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< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.EarCut.html" > EarCut< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
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.PolyK.html" > PolyK< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / 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#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#intersectsRectangle" > intersectsRectangle< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#POLYGON" > POLYGON< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / 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#RECTANGLE" > RECTANGLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#RETROFONT" > RETROFONT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
2016-06-17 00:11:24 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
2016-06-17 00:11:24 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#VERSION" > VERSION< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / 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#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 >
2014-11-15 20:01:46 +00:00
< / li >
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
2014-11-25 00:23:44 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
2014-11-25 00:23:44 +00:00
< 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 >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
2014-11-15 20:01:46 +00:00
< ul class = "dropdown-menu " >
2014-11-25 00:23:44 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
2014-11-25 00:23:44 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< 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 >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
2015-07-22 14:31:30 +00:00
< 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 >
2014-11-25 00:23:44 +00:00
< / 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 >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: Creature</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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Creature
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< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name "
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id="Creature">< span class = "type-signature" > < / span > new Creature< span class = "signature" > (game, x, y, key, mesh, < span class = "optional" > animation< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios.< / p >
< p > It allows you to display animated Game Objects that were created with the < a href = "http://www.kestrelmoon.com/creature/" > Creature Automated Animation Tool< / a > .< / p >
< p > Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games.< / p >
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< p > Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them
loaded before your Phaser game boots.< / p >
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< p > See the Phaser custom build process for more details.< / p >
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< p > By default the Creature runtimes are NOT included in any pre-configured version of Phaser.< / p >
< p > So you'll need to do < code > grunt custom< / code > to create a build that includes them.< / 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 >
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< td class = "name" > < code > game< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
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< / td >
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< td class = "attributes" >
< / 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 >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The x coordinate of the Game Object. The coordinate is relative to any parent container this Game Object may be in.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate of the Game Object. The coordinate is relative to any parent container this Game Object may be in.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The texture used by the Creature Object during rendering. It can be a string which is a reference to the Cache entry, or an instance of a PIXI.Texture.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > mesh< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The mesh data for the Creature Object. It should be a string which is a reference to the Cache JSON entry.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > animation< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
'default'
< / td >
< td class = "description last" > < p > The animation within the mesh data to play.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-42" > line 42< / a >
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< / dt >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Extends< / h3 >
< ul >
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< li > < a href = "PIXI.DisplayObjectContainer.html" > PIXI.DisplayObjectContainer< / a > < / li >
< li > < a href = "Phaser.Component.Core.html" > Phaser.Component.Core< / a > < / li >
< li > < a href = "Phaser.Component.Angle.html" > Phaser.Component.Angle< / a > < / li >
< li > < a href = "Phaser.Component.AutoCull.html" > Phaser.Component.AutoCull< / a > < / li >
< li > < a href = "Phaser.Component.BringToTop.html" > Phaser.Component.BringToTop< / a > < / li >
< li > < a href = "Phaser.Component.Destroy.html" > Phaser.Component.Destroy< / a > < / li >
< li > < a href = "Phaser.Component.FixedToCamera.html" > Phaser.Component.FixedToCamera< / a > < / li >
< li > < a href = "Phaser.Component.LifeSpan.html" > Phaser.Component.LifeSpan< / a > < / li >
< li > < a href = "Phaser.Component.Reset.html" > Phaser.Component.Reset< / a > < / li >
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< / ul >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
< h4 class = "name "
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id="alive">< span class = "type-signature" > < / span > alive< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A useful flag to control if the Game Object is alive or dead.< / p >
< p > This is set automatically by the Health components < code > damage< / code > method should the object run out of health.
Or you can toggle it via your game code.< / p >
< p > This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
However you can use < code > Group.getFirstAlive< / code > in conjunction with this property for fast object pooling and recycling.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.LifeSpan.html#alive" > Phaser.Component.LifeSpan#alive< / a >
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< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_LifeSpan.js.html" > gameobjects/components/LifeSpan.js< / a > , < a href = "src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-50" > line 50< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="angle">< span class = "type-signature" > < / span > angle< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The angle property is the rotation of the Game Object in < em > degrees< / em > from its original orientation.< / p >
< p > Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.< / p >
< p > Values outside this range are added to or subtracted from 360 to obtain a value within the range.
For example, the statement player.angle = 450 is the same as player.angle = 90.< / p >
< p > If you wish to work in radians instead of degrees you can use the property < code > rotation< / code > instead.
Working in radians is slightly faster as it doesn't have to perform any calculations.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Angle.html#angle" > Phaser.Component.Angle#angle< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Angle.js.html" > gameobjects/components/Angle.js< / a > , < a href = "src_gameobjects_components_Angle.js.html#sunlight-1-line-29" > line 29< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
id="animation">< span class = "type-signature" > < / span > animation< span class = "type-signature" > :CreatureAnimation< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The CreatureAnimation instance.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-69" > line 69< / a >
< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="animations">< span class = "type-signature" > < / span > animations< span class = "type-signature" > :< a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
Through it you can create, play, pause and stop animations.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#animations" > Phaser.Component.Core#animations< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-193" > line 193< / a >
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< / dt >
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< dt class = "tag-see" > See:< / dt >
< dd class = "tag-see" >
< ul >
< li > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / li >
< / ul >
< / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="autoCull">< span class = "type-signature" > < / span > autoCull< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A Game Object with < code > autoCull< / code > set to true will check its bounds against the World Camera every frame.
If it is not intersecting the Camera bounds at any point then it has its < code > renderable< / code > property set to < code > false< / code > .
This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.< / p >
< p > This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.< / p >
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< / div >
< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.AutoCull.html#autoCull" > Phaser.Component.AutoCull#autoCull< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_AutoCull.js.html" > gameobjects/components/AutoCull.js< / a > , < a href = "src_gameobjects_components_AutoCull.js.html#sunlight-1-line-28" > line 28< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="cameraOffset">< span class = "type-signature" > < / span > cameraOffset< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if < code > fixedToCamera< / code > is true.< / p >
< p > The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.< / p >
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< / div >
< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.FixedToCamera.html#cameraOffset" > Phaser.Component.FixedToCamera#cameraOffset< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_FixedToCamera.js.html" > gameobjects/components/FixedToCamera.js< / a > , < a href = "src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-86" > line 86< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="children">< span class = "type-signature" > < readonly> < / span > children< span class = "type-signature" > :Array.< < a href = "global.html#DisplayObject" > DisplayObject< / a > >< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > [read-only] The array of children of this container.< / p >
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< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > Array.< < a href = "global.html#DisplayObject" > DisplayObject< / a > >< / span >
< / li >
< / ul >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#children" > PIXI.DisplayObjectContainer#children< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-17" > line 17< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="colors">< span class = "type-signature" > < internal> < / span > colors< span class = "type-signature" > :PIXI.Uint16Array< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The vertices colors< / p >
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< / div >
< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-142" > line 142< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="components">< span class = "type-signature" > < internal> < / span > components< span class = "type-signature" > :object< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The components this Game Object has installed.< / p >
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< / div >
< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#components" > Phaser.Component.Core#components< / a >
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< / li > < / dd >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-167" > line 167< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="creatureBoundsMax">< span class = "type-signature" > < internal> < / span > creatureBoundsMax< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The maximum bounds point.< / p >
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< / div >
< 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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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="creatureBoundsMin">< span class = "type-signature" > < internal> < / span > creatureBoundsMin< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The minimum bounds point.< / p >
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< / div >
< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-105" > line 105< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
id="data">< span class = "type-signature" > < / span > data< span class = "type-signature" > :Object< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > An empty Object that belongs to this Game Object.
This value isn't ever used internally by Phaser, but may be used by your own code, or
by Phaser Plugins, to store data that needs to be associated with the Game Object,
without polluting the Game Object directly.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#data" > Phaser.Component.Core#data< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > {}< / li > < / ul > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-160" > line 160< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="debug">< span class = "type-signature" > < / span > debug< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A debug flag designed for use with < code > Game.enableStep< / code > .< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#debug" > Phaser.Component.Core#debug< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-218" > line 218< / a >
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< / dt >
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< dt >
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id="destroyPhase">< span class = "type-signature" > < readonly> < / span > destroyPhase< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > As a Game Object runs through its destroy method this flag is set to true,
and can be checked in any sub-systems or plugins it is being destroyed from.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Destroy.html#destroyPhase" > Phaser.Component.Destroy#destroyPhase< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
< a href = "src_gameobjects_components_Destroy.js.html" > gameobjects/components/Destroy.js< / a > , < a href = "src_gameobjects_components_Destroy.js.html#sunlight-1-line-22" > line 22< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="events">< span class = "type-signature" > < / span > events< span class = "type-signature" > :< a href = "Phaser.Events.html" > Phaser.Events< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
Game Object, or any of its components.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#events" > Phaser.Component.Core#events< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< / dt >
< dt class = "tag-see" > See:< / dt >
< dd class = "tag-see" >
< ul >
< li > < a href = "Phaser.Events.html" > Phaser.Events< / a > < / li >
< / ul >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="exists">< span class = "type-signature" > < / span > exists< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Controls if this Game Object is processed by the core game loop.
If this Game Object has a physics body it also controls if its physics body is updated or not.
When < code > exists< / code > is set to < code > false< / code > it will remove its physics body from the physics world if it has one.
It also toggles the < code > visible< / code > property to false as well.< / p >
< p > Setting < code > exists< / code > to true will add its physics body back in to the physics world, if it has one.
It will also set the < code > visible< / code > property to < code > true< / code > .< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#exists" > Phaser.Component.Core#exists< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-284" > line 284< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="fixedToCamera">< span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A Game Object that is " fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.< / p >
< p > The values are adjusted at the rendering stage, overriding the Game Objects actual world position.< / p >
< p > The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
regardless where in the world the camera is.< / p >
< p > The offsets are stored in the < code > cameraOffset< / code > property.< / p >
< p > Note that the < code > cameraOffset< / code > values are in addition to any parent of this Game Object on the display list.< / p >
< p > Be careful not to set < code > fixedToCamera< / code > on Game Objects which are in Groups that already have < code > fixedToCamera< / code > enabled on them.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.FixedToCamera.html#fixedToCamera" > Phaser.Component.FixedToCamera#fixedToCamera< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_FixedToCamera.js.html" > gameobjects/components/FixedToCamera.js< / a > , < a href = "src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-56" > line 56< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="fresh">< span class = "type-signature" > < readonly> < / span > fresh< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A Game Object is considered < code > fresh< / code > if it has just been created or reset and is yet to receive a renderer transform update.
This property is mostly used internally by the physics systems, but is exposed for the use of plugins.< / p >
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< / div >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#fresh" > Phaser.Component.Core#fresh< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-248" > line 248< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A reference to the currently running Game.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#game" > Phaser.Component.Core#game< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-142" > line 142< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="height">< span class = "type-signature" > < / span > height< span class = "type-signature" > :Number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#height" > PIXI.DisplayObjectContainer#height< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-72" > line 72< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="ignoreChildInput">< span class = "type-signature" > < / span > ignoreChildInput< span class = "type-signature" > :Boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > If < code > ignoreChildInput< / code > is < code > false< / code > it will allow this objects < em > children< / em > to be considered as valid for Input events.< / p >
< p > If this property is < code > true< / code > then the children will < em > not< / em > be considered as valid for Input events.< / p >
< p > Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#ignoreChildInput" > PIXI.DisplayObjectContainer#ignoreChildInput< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-26" > line 26< / a >
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< / dt >
< / dl >
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< dt >
< h4 class = "name "
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id="inCamera">< span class = "type-signature" > < readonly> < / span > inCamera< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Checks if the Game Objects bounds intersect with the Game Camera bounds.
