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< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Weapon.html" > Weapon< / a >
< / 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.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.EarCut.html" > EarCut< / a >
< / li >
2014-11-15 20:01:46 +00:00
< 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 >
2016-07-01 15:57:13 +00:00
< li class = "class-depth-2" >
< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
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< 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.PrimitiveShader.html" > PrimitiveShader< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
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< / 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.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 >
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< / 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 " >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / 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#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 >
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< / 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 >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
< / 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 >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
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#GRAPHICS" > GRAPHICS< / a >
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< / 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#GROUP" > GROUP< / a >
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< / 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#HEADLESS" > HEADLESS< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / 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#IMAGE" > IMAGE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / 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#LEFT" > LEFT< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#listeners" > listeners< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / 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#TILEMAP" > TILEMAP< / 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#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
2015-07-22 14:31:30 +00:00
< 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 >
< / 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 >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
2014-11-15 20:01:46 +00:00
< ul class = "dropdown-menu " >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< 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 >
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< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
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< 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 >
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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 >
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< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
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< 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 >
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< 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 >
2016-05-19 11:36:51 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / 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/plugins/path/Path.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @author Pete Baron < pete@photonstorm.com>
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* @copyright 2016 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.Path contains all the functions need to create and manipulate a single Path object.
* A Path is a list of PathPoint objects connected by Hermite curves.
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*
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* @class Phaser.Path
* @constructor
* @param {Phaser.Game} game - A reference to the Phaser.Game instance.
* @param {number} [type=Phaser.Path.CoordinateSystems.WORLD] - The coordinate system used by the Path.
* @param {boolean} [loops=false] - Should this Path loop or not when a PathFollower reaches the end of it?
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*/
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Phaser.Path = function (game, type, loops) {
if (type === undefined) { type = Phaser.Path.CoordinateSystems.WORLD; }
if (loops === undefined) { loops = false; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
* @property {number} coordinateSystem - The coordinate system used by the Path.
*/
this.coordinateSystem = type;
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/**
* @property {boolean} loops - Should this Path loop or not when a PathFollower reaches the end of it?
*/
this.loops = loops;
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/**
* @property {string} cacheKey - The key of the JSON file in the cache used to define this path.
*/
this.cacheKey = '';
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/**
* @property {string} key - The key of the object within the JSON data. Used if there are multiple paths per JSON file.
*/
this.key = '';
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/*
* @property {Phaser.PathPoint} name - The name of this path.
*/
this.name = '';
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/*
* @property {Phaser.PathPoint} type - The Phaser.Path.PathTypes of this path.
*/
this.type = Phaser.Path.PathTypes.PATH;
/*
* @property {Array} branches - A list of branches this path has.
*/
this.branches = [];
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/**
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* @property {array} _points - A private cache of the Points on this Path.
* @private
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*/
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this._points = [];
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/**
* @property {Phaser.Point} _offset - Default offset for PathFollowers on this path instance.
* @private
*/
this._offset = new Phaser.Point();
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/*
* @property {Phaser.PathPoint} _p1 - Used for internal calculations.
* @private
*/
this._p1 = new Phaser.PathPoint();
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/*
* @property {Phaser.PathPoint} _p2 - Used for internal calculations.
* @private
*/
this._p2 = new Phaser.PathPoint();
/*
* @property {Phaser.PathPoint} origin - the origin of this path. Used mostly for BRANCH paths.
* @private
*/
this._origin = new Phaser.Point();
};
Phaser.Path.prototype.constructor = Phaser.Path;
Phaser.Path.PathTypes = {};
Phaser.Path.BranchTypes = {};
Phaser.Path.CoordinateSystems = {};
/**
* @constant
* @type {number}
*/
Phaser.Path.PathTypes.PATH = 0;
/**
* @constant
* @type {number}
*/
Phaser.Path.PathTypes.BRANCH = 1;
/**
* @constant
* @type {number}
*/
Phaser.Path.BranchTypes.ATTACHED = 0;
/**
* @constant
* @type {number}
*/
Phaser.Path.BranchTypes.JOINED = 1;
/**
* Points are relative to the World origin.
* @constant
* @type {number}
*/
Phaser.Path.CoordinateSystems.WORLD = 1;
/**
* Points are relative to the screen origin.
