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< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.PolyK.html" > PolyK< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Rope.html" > Rope< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Sprite.html" > Sprite< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Stage.html" > Stage< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Strip.html" > Strip< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.StripShader.html" > StripShader< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Text.html" > Text< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.Texture.html" > Texture< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
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< / li >
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< li class = "class-depth-1" >
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< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
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< / li >
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< li class = "class-depth-1" >
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< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
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< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
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< / li >
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< a href = "RoundedRectangle.html" > RoundedRectangle< / a >
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< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
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< li class = "class-depth-0" >
< a href = "global.html#append" > append< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#apply" > apply< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#applyInverse" > applyInverse< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#clone" > clone< / a >
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< a href = "global.html#contains" > contains< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#fromArray" > fromArray< / a >
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< / li >
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< a href = "global.html#identity" > identity< / a >
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< li class = "class-depth-0" >
< a href = "global.html#rotate" > rotate< / a >
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< a href = "global.html#scale" > scale< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
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< li class = "class-depth-0" >
< a href = "global.html#sort" > sort< / a >
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< li class = "class-depth-0" >
< a href = "global.html#toArray" > toArray< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#translate" > translate< / a >
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< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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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 >
< 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 >
2015-03-26 02:55:18 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Weekly Coding Tips< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/irc" > IRC< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > Donate to the project< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
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< h1 class = "page-title" > Source: src/gameobjects/Rope.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd, Richard Davey
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A Rope is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
* Please note that Ropes, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
* Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js
*
* @class Phaser.Rope
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* @constructor
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* @extends PIXI.Rope
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.Animation
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.BringToTop
* @extends Phaser.Component.Crop
* @extends Phaser.Component.Delta
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.LoadTexture
* @extends Phaser.Component.Overlap
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
* @extends Phaser.Component.ScaleMinMax
* @extends Phaser.Component.Smoothed
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the Rope at.
* @param {number} y - The y coordinate (in world space) to position the Rope at.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @param {Array} points - An array of {Phaser.Point}.
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*/
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Phaser.Rope = function (game, x, y, key, frame, points) {
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this.points = [];
this.points = points;
this._hasUpdateAnimation = false;
this._updateAnimationCallback = null;
x = x || 0;
y = y || 0;
key = key || null;
frame = frame || null;
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/**
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* @property {number} type - The const type of this object.
* @readonly
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*/
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this.type = Phaser.ROPE;
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/**
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* @property {Phaser.Point} _scroll - Internal cache var.
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* @private
*/
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this._scroll = new Phaser.Point();
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PIXI.Rope.call(this, key, this.points);
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Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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};
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Phaser.Rope.prototype = Object.create(PIXI.Rope.prototype);
Phaser.Rope.prototype.constructor = Phaser.Rope;
Phaser.Component.Core.install.call(Phaser.Rope.prototype, [
'Angle',
'Animation',
'AutoCull',
'Bounds',
'BringToTop',
'Crop',
'Delta',
'Destroy',
'FixedToCamera',
'InputEnabled',
'InWorld',
'LifeSpan',
'LoadTexture',
'Overlap',
'PhysicsBody',
'Reset',
'ScaleMinMax',
'Smoothed'
]);
Phaser.Rope.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.Rope.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.Rope.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.Rope.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method Phaser.Rope#preUpdate
* @memberof Phaser.Rope
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*/
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Phaser.Rope.prototype.preUpdate = function() {
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if (this._scroll.x !== 0)
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{
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this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;
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}
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if (this._scroll.y !== 0)
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{
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this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;
}
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
{
return false;
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}
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return this.preUpdateCore();
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};
/**
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* Override and use this function in your own custom objects to handle any update requirements you may have.
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*
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* @method Phaser.Rope#update
* @memberof Phaser.Rope
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*/
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Phaser.Rope.prototype.update = function() {
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if (this._hasUpdateAnimation)
{
this.updateAnimation.call(this);
}
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};
/**
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* Resets the Rope. This places the Rope at the given x/y world coordinates, resets the tilePosition and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
* If the Rope has a physics body that too is reset.
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*
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* @method Phaser.Rope#reset
* @memberof Phaser.Rope
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @return (Phaser.Rope) This instance.
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*/
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Phaser.Rope.prototype.reset = function(x, y) {
Phaser.Component.Reset.prototype.reset.call(this, x, y);
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this.tilePosition.x = 0;
this.tilePosition.y = 0;
return this;
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};
/**
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* A Rope will call it's updateAnimation function on each update loop if it has one
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*
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* @name Phaser.Rope#updateAnimation
* @property {function} updateAnimation - Set to a function if you'd like the rope to animate during the update phase. Set to false or null to remove it.
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*/
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Object.defineProperty(Phaser.Rope.prototype, "updateAnimation", {
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get: function () {
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return this._updateAnimation;
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},
set: function (value) {
if (value & & typeof value === 'function')
{
this._hasUpdateAnimation = true;
this._updateAnimation = value;
}
else
{
this._hasUpdateAnimation = false;
this._updateAnimation = null;
}
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}
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});
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/**
* The segments that make up the rope body as an array of Phaser.Rectangles
*
* @name Phaser.Rope#segments
* @property {Phaser.Rectangles[]} updateAnimation - Returns an array of Phaser.Rectangles that represent the segments of the given rope
*/
Object.defineProperty(Phaser.Rope.prototype, "segments", {
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get: function() {
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var segments = [];
var index, x1, y1, x2, y2, width, height, rect;
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for (var i = 0; i < this.points.length; i++)
{
index = i * 4;
x1 = this.verticies[index];
y1 = this.verticies[index + 1];
x2 = this.verticies[index + 4];
y2 = this.verticies[index + 3];
width = Phaser.Math.difference(x1,x2);
height = Phaser.Math.difference(y1,y2);
x1 += this.world.x;
y1 += this.world.y;
rect = new Phaser.Rectangle(x1,y1, width, height);
segments.push(rect);
}
return segments;
}
});
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-alpha10< / a >
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