Returns < code > true< / code > if they do, otherwise < code > false< / code > if fully outside of the Cameras bounds.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.AutoCull.html#inCamera" > Phaser.Component.AutoCull#inCamera< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_AutoCull.js.html" > gameobjects/components/AutoCull.js< / a > , < a href = "src_gameobjects_components_AutoCull.js.html#sunlight-1-line-37" > line 37< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="indices">< span class = "type-signature" > < internal> < / span > indices< span class = "type-signature" > :PIXI.Uint16Array< / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-131" > line 131< / a >
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< / dt >
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< dt >
< h4 class = "name "
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id="isPlaying">< span class = "type-signature" > < / span > isPlaying< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Is the < em > current< / em > animation playing?< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-443" > line 443< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="key">< span class = "type-signature" > < / span > key< span class = "type-signature" > :string|< a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > |< a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > |< a href = "Phaser.Video.html" > Phaser.Video< / a > |< a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The key of the image or texture used by this Game Object during rendering.
If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
If a Game Object is created without a key it is automatically assigned the key < code > __default< / code > which is a 32x32 transparent PNG stored within the Cache.
If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key < code > __missing< / code > which is a 32x32 PNG of a green box with a line through it.< / p >
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< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > string< / span >
|
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< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Video.html" > Phaser.Video< / a > < / span >
|
< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
< / li >
< / ul >
< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#key" > Phaser.Component.Core#key< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-203" > line 203< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="lifespan">< span class = "type-signature" > < / span > lifespan< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The lifespan allows you to give a Game Object a lifespan in milliseconds.< / p >
< p > Once the Game Object is 'born' you can set this to a positive value.< / p >
< p > It is automatically decremented by the millisecond equivalent of < code > game.time.physicsElapsed< / code > each frame.
When it reaches zero it will call the < code > kill< / code > method.< / p >
< p > Very handy for particles, bullets, collectibles, or any other short-lived entity.< / p >
< / div >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.LifeSpan.html#lifespan" > Phaser.Component.LifeSpan#lifespan< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_LifeSpan.js.html" > gameobjects/components/LifeSpan.js< / a > , < a href = "src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-65" > line 65< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="loop">< span class = "type-signature" > < / span > loop< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Should the < em > current< / em > animation loop or not?< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-463" > line 463< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="manager">< span class = "type-signature" > < / span > manager< span class = "type-signature" > :CreatureManager< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The CreatureManager instance for this object.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-74" > line 74< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="name">< span class = "type-signature" > < / span > name< span class = "type-signature" > :string< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A user defined name given to this Game Object.
This value isn't ever used internally by Phaser, it is meant as a game level property.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#name" > Phaser.Component.Core#name< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-150" > line 150< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="pendingDestroy">< span class = "type-signature" > < / span > pendingDestroy< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
You can set it directly to allow you to flag an object to be destroyed on its next update.< / p >
< p > This is extremely useful if you wish to destroy an object from within one of its own callbacks
such as with Buttons or other Input events.< / p >
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< / div >
< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#pendingDestroy" > Phaser.Component.Core#pendingDestroy< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-259" > line 259< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="previousPosition">< span class = "type-signature" > < readonly> < / span > previousPosition< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The position the Game Object was located in the previous frame.< / p >
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< / div >
< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#previousPosition" > Phaser.Component.Core#previousPosition< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-225" > line 225< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="previousRotation">< span class = "type-signature" > < readonly> < / span > previousRotation< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The rotation the Game Object was in set to in the previous frame. Value is in radians.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#previousRotation" > Phaser.Component.Core#previousRotation< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-232" > line 232< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="renderOrderID">< span class = "type-signature" > < readonly> < / span > renderOrderID< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The render order ID is used internally by the renderer and Input Manager and should not be modified.
This property is mostly used internally by the renderers, but is exposed for the use of plugins.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#renderOrderID" > Phaser.Component.Core#renderOrderID< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-240" > line 240< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="texture">< span class = "type-signature" > < / span > texture< span class = "type-signature" > :< a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The texture the animation is using.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-94" > line 94< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="timeDelta">< span class = "type-signature" > < / span > timeDelta< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > How quickly the animation advances.< / p >
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< / div >
< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 0.05< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-80" > line 80< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="type">< span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The const type of this object.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-50" > line 50< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="uvs">< span class = "type-signature" > < internal> < / span > uvs< span class = "type-signature" > :PIXI.Float32Array< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The UV data.< / p >
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< / div >
< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-125" > line 125< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="vertices">< span class = "type-signature" > < internal> < / span > vertices< span class = "type-signature" > :PIXI.Float32Array< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The vertices data.< / p >
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< / div >
< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-119" > line 119< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="width">< span class = "type-signature" > < / span > width< span class = "type-signature" > :Number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#width" > PIXI.DisplayObjectContainer#width< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-43" > line 43< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="world">< span class = "type-signature" > < / span > world< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The world coordinates of this Game Object in pixels.
Depending on where in the display list this Game Object is placed this value can differ from < code > position< / code > ,
which contains the x/y coordinates relative to the Game Objects parent.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#world" > Phaser.Component.Core#world< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-211" > line 211< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="z">< span class = "type-signature" > < readonly> < / span > z< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
This value is adjusted automatically whenever the Group hierarchy changes.
If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Core.html#z" > Phaser.Component.Core#z< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-177" > line 177< / a >
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< / dt >
< / dl >
< / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
< h4 class = "name "
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id="addChild">< span class = "type-signature" > < / span > addChild< span class = "signature" > (child)< / span > < span class = "type-signature" > → {< a href = "global.html#DisplayObject" > DisplayObject< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Adds a child to the container.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > child< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
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< td class = "description last" > < p > The DisplayObject to add to the container< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > The child that was added.< / p >
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< / div >
< / div >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#addChild" > PIXI.DisplayObjectContainer#addChild< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-102" > line 102< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="addChildAt">< span class = "type-signature" > < / span > addChildAt< span class = "signature" > (child, index)< / span > < span class = "type-signature" > → {< a href = "global.html#DisplayObject" > DisplayObject< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > child< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
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< td class = "description last" > < p > The child to add< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > index< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Number< / span >
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< / td >
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< td class = "description last" > < p > The index to place the child in< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > The child that was added.< / p >
< / div >
< / div >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#addChildAt" > PIXI.DisplayObjectContainer#addChildAt< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-114" > line 114< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="bringToTop">< span class = "type-signature" > < / span > bringToTop< span class = "signature" > ()< / span > < span class = "type-signature" > → {PIXI.DisplayObject}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Brings this Game Object to the top of its parents display list.
Visually this means it will render over the top of any old child in the same Group.< / p >
< p > If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,
because the World is the root Group from which all Game Objects descend.< / p >
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< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > PIXI.DisplayObject< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > This instance.< / p >
< / div >
< / div >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.BringToTop.html#bringToTop" > Phaser.Component.BringToTop#bringToTop< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_BringToTop.js.html" > gameobjects/components/BringToTop.js< / a > , < a href = "src_gameobjects_components_BringToTop.js.html#sunlight-1-line-24" > line 24< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > (< span class = "optional" > destroyChildren< / span > , < span class = "optional" > destroyTexture< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to < code > game< / code > , freeing it up for garbage collection.< / p >
< p > If this Game Object has the Events component it will also dispatch the < code > onDestroy< / code > event.< / p >
< p > You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've
more than one Game Object sharing the same BaseTexture.< / 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 >
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< td class = "name" > < code > destroyChildren< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
true
< / td >
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< td class = "description last" > < p > Should every child of this object have its destroy method called as well?< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > destroyTexture< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Destroy.html#destroy" > Phaser.Component.Destroy#destroy< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Destroy.js.html" > gameobjects/components/Destroy.js< / a > , < a href = "src_gameobjects_components_Destroy.js.html#sunlight-1-line-37" > line 37< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="getBounds">< span class = "type-signature" > < / span > getBounds< span class = "signature" > ()< / span > < span class = "type-signature" > → {Rectangle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.< / p >
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > Rectangle< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The rectangular bounding area< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObjectContainer.html#getBounds" > PIXI.DisplayObjectContainer#getBounds< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-318" > line 318< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="getChildAt">< span class = "type-signature" > < / span > getChildAt< span class = "signature" > (index)< / span > < span class = "type-signature" > → {< a href = "global.html#DisplayObject" > DisplayObject< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Returns the child at the specified index< / 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 > index< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
< / td >
< td class = "description last" > < p > The index to get the child from< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > The child at the given index, if any.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObjectContainer.html#getChildAt" > PIXI.DisplayObjectContainer#getChildAt< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-205" > line 205< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="getChildIndex">< span class = "type-signature" > < / span > getChildIndex< span class = "signature" > (child)< / span > < span class = "type-signature" > → {Number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the index position of a child DisplayObject instance< / 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 > child< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
< td class = "description last" > < p > The DisplayObject instance to identify< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > Number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The index position of the child display object to identify< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObjectContainer.html#getChildIndex" > PIXI.DisplayObjectContainer#getChildIndex< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-170" > line 170< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="getLocalBounds">< span class = "type-signature" > < / span > getLocalBounds< span class = "signature" > ()< / span > < span class = "type-signature" > → {Rectangle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.< / p >
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > Rectangle< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The rectangular bounding area< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObjectContainer.html#getLocalBounds" > PIXI.DisplayObjectContainer#getLocalBounds< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-383" > line 383< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="kill">< span class = "type-signature" > < / span > kill< span class = "signature" > ()< / span > < span class = "type-signature" > → {PIXI.DisplayObject}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Kills a Game Object. A killed Game Object has its < code > alive< / code > , < code > exists< / code > and < code > visible< / code > properties all set to false.< / p >
< p > It will dispatch the < code > onKilled< / code > event. You can listen to < code > events.onKilled< / code > for the signal.< / p >
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< p > Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
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it doesn't destroy the object or free it up from memory.< / p >
< p > If you don't need this Game Object any more you should call < code > destroy< / code > instead.< / p >
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > PIXI.DisplayObject< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > This instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.LifeSpan.html#kill" > Phaser.Component.LifeSpan#kill< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
< a href = "src_gameobjects_components_LifeSpan.js.html" > gameobjects/components/LifeSpan.js< / a > , < a href = "src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-113" > line 113< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="moveDown">< span class = "type-signature" > < / span > moveDown< span class = "signature" > ()< / span > < span class = "type-signature" > → {PIXI.DisplayObject}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Moves this Game Object down one place in its parents display list.
This call has no effect if the Game Object is already at the bottom of the display list.< / p >
< p > If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,
because the World is the root Group from which all Game Objects descend.< / p >
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > PIXI.DisplayObject< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > This instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.BringToTop.html#moveDown" > Phaser.Component.BringToTop#moveDown< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
< a href = "src_gameobjects_components_BringToTop.js.html" > gameobjects/components/BringToTop.js< / a > , < a href = "src_gameobjects_components_BringToTop.js.html#sunlight-1-line-87" > line 87< / a >
< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="moveUp">< span class = "type-signature" > < / span > moveUp< span class = "signature" > ()< / span > < span class = "type-signature" > → {PIXI.DisplayObject}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Moves this Game Object up one place in its parents display list.
This call has no effect if the Game Object is already at the top of the display list.< / p >
< p > If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,
because the World is the root Group from which all Game Objects descend.< / p >
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > PIXI.DisplayObject< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > This instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.BringToTop.html#moveUp" > Phaser.Component.BringToTop#moveUp< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
< a href = "src_gameobjects_components_BringToTop.js.html" > gameobjects/components/BringToTop.js< / a > , < a href = "src_gameobjects_components_BringToTop.js.html#sunlight-1-line-66" > line 66< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="play">< span class = "type-signature" > < / span > play< span class = "signature" > (< span class = "optional" > loop< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Plays the currently set animation.< / 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 > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Should the animation loop?< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-413" > line 413< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="postUpdate">< span class = "type-signature" > < internal> < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal method called by the World postUpdate cycle.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#postUpdate" > Phaser.Component.Core#postUpdate< / a >
< / li > < / dd >
< 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_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-338" > line 338< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="preUpdate">< span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically called by World.preUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-169" > line 169< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="removeChild">< span class = "type-signature" > < / span > removeChild< span class = "signature" > (child)< / span > < span class = "type-signature" > → {< a href = "global.html#DisplayObject" > DisplayObject< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Removes a child from the container.< / 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 > child< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
< td class = "description last" > < p > The DisplayObject to remove< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > The child that was removed.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObjectContainer.html#removeChild" > PIXI.DisplayObjectContainer#removeChild< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-222" > line 222< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="removeChildAt">< span class = "type-signature" > < / span > removeChildAt< span class = "signature" > (index)< / span > < span class = "type-signature" > → {< a href = "global.html#DisplayObject" > DisplayObject< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Removes a child from the specified index position.< / 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 > index< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
< / td >
< td class = "description last" > < p > The index to get the child from< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > The child that was removed.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObjectContainer.html#removeChildAt" > PIXI.DisplayObjectContainer#removeChildAt< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-237" > line 237< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="removeChildren">< span class = "type-signature" > < / span > removeChildren< span class = "signature" > (beginIndex, endIndex)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Removes all children from this container that are within the begin and end indexes.< / 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 >
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< td class = "name" > < code > beginIndex< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Number< / span >
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< / td >
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< td class = "description last" > < p > The beginning position. Default value is 0.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > endIndex< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Number< / span >
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< / td >
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< td class = "description last" > < p > The ending position. Default value is size of the container.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObjectContainer.html#removeChildren" > PIXI.DisplayObjectContainer#removeChildren< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-255" > line 255< / a >
< / dt >
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< / dl >
< / dd >
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< dt >
< h4 class = "name "
id="removeStageReference">< span class = "type-signature" > < / span > removeStageReference< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Removes the current stage reference from the container and all of its children.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#removeStageReference" > PIXI.DisplayObjectContainer#removeStageReference< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-428" > line 428< / a >
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< / dt >
< / dl >
< / dd >
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< dt >
< h4 class = "name "
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id="reset">< span class = "type-signature" > < / span > reset< span class = "signature" > (x, y, < span class = "optional" > health< / span > )< / span > < span class = "type-signature" > → {PIXI.DisplayObject}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Resets the Game Object.< / p >
< p > This moves the Game Object to the given x/y world coordinates and sets < code > fresh< / code > , < code > exists< / code > ,
< code > visible< / code > and < code > renderable< / code > to true.< / p >
< p > If this Game Object has the LifeSpan component it will also set < code > alive< / code > to true and < code > health< / code > to the given value.< / p >
< p > If this Game Object has a Physics Body it will reset the Body.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The x coordinate (in world space) to position the Game Object at.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > y< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The y coordinate (in world space) to position the Game Object at.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > health< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
1
< / td >
< td class = "description last" > < p > The health to give the Game Object if it has the Health component.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > PIXI.DisplayObject< / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > This instance.< / p >
< / div >
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< / div >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Reset.html#reset" > Phaser.Component.Reset#reset< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Reset.js.html" > gameobjects/components/Reset.js< / a > , < a href = "src_gameobjects_components_Reset.js.html#sunlight-1-line-30" > line 30< / a >
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< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="revive">< span class = "type-signature" > < / span > revive< span class = "signature" > (< span class = "optional" > health< / span > )< / span > < span class = "type-signature" > → {PIXI.DisplayObject}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.< / p >
< p > A resurrected Game Object has its < code > alive< / code > , < code > exists< / code > and < code > visible< / code > properties all set to true.< / p >
< p > It will dispatch the < code > onRevived< / code > event. Listen to < code > events.onRevived< / code > for the signal.< / 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 >
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< td class = "name" > < code > health< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
100
< / td >
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< td class = "description last" > < p > The health to give the Game Object. Only set if the GameObject has the Health component.< / 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" > PIXI.DisplayObject< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This instance.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.LifeSpan.html#revive" > Phaser.Component.LifeSpan#revive< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_LifeSpan.js.html" > gameobjects/components/LifeSpan.js< / a > , < a href = "src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-78" > line 78< / a >
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< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="sendToBack">< span class = "type-signature" > < / span > sendToBack< span class = "signature" > ()< / span > < span class = "type-signature" > → {PIXI.DisplayObject}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Sends this Game Object to the bottom of its parents display list.
Visually this means it will render below all other children in the same Group.< / p >
< p > If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,
because the World is the root Group from which all Game Objects descend.< / p >
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< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > PIXI.DisplayObject< / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > This instance.< / p >
< / div >
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< / div >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.BringToTop.html#sendToBack" > Phaser.Component.BringToTop#sendToBack< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_BringToTop.js.html" > gameobjects/components/BringToTop.js< / a > , < a href = "src_gameobjects_components_BringToTop.js.html#sunlight-1-line-45" > line 45< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="setAnimation">< span class = "type-signature" > < / span > setAnimation< span class = "signature" > (key)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Sets the Animation this Creature object will play, as defined in the mesh data.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The key of the animation to set, as defined in the mesh data.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-400" > line 400< / a >
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< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="setChildIndex">< span class = "type-signature" > < / span > setChildIndex< span class = "signature" > (child, index)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Changes the position of an existing child in the display object container< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > child< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
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< td class = "description last" > < p > The child DisplayObject instance for which you want to change the index number< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > index< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Number< / span >
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< / td >
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< td class = "description last" > < p > The resulting index number for the child display object< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#setChildIndex" > PIXI.DisplayObjectContainer#setChildIndex< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-187" > line 187< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="setStageReference">< span class = "type-signature" > < / span > setStageReference< span class = "signature" > (stage)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > stage< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Stage< / span >
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< / td >
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< td class = "description last" > < p > the stage that the container will have as its current stage reference< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObjectContainer.html#setStageReference" > PIXI.DisplayObjectContainer#setStageReference< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-412" > line 412< / a >
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< / dt >
< / dl >
< / dd >
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< dt >
< h4 class = "name "
id="stop">< span class = "type-signature" > < / span > stop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Stops the currently playing animation.< / p >
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< / div >
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< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Creature.js.html" > gameobjects/Creature.js< / a > , < a href = "src_gameobjects_Creature.js.html#sunlight-1-line-431" > line 431< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="swapChildren">< span class = "type-signature" > < / span > swapChildren< span class = "signature" > (child, child2)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Swaps the position of 2 Display Objects within this container.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > child< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
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< td class = "description last" > < p > -< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > child2< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
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< td class = "description last" > < p > -< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#swapChildren" > PIXI.DisplayObjectContainer#swapChildren< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-145" > line 145< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="update">< span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Override this method in your own custom objects to handle any update requirements.
It is called immediately after < code > preUpdate< / code > and before < code > postUpdate< / code > .
Remember if this Game Object has any children you should call update on those too.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#update" > Phaser.Component.Core#update< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-328" > line 328< / a >
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< / dt >
< / dl >
< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.3< / a >
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on Mon Jul 11 2016 10:07:00 GMT+0100 (GMT Daylight Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >