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< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< a href = "PIXI.PIXI.html" > PIXI< / a >
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
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class="caret">< / b > < / a >
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< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
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< li class = "class-depth-0" >
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< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
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< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
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< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
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< 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 >
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< li class = "class-depth-0" >
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< 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 >
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< / li >
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< li class = "class-depth-0" >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
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< / li >
< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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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 >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< 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 >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
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< 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 = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< 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 >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
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< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > < a href = "Phaser.html#.Component" > .Component< / a > .< / span >
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Core
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< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name "
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id="Core">< span class = "type-signature" > < / span > new Core< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Core Component Features.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-12" > line 12< / a >
< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
< h4 class = "name "
id="animations">< span class = "type-signature" > < / span > animations< span class = "type-signature" > :< a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
Through it you can create, play, pause and stop animations.< / p >
< / div >
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< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-186" > line 186< / a >
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< / dt >
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< dt class = "tag-see" > See:< / dt >
< dd class = "tag-see" >
< ul >
< li > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / li >
< / ul >
< / dd >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="components">< span class = "type-signature" > < internal> < / span > components< span class = "type-signature" > :object< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The components this Game Object has installed.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< / dt >
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< dt >
< h4 class = "name "
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id="debug">< span class = "type-signature" > < / span > debug< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > A debug flag designed for use with < code > Game.enableStep< / code > .< / p >
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< / dt >
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< dt >
< h4 class = "name "
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id="events">< span class = "type-signature" > < / span > events< span class = "type-signature" > :< a href = "Phaser.Events.html" > Phaser.Events< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
Game Object, or any of its components.< / p >
< / div >
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< / dt >
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< dt class = "tag-see" > See:< / dt >
< dd class = "tag-see" >
< ul >
< li > < a href = "Phaser.Events.html" > Phaser.Events< / a > < / li >
< / ul >
< / dd >
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< dt >
< h4 class = "name "
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id="exists">< span class = "type-signature" > < / span > exists< span class = "type-signature" > :boolean< / span > < / h4 >
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< div class = "description" >
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< p > Controls if this Game Object is processed by the core game loop.
If this Game Object has a physics body it also controls if its physics body is updated or not.
When < code > exists< / code > is set to < code > false< / code > it will remove its physics body from the physics world if it has one.
It also toggles the < code > visible< / code > property to false as well.< / p >
< p > Setting < code > exists< / code > to true will add its physics body back in to the physics world, if it has one.
It will also set the < code > visible< / code > property to < code > true< / code > .< / p >
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< h4 class = "name "
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id="fresh">< span class = "type-signature" > < readonly> < / span > fresh< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > A Game Object is considered < code > fresh< / code > if it has just been created or reset and is yet to receive a renderer transform update.
This property is mostly used internally by the physics systems, but is exposed for the use of plugins.< / p >
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< dt >
< h4 class = "name "
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id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< dd >
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< p > A reference to the currently running Game.< / p >
< / div >
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< h4 class = "name "
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id="key">< span class = "type-signature" > < / span > key< span class = "type-signature" > :string|< a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > |< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > |< a href = "Phaser.Video.html" > Phaser.Video< / a > |< a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span > < / h4 >
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< p > The key of the image or texture used by this Game Object during rendering.
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If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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If a Game Object is created without a key it is automatically assigned the key < code > __default< / code > which is a 32x32 transparent PNG stored within the Cache.
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If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key < code > __missing< / code > which is a 32x32 PNG of a green box with a line through it.< / p >
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< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Video.html" > Phaser.Video< / a > < / span >
|
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< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
< / li >
< / ul >
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id="name">< span class = "type-signature" > < / span > name< span class = "type-signature" > :string< / span > < / h4 >
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< dd >
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< p > A user defined name given to this Game Object.
This value isn't ever used internally by Phaser, it is meant as a game level property.< / p >
< / div >
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id="pendingDestroy">< span class = "type-signature" > < / span > pendingDestroy< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< div class = "description" >
< p > A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
You can set it directly to allow you to flag an object to be destroyed on its next update.< / p >
< p > This is extremely useful if you wish to destroy an object from within one of its own callbacks
such as with Buttons or other Input events.< / p >
< / div >
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id="previousPosition">< span class = "type-signature" > < readonly> < / span > previousPosition< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< dd >
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< p > The position the Game Object was located in the previous frame.< / p >
< / div >
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id="previousRotation">< span class = "type-signature" > < readonly> < / span > previousRotation< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > The rotation the Game Object was in set to in the previous frame. Value is in radians.< / p >
< / div >
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< h4 class = "name "
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id="renderOrderID">< span class = "type-signature" > < readonly> < / span > renderOrderID< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The render order ID is used internally by the renderer and Input Manager and should not be modified.
This property is mostly used internally by the renderers, but is exposed for the use of plugins.< / p >
< / div >
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id="world">< span class = "type-signature" > < / span > world< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< p > The world coordinates of this Game Object in pixels.
Depending on where in the display list this Game Object is placed this value can differ from < code > position< / code > ,
which contains the x/y coordinates relative to the Game Objects parent.< / p >
< / div >
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id="z">< span class = "type-signature" > < readonly> < / span > z< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
< p > The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
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This value is adjusted automatically whenever the Group hierarchy changes.
If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.< / p >
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< / div >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
< h4 class = "name "
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id=".init">< span class = "type-signature" > < internal, static> < / span > init< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
< div class = "description" >
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< p > Initializes the mixin components.< / p >
< p > The < code > this< / code > context should be an instance of the component mixin target.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-54" > line 54< / a >
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< h4 class = "name "
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id=".install">< span class = "type-signature" > < internal, static> < / span > install< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Installs / registers mixin components.< / p >
< p > The < code > this< / code > context should be that of the applicable object instance or prototype.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-22" > line 22< / a >
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< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="postUpdate">< span class = "type-signature" > < internal> < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Internal method called by the World postUpdate cycle.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-331" > line 331< / a >
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< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="update">< span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Override this method in your own custom objects to handle any update requirements.
It is called immediately after < code > preUpdate< / code > and before < code > postUpdate< / code > .
Remember if this Game Object has any children you should call update on those too.< / p >
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< / div >
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< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-321" > line 321< / a >
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< / dd >
< / dl >
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< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.2< / a >
2016-02-12 16:00:36 +00:00
on Fri Feb 12 2016 15:56:36 GMT+0000 (GMT Standard Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >