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< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Plugin.PathManager.html" > PathManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2015-10-15 11:06:38 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.PointerMode.html" > PointerMode< / a >
< / li >
2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
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2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
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2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.State.html" > State< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.Text.html" > Text< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Time.html" > Time< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
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2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2014-02-05 06:29:17 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Weapon.html" > Weapon< / a >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.EarCut.html" > EarCut< / a >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< 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 >
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< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
2016-07-01 15:57:13 +00:00
< li class = "class-depth-2" >
< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
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< 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 >
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2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
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2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#EMITTER" > EMITTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
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< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
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< a href = "global.html#HEADLESS" > HEADLESS< / a >
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
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2015-07-22 14:31:30 +00:00
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
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< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#LINE" > LINE< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "global.html#listeners" > listeners< / a >
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2015-07-22 14:31:30 +00:00
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2016-08-26 00:18:47 +00:00
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#NONE" > NONE< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "global.html#off" > off< / a >
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< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
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< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
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2016-02-08 17:01:36 +00:00
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< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
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< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
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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 >
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< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RIGHT" > RIGHT< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#ROPE" > ROPE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
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< / li >
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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 >
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< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
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< 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 >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
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< 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 >
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< / 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 >
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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.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 >
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< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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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 >
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< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
2016-05-19 11:36:51 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
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< h1 class = "page-title" > Source: src/gameobjects/Creature.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
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* @author Richard Davey < rich@photonstorm.com>
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* @author Kestrel Moon Studios < creature@kestrelmoon.com>
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* @copyright 2016 Photon Storm Ltd and Kestrel Moon Studios
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.
*
* It allows you to display animated Game Objects that were created with the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/).
*
* Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games.
*
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* Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them
* loaded before your Phaser game boots.
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*
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* See the Phaser custom build process for more details.
*
* By default the Creature runtimes are NOT included in any pre-configured version of Phaser.
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*
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* So you'll need to do `grunt custom` to create a build that includes them.
*
* @class Phaser.Creature
* @extends PIXI.DisplayObjectContainer
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.BringToTop
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.Reset
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate of the Game Object. The coordinate is relative to any parent container this Game Object may be in.
* @param {number} y - The y coordinate of the Game Object. The coordinate is relative to any parent container this Game Object may be in.
* @param {string|PIXI.Texture} key - The texture used by the Creature Object during rendering. It can be a string which is a reference to the Cache entry, or an instance of a PIXI.Texture.
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* @param {string} mesh - The mesh data for the Creature Object. It should be a string which is a reference to the Cache JSON entry.
* @param {string} [animation='default'] - The animation within the mesh data to play.
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*/
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Phaser.Creature = function (game, x, y, key, mesh, animation) {
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if (animation === undefined) { animation = 'default'; }
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/**
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* @property {number} type - The const type of this object.
* @readonly
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*/
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this.type = Phaser.CREATURE;
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if (!game.cache.checkJSONKey(mesh))
{
console.warn('Phaser.Creature: Invalid mesh key given. Not found in Phaser.Cache');
return;
}
var meshData = game.cache.getJSON(mesh);
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/**
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* @property {Creature} _creature - The Creature instance.
* @private
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*/
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this._creature = new Creature(meshData);
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/**
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* @property {CreatureAnimation} animation - The CreatureAnimation instance.
*/
this.animation = new CreatureAnimation(meshData, animation, this._creature);
/**
* @property {CreatureManager} manager - The CreatureManager instance for this object.
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*/
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this.manager = new CreatureManager(this._creature);
/**
* @property {number} timeDelta - How quickly the animation advances.
* @default
*/
this.timeDelta = 0.05;
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if (typeof key === 'string')
{
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var texture = new PIXI.Texture(game.cache.getBaseTexture(key));
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}
else
{
var texture = key;
}
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/**
* @property {PIXI.Texture} texture - The texture the animation is using.
*/
this.texture = texture;
PIXI.DisplayObjectContainer.call(this);
this.dirty = true;
this.blendMode = PIXI.blendModes.NORMAL;
/**
* @property {Phaser.Point} creatureBoundsMin - The minimum bounds point.
* @protected
*/
this.creatureBoundsMin = new Phaser.Point();
/**
* @property {Phaser.Point} creatureBoundsMax - The maximum bounds point.
* @protected
*/
this.creatureBoundsMax = new Phaser.Point();
var target = this.manager.target_creature;
/**
* @property {PIXI.Float32Array} vertices - The vertices data.
* @protected
*/
this.vertices = new PIXI.Float32Array(target.total_num_pts * 2);
/**
* @property {PIXI.Float32Array} uvs - The UV data.
* @protected
*/
this.uvs = new PIXI.Float32Array(target.total_num_pts * 2);
/**
* @property {PIXI.Uint16Array} indices
* @protected
*/
this.indices = new PIXI.Uint16Array(target.global_indices.length);
for (var i = 0; i < this.indices.length; i++)
{
this.indices[i] = target.global_indices[i];
}
/**
* @property {PIXI.Uint16Array} colors - The vertices colors
* @protected
*/
this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
this.updateRenderData(target.global_pts, target.global_uvs);
this.manager.AddAnimation(this.animation);
this.manager.SetActiveAnimationName(animation, false);
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Phaser.Component.Core.init.call(this, game, x, y);
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};
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Phaser.Creature.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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Phaser.Creature.prototype.constructor = Phaser.Creature;
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Phaser.Component.Core.install.call(Phaser.Creature.prototype, [
'Angle',
'AutoCull',
'BringToTop',
'Destroy',
'FixedToCamera',
'LifeSpan',
'Reset'
]);
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Phaser.Creature.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.Creature.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
* Automatically called by World.preUpdate.
