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< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2013-10-25 15:54:40 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PolyK.html" > PolyK< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Stage.html" > Stage< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#CREATURE" > CREATURE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#DOWN" > DOWN< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#EMITTER" > EMITTER< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#GAMES" > GAMES< / a >
< / 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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< 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 >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< li class = "class-depth-0" >
< 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 >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#UP" > UP< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#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 >
2014-11-15 20:01:46 +00:00
< / li >
2013-10-25 15:54:40 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
2014-11-25 00:23:44 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
2014-11-25 00:23:44 +00:00
< 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 >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
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< li class = "dropdown" >
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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 >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< 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 >
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< 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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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
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< 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 >
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< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
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< 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 >
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2015-03-23 23:46:30 +00:00
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< div class = "span12" >
< div id = "main" >
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< h1 class = "page-title" > Source: src/gameobjects/Button.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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* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically.
*
* The four states a Button responds to are:
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*
* * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
* * 'Out' - when the Pointer that was previously over the Button moves out of it.
* * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
* * 'Up' - when the Pointer that was pressed down on the Button is released again.
*
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* A different texture/frame and activation sound can be specified for any of the states.
*
* Frames can be specified as either an integer (the frame ID) or a string (the frame name); the same values that can be used with a Sprite constructor.
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*
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* @class Phaser.Button
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* @constructor
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* @extends Phaser.Image
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* @param {Phaser.Game} game Current game instance.
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* @param {number} [x=0] - X position of the Button.
* @param {number} [y=0] - Y position of the Button.
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* @param {string} [key] - The image key (in the Game.Cache) to use as the texture for this Button.
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* @param {function} [callback] - The function to call when this Button is pressed.
* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
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* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.
* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.
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*/
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Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {
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x = x || 0;
y = y || 0;
key = key || null;
callback = callback || null;
callbackContext = callbackContext || this;
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Phaser.Image.call(this, game, x, y, key, outFrame);
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/**
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* The Phaser Object Type.
* @property {number} type
* @readonly
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*/
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this.type = Phaser.BUTTON;
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/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.SPRITE;
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/**
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* The name or ID of the Over state frame.
* @property {string|integer} onOverFrame
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* @private
*/
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this._onOverFrame = null;
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/**
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* The name or ID of the Out state frame.
* @property {string|integer} onOutFrame
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* @private
*/
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this._onOutFrame = null;
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/**
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* The name or ID of the Down state frame.
* @property {string|integer} onDownFrame
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* @private
*/
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this._onDownFrame = null;
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/**
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* The name or ID of the Up state frame.
* @property {string|integer} onUpFrame
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* @private
*/
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this._onUpFrame = null;
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/**
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* The Sound to be played when this Buttons Over state is activated.
* @property {Phaser.Sound|Phaser.AudioSprite|null} onOverSound
* @readonly
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*/
this.onOverSound = null;
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/**
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* The Sound to be played when this Buttons Out state is activated.
* @property {Phaser.Sound|Phaser.AudioSprite|null} onOutSound
* @readonly
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*/
this.onOutSound = null;
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/**
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* The Sound to be played when this Buttons Down state is activated.
* @property {Phaser.Sound|Phaser.AudioSprite|null} onDownSound
* @readonly
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*/
this.onDownSound = null;
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/**
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* The Sound to be played when this Buttons Up state is activated.
* @property {Phaser.Sound|Phaser.AudioSprite|null} onUpSound
* @readonly
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*/
this.onUpSound = null;
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/**
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* The Sound Marker used in conjunction with the onOverSound.
* @property {string} onOverSoundMarker
* @readonly
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*/
this.onOverSoundMarker = '';
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/**
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* The Sound Marker used in conjunction with the onOutSound.
* @property {string} onOutSoundMarker
* @readonly
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*/
this.onOutSoundMarker = '';
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/**
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* The Sound Marker used in conjunction with the onDownSound.
* @property {string} onDownSoundMarker
* @readonly
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*/
this.onDownSoundMarker = '';
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/**
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* The Sound Marker used in conjunction with the onUpSound.
* @property {string} onUpSoundMarker
* @readonly
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*/
this.onUpSoundMarker = '';
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/**
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* The Signal (or event) dispatched when this Button is in an Over state.
* @property {Phaser.Signal} onInputOver
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*/
this.onInputOver = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Out state.
* @property {Phaser.Signal} onInputOut
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*/
this.onInputOut = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Down state.
* @property {Phaser.Signal} onInputDown
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*/
this.onInputDown = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Up state.
