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< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
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< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
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< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
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< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
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< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
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< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
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< a href = "PIXI.BitmapText.html" > BitmapText< / a >
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< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
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< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
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< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
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< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< a href = "PIXI.Circle.html" > Circle< / a >
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< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
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< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
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< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
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< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
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< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
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< a href = "PIXI.Ellipse.html" > Ellipse< / a >
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< a href = "PIXI.Event.html" > Event< / a >
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< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
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< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
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< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
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< a href = "PIXI.Matrix.html" > Matrix< / a >
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< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
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< a href = "PIXI.Point.html" > Point< / a >
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< a href = "PIXI.Polygon.html" > Polygon< / a >
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< a href = "PIXI.PolyK.html" > PolyK< / a >
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< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< a href = "PIXI.Rectangle.html" > Rectangle< / a >
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< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
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< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
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< a href = "PIXI.Rope.html" > Rope< / a >
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< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
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< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
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< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
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< a href = "PIXI.Spine.html" > Spine< / a >
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< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
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< a href = "PIXI.Sprite.html" > Sprite< / a >
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< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
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< a href = "PIXI.Stage.html" > Stage< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
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< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
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< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
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< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
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< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
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< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
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< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
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< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
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< li class = "class-depth-1" > < a href = "Phaser.InputManager.html" > Input Manager< / a > < / li >
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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 >
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< 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.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 >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
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< 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 >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
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< 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 >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
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< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://leanpub.com/u/photonstorm" > Phaser Books< / a > < / li >
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< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/physics/p2/InversePointProxy.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set.
*
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* @class Phaser.Physics.P2.InversePointProxy
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {any} destination - The object to bind to.
*/
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Phaser.Physics.P2.InversePointProxy = function (world, destination) {
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this.world = world;
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this.destination = destination;
};
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Phaser.Physics.P2.InversePointProxy.prototype.constructor = Phaser.Physics.P2.InversePointProxy;
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/**
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* @name Phaser.Physics.P2.InversePointProxy#x
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* @property {number} x - The x property of this InversePointProxy get and set in pixels.
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*/
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Object.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, "x", {
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get: function () {
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return this.world.mpxi(this.destination[0]);
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},
set: function (value) {
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this.destination[0] = this.world.pxmi(value);
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}
});
/**
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* @name Phaser.Physics.P2.InversePointProxy#y
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* @property {number} y - The y property of this InversePointProxy get and set in pixels.
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*/
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Object.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, "y", {
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get: function () {
return this.world.mpxi(this.destination[1]);
},
set: function (value) {
this.destination[1] = this.world.pxmi(value);
}
});
/**
* @name Phaser.Physics.P2.InversePointProxy#mx
* @property {number} mx - The x property of this InversePointProxy get and set in meters.
*/
Object.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, "mx", {
get: function () {
return this.destination[0];
},
set: function (value) {
this.destination[0] = -value;
}
});
/**
* @name Phaser.Physics.P2.InversePointProxy#my
* @property {number} my - The y property of this InversePointProxy get and set in meters.
*/
Object.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, "my", {
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get: function () {
return this.destination[1];
},
set: function (value) {
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this.destination[1] = -value;
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}
});
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