*
* @method Phaser.Creature#preUpdate
* @memberof Phaser.Creature
*/
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Phaser.Creature.prototype.preUpdate = function () {
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if (!this.preUpdateInWorld())
{
return false;
}
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this.manager.Update(this.timeDelta);
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this.updateData();
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return this.preUpdateCore();
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};
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/**
*
*
* @method Phaser.Creature#_initWebGL
* @memberof Phaser.Creature
* @private
*/
Phaser.Creature.prototype._initWebGL = function (renderSession) {
// build the strip!
var gl = renderSession.gl;
this._vertexBuffer = gl.createBuffer();
this._indexBuffer = gl.createBuffer();
this._uvBuffer = gl.createBuffer();
this._colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
};
/**
* @method Phaser.Creature#_renderWebGL
* @memberof Phaser.Creature
* @private
*/
Phaser.Creature.prototype._renderWebGL = function (renderSession) {
// If the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha < = 0)
{
return;
}
renderSession.spriteBatch.stop();
// init! init!
if (!this._vertexBuffer)
{
this._initWebGL(renderSession);
}
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
this._renderCreature(renderSession);
renderSession.spriteBatch.start();
};
/**
* @method Phaser.Creature#_renderCreature
* @memberof Phaser.Creature
* @private
*/
Phaser.Creature.prototype._renderCreature = function (renderSession) {
var gl = renderSession.gl;
var projection = renderSession.projection;
var offset = renderSession.offset;
var shader = renderSession.shaderManager.stripShader;
renderSession.blendModeManager.setBlendMode(this.blendMode);
// Set uniforms
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform1f(shader.alpha, this.worldAlpha);
if (!this.dirty)
{
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// Update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// Check if a texture is dirty..
if (this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
// Bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// Don't need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
}
else
{
this.dirty = false;
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// Update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.DYNAMIC_DRAW);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
// Check if a texture is dirty
if (this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
// Don't need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_SHORT, 0);
};
/**
* @method Phaser.Creature#updateCreatureBounds
* @memberof Phaser.Creature
* @private
*/
Phaser.Creature.prototype.updateCreatureBounds = function () {
// Update bounds based off world transform matrix
var target = this.manager.target_creature;
target.ComputeBoundaryMinMax();
this.creatureBoundsMin.set(target.boundary_min[0], -target.boundary_min[1]);
this.creatureBoundsMax.set(target.boundary_max[0], -target.boundary_max[1]);
this.worldTransform.apply(this.creatureBoundsMin, this.creatureBoundsMin);
this.worldTransform.apply(this.creatureBoundsMax, this.creatureBoundsMax);
};
/**
* @method Phaser.Creature#updateData
* @memberof Phaser.Creature
* @private
*/
Phaser.Creature.prototype.updateData = function () {
var target = this.manager.target_creature;
var read_pts = target.render_pts;
var read_uvs = target.global_uvs;
this.updateRenderData(read_pts, read_uvs);
this.updateCreatureBounds();
this.dirty = true;
};
/**
* @method Phaser.Creature#updateRenderData
* @memberof Phaser.Creature
* @private
*/
Phaser.Creature.prototype.updateRenderData = function (verts, uvs) {
var target = this.manager.target_creature;
var pt_index = 0;
var uv_index = 0;
var write_pt_index = 0;
for (var i = 0; i < target.total_num_pts; i++)
{
this.vertices[write_pt_index] = verts[pt_index];
this.vertices[write_pt_index + 1] = -verts[pt_index + 1];
this.uvs[uv_index] = uvs[uv_index];
this.uvs[uv_index + 1] = uvs[uv_index + 1];
pt_index += 3;
uv_index += 2;
write_pt_index += 2;
}
};
/**
* Sets the Animation this Creature object will play, as defined in the mesh data.
*
* @method Phaser.Creature#setAnimation
* @memberof Phaser.Creature
* @param {string} key - The key of the animation to set, as defined in the mesh data.
*/
Phaser.Creature.prototype.setAnimation = function (key) {
this.manager.SetActiveAnimationName(key, true);
};
/**
* Plays the currently set animation.
*
* @method Phaser.Creature#play
* @memberof Phaser.Creature
* @param {boolean} [loop=false] - Should the animation loop?
*/
Phaser.Creature.prototype.play = function (loop) {
if (loop === undefined) { loop = false; }
this.loop = loop;
this.manager.SetIsPlaying(true);
this.manager.RunAtTime(0);
};
/**
* Stops the currently playing animation.
*
* @method Phaser.Creature#stop
* @memberof Phaser.Creature
*/
Phaser.Creature.prototype.stop = function () {
this.manager.SetIsPlaying(false);
};
/**
* @name Phaser.Creature#isPlaying
* @property {boolean} isPlaying - Is the _current_ animation playing?
*/
Object.defineProperty(Phaser.Creature.prototype, 'isPlaying', {
get: function() {
return this.manager.GetIsPlaying();
},
set: function(value) {
this.manager.SetIsPlaying(value);
}
});
/**
* @name Phaser.Creature#loop
* @property {boolean} loop - Should the _current_ animation loop or not?
*/
Object.defineProperty(Phaser.Creature.prototype, 'loop', {
get: function() {
return this.manager.should_loop;
},
set: function(value) {
this.manager.SetShouldLoop(value);
}
});
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.0< / a >
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