* @property {Phaser.Signal} onInputUp
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*/
this.onInputUp = new Phaser.Signal();
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/**
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* If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.
* The frame will still be changed as applicable.
* @property {boolean} onOverMouseOnly
* @default
*/
this.onOverMouseOnly = false;
/**
* When true the the texture frame will not be automatically switched on up/down/over/out events.
* @property {boolean} freezeFrames
* @default
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*/
this.freezeFrames = false;
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/**
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* When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".
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* @property {boolean} forceOut
* @default
*/
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this.forceOut = false;
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this.inputEnabled = true;
this.input.start(0, true);
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this.input.useHandCursor = true;
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this.setFrames(overFrame, outFrame, downFrame, upFrame);
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if (callback !== null)
{
this.onInputUp.add(callback, callbackContext);
}
// Redirect the input events to here so we can handle animation updates, etc
this.events.onInputOver.add(this.onInputOverHandler, this);
this.events.onInputOut.add(this.onInputOutHandler, this);
this.events.onInputDown.add(this.onInputDownHandler, this);
this.events.onInputUp.add(this.onInputUpHandler, this);
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this.events.onRemovedFromWorld.add(this.removedFromWorld, this);
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};
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Phaser.Button.prototype = Object.create(Phaser.Image.prototype);
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Phaser.Button.prototype.constructor = Phaser.Button;
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// State constants; local only. These are tied to property names in Phaser.Button.
var STATE_OVER = 'Over';
var STATE_OUT = 'Out';
var STATE_DOWN = 'Down';
var STATE_UP = 'Up';
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/**
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* Clears all of the frames set on this Button.
*
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* @method Phaser.Button#clearFrames
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*/
Phaser.Button.prototype.clearFrames = function () {
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this.setFrames(null, null, null, null);
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};
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/**
* Called when this Button is removed from the World.
*
* @method Phaser.Button#removedFromWorld
* @protected
*/
Phaser.Button.prototype.removedFromWorld = function () {
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this.inputEnabled = false;
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};
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/**
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* Set the frame name/ID for the given state.
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*
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* @method Phaser.Button#setStateFrame
* @private
* @param {object} state - See `STATE_*`
* @param {number|string} frame - The number or string representing the frame.
* @param {boolean} switchImmediately - Immediately switch to the frame if it was set - and this is true.
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*/
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Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
{
var frameKey = '_on' + state + 'Frame';
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if (frame !== null) // not null or undefined
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{
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this[frameKey] = frame;
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if (switchImmediately)
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{
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this.changeStateFrame(state);
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}
}
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else
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{
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this[frameKey] = null;
}
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};
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/**
* Change the frame to that of the given state, _if_ the state has a frame assigned _and_ if the frames are not currently "frozen".
*
* @method Phaser.Button#changeStateFrame
* @private
* @param {object} state - See `STATE_*`
* @return {boolean} True only if the frame was assigned a value, possibly the same one it already had.
*/
Phaser.Button.prototype.changeStateFrame = function (state) {
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if (this.freezeFrames)
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{
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return false;
}
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var frameKey = '_on' + state + 'Frame';
var frame = this[frameKey];
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if (typeof frame === 'string')
{
this.frameName = frame;
return true;
}
else if (typeof frame === 'number')
{
this.frame = frame;
return true;
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}
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else
{
return false;
}
};
/**
* Used to manually set the frames that will be used for the different states of the Button.
*
* Frames can be specified as either an integer (the frame ID) or a string (the frame name); these are the same values that can be used with a Sprite constructor.
*
* @method Phaser.Button#setFrames
* @public
* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.
* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.
*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) {
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this.setStateFrame(STATE_OVER, overFrame, this.input.pointerOver());
this.setStateFrame(STATE_OUT, outFrame, !this.input.pointerOver());
this.setStateFrame(STATE_DOWN, downFrame, this.input.pointerDown());
this.setStateFrame(STATE_UP, upFrame, this.input.pointerUp());
};
/**
* Set the sound/marker for the given state.
*
* @method Phaser.Button#setStateSound
* @private
* @param {object} state - See `STATE_*`
* @param {Phaser.Sound|Phaser.AudioSprite} [sound] - Sound.
* @param {string} [marker=''] - Sound marker.
*/
Phaser.Button.prototype.setStateSound = function (state, sound, marker) {
var soundKey = 'on' + state + 'Sound';
var markerKey = 'on' + state + 'SoundMarker';
if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
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{
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this[soundKey] = sound;
this[markerKey] = typeof marker === 'string' ? marker : '';
}
else
{
this[soundKey] = null;
this[markerKey] = '';
}
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};
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/**
* Play the sound for the given state, _if_ the state has a sound assigned.
*
* @method Phaser.Button#playStateSound
* @private
* @param {object} state - See `STATE_*`
* @return {boolean} True only if a sound was played.
*/
Phaser.Button.prototype.playStateSound = function (state) {
var soundKey = 'on' + state + 'Sound';
var sound = this[soundKey];
if (sound)
{
var markerKey = 'on' + state + 'SoundMarker';
var marker = this[markerKey];
sound.play(marker);
return true;
}
else
{
return false;
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}
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};
/**
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* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
*
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* Call this function with no parameters to reset all sounds on this Button.
*
* @method Phaser.Button#setSounds
* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} [overSound] - Over Button Sound.
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* @param {string} [overMarker] - Over Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [downSound] - Down Button Sound.
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* @param {string} [downMarker] - Down Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [outSound] - Out Button Sound.
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* @param {string} [outMarker] - Out Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [upSound] - Up Button Sound.
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* @param {string} [upMarker] - Up Button Sound Marker.
*/
Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
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this.setStateSound(STATE_OVER, overSound, overMarker);
this.setStateSound(STATE_OUT, outSound, outMarker);
this.setStateSound(STATE_DOWN, downSound, downMarker);
this.setStateSound(STATE_UP, upSound, upMarker);
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};
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/**
* The Sound to be played when a Pointer moves over this Button.
*
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* @method Phaser.Button#setOverSound
* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOverSound = function (sound, marker) {
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this.setStateSound(STATE_OVER, sound, marker);
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};
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/**
* The Sound to be played when a Pointer moves out of this Button.
*
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* @method Phaser.Button#setOutSound
* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOutSound = function (sound, marker) {
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this.setStateSound(STATE_OUT, sound, marker);
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};
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/**
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* The Sound to be played when a Pointer presses down on this Button.
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*
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* @method Phaser.Button#setDownSound
* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
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Phaser.Button.prototype.setDownSound = function (sound, marker) {
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this.setStateSound(STATE_DOWN, sound, marker);
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};
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/**
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* The Sound to be played when a Pointer has pressed down and is released from this Button.
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*
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* @method Phaser.Button#setUpSound
* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
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Phaser.Button.prototype.setUpSound = function (sound, marker) {
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this.setStateSound(STATE_UP, sound, marker);
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};
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/**
* Internal function that handles input events.
*
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* @method Phaser.Button#onInputOverHandler
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* @protected
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* @param {Phaser.Button} sprite - The Button that the event occurred on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {
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// If the Pointer was only just released then we don't fire an over event
if (pointer.justReleased())
{
return;
}
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this.changeStateFrame(STATE_OVER);
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if (this.onOverMouseOnly & & !pointer.isMouse)
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{
return;
}
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this.playStateSound(STATE_OVER);
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if (this.onInputOver)
{
this.onInputOver.dispatch(this, pointer);
}
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};
/**
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* Internal function that handles input events.
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*
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* @method Phaser.Button#onInputOutHandler
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* @protected
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* @param {Phaser.Button} sprite - The Button that the event occurred on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {
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this.changeStateFrame(STATE_OUT);
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this.playStateSound(STATE_OUT);
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if (this.onInputOut)
{
this.onInputOut.dispatch(this, pointer);
}
};
/**
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* Internal function that handles input events.
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*
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* @method Phaser.Button#onInputDownHandler
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* @protected
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* @param {Phaser.Button} sprite - The Button that the event occurred on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
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this.changeStateFrame(STATE_DOWN);
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this.playStateSound(STATE_DOWN);
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if (this.onInputDown)
{
this.onInputDown.dispatch(this, pointer);
}
};
/**
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* Internal function that handles input events.
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*
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* @method Phaser.Button#onInputUpHandler
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* @protected
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* @param {Phaser.Button} sprite - The Button that the event occurred on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
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this.playStateSound(STATE_UP);
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// Input dispatched early, before state change (but after sound)
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if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer, isOver);
}
if (this.freezeFrames)
{
return;
}
if (this.forceOut)
{
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this.changeStateFrame(STATE_OUT);
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}
else
{
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var changedUp = this.changeStateFrame(STATE_UP);
if (!changedUp)
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{
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// No Up frame to show..
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if (isOver)
{
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this.changeStateFrame(STATE_OVER);
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}
else
{
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this.changeStateFrame(STATE_OUT);
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}
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}
}
};
< / pre >
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.2< / a >
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