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2014-02-21 15:37:26 +00:00
< / li >
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< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Plugin.PathManager.html" > PathManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2015-10-15 11:06:38 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.PointerMode.html" > PointerMode< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
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2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.State.html" > State< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +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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2013-11-28 15:57:09 +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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2013-11-28 15:57:09 +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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2013-11-28 15:57:09 +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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2013-11-28 15:57:09 +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" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
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2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +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" >
2013-10-03 01:38:35 +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" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2013-10-02 14:05:55 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Weapon.html" > Weapon< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< 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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< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< a href = "PIXI.Graphics.html" > Graphics< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
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< 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 >
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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 >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
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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 >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
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< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
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< a href = "global.html#blendModes" > blendModes< / a >
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< / 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
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
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2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
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2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#DOWN" > DOWN< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
2016-08-26 00:18:47 +00:00
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< 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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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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2016-08-26 00:18:47 +00:00
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#NONE" > NONE< / a >
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< 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 >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#POLYGON" > POLYGON< / a >
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< / 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" >
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< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RIGHT" > RIGHT< / a >
< / 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 >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VERSION" > VERSION< / a >
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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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
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< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
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< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
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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" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: Pointer</h1> -->
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< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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Pointer
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
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id="Pointer">< span class = "type-signature" > < / span > new Pointer< span class = "signature" > (game, id, pointerMode)< / 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 > A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.< / 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 > Default< / th >
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< 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 = "default" >
< / td >
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< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > id< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The ID of the Pointer object within the game. Each game can have up to 10 active pointers.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > pointerMode< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.PointerMode.html" > Phaser.PointerMode< / a > < / span >
< / td >
< td class = "default" >
(CURSOR|CONTACT)
< / td >
< td class = "description last" > < p > The operational mode of this pointer, eg. CURSOR or TOUCH.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-16" > line 16< / a >
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< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
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id=".BACK_BUTTON">< span class = "type-signature" > < static, constant> < / span > BACK_BUTTON< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The X1 button. This is typically the mouse Back button, but is often reconfigured.< br > On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-397" > line 397< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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id=".ERASER_BUTTON">< span class = "type-signature" > < static, constant> < / span > ERASER_BUTTON< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< p > The Eraser pen button on PointerEvent supported devices only.< / p >
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< / div >
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id=".FORWARD_BUTTON">< span class = "type-signature" > < static, constant> < / span > FORWARD_BUTTON< span class = "type-signature" > :number< / span > < / h4 >
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< p > The X2 button. This is typically the mouse Forward button, but is often reconfigured.< br > On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.< / p >
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< / div >
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id=".LEFT_BUTTON">< span class = "type-signature" > < static, constant> < / span > LEFT_BUTTON< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.< / p >
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< / div >
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id=".MIDDLE_BUTTON">< span class = "type-signature" > < static, constant> < / span > MIDDLE_BUTTON< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Middle Mouse button.< / p >
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< / div >
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id=".NO_BUTTON">< span class = "type-signature" > < static, constant> < / span > NO_BUTTON< span class = "type-signature" > :number< / span > < / h4 >
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< p > No buttons at all.< / p >
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< / div >
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id=".RIGHT_BUTTON">< span class = "type-signature" > < static, constant> < / span > RIGHT_BUTTON< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.< / p >
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< / div >
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id="active">< span class = "type-signature" > < / span > active< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > An active pointer is one that is currently pressed down on the display. A Mouse is always active.< / p >
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< / div >