* @constant
* @type {number}
*/
Phaser.Path.CoordinateSystems.SCREEN = 2;
/**
* Points are relative to the first point.
* @constant
* @type {number}
*/
Phaser.Path.CoordinateSystems.OFFSET = 3;
Phaser.Path.prototype = {
/**
* Initialize a Path based on the given coordinate system.
*
* @method Phaser.Path#create
* @param {number|string} coordinateSystem - The Phaser.Path.CoordinateSystems type to use.
* @param {boolean} [loops=false] - Should this Path loop or not when a PathFollower reaches the end of it?
* @return {Phaser.Path} This Path object.
*/
create: function (coordinateSystem, loops) {
if (loops === undefined) { loops = false; }
switch (coordinateSystem)
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{
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default:
this.coordinateSystem = Phaser.Path.CoordinateSystems.WORLD;
break;
case 2:
case 'SCREEN_COORDINATES':
this.coordinateSystem = Phaser.Path.CoordinateSystems.SCREEN;
break;
case 3:
case 'OFFSET_COORDINATES':
this.coordinateSystem = Phaser.Path.CoordinateSystems.OFFSET;
break;
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}
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this.loops = loops;
this._points = [];
return this;
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},
/**
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* Clone this Path object. It clones the origin and points data.
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*
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* @method Phaser.Path#clone
* @return {Phaser.Path} The cloned Path.
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*/
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clone: function () {
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var clone = new Phaser.Path(this.coordinateSystem, this.loops);
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this.origin.clone(clone.origin);
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this.points.forEach(function(p) {
clone._points.push(p.clone());
});
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return clone;
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},
/**
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* Creates a new PathPoint object, relative to the path origin, and adds it to this path.
*
* @method Phaser.Path#addPathPoint
* @param {number} [x=0] - The x position of the PathPoint.
* @param {number} [y=0] - The y position of the PathPoint.
* @param {number} [vx=0] - The vx tangent vector value of the PathPoint.
* @param {number} [vy=0] - The vy tangent vector value of the PathPoint.
* @param {number} [speed=1] - The speed value of the PathPoint.
* @param {number} [data={}] - The data object
* @param {number} [index=null] - The index of the new path point. If not given, will add point to end of point list.
* @return {Phaser.PathPoint} The PathPoint object that was created.
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*/
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addPathPoint: function (x, y, vx, vy, speed, data, index) {
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if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (vx === undefined) { vx = 0; }
if (vy === undefined) { vy = 0; }
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var pp = new Phaser.PathPoint(x - this.origin.x, y - this.origin.y, vx, vy, speed, data);
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if (index !== null & & index !== undefined)
{
this._points.splice(index, 0, pp);
}
else
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{
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this._points.push(pp);
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}
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return pp;
},
/**
* Remove a PathPoint from this paths point list.
*
* @method Phaser.Path#removePathPoint
* @param {number} [index] - The index of the PathPoint to remove.
* @return {Phaser.PathPoint} The removed PathPoint object.
*/
removePathPoint: function (index) {
var p = this.getPathPointReference(index);
if (p)
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{
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this._points.splice(index, 1);
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}
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return p;
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},
/**
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* Set a PathPoint objects position and tangent vector.
*
* @method Phaser.Path#setPathPoint
* @param {number} index - The index of the PathPoint in this paths point list.
* @param {number} x - The x coordinate of the PathPoint.
* @param {number} y - The y coordinate of the PathPoint.
* @param {number} [vx] - The x coordinate of the tangent vector to create the curve from.
* @param {number} [vy] - The y coordinate of the tangent vector to create the curve from.
* @return {Phaser.PathPoint} A reference to the PathPoint object that was updated.
*/
setPathPoint: function (index, x, y, vx, vy) {
var p = this.getPathPointReference(index);
if (p)
{
p.setTo(x, y, vx, vy);
}
return p;
},
/**
* Translate all points in a path by the given point.
*
* @method Phaser.Path#translatePoints
* @param {Phaser.Point|object} point - A Phaser.Point, or a Point-like Object with public `x` and `y` properties, that will be used to modify all points in this paths point list.
* @return {Phaser.Path} This Path object.
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*/
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translatePoints: function (point) {
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this._points.forEach(function(pnt) {
pnt.x += point.x;
pnt.y += point.y;
});
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return this;
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},
/**
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* Set the Path level offset which will affect all of this paths PathFollowers.
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*
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* @method Phaser.Path#setOffset
* @param {number} x - The x offset.
* @param {number} y - The y offset.
* @return {Phaser.Path} This Path object.
*/
setOffset: function (x, y) {
this._offset.x = x;
this._offset.y = y;
return this;
},
/**
* Get a point on the the current Path curve.
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*
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* @method Phaser.Path#getPointOnThisCurve
* @param {Phaser.Hermite} curve - A Phaser.Hermite curve object.
* @param {number} [t=0 .. 1.0] - The distance on the curve to get the point from. Where 0 is the start of the curve, and 1 is the end.
* @return {Phaser.Point} A point containing the x and y values at the specified distance (t) value in the curve.
*/
getPointOnThisCurve: function (curve, t) {
if (!curve)
{
return null;
}
var pnt = curve.getPoint(t);
pnt.x += this._offset.x;
pnt.y += this._offset.y;
return pnt;
},
/**
* Gets the points on the curve representing the end points of the line segments that make up the curve.
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*
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* @method Phaser.Path#getControlPointsOnThisCurve
* @param {Phaser.Hermite} curve - A Phaser.Hermite curve.
* @return {array} An array of points representing the end points of 10 line segments that make up the curve.
*/
getControlPointsOnThisCurve: function (curve) {
var pnts = Phaser.ArrayUtils.numberArrayStep(0, 1.1, 0.1).map(function(num) {
return this.getPointOnThisCurve(curve, num);
}, this);
return pnts;
},
/**
* Get a PathPoint from this path. Automatically handles path looping.
*
* The values from the PathPoint are copied into the given PathPoint object, which must
* be a reference to a pre-existing PathPoint, as it's not returned by this method.
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*
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* @method Phaser.Path#getPathPoint
* @param {number} index - The index of the point in this path to get.
* @param {Phaser.PathPoint} point - A PathPoint object into which the found point object is cloned.
* @return {boolean} false if the index is past the end of the path and it doesn't loop, otherwise true.
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*/
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getPathPoint: function (index, point) {
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var i = this.loops ? index % this._points.length : index;
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// If index is in the points list range
if (this._points.length > i)
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{
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point.copy(this._points[i]);
switch (this.coordinateSystem)
{
case Phaser.Path.CoordinateSystems.SCREEN:
point.x -= this.game.camera.x;
point.y -= this.game.camera.y;
break;
case Phaser.Path.CoordinateSystems.OFFSET:
point.x += this.origin.x;
point.y += this.origin.y;
break;
}
return true;
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}
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else
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{
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// The path doesn't loop and the index is out of range, so fail
return false;
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}
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},
/**
* Get a reference to a PathPoint from this Path, handle path looping.
*
* NOTE: because this is a PathPoint reference, it does not take into account the coordinateSystem selected, it will be WORLD, or OFFSET unmodified
*
* @method Phaser.Path#getPathPointReference
* @param {number} index - The index of the point in this path to get.
* @return {Phaser.PathPoint} A reference to the PathPoint object in this Path, or null if index is out of range.
*/
getPathPointReference: function (index) {
var i = this.loops ? index % this._points.length : index;
// If index is in the points list range
if (this._points.length > i)
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{
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return this._points[i];
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}
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// The path doesn't loop and the index is out of range, fail
return null;
},
/**
* Get the curve from the given point index to the next.
*
* If the curve has been created previously, use that definition again, otherwise calculate it now.
*
* @method Phaser.Path#getCurve
* @param {number} [index=0] - The index of the point in this path to get the curve from.
* @return {Phaser.Hermite} A new Hermite object representing the curve starting at the 'index' path point.
*/
getCurve: function (index) {
if (index === undefined) { index = 0; }
// Beginning of the curve
if (!this.getPathPoint(index, this._p1))
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{
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return null;
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}
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// Has this curve been calculated already?
if (this._p1.curve)
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{
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return this._p1.curve;
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}
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// End of the curve
if (!this.getPathPoint(index + 1, this._p2))
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{
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if (!this._p1.branchPath)
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{
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return null;
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}
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// We joined another Path
var newPath = this._p1.branchPath;
var joinIndex = this._p1.branchPointIndex;
if (!newPath.getPathPoint(joinIndex + 1, this._p2))
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{
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return null;
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}
}
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// Create and return the new Hermite object
this._p1.curve = new Phaser.Hermite(this._p1.x, this._p1.y, this._p2.x, this._p2.y, this._p1.vx, this._p1.vy, this._p2.vx, this._p2.vy);
this.curvePointIndex = index;
return this._p1.curve;
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},
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/**
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* Find the first matching PathPoint in this path.
* It works by taking the given PathPoint object, and then iterating through all points
* in this Path until it finds one with the same values, then returns the index to it.
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*
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* @method Phaser.Path#pointIndex
* @param {Phaser.PathPoint} pathPoint - The PathPoint object that will have its values compared to all the points in this Path.
* @return {number} The index of the PathPoint in this Path if an equal match is found, or -1 if no match is found.
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*/
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pointIndex: function (pathPoint) {
var l = this._points.length;
for (var i = 0; i < l; i++)
{
if (this.coordinateSystem === Phaser.Path.CoordinateSystems.OFFSET & & i !== 0)
{
if (pathPoint.equals(this._points[i], this._points[0].x, this._points[0].y))
{
return i;
}
}
else
{
if (pathPoint.equals(this._points[i]))
{
return i;
}
}
}
return -1;
},
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/**
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* Is the given PathPoint index the end of this path?
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*
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* @method Phaser.Path#atEnd
* @param {number} index - The index of the PathPoint to test.
* @return {boolean} true if index is the last point in this path.
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*/
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atEnd: function (index) {
// If the path loops, the end of the path is the end of the last curve
if (this.loops)
{
return (index === this._points.length);
}
// If the path doesn't loop, the end of the path is the last point on it
return (index === this._points.length - 1);
},
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/**
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* The total number of PathPoints in this Path.
*
* @method Phaser.Path#numPoints
* return {number} The total number of PathPoints in this Path.
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*/
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numPoints: function () {
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return this._points.length;
},
/*
* DATA PROCESSING
*/
/**
* Process the data associated with a point on this Path.
* Used by Phaser.PathFollower objects as they pass each control point.
*
* @method Phaser.Path#processData
* @param {Phaser.PathFollower} follower - The PathFollower that is processing the data.
* @param {number} pathPointIndex - The index of the path point to process.
* @param {boolean} reversing - Whether or not the follower is traversing the path in reverse.
* @return {Phaser.PathPoint} The PathPoint that has been processed.
*/
processData: function (follower, pathPointIndex, reversing) {
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if (this.getPathPoint(pathPointIndex, this._p1))
{
// If there is a branch that can be taken from this point,
// trigger an event to decide whether to take it or stay on the current path.
// Branches are forwards facing so they are ignored when the follower is reversing.
if (this._p1.branchPath & & !reversing)
{
follower.dispatchEvent({
type: Phaser.PathFollower.EVENT_BRANCH_CHOICE,
target: follower,
data: this._p1.clone()
});
}
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// If there is information in the data member of this point
if (this._p1.data & & this._p1.data.type)
{
switch (this._p1.data.type)
{
case Phaser.PathPoint.DATA_PAUSE:
follower.pause(this._p1.data.value);
break;
case Phaser.PathPoint.DATA_COUNTER:
// first time past, set the count
if (follower.branchCount === 0)
{
follower.branchCount = this._p1.data.value;
}
else
{
// After that decrease the count
follower.branchCount--;
if (follower.branchCount < = 0)
{
follower.branchCount = 0;
// Trigger event when counter expires
follower.dispatchEvent({
type: Phaser.PathFollower.EVENT_COUNT_FINISH,
target: follower,
data: this._p1.clone()
});
}
}
break;
}
}
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// Trigger event when passing any point on the path
follower.dispatchEvent({
type: Phaser.PathFollower.EVENT_REACHED_POINT,
target: follower,
data: this._p1.clone()
});
}
return this._p1;
},
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/**
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* If your Path has 3 points or more, this will walk through it and auto-smooth them out.
* Note: It ignores branches.
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*
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* @method Phaser.Path#smooth
* @return {Phaser.Path} This Path object.
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*/
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smooth: function () {
if (this._points.length === 0)
{
return this;
}
var i;
var thisPoint;
var p1;
var p2;
var dx;
var dy;
for (i = 1; i < this._points.length - 1; i++)
{
thisPoint = this.getPathPointReference(i);
p1 = this.getPathPointReference(i - 1);
p2 = this.getPathPointReference(i + 1);
dx = p2.x - p1.x;
dy = p2.y - p1.y;
thisPoint.setTangent(dx, dy);
}
if (this.loops)
{
i = this._points.length - 1;
thisPoint = this.getPathPointReference(i);
p1 = this.getPathPointReference(i - 1);
p2 = this.getPathPointReference(0);
dx = p2.x - p1.x;
dy = p2.y - p1.y;
thisPoint.setTangent(dx, dy);
i = 0;
thisPoint = this.getPathPointReference(i);
p1 = this.getPathPointReference(this._points.length - 1);
p2 = this.getPathPointReference(1);
dx = p2.x - p1.x;
dy = p2.y - p1.y;
thisPoint.setTangent(dx, dy);
}
return this;
},
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/**
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* Draw the path on given canvas context. Used for debugging.
*
* @method Phaser.Path#debug
* @param {CanvasContext2D} ctx - The canvas context to draw the path on.
* @param {boolean} [active=false] - Whether or not to highlight the active segments of this Path or not.
* @return {Phaser.Path} This Path object.
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*/
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debug: function (ctx, active) {
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var lineColor = '#333333';
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if (active)
{
lineColor = '#ffff00';
}
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if (this._points.length === 0)
{
return this;
}
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this._p1.setTo(0, 0);
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// Draw the lines
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var lastPoint = this._points.length;
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if (!this.loops)
{
lastPoint--;
}
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var p = new Phaser.PathPoint();
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for (var i = 0; i < lastPoint; i++)
{
var curve = this.getCurve(i);
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this.getPathPoint(i, p);
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ctx.lineWidth = 2;
ctx.strokeStyle = 'rgb(100, 0, 250)';
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ctx.save();
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// Control Points
var controlPoints = this.getControlPointsOnThisCurve(curve);
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// Draw lines
ctx.beginPath();
controlPoints.forEach(function(pnt, index) {
if (!!pnt)
{
if (index === 0)
{
ctx.moveTo(pnt.x, pnt.y);
}
else
{
ctx.lineTo(pnt.x, pnt.y);
}
}
});
ctx.stroke();
ctx.closePath();
if (p.active)
{
ctx.fillStyle = '#ffffff';
ctx.strokeStyle = '#333333';
ctx.lineWidth = 1;
// Copy control points to the point object
this.getPathPointReference(i).controlPoints = controlPoints;
controlPoints.forEach(function(pnt) {
ctx.beginPath();
ctx.arc(pnt.x, pnt.y, 3, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
ctx.closePath();
});
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}
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ctx.restore();
}
return this;
},
/**
* Serializes this Path into a JSON object and returns it.
*
* @methods Phaser.Path#toJSON
* @return {Object} A JSON object representing this Path.
*/
toJSON: function () {
return {
name: this.name,
id: this.id,
type: this.type,
coordinateSystem: this.coordinateSystem,
loops: this.loops,
speed: 1,
pointList: this._points.map(function(p) {
return p.toJSON();
}),
};
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}
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};
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/**
* @property {Array} - The list of PathPoints that make up this path.
* @readonly
*/
Object.defineProperty(Phaser.Path.prototype, 'points', {
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get: function () {
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return this._points;
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}
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});
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/**
* @property {number} - The number of points in this path.
* @readonly
*/
Object.defineProperty(Phaser.Path.prototype, 'length', {
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get: function () {
return this._points.length;
}
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});
/**
* @property {Phaser.Point} - The origin of the path.
*/
Object.defineProperty(Phaser.Path.prototype, 'origin', {
get: function() {
return this._origin;
},
set: function (val) {
this._origin.setTo(val.x, val.y);
}
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});< / pre >
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< span class = "copyright" >
2016-04-22 14:15:28 +00:00
Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.0< / a >
on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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