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< 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" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +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
< li class = "class-depth-1" >
2013-11-07 06:10:15 +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" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / 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.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
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
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / 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.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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 >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / 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.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +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 >
2013-10-02 11:11:22 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.EarCut.html" > EarCut< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< 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.PolyK.html" > PolyK< / 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.PrimitiveShader.html" > PrimitiveShader< / 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.RenderTexture.html" > RenderTexture< / 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.Rope.html" > Rope< / 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.Sprite.html" > Sprite< / 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.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#CREATURE" > CREATURE< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#DOWN" > DOWN< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#EMITTER" > EMITTER< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#intersectsRectangle" > intersectsRectangle< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< 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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< 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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
2014-11-15 20:01:46 +00:00
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VIDEO" > VIDEO< / a >
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< / li >
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< li class = "class-depth-0" >
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< 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 >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< 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 >
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< 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/news/2015/08/phaser-slack-channel" > Slack< / 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" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: Game</h1> -->
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< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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Game
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="Game">< span class = "type-signature" > < / span > new Game< span class = "signature" > (< span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > renderer< / span > , < span class = "optional" > parent< / span > , < span class = "optional" > state< / span > , < span class = "optional" > transparent< / span > , < span class = "optional" > antialias< / span > , < span class = "optional" > physicsConfig< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > This is where the magic happens. The Game object is the heart of your game,
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providing quick access to common functions and handling the boot process.< / p >
< p > " Hell, there are no rules here - we're trying to accomplish something."
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Thomas A. Edison< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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|
< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
800
< / td >
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< td class = "description last" > < p > The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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|
< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
600
< / td >
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< td class = "description last" > < p > The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > renderer< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
Phaser.AUTO
< / td >
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< td class = "description last" > < p > Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > parent< / code > < / td >
< td class = "type" >
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< span class = "param-type" > string< / span >
|
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< span class = "param-type" > HTMLElement< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
''
< / td >
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< td class = "description last" > < p > The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > state< / code > < / td >
< td class = "type" >
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< span class = "param-type" > object< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
null
< / td >
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< td class = "description last" > < p > The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > transparent< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Use a transparent canvas background or not.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > antialias< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
true
< / td >
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< td class = "description last" > < p > Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > physicsConfig< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > A physics configuration object to pass to the Physics world on creation.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-25" > line 25< / a >
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< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="add">< span class = "type-signature" > < / span > add< span class = "type-signature" > :< a href = "Phaser.GameObjectFactory.html" > Phaser.GameObjectFactory< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Reference to the Phaser.GameObjectFactory.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-156" > line 156< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="antialias">< span class = "type-signature" > < / span > antialias< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
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id="cache">< span class = "type-signature" > < / span > cache< span class = "type-signature" > :< a href = "Phaser.Cache.html" > Phaser.Cache< / a > < / span > < / h4 >
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< p > Reference to the assets cache.< / p >
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< h4 class = "name "
id="camera">< span class = "type-signature" > < / span > camera< span class = "type-signature" > :< a href = "Phaser.Camera.html" > Phaser.Camera< / a > < / span > < / h4 >
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< p > A handy reference to world.camera.< / p >
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< dt >
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id="canvas">< span class = "type-signature" > < / span > canvas< span class = "type-signature" > :HTMLCanvasElement< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > A handy reference to renderer.view, the canvas that the game is being rendered in to.< / p >
< / div >
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< h4 class = "name "
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< dd >
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< p > Clear the Canvas each frame before rendering the display list.
You can set this to < code > false< / code > to gain some performance if your game always contains a background that completely fills the display.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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id="config">< span class = "type-signature" > < / span > config< span class = "type-signature" > :object< / span > < / h4 >
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< p > The Phaser.Game configuration object.< / p >
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id="context">< span class = "type-signature" > < / span > context< span class = "type-signature" > :CanvasRenderingContext2D< / span > < / h4 >
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< p > A handy reference to renderer.context (only set for CANVAS games, not WebGL)< / p >
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id="create">< span class = "type-signature" > < / span > create< span class = "type-signature" > :< a href = "Phaser.Create.html" > Phaser.Create< / a > < / span > < / h4 >
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< p > The Asset Generator.< / p >
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id="currentUpdateID">< span class = "type-signature" > < internal> < / span > currentUpdateID< span class = "type-signature" > :integer< / span > < / h4 >
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< p > The ID of the current/last logic update applied this render frame, starting from 0.
The first update is < code > currentUpdateID === 0< / code > and the last update is < code > currentUpdateID === updatesThisFrame.< / code > < / p >
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< dl class = "details" >
< 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 >
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id="debug">< span class = "type-signature" > < / span > debug< span class = "type-signature" > :< a href = "Phaser.Utils.Debug.html" > Phaser.Utils.Debug< / a > < / span > < / h4 >
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< p > A set of useful debug utilities.< / p >
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< h4 class = "name "
id="device">< span class = "type-signature" > < / span > device< span class = "type-signature" > :< a href = "Phaser.Device.html" > Phaser.Device< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Contains device information and capabilities.< / p >
< / div >
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< h4 class = "name "
id="forceSingleUpdate">< span class = "type-signature" > < / span > forceSingleUpdate< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.< / p >
< / div >
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< h4 class = "name "
id="fpsProblemNotifier">< span class = "type-signature" > < / span > fpsProblemNotifier< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > If the game is struggling to maintain the desired FPS, this signal will be dispatched.
The desired/chosen FPS should probably be closer to the < a href = "Phaser.Time.html#suggestedFps" > Phaser.Time#suggestedFps< / a > value.< / p >
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< h4 class = "name "
id="height">< span class = "type-signature" > < readonly> < / span > height< span class = "type-signature" > :integer< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The current Game Height in pixels.< / p >
< p > < em > Do not modify this property directly:< / em > use < a href = "Phaser.ScaleManager.html#setGameSize" > Phaser.ScaleManager#setGameSize< / a > - eg. < code > game.scale.setGameSize(width, height)< / code > - instead.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 600< / li > < / ul > < / dd >
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id="id">< span class = "type-signature" > < readonly> < / span > id< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > Phaser Game ID (for when Pixi supports multiple instances).< / p >
< / div >
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< h4 class = "name "
id="input">< span class = "type-signature" > < / span > input< span class = "type-signature" > :< a href = "Phaser.Input.html" > Phaser.Input< / a > < / span > < / h4 >
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< p > Reference to the input manager< / p >
< / div >
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id="isBooted">< span class = "type-signature" > < readonly> < / span > isBooted< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Whether the game engine is booted, aka available.< / p >
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< h4 class = "name "
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id="isRunning">< span class = "type-signature" > < readonly> < / span > isRunning< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Is game running or paused?< / p >
< / div >
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< dt >
< h4 class = "name "
id="load">< span class = "type-signature" > < / span > load< span class = "type-signature" > :< a href = "Phaser.Loader.html" > Phaser.Loader< / a > < / span > < / h4 >
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< p > Reference to the assets loader.< / p >
< / div >
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id="lockRender">< span class = "type-signature" > < / span > lockRender< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > If < code > false< / code > Phaser will automatically render the display list every update. If < code > true< / code > the render loop will be skipped.
You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.
Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.< / p >
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< / div >
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< dt >
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id="make">< span class = "type-signature" > < / span > make< span class = "type-signature" > :< a href = "Phaser.GameObjectCreator.html" > Phaser.GameObjectCreator< / a > < / span > < / h4 >
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< dd >
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< p > Reference to the GameObject Creator.< / p >
< / div >
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id="math">< span class = "type-signature" > < / span > math< span class = "type-signature" > :< a href = "Phaser.Math.html" > Phaser.Math< / a > < / span > < / h4 >
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< dd >
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< p > Reference to the math helper.< / p >
< / div >
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< dt >
< h4 class = "name "
id="net">< span class = "type-signature" > < / span > net< span class = "type-signature" > :< a href = "Phaser.Net.html" > Phaser.Net< / a > < / span > < / h4 >
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< div class = "description" >
< p > Reference to the network class.< / p >
< / div >
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< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-186" > line 186< / a >
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< dt >
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< h4 class = "name "
id="onBlur">< span class = "type-signature" > < / span > onBlur< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > This event is fired when the game no longer has focus (typically on page hide).< / p >
< / div >
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< dt >
< h4 class = "name "
id="onFocus">< span class = "type-signature" > < / span > onFocus< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< div class = "description" >
< p > This event is fired when the game has focus (typically on page show).< / p >
< / div >
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< h4 class = "name "
id="onPause">< span class = "type-signature" > < / span > onPause< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< dd >
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< p > This event is fired when the game pauses.< / p >
< / div >
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< dt >
< h4 class = "name "
id="onResume">< span class = "type-signature" > < / span > onResume< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > This event is fired when the game resumes from a paused state.< / p >
< / div >
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< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-306" > line 306< / a >
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< h4 class = "name "
id="parent">< span class = "type-signature" > < / span > parent< span class = "type-signature" > :string|HTMLElement< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The Games DOM parent.< / p >
< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
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< span class = "param-type" > string< / span >
|
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< span class = "param-type" > HTMLElement< / span >
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< / li >
< / ul >
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< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-47" > line 47< / a >
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< h4 class = "name "
id="particles">< span class = "type-signature" > < / span > particles< span class = "type-signature" > :< a href = "Phaser.Particles.html" > Phaser.Particles< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The Particle Manager.< / p >
< / div >
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< dt >
< h4 class = "name "
id="paused">< span class = "type-signature" > < / span > paused< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The paused state of the Game. A paused game doesn't update any of its subsystems.
When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched. Gets and sets the paused state of the Game.< / p >
< / div >
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< h4 class = "name "
id="pendingStep">< span class = "type-signature" > < readonly> < / span > pendingStep< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > An internal property used by enableStep, but also useful to query from your own game objects.< / p >
< / div >
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< h4 class = "name "
id="physics">< span class = "type-signature" > < / span > physics< span class = "type-signature" > :< a href = "Phaser.Physics.html" > Phaser.Physics< / a > < / span > < / h4 >
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< p > Reference to the physics manager.< / p >
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id="physicsConfig">< span class = "type-signature" > < / span > physicsConfig< span class = "type-signature" > :object< / span > < / h4 >
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< p > The Phaser.Physics.World configuration object.< / p >
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< p > Reference to the plugin manager.< / p >
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< p > The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.< / p >
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id="raf">< span class = "type-signature" > < internal> < / span > raf< span class = "type-signature" > :< a href = "Phaser.RequestAnimationFrame.html" > Phaser.RequestAnimationFrame< / a > < / span > < / h4 >
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< p > Automatically handles the core game loop via requestAnimationFrame or setTimeout< / p >
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< dt class = "important tag-deprecated" > Internal:< / dt >
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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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id="renderer">< span class = "type-signature" > < internal> < / span > renderer< span class = "type-signature" > :< a href = "PIXI.CanvasRenderer.html" > PIXI.CanvasRenderer< / a > |< a href = "PIXI.WebGLRenderer.html" > PIXI.WebGLRenderer< / a > < / span > < / h4 >
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< p > The Pixi Renderer.< / p >
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< h5 > Type:< / h5 >
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< li >
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< span class = "param-type" > < a href = "PIXI.CanvasRenderer.html" > PIXI.CanvasRenderer< / a > < / span >
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< span class = "param-type" > < a href = "PIXI.WebGLRenderer.html" > PIXI.WebGLRenderer< / a > < / span >
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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< p > The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, or Phaser.HEADLESS.< / p >
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< / div >
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< p > The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.< / p >
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< dt class = "tag-default" > Default Value:< / dt >
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< p > Instance of repeatable random data generator helper.< / p >
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< p > The game scale manager.< / p >
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id="stage">< span class = "type-signature" > < / span > stage< span class = "type-signature" > :< a href = "Phaser.Stage.html" > Phaser.Stage< / a > < / span > < / h4 >
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< p > Reference to the stage.< / p >
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< p > The StateManager.< / p >
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id="stepCount">< span class = "type-signature" > < readonly> < / span > stepCount< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > When stepping is enabled this contains the current step cycle.< / p >
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< p > Enable core loop stepping with Game.enableStep().< / p >
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< p > Reference to the core game clock.< / p >
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< h4 class = "name "
id="transparent">< span class = "type-signature" > < / span > transparent< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< p > Use a transparent canvas background or not.< / p >
< / div >
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< dt class = "tag-source" > Source -
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< dt >
< h4 class = "name "
id="tweens">< span class = "type-signature" > < / span > tweens< span class = "type-signature" > :< a href = "Phaser.TweenManager.html" > Phaser.TweenManager< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the tween manager.< / p >
< / div >
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< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-211" > line 211< / a >
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< / dt >
< / dl >
< / dd >
< dt >
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id="updatesThisFrame">< span class = "type-signature" > < internal> < / span > updatesThisFrame< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
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< p > Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).< / p >
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< / div >
< dl class = "details" >
< 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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< h4 class = "name "
id="width">< span class = "type-signature" > < readonly> < / span > width< span class = "type-signature" > :integer< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The current Game Width in pixels.< / p >
< p > < em > Do not modify this property directly:< / em > use < a href = "Phaser.ScaleManager.html#setGameSize" > Phaser.ScaleManager#setGameSize< / a > - eg. < code > game.scale.setGameSize(width, height)< / code > - instead.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 800< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="world">< span class = "type-signature" > < / span > world< span class = "type-signature" > :< a href = "Phaser.World.html" > Phaser.World< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Reference to the world.< / p >
< / div >
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< / dl >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
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< dl >
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< dt >
< h4 class = "name "
id="boot">< span class = "type-signature" > < internal> < / span > boot< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Initialize engine sub modules and start the game.< / p >
< / div >
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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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< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Nukes the entire game from orbit.< / p >
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< p > Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game.physics and Game.plugins.< / p >
< p > Then sets all of those local handlers to null, destroys the renderer, removes the canvas from the DOM
and resets the PIXI default renderer.< / p >
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< / div >
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< dt >
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< h4 class = "name "
id="disableStep">< span class = "type-signature" > < / span > disableStep< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Disables core game loop stepping.< / p >
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< / div >
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< dt >
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< h4 class = "name "
id="enableStep">< span class = "type-signature" > < / span > enableStep< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!< / p >
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< / div >
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< dt >
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< h4 class = "name "
id="focusGain">< span class = "type-signature" > < internal> < / span > focusGain< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Called by the Stage visibility handler.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The DOM event that caused the game to pause, if any.< / p > < / td >
< / tr >
< / tbody >
< / table >
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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_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-1132" > line 1132< / a >
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< dt >
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< h4 class = "name "
id="focusLoss">< span class = "type-signature" > < internal> < / span > focusLoss< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > Called by the Stage visibility handler.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The DOM event that caused the game to pause, if any.< / p > < / td >
< / tr >
< / tbody >
< / table >
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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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< h4 class = "name "
id="gamePaused">< span class = "type-signature" > < internal> < / span > gamePaused< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > Called by the Stage visibility handler.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The DOM event that caused the game to pause, if any.< / p > < / td >
< / tr >
< / tbody >
< / table >
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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_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-1048" > line 1048< / a >
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< dt >
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< h4 class = "name "
id="gameResumed">< span class = "type-signature" > < internal> < / span > gameResumed< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > Called by the Stage visibility handler.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The DOM event that caused the game to pause, if any.< / p > < / td >
< / tr >
< / tbody >
< / table >
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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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< h4 class = "name "
id="parseConfig">< span class = "type-signature" > < internal> < / span > parseConfig< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Parses a Game configuration object.< / p >
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< / div >
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< dl class = "details" >
< 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 >
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< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-440" > line 440< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="setUpRenderer">< span class = "type-signature" > < internal> < / span > setUpRenderer< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.< / 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_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-676" > line 676< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="showDebugHeader">< span class = "type-signature" > < internal> < / span > showDebugHeader< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Displays a Phaser version debug header in the console.< / 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_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-609" > line 609< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="step">< span class = "type-signature" > < / span > step< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-988" > line 988< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > (time)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The core game loop.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > time< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The current time as provided by RequestAnimationFrame.< / p > < / td >
< / tr >
< / tbody >
< / table >
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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_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-777" > line 777< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="updateLogic">< span class = "type-signature" > < internal> < / span > updateLogic< span class = "signature" > (timeStep)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Updates all logic subsystems in Phaser. Called automatically by Game.update.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > timeStep< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The current timeStep value as determined by Game.update.< / p > < / td >
< / tr >
< / tbody >
< / table >
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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_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-877" > line 877< / a >
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name "
id="updateRender">< span class = "type-signature" > < internal> < / span > updateRender< span class = "signature" > (elapsedTime)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Runs the Render cycle.
It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required.
It then calls the renderer, which renders the entire display list, starting from the Stage object and working down.
It then calls plugin.render on any loaded plugins, in the order in which they were enabled.
After this State.render is called. Any rendering that happens here will take place on-top of the display list.
Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled.
This method is called automatically by Game.update, you don't need to call it directly.
Should you wish to have fine-grained control over when Phaser renders then use the < code > Game.lockRender< / code > boolean.
Phaser will only render when this boolean is < code > false< / code > .< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > elapsedTime< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The time elapsed since the last update.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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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_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-925" > line 925< / a >
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< / dt >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2016 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 >
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on Fri Jun 03 2016 18:46:51 GMT+0100 (GMT Daylight 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( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
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< / html >