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id="backButton">< span class = "type-signature" > < / span > backButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
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< p > If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.< / p >
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< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained< br > button control.< / p >
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< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
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id="button">< span class = "type-signature" > < / span > button< span class = "type-signature" > :any< / span > < / h4 >
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< p > The button property of the most recent DOM event when this Pointer is started.< br > You should not rely on this value for accurate button detection, instead use the Pointer properties< br > < code > leftButton< / code > , < code > rightButton< / code > , < code > middleButton< / code > and so on.< / p >
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id="circle">< span class = "type-signature" > < / span > circle< span class = "type-signature" > :< a href = "Phaser.Circle.html" > Phaser.Circle< / a > < / span > < / h4 >
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< p > A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.< br > The Circle size is 44px (Apples recommended " finger tip" size).< / p >
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id="clientX">< span class = "type-signature" > < / span > clientX< span class = "type-signature" > :number< / span > < / h4 >
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< p > The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).< / p >
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< p > The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).< / p >
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id="dirty">< span class = "type-signature" > < / span > dirty< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.< / p >
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id="duration">< span class = "type-signature" > < readonly> < / span > duration< span class = "type-signature" > :number< / span > < / h4 >
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< p > How long the Pointer has been depressed on the touchscreen or < em > any< / em > of the mouse buttons have been held down.< br > If not currently down it returns -1.< br > If you need to test a specific mouse or pen button then access the buttons directly, i.e. < code > Pointer.rightButton.duration< / code > .< / p >
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id="eraserButton">< span class = "type-signature" > < / span > eraserButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
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< p > If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.< / p >
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< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained< br > button control.< / p >
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< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
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id="exists">< span class = "type-signature" > < / span > exists< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A Pointer object that exists is allowed to be checked for physics collisions and overlaps.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
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< / dt >
< / dl >
< / dd >
< dt >
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id="forwardButton">< span class = "type-signature" > < / span > forwardButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.< / p >
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< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained< br > button control.< / p >
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< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A reference to the currently running game.< / p >
< / div >
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< / dt >
< / dl >
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id="id">< span class = "type-signature" > < / span > id< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< p > The ID of the Pointer object within the game. Each game can have up to 10 active pointers.< / p >
< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="identifier">< span class = "type-signature" > < / span > identifier< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The identifier property of the Pointer as set by the DOM event when this Pointer is started.< / p >
< / div >
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< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
id="interactiveCandidates">< span class = "type-signature" > < / span > interactiveCandidates< span class = "type-signature" > :array< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > This array is erased and re-populated every time this Pointer is updated. It contains references to all< br > of the Game Objects that were considered as being valid for processing by this Pointer, this frame. To be< br > valid they must have suitable a < code > priorityID< / code > , be Input enabled, visible and actually have the Pointer over< br > them. You can check the contents of this array in events such as < code > onInputDown< / code > , but beware it is reset< br > every frame.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > []< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
id="isDown">< span class = "type-signature" > < / span > isDown< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > If the Pointer is touching the touchscreen, or < em > any< / em > mouse or pen button is held down, isDown is set to true.< br > If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.< / p >
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< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="isMouse">< span class = "type-signature" > < / span > isMouse< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If the Pointer is a mouse or pen / stylus this is true, otherwise false.< / p >
< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="isUp">< span class = "type-signature" > < / span > isUp< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > If the Pointer is not touching the touchscreen, or < em > all< / em > mouse or pen buttons are up, isUp is set to true.< br > If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="leftButton">< span class = "type-signature" > < / span > leftButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.< / p >
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< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained< br > button control.< / p >
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< / div >
< dl class = "details" >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="middleButton">< span class = "type-signature" > < / span > middleButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.< / p >
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< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained< br > button control.< / p >
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< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
< / div >
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name "
id="movementX">< span class = "type-signature" > < / span > movementX< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The horizontal processed relative movement of the Pointer in pixels since last event.< / p >
< / div >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="movementY">< span class = "type-signature" > < / span > movementY< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The vertical processed relative movement of the Pointer in pixels since last event.< / p >
< / div >
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name "
id="msSinceLastClick">< span class = "type-signature" > < / span > msSinceLastClick< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The number of milliseconds since the last click or touch event.< / p >
< / div >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="pageX">< span class = "type-signature" > < / span > pageX< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The horizontal coordinate of the Pointer relative to whole document.< / p >
< / div >
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< dl class = "details" >
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-191" > line 191< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="pageY">< span class = "type-signature" > < / span > pageY< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The vertical coordinate of the Pointer relative to whole document.< / p >
< / div >
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< dl class = "details" >
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-196" > line 196< / a >
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name "
id="pointerId">< span class = "type-signature" > < / span > pointerId< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.< / p >
< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerMode">< span class = "type-signature" > < / span > pointerMode< span class = "type-signature" > :< a href = "Phaser.PointerMode.html" > Phaser.PointerMode< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The operational mode of this pointer.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name "
id="position">< span class = "type-signature" > < / span > position< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A Phaser.Point object containing the current x/y values of the pointer on the display.< / p >
< / div >
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< dt >
< h4 class = "name "
id="positionDown">< span class = "type-signature" > < / span > positionDown< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.< / p >
< / div >
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< / dt >
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< / dl >
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< dt >
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< / dt >
< dd >
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< div class = "description" >
< p > A Phaser.Point object containing the x/y values of the pointer when it was last released.< / p >
< / div >
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< h4 class = "name "
id="previousTapTime">< span class = "type-signature" > < / span > previousTapTime< span class = "type-signature" > :number< / span > < / h4 >
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< p > A timestamp representing when the Pointer was last tapped or clicked.< / p >
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< / dt >
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< h4 class = "name "
id="rawMovementX">< span class = "type-signature" > < / span > rawMovementX< span class = "type-signature" > :number< / span > < / h4 >
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< p > The horizontal raw relative movement of the Pointer in pixels since last event.< / p >
< / div >
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< h4 class = "name "
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< p > The vertical raw relative movement of the Pointer in pixels since last event.< / p >
< / div >
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< p > If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.< / p >
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< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained< br > button control.< / p >
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< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
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< h4 class = "name "
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< p > The horizontal coordinate of the Pointer relative to the screen.< / p >
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< p > The vertical coordinate of the Pointer relative to the screen.< / p >
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< dt >
< h4 class = "name "
id="target">< span class = "type-signature" > < / span > target< span class = "type-signature" > :any< / span > < / h4 >
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< dd >
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< p > The target property of the Pointer as set by the DOM event when this Pointer is started.< / p >
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< p > The Game Object this Pointer is currently over / touching / dragging.< / p >
< / div >
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< dt >
< h4 class = "name "
id="timeDown">< span class = "type-signature" > < / span > timeDown< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< p > A timestamp representing when the Pointer first touched the touchscreen.< / p >
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< h4 class = "name "
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< p > A timestamp representing when the Pointer left the touchscreen.< / p >
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< h4 class = "name "
id="totalTouches">< span class = "type-signature" > < / span > totalTouches< span class = "type-signature" > :number< / span > < / h4 >
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< p > The total number of times this Pointer has been touched to the touchscreen.< / p >
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< h4 class = "name "
id="type">< span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > :number< / span > < / h4 >
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< p > The const type of this object.< / p >
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< h4 class = "name "
id="withinGame">< span class = "type-signature" > < / span > withinGame< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< p > true if the Pointer is over the game canvas, otherwise false.< / p >
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id="worldX">< span class = "type-signature" > < readonly> < / span > worldX< span class = "type-signature" > :number< / span > < / h4 >
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< p > Gets the X value of this Pointer in world coordinates based on the world camera.< / p >
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id="worldY">< span class = "type-signature" > < readonly> < / span > worldY< span class = "type-signature" > :number< / span > < / h4 >
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< p > Gets the Y value of this Pointer in world coordinates based on the world camera.< / p >
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< p > The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.< / p >
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< p > The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.< / p >
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< / dl >
< / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
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< h4 class = "name "
id="addClickTrampoline">< span class = "type-signature" > < internal> < / span > addClickTrampoline< span class = "signature" > (name, callback, callbackContext, callbackArgs)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Add a click trampoline to this pointer.< / p >
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< p > A click trampoline is a callback that is run on the DOM 'click' event; this is primarily< br > needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen< br > to the DOM 'click' event and rejects it for 'pointer< em > ' and 'mouse< / em > ' events.< / p >
< p > This is used internally by the ScaleManager; click trampoline usage is uncommon.< br > Click trampolines can only be added to pointers that are currently down.< / 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 >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The name of the trampoline; must be unique among active trampolines in this pointer.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "description last" > < p > Callback to run/trampoline.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > Context of the callback.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackArgs< / code > < / td >
< td class = "type" >
< span class = "param-type" > Array.< object>< / span >
|
< span class = "param-type" > null< / span >
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< / td >
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< td class = "description last" > < p > Additional callback args, if any. Supplied as an array.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-1073" > line 1073< / a >
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< / dt >
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< / dd >
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< dt >
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< h4 class = "name "
id="justPressed">< span class = "type-signature" > < / span > justPressed< span class = "signature" > (< span class = "optional" > duration< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.< br > Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return < code > true< / code > for as long as the duration is valid.< br > If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.< / 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 > duration< / code > < / td >
< 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 > The time to check against. If none given it will use InputManager.justPressedRate.< / 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" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > true if the Pointer was pressed down within the duration given.< / p >
< / div >
< / div >
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-1041" > line 1041< / 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="justReleased">< span class = "type-signature" > < / span > justReleased< span class = "signature" > (< span class = "optional" > duration< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.< br > Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return < code > true< / code > for as long as the duration is valid.< br > If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.< / 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 > duration< / code > < / td >
< 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 > The time to check against. If none given it will use InputManager.justReleasedRate.< / 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" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > true if the Pointer was released within the duration given.< / p >
< / div >
< / div >
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-1057" > line 1057< / 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="leave">< span class = "type-signature" > < / span > leave< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called when the Pointer leaves the target area.< / 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 > event< / code > < / td >
< td class = "type" >
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< span class = "param-type" > MouseEvent< / span >
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< span class = "param-type" > PointerEvent< / span >
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< span class = "param-type" > TouchEvent< / span >
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< / td >
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< td class = "description last" > < p > The event passed up from the input handler.< / 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_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-945" > line 945< / a >
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name "
id="move">< span class = "type-signature" > < / span > move< span class = "signature" > (event, < span class = "optional" > fromClick< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Called when the Pointer is moved.< / 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 > event< / code > < / td >
< td class = "type" >
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< span class = "param-type" > MouseEvent< / span >
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< span class = "param-type" > PointerEvent< / span >
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< span class = "param-type" > TouchEvent< / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The event passed up from the input handler.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > fromClick< / 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 > Was this called from the click event?< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-709" > line 709< / a >
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< / dt >
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< dt >
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< h4 class = "name "
id="processInteractiveObjects">< span class = "type-signature" > < internal> < / span > processInteractiveObjects< span class = "signature" > (< span class = "optional" > fromClick< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Process all interactive objects to find out which ones were updated in the recent Pointer move.< / 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 > fromClick< / 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 > Was this called from the click event?< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.< / p >
< / div >
< / 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_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-806" > line 806< / a >
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< / dt >
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< dt >
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< h4 class = "name "
id="reset">< span class = "type-signature" > < / span > reset< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Resets the Pointer properties. Called by InputManager.reset when you perform a State change.< / p >
< / div >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="resetButtons">< span class = "type-signature" > < internal> < / span > resetButtons< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the states of all the button booleans.< / p >
< / div >
< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name "
id="resetMovement">< span class = "type-signature" > < / span > resetMovement< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Resets the movementX and movementY properties. Use in your update handler after retrieving the values.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="start">< span class = "type-signature" > < / span > start< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called when the Pointer is pressed onto the touchscreen.< / 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 > event< / code > < / td >
< 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 > The DOM event from the browser.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-587" > line 587< / 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="stop">< span class = "type-signature" > < / span > stop< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called when the Pointer leaves the touchscreen.< / 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 > event< / code > < / td >
< td class = "type" >
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< span class = "param-type" > MouseEvent< / span >
|
< span class = "param-type" > PointerEvent< / span >
|
< span class = "param-type" > TouchEvent< / span >
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< / td >
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< td class = "description last" > < p > The event passed up from the input handler.< / 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_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-958" > line 958< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="swapTarget">< span class = "type-signature" > < / span > swapTarget< span class = "signature" > (newTarget, < span class = "optional" > silent< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This will change the < code > Pointer.targetObject< / code > object to be the one provided.< / p >
< p > This allows you to have fine-grained control over which object the Pointer is targeting.< / p >
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< p > Note that even if you set a new Target here, it is still able to be replaced by any other valid< br > target during the next Pointer update.< / 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 > newTarget< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The new target for this Pointer. Note this is an < code > InputHandler< / code > , so don't pass a Sprite, instead pass < code > sprite.input< / code > to it.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > silent< / 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 true the new target AND the old one will NOT dispatch their < code > onInputOver< / code > or < code > onInputOut< / code > events.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-886" > line 886< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="update">< span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Called by the Input Manager.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-657" > line 657< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="updateButtons">< span class = "type-signature" > < internal> < / span > updateButtons< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Called when the event.buttons property changes from zero.< br > Contains a button bitmask.< / 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 > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > MouseEvent< / span >
< / td >
< td class = "description last" > < p > The DOM event.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-527" > line 527< / 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 01:16:16 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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return $(heading).attr("id") || ( prefix + i );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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< / script >
< / body >
< / html >