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< a href = "PIXI.PolyK.html" > PolyK< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Rope.html" > Rope< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Sprite.html" > Sprite< / a >
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< / li >
< li class = "class-depth-1" >
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< li class = "class-depth-1" >
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< a href = "PIXI.Stage.html" > Stage< / a >
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< / li >
< li class = "class-depth-1" >
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< / li >
< li class = "class-depth-1" >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Text.html" > Text< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Texture.html" > Texture< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
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< / li >
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< li class = "class-depth-1" >
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< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
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< / li >
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< li class = "class-depth-1" >
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< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
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< / li >
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< a href = "RoundedRectangle.html" > RoundedRectangle< / a >
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< / li >
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< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#append" > append< / a >
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< / li >
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< a href = "global.html#apply" > apply< / a >
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< / li >
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< a href = "global.html#applyInverse" > applyInverse< / a >
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< / li >
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< a href = "global.html#blendModes" > blendModes< / a >
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< / li >
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< a href = "global.html#clone" > clone< / a >
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< / li >
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< a href = "global.html#contains" > contains< / a >
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< / li >
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< a href = "global.html#fromArray" > fromArray< / a >
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< / li >
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< / li >
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< / li >
< / ul >
< / li >
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< 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 >
< 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 >
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< 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.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.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 >
< / 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 >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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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 >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Weekly Coding Tips< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/irc" > IRC< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > Donate to the project< / a > < / li >
< 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 = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: Core</h1> -->
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< section >
< header >
< 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-173" > line 173< / 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 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-149" > line 149< / a >
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< / dt >
< / dl >
< / dd >
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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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< / dt >
< 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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< / div >
< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
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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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< 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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< 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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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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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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< p > A reference to the currently running Game.< / p >
< / div >
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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 = "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.
If it is a string it's the string used to retrieve the texture from the Phaser.Cache.
It can also be an instance of a RenderTexture, BitmapData or PIXI.Texture.
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.
If a Game Object is given a key which doesn't exist in the 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 >
< / 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 >
|
< 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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< div class = "description" >
< 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="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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< 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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< div class = "description" >
< p > The rotation the Game Object was in set to in the previous frame. Value is in radians.< / p >
< / div >
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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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< div class = "description" >
< 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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< h4 class = "name "
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id="z">< span class = "type-signature" > < / span > z< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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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.
This value is adjusted automatically whenever the Group hierarchy changes.< / p >
< / 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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< 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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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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< dt class = "tag-source" > Source -
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< / dt >
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< 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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< dd >
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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-307" > line 307< / a >
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< / dt >
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< 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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< 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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< / dt >
< / dl >
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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 3.3.0-alpha10< / a >
2015-03-26 02:55:18 +00:00
on Thu Mar 26 2015 02:53:50 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 );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >