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< a href = "Phaser.Component.PhysicsBody.html" > PhysicsBody< / a >
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< a href = "Phaser.Create.html" > Create< / a >
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< a href = "Phaser.Creature.html" > Creature< / a >
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< a href = "Phaser.Easing.Circular.html" > Circular< / a >
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< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
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< a href = "Phaser.Particle.html" > Particle< / a >
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< a href = "Phaser.Particles.html" > Particles< / a >
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< a href = "Phaser.Particles.Arcade.html" > Arcade< / a >
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< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
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< a href = "Phaser.Path.html" > Path< / a >
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< a href = "Phaser.PathFollower.html" > PathFollower< / a >
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< a href = "Phaser.PathPoint.html" > PathPoint< / a >
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< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
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< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
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< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
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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" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "Phaser.Plugin.PathManager.html" > PathManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.Point.html" > Point< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
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2015-10-15 11:06:38 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.PointerMode.html" > PointerMode< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +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" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-09-09 14:36:56 +00:00
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< a href = "Phaser.Rope.html" > Rope< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +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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2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +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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2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +00:00
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +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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2014-02-21 15:37:26 +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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2014-02-21 15:37:26 +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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2014-02-21 15:37:26 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +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" >
2014-02-21 15:37:26 +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" >
2014-02-21 15:37:26 +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" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.Time.html" > Time< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +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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2014-02-21 15:37:26 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-21 15:37:26 +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" >
2014-02-21 15:37:26 +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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2014-02-21 15:37:26 +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" >
2014-02-21 15:37:26 +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" >
2014-02-21 15:37:26 +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 >
2014-02-21 15:37:26 +00:00
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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
< / 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 >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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2015-08-24 14:43:45 +00:00
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< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< 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
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< a href = "PIXI.Event.html" > Event< / a >
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< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< 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 >
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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 >
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.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" >
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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 >
< / 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
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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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2015-03-23 23:46:30 +00:00
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< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-17 00:11:24 +00:00
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< 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
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / 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#CANVAS" > CANVAS< / 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#CANVAS_FILTER" > CANVAS_FILTER< / a >
2014-11-15 20:01:46 +00:00
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#CENTER" > CENTER< / a >
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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#CIRCLE" > CIRCLE< / a >
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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#CREATURE" > CREATURE< / a >
2014-11-15 20:01:46 +00:00
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#displayList" > displayList< / a >
< / li >
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< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< 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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< a href = "global.html#GAMES" > GAMES< / a >
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< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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< 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
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< 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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< a href = "global.html#LEFT" > LEFT< / a >
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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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< 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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< a href = "global.html#MATRIX" > MATRIX< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "global.html#mixin" > mixin< / a >
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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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< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
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< li class = "class-depth-0" >
< 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 >
< / 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" >
< 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 >
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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" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< 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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / 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" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
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< / 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" >
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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 >
< 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 >
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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/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 = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: GameObjectCreator</h1> -->
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< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
GameObjectCreator
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="GameObjectCreator">< span class = "type-signature" > < / span > new GameObjectCreator< span class = "signature" > (game)< / 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 GameObjectCreator is a quick way to create common game objects < em > without< / em > adding them to the game world.< br > The object creator can be accessed with < a href = "Phaser.Game.html#make" > < code > < code > game.make< / code > < / code > < / a > .< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
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< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
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< / tr >
< / 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_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-15" > line 15< / a >
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< / dt >
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< / dl >
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< / dd >
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< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
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< dt >
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< h4 class = "name "
