page-title" > Source: src/tween/TweenData.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A Phaser.Tween contains at least one TweenData object. It contains all of the tween data values, such as the
* starting and ending values, the ease function, interpolation and duration. The Tween acts as a timeline manager for
* TweenData objects and can contain multiple TweenData objects.
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*
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* @class Phaser.TweenData
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* @constructor
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* @param {Phaser.Tween} parent - The Tween that owns this TweenData object.
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*/
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Phaser.TweenData = function (parent) {
/**
* @property {Phaser.Tween} parent - The Tween which owns this TweenData.
*/
this.parent = parent;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = parent.game;
/**
* @property {object} vStart - An object containing the values at the start of the tween.
* @private
*/
this.vStart = {};
/**
* @property {object} vStartCache - Cached starting values.
* @private
*/
this.vStartCache = {};
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/**
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* @property {object} vEnd - An object containing the values at the end of the tween.
* @private
*/
this.vEnd = {};
/**
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* @property {object} vEndCache - Cached ending values.
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* @private
*/
this.vEndCache = {};
/**
* @property {number} duration - The duration of the tween in ms.
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* @default
*/
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this.duration = 1000;
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/**
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* @property {number} percent - A value between 0 and 1 that represents how far through the duration this tween is.
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* @readonly
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*/
this.percent = 0;
/**
* @property {number} value - The current calculated value.
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* @readonly
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*/
this.value = 0;
/**
* @property {number} repeatCounter - If the Tween is set to repeat this contains the current repeat count.
*/
this.repeatCounter = 0;
/**
* @property {number} repeatDelay - The amount of time in ms between repeats of this tween.
*/
this.repeatDelay = 0;
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/**
* @property {boolean} interpolate - True if the Tween will use interpolation (i.e. is an Array to Array tween)
* @default
*/
this.interpolate = false;
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/**
* @property {boolean} yoyo - True if the Tween is set to yoyo, otherwise false.
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* @default
*/
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this.yoyo = false;
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/**
* @property {number} yoyoDelay - The amount of time in ms between yoyos of this tween.
*/
this.yoyoDelay = 0;
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/**
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* @property {boolean} inReverse - When a Tween is yoyoing this value holds if it's currently playing forwards (false) or in reverse (true).
* @default
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*/
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this.inReverse = false;
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/**
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* @property {number} delay - The amount to delay by until the Tween starts (in ms). Only applies to the start, use repeatDelay to handle repeats.
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* @default
*/
this.delay = 0;
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/**
* @property {number} dt - Current time value.
*/
this.dt = 0;
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/**
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* @property {number} startTime - The time the Tween started or null if it hasn't yet started.
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*/
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this.startTime = null;
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/**
* @property {function} easingFunction - The easing function used for the Tween.
* @default Phaser.Easing.Default
*/
this.easingFunction = Phaser.Easing.Default;
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/**
* @property {function} interpolationFunction - The interpolation function used for the Tween.
* @default Phaser.Math.linearInterpolation
*/
this.interpolationFunction = Phaser.Math.linearInterpolation;
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/**
* @property {object} interpolationContext - The interpolation function context used for the Tween.
* @default Phaser.Math
*/
this.interpolationContext = Phaser.Math;
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/**
* @property {boolean} isRunning - If the tween is running this is set to `true`. Unless Phaser.Tween a TweenData that is waiting for a delay to expire is *not* considered as running.
* @default
*/
this.isRunning = false;
/**
* @property {boolean} isFrom - Is this a from tween or a to tween?
* @default
*/
this.isFrom = false;
};
/**
* @constant
* @type {number}
*/
Phaser.TweenData.PENDING = 0;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.RUNNING = 1;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.LOOPED = 2;
/**
* @constant
* @type {number}
*/
Phaser.TweenData.COMPLETE = 3;
Phaser.TweenData.prototype = {
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/**
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* Sets this tween to be a `to` tween on the properties given. A `to` tween starts at the current value and tweens to the destination value given.
* For example a Sprite with an `x` coordinate of 100 could be tweened to `x` 200 by giving a properties object of `{ x: 200 }`.
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*
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* @method Phaser.TweenData#to
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* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
* @param {number} [duration=1000] - Duration of this tween in ms.
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores any chained tweens.
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.
* @return {Phaser.TweenData} This Tween object.
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*/
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to: function (properties, duration, ease, delay, repeat, yoyo) {
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this.vEnd = properties;
this.duration = duration;
this.easingFunction = ease;
this.delay = delay;
this.repeatCounter = repeat;
this.yoyo = yoyo;
this.isFrom = false;
return this;
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},
/**
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* Sets this tween to be a `from` tween on the properties given. A `from` tween sets the target to the destination value and tweens to its current value.
* For example a Sprite with an `x` coordinate of 100 tweened from `x` 500 would be set to `x` 500 and then tweened to `x` 100 by giving a properties object of `{ x: 500 }`.
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*
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* @method Phaser.TweenData#from
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* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
* @param {number} [duration=1000] - Duration of this tween in ms.
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores any chained tweens.
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.
* @return {Phaser.TweenData} This Tween object.
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*/
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from: function (properties, duration, ease, delay, repeat, yoyo) {
this.vEnd = properties;
this.duration = duration;
this.easingFunction = ease;
this.delay = delay;
this.repeatCounter = repeat;
this.yoyo = yoyo;
this.isFrom = true;
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return this;
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},
/**
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* Starts the Tween running.
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*
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* @method Phaser.TweenData#start
* @return {Phaser.TweenData} This Tween object.
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*/
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start: function () {
this.startTime = this.game.time.time + this.delay;
if (this.parent.reverse)
{
this.dt = this.duration;
}
else
{
this.dt = 0;
}
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if (this.delay > 0)
{
this.isRunning = false;
}
else
{
this.isRunning = true;
}
if (this.isFrom)
{
// Reverse them all and instant set them
for (var property in this.vStartCache)
{
this.vStart[property] = this.vEndCache[property];
this.vEnd[property] = this.vStartCache[property];
this.parent.target[property] = this.vStart[property];
}
}
this.value = 0;
this.yoyoCounter = 0;
return this;
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},
/**
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* Loads the values from the target object into this Tween.
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*
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* @private
* @method Phaser.TweenData#loadValues
* @return {Phaser.TweenData} This Tween object.
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*/
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loadValues: function () {
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for (var property in this.parent.properties)
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{
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// Load the property from the parent object
this.vStart[property] = this.parent.properties[property];
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// Check if an Array was provided as property value
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if (Array.isArray(this.vEnd[property]))
{
if (this.vEnd[property].length === 0)
{
continue;
}
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if (this.percent === 0)
{
// Put the start value at the beginning of the array
// but we only want to do this once, if the Tween hasn't run before
this.vEnd[property] = [this.vStart[property]].concat(this.vEnd[property]);
}
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}
if (typeof this.vEnd[property] !== 'undefined')
{
if (typeof this.vEnd[property] === 'string')
{
// Parses relative end values with start as base (e.g.: +10, -3)
this.vEnd[property] = this.vStart[property] + parseFloat(this.vEnd[property], 10);
}
this.parent.properties[property] = this.vEnd[property];
}
else
{
// Null tween
this.vEnd[property] = this.vStart[property];
}
this.vStartCache[property] = this.vStart[property];
this.vEndCache[property] = this.vEnd[property];
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}
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return this;
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},
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/**
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* Updates this Tween. This is called automatically by Phaser.Tween.
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*
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* @protected
* @method Phaser.TweenData#update
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* @param {number} time - A timestamp passed in by the Tween parent.
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* @return {number} The current status of this Tween. One of the Phaser.TweenData constants: PENDING, RUNNING, LOOPED or COMPLETE.
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*/
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update: function (time) {
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if (!this.isRunning)
{
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if (time >= this.startTime)
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{
this.isRunning = true;
}
else
{
return Phaser.TweenData.PENDING;
}
}
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else
{
// Is Running, but is waiting to repeat
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if (time < this.startTime)
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{
return Phaser.TweenData.RUNNING;
}
}
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if (this.parent.reverse)
{
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this.dt -= this.game.time.elapsedMS * this.parent.timeScale;
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this.dt = Math.max(this.dt, 0);
}
else
{
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this.dt += this.game.time.elapsedMS * this.parent.timeScale;
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this.dt = Math.min(this.dt, this.duration);
}
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this.percent = this.dt / this.duration;
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this.value = this.easingFunction(this.percent);
for (var property in this.vEnd)
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{
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var start = this.vStart[property];
var end = this.vEnd[property];
if (Array.isArray(end))
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{
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this.parent.target[property] = this.interpolationFunction.call(this.interpolationContext, end, this.value);
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}
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else
{
this.parent.target[property] = start + ((end - start) * this.value);
}
}
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if ((!this.parent.reverse & & this.percent === 1) || (this.parent.reverse & & this.percent === 0))
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{
return this.repeat();
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}
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return Phaser.TweenData.RUNNING;
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},
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/**
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* This will generate an array populated with the tweened object values from start to end.
* It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from.
* Just one play through of the tween data is returned, including yoyo if set.
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*
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* @method Phaser.TweenData#generateData
* @param {number} [frameRate=60] - The speed in frames per second that the data should be generated at. The higher the value, the larger the array it creates.
* @return {array} An array of tweened values.
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*/
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generateData: function (frameRate) {
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if (this.parent.reverse)
{
this.dt = this.duration;
}
else
{
this.dt = 0;
}
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var data = [];
var complete = false;
var fps = (1 / frameRate) * 1000;
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do
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{
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if (this.parent.reverse)
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{
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this.dt -= fps;
this.dt = Math.max(this.dt, 0);
}
else
{
this.dt += fps;
this.dt = Math.min(this.dt, this.duration);
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}
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this.percent = this.dt / this.duration;
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this.value = this.easingFunction(this.percent);
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var blob = {};
for (var property in this.vEnd)
{
var start = this.vStart[property];
var end = this.vEnd[property];
if (Array.isArray(end))
{
blob[property] = this.interpolationFunction(end, this.value);
}
else
{
blob[property] = start + ((end - start) * this.value);
}
}
data.push(blob);
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if ((!this.parent.reverse & & this.percent === 1) || (this.parent.reverse & & this.percent === 0))
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{
complete = true;
}
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} while (!complete);
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if (this.yoyo)
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{
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var reversed = data.slice();
reversed.reverse();
data = data.concat(reversed);
}
return data;
},
/**
* Checks if this Tween is meant to repeat or yoyo and handles doing so.
*
* @private
* @method Phaser.TweenData#repeat
* @return {number} Either Phaser.TweenData.LOOPED or Phaser.TweenData.COMPLETE.
*/
repeat: function () {
// If not a yoyo and repeatCounter = 0 then we're done
if (this.yoyo)
{
// We're already in reverse mode, which means the yoyo has finished and there's no repeats, so end
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if (this.inReverse & & this.repeatCounter === 0)
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{
return Phaser.TweenData.COMPLETE;
}
this.inReverse = !this.inReverse;
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}
else
{
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if (this.repeatCounter === 0)
{
return Phaser.TweenData.COMPLETE;
}
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}
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if (this.inReverse)
{
// If inReverse we're going from vEnd to vStartCache
for (var property in this.vStartCache)
{
this.vStart[property] = this.vEndCache[property];
this.vEnd[property] = this.vStartCache[property];
}
}
else
{
// If not inReverse we're just repopulating the cache again
for (var property in this.vStartCache)
{
this.vStart[property] = this.vStartCache[property];
this.vEnd[property] = this.vEndCache[property];
}
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// -1 means repeat forever, otherwise decrement the repeatCounter
// We only decrement this counter if the tween isn't doing a yoyo, as that doesn't count towards the repeat total
if (this.repeatCounter > 0)
{
this.repeatCounter--;
}
}
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this.startTime = this.game.time.time;
if (this.yoyo & & this.inReverse)
{
this.startTime += this.yoyoDelay;
}
else if (!this.inReverse)
{
this.startTime += this.repeatDelay;
}
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if (this.parent.reverse)
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{
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this.dt = this.duration;
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}
else
{
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this.dt = 0;
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}
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return Phaser.TweenData.LOOPED;
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}
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};
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Phaser.TweenData.prototype.constructor = Phaser.TweenData;
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$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
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 >