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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
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< li class = "class-depth-1" >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / 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 >
< 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.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / 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.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / 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.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< 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.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / 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" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
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< / ul >
< / li >
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2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< 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 >
< 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 >
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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 " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
2015-01-06 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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2014-11-25 00:23:44 +00:00
< 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.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "https://leanpub.com/u/photonstorm" > Phaser Books< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< 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 >
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "https://twitter.com/photonstorm" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/" > IRC< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > GitTip< / a > < / li >
< / ul >
< / li >
2013-10-02 00:16:40 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
2014-11-15 20:01:46 +00:00
< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/core/Camera.js< / h1 >
2013-10-02 00:16:40 +00:00
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*
* @class Phaser.Camera
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
* @param {number} x - Position of the camera on the X axis
* @param {number} y - Position of the camera on the Y axis
* @param {number} width - The width of the view rectangle
* @param {number} height - The height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.
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* @property {Phaser.Rectangle} view
*/
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this.view = new Phaser.Rectangle(x, y, width, height);
/**
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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* @deprecated No longer used for camera culling. Uses Camera.view instead.
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*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
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* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.
*
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* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
*/
this.bounds = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
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*/
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this.deadzone = null;
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/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
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this.visible = true;
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/**
* @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.
* @default
*/
this.roundPx = true;
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/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
this.atLimit = { x: false, y: false };
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/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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* @default
*/
this.target = null;
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/**
* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
*/
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this.displayObject = null;
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/**
* @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot
*/
this.scale = null;
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/**
* @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.
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* @readonly
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*/
this.totalInView = 0;
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/**
* @property {Phaser.Point} _targetPosition - Internal point used to calculate target position
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* @private
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*/
this._targetPosition = new Phaser.Point();
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/**
* @property {number} edge - Edge property.
* @private
* @default
*/
this._edge = 0;
/**
* @property {Phaser.Point} position - Current position of the camera in world.
* @private
* @default
*/
this._position = new Phaser.Point();
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};
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_LOCKON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_PLATFORMER = 1;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN = 2;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
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preUpdate: function () {
this.totalInView = 0;
},
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/**
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* Tells this camera which sprite to follow.
* @method Phaser.Camera#follow
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
* @param {number} [style] - Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
follow: function (target, style) {
if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
this.target = target;
var helper;
switch (style) {
case Phaser.Camera.FOLLOW_PLATFORMER:
var w = this.width / 8;
var h = this.height / 3;
this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Phaser.Camera.FOLLOW_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_LOCKON:
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this.deadzone = null;
break;
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default:
this.deadzone = null;
break;
}
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},
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/**
* Sets the Camera follow target to null, stopping it from following an object if it's doing so.
*
* @method Phaser.Camera#unfollow
*/
unfollow: function () {
this.target = null;
},
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/**
* Move the camera focus on a display object instantly.
* @method Phaser.Camera#focusOn
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
*/
focusOn: function (displayObject) {
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
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},
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/**
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* Move the camera focus on a location instantly.
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* @method Phaser.Camera#focusOnXY
* @param {number} x - X position.
* @param {number} y - Y position.
*/
focusOnXY: function (x, y) {
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this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
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},
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/**
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* Update focusing and scrolling.
* @method Phaser.Camera#update
*/
update: function () {
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if (this.target)
{
this.updateTarget();
}
if (this.bounds)
{
this.checkBounds();
}
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if (this.roundPx)
{
this.view.floor();
}
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this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
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},
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/**
* Internal method
* @method Phaser.Camera#updateTarget
* @private
*/
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updateTarget: function () {
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this._targetPosition.copyFrom(this.target);
if (this.target.parent)
{
this._targetPosition.multiply(this.target.parent.worldTransform.a, this.target.parent.worldTransform.d);
}
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if (this.deadzone)
{
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this._edge = this._targetPosition.x - this.view.x;
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if (this._edge < this.deadzone.left)
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{
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this.view.x = this._targetPosition.x - this.deadzone.left;
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}
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else if (this._edge > this.deadzone.right)
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{
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this.view.x = this._targetPosition.x - this.deadzone.right;
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}
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this._edge = this._targetPosition.y - this.view.y;
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if (this._edge < this.deadzone.top)
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{
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this.view.y = this._targetPosition.y - this.deadzone.top;
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}
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else if (this._edge > this.deadzone.bottom)
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{
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this.view.y = this._targetPosition.y - this.deadzone.bottom;
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}
}
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else
{
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this.view.x = this._targetPosition.x - this.view.halfWidth;
this.view.y = this._targetPosition.y - this.view.halfHeight;
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}
},
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/**
* Update the Camera bounds to match the game world.
* @method Phaser.Camera#setBoundsToWorld
*/
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setBoundsToWorld: function () {
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if (this.bounds)
{
this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height);
}
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},
/**
* Method called to ensure the camera doesn't venture outside of the game world.
* @method Phaser.Camera#checkWorldBounds
*/
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checkBounds: function () {
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this.atLimit.x = false;
this.atLimit.y = false;
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// Make sure we didn't go outside the cameras bounds
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if (this.view.x < = this.bounds.x)
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{
this.atLimit.x = true;
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this.view.x = this.bounds.x;
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}
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if (this.view.right >= this.bounds.right)
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{
this.atLimit.x = true;
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this.view.x = this.bounds.right - this.width;
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}
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if (this.view.y < = this.bounds.top)
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{
this.atLimit.y = true;
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this.view.y = this.bounds.top;
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}
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if (this.view.bottom >= this.bounds.bottom)
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{
this.atLimit.y = true;
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this.view.y = this.bounds.bottom - this.height;
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}
},
/**
* A helper function to set both the X and Y properties of the camera at once
* without having to use game.camera.x and game.camera.y.
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*
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* @method Phaser.Camera#setPosition
* @param {number} x - X position.
* @param {number} y - Y position.
*/
setPosition: function (x, y) {
this.view.x = x;
this.view.y = y;
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if (this.bounds)
{
this.checkBounds();
}
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},
/**
* Sets the size of the view rectangle given the width and height in parameters.
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*
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* @method Phaser.Camera#setSize
* @param {number} width - The desired width.
* @param {number} height - The desired height.
*/
setSize: function (width, height) {
this.view.width = width;
this.view.height = height;
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},
/**
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
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*
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* @method Phaser.Camera#reset
*/
reset: function () {
this.target = null;
this.view.x = 0;
this.view.y = 0;
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}
};
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Phaser.Camera.prototype.constructor = Phaser.Camera;
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/**
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#x
* @property {number} x - Gets or sets the cameras x position.
*/
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
return this.view.x;
},
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set: function (value) {
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this.view.x = value;
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if (this.bounds)
{
this.checkBounds();
}
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}
});
/**
* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#y
* @property {number} y - Gets or sets the cameras y position.
*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
return this.view.y;
},
set: function (value) {
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this.view.y = value;
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if (this.bounds)
{
this.checkBounds();
}
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}
});
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/**
* The Cameras position. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#position
* @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.
*/
Object.defineProperty(Phaser.Camera.prototype, "position", {
get: function () {
this._position.set(this.view.centerX, this.view.centerY);
return this._position;
},
set: function (value) {
if (typeof value.x !== "undefined") { this.view.x = value.x; }
if (typeof value.y !== "undefined") { this.view.y = value.y; }
if (this.bounds)
{
this.checkBounds();
}
}
});
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/**
* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#width
* @property {number} width - Gets or sets the cameras width.
*/
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
return this.view.width;
},
set: function (value) {
this.view.width = value;
}
});
/**
* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#height
* @property {number} height - Gets or sets the cameras height.
*/
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
return this.view.height;
},
set: function (value) {
this.view.height = value;
}
});
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