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id="game">< span class = "type-signature" > < internal> < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A reference to the currently running Game.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-21" > line 21< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
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id="world">< span class = "type-signature" > < internal> < / span > world< span class = "type-signature" > :< a href = "Phaser.World.html" > Phaser.World< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A reference to the game world.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-27" > line 27< / a >
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< / dt >
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< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="audio">< span class = "type-signature" > < / span > audio< span class = "signature" > (key, < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > connect< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sound.html" > Phaser.Sound< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Creates a new Sound object.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Game.cache key of the sound that this object will use.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > volume< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The volume at which the sound will be played.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Whether or not the sound will loop.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > connect< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created text object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-118" > line 118< / 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="audioSprite">< span class = "type-signature" > < / span > audioSprite< span class = "signature" > (key)< / span > < span class = "type-signature" > → {< a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Creates a new AudioSprite object.< / p >
< / 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 >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The Game.cache key of the sound that this object will use.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created AudioSprite object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-134" > line 134< / 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="bitmapData">< span class = "type-signature" > < / span > bitmapData< span class = "signature" > (< span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > key< / span > , < span class = "optional" > addToCache< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Create a BitmpaData object.< / p >
< p > A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< 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 >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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256
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< / td >
< td class = "description last" > < p > The width of the BitmapData in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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256
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< / td >
< td class = "description last" > < p > The height of the BitmapData in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
''
< / td >
< td class = "description last" > < p > Asset key for the BitmapData when stored in the Cache (see addToCache parameter).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > addToCache< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created BitmapData object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-379" > line 379< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="bitmapText">< span class = "type-signature" > < / span > bitmapText< span class = "signature" > (x, y, font, < span class = "optional" > text< / span > , < span class = "optional" > size< / span > , < span class = "optional" > align< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Create a new BitmapText object.< / p >
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< p > BitmapText objects work by taking a texture file and an XML file that describes the font structure.< br > It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to< br > match the font structure.< / p >
< p > BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability< br > to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by< br > processing the font texture in an image editor first, applying fills and any other effects required.< / p >
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< p > To create multi-line text insert \r, \n or \r\n escape codes into the text string.< / p >
< p > To create a BitmapText data files you can use:< / p >
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< p > BMFont (Windows, free): http://www.angelcode.com/products/bmfont/< br > Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner< br > Littera (Web-based, free): http://kvazars.com/littera/< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > X coordinate to display the BitmapText object at.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Y coordinate to display the BitmapText object at.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > font< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The key of the BitmapText as stored in Phaser.Cache.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > text< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
''
< / td >
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< td class = "description last" > < p > The text that will be rendered. This can also be set later via BitmapText.text.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > size< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
32
< / td >
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< td class = "description last" > < p > The size the font will be rendered at in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > align< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
'left'
< / td >
< td class = "description last" > < p > The alignment of multi-line text. Has no effect if there is only one line of text.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created bitmapText object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-297" > line 297< / 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="button">< span class = "type-signature" > < / span > button< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > key< / span > , < span class = "optional" > callback< / span > , < span class = "optional" > callbackContext< / span > , < span class = "optional" > overFrame< / span > , < span class = "optional" > outFrame< / span > , < span class = "optional" > downFrame< / span > , < span class = "optional" > upFrame< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Button.html" > Phaser.Button< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Creates a new Button object.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
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< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > X position of the new button object.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > Y position of the new button object.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The image key as defined in the Game.Cache to use as the texture for this button.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > callback< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > function< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The function to call when this button is pressed< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > callbackContext< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "description last" > < p > The context in which the callback will be called (usually 'this')< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > overFrame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
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< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > outFrame< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
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|
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > downFrame< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
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|
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > upFrame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
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< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created button object.< / p >
< / div >
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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_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-215" > line 215< / 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="emitter">< span class = "type-signature" > < / span > emitter< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > maxParticles< / span > )< / span > < span class = "type-signature" > → {Phaser.Emitter}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Creat a new Emitter.< / p >
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< p > An Emitter is a lightweight particle emitter. It can be used for one-time explosions or for< br > continuous effects like rain and fire. All it really does is launch Particle objects out< br > at set intervals, and fixes their positions and velocities accorindgly.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< 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 > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The x coordinate within the Emitter that the particles are emitted from.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > The y coordinate within the Emitter that the particles are emitted from.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > maxParticles< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
50
< / td >
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< td class = "description last" > < p > The total number of particles in this emitter.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > Phaser.Emitter< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created emitter object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-250" > line 250< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
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< h4 class = "name "
id="filter">< span class = "type-signature" > < / span > filter< span class = "signature" > (filter)< / span > < span class = "type-signature" > → {< a href = "Phaser.Filter.html" > Phaser.Filter< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A WebGL shader/filter that can be applied to Sprites.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > filter< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "description last" > < p > The name of the filter you wish to create, for example HueRotate or SineWave.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > < / code > < / td >
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< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
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< td class = "description last" > < p > Whatever parameters are needed to be passed to the filter init function.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Filter.html" > Phaser.Filter< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created Phaser.Filter object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-407" > line 407< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="graphics">< span class = "type-signature" > < / span > graphics< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Graphics.html" > Phaser.Graphics< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Creates a new Graphics object.< / 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 > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
< td class = "default" >
0
< / td >
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< td class = "description last" > < p > X position of the new graphics object.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / 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" >
0
< / td >
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< td class = "description last" > < p > Y position of the new graphics object.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Graphics.html" > Phaser.Graphics< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created graphics object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-236" > line 236< / 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="group">< span class = "type-signature" > < / span > group< span class = "signature" > (parent, < span class = "optional" > name< / span > , < span class = "optional" > addToStage< / span > , < span class = "optional" > enableBody< / span > , < span class = "optional" > physicsBodyType< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Group.html" > Phaser.Group< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A Group is a container for display objects that allows for fast pooling, recycling and collision checks.< / 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 >
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< tr >
< td class = "name" > < code > parent< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The parent Group or DisplayObjectContainer that will hold this group, if any.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
'group'
< / td >
< td class = "description last" > < p > A name for this Group. Not used internally but useful for debugging.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > addToStage< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If set to true this Group will be added directly to the Game.Stage instead of Game.World.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > enableBody< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If true all Sprites created with < code > Group.create< / code > or < code > Group.createMulitple< / code > will have a physics body created on them. Change the body type with physicsBodyType.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > physicsBodyType< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
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< td class = "description last" > < p > If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created Group.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< / dt >
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< / dd >
< dt >
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< h4 class = "name "
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id="image">< span class = "type-signature" > < / span > image< span class = "signature" > (x, y, key, < span class = "optional" > frame< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Create a new Image object.< / p >
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< p > An Image is a light-weight object you can use to display anything that doesn't need physics or animation.< br > It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > X position of the image.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "description last" > < p > Y position of the image.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
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< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > the newly created sprite object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-33" > line 33< / 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="renderTexture">< span class = "type-signature" > < / span > renderTexture< span class = "signature" > (< span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > key< / span > , < span class = "optional" > addToCache< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A dynamic initially blank canvas to which images can be drawn.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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100
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< / td >
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< td class = "description last" > < p > the width of the RenderTexture.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
100
< / td >
< td class = "description last" > < p > the height of the RenderTexture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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''
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< / td >
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< td class = "description last" > < p > Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > addToCache< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created RenderTexture object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-353" > line 353< / 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="retroFont">< span class = "type-signature" > < / span > retroFont< span class = "signature" > (font, characterWidth, characterHeight, chars, charsPerRow, < span class = "optional" > xSpacing< / span > , < span class = "optional" > ySpacing< / span > , < span class = "optional" > xOffset< / span > , < span class = "optional" > yOffset< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.RetroFont.html" > Phaser.RetroFont< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Create a new RetroFont object.< / p >
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< p > A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.< br > A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.< br > If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText< br > is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.< br > The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,< br > i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > font< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The key of the image in the Game.Cache that the RetroFont will use.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > characterWidth< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The width of each character in the font set.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > characterHeight< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The height of each character in the font set.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > chars< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > charsPerRow< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The number of characters per row in the font set.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > xSpacing< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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0
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< / td >
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< td class = "description last" > < p > If the characters in the font set have horizontal spacing between them set the required amount here.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > ySpacing< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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0
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< / td >
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< td class = "description last" > < p > If the characters in the font set have vertical spacing between them set the required amount here.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > xOffset< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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0
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< / td >
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< td class = "description last" > < p > If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > yOffset< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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0
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< / td >
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< td class = "description last" > < p > If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.RetroFont.html" > Phaser.RetroFont< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > The newly created RetroFont texture which can be applied to an Image or Sprite.< / p >
< / div >
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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_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-269" > line 269< / 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="rope">< span class = "type-signature" > < / span > rope< span class = "signature" > (x, y, width, height, key, frame)< / span > < span class = "type-signature" > → {< a href = "Phaser.Rope.html" > Phaser.Rope< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Creates a new Rope object.< / p >
< / 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 >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The x coordinate (in world space) to position the Rope at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Rope at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The width of the Rope.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The height of the Rope.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / td >
< td class = "description last" > < p > This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Rope.html" > Phaser.Rope< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > The newly created rope object.< / p >
< / div >
< / div >
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< / dt >
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< / dd >
< dt >
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< h4 class = "name "
id="sound">< span class = "type-signature" > < / span > sound< span class = "signature" > (key, < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > connect< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sound.html" > Phaser.Sound< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Creates a new Sound object.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Game.cache key of the sound that this object will use.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > volume< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The volume at which the sound will be played.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Whether or not the sound will loop.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > connect< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > The newly created text object.< / p >
< / div >
< / div >
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< / dd >
< dt >
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< h4 class = "name "
id="sprite">< span class = "type-signature" > < / span > sprite< span class = "signature" > (x, y, key, < span class = "optional" > frame< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > }< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Create a new Sprite with specific position and sprite sheet key.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > X position of the new sprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > Y position of the new sprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
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< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
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< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
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< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > the newly created sprite object.< / p >
< / div >
< / div >
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< / dt >
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< / dd >
< dt >
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id="spriteBatch">< span class = "type-signature" > < / span > spriteBatch< span class = "signature" > (parent, < span class = "optional" > name< / span > , < span class = "optional" > addToStage< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.SpriteBatch.html" > Phaser.SpriteBatch< / a > }< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Create a new SpriteBatch.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > parent< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The parent Group or DisplayObjectContainer that will hold this group, if any.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
'group'
< / td >
< td class = "description last" > < p > A name for this Group. Not used internally but useful for debugging.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > addToStage< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If set to true this Group will be added directly to the Game.Stage instead of Game.World.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "Phaser.SpriteBatch.html" > Phaser.SpriteBatch< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > The newly created group.< / p >
< / div >
< / div >
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< / dt >
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< / dd >
< dt >
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< h4 class = "name "
id="text">< span class = "type-signature" > < / span > text< span class = "signature" > (x, y, text, style)< / span > < span class = "type-signature" > → {< a href = "Phaser.Text.html" > Phaser.Text< / a > }< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Creates a new Text object.< / p >
< / 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 >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > X position of the new text object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Y position of the new text object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > text< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The actual text that will be written.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > style< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The style object containing style attributes like font, font size , etc.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
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< / div >
< div class = "returns-desc param-desc" >
< p > The newly created text object.< / p >
< / div >
< / div >
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< dt >
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< h4 class = "name "
id="tilemap">< span class = "type-signature" > < / span > tilemap< span class = "signature" > (< span class = "optional" > key< / span > , < span class = "optional" > tileWidth< / span > , < span class = "optional" > tileHeight< / span > , < span class = "optional" > width< / span > , < span class = "optional" > height< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Creates a new Phaser.Tilemap object.< / p >
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< p > The map can either be populated with data from a Tiled JSON file or from a CSV file.< br > To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.< br > When using CSV data you must provide the key and the tileWidth and tileHeight parameters.< br > If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use < code > Tilemap.create< / code > or pass the map and tile dimensions here.< br > Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.< / 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 > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / 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 key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass < code > null< / code > .< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > tileWidth< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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< / td >
< td class = "description last" > < p > The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > tileHeight< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
32
< / td >
< td class = "description last" > < p > The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
10
< / td >
< td class = "description last" > < p > The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
10
< / td >
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< td class = "description last" > < p > The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< / dt >
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< dt >
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< h4 class = "name "
id="tileSprite">< span class = "type-signature" > < / span > tileSprite< span class = "signature" > (x, y, width, height, key, frame)< / span > < span class = "type-signature" > → {< a href = "Phaser.TileSprite.html" > Phaser.TileSprite< / a > }< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Creates a new TileSprite object.< / p >
< / 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 >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The x coordinate (in world space) to position the TileSprite at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the TileSprite at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The width of the TileSprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The height of the TileSprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / td >
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< td class = "description last" > < p > This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.TileSprite.html" > Phaser.TileSprite< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The newly created tileSprite object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-163" > line 163< / 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="tween">< span class = "type-signature" > < / span > tween< span class = "signature" > (obj)< / span > < span class = "type-signature" > → {< a href = "Phaser.Tween.html" > Phaser.Tween< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Create a tween object for a specific object.< / p >
< p > The object can be any JavaScript object or Phaser object such as Sprite.< / 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 >
< td class = "name" > < code > obj< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > Object the tween will be run on.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Tween.html" > Phaser.Tween< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The Tween object.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_GameObjectCreator.js.html" > gameobjects/GameObjectCreator.js< / a > , < a href = "src_gameobjects_GameObjectCreator.js.html#sunlight-1-line-68" > line 68< / a >
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< / dt >
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< / dl >
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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 3.4.0< / a >
on Fri Aug 26 2016 01:16:13 GMT+0100 (BST) 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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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >