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< a href = "Phaser.Ellipse.html" > Ellipse< / a >
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< a href = "Phaser.Events.html" > Events< / a >
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< a href = "Phaser.Filter.html" > Filter< / a >
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< a href = "Phaser.Frame.html" > Frame< / a >
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< a href = "Phaser.FrameData.html" > FrameData< / a >
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< a href = "Phaser.Game.html" > Game< / a >
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< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
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< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
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< a href = "Phaser.Gamepad.html" > Gamepad< / a >
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< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
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< a href = "Phaser.Graphics.html" > Graphics< / a >
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< a href = "Phaser.Group.html" > Group< / a >
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< a href = "Phaser.Image.html" > Image< / a >
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< a href = "Phaser.Input.html" > Input< / a >
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< a href = "Phaser.InputHandler.html" > InputHandler< / a >
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< a href = "Phaser.Key.html" > Key< / a >
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< a href = "Phaser.Keyboard.html" > Keyboard< / a >
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< a href = "Phaser.Line.html" > Line< / a >
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< a href = "Phaser.Loader.html" > Loader< / a >
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< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
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< a href = "Phaser.Math.html" > Math< / a >
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< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
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< a href = "Phaser.Physics.P2.html" > P2< / a >
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< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
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< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
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< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
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< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
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< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
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< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
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< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
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< li class = "class-depth-3" >
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< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
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< li class = "class-depth-3" >
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< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
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< li class = "class-depth-3" >
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< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
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< li class = "class-depth-3" >
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< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
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< li class = "class-depth-3" >
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< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Plugin.html" > Plugin< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Point.html" > Point< / a >
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< a href = "Phaser.Pointer.html" > Pointer< / a >
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< a href = "Phaser.Polygon.html" > Polygon< / a >
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< a href = "Phaser.QuadTree.html" > QuadTree< / a >
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< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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< a href = "Phaser.RetroFont.html" > RetroFont< / a >
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< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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< a href = "Phaser.Signal.html" > Signal< / a >
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< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
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< a href = "Phaser.Sound.html" > Sound< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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< a href = "Phaser.Stage.html" > Stage< / a >
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< a href = "Phaser.State.html" > State< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
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< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: core/PluginManager.js< / h1 >
< section >
< article >
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< pre class = "sunlight-highlight-javascript linenums" > /* jshint newcap: false */
/**
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* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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/**
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* The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.
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*
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* @class Phaser.PluginManager
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* @classdesc Phaser - PluginManager
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* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
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Phaser.PluginManager = function(game) {
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/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
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this.game = game;
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/**
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* @property {array} plugins - An array of all the plugins being managed by this PluginManager.
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*/
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this.plugins = [];
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/**
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* @property {number} _len - Internal cache var.
* @private
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*/
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this._len = 0;
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/**
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* @property {number} _i - Internal cache var.
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* @private
*/
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this._i = 0;
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};
Phaser.PluginManager.prototype = {
/**
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* Add a new Plugin into the PluginManager.
* The Plugin must have 2 properties: game and parent. Plugin.game is set to ths game reference the PluginManager uses, and parent is set to the PluginManager.
*
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* @method Phaser.PluginManager#add
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* @param {object|Phaser.Plugin} plugin - The Plugin to add into the PluginManager. This can be a function or an existing object.
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* @param {...*} parameter - Additional parameters that will be passed to the Plugin.init method.
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* @return {Phaser.Plugin} The Plugin that was added to the manager.
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*/
add: function (plugin) {
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var args = Array.prototype.splice.call(arguments, 1);
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var result = false;
// Prototype?
if (typeof plugin === 'function')
{
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plugin = new plugin(this.game, this);
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}
else
{
plugin.game = this.game;
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plugin.parent = this;
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}
// Check for methods now to avoid having to do this every loop
if (typeof plugin['preUpdate'] === 'function')
{
plugin.hasPreUpdate = true;
result = true;
}
if (typeof plugin['update'] === 'function')
{
plugin.hasUpdate = true;
result = true;
}
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if (typeof plugin['postUpdate'] === 'function')
{
plugin.hasPostUpdate = true;
result = true;
}
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if (typeof plugin['render'] === 'function')
{
plugin.hasRender = true;
result = true;
}
if (typeof plugin['postRender'] === 'function')
{
plugin.hasPostRender = true;
result = true;
}
// The plugin must have at least one of the above functions to be added to the PluginManager.
if (result)
{
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if (plugin.hasPreUpdate || plugin.hasUpdate || plugin.hasPostUpdate)
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{
plugin.active = true;
}
if (plugin.hasRender || plugin.hasPostRender)
{
plugin.visible = true;
}
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this._len = this.plugins.push(plugin);
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// Allows plugins to run potentially destructive code outside of the constructor, and only if being added to the PluginManager
if (typeof plugin['init'] === 'function')
{
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plugin.init.apply(plugin, args);
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}
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return plugin;
}
else
{
return null;
}
},
/**
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* Remove a Plugin from the PluginManager. It calls Plugin.destroy on the plugin before removing it from the manager.
*
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* @method Phaser.PluginManager#remove
* @param {Phaser.Plugin} plugin - The plugin to be removed.
*/
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remove: function (plugin) {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i] === plugin)
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{
plugin.destroy();
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this.plugins.splice(this._i, 1);
this._len--;
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return;
}
}
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},
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/**
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* Remove all Plugins from the PluginManager. It calls Plugin.destroy on every plugin before removing it from the manager.
*
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* @method Phaser.PluginManager#removeAll
*/
removeAll: function() {
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this._i = this._len;
while (this._i--)
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{
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this.plugins[this._i].destroy();
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}
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this.plugins.length = 0;
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this._len = 0;
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},
/**
* Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).
* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#preUpdate
*/
preUpdate: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].active & & this.plugins[this._i].hasPreUpdate)
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{
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this.plugins[this._i].preUpdate();
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}
}
},
/**
* Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.
* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#update
*/
update: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].active & & this.plugins[this._i].hasUpdate)
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{
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this.plugins[this._i].update();
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}
}
},
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/**
* PostUpdate is the last thing to be called before the world render.
* In particular, it is called after the world postUpdate, which means the camera has been adjusted.
* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#postUpdate
*/
postUpdate: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].active & & this.plugins[this._i].hasPostUpdate)
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{
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this.plugins[this._i].postUpdate();
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}
}
},
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/**
* Render is called right after the Game Renderer completes, but before the State.render.
* It only calls plugins who have visible=true.
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*
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* @method Phaser.PluginManager#render
*/
render: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].visible & & this.plugins[this._i].hasRender)
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{
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this.plugins[this._i].render();
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}
}
},
/**
* Post-render is called after the Game Renderer and State.render have run.
* It only calls plugins who have visible=true.
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*
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* @method Phaser.PluginManager#postRender
*/
postRender: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].visible & & this.plugins[this._i].hasPostRender)
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{
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this.plugins[this._i].postRender();
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}
}
},
/**
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* Clear down this PluginManager, calls destroy on every plugin and nulls out references.
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*
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* @method Phaser.PluginManager#destroy
*/
destroy: function () {
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this.removeAll();
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this.game = null;
}
};
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Phaser.PluginManager.prototype.constructor = Phaser.PluginManager;
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< / pre >
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< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Tue May 20 2014 10:05:49 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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$( "#toc" ).toc( {
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